mutter/common/cogl-material-private.h

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/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2008,2009 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#ifndef __COGL_MATERIAL_PRIVATE_H
#define __COGL_MATERIAL_PRIVATE_H
#include "cogl-material.h"
#include "cogl-matrix.h"
#include "cogl-handle.h"
#include <glib.h>
typedef struct _CoglMaterial CoglMaterial;
typedef struct _CoglMaterialLayer CoglMaterialLayer;
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes Previously the journal was always flushed at the end of _cogl_rectangles_with_multitexture_coords, (i.e. the end of any cogl_rectangle* calls) but now we have broadened the potential for batching geometry. In ideal circumstances we will only flush once per scene. In summary the journal works like this: When you use any of the cogl_rectangle* APIs then nothing is emitted to the GPU at this point, we just log one or more quads into the journal. A journal entry consists of the quad coordinates, an associated material reference, and a modelview matrix. Ideally the journal only gets flushed once at the end of a scene, but in fact there are things to consider that may cause unwanted flushing, including: - modifying materials mid-scene This is because each quad in the journal has an associated material reference (i.e. not copy), so if you try and modify a material that is already referenced in the journal we force a flush first) NOTE: For now this means you should avoid using cogl_set_source_color() since that currently uses a single shared material. Later we should change it to use a pool of materials that is recycled when the journal is flushed. - modifying any state that isn't currently logged, such as depth, fog and backface culling enables. The first thing that happens when flushing, is to upload all the vertex data associated with the journal into a single VBO. We then go through a process of splitting up the journal into batches that have compatible state so they can be emitted to the GPU together. This is currently broken up into 3 levels so we can stagger the state changes: 1) we break the journal up according to changes in the number of material layers associated with logged quads. The number of layers in a material determines the stride of the associated vertices, so we have to update our vertex array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc) 2) we further split batches up according to material compatability. (e.g. materials with different textures) We flush material state at this level. 3) Finally we split batches up according to modelview changes. At this level we update the modelview matrix and actually emit the actual draw command. This commit is largely about putting the initial design in-place; this will be followed by other changes that take advantage of the extended batching.
2009-06-17 13:46:42 -04:00
typedef enum _CoglMaterialEqualFlags
{
/* Return FALSE if any component of either material isn't set to its
* default value. (Note: if the materials have corresponding flush
* options indicating that e.g. the material color won't be flushed then
* this will not assert a default color value.) */
COGL_MATERIAL_EQUAL_FLAGS_ASSERT_ALL_DEFAULTS = 1L<<0,
} CoglMaterialEqualFlags;
Fully integrates CoglMaterial throughout the rest of Cogl This glues CoglMaterial in as the fundamental way that Cogl describes how to fill in geometry. It adds cogl_set_source (), which is used to set the material which will be used by all subsequent drawing functions It adds cogl_set_source_texture as a convenience for setting up a default material with a single texture layer, and cogl_set_source_color is now also a convenience for setting up a material with a solid fill. "drawing functions" include, cogl_rectangle, cogl_texture_rectangle, cogl_texture_multiple_rectangles, cogl_texture_polygon (though the cogl_texture_* funcs have been renamed; see below for details), cogl_path_fill/stroke and cogl_vertex_buffer_draw*. cogl_texture_rectangle, cogl_texture_multiple_rectangles and cogl_texture_polygon no longer take a texture handle; instead the current source material is referenced. The functions have also been renamed to: cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords and cogl_polygon respectivly. Most code that previously did: cogl_texture_rectangle (tex_handle, x, y,...); needs to be changed to now do: cogl_set_source_texture (tex_handle); cogl_rectangle_with_texture_coords (x, y,....); In the less likely case where you were blending your source texture with a color like: cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */ cogl_texture_rectangle (tex_handle, x, y,...); you will need your own material to do that: mat = cogl_material_new (); cogl_material_set_color4ub (r,g,b,a); cogl_material_set_layer (mat, 0, tex_handle)); cogl_set_source_material (mat); Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use cog_rectangle_with_texure_coords since these are the coordinates that cogl_rectangle will use. For cogl_texture_polygon; as well as dropping the texture handle, the n_vertices and vertices arguments were transposed for consistency. So code previously written as: cogl_texture_polygon (tex_handle, 3, verts, TRUE); need to be written as: cogl_set_source_texture (tex_handle); cogl_polygon (verts, 3, TRUE); All of the unit tests have been updated to now use the material API and test-cogl-material has been renamed to test-cogl-multitexture since any textured quad is now technically a test of CoglMaterial but this test specifically creates a material with multiple texture layers. Note: The GLES backend has not been updated yet; that will be done in a following commit.
2009-01-23 11:15:40 -05:00
/* XXX: I don't think gtk-doc supports having private enums so these aren't
* bundled in with CoglMaterialLayerFlags */
typedef enum _CoglMaterialLayerPrivFlags
{
Fully integrates CoglMaterial throughout the rest of Cogl This glues CoglMaterial in as the fundamental way that Cogl describes how to fill in geometry. It adds cogl_set_source (), which is used to set the material which will be used by all subsequent drawing functions It adds cogl_set_source_texture as a convenience for setting up a default material with a single texture layer, and cogl_set_source_color is now also a convenience for setting up a material with a solid fill. "drawing functions" include, cogl_rectangle, cogl_texture_rectangle, cogl_texture_multiple_rectangles, cogl_texture_polygon (though the cogl_texture_* funcs have been renamed; see below for details), cogl_path_fill/stroke and cogl_vertex_buffer_draw*. cogl_texture_rectangle, cogl_texture_multiple_rectangles and cogl_texture_polygon no longer take a texture handle; instead the current source material is referenced. The functions have also been renamed to: cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords and cogl_polygon respectivly. Most code that previously did: cogl_texture_rectangle (tex_handle, x, y,...); needs to be changed to now do: cogl_set_source_texture (tex_handle); cogl_rectangle_with_texture_coords (x, y,....); In the less likely case where you were blending your source texture with a color like: cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */ cogl_texture_rectangle (tex_handle, x, y,...); you will need your own material to do that: mat = cogl_material_new (); cogl_material_set_color4ub (r,g,b,a); cogl_material_set_layer (mat, 0, tex_handle)); cogl_set_source_material (mat); Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use cog_rectangle_with_texure_coords since these are the coordinates that cogl_rectangle will use. For cogl_texture_polygon; as well as dropping the texture handle, the n_vertices and vertices arguments were transposed for consistency. So code previously written as: cogl_texture_polygon (tex_handle, 3, verts, TRUE); need to be written as: cogl_set_source_texture (tex_handle); cogl_polygon (verts, 3, TRUE); All of the unit tests have been updated to now use the material API and test-cogl-material has been renamed to test-cogl-multitexture since any textured quad is now technically a test of CoglMaterial but this test specifically creates a material with multiple texture layers. Note: The GLES backend has not been updated yet; that will be done in a following commit.
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/* Ref: CoglMaterialLayerFlags
COGL_MATERIAL_LAYER_FLAG_HAS_USER_MATRIX = 1L<<0
*/
COGL_MATERIAL_LAYER_FLAG_DIRTY = 1L<<1,
COGL_MATERIAL_LAYER_FLAG_DEFAULT_COMBINE = 1L<<2
} CoglMaterialLayerPrivFlags;
/* For tracking the state of a layer that's been flushed to OpenGL */
typedef struct _CoglLayerInfo
{
CoglHandle handle;
gulong flags;
GLenum gl_target;
GLuint gl_texture;
gboolean fallback;
gboolean disabled;
gboolean layer0_overridden;
} CoglLayerInfo;
struct _CoglMaterialLayer
{
CoglHandleObject _parent;
guint index; /*!< lowest index is blended first then others
on top */
gulong flags;
CoglHandle texture; /*!< The texture for this layer, or COGL_INVALID_HANDLE
for an empty layer */
[cogl] Move the texture filters to be a property of the material layer The texture filters are now a property of the material layer rather than the texture object. Whenever a texture is painted with a material it sets the filters on all of the GL textures in the Cogl texture. The filter is cached so that it won't be changed unnecessarily. The automatic mipmap generation has changed so that the mipmaps are only generated when the texture is painted instead of every time the data changes. Changing the texture sets a flag to mark that the mipmaps are dirty. This works better if the FBO extension is available because we can use glGenerateMipmap. If the extension is not available it will temporarily enable automatic mipmap generation and reupload the first pixel of each slice. This requires tracking the data for the first pixel. The COGL_TEXTURE_AUTO_MIPMAP flag has been replaced with COGL_TEXTURE_NO_AUTO_MIPMAP so that it will default to auto-mipmapping. The mipmap generation is now effectively free if you are not using a mipmap filter mode so you would only want to disable it if you had some special reason to generate your own mipmaps. ClutterTexture no longer has to store its own copy of the filter mode. Instead it stores it in the material and the property is directly set and read from that. This fixes problems with the filters getting out of sync when a cogl handle is set on the texture directly. It also avoids the mess of having to rerealize the texture if the filter quality changes to HIGH because Cogl will take of generating the mipmaps if needed.
2009-06-04 11:04:57 -04:00
CoglMaterialFilter mag_filter;
CoglMaterialFilter min_filter;
/* Determines how the color of individual texture fragments
* are calculated. */
GLint texture_combine_rgb_func;
GLint texture_combine_rgb_src[3];
GLint texture_combine_rgb_op[3];
GLint texture_combine_alpha_func;
GLint texture_combine_alpha_src[3];
GLint texture_combine_alpha_op[3];
GLfloat texture_combine_constant[4];
/* TODO: Support purely GLSL based material layers */
CoglMatrix matrix;
};
typedef enum _CoglMaterialFlags
{
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes Previously the journal was always flushed at the end of _cogl_rectangles_with_multitexture_coords, (i.e. the end of any cogl_rectangle* calls) but now we have broadened the potential for batching geometry. In ideal circumstances we will only flush once per scene. In summary the journal works like this: When you use any of the cogl_rectangle* APIs then nothing is emitted to the GPU at this point, we just log one or more quads into the journal. A journal entry consists of the quad coordinates, an associated material reference, and a modelview matrix. Ideally the journal only gets flushed once at the end of a scene, but in fact there are things to consider that may cause unwanted flushing, including: - modifying materials mid-scene This is because each quad in the journal has an associated material reference (i.e. not copy), so if you try and modify a material that is already referenced in the journal we force a flush first) NOTE: For now this means you should avoid using cogl_set_source_color() since that currently uses a single shared material. Later we should change it to use a pool of materials that is recycled when the journal is flushed. - modifying any state that isn't currently logged, such as depth, fog and backface culling enables. The first thing that happens when flushing, is to upload all the vertex data associated with the journal into a single VBO. We then go through a process of splitting up the journal into batches that have compatible state so they can be emitted to the GPU together. This is currently broken up into 3 levels so we can stagger the state changes: 1) we break the journal up according to changes in the number of material layers associated with logged quads. The number of layers in a material determines the stride of the associated vertices, so we have to update our vertex array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc) 2) we further split batches up according to material compatability. (e.g. materials with different textures) We flush material state at this level. 3) Finally we split batches up according to modelview changes. At this level we update the modelview matrix and actually emit the actual draw command. This commit is largely about putting the initial design in-place; this will be followed by other changes that take advantage of the extended batching.
2009-06-17 13:46:42 -04:00
COGL_MATERIAL_FLAG_SHOWN_SAMPLER_WARNING = 1L<<0,
COGL_MATERIAL_FLAG_DEFAULT_COLOR = 1L<<1,
COGL_MATERIAL_FLAG_DEFAULT_GL_MATERIAL = 1L<<2,
COGL_MATERIAL_FLAG_DEFAULT_ALPHA_FUNC = 1L<<3,
COGL_MATERIAL_FLAG_ENABLE_BLEND = 1L<<4,
COGL_MATERIAL_FLAG_DEFAULT_BLEND = 1L<<5
} CoglMaterialFlags;
struct _CoglMaterial
{
CoglHandleObject _parent;
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes Previously the journal was always flushed at the end of _cogl_rectangles_with_multitexture_coords, (i.e. the end of any cogl_rectangle* calls) but now we have broadened the potential for batching geometry. In ideal circumstances we will only flush once per scene. In summary the journal works like this: When you use any of the cogl_rectangle* APIs then nothing is emitted to the GPU at this point, we just log one or more quads into the journal. A journal entry consists of the quad coordinates, an associated material reference, and a modelview matrix. Ideally the journal only gets flushed once at the end of a scene, but in fact there are things to consider that may cause unwanted flushing, including: - modifying materials mid-scene This is because each quad in the journal has an associated material reference (i.e. not copy), so if you try and modify a material that is already referenced in the journal we force a flush first) NOTE: For now this means you should avoid using cogl_set_source_color() since that currently uses a single shared material. Later we should change it to use a pool of materials that is recycled when the journal is flushed. - modifying any state that isn't currently logged, such as depth, fog and backface culling enables. The first thing that happens when flushing, is to upload all the vertex data associated with the journal into a single VBO. We then go through a process of splitting up the journal into batches that have compatible state so they can be emitted to the GPU together. This is currently broken up into 3 levels so we can stagger the state changes: 1) we break the journal up according to changes in the number of material layers associated with logged quads. The number of layers in a material determines the stride of the associated vertices, so we have to update our vertex array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc) 2) we further split batches up according to material compatability. (e.g. materials with different textures) We flush material state at this level. 3) Finally we split batches up according to modelview changes. At this level we update the modelview matrix and actually emit the actual draw command. This commit is largely about putting the initial design in-place; this will be followed by other changes that take advantage of the extended batching.
2009-06-17 13:46:42 -04:00
gulong journal_ref_count;
gulong flags;
/* If no lighting is enabled; this is the basic material color */
GLubyte unlit[4];
/* Standard OpenGL lighting model attributes */
GLfloat ambient[4];
GLfloat diffuse[4];
GLfloat specular[4];
GLfloat emission[4];
GLfloat shininess;
/* Determines what fragments are discarded based on their alpha */
CoglMaterialAlphaFunc alpha_func;
GLfloat alpha_func_reference;
/* Determines how this material is blended with other primitives */
#ifndef HAVE_COGL_GLES
GLenum blend_equation_rgb;
GLenum blend_equation_alpha;
GLint blend_src_factor_alpha;
GLint blend_dst_factor_alpha;
GLfloat blend_constant[4];
#endif
GLint blend_src_factor_rgb;
GLint blend_dst_factor_rgb;
GList *layers;
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes Previously the journal was always flushed at the end of _cogl_rectangles_with_multitexture_coords, (i.e. the end of any cogl_rectangle* calls) but now we have broadened the potential for batching geometry. In ideal circumstances we will only flush once per scene. In summary the journal works like this: When you use any of the cogl_rectangle* APIs then nothing is emitted to the GPU at this point, we just log one or more quads into the journal. A journal entry consists of the quad coordinates, an associated material reference, and a modelview matrix. Ideally the journal only gets flushed once at the end of a scene, but in fact there are things to consider that may cause unwanted flushing, including: - modifying materials mid-scene This is because each quad in the journal has an associated material reference (i.e. not copy), so if you try and modify a material that is already referenced in the journal we force a flush first) NOTE: For now this means you should avoid using cogl_set_source_color() since that currently uses a single shared material. Later we should change it to use a pool of materials that is recycled when the journal is flushed. - modifying any state that isn't currently logged, such as depth, fog and backface culling enables. The first thing that happens when flushing, is to upload all the vertex data associated with the journal into a single VBO. We then go through a process of splitting up the journal into batches that have compatible state so they can be emitted to the GPU together. This is currently broken up into 3 levels so we can stagger the state changes: 1) we break the journal up according to changes in the number of material layers associated with logged quads. The number of layers in a material determines the stride of the associated vertices, so we have to update our vertex array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc) 2) we further split batches up according to material compatability. (e.g. materials with different textures) We flush material state at this level. 3) Finally we split batches up according to modelview changes. At this level we update the modelview matrix and actually emit the actual draw command. This commit is largely about putting the initial design in-place; this will be followed by other changes that take advantage of the extended batching.
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guint n_layers;
};
/*
* SECTION:cogl-material-internals
* @short_description: Functions for creating custom primitives that make use
* of Cogl materials for filling.
*
* Normally you shouldn't need to use this API directly, but if you need to
* developing a custom/specialised primitive - probably using raw OpenGL - then
* this API aims to expose enough of the material internals to support being
* able to fill your geometry according to a given Cogl material.
*/
/*
* cogl_material_get_cogl_enable_flags:
* @material: A CoglMaterial object
*
* This determines what flags need to be passed to cogl_enable before this
* material can be used. Normally you shouldn't need to use this function
* directly since Cogl will do this internally, but if you are developing
* custom primitives directly with OpenGL you may want to use this.
*
* Note: This API is hopfully just a stop-gap solution. Ideally cogl_enable
* will be replaced.
*/
/* TODO: find a nicer solution! */
gulong _cogl_material_get_cogl_enable_flags (CoglHandle handle);
/*
* CoglMaterialLayerFlags:
* @COGL_MATERIAL_LAYER_FLAG_USER_MATRIX: Means the user has supplied a
* custom texture matrix.
*/
typedef enum _CoglMaterialLayerFlags
{
COGL_MATERIAL_LAYER_FLAG_HAS_USER_MATRIX = 1L<<0
} CoglMaterialLayerFlags;
/* XXX: NB: if you add flags here you will need to update
* CoglMaterialLayerPrivFlags!!! */
/*
* cogl_material_layer_get_flags:
* @layer_handle: A CoglMaterialLayer layer handle
*
* This lets you get a number of flag attributes about the layer. Normally
* you shouldn't need to use this function directly since Cogl will do this
* internally, but if you are developing custom primitives directly with
* OpenGL you may need this.
*/
gulong _cogl_material_layer_get_flags (CoglHandle layer_handle);
/*
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes Previously the journal was always flushed at the end of _cogl_rectangles_with_multitexture_coords, (i.e. the end of any cogl_rectangle* calls) but now we have broadened the potential for batching geometry. In ideal circumstances we will only flush once per scene. In summary the journal works like this: When you use any of the cogl_rectangle* APIs then nothing is emitted to the GPU at this point, we just log one or more quads into the journal. A journal entry consists of the quad coordinates, an associated material reference, and a modelview matrix. Ideally the journal only gets flushed once at the end of a scene, but in fact there are things to consider that may cause unwanted flushing, including: - modifying materials mid-scene This is because each quad in the journal has an associated material reference (i.e. not copy), so if you try and modify a material that is already referenced in the journal we force a flush first) NOTE: For now this means you should avoid using cogl_set_source_color() since that currently uses a single shared material. Later we should change it to use a pool of materials that is recycled when the journal is flushed. - modifying any state that isn't currently logged, such as depth, fog and backface culling enables. The first thing that happens when flushing, is to upload all the vertex data associated with the journal into a single VBO. We then go through a process of splitting up the journal into batches that have compatible state so they can be emitted to the GPU together. This is currently broken up into 3 levels so we can stagger the state changes: 1) we break the journal up according to changes in the number of material layers associated with logged quads. The number of layers in a material determines the stride of the associated vertices, so we have to update our vertex array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc) 2) we further split batches up according to material compatability. (e.g. materials with different textures) We flush material state at this level. 3) Finally we split batches up according to modelview changes. At this level we update the modelview matrix and actually emit the actual draw command. This commit is largely about putting the initial design in-place; this will be followed by other changes that take advantage of the extended batching.
2009-06-17 13:46:42 -04:00
* CoglMaterialFlushFlag:
* @COGL_MATERIAL_FLUSH_FALLBACK_MASK: The fallback_layers member is set to
* a guint32 mask of the layers that can't be supported with the user
* supplied texture and need to be replaced with fallback textures. (1 =
* fallback, and the least significant bit = layer 0)
* @COGL_MATERIAL_FLUSH_DISABLE_MASK: The disable_layers member is set to
* a guint32 mask of the layers that you want to completly disable
* texturing for (1 = fallback, and the least significant bit = layer 0)
* @COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE: The layer0_override_texture member is
* set to a GLuint OpenGL texture name to override the texture used for
* layer 0 of the material. This is intended for dealing with sliced
* textures where you will need to point to each of the texture slices in
* turn when drawing your geometry. Passing a value of 0 is the same as
* not passing the option at all.
* @COGL_MATERIAL_FLUSH_SKIP_GL_COLOR: When flushing the GL state for the
* material don't call glColor.
*/
typedef enum _CoglMaterialFlushFlag
{
COGL_MATERIAL_FLUSH_FALLBACK_MASK = 1L<<0,
COGL_MATERIAL_FLUSH_DISABLE_MASK = 1L<<1,
COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE = 1L<<2,
COGL_MATERIAL_FLUSH_SKIP_GL_COLOR = 1L<<3
} CoglMaterialFlushFlag;
/*
* CoglMaterialFlushOptions:
*
*/
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes Previously the journal was always flushed at the end of _cogl_rectangles_with_multitexture_coords, (i.e. the end of any cogl_rectangle* calls) but now we have broadened the potential for batching geometry. In ideal circumstances we will only flush once per scene. In summary the journal works like this: When you use any of the cogl_rectangle* APIs then nothing is emitted to the GPU at this point, we just log one or more quads into the journal. A journal entry consists of the quad coordinates, an associated material reference, and a modelview matrix. Ideally the journal only gets flushed once at the end of a scene, but in fact there are things to consider that may cause unwanted flushing, including: - modifying materials mid-scene This is because each quad in the journal has an associated material reference (i.e. not copy), so if you try and modify a material that is already referenced in the journal we force a flush first) NOTE: For now this means you should avoid using cogl_set_source_color() since that currently uses a single shared material. Later we should change it to use a pool of materials that is recycled when the journal is flushed. - modifying any state that isn't currently logged, such as depth, fog and backface culling enables. The first thing that happens when flushing, is to upload all the vertex data associated with the journal into a single VBO. We then go through a process of splitting up the journal into batches that have compatible state so they can be emitted to the GPU together. This is currently broken up into 3 levels so we can stagger the state changes: 1) we break the journal up according to changes in the number of material layers associated with logged quads. The number of layers in a material determines the stride of the associated vertices, so we have to update our vertex array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc) 2) we further split batches up according to material compatability. (e.g. materials with different textures) We flush material state at this level. 3) Finally we split batches up according to modelview changes. At this level we update the modelview matrix and actually emit the actual draw command. This commit is largely about putting the initial design in-place; this will be followed by other changes that take advantage of the extended batching.
2009-06-17 13:46:42 -04:00
typedef struct _CoglMaterialFlushOptions
{
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes Previously the journal was always flushed at the end of _cogl_rectangles_with_multitexture_coords, (i.e. the end of any cogl_rectangle* calls) but now we have broadened the potential for batching geometry. In ideal circumstances we will only flush once per scene. In summary the journal works like this: When you use any of the cogl_rectangle* APIs then nothing is emitted to the GPU at this point, we just log one or more quads into the journal. A journal entry consists of the quad coordinates, an associated material reference, and a modelview matrix. Ideally the journal only gets flushed once at the end of a scene, but in fact there are things to consider that may cause unwanted flushing, including: - modifying materials mid-scene This is because each quad in the journal has an associated material reference (i.e. not copy), so if you try and modify a material that is already referenced in the journal we force a flush first) NOTE: For now this means you should avoid using cogl_set_source_color() since that currently uses a single shared material. Later we should change it to use a pool of materials that is recycled when the journal is flushed. - modifying any state that isn't currently logged, such as depth, fog and backface culling enables. The first thing that happens when flushing, is to upload all the vertex data associated with the journal into a single VBO. We then go through a process of splitting up the journal into batches that have compatible state so they can be emitted to the GPU together. This is currently broken up into 3 levels so we can stagger the state changes: 1) we break the journal up according to changes in the number of material layers associated with logged quads. The number of layers in a material determines the stride of the associated vertices, so we have to update our vertex array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc) 2) we further split batches up according to material compatability. (e.g. materials with different textures) We flush material state at this level. 3) Finally we split batches up according to modelview changes. At this level we update the modelview matrix and actually emit the actual draw command. This commit is largely about putting the initial design in-place; this will be followed by other changes that take advantage of the extended batching.
2009-06-17 13:46:42 -04:00
CoglMaterialFlushFlag flags;
guint32 fallback_layers;
guint32 disable_layers;
GLuint layer0_override_texture;
} CoglMaterialFlushOptions;
void _cogl_material_get_colorubv (CoglHandle handle,
guint8 *color);
void _cogl_material_flush_gl_state (CoglHandle material,
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes Previously the journal was always flushed at the end of _cogl_rectangles_with_multitexture_coords, (i.e. the end of any cogl_rectangle* calls) but now we have broadened the potential for batching geometry. In ideal circumstances we will only flush once per scene. In summary the journal works like this: When you use any of the cogl_rectangle* APIs then nothing is emitted to the GPU at this point, we just log one or more quads into the journal. A journal entry consists of the quad coordinates, an associated material reference, and a modelview matrix. Ideally the journal only gets flushed once at the end of a scene, but in fact there are things to consider that may cause unwanted flushing, including: - modifying materials mid-scene This is because each quad in the journal has an associated material reference (i.e. not copy), so if you try and modify a material that is already referenced in the journal we force a flush first) NOTE: For now this means you should avoid using cogl_set_source_color() since that currently uses a single shared material. Later we should change it to use a pool of materials that is recycled when the journal is flushed. - modifying any state that isn't currently logged, such as depth, fog and backface culling enables. The first thing that happens when flushing, is to upload all the vertex data associated with the journal into a single VBO. We then go through a process of splitting up the journal into batches that have compatible state so they can be emitted to the GPU together. This is currently broken up into 3 levels so we can stagger the state changes: 1) we break the journal up according to changes in the number of material layers associated with logged quads. The number of layers in a material determines the stride of the associated vertices, so we have to update our vertex array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc) 2) we further split batches up according to material compatability. (e.g. materials with different textures) We flush material state at this level. 3) Finally we split batches up according to modelview changes. At this level we update the modelview matrix and actually emit the actual draw command. This commit is largely about putting the initial design in-place; this will be followed by other changes that take advantage of the extended batching.
2009-06-17 13:46:42 -04:00
CoglMaterialFlushOptions *options);
gboolean _cogl_material_equal (CoglHandle material0_handle,
CoglMaterialFlushOptions *material0_flush_options,
CoglHandle material1_handle,
CoglMaterialFlushOptions *material1_flush_options,
CoglMaterialEqualFlags flags);
CoglHandle _cogl_material_journal_ref (CoglHandle material_handle);
void _cogl_material_journal_unref (CoglHandle material_handle);
#endif /* __COGL_MATERIAL_PRIVATE_H */