[Cogl] [PATCH 4/8] cogl-gles2-context: Flip the rendering when framebuffer is offscreen
Neil Roberts
neil at linux.intel.com
Thu Aug 9 09:08:49 PDT 2012
Cogl has a different origin for texture coordinates than OpenGL so
that the results of rendering to a texture should leave the top of the
image at the texture coordinate 0,0 rather than the bottom. When a
GLES2 context is used to render to a Cogl texture via a CoglOffscreen
we don't really want the application to have to be aware of the
mismatch and flip the texture coordinates. To get that to work, this
patch now tracks all of the programs that the application generates
using the context and sneaks in an extra vertex shader with an
alternative main function. This main function multiplies the final
calculated gl_Position by a vector uniform which we can use to flip
the image. When the application uploads the source code for a vertex
shader we now replace any occurrences of the token 'main' with '_c31'
and this renamed function gets called from the replacement main
function. The token has a weird name so that it will be unlikely to
conflict with a variable name in the application's source but it also
needs to have the same number of characters as the original token so
that it won't affect column numbers in the error reporting.
We are also wrapping glGetShaderSource so that we can try to revert
the token name. The same goes for the error logs just in case the
error report mentions function names.
Both places that cause drawing to occur (glDrawElements and
glDrawArrays) are now also wrapped so that we can update the uniform
value whenever the program is used with a different type of
framebuffer from last time.
We additionally need to manually track the state for the viewport, the
stencil box and the front face because all of these will be affected
by whether we are flipping the image or not. Any attempts to change
these states will be queued and instead flushed at the last minute
before drawing.
There are still some known issues with this patch:
• glCopyTexImage2D and glCopyTexSubImage2D will do the wrong thing
when copying data from a CoglOffscreen. This could be quite fiddly
to solve.
• Point sprites won't flip correctly. To make this work we would need
to flip the gl_PointSprite builtin variable somehow. This is done in
the fragment shader not the vertex shader so flipping the calculated
gl_Position doesn't help here.
• The patch doesn't attempt to flip rendering to framebuffers for
textures created within the GLES2 context. This probably makes sense
because those textures are likely to be used within the GLES2
context in which case we want to leave the texture coordinates as
they are. However, if the texture is shared back out to Cogl with
cogl_gles2_texture_2d_new_from_handle then the texture will be
upside-down.
• The application can discover our secret uniform that we added via
glGetActiveUniform. It might be worth trying to disguise this by
wrapping that function although that could be quite fiddly.
---
cogl/cogl-gles2-context-private.h | 36 ++
cogl/cogl-gles2-context.c | 752 ++++++++++++++++++++++++++++++++++++++
2 files changed, 788 insertions(+)
diff --git a/cogl/cogl-gles2-context-private.h b/cogl/cogl-gles2-context-private.h
index a45214a..1325ad4 100644
--- a/cogl/cogl-gles2-context-private.h
+++ b/cogl/cogl-gles2-context-private.h
@@ -68,6 +68,13 @@ typedef struct
CoglBool deleted;
} CoglGLES2ShaderData;
+typedef enum
+{
+ COGL_GLES2_FLIP_STATE_UNKNOWN,
+ COGL_GLES2_FLIP_STATE_NORMAL,
+ COGL_GLES2_FLIP_STATE_FLIPPED
+} CoglGLES2FlipState;
+
typedef struct
{
/* GL's ID for the program */
@@ -89,6 +96,12 @@ typedef struct
* application calls glDeleteProgram multiple times */
CoglBool deleted;
+ GLuint flip_vector_location;
+
+ /* A cache of what value we've put in the flip vector uniform so
+ * that we don't flush unless it's changed */
+ CoglGLES2FlipState flip_vector_state;
+
CoglGLES2Context *context;
} CoglGLES2ProgramData;
@@ -129,6 +142,29 @@ struct _CoglGLES2Context
* current */
CoglGLES2ProgramData *current_program;
+ /* A shader to provide a wrapper 'main' function. A single shader is
+ * used for all programs */
+ GLuint wrapper_shader;
+
+ /* Whether the currently bound framebuffer needs flipping. This is
+ * used to check for changes so that we can dirty the following
+ * state flags */
+ CoglGLES2FlipState current_flip_state;
+
+ /* The following state is tracked separately from the GL context
+ * because we need to modify it depending on whether we are flipping
+ * the geometry. */
+ CoglBool viewport_dirty;
+ int viewport[4];
+ CoglBool scissor_dirty;
+ int scissor[4];
+ CoglBool front_face_dirty;
+ GLenum front_face;
+
+ /* We need to keep track of the pack alignment so we can flip the
+ * results of glReadPixels read from a CoglOffscreen */
+ int pack_alignment;
+
void *winsys;
};
diff --git a/cogl/cogl-gles2-context.c b/cogl/cogl-gles2-context.c
index deb889b..c339ba1 100644
--- a/cogl/cogl-gles2-context.c
+++ b/cogl/cogl-gles2-context.c
@@ -30,6 +30,8 @@
#include "config.h"
#endif
+#include <string.h>
+
#include "cogl-gles2.h"
#include "cogl-gles2-context-private.h"
@@ -49,6 +51,30 @@ static CoglGLES2Context *current_gles2_context;
static CoglUserDataKey offscreen_wrapper_key;
+/* The application's main function is renamed to this so that we can
+ * provide an alternative main function */
+#define MAIN_WRAPPER_REPLACEMENT_NAME "_c31"
+/* This uniform is used to flip the rendering or not depending on
+ * whether we are rendering to an offscreen buffer or not */
+#define MAIN_WRAPPER_FLIP_UNIFORM "_cogl_flip_vector"
+
+/* This wrapper function around 'main' is appended to every program in
+ * a separate shader so that we can add some extra code to flip the
+ * rendering when rendering to an offscreen buffer */
+static const char
+main_wrapper_function[] =
+ "uniform vec4 " MAIN_WRAPPER_FLIP_UNIFORM ";\n"
+ "\n"
+ "void\n"
+ MAIN_WRAPPER_REPLACEMENT_NAME " ();\n"
+ "\n"
+ "void\n"
+ "main ()\n"
+ "{\n"
+ " " MAIN_WRAPPER_REPLACEMENT_NAME " ();\n"
+ " gl_Position *= " MAIN_WRAPPER_FLIP_UNIFORM ";\n"
+ "}\n";
+
enum {
RESTORE_FB_NONE,
RESTORE_FB_FROM_OFFSCREEN,
@@ -98,6 +124,63 @@ detach_shader (CoglGLES2ProgramData *program_data,
}
}
+static CoglBool
+is_symbol_character (char ch)
+{
+ return g_ascii_isalnum (ch) || ch == '_';
+}
+
+static void
+replace_token (char *string,
+ const char *token,
+ const char *replacement,
+ int length)
+{
+ char *token_pos;
+ char *last_pos = string;
+ char *end = string + length;
+ int token_length = strlen (token);
+
+ /* NOTE: this assumes token and replacement are the same length */
+
+ while ((token_pos = _cogl_util_memmem (last_pos,
+ end - last_pos,
+ token,
+ token_length)))
+ {
+ /* Make sure this isn't in the middle of some longer token */
+ if ((token_pos <= string ||
+ !is_symbol_character (token_pos[-1])) &&
+ (token_pos + token_length == end ||
+ !is_symbol_character (token_pos[token_length])))
+ memcpy (token_pos, replacement, token_length);
+
+ last_pos = token_pos + token_length;
+ }
+}
+
+static void
+update_current_flip_state (CoglGLES2Context *gles2_ctx)
+{
+ CoglGLES2FlipState new_flip_state;
+
+ if (gles2_ctx->current_fbo_handle == 0 &&
+ cogl_is_offscreen (gles2_ctx->write_buffer))
+ new_flip_state = COGL_GLES2_FLIP_STATE_FLIPPED;
+ else
+ new_flip_state = COGL_GLES2_FLIP_STATE_NORMAL;
+
+ /* If the flip state has changed then we need to reflush all of the
+ * dependent state */
+ if (new_flip_state != gles2_ctx->current_flip_state)
+ {
+ gles2_ctx->viewport_dirty = TRUE;
+ gles2_ctx->scissor_dirty = TRUE;
+ gles2_ctx->front_face_dirty = TRUE;
+ gles2_ctx->current_flip_state = new_flip_state;
+ }
+}
+
/* We wrap glBindFramebuffer so that when framebuffer 0 is bound
* we can instead bind the write_framebuffer passed to
* cogl_push_gles2_context().
@@ -116,6 +199,8 @@ gl_bind_framebuffer_wrapper (GLenum target, GLuint framebuffer)
}
gles2_ctx->context->glBindFramebuffer (target, framebuffer);
+
+ update_current_flip_state (gles2_ctx);
}
static int
@@ -192,6 +277,93 @@ gl_read_pixels_wrapper (GLint x,
gles2_ctx->context->glReadPixels (x, y, width, height, format, type, pixels);
restore_write_buffer (gles2_ctx, restore_mode);
+
+ /* If the read buffer is a CoglOffscreen then the data will be
+ * upside down compared to what GL expects so we need to flip it */
+ if (gles2_ctx->current_fbo_handle == 0 &&
+ cogl_is_offscreen (gles2_ctx->read_buffer))
+ {
+ int bpp, bytes_per_row, stride, y;
+ uint8_t *bytes = pixels;
+ uint8_t *temprow;
+
+ /* Try to determine the bytes per pixel for the given
+ * format/type combination. If there's a format which doesn't
+ * make sense then we'll just give up because GL will probably
+ * have just thrown an error */
+ switch (format)
+ {
+ case GL_RGB:
+ switch (type)
+ {
+ case GL_UNSIGNED_BYTE:
+ bpp = 3;
+ break;
+
+ case GL_UNSIGNED_SHORT_5_6_5:
+ bpp = 2;
+ break;
+
+ default:
+ return;
+ }
+ break;
+
+ case GL_RGBA:
+ switch (type)
+ {
+ case GL_UNSIGNED_BYTE:
+ bpp = 4;
+ break;
+
+ case GL_UNSIGNED_SHORT_4_4_4_4:
+ case GL_UNSIGNED_SHORT_5_5_5_1:
+ bpp = 2;
+ break;
+
+ default:
+ return;
+ }
+ break;
+
+ case GL_ALPHA:
+ switch (type)
+ {
+ case GL_UNSIGNED_BYTE:
+ bpp = 1;
+ break;
+
+ default:
+ return;
+ }
+ break;
+
+ default:
+ return;
+ }
+
+ bytes_per_row = bpp * width;
+ stride = ((bytes_per_row + gles2_ctx->pack_alignment - 1) &
+ ~(gles2_ctx->pack_alignment - 1));
+ temprow = g_alloca (bytes_per_row);
+
+ /* vertically flip the buffer in-place */
+ for (y = 0; y < height / 2; y++)
+ {
+ if (y != height - y - 1) /* skip center row */
+ {
+ memcpy (temprow,
+ bytes + y * stride,
+ bytes_per_row);
+ memcpy (bytes + y * stride,
+ bytes + (height - y - 1) * stride,
+ bytes_per_row);
+ memcpy (bytes + (height - y - 1) * stride,
+ temprow,
+ bytes_per_row);
+ }
+ }
+ }
}
static void
@@ -292,10 +464,14 @@ gl_create_program_wrapper (void)
data->ref_count = 1;
data->deleted = FALSE;
data->context = gles2_ctx;
+ data->flip_vector_location = 0;
+ data->flip_vector_state = COGL_GLES2_FLIP_STATE_UNKNOWN;
g_hash_table_insert (gles2_ctx->program_map,
GINT_TO_POINTER (id),
data);
+
+ gles2_ctx->context->glAttachShader (id, gles2_ctx->wrapper_shader);
}
return id;
@@ -378,6 +554,521 @@ gl_detach_shader_wrapper (GLuint program,
}
static void
+gl_shader_source_wrapper (GLuint shader,
+ GLsizei count,
+ const char *const *string,
+ const GLint *length)
+{
+ CoglGLES2Context *gles2_ctx = current_gles2_context;
+ CoglGLES2ShaderData *shader_data;
+
+ if ((shader_data = g_hash_table_lookup (gles2_ctx->shader_map,
+ GINT_TO_POINTER (shader))) &&
+ shader_data->type == GL_VERTEX_SHADER)
+ {
+ char **string_copy = g_alloca (count * sizeof (char *));
+ int i;
+
+ /* Replace any occurences of the symbol 'main' with a different
+ * symbol so that we can provide our own wrapper main
+ * function */
+
+ for (i = 0; i < count; i++)
+ {
+ int string_length = length ? length[i] : strlen (string[i]);
+
+ string_copy[i] = g_memdup (string[i], string_length);
+
+ replace_token (string_copy[i],
+ "main",
+ MAIN_WRAPPER_REPLACEMENT_NAME,
+ string_length);
+ }
+
+ gles2_ctx->context->glShaderSource (shader,
+ count,
+ (const char *const *) string_copy,
+ length);
+
+ for (i = 0; i < count; i++)
+ g_free (string_copy[i]);
+ }
+ else
+ gles2_ctx->context->glShaderSource (shader, count, string, length);
+}
+
+static void
+gl_get_shader_source_wrapper (GLuint shader,
+ GLsizei buf_size,
+ GLsizei *length_out,
+ GLchar *source)
+{
+ CoglGLES2Context *gles2_ctx = current_gles2_context;
+ CoglGLES2ShaderData *shader_data;
+ GLsizei length;
+
+ gles2_ctx->context->glGetShaderSource (shader,
+ buf_size,
+ &length,
+ source);
+
+ if ((shader_data = g_hash_table_lookup (gles2_ctx->shader_map,
+ GINT_TO_POINTER (shader))) &&
+ shader_data->type == GL_VERTEX_SHADER)
+ {
+ GLsizei copy_length = MIN (length, buf_size - 1);
+ replace_token (source,
+ MAIN_WRAPPER_REPLACEMENT_NAME,
+ "main",
+ copy_length);
+ }
+
+ if (length_out)
+ *length_out = length;
+}
+
+static void
+gl_link_program_wrapper (GLuint program)
+{
+ CoglGLES2Context *gles2_ctx = current_gles2_context;
+ CoglGLES2ProgramData *program_data;
+
+ gles2_ctx->context->glLinkProgram (program);
+
+ program_data = g_hash_table_lookup (gles2_ctx->program_map,
+ GINT_TO_POINTER (program));
+
+ if (program_data)
+ {
+ GLint status;
+
+ gles2_ctx->context->glGetProgramiv (program, GL_LINK_STATUS, &status);
+
+ if (status)
+ program_data->flip_vector_location =
+ gles2_ctx->context->glGetUniformLocation (program,
+ MAIN_WRAPPER_FLIP_UNIFORM);
+ }
+}
+
+static void
+gl_get_program_iv_wrapper (GLuint program,
+ GLenum pname,
+ GLint *params)
+{
+ CoglGLES2Context *gles2_ctx = current_gles2_context;
+
+ gles2_ctx->context->glGetProgramiv (program, pname, params);
+
+ switch (pname)
+ {
+ case GL_ATTACHED_SHADERS:
+ /* Decrease the number of shaders to try and hide the shader
+ * wrapper we added */
+ if (*params > 1)
+ (*params)--;
+ break;
+ }
+}
+
+static void
+gl_get_attached_shaders_wrapper (GLuint program,
+ GLsizei max_count,
+ GLsizei *count_ret,
+ GLuint *obj)
+{
+ CoglGLES2Context *gles2_ctx = current_gles2_context;
+ GLuint *tmp_buf;
+ GLsizei count, count_out;
+ int i;
+
+ /* We need to remove the wrapper shader we added from this list */
+
+ /* Allocate a temporary buffer that is one larger than the buffer
+ * passed in in case the application allocated exactly the size
+ * returned by GL_ATTACHED_SHADERS. */
+ tmp_buf = g_alloca (sizeof (GLuint) * (max_count + 1));
+
+ gles2_ctx->context->glGetAttachedShaders (program,
+ max_count + 1,
+ &count,
+ tmp_buf);
+
+ for (i = 0, count_out = 0; i < count; i++)
+ if (tmp_buf[i] != gles2_ctx->wrapper_shader)
+ obj[count_out++] = tmp_buf[i];
+
+ if (count_ret)
+ *count_ret = count_out;
+}
+
+static void
+flush_viewport_state (CoglGLES2Context *gles2_ctx)
+{
+ if (gles2_ctx->viewport_dirty)
+ {
+ int y;
+
+ if (gles2_ctx->current_flip_state == COGL_GLES2_FLIP_STATE_FLIPPED)
+ {
+ /* We need to know the height of the current framebuffer in
+ * order to flip the viewport. Fortunately we don't need to
+ * track the height of the FBOs created within the GLES2
+ * context because we would never be flipping if they are
+ * bound so we can just assume Cogl's framebuffer is bound
+ * when we are flipping */
+ int fb_height = cogl_framebuffer_get_height (gles2_ctx->write_buffer);
+ y = fb_height - (gles2_ctx->viewport[1] + gles2_ctx->viewport[3]);
+ }
+ else
+ y = gles2_ctx->viewport[1];
+
+ gles2_ctx->context->glViewport (gles2_ctx->viewport[0],
+ y,
+ gles2_ctx->viewport[2],
+ gles2_ctx->viewport[3]);
+
+ gles2_ctx->viewport_dirty = FALSE;
+ }
+}
+
+static void
+flush_scissor_state (CoglGLES2Context *gles2_ctx)
+{
+ if (gles2_ctx->scissor_dirty)
+ {
+ int y;
+
+ if (gles2_ctx->current_flip_state == COGL_GLES2_FLIP_STATE_FLIPPED)
+ {
+ /* See comment above about the viewport flipping */
+ int fb_height = cogl_framebuffer_get_height (gles2_ctx->write_buffer);
+ y = fb_height - (gles2_ctx->scissor[1] + gles2_ctx->scissor[3]);
+ }
+ else
+ y = gles2_ctx->scissor[1];
+
+ gles2_ctx->context->glScissor (gles2_ctx->scissor[0],
+ y,
+ gles2_ctx->scissor[2],
+ gles2_ctx->scissor[3]);
+
+ gles2_ctx->scissor_dirty = FALSE;
+ }
+}
+
+static void
+flush_front_face_state (CoglGLES2Context *gles2_ctx)
+{
+ if (gles2_ctx->front_face_dirty)
+ {
+ GLenum front_face;
+
+ if (gles2_ctx->current_flip_state == COGL_GLES2_FLIP_STATE_FLIPPED)
+ {
+ if (gles2_ctx->front_face == GL_CW)
+ front_face = GL_CCW;
+ else
+ front_face = GL_CW;
+ }
+ else
+ front_face = gles2_ctx->front_face;
+
+ gles2_ctx->context->glFrontFace (front_face);
+
+ gles2_ctx->front_face_dirty = FALSE;
+ }
+}
+
+static void
+pre_draw_wrapper (CoglGLES2Context *gles2_ctx)
+{
+ /* If there's no current program then we'll just let GL report an
+ * error */
+ if (gles2_ctx->current_program == NULL)
+ return;
+
+ flush_viewport_state (gles2_ctx);
+ flush_scissor_state (gles2_ctx);
+ flush_front_face_state (gles2_ctx);
+
+ /* We want to flip rendering when the application is rendering to a
+ * Cogl offscreen buffer in order to maintain the flipped texture
+ * coordinate origin */
+ if (gles2_ctx->current_flip_state !=
+ gles2_ctx->current_program->flip_vector_state)
+ {
+ GLuint location =
+ gles2_ctx->current_program->flip_vector_location;
+ float value[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
+
+ if (gles2_ctx->current_flip_state == COGL_GLES2_FLIP_STATE_FLIPPED)
+ value[1] = -1.0f;
+
+ gles2_ctx->context->glUniform4fv (location, 1, value);
+
+ gles2_ctx->current_program->flip_vector_state =
+ gles2_ctx->current_flip_state;
+ }
+}
+
+static void
+gl_clear_wrapper (GLbitfield mask)
+{
+ CoglGLES2Context *gles2_ctx = current_gles2_context;
+
+ /* Clearing is affected by the scissor state so we need to ensure
+ * that's flushed */
+ flush_scissor_state (gles2_ctx);
+
+ gles2_ctx->context->glClear (mask);
+}
+
+static void
+gl_draw_elements_wrapper (GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const GLvoid *indices)
+{
+ CoglGLES2Context *gles2_ctx = current_gles2_context;
+
+ pre_draw_wrapper (gles2_ctx);
+
+ gles2_ctx->context->glDrawElements (mode, count, type, indices);
+}
+
+static void
+gl_draw_arrays_wrapper (GLenum mode,
+ GLint first,
+ GLsizei count)
+{
+ CoglGLES2Context *gles2_ctx = current_gles2_context;
+
+ pre_draw_wrapper (gles2_ctx);
+
+ gles2_ctx->context->glDrawArrays (mode, first, count);
+}
+
+static void
+gl_get_program_info_log_wrapper (GLuint program,
+ GLsizei buf_size,
+ GLsizei *length_out,
+ GLchar *info_log)
+{
+ CoglGLES2Context *gles2_ctx = current_gles2_context;
+ GLsizei length;
+
+ gles2_ctx->context->glGetProgramInfoLog (program,
+ buf_size,
+ &length,
+ info_log);
+
+ replace_token (info_log,
+ MAIN_WRAPPER_REPLACEMENT_NAME,
+ "main",
+ MIN (length, buf_size));
+
+ if (length_out)
+ *length_out = length;
+}
+
+static void
+gl_get_shader_info_log_wrapper (GLuint shader,
+ GLsizei buf_size,
+ GLsizei *length_out,
+ GLchar *info_log)
+{
+ CoglGLES2Context *gles2_ctx = current_gles2_context;
+ GLsizei length;
+
+ gles2_ctx->context->glGetShaderInfoLog (shader,
+ buf_size,
+ &length,
+ info_log);
+
+ replace_token (info_log,
+ MAIN_WRAPPER_REPLACEMENT_NAME,
+ "main",
+ MIN (length, buf_size));
+
+ if (length_out)
+ *length_out = length;
+}
+
+static void
+gl_front_face_wrapper (GLenum mode)
+{
+ CoglGLES2Context *gles2_ctx = current_gles2_context;
+
+ /* If the mode doesn't make any sense then we'll just let the
+ * context deal with it directly so that it will throw an error */
+ if (mode != GL_CW && mode != GL_CCW)
+ gles2_ctx->context->glFrontFace (mode);
+ else
+ {
+ gles2_ctx->front_face = mode;
+ gles2_ctx->front_face_dirty = TRUE;
+ }
+}
+
+static void
+gl_viewport_wrapper (GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height)
+{
+ CoglGLES2Context *gles2_ctx = current_gles2_context;
+
+ /* If the viewport is invalid then we'll just let the context deal
+ * with it directly so that it will throw an error */
+ if (width < 0 || height < 0)
+ gles2_ctx->context->glViewport (x, y, width, height);
+ else
+ {
+ gles2_ctx->viewport[0] = x;
+ gles2_ctx->viewport[1] = y;
+ gles2_ctx->viewport[2] = width;
+ gles2_ctx->viewport[3] = height;
+ gles2_ctx->viewport_dirty = TRUE;
+ }
+}
+
+static void
+gl_scissor_wrapper (GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height)
+{
+ CoglGLES2Context *gles2_ctx = current_gles2_context;
+
+ /* If the scissor is invalid then we'll just let the context deal
+ * with it directly so that it will throw an error */
+ if (width < 0 || height < 0)
+ gles2_ctx->context->glScissor (x, y, width, height);
+ else
+ {
+ gles2_ctx->scissor[0] = x;
+ gles2_ctx->scissor[1] = y;
+ gles2_ctx->scissor[2] = width;
+ gles2_ctx->scissor[3] = height;
+ gles2_ctx->scissor_dirty = TRUE;
+ }
+}
+
+static void
+gl_get_boolean_v_wrapper (GLenum pname,
+ GLboolean *params)
+{
+ CoglGLES2Context *gles2_ctx = current_gles2_context;
+
+ switch (pname)
+ {
+ case GL_VIEWPORT:
+ {
+ int i;
+
+ for (i = 0; i < 4; i++)
+ params[i] = !!gles2_ctx->viewport[i];
+ }
+ break;
+
+ case GL_SCISSOR_BOX:
+ {
+ int i;
+
+ for (i = 0; i < 4; i++)
+ params[i] = !!gles2_ctx->scissor[i];
+ }
+ break;
+
+ default:
+ gles2_ctx->context->glGetBooleanv (pname, params);
+ }
+}
+
+static void
+gl_get_integer_v_wrapper (GLenum pname,
+ GLint *params)
+{
+ CoglGLES2Context *gles2_ctx = current_gles2_context;
+
+ switch (pname)
+ {
+ case GL_VIEWPORT:
+ {
+ int i;
+
+ for (i = 0; i < 4; i++)
+ params[i] = gles2_ctx->viewport[i];
+ }
+ break;
+
+ case GL_SCISSOR_BOX:
+ {
+ int i;
+
+ for (i = 0; i < 4; i++)
+ params[i] = gles2_ctx->scissor[i];
+ }
+ break;
+
+ case GL_FRONT_FACE:
+ params[0] = gles2_ctx->front_face;
+ break;
+
+ default:
+ gles2_ctx->context->glGetIntegerv (pname, params);
+ }
+}
+
+static void
+gl_get_float_v_wrapper (GLenum pname,
+ GLfloat *params)
+{
+ CoglGLES2Context *gles2_ctx = current_gles2_context;
+
+ switch (pname)
+ {
+ case GL_VIEWPORT:
+ {
+ int i;
+
+ for (i = 0; i < 4; i++)
+ params[i] = gles2_ctx->viewport[i];
+ }
+ break;
+
+ case GL_SCISSOR_BOX:
+ {
+ int i;
+
+ for (i = 0; i < 4; i++)
+ params[i] = gles2_ctx->scissor[i];
+ }
+ break;
+
+ case GL_FRONT_FACE:
+ params[0] = gles2_ctx->front_face;
+ break;
+
+ default:
+ gles2_ctx->context->glGetFloatv (pname, params);
+ }
+}
+
+static void
+gl_pixel_store_i_wrapper (GLenum pname, GLint param)
+{
+ CoglGLES2Context *gles2_ctx = current_gles2_context;
+
+ gles2_ctx->context->glPixelStorei (pname, param);
+
+ if (pname == GL_PACK_ALIGNMENT &&
+ (param == 1 || param == 2 || param == 4 || param == 8))
+ gles2_ctx->pack_alignment = param;
+}
+
+static void
_cogl_gles2_offscreen_free (CoglGLES2Offscreen *gles2_offscreen)
{
COGL_LIST_REMOVE (gles2_offscreen, list_node);
@@ -415,6 +1106,8 @@ _cogl_gles2_context_free (CoglGLES2Context *gles2_context)
const CoglWinsysVtable *winsys;
GList *objects, *l;
+ ctx->glDeleteShader (gles2_context->wrapper_shader);
+
if (gles2_context->current_program)
program_data_unref (gles2_context->current_program);
@@ -480,6 +1173,33 @@ free_program_data (CoglGLES2ProgramData *data)
g_slice_free (CoglGLES2ProgramData, data);
}
+static GLuint
+create_wrapper_shader (CoglContext *ctx)
+{
+ const char *strings = main_wrapper_function;
+ GLint length = sizeof (main_wrapper_function) - 1;
+ GLint status;
+ GLuint shader;
+
+ shader = ctx->glCreateShader (GL_VERTEX_SHADER);
+ ctx->glShaderSource (shader, 1, &strings, &length);
+ ctx->glCompileShader (shader);
+ ctx->glGetShaderiv (shader, GL_COMPILE_STATUS, &status);
+
+ if (!status)
+ {
+ char buf[512];
+
+ ctx->glGetShaderInfoLog (shader,
+ sizeof (buf),
+ NULL, /* length */
+ buf);
+ g_warning ("Compiling wrapper shader failed:\n%s", buf);
+ }
+
+ return shader;
+}
+
CoglGLES2Context *
cogl_gles2_context_new (CoglContext *ctx, GError **error)
{
@@ -511,6 +1231,13 @@ cogl_gles2_context_new (CoglContext *ctx, GError **error)
return NULL;
}
+ gles2_ctx->current_flip_state = COGL_GLES2_FLIP_STATE_UNKNOWN;
+ gles2_ctx->viewport_dirty = TRUE;
+ gles2_ctx->scissor_dirty = TRUE;
+ gles2_ctx->front_face_dirty = TRUE;
+ gles2_ctx->front_face = GL_CCW;
+ gles2_ctx->pack_alignment = 4;
+
gles2_ctx->vtable = g_malloc0 (sizeof (CoglGLES2Vtable));
#define COGL_EXT_BEGIN(name, \
min_gl_major, min_gl_minor, \
@@ -528,6 +1255,8 @@ cogl_gles2_context_new (CoglContext *ctx, GError **error)
#undef COGL_EXT_FUNCTION
#undef COGL_EXT_END
+ gles2_ctx->wrapper_shader = create_wrapper_shader (ctx);
+
gles2_ctx->vtable->glBindFramebuffer = gl_bind_framebuffer_wrapper;
gles2_ctx->vtable->glReadPixels = gl_read_pixels_wrapper;
gles2_ctx->vtable->glCopyTexImage2D = gl_copy_tex_image_2d_wrapper;
@@ -539,6 +1268,27 @@ cogl_gles2_context_new (CoglContext *ctx, GError **error)
gles2_ctx->vtable->glUseProgram = gl_use_program_wrapper;
gles2_ctx->vtable->glAttachShader = gl_attach_shader_wrapper;
gles2_ctx->vtable->glDetachShader = gl_detach_shader_wrapper;
+ gles2_ctx->vtable->glShaderSource = gl_shader_source_wrapper;
+ gles2_ctx->vtable->glGetShaderSource = gl_get_shader_source_wrapper;
+ gles2_ctx->vtable->glLinkProgram = gl_link_program_wrapper;
+ gles2_ctx->vtable->glGetProgramiv = gl_get_program_iv_wrapper;
+ gles2_ctx->vtable->glGetAttachedShaders = gl_get_attached_shaders_wrapper;
+ gles2_ctx->vtable->glGetProgramInfoLog = gl_get_program_info_log_wrapper;
+ gles2_ctx->vtable->glGetShaderInfoLog = gl_get_shader_info_log_wrapper;
+ gles2_ctx->vtable->glClear = gl_clear_wrapper;
+ gles2_ctx->vtable->glDrawElements = gl_draw_elements_wrapper;
+ gles2_ctx->vtable->glDrawArrays = gl_draw_arrays_wrapper;
+ gles2_ctx->vtable->glFrontFace = gl_front_face_wrapper;
+ gles2_ctx->vtable->glViewport = gl_viewport_wrapper;
+ gles2_ctx->vtable->glScissor = gl_scissor_wrapper;
+ gles2_ctx->vtable->glGetBooleanv = gl_get_boolean_v_wrapper;
+ gles2_ctx->vtable->glGetIntegerv = gl_get_integer_v_wrapper;
+ gles2_ctx->vtable->glGetFloatv = gl_get_float_v_wrapper;
+ gles2_ctx->vtable->glPixelStorei = gl_pixel_store_i_wrapper;
+
+ /* FIXME: we need to do something with glCopyTexImage2D and
+ * glCopySubTexImage2D so that it will flip the data if it is read
+ * from a CoglOffscreen */
gles2_ctx->shader_map =
g_hash_table_new_full (g_direct_hash,
@@ -719,6 +1469,8 @@ cogl_push_gles2_context (CoglContext *ctx,
if (gles2_ctx->write_buffer)
cogl_object_unref (gles2_ctx->write_buffer);
gles2_ctx->write_buffer = cogl_object_ref (write_buffer);
+
+ update_current_flip_state (gles2_ctx);
}
if (!winsys->set_gles2_context (gles2_ctx, &internal_error))
--
1.7.11.3.g3c3efa5
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