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[cogl-material] Some improvements for how we sync CoglMaterial state with OpenGL
This flattens the three functions: cogl_material_flush_gl_material_state, .._flush_gl_alpha_func and .._flush_gl_blend_func into one: cogl_flush_material_gl_state which doesn't takes a material handle. (the handle is instead taken from the context.) This has allows us to avoid re-submitting some state to OpenGL when the material has not been replaced. Note: Avoiding redundant state changes for material layers isn't dealt with in this patch.
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@ -152,20 +152,6 @@ void cogl_material_set_shininess (CoglHandle material,
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void cogl_material_set_emission (CoglHandle material,
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const CoglColor *emission);
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/**
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* cogl_set_source:
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* @material: A CoglMaterial object
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*
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* This function sets the source material that will be used to fill
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* subsequent geometry emitted via the cogl API.
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*
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* XXX: This doesn't really belong to the cogl-material API, it should
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* move to cogl.h
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*
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* Since 1.0
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*/
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void cogl_set_source (CoglHandle material);
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/**
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* CoglMaterialAlphaFunc:
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* @COGL_MATERIAL_ALPHA_FUNC_NEVER: Never let the fragment through.
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@ -586,34 +572,10 @@ void cogl_material_set_layer_matrix (CoglHandle material,
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* Note: This API is hopfully just a stop-gap solution. Ideally
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* cogl_enable 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_flush_gl_material_state:
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* @material: A CoglMaterial object
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*
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* This commits the glMaterial state to the OpenGL driver. Normally you
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* 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 want to use this.
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*/
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void cogl_material_flush_gl_material_state (CoglHandle material_handle);
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/**
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* cogl_material_flush_gl_alpha_func:
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* @material: A CoglMaterial object
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*
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*/
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void cogl_material_flush_gl_alpha_func (CoglHandle material_handle);
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/**
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* cogl_material_flush_gl_blend_func:
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* @material: A CoglMaterial object
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*
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*/
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void cogl_material_flush_gl_blend_func (CoglHandle material_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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@ -691,6 +653,38 @@ CoglHandle cogl_material_layer_get_texture (CoglHandle layer_handle);
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*/
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void cogl_material_layer_flush_gl_sampler_state (CoglHandle layer_handle);
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/**
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* cogl_set_source:
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* @material: A CoglMaterial object
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*
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* This function sets the source material that will be used to fill
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* subsequent geometry emitted via the cogl API.
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*
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* Note: in the future we may add the ability to set a front facing
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* material, and a back facing material, in which case this function
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* will set both to the same.
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*
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* Since 1.0
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*/
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/* XXX: This doesn't really belong to the cogl-material API, it should
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* move to cogl.h */
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void cogl_set_source (CoglHandle material);
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/**
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* cogl_flush_material_gl_state:
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*
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* This function commits all the state of the source CoglMaterial - not
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* including the per-layer state - to the OpenGL[ES] driver.
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*
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* Normally you shouldn't need to use this function directly, but if you
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* are developing a custom primitive using raw OpenGL that works with
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* CoglMaterials, then you may want to use this function.
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*
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* Since 1.0
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*/
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/* XXX: This should be moved with cogl_set_source to cogl.h */
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void cogl_flush_material_gl_state (void);
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G_END_DECLS
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#endif /* __COGL_MATERIAL_H__ */
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@ -79,7 +79,8 @@ cogl_material_set_ambient (CoglHandle handle,
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ambient[1] = cogl_color_get_green_float (ambient_color);
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ambient[2] = cogl_color_get_blue_float (ambient_color);
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ambient[3] = cogl_color_get_alpha_float (ambient_color);
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/* material->ambient = *ambient_color; */
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material->flags |= COGL_MATERIAL_FLAG_DIRTY;
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}
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void
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@ -98,7 +99,8 @@ cogl_material_set_diffuse (CoglHandle handle,
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diffuse[1] = cogl_color_get_green_float (diffuse_color);
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diffuse[2] = cogl_color_get_blue_float (diffuse_color);
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diffuse[3] = cogl_color_get_alpha_float (diffuse_color);
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/* material->diffuse = *diffuse_color; */
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material->flags |= COGL_MATERIAL_FLAG_DIRTY;
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}
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void
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@ -125,7 +127,8 @@ cogl_material_set_specular (CoglHandle handle,
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specular[1] = cogl_color_get_green_float (specular_color);
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specular[2] = cogl_color_get_blue_float (specular_color);
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specular[3] = cogl_color_get_alpha_float (specular_color);
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/* material->specular = *specular_color; */
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material->flags |= COGL_MATERIAL_FLAG_DIRTY;
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}
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void
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@ -143,6 +146,8 @@ cogl_material_set_shininess (CoglHandle handle,
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material = _cogl_material_pointer_from_handle (handle);
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material->shininess = (GLfloat)shininess * 128.0;
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material->flags |= COGL_MATERIAL_FLAG_DIRTY;
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}
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void
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@ -161,22 +166,8 @@ cogl_material_set_emission (CoglHandle handle,
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emission[1] = cogl_color_get_green_float (emission_color);
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emission[2] = cogl_color_get_blue_float (emission_color);
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emission[3] = cogl_color_get_alpha_float (emission_color);
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/* material->emission = *emission_color; */
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}
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/* TODO: Should go in cogl.c */
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void
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cogl_set_source (CoglHandle material_handle)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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g_return_if_fail (cogl_is_material (material_handle));
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if (ctx->source_material)
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cogl_material_unref (ctx->source_material);
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cogl_material_ref (material_handle);
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ctx->source_material = material_handle;
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material->flags |= COGL_MATERIAL_FLAG_DIRTY;
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}
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void
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@ -191,6 +182,8 @@ cogl_material_set_alpha_test_function (CoglHandle handle,
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material = _cogl_material_pointer_from_handle (handle);
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material->alpha_func = alpha_func;
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material->alpha_func_reference = (GLfloat)alpha_reference;
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material->flags |= COGL_MATERIAL_FLAG_DIRTY;
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}
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void
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@ -205,6 +198,8 @@ cogl_material_set_blend_factors (CoglHandle handle,
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material = _cogl_material_pointer_from_handle (handle);
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material->blend_src_factor = src_factor;
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material->blend_dst_factor = dst_factor;
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material->flags |= COGL_MATERIAL_FLAG_DIRTY;
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}
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/* Asserts that a layer corresponding to the given index exists. If no
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@ -492,44 +487,6 @@ cogl_material_get_cogl_enable_flags (CoglHandle material_handle)
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return enable_flags;
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}
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void
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cogl_material_flush_gl_material_state (CoglHandle material_handle)
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{
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CoglMaterial *material;
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g_return_if_fail (cogl_is_material (material_handle));
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material = _cogl_material_pointer_from_handle (material_handle);
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GE (glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT, material->ambient));
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GE (glMaterialfv (GL_FRONT_AND_BACK, GL_DIFFUSE, material->diffuse));
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GE (glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, material->specular));
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GE (glMaterialfv (GL_FRONT_AND_BACK, GL_EMISSION, material->emission));
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GE (glMaterialfv (GL_FRONT_AND_BACK, GL_SHININESS, &material->shininess));
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}
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void
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cogl_material_flush_gl_alpha_func (CoglHandle material_handle)
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{
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CoglMaterial *material;
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g_return_if_fail (cogl_is_material (material_handle));
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material = _cogl_material_pointer_from_handle (material_handle);
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/* NB: Currently the Cogl defines are compatible with the GL ones: */
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GE (glAlphaFunc (material->alpha_func, material->alpha_func_reference));
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}
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void
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cogl_material_flush_gl_blend_func (CoglHandle material_handle)
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{
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CoglMaterial *material;
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g_return_if_fail (cogl_is_material (material_handle));
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GE (glBlendFunc (material->blend_src_factor, material->blend_dst_factor));
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}
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/* It's a bit out of the ordinary to return a const GList *, but it's
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* probably sensible to try and avoid list manipulation for every
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* primitive emitted in a scene, every frame.
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@ -678,3 +635,50 @@ cogl_material_layer_flush_gl_sampler_state (CoglHandle layer_handle)
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}
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}
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/* TODO: Should go in cogl.c, but that implies duplication which is also
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* not ideal. */
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void
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cogl_set_source (CoglHandle material_handle)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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g_return_if_fail (cogl_is_material (material_handle));
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if (ctx->source_material == material_handle)
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return;
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if (ctx->source_material)
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cogl_material_unref (ctx->source_material);
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cogl_material_ref (material_handle);
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ctx->source_material = material_handle;
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}
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/* TODO: add cogl_set_front_source (), and cogl_set_back_source () */
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void
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cogl_flush_material_gl_state (void)
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{
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CoglMaterial *material;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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material = _cogl_material_pointer_from_handle (ctx->source_material);
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if (ctx->source_material == ctx->current_material
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&& !(material->flags & COGL_MATERIAL_FLAG_DIRTY))
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return;
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/* FIXME - we only need to set these if lighting is enabled... */
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GE (glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT, material->ambient));
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GE (glMaterialfv (GL_FRONT_AND_BACK, GL_DIFFUSE, material->diffuse));
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GE (glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, material->specular));
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GE (glMaterialfv (GL_FRONT_AND_BACK, GL_EMISSION, material->emission));
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GE (glMaterialfv (GL_FRONT_AND_BACK, GL_SHININESS, &material->shininess));
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/* NB: Currently the Cogl defines are compatible with the GL ones: */
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GE (glAlphaFunc (material->alpha_func, material->alpha_func_reference));
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GE (glBlendFunc (material->blend_src_factor, material->blend_dst_factor));
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ctx->current_material = ctx->source_material;
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}
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@ -62,6 +62,7 @@ cogl_create_context ()
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_context->material_handles = NULL;
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_context->material_layer_handles = NULL;
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_context->source_material = NULL;
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_context->current_material = NULL;
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_context->fbo_handles = NULL;
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_context->draw_buffer = COGL_WINDOW_BUFFER;
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GArray *material_handles;
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GArray *material_layer_handles;
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CoglHandle source_material;
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CoglHandle current_material;
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/* Framebuffer objects */
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GArray *fbo_handles;
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@ -2531,9 +2531,8 @@ cogl_material_rectangle (CoglFixed x1,
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GE( glVertexPointer (2, GL_FLOAT, 0, quad_coords));
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/* Setup the remaining GL state according to this material... */
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cogl_material_flush_gl_material_state (material);
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cogl_material_flush_gl_alpha_func (material);
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cogl_material_flush_gl_blend_func (material);
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cogl_flush_material_gl_state ();
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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 (material);
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