Since the Cogl 1.18 branch is actively maintained in parallel with the
master branch; this is a counter part to commit 1b83ef938fc16b which
re-licensed the master branch to use the MIT license.
This re-licensing is a follow up to the proposal that was sent to the
Cogl mailing list:
http://lists.freedesktop.org/archives/cogl/2013-December/001465.html
Note: there was a copyright assignment policy in place for Clutter (and
therefore Cogl which was part of Clutter at the time) until the 11th of
June 2010 and so we only checked the details after that point (commit
0bbf50f905)
For each file, authors were identified via this Git command:
$ git blame -p -C -C -C20 -M -M10 0bbf50f905..HEAD
We received blanket approvals for re-licensing all Red Hat and Collabora
contributions which reduced how many people needed to be contacted
individually:
- http://lists.freedesktop.org/archives/cogl/2013-December/001470.html
- http://lists.freedesktop.org/archives/cogl/2014-January/001536.html
Individual approval requests were sent to all the other identified authors
who all confirmed the re-license on the Cogl mailinglist:
http://lists.freedesktop.org/archives/cogl/2014-January
As well as updating the copyright header in all sources files, the
COPYING file has been updated to reflect the license change and also
document the other licenses used in Cogl such as the SGI Free Software
License B, version 2.0 and the 3-clause BSD license.
This patch was not simply cherry-picked from master; but the same
methodology was used to check the source files.
Previously on GLES2 where there is no builtin point size uniform then
we would always add a line to the vertex shader to write to the
builtin point size output because when generating the shader it is not
possible to determine if the pipeline will be used to draw points or
not. This patch changes it so that the default point size is 0.0f
which is documented to have undefined results when drawing points.
That way we can avoid adding the point size code to the shader in that
case. The assumption is that any application that is drawing points
will probably have explicitly set the point size on the pipeline
anyway so it is not a big deal to change the default size from 1.0f.
This adds a new pipeline state flag to track whether the point size is
non-zero. This needs to be its own state because altering it needs to
cause a different shader to be added to the pipeline cache. The state
flags that affect the vertex shader have been changed from a constant
to a runtime function because they will be different depending on
whether there is a builtin point size uniform.
There is also a unit test to ensure that changing the point size does
or doesn't generate a new shader depending on the values.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
(cherry picked from commit b2eba06e16b587acbf5c57944a70ceccecb4f175)
Conflicts:
cogl/cogl-pipeline-private.h
cogl/cogl-pipeline-state-private.h
cogl/cogl-pipeline-state.c
cogl/cogl-pipeline.c
This remove cogl-internal.h in favour of using cogl-private.h. Some
things in cogl-internal.h were moved to driver/gl/cogl-util-gl-private.h
and the _cogl_gl_error_to_string function whose prototype was moved from
cogl-internal.h to cogl-util-gl-private.h has had its implementation
moved from cogl.c to cogl-util-gl.c
Reviewed-by: Neil Roberts <neil@linux.intel.com>
(cherry picked from commit 01cc82ece091aa3bec4c07fdd6bc9e5135fca573)
We have found several times now when writing code using Cogl that it
would really help if Cogl's matrix stack api was public as a utility
api. In Rig for example we want to avoid redundant arithmetic when
deriving the matrices of entities used to render and we aren't able
to simply use the framebuffer's matrix stack to achieve this. Also when
implementing cairo-cogl we found that it would be really useful if we
could have a matrix stack utility api.
(cherry picked from commit d17a01fd935d88fab96fe6cc0b906c84026c0067)
This removes the need to maintain an array of tex_coord varyings and
instead we now just emit a varying per-layer uniquely named using a
layer_number infix like cogl_tex_coord0_out and cogl_tex_coord0_in.
Notable this patch also had to change the journal flushing code to use
pipeline layer numbers to determine the name of texture coordinate
attributes.
We now also break batches by using a deeper comparison of layers so
such that two pipelines with the same number of layers can now cause a
batch break if they use different layer numbers.
This adds an internal _cogl_pipeline_layer_numbers_equal() function that
takes two pipelines and returns TRUE if they have the same number of
layers and all the layer numbers are the same too, otherwise it returns
FALSE.
Where we used to break batches based on changes to the number of layers
we now break according to the status of
_cogl_pipeline_layer_numbers_equal
Reviewed-by: Neil Roberts <neil@linux.intel.com>
(cherry picked from commit e55b64a9cdc93285049d9b969bef67484c2d9fb3)
Note: this will cause a temporary regression for the Cogl 1.x CoglShader
api since it will break compatibility with existing shaders that
reference the texture varyings from the fragment shader.
The intention is to follow up with another patch to add back
CoglShader compatibility.
This adds a new "fixed-arbfp" progend so we now have 3 distinct ways of
setting up the state of a pipeline:
» fixed; where the vertex and fragment processing are implemented
using fixed function opengl apis.
» fixed-arbfp; where vertex processing is implemented using fixed
function opengl apis but fragment processing is implemented
using the ARB Fragment Processing language.
» glsl; there vertex and fragment processing are both implemented
using glsl.
This means we avoid unusual, combinations such as glsl for vertex
processing and arbfp for fragment processing, and also avoid pairing
fixed-function vertex processing with glsl fragment processing which we
happen to know hits some awkward code paths in Mesa that lead to poor
performance.
As part of this change, the progend now implies specific vertend and
fragend choices so instead of associating a vertend and fragend with a
pipeline we now just associate a progend choice.
When flushing a pipeline and choosing what progend to use, we now call a
progend->start() method that is able to determine if the vertend and
fragend together will be able to handle the given pipeline so the
vertend and fragend ->start() methods no longer need to return a boolean
status.
Since we now don't need to support glsl used in conjunction with fixed
function this will allow us to avoid ever using OpenGL builtin attribute
names, though this patch doesn't change that yet.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
(cherry picked from commit cec381f50c7a2f2186bd4a8c5f38fecd5f099075)
As part of an effort towards being able to write non-opengl based
backends for Cogl this moves most of the opengl specific code under
drivers/gl. drivers/gl and drivers/gles have been moved to
drivers/gl/gl and drivers/gl/es respectively.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
(cherry picked from commit 7dc482facb0a265c7f48660079e7e12dd7a2813e)