The only way the user has to set the mipmap filters is through the
material/layer API. This API defaults to GL_LINEAR/GL_LINEAR for the max
and min filters. With the main use case of cogl being 2D interfaces, it
makes sense do default to GL_LINEAR for the min filter.
When creating new textures, we did not set any filter on them, using
OpenGL defaults': GL_NEAREST_MIPMAP_LINEAR for the min filter and
GL_LINEAR for the max filter. This will make the driver allocate memory
for the mipmap tree, memory that will not be used in the nominal case
(as the material API defaults to GL_LINEAR).
This patch tries to ensure that the min filter is set to GL_LINEAR
before any glTexImage*() call is done on the texture by setting the
filter when generating new OpenGL handles.
These macros used to define Cogl wrappers for the GLenum values. There are
now Cogl enums everywhere in the API where these were required so we
shouldn't need them anymore. They were in the public headers but as
they are not neccessary and were not in the API docs for Clutter 1.0
it should be safe to remove them.
This provides a way to upload the entire data for a texture without
having to first call glTexImage and then glTexSubImage. This should be
faster especially with indirect rendering where it would needlessy
send the data for the texture twice.
The CoglTexture struct previously contained some fields which are only
used to upload data such as the CoglBitmap and the source GL
format. These are now moved to a separate CoglTextureUploadData struct
which only exists for the duration of one of the cogl_texture_*_new
functions. In cogl-texture there are utility functions which operate
on this new struct rather than on CoglTexture directly.
Some of the fields that were previously stored in the CoglBitmap
struct are now copied to the CoglTexture such as the width, height,
format and internal GL format.
The rowstride was previously stored in CoglTexture and this was
publicly accessible with the cogl_texture_get_rowstride
function. However this doesn't seem to be a useful function because
there is no need to use the same rowstride again when uploading or
downloading new data. Instead cogl_texture_get_rowstride now just
calculates a suitable rowstride from the format and width of the
texture.
Cogl's support for offscreen rendering was originally written just to support
the clutter_texture_new_from_actor API and due to lack of documentation and
several confusing - non orthogonal - side effects of using the API it wasn't
really possible to use directly.
This commit does a number of things:
- It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h}
files instead which should be easier to maintain.
- internally CoglFbo objects are now called CoglDrawBuffers. A
CoglDrawBuffer is an abstract base class that is inherited from to
implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw
buffers will initially be used to support the
cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will
start to be used internally to represent windows as we aim to migrate some
of Clutter's backend code to Cogl.
- It makes draw buffer objects the owners of the following state:
- viewport
- projection matrix stack
- modelview matrix stack
- clip state
(This means when you switch between draw buffers you will automatically be
switching to their associated viewport, matrix and clip state)
Aside from hopefully making cogl_offscreen_new_to_texture be more useful
short term by having simpler and well defined semantics for
cogl_set_draw_buffer, as mentioned above this is the first step for a couple
of other things:
- Its a step toward moving ownership for windows down from Clutter backends
into Cogl, by (internally at least) introducing the CoglOnscreen draw
buffer. Note: the plan is that cogl_set_draw_buffer will accept on or
offscreen draw buffer handles, and the "target" argument will become
redundant since we will instead query the type of the given draw buffer
handle.
- Because we have a common type for on and offscreen framebuffers we can
provide a unified API for framebuffer management. Things like:
- blitting between buffers
- managing ancillary buffers (e.g. attaching depth and stencil buffers)
- size requisition
- clearing
cogl-texture-2d-sliced provides an implementation of CoglTexture and this
seperation lays the foundation for potentially supporting atlas textures,
pixmap textures (as in GLX_EXT_texture_from_pixmap) and fast-path
GL_TEXTURE_{1D,2D,3D,RECTANGLE} textures in a maintainable fashion.
As part of an incremental process to have Cogl be a standalone project we
want to re-consider how we organise the Cogl source code.
Currently this is the structure I'm aiming for:
cogl/
cogl/
<put common source here>
winsys/
cogl-glx.c
cogl-wgl.c
driver/
gl/
gles/
os/ ?
utils/
cogl-fixed
cogl-matrix-stack?
cogl-journal?
cogl-primitives?
pango/
The new winsys component is a starting point for migrating window system
code (i.e. x11,glx,wgl,osx,egl etc) from Clutter to Cogl.
The utils/ and pango/ directories aren't added by this commit, but they are
noted because I plan to add them soon.
Overview of the planned structure:
* The winsys/ API is the API that binds OpenGL to a specific window system,
be that X11 or win32 etc. Example are glx, wgl and egl. Much of the logic
under clutter/{glx,osx,win32 etc} should migrate here.
* Note there is also the idea of a winsys-base that may represent a window
system for which there are multiple winsys APIs. An example of this is
x11, since glx and egl may both be used with x11. (currently only Clutter
has the idea of a winsys-base)
* The driver/ represents a specific varient of OpenGL. Currently we have "gl"
representing OpenGL 1.4-2.1 (mostly fixed function) and "gles" representing
GLES 1.1 (fixed funciton) and 2.0 (fully shader based)
* Everything under cogl/ should fundamentally be supporting access to the
GPU. Essentially Cogl's most basic requirement is to provide a nice GPU
Graphics API and drawing a line between this and the utility functionality
we add to support Clutter should help keep this lean and maintainable.
* Code under utils/ as suggested builds on cogl/ adding more convenient
APIs or mechanism to optimize special cases. Broadly speaking you can
compare cogl/ to OpenGL and utils/ to GLU.
* clutter/pango will be moved to clutter/cogl/pango
How some of the internal configure.ac/pkg-config terminology has changed:
backendextra -> CLUTTER_WINSYS_BASE # e.g. "x11"
backendextralib -> CLUTTER_WINSYS_BASE_LIB # e.g. "x11/libclutter-x11.la"
clutterbackend -> {CLUTTER,COGL}_WINSYS # e.g. "glx"
CLUTTER_FLAVOUR -> {CLUTTER,COGL}_WINSYS
clutterbackendlib -> CLUTTER_WINSYS_LIB
CLUTTER_COGL -> COGL_DRIVER # e.g. "gl"
Note: The CLUTTER_FLAVOUR and CLUTTER_COGL defines are kept for apps
As the first thing to take advantage of the new winsys component in Cogl;
cogl_get_proc_address() has been moved from cogl/{gl,gles}/cogl.c into
cogl/common/cogl.c and this common implementation first trys
_cogl_winsys_get_proc_address() but if that fails then it falls back to
gmodule.