This splits the fragment processing backends (glsl, arbfp and fixed) out
from cogl-material.c into their own cogl-material-{glsl,arbfp,fixed}.c
files in an effort to help and keep cogl-material.c maintainable.
Instead of the ensure_mipmaps virtual that is only called whenever the
texture is about to be rendered with a min filter that needs the
mipmap, there is now a pre_paint virtual that is always called when
the texture is about to be painted in any way. It has a flags
parameter which is used to specify whether the mipmap will be needed.
This is useful for CoglTexturePixmapX11 because it needs to do stuff
before painting that is unrelated to mipmapping.
We don't need to generate a new ARBfp program for every material created
if we can find an ancestor whos state will result in the same program
being generated.
The more code we can have adopt the coding pattern of deriving their
materials from other similar materials using cogl_material_copy() the
more likely this metric will be good enough on its own to minimize the
set of arbfp programs necessary to support a given application.
This adds a _cogl_material_weak_copy() function that can be used to
create materials that don't count as strong dependants on their parents.
This means the parent can be modified without worrying about how it will
affect weak materials. The material age of the parent can potentially be
queried to determine if a weak material might need to be re-created.
When we add support for weak materials it's expected that Clutter will
want to attach them as private data to other materials and it needs a
mechanism to determine when a weak material should be re-created because
its parent has changed somehow.
This adds the concept of a material age (internal only currently) which
increments whenever a material is modified. Clutter can then save the
age of the material which its weak materials are derived from and later
determine when the weak material may be invalid.
This redirects the legacy depth testing APIs through CoglMaterial and
adds a new experimental cogl_material_ API for handling the depth
testing state.
This adds the following new functions:
cogl_material_set_depth_test_enabled
cogl_material_get_depth_test_enabled
cogl_material_set_depth_writing_enabled
cogl_material_get_depth_writing_enabled
cogl_material_set_depth_test_function
cogl_material_get_depth_test_function
cogl_material_set_depth_range
cogl_material_get_depth_range
As with other experimental Cogl API you need to define
COGL_ENABLE_EXPERIMENTAL_API to access them and their stability isn't
yet guaranteed.
Since it can sometimes be awkward to figure out where a particular
material came from when debugging, this adds a breadcrumb mechanism that
lets you associate a const string with a material that may give a clue
about its origin.
As a follow on to using cogl_material_copy instead of flush options this
patch now removes the ability to pass flush options to
_cogl_material_equal which is the final reference to the
CoglMaterialFlushOptions mechanism.
Since cogl_material_copy should now be cheap to use we can simplify
how we handle fallbacks and wrap mode overrides etc by simply copying
the original material and making our override changes on the new
material. This avoids the need for a sideband state structure that has
been growing in size and makes flushing material state more complex.
Note the plan is to eventually use weak materials for these override
materials and attach these as private data to the original materials so
we aren't making so many one-shot materials.
This is a complete overhaul of the data structures used to manage
CoglMaterial state.
We have these requirements that were aiming to meet:
(Note: the references to "renderlists" correspond to the effort to
support scenegraph level shuffling of Clutter actor primitives so we can
minimize GPU state changes)
Sparse State:
We wanted a design that allows sparse descriptions of state so it scales
well as we make CoglMaterial responsible for more and more state. It
needs to scale well in terms of memory usage and the cost of operations
we need to apply to materials such as comparing, copying and flushing
their state. I.e. we would rather have these things scale by the number
of real changes a material represents not by how much overall state
CoglMaterial becomes responsible for.
Cheap Copies:
As we add support for renderlists in Clutter we will need to be able to
get an immutable handle for a given material's current state so that we
can retain a record of a primitive with its associated material without
worrying that changes to the original material will invalidate that
record.
No more flush override options:
We want to get rid of the flush overrides mechanism we currently use to
deal with texture fallbacks, wrap mode changes and to handle the use of
highlevel CoglTextures that need to be resolved into lowlevel textures
before flushing the material state.
The flush options structure has been expanding in size and the structure
is logged with every journal entry so it is not an approach that scales
well at all. It also makes flushing material state that much more
complex.
Weak Materials:
Again for renderlists we need a way to create materials derived from
other materials but without the strict requirement that modifications to
the original material wont affect the derived ("weak") material. The
only requirement is that its possible to later check if the original
material has been changed.
A summary of the new design:
A CoglMaterial now basically represents a diff against its parent.
Each material has a single parent and a mask of state that it changes.
Each group of state (such as the blending state) has an "authority"
which is found by walking up from a given material through its ancestors
checking the difference mask until a match for that group is found.
There is only one root node to the graph of all materials, which is the
default material first created when Cogl is being initialized.
All the groups of state are divided into two types, such that
infrequently changed state belongs in a separate "BigState" structure
that is only allocated and attached to a material when necessary.
CoglMaterialLayers are another sparse structure. Like CoglMaterials they
represent a diff against their parent and all the layers are part of
another graph with the "default_layer_0" layer being the root node that
Cogl creates during initialization.
Copying a material is now basically just a case of slice allocating a
CoglMaterial, setting the parent to be the source being copied and
zeroing the mask of changes.
Flush overrides should now be handled by simply relying on the cheapness
of copying a material and making changes to it. (This will be done in a
follow on commit)
Weak material support will be added in a follow on commit.
This adds a _cogl_bind_gl_texture_transient function that should be used
instead of glBindTexture so we can have a consistent cache of the
textures bound to each texture unit so we can avoid some redundant
binding.
As part of an effort to improve the architecture of CoglMaterial
internally this overhauls how we flush layer state to OpenGL by adding a
formal backend abstraction for fragment processing and further
formalizing the CoglTextureUnit abstraction.
There are three backends: "glsl", "arbfp" and "fixed". The fixed backend
uses the OpenGL fixed function APIs to setup the fragment processing,
the arbfp backend uses code generation to handle fragment processing
using an ARBfp program, and the GLSL backend is currently only there as
a formality to handle user programs associated with a material. (i.e.
the glsl backend doesn't yet support code generation)
The GLSL backend has highest precedence, then arbfp and finally the
fixed. If a backend can't support some particular CoglMaterial feature
then it will fallback to the next backend.
This adds three new COGL_DEBUG options:
* "disable-texturing" as expected should disable all texturing
* "disable-arbfp" always make the arbfp backend fallback
* "disable-glsl" always make the glsl backend fallback
* "show-source" show code generated by the arbfp/glsl backends
THIS IS A WORK IN PROGRESS
Mesa is building a big shader when using ARB_texture_env_combine. The
idea is to bypass that computation, do it ourselves and cache the
compiled program in a CoglMaterial.
For now that feature can be enabled by setting the COGL_PIPELINE
environment variable to "arbfp". COGL_SHOW_FP_SOURCE can be set to a non
empty string to dump the fragment program source too.
TODO:
* fog (really easy, using OPTION)
* support tex env combiner operands, DOT3, ADD_SIGNED, INTERPOLATE
combine modes (need refactoring the generation of temporary
variables) (not too hard)
* alpha testing for GLES 2.0?
Previously, Cogl's texture coordinate system was effectively always
GL_REPEAT so that if an application specifies coordinates outside the
range 0→1 it would get repeated copies of the texture. It would
however change the mode to GL_CLAMP_TO_EDGE if all of the coordinates
are in the range 0→1 so that in the common case that the whole texture
is being drawn with linear filtering it will not blend in edge pixels
from the opposite sides.
This patch adds the option for applications to change the wrap mode
per layer. There are now three wrap modes: 'repeat', 'clamp-to-edge'
and 'automatic'. The automatic map mode is the default and it
implements the previous behaviour. The wrap mode can be changed for
the s and t coordinates independently. I've tried to make the
internals support setting the r coordinate but as we don't support 3D
textures yet I haven't exposed any public API for it.
The texture backends still have a set_wrap_mode virtual but this value
is intended to be transitory and it will be changed whenever the
material is flushed (although the backends are expected to cache it so
that it won't use too many GL calls). In my understanding this value
was always meant to be transitory and all primitives were meant to set
the value before drawing. However there were comments suggesting that
this is not the expected behaviour. In particular the vertex buffer
drawing code never set a wrap mode so it would end up with whatever
the texture was previously used for. These issues are now fixed
because the material will always set the wrap modes.
There is code to manually implement clamp-to-edge for textures that
can't be hardware repeated. However this doesn't fully work because it
relies on being able to draw the stretched parts using quads with the
same values for tx1 and tx2. The texture iteration code doesn't
support this so it breaks. This is a separate bug and it isn't
trivially solved.
When flushing a material there are now extra options to set wrap mode
overrides. The overrides are an array of values for each layer that
specifies an override for the s, t or r coordinates. The primitives
use this to implement the automatic wrap mode. cogl_polygon also uses
it to set GL_CLAMP_TO_BORDER mode for its trick to render sliced
textures. Although this code has been added it looks like the sliced
trick has been broken for a while and I haven't attempted to fix it
here.
I've added a constant to represent the maximum number of layers that a
material supports so that I can size the overrides array. I've set it
to 32 because as far as I can tell we have that limit imposed anyway
because the other flush options use a guint32 to store a flag about
each layer. The overrides array ends up adding 32 bytes to each flush
options struct which may be a concern.
http://bugzilla.openedhand.com/show_bug.cgi?id=2063
Since using addresses that might change is something that finally
the FSF acknowledge as a plausible scenario (after changing address
twice), the license blurb in the source files should use the URI
for getting the license in case the library did not come with it.
Not that URIs cannot possibly change, but at least it's easier to
set up a redirection at the same place.
As a side note: this commit closes the oldes bug in Clutter's bug
report tool.
http://bugzilla.openedhand.com/show_bug.cgi?id=521
We've had complaints that our Cogl code/headers are a bit "special" so
this is a first pass at tidying things up by giving them some
consistency. These changes are all consistent with how new code in Cogl
is being written, but the style isn't consistently applied across all
code yet.
There are two parts to this patch; but since each one required a large
amount of effort to maintain tidy indenting it made sense to combine the
changes to reduce the time spent re indenting the same lines.
The first change is to use a consistent style for declaring function
prototypes in headers. Cogl headers now consistently use this style for
prototypes:
return_type
cogl_function_name (CoglType arg0,
CoglType arg1);
Not everyone likes this style, but it seems that most of the currently
active Cogl developers agree on it.
The second change is to constrain the use of redundant glib data types
in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all
been replaced with int, unsigned int, float, long, unsigned long and char
respectively. When talking about pixel data; use of guchar has been
replaced with guint8, otherwise unsigned char can be used.
The glib types that we continue to use for portability are gboolean,
gint{8,16,32,64}, guint{8,16,32,64} and gsize.
The general intention is that Cogl should look palatable to the widest
range of C programmers including those outside the Gnome community so
- especially for the public API - we want to minimize the number of
foreign looking typedefs.
With the atlas texture backend ensuring the mipmaps can make it become
a completely different texture which will have different texture
coordinates or may even be sliced. Therefore we need to ensure the
mipmaps before deciding which quads to log in the journal. This adds a
new private function to cogl-material which ensures the mipmaps if
needed.
cogl_material_copy can be used to create a new CoglHandle referencing a copy
of some given material.
From now on we will advise that developers always aim to use this function
instead of cogl_material_new() when creating a material that is in any way
derived from another.
By using cogl_material_copy, Cogl can maintain an ancestry for each material
and keep track of "similar" materials. The plan is that Cogl will use this
information to minimize the cost of GPU state transitions.
As part of an incremental process to have Cogl be a standalone project we
want to re-consider how we organise the Cogl source code.
Currently this is the structure I'm aiming for:
cogl/
cogl/
<put common source here>
winsys/
cogl-glx.c
cogl-wgl.c
driver/
gl/
gles/
os/ ?
utils/
cogl-fixed
cogl-matrix-stack?
cogl-journal?
cogl-primitives?
pango/
The new winsys component is a starting point for migrating window system
code (i.e. x11,glx,wgl,osx,egl etc) from Clutter to Cogl.
The utils/ and pango/ directories aren't added by this commit, but they are
noted because I plan to add them soon.
Overview of the planned structure:
* The winsys/ API is the API that binds OpenGL to a specific window system,
be that X11 or win32 etc. Example are glx, wgl and egl. Much of the logic
under clutter/{glx,osx,win32 etc} should migrate here.
* Note there is also the idea of a winsys-base that may represent a window
system for which there are multiple winsys APIs. An example of this is
x11, since glx and egl may both be used with x11. (currently only Clutter
has the idea of a winsys-base)
* The driver/ represents a specific varient of OpenGL. Currently we have "gl"
representing OpenGL 1.4-2.1 (mostly fixed function) and "gles" representing
GLES 1.1 (fixed funciton) and 2.0 (fully shader based)
* Everything under cogl/ should fundamentally be supporting access to the
GPU. Essentially Cogl's most basic requirement is to provide a nice GPU
Graphics API and drawing a line between this and the utility functionality
we add to support Clutter should help keep this lean and maintainable.
* Code under utils/ as suggested builds on cogl/ adding more convenient
APIs or mechanism to optimize special cases. Broadly speaking you can
compare cogl/ to OpenGL and utils/ to GLU.
* clutter/pango will be moved to clutter/cogl/pango
How some of the internal configure.ac/pkg-config terminology has changed:
backendextra -> CLUTTER_WINSYS_BASE # e.g. "x11"
backendextralib -> CLUTTER_WINSYS_BASE_LIB # e.g. "x11/libclutter-x11.la"
clutterbackend -> {CLUTTER,COGL}_WINSYS # e.g. "glx"
CLUTTER_FLAVOUR -> {CLUTTER,COGL}_WINSYS
clutterbackendlib -> CLUTTER_WINSYS_LIB
CLUTTER_COGL -> COGL_DRIVER # e.g. "gl"
Note: The CLUTTER_FLAVOUR and CLUTTER_COGL defines are kept for apps
As the first thing to take advantage of the new winsys component in Cogl;
cogl_get_proc_address() has been moved from cogl/{gl,gles}/cogl.c into
cogl/common/cogl.c and this common implementation first trys
_cogl_winsys_get_proc_address() but if that fails then it falls back to
gmodule.