From f8449582c8dc974bd9adb33fd3dc00d2d1217c95 Mon Sep 17 00:00:00 2001 From: Neil Roberts Date: Thu, 2 Dec 2010 21:08:30 +0000 Subject: [PATCH] Revert "cogl: Remove the generated array size for cogl_tex_coord_in" This reverts commit 4cfe90bde275dbb952645397aa2ba2d6f6e2f3ba. GLSL 1.00 on GLES doesn't support unsized arrays so the whole idea can't work. Conflicts: clutter/cogl/cogl/cogl-pipeline-glsl.c --- cogl/cogl-context.c | 2 +- cogl/cogl-pipeline-arbfp.c | 3 +- cogl/cogl-pipeline-fixed.c | 3 +- cogl/cogl-pipeline-glsl.c | 52 +++++- cogl/cogl-pipeline-opengl-private.h | 3 +- cogl/cogl-pipeline-opengl.c | 6 +- cogl/cogl-pipeline-private.h | 3 +- cogl/cogl-shader-boilerplate.h | 1 - cogl/cogl-shader-private.h | 6 + cogl/cogl-shader.c | 259 ++++++++++++++++++++-------- cogl/cogl-vertex-attribute.c | 4 +- cogl/cogl.c | 9 +- cogl/cogl2-path.c | 4 +- 13 files changed, 265 insertions(+), 90 deletions(-) diff --git a/cogl/cogl-context.c b/cogl/cogl-context.c index 9166e987b..fa8a4b1bd 100644 --- a/cogl/cogl-context.c +++ b/cogl/cogl-context.c @@ -262,7 +262,7 @@ cogl_create_context (void) default_texture_data); cogl_push_source (_context->opaque_color_pipeline); - _cogl_pipeline_flush_gl_state (_context->opaque_color_pipeline, FALSE); + _cogl_pipeline_flush_gl_state (_context->opaque_color_pipeline, FALSE, 0); _cogl_enable (enable_flags); _cogl_flush_face_winding (); diff --git a/cogl/cogl-pipeline-arbfp.c b/cogl/cogl-pipeline-arbfp.c index f785027f9..6a39ab63f 100644 --- a/cogl/cogl-pipeline-arbfp.c +++ b/cogl/cogl-pipeline-arbfp.c @@ -184,7 +184,8 @@ get_arbfp_program_state (CoglPipeline *pipeline) static gboolean _cogl_pipeline_backend_arbfp_start (CoglPipeline *pipeline, int n_layers, - unsigned long pipelines_difference) + unsigned long pipelines_difference, + int n_tex_coord_attribs) { CoglPipelineBackendARBfpPrivate *priv; CoglPipeline *authority; diff --git a/cogl/cogl-pipeline-fixed.c b/cogl/cogl-pipeline-fixed.c index 0b4d03654..43b71fce8 100644 --- a/cogl/cogl-pipeline-fixed.c +++ b/cogl/cogl-pipeline-fixed.c @@ -69,7 +69,8 @@ _cogl_pipeline_backend_fixed_get_max_texture_units (void) static gboolean _cogl_pipeline_backend_fixed_start (CoglPipeline *pipeline, int n_layers, - unsigned long pipelines_difference) + unsigned long pipelines_difference, + int n_tex_coord_attribs) { CoglHandle user_program; diff --git a/cogl/cogl-pipeline-glsl.c b/cogl/cogl-pipeline-glsl.c index 3ed4324b4..6f10ddbaa 100644 --- a/cogl/cogl-pipeline-glsl.c +++ b/cogl/cogl-pipeline-glsl.c @@ -102,6 +102,15 @@ typedef struct _GlslProgramState GString *header, *source; 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 /* The GLES2 generated program that was generated from the user program. This is used to detect when the GLES2 backend generates @@ -277,7 +286,8 @@ link_program (GLint gl_program) static gboolean _cogl_pipeline_backend_glsl_start (CoglPipeline *pipeline, int n_layers, - unsigned long pipelines_difference) + unsigned long pipelines_difference, + int n_tex_coord_attribs) { CoglPipelineBackendGlslPrivate *priv; CoglPipeline *authority; @@ -345,13 +355,24 @@ _cogl_pipeline_backend_glsl_start (CoglPipeline *pipeline, if (priv->glsl_program_state->gl_program) { /* If we already have a valid GLSL program then we don't need to - relink a new one. However if the program has changed since - the last link then we do need to relink */ + * relink a new one. However if the program has changed since + * the last link then we do 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 || - (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; - /* We need to recreate the program so destroy the existing one */ + /* Destroy the existing program. We can't just dirty the whole + glsl state because otherwise if we are not the authority on + the user program then we'll just find the same state again */ delete_program (priv->glsl_program_state->gl_program); priv->glsl_program_state->gl_program = 0; } @@ -361,6 +382,21 @@ _cogl_pipeline_backend_glsl_start (CoglPipeline *pipeline, encountered it or because the user program has changed since it 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 shader. Otherwise we need to generate one */ if (user_program) @@ -991,7 +1027,9 @@ _cogl_pipeline_backend_glsl_end (CoglPipeline *pipeline, g_assert (shader->language == COGL_SHADER_LANGUAGE_GLSL); - cogl_shader_compile (shader); + _cogl_shader_compile_real (shader, + glsl_program_state-> + n_tex_coord_attribs); GE( glAttachShader (gl_program, shader->gl_handle) ); } @@ -1032,6 +1070,8 @@ _cogl_pipeline_backend_glsl_end (CoglPipeline *pipeline, source_strings[1] = glsl_program_state->source->str; _cogl_shader_set_source_with_boilerplate (shader, GL_FRAGMENT_SHADER, + glsl_program_state-> + n_tex_coord_attribs, 2, /* count */ source_strings, lengths); diff --git a/cogl/cogl-pipeline-opengl-private.h b/cogl/cogl-pipeline-opengl-private.h index 21bf0c5e9..43917b12a 100644 --- a/cogl/cogl-pipeline-opengl-private.h +++ b/cogl/cogl-pipeline-opengl-private.h @@ -150,7 +150,8 @@ _cogl_gl_use_program_wrapper (CoglHandle program); void _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 */ diff --git a/cogl/cogl-pipeline-opengl.c b/cogl/cogl-pipeline-opengl.c index 48b74e8e2..049d0f795 100644 --- a/cogl/cogl-pipeline-opengl.c +++ b/cogl/cogl-pipeline-opengl.c @@ -1031,7 +1031,8 @@ backend_add_layer_cb (CoglPipelineLayer *layer, */ void _cogl_pipeline_flush_gl_state (CoglPipeline *pipeline, - gboolean skip_gl_color) + gboolean skip_gl_color, + int n_tex_coord_attribs) { unsigned long pipelines_difference; int n_layers; @@ -1134,7 +1135,8 @@ _cogl_pipeline_flush_gl_state (CoglPipeline *pipeline, * scratch buffers here... */ if (G_UNLIKELY (!backend->start (pipeline, n_layers, - pipelines_difference))) + pipelines_difference, + n_tex_coord_attribs))) continue; state.backend = backend; diff --git a/cogl/cogl-pipeline-private.h b/cogl/cogl-pipeline-private.h index 9caef1434..b4452b368 100644 --- a/cogl/cogl-pipeline-private.h +++ b/cogl/cogl-pipeline-private.h @@ -567,7 +567,8 @@ typedef struct _CoglPipelineBackend gboolean (*start) (CoglPipeline *pipeline, int n_layers, - unsigned long pipelines_difference); + unsigned long pipelines_difference, + int n_tex_coord_attribs); gboolean (*add_layer) (CoglPipeline *pipeline, CoglPipelineLayer *layer, unsigned long layers_difference); diff --git a/cogl/cogl-shader-boilerplate.h b/cogl/cogl-shader-boilerplate.h index 7899d3f59..1ed3519e2 100644 --- a/cogl/cogl-shader-boilerplate.h +++ b/cogl/cogl-shader-boilerplate.h @@ -92,7 +92,6 @@ "#endif\n" \ "\n" \ "varying vec4 _cogl_color;\n" \ - "varying vec4 _cogl_tex_coord[];\n" \ "\n" \ "#define cogl_color_in _cogl_color\n" \ "#define cogl_tex_coord_in _cogl_tex_coord\n" \ diff --git a/cogl/cogl-shader-private.h b/cogl/cogl-shader-private.h index db98a024d..3b4b2325a 100644 --- a/cogl/cogl-shader-private.h +++ b/cogl/cogl-shader-private.h @@ -40,18 +40,24 @@ struct _CoglShader { CoglHandleObject _parent; GLuint gl_handle; + int n_tex_coord_attribs; CoglShaderType type; CoglShaderLanguage language; + char *source; }; CoglShader *_cogl_shader_pointer_from_handle (CoglHandle handle); +void +_cogl_shader_compile_real (CoglHandle handle, int n_tex_coord_attribs); + CoglShaderLanguage _cogl_program_get_language (CoglHandle handle); 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); diff --git a/cogl/cogl-shader.c b/cogl/cogl-shader.c index 8e5e97254..15f926d3b 100644 --- a/cogl/cogl-shader.c +++ b/cogl/cogl-shader.c @@ -101,52 +101,33 @@ cogl_create_shader (CoglShaderType type) shader = g_slice_new (CoglShader); shader->language = COGL_SHADER_LANGUAGE_GLSL; shader->gl_handle = 0; +#ifdef HAVE_COGL_GLES2 + shader->n_tex_coord_attribs = 0; +#endif shader->type = type; return _cogl_shader_handle_new (shader); } -void -_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) +static void +delete_shader (CoglShader *shader) { - static const char vertex_boilerplate[] = _COGL_VERTEX_SHADER_BOILERPLATE; - static const char fragment_boilerplate[] = _COGL_FRAGMENT_SHADER_BOILERPLATE; + _COGL_GET_CONTEXT (ctx, NO_RETVAL); - const char **strings = g_alloca (sizeof (char *) * (count_in + 2)); - GLint *lengths = g_alloca (sizeof (GLint) * (count_in + 2)); - int count = 0; - - GET_CONTEXT (ctx, NO_RETVAL); - - if (shader_gl_type == GL_VERTEX_SHADER) +#ifdef HAVE_COGL_GL + if (shader->language == COGL_SHADER_LANGUAGE_ARBFP) { - strings[count] = vertex_boilerplate; - lengths[count++] = sizeof (vertex_boilerplate) - 1; + if (shader->gl_handle) + GE (glDeletePrograms (1, &shader->gl_handle)); } - 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 +#endif { - int i; - - for (i = 0; i < count_in; i++) - lengths[count + i] = -1; /* null terminated */ + if (shader->gl_handle) + GE (glDeleteShader (shader->gl_handle)); } - count += count_in; - GE( glShaderSource (shader_gl_handle, count, - (const char **) strings, lengths) ); + shader->gl_handle = 0; } void @@ -171,31 +152,120 @@ cogl_shader_source (CoglHandle handle, language = COGL_SHADER_LANGUAGE_GLSL; /* 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 - if (shader->language == COGL_SHADER_LANGUAGE_ARBFP) - { - if (shader->gl_handle) - GE (glDeletePrograms (1, &shader->gl_handle)); - } - else + CoglShader *shader = handle; #endif - { - if (shader->gl_handle) - GE (glDeleteShader (shader->gl_handle)); - } - } + + if (!cogl_is_shader (handle)) + return; #ifdef HAVE_COGL_GL - if (language == COGL_SHADER_LANGUAGE_ARBFP) + _cogl_shader_compile_real (shader, 0 /* ignored */); +#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 GLenum gl_error; #endif - if (shader->gl_handle == 0) - GE (glGenPrograms (1, &shader->gl_handle)); + if (shader->gl_handle) + return; + + GE (glGenPrograms (1, &shader->gl_handle)); GE (glBindProgram (GL_FRAGMENT_PROGRAM_ARB, shader->gl_handle)); @@ -205,8 +275,8 @@ cogl_shader_source (CoglHandle handle, #endif glProgramString (GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, - strlen (source), - source); + strlen (shader->source), + shader->source); #ifdef COGL_GL_DEBUG gl_error = glGetError (); if (gl_error != GL_NO_ERROR) @@ -214,7 +284,7 @@ cogl_shader_source (CoglHandle handle, g_warning ("%s: GL error (%d): Failed to compile ARBfp:\n%s\n%s", G_STRLOC, gl_error, - source, + shader->source, glGetString (GL_PROGRAM_ERROR_STRING_ARB)); } #endif @@ -224,6 +294,16 @@ cogl_shader_source (CoglHandle handle, { 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) { case COGL_SHADER_TYPE_VERTEX: @@ -237,30 +317,31 @@ cogl_shader_source (CoglHandle handle, break; } - if (!shader->gl_handle) - shader->gl_handle = glCreateShader (gl_type); + shader->gl_handle = glCreateShader (gl_type); _cogl_shader_set_source_with_boilerplate (shader->gl_handle, gl_type, - 1, &source, NULL); + n_tex_coord_attribs, + 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 * @@ -288,6 +369,21 @@ cogl_shader_get_info_log (CoglHandle handle) { char buffer[512]; 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); buffer[len] = '\0'; return g_strdup (buffer); @@ -330,6 +426,24 @@ cogl_shader_is_compiled (CoglHandle handle) else #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)); if (status == GL_TRUE) return TRUE; @@ -395,3 +509,4 @@ cogl_shader_is_compiled (CoglHandle handle) } #endif /* HAVE_COGL_GLES */ + diff --git a/cogl/cogl-vertex-attribute.c b/cogl/cogl-vertex-attribute.c index 317342de1..416c9b2bc 100644 --- a/cogl/cogl-vertex-attribute.c +++ b/cogl/cogl-vertex-attribute.c @@ -435,6 +435,7 @@ enable_gl_state (CoglVertexAttribute **attributes, gboolean skip_gl_color = FALSE; CoglPipeline *source; CoglPipeline *copy = NULL; + int n_tex_coord_attribs = 0; _COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE); @@ -490,6 +491,7 @@ enable_gl_state (CoglVertexAttribute **attributes, base + attribute->offset)); _cogl_bitmask_set (&ctx->temp_bitmask, attribute->texture_unit, TRUE); + n_tex_coord_attribs++; break; case COGL_VERTEX_ATTRIBUTE_NAME_ID_POSITION_ARRAY: enable_flags |= COGL_ENABLE_VERTEX_ARRAY; @@ -578,7 +580,7 @@ enable_gl_state (CoglVertexAttribute **attributes, _cogl_pipeline_apply_legacy_state (source); } - _cogl_pipeline_flush_gl_state (source, skip_gl_color); + _cogl_pipeline_flush_gl_state (source, skip_gl_color, n_tex_coord_attribs); if (ctx->enable_backface_culling) enable_flags |= COGL_ENABLE_BACKFACE_CULLING; diff --git a/cogl/cogl.c b/cogl/cogl.c index 8713e8310..5df6e93dc 100644 --- a/cogl/cogl.c +++ b/cogl/cogl.c @@ -770,13 +770,20 @@ cogl_begin_gl (void) * A user should instead call cogl_set_source_color4ub() before * 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 * 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 * values. */ pipeline = cogl_get_source (); - _cogl_pipeline_flush_gl_state (pipeline, FALSE); + _cogl_pipeline_flush_gl_state (pipeline, + FALSE, + cogl_pipeline_get_n_layers (pipeline)); if (ctx->enable_backface_culling) enable_flags |= COGL_ENABLE_BACKFACE_CULLING; diff --git a/cogl/cogl2-path.c b/cogl/cogl2-path.c index 3bf8c0f58..1241f969d 100644 --- a/cogl/cogl2-path.c +++ b/cogl/cogl2-path.c @@ -221,7 +221,7 @@ _cogl_path_stroke_nodes (CoglPath *path) cogl_push_source (source); - _cogl_pipeline_flush_gl_state (source, FALSE); + _cogl_pipeline_flush_gl_state (source, FALSE, 0); /* Disable all client texture coordinate arrays */ _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... */ cogl_push_source (ctx->stencil_pipeline); - _cogl_pipeline_flush_gl_state (ctx->stencil_pipeline, FALSE); + _cogl_pipeline_flush_gl_state (ctx->stencil_pipeline, FALSE, 0); _cogl_enable (enable_flags);