1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
use super::Context;
use std::{fmt, ptr};
// typedef struct _GLES2Offscreen
// {
// List link;
// Offscreen *original_offscreen;
// GLFramebuffer gl_framebuffer;
// } GLES2Offscreen;
// typedef struct
// {
// /* GL's ID for the shader */
// GLuint object_id;
// /* Shader type */
// GLenum type;
// /* Number of references to this shader. The shader will have one
// * reference when it is created. This reference will be removed when
// * glDeleteShader is called. An additional reference will be taken
// * whenever the shader is attached to a program. This is necessary
// * to correctly detect when a shader is destroyed because
// * glDeleteShader doesn't actually delete the object if it is
// * attached to a program */
// int ref_count;
// /* Set once this object has had glDeleteShader called on it. We need
// * to keep track of this so we don't deref the data twice if the
// * application calls glDeleteShader multiple times */
// Bool deleted;
// } GLES2ShaderData;
// typedef enum
// {
// GLES2_FLIP_STATE_UNKNOWN,
// GLES2_FLIP_STATE_NORMAL,
// GLES2_FLIP_STATE_FLIPPED
// } GLES2FlipState;
// typedef struct
// {
// /* GL's ID for the program */
// GLuint object_id;
// /* List of shaders attached to this program */
// GList *attached_shaders;
// /* Reference count. There can be up to two references. One of these
// * will exist between glCreateProgram and glDeleteShader, the other
// * will exist while the program is made current. This is necessary
// * to correctly detect when the program is deleted because
// * glDeleteShader will delay the deletion if the program is
// * current */
// int ref_count;
// /* Set once this object has had glDeleteProgram called on it. We need
// * to keep track of this so we don't deref the data twice if the
// * application calls glDeleteProgram multiple times */
// Bool 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 */
// GLES2FlipState flip_vector_state;
// GLES2Context *context;
// } GLES2ProgramData;
// State tracked for each texture unit */
// typedef struct
// {
// /* The currently bound texture for the GL_TEXTURE_2D */
// GLuint current_texture_2d;
// } GLES2TextureUnitData;
// State tracked for each texture object */
// typedef struct
// {
// /* GL's ID for this object */
// GLuint object_id;
// GLenum target;
// /* The details for texture when it has a 2D target */
// int width, height;
// GLenum format;
// } GLES2TextureObjectData;
pub struct GLES2Context {
// This is set to false until the first time the GLES2 context is
// * bound to something. We need to keep track of this so we can set
// * the viewport and scissor the first time it is bound. */
// Bool has_been_bound;
// Framebuffer *read_buffer;
// GLES2Offscreen *gles2_read_buffer;
// Framebuffer *write_buffer;
// GLES2Offscreen *gles2_write_buffer;
// GLuint current_fbo_handle;
// List foreign_offscreens;
// GLES2Vtable *vtable;
// Hash table mapping GL's IDs for shaders and objects to ShaderData
// * and ProgramData so that we can maintain extra data for these
// * objects. Although technically the IDs will end up global across
// * all GLES2 contexts because they will all be in the same share
// * list, we don't really want to expose this outside of the API
// * so we will assume it is undefined behaviour if an application
// * relies on this. */
// GHashTable *shader_map;
// GHashTable *program_map;
// Currently in use program. We need to keep track of this so that
// * we can keep a reference to the data for the program while it is
// * current */
// GLES2ProgramData *current_program;
// Whether the currently bound framebuffer needs flipping. This is
// * used to check for changes so that we can dirty the following
// * state flags */
// GLES2FlipState 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. */
// Bool viewport_dirty;
// int viewport[4];
// Bool scissor_dirty;
// int scissor[4];
// Bool 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 Offscreen */
// int pack_alignment;
// A hash table of GLES2TextureObjects indexed by the texture
// * object ID so that we can track some state */
// GHashTable *texture_object_map;
// Array of GLES2TextureUnits to keep track of state for each
// * texture unit */
// GArray *texture_units;
// The currently active texture unit indexed from 0 (not from
// * GL_TEXTURE0) */
// int current_texture_unit;
// void *winsys;
}
impl GLES2Context {
/// Allocates a new OpenGLES 2.0 context that can be used to render to
/// `Offscreen` framebuffers (Rendering to `Onscreen`
/// framebuffers is not currently supported).
///
/// To actually access the OpenGLES 2.0 api itself you need to use
/// `GLES2Context::get_vtable`. You should not try to directly link
/// to and use the symbols provided by the a system OpenGLES 2.0
/// driver.
///
/// Once you have allocated an OpenGLES 2.0 context you can make it
/// current using `push_gles2_context`. For those familiar with
/// using the EGL api, this serves a similar purpose to eglMakeCurrent.
///
/// `<note>`Before using this api applications can check for OpenGLES 2.0
/// api support by checking for `FeatureID::OglFeatureIdGles2Context` support
/// with `has_feature`. This function will return `false` and
/// return an `GLES2ContextError::Unsupported` error if the
/// feature isn't available.`</note>`
///
/// ## `ctx`
/// A `Context`
///
/// # Returns
///
/// A newly allocated `GLES2Context` or `None` if there
/// was an error and `error` will be updated in that case.
pub fn new(ctx: &Context) -> GLES2Context {
// GLES2Context *gles2_ctx;
// const WinsysVtable *winsys;
// if (!has_feature (ctx, FEATURE_ID_GLES2_CONTEXT))
// {
// _set_error (error, GLES2_CONTEXT_ERROR,
// GLES2_CONTEXT_ERROR_UNSUPPORTED,
// "Backend doesn't support creating GLES2 contexts");
// return NULL;
// }
// gles2_ctx = g_malloc0 (sizeof (GLES2Context));
// gles2_ctx->context = ctx;
// _list_init (&gles2_ctx->foreign_offscreens);
// winsys = ctx->display->renderer->winsys_vtable;
// gles2_ctx->winsys = winsys->context_create_gles2_context (ctx, error);
// if (gles2_ctx->winsys == NULL)
// {
// g_free (gles2_ctx);
// return NULL;
// }
// gles2_ctx->current_flip_state = 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 (GLES2Vtable));
// #define EXT_BEGIN(name, \
// min_gl_major, min_gl_minor, \
// gles_availability, \
// extension_suffixes, extension_names)
// #define EXT_FUNCTION(ret, name, args) \
// gles2_ctx->vtable->name = (void *) ctx->name;
// #define EXT_END()
// #include "gl-prototypes/cogl-gles2-functions.h"
// #undef EXT_BEGIN
// #undef EXT_FUNCTION
// #undef EXT_END
// gles2_ctx->vtable->glBindFramebuffer =
// (void *) gl_bind_framebuffer_wrapper;
// gles2_ctx->vtable->glReadPixels =
// (void *) gl_read_pixels_wrapper;
// gles2_ctx->vtable->glCopyTexImage2D =
// (void *) gl_copy_tex_image_2d_wrapper;
// gles2_ctx->vtable->glCopyTexSubImage2D =
// (void *) gl_copy_tex_sub_image_2d_wrapper;
// gles2_ctx->vtable->glCreateShader = gl_create_shader_wrapper;
// gles2_ctx->vtable->glDeleteShader = gl_delete_shader_wrapper;
// gles2_ctx->vtable->glCreateProgram = gl_create_program_wrapper;
// gles2_ctx->vtable->glDeleteProgram = gl_delete_program_wrapper;
// 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->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;
// gles2_ctx->vtable->glActiveTexture = gl_active_texture_wrapper;
// gles2_ctx->vtable->glDeleteTextures = gl_delete_textures_wrapper;
// gles2_ctx->vtable->glBindTexture = gl_bind_texture_wrapper;
// gles2_ctx->vtable->glTexImage2D = gl_tex_image_2d_wrapper;
// gles2_ctx->shader_map =
// g_hash_table_new_full (g_direct_hash,
// g_direct_equal,
// NULL, /* key_destroy */
// (GDestroyNotify) free_shader_data);
// gles2_ctx->program_map =
// g_hash_table_new_full (g_direct_hash,
// g_direct_equal,
// NULL, /* key_destroy */
// (GDestroyNotify) free_program_data);
// gles2_ctx->texture_object_map =
// g_hash_table_new_full (g_direct_hash,
// g_direct_equal,
// NULL, /* key_destroy */
// (GDestroyNotify) free_texture_object_data);
// gles2_ctx->texture_units = g_array_new (false, /* not zero terminated */
// true, /* clear */
// sizeof (GLES2TextureUnitData));
// gles2_ctx->current_texture_unit = 0;
// g_array_set_size (gles2_ctx->texture_units, 1);
// return _gles2_context_object_new (gles2_ctx);
unimplemented!()
}
// /// Queries the OpenGLES 2.0 api function pointers that should be
// /// used for rendering with the given `self`.
// ///
// /// `<note>`You should not try to directly link to and use the symbols
// /// provided by any system OpenGLES 2.0 driver.`</note>`
// ///
// ///
// /// # Returns
// ///
// /// A pointer to a `GLES2Vtable` providing pointers
// /// to functions for the full OpenGLES 2.0 api.
// pub fn get_vtable(&self) -> Option<GLES2Vtable> {
// return gles2_ctx->vtable;
// }
}
impl fmt::Display for GLES2Context {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(f, "GLES2Context")
}
}