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>
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>
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>
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>
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>
This adds a new function, cogl_framebuffer_get_color_format() to be able
to query the common pixel format for any color buffers attached to a
given CoglFramebuffer. For example an offscreen framebuffer created
using cogl_offscreen_new_to_texture() would have a format matching the
texture.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Cogl aims to consistently put the origin of 2D objects at the top-left
instead of the bottom left as OpenGL does, but there was an oversight
and the experimental cogl_framebuffer_swap_region API was accepting
coordinates relative to the bottom left. Cogl will now flip the user's
given rectangles to be relative to the bottom of the framebufffer before
sending them to APIs like glXCopySubBuffer and glBlitFramebuffer.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
If the user doesn't explicitly allocate a CoglFramebuffer then Cogl
should automatically allocate the framebuffer when the user starts to
draw to the framebuffer. So this way calling cogl_framebuffer_allocate
is only required if you are explicitly interested in checking for and
gracefully handling failures to allocate a framebuffer. If automatic
allocation fails then application behaviour becomes undefined.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This makes cogl_framebuffer_clear and cogl_framebuffer_clear4f public as
experimental API. Since these functions take explicit framebuffer
pointers you don't need to push/pop a framebuffer just to clear it. Also
these functions are implicitly tied to a specific CoglContext via the
framebuffer pointer unlike cogl_clear.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Some of the functions we were calling in cogl_framebuffer_clear[4f] were
referring to the current framebuffer, which would result in a crash
if nothing had been pushed before trying to explicitly clear a given
framebuffer.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
There is no need to call _cogl_framebuffer_init_bits for the draw and
read buffers each time we flush the framebuffer state since we will
always re-sync with gl if necessary when the
cogl_framebuffer_get_red/green/blue/alpha_bits functions are called.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This adds a function to query what CoglContext a given framebuffer
belongs too. This can be useful if you pass framebuffer pointers around
and at some point you want to create another framebuffer as part of the
same context as a given framebuffer without assuming there is a single
default context.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
When we need to guarantee that the glColorMask is re-asserted the next
time that a primitive is drawn it is not enough to just OR in the
LOGIC_OPS flag to ctx->current_pipeline_changes_since_flush because
_cogl_pipeline_flush_gl_state actually checks the age of the pipeline
before checking that. If the pipeline hasn't aged then we bail out
early. This makes sure we decrement
ctx->current_pipeline_changes_since_flush so the next time we come to
flush a pipeline we will see a differing age.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This adds CoglPipeline and CoglFramebuffer support for setting a color
mask which is a bit mask defining which color channels should be written
to the current framebuffer.
The final color mask is the intersection of the framebuffer color mask
and the pipeline color mask. The framebuffer mask affects all rendering
to the framebuffer while the pipeline masks can be used to affect
individual primitives.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
This adds a getter and setter for requesting dithering to be enabled.
Dithering is a hardware dependent technique to increase the visible
color resolution beyond what the underlying hardware supports by playing
tricks with the colors placed into the framebuffer to give the illusion
of other colors. (For example this can be compared to half-toning used
by some news papers to show varying levels of grey even though their may
only be black and white are available).
The results of enabling dithering are platform dependent and may have no
effect.
Signed-off-by: Neil Roberts <neil@linux.intel.com>
There were several CoglOnscreen functions named like:
cogl_onscreen_<platform>_blah instead of cogl_<platform>_onscreen_blah
so this patch updates those to be consistent with other platform
specific apis we have in cogl.
Signed-off-by: Neil Roberts <neil@linux.intel.com>
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
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.
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.
This exposes the previously internal only
_cogl_framebuffer_get_red/green/blue/alpha_bits() functions as 2.0
experimental API.
Signed-off-by: Neil Roberts <neil@linux.intel.com>
This exposes experimental cogl_framebuffer APIs for getting and setting
a viewport without having to refer to the implicit CoglContext. It adds
the following experimental API:
cogl_framebuffer_set_viewport
cogl_framebuffer_get_viewport4fv
cogl_framebuffer_get_viewport_x
cogl_framebuffer_get_viewport_y
cogl_framebuffer_get_viewport_width
cogl_framebuffer_get_viewport_height
Signed-off-by: Neil Roberts <neil@linux.intel.com>
Instead of the stub winsys being a special case set of #ifdef'd code
used when COGL_HAS_FULL_WINSYS wasn't defined, the stub winsys now
implements a CoglWinsysVtable like all other winsys backends (it's just
that everything is a NOP). This way we can get rid of the
COGL_HAS_FULL_WINSYS define and also the stub winsys can be runtime
selected whereas before it was incompatible with all other winsys
backends.
This validates that the viewport width and height arguments are positive
values in _cogl_framebuffer_set_viewport. In addition, just before
calling glViewport we also assert that something else hasn't gone amiss
and that the internal viewport width/height values we track are still
positive before passing to glViewport which generates an error for
negative values.
With GLES 1, frame buffers are a optional extensions. We need to make
sure the pointer exist before calling the function and do that by just
checkout the corresponding feature.
When freeing a framebuffer stack it's possible to have entries with NULL
draw or read buffers so we should check that before calling
cogl_onscreen/offscreen_free. This fixes a crash with the wayland
backend when running conformance tests such as cogl-test-object which
never push a framebuffer.
Some of the virtual functions in CoglWinsysVtable only need to be
implemented for specific backends or when a specific feature is
advertised. This splits the vtable struct into two commented sections
marking which are optional and which are required. Wherever an
optional function is used there is now a g_return_if_fail to ensure
there is an implementation.
If a foreign xid has been set on a CoglOnscreen then
cogl_onscreen_x11_get_window_xid doesn't need to defer to the winsys to
get the underlying window xid. This also means it's possible to read
back the xid before the framebuffer is allocated which fixes a crash in
the x11-foreign example app.
This extends cogl_onscreen_x11_set_foreign_xid to take a callback to a
function that details the event mask the Cogl requires the application
to select on foreign windows. This is required because Cogl, for
example, needs to track size changes of a window and may also in the
future want other notifications such as map/unmap.
Most applications wont need to use the foreign xwindow apis, but those
that do are required to pass a valid callback and update the event mask
of their window according to Cogl's requirements.
This adds Cogl API to show and hide onscreen framebuffers. We don't want
to go too far down the road of abstracting window system APIs with Cogl
since that would be out of its scope but the previous idea that we would
automatically map framebuffers on allocation except for those made from
foreign windows wasn't good enough. The problem is that we don't want to
make Clutter always create stages from foreign windows but with the
automatic map semantics then Clutter doesn't get an opportunity to
select for all the events it requires before mapping. This meant that we
wouldn't be delivered a mouse enter event for windows mapped underneath
the cursor which would break Clutters handling of button press events.
So that we can dynamically select what winsys backend to use at runtime
we need to have some indirection to how code accesses the winsys instead
of simply calling _cogl_winsys* functions that would collide if we
wanted to compile more than one backend into Cogl.
It's generally useful to be able to query the width and height of a
framebuffer and we expect to need this in Clutter when we move the
eglnative backend code into Cogl since Clutter will need to read back
the fixed size of the framebuffer when realizing the stage.
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.
This gives us a way to clearly track the internal Cogl API that Clutter
depends on. The aim is to split Cogl out from Clutter into a standalone
3D graphics API and eventually we want to get rid of any private
interfaces for Clutter so its useful to have a handle on that task.
Actually it's not as bad as I was expecting though.
This renames the two internal functions _cogl_get_draw/read_buffer
as cogl_get_draw_framebuffer and _cogl_get_read_framebuffer. The
former is now also exposed as experimental API.
The long term goal with the Cogl API is that we will get rid of the
default global context. As a step towards this, this patch tracks a
reference back to the context in each CoglFramebuffer so in a lot of
cases we can avoid using the _COGL_GET_CONTEXT macro.
Recently _cogl_swap_buffers_notify was added (in 142b229c5c) so that
Cogl would be notified when Clutter performs a swap buffers request for
a given onscreen framebuffer. It was expected this would be required for
the recent cogl_read_pixel optimization that was implemented (ref
1bdb0e6e98) but in the end it wasn't used.
Since it wasn't used in the end this patch removes the API.
OpenGL < 4.0 only supports integer based viewports and internally we
have a mixture of code using floats and integers for viewports. This
patch switches all viewports throughout clutter and cogl to be
represented using floats considering that in the future we may want to
take advantage of floating point viewports with modern hardware/drivers.
This adds the _cogl_blit_framebuffer internal function which is a
wrapper around glBlitFramebuffer. The API is changed from the GL
version of the function to reflect the limitations provided by the
GL_ANGLE_framebuffer_blit extension (eg, no scaling or mirroring).
The current framebuffer is now internally separated so that there can
be a different draw and read buffer. This is required to use the
GL_EXT_framebuffer_blit extension. The current draw and read buffers
are stored as a pair in a single stack so that pushing the draw and
read buffer is done simultaneously with the new
_cogl_push_framebuffers internal function. Calling
cogl_pop_framebuffer will restore both the draw and read buffer to the
previous state. The public cogl_push_framebuffer function is layered
on top of the new function so that it just pushes the same buffer for
both drawing and reading.
When flushing the framebuffer state, the cogl_framebuffer_flush_state
function now tackes a pointer to both the draw and the read
buffer. Anywhere that was just flushing the state for the current
framebuffer with _cogl_get_framebuffer now needs to call both
_cogl_get_draw_buffer and _cogl_get_read_buffer.
When pushing a framebuffer it would previously push
COGL_INVALID_HANDLE to the top of the framebuffer stack so that when
it later calls cogl_set_framebuffer it will recognise that the
framebuffer is different and replace the top with the new
pointer. This isn't ideal because it breaks the code to flush the
journal because _cogl_framebuffer_flush_journal is called with the
value of the old pointer which is NULL. That function was checking for
a NULL pointer so it wouldn't actually flush. It also would mean that
if you pushed the same framebuffer twice we would end up dirtying
state unnecessarily. To fix this cogl_push_framebuffer now pushes a
reference to the current framebuffer instead.
After a dependent framebuffer is added to a framebuffer it was never
getting removed. Once the journal for a framebuffer is flushed we no
longer depend on any framebuffers so the list should be cleared. This
was causing leaks of offscreens and textures.
There is currently a problem with per-framebuffer journals in that it's
possible to create a framebuffer from a texture which then gets rendered
too but the framebuffer (and corresponding journal) can be freed before
the texture gets used to draw with.
Conceptually we want to make sure when freeing a framebuffer that - if
it is associated with a texture - we flush the journal as the last thing
before really freeing the framebuffer's meta data. Technically though
this is awkward to implement since the obvious mechanism for us to be
notified about the framebuffer's destruction (by setting some user data
internally with a callback) notifies when the framebuffer has a
ref-count of 0. This means we'd have to be careful what we do with the
framebuffer to consider e.g. recursive destruction; anything that would
set more user data on the framebuffer while it is being destroyed and
ensuring nothing else gets notified of the framebuffer's destruction
before the journal has been flushed.
For simplicity, for now, this patch provides another solution which is
to flush framebuffer journals whenever we switch away from a given
framebuffer via cogl_set_framebuffer or cogl_push/pop_framebuffer. The
disadvantage of this approach is that we can't batch all the geometry of
a scene that involves intermediate renders to offscreen framebufers.
Clutter is doing this more and more with applications that use the
ClutterEffect APIs so this is a shame. Hopefully this will only be a
stop-gap solution while we consider how to reliably support journal
logging across framebuffer changes.