In cogl_matrix_look_at we have a tmp CoglMatrix allocated on the stack
but we weren't initializing its flags before passing it to
cogl_matrix_translate which meant if we were using COGL_DEBUG=matrices
we would end up trying to print out an invalid matrix type resulting in
a crash when overrunning an array of type names.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This factors out the CoglOnscreen code from cogl-framebuffer.c so we now
have cogl-onscreen.c, cogl-onscreen.h and cogl-onscreen-private.h.
Notably some of the functions pulled out are currently namespaced as
cogl_framebuffer but we know we are planning on renaming them to be in
the cogl_onscreen namespace; such as cogl_framebuffer_swap_buffers().
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This adds COGL_PIPELINE_WRAP_MODE_MIRRORED_REPEAT enum so that mirrored
texture repeating can be used. This also adds support for emulating the
MIRRORED_REPEAT mode via the cogl-spans API so it can also be used with
meta textures such as sliced and atlas textures.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
CoglMetaTexture is an interface for dealing with high level textures
that may be comprised of one or more low-level textures internally. The
interface allows the development of primitive drawing APIs that can draw
with high-level textures (such as atlas textures) even though the
GPU doesn't natively understand these texture types.
There is currently just one function that's part of this interface:
cogl_meta_texture_foreach_in_region() which allows an application to
resolve the internal, low-level textures of a high-level texture.
cogl_rectangle() uses this API for example so that it can easily emulate
the _REPEAT wrap mode for textures that the hardware can't natively
handle repeating of.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Instead of using integers to represent spans we now use floats instead.
This means we are no longer forced to iterate using non-normalized
coordinates so we should hopefully be able to avoid numerous redundant
unnormalize/normalize steps when using the spans api.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Since we can assume that all slices are CoglTexture2D textures we don't
need to chain on our implementation of _foreach_sub_texture_in_region
by calling _cogl_texture_foreach_sub_texture_in_region() for each slice.
We now simply determine the normalized virtual coordinates for the
current span inline and call the given callback inline too.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Currently features are represented as bits in a 32bit mask so we
obviously can't have more than 32 features with that approach. The new
approach is to use the COGL_FLAGS_ macros which lets us handle bitmasks
without a size limit and we change the public api to accept individual
feature enums instead of a mask. This way there is no limit on the
number of features we can add to Cogl.
Instead of using cogl_features_available() there is a new
cogl_has_feature() function and for checking multiple features there is
cogl_has_features() which takes a zero terminated vararg list of
features.
In addition to being able to check for individual features this also
adds a way to query all the features currently available via
cogl_foreach_feature() which will call a callback for each feature.
Since the new functions take an explicit context pointer there is also
no longer any ambiguity over when users can first start to query
features.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Cogl provides a consistent public interface regardless of whether the
underlying GL driver supports VBOs so it doesn't make much sense to have
this feature as part of the public api. We can't break the api by
removing the enum but at least we no longer ever set the feature flag.
We now have a replacement private feature flag COGL_PRIVATE_FEATURE_VBOS
which cogl now checks for internally.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Cogl provides a consistent public interface regardless of whether the
underlying GL driver supports PBOs so it doesn't make much sense to have
this feature as part of the public api. We can't break the api by
removing the enum but at least we no longer ever set the feature flag.
We now have a replacement private feature flag COGL_PRIVATE_FEATURE_PBOS
which cogl now checks for internally.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Cogl doesn't currently expose public api for clip planes so it
doesn't make much sense to have this feature as part of the public api.
We can't break the api by removing the enum but at least we no longer
ever set the feature flag.
We now have a replacement private feature flag
COGL_PRIVATE_FEATURE_FOUR_CLIP_PLANES which cogl now checks for
internally.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Cogl doesn't expose public api for blitting between framebuffers so it
doesn't make much sense to have this feature as part of the public api
currently. We can't break the api by removing the enum but at least we
no longer ever set the feature flag.
We now have a replacement private feature flag
COGL_PRIVATE_FEATURE_OFFSCREEN_BLIT which cogl now checks for
internally.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Although we have to leave the COGL_FEATURE_STENCIL_BUFFER enum as part
of the public api we no longer ever set this feature flag.
Cogl doesn't currently expose the concept of a stencil buffer in the
public api (we only indirectly expose it via the clip stack api) so it
doesn't make much sense to have a stencil buffer feature flag.
We now have a COGL_PRIVATE_FEATURE_STENCIL_BUFFER flag instead which
we can check when we need to use the buffer for clipping.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Actual support for yuv textures isn't fully plumbed into Cogl currently
so the check for GL_MESA_ycbcr_texture is meaningless. For now we just
remove the check.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
make sure to #include "cogl-texture-private.h" in cogl-pipeline-layer.c
otherwise the build fails on win32.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This fixes validate_first_layer_cb so that it update the override
pipeline not the user's original pipeline. It also makes the check
for when to override the wrap mode more robust by considering that
we might add more wrap modes in the future.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
To save users of the api having to manually check if each iterated span
intersects the region of interest we now guarantee that any span
iterated implicitly intersects the region of interest.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This make the CoglTexture2DSliced type public and adds
cogl_texture_2d_sliced_new_with_size() as an experimental API that can
be used to construct a sliced texture without any initial data.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This adds a new experimental function, cogl_clip_push_primitive, that
allows you to push a CoglPrimitive onto the clip stack. The primitive
should describe a flat 2D shape and the geometry shouldn't include any
self intersections. When pushing a primitive you also need to tell
Cogl what the bounding box of that shape is (in shape local coordinates)
so that Cogl is able to efficiently update the required region of the
stencil buffer.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This adds an internal _cogl_primitive_draw API that takes CoglDrawFlags
like _cogl_draw_attributes does which allows us to draw a primitive but
skip things like flushing journals, flushing framebuffer state and avoid
validating the current pipeline. This allows us to draw primitives in
places that could otherwise cause recursion.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
The code that adds the silhouette of a path to the stencil buffer was
living in cogl2-path.c which seemed out of place when the bulk of the
work really related more to how the stencil buffer is managed and
basically only one line (a call to _cogl_path_fill_nodes) really related
to the path code directly.
This moves the code into cogl-clip-stack.c alone with similar code
that can add rectangle masks to the stencil buffer.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
If we are asked to fill a path using any sliced textures then we need
to fallback to adding a mask of the path to the stencil buffer
and then drawing a bounding rectangle with the source textures instead.
Previously we were sharing some of the clip-stack code for adding
the path mask to the stencil buffer and being careful to check
that the current clip stack has been flushed already. We then made
sure to dirty the clip stack to be sure the path mask would be cleared
from the stencil buffer later.
This patch aims to simplify how this fallback is dealt with by just
using the public clipping API instead of relying on more fiddly tricks
to modify the stencil buffer directly without conflicting with the clip
stack.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This adds a new experimental function, cogl_framebuffer_finish(), which
can be used to explicitly synchronize the CPU with the GPU. It's rare
that this level of explicit synchronization is desirable but for example
it can be useful during performance analysys to make sure measurements
reflect the working time of the GPU not just the time to queue commands.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This adds support for multisample rendering to offscreen framebuffers.
After an offscreen framebuffer is first instantiated using
cogl_offscreen_new_to_texture() it is then possible to use
cogl_framebuffer_set_samples_per_pixel() to request multisampling before
the framebuffer is allocated. This also adds
cogl_framebuffer_resolve_samples() for explicitly resolving point
samples into pixels. Even though we currently only support the
IMG_multisampled_render_to_texture extension which doesn't require an
explicit resolve, the plan is to also support the
EXT_framebuffer_multisample extension which uses the framebuffer_blit
extension to issue an explicit resolve.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This adds support for multisample based rendering of onscreen windows
whereby multiple point samples per pixel can be requested and if the
hardware supports that it results in reduced aliasing (especially
considering the jagged edges of polygons)
Reviewed-by: Neil Roberts <neil@linux.intel.com>
When creating new onscreen framebuffers we need to take the
configuration in cogl terms and translate that into a configuration
applicable to any given winsys, e.g. an EGLConfig or a GLXFBConfig
or a PIXELFORMATDESCRIPTOR.
Also when we first create a context we typically have to do a very
similar thing because most OpenGL winsys APIs also associate a
framebuffer config with the context and all future configs need to be
compatible with that.
This patch introduces an internal CoglFramebufferConfig to wrap up some
of the configuration parameters that are common to CoglOnscreenTemplate
and to CoglFramebuffer so we aim to re-use code when dealing with the
above two problems.
This patch also aims to rework the winsys code so it can be more
naturally extended as we start adding more configureability to how
onscreen framebuffers are created.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This adds cogl_framebuffer_discard_buffers API that allows applications
to explicitly discard depth and stencil buffers which really helps when
using a tile based GPU architexture by potentially avoiding the need to
save the results of depth and stencil buffer changes to system memory
between frames since these can usually be handled directly with on-chip
memory instead.
The semantics for cogl_framebuffer_swap_buffers and
cogl_framebuffer_swap_region are now documented to include an implicit
discard of all buffers, including the color buffer.
We now recommend that all rendering to a CoglOffscreen framebuffer
should be followed by a call like:
cogl_framebuffer_discard_buffers (fb,
COGL_BUFFER_BIT_DEPTH|
COGL_BUFFER_BIT_STENCIL);
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Both the GLSL and the ARBfp pipeline backends were using a variable
called last_used_for_pipeline to keep track of the last pipeline that
the shader or program state was used for. If this address is the same
as last time when the pipeline state is flushed then Cogl will only
flush the uniforms that have been modified, otherwise it will flush
all of them. The problem with this is that there was nothing to keep
that address alive so it could be destroyed and reused for a different
pipeline by the time the shader state is reused. This is quite likely
to happen in an application using legacy state because in that case
the shader state will always be used with a one-shot pipeline that
will likely be recycled in the next frame.
There is already a destroy callback to unref the shader state when the
pipeline is destroyed so this patch just makes that callback also
clear the last_used_for_pipeline pointer if it matches the pipeline
being destroyed.
https://bugzilla.gnome.org/show_bug.cgi?id=662542
Reviewed-by: Robert Bragg <robert@linux.intel.com>
This adds a description of the replacement Cogl names for the GLSL
builtins. It also updates some of the deprecation tags and corrects
some misinformation.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Previously the EGL backend was directly prodding the width/height
members of the framebuffer structure when a configure notify event is
received. However this doesn't set the dirty flag for the viewport so
Cogl will continue using the wrong viewport y offset. The GLX backend
is already using an abstraction for updating the size which does set
the flag. This patch just makes the EGL backend also use that
abstraction.
When freeing a pipeline in _cogl_pipeline_free we weren't making sure to
free the layers_cache which was leading to a memory leak.
Thanks to Sunjin Yang for finding this.
https://bugzilla.gnome.org/show_bug.cgi?id=660986
Reviewed-by: Neil Roberts <neil@linux.intel.com>
If we failed to create a native texture from pixmap via EGL or GLX then
we shouldn't call the winsys's texture_pixmap_x11_damage_notify
function. By doing the validation in cogl-texture-pixmap-x11.c the
winsys code can continue to assume that it doesn't need to verify there
is a valid tex_pixmap->winsys pointer.
Thanks to Damien Leone <dleone@nvidia.com> for catching this issue.
https://bugzilla.gnome.org/show_bug.cgi?id=660184
The previous detection was based on color depth only to determine the
texture format to use in GLX. If that worked fine at depths 24 (RGB8)
and 32 (ARGB8), that would fail at depth 30 (BGR10) and fallback to
software instead of using the TFP extension.
This commit uses an efficient population count implementation to
compare the number of 1-bits in color masks against the color depth
requested by the X client. If they are not equal this means that an
alpha channel has been requested.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
G_DISABLE_DEPRECATED is only intended for developers of Cogl and it
sometimes breaks the build for people just trying to build a
release. This patch adds an option to enable deprecated Glib
features. By default it is enabled for non-git versions of Cogl.
The patch is based on similar code in Clutter except it adds the flags
to COGL_EXTRA_CFLAGS instead of having a separate variable.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
It seems that cogl-context-private.h needs to be included before including
any of the pipeline-related stuff to avoid build errors on C89 compilers.
This is due to the recent cogl-pipeline decoupling, seems like.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
During arbfp codegen we weren't checking for NULL textures and so we
would crash when trying to query a NULL texture's GL texture target.
Since NULL texture targets result in ctx->default_gl_texture_2d_tex
being bound we can assume that a NULL texture corresponds to a
GL_TEXTURE_2D target.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This optimizes the layer and pipeline _compare_differences functions so
neither of them use the GArray api since building up the list of
ancestors by appending to a shared GArray was showing quite high on
profiles due to how frequently pipeline comparisons are made. Instead
we now build up a transient, singly linked list by allocating GList
nodes via alloca to build up the parallel lists of ancestors.
This tweaked approach actually ends up being a bit more concise than
before, we avoid the overhead of the GArray api and now avoid making any
function calls while comparing (assuming the _get_parent() calls always
inline), we avoiding needing to get the default cogl context.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
We only need a ctx pointer if we need to refer to the default_layer_x
layers to copy as templates so only call _cogl_context_get_default()
once we need to copy a template. _cogl_context_get_default() was
starting to show up in profiles and this was the main cause.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This splits out the core CoglPipelineLayer support code from
cogl-pipeline.c into cogl-pipeline-layer.c; it splits out the debugging
code for dumping a pipeline to a .dot file into cogl-pipeline-debug.c
and it splits the CoglPipelineNode support which is shared between
CoglPipeline and CoglPipelineLayer into cogl-node.c.
Note: cogl-pipeline-layer.c only contains the layer code directly
relating to CoglPipelineLayer objects; it does not contain any
_cogl_pipeline API relating to how CoglPipeline tracks and manipulates
layers.
This avoids using sscanf to determine the texture_unit that a
tex_coord%d_in attribute name corresponds to since that was showing high
on profiles. Instead once we know we have a "tex_coord" name then we
can simply use strtoul which is much cheaper and use the returned endptr
we get to verify we have a "_in" suffix after the number.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
We've started seeing cases where we want to allocate lots of one-shot
primitives per-frame and the cost of allocating primitives becomes
important in this case since it can start being noticeable in profiles.
The main cost for allocating primitives was the GArray allocation
and appending the attributes to the array. This updates the code to
simply over allocate the primitive storage so we can embed the list
of attributes directly in that allocation.
If the user later sets new attributes and there isn't enough embedded
space then a separate slice allocation for the new attributes is made
but still this should be far less costly than using a GArray as before.
Most of the time we would expect when setting new attributes there will
still be the same number of attributes, so the embedded space can simple
be reused.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Calling g_strdup for attribute names was starting to show up in profiles
due to calling malloc for new string storage so frequently. This avoids
calling g_strdup and calls g_intern_string() instead. For the really
common case names we even avoid the cost of g_intern_string since we
can trivially relate our internal name_id to a static string.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
As part of the on going, incremental effort to purge the non type safe
CoglHandle type from the Cogl API this patch tackles most of the
CoglHandle uses relating to textures.
We'd postponed making this change for quite a while because we wanted to
have a clearer understanding of how we wanted to evolve the texture APIs
towards Cogl 2.0 before exposing type safety here which would be
difficult to change later since it would imply breaking APIs.
The basic idea that we are steering towards now is that CoglTexture
can be considered to be the most primitive interface we have for any
object representing a texture. The texture interface would provide
roughly these methods:
cogl_texture_get_width
cogl_texture_get_height
cogl_texture_can_repeat
cogl_texture_can_mipmap
cogl_texture_generate_mipmap;
cogl_texture_get_format
cogl_texture_set_region
cogl_texture_get_region
Besides the texture interface we will then start to expose types
corresponding to specific texture types: CoglTexture2D,
CoglTexture3D, CoglTexture2DSliced, CoglSubTexture, CoglAtlasTexture and
CoglTexturePixmapX11.
We will then also expose an interface for the high-level texture types
we have (such as CoglTexture2DSlice, CoglSubTexture and
CoglAtlasTexture) called CoglMetaTexture. CoglMetaTexture is an
additional interface that lets you iterate a virtual region of a meta
texture and get mappings of primitive textures to sub-regions of that
virtual region. Internally we already have this kind of abstraction for
dealing with sliced texture, sub-textures and atlas textures in a
consistent way, so this will just make that abstraction public. The aim
here is to clarify that there is a difference between primitive textures
(CoglTexture2D/3D) and some of the other high-level textures, and also
enable developers to implement primitives that can support meta textures
since they can only be used with the cogl_rectangle API currently.
The thing that's not so clean-cut with this are the texture constructors
we have currently; such as cogl_texture_new_from_file which no longer
make sense when CoglTexture is considered to be an interface. These
will basically just become convenient factory functions and it's just a
bit unusual that they are within the cogl_texture namespace. It's worth
noting here that all the texture type APIs will also have their own type
specific constructors so these functions will only be used for the
convenience of being able to create a texture without really wanting to
know the details of what type of texture you need. Longer term for 2.0
we may come up with replacement names for these factory functions or the
other thing we are considering is designing some asynchronous factory
functions instead since it's so often detrimental to application
performance to be blocked waiting for a texture to be uploaded to the
GPU.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
cogl_rectangle has some validation code to check whether the first
layer has a sliced texture. If so it will abandon the rest of the
layers and print a warning. However it was even doing this pruning and
displaying the warning if there is only one layer. This patch just
makes it check whether the pipeline actually has more than one layer
before pruning or displaying the warning but it will still fallback to
the multiple quads path.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
This adds an internal function to set the backface culling state on a
pipeline. This includes properties to set the culling mode (front,
back or both) and also to set which face is considered the front
(COGL_WINDING_CLOCKWISE or COGL_WINDING_COUNTER_CLOCKWISE). The actual
front face flushed to GL depends on whether we are rendering to an
offscreen buffer or not. This means that when changing between on- and
off- screen framebuffers it now checks whether the last flushed
pipeline has backface culling enabled and forces a reflush of the cull
face state if so.
The backface culling is now set on a pipeline as part of the legacy
state. This is important because some code in Cogl assumes it can
flush a temporary pipeline to revert to a known state, but previously
this wouldn't disable backface culling so things such as flushing the
clip stack could get confused.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
When changing between two framebuffers that have different color masks
it now forces the pipeline to flush the mask by setting
current_pipeline_changes_since_flush. For this to work there needs to
be a common bit of code that gets called when the framebuffers are
changed that has access to both the old framebuffer and the new
framebuffer. _cogl_set_framebuffers_real can't be used for this
because when it is called from cogl_pop_framebuffer the stack entries
have already changed so it can't know the old framebuffer. This patch
adds a new function called notify_buffers_changed which should get
called whenever the buffers are changed and it explicitly gets passed
pointers to the old and new buffers. cogl_pop_framebuffer now calls
this instead of trying to use _cogl_set_framebuffers_real to force a
flush.
This patch also fixes the ctx->window_buffer pointer. Previously this
was implemented by searching in the framebuffer stack for an onscreen
framebuffer whenever the current buffers are changed. However it does
this after the stack has already changed so it won't usually find the
right buffer.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
The ARBfp backend can't handle fog so it tries to check for when it's
enabled and bails out. However it was checking using the global legacy
state value on the CoglContext but this doesn't necessarily reflect
the state that will actually be used by the pipeline because Cogl may
have internally pushed a different pipeline.
This patch adds an internal _cogl_pipeline_get_fog_enabled which the
ARBfp backend now uses.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Some code in Cogl such as when flushing a stencil clip assumes that it
can push a temporary simple pipeline to reset to a known state for
internal drawing operations. However this breaks down if the
application has set any legacy state because that is set globally so
it will also get applied to the internal pipeline.
_cogl_draw_attributes already had an internal flag to disable applying
the legacy state but I think this is quite awkward to use because not
all places that push a pipeline draw the attribute buffers directly so
it is difficult to pass the flag down through the layers.
Conceptually the legacy state is meant to be like a layer on top of
the purely pipeline-based state API so I think ideally we should have
an internal function to push the source without the applying the
legacy state. The legacy state can't be applied as the pipeline is
pushed because the global state can be modified even after it is
pushed. This patch adds a _cogl_push_source() function which takes an
extra boolean flag to mark whether to enable the legacy state. The
value of this flag is stored alongside the pipeline in the pipeline
stack. Another new internal function called
_cogl_get_enable_legacy_state queries whether the top entry in the
pipeline stack has legacy state enabled. cogl-primitives and the
vertex array drawing code now use this to determine whether to apply
the legacy state when drawing. The COGL_DRAW_SKIP_LEGACY_STATE flag is
now removed.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Since 12b3d21aaa cogl is using the vertex attribute API to stroke a
path. However it was still manually appllying the legacy state to the
pipeline. cogl_vdraw_attributes also applies the legacy state so it
ends up getting applied twice. This patch just removes it from
_cogl_path_stroke_nodes.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
This patch basically restores the logic from 1.6. There we assumed that
glXCopySubBuffer won't tear and thus only needs to be throttled to the
framerate, while glBlitFramebuffer needs to always wait to avoid
tearing.
With Nvidia drivers specifically we have seen that glBlitFramebuffer is
not synchronized. Eventually the plan is that Cogl will actually take
into consideration the underlying driver/hw vendor and driver version
and we may want to only mark glBlitFramebuffer un-synchronized on
Nvidia.
https://bugzilla.gnome.org/show_bug.cgi?id=659360
Reviewed-by: Robert Bragg <robert@linux.intel.com>
All of the cogl_pipeline API is currently experimental so this makes
sure the API is surrounded by #ifdef COGL_ENABLE_EXPERIMENTAL_API
guards and all the symbols have a #define to give them an _EXP suffix as
we do for other experimental API.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
As part of an on-going effort to get cogl-pipeline.c into a more
maintainable state this splits out all the apis relating just to
layer state. This just leaves code relating to the core CoglPipeline
and CoglPipelineLayer design left in cogl-pipeline.c.
This splits out around 2k more lines from cogl-pipeline.c although we
are still left with nearly 4k lines so we still have some way to go!
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Since cogl-pipeline.c has become very unwieldy this make a start at
trying to shape this code back into a manageable state. This patche
moves all the API relating to core pipeline state into
cogl-pipeline-state.c. This doesn't move code relating to layer state
out nor does it move any of the code supporting the core design
of CoglPipeline itself.
This change alone factors out 2k lines of code from cogl-pipeline.c
which is obviously a good start. The next step will be to factor
out the layer state and then probably look at breaking all of this
state code down into state-groups.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
dgettext (which Cogl is using) doesn't work unless you first tell
gettext where the locale dir is for the library's domain. This just
adds the necessary calls into _cogl_init.
https://bugzilla.gnome.org/show_bug.cgi?id=658700
Reviewed-by: Robert Bragg <robert@linux.intel.com>
When the clip contains two rectangles which do not intersect it was
generating a clip bounds where the bottom-right corner was above or to
the left of the top-left corner. This would end up allowing the pixels
between the two rectangles instead of clipping everything like it
should. To fix this there is now an extra check which detects this
situation and just clears the clip bounds to all zeroes in a similar
way to what cogl-clip-stack does.
https://bugzilla.gnome.org/show_bug.cgi?id=659029
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Commit 12b3d21a changed cogl-path so that it will use the vertex
attribute API to stroke the path in a similar way to how it was using
the API to fill the path. However it wasn't clearing the stroke buffer
when the path is modified so it would continue to use the unmodified
stroke.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Instead of adding -DCOGL_ENABLE_EXPERIMENTAL_2_0_API to the
cogl-2.0-experimental.pc file we now install a cogl2-experimental.h
that #defines COGL_ENABLE_EXPERIMENTAL_2_0_API before including
cogl.h.
The problem with having the define in the .pc file is that you might
develop a library that depends on the experimental 2.0 api internally
and then you might want to use that library with Clutter which still
uses the 1.0 API but the .pc file for your library will indirectly,
automatically enable the 2.0 api which can cause conflicts.
When we are about to start arbfp codegen we call shader_state_new() to
allocate new state structures used to build up the code and that
function makes sure to zero the newly allocated structures.
Right after calling shader_state_new() we were then also explicitly
iterating though the newly allocated unit_state structures and zeroing
the .sampled and .dirty_combine_constant members as well as resetting
shader_state->next_constant_id = 0. This patch removes that redundant
re-initialization of state.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
We weren't actually tracking which layers have been allocated param
space for combine constants; all layers just had a default constant_id
of 0 that indexes into the program.local[] params array and a dirty flag
to say when the constant needs updating. There are times though when we
say to update everything by-passing the dirty flag and because we
weren't actually tracking which layers needed constants we would always
write a constant to program.local[0] for every layer. The upshot was
that we could end up clobbering a real constant that was actually
allocated the constant_id = 0 slot.
This patch adds a new UnitState bitfield to track if the layer has a
corresponding constant that may need flushing and we only ever write the
constant with glProgramLocalParameter4fv if that's set.
https://bugzilla.gnome.org/show_bug.cgi?id=658092
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This makes a start on porting the Cogl conformance tests that currently
still live in the Clutter repository to be standalone Cogl tests that no
longer require a ClutterStage.
The main thing is that this commit brings in is the basic testing
infrastructure we need, so now we can port more and more tests
incrementally.
Since the test suite wants a way to synchronize X requests/replies and
we can't simply call XSynchronize in the test-utils code before we know
if we are really running on X this adds a check for an environment
variable named "COGL_X11_SYNC" in cogl-xlib-renderer.c and if it's set
it forces XSynchronize (dpy, TRUE) to be called.
By default the conformance tests are run off screen. This makes the
tests run much faster and they also don't interfere with other work you
may want to do by constantly stealing focus. CoglOnscreen framebuffers
obviously don't get tested this way so it's important that the tests
also get run on screen every once in a while, especially if changes are
being made to CoglFramebuffer related code. On screen testing can be
enabled by setting COGL_TEST_ONSCREEN=1 in your environment.
The line "#define cogl_display_get_rendrer cogl_display_get_rendrer_EXP"
should read
"#define cogl_display_get_renderer cogl_display_get_renderer_EXP"...
https://bugzilla.gnome.org/show_bug.cgi?id=658333
Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
This adds a new function, cogl_framebuffer_get_color_format() to be able
to query the common pixel format for any color buffers attached to a
given CoglFramebuffer. For example an offscreen framebuffer created
using cogl_offscreen_new_to_texture() would have a format matching the
texture.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
If the user doesn't explicitly pass an onscreen template then instead of
leaving display->onscreen_template as NULL we now instantiate a template
ourselves. This simplifies winsys code that might want to refer to the
template since it needn't first check for a NULL pointer.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
All our experimental Cogl symbols have a corresponding #define to add
"_EXP" to the end of the symbol name, but those defines are often
positioned right after the corresponding gtk-doc comment and before
the symbol definition which means the generated documentation ends up
refering to the define and not the real definition. This tidies up
cogl-texture-2d.h and moves all the defines to be be before the gtk-doc
comments.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Whenever a texture lookup is performed for a layer the result is now
stored in a variable and used repeatedly instead of generating the
code for the lookup every time it is accessed. This means for example
when using the INTERPOLATE function with a texture lookup for the
third parameter it will only generate one texture lookup instead of
two.
https://bugzilla.gnome.org/show_bug.cgi?id=656426
Reviewed-by: Robert Bragg <robert@linux.intel.com>
This patch changes it so that code for each layer is generated on
demand instead of directly in the add_layer implementation. The
pipeline only explicitly generates code for the last layer. If this
layer references the result from any other layers, these will also be
recursively generated. This means that if a layer is using 'REPLACE'
then it won't redundantly generate the code for the previous
layers.
The result for each layer is generated into a variable called layer%i
where %i is the layer index (not the unit index). Therefore to get the
result from layer n we just have to refer to the varible layern.
https://bugzilla.gnome.org/show_bug.cgi?id=656426
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Instead of calling _cogl_texutre_prepare_for_upload in
cogl_texture_set_region_from_bitmap the call is now deferred to the
implementation of the virtual for set_region. This is needed if the
texture backend is using a different format for the actual GL texture
than what is reported by cogl_texture_get_format. This happens for
example with atlas textures which report the original internal format
specified when the texture was created but actually always store the
data in an RGBA texture.
Also when creating an atlas texture from a bitmap it was preparing the
bitmap to be uploaded to the original format instead of the format of
the actual texture used for the atlas. Then it was using
cogl_texture_set_region_from_bitmap to upload the 5 pieces to make the
copies of the edge pixels. This would end up converting the image to
the actual format 5 times. The atlas textures have now been changed to
prepare the bitmap for the right format.
https://bugzilla.gnome.org/show_bug.cgi?id=657840
Reviewed-by: Robert Bragg <robert@linux.intel.com>
for a blend string like:
"RGBA=ADD(SRC_COLOR, SRC_COLOR * (DST_COLOR[A]))"
it was awkward that we were requiring developers to explicitly put
redundant brackets around the DST_COLOR[A] blend factor. The parser has
been updated so now braces are only required for factors like
"(1-SRC_COLOR[A])"
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Add a method on the renderer to know how many texture image units are
accessible from fragment shaders.
https://bugzilla.gnome.org/show_bug.cgi?id=657347
Reviewed-by: Robert Bragg <robert@linux.intel.com>
This function was not used in the opengl pipeline, probably because of
the more precise get_max_activable_texture_units().
Remove it then.
https://bugzilla.gnome.org/show_bug.cgi?id=657347
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Similar to the widely used gluLookAt API, this adds a CoglMatrix utility
for setting up a view transform in terms of positioning a camera/eye
position that points to a given object position aligned to a given
world-up vector.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Cogl aims to consistently put the origin of 2D objects at the top-left
instead of the bottom left as OpenGL does, but there was an oversight
and the experimental cogl_framebuffer_swap_region API was accepting
coordinates relative to the bottom left. Cogl will now flip the user's
given rectangles to be relative to the bottom of the framebufffer before
sending them to APIs like glXCopySubBuffer and glBlitFramebuffer.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
If the user doesn't explicitly allocate a CoglFramebuffer then Cogl
should automatically allocate the framebuffer when the user starts to
draw to the framebuffer. So this way calling cogl_framebuffer_allocate
is only required if you are explicitly interested in checking for and
gracefully handling failures to allocate a framebuffer. If automatic
allocation fails then application behaviour becomes undefined.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This makes cogl_framebuffer_clear and cogl_framebuffer_clear4f public as
experimental API. Since these functions take explicit framebuffer
pointers you don't need to push/pop a framebuffer just to clear it. Also
these functions are implicitly tied to a specific CoglContext via the
framebuffer pointer unlike cogl_clear.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Some of the functions we were calling in cogl_framebuffer_clear[4f] were
referring to the current framebuffer, which would result in a crash
if nothing had been pushed before trying to explicitly clear a given
framebuffer.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
There is no need to call _cogl_framebuffer_init_bits for the draw and
read buffers each time we flush the framebuffer state since we will
always re-sync with gl if necessary when the
cogl_framebuffer_get_red/green/blue/alpha_bits functions are called.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This adds a function to query what CoglContext a given framebuffer
belongs too. This can be useful if you pass framebuffer pointers around
and at some point you want to create another framebuffer as part of the
same context as a given framebuffer without assuming there is a single
default context.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
The CoglBuffer api is available as experimental 2.0 api but we forgot to
exposed the COGL_BUFFER casting macro.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Instead of creating typedefs like uint8, uint16 and uint32 we now use
the glib sized typedefs in stb_image to avoid conflict with the uint8,
uint16 and uint32 typedefs on android.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
We shouldn't assume the GLchar is a valid typedef with all GL headers
when declaring all the symbols in cogl-ext-functions.h to lookup. GLchar
may not be avilable with gles1 for example so we were seeing build
failures. The patch simply replaces occurrences of GLchar with char.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
When cogl initializes we now check for a cogl/cogl.conf in any of the
system config dirs (determined using $XDG_CONFIG_DIRS on linux) we then
also check the user's config directory (determined using XDG_CONFIG_HOME
on linux) for a cogl/cogl.conf file. Options specified in the user
config file have priority over the system config options.
The config file has an .ini style syntax with a mandatory [global]
section and we currently understand 3 keynames: COGL_DEBUG, COGL_DRIVER
and COGL_RENDERER which have the same semantics as the corresponding
environment variables.
Options set using the environment variables have priority over options
set in the config files. To allow users to undo the enabling of debug
options in config files this patch also adds a check for COGL_NO_DEBUG
environment variable which will disable the specified options which may
have been enabled in config files.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
The parser couldn't cope with TEXTURE_N source arguments because the
sources are checked in turn to find one that matches the beginning of
the argument. The TEXTURE_N source was checked last so it would end up
matching the regular 'TEXTURE' source and then the parser would choke
when it tries to parse the trailing parts.
This patch just moves the check for TEXTURE_ to the top. It also also
changes it so that the argument only needs to be at least 8 characters
long instead of 9. This is necessary because the parser doesn't
consider the digits to be part of the name of the argument so while we
are parsing 'TEXTURE_0' the length is only 8.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Since the projection matrix isn't tracked in the journal and since our
software transform of vertices as we log into the journal doesn't
include the projective transform we need to make sure we flush all
primitives in the journal before ever changing the projection.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
It's not necessary to generate cogl-display.h just for the GDL backend
and to change the inclusion of libgdl.h. We can just tweak the include
CFLAGS to put /usr/include/CE4100 in the search path when needed.
Previously this did not work because of a stay ',' at the end of the
COGL_EXTRA_CFLAGS int he configure.ac. This actually simplifies the
code, which is always good.
This also fixes out of tree builds.
https://bugzilla.gnome.org/show_bug.cgi?id=655724
Reviewed-by: Neil Roberts <neil@linux.intel.com>
cogl_polygon creates some temporary strings, CoglAttributeBuffers and
CoglAttributes but it was never freeing them.
Based on a patch by Florian Renaut
https://bugzilla.gnome.org/show_bug.cgi?id=655556
Reviewed-by: Robert Bragg <robert@linux.intel.com>
The documentation for wglGetProcAddress implies that it should only be
used for extension functions. The rest of Cogl assumes that it can
dynamically resolve all GL symbols so it would crash if this
happens. This patch makes it fallback to trying to resolve the symbol
using GModule to open the opengl32 library if wglGetProcAddress fails.
https://bugzilla.gnome.org/show_bug.cgi?id=655510
Reviewed-by: Robert Bragg <robert@linux.intel.com>
The check for the point sprite feature got lost when the feature
functions header was combined for GL and GLES in dae02a99a.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
The cogl_framebuffer_get_blue_bits was defined 2 times-fix to use the
correct define for cogl_framebuffer_get_alpha_bits
Reviewed-by: Neil Roberts <neil@linux.intel.com>
If the display has been setup up, we should destroy the underlying
objects that the winsys has created. This can be done by calling the
winsys->destroy_display() function in _free.
Then, in that function, and for the NULL and GDL EGL platform we can
destroy the surface we have created in the setup_display() function
(through create_context()).
This allows to have clutter create a "dummy" display in
cogl_renderer_check_onscreen_template(), then free it, then recreate the
context and the surface that will be the final ones.
https://bugzilla.gnome.org/show_bug.cgi?id=655355
If we are being called without any GDL specific call (either the plane
we want to render to or the swap chain length) we can provide sane
defaults to still be able to create a context and a surface.
https://bugzilla.gnome.org/show_bug.cgi?id=655355
The egl winsys has a few code paths depending on the platform we are
compiling for. The GDL platform needs those defined as well.
A few tweaks were needed here and there to make it compile again.
https://bugzilla.gnome.org/show_bug.cgi?id=655355