/* * Cogl * * An object oriented GL/GLES Abstraction/Utility Layer * * Copyright (C) 2008,2009,2010 Intel Corporation. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library. If not, see * . * * * * Authors: * Robert Bragg */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "cogl.h" #include "cogl-internal.h" #include "cogl-context.h" #include "cogl-object.h" #include "cogl-material-private.h" #include "cogl-texture-private.h" #include "cogl-blend-string.h" #include "cogl-journal-private.h" #include "cogl-color-private.h" #include "cogl-profile.h" #ifndef HAVE_COGL_GLES #include "cogl-program.h" #endif #include #include #include /* * GL/GLES compatability defines for material thingies: */ #ifdef HAVE_COGL_GLES2 #include "../gles/cogl-gles2-wrapper.h" #endif #ifdef HAVE_COGL_GL #define glActiveTexture ctx->drv.pf_glActiveTexture #define glClientActiveTexture ctx->drv.pf_glClientActiveTexture #define glBlendFuncSeparate ctx->drv.pf_glBlendFuncSeparate #define glBlendEquation ctx->drv.pf_glBlendEquation #define glBlendColor ctx->drv.pf_glBlendColor #define glBlendEquationSeparate ctx->drv.pf_glBlendEquationSeparate #define glProgramString ctx->drv.pf_glProgramString #define glBindProgram ctx->drv.pf_glBindProgram #define glDeletePrograms ctx->drv.pf_glDeletePrograms #define glGenPrograms ctx->drv.pf_glGenPrograms #define glProgramLocalParameter4fv ctx->drv.pf_glProgramLocalParameter4fv #define glUseProgram ctx->drv.pf_glUseProgram #endif /* This isn't defined in the GLES headers */ #ifndef GL_CLAMP_TO_BORDER #define GL_CLAMP_TO_BORDER 0x812d #endif #define COGL_MATERIAL_LAYER(X) ((CoglMaterialLayer *)(X)) typedef gboolean (*CoglMaterialStateComparitor) (CoglMaterial *authority0, CoglMaterial *authority1); static CoglMaterialLayer *_cogl_material_layer_copy (CoglMaterialLayer *layer); static void _cogl_material_free (CoglMaterial *tex); static void _cogl_material_layer_free (CoglMaterialLayer *layer); static void _cogl_material_add_layer_difference (CoglMaterial *material, CoglMaterialLayer *layer, gboolean inc_n_layers); static void handle_automatic_blend_enable (CoglMaterial *material, CoglMaterialState changes); static const CoglMaterialBackend *backends[COGL_MATERIAL_N_BACKENDS]; #ifdef COGL_MATERIAL_BACKEND_GLSL #include "cogl-material-glsl-private.h" #endif #ifdef COGL_MATERIAL_BACKEND_ARBFP #include "cogl-material-arbfp-private.h" #endif #ifdef COGL_MATERIAL_BACKEND_FIXED #include "cogl-material-fixed-private.h" #endif COGL_OBJECT_DEFINE (Material, material); COGL_OBJECT_DEFINE (MaterialLayer, material_layer); static void texture_unit_init (CoglTextureUnit *unit, int index_) { unit->index = index_; unit->enabled = FALSE; unit->current_gl_target = 0; unit->gl_texture = 0; unit->is_foreign = FALSE; unit->dirty_gl_texture = FALSE; unit->matrix_stack = _cogl_matrix_stack_new (); unit->layer = NULL; unit->layer_changes_since_flush = 0; unit->texture_storage_changed = FALSE; } static void texture_unit_free (CoglTextureUnit *unit) { if (unit->layer) cogl_object_unref (unit->layer); _cogl_matrix_stack_destroy (unit->matrix_stack); } CoglTextureUnit * _cogl_get_texture_unit (int index_) { _COGL_GET_CONTEXT (ctx, NULL); if (ctx->texture_units->len < (index_ + 1)) { int i; int prev_len = ctx->texture_units->len; ctx->texture_units = g_array_set_size (ctx->texture_units, index_ + 1); for (i = prev_len; i <= index_; i++) { CoglTextureUnit *unit = &g_array_index (ctx->texture_units, CoglTextureUnit, i); texture_unit_init (unit, i); } } return &g_array_index (ctx->texture_units, CoglTextureUnit, index_); } void _cogl_destroy_texture_units (void) { int i; _COGL_GET_CONTEXT (ctx, NO_RETVAL); for (i = 0; i < ctx->texture_units->len; i++) { CoglTextureUnit *unit = &g_array_index (ctx->texture_units, CoglTextureUnit, i); texture_unit_free (unit); } g_array_free (ctx->texture_units, TRUE); } void _cogl_set_active_texture_unit (int unit_index) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (ctx->active_texture_unit != unit_index) { GE (glActiveTexture (GL_TEXTURE0 + unit_index)); ctx->active_texture_unit = unit_index; } } /* Note: _cogl_bind_gl_texture_transient conceptually has slightly * different semantics to OpenGL's glBindTexture because Cogl never * cares about tracking multiple textures bound to different targets * on the same texture unit. * * glBindTexture lets you bind multiple textures to a single texture * unit if they are bound to different targets. So it does something * like: * unit->current_texture[target] = texture; * * Cogl only lets you associate one texture with the currently active * texture unit, so the target is basically a redundant parameter * that's implicitly set on that texture. * * Technically this is just a thin wrapper around glBindTexture so * actually it does have the GL semantics but it seems worth * mentioning the conceptual difference in case anyone wonders why we * don't associate the gl_texture with a gl_target in the * CoglTextureUnit. */ void _cogl_bind_gl_texture_transient (GLenum gl_target, GLuint gl_texture, gboolean is_foreign) { CoglTextureUnit *unit; _COGL_GET_CONTEXT (ctx, NO_RETVAL); /* We choose to always make texture unit 1 active for transient * binds so that in the common case where multitexturing isn't used * we can simply ignore the state of this texture unit. Notably we * didn't use a large texture unit (.e.g. (GL_MAX_TEXTURE_UNITS - 1) * in case the driver doesn't have a sparse data structure for * texture units. */ _cogl_set_active_texture_unit (1); unit = _cogl_get_texture_unit (1); /* NB: If we have previously bound a foreign texture to this texture * unit we don't know if that texture has since been deleted and we * are seeing the texture name recycled */ if (unit->gl_texture == gl_texture && !unit->dirty_gl_texture && !unit->is_foreign) return; GE (glBindTexture (gl_target, gl_texture)); unit->dirty_gl_texture = TRUE; unit->is_foreign = is_foreign; } void _cogl_delete_gl_texture (GLuint gl_texture) { int i; _COGL_GET_CONTEXT (ctx, NO_RETVAL); for (i = 0; i < ctx->texture_units->len; i++) { CoglTextureUnit *unit = &g_array_index (ctx->texture_units, CoglTextureUnit, i); if (unit->gl_texture == gl_texture) { unit->gl_texture = 0; unit->dirty_gl_texture = FALSE; } } GE (glDeleteTextures (1, &gl_texture)); } /* Whenever the underlying GL texture storage of a CoglTexture is * changed (e.g. due to migration out of a texture atlas) then we are * notified. This lets us ensure that we reflush that texture's state * if it reused again with the same texture unit. */ void _cogl_material_texture_storage_change_notify (CoglHandle texture) { int i; _COGL_GET_CONTEXT (ctx, NO_RETVAL); for (i = 0; i < ctx->texture_units->len; i++) { CoglTextureUnit *unit = &g_array_index (ctx->texture_units, CoglTextureUnit, i); if (unit->layer && unit->layer->texture == texture) unit->texture_storage_changed = TRUE; /* NB: the texture may be bound to multiple texture units so * we continue to check the rest */ } } GQuark _cogl_material_error_quark (void) { return g_quark_from_static_string ("cogl-material-error-quark"); } /* * This initializes the first material owned by the Cogl context. All * subsequently instantiated materials created via the cogl_material_new() * API will initially be a copy of this material. * * The default material is the topmost ancester for all materials. */ void _cogl_material_init_default_material (void) { /* Create new - blank - material */ CoglMaterial *material = g_slice_new0 (CoglMaterial); CoglMaterialBigState *big_state = g_slice_new0 (CoglMaterialBigState); CoglMaterialLightingState *lighting_state = &big_state->lighting_state; CoglMaterialAlphaFuncState *alpha_state = &big_state->alpha_state; CoglMaterialBlendState *blend_state = &big_state->blend_state; CoglMaterialDepthState *depth_state = &big_state->depth_state; _COGL_GET_CONTEXT (ctx, NO_RETVAL); /* Take this opportunity to setup the fragment processing backends... */ #ifdef COGL_MATERIAL_BACKEND_GLSL backends[COGL_MATERIAL_BACKEND_GLSL] = &_cogl_material_glsl_backend; #endif #ifdef COGL_MATERIAL_BACKEND_ARBFP backends[COGL_MATERIAL_BACKEND_ARBFP] = &_cogl_material_arbfp_backend; #endif #ifdef COGL_MATERIAL_BACKEND_FIXED backends[COGL_MATERIAL_BACKEND_FIXED] = &_cogl_material_fixed_backend; #endif material->is_weak = FALSE; material->journal_ref_count = 0; material->parent = NULL; material->backend = COGL_MATERIAL_BACKEND_UNDEFINED; material->differences = COGL_MATERIAL_STATE_ALL_SPARSE; material->real_blend_enable = FALSE; material->blend_enable = COGL_MATERIAL_BLEND_ENABLE_AUTOMATIC; material->layer_differences = NULL; material->n_layers = 0; material->big_state = big_state; material->has_big_state = TRUE; material->static_breadcrumb = "default material"; material->has_static_breadcrumb = TRUE; material->age = 0; /* Use the same defaults as the GL spec... */ cogl_color_init_from_4ub (&material->color, 0xff, 0xff, 0xff, 0xff); /* Use the same defaults as the GL spec... */ lighting_state->ambient[0] = 0.2; lighting_state->ambient[1] = 0.2; lighting_state->ambient[2] = 0.2; lighting_state->ambient[3] = 1.0; lighting_state->diffuse[0] = 0.8; lighting_state->diffuse[1] = 0.8; lighting_state->diffuse[2] = 0.8; lighting_state->diffuse[3] = 1.0; lighting_state->specular[0] = 0; lighting_state->specular[1] = 0; lighting_state->specular[2] = 0; lighting_state->specular[3] = 1.0; lighting_state->emission[0] = 0; lighting_state->emission[1] = 0; lighting_state->emission[2] = 0; lighting_state->emission[3] = 1.0; /* Use the same defaults as the GL spec... */ alpha_state->alpha_func = COGL_MATERIAL_ALPHA_FUNC_ALWAYS; alpha_state->alpha_func_reference = 0.0; /* Not the same as the GL default, but seems saner... */ #ifndef HAVE_COGL_GLES blend_state->blend_equation_rgb = GL_FUNC_ADD; blend_state->blend_equation_alpha = GL_FUNC_ADD; blend_state->blend_src_factor_alpha = GL_ONE; blend_state->blend_dst_factor_alpha = GL_ONE_MINUS_SRC_ALPHA; cogl_color_init_from_4ub (&blend_state->blend_constant, 0x00, 0x00, 0x00, 0x00); #endif blend_state->blend_src_factor_rgb = GL_ONE; blend_state->blend_dst_factor_rgb = GL_ONE_MINUS_SRC_ALPHA; big_state->user_program = COGL_INVALID_HANDLE; /* The same as the GL defaults */ depth_state->depth_test_enabled = FALSE; depth_state->depth_test_function = COGL_DEPTH_TEST_FUNCTION_LESS; depth_state->depth_writing_enabled = TRUE; depth_state->depth_range_near = 0; depth_state->depth_range_far = 1; ctx->default_material = _cogl_material_object_new (material); } static void _cogl_material_unparent (CoglMaterial *material) { CoglMaterial *parent = material->parent; if (parent == NULL) return; g_return_if_fail (parent->has_children); if (parent->first_child == material) { if (parent->children) { parent->first_child = parent->children->data; parent->children = g_list_delete_link (parent->children, parent->children); } else parent->has_children = FALSE; } else parent->children = g_list_remove (parent->children, material); cogl_object_unref (parent); material->parent = NULL; } /* This recursively frees the layers_cache of a material and all of * its descendants. * * For instance if we change a materials ->layer_differences list * then that material and all of its descendants may now have * incorrect layer caches. */ static void recursively_free_layer_caches (CoglMaterial *material) { GList *l; /* Note: we maintain the invariable that if a material already has a * dirty layers_cache then so do all of its descendants. */ if (material->layers_cache_dirty) return; if (G_UNLIKELY (material->layers_cache != material->short_layers_cache)) g_slice_free1 (sizeof (CoglMaterialLayer *) * material->n_layers, material->layers_cache); material->layers_cache_dirty = TRUE; if (material->has_children) { recursively_free_layer_caches (material->first_child); for (l = material->children; l; l = l->next) recursively_free_layer_caches (l->data); } } static void _cogl_material_set_parent (CoglMaterial *material, CoglMaterial *parent) { cogl_object_ref (parent); if (material->parent) _cogl_material_unparent (material); material->parent = parent; if (G_UNLIKELY (parent->has_children)) parent->children = g_list_prepend (parent->children, material); else { parent->has_children = TRUE; parent->first_child = material; parent->children = NULL; } material->parent = parent; /* Since we just changed the ancestry of the material its cache of * layers could now be invalid so free it... */ if (material->differences & COGL_MATERIAL_STATE_LAYERS) recursively_free_layer_caches (material); /* If the fragment processing backend is also caching state along * with the material that depends on the materials ancestry then it * may be notified here... */ if (material->backend != COGL_MATERIAL_BACKEND_UNDEFINED && backends[material->backend]->material_set_parent_notify) backends[material->backend]->material_set_parent_notify (material); } /* XXX: Always have an eye out for opportunities to lower the cost of * cogl_material_copy. */ CoglMaterial * cogl_material_copy (CoglMaterial *src) { CoglMaterial *material = g_slice_new (CoglMaterial); material->_parent = src->_parent; material->is_weak = FALSE; material->journal_ref_count = 0; material->parent = NULL; material->has_children = FALSE; material->differences = 0; material->has_big_state = FALSE; /* NB: real_blend_enable isn't a sparse property, it's valid for * every material node so we have fast access to it. */ material->real_blend_enable = src->real_blend_enable; /* XXX: * consider generalizing the idea of "cached" properties. These * would still have an authority like other sparse properties but * you wouldn't have to walk up the ancestry to find the authority * because the value would be cached directly in each material. */ material->layers_cache_dirty = TRUE; material->deprecated_get_layers_list_dirty = TRUE; material->backend = src->backend; material->backend_priv_set_mask = 0; material->has_static_breadcrumb = FALSE; material->age = 0; _cogl_material_set_parent (material, src); return _cogl_material_object_new (material); } /* XXX: we should give this more thought before making anything like * this API public! */ CoglMaterial * _cogl_material_weak_copy (CoglMaterial *material) { CoglMaterial *copy; CoglMaterial *copy_material; /* If we make a public API we might want want to allow weak copies * of weak material? */ g_return_val_if_fail (!material->is_weak, NULL); copy = cogl_material_copy (material); copy_material = COGL_MATERIAL (copy); copy_material->is_weak = TRUE; return copy; } CoglMaterial * cogl_material_new (void) { CoglMaterial *new; _COGL_GET_CONTEXT (ctx, NULL); new = cogl_material_copy (ctx->default_material); _cogl_material_set_static_breadcrumb (new, "new"); return new; } static void _cogl_material_backend_free_priv (CoglMaterial *material) { if (material->backend != COGL_MATERIAL_BACKEND_UNDEFINED && backends[material->backend]->free_priv) backends[material->backend]->free_priv (material); } static void _cogl_material_free (CoglMaterial *material) { _cogl_material_backend_free_priv (material); _cogl_material_unparent (material); if (material->differences & COGL_MATERIAL_STATE_USER_SHADER && material->big_state->user_program) cogl_handle_unref (material->big_state->user_program); if (material->differences & COGL_MATERIAL_STATE_NEEDS_BIG_STATE) g_slice_free (CoglMaterialBigState, material->big_state); if (material->differences & COGL_MATERIAL_STATE_LAYERS) { g_list_foreach (material->layer_differences, (GFunc)cogl_object_unref, NULL); g_list_free (material->layer_differences); } g_slice_free (CoglMaterial, material); } gboolean _cogl_material_get_real_blend_enabled (CoglMaterial *material) { g_return_val_if_fail (cogl_is_material (material), FALSE); return material->real_blend_enable; } CoglMaterial * _cogl_material_get_authority (CoglMaterial *material, unsigned long difference) { CoglMaterial *authority = material; while (!(authority->differences & difference)) authority = authority->parent; return authority; } CoglMaterialLayer * _cogl_material_layer_get_authority (CoglMaterialLayer *layer, unsigned long difference) { CoglMaterialLayer *authority = layer; while (!(authority->differences & difference)) authority = authority->parent; return authority; } int _cogl_material_layer_get_unit_index (CoglMaterialLayer *layer) { CoglMaterialLayer *authority = _cogl_material_layer_get_authority (layer, COGL_MATERIAL_LAYER_STATE_UNIT); return authority->unit_index; } static void _cogl_material_update_layers_cache (CoglMaterial *material) { /* Note: we assume this material is a _LAYERS authority */ int n_layers; CoglMaterial *current; int layers_found; if (G_LIKELY (!material->layers_cache_dirty) || material->n_layers == 0) return; material->layers_cache_dirty = FALSE; n_layers = material->n_layers; if (G_LIKELY (n_layers < G_N_ELEMENTS (material->short_layers_cache))) { material->layers_cache = material->short_layers_cache; memset (material->layers_cache, 0, sizeof (CoglMaterialLayer *) * G_N_ELEMENTS (material->short_layers_cache)); } else { material->layers_cache = g_slice_alloc0 (sizeof (CoglMaterialLayer *) * n_layers); } /* Notes: * * Each material doesn't have to contain a complete list of the layers * it depends on, some of them are indirectly referenced through the * material's ancestors. * * material->layer_differences only contains a list of layers that * have changed in relation to its parent. * * material->layer_differences is not maintained sorted, but it * won't contain multiple layers corresponding to a particular * ->unit_index. * * Some of the ancestor materials may reference layers with * ->unit_index values >= n_layers so we ignore them. * * As we ascend through the ancestors we are searching for any * CoglMaterialLayers corresponding to the texture ->unit_index * values in the range [0,n_layers-1]. As soon as a pointer is found * we ignore layers of further ancestors with the same ->unit_index * values. */ layers_found = 0; for (current = material; current->parent; current = current->parent) { GList *l; if (!(current->differences & COGL_MATERIAL_STATE_LAYERS)) continue; for (l = current->layer_differences; l; l = l->next) { CoglMaterialLayer *layer = l->data; int unit_index = _cogl_material_layer_get_unit_index (layer); if (unit_index < n_layers && !material->layers_cache[unit_index]) { material->layers_cache[unit_index] = layer; layers_found++; if (layers_found == n_layers) return; } } } g_warn_if_reached (); } /* TODO: add public cogl_material_foreach_layer but instead of passing * a CoglMaterialLayer pointer to the callback we should pass a * layer_index instead. */ void _cogl_material_foreach_layer (CoglMaterial *material, CoglMaterialLayerCallback callback, void *user_data) { CoglMaterial *authority = _cogl_material_get_authority (material, COGL_MATERIAL_STATE_LAYERS); int n_layers; int i; gboolean cont; n_layers = authority->n_layers; if (n_layers == 0) return; _cogl_material_update_layers_cache (authority); for (i = 0, cont = TRUE; i < n_layers && cont == TRUE; i++) cont = callback (authority->layers_cache[i], user_data); } static gboolean layer_has_alpha_cb (CoglMaterialLayer *layer, void *data) { CoglMaterialLayer *combine_authority = _cogl_material_layer_get_authority (layer, COGL_MATERIAL_LAYER_STATE_COMBINE); CoglMaterialLayerBigState *big_state = combine_authority->big_state; CoglMaterialLayer *tex_authority; gboolean *has_alpha = data; /* has_alpha maintains the alpha status for the GL_PREVIOUS layer */ /* For anything but the default texture combine we currently just * assume it may result in an alpha value < 1 * * FIXME: we could do better than this. */ if (big_state->texture_combine_alpha_func != GL_MODULATE || big_state->texture_combine_alpha_src[0] != GL_PREVIOUS || big_state->texture_combine_alpha_op[0] != GL_SRC_ALPHA || big_state->texture_combine_alpha_src[0] != GL_TEXTURE || big_state->texture_combine_alpha_op[0] != GL_SRC_ALPHA) { *has_alpha = TRUE; /* return FALSE to stop iterating layers... */ return FALSE; } /* NB: A layer may have a combine mode set on it but not yet * have an associated texture which would mean we'd fallback * to the default texture which doesn't have an alpha component */ tex_authority = _cogl_material_layer_get_authority (layer, COGL_MATERIAL_LAYER_STATE_TEXTURE); if (tex_authority->texture && cogl_texture_get_format (tex_authority->texture) & COGL_A_BIT) { *has_alpha = TRUE; /* return FALSE to stop iterating layers... */ return FALSE; } *has_alpha = FALSE; /* return FALSE to continue iterating layers... */ return TRUE; } static CoglMaterial * _cogl_material_get_user_program (CoglMaterial *material) { CoglMaterial *authority; g_return_val_if_fail (cogl_is_material (material), NULL); authority = _cogl_material_get_authority (material, COGL_MATERIAL_STATE_USER_SHADER); return authority->big_state->user_program; } static gboolean _cogl_material_needs_blending_enabled (CoglMaterial *material, unsigned long changes, const CoglColor *override_color) { CoglMaterial *enable_authority; CoglMaterial *blend_authority; CoglMaterialBlendState *blend_state; CoglMaterialBlendEnable enabled; unsigned long other_state; if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_BLENDING)) return FALSE; enable_authority = _cogl_material_get_authority (material, COGL_MATERIAL_STATE_BLEND_ENABLE); enabled = enable_authority->blend_enable; if (enabled != COGL_MATERIAL_BLEND_ENABLE_AUTOMATIC) return enabled == COGL_MATERIAL_BLEND_ENABLE_ENABLED ? TRUE : FALSE; blend_authority = _cogl_material_get_authority (material, COGL_MATERIAL_STATE_BLEND); blend_state = &blend_authority->big_state->blend_state; /* We are trying to identify awkward cases that are equivalent to * blending being disable, where the output is simply GL_SRC_COLOR. * * Note: we assume that all OpenGL drivers will identify the simple * case of ADD (ONE, ZERO) as equivalent to blending being disabled. * * We should update this when we add support for more blend * functions... */ #ifndef HAVE_COGL_GLES /* GLES 1 can't change the function or have separate alpha factors */ if (blend_state->blend_equation_rgb != GL_FUNC_ADD || blend_state->blend_equation_alpha != GL_FUNC_ADD) return TRUE; if (blend_state->blend_src_factor_alpha != GL_ONE || blend_state->blend_dst_factor_alpha != GL_ONE_MINUS_SRC_ALPHA) return TRUE; #endif if (blend_state->blend_src_factor_rgb != GL_ONE || blend_state->blend_dst_factor_rgb != GL_ONE_MINUS_SRC_ALPHA) return TRUE; /* Given the above constraints, it's now a case of finding any * SRC_ALPHA that != 1 */ /* In the case of a layer state change we need to check everything * else first since they contribute to the has_alpha status of the * GL_PREVIOUS layer. */ if (changes & COGL_MATERIAL_STATE_LAYERS) changes = COGL_MATERIAL_STATE_AFFECTS_BLENDING; /* XXX: we don't currently handle specific changes in an optimal way*/ changes = COGL_MATERIAL_STATE_AFFECTS_BLENDING; if ((override_color && cogl_color_get_alpha_byte (override_color) != 0xff)) return TRUE; if (changes & COGL_MATERIAL_STATE_COLOR) { CoglColor tmp; cogl_material_get_color (material, &tmp); if (cogl_color_get_alpha_byte (&tmp) != 0xff) return TRUE; } /* We can't make any assumptions about the alpha channel if the user * is using an unknown fragment shader. * * TODO: check that it isn't just a vertex shader! */ if (changes & COGL_MATERIAL_STATE_USER_SHADER) { if (_cogl_material_get_user_program (material) != COGL_INVALID_HANDLE) return TRUE; } /* XXX: we should only need to look at these if lighting is enabled */ if (changes & COGL_MATERIAL_STATE_LIGHTING) { CoglColor tmp; cogl_material_get_ambient (material, &tmp); if (cogl_color_get_alpha_byte (&tmp) != 0xff) return TRUE; cogl_material_get_diffuse (material, &tmp); if (cogl_color_get_alpha_byte (&tmp) != 0xff) return TRUE; cogl_material_get_specular (material, &tmp); if (cogl_color_get_alpha_byte (&tmp) != 0xff) return TRUE; cogl_material_get_emission (material, &tmp); if (cogl_color_get_alpha_byte (&tmp) != 0xff) return TRUE; } if (changes & COGL_MATERIAL_STATE_LAYERS) { /* has_alpha tracks the alpha status of the GL_PREVIOUS layer. * To start with that's defined by the material color which * must be fully opaque if we got this far. */ gboolean has_alpha = FALSE; _cogl_material_foreach_layer (material, layer_has_alpha_cb, &has_alpha); if (has_alpha) return TRUE; } /* So far we have only checked the property that has been changed so * we now need to check all the other properties too. */ other_state = COGL_MATERIAL_STATE_AFFECTS_BLENDING & ~changes; if (other_state && _cogl_material_needs_blending_enabled (material, other_state, NULL)) return TRUE; return FALSE; } static void _cogl_material_set_backend (CoglMaterial *material, int backend) { _cogl_material_backend_free_priv (material); material->backend = backend; } static void _cogl_material_copy_differences (CoglMaterial *dest, CoglMaterial *src, unsigned long differences) { CoglMaterialBigState *big_state; if (differences & COGL_MATERIAL_STATE_COLOR) dest->color = src->color; if (differences & COGL_MATERIAL_STATE_BLEND_ENABLE) dest->blend_enable = src->blend_enable; if (differences & COGL_MATERIAL_STATE_LAYERS) { GList *l; if (dest->differences & COGL_MATERIAL_STATE_LAYERS && dest->layer_differences) { g_list_foreach (dest->layer_differences, (GFunc)cogl_object_unref, NULL); g_list_free (dest->layer_differences); } dest->n_layers = src->n_layers; dest->layer_differences = g_list_copy (src->layer_differences); for (l = src->layer_differences; l; l = l->next) { /* NB: a layer can't have more than one ->owner so we can't * simply take a references on each of the original * layer_differences, we have to derive new layers from the * originals instead. */ CoglMaterialLayer *copy = _cogl_material_layer_copy (l->data); _cogl_material_add_layer_difference (dest, copy, FALSE); cogl_object_unref (copy); } } if (differences & COGL_MATERIAL_STATE_NEEDS_BIG_STATE) { if (!dest->has_big_state) { dest->big_state = g_slice_new (CoglMaterialBigState); dest->has_big_state = TRUE; } big_state = dest->big_state; } else goto check_for_blending_change; if (differences & COGL_MATERIAL_STATE_LIGHTING) { memcpy (&big_state->lighting_state, &src->big_state->lighting_state, sizeof (CoglMaterialLightingState)); } if (differences & COGL_MATERIAL_STATE_ALPHA_FUNC) { memcpy (&big_state->alpha_state, &src->big_state->alpha_state, sizeof (CoglMaterialAlphaFuncState)); } if (differences & COGL_MATERIAL_STATE_BLEND) { memcpy (&big_state->blend_state, &src->big_state->blend_state, sizeof (CoglMaterialBlendState)); } if (differences & COGL_MATERIAL_STATE_USER_SHADER) { if (src->big_state->user_program) big_state->user_program = cogl_handle_ref (src->big_state->user_program); else big_state->user_program = COGL_INVALID_HANDLE; } if (differences & COGL_MATERIAL_STATE_DEPTH) { memcpy (&big_state->depth_state, &src->big_state->depth_state, sizeof (CoglMaterialDepthState)); } /* XXX: we shouldn't bother doing this in most cases since * _copy_differences is typically used to initialize material state * by copying it from the current authority, so it's not actually * *changing* anything. */ check_for_blending_change: if (differences & COGL_MATERIAL_STATE_AFFECTS_BLENDING) handle_automatic_blend_enable (dest, differences); dest->differences |= differences; } static void _cogl_material_initialize_state (CoglMaterial *dest, CoglMaterial *src, CoglMaterialState state) { if (dest == src) return; if (state != COGL_MATERIAL_STATE_LAYERS) _cogl_material_copy_differences (dest, src, state); else { dest->n_layers = src->n_layers; dest->layer_differences = NULL; } } void _cogl_material_foreach_child (CoglMaterial *material, CoglMaterialChildCallback callback, void *user_data) { if (material->has_children) { callback (material->first_child, user_data); g_list_foreach (material->children, (GFunc)callback, user_data); } } static gboolean check_if_strong_cb (CoglMaterial *material, void *user_data) { gboolean *has_strong_child = user_data; if (!material->is_weak) { *has_strong_child = TRUE; return FALSE; } return TRUE; } static gboolean has_strong_children (CoglMaterial *material) { gboolean has_strong_child = FALSE; _cogl_material_foreach_child (material, check_if_strong_cb, &has_strong_child); return has_strong_child; } static gboolean reparent_strong_children_cb (CoglMaterial *material, void *user_data) { CoglMaterial *parent = user_data; if (material->is_weak) return TRUE; _cogl_material_set_parent (material, parent); return TRUE; } static void _cogl_material_pre_change_notify (CoglMaterial *material, CoglMaterialState change, const CoglColor *new_color) { CoglMaterial *authority; _COGL_GET_CONTEXT (ctx, NO_RETVAL); /* If primitives have been logged in the journal referencing the * current state of this material we need to flush the journal * before we can modify it... */ if (material->journal_ref_count) { gboolean skip_journal_flush = FALSE; /* XXX: We don't usually need to flush the journal just due to * color changes since material colors are logged in the * journal's vertex buffer. The exception is when the change in * color enables or disables the need for blending. */ if (change == COGL_MATERIAL_STATE_COLOR) { gboolean will_need_blending = _cogl_material_needs_blending_enabled (material, change, new_color); gboolean blend_enable = material->real_blend_enable ? TRUE : FALSE; if (will_need_blending == blend_enable) skip_journal_flush = TRUE; } if (!skip_journal_flush) _cogl_journal_flush (); } /* The fixed function backend has no private state and can't * do anything special to handle small material changes so we may as * well try to find a better backend whenever the material changes. * * The programmable backends may be able to cache a lot of the code * they generate and only need to update a small section of that * code in response to a material change therefore we don't want to * try searching for another backend when the material changes. */ if (material->backend == COGL_MATERIAL_BACKEND_FIXED) _cogl_material_set_backend (material, COGL_MATERIAL_BACKEND_UNDEFINED); if (material->backend != COGL_MATERIAL_BACKEND_UNDEFINED && backends[material->backend]->material_pre_change_notify) backends[material->backend]->material_pre_change_notify (material, change, new_color); /* * There is an arbitrary tree of descendants of this material; any of * which may indirectly depend on this material as the authority for * some set of properties. (Meaning for example that one of its * descendants derives its color or blending state from this * material.) * * We can't modify any property that this material is the authority * for unless we create another material to take its place first and * make sure descendants reference this new material instead. */ if (has_strong_children (material)) { CoglMaterial *new_authority; COGL_STATIC_COUNTER (material_copy_on_write_counter, "material copy on write counter", "Increments each time a material " "must be copied to allow modification", 0 /* no application private data */); COGL_COUNTER_INC (_cogl_uprof_context, material_copy_on_write_counter); new_authority = cogl_material_copy (material->parent); _cogl_material_set_static_breadcrumb (new_authority, "pre_change_notify:copy-on-write"); /* We could explicitly walk the descendants, OR together the set * of differences that we determine this material is the * authority on and only copy those differences copied across. * * Or, if we don't explicitly walk the descendants we at least * know that material->differences represents the largest set of * differences that this material could possibly be an authority * on. * * We do the later just because it's simplest, but we might need * to come back to this later... */ _cogl_material_copy_differences (new_authority, material, material->differences); /* Reparent the strong children of material to be children of * new_authority instead... */ new_authority->has_children = FALSE; new_authority->first_child = NULL; new_authority->children = NULL; _cogl_material_foreach_child (material, reparent_strong_children_cb, new_authority); /* The children will keep the new authority alive so drop the * reference we got when copying... */ cogl_object_unref (new_authority); } /* At this point we know we have a material with no strong * dependants (though we may have some weak children) so we are now * free to modify the material. */ material->age++; /* If the material isn't already an authority for the state group * being modified then we need to initialize the corresponding * state. */ if (change & COGL_MATERIAL_STATE_ALL_SPARSE) authority = _cogl_material_get_authority (material, change); else authority = material; _cogl_material_initialize_state (material, authority, change); /* Each material has a sorted cache of the layers it depends on * which will need updating via _cogl_material_update_layers_cache * if a material's layers are changed. */ if (change == COGL_MATERIAL_STATE_LAYERS) recursively_free_layer_caches (material); /* If the material being changed is the same as the last material we * flushed then we keep a track of the changes so we can try to * minimize redundant OpenGL calls if the same material is flushed * again. */ if (ctx->current_material == material) ctx->current_material_changes_since_flush |= change; } static void _cogl_material_add_layer_difference (CoglMaterial *material, CoglMaterialLayer *layer, gboolean inc_n_layers) { g_return_if_fail (layer->owner == NULL); layer->owner = material; cogl_object_ref (layer); /* - Flush journal primitives referencing the current state. * - Make sure the material has no dependants so it may be modified. * - If the material isn't currently an authority for the state being * changed, then initialize that state from the current authority. */ _cogl_material_pre_change_notify (material, COGL_MATERIAL_STATE_LAYERS, NULL); material->differences |= COGL_MATERIAL_STATE_LAYERS; material->layer_differences = g_list_prepend (material->layer_differences, layer); if (inc_n_layers) material->n_layers++; } /* NB: If you are calling this it's your responsibility to have * already called: * _cogl_material_pre_change_notify (m, _CHANGE_LAYERS, NULL); */ static void _cogl_material_remove_layer_difference (CoglMaterial *material, CoglMaterialLayer *layer, gboolean dec_n_layers) { g_return_if_fail (layer->owner == material); /* - Flush journal primitives referencing the current state. * - Make sure the material has no dependants so it may be modified. * - If the material isn't currently an authority for the state being * changed, then initialize that state from the current authority. */ _cogl_material_pre_change_notify (material, COGL_MATERIAL_STATE_LAYERS, NULL); layer->owner = NULL; cogl_object_unref (layer); material->differences |= COGL_MATERIAL_STATE_LAYERS; material->layer_differences = g_list_remove (material->layer_differences, layer); if (dec_n_layers) material->n_layers--; } static void _cogl_material_try_reverting_layers_authority (CoglMaterial *authority, CoglMaterial *old_authority) { if (authority->layer_differences == NULL && authority->parent) { /* If the previous _STATE_LAYERS authority has the same * ->n_layers then we can revert to that being the authority * again. */ if (!old_authority) { old_authority = _cogl_material_get_authority (authority->parent, COGL_MATERIAL_STATE_LAYERS); } if (old_authority->n_layers == authority->n_layers) authority->differences &= ~COGL_MATERIAL_STATE_LAYERS; } } static void handle_automatic_blend_enable (CoglMaterial *material, CoglMaterialState change) { gboolean blend_enable = _cogl_material_needs_blending_enabled (material, change, NULL); if (blend_enable != material->real_blend_enable) { /* - Flush journal primitives referencing the current state. * - Make sure the material has no dependants so it may be * modified. * - If the material isn't currently an authority for the state * being changed, then initialize that state from the current * authority. */ _cogl_material_pre_change_notify (material, COGL_MATERIAL_STATE_REAL_BLEND_ENABLE, NULL); material->real_blend_enable = blend_enable; } } typedef struct { int keep_n; int current_pos; gboolean needs_pruning; int first_index_to_prune; } CoglMaterialPruneLayersInfo; static gboolean update_prune_layers_info_cb (CoglMaterialLayer *layer, void *user_data) { CoglMaterialPruneLayersInfo *state = user_data; if (state->current_pos == state->keep_n) { state->needs_pruning = TRUE; state->first_index_to_prune = layer->index; return FALSE; } state->current_pos++; return TRUE; } void _cogl_material_prune_to_n_layers (CoglMaterial *material, int n) { CoglMaterialPruneLayersInfo state; gboolean notified_change = TRUE; GList *l; GList *next; state.keep_n = n; state.current_pos = 0; state.needs_pruning = FALSE; _cogl_material_foreach_layer (material, update_prune_layers_info_cb, &state); material->n_layers = n; if (!state.needs_pruning) return; if (!(material->differences & COGL_MATERIAL_STATE_LAYERS)) return; /* It's possible that this material owns some of the layers being * discarded, so we'll need to unlink them... */ for (l = material->layer_differences; l; l = next) { CoglMaterialLayer *layer = l->data; next = l->next; /* we're modifying the list we're iterating */ if (layer->index > state.first_index_to_prune) { if (!notified_change) { /* - Flush journal primitives referencing the current * state. * - Make sure the material has no dependants so it may * be modified. * - If the material isn't currently an authority for * the state being changed, then initialize that state * from the current authority. */ _cogl_material_pre_change_notify (material, COGL_MATERIAL_STATE_LAYERS, NULL); notified_change = TRUE; } material->layer_differences = g_list_delete_link (material->layer_differences, l); } } } static void _cogl_material_backend_layer_change_notify (CoglMaterialLayer *layer, CoglMaterialLayerState change) { int i; /* NB: layers may be used by multiple materials which may be using * different backends, therefore we determine which backends to * notify based on the private state pointers for each backend... */ for (i = 0; i < COGL_MATERIAL_N_BACKENDS; i++) { if (layer->backend_priv[i] && backends[i]->layer_pre_change_notify) backends[i]->layer_pre_change_notify (layer, change); } } unsigned int _cogl_get_n_args_for_combine_func (GLint func) { switch (func) { case GL_REPLACE: return 1; case GL_MODULATE: case GL_ADD: case GL_ADD_SIGNED: case GL_SUBTRACT: case GL_DOT3_RGB: case GL_DOT3_RGBA: return 2; case GL_INTERPOLATE: return 3; } return 0; } static void _cogl_material_layer_initialize_state (CoglMaterialLayer *dest, CoglMaterialLayer *src, unsigned long differences) { CoglMaterialLayerBigState *big_state; dest->differences |= differences; if (differences & COGL_MATERIAL_LAYER_STATE_UNIT) dest->unit_index = src->unit_index; if (differences & COGL_MATERIAL_LAYER_STATE_TEXTURE) dest->texture = src->texture; if (differences & COGL_MATERIAL_LAYER_STATE_FILTERS) { dest->min_filter = src->min_filter; dest->mag_filter = src->mag_filter; } if (differences & COGL_MATERIAL_LAYER_STATE_WRAP_MODES) { dest->wrap_mode_s = src->wrap_mode_s; dest->wrap_mode_t = src->wrap_mode_t; dest->wrap_mode_r = src->wrap_mode_r; } if (differences & COGL_MATERIAL_LAYER_STATE_NEEDS_BIG_STATE) { if (!dest->has_big_state) { dest->big_state = g_slice_new (CoglMaterialLayerBigState); dest->has_big_state = TRUE; } big_state = dest->big_state; } else return; if (differences & COGL_MATERIAL_LAYER_STATE_COMBINE) { int n_args; int i; GLint func = src->big_state->texture_combine_rgb_func; big_state->texture_combine_rgb_func = func; n_args = _cogl_get_n_args_for_combine_func (func); for (i = 0; i < n_args; i++) { big_state->texture_combine_rgb_src[i] = src->big_state->texture_combine_rgb_src[i]; big_state->texture_combine_rgb_op[i] = src->big_state->texture_combine_rgb_op[i]; } func = src->big_state->texture_combine_alpha_func; big_state->texture_combine_alpha_func = func; n_args = _cogl_get_n_args_for_combine_func (func); for (i = 0; i < n_args; i++) { big_state->texture_combine_alpha_src[i] = src->big_state->texture_combine_alpha_src[i]; big_state->texture_combine_alpha_op[i] = src->big_state->texture_combine_alpha_op[i]; } } if (differences & COGL_MATERIAL_LAYER_STATE_COMBINE_CONSTANT) memcpy (dest->big_state->texture_combine_constant, src->big_state->texture_combine_constant, sizeof (float) * 4); if (differences & COGL_MATERIAL_LAYER_STATE_USER_MATRIX) dest->big_state->matrix = src->big_state->matrix; } /* NB: This function will allocate a new derived layer if you are * trying to change the state of a layer with dependants so you must * always check the return value. * * If a new layer is returned it will be owned by required_owner. * * required_owner can only by NULL for new, currently unowned layers * with no dependants. */ static CoglMaterialLayer * _cogl_material_layer_pre_change_notify (CoglMaterial *required_owner, CoglMaterialLayer *layer, CoglMaterialLayerState change) { CoglTextureUnit *unit; CoglMaterialLayer *authority; /* Identify the case where the layer is new with no owner or * dependants and so we don't need to do anything. */ if (layer->has_children == FALSE && layer->owner == NULL) goto init_layer_state; /* We only allow a NULL required_owner for new layers */ g_return_val_if_fail (required_owner != NULL, layer); /* Unlike materials; layers are simply considered immutable once * they have dependants - either children or another material owner. */ if (layer->has_children || layer->owner != required_owner) { CoglMaterialLayer *new = _cogl_material_layer_copy (layer); _cogl_material_add_layer_difference (required_owner, new, FALSE); cogl_object_unref (new); layer = new; goto init_layer_state; } /* Note: At this point we know there is only one material dependant on * this layer (required_owner), and there are no other layers * dependant on this layer so it's ok to modify it. */ if (required_owner->journal_ref_count) _cogl_journal_flush (); _cogl_material_backend_layer_change_notify (layer, change); /* If the layer being changed is the same as the last layer we * flushed to the corresponding texture unit then we keep a track of * the changes so we can try to minimize redundant OpenGL calls if * the same layer is flushed again. */ unit = _cogl_get_texture_unit (_cogl_material_layer_get_unit_index (layer)); if (unit->layer == layer) unit->layer_changes_since_flush |= change; init_layer_state: if (required_owner) required_owner->age++; /* If the material isn't already an authority for the state group * being modified then we need to initialize the corresponding * state. */ authority = _cogl_material_layer_get_authority (layer, change); _cogl_material_layer_initialize_state (layer, authority, change); return layer; } /* XXX: This is duplicated logic; the same as for * _cogl_material_prune_redundant_ancestry it would be nice to find a * way to consolidate these functions! */ static void _cogl_material_layer_prune_redundant_ancestry (CoglMaterialLayer *layer) { CoglMaterialLayer *new_parent = layer->parent; /* walk up past ancestors that are now redundant and potentially * reparent the layer. */ while (new_parent->parent && (new_parent->differences | layer->differences) == layer->differences) new_parent = new_parent->parent; if (new_parent != layer->parent) { CoglMaterialLayer *old_parent = layer->parent; layer->parent = cogl_object_ref (new_parent); /* Note: the old parent may indirectly be keeping the new parent alive so we have to ref the new parent before unrefing the old */ cogl_object_unref (old_parent); } } /* * XXX: consider special casing layer->unit_index so it's not a sparse * property so instead we can assume it's valid for all layer * instances. * - We would need to initialize ->unit_index in * _cogl_material_layer_copy (). * * XXX: If you use this API you should consider that the given layer * might not be writeable and so a new derived layer will be allocated * and modified instead. The layer modified will be returned so you * can identify when this happens. */ static CoglMaterialLayer * _cogl_material_set_layer_unit (CoglMaterial *required_owner, CoglMaterialLayer *layer, int unit_index) { CoglMaterialLayerState change = COGL_MATERIAL_LAYER_STATE_UNIT; CoglMaterialLayer *authority = _cogl_material_layer_get_authority (layer, change); CoglMaterialLayer *new; if (authority->unit_index == unit_index) return layer; new = _cogl_material_layer_pre_change_notify (required_owner, layer, change); if (new != layer) layer = new; else { /* If the layer we found is currently the authority on the state * we are changing see if we can revert to one of our ancestors * being the authority. */ if (layer == authority && authority->parent != NULL) { CoglMaterialLayer *old_authority = _cogl_material_layer_get_authority (authority->parent, change); if (old_authority->unit_index == unit_index) { layer->differences &= ~change; return layer; } } } layer->unit_index = unit_index; /* If we weren't previously the authority on this state then we need * to extended our differences mask and so it's possible that some * of our ancestry will now become redundant, so we aim to reparent * ourselves if that's true... */ if (layer != authority) { layer->differences |= change; _cogl_material_layer_prune_redundant_ancestry (layer); } return layer; } typedef struct { /* The layer we are trying to find */ int layer_index; /* The layer we find or untouched if not found */ CoglMaterialLayer *layer; /* If the layer can't be found then a new layer should be * inserted after this texture unit index... */ int insert_after; /* When adding a layer we need the list of layers to shift up * to a new texture unit. When removing we need the list of * layers to shift down. * * Note: the list isn't sorted */ CoglMaterialLayer **layers_to_shift; int n_layers_to_shift; /* When adding a layer we don't need a complete list of * layers_to_shift if we find a layer already corresponding to the * layer_index. */ gboolean ignore_shift_layers_if_found; } CoglMaterialLayerInfo; /* Returns TRUE once we know there is nothing more to update */ static gboolean update_layer_info (CoglMaterialLayer *layer, CoglMaterialLayerInfo *layer_info) { if (layer->index == layer_info->layer_index) { layer_info->layer = layer; if (layer_info->ignore_shift_layers_if_found) return TRUE; } else if (layer->index < layer_info->layer_index) { int unit_index = _cogl_material_layer_get_unit_index (layer); layer_info->insert_after = unit_index; } else layer_info->layers_to_shift[layer_info->n_layers_to_shift++] = layer; return FALSE; } /* Returns FALSE to break out of a _foreach_layer () iteration */ static gboolean update_layer_info_cb (CoglMaterialLayer *layer, void *user_data) { CoglMaterialLayerInfo *layer_info = user_data; if (update_layer_info (layer, layer_info)) return FALSE; /* break */ else return TRUE; /* continue */ } static void _cogl_material_get_layer_info (CoglMaterial *material, CoglMaterialLayerInfo *layer_info) { /* Note: we are assuming this material is a _STATE_LAYERS authority */ int n_layers = material->n_layers; int i; /* FIXME: _cogl_material_foreach_layer now calls * _cogl_material_update_layers_cache anyway so this codepath is * pointless! */ if (layer_info->ignore_shift_layers_if_found && material->layers_cache_dirty) { /* The expectation is that callers of * _cogl_material_get_layer_info are likely to be modifying the * list of layers associated with a material so in this case * where we don't have a cache of the layers and we don't * necessarily have to iterate all the layers of the material we * use a foreach_layer callback instead of updating the cache * and iterating that as below. */ _cogl_material_foreach_layer (material, update_layer_info_cb, layer_info); return; } _cogl_material_update_layers_cache (material); for (i = 0; i < n_layers; i++) { CoglMaterialLayer *layer = material->layers_cache[i]; if (update_layer_info (layer, layer_info)) return; } } static CoglMaterialLayer * _cogl_material_get_layer (CoglMaterial *material, int layer_index) { CoglMaterial *authority = _cogl_material_get_authority (material, COGL_MATERIAL_STATE_LAYERS); CoglMaterialLayerInfo layer_info; CoglMaterialLayer *layer; int unit_index; int i; _COGL_GET_CONTEXT (ctx, NULL); /* The layer index of the layer we want info about */ layer_info.layer_index = layer_index; /* If a layer already exists with the given index this will be * updated. */ layer_info.layer = NULL; /* If a layer isn't found for the given index we'll need to know * where to insert a new layer. */ layer_info.insert_after = -1; /* If a layer can't be found then we'll need to insert a new layer * and bump up the texture unit for all layers with an index * > layer_index. */ layer_info.layers_to_shift = g_alloca (sizeof (CoglMaterialLayer *) * authority->n_layers); layer_info.n_layers_to_shift = 0; /* If an exact match is found though we don't need a complete * list of layers with indices > layer_index... */ layer_info.ignore_shift_layers_if_found = TRUE; _cogl_material_get_layer_info (authority, &layer_info); if (layer_info.layer) return layer_info.layer; unit_index = layer_info.insert_after + 1; if (unit_index == 0) layer = _cogl_material_layer_copy (ctx->default_layer_0); else { CoglMaterialLayer *new; layer = _cogl_material_layer_copy (ctx->default_layer_n); new = _cogl_material_set_layer_unit (NULL, layer, unit_index); /* Since we passed a newly allocated layer we wouldn't expect * _set_layer_unit() to have to allocate *another* layer. */ g_assert (new == layer); layer->index = layer_index; } for (i = 0; i < layer_info.n_layers_to_shift; i++) { CoglMaterialLayer *shift_layer = layer_info.layers_to_shift[i]; unit_index = _cogl_material_layer_get_unit_index (shift_layer); _cogl_material_set_layer_unit (material, shift_layer, unit_index + 1); /* NB: shift_layer may not be writeable so _set_layer_unit() * will allocate a derived layer internally which will become * owned by material. Check the return value if we need to do * anything else with this layer. */ } _cogl_material_add_layer_difference (material, layer, TRUE); cogl_object_unref (layer); return layer; } CoglHandle _cogl_material_layer_get_texture (CoglMaterialLayer *layer) { CoglMaterialLayer *authority = _cogl_material_layer_get_authority (layer, COGL_MATERIAL_LAYER_STATE_TEXTURE); return authority->texture; } static void _cogl_material_prune_empty_layer_difference (CoglMaterial *layers_authority, CoglMaterialLayer *layer) { /* Find the GList link that references the empty layer */ GList *link = g_list_find (layers_authority->layer_differences, layer); /* No material directly owns the root node layer so this is safe... */ CoglMaterialLayer *layer_parent = layer->parent; CoglMaterialLayerInfo layer_info; CoglMaterial *old_layers_authority; g_return_if_fail (link != NULL); /* If the layer's parent doesn't have an owner then we can simply * take ownership ourselves and drop our reference on the empty * layer. */ if (layer_parent->index == layer->index && layer_parent->owner == NULL) { cogl_object_ref (layer_parent); link->data = layer->parent; cogl_object_unref (layer); recursively_free_layer_caches (layers_authority); return; } /* Now we want to find the layer that would become the authority for * layer->index if we were to remove layer from * layers_authority->layer_differences */ /* The layer index of the layer we want info about */ layer_info.layer_index = layer->index; /* If a layer already exists with the given index this will be * updated. */ layer_info.layer = NULL; /* If a layer can't be found then we'll need to insert a new layer * and bump up the texture unit for all layers with an index * > layer_index. */ layer_info.layers_to_shift = g_alloca (sizeof (CoglMaterialLayer *) * layers_authority->n_layers); layer_info.n_layers_to_shift = 0; /* If an exact match is found though we don't need a complete * list of layers with indices > layer_index... */ layer_info.ignore_shift_layers_if_found = TRUE; /* We know the default/root material isn't a LAYERS authority so * it's safe to dereference layers_authority->parent. */ old_layers_authority = _cogl_material_get_authority (layers_authority->parent, COGL_MATERIAL_STATE_LAYERS); _cogl_material_get_layer_info (old_layers_authority, &layer_info); /* If layer is the defining layer for the corresponding ->index then * we can't get rid of it. */ if (!layer_info.layer) return; /* If the layer that would become the authority for layer->index * is layer->parent then we can simply remove the layer difference. */ if (layer_info.layer == layer->parent) { _cogl_material_remove_layer_difference (layers_authority, layer, FALSE); _cogl_material_try_reverting_layers_authority (layers_authority, old_layers_authority); } } static void _cogl_material_set_layer_texture (CoglMaterial *material, int layer_index, CoglHandle texture, gboolean overriden, GLuint slice_gl_texture, GLenum slice_gl_target) { CoglMaterialLayerState change = COGL_MATERIAL_LAYER_STATE_TEXTURE; CoglMaterialLayer *layer; CoglMaterialLayer *authority; CoglMaterialLayer *new; /* Note: this will ensure that the layer exists, creating one if it * doesn't already. * * Note: If the layer already existed it's possibly owned by another * material. If the layer is created then it will be owned by * material. */ layer = _cogl_material_get_layer (material, layer_index); /* Now find the ancestor of the layer that is the authority for the * state we want to change */ authority = _cogl_material_layer_get_authority (layer, change); if (authority->texture_overridden == overriden && authority->texture == texture && (authority->texture_overridden == FALSE || (authority->slice_gl_texture == slice_gl_texture && authority->slice_gl_target == slice_gl_target))) return; new = _cogl_material_layer_pre_change_notify (material, layer, change); if (new != layer) layer = new; else { /* If the original layer we found is currently the authority on * the state we are changing see if we can revert to one of our * ancestors being the authority. */ if (layer == authority && authority->parent != NULL) { CoglMaterialLayer *old_authority = _cogl_material_layer_get_authority (authority->parent, change); if (old_authority->texture_overridden == overriden && old_authority->texture == texture && (old_authority->texture_overridden == FALSE || (old_authority->slice_gl_texture == slice_gl_texture && old_authority->slice_gl_target == slice_gl_target))) { layer->differences &= ~change; g_assert (layer->owner == material); if (layer->differences == 0) _cogl_material_prune_empty_layer_difference (material, layer); goto changed; } } } if (texture != COGL_INVALID_HANDLE) cogl_handle_ref (texture); if (layer == authority && layer->texture != COGL_INVALID_HANDLE) cogl_handle_unref (layer->texture); layer->texture = texture; layer->texture_overridden = FALSE; layer->slice_gl_texture = slice_gl_texture; layer->slice_gl_target = slice_gl_target; /* If we weren't previously the authority on this state then we need * to extended our differences mask and so it's possible that some * of our ancestry will now become redundant, so we aim to reparent * ourselves if that's true... */ if (layer != authority) { layer->differences |= change; _cogl_material_layer_prune_redundant_ancestry (layer); } changed: handle_automatic_blend_enable (material, COGL_MATERIAL_STATE_LAYERS); } static void _cogl_material_set_layer_gl_texture_slice (CoglMaterial *material, int layer_index, CoglHandle texture, GLuint slice_gl_texture, GLenum slice_gl_target) { g_return_if_fail (cogl_is_material (material)); /* GL texture overrides can only be set in association with a parent * CoglTexture */ g_return_if_fail (cogl_is_texture (texture)); _cogl_material_set_layer_texture (material, layer_index, texture, TRUE, /* slice override */ slice_gl_texture, slice_gl_target); } /* XXX: deprecate and replace with cogl_material_set_layer_texture? * * Originally I was planning on allowing users to set shaders somehow * on layers (thus the ambiguous name), but now I wonder if we will do * that with a more explicit "snippets" API and materials will have * hooks defined to receive these snippets. */ void cogl_material_set_layer (CoglMaterial *material, int layer_index, CoglHandle texture) { g_return_if_fail (cogl_is_material (material)); g_return_if_fail (texture == COGL_INVALID_HANDLE || cogl_is_texture (texture)); _cogl_material_set_layer_texture (material, layer_index, texture, FALSE, /* slice override */ 0, /* slice_gl_texture */ 0); /* slice_gl_target */ } typedef struct { int i; CoglMaterial *material; unsigned long fallback_layers; } CoglMaterialFallbackState; static gboolean fallback_layer_cb (CoglMaterialLayer *layer, void *user_data) { CoglMaterialFallbackState *state = user_data; CoglMaterial *material = state->material; CoglHandle texture = _cogl_material_layer_get_texture (layer); GLenum gl_target; COGL_STATIC_COUNTER (layer_fallback_counter, "layer fallback counter", "Increments each time a layer's texture is " "forced to a fallback texture", 0 /* no application private data */); _COGL_GET_CONTEXT (ctx, FALSE); if (!(state->fallback_layers & 1<i)) return TRUE; COGL_COUNTER_INC (_cogl_uprof_context, layer_fallback_counter); if (G_LIKELY (texture != COGL_INVALID_HANDLE)) cogl_texture_get_gl_texture (texture, NULL, &gl_target); else gl_target = GL_TEXTURE_2D; if (gl_target == GL_TEXTURE_2D) texture = ctx->default_gl_texture_2d_tex; #ifdef HAVE_COGL_GL else if (gl_target == GL_TEXTURE_RECTANGLE_ARB) texture = ctx->default_gl_texture_rect_tex; #endif else { g_warning ("We don't have a fallback texture we can use to fill " "in for an invalid material layer, since it was " "using an unsupported texture target "); /* might get away with this... */ texture = ctx->default_gl_texture_2d_tex; } cogl_material_set_layer (material, layer->index, texture); state->i++; return TRUE; } void _cogl_material_set_layer_wrap_modes (CoglMaterial *material, CoglMaterialLayer *layer, CoglMaterialLayer *authority, CoglMaterialWrapModeInternal wrap_mode_s, CoglMaterialWrapModeInternal wrap_mode_t, CoglMaterialWrapModeInternal wrap_mode_r) { CoglMaterialLayer *new; CoglMaterialLayerState change = COGL_MATERIAL_LAYER_STATE_WRAP_MODES; if (authority->wrap_mode_s == wrap_mode_s && authority->wrap_mode_t == wrap_mode_t && authority->wrap_mode_r == wrap_mode_r) return; new = _cogl_material_layer_pre_change_notify (material, layer, change); if (new != layer) layer = new; else { /* If the original layer we found is currently the authority on * the state we are changing see if we can revert to one of our * ancestors being the authority. */ if (layer == authority && authority->parent != NULL) { CoglMaterialLayer *old_authority = _cogl_material_layer_get_authority (authority->parent, change); if (old_authority->wrap_mode_s == wrap_mode_s && old_authority->wrap_mode_t == wrap_mode_t && old_authority->wrap_mode_r == wrap_mode_r) { layer->differences &= ~change; g_assert (layer->owner == material); if (layer->differences == 0) _cogl_material_prune_empty_layer_difference (material, layer); return; } } } layer->wrap_mode_s = wrap_mode_s; layer->wrap_mode_t = wrap_mode_t; layer->wrap_mode_r = wrap_mode_r; /* If we weren't previously the authority on this state then we need * to extended our differences mask and so it's possible that some * of our ancestry will now become redundant, so we aim to reparent * ourselves if that's true... */ if (layer != authority) { layer->differences |= change; _cogl_material_layer_prune_redundant_ancestry (layer); } } static CoglMaterialWrapModeInternal public_to_internal_wrap_mode (CoglMaterialWrapMode mode) { return (CoglMaterialWrapModeInternal)mode; } static CoglMaterialWrapMode internal_to_public_wrap_mode (CoglMaterialWrapModeInternal internal_mode) { g_return_val_if_fail (internal_mode != COGL_MATERIAL_WRAP_MODE_INTERNAL_CLAMP_TO_BORDER, COGL_MATERIAL_WRAP_MODE_AUTOMATIC); return (CoglMaterialWrapMode)internal_mode; } void cogl_material_set_layer_wrap_mode_s (CoglMaterial *material, int layer_index, CoglMaterialWrapMode mode) { CoglMaterialLayerState change = COGL_MATERIAL_LAYER_STATE_WRAP_MODES; CoglMaterialLayer *layer; CoglMaterialLayer *authority; CoglMaterialWrapModeInternal internal_mode = public_to_internal_wrap_mode (mode); g_return_if_fail (cogl_is_material (material)); /* Note: this will ensure that the layer exists, creating one if it * doesn't already. * * Note: If the layer already existed it's possibly owned by another * material. If the layer is created then it will be owned by * material. */ layer = _cogl_material_get_layer (material, layer_index); /* Now find the ancestor of the layer that is the authority for the * state we want to change */ authority = _cogl_material_layer_get_authority (layer, change); _cogl_material_set_layer_wrap_modes (material, layer, authority, internal_mode, authority->wrap_mode_t, authority->wrap_mode_r); } void cogl_material_set_layer_wrap_mode_t (CoglMaterial *material, int layer_index, CoglMaterialWrapMode mode) { CoglMaterialLayerState change = COGL_MATERIAL_LAYER_STATE_WRAP_MODES; CoglMaterialLayer *layer; CoglMaterialLayer *authority; CoglMaterialWrapModeInternal internal_mode = public_to_internal_wrap_mode (mode); g_return_if_fail (cogl_is_material (material)); /* Note: this will ensure that the layer exists, creating one if it * doesn't already. * * Note: If the layer already existed it's possibly owned by another * material. If the layer is created then it will be owned by * material. */ layer = _cogl_material_get_layer (material, layer_index); /* Now find the ancestor of the layer that is the authority for the * state we want to change */ authority = _cogl_material_layer_get_authority (layer, change); _cogl_material_set_layer_wrap_modes (material, layer, authority, authority->wrap_mode_s, internal_mode, authority->wrap_mode_r); } /* TODO: this should be made public once we add support for 3D textures in Cogl */ void _cogl_material_set_layer_wrap_mode_r (CoglMaterial *material, int layer_index, CoglMaterialWrapMode mode) { CoglMaterialLayerState change = COGL_MATERIAL_LAYER_STATE_WRAP_MODES; CoglMaterialLayer *layer; CoglMaterialLayer *authority; CoglMaterialWrapModeInternal internal_mode = public_to_internal_wrap_mode (mode); g_return_if_fail (cogl_is_material (material)); /* Note: this will ensure that the layer exists, creating one if it * doesn't already. * * Note: If the layer already existed it's possibly owned by another * material. If the layer is created then it will be owned by * material. */ layer = _cogl_material_get_layer (material, layer_index); /* Now find the ancestor of the layer that is the authority for the * state we want to change */ authority = _cogl_material_layer_get_authority (layer, change); _cogl_material_set_layer_wrap_modes (material, layer, authority, authority->wrap_mode_s, authority->wrap_mode_t, internal_mode); } void cogl_material_set_layer_wrap_mode (CoglMaterial *material, int layer_index, CoglMaterialWrapMode mode) { CoglMaterialLayerState change = COGL_MATERIAL_LAYER_STATE_WRAP_MODES; CoglMaterialLayer *layer; CoglMaterialLayer *authority; CoglMaterialWrapModeInternal internal_mode = public_to_internal_wrap_mode (mode); g_return_if_fail (cogl_is_material (material)); /* Note: this will ensure that the layer exists, creating one if it * doesn't already. * * Note: If the layer already existed it's possibly owned by another * material. If the layer is created then it will be owned by * material. */ layer = _cogl_material_get_layer (material, layer_index); /* Now find the ancestor of the layer that is the authority for the * state we want to change */ authority = _cogl_material_layer_get_authority (layer, change); _cogl_material_set_layer_wrap_modes (material, layer, authority, internal_mode, internal_mode, internal_mode); /* XXX: I wonder if we should really be duplicating the mode into * the 'r' wrap mode too? */ } /* FIXME: deprecate this API */ CoglMaterialWrapMode cogl_material_layer_get_wrap_mode_s (CoglMaterialLayer *layer) { CoglMaterialLayerState change = COGL_MATERIAL_LAYER_STATE_WRAP_MODES; CoglMaterialLayer *authority; g_return_val_if_fail (cogl_is_material_layer (layer), FALSE); /* Now find the ancestor of the layer that is the authority for the * state we want to change */ authority = _cogl_material_layer_get_authority (layer, change); return internal_to_public_wrap_mode (authority->wrap_mode_s); } CoglMaterialWrapMode cogl_material_get_layer_wrap_mode_s (CoglMaterial *material, int layer_index) { CoglMaterialLayer *layer; g_return_val_if_fail (cogl_is_material (material), FALSE); /* Note: this will ensure that the layer exists, creating one if it * doesn't already. * * Note: If the layer already existed it's possibly owned by another * material. If the layer is created then it will be owned by * material. */ layer = _cogl_material_get_layer (material, layer_index); /* FIXME: we shouldn't ever construct a layer in a getter function */ return cogl_material_layer_get_wrap_mode_s (layer); } /* FIXME: deprecate this API */ CoglMaterialWrapMode cogl_material_layer_get_wrap_mode_t (CoglMaterialLayer *layer) { CoglMaterialLayerState change = COGL_MATERIAL_LAYER_STATE_WRAP_MODES; CoglMaterialLayer *authority; g_return_val_if_fail (cogl_is_material_layer (layer), FALSE); /* Now find the ancestor of the layer that is the authority for the * state we want to change */ authority = _cogl_material_layer_get_authority (layer, change); return internal_to_public_wrap_mode (authority->wrap_mode_t); } CoglMaterialWrapMode cogl_material_get_layer_wrap_mode_t (CoglMaterial *material, int layer_index) { CoglMaterialLayer *layer; g_return_val_if_fail (cogl_is_material (material), FALSE); /* Note: this will ensure that the layer exists, creating one if it * doesn't already. * * Note: If the layer already existed it's possibly owned by another * material. If the layer is created then it will be owned by * material. */ layer = _cogl_material_get_layer (material, layer_index); /* FIXME: we shouldn't ever construct a layer in a getter function */ return cogl_material_layer_get_wrap_mode_t (layer); } CoglMaterialWrapMode _cogl_material_layer_get_wrap_mode_r (CoglMaterialLayer *layer) { CoglMaterialLayerState change = COGL_MATERIAL_LAYER_STATE_WRAP_MODES; CoglMaterialLayer *authority = _cogl_material_layer_get_authority (layer, change); return internal_to_public_wrap_mode (authority->wrap_mode_r); } /* TODO: make this public when we expose 3D textures. */ CoglMaterialWrapMode _cogl_material_get_layer_wrap_mode_r (CoglMaterial *material, int layer_index) { CoglMaterialLayer *layer; g_return_val_if_fail (cogl_is_material (material), FALSE); /* Note: this will ensure that the layer exists, creating one if it * doesn't already. * * Note: If the layer already existed it's possibly owned by another * material. If the layer is created then it will be owned by * material. */ layer = _cogl_material_get_layer (material, layer_index); return _cogl_material_layer_get_wrap_mode_r (layer); } static void _cogl_material_layer_get_wrap_modes (CoglMaterialLayer *layer, CoglMaterialWrapModeInternal *wrap_mode_s, CoglMaterialWrapModeInternal *wrap_mode_t, CoglMaterialWrapModeInternal *wrap_mode_r) { CoglMaterialLayer *authority = _cogl_material_layer_get_authority (layer, COGL_MATERIAL_LAYER_STATE_WRAP_MODES); *wrap_mode_s = authority->wrap_mode_s; *wrap_mode_t = authority->wrap_mode_t; *wrap_mode_r = authority->wrap_mode_r; } typedef struct { CoglMaterial *material; CoglMaterialWrapModeOverrides *wrap_mode_overrides; int i; } CoglMaterialWrapModeOverridesState; static gboolean apply_wrap_mode_overrides_cb (CoglMaterialLayer *layer, void *user_data) { CoglMaterialWrapModeOverridesState *state = user_data; CoglMaterialLayer *authority = _cogl_material_layer_get_authority (layer, COGL_MATERIAL_LAYER_STATE_WRAP_MODES); CoglMaterialWrapModeInternal wrap_mode_s; CoglMaterialWrapModeInternal wrap_mode_t; CoglMaterialWrapModeInternal wrap_mode_r; g_return_val_if_fail (state->i < 32, FALSE); wrap_mode_s = state->wrap_mode_overrides->values[state->i].s; if (wrap_mode_s == COGL_MATERIAL_WRAP_MODE_OVERRIDE_NONE) wrap_mode_s = (CoglMaterialWrapModeInternal)authority->wrap_mode_s; wrap_mode_t = state->wrap_mode_overrides->values[state->i].t; if (wrap_mode_t == COGL_MATERIAL_WRAP_MODE_OVERRIDE_NONE) wrap_mode_t = (CoglMaterialWrapModeInternal)authority->wrap_mode_t; wrap_mode_r = state->wrap_mode_overrides->values[state->i].r; if (wrap_mode_r == COGL_MATERIAL_WRAP_MODE_OVERRIDE_NONE) wrap_mode_r = (CoglMaterialWrapModeInternal)authority->wrap_mode_r; _cogl_material_set_layer_wrap_modes (state->material, layer, authority, wrap_mode_s, wrap_mode_t, wrap_mode_r); state->i++; return TRUE; } typedef struct { CoglMaterial *material; GLuint gl_texture; } CoglMaterialOverrideLayerState; static gboolean override_layer_texture_cb (CoglMaterialLayer *layer, void *user_data) { CoglMaterialOverrideLayerState *state = user_data; CoglHandle texture; GLenum gl_target; texture = _cogl_material_layer_get_texture (layer); if (texture != COGL_INVALID_HANDLE) gl_target = cogl_texture_get_gl_texture (texture, NULL, &gl_target); else gl_target = GL_TEXTURE_2D; _cogl_material_set_layer_gl_texture_slice (state->material, layer->index, texture, state->gl_texture, gl_target); return TRUE; } void _cogl_material_apply_overrides (CoglMaterial *material, CoglMaterialFlushOptions *options) { COGL_STATIC_COUNTER (apply_overrides_counter, "material overrides counter", "Increments each time we have to apply " "override options to a material", 0 /* no application private data */); COGL_COUNTER_INC (_cogl_uprof_context, apply_overrides_counter); if (options->flags & COGL_MATERIAL_FLUSH_DISABLE_MASK) { int i; /* NB: we can assume that once we see one bit to disable * a layer, all subsequent layers are also disabled. */ for (i = 0; i < 32 && options->disable_layers & (1<flags & COGL_MATERIAL_FLUSH_FALLBACK_MASK) { CoglMaterialFallbackState state; state.i = 0; state.material = material; state.fallback_layers = options->fallback_layers; _cogl_material_foreach_layer (material, fallback_layer_cb, &state); } if (options->flags & COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE) { CoglMaterialOverrideLayerState state; _cogl_material_prune_to_n_layers (material, 1); /* NB: we are overriding the first layer, but we don't know * the user's given layer_index, which is why we use * _cogl_material_foreach_layer() here even though we know * there's only one layer. */ state.material = material; state.gl_texture = options->layer0_override_texture; _cogl_material_foreach_layer (material, override_layer_texture_cb, &state); } if (options->flags & COGL_MATERIAL_FLUSH_WRAP_MODE_OVERRIDES) { CoglMaterialWrapModeOverridesState state; state.material = material; state.wrap_mode_overrides = &options->wrap_mode_overrides; state.i = 0; _cogl_material_foreach_layer (material, apply_wrap_mode_overrides_cb, &state); } } static gboolean _cogl_material_layer_texture_equal (CoglMaterialLayer *authority0, CoglMaterialLayer *authority1) { if (authority0->texture != authority1->texture) return FALSE; return TRUE; } /* Determine the mask of differences between two layers. * * XXX: If layers and materials could both be cast to a common Tree * type of some kind then we could have a unified * compare_differences() function. */ unsigned long _cogl_material_layer_compare_differences (CoglMaterialLayer *layer0, CoglMaterialLayer *layer1) { CoglMaterialLayer *node0; CoglMaterialLayer *node1; int len0; int len1; int len0_index; int len1_index; int count; int i; CoglMaterialLayer *common_ancestor = NULL; unsigned long layers_difference = 0; _COGL_GET_CONTEXT (ctx, 0); /* Algorithm: * * 1) Walk the ancestors of each layer to the root node, adding a * pointer to each ancester node to two GArrays: * ctx->material0_nodes, and ctx->material1_nodes. * * 2) Compare the arrays to find the nodes where they stop to * differ. * * 3) For each array now iterate from index 0 to the first node of * difference ORing that nodes ->difference mask into the final * material_differences mask. */ g_array_set_size (ctx->material0_nodes, 0); g_array_set_size (ctx->material1_nodes, 0); for (node0 = layer0; node0; node0 = node0->parent) g_array_append_vals (ctx->material0_nodes, &node0, 1); for (node1 = layer1; node1; node1 = node1->parent) g_array_append_vals (ctx->material1_nodes, &node1, 1); len0 = ctx->material0_nodes->len; len1 = ctx->material1_nodes->len; /* There's no point looking at the last entries since we know both * layers must have the same default layer as their root node. */ len0_index = len0 - 2; len1_index = len1 - 2; count = MIN (len0, len1) - 1; for (i = 0; i < count; i++) { node0 = g_array_index (ctx->material0_nodes, CoglMaterialLayer *, len0_index--); node1 = g_array_index (ctx->material1_nodes, CoglMaterialLayer *, len1_index--); if (node0 != node1) { common_ancestor = node0->parent; break; } } /* If we didn't already find the first the common_ancestor ancestor * that's because one material is a direct descendant of the other * and in this case the first common ancestor is the last node we * looked at. */ if (!common_ancestor) common_ancestor = node0; count = len0 - 1; for (i = 0; i < count; i++) { node0 = g_array_index (ctx->material0_nodes, CoglMaterialLayer *, i); if (node0 == common_ancestor) break; layers_difference |= node0->differences; } count = len1 - 1; for (i = 0; i < count; i++) { node1 = g_array_index (ctx->material1_nodes, CoglMaterialLayer *, i); if (node1 == common_ancestor) break; layers_difference |= node1->differences; } return layers_difference; } static gboolean _cogl_material_layer_combine_state_equal (CoglMaterialLayer *authority0, CoglMaterialLayer *authority1) { CoglMaterialLayerBigState *big_state0 = authority0->big_state; CoglMaterialLayerBigState *big_state1 = authority1->big_state; int n_args; int i; if (big_state0->texture_combine_rgb_func != big_state1->texture_combine_rgb_func) return FALSE; if (big_state0->texture_combine_alpha_func != big_state1->texture_combine_alpha_func) return FALSE; n_args = _cogl_get_n_args_for_combine_func (big_state0->texture_combine_rgb_func); for (i = 0; i < n_args; i++) { if ((big_state0->texture_combine_rgb_src[i] != big_state1->texture_combine_rgb_src[i]) || (big_state0->texture_combine_rgb_op[i] != big_state1->texture_combine_rgb_op[i])) return FALSE; } n_args = _cogl_get_n_args_for_combine_func (big_state0->texture_combine_alpha_func); for (i = 0; i < n_args; i++) { if ((big_state0->texture_combine_alpha_src[i] != big_state1->texture_combine_alpha_src[i]) || (big_state0->texture_combine_alpha_op[i] != big_state1->texture_combine_alpha_op[i])) return FALSE; } return TRUE; } static gboolean _cogl_material_layer_combine_constant_equal (CoglMaterialLayer *authority0, CoglMaterialLayer *authority1) { return memcmp (authority0->big_state->texture_combine_constant, authority1->big_state->texture_combine_constant, sizeof (float) * 4) == 0 ? TRUE : FALSE; } static gboolean _cogl_material_layer_filters_equal (CoglMaterialLayer *authority0, CoglMaterialLayer *authority1) { if (authority0->mag_filter != authority1->mag_filter) return FALSE; if (authority0->min_filter != authority1->min_filter) return FALSE; return TRUE; } static gboolean _cogl_material_layer_wrap_modes_equal (CoglMaterialLayer *authority0, CoglMaterialLayer *authority1) { if (authority0->wrap_mode_s != authority1->wrap_mode_s || authority0->wrap_mode_t != authority1->wrap_mode_t || authority0->wrap_mode_r != authority1->wrap_mode_r) return FALSE; return TRUE; } static gboolean _cogl_material_layer_user_matrix_equal (CoglMaterialLayer *authority0, CoglMaterialLayer *authority1) { CoglMaterialLayerBigState *big_state0 = authority0->big_state; CoglMaterialLayerBigState *big_state1 = authority1->big_state; if (!cogl_matrix_equal (&big_state0->matrix, &big_state1->matrix)) return FALSE; return TRUE; } typedef gboolean (*CoglMaterialLayerStateComparitor) (CoglMaterialLayer *authority0, CoglMaterialLayer *authority1); static gboolean layer_state_equal (CoglMaterialLayerState state, CoglMaterialLayer *layer0, CoglMaterialLayer *layer1, CoglMaterialLayerStateComparitor comparitor) { CoglMaterialLayer *authority0 = _cogl_material_layer_get_authority (layer0, state); CoglMaterialLayer *authority1 = _cogl_material_layer_get_authority (layer1, state); return comparitor (authority0, authority1); } static gboolean _cogl_material_layer_equal (CoglMaterialLayer *layer0, CoglMaterialLayer *layer1) { unsigned long layers_difference; if (layer0 == layer1) return TRUE; layers_difference = _cogl_material_layer_compare_differences (layer0, layer1); if (layers_difference & COGL_MATERIAL_LAYER_STATE_TEXTURE && !layer_state_equal (COGL_MATERIAL_LAYER_STATE_TEXTURE, layer0, layer1, _cogl_material_layer_texture_equal)) return FALSE; if (layers_difference & COGL_MATERIAL_LAYER_STATE_COMBINE && !layer_state_equal (COGL_MATERIAL_LAYER_STATE_COMBINE, layer0, layer1, _cogl_material_layer_combine_state_equal)) return FALSE; if (layers_difference & COGL_MATERIAL_LAYER_STATE_COMBINE_CONSTANT && !layer_state_equal (COGL_MATERIAL_LAYER_STATE_COMBINE_CONSTANT, layer0, layer1, _cogl_material_layer_combine_constant_equal)) return FALSE; if (layers_difference & COGL_MATERIAL_LAYER_STATE_FILTERS && !layer_state_equal (COGL_MATERIAL_LAYER_STATE_FILTERS, layer0, layer1, _cogl_material_layer_filters_equal)) return FALSE; if (layers_difference & COGL_MATERIAL_LAYER_STATE_WRAP_MODES && !layer_state_equal (COGL_MATERIAL_LAYER_STATE_WRAP_MODES, layer0, layer1, _cogl_material_layer_wrap_modes_equal)) return FALSE; if (layers_difference & COGL_MATERIAL_LAYER_STATE_USER_MATRIX && !layer_state_equal (COGL_MATERIAL_LAYER_STATE_USER_MATRIX, layer0, layer1, _cogl_material_layer_user_matrix_equal)) return FALSE; return TRUE; } static gboolean _cogl_material_color_equal (CoglMaterial *authority0, CoglMaterial *authority1) { return cogl_color_equal (&authority0->color, &authority1->color); } static gboolean _cogl_material_lighting_state_equal (CoglMaterial *authority0, CoglMaterial *authority1) { CoglMaterialLightingState *state0 = &authority0->big_state->lighting_state; CoglMaterialLightingState *state1 = &authority1->big_state->lighting_state; if (memcmp (state0->ambient, state1->ambient, sizeof (float) * 4) != 0) return FALSE; if (memcmp (state0->diffuse, state1->diffuse, sizeof (float) * 4) != 0) return FALSE; if (memcmp (state0->specular, state1->specular, sizeof (float) * 4) != 0) return FALSE; if (memcmp (state0->emission, state1->emission, sizeof (float) * 4) != 0) return FALSE; if (state0->shininess != state1->shininess) return FALSE; return TRUE; } static gboolean _cogl_material_alpha_state_equal (CoglMaterial *authority0, CoglMaterial *authority1) { CoglMaterialAlphaFuncState *alpha_state0 = &authority0->big_state->alpha_state; CoglMaterialAlphaFuncState *alpha_state1 = &authority1->big_state->alpha_state; if (alpha_state0->alpha_func != alpha_state1->alpha_func || alpha_state0->alpha_func_reference != alpha_state1->alpha_func_reference) return FALSE; else return TRUE; } static gboolean _cogl_material_blend_state_equal (CoglMaterial *authority0, CoglMaterial *authority1) { CoglMaterialBlendState *blend_state0 = &authority0->big_state->blend_state; CoglMaterialBlendState *blend_state1 = &authority1->big_state->blend_state; #ifndef HAVE_COGL_GLES if (blend_state0->blend_equation_rgb != blend_state1->blend_equation_rgb) return FALSE; if (blend_state0->blend_equation_alpha != blend_state1->blend_equation_alpha) return FALSE; if (blend_state0->blend_src_factor_alpha != blend_state1->blend_src_factor_alpha) return FALSE; if (blend_state0->blend_dst_factor_alpha != blend_state1->blend_dst_factor_alpha) return FALSE; #endif if (blend_state0->blend_src_factor_rgb != blend_state1->blend_src_factor_rgb) return FALSE; if (blend_state0->blend_dst_factor_rgb != blend_state1->blend_dst_factor_rgb) return FALSE; #ifndef HAVE_COGL_GLES if (!cogl_color_equal (&blend_state0->blend_constant, &blend_state1->blend_constant)) return FALSE; #endif return TRUE; } static gboolean _cogl_material_depth_state_equal (CoglMaterial *authority0, CoglMaterial *authority1) { if (authority0->big_state->depth_state.depth_test_enabled == FALSE && authority1->big_state->depth_state.depth_test_enabled == FALSE) return TRUE; else return memcmp (&authority0->big_state->depth_state, &authority1->big_state->depth_state, sizeof (CoglMaterialDepthState)) == 0; } static gboolean _cogl_material_layers_equal (CoglMaterial *authority0, CoglMaterial *authority1) { int i; if (authority0->n_layers != authority1->n_layers) return FALSE; _cogl_material_update_layers_cache (authority0); _cogl_material_update_layers_cache (authority1); for (i = 0; i < authority0->n_layers; i++) { if (!_cogl_material_layer_equal (authority0->layers_cache[i], authority1->layers_cache[i])) return FALSE; } return TRUE; } /* Determine the mask of differences between two materials */ static unsigned long _cogl_material_compare_differences (CoglMaterial *material0, CoglMaterial *material1) { CoglMaterial *node0; CoglMaterial *node1; int len0; int len1; int len0_index; int len1_index; int count; int i; CoglMaterial *common_ancestor = NULL; unsigned long materials_difference = 0; _COGL_GET_CONTEXT (ctx, 0); /* Algorithm: * * 1) Walk the ancestors of each layer to the root node, adding a * pointer to each ancester node to two GArrays: * ctx->material0_nodes, and ctx->material1_nodes. * * 2) Compare the arrays to find the nodes where they stop to * differ. * * 3) For each array now iterate from index 0 to the first node of * difference ORing that nodes ->difference mask into the final * material_differences mask. */ g_array_set_size (ctx->material0_nodes, 0); g_array_set_size (ctx->material1_nodes, 0); for (node0 = material0; node0; node0 = node0->parent) g_array_append_vals (ctx->material0_nodes, &node0, 1); for (node1 = material1; node1; node1 = node1->parent) g_array_append_vals (ctx->material1_nodes, &node1, 1); len0 = ctx->material0_nodes->len; len1 = ctx->material1_nodes->len; /* There's no point looking at the last entries since we know both * layers must have the same default layer as their root node. */ len0_index = len0 - 2; len1_index = len1 - 2; count = MIN (len0, len1) - 1; for (i = 0; i < count; i++) { node0 = g_array_index (ctx->material0_nodes, CoglMaterial *, len0_index--); node1 = g_array_index (ctx->material1_nodes, CoglMaterial *, len1_index--); if (node0 != node1) { common_ancestor = node0->parent; break; } } /* If we didn't already find the first the common_ancestor ancestor * that's because one material is a direct descendant of the other * and in this case the first common ancestor is the last node we * looked at. */ if (!common_ancestor) common_ancestor = node0; count = len0 - 1; for (i = 0; i < count; i++) { node0 = g_array_index (ctx->material0_nodes, CoglMaterial *, i); if (node0 == common_ancestor) break; materials_difference |= node0->differences; } count = len1 - 1; for (i = 0; i < count; i++) { node1 = g_array_index (ctx->material1_nodes, CoglMaterial *, i); if (node1 == common_ancestor) break; materials_difference |= node1->differences; } return materials_difference; } static gboolean simple_property_equal (CoglMaterial *material0, CoglMaterial *material1, unsigned long materials_difference, CoglMaterialState state, CoglMaterialStateComparitor comparitor) { if (materials_difference & state) { if (!comparitor (_cogl_material_get_authority (material0, state), _cogl_material_get_authority (material1, state))) return FALSE; } return TRUE; } /* Comparison of two arbitrary materials is done by: * 1) walking up the parents of each material until a common * ancestor is found, and at each step ORing together the * difference masks. * * 2) using the final difference mask to determine which state * groups to compare. * * This is used by the Cogl journal to compare materials so that it * can split up geometry that needs different OpenGL state. * * It is acceptable to have false negatives - although they will result * in redundant OpenGL calls that try and update the state. * * False positives aren't allowed. */ gboolean _cogl_material_equal (CoglMaterial *material0, CoglMaterial *material1, gboolean skip_gl_color) { unsigned long materials_difference; if (material0 == material1) return TRUE; /* First check non-sparse properties */ if (material0->real_blend_enable != material1->real_blend_enable) return FALSE; /* Then check sparse properties */ materials_difference = _cogl_material_compare_differences (material0, material1); if (materials_difference & COGL_MATERIAL_STATE_COLOR && !skip_gl_color) { CoglMaterialState state = COGL_MATERIAL_STATE_COLOR; CoglMaterial *authority0 = _cogl_material_get_authority (material0, state); CoglMaterial *authority1 = _cogl_material_get_authority (material1, state); if (!cogl_color_equal (&authority0->color, &authority1->color)) return FALSE; } if (!simple_property_equal (material0, material1, materials_difference, COGL_MATERIAL_STATE_LIGHTING, _cogl_material_lighting_state_equal)) return FALSE; if (!simple_property_equal (material0, material1, materials_difference, COGL_MATERIAL_STATE_ALPHA_FUNC, _cogl_material_alpha_state_equal)) return FALSE; /* We don't need to compare the detailed blending state if we know * blending is disabled for both materials. */ if (material0->real_blend_enable && materials_difference & COGL_MATERIAL_STATE_BLEND) { CoglMaterialState state = COGL_MATERIAL_STATE_BLEND; CoglMaterial *authority0 = _cogl_material_get_authority (material0, state); CoglMaterial *authority1 = _cogl_material_get_authority (material1, state); if (!_cogl_material_blend_state_equal (authority0, authority1)) return FALSE; } /* XXX: we don't need to compare the BLEND_ENABLE state because it's * already reflected in ->real_blend_enable */ #if 0 if (!simple_property_equal (material0, material1, materials_difference, COGL_MATERIAL_STATE_BLEND, _cogl_material_blend_enable_equal)) return FALSE; #endif if (!simple_property_equal (material0, material1, materials_difference, COGL_MATERIAL_STATE_DEPTH, _cogl_material_depth_state_equal)) return FALSE; if (!simple_property_equal (material0, material1, materials_difference, COGL_MATERIAL_STATE_LAYERS, _cogl_material_layers_equal)) return FALSE; return TRUE; } void cogl_material_get_color (CoglMaterial *material, CoglColor *color) { CoglMaterial *authority; g_return_if_fail (cogl_is_material (material)); authority = _cogl_material_get_authority (material, COGL_MATERIAL_STATE_COLOR); *color = authority->color; } /* This is used heavily by the cogl journal when logging quads */ void _cogl_material_get_colorubv (CoglMaterial *material, guint8 *color) { CoglMaterial *authority = _cogl_material_get_authority (material, COGL_MATERIAL_STATE_COLOR); _cogl_color_get_rgba_4ubv (&authority->color, color); } static void _cogl_material_prune_redundant_ancestry (CoglMaterial *material) { CoglMaterial *new_parent = material->parent; /* walk up past ancestors that are now redundant and potentially * reparent the material. */ while (new_parent->parent && (new_parent->differences | material->differences) == material->differences) new_parent = new_parent->parent; if (new_parent != material->parent) { CoglMaterial *old_parent = material->parent; material->parent = cogl_object_ref (new_parent); /* Note: the old parent may indirectly be keeping the new parent alive so we have to ref the new parent before unrefing the old */ cogl_object_unref (old_parent); } } static void _cogl_material_update_authority (CoglMaterial *material, CoglMaterial *authority, CoglMaterialState state, CoglMaterialStateComparitor comparitor) { /* If we are the current authority see if we can revert to one of * our ancestors being the authority */ if (material == authority && authority->parent != NULL) { CoglMaterial *old_authority = _cogl_material_get_authority (authority->parent, state); if (comparitor (authority, old_authority)) material->differences &= ~state; } else if (material != authority) { /* If we weren't previously the authority on this state then we * need to extended our differences mask and so it's possible * that some of our ancestry will now become redundant, so we * aim to reparent ourselves if that's true... */ material->differences |= state; _cogl_material_prune_redundant_ancestry (material); } } void cogl_material_set_color (CoglMaterial *material, const CoglColor *color) { CoglMaterialState state = COGL_MATERIAL_STATE_COLOR; CoglMaterial *authority; g_return_if_fail (cogl_is_material (material)); authority = _cogl_material_get_authority (material, state); if (cogl_color_equal (color, &authority->color)) return; /* - Flush journal primitives referencing the current state. * - Make sure the material has no dependants so it may be modified. * - If the material isn't currently an authority for the state being * changed, then initialize that state from the current authority. */ _cogl_material_pre_change_notify (material, state, color); material->color = *color; _cogl_material_update_authority (material, authority, state, _cogl_material_color_equal); handle_automatic_blend_enable (material, state); } void cogl_material_set_color4ub (CoglMaterial *material, guint8 red, guint8 green, guint8 blue, guint8 alpha) { CoglColor color; cogl_color_set_from_4ub (&color, red, green, blue, alpha); cogl_material_set_color (material, &color); } void cogl_material_set_color4f (CoglMaterial *material, float red, float green, float blue, float alpha) { CoglColor color; cogl_color_set_from_4f (&color, red, green, blue, alpha); cogl_material_set_color (material, &color); } CoglMaterialBlendEnable _cogl_material_get_blend_enabled (CoglMaterial *material) { CoglMaterial *authority; g_return_val_if_fail (cogl_is_material (material), FALSE); authority = _cogl_material_get_authority (material, COGL_MATERIAL_STATE_BLEND_ENABLE); return authority->blend_enable; } static gboolean _cogl_material_blend_enable_equal (CoglMaterial *authority0, CoglMaterial *authority1) { return authority0->blend_enable == authority1->blend_enable ? TRUE : FALSE; } void _cogl_material_set_blend_enabled (CoglMaterial *material, CoglMaterialBlendEnable enable) { CoglMaterialState state = COGL_MATERIAL_STATE_BLEND_ENABLE; CoglMaterial *authority; g_return_if_fail (cogl_is_material (material)); g_return_if_fail (enable > 1 && "don't pass TRUE or FALSE to _set_blend_enabled!"); authority = _cogl_material_get_authority (material, state); if (authority->blend_enable == enable) return; /* - Flush journal primitives referencing the current state. * - Make sure the material has no dependants so it may be modified. * - If the material isn't currently an authority for the state being * changed, then initialize that state from the current authority. */ _cogl_material_pre_change_notify (material, state, NULL); material->blend_enable = enable; _cogl_material_update_authority (material, authority, state, _cogl_material_blend_enable_equal); handle_automatic_blend_enable (material, state); } void cogl_material_get_ambient (CoglMaterial *material, CoglColor *ambient) { CoglMaterial *authority; g_return_if_fail (cogl_is_material (material)); authority = _cogl_material_get_authority (material, COGL_MATERIAL_STATE_LIGHTING); cogl_color_init_from_4fv (ambient, authority->big_state->lighting_state.ambient); } void cogl_material_set_ambient (CoglMaterial *material, const CoglColor *ambient) { CoglMaterialState state = COGL_MATERIAL_STATE_LIGHTING; CoglMaterial *authority; CoglMaterialLightingState *lighting_state; g_return_if_fail (cogl_is_material (material)); authority = _cogl_material_get_authority (material, state); lighting_state = &authority->big_state->lighting_state; if (cogl_color_equal (ambient, &lighting_state->ambient)) return; /* - Flush journal primitives referencing the current state. * - Make sure the material has no dependants so it may be modified. * - If the material isn't currently an authority for the state being * changed, then initialize that state from the current authority. */ _cogl_material_pre_change_notify (material, state, NULL); lighting_state = &material->big_state->lighting_state; lighting_state->ambient[0] = cogl_color_get_red_float (ambient); lighting_state->ambient[1] = cogl_color_get_green_float (ambient); lighting_state->ambient[2] = cogl_color_get_blue_float (ambient); lighting_state->ambient[3] = cogl_color_get_alpha_float (ambient); _cogl_material_update_authority (material, authority, state, _cogl_material_lighting_state_equal); handle_automatic_blend_enable (material, state); } void cogl_material_get_diffuse (CoglMaterial *material, CoglColor *diffuse) { CoglMaterial *authority; g_return_if_fail (cogl_is_material (material)); authority = _cogl_material_get_authority (material, COGL_MATERIAL_STATE_LIGHTING); cogl_color_init_from_4fv (diffuse, authority->big_state->lighting_state.diffuse); } void cogl_material_set_diffuse (CoglMaterial *material, const CoglColor *diffuse) { CoglMaterialState state = COGL_MATERIAL_STATE_LIGHTING; CoglMaterial *authority; CoglMaterialLightingState *lighting_state; g_return_if_fail (cogl_is_material (material)); authority = _cogl_material_get_authority (material, state); lighting_state = &authority->big_state->lighting_state; if (cogl_color_equal (diffuse, &lighting_state->diffuse)) return; /* - Flush journal primitives referencing the current state. * - Make sure the material has no dependants so it may be modified. * - If the material isn't currently an authority for the state being * changed, then initialize that state from the current authority. */ _cogl_material_pre_change_notify (material, state, NULL); lighting_state = &material->big_state->lighting_state; lighting_state->diffuse[0] = cogl_color_get_red_float (diffuse); lighting_state->diffuse[1] = cogl_color_get_green_float (diffuse); lighting_state->diffuse[2] = cogl_color_get_blue_float (diffuse); lighting_state->diffuse[3] = cogl_color_get_alpha_float (diffuse); _cogl_material_update_authority (material, authority, state, _cogl_material_lighting_state_equal); handle_automatic_blend_enable (material, state); } void cogl_material_set_ambient_and_diffuse (CoglMaterial *material, const CoglColor *color) { cogl_material_set_ambient (material, color); cogl_material_set_diffuse (material, color); } void cogl_material_get_specular (CoglMaterial *material, CoglColor *specular) { CoglMaterial *authority = material; g_return_if_fail (cogl_is_material (material)); while (!(authority->differences & COGL_MATERIAL_STATE_LIGHTING)) authority = authority->parent; cogl_color_init_from_4fv (specular, authority->big_state->lighting_state.specular); } void cogl_material_set_specular (CoglMaterial *material, const CoglColor *specular) { CoglMaterial *authority; CoglMaterialState state = COGL_MATERIAL_STATE_LIGHTING; CoglMaterialLightingState *lighting_state; g_return_if_fail (cogl_is_material (material)); authority = _cogl_material_get_authority (material, state); lighting_state = &authority->big_state->lighting_state; if (cogl_color_equal (specular, &lighting_state->specular)) return; /* - Flush journal primitives referencing the current state. * - Make sure the material has no dependants so it may be modified. * - If the material isn't currently an authority for the state being * changed, then initialize that state from the current authority. */ _cogl_material_pre_change_notify (material, state, NULL); lighting_state = &material->big_state->lighting_state; lighting_state->specular[0] = cogl_color_get_red_float (specular); lighting_state->specular[1] = cogl_color_get_green_float (specular); lighting_state->specular[2] = cogl_color_get_blue_float (specular); lighting_state->specular[3] = cogl_color_get_alpha_float (specular); _cogl_material_update_authority (material, authority, state, _cogl_material_lighting_state_equal); handle_automatic_blend_enable (material, state); } float cogl_material_get_shininess (CoglMaterial *material) { CoglMaterial *authority; g_return_val_if_fail (cogl_is_material (material), 0); authority = _cogl_material_get_authority (material, COGL_MATERIAL_STATE_LIGHTING); return authority->big_state->lighting_state.shininess; } void cogl_material_set_shininess (CoglMaterial *material, float shininess) { CoglMaterial *authority; CoglMaterialState state = COGL_MATERIAL_STATE_LIGHTING; CoglMaterialLightingState *lighting_state; g_return_if_fail (cogl_is_material (material)); if (shininess < 0.0 || shininess > 1.0) { g_warning ("Out of range shininess %f supplied for material\n", shininess); return; } authority = _cogl_material_get_authority (material, state); lighting_state = &authority->big_state->lighting_state; if (lighting_state->shininess == shininess) return; /* - Flush journal primitives referencing the current state. * - Make sure the material has no dependants so it may be modified. * - If the material isn't currently an authority for the state being * changed, then initialize that state from the current authority. */ _cogl_material_pre_change_notify (material, state, NULL); lighting_state = &material->big_state->lighting_state; lighting_state->shininess = shininess; _cogl_material_update_authority (material, authority, state, _cogl_material_lighting_state_equal); } void cogl_material_get_emission (CoglMaterial *material, CoglColor *emission) { CoglMaterial *authority; g_return_if_fail (cogl_is_material (material)); authority = _cogl_material_get_authority (material, COGL_MATERIAL_STATE_LIGHTING); cogl_color_init_from_4fv (emission, authority->big_state->lighting_state.emission); } void cogl_material_set_emission (CoglMaterial *material, const CoglColor *emission) { CoglMaterial *authority; CoglMaterialState state = COGL_MATERIAL_STATE_LIGHTING; CoglMaterialLightingState *lighting_state; g_return_if_fail (cogl_is_material (material)); authority = _cogl_material_get_authority (material, state); lighting_state = &authority->big_state->lighting_state; if (cogl_color_equal (emission, &lighting_state->emission)) return; /* - Flush journal primitives referencing the current state. * - Make sure the material has no dependants so it may be modified. * - If the material isn't currently an authority for the state being * changed, then initialize that state from the current authority. */ _cogl_material_pre_change_notify (material, state, NULL); lighting_state = &material->big_state->lighting_state; lighting_state->emission[0] = cogl_color_get_red_float (emission); lighting_state->emission[1] = cogl_color_get_green_float (emission); lighting_state->emission[2] = cogl_color_get_blue_float (emission); lighting_state->emission[3] = cogl_color_get_alpha_float (emission); _cogl_material_update_authority (material, authority, state, _cogl_material_lighting_state_equal); handle_automatic_blend_enable (material, state); } void cogl_material_set_alpha_test_function (CoglMaterial *material, CoglMaterialAlphaFunc alpha_func, float alpha_reference) { CoglMaterialState state = COGL_MATERIAL_STATE_ALPHA_FUNC; CoglMaterial *authority; CoglMaterialAlphaFuncState *alpha_state; g_return_if_fail (cogl_is_material (material)); authority = _cogl_material_get_authority (material, state); alpha_state = &authority->big_state->alpha_state; if (alpha_state->alpha_func == alpha_func && alpha_state->alpha_func_reference == alpha_reference) return; /* - Flush journal primitives referencing the current state. * - Make sure the material has no dependants so it may be modified. * - If the material isn't currently an authority for the state being * changed, then initialize that state from the current authority. */ _cogl_material_pre_change_notify (material, state, NULL); alpha_state = &material->big_state->alpha_state; alpha_state->alpha_func = alpha_func; alpha_state->alpha_func_reference = alpha_reference; _cogl_material_update_authority (material, authority, state, _cogl_material_alpha_state_equal); } GLenum arg_to_gl_blend_factor (CoglBlendStringArgument *arg) { if (arg->source.is_zero) return GL_ZERO; if (arg->factor.is_one) return GL_ONE; else if (arg->factor.is_src_alpha_saturate) return GL_SRC_ALPHA_SATURATE; else if (arg->factor.source.info->type == COGL_BLEND_STRING_COLOR_SOURCE_SRC_COLOR) { if (arg->factor.source.mask != COGL_BLEND_STRING_CHANNEL_MASK_ALPHA) { if (arg->factor.source.one_minus) return GL_ONE_MINUS_SRC_COLOR; else return GL_SRC_COLOR; } else { if (arg->factor.source.one_minus) return GL_ONE_MINUS_SRC_ALPHA; else return GL_SRC_ALPHA; } } else if (arg->factor.source.info->type == COGL_BLEND_STRING_COLOR_SOURCE_DST_COLOR) { if (arg->factor.source.mask != COGL_BLEND_STRING_CHANNEL_MASK_ALPHA) { if (arg->factor.source.one_minus) return GL_ONE_MINUS_DST_COLOR; else return GL_DST_COLOR; } else { if (arg->factor.source.one_minus) return GL_ONE_MINUS_DST_ALPHA; else return GL_DST_ALPHA; } } #ifndef HAVE_COGL_GLES else if (arg->factor.source.info->type == COGL_BLEND_STRING_COLOR_SOURCE_CONSTANT) { if (arg->factor.source.mask != COGL_BLEND_STRING_CHANNEL_MASK_ALPHA) { if (arg->factor.source.one_minus) return GL_ONE_MINUS_CONSTANT_COLOR; else return GL_CONSTANT_COLOR; } else { if (arg->factor.source.one_minus) return GL_ONE_MINUS_CONSTANT_ALPHA; else return GL_CONSTANT_ALPHA; } } #endif g_warning ("Unable to determine valid blend factor from blend string\n"); return GL_ONE; } void setup_blend_state (CoglBlendStringStatement *statement, GLenum *blend_equation, GLint *blend_src_factor, GLint *blend_dst_factor) { #ifndef HAVE_COGL_GLES switch (statement->function->type) { case COGL_BLEND_STRING_FUNCTION_ADD: *blend_equation = GL_FUNC_ADD; break; /* TODO - add more */ default: g_warning ("Unsupported blend function given"); *blend_equation = GL_FUNC_ADD; } #endif *blend_src_factor = arg_to_gl_blend_factor (&statement->args[0]); *blend_dst_factor = arg_to_gl_blend_factor (&statement->args[1]); } gboolean cogl_material_set_blend (CoglMaterial *material, const char *blend_description, GError **error) { CoglMaterialState state = COGL_MATERIAL_STATE_BLEND; CoglMaterial *authority; CoglBlendStringStatement statements[2]; CoglBlendStringStatement *rgb; CoglBlendStringStatement *a; GError *internal_error = NULL; int count; CoglMaterialBlendState *blend_state; g_return_val_if_fail (cogl_is_material (material), FALSE); count = _cogl_blend_string_compile (blend_description, COGL_BLEND_STRING_CONTEXT_BLENDING, statements, &internal_error); if (!count) { if (error) g_propagate_error (error, internal_error); else { g_warning ("Cannot compile blend description: %s\n", internal_error->message); g_error_free (internal_error); } return FALSE; } if (count == 1) rgb = a = statements; else { rgb = &statements[0]; a = &statements[1]; } authority = _cogl_material_get_authority (material, state); /* - Flush journal primitives referencing the current state. * - Make sure the material has no dependants so it may be modified. * - If the material isn't currently an authority for the state being * changed, then initialize that state from the current authority. */ _cogl_material_pre_change_notify (material, state, NULL); blend_state = &material->big_state->blend_state; #ifndef HAVE_COGL_GLES setup_blend_state (rgb, &blend_state->blend_equation_rgb, &blend_state->blend_src_factor_rgb, &blend_state->blend_dst_factor_rgb); setup_blend_state (a, &blend_state->blend_equation_alpha, &blend_state->blend_src_factor_alpha, &blend_state->blend_dst_factor_alpha); #else setup_blend_state (rgb, NULL, &blend_state->blend_src_factor_rgb, &blend_state->blend_dst_factor_rgb); #endif /* If we are the current authority see if we can revert to one of our * ancestors being the authority */ if (material == authority && authority->parent != NULL) { CoglMaterial *old_authority = _cogl_material_get_authority (authority->parent, state); if (_cogl_material_blend_state_equal (authority, old_authority)) material->differences &= ~state; } /* If we weren't previously the authority on this state then we need * to extended our differences mask and so it's possible that some * of our ancestry will now become redundant, so we aim to reparent * ourselves if that's true... */ if (material != authority) { material->differences |= state; _cogl_material_prune_redundant_ancestry (material); } handle_automatic_blend_enable (material, state); return TRUE; } void cogl_material_set_blend_constant (CoglMaterial *material, const CoglColor *constant_color) { #ifndef HAVE_COGL_GLES CoglMaterialState state = COGL_MATERIAL_STATE_BLEND; CoglMaterial *authority; CoglMaterialBlendState *blend_state; g_return_if_fail (cogl_is_material (material)); authority = _cogl_material_get_authority (material, state); blend_state = &authority->big_state->blend_state; if (cogl_color_equal (constant_color, &blend_state->blend_constant)) return; /* - Flush journal primitives referencing the current state. * - Make sure the material has no dependants so it may be modified. * - If the material isn't currently an authority for the state being * changed, then initialize that state from the current authority. */ _cogl_material_pre_change_notify (material, state, NULL); blend_state = &material->big_state->blend_state; blend_state->blend_constant = *constant_color; _cogl_material_update_authority (material, authority, state, _cogl_material_blend_state_equal); handle_automatic_blend_enable (material, state); #endif } /* XXX: for now we don't mind if the program has vertex shaders * attached but if we ever make a similar API public we should only * allow attaching of programs containing fragment shaders. Eventually * we will have a CoglPipeline abstraction to also cover vertex * processing. */ void _cogl_material_set_user_program (CoglMaterial *material, CoglHandle program) { CoglMaterialState state = COGL_MATERIAL_STATE_USER_SHADER; CoglMaterial *authority; g_return_if_fail (cogl_is_material (material)); authority = _cogl_material_get_authority (material, state); if (authority->big_state->user_program == program) return; /* - Flush journal primitives referencing the current state. * - Make sure the material has no dependants so it may be modified. * - If the material isn't currently an authority for the state being * changed, then initialize that state from the current authority. */ _cogl_material_pre_change_notify (material, state, NULL); if (program != COGL_INVALID_HANDLE) _cogl_material_set_backend (material, COGL_MATERIAL_BACKEND_DEFAULT); /* If we are the current authority see if we can revert to one of our * ancestors being the authority */ if (material == authority && authority->parent != NULL) { CoglMaterial *old_authority = _cogl_material_get_authority (authority->parent, state); if (old_authority->big_state->user_program == program) material->differences &= ~state; } else if (material != authority) { /* If we weren't previously the authority on this state then we * need to extended our differences mask and so it's possible * that some of our ancestry will now become redundant, so we * aim to reparent ourselves if that's true... */ material->differences |= state; _cogl_material_prune_redundant_ancestry (material); } if (program != COGL_INVALID_HANDLE) cogl_handle_ref (program); if (authority == material && material->big_state->user_program != COGL_INVALID_HANDLE) cogl_handle_unref (material->big_state->user_program); material->big_state->user_program = program; handle_automatic_blend_enable (material, state); } void cogl_material_set_depth_test_enabled (CoglMaterial *material, gboolean enable) { CoglMaterialState state = COGL_MATERIAL_STATE_DEPTH; CoglMaterial *authority; CoglMaterialDepthState *depth_state; g_return_if_fail (cogl_is_material (material)); authority = _cogl_material_get_authority (material, state); depth_state = &authority->big_state->depth_state; if (depth_state->depth_test_enabled == enable) return; /* - Flush journal primitives referencing the current state. * - Make sure the material has no dependants so it may be modified. * - If the material isn't currently an authority for the state being * changed, then initialize that state from the current authority. */ _cogl_material_pre_change_notify (material, state, NULL); material->big_state->depth_state.depth_test_enabled = enable; _cogl_material_update_authority (material, authority, state, _cogl_material_depth_state_equal); } gboolean cogl_material_get_depth_test_enabled (CoglMaterial *material) { CoglMaterial *authority; g_return_val_if_fail (cogl_is_material (material), FALSE); authority = _cogl_material_get_authority (material, COGL_MATERIAL_STATE_DEPTH); return authority->big_state->depth_state.depth_test_enabled; } void cogl_material_set_depth_writing_enabled (CoglMaterial *material, gboolean enable) { CoglMaterialState state = COGL_MATERIAL_STATE_DEPTH; CoglMaterial *authority; CoglMaterialDepthState *depth_state; g_return_if_fail (cogl_is_material (material)); authority = _cogl_material_get_authority (material, state); depth_state = &authority->big_state->depth_state; if (depth_state->depth_writing_enabled == enable) return; /* - Flush journal primitives referencing the current state. * - Make sure the material has no dependants so it may be modified. * - If the material isn't currently an authority for the state being * changed, then initialize that state from the current authority. */ _cogl_material_pre_change_notify (material, state, NULL); material->big_state->depth_state.depth_writing_enabled = enable; _cogl_material_update_authority (material, authority, state, _cogl_material_depth_state_equal); } gboolean cogl_material_get_depth_writing_enabled (CoglMaterial *material) { CoglMaterial *authority; g_return_val_if_fail (cogl_is_material (material), TRUE); authority = _cogl_material_get_authority (material, COGL_MATERIAL_STATE_DEPTH); return authority->big_state->depth_state.depth_writing_enabled; } void cogl_material_set_depth_test_function (CoglMaterial *material, CoglDepthTestFunction function) { CoglMaterialState state = COGL_MATERIAL_STATE_DEPTH; CoglMaterial *authority; CoglMaterialDepthState *depth_state; g_return_if_fail (cogl_is_material (material)); authority = _cogl_material_get_authority (material, state); depth_state = &authority->big_state->depth_state; if (depth_state->depth_test_function == function) return; /* - Flush journal primitives referencing the current state. * - Make sure the material has no dependants so it may be modified. * - If the material isn't currently an authority for the state being * changed, then initialize that state from the current authority. */ _cogl_material_pre_change_notify (material, state, NULL); material->big_state->depth_state.depth_test_function = function; _cogl_material_update_authority (material, authority, state, _cogl_material_depth_state_equal); } CoglDepthTestFunction cogl_material_get_depth_test_function (CoglMaterial *material) { CoglMaterial *authority; g_return_val_if_fail (cogl_is_material (material), COGL_DEPTH_TEST_FUNCTION_LESS); authority = _cogl_material_get_authority (material, COGL_MATERIAL_STATE_DEPTH); return authority->big_state->depth_state.depth_test_function; } gboolean cogl_material_set_depth_range (CoglMaterial *material, float near_val, float far_val, GError **error) { #ifndef COGL_HAS_GLES CoglMaterialState state = COGL_MATERIAL_STATE_DEPTH; CoglMaterial *authority; CoglMaterialDepthState *depth_state; g_return_val_if_fail (cogl_is_material (material), FALSE); authority = _cogl_material_get_authority (material, state); depth_state = &authority->big_state->depth_state; if (depth_state->depth_range_near == near_val && depth_state->depth_range_far == far_val) return TRUE; /* - Flush journal primitives referencing the current state. * - Make sure the material has no dependants so it may be modified. * - If the material isn't currently an authority for the state being * changed, then initialize that state from the current authority. */ _cogl_material_pre_change_notify (material, state, NULL); material->big_state->depth_state.depth_range_near = near_val; material->big_state->depth_state.depth_range_far = far_val; _cogl_material_update_authority (material, authority, state, _cogl_material_depth_state_equal); return TRUE; #else g_set_error (error, COGL_ERROR, COGL_ERROR_MISSING_FEATURE, "glDepthRange not available on GLES 1"); return FALSE; #endif } void cogl_material_get_depth_range (CoglMaterial *material, float *near_val, float *far_val) { CoglMaterial *authority; g_return_if_fail (cogl_is_material (material)); authority = _cogl_material_get_authority (material, COGL_MATERIAL_STATE_DEPTH); *near_val = authority->big_state->depth_state.depth_range_near; *far_val = authority->big_state->depth_state.depth_range_far; } unsigned long _cogl_material_get_age (CoglMaterial *material) { g_return_val_if_fail (cogl_is_material (material), 0); return material->age; } static CoglMaterialLayer * _cogl_material_layer_copy (CoglMaterialLayer *src) { CoglMaterialLayer *layer = g_slice_new (CoglMaterialLayer); int i; cogl_object_ref (src); layer->_parent = src->_parent; layer->owner = NULL; layer->parent = src; if (src->has_children) src->children = g_list_prepend (src->children, layer); else { src->has_children = TRUE; src->first_child = layer; src->children = NULL; } layer->has_children = FALSE; layer->index = src->index; layer->differences = 0; layer->has_big_state = FALSE; for (i = 0; i < COGL_MATERIAL_N_BACKENDS; i++) layer->backend_priv[i] = NULL; return _cogl_material_layer_object_new (layer); } static void _cogl_material_layer_unparent (CoglMaterialLayer *layer) { CoglMaterialLayer *parent = layer->parent; if (parent == NULL) return; g_return_if_fail (parent->has_children); if (parent->first_child == layer) { if (parent->children) { parent->first_child = parent->children->data; parent->children = g_list_delete_link (parent->children, parent->children); } else parent->has_children = FALSE; } else parent->children = g_list_remove (parent->children, layer); cogl_object_unref (parent); } static void _cogl_material_layer_free (CoglMaterialLayer *layer) { int i; _cogl_material_layer_unparent (layer); /* NB: layers may be used by multiple materials which may be using * different backends, therefore we determine which backends to * notify based on the private state pointers for each backend... */ for (i = 0; i < COGL_MATERIAL_N_BACKENDS; i++) { if (layer->backend_priv[i] && backends[i]->free_layer_priv) backends[i]->free_layer_priv (layer); } if (layer->differences & COGL_MATERIAL_LAYER_STATE_TEXTURE) cogl_handle_unref (layer->texture); if (layer->differences & COGL_MATERIAL_LAYER_STATE_NEEDS_BIG_STATE) g_slice_free (CoglMaterialLayerBigState, layer->big_state); g_slice_free (CoglMaterialLayer, layer); } /* If a layer has descendants we can't modify it freely * * If the layer is owned and the owner has descendants we can't * modify it freely. * * In both cases when we can't freely modify a layer we can either: * - create a new layer; splice it in to replace the layer so it can * be directly modified. * XXX: disadvantage is that we have to invalidate the layers_cache * for the owner and its descendants. * - create a new derived layer and modify that. */ /* XXX: how is the caller expected to deal with ref-counting? * * If the layer can't be freely modified and we return a new layer * then that will effectively make the caller own a new reference * which doesn't happen if we simply modify the given layer. * * We could make it consistent by taking a reference on the layer if * we don't create a new one. At least this way the caller could * deal with it consistently, though the semantics are a bit * strange. * * Alternatively we could leave it to the caller to check * ...? */ void _cogl_material_init_default_layers (void) { CoglMaterialLayer *layer = g_slice_new0 (CoglMaterialLayer); CoglMaterialLayerBigState *big_state = g_slice_new0 (CoglMaterialLayerBigState); CoglMaterialLayer *new; int i; _COGL_GET_CONTEXT (ctx, NO_RETVAL); layer->has_children = FALSE; layer->index = 0; for (i = 0; i < COGL_MATERIAL_N_BACKENDS; i++) layer->backend_priv[i] = NULL; layer->differences = COGL_MATERIAL_LAYER_STATE_ALL_SPARSE; layer->unit_index = 0; layer->texture = COGL_INVALID_HANDLE; layer->texture_overridden = FALSE; layer->mag_filter = COGL_MATERIAL_FILTER_LINEAR; layer->min_filter = COGL_MATERIAL_FILTER_LINEAR; layer->wrap_mode_s = COGL_MATERIAL_WRAP_MODE_AUTOMATIC; layer->wrap_mode_t = COGL_MATERIAL_WRAP_MODE_AUTOMATIC; layer->wrap_mode_r = COGL_MATERIAL_WRAP_MODE_AUTOMATIC; layer->big_state = big_state; layer->has_big_state = TRUE; /* Choose the same default combine mode as OpenGL: * RGBA = MODULATE(PREVIOUS[RGBA],TEXTURE[RGBA]) */ big_state->texture_combine_rgb_func = GL_MODULATE; big_state->texture_combine_rgb_src[0] = GL_PREVIOUS; big_state->texture_combine_rgb_src[1] = GL_TEXTURE; big_state->texture_combine_rgb_op[0] = GL_SRC_COLOR; big_state->texture_combine_rgb_op[1] = GL_SRC_COLOR; big_state->texture_combine_alpha_func = GL_MODULATE; big_state->texture_combine_alpha_src[0] = GL_PREVIOUS; big_state->texture_combine_alpha_src[1] = GL_TEXTURE; big_state->texture_combine_alpha_op[0] = GL_SRC_ALPHA; big_state->texture_combine_alpha_op[1] = GL_SRC_ALPHA; cogl_matrix_init_identity (&big_state->matrix); ctx->default_layer_0 = _cogl_material_layer_object_new (layer); /* TODO: we should make default_layer_n comprise of two * descendants of default_layer_0: * - the first descendant should change the texture combine * to what we expect is most commonly used for multitexturing * - the second should revert the above change. * * why? the documentation for how a new layer is initialized * doesn't say that layers > 0 have different defaults so unless * we change the documentation we can't use different defaults, * but if the user does what we expect and changes the * texture combine then we can revert the authority to the * first descendant which means we can maximize the number * of layers with a common ancestor. * * The main problem will be that we'll need to disable the * optimizations for flattening the ancestry when we make * the second descendant which reverts the state. */ ctx->default_layer_n = _cogl_material_layer_copy (layer); new = _cogl_material_set_layer_unit (NULL, ctx->default_layer_n, 1); g_assert (new == ctx->default_layer_n); /* Since we passed a newly allocated layer we don't expect that * _set_layer_unit() will have to allocate *another* layer. */ /* Finally we create a dummy dependant for ->default_layer_n which * effectively ensures that ->default_layer_n and ->default_layer_0 * remain immutable. */ ctx->dummy_layer_dependant = _cogl_material_layer_copy (ctx->default_layer_n); } static void setup_texture_combine_state (CoglBlendStringStatement *statement, GLint *texture_combine_func, GLint *texture_combine_src, GLint *texture_combine_op) { int i; switch (statement->function->type) { case COGL_BLEND_STRING_FUNCTION_REPLACE: *texture_combine_func = GL_REPLACE; break; case COGL_BLEND_STRING_FUNCTION_MODULATE: *texture_combine_func = GL_MODULATE; break; case COGL_BLEND_STRING_FUNCTION_ADD: *texture_combine_func = GL_ADD; break; case COGL_BLEND_STRING_FUNCTION_ADD_SIGNED: *texture_combine_func = GL_ADD_SIGNED; break; case COGL_BLEND_STRING_FUNCTION_INTERPOLATE: *texture_combine_func = GL_INTERPOLATE; break; case COGL_BLEND_STRING_FUNCTION_SUBTRACT: *texture_combine_func = GL_SUBTRACT; break; case COGL_BLEND_STRING_FUNCTION_DOT3_RGB: *texture_combine_func = GL_DOT3_RGB; break; case COGL_BLEND_STRING_FUNCTION_DOT3_RGBA: *texture_combine_func = GL_DOT3_RGBA; break; } for (i = 0; i < statement->function->argc; i++) { CoglBlendStringArgument *arg = &statement->args[i]; switch (arg->source.info->type) { case COGL_BLEND_STRING_COLOR_SOURCE_CONSTANT: texture_combine_src[i] = GL_CONSTANT; break; case COGL_BLEND_STRING_COLOR_SOURCE_TEXTURE: texture_combine_src[i] = GL_TEXTURE; break; case COGL_BLEND_STRING_COLOR_SOURCE_TEXTURE_N: texture_combine_src[i] = GL_TEXTURE0 + arg->source.texture; break; case COGL_BLEND_STRING_COLOR_SOURCE_PRIMARY: texture_combine_src[i] = GL_PRIMARY_COLOR; break; case COGL_BLEND_STRING_COLOR_SOURCE_PREVIOUS: texture_combine_src[i] = GL_PREVIOUS; break; default: g_warning ("Unexpected texture combine source"); texture_combine_src[i] = GL_TEXTURE; } if (arg->source.mask == COGL_BLEND_STRING_CHANNEL_MASK_RGB) { if (statement->args[i].source.one_minus) texture_combine_op[i] = GL_ONE_MINUS_SRC_COLOR; else texture_combine_op[i] = GL_SRC_COLOR; } else { if (statement->args[i].source.one_minus) texture_combine_op[i] = GL_ONE_MINUS_SRC_ALPHA; else texture_combine_op[i] = GL_SRC_ALPHA; } } } gboolean cogl_material_set_layer_combine (CoglMaterial *material, int layer_index, const char *combine_description, GError **error) { CoglMaterialLayerState state = COGL_MATERIAL_LAYER_STATE_COMBINE; CoglMaterialLayer *authority; CoglMaterialLayer *layer; CoglBlendStringStatement statements[2]; CoglBlendStringStatement split[2]; CoglBlendStringStatement *rgb; CoglBlendStringStatement *a; GError *internal_error = NULL; int count; g_return_val_if_fail (cogl_is_material (material), FALSE); /* Note: this will ensure that the layer exists, creating one if it * doesn't already. * * Note: If the layer already existed it's possibly owned by another * material. If the layer is created then it will be owned by * material. */ layer = _cogl_material_get_layer (material, layer_index); /* Now find the ancestor of the layer that is the authority for the * state we want to change */ authority = _cogl_material_layer_get_authority (layer, state); count = _cogl_blend_string_compile (combine_description, COGL_BLEND_STRING_CONTEXT_TEXTURE_COMBINE, statements, &internal_error); if (!count) { if (error) g_propagate_error (error, internal_error); else { g_warning ("Cannot compile combine description: %s\n", internal_error->message); g_error_free (internal_error); } return FALSE; } if (statements[0].mask == COGL_BLEND_STRING_CHANNEL_MASK_RGBA) { _cogl_blend_string_split_rgba_statement (statements, &split[0], &split[1]); rgb = &split[0]; a = &split[1]; } else { rgb = &statements[0]; a = &statements[1]; } /* FIXME: compare the new state with the current state! */ /* possibly flush primitives referencing the current state... */ layer = _cogl_material_layer_pre_change_notify (material, layer, state); setup_texture_combine_state (rgb, &layer->big_state->texture_combine_rgb_func, layer->big_state->texture_combine_rgb_src, layer->big_state->texture_combine_rgb_op); setup_texture_combine_state (a, &layer->big_state->texture_combine_alpha_func, layer->big_state->texture_combine_alpha_src, layer->big_state->texture_combine_alpha_op); /* If the original layer we found is currently the authority on * the state we are changing see if we can revert to one of our * ancestors being the authority. */ if (layer == authority && authority->parent != NULL) { CoglMaterialLayer *old_authority = _cogl_material_layer_get_authority (authority->parent, state); if (_cogl_material_layer_combine_state_equal (authority, old_authority)) { layer->differences &= ~state; g_assert (layer->owner == material); if (layer->differences == 0) _cogl_material_prune_empty_layer_difference (material, layer); goto changed; } } /* If we weren't previously the authority on this state then we need * to extended our differences mask and so it's possible that some * of our ancestry will now become redundant, so we aim to reparent * ourselves if that's true... */ if (layer != authority) { layer->differences |= state; _cogl_material_layer_prune_redundant_ancestry (layer); } changed: handle_automatic_blend_enable (material, COGL_MATERIAL_STATE_LAYERS); return TRUE; } void cogl_material_set_layer_combine_constant (CoglMaterial *material, int layer_index, const CoglColor *constant_color) { CoglMaterialLayerState state = COGL_MATERIAL_LAYER_STATE_COMBINE_CONSTANT; CoglMaterialLayer *layer; CoglMaterialLayer *authority; CoglMaterialLayer *new; g_return_if_fail (cogl_is_material (material)); /* Note: this will ensure that the layer exists, creating one if it * doesn't already. * * Note: If the layer already existed it's possibly owned by another * material. If the layer is created then it will be owned by * material. */ layer = _cogl_material_get_layer (material, layer_index); /* Now find the ancestor of the layer that is the authority for the * state we want to change */ authority = _cogl_material_layer_get_authority (layer, state); if (memcmp (authority->big_state->texture_combine_constant, constant_color, sizeof (float) * 4) == 0) return; new = _cogl_material_layer_pre_change_notify (material, layer, state); if (new != layer) layer = new; else { /* If the original layer we found is currently the authority on * the state we are changing see if we can revert to one of our * ancestors being the authority. */ if (layer == authority && authority->parent != NULL) { CoglMaterialLayer *old_authority = _cogl_material_layer_get_authority (authority->parent, state); CoglMaterialLayerBigState *old_big_state = old_authority->big_state; if (memcmp (old_big_state->texture_combine_constant, constant_color, sizeof (float) * 4) == 0) { layer->differences &= ~state; g_assert (layer->owner == material); if (layer->differences == 0) _cogl_material_prune_empty_layer_difference (material, layer); goto changed; } } } layer->big_state->texture_combine_constant[0] = cogl_color_get_red_float (constant_color); layer->big_state->texture_combine_constant[1] = cogl_color_get_green_float (constant_color); layer->big_state->texture_combine_constant[2] = cogl_color_get_blue_float (constant_color); layer->big_state->texture_combine_constant[3] = cogl_color_get_alpha_float (constant_color); /* If we weren't previously the authority on this state then we need * to extended our differences mask and so it's possible that some * of our ancestry will now become redundant, so we aim to reparent * ourselves if that's true... */ if (layer != authority) { layer->differences |= state; _cogl_material_layer_prune_redundant_ancestry (layer); } changed: handle_automatic_blend_enable (material, COGL_MATERIAL_STATE_LAYERS); } void cogl_material_set_layer_matrix (CoglMaterial *material, int layer_index, const CoglMatrix *matrix) { CoglMaterialLayerState state = COGL_MATERIAL_LAYER_STATE_USER_MATRIX; CoglMaterialLayer *layer; CoglMaterialLayer *authority; CoglMaterialLayer *new; g_return_if_fail (cogl_is_material (material)); /* Note: this will ensure that the layer exists, creating one if it * doesn't already. * * Note: If the layer already existed it's possibly owned by another * material. If the layer is created then it will be owned by * material. */ layer = _cogl_material_get_layer (material, layer_index); /* Now find the ancestor of the layer that is the authority for the * state we want to change */ authority = _cogl_material_layer_get_authority (layer, state); if (cogl_matrix_equal (matrix, &authority->big_state->matrix)) return; new = _cogl_material_layer_pre_change_notify (material, layer, state); if (new != layer) layer = new; else { /* If the original layer we found is currently the authority on * the state we are changing see if we can revert to one of our * ancestors being the authority. */ if (layer == authority && authority->parent != NULL) { CoglMaterialLayer *old_authority = _cogl_material_layer_get_authority (authority->parent, state); if (cogl_matrix_equal (matrix, &old_authority->big_state->matrix)) { layer->differences &= ~state; g_assert (layer->owner == material); if (layer->differences == 0) _cogl_material_prune_empty_layer_difference (material, layer); return; } } } layer->big_state->matrix = *matrix; /* If we weren't previously the authority on this state then we need * to extended our differences mask and so it's possible that some * of our ancestry will now become redundant, so we aim to reparent * ourselves if that's true... */ if (layer != authority) { layer->differences |= state; _cogl_material_layer_prune_redundant_ancestry (layer); } } void cogl_material_remove_layer (CoglMaterial *material, int layer_index) { CoglMaterial *authority; CoglMaterialLayerInfo layer_info; int i; g_return_if_fail (cogl_is_material (material)); authority = _cogl_material_get_authority (material, COGL_MATERIAL_STATE_LAYERS); /* The layer index of the layer we want info about */ layer_info.layer_index = layer_index; /* This will be updated with a reference to the layer being removed * if it can be found. */ layer_info.layer = NULL; /* This will be filled in with a list of layers that need to be * dropped down to a lower texture unit to fill the gap of the * removed layer. */ layer_info.layers_to_shift = g_alloca (sizeof (CoglMaterialLayer *) * authority->n_layers); layer_info.n_layers_to_shift = 0; /* Unlike when we query layer info when adding a layer we must * always have a complete layers_to_shift list... */ layer_info.ignore_shift_layers_if_found = FALSE; _cogl_material_get_layer_info (authority, &layer_info); if (layer_info.layer == NULL) return; for (i = 0; i < layer_info.n_layers_to_shift; i++) { CoglMaterialLayer *shift_layer = layer_info.layers_to_shift[i]; int unit_index = _cogl_material_layer_get_unit_index (shift_layer); _cogl_material_set_layer_unit (material, shift_layer, unit_index - 1); /* NB: shift_layer may not be writeable so _set_layer_unit() * will allocate a derived layer internally which will become * owned by material. Check the return value if we need to do * anything else with this layer. */ } _cogl_material_remove_layer_difference (material, layer_info.layer, TRUE); _cogl_material_try_reverting_layers_authority (material, NULL); handle_automatic_blend_enable (material, COGL_MATERIAL_STATE_LAYERS); } static gboolean prepend_layer_to_list_cb (CoglMaterialLayer *layer, void *user_data) { GList **layers = user_data; *layers = g_list_prepend (*layers, layer); return TRUE; } /* TODO: deprecate this API and replace it with * cogl_material_foreach_layer * TODO: update the docs to note that if the user modifies any layers * then the list may become invalid. */ const GList * cogl_material_get_layers (CoglMaterial *material) { g_return_val_if_fail (cogl_is_material (material), NULL); if (!material->deprecated_get_layers_list_dirty) g_list_free (material->deprecated_get_layers_list); material->deprecated_get_layers_list = NULL; _cogl_material_foreach_layer (material, prepend_layer_to_list_cb, &material->deprecated_get_layers_list); material->deprecated_get_layers_list = g_list_reverse (material->deprecated_get_layers_list); material->deprecated_get_layers_list_dirty = 0; return material->deprecated_get_layers_list; } int cogl_material_get_n_layers (CoglMaterial *material) { CoglMaterial *authority; g_return_val_if_fail (cogl_is_material (material), 0); authority = _cogl_material_get_authority (material, COGL_MATERIAL_STATE_LAYERS); return authority->n_layers; } /* FIXME: deprecate and replace with * cogl_material_get_layer_type() instead. */ CoglMaterialLayerType cogl_material_layer_get_type (CoglMaterialLayer *layer) { return COGL_MATERIAL_LAYER_TYPE_TEXTURE; } /* FIXME: deprecate and replace with * cogl_material_get_layer_texture() instead. */ CoglHandle cogl_material_layer_get_texture (CoglMaterialLayer *layer) { g_return_val_if_fail (cogl_is_material_layer (layer), COGL_INVALID_HANDLE); return _cogl_material_layer_get_texture (layer); } gboolean _cogl_material_layer_has_user_matrix (CoglMaterialLayer *layer) { CoglMaterialLayer *authority; g_return_val_if_fail (cogl_is_material_layer (layer), FALSE); authority = _cogl_material_layer_get_authority (layer, COGL_MATERIAL_LAYER_STATE_USER_MATRIX); /* If the authority is the default material then no, otherwise yes */ return authority->parent ? TRUE : FALSE; } static void _cogl_material_layer_get_filters (CoglMaterialLayer *layer, CoglMaterialFilter *min_filter, CoglMaterialFilter *mag_filter) { CoglMaterialLayer *authority = _cogl_material_layer_get_authority (layer, COGL_MATERIAL_LAYER_STATE_FILTERS); *min_filter = authority->min_filter; *mag_filter = authority->mag_filter; } void _cogl_material_layer_pre_paint (CoglMaterialLayer *layer) { CoglMaterialLayer *texture_authority; texture_authority = _cogl_material_layer_get_authority (layer, COGL_MATERIAL_LAYER_STATE_TEXTURE); if (texture_authority->texture != COGL_INVALID_HANDLE) { CoglTexturePrePaintFlags flags = 0; CoglMaterialFilter min_filter; CoglMaterialFilter mag_filter; _cogl_material_layer_get_filters (layer, &min_filter, &mag_filter); if (min_filter == COGL_MATERIAL_FILTER_NEAREST_MIPMAP_NEAREST || min_filter == COGL_MATERIAL_FILTER_LINEAR_MIPMAP_NEAREST || min_filter == COGL_MATERIAL_FILTER_NEAREST_MIPMAP_LINEAR || min_filter == COGL_MATERIAL_FILTER_LINEAR_MIPMAP_LINEAR) flags |= COGL_TEXTURE_NEEDS_MIPMAP; _cogl_texture_pre_paint (layer->texture, flags); } } CoglMaterialFilter cogl_material_layer_get_min_filter (CoglMaterialLayer *layer) { CoglMaterialLayer *authority; g_return_val_if_fail (cogl_is_material_layer (layer), 0); authority = _cogl_material_layer_get_authority (layer, COGL_MATERIAL_LAYER_STATE_FILTERS); return authority->min_filter; } CoglMaterialFilter cogl_material_layer_get_mag_filter (CoglMaterialLayer *layer) { CoglMaterialLayer *authority; g_return_val_if_fail (cogl_is_material_layer (layer), 0); authority = _cogl_material_layer_get_authority (layer, COGL_MATERIAL_LAYER_STATE_FILTERS); return authority->mag_filter; } void cogl_material_set_layer_filters (CoglMaterial *material, int layer_index, CoglMaterialFilter min_filter, CoglMaterialFilter mag_filter) { CoglMaterialLayerState change = COGL_MATERIAL_LAYER_STATE_FILTERS; CoglMaterialLayer *layer; CoglMaterialLayer *authority; CoglMaterialLayer *new; g_return_if_fail (cogl_is_material (material)); /* Note: this will ensure that the layer exists, creating one if it * doesn't already. * * Note: If the layer already existed it's possibly owned by another * material. If the layer is created then it will be owned by * material. */ layer = _cogl_material_get_layer (material, layer_index); /* Now find the ancestor of the layer that is the authority for the * state we want to change */ authority = _cogl_material_layer_get_authority (layer, change); if (authority->min_filter == min_filter && authority->mag_filter == mag_filter) return; new = _cogl_material_layer_pre_change_notify (material, layer, change); if (new != layer) layer = new; else { /* If the original layer we found is currently the authority on * the state we are changing see if we can revert to one of our * ancestors being the authority. */ if (layer == authority && authority->parent != NULL) { CoglMaterialLayer *old_authority = _cogl_material_layer_get_authority (authority->parent, change); if (old_authority->min_filter == min_filter && old_authority->mag_filter == mag_filter) { layer->differences &= ~change; g_assert (layer->owner == material); if (layer->differences == 0) _cogl_material_prune_empty_layer_difference (material, layer); return; } } } layer->min_filter = min_filter; layer->mag_filter = mag_filter; /* If we weren't previously the authority on this state then we need * to extended our differences mask and so it's possible that some * of our ancestry will now become redundant, so we aim to reparent * ourselves if that's true... */ if (layer != authority) { layer->differences |= change; _cogl_material_layer_prune_redundant_ancestry (layer); } } static void disable_texture_unit (int unit_index) { CoglTextureUnit *unit; _COGL_GET_CONTEXT (ctx, NO_RETVAL); unit = &g_array_index (ctx->texture_units, CoglTextureUnit, unit_index); if (unit->enabled) { _cogl_set_active_texture_unit (unit_index); GE (glDisable (unit->current_gl_target)); unit->enabled = FALSE; } } void _cogl_gl_use_program_wrapper (GLuint program) { #ifdef COGL_MATERIAL_BACKEND_GLSL _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (ctx->current_gl_program == program) return; if (program) { GLenum gl_error; while ((gl_error = glGetError ()) != GL_NO_ERROR) ; glUseProgram (program); if (glGetError () != GL_NO_ERROR) { GE (glUseProgram (0)); ctx->current_gl_program = 0; return; } } else GE (glUseProgram (0)); ctx->current_gl_program = program; #endif } static void disable_glsl (void) { #ifdef COGL_MATERIAL_BACKEND_GLSL _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (ctx->current_use_program_type == COGL_MATERIAL_PROGRAM_TYPE_GLSL) _cogl_gl_use_program_wrapper (0); #endif } static void disable_arbfp (void) { #ifdef COGL_MATERIAL_BACKEND_ARBFP _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (ctx->current_use_program_type == COGL_MATERIAL_PROGRAM_TYPE_ARBFP) GE (glDisable (GL_FRAGMENT_PROGRAM_ARB)); #endif } void _cogl_use_program (CoglHandle program_handle, CoglMaterialProgramType type) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); switch (type) { #ifdef COGL_MATERIAL_BACKEND_GLSL case COGL_MATERIAL_PROGRAM_TYPE_GLSL: { /* The GLES2 backend currently manages its own codegen for * fixed function API fallbacks and manages its own shader * state. */ #ifndef HAVE_COGL_GLES2 CoglProgram *program = _cogl_program_pointer_from_handle (program_handle); _cogl_gl_use_program_wrapper (program->gl_handle); disable_arbfp (); #endif ctx->current_use_program_type = type; break; } #else case COGL_MATERIAL_PROGRAM_TYPE_GLSL: g_warning ("Unexpected use of GLSL backend!"); break; #endif #ifdef COGL_MATERIAL_BACKEND_ARBFP case COGL_MATERIAL_PROGRAM_TYPE_ARBFP: /* _cogl_gl_use_program_wrapper can be called by cogl-program.c * so we can't bailout without making sure we glUseProgram (0) * first. */ disable_glsl (); if (ctx->current_use_program_type == COGL_MATERIAL_PROGRAM_TYPE_ARBFP) break; GE (glEnable (GL_FRAGMENT_PROGRAM_ARB)); ctx->current_use_program_type = type; break; #else case COGL_MATERIAL_PROGRAM_TYPE_ARBFP: g_warning ("Unexpected use of GLSL backend!"); break; #endif #ifdef COGL_MATERIAL_BACKEND_FIXED case COGL_MATERIAL_PROGRAM_TYPE_FIXED: /* _cogl_gl_use_program_wrapper can be called by cogl-program.c * so we can't bailout without making sure we glUseProgram (0) * first. */ disable_glsl (); if (ctx->current_use_program_type == COGL_MATERIAL_PROGRAM_TYPE_FIXED) break; disable_arbfp (); ctx->current_use_program_type = type; #endif } } #if defined (COGL_MATERIAL_BACKEND_GLSL) || \ defined (COGL_MATERIAL_BACKEND_ARBFP) int _cogl_get_max_texture_image_units (void) { _COGL_GET_CONTEXT (ctx, 0); /* This function is called quite often so we cache the value to avoid too many GL calls */ if (G_UNLIKELY (ctx->max_texture_image_units == -1)) { ctx->max_texture_image_units = 1; GE (glGetIntegerv (GL_MAX_TEXTURE_IMAGE_UNITS, &ctx->max_texture_image_units)); } return ctx->max_texture_image_units; } #endif static void _cogl_material_layer_get_texture_info (CoglMaterialLayer *layer, CoglHandle *texture, GLuint *gl_texture, GLuint *gl_target) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); *texture = layer->texture; if (G_UNLIKELY (*texture == COGL_INVALID_HANDLE)) *texture = ctx->default_gl_texture_2d_tex; cogl_texture_get_gl_texture (*texture, gl_texture, gl_target); return; } #ifndef HAVE_COGL_GLES static gboolean blend_factor_uses_constant (GLenum blend_factor) { return (blend_factor == GL_CONSTANT_COLOR || blend_factor == GL_ONE_MINUS_CONSTANT_COLOR || blend_factor == GL_CONSTANT_ALPHA || blend_factor == GL_ONE_MINUS_CONSTANT_ALPHA); } #endif static void flush_depth_state (CoglMaterialDepthState *depth_state) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (ctx->depth_test_function_cache != depth_state->depth_test_function) { GE (glDepthFunc (depth_state->depth_test_function)); ctx->depth_test_function_cache = depth_state->depth_test_function; } if (ctx->depth_writing_enabled_cache != depth_state->depth_writing_enabled) { GE (glDepthMask (depth_state->depth_writing_enabled ? GL_TRUE : GL_FALSE)); ctx->depth_writing_enabled_cache = depth_state->depth_writing_enabled; } #ifndef COGL_HAS_GLES if (ctx->depth_range_near_cache != depth_state->depth_range_near || ctx->depth_range_far_cache != depth_state->depth_range_far) { #ifdef COGL_HAS_GLES2 GE (glDepthRangef (depth_state->depth_range_near, depth_state->depth_range_far)); #else GE (glDepthRange (depth_state->depth_range_near, depth_state->depth_range_far)); #endif ctx->depth_range_near_cache = depth_state->depth_range_near; ctx->depth_range_far_cache = depth_state->depth_range_far; } #endif /* COGL_HAS_GLES */ } static void _cogl_material_flush_color_blend_alpha_depth_state ( CoglMaterial *material, unsigned long materials_difference, gboolean skip_gl_color) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (!skip_gl_color) { if ((materials_difference & COGL_MATERIAL_STATE_COLOR) || /* Assume if we were previously told to skip the color, then * the current color needs updating... */ ctx->current_material_skip_gl_color) { CoglMaterial *authority = _cogl_material_get_authority (material, COGL_MATERIAL_STATE_COLOR); GE (glColor4ub (cogl_color_get_red_byte (&authority->color), cogl_color_get_green_byte (&authority->color), cogl_color_get_blue_byte (&authority->color), cogl_color_get_alpha_byte (&authority->color))); } } if (materials_difference & COGL_MATERIAL_STATE_LIGHTING) { CoglMaterial *authority = _cogl_material_get_authority (material, COGL_MATERIAL_STATE_LIGHTING); CoglMaterialLightingState *lighting_state = &authority->big_state->lighting_state; /* FIXME - we only need to set these if lighting is enabled... */ GLfloat shininess = lighting_state->shininess * 128.0f; GE (glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT, lighting_state->ambient)); GE (glMaterialfv (GL_FRONT_AND_BACK, GL_DIFFUSE, lighting_state->diffuse)); GE (glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, lighting_state->specular)); GE (glMaterialfv (GL_FRONT_AND_BACK, GL_EMISSION, lighting_state->emission)); GE (glMaterialfv (GL_FRONT_AND_BACK, GL_SHININESS, &shininess)); } if (materials_difference & COGL_MATERIAL_STATE_BLEND) { CoglMaterial *authority = _cogl_material_get_authority (material, COGL_MATERIAL_STATE_BLEND); CoglMaterialBlendState *blend_state = &authority->big_state->blend_state; #if defined (HAVE_COGL_GLES2) gboolean have_blend_equation_seperate = TRUE; gboolean have_blend_func_separate = TRUE; #elif defined (HAVE_COGL_GL) gboolean have_blend_equation_seperate = FALSE; gboolean have_blend_func_separate = FALSE; if (ctx->drv.pf_glBlendEquationSeparate) /* Only GL 2.0 + */ have_blend_equation_seperate = TRUE; if (ctx->drv.pf_glBlendFuncSeparate) /* Only GL 1.4 + */ have_blend_func_separate = TRUE; #endif #ifndef HAVE_COGL_GLES /* GLES 1 only has glBlendFunc */ if (blend_factor_uses_constant (blend_state->blend_src_factor_rgb) || blend_factor_uses_constant (blend_state->blend_src_factor_alpha) || blend_factor_uses_constant (blend_state->blend_dst_factor_rgb) || blend_factor_uses_constant (blend_state->blend_dst_factor_alpha)) { float red = cogl_color_get_red_float (&blend_state->blend_constant); float green = cogl_color_get_green_float (&blend_state->blend_constant); float blue = cogl_color_get_blue_float (&blend_state->blend_constant); float alpha = cogl_color_get_alpha_float (&blend_state->blend_constant); GE (glBlendColor (red, green, blue, alpha)); } if (have_blend_equation_seperate && blend_state->blend_equation_rgb != blend_state->blend_equation_alpha) GE (glBlendEquationSeparate (blend_state->blend_equation_rgb, blend_state->blend_equation_alpha)); else GE (glBlendEquation (blend_state->blend_equation_rgb)); if (have_blend_func_separate && (blend_state->blend_src_factor_rgb != blend_state->blend_src_factor_alpha || (blend_state->blend_src_factor_rgb != blend_state->blend_src_factor_alpha))) GE (glBlendFuncSeparate (blend_state->blend_src_factor_rgb, blend_state->blend_dst_factor_rgb, blend_state->blend_src_factor_alpha, blend_state->blend_dst_factor_alpha)); else #endif GE (glBlendFunc (blend_state->blend_src_factor_rgb, blend_state->blend_dst_factor_rgb)); } if (materials_difference & COGL_MATERIAL_STATE_ALPHA_FUNC) { CoglMaterial *authority = _cogl_material_get_authority (material, COGL_MATERIAL_STATE_ALPHA_FUNC); CoglMaterialAlphaFuncState *alpha_state = &authority->big_state->alpha_state; /* NB: Currently the Cogl defines are compatible with the GL ones: */ GE (glAlphaFunc (alpha_state->alpha_func, alpha_state->alpha_func_reference)); } if (materials_difference & COGL_MATERIAL_STATE_DEPTH) { CoglMaterial *authority = _cogl_material_get_authority (material, COGL_MATERIAL_STATE_DEPTH); CoglMaterialDepthState *depth_state = &authority->big_state->depth_state; if (depth_state->depth_test_enabled) { if (ctx->depth_test_enabled_cache != TRUE) { GE (glEnable (GL_DEPTH_TEST)); ctx->depth_test_enabled_cache = depth_state->depth_test_enabled; } flush_depth_state (depth_state); } else if (ctx->depth_test_enabled_cache != FALSE) { GE (glDisable (GL_DEPTH_TEST)); ctx->depth_test_enabled_cache = depth_state->depth_test_enabled; } } if (material->real_blend_enable != ctx->gl_blend_enable_cache) { if (material->real_blend_enable) GE (glEnable (GL_BLEND)); else GE (glDisable (GL_BLEND)); /* XXX: we shouldn't update any other blend state if blending * is disabled! */ ctx->gl_blend_enable_cache = material->real_blend_enable; } } static int get_max_activateable_texture_units (void) { _COGL_GET_CONTEXT (ctx, 0); if (G_UNLIKELY (ctx->max_activateable_texture_units == -1)) { #ifdef HAVE_COGL_GL GLint max_tex_coords; GLint max_combined_tex_units; GE (glGetIntegerv (GL_MAX_TEXTURE_COORDS, &max_tex_coords)); GE (glGetIntegerv (GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_combined_tex_units)); ctx->max_activateable_texture_units = MAX (max_tex_coords - 1, max_combined_tex_units); #else GE (glGetIntegerv (GL_MAX_TEXTURE_UNITS, &ctx->max_activateable_texture_units)); #endif } return ctx->max_activateable_texture_units; } typedef struct { int i; unsigned long *layer_differences; } CoglMaterialFlushLayerState; static gboolean flush_layers_common_gl_state_cb (CoglMaterialLayer *layer, void *user_data) { CoglMaterialFlushLayerState *flush_state = user_data; int unit_index = flush_state->i; CoglTextureUnit *unit = _cogl_get_texture_unit (unit_index); unsigned long layers_difference = flush_state->layer_differences[unit_index]; /* There may not be enough texture units so we can bail out if * that's the case... */ if (G_UNLIKELY (unit_index >= get_max_activateable_texture_units ())) { static gboolean shown_warning = FALSE; if (!shown_warning) { g_warning ("Your hardware does not have enough texture units" "to handle this many texture layers"); shown_warning = TRUE; } return FALSE; } if (layers_difference & COGL_MATERIAL_LAYER_STATE_TEXTURE) { CoglMaterialLayer *authority = _cogl_material_layer_get_authority (layer, COGL_MATERIAL_LAYER_STATE_TEXTURE); CoglHandle texture = NULL; GLuint gl_texture; GLenum gl_target; _cogl_material_layer_get_texture_info (authority, &texture, &gl_texture, &gl_target); _cogl_set_active_texture_unit (unit_index); /* NB: There are several Cogl components and some code in * Clutter that will temporarily bind arbitrary GL textures to * query and modify texture object parameters. If you look at * _cogl_bind_gl_texture_transient() you can see we make sure * that such code always binds to texture unit 1 which means we * can't rely on the unit->gl_texture state if unit->index == 1. * * Because texture unit 1 is a bit special we actually defer any * necessary glBindTexture for it until the end of * _cogl_material_flush_gl_state(). * * NB: we get notified whenever glDeleteTextures is used (see * _cogl_delete_gl_texture()) where we invalidate * unit->gl_texture references to deleted textures so it's safe * to compare unit->gl_texture with gl_texture. (Without the * hook it would be possible to delete a GL texture and create a * new one with the same name and comparing unit->gl_texture and * gl_texture wouldn't detect that.) * * NB: for foreign textures we don't know how the deletion of * the GL texture objects correspond to the deletion of the * CoglTextures so if there was previously a foreign texture * associated with the texture unit then we can't assume that we * aren't seeing a recycled texture name so we have to bind. */ if (unit->gl_texture != gl_texture || unit->is_foreign) { if (unit_index != 1) GE (glBindTexture (gl_target, gl_texture)); unit->gl_texture = gl_texture; } unit->is_foreign = _cogl_texture_is_foreign (texture); /* Disable the previous target if it was different and it's * still enabled */ if (unit->enabled && unit->current_gl_target != gl_target) GE (glDisable (unit->current_gl_target)); if (!G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_TEXTURING) && (!unit->enabled || unit->current_gl_target != gl_target)) { GE (glEnable (gl_target)); unit->enabled = TRUE; unit->current_gl_target = gl_target; } /* The texture_storage_changed boolean indicates if the * CoglTexture's underlying GL texture storage has changed since * it was flushed to the texture unit. We've just flushed the * latest state so we can reset this. */ unit->texture_storage_changed = FALSE; } else { /* Even though there may be no difference between the last flushed * texture state and the current layers texture state it may be that the * texture unit has been disabled for some time so we need to assert that * it's enabled now. */ if (!G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_TEXTURING) && !unit->enabled) { GE (glEnable (unit->current_gl_target)); unit->enabled = TRUE; } } if (layers_difference & COGL_MATERIAL_LAYER_STATE_USER_MATRIX) { CoglMaterialLayerState state = COGL_MATERIAL_LAYER_STATE_USER_MATRIX; CoglMaterialLayer *authority = _cogl_material_layer_get_authority (layer, state); _cogl_matrix_stack_set (unit->matrix_stack, &authority->big_state->matrix); _cogl_matrix_stack_flush_to_gl (unit->matrix_stack, COGL_MATRIX_TEXTURE); } cogl_object_ref (layer); if (unit->layer != NULL) cogl_object_unref (unit->layer); unit->layer = layer; unit->layer_changes_since_flush = 0; flush_state->i++; return TRUE; } static void _cogl_material_flush_common_gl_state (CoglMaterial *material, unsigned long materials_difference, unsigned long *layer_differences, gboolean skip_gl_color) { CoglMaterialFlushLayerState state; _COGL_GET_CONTEXT (ctx, NO_RETVAL); _cogl_material_flush_color_blend_alpha_depth_state (material, materials_difference, skip_gl_color); state.i = 0; state.layer_differences = layer_differences; _cogl_material_foreach_layer (material, flush_layers_common_gl_state_cb, &state); /* Disable additional texture units that may have previously been in use.. */ for (; state.i < ctx->texture_units->len; state.i++) disable_texture_unit (state.i); } /* Re-assert the layer's wrap modes on the given CoglTexture. * * Note: we don't simply forward the wrap modes to layer->texture * since the actual texture being used may have been overridden. */ static void _cogl_material_layer_forward_wrap_modes (CoglMaterialLayer *layer, CoglHandle texture) { CoglMaterialWrapModeInternal wrap_mode_s, wrap_mode_t, wrap_mode_r; GLenum gl_wrap_mode_s, gl_wrap_mode_t, gl_wrap_mode_r; if (texture == COGL_INVALID_HANDLE) return; _cogl_material_layer_get_wrap_modes (layer, &wrap_mode_s, &wrap_mode_t, &wrap_mode_r); /* Update the wrap mode on the texture object. The texture backend should cache the value so that it will be a no-op if the object already has the same wrap mode set. The backend is best placed to do this because it knows how many of the coordinates will actually be used (ie, a 1D texture only cares about the 's' coordinate but a 3D texture would use all three). GL uses the wrap mode as part of the texture object state but we are pretending it's part of the per-layer environment state. This will break if the application tries to use different modes in different layers using the same texture. */ if (wrap_mode_s == COGL_MATERIAL_WRAP_MODE_INTERNAL_AUTOMATIC) gl_wrap_mode_s = GL_CLAMP_TO_EDGE; else gl_wrap_mode_s = wrap_mode_s; if (wrap_mode_t == COGL_MATERIAL_WRAP_MODE_INTERNAL_AUTOMATIC) gl_wrap_mode_t = GL_CLAMP_TO_EDGE; else gl_wrap_mode_t = wrap_mode_t; if (wrap_mode_r == COGL_MATERIAL_WRAP_MODE_INTERNAL_AUTOMATIC) gl_wrap_mode_r = GL_CLAMP_TO_EDGE; else gl_wrap_mode_r = wrap_mode_r; _cogl_texture_set_wrap_mode_parameters (texture, gl_wrap_mode_s, gl_wrap_mode_t, gl_wrap_mode_r); } /* OpenGL associates the min/mag filters and repeat modes with the * texture object not the texture unit so we always have to re-assert * the filter and repeat modes whenever we use a texture since it may * be referenced by multiple materials with different modes. * * XXX: GL_ARB_sampler_objects fixes this in OpenGL so we should * eventually look at using this extension when available. */ static void foreach_texture_unit_update_filter_and_wrap_modes (void) { int i; _COGL_GET_CONTEXT (ctx, NO_RETVAL); for (i = 0; i < ctx->texture_units->len; i++) { CoglTextureUnit *unit = &g_array_index (ctx->texture_units, CoglTextureUnit, i); if (!unit->enabled) break; if (unit->layer) { CoglHandle texture = _cogl_material_layer_get_texture (unit->layer); CoglMaterialFilter min; CoglMaterialFilter mag; _cogl_material_layer_get_filters (unit->layer, &min, &mag); _cogl_texture_set_filters (texture, min, mag); _cogl_material_layer_forward_wrap_modes (unit->layer, texture); } } } typedef struct { int i; unsigned long *layer_differences; } CoglMaterialCompareLayersState; static gboolean compare_layer_differences_cb (CoglMaterialLayer *layer, void *user_data) { CoglMaterialCompareLayersState *state = user_data; CoglTextureUnit *unit = _cogl_get_texture_unit (state->i); if (unit->layer == layer) state->layer_differences[state->i] = unit->layer_changes_since_flush; else if (unit->layer) { state->layer_differences[state->i] = unit->layer_changes_since_flush; state->layer_differences[state->i] |= _cogl_material_layer_compare_differences (layer, unit->layer); } else state->layer_differences[state->i] = COGL_MATERIAL_LAYER_STATE_ALL_SPARSE; /* XXX: There is always a possibility that a CoglTexture's * underlying GL texture storage has been changed since it was last * bound to a texture unit which is why we have a callback into * _cogl_material_texture_storage_change_notify whenever a textures * underlying GL texture storage changes which will set the * unit->texture_intern_changed flag. If we see that's been set here * then we force an update of the texture state... */ if (unit->texture_storage_changed) state->layer_differences[state->i] |= COGL_MATERIAL_LAYER_STATE_TEXTURE; state->i++; return TRUE; } typedef struct { const CoglMaterialBackend *backend; CoglMaterial *material; unsigned long *layer_differences; gboolean error_adding_layer; gboolean added_layer; } CoglMaterialBackendAddLayerState; static gboolean backend_add_layer_cb (CoglMaterialLayer *layer, void *user_data) { CoglMaterialBackendAddLayerState *state = user_data; const CoglMaterialBackend *backend = state->backend; CoglMaterial *material = state->material; int unit_index = _cogl_material_layer_get_unit_index (layer); CoglTextureUnit *unit = _cogl_get_texture_unit (unit_index); _COGL_GET_CONTEXT (ctx, FALSE); /* NB: We don't support the random disabling of texture * units, so as soon as we hit a disabled unit we know all * subsequent units are also disabled */ if (!unit->enabled) return FALSE; if (G_UNLIKELY (unit_index >= backend->get_max_texture_units ())) { int j; for (j = unit_index; j < ctx->texture_units->len; j++) disable_texture_unit (j); /* TODO: although this isn't considered an error that * warrants falling back to a different backend we * should print a warning here. */ return FALSE; } /* Either generate per layer code snippets or setup the * fixed function glTexEnv for each layer... */ if (G_LIKELY (backend->add_layer (material, layer, state->layer_differences[unit_index]))) state->added_layer = TRUE; else { state->error_adding_layer = TRUE; return FALSE; } return TRUE; } /* * _cogl_material_flush_gl_state: * * Details of override options: * ->fallback_mask: is a bitmask of the material layers that need to be * replaced with the default, fallback textures. The fallback textures are * fully transparent textures so they hopefully wont contribute to the * texture combining. * * The intention of fallbacks is to try and preserve * the number of layers the user is expecting so that texture coordinates * they gave will mostly still correspond to the textures they intended, and * have a fighting chance of looking close to their originally intended * result. * * ->disable_mask: is a bitmask of the material layers that will simply have * texturing disabled. It's only really intended for disabling all layers * > X; i.e. we'd expect to see a contiguous run of 0 starting from the LSB * and at some point the remaining bits flip to 1. It might work to disable * arbitrary layers; though I'm not sure a.t.m how OpenGL would take to * that. * * The intention of the disable_mask is for emitting geometry when the user * hasn't supplied enough texture coordinates for all the layers and it's * not possible to auto generate default texture coordinates for those * layers. * * ->layer0_override_texture: forcibly tells us to bind this GL texture name for * layer 0 instead of plucking the gl_texture from the CoglTexture of layer * 0. * * The intention of this is for any primitives that supports sliced textures. * The code will can iterate each of the slices and re-flush the material * forcing the GL texture of each slice in turn. * * ->wrap_mode_overrides: overrides the wrap modes set on each * layer. This is used to implement the automatic wrap mode. * * XXX: It might also help if we could specify a texture matrix for code * dealing with slicing that would be multiplied with the users own matrix. * * Normaly texture coords in the range [0, 1] refer to the extents of the * texture, but when your GL texture represents a slice of the real texture * (from the users POV) then a texture matrix would be a neat way of * transforming the mapping for each slice. * * Currently for textured rectangles we manually calculate the texture * coords for each slice based on the users given coords, but this solution * isn't ideal, and can't be used with CoglVertexBuffers. */ void _cogl_material_flush_gl_state (CoglMaterial *material, gboolean skip_gl_color) { unsigned long materials_difference; int n_layers; unsigned long *layer_differences = NULL; int i; CoglTextureUnit *unit1; COGL_STATIC_TIMER (material_flush_timer, "Mainloop", /* parent */ "Material Flush", "The time spent flushing material state", 0 /* no application private data */); _COGL_GET_CONTEXT (ctx, NO_RETVAL); COGL_TIMER_START (_cogl_uprof_context, material_flush_timer); if (ctx->current_material == material) materials_difference = ctx->current_material_changes_since_flush; else if (ctx->current_material) { materials_difference = ctx->current_material_changes_since_flush; materials_difference |= _cogl_material_compare_differences (ctx->current_material, material); } else materials_difference = COGL_MATERIAL_STATE_ALL_SPARSE; /* Get a layer_differences mask for each layer to be flushed */ n_layers = cogl_material_get_n_layers (material); if (n_layers) { CoglMaterialCompareLayersState state; layer_differences = g_alloca (sizeof (unsigned long *) * n_layers); memset (layer_differences, 0, sizeof (layer_differences)); state.i = 0; state.layer_differences = layer_differences; _cogl_material_foreach_layer (material, compare_layer_differences_cb, &state); } /* First flush everything that's the same regardless of which * material backend is being used... * * 1) top level state: * glColor (or skip if a vertex attribute is being used for color) * blend state * alpha test state (except for GLES 2.0) * * 2) then foreach layer: * determine gl_target/gl_texture * bind texture * enable/disable target * flush user matrix * * Note: After _cogl_material_flush_common_gl_state you can expect * all state of the layers corresponding texture unit to be * updated. */ _cogl_material_flush_common_gl_state (material, materials_difference, layer_differences, skip_gl_color); /* Now flush the fragment processing state according to the current * fragment processing backend. * * Note: Some of the backends may not support the current material * configuration and in that case it will report an error and we * will fallback to a different backend. * * NB: if material->backend != COGL_MATERIAL_BACKEND_UNDEFINED then * we have previously managed to successfully flush this material * with the given backend so we will simply use that to avoid * fallback code paths. */ if (material->backend == COGL_MATERIAL_BACKEND_UNDEFINED) _cogl_material_set_backend (material, COGL_MATERIAL_BACKEND_DEFAULT); for (i = material->backend; i < G_N_ELEMENTS (backends); i++, _cogl_material_set_backend (material, i)) { const CoglMaterialBackend *backend = backends[i]; CoglMaterialBackendAddLayerState state; /* E.g. For backends generating code they can setup their * scratch buffers here... */ if (G_UNLIKELY (!backend->start (material, n_layers, materials_difference))) continue; state.backend = backend; state.material = material; state.layer_differences = layer_differences; state.error_adding_layer = FALSE; state.added_layer = FALSE; _cogl_material_foreach_layer (material, backend_add_layer_cb, &state); if (G_UNLIKELY (state.error_adding_layer)) continue; if (!state.added_layer && backend->passthrough && G_UNLIKELY (!backend->passthrough (material))) continue; /* For backends generating code they may compile and link their * programs here, update any uniforms and tell OpenGL to use * that program. */ if (G_UNLIKELY (!backend->end (material, materials_difference))) continue; break; } /* FIXME: This reference is actually resulting in lots of * copy-on-write reparenting because one-shot materials end up * living for longer than necessary and so any later modification of * the parent will cause a copy-on-write. * * XXX: The issue should largely go away when we switch to using * weak materials for overrides. */ cogl_object_ref (material); if (ctx->current_material != NULL) cogl_object_unref (ctx->current_material); ctx->current_material = material; ctx->current_material_changes_since_flush = 0; ctx->current_material_skip_gl_color = skip_gl_color; /* Handle the fact that OpenGL associates texture filter and wrap * modes with the texture objects not the texture units... */ foreach_texture_unit_update_filter_and_wrap_modes (); /* If this material has more than one layer then we always need * to make sure we rebind the texture for unit 1. * * NB: various components of Cogl may temporarily bind arbitrary * textures to texture unit 1 so they can query and modify texture * object parameters. cogl-material.c (See * _cogl_bind_gl_texture_transient) */ unit1 = _cogl_get_texture_unit (1); if (unit1->enabled && unit1->dirty_gl_texture) { _cogl_set_active_texture_unit (1); GE (glBindTexture (unit1->current_gl_target, unit1->gl_texture)); unit1->dirty_gl_texture = FALSE; } COGL_TIMER_STOP (_cogl_uprof_context, material_flush_timer); } /* While a material is referenced by the Cogl journal we can not allow * modifications, so this gives us a mechanism to track journal * references separately */ CoglMaterial * _cogl_material_journal_ref (CoglMaterial *material) { material->journal_ref_count++; return cogl_object_ref (material); } void _cogl_material_journal_unref (CoglMaterial *material) { material->journal_ref_count--; cogl_object_unref (material); } void _cogl_material_apply_legacy_state (CoglMaterial *material) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); /* It was a mistake that we ever copied the OpenGL style API for * associating these things directly with the context when we * originally wrote Cogl. Until the corresponding deprecated APIs * can be removed though we now shoehorn the state changes through * the cogl_material API instead. */ if (ctx->current_program) _cogl_material_set_user_program (material, ctx->current_program); if (ctx->legacy_depth_test_enabled) cogl_material_set_depth_test_enabled (material, TRUE); } void _cogl_material_set_static_breadcrumb (CoglMaterial *material, const char *breadcrumb) { material->has_static_breadcrumb = TRUE; material->static_breadcrumb = breadcrumb; }