Commit Graph

18 Commits

Author SHA1 Message Date
Robert Bragg
87c990a29c cogl: s/Cogl*Vertex/CoglVertex*/
We have a bunch of experimental convenience functions like
cogl_primitive_p2/p2t2 that have corresponding vertex structures but it
seemed a bit odd to have the vertex annotation e.g. "P2T2" be an infix
of the type like CoglP2T2Vertex instead of be a postfix like
CoglVertexP2T2. This switches them all to follow the postfix naming
style.
2011-01-21 16:22:40 +00:00
Robert Bragg
a8d6c3f686 cogl: Implements a software only read-pixel fast-path
This adds a transparent optimization to cogl_read_pixels for when a
single pixel is being read back and it happens that all the geometry of
the current frame is still available in the framebuffer's associated
journal.

The intention is to indirectly optimize Clutter's render based picking
mechanism in such a way that the 99% of cases where scenes are comprised
of trivial quad primitives that can easily be intersected we can avoid
the latency of kicking a GPU render and blocking for the result when we
know we can calculate the result manually on the CPU probably faster
than we could even kick a render.

A nice property of this solution is that it maintains all the
flexibility of the render based picking provided by Clutter and it can
gracefully fall back to GPU rendering if actors are drawn using anything
more complex than a quad for their geometry.

It seems worth noting that there is a limitation to the extensibility of
this approach in that it can only optimize picking a against geometry
that passes through Cogl's journal which isn't something Clutter
directly controls.  For now though this really doesn't matter since
basically all apps should end up hitting this fast-path. The current
idea to address this longer term would be a pick2 vfunc for ClutterActor
that can support geometry and render based input regions of actors and
move this optimization up into Clutter instead.

Note: currently we don't have a primitive count threshold to consider
that there could be scenes with enough geometry for us to compensate for
the cost of kicking a render and determine a result more efficiently by
utilizing the GPU. We don't currently expect this to be common though.

Note: in the future it could still be interesting to revive something
like the wip/async-pbo-picking branch to provide an asynchronous
read-pixels based optimization for Clutter picking in cases where more
complex input regions that necessitate rendering are in use or if we do
add a threshold for rendering as mentioned above.
2011-01-21 16:18:11 +00:00
Robert Bragg
1a5a4df326 journal: Support per-framebuffer journals
Instead of having a single journal per context, we now have a
CoglJournal object for each CoglFramebuffer. This means we now don't
have to flush the journal when switching/pushing/popping between
different framebuffers so for example a Clutter scene that involves some
ClutterEffect actors that transiently redirect to an FBO can still be
batched.

This also allows us to track state in the journal that relates to the
current frame of its associated framebuffer which we'll need for our
optimization for using the CPU to handle reading a single pixel back
from a framebuffer when we know the whole scene is currently comprised
of simple rectangles in a journal.
2011-01-21 16:18:10 +00:00
Neil Roberts
3b3cfe1824 cogl-vertex-attribute: Optionally avoid applying the legacy state
When an item is added to the journal the current pipeline immediately
gets the legacy state applied to it and the modified pipeline is
logged instead of the original. However the actual drawing from the
journal is done using the vertex attribute API which was also applying
the legacy state. This meant that the legacy state used would be a
combination of the state set when the journal entry was added as well
as the state set when the journal is flushed. To fix this there is now
an extra CoglDrawFlag to avoid applying the legacy state when setting
up the GL state for the vertex attributes. The journal uses this flag
when flushing.
2011-01-11 14:06:09 +00:00
Neil Roberts
bbce77fcea cogl-journal: Avoid enabling blending if possible
The vertex attribute API assumes that if there is a color array
enabled then we can't determine if the colors are opaque so we have to
enable blending. The journal always uses a color array to avoid
switching color state between rectangles. Since the journal switched
to using vertex attributes this means we effectively always enable
blending from the journal. To fix this there is now a new flag for
_cogl_draw_vertex_attributes to specify that the color array is known
to only contain opaque colors which causes the draw function not to
copy the pipeline. If the pipeline has blending disabled then the
journal passes this flag.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2481
2011-01-10 17:11:42 +00:00
Neil Roberts
a847289850 cogl-vertex-attribute: Add flags to _cogl_draw_vertex_attributes_array
There is an internal version of cogl_draw_vertex_attributes_array
which previously just bypassed the framebuffer flushing, journal
flushing and pipeline validation so that it could be used to draw the
journal. This patch generalises the function so that it takes a set of
flags to specify which parts to flush. The public version of the
function now just calls the internal version with the flags set to
0. The '_real' version of the function has now been merged into the
internal version of the function because it was only called in one
place. This simplifies the code somewhat. The common code which
flushed the various state has been moved to a separate function. The
indexed versions of the functions have had a similar treatment.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2481
2011-01-10 17:11:41 +00:00
Neil Roberts
7ae61c3763 cogl-vertex-attribute: Fix the name of the cogl_normal_in attribute
The builtin vertex attribute for the normals was incorrectly checked
for as 'cogl_normal' however it is defined as cogl_normal_in in the
shader boilerplate and for the name generated by CoglVertexBuffer.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2499
2011-01-10 14:29:25 +00:00
Neil Roberts
dc1f1949d0 Remove the GLES2 wrapper
The GLES2 wrapper is no longer needed because the shader generation is
done within the GLSL fragend and vertend and any functions that are
different for GLES2 are now guarded by #ifdefs.
2010-12-13 17:29:14 +00:00
Neil Roberts
e38e9e0355 cogl-vertex-attribute: Use glVertexAttribPointer on GLES2
When the GLES2 wrapper is removed we can't use the fixed function API
such as glColorPointer to set the builtin attributes. Instead the GLSL
progend now maintains a cache of attribute locations that are queried
with glGetAttribLocation. The code that previously maintained a cache
of the enabled texture coord arrays has been modified to also cache
the enabled vertex attributes under GLES2. The vertex attribute API is
now the only place that is using this cache so it has been moved into
cogl-vertex-attribute.c
2010-12-13 17:28:29 +00:00
Neil Roberts
f8449582c8 Revert "cogl: Remove the generated array size for cogl_tex_coord_in"
This reverts commit 4cfe90bde2.

GLSL 1.00 on GLES doesn't support unsized arrays so the whole idea
can't work.

Conflicts:

	clutter/cogl/cogl/cogl-pipeline-glsl.c
2010-12-03 15:27:17 +00:00
Neil Roberts
6607306a2d cogl: Remove the generated array size for cogl_tex_coord_in
Under GLES2 we were defining the cogl_tex_coord_in varying as an array
with a size determined by the number of texture coordinate arrays
enabled whenever the program is used. This meant that we may have to
regenerate the shader with a different size if the shader is used with
more texture coord arrays later. However in OpenGL the equivalent
builtin varying gl_TexCoord is simply defined as:

varying vec4 gl_TexCoord[]; /* <-- no size */

GLSL is documented that if you declare an array with no size then you
can only access it with a constant index and the size of the array
will be determined by the highest index used. If you want to access it
with a non-constant expression you need to redeclare the array
yourself with a size.

We can replicate the same behaviour in our Cogl shaders by instead
declaring the cogl_tex_coord_in with no size. That way we don't have
to pass around the number of tex coord attributes enabled when we
flush a material. It also means that CoglShader can go back to
directly uploading the source string to GL when cogl_shader_source is
called so that we don't have to keep a copy of it around.

If the user wants to access cogl_tex_coord_in with a non-constant
index then they can simply redeclare the array themself. Hopefully
developers will expect to have to do this if they are accustomed to
the gl_TexCoord array.
2010-12-02 12:27:29 +00:00
Robert Bragg
460e4b90d3 debug: Adds a COGL_DEBUG=wireframe option
This adds a COGL_DEBUG=wireframe option to visualize the underlying
geometry of the primitives being drawn via Cogl. This works for triangle
list, triangle fan, triangle strip and quad (internal only) primitives.
It also works for indexed vertex arrays.
2010-11-19 13:27:30 +00:00
Robert Bragg
60daaff724 indices: Makes cogl_indices_get_array public
This makes the previously internal only _cogl_indices_get_array API
public as cogl_indices_get_array (Though marked as experimental)
2010-11-19 13:27:30 +00:00
Robert Bragg
353ea5299b cogl-shader: Prepend boilerplate for portable shaders
We now prepend a set of defines to any given GLSL shader so that we can
define builtin uniforms/attributes within the "cogl" namespace that we
can use to provide compatibility across a range of the earlier versions
of GLSL.

This updates test-cogl-shader-glsl.c and test-shader.c so they no longer
needs to special case GLES vs GL when splicing together its shaders as
well as the blur, colorize and desaturate effects.

To get a feel for the new, portable uniform/attribute names here are the
defines for OpenGL vertex shaders:

 #define cogl_position_in gl_Vertex
 #define cogl_color_in gl_Color
 #define cogl_tex_coord_in  gl_MultiTexCoord0
 #define cogl_tex_coord0_in gl_MultiTexCoord0
 #define cogl_tex_coord1_in gl_MultiTexCoord1
 #define cogl_tex_coord2_in gl_MultiTexCoord2
 #define cogl_tex_coord3_in gl_MultiTexCoord3
 #define cogl_tex_coord4_in gl_MultiTexCoord4
 #define cogl_tex_coord5_in gl_MultiTexCoord5
 #define cogl_tex_coord6_in gl_MultiTexCoord6
 #define cogl_tex_coord7_in gl_MultiTexCoord7
 #define cogl_normal_in gl_Normal

 #define cogl_position_out gl_Position
 #define cogl_point_size_out gl_PointSize
 #define cogl_color_out gl_FrontColor
 #define cogl_tex_coord_out gl_TexCoord

 #define cogl_modelview_matrix gl_ModelViewMatrix
 #define cogl_modelview_projection_matrix gl_ModelViewProjectionMatrix
 #define cogl_projection_matrix gl_ProjectionMatrix
 #define cogl_texture_matrix gl_TextureMatrix

And for fragment shaders we have:

 #define cogl_color_in gl_Color
 #define cogl_tex_coord_in gl_TexCoord

 #define cogl_color_out gl_FragColor
 #define cogl_depth_out gl_FragDepth

 #define cogl_front_facing gl_FrontFacing
2010-11-10 14:24:52 +00:00
Emmanuele Bassi
d2ddd9c945 Remove a compiler warning 2010-11-06 18:12:41 +00:00
Neil Roberts
af5ddb0b13 cogl: Don't flush the framebuffer state for the internal draw
CoglVertexAttribute has an internal draw function that is used by the
CoglJournal to avoid the call to cogl_journal_flush which would
otherwise end up recursively flushing the journal forever. The
enable_gl_state function called by this was previously also calling
_cogl_flush_framebuffer_state. However the journal code tries to
handle this function specially by calling it with a flag to disable
flushing the modelview matrix. This is useful because the journal
handles flushing the modelview itself. Without this patch the journal
state ends up getting flushed twice. This isn't a particularly big
problem currently because the matrix stack has caching to recognise
when it would push the same state twice and bails out. However if we
later want to use the framebuffer flush flags to override a particular
state of the framebuffer (such as the clip state) then we need to make
sure the flush isn't called twice.
2010-11-04 18:08:27 +00:00
Robert Bragg
f80cb197a9 cogl: rename CoglMaterial -> CoglPipeline
This applies an API naming change that's been deliberated over for a
while now which is to rename CoglMaterial to CoglPipeline.

For now the new pipeline API is marked as experimental and public
headers continue to talk about materials not pipelines. The CoglMaterial
API is now maintained in terms of the cogl_pipeline API internally.
Currently this API is targeting Cogl 2.0 so we will have time to
integrate it properly with other upcoming Cogl 2.0 work.

The basic reasons for the rename are:
- That the term "material" implies to many people that they are
  constrained to fragment processing; perhaps as some kind of high-level
  texture abstraction.
    - In Clutter they get exposed by ClutterTexture actors which may be
      re-inforcing this misconception.
- When comparing how other frameworks use the term material, a material
  sometimes describes a multi-pass fragment processing technique which
  isn't the case in Cogl.
- In code, "CoglPipeline" will hopefully be a much more self documenting
  summary of what these objects represent; a full GPU pipeline
  configuration including, for example, vertex processing, fragment
  processing and blending.
- When considering the API documentation story, at some point we need a
  document introducing developers to how the "GPU pipeline" works so it
  should become intuitive that CoglPipeline maps back to that
  description of the GPU pipeline.
- This is consistent in terminology and concept to OpenGL 4's new
  pipeline object which is a container for program objects.

Note: The cogl-material.[ch] files have been renamed to
cogl-material-compat.[ch] because otherwise git doesn't seem to treat
the change as a moving the old cogl-material.c->cogl-pipeline.c and so
we loose all our git-blame history.
2010-11-03 18:09:23 +00:00
Robert Bragg
070d90937b cogl: Adds experimental CoglVertexAttribute API
A CoglVertexAttribute defines a single attribute contained in a
CoglVertexArray. I.e. a CoglVertexArray is simply a buffer of N bytes
intended for containing a collection of attributes (position, color,
normals etc) and a CoglVertexAttribute defines one such attribute by
specifying its start offset in the array, its type, the number of
components and the stride etc.
2010-11-03 18:04:26 +00:00