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[material] Reduce the material API in preperation for releasing Clutter 1.0
There were a number of functions intended to support creating of new primitives using materials, but at this point they aren't used outside of Cogl so until someone has a usecase and we can get feedback on this API, it's being removed before we release Clutter 1.0.
This commit is contained in:
parent
2dc882f685
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492f0e5d14
129
cogl-material.h
129
cogl-material.h
@ -600,34 +600,6 @@ void cogl_material_set_layer_matrix (CoglHandle material,
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int layer_index,
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CoglMatrix *matrix);
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/**
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* SECTION:cogl-material-internals
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* @short_description: Functions for creating custom primitives that make use
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* of Cogl materials for filling.
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*
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* Normally you shouldn't need to use this API directly, but if you need to
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* developing a custom/specialised primitive - probably using raw OpenGL - then
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* this API aims to expose enough of the material internals to support being
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* able to fill your geometry according to a given Cogl material.
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*/
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/**
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* cogl_material_get_cogl_enable_flags:
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* @material: A CoglMaterial object
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*
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* This determines what flags need to be passed to cogl_enable before this
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* material can be used. Normally you shouldn't need to use this function
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* directly since Cogl will do this internally, but if you are developing
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* custom primitives directly with OpenGL you may want to use this.
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*
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* Note: This API is hopfully just a stop-gap solution. Ideally cogl_enable
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* will be replaced.
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*/
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/* TODO: find a nicer solution! */
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gulong
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cogl_material_get_cogl_enable_flags (CoglHandle handle);
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/**
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* cogl_material_get_layers:
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* @material: A CoglMaterial object
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@ -635,24 +607,15 @@ cogl_material_get_cogl_enable_flags (CoglHandle handle);
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* This function lets you access a materials internal list of layers
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* for iteration.
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*
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* Note: Normally you shouldn't need to use this function directly since
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* Cogl will do this internally, but if you are developing custom primitives
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* directly with OpenGL, you will need to iterate the layers that you want
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* to texture with.
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*
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* Note: This function may return more layers than OpenGL can use at once
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* so it's your responsability limit yourself to
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* CGL_MAX_COMBINED_TEXTURE_IMAGE_UNITS.
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*
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* Note: It's a bit out of the ordinary to return a const GList *, but it
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* was considered sensible to try and avoid list manipulation for every
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* primitive emitted in a scene, every frame.
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* Returns: A list of #CoglHandle<!-- -->'s that can be passed to the
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* cogl_material_layer_* functions.
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*/
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const GList *cogl_material_get_layers (CoglHandle material_handle);
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/**
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* CoglMaterialLayerType:
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* @COGL_MATERIAL_LAYER_TYPE_TEXTURE: The layer represents a CoglTexture
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* @COGL_MATERIAL_LAYER_TYPE_TEXTURE: The layer represents a
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* <link linkend="cogl-Textures">Cogl texture</link>
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*/
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typedef enum _CoglMaterialLayerType
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{
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@ -661,17 +624,12 @@ typedef enum _CoglMaterialLayerType
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/**
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* cogl_material_layer_get_type:
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* @layer_handle: A CoglMaterialLayer handle
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* @layer_handle: A Cogl material layer handle
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*
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* Currently there is only one type of layer defined:
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* COGL_MATERIAL_LAYER_TYPE_TEXTURE, but considering we may add purely GLSL
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* based layers in the future, you should write code that checks the type
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* first.
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*
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* Note: Normally you shouldn't need to use this function directly since
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* Cogl will do this internally, but if you are developing custom primitives
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* directly with OpenGL, you will need to iterate the layers that you want
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* to texture with, and thus should be checking the layer types.
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*/
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CoglMaterialLayerType cogl_material_layer_get_type (CoglHandle layer_handle);
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@ -679,75 +637,24 @@ CoglMaterialLayerType cogl_material_layer_get_type (CoglHandle layer_handle);
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* cogl_material_layer_get_texture:
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* @layer_handle: A CoglMaterialLayer handle
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*
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* This lets you extract a CoglTexture handle for a specific layer. Normally
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* you shouldn't need to use this function directly since Cogl will do this
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* internally, but if you are developing custom primitives directly with
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* OpenGL you may need this.
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* This lets you extract a CoglTexture handle for a specific layer.
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*
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* Note: In the future, we may support purely GLSL based layers which will
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* likley return COGL_INVALID_HANDLE if you try to get the texture.
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* Considering this, you should always call cogl_material_layer_get_type
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* first, to check it is of type COGL_MATERIAL_LAYER_TYPE_TEXTURE.
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* likely return COGL_INVALID_HANDLE if you try to get the texture.
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* Considering this, you can call cogl_material_layer_get_type first,
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* to check it is of type COGL_MATERIAL_LAYER_TYPE_TEXTURE.
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*
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* Note: It is possible for a layer object of type
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* COGL_MATERIAL_LAYER_TYPE_TEXTURE to be realized before a texture
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* object has been associated with the layer. For example this happens
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* if you setup layer combining for a given layer index before calling
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* cogl_material_set_layer for that index.
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*
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* Returns: A CoglHandle to the layers texture object or COGL_INVALID_HANDLE
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* if a texture has not been set yet.
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*/
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CoglHandle cogl_material_layer_get_texture (CoglHandle layer_handle);
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/**
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* CoglMaterialLayerFlags:
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* @COGL_MATERIAL_LAYER_FLAG_USER_MATRIX: Means the user has supplied a
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* custom texture matrix.
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*/
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typedef enum _CoglMaterialLayerFlags
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{
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COGL_MATERIAL_LAYER_FLAG_HAS_USER_MATRIX = 1L<<0
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} CoglMaterialLayerFlags;
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/* XXX: NB: if you add flags here you will need to update
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* CoglMaterialLayerPrivFlags!!! */
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/**
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* cogl_material_layer_get_flags:
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* @layer_handle: A CoglMaterialLayer layer handle
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*
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* This lets you get a number of flag attributes about the layer. Normally
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* you shouldn't need to use this function directly since Cogl will do this
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* internally, but if you are developing custom primitives directly with
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* OpenGL you may need this.
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*/
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gulong cogl_material_layer_get_flags (CoglHandle layer_handle);
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/**
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* CoglMaterialFlushOption:
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* @COGL_MATERIAL_FLUSH_FALLBACK_MASK: Follow this by a guin32 mask
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* of the layers that can't be supported with the user supplied texture
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* and need to be replaced with fallback textures. (1 = fallback, and the
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* least significant bit = layer 0)
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* @COGL_MATERIAL_FLUSH_DISABLE_MASK: Follow this by a guint32 mask
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* of the layers that you want to completly disable texturing for
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* (1 = fallback, and the least significant bit = layer 0)
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* @COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE: Follow this by a GLuint OpenGL texture
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* name to override the texture used for layer 0 of the material. This is
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* intended for dealing with sliced textures where you will need to point
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* to each of the texture slices in turn when drawing your geometry.
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* Passing a value of 0 is the same as not passing the option at all.
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*/
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typedef enum _CoglMaterialFlushOption
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{
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COGL_MATERIAL_FLUSH_FALLBACK_MASK = 1,
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COGL_MATERIAL_FLUSH_DISABLE_MASK,
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COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE,
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} CoglMaterialFlushOption;
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/**
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* cogl_material_flush_gl_state:
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* @material: A CoglMaterial object
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* @...: A NULL terminated list of (CoglMaterialFlushOption, data) pairs
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*
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* This function commits the state of the specified CoglMaterial - including
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* the texture state for all the layers - to the OpenGL[ES] driver.
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*
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* Since 1.0
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*/
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void cogl_material_flush_gl_state (CoglHandle material,
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...) G_GNUC_NULL_TERMINATED;
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G_END_DECLS
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@ -82,7 +82,7 @@ typedef struct _CoglHandleObject
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static CoglHandleClass _cogl_##type_name##_class; \
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\
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static GQuark \
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_cogl_##type_name##_get_type (void) \
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_cogl_handle_##type_name##_get_type (void) \
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{ \
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static GQuark type = 0; \
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if (!type) \
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@ -99,7 +99,7 @@ _cogl_##type_name##_handle_new (Cogl##TypeName *new_obj) \
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obj->klass = &_cogl_##type_name##_class; \
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if (!obj->klass->type) \
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{ \
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obj->klass->type = _cogl_##type_name##_get_type (); \
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obj->klass->type = _cogl_handle_##type_name##_get_type ();\
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obj->klass->virt_free = _cogl_##type_name##_free; \
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} \
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\
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@ -121,7 +121,8 @@ cogl_is_##type_name (CoglHandle handle) \
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if (handle == COGL_INVALID_HANDLE) \
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return FALSE; \
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\
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return (obj->klass->type == _cogl_##type_name##_get_type ()); \
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return (obj->klass->type == \
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_cogl_handle_##type_name##_get_type ()); \
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} \
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\
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CoglHandle G_GNUC_DEPRECATED \
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@ -129,5 +129,91 @@ struct _CoglMaterial
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GList *layers;
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};
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/*
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* SECTION:cogl-material-internals
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* @short_description: Functions for creating custom primitives that make use
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* of Cogl materials for filling.
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*
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* Normally you shouldn't need to use this API directly, but if you need to
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* developing a custom/specialised primitive - probably using raw OpenGL - then
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* this API aims to expose enough of the material internals to support being
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* able to fill your geometry according to a given Cogl material.
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*/
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/*
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* cogl_material_get_cogl_enable_flags:
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* @material: A CoglMaterial object
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*
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* This determines what flags need to be passed to cogl_enable before this
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* material can be used. Normally you shouldn't need to use this function
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* directly since Cogl will do this internally, but if you are developing
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* custom primitives directly with OpenGL you may want to use this.
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*
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* Note: This API is hopfully just a stop-gap solution. Ideally cogl_enable
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* will be replaced.
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*/
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/* TODO: find a nicer solution! */
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gulong _cogl_material_get_cogl_enable_flags (CoglHandle handle);
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/*
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* CoglMaterialLayerFlags:
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* @COGL_MATERIAL_LAYER_FLAG_USER_MATRIX: Means the user has supplied a
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* custom texture matrix.
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*/
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typedef enum _CoglMaterialLayerFlags
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{
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COGL_MATERIAL_LAYER_FLAG_HAS_USER_MATRIX = 1L<<0
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} CoglMaterialLayerFlags;
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/* XXX: NB: if you add flags here you will need to update
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* CoglMaterialLayerPrivFlags!!! */
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/*
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* cogl_material_layer_get_flags:
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* @layer_handle: A CoglMaterialLayer layer handle
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*
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* This lets you get a number of flag attributes about the layer. Normally
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* you shouldn't need to use this function directly since Cogl will do this
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* internally, but if you are developing custom primitives directly with
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* OpenGL you may need this.
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*/
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gulong _cogl_material_layer_get_flags (CoglHandle layer_handle);
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/*
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* CoglMaterialFlushOption:
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* @COGL_MATERIAL_FLUSH_FALLBACK_MASK: Follow this by a guin32 mask
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* of the layers that can't be supported with the user supplied texture
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* and need to be replaced with fallback textures. (1 = fallback, and the
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* least significant bit = layer 0)
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* @COGL_MATERIAL_FLUSH_DISABLE_MASK: Follow this by a guint32 mask
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* of the layers that you want to completly disable texturing for
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* (1 = fallback, and the least significant bit = layer 0)
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* @COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE: Follow this by a GLuint OpenGL texture
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* name to override the texture used for layer 0 of the material. This is
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* intended for dealing with sliced textures where you will need to point
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* to each of the texture slices in turn when drawing your geometry.
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* Passing a value of 0 is the same as not passing the option at all.
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*/
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typedef enum _CoglMaterialFlushOption
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{
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COGL_MATERIAL_FLUSH_FALLBACK_MASK = 1,
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COGL_MATERIAL_FLUSH_DISABLE_MASK,
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COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE,
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} CoglMaterialFlushOption;
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/*
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* cogl_material_flush_gl_state:
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* @material: A CoglMaterial object
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* @...: A NULL terminated list of (CoglMaterialFlushOption, data) pairs
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*
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* This function commits the state of the specified CoglMaterial - including
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* the texture state for all the layers - to the OpenGL[ES] driver.
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*
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* Since 1.0
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*/
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void _cogl_material_flush_gl_state (CoglHandle material,
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...) G_GNUC_NULL_TERMINATED;
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#endif /* __COGL_MATERIAL_PRIVATE_H */
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@ -921,7 +921,7 @@ cogl_material_remove_layer (CoglHandle material_handle,
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/* XXX: This API is hopfully just a stop-gap solution. Ideally cogl_enable
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* will be replaced. */
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gulong
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cogl_material_get_cogl_enable_flags (CoglHandle material_handle)
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_cogl_material_get_cogl_enable_flags (CoglHandle material_handle)
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{
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CoglMaterial *material;
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gulong enable_flags = 0;
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@ -979,7 +979,7 @@ cogl_material_layer_get_texture (CoglHandle layer_handle)
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}
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gulong
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cogl_material_layer_get_flags (CoglHandle layer_handle)
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_cogl_material_layer_get_flags (CoglHandle layer_handle)
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{
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CoglMaterialLayer *layer;
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@ -1393,7 +1393,7 @@ _cogl_material_flush_base_gl_state (CoglMaterial *material)
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}
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void
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cogl_material_flush_gl_state (CoglHandle handle, ...)
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_cogl_material_flush_gl_state (CoglHandle handle, ...)
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{
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CoglMaterial *material;
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va_list ap;
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@ -29,7 +29,7 @@
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#include "cogl-internal.h"
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#include "cogl-context.h"
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#include "cogl-texture-private.h"
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#include "cogl-material.h"
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#include "cogl-material-private.h"
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#include <string.h>
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#include <gmodule.h>
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@ -112,7 +112,7 @@ _cogl_journal_flush_quad_batch (CoglJournalEntry *batch_start,
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disable_mask = (1 << batch_start->n_layers) - 1;
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disable_mask = ~disable_mask;
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cogl_material_flush_gl_state (ctx->source_material,
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_cogl_material_flush_gl_state (ctx->source_material,
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COGL_MATERIAL_FLUSH_FALLBACK_MASK,
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batch_start->fallback_mask,
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COGL_MATERIAL_FLUSH_DISABLE_MASK,
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@ -140,7 +140,7 @@ _cogl_journal_flush_quad_batch (CoglJournalEntry *batch_start,
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/* FIXME: This api is a bit yukky, ideally it will be removed if we
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* re-work the cogl_enable mechanism */
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enable_flags |= cogl_material_get_cogl_enable_flags (ctx->source_material);
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enable_flags |= _cogl_material_get_cogl_enable_flags (ctx->source_material);
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if (ctx->enable_backface_culling)
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enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
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@ -177,7 +177,7 @@ _cogl_journal_flush_quad_batch (CoglJournalEntry *batch_start,
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color == 1 ? 0xff : 0x00,
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color == 2 ? 0xff : 0x00,
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0xff);
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cogl_material_flush_gl_state (outline, NULL);
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_cogl_material_flush_gl_state (outline, NULL);
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_cogl_current_matrix_state_flush ();
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GE( glDrawArrays (GL_LINE_LOOP, 4 * i, 4) );
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}
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@ -791,7 +791,7 @@ _cogl_rectangles_with_multitexture_coords (
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/* We don't support multi texturing using textures with any waste if the
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* user has supplied a custom texture matrix, since we don't know if
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* the result will end up trying to texture from the waste area. */
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flags = cogl_material_layer_get_flags (layer);
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flags = _cogl_material_layer_get_flags (layer);
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if (flags & COGL_MATERIAL_LAYER_FLAG_HAS_USER_MATRIX
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&& _cogl_texture_span_has_waste (texture, 0, 0))
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{
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@ -1041,7 +1041,7 @@ _cogl_texture_sliced_polygon (CoglTextureVertex *vertices,
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v += stride;
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}
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cogl_material_flush_gl_state (ctx->source_material,
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_cogl_material_flush_gl_state (ctx->source_material,
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COGL_MATERIAL_FLUSH_DISABLE_MASK,
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(guint32)~1, /* disable all except the
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first layer */
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@ -1136,7 +1136,7 @@ _cogl_multitexture_unsliced_polygon (CoglTextureVertex *vertices,
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c[3] = cogl_color_get_alpha_float (&vertices[i].color);
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}
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cogl_material_flush_gl_state (ctx->source_material,
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_cogl_material_flush_gl_state (ctx->source_material,
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COGL_MATERIAL_FLUSH_FALLBACK_MASK,
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fallback_mask,
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NULL);
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@ -1254,7 +1254,7 @@ cogl_polygon (CoglTextureVertex *vertices,
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/* Prepare GL state */
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enable_flags = COGL_ENABLE_VERTEX_ARRAY;
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enable_flags |= cogl_material_get_cogl_enable_flags (ctx->source_material);
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enable_flags |= _cogl_material_get_cogl_enable_flags (ctx->source_material);
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if (ctx->enable_backface_culling)
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enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
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@ -136,6 +136,7 @@
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#include "cogl-handle.h"
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#include "cogl-vertex-buffer-private.h"
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#include "cogl-texture-private.h"
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#include "cogl-material-private.h"
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#define PAD_FOR_ALIGNMENT(VAR, TYPE_SIZE) \
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(VAR = TYPE_SIZE + ((VAR - 1) & ~(TYPE_SIZE - 1)))
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@ -1638,14 +1639,14 @@ enable_state_for_drawing_buffer (CoglVertexBuffer *buffer)
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}
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}
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cogl_material_flush_gl_state (ctx->source_material,
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_cogl_material_flush_gl_state (ctx->source_material,
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COGL_MATERIAL_FLUSH_FALLBACK_MASK,
|
||||
fallback_mask,
|
||||
COGL_MATERIAL_FLUSH_DISABLE_MASK,
|
||||
disable_mask,
|
||||
NULL);
|
||||
|
||||
enable_flags |= cogl_material_get_cogl_enable_flags (ctx->source_material);
|
||||
enable_flags |= _cogl_material_get_cogl_enable_flags (ctx->source_material);
|
||||
|
||||
if (ctx->enable_backface_culling)
|
||||
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
|
||||
|
@ -42,6 +42,7 @@ typedef CoglFuncPtr (*GLXGetProcAddressProc) (const guint8 *procName);
|
||||
#include "cogl-internal.h"
|
||||
#include "cogl-util.h"
|
||||
#include "cogl-context.h"
|
||||
#include "cogl-material-private.h"
|
||||
|
||||
#if defined (HAVE_COGL_GLES2) || defined (HAVE_COGL_GLES)
|
||||
#include "cogl-gles2-wrapper.h"
|
||||
@ -375,7 +376,7 @@ _cogl_add_stencil_clip (float x_offset,
|
||||
{
|
||||
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||
|
||||
cogl_material_flush_gl_state (ctx->stencil_material, NULL);
|
||||
_cogl_material_flush_gl_state (ctx->stencil_material, NULL);
|
||||
|
||||
if (first)
|
||||
{
|
||||
|
@ -359,6 +359,9 @@ cogl_material_remove_layer
|
||||
cogl_material_set_layer_combine
|
||||
cogl_material_set_layer_combine_constant
|
||||
cogl_material_set_layer_matrix
|
||||
cogl_material_get_layers
|
||||
cogl_material_layer_get_type
|
||||
cogl_material_layer_get_texture
|
||||
<SUBSECTION Private>
|
||||
CoglMaterial
|
||||
CoglMaterialFlags
|
||||
|
@ -166,9 +166,9 @@ cogl_create_context ()
|
||||
default_texture_data);
|
||||
|
||||
cogl_set_source (_context->default_material);
|
||||
cogl_material_flush_gl_state (_context->source_material, NULL);
|
||||
_cogl_material_flush_gl_state (_context->source_material, NULL);
|
||||
enable_flags =
|
||||
cogl_material_get_cogl_enable_flags (_context->source_material);
|
||||
_cogl_material_get_cogl_enable_flags (_context->source_material);
|
||||
cogl_enable (enable_flags);
|
||||
|
||||
return TRUE;
|
||||
|
@ -29,6 +29,7 @@
|
||||
#include "cogl-internal.h"
|
||||
#include "cogl-context.h"
|
||||
#include "cogl-clip-stack.h"
|
||||
#include "cogl-material-private.h"
|
||||
|
||||
#include <string.h>
|
||||
#include <gmodule.h>
|
||||
@ -78,10 +79,10 @@ _cogl_path_stroke_nodes ()
|
||||
|
||||
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||
|
||||
enable_flags |= cogl_material_get_cogl_enable_flags (ctx->source_material);
|
||||
enable_flags |= _cogl_material_get_cogl_enable_flags (ctx->source_material);
|
||||
cogl_enable (enable_flags);
|
||||
|
||||
cogl_material_flush_gl_state (ctx->source_material,
|
||||
_cogl_material_flush_gl_state (ctx->source_material,
|
||||
COGL_MATERIAL_FLUSH_DISABLE_MASK,
|
||||
(guint32)~0, /* disable all texture layers */
|
||||
NULL);
|
||||
@ -133,10 +134,10 @@ _cogl_add_path_to_stencil_buffer (floatVec2 nodes_min,
|
||||
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||
|
||||
/* Just setup a simple material that doesn't use texturing... */
|
||||
cogl_material_flush_gl_state (ctx->stencil_material, NULL);
|
||||
_cogl_material_flush_gl_state (ctx->stencil_material, NULL);
|
||||
|
||||
enable_flags |=
|
||||
cogl_material_get_cogl_enable_flags (ctx->source_material);
|
||||
_cogl_material_get_cogl_enable_flags (ctx->source_material);
|
||||
cogl_enable (enable_flags);
|
||||
|
||||
_cogl_path_get_bounds (nodes_min, nodes_max,
|
||||
|
@ -124,9 +124,9 @@ cogl_create_context ()
|
||||
default_texture_data);
|
||||
|
||||
cogl_set_source (_context->default_material);
|
||||
cogl_material_flush_gl_state (_context->source_material, NULL);
|
||||
_cogl_material_flush_gl_state (_context->source_material, NULL);
|
||||
enable_flags =
|
||||
cogl_material_get_cogl_enable_flags (_context->source_material);
|
||||
_cogl_material_get_cogl_enable_flags (_context->source_material);
|
||||
cogl_enable (enable_flags);
|
||||
|
||||
return TRUE;
|
||||
|
@ -29,6 +29,7 @@
|
||||
#include "cogl-internal.h"
|
||||
#include "cogl-context.h"
|
||||
#include "cogl-clip-stack.h"
|
||||
#include "cogl-material-private.h"
|
||||
|
||||
#include <string.h>
|
||||
#include <gmodule.h>
|
||||
@ -78,10 +79,10 @@ _cogl_path_stroke_nodes ()
|
||||
|
||||
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||
|
||||
enable_flags |= cogl_material_get_cogl_enable_flags (ctx->source_material);
|
||||
enable_flags |= _cogl_material_get_cogl_enable_flags (ctx->source_material);
|
||||
cogl_enable (enable_flags);
|
||||
|
||||
cogl_material_flush_gl_state (ctx->source_material,
|
||||
_cogl_material_flush_gl_state (ctx->source_material,
|
||||
COGL_MATERIAL_FLUSH_DISABLE_MASK,
|
||||
(guint32)~0, /* disable all texture layers */
|
||||
NULL);
|
||||
@ -139,10 +140,10 @@ _cogl_add_path_to_stencil_buffer (floatVec2 nodes_min,
|
||||
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||
|
||||
/* Just setup a simple material that doesn't use texturing... */
|
||||
cogl_material_flush_gl_state (ctx->stencil_material, NULL);
|
||||
_cogl_material_flush_gl_state (ctx->stencil_material, NULL);
|
||||
|
||||
enable_flags |=
|
||||
cogl_material_get_cogl_enable_flags (ctx->source_material);
|
||||
_cogl_material_get_cogl_enable_flags (ctx->source_material);
|
||||
cogl_enable (enable_flags);
|
||||
|
||||
_cogl_path_get_bounds (nodes_min, nodes_max,
|
||||
|
Loading…
Reference in New Issue
Block a user