[cogl-gles2-wrapper] Convert texture unit settings to be a static sized array

Previously the texture unit settings were stored in growable GArrays
and every time a new texture unit was encountered it would expand the
arrays. However the array wasn't copied when stored in a
CoglGles2WrapperSettings struct so all settings had the same
array. This meant that it wouldn't detect that a different program is
needed if a texture unit is disabled or enabled.

The texture unit settings arrays are all now a fixed size and the
enabledness of each unit is stored in a bit mask. Therefore the
settings can just be copied around by assignment as before.

This puts a limit on the number of texture units accessible by Cogl
but I think it is worth it to make the code simpler and more
efficient. The material API already poses a limit on the number of
texture units it can use.
This commit is contained in:
Neil Roberts 2009-02-20 15:56:57 +00:00
parent e226ffa364
commit 74cd43e01c
2 changed files with 226 additions and 248 deletions

View File

@ -107,6 +107,40 @@ cogl_gles2_wrapper_create_shader (GLenum type, const char *source)
return shader; return shader;
} }
static void
initialize_texture_units (CoglGles2Wrapper *w)
{
/* We save the active texture unit since we may need to temporarily
* change this to initialise each new texture unit and we want to
* restore the active unit afterwards */
int initial_active_unit = w->active_texture_unit;
GLint prev_mode;
int i;
/* We will need to set the matrix mode to GL_TEXTURE to
* initialise any new texture units, so we save the current
* mode for restoring afterwards */
GE( cogl_wrap_glGetIntegerv (CGL_MATRIX_MODE, &prev_mode));
for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
{
CoglGles2WrapperTextureUnit *new_unit;
new_unit = w->texture_units + i;
memset (new_unit, 0, sizeof (CoglGles2WrapperTextureUnit));
w->active_texture_unit = i;
GE( cogl_wrap_glMatrixMode (GL_TEXTURE));
GE( cogl_wrap_glLoadIdentity ());
}
GE( cogl_wrap_glMatrixMode ((GLenum) prev_mode));
w->settings.texture_units = 0;
w->active_texture_unit = initial_active_unit;
}
void void
cogl_gles2_wrapper_init (CoglGles2Wrapper *wrapper) cogl_gles2_wrapper_init (CoglGles2Wrapper *wrapper)
{ {
@ -120,9 +154,6 @@ cogl_gles2_wrapper_init (CoglGles2Wrapper *wrapper)
cogl_wrap_glMatrixMode (GL_MODELVIEW); cogl_wrap_glMatrixMode (GL_MODELVIEW);
cogl_wrap_glLoadIdentity (); cogl_wrap_glLoadIdentity ();
wrapper->texture_units =
g_array_new (FALSE, FALSE, sizeof (CoglGles2WrapperTextureUnit *));
/* The gl*ActiveTexture wrappers will initialise the texture /* The gl*ActiveTexture wrappers will initialise the texture
* stack for the texture unit when it's first activated */ * stack for the texture unit when it's first activated */
cogl_wrap_glActiveTexture (GL_TEXTURE0); cogl_wrap_glActiveTexture (GL_TEXTURE0);
@ -139,6 +170,8 @@ cogl_gles2_wrapper_init (CoglGles2Wrapper *wrapper)
/* Initialize alpha testing */ /* Initialize alpha testing */
cogl_wrap_glDisable (GL_ALPHA_TEST); cogl_wrap_glDisable (GL_ALPHA_TEST);
cogl_wrap_glAlphaFunc (GL_ALWAYS, 0.0f); cogl_wrap_glAlphaFunc (GL_ALWAYS, 0.0f);
initialize_texture_units (wrapper);
} }
static gboolean static gboolean
@ -147,17 +180,11 @@ cogl_gles2_settings_equal (const CoglGles2WrapperSettings *a,
gboolean vertex_tests, gboolean vertex_tests,
gboolean fragment_tests) gboolean fragment_tests)
{ {
if (a->texture_units != b->texture_units)
return FALSE;
if (fragment_tests) if (fragment_tests)
{ {
int i;
for (i = 0; i < a->n_texture_units; i++)
{
if (a->texture_units[i].enabled != b->texture_units[i].enabled)
return FALSE;
if (a->texture_units[i].alpha_only != b->texture_units[i].alpha_only)
return FALSE;
}
if (a->alpha_test_enabled != b->alpha_test_enabled) if (a->alpha_test_enabled != b->alpha_test_enabled)
return FALSE; return FALSE;
if (a->alpha_test_enabled && a->alpha_test_func != b->alpha_test_func) if (a->alpha_test_enabled && a->alpha_test_func != b->alpha_test_func)
@ -181,6 +208,7 @@ cogl_gles2_get_vertex_shader (const CoglGles2WrapperSettings *settings)
CoglGles2WrapperShader *shader; CoglGles2WrapperShader *shader;
GSList *node; GSList *node;
int i; int i;
int n_texture_units = 0;
_COGL_GET_GLES2_WRAPPER (w, NULL); _COGL_GET_GLES2_WRAPPER (w, NULL);
@ -195,33 +223,37 @@ cogl_gles2_get_vertex_shader (const CoglGles2WrapperSettings *settings)
/* Otherwise create a new shader */ /* Otherwise create a new shader */
shader_source = g_string_new (cogl_fixed_vertex_shader_per_vertex_attribs); shader_source = g_string_new (cogl_fixed_vertex_shader_per_vertex_attribs);
for (i = 0; i < settings->n_texture_units; i++) for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
{ if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (settings->texture_units, i))
if (!settings->texture_units[i].enabled)
continue;
g_string_append_printf (shader_source, g_string_append_printf (shader_source,
"attribute vec4 multi_tex_coord_attrib%d;\n", "attribute vec4 multi_tex_coord_attrib%d;\n",
i); i);
}
/* Find the biggest enabled texture unit index */
for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (settings->texture_units, i))
n_texture_units = i + 1;
g_string_append (shader_source, cogl_fixed_vertex_shader_transform_matrices); g_string_append (shader_source, cogl_fixed_vertex_shader_transform_matrices);
g_string_append (shader_source, cogl_fixed_vertex_shader_output_variables);
if (n_texture_units > 0)
{
g_string_append_printf (shader_source, g_string_append_printf (shader_source,
"uniform mat4 texture_matrix[%d];\n", "uniform mat4 texture_matrix[%d];\n",
settings->n_texture_units); n_texture_units);
g_string_append (shader_source, cogl_fixed_vertex_shader_output_variables);
g_string_append_printf (shader_source, g_string_append_printf (shader_source,
"varying vec2 tex_coord[%d];", "varying vec2 tex_coord[%d];",
settings->n_texture_units); n_texture_units);
}
g_string_append (shader_source, cogl_fixed_vertex_shader_fogging_options); g_string_append (shader_source, cogl_fixed_vertex_shader_fogging_options);
g_string_append (shader_source, cogl_fixed_vertex_shader_main_start); g_string_append (shader_source, cogl_fixed_vertex_shader_main_start);
for (i = 0; i < settings->n_texture_units; i++) for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (settings->texture_units, i))
{ {
if (!settings->texture_units[i].enabled)
continue;
g_string_append_printf (shader_source, g_string_append_printf (shader_source,
"transformed_tex_coord = " "transformed_tex_coord = "
"texture_matrix[%d] " "texture_matrix[%d] "
@ -285,6 +317,7 @@ cogl_gles2_get_fragment_shader (const CoglGles2WrapperSettings *settings)
CoglGles2WrapperShader *shader; CoglGles2WrapperShader *shader;
GSList *node; GSList *node;
int i; int i;
int n_texture_units = 0;
_COGL_GET_GLES2_WRAPPER (w, NULL); _COGL_GET_GLES2_WRAPPER (w, NULL);
@ -299,15 +332,24 @@ cogl_gles2_get_fragment_shader (const CoglGles2WrapperSettings *settings)
/* Otherwise create a new shader */ /* Otherwise create a new shader */
shader_source = g_string_new (cogl_fixed_fragment_shader_variables_start); shader_source = g_string_new (cogl_fixed_fragment_shader_variables_start);
/* Find the biggest enabled texture unit index */
for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (settings->texture_units, i))
n_texture_units = i + 1;
g_string_append (shader_source, cogl_fixed_fragment_shader_inputs); g_string_append (shader_source, cogl_fixed_fragment_shader_inputs);
if (n_texture_units > 0)
{
g_string_append_printf (shader_source, g_string_append_printf (shader_source,
"varying vec2 tex_coord[%d];\n", "varying vec2 tex_coord[%d];\n",
settings->n_texture_units); n_texture_units);
g_string_append (shader_source, cogl_fixed_fragment_shader_texturing_options); g_string_append (shader_source, cogl_fixed_fragment_shader_texturing_options);
g_string_append_printf (shader_source, g_string_append_printf (shader_source,
"uniform sampler2D texture_unit[%d];\n", "uniform sampler2D texture_unit[%d];\n",
settings->n_texture_units); n_texture_units);
}
g_string_append (shader_source, cogl_fixed_fragment_shader_fogging_options); g_string_append (shader_source, cogl_fixed_fragment_shader_fogging_options);
@ -318,37 +360,30 @@ cogl_gles2_get_fragment_shader (const CoglGles2WrapperSettings *settings)
/* This pointless extra variable is needed to work around an /* This pointless extra variable is needed to work around an
apparent bug in the PowerVR drivers. Without it the alpha apparent bug in the PowerVR drivers. Without it the alpha
blending seems to stop working */ blending seems to stop working */
/* g_string_append (shader_source, "gl_FragColor = frag_color;\n");
*/
g_string_append (shader_source, g_string_append (shader_source,
"vec4 frag_color_copy = frag_color;\n"); "vec4 frag_color_copy = frag_color;\n");
g_string_append (shader_source, "gl_FragColor = frag_color;\n"); g_string_append (shader_source, "gl_FragColor = frag_color;\n");
for (i = 0; i < settings->n_texture_units; i++) for (i = 0; i < n_texture_units; i++)
{ if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (settings->texture_units, i))
if (settings->texture_units[i].alpha_only)
{ {
if (COGL_GLES2_TEXTURE_UNIT_IS_ALPHA_ONLY (settings->texture_units, i))
/* If the texture only has an alpha channel (eg, with the textures /* If the texture only has an alpha channel (eg, with the textures
from the pango renderer) then the RGB components will be from the pango renderer) then the RGB components will be
black. We want to use the RGB from the current color in that black. We want to use the RGB from the current color in that
case */ case */
g_string_append_printf ( g_string_append_printf (shader_source,
shader_source,
"gl_FragColor.a *= " "gl_FragColor.a *= "
"texture2D (texture_unit[%d], tex_coord[%d]).a;\n", "texture2D (texture_unit[%d], "
"tex_coord[%d]).a;\n",
i, i); i, i);
}
else else
{ g_string_append_printf (shader_source,
g_string_append_printf (
shader_source,
"gl_FragColor *= " "gl_FragColor *= "
"texture2D (texture_unit[%d], tex_coord[%d]);\n", "texture2D (texture_unit[%d], "
"tex_coord[%d]);\n",
i, i); i, i);
} }
}
if (i == 0)
g_string_append (shader_source, "gl_FragColor = frag_color;\n");
if (settings->fog_enabled) if (settings->fog_enabled)
g_string_append (shader_source, cogl_fixed_fragment_shader_fog); g_string_append (shader_source, cogl_fixed_fragment_shader_fog);
@ -418,31 +453,31 @@ cogl_gles2_wrapper_get_locations (GLuint program,
uniforms->modelview_matrix_uniform uniforms->modelview_matrix_uniform
= glGetUniformLocation (program, "modelview_matrix"); = glGetUniformLocation (program, "modelview_matrix");
uniforms->texture_matrix_uniforms = for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
g_array_new (FALSE, FALSE, sizeof (GLint)); if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (settings->texture_units, i))
uniforms->texture_sampler_uniforms =
g_array_new (FALSE, FALSE, sizeof (GLint));
attribs->multi_texture_coords =
g_array_new (FALSE, FALSE, sizeof (GLint));
for (i = 0; i < settings->n_texture_units; i++)
{ {
char *matrix_var_name = g_strdup_printf ("texture_matrix[%d]", i); char *matrix_var_name = g_strdup_printf ("texture_matrix[%d]", i);
char *sampler_var_name = g_strdup_printf ("texture_unit[%d]", i); char *sampler_var_name = g_strdup_printf ("texture_unit[%d]", i);
char *tex_coord_var_name = char *tex_coord_var_name =
g_strdup_printf ("multi_tex_coord_attrib%d", i); g_strdup_printf ("multi_tex_coord_attrib%d", i);
GLint location;
location = glGetUniformLocation (program, matrix_var_name); uniforms->texture_matrix_uniforms[i]
g_array_append_val (uniforms->texture_matrix_uniforms, location); = glGetUniformLocation (program, matrix_var_name);
location = glGetUniformLocation (program, sampler_var_name); uniforms->texture_sampler_uniforms[i]
g_array_append_val (uniforms->texture_sampler_uniforms, location); = glGetUniformLocation (program, sampler_var_name);
location = glGetAttribLocation (program, tex_coord_var_name); attribs->multi_texture_coords[i]
g_array_append_val (attribs->multi_texture_coords, location); = glGetAttribLocation (program, tex_coord_var_name);
g_free (tex_coord_var_name); g_free (tex_coord_var_name);
g_free (sampler_var_name); g_free (sampler_var_name);
g_free (matrix_var_name); g_free (matrix_var_name);
} }
else
{
uniforms->texture_matrix_uniforms[i] = -1;
uniforms->texture_sampler_uniforms[i] = -1;
attribs->multi_texture_coords[i] = -1;
}
uniforms->fog_density_uniform uniforms->fog_density_uniform
= glGetUniformLocation (program, "fog_density"); = glGetUniformLocation (program, "fog_density");
@ -633,9 +668,7 @@ cogl_gles2_wrapper_update_matrix (CoglGles2Wrapper *wrapper, GLenum matrix_num)
case GL_TEXTURE: case GL_TEXTURE:
wrapper->dirty_uniforms |= COGL_GLES2_DIRTY_TEXTURE_MATRICES; wrapper->dirty_uniforms |= COGL_GLES2_DIRTY_TEXTURE_MATRICES;
texture_unit = g_array_index (wrapper->texture_units, texture_unit = wrapper->texture_units + wrapper->active_texture_unit;
CoglGles2WrapperTextureUnit *,
wrapper->active_texture_unit);
texture_unit->dirty_matrix = 1; texture_unit->dirty_matrix = 1;
break; break;
} }
@ -671,9 +704,7 @@ cogl_wrap_glPushMatrix ()
case GL_TEXTURE: case GL_TEXTURE:
{ {
CoglGles2WrapperTextureUnit *texture_unit; CoglGles2WrapperTextureUnit *texture_unit;
texture_unit = g_array_index (w->texture_units, texture_unit = w->texture_units + w->active_texture_unit;
CoglGles2WrapperTextureUnit *,
w->active_texture_unit);
src = texture_unit->texture_stack src = texture_unit->texture_stack
+ texture_unit->texture_stack_pos * 16; + texture_unit->texture_stack_pos * 16;
texture_unit->texture_stack_pos = (texture_unit->texture_stack_pos + 1) texture_unit->texture_stack_pos = (texture_unit->texture_stack_pos + 1)
@ -709,9 +740,7 @@ cogl_wrap_glPopMatrix ()
break; break;
case GL_TEXTURE: case GL_TEXTURE:
texture_unit = g_array_index (w->texture_units, texture_unit = w->texture_units + w->active_texture_unit;
CoglGles2WrapperTextureUnit *,
w->active_texture_unit);
texture_unit->texture_stack_pos = (texture_unit->texture_stack_pos - 1) texture_unit->texture_stack_pos = (texture_unit->texture_stack_pos - 1)
& (COGL_GLES2_TEXTURE_STACK_SIZE - 1); & (COGL_GLES2_TEXTURE_STACK_SIZE - 1);
break; break;
@ -744,10 +773,7 @@ cogl_gles2_get_matrix_stack_top (CoglGles2Wrapper *wrapper)
return wrapper->projection_stack + wrapper->projection_stack_pos * 16; return wrapper->projection_stack + wrapper->projection_stack_pos * 16;
case GL_TEXTURE: case GL_TEXTURE:
texture_unit = wrapper->texture_units + wrapper->active_texture_unit;
texture_unit = g_array_index (wrapper->texture_units,
CoglGles2WrapperTextureUnit *,
wrapper->active_texture_unit);
return texture_unit->texture_stack return texture_unit->texture_stack
+ texture_unit->texture_stack_pos * 16; + texture_unit->texture_stack_pos * 16;
} }
@ -951,9 +977,7 @@ cogl_wrap_glTexCoordPointer (GLint size, GLenum type, GLsizei stride,
active_unit = w->active_client_texture_unit; active_unit = w->active_client_texture_unit;
texture_unit = g_array_index (w->texture_units, texture_unit = w->texture_units + active_unit;
CoglGles2WrapperTextureUnit *,
active_unit);
texture_unit->texture_coords_size = size; texture_unit->texture_coords_size = size;
texture_unit->texture_coords_type = type; texture_unit->texture_coords_type = type;
texture_unit->texture_coords_stride = stride; texture_unit->texture_coords_stride = stride;
@ -1109,16 +1133,12 @@ cogl_wrap_prepare_for_draw (void)
/* TODO - we should probably have a per unit dirty flag too */ /* TODO - we should probably have a per unit dirty flag too */
for (i = 0; i < program->uniforms.texture_matrix_uniforms->len; i++) for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
{ {
CoglGles2WrapperTextureUnit *texture_unit; CoglGles2WrapperTextureUnit *texture_unit;
GLint uniform = GLint uniform = program->uniforms.texture_matrix_uniforms[i];
g_array_index (program->uniforms.texture_matrix_uniforms,
GLint, i);
texture_unit = g_array_index (w->texture_units, texture_unit = w->texture_units + i;
CoglGles2WrapperTextureUnit *,
i);
if (uniform != -1) if (uniform != -1)
glUniformMatrix4fv (uniform, 1, GL_FALSE, glUniformMatrix4fv (uniform, 1, GL_FALSE,
texture_unit->texture_stack texture_unit->texture_stack
@ -1147,11 +1167,9 @@ cogl_wrap_prepare_for_draw (void)
/* TODO - we should probably have a per unit dirty flag too */ /* TODO - we should probably have a per unit dirty flag too */
for (i = 0; i < program->uniforms.texture_sampler_uniforms->len; i++) for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
{ {
GLint uniform = GLint uniform = program->uniforms.texture_sampler_uniforms[i];
g_array_index (program->uniforms.texture_sampler_uniforms,
GLint, i);
if (uniform != -1) if (uniform != -1)
glUniform1i (uniform, i); glUniform1i (uniform, i);
@ -1194,26 +1212,20 @@ cogl_wrap_prepare_for_draw (void)
int i; int i;
/* TODO - coverage test */ /* TODO - coverage test */
for (i = 0; i < w->settings.n_texture_units; i++) for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (w->settings.texture_units, i))
{ {
GLint tex_coord_var_index; GLint tex_coord_var_index;
CoglGles2WrapperTextureUnit *texture_unit; CoglGles2WrapperTextureUnit *texture_unit;
if (!w->settings.texture_units[i].enabled) texture_unit = w->texture_units + w->active_texture_unit;
continue;
texture_unit = g_array_index (w->texture_units,
CoglGles2WrapperTextureUnit *,
w->active_texture_unit);
if (!texture_unit->texture_coords_enabled) if (!texture_unit->texture_coords_enabled)
continue; continue;
/* TODO - we should probably have a per unit dirty flag too */ /* TODO - we should probably have a per unit dirty flag too */
/* TODO - coverage test */ /* TODO - coverage test */
tex_coord_var_index = tex_coord_var_index = program->attributes.multi_texture_coords[i];
g_array_index (program->attributes.multi_texture_coords,
GLint, i);
glVertexAttribPointer (tex_coord_var_index, glVertexAttribPointer (tex_coord_var_index,
texture_unit->texture_coords_size, texture_unit->texture_coords_size,
texture_unit->texture_coords_type, texture_unit->texture_coords_type,
@ -1231,23 +1243,23 @@ cogl_wrap_prepare_for_draw (void)
/* TODO - we should probably have a per unit dirty flag too */ /* TODO - we should probably have a per unit dirty flag too */
for (i = 0; i < w->texture_units->len; i++) for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
{
CoglGles2WrapperTextureUnit *texture_unit
= w->texture_units + w->active_texture_unit;
GLint attrib = program->attributes.multi_texture_coords[i];
if (attrib != -1)
{ {
CoglGles2WrapperTextureUnit *texture_unit =
g_array_index (w->texture_units,
CoglGles2WrapperTextureUnit *,
w->active_texture_unit);
if (texture_unit->texture_coords_enabled) if (texture_unit->texture_coords_enabled)
glEnableVertexAttribArray ( glEnableVertexAttribArray (attrib);
g_array_index (program->attributes.multi_texture_coords,
GLint, i));
else else
glDisableVertexAttribArray ( glDisableVertexAttribArray (attrib);
g_array_index (program->attributes.multi_texture_coords,
GLint, i));
w->dirty_vertex_attrib_enables = 0;
} }
} }
w->dirty_vertex_attrib_enables = 0;
}
} }
void void
@ -1278,10 +1290,15 @@ cogl_gles2_wrapper_bind_texture (GLenum target, GLuint texture,
/* We need to keep track of whether the texture is alpha-only /* We need to keep track of whether the texture is alpha-only
because the emulation of GL_MODULATE needs to work differently in because the emulation of GL_MODULATE needs to work differently in
that case */ that case */
_COGL_GLES2_CHANGE_SETTING ( if (COGL_GLES2_TEXTURE_UNIT_IS_ALPHA_ONLY (w->settings.texture_units,
w, texture_units[w->active_texture_unit].alpha_only, w->active_texture_unit)
!= (internal_format == GL_ALPHA))
{
COGL_GLES2_TEXTURE_UNIT_SET_ALPHA_ONLY (w->settings.texture_units,
w->active_texture_unit,
internal_format == GL_ALPHA); internal_format == GL_ALPHA);
w->settings_dirty = TRUE;
}
} }
void void
@ -1292,66 +1309,14 @@ cogl_wrap_glTexEnvi (GLenum target, GLenum pname, GLfloat param)
nothing needs to be done here. */ nothing needs to be done here. */
} }
static void
realize_texture_units (CoglGles2Wrapper *w, int texture_unit_index)
{
/* We save the active texture unit since we may need to temporarily
* change this to initialise each new texture unit and we want to
* restore the active unit afterwards */
int initial_active_unit = w->active_texture_unit;
if (texture_unit_index >= w->settings.n_texture_units)
{
int n_new_texture_units =
texture_unit_index + 1 - w->settings.n_texture_units;
GLint prev_mode;
int i;
w->settings.texture_units =
g_realloc (w->settings.texture_units,
texture_unit_index + 1
* sizeof (CoglGles2WrapperTextureUnitSettings));
/* We will need to set the matrix mode to GL_TEXTURE to
* initialise any new texture units, so we save the current
* mode for restoring afterwards */
GE( cogl_wrap_glGetIntegerv (CGL_MATRIX_MODE, &prev_mode));
for (i = 0; i < n_new_texture_units; i++)
{
CoglGles2WrapperTextureUnit *new_unit;
CoglGles2WrapperTextureUnitSettings *new_unit_settings;
new_unit = g_new0 (CoglGles2WrapperTextureUnit, 1);
g_array_append_val (w->texture_units, new_unit);
w->active_texture_unit = i;
GE( cogl_wrap_glMatrixMode (GL_TEXTURE));
GE( cogl_wrap_glLoadIdentity ());
new_unit_settings =
&w->settings.texture_units[w->settings.n_texture_units + i];
new_unit_settings->enabled = FALSE;
new_unit_settings->alpha_only = FALSE;
}
GE( cogl_wrap_glMatrixMode ((GLenum)prev_mode));
w->settings.n_texture_units = w->texture_units->len;
}
w->active_texture_unit = initial_active_unit;
}
void void
cogl_wrap_glClientActiveTexture (GLenum texture) cogl_wrap_glClientActiveTexture (GLenum texture)
{ {
int texture_unit_index = texture - GL_TEXTURE0; int texture_unit_index = texture - GL_TEXTURE0;
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL); _COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
if (texture_unit_index < COGL_GLES2_MAX_TEXTURE_UNITS)
w->active_client_texture_unit = texture_unit_index; w->active_client_texture_unit = texture_unit_index;
realize_texture_units (w, texture_unit_index);
} }
void void
@ -1360,9 +1325,8 @@ cogl_wrap_glActiveTexture (GLenum texture)
int texture_unit_index = texture - GL_TEXTURE0; int texture_unit_index = texture - GL_TEXTURE0;
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL); _COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
if (texture_unit_index < COGL_GLES2_MAX_TEXTURE_UNITS)
w->active_texture_unit = texture_unit_index; w->active_texture_unit = texture_unit_index;
realize_texture_units (w, texture_unit_index);
} }
void void
@ -1373,8 +1337,14 @@ cogl_wrap_glEnable (GLenum cap)
switch (cap) switch (cap)
{ {
case GL_TEXTURE_2D: case GL_TEXTURE_2D:
_COGL_GLES2_CHANGE_SETTING ( if (!COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (w->settings.texture_units,
w, texture_units[w->active_texture_unit].enabled, TRUE); w->active_texture_unit))
{
COGL_GLES2_TEXTURE_UNIT_SET_ENABLED (w->settings.texture_units,
w->active_texture_unit,
TRUE);
w->settings_dirty = TRUE;
}
break; break;
case GL_FOG: case GL_FOG:
@ -1398,8 +1368,14 @@ cogl_wrap_glDisable (GLenum cap)
switch (cap) switch (cap)
{ {
case GL_TEXTURE_2D: case GL_TEXTURE_2D:
_COGL_GLES2_CHANGE_SETTING ( if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (w->settings.texture_units,
w, texture_units[w->active_texture_unit].enabled, FALSE); w->active_texture_unit))
{
COGL_GLES2_TEXTURE_UNIT_SET_ENABLED (w->settings.texture_units,
w->active_texture_unit,
FALSE);
w->settings_dirty = TRUE;
}
break; break;
case GL_FOG: case GL_FOG:
@ -1429,9 +1405,7 @@ cogl_wrap_glEnableClientState (GLenum array)
case GL_TEXTURE_COORD_ARRAY: case GL_TEXTURE_COORD_ARRAY:
/* TODO - review if this should be in w->settings? */ /* TODO - review if this should be in w->settings? */
texture_unit = g_array_index (w->texture_units, texture_unit = w->texture_units + w->active_texture_unit;
CoglGles2WrapperTextureUnit *,
w->active_texture_unit);
if (texture_unit->texture_coords_enabled != 1) if (texture_unit->texture_coords_enabled != 1)
{ {
texture_unit->texture_coords_enabled = 1; texture_unit->texture_coords_enabled = 1;
@ -1461,9 +1435,7 @@ cogl_wrap_glDisableClientState (GLenum array)
break; break;
case GL_TEXTURE_COORD_ARRAY: case GL_TEXTURE_COORD_ARRAY:
texture_unit = g_array_index (w->texture_units, texture_unit = w->texture_units + w->active_texture_unit;
CoglGles2WrapperTextureUnit *,
w->active_texture_unit);
/* TODO - review if this should be in w->settings? */ /* TODO - review if this should be in w->settings? */
if (texture_unit->texture_coords_enabled != 0) if (texture_unit->texture_coords_enabled != 0)
{ {

View File

@ -52,6 +52,20 @@ typedef struct _CoglGles2WrapperShader CoglGles2WrapperShader;
#define COGL_GLES2_PROJECTION_STACK_SIZE 2 #define COGL_GLES2_PROJECTION_STACK_SIZE 2
#define COGL_GLES2_TEXTURE_STACK_SIZE 2 #define COGL_GLES2_TEXTURE_STACK_SIZE 2
/* Accessors for the texture unit bit mask */
#define COGL_GLES2_TEXTURE_UNIT_IS_ENABLED(mask, unit) \
(((mask) & (1 << ((unit) * 2))) ? TRUE : FALSE)
#define COGL_GLES2_TEXTURE_UNIT_IS_ALPHA_ONLY(mask, unit) \
(((mask) & (1 << ((unit) * 2 + 1))) ? TRUE : FALSE)
#define COGL_GLES2_SET_BIT(mask, bit, val) \
((val) ? ((mask) |= (1 << (bit))) : ((mask) &= ~(1 << (bit))))
#define COGL_GLES2_TEXTURE_UNIT_SET_ENABLED(mask, unit, val) \
COGL_GLES2_SET_BIT ((mask), (unit) * 2, (val))
#define COGL_GLES2_TEXTURE_UNIT_SET_ALPHA_ONLY(mask, unit, val) \
COGL_GLES2_SET_BIT ((mask), (unit) * 2 + 1, (val))
#define COGL_GLES2_MAX_TEXTURE_UNITS (sizeof (guint32) * 8 / 2)
/* Dirty flags for shader uniforms */ /* Dirty flags for shader uniforms */
enum enum
{ {
@ -82,16 +96,15 @@ enum
struct _CoglGles2WrapperAttributes struct _CoglGles2WrapperAttributes
{ {
GArray *multi_texture_coords; GLint multi_texture_coords[COGL_GLES2_MAX_TEXTURE_UNITS];
}; };
struct _CoglGles2WrapperUniforms struct _CoglGles2WrapperUniforms
{ {
GLint mvp_matrix_uniform; GLint mvp_matrix_uniform;
GLint modelview_matrix_uniform; GLint modelview_matrix_uniform;
GArray *texture_matrix_uniforms; GLint texture_matrix_uniforms[COGL_GLES2_MAX_TEXTURE_UNITS];
GLint texture_sampler_uniforms[COGL_GLES2_MAX_TEXTURE_UNITS];
GArray *texture_sampler_uniforms;
GLint fog_density_uniform; GLint fog_density_uniform;
GLint fog_start_uniform; GLint fog_start_uniform;
@ -103,20 +116,12 @@ struct _CoglGles2WrapperUniforms
GLint texture_unit_uniform; GLint texture_unit_uniform;
}; };
struct _CoglGles2WrapperTextureUnitSettings
{
guint enabled:1;
guint alpha_only:1;
/* TODO: blending state */
};
/* NB: We get a copy of this for each fragment/vertex /* NB: We get a copy of this for each fragment/vertex
* program varient we generate so we try to keep it * program varient we generate so we try to keep it
* fairly lean */ * fairly lean */
struct _CoglGles2WrapperSettings struct _CoglGles2WrapperSettings
{ {
CoglGles2WrapperTextureUnitSettings *texture_units; guint32 texture_units;
guint n_texture_units;
GLint alpha_test_func; GLint alpha_test_func;
GLint fog_mode; GLint fog_mode;
@ -149,10 +154,11 @@ struct _CoglGles2Wrapper
GLuint modelview_stack_pos; GLuint modelview_stack_pos;
GLfloat projection_stack[COGL_GLES2_PROJECTION_STACK_SIZE * 16]; GLfloat projection_stack[COGL_GLES2_PROJECTION_STACK_SIZE * 16];
GLuint projection_stack_pos; GLuint projection_stack_pos;
GArray *texture_units;
guint active_texture_unit; guint active_texture_unit;
guint active_client_texture_unit; guint active_client_texture_unit;
CoglGles2WrapperTextureUnit texture_units[COGL_GLES2_MAX_TEXTURE_UNITS];
/* The combined modelview and projection matrix is only updated at /* The combined modelview and projection matrix is only updated at
the last minute in glDrawArrays to avoid recalculating it for the last minute in glDrawArrays to avoid recalculating it for
every change to the modelview matrix */ every change to the modelview matrix */