Needed for _cogl_texture_get_type so that C4013 warnings/implicit
declaration of ... warnings can be avoided.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This exposes cogl_pipeline_get_layer_{min,max}_filter functions so that
applications can query back the filters set using
cogl_pipeline_set_layer_filters().
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This adds a public function to replace the texture for a layer with
the default white texture. It is equivalent to calling
cogl_pipeline_set_layer_texture with NULL for the texture object
except that it also lets you choose a type for the texture. The idea
is that applications using a base pipeline to make multiple copies
that can share the generated shaders can use this function to make the
layer come into existence with the right texture type. Previously the
idiom would be to create a 1x1 dummy texture of the right type but
this ends up creating lots of redundant little textures.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
When comparing the texture data for a pipeline layer it tries to get
the GL texture handle out of the texture object. However it's valid
for a layer to have a NULL texture object but in that case the code
would just crash. This patch fixes it to compare the texture types
when the texture object is NULL.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
Instead of storing the GLenum for the target of the last used texture
for a layer it now stores the CoglTextureType instead. The state name
has been renamed to 'texture type' instead of 'texture target'.
Previously the default pipeline layer would store 0 here to represent
that there is no texture. This has been changed to store
COGL_TEXTURE_TYPE_2D instead which means that all pipeline layers
always have a valid value for the texture type. Any places that were
previously fetching the texture from a layer to determine the target
(for example when generating shaders or when enabling a particular
texture target) now use the texture type instead. This means they will
work even for layers that don't have a texture.
This also changes it so that when binding a fallback texture instead
of always using a 2D texture it will now use the default texture
corresponding to the texture type of the layer. That way when the
generated shader tries to do a texture lookup for that type of texture
it will get a valid texture object. To make this work the patch adds a
default texture for 3D textures to the context and also makes the
default rectangle texture actually be a rectangle texture instead of
using a 2D texture.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
There was no other way to get a pointer to the texture attached to a
pipeline layer apart from the using the CoglMaterial API but I think
this was just an oversight so we should add this in. It is already
maked in the sections file for the gtk-doc.
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>
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>
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>
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>
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>
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>
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>
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>