mutter/cogl/cogl-attribute.c
Robert Bragg 4c3dadd35e Add a strong CoglTexture type to replace CoglHandle
As part of the on going, incremental effort to purge the non type safe
CoglHandle type from the Cogl API this patch tackles most of the
CoglHandle uses relating to textures.

We'd postponed making this change for quite a while because we wanted to
have a clearer understanding of how we wanted to evolve the texture APIs
towards Cogl 2.0 before exposing type safety here which would be
difficult to change later since it would imply breaking APIs.

The basic idea that we are steering towards now is that CoglTexture
can be considered to be the most primitive interface we have for any
object representing a texture. The texture interface would provide
roughly these methods:

  cogl_texture_get_width
  cogl_texture_get_height
  cogl_texture_can_repeat
  cogl_texture_can_mipmap
  cogl_texture_generate_mipmap;
  cogl_texture_get_format
  cogl_texture_set_region
  cogl_texture_get_region

Besides the texture interface we will then start to expose types
corresponding to specific texture types: CoglTexture2D,
CoglTexture3D, CoglTexture2DSliced, CoglSubTexture, CoglAtlasTexture and
CoglTexturePixmapX11.

We will then also expose an interface for the high-level texture types
we have (such as CoglTexture2DSlice, CoglSubTexture and
CoglAtlasTexture) called CoglMetaTexture. CoglMetaTexture is an
additional interface that lets you iterate a virtual region of a meta
texture and get mappings of primitive textures to sub-regions of that
virtual region. Internally we already have this kind of abstraction for
dealing with sliced texture, sub-textures and atlas textures in a
consistent way, so this will just make that abstraction public. The aim
here is to clarify that there is a difference between primitive textures
(CoglTexture2D/3D) and some of the other high-level textures, and also
enable developers to implement primitives that can support meta textures
since they can only be used with the cogl_rectangle API currently.

The thing that's not so clean-cut with this are the texture constructors
we have currently; such as cogl_texture_new_from_file which no longer
make sense when CoglTexture is considered to be an interface.  These
will basically just become convenient factory functions and it's just a
bit unusual that they are within the cogl_texture namespace.  It's worth
noting here that all the texture type APIs will also have their own type
specific constructors so these functions will only be used for the
convenience of being able to create a texture without really wanting to
know the details of what type of texture you need.  Longer term for 2.0
we may come up with replacement names for these factory functions or the
other thing we are considering is designing some asynchronous factory
functions instead since it's so often detrimental to application
performance to be blocked waiting for a texture to be uploaded to the
GPU.

Reviewed-by: Neil Roberts <neil@linux.intel.com>
2011-09-21 15:27:03 +01:00

1263 lines
40 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-private.h"
#include "cogl-object-private.h"
#include "cogl-journal-private.h"
#include "cogl-attribute.h"
#include "cogl-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"
#ifdef HAVE_COGL_GLES2
#include "cogl-pipeline-progend-glsl-private.h"
#endif
#include "cogl-private.h"
#include <string.h>
#include <stdio.h>
/* This isn't defined in the GLES headers */
#ifndef GL_UNSIGNED_INT
#define GL_UNSIGNED_INT 0x1405
#endif
static void _cogl_attribute_free (CoglAttribute *attribute);
COGL_OBJECT_DEFINE (Attribute, attribute);
#if 0
gboolean
validate_gl_attribute (const char *name,
int n_components,
CoglAttributeNameID *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_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_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_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_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,
CoglAttributeNameID *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_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_ATTRIBUTE_NAME_ID_COLOR_ARRAY;
}
else if (strcmp (name, "tex_coord_in") == 0)
*name_id = COGL_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_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY;
}
else if (strcmp (name, "normal_in") == 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_ATTRIBUTE_NAME_ID_NORMAL_ARRAY;
*normalized = TRUE;
}
else
{
g_warning ("Unknown cogl_* attribute name cogl_%s\n", name);
return FALSE;
}
return TRUE;
}
CoglAttribute *
cogl_attribute_new (CoglAttributeBuffer *attribute_buffer,
const char *name,
gsize stride,
gsize offset,
int n_components,
CoglAttributeType type)
{
CoglAttribute *attribute = g_slice_new (CoglAttribute);
gboolean status;
attribute->attribute_buffer = cogl_object_ref (attribute_buffer);
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_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY;
attribute->normalized = FALSE;
attribute->texture_unit = 0;
status = TRUE;
}
if (!status)
{
_cogl_attribute_free (attribute);
return NULL;
}
return _cogl_attribute_object_new (attribute);
}
gboolean
cogl_attribute_get_normalized (CoglAttribute *attribute)
{
g_return_val_if_fail (cogl_is_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_attribute_set_normalized (CoglAttribute *attribute,
gboolean normalized)
{
g_return_if_fail (cogl_is_attribute (attribute));
if (G_UNLIKELY (attribute->immutable_ref))
warn_about_midscene_changes ();
attribute->normalized = normalized;
}
CoglAttributeBuffer *
cogl_attribute_get_buffer (CoglAttribute *attribute)
{
g_return_val_if_fail (cogl_is_attribute (attribute), NULL);
return attribute->attribute_buffer;
}
void
cogl_attribute_set_buffer (CoglAttribute *attribute,
CoglAttributeBuffer *attribute_buffer)
{
g_return_if_fail (cogl_is_attribute (attribute));
if (G_UNLIKELY (attribute->immutable_ref))
warn_about_midscene_changes ();
cogl_object_ref (attribute_buffer);
cogl_object_unref (attribute->attribute_buffer);
attribute->attribute_buffer = attribute_buffer;
}
CoglAttribute *
_cogl_attribute_immutable_ref (CoglAttribute *attribute)
{
g_return_val_if_fail (cogl_is_attribute (attribute), NULL);
attribute->immutable_ref++;
_cogl_buffer_immutable_ref (COGL_BUFFER (attribute->attribute_buffer));
return attribute;
}
void
_cogl_attribute_immutable_unref (CoglAttribute *attribute)
{
g_return_if_fail (cogl_is_attribute (attribute));
g_return_if_fail (attribute->immutable_ref > 0);
attribute->immutable_ref--;
_cogl_buffer_immutable_unref (COGL_BUFFER (attribute->attribute_buffer));
}
static void
_cogl_attribute_free (CoglAttribute *attribute)
{
g_free (attribute->name);
cogl_object_unref (attribute->attribute_buffer);
g_slice_free (CoglAttribute, attribute);
}
typedef struct
{
int unit;
CoglPipelineFlushOptions options;
guint32 fallback_layers;
} ValidateLayerState;
static gboolean
validate_layer_cb (CoglPipeline *pipeline,
int layer_index,
void *user_data)
{
CoglTexture *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 == NULL)
goto validated;
_cogl_texture_flush_journal_rendering (texture);
/* 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 void
toggle_enabled_cb (int bit_num, void *user_data)
{
const CoglBitmask *new_values = user_data;
gboolean enabled = _cogl_bitmask_get (new_values, bit_num);
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (ctx->driver == COGL_DRIVER_GLES2)
{
if (enabled)
GE( ctx, glEnableVertexAttribArray (bit_num) );
else
GE( ctx, glDisableVertexAttribArray (bit_num) );
}
#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES)
else
{
GE( ctx, glClientActiveTexture (GL_TEXTURE0 + bit_num) );
if (enabled)
GE( ctx, glEnableClientState (GL_TEXTURE_COORD_ARRAY) );
else
GE( ctx, glDisableClientState (GL_TEXTURE_COORD_ARRAY) );
}
#endif
}
static void
set_enabled_arrays (CoglBitmask *value_cache,
const CoglBitmask *new_values)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Get the list of bits that are different */
_cogl_bitmask_clear_all (&ctx->arrays_to_change);
_cogl_bitmask_set_bits (&ctx->arrays_to_change, value_cache);
_cogl_bitmask_xor_bits (&ctx->arrays_to_change, new_values);
/* Iterate over each bit to change */
_cogl_bitmask_foreach (&ctx->arrays_to_change,
toggle_enabled_cb,
(void *) new_values);
/* Store the new values */
_cogl_bitmask_clear_all (value_cache);
_cogl_bitmask_set_bits (value_cache, new_values);
}
static CoglHandle
enable_gl_state (CoglDrawFlags flags,
CoglAttribute **attributes,
int n_attributes,
ValidateLayerState *state)
{
CoglFramebuffer *framebuffer = cogl_get_draw_framebuffer ();
int i;
GLuint generic_index = 0;
unsigned long enable_flags = 0;
gboolean skip_gl_color = FALSE;
CoglPipeline *source;
CoglPipeline *copy = NULL;
int n_tex_coord_attribs = 0;
_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
/* In cogl_read_pixels we have a fast-path when reading a single
* pixel and the scene is just comprised of simple rectangles still
* in the journal. For this optimization to work we need to track
* when the framebuffer really does get drawn to. */
_cogl_framebuffer_dirty (framebuffer);
source = cogl_get_source ();
/* Iterate the attributes to work out whether blending needs to be
enabled and how many texture coords there are. We need to do this
before flushing the pipeline. */
for (i = 0; i < n_attributes; i++)
switch (attributes[i]->name_id)
{
case COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY:
if ((flags & COGL_DRAW_COLOR_ATTRIBUTE_IS_OPAQUE) == 0 &&
!_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_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY:
n_tex_coord_attribs++;
break;
default:
break;
}
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) &&
_cogl_get_enable_legacy_state ())
{
/* If we haven't already created a derived pipeline... */
if (!copy)
{
copy = cogl_pipeline_copy (source);
source = copy;
}
_cogl_pipeline_apply_legacy_state (source);
}
_cogl_pipeline_flush_gl_state (source, skip_gl_color, n_tex_coord_attribs);
_cogl_bitmask_clear_all (&ctx->temp_bitmask);
/* Bind the attribute pointers. We need to do this after the
pipeline is flushed because on GLES2 that is the only point when
we can determine the attribute locations */
for (i = 0; i < n_attributes; i++)
{
CoglAttribute *attribute = attributes[i];
CoglAttributeBuffer *attribute_buffer;
CoglBuffer *buffer;
guint8 *base;
#ifdef HAVE_COGL_GLES2
int attrib_location;
#endif
attribute_buffer = cogl_attribute_get_buffer (attribute);
buffer = COGL_BUFFER (attribute_buffer);
base = _cogl_buffer_bind (buffer, COGL_BUFFER_BIND_TARGET_ATTRIBUTE_BUFFER);
switch (attribute->name_id)
{
case COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY:
#ifdef HAVE_COGL_GLES2
if (ctx->driver == COGL_DRIVER_GLES2)
{
attrib_location =
_cogl_pipeline_progend_glsl_get_color_attribute (source);
if (attrib_location != -1)
{
GE( ctx,
glVertexAttribPointer (attrib_location,
attribute->n_components,
attribute->type,
TRUE, /* normalize */
attribute->stride,
base + attribute->offset) );
_cogl_bitmask_set (&ctx->temp_bitmask, attrib_location, TRUE);
}
}
else
#endif
{
enable_flags |= COGL_ENABLE_COLOR_ARRAY;
/* GE (ctx, glEnableClientState (GL_COLOR_ARRAY)); */
GE (ctx, glColorPointer (attribute->n_components,
attribute->type,
attribute->stride,
base + attribute->offset));
}
break;
case COGL_ATTRIBUTE_NAME_ID_NORMAL_ARRAY:
#ifdef HAVE_COGL_GLES2
if (ctx->driver == COGL_DRIVER_GLES2)
{
attrib_location =
_cogl_pipeline_progend_glsl_get_normal_attribute (source);
if (attrib_location != -1)
{
GE( ctx,
glVertexAttribPointer (attrib_location,
attribute->n_components,
attribute->type,
TRUE, /* normalize */
attribute->stride,
base + attribute->offset) );
_cogl_bitmask_set (&ctx->temp_bitmask, attrib_location, TRUE);
}
}
#endif
#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES)
if (ctx->driver != COGL_DRIVER_GLES2)
{
/* FIXME: go through cogl cache to enable normal array */
GE (ctx, glEnableClientState (GL_NORMAL_ARRAY));
GE (ctx, glNormalPointer (attribute->type,
attribute->stride,
base + attribute->offset));
}
#endif
break;
case COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY:
#ifdef HAVE_COGL_GLES2
if (ctx->driver == COGL_DRIVER_GLES2)
{
attrib_location =
_cogl_pipeline_progend_glsl_get_tex_coord_attribute
(source, attribute->texture_unit);
if (attrib_location != -1)
{
GE( ctx,
glVertexAttribPointer (attrib_location,
attribute->n_components,
attribute->type,
FALSE, /* normalize */
attribute->stride,
base + attribute->offset) );
_cogl_bitmask_set (&ctx->temp_bitmask, attrib_location, TRUE);
}
}
else
#endif
{
GE (ctx, glClientActiveTexture (GL_TEXTURE0 +
attribute->texture_unit));
GE (ctx, glTexCoordPointer (attribute->n_components,
attribute->type,
attribute->stride,
base + attribute->offset));
_cogl_bitmask_set (&ctx->temp_bitmask,
attribute->texture_unit, TRUE);
}
break;
case COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY:
#ifdef HAVE_COGL_GLES2
if (ctx->driver == COGL_DRIVER_GLES2)
{
attrib_location =
_cogl_pipeline_progend_glsl_get_position_attribute (source);
if (attrib_location != -1)
{
GE( ctx,
glVertexAttribPointer (attrib_location,
attribute->n_components,
attribute->type,
FALSE, /* normalize */
attribute->stride,
base + attribute->offset) );
_cogl_bitmask_set (&ctx->temp_bitmask, attrib_location, TRUE);
}
}
else
#endif
{
enable_flags |= COGL_ENABLE_VERTEX_ARRAY;
/* GE (ctx, glEnableClientState (GL_VERTEX_ARRAY)); */
GE (ctx, glVertexPointer (attribute->n_components,
attribute->type,
attribute->stride,
base + attribute->offset));
}
break;
case COGL_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY:
if (ctx->driver != COGL_DRIVER_GLES1)
{
/* FIXME: go through cogl cache to enable generic array. */
/* FIXME: this is going to end up just using the builtins
on GLES 2 */
GE (ctx, glEnableVertexAttribArray (generic_index++));
GE (ctx, glVertexAttribPointer (generic_index,
attribute->n_components,
attribute->type,
attribute->normalized,
attribute->stride,
base + attribute->offset));
}
break;
default:
g_warning ("Unrecognised attribute type 0x%08x", attribute->type);
}
_cogl_buffer_unbind (buffer);
}
/* Flush the state of the attribute arrays */
set_enabled_arrays (&ctx->arrays_enabled, &ctx->temp_bitmask);
_cogl_enable (enable_flags);
return source;
}
void
_cogl_attribute_disable_cached_arrays (void)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
_cogl_bitmask_clear_all (&ctx->temp_bitmask);
set_enabled_arrays (&ctx->arrays_enabled, &ctx->temp_bitmask);
}
/* 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 (CoglAttribute **attributes,
int n_attributes,
CoglPipeline *source)
{
GLuint generic_index = 0;
int i;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (G_UNLIKELY (source != cogl_get_source ()))
cogl_object_unref (source);
for (i = 0; i < n_attributes; i++)
{
CoglAttribute *attribute = attributes[i];
switch (attribute->name_id)
{
case COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY:
/* GE (ctx, glDisableClientState (GL_COLOR_ARRAY)); */
break;
case COGL_ATTRIBUTE_NAME_ID_NORMAL_ARRAY:
/* FIXME: go through cogl cache to enable normal array */
#if defined(HAVE_COGL_GLES) || defined(HAVE_COGL_GL)
if (ctx->driver != COGL_DRIVER_GLES2)
GE (ctx, glDisableClientState (GL_NORMAL_ARRAY));
#endif
break;
case COGL_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_ATTRIBUTE_NAME_ID_POSITION_ARRAY:
/* GE (ctx, glDisableClientState (GL_VERTEX_ARRAY)); */
break;
case COGL_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY:
if (ctx->driver != COGL_DRIVER_GLES1)
/* FIXME: go through cogl cache to enable generic array */
GE (ctx, glDisableVertexAttribArray (generic_index++));
break;
default:
g_warning ("Unrecognised attribute type 0x%08x", attribute->type);
}
}
}
#ifdef COGL_ENABLE_DEBUG
static int
get_index (void *indices,
CoglIndicesType type,
int _index)
{
if (!indices)
return _index;
switch (type)
{
case COGL_INDICES_TYPE_UNSIGNED_BYTE:
return ((guint8 *)indices)[_index];
case COGL_INDICES_TYPE_UNSIGNED_SHORT:
return ((guint16 *)indices)[_index];
case COGL_INDICES_TYPE_UNSIGNED_INT:
return ((guint32 *)indices)[_index];
}
g_return_val_if_reached (0);
}
static void
add_line (void *vertices,
void *indices,
CoglIndicesType indices_type,
CoglAttribute *attribute,
int start,
int end,
CoglVertexP3 *lines,
int *n_line_vertices)
{
int start_index = get_index (indices, indices_type, start);
int end_index = get_index (indices, indices_type, end);
float *v0 = (float *)((guint8 *)vertices + start_index * attribute->stride);
float *v1 = (float *)((guint8 *)vertices + end_index * attribute->stride);
float *o = (float *)(&lines[*n_line_vertices]);
int i;
for (i = 0; i < attribute->n_components; i++)
*(o++) = *(v0++);
for (;i < 3; i++)
*(o++) = 0;
for (i = 0; i < attribute->n_components; i++)
*(o++) = *(v1++);
for (;i < 3; i++)
*(o++) = 0;
*n_line_vertices += 2;
}
static CoglVertexP3 *
get_wire_lines (CoglAttribute *attribute,
CoglVerticesMode mode,
int n_vertices_in,
int *n_vertices_out,
CoglIndices *_indices)
{
CoglAttributeBuffer *attribute_buffer = cogl_attribute_get_buffer (attribute);
void *vertices;
CoglIndexBuffer *index_buffer;
void *indices;
CoglIndicesType indices_type;
int i;
int n_lines;
CoglVertexP3 *out = NULL;
vertices = cogl_buffer_map (COGL_BUFFER (attribute_buffer),
COGL_BUFFER_ACCESS_READ, 0);
if (_indices)
{
index_buffer = cogl_indices_get_buffer (_indices);
indices = cogl_buffer_map (COGL_BUFFER (index_buffer),
COGL_BUFFER_ACCESS_READ, 0);
indices_type = cogl_indices_get_type (_indices);
}
else
{
index_buffer = NULL;
indices = NULL;
indices_type = COGL_INDICES_TYPE_UNSIGNED_BYTE;
}
*n_vertices_out = 0;
if (mode == COGL_VERTICES_MODE_TRIANGLES &&
(n_vertices_in % 3) == 0)
{
n_lines = n_vertices_in;
out = g_new (CoglVertexP3, n_lines * 2);
for (i = 0; i < n_vertices_in; i += 3)
{
add_line (vertices, indices, indices_type, attribute,
i, i+1, out, n_vertices_out);
add_line (vertices, indices, indices_type, attribute,
i+1, i+2, out, n_vertices_out);
add_line (vertices, indices, indices_type, attribute,
i+2, i, out, n_vertices_out);
}
}
else if (mode == COGL_VERTICES_MODE_TRIANGLE_FAN &&
n_vertices_in >= 3)
{
n_lines = 2 * n_vertices_in - 3;
out = g_new (CoglVertexP3, n_lines * 2);
add_line (vertices, indices, indices_type, attribute,
0, 1, out, n_vertices_out);
add_line (vertices, indices, indices_type, attribute,
1, 2, out, n_vertices_out);
add_line (vertices, indices, indices_type, attribute,
0, 2, out, n_vertices_out);
for (i = 3; i < n_vertices_in; i++)
{
add_line (vertices, indices, indices_type, attribute,
i - 1, i, out, n_vertices_out);
add_line (vertices, indices, indices_type, attribute,
0, i, out, n_vertices_out);
}
}
else if (mode == COGL_VERTICES_MODE_TRIANGLE_STRIP &&
n_vertices_in >= 3)
{
n_lines = 2 * n_vertices_in - 3;
out = g_new (CoglVertexP3, n_lines * 2);
add_line (vertices, indices, indices_type, attribute,
0, 1, out, n_vertices_out);
add_line (vertices, indices, indices_type, attribute,
1, 2, out, n_vertices_out);
add_line (vertices, indices, indices_type, attribute,
0, 2, out, n_vertices_out);
for (i = 3; i < n_vertices_in; i++)
{
add_line (vertices, indices, indices_type, attribute,
i - 1, i, out, n_vertices_out);
add_line (vertices, indices, indices_type, attribute,
i - 2, i, out, n_vertices_out);
}
}
/* In the journal we are a bit sneaky and actually use GL_QUADS
* which isn't actually a valid CoglVerticesMode! */
#ifdef HAVE_COGL_GL
else if (mode == GL_QUADS && (n_vertices_in % 4) == 0)
{
n_lines = n_vertices_in;
out = g_new (CoglVertexP3, n_lines * 2);
for (i = 0; i < n_vertices_in; i += 4)
{
add_line (vertices, indices, indices_type, attribute,
i, i + 1, out, n_vertices_out);
add_line (vertices, indices, indices_type, attribute,
i + 1, i + 2, out, n_vertices_out);
add_line (vertices, indices, indices_type, attribute,
i + 2, i + 3, out, n_vertices_out);
add_line (vertices, indices, indices_type, attribute,
i + 3, i, out, n_vertices_out);
}
}
#endif
if (vertices != NULL)
cogl_buffer_unmap (COGL_BUFFER (attribute_buffer));
if (indices != NULL)
cogl_buffer_unmap (COGL_BUFFER (index_buffer));
return out;
}
static void
draw_wireframe (CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglAttribute **attributes,
int n_attributes,
CoglIndices *indices)
{
CoglAttribute *position = NULL;
int i;
int n_line_vertices;
static CoglPipeline *wire_pipeline;
CoglAttribute *wire_attribute[1];
CoglVertexP3 *lines;
CoglAttributeBuffer *attribute_buffer;
for (i = 0; i < n_attributes; i++)
{
if (strcmp (attributes[i]->name, "cogl_position_in") == 0)
{
position = attributes[i];
break;
}
}
if (!position)
return;
lines = get_wire_lines (position,
mode,
n_vertices,
&n_line_vertices,
indices);
attribute_buffer =
cogl_attribute_buffer_new (sizeof (CoglVertexP3) * n_line_vertices,
lines);
wire_attribute[0] =
cogl_attribute_new (attribute_buffer, "cogl_position_in",
sizeof (CoglVertexP3),
0,
3,
COGL_ATTRIBUTE_TYPE_FLOAT);
cogl_object_unref (attribute_buffer);
if (!wire_pipeline)
{
wire_pipeline = cogl_pipeline_new ();
cogl_pipeline_set_color4ub (wire_pipeline,
0x00, 0xff, 0x00, 0xff);
}
_cogl_push_source (wire_pipeline, FALSE);
/* temporarily disable the wireframe to avoid recursion! */
COGL_DEBUG_CLEAR_FLAG (COGL_DEBUG_WIREFRAME);
_cogl_draw_attributes (COGL_VERTICES_MODE_LINES,
0,
n_line_vertices,
wire_attribute,
1,
COGL_DRAW_SKIP_JOURNAL_FLUSH |
COGL_DRAW_SKIP_PIPELINE_VALIDATION |
COGL_DRAW_SKIP_FRAMEBUFFER_FLUSH);
COGL_DEBUG_SET_FLAG (COGL_DEBUG_WIREFRAME);
cogl_pop_source ();
cogl_object_unref (wire_attribute[0]);
}
#endif
static void
flush_state (CoglDrawFlags flags,
ValidateLayerState *state)
{
if (!(flags & COGL_DRAW_SKIP_JOURNAL_FLUSH))
{
CoglFramebuffer *framebuffer = cogl_get_draw_framebuffer ();
_cogl_journal_flush (framebuffer->journal, framebuffer);
}
state->unit = 0;
state->options.flags = 0;
state->fallback_layers = 0;
if (!(flags & COGL_DRAW_SKIP_PIPELINE_VALIDATION))
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. */
if (!(flags & COGL_DRAW_SKIP_FRAMEBUFFER_FLUSH))
_cogl_framebuffer_flush_state (cogl_get_draw_framebuffer (),
_cogl_get_read_framebuffer (),
0);
}
/* This can be called directly by the CoglJournal to draw attributes
* skipping the implicit journal flush, the framebuffer flush and
* pipeline validation. */
void
_cogl_draw_attributes (CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglAttribute **attributes,
int n_attributes,
CoglDrawFlags flags)
{
ValidateLayerState state;
CoglPipeline *source;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
flush_state (flags, &state);
source = enable_gl_state (flags, attributes, n_attributes, &state);
GE (ctx, 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, n_attributes, source);
#ifdef COGL_ENABLE_DEBUG
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_WIREFRAME)))
draw_wireframe (mode, first_vertex, n_vertices,
attributes, n_attributes, NULL);
#endif
}
void
cogl_draw_attributes (CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglAttribute **attributes,
int n_attributes)
{
_cogl_draw_attributes (mode, first_vertex,
n_vertices,
attributes, n_attributes,
0 /* no flags */);
}
void
cogl_vdraw_attributes (CoglVerticesMode mode,
int first_vertex,
int n_vertices,
...)
{
va_list ap;
int n_attributes;
CoglAttribute *attribute;
CoglAttribute **attributes;
int i;
va_start (ap, n_vertices);
for (n_attributes = 0; va_arg (ap, CoglAttribute *); n_attributes++)
;
va_end (ap);
attributes = g_alloca (sizeof (CoglAttribute *) * n_attributes);
va_start (ap, n_vertices);
for (i = 0; (attribute = va_arg (ap, CoglAttribute *)); i++)
attributes[i] = attribute;
va_end (ap);
cogl_draw_attributes (mode, first_vertex, n_vertices,
attributes, n_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);
}
void
_cogl_draw_indexed_attributes (CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglIndices *indices,
CoglAttribute **attributes,
int n_attributes,
CoglDrawFlags flags)
{
ValidateLayerState state;
CoglPipeline *source;
CoglBuffer *buffer;
guint8 *base;
size_t buffer_offset;
size_t index_size;
GLenum indices_gl_type = 0;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
flush_state (flags, &state);
source = enable_gl_state (flags, attributes, n_attributes, &state);
buffer = COGL_BUFFER (cogl_indices_get_buffer (indices));
base = _cogl_buffer_bind (buffer, COGL_BUFFER_BIND_TARGET_INDEX_BUFFER);
buffer_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 (ctx, glDrawElements ((GLenum)mode,
n_vertices,
indices_gl_type,
base + buffer_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, n_attributes, source);
#ifdef COGL_ENABLE_DEBUG
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_WIREFRAME)))
draw_wireframe (mode, first_vertex, n_vertices,
attributes, n_attributes, indices);
#endif
}
void
cogl_draw_indexed_attributes (CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglIndices *indices,
CoglAttribute **attributes,
int n_attributes)
{
_cogl_draw_indexed_attributes (mode, first_vertex,
n_vertices, indices,
attributes, n_attributes,
0 /* no flags */);
}
void
cogl_vdraw_indexed_attributes (CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglIndices *indices,
...)
{
va_list ap;
int n_attributes;
CoglAttribute **attributes;
int i;
CoglAttribute *attribute;
va_start (ap, indices);
for (n_attributes = 0; va_arg (ap, CoglAttribute *); n_attributes++)
;
va_end (ap);
attributes = g_alloca (sizeof (CoglAttribute *) * n_attributes);
va_start (ap, indices);
for (i = 0; (attribute = va_arg (ap, CoglAttribute *)); i++)
attributes[i] = attribute;
va_end (ap);
cogl_draw_indexed_attributes (mode,
first_vertex,
n_vertices,
indices,
attributes,
n_attributes);
}