The texture driver functions are now accessed through a vtable pointed
to by a struct in the CoglContext so that eventually it will be
possible to compile both the GL and GLES texture drivers into a single
binary and then select between them at runtime.
Since the GL function pointers have move to the root of CoglContext,
the driver specific data for GLES became empty and the GL data had
only one varible which apparently nothing was using. It's therefore
convenient to remove the private driver data to make it easier to have
a build of Cogl which enables both GL and GLES support. If we ever
need driver private data later we might want to use
cogl_object_set_user_data instead.
cogl-ext-functions.h now contains definitions for all of the core GL
and GLES functions that we would normally link to directly. All of the
code has changed to access them through the cogl context pointer. The
GE macro now takes an extra parameter to specify the context because
the macro itself needs to make GL calls but various points in the Cogl
source use different names for the context variable.
Instead of storing all of the feature function pointers in the driver
specific data of the CoglContext they are now all stored directly in
CoglContext. There is a single header containing the description of
the functions which gets included by cogl-context.h. There is a single
function in cogl-feature-private.c to check for all of these
functions.
The name of the function pointer variables have been changed from
ctx->drv.pf_glWhatever to just ctx->glWhatever.
The feature flags that get set when an extension is available are now
separated from the table of extensions. This is necessary because
different extensions can mean different things on GLES and GL. For
example, having access to glMapBuffer implies read and write support
on GL but only write support on GLES. The flags are instead set in the
driver specific init function by checking whether the function
pointers were successfully resolved.
_cogl_feature_check has been changed to assume the feature is
supported if any of the listed extensions are available instead of
requiring all of them. This makes it more convenient to specify
alternate names for the extension. Nothing else had previously listed
more than one name for an extension so this shouldn't cause any
problems.
The function declarations for the GL_OES_EGL_image extension were
using the wrong name for the GLeglImageOES type so it was getting
build errors when compiling for GLES.
This adds an internal texture_2d constructor that can wrap an EGLImage
as a CoglTexture2D. The plan is to utilize this for texture-from-pixmap
support with EGL as well as creating textures from wayland buffers.
Instead of simply extending the cogl_pipeline_ namespace to add api for
controlling the depth testing state we now break the api out. This adds
a CoglDepthState type that can be stack allocated. The members of the
structure are private but we have the following API to setup the state:
cogl_depth_state_init
cogl_depth_state_set_test_enabled
cogl_depth_state_get_test_enabled
cogl_depth_state_set_test_function
cogl_depth_state_get_test_function
cogl_depth_state_set_writing_enabled
cogl_depth_state_get_writing_enabled
cogl_depth_state_set_range
cogl_depth_state_get_range
This removes the following experimental API which is now superseded:
cogl_material_set_depth_test_enabled
cogl_material_get_depth_test_enabled
cogl_material_set_depth_test_function
cogl_material_get_depth_test_function
cogl_material_set_depth_writing_enabled
cogl_material_get_depth_writing_enabled
cogl_material_set_depth_range
cogl_material_get_depth_range
Once a CoglDepthState structure is setup it can be set on a pipeline
using cogl_pipeline_set_depth_state().
This is a workaround for a bug on OSX for some radeon hardware that
we can't verify and the referenced bug link is no longer valid.
If this is really still a problem then a new bug should be opened and we
can look at putting the fix in some more appropriate place than
cogl-gl.c
Older drivers for PowerVR SGX hardware have the vendor-specific
GL_IMG_TEXTURE_NPOT extension instead of the
functionally-equivalent GL_OES_TEXTURE_NPOT extension.
This migrates all the GLX window system code down from the Clutter
backend code into a Cogl winsys. Moving OpenGL window system binding
code down from Clutter into Cogl is the biggest blocker to having Cogl
become a standalone 3D graphics library, so this is an important step in
that direction.
This moves the functionality of _cogl_create_context_driver from
driver/{gl,gles}/cogl-context-driver-{gl,gles}.c into
driver/{gl,gles}/cogl-{gl,gles}.c as a static function called
initialize_context_driver.
cogl-context-driver-{gl,gles}.[ch] have now been removed.
This extension is the GLES equivalent of the GL_EXT_framebuffer_blit
extension except that it has some extra restrictions. We need to check
for some extension that provides glBlitFramebuffer so that we can
unconditionally use ctx->drv.pf_glBlitFramebuffer in both GL and GLES
code. Even with the restrictions, the extension provides enough
features for what Cogl needs.
GLES has an extension called GL_OES_mapbuffer to support mapping
buffer objects but only for writing. Cogl now has two new feature
flags to advertise whether mapping for reading and writing is
supported. Under OpenGL, these features are always set if the VBO
extension is advertised and under GLES only the write flag is set if
the GL_OES_mapbuffer extension is advertised.
When uploading data for GLES we need to deal with cases where the
rowstride is too large to be described only by GL_UNPACK_ALIGNMENT
because there is no GL_UNPACK_ROW_LENGTH. Previously for the
sub-region uploading code it would always copy the bitmap and for the
code to upload the whole image it would copy the bitmap unless the
rowstride == bpp*width. Neither paths took into account that we don't
need to copy if the rowstride is just an alignment of bpp*width. This
moves the bitmap copying code to a separate function that is used by
both upload methods. It only copies the bitmap if the rowstride is not
just an alignment of bpp*width.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2491
The GLES2 wrapper is no longer needed because the shader generation is
done within the GLSL fragend and vertend and any functions that are
different for GLES2 are now guarded by #ifdefs.
Once the GLES2 wrapper is removed we won't be able to upload the
matrices with the fixed function API any more. The fixed function API
gives a global state for setting the matrix but if a custom shader
uniform is used for the matrices then the state is per
program. _cogl_matrix_stack_flush_to_gl is called in a few places and
it is assumed the current pipeline doesn't need to be flushed before
it is called. To allow these semantics to continue to work, on GLES2
the matrix flush now just stores a reference to the matrix stack in
the CoglContext. A pre_paint virtual is added to the progend which is
called whenever a pipeline is flushed, even if the same pipeline was
flushed already. This gives the GLSL progend a chance to upload the
matrices to the uniforms. The combined modelview/projection matrix is
only calculated if it is used. The generated programs end up never
using the modelview or projection matrix so it usually only has to
upload the combined matrix. When a matrix stack is flushed a reference
is taked to it by the pipeline progend and the age is stored so that
if the same state is used with the same program again then we don't
need to reupload the uniform.
The GLSL vertend is mostly only useful for GLES2. The fixed function
vertend is kept at higher priority than the GLSL vertend so it is
unlikely to be used in any other circumstances.
Previously enabling and disabling textures was done whatever the
backend in cogl-pipeline-opengl. However enabling and disabling
texture targets only has any meaning if no fragment shaders are being
used so this patch moves the code to cogl-pipeline-fragend-fixed.
The GLES2 wrapper has also been changed to ignore enabledness when
deciding whether to update texture coordinate attribute pointers.
The features_cached member of CoglContext is intended to mark when
we've calculated the features so that we know if they are ready in
cogl_get_features. However we always intialize the features while
creating the context so features_cached will never be FALSE so it's
not useful. We also had the odd behaviour that the COGL_DEBUG feature
overrides were only applied in the first call to
cogl_get_features. However there are other functions that use the
feature flags such as cogl_features_available that don't use this
function so in some cases the feature flags will be interpreted before
the overrides are applied. This patch makes it always initialize the
features and apply the overrides immediately while creating the
context. This fixes a problem with COGL_DEBUG=disable-arbfp where the
first material flushed is done before any call to cogl_get_features so
it may still use ARBfp.
The GLES2 wrapper no longer needs to generate any fragment shader
state because the GLSL pipeline backend will always give the wrapper a
custom fragment shader. This simplifies a lot of the state comparison
done by the wrapper. The fog generation is also removed even though
it's actually part of the vertex shader because only the fixed
function pipeline backend actually calls the fog functions so it would
be disabled when using any of the other backends anyway. We can fix
this when the two shader backends also start generating vertex
shaders.
When uploading a 3D texture with an awkward rowstride, on GLES Cogl
will copy the images to an intermediate buffer to pass to GL. However
it was using the wrong height when copying the data so it would end up
overflowing the buffer and crashing.
We now prepend a set of defines to any given GLSL shader so that we can
define builtin uniforms/attributes within the "cogl" namespace that we
can use to provide compatibility across a range of the earlier versions
of GLSL.
This updates test-cogl-shader-glsl.c and test-shader.c so they no longer
needs to special case GLES vs GL when splicing together its shaders as
well as the blur, colorize and desaturate effects.
To get a feel for the new, portable uniform/attribute names here are the
defines for OpenGL vertex shaders:
#define cogl_position_in gl_Vertex
#define cogl_color_in gl_Color
#define cogl_tex_coord_in gl_MultiTexCoord0
#define cogl_tex_coord0_in gl_MultiTexCoord0
#define cogl_tex_coord1_in gl_MultiTexCoord1
#define cogl_tex_coord2_in gl_MultiTexCoord2
#define cogl_tex_coord3_in gl_MultiTexCoord3
#define cogl_tex_coord4_in gl_MultiTexCoord4
#define cogl_tex_coord5_in gl_MultiTexCoord5
#define cogl_tex_coord6_in gl_MultiTexCoord6
#define cogl_tex_coord7_in gl_MultiTexCoord7
#define cogl_normal_in gl_Normal
#define cogl_position_out gl_Position
#define cogl_point_size_out gl_PointSize
#define cogl_color_out gl_FrontColor
#define cogl_tex_coord_out gl_TexCoord
#define cogl_modelview_matrix gl_ModelViewMatrix
#define cogl_modelview_projection_matrix gl_ModelViewProjectionMatrix
#define cogl_projection_matrix gl_ProjectionMatrix
#define cogl_texture_matrix gl_TextureMatrix
And for fragment shaders we have:
#define cogl_color_in gl_Color
#define cogl_tex_coord_in gl_TexCoord
#define cogl_color_out gl_FragColor
#define cogl_depth_out gl_FragDepth
#define cogl_front_facing gl_FrontFacing
The GLES2 wrapper was referring to COGL_MATERIAL_PROGRAM_TYPE_GLSL but
this has since been renamed to COGL_PIPELINE_PROGRAM_TYPE_GLSL so the
GLES2 backend wouldn't compile.
The gles2 wrapper functions don't understand about the CoglBuffer API so
they don't support attributes stored in a CoglVertexArray. Instead of
teaching the backend about buffers we are going to wait until we have
overhauled the GLES 2 backend. We are currently making progress
consolidating the GLES 2 backend with a new GLSL backend for
CoglMaterial. This will hugely simplify the GLES 2 support and share
code with the OpenGL backend. In the end it's hoped that this problem
will simply go away so it doesn't make much sense to solve it with the
current design.
This applies an API naming change that's been deliberated over for a
while now which is to rename CoglMaterial to CoglPipeline.
For now the new pipeline API is marked as experimental and public
headers continue to talk about materials not pipelines. The CoglMaterial
API is now maintained in terms of the cogl_pipeline API internally.
Currently this API is targeting Cogl 2.0 so we will have time to
integrate it properly with other upcoming Cogl 2.0 work.
The basic reasons for the rename are:
- That the term "material" implies to many people that they are
constrained to fragment processing; perhaps as some kind of high-level
texture abstraction.
- In Clutter they get exposed by ClutterTexture actors which may be
re-inforcing this misconception.
- When comparing how other frameworks use the term material, a material
sometimes describes a multi-pass fragment processing technique which
isn't the case in Cogl.
- In code, "CoglPipeline" will hopefully be a much more self documenting
summary of what these objects represent; a full GPU pipeline
configuration including, for example, vertex processing, fragment
processing and blending.
- When considering the API documentation story, at some point we need a
document introducing developers to how the "GPU pipeline" works so it
should become intuitive that CoglPipeline maps back to that
description of the GPU pipeline.
- This is consistent in terminology and concept to OpenGL 4's new
pipeline object which is a container for program objects.
Note: The cogl-material.[ch] files have been renamed to
cogl-material-compat.[ch] because otherwise git doesn't seem to treat
the change as a moving the old cogl-material.c->cogl-pipeline.c and so
we loose all our git-blame history.
This merges the two implementations of CoglProgram for the GLES2 and
GL backends into one. The implementation is more like the GLES2
version which would track the uniform values and delay sending them to
GL. CoglProgram is now effectively just a GList of CoglShaders along
with an array of stored uniform values. CoglProgram never actually
creates a GL program, instead this is left up to the GLSL material
backend. This is necessary on GLES2 where we may need to relink the
user's program with different generated shaders depending on the other
emulated fixed function state. It will also be necessary in the future
GLSL backends for regular OpenGL. The GLSL and ARBfp material backends
are now the ones that create and link the GL program from the list of
shaders. The linked program is attached to the private material state
so that it can be reused if the CoglProgram is used again with the
same material. This does mean the program will get relinked if the
shader is used with multiple materials. This will be particularly bad
if the legacy cogl_program_use function is used because that
effectively always makes one-shot materials. This problem will
hopefully be alleviated if we make a hash table with a cache of
generated programs. The cogl program would then need to become part of
the hash lookup.
Each CoglProgram now has an age counter which is incremented every
time a shader is added. This is used by the material backends to
detect when we need to create a new GL program for the user program.
The internal _cogl_use_program function now takes a GL program handle
rather than a CoglProgram. It no longer needs any special differences
for GLES2. The GLES2 wrapper function now also uses this function to
bind its generated shaders.
The ARBfp shaders no longer store a copy of the program source but
instead just directly create a program object when cogl_shader_source
is called. This avoids having to reupload the source if the same
shader is used in multiple materials.
There are currently a few gross hacks to get the GLES2 backend to work
with this. The problem is that the GLSL material backend is now
generating a complete GL program but the GLES2 wrapper still needs to
add its fixed function emulation shaders if the program doesn't
provide either a vertex or fragment shader. There is a new function in
the GLES2 wrapper called _cogl_gles2_use_program which replaces the
previous cogl_program_use implementation. It extracts the GL shaders
from the GL program object and creates a new GL program containing all
of the shaders plus its fixed function emulation. This new program is
returned to the GLSL material backend so that it can still flush the
custom uniforms using it. The user_program is attached to the GLES2
settings struct as before but its stored using a GL program handle
rather than a CoglProgram pointer. This hack will go away once the
GLSL material backend replaces the GLES2 wrapper by generating the
code itself.
Under Mesa this currently generates some GL errors when glClear is
called in test-cogl-shader-glsl. I think this is due to a bug in Mesa
however. When the user program on the material is changed the GLSL
backend gets notified and deletes the GL program that it linked from
the user shaders. The program will still be bound in GL
however. Leaving a deleted shader bound exposes a bug in Mesa's
glClear implementation. More details are here:
https://bugs.freedesktop.org/show_bug.cgi?id=31194
*** WARNING: THIS COMMIT CHANGES THE BUILD ***
Do not recurse into the backend directories to build private, internal
libraries.
We only recurse from clutter/ into the cogl sub-directory; from there,
we don't recurse any further. All the backend-specific code in Cogl and
Clutter is compiled conditionally depending on the macros defined by the
configure script.
We still recurse from the top-level directory into doc, clutter and
tests, because gtk-doc and tests do not deal nicely with non-recursive
layouts.
This change makes Clutter compile slightly faster, and cleans up the
build system, especially when dealing with introspection data.
Ideally, we also want to make Cogl part of the top-level build, so that
we can finally drop the sed trick to change the shared library from the
GIR before compiling it.
Currently disabled:
‣ OSX backend
‣ Fruity backend
Currently enabled but untested:
‣ EGL backend
‣ Windows backend
Instead of exposing an API that provides an OpenGL state machine style
where you first have to bind the program to the context using
cogl_program_use() followed by updating uniforms using
cogl_program_uniform_xyz we now have uniform setter methods that take an
explicit CoglHandle for the program.
This deprecates cogl_program_use and all the cogl_program_uniform
variants and provides the following replacements:
cogl_program_set_uniform_1i
cogl_program_set_uniform_1f
cogl_program_set_uniform_int
cogl_program_set_uniform_float
cogl_program_set_uniform_matrix
This makes CoglProgram/Shader automatically detect when the user has
given an ARBfp program by checking for "!!ARBfp1.0" at the beginning of
the user's source.
ARBfp local parameters can be set with cogl_program_uniform_float
assuming you pass a @size of 4 (all ARBfp program.local parameters
are vectors of 4 floats).
This doesn't expose ARBfp environment parameters or double precision
local parameters.
This makes the gles2 cogl_program_use consistent with the GL version by
not binding the program immediately and instead leaving it to
cogl-material.c to bind the program when actually drawing something.
Previously custom uniforms were tracked in _CoglGles2Wrapper but as part
of a process to consolidate the gl/gles2 shader code it seems to make
sense for this state to be tracked in the CoglProgram object instead.
http://bugzilla.o-hand.com/show_bug.cgi?id=2179
Instead of having to query GL and translate the GL enum into a
CoglShaderType each time cogl_shader_get_type is called we now keep
track of the type in CoglShader.
Nothing was storing the shader type when a shader was created so it
would get confused about whether it was a custom vertex or fragment
shader.
Also the 'type' member of CoglShader was a GLenum but the only place
that read it was treating it as if it was CoglShaderType. This changes
it be CoglShaderType.
This function creates a CoglBitmap which internally references a
CoglBuffer. The map and unmap functions will divert to mapping the
buffer. There are also now bind and unbind functions which should be
used instead of map and unmap whenever the data doesn't need to be
read from the CPU but will instead be passed to GL for packing or
unpacking. For bitmaps created from buffers this just binds the
bitmap.
cogl_texture_new_from_buffer now just uses this function to wrap the
buffer in a bitmap rather than trying to bind the buffer
immediately. This means that the buffer will be bound only at the
point right before the texture data is uploaded.
This approach means that using a pixel array will take the fastest
upload route if possible, but can still fallback to copying the data
by mapping the buffer if some conversion is needed. Previously it
would just crash in this case because the texture functions were all
passed a NULL pointer.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2112
The CoglBitmap struct is now only defined within cogl-bitmap.c so that
all of its members can now only be accessed with accessor
functions. To get to the data pointer for the bitmap image you must
first call _cogl_bitmap_map and later call _cogl_bitmap_unmap. The map
function takes the same arguments as cogl_pixel_array_map so that
eventually we can make a bitmap optionally internally divert to a
pixel array.
There is a _cogl_bitmap_new_from_data function which constructs a new
bitmap object and takes ownership of the data pointer. The function
gets passed a destroy callback which gets called when the bitmap is
freed. This is similar to how gdk_pixbuf_new_from_data
works. Alternatively NULL can be passed for the destroy function which
means that the caller will manage the life of the pointer (but must
guarantee that it stays alive at least until the bitmap is
freed). This mechanism is used instead of the old approach of creating
a CoglBitmap struct on the stack and manually filling in the
members. It could also later be used to create a CoglBitmap that owns
a GdkPixbuf ref so that we don't necessarily have to copy the
GdkPixbuf data when converting to a bitmap.
There is also _cogl_bitmap_new_shared. This creates a bitmap using a
reference to another CoglBitmap for the data. This is a bit of a hack
but it is needed by the atlas texture backend which wants to divert
the set_region virtual to another texture but it needs to override the
format of the bitmap to ignore the premult flag.
In ddb9016be4 the GL texture driver backend was changed to include
cogl-material-opengl-private.h instead of cogl-material-private.h.
However the gles texture backend was missed from this so it was giving
a compiler warning about using an undeclared function.
glTexSubImage3D was being called directly in cogl-texture-3d.c but the
function is only available since GL version 1.2 so on Windows it won't
be possible to directly link to it. Also under GLES it is only
available conditionally in an extension.
This moves the code supporting _cogl_material_flush_gl_state into
cogl-material-opengl.c as part of an effort to reduce the size of
cogl-material.c to keep it manageable.
In general cogl-material.c has become far to large to manage in one
source file. As one of the ways to try and break it down this patch
starts to move some of lower level texture unit state management out
into cogl-material-opengl.c. The naming is such because the plan is to
follow up and migrate the very GL specific state flushing code into the
same file.
This adds a publicly exposed experimental API for a 3D texture
backend. There is a feature flag which can be checked for whether 3D
textures are supported. Although we require OpenGL 1.2 which has 3D
textures in core, GLES only provides them through an extension so the
feature can be used to detect that.
The textures can be created with one of two new API functions :-
cogl_texture_3d_new_with_size
and
cogl_texture_3d_new_from_data
There is also internally a new_from_bitmap function. new_from_data is
implemented in terms of this function.
The two constructors are effectively the only way to upload data to a
3D texture. It does not work to call glTexImage2D with the
GL_TEXTURE_3D target so the virtual for cogl_texture_set_region does
nothing. It would be possible to make cogl_texture_get_data do
something sensible like returning all of the images as a single long
image but this is not currently implemented and instead the virtual
just always fails. We may want to add API specific to the 3D texture
backend to get and set a sub region of the texture.
All of those three functions can throw a GError. This will happen if
the GPU does not support 3D textures or it does not support NPOTs and
an NPOT size is requested. It will also fail if the FBO extension is
not supported and the COGL_TEXTURE_NO_AUTO_MIPMAP flag is not
given. This could be avoided by copying the code for the
GL_GENERATE_MIPMAP TexParameter fallback, but in the interests of
keeping the code simple this is not yet done.
This adds a couple of functions to cogl-texture-driver for uploading
3D data and querying the 3D proxy
texture. prep_gl_for_pixels_upload_full now also takes sets the
GL_UNPACK_IMAGE_HEIGHT parameter so that 3D textures can have padding
between the images. Whenever 3D texture is uploading, both the height
of the images and the height of all of the data is specified (either
explicitly or implicilty from the CoglBitmap) so that the image height
can be deduced by dividing by the depth.
Previously when comparing whether the settings for a layer are equal
it would only check if one of them was enabled. If so then it would
assume the other one was enabled and continue to compare the texture
environment. Now it also checks whether the enabledness differs.
Previously COGL_OBJECT_DEFINE would always define deprecated
cogl_$type_{ref,unref} functions even if the type is new or if the
type is entirely internal. An application would still find it
difficult to use these because they wouldn't be in the headers, but it
still looks bad that they are exported from the shared library. This
patch changes it so that the deprecated ref counting functions are
defined using a separate macro and only the types that have these
functions in the headers call this macro.