[cogl-vertex-buffer] Add a flush of attribute changes in the *_draw() functions
For convenience it is now valid to avoid a seperate call to cogl_vertex_buffer_submit() and assume that the _draw() calls will do this for you (though of course if you do this you still need to ensure the attribute pointers remain valid until your draw call.)
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@ -58,9 +58,10 @@ G_BEGIN_DECLS
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* developers to be able to submit geometry to Cogl in a format that can be
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* directly consumed by an OpenGL driver and mapped into your GPU for fast
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* re-use. It is designed to avoid repeated validation of the attributes by the
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* driver; to minimize transport costs (considering indirect GLX use-cases)
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* and to potentially avoid repeated format conversions when attributes are
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* supplied in a format that is not natively supported by the GPU.
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* driver; to minimize transport costs (e.g. considering indirect GLX
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* use-cases) and to potentially avoid repeated format conversions when
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* attributes are supplied in a format that is not natively supported by the
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* GPU.
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*
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* Although this API does allow you to modify attributes after they have been
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* submitted to the GPU you should be aware that modification is not that
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@ -113,7 +114,8 @@ cogl_vertex_buffer_new (guint n_vertices);
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* stride for both attributes is 6. The special value 0 means the
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* values are stored sequentially in memory.
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* @pointer: This addresses the first attribute in the vertex array. (This
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* must remain valid until you call cogl_vertex_buffer_submit())
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* must remain valid until you either call
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* cogl_vertex_buffer_submit() or issue a draw call.)
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*
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* This function lets you add an attribute to a buffer. You either use one
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* of the built-in names such as "gl_Vertex", or "glMultiTexCoord0" to add
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@ -124,15 +126,16 @@ cogl_vertex_buffer_new (guint n_vertices);
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* determines how many attribute values will be read from the supplied pointer.
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*
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* The data for your attribute isn't copied anywhere until you call
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* cogl_vertex_buffer_submit(), so the supplied pointer must remain valid
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* until then. If you are updating an attribute by re-adding it then you will
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* also need to re-call cogl_vertex_buffer_submit() to commit the changes to
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* the GPU. (Be carefull to minimize the number of calls to
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* cogl_vertex_buffer_submit though.)
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* cogl_vertex_buffer_submit(), (or issue a draw call which automatically
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* submits pending attribute changes) so the supplied pointer must remain
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* valid until then. If you are updating an existing attribute (done by
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* re-adding it) then you still need to re-call cogl_vertex_buffer_submit() to
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* commit the changes to the GPU. (Be carefull to minimize the number of calls
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* to cogl_vertex_buffer_submit though.)
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*
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* Note: If you are interleving attributes it is assumed that that each
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* interleaved attribute starts no farther than +- stride bytes from the other
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* attributes it is interleved with. I.e. this is ok:
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* Note: If you are interleving attributes it is assumed that each interleaved
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* attribute starts no farther than +- stride bytes from the other attributes
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* it is interleved with. I.e. this is ok:
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* <programlisting>
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* |-0-0-0-0-0-0-0-0-0-0|
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* </programlisting>
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@ -157,7 +160,8 @@ cogl_vertex_buffer_add (CoglHandle handle,
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* @attribute_name: The name of a previously added attribute
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*
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* This function deletes an attribute from a buffer. You will need to
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* call cogl_vertex_buffer_submit() to commit this change to the GPU.
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* call cogl_vertex_buffer_submit() or issue a draw call to commit this
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* change to the GPU.
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*/
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void
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cogl_vertex_buffer_delete (CoglHandle handle,
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@ -232,6 +236,9 @@ cogl_vertex_buffer_enable (CoglHandle handle,
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*
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* This function lets you draw geometry using all or a subset of the
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* vertices in a vertex buffer.
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*
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* Any un-submitted attribute changes are automatically submitted before
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* drawing.
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*/
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void
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cogl_vertex_buffer_draw (CoglHandle handle,
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@ -268,6 +275,9 @@ cogl_vertex_buffer_draw (CoglHandle handle,
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*
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* This function lets you use an array of indices to specify the vertices
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* within your vertex buffer that you want to draw.
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*
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* Any un-submitted attribute changes are automatically submitted before
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* drawing.
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*/
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void
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cogl_vertex_buffer_draw_range_elements (CoglHandle handle,
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@ -1111,10 +1111,9 @@ cogl_vertex_buffer_vbo_resolve (CoglVertexBuffer *buffer,
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}
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}
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void
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cogl_vertex_buffer_submit (CoglHandle handle)
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static void
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cogl_vertex_buffer_submit_real (CoglVertexBuffer *buffer)
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{
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CoglVertexBuffer *buffer;
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GList *tmp;
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CoglVertexBufferVBO *new_multipack_vbo;
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GList *new_multipack_vbo_link;
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@ -1122,11 +1121,9 @@ cogl_vertex_buffer_submit (CoglHandle handle)
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GList *reuse_vbos = NULL;
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GList *final_vbos = NULL;
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if (!cogl_is_vertex_buffer (handle))
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if (!buffer->new_attributes)
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return;
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buffer = _cogl_vertex_buffer_pointer_from_handle (handle);
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/* The objective now is to copy the attribute data supplied by the client
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* into buffer objects, but it's important to minimize the number of
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* redundant data uploads.
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@ -1374,6 +1371,19 @@ cogl_vertex_buffer_submit (CoglHandle handle)
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buffer->submitted_vbos = final_vbos;
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}
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void
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cogl_vertex_buffer_submit (CoglHandle handle)
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{
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CoglVertexBuffer *buffer;
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if (!cogl_is_vertex_buffer (handle))
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return;
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buffer = _cogl_vertex_buffer_pointer_from_handle (handle);
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cogl_vertex_buffer_submit_real (buffer);
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}
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static GLenum
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get_gl_type_from_attribute_flags (CoglVertexBufferAttribFlags flags)
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{
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@ -1422,6 +1432,9 @@ enable_state_for_drawing_buffer (CoglVertexBuffer *buffer)
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (buffer->new_attributes)
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cogl_vertex_buffer_submit_real (buffer);
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for (tmp = buffer->submitted_vbos; tmp != NULL; tmp = tmp->next)
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{
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CoglVertexBufferVBO *cogl_vbo = tmp->data;
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