We have found several times now when writing code using Cogl that it
would really help if Cogl's matrix stack api was public as a utility
api. In Rig for example we want to avoid redundant arithmetic when
deriving the matrices of entities used to render and we aren't able
to simply use the framebuffer's matrix stack to achieve this. Also when
implementing cairo-cogl we found that it would be really useful if we
could have a matrix stack utility api.
(cherry picked from commit d17a01fd935d88fab96fe6cc0b906c84026c0067)
This adds a driver/gl/cogl-texture-gl.c file and moves some gl specific
bits from cogl-texture.c into it. The moved symbols were also given a
_gl_ infix and the calling code was updated accordingly.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
(cherry picked from commit 2c9e81de70cc02d72b1ce9013c49e39300a05b6a)
This removes the need to maintain an array of tex_coord varyings and
instead we now just emit a varying per-layer uniquely named using a
layer_number infix like cogl_tex_coord0_out and cogl_tex_coord0_in.
Notable this patch also had to change the journal flushing code to use
pipeline layer numbers to determine the name of texture coordinate
attributes.
We now also break batches by using a deeper comparison of layers so
such that two pipelines with the same number of layers can now cause a
batch break if they use different layer numbers.
This adds an internal _cogl_pipeline_layer_numbers_equal() function that
takes two pipelines and returns TRUE if they have the same number of
layers and all the layer numbers are the same too, otherwise it returns
FALSE.
Where we used to break batches based on changes to the number of layers
we now break according to the status of
_cogl_pipeline_layer_numbers_equal
Reviewed-by: Neil Roberts <neil@linux.intel.com>
(cherry picked from commit e55b64a9cdc93285049d9b969bef67484c2d9fb3)
Note: this will cause a temporary regression for the Cogl 1.x CoglShader
api since it will break compatibility with existing shaders that
reference the texture varyings from the fragment shader.
The intention is to follow up with another patch to add back
CoglShader compatibility.
Since commit 2701b93f cogl-pipeline-opengl.c always has code which
calls _cogl_pipeline_progend_glsl_get_attrib_location but the header
declaring this function was only included if GLES2 support was
enabled. This was making it give an annoying warning so let's just
unconditionally include it.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
(cherry picked from commit 34143bc6f1239c9cb22ba613521ba9ee7ec7059a)
This adds a new CoglDriver for GL 3 called COGL_DRIVER_GL3. When
requested, the GLX, EGL and SDL2 winsyss will set the necessary
attributes to request a forward-compatible core profile 3.1 context.
That means it will have no deprecated features.
To simplify the explosion of checks for specific combinations of
context->driver, many of these conditionals have now been replaced
with private feature flags that are checked instead. The GL and GLES
drivers now initialise these private feature flags depending on which
driver is used.
The fixed function backends now explicitly check whether the fixed
function private feature is available which means the GL3 driver will
fall back to always using the GLSL progend. Since Rob's latest patches
the GLSL progend no longer uses any fixed function API anyway so it
should just work.
The driver is currently lower priority than COGL_DRIVER_GL so it will
not be used unless it is specificly requested. We may want to change
this priority at some point because apparently Mesa can make some
memory savings if a core profile context is used.
In GL 3, getting the combined extensions string with glGetString is
deprecated so this patch changes it to use glGetStringi to build up an
array of extensions instead. _cogl_context_get_gl_extensions now
returns this array instead of trying to return a const string. The
caller is expected to free the array.
Some issues with this patch:
• GL 3 does not support GL_ALPHA format textures. We should probably
make this a feature flag or something. Cogl uses this to render text
which currently just throws a GL error and breaks so it's pretty
important to do something about this before considering the GL3
driver to be stable.
• GL 3 doesn't support client side vertex buffers. This probably
doesn't matter because CoglBuffer won't normally use malloc'd
buffers if VBOs are available, but it might but worth making
malloc'd buffers a private feature and forcing it not to use them.
• GL 3 doesn't support the default vertex array object. This patch
just makes it create and bind a single non-default vertex array
object which gets used just like the normal default object. Ideally
it would be good to use vertex array objects properly and attach
them to a CoglPrimitive to cache the state.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
(cherry picked from commit 66c9db993595b3a22e63f4c201ea468bc9b88cb6)
Since we used to support hybrid fixed-function + glsl pipelines when
running with OpenGL there were numerous differences in how we handled
codegen and uniform updates between GLES2 and full OpenGL. Now that we
only support end-to-end glsl pipelines this patch can largely unify how
we handle GLES2 and OpenGL.
Most notably we now never use the builtin attribute names. This should
also make it easy for us to support creating strict OpenGL 3.1 contexts
where the builtin names have been removed.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
(cherry picked from commit 2701b93f159bf2d3387cedf2d06fe921ad5641f3)
This adds a new "fixed-arbfp" progend so we now have 3 distinct ways of
setting up the state of a pipeline:
» fixed; where the vertex and fragment processing are implemented
using fixed function opengl apis.
» fixed-arbfp; where vertex processing is implemented using fixed
function opengl apis but fragment processing is implemented
using the ARB Fragment Processing language.
» glsl; there vertex and fragment processing are both implemented
using glsl.
This means we avoid unusual, combinations such as glsl for vertex
processing and arbfp for fragment processing, and also avoid pairing
fixed-function vertex processing with glsl fragment processing which we
happen to know hits some awkward code paths in Mesa that lead to poor
performance.
As part of this change, the progend now implies specific vertend and
fragend choices so instead of associating a vertend and fragend with a
pipeline we now just associate a progend choice.
When flushing a pipeline and choosing what progend to use, we now call a
progend->start() method that is able to determine if the vertend and
fragend together will be able to handle the given pipeline so the
vertend and fragend ->start() methods no longer need to return a boolean
status.
Since we now don't need to support glsl used in conjunction with fixed
function this will allow us to avoid ever using OpenGL builtin attribute
names, though this patch doesn't change that yet.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
(cherry picked from commit cec381f50c7a2f2186bd4a8c5f38fecd5f099075)
This renames the set_filters and set_wrap_mode_parameters texture
virtual functions to gl_flush_legacy_texobj_filters and
gl_flush_legacy_texobj_wrap_modes respectively to clarify that they are
opengl driver specific and that they are only used to support the legacy
opengl apis for setting filters and wrap modes where the state is
associated with texture objects instead of being associated with sampler
objects.
This part of an effort to clearly delimit our abstraction over opengl so
that we can start to consider non-opengl backends for Cogl.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
(cherry picked from commit 6f78b8a613340d7c6b736e51a16c625f52154430)
As part of an effort towards being able to write non-opengl based
backends for Cogl this moves most of the opengl specific code under
drivers/gl. drivers/gl and drivers/gles have been moved to
drivers/gl/gl and drivers/gl/es respectively.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
(cherry picked from commit 7dc482facb0a265c7f48660079e7e12dd7a2813e)