Commit Graph

5552 Commits

Author SHA1 Message Date
Neil Roberts
a39b292d90 cogl-path: Use the vertex array API instead of CoglVertexBuffer
The new vertex array is now implemented in terms of the
CoglVertexBuffer anyway so it should be slightly faster to use a
vertex array directly.
2010-11-04 18:09:42 +00:00
Neil Roberts
60de7939ee cogl: Move the clip stack dirtiness to the context rather than the FB
Previously we tracked whether the clip stack needs flushing as part of
the CoglClipState which is part of the CoglFramebuffer state. This is
a bit odd because most of the clipping state (such as the clip planes
and the scissor) are part of the GL context's state rather than the
framebuffer. We were marking the clip state on the framebuffer dirty
every time we change the framebuffer anyway so it seems to make more
sense to have the dirtiness be part of the global context.

Instead of a just a single boolean to record whether the state needs
flushing, the CoglContext now holds a reference to the clip stack that
was flushed. That way we can flush arbitrary stack states and if it
happens to be the same as the state already flushed then Cogl will do
nothing. This will be useful if we log the clip stack in the journal
because then we will need to flush unrelated clip stack states for
each batch.
2010-11-04 18:08:27 +00:00
Neil Roberts
57574f3995 cogl-clip-stack: Don't allocate a separate struct for CoglClipStack
Instead of having a separate CoglHandle for CoglClipStack the code is
now expected to directly hold a pointer to the top entry on the
stack. The empty stack is then the NULL pointer. This saves an
allocation when we want to copy the stack because we can just take a
reference on a stack entry. The idea is that this will make it
possible to store the clip stack in the journal without any extra
allocations.

The _cogl_get_clip_stack and set functions now take a CoglClipStack
pointer instead of a handle so it would no longer make sense to make
them public. However I think the only reason we would have wanted that
in the first place would be to save the clip state between switching
FBOs and that is no longer necessary.
2010-11-04 18:08:27 +00:00
Neil Roberts
314e980a3b cogl: Don't flush the framebuffer state for the internal draw
CoglVertexAttribute has an internal draw function that is used by the
CoglJournal to avoid the call to cogl_journal_flush which would
otherwise end up recursively flushing the journal forever. The
enable_gl_state function called by this was previously also calling
_cogl_flush_framebuffer_state. However the journal code tries to
handle this function specially by calling it with a flag to disable
flushing the modelview matrix. This is useful because the journal
handles flushing the modelview itself. Without this patch the journal
state ends up getting flushed twice. This isn't a particularly big
problem currently because the matrix stack has caching to recognise
when it would push the same state twice and bails out. However if we
later want to use the framebuffer flush flags to override a particular
state of the framebuffer (such as the clip state) then we need to make
sure the flush isn't called twice.
2010-11-04 18:08:27 +00:00
Neil Roberts
738a669fc2 cogl-buffer: Use void* instead of guint8* for map and set_data
Unless the CoglBuffer is being used for texture data then it's
relatively unlikely that the data will contain an array of bytes. For
example if it's used as a vertex array then it's more likely to be
floats or some vertex struct. In that case it's much more convenient
if set_data and map use void* pointers so that we can avoid a cast.
2010-11-04 18:04:03 +00:00
Neil Roberts
a53c9dafb5 Add a conformance test for the CoglPrimitive convenience constructors
This adds a simple conformance test which calls all of the convenience
constructors for CoglPrimitive.
2010-11-04 17:59:33 +00:00
Neil Roberts
390bdd2a27 cogl-primitive: Fix the texture attribute offsets
The offsets for the texture coordinate attributes in the convenience
constructors were all wrong.
2010-11-04 17:59:33 +00:00
Neil Roberts
17aaaac336 cogl-primitive: Fix a typo in new_with_attributes_array
A typo in the g_return_val_if_fail was causing it to segfault.
2010-11-04 17:59:33 +00:00
Neil Roberts
b6eaab812b cogl-primitive: Add the missing cogl_primitive_new_p2 function
There was a struct defined for CoglP2Vertex but there was no
constructor function to use it.
2010-11-04 17:59:28 +00:00
Neil Roberts
1935855cdd cogl-primitive: Fix the ref-counting for the convenience constuctors
The convenience constructors for the builtin vertex structs were
creating the primitive and then immediately destroying it and
returning the pointer. I think the intention was to unref the
attributes instead. This adds an internal wrapper around the
new_with_attributes_array constructor which unrefs the attributes
instead of the primitive. The convenience constructors now use that.
2010-11-04 17:57:09 +00:00
Robert Bragg
3c35b95a84 primitive: fix prototypes and start adding docs
This fixes the prototypes for the cogl_primitive_new_xyz functions and
also adds documentation with examples for each one.
2010-11-04 17:57:05 +00:00
Neil Roberts
00397a313c cogl-gles2-wrapper: Fix a reference to the old name for CoglPipeline
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.
2010-11-04 14:56:44 +00:00
Robert Bragg
5abdbd5f7a gles2: disable vbos until while we rework backend
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.
2010-11-03 18:09:23 +00:00
Robert Bragg
8034dc87d4 cogl: rename CoglMaterial -> CoglPipeline
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.
2010-11-03 18:09:23 +00:00
Robert Bragg
959af183b1 pango: Use CoglMaterial type for materials
Instead of using the CoglHandle type for material variables this updates
the pango code to use CoglMaterial * instead. CoglHandle is the old
typename which is being phased out of the API.
2010-11-03 18:09:23 +00:00
Robert Bragg
7ee99aaa83 pango: push/pop source instead of trashing users source
The pango-display-list code was calling cogl_set_source in numerous
places and it didn't appear to be saving the users source to restore
later. This could result in the user inadvertantly drawing a primitive
with one of these internally managed materials instead of one that they
chose. To rectify this the code now uses cogl_{push,pop}_source to save
and restore the users source.
2010-11-03 18:09:22 +00:00
Robert Bragg
4e69c73085 primitives: implements cogl_polygon on vertex_attributes
This updates the implementation of cogl_polygon so it sits on the new
CoglVertexArray and CoglVertexAttribute apis. This lets us minimize the
number of different drawing paths we have to maintain in Cogl.

Since the sliced texture support for cogl_polygon has been broken for a
long time now and no one has complained this patch also greatly
simplifies the code by not doing any special material validation so
cogl_polygon will be restricted in the same way as
cogl_draw_vertex_attributes. (i.e. sliced textures not supported).
2010-11-03 18:09:22 +00:00
Robert Bragg
f9d9b1b157 journal: port to the vertex_attributes API
Instead of using raw OpenGL in the journal we now use the vertex
attributes API instead. This is part of an ongoing effort to reduce the
number of drawing paths we maintain in Cogl.
2010-11-03 18:09:22 +00:00
Robert Bragg
f82b32cb3b vertex-buffer: use cogl_get_rectangle_indices
The functionality of cogl_vertex_buffer_indices_get_for_quads is now
provided by cogl_get_rectangle_indices so this reworks the former to now
work in terms of the latter so we don't have duplicated logic.
2010-11-03 18:09:22 +00:00
Robert Bragg
670ea32dbd vertex-buffer: port to CoglVertexAttributes + CoglPrimitive
As part of an ongoing effort to reduce the number of draw paths we have
in Cogl this re-works CoglVertexBuffer to use the CoglVertexAttribute
and CoglPrimitive APIs instead of using raw GL.
2010-11-03 18:09:15 +00:00
Robert Bragg
69b1f756d1 primitive: adds immutable ref/unref mechanism
This adds a way to mark that a primitive is in use so that modifications
will generate a warning. The plan is to use this mechanism when batching
primitives in the journal to warn users that mid-scene modifications of
primitives is not allowed.
2010-11-03 18:04:31 +00:00
Robert Bragg
2d58d3f1b6 primitive: Adds convenience constructors
This adds convenience primitive constructors named like:
  cogl_primitive_new_p3 or
  cogl_primitive_new_p3c4 or
  cogl_primitive_new_p3t2c4
where the letters correspond to the interleved vertex attributes layouts
such as CoglP3Vertex which is a struct with 3 float x,y,z members for
the [p]osition, or CoglP3T2C4Vertex which is a struct with 3 float x,y,z
members for the [p]osition, 2 float s,t members for the [t]exture
coordinates and 4 unsigned byte r,g,b,a members for the [c]olor.

The hope is that people will find these convenient enough to replace
cogl_polygon.
2010-11-03 18:04:31 +00:00
Robert Bragg
0cd077dc7e cogl: Adds experimental CoglPrimitive API
A CoglPrimitive is a retainable object for drawing a single primitive,
such as a triangle strip, fan or list.

CoglPrimitives build on CoglVertexAttributes and CoglIndices which
themselves build on CoglVertexArrays and CoglIndexArrays respectively.

A CoglPrimitive encapsulates enough information such that it can be
retained in a queue (e.g. the Cogl Journal, or renderlists in the
future) and drawn at some later time.
2010-11-03 18:04:31 +00:00
Robert Bragg
dd63078bd3 cogl: Adds experimental CoglVertexAttribute API
A CoglVertexAttribute defines a single attribute contained in a
CoglVertexArray. I.e. a CoglVertexArray is simply a buffer of N bytes
intended for containing a collection of attributes (position, color,
normals etc) and a CoglVertexAttribute defines one such attribute by
specifying its start offset in the array, its type, the number of
components and the stride etc.
2010-11-03 18:04:26 +00:00
Robert Bragg
3d14fbc308 cogl: Adds experimental CoglIndices API
CoglIndices define a range of indices inside a CoglIndexArray. I.e. a
CoglIndexArray is simply a buffer of N bytes and you can then
instantiate multiple CoglIndices collections that define a sub-region of
a CoglIndexArray by specifying a start offset and an index data type.
2010-11-03 18:04:00 +00:00
Robert Bragg
8ca80e47c4 cogl: Adds experimental CoglVertexArray type
This adds a new CoglVertexArray object which is a subclass of CoglBuffer
used to hold vertex attributes. A later commit will add a
CoglVertexAttribute API which will be used to describe the attributes
inside a CoglVertexArray.
2010-11-03 18:04:00 +00:00
Robert Bragg
3aba41e202 cogl: Adds experimental CoglIndexArray type
A CoglIndexArray is a subclass of CoglBuffer and will be used to hold
vertex indices. A later commit will add a CoglIndices API which will
allow describing a range of indices inside a CoglIndexArray.
2010-11-03 18:04:00 +00:00
Robert Bragg
eac167df1c buffer: adds immutable ref/unref mechanism
This adds an internal mechanism to mark that a buffer is in-use so that
a warning can be generated if the user attempts to modify the buffer.

The plans is for the journal to use this mechanism so that we can warn
users about mid-scene modifications of buffers.
2010-11-03 18:03:55 +00:00
Robert Bragg
efa11f8a8f buffer: make _bind() return base pointer
We now make _cogl_buffer_bind return a base pointer for the bound buffer
which can be used with OpenGL. The pointer will be NULL for GPU based
buffers or may point to an malloc'd buffer. Since OpenGL expects an
offset instead of a pointer when dealing with buffer objects this means
we can handle fallback malloc buffers and GPU buffers in a consistent
way.
2010-11-03 17:28:45 +00:00
Robert Bragg
35ddc5407e material: Bail out faster if re-flushing unchanged material
This allows _cogl_material_flush_gl_state to bail out faster if
repeatedly asked to flush the same material and we can see the material
hasn't changed.

Since we can rely on the material age incrementing when any material
property changes or any associated layer property changes then we can
track the age of the material after flushing so it can be compared with
the age of the material if it is subsequently re-flushed. If the age is
the same we only have to re-assert the texture object state.
2010-11-03 17:28:45 +00:00
Robert Bragg
bbf27e6b28 material-node: track if node owns reference on parent
MaterialNodes are used for the sparse graph of material state and layer
state. In the case of materials there is the idea of weak materials that
don't take a reference on their parent and in that case we need to be
careful not to unref our parent during
_cogl_material_node_unparent_real. This adds a has_parent_reference
member to the CoglMaterialNode struct so we now know when to skip the
unref.
2010-11-03 17:28:45 +00:00
Robert Bragg
e5202d6a0d cogl-object: correctly free user_data_array in _unref
If there is private data associated with a CoglObject then there may be
a user_data_array that needs to be freed. The code was mistakenly
freeing the array inside the loop that was actually iterating over the
user data array notifying the objects destruction instead of waiting
until all the data entries had been destroyed.
2010-11-03 17:28:45 +00:00
Owen W. Taylor
0b4b1ca1ca Don't leave stale invalidated queued redraws around
Once an actor had _clutter_stage_queue_redraw_entry_invalidate()
called on it once, then priv->queue_redraw_entry would point to
an entry with entry->actor NULL. _clutter_stage_queue_actor_redraw()
doesn't handle this case and no further redraws would be queued.

To fix this, NULL out priv->queue_redraw_entry() and then make sure
we free the invalidated entry in
_clutter_stage_maybe_finish_queue_redraws() just as we do for
still valid entries.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2389
2010-11-03 15:43:55 +00:00
Neil Roberts
02a3670e88 win32: Fix a couple of build warnings
* clutter-backend-win32 had an unused variable

* clutter-event-win32 was using the abs function without including
  stdlib.h
2010-11-01 15:21:04 +00:00
Neil Roberts
f13f545aa9 clutter-backend-win32: Use g_object_unref on the stage manager
Previously when trying to destroy all of the stages in the backend
dispose function it would poke directly in the ClutterStageManager
struct to get the list. In 8613013ab0 the defintion of
ClutterStageManager moved to a different header which isn't included
by the Win32 backend so it wouldn't compile. In that commit the X11
backend was changed to unref the stage manager instead of poking in
the internals so we should do the same for the win32 backend.
2010-11-01 15:14:07 +00:00
Damien Lespiau
907490d795 clone: Remove checks in set_source_internal()
One of the ideas behind _internal() functions is to be able to have a
version of the original one without checks (among other things). As
these functions are either static or private to the library, we control
the arguments given to it, and thus no need for checking them again
here.
2010-11-01 12:16:53 +00:00
Damien Lespiau
a318fe5ca5 texture: Warn when the file loaded from a ClutterScript can't be found
Telling the user about files not found when loading a ClutterScript with
ClutterTextures in it is very useful and can save a few minutes (or
hours) of frustation because it "does not work".
2010-11-01 11:43:35 +00:00
Neil Roberts
2ee0e40848 Merge cogl-program-{gl,gles}.c into one cogl-program.c
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
2010-10-28 19:51:42 +01:00
Neil Roberts
65d7a113ee cogl: Use separate materials for set_source_color and texture
Previously cogl_set_source_color and cogl_set_source_texture modified
a single global material. If an application then mixes using
cogl_set_source_color and texture then the material will constantly
need a new ARBfp program because the numbers of layers alternates
between 0 and 1. This patch just adds a second global material that is
only used for cogl_set_source_texture. I think it would still end up
flushing the journal if cogl_set_source_texture is used with multiple
different textures but at least it should avoid a recompile unless the
texture target also changes. It might be nice to somehow attach a
material to the CoglTexture for use with cogl_set_source_texture but
it would be difficult to implement this without creating a circular
reference.
2010-10-27 15:07:03 +01:00
Robert Bragg
89cedc7800 Move IndicesType and VerticesMode typedefs to cogl-types.h
This moves the CoglIndicesType and CoglVerticesMode typedefs from
cogl-vertex-buffer.h to cogl-types.h so they can be shared with the
anticipated cogl vertex attribute API.
2010-10-26 17:25:33 +01:00
Robert Bragg
e3bf83eab5 buffer: BufferBindTarget + BufferUsageHint enum renaming
This renames the BufferBindTarget + BufferUsageHint enums to match the
anticipated new APIs for "index arrays" and "vertex arrays" as opposed
to using the terms "vertices" or "indices".
2010-10-26 17:25:27 +01:00
Robert Bragg
9efe7ca5bc buffer: warn if (offset + size) > buffer->size
previously we would silently bail out if the given offset + data size
would overflow the buffer size. Now we use g_return_val_if_fail so we
get a warning if we hit this case.
2010-10-26 16:40:54 +01:00
Robert Bragg
b2963b4eef pixel-array: Remove some benign variables
There were some completely unused static global variables declared in
cogl-pixel-array.c which this patch removes.
2010-10-26 16:16:50 +01:00
Robert Bragg
902c18ad87 pixel-array: Remove flags member and flag macros
There are no flags associated with pixel-arrays so we don't need the
flags member or flag macros.
2010-10-26 16:16:40 +01:00
Robert Bragg
1c8b355bbb buffer: Add a store_created bit field member
This adds a store_created bit field to CoglBuffer so we know if the
underlying buffer has been allocated yet. Previously the code was trying
to do something really wrong by accidentally using the
COGL_PIXEL_ARRAY_FLAG_IS_SET macro (note "PIXEL_ARRAY") and what is more
odd was the declaration of a CoglPixelArray *pixel_array in
cogl-buffer.c which the buffer was being cast too before calling using
the macro. Probably this was the fall-out of some previous code
re-factoring.
2010-10-26 16:16:29 +01:00
Robert Bragg
d5188c26b6 buffer: remove flag macros
All the macros get used for are to |= (a new flag bit), &= ~(a flag bit)
or use the & operator to test if a flag bit is set. I haven't found the
code more readable with these macros, but several times now I've felt
the need to double check if these macros do anything else behind the
hood or I've forgotten what flags are available so I've had to go to the
macro definition to see what the full enum names are for the flags (the
macros use symbol concatenation) so I can search for the definition of
all the flags. It turns out they are defined next to the macro so you
don't have to search far, but without the macro that wouldn't have been
necessary.

The more common use of the _IS_SET macro is actually more concise
expanded and imho since it doesn't hide anything in a separate header
file the code is more readable without the macro.
2010-10-26 13:21:11 +01:00
Robert Bragg
bc3a26d035 material: Adds _cogl_material_get_layer_texture
This is a counter part for _cogl_material_layer_get_texture which takes
a layer index instead of a direct CoglMaterialLayer pointer. The aim is
to phase out code that directly iterates the internal layer pointers of
a material since the layer pointers can change if any property of any
layer is changed making direct layer pointers very fragile.
2010-10-26 13:06:54 +01:00
Robert Bragg
0288ba3911 material: add internal layer filter getters
This adds internal _cogl_material_get_layer_filters and
_cogl_material_get_layer_{min,mag}_filter functions which can be used to
query the filters associated with a layer using a layer_index, as
opposed to a layer pointer. Accessing layer pointers is considered
deprecated so we need to provide layer_index based replacements.
2010-10-26 13:04:05 +01:00
Robert Bragg
6fd26630ba material: Adds missing get_layer_wrap_mode_xyz prototypes
This adds missing getter function prototypes for
cogl_material_get_layer_wrap_mode_{s,t,p}
2010-10-26 13:02:23 +01:00
Robert Bragg
32ae904d81 vertex-buffer: remove the unstrided CBO type
When we come to submitting the users given attributes we sort them into
different types of buffers. Previously we had three types; strided,
unstrided and multi-pack. Really though unstrided was just a limited
form of multi-pack buffer and didn't imply any hind of special
optimization so this patch consolidates some code by reducing to just
two types; strided and multi-pack.
2010-10-26 12:38:15 +01:00