/* * 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 */ #ifndef __COGL_MATERIAL_PRIVATE_H #define __COGL_MATERIAL_PRIVATE_H #include "cogl-material.h" #include "cogl-matrix.h" #include "cogl-matrix-stack.h" #include "cogl-handle.h" #include /* * cogl-material.c owns the GPU's texture unit state so we have some * private structures for describing the current state of a texture * unit that we track in a per context array (ctx->texture_units) that * grows according to the largest texture unit used so far... * * Roughly speaking the members in this structure are of two kinds: * either they are a low level reflection of the state we send to * OpenGL or they are for high level meta data assoicated with the * texture unit when flushing CoglMaterialLayers that is typically * used to optimize subsequent re-flushing of the same layer. * * The low level members are at the top, and the high level members * start with the .layer member. */ typedef struct _CoglTextureUnit { /* The base 0 texture unit index which can be used with * glActiveTexture () */ int index; /* Whether or not the corresponding gl_target has been glEnabled */ gboolean enabled; /* The GL target currently glEnabled or the target last enabled * if .enabled == FALSE */ GLenum current_gl_target; /* The raw GL texture object name for which we called glBindTexture when * we flushed the last layer. (NB: The CoglTexture associated * with a layer may represent more than one GL texture) */ GLuint gl_texture; /* Foreign textures are those not created or deleted by Cogl. If we ever * call glBindTexture for a foreign texture then the next time we are * asked to glBindTexture we can't try and optimize a redundant state * change because we don't know if the original texture name was deleted * and now we are being asked to bind a recycled name. */ gboolean is_foreign; /* We have many components in Cogl that need to temporarily bind arbitrary * textures e.g. to query texture object parameters and since we don't * want that to result in too much redundant reflushing of layer state * when all that's needed is to re-bind the layer's gl_texture we use this * to track when the unit->gl_texture state is out of sync with the GL * texture object really bound too (GL_TEXTURE0+unit->index). * * XXX: as a further optimization cogl-material.c uses a convention * of always using texture unit 1 for these transient bindings so we * can assume this is only ever TRUE for unit 1. */ gboolean dirty_gl_texture; /* A matrix stack giving us the means to associate a texture * transform matrix with the texture unit. */ CoglMatrixStack *matrix_stack; /* * Higher level layer state associated with the unit... */ /* The CoglMaterialLayer whos state was flushed to update this * texture unit last. * * This will be set to NULL if the layer is modified or freed which * means when we come to flush a layer; if this pointer is still * valid and == to the layer being flushed we don't need to update * any texture unit state. */ CoglMaterialLayer *layer; /* To help minimize the state changes required we track the * difference flags associated with the layer whos state was last * flushed to update this texture unit. * * Note: we track this explicitly because .layer may get invalidated * if that layer is modified or deleted. Even if the layer is * invalidated though these flags can be used to optimize the state * flush of the next layer */ unsigned long layer_changes_since_flush; /* Whenever a CoglTexture's internal GL texture storage changes * cogl-material.c is notified with a call to * _cogl_material_texture_storage_change_notify which inturn sets * this to TRUE for each texture unit that it is currently bound * too. When we later come to flush some material state then we will * always check this to potentially force an update of the texture * state even if the material hasn't changed. */ gboolean texture_storage_changed; } CoglTextureUnit; CoglTextureUnit * _cogl_get_texture_unit (int index_); void _cogl_destroy_texture_units (void); void _cogl_bind_gl_texture_transient (GLenum gl_target, GLuint gl_texture, gboolean is_foreign); #if defined (HAVE_COGL_GL) /* NB: material->backend is currently a 3bit unsigned int bitfield */ #define COGL_MATERIAL_BACKEND_GLSL 0 #define COGL_MATERIAL_BACKEND_GLSL_MASK (1L<<0) #define COGL_MATERIAL_BACKEND_ARBFP 1 #define COGL_MATERIAL_BACKEND_ARBFP_MASK (1L<<1) #define COGL_MATERIAL_BACKEND_FIXED 2 #define COGL_MATERIAL_BACKEND_FIXED_MASK (1L<<2) #define COGL_MATERIAL_N_BACKENDS 3 #elif defined (HAVE_COGL_GLES2) #define COGL_MATERIAL_BACKEND_GLSL 0 #define COGL_MATERIAL_BACKEND_GLSL_MASK (1L<<0) #define COGL_MATERIAL_BACKEND_FIXED 1 #define COGL_MATERIAL_BACKEND_FIXED_MASK (1L<<1) #define COGL_MATERIAL_N_BACKENDS 2 #else /* HAVE_COGL_GLES */ #define COGL_MATERIAL_BACKEND_FIXED 0 #define COGL_MATERIAL_BACKEND_FIXED_MASK (1L<<0) #define COGL_MATERIAL_N_BACKENDS 1 #endif #define COGL_MATERIAL_BACKEND_DEFAULT 0 #define COGL_MATERIAL_BACKEND_UNDEFINED 3 typedef enum { COGL_MATERIAL_LAYER_STATE_UNIT = 1L<<0, COGL_MATERIAL_LAYER_STATE_TEXTURE = 1L<<1, COGL_MATERIAL_LAYER_STATE_FILTERS = 1L<<2, COGL_MATERIAL_LAYER_STATE_WRAP_MODES = 1L<<3, COGL_MATERIAL_LAYER_STATE_COMBINE = 1L<<4, COGL_MATERIAL_LAYER_STATE_COMBINE_CONSTANT = 1L<<5, COGL_MATERIAL_LAYER_STATE_USER_MATRIX = 1L<<6, /* COGL_MATERIAL_LAYER_STATE_TEXTURE_INTERN = 1L<<7, */ COGL_MATERIAL_LAYER_STATE_ALL_SPARSE = COGL_MATERIAL_LAYER_STATE_UNIT | COGL_MATERIAL_LAYER_STATE_TEXTURE | COGL_MATERIAL_LAYER_STATE_FILTERS | COGL_MATERIAL_LAYER_STATE_WRAP_MODES | COGL_MATERIAL_LAYER_STATE_COMBINE | COGL_MATERIAL_LAYER_STATE_COMBINE_CONSTANT | COGL_MATERIAL_LAYER_STATE_USER_MATRIX, COGL_MATERIAL_LAYER_STATE_NEEDS_BIG_STATE = COGL_MATERIAL_LAYER_STATE_COMBINE | COGL_MATERIAL_LAYER_STATE_COMBINE_CONSTANT | COGL_MATERIAL_LAYER_STATE_USER_MATRIX } CoglMaterialLayerState; typedef struct { /* The texture combine state determines how the color of individual * texture fragments are calculated. */ GLint texture_combine_rgb_func; GLint texture_combine_rgb_src[3]; GLint texture_combine_rgb_op[3]; GLint texture_combine_alpha_func; GLint texture_combine_alpha_src[3]; GLint texture_combine_alpha_op[3]; float texture_combine_constant[4]; /* The texture matrix dscribes how to transform texture coordinates */ CoglMatrix matrix; } CoglMaterialLayerBigState; struct _CoglMaterialLayer { /* XXX: Please think twice about adding members that *have* be * initialized during a _cogl_material_layer_copy. We are aiming * to have copies be as cheap as possible and copies may be * done by the primitives APIs which means they may happen * in performance critical code paths. * * XXX: If you are extending the state we track please consider if * the state is expected to vary frequently across many materials or * if the state can be shared among many derived materials instead. * This will determine if the state should be added directly to this * structure which will increase the memory overhead for *all* * layers or if instead it can go under ->big_state. */ /* the parent in terms of class hierarchy */ CoglObject _parent; /* Some layers have a material owner, which is to say that the layer * is referenced in that materials->layer_differences list. A layer * doesn't always have an owner and may simply be an ancestor for * other layers that keeps track of some shared state. */ CoglMaterial *owner; /* Layers are sparse structures defined as a diff against * their parent... */ CoglMaterialLayer *parent; /* As an optimization for creating leaf node layers (the most * common) we don't require any list node allocations to link * to a single descendant. */ CoglMaterialLayer *first_child; /* Layers are sparse structures defined as a diff against * their parent and may have multiple children which depend * on them to define the values of properties which they don't * change. */ GList *children; /* The lowest index is blended first then others on top */ int index; /* Different material backends (GLSL/ARBfp/Fixed Function) may * want to associate private data with a layer... * * NB: we have per backend pointers because a layer may be * associated with multiple materials with different backends. */ void *backend_priv[COGL_MATERIAL_N_BACKENDS]; /* A mask of which state groups are different in this layer * in comparison to its parent. */ unsigned long differences; /* Common differences * * As a basic way to reduce memory usage we divide the layer * state into two groups; the minimal state modified in 90% of * all layers and the rest, so that the second group can * be allocated dynamically when required. */ /* Each layer is directly associated with a single texture unit */ int unit_index; /* The texture for this layer, or COGL_INVALID_HANDLE for an empty * layer */ CoglHandle texture; gboolean texture_overridden; /* If ->texture_overridden == TRUE then the texture is instead * defined by these... */ GLuint slice_gl_texture; GLenum slice_gl_target; CoglMaterialFilter mag_filter; CoglMaterialFilter min_filter; CoglMaterialWrapMode wrap_mode_s; CoglMaterialWrapMode wrap_mode_t; CoglMaterialWrapMode wrap_mode_r; /* Infrequent differences aren't currently tracked in * a separate, dynamically allocated structure as they are * for materials... */ CoglMaterialLayerBigState *big_state; /* bitfields */ /* Determines if layer->first_child and layer->children are * initialized pointers. */ unsigned int has_children:1; /* Determines if layer->big_state is valid */ unsigned int has_big_state:1; }; /* Used in material->differences masks and for notifying material * state changes... */ typedef enum _CoglMaterialState { COGL_MATERIAL_STATE_COLOR = 1L<<0, COGL_MATERIAL_STATE_BLEND_ENABLE = 1L<<1, COGL_MATERIAL_STATE_LAYERS = 1L<<2, COGL_MATERIAL_STATE_LIGHTING = 1L<<3, COGL_MATERIAL_STATE_ALPHA_FUNC = 1L<<4, COGL_MATERIAL_STATE_BLEND = 1L<<5, COGL_MATERIAL_STATE_USER_SHADER = 1L<<6, COGL_MATERIAL_STATE_DEPTH = 1L<<7, COGL_MATERIAL_STATE_REAL_BLEND_ENABLE = 1L<<8, COGL_MATERIAL_STATE_ALL_SPARSE = COGL_MATERIAL_STATE_COLOR | COGL_MATERIAL_STATE_BLEND_ENABLE | COGL_MATERIAL_STATE_LAYERS | COGL_MATERIAL_STATE_LIGHTING | COGL_MATERIAL_STATE_ALPHA_FUNC | COGL_MATERIAL_STATE_BLEND | COGL_MATERIAL_STATE_USER_SHADER | COGL_MATERIAL_STATE_DEPTH, COGL_MATERIAL_STATE_AFFECTS_BLENDING = COGL_MATERIAL_STATE_COLOR | COGL_MATERIAL_STATE_BLEND_ENABLE | COGL_MATERIAL_STATE_LAYERS | COGL_MATERIAL_STATE_LIGHTING | COGL_MATERIAL_STATE_BLEND | COGL_MATERIAL_STATE_USER_SHADER, COGL_MATERIAL_STATE_NEEDS_BIG_STATE = COGL_MATERIAL_STATE_LIGHTING | COGL_MATERIAL_STATE_ALPHA_FUNC | COGL_MATERIAL_STATE_BLEND | COGL_MATERIAL_STATE_USER_SHADER | COGL_MATERIAL_STATE_DEPTH } CoglMaterialState; typedef enum { COGL_MATERIAL_LIGHTING_STATE_PROPERTY_AMBIENT = 1, COGL_MATERIAL_LIGHTING_STATE_PROPERTY_DIFFUSE, COGL_MATERIAL_LIGHTING_STATE_PROPERTY_SPECULAR, COGL_MATERIAL_LIGHTING_STATE_PROPERTY_EMISSION, COGL_MATERIAL_LIGHTING_STATE_PROPERTY_SHININESS } CoglMaterialLightingStateProperty; typedef struct { /* Standard OpenGL lighting model attributes */ float ambient[4]; float diffuse[4]; float specular[4]; float emission[4]; float shininess; } CoglMaterialLightingState; typedef struct { /* Determines what fragments are discarded based on their alpha */ CoglMaterialAlphaFunc alpha_func; GLfloat alpha_func_reference; } CoglMaterialAlphaFuncState; typedef enum _CoglMaterialBlendEnable { /* XXX: we want to detect users mistakenly using TRUE or FALSE * so start the enum at 2. */ COGL_MATERIAL_BLEND_ENABLE_ENABLED = 2, COGL_MATERIAL_BLEND_ENABLE_DISABLED, COGL_MATERIAL_BLEND_ENABLE_AUTOMATIC } CoglMaterialBlendEnable; typedef struct { /* Determines how this material is blended with other primitives */ #ifndef HAVE_COGL_GLES GLenum blend_equation_rgb; GLenum blend_equation_alpha; GLint blend_src_factor_alpha; GLint blend_dst_factor_alpha; CoglColor blend_constant; #endif GLint blend_src_factor_rgb; GLint blend_dst_factor_rgb; } CoglMaterialBlendState; typedef struct { gboolean depth_test_enabled; CoglDepthTestFunction depth_test_function; gboolean depth_writing_enabled; float depth_range_near; float depth_range_far; } CoglMaterialDepthState; typedef struct { CoglMaterialLightingState lighting_state; CoglMaterialAlphaFuncState alpha_state; CoglMaterialBlendState blend_state; CoglHandle user_program; CoglMaterialDepthState depth_state; } CoglMaterialBigState; typedef enum { COGL_MATERIAL_FLAG_DIRTY_LAYERS_CACHE = 1L<<0, COGL_MATERIAL_FLAG_DIRTY_GET_LAYERS_LIST = 1L<<1 } CoglMaterialFlag; typedef struct { CoglMaterial *owner; CoglMaterialLayer *layer; } CoglMaterialLayerCacheEntry; struct _CoglMaterial { /* XXX: Please think twice about adding members that *have* be * initialized during a cogl_material_copy. We are aiming to have * copies be as cheap as possible and copies may be done by the * primitives APIs which means they may happen in performance * critical code paths. * * XXX: If you are extending the state we track please consider if * the state is expected to vary frequently across many materials or * if the state can be shared among many derived materials instead. * This will determine if the state should be added directly to this * structure which will increase the memory overhead for *all* * materials or if instead it can go under ->big_state. */ /* the parent in terms of class hierarchy */ CoglObject _parent; /* We need to track if a material is referenced in the journal * because we can't allow modification to these materials without * flushing the journal first */ unsigned long journal_ref_count; /* Materials are sparse structures defined as a diff against * their parent. */ CoglMaterial *parent; /* As an optimization for creating leaf node materials (the most * common) we don't require any list node allocations to link * to a single descendant. * * Only valid if ->has_children bitfield is set */ CoglMaterial *first_child; /* Materials are sparse structures defined as a diff against * their parent and may have multiple children which depend * on them to define the values of properties which they don't * change. * * Only valid if ->has_children bitfield is set */ GList *children; /* A mask of which sparse state groups are different in this * material in comparison to its parent. */ unsigned long differences; /* The fragment processing backends can associate private data with a * material. */ void *backend_privs[COGL_MATERIAL_N_BACKENDS]; /* Whenever a material is modified we increment the age. There's no * guarantee that it won't wrap but it can nevertheless be a * convenient mechanism to determine when a material has been * changed to you can invalidate some some associated cache that * depends on the old state. */ unsigned long age; /* This is the primary color of the material. * * This is a sparse property, ref COGL_MATERIAL_STATE_COLOR */ CoglColor color; /* A material may be made up with multiple layers used to combine * textures together. * * This is sparse state, ref COGL_MATERIAL_STATE_LAYERS */ GList *layer_differences; unsigned int n_layers; /* As a basic way to reduce memory usage we divide the material * state into two groups; the minimal state modified in 90% of * all materials and the rest, so that the second group can * be allocated dynamically when required... */ CoglMaterialBigState *big_state; /* For debugging purposes it's possible to associate a static const * string with a material which can be an aid when trying to trace * where the material originates from */ const char *static_breadcrumb; /* Cached state... */ /* A cached, complete list of the layers this material depends * on sorted by layer->unit_index. */ CoglMaterialLayer **layers_cache; /* To avoid a separate ->layers_cache allocation for common * materials with only a few layers... */ CoglMaterialLayer *short_layers_cache[3]; /* The deprecated cogl_material_get_layers() API returns a * const GList of layers, which we track here... */ GList *deprecated_get_layers_list; /* XXX: consider adding an authorities cache to speed up sparse * property value lookups: * CoglMaterial *authorities_cache[COGL_MATERIAL_N_SPARSE_PROPERTIES]; * and corresponding authorities_cache_dirty:1 bitfield */ /* bitfields */ /* A material can have private data associated with it for multiple * fragment processing backends. Although only one backend is * associated with a material the backends may want to cache private * state with the ancestors of other materials and those ancestors * could currently be associated with different backends. * * Each set bit indicates if the correspondong ->backend_privs[] * entry is valid. */ unsigned int backend_priv_set_mask:COGL_MATERIAL_N_BACKENDS; /* Weak materials don't count as dependants on their parents which * means that the parent material can be modified without * considering how the modifications may affect the weak material. */ unsigned int is_weak:1; /* Determines if material->big_state is valid */ unsigned int has_big_state:1; /* By default blending is enabled automatically depending on the * unlit color, the lighting colors or the texture format. The user * can override this to explicitly enable or disable blending. * * This is a sparse property */ unsigned int blend_enable:3; /* There are many factors that can determine if we need to enable * blending, this holds our final decision */ unsigned int real_blend_enable:1; /* Determines if material->first_child and material->children are * initialized pointers. */ unsigned int has_children:1; unsigned int layers_cache_dirty:1; unsigned int deprecated_get_layers_list_dirty:1; /* For debugging purposes it's possible to associate a static const * string with a material which can be an aid when trying to trace * where the material originates from */ unsigned int has_static_breadcrumb:1; /* There are multiple fragment processing backends for CoglMaterial, * glsl, arbfp and fixed. This identifies the backend being used for * the material and any private state the backend has associated * with the material. */ unsigned int backend:3; }; typedef struct _CoglMaterialBackend { int (*get_max_texture_units) (void); gboolean (*start) (CoglMaterial *material, int n_layers, unsigned long materials_difference); gboolean (*add_layer) (CoglMaterial *material, CoglMaterialLayer *layer, unsigned long layers_difference); gboolean (*passthrough) (CoglMaterial *material); gboolean (*end) (CoglMaterial *material, unsigned long materials_difference); void (*material_pre_change_notify) (CoglMaterial *material, CoglMaterialState change, const CoglColor *new_color); void (*material_set_parent_notify) (CoglMaterial *material); void (*layer_pre_change_notify) (CoglMaterialLayer *layer, CoglMaterialLayerState change); void (*free_priv) (CoglMaterial *material); void (*free_layer_priv) (CoglMaterialLayer *layer); } CoglMaterialBackend; typedef enum { COGL_MATERIAL_PROGRAM_TYPE_GLSL = 1, COGL_MATERIAL_PROGRAM_TYPE_ARBFP, COGL_MATERIAL_PROGRAM_TYPE_FIXED } CoglMaterialProgramType; void _cogl_material_init_default_material (void); void _cogl_material_init_default_layers (void); /* * SECTION:cogl-material-internals * @short_description: Functions for creating custom primitives that make use * of Cogl materials for filling. * * Normally you shouldn't need to use this API directly, but if you need to * developing a custom/specialised primitive - probably using raw OpenGL - then * this API aims to expose enough of the material internals to support being * able to fill your geometry according to a given Cogl material. */ gboolean _cogl_material_get_real_blend_enabled (CoglMaterial *material); gboolean _cogl_material_layer_has_user_matrix (CoglMaterialLayer *layer); /* * Calls the pre_paint method on the layer texture if there is * one. This will determine whether mipmaps are needed based on the * filter settings. */ void _cogl_material_layer_pre_paint (CoglMaterialLayer *layerr); /* * CoglMaterialFlushFlag: * @COGL_MATERIAL_FLUSH_FALLBACK_MASK: The fallback_layers member is set to * a guint32 mask of the layers that can't be supported with the user * supplied texture and need to be replaced with fallback textures. (1 = * fallback, and the least significant bit = layer 0) * @COGL_MATERIAL_FLUSH_DISABLE_MASK: The disable_layers member is set to * a guint32 mask of the layers that you want to completly disable * texturing for (1 = fallback, and the least significant bit = layer 0) * @COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE: The layer0_override_texture member is * set to a GLuint OpenGL texture name to override the texture used for * layer 0 of the material. This is intended for dealing with sliced * textures where you will need to point to each of the texture slices in * turn when drawing your geometry. Passing a value of 0 is the same as * not passing the option at all. * @COGL_MATERIAL_FLUSH_SKIP_GL_COLOR: When flushing the GL state for the * material don't call glColor. * @COGL_MATERIAL_FLUSH_WRAP_MODE_OVERRIDES: Specifies that a bitmask * of overrides for the wrap modes for some or all layers is * given. */ typedef enum _CoglMaterialFlushFlag { COGL_MATERIAL_FLUSH_FALLBACK_MASK = 1L<<0, COGL_MATERIAL_FLUSH_DISABLE_MASK = 1L<<1, COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE = 1L<<2, COGL_MATERIAL_FLUSH_SKIP_GL_COLOR = 1L<<3, COGL_MATERIAL_FLUSH_WRAP_MODE_OVERRIDES = 1L<<4 } CoglMaterialFlushFlag; /* This isn't defined in the GLES headers */ #ifndef GL_CLAMP_TO_BORDER #define GL_CLAMP_TO_BORDER 0x812d #endif /* GL_ALWAYS is just used here as a value that is known not to clash * with any valid GL wrap modes. * * XXX: keep the values in sync with the CoglMaterialWrapMode enum * so no conversion is actually needed. */ typedef enum _CoglMaterialWrapModeInternal { COGL_MATERIAL_WRAP_MODE_INTERNAL_REPEAT = GL_REPEAT, COGL_MATERIAL_WRAP_MODE_INTERNAL_CLAMP_TO_EDGE = GL_CLAMP_TO_EDGE, COGL_MATERIAL_WRAP_MODE_INTERNAL_CLAMP_TO_BORDER = GL_CLAMP_TO_BORDER, COGL_MATERIAL_WRAP_MODE_INTERNAL_AUTOMATIC = GL_ALWAYS } CoglMaterialWrapModeInternal; typedef enum _CoglMaterialWrapModeOverride { COGL_MATERIAL_WRAP_MODE_OVERRIDE_NONE = 0, COGL_MATERIAL_WRAP_MODE_OVERRIDE_REPEAT = COGL_MATERIAL_WRAP_MODE_INTERNAL_REPEAT, COGL_MATERIAL_WRAP_MODE_OVERRIDE_CLAMP_TO_EDGE = COGL_MATERIAL_WRAP_MODE_INTERNAL_CLAMP_TO_EDGE, COGL_MATERIAL_WRAP_MODE_OVERRIDE_CLAMP_TO_BORDER = COGL_MATERIAL_WRAP_MODE_INTERNAL_CLAMP_TO_BORDER, } CoglMaterialWrapModeOverride; /* There can't be more than 32 layers because we need to fit a bitmask of the layers into a guint32 */ #define COGL_MATERIAL_MAX_LAYERS 32 typedef struct _CoglMaterialWrapModeOverrides { struct { CoglMaterialWrapModeOverride s; CoglMaterialWrapModeOverride t; CoglMaterialWrapModeOverride r; } values[COGL_MATERIAL_MAX_LAYERS]; } CoglMaterialWrapModeOverrides; /* * CoglMaterialFlushOptions: * */ typedef struct _CoglMaterialFlushOptions { CoglMaterialFlushFlag flags; guint32 fallback_layers; guint32 disable_layers; GLuint layer0_override_texture; CoglMaterialWrapModeOverrides wrap_mode_overrides; } CoglMaterialFlushOptions; void _cogl_set_active_texture_unit (int unit_index); void _cogl_delete_gl_texture (GLuint gl_texture); int _cogl_get_max_texture_image_units (void); void _cogl_use_program (CoglHandle program_handle, CoglMaterialProgramType type); unsigned int _cogl_get_n_args_for_combine_func (GLint func); void _cogl_material_get_colorubv (CoglMaterial *material, guint8 *color); void _cogl_material_flush_gl_state (CoglMaterial *material, gboolean skip_gl_state); gboolean _cogl_material_equal (CoglMaterial *material0, CoglMaterial *material1, gboolean skip_gl_color); CoglMaterial * _cogl_material_journal_ref (CoglMaterial *material); void _cogl_material_journal_unref (CoglMaterial *material); /* TODO: These 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); CoglMaterialWrapMode _cogl_material_layer_get_wrap_mode_r (CoglMaterialLayer *layer); void _cogl_material_set_user_program (CoglMaterial *material, CoglHandle program); void _cogl_material_texture_storage_change_notify (CoglHandle texture); void _cogl_material_apply_legacy_state (CoglMaterial *material); void _cogl_gl_use_program_wrapper (GLuint program); void _cogl_material_apply_overrides (CoglMaterial *material, CoglMaterialFlushOptions *options); CoglMaterialBlendEnable _cogl_material_get_blend_enabled (CoglMaterial *material); void _cogl_material_set_blend_enabled (CoglMaterial *material, CoglMaterialBlendEnable enable); void _cogl_material_set_static_breadcrumb (CoglMaterial *material, const char *breadcrumb); unsigned long _cogl_material_get_age (CoglMaterial *material); CoglMaterial * _cogl_material_get_authority (CoglMaterial *material, unsigned long difference); typedef gboolean (*CoglMaterialChildCallback) (CoglMaterial *child, void *user_data); void _cogl_material_foreach_child (CoglMaterial *material, CoglMaterialChildCallback callback, void *user_data); unsigned long _cogl_material_layer_compare_differences (CoglMaterialLayer *layer0, CoglMaterialLayer *layer1); CoglMaterialLayer * _cogl_material_layer_get_authority (CoglMaterialLayer *layer, unsigned long difference); CoglHandle _cogl_material_layer_get_texture (CoglMaterialLayer *layer); typedef gboolean (*CoglMaterialLayerCallback) (CoglMaterialLayer *layer, void *user_data); void _cogl_material_foreach_layer (CoglMaterial *material, CoglMaterialLayerCallback callback, void *user_data); int _cogl_material_layer_get_unit_index (CoglMaterialLayer *layer); #endif /* __COGL_MATERIAL_PRIVATE_H */