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mutter-performance-source/cogl/cogl-context.c
Neil Roberts 7474d320f6 cogl-context: Get rid of the features_cached member
The features_cached member of CoglContext is intended to mark when
we've calculated the features so that we know if they are ready in
cogl_get_features. However we always intialize the features while
creating the context so features_cached will never be FALSE so it's
not useful. We also had the odd behaviour that the COGL_DEBUG feature
overrides were only applied in the first call to
cogl_get_features. However there are other functions that use the
feature flags such as cogl_features_available that don't use this
function so in some cases the feature flags will be interpreted before
the overrides are applied. This patch makes it always initialize the
features and apply the overrides immediately while creating the
context. This fixes a problem with COGL_DEBUG=disable-arbfp where the
first material flushed is done before any call to cogl_get_features so
it may still use ARBfp.
2010-11-24 18:39:07 +00:00

394 lines
13 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/>.
*
*
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include "cogl-internal.h"
#include "cogl-profile.h"
#include "cogl-util.h"
#include "cogl-context.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 <string.h>
#ifdef HAVE_COGL_GL
#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
extern void
_cogl_create_context_driver (CoglContext *context);
extern void
_cogl_create_context_winsys (CoglContext *context);
extern void
_cogl_destroy_context_winsys (CoglContext *context);
static CoglContext *_context = NULL;
static gboolean gl_is_indirect = FALSE;
static void
_cogl_init_feature_overrides (CoglContext *ctx)
{
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_VBOS))
ctx->feature_flags &= ~COGL_FEATURE_VBOS;
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_PBOS))
ctx->feature_flags &= ~COGL_FEATURE_PBOS;
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_ARBFP))
ctx->feature_flags &= ~COGL_FEATURE_SHADERS_ARBFP;
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_GLSL))
ctx->feature_flags &= ~COGL_FEATURE_SHADERS_GLSL;
if (G_UNLIKELY (cogl_debug_flags & 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);
}
static gboolean
cogl_create_context (void)
{
GLubyte default_texture_data[] = { 0xff, 0xff, 0xff, 0x0 };
unsigned long enable_flags = 0;
CoglHandle window_buffer;
int i;
if (_context != NULL)
return FALSE;
#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 = (CoglContext*) g_malloc (sizeof (CoglContext));
/* Init default values */
_context->feature_flags = 0;
_context->feature_flags_private = 0;
_context->texture_types = NULL;
_context->buffer_types = NULL;
/* Initialise the driver specific state */
/* TODO: combine these two into one function */
_cogl_create_context_driver (_context);
_cogl_features_init ();
_cogl_init_feature_overrides (_context);
_cogl_create_context_winsys (_context);
_cogl_pipeline_init_default_pipeline ();
_cogl_pipeline_init_default_layers ();
_context->enable_flags = 0;
_context->enable_backface_culling = FALSE;
_context->flushed_front_winding = COGL_FRONT_WINDING_COUNTER_CLOCKWISE;
_context->indirect = gl_is_indirect;
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->fragment_header_buffer = g_string_new ("");
_context->fragment_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->journal = g_array_new (FALSE, FALSE, sizeof (CoglJournalEntry));
_context->logged_vertices = g_array_new (FALSE, FALSE, sizeof (GLfloat));
_context->journal_flush_attributes_array =
g_array_new (TRUE, FALSE, sizeof (CoglVertexAttribute *));
_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->texcoord_arrays_enabled);
_cogl_bitmask_init (&_context->temp_bitmask);
_cogl_bitmask_init (&_context->texcoord_arrays_to_disable);
_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_use_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;
for (i = 0; i < COGL_BUFFER_BIND_TARGET_COUNT; i++)
_context->current_buffer[i] = NULL;
_context->framebuffer_stack = _cogl_create_framebuffer_stack ();
_context->current_clip_stack_valid = FALSE;
window_buffer = _cogl_onscreen_new ();
cogl_set_framebuffer (window_buffer);
/* XXX: the deprecated _cogl_set_draw_buffer API expects to
* find the window buffer here... */
_context->window_buffer = window_buffer;
_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;
/* 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. */
GE (glEnable (GL_ALPHA_TEST));
/* 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->atlas = NULL;
/* 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 */
if (cogl_features_available (COGL_FEATURE_POINT_SPRITE))
GE (glEnable (GL_POINT_SPRITE));
return TRUE;
}
void
_cogl_destroy_context (void)
{
if (_context == NULL)
return;
_cogl_destroy_context_winsys (_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->journal)
g_array_free (_context->journal, TRUE);
if (_context->logged_vertices)
g_array_free (_context->logged_vertices, TRUE);
if (_context->journal_flush_attributes_array)
g_array_free (_context->journal_flush_attributes_array, 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);
if (_context->atlas)
_cogl_atlas_free (_context->atlas);
_cogl_bitmask_destroy (&_context->texcoord_arrays_enabled);
_cogl_bitmask_destroy (&_context->temp_bitmask);
_cogl_bitmask_destroy (&_context->texcoord_arrays_to_disable);
g_slist_free (_context->texture_types);
g_slist_free (_context->buffer_types);
g_free (_context);
}
CoglContext *
_cogl_context_get_default (void)
{
/* Create if doesn't exist yet */
if (_context == NULL)
cogl_create_context ();
return _context;
}
/**
* _cogl_set_indirect_context:
* @indirect: TRUE if GL context is indirect
*
* Advises COGL that the GL context is indirect (commands are sent
* over a socket). COGL uses this information to try to avoid
* round-trips in its use of GL, for example.
*
* This function cannot be called "on the fly," only before COGL
* initializes.
*/
void
_cogl_set_indirect_context (gboolean indirect)
{
/* we get called multiple times if someone creates
* more than the default stage
*/
if (_context != NULL)
{
if (indirect != _context->indirect)
g_warning ("Right now all stages will be treated as "
"either direct or indirect, ignoring attempt "
"to change to indirect=%d", indirect);
return;
}
gl_is_indirect = indirect;
}