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[current-matrix] Adds texture matrix stacks + removes GL matrix API usage
This relates back to an earlier commitment to stop using the OpenGL matrix
API which is considered deprecated. (ref 54159f5a1d
)
The new texture matrix stacks are hung from a list of (internal only)
CoglTextureUnit structures which the CoglMaterial code internally references
via _cogl_get_texure_unit ().
So we would be left with only the cogl-matrix-stack code being responsible
for glMatrixMode, glLoadMatrix and glLoadIdentity this commit updates the
journal code so it now uses the matrix-stack API instead of GL directly.
This commit is contained in:
parent
d8107c5ef5
commit
1402d1eb3c
@ -65,6 +65,8 @@ cogl_create_context (void)
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_context->indirect = gl_is_indirect;
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_context->texture_units = NULL;
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_context->default_material = cogl_material_new ();
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_context->source_material = NULL;
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@ -151,6 +153,8 @@ _cogl_destroy_context ()
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_cogl_current_matrix_state_destroy ();
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_cogl_destroy_texture_units ();
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if (_context->path_nodes)
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g_array_free (_context->path_nodes, TRUE);
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@ -58,10 +58,11 @@ typedef struct
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gboolean indirect;
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/* Client-side matrix stack or NULL if none */
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CoglMatrixMode matrix_mode;
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CoglMatrixStack *modelview_stack;
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CoglMatrixStack *projection_stack;
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CoglMatrixStack *modelview_stack;
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GList *texture_units;
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/* Cache of inverse projection matrix */
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float inverse_projection[16];
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@ -59,14 +59,21 @@ _cogl_get_client_stack (CoglContext *ctx,
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CoglMatrixMode mode,
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CoglMatrixStack **current_stack_p)
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{
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if (ctx->modelview_stack &&
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mode == COGL_MATRIX_MODELVIEW)
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*current_stack_p = ctx->modelview_stack;
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else if (ctx->projection_stack &&
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mode == COGL_MATRIX_PROJECTION)
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*current_stack_p = ctx->projection_stack;
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else
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*current_stack_p = NULL;
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switch (mode)
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{
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case COGL_MATRIX_MODELVIEW:
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*current_stack_p = ctx->modelview_stack;
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break;
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case COGL_MATRIX_PROJECTION:
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*current_stack_p = ctx->projection_stack;
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break;
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case COGL_MATRIX_TEXTURE:
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g_critical ("The current-matrix API doesn't support the texture matrix "
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"you must deal with the CoglMatrixStack directly");
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*current_stack_p = NULL;
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break;
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}
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g_assert (*current_stack_p);
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}
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#define _COGL_GET_CONTEXT_AND_STACK(contextvar, stackvar, rval) \
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@ -77,90 +84,46 @@ _cogl_get_client_stack (CoglContext *ctx,
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void
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_cogl_set_current_matrix (CoglMatrixMode mode)
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{
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GLenum gl_mode;
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CoglMatrixStack *current_stack; \
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (mode == ctx->matrix_mode)
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return;
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ctx->matrix_mode = mode;
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/* If we have a client side stack then then the GL matrix mode only needs
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* changing when we come to flush it to OpenGL */
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_cogl_get_client_stack (ctx, mode, ¤t_stack);
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if (current_stack)
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return;
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gl_mode = 0; /* silence compiler warning */
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switch (mode)
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{
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case COGL_MATRIX_MODELVIEW:
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gl_mode = GL_MODELVIEW;
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break;
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case COGL_MATRIX_PROJECTION:
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gl_mode = GL_PROJECTION;
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break;
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case COGL_MATRIX_TEXTURE:
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gl_mode = GL_TEXTURE;
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break;
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}
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GE (glMatrixMode (gl_mode));
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}
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void
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_cogl_current_matrix_push (void)
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{
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_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
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if (current_stack != NULL)
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_cogl_matrix_stack_push (current_stack);
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else
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GE (glPushMatrix ());
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_cogl_matrix_stack_push (current_stack);
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}
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void
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_cogl_current_matrix_pop (void)
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{
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_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
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if (current_stack != NULL)
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_cogl_matrix_stack_pop (current_stack);
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else
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GE (glPopMatrix ());
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_cogl_matrix_stack_pop (current_stack);
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}
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void
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_cogl_current_matrix_identity (void)
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{
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_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
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if (current_stack != NULL)
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_cogl_matrix_stack_load_identity (current_stack);
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else
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GE (glLoadIdentity ());
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_cogl_matrix_stack_load_identity (current_stack);
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}
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void
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_cogl_current_matrix_load (const CoglMatrix *matrix)
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{
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_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
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if (current_stack != NULL)
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_cogl_matrix_stack_set (current_stack, matrix);
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else
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GE (glLoadMatrixf (cogl_matrix_get_array (matrix)));
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_cogl_matrix_stack_set (current_stack, matrix);
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}
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void
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_cogl_current_matrix_multiply (const CoglMatrix *matrix)
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{
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_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
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if (current_stack != NULL)
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_cogl_matrix_stack_multiply (current_stack, matrix);
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else
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GE (glMultMatrixf (cogl_matrix_get_array (matrix)));
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_cogl_matrix_stack_multiply (current_stack, matrix);
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}
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void
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@ -170,11 +133,7 @@ _cogl_current_matrix_rotate (float angle,
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float z)
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{
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_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
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if (current_stack != NULL)
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_cogl_matrix_stack_rotate (current_stack, angle, x, y, z);
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else
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GE (glRotatef (angle, x, y, z));
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_cogl_matrix_stack_rotate (current_stack, angle, x, y, z);
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}
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void
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@ -183,11 +142,7 @@ _cogl_current_matrix_scale (float x,
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float z)
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{
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_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
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if (current_stack != NULL)
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_cogl_matrix_stack_scale (current_stack, x, y, z);
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else
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GE (glScalef (x, y, z));
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_cogl_matrix_stack_scale (current_stack, x, y, z);
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}
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void
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@ -196,11 +151,7 @@ _cogl_current_matrix_translate (float x,
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float z)
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{
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_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
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if (current_stack != NULL)
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_cogl_matrix_stack_translate (current_stack, x, y, z);
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else
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GE (glTranslatef (x, y, z));
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_cogl_matrix_stack_translate (current_stack, x, y, z);
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}
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void
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@ -212,15 +163,11 @@ _cogl_current_matrix_frustum (float left,
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float far_val)
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{
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_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
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if (current_stack != NULL)
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_cogl_matrix_stack_frustum (current_stack,
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left, right,
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bottom, top,
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near_val,
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far_val);
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else
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GE (glFrustum (left, right, bottom, top, near_val, far_val));
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_cogl_matrix_stack_frustum (current_stack,
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left, right,
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bottom, top,
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near_val,
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far_val);
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}
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void
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@ -230,20 +177,8 @@ _cogl_current_matrix_perspective (float fov_y,
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float z_far)
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{
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_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
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if (current_stack != NULL)
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_cogl_matrix_stack_perspective (current_stack,
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fov_y, aspect, z_near, z_far);
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else
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{
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/* NB: There is no glPerspective() (only gluPerspective()) so we use
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* cogl_matrix_perspective: */
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CoglMatrix matrix;
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_cogl_get_matrix (ctx->matrix_mode, &matrix);
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cogl_matrix_perspective (&matrix,
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fov_y, aspect, z_near, z_far);
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_cogl_current_matrix_load (&matrix);
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}
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_cogl_matrix_stack_perspective (current_stack,
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fov_y, aspect, z_near, z_far);
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}
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void
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@ -255,26 +190,11 @@ _cogl_current_matrix_ortho (float left,
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float far_val)
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{
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_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
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if (current_stack != NULL)
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_cogl_matrix_stack_ortho (current_stack,
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left, right,
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bottom, top,
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near_val,
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far_val);
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else
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{
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#ifdef HAVE_COGL_GLES2
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/* NB: GLES 2 has no glOrtho(): */
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CoglMatrix matrix;
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_cogl_get_matrix (ctx->matrix_mode, &matrix);
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cogl_matrix_ortho (&matrix,
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left, right, bottom, top, near_val, far_val);
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_cogl_current_matrix_load (&matrix);
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#else
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GE (glOrtho (left, right, bottom, top, near_val, far_val));
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#endif
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}
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_cogl_matrix_stack_ortho (current_stack,
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left, right,
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bottom, top,
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near_val,
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far_val);
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}
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void
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@ -286,36 +206,7 @@ _cogl_get_matrix (CoglMatrixMode mode,
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_cogl_get_client_stack (ctx, mode, ¤t_stack);
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if (current_stack)
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_cogl_matrix_stack_get (current_stack, matrix);
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else
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{
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GLenum gl_mode;
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GLfloat gl_matrix[16];
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gl_mode = 0; /* silence compiler warning */
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switch (mode)
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{
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case COGL_MATRIX_MODELVIEW:
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gl_mode = GL_MODELVIEW_MATRIX;
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break;
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case COGL_MATRIX_PROJECTION:
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gl_mode = GL_PROJECTION_MATRIX;
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break;
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case COGL_MATRIX_TEXTURE:
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gl_mode = GL_TEXTURE_MATRIX;
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break;
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}
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/* Note: we have a redundant copy happening here. If that turns out to be
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* a problem then, since this is internal to Cogl, we could pass the
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* CoglMatrix pointer directly to glGetFloatv; the only problem with that
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* is that if we later add internal flags to CoglMatrix they will need to
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* be initialized seperatly.
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*/
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GE (glGetFloatv (gl_mode, gl_matrix));
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cogl_matrix_init_from_array (matrix, gl_matrix);
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}
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_cogl_matrix_stack_get (current_stack, matrix);
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}
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void
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@ -330,62 +221,31 @@ _cogl_current_matrix_state_init (void)
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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ctx->matrix_mode = COGL_MATRIX_MODELVIEW;
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ctx->modelview_stack = NULL;
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ctx->projection_stack = NULL;
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#if 0
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if (ctx->indirect ||
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cogl_debug_flags & COGL_DEBUG_FORCE_CLIENT_SIDE_MATRICES)
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#endif
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{
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ctx->modelview_stack = _cogl_matrix_stack_new ();
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ctx->projection_stack = _cogl_matrix_stack_new ();
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}
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ctx->projection_stack = _cogl_matrix_stack_new ();
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ctx->modelview_stack = _cogl_matrix_stack_new ();
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}
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void
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_cogl_current_matrix_state_destroy (void)
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{
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_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (current_stack)
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_cogl_matrix_stack_destroy (current_stack);
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_cogl_matrix_stack_destroy (ctx->projection_stack);
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_cogl_matrix_stack_destroy (ctx->modelview_stack);
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}
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void
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_cogl_current_matrix_state_flush (void)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (ctx->matrix_mode != COGL_MATRIX_MODELVIEW &&
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ctx->matrix_mode != COGL_MATRIX_PROJECTION)
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{
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g_warning ("matrix state must be flushed in "
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"MODELVIEW or PROJECTION mode");
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return;
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}
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if (ctx->modelview_stack &&
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ctx->matrix_mode == COGL_MATRIX_MODELVIEW)
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{
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_cogl_matrix_stack_flush_to_gl (ctx->modelview_stack,
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GL_MODELVIEW);
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}
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else if (ctx->projection_stack &&
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ctx->matrix_mode == COGL_MATRIX_PROJECTION)
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{
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_cogl_matrix_stack_flush_to_gl (ctx->projection_stack,
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GL_PROJECTION);
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}
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_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
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_cogl_matrix_stack_flush_to_gl (current_stack, ctx->matrix_mode);
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}
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void
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_cogl_current_matrix_state_dirty (void)
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{
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_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
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if (current_stack)
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_cogl_matrix_stack_dirty (current_stack);
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_cogl_matrix_stack_dirty (current_stack);
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}
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void
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@ -541,9 +401,9 @@ cogl_set_projection_matrix (CoglMatrix *matrix)
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void
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_cogl_flush_matrix_stacks (void)
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{
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_cogl_set_current_matrix (COGL_MATRIX_PROJECTION);
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_cogl_current_matrix_state_flush ();
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_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
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_cogl_current_matrix_state_flush ();
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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_cogl_matrix_stack_flush_to_gl (ctx->projection_stack, COGL_MATRIX_PROJECTION);
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_cogl_matrix_stack_flush_to_gl (ctx->modelview_stack, COGL_MATRIX_MODELVIEW);
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}
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@ -26,6 +26,7 @@
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#include "cogl-debug.h"
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#include "cogl-types.h"
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#include "cogl-context.h"
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#ifdef HAVE_COGL_GLES2
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typedef enum {
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@ -85,4 +86,15 @@ gint _cogl_get_format_bpp (CoglPixelFormat format);
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void cogl_enable (gulong flags);
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gulong cogl_get_enable (void);
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typedef struct _CoglTextureUnit
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{
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int index;
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CoglMatrixStack *matrix_stack;
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} CoglTextureUnit;
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CoglTextureUnit *
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_cogl_get_texture_unit (int index_);
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void
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_cogl_destroy_texture_units (void);
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#endif /* __COGL_INTERNAL_H */
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@ -96,6 +96,7 @@ typedef struct _CoglJournalFlushState
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CoglJournalIndices *indices;
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size_t indices_type_size;
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#endif
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CoglMatrixStack *modelview_stack;
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} CoglJournalFlushState;
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typedef void (*CoglJournalBatchCallback) (CoglJournalEntry *start,
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@ -193,7 +194,12 @@ _cogl_journal_flush_modelview_and_entries (CoglJournalEntry *batch_start,
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g_print ("BATCHING: modelview batch len = %d\n", batch_len);
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if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM))
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GE (glLoadMatrixf ((GLfloat *)&batch_start->model_view));
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{
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_cogl_matrix_stack_set (state->modelview_stack,
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&batch_start->model_view);
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_cogl_matrix_stack_flush_to_gl (state->modelview_stack,
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COGL_MATRIX_MODELVIEW);
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}
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#ifdef HAVE_COGL_GL
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@ -541,21 +547,20 @@ _cogl_journal_flush (void)
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else
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state.vbo_offset = (char *)ctx->logged_vertices->data;
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/* Since the journal deals with emitting the modelview matrices manually
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* we need to dirty our client side modelview matrix stack cache... */
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_cogl_current_matrix_state_dirty ();
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_cogl_matrix_stack_flush_to_gl (ctx->projection_stack,
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COGL_MATRIX_PROJECTION);
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/* And explicitly flush other matrix stacks... */
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_cogl_set_current_matrix (COGL_MATRIX_PROJECTION);
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_cogl_current_matrix_state_flush ();
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state.modelview_stack = ctx->modelview_stack;
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_cogl_matrix_stack_push (ctx->modelview_stack);
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/* If we have transformed all our quads at log time then the whole journal
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* then we ensure no further model transform is applied by loading the
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* identity matrix here...*/
|
||||
if (!(cogl_debug_flags & COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM))
|
||||
/* If we have transformed all our quads at log time then we ensure no
|
||||
* further model transform is applied by loading the identity matrix
|
||||
* here... */
|
||||
if (G_LIKELY (!(cogl_debug_flags & COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM)))
|
||||
{
|
||||
GE (glMatrixMode (GL_MODELVIEW));
|
||||
glLoadIdentity ();
|
||||
_cogl_matrix_stack_load_identity (ctx->modelview_stack);
|
||||
_cogl_matrix_stack_flush_to_gl (ctx->modelview_stack,
|
||||
COGL_MATRIX_MODELVIEW);
|
||||
}
|
||||
|
||||
/* batch_and_call() batches a list of journal entries according to some
|
||||
@ -586,6 +591,8 @@ _cogl_journal_flush (void)
|
||||
_cogl_journal_flush_vbo_offsets_and_entries, /* callback */
|
||||
&state); /* data */
|
||||
|
||||
_cogl_matrix_stack_pop (ctx->modelview_stack);
|
||||
|
||||
for (i = 0; i < ctx->journal->len; i++)
|
||||
{
|
||||
CoglJournalEntry *entry =
|
||||
|
@ -1169,8 +1169,11 @@ is_mipmap_filter (CoglMaterialFilter filter)
|
||||
|| filter == COGL_MATERIAL_FILTER_LINEAR_MIPMAP_LINEAR);
|
||||
}
|
||||
|
||||
/* FIXME: All direct manipulation of GL texture unit state should be dealt with
|
||||
* by extending the CoglTextureUnit abstraction */
|
||||
static void
|
||||
_cogl_material_layer_flush_gl_sampler_state (CoglMaterialLayer *layer,
|
||||
CoglTextureUnit *unit,
|
||||
CoglLayerInfo *gl_layer_info)
|
||||
{
|
||||
int n_rgb_func_args;
|
||||
@ -1246,16 +1249,17 @@ _cogl_material_layer_flush_gl_sampler_state (CoglMaterialLayer *layer,
|
||||
layer->texture_combine_constant));
|
||||
}
|
||||
|
||||
#ifndef DISABLE_MATERIAL_CACHE
|
||||
if ((gl_layer_info &&
|
||||
gl_layer_info->flags & COGL_MATERIAL_LAYER_FLAG_HAS_USER_MATRIX) ||
|
||||
(layer->flags & COGL_MATERIAL_LAYER_FLAG_HAS_USER_MATRIX))
|
||||
#endif
|
||||
{
|
||||
_cogl_set_current_matrix (COGL_MATRIX_TEXTURE);
|
||||
_cogl_current_matrix_load (&layer->matrix);
|
||||
_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
|
||||
}
|
||||
_cogl_matrix_stack_set (unit->matrix_stack, &layer->matrix);
|
||||
else
|
||||
_cogl_matrix_stack_load_identity (unit->matrix_stack);
|
||||
|
||||
/* TODO: Eventually we should just have something like
|
||||
* _cogl_flush_texture_units() that we can call in
|
||||
* _cogl_material_flush_layers_gl_state */
|
||||
_cogl_matrix_stack_flush_to_gl (unit->matrix_stack, COGL_MATRIX_TEXTURE);
|
||||
}
|
||||
|
||||
/*
|
||||
@ -1327,6 +1331,7 @@ _cogl_material_flush_layers_gl_state (CoglMaterial *material,
|
||||
#ifdef HAVE_COGL_GLES2
|
||||
GLenum gl_internal_format;
|
||||
#endif
|
||||
CoglTextureUnit *unit;
|
||||
|
||||
new_gl_layer_info.layer0_overridden =
|
||||
layer0_override_texture ? TRUE : FALSE;
|
||||
@ -1366,6 +1371,7 @@ _cogl_material_flush_layers_gl_state (CoglMaterial *material,
|
||||
}
|
||||
|
||||
GE (glActiveTexture (GL_TEXTURE0 + i));
|
||||
unit = _cogl_get_texture_unit (i);
|
||||
|
||||
_cogl_texture_set_filters (layer->texture,
|
||||
layer->min_filter,
|
||||
@ -1453,7 +1459,7 @@ _cogl_material_flush_layers_gl_state (CoglMaterial *material,
|
||||
}
|
||||
}
|
||||
|
||||
_cogl_material_layer_flush_gl_sampler_state (layer, gl_layer_info);
|
||||
_cogl_material_layer_flush_gl_sampler_state (layer, unit, gl_layer_info);
|
||||
|
||||
new_gl_layer_info.handle = layer_handle;
|
||||
new_gl_layer_info.flags = layer->flags;
|
||||
|
@ -335,15 +335,28 @@ _cogl_matrix_stack_set (CoglMatrixStack *stack,
|
||||
|
||||
void
|
||||
_cogl_matrix_stack_flush_to_gl (CoglMatrixStack *stack,
|
||||
GLenum gl_mode)
|
||||
CoglMatrixMode mode)
|
||||
{
|
||||
CoglMatrixState *state;
|
||||
GLenum gl_mode;
|
||||
|
||||
state = _cogl_matrix_stack_top (stack);
|
||||
|
||||
if (stack->flushed_state == state)
|
||||
return;
|
||||
|
||||
switch (mode)
|
||||
{
|
||||
case COGL_MATRIX_MODELVIEW:
|
||||
gl_mode = GL_MODELVIEW;
|
||||
break;
|
||||
case COGL_MATRIX_PROJECTION:
|
||||
gl_mode = GL_PROJECTION;
|
||||
break;
|
||||
case COGL_MATRIX_TEXTURE:
|
||||
gl_mode = GL_TEXTURE;
|
||||
break;
|
||||
}
|
||||
GE (glMatrixMode (gl_mode));
|
||||
|
||||
/* In theory it might help the GL implementation if we used our
|
||||
|
59
cogl/cogl.c
59
cogl/cogl.c
@ -877,3 +877,62 @@ cogl_end_gl (void)
|
||||
ctx->in_begin_gl_block = FALSE;
|
||||
}
|
||||
|
||||
static CoglTextureUnit *
|
||||
_cogl_texture_unit_new (void)
|
||||
{
|
||||
CoglTextureUnit *unit = g_new0 (CoglTextureUnit, 1);
|
||||
unit->matrix_stack = _cogl_matrix_stack_new ();
|
||||
return unit;
|
||||
}
|
||||
|
||||
static void
|
||||
_cogl_texture_unit_free (CoglTextureUnit *unit)
|
||||
{
|
||||
_cogl_matrix_stack_destroy (unit->matrix_stack);
|
||||
g_free (unit);
|
||||
}
|
||||
|
||||
CoglTextureUnit *
|
||||
_cogl_get_texture_unit (int index_)
|
||||
{
|
||||
GList *l;
|
||||
CoglTextureUnit *unit;
|
||||
|
||||
_COGL_GET_CONTEXT (ctx, NULL);
|
||||
|
||||
for (l = ctx->texture_units; l; l = l->next)
|
||||
{
|
||||
unit = l->data;
|
||||
|
||||
if (unit->index == index_)
|
||||
return unit;
|
||||
|
||||
/* The units are always sorted, so at this point we know this unit
|
||||
* doesn't exist */
|
||||
if (unit->index > index_)
|
||||
break;
|
||||
}
|
||||
/* NB: if we now insert a new layer before l, that will maintain order.
|
||||
*/
|
||||
|
||||
unit = _cogl_texture_unit_new ();
|
||||
|
||||
/* Note: see comment after for() loop above */
|
||||
ctx->texture_units =
|
||||
g_list_insert_before (ctx->texture_units, l, unit);
|
||||
|
||||
return unit;
|
||||
}
|
||||
|
||||
void
|
||||
_cogl_destroy_texture_units (void)
|
||||
{
|
||||
GList *l;
|
||||
|
||||
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||
|
||||
for (l = ctx->texture_units; l; l = l->next)
|
||||
_cogl_texture_unit_free (l->data);
|
||||
g_list_free (ctx->texture_units);
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user