The vertex attribute API assumes that if there is a color array
enabled then we can't determine if the colors are opaque so we have to
enable blending. The journal always uses a color array to avoid
switching color state between rectangles. Since the journal switched
to using vertex attributes this means we effectively always enable
blending from the journal. To fix this there is now a new flag for
_cogl_draw_vertex_attributes to specify that the color array is known
to only contain opaque colors which causes the draw function not to
copy the pipeline. If the pipeline has blending disabled then the
journal passes this flag.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2481
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
When the GLES2 wrapper is removed we can't use the fixed function API
such as glColorPointer to set the builtin attributes. Instead the GLSL
progend now maintains a cache of attribute locations that are queried
with glGetAttribLocation. The code that previously maintained a cache
of the enabled texture coord arrays has been modified to also cache
the enabled vertex attributes under GLES2. The vertex attribute API is
now the only place that is using this cache so it has been moved into
cogl-vertex-attribute.c
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.