Commit Graph

822 Commits

Author SHA1 Message Date
Emmanuele Bassi
7b1925df82 cogl: Move material_copy() out of the deprecated section
We strongly suggest people should be using cogl_material_copy(), but it
was hidden behind the deprecation guards.
2010-02-09 17:07:08 +00:00
Emmanuele Bassi
d2bdd3cb62 Fix some compiler warnings
GCC complains that some variable might be used uninitialized.
2010-02-09 16:58:03 +00:00
Neil Roberts
193c477495 cogl-bitmap: Remove const from premult_alpha_last_four_pixels_sse2
The function modifies the pixels pointed by p in-place so the pointer
can not be constant. The compiler was accepting this because the
modification is done from inline assembler.
2010-02-09 16:30:28 +00:00
Bastian Winkler
ecc5ffe91a cogl-buffer: Use correct argument types in cogl_buffer_set_data_EXP
offset and size arguments are gsize in cogl-buffer.h

http://bugzilla.openedhand.com/show_bug.cgi?id=1980

Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2010-02-09 15:01:09 +00:00
Emmanuele Bassi
7ebb1e7157 docs: Fixes for Cogl API reference
98% symbol docs coverage.
  335 symbols documented.
  0 symbols incomplete.
  8 not documented.

Not bad, if I may say so.
2010-02-09 14:41:37 +00:00
Neil Roberts
a02253f19a cogl-texture-2d: Use _cogl_texture_driver_gen to generate the GL tex
_cogl_texture_driver_gen is needed to set the texture minification
mode to Cogl's default of GL_LINEAR. There was also a line to set this
in _cogl_texture_2d_new_with_size but it wasn't working because it was
called *before* the texture was bound. If the texture was later
rendered with the default material it then it would end up with GL's
default mipmap filtering mode but without mipmaps so it would render
white squares instead.
2010-02-09 12:21:10 +00:00
Neil Roberts
1b2ff7eff7 cogl: Use SSE2 when possible for premultiplying
This adds a fast path for premultiplying an RGBA image using SSE2
instructions. SSE registers are 128-bit and we need at least 16-bits
per component for the intermediate result of the multiplication so we
can do two pixels in parallel with one register. The function
interleaves 2 SSE registers to multiply 4 pixels in one function call
with the hope that this will pipeline better.

http://bugzilla.openedhand.com/show_bug.cgi?id=1939
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2010-02-09 11:03:21 +00:00
Halton Huo
7664568fff Remove return from void functions
This patch fixes compilation on suncc.

http://bugzilla.openedhand.com/show_bug.cgi?id=1978

Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2010-02-09 10:24:25 +00:00
Damien Lespiau
c02dded0f6 cogl-buffer: Use TEXTURE as the only value for CoglBufferUsageHint
We should try to use more explicit defines than GL for our hints. For
now we only support using a CoglBuffer to generate textures.
2010-02-08 17:14:49 +00:00
Damien Lespiau
54a6df22b0 cogl-buffer: make sure the code compiles on GL ES
OpenGL ES has no PBO extension, so we fallback to using a malloc'ed
buffer. Make sure the OpenGL-only defines don't leak into the OpenGL ES
compilation.
2010-02-08 17:14:49 +00:00
Damien Lespiau
d0fe479536 cogl-pixel-buffer: Add a fallback path
First, let's add a new public feature called, surprisingly,
COGL_FEATURE_PBOS to check the availability of PBOs and provide a
fallback path when running on older GL implementations or on OpenGL ES

In case the underlying OpenGL implementation does not provide PBOs, we
need a fallback path (a malloc'ed buffer). The CoglPixelBufer
constructors will instanciate a subclass of CoglBuffer that handles
map/unmap and set_data() with a malloc'ed buffer.

The public feature is useful to check before using set_data() on a
buffer as it will mean doing a memcpy() when not supporting PBOs (in
that case, it's better to create the texture directly instead of using a
CoglBuffer).
2010-02-08 17:14:49 +00:00
Damien Lespiau
b7f049495b cogl-texture: Add a new constructor to turn CoglBuffers into textures
The only goal of using COGL buffers is to use them to create
textures. cogl_texture_new_from_buffer() is the new symbol to create
textures out of buffers.
2010-02-08 17:14:49 +00:00
Damien Lespiau
abbb668163 cogl-pixel-buffer: add a pixel buffer object class
This subclass of CoglBuffer aims at wrapping PBOs or other system
surfaces like DRM buffer objects. Two constructors are available:

cogl_pixel_buffer_new() with a size when you only care about the size of
the buffer (such a buffer can be used to store several texture data such
as the three planes of a I420 frame).

cogl_pixel_buffer_new_full() is more a 1:1 mapping between the data and
an underlying surface, with the possibility of having access to a low
level memory buffer that may have a stride.
2010-02-08 17:14:49 +00:00
Damien Lespiau
b5e9710cdf cogl-buffer: add an abstract class around openGL's buffer objects
Buffer objects are cool! This abstracts the buffer API first introduced
by GL_ARB_vertex_buffer_object and then extended to other objects.

The coglBuffer abstract class is intended to be the base class of all
the buffer objects, letting the user map() buffers. If the underlying
implementation does not support buffer objects (or only support VBO but
not FBO for instance), fallback paths should be provided.
2010-02-08 17:14:49 +00:00
Damien Lespiau
de8a6314f1 cogl: new textures sould have GL_TEXTURE_MIN_FILTER set to GL_LINEAR
The only way the user has to set the mipmap filters is through the
material/layer API. This API defaults to GL_LINEAR/GL_LINEAR for the max
and min filters. With the main use case of cogl being 2D interfaces, it
makes sense do default to GL_LINEAR for the min filter.

When creating new textures, we did not set any filter on them, using
OpenGL defaults': GL_NEAREST_MIPMAP_LINEAR for the min filter and
GL_LINEAR for the max filter. This will make the driver allocate memory
for the mipmap tree, memory that will not be used in the nominal case
(as the material API defaults to GL_LINEAR).

This patch tries to ensure that the min filter is set to GL_LINEAR
before any glTexImage*() call is done on the texture by setting the
filter when generating new OpenGL handles.
2010-02-08 17:14:49 +00:00
Damien Lespiau
c0f65212ba cogl: Introduce the GE_RET() debug macro
Some GL functions have a return value that the GE() macro is not able to
handle. Let's define a new Ge_RET() macro which will be able to handle
functions such as glMapBuffer().

While at it, removed the unused variadic dots to the GE() macro.
2010-02-08 17:14:49 +00:00
Robert Bragg
cc6aefad34 cogl path: make sure marking the clip state dirty takes affect
When we trashed the contents of the stencil buffer during
_cogl_path_fill_nodes we marked the clip stack state as dirty and expected
the clip stack code would clean up our glStencilFunc state.

The problem is that we only try and update the clip state during
_cogl_journal_init (when we flush the framebuffer state) which is only
called when the journal first gets something logged in it.

To make sure the stencil state is cleaned up we now also flush the journal
so _cogl_journal_init will be called for the next logged rectangle.
2010-02-08 13:35:45 +00:00
Neil Roberts
830f2402d4 Merge branch 'more-texture-backends'
This adds three new texture backends.

- CoglTexture2D: This is a trimmed down version of CoglTexture2DSliced
  which only supports a single texture and only works with the
  GL_TEXTURE_2D target. The code is a lot simpler so it has a less
  overheads than dealing with slices. Cogl will use this wherever
  possible.

- CoglSubTexture: This is used to get a CoglHandle to represent a
  subregion of another texture. The texture can be used as if it was a
  standalone texture but it does not need to copy the resources.

- CoglAtlasTexture: This collects RGB and RGBA textures into a single
  GL texture with the aim of reducing texture state changes and
  increasing batching. The backend will try to manage the atlas and
  may move the textures around to close gaps in the texture. By
  default all textures will be placed in the atlas.
2010-02-06 00:20:32 +00:00
Neil Roberts
6b1b27d4f8 cogl-bitmap: Update the format after (un)premultiplying
The pixel format of the bitmap needs to have its premult flag cleared
or set after the premult conversion otherwise it may get converted
again.
2010-02-06 00:13:25 +00:00
Neil Roberts
191d20eb56 cogl-atlas-texture: Fix a cut and paste error when getting the height
There was a typo in getting the height of the full texture to check
whether the sub region fits so that it was using the width
instead. This was causing crashes when debugging is enabled for some
apps.
2010-02-05 17:03:04 +00:00
Damien Lespiau
1bdc3db9ab docs: Use % for defines not #
Some links to defines in the gtk-doc annotations were using '#' instead
of '%'.
2010-02-04 21:10:02 +00:00
Neil Roberts
e6a3b6ebe7 cogl-texture: Avoid copying the bitmap when premultiplying from a file
In cogl_texture_new_from_file we create and own a temporary
bitmap. There's no need to copy this data if we need to do a premult
conversion so instead it just does conversion before passing it on to
cogl_texture_new_from_bitmap.
2010-02-03 23:27:45 +00:00
Neil Roberts
59198b8ab8 cogl-texture: Split out _cogl_texture_prepare_for_upload
The Cogl atlas code was using _cogl_texture_prepare_for_upload with a
NULL pointer for the dst_bmp to determine the internal format of the
texture without converting the bitmap. It needs to do this to decide
whether the texture will go in the atlas before wasting time on the
conversion. This use of the function is a little confusing so that
part of it has been split out into a new function called
_cogl_texture_determine_internal_format. The code to decide whether a
premult conversion is needed has also been split out.
2010-02-03 23:10:52 +00:00
Neil Roberts
5063f4669c cogl-atlas: Make the cogl_atlas_* API internal
This just adds an underscore to every entry point for the CoglAtlas
API so that it's not exported.
2010-02-03 23:09:26 +00:00
Emmanuele Bassi
6fbed66add Delay default stage creation
The default stage creation should be delayed as much as possible,
ideally at the end of the init() process.
2010-02-03 16:34:27 +00:00
Emmanuele Bassi
3191ea1195 cogl-debug: Remove redundant newlines
The debugging notes wrapping g_debug() already have an implicit newline
at the end of the passed message.
2010-02-03 16:34:27 +00:00
Neil Roberts
74c0170ccc cogl-vertex-buffer: Refix disabling texture coord arrays
Commit 92a375ab4 changed the initial value of max_texcoord_attrib_unit
to -1 so that it could disable the texture coord array for the first
texture unit when there are no texture coords used in the vbo. However
max_texcoord_attrib_unit was an unsigned value so this actually became
G_MAXUINT. The disabling loop at the bottom still worked because
G_MAXUINT+1==0 but the check for whether any texture unit is greater
than max_texcoord_attrib_unit was failing so it would always end up
disabling all texture units. This is now fixed by changing
max_texcoord_attrib_unit to be signed.
2010-02-03 14:31:12 +00:00
Neil Roberts
145cc9d3df Merge remote branch 'master' into texture-debugging
Conflicts:
	clutter/cogl/cogl/cogl-context.h
2010-02-01 13:37:19 +00:00
Neil Roberts
aa6731e338 cogl-material: Compare GL texture numbers for material layer textures
When deciding if a material layer is equal it now compares the GL
target and texture number if the textures are not sliced. This is
needed to get batching across atlased textures.
2010-02-01 13:27:42 +00:00
Neil Roberts
abe91784c4 cogl: Let GL do the format conversion when uploading texture data
Cogl accepts a pixel format for both the data in memory and the
internal format to be used for the texture. If they do not match then
it would convert them using the CoglBitmap functions before uploading
the data. However, GL also lets you specify both formats so it makes
more sense to let GL do the conversion. The driver may need the
texture in a specific format so it may end up being converted anyway.

The cogl_texture_upload_data functions have been removed and replaced
with a single function to prepare the bitmap. This will only do the
premultiplication conversion because that is the only part that GL
can't do directly.
2010-02-01 13:27:34 +00:00
Neil Roberts
e83ffb1fa3 cogl: Do the premult conversion in-place rather than copying to a new buffer
The premult part of _cogl_convert_premult has now been split out as
_cogl_convert_premult_status. _cogl_convert_premult has been renamed
to _cogl_convert_format to make it less confusing. The premult
conversion is now done in-place instead of copying the
buffer. Previously it was copying the buffer once for the format
conversion and then copying it again for the premult conversion. The
premult conversion never changes the size of the buffer so it's quite
easy to do in place. We can also use the separated out function
independently.
2010-02-01 13:27:34 +00:00
Neil Roberts
72fba19eac cogl-atlas-texture: Use a single atlas for both RGB and RGBA textures
The internal format of the atlas texture is still set to the
appropriate format so Cogl will disable blending for textures that are
intended to be RGB. This should end up ignoring the alpha channel from
the texture in the atlas. This makes the code slightly easier to
maintain and should also improve the chances of batching.
2010-02-01 13:27:29 +00:00
Emmanuele Bassi
7a1ebcbced Whitespace fixes in cogl-util 2010-02-01 10:40:34 +00:00
Neil Roberts
046a4b8047 cogl: Use the colours of COGL_DEBUG=rectangles to debug batching
Instead of assigning a new colour to each quad of a batch, the
rectangle debugging code now assigns a new colour to each batch so
that it can be used to visually see what is being batched. The colour
is stored in a global variable that is reset during cogl_clear. This
improves the chances that the same colour will be used for a batch in
the next frames to avoid flickering.
2010-01-28 16:52:42 +00:00
Neil Roberts
92a375ab47 cogl-vertex-buffer: Fix disabling the texture arrays from previous prim
When setting up the state for the vertex buffer,
enable_state_for_drawing_buffer tries to keep track of the highest
numbered texture unit in use. It then disables any texture arrays for
units that were previously enabled if they are greater than that
number. However if there is no texturing in the VBO then the max used
unit would be left at 0 which it would later think meant unit 0 is
still in use so it wouldn't disable it. To fix this it now initialises
the max used unit to -1 which it should interpret as ‘no units are in
use’ so it will later disable the arrays for all units.

Thanks to Jon Mayo for reporting the bug.

http://bugzilla.openedhand.com/show_bug.cgi?id=1957
2010-01-27 14:31:59 +00:00
Neil Roberts
f288eae0fc docs: Add some notes about the CoglPixelFormat enums
The pixel format enums didn't explain what order in memory the
components should be so it was difficult to use them.
2010-01-27 12:07:38 +00:00
Damien Lespiau
52cb54f5fa cogl: Fix checks of the number of available texture units
We were checking the number of texture units against the GL enum that is
used in glGetInteger() to query that number. Let's abstract this in a
little function.

Took the opportunity to dig a bit on the usage of GL limits for the
number of texture (image) units and document our use of them. We'll need
something finer grained if we want to fully exploit texture image units
with a programmable pipeline.
2010-01-26 18:47:25 +00:00
Damien Lespiau
06d8ebb0ba cogl: Create CoglTextureUnit with its associated unit number
The index field of CoglTextureUnit was never set, leading to the
creation of units with index set to 0. When trying to retrieve a texture
unit by its index (!= 0) with _cogl_get_texture_unit(), a new one was
created as it could not find it back in the list of textures units:
ctx->texture_units.

http://bugzilla.openedhand.com/show_bug.cgi?id=1958
2010-01-26 12:12:20 +00:00
Neil Roberts
996614cfaf cogl-atlas-texture: Add a debug option to disable the atlas
If the user specifies the 'disable-atlas' debug option then no texture
will be put in the atlas.
2010-01-22 15:54:15 +00:00
Neil Roberts
08b8b2791f cogl-atlas-texture: Don't create atlas textures with the premult bit
Previously the atlas textures were being created with whatever format
the first sub texture is in. Only three formats are supported so this
only matters if the first texture is a premultiplied alpha
texture. Instead it now masks out the premultiplied bit so that the
textures are always either RGB_888 or RGBA_8888.
2010-01-19 17:15:51 +00:00
Neil Roberts
c4adefffd3 cogl-atlas-texture: Fix premultiplied texture formats
When uploading texture data it was just calling cogl_texture_set_data
on the large texture. This would attempt to convert the data to the
format of the large texture. All of the textures with alpha channels
are stored together regardless of whether they are premultiplied so
this was causing premultiplied textures to be unpremultiplied
again. It now just uploads the data ignoring the premult bit of the
format so that it only gets converted once.
2010-01-18 10:53:00 +00:00
Neil Roberts
b78024bd2d cogl-primitives: Ensure the mipmaps for a layer before logging quads
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.
2010-01-18 09:22:11 +00:00
Neil Roberts
36f18e5ac5 cogl: Make CoglSubTexture only work for quad rendering
The sub texture backend doesn't work well as a completely general
texture backend because for example when rendering with cogl_polygon
it needs to be able to tranform arbitrary texture coordinates without
reference to the other coordintes. This can't be done when the texture
coordinates are a multiple of one because sometimes the coordinate
should represent the left or top edge and sometimes it should
represent the bottom or top edge. For example if the s coordinates are
0 and 1 then 1 represents the right edge but if they are 1 and 2 then
1 represents the left edge.

Instead the sub-textures are now documented not to support coordinates
outside the range [0,1]. The coordinates for the sub-region are now
represented as integers as this helps avoid rounding issues. The
region can no longer be a super-region of the texture as this
simplifies the code quite a lot.

There are two new texture virtual functions:

transform_quad_coords_to_gl - This transforms two pairs of coordinates
     representing a quad. It will return FALSE if the coordinates can
     not be transformed. The sub texture backend uses this to detect
     coordinates that require repeating which causes cogl-primitives
     to use manual repeating.

ensure_non_quad_rendering - This is used in cogl_polygon and
     cogl_vertex_buffer to inform the texture backend that
     transform_quad_to_gl is going to be used. The atlas backend
     migrates the texture out of the atlas when it hits this.
2010-01-18 09:22:04 +00:00
Neil Roberts
b844653c64 cogl-texture: Fix manual repeating for negative coordinates
When calculating the next integer position for negative coordinates it
would not increment if the position is already a multiple of one so we
need to manually add one.
2010-01-15 12:16:06 +00:00
Neil Roberts
a01b4eefce cogl-texture-2d: Fix the coordinate wrapping for negative coordinates
The formula to wrap the coordinates to the [0,1] range was broken when
the coordinates were negative.
2010-01-15 12:16:06 +00:00
Neil Roberts
ead4399536 Merge branch 'master' into more-texture-backends 2010-01-15 12:15:46 +00:00
Neil Roberts
8247bdf4f9 cogl-framebuffer: Return gboolean from try_creating_fbo
When try_creating_fbo fails it returns 0 to report the error and if it
succeeds it returns ‘flags’. However cogl_offscreen_new_to_texture
also passes in 0 for the flags as the last fallback to create the fbo
with nothing but the color buffer. In that case it will return 0
regardless of whether it succeeded so the last fallback will always be
considered a failure.

To fix this it now just returns a gboolean to indicate whether it
succeeded and the flags used for each attempt is assigned when passing
the argument rather than from the return value of the function.

Also if the only configuration that succeeded was with flags==0 then
it would always try all combinations because last_working_flags would
also be zero. To avoid this it now uses a separate gboolean to mark
whether we found a successful set of flags.

http://bugzilla.openedhand.com/show_bug.cgi?id=1873
2010-01-14 14:10:05 +00:00
Emmanuele Bassi
5322546a4e build: Clean up COGL build flags 2010-01-13 17:15:06 +00:00
Neil Roberts
778e08e4e2 cogl-framebuffer: Add some missing GL defines
Since 755cce33a7 the framebuffer code is using the GL enums
GL_DEPTH_ATTACHMENT and GL_DEPTH_COMPONENT16. These aren't available
directly under GLES except with the OES suffix so we need to define
them manually as we do with the other framebuffer constants.
2010-01-12 17:10:15 +00:00
Neil Roberts
bb8352ca95 cogl: Remove the CGL_* defines
These macros used to define Cogl wrappers for the GLenum values. There are
now Cogl enums everywhere in the API where these were required so we
shouldn't need them anymore. They were in the public headers but as
they are not neccessary and were not in the API docs for Clutter 1.0
it should be safe to remove them.
2010-01-12 17:10:15 +00:00
Robert Bragg
8b950bdc87 journal: Fixes logging of multiple sets of texture coordinates
If a user supplied multiple groups of texture coordinates with
cogl_rectangle_with_multitexture_coords() then we would repeatedly log only
the first group in the journal.  This fixes that bug and adds a conformance
test to verify the fix.

Thanks to Gord Allott for reporting this bug.
2010-01-12 11:22:08 +00:00
Robert Bragg
755cce33a7 cogl: Support multiple fallbacks in cogl_offscreen_new_to_texture()
The Intel drivers in Mesa 7.6 (and possibly earlier versions) don't
support creating FBOs with a stencil buffer but without a depth
buffer. This reworks framebuffer allocation so that we try a number
of fallback options before failing.

The options we try in order are:
- the same options that were sucessful last time if available
- combined depth and stencil
- separate depth and stencil
- just stencil, no depth
- just depth, no stencil
- neither depth or stencil
2010-01-11 15:32:52 +00:00
Robert Bragg
d9b91d61f5 framebuffers: cogl_offscreen_new_to_texture should take a ref on the texture
We weren't taking a reference on the texture to be used as the color buffer
for offscreen rendering, so it was possible to free the texture leaving the
framebuffer in an inconsistent state.
2010-01-08 20:42:35 +00:00
Robert Bragg
30b557c465 profiling: Adds initial UProf accounting to Cogl
This adds gives Cogl a dedicated UProf context which will be linked together
with Clutter's context during clutter_init_real().

Initial timers cover _cogl_journal_flush and _cogl_journal_log_quad

You can explicitly ask for a report of Cogl statistics by exporting
COGL_PROFILE_OUTPUT_REPORT=1 but since the context is linked with Clutter's
the statisitcs will also be shown in the automatic Clutter reports.
2010-01-08 20:19:50 +00:00
Emmanuele Bassi
8b59573190 Covert stb_image.c to Unix format
The file is still in DOS format (CRLF instead of LF) and this confuses
the hell out of some versions of Git.
2010-01-05 18:02:29 +00:00
Emmanuele Bassi
58b5a46e0e Include cogl-defines.h before using GL types
If we are using GL* types we should also be including cogl-defines.h, as
that will include the right GL header.
2010-01-05 17:55:47 +00:00
Emmanuele Bassi
793fec8138 cogl: Fix array annotations
The arrays in the cogl_program_set_uniform_* API should be marked as
such, and have their length arguments specified.
2010-01-05 17:55:47 +00:00
Emmanuele Bassi
4adc2c2d83 build: Move CoglMatrixMode to cogl-matrix-stack.h
This avoids a redeclaration of _cogl_matrix_stack_flush_to_gl() from
using GLenum to CoglMatrixMode.

http://bugzilla.openedhand.com/show_bug.cgi?id=1928
2010-01-04 11:58:32 +00:00
Halton Huo
eb90295041 cogl-texture: Remove return in void functions
http://bugzilla.o-hand.com/show_bug.cgi?id=1929

Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2010-01-04 11:51:06 +00:00
Emmanuele Bassi
b98d486fc9 build: Maintainer cflags go in the _CFLAGS target
The maintainer compiler flags are not pre-processor flags.
2010-01-04 11:49:13 +00:00
Emmanuele Bassi
0fb51658fd cogl: Const-ify vertices in cogl_polygon()
The CoglTextureVertex array passed to cogl_polygon() is a pure
in-argument and should be const-ified.

http://bugzilla.openedhand.com/show_bug.cgi?id=1917
2010-01-04 11:43:00 +00:00
Emmanuele Bassi
a09ac0b27c Merge branch 'stage-use-alpha' into ebassi-next
* stage-use-alpha:
  tests: Use accessor methods for :use-alpha
  stage: Add accessors for :use-alpha
  tests: Allow setting the stage opacity in test-paint-wrapper
  stage: Premultiply the stage color
  stage: Composite the opacity with the alpha channel
  glx: Always request an ARGB visual
  stage: Add :use-alpha property
  materials: Get the right blend function for alpha
2009-12-20 17:39:12 +00:00
Neil Roberts
34b50934be cogl-material: Ensure mipmaps before doing anything else on a texture
When the texture is in the atlas, ensuring the mipmaps can effectively
make it become a completely different texture so we should do this
before getting the GL handle.
2009-12-05 14:20:00 +00:00
Neil Roberts
231cfffa18 cogl-atlas-texture: Remove textures from the atlas when mipmapping is required
Mipmaps don't work very well in the current atlas because there is not
enough padding between the textures. If ensure_mipmaps is called it
will now create a new texture and migrate the atlased texture to
it. It will use the same blit mechanism as when migrating so it will
try to use an FBO for a fast blit. However if this is not possible it
will end up downloading the data for the entire atlas which is not
ideal.
2009-12-05 14:11:57 +00:00
Neil Roberts
6cf5ee2cbd cogl-atlas-texture: Try to do texture blits using an FBO
When reorganizing the textures, we can avoid downloading the entire
texture data if we bind the source texture in a framebuffer object and
copy the destination using glCopyTexSubImage2D. This is also
implemented using a much faster path in Mesa.

Currently it is calling the GL framebuffer API directly but ideally it
would use the Cogl offscreen API. However there is no way to tell Cogl
not to create a stencil renderbuffer which seems like a waste in this
situation.

If FBOs are not available it will fallback to reading back the entire
texture data as before.
2009-12-05 14:11:31 +00:00
Neil Roberts
c51a31a2fc cogl-atlas: Add a debug option to visualize the atlas
This adds a 'dump-atlas-image' debug category. When enabled, CoglAtlas
will use Cairo to create a png which visualizes the leaf rectangles of
the atlas.
2009-12-04 20:29:12 +00:00
Neil Roberts
032d6e8aa0 cogl-texture-atlas: Add some debugging notes
This adds an 'atlas' category to the COGL_DEBUG environment
variable. When enabled Cogl will display messages when textures are
added to the atlas and when the atlas is reorganized.
2009-12-04 20:29:12 +00:00
Neil Roberts
bc845e26d9 cogl-atlas-texture: Support reorganizing the atlas when it is full
When space can't be found in the atlas for a new texture it will now
try to reorganize the atlas to make space. A new CoglAtlas is created
and all of the textures are readded in decreasing size order. If the
textures still don't fit then the size of the atlas is doubled until
either we find a space or we reach the texture size limits. If we
successfully find an organization that fits then all of the textures
will be migrated to a new texture. This involves copying the texture
data into CPU memory and then uploading it again. Potentially it could
eventually use a PBO or an FBO to transfer the image without going
through the CPU.

The algorithm for laying out the textures works a lot better if the
rectangles are added in order so we might eventually want some API for
creating multiple textures in one go to avoid reorganizing the atlas
as far as possible.
2009-12-04 20:27:02 +00:00
Neil Roberts
1fb32167ec cogl: Add an atlased texture backend
This adds a CoglAtlas type which is a data structure that keeps track
of unused sub rectangles of a larger rectangle. There is a new atlased
texture backend which uses this to put multiple textures into a single
larger texture.

Currently the atlas is always sized 256x256 and the textures are never
moved once they are put in. Eventually it needs to be able to
reorganise the atlas and grow it if necessary. It also needs to
migrate the textures out of the atlas if mipmaps are required.
2009-12-04 20:26:39 +00:00
Neil Roberts
6c3e1989e4 cogl-sub-texture: Fix the height of sub textures
The code which is used to get the texture height was accidentally
using the width due to a cut-and-paste fail.
2009-12-03 14:46:20 +00:00
Neil Roberts
97f8eed119 cogl: Add a CoglTexture2D backend
This is an optimised version of CoglTexture2DSliced that always deals
with a single texture and always uses the GL_TEXTURE_2D
target. cogl_texture_new_from_bitmap now tries to use this backend
first. If it can't create a texture with that size then it falls back
the sliced backend.

cogl_texture_upload_data_prepare has been split into two functions
because the sliced backend needs to know the real internal format
before the conversion is performed. Otherwise the converted bitmap
will be wasted if the backend can't support the size.
2009-12-02 22:03:27 +00:00
Neil Roberts
f3df76d512 cogl: Add _cogl_texture_driver_upload_to_gl
This provides a way to upload the entire data for a texture without
having to first call glTexImage and then glTexSubImage. This should be
faster especially with indirect rendering where it would needlessy
send the data for the texture twice.
2009-12-02 22:03:26 +00:00
Neil Roberts
19a19579ba cogl: Move some of the texture_2d_sliced_new_* functions into cogl-texture
new_from_data and new_from_file can be implemented in terms of
new_from_bitmap so it makes sense to move these to cogl-texture rather
than having to implement them in every texture backend.
2009-12-02 22:03:26 +00:00
Neil Roberts
9752493272 cogl: Add a sub texture backend
This adds a new texture backend which represents a sub texture of a
larger texture. The texture is created with a reference to the full
texture and a set of coordinates describing the region. The backend
simply defers to the full texture for all operations and maps the
coordinates to the other range. You can also use coordinates outside
the range [0,1] to create a repeated version of the full texture.

A new public API function called cogl_texture_new_from_sub_texture is
available to create the sub texture.
2009-12-02 22:03:08 +00:00
Neil Roberts
070a91f311 cogl: Make the callback for foreach_sub_texture_in_region use const
The CoglTextureSliceCallback function pointer now takes const pointers
for the texture coordinates. This makes it clearer that the callback
should not modify the array and therefore the backend can use the same
array for both sets of coords.
2009-12-02 22:03:08 +00:00
Neil Roberts
1a1de0e278 cogl: Add a texture utility function for manually repeating
Given a region of texture coordinates this utility invokes a callback
enough times to cover the region with a subregion that spans the
texture at most once. Eg, if called with tx1 and tx2 as 0.5 and 3.0 it
it would invoke the callback with:

0.5,1.0  1.0,2.0  2.0,3.0

Manual repeating is needed by all texture backends regardless of
whether they can support hardware repeating because when Cogl calls
the foreach_sub_texture_in_region method then it sets the wrap mode to
GL_CLAMP_TO_EDGE and no hardware repeating is possible.
2009-12-02 22:03:08 +00:00
Neil Roberts
5fcb29c916 cogl-primitives: Check for repeating after the coordinate transform
In _cogl_multitexture_quad_single_primitive we use a wrap mode of
GL_CLAMP_TO_EDGE if the texture coordinates are all in the range [0,1]
or GL_REPEAT otherwise. This is to avoid pulling in pixels from either
side when using GL_LINEAR filter mode and rendering the entire
texture. Previously it was checking using the unconverted texture
coordinates. This is ok unless the texture backend is radically
transforming the texture coordinates, such as in the sub texture
backend where the coordinates may map to something completely
different. We now check whether the coordinates are in range after
converting them.
2009-12-02 22:03:07 +00:00
Neil Roberts
812d4d25bb cogl: Move all of the fields from CoglTexture to CoglTexture2DSliced
Most of the fields that were previously in CoglTexture are specific to
the implementation of CoglTexture2DSliced so they should be placed
there instead. For example, the 'mipmaps_dirty' flag is an
implementation detail of the ensure_mipmaps function so it doesn't
make sense to force all texture backends to have this function.

Other fields such as width, height, gl_format and format may make
sense for all textures but I've added them as virtual functions
instead. This may make more sense for a sub-texture backend for
example where it can calculate these based on the full texture.
2009-12-02 22:03:07 +00:00
Neil Roberts
071dea2fbc cogl: Move data only used for upload out of CoglTexture
The CoglTexture struct previously contained some fields which are only
used to upload data such as the CoglBitmap and the source GL
format. These are now moved to a separate CoglTextureUploadData struct
which only exists for the duration of one of the cogl_texture_*_new
functions. In cogl-texture there are utility functions which operate
on this new struct rather than on CoglTexture directly.

Some of the fields that were previously stored in the CoglBitmap
struct are now copied to the CoglTexture such as the width, height,
format and internal GL format.

The rowstride was previously stored in CoglTexture and this was
publicly accessible with the cogl_texture_get_rowstride
function. However this doesn't seem to be a useful function because
there is no need to use the same rowstride again when uploading or
downloading new data. Instead cogl_texture_get_rowstride now just
calculates a suitable rowstride from the format and width of the
texture.
2009-12-02 22:03:07 +00:00
Neil Roberts
7f58c14dcd cogl: Use #ifdef GL around GL_TEXTURE_RECTANGLE_ARB
Commit 558b17ee1e added support for rectangle textures to the
framebuffer code. Under GLES there is no GL_TEXTURE_RECTANGLE_ARB
definition so this was breaking the build. The rest of Cogl uses
ifdef's around that constant so we should do the same here.
2009-12-02 21:59:58 +00:00
Emmanuele Bassi
7a33b706a4 Remove a gtk-doc annotation
The Mesa matrix code still has a comment that looks like a gtk-doc
annotation.
2009-12-02 11:37:13 +00:00
Emmanuele Bassi
1d87ecc6a1 materials: Get the right blend function for alpha
The correct blend function for the alpha channel is:

  GL_ONE, GL_ONE_MINUS_SRC_ALPHA

As per bug 1406. This fix was dropped when the switch to premultiplied
alpha was merged.
2009-12-01 16:25:54 +00:00
Neil Roberts
1bb034fbd7 cogl: Enable blending if a lighting colour is semi-transparent
We currently enable blending if the material colour has
transparency. This patch makes it also enable blending if any of the
lighting colours have transparency. Arguably this isn't neccessary
because we don't expose any API to enable lighting so there is no
bug. However it is currently possible to enable lighting with a direct
call to glEnable and this otherwise works so it is a shame not to have
it.

http://bugzilla.openedhand.com/show_bug.cgi?id=1907
2009-11-30 19:08:38 +00:00
Robert Bragg
934eb5d251 primitives: Don't use dynamic arrays since VS2008 can't cope with them :-(
This changes _cogl_path_fill_nodes_scanlines to use g_alloca instead of
using a variable to declare an array length.
2009-11-27 15:24:09 +00:00
Robert Bragg
439f8c62b0 cogl: deprecate cogl_draw_buffer API and replace with a cogl_framebuffer API
cogl_push_draw_buffer, cogl_set_draw_buffer and cogl_pop_draw_buffer are now
deprecated and new code should use the new cogl_framebuffer_* API instead.

Code that previously did:
    cogl_push_draw_buffer ();
    cogl_set_draw_buffer (COGL_OFFSCREEN_BUFFER, buffer);
    /* draw */
    cogl_pop_draw_buffer ();
should now be re-written as:
    cogl_push_framebuffer (buffer);
    /* draw */
    cogl_pop_framebuffer ();

As can be seen from the example above the rename has been used as an
opportunity to remove the redundant target argument from
cogl_set_draw_buffer; it now only takes one call to redirect to an offscreen
buffer, and finally the term framebuffer may be a bit more familiar to
anyone coming from an OpenGL background.
2009-11-26 19:33:14 +00:00
Robert Bragg
b598210e01 cogl_offscreen: deprecate cogl_offscreen_ref/unref.
New code should use cogl_handle_ref/unref
2009-11-26 19:33:13 +00:00
Neil Roberts
e12a691187 cogl: Use a vtable for the texture backends instead of a type and switch
Instead of storing an enum with the backend type for each texture and
then using a switch statement to decide which function to call, we
should store pointers to all of the functions in a struct and have
each texture point to that struct. This is potentially slightly faster
when there are more backends and it makes implementing new backends
easier because it's more obvious which functions have to be
implemented.
2009-11-25 13:47:28 +00:00
Robert Bragg
558b17ee1e offscreen: cogl_offscreen_new_to_texture now supports GL_TEXTURE_RECTANGLE_ARB
cogl_offscreen_new_to_texture previously bailed out if the given texture's
GL target was anything but GL_TEXTURE_2D, but it now also allows
foreign GL_TEXTURE_RECTANGLE_ARB textures.

Thanks to Owen for reporting this issue, ref:
https://bugzilla.gnome.org/show_bug.cgi?id=601032
2009-11-25 02:56:25 +00:00
Robert Bragg
d3a01e0c96 debug: remove the COGL_DEBUG=client-side-matrices option
Cogl only supports client side matrices so this debug option is no longer
useful.
2009-11-25 02:55:56 +00:00
Robert Bragg
b38c6b420f [cogl-material] Adds cogl_material_copy() API
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.
2009-11-24 17:58:22 +00:00
Robert Bragg
70ca3bfe41 [cogl] remove unused gles/cogl-utils.[c,h]
The only function in gles/cogl-utils.c was cogl_util_next_p2() and it's
redundant since we also have a cogl/cogl-utils.[c,h]
2009-11-24 17:58:22 +00:00
Robert Bragg
4a63af0c63 docs: Don't document cogl_flush_gl_state as public API
This function was #if 0'd before we released Clutter 1.0 so there's no
implementation of it.  At some point we thought it might assist with
developers breaking out into raw OpenGL.  Breaking out to raw GL is a
difficult problem though so we decided instead we will wait for a specific
use case to arrise before trying to support it.
2009-11-24 17:58:22 +00:00
Neil Roberts
1107fa8797 Minor fix to cogl material
_cogl_material_get_layer expects a CoglMaterial* pointer but it was
being called with a CoglHandle. This doesn't matter because the
CoglHandle is actually just the CoglMaterial* pointer anyway but it
breaks the ability to change the _cogl_material_pointer_from_handle
macro.
2009-11-23 18:36:59 +00:00
Emmanuele Bassi
8d64c4641d docs: Increase consistency in Cogl documentation 2009-11-19 14:19:59 +00:00
Emmanuele Bassi
550c14449e docs: Documentation fixes for CoglMatrix
Clean up the references, the docbook tags, and the style to fit in
with the rest of the API references for Cogl and Clutter.
2009-11-19 13:56:47 +00:00
Emmanuele Bassi
056cfcffc3 Whitespace fix for cogl-color.h 2009-11-19 13:56:47 +00:00
Emmanuele Bassi
851d628cf8 docs: Documentation fixes for CoglMaterial
Clean up the references, the docbook tags, and the style to fit in
with the rest of the API references for Cogl and Clutter.
2009-11-19 13:56:47 +00:00
Emmanuele Bassi
fe804f1d02 docs: Documentation fixes for CoglBitmap
• Use the same style for the Cogl API reference as the one used for
  the Clutter API reference.

• Fix the introspection annotations for cogl_bitmap_get_size_from_file()
2009-11-19 13:56:47 +00:00
Emmanuele Bassi
05a5a7e759 docs: Remove non-gtk-doc annotations
The imported Mesa matrix code has some documentation annotations
that make gtk-doc very angry. Since it's all private anyway we
can safely make gtk-doc ignore the offending stuff.
2009-11-19 13:55:46 +00:00
Neil Roberts
7a011af974 docs: Fix the 'Since' annotation for some functions
The 'Since' annotation needs to have a colon after it or gtk-doc won't
pick it up.
2009-11-19 11:51:21 +00:00
Neil Roberts
8ef57898ad cogl: Use APIENTRY for GL function pointer declarations
This matters for platforms such as Windows that use a different
calling covention from the default for GL functions.
2009-11-18 19:24:09 +00:00
Neil Roberts
be58e5261f build: Fix out-of-tree builds for cogl-defines.h
$(COGL_DRIVER)/cogl-defines.h is generated in the configure script so
it ends up in the build directory. Therefore the build rule for
cogl/cogl-defines.h should depend on the file in $(builddir) not
$(srcdir).
2009-11-18 19:24:09 +00:00
Emmanuele Bassi
19e485325f docs: Clean up deprecation notices
The deprecation notices in gtk-doc should also refer to the
release that added the deprecation, and if the deprecated
symbol has been replaced by something else then the new symbol
should be correctly referenced.
2009-11-18 18:04:13 +00:00
Emmanuele Bassi
5f28c8b654 build: Make cogl.h not conditional on driver defines
The main COGL header cogl.h is currently created at configure time
because it conditionally includes the driver-dependent defines. This
sometimes leads to a stale cogl.h with old definitions which can
break the build until you clean out the whole tree and start from
scratch.

We can generate a stable cogl-defines.h at build time from the
equivalent driver-dependent header and let cogl.h include that
file instead.
2009-11-18 17:49:21 +00:00
Emmanuele Bassi
60fae6a92e build: Add cogl-matrix-private.h to the dist 2009-11-18 14:43:46 +00:00
Emmanuele Bassi
425f3b4660 build: Add cogl-feature-functions.h to the dist 2009-11-18 14:43:46 +00:00
Neil Roberts
142305b1d5 cogl: Add the missing terminators for the arrays of feature functions
_cogl_feature_check expects the array of function names to be
terminated with a NULL pointer but I forgot to add this. This was
causing crashes depending on what happened to be in memory after the
array.
2009-11-18 13:23:10 +00:00
Neil Roberts
2832940603 cogl: Use the GL_EXT_blend_{func,equation}_separate extensions
We should use these extensions to check for glBlendFuncSeparate and
glBlendEquationSeparate as well as checking the GL version number.
2009-11-17 18:06:31 +00:00
Neil Roberts
6e0877507e cogl: Don't bother checking for NPOTs or VBOs on later GLs
For VBOs, we don't need to check for the extension if the GL version
is greater than 1.5. Non-power-of-two textures are given in 2.0.

We could also assume shader support in GL 2.0 except that the function
names are different from those in the extension so it wouldn't work
well with the current mechanism.
2009-11-17 17:22:22 +00:00
Neil Roberts
91cde78a70 cogl: Make it easier to add checks for GL extensions
Previously if you need to depend on a new GL feature you had to:

- Add typedefs for all of the functions in cogl-defines.h.in

- Add function pointers for each of the functions in
  cogl-context-driver.h

- Add an initializer for the function pointers in
  cogl-context-driver.c

- Add a check for the extension and all of the functions in
  cogl_features_init. If the extension is available under multiple
  names then you have to duplicate the checks.

This is quite tedious and error prone. This patch moves all of the
features and their functions into a list of macro invocations in
cogl-feature-functions.h. The macros can be redefined to implement all
of the above tasks from the same header.

The features are described in a struct with a pointer to a table of
functions. A new function takes the feature description from this
struct and checks for its availability. The feature can take a list of
extension names with a list of alternate namespaces (such as "EXT" or
"ARB"). It can also detect the feature from a particular version of
GL.

The typedefs are now gone and instead the function pointer in the Cogl
context just directly contains the type.

Some of the functions in the context were previously declared with the
'ARB' extension. This has been removed so that now all the functions
have no suffix. This makes more sense when the extension could
potentially be merged into GL core as well.
2009-11-17 15:11:26 +00:00
Neil Roberts
62a37d8e53 Use the GL_ARB_multitexture extension on GL 1.2
Cogl requires multi-texturing support. This is only available as an
extension in GL 1.2 so we should check for it before accepting the
driver.

http://bugzilla.openedhand.com/show_bug.cgi?id=1875
2009-11-13 15:56:01 +00:00
Neil Roberts
2e99b276a4 cogl-material: Fallback to BlendFunc if BlendFuncSeparate is unavailable
glBlendFuncSeparate is only available in OpenGL 1.4. If we
conditionally check for this then Clutter will work with OpenGL 1.2.

http://bugzilla.openedhand.com/show_bug.cgi?id=1875
2009-11-13 15:55:55 +00:00
Neil Roberts
568c29ba49 Validate that the GL version is >= 1.2
There is a new internal Cogl function called _cogl_check_driver_valid
which looks at the value of the GL_VERSION string to determine whether
the driver is supported. Clutter now calls this after the stage is
realized. If it fails then the stage is marked as unrealized and a
warning is shown.

_cogl_features_init now also checks the version number before getting
the function pointers for glBlendFuncSeparate and
glBlendEquationSeparate. It is not safe to just check for the presence
of the functions because some drivers may define the function without
fully implementing the spec.

The GLES version of _cogl_check_driver_valid just always returns TRUE
because there are no version requirements yet.

Eventually the function could also check for mandatory extensions if
there were any.

http://bugzilla.openedhand.com/show_bug.cgi?id=1875
2009-11-13 15:55:48 +00:00
Neil Roberts
dab1da20ae [cogl-primitives] Don't clear the whole stencil buffer
When _cogl_add_path_to_stencil_buffer is used to draw a path we don't
need to clear the entire stencil buffer. Instead it can clear just the
bounding box of the path. This adds an extra parameter called
'need_clear' which is only set if the stencil buffer is being used for
clipping.

http://bugzilla.openedhand.com/show_bug.cgi?id=1829
2009-11-13 10:51:47 +00:00
Neil Roberts
bc8faf52f4 Remove _cogl_flush_matrix_stacks from cogl-internal.h
The definition for this function was removed in f7d64e5abvoid so it
should be removed from the header too.
2009-11-12 17:01:44 +00:00
Emmanuele Bassi
9fa562ad21 cogl: Declare cogl_is_bitmap()
The function is automatically defined by the CoglHandle type
definition macro, but it still requires to be declared in the
header file to be used.
2009-11-11 10:32:39 +00:00
Neil Roberts
1ce25ffbb2 cogl: Add an initialiser for enable_flags in cogl_begin_gl
This fixes a warning about an uninitialised value. It could also
potentially fix some crashes for example if the enable_flags value
happened to include a bit for enabling a vertex array if no vertex
buffer pointer was set.
2009-11-09 11:50:16 +00:00
Emmanuele Bassi
7e17822cfd Clean up cogl.h template
The inclusion order is mostly random, and it should really be
in alphabetic order, just like clutter.h.

Also, cogl-vertex-buffer.h is included twice.
2009-11-06 15:06:39 +00:00
Tim Horton
fcd8237ac5 osx: CGBitmapContextCreate can't make 24bpp, alphaless offscreen pixmaps
While loading a JPEG from disk (with clutter_texture_new_from_file),
I got the following:

<Error>: CGBitmapContextCreate: unsupported parameter combination: 8
integer bits/component; 24 bits/pixel; 3-component colorspace;
kCGImageAlphaNone; 3072 bytes/row.
<Error>: CGContextDrawImage: invalid context

Looking around, I found that CGBitmapContextCreate can't make 24bpp
offscreen pixmaps without an alpha channel...

This fixes the bug, and seems to not break other things...

http://bugzilla.openedhand.com/show_bug.cgi?id=1159

Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2009-11-06 14:10:41 +00:00
Emmanuele Bassi
30bc36082e Do not pass flags to g_module_open(NULL)
The flags are ignored when opening the main module, so we
should pass 0 to avoid confusion when reading the source.
2009-11-06 14:06:18 +00:00
Robert Bragg
c1d9e09d38 [clip-stack] stop using deprecated cogl_clip_push_window_rect API
try_pushing_rect_as_window_rect now uses the new
cogl_clip_push_window_rectangle API.
2009-11-05 21:10:17 +00:00
Robert Bragg
272e227109 [cogl-clip] deprecate parts and cleanup the API
cogl_clip_push() which accepts a rectangle in model space shouldn't have
been defined to take x,y,width,height arguments because this isn't consistant
with other Cogl API dealing with model space rectangles.  If you are using a
coordinate system with the origin at the center and the y+ extending up,
then x,y,width,height isn't as natural as (x0,y0)(x1,y1). This API has
now been replace with cogl_clip_push_rectangle()

(As a general note: the Cogl API should only use the x,y,width,height style
when the appropriate coordinate space is defined by Cogl to have a top left
origin.  E.g.  window coordinates, or potentially texture coordinates)

cogl_clip_push_window_rect() shouldn't have been defined to take float
arguments since we only clip with integral pixel precision. We also
shouldn't have abbreviated "rectangle". This API has been replaced with
cogl_clip_push_window_rectangle()

cogl_clip_ensure() wasn't documented at all in Clutter 1.0 and probably
no one even knew it existed. This API isn't useful, and so it's now
deprecated. If no one complains we may remove the API altogether for
Clutter 1.2.

cogl_clip_stack_save() and cogl_clip_stack_restore() were originally added
to allow us to save/restore the clip when switching to/from offscreen
rendering.  Now that offscreen draw buffers are defined to own their clip
state and the state will be automatically saved and restored this API is now
redundant and so deprecated.
2009-11-05 21:10:17 +00:00
Robert Bragg
6cd49fdd40 [clip-stack] Internally track model space clip rects as (x0,y0)(x1,y1) pairs
Don't track the rectangles as x0,y0,width,height. This is in preparation
for some API tidy up.
2009-11-05 21:10:17 +00:00
Robert Bragg
7752ed98f1 [clip-stack] move lots of supporting code from cogl.c to cogl-clip-stack.c
There was quite a bit of code in cogl.c that was only used to support
cogl-clip-stack.c, so this has now been moved to cogl-clip-stack.c
2009-11-05 21:10:16 +00:00
Robert Bragg
864e12df05 [debug] Adds a COGL_DEBUG=force-scanline-paths
For a long time now the GLES driver for Cogl has supported a fallback
scanline rasterizer for filling paths when no stencil buffer is available,
but now that we build the same cogl-primitives code for GL and GLES I
thought it may sometimes be useful for debugging to force Cogl to use the
scanline rasterizer instead of the current stencil buffer approach.
2009-11-05 21:10:16 +00:00
Robert Bragg
c52d878032 [cogl-primitives] Get rid of driver specific cogl-primitives code
These files were practically identical, except the gles code had additional
support for filling paths without a stencil buffer.  All the driver code has
now been moved into cogl/cogl-primitives.c
2009-11-04 16:02:34 +00:00
Robert Bragg
fec13f6202 [cogl-texture-2d-sliced] allow COGL_FORMAT_ANY with _new_with_size()
It's useful when initialzing offscreen draw buffers to be able to ask
Cogl to create a texture of a given size and with the default internal
pixel format.
2009-11-04 03:34:07 +00:00
Robert Bragg
90dbae5aa9 [cogl-draw-buffer] fix Cogl -> GL viewport coord conversion
Before we call glViewport we need to convert Cogl viewport coordinates
(where the origin is defined to be top left) to OpenGL coordinates
(where the origin is defined to be bottom left)

We weren't considering that offscreen rendering is always upside down
and in this case Cogl coordinates == OpenGL coordinates.
2009-11-04 03:34:05 +00:00
Robert Bragg
149e3e168a [cogl_clip_push_window_rect] fix Cogl -> GL coordinate conversion
Firstly this now uses the draw buffer height not the viewport height
when we need to perform a y = height - y conversion, since (as the
name suggests) we are dealing with window coordinates not viewport
coordinates.

Secondly this skips any conversion when the current draw buffer is an
offscreen draw buffer since offscreen rendering is always forced to be
upside down and in this case Cogl window coordinates == GL window
coordinates.
2009-11-04 03:34:05 +00:00
Robert Bragg
0369a1b84d [matrix] Adds cogl_matrix_get_inverse API
This new API takes advantage of the recently imported Mesa code to support
inverse matrix calculation.  The matrix code keeps track (via internal
flags) of the transformations a matrix represents so that it can select an
optimized inversion function.

Note: although other aspects of the Cogl matrix API have followed a similar
style to Cairo's matrix API we haven't added a cogl_matrix_invert API
because the inverse of a CoglMatrix is actually cached as part of the
CoglMatrix structure meaning a destructive API like cogl_matrix_invert
doesn't let users take advantage of this caching design.
2009-11-04 03:34:05 +00:00
Robert Bragg
8051596e96 [debug] Adds a COGL_DEBUG=matrices debug option
This adds a COGL_DEBUG=matrices debug option that can be used to trace all
matrix manipulation done using the Cogl API.  This can be handy when you
break something in such a way that a trace is still comparable with a
previous working version since you can simply diff a log of the broken
version vs the working version to home in on the bug.
2009-11-04 03:34:04 +00:00
Robert Bragg
eb438dd499 [cogl-matrix] Import Mesa's matrix manipulation code
This pulls in code from Mesa to improve our matrix manipulation support. It
includes support for calculating the inverse of matrices based on top of a
matrix categorizing system that allows optimizing certain matrix types.
(the main thing we were after) but also adds some optimisations for
rotations.

Changes compared to the original code from Mesa:

- Coding style is consistent with the rest of Cogl
- Instead of allocating matrix->m and matrix->inv using malloc, our public
  CoglMatrix typedef is large enough to directly contain the matrix, its
  inverse, a type and a set of flags.
- Instead of having a _math_matrix_analyse which updates the type, flags and
  inverse, we have _math_matrix_update_inverse which essentially does the
  same thing (internally making use of _math_matrix_update_type_and_flags())
  but with additional guards in place to bail out when the inverse matrix is
  still valid.
- When initializing a matrix with the identity matrix we don't immediately
  initialize the inverse matrix; rather we just set the dirty flag for the
  inverse (since it's likely the user won't request the inverse of the
  identity matrix)
2009-11-04 03:34:04 +00:00
Robert Bragg
d38d888f78 [cogl] avoid any state changes when cogl_set_backface_culling_enable is a nop
This is a simple optimization to bail out of cogl_set_backface_culling_enable
if it's not resulting in a change of state.
2009-11-04 03:34:04 +00:00
Robert Bragg
764cca75b4 [cogl] Use clockwise face winding for offscreen buffers with culling enabled
Because Cogl defines the origin for texture as top left and offscreen draw
buffers can be used to render to textures, we (internally) force all
offscreen rendering to be upside down. (because OpenGL defines the origin
to be bottom left)

By forcing the users scene to be rendered upside down though we also reverse
the winding order of all the drawn triangles which may interfere with the
users use of backface culling.  This patch ensures that we reverse the
winding order for a front face (if culling is in use) while rendering
offscreen so we don't conflict with the users back face culling.
2009-11-04 03:34:03 +00:00
Robert Bragg
40b8399d49 [cogl_read_pixels] don't force a 4 byte pack alignment
Technically this change shouldn't make a difference since we are
calling glReadPixels with GL_RGBA GL_UNSIGNED_BYTE which is a 4
byte format and it should always result in the same value according
to how OpenGL calculates the location of sequential rows.

i.e. k  = a/s * ceil(snl/a) where:
 a = alignment
 s = component size (1)
 n = number of components per pixel (4)
 l = number of pixels in a row
gives:
k = 4/1 * ceil(4l/4) and k = 1/1 * ceil(4l/1) which are equivalent

I'm changing it because I've seen i915 driver code that bails out of
hardware accelerated paths if the alignment isn't 1, and because
conceptually we have no alignment constraints here so even if the current
value has no effect, when we start reading back other formats it may upset
things.
2009-11-04 03:34:03 +00:00
Robert Bragg
a222ee22f9 [cogl_read_pixels] call cogl_flush() before changing glPixelStore state
We were previously calling cogl_flush() after setting up the glPixelStore
state for calling glReadPixels, but flushing the journal could itself
change the glPixelStore state.
2009-11-04 03:34:02 +00:00
Robert Bragg
ed431a3c65 [cogl_read_pixels] ensure we flush the current draw buffer state before reading
Make sure we call _cogl_draw_buffer_flush_state() before glReadPixels() to
be sure we have bound the correct framebuffer.
2009-11-04 03:34:02 +00:00
Robert Bragg
b47404c91d [cogl_read_pixels] fixes for calculating the y offset when rendering offscreen
Since offscreen rendering is forced to be upside down we don't need to do
any conversion of the users coordinates to go from Cogl window coordinates
to OpenGL window coordinates.
2009-11-04 03:34:02 +00:00
Robert Bragg
426197f51d [read-pixels] don't flip data when reading from offscreen draw buffers
Since we do all offscreen rendering upside down (so that we can have the
origin for texture coordinates be the top left of textures for the cases
where offscreen draw buffers are bound to textures) we don't need to flip
data read back from an offscreen framebuffer before we we return it to the
user.
2009-11-04 03:34:01 +00:00
Robert Bragg
21322848e0 [clip-stack] tidy up transform_point() code
I was originally expecting the code not to handle offset viewports or
viewports with a different size to the framebuffer, but it turns out the
code worked fine.  In the process though I think I made the code slightly
more readable.
2009-11-04 03:32:52 +00:00
Robert Bragg
8c3a132ecb [cogl] deprecate cogl_viewport() in favour of cogl_set_viewport()
cogl_viewport only accepted a viewport width and height, but there are times
when it's also desireable to have a viewport offset so that a scene can be
translated after projection but before hitting the framebuffer.
2009-11-04 03:23:21 +00:00
Robert Bragg
1e2d88e789 [cogl_read_pixels] use buffer not viewport height to calculate y offset
glReadPixel takes window coordinates not viewport coordinates so we
shouldn't have been assuming that the viewport height == window height.
2009-11-04 03:23:20 +00:00
Robert Bragg
e1630be35a [draw-buffer] Adds cogl_draw_buffer_get_{width,height} API
Simply adds missing API to query the width and height of any Cogl draw buffer.
2009-11-04 03:23:20 +00:00
Robert Bragg
12af275139 [cogl] Make sure Cogl always knows the current window geometry
Because Cogl defines the origin of viewport and window coordinates to be
top-left it always needs to know the size of the current window so that Cogl
window/viewport coordinates can be transformed into OpenGL coordinates.

This also fixes cogl_read_pixels to use the current draw buffer height
instead of the viewport height to determine the OpenGL y coordinate to use
for glReadPixels.
2009-11-04 03:23:20 +00:00
Robert Bragg
e3391b0173 [cogl] Make sure we draw upside down to offscreen draw buffers
First a few notes about Cogl coordinate systems:
- Cogl defines the window origin, viewport origin and texture coordinates
origin to be top left unlike OpenGL which defines them as bottom left.
- Cogl defines the modelview and projection identity matrices in exactly the
same way as OpenGL.
- I.e. we believe that for 2D centric constructs: windows/framebuffers,
viewports and textures developers are more used to dealing with a top left
origin, but when modeling objects in 3D; an origin at the center with y
going up is quite natural.

The way Cogl handles textures is by uploading data upside down in OpenGL
terms so that bottom left becomes top left.  (Note: This also has the
benefit that we don't need to flip the data we get from image decoding
libraries since they typically also consider top left to be the image
origin.)

The viewport and window coords are mostly handled with various y =
height - y tweaks before we pass y coordinates to OpenGL.

Generally speaking though the handling of coordinate spaces in Cogl is a bit
fragile.  I guess partly because none of it was design to be, it just
evolved from how Clutter defines its coordinates without much consideration
or testing.  I hope to improve this over a number of commits; starting here.

This commit deals with the fact that offscreen draw buffers may be bound to
textures but we don't "upload" the texture data upside down, and so if you
texture from an offscreen draw buffer you need to manually flip the texture
coordinates to get it the right way around.  We now force offscreen
rendering to be flipped upside down by tweaking the projection matrix right
before we submit it to OpenGL to scale y by -1.  The tweak is entirely
hidden from the user such that if you call cogl_get_projection you will not
see this scale.
2009-11-04 03:23:19 +00:00
Robert Bragg
8b4c496f2a [cogl] Ensure features are initialized first in cogl_create_context
Previously some context initializing was being done without valid feature
flags.
2009-11-04 03:23:19 +00:00
Robert Bragg
419db4dcfb [clip-stack] Handle flipped rectangles in try_pushing_rect_as_window_rect()
We were ignoring the possibility that the current modelview matrix may flip
the incoming rectangle in which case we didn't calculate a valid scissor
rectangle for clipping.

This fixes: http://bugzilla.o-hand.com/show_bug.cgi?id=1809
(Clipping doesn't work within an FBO)
2009-11-04 03:23:19 +00:00
Robert Bragg
f7d64e5abd [draw-buffers] First pass at overhauling Cogl's framebuffer management
Cogl's support for offscreen rendering was originally written just to support
the clutter_texture_new_from_actor API and due to lack of documentation and
several confusing - non orthogonal - side effects of using the API it wasn't
really possible to use directly.

This commit does a number of things:
- It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h}
  files instead which should be easier to maintain.
- internally CoglFbo objects are now called CoglDrawBuffers. A
  CoglDrawBuffer is an abstract base class that is inherited from to
  implement CoglOnscreen and CoglOffscreen draw buffers.  CoglOffscreen draw
  buffers will initially be used to support the
  cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will
  start to be used internally to represent windows as we aim to migrate some
  of Clutter's backend code to Cogl.
- It makes draw buffer objects the owners of the following state:
  - viewport
  - projection matrix stack
  - modelview matrix stack
  - clip state
(This means when you switch between draw buffers you will automatically be
 switching to their associated viewport, matrix and clip state)

Aside from hopefully making cogl_offscreen_new_to_texture be more useful
short term by having simpler and well defined semantics for
cogl_set_draw_buffer, as mentioned above this is the first step for a couple
of other things:
- Its a step toward moving ownership for windows down from Clutter backends
  into Cogl, by (internally at least) introducing the CoglOnscreen draw
  buffer.  Note: the plan is that cogl_set_draw_buffer will accept on or
  offscreen draw buffer handles, and the "target" argument will become
  redundant since we will instead query the type of the given draw buffer
  handle.
- Because we have a common type for on and offscreen framebuffers we can
  provide a unified API for framebuffer management. Things like:
  - blitting between buffers
  - managing ancillary buffers (e.g. attaching depth and stencil buffers)
  - size requisition
  - clearing
2009-11-03 17:23:03 +00:00
Robert Bragg
ad98e96d97 [cogl-fbo] Bring the gles code more in line with gl code
Over time the two cogl-fbo.c files have needlessly diverged as bug fixes or
cleanups went into one version but not the other.  This tries to bring them
back in line with each other.  It should actually be simple enough to move
cogl-fbo.c to be a common file, and simply not build it for GLES 1.1, so
maybe I'll follow up with such a patch soon.
2009-11-02 16:55:02 +00:00
Robert Bragg
613977f710 [cogl-fbo] Remove poorly documented workaround for unknown driver/hardware
The comment just said: "Some implementation require a clear before drawing
to an fbo.  Luckily it is affected by scissor test." and did a scissored
clear, which is clearly a driver bug workaround, but for what driver?  The
fact that it was copied into the gles backend (or vica versa is also
suspicious since it seems unlikely that the workaround is necessary for both
backends.)

We can easily restore the workaround with a better comment if this problem
really still exists on current drivers, but for now I'd rather minimize
hand-wavey workaround code that can't be tested.
2009-11-02 16:55:02 +00:00
Emmanuele Bassi
f6e0e48ac6 build: Add missing gles/cogl-context-driver.h to dist
The gles/cogl-context-driver.h header file is missing from the
dist target, which means it's not in the tarballs.
2009-10-30 12:11:19 +00:00
Neil Roberts
f8e6727e74 [cogl_polygon] Enable COGL_ENABLE_BLEND when use_color is set
Otherwise you can't use the alpha channel of the vertex colors unless
the material has a texture with alpha or the material's color has
alpha less than 255.
2009-10-27 13:18:51 +00:00
Neil Roberts
0c32573ffa build: Add $(top_buiddir)/clutter/cogl to the include path in clutter/cogl/cogl
Some files try to include "cogl/cogl-defines-gl.h" so
$(top_builddir)/clutter/cogl needs to be in the include path for out of
tree builds to work.
2009-10-27 12:53:57 +00:00
Emmanuele Bassi
924780ce35 cogl: Avoid C99-isms
Do not declare variables after statements.
2009-10-23 16:44:28 +01:00
Emmanuele Bassi
b56b26cc62 cogl: Remove cogl-current-matrix.c
The cogl-current-matrix.c file is unused since commit
5e5d94dfbe and it's not compiled
or distributed anymore.
2009-10-23 15:46:25 +01:00
Emmanuele Bassi
24594bcde4 build: Make COGL pass distcheck
Some changes to make COGL pass distcheck with Automake 1.11 and
anal-retentiveness turned up to 11.

The "major" change is the flattening of the winsys/ part of COGL,
which is built directly inside libclutter-cogl.la instead of an
intermediate libclutter-cogl-winsys.la object.

Ideally, the whole COGL should be flattened out using a
quasi-non-recursive Automake layout; unfortunately, the driver/
sub-section ships with identical targets and Automake cannot
distinguish GL and GLES objects.
2009-10-23 13:38:40 +01:00
Neil Roberts
f028744706 Fix some compilation errors in cogl-gles2-wrapper.c
The changes in 74f2122b6 introduced some syntax errors which were
preventing the GLES2 backend from compiling.
2009-10-22 18:04:59 +01:00
Neil Roberts
b82f874b46 Remove cogl/{gl,gles}/Makefile.am
These are no longer used anywhere.
2009-10-22 15:39:30 +01:00
Robert Bragg
74f2122b68 [gles2] remove lots of redundant matrix stack code
Since we no longer depend on the GL matrix API in Cogl we can remove a lot
of wrapper code from the GLES 2 backend.  This is particularly nice given
that there was no code shared between the cogl-matrix-stack API and gles2
wrappers so we had a lot of duplicated logic.
2009-10-20 12:32:51 +01:00
Robert Bragg
5e5d94dfbe [cogl] Removes the cogl-current-matrix abstraction
The indirection through this API isn't necessary since we no longer
arbitrate between the OpenGL matrix API and Cogl's client side API.  Also it
doesn't help to maintain an OpenGL style matrix mode API for internal use
since it's awkward to keep restoring the MODELVIEW mode and easy enough to
directly work with the matrix stacks of interest.

This replaces use of the _cogl_current_matrix API with direct use of the
_cogl_matrix_stack API.  All the unused cogl_current_matrix API is removed
and the matrix utility code left in cogl-current-matrix.c was moved to
cogl.c.
2009-10-20 12:32:50 +01:00
Robert Bragg
9f7bf9fb4d [matrix-stack] Adds ctx->flushed_matrix_mode to cache the gl matrix mode
This cache of the gl matrix mode lets us avoid repeat calls to glMatrixMode
in _cogl_matrix_stack_flush_to_gl when we have lots of sequential modelview
matrix modifications.
2009-10-20 12:32:50 +01:00
Robert Bragg
b1f9f0a97d matrix-stack: more optimization for load_identity case
This goes a bit further than the previous patch, and as a special case
we now simply represent identity matrices using a boolean, and only
lazily initialize them when they need to be modified.
2009-10-20 12:32:50 +01:00
Robert Bragg
460025d603 [matrix-stack] avoid redundant clearing of matrix when using load_identity
The journal always uses an identity matrix since it uses software
transformation.  Currently it manually uses glLoadMatrix since previous
experimentation showed that the cogl-matrix-stack gave bad performance, but
it would be nice to fix performance so we only have to care about one path
for loading matrices.

For the common case where we do:
cogl_matrix_stack_push()
cogl_matrix_stack_load_identity()
we were effectively initializing the matrix 3 times. Once due to use of
g_slice_new0, then we had a cogl_matrix_init_identity in
_cogl_matrix_state_new for good measure, and then finally in
cogl_matrix_stack_load_identity we did another cogl_matrix_init_identity.

We don't use g_slice_new0 anymore, _cogl_matrix_state_new is documented as
not initializing the matrix (instead _cogl_matrix_stack_top_mutable now
takes a boolean to choose if new stack entries should be initialised) and so
we now only initialize once in cogl_matrix_stack_load_identity.
2009-10-20 12:32:49 +01:00
Robert Bragg
2656b569b9 [current-matrix] Adds texture matrix stacks + removes GL matrix API usage
This relates back to an earlier commitment to stop using the OpenGL matrix
API which is considered deprecated. (ref 54159f5a1d)

The new texture matrix stacks are hung from a list of (internal only)
CoglTextureUnit structures which the CoglMaterial code internally references
via _cogl_get_texure_unit ().

So we would be left with only the cogl-matrix-stack code being responsible
for glMatrixMode, glLoadMatrix and glLoadIdentity this commit updates the
journal code so it now uses the matrix-stack API instead of GL directly.
2009-10-20 12:32:45 +01:00
Robert Bragg
ef9ea9e237 [cogl-primitives] Split the journal out from cogl-primitives.c
The Journal can be considered a standalone component, so even though
it's currently only used to log quads, it seems better to split it
out into its own file.
2009-10-16 18:58:52 +01:00
Robert Bragg
2f628b1a8a [cogl-spans] split out cogl-spans code from cogl-texture-2d-sliced
When we implement atlas textures we will probably want to use the spans API
to handle texture repeating so it doesn't make sense to leave the code in
cogl-texture-2d-sliced.c.  Since it's a standalone set of data structures
and algorithms it also seems reasonable to split out from cogl-texture.
2009-10-16 18:58:52 +01:00
Vladimir Nadvornik
568d684187 [cogl-texture] Split CoglTexture into an abstract class + CoglTexture2dSliced
cogl-texture-2d-sliced provides an implementation of CoglTexture and this
seperation lays the foundation for potentially supporting atlas textures,
pixmap textures (as in GLX_EXT_texture_from_pixmap) and fast-path
GL_TEXTURE_{1D,2D,3D,RECTANGLE} textures in a maintainable fashion.
2009-10-16 18:58:51 +01:00
Robert Bragg
9da26fc1ca [cogl-texture] Seal CoglTexture internals from cogl-primitives.c
cogl-primitives.c was previously digging right into CoglTextures so it could
manually iterate the texture slices for texturing quads and polygons and
because we were missing some state getters we were lazily just poking into
the structures directly.

This adds some extra state getter functions, and adds a higher level
_cogl_texture_foreach_slice () API that hopefully simplifies the way in
which sliced textures may be used to render primitives.  This lets you
specify a rectangle in "virtual" texture coords and it will call a given
callback for each slice that intersects that rectangle giving the virtual
coords of the current slice and corresponding "real" texture coordinates for
the underlying gl texture.

At the same time a noteable bug in how we previously iterated sliced
textures was fixed, whereby we weren't correctly handling inverted texture
coordinates.  E.g.  with the previous code if you supplied texture coords of
tx1=100,ty1=0,tx2=0,ty2=100 (inverted along y axis) that would result in a
back-facing quad, which could be discarded if using back-face culling.
2009-10-16 18:58:51 +01:00
Robert Bragg
52cecd50ec [docs] switch gl_handle+gl_target docs for cogl_texture_new_from_foreign
The descriptions for gl_handle and gl_target were inverted.

Thanks to Young-Ho Cha for spotting that.

Signed-off-by: Robert Bragg <robert@linux.intel.com>
2009-10-16 18:58:51 +01:00
Robert Bragg
95a869dab1 [cogl] move clutter/pango to clutter/cogl/pango
As part of the re-organisation of Cogl; move clutter/pango to be part of the
cogl sub-project.
2009-10-16 18:58:51 +01:00
Robert Bragg
43efab46bc Intial Re-layout of the Cogl source code and introduction of a Cogl Winsys
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.
2009-10-16 18:58:50 +01:00
Robert Bragg
2eea83de75 Make the CoglContext structure a bit more maintainable
This moves most of cogl-context.{c.h} to cogl/common with some driver
specific members now living in a CoglContextDriver struct.  Driver specific
context initialization and typedefs now live in
cogl/{gl,gles}/cogl-context-driver.{c,h}

Driver specific members can be found under ctx->drv.stuff
2009-10-16 18:58:49 +01:00
Robert Bragg
157eb437ba Improve cogl-texture maintainability by moving 90% into cogl/common
This splits the limited components that differed between
cogl/{gl,gles}/cogl-texture.c into new {gl,gles}/cogl-texture-driver.c files
and the rest that can now be shared into cogl/common/cogl-texture.c
2009-10-16 18:58:49 +01:00
Robert Bragg
ab76d64df0 [cogl-debug] avoid warnings when using COGL_NOTE with unbraced else clauses
When not building a debug build the compiler was warning about empty
else clauses with no braces due to code like:
  if (blah)
	do_foo();
  else
	COGL_NOTE (DRAW, "a-wibble");

This simply ensures that even for non debug builds COGL_NOTE will expand to
a single statement.
2009-09-24 21:41:50 +01:00
Robert Bragg
904c495c6d [cogl-vertex-buffer] fix n_components validation for GL's builtin attributes
glVertexPointer expects positions with 2, 3 or 4 components, glColorPointer
expects colors with 3 or 4 components and glNormalPointer expects normals
with three components so when adding vertex buffer atributes with the names
"gl_Vertex", "gl_Color" or "gl_Normal" we assert these constraints and print
an explanation to the developer if not met.

This also fixes the previosly incorrect constraint that gl_Normal attributes
must have n_components == 1; thanks to Cat Sidhe for reporting this:

Bug: http://bugzilla.openedhand.com/show_bug.cgi?id=1819
2009-09-24 21:41:50 +01:00
Damien Lespiau
6e50e26c86 Add a few annotations on Cogl primitives functions
By default, float * is considered as an out argument by gobject
introspection which is wrong for quite a few Cogl symbols. Start adding
annotations to fix that for the ones in the "Primitives" gtk-doc
section.
2009-09-21 18:40:20 +01:00
Neil Roberts
1c3d5a0e87 [cogl] Remove CoglContext->journal_vbo{,_len}
The lifetime of the journal VBO is entirely within the scope of the
cogl_journal_flush function so there is no need to store it globally
in the Cogl context. Instead, upload_vertices_to_vbo just returns the
new VBO. cogl_journal_flush stores this in a local variable and
destroys it before returning.

This also fixes an assertion when using the GLES backend which was
caused by nothing initialising the journal_vbo variable.
2009-09-17 18:30:55 +01:00
Emmanuele Bassi
ecfa0c4f92 [build] Split out the custom silent rules
The silent rules we use for custom targets should be moved into a
separate Makefile.am that gets included from all the others.
2009-09-16 17:47:59 +01:00
Robert Bragg
0d08f6e070 [cogl-fbo] Disable mipmap filters before calling glCheckFramebufferStatusEXT
The framebuffer_object spec isn't clear in defining whether attaching a
texture as a renderbuffer with mipmap filtering enabled while the mipmaps
have not been uploaded should result in an incomplete framebuffer object.
(different drivers make different decisions)

To avoid an error with drivers that do consider this a problem we explicitly
set non mipmapped filters before calling glCheckFramebufferStatusEXT.  The
filters will later be reset when the texture is actually used for rendering
according to the filters set on the corresponding CoglMaterial.
2009-09-15 17:54:07 +01:00
Emmanuele Bassi
742cc4d95b [docs] Small annotation fixes 2009-09-08 10:21:46 +01:00
Samuel Degrande
763f5a9d01 DOT3_RGB[A] cannot be used in a Blend String
The blend string compiler checks that the syntax of a function name is
[A-Za-z_]*, preventing the use of DOT3_RGB[A].

Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2009-09-02 16:27:22 +01:00
Neil Roberts
4ca375e8fe [cogl-texture] Set GL_PACK_ROW_LENGTH when downloading texture data
Otherwise the rowstride passed in from an application is not used
correctly so you can not download to an area with a much larger
rowstride.
2009-08-24 12:50:57 +01:00
Robert Bragg
56daae9d7b Revert "[cogl] Allow Cogl to create NPOT textures for GLES2"
This reverts commit 3c47a3beb5.

Of course I remembered just after pushing the patch why we hadn't done
this before :-) If you look in the glsl spec:
http://www.khronos.org/registry/gles/specs/2.0/es_full_spec_2.0.24.pdf
Section 3.7.10 Texture Completeness and Non-Power-Of-Two Textures
you can see GLES 2.0 doesn't support mipmaps for npot textures.

There is possibly some way we could support this in Cogl but at least
it's not as simple as or-ing in the feature flag, sadly.
2009-08-20 12:53:32 +01:00
Robert Bragg
3c47a3beb5 [cogl] Allow Cogl to create NPOT textures for GLES2
The core GLES2 API supports NPOT textures, i.e. there is no extension as for
OpenGL, so we now add COGL_FEATURE_TEXTURE_NPOT to the feature flags in
_cogl_features_init.

Thanks to Gordon Williams for spotting this.
2009-08-20 12:17:56 +01:00
Robert Bragg
a5fe4ae4ec [cogl] %.c: %.glsl codegen: use BUILT_SOURCES var + fix stringify.sh
Don't let stringify.sh write to the $srcdir + use the BUILT_SOURCES var in
Makefile.am so as to ensure all .c.  and .h files get generated from their
corresponding .glsl files before building other targets.
2009-08-19 15:43:20 +01:00
Emmanuele Bassi
373b165b3f Use AM_SILENT_RULES if automake >= 1.11 is installed
Fixes bug:

  http://bugzilla.openedhand.com/show_bug.cgi?id=1756

Based on a patch by: Javier Jardón <javierjc1982@gmail.com>
2009-08-19 13:42:36 +01:00
Robert Bragg
9befb055d0 [cogl-material] Fix some brackets in _layer_flush_gl_sampler_state
The wrong part of an expression was bracketed in the test to determine
when a new texture matrix needed to be loaded which resulted in the
first pass through _cogl_material_layer_flush_gl_sampler_state
not uploading any user matrix.
2009-08-18 16:57:38 +01:00
Emmanuele Bassi
366e0725ce [docs] texture_polygon() is called polygon()
Remove the mentions to the old name of cogl_polygon().
2009-08-18 11:11:29 +01:00
Götz Waschk
366e0f9cd7 Update Clutter to use G-I 0.6.4
Following bug #1762, the syntax of g-ir-scanner was changed in
gobject-introspection, so Clutter does not build anymore with 0.6.4.

See the bugzilla bug:

  http://bugzilla.gnome.org/show_bug.cgi?id=591669

GObject-Introspection now uses a different mechanism to extract the
SONAME when building the gir file and it needs the libtool archive as
option.

Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2009-08-17 14:14:18 +01:00
zhou jiangwei
2ab9bef587 [cogl] Fix the GLES 2.0 backend
Update the GLES 2.0 backend to the new COGL API after the breakage
introduced by the journal.

Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2009-08-11 14:19:24 +01:00
Robert Bragg
dbfd3f0f44 [cogl_clear] Also pass the alpha component of the CoglColor to glClearColor
Previously we were passing a constant of 0.0 for the alpha component which
wasn't as flexible.
2009-08-11 14:15:44 +01:00
Emmanuele Bassi
79288b46ed [docs] Fix a missing parameter 2009-08-04 11:38:48 +01:00
Emmanuele Bassi
f8a964b422 [cogl] Expose cogl_is_vertex_buffer()
The function is public and available in the shared object, but
it's not present in the header, so this is not an API/ABI change.
2009-08-04 11:15:05 +01:00
Emmanuele Bassi
77fdd7494e Fix compiler warnings when COGL debug level=minimum 2009-07-28 13:57:46 +01:00
Ole André Vadla Ravnås
a1cef026c5 Avoid near/far identifier names.
Leads to conflict with system headers on Windows, where macros named
"near" and "far" are defined.
2009-07-28 12:13:44 +01:00
Ole André Vadla Ravnås
0157851270 Call glClientActiveTexture() through COGL context.
Fixes build issues on systems with OpenGL header older than 1.3.
2009-07-28 12:13:43 +01:00
Ole André Vadla Ravnås
f61f66c6fe Avoid C99 to fix compilation with compilers like MSVC. 2009-07-28 12:13:43 +01:00
Haakon Sporsheim
e4eed92177 Reposition variable declarations to avoid C99. 2009-07-28 12:13:42 +01:00
Emmanuele Bassi
b1d98c25f4 [doc] Miscellaneous documentation fixes
Remove private symbols, and add missing public ones.
2009-07-20 12:49:35 +01:00
Emmanuele Bassi
cdb239756b [cogl] Make the blend string error domain public
The error domain and codes must present in a publicly installed header
otherwise they won't be usable to match a GError.
2009-07-20 12:47:53 +01:00
Robert Bragg
da37e1e27d [doc] Remove references to cogl_vertex_buffer_delete_indices
These referencese were left over from before indices got CoglHandles to
uniquely identify them.  cogl_handle_unref can be used to delete indices
now.
2009-07-19 10:23:00 +01:00
Emmanuele Bassi
dc0b1cddf5 [cogl/gles] Fix missing symbols in CoglContext
Keep the CoglContext in sync between GL and GLES backends. We ought
to find a way to have a generic context, though, and have backend
specific sections.

Fixes bug:

  http://bugzilla.openedhand.com/show_bug.cgi?id=1698
2009-07-18 16:59:54 +01:00
Owen W. Taylor
7654ef10ab Fix building introspection when dolt is not in use
On some platforms (anything but Linux, and on obscure Linux
architectures) dolt isn't used, so $(top_builddir)/doltlibtool
won't exist. $(top_builddir)/libtool will always be generated
even if dolt is used, so just use that unconditionally. We don't
need the extra speed when linking the single program for
introspection.

http://bugzilla.openedhand.com/show_bug.cgi?id=1699

Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2009-07-18 16:52:57 +01:00
Evan Martin
ea56a5e7a8 [docs] Fix typos and remove mentions of SVN
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2009-07-12 01:38:40 +01:00
Robert Bragg
1920b03381 [cogl] Fix more brokeness with _cogl_material_equal
commit e2c4a2a9f8 fixed one thing but broke many others things :-/
hopfully this fixes that.

It turned out that the journal was mistakenly setting the OVERRIDE_LAYER0
flush option for all entries, but some other logic errors were also
uncovered in _cogl_material_equal.
2009-07-10 19:00:16 +01:00
Robert Bragg
e2c4a2a9f8 [cogl] Fix drawing with sliced textures using material layer0 overrides
To help us handle sliced textures; When flushing materials there is an
override option that can be given to replace the texture name for layer0
so we may iterate the slices without needing to modify the material
in use.

Since improving the journal's ability to batch state changes we added a
_cogl_material_equals function that is used by the journal to compare
materials and identify when a state change is required, but this wasn't
correctly considering the layer0 override resulting in false positives that
meant the journal wouldn't update the GL state and the first texture name
was used for all slices.
2009-07-07 10:34:37 +01:00
Robert Bragg
df4429462f [cogl matrix stack] Create a client side matrix stack for the projection matrix
The cost of glGetFloatv with Mesa is still representing a majority of our
time in OpenGL for some applications, and the last thing left using this is
the current-matrix API when getting the projection matrix.

This adds a matrix stack for the projection matrix, so all getting, setting
and modification of the projection matrix is now managed by Cogl and it's only
when we come to draw that we flush changes to the matrix to OpenGL.

This also brings us closer to being able to drop internal use of the
deprecated OpenGL matrix functions, re: commit 54159f5a1d
2009-07-07 10:32:56 +01:00
Emmanuele Bassi
0414daf0fb Split the typdef to avoid confusing scanners
Scanners like gtk-doc and g-ir-scanner get confused by:

  typedef struct _Foo {
    ...
  } Foo;

And expect instead:

  typedef struct _Foo Foo;

  struct _Foo {
    ...
  };

CoglMatrix definition should be changed to avoid the former type.
2009-07-01 15:30:21 +01:00
Emmanuele Bassi
3726213291 Add debug notes for calls to glViewport()
In order to validate the sequence of:

        XResizeWindow
        ConfigureNotify
        glViewport

that should happen on X11 we need to add debug annotations to the
calls to glViewport() done through COGL.
2009-07-01 15:30:18 +01:00
Robert Bragg
3bab787103 [cogl] cache the viewport width and height
This avoids some calls to glGetFloatv, which have at least proven to be very
in-efficient in mesa at this point in time, since it always updates all derived
state even when it may not relate to the state being requested.
2009-07-01 15:23:10 +01:00
Robert Bragg
358d7c30dc [cogl] Ensure well defined semantics for COGL_INVALID_HANDLE material layers
Fixes and adds a unit test for creating and drawing using materials with
COGL_INVALID_HANDLE texture layers.

This may be valid if for example the user has set a texture combine string
that only references a constant color.

_cogl_material_flush_layers_gl_state will bind the fallback texture for any
COGL_INVALID_HANDLE layer, later though we could explicitly check when the
current blend mode does't actually reference a texture source in which case
binding the fallback texture is redundant.

This tests drawing using cogl_rectangle, cogl_polygon and
cogl_vertex_buffer_draw.
2009-06-30 17:35:07 +01:00
Robert Bragg
33400c0aae [cogl] Improve ability to break out into raw OpenGL via begin/end mechanism
Although we wouldn't recommend developers try and interleve OpenGL drawing
with Cogl drawing - we would prefer patches that improve Cogl to avoid this
if possible - we are providing a simple mechanism that will at least give
developers a fighting chance if they find it necissary.

Note: we aren't helping developers change OpenGL state to modify the
behaviour of Cogl drawing functions - it's unlikley that can ever be
reliably supported - but if they are trying to do something like:

   - setup some OpenGL state.
   - draw using OpenGL (e.g. glDrawArrays() )
   - reset modified OpenGL state.
   - continue using Cogl to draw

They should surround their blocks of raw OpenGL with cogl_begin_gl() and
cogl_end_gl():

   cogl_begin_gl ();
   - setup some OpenGL state.
   - draw using OpenGL (e.g. glDrawArrays() )
   - reset modified OpenGL state.
   cogl_end_gl ();
   - continue using Cogl to draw

Again; we aren't supporting code like this:
   - setup some OpenGL state.
   - use Cogl to draw
   - reset modified OpenGL state.
When the internals of Cogl evolves, this is very liable to break.

cogl_begin_gl() will flush all internally batched Cogl primitives, and emit
all internal Cogl state to OpenGL as if it were going to draw something
itself.

The result is that the OpenGL modelview matrix will be setup; the state
corresponding to the current source material will be setup and other world
state such as backface culling, depth and fogging enabledness will be also
be sent to OpenGL.

Note: no special material state is flushed, so if developers want Cogl to setup
a simplified material state it is the their responsibility to set a simple
source material before calling cogl_begin_gl. E.g. by calling
cogl_set_source_color4ub().

Note: It is the developers responsibility to restore any OpenGL state that they
modify to how it was after calling cogl_begin_gl() if they don't do this then
the result of further Cogl calls is undefined.
2009-06-30 17:13:38 +01:00
Robert Bragg
6d9498da7c Adds a cogl_flush() to give developers breaking into raw GL a fighting chance
This function should only need to be called in exceptional circumstances
since Cogl can normally determine internally when a flush is necessary.

As an optimization Cogl drawing functions may batch up primitives
internally, so if you are trying to use raw GL outside of Cogl you stand a
better chance of being successful if you ask Cogl to flush any batched
geometry before making your state changes.

cogl_flush() ensures that the underlying driver is issued all the commands
necessary to draw the batched primitives.  It provides no guarantees about
when the driver will complete the rendering.

This provides no guarantees about the GL state upon returning and to avoid
confusing Cogl you should aim to restore any changes you make before
resuming use of Cogl.

If you are making state changes with the intention of affecting Cogl drawing
primitives you are 100% on your own since you stand a good chance of
conflicting with Cogl internals.  For example clutter-gst which currently
uses direct GL calls to bind ARBfp programs will very likely break when Cogl
starts to use ARBfb programs internally for the material API, but for now it
can use cogl_flush() to at least ensure that the ARBfp program isn't applied
to additional primitives.

This does not provide a robust generalized solution supporting safe use of
raw GL, its use is very much discouraged.
2009-06-30 17:13:38 +01:00
Robert Bragg
87f99e214a [cogl-material] Be more carefull about flushing in cogl_material_remove_layer
Previously we would call _cogl_material_pre_change_notify unconditionally, but
now we wait until we really know we are removing a layer before notifying the
change, which will require a journal flush.

Since the convenience functions cogl_set_source_color4ub and
cogl_set_source_texture share a single material, cogl_set_source_color4ub
always calls cogl_material_remove_layer.  Often this is a NOP though and
shouldn't require a journal flush.

This gets performance back to where it was before reverting the per-actor
material commits.
2009-06-30 17:13:38 +01:00
Robert Bragg
8b67916cc1 [cogl-vertex-buffer] Disable unused client tex coord arrays
Before any cogl vertex buffer drawing we call
enable_state_for_drawing_buffer which sets up the GL state, but we weren't
disabling unsed client texture coord arrays.
2009-06-30 17:13:37 +01:00
Robert Bragg
8873c6a11a [cogl] disable all client tex coord arrays in _cogl_add_path_to_stencil_buffer
After flushing the journal an unknown number of client side texture arrays
may be left enabled. Disable them all before using glDrawArrays.
2009-06-30 17:13:37 +01:00
Robert Bragg
ca0a0e9dac [cogl] flush matrices in _cogl_add_path_to_stencil_buffer
Before calling glRectf we need to ensure we flush the modelview and
projection matrices.
2009-06-30 17:13:37 +01:00
Robert Bragg
f386b1f002 [journal] Don't resize a singlton VBO; create and destroy a VBO each flush
This simplifies the vertex data uploading in the journal, and could improve
performance.  Modifying a VBO mid-scene could reqire synchronizing with the
GPU or some form of shadowing/copying to avoid modifying data that the GPU
is currently processing; the buffer was also being marked as GL_STATIC_DRAW
which could have made things worse.

Now we simply create a GL_STATIC_DRAW VBO for each flush and and delete it
when we are finished.
2009-06-30 17:13:37 +01:00
Robert Bragg
7b7787b050 [cogl] avoid using the journal in _cogl_add_path_to_stencil_buffer
Using cogl_rectangle (and thus the journal) in
_cogl_add_path_to_stencil_buffer means we have to consider all the state
that the journal may change in case it may interfer with the direct GL calls
used.  This has proven to be error prone and in this case the journal is an
unnecissary overhead.  We now simply call glRectf instead of using
cogl_rectangle.
2009-06-30 17:13:37 +01:00
Robert Bragg
6ac3b5a564 [material] _cogl_material_equal: catch the simplest case of matching handles
We were missing the simplest test of all: are the two CoglHandles equal and
are the flush option flags for each material equal?  This should improve
batching for some common cases.
2009-06-30 17:13:36 +01:00
Robert Bragg
9afa52f056 [material] avoid flushing the journal when just changing the color
Whenever we modify a material we call _cogl_material_pre_change_notify which
checks to see if the material is referenced by the journal and if so flushes
if before we modify the material.

Since the journal logs material colors directly into a vertex array (to
avoid us repeatedly calling glColor) then we know we never need to flush
the journal when material colors change.
2009-06-30 17:13:36 +01:00
Robert Bragg
efbf483d8c [cogl journal] Perform software modelview transform on logged quads.
Since most Clutter actors aren't much more than textured quads; flushing the
journal typically involves lots of 'change modelview; draw quad' sequences.

The amount of overhead involved in uploading a new modelview and queuing
that primitive is huge in comparison to simply transforming 4 vertices by
the current modelview when logging quads.  (Note if your GPU supports HW
vertex transform, then it still does the projective and viewport transforms)

At the same time a --cogl-debug=disable-software-transform option has been
added for comparison and debugging.

This change allows typical pick scenes to be batched into a single draw call
and I'm seeing test-pick run over 200% faster with this.  (i965 + Mesa
7.6-devel)
2009-06-30 17:13:36 +01:00
Robert Bragg
612a1e2dea [Cogl journal] use G_UNLIKLEY around runtime debugging conditions
May as well improve the branch prediction around runtime debugging code.
2009-06-30 17:13:36 +01:00
Robert Bragg
7d1876fd26 [cogl journal] Adds a --cogl-debug=batching option to trace batching
Enabling this option makes Cogl trace how the journal is managing to batch
your rectangles.  The journal staggers how it emmits state to the GL driver
and the batches will normally get smaller for each stage, but ideally you
don't want to be in a situation where Cogl is only able to draw one quad per
modelview change and draw call.

E.g. this is a fairly ideal example:
BATCHING: journal len = 101
BATCHING:  vbo offset batch len = 101
BATCHING:   material batch len = 101
BATCHING:    modelview batch len = 101

This isn't:
BATCHING: journal len = 1
BATCHING:  vbo offset batch len = 1
BATCHING:   material batch len = 1
BATCHING:    modelview batch len = 1
BATCHING: journal len = 1
BATCHING:  vbo offset batch len = 1
BATCHING:   material batch len = 1
BATCHING:    modelview batch len = 1
<repeat>
2009-06-30 17:13:36 +01:00
Robert Bragg
d03e6cfb2c [Cogl journal] Adds a --cogl-debug=journal option for tracing the journal
When this option is used Cogl will print a trace of all quads that get
logged into the journal, and a trace of quads as they get flushed.

If you are seeing a bug with the geometry being drawn by Cogl this may give
some clues by letting you sanity check the numbers being logged vs the
numbers being emitted.
2009-06-30 17:13:35 +01:00
Robert Bragg
3ea7816499 [cogl] Adds a debug option for disabling use of VBOs --cogl-debug=disable-vbos
For testing the VBO fallback paths it helps to be able to disable the
COGL_FEATURE_VBOS feature flag.  When VBOs aren't available Cogl should use
client side malloc()'d buffers instead.
2009-06-30 17:13:35 +01:00
Robert Bragg
54159f5a1d [cogl] Force Cogl to always use the client side matrix stack
Previously we only used the Cogl matrix stack API for indirect contexts, but
it's too costly to keep on requesting modelview matrices from GL (for
logging in the journal) even for direct rendering.

I also experimented with a patch for mesa to improve performance and
discussed this with upstream, but we agreed to consider the GL matrix API
essentially deprecated.  (For reference the GLES 2 and GL 3 specs have
removed the matrix APIs)
2009-06-30 17:13:35 +01:00
Robert Bragg
713af6535d [cogl-debug] Adds a "client-side-matrices" Cogl debug option
This allows us to force Cogl to use the client side matrix stack even when
direct rendering.
2009-06-30 17:13:35 +01:00
Robert Bragg
a8be68c83c [cogl-color] Adds a cogl_color_equal() function
CoglColors shouldn't be compared using memcmp since they may contain
uninitialized padding bytes.

The prototype is also suitable for passing to g_hash_table_new as the
key_equal_func.

_cogl_pango_display_list_add_texture now uses this instead of memcmp.
2009-06-30 17:13:35 +01:00
Robert Bragg
aca1bf4329 [cogl material] optimize logging of material colors in the journal
We now put the color of materials into the vertex array used by the journal
instead of calling glColor() but the number of requests for the material
color were quite expensive so we have changed the material color to
internally be byte components instead of floats to avoid repeat conversions
and added _cogl_material_get_colorubv as a fast-path for the journal to
copy data into the vertex array.
2009-06-30 17:13:35 +01:00
Robert Bragg
40cfaeaffc [journal] Always pad our vertex data as if at least 2 layers are enabled
The number of material layers enabled when logging a quad in the journal
determines the stride of the corresponding vertex data (since we need a set
of texture coordinates for each layer.) By padding data in the case where we
have only one layer we can avoid a change in stride if we are mixing single
and double layer primitives in a scene (e.g.  relevent for a composite
manager that may use 2 layers for all shaped windows) Avoiding stride
changes means we can minimize calls to gl{Vertex,Color}Pointer when flushing
the journal.

Since we need to update the texcoord pointers when the actual number of
layers changes, this adds another batch_and_call() stage to deal with
glTexCoordPointer and enabling/disabling the client arrays.
2009-06-30 17:13:34 +01:00
Robert Bragg
845ff67301 [cogl] Improving Cogl journal to minimize driver overheads + GPU state changes
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e.  the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry.  In ideal circumstances we will only flush once per scene.

In summary the journal works like this:

When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal.  A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix.  Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:

- modifying materials mid-scene
    This is because each quad in the journal has an associated material
    reference (i.e. not copy), so if you try and modify a material that is
    already referenced in the journal we force a flush first)

    NOTE: For now this means you should avoid using cogl_set_source_color()
	      since that currently uses a single shared material. Later we
	  should change it to use a pool of materials that is recycled
	  when the journal is flushed.

- modifying any state that isn't currently logged, such as depth, fog and
  backface culling enables.

The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.

We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together.  This is
currently broken up into 3 levels so we can stagger the state changes:

1) we break the journal up according to changes in the number of material layers
   associated with logged quads. The number of layers in a material determines
   the stride of the associated vertices, so we have to update our vertex
   array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
   materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
   we update the modelview matrix and actually emit the actual draw command.

This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
2009-06-30 17:13:34 +01:00
Robert Bragg
722360774c [clip-stack] Use signed integers while combining window space clip rectangles
Use signed integers while combining window space clip rectangles, so we avoid
arithmatic errors later resulting in glScissor getting negative width and
height arguments.
2009-06-30 10:16:29 +01:00
Robert Bragg
d63cda3b76 [cogl] Remove unused ctx->polygon_vertices array
This array used to be used by cogl_polygon but was changed to use
ctx->logged_vertices some time ago.
2009-06-29 23:49:07 +01:00
Robert Bragg
30f13cafc5 [cogl] Give the default (fallback) texture a format of RGBA_8888_PRE
Previously this was RGBA_8888. It souldn't really make a difference but for
consistency we expect almost all textures in use to have an internaly
premultiplied pixel format.
2009-06-29 23:49:07 +01:00
Robert Bragg
4680b34046 [cogl-texture] use the right format when downloading sliced textures from GL
_cogl_texture_download_from_gl needs to create transient CoglBitmaps when
downloading sliced textures from GL, and then copies these as subregions
into the final target_bitmap. _cogl_texture_download_from_gl also supports
target_bitmaps with a different format to the source CoglTexture being
downloaded.

The problem was that in the case of slice textures we were always looking
at the format of the CoglTexture, not of the target_bitmap when setting
up the transient slice bitmap.
2009-06-29 23:49:07 +01:00
Robert Bragg
24ca92951f [cogl] Adds cogl_read_pixels to replace direct use of glReadPixels
To allow for flushing of batched geometry within Cogl we can't support users
directly calling glReadPixels.  glReadPixels is also awkward, not least
because it returns upside down image data.

All the unit tests have been swithed over and clutter_stage_read_pixels now
sits on top of this too.
2009-06-29 23:49:06 +01:00
Robert Bragg
27fff12a6a [cogl matrix] Adds ability to dirty state cached by the client matrix apis
To be able to load matrices to GL manually within Cogl we need a way to
dirty the state cached by the client matrix stack API.
2009-06-29 23:49:06 +01:00
Robert Bragg
56bc54d242 [cogl_polygon] fixes a buffer overrun and color format bug
We were calculating our vertex stride and allocating our vertex array
differently depending on whether the user passed TRUE for use_color or not.
The problem was that we were always writting color data to the array
regardless of use_color.

There was also a bug with _cogl_texture_sliced_polygon in that it was
writing byte color components but we were expecting float components.  We
now use byte components in _cogl_multitexture_unsliced_polygon too and pass
GL_UNSIGNED_BYTE to glColorPointer.
2009-06-29 23:49:06 +01:00
Robert Bragg
8f734ccbb4 [vertex-buffer] Add cogl_vertex_buffer_indices_get_type API
cogl_vertex_buffer_indices lets you query back the data type used for the
given indices handle.
2009-06-29 23:49:05 +01:00
Robert Bragg
555159776b [vertex-buffer] Remove the COGL_INDICES_TYPE_UNSIGNED_INT indicies type
Since some embedded GPUs may not support 32bit integer indices we wont
include it until there is a particular need.
2009-06-29 23:49:05 +01:00
Damien Lespiau
a66f027c61 [cogl] Add COGL_HAS_GL and COGL_HAS_GLES
Cogl already add similar defines but with the CLUTTER namespace
(CLUTTER_COGL_HAS_GL and CLUTTER_COGL_HAS_GLES). Let's just add two
similar defines with the COGL namespace. Removing the CLUTTER_COGL ones
could break applications silently for no real good reason.
2009-06-29 21:37:02 +02:00
Damien Lespiau
3653a9a64d Public headers should not have #ifdefs relying on private defines
HAVE_COGL_GLES2 is defined in config.h through the configure script and
should not be used in public headers.

The patch makes configure generate the right define that can be used
later in the header.
2009-06-19 06:43:34 +01:00
Colin Walters
63c84c46f8 Plug minor memory leak in cogl_vertex_buffer_submit_real
Free a temporary list.
2009-06-16 15:46:51 +01:00
Emmanuele Bassi
0415d62d40 Disable single header inclusion for GLib
In order to be ready for the next major version of GLib we need to
disable single header inclusion by using the G_DISABLE_SINGLE_INCLUDES
define in the build process.
2009-06-15 11:29:37 +01:00
Robert Bragg
9d82995773 [_cogl_texture_bitmap_prepare] use bitmap format for FORMAT_ANY + no alpha
My patch to choose a premultiplied format when the user gives
COGL_PIXEL_FORMAT_ANY for the internal_format broke the case where the data
in question doesn't have and alpha channel.

This was accidentally missed when merging the premultiplication branch
since I merged a local version of the branch that missed this commit.
2009-06-11 18:49:30 +01:00
Robert Bragg
71b62e75d2 [cogl] Don't allow calling cogl_set_source_texture with an INVALID_HANDLE
Although the underlying materials should allow layers with INVALID_HANDLES
it shouldn't be necissary to expose that via cogl_set_source_texture() and
it's easier to resolve a warning/crash here than odd artefacts/crashes later
in the pipeline.
2009-06-11 16:28:01 +01:00
Robert Bragg
96827db740 Bug 1406 - Handling of premultiplication in clutter
Merge branch 'premultiplication'

[cogl-texture docs] Improves the documentation of the internal_format args
[test-premult] Adds a unit test for texture upload premultiplication semantics
[fog] Document that fogging only works with opaque or unmultipled colors
[test-blend-strings] Explicitly request RGBA_888 tex format for test textures
[premultiplication] Be more conservative with what data gets premultiplied
[bitmap] Fixes _cogl_bitmap_fallback_unpremult
[cogl-bitmap] Fix minor copy and paste error in _cogl_bitmap_fallback_premult
Avoid unnecesary unpremultiplication when saving to local data
Don't unpremultiply Cairo data
Default to a blend function that expects premultiplied colors
Implement premultiplication for CoglBitmap
Use correct texture format for pixmap textures and FBO's
Add cogl_color_premultiply()
2009-06-11 16:00:28 +01:00
Robert Bragg
ec77b91398 [cogl-texture docs] Improves the documentation of the internal_format args
Clarifies that if you give COGL_PIXEL_FORMAT_ANY as the internal format for
cogl_texture_new_from_file or cogl_texture_new_from_data then Cogl will
choose a premultiplied internal format.
2009-06-11 14:31:01 +01:00
Robert Bragg
70636b4815 [fog] Document that fogging only works with opaque or unmultipled colors
The fixed function fogging provided by OpenGL only works with unmultiplied
colors (or if the color has an alpha of 1.0) so since we now premultiply
textures and colors by default a note to this affect has been added to
clutter_stage_set_fog and cogl_set_fog.

test-depth.c no longer uses clutter_stage_set_fog for this reason.

In the future when we can depend on fragment shaders we should also be
able to support fogging of premultiplied primitives.
2009-06-11 14:17:53 +01:00