diff options
Diffstat (limited to 'cogl/cogl/driver/gl/gl/cogl-driver-gl.c')
-rw-r--r-- | cogl/cogl/driver/gl/gl/cogl-driver-gl.c | 43 |
1 files changed, 43 insertions, 0 deletions
diff --git a/cogl/cogl/driver/gl/gl/cogl-driver-gl.c b/cogl/cogl/driver/gl/gl/cogl-driver-gl.c index 75ffb8d84..a9fdee0a4 100644 --- a/cogl/cogl/driver/gl/gl/cogl-driver-gl.c +++ b/cogl/cogl/driver/gl/gl/cogl-driver-gl.c @@ -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 |