The foreach_sub_texture_in_region implementation tries to forward the
function on to its child texture but it was mistakenly forwarding back
on to itself so it would just recurse endlessly and crash.
The SDL winsys was missing a few minor features, such as the
implementation. This patch adds that in.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
CoglTexture2D had an assert to verify that the EGL winsys was being
used. This doesn't make any sense any more because the EGL winsys
can't be used directly but instead it is just a base winsys for the
platform winsys's. To fix this this patch adds a set of 'criteria'
flags to each winsys, one of which is 'uses EGL'. CoglTexture2D can
use this to determine if the winsys is supported.
Eventually we might want to expose these flags publically so that an
application can select a winsys based on certain conditions. For
example, an application may need a winsys that uses X or EGL but
doesn't care exactly which one it is.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Eventually we might want to have an XCB-based EGL winsys. We already
have xlib-specific API in CoglRenderer (eg, to set a foreign display)
so the application needs to be able to specifically select between XCB
and XLIB.
This also removes the POWERVR part while renaming
COGL_HAS_EGL_PLATFORM_POWERVR_X11_SUPPORT to
COGL_HAS_EGL_PLATFORM_XLIB_SUPPORT because the winsys is equally
applicable to Mesa.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
This moves all of the code specific to the Android platform out of
cogl-winsys-egl. It is completely untested apart from that it
compiles using a dummy android/native_window.h header.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
This moves all of the code specific to the gdl winsys out of
cogl-winsys-egl. It is completely untested apart from that it
compiles.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
The egl_surface_width/height properties in CoglDisplayEGL were
accidentally being conditionally defined depending on KMS
support. They are not necessary because CoglDisplayKMS also already
stores the width/height and this was just copied over to the EGL
dipslay.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
The GLX and EGL winsys backends had a check for when onscreen==NULL
in which case they would instead try to bind the dummy surface. This
wouldn't work however because it would have already crashed by that
point when it tried to get the Cogl context out of the onscreen. The
function needs a bit of refactoring before it could support this but
presumably nothing is relying on this anyway because it wouldn't work
so for now we can just remove it.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
CoglXlibDisplay just contained one member called dummy_xwin. This was
not shared outside of the respective winsys's so I don't think it
really makes sense to have a separate shared struct for it. It seems
more like an implementation detail that is specific to the winsys
because for example it may be that the EGL winsys could use the
surfaceless extension and not bother with a dummy window. This will
also make it easier to factor out the Xlib-specific data in
CoglDisplayEGL to the platform data.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Previously the Xlib renderer data was meant to be the first member of
whatever the winsys data is. This doesn't work well for the EGL winsys
because it only needs the Xlib data if the X11 platform is used. The
Xlib renderer data is now instead created on demand and connected to
the object using cogl_object_set_user_data. There is a new function to
get access to it.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Instead of having #ifdefs to hook into the normal EGL winsys, the KMS
winsys now overrides any winsys functions that it wants. Where the
winsys wants to hook into a point within a function provided by the
EGL winsys there is a EGL-platform vtable which gets set on the EGL
renderer data during renderer_connect. The KMS-specific data on all of
the structures is now allocated separately by the KMS winsys and is
pointed to by a new 'platform' pointer in the EGL data.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
The #ifdefs in cogl-winsys-egl have been changed so that they
additionally check renderer->winsys_vtable->id for the corresponding
winsys ID so that multiple EGL platforms can be enabled.
The is a stop-gap solution until we can move all of the EGL platforms
into their own winsys files with overrides of the EGL vtable. However
with this approach we can move one platform at a time which will make
it easier.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Instead of just having an "EGL" renderer, there is now a separate
winsys for each platform. Currently they just directly copy the vtable
for the EGL platform so it is still only possible to have one EGL
platform compiled into Cogl. However the intention is that the
winsys-specific code for each platform will be moved into override
functions in the corresponding platform winsys.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Requests for the shell to manipulate it's state for the surface are now
abstracted through a wl_shell_surface object rather through wl_shell as
before.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
There are three separate EGL_KHR_surfaceless_* extensions depending on
which GL API is being used so we should probably check the right one
depending on which driver Cogl has selected.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
There were two problems stopping the KMS winsys from working with a
GLES2 driver:
• When creating the EGL context, it was missing the attribute to
select the client version so it would end up with the GLES1 API.
• When creating the depth buffer for the framebuffer it was using
GL_DEPTH_COMPONENT but only GL_DEPTH_COMPONENT16 is supported on
GLES. cogl-framebuffer already unconditionally uses this so it
probably makes sense to do the same here.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Pre-generate a .bat file to be used to generate the cogl-enum-types.[ch]
for the build process. This will greatly simplify the maintenace process
as the listing of headers to be parsed by glib-mkenums can be manifested
automatically during 'make dist', and this list changes quite a bit during
the development cycle.
Previously this header was only included on GLES2 but since 7283e0a4
the progend is used on any driver where GLSL is available. This
changes the #ifdef to check for the presence of the GLSL progend.
Based on a patch by Fan, Chun-wei
https://bugzilla.gnome.org/show_bug.cgi?id=665722
Reviewed-by: Robert Bragg <robert@linux.intel.com>
This ensure that cogl_renderer_check_onscreen_template() doesn't call
winsys->renderer_connect() if the renderer has already been connected
as that can fail with some backends.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
The compositor side wayland support enabling us to create textures from
wayland buffers needed updating since visuals were removed from the
wayland protocol.
This also fixes the #ifdef guards for the bind_wayland_display extension
in cogl-winsys-egl-feature-functions.h since it was mistakenly checking
that client-side wayland support had been enabled which won't be the
case.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Since the wayland protocol doesn't currently provide a way to
retrospectively query the interfaces that get notified when a client
first connects then when using a foreign display with Cogl then we also
need api for telling cogl what compositor and shell objects to use. We
already had api for setting a foreign compositor so this patch just adds
api for setting a foreign shell.
This patch also adds documentation for all the wayland specific apis.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
The handler for the normal attribute was missing an else so presumably
it would have crashed on GLES2.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
This adds a documentation section for CoglSnippet which gives an
overview of how to use them. It also fixes some syntax errors in the
existing documentation and adds the missing pipeline functions for
adding snippets to the documentation sections file.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Both _cogl_bitmask_set_flags and _cogl_bitmask_set_flags_array have void
return types, so just execute _cogl_bitmask_set_flags_array without
returning that to elimate a compiler warning.
https://bugzilla.gnome.org/show_bug.cgi?id=665722
Reviewed-by: Neil Roberts <neil@linux.intel.com>
For some reason the EGL spec says that the surface passed to
eglSwapBuffers must be bound as the current surface for the swap to
work. Mesa validates that this is the case and returns an error from
the swap buffers call if not.
https://bugzilla.gnome.org/show_bug.cgi?id=665604
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Previously flushing the matrices was performed as part of the
framebuffer state. When on GLES2 this matrix flushing is actually
diverted so that it only keeps a reference to the intended matrix
stack. This is necessary because on GLES2 there are no builtin
uniforms so it can't actually flush the matrices until the program for
the pipeline is generated. When the matrices are flushed it would
store the age of modifications on the matrix stack so that it could
detect when the matrix hasn't changed and avoid flushing it.
This patch changes it so that the pipeline is responsible for flushing
the matrices even when we are using the GL builtins. The same
mechanism for detecting unmodified matrix stacks is used in all
cases. There is a new CoglMatrixStackCache type which is used to store
a reference to the intended matrix stack along with its last flushed
age. There are now two of these attached to the CoglContext to track
the flushed state for the global matrix builtins and also two for each
glsl progend program state to track the flushed state for a
program. The framebuffer matrix flush now just updates the intended
matrix stacks without actually trying to flush.
When a vertex snippet is attached to the pipeline, the GLSL vertend
will now avoid using the projection matrix to flip the rendering. This
is necessary because any vertex snippet may cause the projection
matrix not to be used. Instead the flip is done as a forced final step
by multiplying cogl_position_out by a vec4 uniform. This uniform is
updated as part of the progend pre_paint depending on whether the
framebuffer is offscreen or not.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
This adds a hook called COGL_SNIPPET_HOOK_TEXTURE_COORD_TRANSFORM.
This can be used to alter the application of the layer user matrix to
a texture coordinate or it can bypass it altogether.
This is the first per-layer hook that affects the vertex shader state
so the patch includes the boilerplate needed to get that to work.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Previously the function containing the default texture lookup is
always generated regardless of whether there is a snippet with a
replace string which would cause it not be used. Now this snippets are
all scanned to check for replace strings before generating the texture
lookup.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
The variables caching the result of texture lookups and layer
calculations are now stored in global variables so that when a hook
for the layer processing is added the variables can still be accessed
even if the generated code is within a separate function.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
The loop that generates code for a list of snippets now starts from
the first snippet that has a replace string. Any snippets before that
would be ignored so there's no point in generating code for them.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
The function for generating the GLSL for a list of snippets was trying
to detect the last snippet so that it could use a different function
name. However this wouldn't work if the last snippet has a different
hook. To fix this it now just counts the snippets that have the same
hook beforehand and detects the last one using the count.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Instead of specifying the hook point when adding to the pipeline using
a separate function for each hook, the hook is now a property of the
snippet. The hook is set on construction and is then read-only.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Whenever snippets are enabled we can't determine whether the final
color will be fully opaque so we just have to assume blending should
be enabled.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
This adds a per-layer snippet hook for the texure lookup. Here the
snippet can modify the texture coordinates used for the lookup or
modify the texel resulting from the lookup. This is the first
per-layer hook so this also adds the
COGL_PIPELINE_LAYER_STATE_FRAGMENT_SNIPPETS state and all of the
boilerplate needed to make that work.
Most of the functions used by the pipeline state to manage the snippet
list has been moved into cogl-pipeline-snippet.c so that it can be
shared with the layer state.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
The two loops that generate the functions for the snippets in the
fragend and vertend are very similar so to avoid code duplication this
patch moves the logic to its own function in a new
cogl-pipeline-snippet.c file.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
If present, the 'replace' string will be used instead of whatever code
would normally be invoked for that hook point. It will also replace
any previous snippets.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Each snippet is now given its own function which contains the pre and
post strings. Between these strings the function will chain on to
another function. The generated cogl source is now stored in a
function called cogl_generated_source() which the last snippet will
chain on to. This should make it so that each snippet has its own
namespace for local variables and it can share variables declared in
the pre string in the post string. Hopefully the GLSL compiler will
just inline all of the functions so it shouldn't make much difference
to the compiled output.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
This adds two new public experimental functions for attaching
CoglSnippets to two hook points on a CoglPipeline:
void cogl_pipeline_add_vertex_hook (CoglPipeline *, CoglSnippet *)
void cogl_pipeline_add_fragment_hook (CoglPipeline *, CoglSnippet *)
The hooks are intended to be around the entire vertex or fragment
processing. That means the pre string in the snippet will be inserted
at the very top of the main function and the post function will be
inserted at the very end. The declarations get inserted in the global
scope.
The snippets are stored in two separate linked lists with a structure
containing an enum representing the hook point and a pointer to the
snippet. The lists are meant to be for hooks that affect the vertex
shader and fragment shader respectively. Although there are currently
only two hooks and the names match these two lists, the intention is
*not* that each new hook will be in a separate list. The separation of
the lists is just to make it easier to determine which shader needs to
be regenerated when a new snippet is added.
When a pipeline becomes the authority for either the vertex or
fragment snipper state, it simply copies the entire list from the
previous authority (although of course the shader snippet objects are
referenced instead of copied so it doesn't duplicate the source
strings).
Each string is inserted into its own block in the shader. This means
that each string has its own scope so it doesn't need to worry about
name collisions with variables in other snippets. However it does mean
that the pre and post strings can't share variables. It could be
possible to wrap both parts in one block and then wrap the actual
inner hook code in another block, however this would mean that any
further snippets within the outer snippet would be able to see those
variables. Perhaps something to consider would be to put each snippet
into its own function which calls another function between the pre and
post strings to do further processing.
The pipeline cache for generated programs was previously shared with
the fragment shader cache because the state that affects vertex
shaders was a subset of the state that affects fragment shaders. This
is no longer the case because there is a separate state mask for
vertex snippets so the program cache now has its own hash table.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
This adds a CoglObject called CoglSnippet which will be used to store
strings used as GLSL snippets to be attached at hook points to a
CoglPipeline. The snippets can currently contain three strings:
declarations - This will be placed in the global scope and is intended
to be used to declare uniforms, attributes and
functions.
pre - This will be inserted before the hook point.
post - This will be inserted after the hook point.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
_cogl_framebuffer_flush_state needs to handle the case where
ctx->current_draw_buffer is NULL because this will be set in the
destructor for CoglFramebuffer if the framebuffer being destroyed is
the current framebuffer. This patch just makes it assume all state has
changed in that case.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
This removes the limited caching of enabled attributes done by
_cogl_enable() and replaces it with a more generalized set of bitmasks
associated with the context that allow us to efficiently compare the set
of attribute locations that are currently enabled vs the new locations
that need enabling so we only have to inform OpenGL of the changes in
which locations are enabled/disabled.
This also adds a per-context hash table for mapping attribute names to
global name-state structs which includes a unique name-index for any
name as well as pre-validated information about builtin "cogl_"
attribute names including whether the attribute is normalized and what
texture unit a texture attribute corresponds too.
The name-state hash table means that cogl_attribute_new() now only needs
to validate names the first time they are seen.
CoglAttributes now reference a name-state structure instead of just the
attribute name, so now we can efficiently get the name-index for any
attribute and we can use that to index into a per-glsl-program cache
that maps name indices to real GL attribute locations so when we get
asked to draw a set of attributes we can very quickly determine what GL
attributes need to be setup and enabled. If we don't have a cached
location though we can still quickly access the string name so we can
query OpenGL.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
We should not be deciding whether we need to really update the GL face
winding state at the point where a new framebuffer has been pushed, we
should be waiting until we have really been asked to flush some
framebuffer state otherwise we may do redundant work if multiple
framebuffers are pushed/popped before something is really drawn.
This integrates the face winding state tracking with the design we have
for handling most of the other framebuffer state so we benefit from the
optimizations for minimizing the cost of _cogl_framebuffer_flush_state()
Reviewed-by: Neil Roberts <neil@linux.intel.com>
We should not be deciding whether we need to really update the GL color
mask state at the point where a new framebuffer has been pushed, we
should be waiting until we have really been asked to flush some
framebuffer state otherwise we may do redundant work if multiple
framebuffers are pushed/popped before something is really drawn.
This integrates the color mask state tracking with the design we have
for handling most of the other framebuffer state so we benefit from the
optimizations for minimizing the cost of _cogl_framebuffer_flush_state()
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Previously the cost of _cogl_framebuffer_state_flush() would always
scale by the total amount of state tracked by CoglFramebuffer even in
cases where we knew up-front that we only wanted to flush a subset of
the state or in cases where we requested to flush the same framebuffer
multiple times with no changes being made to the framebuffer.
We now track a set of state changed flags with each framebuffer and
track the current read/draw buffers as part of the CoglContext so that
we can quickly bail out when asked to flush the same framebuffer
multiple times with no changes.
_cogl_framebuffer_flush_state() now takes a mask of the state that we
want to flush and the implementation has been redesigned so that the
cost of checking what needs to be flushed and flushing those changes
now scales by how much state we actually plan to update.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
There was only one place where we called _cogl_clip_state_flush() in
_cogl_framebuffer_flush_state() and we can just as well use
_cogl_clip_state_get_stack() and _cogl_clip_stack_flush() directly
instead.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
The only place we were calling _cogl_clip_stack_dirty() was when
changing the current draw_buffer which also implies a change in
the current clip stack. _cogl_clip_stack_flush() would already
be able to quickly determine that the clip stack has changed by
checking ctx->current_clip_stack so there isn't really any need
to explicitly mark the clip_stack state as dirty.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
The aim is to make cogl-framebuffer.c responsible for avoiding redundant
flushing of its matrix stacks so this removes the checks done directly
within cogl-matrix-stack.c.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This update some of the cogl-matrix.h documentation to be consistent
with the corresponding documentation for framebuffer matrix-stack
methods in cogl-framebuffer.h
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This removes the use of _COGL_GET_CONTEXT() from cogl-matrix-stack.c
as part of the ongoing effort to evolve cogl to get rid of the need for
a default context.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
_cogl_path_fill_nodes_with_clipped_rectangle() sometimes falls back to
pushing a framebuffer clip region and filling the region using
cogl_rectangle(). Since we aim to eventually deprecate
cogl_clip_push_from_path() as it relies on the default CoglContext we
would rather this internal code update a framebuffer's clip-state using
the cogl_framebuffer clip stack api instead.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This updates some of the cogl2-clip-state.h cogl_clip_ API documentation
to make it consistent with the documentation for corresponding
framebuffer clip stack API in cogl-framebuffer.h
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This updates some of the cogl.h cogl_clip_ API documentation to make it
consistent with the documentation for corresponding framebuffer clip
stack API in cogl-framebuffer.h
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This adds CoglFramebuffer methods for accessing the clip stack. We plan
on making some optimizations to how framebuffer state is flushed which
will require us to track when a framebuffer's clip state has changed.
This api also ties in to the longer term goal of removing the need for a
default global CoglContext since these methods are all implicitly
related to a specific context via their framebuffer argument.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This ensures we don't touch a framebuffer's matrix stack directly if we
are also relying on _cogl_framebuffer_flush_state(). We want to get to
the point where we can set dirty flags against framebuffer state at the
point it changes but that means we can't allow direct access to the
matrix stack. _cogl_texture_draw_and_read() has now been changed so it
uses cogl_framebuffer_ methods to update the matrix stacks including
adding new internal _cogl_framebuffer_push/pop_projection() functions
that allow us to set transient projections.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This adds a cogl_framebuffer_identity_matrix() method that can be used
to reset the current modelview matrix to the identity matrix.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This updates the cogl.h matrix stack documentation consistent with the
corresponding documentation in cogl-framebuffer.h for the framebuffer
matrix stack methods.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This adds cogl_framebuffer_ methods to update the modelview and
projection matrix stacks to replace functions like cogl_translate(),
cogl_rotate() and cogl_scale() etc.
This is part of the on-going effort to get rid of the global CoglContext
pointer since the existing methods don't take an explicit pointer to a
CoglContext. All the methods are now related to a context via the
framebuffer.
We added framebuffer methods instead of direct context methods because
the matrix stacks are per-framebuffer and as well as removing the global
CoglContext we would rather aim for a more direct state access API
design than, say, cairo or OpenGL, so we'd like to avoid needing the
cogl_push/pop_framebuffer(). We anticipate that Cogl will mostly be
consumed by middleware graphics layers such as toolkits or game engines
and feel that a more stateless model will avoid impedance mismatches if
higher levels want to expose a stateless model to their developers and
statefullness can still be added by higher levels if really desired.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This adds an experimental cogl_matrix_orthographic() function that is
more consistent with other Cogl api by taking x_1, y_1, x_2, y_2
arguments to define the top-left and bottom-right coordinates of the
orthographic coordinates instead of OpenGL style left, right, bottom and
top values.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This improves the documentation for cogl_texture_set_region() and
cogl_texture_set_region_from_bitmap() to explain that the region can't
be larger than the source data and also adds runtime assertions that
such a request isn't made.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
The documentation for CoglPipelineCullFaceMode had a repeated typo with
"called" being used instead of "culled" which this fixes.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
When saving the CRTC we were trying to use a struct member for the encoder
that wasn't valid at that point in time - instead use the local variable.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
_cogl_pipeline_init_multi_property_sparse_state was missing a break in
the case statement handling uniforms. This doesn't yet matter because
it is the last one handled anyway but it will bite someone later.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
We were missing various platform header includes in
cogl-winsys-egl-private.h when building support for non KMS egl
platforms.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
For example when building on windows we don't want to require EGL
headers when compiling cogl-renderer.c or cogl-texture-2d.c so we make
sure not to include cogl-winsys-egl-private.h if we aren't supporting
EGL.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
A small, pedantic change to remove the use of redundant gint and GLuint
types instead of int and unsigned int.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This adds a check for the EGL_KHR_surfaceless_opengl extension which we
depend on for being able to MakeCurrent (NO_SURFACE) as well as create a
context without and EGLConfig.
Reviewed-by: Rob Bradford <rob@linux.intel.com>
Since _cogl_winsys_kms_display_setup was basically just calling
setup_kms() it made sense to fold the code of setup_kms() back into the
_cogl_winsys_kms_display_setup() function.
Reviewed-by: Rob Bradford <rob@linux.intel.com>
So that the various internal Cogl*EGL typedefs can be available to
cogl-winsys-kms.c this moves them into cogl-winsys-egl-private.h
Reviewed-by: Rob Bradford <rob@linux.intel.com>
To start with this backend only supports creating a single CoglOnscreen
framebuffer and will automatically set is up to display fullscreen on
the first suitable crtc it can find.
To compile this backend - get some dribbly black candles, sacrifice a
goat and configure with: --enable-kms-egl-platform
Note: There is currently a problem with using GLES2 with this winsys
so you need to run with EGL_DRIVER=gl
Note: If you have problems with mesa crashing in XCB during
eglInitialize then you may need to explicitly run with EGL_PLATFORM=gbm
Reviewed-by: Robert Bragg <robert@linux.intel.com>
When building with MSVC, symbols to be exported that point to data
need to be marked with dllimport to be successfully imported. The
_cogl_debug_flags variable is currently exported because it is used
from cogl-pango. This patch adds a COGL_EXPORT macro to cogl-util.h
which is used in cogl-debug.h
Based on a patch by Chun-wei Fan
https://bugzilla.gnome.org/show_bug.cgi?id=650020
Reviewed-by: Robert Bragg <robert@linux.intel.com>
These are the VS 2008/2010 project files to build Cogl, with a README.txt
to explain the process involved.
Note that the Cogl and Cogl-Pango projects (and filters for VS2010) are
expanded with the correct source file listings during "make dist", which
is done to simplify maintenance of these project files.
-added preconfigured config.h(.win32.in), which is expanded with the
correct versioining info during autogen
-added preconfigued cogl/cogl-defines.h.win32
-added symbols files for cogl and cogl-pango
-Have configure.ac expand the config.h.win32.in into config.h.win32
with the correct versioning info, etc, and to include the Visual C++
project files for distribution
-Added rules in cogl/Makefile.am to expand the cogl VS 2008/2010 projects
and filters from the templates with up-to-date source file listings, to
distribute cogl-enum-types.c, cogl-enum-types.h to ease compilation and
to avoid depending on PERL on Windows installations.
-Added rules in cogl-pango/Makefile.am to expand the cogl-pango VS2008/
2010 projects and filters from the templates with up-to-date source file
listings.
-Added/edited various Makefile.am's in build to distribute the VS2008/2010
project files and associated items required for the build.
-Update .gitignore. There needs to be a pre-configured
config.h(.win32) and its template, config.h.win32.in for Visual C++
builds
https://bugzilla.gnome.org/show_bug.cgi?id=650020
Reviewed-by: Neil Roberts <neil@linux.intel.com>
When comparing uniform values, it was not correctly handling the case
where pipeline0 has the value set but pipeline1 does not (only the
other way around) so it would crash.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Deal with c99ism... I know it's not pretty, but it is the way
to go with non-c99 compilers. That's life...
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Reviewed-by: Robert Bragg <robert@linux.intel.com>
When the flags contain a value that only has the most-significant bit
set then ffsl will return the size of an unsigned long. According to
the C spec it is undefined what happens when shifting by a number
greater than or equal to the size of the left operand. On Intel (and
probably others) this seems to end up being a no-op so the iteration
breaks. To fix this we can split the shift into two separate
shifts. We always need to shift by at least one bit so we can put this
one bit shift into a separate operator.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
The uniform names are now stored in a GPtrArray instead of a linked
list. There is also a hash table to speed up converting names to
locations.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Previously the uniform overrides were stored in a linked list. Now
they are stored in a g_malloc'd array. The values are still tightly
packed so that there is only a value for each uniform that has a
corresponding bit in override_mask. The allocated size of the array
always exactly corresponds to the number of bits set in the
override_mask. This means that when a new uniform value is set on a
pipeline it will have to grow the array and copy the old values
in. The assumption is that setting a value for a new uniform is much
less frequent then setting a value for an existing uniform so it makes
more sense to optimise the latter.
The advantage of using an array is that we can quickly jump to right
boxed value given a uniform location by doing a population count in
the bitmask for the number of bits less than the given uniform
location. This can be done in O(1) time whereas the old approach using
a list would scale by the number of bits set.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
This returns a population count of all the bits that are set in the
bitmask.
There is now also a _cogl_bitmask_popcount_upto which counts the
number of bits set up to but not including the given bit index. This
will be useful to determine the number of uniform overrides to skip if
we tightly pack the values in an array.
The test-bitmask test has been modified to check these two functions.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
This adds the following new public experimental functions to set
uniform values on a CoglPipeline:
void
cogl_pipeline_set_uniform_1f (CoglPipeline *pipeline,
int uniform_location,
float value);
void
cogl_pipeline_set_uniform_1i (CoglPipeline *pipeline,
int uniform_location,
int value);
void
cogl_pipeline_set_uniform_float (CoglPipeline *pipeline,
int uniform_location,
int n_components,
int count,
const float *value);
void
cogl_pipeline_set_uniform_int (CoglPipeline *pipeline,
int uniform_location,
int n_components,
int count,
const int *value);
void
cogl_pipeline_set_uniform_matrix (CoglPipeline *pipeline,
int uniform_location,
int dimensions,
int count,
gboolean transpose,
const float *value);
These are similar to the old functions used to set uniforms on a
CoglProgram. To get a value to pass in as the uniform_location there
is also:
int
cogl_pipeline_get_uniform_location (CoglPipeline *pipeline,
const char *uniform_name);
Conceptually the uniform locations are tied to the pipeline so that
whenever setting a value for a new pipeline the application is
expected to call this function. However in practice the uniform
locations are global to the CoglContext. The names are stored in a
linked list where the position in the list is the uniform location.
The global indices are used so that each pipeline can store a mask of
which uniforms it overrides. That way it is quicker to detect which
uniforms are different from the last pipeline that used the same
CoglProgramState so it can avoid flushing uniforms that haven't
changed. Currently the values are not actually compared which means
that it will only avoid flushing a uniform if there is a common
ancestor that sets the value (or if the same pipeline is being flushed
again - in which case the pipeline and its common ancestor are the
same thing).
The uniform values are stored in the big state of the pipeline as a
sparse linked list. A bitmask stores which values have been overridden
and only overridden values are stored in the linked list.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
This adds a _cogl_bitmask_set_flags function which can be used to copy
the values from a CoglBitmask to an array of unsigned longs which can
be used with the COGL_FLAGS_* macros. The values are or'd in so that
in can be used multiple times to combine multiple bitmasks.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
This moves the POPCOUNTL macro from cogl-winsys-glx to cogl-util and
renames it to _cogl_util_popcountl so that it can be used in more
places. The fallback function for when the GCC builtin is not
available has been replaced with an 8-bit lookup table because the
HAKMEM implementation doesn't look like it would work when longs are
64-bit so it's not suitable for a general purpose function on 64-bit
architectures. Some of the pages regarding population counts seem to
suggest that using a lookup table is the fastest method anyway.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
This adds a function to copy one boxed value to another. It is assumed
that the destination boxed value is totally initialised (so it won't
try to free any memory in it).
Reviewed-by: Robert Bragg <robert@linux.intel.com>
This wraps all of the calls to glUniform* in the GE() macro so that it
will detect GL errors in the right place.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
The code for manipulating CoglBoxedValues is now separated from
cogl-program.c into its own file. That way when we add support for
setting uniform values on a CoglPipeline the code for storing the
values can be shared.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
This adds some macros to iterate over all the bits set in an array of
flags. The macros are a bit awkward because it tries to avoid using a
callback pointer so that the code is inlined.
cogl_bitmask is now using these macros as well so that the logic can
be shared.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Previously cogl-flags was using an array of ints to store the
flags. There was a comment saying that it would be nice to use longs
but this is awkward because g_parse_debug_flags can only work in
ints. This is a silly reason not to use longs because we can just
parse multiple sets of flags per long. This patch therefore changes
cogl-flags to use longs and tweaks the debug key parsing code.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Instead of testing each bit when iterating a bitmask, we can use ffsl
to skip over unset bits in single instruction. That way it will scale
by the number of bits set, not the total number of bits.
ffsl is a non-standard function which glibc only provides by defining
GNUC_SOURCE. However if we are compiling with GCC we can avoid that
mess and just use the equivalent builtin. When not compiling for GCC
it will fall back to _cogl_util_ffs if the size of ints and longs are
the same (which is the case on i686). Otherwise it fallbacks to a slow
function implementation.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
The boilerplate for defining a GType for CoglFixed lived in
cogl-util.c but this didn't seem to make much sense seeing as nothing
in the cogl-util.h header file relates to CoglFixed and there is
already a separate C file for CoglFixed code. This also removes some
redundant header includes from cogl-util.c
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Instead of storing only 31 bits in the pointer for a CoglBitmask, it
now assumes it can store a whole unsigned long minus the one bit used
to mark whether it has been converted to a GArray or not. This works
on the assumption that we can cast an unsigned long to a pointer and
back without losing information which I think should be true for any
platforms that Cogl is interested in. This has the advantage that on
64-bit architectures we can store 63 bits before we have to resort to
using a GArray at no extra cost. The values in the GArray are now
stored as unsigned longs as well on the assumption that it is more
efficient to load and store data in chunks of longs rather than ints.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Cogl keeps a pointer to the last used onscreen framebuffer from the
context to implement the deprecated cogl_set_draw_buffer function
which can take COGL_WINDOW_BUFFER as the target to use the last
onscreen buffer. Previously this would also take a reference to that
pointer. However that was causing a circular reference between the
framebuffer and the context which makes it impossible to clean up
resources properly when onscreen buffers are used. This patch instead
changes it to just store the pointer and then clear the pointer during
_cogl_onscreen_free as a kind of cheap weak reference.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
This adds two new experimental public functions to replace the old
internal _cogl_pipeline_set_cull_face_state function:
void
cogl_pipeline_set_cull_face_mode (CoglPipeline *pipeline,
CoglPipelineCullFaceMode cull_face_mode);
void
cogl_pipeline_set_front_face_winding (CoglPipeline *pipeline,
CoglWinding front_winding);
There are also the corresponding getters.
https://bugzilla.gnome.org/show_bug.cgi?id=663628
Reviewed-by: Robert Bragg <robert@linux.intel.com>
cogl-utils.h needs to include cogl-defines.h so that it knows whether
COGL_HAS_GLIB_SUPPORT is defined.
https://bugzilla.gnome.org/show_bug.cgi?id=663578
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
This patch moves the call to _cogl_destroy_texture_units() from
_cogl_context_free() to later on. When destroying a GL texture the
texture units are checked. This would end up accessing invalid memory
so we need to try to destroy the texture units only after everything
that might be referencing a texture has been destroyed.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Although there was a comment in cogl_texture_2d_copy_from_framebuffer
explaining that we shouldn't flush the clip state, the comment was a bit
miss-leading implying we were going to explicitly set a NULL clip. Also
we weren't actually avoiding flushing the clip state since we were
passing 0 for the CoglDrawFlags.
We now pass COGL_FRAMEBUFFER_FLUSH_SKIP_CLIP_STATE in to the flags when
flushing the framebuffer state and the comment has be updated to explain
that clipping won't affect reading from the framebuffer so we don't need
to flush it.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This api is deprecated and documented to be a NOP which wasn't actually
true. This patch actually updates the function to be a NOP. Its nice
that this gets rid of a point where we flush framebuffer state because
we are looking to add a new VirtualFramebuffer interface which will need
special consideration at each of the points we flush framebuffer state.
It was a mistake that this API was ever published, we don't believe
anyone is using the api but until we break api we have to keep the
symbol. The documented semantics are vague enough that a NOP is ok since
we never explicitly documented how the state would be flushed to GL so
there would be no way to reliably use that state anyway.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This change is one logical update to update the Wayland support. This
comprises of the following parts:
* Binding to both the shell and compositor global objects - necessary since
the API for setting top level status moved to the wl_shell interface
* The Wayland visual API went away and instead you setup the EGL surface
appropriately
* The message handling was refined to reflect the current behaviour - now
obsolete comments were removed and new comments updated
Reviewed-by: Robert Bragg <robert@linux.intel.com>
There was a comment implying that if a rgba config has been requested
but no suitable config was found then we would automatically fall back
to an rgb config instead. Actually if no rgba visual is found we simply
fail without any automatic fall back because Cogl is not in a good
position to judge if automatic fall backs are acceptable for higher
level apis such as clutter.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
On GLES2, we need to specify an array size for the texture coord
varying array. Previously this size would be decided in one of the
following ways:
- For generated vertex shaders it is always the number of layers in
the pipeline.
- For generated fragment shaders it is the highest sampled texture
unit in the pipeline or the number of attributes supplied by the
primitive, whichever is higher.
- For user shaders it is usually the number of attributes supplied by
the primitive. However, if the application tries to compile the
shader and query the result before using it, it will always be at
least 4.
These shaders can quite easily end up with different values for the
declaration which makes it fail to link. This patch changes it so that
all of the shaders are generated with the maximum of the number of
texture attributes supplied by the primitive and the number of layers
in the pipeline. If this value changes then the shaders are
regenerated, including user shaders. That way all of the shaders will
always have the same value.
https://bugzilla.gnome.org/show_bug.cgi?id=662184
Reviewed-by: Robert Bragg <robert@linux.intel.com>
This documents that cogl_texture_get_rowstride() is deprecated (or
rather it was a mistake that the api was ever published) and also
clarifies the rowstride argument documentation for
cogl_texture_get_data() to explain how it's automatically calculated
when 0 is passed to help avoid misleading people into thinking that
cogl_texture_get_rowstride() is an appropriate way to get a valid
rowstride for that.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Xlib headers define many trivially named objects which can later cause
name collision problems when only cogl.h header is included in a program
or library. Xlib headers are now only included through including the
standalone header cogl-xlib.h.
https://bugzilla.gnome.org/show_bug.cgi?id=661174
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Instead of emulating _CLAMP_TO_EDGE in cogl-primitives.c we now defer to
cogl_meta_texture_foreach_in_region() to support _CLAMP_TO_EDGE for us.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
cogl_meta_texture_foreach_in_region() now directly supports
CLAMP_TO_EDGE wrap modes. This means the cogl_rectangle code will be
able to build on this and makes the logic accessible to anyone
developing custom primitives that need to support meta textures.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
When associating indices with a CoglPrimitive you are now forced to
specify the number of indices that should be read when drawing.
It's easy to forget to call cogl_primitive_set_n_vertices() after
associating indices with a primitive (and anyway you can see that someone
could be led to believe Cogl can determine that implicitly somewhow) so
this should avoid a lot of mistakes with using the API.
We'd expect that setting indices and updating the n_vertices property
would go hand in hand 99% of the time anyway so this change should
be more convenient as well as less error prone.
This patch adds some documentation for cogl_primitive_set_indices and
cogl_primitive_get/set_n_vertices. It also tries to clarify how the
CoglPrimitive:n_vertices property is updated and what that property
means in relation to other functions too.
https://bugzilla.gnome.org/show_bug.cgi?id=661019
Reviewed-by: Neil Roberts <neil@linux.intel.com>
if a normalize factor of 1 is passed then we don't need to normalize the
starting point to find the closest point equivalent to 0.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This exposes cogl_sub_texture_new() and cogl_is_sub_texture() as
experimental public API. Previously sub-textures were only exposed via
cogl_texture_new_from_sub_texture() so there wasn't a corresponding
CoglSubTexture type. A CoglSubTexture is a high-level texture defined as
a sub-region of some other parent texture. CoglSubTextures are high
level textures that implement the CoglMetaTexture interface which can
be used to manually handle texture repeating.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
It's useful to be able to query back the number of
point_samples_per_pixel that may have previously be chosen using
cogl_framebuffer_set_samples_per_pixel().
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This exposes CoglTextureRectangle in the experimental cogl 2.0 api. For
now we just expose a single constructor;
cogl_texture_rectangle_new_with_size() but we can add more later.
This is part of going work to improve our texture apis with more
emphasis on providing low-level access to the varying semantics of
different texture types understood by the gpu instead of only trying to
present a lowest common denominator api.
CoglTextureRectangle is notably useful for never being restricted to
power of two sizes and for being sampled with non-normalized texture
coordinates which can be convenient for use a lookup tables in glsl due
to not needing separate uniforms for mapping normalized coordinates to
texels. Unlike CoglTexture2D though rectangle textures can't have a
mipmap and they only support the _CLAMP_TO_EDGE wrap mode.
Applications wanting to use CoglTextureRectangle should first check
cogl_has_feature (COGL_FEATURE_ID_TEXTURE_RECTANGLE).
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Since we've had several developers from admirable projects say they
would like to use Cogl but would really prefer not to pull in
gobject,gmodule and glib as extra dependencies we are investigating if
we can get to the point where glib is only an optional dependency.
Actually we feel like we only make minimal use of glib anyway, so it may
well be quite straightforward to achieve this.
This adds a --disable-glib configure option that can be used to disable
features that depend on glib.
Actually --disable-glib doesn't strictly disable glib at this point
because it's more helpful if cogl continues to build as we make
incremental progress towards this.
The first use of glib that this patch tackles is the use of
g_return_val_if_fail and g_return_if_fail which have been replaced with
equivalent _COGL_RETURN_VAL_IF_FAIL and _COGL_RETURN_IF_FAIL macros.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
when printing a matrix we aim to print out the matrix type but we
weren't checking the flags first to see if the type is valid. We now
check for the DIRTY_TYPE flag and if not set we also validate the matrix
type isn't out of range.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
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>