2705547469
Re-works validate_custom_attribute_name() so it doesn't access an un-initialised variable.
1618 lines
49 KiB
C
1618 lines
49 KiB
C
/* Mesh API: Handle extensible arrays of vertex attributes
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*
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* Copyright (C) 2008 Intel Corporation.
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*
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* Authored by: Robert Bragg <bob@o-hand.com>
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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 <http://www.gnu.org/licenses/>.
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*/
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/* XXX: For an overview of the functionality implemented here, please
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* see cogl.h.in, which contains the gtk-doc section overview for the
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* Mesh API.
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*/
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/*
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* TODO: We need to do a better job of minimizing when we call glVertexPointer
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* and pals in enable_state_for_drawing_mesh
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*
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* We should have an internal 2-tuple cache of (VBO, offset) for each of them
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* so we can avoid some GL calls. We could have cogl wrappers for the
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* gl*Pointer funcs that look like this:
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*
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* cogl_vertex_pointer (n_components, gl_type, stride, vbo, offset);
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* cogl_color_pointer (n_components, gl_type, stride, vbo, offset);
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*
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* They would also accept NULL for the VBO handle to support old style vertex
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* arrays.
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*
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* TODO:
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* Actually hook this up to the cogl shaders infrastructure. The mesh API has
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* been designed to allow adding of arbitrary attributes for use with shaders,
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* but this has yet to be actually plumbed together and tested.
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* The bits we are missing:
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* - cogl_program_use doesn't currently record within ctx-> which program
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* is currently in use so a.t.m only Clutter knows the current shader.
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* - We don't query the current shader program for the generic vertex indices
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* (using glGetAttribLocation) so that we can call glEnableVertexAttribArray
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* with those indices.
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* (currently we just make up consecutive indices)
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* - some dirty flag meshanims to know when the shader program has changed
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* so we don't need to re-query it each time we draw a mesh.
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*
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* TODO:
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* There is currently no API for querying back info about a mesh, E.g.:
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* cogl_mesh_get_n_vertices (mesh_handle);
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* cogl_mesh_attribute_get_n_components (mesh_handle, "attrib_name");
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* cogl_mesh_attribute_get_stride (mesh_handle, "attrib_name");
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* cogl_mesh_attribute_get_normalized (mesh_handle, "attrib_name");
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* cogl_mesh_attribute_map (mesh_handle, "attrib_name");
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* cogl_mesh_attribute_unmap (mesh_handle, "attrib_name");
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* (Realistically I wouldn't expect anyone to use such an API examine the
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* contents of a mesh for modification, since you'd need to handle too many
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* possibilities, but never the less there might be other value in these.)
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* TODO:
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* It may be worth exposing the underlying VBOs for some advanced use
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* cases, e.g.:
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* handle = cogl_vbo_new (COGL_VBO_FLAG_STATIC);
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* pointer = cogl_vbo_map (handle, COGL_VBO_FLAG_WRITEONLY);
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* cogl_vbo_unmap (handle);
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* cogl_vbo_set_data (handle, size, data);
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* cogl_vbo_set_sub_data (handle, offset, size, data);
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* cogl_vbo_set_usage_hint (COGL_VBO_FLAG_DYNAMIC);
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*
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* TODO:
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* Experiment with wider use of the mesh API internally to Cogl.
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* - There is potential, I think, for this API to become a work-horse API
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* within COGL for submitting geometry to the GPU, and could unify some of
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* the GL/GLES code paths.
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* E.g.:
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* - Try creating a per-context mesh cache for cogl_texture_rectangle to sit
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* on top of.
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* - Try saving the tesselation of paths/polygons into mesh objects internally.
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*
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* TODO
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* Expose API that lets developers get back a mesh handle for a particular
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* polygon so they may add custom attributes to them.
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* - It should be possible to query/modify a mesh efficiently, in place,
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* avoiding copies. It would not be acceptable to simply require that
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* developers must query back the n_vertices of a mesh and then the
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* n_components, type and stride etc of each component since there
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* would be too many combinations to realistically handle.
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*
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* - In practice, some cases might be best solved with a higher level
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* EditableMesh API, (see futher below) but for many cases I think an
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* API like this might be appropriate:
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*
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* cogl_mesh_foreach_vertex (mesh_handle, (MeshIteratorFunc)callback,
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* "gl_Vertex", "gl_Color", NULL);
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* void callback (CoglMeshVertex *vert)
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* {
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* GLfloat *pos = vert->attrib[0];
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* GLubyte *color = vert->attrib[1];
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* GLfloat *new_attrib = buf[vert->index];
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*
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* new_attrib = pos*color;
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* }
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*
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* TODO
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* Think about a higher level EditableMesh API for building/modifying mesh
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* objects.
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* - E.g. look at Blender for inspiration here. They can build a mesh
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* from "MVert", "MFace" and "MEdge" primitives.
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* - It would be possible to bake an EditableMesh into a regular Mesh, and
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* vica versa
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*
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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 <stdio.h>
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#include <string.h>
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#include <glib/gprintf.h>
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#include "cogl.h"
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#include "cogl-internal.h"
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#include "cogl-util.h"
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#include "cogl-context.h"
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#include "cogl-handle.h"
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#include "cogl-mesh-private.h"
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#define PAD_FOR_ALIGNMENT(VAR, TYPE_SIZE) \
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(VAR = TYPE_SIZE + ((VAR - 1) & ~(TYPE_SIZE - 1)))
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/*
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* GL/GLES compatability defines for VBO thingies:
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*/
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#if defined (HAVE_COGL_GL)
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#define glGenBuffers ctx->pf_glGenBuffersARB
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#define glBindBuffer ctx->pf_glBindBufferARB
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#define glBufferData ctx->pf_glBufferDataARB
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#define glBufferDataSub ctx->pf_glBufferDataSubARB
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#define glDeleteBuffers ctx->pf_glDeleteBuffersARB
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#define glMapBuffer ctx->pf_glMapBufferARB
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#define glUnmapBuffer ctx->pf_glUnmapBufferARB
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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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#elif defined (HAVE_COGL_GLES)
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/* NB: GLES has had VBOs/GLSL since 1.1, so we don't need any defines in
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* this case except for glBufferSubData which, just for the fun of it, has a
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* different name:
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*/
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#define glBufferDataSub glBufferSubData
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#elif defined (HAVE_COGL_GLES2)
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#define glVertexPointer cogl_wrap_glVertexPointer
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#define glNormalPointer cogl_wrap_glNormalPointer
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#define glTexCoordPointer cogl_wrap_glTexCoordPointer
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#define glColorPointer cogl_wrap_glColorPointer
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#define glDrawArrays cogl_wrap_glDrawArrays
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#define glEnableClientState cogl_wrap_glEnableClientState
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#define glDisableClientState cogl_wrap_glDisableClientState
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#define glBufferDataSub glBufferSubData
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#endif
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/*
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* GL/GLES compatability defines for shader things:
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*/
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#if defined (HAVE_COGL_GL)
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#define glVertexAttribPointer ctx->pf_glVertexAttribPointerARB
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#define glEnableVertexAttribArray ctx->pf_glEnableVertexAttribArrayARB
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#define glDisableVertexAttribArray ctx->pf_glEnableVertexAttribArrayARB
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#define MAY_HAVE_PROGRAMABLE_GL
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#elif defined (HAVE_COGL_GLES2)
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/* NB: GLES2 had shaders in core since day one so again we don't need
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* defines in this case: */
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#define MAY_HAVE_PROGRAMABLE_GL
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#endif
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#ifndef HAVE_COGL_GL
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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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#endif
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static void _cogl_mesh_free (CoglMesh *mesh);
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COGL_HANDLE_DEFINE (Mesh, mesh, mesh_handles);
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/**
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* cogl_mesh_new:
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* @n_vertices: The number of vertices that will make up your mesh.
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*
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* This creates a Cogl handle for a new mesh that you can then start to add
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* attributes too.
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*/
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CoglHandle
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cogl_mesh_new (guint n_vertices)
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{
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CoglMesh *mesh = g_slice_alloc (sizeof (CoglMesh));
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mesh->ref_count = 1;
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COGL_HANDLE_DEBUG_NEW (mesh, mesh);
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mesh->n_vertices = n_vertices;
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mesh->submitted_vbos = NULL;
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mesh->new_attributes = NULL;
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/* return COGL_INVALID_HANDLE; */
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return _cogl_mesh_handle_new (mesh);
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}
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/* There are a number of standard OpenGL attributes that we deal with
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* specially. These attributes are all namespaced with a "gl_" prefix
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* so we should catch any typos instead of silently adding a custom
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* attribute.
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*/
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static CoglMeshAttributeFlags
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validate_gl_attribute (const char *gl_attribute,
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guint8 *n_components,
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guint8 *texture_unit)
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{
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CoglMeshAttributeFlags type;
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char *detail_seperator = NULL;
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int name_len;
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detail_seperator = strstr (gl_attribute, "::");
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if (detail_seperator)
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name_len = detail_seperator - gl_attribute;
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else
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name_len = strlen (gl_attribute);
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if (strncmp (gl_attribute, "Vertex", name_len) == 0)
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{
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type = COGL_MESH_ATTRIBUTE_FLAG_VERTEX_ARRAY;
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}
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else if (strncmp (gl_attribute, "Color", name_len) == 0)
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{
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type = COGL_MESH_ATTRIBUTE_FLAG_COLOR_ARRAY;
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}
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else if (strncmp (gl_attribute,
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"MultiTexCoord",
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strlen ("MultiTexCoord")) == 0)
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{
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unsigned int unit;
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if (sscanf (gl_attribute, "MultiTexCoord%u", &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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/* FIXME: validate any '::' delimiter for this case */
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*texture_unit = unit;
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type = COGL_MESH_ATTRIBUTE_FLAG_TEXTURE_COORD_ARRAY;
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}
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else if (strncmp (gl_attribute, "Normal", name_len) == 0)
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{
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*n_components = 1;
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type = COGL_MESH_ATTRIBUTE_FLAG_NORMAL_ARRAY;
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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", gl_attribute);
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type = COGL_MESH_ATTRIBUTE_FLAG_INVALID;
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}
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return type;
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}
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/* This validates that a custom attribute name is a valid GLSL variable name
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*
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* NB: attribute names may have a detail component delimited using '::' E.g.
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* custom_attrib::foo or custom_atrib::bar
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*
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* maybe I should hang a compiled regex somewhere to handle this
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*/
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static gboolean
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validate_custom_attribute_name (const char *attribute_name)
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{
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char *detail_seperator = NULL;
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int name_len;
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int i;
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detail_seperator = strstr (attribute_name, "::");
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if (detail_seperator)
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name_len = detail_seperator - attribute_name;
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else
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name_len = strlen (attribute_name);
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if (name_len == 0
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|| !g_ascii_isalpha (attribute_name[0])
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|| attribute_name[0] != '_')
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return FALSE;
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for (i = 1; i < name_len; i++)
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if (!g_ascii_isalnum (attribute_name[i]) || attribute_name[i] != '_')
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return FALSE;
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return TRUE;
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}
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/* Iterates the the CoglMeshVBOs of a mesh and create a flat list of all the
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* submitted attributes
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*
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* Note: The CoglMeshAttribute structs are deep copied.
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*/
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static GList *
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copy_submitted_attributes_list (CoglMesh *mesh)
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{
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GList *tmp;
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GList *submitted_attributes = NULL;
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for (tmp = mesh->submitted_vbos; tmp != NULL; tmp = tmp->next)
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{
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CoglMeshVBO *cogl_vbo = tmp->data;
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GList *tmp2;
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for (tmp2 = cogl_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
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{
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CoglMeshAttribute *attribute = tmp2->data;
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CoglMeshAttribute *copy = g_slice_alloc (sizeof (CoglMeshAttribute));
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*copy = *attribute;
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submitted_attributes = g_list_prepend (submitted_attributes, copy);
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}
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}
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return submitted_attributes;
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}
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static CoglMeshAttributeFlags
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get_attribute_gl_type_flag_from_gl_type (GLenum gl_type)
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{
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switch (gl_type)
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{
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case GL_BYTE:
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return COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_BYTE;
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case GL_UNSIGNED_BYTE:
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return COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_UNSIGNED_BYTE;
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case GL_SHORT:
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return COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_SHORT;
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case GL_UNSIGNED_SHORT:
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return COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_UNSIGNED_SHORT;
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case GL_FLOAT:
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return COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_FLOAT;
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#if HAVE_COGL_GL
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case GL_INT:
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return COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_INT;
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case GL_UNSIGNED_INT:
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return COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_UNSIGNED_INT;
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case GL_DOUBLE:
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return COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_DOUBLE;
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#endif
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default:
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g_warning ("Mesh API: Unrecognised OpenGL type enum 0x%08x\n", gl_type);
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return 0;
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}
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}
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static gsize
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get_gl_type_size (CoglMeshAttributeFlags flags)
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{
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CoglMeshAttributeFlags gl_type =
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flags & COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_MASK;
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switch (gl_type)
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{
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case COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_BYTE:
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return sizeof (GLbyte);
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case COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_UNSIGNED_BYTE:
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return sizeof (GLubyte);
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case COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_SHORT:
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return sizeof (GLshort);
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case COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_UNSIGNED_SHORT:
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return sizeof (GLushort);
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case COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_FLOAT:
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return sizeof (GLfloat);
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#if HAVE_COGL_GL
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case COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_INT:
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return sizeof (GLint);
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case COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_UNSIGNED_INT:
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return sizeof (GLuint);
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case COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_DOUBLE:
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return sizeof (GLdouble);
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#endif
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default:
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g_warning ("Mesh API: Unrecognised OpenGL type enum 0x%08x\n", gl_type);
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return 0;
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}
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}
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void
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cogl_mesh_add_attribute (CoglHandle handle,
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const char *attribute_name,
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guint8 n_components,
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GLenum gl_type,
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gboolean normalized,
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guint16 stride,
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const void *pointer)
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{
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CoglMesh *mesh;
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GQuark name_quark = g_quark_from_string (attribute_name);
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gboolean modifying_an_attrib = FALSE;
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CoglMeshAttribute *attribute;
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CoglMeshAttributeFlags flags = 0;
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guint8 texture_unit = 0;
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GList *tmp;
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if (!cogl_is_mesh (handle))
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return;
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mesh = _cogl_mesh_pointer_from_handle (handle);
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/* The submit function works by diffing between submitted_attributes
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* and new_attributes to minimize the upload bandwidth + cost of
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* allocating new VBOs, so if there isn't already a list of new_attributes
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* we create one: */
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if (!mesh->new_attributes)
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mesh->new_attributes = copy_submitted_attributes_list (mesh);
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/* Note: we first look for an existing attribute that we are modifying
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* so we may skip needing to validate the name */
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for (tmp = mesh->new_attributes; tmp != NULL; tmp = tmp->next)
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{
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CoglMeshAttribute *submitted_attribute = tmp->data;
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if (submitted_attribute->name == name_quark)
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{
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modifying_an_attrib = TRUE;
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attribute = submitted_attribute;
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/* since we will skip validate_gl_attribute in this case, we need
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* to pluck out the attribute type before overwriting the flags: */
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flags |= attribute->flags & COGL_MESH_ATTRIBUTE_FLAG_TYPE_MASK;
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break;
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}
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}
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if (!modifying_an_attrib)
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{
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/* Validate the attribute name, is suitable as a variable name */
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if (strncmp (attribute_name, "gl_", 3) == 0)
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{
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flags |= validate_gl_attribute (attribute_name + 3,
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&n_components,
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&texture_unit);
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if (flags & COGL_MESH_ATTRIBUTE_FLAG_INVALID)
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return;
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}
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else
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{
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flags |= COGL_MESH_ATTRIBUTE_FLAG_CUSTOM_ARRAY;
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if (validate_custom_attribute_name (attribute_name))
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return;
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}
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attribute = g_slice_alloc (sizeof (CoglMeshAttribute));
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}
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attribute->name = g_quark_from_string (attribute_name);
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attribute->n_components = n_components;
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attribute->stride = mesh->n_vertices > 1 ? stride : 0;
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attribute->u.pointer = pointer;
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attribute->texture_unit = texture_unit;
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flags |= get_attribute_gl_type_flag_from_gl_type (gl_type);
|
|
flags |= COGL_MESH_ATTRIBUTE_FLAG_ENABLED;
|
|
|
|
/* Note: We currently just assume, if an attribute is *ever* updated
|
|
* then it should be taged as frequently changing. */
|
|
if (modifying_an_attrib)
|
|
flags |= COGL_MESH_ATTRIBUTE_FLAG_FREQUENT_RESUBMIT;
|
|
else
|
|
flags |= COGL_MESH_ATTRIBUTE_FLAG_INFREQUENT_RESUBMIT;
|
|
|
|
if (normalized)
|
|
flags |= COGL_MESH_ATTRIBUTE_FLAG_NORMALIZED;
|
|
attribute->flags = flags;
|
|
|
|
/* NB: get_gl_type_size must be called after setting the type
|
|
* flags, above. */
|
|
if (attribute->stride)
|
|
attribute->span_bytes = mesh->n_vertices * attribute->stride;
|
|
else
|
|
attribute->span_bytes = mesh->n_vertices
|
|
* attribute->n_components
|
|
* get_gl_type_size (attribute->flags);
|
|
|
|
if (!modifying_an_attrib)
|
|
mesh->new_attributes =
|
|
g_list_prepend (mesh->new_attributes, attribute);
|
|
}
|
|
|
|
void
|
|
cogl_mesh_delete_attribute (CoglHandle handle,
|
|
const char *attribute_name)
|
|
{
|
|
CoglMesh *mesh;
|
|
GQuark name = g_quark_from_string (attribute_name);
|
|
GList *tmp;
|
|
|
|
if (!cogl_is_mesh (handle))
|
|
return;
|
|
|
|
mesh = _cogl_mesh_pointer_from_handle (handle);
|
|
|
|
/* The submit function works by diffing between submitted_attributes
|
|
* and new_attributes to minimize the upload bandwidth + cost of
|
|
* allocating new VBOs, so if there isn't already a list of new_attributes
|
|
* we create one: */
|
|
if (!mesh->new_attributes)
|
|
mesh->new_attributes = copy_submitted_attributes_list (mesh);
|
|
|
|
for (tmp = mesh->new_attributes; tmp != NULL; tmp = tmp->next)
|
|
{
|
|
CoglMeshAttribute *submitted_attribute = tmp->data;
|
|
if (submitted_attribute->name == name)
|
|
{
|
|
mesh->new_attributes =
|
|
g_list_delete_link (mesh->new_attributes, tmp);
|
|
g_slice_free (CoglMeshAttribute, submitted_attribute);
|
|
return;
|
|
}
|
|
}
|
|
|
|
g_warning ("Failed to find an attribute named %s to delete\n",
|
|
attribute_name);
|
|
}
|
|
|
|
static void
|
|
set_attribute_enable (CoglHandle handle,
|
|
const char *attribute_name,
|
|
gboolean state)
|
|
{
|
|
CoglMesh *mesh;
|
|
GQuark name_quark = g_quark_from_string (attribute_name);
|
|
GList *tmp;
|
|
|
|
if (!cogl_is_mesh (handle))
|
|
return;
|
|
|
|
mesh = _cogl_mesh_pointer_from_handle (handle);
|
|
|
|
/* NB: If a mesh is currently being edited, then there can be two seperate
|
|
* lists of attributes; those that are currently submitted and a new
|
|
* list yet to be submitted, we need to modify both. */
|
|
|
|
for (tmp = mesh->new_attributes; tmp != NULL; tmp = tmp->next)
|
|
{
|
|
CoglMeshAttribute *attribute = tmp->data;
|
|
if (attribute->name == name_quark)
|
|
{
|
|
if (state)
|
|
attribute->flags |= COGL_MESH_ATTRIBUTE_FLAG_ENABLED;
|
|
else
|
|
attribute->flags &= ~COGL_MESH_ATTRIBUTE_FLAG_ENABLED;
|
|
break;
|
|
}
|
|
}
|
|
|
|
for (tmp = mesh->submitted_vbos; tmp != NULL; tmp = tmp->next)
|
|
{
|
|
CoglMeshVBO *cogl_vbo = tmp->data;
|
|
GList *tmp2;
|
|
|
|
for (tmp2 = cogl_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
|
|
{
|
|
CoglMeshAttribute *attribute = tmp2->data;
|
|
if (attribute->name == name_quark)
|
|
{
|
|
if (state)
|
|
attribute->flags |= COGL_MESH_ATTRIBUTE_FLAG_ENABLED;
|
|
else
|
|
attribute->flags &= ~COGL_MESH_ATTRIBUTE_FLAG_ENABLED;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
g_warning ("Failed to find an attribute named %s to %s\n",
|
|
attribute_name,
|
|
state == TRUE ? "enable" : "disable");
|
|
}
|
|
|
|
void
|
|
cogl_mesh_enable_attribute (CoglHandle handle,
|
|
const char *attribute_name)
|
|
{
|
|
set_attribute_enable (handle, attribute_name, TRUE);
|
|
}
|
|
|
|
void
|
|
cogl_mesh_disable_attribute (CoglHandle handle,
|
|
const char *attribute_name)
|
|
{
|
|
set_attribute_enable (handle, attribute_name, FALSE);
|
|
}
|
|
|
|
static void
|
|
free_mesh_attribute (CoglMeshAttribute *attribute)
|
|
{
|
|
g_slice_free (CoglMeshAttribute, attribute);
|
|
}
|
|
|
|
/* Given an attribute that we know has already been submitted before, this
|
|
* function looks for the existing VBO that contains it.
|
|
*
|
|
* Note: It will free redundant attribute struct once the corresponding
|
|
* VBO has been found.
|
|
*/
|
|
static void
|
|
filter_already_submitted_attribute (CoglMeshAttribute *attribute,
|
|
GList **reuse_vbos,
|
|
GList **submitted_vbos)
|
|
{
|
|
GList *tmp;
|
|
|
|
/* First check the cogl_vbos we already know are being reused since we
|
|
* are more likley to get a match here */
|
|
for (tmp = *reuse_vbos; tmp != NULL; tmp = tmp->next)
|
|
{
|
|
CoglMeshVBO *cogl_vbo = tmp->data;
|
|
GList *tmp2;
|
|
|
|
for (tmp2 = cogl_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
|
|
{
|
|
CoglMeshAttribute *vbo_attribute = tmp2->data;
|
|
|
|
if (vbo_attribute->name == attribute->name)
|
|
{
|
|
vbo_attribute->flags &= ~COGL_MESH_ATTRIBUTE_FLAG_UNUSED;
|
|
/* Note: we don't free the redundant attribute here, since it
|
|
* will be freed after all filtering in cogl_mesh_submit */
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (tmp = *submitted_vbos; tmp != NULL; tmp = tmp->next)
|
|
{
|
|
CoglMeshVBO *cogl_vbo = tmp->data;
|
|
CoglMeshAttribute *reuse_attribute = NULL;
|
|
GList *tmp2;
|
|
|
|
for (tmp2 = cogl_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
|
|
{
|
|
CoglMeshAttribute *vbo_attribute = tmp2->data;
|
|
if (vbo_attribute->name == attribute->name)
|
|
{
|
|
reuse_attribute = vbo_attribute;
|
|
/* Note: we don't free the redundant attribute here, since it
|
|
* will be freed after all filtering in cogl_mesh_submit */
|
|
|
|
*submitted_vbos = g_list_remove_link (*submitted_vbos, tmp);
|
|
tmp->next = *reuse_vbos;
|
|
*reuse_vbos = tmp;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!reuse_attribute)
|
|
continue;
|
|
|
|
/* Mark all but the matched attribute as UNUSED, so that when we
|
|
* finish filtering all our attributes any attrributes still
|
|
* marked as UNUSED can be removed from the their cogl_vbo */
|
|
for (tmp2 = cogl_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
|
|
{
|
|
CoglMeshAttribute *vbo_attribute = tmp2->data;
|
|
if (vbo_attribute != reuse_attribute)
|
|
vbo_attribute->flags |= COGL_MESH_ATTRIBUTE_FLAG_UNUSED;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
g_critical ("Failed to find the cogl vbo that corresponds to an\n"
|
|
"attribute that had apparently already been submitted!");
|
|
}
|
|
|
|
/* When we first mark a CoglMeshVBO to be reused, we mark the attributes
|
|
* as unsed, so that when filtering of attributes into VBOs is done
|
|
* we can then prune the now unsed attributes. */
|
|
static void
|
|
remove_unused_attributes (CoglMeshVBO *cogl_vbo)
|
|
{
|
|
GList *tmp;
|
|
GList *next;
|
|
|
|
for (tmp = cogl_vbo->attributes; tmp != NULL; tmp = next)
|
|
{
|
|
CoglMeshAttribute *attribute = tmp->data;
|
|
next = tmp->next;
|
|
|
|
if (attribute->flags & COGL_MESH_ATTRIBUTE_FLAG_UNUSED)
|
|
{
|
|
cogl_vbo->attributes =
|
|
g_list_delete_link (cogl_vbo->attributes, tmp);
|
|
g_slice_free (CoglMeshAttribute, attribute);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Give a newly added, strided, attribute, this function looks for a
|
|
* CoglMeshVBO that the attribute is interleved with. If it can't find
|
|
* one then a new CoglMeshVBO is allocated and added to the list of
|
|
* new_strided_vbos
|
|
*/
|
|
static void
|
|
filter_strided_attribute (CoglMeshAttribute *attribute,
|
|
GList **new_vbos)
|
|
{
|
|
GList *tmp;
|
|
CoglMeshVBO *new_cogl_vbo;
|
|
|
|
for (tmp = *new_vbos; tmp != NULL; tmp = tmp->next)
|
|
{
|
|
CoglMeshVBO *cogl_vbo = tmp->data;
|
|
GList *tmp2;
|
|
|
|
if (!cogl_vbo->flags & COGL_MESH_VBO_FLAG_STRIDED)
|
|
continue;
|
|
|
|
for (tmp2 = cogl_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
|
|
{
|
|
CoglMeshAttribute *vbo_attribute = tmp2->data;
|
|
const char *attribute_start = attribute->u.pointer;
|
|
const char *vbo_attribute_start = vbo_attribute->u.pointer;
|
|
|
|
/* NB: All attributes have mesh->n_vertices values which
|
|
* simplifies determining which attributes are interleved
|
|
* since we assume they will start no farther than +- a
|
|
* stride away from each other:
|
|
*/
|
|
if (attribute_start <= (vbo_attribute_start - vbo_attribute->stride)
|
|
|| attribute_start
|
|
>= (vbo_attribute_start + vbo_attribute->stride))
|
|
continue; /* Not interleved */
|
|
|
|
cogl_vbo->attributes =
|
|
g_list_prepend (cogl_vbo->attributes, attribute);
|
|
|
|
if (attribute->flags & COGL_MESH_ATTRIBUTE_FLAG_FREQUENT_RESUBMIT)
|
|
{
|
|
cogl_vbo->flags &= ~COGL_MESH_VBO_FLAG_INFREQUENT_RESUBMIT;
|
|
cogl_vbo->flags |= COGL_MESH_VBO_FLAG_FREQUENT_RESUBMIT;
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
new_cogl_vbo = g_slice_alloc (sizeof (CoglMeshVBO));
|
|
new_cogl_vbo->vbo_name = 0;
|
|
new_cogl_vbo->attributes = NULL;
|
|
new_cogl_vbo->attributes =
|
|
g_list_prepend (new_cogl_vbo->attributes, attribute);
|
|
/* Any one of the interleved attributes will have the same span_bytes */
|
|
new_cogl_vbo->vbo_bytes = attribute->span_bytes;
|
|
new_cogl_vbo->flags = COGL_MESH_VBO_FLAG_STRIDED;
|
|
|
|
if (attribute->flags & COGL_MESH_ATTRIBUTE_FLAG_INFREQUENT_RESUBMIT)
|
|
new_cogl_vbo->flags |= COGL_MESH_VBO_FLAG_INFREQUENT_RESUBMIT;
|
|
else
|
|
new_cogl_vbo->flags |= COGL_MESH_VBO_FLAG_FREQUENT_RESUBMIT;
|
|
|
|
*new_vbos = g_list_prepend (*new_vbos, new_cogl_vbo);
|
|
return;
|
|
}
|
|
|
|
/* This iterates through the list of submitted VBOs looking for one that
|
|
* contains attribute. If found the list *link* is removed and returned */
|
|
static GList *
|
|
unlink_submitted_vbo_containing_attribute (GList **submitted_vbos,
|
|
CoglMeshAttribute *attribute)
|
|
{
|
|
GList *tmp;
|
|
GList *next = NULL;
|
|
|
|
for (tmp = *submitted_vbos; tmp != NULL; tmp = next)
|
|
{
|
|
CoglMeshVBO *submitted_vbo = tmp->data;
|
|
GList *tmp2;
|
|
|
|
next = tmp->next;
|
|
|
|
for (tmp2 = submitted_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
|
|
{
|
|
CoglMeshAttribute *submitted_attribute = tmp2->data;
|
|
|
|
if (submitted_attribute->name == attribute->name)
|
|
{
|
|
*submitted_vbos = g_list_remove_link (*submitted_vbos, tmp);
|
|
return tmp;
|
|
}
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/* Unlinks all the submitted VBOs that conflict with the new cogl_vbo and
|
|
* returns them as a list. */
|
|
static GList *
|
|
get_submitted_vbo_conflicts (GList **submitted_vbos, CoglMeshVBO *cogl_vbo)
|
|
{
|
|
GList *tmp;
|
|
GList *conflicts = NULL;
|
|
|
|
for (tmp = cogl_vbo->attributes; tmp != NULL; tmp = tmp->next)
|
|
{
|
|
GList *link =
|
|
unlink_submitted_vbo_containing_attribute (submitted_vbos,
|
|
tmp->data);
|
|
if (link)
|
|
{
|
|
/* prepend the link to the list of conflicts: */
|
|
link->next = conflicts;
|
|
conflicts = link;
|
|
}
|
|
}
|
|
return conflicts;
|
|
}
|
|
|
|
/* Any attributes in cogl_vbo gets removed from conflict_vbo */
|
|
static void
|
|
disassociate_conflicting_attributes (CoglMeshVBO *conflict_vbo,
|
|
CoglMeshVBO *cogl_vbo)
|
|
{
|
|
GList *tmp;
|
|
|
|
/* NB: The attributes list in conflict_vbo will be shrinking so
|
|
* we iterate those in the inner loop. */
|
|
|
|
for (tmp = cogl_vbo->attributes; tmp != NULL; tmp = tmp->next)
|
|
{
|
|
CoglMeshAttribute *attribute = tmp->data;
|
|
GList *tmp2;
|
|
for (tmp2 = conflict_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
|
|
{
|
|
CoglMeshAttribute *conflict_attribute = tmp2->data;
|
|
|
|
if (conflict_attribute->name == attribute->name)
|
|
{
|
|
free_mesh_attribute (conflict_attribute);
|
|
conflict_vbo->attributes =
|
|
g_list_delete_link (conflict_vbo->attributes, tmp2);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void
|
|
free_cogl_mesh_vbo (CoglMeshVBO *cogl_vbo, gboolean delete_gl_vbo)
|
|
{
|
|
GList *tmp;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
for (tmp = cogl_vbo->attributes; tmp != NULL; tmp = tmp->next)
|
|
{
|
|
free_mesh_attribute (tmp->data);
|
|
}
|
|
g_list_free (cogl_vbo->attributes);
|
|
|
|
if (delete_gl_vbo && cogl_vbo->flags & COGL_MESH_VBO_FLAG_SUBMITTED)
|
|
GE (glDeleteBuffers (1, &cogl_vbo->vbo_name));
|
|
|
|
g_slice_free (CoglMeshVBO, cogl_vbo);
|
|
}
|
|
|
|
/* This figures out the lowest attribute client pointer. (This pointer is used
|
|
* to upload all the interleved attributes).
|
|
*
|
|
* In the process it also replaces the client pointer with the attributes
|
|
* offset, and marks the attribute as submitted.
|
|
*/
|
|
static const void *
|
|
prep_strided_vbo_for_upload (CoglMeshVBO *cogl_vbo)
|
|
{
|
|
GList *tmp;
|
|
const char *lowest_pointer = NULL;
|
|
|
|
for (tmp = cogl_vbo->attributes; tmp != NULL; tmp = tmp->next)
|
|
{
|
|
CoglMeshAttribute *attribute = tmp->data;
|
|
const char *client_pointer = attribute->u.pointer;
|
|
|
|
if (!lowest_pointer || client_pointer < lowest_pointer)
|
|
lowest_pointer = client_pointer;
|
|
}
|
|
|
|
for (tmp = cogl_vbo->attributes; tmp != NULL; tmp = tmp->next)
|
|
{
|
|
CoglMeshAttribute *attribute = tmp->data;
|
|
const char *client_pointer = attribute->u.pointer;
|
|
attribute->u.vbo_offset = client_pointer - lowest_pointer;
|
|
attribute->flags |= COGL_MESH_ATTRIBUTE_FLAG_SUBMITTED;
|
|
}
|
|
|
|
return lowest_pointer;
|
|
}
|
|
|
|
static gboolean
|
|
upload_multipack_vbo_via_map_buffer (CoglMeshVBO *cogl_vbo)
|
|
{
|
|
#if HAVE_COGL_GL
|
|
GList *tmp;
|
|
guint offset = 0;
|
|
char *buf;
|
|
|
|
_COGL_GET_CONTEXT (ctx, FALSE);
|
|
|
|
buf = glMapBuffer (GL_ARRAY_BUFFER, GL_WRITE_ONLY);
|
|
glGetError();
|
|
if (!buf)
|
|
return FALSE;
|
|
|
|
for (tmp = cogl_vbo->attributes; tmp != NULL; tmp = tmp->next)
|
|
{
|
|
CoglMeshAttribute *attribute = tmp->data;
|
|
gsize attribute_size = attribute->span_bytes;
|
|
gsize gl_type_size = get_gl_type_size (attribute->flags);
|
|
|
|
PAD_FOR_ALIGNMENT (offset, gl_type_size);
|
|
|
|
memcpy (buf + offset, attribute->u.pointer, attribute_size);
|
|
|
|
attribute->u.vbo_offset = offset;
|
|
attribute->flags |= COGL_MESH_ATTRIBUTE_FLAG_SUBMITTED;
|
|
offset += attribute_size;
|
|
}
|
|
glUnmapBuffer (GL_ARRAY_BUFFER);
|
|
|
|
return TRUE;
|
|
#else
|
|
return FALSE;
|
|
#endif
|
|
}
|
|
|
|
static void
|
|
upload_multipack_vbo_via_buffer_sub_data (CoglMeshVBO *cogl_vbo)
|
|
{
|
|
GList *tmp;
|
|
guint offset = 0;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
for (tmp = cogl_vbo->attributes; tmp != NULL; tmp = tmp->next)
|
|
{
|
|
CoglMeshAttribute *attribute = tmp->data;
|
|
gsize attribute_size = attribute->span_bytes;
|
|
gsize gl_type_size = get_gl_type_size (attribute->flags);
|
|
|
|
PAD_FOR_ALIGNMENT (offset, gl_type_size);
|
|
|
|
GE (glBufferDataSub (GL_ARRAY_BUFFER,
|
|
offset,
|
|
attribute_size,
|
|
attribute->u.pointer));
|
|
attribute->u.vbo_offset = offset;
|
|
attribute->flags |= COGL_MESH_ATTRIBUTE_FLAG_SUBMITTED;
|
|
offset += attribute_size;
|
|
}
|
|
}
|
|
|
|
static void
|
|
upload_gl_vbo (CoglMeshVBO *cogl_vbo)
|
|
{
|
|
GLenum usage;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
g_return_if_fail (cogl_vbo->vbo_name != 0);
|
|
|
|
if (cogl_vbo->flags & COGL_MESH_VBO_FLAG_FREQUENT_RESUBMIT)
|
|
usage = GL_DYNAMIC_DRAW;
|
|
else
|
|
usage = GL_STATIC_DRAW;
|
|
|
|
GE (glBindBuffer (GL_ARRAY_BUFFER, cogl_vbo->vbo_name));
|
|
|
|
if (cogl_vbo->flags & COGL_MESH_VBO_FLAG_STRIDED)
|
|
{
|
|
const void *pointer =
|
|
prep_strided_vbo_for_upload (cogl_vbo);
|
|
GE (glBufferData (GL_ARRAY_BUFFER,
|
|
cogl_vbo->vbo_bytes,
|
|
pointer,
|
|
usage));
|
|
}
|
|
else if (cogl_vbo->flags & COGL_MESH_VBO_FLAG_MULTIPACK)
|
|
{
|
|
/* First we make it obvious to the driver that we want to update the
|
|
* whole buffer (without this, the driver is more likley to block
|
|
* if the GPU is busy using the buffer) */
|
|
GE (glBufferData (GL_ARRAY_BUFFER,
|
|
cogl_vbo->vbo_bytes,
|
|
NULL,
|
|
usage));
|
|
|
|
/* I think it might depend on the specific driver/HW whether its better to
|
|
* use glMapBuffer here or glBufferSubData here. There is even a good
|
|
* thread about this topic here:
|
|
* http://www.mail-archive.com/dri-devel@lists.sourceforge.net/msg35004.html
|
|
* For now I have gone with glMapBuffer, but the jury is still out.
|
|
*/
|
|
|
|
if (!upload_multipack_vbo_via_map_buffer (cogl_vbo))
|
|
upload_multipack_vbo_via_buffer_sub_data (cogl_vbo);
|
|
}
|
|
else
|
|
{
|
|
CoglMeshAttribute *attribute = cogl_vbo->attributes->data;
|
|
GE (glBufferData (GL_ARRAY_BUFFER,
|
|
cogl_vbo->vbo_bytes,
|
|
attribute->u.pointer,
|
|
usage));
|
|
/* We forget this pointer now since the client will be free
|
|
* to re-use this memory */
|
|
attribute->u.pointer = NULL;
|
|
attribute->flags |= COGL_MESH_ATTRIBUTE_FLAG_SUBMITTED;
|
|
}
|
|
|
|
cogl_vbo->flags |= COGL_MESH_VBO_FLAG_SUBMITTED;
|
|
|
|
GE (glBindBuffer (GL_ARRAY_BUFFER, 0));
|
|
}
|
|
|
|
/* Note: although there ends up being quite a few inner loops involved
|
|
* with resolving buffers, the number of attributes will be low so I
|
|
* don't expect them to cause a problem. */
|
|
static void
|
|
resolve_new_cogl_mesh_vbo (CoglMesh *mesh,
|
|
CoglMeshVBO *new_cogl_vbo,
|
|
GList **final_vbos)
|
|
{
|
|
GList *conflicts;
|
|
GList *tmp;
|
|
GList *next;
|
|
gboolean found_target_vbo = FALSE;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
conflicts =
|
|
get_submitted_vbo_conflicts (&mesh->submitted_vbos, new_cogl_vbo);
|
|
|
|
for (tmp = conflicts; tmp != NULL; tmp = next)
|
|
{
|
|
CoglMeshVBO *conflict_vbo = tmp->data;
|
|
|
|
next = tmp->next;
|
|
|
|
disassociate_conflicting_attributes (conflict_vbo, new_cogl_vbo);
|
|
|
|
if (!conflict_vbo->attributes)
|
|
{
|
|
/* See if we can re-use this now empty VBO: */
|
|
|
|
if (!found_target_vbo
|
|
&& conflict_vbo->vbo_bytes == new_cogl_vbo->vbo_bytes)
|
|
{
|
|
found_target_vbo = TRUE;
|
|
new_cogl_vbo->vbo_name = conflict_vbo->vbo_name;
|
|
free_cogl_mesh_vbo (conflict_vbo, FALSE);
|
|
|
|
upload_gl_vbo (new_cogl_vbo);
|
|
|
|
*final_vbos = g_list_prepend (*final_vbos, new_cogl_vbo);
|
|
}
|
|
else
|
|
free_cogl_mesh_vbo (conflict_vbo, TRUE);
|
|
}
|
|
else
|
|
{
|
|
/* Relink the VBO back into mesh->submitted_vbos since it may
|
|
* be involved in other conflicts later */
|
|
tmp->next = mesh->submitted_vbos;
|
|
tmp->prev = NULL;
|
|
mesh->submitted_vbos = tmp;
|
|
}
|
|
}
|
|
|
|
if (!found_target_vbo)
|
|
{
|
|
GE (glGenBuffers (1, &new_cogl_vbo->vbo_name));
|
|
/* FIXME: debug */
|
|
g_assert (glGetError() == GL_NO_ERROR);
|
|
|
|
upload_gl_vbo (new_cogl_vbo);
|
|
*final_vbos = g_list_prepend (*final_vbos, new_cogl_vbo);
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_mesh_submit (CoglHandle handle)
|
|
{
|
|
CoglMesh *mesh;
|
|
GList *tmp;
|
|
CoglMeshVBO *new_multipack_vbo;
|
|
GList *new_multipack_vbo_link;
|
|
GList *new_vbos = NULL;
|
|
GList *reuse_vbos = NULL;
|
|
GList *final_vbos = NULL;
|
|
|
|
if (!cogl_is_mesh (handle))
|
|
return;
|
|
|
|
mesh = _cogl_mesh_pointer_from_handle (handle);
|
|
|
|
/* The objective now is to copy the attribute data supplied by the client
|
|
* into buffer objects, but it's important to minimize the amount of memory
|
|
* bandwidth we waste here.
|
|
*
|
|
* We need to group together the attributes that are interleved so that the
|
|
* driver can use a single continguous memcpy for these. All BOs for
|
|
* interleved data are created as STATIC_DRAW_ARB.
|
|
*
|
|
* Non interleved attributes tagged as INFREQUENT_RESUBMIT will be grouped
|
|
* together back to back in a single BO created as STATIC_DRAW_ARB
|
|
*
|
|
* Non interleved attributes tagged as FREQUENT_RESUBMIT will be copied into
|
|
* individual buffer objects, and the BO itself created DYNAMIC_DRAW_ARB
|
|
*
|
|
* If we are modifying an submitted mesh object then we are carefull not
|
|
* to needlesly delete submitted buffer objects and replace with new ones,
|
|
* instead we upload new data to the submitted buffers.
|
|
*/
|
|
|
|
/* NB: We must forget attribute->pointer after submitting since the user
|
|
* is free to re-use that memory for other purposes now. */
|
|
|
|
/* Pseudo code:
|
|
*
|
|
* Broadly speaking we start with a list of unsorted attributes, and filter
|
|
* those into 'new' and 're-use' CoglMeshVBO (CBO) lists. We then take the
|
|
* list of new CBO structs and compare with the CBOs that have already been
|
|
* submitted to the GPU (but ignoring those we already know will be re-used)
|
|
* to determine what other CBOs can be re-used, due to being superseded,
|
|
* and what new GL VBOs need to be created.
|
|
*
|
|
* We have three kinds of CBOs:
|
|
* - Unstrided CBOs
|
|
* These contain a single tightly packed attribute
|
|
* These are currently the only ones ever marked as FREQUENT_SUBMIT
|
|
* - Strided CBOs
|
|
* These typically contain multiple interleved sets of attributes,
|
|
* though they can contain just one attribute with a stride
|
|
* - Multi Pack CBOs
|
|
* These contain multiple attributes tightly packed back to back)
|
|
*
|
|
* First create a new-CBOs entry "new-multipack-CBO"
|
|
* Tag "new-multipack-CBO" as MULTIPACK + INFREQUENT_RESUBMIT
|
|
* For each unsorted attrib:
|
|
* if already marked as submitted:
|
|
* iterate reuse-CBOs:
|
|
* if we find one that contains this attribute:
|
|
* free redundant unsorted attrib struct
|
|
* remove the UNUSED flag from the attrib found in the reuse-CBO
|
|
* continue to next unsorted attrib
|
|
* iterate submitted VBOs:
|
|
* if we find one that contains this attribute:
|
|
* free redundant unsorted attrib struct
|
|
* unlink the vbo and move it to the list of reuse-CBOs
|
|
* mark all attributes except the one just matched as UNUSED
|
|
* assert (found)
|
|
* continue to next unsorted attrib
|
|
* if strided:
|
|
* iterate the new, strided, CBOs, to see if the attribute is
|
|
* interleved with one of them, if found:
|
|
* add to the matched CBO
|
|
* else if not found:
|
|
* create a new-CBOs entry tagged STRIDED + INFREQUENT_RESUBMIT
|
|
* else if unstrided && tagged with FREQUENT_RESUBMIT:
|
|
* create a new-CBOs entry tagged UNSTRIDED + FREQUENT_RESUBMIT
|
|
* else
|
|
* add to the new-multipack-CBO
|
|
* free list of unsorted-attribs
|
|
*
|
|
* Next compare the new list of CBOs with the submitted set and try to
|
|
* minimize the memory bandwidth required to upload the attributes and the
|
|
* overhead of creating new GL-BOs.
|
|
*
|
|
* We deal with four sets of CBOs:
|
|
* - The "new" CBOs
|
|
* (as determined above during filtering)
|
|
* - The "re-use" CBOs
|
|
* (as determined above during filtering)
|
|
* - The "submitted" CBOs
|
|
* (I.e. ones currently submitted to the GPU)
|
|
* - The "final" CBOs
|
|
* (The result of resolving the differences between the above sets)
|
|
*
|
|
* The re-use CBOs are dealt with first, and we simply delete any remaining
|
|
* attributes in these that are still marked as UNUSED, and move them
|
|
* to the list of final CBOs.
|
|
*
|
|
* Next we iterate through the "new" CBOs, searching for conflicts
|
|
* with the "submitted" CBOs and commit our decision to the "final" CBOs
|
|
*
|
|
* When searching for submitted entries we always unlink items from the
|
|
* submitted list once we make matches (before we make descisions
|
|
* based on the matches). If the CBO node is superseded it is freed,
|
|
* if it is modified but may be needed for more descisions later it is
|
|
* relinked back into the submitted list and if it's identical to a new
|
|
* CBO it will be linked into the final list.
|
|
*
|
|
* At the end the list of submitted CBOs represents the attributes that were
|
|
* deleted from the mesh.
|
|
*
|
|
* Iterate re-use-CBOs:
|
|
* Iterate attribs for each:
|
|
* if attrib UNUSED:
|
|
* remove the attrib from the CBO + free
|
|
* |Note: we could potentially mark this as a re-useable gap
|
|
* |if needs be later.
|
|
* add re-use CBO to the final-CBOs
|
|
* Iterate new-CBOs:
|
|
* List submitted CBOs conflicting with the this CBO (Unlinked items)
|
|
* found-target-BO=FALSE
|
|
* Iterate conflicting CBOs:
|
|
* Disassociate conflicting attribs from conflicting CBO struct
|
|
* If no attribs remain:
|
|
* If found-target-BO!=TRUE
|
|
* _AND_ If the total size of the conflicting CBO is compatible:
|
|
* |Note: We don't currently consider re-using oversized buffers
|
|
* found-target-BO=TRUE
|
|
* upload replacement data
|
|
* free submitted CBO struct
|
|
* add new CBO struct to final-CBOs
|
|
* else:
|
|
* delete conflict GL-BO
|
|
* delete conflict CBO struct
|
|
* else:
|
|
* relink CBO back into submitted-CBOs
|
|
*
|
|
* if found-target-BO == FALSE:
|
|
* create a new GL-BO
|
|
* upload data
|
|
* add new CBO struct to final-BOs
|
|
*
|
|
* Iterate through the remaining "submitted" CBOs:
|
|
* delete the submitted GL-BO
|
|
* free the submitted CBO struct
|
|
*/
|
|
|
|
new_multipack_vbo = g_slice_alloc (sizeof (CoglMeshVBO));
|
|
new_multipack_vbo->vbo_name = 0;
|
|
new_multipack_vbo->flags = COGL_MESH_VBO_FLAG_MULTIPACK
|
|
| COGL_MESH_VBO_FLAG_INFREQUENT_RESUBMIT;
|
|
new_multipack_vbo->vbo_bytes = 0;
|
|
new_multipack_vbo->attributes = NULL;
|
|
new_vbos = g_list_prepend (new_vbos, new_multipack_vbo);
|
|
/* We save the link pointer here, just so we can do a fast removal later if
|
|
* no attributes get added to this vbo. */
|
|
new_multipack_vbo_link = new_vbos;
|
|
|
|
/* Start with a list of unsorted attributes, and filter those into
|
|
* potential new Cogl BO structs
|
|
*/
|
|
for (tmp = mesh->new_attributes; tmp != NULL; tmp = tmp->next)
|
|
{
|
|
CoglMeshAttribute *attribute = tmp->data;
|
|
|
|
if (attribute->flags & COGL_MESH_ATTRIBUTE_FLAG_SUBMITTED)
|
|
{
|
|
/* If the attribute is already marked as submitted, then we need
|
|
* to find the existing VBO that contains it so we dont delete it.
|
|
*
|
|
* NB: this also frees the attribute struct since it's implicitly
|
|
* redundant in this case.
|
|
*/
|
|
filter_already_submitted_attribute (attribute,
|
|
&reuse_vbos,
|
|
&mesh->submitted_vbos);
|
|
}
|
|
else if (attribute->stride)
|
|
{
|
|
/* look for a CoglMeshVBO that the attribute is interleved with. If
|
|
* one can't be found then a new CoglMeshVBO is allocated and added
|
|
* to the list of new_vbos: */
|
|
filter_strided_attribute (attribute, &new_vbos);
|
|
}
|
|
else if (attribute->flags & COGL_MESH_ATTRIBUTE_FLAG_FREQUENT_RESUBMIT)
|
|
{
|
|
CoglMeshVBO *cogl_vbo = g_slice_alloc (sizeof (CoglMeshVBO));
|
|
|
|
/* attributes we expect will be frequently resubmitted are placed
|
|
* in their own VBO so that updates don't impact other attributes
|
|
*/
|
|
|
|
cogl_vbo->vbo_name = 0;
|
|
cogl_vbo->flags = COGL_MESH_VBO_FLAG_UNSTRIDED
|
|
| COGL_MESH_VBO_FLAG_FREQUENT_RESUBMIT;
|
|
cogl_vbo->attributes = NULL;
|
|
cogl_vbo->attributes = g_list_prepend (cogl_vbo->attributes,
|
|
attribute);
|
|
cogl_vbo->vbo_bytes = attribute->span_bytes;
|
|
new_vbos = g_list_prepend (new_vbos, cogl_vbo);
|
|
}
|
|
else
|
|
{
|
|
gsize gl_type_size = get_gl_type_size (attribute->flags);
|
|
|
|
/* Infrequently updated attributes just get packed back to back
|
|
* in a single VBO: */
|
|
new_multipack_vbo->attributes =
|
|
g_list_prepend (new_multipack_vbo->attributes,
|
|
attribute);
|
|
|
|
/* Note: we have to ensure that each run of attributes is
|
|
* naturally aligned according to its data type, which may
|
|
* require some padding bytes: */
|
|
|
|
/* XXX: We also have to be sure that the attributes aren't
|
|
* reorderd before being uploaded because the alignment padding
|
|
* is based on the adjacent attribute.
|
|
*/
|
|
|
|
PAD_FOR_ALIGNMENT (new_multipack_vbo->vbo_bytes, gl_type_size);
|
|
|
|
new_multipack_vbo->vbo_bytes += attribute->span_bytes;
|
|
}
|
|
}
|
|
|
|
/* At this point all mesh->new_attributes have been filtered into
|
|
* CoglMeshVBOs... */
|
|
g_list_free (mesh->new_attributes);
|
|
mesh->new_attributes = NULL;
|
|
|
|
/* If the multipack vbo wasn't needed: */
|
|
if (new_multipack_vbo->attributes == NULL)
|
|
{
|
|
new_vbos = g_list_delete_link (new_vbos, new_multipack_vbo_link);
|
|
g_slice_free (CoglMeshVBO, new_multipack_vbo);
|
|
}
|
|
|
|
for (tmp = reuse_vbos; tmp != NULL; tmp = tmp->next)
|
|
remove_unused_attributes (tmp->data);
|
|
final_vbos = g_list_concat (final_vbos, reuse_vbos);
|
|
|
|
for (tmp = new_vbos; tmp != NULL; tmp = tmp->next)
|
|
resolve_new_cogl_mesh_vbo (mesh, tmp->data, &final_vbos);
|
|
|
|
/* Anything left corresponds to deleted attributes: */
|
|
for (tmp = mesh->submitted_vbos; tmp != NULL; tmp = tmp->next)
|
|
free_cogl_mesh_vbo (tmp->data, TRUE);
|
|
g_list_free (mesh->submitted_vbos);
|
|
|
|
mesh->submitted_vbos = final_vbos;
|
|
}
|
|
|
|
static GLenum
|
|
get_gl_type_from_attribute_flags (CoglMeshAttributeFlags flags)
|
|
{
|
|
CoglMeshAttributeFlags gl_type =
|
|
flags & COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_MASK;
|
|
|
|
switch (gl_type)
|
|
{
|
|
case COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_BYTE:
|
|
return GL_BYTE;
|
|
case COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_UNSIGNED_BYTE:
|
|
return GL_UNSIGNED_BYTE;
|
|
case COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_SHORT:
|
|
return GL_SHORT;
|
|
case COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_UNSIGNED_SHORT:
|
|
return GL_UNSIGNED_SHORT;
|
|
case COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_FLOAT:
|
|
return GL_FLOAT;
|
|
#if HAVE_COGL_GL
|
|
case COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_INT:
|
|
return GL_INT;
|
|
case COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_UNSIGNED_INT:
|
|
return GL_UNSIGNED_INT;
|
|
case COGL_MESH_ATTRIBUTE_FLAG_GL_TYPE_DOUBLE:
|
|
return GL_DOUBLE;
|
|
#endif
|
|
default:
|
|
g_warning ("Couldn't convert from attribute flags (0x%08x) "
|
|
"to gl type enum\n", flags);
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
static void
|
|
enable_state_for_drawing_mesh (CoglMesh *mesh)
|
|
{
|
|
GList *tmp;
|
|
GLenum gl_type;
|
|
GLuint generic_index = 0;
|
|
gulong enable_flags = COGL_ENABLE_BLEND;
|
|
/* FIXME: I don't think it's appropriate to force enable
|
|
* GL_BLEND here. */
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
for (tmp = mesh->submitted_vbos; tmp != NULL; tmp = tmp->next)
|
|
{
|
|
CoglMeshVBO *cogl_vbo = tmp->data;
|
|
GList *tmp2;
|
|
|
|
GE (glBindBuffer (GL_ARRAY_BUFFER, cogl_vbo->vbo_name));
|
|
|
|
for (tmp2 = cogl_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
|
|
{
|
|
CoglMeshAttribute *attribute = tmp2->data;
|
|
CoglMeshAttributeFlags type =
|
|
attribute->flags & COGL_MESH_ATTRIBUTE_FLAG_TYPE_MASK;
|
|
|
|
if (!(attribute->flags & COGL_MESH_ATTRIBUTE_FLAG_ENABLED))
|
|
continue;
|
|
|
|
gl_type = get_gl_type_from_attribute_flags (attribute->flags);
|
|
switch (type)
|
|
{
|
|
case COGL_MESH_ATTRIBUTE_FLAG_COLOR_ARRAY:
|
|
/* FIXME: go through cogl cache to enable color array */
|
|
GE (glEnableClientState (GL_COLOR_ARRAY));
|
|
GE (glColorPointer (attribute->n_components,
|
|
gl_type,
|
|
attribute->stride,
|
|
(const GLvoid *)attribute->u.vbo_offset));
|
|
break;
|
|
case COGL_MESH_ATTRIBUTE_FLAG_NORMAL_ARRAY:
|
|
/* FIXME: go through cogl cache to enable normal array */
|
|
GE (glEnableClientState (GL_NORMAL_ARRAY));
|
|
GE (glNormalPointer (gl_type,
|
|
attribute->stride,
|
|
(const GLvoid *)attribute->u.vbo_offset));
|
|
break;
|
|
case COGL_MESH_ATTRIBUTE_FLAG_TEXTURE_COORD_ARRAY:
|
|
/* FIXME: set the active texture unit */
|
|
/* NB: Cogl currently manages unit 0 */
|
|
enable_flags |= (COGL_ENABLE_TEXCOORD_ARRAY
|
|
| COGL_ENABLE_TEXTURE_2D);
|
|
/* FIXME: I don't think it's appropriate to force enable
|
|
* GL_TEXTURE_2D here. */
|
|
/* GE (glEnableClientState (GL_VERTEX_ARRAY)); */
|
|
GE (glTexCoordPointer (attribute->n_components,
|
|
gl_type,
|
|
attribute->stride,
|
|
(const GLvoid *)attribute->u.vbo_offset));
|
|
break;
|
|
case COGL_MESH_ATTRIBUTE_FLAG_VERTEX_ARRAY:
|
|
enable_flags |= COGL_ENABLE_VERTEX_ARRAY;
|
|
/* GE (glEnableClientState (GL_VERTEX_ARRAY)); */
|
|
GE (glVertexPointer (attribute->n_components,
|
|
gl_type,
|
|
attribute->stride,
|
|
(const GLvoid *)attribute->u.vbo_offset));
|
|
break;
|
|
case COGL_MESH_ATTRIBUTE_FLAG_CUSTOM_ARRAY:
|
|
{
|
|
#ifdef MAY_HAVE_PROGRAMABLE_GL
|
|
GLboolean normalized = GL_FALSE;
|
|
if (attribute->flags & COGL_MESH_ATTRIBUTE_FLAG_NORMALIZED)
|
|
normalized = GL_TRUE;
|
|
/* FIXME: go through cogl cache to enable generic array */
|
|
GE (glEnableVertexAttribArray (generic_index++));
|
|
GE (glVertexAttribPointer (generic_index,
|
|
attribute->n_components,
|
|
gl_type,
|
|
normalized,
|
|
attribute->stride,
|
|
(const GLvoid *)
|
|
attribute->u.vbo_offset));
|
|
#endif
|
|
}
|
|
break;
|
|
default:
|
|
g_warning ("Unrecognised attribute type 0x%08x", type);
|
|
}
|
|
}
|
|
}
|
|
|
|
cogl_enable (enable_flags);
|
|
|
|
}
|
|
|
|
static void
|
|
disable_state_for_drawing_mesh (CoglMesh *mesh)
|
|
{
|
|
GList *tmp;
|
|
GLenum gl_type;
|
|
GLuint generic_index = 0;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
/* Disable all the client state that cogl doesn't currently know
|
|
* about:
|
|
*/
|
|
GE (glBindBuffer (GL_ARRAY_BUFFER, 0));
|
|
|
|
generic_index = 0;
|
|
for (tmp = mesh->submitted_vbos; tmp != NULL; tmp = tmp->next)
|
|
{
|
|
CoglMeshVBO *cogl_vbo = tmp->data;
|
|
GList *tmp2;
|
|
|
|
for (tmp2 = cogl_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
|
|
{
|
|
CoglMeshAttribute *attribute = tmp2->data;
|
|
CoglMeshAttributeFlags type =
|
|
attribute->flags & COGL_MESH_ATTRIBUTE_FLAG_TYPE_MASK;
|
|
|
|
if (!(attribute->flags & COGL_MESH_ATTRIBUTE_FLAG_ENABLED))
|
|
continue;
|
|
|
|
gl_type = get_gl_type_from_attribute_flags(attribute->flags);
|
|
switch (type)
|
|
{
|
|
case COGL_MESH_ATTRIBUTE_FLAG_COLOR_ARRAY:
|
|
/* FIXME: go through cogl cache to enable color array */
|
|
GE (glDisableClientState (GL_COLOR_ARRAY));
|
|
break;
|
|
case COGL_MESH_ATTRIBUTE_FLAG_NORMAL_ARRAY:
|
|
/* FIXME: go through cogl cache to enable normal array */
|
|
GE (glDisableClientState (GL_NORMAL_ARRAY));
|
|
break;
|
|
case COGL_MESH_ATTRIBUTE_FLAG_TEXTURE_COORD_ARRAY:
|
|
/* FIXME: set the active texture unit */
|
|
/* NB: Cogl currently manages unit 0 */
|
|
/* GE (glDisableClientState (GL_VERTEX_ARRAY)); */
|
|
break;
|
|
case COGL_MESH_ATTRIBUTE_FLAG_VERTEX_ARRAY:
|
|
/* GE (glDisableClientState (GL_VERTEX_ARRAY)); */
|
|
break;
|
|
case COGL_MESH_ATTRIBUTE_FLAG_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", type);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_mesh_draw_arrays (CoglHandle handle,
|
|
GLenum mode,
|
|
GLint first,
|
|
GLsizei count)
|
|
{
|
|
CoglMesh *mesh;
|
|
|
|
if (!cogl_is_mesh (handle))
|
|
return;
|
|
|
|
mesh = _cogl_mesh_pointer_from_handle (handle);
|
|
|
|
enable_state_for_drawing_mesh (mesh);
|
|
|
|
/* FIXME: flush cogl cache */
|
|
GE (glDrawArrays (mode, first, count));
|
|
|
|
disable_state_for_drawing_mesh (mesh);
|
|
}
|
|
|
|
void
|
|
cogl_mesh_draw_range_elements (CoglHandle handle,
|
|
GLenum mode,
|
|
GLuint start,
|
|
GLuint end,
|
|
GLsizei count,
|
|
GLenum type,
|
|
const GLvoid *indices)
|
|
{
|
|
CoglMesh *mesh;
|
|
|
|
if (!cogl_is_mesh (handle))
|
|
return;
|
|
|
|
mesh = _cogl_mesh_pointer_from_handle (handle);
|
|
|
|
enable_state_for_drawing_mesh (mesh);
|
|
|
|
/* FIXME: flush cogl cache */
|
|
GE (glDrawRangeElements (mode, start, end, count, type, indices));
|
|
|
|
disable_state_for_drawing_mesh (mesh);
|
|
}
|
|
|
|
static void
|
|
_cogl_mesh_free (CoglMesh *mesh)
|
|
{
|
|
GList *tmp;
|
|
|
|
for (tmp = mesh->submitted_vbos; tmp != NULL; tmp = tmp->next)
|
|
free_cogl_mesh_vbo (tmp->data, TRUE);
|
|
for (tmp = mesh->new_attributes; tmp != NULL; tmp = tmp->next)
|
|
free_mesh_attribute (tmp->data);
|
|
|
|
g_slice_free (CoglMesh, mesh);
|
|
}
|
|
|