Commit Graph

2827 Commits

Author SHA1 Message Date
Neil Roberts
e41e5efac0 Add an internal _cogl_read_pixels_with_rowstride
This is the same as _cogl_read_pixels except that it takes a rowstride
parameter for the destination buffer. Under OpenGL setting the
rowstride this will end up calling GL_ROW_LENGTH so that the buffer
region can be directly written to. Under GLES GL_ROW_LENGTH is not
supported so it will use an intermediate buffer as it does if the
format is not GL_RGBA.

cogl_read_pixels now just calls the full version of the function with
the rowstride set to width*bpp.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2414
2010-11-24 15:56:34 +00:00
Neil Roberts
05d8cc1223 Add an internal _cogl_offscreen_new_to_texture_full function
This function is the same as cogl_offscreen_new_to_texture but it
takes a level parameter and a set of flags so that FBOs can be used to
render to higher mipmap levels and to disable the depth and stencil
buffers. cogl_offscreen_new_to_texture now just calls the new function
with the level set to zero. This function could be useful in a few
places in Cogl where we want to use FBOs as an implementation detail
such as when copying between textures.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2414
2010-11-24 15:56:34 +00:00
Neil Roberts
38929d55c9 cogl-texture-driver-gles: Fix image height for uploading 3D textures
When uploading a 3D texture with an awkward rowstride, on GLES Cogl
will copy the images to an intermediate buffer to pass to GL. However
it was using the wrong height when copying the data so it would end up
overflowing the buffer and crashing.
2010-11-23 14:12:17 +00:00
Emmanuele Bassi
8e8f5d5748 pipeline: Use WrapModeInternal in the Layer struct
Since we're using CoglPipelineWrapModeInternal in the internal API
anyway, and the compiler complains loudly when comparing two enumeration
types without casting, the PipelineLayer struct should store the
wrap modes using the internal enumeration.
2010-11-23 13:08:25 +00:00
Robert Bragg
0ec9e406ea clip-stack: combine modelview-projection in set_clip_planes
When using clip planes and we we have to project some vertices into
screen coordinates we used to transform those by the modelview and then
the projection matrix separately. Now we combine the modelview and
projection matrix and then use that to transform the vertices in one
step instead.
2010-11-23 12:50:29 +00:00
Robert Bragg
649aaffbe9 journal: remove possability of fallback layers
When logging quads in the journal it used to be possible to specify a
mask of fallback layers (layers where a default white texture should be
used in-place of the corresponding texture in the current source
pipeline). Since we now handle fallbacks for cogl_rectangle* primitives
when validating the pipeline up-front before logging in the journal we
no longer need the ability for the journal to apply fallbacks too.
2010-11-23 12:50:29 +00:00
Robert Bragg
e9e824fd86 matrix: Adds experimental cogl_matrix_{transform,project}_points
This add two new function that allows us to transform or project an
array of points instead of only transforming one point at a time. Recent
benchmarking has shown cogl_matrix_transform_point to be a bottleneck
sometimes, so this should allow us to reduce the overhead when
transforming lots of vertices at the same time, and also reduce the cost
of 3 component, non-projective transforms.

For now they are marked as experimental (you have to define
COGL_ENABLE_EXPERIMENTAL_API) because there is some concern that it
introduces some inconsistent naming. cogl_matrix_transform_point would
have to be renamed cogl_matrix_project_point to be consistent, but that
would be an API break.
2010-11-23 12:50:29 +00:00
Robert Bragg
56f36cf9c2 primitives: validate with _cogl_pipeline_foreach_layer
Switch _cogl_rectangles_with_multitexture_coords to using
_cogl_pipeline_foreach_layer to iterate the layers of a pipeline when
validating instead of iterating the pipelines internal list, which is
risky since any modifications to pipelines (even to an override pipeline
derived from the original), could potentially corrupt the list as it is
being iterated.
2010-11-23 12:50:28 +00:00
Robert Bragg
1a3f946cc6 cogl: remove WrapModeOverrides from FlushOptions
This removes the possibility to specify wrap mode overrides within a
CoglPipelineFlushOptions struct since the right way to handle these
overrides is by copying the user's material and making the changes to
that copy before flushing. All primitives code has already switched away
from using these wrap mode overrides so this patch just removes unused
code and types. It also remove the wrap_mode_overrides argument for
_cogl_journal_log_quad.
2010-11-23 12:50:28 +00:00
Emmanuele Bassi
ebdf112732 build: Add missing cogl-shader-boilerplate.h 2010-11-20 10:47:22 +00:00
Emmanuele Bassi
13561e2e2d build: Add a missing file 2010-11-19 18:30:06 +00:00
Emmanuele Bassi
05f5ae1a97 build: Don't reference non-existing files 2010-11-19 18:15:49 +00:00
Owen W. Taylor
4e56eec366 Free state at the end of a journal flush
At the end of flushing the journal, we need to free the vertex
attributes and vertex array.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2423
2010-11-19 13:27:30 +00:00
Owen W. Taylor
fae591b168 Actually free buffer objects
With the refactoring to centralize code into CoglBuffer,
_cogl_buffer_fini() was never actually implemented, so all GL
vertex and index buffer objects were leaked.

The duplicate call to glDeleteBuffers() in CoglPixelArray is
removed (it wasn't paying attention to whether the buffer had been
allocated as a PBO or not.)

http://bugzilla.clutter-project.org/show_bug.cgi?id=2423
2010-11-19 13:27:30 +00:00
Robert Bragg
460e4b90d3 debug: Adds a COGL_DEBUG=wireframe option
This adds a COGL_DEBUG=wireframe option to visualize the underlying
geometry of the primitives being drawn via Cogl. This works for triangle
list, triangle fan, triangle strip and quad (internal only) primitives.
It also works for indexed vertex arrays.
2010-11-19 13:27:30 +00:00
Robert Bragg
20a1f87628 vertex-buffer: don't unref NULL object
In cogl_vertex_buffer_indices_get_for_quads() we sometimes have to
extend the length of an existing array, but when we came to unref the
previous array we didn't first check that it wasn't simply NULL.
2010-11-19 13:27:30 +00:00
Robert Bragg
982f1b4bd0 vertex-array: Adds data arg for _vertex_array_new()
This adds an optional data argument for cogl_vertex_array_new() since it
seems that mostly every case where we use this API we follow up with a
cogl_buffer_set_data() matching the size of the new array. This
simplifies all those cases and whenever we want to delay uploading of
data then NULL can simply be passed.
2010-11-19 13:27:30 +00:00
Robert Bragg
60daaff724 indices: Makes cogl_indices_get_array public
This makes the previously internal only _cogl_indices_get_array API
public as cogl_indices_get_array (Though marked as experimental)
2010-11-19 13:27:30 +00:00
Robert Bragg
fbc01d659c build: cogl-clip-state.h depends on cogl-clip-stack.h
This adds a #include "cogl-clip-stack.h" to cogl-clip-state.h which
depends on the CoglClipStack typedef.
2010-11-19 13:27:30 +00:00
Emmanuele Bassi
26f68b6f0e Merge remote branch 'elliot/cookbook-opacity-values-fix'
* elliot/cookbook-opacity-values-fix:
  cookbook: Fix opacity examples in recipe
  cookbook: Fix incorrect value for opacity
2010-11-15 15:41:46 +00:00
Emmanuele Bassi
dedceb2647 Merge remote branch 'elliot/cookbook-animations-looping'
* elliot/cookbook-animations-looping:
  cookbook: Recipe for "looping animations"
  cookbook: Clarify how signals are emitted during looped animation
  cookbook: First draft for looping animations recipe
  cookbook: Recipe skeleton for "looping animations"
  cookbook: Looping animation examples
2010-11-15 15:37:42 +00:00
Emmanuele Bassi
7e9a20960c Merge remote branch 'elliot/c90-fix' 2010-11-15 15:26:07 +00:00
Emmanuele Bassi
8c3bfaf8d9 Merge branch 'wip/static-colors'
* wip/static-colors:
  Move tests to static colors where possible
  color: Add named, global colors
2010-11-11 17:53:42 +00:00
Neil Roberts
081eb2d75d cogl-texture: Remove the gl_handle from CoglTextureSliceCallback
There's no longer any need to use the GL handle in the callback for
_cogl_texture_foreach_sub_texture_in_region because it can now work in
terms of primitive cogl textures so it has now been removed. This
would be helpful if we ever want to make the foreach function public
so that apps could implement their own primitives using sliced
textures.
2010-11-11 16:25:13 +00:00
Neil Roberts
22c61c5315 cogl-pipeline: Use layer overrides as CoglHandles instead of GLuint
Since d5634e37 the sliced texture backend now works in terms of
CoglTexture2Ds so there's no need to have special casing for
overriding the texture of a pipeline layer with a GL handle. Instead
we can just use cogl_pipeline_set_layer_texture with the
CoglHandle. The special _cogl_pipeline_set_layer_gl_texture_slice
function has now been removed and parts of the code for comparing
materials have been simplified.
2010-11-11 16:25:13 +00:00
Neil Roberts
9302d146d1 CoglTexture2DSliced: Pass slice tex to callback in foreach_sub_texture
The cogl_texture_foreach_sub_texture_in_region virtual for the sliced
texture backend was previously passing the CoglHandle of the sliced
texture to the callback. Since d5634e37 the slice texture backend now
works in terms of 2D textures so it's possible to pass the underlying
slice texture as a handle too. This makes all of the foreach callbacks
consistent in that they pass a CoglHandle of the primitive texture
type that matches the GL handle.
2010-11-11 16:25:13 +00:00
Robert Bragg
cce8645aba path 2.0: update path API for experimental 2.0 API
When COGL_ENABLE_EXPERIMENTAL_2_0_API is defined cogl.h will now include
cogl2-path.h which changes cogl_path_new() so it can directly return a
CoglPath pointer; it no longer exposes a prototype for
cogl_{get,set}_path and all the remaining cogl_path_ functions now take
an explicit path as their first argument.

The idea is that we want to encourage developers to retain path objects
for as long as possible so they can take advantage of us uploading the
path geometry to the GPU. Currently although it is possible to start a
new path and query the current path, it is not convenient.

The other thing is that we want to get Cogl to the point where nothing
depends on a global, current context variable. This will allow us to one
day define a sensible threading model if/when that is ever desired.
2010-11-11 13:17:26 +00:00
Robert Bragg
1b75ad9c80 cogl: Adds COGL_ENABLE_EXPERIMENTAL_2_0_API define
For now this new define is simply an alias for
COGL_ENABLE_EXPERIMENTAL_API but the intention is that we will also use
it to start experimenting with changes that need to break the existing
Cogl API in incompatible ways.
2010-11-11 13:17:26 +00:00
Robert Bragg
353ea5299b cogl-shader: Prepend boilerplate for portable shaders
We now prepend a set of defines to any given GLSL shader so that we can
define builtin uniforms/attributes within the "cogl" namespace that we
can use to provide compatibility across a range of the earlier versions
of GLSL.

This updates test-cogl-shader-glsl.c and test-shader.c so they no longer
needs to special case GLES vs GL when splicing together its shaders as
well as the blur, colorize and desaturate effects.

To get a feel for the new, portable uniform/attribute names here are the
defines for OpenGL vertex shaders:

 #define cogl_position_in gl_Vertex
 #define cogl_color_in gl_Color
 #define cogl_tex_coord_in  gl_MultiTexCoord0
 #define cogl_tex_coord0_in gl_MultiTexCoord0
 #define cogl_tex_coord1_in gl_MultiTexCoord1
 #define cogl_tex_coord2_in gl_MultiTexCoord2
 #define cogl_tex_coord3_in gl_MultiTexCoord3
 #define cogl_tex_coord4_in gl_MultiTexCoord4
 #define cogl_tex_coord5_in gl_MultiTexCoord5
 #define cogl_tex_coord6_in gl_MultiTexCoord6
 #define cogl_tex_coord7_in gl_MultiTexCoord7
 #define cogl_normal_in gl_Normal

 #define cogl_position_out gl_Position
 #define cogl_point_size_out gl_PointSize
 #define cogl_color_out gl_FrontColor
 #define cogl_tex_coord_out gl_TexCoord

 #define cogl_modelview_matrix gl_ModelViewMatrix
 #define cogl_modelview_projection_matrix gl_ModelViewProjectionMatrix
 #define cogl_projection_matrix gl_ProjectionMatrix
 #define cogl_texture_matrix gl_TextureMatrix

And for fragment shaders we have:

 #define cogl_color_in gl_Color
 #define cogl_tex_coord_in gl_TexCoord

 #define cogl_color_out gl_FragColor
 #define cogl_depth_out gl_FragDepth

 #define cogl_front_facing gl_FrontFacing
2010-11-10 14:24:52 +00:00
Emmanuele Bassi
7a4c7b41c2 gtk-doc: Fixes for the API references 2010-11-08 16:01:19 +00:00
Emmanuele Bassi
d2ddd9c945 Remove a compiler warning 2010-11-06 18:12:41 +00:00
Maxim Ermilov
ff8130101a CoglContext: correct initialization order
http://bugzilla.clutter-project.org/show_bug.cgi?id=2401
2010-11-06 18:06:19 +00:00
Neil Roberts
3bd20acfb4 cogl-texture-2d-sliced: Fix the foreach callback for waste textures
When converting the virtual coordinates of the underlying texture for
a slice to virtual coordinates for the whole texture it was using the
size and offset of the intersection as the size of the child
texture. This would be incorrect if the texture contains waste or the
texture coordinates are not the default. Instead the sliced foreach
function now passes the CoglSpan to the callback instead of the
intersection.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2398
2010-11-05 18:45:31 +00:00
Neil Roberts
3203c2382f Replace the disable-npots tool with a COGL_DEBUG option
Previously in the tests/tools directory we build a disable-npots
library which was used as an LD_PRELOAD to trick Cogl in to thinking
there is no NPOT texture extension. This is a little awkward to use so
it seems much simpler to just define a COGL_DEBUG option to disable
npot textures.
2010-11-05 18:45:31 +00:00
Robert Bragg
117ef6baff matrix-stack: use GArray instead of GSList for stack
In some micro-benchmarks testing journal throughput the list
manipulation jumps pretty high in the profile. This replaces the GSList
usage with a GArray instead which is effectively a grow only allocation
that means we avoid ongoing allocations while manipulating the stack
mid-scene.
2010-11-04 18:35:16 +00:00
Robert Bragg
b41bf9e67f pipeline: Avoid costly checking of lighting properties
During _cogl_pipeline_needs_blending_enabled we were always checking the
current lighting properties (ambient,diffuse,specular,emission) which
had a notable impact during micro-benchmarks that exercise journal
throughput of simple colored rectangles. This #if 0's the offending code
considering that Cogl doesn't actually support lighting currently and
when it actually does then we will be able to optimize this by avoiding
the checks when lighting is disabled.
2010-11-04 18:22:41 +00:00
Robert Bragg
e5eff5fc89 cogl: add separate material for blended source_colors
When using cogl_set_source_color4ub there is a notable difference
between colors that require blending and those that dont. When trying to
modify the color of pipeline referenced by the journal we don't force a
flush of the journal unless the color change will also change the
blending state. By using two separate pipeline objects for handing
opaque or transparent colors we can avoid ever flushing the journal when
repeatedly using cogl_set_source_color and jumping between opaque and
transparent colors.
2010-11-04 18:22:40 +00:00
Robert Bragg
4bd64b6ba6 texture_quad_multiple_primitives: rework wrap mode overrides
This reworks _cogl_texture_quad_multiple_primitives so instead of using
the CoglPipelineWrapModeOverrides mechanism to force the clamp to edge
repeat mode we now derive an override pipeline using cogl_pipeline_copy
instead. This avoids a relatively large, unconditional, memset.
2010-11-04 18:22:40 +00:00
Robert Bragg
636310a81e _multitexture_quad_single_primitive: avoid wrap overrides
This avoids using the wrap mode overrides mechanism to implement
_cogl_multitexture_quad_single_primitive which requires memsetting a
fairly large array. This updates it to use cogl_pipeline_foreach_layer()
and we now derive an override_material to handle changes to the wrap
modes instead of using the CoglPipelineWrapModeOverrides.
2010-11-04 18:22:39 +00:00
Neil Roberts
a25aad954e cogl-path: Don't bother filling the path if less than 3 nodes
Previously there was a check to avoid filling the path if there are
zero nodes. However the tesselator also won't generate any triangles
if there are less than 3 nodes so we might as well bail out in that
case too. If we don't emit any triangles then we would end up trying
to create an empty VBO. Although I don't think this should necessarily
be a problem, this seems to cause Mesa to segfault in version 7.8.1
when calling glBufferSubData (although not in
master). test-cogl-primitives tries to fill a path with only two
points so it's convenient to be able to avoid the crash in this case.
2010-11-04 18:10:09 +00:00
Neil Roberts
3c8c195115 cogl-journal: Log the clip state in the journal
When adding a new entry to the journal a reference is now taken on the
current clip stack. Modifying the current clip state no longer causes
a journal flush. The journal flushing code now has an extra stage to
compare the clip state of each entry. The comparison can simply be
done by comparing the pointers. Although different clip states will
still end up with multiple draw calls this at leasts allows a scene
comprising of multiple different clips to be upload with one vbo. It
also lays the groundwork to do certain tricks when drawing clipped
rectangles such as modifying the geometry instead of setting a clip
state.
2010-11-04 18:10:09 +00:00
Neil Roberts
6cf01ff0f4 cogl-framebuffer: Add a flag to skip flushing the clip state
This adds a flag to avoid flushing the clip state when flushing the
framebuffer state. This will be used by the journal to manage its own
clip state flushing.
2010-11-04 18:10:09 +00:00
Neil Roberts
caa991d7a1 cogl: Don't flush the journal when flushing clip state
Flushing the clip state no longer does anything that would cause the
journal to flush. The clip state is only flushed when flushing the
framebuffer state and in all cases this ends up flushing the journal
in one way or another anyway. Avoiding flushing the journal will make
it easier to log the clip state in the journal.

Previously when trying to set up a rectangle clip that can't be
scissored or when using a path clip the code would use cogl_rectangle
as part of the process to fill the stencil buffer. This is now changed
to use a new internal _cogl_rectangle_immediate function which
directly uses the vertex array API to draw a triangle strip without
affecting the journal. This should be just as efficient as the
previous journalled code because these places would end up flushing
the journal immediately before and after submitting the single
rectangle anyway and flushing the journal always creates a new vbo so
it would effectively do the same thing.

Similarly there is also a new internal _cogl_clear function that does
not flush the journal.
2010-11-04 18:10:08 +00:00
Neil Roberts
db86a5a486 cogl-path: Use the vertex array API instead of CoglVertexBuffer
The new vertex array is now implemented in terms of the
CoglVertexBuffer anyway so it should be slightly faster to use a
vertex array directly.
2010-11-04 18:09:42 +00:00
Neil Roberts
0c8eb904c0 cogl: Move the clip stack dirtiness to the context rather than the FB
Previously we tracked whether the clip stack needs flushing as part of
the CoglClipState which is part of the CoglFramebuffer state. This is
a bit odd because most of the clipping state (such as the clip planes
and the scissor) are part of the GL context's state rather than the
framebuffer. We were marking the clip state on the framebuffer dirty
every time we change the framebuffer anyway so it seems to make more
sense to have the dirtiness be part of the global context.

Instead of a just a single boolean to record whether the state needs
flushing, the CoglContext now holds a reference to the clip stack that
was flushed. That way we can flush arbitrary stack states and if it
happens to be the same as the state already flushed then Cogl will do
nothing. This will be useful if we log the clip stack in the journal
because then we will need to flush unrelated clip stack states for
each batch.
2010-11-04 18:08:27 +00:00
Neil Roberts
f15b47cc03 cogl-clip-stack: Don't allocate a separate struct for CoglClipStack
Instead of having a separate CoglHandle for CoglClipStack the code is
now expected to directly hold a pointer to the top entry on the
stack. The empty stack is then the NULL pointer. This saves an
allocation when we want to copy the stack because we can just take a
reference on a stack entry. The idea is that this will make it
possible to store the clip stack in the journal without any extra
allocations.

The _cogl_get_clip_stack and set functions now take a CoglClipStack
pointer instead of a handle so it would no longer make sense to make
them public. However I think the only reason we would have wanted that
in the first place would be to save the clip state between switching
FBOs and that is no longer necessary.
2010-11-04 18:08:27 +00:00
Neil Roberts
af5ddb0b13 cogl: Don't flush the framebuffer state for the internal draw
CoglVertexAttribute has an internal draw function that is used by the
CoglJournal to avoid the call to cogl_journal_flush which would
otherwise end up recursively flushing the journal forever. The
enable_gl_state function called by this was previously also calling
_cogl_flush_framebuffer_state. However the journal code tries to
handle this function specially by calling it with a flag to disable
flushing the modelview matrix. This is useful because the journal
handles flushing the modelview itself. Without this patch the journal
state ends up getting flushed twice. This isn't a particularly big
problem currently because the matrix stack has caching to recognise
when it would push the same state twice and bails out. However if we
later want to use the framebuffer flush flags to override a particular
state of the framebuffer (such as the clip state) then we need to make
sure the flush isn't called twice.
2010-11-04 18:08:27 +00:00
Neil Roberts
6027aa04a4 cogl-buffer: Use void* instead of guint8* for map and set_data
Unless the CoglBuffer is being used for texture data then it's
relatively unlikely that the data will contain an array of bytes. For
example if it's used as a vertex array then it's more likely to be
floats or some vertex struct. In that case it's much more convenient
if set_data and map use void* pointers so that we can avoid a cast.
2010-11-04 18:04:03 +00:00
Neil Roberts
2155bd7546 cogl-primitive: Fix the texture attribute offsets
The offsets for the texture coordinate attributes in the convenience
constructors were all wrong.
2010-11-04 17:59:33 +00:00
Neil Roberts
7aa39f18a4 cogl-primitive: Fix a typo in new_with_attributes_array
A typo in the g_return_val_if_fail was causing it to segfault.
2010-11-04 17:59:33 +00:00