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mutter-performance-source/cogl/cogl-context.h
Neil Roberts 2e5b4a5b81 cogl: Add a struct for winsys-specific data to CoglContext
This creates a separate struct to store the fields of the context that
are specific to the winsys. This is all stored in one file but ideally
this could work more like the CoglContextDriver struct and have a
different header for each winsys.
2010-06-22 11:47:33 +01:00

184 lines
5.5 KiB
C

/*
* 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 <http://www.gnu.org/licenses/>.
*
*
*/
#ifndef __COGL_CONTEXT_H
#define __COGL_CONTEXT_H
#include "cogl-internal.h"
#include "cogl-context-driver.h"
#include "cogl-context-winsys.h"
#include "cogl-primitives.h"
#include "cogl-clip-stack.h"
#include "cogl-matrix-stack.h"
#include "cogl-material-private.h"
#include "cogl-atlas.h"
#include "cogl-buffer-private.h"
#include "cogl-bitmask.h"
typedef struct
{
GLfloat v[3];
GLfloat t[2];
GLubyte c[4];
} CoglTextureGLVertex;
typedef struct
{
/* Features cache */
CoglFeatureFlags feature_flags;
CoglFeatureFlagsPrivate feature_flags_private;
gboolean features_cached;
CoglHandle default_material;
CoglHandle default_layer_0;
CoglHandle default_layer_n;
CoglHandle dummy_layer_dependant;
/* Enable cache */
unsigned long enable_flags;
gboolean fog_enabled;
gboolean enable_backface_culling;
CoglFrontWinding flushed_front_winding;
gboolean indirect;
/* A few handy matrix constants */
CoglMatrix identity_matrix;
CoglMatrix y_flip_matrix;
/* Client-side matrix stack or NULL if none */
CoglMatrixMode flushed_matrix_mode;
GArray *texture_units;
int active_texture_unit;
/* Materials */
CoglHandle simple_material;
CoglHandle source_material;
GString *arbfp_source_buffer;
int legacy_state_set;
/* Textures */
CoglHandle default_gl_texture_2d_tex;
CoglHandle default_gl_texture_rect_tex;
/* Batching geometry... */
/* We journal the texture rectangles we want to submit to OpenGL so
* we have an oppertunity to optimise the final order so that we
* can batch things together. */
GArray *journal;
GArray *logged_vertices;
GArray *polygon_vertices;
/* Some simple caching, to minimize state changes... */
CoglHandle current_material;
unsigned long current_material_changes_since_flush;
gboolean current_material_skip_gl_color;
GArray *material0_nodes;
GArray *material1_nodes;
/* Bitmask of texture coordinates arrays that are enabled */
CoglBitmask texcoord_arrays_enabled;
/* These are temporary bitmasks that are used when disabling
texcoord arrays. They are here just to avoid allocating new ones
each time */
CoglBitmask texcoord_arrays_to_disable;
CoglBitmask temp_bitmask;
gboolean gl_blend_enable_cache;
gboolean depth_test_enabled_cache;
CoglDepthTestFunction depth_test_function_cache;
gboolean depth_writing_enabled_cache;
float depth_range_near_cache;
float depth_range_far_cache;
gboolean legacy_depth_test_enabled;
/* PBOs */
/* This can be used to check if a pbo is bound */
CoglBuffer *current_pbo;
/* Framebuffers */
GSList *framebuffer_stack;
CoglHandle window_buffer;
gboolean dirty_bound_framebuffer;
gboolean dirty_gl_viewport;
/* Primitives */
CoglHandle current_path;
CoglHandle stencil_material;
/* Pre-generated VBOs containing indices to generate GL_TRIANGLES
out of a vertex array of quads */
CoglHandle quad_indices_byte;
unsigned int quad_indices_short_len;
CoglHandle quad_indices_short;
gboolean in_begin_gl_block;
CoglHandle texture_download_material;
CoglAtlas *atlas;
CoglHandle atlas_texture;
/* This debugging variable is used to pick a colour for visually
displaying the quad batches. It needs to be global so that it can
be reset by cogl_clear. It needs to be reset to increase the
chances of getting the same colour during an animation */
guint8 journal_rectangles_color;
/* Cached values for GL_MAX_TEXTURE_[IMAGE_]UNITS to avoid calling
glGetInteger too often */
GLint max_texture_units;
GLint max_texture_image_units;
GLint max_activateable_texture_units;
/* Fragment processing programs */
CoglHandle current_program;
CoglMaterialProgramType current_use_program_type;
GLuint current_gl_program;
/* List of types that will be considered a subclass of CoglTexture in
cogl_is_texture */
GSList *texture_types;
CoglContextDriver drv;
CoglContextWinsys winsys;
} CoglContext;
CoglContext *
_cogl_context_get_default ();
/* Obtains the context and returns retval if NULL */
#define _COGL_GET_CONTEXT(ctxvar, retval) \
CoglContext *ctxvar = _cogl_context_get_default (); \
if (ctxvar == NULL) return retval;
#define NO_RETVAL
#endif /* __COGL_CONTEXT_H */