353ea5299b
We now prepend a set of defines to any given GLSL shader so that we can define builtin uniforms/attributes within the "cogl" namespace that we can use to provide compatibility across a range of the earlier versions of GLSL. This updates test-cogl-shader-glsl.c and test-shader.c so they no longer needs to special case GLES vs GL when splicing together its shaders as well as the blur, colorize and desaturate effects. To get a feel for the new, portable uniform/attribute names here are the defines for OpenGL vertex shaders: #define cogl_position_in gl_Vertex #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_MultiTexCoord0 #define cogl_tex_coord0_in gl_MultiTexCoord0 #define cogl_tex_coord1_in gl_MultiTexCoord1 #define cogl_tex_coord2_in gl_MultiTexCoord2 #define cogl_tex_coord3_in gl_MultiTexCoord3 #define cogl_tex_coord4_in gl_MultiTexCoord4 #define cogl_tex_coord5_in gl_MultiTexCoord5 #define cogl_tex_coord6_in gl_MultiTexCoord6 #define cogl_tex_coord7_in gl_MultiTexCoord7 #define cogl_normal_in gl_Normal #define cogl_position_out gl_Position #define cogl_point_size_out gl_PointSize #define cogl_color_out gl_FrontColor #define cogl_tex_coord_out gl_TexCoord #define cogl_modelview_matrix gl_ModelViewMatrix #define cogl_modelview_projection_matrix gl_ModelViewProjectionMatrix #define cogl_projection_matrix gl_ProjectionMatrix #define cogl_texture_matrix gl_TextureMatrix And for fragment shaders we have: #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_TexCoord #define cogl_color_out gl_FragColor #define cogl_depth_out gl_FragDepth #define cogl_front_facing gl_FrontFacing
895 lines
29 KiB
C
895 lines
29 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2010 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see
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* <http://www.gnu.org/licenses/>.
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*
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*
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl-context.h"
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#include "cogl-object-private.h"
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#include "cogl-journal-private.h"
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#include "cogl-vertex-attribute.h"
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#include "cogl-vertex-attribute-private.h"
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#include "cogl-pipeline.h"
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#include "cogl-pipeline-private.h"
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#include "cogl-pipeline-opengl-private.h"
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#include "cogl-texture-private.h"
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#include "cogl-framebuffer-private.h"
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#include "cogl-indices-private.h"
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#include <string.h>
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#include <stdio.h>
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#if defined (HAVE_COGL_GL)
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#define glGenBuffers ctx->drv.pf_glGenBuffers
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#define glBindBuffer ctx->drv.pf_glBindBuffer
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#define glBufferData ctx->drv.pf_glBufferData
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#define glBufferSubData ctx->drv.pf_glBufferSubData
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#define glGetBufferSubData ctx->drv.pf_glGetBufferSubData
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#define glDeleteBuffers ctx->drv.pf_glDeleteBuffers
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#define glMapBuffer ctx->drv.pf_glMapBuffer
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#define glUnmapBuffer ctx->drv.pf_glUnmapBuffer
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#define glClientActiveTexture ctx->drv.pf_glClientActiveTexture
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#ifndef GL_ARRAY_BUFFER
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#define GL_ARRAY_BUFFER GL_ARRAY_BUFFER_ARB
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#endif
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#define glVertexAttribPointer ctx->drv.pf_glVertexAttribPointer
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#define glEnableVertexAttribArray ctx->drv.pf_glEnableVertexAttribArray
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#define glDisableVertexAttribArray ctx->drv.pf_glDisableVertexAttribArray
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#define MAY_HAVE_PROGRAMABLE_GL
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#define glDrawRangeElements(mode, start, end, count, type, indices) \
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ctx->drv.pf_glDrawRangeElements (mode, start, end, count, type, indices)
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#else /* GLES 1/2 */
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/* GLES doesn't have glDrawRangeElements, so we simply pretend it does
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* but that it makes no use of the start, end constraints: */
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#define glDrawRangeElements(mode, start, end, count, type, indices) \
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glDrawElements (mode, count, type, indices)
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/* This isn't defined in the GLES headers */
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#ifndef GL_UNSIGNED_INT
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#define GL_UNSIGNED_INT 0x1405
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#endif
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#ifdef HAVE_COGL_GLES2
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#include "../gles/cogl-gles2-wrapper.h"
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#define MAY_HAVE_PROGRAMABLE_GL
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#endif /* HAVE_COGL_GLES2 */
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#endif
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static void _cogl_vertex_attribute_free (CoglVertexAttribute *attribute);
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COGL_OBJECT_DEFINE (VertexAttribute, vertex_attribute);
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#if 0
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gboolean
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validate_gl_attribute (const char *name,
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int n_components,
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CoglVertexAttributeNameID *name_id,
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gboolean *normalized,
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unsigned int *texture_unit)
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{
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name = name + 3; /* skip past "gl_" */
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*normalized = FALSE;
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*texture_unit = 0;
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if (strcmp (name, "Vertex") == 0)
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{
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if (G_UNLIKELY (n_components == 1))
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{
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g_critical ("glVertexPointer doesn't allow 1 component vertex "
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"positions so we currently only support \"gl_Vertex\" "
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"attributes where n_components == 2, 3 or 4");
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return FALSE;
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}
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*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_POSITION_ARRAY;
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}
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else if (strcmp (name, "Color") == 0)
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{
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if (G_UNLIKELY (n_components != 3 && n_components != 4))
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{
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g_critical ("glColorPointer expects 3 or 4 component colors so we "
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"currently only support \"gl_Color\" attributes where "
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"n_components == 3 or 4");
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return FALSE;
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}
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*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_COLOR_ARRAY;
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*normalized = TRUE;
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}
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else if (strncmp (name, "MultiTexCoord", strlen ("MultiTexCoord")) == 0)
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{
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if (sscanf (gl_attribute, "MultiTexCoord%u", texture_unit) != 1)
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{
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g_warning ("gl_MultiTexCoord attributes should include a\n"
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"texture unit number, E.g. gl_MultiTexCoord0\n");
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unit = 0;
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}
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*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY;
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}
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else if (strncmp (name, "Normal") == 0)
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{
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if (G_UNLIKELY (n_components != 3))
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{
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g_critical ("glNormalPointer expects 3 component normals so we "
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"currently only support \"gl_Normal\" attributes where "
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"n_components == 3");
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return FALSE;
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}
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*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_NORMAL_ARRAY;
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*normalized = TRUE;
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}
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else
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{
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g_warning ("Unknown gl_* attribute name gl_%s\n", name);
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return FALSE;
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}
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return TRUE;
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}
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#endif
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gboolean
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validate_cogl_attribute (const char *name,
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int n_components,
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CoglVertexAttributeNameID *name_id,
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gboolean *normalized,
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unsigned int *texture_unit)
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{
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name = name + 5; /* skip "cogl_" */
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*normalized = FALSE;
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*texture_unit = 0;
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if (strcmp (name, "position_in") == 0)
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{
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if (G_UNLIKELY (n_components == 1))
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{
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g_critical ("glVertexPointer doesn't allow 1 component vertex "
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"positions so we currently only support \"cogl_vertex\" "
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"attributes where n_components == 2, 3 or 4");
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return FALSE;
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}
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*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_POSITION_ARRAY;
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}
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else if (strcmp (name, "color_in") == 0)
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{
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if (G_UNLIKELY (n_components != 3 && n_components != 4))
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{
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g_critical ("glColorPointer expects 3 or 4 component colors so we "
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"currently only support \"cogl_color\" attributes where "
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"n_components == 3 or 4");
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return FALSE;
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}
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*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_COLOR_ARRAY;
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}
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else if (strcmp (name, "tex_coord_in") == 0)
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*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY;
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else if (strncmp (name, "tex_coord", strlen ("tex_coord")) == 0)
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{
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if (sscanf (name, "tex_coord%u_in", texture_unit) != 1)
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{
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g_warning ("Texture coordinate attributes should either be named "
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"\"cogl_tex_coord\" or named with a texture unit index "
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"like \"cogl_tex_coord2_in\"\n");
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return FALSE;
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}
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*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY;
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}
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else if (strcmp (name, "normal") == 0)
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{
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if (G_UNLIKELY (n_components != 3))
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{
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g_critical ("glNormalPointer expects 3 component normals so we "
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"currently only support \"cogl_normal\" attributes "
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"where n_components == 3");
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return FALSE;
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}
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*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_NORMAL_ARRAY;
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*normalized = TRUE;
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}
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else
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{
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g_warning ("Unknown cogl_* attribute name cogl_%s\n", name);
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return FALSE;
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}
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return TRUE;
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}
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CoglVertexAttribute *
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cogl_vertex_attribute_new (CoglVertexArray *array,
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const char *name,
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gsize stride,
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gsize offset,
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int n_components,
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CoglVertexAttributeType type)
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{
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CoglVertexAttribute *attribute = g_slice_new (CoglVertexAttribute);
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gboolean status;
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attribute->array = cogl_object_ref (array);
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attribute->name = g_strdup (name);
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attribute->stride = stride;
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attribute->offset = offset;
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attribute->n_components = n_components;
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attribute->type = type;
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attribute->immutable_ref = 0;
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if (strncmp (name, "cogl_", 5) == 0)
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status = validate_cogl_attribute (attribute->name,
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n_components,
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&attribute->name_id,
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&attribute->normalized,
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&attribute->texture_unit);
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#if 0
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else if (strncmp (name, "gl_", 3) == 0)
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status = validate_gl_attribute (attribute->name,
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n_components,
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&attribute->name_id,
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&attribute->normalized,
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&attribute->texture_unit);
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#endif
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else
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{
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attribute->name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY;
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attribute->normalized = FALSE;
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attribute->texture_unit = 0;
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status = TRUE;
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}
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if (!status)
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{
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_cogl_vertex_attribute_free (attribute);
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return NULL;
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}
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return _cogl_vertex_attribute_object_new (attribute);
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}
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gboolean
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cogl_vertex_attribute_get_normalized (CoglVertexAttribute *attribute)
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{
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g_return_val_if_fail (cogl_is_vertex_attribute (attribute), FALSE);
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return attribute->normalized;
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}
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static void
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warn_about_midscene_changes (void)
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{
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static gboolean seen = FALSE;
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if (!seen)
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{
|
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g_warning ("Mid-scene modification of attributes has "
|
|
"undefined results\n");
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seen = TRUE;
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}
|
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}
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void
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cogl_vertex_attribute_set_normalized (CoglVertexAttribute *attribute,
|
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gboolean normalized)
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{
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g_return_if_fail (cogl_is_vertex_attribute (attribute));
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if (G_UNLIKELY (attribute->immutable_ref))
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warn_about_midscene_changes ();
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attribute->normalized = normalized;
|
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}
|
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|
|
CoglVertexArray *
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cogl_vertex_attribute_get_array (CoglVertexAttribute *attribute)
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{
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g_return_val_if_fail (cogl_is_vertex_attribute (attribute), NULL);
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return attribute->array;
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}
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|
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void
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cogl_vertex_attribute_set_array (CoglVertexAttribute *attribute,
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CoglVertexArray *array)
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{
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g_return_if_fail (cogl_is_vertex_attribute (attribute));
|
|
|
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if (G_UNLIKELY (attribute->immutable_ref))
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warn_about_midscene_changes ();
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|
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cogl_object_ref (array);
|
|
|
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cogl_object_unref (attribute->array);
|
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attribute->array = array;
|
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}
|
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|
|
CoglVertexAttribute *
|
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_cogl_vertex_attribute_immutable_ref (CoglVertexAttribute *vertex_attribute)
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{
|
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g_return_val_if_fail (cogl_is_vertex_attribute (vertex_attribute), NULL);
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vertex_attribute->immutable_ref++;
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_cogl_buffer_immutable_ref (COGL_BUFFER (vertex_attribute->array));
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return vertex_attribute;
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}
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void
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_cogl_vertex_attribute_immutable_unref (CoglVertexAttribute *vertex_attribute)
|
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{
|
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g_return_if_fail (cogl_is_vertex_attribute (vertex_attribute));
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g_return_if_fail (vertex_attribute->immutable_ref > 0);
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vertex_attribute->immutable_ref--;
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_cogl_buffer_immutable_unref (COGL_BUFFER (vertex_attribute->array));
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}
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static void
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_cogl_vertex_attribute_free (CoglVertexAttribute *attribute)
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{
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g_free (attribute->name);
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cogl_object_unref (attribute->array);
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g_slice_free (CoglVertexAttribute, attribute);
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}
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typedef struct
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{
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int unit;
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CoglPipelineFlushOptions options;
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guint32 fallback_layers;
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} ValidateLayerState;
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|
|
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static gboolean
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validate_layer_cb (CoglPipeline *pipeline,
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int layer_index,
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void *user_data)
|
|
{
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|
CoglHandle texture =
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_cogl_pipeline_get_layer_texture (pipeline, layer_index);
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ValidateLayerState *state = user_data;
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gboolean status = TRUE;
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|
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/* invalid textures will be handled correctly in
|
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* _cogl_pipeline_flush_layers_gl_state */
|
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if (texture == COGL_INVALID_HANDLE)
|
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goto validated;
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|
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/* Give the texture a chance to know that we're rendering
|
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non-quad shaped primitives. If the texture is in an atlas it
|
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will be migrated */
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_cogl_texture_ensure_non_quad_rendering (texture);
|
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|
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/* We need to ensure the mipmaps are ready before deciding
|
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* anything else about the texture because the texture storate
|
|
* could completely change if it needs to be migrated out of the
|
|
* atlas and will affect how we validate the layer.
|
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*/
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_cogl_pipeline_pre_paint_for_layer (pipeline, layer_index);
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|
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if (!_cogl_texture_can_hardware_repeat (texture))
|
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{
|
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g_warning ("Disabling layer %d of the current source material, "
|
|
"because texturing with the vertex buffer API is not "
|
|
"currently supported using sliced textures, or textures "
|
|
"with waste\n", layer_index);
|
|
|
|
/* XXX: maybe we can add a mechanism for users to forcibly use
|
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* textures with waste where it would be their responsability to use
|
|
* texture coords in the range [0,1] such that sampling outside isn't
|
|
* required. We can then use a texture matrix (or a modification of
|
|
* the users own matrix) to map 1 to the edge of the texture data.
|
|
*
|
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* Potentially, given the same guarantee as above we could also
|
|
* support a single sliced layer too. We would have to redraw the
|
|
* vertices once for each layer, each time with a fiddled texture
|
|
* matrix.
|
|
*/
|
|
state->fallback_layers |= (1 << state->unit);
|
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state->options.flags |= COGL_PIPELINE_FLUSH_FALLBACK_MASK;
|
|
}
|
|
|
|
validated:
|
|
state->unit++;
|
|
return status;
|
|
}
|
|
|
|
static CoglHandle
|
|
enable_gl_state (CoglVertexAttribute **attributes,
|
|
ValidateLayerState *state)
|
|
{
|
|
int i;
|
|
#ifdef MAY_HAVE_PROGRAMABLE_GL
|
|
GLuint generic_index = 0;
|
|
#endif
|
|
unsigned long enable_flags = 0;
|
|
gboolean skip_gl_color = FALSE;
|
|
CoglPipeline *source;
|
|
CoglPipeline *copy = NULL;
|
|
int n_tex_coord_attribs = 0;
|
|
|
|
_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
|
|
|
|
source = cogl_get_source ();
|
|
|
|
_cogl_bitmask_clear_all (&ctx->temp_bitmask);
|
|
|
|
for (i = 0; attributes[i]; i++)
|
|
{
|
|
CoglVertexAttribute *attribute = attributes[i];
|
|
CoglVertexArray *vertex_array;
|
|
CoglBuffer *buffer;
|
|
void *base;
|
|
|
|
vertex_array = cogl_vertex_attribute_get_array (attribute);
|
|
buffer = COGL_BUFFER (vertex_array);
|
|
base = _cogl_buffer_bind (buffer, COGL_BUFFER_BIND_TARGET_VERTEX_ARRAY);
|
|
|
|
switch (attribute->name_id)
|
|
{
|
|
case COGL_VERTEX_ATTRIBUTE_NAME_ID_COLOR_ARRAY:
|
|
enable_flags |= COGL_ENABLE_COLOR_ARRAY;
|
|
/* GE (glEnableClientState (GL_COLOR_ARRAY)); */
|
|
GE (glColorPointer (attribute->n_components,
|
|
attribute->type,
|
|
attribute->stride,
|
|
base + attribute->offset));
|
|
|
|
if (!_cogl_pipeline_get_real_blend_enabled (source))
|
|
{
|
|
CoglPipelineBlendEnable blend_enable =
|
|
COGL_PIPELINE_BLEND_ENABLE_ENABLED;
|
|
copy = cogl_pipeline_copy (source);
|
|
_cogl_pipeline_set_blend_enabled (copy, blend_enable);
|
|
source = copy;
|
|
}
|
|
skip_gl_color = TRUE;
|
|
break;
|
|
case COGL_VERTEX_ATTRIBUTE_NAME_ID_NORMAL_ARRAY:
|
|
/* FIXME: go through cogl cache to enable normal array */
|
|
GE (glEnableClientState (GL_NORMAL_ARRAY));
|
|
GE (glNormalPointer (attribute->type,
|
|
attribute->stride,
|
|
base + attribute->offset));
|
|
break;
|
|
case COGL_VERTEX_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY:
|
|
GE (glClientActiveTexture (GL_TEXTURE0 +
|
|
attribute->texture_unit));
|
|
GE (glEnableClientState (GL_TEXTURE_COORD_ARRAY));
|
|
GE (glTexCoordPointer (attribute->n_components,
|
|
attribute->type,
|
|
attribute->stride,
|
|
base + attribute->offset));
|
|
_cogl_bitmask_set (&ctx->temp_bitmask,
|
|
attribute->texture_unit, TRUE);
|
|
n_tex_coord_attribs++;
|
|
break;
|
|
case COGL_VERTEX_ATTRIBUTE_NAME_ID_POSITION_ARRAY:
|
|
enable_flags |= COGL_ENABLE_VERTEX_ARRAY;
|
|
/* GE (glEnableClientState (GL_VERTEX_ARRAY)); */
|
|
GE (glVertexPointer (attribute->n_components,
|
|
attribute->type,
|
|
attribute->stride,
|
|
base + attribute->offset));
|
|
break;
|
|
case COGL_VERTEX_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY:
|
|
{
|
|
#ifdef MAY_HAVE_PROGRAMABLE_GL
|
|
/* FIXME: go through cogl cache to enable generic array */
|
|
GE (glEnableVertexAttribArray (generic_index++));
|
|
GE (glVertexAttribPointer (generic_index,
|
|
attribute->n_components,
|
|
attribute->type,
|
|
attribute->normalized,
|
|
attribute->stride,
|
|
base + attribute->offset));
|
|
#endif
|
|
}
|
|
break;
|
|
default:
|
|
g_warning ("Unrecognised attribute type 0x%08x", attribute->type);
|
|
}
|
|
|
|
_cogl_buffer_unbind (buffer);
|
|
}
|
|
|
|
/* Disable any tex coord arrays that we didn't use */
|
|
_cogl_disable_other_texcoord_arrays (&ctx->temp_bitmask);
|
|
|
|
if (G_UNLIKELY (state->options.flags))
|
|
{
|
|
/* If we haven't already created a derived pipeline... */
|
|
if (!copy)
|
|
{
|
|
copy = cogl_pipeline_copy (source);
|
|
source = copy;
|
|
}
|
|
_cogl_pipeline_apply_overrides (source, &state->options);
|
|
|
|
/* TODO:
|
|
* overrides = cogl_pipeline_get_data (pipeline,
|
|
* last_overrides_key);
|
|
* if (overrides)
|
|
* {
|
|
* age = cogl_pipeline_get_age (pipeline);
|
|
* XXX: actually we also need to check for legacy_state
|
|
* and blending overrides for use of glColorPointer...
|
|
* if (overrides->ags != age ||
|
|
* memcmp (&overrides->options, &options,
|
|
* sizeof (options) != 0)
|
|
* {
|
|
* cogl_object_unref (overrides->weak_pipeline);
|
|
* g_slice_free (Overrides, overrides);
|
|
* overrides = NULL;
|
|
* }
|
|
* }
|
|
* if (!overrides)
|
|
* {
|
|
* overrides = g_slice_new (Overrides);
|
|
* overrides->weak_pipeline =
|
|
* cogl_pipeline_weak_copy (cogl_get_source ());
|
|
* _cogl_pipeline_apply_overrides (overrides->weak_pipeline,
|
|
* &options);
|
|
*
|
|
* cogl_pipeline_set_data (pipeline, last_overrides_key,
|
|
* weak_overrides,
|
|
* free_overrides_cb,
|
|
* NULL);
|
|
* }
|
|
* source = overrides->weak_pipeline;
|
|
*/
|
|
}
|
|
|
|
if (G_UNLIKELY (ctx->legacy_state_set))
|
|
{
|
|
/* If we haven't already created a derived pipeline... */
|
|
if (!copy)
|
|
{
|
|
copy = cogl_pipeline_copy (source);
|
|
source = copy;
|
|
}
|
|
_cogl_pipeline_apply_legacy_state (source);
|
|
}
|
|
|
|
_cogl_pipeline_flush_gl_state (source, skip_gl_color, n_tex_coord_attribs);
|
|
|
|
if (ctx->enable_backface_culling)
|
|
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
|
|
|
|
_cogl_enable (enable_flags);
|
|
_cogl_flush_face_winding ();
|
|
|
|
return source;
|
|
}
|
|
|
|
/* FIXME: we shouldn't be disabling state after drawing we should
|
|
* just disable the things not needed after enabling state. */
|
|
static void
|
|
disable_gl_state (CoglVertexAttribute **attributes,
|
|
CoglPipeline *source)
|
|
{
|
|
#ifdef MAY_HAVE_PROGRAMABLE_GL
|
|
GLuint generic_index = 0;
|
|
#endif
|
|
int i;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
if (G_UNLIKELY (source != cogl_get_source ()))
|
|
cogl_object_unref (source);
|
|
|
|
for (i = 0; attributes[i]; i++)
|
|
{
|
|
CoglVertexAttribute *attribute = attributes[i];
|
|
|
|
switch (attribute->name_id)
|
|
{
|
|
case COGL_VERTEX_ATTRIBUTE_NAME_ID_COLOR_ARRAY:
|
|
/* GE (glDisableClientState (GL_COLOR_ARRAY)); */
|
|
break;
|
|
case COGL_VERTEX_ATTRIBUTE_NAME_ID_NORMAL_ARRAY:
|
|
/* FIXME: go through cogl cache to enable normal array */
|
|
GE (glDisableClientState (GL_NORMAL_ARRAY));
|
|
break;
|
|
case COGL_VERTEX_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY:
|
|
/* The enabled state of the texture coord arrays is
|
|
cached in ctx->enabled_texcoord_arrays so we don't
|
|
need to do anything here. The array will be disabled
|
|
by the next drawing primitive if it is not
|
|
required */
|
|
break;
|
|
case COGL_VERTEX_ATTRIBUTE_NAME_ID_POSITION_ARRAY:
|
|
/* GE (glDisableClientState (GL_VERTEX_ARRAY)); */
|
|
break;
|
|
case COGL_VERTEX_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY:
|
|
#ifdef MAY_HAVE_PROGRAMABLE_GL
|
|
/* FIXME: go through cogl cache to enable generic array */
|
|
GE (glDisableVertexAttribArray (generic_index++));
|
|
#endif
|
|
break;
|
|
default:
|
|
g_warning ("Unrecognised attribute type 0x%08x", attribute->type);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void
|
|
_cogl_draw_vertex_attributes_array_real (CoglVerticesMode mode,
|
|
int first_vertex,
|
|
int n_vertices,
|
|
CoglVertexAttribute **attributes,
|
|
ValidateLayerState *state)
|
|
{
|
|
CoglPipeline *source = enable_gl_state (attributes, state);
|
|
|
|
GE (glDrawArrays ((GLenum)mode, first_vertex, n_vertices));
|
|
|
|
/* FIXME: we shouldn't be disabling state after drawing we should
|
|
* just disable the things not needed after enabling state. */
|
|
disable_gl_state (attributes, source);
|
|
}
|
|
|
|
/* This can be used by the CoglJournal to draw attributes skipping the
|
|
* implicit journal flush, the framebuffer flush and pipeline
|
|
* validation. */
|
|
void
|
|
_cogl_draw_vertex_attributes_array (CoglVerticesMode mode,
|
|
int first_vertex,
|
|
int n_vertices,
|
|
CoglVertexAttribute **attributes)
|
|
{
|
|
ValidateLayerState state;
|
|
|
|
state.unit = 0;
|
|
state.options.flags = 0;
|
|
state.fallback_layers = 0;
|
|
|
|
_cogl_draw_vertex_attributes_array_real (mode, first_vertex, n_vertices,
|
|
attributes, &state);
|
|
}
|
|
|
|
void
|
|
cogl_draw_vertex_attributes_array (CoglVerticesMode mode,
|
|
int first_vertex,
|
|
int n_vertices,
|
|
CoglVertexAttribute **attributes)
|
|
{
|
|
ValidateLayerState state;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
_cogl_journal_flush ();
|
|
|
|
state.unit = 0;
|
|
state.options.flags = 0;
|
|
state.fallback_layers = 0;
|
|
|
|
cogl_pipeline_foreach_layer (cogl_get_source (),
|
|
validate_layer_cb,
|
|
&state);
|
|
|
|
/* NB: _cogl_framebuffer_flush_state may disrupt various state (such
|
|
* as the pipeline state) when flushing the clip stack, so should
|
|
* always be done first when preparing to draw. We need to do this
|
|
* before setting up the array pointers because setting up the clip
|
|
* stack can cause some drawing which would change the array
|
|
* pointers. */
|
|
_cogl_framebuffer_flush_state (_cogl_get_framebuffer (), 0);
|
|
|
|
_cogl_draw_vertex_attributes_array_real (mode, first_vertex, n_vertices,
|
|
attributes, &state);
|
|
}
|
|
|
|
void
|
|
cogl_draw_vertex_attributes (CoglVerticesMode mode,
|
|
int first_vertex,
|
|
int n_vertices,
|
|
...)
|
|
{
|
|
va_list ap;
|
|
int n_attributes;
|
|
CoglVertexAttribute *attribute;
|
|
CoglVertexAttribute **attributes;
|
|
int i;
|
|
|
|
va_start (ap, n_vertices);
|
|
for (n_attributes = 0; va_arg (ap, CoglVertexAttribute *); n_attributes++)
|
|
;
|
|
va_end (ap);
|
|
|
|
attributes = g_alloca (sizeof (CoglVertexAttribute *) * (n_attributes + 1));
|
|
attributes[n_attributes] = NULL;
|
|
|
|
va_start (ap, n_vertices);
|
|
for (i = 0; (attribute = va_arg (ap, CoglVertexAttribute *)); i++)
|
|
attributes[i] = attribute;
|
|
va_end (ap);
|
|
|
|
cogl_draw_vertex_attributes_array (mode, first_vertex, n_vertices,
|
|
attributes);
|
|
}
|
|
|
|
static size_t
|
|
sizeof_index_type (CoglIndicesType type)
|
|
{
|
|
switch (type)
|
|
{
|
|
case COGL_INDICES_TYPE_UNSIGNED_BYTE:
|
|
return 1;
|
|
case COGL_INDICES_TYPE_UNSIGNED_SHORT:
|
|
return 2;
|
|
case COGL_INDICES_TYPE_UNSIGNED_INT:
|
|
return 4;
|
|
}
|
|
g_return_val_if_reached (0);
|
|
}
|
|
|
|
static void
|
|
_cogl_draw_indexed_vertex_attributes_array_real (CoglVerticesMode mode,
|
|
int first_vertex,
|
|
int n_vertices,
|
|
CoglIndices *indices,
|
|
CoglVertexAttribute **attributes,
|
|
ValidateLayerState *state)
|
|
{
|
|
CoglPipeline *source = enable_gl_state (attributes, state);
|
|
CoglBuffer *buffer;
|
|
void *base;
|
|
size_t array_offset;
|
|
size_t index_size;
|
|
GLenum indices_gl_type = 0;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
buffer = COGL_BUFFER (_cogl_indices_get_array (indices));
|
|
base = _cogl_buffer_bind (buffer, COGL_BUFFER_BIND_TARGET_INDEX_ARRAY);
|
|
array_offset = cogl_indices_get_offset (indices);
|
|
index_size = sizeof_index_type (cogl_indices_get_type (indices));
|
|
|
|
switch (cogl_indices_get_type (indices))
|
|
{
|
|
case COGL_INDICES_TYPE_UNSIGNED_BYTE:
|
|
indices_gl_type = GL_UNSIGNED_BYTE;
|
|
break;
|
|
case COGL_INDICES_TYPE_UNSIGNED_SHORT:
|
|
indices_gl_type = GL_UNSIGNED_SHORT;
|
|
break;
|
|
case COGL_INDICES_TYPE_UNSIGNED_INT:
|
|
indices_gl_type = GL_UNSIGNED_INT;
|
|
break;
|
|
}
|
|
|
|
GE (glDrawElements ((GLenum)mode,
|
|
n_vertices,
|
|
indices_gl_type,
|
|
base + array_offset + index_size * first_vertex));
|
|
|
|
_cogl_buffer_unbind (buffer);
|
|
|
|
/* FIXME: we shouldn't be disabling state after drawing we should
|
|
* just disable the things not needed after enabling state. */
|
|
disable_gl_state (attributes, source);
|
|
}
|
|
|
|
void
|
|
_cogl_draw_indexed_vertex_attributes_array (CoglVerticesMode mode,
|
|
int first_vertex,
|
|
int n_vertices,
|
|
CoglIndices *indices,
|
|
CoglVertexAttribute **attributes)
|
|
{
|
|
ValidateLayerState state;
|
|
|
|
state.unit = 0;
|
|
state.options.flags = 0;
|
|
state.fallback_layers = 0;
|
|
|
|
_cogl_draw_indexed_vertex_attributes_array_real (mode,
|
|
first_vertex,
|
|
n_vertices,
|
|
indices,
|
|
attributes,
|
|
&state);
|
|
}
|
|
|
|
void
|
|
cogl_draw_indexed_vertex_attributes_array (CoglVerticesMode mode,
|
|
int first_vertex,
|
|
int n_vertices,
|
|
CoglIndices *indices,
|
|
CoglVertexAttribute **attributes)
|
|
{
|
|
ValidateLayerState state;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
_cogl_journal_flush ();
|
|
|
|
state.unit = 0;
|
|
state.options.flags = 0;
|
|
state.fallback_layers = 0;
|
|
|
|
cogl_pipeline_foreach_layer (cogl_get_source (),
|
|
validate_layer_cb,
|
|
&state);
|
|
|
|
/* NB: _cogl_framebuffer_flush_state may disrupt various state (such
|
|
* as the pipeline state) when flushing the clip stack, so should
|
|
* always be done first when preparing to draw. We need to do this
|
|
* before setting up the array pointers because setting up the clip
|
|
* stack can cause some drawing which would change the array
|
|
* pointers. */
|
|
_cogl_framebuffer_flush_state (_cogl_get_framebuffer (), 0);
|
|
|
|
_cogl_draw_indexed_vertex_attributes_array_real (mode,
|
|
first_vertex,
|
|
n_vertices,
|
|
indices,
|
|
attributes,
|
|
&state);
|
|
}
|
|
|
|
void
|
|
cogl_draw_indexed_vertex_attributes (CoglVerticesMode mode,
|
|
int first_vertex,
|
|
int n_vertices,
|
|
CoglIndices *indices,
|
|
...)
|
|
{
|
|
va_list ap;
|
|
int n_attributes;
|
|
CoglVertexAttribute **attributes;
|
|
int i;
|
|
CoglVertexAttribute *attribute;
|
|
|
|
va_start (ap, indices);
|
|
for (n_attributes = 0; va_arg (ap, CoglVertexAttribute *); n_attributes++)
|
|
;
|
|
va_end (ap);
|
|
|
|
attributes = g_alloca (sizeof (CoglVertexAttribute *) * (n_attributes + 1));
|
|
attributes[n_attributes] = NULL;
|
|
|
|
va_start (ap, indices);
|
|
for (i = 0; (attribute = va_arg (ap, CoglVertexAttribute *)); i++)
|
|
attributes[i] = attribute;
|
|
va_end (ap);
|
|
|
|
cogl_draw_indexed_vertex_attributes_array (mode,
|
|
first_vertex,
|
|
n_vertices,
|
|
indices,
|
|
attributes);
|
|
}
|
|
|
|
|