Since the Cogl 1.18 branch is actively maintained in parallel with the
master branch; this is a counter part to commit 1b83ef938fc16b which
re-licensed the master branch to use the MIT license.
This re-licensing is a follow up to the proposal that was sent to the
Cogl mailing list:
http://lists.freedesktop.org/archives/cogl/2013-December/001465.html
Note: there was a copyright assignment policy in place for Clutter (and
therefore Cogl which was part of Clutter at the time) until the 11th of
June 2010 and so we only checked the details after that point (commit
0bbf50f905)
For each file, authors were identified via this Git command:
$ git blame -p -C -C -C20 -M -M10 0bbf50f905..HEAD
We received blanket approvals for re-licensing all Red Hat and Collabora
contributions which reduced how many people needed to be contacted
individually:
- http://lists.freedesktop.org/archives/cogl/2013-December/001470.html
- http://lists.freedesktop.org/archives/cogl/2014-January/001536.html
Individual approval requests were sent to all the other identified authors
who all confirmed the re-license on the Cogl mailinglist:
http://lists.freedesktop.org/archives/cogl/2014-January
As well as updating the copyright header in all sources files, the
COPYING file has been updated to reflect the license change and also
document the other licenses used in Cogl such as the SGI Free Software
License B, version 2.0 and the 3-clause BSD license.
This patch was not simply cherry-picked from master; but the same
methodology was used to check the source files.
This remove cogl-internal.h in favour of using cogl-private.h. Some
things in cogl-internal.h were moved to driver/gl/cogl-util-gl-private.h
and the _cogl_gl_error_to_string function whose prototype was moved from
cogl-internal.h to cogl-util-gl-private.h has had its implementation
moved from cogl.c to cogl-util-gl.c
Reviewed-by: Neil Roberts <neil@linux.intel.com>
(cherry picked from commit 01cc82ece091aa3bec4c07fdd6bc9e5135fca573)
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)
This adds experimental 2.0 api replacements for the cogl_rectangle[_*]
functions that don't depend on having a current pipeline set on the
context via cogl_{set,push}_source() or having a current framebuffer set
on the context via cogl_push_framebuffer(). The aim for 2.0 is to switch
away from having a statefull context that affects drawing to having
framebuffer drawing apis that are explicitly passed a framebuffer and
pipeline.
To test this change several of the conformance tests were updated to use
this api instead of cogl_rectangle and
cogl_rectangle_with_texture_coords. Since it's quite laborious going
through all of the conformance tests the opportunity was taken to make
other clean ups in the conformance tests to replace other uses of
1.x api with experimental 2.0 api so long as that didn't affect what was
being tested.
This option to GCC makes it give a warning whenever a global function
is defined without a declaration. This should catch cases were we've
defined a function but forgot to put it in a header. In that case it
is either only used within one file so we should make it static or we
should declare it in a header.
The following changes where made to fix problems:
• Some functions were made static
• cogl-path.h (the one containing the 1.0 API) was split into two
files, one defining the functions and one defining the enums so that
cogl-path.c can include the enum and function declarations from the
2.0 API as well as the function declarations from the 1.0 API.
• cogl2-clip-state has been removed. This only had one experimental
function called cogl_clip_push_from_path but as this is unstable we
might as well remove it favour of the equivalent cogl_framebuffer_*
API.
• The GLX, SDL and WGL winsys's now have a private header to define
their get_vtable function instead of directly declaring in the C
file where it is called.
• All places that were calling COGL_OBJECT_DEFINE need to have the
cogl_is_whatever function declared so these have been added either
as a public function or in a private header.
• Some files that were not including the header containing their
function declarations have been fixed to do so.
• Any unused error quark functions have been removed. If we later want
them we should add them back one by one and add a declaration for
them in a header.
• _cogl_is_framebuffer has been renamed to cogl_is_framebuffer and
made a public function with a declaration in cogl-framebuffer.h
• Similarly for CoglOnscreen.
• cogl_vdraw_indexed_attributes is called
cogl_framebuffer_vdraw_indexed_attributes in the header. The
definition has been changed to match the header.
• cogl_index_buffer_allocate has been removed. This had no declaration
and I'm not sure what it's supposed to do.
• CoglJournal has been changed to use the internal CoglObject macro so
that it won't define an exported cogl_is_journal symbol.
• The _cogl_blah_pointer_from_handle functions have been removed.
CoglHandle isn't used much anymore anyway and in the few places
where it is used I think it's safe to just use the implicit cast
from void* to the right type.
• The test-utils.h header for the conformance tests explicitly
disables the -Wmissing-declaration option using a pragma because all
of the tests declare their main function without a header. Any
mistakes relating to missing declarations aren't really important
for the tests.
• cogl_quaternion_init_from_quaternion and init_from_matrix have been
given declarations in cogl-quaternion.h
Reviewed-by: Robert Bragg <robert@linux.intel.com>
There were several members of the CoglContext struct using the
CoglHandle type for things that now have replacement typedefs which
this patch fixes.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
The cogl.h header is meant to be the public header for including the 1.x
api used by Clutter so we should stop using that as a convenient way to
include all likely prototypes and typedefs. Actually we already do a
good job of listing the specific headers we depend on in each of the .c
files we have so mostly this patch just strip out the redundant
includes for cogl.h with a few fixups where that broke the build.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
So we can get to the point where cogl.h is merely an aggregation of
header includes for the 1.x api this moves all the function prototypes
and type definitions into a cogl-context.h and a new cogl1-context.h.
Ideally no code internally should ever need to include cogl.h as it just
represents the public facing header for accessing the 1.x api which
should only be used by Clutter.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
All CoglBuffer constructors now take an explicit CoglContext
constructor. This is part of the on going effort to adapt to Cogl API so
it no longer depends on a global, default context.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This adds cogl_framebuffer_ apis for drawing attributes and primitives
that replace corresponding apis that depend on the default CoglContext.
This is part of the on going effort to adapt the Cogl api so it no
longer depends on a global context variable.
All the new drawing functions also take an explicit pipeline argument
since we are also aiming to avoid being a stateful api like Cairo and
OpenGL. Being stateless makes it easier for orthogonal components to
share access to the GPU. Being stateless should also minimize any
impedance miss-match for those wanting to build higher level stateless
apis on top of Cogl.
Note: none of the legacy, global state options such as
cogl_set_depth_test_enabled(), cogl_set_backface_culling_enabled() or
cogl_program_use() are supported by these new drawing apis and if set
will simply be silently ignored.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Previously when using the cogl_rectangle_* family of functions with a
pipeline that doesn't have a texture for a particular layer then
validate_tex_coords_cb would bail out immediately leaving the texture
coords for that layer uninitialised. This patch changes it so that it
bails out after copying in the texture coordinates instead. This was
causing problems for pipelines that were trying to completely generate
the texture values in a CoglSnippet because they wouldn't get any
texture coordinates.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
There was no other way to get a pointer to the texture attached to a
pipeline layer apart from the using the CoglMaterial API but I think
this was just an oversight so we should add this in. It is already
maked in the sections file for the gtk-doc.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Instead of emulating _CLAMP_TO_EDGE in cogl-primitives.c we now defer to
cogl_meta_texture_foreach_in_region() to support _CLAMP_TO_EDGE for us.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This adds COGL_PIPELINE_WRAP_MODE_MIRRORED_REPEAT enum so that mirrored
texture repeating can be used. This also adds support for emulating the
MIRRORED_REPEAT mode via the cogl-spans API so it can also be used with
meta textures such as sliced and atlas textures.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
CoglMetaTexture is an interface for dealing with high level textures
that may be comprised of one or more low-level textures internally. The
interface allows the development of primitive drawing APIs that can draw
with high-level textures (such as atlas textures) even though the
GPU doesn't natively understand these texture types.
There is currently just one function that's part of this interface:
cogl_meta_texture_foreach_in_region() which allows an application to
resolve the internal, low-level textures of a high-level texture.
cogl_rectangle() uses this API for example so that it can easily emulate
the _REPEAT wrap mode for textures that the hardware can't natively
handle repeating of.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This fixes validate_first_layer_cb so that it update the override
pipeline not the user's original pipeline. It also makes the check
for when to override the wrap mode more robust by considering that
we might add more wrap modes in the future.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
As part of the on going, incremental effort to purge the non type safe
CoglHandle type from the Cogl API this patch tackles most of the
CoglHandle uses relating to textures.
We'd postponed making this change for quite a while because we wanted to
have a clearer understanding of how we wanted to evolve the texture APIs
towards Cogl 2.0 before exposing type safety here which would be
difficult to change later since it would imply breaking APIs.
The basic idea that we are steering towards now is that CoglTexture
can be considered to be the most primitive interface we have for any
object representing a texture. The texture interface would provide
roughly these methods:
cogl_texture_get_width
cogl_texture_get_height
cogl_texture_can_repeat
cogl_texture_can_mipmap
cogl_texture_generate_mipmap;
cogl_texture_get_format
cogl_texture_set_region
cogl_texture_get_region
Besides the texture interface we will then start to expose types
corresponding to specific texture types: CoglTexture2D,
CoglTexture3D, CoglTexture2DSliced, CoglSubTexture, CoglAtlasTexture and
CoglTexturePixmapX11.
We will then also expose an interface for the high-level texture types
we have (such as CoglTexture2DSlice, CoglSubTexture and
CoglAtlasTexture) called CoglMetaTexture. CoglMetaTexture is an
additional interface that lets you iterate a virtual region of a meta
texture and get mappings of primitive textures to sub-regions of that
virtual region. Internally we already have this kind of abstraction for
dealing with sliced texture, sub-textures and atlas textures in a
consistent way, so this will just make that abstraction public. The aim
here is to clarify that there is a difference between primitive textures
(CoglTexture2D/3D) and some of the other high-level textures, and also
enable developers to implement primitives that can support meta textures
since they can only be used with the cogl_rectangle API currently.
The thing that's not so clean-cut with this are the texture constructors
we have currently; such as cogl_texture_new_from_file which no longer
make sense when CoglTexture is considered to be an interface. These
will basically just become convenient factory functions and it's just a
bit unusual that they are within the cogl_texture namespace. It's worth
noting here that all the texture type APIs will also have their own type
specific constructors so these functions will only be used for the
convenience of being able to create a texture without really wanting to
know the details of what type of texture you need. Longer term for 2.0
we may come up with replacement names for these factory functions or the
other thing we are considering is designing some asynchronous factory
functions instead since it's so often detrimental to application
performance to be blocked waiting for a texture to be uploaded to the
GPU.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
cogl_rectangle has some validation code to check whether the first
layer has a sliced texture. If so it will abandon the rest of the
layers and print a warning. However it was even doing this pruning and
displaying the warning if there is only one layer. This patch just
makes it check whether the pipeline actually has more than one layer
before pruning or displaying the warning but it will still fallback to
the multiple quads path.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Some code in Cogl such as when flushing a stencil clip assumes that it
can push a temporary simple pipeline to reset to a known state for
internal drawing operations. However this breaks down if the
application has set any legacy state because that is set globally so
it will also get applied to the internal pipeline.
_cogl_draw_attributes already had an internal flag to disable applying
the legacy state but I think this is quite awkward to use because not
all places that push a pipeline draw the attribute buffers directly so
it is difficult to pass the flag down through the layers.
Conceptually the legacy state is meant to be like a layer on top of
the purely pipeline-based state API so I think ideally we should have
an internal function to push the source without the applying the
legacy state. The legacy state can't be applied as the pipeline is
pushed because the global state can be modified even after it is
pushed. This patch adds a _cogl_push_source() function which takes an
extra boolean flag to mark whether to enable the legacy state. The
value of this flag is stored alongside the pipeline in the pipeline
stack. Another new internal function called
_cogl_get_enable_legacy_state queries whether the top entry in the
pipeline stack has legacy state enabled. cogl-primitives and the
vertex array drawing code now use this to determine whether to apply
the legacy state when drawing. The COGL_DRAW_SKIP_LEGACY_STATE flag is
now removed.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
cogl_polygon creates some temporary strings, CoglAttributeBuffers and
CoglAttributes but it was never freeing them.
Based on a patch by Florian Renaut
https://bugzilla.gnome.org/show_bug.cgi?id=655556
Reviewed-by: Robert Bragg <robert@linux.intel.com>
cogl-ext-functions.h now contains definitions for all of the core GL
and GLES functions that we would normally link to directly. All of the
code has changed to access them through the cogl context pointer. The
GE macro now takes an extra parameter to specify the context because
the macro itself needs to make GL calls but various points in the Cogl
source use different names for the context variable.
For the first iteration of the CoglAttribute API several of the new
functions accepted a pointer to a NULL terminated list of CoglAttribute
pointers - probably as a way to reduce the number of arguments required.
This style isn't consistent with existing Cogl APIs though and so we now
explicitly pass n_attributes arguments and don't require the NULL
termination.
This is part of a broader cleanup of some of the experimental Cogl API.
One of the reasons for this particular rename is to switch away from
using the term "Array" which implies a regular, indexable layout which
isn't the case. We also want to have a strongly implied relationship
between CoglAttributes and CoglAttributeBuffers.
This renames the two internal functions _cogl_get_draw/read_buffer
as cogl_get_draw_framebuffer and _cogl_get_read_framebuffer. The
former is now also exposed as experimental API.
The current framebuffer is now internally separated so that there can
be a different draw and read buffer. This is required to use the
GL_EXT_framebuffer_blit extension. The current draw and read buffers
are stored as a pair in a single stack so that pushing the draw and
read buffer is done simultaneously with the new
_cogl_push_framebuffers internal function. Calling
cogl_pop_framebuffer will restore both the draw and read buffer to the
previous state. The public cogl_push_framebuffer function is layered
on top of the new function so that it just pushes the same buffer for
both drawing and reading.
When flushing the framebuffer state, the cogl_framebuffer_flush_state
function now tackes a pointer to both the draw and the read
buffer. Anywhere that was just flushing the state for the current
framebuffer with _cogl_get_framebuffer now needs to call both
_cogl_get_draw_buffer and _cogl_get_read_buffer.
This is part of a broader cleanup of some of the experimental Cogl API.
One of the reasons for this particular rename is to reduce the verbosity
of using the API. Another reason is that CoglVertexArray is going to be
renamed CoglAttributeBuffer and we want to help emphasize the
relationship between CoglAttributes and CoglAttributeBuffers.
Instead of having a single journal per context, we now have a
CoglJournal object for each CoglFramebuffer. This means we now don't
have to flush the journal when switching/pushing/popping between
different framebuffers so for example a Clutter scene that involves some
ClutterEffect actors that transiently redirect to an FBO can still be
batched.
This also allows us to track state in the journal that relates to the
current frame of its associated framebuffer which we'll need for our
optimization for using the CPU to handle reading a single pixel back
from a framebuffer when we know the whole scene is currently comprised
of simple rectangles in a journal.
There is an internal version of cogl_draw_vertex_attributes_array
which previously just bypassed the framebuffer flushing, journal
flushing and pipeline validation so that it could be used to draw the
journal. This patch generalises the function so that it takes a set of
flags to specify which parts to flush. The public version of the
function now just calls the internal version with the flags set to
0. The '_real' version of the function has now been merged into the
internal version of the function because it was only called in one
place. This simplifies the code somewhat. The common code which
flushed the various state has been moved to a separate function. The
indexed versions of the functions have had a similar treatment.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2481
If we have to make override changes to the user's source material to
handle cogl_polygon then we need to make sure we unref the override
material at the end.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
Instead of the ensure_mipmaps virtual that is only called whenever the
texture is about to be rendered with a min filter that needs the
mipmap, there is now a pre_paint virtual that is always called when
the texture is about to be painted in any way. It has a flags
parameter which is used to specify whether the mipmap will be needed.
This is useful for CoglTexturePixmapX11 because it needs to do stuff
before painting that is unrelated to mipmapping.
In _cogl_texture_quad_multiple_primitives we weren't memsetting the
CoglMaterialWrapModeOverrides structure we were memsetting
&state.wrap_mode_overrides where state.wrap_mode_overrides is just a
pointer that might potentially later point to the
CoglMaterialWrapModeOverrides structure.
The internal CoglMaterialLayer pointers associated with a material may
change whenever layer properties are modified so it's no longer ok to
assume that a list of layers returned by cogl_material_get_layers
remains valid if the layers have been changed.
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.