Commit Graph

688 Commits

Author SHA1 Message Date
Neil Roberts
4d0b167be4 Add a COGL_DEBUG option to disable the fixed function pipeline backend
This adds COGL_DEBUG=disable-fixed to disable the fixed function
pipeline backend. This is needed to test the GLSL shader generation
because otherwise the fixed function backend would always override it.
2010-11-24 18:06:44 +00:00
Neil Roberts
54ac6b16bf Don't use the fixed function backend if there is a user program
The fixed function pipeline backend can't handle a user program so it
should bail out if one is given.
2010-11-24 18:06:44 +00:00
Neil Roberts
8083167be9 Add a warning message when no usable Cogl pipeline backend is found
If none of the pipeline backends can handle the state then it now
displays a warning so the developer has a chance to work out what's
going on.
2010-11-24 18:06:44 +00:00
Neil Roberts
cda5ea771b cogl-pipeline-glsl: Don't use gl_PointCoord on OpenGL
We don't want to use gl_PointCoord to implement point sprites on big
GL because in that case we already use glTexEnv(GL_COORD_REPLACE) to
replace the texture coords with the point sprite coords. Although GL
also supports the gl_PointCoord variable, it requires GLSL 1.2 which
would mean we would have to declare the GLSL version and check for
it. We continue to use gl_PointCoord for GLES2 because it has no
glTexEnv function.
2010-11-24 18:06:44 +00:00
Neil Roberts
c50cb72748 Remove the fragment shader generation from the GLES2 wrapper
The GLES2 wrapper no longer needs to generate any fragment shader
state because the GLSL pipeline backend will always give the wrapper a
custom fragment shader. This simplifies a lot of the state comparison
done by the wrapper. The fog generation is also removed even though
it's actually part of the vertex shader because only the fixed
function pipeline backend actually calls the fog functions so it would
be disabled when using any of the other backends anyway. We can fix
this when the two shader backends also start generating vertex
shaders.
2010-11-24 18:06:44 +00:00
Neil Roberts
9089d95b3f Disable the fixed function backend for GLES2
GLES2 doesn't really support fixed function so if we disable it we can
remove the fixed function wrappers from the GLES2 Cogl backend.
2010-11-24 18:06:44 +00:00
Neil Roberts
a86a1df372 cogl-pipeline-glsl: Generate the alpha test snippet under GLES2
GLES2 has no glAlphaFunc function so we need to simulate the behaviour
in the fragment shader. The alpha test function is simulated with an
if-statement and a discard statement. The reference value is stored as
a uniform.
2010-11-24 18:06:44 +00:00
Neil Roberts
0a314a752d cogl-pipeline: Add getters for the alpha test state
This adds two public functions:

 cogl_pipeline_get_alpha_test_function
   and
 cogl_pipeline_get_alpha_test_reference.
2010-11-24 18:06:44 +00:00
Neil Roberts
60000690e1 cogl: Separate out state flags for the alpha test func and ref
Previously the flag to mark the differences for the alpha test
function and reference value were conflated into one. However this is
awkward when generating shader code to simulate the alpha testing for
GLES 2 because in that case changing the function would need a
different program but changing the reference value just requires
updating a uniform. This patch makes the function and reference have
their own state flags.
2010-11-24 18:06:44 +00:00
Neil Roberts
38ad560b19 Remove the disabling of layer constants for GLES2
The GLSL shader generation supports layer combine constants so there's
no need to disable it for GLES2. It looks like there was also code for
it in the GLES2 wrapper so I'm not sure why it was disabled in the
first place.
2010-11-24 18:06:44 +00:00
Neil Roberts
7da3610e82 Generate GLSL in the CoglPipeline GLSL backend
The GLSL pipeline backend can now generate code to represent the
pipeline state in a similar way to the ARBfp backend. Most of the code
for this is taken from the GLES 2 wrapper.
2010-11-24 18:06:43 +00:00
Neil Roberts
46e59dc50f Move the cogl shader boilerplate setting code to a separate function
_cogl_shader_compile_real had some code to create a set of strings to
combine the boilerplate code with a shader before calling
glShaderSource. This has now been moved to its own internal function
so that it could be used from the GLSL pipeline backend as well.
2010-11-24 18:06:43 +00:00
Neil Roberts
0b28018873 Move need_texture_combine_separate to cogl-pipeline
need_texture_combine_separate is moved to cogl-pipeline.c and renamed
to _cogl_pipeline_need_texture_combine_separate. The function is
needed by both the ARBfp and GLSL codegen backends so it makes sense to
share it.
2010-11-24 18:06:43 +00:00
Neil Roberts
fac7338fdd Move find_arbfp_authority to cogl-pipeline.c
The code for finding the arbfp authority for a pipeline should be the
same as finding the GLSL authority. So that the code can be shared the
function has been moved to cogl-pipeline.c and renamed to
_cogl_pipeline_find_codegen_authority.
2010-11-24 18:06:43 +00:00
Neil Roberts
7379a5fc04 cogl: Rename arbfp_source_buffer to fragment_source_buffer
Only one of the material backends can be generating code at the same
time so it seems to make sense to share the same source buffer between
arbfp and glsl. The new name is fragment_source_buffer in case we
later want to create a new buffer for the vertex shader. That probably
couldn't share the same buffer because it will likely need to be
generated at the same time.
2010-11-24 18:06:43 +00:00
Evan Nemerson
3be05abf60 cogl: Include exported pacakges information in GIR
http://bugzilla.clutter-project.org/show_bug.cgi?id=2438
2010-11-24 17:18:17 +00:00
Owen W. Taylor
cda29a8011 Use FBOs and use cogl_read_pixels() to efficiently read partial textures
* cogl_texture_get_data() is converted to use
   _cogl_texture_foreach_sub_texture_in_region() to iterate
  through the underlying textures.

 * When we need to read only a portion of the underlying
   texture, we set up a FBO and use _cogl_read_pixels()
   to read the portion we need. This is enormously more
   efficient for reading a small portion of a large atlas
   texture.

 * The CoglAtlasTexture, CoglSubTexture, and CoglTexture2dSliced
   implementation of get_texture() are removed.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2414
2010-11-24 15:56:35 +00:00
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
Neil Roberts
05d8cc1223 Add an internal _cogl_offscreen_new_to_texture_full function
This function is the same as cogl_offscreen_new_to_texture but it
takes a level parameter and a set of flags so that FBOs can be used to
render to higher mipmap levels and to disable the depth and stencil
buffers. cogl_offscreen_new_to_texture now just calls the new function
with the level set to zero. This function could be useful in a few
places in Cogl where we want to use FBOs as an implementation detail
such as when copying between textures.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2414
2010-11-24 15:56:34 +00:00
Neil Roberts
38929d55c9 cogl-texture-driver-gles: Fix image height for uploading 3D textures
When uploading a 3D texture with an awkward rowstride, on GLES Cogl
will copy the images to an intermediate buffer to pass to GL. However
it was using the wrong height when copying the data so it would end up
overflowing the buffer and crashing.
2010-11-23 14:12:17 +00:00
Emmanuele Bassi
8e8f5d5748 pipeline: Use WrapModeInternal in the Layer struct
Since we're using CoglPipelineWrapModeInternal in the internal API
anyway, and the compiler complains loudly when comparing two enumeration
types without casting, the PipelineLayer struct should store the
wrap modes using the internal enumeration.
2010-11-23 13:08:25 +00:00
Robert Bragg
0ec9e406ea clip-stack: combine modelview-projection in set_clip_planes
When using clip planes and we we have to project some vertices into
screen coordinates we used to transform those by the modelview and then
the projection matrix separately. Now we combine the modelview and
projection matrix and then use that to transform the vertices in one
step instead.
2010-11-23 12:50:29 +00:00
Robert Bragg
649aaffbe9 journal: remove possability of fallback layers
When logging quads in the journal it used to be possible to specify a
mask of fallback layers (layers where a default white texture should be
used in-place of the corresponding texture in the current source
pipeline). Since we now handle fallbacks for cogl_rectangle* primitives
when validating the pipeline up-front before logging in the journal we
no longer need the ability for the journal to apply fallbacks too.
2010-11-23 12:50:29 +00:00
Robert Bragg
e9e824fd86 matrix: Adds experimental cogl_matrix_{transform,project}_points
This add two new function that allows us to transform or project an
array of points instead of only transforming one point at a time. Recent
benchmarking has shown cogl_matrix_transform_point to be a bottleneck
sometimes, so this should allow us to reduce the overhead when
transforming lots of vertices at the same time, and also reduce the cost
of 3 component, non-projective transforms.

For now they are marked as experimental (you have to define
COGL_ENABLE_EXPERIMENTAL_API) because there is some concern that it
introduces some inconsistent naming. cogl_matrix_transform_point would
have to be renamed cogl_matrix_project_point to be consistent, but that
would be an API break.
2010-11-23 12:50:29 +00:00
Robert Bragg
56f36cf9c2 primitives: validate with _cogl_pipeline_foreach_layer
Switch _cogl_rectangles_with_multitexture_coords to using
_cogl_pipeline_foreach_layer to iterate the layers of a pipeline when
validating instead of iterating the pipelines internal list, which is
risky since any modifications to pipelines (even to an override pipeline
derived from the original), could potentially corrupt the list as it is
being iterated.
2010-11-23 12:50:28 +00:00
Robert Bragg
1a3f946cc6 cogl: remove WrapModeOverrides from FlushOptions
This removes the possibility to specify wrap mode overrides within a
CoglPipelineFlushOptions struct since the right way to handle these
overrides is by copying the user's material and making the changes to
that copy before flushing. All primitives code has already switched away
from using these wrap mode overrides so this patch just removes unused
code and types. It also remove the wrap_mode_overrides argument for
_cogl_journal_log_quad.
2010-11-23 12:50:28 +00:00
Emmanuele Bassi
ebdf112732 build: Add missing cogl-shader-boilerplate.h 2010-11-20 10:47:22 +00:00
Emmanuele Bassi
13561e2e2d build: Add a missing file 2010-11-19 18:30:06 +00:00
Emmanuele Bassi
05f5ae1a97 build: Don't reference non-existing files 2010-11-19 18:15:49 +00:00
Owen W. Taylor
4e56eec366 Free state at the end of a journal flush
At the end of flushing the journal, we need to free the vertex
attributes and vertex array.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2423
2010-11-19 13:27:30 +00:00
Owen W. Taylor
fae591b168 Actually free buffer objects
With the refactoring to centralize code into CoglBuffer,
_cogl_buffer_fini() was never actually implemented, so all GL
vertex and index buffer objects were leaked.

The duplicate call to glDeleteBuffers() in CoglPixelArray is
removed (it wasn't paying attention to whether the buffer had been
allocated as a PBO or not.)

http://bugzilla.clutter-project.org/show_bug.cgi?id=2423
2010-11-19 13:27:30 +00:00
Robert Bragg
460e4b90d3 debug: Adds a COGL_DEBUG=wireframe option
This adds a COGL_DEBUG=wireframe option to visualize the underlying
geometry of the primitives being drawn via Cogl. This works for triangle
list, triangle fan, triangle strip and quad (internal only) primitives.
It also works for indexed vertex arrays.
2010-11-19 13:27:30 +00:00
Robert Bragg
20a1f87628 vertex-buffer: don't unref NULL object
In cogl_vertex_buffer_indices_get_for_quads() we sometimes have to
extend the length of an existing array, but when we came to unref the
previous array we didn't first check that it wasn't simply NULL.
2010-11-19 13:27:30 +00:00
Robert Bragg
982f1b4bd0 vertex-array: Adds data arg for _vertex_array_new()
This adds an optional data argument for cogl_vertex_array_new() since it
seems that mostly every case where we use this API we follow up with a
cogl_buffer_set_data() matching the size of the new array. This
simplifies all those cases and whenever we want to delay uploading of
data then NULL can simply be passed.
2010-11-19 13:27:30 +00:00
Robert Bragg
60daaff724 indices: Makes cogl_indices_get_array public
This makes the previously internal only _cogl_indices_get_array API
public as cogl_indices_get_array (Though marked as experimental)
2010-11-19 13:27:30 +00:00
Robert Bragg
fbc01d659c build: cogl-clip-state.h depends on cogl-clip-stack.h
This adds a #include "cogl-clip-stack.h" to cogl-clip-state.h which
depends on the CoglClipStack typedef.
2010-11-19 13:27:30 +00:00
Neil Roberts
081eb2d75d cogl-texture: Remove the gl_handle from CoglTextureSliceCallback
There's no longer any need to use the GL handle in the callback for
_cogl_texture_foreach_sub_texture_in_region because it can now work in
terms of primitive cogl textures so it has now been removed. This
would be helpful if we ever want to make the foreach function public
so that apps could implement their own primitives using sliced
textures.
2010-11-11 16:25:13 +00:00
Neil Roberts
22c61c5315 cogl-pipeline: Use layer overrides as CoglHandles instead of GLuint
Since d5634e37 the sliced texture backend now works in terms of
CoglTexture2Ds so there's no need to have special casing for
overriding the texture of a pipeline layer with a GL handle. Instead
we can just use cogl_pipeline_set_layer_texture with the
CoglHandle. The special _cogl_pipeline_set_layer_gl_texture_slice
function has now been removed and parts of the code for comparing
materials have been simplified.
2010-11-11 16:25:13 +00:00
Neil Roberts
9302d146d1 CoglTexture2DSliced: Pass slice tex to callback in foreach_sub_texture
The cogl_texture_foreach_sub_texture_in_region virtual for the sliced
texture backend was previously passing the CoglHandle of the sliced
texture to the callback. Since d5634e37 the slice texture backend now
works in terms of 2D textures so it's possible to pass the underlying
slice texture as a handle too. This makes all of the foreach callbacks
consistent in that they pass a CoglHandle of the primitive texture
type that matches the GL handle.
2010-11-11 16:25:13 +00:00
Robert Bragg
cce8645aba path 2.0: update path API for experimental 2.0 API
When COGL_ENABLE_EXPERIMENTAL_2_0_API is defined cogl.h will now include
cogl2-path.h which changes cogl_path_new() so it can directly return a
CoglPath pointer; it no longer exposes a prototype for
cogl_{get,set}_path and all the remaining cogl_path_ functions now take
an explicit path as their first argument.

The idea is that we want to encourage developers to retain path objects
for as long as possible so they can take advantage of us uploading the
path geometry to the GPU. Currently although it is possible to start a
new path and query the current path, it is not convenient.

The other thing is that we want to get Cogl to the point where nothing
depends on a global, current context variable. This will allow us to one
day define a sensible threading model if/when that is ever desired.
2010-11-11 13:17:26 +00:00
Robert Bragg
1b75ad9c80 cogl: Adds COGL_ENABLE_EXPERIMENTAL_2_0_API define
For now this new define is simply an alias for
COGL_ENABLE_EXPERIMENTAL_API but the intention is that we will also use
it to start experimenting with changes that need to break the existing
Cogl API in incompatible ways.
2010-11-11 13:17:26 +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
Emmanuele Bassi
7a4c7b41c2 gtk-doc: Fixes for the API references 2010-11-08 16:01:19 +00:00
Emmanuele Bassi
d2ddd9c945 Remove a compiler warning 2010-11-06 18:12:41 +00:00
Maxim Ermilov
ff8130101a CoglContext: correct initialization order
http://bugzilla.clutter-project.org/show_bug.cgi?id=2401
2010-11-06 18:06:19 +00:00
Neil Roberts
3bd20acfb4 cogl-texture-2d-sliced: Fix the foreach callback for waste textures
When converting the virtual coordinates of the underlying texture for
a slice to virtual coordinates for the whole texture it was using the
size and offset of the intersection as the size of the child
texture. This would be incorrect if the texture contains waste or the
texture coordinates are not the default. Instead the sliced foreach
function now passes the CoglSpan to the callback instead of the
intersection.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2398
2010-11-05 18:45:31 +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
117ef6baff matrix-stack: use GArray instead of GSList for stack
In some micro-benchmarks testing journal throughput the list
manipulation jumps pretty high in the profile. This replaces the GSList
usage with a GArray instead which is effectively a grow only allocation
that means we avoid ongoing allocations while manipulating the stack
mid-scene.
2010-11-04 18:35:16 +00:00
Robert Bragg
b41bf9e67f pipeline: Avoid costly checking of lighting properties
During _cogl_pipeline_needs_blending_enabled we were always checking the
current lighting properties (ambient,diffuse,specular,emission) which
had a notable impact during micro-benchmarks that exercise journal
throughput of simple colored rectangles. This #if 0's the offending code
considering that Cogl doesn't actually support lighting currently and
when it actually does then we will be able to optimize this by avoiding
the checks when lighting is disabled.
2010-11-04 18:22:41 +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
Robert Bragg
4bd64b6ba6 texture_quad_multiple_primitives: rework wrap mode overrides
This reworks _cogl_texture_quad_multiple_primitives so instead of using
the CoglPipelineWrapModeOverrides mechanism to force the clamp to edge
repeat mode we now derive an override pipeline using cogl_pipeline_copy
instead. This avoids a relatively large, unconditional, memset.
2010-11-04 18:22:40 +00:00
Robert Bragg
636310a81e _multitexture_quad_single_primitive: avoid wrap overrides
This avoids using the wrap mode overrides mechanism to implement
_cogl_multitexture_quad_single_primitive which requires memsetting a
fairly large array. This updates it to use cogl_pipeline_foreach_layer()
and we now derive an override_material to handle changes to the wrap
modes instead of using the CoglPipelineWrapModeOverrides.
2010-11-04 18:22:39 +00:00
Neil Roberts
a25aad954e cogl-path: Don't bother filling the path if less than 3 nodes
Previously there was a check to avoid filling the path if there are
zero nodes. However the tesselator also won't generate any triangles
if there are less than 3 nodes so we might as well bail out in that
case too. If we don't emit any triangles then we would end up trying
to create an empty VBO. Although I don't think this should necessarily
be a problem, this seems to cause Mesa to segfault in version 7.8.1
when calling glBufferSubData (although not in
master). test-cogl-primitives tries to fill a path with only two
points so it's convenient to be able to avoid the crash in this case.
2010-11-04 18:10:09 +00:00
Neil Roberts
3c8c195115 cogl-journal: Log the clip state in the journal
When adding a new entry to the journal a reference is now taken on the
current clip stack. Modifying the current clip state no longer causes
a journal flush. The journal flushing code now has an extra stage to
compare the clip state of each entry. The comparison can simply be
done by comparing the pointers. Although different clip states will
still end up with multiple draw calls this at leasts allows a scene
comprising of multiple different clips to be upload with one vbo. It
also lays the groundwork to do certain tricks when drawing clipped
rectangles such as modifying the geometry instead of setting a clip
state.
2010-11-04 18:10:09 +00:00
Neil Roberts
6cf01ff0f4 cogl-framebuffer: Add a flag to skip flushing the clip state
This adds a flag to avoid flushing the clip state when flushing the
framebuffer state. This will be used by the journal to manage its own
clip state flushing.
2010-11-04 18:10:09 +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
Neil Roberts
db86a5a486 cogl-path: Use the vertex array API instead of CoglVertexBuffer
The new vertex array is now implemented in terms of the
CoglVertexBuffer anyway so it should be slightly faster to use a
vertex array directly.
2010-11-04 18:09:42 +00:00
Neil Roberts
0c8eb904c0 cogl: Move the clip stack dirtiness to the context rather than the FB
Previously we tracked whether the clip stack needs flushing as part of
the CoglClipState which is part of the CoglFramebuffer state. This is
a bit odd because most of the clipping state (such as the clip planes
and the scissor) are part of the GL context's state rather than the
framebuffer. We were marking the clip state on the framebuffer dirty
every time we change the framebuffer anyway so it seems to make more
sense to have the dirtiness be part of the global context.

Instead of a just a single boolean to record whether the state needs
flushing, the CoglContext now holds a reference to the clip stack that
was flushed. That way we can flush arbitrary stack states and if it
happens to be the same as the state already flushed then Cogl will do
nothing. This will be useful if we log the clip stack in the journal
because then we will need to flush unrelated clip stack states for
each batch.
2010-11-04 18:08:27 +00:00
Neil Roberts
f15b47cc03 cogl-clip-stack: Don't allocate a separate struct for CoglClipStack
Instead of having a separate CoglHandle for CoglClipStack the code is
now expected to directly hold a pointer to the top entry on the
stack. The empty stack is then the NULL pointer. This saves an
allocation when we want to copy the stack because we can just take a
reference on a stack entry. The idea is that this will make it
possible to store the clip stack in the journal without any extra
allocations.

The _cogl_get_clip_stack and set functions now take a CoglClipStack
pointer instead of a handle so it would no longer make sense to make
them public. However I think the only reason we would have wanted that
in the first place would be to save the clip state between switching
FBOs and that is no longer necessary.
2010-11-04 18:08:27 +00:00
Neil Roberts
af5ddb0b13 cogl: Don't flush the framebuffer state for the internal draw
CoglVertexAttribute has an internal draw function that is used by the
CoglJournal to avoid the call to cogl_journal_flush which would
otherwise end up recursively flushing the journal forever. The
enable_gl_state function called by this was previously also calling
_cogl_flush_framebuffer_state. However the journal code tries to
handle this function specially by calling it with a flag to disable
flushing the modelview matrix. This is useful because the journal
handles flushing the modelview itself. Without this patch the journal
state ends up getting flushed twice. This isn't a particularly big
problem currently because the matrix stack has caching to recognise
when it would push the same state twice and bails out. However if we
later want to use the framebuffer flush flags to override a particular
state of the framebuffer (such as the clip state) then we need to make
sure the flush isn't called twice.
2010-11-04 18:08:27 +00:00
Neil Roberts
6027aa04a4 cogl-buffer: Use void* instead of guint8* for map and set_data
Unless the CoglBuffer is being used for texture data then it's
relatively unlikely that the data will contain an array of bytes. For
example if it's used as a vertex array then it's more likely to be
floats or some vertex struct. In that case it's much more convenient
if set_data and map use void* pointers so that we can avoid a cast.
2010-11-04 18:04:03 +00:00
Neil Roberts
2155bd7546 cogl-primitive: Fix the texture attribute offsets
The offsets for the texture coordinate attributes in the convenience
constructors were all wrong.
2010-11-04 17:59:33 +00:00
Neil Roberts
7aa39f18a4 cogl-primitive: Fix a typo in new_with_attributes_array
A typo in the g_return_val_if_fail was causing it to segfault.
2010-11-04 17:59:33 +00:00
Neil Roberts
ec080f2db0 cogl-primitive: Add the missing cogl_primitive_new_p2 function
There was a struct defined for CoglP2Vertex but there was no
constructor function to use it.
2010-11-04 17:59:28 +00:00
Neil Roberts
5dc1b2fb8f cogl-primitive: Fix the ref-counting for the convenience constuctors
The convenience constructors for the builtin vertex structs were
creating the primitive and then immediately destroying it and
returning the pointer. I think the intention was to unref the
attributes instead. This adds an internal wrapper around the
new_with_attributes_array constructor which unrefs the attributes
instead of the primitive. The convenience constructors now use that.
2010-11-04 17:57:09 +00:00
Robert Bragg
18e302c5cd primitive: fix prototypes and start adding docs
This fixes the prototypes for the cogl_primitive_new_xyz functions and
also adds documentation with examples for each one.
2010-11-04 17:57:05 +00:00
Neil Roberts
2a7e7fb6d3 cogl-gles2-wrapper: Fix a reference to the old name for CoglPipeline
The GLES2 wrapper was referring to COGL_MATERIAL_PROGRAM_TYPE_GLSL but
this has since been renamed to COGL_PIPELINE_PROGRAM_TYPE_GLSL so the
GLES2 backend wouldn't compile.
2010-11-04 14:56:44 +00:00
Robert Bragg
61bb91a2e7 gles2: disable vbos until while we rework backend
The gles2 wrapper functions don't understand about the CoglBuffer API so
they don't support attributes stored in a CoglVertexArray. Instead of
teaching the backend about buffers we are going to wait until we have
overhauled the GLES 2 backend. We are currently making progress
consolidating the GLES 2 backend with a new GLSL backend for
CoglMaterial. This will hugely simplify the GLES 2 support and share
code with the OpenGL backend. In the end it's hoped that this problem
will simply go away so it doesn't make much sense to solve it with the
current design.
2010-11-03 18:09:23 +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
Robert Bragg
44644d0a9e primitives: implements cogl_polygon on vertex_attributes
This updates the implementation of cogl_polygon so it sits on the new
CoglVertexArray and CoglVertexAttribute apis. This lets us minimize the
number of different drawing paths we have to maintain in Cogl.

Since the sliced texture support for cogl_polygon has been broken for a
long time now and no one has complained this patch also greatly
simplifies the code by not doing any special material validation so
cogl_polygon will be restricted in the same way as
cogl_draw_vertex_attributes. (i.e. sliced textures not supported).
2010-11-03 18:09:22 +00:00
Robert Bragg
37657a5dd8 journal: port to the vertex_attributes API
Instead of using raw OpenGL in the journal we now use the vertex
attributes API instead. This is part of an ongoing effort to reduce the
number of drawing paths we maintain in Cogl.
2010-11-03 18:09:22 +00:00
Robert Bragg
afb8a64bc4 vertex-buffer: use cogl_get_rectangle_indices
The functionality of cogl_vertex_buffer_indices_get_for_quads is now
provided by cogl_get_rectangle_indices so this reworks the former to now
work in terms of the latter so we don't have duplicated logic.
2010-11-03 18:09:22 +00:00
Robert Bragg
c6761aa93b vertex-buffer: port to CoglVertexAttributes + CoglPrimitive
As part of an ongoing effort to reduce the number of draw paths we have
in Cogl this re-works CoglVertexBuffer to use the CoglVertexAttribute
and CoglPrimitive APIs instead of using raw GL.
2010-11-03 18:09:15 +00:00
Robert Bragg
b03f905094 primitive: adds immutable ref/unref mechanism
This adds a way to mark that a primitive is in use so that modifications
will generate a warning. The plan is to use this mechanism when batching
primitives in the journal to warn users that mid-scene modifications of
primitives is not allowed.
2010-11-03 18:04:31 +00:00
Robert Bragg
a03a5814e7 primitive: Adds convenience constructors
This adds convenience primitive constructors named like:
  cogl_primitive_new_p3 or
  cogl_primitive_new_p3c4 or
  cogl_primitive_new_p3t2c4
where the letters correspond to the interleved vertex attributes layouts
such as CoglP3Vertex which is a struct with 3 float x,y,z members for
the [p]osition, or CoglP3T2C4Vertex which is a struct with 3 float x,y,z
members for the [p]osition, 2 float s,t members for the [t]exture
coordinates and 4 unsigned byte r,g,b,a members for the [c]olor.

The hope is that people will find these convenient enough to replace
cogl_polygon.
2010-11-03 18:04:31 +00:00
Robert Bragg
9498d505dd cogl: Adds experimental CoglPrimitive API
A CoglPrimitive is a retainable object for drawing a single primitive,
such as a triangle strip, fan or list.

CoglPrimitives build on CoglVertexAttributes and CoglIndices which
themselves build on CoglVertexArrays and CoglIndexArrays respectively.

A CoglPrimitive encapsulates enough information such that it can be
retained in a queue (e.g. the Cogl Journal, or renderlists in the
future) and drawn at some later time.
2010-11-03 18:04:31 +00:00
Robert Bragg
070d90937b cogl: Adds experimental CoglVertexAttribute API
A CoglVertexAttribute defines a single attribute contained in a
CoglVertexArray. I.e. a CoglVertexArray is simply a buffer of N bytes
intended for containing a collection of attributes (position, color,
normals etc) and a CoglVertexAttribute defines one such attribute by
specifying its start offset in the array, its type, the number of
components and the stride etc.
2010-11-03 18:04:26 +00:00
Robert Bragg
6e620e94b6 cogl: Adds experimental CoglIndices API
CoglIndices define a range of indices inside a CoglIndexArray. I.e. a
CoglIndexArray is simply a buffer of N bytes and you can then
instantiate multiple CoglIndices collections that define a sub-region of
a CoglIndexArray by specifying a start offset and an index data type.
2010-11-03 18:04:00 +00:00
Robert Bragg
296d14e946 cogl: Adds experimental CoglVertexArray type
This adds a new CoglVertexArray object which is a subclass of CoglBuffer
used to hold vertex attributes. A later commit will add a
CoglVertexAttribute API which will be used to describe the attributes
inside a CoglVertexArray.
2010-11-03 18:04:00 +00:00
Robert Bragg
4d990a93a8 cogl: Adds experimental CoglIndexArray type
A CoglIndexArray is a subclass of CoglBuffer and will be used to hold
vertex indices. A later commit will add a CoglIndices API which will
allow describing a range of indices inside a CoglIndexArray.
2010-11-03 18:04:00 +00:00
Robert Bragg
7901e30aac buffer: adds immutable ref/unref mechanism
This adds an internal mechanism to mark that a buffer is in-use so that
a warning can be generated if the user attempts to modify the buffer.

The plans is for the journal to use this mechanism so that we can warn
users about mid-scene modifications of buffers.
2010-11-03 18:03:55 +00:00
Robert Bragg
7cc6dedea4 buffer: make _bind() return base pointer
We now make _cogl_buffer_bind return a base pointer for the bound buffer
which can be used with OpenGL. The pointer will be NULL for GPU based
buffers or may point to an malloc'd buffer. Since OpenGL expects an
offset instead of a pointer when dealing with buffer objects this means
we can handle fallback malloc buffers and GPU buffers in a consistent
way.
2010-11-03 17:28:45 +00:00
Robert Bragg
406d0c4a28 material: Bail out faster if re-flushing unchanged material
This allows _cogl_material_flush_gl_state to bail out faster if
repeatedly asked to flush the same material and we can see the material
hasn't changed.

Since we can rely on the material age incrementing when any material
property changes or any associated layer property changes then we can
track the age of the material after flushing so it can be compared with
the age of the material if it is subsequently re-flushed. If the age is
the same we only have to re-assert the texture object state.
2010-11-03 17:28:45 +00:00
Robert Bragg
8f15f63212 material-node: track if node owns reference on parent
MaterialNodes are used for the sparse graph of material state and layer
state. In the case of materials there is the idea of weak materials that
don't take a reference on their parent and in that case we need to be
careful not to unref our parent during
_cogl_material_node_unparent_real. This adds a has_parent_reference
member to the CoglMaterialNode struct so we now know when to skip the
unref.
2010-11-03 17:28:45 +00:00
Robert Bragg
7927aed5d6 cogl-object: correctly free user_data_array in _unref
If there is private data associated with a CoglObject then there may be
a user_data_array that needs to be freed. The code was mistakenly
freeing the array inside the loop that was actually iterating over the
user data array notifying the objects destruction instead of waiting
until all the data entries had been destroyed.
2010-11-03 17:28:45 +00:00
Neil Roberts
63206a208b Merge cogl-program-{gl,gles}.c into one cogl-program.c
This merges the two implementations of CoglProgram for the GLES2 and
GL backends into one. The implementation is more like the GLES2
version which would track the uniform values and delay sending them to
GL. CoglProgram is now effectively just a GList of CoglShaders along
with an array of stored uniform values. CoglProgram never actually
creates a GL program, instead this is left up to the GLSL material
backend. This is necessary on GLES2 where we may need to relink the
user's program with different generated shaders depending on the other
emulated fixed function state. It will also be necessary in the future
GLSL backends for regular OpenGL. The GLSL and ARBfp material backends
are now the ones that create and link the GL program from the list of
shaders. The linked program is attached to the private material state
so that it can be reused if the CoglProgram is used again with the
same material. This does mean the program will get relinked if the
shader is used with multiple materials. This will be particularly bad
if the legacy cogl_program_use function is used because that
effectively always makes one-shot materials. This problem will
hopefully be alleviated if we make a hash table with a cache of
generated programs. The cogl program would then need to become part of
the hash lookup.

Each CoglProgram now has an age counter which is incremented every
time a shader is added. This is used by the material backends to
detect when we need to create a new GL program for the user program.

The internal _cogl_use_program function now takes a GL program handle
rather than a CoglProgram. It no longer needs any special differences
for GLES2. The GLES2 wrapper function now also uses this function to
bind its generated shaders.

The ARBfp shaders no longer store a copy of the program source but
instead just directly create a program object when cogl_shader_source
is called. This avoids having to reupload the source if the same
shader is used in multiple materials.

There are currently a few gross hacks to get the GLES2 backend to work
with this. The problem is that the GLSL material backend is now
generating a complete GL program but the GLES2 wrapper still needs to
add its fixed function emulation shaders if the program doesn't
provide either a vertex or fragment shader. There is a new function in
the GLES2 wrapper called _cogl_gles2_use_program which replaces the
previous cogl_program_use implementation. It extracts the GL shaders
from the GL program object and creates a new GL program containing all
of the shaders plus its fixed function emulation. This new program is
returned to the GLSL material backend so that it can still flush the
custom uniforms using it. The user_program is attached to the GLES2
settings struct as before but its stored using a GL program handle
rather than a CoglProgram pointer. This hack will go away once the
GLSL material backend replaces the GLES2 wrapper by generating the
code itself.

Under Mesa this currently generates some GL errors when glClear is
called in test-cogl-shader-glsl. I think this is due to a bug in Mesa
however. When the user program on the material is changed the GLSL
backend gets notified and deletes the GL program that it linked from
the user shaders. The program will still be bound in GL
however. Leaving a deleted shader bound exposes a bug in Mesa's
glClear implementation. More details are here:

https://bugs.freedesktop.org/show_bug.cgi?id=31194
2010-10-28 19:51:42 +01:00
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
812dd1d83d Move IndicesType and VerticesMode typedefs to cogl-types.h
This moves the CoglIndicesType and CoglVerticesMode typedefs from
cogl-vertex-buffer.h to cogl-types.h so they can be shared with the
anticipated cogl vertex attribute API.
2010-10-26 17:25:33 +01:00
Robert Bragg
6fe6dd18ac buffer: BufferBindTarget + BufferUsageHint enum renaming
This renames the BufferBindTarget + BufferUsageHint enums to match the
anticipated new APIs for "index arrays" and "vertex arrays" as opposed
to using the terms "vertices" or "indices".
2010-10-26 17:25:27 +01:00
Robert Bragg
525504f9bf buffer: warn if (offset + size) > buffer->size
previously we would silently bail out if the given offset + data size
would overflow the buffer size. Now we use g_return_val_if_fail so we
get a warning if we hit this case.
2010-10-26 16:40:54 +01:00
Robert Bragg
aafcee31b2 pixel-array: Remove some benign variables
There were some completely unused static global variables declared in
cogl-pixel-array.c which this patch removes.
2010-10-26 16:16:50 +01:00
Robert Bragg
46b614a7c3 pixel-array: Remove flags member and flag macros
There are no flags associated with pixel-arrays so we don't need the
flags member or flag macros.
2010-10-26 16:16:40 +01:00
Robert Bragg
e18bfd92e4 buffer: Add a store_created bit field member
This adds a store_created bit field to CoglBuffer so we know if the
underlying buffer has been allocated yet. Previously the code was trying
to do something really wrong by accidentally using the
COGL_PIXEL_ARRAY_FLAG_IS_SET macro (note "PIXEL_ARRAY") and what is more
odd was the declaration of a CoglPixelArray *pixel_array in
cogl-buffer.c which the buffer was being cast too before calling using
the macro. Probably this was the fall-out of some previous code
re-factoring.
2010-10-26 16:16:29 +01:00
Robert Bragg
071253c48b buffer: remove flag macros
All the macros get used for are to |= (a new flag bit), &= ~(a flag bit)
or use the & operator to test if a flag bit is set. I haven't found the
code more readable with these macros, but several times now I've felt
the need to double check if these macros do anything else behind the
hood or I've forgotten what flags are available so I've had to go to the
macro definition to see what the full enum names are for the flags (the
macros use symbol concatenation) so I can search for the definition of
all the flags. It turns out they are defined next to the macro so you
don't have to search far, but without the macro that wouldn't have been
necessary.

The more common use of the _IS_SET macro is actually more concise
expanded and imho since it doesn't hide anything in a separate header
file the code is more readable without the macro.
2010-10-26 13:21:11 +01:00
Robert Bragg
1bed79d19a material: Adds _cogl_material_get_layer_texture
This is a counter part for _cogl_material_layer_get_texture which takes
a layer index instead of a direct CoglMaterialLayer pointer. The aim is
to phase out code that directly iterates the internal layer pointers of
a material since the layer pointers can change if any property of any
layer is changed making direct layer pointers very fragile.
2010-10-26 13:06:54 +01:00
Robert Bragg
a74c26d8d1 material: add internal layer filter getters
This adds internal _cogl_material_get_layer_filters and
_cogl_material_get_layer_{min,mag}_filter functions which can be used to
query the filters associated with a layer using a layer_index, as
opposed to a layer pointer. Accessing layer pointers is considered
deprecated so we need to provide layer_index based replacements.
2010-10-26 13:04:05 +01:00
Robert Bragg
0330a7a2e6 material: Adds missing get_layer_wrap_mode_xyz prototypes
This adds missing getter function prototypes for
cogl_material_get_layer_wrap_mode_{s,t,p}
2010-10-26 13:02:23 +01:00
Robert Bragg
876bf6cb28 vertex-buffer: remove the unstrided CBO type
When we come to submitting the users given attributes we sort them into
different types of buffers. Previously we had three types; strided,
unstrided and multi-pack. Really though unstrided was just a limited
form of multi-pack buffer and didn't imply any hind of special
optimization so this patch consolidates some code by reducing to just
two types; strided and multi-pack.
2010-10-26 12:38:15 +01:00