mutter/cogl/driver/gl/cogl-pipeline-vertend-fixed.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:
* Neil Roberts <neil@linux.intel.com>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl-context-private.h"
#include "cogl-util-gl-private.h"
#include "cogl-pipeline-private.h"
cogl-pipeline: Add two hook points for adding shader snippets This adds two new public experimental functions for attaching CoglSnippets to two hook points on a CoglPipeline: void cogl_pipeline_add_vertex_hook (CoglPipeline *, CoglSnippet *) void cogl_pipeline_add_fragment_hook (CoglPipeline *, CoglSnippet *) The hooks are intended to be around the entire vertex or fragment processing. That means the pre string in the snippet will be inserted at the very top of the main function and the post function will be inserted at the very end. The declarations get inserted in the global scope. The snippets are stored in two separate linked lists with a structure containing an enum representing the hook point and a pointer to the snippet. The lists are meant to be for hooks that affect the vertex shader and fragment shader respectively. Although there are currently only two hooks and the names match these two lists, the intention is *not* that each new hook will be in a separate list. The separation of the lists is just to make it easier to determine which shader needs to be regenerated when a new snippet is added. When a pipeline becomes the authority for either the vertex or fragment snipper state, it simply copies the entire list from the previous authority (although of course the shader snippet objects are referenced instead of copied so it doesn't duplicate the source strings). Each string is inserted into its own block in the shader. This means that each string has its own scope so it doesn't need to worry about name collisions with variables in other snippets. However it does mean that the pre and post strings can't share variables. It could be possible to wrap both parts in one block and then wrap the actual inner hook code in another block, however this would mean that any further snippets within the outer snippet would be able to see those variables. Perhaps something to consider would be to put each snippet into its own function which calls another function between the pre and post strings to do further processing. The pipeline cache for generated programs was previously shared with the fragment shader cache because the state that affects vertex shaders was a subset of the state that affects fragment shaders. This is no longer the case because there is a separate state mask for vertex snippets so the program cache now has its own hash table. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2011-11-17 16:52:21 +00:00
#include "cogl-pipeline-state-private.h"
#include "cogl-pipeline-opengl-private.h"
Re-design the matrix stack using a graph of ops This re-designs the matrix stack so we now keep track of each separate operation such as rotating, scaling, translating and multiplying as immutable, ref-counted nodes in a graph. Being a "graph" here means that different transformations composed of a sequence of linked operation nodes may share nodes. The first node in a matrix-stack is always a LOAD_IDENTITY operation. As an example consider if an application where to draw three rectangles A, B and C something like this: cogl_framebuffer_scale (fb, 2, 2, 2); cogl_framebuffer_push_matrix(fb); cogl_framebuffer_translate (fb, 10, 0, 0); cogl_framebuffer_push_matrix(fb); cogl_framebuffer_rotate (fb, 45, 0, 0, 1); cogl_framebuffer_draw_rectangle (...); /* A */ cogl_framebuffer_pop_matrix(fb); cogl_framebuffer_draw_rectangle (...); /* B */ cogl_framebuffer_pop_matrix(fb); cogl_framebuffer_push_matrix(fb); cogl_framebuffer_set_modelview_matrix (fb, &mv); cogl_framebuffer_draw_rectangle (...); /* C */ cogl_framebuffer_pop_matrix(fb); That would result in a graph of nodes like this: LOAD_IDENTITY | SCALE / \ SAVE LOAD | | TRANSLATE RECTANGLE(C) | \ SAVE RECTANGLE(B) | ROTATE | RECTANGLE(A) Each push adds a SAVE operation which serves as a marker to rewind too when a corresponding pop is issued and also each SAVE node may also store a cached matrix representing the composition of all its ancestor nodes. This means if we repeatedly need to resolve a real CoglMatrix for a given node then we don't need to repeat the composition. Some advantages of this design are: - A single pointer to any node in the graph can now represent a complete, immutable transformation that can be logged for example into a journal. Previously we were storing a full CoglMatrix in each journal entry which is 16 floats for the matrix itself as well as space for flags and another 16 floats for possibly storing a cache of the inverse. This means that we significantly reduce the size of the journal when drawing lots of primitives and we also avoid copying over 128 bytes per entry. - It becomes much cheaper to check for equality. In cases where some (unlikely) false negatives are allowed simply comparing the pointers of two matrix stack graph entries is enough. Previously we would use memcmp() to compare matrices. - It becomes easier to do comparisons of transformations. By looking for the common ancestry between nodes we can determine the operations that differentiate the transforms and use those to gain a high level understanding of the differences. For example we use this in the journal to be able to efficiently determine when two rectangle transforms only differ by some translation so that we can perform software clipping. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit f75aee93f6b293ca7a7babbd8fcc326ee6bf7aef)
2012-02-20 15:59:48 +00:00
#include "cogl-framebuffer-private.h"
#ifdef COGL_PIPELINE_VERTEND_FIXED
#include "cogl-context-private.h"
#include "cogl-object-private.h"
#include "cogl-program-private.h"
const CoglPipelineVertend _cogl_pipeline_fixed_vertend;
Clearly define 3 progends that own the frag+vertends This adds a new "fixed-arbfp" progend so we now have 3 distinct ways of setting up the state of a pipeline: » fixed; where the vertex and fragment processing are implemented using fixed function opengl apis. » fixed-arbfp; where vertex processing is implemented using fixed function opengl apis but fragment processing is implemented using the ARB Fragment Processing language. » glsl; there vertex and fragment processing are both implemented using glsl. This means we avoid unusual, combinations such as glsl for vertex processing and arbfp for fragment processing, and also avoid pairing fixed-function vertex processing with glsl fragment processing which we happen to know hits some awkward code paths in Mesa that lead to poor performance. As part of this change, the progend now implies specific vertend and fragend choices so instead of associating a vertend and fragend with a pipeline we now just associate a progend choice. When flushing a pipeline and choosing what progend to use, we now call a progend->start() method that is able to determine if the vertend and fragend together will be able to handle the given pipeline so the vertend and fragend ->start() methods no longer need to return a boolean status. Since we now don't need to support glsl used in conjunction with fixed function this will allow us to avoid ever using OpenGL builtin attribute names, though this patch doesn't change that yet. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit cec381f50c7a2f2186bd4a8c5f38fecd5f099075)
2012-09-25 20:08:10 +00:00
static void
_cogl_pipeline_vertend_fixed_start (CoglPipeline *pipeline,
int n_layers,
unsigned long pipelines_difference)
{
_cogl_use_vertex_program (0, COGL_PIPELINE_PROGRAM_TYPE_FIXED);
}
static CoglBool
_cogl_pipeline_vertend_fixed_add_layer (CoglPipeline *pipeline,
CoglPipelineLayer *layer,
Re-design the matrix stack using a graph of ops This re-designs the matrix stack so we now keep track of each separate operation such as rotating, scaling, translating and multiplying as immutable, ref-counted nodes in a graph. Being a "graph" here means that different transformations composed of a sequence of linked operation nodes may share nodes. The first node in a matrix-stack is always a LOAD_IDENTITY operation. As an example consider if an application where to draw three rectangles A, B and C something like this: cogl_framebuffer_scale (fb, 2, 2, 2); cogl_framebuffer_push_matrix(fb); cogl_framebuffer_translate (fb, 10, 0, 0); cogl_framebuffer_push_matrix(fb); cogl_framebuffer_rotate (fb, 45, 0, 0, 1); cogl_framebuffer_draw_rectangle (...); /* A */ cogl_framebuffer_pop_matrix(fb); cogl_framebuffer_draw_rectangle (...); /* B */ cogl_framebuffer_pop_matrix(fb); cogl_framebuffer_push_matrix(fb); cogl_framebuffer_set_modelview_matrix (fb, &mv); cogl_framebuffer_draw_rectangle (...); /* C */ cogl_framebuffer_pop_matrix(fb); That would result in a graph of nodes like this: LOAD_IDENTITY | SCALE / \ SAVE LOAD | | TRANSLATE RECTANGLE(C) | \ SAVE RECTANGLE(B) | ROTATE | RECTANGLE(A) Each push adds a SAVE operation which serves as a marker to rewind too when a corresponding pop is issued and also each SAVE node may also store a cached matrix representing the composition of all its ancestor nodes. This means if we repeatedly need to resolve a real CoglMatrix for a given node then we don't need to repeat the composition. Some advantages of this design are: - A single pointer to any node in the graph can now represent a complete, immutable transformation that can be logged for example into a journal. Previously we were storing a full CoglMatrix in each journal entry which is 16 floats for the matrix itself as well as space for flags and another 16 floats for possibly storing a cache of the inverse. This means that we significantly reduce the size of the journal when drawing lots of primitives and we also avoid copying over 128 bytes per entry. - It becomes much cheaper to check for equality. In cases where some (unlikely) false negatives are allowed simply comparing the pointers of two matrix stack graph entries is enough. Previously we would use memcmp() to compare matrices. - It becomes easier to do comparisons of transformations. By looking for the common ancestry between nodes we can determine the operations that differentiate the transforms and use those to gain a high level understanding of the differences. For example we use this in the journal to be able to efficiently determine when two rectangle transforms only differ by some translation so that we can perform software clipping. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit f75aee93f6b293ca7a7babbd8fcc326ee6bf7aef)
2012-02-20 15:59:48 +00:00
unsigned long layers_difference,
CoglFramebuffer *framebuffer)
{
Re-design the matrix stack using a graph of ops This re-designs the matrix stack so we now keep track of each separate operation such as rotating, scaling, translating and multiplying as immutable, ref-counted nodes in a graph. Being a "graph" here means that different transformations composed of a sequence of linked operation nodes may share nodes. The first node in a matrix-stack is always a LOAD_IDENTITY operation. As an example consider if an application where to draw three rectangles A, B and C something like this: cogl_framebuffer_scale (fb, 2, 2, 2); cogl_framebuffer_push_matrix(fb); cogl_framebuffer_translate (fb, 10, 0, 0); cogl_framebuffer_push_matrix(fb); cogl_framebuffer_rotate (fb, 45, 0, 0, 1); cogl_framebuffer_draw_rectangle (...); /* A */ cogl_framebuffer_pop_matrix(fb); cogl_framebuffer_draw_rectangle (...); /* B */ cogl_framebuffer_pop_matrix(fb); cogl_framebuffer_push_matrix(fb); cogl_framebuffer_set_modelview_matrix (fb, &mv); cogl_framebuffer_draw_rectangle (...); /* C */ cogl_framebuffer_pop_matrix(fb); That would result in a graph of nodes like this: LOAD_IDENTITY | SCALE / \ SAVE LOAD | | TRANSLATE RECTANGLE(C) | \ SAVE RECTANGLE(B) | ROTATE | RECTANGLE(A) Each push adds a SAVE operation which serves as a marker to rewind too when a corresponding pop is issued and also each SAVE node may also store a cached matrix representing the composition of all its ancestor nodes. This means if we repeatedly need to resolve a real CoglMatrix for a given node then we don't need to repeat the composition. Some advantages of this design are: - A single pointer to any node in the graph can now represent a complete, immutable transformation that can be logged for example into a journal. Previously we were storing a full CoglMatrix in each journal entry which is 16 floats for the matrix itself as well as space for flags and another 16 floats for possibly storing a cache of the inverse. This means that we significantly reduce the size of the journal when drawing lots of primitives and we also avoid copying over 128 bytes per entry. - It becomes much cheaper to check for equality. In cases where some (unlikely) false negatives are allowed simply comparing the pointers of two matrix stack graph entries is enough. Previously we would use memcmp() to compare matrices. - It becomes easier to do comparisons of transformations. By looking for the common ancestry between nodes we can determine the operations that differentiate the transforms and use those to gain a high level understanding of the differences. For example we use this in the journal to be able to efficiently determine when two rectangle transforms only differ by some translation so that we can perform software clipping. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit f75aee93f6b293ca7a7babbd8fcc326ee6bf7aef)
2012-02-20 15:59:48 +00:00
CoglContext *ctx = framebuffer->context;
int unit_index = _cogl_pipeline_layer_get_unit_index (layer);
CoglTextureUnit *unit = _cogl_get_texture_unit (unit_index);
if (layers_difference & COGL_PIPELINE_LAYER_STATE_USER_MATRIX)
{
CoglPipelineLayerState state = COGL_PIPELINE_LAYER_STATE_USER_MATRIX;
CoglPipelineLayer *authority =
_cogl_pipeline_layer_get_authority (layer, state);
Re-design the matrix stack using a graph of ops This re-designs the matrix stack so we now keep track of each separate operation such as rotating, scaling, translating and multiplying as immutable, ref-counted nodes in a graph. Being a "graph" here means that different transformations composed of a sequence of linked operation nodes may share nodes. The first node in a matrix-stack is always a LOAD_IDENTITY operation. As an example consider if an application where to draw three rectangles A, B and C something like this: cogl_framebuffer_scale (fb, 2, 2, 2); cogl_framebuffer_push_matrix(fb); cogl_framebuffer_translate (fb, 10, 0, 0); cogl_framebuffer_push_matrix(fb); cogl_framebuffer_rotate (fb, 45, 0, 0, 1); cogl_framebuffer_draw_rectangle (...); /* A */ cogl_framebuffer_pop_matrix(fb); cogl_framebuffer_draw_rectangle (...); /* B */ cogl_framebuffer_pop_matrix(fb); cogl_framebuffer_push_matrix(fb); cogl_framebuffer_set_modelview_matrix (fb, &mv); cogl_framebuffer_draw_rectangle (...); /* C */ cogl_framebuffer_pop_matrix(fb); That would result in a graph of nodes like this: LOAD_IDENTITY | SCALE / \ SAVE LOAD | | TRANSLATE RECTANGLE(C) | \ SAVE RECTANGLE(B) | ROTATE | RECTANGLE(A) Each push adds a SAVE operation which serves as a marker to rewind too when a corresponding pop is issued and also each SAVE node may also store a cached matrix representing the composition of all its ancestor nodes. This means if we repeatedly need to resolve a real CoglMatrix for a given node then we don't need to repeat the composition. Some advantages of this design are: - A single pointer to any node in the graph can now represent a complete, immutable transformation that can be logged for example into a journal. Previously we were storing a full CoglMatrix in each journal entry which is 16 floats for the matrix itself as well as space for flags and another 16 floats for possibly storing a cache of the inverse. This means that we significantly reduce the size of the journal when drawing lots of primitives and we also avoid copying over 128 bytes per entry. - It becomes much cheaper to check for equality. In cases where some (unlikely) false negatives are allowed simply comparing the pointers of two matrix stack graph entries is enough. Previously we would use memcmp() to compare matrices. - It becomes easier to do comparisons of transformations. By looking for the common ancestry between nodes we can determine the operations that differentiate the transforms and use those to gain a high level understanding of the differences. For example we use this in the journal to be able to efficiently determine when two rectangle transforms only differ by some translation so that we can perform software clipping. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit f75aee93f6b293ca7a7babbd8fcc326ee6bf7aef)
2012-02-20 15:59:48 +00:00
CoglMatrixEntry *matrix_entry;
cogl_matrix_stack_set (unit->matrix_stack,
&authority->big_state->matrix);
_cogl_set_active_texture_unit (unit_index);
Re-design the matrix stack using a graph of ops This re-designs the matrix stack so we now keep track of each separate operation such as rotating, scaling, translating and multiplying as immutable, ref-counted nodes in a graph. Being a "graph" here means that different transformations composed of a sequence of linked operation nodes may share nodes. The first node in a matrix-stack is always a LOAD_IDENTITY operation. As an example consider if an application where to draw three rectangles A, B and C something like this: cogl_framebuffer_scale (fb, 2, 2, 2); cogl_framebuffer_push_matrix(fb); cogl_framebuffer_translate (fb, 10, 0, 0); cogl_framebuffer_push_matrix(fb); cogl_framebuffer_rotate (fb, 45, 0, 0, 1); cogl_framebuffer_draw_rectangle (...); /* A */ cogl_framebuffer_pop_matrix(fb); cogl_framebuffer_draw_rectangle (...); /* B */ cogl_framebuffer_pop_matrix(fb); cogl_framebuffer_push_matrix(fb); cogl_framebuffer_set_modelview_matrix (fb, &mv); cogl_framebuffer_draw_rectangle (...); /* C */ cogl_framebuffer_pop_matrix(fb); That would result in a graph of nodes like this: LOAD_IDENTITY | SCALE / \ SAVE LOAD | | TRANSLATE RECTANGLE(C) | \ SAVE RECTANGLE(B) | ROTATE | RECTANGLE(A) Each push adds a SAVE operation which serves as a marker to rewind too when a corresponding pop is issued and also each SAVE node may also store a cached matrix representing the composition of all its ancestor nodes. This means if we repeatedly need to resolve a real CoglMatrix for a given node then we don't need to repeat the composition. Some advantages of this design are: - A single pointer to any node in the graph can now represent a complete, immutable transformation that can be logged for example into a journal. Previously we were storing a full CoglMatrix in each journal entry which is 16 floats for the matrix itself as well as space for flags and another 16 floats for possibly storing a cache of the inverse. This means that we significantly reduce the size of the journal when drawing lots of primitives and we also avoid copying over 128 bytes per entry. - It becomes much cheaper to check for equality. In cases where some (unlikely) false negatives are allowed simply comparing the pointers of two matrix stack graph entries is enough. Previously we would use memcmp() to compare matrices. - It becomes easier to do comparisons of transformations. By looking for the common ancestry between nodes we can determine the operations that differentiate the transforms and use those to gain a high level understanding of the differences. For example we use this in the journal to be able to efficiently determine when two rectangle transforms only differ by some translation so that we can perform software clipping. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit f75aee93f6b293ca7a7babbd8fcc326ee6bf7aef)
2012-02-20 15:59:48 +00:00
matrix_entry = unit->matrix_stack->last_entry;
_cogl_matrix_entry_flush_to_gl_builtins (ctx, matrix_entry,
Flush matrices in the progend and flip with a vector Previously flushing the matrices was performed as part of the framebuffer state. When on GLES2 this matrix flushing is actually diverted so that it only keeps a reference to the intended matrix stack. This is necessary because on GLES2 there are no builtin uniforms so it can't actually flush the matrices until the program for the pipeline is generated. When the matrices are flushed it would store the age of modifications on the matrix stack so that it could detect when the matrix hasn't changed and avoid flushing it. This patch changes it so that the pipeline is responsible for flushing the matrices even when we are using the GL builtins. The same mechanism for detecting unmodified matrix stacks is used in all cases. There is a new CoglMatrixStackCache type which is used to store a reference to the intended matrix stack along with its last flushed age. There are now two of these attached to the CoglContext to track the flushed state for the global matrix builtins and also two for each glsl progend program state to track the flushed state for a program. The framebuffer matrix flush now just updates the intended matrix stacks without actually trying to flush. When a vertex snippet is attached to the pipeline, the GLSL vertend will now avoid using the projection matrix to flip the rendering. This is necessary because any vertex snippet may cause the projection matrix not to be used. Instead the flip is done as a forced final step by multiplying cogl_position_out by a vec4 uniform. This uniform is updated as part of the progend pre_paint depending on whether the framebuffer is offscreen or not. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2011-11-29 14:21:07 +00:00
COGL_MATRIX_TEXTURE,
Re-design the matrix stack using a graph of ops This re-designs the matrix stack so we now keep track of each separate operation such as rotating, scaling, translating and multiplying as immutable, ref-counted nodes in a graph. Being a "graph" here means that different transformations composed of a sequence of linked operation nodes may share nodes. The first node in a matrix-stack is always a LOAD_IDENTITY operation. As an example consider if an application where to draw three rectangles A, B and C something like this: cogl_framebuffer_scale (fb, 2, 2, 2); cogl_framebuffer_push_matrix(fb); cogl_framebuffer_translate (fb, 10, 0, 0); cogl_framebuffer_push_matrix(fb); cogl_framebuffer_rotate (fb, 45, 0, 0, 1); cogl_framebuffer_draw_rectangle (...); /* A */ cogl_framebuffer_pop_matrix(fb); cogl_framebuffer_draw_rectangle (...); /* B */ cogl_framebuffer_pop_matrix(fb); cogl_framebuffer_push_matrix(fb); cogl_framebuffer_set_modelview_matrix (fb, &mv); cogl_framebuffer_draw_rectangle (...); /* C */ cogl_framebuffer_pop_matrix(fb); That would result in a graph of nodes like this: LOAD_IDENTITY | SCALE / \ SAVE LOAD | | TRANSLATE RECTANGLE(C) | \ SAVE RECTANGLE(B) | ROTATE | RECTANGLE(A) Each push adds a SAVE operation which serves as a marker to rewind too when a corresponding pop is issued and also each SAVE node may also store a cached matrix representing the composition of all its ancestor nodes. This means if we repeatedly need to resolve a real CoglMatrix for a given node then we don't need to repeat the composition. Some advantages of this design are: - A single pointer to any node in the graph can now represent a complete, immutable transformation that can be logged for example into a journal. Previously we were storing a full CoglMatrix in each journal entry which is 16 floats for the matrix itself as well as space for flags and another 16 floats for possibly storing a cache of the inverse. This means that we significantly reduce the size of the journal when drawing lots of primitives and we also avoid copying over 128 bytes per entry. - It becomes much cheaper to check for equality. In cases where some (unlikely) false negatives are allowed simply comparing the pointers of two matrix stack graph entries is enough. Previously we would use memcmp() to compare matrices. - It becomes easier to do comparisons of transformations. By looking for the common ancestry between nodes we can determine the operations that differentiate the transforms and use those to gain a high level understanding of the differences. For example we use this in the journal to be able to efficiently determine when two rectangle transforms only differ by some translation so that we can perform software clipping. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit f75aee93f6b293ca7a7babbd8fcc326ee6bf7aef)
2012-02-20 15:59:48 +00:00
framebuffer,
Flush matrices in the progend and flip with a vector Previously flushing the matrices was performed as part of the framebuffer state. When on GLES2 this matrix flushing is actually diverted so that it only keeps a reference to the intended matrix stack. This is necessary because on GLES2 there are no builtin uniforms so it can't actually flush the matrices until the program for the pipeline is generated. When the matrices are flushed it would store the age of modifications on the matrix stack so that it could detect when the matrix hasn't changed and avoid flushing it. This patch changes it so that the pipeline is responsible for flushing the matrices even when we are using the GL builtins. The same mechanism for detecting unmodified matrix stacks is used in all cases. There is a new CoglMatrixStackCache type which is used to store a reference to the intended matrix stack along with its last flushed age. There are now two of these attached to the CoglContext to track the flushed state for the global matrix builtins and also two for each glsl progend program state to track the flushed state for a program. The framebuffer matrix flush now just updates the intended matrix stacks without actually trying to flush. When a vertex snippet is attached to the pipeline, the GLSL vertend will now avoid using the projection matrix to flip the rendering. This is necessary because any vertex snippet may cause the projection matrix not to be used. Instead the flip is done as a forced final step by multiplying cogl_position_out by a vec4 uniform. This uniform is updated as part of the progend pre_paint depending on whether the framebuffer is offscreen or not. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2011-11-29 14:21:07 +00:00
FALSE /* enable flip */);
}
return TRUE;
}
static CoglBool
_cogl_pipeline_vertend_fixed_end (CoglPipeline *pipeline,
unsigned long pipelines_difference)
{
_COGL_GET_CONTEXT (ctx, FALSE);
if (pipelines_difference & COGL_PIPELINE_STATE_POINT_SIZE)
{
CoglPipeline *authority =
_cogl_pipeline_get_authority (pipeline, COGL_PIPELINE_STATE_POINT_SIZE);
Don't generate GLSL for the point size for default pipelines Previously on GLES2 where there is no builtin point size uniform then we would always add a line to the vertex shader to write to the builtin point size output because when generating the shader it is not possible to determine if the pipeline will be used to draw points or not. This patch changes it so that the default point size is 0.0f which is documented to have undefined results when drawing points. That way we can avoid adding the point size code to the shader in that case. The assumption is that any application that is drawing points will probably have explicitly set the point size on the pipeline anyway so it is not a big deal to change the default size from 1.0f. This adds a new pipeline state flag to track whether the point size is non-zero. This needs to be its own state because altering it needs to cause a different shader to be added to the pipeline cache. The state flags that affect the vertex shader have been changed from a constant to a runtime function because they will be different depending on whether there is a builtin point size uniform. There is also a unit test to ensure that changing the point size does or doesn't generate a new shader depending on the values. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit b2eba06e16b587acbf5c57944a70ceccecb4f175) Conflicts: cogl/cogl-pipeline-private.h cogl/cogl-pipeline-state-private.h cogl/cogl-pipeline-state.c cogl/cogl-pipeline.c
2013-06-20 12:25:49 +00:00
if (authority->big_state->point_size > 0.0f)
GE( ctx, glPointSize (authority->big_state->point_size) );
}
return TRUE;
}
const CoglPipelineVertend _cogl_pipeline_fixed_vertend =
{
_cogl_pipeline_vertend_fixed_start,
_cogl_pipeline_vertend_fixed_add_layer,
_cogl_pipeline_vertend_fixed_end,
NULL, /* pipeline_change_notify */
NULL /* layer_change_notify */
};
#endif /* COGL_PIPELINE_VERTEND_FIXED */