cogl: Remove the generated array size for cogl_tex_coord_in

Under GLES2 we were defining the cogl_tex_coord_in varying as an array
with a size determined by the number of texture coordinate arrays
enabled whenever the program is used. This meant that we may have to
regenerate the shader with a different size if the shader is used with
more texture coord arrays later. However in OpenGL the equivalent
builtin varying gl_TexCoord is simply defined as:

varying vec4 gl_TexCoord[]; /* <-- no size */

GLSL is documented that if you declare an array with no size then you
can only access it with a constant index and the size of the array
will be determined by the highest index used. If you want to access it
with a non-constant expression you need to redeclare the array
yourself with a size.

We can replicate the same behaviour in our Cogl shaders by instead
declaring the cogl_tex_coord_in with no size. That way we don't have
to pass around the number of tex coord attributes enabled when we
flush a material. It also means that CoglShader can go back to
directly uploading the source string to GL when cogl_shader_source is
called so that we don't have to keep a copy of it around.

If the user wants to access cogl_tex_coord_in with a non-constant
index then they can simply redeclare the array themself. Hopefully
developers will expect to have to do this if they are accustomed to
the gl_TexCoord array.
This commit is contained in:
Neil Roberts 2010-12-02 12:27:29 +00:00
parent d2326d497a
commit 6607306a2d
13 changed files with 89 additions and 262 deletions

View File

@ -262,7 +262,7 @@ cogl_create_context (void)
default_texture_data); default_texture_data);
cogl_push_source (_context->opaque_color_pipeline); cogl_push_source (_context->opaque_color_pipeline);
_cogl_pipeline_flush_gl_state (_context->opaque_color_pipeline, FALSE, 0); _cogl_pipeline_flush_gl_state (_context->opaque_color_pipeline, FALSE);
_cogl_enable (enable_flags); _cogl_enable (enable_flags);
_cogl_flush_face_winding (); _cogl_flush_face_winding ();

View File

@ -184,8 +184,7 @@ get_arbfp_program_state (CoglPipeline *pipeline)
static gboolean static gboolean
_cogl_pipeline_backend_arbfp_start (CoglPipeline *pipeline, _cogl_pipeline_backend_arbfp_start (CoglPipeline *pipeline,
int n_layers, int n_layers,
unsigned long pipelines_difference, unsigned long pipelines_difference)
int n_tex_coord_attribs)
{ {
CoglPipelineBackendARBfpPrivate *priv; CoglPipelineBackendARBfpPrivate *priv;
CoglPipeline *authority; CoglPipeline *authority;

View File

@ -69,8 +69,7 @@ _cogl_pipeline_backend_fixed_get_max_texture_units (void)
static gboolean static gboolean
_cogl_pipeline_backend_fixed_start (CoglPipeline *pipeline, _cogl_pipeline_backend_fixed_start (CoglPipeline *pipeline,
int n_layers, int n_layers,
unsigned long pipelines_difference, unsigned long pipelines_difference)
int n_tex_coord_attribs)
{ {
CoglHandle user_program; CoglHandle user_program;

View File

@ -102,15 +102,6 @@ typedef struct _GlslProgramState
GString *header, *source; GString *header, *source;
UnitState *unit_state; UnitState *unit_state;
/* To allow writing shaders that are portable between GLES 2 and
* OpenGL Cogl prepends a number of boilerplate #defines and
* declarations to user shaders. One of those declarations is an
* array of texture coordinate varyings, but to know how to emit the
* declaration we need to know how many texture coordinate
* attributes are in use. The boilerplate also needs to be changed
* if this increases. */
int n_tex_coord_attribs;
#ifdef HAVE_COGL_GLES2 #ifdef HAVE_COGL_GLES2
/* The GLES2 generated program that was generated from the user /* The GLES2 generated program that was generated from the user
program. This is used to detect when the GLES2 backend generates program. This is used to detect when the GLES2 backend generates
@ -286,8 +277,7 @@ link_program (GLint gl_program)
static gboolean static gboolean
_cogl_pipeline_backend_glsl_start (CoglPipeline *pipeline, _cogl_pipeline_backend_glsl_start (CoglPipeline *pipeline,
int n_layers, int n_layers,
unsigned long pipelines_difference, unsigned long pipelines_difference)
int n_tex_coord_attribs)
{ {
CoglPipelineBackendGlslPrivate *priv; CoglPipelineBackendGlslPrivate *priv;
CoglPipeline *authority; CoglPipeline *authority;
@ -320,18 +310,9 @@ _cogl_pipeline_backend_glsl_start (CoglPipeline *pipeline,
if (priv->glsl_program_state) if (priv->glsl_program_state)
{ {
/* However if the program has changed since the last link then we do /* However if the program has changed since the last link then we do
* need to relink * need to relink */
*
* Also if the number of texture coordinate attributes in use has
* increased, then delete the program so we can prepend a new
* _cogl_tex_coord[] varying array declaration. */
if (user_program == NULL || if (user_program == NULL ||
(priv->glsl_program_state->user_program_age == user_program->age (priv->glsl_program_state->user_program_age == user_program->age))
#ifdef HAVE_COGL_GLES2
&& (priv->glsl_program_state->n_tex_coord_attribs >=
n_tex_coord_attribs)
#endif
))
return TRUE; return TRUE;
/* Destroy the existing program. We can't just dirty the whole /* Destroy the existing program. We can't just dirty the whole
@ -382,21 +363,6 @@ _cogl_pipeline_backend_glsl_start (CoglPipeline *pipeline,
encountered it or because the user program has changed since it encountered it or because the user program has changed since it
was last linked */ was last linked */
#ifdef HAVE_COGL_GLES2
/* Find the largest count of texture coordinate attributes
* associated with each of the shaders so we can ensure a consistent
* _cogl_tex_coord[] array declaration across all of the shaders.*/
if (user_program)
for (l = user_program->attached_shaders; l; l = l->next)
{
CoglShader *shader = l->data;
n_tex_coord_attribs = MAX (shader->n_tex_coord_attribs,
n_tex_coord_attribs);
}
#endif
priv->glsl_program_state->n_tex_coord_attribs = n_tex_coord_attribs;
/* Check whether the user program contains a fragment /* Check whether the user program contains a fragment
shader. Otherwise we need to generate one */ shader. Otherwise we need to generate one */
if (user_program) if (user_program)
@ -1027,9 +993,7 @@ _cogl_pipeline_backend_glsl_end (CoglPipeline *pipeline,
g_assert (shader->language == COGL_SHADER_LANGUAGE_GLSL); g_assert (shader->language == COGL_SHADER_LANGUAGE_GLSL);
_cogl_shader_compile_real (shader, cogl_shader_compile (shader);
glsl_program_state->
n_tex_coord_attribs);
GE( glAttachShader (gl_program, shader->gl_handle) ); GE( glAttachShader (gl_program, shader->gl_handle) );
} }
@ -1070,8 +1034,6 @@ _cogl_pipeline_backend_glsl_end (CoglPipeline *pipeline,
source_strings[1] = glsl_program_state->source->str; source_strings[1] = glsl_program_state->source->str;
_cogl_shader_set_source_with_boilerplate (shader, GL_FRAGMENT_SHADER, _cogl_shader_set_source_with_boilerplate (shader, GL_FRAGMENT_SHADER,
glsl_program_state->
n_tex_coord_attribs,
2, /* count */ 2, /* count */
source_strings, lengths); source_strings, lengths);

View File

@ -150,8 +150,7 @@ _cogl_gl_use_program_wrapper (CoglHandle program);
void void
_cogl_pipeline_flush_gl_state (CoglPipeline *pipeline, _cogl_pipeline_flush_gl_state (CoglPipeline *pipeline,
gboolean skip_gl_state, gboolean skip_gl_state);
int n_tex_coord_attribs);
#endif /* __COGL_PIPELINE_OPENGL_PRIVATE_H */ #endif /* __COGL_PIPELINE_OPENGL_PRIVATE_H */

View File

@ -1031,8 +1031,7 @@ backend_add_layer_cb (CoglPipelineLayer *layer,
*/ */
void void
_cogl_pipeline_flush_gl_state (CoglPipeline *pipeline, _cogl_pipeline_flush_gl_state (CoglPipeline *pipeline,
gboolean skip_gl_color, gboolean skip_gl_color)
int n_tex_coord_attribs)
{ {
unsigned long pipelines_difference; unsigned long pipelines_difference;
int n_layers; int n_layers;
@ -1135,8 +1134,7 @@ _cogl_pipeline_flush_gl_state (CoglPipeline *pipeline,
* scratch buffers here... */ * scratch buffers here... */
if (G_UNLIKELY (!backend->start (pipeline, if (G_UNLIKELY (!backend->start (pipeline,
n_layers, n_layers,
pipelines_difference, pipelines_difference)))
n_tex_coord_attribs)))
continue; continue;
state.backend = backend; state.backend = backend;

View File

@ -567,8 +567,7 @@ typedef struct _CoglPipelineBackend
gboolean (*start) (CoglPipeline *pipeline, gboolean (*start) (CoglPipeline *pipeline,
int n_layers, int n_layers,
unsigned long pipelines_difference, unsigned long pipelines_difference);
int n_tex_coord_attribs);
gboolean (*add_layer) (CoglPipeline *pipeline, gboolean (*add_layer) (CoglPipeline *pipeline,
CoglPipelineLayer *layer, CoglPipelineLayer *layer,
unsigned long layers_difference); unsigned long layers_difference);

View File

@ -92,6 +92,7 @@
"#endif\n" \ "#endif\n" \
"\n" \ "\n" \
"varying vec4 _cogl_color;\n" \ "varying vec4 _cogl_color;\n" \
"varying vec4 _cogl_tex_coord[];\n" \
"\n" \ "\n" \
"#define cogl_color_in _cogl_color\n" \ "#define cogl_color_in _cogl_color\n" \
"#define cogl_tex_coord_in _cogl_tex_coord\n" \ "#define cogl_tex_coord_in _cogl_tex_coord\n" \

View File

@ -40,24 +40,18 @@ struct _CoglShader
{ {
CoglHandleObject _parent; CoglHandleObject _parent;
GLuint gl_handle; GLuint gl_handle;
int n_tex_coord_attribs;
CoglShaderType type; CoglShaderType type;
CoglShaderLanguage language; CoglShaderLanguage language;
char *source;
}; };
CoglShader *_cogl_shader_pointer_from_handle (CoglHandle handle); CoglShader *_cogl_shader_pointer_from_handle (CoglHandle handle);
void
_cogl_shader_compile_real (CoglHandle handle, int n_tex_coord_attribs);
CoglShaderLanguage CoglShaderLanguage
_cogl_program_get_language (CoglHandle handle); _cogl_program_get_language (CoglHandle handle);
void void
_cogl_shader_set_source_with_boilerplate (GLuint shader_gl_handle, _cogl_shader_set_source_with_boilerplate (GLuint shader_gl_handle,
GLenum shader_gl_type, GLenum shader_gl_type,
int n_tex_coord_attribs,
GLsizei count_in, GLsizei count_in,
const char **strings_in, const char **strings_in,
const GLint *lengths_in); const GLint *lengths_in);

View File

@ -101,33 +101,52 @@ cogl_create_shader (CoglShaderType type)
shader = g_slice_new (CoglShader); shader = g_slice_new (CoglShader);
shader->language = COGL_SHADER_LANGUAGE_GLSL; shader->language = COGL_SHADER_LANGUAGE_GLSL;
shader->gl_handle = 0; shader->gl_handle = 0;
#ifdef HAVE_COGL_GLES2
shader->n_tex_coord_attribs = 0;
#endif
shader->type = type; shader->type = type;
return _cogl_shader_handle_new (shader); return _cogl_shader_handle_new (shader);
} }
static void void
delete_shader (CoglShader *shader) _cogl_shader_set_source_with_boilerplate (GLuint shader_gl_handle,
GLenum shader_gl_type,
GLsizei count_in,
const char **strings_in,
const GLint *lengths_in)
{ {
_COGL_GET_CONTEXT (ctx, NO_RETVAL); static const char vertex_boilerplate[] = _COGL_VERTEX_SHADER_BOILERPLATE;
static const char fragment_boilerplate[] = _COGL_FRAGMENT_SHADER_BOILERPLATE;
#ifdef HAVE_COGL_GL const char **strings = g_alloca (sizeof (char *) * (count_in + 2));
if (shader->language == COGL_SHADER_LANGUAGE_ARBFP) GLint *lengths = g_alloca (sizeof (GLint) * (count_in + 2));
int count = 0;
GET_CONTEXT (ctx, NO_RETVAL);
if (shader_gl_type == GL_VERTEX_SHADER)
{ {
if (shader->gl_handle) strings[count] = vertex_boilerplate;
GE (glDeletePrograms (1, &shader->gl_handle)); lengths[count++] = sizeof (vertex_boilerplate) - 1;
} }
else if (shader_gl_type == GL_FRAGMENT_SHADER)
{
strings[count] = fragment_boilerplate;
lengths[count++] = sizeof (fragment_boilerplate) - 1;
}
memcpy (strings + count, strings_in, sizeof (char *) * count_in);
if (lengths_in)
memcpy (lengths + count, lengths_in, sizeof (GLint) * count_in);
else else
#endif
{ {
if (shader->gl_handle) int i;
GE (glDeleteShader (shader->gl_handle));
}
shader->gl_handle = 0; for (i = 0; i < count_in; i++)
lengths[count + i] = -1; /* null terminated */
}
count += count_in;
GE( glShaderSource (shader_gl_handle, count,
(const char **) strings, lengths) );
} }
void void
@ -152,120 +171,31 @@ cogl_shader_source (CoglHandle handle,
language = COGL_SHADER_LANGUAGE_GLSL; language = COGL_SHADER_LANGUAGE_GLSL;
/* Delete the old object if the language is changing... */ /* Delete the old object if the language is changing... */
if (G_UNLIKELY (language != shader->language) && if (G_UNLIKELY (language != shader->language))
shader->gl_handle) {
delete_shader (shader);
shader->source = g_strdup (source);
shader->language = language;
}
void
cogl_shader_compile (CoglHandle handle)
{
#ifdef HAVE_COGL_GL #ifdef HAVE_COGL_GL
CoglShader *shader = handle; if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
{
if (shader->gl_handle)
GE (glDeletePrograms (1, &shader->gl_handle));
}
else
#endif #endif
{
if (!cogl_is_shader (handle)) if (shader->gl_handle)
return; GE (glDeleteShader (shader->gl_handle));
}
}
#ifdef HAVE_COGL_GL #ifdef HAVE_COGL_GL
_cogl_shader_compile_real (shader, 0 /* ignored */); if (language == COGL_SHADER_LANGUAGE_ARBFP)
#endif
/* XXX: For GLES2 we don't actually compile anything until the
* shader gets used so we have an opportunity to add some
* boilerplate to the shader.
*
* At the end of the day this is obviously a badly designed API
* given that we are having to lie to the user. It was a mistake to
* so thinly wrap the OpenGL shader API and the current plan is to
* replace it with a pipeline snippets API. */
}
void
_cogl_shader_set_source_with_boilerplate (GLuint shader_gl_handle,
GLenum shader_gl_type,
int n_tex_coord_attribs,
GLsizei count_in,
const char **strings_in,
const GLint *lengths_in)
{
static const char vertex_boilerplate[] = _COGL_VERTEX_SHADER_BOILERPLATE;
static const char fragment_boilerplate[] = _COGL_FRAGMENT_SHADER_BOILERPLATE;
const char **strings = g_alloca (sizeof (char *) * (count_in + 2));
GLint *lengths = g_alloca (sizeof (GLint) * (count_in + 2));
int count = 0;
#ifdef HAVE_COGL_GLES2
char *tex_coords_declaration = NULL;
#endif
GET_CONTEXT (ctx, NO_RETVAL);
if (shader_gl_type == GL_VERTEX_SHADER)
{
strings[count] = vertex_boilerplate;
lengths[count++] = sizeof (vertex_boilerplate) - 1;
}
else if (shader_gl_type == GL_FRAGMENT_SHADER)
{
strings[count] = fragment_boilerplate;
lengths[count++] = sizeof (fragment_boilerplate) - 1;
}
#ifdef HAVE_COGL_GLES2
if (n_tex_coord_attribs)
{
tex_coords_declaration =
g_strdup_printf ("varying vec2 _cogl_tex_coord[%d];\n",
n_tex_coord_attribs);
strings[count] = tex_coords_declaration;
lengths[count++] = -1; /* null terminated */
}
#endif
memcpy (strings + count, strings_in, sizeof (char *) * count_in);
if (lengths_in)
memcpy (lengths + count, lengths_in, sizeof (GLint) * count_in);
else
{
int i;
for (i = 0; i < count_in; i++)
lengths[count + i] = -1; /* null terminated */
}
count += count_in;
GE( glShaderSource (shader_gl_handle, count,
(const char **) strings, lengths) );
#ifdef HAVE_COGL_GLES2
g_free (tex_coords_declaration);
#endif
}
void
_cogl_shader_compile_real (CoglHandle handle,
int n_tex_coord_attribs)
{
CoglShader *shader = handle;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
#ifdef HAVE_COGL_GL
if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
{ {
#ifdef COGL_GL_DEBUG #ifdef COGL_GL_DEBUG
GLenum gl_error; GLenum gl_error;
#endif #endif
if (shader->gl_handle) if (shader->gl_handle == 0)
return; GE (glGenPrograms (1, &shader->gl_handle));
GE (glGenPrograms (1, &shader->gl_handle));
GE (glBindProgram (GL_FRAGMENT_PROGRAM_ARB, shader->gl_handle)); GE (glBindProgram (GL_FRAGMENT_PROGRAM_ARB, shader->gl_handle));
@ -275,8 +205,8 @@ _cogl_shader_compile_real (CoglHandle handle,
#endif #endif
glProgramString (GL_FRAGMENT_PROGRAM_ARB, glProgramString (GL_FRAGMENT_PROGRAM_ARB,
GL_PROGRAM_FORMAT_ASCII_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
strlen (shader->source), strlen (source),
shader->source); source);
#ifdef COGL_GL_DEBUG #ifdef COGL_GL_DEBUG
gl_error = glGetError (); gl_error = glGetError ();
if (gl_error != GL_NO_ERROR) if (gl_error != GL_NO_ERROR)
@ -284,7 +214,7 @@ _cogl_shader_compile_real (CoglHandle handle,
g_warning ("%s: GL error (%d): Failed to compile ARBfp:\n%s\n%s", g_warning ("%s: GL error (%d): Failed to compile ARBfp:\n%s\n%s",
G_STRLOC, G_STRLOC,
gl_error, gl_error,
shader->source, source,
glGetString (GL_PROGRAM_ERROR_STRING_ARB)); glGetString (GL_PROGRAM_ERROR_STRING_ARB));
} }
#endif #endif
@ -294,16 +224,6 @@ _cogl_shader_compile_real (CoglHandle handle,
{ {
GLenum gl_type; GLenum gl_type;
if (shader->gl_handle
#ifdef HAVE_COGL_GLES2
&& shader->n_tex_coord_attribs >= n_tex_coord_attribs
#endif
)
return;
if (shader->gl_handle)
delete_shader (shader);
switch (shader->type) switch (shader->type)
{ {
case COGL_SHADER_TYPE_VERTEX: case COGL_SHADER_TYPE_VERTEX:
@ -317,31 +237,30 @@ _cogl_shader_compile_real (CoglHandle handle,
break; break;
} }
shader->gl_handle = glCreateShader (gl_type); if (!shader->gl_handle)
shader->gl_handle = glCreateShader (gl_type);
_cogl_shader_set_source_with_boilerplate (shader->gl_handle, _cogl_shader_set_source_with_boilerplate (shader->gl_handle,
gl_type, gl_type,
n_tex_coord_attribs, 1, &source, NULL);
1,
(const char **) &shader->source,
NULL);
GE (glCompileShader (shader->gl_handle));
#ifdef HAVE_COGL_GLES2
shader->n_tex_coord_attribs = n_tex_coord_attribs;
#endif
#ifdef COGL_GL_DEBUG
if (!cogl_shader_is_compiled (handle))
{
char *log = cogl_shader_get_info_log (handle);
g_warning ("Failed to compile GLSL program:\nsrc:\n%s\nerror:\n%s\n",
shader->source,
log);
}
#endif
} }
shader->language = language;
}
void
cogl_shader_compile (CoglHandle handle)
{
CoglShader *shader;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!cogl_is_shader (handle))
return;
shader = _cogl_shader_pointer_from_handle (handle);
if (shader->language == COGL_SHADER_LANGUAGE_GLSL)
GE (glCompileShader (shader->gl_handle));
} }
char * char *
@ -369,21 +288,6 @@ cogl_shader_get_info_log (CoglHandle handle)
{ {
char buffer[512]; char buffer[512];
int len = 0; int len = 0;
/* We don't normally compile the shader when the user calls
* cogl_shader_compile() because we want to be able to add
* boilerplate code that depends on how it ends up finally being
* used.
*
* Here we force an early compile if the user is interested in
* log information to increase the chance that the log will be
* useful! We have to guess the number of texture coordinate
* attributes that may be used (normally less than 4) since that
* affects the boilerplate.
*/
if (!shader->gl_handle)
_cogl_shader_compile_real (handle, 4);
glGetShaderInfoLog (shader->gl_handle, 511, &len, buffer); glGetShaderInfoLog (shader->gl_handle, 511, &len, buffer);
buffer[len] = '\0'; buffer[len] = '\0';
return g_strdup (buffer); return g_strdup (buffer);
@ -426,24 +330,6 @@ cogl_shader_is_compiled (CoglHandle handle)
else else
#endif #endif
{ {
/* FIXME: We currently have an arbitrary limit of 4 texture
* coordinate attributes since our API means we have to add
* some boilerplate to the users GLSL program (for GLES2)
* before we actually know how many attributes are in use.
*
* 4 will probably be enough (or at least that limitation should
* be enough until we can replace this API with the pipeline
* snippets API) but if it isn't then the shader won't compile,
* through no fault of the user.
*
* To some extent this is just a symptom of bad API design; it
* was a mistake for Cogl to so thinly wrap the OpenGL shader
* API. Eventually we plan for this whole API will be deprecated
* by the pipeline snippets framework.
*/
if (!shader->gl_handle)
_cogl_shader_compile_real (handle, 4);
GE (glGetShaderiv (shader->gl_handle, GL_COMPILE_STATUS, &status)); GE (glGetShaderiv (shader->gl_handle, GL_COMPILE_STATUS, &status));
if (status == GL_TRUE) if (status == GL_TRUE)
return TRUE; return TRUE;
@ -509,4 +395,3 @@ cogl_shader_is_compiled (CoglHandle handle)
} }
#endif /* HAVE_COGL_GLES */ #endif /* HAVE_COGL_GLES */

View File

@ -435,7 +435,6 @@ enable_gl_state (CoglVertexAttribute **attributes,
gboolean skip_gl_color = FALSE; gboolean skip_gl_color = FALSE;
CoglPipeline *source; CoglPipeline *source;
CoglPipeline *copy = NULL; CoglPipeline *copy = NULL;
int n_tex_coord_attribs = 0;
_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE); _COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
@ -491,7 +490,6 @@ enable_gl_state (CoglVertexAttribute **attributes,
base + attribute->offset)); base + attribute->offset));
_cogl_bitmask_set (&ctx->temp_bitmask, _cogl_bitmask_set (&ctx->temp_bitmask,
attribute->texture_unit, TRUE); attribute->texture_unit, TRUE);
n_tex_coord_attribs++;
break; break;
case COGL_VERTEX_ATTRIBUTE_NAME_ID_POSITION_ARRAY: case COGL_VERTEX_ATTRIBUTE_NAME_ID_POSITION_ARRAY:
enable_flags |= COGL_ENABLE_VERTEX_ARRAY; enable_flags |= COGL_ENABLE_VERTEX_ARRAY;
@ -580,7 +578,7 @@ enable_gl_state (CoglVertexAttribute **attributes,
_cogl_pipeline_apply_legacy_state (source); _cogl_pipeline_apply_legacy_state (source);
} }
_cogl_pipeline_flush_gl_state (source, skip_gl_color, n_tex_coord_attribs); _cogl_pipeline_flush_gl_state (source, skip_gl_color);
if (ctx->enable_backface_culling) if (ctx->enable_backface_culling)
enable_flags |= COGL_ENABLE_BACKFACE_CULLING; enable_flags |= COGL_ENABLE_BACKFACE_CULLING;

View File

@ -770,20 +770,13 @@ cogl_begin_gl (void)
* A user should instead call cogl_set_source_color4ub() before * A user should instead call cogl_set_source_color4ub() before
* cogl_begin_gl() to simplify the state flushed. * cogl_begin_gl() to simplify the state flushed.
* *
* XXX: note defining n_tex_coord_attribs using
* cogl_pipeline_get_n_layers is a hack, but the problem is that
* n_tex_coord_attribs is usually defined when drawing a primitive
* which isn't happening here.
*
* Maybe it would be more useful if this code did flush the * Maybe it would be more useful if this code did flush the
* opaque_color_pipeline and then call into cogl-pipeline-opengl.c to then * opaque_color_pipeline and then call into cogl-pipeline-opengl.c to then
* restore all state for the material's backend back to default OpenGL * restore all state for the material's backend back to default OpenGL
* values. * values.
*/ */
pipeline = cogl_get_source (); pipeline = cogl_get_source ();
_cogl_pipeline_flush_gl_state (pipeline, _cogl_pipeline_flush_gl_state (pipeline, FALSE);
FALSE,
cogl_pipeline_get_n_layers (pipeline));
if (ctx->enable_backface_culling) if (ctx->enable_backface_culling)
enable_flags |= COGL_ENABLE_BACKFACE_CULLING; enable_flags |= COGL_ENABLE_BACKFACE_CULLING;

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@ -221,7 +221,7 @@ _cogl_path_stroke_nodes (CoglPath *path)
cogl_push_source (source); cogl_push_source (source);
_cogl_pipeline_flush_gl_state (source, FALSE, 0); _cogl_pipeline_flush_gl_state (source, FALSE);
/* Disable all client texture coordinate arrays */ /* Disable all client texture coordinate arrays */
_cogl_bitmask_clear_all (&ctx->temp_bitmask); _cogl_bitmask_clear_all (&ctx->temp_bitmask);
@ -365,7 +365,7 @@ _cogl_add_path_to_stencil_buffer (CoglPath *path,
/* Just setup a simple pipeline that doesn't use texturing... */ /* Just setup a simple pipeline that doesn't use texturing... */
cogl_push_source (ctx->stencil_pipeline); cogl_push_source (ctx->stencil_pipeline);
_cogl_pipeline_flush_gl_state (ctx->stencil_pipeline, FALSE, 0); _cogl_pipeline_flush_gl_state (ctx->stencil_pipeline, FALSE);
_cogl_enable (enable_flags); _cogl_enable (enable_flags);