/* * Cogl * * An object oriented GL/GLES Abstraction/Utility Layer * * Copyright (C) 2007,2008,2009 Intel Corporation. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library. If not, see . * * */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "cogl.h" #include "cogl-object.h" #include "cogl-internal.h" #include "cogl-private.h" #include "cogl-winsys-private.h" #include "cogl-profile.h" #include "cogl-util.h" #include "cogl-context-private.h" #include "cogl-journal-private.h" #include "cogl-texture-private.h" #include "cogl-pipeline-private.h" #include "cogl-pipeline-opengl-private.h" #include "cogl-framebuffer-private.h" #include "cogl2-path.h" #include #ifdef HAVE_COGL_GL #include "cogl-pipeline-fragend-arbfp-private.h" #define glActiveTexture _context->drv.pf_glActiveTexture #endif /* This isn't defined in the GLES headers */ #ifndef GL_POINT_SPRITE #define GL_POINT_SPRITE 0x8861 #endif static void _cogl_context_free (CoglContext *context); COGL_OBJECT_DEFINE (Context, context); extern void _cogl_create_context_driver (CoglContext *context); static CoglContext *_context = NULL; static void _cogl_init_feature_overrides (CoglContext *ctx) { if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_VBOS))) ctx->feature_flags &= ~COGL_FEATURE_VBOS; if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_PBOS))) ctx->feature_flags &= ~COGL_FEATURE_PBOS; if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_ARBFP))) ctx->feature_flags &= ~COGL_FEATURE_SHADERS_ARBFP; if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_GLSL))) ctx->feature_flags &= ~COGL_FEATURE_SHADERS_GLSL; if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_NPOT_TEXTURES))) ctx->feature_flags &= ~(COGL_FEATURE_TEXTURE_NPOT | COGL_FEATURE_TEXTURE_NPOT_BASIC | COGL_FEATURE_TEXTURE_NPOT_MIPMAP | COGL_FEATURE_TEXTURE_NPOT_REPEAT); } /* For reference: There was some deliberation over whether to have a * constructor that could throw an exception but looking at standard * practices with several high level OO languages including python, C++, * C# Java and Ruby they all support exceptions in constructors and the * general consensus appears to be that throwing an exception is neater * than successfully constructing with an internal error status that * would then have to be explicitly checked via some form of ::is_ok() * method. */ CoglContext * cogl_context_new (CoglDisplay *display, GError **error) { CoglContext *context; GLubyte default_texture_data[] = { 0xff, 0xff, 0xff, 0x0 }; unsigned long enable_flags = 0; int i; #ifdef CLUTTER_ENABLE_PROFILE /* We need to be absolutely sure that uprof has been initialized * before calling _cogl_uprof_init. uprof_init (NULL, NULL) * will be a NOP if it has been initialized but it will also * mean subsequent parsing of the UProf GOptionGroup will have no * affect. * * Sadly GOptionGroup based library initialization is extremely * fragile by design because GOptionGroups have no notion of * dependencies and so the order things are initialized isn't * currently under tight control. */ uprof_init (NULL, NULL); _cogl_uprof_init (); #endif /* Allocate context memory */ context = g_malloc (sizeof (CoglContext)); /* XXX: Gross hack! * Currently everything in Cogl just assumes there is a default * context which it can access via _COGL_GET_CONTEXT() including * code used to construct a CoglContext. Until all of that code * has been updated to take an explicit context argument we have * to immediately make our pointer the default context. */ _context = context; /* Init default values */ context->feature_flags = 0; context->texture_types = NULL; context->buffer_types = NULL; context->rectangle_state = COGL_WINSYS_RECTANGLE_STATE_UNKNOWN; _cogl_bitmask_init (&context->winsys_features); if (!display) display = cogl_display_new (NULL, NULL); else cogl_object_ref (display); if (!cogl_display_setup (display, error)) { cogl_object_unref (display); g_free (context); return NULL; } context->display = display; #ifdef COGL_HAS_FULL_WINSYS if (!_cogl_winsys_context_init (context, error)) { cogl_object_unref (display); g_free (context); return NULL; } #else /* In this case Clutter is still responsible for creating a GL * context. */ context->stub_winsys = TRUE; if (!_cogl_gl_check_version (error)) { g_free (context); return NULL; } _cogl_gl_update_features (context); #ifdef COGL_HAS_XLIB_SUPPORT _cogl_xlib_query_damage_extension (); #endif #endif /* Initialise the driver specific state */ _cogl_init_feature_overrides (context); _cogl_pipeline_init_default_pipeline (); _cogl_pipeline_init_default_layers (); _cogl_pipeline_init_state_hash_functions (); _cogl_pipeline_init_layer_state_hash_functions (); context->enable_flags = 0; context->enable_backface_culling = FALSE; context->flushed_front_winding = COGL_FRONT_WINDING_COUNTER_CLOCKWISE; cogl_matrix_init_identity (&context->identity_matrix); cogl_matrix_init_identity (&context->y_flip_matrix); cogl_matrix_scale (&context->y_flip_matrix, 1, -1, 1); context->flushed_matrix_mode = COGL_MATRIX_MODELVIEW; context->texture_units = g_array_new (FALSE, FALSE, sizeof (CoglTextureUnit)); /* See cogl-pipeline.c for more details about why we leave texture unit 1 * active by default... */ context->active_texture_unit = 1; GE (glActiveTexture (GL_TEXTURE1)); context->legacy_fog_state.enabled = FALSE; context->opaque_color_pipeline = cogl_pipeline_new (); context->blended_color_pipeline = cogl_pipeline_new (); context->texture_pipeline = cogl_pipeline_new (); context->codegen_header_buffer = g_string_new (""); context->codegen_source_buffer = g_string_new (""); context->source_stack = NULL; context->legacy_state_set = 0; context->default_gl_texture_2d_tex = COGL_INVALID_HANDLE; context->default_gl_texture_rect_tex = COGL_INVALID_HANDLE; context->framebuffers = NULL; context->journal_flush_attributes_array = g_array_new (TRUE, FALSE, sizeof (CoglAttribute *)); context->journal_clip_bounds = NULL; context->polygon_vertices = g_array_new (FALSE, FALSE, sizeof (float)); context->current_pipeline = NULL; context->current_pipeline_changes_since_flush = 0; context->current_pipeline_skip_gl_color = FALSE; context->pipeline0_nodes = g_array_sized_new (FALSE, FALSE, sizeof (CoglHandle), 20); context->pipeline1_nodes = g_array_sized_new (FALSE, FALSE, sizeof (CoglHandle), 20); _cogl_bitmask_init (&context->arrays_enabled); _cogl_bitmask_init (&context->temp_bitmask); _cogl_bitmask_init (&context->arrays_to_change); context->max_texture_units = -1; context->max_texture_image_units = -1; context->max_activateable_texture_units = -1; context->current_program = COGL_INVALID_HANDLE; context->current_fragment_program_type = COGL_PIPELINE_PROGRAM_TYPE_FIXED; context->current_vertex_program_type = COGL_PIPELINE_PROGRAM_TYPE_FIXED; context->current_gl_program = 0; context->gl_blend_enable_cache = FALSE; context->depth_test_enabled_cache = FALSE; context->depth_test_function_cache = COGL_DEPTH_TEST_FUNCTION_LESS; context->depth_writing_enabled_cache = TRUE; context->depth_range_near_cache = 0; context->depth_range_far_cache = 1; context->point_size_cache = 1.0f; context->legacy_depth_test_enabled = FALSE; #ifdef HAVE_COGL_GL _context->arbfp_cache = g_hash_table_new (_cogl_pipeline_fragend_arbfp_hash, _cogl_pipeline_fragend_arbfp_equal); #endif for (i = 0; i < COGL_BUFFER_BIND_TARGET_COUNT; i++) context->current_buffer[i] = NULL; context->framebuffer_stack = _cogl_create_framebuffer_stack (); /* XXX: In this case the Clutter backend is still responsible for * the OpenGL binding API and for creating onscreen framebuffers and * so we have to add a dummy framebuffer to represent the backend * owned window... */ if (context->stub_winsys) { CoglOnscreen *window = _cogl_onscreen_new (); cogl_set_framebuffer (COGL_FRAMEBUFFER (window)); cogl_object_unref (COGL_FRAMEBUFFER (window)); } _context->current_clip_stack_valid = FALSE; context->dirty_bound_framebuffer = TRUE; context->dirty_gl_viewport = TRUE; context->current_path = cogl2_path_new (); context->stencil_pipeline = cogl_pipeline_new (); context->in_begin_gl_block = FALSE; context->quad_buffer_indices_byte = COGL_INVALID_HANDLE; context->quad_buffer_indices = COGL_INVALID_HANDLE; context->quad_buffer_indices_len = 0; context->rectangle_byte_indices = NULL; context->rectangle_short_indices = NULL; context->rectangle_short_indices_len = 0; context->texture_download_pipeline = COGL_INVALID_HANDLE; context->blit_texture_pipeline = COGL_INVALID_HANDLE; #ifndef HAVE_COGL_GLES2 /* The default for GL_ALPHA_TEST is to always pass which is equivalent to * the test being disabled therefore we assume that for all drivers there * will be no performance impact if we always leave the test enabled which * makes things a bit simpler for us. Under GLES2 the alpha test is * implemented in the fragment shader so there is no enable for it */ GE (glEnable (GL_ALPHA_TEST)); #endif #ifdef HAVE_COGL_GLES2 _context->flushed_modelview_stack = NULL; _context->flushed_projection_stack = NULL; #endif /* Create default textures used for fall backs */ context->default_gl_texture_2d_tex = cogl_texture_new_from_data (1, /* width */ 1, /* height */ COGL_TEXTURE_NO_SLICING, COGL_PIXEL_FORMAT_RGBA_8888_PRE, /* data format */ /* internal format */ COGL_PIXEL_FORMAT_RGBA_8888_PRE, 0, /* auto calc row stride */ default_texture_data); context->default_gl_texture_rect_tex = cogl_texture_new_from_data (1, /* width */ 1, /* height */ COGL_TEXTURE_NO_SLICING, COGL_PIXEL_FORMAT_RGBA_8888_PRE, /* data format */ /* internal format */ COGL_PIXEL_FORMAT_RGBA_8888_PRE, 0, /* auto calc row stride */ default_texture_data); cogl_push_source (context->opaque_color_pipeline); _cogl_pipeline_flush_gl_state (context->opaque_color_pipeline, FALSE, 0); _cogl_enable (enable_flags); _cogl_flush_face_winding (); context->atlases = NULL; _context->buffer_map_fallback_array = g_byte_array_new (); _context->buffer_map_fallback_in_use = FALSE; /* As far as I can tell, GL_POINT_SPRITE doesn't have any effect unless GL_COORD_REPLACE is enabled for an individual layer. Therefore it seems like it should be ok to just leave it enabled all the time instead of having to have a set property on each pipeline to track whether any layers have point sprite coords enabled. We don't need to do this for GLES2 because point sprites are handled using a builtin varying in the shader. */ #ifndef HAVE_COGL_GLES2 if (cogl_features_available (COGL_FEATURE_POINT_SPRITE)) GE (glEnable (GL_POINT_SPRITE)); #endif return _cogl_context_object_new (context); } static void _cogl_context_free (CoglContext *context) { _cogl_winsys_context_deinit (context); _cogl_destroy_texture_units (); _cogl_free_framebuffer_stack (context->framebuffer_stack); if (context->current_path) cogl_handle_unref (context->current_path); if (context->default_gl_texture_2d_tex) cogl_handle_unref (context->default_gl_texture_2d_tex); if (context->default_gl_texture_rect_tex) cogl_handle_unref (context->default_gl_texture_rect_tex); if (context->opaque_color_pipeline) cogl_handle_unref (context->opaque_color_pipeline); if (context->blended_color_pipeline) cogl_handle_unref (context->blended_color_pipeline); if (context->texture_pipeline) cogl_handle_unref (context->texture_pipeline); if (context->blit_texture_pipeline) cogl_handle_unref (context->blit_texture_pipeline); if (context->journal_flush_attributes_array) g_array_free (context->journal_flush_attributes_array, TRUE); if (context->journal_clip_bounds) g_array_free (context->journal_clip_bounds, TRUE); if (context->polygon_vertices) g_array_free (context->polygon_vertices, TRUE); if (context->quad_buffer_indices_byte) cogl_handle_unref (context->quad_buffer_indices_byte); if (context->quad_buffer_indices) cogl_handle_unref (context->quad_buffer_indices); if (context->rectangle_byte_indices) cogl_object_unref (context->rectangle_byte_indices); if (context->rectangle_short_indices) cogl_object_unref (context->rectangle_short_indices); if (context->default_pipeline) cogl_handle_unref (context->default_pipeline); if (context->dummy_layer_dependant) cogl_handle_unref (context->dummy_layer_dependant); if (context->default_layer_n) cogl_handle_unref (context->default_layer_n); if (context->default_layer_0) cogl_handle_unref (context->default_layer_0); if (context->current_clip_stack_valid) _cogl_clip_stack_unref (context->current_clip_stack); g_slist_free (context->atlases); _cogl_bitmask_destroy (&context->arrays_enabled); _cogl_bitmask_destroy (&context->temp_bitmask); _cogl_bitmask_destroy (&context->arrays_to_change); g_slist_free (context->texture_types); g_slist_free (context->buffer_types); #ifdef HAVE_COGL_GLES2 if (_context->flushed_modelview_stack) cogl_object_unref (_context->flushed_modelview_stack); if (_context->flushed_projection_stack) cogl_object_unref (_context->flushed_projection_stack); #endif #ifdef HAVE_COGL_GL g_hash_table_unref (context->arbfp_cache); #endif g_byte_array_free (context->buffer_map_fallback_array, TRUE); _cogl_bitmask_destroy (&context->winsys_features); cogl_object_unref (context->display); g_free (context); } CoglContext * _cogl_context_get_default (void) { GError *error = NULL; /* Create if doesn't exist yet */ if (_context == NULL) { _context = cogl_context_new (NULL, &error); if (!_context) { g_warning ("Failed to create default context: %s", error->message); g_error_free (error); } } return _context; } void cogl_set_default_context (CoglContext *context) { cogl_object_ref (context); if (_context) cogl_object_unref (_context); _context = context; }