Commit Graph

102 Commits

Author SHA1 Message Date
Robert Bragg
cc4aa97579 Handle all formats in _cogl_texture_driver_pixel_format_to_gl
The _cogl_texture_driver_pixel_format_to_gl functions for OpenGL and
OpenGLES convert CoglPixelFormats into corresponding gl enums that can
be used to upload texture data. Previously we were only handling a few
specific formats but this patch updates the functions to handle all the
formats we know about. The functions now also switch() on the format so
that we will get build time warnings if we forget to handle new formats
in these functions.

Reviewed-by: Neil Roberts <neil@linux.intel.com>
2012-02-20 23:12:45 +00:00
Robert Bragg
fbec2a5ad7 moves and renames _cogl_get_format_bpp
This moves _cogl_get_format_bpp from cogl-bitmap.c to cogl.c and renames
it to _cogl_pixel_format_get_bytes_per_pixel. This makes it clearer that
it doesn't return bits per pixel and makes the naming consistent with
other cogl api. The prototype has been moved to cogl-private.h since it
seems we should be aiming to get rid of cogl-internal.h at some point.

The patch also adds a simple gtk-doc comment since we might want to make
this api public.

Reviewed-by: Neil Roberts <neil@linux.intel.com>
2012-02-20 23:12:44 +00:00
Robert Bragg
1a30f4fb15 Adds support for a mirrored repeat wrap mode
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>
2011-11-01 12:03:02 +00:00
Robert Bragg
426c8b8f41 features: Support more than 32 features!
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>
2011-11-01 12:03:01 +00:00
Robert Bragg
c86f698eb9 make COGL_FEATURE_VBOS a private feature
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>
2011-11-01 12:03:01 +00:00
Robert Bragg
d045bea70e make COGL_FEATURE_FOUR_CLIP_PLANES a private feature
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>
2011-11-01 12:03:00 +00:00
Robert Bragg
abbd28f484 make COGL_FEATURE_OFFSCREEN_BLIT a private feature
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>
2011-11-01 12:03:00 +00:00
Robert Bragg
b566170836 make COGL_FEATURE_STENCIL_BUFFER private
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>
2011-11-01 12:03:00 +00:00
Neil Roberts
d259a87602 Don't use the 'NULL' GModule to resolve GL symbols
Previously, _cogl_get_proc_address had a fallback to resolve the
symbol using g_module_open(NULL) to get the symbol from anywhere in
the address space. The EGL backend ends up using this on some drivers
because eglGetProcAddress isn't meant to return a pointer for core
functions. This causes problems if something in the process is linking
against a different GL library, for example Cairo may be linking
against libGL itself. In this case it may end up resolving symbols
from the GL library even if GLES is being used.

This patch removes the fallback. The EGL version now has its own
fallback instead which passes the existing libgl_module from the
renderer to g_module_symbol so that it should only get symbols from
that library or its dependency chain. The GLX and WGL winsys only call
glXGetProcAddress and wglGetProcAddress. The stub winsys does however
continue using the global symbol lookup.

The internal _cogl_get_proc_address function has been renamed to
_cogl_renderer_get_proc_address because it needs a connected renderer
to work so it could be considered to be a renderer method. The pointer
to the renderer is passed down to the winsys backends so that it can
use the data attached to the renderer to get the module pointers.

https://bugzilla.gnome.org/show_bug.cgi?id=655412

Reviewed-by: Robert Bragg <robert@linux.intel.com>
2011-07-27 16:10:02 +01:00
Robert Bragg
eb578e4e0c gles: Or in private features into ctx->private_feature_flags
When we moved all the GL function pointers to be part of CoglContext in
commit dae02a99a5 we made a mistake and started to OR in the private
COGL_PRIVATE_FEATURE_TEXTURE_2D_FROM_EGL_IMAGE feature flag into the non
private flags which would mean cogl would think the GL_OES_EGL_image
extension wasn't supported.

Reviewed-by: Neil Roberts <neil@linux.intel.com>
2011-07-19 14:40:29 +01:00
Neil Roberts
231be91fb0 Combine _cogl_context_check_gl_version and update_features into one
The _cogl_context_check_gl_version function is meant to be called once
Cogl has a GL context so that it can check whether the context found
is supported by Cogl. However, only the stub winsys was calling this
and it was doing it before Cogl had a chance to retrieve the function
pointer for glString so it would just crash. This patch combines the
two functions into one so that _cogl_context_update_features returns a
gboolean and a GError. Then it can just check the context itself.

https://bugzilla.gnome.org/show_bug.cgi?id=654440

Reviewed-by: Robert Bragg <robert@linux.intel.com>
2011-07-18 15:41:35 +01:00
Neil Roberts
b2e735ff7f Dynamically load the GL or GLES library
The GL or GLES library is now dynamically loaded by the CoglRenderer
so that it can choose between GL, GLES1 and GLES2 at runtime. The
library is loaded by the renderer because it needs to be done before
calling eglInitialize. There is a new environment variable called
COGL_DRIVER to choose between gl, gles1 or gles2.

The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have
been changed so that they don't assume the ifdefs are mutually
exclusive. They haven't been removed entirely so that it's possible to
compile the GLES backends without the the enums from the GL headers.

When using GLX the winsys additionally dynamically loads libGL because
that also contains the GLX API. It can't be linked in directly because
that would probably conflict with the GLES API if the EGL is
selected. When compiling with EGL support the library links directly
to libEGL because it doesn't contain any GL API so it shouldn't have
any conflicts.

When building for WGL or OSX Cogl still directly links against the GL
API so there is a #define in config.h so that Cogl won't try to dlopen
the library.

Cogl-pango previously had a #ifdef to detect when the GL backend is
used so that it can sneakily pass GL_QUADS to
cogl_vertex_buffer_draw. This is now changed so that it queries the
CoglContext for the backend. However to get this to work Cogl now
needs to export the _cogl_context_get_default symbol and cogl-pango
needs some extra -I flags to so that it can include
cogl-context-private.h
2011-07-11 12:57:38 +01:00
Neil Roberts
5f181973a6 Move the cogl texture driver functions to a vtable
The texture driver functions are now accessed through a vtable pointed
to by a struct in the CoglContext so that eventually it will be
possible to compile both the GL and GLES texture drivers into a single
binary and then select between them at runtime.
2011-07-08 15:35:51 +01:00
Neil Roberts
59f746d281 cogl-context: Remove the driver private data
Since the GL function pointers have move to the root of CoglContext,
the driver specific data for GLES became empty and the GL data had
only one varible which apparently nothing was using. It's therefore
convenient to remove the private driver data to make it easier to have
a build of Cogl which enables both GL and GLES support. If we ever
need driver private data later we might want to use
cogl_object_set_user_data instead.
2011-07-08 15:35:50 +01:00
Neil Roberts
2b119b07da Use all core GL functions through indirect pointers
cogl-ext-functions.h now contains definitions for all of the core GL
and GLES functions that we would normally link to directly. All of the
code has changed to access them through the cogl context pointer. The
GE macro now takes an extra parameter to specify the context because
the macro itself needs to make GL calls but various points in the Cogl
source use different names for the context variable.
2011-07-08 15:35:46 +01:00
Neil Roberts
dae02a99a5 Move all of the GL function pointers directly to CoglContext
Instead of storing all of the feature function pointers in the driver
specific data of the CoglContext they are now all stored directly in
CoglContext. There is a single header containing the description of
the functions which gets included by cogl-context.h. There is a single
function in cogl-feature-private.c to check for all of these
functions.

The name of the function pointer variables have been changed from
ctx->drv.pf_glWhatever to just ctx->glWhatever.

The feature flags that get set when an extension is available are now
separated from the table of extensions. This is necessary because
different extensions can mean different things on GLES and GL. For
example, having access to glMapBuffer implies read and write support
on GL but only write support on GLES. The flags are instead set in the
driver specific init function by checking whether the function
pointers were successfully resolved.

_cogl_feature_check has been changed to assume the feature is
supported if any of the listed extensions are available instead of
requiring all of them. This makes it more convenient to specify
alternate names for the extension. Nothing else had previously listed
more than one name for an extension so this shouldn't cause any
problems.
2011-07-07 02:05:42 +01:00
Neil Roberts
a517242087 gles: Fix the name of the GLeglImageOES type
The function declarations for the GL_OES_EGL_image extension were
using the wrong name for the GLeglImageOES type so it was getting
build errors when compiling for GLES.
2011-07-01 14:30:59 +01:00
Robert Bragg
60b25615fd Add _cogl_egl_texture_2d_new_from_image API
This adds an internal texture_2d constructor that can wrap an EGLImage
as a CoglTexture2D. The plan is to utilize this for texture-from-pixmap
support with EGL as well as creating textures from wayland buffers.
2011-06-01 20:44:42 +01:00
Robert Bragg
be15bf75e4 Add internal _cogl_get_proc_address
This adds an internal _cogl_get_proc_address that doesn't need a
CoglContext. This will enable us to check driver features earlier.
2011-06-01 20:44:41 +01:00
Robert Bragg
07c0b9f89f Add CoglDepthState API
Instead of simply extending the cogl_pipeline_ namespace to add api for
controlling the depth testing state we now break the api out. This adds
a CoglDepthState type that can be stack allocated. The members of the
structure are private but we have the following API to setup the state:

    cogl_depth_state_init
    cogl_depth_state_set_test_enabled
    cogl_depth_state_get_test_enabled
    cogl_depth_state_set_test_function
    cogl_depth_state_get_test_function
    cogl_depth_state_set_writing_enabled
    cogl_depth_state_get_writing_enabled
    cogl_depth_state_set_range
    cogl_depth_state_get_range

This removes the following experimental API which is now superseded:

    cogl_material_set_depth_test_enabled
    cogl_material_get_depth_test_enabled
    cogl_material_set_depth_test_function
    cogl_material_get_depth_test_function
    cogl_material_set_depth_writing_enabled
    cogl_material_get_depth_writing_enabled
    cogl_material_set_depth_range
    cogl_material_get_depth_range

Once a CoglDepthState structure is setup it can be set on a pipeline
using cogl_pipeline_set_depth_state().
2011-05-16 18:36:44 +01:00
James Athey
d0739ca0ba GL_IMG_TEXTURE_NPOT extension enables TEXTURE_NPOT features on GLES
Older drivers for PowerVR SGX hardware have the vendor-specific
GL_IMG_TEXTURE_NPOT extension instead of the
functionally-equivalent GL_OES_TEXTURE_NPOT extension.
2011-04-13 14:34:31 +01:00
Robert Bragg
d40cdfa3e1 Moves all GLX code down from Clutter to Cogl
This migrates all the GLX window system code down from the Clutter
backend code into a Cogl winsys. Moving OpenGL window system binding
code down from Clutter into Cogl is the biggest blocker to having Cogl
become a standalone 3D graphics library, so this is an important step in
that direction.
2011-04-11 17:54:36 +01:00
Robert Bragg
c415818537 cogl: consolidate _create_context_driver + _features_init
This moves the functionality of _cogl_create_context_driver from
driver/{gl,gles}/cogl-context-driver-{gl,gles}.c into
driver/{gl,gles}/cogl-{gl,gles}.c as a static function called
initialize_context_driver.

cogl-context-driver-{gl,gles}.[ch] have now been removed.
2011-04-11 15:26:25 +01:00
Robert Bragg
fdbc741770 cogl: rename cogl-context.h cogl-context-private.h
Since we plan to add public cogl_context_* API we need to rename the
current cogl-context.h which contains private member details.
2011-04-11 15:18:12 +01:00
Neil Roberts
392cfb493a cogl-gles: Check for the GL_ANGLE_framebuffer_blit extension
This extension is the GLES equivalent of the GL_EXT_framebuffer_blit
extension except that it has some extra restrictions. We need to check
for some extension that provides glBlitFramebuffer so that we can
unconditionally use ctx->drv.pf_glBlitFramebuffer in both GL and GLES
code. Even with the restrictions, the extension provides enough
features for what Cogl needs.
2011-02-15 12:10:54 +00:00
Neil Roberts
4f08e3cf6e cogl-buffer: Support mapping buffers for write on GLES
GLES has an extension called GL_OES_mapbuffer to support mapping
buffer objects but only for writing. Cogl now has two new feature
flags to advertise whether mapping for reading and writing is
supported. Under OpenGL, these features are always set if the VBO
extension is advertised and under GLES only the write flag is set if
the GL_OES_mapbuffer extension is advertised.
2011-01-13 16:36:45 +00:00
Neil Roberts
36b996672c cogl: Enable the VBOs feature for GLES2
The GLES2 wrapper code has been removed so there are no longer any
problems with enabling VBOs.
2011-01-13 16:36:45 +00:00
Neil Roberts
0f43e01cbc cogl-texture-driver-gles: Don't copy the bitmap if alignment matches
When uploading data for GLES we need to deal with cases where the
rowstride is too large to be described only by GL_UNPACK_ALIGNMENT
because there is no GL_UNPACK_ROW_LENGTH. Previously for the
sub-region uploading code it would always copy the bitmap and for the
code to upload the whole image it would copy the bitmap unless the
rowstride == bpp*width. Neither paths took into account that we don't
need to copy if the rowstride is just an alignment of bpp*width. This
moves the bitmap copying code to a separate function that is used by
both upload methods. It only copies the bitmap if the rowstride is not
just an alignment of bpp*width.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2491
2011-01-10 16:55:00 +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
a05c701e6b cogl: upload matrices with uniforms on GLES2
Once the GLES2 wrapper is removed we won't be able to upload the
matrices with the fixed function API any more. The fixed function API
gives a global state for setting the matrix but if a custom shader
uniform is used for the matrices then the state is per
program. _cogl_matrix_stack_flush_to_gl is called in a few places and
it is assumed the current pipeline doesn't need to be flushed before
it is called. To allow these semantics to continue to work, on GLES2
the matrix flush now just stores a reference to the matrix stack in
the CoglContext. A pre_paint virtual is added to the progend which is
called whenever a pipeline is flushed, even if the same pipeline was
flushed already. This gives the GLSL progend a chance to upload the
matrices to the uniforms. The combined modelview/projection matrix is
only calculated if it is used. The generated programs end up never
using the modelview or projection matrix so it usually only has to
upload the combined matrix. When a matrix stack is flushed a reference
is taked to it by the pipeline progend and the age is stored so that
if the same state is used with the same program again then we don't
need to reupload the uniform.
2010-12-13 17:29:13 +00:00
Neil Roberts
fa13f6c107 cogl: Add a vertend to generate GLSL
The GLSL vertend is mostly only useful for GLES2. The fixed function
vertend is kept at higher priority than the GLSL vertend so it is
unlikely to be used in any other circumstances.
2010-12-13 17:28:28 +00:00
Neil Roberts
6b7139b008 cogl-pipeline: Move texture enabling/disabling to fixed fragend
Previously enabling and disabling textures was done whatever the
backend in cogl-pipeline-opengl. However enabling and disabling
texture targets only has any meaning if no fragment shaders are being
used so this patch moves the code to cogl-pipeline-fragend-fixed.

The GLES2 wrapper has also been changed to ignore enabledness when
deciding whether to update texture coordinate attribute pointers.
2010-12-13 17:22:57 +00:00
Neil Roberts
7474d320f6 cogl-context: Get rid of the features_cached member
The features_cached member of CoglContext is intended to mark when
we've calculated the features so that we know if they are ready in
cogl_get_features. However we always intialize the features while
creating the context so features_cached will never be FALSE so it's
not useful. We also had the odd behaviour that the COGL_DEBUG feature
overrides were only applied in the first call to
cogl_get_features. However there are other functions that use the
feature flags such as cogl_features_available that don't use this
function so in some cases the feature flags will be interpreted before
the overrides are applied. This patch makes it always initialize the
features and apply the overrides immediately while creating the
context. This fixes a problem with COGL_DEBUG=disable-arbfp where the
first material flushed is done before any call to cogl_get_features so
it may still use ARBfp.
2010-11-24 18:39:07 +00:00
Neil Roberts
c50cb72748 Remove the fragment shader generation from the GLES2 wrapper
The GLES2 wrapper no longer needs to generate any fragment shader
state because the GLSL pipeline backend will always give the wrapper a
custom fragment shader. This simplifies a lot of the state comparison
done by the wrapper. The fog generation is also removed even though
it's actually part of the vertex shader because only the fixed
function pipeline backend actually calls the fog functions so it would
be disabled when using any of the other backends anyway. We can fix
this when the two shader backends also start generating vertex
shaders.
2010-11-24 18:06:44 +00:00
Neil Roberts
38929d55c9 cogl-texture-driver-gles: Fix image height for uploading 3D textures
When uploading a 3D texture with an awkward rowstride, on GLES Cogl
will copy the images to an intermediate buffer to pass to GL. However
it was using the wrong height when copying the data so it would end up
overflowing the buffer and crashing.
2010-11-23 14:12:17 +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
Neil Roberts
2a7e7fb6d3 cogl-gles2-wrapper: Fix a reference to the old name for CoglPipeline
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.
2010-11-04 14:56:44 +00:00
Robert Bragg
61bb91a2e7 gles2: disable vbos until while we rework backend
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.
2010-11-03 18:09:23 +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
Neil Roberts
63206a208b Merge cogl-program-{gl,gles}.c into one cogl-program.c
This merges the two implementations of CoglProgram for the GLES2 and
GL backends into one. The implementation is more like the GLES2
version which would track the uniform values and delay sending them to
GL. CoglProgram is now effectively just a GList of CoglShaders along
with an array of stored uniform values. CoglProgram never actually
creates a GL program, instead this is left up to the GLSL material
backend. This is necessary on GLES2 where we may need to relink the
user's program with different generated shaders depending on the other
emulated fixed function state. It will also be necessary in the future
GLSL backends for regular OpenGL. The GLSL and ARBfp material backends
are now the ones that create and link the GL program from the list of
shaders. The linked program is attached to the private material state
so that it can be reused if the CoglProgram is used again with the
same material. This does mean the program will get relinked if the
shader is used with multiple materials. This will be particularly bad
if the legacy cogl_program_use function is used because that
effectively always makes one-shot materials. This problem will
hopefully be alleviated if we make a hash table with a cache of
generated programs. The cogl program would then need to become part of
the hash lookup.

Each CoglProgram now has an age counter which is incremented every
time a shader is added. This is used by the material backends to
detect when we need to create a new GL program for the user program.

The internal _cogl_use_program function now takes a GL program handle
rather than a CoglProgram. It no longer needs any special differences
for GLES2. The GLES2 wrapper function now also uses this function to
bind its generated shaders.

The ARBfp shaders no longer store a copy of the program source but
instead just directly create a program object when cogl_shader_source
is called. This avoids having to reupload the source if the same
shader is used in multiple materials.

There are currently a few gross hacks to get the GLES2 backend to work
with this. The problem is that the GLSL material backend is now
generating a complete GL program but the GLES2 wrapper still needs to
add its fixed function emulation shaders if the program doesn't
provide either a vertex or fragment shader. There is a new function in
the GLES2 wrapper called _cogl_gles2_use_program which replaces the
previous cogl_program_use implementation. It extracts the GL shaders
from the GL program object and creates a new GL program containing all
of the shaders plus its fixed function emulation. This new program is
returned to the GLSL material backend so that it can still flush the
custom uniforms using it. The user_program is attached to the GLES2
settings struct as before but its stored using a GL program handle
rather than a CoglProgram pointer. This hack will go away once the
GLSL material backend replaces the GLES2 wrapper by generating the
code itself.

Under Mesa this currently generates some GL errors when glClear is
called in test-cogl-shader-glsl. I think this is due to a bug in Mesa
however. When the user program on the material is changed the GLSL
backend gets notified and deletes the GL program that it linked from
the user shaders. The program will still be bound in GL
however. Leaving a deleted shader bound exposes a bug in Mesa's
glClear implementation. More details are here:

https://bugs.freedesktop.org/show_bug.cgi?id=31194
2010-10-28 19:51:42 +01:00
Damien Lespiau
c6977cdb13 build: Fix EGL/CEX100 build with GLES2
Some headers files have been renamed or removed and the gles(2) did not
compile anymore, fix that.
2010-10-18 16:08:47 +01:00
Emmanuele Bassi
eb179d4b67 build: Start moving to a non-recursive layout
*** WARNING: THIS COMMIT CHANGES THE BUILD ***

Do not recurse into the backend directories to build private, internal
libraries.

We only recurse from clutter/ into the cogl sub-directory; from there,
we don't recurse any further. All the backend-specific code in Cogl and
Clutter is compiled conditionally depending on the macros defined by the
configure script.

We still recurse from the top-level directory into doc, clutter and
tests, because gtk-doc and tests do not deal nicely with non-recursive
layouts.

This change makes Clutter compile slightly faster, and cleans up the
build system, especially when dealing with introspection data.

Ideally, we also want to make Cogl part of the top-level build, so that
we can finally drop the sed trick to change the shared library from the
GIR before compiling it.

Currently disabled:

  ‣ OSX backend
  ‣ Fruity backend

Currently enabled but untested:

  ‣ EGL backend
  ‣ Windows backend
2010-09-29 14:40:15 +01:00
Robert Bragg
8d80a88e14 cogl-program: Adds use_uniform_xyz methods
Instead of exposing an API that provides an OpenGL state machine style
where you first have to bind the program to the context using
cogl_program_use() followed by updating uniforms using
cogl_program_uniform_xyz we now have uniform setter methods that take an
explicit CoglHandle for the program.

This deprecates cogl_program_use and all the cogl_program_uniform
variants and provides the following replacements:
    cogl_program_set_uniform_1i
    cogl_program_set_uniform_1f
    cogl_program_set_uniform_int
    cogl_program_set_uniform_float
    cogl_program_set_uniform_matrix
2010-08-12 16:50:46 +01:00
Robert Bragg
65196a4a9b cogl: Allow setting ARBfp source on a CoglShader
This makes CoglProgram/Shader automatically detect when the user has
given an ARBfp program by checking for "!!ARBfp1.0" at the beginning of
the user's source.

ARBfp local parameters can be set with cogl_program_uniform_float
assuming you pass a @size of 4 (all ARBfp program.local parameters
are vectors of 4 floats).

This doesn't expose ARBfp environment parameters or double precision
local parameters.
2010-08-09 17:27:02 +01:00
Robert Bragg
99ae7b15f5 cogl-program: gles2: bind programs lazily as for GL
This makes the gles2 cogl_program_use consistent with the GL version by
not binding the program immediately and instead leaving it to
cogl-material.c to bind the program when actually drawing something.
2010-08-03 15:00:07 +01:00
Robert Bragg
650df3f2eb gles2: Have CoglProgram track uniforms per program
Previously custom uniforms were tracked in _CoglGles2Wrapper but as part
of a process to consolidate the gl/gles2 shader code it seems to make
sense for this state to be tracked in the CoglProgram object instead.

http://bugzilla.o-hand.com/show_bug.cgi?id=2179
2010-08-03 15:00:04 +01:00
Robert Bragg
7705469d2b cogl-shader: unifies the driver/{gl,gles} shader files
The per driver implementations of cogl-shader.c had become almost
identical we now have a single cogl/cogl-shader.c instead.
2010-08-03 12:41:37 +01:00
Robert Bragg
6e176f94fa cogl-shader: Store the CoglShaderType in CoglShader
Instead of having to query GL and translate the GL enum into a
CoglShaderType each time cogl_shader_get_type is called we now keep
track of the type in CoglShader.
2010-08-03 12:41:34 +01:00
Neil Roberts
a2c2797105 gles/cogl-shader.c: Store the shader type in CoglShader
Nothing was storing the shader type when a shader was created so it
would get confused about whether it was a custom vertex or fragment
shader.

Also the 'type' member of CoglShader was a GLenum but the only place
that read it was treating it as if it was CoglShaderType. This changes
it be CoglShaderType.
2010-07-22 22:22:23 +01:00
Neil Roberts
023510636c Plug the leaking CoglProgram and CoglShader
_cogl_program_free and _cogl_shader_free never freed the struct their
structs so it would end up leaking a little bit.
2010-07-22 21:51:43 +01:00