Commit Graph

6 Commits

Author SHA1 Message Date
Neil Roberts
1df0e36c6c cogl: Use a vtable for the texture backends instead of a type and switch
Instead of storing an enum with the backend type for each texture and
then using a switch statement to decide which function to call, we
should store pointers to all of the functions in a struct and have
each texture point to that struct. This is potentially slightly faster
when there are more backends and it makes implementing new backends
easier because it's more obvious which functions have to be
implemented.
2009-11-25 13:47:28 +00:00
Robert Bragg
bb3a008318 [draw-buffers] First pass at overhauling Cogl's framebuffer management
Cogl's support for offscreen rendering was originally written just to support
the clutter_texture_new_from_actor API and due to lack of documentation and
several confusing - non orthogonal - side effects of using the API it wasn't
really possible to use directly.

This commit does a number of things:
- It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h}
  files instead which should be easier to maintain.
- internally CoglFbo objects are now called CoglDrawBuffers. A
  CoglDrawBuffer is an abstract base class that is inherited from to
  implement CoglOnscreen and CoglOffscreen draw buffers.  CoglOffscreen draw
  buffers will initially be used to support the
  cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will
  start to be used internally to represent windows as we aim to migrate some
  of Clutter's backend code to Cogl.
- It makes draw buffer objects the owners of the following state:
  - viewport
  - projection matrix stack
  - modelview matrix stack
  - clip state
(This means when you switch between draw buffers you will automatically be
 switching to their associated viewport, matrix and clip state)

Aside from hopefully making cogl_offscreen_new_to_texture be more useful
short term by having simpler and well defined semantics for
cogl_set_draw_buffer, as mentioned above this is the first step for a couple
of other things:
- Its a step toward moving ownership for windows down from Clutter backends
  into Cogl, by (internally at least) introducing the CoglOnscreen draw
  buffer.  Note: the plan is that cogl_set_draw_buffer will accept on or
  offscreen draw buffer handles, and the "target" argument will become
  redundant since we will instead query the type of the given draw buffer
  handle.
- Because we have a common type for on and offscreen framebuffers we can
  provide a unified API for framebuffer management. Things like:
  - blitting between buffers
  - managing ancillary buffers (e.g. attaching depth and stencil buffers)
  - size requisition
  - clearing
2009-11-03 17:23:03 +00:00
Robert Bragg
eed2479556 [cogl] Removes the cogl-current-matrix abstraction
The indirection through this API isn't necessary since we no longer
arbitrate between the OpenGL matrix API and Cogl's client side API.  Also it
doesn't help to maintain an OpenGL style matrix mode API for internal use
since it's awkward to keep restoring the MODELVIEW mode and easy enough to
directly work with the matrix stacks of interest.

This replaces use of the _cogl_current_matrix API with direct use of the
_cogl_matrix_stack API.  All the unused cogl_current_matrix API is removed
and the matrix utility code left in cogl-current-matrix.c was moved to
cogl.c.
2009-10-20 12:32:50 +01:00
Vladimir Nadvornik
65015a137e [cogl-texture] Split CoglTexture into an abstract class + CoglTexture2dSliced
cogl-texture-2d-sliced provides an implementation of CoglTexture and this
seperation lays the foundation for potentially supporting atlas textures,
pixmap textures (as in GLX_EXT_texture_from_pixmap) and fast-path
GL_TEXTURE_{1D,2D,3D,RECTANGLE} textures in a maintainable fashion.
2009-10-16 18:58:51 +01:00
Robert Bragg
c40d5ae9ea [cogl-texture] Seal CoglTexture internals from cogl-primitives.c
cogl-primitives.c was previously digging right into CoglTextures so it could
manually iterate the texture slices for texturing quads and polygons and
because we were missing some state getters we were lazily just poking into
the structures directly.

This adds some extra state getter functions, and adds a higher level
_cogl_texture_foreach_slice () API that hopefully simplifies the way in
which sliced textures may be used to render primitives.  This lets you
specify a rectangle in "virtual" texture coords and it will call a given
callback for each slice that intersects that rectangle giving the virtual
coords of the current slice and corresponding "real" texture coordinates for
the underlying gl texture.

At the same time a noteable bug in how we previously iterated sliced
textures was fixed, whereby we weren't correctly handling inverted texture
coordinates.  E.g.  with the previous code if you supplied texture coords of
tx1=100,ty1=0,tx2=0,ty2=100 (inverted along y axis) that would result in a
back-facing quad, which could be discarded if using back-face culling.
2009-10-16 18:58:51 +01:00
Robert Bragg
0bce7eac53 Intial Re-layout of the Cogl source code and introduction of a Cogl Winsys
As part of an incremental process to have Cogl be a standalone project we
want to re-consider how we organise the Cogl source code.

Currently this is the structure I'm aiming for:
cogl/
    cogl/
	<put common source here>
	winsys/
	   cogl-glx.c
	   cogl-wgl.c
	driver/
	    gl/
	    gles/
	os/ ?
    utils/
	cogl-fixed
	cogl-matrix-stack?
        cogl-journal?
        cogl-primitives?
    pango/

The new winsys component is a starting point for migrating window system
code (i.e.  x11,glx,wgl,osx,egl etc) from Clutter to Cogl.

The utils/ and pango/ directories aren't added by this commit, but they are
noted because I plan to add them soon.

Overview of the planned structure:

* The winsys/ API is the API that binds OpenGL to a specific window system,
  be that X11 or win32 etc.  Example are glx, wgl and egl. Much of the logic
  under clutter/{glx,osx,win32 etc} should migrate here.

* Note there is also the idea of a winsys-base that may represent a window
  system for which there are multiple winsys APIs.  An example of this is
  x11, since glx and egl may both be used with x11.  (currently only Clutter
  has the idea of a winsys-base)

* The driver/ represents a specific varient of OpenGL. Currently we have "gl"
  representing OpenGL 1.4-2.1 (mostly fixed function) and "gles" representing
  GLES 1.1 (fixed funciton) and 2.0 (fully shader based)

* Everything under cogl/ should fundamentally be supporting access to the
  GPU.  Essentially Cogl's most basic requirement is to provide a nice GPU
  Graphics API and drawing a line between this and the utility functionality
  we add to support Clutter should help keep this lean and maintainable.

* Code under utils/ as suggested builds on cogl/ adding more convenient
  APIs or mechanism to optimize special cases. Broadly speaking you can
  compare cogl/ to OpenGL and utils/ to GLU.

* clutter/pango will be moved to clutter/cogl/pango

How some of the internal configure.ac/pkg-config terminology has changed:
backendextra -> CLUTTER_WINSYS_BASE # e.g. "x11"
backendextralib -> CLUTTER_WINSYS_BASE_LIB # e.g. "x11/libclutter-x11.la"
clutterbackend -> {CLUTTER,COGL}_WINSYS # e.g. "glx"
CLUTTER_FLAVOUR -> {CLUTTER,COGL}_WINSYS
clutterbackendlib -> CLUTTER_WINSYS_LIB
CLUTTER_COGL -> COGL_DRIVER # e.g. "gl"

Note: The CLUTTER_FLAVOUR and CLUTTER_COGL defines are kept for apps

As the first thing to take advantage of the new winsys component in Cogl;
cogl_get_proc_address() has been moved from cogl/{gl,gles}/cogl.c into
cogl/common/cogl.c and this common implementation first trys
_cogl_winsys_get_proc_address() but if that fails then it falls back to
gmodule.
2009-10-16 18:58:50 +01:00