Commit Graph

1146 Commits

Author SHA1 Message Date
Robert Bragg
a6000533dc 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
eaee5dd604 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
d05ce7cd26 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
7bbe207b65 _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
e73b67e59b 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
25b48585d3 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
4d5dc42dad 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
c5d909d063 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
a39b292d90 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
60de7939ee 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
57574f3995 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
314e980a3b 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
738a669fc2 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
390bdd2a27 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
17aaaac336 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
b6eaab812b 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
1935855cdd 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
3c35b95a84 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
00397a313c 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
5abdbd5f7a 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
8034dc87d4 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
959af183b1 pango: Use CoglMaterial type for materials
Instead of using the CoglHandle type for material variables this updates
the pango code to use CoglMaterial * instead. CoglHandle is the old
typename which is being phased out of the API.
2010-11-03 18:09:23 +00:00
Robert Bragg
7ee99aaa83 pango: push/pop source instead of trashing users source
The pango-display-list code was calling cogl_set_source in numerous
places and it didn't appear to be saving the users source to restore
later. This could result in the user inadvertantly drawing a primitive
with one of these internally managed materials instead of one that they
chose. To rectify this the code now uses cogl_{push,pop}_source to save
and restore the users source.
2010-11-03 18:09:22 +00:00
Robert Bragg
4e69c73085 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
f9d9b1b157 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
f82b32cb3b 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
670ea32dbd 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
69b1f756d1 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
2d58d3f1b6 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
0cd077dc7e 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
dd63078bd3 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
3d14fbc308 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
8ca80e47c4 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
3aba41e202 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
eac167df1c 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
efa11f8a8f 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
35ddc5407e 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
bbf27e6b28 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
e5202d6a0d 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
2ee0e40848 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
65d7a113ee 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
89cedc7800 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
e3bf83eab5 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
9efe7ca5bc 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
b2963b4eef 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
902c18ad87 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
1c8b355bbb 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
d5188c26b6 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
bc3a26d035 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
0288ba3911 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
6fd26630ba 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
32ae904d81 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
Robert Bragg
94e0619785 material: Adds _cogl_material_pre_paint_for_layer
This is a counter part for _cogl_material_layer_pre_paint 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 12:17:27 +01:00
Robert Bragg
701a693661 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
Neil Roberts
cc7977988c cogl-context-winsys: Avoid zero-length arrays
When compiling for non-glx platforms the winsys feature data array
ends up empty. Empty arrays cause problems for MSVC so this patch adds
a stub entry so that the array always has at least one entry.

Based on a patch by Ole André Vadla Ravnås
2010-10-25 13:18:25 +01:00
Neil Roberts
f1752ff3ba Avoid mixing declarations and code
Mixing declarations and code causes problems for MSVC as it is a C99
feature so we should try to avoid it.
2010-10-25 13:18:25 +01:00
Neil Roberts
d5634e37a2 cogl-texture-2d-sliced: Use the other backends for the slices
Instead of directly manipulating GL textures itself,
CoglTexture2DSliced now works in terms of CoglHandles. It creates the
texture slices using cogl_texture_new_with_size which should always
end up creating a CoglTexture2D because the size should fit. This
allows us to avoid replicating some code such as the first pixel
mipmap tracking and it better enforces the separation that each
texture backend is the only place that contains code dealing with each
texture target.
2010-10-22 12:19:04 +01:00
Neil Roberts
61f2f1c024 Support foreign textures in the texture-2d and rectangle backends
This adds two new internal functions to create a foreign texture for
the texture 2d and rectangle backends. cogl_texture_new_from_foreign
will now use one of these backends directly if there is no waste
instead of always using the sliced texture backend.
2010-10-22 12:19:02 +01:00
Damien Lespiau
32270730bd build: Fix EGL/CEX100 build with GLES2
Some headers files have been renamed or removed and the gles(2) did not
compile anymore, fix that.
2010-10-18 16:08:47 +01:00
Kristian Høgsberg
cb5582c4ab Add wayland backend
This adds a clutter backend for running under the wayland window system.
Initial cogl framebuffer integration by Robert Bragg.
2010-10-14 16:23:05 +01:00
Neil Roberts
7e112472b5 cogl-texture-2d-sliced: Use the smallest possible waste
When picking a size for the last slice in a texture, Cogl would always
pick the biggest power of two size that doesn't create too much
waste and is less than or equal to the previous slice size. However
this can end up creating a texture that is bigger than needed if there
is a smaller power of two.

For example, if the maximum waste is 127 (the current default) and we
try to create a texture that is 257 pixels wide it will decide that
the next power of two (512) is too much waste (255) so it will create
the first slice at 256 pixels wide. Then we only have 1 pixel left to
allocate but Cogl would pick the next smaller size that has a small
enough waste which is 128. But of course 1 is already a power of two
so that's redundantly oversized by 127.

This patch fixes it so that whenever it finds a size that would be big
enough, instead of using exactly that it picks the next power of two
up from the size we need to fill.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2355
2010-10-11 14:40:04 +01:00
Damien Lespiau
a13182c740 cogl: Use Cogl (not COGL) consistently
If I remember correctly, Robert wants to name Cogl, Cogl (not COGL) so
start by having a consistent naming in the code.
2010-10-05 08:03:19 +01:00
Emmanuele Bassi
6af0ee2cbe cogl-x11: Trap glXDestroyPixmap()
There are ordering issues in the pixmap destruction with current and
past X11 server, Mesa and dri2. Under some circumstances, an X pixmap
might be destroyed with the GLX pixmap still referencing it, and thus
the X server will decide to destroy the GLX pixmap as well; then, when
Cogl tries to destroy the GLX pixmap, it gets BadDrawable errors.

Clutter 1.2 used to trap + sync all calls to glXDestroyPixmap(), but
then we assumed that the ordering issue had been solved. So, we're back
to square 1.

I left a Big Fat Comment™ right above the glXDestroyPixmap() call
referencing the bug and the reasoning behind the trap, so that we don't
go and remove it in the future without checking that the issue has been
in fact solved.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2324
2010-10-04 14:26:23 +01:00
Emmanuele Bassi
a29623e838 build: Unconditionally add GLES2 shaders to EXTRA_DIST 2010-10-04 08:57:29 +01:00
Robert Bragg
83eb5ab88c material: tweak dot file debug code
When using the debug function _cogl_debug_dump_materials_dot_file to
write a dot file representing the sparse graph of material state we now
only show a link between materials and layers when the material directly
owns that layer reference (i.e. just those referenced in
material->layer_differences) This makes it possible to see when
ancestors of a material are being deferred too for layer state.

For example when looking at the graph if you see that a material has an
n_layers of 3 but there is only a link to 2 layers, then you know you
need to look at it's ancestors to find the last layer.
2010-09-30 11:44:12 +01:00
Neil Roberts
a278a1f940 cogl-texture-2d-sliced: Don't create the slice textures twice
Both of the cogl_texture_2d_sliced_new functions called the
slices_create function which creates the underlying GL
textures. However this was also called by init_base so the textures
would end up being created twice. This would make it leak the GL
textures and the arrays which point to them.
2010-09-29 16:14:34 +01:00
Emmanuele Bassi
e36cc40a49 Merge branch 'wip/non-recursive'
* wip/non-recursive:
  build: Start moving to a non-recursive layout
2010-09-29 15:55:58 +01:00
Robert Bragg
105451d1be 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
8dd8fbdbdf build: Start moving to a non-recursive layout
*** WARNING: THIS COMMIT CHANGES THE BUILD ***

Do not recurse into the backend directories to build private, internal
libraries.

We only recurse from clutter/ into the cogl sub-directory; from there,
we don't recurse any further. All the backend-specific code in Cogl and
Clutter is compiled conditionally depending on the macros defined by the
configure script.

We still recurse from the top-level directory into doc, clutter and
tests, because gtk-doc and tests do not deal nicely with non-recursive
layouts.

This change makes Clutter compile slightly faster, and cleans up the
build system, especially when dealing with introspection data.

Ideally, we also want to make Cogl part of the top-level build, so that
we can finally drop the sed trick to change the shared library from the
GIR before compiling it.

Currently disabled:

  ‣ OSX backend
  ‣ Fruity backend

Currently enabled but untested:

  ‣ EGL backend
  ‣ Windows backend
2010-09-29 14:40:15 +01:00
Robert Bragg
f834b8b138 material: Don't prune ancestry if it owns some layers
Each time a material property changes we look to see if any of its
ancestry has become redundant and if so we prune that redundant
ancestry.

There was a problem with the logic that handles this though because we
weren't considering that a material which is a layer state authority may
still defer to ancestors to define the state of individual layers.

For example a material that derives from a parent with 5 layers can
become a STATE_LAYERS authority by simply changing it's ->n_layers count
to 4 and in that case it can still defer to its ancestors to define the
state of those 4 layers.

This patch checks first if a material is a layer state authority and if
so only tries to prune its ancestry if it also *owns* all the individual
layers it depends on. (I.e. if g_list_length
(material->layer_differences) != material->n_layers then it's not safe
to try pruning its ancestry!)

http://bugzilla-attachments.gnome.org/attachment.cgi?id=170907
2010-09-24 00:12:14 +01:00
Jammy Zhou
ffd5c32209 cogl-framebuffer.c: GL_DEPTH_STENCIL not supported in gles
There is GL_INVALID_ENUM error for GL_DEPTH_STENCIL when call
glRenderbufferStorage() with OpenGL ES backend. So enable this
only for OpenGL backend.

Signed-off-by: Robert Bragg <robert@linux.intel.com>
2010-09-23 17:33:11 +01:00
Emmanuele Bassi
ce174654bf docs: API reference fixes 2010-09-20 13:15:44 +01:00
Neil Roberts
760fa8efd6 cogl-object-private.h: Include cogl-debug.h
If COGL_OBJECT_DEBUG is defined then cogl-object-private.h will call
COGL_NOTE in the ref and unref macros. For this to work the debug
header needs to also be included or COGL_NOTE won't necessarily be
defined.
2010-09-17 17:22:16 +01:00
Emmanuele Bassi
037a1b82cc build: Add cogl-debug-options.h 2010-09-15 16:12:56 +01:00
Neil Roberts
7338541452 cogl: Make cogl_util_next_p2 internal and fix the documentation
cogl_util_next_p2 is declared in cogl-util.h which is a private header
so it shouldn't be possible for an application to use it. It's
probably not a function we'd like to export from Cogl so it seems
better to keep it private. This patch renames it to _cogl_util_next_p2
so that it won't be exported from the shared library.

The documentation for the function is also slightly wrong because it
stated that the function returned the next power greater than
'a'. However the code would actually return 'a' if it's already a
power of two. I think the actual behaviour is more useful so this
patch changes the documentation rather than the code.
2010-09-15 15:01:43 +01:00
Neil Roberts
42dacf97f8 cogl-vertex-buffer: Don't always set COGL_MATERIAL_FLUSH_FALLBACK_MASK
Previously CoglVertexBuffer would always set the flush options flags
to at least contain COGL_MATERIAL_FLUSH_FALLBACK_MASK. The code then
later checks whether any flags are set before deciding whether to copy
the material to implement the overrides. This means that it would
always end up copying the material even if there are no fallback
layers. This patch changes it so that it only sets
COGL_MATERIAL_FLUSH_FALLBACK_MASK if fallback_layers != 0.
2010-09-15 14:28:44 +01:00
Robert Bragg
8cfb158f63 material-arbfp: fix updating params if sharing progs
If a single arbfp program is being shared between multiple CoglMaterials
then we need to make sure we update all program.local params when
switching between materials. Previously we had a dirty flag to track
when combine_constant params were changed but didn't take in to account
that different materials sharing the same program may have different
combine constants.
2010-09-15 14:07:50 +01:00
Robert Bragg
d87522596d material-arbfp: Another pass at simplifying the code
Previously the backend private state was used to either link to an
authority material or provide authoritative program state. The mechanism
seemed overly complex and felt very fragile. I made a recent comment
which added a lot of documentation to make it easier to understand but
still it didn't feel very elegant.

This patch takes a slightly different approach; we now have a
ref-counted ArbfpProgramState object which encapsulates a single ARBfp
program and the backend private state now just has a single member which
is a pointer to one of these arbfp_program_state objects. We no longer
need to cache pointers to our arbfp-authority and so we can get rid of
a lot of awkward code that ensured these pointers were
updated/invalidated at the right times. The program state objects are
not tightly bound to a material so it will also allow us to later
implement a cache mechanism that lets us share state outside a materials
ancestry. This may help to optimize code not following the
recommendations of deriving materials from templates, avoiding one-shot
materials and not repeatedly modifying materials because even if a
material's ancestry doesn't naturally lead us to shareable state we can
fallback to searching for shareable state using central hash tables.
2010-09-15 14:07:50 +01:00
Robert Bragg
f6dc3ddcba material: Adds experimental cogl_material_foreach_layer API
This adds a way to iterate the layer indices of the given material since
cogl_material_get_layers has been deprecated. The user provides a
callback to be called once for each layer.

Because modification of layers in the callback may potentially
invalidate any number of the internal CoglMaterialLayer structures and
invalidate the material's layer cache this should be more robust than
cogl_material_get_layers() which used to return a const GList *
pointing directly to internal state.
2010-09-15 14:07:50 +01:00
Robert Bragg
d5eebedaa3 material: don't declare backend vtables in headers
This fixes the material backends to declare their constant vtable in the
c file with a corresponding extern declaration in the header. This
should fix complaints about duplicate symbols seen on OSX.
2010-09-15 14:07:50 +01:00
Robert Bragg
5583d9c12e material-arbfp: don't recompile for constant changes
Instead of lazily incorporating combine constants as arbfp PARAM
constants in the source directly we now use program.local parameters
instead so we can avoid repeating codegen if a material's combine
constant is updated. This should be a big win for applications animating
a constant used for example in an animated interpolation, such as
gnome-shell.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2280
2010-09-15 14:07:50 +01:00
Robert Bragg
2815cf4719 material-arbfp: don't redo codegen for texture changes
This makes it so we don't consider LAYER_STATE_TEXTURE changes to affect
the arbfp code. This should avoid a lot of unneeded passes of
code generation for applications modifying the texture for a layer.
2010-09-15 14:07:49 +01:00
Robert Bragg
3adeef6604 material: make layer/material_pre_changes mutually exclusive
This makes it so we only notify backends of either a single material
change or a single layer change. Previously all material STATE_LAYERS
changes would be followed by a more detailed layer change.

For backends that perform code generation for fragment processing they
typically need to understand the details of how layers get changed to
determine if they need to repeat codegen. It doesn't help them to report
a material STATE_LAYERS change for all layer changes since it's so
broad, they really need to wait for the layer change to be notified.

What does help though is to report a STATE_LAYERS change for a change in
material->n_layers because they typically do need to repeat codegen in
that case.
2010-09-15 14:07:49 +01:00
Robert Bragg
16e9794318 material-arbfp: fixes for how we track private state
This fixes a number of issues relating to how we track the arbfp private
state associated with CoglMaterials. At the same time it adds much more
extensive code documentation to try and make it a bit more approachable.
2010-09-15 14:07:49 +01:00
Robert Bragg
a114843f74 material: pass material owner for layer pre changes
When notifying a backend about a layer being modified we now pass the
layers current owner for reference. NB: Although a layer can indirectly
be referenced by multiple layers, a layer is considered immutable once
it has dependants, so there is only ever one material associated with a
layer being modified. Passing the material pointer to the backends
layer_pre_change callback can be useful for backends that associate
their private state with materials and may need to update that state in
response to layer changes.
2010-09-15 14:07:49 +01:00
Robert Bragg
d9a32f979c arbfp: rename get_arbfp_authority clarifying semantics
This renames the get_arbfp_authority function to
get_arbfp_authority_no_check to clarify that the function doesn't
validate that the authority cache is still valid by looking at the age
of the referenced material. The function should only be used when we
*know* the cache has already been checked.
2010-09-15 14:07:49 +01:00
Robert Bragg
ed1123a06b material: track if material change is layer change
We now pass a boolean to _cogl_material_pre_change_notify to know when
a material change is as a result of a layer change. We plan to use this
information to avoid notifying the backends about material changes if
they are as a result of layer changes. This will simplify the handling
of state changes in the backends because they can assume that layer and
material changes are mutually exclusive.
2010-09-15 14:07:49 +01:00
Robert Bragg
53acf4d1b0 material: Adds _get_layer_combine_constant API
This adds an internal _cogl_material_get_layer_combine_constant function
so we can query the current layer combine constant back. We should
probably make this a public property getter, but for now we just need
this so we can read the constant in the arbfp backend.
2010-09-15 14:07:49 +01:00
Robert Bragg
7f95015c6d material: track unit state with arbfp private state
We are going to start tracking more per-texture unit state with arbfp
private state so this adds an internal UnitState type and we allocate an
array of these when setting up a new private state structure. The first
thing that has been moved into this is the sampled boolean to know when
a particular texture unit gets sampled from in the generated arbfp code.
2010-09-15 14:07:49 +01:00
Emmanuele Bassi
98516061c3 Enumeration value should be on the same line
The glib-mkenums script is not clever enough to deal with

  FLAGS_VALUE = FLAGS_A |
                FLAGS_B

And since this breaks the enumeration GType and the introspection data,
we cannot really wait for it to be fixed.

See: https://bugzilla.gnome.org/show_bug.cgi?id=629741

http://bugzilla.clutter-project.org/show_bug.cgi?id=2238
2010-09-15 11:56:59 +01:00
Robert Bragg
d45c1671d1 cogl-framebuffer: fix leak when popping framebuffer
We were using g_slist_remove_link instead of g_slist_delete_link
resulting in a memory leak. Thanks to Simon Lanzmich for
reporting this bug.
2010-09-14 14:19:39 +01:00
Robert Bragg
88023d438d Initialize the cogl uprof state in cogl_create_context
This avoids the use of of gcc constructor and destructor attributes to
initialize the cogl uprof context and optionally print a cogl uprof
report at app exit. We now initialize the uprof context in
cogl_context_create instead.
2010-09-14 12:43:17 +01:00
Robert Bragg
d9ee3be835 journal: provide more detailed uprof instrumentation
This adds more timing around key stages of the journal flushing process.
2010-09-14 12:43:17 +01:00
Robert Bragg
fb7bf9ce02 profile: Update to uprof-0.3 dep for --enable-profile
When building with --enable-profile we now depend on the uprof-0.3
developer release which brings a few improvements:

» It lets us "fix" how we initialize uprof so that instead of using a shared
object constructor/destructor (which was a hack used when first adding
uprof support to Clutter) we can now initialize as part of clutter's
normal initialization code. As a side note though, I found that the way
Clutter initializes has some quite serious problems whenever it
involves GOptionGroups. It is not able to guarantee the initialization
of dependencies like uprof and Cogl. For this reason we still use the
contructor/destructor approach to initialize uprof in Cogl.

» uprof-0.3 provides a better API for adding custom columns when reporting
timer and counter statistics which lets us remove quite a lot of manual
report generation code in clutter-profile.c.

» uprof-0.3 provides a shared context for tracking mainloop timer
statistics. This means any mainloop based library following the same
"Mainloop" timer naming convention can use the shared context and no
matter who ends up owning the final mainloop the statistics will always
be in the same place. This allows profiling of Clutter with an
external mainloop such as with the Mutter compositor.

» uprof-0.3 can export statistics over dbus and comes with an ncurses
based ui to vizualize timer and counter stats live.

The latest version of uprof can be cloned from:
git://github.com/rib/UProf.git
2010-09-14 12:43:16 +01:00
Neil Roberts
a45f67bbdc cogl-framebuffer: Clear the renderbuffer list on failure
When try_creating_fbo fails it deletes any intermediate render buffers
that were created. However it doesn't clear the list so I think if it
failed a second time it would try to delete the render buffers
again. This could potentially cause problems if a subsequent fbo is
created because the destructor for the original might delete the
renderbuffers of the new fbo.
2010-09-13 18:54:02 +01:00
Murray Cumming
28f28c0309 Remove trailin enum commas, avoiding C++ warnings.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2314
2010-09-13 15:45:55 +01:00
Emmanuele Bassi
dec0863f58 build: Add tesselator to the include paths 2010-09-13 11:31:46 +01:00
Emmanuele Bassi
c03458a861 build: Remove gir files from dist
The introspection data is going to be generated, so it should never be
in the dist.
2010-09-13 02:10:35 +01:00
Emmanuele Bassi
64924f0e98 build: Do not build a noinst library for the tesselator
Let's try to keep Cogl's build as non-recursive as possible, in the hope
that one day we'll be able to make it fully non-recursive along with the
rest of Clutter.
2010-09-12 19:25:47 +01:00
Neil Roberts
9e1cd15b48 cogl-vertex-buffer: Flush the framebuffer state first
Flushing the framebuffer state can cause some drawing to occur if the
framebuffer has a clip stack which needs the stencil buffer. This was
causing the array pointers set up by enable_state_for_drawing_buffer
to get mangled so it would crash when it hits glDrawArrays. This patch
moves the framebuffer state flush to before it sets up the array
pointers.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2297
2010-09-09 12:19:53 +01:00
Emmanuele Bassi
283dce8e21 material: Check before unreferencing a texture
When disposing a material layer of type 'texture' we should check that
the texture handle is still valid before calling cogl_handle_unref().
This avoids an assertion failure when disposing a ClutterTexture.
2010-09-06 18:09:19 +01:00
Emmanuele Bassi
b4120b81e4 Add some more introspection annotations 2010-09-06 16:11:46 +01:00
Emmanuele Bassi
7abe63953e cogl-shader: Add deprecation guards for cogl_program_uniform_* 2010-09-03 16:59:01 +01:00
Emmanuele Bassi
abef73bb58 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
Emmanuele Bassi
0caef5c8aa docs: Fixes for gtk-doc 2010-09-03 16:12:24 +01:00
Emmanuele Bassi
710c7aed40 build: Use Makefile.introspection
Whenever possible, instead of writing our own rules for generating GIR
files and typelibs.
2010-09-03 11:38:22 +01:00
Colin Walters
f7854dd90f introspection: Build fixes
This patch merges in substantial work from
Emmanuele Bassi <ebassi@linux.intel.com>

* Use new introspection --include-uninstalled API since we don't want
  to try to find the clutter-1.0.pc file before it's installed.
* Use --pkg-export for Clutter-1.0.gir, since we want the .gir file to
  contain the associated pkg-config file.
* Drop the use of --pkg for dependencies; those come from the associated
  .gir files.  (Actually, --pkg is almost never needed)
* Add --quiet

http://bugzilla.clutter-project.org/show_bug.cgi?id=2292
2010-09-03 11:38:22 +01:00
Damien Lespiau
e1e5db0032 cex100: Add a Clutter EGL backend for CE3100/CE4100 SoCs
Intel CE3100 and CE4100 SoCs are designed for TVs. They have separate
framebuffers that are blended together by a piece of hardware to make
the final output. The library that allows you to initialize and
configure those planes is called GDL. A EGL GDL winsys can then be
use with those planes as NativeWindowType to select which plane to use.

This patch adds a new ClutterBackendCex100 backend that can be
selected at compile time with the new --with-flavour=cex100 option.
2010-09-03 11:13:35 +01:00
Damien Lespiau
af983faccd egl: Fix compilation for EGL native
Some minor fixes here and there: missing include, wrongly placed #endif,
unused variable warning fixes, missing #ifdef.

Make ClutterStageEGL a subclass of either ClutterStageX11 or GObject
depending if you compile with X11 support (EGLX) or not (native).
2010-09-03 11:13:35 +01:00
Robert Bragg
12031ca2c5 material: Implements weak materials
Weak materials are ones that don't take a reference on their parent and
they are associated with a callback that notifies when the material is
destroyed, because its parent was freed or modified.

More details can be found at:
http://wiki.clutter-project.org/wiki/CoglDesign/CoglMaterial

For now the concept is internal only but the plan is to make this public
at some point once we have tested the design internally.
2010-08-13 16:23:19 +01:00
Robert Bragg
01a7272599 cogl-shader: get_info_log should always use strdup
In the case where there is no error log for arbfp we were returning a
"" string literal. The other paths were using g_strdup to return a
string that could be freed with g_free. This makes the arbfp path return
g_strdup ("") instead.
2010-08-12 16:50:47 +01:00
Robert Bragg
b50bdd7919 cogl-shader: correctly #ifdef guard an if else block
There are quite a few if {} else {} blocks for dealing with arbfp else
glsl and the first block is guarded with #ifdef HAVE_COGL_GL. In this
case though the #endif was before the else so it wouldn't compile for
gles.
2010-08-12 16:50:47 +01:00
Robert Bragg
94692370d2 material-glsl: #include "cogl-shader-private.h"
We need to include cogl-shader-private.h to have the
COGL_SHADER_TYPE_GLSL define. When building for opengl this wasn't
noticed probably because some other header indirectly includes this
file. It was a problem when building for gles2 though.
2010-08-12 16:50:47 +01:00
Robert Bragg
f03037d580 cogl-program: Adds use_uniform_xyz methods
Instead of exposing an API that provides an OpenGL state machine style
where you first have to bind the program to the context using
cogl_program_use() followed by updating uniforms using
cogl_program_uniform_xyz we now have uniform setter methods that take an
explicit CoglHandle for the program.

This deprecates cogl_program_use and all the cogl_program_uniform
variants and provides the following replacements:
    cogl_program_set_uniform_1i
    cogl_program_set_uniform_1f
    cogl_program_set_uniform_int
    cogl_program_set_uniform_float
    cogl_program_set_uniform_matrix
2010-08-12 16:50:46 +01:00
Damien Lespiau
2f54f8f0ea introspection: Use the --quiet flag conditionally
--quiet has been added to g-ir-scanner in the 0.9.1 cycle. We really
want to be able to compile clutter with 0.6.14 to be able to reuse
gir files that are distributed in current distributions.

Use the INTROSPECTION_SCANNER_ARGS (previously unused) variable to
convey --quiet when necessary.

Fixes: http://bugzilla.clutter-project.org/show_bug.cgi?id=2265
2010-08-12 16:43:07 +01:00
Neil Roberts
db0c15aee8 cogl-atlas: Verify that the chosen initial size is supported
CoglAtlas chooses a fairly large default initial size of either
512x512 or 1024x1024 depending on the texture format. There is a
chance that this size will not be supported on some platforms which
would be catastrophic for the glyph cache because it would mean that
it would always fail to put any glyphs in the cache so text wouldn't
work. To fix this the atlas code now checks whether the chosen initial
size is supported by the texture driver and if not it will get halved
until it is supported.
2010-08-12 11:57:00 +01:00
Neil Roberts
b9f9ea3a9c cogl-atlas: Use _cogl_texture_driver_size_supported
Previously when creating a new rectangle map it would try increasingly
larger texture sizes until GL_MAX_TEXTURE_SIZE is reached. This is bad
because it queries state which should really be owned by the texture
driver. Also GL_MAX_TEXTURE_SIZE is often a conservative estimate so
larger texture sizes can be used if the proxy texture is queried
instead.
2010-08-12 11:57:00 +01:00
Neil Roberts
72029e14db cogl-rectangle-map: Record largest gap rather than the remaining space
Previously each node in the rectangle map tree would store the total
remaining space in all of its children to use as an optimization when
adding nodes. With this it could skip an entire branch of the tree if
it knew there could never be enough space for the new node in the
branch. This modifies that slightly to instead store the largest
single gap. This allows it to skip a branch earlier because often
there would be a lot of small gaps which would add up to enough a
space for the new rectangle, but the space can't be used unless it is
in a single node.

The rectangle map still needs to keep track of the total remaining
space for the whole map for the debugging output so this has been
added back in to the CoglRectangleMap struct. There is a separate
debugging function to verify this value.
2010-08-12 11:57:00 +01:00
Neil Roberts
2b5bb06bed cogl-atlas: Try the next size when there would be less than 6% waste
Previously when the atlas needs to be migrated it would start by
trying with the same size as the existing atlas if there is enough
space for the new texture. However even if the atlas is completely
sorted there will always be some amount of waste so when the atlas
needs to grow it would usually end up redundantly trying the same size
when it is very unlikely to fit. This patch changes it so that there
must be at least 6% waste available after the new texture is added
otherwise it will start with the next atlas size.
2010-08-12 11:57:00 +01:00
Neil Roberts
f98be241a8 cogl-atlas: Add some more debugging notes
This adds some debugging notes which report when the atlas is trying
various sizes.
2010-08-12 11:57:00 +01:00
Neil Roberts
e080e824ee cogl-rectangle-map: Use a GArray for the stack
When iterating over the rectangle map a stack is used to implement a
recursive algorithm. Previously this was slice allocating a linked
list. Now it uses a GArray which is retained with the rectangle map to
avoid frequent allocations which is a little bit faster.
2010-08-12 11:56:59 +01:00
Neil Roberts
0e2d18d700 cogl-rectangle-map: Store the remaining space per node
Previously the remaining space was managed as part of the
CoglRectangleMap struct. Now it is stored per node so that at any
point in the hierarchy we can quickly determine how much space is
remaining in all of the node's children. That way when adding a
rectangle we can miss out entire branches more quickly if we know that
there is no way the new rectangle would fit in that branch.

This also adds a function to recursively verify the cached state in
the nodes such as the remaining space and the number of
rectangles. This function is only called when the dump-atlas-image
debug flag is set because it is potentially quite slow.
2010-08-12 11:56:59 +01:00
Neil Roberts
e609a658a4 cogl-atlas: Increase the default minimum texture size
When initially creating a texture it would start with a minimum size
of 256x256. This increases the size so that it would try to match 1MB
of memory.
2010-08-12 11:56:59 +01:00
Neil Roberts
d03fbf9f64 cogl-pango: Use a CoglAtlas to maintain the glyph cache
The glyph cache is now stored in a CoglAtlas structure instead of the
custom atlasing code. This has the advantage that it can share code
with the main texture atlas and that it supports reorganizing the
atlas when it becomes full. Unlike the texture atlas, the glyph cache
can use multiple atlases which would be neccessary if the maximum
texture size is reached and we need to create a second
texture. Whenever a display list is created it now has to register a
callback with the glyph cache so that the display list can be
recreated whenever any of the atlases are reorganized. This is needed
because the display list directly stores texture coordinates within
the atlas texture and they would become invalid when the texture is
moved.

The ensure_glyphs_for_layout now works in two steps. First it reserves
space in the atlas for all of the glyphs. The atlas is created with
the DISABLE_MIGRATION flag so that it won't actually copy any textures
if any rearranging is needed. Whenever the position is updated for a
glyph then it is marked as dirty. After space for all of the glyphs
has been reserved it will iterate over all dirty glyphs and redraw
them using Cairo. The rendered glyph is then stored in the texture
with a sub texture update.

The glyphs need to all be set at the right location before starting to
create the display list because the display list stores the texture
coordinates of the glyph. If any of the glyphs were moved around then
the parts of the display list that was created already would become
invalid. To make this work, ensure_glyphs_for_layout is now always
called before rendering a layout or a layout line.
2010-08-12 11:56:59 +01:00
Neil Roberts
047227fbd7 cogl-atlas: Support multiple formats and clearing the texture
_cogl_atlas_new now has two extra parameters to specify the format of
the textures it creates as well as a set of flags to modify the
behavious of the atlas. One of the flags causes the new textures to be
cleared and the other causes migration to avoid actually copying the
textures. This is needed to use CoglAtlas from the pango glyph cache
because it needs to use COGL_PIXEL_A_8 and to clear the textures as it
does not fill in the gaps between glyphs. It needs to avoid copying
the textures so that it can work on GL implementations without FBO
support.
2010-08-12 11:56:59 +01:00
Neil Roberts
9b2f8179f0 cogl-atlas-texture: Split out the atlas data structure
Instead of storing a pointer to the CoglRectangleMap and a handle to
the atlas texture in the context, there is a now a separate data
structure called a CoglAtlas to manage these two. The context just
contains a pointer to this. The code to reorganise the atlas has been
moved from cogl-atlas-texture.c to cogl-atlas.c
2010-08-12 11:56:59 +01:00
Neil Roberts
0c8582aad8 cogl: Add an internal utility to maintain a list of callback functions
This adds an internal CoglCallbackList type which is just a GSList of
of function pointers along with a data pointer to form a
closure. There are functions to add and remove items and to invoke the
list of functions. This could be used in a number of places in Cogl.
2010-08-12 11:54:42 +01:00
Neil Roberts
4989000f55 cogl-atlas: Rename to CoglRectangleMap
This simply renames CoglAtlas to CoglRectangleMap without making any
functional changes. The old 'CoglAtlas' is just a data structure for
managing unused areas of a rectangle and it doesn't neccessarily have
to be used for an atlas so it wasn't a very good name.
2010-08-12 11:54:42 +01:00
Neil Roberts
89c535f50d cogl-material: Compare whether textures are equal by their GL handle
Textures within a layer were compared for equality by comparing their
texture handle. However this means that sub textures and atlas
textures which may be internally using the same GL handle would not be
batched together. Instead it now tries to determine the underlying GL
handle using either the slice override or _cogl_texture_get_gl_texture
and then compares those.
2010-08-12 11:36:18 +01:00
Neil Roberts
8538bdbdea cogl-atlas-texture: Accept formats with different component orders
When filtering on allowed formats for atlas textures, it now masks out
the BGR and AFIRST bits in addition to the premult bit. That way it
will accept RGB and RGBA formats in any component order.

In theory it could also accept luminance and alpha-only textures but I
haven't added this because presumably if the application has requested
these formats then it has some reason not to use a full RGB or RGBA
texture and we should respect that.
2010-08-12 10:03:52 +01:00
Emmanuele Bassi
2bf01dd959 build: Make the introspection generation quiet (again) 2010-08-12 09:03:58 +01:00
Owen W. Taylor
de8276105f Always bind a new texture to unit 1 when necessary
The special handling for texture unit 1 caught the case where unit
1 was changed for transient purposes, but didn't properly handle
the case where the actual non-transient texture was different between
two materials with no transient binding in between.

If the actual texture has changed when flushing, mark unit 1 as dirty
and needing a rebind.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2261
2010-08-09 22:02:03 +01:00
Emmanuele Bassi
ecc086e9eb Silence a compiler warning 2010-08-09 19:38:23 +01:00
Robert Bragg
09e664c349 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
5741e28cdc 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
Robert Bragg
f781bcec7e material: Add cogl_material_{get,set}_user_program
Previously we had an internal only _cogl_material_set_user_program to
redirect legacy usage of cogl_program_use() through CoglMaterial. This
instead makes the API public because until we implement our planned
"snippet" framework we need a stop-gap solution for using shaders in
Cogl.

The plan is to also support ARBfp with the cogl_program/shader API so
this API will also allow clutter-gst to stop using direct OpenGL calls
that conflict with Cogl's state tracking.
2010-08-09 17:26:57 +01:00
Robert Bragg
1314d0b1a7 material: chain up in layer_pre_change_notify
A change to a layer is also going to be a change to its owning material
so we have to chain up in _cogl_material_layer_pre_change_notify and
call _cogl_material_pre_change_notify. Previously we were only
considering if the owning material was referenced in the journal but
that ignores that it might also have dependants. We no longer need to
flush the journal directly in layer_pre_change_notify.
2010-08-09 17:12:26 +01:00
Robert Bragg
8556617546 material: unlink old layer from owner when replacing
In _cogl_material_layer_pre_change_notify when we see that a layer has
dependants and it can't be modified directly then we allocate a new
layer. In this case we also have to link the new layer to its required
owner. If the immutable layer we copied had the same owner though we
weren't unlinking that old layer.
2010-08-09 17:12:26 +01:00
Robert Bragg
eeac7c5f43 material: fix initialization of sparse properties
In _cogl_material_pre_change_notify we need to identify if it's a sparse
property being changed and if so initialize the state group if the given
material isn't currently the authority for it.

Previously we were unconditionally calling
_cogl_material_initialize_state which would e.g. NULL the layer
differences list of a material each time a layer change was notified.

It would also call _cogl_material_initialize_state for non-sparse
properties which should always be valid at this point so the function
has been renamed to _cogl_material_initialize_sparse_state to make this
clearer with a corresponding g_return_if_fail check.
2010-08-09 17:12:26 +01:00
Robert Bragg
d489832688 material: fix copying of material layer differences
This fixes how we copy layer differences in
_cogl_material_copy_layer_differences.

We were making a redundant g_list_copy of the src differences and then
iterating the src list calling _cogl_material_add_layer_difference for
each entry which would double the list length, but the initial copy
directly referenced the original layers which wasn't correct.

Also we were initializing dest->n_layers before copying the layer
differences but the act of copying the differences will re-initialize
n_layers to 0 when adding the first layer_difference since it will
trigger a layer_pre_change_notify and since the dest material isn't yet
a STATE_LAYERS authority the state group is initialized before allowing
the change.
2010-08-09 17:12:26 +01:00
Robert Bragg
0e2880b067 material: don't dereference layer->texture directly
In _cogl_material_texture_storage_change_notify we were potentially
dereferencing layer->texture without checking first that it is the
authority of texture state. We now use
_cogl_material_layer_get_texture() instead.
2010-08-09 17:12:26 +01:00
Robert Bragg
9c46cb7f21 material: Improve the dot file debugging code
This improve the dot file output available when calling
_cogl_debug_dump_materials_dot_file. The material graph now directly
points into the layer graph and the layers now show the texture unit
index.
2010-08-09 17:12:25 +01:00
Neil Roberts
fcbfd4ec34 cogl-material: Unref the texture when reverting authority
When the texture is set on a layer so that it is back to the parent's
texture it would clear the texture change flag but it wouldn't unref
the texture. The free function for a material layer does not unref the
texture if the change flag is cleared so the texture would end up
leaking. This happens for ClutterTexture because it disposes the
texture by setting layer 0 of the material to COGL_INVALID_HANDLE
which ends up the same as the default material.
2010-08-06 17:09:54 +01:00
Robert Bragg
8ac3cb29ea material: only deference layer->texture for authority
In _cogl_material_layer_pre_paint we were mistakenly dereferencing the
layer->texture member for the passed layer instead of dereferencing the
texture state authority which was causing crashes in some cases.
2010-08-06 14:16:35 +01:00
Robert Bragg
10c5cb1800 cogl-program: gles2: bind programs lazily as for GL
This makes the gles2 cogl_program_use consistent with the GL version by
not binding the program immediately and instead leaving it to
cogl-material.c to bind the program when actually drawing something.
2010-08-03 15:00:07 +01:00
Robert Bragg
4a9321b60c gles2: Have CoglProgram track uniforms per program
Previously custom uniforms were tracked in _CoglGles2Wrapper but as part
of a process to consolidate the gl/gles2 shader code it seems to make
sense for this state to be tracked in the CoglProgram object instead.

http://bugzilla.o-hand.com/show_bug.cgi?id=2179
2010-08-03 15:00:04 +01:00
Robert Bragg
c26f4ffa22 cogl-shader: unifies the driver/{gl,gles} shader files
The per driver implementations of cogl-shader.c had become almost
identical we now have a single cogl/cogl-shader.c instead.
2010-08-03 12:41:37 +01:00
Robert Bragg
8021d3e2eb cogl-shader: Store the CoglShaderType in CoglShader
Instead of having to query GL and translate the GL enum into a
CoglShaderType each time cogl_shader_get_type is called we now keep
track of the type in CoglShader.
2010-08-03 12:41:34 +01:00
Robert Bragg
467c33a3e3 cogl: don't include cogl-debug.h in cogl.h or install
cogl-debug.h is an internal header so it shouldn't have been included by
cogl.h and the header shouldn't be installed either.
2010-08-02 17:41:42 +01:00
Neil Roberts
ec26466cdc gles/cogl-shader.c: Store the shader type in CoglShader
Nothing was storing the shader type when a shader was created so it
would get confused about whether it was a custom vertex or fragment
shader.

Also the 'type' member of CoglShader was a GLenum but the only place
that read it was treating it as if it was CoglShaderType. This changes
it be CoglShaderType.
2010-07-22 22:22:23 +01:00