Commit Graph

32 Commits

Author SHA1 Message Date
Neil Roberts
b9b41723c1 cogl-pipeline: Use BSD lists for the list of pipeline children
Instead of having a separate GList for the children we can use the
linked list code from FreeBSD and store the list node directly in the
struct. That way we can avoid having a separate slice allocation for
the list node. It also means that we effectively have a pointer to the
list node given a pointer to the pipeline node. That means we can
unparent a pipeline without having to walk the entire list of
children. With this change there is no need to have the optimisation
to fast track a pipeline that only has one child which simplifies the
code somewhat.

With this patch we are removing a pointer and a gboolean from the
CoglPipeline struct and adding two pointers. On 32-bit architectures
this should end up exactly the same size because a gboolean is the
same size as a pointer. On 64-bit architectures I think it should end
up 4 bytes smaller because it also ends up removing two cases where a
pointer follows a gboolean which presumably would mean the compiler
would have to insert 4 bytes of padding to keep the pointer aligned to
8 bytes.

https://bugzilla.gnome.org/show_bug.cgi?id=652514
2011-07-01 17:58:59 +01:00
Emmanuele Bassi
552761f3a8 Remove G_CONST_RETURN
It is going to be deprecated by GLib, see bug:

  https://bugzilla.gnome.org/show_bug.cgi?id=644611
2011-06-09 16:21:15 +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This removes the following experimental API which is now superseded: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
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
Robert Bragg
03dbf67ca4 pipeline: differentiate texture target and data state
There are several places where we need to compare the texture state of a
pipeline and sometimes we need to take into consideration if the
underlying texture has changed but other times we may only care to know
if the texture target has changed.

For example the fragends typically generate programs that they want to
share with all pipelines with equivalent fragment processing state, and
in this case when comparing pipelines we only care about the texture
targets since changes to the underlying texture won't affect the
programs generated.

Prior to this we had tried to handle this by passing around some special
flags to various functions that evaluate pipeline state to say when we
do/don't care about the texture data, but this wasn't working in all
cases and was more awkward to manage than the new approach.

Now we simply have two state bits:
COGL_PIPELINE_LAYER_STATE_TEXTURE_TARGET and
COGL_PIPELINE_LAYER_STATE_TEXTURE_DATA and CoglPipelineLayer has an
additional target member. Since all the appropriate code takes masks of
these state bits to determine what to evaluate we don't need any extra
magic flags.
2011-01-13 12:23:33 +00:00
Robert Bragg
a6628ca113 pipeline: optimize state init if changing property
When notifying that a pipeline property is going to change, then at
times a pipeline will take over being the authority of the corresponding
state group. Some state groups can contain multiple properties and so to
maintain the integrity of all of the properties we have to initialize
all the property values in the new authority. For state groups with only
one property we don't have to initialize anything during the
pre_change_notify() because we can assume the value will be initialized
as part of the change being notified.

This patch optimizes how we handle this initialization of state groups
in a couple of ways; firstly we no longer do anything to initialize
state-groups with only one property, secondly we no longer use
_cogl_pipeline_copy_differences - (we have a new
_cogl_pipeline_init_multi_property_sparse_state() func) so we can avoid
lots calls to handle_automatic_blend_enable() which is sometimes seen
high in sysprof profiles.
2011-01-13 12:23:33 +00:00
Neil Roberts
2b32a9eb2a cogl-pipeline: Use enums for the layer combine values
Once the GLES2 wrapper is removed then we won't have the GLenums
needed for setting up the layer combine state. This adds Cogl enums
instead which have the same values as the corresponding GLenums. The
enums are:

CoglPipelineCombineFunc
CoglPipelineCombineSource
 and
CoglPipelineCombineOp
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
566831de66 cogl-pipeline: Add internal API to get the layer matrix
This returns the layer matrix given a pipeline and a layer index. The
API is kept as internal because it directly returns a pointer into the
layer private data to avoid a copy into an out-param. We might also
want to add a public function which does the copy.
2010-12-13 17:28:29 +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
3cf9159769 cogl: Add a fixed function vertend
The vertends are intended to flush state that would be represented in
a vertex program. Code to handle the layer matrix, lighting and
point size has now been moved from the common cogl-pipeline-opengl
backend to the fixed vertend.
2010-12-13 17:22:57 +00:00
Neil Roberts
9b1ab9f0ec cogl: Add a GLSL 'progend'
'progend' is short for 'program backend'. The progend is intended to
operate on combined state from a fragment backend and a vertex
backend. The progend has an 'end' function which is run whenever the
pipeline is flushed and the two pipeline change notification
functions. All of the progends are run whenever the pipeline is
flushed instead of selecting a single one because it is possible that
multiple progends may be in use for example if the vertends and
fragends are different. The GLSL progend will take the shaders
generated by the fragend and vertend and link them into a single
program. The fragend code has been changed to only generate the shader
and not the program. The idea is that pipelines can share fragment
shader objects even if their vertex state is different. The authority
for the progend needs to be the combined authority on the vertend and
fragend state.
2010-12-13 17:22:57 +00:00
Neil Roberts
7562a17685 cogl-pipeline: Make find codegen authority more general
The pipeline function _cogl_pipeline_find_codegen_authority has been
renamed to _cogl_pipeline_find_equivalent_parent and it now takes a
set of flags for the pipeline and layer state that affects the
authority. This is needed so that we can reuse the same code in the
vertend and progends.
2010-12-13 17:22:57 +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
0098dc7acc Rename CoglPipelineBackend to CoglPipelineFragend
The current Cogl pipeline backends are entirely concerned with the
fragment processing state. We also want to eventually have separate
backends to generate shaders for the vertex processing state so we
need to rename the fragment backends. 'Fragend' is a somewhat weird
name but we wanted to avoid ending up with illegible symbols like
CoglPipelineFragmentBackendGlslPrivate.
2010-12-13 17:22:57 +00:00
Robert Bragg
046434e222 pipeline: Implements _cogl_pipeline_hash function
This allows us to get a hash for a set of state groups for a given
pipeline. This can be used for example to get a hash of the fragment
processing state of a pipeline so we can implement a cache for compiled
arbfp/glsl programs.
2010-12-07 16:00:32 +00:00
Robert Bragg
2c9cd76baa pipeline: generalize _cogl_pipeline_equal
_cogl_pipeline_equal now accepts a mask of pipeline differences and layer
differences to constrain what state will be compared. In addition a set
of flags are passed that can tweak the comparison semantics for some
state groups. For example when comparing layer textures we sometimes
only need to compare the texture target and can ignore the data itself.

In updating the code this patch also changes it so all required pipeline
authorities are resolved in one step up-front instead of resolving the
authority for each state group in turn and repeatedly having to traverse
the pipeline's ancestry. This adds two new functions
_cogl_pipeline_resolve_authorities and
_cogl_pipeline_layer_resolve_authorities to handle resolving a set of
authorities.
2010-12-07 16:00:32 +00:00
Robert Bragg
8e899985c6 pipeline: remove layer->backend_priv[] array
This removes the unused array of per-packend priv data pointers
associated with every CoglPipelineLayer. This reduces the size of all
layer allocations and avoids having to zero an array for each
_cogl_pipeline_layer_copy.
2010-12-07 12:16:51 +00:00
Robert Bragg
6b08583f2f pipeline: inline _get_parent and _get_authority
This moves _cogl_pipeline_get_parent and _cogl_pipeline_get_authority
into cogl-pipeline-private.h so they can be inlined since they have been
seen to get quite high in profiles. Given that they both contain such
small amounts of code the function call overhead is significant.
2010-12-03 17:16:58 +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
Neil Roberts
bbf912b61d Lower the priority of the GLSL pipeline backend
Now that the GLSL backend can generate code it can effectively handle
any pipeline unless there is an ARBfp program. However with current
open source GL drivers the ARBfp compiler is more stable so it makes
sense to prefer ARBfp when possible. The GLSL backend is also lower
than the fixed function backend on the assumption that any driver that
supports GLSL will also support ARBfp so it's quicker to try the fixed
function backend next.
2010-11-24 18:06:44 +00:00
Neil Roberts
9089d95b3f Disable the fixed function backend for GLES2
GLES2 doesn't really support fixed function so if we disable it we can
remove the fixed function wrappers from the GLES2 Cogl backend.
2010-11-24 18:06:44 +00:00
Neil Roberts
60000690e1 cogl: Separate out state flags for the alpha test func and ref
Previously the flag to mark the differences for the alpha test
function and reference value were conflated into one. However this is
awkward when generating shader code to simulate the alpha testing for
GLES 2 because in that case changing the function would need a
different program but changing the reference value just requires
updating a uniform. This patch makes the function and reference have
their own state flags.
2010-11-24 18:06:44 +00:00
Neil Roberts
0b28018873 Move need_texture_combine_separate to cogl-pipeline
need_texture_combine_separate is moved to cogl-pipeline.c and renamed
to _cogl_pipeline_need_texture_combine_separate. The function is
needed by both the ARBfp and GLSL codegen backends so it makes sense to
share it.
2010-11-24 18:06:43 +00:00
Neil Roberts
fac7338fdd Move find_arbfp_authority to cogl-pipeline.c
The code for finding the arbfp authority for a pipeline should be the
same as finding the GLSL authority. So that the code can be shared the
function has been moved to cogl-pipeline.c and renamed to
_cogl_pipeline_find_codegen_authority.
2010-11-24 18:06:43 +00:00
Emmanuele Bassi
8e8f5d5748 pipeline: Use WrapModeInternal in the Layer struct
Since we're using CoglPipelineWrapModeInternal in the internal API
anyway, and the compiler complains loudly when comparing two enumeration
types without casting, the PipelineLayer struct should store the
wrap modes using the internal enumeration.
2010-11-23 13:08:25 +00:00
Robert Bragg
56f36cf9c2 primitives: validate with _cogl_pipeline_foreach_layer
Switch _cogl_rectangles_with_multitexture_coords to using
_cogl_pipeline_foreach_layer to iterate the layers of a pipeline when
validating instead of iterating the pipelines internal list, which is
risky since any modifications to pipelines (even to an override pipeline
derived from the original), could potentially corrupt the list as it is
being iterated.
2010-11-23 12:50:28 +00:00
Robert Bragg
1a3f946cc6 cogl: remove WrapModeOverrides from FlushOptions
This removes the possibility to specify wrap mode overrides within a
CoglPipelineFlushOptions struct since the right way to handle these
overrides is by copying the user's material and making the changes to
that copy before flushing. All primitives code has already switched away
from using these wrap mode overrides so this patch just removes unused
code and types. It also remove the wrap_mode_overrides argument for
_cogl_journal_log_quad.
2010-11-23 12:50:28 +00:00
Neil Roberts
22c61c5315 cogl-pipeline: Use layer overrides as CoglHandles instead of GLuint
Since d5634e37 the sliced texture backend now works in terms of
CoglTexture2Ds so there's no need to have special casing for
overriding the texture of a pipeline layer with a GL handle. Instead
we can just use cogl_pipeline_set_layer_texture with the
CoglHandle. The special _cogl_pipeline_set_layer_gl_texture_slice
function has now been removed and parts of the code for comparing
materials have been simplified.
2010-11-11 16:25:13 +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
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