mutter/cogl/cogl-vertex-attribute.c
Neil Roberts af5ddb0b13 cogl: Don't flush the framebuffer state for the internal draw
CoglVertexAttribute has an internal draw function that is used by the
CoglJournal to avoid the call to cogl_journal_flush which would
otherwise end up recursively flushing the journal forever. The
enable_gl_state function called by this was previously also calling
_cogl_flush_framebuffer_state. However the journal code tries to
handle this function specially by calling it with a flag to disable
flushing the modelview matrix. This is useful because the journal
handles flushing the modelview itself. Without this patch the journal
state ends up getting flushed twice. This isn't a particularly big
problem currently because the matrix stack has caching to recognise
when it would push the same state twice and bails out. However if we
later want to use the framebuffer flush flags to override a particular
state of the framebuffer (such as the clip state) then we need to make
sure the flush isn't called twice.
2010-11-04 18:08:27 +00:00

892 lines
29 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 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
* <http://www.gnu.org/licenses/>.
*
*
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl-context.h"
#include "cogl-object-private.h"
#include "cogl-journal-private.h"
#include "cogl-vertex-attribute.h"
#include "cogl-vertex-attribute-private.h"
#include "cogl-pipeline.h"
#include "cogl-pipeline-private.h"
#include "cogl-pipeline-opengl-private.h"
#include "cogl-texture-private.h"
#include "cogl-framebuffer-private.h"
#include "cogl-indices-private.h"
#include <string.h>
#include <stdio.h>
#if defined (HAVE_COGL_GL)
#define glGenBuffers ctx->drv.pf_glGenBuffers
#define glBindBuffer ctx->drv.pf_glBindBuffer
#define glBufferData ctx->drv.pf_glBufferData
#define glBufferSubData ctx->drv.pf_glBufferSubData
#define glGetBufferSubData ctx->drv.pf_glGetBufferSubData
#define glDeleteBuffers ctx->drv.pf_glDeleteBuffers
#define glMapBuffer ctx->drv.pf_glMapBuffer
#define glUnmapBuffer ctx->drv.pf_glUnmapBuffer
#define glClientActiveTexture ctx->drv.pf_glClientActiveTexture
#ifndef GL_ARRAY_BUFFER
#define GL_ARRAY_BUFFER GL_ARRAY_BUFFER_ARB
#endif
#define glVertexAttribPointer ctx->drv.pf_glVertexAttribPointer
#define glEnableVertexAttribArray ctx->drv.pf_glEnableVertexAttribArray
#define glDisableVertexAttribArray ctx->drv.pf_glDisableVertexAttribArray
#define MAY_HAVE_PROGRAMABLE_GL
#define glDrawRangeElements(mode, start, end, count, type, indices) \
ctx->drv.pf_glDrawRangeElements (mode, start, end, count, type, indices)
#else /* GLES 1/2 */
/* GLES doesn't have glDrawRangeElements, so we simply pretend it does
* but that it makes no use of the start, end constraints: */
#define glDrawRangeElements(mode, start, end, count, type, indices) \
glDrawElements (mode, count, type, indices)
/* This isn't defined in the GLES headers */
#ifndef GL_UNSIGNED_INT
#define GL_UNSIGNED_INT 0x1405
#endif
#ifdef HAVE_COGL_GLES2
#include "../gles/cogl-gles2-wrapper.h"
#define MAY_HAVE_PROGRAMABLE_GL
#endif /* HAVE_COGL_GLES2 */
#endif
static void _cogl_vertex_attribute_free (CoglVertexAttribute *attribute);
COGL_OBJECT_DEFINE (VertexAttribute, vertex_attribute);
#if 0
gboolean
validate_gl_attribute (const char *name,
int n_components,
CoglVertexAttributeNameID *name_id,
gboolean *normalized,
unsigned int *texture_unit)
{
name = name + 3; /* skip past "gl_" */
*normalized = FALSE;
*texture_unit = 0;
if (strcmp (name, "Vertex") == 0)
{
if (G_UNLIKELY (n_components == 1))
{
g_critical ("glVertexPointer doesn't allow 1 component vertex "
"positions so we currently only support \"gl_Vertex\" "
"attributes where n_components == 2, 3 or 4");
return FALSE;
}
*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_POSITION_ARRAY;
}
else if (strcmp (name, "Color") == 0)
{
if (G_UNLIKELY (n_components != 3 && n_components != 4))
{
g_critical ("glColorPointer expects 3 or 4 component colors so we "
"currently only support \"gl_Color\" attributes where "
"n_components == 3 or 4");
return FALSE;
}
*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_COLOR_ARRAY;
*normalized = TRUE;
}
else if (strncmp (name, "MultiTexCoord", strlen ("MultiTexCoord")) == 0)
{
if (sscanf (gl_attribute, "MultiTexCoord%u", texture_unit) != 1)
{
g_warning ("gl_MultiTexCoord attributes should include a\n"
"texture unit number, E.g. gl_MultiTexCoord0\n");
unit = 0;
}
*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY;
}
else if (strncmp (name, "Normal") == 0)
{
if (G_UNLIKELY (n_components != 3))
{
g_critical ("glNormalPointer expects 3 component normals so we "
"currently only support \"gl_Normal\" attributes where "
"n_components == 3");
return FALSE;
}
*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_NORMAL_ARRAY;
*normalized = TRUE;
}
else
{
g_warning ("Unknown gl_* attribute name gl_%s\n", name);
return FALSE;
}
return TRUE;
}
#endif
gboolean
validate_cogl_attribute (const char *name,
int n_components,
CoglVertexAttributeNameID *name_id,
gboolean *normalized,
unsigned int *texture_unit)
{
name = name + 5; /* skip "cogl_" */
*normalized = FALSE;
*texture_unit = 0;
if (strcmp (name, "position_in") == 0)
{
if (G_UNLIKELY (n_components == 1))
{
g_critical ("glVertexPointer doesn't allow 1 component vertex "
"positions so we currently only support \"cogl_vertex\" "
"attributes where n_components == 2, 3 or 4");
return FALSE;
}
*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_POSITION_ARRAY;
}
else if (strcmp (name, "color_in") == 0)
{
if (G_UNLIKELY (n_components != 3 && n_components != 4))
{
g_critical ("glColorPointer expects 3 or 4 component colors so we "
"currently only support \"cogl_color\" attributes where "
"n_components == 3 or 4");
return FALSE;
}
*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_COLOR_ARRAY;
}
else if (strcmp (name, "tex_coord_in") == 0)
*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY;
else if (strncmp (name, "tex_coord", strlen ("tex_coord")) == 0)
{
if (sscanf (name, "tex_coord%u_in", texture_unit) != 1)
{
g_warning ("Texture coordinate attributes should either be named "
"\"cogl_tex_coord\" or named with a texture unit index "
"like \"cogl_tex_coord2_in\"\n");
return FALSE;
}
*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY;
}
else if (strcmp (name, "normal") == 0)
{
if (G_UNLIKELY (n_components != 3))
{
g_critical ("glNormalPointer expects 3 component normals so we "
"currently only support \"cogl_normal\" attributes "
"where n_components == 3");
return FALSE;
}
*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_NORMAL_ARRAY;
*normalized = TRUE;
}
else
{
g_warning ("Unknown cogl_* attribute name cogl_%s\n", name);
return FALSE;
}
return TRUE;
}
CoglVertexAttribute *
cogl_vertex_attribute_new (CoglVertexArray *array,
const char *name,
gsize stride,
gsize offset,
int n_components,
CoglVertexAttributeType type)
{
CoglVertexAttribute *attribute = g_slice_new (CoglVertexAttribute);
gboolean status;
attribute->array = cogl_object_ref (array);
attribute->name = g_strdup (name);
attribute->stride = stride;
attribute->offset = offset;
attribute->n_components = n_components;
attribute->type = type;
attribute->immutable_ref = 0;
if (strncmp (name, "cogl_", 5) == 0)
status = validate_cogl_attribute (attribute->name,
n_components,
&attribute->name_id,
&attribute->normalized,
&attribute->texture_unit);
#if 0
else if (strncmp (name, "gl_", 3) == 0)
status = validate_gl_attribute (attribute->name,
n_components,
&attribute->name_id,
&attribute->normalized,
&attribute->texture_unit);
#endif
else
{
attribute->name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY;
attribute->normalized = FALSE;
attribute->texture_unit = 0;
status = TRUE;
}
if (!status)
{
_cogl_vertex_attribute_free (attribute);
return NULL;
}
return _cogl_vertex_attribute_object_new (attribute);
}
gboolean
cogl_vertex_attribute_get_normalized (CoglVertexAttribute *attribute)
{
g_return_val_if_fail (cogl_is_vertex_attribute (attribute), FALSE);
return attribute->normalized;
}
static void
warn_about_midscene_changes (void)
{
static gboolean seen = FALSE;
if (!seen)
{
g_warning ("Mid-scene modification of attributes has "
"undefined results\n");
seen = TRUE;
}
}
void
cogl_vertex_attribute_set_normalized (CoglVertexAttribute *attribute,
gboolean normalized)
{
g_return_if_fail (cogl_is_vertex_attribute (attribute));
if (G_UNLIKELY (attribute->immutable_ref))
warn_about_midscene_changes ();
attribute->normalized = normalized;
}
CoglVertexArray *
cogl_vertex_attribute_get_array (CoglVertexAttribute *attribute)
{
g_return_val_if_fail (cogl_is_vertex_attribute (attribute), NULL);
return attribute->array;
}
void
cogl_vertex_attribute_set_array (CoglVertexAttribute *attribute,
CoglVertexArray *array)
{
g_return_if_fail (cogl_is_vertex_attribute (attribute));
if (G_UNLIKELY (attribute->immutable_ref))
warn_about_midscene_changes ();
cogl_object_ref (array);
cogl_object_unref (attribute->array);
attribute->array = array;
}
CoglVertexAttribute *
_cogl_vertex_attribute_immutable_ref (CoglVertexAttribute *vertex_attribute)
{
g_return_val_if_fail (cogl_is_vertex_attribute (vertex_attribute), NULL);
vertex_attribute->immutable_ref++;
_cogl_buffer_immutable_ref (COGL_BUFFER (vertex_attribute->array));
return vertex_attribute;
}
void
_cogl_vertex_attribute_immutable_unref (CoglVertexAttribute *vertex_attribute)
{
g_return_if_fail (cogl_is_vertex_attribute (vertex_attribute));
g_return_if_fail (vertex_attribute->immutable_ref > 0);
vertex_attribute->immutable_ref--;
_cogl_buffer_immutable_unref (COGL_BUFFER (vertex_attribute->array));
}
static void
_cogl_vertex_attribute_free (CoglVertexAttribute *attribute)
{
g_free (attribute->name);
cogl_object_unref (attribute->array);
g_slice_free (CoglVertexAttribute, attribute);
}
typedef struct
{
int unit;
CoglPipelineFlushOptions options;
guint32 fallback_layers;
} ValidateLayerState;
static gboolean
validate_layer_cb (CoglPipeline *pipeline,
int layer_index,
void *user_data)
{
CoglHandle texture =
_cogl_pipeline_get_layer_texture (pipeline, layer_index);
ValidateLayerState *state = user_data;
gboolean status = TRUE;
/* invalid textures will be handled correctly in
* _cogl_pipeline_flush_layers_gl_state */
if (texture == COGL_INVALID_HANDLE)
goto validated;
/* Give the texture a chance to know that we're rendering
non-quad shaped primitives. If the texture is in an atlas it
will be migrated */
_cogl_texture_ensure_non_quad_rendering (texture);
/* We need to ensure the mipmaps are ready before deciding
* 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.
*/
_cogl_pipeline_pre_paint_for_layer (pipeline, layer_index);
if (!_cogl_texture_can_hardware_repeat (texture))
{
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
* 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.
*
* 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);
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;
_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);
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);
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;
_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);
}