mutter/cogl/cogl-attribute.c
Robert Bragg 92c3063014 framebuffer: Add cogl_framebuffer draw methods
This adds cogl_framebuffer_ apis for drawing attributes and primitives
that replace corresponding apis that depend on the default CoglContext.
This is part of the on going effort to adapt the Cogl api so it no
longer depends on a global context variable.

All the new drawing functions also take an explicit pipeline argument
since we are also aiming to avoid being a stateful api like Cairo and
OpenGL. Being stateless makes it easier for orthogonal components to
share access to the GPU. Being stateless should also minimize any
impedance miss-match for those wanting to build higher level stateless
apis on top of Cogl.

Note: none of the legacy, global state options such as
cogl_set_depth_test_enabled(), cogl_set_backface_culling_enabled() or
cogl_program_use() are supported by these new drawing apis and if set
will simply be silently ignored.

Reviewed-by: Neil Roberts <neil@linux.intel.com>
2012-02-09 13:09:15 +00:00

786 lines
25 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-util.h"
#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 COGL_PIPELINE_PROGEND_GLSL
#include "cogl-pipeline-progend-glsl-private.h"
#endif
#include "cogl-private.h"
#include <string.h>
#include <stdio.h>
#include <stdlib.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);
static gboolean
validate_cogl_attribute_name (const char *name,
CoglAttributeNameID *name_id,
gboolean *normalized,
int *texture_unit)
{
name = name + 5; /* skip "cogl_" */
*normalized = FALSE;
*texture_unit = 0;
if (strcmp (name, "position_in") == 0)
*name_id = COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY;
else if (strcmp (name, "color_in") == 0)
{
*name_id = COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY;
*normalized = TRUE;
}
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)
{
char *endptr;
*texture_unit = strtoul (name + 9, &endptr, 10);
if (strcmp (endptr, "_in") != 0)
{
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)
{
*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;
}
CoglAttributeNameState *
_cogl_attribute_register_attribute_name (CoglContext *context,
const char *name)
{
CoglAttributeNameState *name_state = g_new (CoglAttributeNameState, 1);
int name_index = context->n_attribute_names++;
name_state->name = g_strdup (name);
name_state->name_index = name_index;
if (strncmp (name, "cogl_", 5) == 0)
{
if (!validate_cogl_attribute_name (name,
&name_state->name_id,
&name_state->normalized_default,
&name_state->texture_unit))
goto error;
}
else
{
name_state->name_id = COGL_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY;
name_state->normalized_default = FALSE;
name_state->texture_unit = 0;
}
g_hash_table_insert (context->attribute_name_states_hash,
name_state->name, name_state);
if (G_UNLIKELY (context->attribute_name_index_map == NULL))
context->attribute_name_index_map =
g_array_new (FALSE, FALSE, sizeof (void *));
g_array_set_size (context->attribute_name_index_map, name_index + 1);
g_array_index (context->attribute_name_index_map,
CoglAttributeNameState *, name_index) = name_state;
return name_state;
error:
g_free (name_state);
return NULL;
}
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);
/* FIXME: retrieve the context from the buffer */
_COGL_GET_CONTEXT (ctx, NULL);
attribute->name_state =
g_hash_table_lookup (ctx->attribute_name_states_hash, name);
if (!attribute->name_state)
{
CoglAttributeNameState *name_state =
_cogl_attribute_register_attribute_name (ctx, name);
if (!name_state)
goto error;
attribute->name_state = name_state;
}
attribute->attribute_buffer = cogl_object_ref (attribute_buffer);
attribute->stride = stride;
attribute->offset = offset;
attribute->n_components = n_components;
attribute->type = type;
attribute->immutable_ref = 0;
if (attribute->name_state->name_id != COGL_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY)
{
switch (attribute->name_state->name_id)
{
case COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY:
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;
}
break;
case COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY:
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;
}
break;
case COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY:
break;
case COGL_ATTRIBUTE_NAME_ID_NORMAL_ARRAY:
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;
}
break;
default:
g_warn_if_reached ();
}
attribute->normalized = attribute->name_state->normalized_default;
}
else
attribute->normalized = FALSE;
return _cogl_attribute_object_new (attribute);
error:
_cogl_attribute_free (attribute);
return NULL;
}
gboolean
cogl_attribute_get_normalized (CoglAttribute *attribute)
{
_COGL_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)
{
_COGL_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)
{
_COGL_RETURN_VAL_IF_FAIL (cogl_is_attribute (attribute), NULL);
return attribute->attribute_buffer;
}
void
cogl_attribute_set_buffer (CoglAttribute *attribute,
CoglAttributeBuffer *attribute_buffer)
{
_COGL_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)
{
_COGL_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)
{
_COGL_RETURN_IF_FAIL (cogl_is_attribute (attribute));
_COGL_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)
{
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;
}
typedef struct _ForeachChangedBitState
{
CoglContext *context;
const CoglBitmask *new_bits;
CoglPipeline *pipeline;
} ForeachChangedBitState;
static gboolean
toggle_builtin_attribute_enabled_cb (int bit_num, void *user_data)
{
ForeachChangedBitState *state = user_data;
CoglContext *context = state->context;
_COGL_RETURN_VAL_IF_FAIL (context->driver == COGL_DRIVER_GL ||
context->driver == COGL_DRIVER_GLES1,
FALSE);
#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES)
{
gboolean enabled = _cogl_bitmask_get (state->new_bits, bit_num);
GLenum cap;
switch (bit_num)
{
case COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY:
cap = GL_COLOR_ARRAY;
break;
case COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY:
cap = GL_VERTEX_ARRAY;
break;
case COGL_ATTRIBUTE_NAME_ID_NORMAL_ARRAY:
cap = GL_NORMAL_ARRAY;
break;
}
if (enabled)
GE (context, glEnableClientState (cap));
else
GE (context, glDisableClientState (cap));
}
#endif
return TRUE;
}
static gboolean
toggle_texcood_attribute_enabled_cb (int bit_num, void *user_data)
{
ForeachChangedBitState *state = user_data;
CoglContext *context = state->context;
_COGL_RETURN_VAL_IF_FAIL (context->driver == COGL_DRIVER_GL ||
context->driver == COGL_DRIVER_GLES1,
FALSE);
#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES)
{
gboolean enabled = _cogl_bitmask_get (state->new_bits, bit_num);
GE( context, glClientActiveTexture (GL_TEXTURE0 + bit_num) );
if (enabled)
GE( context, glEnableClientState (GL_TEXTURE_COORD_ARRAY) );
else
GE( context, glDisableClientState (GL_TEXTURE_COORD_ARRAY) );
}
#endif
return TRUE;
}
static gboolean
toggle_custom_attribute_enabled_cb (int bit_num, void *user_data)
{
ForeachChangedBitState *state = user_data;
gboolean enabled = _cogl_bitmask_get (state->new_bits, bit_num);
CoglContext *context = state->context;
if (enabled)
GE( context, glEnableVertexAttribArray (bit_num) );
else
GE( context, glDisableVertexAttribArray (bit_num) );
return TRUE;
}
static void
foreach_changed_bit_and_save (CoglContext *context,
CoglBitmask *current_bits,
const CoglBitmask *new_bits,
CoglBitmaskForeachFunc callback,
ForeachChangedBitState *state)
{
/* Get the list of bits that are different */
_cogl_bitmask_clear_all (&context->changed_bits_tmp);
_cogl_bitmask_set_bits (&context->changed_bits_tmp, current_bits);
_cogl_bitmask_xor_bits (&context->changed_bits_tmp, new_bits);
/* Iterate over each bit to change */
state->new_bits = new_bits;
_cogl_bitmask_foreach (&context->changed_bits_tmp,
callback,
state);
/* Store the new values */
_cogl_bitmask_clear_all (current_bits);
_cogl_bitmask_set_bits (current_bits, new_bits);
}
#ifdef COGL_PIPELINE_PROGEND_GLSL
static void
setup_generic_attribute (CoglContext *context,
CoglPipeline *pipeline,
CoglAttribute *attribute,
guint8 *base)
{
int name_index = attribute->name_state->name_index;
int attrib_location =
_cogl_pipeline_progend_glsl_get_attrib_location (pipeline, name_index);
if (attrib_location != -1)
{
GE( context, glVertexAttribPointer (attrib_location,
attribute->n_components,
attribute->type,
attribute->normalized,
attribute->stride,
base + attribute->offset) );
_cogl_bitmask_set (&context->enable_custom_attributes_tmp,
attrib_location, TRUE);
}
}
#endif /* COGL_PIPELINE_PROGEND_GLSL */
static void
apply_attribute_enable_updates (CoglContext *context,
CoglPipeline *pipeline)
{
ForeachChangedBitState changed_bits_state;
changed_bits_state.context = context;
changed_bits_state.new_bits = &context->enable_builtin_attributes_tmp;
changed_bits_state.pipeline = pipeline;
foreach_changed_bit_and_save (context,
&context->enabled_builtin_attributes,
&context->enable_builtin_attributes_tmp,
toggle_builtin_attribute_enabled_cb,
&changed_bits_state);
changed_bits_state.new_bits = &context->enable_texcoord_attributes_tmp;
foreach_changed_bit_and_save (context,
&context->enabled_texcoord_attributes,
&context->enable_texcoord_attributes_tmp,
toggle_texcood_attribute_enabled_cb,
&changed_bits_state);
changed_bits_state.new_bits = &context->enable_custom_attributes_tmp;
foreach_changed_bit_and_save (context,
&context->enabled_custom_attributes,
&context->enable_custom_attributes_tmp,
toggle_custom_attribute_enabled_cb,
&changed_bits_state);
}
void
_cogl_flush_attributes_state (CoglFramebuffer *framebuffer,
CoglPipeline *pipeline,
CoglDrawFlags flags,
CoglAttribute **attributes,
int n_attributes)
{
int i;
gboolean skip_gl_color = FALSE;
CoglPipeline *copy = NULL;
int n_tex_coord_attribs = 0;
ValidateLayerState layers_state;
CoglContext *ctx = framebuffer->context;
if (!(flags & COGL_DRAW_SKIP_JOURNAL_FLUSH))
_cogl_journal_flush (framebuffer->journal, framebuffer);
layers_state.unit = 0;
layers_state.options.flags = 0;
layers_state.fallback_layers = 0;
if (!(flags & COGL_DRAW_SKIP_PIPELINE_VALIDATION))
cogl_pipeline_foreach_layer (pipeline,
validate_layer_cb,
&layers_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 (framebuffer,
framebuffer,
COGL_FRAMEBUFFER_STATE_ALL);
/* 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);
/* 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_state->name_id)
{
case COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY:
if ((flags & COGL_DRAW_COLOR_ATTRIBUTE_IS_OPAQUE) == 0 &&
!_cogl_pipeline_get_real_blend_enabled (pipeline))
{
CoglPipelineBlendEnable blend_enable =
COGL_PIPELINE_BLEND_ENABLE_ENABLED;
copy = cogl_pipeline_copy (pipeline);
_cogl_pipeline_set_blend_enabled (copy, blend_enable);
pipeline = copy;
}
skip_gl_color = TRUE;
break;
case COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY:
n_tex_coord_attribs++;
break;
default:
break;
}
if (G_UNLIKELY (layers_state.options.flags))
{
/* If we haven't already created a derived pipeline... */
if (!copy)
{
copy = cogl_pipeline_copy (pipeline);
pipeline = copy;
}
_cogl_pipeline_apply_overrides (pipeline, &layers_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 (pipeline);
* _cogl_pipeline_apply_overrides (overrides->weak_pipeline,
* &options);
*
* cogl_pipeline_set_data (pipeline, last_overrides_key,
* weak_overrides,
* free_overrides_cb,
* NULL);
* }
* pipeline = overrides->weak_pipeline;
*/
}
if (G_UNLIKELY (!(flags & COGL_DRAW_SKIP_LEGACY_STATE)) &&
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 (pipeline);
pipeline = copy;
}
_cogl_pipeline_apply_legacy_state (pipeline);
}
_cogl_pipeline_flush_gl_state (pipeline, skip_gl_color, n_tex_coord_attribs);
_cogl_bitmask_clear_all (&ctx->enable_builtin_attributes_tmp);
_cogl_bitmask_clear_all (&ctx->enable_texcoord_attributes_tmp);
_cogl_bitmask_clear_all (&ctx->enable_custom_attributes_tmp);
/* Bind the attribute pointers. We need to do this after the
* pipeline is flushed because when using GLSL 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;
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_state->name_id)
{
case COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY:
#ifdef HAVE_COGL_GLES2
if (ctx->driver == COGL_DRIVER_GLES2)
setup_generic_attribute (ctx, pipeline, attribute, base);
else
#endif
{
_cogl_bitmask_set (&ctx->enable_builtin_attributes_tmp,
COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY, TRUE);
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)
setup_generic_attribute (ctx, pipeline, attribute, base);
else
#endif
{
_cogl_bitmask_set (&ctx->enable_builtin_attributes_tmp,
COGL_ATTRIBUTE_NAME_ID_NORMAL_ARRAY, TRUE);
GE (ctx, glNormalPointer (attribute->type,
attribute->stride,
base + attribute->offset));
}
break;
case COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY:
#ifdef HAVE_COGL_GLES2
if (ctx->driver == COGL_DRIVER_GLES2)
setup_generic_attribute (ctx, pipeline, attribute, base);
else
#endif
{
_cogl_bitmask_set (&ctx->enable_texcoord_attributes_tmp,
attribute->name_state->texture_unit, TRUE);
GE (ctx,
glClientActiveTexture (GL_TEXTURE0 +
attribute->name_state->texture_unit));
GE (ctx, glTexCoordPointer (attribute->n_components,
attribute->type,
attribute->stride,
base + attribute->offset));
}
break;
case COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY:
#ifdef HAVE_COGL_GLES2
if (ctx->driver == COGL_DRIVER_GLES2)
setup_generic_attribute (ctx, pipeline, attribute, base);
else
#endif
{
_cogl_bitmask_set (&ctx->enable_builtin_attributes_tmp,
COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY, TRUE);
GE (ctx, glVertexPointer (attribute->n_components,
attribute->type,
attribute->stride,
base + attribute->offset));
}
break;
case COGL_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY:
#ifdef COGL_PIPELINE_PROGEND_GLSL
if (ctx->driver != COGL_DRIVER_GLES1)
setup_generic_attribute (ctx, pipeline, attribute, base);
#endif
break;
default:
g_warning ("Unrecognised attribute type 0x%08x", attribute->type);
}
_cogl_buffer_unbind (buffer);
}
apply_attribute_enable_updates (ctx, pipeline);
if (copy)
cogl_object_unref (copy);
}
void
_cogl_attribute_disable_cached_arrays (void)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
_cogl_bitmask_clear_all (&ctx->enable_builtin_attributes_tmp);
_cogl_bitmask_clear_all (&ctx->enable_texcoord_attributes_tmp);
_cogl_bitmask_clear_all (&ctx->enable_custom_attributes_tmp);
/* XXX: we can pass a NULL source pipeline here because we know a
* source pipeline only needs to be referenced when enabling
* attributes. */
apply_attribute_enable_updates (ctx, NULL);
}