Updates GLES1 support for CoglMaterial

This updates cogl/gles in line with the integration of CoglMaterial throughout
Cogl that has been done for cogl/gl.

Note: This is still buggy, but at least it builds again and test-actors works.
Some GLES2 specific changes were made, but these haven't been tested yet.
This commit is contained in:
Robert Bragg 2009-01-26 11:07:35 +00:00
parent e9a9acd28d
commit 9abf44eac3
10 changed files with 1333 additions and 810 deletions

View File

@ -886,8 +886,12 @@ _cogl_material_flush_layers_gl_state (CoglMaterial *material,
_cogl_material_layer_pointer_from_handle (layer_handle); _cogl_material_layer_pointer_from_handle (layer_handle);
CoglLayerInfo *gl_layer_info = NULL; CoglLayerInfo *gl_layer_info = NULL;
CoglLayerInfo new_gl_layer_info; CoglLayerInfo new_gl_layer_info;
CoglHandle tex_handle;
GLuint gl_texture; GLuint gl_texture;
GLenum gl_target; GLenum gl_target;
#ifdef HAVE_COGL_GLES2
GLenum gl_internal_format;
#endif
new_gl_layer_info.layer0_overridden = new_gl_layer_info.layer0_overridden =
layer0_override_texture ? TRUE : FALSE; layer0_override_texture ? TRUE : FALSE;
@ -912,18 +916,19 @@ _cogl_material_flush_layers_gl_state (CoglMaterial *material,
continue; continue;
} }
cogl_texture_get_gl_texture (layer->texture, &gl_texture, &gl_target); tex_handle = layer->texture;
cogl_texture_get_gl_texture (tex_handle, &gl_texture, &gl_target);
if (new_gl_layer_info.layer0_overridden) if (new_gl_layer_info.layer0_overridden)
gl_texture = layer0_override_texture; gl_texture = layer0_override_texture;
else if (new_gl_layer_info.fallback) else if (new_gl_layer_info.fallback)
{ {
CoglHandle tex_handle;
if (gl_target == GL_TEXTURE_2D) if (gl_target == GL_TEXTURE_2D)
tex_handle = ctx->default_gl_texture_2d_tex; tex_handle = ctx->default_gl_texture_2d_tex;
#ifdef HAVE_COGL_GL
else if (gl_target == GL_TEXTURE_RECTANGLE_ARB) else if (gl_target == GL_TEXTURE_RECTANGLE_ARB)
tex_handle = ctx->default_gl_texture_rect_tex; tex_handle = ctx->default_gl_texture_rect_tex;
#endif
else else
{ {
g_warning ("We don't have a default texture we can use to fill " g_warning ("We don't have a default texture we can use to fill "
@ -935,12 +940,28 @@ _cogl_material_flush_layers_gl_state (CoglMaterial *material,
cogl_texture_get_gl_texture (tex_handle, &gl_texture, NULL); cogl_texture_get_gl_texture (tex_handle, &gl_texture, NULL);
} }
#ifdef HAVE_COGL_GLES2
{
CoglTexture *tex =
_cogl_texture_pointer_from_handle (tex_handle);
gl_internal_format = tex->gl_intformat;
}
#endif
GE (glActiveTexture (GL_TEXTURE0 + i)); GE (glActiveTexture (GL_TEXTURE0 + i));
if (!gl_layer_info if (!gl_layer_info
|| gl_layer_info->gl_target != gl_target || gl_layer_info->gl_target != gl_target
|| gl_layer_info->gl_texture != gl_texture) || gl_layer_info->gl_texture != gl_texture)
{
#ifdef HAVE_COGL_GLES2
cogl_gles2_wrapper_bind_texture (gl_target,
gl_texture,
gl_internal_format);
#else
GE (glBindTexture (gl_target, gl_texture)); GE (glBindTexture (gl_target, gl_texture));
#endif
}
/* Disable the previous target if it was different */ /* Disable the previous target if it was different */
if (gl_layer_info && if (gl_layer_info &&
@ -1007,7 +1028,11 @@ _cogl_material_flush_base_gl_state (CoglMaterial *material)
if (!(ctx->current_material_flags & COGL_MATERIAL_FLAG_DEFAULT_COLOR if (!(ctx->current_material_flags & COGL_MATERIAL_FLAG_DEFAULT_COLOR
&& material->flags & COGL_MATERIAL_FLAG_DEFAULT_COLOR)) && material->flags & COGL_MATERIAL_FLAG_DEFAULT_COLOR))
{ {
GE (glColor4fv (material->unlit)); /* GLES doesn't have glColor4fv... */
GE (glColor4f (material->unlit[0],
material->unlit[1],
material->unlit[2],
material->unlit[3]));
} }
if (!(ctx->current_material_flags & COGL_MATERIAL_FLAG_DEFAULT_GL_MATERIAL if (!(ctx->current_material_flags & COGL_MATERIAL_FLAG_DEFAULT_GL_MATERIAL

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@ -51,6 +51,13 @@
printf("err: 0x%x\n", err); \ printf("err: 0x%x\n", err); \
} */ } */
#ifdef HAVE_COGL_GL
#ifdef glDrawRangeElements
#undef glDrawRangeElements
#endif
#define glDrawRangeElements ctx->pf_glDrawRangeElements
#endif
static void _cogl_journal_flush (void); static void _cogl_journal_flush (void);
static void _cogl_texture_free (CoglTexture *tex); static void _cogl_texture_free (CoglTexture *tex);
@ -2970,6 +2977,16 @@ cogl_polygon (CoglTextureVertex *vertices,
if (i == 0 && cogl_texture_is_sliced (tex_handle)) if (i == 0 && cogl_texture_is_sliced (tex_handle))
{ {
#if defined (HAVE_COGL_GLES) || defined (HAVE_COGL_GLES2)
{
static gboolean shown_gles_slicing_warning = FALSE;
if (!shown_gles_slicing_warning)
g_warning ("cogl_polygon does not work for sliced textures "
"on GL ES");
shown_gles_slicing_warning = TRUE;
return;
}
#endif
if (n_layers > 1) if (n_layers > 1)
{ {
static gboolean shown_slicing_warning = FALSE; static gboolean shown_slicing_warning = FALSE;

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@ -28,20 +28,24 @@
#endif #endif
#include "cogl.h" #include "cogl.h"
#include <string.h>
#include "cogl-internal.h" #include "cogl-internal.h"
#include "cogl-util.h" #include "cogl-util.h"
#include "cogl-context.h" #include "cogl-context.h"
#include "cogl-texture-private.h"
#include "cogl-material-private.h"
#include "cogl-gles2-wrapper.h" #include "cogl-gles2-wrapper.h"
#include <string.h>
static CoglContext *_context = NULL; static CoglContext *_context = NULL;
gboolean gboolean
cogl_create_context () cogl_create_context ()
{ {
GLubyte default_texture_data[] = { 0xff, 0xff, 0xff, 0x0 };
gulong enable_flags = 0;
if (_context != NULL) if (_context != NULL)
return FALSE; return FALSE;
@ -55,42 +59,77 @@ cogl_create_context ()
_context->enable_flags = 0; _context->enable_flags = 0;
_context->color_alpha = 255; _context->color_alpha = 255;
_context->path_nodes = g_array_new (FALSE, FALSE, sizeof (CoglPathNode));
_context->last_path = 0;
_context->texture_handles = NULL;
_context->texture_vertices = g_array_new (FALSE, FALSE,
sizeof (CoglTextureGLVertex));
_context->texture_indices = g_array_new (FALSE, FALSE,
sizeof (GLushort));
_context->material_handles = NULL; _context->material_handles = NULL;
_context->material_layer_handles = NULL; _context->material_layer_handles = NULL;
_context->source_material = COGL_INVALID_HANDLE; _context->default_material = cogl_material_new ();
_context->source_material = NULL;
_context->texture_handles = NULL;
_context->default_gl_texture_2d_tex = COGL_INVALID_HANDLE;
_context->default_gl_texture_rect_tex = COGL_INVALID_HANDLE;
_context->texture_download_material = COGL_INVALID_HANDLE;
_context->journal = g_array_new (FALSE, FALSE, sizeof (CoglJournalEntry));
_context->logged_vertices = g_array_new (FALSE, FALSE, sizeof (GLfloat));
_context->static_indices = g_array_new (FALSE, FALSE, sizeof (GLushort));
_context->polygon_vertices = g_array_new (FALSE, FALSE,
sizeof (CoglTextureGLVertex));
_context->current_material = NULL;
_context->current_material_flags = 0;
_context->current_layers = g_array_new (FALSE, FALSE,
sizeof (CoglLayerInfo));
_context->n_texcoord_arrays_enabled = 0;
_context->fbo_handles = NULL; _context->fbo_handles = NULL;
_context->program_handles = NULL;
_context->shader_handles = NULL;
_context->draw_buffer = COGL_WINDOW_BUFFER; _context->draw_buffer = COGL_WINDOW_BUFFER;
_context->shader_handles = NULL;
_context->program_handles = NULL;
_context->vertex_buffer_handles = NULL; _context->vertex_buffer_handles = NULL;
_context->blend_src_factor = CGL_SRC_ALPHA; _context->path_nodes = g_array_new (FALSE, FALSE, sizeof (CoglPathNode));
_context->blend_dst_factor = CGL_ONE_MINUS_SRC_ALPHA; _context->last_path = 0;
_context->stencil_material = cogl_material_new ();
/* Init the GLES2 wrapper */ /* Init the GLES2 wrapper */
#ifdef HAVE_COGL_GLES2 #ifdef HAVE_COGL_GLES2
cogl_gles2_wrapper_init (&_context->gles2); cogl_gles2_wrapper_init (&_context->gles2);
#endif #endif
/* Init OpenGL state */ /* Initialise the clip stack */
GE( glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE) );
GE( glColorMask (TRUE, TRUE, TRUE, FALSE) );
GE( glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) );
cogl_enable (0);
_cogl_clip_stack_state_init (); _cogl_clip_stack_state_init ();
/* Create default textures used for fall backs */
_context->default_gl_texture_2d_tex =
cogl_texture_new_from_data (1, /* width */
1, /* height */
-1, /* max waste */
FALSE, /* auto mipmap */
COGL_PIXEL_FORMAT_RGBA_8888, /* data format */
/* internal format */
COGL_PIXEL_FORMAT_RGBA_8888,
0, /* auto calc row stride */
&default_texture_data);
_context->default_gl_texture_rect_tex =
cogl_texture_new_from_data (1, /* width */
1, /* height */
-1, /* max waste */
FALSE, /* auto mipmap */
COGL_PIXEL_FORMAT_RGBA_8888, /* data format */
/* internal format */
COGL_PIXEL_FORMAT_RGBA_8888,
0, /* auto calc row stride */
&default_texture_data);
cogl_set_source (_context->default_material);
cogl_material_flush_gl_state (_context->source_material, NULL);
enable_flags =
cogl_material_get_cogl_enable_flags (_context->source_material);
cogl_enable (enable_flags);
return TRUE; return TRUE;
} }
@ -105,15 +144,6 @@ cogl_destroy_context ()
if (_context->path_nodes) if (_context->path_nodes)
g_array_free (_context->path_nodes, TRUE); g_array_free (_context->path_nodes, TRUE);
#ifdef HAVE_COGL_GLES2
cogl_gles2_wrapper_deinit (&_context->gles2);
#endif
if (_context->texture_vertices)
g_array_free (_context->texture_vertices, TRUE);
if (_context->texture_indices)
g_array_free (_context->texture_indices, TRUE);
if (_context->texture_handles) if (_context->texture_handles)
g_array_free (_context->texture_handles, TRUE); g_array_free (_context->texture_handles, TRUE);
if (_context->fbo_handles) if (_context->fbo_handles)
@ -123,13 +153,33 @@ cogl_destroy_context ()
if (_context->program_handles) if (_context->program_handles)
g_array_free (_context->program_handles, TRUE); g_array_free (_context->program_handles, TRUE);
if (_context->default_gl_texture_2d_tex)
cogl_texture_unref (_context->default_gl_texture_2d_tex);
if (_context->default_gl_texture_rect_tex)
cogl_texture_unref (_context->default_gl_texture_rect_tex);
if (_context->default_material)
cogl_material_unref (_context->default_material);
if (_context->journal)
g_array_free (_context->journal, TRUE);
if (_context->logged_vertices)
g_array_free (_context->logged_vertices, TRUE);
if (_context->static_indices)
g_array_free (_context->static_indices, TRUE);
if (_context->polygon_vertices)
g_array_free (_context->polygon_vertices, TRUE);
if (_context->current_layers)
g_array_free (_context->current_layers, TRUE);
g_free (_context); g_free (_context);
} }
CoglContext * CoglContext *
_cogl_context_get_default () _cogl_context_get_default ()
{ {
/* Create if doesn't exists yet */ /* Create if doesn't exist yet */
if (_context == NULL) if (_context == NULL)
cogl_create_context (); cogl_create_context ();

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@ -47,11 +47,55 @@ typedef struct
/* Enable cache */ /* Enable cache */
gulong enable_flags; gulong enable_flags;
guint8 color_alpha; guint8 color_alpha;
COGLenum blend_src_factor;
COGLenum blend_dst_factor;
gboolean enable_backface_culling; gboolean enable_backface_culling;
/* Cache of inverse projection matrix */
float inverse_projection[16];
/* Materials */
GArray *material_handles;
GArray *material_layer_handles;
CoglHandle default_material;
CoglHandle source_material;
/* Textures */
GArray *texture_handles;
CoglHandle default_gl_texture_2d_tex;
CoglHandle default_gl_texture_rect_tex;
CoglHandle texture_download_material;
/* Batching geometry... */
/* We journal the texture rectangles we want to submit to OpenGL so
* we have an oppertunity to optimise the final order so that we
* can batch things together. */
GArray *journal;
GArray *logged_vertices;
GArray *static_indices;
GArray *polygon_vertices;
/* Some simple caching, to minimize state changes... */
CoglHandle current_material;
gulong current_material_flags;
GArray *current_layers;
guint n_texcoord_arrays_enabled;
/* Framebuffer objects */
GArray *fbo_handles;
CoglBufferTarget draw_buffer;
/* Shaders */
GArray *shader_handles;
/* Programs */
GArray *program_handles;
/* Clip stack */
CoglClipStackState clip;
/* Vertex buffers */
GArray *vertex_buffer_handles;
/* Primitives */ /* Primitives */
floatVec2 path_start; floatVec2 path_start;
floatVec2 path_pen; floatVec2 path_pen;
@ -59,39 +103,7 @@ typedef struct
guint last_path; guint last_path;
floatVec2 path_nodes_min; floatVec2 path_nodes_min;
floatVec2 path_nodes_max; floatVec2 path_nodes_max;
CoglHandle stencil_material;
/* Cache of inverse projection matrix */
float inverse_projection[16];
/* Textures */
GArray *texture_handles;
GArray *texture_vertices;
GArray *texture_indices;
/* The gl texture number that the above vertices apply to. This to
detect when a different slice is encountered so that the vertices
can be flushed */
GLuint texture_current;
GLenum texture_target;
GLenum texture_format;
/* Materials */
GArray *material_handles;
GArray *material_layer_handles;
CoglHandle source_material;
/* Framebuffer objects */
GArray *fbo_handles;
CoglBufferTarget draw_buffer;
/* Shaders */
GArray *program_handles;
GArray *shader_handles;
/* Vertex buffers */
GArray *vertex_buffer_handles;
/* Clip stack */
CoglClipStackState clip;
#ifdef HAVE_COGL_GLES2 #ifdef HAVE_COGL_GLES2
CoglGles2Wrapper gles2; CoglGles2Wrapper gles2;

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@ -369,6 +369,11 @@ void _cogl_gles2_clear_cache_for_program (CoglHandle program);
glGenerateMipmap doesn't need to do anything */ glGenerateMipmap doesn't need to do anything */
#define cogl_wrap_glGenerateMipmap(x) ((void) 0) #define cogl_wrap_glGenerateMipmap(x) ((void) 0)
/* GLES doesn't have glDrawRangeElements, so we simply pretend it does
* but that it makes no use of the start, end constraints: */
#define glDrawRangeElements(mode, start, end, count, type, indices) \
glDrawElements (mode, count, type, indices)
#endif /* HAVE_COGL_GLES2 */ #endif /* HAVE_COGL_GLES2 */
G_END_DECLS G_END_DECLS

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@ -75,13 +75,10 @@ const char *_cogl_error_string(GLenum errorCode);
#endif /* COGL_DEBUG */ #endif /* COGL_DEBUG */
#define COGL_ENABLE_BLEND (1<<1) #define COGL_ENABLE_BLEND (1<<1)
#define COGL_ENABLE_TEXTURE_2D (1<<2) #define COGL_ENABLE_ALPHA_TEST (1<<2)
#define COGL_ENABLE_ALPHA_TEST (1<<3) #define COGL_ENABLE_VERTEX_ARRAY (1<<3)
#define COGL_ENABLE_TEXTURE_RECT (1<<4) #define COGL_ENABLE_COLOR_ARRAY (1<<4)
#define COGL_ENABLE_VERTEX_ARRAY (1<<5) #define COGL_ENABLE_BACKFACE_CULLING (1<<5)
#define COGL_ENABLE_TEXCOORD_ARRAY (1<<6)
#define COGL_ENABLE_COLOR_ARRAY (1<<7)
#define COGL_ENABLE_BACKFACE_CULLING (1<<8)
gint gint
_cogl_get_format_bpp (CoglPixelFormat format); _cogl_get_format_bpp (CoglPixelFormat format);

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@ -38,27 +38,6 @@
#define _COGL_MAX_BEZ_RECURSE_DEPTH 16 #define _COGL_MAX_BEZ_RECURSE_DEPTH 16
void
_cogl_rectangle (float x,
float y,
float width,
float height)
{
GLfloat rect_verts[8] = {
(GLfloat) x, (GLfloat) y,
(GLfloat) (x + width), (GLfloat) y,
(GLfloat) x, (GLfloat) (y + height),
(GLfloat) (x + width), (GLfloat) (y + height)
};
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
cogl_enable (COGL_ENABLE_VERTEX_ARRAY
| (ctx->color_alpha < 255 ? COGL_ENABLE_BLEND : 0));
GE ( glVertexPointer (2, GL_FLOAT, 0, rect_verts ) );
GE ( glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
}
void void
_cogl_path_add_node (gboolean new_sub_path, _cogl_path_add_node (gboolean new_sub_path,
float x, float x,
@ -97,19 +76,24 @@ void
_cogl_path_stroke_nodes () _cogl_path_stroke_nodes ()
{ {
guint path_start = 0; guint path_start = 0;
gulong enable_flags = COGL_ENABLE_VERTEX_ARRAY;
_COGL_GET_CONTEXT (ctx, NO_RETVAL); _COGL_GET_CONTEXT (ctx, NO_RETVAL);
cogl_enable (COGL_ENABLE_VERTEX_ARRAY enable_flags |= cogl_material_get_cogl_enable_flags (ctx->source_material);
| (ctx->color_alpha < 255 cogl_enable (enable_flags);
? COGL_ENABLE_BLEND : 0));
cogl_material_flush_gl_state (ctx->source_material,
COGL_MATERIAL_FLUSH_DISABLE_MASK,
(guint32)~0, /* disable all texture layers */
NULL);
while (path_start < ctx->path_nodes->len) while (path_start < ctx->path_nodes->len)
{ {
CoglPathNode *path = &g_array_index (ctx->path_nodes, CoglPathNode, CoglPathNode *path = &g_array_index (ctx->path_nodes, CoglPathNode,
path_start); path_start);
GE( glVertexPointer (2, GL_FIXED, sizeof (CoglPathNode), GE( glVertexPointer (2, GL_FLOAT, sizeof (CoglPathNode),
(guchar *) path (guchar *) path
+ G_STRUCT_OFFSET (CoglPathNode, x)) ); + G_STRUCT_OFFSET (CoglPathNode, x)) );
GE( glDrawArrays (GL_LINE_STRIP, 0, path->path_size) ); GE( glDrawArrays (GL_LINE_STRIP, 0, path->path_size) );
@ -151,6 +135,16 @@ _cogl_add_path_to_stencil_buffer (floatVec2 nodes_min,
float bounds_y; float bounds_y;
float bounds_w; float bounds_w;
float bounds_h; float bounds_h;
gulong enable_flags = COGL_ENABLE_VERTEX_ARRAY;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Just setup a simple material that doesn't use texturing... */
cogl_material_flush_gl_state (ctx->stencil_material, NULL);
enable_flags |=
cogl_material_get_cogl_enable_flags (ctx->source_material);
cogl_enable (enable_flags);
_cogl_path_get_bounds (nodes_min, nodes_max, _cogl_path_get_bounds (nodes_min, nodes_max,
&bounds_x, &bounds_y, &bounds_w, &bounds_h); &bounds_x, &bounds_y, &bounds_w, &bounds_h);
@ -175,9 +169,7 @@ _cogl_add_path_to_stencil_buffer (floatVec2 nodes_min,
while (path_start < path_size) while (path_start < path_size)
{ {
cogl_enable (COGL_ENABLE_VERTEX_ARRAY); GE( glVertexPointer (2, GL_FLOAT, sizeof (CoglPathNode),
GE( glVertexPointer (2, GL_FIXED, sizeof (CoglPathNode),
(guchar *) path (guchar *) path
+ G_STRUCT_OFFSET (CoglPathNode, x)) ); + G_STRUCT_OFFSET (CoglPathNode, x)) );
GE( glDrawArrays (GL_TRIANGLE_FAN, 0, path->path_size) ); GE( glDrawArrays (GL_TRIANGLE_FAN, 0, path->path_size) );
@ -444,4 +436,3 @@ _cogl_path_fill_nodes ()
} }
} }
} }

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@ -31,8 +31,6 @@
typedef struct _CoglTexture CoglTexture; typedef struct _CoglTexture CoglTexture;
typedef struct _CoglTexSliceSpan CoglTexSliceSpan; typedef struct _CoglTexSliceSpan CoglTexSliceSpan;
typedef struct _CoglSpanIter CoglSpanIter; typedef struct _CoglSpanIter CoglSpanIter;
typedef struct _CoglMultiTexture CoglMultiTexture;
typedef struct _CoglMultiTextureLayer CoglMultiTextureLayer;
struct _CoglTexSliceSpan struct _CoglTexSliceSpan
{ {
@ -61,26 +59,23 @@ struct _CoglTexture
gboolean auto_mipmap; gboolean auto_mipmap;
}; };
struct _CoglMultiTextureLayer /* To improve batching of geometry when submitting vertices to OpenGL we
* log the texture rectangles we want to draw to a journal, so when we
* later flush the journal we aim to batch data, and gl draw calls. */
typedef struct _CoglJournalEntry
{ {
guint ref_count; CoglHandle material;
guint index; /*!< lowest index is blended first then others gint n_layers;
on top */ guint32 fallback_mask;
CoglTexture *tex; /*!< The texture for this layer, or NULL GLuint layer0_override_texture;
for an empty layer */ } CoglJournalEntry;
/* TODO: Add more control over the texture environment for each texture
* unit. For example we should support dot3 normal mapping. */
};
struct _CoglMultiTexture
{
guint ref_count;
GList *layers;
};
CoglTexture* CoglTexture*
_cogl_texture_pointer_from_handle (CoglHandle handle); _cogl_texture_pointer_from_handle (CoglHandle handle);
#endif /* __COGL_TEXTURE_H */ gboolean
_cogl_texture_span_has_waste (CoglTexture *tex,
gint x_span_index,
gint y_span_index);
#endif /* __COGL_TEXTURE_H */

File diff suppressed because it is too large Load Diff

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@ -92,10 +92,10 @@ cogl_paint_init (const CoglColor *color)
fprintf(stderr, "\n ============== Paint Start ================ \n"); fprintf(stderr, "\n ============== Paint Start ================ \n");
#endif #endif
glClearColor (cogl_color_get_red (color), GE( glClearColor (cogl_color_get_red_float (color),
cogl_color_get_green (color), cogl_color_get_green_float (color),
cogl_color_get_blue (color), cogl_color_get_blue_float (color),
0); 0.0) );
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glDisable (GL_LIGHTING); glDisable (GL_LIGHTING);
@ -213,10 +213,6 @@ cogl_enable (gulong flags)
COGL_ENABLE_BLEND, COGL_ENABLE_BLEND,
GL_BLEND); GL_BLEND);
cogl_toggle_flag (ctx, flags,
COGL_ENABLE_TEXTURE_2D,
GL_TEXTURE_2D);
cogl_toggle_flag (ctx, flags, cogl_toggle_flag (ctx, flags,
COGL_ENABLE_BACKFACE_CULLING, COGL_ENABLE_BACKFACE_CULLING,
GL_CULL_FACE); GL_CULL_FACE);
@ -225,10 +221,6 @@ cogl_enable (gulong flags)
COGL_ENABLE_VERTEX_ARRAY, COGL_ENABLE_VERTEX_ARRAY,
GL_VERTEX_ARRAY); GL_VERTEX_ARRAY);
cogl_toggle_client_flag (ctx, flags,
COGL_ENABLE_TEXCOORD_ARRAY,
GL_TEXTURE_COORD_ARRAY);
cogl_toggle_client_flag (ctx, flags, cogl_toggle_client_flag (ctx, flags,
COGL_ENABLE_COLOR_ARRAY, COGL_ENABLE_COLOR_ARRAY,
GL_COLOR_ARRAY); GL_COLOR_ARRAY);
@ -272,34 +264,11 @@ cogl_set_source_color (const CoglColor *color)
{ {
_COGL_GET_CONTEXT (ctx, NO_RETVAL); _COGL_GET_CONTEXT (ctx, NO_RETVAL);
#if 0 /*HAVE_GLES_COLOR4UB*/ /* In case cogl_set_source_texture was previously used... */
cogl_material_remove_layer (ctx->default_material, 0);
/* NOTE: seems SDK_OGLES-1.1_LINUX_PCEMULATION_2.02.22.0756 has this call cogl_material_set_color (ctx->default_material, color);
* but is broken - see #857. Therefor disabling. cogl_set_source (ctx->default_material);
*/
/*
* GLES 1.1 does actually have this function, it's in the header file but
* missing in the reference manual (and SDK):
*
* http://www.khronos.org/egl/headers/1_1/gl.h
*/
GE( glColor4ub (color->red,
color->green,
color->blue,
color->alpha) );
#else
/* conversion can cause issues with picking on some gles implementations */
GE( glColor4f (cogl_color_get_red (color),
cogl_color_get_green (color),
cogl_color_get_blue (color),
cogl_color_get_alpha (color)) );
#endif
/* Store alpha for proper blending enables */
ctx->color_alpha = cogl_color_get_alpha_byte (color);
} }
static void static void
@ -421,6 +390,8 @@ _cogl_add_stencil_clip (float x_offset,
{ {
_COGL_GET_CONTEXT (ctx, NO_RETVAL); _COGL_GET_CONTEXT (ctx, NO_RETVAL);
cogl_material_flush_gl_state (ctx->stencil_material);
if (first) if (first)
{ {
GE( glEnable (GL_STENCIL_TEST) ); GE( glEnable (GL_STENCIL_TEST) );