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egl: remove special re-try without stencil code

The EGL winsys had a special case code path when trying to create a
context where if it failed it would try again except without requesting
a stencil buffer. Historically this code path was to allow Clutter to
run on PowerVR MBX hardware which doesn't support a stencil buffer. It
doesn't really make sense to keep this workaround in Cogl as it would
leave Cogl in a state where the clip stack doesn't work without
providing any feedback to the developer. If we need to support running
on MBX like hardware - probably not very likely these days - then we
should provide developer control over the stencil buffer so the
equivalent workaround could be implemented on top of Cogl.

Reviewed-by: Neil Roberts <neil@linux.intel.com>
(cherry picked from commit a7c391a985e82707b17f2fb1105de5d37822a390)
This commit is contained in:
Robert Bragg 2012-09-28 11:08:16 +01:00
parent 01937201e4
commit 986ba3aa79
2 changed files with 68 additions and 94 deletions

View file

@ -108,7 +108,6 @@ typedef struct _CoglDisplayEGL
EGLConfig egl_config;
CoglBool found_egl_config;
CoglBool stencil_disabled;
EGLSurface current_read_surface;
EGLSurface current_draw_surface;

View file

@ -199,7 +199,6 @@ _cogl_winsys_renderer_connect (CoglRenderer *renderer,
static void
egl_attributes_from_framebuffer_config (CoglDisplay *display,
CoglFramebufferConfig *config,
CoglBool needs_stencil_override,
EGLint *attributes)
{
CoglRenderer *renderer = display->renderer;
@ -212,8 +211,11 @@ egl_attributes_from_framebuffer_config (CoglDisplay *display,
config,
attributes);
attributes[i++] = EGL_STENCIL_SIZE;
attributes[i++] = needs_stencil_override ? 2 : 0;
if (config->need_stencil)
{
attributes[i++] = EGL_STENCIL_SIZE;
attributes[i++] = 2;
}
attributes[i++] = EGL_RED_SIZE;
attributes[i++] = 1;
@ -254,78 +256,6 @@ egl_attributes_from_framebuffer_config (CoglDisplay *display,
g_assert (i < MAX_EGL_CONFIG_ATTRIBS);
}
static CoglBool
try_create_context (CoglDisplay *display,
CoglBool with_stencil_buffer,
CoglError **error)
{
CoglRenderer *renderer = display->renderer;
CoglDisplayEGL *egl_display = display->winsys;
CoglRendererEGL *egl_renderer = renderer->winsys;
EGLDisplay edpy;
EGLConfig config;
EGLint config_count = 0;
EGLBoolean status;
EGLint attribs[3];
EGLint cfg_attribs[MAX_EGL_CONFIG_ATTRIBS];
const char *error_message;
_COGL_RETURN_VAL_IF_FAIL (egl_display->egl_context == NULL, TRUE);
if (renderer->driver == COGL_DRIVER_GL)
eglBindAPI (EGL_OPENGL_API);
if (display->renderer->driver == COGL_DRIVER_GLES2)
{
attribs[0] = EGL_CONTEXT_CLIENT_VERSION;
attribs[1] = 2;
attribs[2] = EGL_NONE;
}
else
attribs[0] = EGL_NONE;
egl_attributes_from_framebuffer_config (display,
&display->onscreen_template->config,
with_stencil_buffer,
cfg_attribs);
edpy = egl_renderer->edpy;
status = eglChooseConfig (edpy,
cfg_attribs,
&config, 1,
&config_count);
if (status != EGL_TRUE || config_count == 0)
{
error_message = "Unable to find a usable EGL configuration";
goto fail;
}
egl_display->egl_config = config;
egl_display->egl_context = eglCreateContext (edpy,
config,
EGL_NO_CONTEXT,
attribs);
if (egl_display->egl_context == EGL_NO_CONTEXT)
{
error_message = "Unable to create a suitable EGL context";
goto fail;
}
if (egl_renderer->platform_vtable->context_created &&
!egl_renderer->platform_vtable->context_created (display, error))
return FALSE;
return TRUE;
fail:
_cogl_set_error (error, COGL_WINSYS_ERROR,
COGL_WINSYS_ERROR_CREATE_CONTEXT,
"%s", error_message);
return FALSE;
}
EGLBoolean
_cogl_winsys_egl_make_current (CoglDisplay *display,
EGLSurface draw,
@ -374,28 +304,76 @@ cleanup_context (CoglDisplay *display)
}
static CoglBool
create_context (CoglDisplay *display, CoglError **error)
try_create_context (CoglDisplay *display,
CoglError **error)
{
CoglRenderer *renderer = display->renderer;
CoglDisplayEGL *egl_display = display->winsys;
CoglRendererEGL *egl_renderer = renderer->winsys;
EGLDisplay edpy;
EGLConfig config;
EGLint config_count = 0;
EGLBoolean status;
EGLint attribs[3];
EGLint cfg_attribs[MAX_EGL_CONFIG_ATTRIBS];
const char *error_message;
/* Note: we don't just rely on eglChooseConfig to correctly
* report that the driver doesn't support a stencil buffer
* because we've seen PVR drivers that claim stencil buffer
* support according to the EGLConfig but then later fail
* when trying to create a context with such a config.
*/
if (try_create_context (display, TRUE, error))
_COGL_RETURN_VAL_IF_FAIL (egl_display->egl_context == NULL, TRUE);
if (renderer->driver == COGL_DRIVER_GL)
eglBindAPI (EGL_OPENGL_API);
if (display->renderer->driver == COGL_DRIVER_GLES2)
{
egl_display->stencil_disabled = FALSE;
return TRUE;
attribs[0] = EGL_CONTEXT_CLIENT_VERSION;
attribs[1] = 2;
attribs[2] = EGL_NONE;
}
else
attribs[0] = EGL_NONE;
egl_attributes_from_framebuffer_config (display,
&display->onscreen_template->config,
cfg_attribs);
edpy = egl_renderer->edpy;
status = eglChooseConfig (edpy,
cfg_attribs,
&config, 1,
&config_count);
if (status != EGL_TRUE || config_count == 0)
{
_cogl_clear_error (error);
cleanup_context (display);
egl_display->stencil_disabled = TRUE;
return try_create_context (display, FALSE, error);
error_message = "Unable to find a usable EGL configuration";
goto fail;
}
egl_display->egl_config = config;
egl_display->egl_context = eglCreateContext (edpy,
config,
EGL_NO_CONTEXT,
attribs);
if (egl_display->egl_context == EGL_NO_CONTEXT)
{
error_message = "Unable to create a suitable EGL context";
goto fail;
}
if (egl_renderer->platform_vtable->context_created &&
!egl_renderer->platform_vtable->context_created (display, error))
return FALSE;
return TRUE;
fail:
_cogl_set_error (error, COGL_WINSYS_ERROR,
COGL_WINSYS_ERROR_CREATE_CONTEXT,
"%s", error_message);
cleanup_context (display);
return FALSE;
}
static void
@ -443,7 +421,7 @@ _cogl_winsys_display_setup (CoglDisplay *display,
!egl_renderer->platform_vtable->display_setup (display, error))
goto error;
if (!create_context (display, error))
if (!try_create_context (display, error))
goto error;
egl_display->found_egl_config = TRUE;
@ -570,14 +548,11 @@ _cogl_winsys_onscreen_init (CoglOnscreen *onscreen,
EGLConfig egl_config;
EGLint config_count = 0;
EGLBoolean status;
CoglBool need_stencil =
egl_display->stencil_disabled ? FALSE : framebuffer->config.need_stencil;
_COGL_RETURN_VAL_IF_FAIL (egl_display->egl_context, FALSE);
egl_attributes_from_framebuffer_config (display,
&framebuffer->config,
need_stencil,
attributes);
status = eglChooseConfig (egl_renderer->edpy,