efcbd20320
Conflicts: clutter/cogl/cogl/cogl-context.h
2018 lines
63 KiB
C
2018 lines
63 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) 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, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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*/
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/* XXX: For an overview of the functionality implemented here, please
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* see cogl-vertex-buffer.h, which contains the gtk-doc section overview
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* for the Vertex Buffers 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_buffer
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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 vertex
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* buffer API has been designed to allow adding of arbitrary attributes for use
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* with shaders, 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 mechanims 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 buffer.
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*
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* TODO:
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* There is currently no API for querying back info about a buffer, E.g.:
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* cogl_vertex_buffer_get_n_vertices (buffer_handle);
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* cogl_vertex_buffer_get_n_components (buffer_handle, "attrib_name");
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* cogl_vertex_buffer_get_stride (buffer_handle, "attrib_name");
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* cogl_vertex_buffer_get_normalized (buffer_handle, "attrib_name");
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* cogl_vertex_buffer_map (buffer_handle, "attrib_name");
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* cogl_vertex_buffer_unmap (buffer_handle, "attrib_name");
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* (Realistically I wouldn't expect anyone to use such an API to examine the
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* contents of a buffer 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 vertex buffers 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 vertex buffer cache for cogl_texture_rectangle
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* to sit on top of.
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* - Try saving the tesselation of paths/polygons into vertex buffers
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* internally.
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*
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* TODO
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* Expose API that lets developers get back a buffer 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 attributes 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 buffer and then the
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* n_components, type and stride etc of each attribute 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_vertex_buffer_foreach_vertex (buffer_handle,
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* (AttributesBufferIteratorFunc)callback,
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* "gl_Vertex", "gl_Color", NULL);
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* static void callback (CoglVertexBufferVertex *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 Mesh API for building/modifying attribute buffers
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* - E.g. look at Blender for inspiration here. They can build a mesh from
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* "MVert", "MFace" and "MEdge" primitives.
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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.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-vertex-buffer-private.h"
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#include "cogl-texture-private.h"
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#include "cogl-material-private.h"
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#include "cogl-primitives.h"
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#include "cogl-framebuffer-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->drv.pf_glGenBuffers
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#define glBindBuffer ctx->drv.pf_glBindBuffer
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#define glBufferData ctx->drv.pf_glBufferData
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#define glBufferSubData ctx->drv.pf_glBufferSubData
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#define glGetBufferSubData ctx->drv.pf_glGetBufferSubData
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#define glDeleteBuffers ctx->drv.pf_glDeleteBuffers
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#define glMapBuffer ctx->drv.pf_glMapBuffer
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#define glUnmapBuffer ctx->drv.pf_glUnmapBuffer
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#define glActiveTexture ctx->drv.pf_glActiveTexture
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#define glClientActiveTexture ctx->drv.pf_glClientActiveTexture
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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_GLES2)
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#include "../gles/cogl-gles2-wrapper.h"
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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->drv.pf_glVertexAttribPointer
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#define glEnableVertexAttribArray ctx->drv.pf_glEnableVertexAttribArray
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#define glDisableVertexAttribArray ctx->drv.pf_glEnableVertexAttribArray
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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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#else /* HAVE_COGL_GL */
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#define glDrawRangeElements(mode, start, end, count, type, indices) \
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ctx->drv.pf_glDrawRangeElements (mode, start, end, count, type, indices)
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#endif /* HAVE_COGL_GL */
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static void _cogl_vertex_buffer_free (CoglVertexBuffer *buffer);
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static void _cogl_vertex_buffer_indices_free (CoglVertexBufferIndices *buffer_indices);
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COGL_HANDLE_DEFINE (VertexBuffer, vertex_buffer);
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COGL_HANDLE_DEFINE (VertexBufferIndices, vertex_buffer_indices);
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CoglHandle
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cogl_vertex_buffer_new (guint n_vertices)
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{
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CoglVertexBuffer *buffer = g_slice_alloc (sizeof (CoglVertexBuffer));
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buffer->n_vertices = n_vertices;
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buffer->submitted_vbos = NULL;
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buffer->new_attributes = NULL;
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/* return COGL_INVALID_HANDLE; */
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return _cogl_vertex_buffer_handle_new (buffer);
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}
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guint
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cogl_vertex_buffer_get_n_vertices (CoglHandle handle)
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{
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CoglVertexBuffer *buffer;
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if (!cogl_is_vertex_buffer (handle))
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return 0;
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buffer = _cogl_vertex_buffer_pointer_from_handle (handle);
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return buffer->n_vertices;
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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 CoglVertexBufferAttribFlags
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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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CoglVertexBufferAttribFlags 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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if (G_UNLIKELY (n_components == 1))
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g_critical ("glVertexPointer doesn't allow 1 component vertex "
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"positions so we currently only support \"gl_Vertex\" "
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"attributes where n_components == 2, 3 or 4");
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type = COGL_VERTEX_BUFFER_ATTRIB_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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if (G_UNLIKELY (n_components != 3 && n_components != 4))
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g_critical ("glColorPointer expects 3 or 4 component colors so we "
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"currently only support \"gl_Color\" attributes where "
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"n_components == 3 or 4");
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type = COGL_VERTEX_BUFFER_ATTRIB_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_VERTEX_BUFFER_ATTRIB_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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if (G_UNLIKELY (n_components != 3))
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g_critical ("glNormalPointer expects 3 component normals so we "
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"currently only support \"gl_Normal\" attributes where "
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"n_components == 3");
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type = COGL_VERTEX_BUFFER_ATTRIB_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_VERTEX_BUFFER_ATTRIB_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_attrib::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 CoglVertexBufferVBOs of a buffer and creates a flat list
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* of all the submitted attributes
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*
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* Note: The CoglVertexBufferAttrib structs are deep copied.
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*/
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static GList *
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copy_submitted_attributes_list (CoglVertexBuffer *buffer)
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{
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GList *tmp;
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GList *submitted_attributes = NULL;
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for (tmp = buffer->submitted_vbos; tmp != NULL; tmp = tmp->next)
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{
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CoglVertexBufferVBO *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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CoglVertexBufferAttrib *attribute = tmp2->data;
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CoglVertexBufferAttrib *copy =
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g_slice_alloc (sizeof (CoglVertexBufferAttrib));
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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 CoglVertexBufferAttribFlags
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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_VERTEX_BUFFER_ATTRIB_FLAG_GL_TYPE_BYTE;
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case GL_UNSIGNED_BYTE:
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return COGL_VERTEX_BUFFER_ATTRIB_FLAG_GL_TYPE_UNSIGNED_BYTE;
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case GL_SHORT:
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return COGL_VERTEX_BUFFER_ATTRIB_FLAG_GL_TYPE_SHORT;
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case GL_UNSIGNED_SHORT:
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return COGL_VERTEX_BUFFER_ATTRIB_FLAG_GL_TYPE_UNSIGNED_SHORT;
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case GL_FLOAT:
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return COGL_VERTEX_BUFFER_ATTRIB_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_VERTEX_BUFFER_ATTRIB_FLAG_GL_TYPE_INT;
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case GL_UNSIGNED_INT:
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return COGL_VERTEX_BUFFER_ATTRIB_FLAG_GL_TYPE_UNSIGNED_INT;
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case GL_DOUBLE:
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return COGL_VERTEX_BUFFER_ATTRIB_FLAG_GL_TYPE_DOUBLE;
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#endif
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default:
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g_warning ("Attribute Buffers API: "
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"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 (CoglVertexBufferAttribFlags flags)
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{
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CoglVertexBufferAttribFlags gl_type =
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flags & COGL_VERTEX_BUFFER_ATTRIB_FLAG_GL_TYPE_MASK;
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switch (gl_type)
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{
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case COGL_VERTEX_BUFFER_ATTRIB_FLAG_GL_TYPE_BYTE:
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return sizeof (GLbyte);
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case COGL_VERTEX_BUFFER_ATTRIB_FLAG_GL_TYPE_UNSIGNED_BYTE:
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return sizeof (GLubyte);
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case COGL_VERTEX_BUFFER_ATTRIB_FLAG_GL_TYPE_SHORT:
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return sizeof (GLshort);
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case COGL_VERTEX_BUFFER_ATTRIB_FLAG_GL_TYPE_UNSIGNED_SHORT:
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return sizeof (GLushort);
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case COGL_VERTEX_BUFFER_ATTRIB_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_VERTEX_BUFFER_ATTRIB_FLAG_GL_TYPE_INT:
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return sizeof (GLint);
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case COGL_VERTEX_BUFFER_ATTRIB_FLAG_GL_TYPE_UNSIGNED_INT:
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return sizeof (GLuint);
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case COGL_VERTEX_BUFFER_ATTRIB_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 ("Vertex Buffer 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_vertex_buffer_add (CoglHandle handle,
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const char *attribute_name,
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guint8 n_components,
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CoglAttributeType 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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CoglVertexBuffer *buffer;
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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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CoglVertexBufferAttrib *attribute;
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CoglVertexBufferAttribFlags flags = 0;
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guint8 texture_unit = 0;
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GList *tmp;
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if (!cogl_is_vertex_buffer (handle))
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return;
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buffer = _cogl_vertex_buffer_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 (!buffer->new_attributes)
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buffer->new_attributes = copy_submitted_attributes_list (buffer);
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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 = buffer->new_attributes; tmp != NULL; tmp = tmp->next)
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{
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CoglVertexBufferAttrib *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 |=
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attribute->flags & COGL_VERTEX_BUFFER_ATTRIB_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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{
|
|
/* Validate the attribute name, is suitable as a variable name */
|
|
if (strncmp (attribute_name, "gl_", 3) == 0)
|
|
{
|
|
flags |= validate_gl_attribute (attribute_name + 3,
|
|
n_components,
|
|
&texture_unit);
|
|
if (flags & COGL_VERTEX_BUFFER_ATTRIB_FLAG_INVALID)
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
flags |= COGL_VERTEX_BUFFER_ATTRIB_FLAG_CUSTOM_ARRAY;
|
|
if (validate_custom_attribute_name (attribute_name))
|
|
return;
|
|
}
|
|
|
|
attribute = g_slice_alloc (sizeof (CoglVertexBufferAttrib));
|
|
}
|
|
|
|
attribute->name = g_quark_from_string (attribute_name);
|
|
attribute->n_components = n_components;
|
|
attribute->stride = buffer->n_vertices > 1 ? stride : 0;
|
|
attribute->u.pointer = pointer;
|
|
attribute->texture_unit = texture_unit;
|
|
|
|
flags |= get_attribute_gl_type_flag_from_gl_type (type);
|
|
flags |= COGL_VERTEX_BUFFER_ATTRIB_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_VERTEX_BUFFER_ATTRIB_FLAG_FREQUENT_RESUBMIT;
|
|
else
|
|
flags |= COGL_VERTEX_BUFFER_ATTRIB_FLAG_INFREQUENT_RESUBMIT;
|
|
|
|
if (normalized)
|
|
flags |= COGL_VERTEX_BUFFER_ATTRIB_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 = buffer->n_vertices * attribute->stride;
|
|
else
|
|
attribute->span_bytes = buffer->n_vertices
|
|
* attribute->n_components
|
|
* get_gl_type_size (attribute->flags);
|
|
|
|
if (!modifying_an_attrib)
|
|
buffer->new_attributes =
|
|
g_list_prepend (buffer->new_attributes, attribute);
|
|
}
|
|
|
|
void
|
|
cogl_vertex_buffer_delete (CoglHandle handle,
|
|
const char *attribute_name)
|
|
{
|
|
CoglVertexBuffer *buffer;
|
|
GQuark name = g_quark_from_string (attribute_name);
|
|
GList *tmp;
|
|
|
|
if (!cogl_is_vertex_buffer (handle))
|
|
return;
|
|
|
|
buffer = _cogl_vertex_buffer_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 (!buffer->new_attributes)
|
|
buffer->new_attributes = copy_submitted_attributes_list (buffer);
|
|
|
|
for (tmp = buffer->new_attributes; tmp != NULL; tmp = tmp->next)
|
|
{
|
|
CoglVertexBufferAttrib *submitted_attribute = tmp->data;
|
|
if (submitted_attribute->name == name)
|
|
{
|
|
buffer->new_attributes =
|
|
g_list_delete_link (buffer->new_attributes, tmp);
|
|
g_slice_free (CoglVertexBufferAttrib, 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)
|
|
{
|
|
CoglVertexBuffer *buffer;
|
|
GQuark name_quark = g_quark_from_string (attribute_name);
|
|
GList *tmp;
|
|
|
|
if (!cogl_is_vertex_buffer (handle))
|
|
return;
|
|
|
|
buffer = _cogl_vertex_buffer_pointer_from_handle (handle);
|
|
|
|
/* NB: If a buffer 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 = buffer->new_attributes; tmp != NULL; tmp = tmp->next)
|
|
{
|
|
CoglVertexBufferAttrib *attribute = tmp->data;
|
|
if (attribute->name == name_quark)
|
|
{
|
|
if (state)
|
|
attribute->flags |= COGL_VERTEX_BUFFER_ATTRIB_FLAG_ENABLED;
|
|
else
|
|
attribute->flags &= ~COGL_VERTEX_BUFFER_ATTRIB_FLAG_ENABLED;
|
|
break;
|
|
}
|
|
}
|
|
|
|
for (tmp = buffer->submitted_vbos; tmp != NULL; tmp = tmp->next)
|
|
{
|
|
CoglVertexBufferVBO *cogl_vbo = tmp->data;
|
|
GList *tmp2;
|
|
|
|
for (tmp2 = cogl_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
|
|
{
|
|
CoglVertexBufferAttrib *attribute = tmp2->data;
|
|
if (attribute->name == name_quark)
|
|
{
|
|
if (state)
|
|
attribute->flags |= COGL_VERTEX_BUFFER_ATTRIB_FLAG_ENABLED;
|
|
else
|
|
attribute->flags &= ~COGL_VERTEX_BUFFER_ATTRIB_FLAG_ENABLED;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
g_warning ("Failed to find an attribute named %s to %s\n",
|
|
attribute_name,
|
|
state == TRUE ? "enable" : "disable");
|
|
}
|
|
|
|
void
|
|
cogl_vertex_buffer_enable (CoglHandle handle,
|
|
const char *attribute_name)
|
|
{
|
|
set_attribute_enable (handle, attribute_name, TRUE);
|
|
}
|
|
|
|
void
|
|
cogl_vertex_buffer_disable (CoglHandle handle,
|
|
const char *attribute_name)
|
|
{
|
|
set_attribute_enable (handle, attribute_name, FALSE);
|
|
}
|
|
|
|
static void
|
|
cogl_vertex_buffer_attribute_free (CoglVertexBufferAttrib *attribute)
|
|
{
|
|
g_slice_free (CoglVertexBufferAttrib, 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 (CoglVertexBufferAttrib *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)
|
|
{
|
|
CoglVertexBufferVBO *cogl_vbo = tmp->data;
|
|
GList *tmp2;
|
|
|
|
for (tmp2 = cogl_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
|
|
{
|
|
CoglVertexBufferAttrib *vbo_attribute = tmp2->data;
|
|
|
|
if (vbo_attribute->name == attribute->name)
|
|
{
|
|
vbo_attribute->flags &=
|
|
~COGL_VERTEX_BUFFER_ATTRIB_FLAG_UNUSED;
|
|
/* Note: we don't free the redundant attribute here, since it
|
|
* will be freed after all filtering in
|
|
* cogl_vertex_buffer_submit */
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (tmp = *submitted_vbos; tmp != NULL; tmp = tmp->next)
|
|
{
|
|
CoglVertexBufferVBO *cogl_vbo = tmp->data;
|
|
CoglVertexBufferAttrib *reuse_attribute = NULL;
|
|
GList *tmp2;
|
|
|
|
for (tmp2 = cogl_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
|
|
{
|
|
CoglVertexBufferAttrib *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_vertex_buffer_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)
|
|
{
|
|
CoglVertexBufferAttrib *vbo_attribute = tmp2->data;
|
|
if (vbo_attribute != reuse_attribute)
|
|
vbo_attribute->flags |= COGL_VERTEX_BUFFER_ATTRIB_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 CoglVertexBufferVBO 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 (CoglVertexBufferVBO *cogl_vbo)
|
|
{
|
|
GList *tmp;
|
|
GList *next;
|
|
|
|
for (tmp = cogl_vbo->attributes; tmp != NULL; tmp = next)
|
|
{
|
|
CoglVertexBufferAttrib *attribute = tmp->data;
|
|
next = tmp->next;
|
|
|
|
if (attribute->flags & COGL_VERTEX_BUFFER_ATTRIB_FLAG_UNUSED)
|
|
{
|
|
cogl_vbo->attributes =
|
|
g_list_delete_link (cogl_vbo->attributes, tmp);
|
|
g_slice_free (CoglVertexBufferAttrib, attribute);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Give a newly added, strided, attribute, this function looks for a
|
|
* CoglVertexBufferVBO that the attribute is interleved with. If it can't
|
|
* find one then a new CoglVertexBufferVBO is allocated and added to the
|
|
* list of new_strided_vbos.
|
|
*/
|
|
static void
|
|
filter_strided_attribute (CoglVertexBufferAttrib *attribute,
|
|
GList **new_vbos)
|
|
{
|
|
GList *tmp;
|
|
CoglVertexBufferVBO *new_cogl_vbo;
|
|
|
|
for (tmp = *new_vbos; tmp != NULL; tmp = tmp->next)
|
|
{
|
|
CoglVertexBufferVBO *cogl_vbo = tmp->data;
|
|
GList *tmp2;
|
|
|
|
if (!(cogl_vbo->flags & COGL_VERTEX_BUFFER_VBO_FLAG_STRIDED))
|
|
continue;
|
|
|
|
for (tmp2 = cogl_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
|
|
{
|
|
CoglVertexBufferAttrib *vbo_attribute = tmp2->data;
|
|
const char *attribute_start = attribute->u.pointer;
|
|
const char *vbo_attribute_start = vbo_attribute->u.pointer;
|
|
|
|
/* NB: All attributes have buffer->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_VERTEX_BUFFER_ATTRIB_FLAG_FREQUENT_RESUBMIT)
|
|
{
|
|
cogl_vbo->flags &=
|
|
~COGL_VERTEX_BUFFER_VBO_FLAG_INFREQUENT_RESUBMIT;
|
|
cogl_vbo->flags |=
|
|
COGL_VERTEX_BUFFER_VBO_FLAG_FREQUENT_RESUBMIT;
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
new_cogl_vbo = g_slice_alloc (sizeof (CoglVertexBufferVBO));
|
|
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_VERTEX_BUFFER_VBO_FLAG_STRIDED;
|
|
|
|
if (attribute->flags & COGL_VERTEX_BUFFER_ATTRIB_FLAG_INFREQUENT_RESUBMIT)
|
|
new_cogl_vbo->flags |= COGL_VERTEX_BUFFER_VBO_FLAG_INFREQUENT_RESUBMIT;
|
|
else
|
|
new_cogl_vbo->flags |= COGL_VERTEX_BUFFER_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,
|
|
CoglVertexBufferAttrib *attribute)
|
|
{
|
|
GList *tmp;
|
|
GList *next = NULL;
|
|
|
|
for (tmp = *submitted_vbos; tmp != NULL; tmp = next)
|
|
{
|
|
CoglVertexBufferVBO *submitted_vbo = tmp->data;
|
|
GList *tmp2;
|
|
|
|
next = tmp->next;
|
|
|
|
for (tmp2 = submitted_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
|
|
{
|
|
CoglVertexBufferAttrib *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,
|
|
CoglVertexBufferVBO *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 (CoglVertexBufferVBO *conflict_vbo,
|
|
CoglVertexBufferVBO *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)
|
|
{
|
|
CoglVertexBufferAttrib *attribute = tmp->data;
|
|
GList *tmp2;
|
|
for (tmp2 = conflict_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
|
|
{
|
|
CoglVertexBufferAttrib *conflict_attribute = tmp2->data;
|
|
|
|
if (conflict_attribute->name == attribute->name)
|
|
{
|
|
cogl_vertex_buffer_attribute_free (conflict_attribute);
|
|
conflict_vbo->attributes =
|
|
g_list_delete_link (conflict_vbo->attributes, tmp2);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void
|
|
cogl_vertex_buffer_vbo_free (CoglVertexBufferVBO *cogl_vbo,
|
|
gboolean delete_gl_vbo)
|
|
{
|
|
GList *tmp;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
for (tmp = cogl_vbo->attributes; tmp != NULL; tmp = tmp->next)
|
|
{
|
|
cogl_vertex_buffer_attribute_free (tmp->data);
|
|
}
|
|
g_list_free (cogl_vbo->attributes);
|
|
|
|
if (delete_gl_vbo && cogl_vbo->flags &
|
|
COGL_VERTEX_BUFFER_VBO_FLAG_SUBMITTED)
|
|
{
|
|
if (cogl_get_features () & COGL_FEATURE_VBOS)
|
|
GE (glDeleteBuffers (1, (GLuint *)&cogl_vbo->vbo_name));
|
|
else
|
|
g_free (cogl_vbo->vbo_name);
|
|
}
|
|
|
|
g_slice_free (CoglVertexBufferVBO, 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 (CoglVertexBufferVBO *cogl_vbo)
|
|
{
|
|
GList *tmp;
|
|
const char *lowest_pointer = NULL;
|
|
|
|
for (tmp = cogl_vbo->attributes; tmp != NULL; tmp = tmp->next)
|
|
{
|
|
CoglVertexBufferAttrib *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)
|
|
{
|
|
CoglVertexBufferAttrib *attribute = tmp->data;
|
|
const char *client_pointer = attribute->u.pointer;
|
|
attribute->u.vbo_offset = client_pointer - lowest_pointer;
|
|
attribute->flags |= COGL_VERTEX_BUFFER_ATTRIB_FLAG_SUBMITTED;
|
|
}
|
|
|
|
return lowest_pointer;
|
|
}
|
|
|
|
static gboolean
|
|
upload_multipack_vbo_via_map_buffer (CoglVertexBufferVBO *cogl_vbo)
|
|
{
|
|
#if HAVE_COGL_GL
|
|
GList *tmp;
|
|
guint offset = 0;
|
|
char *buf;
|
|
gboolean fallback =
|
|
(cogl_get_features () & COGL_FEATURE_VBOS) ? FALSE : TRUE;
|
|
|
|
_COGL_GET_CONTEXT (ctx, FALSE);
|
|
|
|
if (!fallback)
|
|
{
|
|
buf = glMapBuffer (GL_ARRAY_BUFFER, GL_WRITE_ONLY);
|
|
glGetError();
|
|
}
|
|
else
|
|
buf = cogl_vbo->vbo_name;
|
|
|
|
if (!buf)
|
|
return FALSE;
|
|
|
|
for (tmp = cogl_vbo->attributes; tmp != NULL; tmp = tmp->next)
|
|
{
|
|
CoglVertexBufferAttrib *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_VERTEX_BUFFER_ATTRIB_FLAG_SUBMITTED;
|
|
offset += attribute_size;
|
|
}
|
|
|
|
if (!fallback)
|
|
glUnmapBuffer (GL_ARRAY_BUFFER);
|
|
|
|
return TRUE;
|
|
#else
|
|
return FALSE;
|
|
#endif
|
|
}
|
|
|
|
static void
|
|
upload_multipack_vbo_via_buffer_sub_data (CoglVertexBufferVBO *cogl_vbo)
|
|
{
|
|
GList *tmp;
|
|
guint offset = 0;
|
|
gboolean fallback =
|
|
(cogl_get_features () & COGL_FEATURE_VBOS) ? FALSE : TRUE;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
for (tmp = cogl_vbo->attributes; tmp != NULL; tmp = tmp->next)
|
|
{
|
|
CoglVertexBufferAttrib *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);
|
|
|
|
if (!fallback)
|
|
{
|
|
GE (glBufferSubData (GL_ARRAY_BUFFER,
|
|
offset,
|
|
attribute_size,
|
|
attribute->u.pointer));
|
|
}
|
|
else
|
|
{
|
|
char *dest = (char *)cogl_vbo->vbo_name + offset;
|
|
memcpy (dest, attribute->u.pointer, attribute_size);
|
|
}
|
|
|
|
attribute->u.vbo_offset = offset;
|
|
attribute->flags |= COGL_VERTEX_BUFFER_ATTRIB_FLAG_SUBMITTED;
|
|
offset += attribute_size;
|
|
}
|
|
}
|
|
|
|
static void
|
|
upload_gl_vbo (CoglVertexBufferVBO *cogl_vbo)
|
|
{
|
|
GLenum usage;
|
|
gboolean fallback =
|
|
(cogl_get_features () & COGL_FEATURE_VBOS) ? FALSE : TRUE;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
if (cogl_vbo->flags & COGL_VERTEX_BUFFER_VBO_FLAG_FREQUENT_RESUBMIT)
|
|
usage = GL_DYNAMIC_DRAW;
|
|
else
|
|
usage = GL_STATIC_DRAW;
|
|
|
|
if (!fallback)
|
|
{
|
|
g_return_if_fail (cogl_vbo->vbo_name != 0);
|
|
|
|
GE (glBindBuffer (GL_ARRAY_BUFFER,
|
|
GPOINTER_TO_UINT (cogl_vbo->vbo_name)));
|
|
}
|
|
else if (cogl_vbo->vbo_name == NULL)
|
|
{
|
|
/* If the driver doesn't support VBOs then we simply allocate
|
|
* a client side fake vbo buffer. Unlike VBOs we can't allocate
|
|
* without specifying a size which is why we defer allocation
|
|
* until here. */
|
|
cogl_vbo->vbo_name = g_malloc (cogl_vbo->vbo_bytes);
|
|
}
|
|
|
|
if (cogl_vbo->flags & COGL_VERTEX_BUFFER_VBO_FLAG_STRIDED)
|
|
{
|
|
const void *pointer =
|
|
prep_strided_vbo_for_upload (cogl_vbo);
|
|
if (!fallback)
|
|
{
|
|
GE (glBufferData (GL_ARRAY_BUFFER,
|
|
cogl_vbo->vbo_bytes,
|
|
pointer,
|
|
usage));
|
|
}
|
|
else
|
|
memcpy (cogl_vbo->vbo_name, pointer, cogl_vbo->vbo_bytes);
|
|
}
|
|
else if (cogl_vbo->flags & COGL_VERTEX_BUFFER_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) */
|
|
if (!fallback)
|
|
{
|
|
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
|
|
{
|
|
CoglVertexBufferAttrib *attribute = cogl_vbo->attributes->data;
|
|
if (!fallback)
|
|
{
|
|
GE (glBufferData (GL_ARRAY_BUFFER,
|
|
cogl_vbo->vbo_bytes,
|
|
attribute->u.pointer,
|
|
usage));
|
|
}
|
|
else
|
|
memcpy (cogl_vbo->vbo_name, attribute->u.pointer, cogl_vbo->vbo_bytes);
|
|
|
|
/* We forget this pointer now since the client will be free
|
|
* to re-use this memory */
|
|
attribute->u.pointer = NULL;
|
|
attribute->flags |= COGL_VERTEX_BUFFER_ATTRIB_FLAG_SUBMITTED;
|
|
}
|
|
|
|
cogl_vbo->flags |= COGL_VERTEX_BUFFER_VBO_FLAG_SUBMITTED;
|
|
|
|
if (!fallback)
|
|
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
|
|
cogl_vertex_buffer_vbo_resolve (CoglVertexBuffer *buffer,
|
|
CoglVertexBufferVBO *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 (&buffer->submitted_vbos, new_cogl_vbo);
|
|
|
|
for (tmp = conflicts; tmp != NULL; tmp = next)
|
|
{
|
|
CoglVertexBufferVBO *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;
|
|
cogl_vertex_buffer_vbo_free (conflict_vbo, FALSE);
|
|
|
|
upload_gl_vbo (new_cogl_vbo);
|
|
|
|
*final_vbos = g_list_prepend (*final_vbos, new_cogl_vbo);
|
|
}
|
|
else
|
|
cogl_vertex_buffer_vbo_free (conflict_vbo, TRUE);
|
|
}
|
|
else
|
|
{
|
|
/* Relink the VBO back into buffer->submitted_vbos since it may
|
|
* be involved in other conflicts later */
|
|
tmp->next = buffer->submitted_vbos;
|
|
tmp->prev = NULL;
|
|
buffer->submitted_vbos = tmp;
|
|
}
|
|
}
|
|
|
|
if (!found_target_vbo)
|
|
{
|
|
if (cogl_get_features () & COGL_FEATURE_VBOS)
|
|
GE (glGenBuffers (1, (GLuint *)&new_cogl_vbo->vbo_name));
|
|
else
|
|
new_cogl_vbo->vbo_name = NULL;
|
|
/* this will be allocated at upload time */
|
|
|
|
upload_gl_vbo (new_cogl_vbo);
|
|
*final_vbos = g_list_prepend (*final_vbos, new_cogl_vbo);
|
|
}
|
|
}
|
|
|
|
static void
|
|
cogl_vertex_buffer_submit_real (CoglVertexBuffer *buffer)
|
|
{
|
|
GList *tmp;
|
|
CoglVertexBufferVBO *new_multipack_vbo;
|
|
GList *new_multipack_vbo_link;
|
|
GList *new_vbos = NULL;
|
|
GList *reuse_vbos = NULL;
|
|
GList *final_vbos = NULL;
|
|
|
|
if (!buffer->new_attributes)
|
|
return;
|
|
|
|
/* The objective now is to copy the attribute data supplied by the client
|
|
* into buffer objects, but it's important to minimize the number of
|
|
* redundant data uploads.
|
|
*
|
|
* We obviously aim to group together the attributes that are interleved so
|
|
* that they can be delivered in one go to the driver.
|
|
* 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 a previously submitted CoglVertexBuffer then we are
|
|
* carefull not to needlesly delete OpenGL buffer objects and replace with
|
|
* new ones, instead we upload new data to the existing 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' CoglVertexBufferVBO (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 buffer.
|
|
*
|
|
* 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 (CoglVertexBufferVBO));
|
|
new_multipack_vbo->vbo_name = 0;
|
|
new_multipack_vbo->flags =
|
|
COGL_VERTEX_BUFFER_VBO_FLAG_MULTIPACK
|
|
| COGL_VERTEX_BUFFER_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 = buffer->new_attributes; tmp != NULL; tmp = tmp->next)
|
|
{
|
|
CoglVertexBufferAttrib *attribute = tmp->data;
|
|
|
|
if (attribute->flags & COGL_VERTEX_BUFFER_ATTRIB_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,
|
|
&buffer->submitted_vbos);
|
|
}
|
|
else if (attribute->stride)
|
|
{
|
|
/* look for a CoglVertexBufferVBO that the attribute is
|
|
* interleved with. If one can't be found then a new
|
|
* CoglVertexBufferVBO is allocated and added to the list of
|
|
* new_vbos: */
|
|
filter_strided_attribute (attribute, &new_vbos);
|
|
}
|
|
else if (attribute->flags &
|
|
COGL_VERTEX_BUFFER_ATTRIB_FLAG_FREQUENT_RESUBMIT)
|
|
{
|
|
CoglVertexBufferVBO *cogl_vbo =
|
|
g_slice_alloc (sizeof (CoglVertexBufferVBO));
|
|
|
|
/* 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_VERTEX_BUFFER_VBO_FLAG_UNSTRIDED
|
|
| COGL_VERTEX_BUFFER_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 buffer->new_attributes have been filtered into
|
|
* CoglVertexBufferVBOs... */
|
|
g_list_free (buffer->new_attributes);
|
|
buffer->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 (CoglVertexBufferVBO, 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)
|
|
cogl_vertex_buffer_vbo_resolve (buffer, tmp->data, &final_vbos);
|
|
|
|
/* Anything left corresponds to deleted attributes: */
|
|
for (tmp = buffer->submitted_vbos; tmp != NULL; tmp = tmp->next)
|
|
cogl_vertex_buffer_vbo_free (tmp->data, TRUE);
|
|
g_list_free (buffer->submitted_vbos);
|
|
g_list_free (new_vbos);
|
|
|
|
buffer->submitted_vbos = final_vbos;
|
|
}
|
|
|
|
void
|
|
cogl_vertex_buffer_submit (CoglHandle handle)
|
|
{
|
|
CoglVertexBuffer *buffer;
|
|
|
|
if (!cogl_is_vertex_buffer (handle))
|
|
return;
|
|
|
|
buffer = _cogl_vertex_buffer_pointer_from_handle (handle);
|
|
|
|
cogl_vertex_buffer_submit_real (buffer);
|
|
}
|
|
|
|
static GLenum
|
|
get_gl_type_from_attribute_flags (CoglVertexBufferAttribFlags flags)
|
|
{
|
|
CoglVertexBufferAttribFlags gl_type =
|
|
flags & COGL_VERTEX_BUFFER_ATTRIB_FLAG_GL_TYPE_MASK;
|
|
|
|
switch (gl_type)
|
|
{
|
|
case COGL_VERTEX_BUFFER_ATTRIB_FLAG_GL_TYPE_BYTE:
|
|
return GL_BYTE;
|
|
case COGL_VERTEX_BUFFER_ATTRIB_FLAG_GL_TYPE_UNSIGNED_BYTE:
|
|
return GL_UNSIGNED_BYTE;
|
|
case COGL_VERTEX_BUFFER_ATTRIB_FLAG_GL_TYPE_SHORT:
|
|
return GL_SHORT;
|
|
case COGL_VERTEX_BUFFER_ATTRIB_FLAG_GL_TYPE_UNSIGNED_SHORT:
|
|
return GL_UNSIGNED_SHORT;
|
|
case COGL_VERTEX_BUFFER_ATTRIB_FLAG_GL_TYPE_FLOAT:
|
|
return GL_FLOAT;
|
|
#if HAVE_COGL_GL
|
|
case COGL_VERTEX_BUFFER_ATTRIB_FLAG_GL_TYPE_INT:
|
|
return GL_INT;
|
|
case COGL_VERTEX_BUFFER_ATTRIB_FLAG_GL_TYPE_UNSIGNED_INT:
|
|
return GL_UNSIGNED_INT;
|
|
case COGL_VERTEX_BUFFER_ATTRIB_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_buffer (CoglVertexBuffer *buffer)
|
|
{
|
|
GList *tmp;
|
|
GLenum gl_type;
|
|
#ifdef MAY_HAVE_PROGRAMABLE_GL
|
|
GLuint generic_index = 0;
|
|
#endif
|
|
gulong enable_flags = 0;
|
|
guint max_texcoord_attrib_unit = -1;
|
|
const GList *layers;
|
|
guint32 fallback_layers = 0;
|
|
guint32 disable_layers = ~0;
|
|
int i;
|
|
CoglMaterialFlushOptions options;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
if (buffer->new_attributes)
|
|
cogl_vertex_buffer_submit_real (buffer);
|
|
|
|
for (tmp = buffer->submitted_vbos; tmp != NULL; tmp = tmp->next)
|
|
{
|
|
CoglVertexBufferVBO *cogl_vbo = tmp->data;
|
|
GList *tmp2;
|
|
char *base;
|
|
const GLvoid *pointer;
|
|
|
|
if (cogl_get_features () & COGL_FEATURE_VBOS)
|
|
{
|
|
GE (glBindBuffer (GL_ARRAY_BUFFER,
|
|
GPOINTER_TO_UINT (cogl_vbo->vbo_name)));
|
|
base = 0;
|
|
}
|
|
else
|
|
base = cogl_vbo->vbo_name;
|
|
|
|
/* When GL VBOs are bing used then the "pointer" we pass to
|
|
* glColorPointer glVertexAttribPointer etc is actually an offset into
|
|
* the currently bound VBO.
|
|
*
|
|
* If we don't have VBO support though, then we must point into
|
|
* our fake client side VBO.
|
|
*/
|
|
|
|
for (tmp2 = cogl_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
|
|
{
|
|
CoglVertexBufferAttrib *attribute = tmp2->data;
|
|
CoglVertexBufferAttribFlags type =
|
|
attribute->flags & COGL_VERTEX_BUFFER_ATTRIB_FLAG_TYPE_MASK;
|
|
|
|
if (!(attribute->flags & COGL_VERTEX_BUFFER_ATTRIB_FLAG_ENABLED))
|
|
continue;
|
|
|
|
gl_type = get_gl_type_from_attribute_flags (attribute->flags);
|
|
switch (type)
|
|
{
|
|
case COGL_VERTEX_BUFFER_ATTRIB_FLAG_COLOR_ARRAY:
|
|
enable_flags |= COGL_ENABLE_COLOR_ARRAY | COGL_ENABLE_BLEND;
|
|
/* GE (glEnableClientState (GL_COLOR_ARRAY)); */
|
|
pointer = (const GLvoid *)(base + attribute->u.vbo_offset);
|
|
GE (glColorPointer (attribute->n_components,
|
|
gl_type,
|
|
attribute->stride,
|
|
pointer));
|
|
break;
|
|
case COGL_VERTEX_BUFFER_ATTRIB_FLAG_NORMAL_ARRAY:
|
|
/* FIXME: go through cogl cache to enable normal array */
|
|
GE (glEnableClientState (GL_NORMAL_ARRAY));
|
|
pointer = (const GLvoid *)(base + attribute->u.vbo_offset);
|
|
GE (glNormalPointer (gl_type,
|
|
attribute->stride,
|
|
pointer));
|
|
break;
|
|
case COGL_VERTEX_BUFFER_ATTRIB_FLAG_TEXTURE_COORD_ARRAY:
|
|
GE (glClientActiveTexture (GL_TEXTURE0 +
|
|
attribute->texture_unit));
|
|
GE (glEnableClientState (GL_TEXTURE_COORD_ARRAY));
|
|
pointer = (const GLvoid *)(base + attribute->u.vbo_offset);
|
|
GE (glTexCoordPointer (attribute->n_components,
|
|
gl_type,
|
|
attribute->stride,
|
|
pointer));
|
|
if (attribute->texture_unit > max_texcoord_attrib_unit)
|
|
max_texcoord_attrib_unit = attribute->texture_unit;
|
|
disable_layers &= ~(1 << attribute->texture_unit);
|
|
break;
|
|
case COGL_VERTEX_BUFFER_ATTRIB_FLAG_VERTEX_ARRAY:
|
|
enable_flags |= COGL_ENABLE_VERTEX_ARRAY;
|
|
/* GE (glEnableClientState (GL_VERTEX_ARRAY)); */
|
|
pointer = (const GLvoid *)(base + attribute->u.vbo_offset);
|
|
GE (glVertexPointer (attribute->n_components,
|
|
gl_type,
|
|
attribute->stride,
|
|
pointer));
|
|
break;
|
|
case COGL_VERTEX_BUFFER_ATTRIB_FLAG_CUSTOM_ARRAY:
|
|
{
|
|
#ifdef MAY_HAVE_PROGRAMABLE_GL
|
|
GLboolean normalized = GL_FALSE;
|
|
if (attribute->flags &
|
|
COGL_VERTEX_BUFFER_ATTRIB_FLAG_NORMALIZED)
|
|
normalized = GL_TRUE;
|
|
/* FIXME: go through cogl cache to enable generic array */
|
|
GE (glEnableVertexAttribArray (generic_index++));
|
|
pointer = (const GLvoid *)(base + attribute->u.vbo_offset);
|
|
GE (glVertexAttribPointer (generic_index,
|
|
attribute->n_components,
|
|
gl_type,
|
|
normalized,
|
|
attribute->stride,
|
|
pointer));
|
|
#endif
|
|
}
|
|
break;
|
|
default:
|
|
g_warning ("Unrecognised attribute type 0x%08x", type);
|
|
}
|
|
}
|
|
}
|
|
|
|
layers = cogl_material_get_layers (ctx->source_material);
|
|
for (tmp = (GList *)layers, i = 0;
|
|
tmp != NULL && i <= max_texcoord_attrib_unit;
|
|
tmp = tmp->next, i++)
|
|
{
|
|
CoglHandle layer = (CoglHandle)tmp->data;
|
|
CoglHandle tex_handle = cogl_material_layer_get_texture (layer);
|
|
|
|
/* invalid textures will be handled correctly in
|
|
* _cogl_material_flush_layers_gl_state */
|
|
if (tex_handle == COGL_INVALID_HANDLE)
|
|
continue;
|
|
|
|
/* 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 (tex_handle);
|
|
|
|
if (!_cogl_texture_can_hardware_repeat (tex_handle))
|
|
{
|
|
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", i);
|
|
|
|
/* 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.
|
|
*/
|
|
fallback_layers |= (1 << i);
|
|
}
|
|
}
|
|
|
|
for (i = max_texcoord_attrib_unit + 1; i < ctx->n_texcoord_arrays_enabled; i++)
|
|
{
|
|
GE (glClientActiveTexture (GL_TEXTURE0 + i));
|
|
GE (glDisableClientState (GL_TEXTURE_COORD_ARRAY));
|
|
}
|
|
ctx->n_texcoord_arrays_enabled = max_texcoord_attrib_unit + 1;
|
|
|
|
/* NB: _cogl_framebuffer_flush_state may disrupt various state (such
|
|
* as the material state) when flushing the clip stack, so should
|
|
* always be done first when preparing to draw. */
|
|
_cogl_framebuffer_flush_state (_cogl_get_framebuffer (), 0);
|
|
|
|
options.flags =
|
|
COGL_MATERIAL_FLUSH_FALLBACK_MASK |
|
|
COGL_MATERIAL_FLUSH_DISABLE_MASK;
|
|
options.fallback_layers = fallback_layers;
|
|
options.disable_layers = disable_layers;
|
|
|
|
_cogl_material_flush_gl_state (ctx->source_material, &options);
|
|
enable_flags |= _cogl_material_get_cogl_enable_flags (ctx->source_material);
|
|
|
|
if (ctx->enable_backface_culling)
|
|
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
|
|
|
|
cogl_enable (enable_flags);
|
|
_cogl_flush_face_winding ();
|
|
}
|
|
|
|
static void
|
|
disable_state_for_drawing_buffer (CoglVertexBuffer *buffer)
|
|
{
|
|
GList *tmp;
|
|
GLenum gl_type;
|
|
#ifdef MAY_HAVE_PROGRAMABLE_GL
|
|
GLuint generic_index = 0;
|
|
#endif
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
/* Disable all the client state that cogl doesn't currently know
|
|
* about:
|
|
*/
|
|
if (cogl_get_features () & COGL_FEATURE_VBOS)
|
|
GE (glBindBuffer (GL_ARRAY_BUFFER, 0));
|
|
|
|
for (tmp = buffer->submitted_vbos; tmp != NULL; tmp = tmp->next)
|
|
{
|
|
CoglVertexBufferVBO *cogl_vbo = tmp->data;
|
|
GList *tmp2;
|
|
|
|
for (tmp2 = cogl_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
|
|
{
|
|
CoglVertexBufferAttrib *attribute = tmp2->data;
|
|
CoglVertexBufferAttribFlags type =
|
|
attribute->flags & COGL_VERTEX_BUFFER_ATTRIB_FLAG_TYPE_MASK;
|
|
|
|
if (!(attribute->flags & COGL_VERTEX_BUFFER_ATTRIB_FLAG_ENABLED))
|
|
continue;
|
|
|
|
gl_type = get_gl_type_from_attribute_flags(attribute->flags);
|
|
switch (type)
|
|
{
|
|
case COGL_VERTEX_BUFFER_ATTRIB_FLAG_COLOR_ARRAY:
|
|
/* GE (glDisableClientState (GL_COLOR_ARRAY)); */
|
|
break;
|
|
case COGL_VERTEX_BUFFER_ATTRIB_FLAG_NORMAL_ARRAY:
|
|
/* FIXME: go through cogl cache to enable normal array */
|
|
GE (glDisableClientState (GL_NORMAL_ARRAY));
|
|
break;
|
|
case COGL_VERTEX_BUFFER_ATTRIB_FLAG_TEXTURE_COORD_ARRAY:
|
|
GE (glClientActiveTexture (GL_TEXTURE0 +
|
|
attribute->texture_unit));
|
|
GE (glDisableClientState (GL_TEXTURE_COORD_ARRAY));
|
|
break;
|
|
case COGL_VERTEX_BUFFER_ATTRIB_FLAG_VERTEX_ARRAY:
|
|
/* GE (glDisableClientState (GL_VERTEX_ARRAY)); */
|
|
break;
|
|
case COGL_VERTEX_BUFFER_ATTRIB_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_vertex_buffer_draw (CoglHandle handle,
|
|
CoglVerticesMode mode,
|
|
int first,
|
|
int count)
|
|
{
|
|
CoglVertexBuffer *buffer;
|
|
|
|
if (!cogl_is_vertex_buffer (handle))
|
|
return;
|
|
|
|
_cogl_journal_flush ();
|
|
|
|
buffer = _cogl_vertex_buffer_pointer_from_handle (handle);
|
|
|
|
enable_state_for_drawing_buffer (buffer);
|
|
|
|
GE (glDrawArrays (mode, first, count));
|
|
|
|
disable_state_for_drawing_buffer (buffer);
|
|
}
|
|
|
|
static int
|
|
get_indices_type_size (GLuint indices_type)
|
|
{
|
|
if (indices_type == GL_UNSIGNED_BYTE)
|
|
return sizeof (GLubyte);
|
|
if (indices_type == GL_UNSIGNED_SHORT)
|
|
return sizeof (GLushort);
|
|
else
|
|
{
|
|
g_critical ("Unknown indices type %d\n", indices_type);
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
CoglHandle
|
|
cogl_vertex_buffer_indices_new (CoglIndicesType indices_type,
|
|
const void *indices_array,
|
|
int indices_len)
|
|
{
|
|
gboolean fallback =
|
|
(cogl_get_features () & COGL_FEATURE_VBOS) ? FALSE : TRUE;
|
|
size_t indices_bytes;
|
|
CoglVertexBufferIndices *indices;
|
|
|
|
_COGL_GET_CONTEXT (ctx, 0);
|
|
|
|
indices = g_slice_alloc (sizeof (CoglVertexBufferIndices));
|
|
|
|
if (indices_type == COGL_INDICES_TYPE_UNSIGNED_BYTE)
|
|
indices->type = GL_UNSIGNED_BYTE;
|
|
else if (indices_type == COGL_INDICES_TYPE_UNSIGNED_SHORT)
|
|
indices->type = GL_UNSIGNED_SHORT;
|
|
else
|
|
{
|
|
g_critical ("unknown indices type %d", indices_type);
|
|
g_slice_free (CoglVertexBufferIndices, indices);
|
|
return 0;
|
|
}
|
|
|
|
indices_bytes = get_indices_type_size (indices->type) * indices_len;
|
|
if (fallback)
|
|
{
|
|
indices->vbo_name = g_malloc (indices_len);
|
|
memcpy (indices->vbo_name, indices_array, indices_bytes);
|
|
}
|
|
else
|
|
{
|
|
GE (glGenBuffers (1, (GLuint *)&indices->vbo_name));
|
|
GE (glBindBuffer (GL_ELEMENT_ARRAY_BUFFER,
|
|
GPOINTER_TO_UINT (indices->vbo_name)));
|
|
GE (glBufferData (GL_ELEMENT_ARRAY_BUFFER,
|
|
indices_bytes,
|
|
indices_array,
|
|
GL_STATIC_DRAW));
|
|
GE (glBindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0));
|
|
}
|
|
|
|
return _cogl_vertex_buffer_indices_handle_new (indices);
|
|
}
|
|
|
|
CoglIndicesType
|
|
cogl_vertex_buffer_indices_get_type (CoglHandle indices_handle)
|
|
{
|
|
CoglVertexBufferIndices *indices = NULL;
|
|
|
|
if (!cogl_is_vertex_buffer_indices (indices_handle))
|
|
return COGL_INDICES_TYPE_UNSIGNED_SHORT;
|
|
|
|
indices = _cogl_vertex_buffer_indices_pointer_from_handle (indices_handle);
|
|
|
|
if (indices->type == GL_UNSIGNED_BYTE)
|
|
return COGL_INDICES_TYPE_UNSIGNED_BYTE;
|
|
else if (indices->type == GL_UNSIGNED_SHORT)
|
|
return COGL_INDICES_TYPE_UNSIGNED_SHORT;
|
|
else
|
|
{
|
|
g_critical ("unknown indices type %d", indices->type);
|
|
return COGL_INDICES_TYPE_UNSIGNED_SHORT;
|
|
}
|
|
}
|
|
|
|
void
|
|
_cogl_vertex_buffer_indices_free (CoglVertexBufferIndices *indices)
|
|
{
|
|
gboolean fallback =
|
|
(cogl_get_features () & COGL_FEATURE_VBOS) ? FALSE : TRUE;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
if (fallback)
|
|
g_free (indices->vbo_name);
|
|
else
|
|
GE (glDeleteBuffers (1, (GLuint *)&indices->vbo_name));
|
|
|
|
g_slice_free (CoglVertexBufferIndices, indices);
|
|
}
|
|
|
|
void
|
|
cogl_vertex_buffer_draw_elements (CoglHandle handle,
|
|
CoglVerticesMode mode,
|
|
CoglHandle indices_handle,
|
|
int min_index,
|
|
int max_index,
|
|
int indices_offset,
|
|
int count)
|
|
{
|
|
CoglVertexBuffer *buffer;
|
|
gboolean fallback =
|
|
(cogl_get_features () & COGL_FEATURE_VBOS) ? FALSE : TRUE;
|
|
size_t byte_offset;
|
|
CoglVertexBufferIndices *indices = NULL;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
if (!cogl_is_vertex_buffer (handle))
|
|
return;
|
|
|
|
_cogl_journal_flush ();
|
|
|
|
buffer = _cogl_vertex_buffer_pointer_from_handle (handle);
|
|
|
|
if (!cogl_is_vertex_buffer_indices (indices_handle))
|
|
return;
|
|
|
|
indices = _cogl_vertex_buffer_indices_pointer_from_handle (indices_handle);
|
|
|
|
enable_state_for_drawing_buffer (buffer);
|
|
|
|
byte_offset = indices_offset * get_indices_type_size (indices->type);
|
|
if (fallback)
|
|
byte_offset = (size_t)(((char *)indices->vbo_name) + byte_offset);
|
|
else
|
|
GE (glBindBuffer (GL_ELEMENT_ARRAY_BUFFER,
|
|
GPOINTER_TO_UINT (indices->vbo_name)));
|
|
|
|
GE (glDrawRangeElements (mode, min_index, max_index,
|
|
count, indices->type, (void *)byte_offset));
|
|
|
|
disable_state_for_drawing_buffer (buffer);
|
|
|
|
GE (glBindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0));
|
|
}
|
|
|
|
static void
|
|
_cogl_vertex_buffer_free (CoglVertexBuffer *buffer)
|
|
{
|
|
GList *tmp;
|
|
|
|
for (tmp = buffer->submitted_vbos; tmp != NULL; tmp = tmp->next)
|
|
cogl_vertex_buffer_vbo_free (tmp->data, TRUE);
|
|
g_list_free (buffer->submitted_vbos);
|
|
|
|
for (tmp = buffer->new_attributes; tmp != NULL; tmp = tmp->next)
|
|
cogl_vertex_buffer_attribute_free (tmp->data);
|
|
g_list_free (buffer->new_attributes);
|
|
|
|
g_slice_free (CoglVertexBuffer, buffer);
|
|
}
|
|
|
|
CoglHandle
|
|
cogl_vertex_buffer_indices_get_for_quads (guint n_indices)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
|
|
|
|
/* Check if the indices would fit in a byte array */
|
|
if (n_indices <= 256 / 4 * 6)
|
|
{
|
|
/* Generate the byte array if we haven't already */
|
|
if (ctx->quad_indices_byte == COGL_INVALID_HANDLE)
|
|
{
|
|
guint8 *byte_array = g_malloc (256 / 4 * 6 * sizeof (guint8));
|
|
guint8 *p = byte_array;
|
|
int i, vert_num = 0;
|
|
|
|
for (i = 0; i < 256 / 4; i++)
|
|
{
|
|
*(p++) = vert_num + 0;
|
|
*(p++) = vert_num + 1;
|
|
*(p++) = vert_num + 2;
|
|
*(p++) = vert_num + 0;
|
|
*(p++) = vert_num + 2;
|
|
*(p++) = vert_num + 3;
|
|
vert_num += 4;
|
|
}
|
|
|
|
ctx->quad_indices_byte
|
|
= cogl_vertex_buffer_indices_new (COGL_INDICES_TYPE_UNSIGNED_BYTE,
|
|
byte_array,
|
|
256 / 4 * 6);
|
|
|
|
g_free (byte_array);
|
|
}
|
|
|
|
return ctx->quad_indices_byte;
|
|
}
|
|
else
|
|
{
|
|
if (ctx->quad_indices_short_len < n_indices)
|
|
{
|
|
guint16 *short_array;
|
|
guint16 *p;
|
|
int i, vert_num = 0;
|
|
|
|
if (ctx->quad_indices_short != COGL_INVALID_HANDLE)
|
|
cogl_handle_unref (ctx->quad_indices_short);
|
|
/* Pick a power of two >= MAX (512, n_indices) */
|
|
if (ctx->quad_indices_short_len == 0)
|
|
ctx->quad_indices_short_len = 512;
|
|
while (ctx->quad_indices_short_len < n_indices)
|
|
ctx->quad_indices_short_len *= 2;
|
|
|
|
/* Over-allocate to generate a whole number of quads */
|
|
p = short_array = g_malloc ((ctx->quad_indices_short_len
|
|
+ 5) / 6 * 6
|
|
* sizeof (guint16));
|
|
|
|
/* Fill in the complete quads */
|
|
for (i = 0; i < ctx->quad_indices_short_len; i += 6)
|
|
{
|
|
*(p++) = vert_num + 0;
|
|
*(p++) = vert_num + 1;
|
|
*(p++) = vert_num + 2;
|
|
*(p++) = vert_num + 0;
|
|
*(p++) = vert_num + 2;
|
|
*(p++) = vert_num + 3;
|
|
vert_num += 4;
|
|
}
|
|
|
|
ctx->quad_indices_short
|
|
= cogl_vertex_buffer_indices_new (COGL_INDICES_TYPE_UNSIGNED_SHORT,
|
|
short_array,
|
|
ctx->quad_indices_short_len);
|
|
|
|
g_free (short_array);
|
|
}
|
|
|
|
return ctx->quad_indices_short;
|
|
}
|
|
}
|