mutter/cogl/cogl-pipeline-layer-state.c

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/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2008,2009,2010 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see
* <http://www.gnu.org/licenses/>.
*
*
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl-context-private.h"
#include "cogl-pipeline-private.h"
#include "cogl-blend-string.h"
#include "cogl-util.h"
#include "cogl-matrix.h"
#include "cogl-snippet-private.h"
#include "cogl-texture-private.h"
Add -Wmissing-declarations to maintainer flags and fix problems This option to GCC makes it give a warning whenever a global function is defined without a declaration. This should catch cases were we've defined a function but forgot to put it in a header. In that case it is either only used within one file so we should make it static or we should declare it in a header. The following changes where made to fix problems: • Some functions were made static • cogl-path.h (the one containing the 1.0 API) was split into two files, one defining the functions and one defining the enums so that cogl-path.c can include the enum and function declarations from the 2.0 API as well as the function declarations from the 1.0 API. • cogl2-clip-state has been removed. This only had one experimental function called cogl_clip_push_from_path but as this is unstable we might as well remove it favour of the equivalent cogl_framebuffer_* API. • The GLX, SDL and WGL winsys's now have a private header to define their get_vtable function instead of directly declaring in the C file where it is called. • All places that were calling COGL_OBJECT_DEFINE need to have the cogl_is_whatever function declared so these have been added either as a public function or in a private header. • Some files that were not including the header containing their function declarations have been fixed to do so. • Any unused error quark functions have been removed. If we later want them we should add them back one by one and add a declaration for them in a header. • _cogl_is_framebuffer has been renamed to cogl_is_framebuffer and made a public function with a declaration in cogl-framebuffer.h • Similarly for CoglOnscreen. • cogl_vdraw_indexed_attributes is called cogl_framebuffer_vdraw_indexed_attributes in the header. The definition has been changed to match the header. • cogl_index_buffer_allocate has been removed. This had no declaration and I'm not sure what it's supposed to do. • CoglJournal has been changed to use the internal CoglObject macro so that it won't define an exported cogl_is_journal symbol. • The _cogl_blah_pointer_from_handle functions have been removed. CoglHandle isn't used much anymore anyway and in the few places where it is used I think it's safe to just use the implicit cast from void* to the right type. • The test-utils.h header for the conformance tests explicitly disables the -Wmissing-declaration option using a pragma because all of the tests declare their main function without a header. Any mistakes relating to missing declarations aren't really important for the tests. • cogl_quaternion_init_from_quaternion and init_from_matrix have been given declarations in cogl-quaternion.h Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-03-06 13:21:28 -05:00
#include "cogl-pipeline-layer-state-private.h"
Adds CoglError api Although we use GLib internally in Cogl we would rather not leak GLib api through Cogl's own api, except through explicitly namespaced cogl_glib_ / cogl_gtype_ feature apis. One of the benefits we see to not leaking GLib through Cogl's public API is that documentation for Cogl won't need to first introduce the Glib API to newcomers, thus hopefully lowering the barrier to learning Cogl. This patch provides a Cogl specific typedef for reporting runtime errors which by no coincidence matches the typedef for GError exactly. If Cogl is built with --enable-glib (default) then developers can even safely assume that a CoglError is a GError under the hood. This patch also enforces a consistent policy for when NULL is passed as an error argument and an error is thrown. In this case we log the error and abort the application, instead of silently ignoring it. In common cases where nothing has been implemented to handle a particular error and/or where applications are just printing the error and aborting themselves then this saves some typing. This also seems more consistent with language based exceptions which usually cause a program to abort if they are not explicitly caught (which passing a non-NULL error signifies in this case) Since this policy for NULL error pointers is stricter than the standard GError convention, there is a clear note in the documentation to warn developers that are used to using the GError api. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit b068d5ea09ab32c37e8c965fc8582c85d1b2db46) Note: Since we can't change the Cogl 1.x api the patch was changed to not rename _error_quark() functions to be _error_domain() functions and although it's a bit ugly, instead of providing our own CoglError type that's compatible with GError we simply #define CoglError to GError unless Cogl is built with glib disabled. Note: this patch does technically introduce an API break since it drops the cogl_error_get_type() symbol generated by glib-mkenum (Since the CoglError enum was replaced by a CoglSystemError enum) but for now we are assuming that this will not affect anyone currently using the Cogl API. If this does turn out to be a problem in practice then we would be able to fix this my manually copying an implementation of cogl_error_get_type() generated by glib-mkenum into a compatibility source file and we could also define the original COGL_ERROR_ enums for compatibility too. Note: another minor concern with cherry-picking this patch to the 1.14 branch is that an api scanner would be lead to believe that some APIs have changed, and for example the gobject-introspection parser which understands the semantics of GError will not understand the semantics of CoglError. We expect most people that have tried to use gobject-introspection with Cogl already understand though that it is not well suited to generating bindings of the Cogl api anyway and we aren't aware or anyone depending on such bindings for apis involving GErrors. (GnomeShell only makes very-very minimal use of Cogl via the gjs bindings for the cogl_rectangle and cogl_color apis.) The main reason we have cherry-picked this patch to the 1.14 branch even given the above concerns is that without it it would become very awkward for us to cherry-pick other beneficial patches from master.
2012-08-31 14:28:27 -04:00
#include "cogl-error-private.h"
#include "string.h"
#if 0
#include "cogl-context-private.h"
#include "cogl-color-private.h"
#endif
/*
* XXX: consider special casing layer->unit_index so it's not a sparse
* property so instead we can assume it's valid for all layer
* instances.
* - We would need to initialize ->unit_index in
* _cogl_pipeline_layer_copy ().
*
* XXX: If you use this API you should consider that the given layer
* might not be writeable and so a new derived layer will be allocated
* and modified instead. The layer modified will be returned so you
* can identify when this happens.
*/
CoglPipelineLayer *
_cogl_pipeline_set_layer_unit (CoglPipeline *required_owner,
CoglPipelineLayer *layer,
int unit_index)
{
CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_UNIT;
CoglPipelineLayer *authority =
_cogl_pipeline_layer_get_authority (layer, change);
CoglPipelineLayer *new;
if (authority->unit_index == unit_index)
return layer;
new =
_cogl_pipeline_layer_pre_change_notify (required_owner,
layer,
change);
if (new != layer)
layer = new;
else
{
/* If the layer we found is currently the authority on the state
* we are changing see if we can revert to one of our ancestors
* being the authority. */
if (layer == authority &&
_cogl_pipeline_layer_get_parent (authority) != NULL)
{
CoglPipelineLayer *parent =
_cogl_pipeline_layer_get_parent (authority);
CoglPipelineLayer *old_authority =
_cogl_pipeline_layer_get_authority (parent, change);
if (old_authority->unit_index == unit_index)
{
layer->differences &= ~change;
return layer;
}
}
}
layer->unit_index = unit_index;
/* If we weren't previously the authority on this state then we need
* to extended our differences mask and so it's possible that some
* of our ancestry will now become redundant, so we aim to reparent
* ourselves if that's true... */
if (layer != authority)
{
layer->differences |= change;
_cogl_pipeline_layer_prune_redundant_ancestry (layer);
}
return layer;
}
Add a strong CoglTexture type to replace CoglHandle As part of the on going, incremental effort to purge the non type safe CoglHandle type from the Cogl API this patch tackles most of the CoglHandle uses relating to textures. We'd postponed making this change for quite a while because we wanted to have a clearer understanding of how we wanted to evolve the texture APIs towards Cogl 2.0 before exposing type safety here which would be difficult to change later since it would imply breaking APIs. The basic idea that we are steering towards now is that CoglTexture can be considered to be the most primitive interface we have for any object representing a texture. The texture interface would provide roughly these methods: cogl_texture_get_width cogl_texture_get_height cogl_texture_can_repeat cogl_texture_can_mipmap cogl_texture_generate_mipmap; cogl_texture_get_format cogl_texture_set_region cogl_texture_get_region Besides the texture interface we will then start to expose types corresponding to specific texture types: CoglTexture2D, CoglTexture3D, CoglTexture2DSliced, CoglSubTexture, CoglAtlasTexture and CoglTexturePixmapX11. We will then also expose an interface for the high-level texture types we have (such as CoglTexture2DSlice, CoglSubTexture and CoglAtlasTexture) called CoglMetaTexture. CoglMetaTexture is an additional interface that lets you iterate a virtual region of a meta texture and get mappings of primitive textures to sub-regions of that virtual region. Internally we already have this kind of abstraction for dealing with sliced texture, sub-textures and atlas textures in a consistent way, so this will just make that abstraction public. The aim here is to clarify that there is a difference between primitive textures (CoglTexture2D/3D) and some of the other high-level textures, and also enable developers to implement primitives that can support meta textures since they can only be used with the cogl_rectangle API currently. The thing that's not so clean-cut with this are the texture constructors we have currently; such as cogl_texture_new_from_file which no longer make sense when CoglTexture is considered to be an interface. These will basically just become convenient factory functions and it's just a bit unusual that they are within the cogl_texture namespace. It's worth noting here that all the texture type APIs will also have their own type specific constructors so these functions will only be used for the convenience of being able to create a texture without really wanting to know the details of what type of texture you need. Longer term for 2.0 we may come up with replacement names for these factory functions or the other thing we are considering is designing some asynchronous factory functions instead since it's so often detrimental to application performance to be blocked waiting for a texture to be uploaded to the GPU. Reviewed-by: Neil Roberts <neil@linux.intel.com>
2011-08-24 16:30:34 -04:00
CoglTexture *
_cogl_pipeline_layer_get_texture_real (CoglPipelineLayer *layer)
{
CoglPipelineLayer *authority =
_cogl_pipeline_layer_get_authority (layer,
COGL_PIPELINE_LAYER_STATE_TEXTURE_DATA);
return authority->texture;
}
Add a strong CoglTexture type to replace CoglHandle As part of the on going, incremental effort to purge the non type safe CoglHandle type from the Cogl API this patch tackles most of the CoglHandle uses relating to textures. We'd postponed making this change for quite a while because we wanted to have a clearer understanding of how we wanted to evolve the texture APIs towards Cogl 2.0 before exposing type safety here which would be difficult to change later since it would imply breaking APIs. The basic idea that we are steering towards now is that CoglTexture can be considered to be the most primitive interface we have for any object representing a texture. The texture interface would provide roughly these methods: cogl_texture_get_width cogl_texture_get_height cogl_texture_can_repeat cogl_texture_can_mipmap cogl_texture_generate_mipmap; cogl_texture_get_format cogl_texture_set_region cogl_texture_get_region Besides the texture interface we will then start to expose types corresponding to specific texture types: CoglTexture2D, CoglTexture3D, CoglTexture2DSliced, CoglSubTexture, CoglAtlasTexture and CoglTexturePixmapX11. We will then also expose an interface for the high-level texture types we have (such as CoglTexture2DSlice, CoglSubTexture and CoglAtlasTexture) called CoglMetaTexture. CoglMetaTexture is an additional interface that lets you iterate a virtual region of a meta texture and get mappings of primitive textures to sub-regions of that virtual region. Internally we already have this kind of abstraction for dealing with sliced texture, sub-textures and atlas textures in a consistent way, so this will just make that abstraction public. The aim here is to clarify that there is a difference between primitive textures (CoglTexture2D/3D) and some of the other high-level textures, and also enable developers to implement primitives that can support meta textures since they can only be used with the cogl_rectangle API currently. The thing that's not so clean-cut with this are the texture constructors we have currently; such as cogl_texture_new_from_file which no longer make sense when CoglTexture is considered to be an interface. These will basically just become convenient factory functions and it's just a bit unusual that they are within the cogl_texture namespace. It's worth noting here that all the texture type APIs will also have their own type specific constructors so these functions will only be used for the convenience of being able to create a texture without really wanting to know the details of what type of texture you need. Longer term for 2.0 we may come up with replacement names for these factory functions or the other thing we are considering is designing some asynchronous factory functions instead since it's so often detrimental to application performance to be blocked waiting for a texture to be uploaded to the GPU. Reviewed-by: Neil Roberts <neil@linux.intel.com>
2011-08-24 16:30:34 -04:00
CoglTexture *
cogl_pipeline_get_layer_texture (CoglPipeline *pipeline,
int layer_index)
{
CoglPipelineLayer *layer =
_cogl_pipeline_get_layer (pipeline, layer_index);
return _cogl_pipeline_layer_get_texture (layer);
}
CoglTextureType
_cogl_pipeline_layer_get_texture_type (CoglPipelineLayer *layer)
{
CoglPipelineLayer *authority =
_cogl_pipeline_layer_get_authority (layer,
COGL_PIPELINE_LAYER_STATE_TEXTURE_TYPE);
return authority->texture_type;
}
static void
_cogl_pipeline_set_layer_texture_type (CoglPipeline *pipeline,
int layer_index,
CoglTextureType texture_type)
{
CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_TEXTURE_TYPE;
CoglPipelineLayer *layer;
CoglPipelineLayer *authority;
CoglPipelineLayer *new;
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* pipeline. If the layer is created then it will be owned by
* pipeline. */
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_pipeline_layer_get_authority (layer, change);
if (texture_type == authority->texture_type)
return;
new = _cogl_pipeline_layer_pre_change_notify (pipeline, layer, change);
if (new != layer)
layer = new;
else
{
/* If the original layer we found is currently the authority on
* the state we are changing see if we can revert to one of our
* ancestors being the authority. */
if (layer == authority &&
_cogl_pipeline_layer_get_parent (authority) != NULL)
{
CoglPipelineLayer *parent =
_cogl_pipeline_layer_get_parent (authority);
CoglPipelineLayer *old_authority =
_cogl_pipeline_layer_get_authority (parent, change);
if (old_authority->texture_type == texture_type)
{
layer->differences &= ~change;
g_assert (layer->owner == pipeline);
if (layer->differences == 0)
_cogl_pipeline_prune_empty_layer_difference (pipeline,
layer);
goto changed;
}
}
}
layer->texture_type = texture_type;
/* If we weren't previously the authority on this state then we need
* to extended our differences mask and so it's possible that some
* of our ancestry will now become redundant, so we aim to reparent
* ourselves if that's true... */
if (layer != authority)
{
layer->differences |= change;
_cogl_pipeline_layer_prune_redundant_ancestry (layer);
}
changed:
pipeline: improve real_blend_enable checks Since _cogl_pipeline_update_blend_enable() can sometimes show up quite high in profiles; instead of calling _cogl_pipeline_update_blend_enable() whenever we change pipeline state that may affect blending we now just set a dirty flag and when we flush a pipeline we check this dirty flag and lazily calculate whether blender really needs to be enabled if it's set. Since it turns out we were too optimistic in assuming most GL drivers would recognize blending with ADD(src,0) is equivalent to disabling GL_BLEND we now check this case ourselves so we can always explicitly disable GL_BLEND if we know we don't need blending. This introduces the idea of an 'unknown_color_alpha' boolean to the pipeline flush code which is set whenever we can't guarantee that the color attribute is opaque. For example this is set whenever a user specifies a color attribute with 4 components when drawing a primitive. This boolean needs to be cached along with every pipeline because pipeline::real_blend_enabled depends on this and so we need to also call _cogl_pipeline_update_blend_enable() if the status of this changes. Incidentally with this patch we now no longer ever use _cogl_pipeline_set_blend_enable() internally. For now the internal api hasn't been removed though since we might want to consider re-purposing it as a public api since it will now not conflict with our own internal state tracking and could provide a more convenient way to disable blending than setting a blend string. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit ab2ae18f3207514c91fa6fd9f2d3f2ed93a86497)
2013-05-16 10:19:30 -04:00
pipeline->dirty_real_blend_enable = TRUE;
}
static void
_cogl_pipeline_set_layer_texture_data (CoglPipeline *pipeline,
int layer_index,
Add a strong CoglTexture type to replace CoglHandle As part of the on going, incremental effort to purge the non type safe CoglHandle type from the Cogl API this patch tackles most of the CoglHandle uses relating to textures. We'd postponed making this change for quite a while because we wanted to have a clearer understanding of how we wanted to evolve the texture APIs towards Cogl 2.0 before exposing type safety here which would be difficult to change later since it would imply breaking APIs. The basic idea that we are steering towards now is that CoglTexture can be considered to be the most primitive interface we have for any object representing a texture. The texture interface would provide roughly these methods: cogl_texture_get_width cogl_texture_get_height cogl_texture_can_repeat cogl_texture_can_mipmap cogl_texture_generate_mipmap; cogl_texture_get_format cogl_texture_set_region cogl_texture_get_region Besides the texture interface we will then start to expose types corresponding to specific texture types: CoglTexture2D, CoglTexture3D, CoglTexture2DSliced, CoglSubTexture, CoglAtlasTexture and CoglTexturePixmapX11. We will then also expose an interface for the high-level texture types we have (such as CoglTexture2DSlice, CoglSubTexture and CoglAtlasTexture) called CoglMetaTexture. CoglMetaTexture is an additional interface that lets you iterate a virtual region of a meta texture and get mappings of primitive textures to sub-regions of that virtual region. Internally we already have this kind of abstraction for dealing with sliced texture, sub-textures and atlas textures in a consistent way, so this will just make that abstraction public. The aim here is to clarify that there is a difference between primitive textures (CoglTexture2D/3D) and some of the other high-level textures, and also enable developers to implement primitives that can support meta textures since they can only be used with the cogl_rectangle API currently. The thing that's not so clean-cut with this are the texture constructors we have currently; such as cogl_texture_new_from_file which no longer make sense when CoglTexture is considered to be an interface. These will basically just become convenient factory functions and it's just a bit unusual that they are within the cogl_texture namespace. It's worth noting here that all the texture type APIs will also have their own type specific constructors so these functions will only be used for the convenience of being able to create a texture without really wanting to know the details of what type of texture you need. Longer term for 2.0 we may come up with replacement names for these factory functions or the other thing we are considering is designing some asynchronous factory functions instead since it's so often detrimental to application performance to be blocked waiting for a texture to be uploaded to the GPU. Reviewed-by: Neil Roberts <neil@linux.intel.com>
2011-08-24 16:30:34 -04:00
CoglTexture *texture)
{
CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_TEXTURE_DATA;
CoglPipelineLayer *layer;
CoglPipelineLayer *authority;
CoglPipelineLayer *new;
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* pipeline. If the layer is created then it will be owned by
* pipeline. */
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_pipeline_layer_get_authority (layer, change);
if (authority->texture == texture)
return;
new = _cogl_pipeline_layer_pre_change_notify (pipeline, layer, change);
if (new != layer)
layer = new;
else
{
/* If the original layer we found is currently the authority on
* the state we are changing see if we can revert to one of our
* ancestors being the authority. */
if (layer == authority &&
_cogl_pipeline_layer_get_parent (authority) != NULL)
{
CoglPipelineLayer *parent =
_cogl_pipeline_layer_get_parent (authority);
CoglPipelineLayer *old_authority =
_cogl_pipeline_layer_get_authority (parent, change);
if (old_authority->texture == texture)
{
layer->differences &= ~change;
if (layer->texture != NULL)
cogl_object_unref (layer->texture);
g_assert (layer->owner == pipeline);
if (layer->differences == 0)
_cogl_pipeline_prune_empty_layer_difference (pipeline,
layer);
goto changed;
}
}
}
if (texture != NULL)
cogl_object_ref (texture);
if (layer == authority &&
layer->texture != NULL)
cogl_object_unref (layer->texture);
layer->texture = texture;
/* If we weren't previously the authority on this state then we need
* to extended our differences mask and so it's possible that some
* of our ancestry will now become redundant, so we aim to reparent
* ourselves if that's true... */
if (layer != authority)
{
layer->differences |= change;
_cogl_pipeline_layer_prune_redundant_ancestry (layer);
}
changed:
pipeline: improve real_blend_enable checks Since _cogl_pipeline_update_blend_enable() can sometimes show up quite high in profiles; instead of calling _cogl_pipeline_update_blend_enable() whenever we change pipeline state that may affect blending we now just set a dirty flag and when we flush a pipeline we check this dirty flag and lazily calculate whether blender really needs to be enabled if it's set. Since it turns out we were too optimistic in assuming most GL drivers would recognize blending with ADD(src,0) is equivalent to disabling GL_BLEND we now check this case ourselves so we can always explicitly disable GL_BLEND if we know we don't need blending. This introduces the idea of an 'unknown_color_alpha' boolean to the pipeline flush code which is set whenever we can't guarantee that the color attribute is opaque. For example this is set whenever a user specifies a color attribute with 4 components when drawing a primitive. This boolean needs to be cached along with every pipeline because pipeline::real_blend_enabled depends on this and so we need to also call _cogl_pipeline_update_blend_enable() if the status of this changes. Incidentally with this patch we now no longer ever use _cogl_pipeline_set_blend_enable() internally. For now the internal api hasn't been removed though since we might want to consider re-purposing it as a public api since it will now not conflict with our own internal state tracking and could provide a more convenient way to disable blending than setting a blend string. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit ab2ae18f3207514c91fa6fd9f2d3f2ed93a86497)
2013-05-16 10:19:30 -04:00
pipeline->dirty_real_blend_enable = TRUE;
}
void
cogl_pipeline_set_layer_texture (CoglPipeline *pipeline,
int layer_index,
Add a strong CoglTexture type to replace CoglHandle As part of the on going, incremental effort to purge the non type safe CoglHandle type from the Cogl API this patch tackles most of the CoglHandle uses relating to textures. We'd postponed making this change for quite a while because we wanted to have a clearer understanding of how we wanted to evolve the texture APIs towards Cogl 2.0 before exposing type safety here which would be difficult to change later since it would imply breaking APIs. The basic idea that we are steering towards now is that CoglTexture can be considered to be the most primitive interface we have for any object representing a texture. The texture interface would provide roughly these methods: cogl_texture_get_width cogl_texture_get_height cogl_texture_can_repeat cogl_texture_can_mipmap cogl_texture_generate_mipmap; cogl_texture_get_format cogl_texture_set_region cogl_texture_get_region Besides the texture interface we will then start to expose types corresponding to specific texture types: CoglTexture2D, CoglTexture3D, CoglTexture2DSliced, CoglSubTexture, CoglAtlasTexture and CoglTexturePixmapX11. We will then also expose an interface for the high-level texture types we have (such as CoglTexture2DSlice, CoglSubTexture and CoglAtlasTexture) called CoglMetaTexture. CoglMetaTexture is an additional interface that lets you iterate a virtual region of a meta texture and get mappings of primitive textures to sub-regions of that virtual region. Internally we already have this kind of abstraction for dealing with sliced texture, sub-textures and atlas textures in a consistent way, so this will just make that abstraction public. The aim here is to clarify that there is a difference between primitive textures (CoglTexture2D/3D) and some of the other high-level textures, and also enable developers to implement primitives that can support meta textures since they can only be used with the cogl_rectangle API currently. The thing that's not so clean-cut with this are the texture constructors we have currently; such as cogl_texture_new_from_file which no longer make sense when CoglTexture is considered to be an interface. These will basically just become convenient factory functions and it's just a bit unusual that they are within the cogl_texture namespace. It's worth noting here that all the texture type APIs will also have their own type specific constructors so these functions will only be used for the convenience of being able to create a texture without really wanting to know the details of what type of texture you need. Longer term for 2.0 we may come up with replacement names for these factory functions or the other thing we are considering is designing some asynchronous factory functions instead since it's so often detrimental to application performance to be blocked waiting for a texture to be uploaded to the GPU. Reviewed-by: Neil Roberts <neil@linux.intel.com>
2011-08-24 16:30:34 -04:00
CoglTexture *texture)
{
/* For the convenience of fragend code we separate texture state
* into the "type" and the "data", and setting a layer texture
* updates both of these properties.
*
* One example for why this is helpful is that the fragends may
* cache programs they generate and want to re-use those programs
* with all pipelines having equivalent fragment processing state.
* For the sake of determining if pipelines have equivalent fragment
* processing state we don't need to compare that the same
* underlying texture objects are referenced by the pipelines but we
* do need to see if they use the same texture types. Making this
* distinction is much simpler if they are in different state
* groups.
*
* Note: if a NULL texture is set then we leave the type unchanged
* so we can avoid needlessly invalidating any associated fragment
* program.
*/
if (texture)
{
CoglTextureType texture_type =
_cogl_texture_get_type (texture);
_cogl_pipeline_set_layer_texture_type (pipeline,
layer_index,
texture_type);
}
_cogl_pipeline_set_layer_texture_data (pipeline, layer_index, texture);
}
void
cogl_pipeline_set_layer_null_texture (CoglPipeline *pipeline,
int layer_index,
CoglTextureType texture_type)
{
CoglContext *ctx = _cogl_context_get_default ();
/* Disallow setting texture types that aren't supported */
switch (texture_type)
{
case COGL_TEXTURE_TYPE_2D:
break;
case COGL_TEXTURE_TYPE_3D:
if (ctx->default_gl_texture_3d_tex == NULL)
{
g_warning ("The default 3D texture was set on a pipeline but "
"3D textures are not supported");
texture_type = COGL_TEXTURE_TYPE_2D;
return;
}
break;
case COGL_TEXTURE_TYPE_RECTANGLE:
if (ctx->default_gl_texture_rect_tex == NULL)
{
g_warning ("The default rectangle texture was set on a pipeline but "
"rectangle textures are not supported");
texture_type = COGL_TEXTURE_TYPE_2D;
}
break;
}
_cogl_pipeline_set_layer_texture_type (pipeline, layer_index, texture_type);
_cogl_pipeline_set_layer_texture_data (pipeline, layer_index, NULL);
}
Add -Wmissing-declarations to maintainer flags and fix problems This option to GCC makes it give a warning whenever a global function is defined without a declaration. This should catch cases were we've defined a function but forgot to put it in a header. In that case it is either only used within one file so we should make it static or we should declare it in a header. The following changes where made to fix problems: • Some functions were made static • cogl-path.h (the one containing the 1.0 API) was split into two files, one defining the functions and one defining the enums so that cogl-path.c can include the enum and function declarations from the 2.0 API as well as the function declarations from the 1.0 API. • cogl2-clip-state has been removed. This only had one experimental function called cogl_clip_push_from_path but as this is unstable we might as well remove it favour of the equivalent cogl_framebuffer_* API. • The GLX, SDL and WGL winsys's now have a private header to define their get_vtable function instead of directly declaring in the C file where it is called. • All places that were calling COGL_OBJECT_DEFINE need to have the cogl_is_whatever function declared so these have been added either as a public function or in a private header. • Some files that were not including the header containing their function declarations have been fixed to do so. • Any unused error quark functions have been removed. If we later want them we should add them back one by one and add a declaration for them in a header. • _cogl_is_framebuffer has been renamed to cogl_is_framebuffer and made a public function with a declaration in cogl-framebuffer.h • Similarly for CoglOnscreen. • cogl_vdraw_indexed_attributes is called cogl_framebuffer_vdraw_indexed_attributes in the header. The definition has been changed to match the header. • cogl_index_buffer_allocate has been removed. This had no declaration and I'm not sure what it's supposed to do. • CoglJournal has been changed to use the internal CoglObject macro so that it won't define an exported cogl_is_journal symbol. • The _cogl_blah_pointer_from_handle functions have been removed. CoglHandle isn't used much anymore anyway and in the few places where it is used I think it's safe to just use the implicit cast from void* to the right type. • The test-utils.h header for the conformance tests explicitly disables the -Wmissing-declaration option using a pragma because all of the tests declare their main function without a header. Any mistakes relating to missing declarations aren't really important for the tests. • cogl_quaternion_init_from_quaternion and init_from_matrix have been given declarations in cogl-quaternion.h Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-03-06 13:21:28 -05:00
static void
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
_cogl_pipeline_set_layer_sampler_state (CoglPipeline *pipeline,
CoglPipelineLayer *layer,
CoglPipelineLayer *authority,
const CoglSamplerCacheEntry *state)
{
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
CoglPipelineLayer *new;
CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_SAMPLER;
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
if (authority->sampler_cache_entry == state)
return;
new = _cogl_pipeline_layer_pre_change_notify (pipeline, layer, change);
if (new != layer)
layer = new;
else
{
/* If the original layer we found is currently the authority on
* the state we are changing see if we can revert to one of our
* ancestors being the authority. */
if (layer == authority &&
_cogl_pipeline_layer_get_parent (authority) != NULL)
{
CoglPipelineLayer *parent =
_cogl_pipeline_layer_get_parent (authority);
CoglPipelineLayer *old_authority =
_cogl_pipeline_layer_get_authority (parent, change);
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
if (old_authority->sampler_cache_entry == state)
{
layer->differences &= ~change;
g_assert (layer->owner == pipeline);
if (layer->differences == 0)
_cogl_pipeline_prune_empty_layer_difference (pipeline,
layer);
return;
}
}
}
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
layer->sampler_cache_entry = state;
/* If we weren't previously the authority on this state then we need
* to extended our differences mask and so it's possible that some
* of our ancestry will now become redundant, so we aim to reparent
* ourselves if that's true... */
if (layer != authority)
{
layer->differences |= change;
_cogl_pipeline_layer_prune_redundant_ancestry (layer);
}
}
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
static CoglSamplerCacheWrapMode
public_to_internal_wrap_mode (CoglPipelineWrapMode mode)
{
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
return (CoglSamplerCacheWrapMode)mode;
}
static CoglPipelineWrapMode
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
internal_to_public_wrap_mode (CoglSamplerCacheWrapMode internal_mode)
{
_COGL_RETURN_VAL_IF_FAIL (internal_mode !=
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
COGL_SAMPLER_CACHE_WRAP_MODE_CLAMP_TO_BORDER,
COGL_PIPELINE_WRAP_MODE_AUTOMATIC);
return (CoglPipelineWrapMode)internal_mode;
}
void
cogl_pipeline_set_layer_wrap_mode_s (CoglPipeline *pipeline,
int layer_index,
CoglPipelineWrapMode mode)
{
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_SAMPLER;
CoglPipelineLayer *layer;
CoglPipelineLayer *authority;
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
CoglSamplerCacheWrapMode internal_mode =
public_to_internal_wrap_mode (mode);
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
const CoglSamplerCacheEntry *sampler_state;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
_COGL_RETURN_IF_FAIL (cogl_is_pipeline (pipeline));
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* pipeline. If the layer is created then it will be owned by
* pipeline. */
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_pipeline_layer_get_authority (layer, change);
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
sampler_state =
_cogl_sampler_cache_update_wrap_modes (ctx->sampler_cache,
authority->sampler_cache_entry,
internal_mode,
authority->sampler_cache_entry->
wrap_mode_t,
authority->sampler_cache_entry->
wrap_mode_p);
_cogl_pipeline_set_layer_sampler_state (pipeline,
layer,
authority,
sampler_state);
}
void
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
cogl_pipeline_set_layer_wrap_mode_t (CoglPipeline *pipeline,
int layer_index,
CoglPipelineWrapMode mode)
{
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_SAMPLER;
CoglPipelineLayer *layer;
CoglPipelineLayer *authority;
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
CoglSamplerCacheWrapMode internal_mode =
public_to_internal_wrap_mode (mode);
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
const CoglSamplerCacheEntry *sampler_state;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
_COGL_RETURN_IF_FAIL (cogl_is_pipeline (pipeline));
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* pipeline. If the layer is created then it will be owned by
* pipeline. */
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_pipeline_layer_get_authority (layer, change);
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
sampler_state =
_cogl_sampler_cache_update_wrap_modes (ctx->sampler_cache,
authority->sampler_cache_entry,
authority->sampler_cache_entry->
wrap_mode_s,
internal_mode,
authority->sampler_cache_entry->
wrap_mode_p);
_cogl_pipeline_set_layer_sampler_state (pipeline,
layer,
authority,
sampler_state);
}
/* The rationale for naming the third texture coordinate 'p' instead
of OpenGL's usual 'r' is that 'r' conflicts with the usual naming
of the 'red' component when treating a vector as a color. Under
GLSL this is awkward because the texture swizzling for a vector
uses a single letter for each component and the names for colors,
textures and positions are synonymous. GLSL works around this by
naming the components of the texture s, t, p and q. Cogl already
effectively already exposes this naming because it exposes GLSL so
it makes sense to use that naming consistently. Another alternative
could be u, v and w. This is what Blender and Direct3D use. However
the w component conflicts with the w component of a position
vertex. */
void
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
cogl_pipeline_set_layer_wrap_mode_p (CoglPipeline *pipeline,
int layer_index,
CoglPipelineWrapMode mode)
{
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_SAMPLER;
CoglPipelineLayer *layer;
CoglPipelineLayer *authority;
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
CoglSamplerCacheWrapMode internal_mode =
public_to_internal_wrap_mode (mode);
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
const CoglSamplerCacheEntry *sampler_state;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
_COGL_RETURN_IF_FAIL (cogl_is_pipeline (pipeline));
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* pipeline. If the layer is created then it will be owned by
* pipeline. */
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_pipeline_layer_get_authority (layer, change);
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
sampler_state =
_cogl_sampler_cache_update_wrap_modes (ctx->sampler_cache,
authority->sampler_cache_entry,
authority->sampler_cache_entry->
wrap_mode_s,
authority->sampler_cache_entry->
wrap_mode_t,
internal_mode);
_cogl_pipeline_set_layer_sampler_state (pipeline,
layer,
authority,
sampler_state);
}
void
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
cogl_pipeline_set_layer_wrap_mode (CoglPipeline *pipeline,
int layer_index,
CoglPipelineWrapMode mode)
{
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_SAMPLER;
CoglPipelineLayer *layer;
CoglPipelineLayer *authority;
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
CoglSamplerCacheWrapMode internal_mode =
public_to_internal_wrap_mode (mode);
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
const CoglSamplerCacheEntry *sampler_state;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
_COGL_RETURN_IF_FAIL (cogl_is_pipeline (pipeline));
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* pipeline. If the layer is created then it will be owned by
* pipeline. */
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_pipeline_layer_get_authority (layer, change);
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
sampler_state =
_cogl_sampler_cache_update_wrap_modes (ctx->sampler_cache,
authority->sampler_cache_entry,
internal_mode,
internal_mode,
internal_mode);
_cogl_pipeline_set_layer_sampler_state (pipeline,
layer,
authority,
sampler_state);
/* XXX: I wonder if we should really be duplicating the mode into
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
* the 'p' wrap mode too? */
}
/* FIXME: deprecate this API */
CoglPipelineWrapMode
_cogl_pipeline_layer_get_wrap_mode_s (CoglPipelineLayer *layer)
{
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_SAMPLER;
CoglPipelineLayer *authority;
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
const CoglSamplerCacheEntry *sampler_state;
_COGL_RETURN_VAL_IF_FAIL (_cogl_is_pipeline_layer (layer), FALSE);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_pipeline_layer_get_authority (layer, change);
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
sampler_state = authority->sampler_cache_entry;
return internal_to_public_wrap_mode (sampler_state->wrap_mode_s);
}
CoglPipelineWrapMode
cogl_pipeline_get_layer_wrap_mode_s (CoglPipeline *pipeline, int layer_index)
{
CoglPipelineLayer *layer;
_COGL_RETURN_VAL_IF_FAIL (cogl_is_pipeline (pipeline), FALSE);
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* pipeline. If the layer is created then it will be owned by
* pipeline. */
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
/* FIXME: we shouldn't ever construct a layer in a getter function */
return _cogl_pipeline_layer_get_wrap_mode_s (layer);
}
/* FIXME: deprecate this API */
CoglPipelineWrapMode
_cogl_pipeline_layer_get_wrap_mode_t (CoglPipelineLayer *layer)
{
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_SAMPLER;
CoglPipelineLayer *authority;
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
const CoglSamplerCacheEntry *sampler_state;
_COGL_RETURN_VAL_IF_FAIL (_cogl_is_pipeline_layer (layer), FALSE);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_pipeline_layer_get_authority (layer, change);
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
sampler_state = authority->sampler_cache_entry;
return internal_to_public_wrap_mode (sampler_state->wrap_mode_t);
}
CoglPipelineWrapMode
cogl_pipeline_get_layer_wrap_mode_t (CoglPipeline *pipeline, int layer_index)
{
CoglPipelineLayer *layer;
_COGL_RETURN_VAL_IF_FAIL (cogl_is_pipeline (pipeline), FALSE);
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* pipeline. If the layer is created then it will be owned by
* pipeline. */
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
/* FIXME: we shouldn't ever construct a layer in a getter function */
return _cogl_pipeline_layer_get_wrap_mode_t (layer);
}
CoglPipelineWrapMode
_cogl_pipeline_layer_get_wrap_mode_p (CoglPipelineLayer *layer)
{
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_SAMPLER;
CoglPipelineLayer *authority =
_cogl_pipeline_layer_get_authority (layer, change);
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
const CoglSamplerCacheEntry *sampler_state;
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
sampler_state = authority->sampler_cache_entry;
return internal_to_public_wrap_mode (sampler_state->wrap_mode_p);
}
CoglPipelineWrapMode
cogl_pipeline_get_layer_wrap_mode_p (CoglPipeline *pipeline, int layer_index)
{
CoglPipelineLayer *layer;
_COGL_RETURN_VAL_IF_FAIL (cogl_is_pipeline (pipeline), FALSE);
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* pipeline. If the layer is created then it will be owned by
* pipeline. */
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
return _cogl_pipeline_layer_get_wrap_mode_p (layer);
}
void
_cogl_pipeline_layer_get_wrap_modes (CoglPipelineLayer *layer,
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
CoglSamplerCacheWrapMode *wrap_mode_s,
CoglSamplerCacheWrapMode *wrap_mode_t,
CoglSamplerCacheWrapMode *wrap_mode_p)
{
CoglPipelineLayer *authority =
_cogl_pipeline_layer_get_authority (layer,
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
COGL_PIPELINE_LAYER_STATE_SAMPLER);
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
*wrap_mode_s = authority->sampler_cache_entry->wrap_mode_s;
*wrap_mode_t = authority->sampler_cache_entry->wrap_mode_t;
*wrap_mode_p = authority->sampler_cache_entry->wrap_mode_p;
}
CoglBool
cogl_pipeline_set_layer_point_sprite_coords_enabled (CoglPipeline *pipeline,
int layer_index,
CoglBool enable,
Adds CoglError api Although we use GLib internally in Cogl we would rather not leak GLib api through Cogl's own api, except through explicitly namespaced cogl_glib_ / cogl_gtype_ feature apis. One of the benefits we see to not leaking GLib through Cogl's public API is that documentation for Cogl won't need to first introduce the Glib API to newcomers, thus hopefully lowering the barrier to learning Cogl. This patch provides a Cogl specific typedef for reporting runtime errors which by no coincidence matches the typedef for GError exactly. If Cogl is built with --enable-glib (default) then developers can even safely assume that a CoglError is a GError under the hood. This patch also enforces a consistent policy for when NULL is passed as an error argument and an error is thrown. In this case we log the error and abort the application, instead of silently ignoring it. In common cases where nothing has been implemented to handle a particular error and/or where applications are just printing the error and aborting themselves then this saves some typing. This also seems more consistent with language based exceptions which usually cause a program to abort if they are not explicitly caught (which passing a non-NULL error signifies in this case) Since this policy for NULL error pointers is stricter than the standard GError convention, there is a clear note in the documentation to warn developers that are used to using the GError api. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit b068d5ea09ab32c37e8c965fc8582c85d1b2db46) Note: Since we can't change the Cogl 1.x api the patch was changed to not rename _error_quark() functions to be _error_domain() functions and although it's a bit ugly, instead of providing our own CoglError type that's compatible with GError we simply #define CoglError to GError unless Cogl is built with glib disabled. Note: this patch does technically introduce an API break since it drops the cogl_error_get_type() symbol generated by glib-mkenum (Since the CoglError enum was replaced by a CoglSystemError enum) but for now we are assuming that this will not affect anyone currently using the Cogl API. If this does turn out to be a problem in practice then we would be able to fix this my manually copying an implementation of cogl_error_get_type() generated by glib-mkenum into a compatibility source file and we could also define the original COGL_ERROR_ enums for compatibility too. Note: another minor concern with cherry-picking this patch to the 1.14 branch is that an api scanner would be lead to believe that some APIs have changed, and for example the gobject-introspection parser which understands the semantics of GError will not understand the semantics of CoglError. We expect most people that have tried to use gobject-introspection with Cogl already understand though that it is not well suited to generating bindings of the Cogl api anyway and we aren't aware or anyone depending on such bindings for apis involving GErrors. (GnomeShell only makes very-very minimal use of Cogl via the gjs bindings for the cogl_rectangle and cogl_color apis.) The main reason we have cherry-picked this patch to the 1.14 branch even given the above concerns is that without it it would become very awkward for us to cherry-pick other beneficial patches from master.
2012-08-31 14:28:27 -04:00
CoglError **error)
{
CoglPipelineLayerState change =
COGL_PIPELINE_LAYER_STATE_POINT_SPRITE_COORDS;
CoglPipelineLayer *layer;
CoglPipelineLayer *new;
CoglPipelineLayer *authority;
_COGL_GET_CONTEXT (ctx, FALSE);
_COGL_RETURN_VAL_IF_FAIL (cogl_is_pipeline (pipeline), FALSE);
/* Don't allow point sprite coordinates to be enabled if the driver
doesn't support it */
if (enable && !cogl_has_feature (ctx, COGL_FEATURE_ID_POINT_SPRITE))
{
if (error)
{
Adds CoglError api Although we use GLib internally in Cogl we would rather not leak GLib api through Cogl's own api, except through explicitly namespaced cogl_glib_ / cogl_gtype_ feature apis. One of the benefits we see to not leaking GLib through Cogl's public API is that documentation for Cogl won't need to first introduce the Glib API to newcomers, thus hopefully lowering the barrier to learning Cogl. This patch provides a Cogl specific typedef for reporting runtime errors which by no coincidence matches the typedef for GError exactly. If Cogl is built with --enable-glib (default) then developers can even safely assume that a CoglError is a GError under the hood. This patch also enforces a consistent policy for when NULL is passed as an error argument and an error is thrown. In this case we log the error and abort the application, instead of silently ignoring it. In common cases where nothing has been implemented to handle a particular error and/or where applications are just printing the error and aborting themselves then this saves some typing. This also seems more consistent with language based exceptions which usually cause a program to abort if they are not explicitly caught (which passing a non-NULL error signifies in this case) Since this policy for NULL error pointers is stricter than the standard GError convention, there is a clear note in the documentation to warn developers that are used to using the GError api. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit b068d5ea09ab32c37e8c965fc8582c85d1b2db46) Note: Since we can't change the Cogl 1.x api the patch was changed to not rename _error_quark() functions to be _error_domain() functions and although it's a bit ugly, instead of providing our own CoglError type that's compatible with GError we simply #define CoglError to GError unless Cogl is built with glib disabled. Note: this patch does technically introduce an API break since it drops the cogl_error_get_type() symbol generated by glib-mkenum (Since the CoglError enum was replaced by a CoglSystemError enum) but for now we are assuming that this will not affect anyone currently using the Cogl API. If this does turn out to be a problem in practice then we would be able to fix this my manually copying an implementation of cogl_error_get_type() generated by glib-mkenum into a compatibility source file and we could also define the original COGL_ERROR_ enums for compatibility too. Note: another minor concern with cherry-picking this patch to the 1.14 branch is that an api scanner would be lead to believe that some APIs have changed, and for example the gobject-introspection parser which understands the semantics of GError will not understand the semantics of CoglError. We expect most people that have tried to use gobject-introspection with Cogl already understand though that it is not well suited to generating bindings of the Cogl api anyway and we aren't aware or anyone depending on such bindings for apis involving GErrors. (GnomeShell only makes very-very minimal use of Cogl via the gjs bindings for the cogl_rectangle and cogl_color apis.) The main reason we have cherry-picked this patch to the 1.14 branch even given the above concerns is that without it it would become very awkward for us to cherry-pick other beneficial patches from master.
2012-08-31 14:28:27 -04:00
_cogl_set_error (error,
COGL_SYSTEM_ERROR,
COGL_SYSTEM_ERROR_UNSUPPORTED,
"Point sprite texture coordinates are enabled for "
"a layer but the GL driver does not support it.");
}
else
{
static CoglBool warning_seen = FALSE;
if (!warning_seen)
g_warning ("Point sprite texture coordinates are enabled "
"for a layer but the GL driver does not support it.");
warning_seen = TRUE;
}
return FALSE;
}
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* pipeline. If the layer is created then it will be owned by
* pipeline. */
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_pipeline_layer_get_authority (layer, change);
if (authority->big_state->point_sprite_coords == enable)
return TRUE;
new = _cogl_pipeline_layer_pre_change_notify (pipeline, layer, change);
if (new != layer)
layer = new;
else
{
/* If the original layer we found is currently the authority on
* the state we are changing see if we can revert to one of our
* ancestors being the authority. */
if (layer == authority &&
_cogl_pipeline_layer_get_parent (authority) != NULL)
{
CoglPipelineLayer *parent =
_cogl_pipeline_layer_get_parent (authority);
CoglPipelineLayer *old_authority =
_cogl_pipeline_layer_get_authority (parent, change);
if (old_authority->big_state->point_sprite_coords == enable)
{
layer->differences &= ~change;
g_assert (layer->owner == pipeline);
if (layer->differences == 0)
_cogl_pipeline_prune_empty_layer_difference (pipeline,
layer);
return TRUE;
}
}
}
layer->big_state->point_sprite_coords = enable;
/* If we weren't previously the authority on this state then we need
* to extended our differences mask and so it's possible that some
* of our ancestry will now become redundant, so we aim to reparent
* ourselves if that's true... */
if (layer != authority)
{
layer->differences |= change;
_cogl_pipeline_layer_prune_redundant_ancestry (layer);
}
return TRUE;
}
CoglBool
cogl_pipeline_get_layer_point_sprite_coords_enabled (CoglPipeline *pipeline,
int layer_index)
{
CoglPipelineLayerState change =
COGL_PIPELINE_LAYER_STATE_POINT_SPRITE_COORDS;
CoglPipelineLayer *layer;
CoglPipelineLayer *authority;
_COGL_RETURN_VAL_IF_FAIL (cogl_is_pipeline (pipeline), FALSE);
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* pipeline. If the layer is created then it will be owned by
* pipeline. */
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
/* FIXME: we shouldn't ever construct a layer in a getter function */
authority = _cogl_pipeline_layer_get_authority (layer, change);
return authority->big_state->point_sprite_coords;
}
static void
_cogl_pipeline_layer_add_vertex_snippet (CoglPipeline *pipeline,
int layer_index,
CoglSnippet *snippet)
{
CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_VERTEX_SNIPPETS;
CoglPipelineLayer *layer, *authority;
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* pipeline. If the layer is created then it will be owned by
* pipeline. */
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_pipeline_layer_get_authority (layer, change);
layer = _cogl_pipeline_layer_pre_change_notify (pipeline, layer, change);
_cogl_pipeline_snippet_list_add (&layer->big_state->vertex_snippets,
snippet);
/* If we weren't previously the authority on this state then we need
* to extended our differences mask and so it's possible that some
* of our ancestry will now become redundant, so we aim to reparent
* ourselves if that's true... */
if (layer != authority)
{
layer->differences |= change;
_cogl_pipeline_layer_prune_redundant_ancestry (layer);
}
}
static void
_cogl_pipeline_layer_add_fragment_snippet (CoglPipeline *pipeline,
int layer_index,
CoglSnippet *snippet)
{
CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_FRAGMENT_SNIPPETS;
CoglPipelineLayer *layer, *authority;
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* pipeline. If the layer is created then it will be owned by
* pipeline. */
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_pipeline_layer_get_authority (layer, change);
layer = _cogl_pipeline_layer_pre_change_notify (pipeline, layer, change);
_cogl_pipeline_snippet_list_add (&layer->big_state->fragment_snippets,
snippet);
/* If we weren't previously the authority on this state then we need
* to extended our differences mask and so it's possible that some
* of our ancestry will now become redundant, so we aim to reparent
* ourselves if that's true... */
if (layer != authority)
{
layer->differences |= change;
_cogl_pipeline_layer_prune_redundant_ancestry (layer);
}
}
void
cogl_pipeline_add_layer_snippet (CoglPipeline *pipeline,
int layer_index,
CoglSnippet *snippet)
{
_COGL_RETURN_IF_FAIL (cogl_is_pipeline (pipeline));
_COGL_RETURN_IF_FAIL (cogl_is_snippet (snippet));
_COGL_RETURN_IF_FAIL (snippet->hook >= COGL_SNIPPET_FIRST_LAYER_HOOK);
if (snippet->hook < COGL_SNIPPET_FIRST_LAYER_FRAGMENT_HOOK)
_cogl_pipeline_layer_add_vertex_snippet (pipeline,
layer_index,
snippet);
else
_cogl_pipeline_layer_add_fragment_snippet (pipeline,
layer_index,
snippet);
}
CoglBool
_cogl_pipeline_layer_texture_type_equal (CoglPipelineLayer *authority0,
CoglPipelineLayer *authority1,
CoglPipelineEvalFlags flags)
{
return authority0->texture_type == authority1->texture_type;
}
CoglBool
_cogl_pipeline_layer_texture_data_equal (CoglPipelineLayer *authority0,
CoglPipelineLayer *authority1,
CoglPipelineEvalFlags flags)
{
if (authority0->texture == NULL)
{
if (authority1->texture == NULL)
return (_cogl_pipeline_layer_get_texture_type (authority0) ==
_cogl_pipeline_layer_get_texture_type (authority1));
else
return FALSE;
}
else if (authority1->texture == NULL)
return FALSE;
else
{
GLuint gl_handle0, gl_handle1;
cogl_texture_get_gl_texture (authority0->texture, &gl_handle0, NULL);
cogl_texture_get_gl_texture (authority1->texture, &gl_handle1, NULL);
return gl_handle0 == gl_handle1;
}
}
CoglBool
_cogl_pipeline_layer_combine_state_equal (CoglPipelineLayer *authority0,
CoglPipelineLayer *authority1)
{
CoglPipelineLayerBigState *big_state0 = authority0->big_state;
CoglPipelineLayerBigState *big_state1 = authority1->big_state;
int n_args;
int i;
if (big_state0->texture_combine_rgb_func !=
big_state1->texture_combine_rgb_func)
return FALSE;
if (big_state0->texture_combine_alpha_func !=
big_state1->texture_combine_alpha_func)
return FALSE;
n_args =
_cogl_get_n_args_for_combine_func (big_state0->texture_combine_rgb_func);
for (i = 0; i < n_args; i++)
{
if ((big_state0->texture_combine_rgb_src[i] !=
big_state1->texture_combine_rgb_src[i]) ||
(big_state0->texture_combine_rgb_op[i] !=
big_state1->texture_combine_rgb_op[i]))
return FALSE;
}
n_args =
_cogl_get_n_args_for_combine_func (big_state0->texture_combine_alpha_func);
for (i = 0; i < n_args; i++)
{
if ((big_state0->texture_combine_alpha_src[i] !=
big_state1->texture_combine_alpha_src[i]) ||
(big_state0->texture_combine_alpha_op[i] !=
big_state1->texture_combine_alpha_op[i]))
return FALSE;
}
return TRUE;
}
CoglBool
_cogl_pipeline_layer_combine_constant_equal (CoglPipelineLayer *authority0,
CoglPipelineLayer *authority1)
{
return memcmp (authority0->big_state->texture_combine_constant,
authority1->big_state->texture_combine_constant,
sizeof (float) * 4) == 0 ? TRUE : FALSE;
}
CoglBool
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
_cogl_pipeline_layer_sampler_equal (CoglPipelineLayer *authority0,
CoglPipelineLayer *authority1)
{
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
/* We compare the actual sampler objects rather than just the entry
pointers because two states with different values can lead to the
same state in GL terms when AUTOMATIC is used as a wrap mode */
return (authority0->sampler_cache_entry->sampler_object ==
authority1->sampler_cache_entry->sampler_object);
}
CoglBool
_cogl_pipeline_layer_user_matrix_equal (CoglPipelineLayer *authority0,
CoglPipelineLayer *authority1)
{
CoglPipelineLayerBigState *big_state0 = authority0->big_state;
CoglPipelineLayerBigState *big_state1 = authority1->big_state;
if (!cogl_matrix_equal (&big_state0->matrix, &big_state1->matrix))
return FALSE;
return TRUE;
}
CoglBool
_cogl_pipeline_layer_point_sprite_coords_equal (CoglPipelineLayer *authority0,
CoglPipelineLayer *authority1)
{
CoglPipelineLayerBigState *big_state0 = authority0->big_state;
CoglPipelineLayerBigState *big_state1 = authority1->big_state;
return big_state0->point_sprite_coords == big_state1->point_sprite_coords;
}
CoglBool
_cogl_pipeline_layer_vertex_snippets_equal (CoglPipelineLayer *authority0,
CoglPipelineLayer *authority1)
{
return _cogl_pipeline_snippet_list_equal (&authority0->big_state->
vertex_snippets,
&authority1->big_state->
vertex_snippets);
}
CoglBool
_cogl_pipeline_layer_fragment_snippets_equal (CoglPipelineLayer *authority0,
CoglPipelineLayer *authority1)
{
return _cogl_pipeline_snippet_list_equal (&authority0->big_state->
fragment_snippets,
&authority1->big_state->
fragment_snippets);
}
static void
setup_texture_combine_state (CoglBlendStringStatement *statement,
CoglPipelineCombineFunc *texture_combine_func,
CoglPipelineCombineSource *texture_combine_src,
CoglPipelineCombineOp *texture_combine_op)
{
int i;
switch (statement->function->type)
{
case COGL_BLEND_STRING_FUNCTION_REPLACE:
*texture_combine_func = COGL_PIPELINE_COMBINE_FUNC_REPLACE;
break;
case COGL_BLEND_STRING_FUNCTION_MODULATE:
*texture_combine_func = COGL_PIPELINE_COMBINE_FUNC_MODULATE;
break;
case COGL_BLEND_STRING_FUNCTION_ADD:
*texture_combine_func = COGL_PIPELINE_COMBINE_FUNC_ADD;
break;
case COGL_BLEND_STRING_FUNCTION_ADD_SIGNED:
*texture_combine_func = COGL_PIPELINE_COMBINE_FUNC_ADD_SIGNED;
break;
case COGL_BLEND_STRING_FUNCTION_INTERPOLATE:
*texture_combine_func = COGL_PIPELINE_COMBINE_FUNC_INTERPOLATE;
break;
case COGL_BLEND_STRING_FUNCTION_SUBTRACT:
*texture_combine_func = COGL_PIPELINE_COMBINE_FUNC_SUBTRACT;
break;
case COGL_BLEND_STRING_FUNCTION_DOT3_RGB:
*texture_combine_func = COGL_PIPELINE_COMBINE_FUNC_DOT3_RGB;
break;
case COGL_BLEND_STRING_FUNCTION_DOT3_RGBA:
*texture_combine_func = COGL_PIPELINE_COMBINE_FUNC_DOT3_RGBA;
break;
}
for (i = 0; i < statement->function->argc; i++)
{
CoglBlendStringArgument *arg = &statement->args[i];
switch (arg->source.info->type)
{
case COGL_BLEND_STRING_COLOR_SOURCE_CONSTANT:
texture_combine_src[i] = COGL_PIPELINE_COMBINE_SOURCE_CONSTANT;
break;
case COGL_BLEND_STRING_COLOR_SOURCE_TEXTURE:
texture_combine_src[i] = COGL_PIPELINE_COMBINE_SOURCE_TEXTURE;
break;
case COGL_BLEND_STRING_COLOR_SOURCE_TEXTURE_N:
texture_combine_src[i] =
COGL_PIPELINE_COMBINE_SOURCE_TEXTURE0 + arg->source.texture;
break;
case COGL_BLEND_STRING_COLOR_SOURCE_PRIMARY:
texture_combine_src[i] = COGL_PIPELINE_COMBINE_SOURCE_PRIMARY_COLOR;
break;
case COGL_BLEND_STRING_COLOR_SOURCE_PREVIOUS:
texture_combine_src[i] = COGL_PIPELINE_COMBINE_SOURCE_PREVIOUS;
break;
default:
g_warning ("Unexpected texture combine source");
texture_combine_src[i] = COGL_PIPELINE_COMBINE_SOURCE_TEXTURE;
}
if (arg->source.mask == COGL_BLEND_STRING_CHANNEL_MASK_RGB)
{
if (statement->args[i].source.one_minus)
texture_combine_op[i] =
COGL_PIPELINE_COMBINE_OP_ONE_MINUS_SRC_COLOR;
else
texture_combine_op[i] = COGL_PIPELINE_COMBINE_OP_SRC_COLOR;
}
else
{
if (statement->args[i].source.one_minus)
texture_combine_op[i] =
COGL_PIPELINE_COMBINE_OP_ONE_MINUS_SRC_ALPHA;
else
texture_combine_op[i] = COGL_PIPELINE_COMBINE_OP_SRC_ALPHA;
}
}
}
CoglBool
cogl_pipeline_set_layer_combine (CoglPipeline *pipeline,
int layer_index,
const char *combine_description,
Adds CoglError api Although we use GLib internally in Cogl we would rather not leak GLib api through Cogl's own api, except through explicitly namespaced cogl_glib_ / cogl_gtype_ feature apis. One of the benefits we see to not leaking GLib through Cogl's public API is that documentation for Cogl won't need to first introduce the Glib API to newcomers, thus hopefully lowering the barrier to learning Cogl. This patch provides a Cogl specific typedef for reporting runtime errors which by no coincidence matches the typedef for GError exactly. If Cogl is built with --enable-glib (default) then developers can even safely assume that a CoglError is a GError under the hood. This patch also enforces a consistent policy for when NULL is passed as an error argument and an error is thrown. In this case we log the error and abort the application, instead of silently ignoring it. In common cases where nothing has been implemented to handle a particular error and/or where applications are just printing the error and aborting themselves then this saves some typing. This also seems more consistent with language based exceptions which usually cause a program to abort if they are not explicitly caught (which passing a non-NULL error signifies in this case) Since this policy for NULL error pointers is stricter than the standard GError convention, there is a clear note in the documentation to warn developers that are used to using the GError api. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit b068d5ea09ab32c37e8c965fc8582c85d1b2db46) Note: Since we can't change the Cogl 1.x api the patch was changed to not rename _error_quark() functions to be _error_domain() functions and although it's a bit ugly, instead of providing our own CoglError type that's compatible with GError we simply #define CoglError to GError unless Cogl is built with glib disabled. Note: this patch does technically introduce an API break since it drops the cogl_error_get_type() symbol generated by glib-mkenum (Since the CoglError enum was replaced by a CoglSystemError enum) but for now we are assuming that this will not affect anyone currently using the Cogl API. If this does turn out to be a problem in practice then we would be able to fix this my manually copying an implementation of cogl_error_get_type() generated by glib-mkenum into a compatibility source file and we could also define the original COGL_ERROR_ enums for compatibility too. Note: another minor concern with cherry-picking this patch to the 1.14 branch is that an api scanner would be lead to believe that some APIs have changed, and for example the gobject-introspection parser which understands the semantics of GError will not understand the semantics of CoglError. We expect most people that have tried to use gobject-introspection with Cogl already understand though that it is not well suited to generating bindings of the Cogl api anyway and we aren't aware or anyone depending on such bindings for apis involving GErrors. (GnomeShell only makes very-very minimal use of Cogl via the gjs bindings for the cogl_rectangle and cogl_color apis.) The main reason we have cherry-picked this patch to the 1.14 branch even given the above concerns is that without it it would become very awkward for us to cherry-pick other beneficial patches from master.
2012-08-31 14:28:27 -04:00
CoglError **error)
{
CoglPipelineLayerState state = COGL_PIPELINE_LAYER_STATE_COMBINE;
CoglPipelineLayer *authority;
CoglPipelineLayer *layer;
CoglBlendStringStatement statements[2];
CoglBlendStringStatement split[2];
CoglBlendStringStatement *rgb;
CoglBlendStringStatement *a;
int count;
_COGL_RETURN_VAL_IF_FAIL (cogl_is_pipeline (pipeline), FALSE);
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* pipeline. If the layer is created then it will be owned by
* pipeline. */
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_pipeline_layer_get_authority (layer, state);
count =
_cogl_blend_string_compile (combine_description,
COGL_BLEND_STRING_CONTEXT_TEXTURE_COMBINE,
statements,
Adds CoglError api Although we use GLib internally in Cogl we would rather not leak GLib api through Cogl's own api, except through explicitly namespaced cogl_glib_ / cogl_gtype_ feature apis. One of the benefits we see to not leaking GLib through Cogl's public API is that documentation for Cogl won't need to first introduce the Glib API to newcomers, thus hopefully lowering the barrier to learning Cogl. This patch provides a Cogl specific typedef for reporting runtime errors which by no coincidence matches the typedef for GError exactly. If Cogl is built with --enable-glib (default) then developers can even safely assume that a CoglError is a GError under the hood. This patch also enforces a consistent policy for when NULL is passed as an error argument and an error is thrown. In this case we log the error and abort the application, instead of silently ignoring it. In common cases where nothing has been implemented to handle a particular error and/or where applications are just printing the error and aborting themselves then this saves some typing. This also seems more consistent with language based exceptions which usually cause a program to abort if they are not explicitly caught (which passing a non-NULL error signifies in this case) Since this policy for NULL error pointers is stricter than the standard GError convention, there is a clear note in the documentation to warn developers that are used to using the GError api. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit b068d5ea09ab32c37e8c965fc8582c85d1b2db46) Note: Since we can't change the Cogl 1.x api the patch was changed to not rename _error_quark() functions to be _error_domain() functions and although it's a bit ugly, instead of providing our own CoglError type that's compatible with GError we simply #define CoglError to GError unless Cogl is built with glib disabled. Note: this patch does technically introduce an API break since it drops the cogl_error_get_type() symbol generated by glib-mkenum (Since the CoglError enum was replaced by a CoglSystemError enum) but for now we are assuming that this will not affect anyone currently using the Cogl API. If this does turn out to be a problem in practice then we would be able to fix this my manually copying an implementation of cogl_error_get_type() generated by glib-mkenum into a compatibility source file and we could also define the original COGL_ERROR_ enums for compatibility too. Note: another minor concern with cherry-picking this patch to the 1.14 branch is that an api scanner would be lead to believe that some APIs have changed, and for example the gobject-introspection parser which understands the semantics of GError will not understand the semantics of CoglError. We expect most people that have tried to use gobject-introspection with Cogl already understand though that it is not well suited to generating bindings of the Cogl api anyway and we aren't aware or anyone depending on such bindings for apis involving GErrors. (GnomeShell only makes very-very minimal use of Cogl via the gjs bindings for the cogl_rectangle and cogl_color apis.) The main reason we have cherry-picked this patch to the 1.14 branch even given the above concerns is that without it it would become very awkward for us to cherry-pick other beneficial patches from master.
2012-08-31 14:28:27 -04:00
error);
if (!count)
Adds CoglError api Although we use GLib internally in Cogl we would rather not leak GLib api through Cogl's own api, except through explicitly namespaced cogl_glib_ / cogl_gtype_ feature apis. One of the benefits we see to not leaking GLib through Cogl's public API is that documentation for Cogl won't need to first introduce the Glib API to newcomers, thus hopefully lowering the barrier to learning Cogl. This patch provides a Cogl specific typedef for reporting runtime errors which by no coincidence matches the typedef for GError exactly. If Cogl is built with --enable-glib (default) then developers can even safely assume that a CoglError is a GError under the hood. This patch also enforces a consistent policy for when NULL is passed as an error argument and an error is thrown. In this case we log the error and abort the application, instead of silently ignoring it. In common cases where nothing has been implemented to handle a particular error and/or where applications are just printing the error and aborting themselves then this saves some typing. This also seems more consistent with language based exceptions which usually cause a program to abort if they are not explicitly caught (which passing a non-NULL error signifies in this case) Since this policy for NULL error pointers is stricter than the standard GError convention, there is a clear note in the documentation to warn developers that are used to using the GError api. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit b068d5ea09ab32c37e8c965fc8582c85d1b2db46) Note: Since we can't change the Cogl 1.x api the patch was changed to not rename _error_quark() functions to be _error_domain() functions and although it's a bit ugly, instead of providing our own CoglError type that's compatible with GError we simply #define CoglError to GError unless Cogl is built with glib disabled. Note: this patch does technically introduce an API break since it drops the cogl_error_get_type() symbol generated by glib-mkenum (Since the CoglError enum was replaced by a CoglSystemError enum) but for now we are assuming that this will not affect anyone currently using the Cogl API. If this does turn out to be a problem in practice then we would be able to fix this my manually copying an implementation of cogl_error_get_type() generated by glib-mkenum into a compatibility source file and we could also define the original COGL_ERROR_ enums for compatibility too. Note: another minor concern with cherry-picking this patch to the 1.14 branch is that an api scanner would be lead to believe that some APIs have changed, and for example the gobject-introspection parser which understands the semantics of GError will not understand the semantics of CoglError. We expect most people that have tried to use gobject-introspection with Cogl already understand though that it is not well suited to generating bindings of the Cogl api anyway and we aren't aware or anyone depending on such bindings for apis involving GErrors. (GnomeShell only makes very-very minimal use of Cogl via the gjs bindings for the cogl_rectangle and cogl_color apis.) The main reason we have cherry-picked this patch to the 1.14 branch even given the above concerns is that without it it would become very awkward for us to cherry-pick other beneficial patches from master.
2012-08-31 14:28:27 -04:00
return FALSE;
if (statements[0].mask == COGL_BLEND_STRING_CHANNEL_MASK_RGBA)
{
_cogl_blend_string_split_rgba_statement (statements,
&split[0], &split[1]);
rgb = &split[0];
a = &split[1];
}
else
{
rgb = &statements[0];
a = &statements[1];
}
/* FIXME: compare the new state with the current state! */
/* possibly flush primitives referencing the current state... */
layer = _cogl_pipeline_layer_pre_change_notify (pipeline, layer, state);
setup_texture_combine_state (rgb,
&layer->big_state->texture_combine_rgb_func,
layer->big_state->texture_combine_rgb_src,
layer->big_state->texture_combine_rgb_op);
setup_texture_combine_state (a,
&layer->big_state->texture_combine_alpha_func,
layer->big_state->texture_combine_alpha_src,
layer->big_state->texture_combine_alpha_op);
/* If the original layer we found is currently the authority on
* the state we are changing see if we can revert to one of our
* ancestors being the authority. */
if (layer == authority &&
_cogl_pipeline_layer_get_parent (authority) != NULL)
{
CoglPipelineLayer *parent = _cogl_pipeline_layer_get_parent (authority);
CoglPipelineLayer *old_authority =
_cogl_pipeline_layer_get_authority (parent, state);
if (_cogl_pipeline_layer_combine_state_equal (authority,
old_authority))
{
layer->differences &= ~state;
g_assert (layer->owner == pipeline);
if (layer->differences == 0)
_cogl_pipeline_prune_empty_layer_difference (pipeline,
layer);
goto changed;
}
}
/* If we weren't previously the authority on this state then we need
* to extended our differences mask and so it's possible that some
* of our ancestry will now become redundant, so we aim to reparent
* ourselves if that's true... */
if (layer != authority)
{
layer->differences |= state;
_cogl_pipeline_layer_prune_redundant_ancestry (layer);
}
changed:
pipeline: improve real_blend_enable checks Since _cogl_pipeline_update_blend_enable() can sometimes show up quite high in profiles; instead of calling _cogl_pipeline_update_blend_enable() whenever we change pipeline state that may affect blending we now just set a dirty flag and when we flush a pipeline we check this dirty flag and lazily calculate whether blender really needs to be enabled if it's set. Since it turns out we were too optimistic in assuming most GL drivers would recognize blending with ADD(src,0) is equivalent to disabling GL_BLEND we now check this case ourselves so we can always explicitly disable GL_BLEND if we know we don't need blending. This introduces the idea of an 'unknown_color_alpha' boolean to the pipeline flush code which is set whenever we can't guarantee that the color attribute is opaque. For example this is set whenever a user specifies a color attribute with 4 components when drawing a primitive. This boolean needs to be cached along with every pipeline because pipeline::real_blend_enabled depends on this and so we need to also call _cogl_pipeline_update_blend_enable() if the status of this changes. Incidentally with this patch we now no longer ever use _cogl_pipeline_set_blend_enable() internally. For now the internal api hasn't been removed though since we might want to consider re-purposing it as a public api since it will now not conflict with our own internal state tracking and could provide a more convenient way to disable blending than setting a blend string. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit ab2ae18f3207514c91fa6fd9f2d3f2ed93a86497)
2013-05-16 10:19:30 -04:00
pipeline->dirty_real_blend_enable = TRUE;
return TRUE;
}
void
cogl_pipeline_set_layer_combine_constant (CoglPipeline *pipeline,
int layer_index,
const CoglColor *constant_color)
{
CoglPipelineLayerState state = COGL_PIPELINE_LAYER_STATE_COMBINE_CONSTANT;
CoglPipelineLayer *layer;
CoglPipelineLayer *authority;
CoglPipelineLayer *new;
float color_as_floats[4];
_COGL_RETURN_IF_FAIL (cogl_is_pipeline (pipeline));
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* pipeline. If the layer is created then it will be owned by
* pipeline. */
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_pipeline_layer_get_authority (layer, state);
color_as_floats[0] = cogl_color_get_red_float (constant_color);
color_as_floats[1] = cogl_color_get_green_float (constant_color);
color_as_floats[2] = cogl_color_get_blue_float (constant_color);
color_as_floats[3] = cogl_color_get_alpha_float (constant_color);
if (memcmp (authority->big_state->texture_combine_constant,
color_as_floats, sizeof (float) * 4) == 0)
return;
new = _cogl_pipeline_layer_pre_change_notify (pipeline, layer, state);
if (new != layer)
layer = new;
else
{
/* If the original layer we found is currently the authority on
* the state we are changing see if we can revert to one of our
* ancestors being the authority. */
if (layer == authority &&
_cogl_pipeline_layer_get_parent (authority) != NULL)
{
CoglPipelineLayer *parent =
_cogl_pipeline_layer_get_parent (authority);
CoglPipelineLayer *old_authority =
_cogl_pipeline_layer_get_authority (parent, state);
CoglPipelineLayerBigState *old_big_state = old_authority->big_state;
if (memcmp (old_big_state->texture_combine_constant,
color_as_floats, sizeof (float) * 4) == 0)
{
layer->differences &= ~state;
g_assert (layer->owner == pipeline);
if (layer->differences == 0)
_cogl_pipeline_prune_empty_layer_difference (pipeline,
layer);
goto changed;
}
}
}
memcpy (layer->big_state->texture_combine_constant,
color_as_floats,
sizeof (color_as_floats));
/* If we weren't previously the authority on this state then we need
* to extended our differences mask and so it's possible that some
* of our ancestry will now become redundant, so we aim to reparent
* ourselves if that's true... */
if (layer != authority)
{
layer->differences |= state;
_cogl_pipeline_layer_prune_redundant_ancestry (layer);
}
changed:
pipeline: improve real_blend_enable checks Since _cogl_pipeline_update_blend_enable() can sometimes show up quite high in profiles; instead of calling _cogl_pipeline_update_blend_enable() whenever we change pipeline state that may affect blending we now just set a dirty flag and when we flush a pipeline we check this dirty flag and lazily calculate whether blender really needs to be enabled if it's set. Since it turns out we were too optimistic in assuming most GL drivers would recognize blending with ADD(src,0) is equivalent to disabling GL_BLEND we now check this case ourselves so we can always explicitly disable GL_BLEND if we know we don't need blending. This introduces the idea of an 'unknown_color_alpha' boolean to the pipeline flush code which is set whenever we can't guarantee that the color attribute is opaque. For example this is set whenever a user specifies a color attribute with 4 components when drawing a primitive. This boolean needs to be cached along with every pipeline because pipeline::real_blend_enabled depends on this and so we need to also call _cogl_pipeline_update_blend_enable() if the status of this changes. Incidentally with this patch we now no longer ever use _cogl_pipeline_set_blend_enable() internally. For now the internal api hasn't been removed though since we might want to consider re-purposing it as a public api since it will now not conflict with our own internal state tracking and could provide a more convenient way to disable blending than setting a blend string. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit ab2ae18f3207514c91fa6fd9f2d3f2ed93a86497)
2013-05-16 10:19:30 -04:00
pipeline->dirty_real_blend_enable = TRUE;
}
void
_cogl_pipeline_get_layer_combine_constant (CoglPipeline *pipeline,
int layer_index,
float *constant)
{
CoglPipelineLayerState change =
COGL_PIPELINE_LAYER_STATE_COMBINE_CONSTANT;
CoglPipelineLayer *layer;
CoglPipelineLayer *authority;
_COGL_RETURN_IF_FAIL (cogl_is_pipeline (pipeline));
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* pipeline. If the layer is created then it will be owned by
* pipeline. */
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
/* FIXME: we shouldn't ever construct a layer in a getter function */
authority = _cogl_pipeline_layer_get_authority (layer, change);
memcpy (constant, authority->big_state->texture_combine_constant,
sizeof (float) * 4);
}
/* We should probably make a public API version of this that has a
matrix out-param. For an internal API it's good to be able to avoid
copying the matrix */
const CoglMatrix *
_cogl_pipeline_get_layer_matrix (CoglPipeline *pipeline, int layer_index)
{
CoglPipelineLayerState change =
COGL_PIPELINE_LAYER_STATE_USER_MATRIX;
CoglPipelineLayer *layer;
CoglPipelineLayer *authority;
_COGL_RETURN_VAL_IF_FAIL (cogl_is_pipeline (pipeline), NULL);
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
authority = _cogl_pipeline_layer_get_authority (layer, change);
return &authority->big_state->matrix;
}
void
cogl_pipeline_set_layer_matrix (CoglPipeline *pipeline,
int layer_index,
const CoglMatrix *matrix)
{
CoglPipelineLayerState state = COGL_PIPELINE_LAYER_STATE_USER_MATRIX;
CoglPipelineLayer *layer;
CoglPipelineLayer *authority;
CoglPipelineLayer *new;
_COGL_RETURN_IF_FAIL (cogl_is_pipeline (pipeline));
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* pipeline. If the layer is created then it will be owned by
* pipeline. */
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_pipeline_layer_get_authority (layer, state);
if (cogl_matrix_equal (matrix, &authority->big_state->matrix))
return;
new = _cogl_pipeline_layer_pre_change_notify (pipeline, layer, state);
if (new != layer)
layer = new;
else
{
/* If the original layer we found is currently the authority on
* the state we are changing see if we can revert to one of our
* ancestors being the authority. */
if (layer == authority &&
_cogl_pipeline_layer_get_parent (authority) != NULL)
{
CoglPipelineLayer *parent =
_cogl_pipeline_layer_get_parent (authority);
CoglPipelineLayer *old_authority =
_cogl_pipeline_layer_get_authority (parent, state);
if (cogl_matrix_equal (matrix, &old_authority->big_state->matrix))
{
layer->differences &= ~state;
g_assert (layer->owner == pipeline);
if (layer->differences == 0)
_cogl_pipeline_prune_empty_layer_difference (pipeline,
layer);
return;
}
}
}
layer->big_state->matrix = *matrix;
/* If we weren't previously the authority on this state then we need
* to extended our differences mask and so it's possible that some
* of our ancestry will now become redundant, so we aim to reparent
* ourselves if that's true... */
if (layer != authority)
{
layer->differences |= state;
_cogl_pipeline_layer_prune_redundant_ancestry (layer);
}
}
Add a strong CoglTexture type to replace CoglHandle As part of the on going, incremental effort to purge the non type safe CoglHandle type from the Cogl API this patch tackles most of the CoglHandle uses relating to textures. We'd postponed making this change for quite a while because we wanted to have a clearer understanding of how we wanted to evolve the texture APIs towards Cogl 2.0 before exposing type safety here which would be difficult to change later since it would imply breaking APIs. The basic idea that we are steering towards now is that CoglTexture can be considered to be the most primitive interface we have for any object representing a texture. The texture interface would provide roughly these methods: cogl_texture_get_width cogl_texture_get_height cogl_texture_can_repeat cogl_texture_can_mipmap cogl_texture_generate_mipmap; cogl_texture_get_format cogl_texture_set_region cogl_texture_get_region Besides the texture interface we will then start to expose types corresponding to specific texture types: CoglTexture2D, CoglTexture3D, CoglTexture2DSliced, CoglSubTexture, CoglAtlasTexture and CoglTexturePixmapX11. We will then also expose an interface for the high-level texture types we have (such as CoglTexture2DSlice, CoglSubTexture and CoglAtlasTexture) called CoglMetaTexture. CoglMetaTexture is an additional interface that lets you iterate a virtual region of a meta texture and get mappings of primitive textures to sub-regions of that virtual region. Internally we already have this kind of abstraction for dealing with sliced texture, sub-textures and atlas textures in a consistent way, so this will just make that abstraction public. The aim here is to clarify that there is a difference between primitive textures (CoglTexture2D/3D) and some of the other high-level textures, and also enable developers to implement primitives that can support meta textures since they can only be used with the cogl_rectangle API currently. The thing that's not so clean-cut with this are the texture constructors we have currently; such as cogl_texture_new_from_file which no longer make sense when CoglTexture is considered to be an interface. These will basically just become convenient factory functions and it's just a bit unusual that they are within the cogl_texture namespace. It's worth noting here that all the texture type APIs will also have their own type specific constructors so these functions will only be used for the convenience of being able to create a texture without really wanting to know the details of what type of texture you need. Longer term for 2.0 we may come up with replacement names for these factory functions or the other thing we are considering is designing some asynchronous factory functions instead since it's so often detrimental to application performance to be blocked waiting for a texture to be uploaded to the GPU. Reviewed-by: Neil Roberts <neil@linux.intel.com>
2011-08-24 16:30:34 -04:00
CoglTexture *
_cogl_pipeline_layer_get_texture (CoglPipelineLayer *layer)
{
_COGL_RETURN_VAL_IF_FAIL (_cogl_is_pipeline_layer (layer), NULL);
return _cogl_pipeline_layer_get_texture_real (layer);
}
CoglBool
_cogl_pipeline_layer_has_user_matrix (CoglPipeline *pipeline,
int layer_index)
{
CoglPipelineLayer *layer;
CoglPipelineLayer *authority;
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
authority =
_cogl_pipeline_layer_get_authority (layer,
COGL_PIPELINE_LAYER_STATE_USER_MATRIX);
/* If the authority is the default pipeline then no, otherwise yes */
return _cogl_pipeline_layer_get_parent (authority) ? TRUE : FALSE;
}
void
_cogl_pipeline_layer_get_filters (CoglPipelineLayer *layer,
CoglPipelineFilter *min_filter,
CoglPipelineFilter *mag_filter)
{
CoglPipelineLayer *authority =
_cogl_pipeline_layer_get_authority (layer,
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
COGL_PIPELINE_LAYER_STATE_SAMPLER);
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
*min_filter = authority->sampler_cache_entry->min_filter;
*mag_filter = authority->sampler_cache_entry->mag_filter;
}
void
_cogl_pipeline_get_layer_filters (CoglPipeline *pipeline,
int layer_index,
CoglPipelineFilter *min_filter,
CoglPipelineFilter *mag_filter)
{
CoglPipelineLayer *layer;
CoglPipelineLayer *authority;
_COGL_RETURN_IF_FAIL (cogl_is_pipeline (pipeline));
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
authority =
_cogl_pipeline_layer_get_authority (layer,
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
COGL_PIPELINE_LAYER_STATE_SAMPLER);
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
*min_filter = authority->sampler_cache_entry->min_filter;
*mag_filter = authority->sampler_cache_entry->mag_filter;
}
CoglPipelineFilter
cogl_pipeline_get_layer_min_filter (CoglPipeline *pipeline,
int layer_index)
{
CoglPipelineFilter min_filter;
CoglPipelineFilter mag_filter;
_cogl_pipeline_get_layer_filters (pipeline, layer_index,
&min_filter, &mag_filter);
return min_filter;
}
CoglPipelineFilter
cogl_pipeline_get_layer_mag_filter (CoglPipeline *pipeline,
int layer_index)
{
CoglPipelineFilter min_filter;
CoglPipelineFilter mag_filter;
_cogl_pipeline_get_layer_filters (pipeline, layer_index,
&min_filter, &mag_filter);
return mag_filter;
}
CoglPipelineFilter
_cogl_pipeline_layer_get_min_filter (CoglPipelineLayer *layer)
{
CoglPipelineLayer *authority;
_COGL_RETURN_VAL_IF_FAIL (_cogl_is_pipeline_layer (layer), 0);
authority =
_cogl_pipeline_layer_get_authority (layer,
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
COGL_PIPELINE_LAYER_STATE_SAMPLER);
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
return authority->sampler_cache_entry->min_filter;
}
CoglPipelineFilter
_cogl_pipeline_layer_get_mag_filter (CoglPipelineLayer *layer)
{
CoglPipelineLayer *authority;
_COGL_RETURN_VAL_IF_FAIL (_cogl_is_pipeline_layer (layer), 0);
authority =
_cogl_pipeline_layer_get_authority (layer,
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
COGL_PIPELINE_LAYER_STATE_SAMPLER);
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
return authority->sampler_cache_entry->mag_filter;
}
void
cogl_pipeline_set_layer_filters (CoglPipeline *pipeline,
int layer_index,
CoglPipelineFilter min_filter,
CoglPipelineFilter mag_filter)
{
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
CoglPipelineLayerState state = COGL_PIPELINE_LAYER_STATE_SAMPLER;
CoglPipelineLayer *layer;
CoglPipelineLayer *authority;
const CoglSamplerCacheEntry *sampler_state;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
_COGL_RETURN_IF_FAIL (cogl_is_pipeline (pipeline));
_COGL_RETURN_IF_FAIL (mag_filter == COGL_PIPELINE_FILTER_NEAREST ||
mag_filter == COGL_PIPELINE_FILTER_LINEAR);
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* pipeline. If the layer is created then it will be owned by
* pipeline. */
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_pipeline_layer_get_authority (layer, state);
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
sampler_state =
_cogl_sampler_cache_update_filters (ctx->sampler_cache,
authority->sampler_cache_entry,
min_filter,
mag_filter);
_cogl_pipeline_set_layer_sampler_state (pipeline,
layer,
authority,
sampler_state);
}
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
const CoglSamplerCacheEntry *
_cogl_pipeline_layer_get_sampler_state (CoglPipelineLayer *layer)
{
CoglPipelineLayer *authority;
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
authority =
_cogl_pipeline_layer_get_authority (layer,
COGL_PIPELINE_LAYER_STATE_SAMPLER);
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
return authority->sampler_cache_entry;
}
void
_cogl_pipeline_layer_hash_unit_state (CoglPipelineLayer *authority,
CoglPipelineLayer **authorities,
CoglPipelineHashState *state)
{
int unit = authority->unit_index;
state->hash =
_cogl_util_one_at_a_time_hash (state->hash, &unit, sizeof (unit));
}
void
_cogl_pipeline_layer_hash_texture_type_state (CoglPipelineLayer *authority,
CoglPipelineLayer **authorities,
CoglPipelineHashState *state)
{
CoglTextureType texture_type = authority->texture_type;
state->hash = _cogl_util_one_at_a_time_hash (state->hash,
&texture_type,
sizeof (texture_type));
}
void
_cogl_pipeline_layer_hash_texture_data_state (CoglPipelineLayer *authority,
CoglPipelineLayer **authorities,
CoglPipelineHashState *state)
{
GLuint gl_handle;
cogl_texture_get_gl_texture (authority->texture, &gl_handle, NULL);
state->hash =
_cogl_util_one_at_a_time_hash (state->hash, &gl_handle, sizeof (gl_handle));
}
void
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
_cogl_pipeline_layer_hash_sampler_state (CoglPipelineLayer *authority,
CoglPipelineLayer **authorities,
CoglPipelineHashState *state)
{
Use GL_ARB_sampler_objects GL_ARB_sampler_objects provides a GL object which overrides the sampler state part of a texture object with different values. The sampler state that Cogl currently exposes is the wrap modes and filters. Cogl exposes the state as part of the pipeline layer state but without this extension GL only exposes it as part of the texture object state. This means that it won't work to use a single texture multiple times in one primitive with different sampler states. It also makes switching between different sampler states with a single texture not terribly efficient because it has to change the texture object state every time. This patch adds a cache for sampler states in a shared hash table attached to the CoglContext. The entire set of parameters for the sampler state is used as the key for the hash table. When a unique state is encountered the sampler cache will create a new entry, otherwise it will return a const pointer to an existing entry. That means we can have a single pointer to represent any combination of sampler state. Pipeline layers now just store this single pointer rather than storing all of the sampler state. The two separate state flags for wrap modes and filters have now been combined into one. It should be faster to compare the sampler state now because instead of comparing each value it can just compare the pointers to the cached sampler entries. The hash table of cached sampler states should only need to perform its more expensive hash on the state when a property is changed on a pipeline, not every time it is flushed. When the sampler objects extension is available each cached sampler state will also get a sampler object to represent it. The common code to flush the GL state will now simply bind this object to a unit instead of flushing the state though the CoglTexture when possible. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-04-04 17:20:04 -04:00
state->hash =
_cogl_util_one_at_a_time_hash (state->hash,
&authority->sampler_cache_entry,
sizeof (authority->sampler_cache_entry));
}
void
_cogl_pipeline_layer_hash_combine_state (CoglPipelineLayer *authority,
CoglPipelineLayer **authorities,
CoglPipelineHashState *state)
{
unsigned int hash = state->hash;
CoglPipelineLayerBigState *b = authority->big_state;
int n_args;
int i;
hash = _cogl_util_one_at_a_time_hash (hash, &b->texture_combine_rgb_func,
sizeof (b->texture_combine_rgb_func));
n_args = _cogl_get_n_args_for_combine_func (b->texture_combine_rgb_func);
for (i = 0; i < n_args; i++)
{
hash =
_cogl_util_one_at_a_time_hash (hash, &b->texture_combine_rgb_src[i],
sizeof (b->texture_combine_rgb_src[i]));
hash =
_cogl_util_one_at_a_time_hash (hash, &b->texture_combine_rgb_op[i],
sizeof (b->texture_combine_rgb_op[i]));
}
hash = _cogl_util_one_at_a_time_hash (hash, &b->texture_combine_alpha_func,
sizeof (b->texture_combine_alpha_func));
n_args = _cogl_get_n_args_for_combine_func (b->texture_combine_alpha_func);
for (i = 0; i < n_args; i++)
{
hash =
_cogl_util_one_at_a_time_hash (hash, &b->texture_combine_alpha_src[i],
sizeof (b->texture_combine_alpha_src[i]));
hash =
_cogl_util_one_at_a_time_hash (hash, &b->texture_combine_alpha_op[i],
sizeof (b->texture_combine_alpha_op[i]));
}
state->hash = hash;
}
void
_cogl_pipeline_layer_hash_combine_constant_state (CoglPipelineLayer *authority,
CoglPipelineLayer **authorities,
CoglPipelineHashState *state)
{
CoglPipelineLayerBigState *b = authority->big_state;
CoglBool need_hash = FALSE;
int n_args;
int i;
/* XXX: If the user also asked to hash the ALPHA_FUNC_STATE then it
* would be nice if we could combine the n_args loops in this
* function and _cogl_pipeline_layer_hash_combine_state.
*/
n_args = _cogl_get_n_args_for_combine_func (b->texture_combine_rgb_func);
for (i = 0; i < n_args; i++)
{
if (b->texture_combine_rgb_src[i] ==
COGL_PIPELINE_COMBINE_SOURCE_CONSTANT)
{
/* XXX: should we be careful to only hash the alpha
* component in the COGL_PIPELINE_COMBINE_OP_SRC_ALPHA case? */
need_hash = TRUE;
goto done;
}
}
n_args = _cogl_get_n_args_for_combine_func (b->texture_combine_alpha_func);
for (i = 0; i < n_args; i++)
{
if (b->texture_combine_alpha_src[i] ==
COGL_PIPELINE_COMBINE_SOURCE_CONSTANT)
{
/* XXX: should we be careful to only hash the alpha
* component in the COGL_PIPELINE_COMBINE_OP_SRC_ALPHA case? */
need_hash = TRUE;
goto done;
}
}
done:
if (need_hash)
{
float *constant = b->texture_combine_constant;
state->hash = _cogl_util_one_at_a_time_hash (state->hash, constant,
sizeof (float) * 4);
}
}
void
_cogl_pipeline_layer_hash_user_matrix_state (CoglPipelineLayer *authority,
CoglPipelineLayer **authorities,
CoglPipelineHashState *state)
{
CoglPipelineLayerBigState *big_state = authority->big_state;
state->hash = _cogl_util_one_at_a_time_hash (state->hash, &big_state->matrix,
sizeof (float) * 16);
}
void
_cogl_pipeline_layer_hash_point_sprite_state (CoglPipelineLayer *authority,
CoglPipelineLayer **authorities,
CoglPipelineHashState *state)
{
CoglPipelineLayerBigState *big_state = authority->big_state;
state->hash =
_cogl_util_one_at_a_time_hash (state->hash, &big_state->point_sprite_coords,
sizeof (big_state->point_sprite_coords));
}
void
_cogl_pipeline_layer_hash_vertex_snippets_state (CoglPipelineLayer *authority,
CoglPipelineLayer **authorities,
CoglPipelineHashState *state)
{
_cogl_pipeline_snippet_list_hash (&authority->big_state->vertex_snippets,
&state->hash);
}
void
_cogl_pipeline_layer_hash_fragment_snippets_state (CoglPipelineLayer *authority,
CoglPipelineLayer **authorities,
CoglPipelineHashState *state)
{
_cogl_pipeline_snippet_list_hash (&authority->big_state->fragment_snippets,
&state->hash);
}