By defining COGL_ENABLE_EXPERIMENTAL_2_0_API in config.h we can ensure
that all internal clutter and cogl code can use the Cogl 2.0 API and by
not using AM_CPPFLAGS we avoid having other tools such as glib-mkenums
and the gir-scanner from inadvertently using the define also.
For now this new define is simply an alias for
COGL_ENABLE_EXPERIMENTAL_API but the intention is that we will also use
it to start experimenting with changes that need to break the existing
Cogl API in incompatible ways.
Since EGA colors are apparently all the rage in other toolkits, Clutter
should not be left out. On top of the usual CGA/EGA palette the static
colors also include the Tango Icon palette, which at least is more
pleasant to the eye.
Static colors are accessed through an enumeration by using
clutter_color_get_static(), or using the short-hand pre-processor
macros.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2066
Move the ACLOCAL_FLAGS hack we have to use with jhbuild and autoreconf
inside the ACLOCAL_AMFLAGS declaration in Makefile.am, and leave
autogen.sh alone.
Since we require a version of gettext that might not match the version
installed we need to hack the order of includes for autoreconf.
This hack should go away, and we should just use the installed copy of
gettext.
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
The profiling support was broken - probably during the restructuring of
the build environment, but I'm too lazy to bisect that.
The fix is trivial, and everything works as it should.
The size of the texture used for test-cogl-npot-texture was only using
1 pixel of waste and the texture was scaled down so it would be quite
likely that the test would still pass if only the top left slice was
rendered. It also didn't test using non-default texture
coordinates. These problems made it fail to pick up bug 2398. The
texture is now using the maximum amount of waste and rendered in four
parts at 1:1 scale.
When converting the virtual coordinates of the underlying texture for
a slice to virtual coordinates for the whole texture it was using the
size and offset of the intersection as the size of the child
texture. This would be incorrect if the texture contains waste or the
texture coordinates are not the default. Instead the sliced foreach
function now passes the CoglSpan to the callback instead of the
intersection.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2398
Previously in the tests/tools directory we build a disable-npots
library which was used as an LD_PRELOAD to trick Cogl in to thinking
there is no NPOT texture extension. This is a little awkward to use so
it seems much simpler to just define a COGL_DEBUG option to disable
npot textures.
Instead of waiting until clutter_actor_paint to check if there are any
handlers connected to the "paint" signal, we now do the check whenever
the paint-volume is requested in _actor_get_paint_volume_mutable().
Previously we checked in clutter_actor_paint(), but at that time we may
already be using a stage clip that could be derived from an invalid
paint-volume. We used to try and handle that by queuing a follow up,
unclipped, redraw but anyway there was an additional problem with the
previous approach because the checking wasn't enough to always catch
invalid volumes involved in culling (considering that containers may
derive their volume from children that haven't yet been painted)
By moving the check to _get_paint_volume time not only do we now
correctly check children in cases where a container derives its volume
from its children's volumes but we no longer need to queue follow up
redraws to cover up artefacts.
Since we now never queue follow up redraws, this in turn means we should
no longer clobber redraws queued with an explicit clip which was
something affecting gnome-shell since it connects a handler to the paint
signal of the stage.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2388
In some micro-benchmarks testing journal throughput the list
manipulation jumps pretty high in the profile. This replaces the GSList
usage with a GArray instead which is effectively a grow only allocation
that means we avoid ongoing allocations while manipulating the stack
mid-scene.
During _cogl_pipeline_needs_blending_enabled we were always checking the
current lighting properties (ambient,diffuse,specular,emission) which
had a notable impact during micro-benchmarks that exercise journal
throughput of simple colored rectangles. This #if 0's the offending code
considering that Cogl doesn't actually support lighting currently and
when it actually does then we will be able to optimize this by avoiding
the checks when lighting is disabled.
When using cogl_set_source_color4ub there is a notable difference
between colors that require blending and those that dont. When trying to
modify the color of pipeline referenced by the journal we don't force a
flush of the journal unless the color change will also change the
blending state. By using two separate pipeline objects for handing
opaque or transparent colors we can avoid ever flushing the journal when
repeatedly using cogl_set_source_color and jumping between opaque and
transparent colors.
This reworks _cogl_texture_quad_multiple_primitives so instead of using
the CoglPipelineWrapModeOverrides mechanism to force the clamp to edge
repeat mode we now derive an override pipeline using cogl_pipeline_copy
instead. This avoids a relatively large, unconditional, memset.
This avoids using the wrap mode overrides mechanism to implement
_cogl_multitexture_quad_single_primitive which requires memsetting a
fairly large array. This updates it to use cogl_pipeline_foreach_layer()
and we now derive an override_material to handle changes to the wrap
modes instead of using the CoglPipelineWrapModeOverrides.
Previously there was a check to avoid filling the path if there are
zero nodes. However the tesselator also won't generate any triangles
if there are less than 3 nodes so we might as well bail out in that
case too. If we don't emit any triangles then we would end up trying
to create an empty VBO. Although I don't think this should necessarily
be a problem, this seems to cause Mesa to segfault in version 7.8.1
when calling glBufferSubData (although not in
master). test-cogl-primitives tries to fill a path with only two
points so it's convenient to be able to avoid the crash in this case.
When adding a new entry to the journal a reference is now taken on the
current clip stack. Modifying the current clip state no longer causes
a journal flush. The journal flushing code now has an extra stage to
compare the clip state of each entry. The comparison can simply be
done by comparing the pointers. Although different clip states will
still end up with multiple draw calls this at leasts allows a scene
comprising of multiple different clips to be upload with one vbo. It
also lays the groundwork to do certain tricks when drawing clipped
rectangles such as modifying the geometry instead of setting a clip
state.
This adds a flag to avoid flushing the clip state when flushing the
framebuffer state. This will be used by the journal to manage its own
clip state flushing.
Flushing the clip state no longer does anything that would cause the
journal to flush. The clip state is only flushed when flushing the
framebuffer state and in all cases this ends up flushing the journal
in one way or another anyway. Avoiding flushing the journal will make
it easier to log the clip state in the journal.
Previously when trying to set up a rectangle clip that can't be
scissored or when using a path clip the code would use cogl_rectangle
as part of the process to fill the stencil buffer. This is now changed
to use a new internal _cogl_rectangle_immediate function which
directly uses the vertex array API to draw a triangle strip without
affecting the journal. This should be just as efficient as the
previous journalled code because these places would end up flushing
the journal immediately before and after submitting the single
rectangle anyway and flushing the journal always creates a new vbo so
it would effectively do the same thing.
Similarly there is also a new internal _cogl_clear function that does
not flush the journal.
Previously we tracked whether the clip stack needs flushing as part of
the CoglClipState which is part of the CoglFramebuffer state. This is
a bit odd because most of the clipping state (such as the clip planes
and the scissor) are part of the GL context's state rather than the
framebuffer. We were marking the clip state on the framebuffer dirty
every time we change the framebuffer anyway so it seems to make more
sense to have the dirtiness be part of the global context.
Instead of a just a single boolean to record whether the state needs
flushing, the CoglContext now holds a reference to the clip stack that
was flushed. That way we can flush arbitrary stack states and if it
happens to be the same as the state already flushed then Cogl will do
nothing. This will be useful if we log the clip stack in the journal
because then we will need to flush unrelated clip stack states for
each batch.
Instead of having a separate CoglHandle for CoglClipStack the code is
now expected to directly hold a pointer to the top entry on the
stack. The empty stack is then the NULL pointer. This saves an
allocation when we want to copy the stack because we can just take a
reference on a stack entry. The idea is that this will make it
possible to store the clip stack in the journal without any extra
allocations.
The _cogl_get_clip_stack and set functions now take a CoglClipStack
pointer instead of a handle so it would no longer make sense to make
them public. However I think the only reason we would have wanted that
in the first place would be to save the clip state between switching
FBOs and that is no longer necessary.
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.
Unless the CoglBuffer is being used for texture data then it's
relatively unlikely that the data will contain an array of bytes. For
example if it's used as a vertex array then it's more likely to be
floats or some vertex struct. In that case it's much more convenient
if set_data and map use void* pointers so that we can avoid a cast.
The convenience constructors for the builtin vertex structs were
creating the primitive and then immediately destroying it and
returning the pointer. I think the intention was to unref the
attributes instead. This adds an internal wrapper around the
new_with_attributes_array constructor which unrefs the attributes
instead of the primitive. The convenience constructors now use that.
The GLES2 wrapper was referring to COGL_MATERIAL_PROGRAM_TYPE_GLSL but
this has since been renamed to COGL_PIPELINE_PROGRAM_TYPE_GLSL so the
GLES2 backend wouldn't compile.
The gles2 wrapper functions don't understand about the CoglBuffer API so
they don't support attributes stored in a CoglVertexArray. Instead of
teaching the backend about buffers we are going to wait until we have
overhauled the GLES 2 backend. We are currently making progress
consolidating the GLES 2 backend with a new GLSL backend for
CoglMaterial. This will hugely simplify the GLES 2 support and share
code with the OpenGL backend. In the end it's hoped that this problem
will simply go away so it doesn't make much sense to solve it with the
current design.
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.
Instead of using the CoglHandle type for material variables this updates
the pango code to use CoglMaterial * instead. CoglHandle is the old
typename which is being phased out of the API.