7ab928a4e0
Previously cogl_set_source_color and cogl_set_source_texture modified a single global material. If an application then mixes using cogl_set_source_color and texture then the material will constantly need a new ARBfp program because the numbers of layers alternates between 0 and 1. This patch just adds a second global material that is only used for cogl_set_source_texture. I think it would still end up flushing the journal if cogl_set_source_texture is used with multiple different textures but at least it should avoid a recompile unless the texture target also changes. It might be nice to somehow attach a material to the CoglTexture for use with cogl_set_source_texture but it would be difficult to implement this without creating a circular reference.
198 lines
5.8 KiB
C
198 lines
5.8 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2007,2008,2009 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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*/
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#ifndef __COGL_CONTEXT_H
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#define __COGL_CONTEXT_H
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#include "cogl-internal.h"
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#if HAVE_COGL_GL
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#include "cogl-context-driver-gl.h"
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#endif
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#if HAVE_COGL_GLES || HAVE_COGL_GLES2
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#include "cogl-context-driver-gles.h"
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#endif
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#include "cogl-context-winsys.h"
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#include "cogl-primitives.h"
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#include "cogl-clip-stack.h"
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#include "cogl-matrix-stack.h"
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#include "cogl-material-private.h"
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#include "cogl-buffer-private.h"
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#include "cogl-bitmask.h"
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#include "cogl-atlas.h"
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typedef struct
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{
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GLfloat v[3];
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GLfloat t[2];
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GLubyte c[4];
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} CoglTextureGLVertex;
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typedef struct
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{
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/* Features cache */
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CoglFeatureFlags feature_flags;
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CoglFeatureFlagsPrivate feature_flags_private;
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gboolean features_cached;
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CoglHandle default_material;
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CoglHandle default_layer_0;
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CoglHandle default_layer_n;
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CoglHandle dummy_layer_dependant;
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/* Enable cache */
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unsigned long enable_flags;
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gboolean enable_backface_culling;
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CoglFrontWinding flushed_front_winding;
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gboolean indirect;
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/* A few handy matrix constants */
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CoglMatrix identity_matrix;
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CoglMatrix y_flip_matrix;
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/* Client-side matrix stack or NULL if none */
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CoglMatrixMode flushed_matrix_mode;
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GArray *texture_units;
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int active_texture_unit;
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CoglMaterialFogState legacy_fog_state;
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/* Materials */
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CoglMaterial *simple_material; /* used for set_source_color */
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CoglMaterial *texture_material; /* used for set_source_texture */
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GString *arbfp_source_buffer;
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GList *source_stack;
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int legacy_state_set;
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/* Textures */
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CoglHandle default_gl_texture_2d_tex;
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CoglHandle default_gl_texture_rect_tex;
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/* Batching geometry... */
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/* We journal the texture rectangles we want to submit to OpenGL so
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* we have an oppertunity to optimise the final order so that we
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* can batch things together. */
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GArray *journal;
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GArray *logged_vertices;
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GArray *polygon_vertices;
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/* Some simple caching, to minimize state changes... */
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CoglMaterial *current_material;
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unsigned long current_material_changes_since_flush;
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gboolean current_material_skip_gl_color;
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GArray *material0_nodes;
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GArray *material1_nodes;
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/* Bitmask of texture coordinates arrays that are enabled */
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CoglBitmask texcoord_arrays_enabled;
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/* These are temporary bitmasks that are used when disabling
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texcoord arrays. They are here just to avoid allocating new ones
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each time */
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CoglBitmask texcoord_arrays_to_disable;
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CoglBitmask temp_bitmask;
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gboolean gl_blend_enable_cache;
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gboolean depth_test_enabled_cache;
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CoglDepthTestFunction depth_test_function_cache;
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gboolean depth_writing_enabled_cache;
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float depth_range_near_cache;
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float depth_range_far_cache;
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gboolean legacy_depth_test_enabled;
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float point_size_cache;
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CoglBuffer *current_buffer[COGL_BUFFER_BIND_TARGET_COUNT];
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/* Framebuffers */
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GSList *framebuffer_stack;
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CoglHandle window_buffer;
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gboolean dirty_bound_framebuffer;
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gboolean dirty_gl_viewport;
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/* Primitives */
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CoglHandle current_path;
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CoglMaterial *stencil_material;
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/* Pre-generated VBOs containing indices to generate GL_TRIANGLES
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out of a vertex array of quads */
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CoglHandle quad_indices_byte;
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unsigned int quad_indices_short_len;
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CoglHandle quad_indices_short;
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gboolean in_begin_gl_block;
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CoglMaterial *texture_download_material;
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CoglAtlas *atlas;
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/* This debugging variable is used to pick a colour for visually
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displaying the quad batches. It needs to be global so that it can
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be reset by cogl_clear. It needs to be reset to increase the
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chances of getting the same colour during an animation */
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guint8 journal_rectangles_color;
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/* Cached values for GL_MAX_TEXTURE_[IMAGE_]UNITS to avoid calling
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glGetInteger too often */
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GLint max_texture_units;
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GLint max_texture_image_units;
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GLint max_activateable_texture_units;
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/* Fragment processing programs */
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CoglHandle current_program;
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CoglMaterialProgramType current_use_program_type;
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GLuint current_gl_program;
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/* List of types that will be considered a subclass of CoglTexture in
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cogl_is_texture */
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GSList *texture_types;
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/* List of types that will be considered a subclass of CoglBuffer in
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cogl_is_buffer */
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GSList *buffer_types;
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CoglContextDriver drv;
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CoglContextWinsys winsys;
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} CoglContext;
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CoglContext *
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_cogl_context_get_default ();
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/* Obtains the context and returns retval if NULL */
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#define _COGL_GET_CONTEXT(ctxvar, retval) \
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CoglContext *ctxvar = _cogl_context_get_default (); \
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if (ctxvar == NULL) return retval;
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#define NO_RETVAL
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#endif /* __COGL_CONTEXT_H */
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