Commit Graph

70 Commits

Author SHA1 Message Date
Neil Roberts
47ccbf472e cogl-framebuffer: Try to track format of the framebuffer
Previously in cogl_read_pixels we assume the format of the framebuffer
is always premultiplied because that is the most likely format with
the default Cogl blend mode. However when the framebuffer is bound to
a texture we should be able to make a better guess at the format
because we know the texture keeps track of the premult status. This
patch adds an internal format member to CoglFramebuffer. For onscreen
framebuffers we still assume it is RGBA_8888_PRE but for offscreen to
textures we copy the texture format. cogl_read_pixels uses this to
determine whether the data returned by glReadPixels will be
premultiplied.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2414
2010-11-24 15:56:35 +00:00
Neil Roberts
8fd47276b7 cogl_read_pixels: Fix the format used in GLES2
When converting the data in cogl_read_pixels it was using bmp_format
instead of the format passed in to the function. bmp_format is the
same as the passed in format except that it always has the premult bit
set. Therefore the conversion would not handle premultiply correctly.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2414
2010-11-24 15:56:35 +00:00
Neil Roberts
e41e5efac0 Add an internal _cogl_read_pixels_with_rowstride
This is the same as _cogl_read_pixels except that it takes a rowstride
parameter for the destination buffer. Under OpenGL setting the
rowstride this will end up calling GL_ROW_LENGTH so that the buffer
region can be directly written to. Under GLES GL_ROW_LENGTH is not
supported so it will use an intermediate buffer as it does if the
format is not GL_RGBA.

cogl_read_pixels now just calls the full version of the function with
the rowstride set to width*bpp.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2414
2010-11-24 15:56:34 +00:00
Robert Bragg
353ea5299b cogl-shader: Prepend boilerplate for portable shaders
We now prepend a set of defines to any given GLSL shader so that we can
define builtin uniforms/attributes within the "cogl" namespace that we
can use to provide compatibility across a range of the earlier versions
of GLSL.

This updates test-cogl-shader-glsl.c and test-shader.c so they no longer
needs to special case GLES vs GL when splicing together its shaders as
well as the blur, colorize and desaturate effects.

To get a feel for the new, portable uniform/attribute names here are the
defines for OpenGL vertex shaders:

 #define cogl_position_in gl_Vertex
 #define cogl_color_in gl_Color
 #define cogl_tex_coord_in  gl_MultiTexCoord0
 #define cogl_tex_coord0_in gl_MultiTexCoord0
 #define cogl_tex_coord1_in gl_MultiTexCoord1
 #define cogl_tex_coord2_in gl_MultiTexCoord2
 #define cogl_tex_coord3_in gl_MultiTexCoord3
 #define cogl_tex_coord4_in gl_MultiTexCoord4
 #define cogl_tex_coord5_in gl_MultiTexCoord5
 #define cogl_tex_coord6_in gl_MultiTexCoord6
 #define cogl_tex_coord7_in gl_MultiTexCoord7
 #define cogl_normal_in gl_Normal

 #define cogl_position_out gl_Position
 #define cogl_point_size_out gl_PointSize
 #define cogl_color_out gl_FrontColor
 #define cogl_tex_coord_out gl_TexCoord

 #define cogl_modelview_matrix gl_ModelViewMatrix
 #define cogl_modelview_projection_matrix gl_ModelViewProjectionMatrix
 #define cogl_projection_matrix gl_ProjectionMatrix
 #define cogl_texture_matrix gl_TextureMatrix

And for fragment shaders we have:

 #define cogl_color_in gl_Color
 #define cogl_tex_coord_in gl_TexCoord

 #define cogl_color_out gl_FragColor
 #define cogl_depth_out gl_FragDepth

 #define cogl_front_facing gl_FrontFacing
2010-11-10 14:24:52 +00:00
Neil Roberts
3203c2382f Replace the disable-npots tool with a COGL_DEBUG option
Previously in the tests/tools directory we build a disable-npots
library which was used as an LD_PRELOAD to trick Cogl in to thinking
there is no NPOT texture extension. This is a little awkward to use so
it seems much simpler to just define a COGL_DEBUG option to disable
npot textures.
2010-11-05 18:45:31 +00:00
Robert Bragg
e5eff5fc89 cogl: add separate material for blended source_colors
When using cogl_set_source_color4ub there is a notable difference
between colors that require blending and those that dont. When trying to
modify the color of pipeline referenced by the journal we don't force a
flush of the journal unless the color change will also change the
blending state. By using two separate pipeline objects for handing
opaque or transparent colors we can avoid ever flushing the journal when
repeatedly using cogl_set_source_color and jumping between opaque and
transparent colors.
2010-11-04 18:22:40 +00:00
Neil Roberts
caa991d7a1 cogl: Don't flush the journal when flushing clip state
Flushing the clip state no longer does anything that would cause the
journal to flush. The clip state is only flushed when flushing the
framebuffer state and in all cases this ends up flushing the journal
in one way or another anyway. Avoiding flushing the journal will make
it easier to log the clip state in the journal.

Previously when trying to set up a rectangle clip that can't be
scissored or when using a path clip the code would use cogl_rectangle
as part of the process to fill the stencil buffer. This is now changed
to use a new internal _cogl_rectangle_immediate function which
directly uses the vertex array API to draw a triangle strip without
affecting the journal. This should be just as efficient as the
previous journalled code because these places would end up flushing
the journal immediately before and after submitting the single
rectangle anyway and flushing the journal always creates a new vbo so
it would effectively do the same thing.

Similarly there is also a new internal _cogl_clear function that does
not flush the journal.
2010-11-04 18:10:08 +00:00
Robert Bragg
f80cb197a9 cogl: rename CoglMaterial -> CoglPipeline
This applies an API naming change that's been deliberated over for a
while now which is to rename CoglMaterial to CoglPipeline.

For now the new pipeline API is marked as experimental and public
headers continue to talk about materials not pipelines. The CoglMaterial
API is now maintained in terms of the cogl_pipeline API internally.
Currently this API is targeting Cogl 2.0 so we will have time to
integrate it properly with other upcoming Cogl 2.0 work.

The basic reasons for the rename are:
- That the term "material" implies to many people that they are
  constrained to fragment processing; perhaps as some kind of high-level
  texture abstraction.
    - In Clutter they get exposed by ClutterTexture actors which may be
      re-inforcing this misconception.
- When comparing how other frameworks use the term material, a material
  sometimes describes a multi-pass fragment processing technique which
  isn't the case in Cogl.
- In code, "CoglPipeline" will hopefully be a much more self documenting
  summary of what these objects represent; a full GPU pipeline
  configuration including, for example, vertex processing, fragment
  processing and blending.
- When considering the API documentation story, at some point we need a
  document introducing developers to how the "GPU pipeline" works so it
  should become intuitive that CoglPipeline maps back to that
  description of the GPU pipeline.
- This is consistent in terminology and concept to OpenGL 4's new
  pipeline object which is a container for program objects.

Note: The cogl-material.[ch] files have been renamed to
cogl-material-compat.[ch] because otherwise git doesn't seem to treat
the change as a moving the old cogl-material.c->cogl-pipeline.c and so
we loose all our git-blame history.
2010-11-03 18:09:23 +00:00
Neil Roberts
7ab928a4e0 cogl: Use separate materials for set_source_color and texture
Previously cogl_set_source_color and cogl_set_source_texture modified
a single global material. If an application then mixes using
cogl_set_source_color and texture then the material will constantly
need a new ARBfp program because the numbers of layers alternates
between 0 and 1. This patch just adds a second global material that is
only used for cogl_set_source_texture. I think it would still end up
flushing the journal if cogl_set_source_texture is used with multiple
different textures but at least it should avoid a recompile unless the
texture target also changes. It might be nice to somehow attach a
material to the CoglTexture for use with cogl_set_source_texture but
it would be difficult to implement this without creating a circular
reference.
2010-10-27 15:07:03 +01:00
Robert Bragg
1b9a247174 cogl: Adds {push,pop,get}_source functions
This exposes the idea of a stack of source materials instead of just
having a single current material. This allows the writing of orthogonal
code that can change the current source material and restore it to its
previous state. It also allows the implementation of new composite
primitives that may want to validate the current source material and
possibly make override changes in a derived material.
2010-10-26 12:08:20 +01:00
Robert Bragg
d011502603 cogl: removes unused _cogl_setup_viewport
Clutter has now taken responsibility for managing its viewport,
projection matrix and view transform as part of ClutterStage so
_cogl_setup_viewport is no longer used by anything, and since it's quite
an obscure API anyway it's we've taken the opportunity to remove the
function.
2010-09-29 15:12:59 +01:00
Emmanuele Bassi
73a94a7a79 Replace cogl_color_set_from_* with cogl_color_init_from_*
The former is not yet "officially" deprecated by the latter, but it's
confusing to have them both in the code base.
2010-09-03 16:58:47 +01:00
Robert Bragg
65196a4a9b cogl: Allow setting ARBfp source on a CoglShader
This makes CoglProgram/Shader automatically detect when the user has
given an ARBfp program by checking for "!!ARBfp1.0" at the beginning of
the user's source.

ARBfp local parameters can be set with cogl_program_uniform_float
assuming you pass a @size of 4 (all ARBfp program.local parameters
are vectors of 4 floats).

This doesn't expose ARBfp environment parameters or double precision
local parameters.
2010-08-09 17:27:02 +01:00
Robert Bragg
11045c724c cogl: Adds a COGL_FEATURE_SHADERS_ARBFP feature flag
This adds a public feature flag for ARBfp so developers can determine if
the cogl API supports ARBfp or not.
2010-08-09 17:27:02 +01:00
Neil Roberts
ccc3068ffd cogl-bitmap: Encapsulate the CoglBitmap even internally
The CoglBitmap struct is now only defined within cogl-bitmap.c so that
all of its members can now only be accessed with accessor
functions. To get to the data pointer for the bitmap image you must
first call _cogl_bitmap_map and later call _cogl_bitmap_unmap. The map
function takes the same arguments as cogl_pixel_array_map so that
eventually we can make a bitmap optionally internally divert to a
pixel array.

There is a _cogl_bitmap_new_from_data function which constructs a new
bitmap object and takes ownership of the data pointer. The function
gets passed a destroy callback which gets called when the bitmap is
freed. This is similar to how gdk_pixbuf_new_from_data
works. Alternatively NULL can be passed for the destroy function which
means that the caller will manage the life of the pointer (but must
guarantee that it stays alive at least until the bitmap is
freed). This mechanism is used instead of the old approach of creating
a CoglBitmap struct on the stack and manually filling in the
members. It could also later be used to create a CoglBitmap that owns
a GdkPixbuf ref so that we don't necessarily have to copy the
GdkPixbuf data when converting to a bitmap.

There is also _cogl_bitmap_new_shared. This creates a bitmap using a
reference to another CoglBitmap for the data. This is a bit of a hack
but it is needed by the atlas texture backend which wants to divert
the set_region virtual to another texture but it needs to override the
format of the bitmap to ignore the premult flag.
2010-07-15 17:24:01 +01:00
Robert Bragg
96b0e6c304 material: splits out all the state flushing code
This moves the code supporting _cogl_material_flush_gl_state into
cogl-material-opengl.c as part of an effort to reduce the size of
cogl-material.c to keep it manageable.
2010-07-13 19:26:58 +01:00
Robert Bragg
0c3354acba framebuffer: Replace CoglHandle with CoglFramebuffer *
One more object converted to stop using CoglHandle re:a8c8cbee513
2010-07-07 14:41:54 +01:00
Robert Bragg
8098052d56 material: route fogging state through CoglMaterial
Previously cogl_set_fog would cause a flush of the Cogl journal and
would directly bang the GL state machine to setup fogging. As part of
the ongoing effort to track most state in CoglMaterial to support
renderlists this now adds an indirection so that cogl_set_fog now just
updates ctx->legacy_fog_state. The fogging state then gets enabled as a
legacy override similar to how the old depth testing API is handled.
2010-07-07 14:12:15 +01:00
Robert Bragg
3b4b5ba01c debug: Adds a COGL_DEBUG=disable-pbos debug option
For testing purposes, either to identify bugs in Cogl or the driver or
simulate lack of PBO support COGL_DEBUG=disable-pbos can be used to
fallback to malloc instead.
2010-07-06 12:09:01 +01:00
Robert Bragg
dab4ddc718 material: Make CoglMaterial responsible for depth state
This redirects the legacy depth testing APIs through CoglMaterial and
adds a new experimental cogl_material_ API for handling the depth
testing state.

This adds the following new functions:
cogl_material_set_depth_test_enabled
cogl_material_get_depth_test_enabled
cogl_material_set_depth_writing_enabled
cogl_material_get_depth_writing_enabled
cogl_material_set_depth_test_function
cogl_material_get_depth_test_function
cogl_material_set_depth_range
cogl_material_get_depth_range

As with other experimental Cogl API you need to define
COGL_ENABLE_EXPERIMENTAL_API to access them and their stability isn't
yet guaranteed.
2010-06-15 15:26:28 +01:00
Robert Bragg
3979de6982 cogl: remove _cogl_material_flush_gl_state flush options
Since cogl_material_copy should now be cheap to use we can simplify
how we handle fallbacks and wrap mode overrides etc by simply copying
the original material and making our override changes on the new
material. This avoids the need for a sideband state structure that has
been growing in size and makes flushing material state more complex.

Note the plan is to eventually use weak materials for these override
materials and attach these as private data to the original materials so
we aren't making so many one-shot materials.
2010-06-15 15:26:27 +01:00
Robert Bragg
1cc3ae6944 CoglMaterial: Implements sparse materials design
This is a complete overhaul of the data structures used to manage
CoglMaterial state.

We have these requirements that were aiming to meet:
(Note: the references to "renderlists" correspond to the effort to
support scenegraph level shuffling of Clutter actor primitives so we can
minimize GPU state changes)

Sparse State:
We wanted a design that allows sparse descriptions of state so it scales
well as we make CoglMaterial responsible for more and more state. It
needs to scale well in terms of memory usage and the cost of operations
we need to apply to materials such as comparing, copying and flushing
their state. I.e. we would rather have these things scale by the number
of real changes a material represents not by how much overall state
CoglMaterial becomes responsible for.

Cheap Copies:
As we add support for renderlists in Clutter we will need to be able to
get an immutable handle for a given material's current state so that we
can retain a record of a primitive with its associated material without
worrying that changes to the original material will invalidate that
record.

No more flush override options:
We want to get rid of the flush overrides mechanism we currently use to
deal with texture fallbacks, wrap mode changes and to handle the use of
highlevel CoglTextures that need to be resolved into lowlevel textures
before flushing the material state.

The flush options structure has been expanding in size and the structure
is logged with every journal entry so it is not an approach that scales
well at all. It also makes flushing material state that much more
complex.

Weak Materials:
Again for renderlists we need a way to create materials derived from
other materials but without the strict requirement that modifications to
the original material wont affect the derived ("weak") material. The
only requirement is that its possible to later check if the original
material has been changed.

A summary of the new design:

A CoglMaterial now basically represents a diff against its parent.
Each material has a single parent and a mask of state that it changes.

Each group of state (such as the blending state) has an "authority"
which is found by walking up from a given material through its ancestors
checking the difference mask until a match for that group is found.

There is only one root node to the graph of all materials, which is the
default material first created when Cogl is being initialized.

All the groups of state are divided into two types, such that
infrequently changed state belongs in a separate "BigState" structure
that is only allocated and attached to a material when necessary.

CoglMaterialLayers are another sparse structure. Like CoglMaterials they
represent a diff against their parent and all the layers are part of
another graph with the "default_layer_0" layer being the root node that
Cogl creates during initialization.

Copying a material is now basically just a case of slice allocating a
CoglMaterial, setting the parent to be the source being copied and
zeroing the mask of changes.

Flush overrides should now be handled by simply relying on the cheapness
of copying a material and making changes to it. (This will be done in a
follow on commit)

Weak material support will be added in a follow on commit.
2010-06-15 15:26:27 +01:00
Neil Roberts
a9da7d72db cogl-clip-state: Export transform_point internally to Cogl
The transform_point function takes a modelview matrix, projection
matrix and a viewport and performs all three transformations on a
point to give a Cogl window coordinate. This is useful in a number of
places in Cogl so this patch moves it to cogl.c and adds it to
cogl-internal.h
2010-06-10 21:52:49 +01:00
Emmanuele Bassi
3c4451cd84 cogl: Hide cogl_framebuffer_get_*_bits()
These accessors should be private, for the time being.

http://bugzilla.openedhand.com/show_bug.cgi?id=2094
2010-06-10 19:06:37 +01:00
Robert Bragg
acc44161c1 material: Adds backend abstraction for fragment processing
As part of an effort to improve the architecture of CoglMaterial
internally this overhauls how we flush layer state to OpenGL by adding a
formal backend abstraction for fragment processing and further
formalizing the CoglTextureUnit abstraction.

There are three backends: "glsl", "arbfp" and "fixed". The fixed backend
uses the OpenGL fixed function APIs to setup the fragment processing,
the arbfp backend uses code generation to handle fragment processing
using an ARBfp program, and the GLSL backend is currently only there as
a formality to handle user programs associated with a material. (i.e.
the glsl backend doesn't yet support code generation)

The GLSL backend has highest precedence, then arbfp and finally the
fixed. If a backend can't support some particular CoglMaterial feature
then it will fallback to the next backend.

This adds three new COGL_DEBUG options:
* "disable-texturing" as expected should disable all texturing
* "disable-arbfp" always make the arbfp backend fallback
* "disable-glsl" always make the glsl backend fallback
* "show-source" show code generated by the arbfp/glsl backends
2010-06-09 17:15:59 +01:00
Damien Lespiau
56dd71dba0 cogl: Introduce private feature flags and check for ARB_fp
The Cogl context has now a feature_flags_private enum that will allow us
to query and use OpenGL features without exposing them in the public
API.

The ARB_fragment_program extension is the first user of those flags.
Looking for this extension only happens in the gl driver as the gles
drivers will not expose them.

One can use _cogl_features_available_private() to check for the
availability of such private features.

While at it, reindent cogl-internal.h as described in CODING_STYLE.
2010-06-09 15:19:30 +01:00
Robert Bragg
817c1cddcc path: Remove use of CoglHandle in the CoglPath API
This replaces the use of CoglHandle with strongly type CoglPath *
pointers instead. The only function not converted for now is
cogl_is_path which will be done in a later commit.
2010-06-01 12:20:58 +01:00
Neil Roberts
97fd2c368e cogl: Record new enabled arrays in _cogl_disable_other_texcoord_arrays
When _cogl_disable_other_texcoord_arrays is called it disables the
neccessary texcoord arrays and then removes the bits for the disabled
arrays in ctx->texcoord_arrays_enabled. However none of the places
that call the function then set any bits in ctx->texcoord_arrays_enabled
so the arrays would never get marked and they would never get disabled
again.

This patch just changes it so that _cogl_disable_other_texcoord_arrays
also sets the corresponding bits in ctx->texcoord_arrays_enabled.
2010-05-27 14:51:44 +01:00
Neil Roberts
aaf5600b2d cogl: Use a CoglBitmask to store the list of used texcoord arrays
Instead of directly using a guint32 to store a bitmask for each used
texcoord array, it now stores them in a CoglBitmask. This removes the
limitation of 32 layers (although there are still other places in Cogl
that imply this restriction). To disable texcoord arrays code should
call _cogl_disable_other_texcoord_arrays which takes a bitmask of
texcoord arrays that should not be disabled. There are two extra
bitmasks stored in the CoglContext which are used temporarily for this
function to avoid allocating a new bitmask each time.

http://bugzilla.openedhand.com/show_bug.cgi?id=2132
2010-05-24 16:10:57 +01:00
Neil Roberts
992d5f7fb6 cogl-vertex-buffer: Don't disable layers with no texture coords
It should be quite acceptable to use a texture without defining any
texture coords. For example a shader may be in use that is doing
texture lookups without referencing the texture coordinates. Also it
should be possible to replace the vertex colors using a texture layer
without a texture but with a constant layer color.

enable_state_for_drawing_buffer no longer sets any disabled layers in
the overrides. Instead of counting the number of units with texture
coordinates it now keeps them in a mask. This means there can now be
gaps in the list of enabled texture coordinate arrays. To cope with
this, the Cogl context now also stores a mask to track the enabled
arrays. Instead of code manually iterating each enabled array to
disable them, there is now an internal function called
_cogl_disable_texcoord_arrays which disables a given mask.

I think this could also fix potential bugs when a vertex buffer has
gaps in the texture coordinate attributes that it provides. For
example if the vertex buffer only had texture coordinates for layer 2
then the disabling code would not disable the coordinates for layers 0
and 1 even though they are not used. This could cause a crash if the
previous data for those arrays is no longer valid.

http://bugzilla.openedhand.com/show_bug.cgi?id=2132
2010-05-24 16:10:56 +01:00
Emmanuele Bassi
676c8a5fd4 Implement accessors for the color bits in a framebuffer
Instead of using cogl_get_bitmasks() to query the GL machinery for the
size of the color bits, we should store the values inside the
CoglFramebuffer object and query them the first time we set the framebuffer
as the current one.

Currently, cogl_get_bitmasks() is re-implemented in terms of
cogl_framebuffer_get_*_bits(). As soon as we are able to expose the
CoglOnscreen framebuffer object in the public API we'll be able to
deprecate cogl_get_bitmasks() altogether.

http://bugzilla.openedhand.com/show_bug.cgi?id=2094
2010-05-05 12:25:16 +01:00
Robert Bragg
dc4c0e3d3e debug: wrap glClear calls with the GE macro
This adds a GE macro wrapper around our calls to glClear so we can
print a warning for any errors reported by the driver.
2010-04-30 12:10:16 +01:00
Neil Roberts
7f629f626e cogl_read_pixels: Always use GL_RGBA/GL_UNSIGNED_BYTE under GLES
Under GLES glReadPixels is documented to only support GL_RGBA with
GL_UNSIGNED_BYTE and an implementation specfic format which can be
fetched with glGet, GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES and
GL_IMPLEMENTATION_COLOR_READ_TYPE_OES. This patch makes it always read
using GL_RGBA and GL_UNSIGNED_BYTE and then convert the results if
neccessary.

This has some room for improvement because it doesn't attempt to use
the implementation specific format. Also the conversion is somewhat
wasteful because there are currently no cogl_bitmap_* functions to
convert without allocating a new buffer so it ends up doing an
intermediate copy.

http://bugzilla.openedhand.com/show_bug.cgi?id=2057
2010-04-21 10:56:21 +01:00
Neil Roberts
f6f375cb36 Separate out CoglClipStackState from cogl-clip-stack.c
CoglClipStackState has now been renamed to CoglClipState and is moved
to a separate file. CoglClipStack now just maintains a stack and
doesn't worry about the rest of the state. CoglClipStack sill contains
the code to flush the stack to GL.
2010-04-15 14:51:00 +01:00
Robert Bragg
d1353b3c1a cogl: renames cogl_multiply_matrix to cogl_transform
Although cogl_multiply_matrix was consistent with OpenGL, after further
consideration it was agreed that cogl_transform is a better name. Given
that it's in the global cogl_ namespace cogl_transform seems more self
documenting.
2010-04-08 14:37:01 +01:00
Robert Bragg
c49aeed2bf cogl: move cogl_set_source* funcs into cogl.c
Previously cogl_set_source and cogl_set_source_texture were in
cogl-material.c and the cogl_set_source_color* funcs were in
cogl-color.c. Originally this was because cogl.c was duplicated between
the GL and GLES backends and we didn't want to add to the amount of
duplicated code, but these files have since been consolidated into one
cogl.c.
2010-04-06 09:26:05 +01:00
Robert Bragg
6c8c0714f6 cogl: adds convenience cogl_multiply_matrix function
Quite often it's desirable to be able to multiply the current modelview
matrix by an arbitrary matrix. Currently though you have to first
explicitly call cogl_get_modelview_matrix to get the current modelview
into a temporary variable, then you need to multiply it with your matrix
using cogl_matrix_multiply and finally use cogl_set_modelview_matrix to
make the result be the new modelview. This new convenience function lets
more efficiently skip the first get and last set steps.
2010-04-01 13:24:56 +01:00
Robert Bragg
1f715ad153 cogl: rename cogl_enable to _cogl_enable
Every now and then someone sees the cogl_enable API and gets confused,
thinking its public API so this renames the symbol to be clear that it's
is an internal only API.
2010-04-01 12:34:42 +01:00
Neil Roberts
84223c855d cogl: Support any format in cogl_read_pixels
cogl_read_pixels() no longer asserts that the format passed in is
RGBA_8888 but instead accepts any format. The appropriate GL enums for
the format are passed to glReadPixels so OpenGL should be perform a
conversion if neccessary.

It currently assumes glReadPixels will always give us premultiplied
data. This will usually be correct because the result of the default
blending operations for Cogl ends up with premultiplied data in the
framebuffer. However it is possible for the framebuffer to be in
whatever format depending on what CoglMaterial is used to render to
it. Eventually we may want to add a way for an application to inform
Cogl that the framebuffer is not premultiplied in case it is being
used for some special purpose.

If the requested format is not premultiplied then Cogl will convert
it. The tests have been changed to read the data as premultiplied so
that they won't be affected by the conversion. Picking in Clutter has
been changed to use COGL_PIXEL_FORMAT_RGB_888 because it doesn't need
the alpha component. clutter_stage_read_pixels is left unchanged
because the application can't specify a format for that so it seems to
make most sense to store unpremultiplied values.

http://bugzilla.openedhand.com/show_bug.cgi?id=1959
2010-03-02 11:01:35 +00:00
Emmanuele Bassi
72f4ddf532 Remove mentions of the FSF address
Since using addresses that might change is something that finally
the FSF acknowledge as a plausible scenario (after changing address
twice), the license blurb in the source files should use the URI
for getting the license in case the library did not come with it.

Not that URIs cannot possibly change, but at least it's easier to
set up a redirection at the same place.

As a side note: this commit closes the oldes bug in Clutter's bug
report tool.

http://bugzilla.openedhand.com/show_bug.cgi?id=521
2010-03-01 12:56:10 +00:00
Robert Bragg
5751e48756 cogl debug: hint that all debugging paths are G_UNLIKELY
Most Cogl debugging code conditions are marked as G_UNLIKELY with the
intention of having the CPU branch prediction always assume the
path is disabled so having debugging support in release binaries has
negligible overhead.

This patch simply fixes a few cases where we weren't using G_UNLIKELY.
2010-02-23 22:09:07 +00:00
Neil Roberts
fbe9e80a07 cogl: Cache the value for GL_MAX_TEXTURE_UNITS
The function _cogl_get_max_texture_units is called quite often while
rendering and it returns a constant value so we might as well cache
the result. Calling glGetInteger on Mesa can be expensive because it
flushes a lot of state.
2010-02-12 14:38:53 +00:00
Robert Bragg
0f5f4e8645 cogl: improves header and coding style consistency
We've had complaints that our Cogl code/headers are a bit "special" so
this is a first pass at tidying things up by giving them some
consistency. These changes are all consistent with how new code in Cogl
is being written, but the style isn't consistently applied across all
code yet.

There are two parts to this patch; but since each one required a large
amount of effort to maintain tidy indenting it made sense to combine the
changes to reduce the time spent re indenting the same lines.

The first change is to use a consistent style for declaring function
prototypes in headers. Cogl headers now consistently use this style for
prototypes:

 return_type
 cogl_function_name (CoglType arg0,
                     CoglType arg1);

Not everyone likes this style, but it seems that most of the currently
active Cogl developers agree on it.

The second change is to constrain the use of redundant glib data types
in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all
been replaced with int, unsigned int, float, long, unsigned long and char
respectively. When talking about pixel data; use of guchar has been
replaced with guint8, otherwise unsigned char can be used.

The glib types that we continue to use for portability are gboolean,
gint{8,16,32,64}, guint{8,16,32,64} and gsize.

The general intention is that Cogl should look palatable to the widest
range of C programmers including those outside the Gnome community so
- especially for the public API - we want to minimize the number of
foreign looking typedefs.
2010-02-12 14:05:00 +00:00
Robert Bragg
10fa7c7ce9 cogl: deprecates cogl_check_extension
OpenGL is an implementation detail for Cogl so it's not appropriate to
expose OpenGL extensions through the Cogl API.

Note: Clutter is currently still using this API, because it is still
doing raw GL calls in ClutterGLXTexturePixmap, so this introduces a
couple of (legitimate) build warnings while compiling Clutter.
2010-02-12 14:05:00 +00:00
Neil Roberts
47df6724b2 cogl: Use the colours of COGL_DEBUG=rectangles to debug batching
Instead of assigning a new colour to each quad of a batch, the
rectangle debugging code now assigns a new colour to each batch so
that it can be used to visually see what is being batched. The colour
is stored in a global variable that is reset during cogl_clear. This
improves the chances that the same colour will be used for a batch in
the next frames to avoid flickering.
2010-01-28 16:52:42 +00:00
Damien Lespiau
9d45e9641c cogl: Fix checks of the number of available texture units
We were checking the number of texture units against the GL enum that is
used in glGetInteger() to query that number. Let's abstract this in a
little function.

Took the opportunity to dig a bit on the usage of GL limits for the
number of texture (image) units and document our use of them. We'll need
something finer grained if we want to fully exploit texture image units
with a programmable pipeline.
2010-01-26 18:47:25 +00:00
Damien Lespiau
3069ad6409 cogl: Create CoglTextureUnit with its associated unit number
The index field of CoglTextureUnit was never set, leading to the
creation of units with index set to 0. When trying to retrieve a texture
unit by its index (!= 0) with _cogl_get_texture_unit(), a new one was
created as it could not find it back in the list of textures units:
ctx->texture_units.

http://bugzilla.openedhand.com/show_bug.cgi?id=1958
2010-01-26 12:12:20 +00:00
Robert Bragg
944423a8d9 cogl: deprecate cogl_draw_buffer API and replace with a cogl_framebuffer API
cogl_push_draw_buffer, cogl_set_draw_buffer and cogl_pop_draw_buffer are now
deprecated and new code should use the new cogl_framebuffer_* API instead.

Code that previously did:
    cogl_push_draw_buffer ();
    cogl_set_draw_buffer (COGL_OFFSCREEN_BUFFER, buffer);
    /* draw */
    cogl_pop_draw_buffer ();
should now be re-written as:
    cogl_push_framebuffer (buffer);
    /* draw */
    cogl_pop_framebuffer ();

As can be seen from the example above the rename has been used as an
opportunity to remove the redundant target argument from
cogl_set_draw_buffer; it now only takes one call to redirect to an offscreen
buffer, and finally the term framebuffer may be a bit more familiar to
anyone coming from an OpenGL background.
2009-11-26 19:33:14 +00:00
Robert Bragg
16a09763ef [cogl-material] Adds cogl_material_copy() API
cogl_material_copy can be used to create a new CoglHandle referencing a copy
of some given material.

From now on we will advise that developers always aim to use this function
instead of cogl_material_new() when creating a material that is in any way
derived from another.

By using cogl_material_copy, Cogl can maintain an ancestry for each material
and keep track of "similar" materials.  The plan is that Cogl will use this
information to minimize the cost of GPU state transitions.
2009-11-24 17:58:22 +00:00
Robert Bragg
d2ce4f7137 docs: Don't document cogl_flush_gl_state as public API
This function was #if 0'd before we released Clutter 1.0 so there's no
implementation of it.  At some point we thought it might assist with
developers breaking out into raw OpenGL.  Breaking out to raw GL is a
difficult problem though so we decided instead we will wait for a specific
use case to arrise before trying to support it.
2009-11-24 17:58:22 +00:00