/* * 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-pipeline-private.h" #include "cogl-blend-string.h" #include "cogl-util.h" #include "cogl-matrix.h" #include "string.h" #if 0 #include "cogl-context-private.h" #include "cogl-color-private.h" #endif /* * 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_pipeline_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. */ CoglPipelineLayer * _cogl_pipeline_set_layer_unit (CoglPipeline *required_owner, CoglPipelineLayer *layer, int unit_index) { CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_UNIT; CoglPipelineLayer *authority = _cogl_pipeline_layer_get_authority (layer, change); CoglPipelineLayer *new; if (authority->unit_index == unit_index) return layer; new = _cogl_pipeline_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 && _cogl_pipeline_layer_get_parent (authority) != NULL) { CoglPipelineLayer *parent = _cogl_pipeline_layer_get_parent (authority); CoglPipelineLayer *old_authority = _cogl_pipeline_layer_get_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_pipeline_layer_prune_redundant_ancestry (layer); } return layer; } CoglTexture * _cogl_pipeline_layer_get_texture_real (CoglPipelineLayer *layer) { CoglPipelineLayer *authority = _cogl_pipeline_layer_get_authority (layer, COGL_PIPELINE_LAYER_STATE_TEXTURE_DATA); return authority->texture; } CoglTexture * _cogl_pipeline_get_layer_texture (CoglPipeline *pipeline, int layer_index) { CoglPipelineLayer *layer = _cogl_pipeline_get_layer (pipeline, layer_index); return _cogl_pipeline_layer_get_texture (layer); } static void _cogl_pipeline_set_layer_texture_target (CoglPipeline *pipeline, int layer_index, GLenum target) { CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_TEXTURE_TARGET; CoglPipelineLayer *layer; CoglPipelineLayer *authority; CoglPipelineLayer *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 * pipeline. If the layer is created then it will be owned by * pipeline. */ layer = _cogl_pipeline_get_layer (pipeline, layer_index); /* Now find the ancestor of the layer that is the authority for the * state we want to change */ authority = _cogl_pipeline_layer_get_authority (layer, change); if (target == authority->target) return; new = _cogl_pipeline_layer_pre_change_notify (pipeline, 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 && _cogl_pipeline_layer_get_parent (authority) != NULL) { CoglPipelineLayer *parent = _cogl_pipeline_layer_get_parent (authority); CoglPipelineLayer *old_authority = _cogl_pipeline_layer_get_authority (parent, change); if (old_authority->target == target) { layer->differences &= ~change; g_assert (layer->owner == pipeline); if (layer->differences == 0) _cogl_pipeline_prune_empty_layer_difference (pipeline, layer); goto changed; } } } layer->target = 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_pipeline_layer_prune_redundant_ancestry (layer); } changed: _cogl_pipeline_update_blend_enable (pipeline, COGL_PIPELINE_STATE_LAYERS); } static void _cogl_pipeline_set_layer_texture_data (CoglPipeline *pipeline, int layer_index, CoglTexture *texture) { CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_TEXTURE_DATA; CoglPipelineLayer *layer; CoglPipelineLayer *authority; CoglPipelineLayer *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 * pipeline. If the layer is created then it will be owned by * pipeline. */ layer = _cogl_pipeline_get_layer (pipeline, layer_index); /* Now find the ancestor of the layer that is the authority for the * state we want to change */ authority = _cogl_pipeline_layer_get_authority (layer, change); if (authority->texture == texture) return; new = _cogl_pipeline_layer_pre_change_notify (pipeline, 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 && _cogl_pipeline_layer_get_parent (authority) != NULL) { CoglPipelineLayer *parent = _cogl_pipeline_layer_get_parent (authority); CoglPipelineLayer *old_authority = _cogl_pipeline_layer_get_authority (parent, change); if (old_authority->texture == texture) { layer->differences &= ~change; if (layer->texture != NULL) cogl_object_unref (layer->texture); g_assert (layer->owner == pipeline); if (layer->differences == 0) _cogl_pipeline_prune_empty_layer_difference (pipeline, layer); goto changed; } } } if (texture != NULL) cogl_object_ref (texture); if (layer == authority && layer->texture != NULL) cogl_object_unref (layer->texture); layer->texture = texture; /* 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_pipeline_layer_prune_redundant_ancestry (layer); } changed: _cogl_pipeline_update_blend_enable (pipeline, COGL_PIPELINE_STATE_LAYERS); } /* A convenience for querying the target of a given texture that * notably returns 0 for NULL textures - so we can say that a layer * with no associated CoglTexture will have a texture target of 0. */ static GLenum get_texture_target (CoglTexture *texture) { GLuint ignore_handle; GLenum gl_target; g_return_val_if_fail (texture, 0); cogl_texture_get_gl_texture (texture, &ignore_handle, &gl_target); return gl_target; } void cogl_pipeline_set_layer_texture (CoglPipeline *pipeline, int layer_index, CoglTexture *texture) { /* For the convenience of fragend code we separate texture state * into the "target" and the "data", and setting a layer texture * updates both of these properties. * * One example for why this is helpful is that the fragends may * cache programs they generate and want to re-use those programs * with all pipelines having equivalent fragment processing state. * For the sake of determining if pipelines have equivalent fragment * processing state we don't need to compare that the same * underlying texture objects are referenced by the pipelines but we * do need to see if they use the same texture targets. Making this * distinction is much simpler if they are in different state * groups. * * Note: if a NULL texture is set then we leave the target unchanged * so we can avoid needlessly invalidating any associated fragment * program. */ if (texture) _cogl_pipeline_set_layer_texture_target (pipeline, layer_index, get_texture_target (texture)); _cogl_pipeline_set_layer_texture_data (pipeline, layer_index, texture); } void _cogl_pipeline_set_layer_wrap_modes (CoglPipeline *pipeline, CoglPipelineLayer *layer, CoglPipelineLayer *authority, CoglPipelineWrapModeInternal wrap_mode_s, CoglPipelineWrapModeInternal wrap_mode_t, CoglPipelineWrapModeInternal wrap_mode_p) { CoglPipelineLayer *new; CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_WRAP_MODES; if (authority->wrap_mode_s == wrap_mode_s && authority->wrap_mode_t == wrap_mode_t && authority->wrap_mode_p == wrap_mode_p) return; new = _cogl_pipeline_layer_pre_change_notify (pipeline, 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 && _cogl_pipeline_layer_get_parent (authority) != NULL) { CoglPipelineLayer *parent = _cogl_pipeline_layer_get_parent (authority); CoglPipelineLayer *old_authority = _cogl_pipeline_layer_get_authority (parent, change); if (old_authority->wrap_mode_s == wrap_mode_s && old_authority->wrap_mode_t == wrap_mode_t && old_authority->wrap_mode_p == wrap_mode_p) { layer->differences &= ~change; g_assert (layer->owner == pipeline); if (layer->differences == 0) _cogl_pipeline_prune_empty_layer_difference (pipeline, layer); return; } } } layer->wrap_mode_s = wrap_mode_s; layer->wrap_mode_t = wrap_mode_t; layer->wrap_mode_p = wrap_mode_p; /* 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_pipeline_layer_prune_redundant_ancestry (layer); } } static CoglPipelineWrapModeInternal public_to_internal_wrap_mode (CoglPipelineWrapMode mode) { return (CoglPipelineWrapModeInternal)mode; } static CoglPipelineWrapMode internal_to_public_wrap_mode (CoglPipelineWrapModeInternal internal_mode) { g_return_val_if_fail (internal_mode != COGL_PIPELINE_WRAP_MODE_INTERNAL_CLAMP_TO_BORDER, COGL_PIPELINE_WRAP_MODE_AUTOMATIC); return (CoglPipelineWrapMode)internal_mode; } void cogl_pipeline_set_layer_wrap_mode_s (CoglPipeline *pipeline, int layer_index, CoglPipelineWrapMode mode) { CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_WRAP_MODES; CoglPipelineLayer *layer; CoglPipelineLayer *authority; CoglPipelineWrapModeInternal internal_mode = public_to_internal_wrap_mode (mode); g_return_if_fail (cogl_is_pipeline (pipeline)); /* 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 * pipeline. If the layer is created then it will be owned by * pipeline. */ layer = _cogl_pipeline_get_layer (pipeline, layer_index); /* Now find the ancestor of the layer that is the authority for the * state we want to change */ authority = _cogl_pipeline_layer_get_authority (layer, change); _cogl_pipeline_set_layer_wrap_modes (pipeline, layer, authority, internal_mode, authority->wrap_mode_t, authority->wrap_mode_p); } void cogl_pipeline_set_layer_wrap_mode_t (CoglPipeline *pipeline, int layer_index, CoglPipelineWrapMode mode) { CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_WRAP_MODES; CoglPipelineLayer *layer; CoglPipelineLayer *authority; CoglPipelineWrapModeInternal internal_mode = public_to_internal_wrap_mode (mode); g_return_if_fail (cogl_is_pipeline (pipeline)); /* 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 * pipeline. If the layer is created then it will be owned by * pipeline. */ layer = _cogl_pipeline_get_layer (pipeline, layer_index); /* Now find the ancestor of the layer that is the authority for the * state we want to change */ authority = _cogl_pipeline_layer_get_authority (layer, change); _cogl_pipeline_set_layer_wrap_modes (pipeline, layer, authority, authority->wrap_mode_s, internal_mode, authority->wrap_mode_p); } /* The rationale for naming the third texture coordinate 'p' instead of OpenGL's usual 'r' is that 'r' conflicts with the usual naming of the 'red' component when treating a vector as a color. Under GLSL this is awkward because the texture swizzling for a vector uses a single letter for each component and the names for colors, textures and positions are synonymous. GLSL works around this by naming the components of the texture s, t, p and q. Cogl already effectively already exposes this naming because it exposes GLSL so it makes sense to use that naming consistently. Another alternative could be u, v and w. This is what Blender and Direct3D use. However the w component conflicts with the w component of a position vertex. */ void cogl_pipeline_set_layer_wrap_mode_p (CoglPipeline *pipeline, int layer_index, CoglPipelineWrapMode mode) { CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_WRAP_MODES; CoglPipelineLayer *layer; CoglPipelineLayer *authority; CoglPipelineWrapModeInternal internal_mode = public_to_internal_wrap_mode (mode); g_return_if_fail (cogl_is_pipeline (pipeline)); /* 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 * pipeline. If the layer is created then it will be owned by * pipeline. */ layer = _cogl_pipeline_get_layer (pipeline, layer_index); /* Now find the ancestor of the layer that is the authority for the * state we want to change */ authority = _cogl_pipeline_layer_get_authority (layer, change); _cogl_pipeline_set_layer_wrap_modes (pipeline, layer, authority, authority->wrap_mode_s, authority->wrap_mode_t, internal_mode); } void cogl_pipeline_set_layer_wrap_mode (CoglPipeline *pipeline, int layer_index, CoglPipelineWrapMode mode) { CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_WRAP_MODES; CoglPipelineLayer *layer; CoglPipelineLayer *authority; CoglPipelineWrapModeInternal internal_mode = public_to_internal_wrap_mode (mode); g_return_if_fail (cogl_is_pipeline (pipeline)); /* 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 * pipeline. If the layer is created then it will be owned by * pipeline. */ layer = _cogl_pipeline_get_layer (pipeline, layer_index); /* Now find the ancestor of the layer that is the authority for the * state we want to change */ authority = _cogl_pipeline_layer_get_authority (layer, change); _cogl_pipeline_set_layer_wrap_modes (pipeline, 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 */ CoglPipelineWrapMode _cogl_pipeline_layer_get_wrap_mode_s (CoglPipelineLayer *layer) { CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_WRAP_MODES; CoglPipelineLayer *authority; g_return_val_if_fail (_cogl_is_pipeline_layer (layer), FALSE); /* Now find the ancestor of the layer that is the authority for the * state we want to change */ authority = _cogl_pipeline_layer_get_authority (layer, change); return internal_to_public_wrap_mode (authority->wrap_mode_s); } CoglPipelineWrapMode cogl_pipeline_get_layer_wrap_mode_s (CoglPipeline *pipeline, int layer_index) { CoglPipelineLayer *layer; g_return_val_if_fail (cogl_is_pipeline (pipeline), 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 * pipeline. If the layer is created then it will be owned by * pipeline. */ layer = _cogl_pipeline_get_layer (pipeline, layer_index); /* FIXME: we shouldn't ever construct a layer in a getter function */ return _cogl_pipeline_layer_get_wrap_mode_s (layer); } /* FIXME: deprecate this API */ CoglPipelineWrapMode _cogl_pipeline_layer_get_wrap_mode_t (CoglPipelineLayer *layer) { CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_WRAP_MODES; CoglPipelineLayer *authority; g_return_val_if_fail (_cogl_is_pipeline_layer (layer), FALSE); /* Now find the ancestor of the layer that is the authority for the * state we want to change */ authority = _cogl_pipeline_layer_get_authority (layer, change); return internal_to_public_wrap_mode (authority->wrap_mode_t); } CoglPipelineWrapMode cogl_pipeline_get_layer_wrap_mode_t (CoglPipeline *pipeline, int layer_index) { CoglPipelineLayer *layer; g_return_val_if_fail (cogl_is_pipeline (pipeline), 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 * pipeline. If the layer is created then it will be owned by * pipeline. */ layer = _cogl_pipeline_get_layer (pipeline, layer_index); /* FIXME: we shouldn't ever construct a layer in a getter function */ return _cogl_pipeline_layer_get_wrap_mode_t (layer); } CoglPipelineWrapMode _cogl_pipeline_layer_get_wrap_mode_p (CoglPipelineLayer *layer) { CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_WRAP_MODES; CoglPipelineLayer *authority = _cogl_pipeline_layer_get_authority (layer, change); return internal_to_public_wrap_mode (authority->wrap_mode_p); } CoglPipelineWrapMode cogl_pipeline_get_layer_wrap_mode_p (CoglPipeline *pipeline, int layer_index) { CoglPipelineLayer *layer; g_return_val_if_fail (cogl_is_pipeline (pipeline), 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 * pipeline. If the layer is created then it will be owned by * pipeline. */ layer = _cogl_pipeline_get_layer (pipeline, layer_index); return _cogl_pipeline_layer_get_wrap_mode_p (layer); } void _cogl_pipeline_layer_get_wrap_modes (CoglPipelineLayer *layer, CoglPipelineWrapModeInternal *wrap_mode_s, CoglPipelineWrapModeInternal *wrap_mode_t, CoglPipelineWrapModeInternal *wrap_mode_p) { CoglPipelineLayer *authority = _cogl_pipeline_layer_get_authority (layer, COGL_PIPELINE_LAYER_STATE_WRAP_MODES); *wrap_mode_s = authority->wrap_mode_s; *wrap_mode_t = authority->wrap_mode_t; *wrap_mode_p = authority->wrap_mode_p; } gboolean cogl_pipeline_set_layer_point_sprite_coords_enabled (CoglPipeline *pipeline, int layer_index, gboolean enable, GError **error) { CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_POINT_SPRITE_COORDS; CoglPipelineLayer *layer; CoglPipelineLayer *new; CoglPipelineLayer *authority; g_return_val_if_fail (cogl_is_pipeline (pipeline), FALSE); /* Don't allow point sprite coordinates to be enabled if the driver doesn't support it */ if (enable && !cogl_features_available (COGL_FEATURE_POINT_SPRITE)) { if (error) { g_set_error (error, COGL_ERROR, COGL_ERROR_UNSUPPORTED, "Point sprite texture coordinates are enabled " "for a layer but the GL driver does not support it."); } else { static gboolean warning_seen = FALSE; if (!warning_seen) g_warning ("Point sprite texture coordinates are enabled " "for a layer but the GL driver does not support it."); warning_seen = TRUE; } return 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 * pipeline. If the layer is created then it will be owned by * pipeline. */ layer = _cogl_pipeline_get_layer (pipeline, layer_index); /* Now find the ancestor of the layer that is the authority for the * state we want to change */ authority = _cogl_pipeline_layer_get_authority (layer, change); if (authority->big_state->point_sprite_coords == enable) return TRUE; new = _cogl_pipeline_layer_pre_change_notify (pipeline, 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 && _cogl_pipeline_layer_get_parent (authority) != NULL) { CoglPipelineLayer *parent = _cogl_pipeline_layer_get_parent (authority); CoglPipelineLayer *old_authority = _cogl_pipeline_layer_get_authority (parent, change); if (old_authority->big_state->point_sprite_coords == enable) { layer->differences &= ~change; g_assert (layer->owner == pipeline); if (layer->differences == 0) _cogl_pipeline_prune_empty_layer_difference (pipeline, layer); return TRUE; } } } layer->big_state->point_sprite_coords = enable; /* 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_pipeline_layer_prune_redundant_ancestry (layer); } return TRUE; } gboolean cogl_pipeline_get_layer_point_sprite_coords_enabled (CoglPipeline *pipeline, int layer_index) { CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_POINT_SPRITE_COORDS; CoglPipelineLayer *layer; CoglPipelineLayer *authority; g_return_val_if_fail (cogl_is_pipeline (pipeline), 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 * pipeline. If the layer is created then it will be owned by * pipeline. */ layer = _cogl_pipeline_get_layer (pipeline, layer_index); /* FIXME: we shouldn't ever construct a layer in a getter function */ authority = _cogl_pipeline_layer_get_authority (layer, change); return authority->big_state->point_sprite_coords; } gboolean _cogl_pipeline_layer_texture_target_equal (CoglPipelineLayer *authority0, CoglPipelineLayer *authority1, CoglPipelineEvalFlags flags) { return authority0->target == authority1->target; } gboolean _cogl_pipeline_layer_texture_data_equal (CoglPipelineLayer *authority0, CoglPipelineLayer *authority1, CoglPipelineEvalFlags flags) { GLuint gl_handle0, gl_handle1; cogl_texture_get_gl_texture (authority0->texture, &gl_handle0, NULL); cogl_texture_get_gl_texture (authority1->texture, &gl_handle1, NULL); return gl_handle0 == gl_handle1; } gboolean _cogl_pipeline_layer_combine_state_equal (CoglPipelineLayer *authority0, CoglPipelineLayer *authority1) { CoglPipelineLayerBigState *big_state0 = authority0->big_state; CoglPipelineLayerBigState *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; } gboolean _cogl_pipeline_layer_combine_constant_equal (CoglPipelineLayer *authority0, CoglPipelineLayer *authority1) { return memcmp (authority0->big_state->texture_combine_constant, authority1->big_state->texture_combine_constant, sizeof (float) * 4) == 0 ? TRUE : FALSE; } gboolean _cogl_pipeline_layer_filters_equal (CoglPipelineLayer *authority0, CoglPipelineLayer *authority1) { if (authority0->mag_filter != authority1->mag_filter) return FALSE; if (authority0->min_filter != authority1->min_filter) return FALSE; return TRUE; } static gboolean compare_wrap_mode_equal (CoglPipelineWrapMode wrap_mode0, CoglPipelineWrapMode wrap_mode1) { /* We consider AUTOMATIC to be equivalent to CLAMP_TO_EDGE because the primitives code is expected to override this to something else if it wants it to be behave any other way */ if (wrap_mode0 == COGL_PIPELINE_WRAP_MODE_AUTOMATIC) wrap_mode0 = COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE; if (wrap_mode1 == COGL_PIPELINE_WRAP_MODE_AUTOMATIC) wrap_mode1 = COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE; return wrap_mode0 == wrap_mode1; } gboolean _cogl_pipeline_layer_wrap_modes_equal (CoglPipelineLayer *authority0, CoglPipelineLayer *authority1) { if (!compare_wrap_mode_equal (authority0->wrap_mode_s, authority1->wrap_mode_s) || !compare_wrap_mode_equal (authority0->wrap_mode_t, authority1->wrap_mode_t) || !compare_wrap_mode_equal (authority0->wrap_mode_p, authority1->wrap_mode_p)) return FALSE; return TRUE; } gboolean _cogl_pipeline_layer_user_matrix_equal (CoglPipelineLayer *authority0, CoglPipelineLayer *authority1) { CoglPipelineLayerBigState *big_state0 = authority0->big_state; CoglPipelineLayerBigState *big_state1 = authority1->big_state; if (!cogl_matrix_equal (&big_state0->matrix, &big_state1->matrix)) return FALSE; return TRUE; } gboolean _cogl_pipeline_layer_point_sprite_coords_equal (CoglPipelineLayer *authority0, CoglPipelineLayer *authority1) { CoglPipelineLayerBigState *big_state0 = authority0->big_state; CoglPipelineLayerBigState *big_state1 = authority1->big_state; return big_state0->point_sprite_coords == big_state1->point_sprite_coords; } static void setup_texture_combine_state (CoglBlendStringStatement *statement, CoglPipelineCombineFunc *texture_combine_func, CoglPipelineCombineSource *texture_combine_src, CoglPipelineCombineOp *texture_combine_op) { int i; switch (statement->function->type) { case COGL_BLEND_STRING_FUNCTION_REPLACE: *texture_combine_func = COGL_PIPELINE_COMBINE_FUNC_REPLACE; break; case COGL_BLEND_STRING_FUNCTION_MODULATE: *texture_combine_func = COGL_PIPELINE_COMBINE_FUNC_MODULATE; break; case COGL_BLEND_STRING_FUNCTION_ADD: *texture_combine_func = COGL_PIPELINE_COMBINE_FUNC_ADD; break; case COGL_BLEND_STRING_FUNCTION_ADD_SIGNED: *texture_combine_func = COGL_PIPELINE_COMBINE_FUNC_ADD_SIGNED; break; case COGL_BLEND_STRING_FUNCTION_INTERPOLATE: *texture_combine_func = COGL_PIPELINE_COMBINE_FUNC_INTERPOLATE; break; case COGL_BLEND_STRING_FUNCTION_SUBTRACT: *texture_combine_func = COGL_PIPELINE_COMBINE_FUNC_SUBTRACT; break; case COGL_BLEND_STRING_FUNCTION_DOT3_RGB: *texture_combine_func = COGL_PIPELINE_COMBINE_FUNC_DOT3_RGB; break; case COGL_BLEND_STRING_FUNCTION_DOT3_RGBA: *texture_combine_func = COGL_PIPELINE_COMBINE_FUNC_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] = COGL_PIPELINE_COMBINE_SOURCE_CONSTANT; break; case COGL_BLEND_STRING_COLOR_SOURCE_TEXTURE: texture_combine_src[i] = COGL_PIPELINE_COMBINE_SOURCE_TEXTURE; break; case COGL_BLEND_STRING_COLOR_SOURCE_TEXTURE_N: texture_combine_src[i] = COGL_PIPELINE_COMBINE_SOURCE_TEXTURE0 + arg->source.texture; break; case COGL_BLEND_STRING_COLOR_SOURCE_PRIMARY: texture_combine_src[i] = COGL_PIPELINE_COMBINE_SOURCE_PRIMARY_COLOR; break; case COGL_BLEND_STRING_COLOR_SOURCE_PREVIOUS: texture_combine_src[i] = COGL_PIPELINE_COMBINE_SOURCE_PREVIOUS; break; default: g_warning ("Unexpected texture combine source"); texture_combine_src[i] = COGL_PIPELINE_COMBINE_SOURCE_TEXTURE; } if (arg->source.mask == COGL_BLEND_STRING_CHANNEL_MASK_RGB) { if (statement->args[i].source.one_minus) texture_combine_op[i] = COGL_PIPELINE_COMBINE_OP_ONE_MINUS_SRC_COLOR; else texture_combine_op[i] = COGL_PIPELINE_COMBINE_OP_SRC_COLOR; } else { if (statement->args[i].source.one_minus) texture_combine_op[i] = COGL_PIPELINE_COMBINE_OP_ONE_MINUS_SRC_ALPHA; else texture_combine_op[i] = COGL_PIPELINE_COMBINE_OP_SRC_ALPHA; } } } gboolean cogl_pipeline_set_layer_combine (CoglPipeline *pipeline, int layer_index, const char *combine_description, GError **error) { CoglPipelineLayerState state = COGL_PIPELINE_LAYER_STATE_COMBINE; CoglPipelineLayer *authority; CoglPipelineLayer *layer; CoglBlendStringStatement statements[2]; CoglBlendStringStatement split[2]; CoglBlendStringStatement *rgb; CoglBlendStringStatement *a; GError *internal_error = NULL; int count; g_return_val_if_fail (cogl_is_pipeline (pipeline), 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 * pipeline. If the layer is created then it will be owned by * pipeline. */ layer = _cogl_pipeline_get_layer (pipeline, layer_index); /* Now find the ancestor of the layer that is the authority for the * state we want to change */ authority = _cogl_pipeline_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_pipeline_layer_pre_change_notify (pipeline, 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 && _cogl_pipeline_layer_get_parent (authority) != NULL) { CoglPipelineLayer *parent = _cogl_pipeline_layer_get_parent (authority); CoglPipelineLayer *old_authority = _cogl_pipeline_layer_get_authority (parent, state); if (_cogl_pipeline_layer_combine_state_equal (authority, old_authority)) { layer->differences &= ~state; g_assert (layer->owner == pipeline); if (layer->differences == 0) _cogl_pipeline_prune_empty_layer_difference (pipeline, 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_pipeline_layer_prune_redundant_ancestry (layer); } changed: _cogl_pipeline_update_blend_enable (pipeline, COGL_PIPELINE_STATE_LAYERS); return TRUE; } void cogl_pipeline_set_layer_combine_constant (CoglPipeline *pipeline, int layer_index, const CoglColor *constant_color) { CoglPipelineLayerState state = COGL_PIPELINE_LAYER_STATE_COMBINE_CONSTANT; CoglPipelineLayer *layer; CoglPipelineLayer *authority; CoglPipelineLayer *new; float color_as_floats[4]; g_return_if_fail (cogl_is_pipeline (pipeline)); /* 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 * pipeline. If the layer is created then it will be owned by * pipeline. */ layer = _cogl_pipeline_get_layer (pipeline, layer_index); /* Now find the ancestor of the layer that is the authority for the * state we want to change */ authority = _cogl_pipeline_layer_get_authority (layer, state); color_as_floats[0] = cogl_color_get_red_float (constant_color); color_as_floats[1] = cogl_color_get_green_float (constant_color); color_as_floats[2] = cogl_color_get_blue_float (constant_color); color_as_floats[3] = cogl_color_get_alpha_float (constant_color); if (memcmp (authority->big_state->texture_combine_constant, color_as_floats, sizeof (float) * 4) == 0) return; new = _cogl_pipeline_layer_pre_change_notify (pipeline, 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 && _cogl_pipeline_layer_get_parent (authority) != NULL) { CoglPipelineLayer *parent = _cogl_pipeline_layer_get_parent (authority); CoglPipelineLayer *old_authority = _cogl_pipeline_layer_get_authority (parent, state); CoglPipelineLayerBigState *old_big_state = old_authority->big_state; if (memcmp (old_big_state->texture_combine_constant, color_as_floats, sizeof (float) * 4) == 0) { layer->differences &= ~state; g_assert (layer->owner == pipeline); if (layer->differences == 0) _cogl_pipeline_prune_empty_layer_difference (pipeline, layer); goto changed; } } } memcpy (layer->big_state->texture_combine_constant, color_as_floats, sizeof (color_as_floats)); /* 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_pipeline_layer_prune_redundant_ancestry (layer); } changed: _cogl_pipeline_update_blend_enable (pipeline, COGL_PIPELINE_STATE_LAYERS); } void _cogl_pipeline_get_layer_combine_constant (CoglPipeline *pipeline, int layer_index, float *constant) { CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_COMBINE_CONSTANT; CoglPipelineLayer *layer; CoglPipelineLayer *authority; g_return_if_fail (cogl_is_pipeline (pipeline)); /* 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 * pipeline. If the layer is created then it will be owned by * pipeline. */ layer = _cogl_pipeline_get_layer (pipeline, layer_index); /* FIXME: we shouldn't ever construct a layer in a getter function */ authority = _cogl_pipeline_layer_get_authority (layer, change); memcpy (constant, authority->big_state->texture_combine_constant, sizeof (float) * 4); } /* We should probably make a public API version of this that has a matrix out-param. For an internal API it's good to be able to avoid copying the matrix */ const CoglMatrix * _cogl_pipeline_get_layer_matrix (CoglPipeline *pipeline, int layer_index) { CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_USER_MATRIX; CoglPipelineLayer *layer; CoglPipelineLayer *authority; g_return_val_if_fail (cogl_is_pipeline (pipeline), NULL); layer = _cogl_pipeline_get_layer (pipeline, layer_index); authority = _cogl_pipeline_layer_get_authority (layer, change); return &authority->big_state->matrix; } void cogl_pipeline_set_layer_matrix (CoglPipeline *pipeline, int layer_index, const CoglMatrix *matrix) { CoglPipelineLayerState state = COGL_PIPELINE_LAYER_STATE_USER_MATRIX; CoglPipelineLayer *layer; CoglPipelineLayer *authority; CoglPipelineLayer *new; g_return_if_fail (cogl_is_pipeline (pipeline)); /* 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 * pipeline. If the layer is created then it will be owned by * pipeline. */ layer = _cogl_pipeline_get_layer (pipeline, layer_index); /* Now find the ancestor of the layer that is the authority for the * state we want to change */ authority = _cogl_pipeline_layer_get_authority (layer, state); if (cogl_matrix_equal (matrix, &authority->big_state->matrix)) return; new = _cogl_pipeline_layer_pre_change_notify (pipeline, 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 && _cogl_pipeline_layer_get_parent (authority) != NULL) { CoglPipelineLayer *parent = _cogl_pipeline_layer_get_parent (authority); CoglPipelineLayer *old_authority = _cogl_pipeline_layer_get_authority (parent, state); if (cogl_matrix_equal (matrix, &old_authority->big_state->matrix)) { layer->differences &= ~state; g_assert (layer->owner == pipeline); if (layer->differences == 0) _cogl_pipeline_prune_empty_layer_difference (pipeline, 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_pipeline_layer_prune_redundant_ancestry (layer); } } /* FIXME: deprecate and replace with * cogl_pipeline_get_layer_texture() instead. */ CoglTexture * _cogl_pipeline_layer_get_texture (CoglPipelineLayer *layer) { g_return_val_if_fail (_cogl_is_pipeline_layer (layer), NULL); return _cogl_pipeline_layer_get_texture_real (layer); } gboolean _cogl_pipeline_layer_has_user_matrix (CoglPipeline *pipeline, int layer_index) { CoglPipelineLayer *layer; CoglPipelineLayer *authority; layer = _cogl_pipeline_get_layer (pipeline, layer_index); authority = _cogl_pipeline_layer_get_authority (layer, COGL_PIPELINE_LAYER_STATE_USER_MATRIX); /* If the authority is the default pipeline then no, otherwise yes */ return _cogl_pipeline_layer_get_parent (authority) ? TRUE : FALSE; } void _cogl_pipeline_layer_get_filters (CoglPipelineLayer *layer, CoglPipelineFilter *min_filter, CoglPipelineFilter *mag_filter) { CoglPipelineLayer *authority = _cogl_pipeline_layer_get_authority (layer, COGL_PIPELINE_LAYER_STATE_FILTERS); *min_filter = authority->min_filter; *mag_filter = authority->mag_filter; } void _cogl_pipeline_get_layer_filters (CoglPipeline *pipeline, int layer_index, CoglPipelineFilter *min_filter, CoglPipelineFilter *mag_filter) { CoglPipelineLayer *layer; CoglPipelineLayer *authority; g_return_if_fail (cogl_is_pipeline (pipeline)); layer = _cogl_pipeline_get_layer (pipeline, layer_index); authority = _cogl_pipeline_layer_get_authority (layer, COGL_PIPELINE_LAYER_STATE_FILTERS); *min_filter = authority->min_filter; *mag_filter = authority->mag_filter; } CoglPipelineFilter _cogl_pipeline_get_layer_min_filter (CoglPipeline *pipeline, int layer_index) { CoglPipelineFilter min_filter; CoglPipelineFilter mag_filter; _cogl_pipeline_get_layer_filters (pipeline, layer_index, &min_filter, &mag_filter); return min_filter; } CoglPipelineFilter _cogl_pipeline_get_layer_mag_filter (CoglPipeline *pipeline, int layer_index) { CoglPipelineFilter min_filter; CoglPipelineFilter mag_filter; _cogl_pipeline_get_layer_filters (pipeline, layer_index, &min_filter, &mag_filter); return mag_filter; } CoglPipelineFilter _cogl_pipeline_layer_get_min_filter (CoglPipelineLayer *layer) { CoglPipelineLayer *authority; g_return_val_if_fail (_cogl_is_pipeline_layer (layer), 0); authority = _cogl_pipeline_layer_get_authority (layer, COGL_PIPELINE_LAYER_STATE_FILTERS); return authority->min_filter; } CoglPipelineFilter _cogl_pipeline_layer_get_mag_filter (CoglPipelineLayer *layer) { CoglPipelineLayer *authority; g_return_val_if_fail (_cogl_is_pipeline_layer (layer), 0); authority = _cogl_pipeline_layer_get_authority (layer, COGL_PIPELINE_LAYER_STATE_FILTERS); return authority->mag_filter; } void cogl_pipeline_set_layer_filters (CoglPipeline *pipeline, int layer_index, CoglPipelineFilter min_filter, CoglPipelineFilter mag_filter) { CoglPipelineLayerState state = COGL_PIPELINE_LAYER_STATE_FILTERS; CoglPipelineLayer *layer; CoglPipelineLayer *authority; CoglPipelineLayer *new; g_return_if_fail (cogl_is_pipeline (pipeline)); /* 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 * pipeline. If the layer is created then it will be owned by * pipeline. */ layer = _cogl_pipeline_get_layer (pipeline, layer_index); /* Now find the ancestor of the layer that is the authority for the * state we want to change */ authority = _cogl_pipeline_layer_get_authority (layer, state); if (authority->min_filter == min_filter && authority->mag_filter == mag_filter) return; new = _cogl_pipeline_layer_pre_change_notify (pipeline, 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 && _cogl_pipeline_layer_get_parent (authority) != NULL) { CoglPipelineLayer *parent = _cogl_pipeline_layer_get_parent (authority); CoglPipelineLayer *old_authority = _cogl_pipeline_layer_get_authority (parent, state); if (old_authority->min_filter == min_filter && old_authority->mag_filter == mag_filter) { layer->differences &= ~state; g_assert (layer->owner == pipeline); if (layer->differences == 0) _cogl_pipeline_prune_empty_layer_difference (pipeline, 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 |= state; _cogl_pipeline_layer_prune_redundant_ancestry (layer); } } void _cogl_pipeline_layer_hash_unit_state (CoglPipelineLayer *authority, CoglPipelineLayer **authorities, CoglPipelineHashState *state) { int unit = authority->unit_index; state->hash = _cogl_util_one_at_a_time_hash (state->hash, &unit, sizeof (unit)); } void _cogl_pipeline_layer_hash_texture_target_state (CoglPipelineLayer *authority, CoglPipelineLayer **authorities, CoglPipelineHashState *state) { GLenum gl_target = authority->target; state->hash = _cogl_util_one_at_a_time_hash (state->hash, &gl_target, sizeof (gl_target)); } void _cogl_pipeline_layer_hash_texture_data_state (CoglPipelineLayer *authority, CoglPipelineLayer **authorities, CoglPipelineHashState *state) { GLuint gl_handle; cogl_texture_get_gl_texture (authority->texture, &gl_handle, NULL); state->hash = _cogl_util_one_at_a_time_hash (state->hash, &gl_handle, sizeof (gl_handle)); } void _cogl_pipeline_layer_hash_filters_state (CoglPipelineLayer *authority, CoglPipelineLayer **authorities, CoglPipelineHashState *state) { unsigned int hash = state->hash; hash = _cogl_util_one_at_a_time_hash (hash, &authority->mag_filter, sizeof (authority->mag_filter)); hash = _cogl_util_one_at_a_time_hash (hash, &authority->min_filter, sizeof (authority->min_filter)); state->hash = hash; } void _cogl_pipeline_layer_hash_wrap_modes_state (CoglPipelineLayer *authority, CoglPipelineLayer **authorities, CoglPipelineHashState *state) { unsigned int hash = state->hash; hash = _cogl_util_one_at_a_time_hash (hash, &authority->wrap_mode_s, sizeof (authority->wrap_mode_s)); hash = _cogl_util_one_at_a_time_hash (hash, &authority->wrap_mode_t, sizeof (authority->wrap_mode_t)); hash = _cogl_util_one_at_a_time_hash (hash, &authority->wrap_mode_p, sizeof (authority->wrap_mode_p)); state->hash = hash; } void _cogl_pipeline_layer_hash_combine_state (CoglPipelineLayer *authority, CoglPipelineLayer **authorities, CoglPipelineHashState *state) { unsigned int hash = state->hash; CoglPipelineLayerBigState *b = authority->big_state; int n_args; int i; hash = _cogl_util_one_at_a_time_hash (hash, &b->texture_combine_rgb_func, sizeof (b->texture_combine_rgb_func)); n_args = _cogl_get_n_args_for_combine_func (b->texture_combine_rgb_func); for (i = 0; i < n_args; i++) { hash = _cogl_util_one_at_a_time_hash (hash, &b->texture_combine_rgb_src[i], sizeof (b->texture_combine_rgb_src[i])); hash = _cogl_util_one_at_a_time_hash (hash, &b->texture_combine_rgb_op[i], sizeof (b->texture_combine_rgb_op[i])); } hash = _cogl_util_one_at_a_time_hash (hash, &b->texture_combine_alpha_func, sizeof (b->texture_combine_alpha_func)); n_args = _cogl_get_n_args_for_combine_func (b->texture_combine_alpha_func); for (i = 0; i < n_args; i++) { hash = _cogl_util_one_at_a_time_hash (hash, &b->texture_combine_alpha_src[i], sizeof (b->texture_combine_alpha_src[i])); hash = _cogl_util_one_at_a_time_hash (hash, &b->texture_combine_alpha_op[i], sizeof (b->texture_combine_alpha_op[i])); } state->hash = hash; } void _cogl_pipeline_layer_hash_combine_constant_state (CoglPipelineLayer *authority, CoglPipelineLayer **authorities, CoglPipelineHashState *state) { CoglPipelineLayerBigState *b = authority->big_state; gboolean need_hash = FALSE; int n_args; int i; /* XXX: If the user also asked to hash the ALPHA_FUNC_STATE then it * would be nice if we could combine the n_args loops in this * function and _cogl_pipeline_layer_hash_combine_state. */ n_args = _cogl_get_n_args_for_combine_func (b->texture_combine_rgb_func); for (i = 0; i < n_args; i++) { if (b->texture_combine_rgb_src[i] == COGL_PIPELINE_COMBINE_SOURCE_CONSTANT) { /* XXX: should we be careful to only hash the alpha * component in the COGL_PIPELINE_COMBINE_OP_SRC_ALPHA case? */ need_hash = TRUE; goto done; } } n_args = _cogl_get_n_args_for_combine_func (b->texture_combine_alpha_func); for (i = 0; i < n_args; i++) { if (b->texture_combine_alpha_src[i] == COGL_PIPELINE_COMBINE_SOURCE_CONSTANT) { /* XXX: should we be careful to only hash the alpha * component in the COGL_PIPELINE_COMBINE_OP_SRC_ALPHA case? */ need_hash = TRUE; goto done; } } done: if (need_hash) { float *constant = b->texture_combine_constant; state->hash = _cogl_util_one_at_a_time_hash (state->hash, constant, sizeof (float) * 4); } } void _cogl_pipeline_layer_hash_user_matrix_state (CoglPipelineLayer *authority, CoglPipelineLayer **authorities, CoglPipelineHashState *state) { CoglPipelineLayerBigState *big_state = authority->big_state; state->hash = _cogl_util_one_at_a_time_hash (state->hash, &big_state->matrix, sizeof (float) * 16); } void _cogl_pipeline_layer_hash_point_sprite_state (CoglPipelineLayer *authority, CoglPipelineLayer **authorities, CoglPipelineHashState *state) { CoglPipelineLayerBigState *big_state = authority->big_state; state->hash = _cogl_util_one_at_a_time_hash (state->hash, &big_state->point_sprite_coords, sizeof (big_state->point_sprite_coords)); }