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* Dynamically load the GL or GLES libraryNeil Roberts2011-07-111-0/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
* Add internal _cogl_init() functionRobert Bragg2011-06-301-0/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This adds a _cogl_init function for Cogl that we expect to be the first thing called before anything else is done with Cogl. It's not a public API so it's expected that all entry points for Cogl that might be the first function used should call _cogl_init(). We currently call _cogl_init() in these functions: cogl_renderer_new cogl_display_new cogl_context_new cogl_android_set_native_window _cogl_init() can be called multiple times, and only the first call has any affect. For example _cogl_init() gives us a place check and parse the COGL_DEBUG environment variable. Since we don't have any need to parse command line arguments (we can always get user configuration options from the environment) our init function doesn't require argc/argv pointers. By saying up front that we aren't interested in command line arguments that means we can avoid the mess that is GOption based library initialization which is extremely fragile due to its lack of dependency tracking between modules. Signed-off-by: Neil Roberts <neil@linux.intel.com>
* Adds _cogl_wayland_texture_2d_new_from_buffer APIRobert Bragg2011-06-011-0/+10
| | | | | | | | This adds internal API to be able to wrap a wayland buffer as a CoglTexture2D. There is a --enable-wayland-egl-server option to decide if Cogl should support this feature and potentially any EGL based winsys could support this through the EGL_KHR_image_base and EGL_WL_bind_display extensions.
* Make stub winsys into a proper winsys backendRobert Bragg2011-06-011-4/+0
| | | | | | | | | | Instead of the stub winsys being a special case set of #ifdef'd code used when COGL_HAS_FULL_WINSYS wasn't defined, the stub winsys now implements a CoglWinsysVtable like all other winsys backends (it's just that everything is a NOP). This way we can get rid of the COGL_HAS_FULL_WINSYS define and also the stub winsys can be runtime selected whereas before it was incompatible with all other winsys backends.
* EGL: Updates GDL platform supportRobert Bragg2011-05-051-0/+12
| | | | | | | The GDL API is used for example on intel ce4100 (aka Sodaville) based systems as a way to allocate memory that can be composited using the platforms overlay hardware. This updates the Cogl EGL winsys and the support in Clutter so we can continue to support these platforms.
* Add a vtable of indirection to the winsys codeRobert Bragg2011-05-051-1/+13
| | | | | | | So that we can dynamically select what winsys backend to use at runtime we need to have some indirection to how code accesses the winsys instead of simply calling _cogl_winsys* functions that would collide if we wanted to compile more than one backend into Cogl.
* Moves all GLX code down from Clutter to CoglRobert Bragg2011-04-111-0/+5
| | | | | | | | This migrates all the GLX window system code down from the Clutter backend code into a Cogl winsys. Moving OpenGL window system binding code down from Clutter into Cogl is the biggest blocker to having Cogl become a standalone 3D graphics library, so this is an important step in that direction.
* Adds renderer,display,onscreen-template and swap-chain stubsRobert Bragg2011-04-111-0/+106
As part of the process of splitting Cogl out as a standalone graphics API we need to introduce some API concepts that will allow us to initialize a new CoglContext when Clutter isn't there to handle that for us... The new objects roughly in the order that they are (optionally) involved in constructing a context are: CoglRenderer, CoglOnscreenTemplate, CoglSwapChain and CoglDisplay. Conceptually a CoglRenderer represents a means for rendering. Cogl supports rendering via OpenGL or OpenGL ES 1/2.0 and those APIs are accessed through a number of different windowing APIs such as GLX, EGL, SDL or WGL and more. Potentially in the future Cogl could render using D3D or even by using libdrm and directly banging the hardware. All these choices are wrapped up in the configuration of a CoglRenderer. Conceptually a CoglDisplay represents a display pipeline for a renderer. Although Cogl doesn't aim to provide a detailed abstraction of display hardware, on some platforms we can give control over multiple display planes (On TV platforms for instance video content may be on one plane and 3D would be on another so a CoglDisplay lets you select the plane up-front.) Another aspect of CoglDisplay is that it lets us negotiate a display pipeline that best supports the type of CoglOnscreen framebuffers we are planning to create. For instance if you want transparent CoglOnscreen framebuffers then we have to be sure the display pipeline wont discard the alpha component of your framebuffers. Or if you want to use double/tripple buffering that requires support from the display pipeline. CoglOnscreenTemplate and CoglSwapChain are how we describe our default CoglOnscreen framebuffer configuration which can affect the configuration of the display pipeline. The default/simple way we expect most CoglContexts to be constructed will be via something like: if (!cogl_context_new (NULL, &error)) g_error ("Failed to construct a CoglContext: %s", error->message); Where that NULL is for an optional "display" parameter and NULL says to Cogl "please just try to do something sensible". If you want some more control though you can manually construct a CoglDisplay something like: display = cogl_display_new (NULL, NULL); cogl_gdl_display_set_plane (display, plane); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message); And in a similar fashion to cogl_context_new() you can optionally pass a NULL "renderer" and/or a NULL "onscreen template" so Cogl will try to just do something sensible. If you need to change the CoglOnscreen defaults you can provide a template something like: chain = cogl_swap_chain_new (); cogl_swap_chain_set_has_alpha (chain, TRUE); cogl_swap_chain_set_length (chain, 3); onscreen_template = cogl_onscreen_template_new (chain); cogl_onscreen_template_set_pixel_format (onscreen_template, COGL_PIXEL_FORMAT_RGB565); display = cogl_display_new (NULL, onscreen_template); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message);