Commit 9a3a6dc2 authored by Adam Jackson's avatar Adam Jackson 🥃 Committed by Georges Basile Stavracas Neto

cogl: Move GL-specific context setup/teardown into the driver

GNOME/mutter!973
parent f9599b64
......@@ -47,8 +47,6 @@
#include "cogl1-context.h"
#include "cogl-gpu-info-private.h"
#include "cogl-gtype-private.h"
#include "driver/gl/cogl-pipeline-opengl-private.h"
#include "driver/gl/cogl-util-gl-private.h"
#include "winsys/cogl-winsys-private.h"
#include <string.h>
......@@ -256,17 +254,6 @@ cogl_context_new (CoglDisplay *display,
context->flushed_matrix_mode = COGL_MATRIX_MODELVIEW;
context->texture_units =
g_array_new (FALSE, FALSE, sizeof (CoglTextureUnit));
if (_cogl_has_private_feature (context, COGL_PRIVATE_FEATURE_ANY_GL))
{
/* See cogl-pipeline.c for more details about why we leave texture unit 1
* active by default... */
context->active_texture_unit = 1;
GE (context, glActiveTexture (GL_TEXTURE1));
}
context->opaque_color_pipeline = cogl_pipeline_new (context);
context->codegen_header_buffer = g_string_new ("");
......@@ -341,31 +328,6 @@ cogl_context_new (CoglDisplay *display,
context->texture_download_pipeline = NULL;
context->blit_texture_pipeline = NULL;
#ifdef HAVE_COGL_GL
if (_cogl_has_private_feature (context, COGL_PRIVATE_FEATURE_ALPHA_TEST))
/* 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 (context, glEnable (GL_ALPHA_TEST));
if (context->driver == COGL_DRIVER_GL3)
{
GLuint vertex_array;
/* In a forward compatible context, GL 3 doesn't support rendering
* using the default vertex array object. Cogl doesn't use vertex
* array objects yet so for now we just create a dummy array
* object that we will use as our own default object. Eventually
* it could be good to attach the vertex array objects to
* CoglPrimitives */
context->glGenVertexArrays (1, &vertex_array);
context->glBindVertexArray (vertex_array);
}
#endif
context->current_modelview_entry = NULL;
context->current_projection_entry = NULL;
_cogl_matrix_entry_identity_init (&context->identity_entry);
......@@ -387,16 +349,6 @@ cogl_context_new (CoglDisplay *display,
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 GL3 or GLES2 because point
sprites are handled using a builtin varying in the shader. */
if (_cogl_has_private_feature (context, COGL_PRIVATE_FEATURE_GL_FIXED))
GE (context, glEnable (GL_POINT_SPRITE));
_cogl_list_init (&context->fences);
return context;
......@@ -478,8 +430,6 @@ _cogl_context_free (CoglContext *context)
_cogl_sampler_cache_free (context->sampler_cache);
_cogl_destroy_texture_units ();
g_ptr_array_free (context->uniform_names, TRUE);
g_hash_table_destroy (context->uniform_name_hash);
......
......@@ -127,7 +127,7 @@ CoglTextureUnit *
_cogl_get_texture_unit (int index_);
void
_cogl_destroy_texture_units (void);
_cogl_destroy_texture_units (CoglContext *ctx);
void
_cogl_set_active_texture_unit (int unit_index);
......
......@@ -116,12 +116,10 @@ _cogl_get_texture_unit (int index_)
}
void
_cogl_destroy_texture_units (void)
_cogl_destroy_texture_units (CoglContext *ctx)
{
int i;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
for (i = 0; i < ctx->texture_units->len; i++)
{
CoglTextureUnit *unit =
......
......@@ -42,17 +42,60 @@
#include "driver/gl/cogl-attribute-gl-private.h"
#include "driver/gl/cogl-clip-stack-gl-private.h"
#include "driver/gl/cogl-buffer-gl-private.h"
#include "driver/gl/cogl-pipeline-opengl-private.h"
gboolean
_cogl_driver_gl_context_init (CoglContext *context,
GError **error)
{
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 (context, glActiveTexture (GL_TEXTURE1));
if (_cogl_has_private_feature (context, COGL_PRIVATE_FEATURE_ALPHA_TEST))
/* 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 (context, glEnable (GL_ALPHA_TEST));
if ((context->driver == COGL_DRIVER_GL3))
{
GLuint vertex_array;
/* In a forward compatible context, GL 3 doesn't support rendering
* using the default vertex array object. Cogl doesn't use vertex
* array objects yet so for now we just create a dummy array
* object that we will use as our own default object. Eventually
* it could be good to attach the vertex array objects to
* CoglPrimitives */
context->glGenVertexArrays (1, &vertex_array);
context->glBindVertexArray (vertex_array);
}
/* 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 GL3 or GLES2 because point
sprites are handled using a builtin varying in the shader. */
if (_cogl_has_private_feature (context, COGL_PRIVATE_FEATURE_GL_FIXED))
GE (context, glEnable (GL_POINT_SPRITE));
return TRUE;
}
void
_cogl_driver_gl_context_deinit (CoglContext *context)
{
_cogl_destroy_texture_units (context);
}
static gboolean
......
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