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.
When the support for redirecting the legacy fog state through cogl
material was added in 9b9e764dc, the code to handle copying the fog
state in _cogl_material_copy_differences was missed.
Using 'r' to name the third component is problematic because that is
commonly used to represent the red component of a vector representing
a color. Under GLSL this is awkward because the texture swizzling for
a vector uses a single letter for each component and the names for
colors, textures and positions are synonymous. GLSL works around this
by naming the components of the texture s, t, p and q. Cogl already
effectively already exposes this naming because it exposes GLSL so it
makes sense to use that naming consistently. Another alternative could
be u, v and w. This is what Blender and Direct3D use. However the w
component conflicts with the w component of a position vertex.
We can use this error in more unsupported situations than just when we
have a Cogl feature flag for the error. For example if a non-sliced
texture is created with dimensions that are too large then we could
throw this error. Therefore it seems good to rename to something more
general.
This adds a COGL_OBJECT_INTERNAL_DEFINE macro and friends that are the
same as COGL_OBJECT_DEFINE except that they prefix the cogl_is_*
function with an underscore so that it doesn't get exported in the
shared library.
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.
Since 365605cf42, materials and layers are represented in a tree
structure that allows traversing up through parents and iterating down
through children. This re-works the related typedefs and reparenting
code so that they can be shared.
There were a few problems flushing texture overrides so that sliced
textures would not work:
* In _cogl_material_set_layer_texture it ignored the 'overriden'
parameter and always set texture_overridden to FALSE.
* cogl_texture_get_gl_texture wasn't being called correctly in
override_layer_texture_cb. It returns a gboolean to indicate the
error status but this boolean was being assigned to gl_target.
* _cogl_material_layer_texture_equal did not take into account the
override.
* _cogl_material_layer_get_texture_info did not return the overridden
texture so it would always use the first texture slice.
This adds a new API call to enable point sprite coordinate generation
for a material layer:
void
cogl_material_set_layer_point_sprite_coords_enabled (CoglHandle material,
int layer_index,
gboolean enable);
There is also a corresponding get function.
Enabling point sprite coords simply sets the GL_COORD_REPLACE of the
GL_POINT_SPRITE glTexEnv when flusing the material. There is no
separate application control for glEnable(GL_POINT_SPRITE). Instead it
is left permanently enabled under the assumption that it has no affect
unless GL_COORD_REPLACE is enabled for a texture unit.
http://bugzilla.openedhand.com/show_bug.cgi?id=2047
Recently I added a _cogl_debug_dump_materials_dot_file function for
debugging the sparse material state. This extends the state dumped to
include the graph of layer state also.
We were mistakenly only initializing layer->layer_index for new layers
associated with texture units > 0. This had gone unnoticed because
normally layers associated with texture unit0 have a layer index of 0
too. Mutter was hitting this issue because it was initializing layer 1
before layer 0 for one of its materials so layer 1 was temporarily
associated with texture unit 0.
Previously cogl_set_fog would cause a flush of the Cogl journal and
would directly bang the GL state machine to setup fogging. As part of
the ongoing effort to track most state in CoglMaterial to support
renderlists this now adds an indirection so that cogl_set_fog now just
updates ctx->legacy_fog_state. The fogging state then gets enabled as a
legacy override similar to how the old depth testing API is handled.
This adds a _cogl_debug_dump_materials_dot_file function that can be
used to dump all the descendants of the default material to a file using
the dot format which can then be converted to an image to visualize.
In _cogl_material_pre_change_notify if a material with descendants is
modified then we create a new material that is a copy of the one being
modified and reparent those descendants to the new material.
This patch ensures we drop the reference we get from cogl_material_copy
since we can rely on the descendants to keep the new material alive.
cogl_material_copy was taking a reference on the original texture when
making a copy. However it then calls _cogl_material_set_parent on the
material which also takes a reference on the parent. The second
reference is cleaned up whenever _cogl_material_unparent is called and
this is also called by _cogl_material_free. However, it seems that
nothing was cleaning up the first reference. I think the reference is
entirely unnecessary so this patch removes it.
As part of the ongoing effort to remove CoglHandle from the API this
switches the cogl_material API to use a strongly typed CoglMaterial
pointer instead of CoglHandle.
This splits the fragment processing backends (glsl, arbfp and fixed) out
from cogl-material.c into their own cogl-material-{glsl,arbfp,fixed}.c
files in an effort to help and keep cogl-material.c maintainable.
Some of the arguments to the material and path functions were taking a
pointer to a CoglColor or an array of floats that was not intended to
be written to but were not marked with const.
in _cogl_material_prune_empty_layer_difference we sometimes unref the
given layer before dereferencing it to get a pointer to its parent. This
defers the unref until after we have fetched the parent pointer.
Instead of the ensure_mipmaps virtual that is only called whenever the
texture is about to be rendered with a min filter that needs the
mipmap, there is now a pre_paint virtual that is always called when
the texture is about to be painted in any way. It has a flags
parameter which is used to specify whether the mipmap will be needed.
This is useful for CoglTexturePixmapX11 because it needs to do stuff
before painting that is unrelated to mipmapping.
The function had a line like:
CoglMaterial *material =
material = _cogl_material_pointer_from_handle (material_handle);
where the duplicate "material =" wasn't intended, so this patch removes
it.
The window headers contain the line
#define near
so it's not possible to use the symbol 'near' in code that's portable
to Windows. This replaces it with 'near_val'.
I think the define is meant to improve compatibility with code written
for Windows 3.1 where near would be a keyword to make it a smaller
pointer size.
We don't need to generate a new ARBfp program for every material created
if we can find an ancestor whos state will result in the same program
being generated.
The more code we can have adopt the coding pattern of deriving their
materials from other similar materials using cogl_material_copy() the
more likely this metric will be good enough on its own to minimize the
set of arbfp programs necessary to support a given application.
Previously in _cogl_material_pre_change_notify we manually freed the
layer caches of a material if we caused a reparent, but it makes more
sense to have _cogl_material_set_parent do this directly instead.
This adds a _cogl_material_weak_copy() function that can be used to
create materials that don't count as strong dependants on their parents.
This means the parent can be modified without worrying about how it will
affect weak materials. The material age of the parent can potentially be
queried to determine if a weak material might need to be re-created.
When we add support for weak materials it's expected that Clutter will
want to attach them as private data to other materials and it needs a
mechanism to determine when a weak material should be re-created because
its parent has changed somehow.
This adds the concept of a material age (internal only currently) which
increments whenever a material is modified. Clutter can then save the
age of the material which its weak materials are derived from and later
determine when the weak material may be invalid.
In _cogl_material_equal we were repeating the same code pattern to
compare several of the state groups so this just adds
simple_property_equal function that's now used instead.
This redirects the legacy depth testing APIs through CoglMaterial and
adds a new experimental cogl_material_ API for handling the depth
testing state.
This adds the following new functions:
cogl_material_set_depth_test_enabled
cogl_material_get_depth_test_enabled
cogl_material_set_depth_writing_enabled
cogl_material_get_depth_writing_enabled
cogl_material_set_depth_test_function
cogl_material_get_depth_test_function
cogl_material_set_depth_range
cogl_material_get_depth_range
As with other experimental Cogl API you need to define
COGL_ENABLE_EXPERIMENTAL_API to access them and their stability isn't
yet guaranteed.
Since it can sometimes be awkward to figure out where a particular
material came from when debugging, this adds a breadcrumb mechanism that
lets you associate a const string with a material that may give a clue
about its origin.
As a follow on to using cogl_material_copy instead of flush options this
patch now removes the ability to pass flush options to
_cogl_material_equal which is the final reference to the
CoglMaterialFlushOptions mechanism.
Since cogl_material_copy should now be cheap to use we can simplify
how we handle fallbacks and wrap mode overrides etc by simply copying
the original material and making our override changes on the new
material. This avoids the need for a sideband state structure that has
been growing in size and makes flushing material state more complex.
Note the plan is to eventually use weak materials for these override
materials and attach these as private data to the original materials so
we aren't making so many one-shot materials.
This is a complete overhaul of the data structures used to manage
CoglMaterial state.
We have these requirements that were aiming to meet:
(Note: the references to "renderlists" correspond to the effort to
support scenegraph level shuffling of Clutter actor primitives so we can
minimize GPU state changes)
Sparse State:
We wanted a design that allows sparse descriptions of state so it scales
well as we make CoglMaterial responsible for more and more state. It
needs to scale well in terms of memory usage and the cost of operations
we need to apply to materials such as comparing, copying and flushing
their state. I.e. we would rather have these things scale by the number
of real changes a material represents not by how much overall state
CoglMaterial becomes responsible for.
Cheap Copies:
As we add support for renderlists in Clutter we will need to be able to
get an immutable handle for a given material's current state so that we
can retain a record of a primitive with its associated material without
worrying that changes to the original material will invalidate that
record.
No more flush override options:
We want to get rid of the flush overrides mechanism we currently use to
deal with texture fallbacks, wrap mode changes and to handle the use of
highlevel CoglTextures that need to be resolved into lowlevel textures
before flushing the material state.
The flush options structure has been expanding in size and the structure
is logged with every journal entry so it is not an approach that scales
well at all. It also makes flushing material state that much more
complex.
Weak Materials:
Again for renderlists we need a way to create materials derived from
other materials but without the strict requirement that modifications to
the original material wont affect the derived ("weak") material. The
only requirement is that its possible to later check if the original
material has been changed.
A summary of the new design:
A CoglMaterial now basically represents a diff against its parent.
Each material has a single parent and a mask of state that it changes.
Each group of state (such as the blending state) has an "authority"
which is found by walking up from a given material through its ancestors
checking the difference mask until a match for that group is found.
There is only one root node to the graph of all materials, which is the
default material first created when Cogl is being initialized.
All the groups of state are divided into two types, such that
infrequently changed state belongs in a separate "BigState" structure
that is only allocated and attached to a material when necessary.
CoglMaterialLayers are another sparse structure. Like CoglMaterials they
represent a diff against their parent and all the layers are part of
another graph with the "default_layer_0" layer being the root node that
Cogl creates during initialization.
Copying a material is now basically just a case of slice allocating a
CoglMaterial, setting the parent to be the source being copied and
zeroing the mask of changes.
Flush overrides should now be handled by simply relying on the cheapness
of copying a material and making changes to it. (This will be done in a
follow on commit)
Weak material support will be added in a follow on commit.
We were incorrectly guarding the use of GL_TEXTURE_RECTANGLE_ARB with
ifdef ARB_texture_rectangle instead of ifdef GL_ARB_texture_rectangle
which broke test-cogl-texture-rectangle.
This was mistakenly added some time ago because at some point when we
were discussing how to handle premultiplied alpha in Clutter/Cogl we
were considering having a magic "just do the right thing" option which
was later abandoned.
This function had two problems. Firstly it would clear the enable
blend flag before calling pre_change_notify so that if blending was
previously enabled the journal would end up being flushed while the
flag was still cleared. Secondly it would call the pre change notify
whenever blending is needed regardless of whether it was already
needed previously.
This was causing problems in test-depth.
This adds a _cogl_bind_gl_texture_transient function that should be used
instead of glBindTexture so we can have a consistent cache of the
textures bound to each texture unit so we can avoid some redundant
binding.
As part of an effort to improve the architecture of CoglMaterial
internally this overhauls how we flush layer state to OpenGL by adding a
formal backend abstraction for fragment processing and further
formalizing the CoglTextureUnit abstraction.
There are three backends: "glsl", "arbfp" and "fixed". The fixed backend
uses the OpenGL fixed function APIs to setup the fragment processing,
the arbfp backend uses code generation to handle fragment processing
using an ARBfp program, and the GLSL backend is currently only there as
a formality to handle user programs associated with a material. (i.e.
the glsl backend doesn't yet support code generation)
The GLSL backend has highest precedence, then arbfp and finally the
fixed. If a backend can't support some particular CoglMaterial feature
then it will fallback to the next backend.
This adds three new COGL_DEBUG options:
* "disable-texturing" as expected should disable all texturing
* "disable-arbfp" always make the arbfp backend fallback
* "disable-glsl" always make the glsl backend fallback
* "show-source" show code generated by the arbfp/glsl backends
We want to make sure that the material state flushing code will never
result in changes to the texture storage for that material. So for
example mipmaps need to be ensured by the primitives code.
Changes to the texture storage will invalidate the texture coordinates
in the journal and we want to avoid a recursion of journal flushing.
THIS IS A WORK IN PROGRESS
Mesa is building a big shader when using ARB_texture_env_combine. The
idea is to bypass that computation, do it ourselves and cache the
compiled program in a CoglMaterial.
For now that feature can be enabled by setting the COGL_PIPELINE
environment variable to "arbfp". COGL_SHOW_FP_SOURCE can be set to a non
empty string to dump the fragment program source too.
TODO:
* fog (really easy, using OPTION)
* support tex env combiner operands, DOT3, ADD_SIGNED, INTERPOLATE
combine modes (need refactoring the generation of temporary
variables) (not too hard)
* alpha testing for GLES 2.0?
Previously the counter for the number of layers was only updated
whenever the texture handle for a layer changes. However there are
many other ways for a new layer to be created for example by setting a
layer combine constant. Also by default the texture on a layer is
COGL_INVALID_HANDLE so if the application tries to create an explicit
layer with no texture by calling cogl_material_set_layer with
COGL_INVALID_HANDLE then it also wouldn't update the count.
This patch fixes that by incrementing the count in
cogl_material_get_layer instead. This function is called by all
functions that may end up creating a layer so it seems like the most
appropriate place.
http://bugzilla.openedhand.com/show_bug.cgi?id=2132
Previously it would only try to set the blend equation if the RGB and
alpha blending functions were different. However it's completely valid
to use a non-standard blending function when the functions are the
same. This patch moves the blending equation to outside the if
statement.
Previously it would only set the blend constant if glBlendFuncSeparate
was used but it is perfectly acceptable to use the blend constant when
the same factor is used for each. It now sets the blend constant
whenever one of the factors would use the constant.
When a single statement is used to specify the factors for both the
RGB and alpha parts it previously split up the statement into
two. This works but it ends up unnecessarily using glBlendFuncSeparate
when glBlendFunc would suffice.
For example, the blend statement
RGBA = ADD(SRC_COLOR*(SRC_COLOR), DST_COLOR*(1-SRC_COLOR))
would get split into the two statements
RGBA = ADD(SRC_COLOR*(SRC_COLOR[RGB]), DST_COLOR*(1-SRC_COLOR[RGB]))
A = ADD(SRC_COLOR*(SRC_COLOR[A]), DST_COLOR*(1-SRC_COLOR[A]))
That translates to:
glBlendFuncSeparate (GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR,
GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
This patch makes it so that arg_to_gl_blend_factor can handle the
combined RGBA mask instead. That way the single statement gets
translated to the equivalent call:
glBlendFunc (GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR);
There was a check at the bottom of the loop which sets up the state
for each of the layers so that it would break from the loop when the
maximum number of layers is reached. However after doing this it would
not increment 'i'. 'i' is later used to disable the remaining layers
so it would end up disabling the last layer it just set up.
This patch moves the check to be part of the loop condition so that
the check is performed after incrementing 'i'.
http://bugzilla.openedhand.com/show_bug.cgi?id=2064
The warning displayed when too many layers are used had an off-by-one
error so that it would display even if exactly the maximum number is
used. There was also a missing space at the end of the line in the
message which looked wrong when displayed on the terminal.
http://bugzilla.openedhand.com/show_bug.cgi?id=2064