When a layer changes before the pipeline has decided which progend to
use it doesn't need to notify the progend of the change. This was
causing it to crash. This patch makes that change and also simplifies
the notification a bit by just making the calls directly instead of
having three separate functions.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
(cherry picked from commit 2006ddd68ea6a5d53b5a810d8dbf39025d9ec04c)
The coding style has for a long time said to avoid using redundant glib
data types such as gint or gchar etc because we feel that they make the
code look unnecessarily foreign to developers coming from outside of the
Gnome developer community.
Note: When we tried to find the historical rationale for the types we
just found that they were apparently only added for consistent syntax
highlighting which didn't seem that compelling.
Up until now we have been continuing to use some of the platform
specific type such as gint{8,16,32,64} and gsize but this patch switches
us over to using the standard c99 equivalents instead so we can further
ensure that our code looks familiar to the widest range of C developers
who might potentially contribute to Cogl.
So instead of using the gint{8,16,32,64} and guint{8,16,32,64} types this
switches all Cogl code to instead use the int{8,16,32,64}_t and
uint{8,16,32,64}_t c99 types instead.
Instead of gsize we now use size_t
For now we are not going to use the c99 _Bool type and instead we have
introduced a new CoglBool type to use instead of gboolean.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
(cherry picked from commit 5967dad2400d32ca6319cef6cb572e81bf2c15f0)
GL_ARB_sampler_objects provides a GL object which overrides the
sampler state part of a texture object with different values. The
sampler state that Cogl currently exposes is the wrap modes and
filters. Cogl exposes the state as part of the pipeline layer state
but without this extension GL only exposes it as part of the texture
object state. This means that it won't work to use a single texture
multiple times in one primitive with different sampler states. It also
makes switching between different sampler states with a single texture
not terribly efficient because it has to change the texture object
state every time.
This patch adds a cache for sampler states in a shared hash table
attached to the CoglContext. The entire set of parameters for the
sampler state is used as the key for the hash table. When a unique
state is encountered the sampler cache will create a new entry,
otherwise it will return a const pointer to an existing entry. That
means we can have a single pointer to represent any combination of
sampler state.
Pipeline layers now just store this single pointer rather than storing
all of the sampler state. The two separate state flags for wrap modes
and filters have now been combined into one. It should be faster to
compare the sampler state now because instead of comparing each value
it can just compare the pointers to the cached sampler entries. The
hash table of cached sampler states should only need to perform its
more expensive hash on the state when a property is changed on a
pipeline, not every time it is flushed.
When the sampler objects extension is available each cached sampler
state will also get a sampler object to represent it. The common code
to flush the GL state will now simply bind this object to a unit
instead of flushing the state though the CoglTexture when possible.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Instead of storing the GLenum for the target of the last used texture
for a layer it now stores the CoglTextureType instead. The state name
has been renamed to 'texture type' instead of 'texture target'.
Previously the default pipeline layer would store 0 here to represent
that there is no texture. This has been changed to store
COGL_TEXTURE_TYPE_2D instead which means that all pipeline layers
always have a valid value for the texture type. Any places that were
previously fetching the texture from a layer to determine the target
(for example when generating shaders or when enabling a particular
texture target) now use the texture type instead. This means they will
work even for layers that don't have a texture.
This also changes it so that when binding a fallback texture instead
of always using a 2D texture it will now use the default texture
corresponding to the texture type of the layer. That way when the
generated shader tries to do a texture lookup for that type of texture
it will get a valid texture object. To make this work the patch adds a
default texture for 3D textures to the context and also makes the
default rectangle texture actually be a rectangle texture instead of
using a 2D texture.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
This adds a hook called COGL_SNIPPET_HOOK_TEXTURE_COORD_TRANSFORM.
This can be used to alter the application of the layer user matrix to
a texture coordinate or it can bypass it altogether.
This is the first per-layer hook that affects the vertex shader state
so the patch includes the boilerplate needed to get that to work.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Whenever snippets are enabled we can't determine whether the final
color will be fully opaque so we just have to assume blending should
be enabled.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
This adds a per-layer snippet hook for the texure lookup. Here the
snippet can modify the texture coordinates used for the lookup or
modify the texel resulting from the lookup. This is the first
per-layer hook so this also adds the
COGL_PIPELINE_LAYER_STATE_FRAGMENT_SNIPPETS state and all of the
boilerplate needed to make that work.
Most of the functions used by the pipeline state to manage the snippet
list has been moved into cogl-pipeline-snippet.c so that it can be
shared with the layer state.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Since we've had several developers from admirable projects say they
would like to use Cogl but would really prefer not to pull in
gobject,gmodule and glib as extra dependencies we are investigating if
we can get to the point where glib is only an optional dependency.
Actually we feel like we only make minimal use of glib anyway, so it may
well be quite straightforward to achieve this.
This adds a --disable-glib configure option that can be used to disable
features that depend on glib.
Actually --disable-glib doesn't strictly disable glib at this point
because it's more helpful if cogl continues to build as we make
incremental progress towards this.
The first use of glib that this patch tackles is the use of
g_return_val_if_fail and g_return_if_fail which have been replaced with
equivalent _COGL_RETURN_VAL_IF_FAIL and _COGL_RETURN_IF_FAIL macros.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
make sure to #include "cogl-texture-private.h" in cogl-pipeline-layer.c
otherwise the build fails on win32.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
It seems that cogl-context-private.h needs to be included before including
any of the pipeline-related stuff to avoid build errors on C89 compilers.
This is due to the recent cogl-pipeline decoupling, seems like.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
This optimizes the layer and pipeline _compare_differences functions so
neither of them use the GArray api since building up the list of
ancestors by appending to a shared GArray was showing quite high on
profiles due to how frequently pipeline comparisons are made. Instead
we now build up a transient, singly linked list by allocating GList
nodes via alloca to build up the parallel lists of ancestors.
This tweaked approach actually ends up being a bit more concise than
before, we avoid the overhead of the GArray api and now avoid making any
function calls while comparing (assuming the _get_parent() calls always
inline), we avoiding needing to get the default cogl context.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This splits out the core CoglPipelineLayer support code from
cogl-pipeline.c into cogl-pipeline-layer.c; it splits out the debugging
code for dumping a pipeline to a .dot file into cogl-pipeline-debug.c
and it splits the CoglPipelineNode support which is shared between
CoglPipeline and CoglPipelineLayer into cogl-node.c.
Note: cogl-pipeline-layer.c only contains the layer code directly
relating to CoglPipelineLayer objects; it does not contain any
_cogl_pipeline API relating to how CoglPipeline tracks and manipulates
layers.