When the support for redirecting the legacy fog state through cogl
material was added in 9b9e764dc, the code to handle copying the fog
state in _cogl_material_copy_differences was missed.
The CoglTexture2DSliced backend has a fallback for when the
framebuffer extension is missing so it's not possible to use
glGenerateMipmap. This involves keeping a copy of the upper-left pixel
of the tex image so that we can temporarily enable GL_GENERATE_MIPMAP
on the texture object and do a sub texture update by reuploading the
contents of the first pixel. This patch copies that mechanism to the
2D and 3D backends. The CoglTexturePixel structure which was
previously internal to the sliced backend has been moved to
cogl-texture-private.h so that it can be shared.
Using 'r' to name the third component is problematic because that is
commonly used to represent the red component of a vector representing
a color. Under GLSL this is awkward because the texture swizzling for
a vector uses a single letter for each component and the names for
colors, textures and positions are synonymous. GLSL works around this
by naming the components of the texture s, t, p and q. Cogl already
effectively already exposes this naming because it exposes GLSL so it
makes sense to use that naming consistently. Another alternative could
be u, v and w. This is what Blender and Direct3D use. However the w
component conflicts with the w component of a position vertex.
This adds a publicly exposed experimental API for a 3D texture
backend. There is a feature flag which can be checked for whether 3D
textures are supported. Although we require OpenGL 1.2 which has 3D
textures in core, GLES only provides them through an extension so the
feature can be used to detect that.
The textures can be created with one of two new API functions :-
cogl_texture_3d_new_with_size
and
cogl_texture_3d_new_from_data
There is also internally a new_from_bitmap function. new_from_data is
implemented in terms of this function.
The two constructors are effectively the only way to upload data to a
3D texture. It does not work to call glTexImage2D with the
GL_TEXTURE_3D target so the virtual for cogl_texture_set_region does
nothing. It would be possible to make cogl_texture_get_data do
something sensible like returning all of the images as a single long
image but this is not currently implemented and instead the virtual
just always fails. We may want to add API specific to the 3D texture
backend to get and set a sub region of the texture.
All of those three functions can throw a GError. This will happen if
the GPU does not support 3D textures or it does not support NPOTs and
an NPOT size is requested. It will also fail if the FBO extension is
not supported and the COGL_TEXTURE_NO_AUTO_MIPMAP flag is not
given. This could be avoided by copying the code for the
GL_GENERATE_MIPMAP TexParameter fallback, but in the interests of
keeping the code simple this is not yet done.
This adds a couple of functions to cogl-texture-driver for uploading
3D data and querying the 3D proxy
texture. prep_gl_for_pixels_upload_full now also takes sets the
GL_UNPACK_IMAGE_HEIGHT parameter so that 3D textures can have padding
between the images. Whenever 3D texture is uploading, both the height
of the images and the height of all of the data is specified (either
explicitly or implicilty from the CoglBitmap) so that the image height
can be deduced by dividing by the depth.
Under big GL, glext.h is included automatically by gl.h. However under
GLES this doesn't appear to happen so it has to be included explicitly
to get the defines for extensions. This patch changes the
clutter_gl_header to be called cogl_gl_headers and it can now take a
space seperated list of multiple headers. This is then later converted
to a list of #include lines which ends up cogl-defines.h. The gles2
and gles1 backends now add their respective ext header to this list.
There are many places in the texture backend that need to do
conversion using the CoglBitmap code. Currently none of these
functions can throw an error but they do return a value to indicate
failure. In future it would make sense if new texture functions could
throw an error and in that case they would want to use a CoglBitmap
error if the failure was due to the conversion. This moves the
internal CoglBitmap error from the quartz backend to be public in
cogl-bitmap.h so that it can be used in this way.
We can use this error in more unsupported situations than just when we
have a Cogl feature flag for the error. For example if a non-sliced
texture is created with dimensions that are too large then we could
throw this error. Therefore it seems good to rename to something more
general.
Previously when comparing whether the settings for a layer are equal
it would only check if one of them was enabled. If so then it would
assume the other one was enabled and continue to compare the texture
environment. Now it also checks whether the enabledness differs.
This adds a COGL_OBJECT_INTERNAL_DEFINE macro and friends that are the
same as COGL_OBJECT_DEFINE except that they prefix the cogl_is_*
function with an underscore so that it doesn't get exported in the
shared library.
Previously COGL_OBJECT_DEFINE would always define deprecated
cogl_$type_{ref,unref} functions even if the type is new or if the
type is entirely internal. An application would still find it
difficult to use these because they wouldn't be in the headers, but it
still looks bad that they are exported from the shared library. This
patch changes it so that the deprecated ref counting functions are
defined using a separate macro and only the types that have these
functions in the headers call this macro.
Since 365605cf42, materials and layers are represented in a tree
structure that allows traversing up through parents and iterating down
through children. This re-works the related typedefs and reparenting
code so that they can be shared.
Under big GL, _cogl_texture_driver_size_supported uses the proxy
texture to check whether the given texture size is supported. Proxy
textures aren't available under GLES so previously this would just
return TRUE to assume all texture sizes are supported. This patch
makes it use glGetIntegerv with GL_MAX_TEXTURE_SIZE to give a second
best guess.
This fixes the sliced texture backend so that it will use slices when
the texture is too big.
When an intermediate buffer is used for downloading texture data it
was using the wrong byte length for a row so the copy back to the
user's buffer would fail.
The fallback for when glGetTexImage is not available renders the
texture to the framebuffer to read the data using glReadPixels. This
patch just sets the COGL_MATERIAL_FILTER_NEAREST filter mode on the
material before rendering to avoid linear filtering which would alter
the texture data.
The fallback for when glGetTexImage is not available draws parts of
the texture to the framebuffer and uses glReadPixels to extract the
data. However it was using cogl_rectangle to draw and then immediately
using raw glReadPixels to fetch the data. This won't cause a journal
flush so the rectangle won't necessarily have hit the framebuffer
yet. Instead it now uses cogl_read_pixels which does flush the
journal.
There were a few problems flushing texture overrides so that sliced
textures would not work:
* In _cogl_material_set_layer_texture it ignored the 'overriden'
parameter and always set texture_overridden to FALSE.
* cogl_texture_get_gl_texture wasn't being called correctly in
override_layer_texture_cb. It returns a gboolean to indicate the
error status but this boolean was being assigned to gl_target.
* _cogl_material_layer_texture_equal did not take into account the
override.
* _cogl_material_layer_get_texture_info did not return the overridden
texture so it would always use the first texture slice.
There was a lot of common code that was copied to all of the backends
to convert the data to a suitable format and wrap it into a CoglBitmap
so that it can be passed to _cogl_texture_driver_upload_subregion_to_gl.
This patch moves the common code to cogl-texture.c so that the virtual
just takes a CoglBitmap that is already in the right format.
Previously cogl_texture_get_data would pretty much directly pass on to
the get_data texture virtual function. This ended up with a lot of
common code that was copied to all of the backends. For example, the
method is expected to return the required data size if the data
pointer is NULL and to calculate its own rowstride if the rowstride is
0. Also it needs to convert the downloaded data if GL can't support
that format directly.
This patch moves the common code to cogl-texture.c so the virtual is
always called with a format that can be downloaded directly by GL and
with a valid rowstride. If the download fails then the virtual can
return FALSE in which case cogl-texture will use the draw and read
fallback.
For point sprites you are usually drawing the whole texture so you
most often want GL_CLAMP_TO_EDGE. This patch removes the override for
COGL_MATERIAL_WRAP_MODE_AUTOMATIC when point sprites are enabled for a
layer so that it will clamp to edge.
This adds a new API call to enable point sprite coordinate generation
for a material layer:
void
cogl_material_set_layer_point_sprite_coords_enabled (CoglHandle material,
int layer_index,
gboolean enable);
There is also a corresponding get function.
Enabling point sprite coords simply sets the GL_COORD_REPLACE of the
GL_POINT_SPRITE glTexEnv when flusing the material. There is no
separate application control for glEnable(GL_POINT_SPRITE). Instead it
is left permanently enabled under the assumption that it has no affect
unless GL_COORD_REPLACE is enabled for a texture unit.
http://bugzilla.openedhand.com/show_bug.cgi?id=2047
Recently I added a _cogl_debug_dump_materials_dot_file function for
debugging the sparse material state. This extends the state dumped to
include the graph of layer state also.
We were mistakenly only initializing layer->layer_index for new layers
associated with texture units > 0. This had gone unnoticed because
normally layers associated with texture unit0 have a layer index of 0
too. Mutter was hitting this issue because it was initializing layer 1
before layer 0 for one of its materials so layer 1 was temporarily
associated with texture unit 0.
* cally-merge:
cally: Add introspection generation
cally: Improving cally doc
cally: Cleaning CallyText
cally: Refactoring "window:create" and "window:destroy" emission code
cally: Use proper backend information on CallyActor
cally: Check HAVE_CONFIG_H on cally-util.c
docs: Fix Cally documentation
cally: Clean up the headers
Add binaries of the Cally examples to the ignore file
docs: Add Cally API reference
Avoid to load cally module on a11y examples
Add accessibility tests
Initialize accessibility support on clutter_init
Rename some methods and includes to avoid -Wshadow warnings
Cally initialization code
Add Cally
Toolkits and applications not written in C might still need access to
the Cally API to write accessibility extensions based on it for their
own native elements.
Previously cogl_set_fog would cause a flush of the Cogl journal and
would directly bang the GL state machine to setup fogging. As part of
the ongoing effort to track most state in CoglMaterial to support
renderlists this now adds an indirection so that cogl_set_fog now just
updates ctx->legacy_fog_state. The fogging state then gets enabled as a
legacy override similar to how the old depth testing API is handled.
Since we'll want to share the fallback logic with CoglVertexArray this
moves the malloc based fallback (for when OpenGL doesn't support vertex
or pixel buffer objects) into cogl-buffer.c.
Explicitly warn if we detect that a CoglBuffer is being freed while it
is still mapped. Previously we silently unmapped the buffer, but it's
not something we want to encourage.
This makes CoglBuffer track the last used bind target as a private
property. This is later used when binding a buffer to map instead of
always using the PIXEL_UNPACK target.
This also adds some additional sanity checks that code doesn't try to
nest binds to the same target or bind a buffer to multiple targets at
the same time.
This adds three new feature flags COGL_FEATURE_TEXTURE_NPOT_BASIC,
COGL_FEATURE_TEXTURE_NPOT_MIPMAP and COGL_FEATURE_TEXTURE_NPOT_REPEAT
that can tell you if your hardware supports non power of two textures,
npot textures + mipmaps and npot textures + wrap modes other than
CLAMP_TO_EDGE.
The pre-existing COGL_FEATURE_TEXTURE_NPOT feature implies all of the
above.
By default GLES 2 core supports npot textures but mipmaps and repeat
modes can only be used with power of two textures. This patch also makes
GLES check for the GL_OES_texture_npot extension to determine if mipmaps
and repeating are supported with npot textures.
glDisableVertexAttribArray was defined to glEnableVertexAttribArray so
it would probably cause crashes if it was ever used. Presumably
nothing is using these yet because the generic attributes are not yet
tied to shader attributes in a predictable way.
For testing purposes, either to identify bugs in Cogl or the driver or
simulate lack of PBO support COGL_DEBUG=disable-pbos can be used to
fallback to malloc instead.
The pango renderer was causing lots of override materials to be allocated
because the vertex_buffer API converts AUTOMATIC mode into REPEAT for
backwards compatibility. By explicitly setting the wrap mode to
CLAMP_TO_EDGE when creating the glyph_material then the vertex_buffer
API will leave it untouched.
This allows you to tell Cogl that you are planning to replace all the
buffer's data once it is mapped with cogl_buffer_map. This means if the
buffer is currently being accessed by the GPU then the driver doesn't
have to stall and wait for it to finish before it can access it from the
CPU and can instead potentially allocate a new buffer with undefined
data and map that.
This changes the cogl_is_XYZ function prototypes generated when using
the COGL_OBJECT_DEFINE macro to take a void * argument instead of a
CoglHandle argument.
This removes cogl_pixel_array_new which just took a size in bytes.
Without the image size and pixel format then the driver often doesn't
have enough information to allocate optimal GPU memory that can be
textured from directly. This is because GPUs often have ways to
spatially alter the layout of a texture to improve cache access patterns
which may require special alignment and padding dependant in the images
width, height and bpp.
Although currently we are limited by OpenGL because it doesn't let us
pass on the width and height when allocating a PBO, the hope is that we
can define a better extension at some point.
The usage hint should be implied by the CoglBuffer subclass type so the
public getter and setter APIs for manually changing the usage hint of a
CoglBuffer have now been removed.
Instead of having to extend cogl_is_buffer with new buffer types
manually this now adds a new COGL_BUFFER_DEFINE macro to be used instead
of COGL_OBJECT_DEFINE for CoglBuffer subclasses. This macro will
automatically register the new type with ctx->buffer_types which will
iterated by cogl_is_buffer. This is the same coding pattern used for
CoglTexture.
This adds a _cogl_debug_dump_materials_dot_file function that can be
used to dump all the descendants of the default material to a file using
the dot format which can then be converted to an image to visualize.
In _cogl_material_pre_change_notify if a material with descendants is
modified then we create a new material that is a copy of the one being
modified and reparent those descendants to the new material.
This patch ensures we drop the reference we get from cogl_material_copy
since we can rely on the descendants to keep the new material alive.
The commit to split the fragment processing backends out from
cogl-material.c (3e1323a636) broke the GLES 1 and 2 builds the
fix was to guard the code in each backend according to the
COGL_MATERIAL_BACKEND_XYZ defines which are setup in
cogl-material-private.h.
The documentation for cogl_vertex_buffer_indices_get_for_quads was
using ugly ASCII art to draw the diagrams. These have now been
replaced with PNG figures.
CoglMaterialWrapMode was missing from the cogl-sections.txt file so it
wasn't getting displayed. There were also no documented return values
from the getters.
The tesselator code uses some defines that it expects to be in the GL
headers such as GLAPI and GLAPIENTRY. These are used to mark the entry
points as exportable on each platform. We don't really want the
tesselator code to use these but we also don't want to modify the C
files so instead they are #defined to be empty in the stub glu.h. That
header is only included internally when building the tesselator/ files
so it shouldn't affect the rest of Cogl.
GLES also doesn't have a GLdouble type so we just #define this to be a
regular double.
cogl_material_copy was taking a reference on the original texture when
making a copy. However it then calls _cogl_material_set_parent on the
material which also takes a reference on the parent. The second
reference is cleaned up whenever _cogl_material_unparent is called and
this is also called by _cogl_material_free. However, it seems that
nothing was cleaning up the first reference. I think the reference is
entirely unnecessary so this patch removes it.
We had several different ways of exposing experimental API, in one case
the symbols had no special suffix, in two other ways the symbols were
given an _EXP suffix but in different ways.
This makes all experimental API have an _EXP suffix which is handled
using #defines in the header so the prototypes in the .c and .h files
don't have the suffix.
The documented reason for the suffix is so that anyone watching Cogl for
ABI changes who sees symbols disappear will hopefully understand what's
going on.
This grabs the latest code for libtess from git Mesa. This is mostly
so that we can get the following commit which fixes a lot of compiler
warnings in Clutter:
commit 75acb896c6da758d03e86f8725d6ca0cb2c6ad82
Author: Neil Roberts <neil@linux.intel.com>
Date: Wed Jun 30 12:41:11 2010 +0100
glu: Fix some compiler warnings in libtess
When compiled with the more aggressive compiler warnings such as
-Wshadow and -Wempty-body the libtess code gives a lot more
warnings. This fixes the following issues:
* The 'Swap' macro tries to combine multiple statements into one and
then consume the trailing semicolon by using if(1){/*...*/}else.
This gives warnings because the else part ends up with an empty
statement. It also seems a bit dangerous because if the semicolon
were missed then it would still be valid syntax but it would just
ignore the following statement. This patch replaces it with the more
common idiom do { /*...*/ } while(0).
* 'free' was being used as a local variable name but this shadows the
global function. This has been renamed to 'free_handle'
* TRUE and FALSE were being unconditionally defined. Although this
isn't currently a problem it seems better to guard them with #ifndef
because it's quite common for them to be defined in other headers.
https://bugs.freedesktop.org/show_bug.cgi?id=28845
As part of the ongoing effort to remove CoglHandle from the API this
switches the cogl_material API to use a strongly typed CoglMaterial
pointer instead of CoglHandle.
This splits the fragment processing backends (glsl, arbfp and fixed) out
from cogl-material.c into their own cogl-material-{glsl,arbfp,fixed}.c
files in an effort to help and keep cogl-material.c maintainable.
This adds two new API calls- cogl_path_set_fill_rule and
cogl_path_get_fill_rule. This allows modifying the fill rule of the
current path. In addition to the previous default fill rule of
'even-odd' it now supports the 'non-zero' rule. The fill rule is a
property of the path (not the Cogl context) so creating a new path or
preserving a path with cogl_path_get_handle affects the fill rule.
The scanline path rasterizer has been removed because the paths can be
drawn with the tesselator instead. The option therefore no longer does
anything.
Instead of drawing paths using the stencil buffer trick, it now
tesselates the path into triangles using the GLU tesselator and
renders them directly. A vbo is created with one vertex for each node
on the path. The tesselator is used to generate a series of indices
into the vbo as triangles. The tesselator's output of strips and fans
is converted into GL_TRIANGLES so that it can be rendered with a
single draw call (but the vertices are still shared via the
indices). The vbo is stored with the path so that if the application
uses retained paths then Cogl won't have to tessellate again.
The vertices also have texture coordinates associated with them so
that it can replicate the old behaviour of drawing a material with a
texture by fitting the texture to the bounding box of the path and
then clipping it. However if the texture contains waste or is sliced
then the vertex buffer code will refuse to draw it. In this case it
will revert back to drawing the path into the stencil buffer and then
drawing the material as a clipped quad.
The VBO is used even when setting up the stencil buffer for clipping
to a path because the tessellated geometry may cover less area.
The old scanline rasterizer has been removed because the tesselator
should work equally well on drivers with no stencil buffer.
This copies the files for the GLU tesselator from Mesa. The Mesa code
is based on the original SGI code and is released under a BSD license.
The memalloc.h header has been replaced with one that forces the code
to use g_malloc and friends. The rest of the files are not altered
from the original so it should be possible to later upgrade the files
by simply overwriting them.
There is a tesselator.h header which is expected to be included by
rest of Cogl to use the tesselator. This contains a trimmed down
version of glu.h that only includes parts that pertain to the
tesselator. There is also a stub glu.h in the GL directory which is
just provided so that the tesselator code can include <GL/gl.h>
without depending on the system header. It just redirects to
tesselator.h
Some of the arguments to the material and path functions were taking a
pointer to a CoglColor or an array of floats that was not intended to
be written to but were not marked with const.
in _cogl_material_prune_empty_layer_difference we sometimes unref the
given layer before dereferencing it to get a pointer to its parent. This
defers the unref until after we have fetched the parent pointer.
Commit 7fae8ac051 changed cogl-defines.h.in so there is only a
single copy in clutter/cogl/ instead of one for each driver. However
the old files were still mentioned in the EXTRA_DIST of the
Makefile.am so make distcheck was failing.
A pedantic change to get_fbconfig_for_depth() so that we don't need to
make any assumptions about the GLXFBConfig typedef or what values
we can overload to indicate an invalid config.
get_fbconfig_for_depth() now simply returns FALSE if it fails to find a
config.
This is a publicly exposed texture backend to create a texture which
contains the contents of an X11 pixmap. The API is currently marked as
experimental.
The backend internally holds a handle to another texture. All of the
backend virtuals simply redirect to the internal texture.
The texture can optionally be automatically updated if the
automatic_updates parameter is TRUE. If set then Cogl will listen for
damage events on the pixmap and update the texture accordingly.
Alternatively a damage object can be created externally and passed
down to Cogl.
The updates can be performed with XGetImage, XShmGetImage or the
GLX_EXT_texture_pixmap extension. If the TFP extension is used it will
optionally try to create a rectangle texture if the driver does not
support NPOTs or it is forced through the
COGL_PIXMAP_TEXTURE_RECTANGLE or CLUTTER_PIXMAP_TEXTURE_RECTANGLE
environment variables.
If the GLXFBConfig does not support mipmapping then it will fallback
to using X{Shm,}GetImage. It keeps a separate texture around for this
so that it can later start using the TFP texture again if the texture
is later drawn with mipmaps disabled.
This will be defined in cogl-defines.h whenever Cogl is built using a
winsys that supports X11. This implies CoglTexturePixmapX11 will be
available.
To make this work the two separate cogl-defines.h.in files have been
merged into one. The configure script now makes a @COGL_DEFINES@
substitution variable which contains the #define lines to put in
rather than directly having them in the seperate files.
This is similar to clutter_x11_{,un}trap_errors except that it stores
the previous trap state in a caller-allocated struct so that it can be
re-entrant.
Make _cogl_xlib_trap_errors re-entrant
(this will be squashed into an earlier commit)
The _cogl_texture_needs_premult_conversion function was already
checking whether the source format had an alpha channel before
returning TRUE, but it also doesn't make sense to do the premult
conversion if the destination format has no alpha. This patch adds
that check in too.
This adds the framework needed to check for winsys specific extensions
(such as GLX extensions) using a similar mechanism to the
cogl-feature-functions header. There is a separate
cogl-winsys-feature-functions header which will contain macros to list
the extensions and functions. cogl_create_context_winsys now calls
_cogl_feature_check for each of these functions. _cogl_feature_check
has had to be changed to accept the driver prefix as the first
parameter so that it can prepend "GLX" rather than "GL" in this case.
The Clutter X11 backend now passes all events through
_cogl_xlib_handle_event. This function can now internally be hooked
with _cogl_xlib_add_filter. These are added to a list of callbacks
which are all called in turn by _cogl_xlib_handle_event. This is
intended to be used internally in Cogl by any parts that need to see
Xlib events.
Cogl now also has an internally exposed function to set a pointer to
the Xlib display. This is stored in a global variable. The Clutter X11
backend sets this.
_cogl_xlib_handle_event and _cogl_xlib_set_display can be removed once
Cogl gains a proper window system abstraction.
This creates a separate struct to store the fields of the context that
are specific to the winsys. This is all stored in one file but ideally
this could work more like the CoglContextDriver struct and have a
different header for each winsys.
This adds an internal rectangle texture backend which is mostly based
on the CoglTexture2D backend. It will throw assert failures if any
operations are attempted that rectangle textures don't support, such
as mipmapping or hardware repeating.
Instead of the ensure_mipmaps virtual that is only called whenever the
texture is about to be rendered with a min filter that needs the
mipmap, there is now a pre_paint virtual that is always called when
the texture is about to be painted in any way. It has a flags
parameter which is used to specify whether the mipmap will be needed.
This is useful for CoglTexturePixmapX11 because it needs to do stuff
before painting that is unrelated to mipmapping.
Instead of having a hardcoded series of if-statements in
cogl_is_texture to determine which types should appear as texture
subclasses, they are now stored in a GSList attached to the Cogl
context. The list is amended to using a new cogl_texture_register_type
function. There is a convenience macro called COGL_TEXTURE_DEFINE
which uses COGL_HANDLE_DEFINE_WITH_CODE to register the texture type
when the _get_type() function is first called.
This macro is similar to COGL_HANDLE_DEFINE_WITH_CODE except that it
allows a snippet of code to be inserted into the _get_type()
function. This is similar to how G_DEFINE_TYPE_WITH_CODE
works. COGL_HANDLE_DEFINE is now just a wrapper around
COGL_HANDLE_DEFINE_WITH_CODE.
_cogl_texture_2d_externally_modified is a function specific to the
CoglTexture2D texture backend that should be called whenever the
contents of the texture are modified without the backend knowing about
it. It simply marks the mipmap tree as invalid.
The include path for the winsys and driver folder was given relative
to $(srcdir) so it would end up relative to the driver folder which is
wrong. It is now specified as $(srcdir)/../../winsys to get the right
location. The driver folder is removed because it is actually just
$(srcdir) and that is already included.
GLES2 doesn't provide user clip planes (you would have to use a vertex +
fragment shader to achieve the same kind of result) so we make sure not
to call glEnable/Disable with any of the GL_CLIP_PLANE0..3 defines.
http://bugzilla.o-hand.com/show_bug.cgi?id=2177
The function had a line like:
CoglMaterial *material =
material = _cogl_material_pointer_from_handle (material_handle);
where the duplicate "material =" wasn't intended, so this patch removes
it.
Under WGL, any functions that were defined after GL 1.1 are not
directly exported in the DLL so we need to reference them via the
function pointers. A new call to glActiveUnit was missed in
cogl-context.c
The window headers contain the line
#define near
so it's not possible to use the symbol 'near' in code that's portable
to Windows. This replaces it with 'near_val'.
I think the define is meant to improve compatibility with code written
for Windows 3.1 where near would be a keyword to make it a smaller
pointer size.
We don't need to generate a new ARBfp program for every material created
if we can find an ancestor whos state will result in the same program
being generated.
The more code we can have adopt the coding pattern of deriving their
materials from other similar materials using cogl_material_copy() the
more likely this metric will be good enough on its own to minimize the
set of arbfp programs necessary to support a given application.
Previously in _cogl_material_pre_change_notify we manually freed the
layer caches of a material if we caused a reparent, but it makes more
sense to have _cogl_material_set_parent do this directly instead.
This adds a _cogl_material_weak_copy() function that can be used to
create materials that don't count as strong dependants on their parents.
This means the parent can be modified without worrying about how it will
affect weak materials. The material age of the parent can potentially be
queried to determine if a weak material might need to be re-created.
When we add support for weak materials it's expected that Clutter will
want to attach them as private data to other materials and it needs a
mechanism to determine when a weak material should be re-created because
its parent has changed somehow.
This adds the concept of a material age (internal only currently) which
increments whenever a material is modified. Clutter can then save the
age of the material which its weak materials are derived from and later
determine when the weak material may be invalid.
In _cogl_texture_quad_multiple_primitives we weren't memsetting the
CoglMaterialWrapModeOverrides structure we were memsetting
&state.wrap_mode_overrides where state.wrap_mode_overrides is just a
pointer that might potentially later point to the
CoglMaterialWrapModeOverrides structure.
In _cogl_material_equal we were repeating the same code pattern to
compare several of the state groups so this just adds
simple_property_equal function that's now used instead.
This redirects the legacy depth testing APIs through CoglMaterial and
adds a new experimental cogl_material_ API for handling the depth
testing state.
This adds the following new functions:
cogl_material_set_depth_test_enabled
cogl_material_get_depth_test_enabled
cogl_material_set_depth_writing_enabled
cogl_material_get_depth_writing_enabled
cogl_material_set_depth_test_function
cogl_material_get_depth_test_function
cogl_material_set_depth_range
cogl_material_get_depth_range
As with other experimental Cogl API you need to define
COGL_ENABLE_EXPERIMENTAL_API to access them and their stability isn't
yet guaranteed.
cogl_ortho is one of those APIs whos style was, for better or worse,
copied from OpenGL and for some inexplicable reason the near and far
arguments are inconsistent with the left, right, top, bottom arguments
because they don't take z coordinates they take a "distance" which
should be negative for a plane behind the viewer.
This updates the documentation to explain this.
The internal CoglMaterialLayer pointers associated with a material may
change whenever layer properties are modified so it's no longer ok to
assume that a list of layers returned by cogl_material_get_layers
remains valid if the layers have been changed.
Since it can sometimes be awkward to figure out where a particular
material came from when debugging, this adds a breadcrumb mechanism that
lets you associate a const string with a material that may give a clue
about its origin.
As a follow on to using cogl_material_copy instead of flush options this
patch now removes the ability to pass flush options to
_cogl_material_equal which is the final reference to the
CoglMaterialFlushOptions mechanism.
Since cogl_material_copy should now be cheap to use we can simplify
how we handle fallbacks and wrap mode overrides etc by simply copying
the original material and making our override changes on the new
material. This avoids the need for a sideband state structure that has
been growing in size and makes flushing material state more complex.
Note the plan is to eventually use weak materials for these override
materials and attach these as private data to the original materials so
we aren't making so many one-shot materials.
This is a complete overhaul of the data structures used to manage
CoglMaterial state.
We have these requirements that were aiming to meet:
(Note: the references to "renderlists" correspond to the effort to
support scenegraph level shuffling of Clutter actor primitives so we can
minimize GPU state changes)
Sparse State:
We wanted a design that allows sparse descriptions of state so it scales
well as we make CoglMaterial responsible for more and more state. It
needs to scale well in terms of memory usage and the cost of operations
we need to apply to materials such as comparing, copying and flushing
their state. I.e. we would rather have these things scale by the number
of real changes a material represents not by how much overall state
CoglMaterial becomes responsible for.
Cheap Copies:
As we add support for renderlists in Clutter we will need to be able to
get an immutable handle for a given material's current state so that we
can retain a record of a primitive with its associated material without
worrying that changes to the original material will invalidate that
record.
No more flush override options:
We want to get rid of the flush overrides mechanism we currently use to
deal with texture fallbacks, wrap mode changes and to handle the use of
highlevel CoglTextures that need to be resolved into lowlevel textures
before flushing the material state.
The flush options structure has been expanding in size and the structure
is logged with every journal entry so it is not an approach that scales
well at all. It also makes flushing material state that much more
complex.
Weak Materials:
Again for renderlists we need a way to create materials derived from
other materials but without the strict requirement that modifications to
the original material wont affect the derived ("weak") material. The
only requirement is that its possible to later check if the original
material has been changed.
A summary of the new design:
A CoglMaterial now basically represents a diff against its parent.
Each material has a single parent and a mask of state that it changes.
Each group of state (such as the blending state) has an "authority"
which is found by walking up from a given material through its ancestors
checking the difference mask until a match for that group is found.
There is only one root node to the graph of all materials, which is the
default material first created when Cogl is being initialized.
All the groups of state are divided into two types, such that
infrequently changed state belongs in a separate "BigState" structure
that is only allocated and attached to a material when necessary.
CoglMaterialLayers are another sparse structure. Like CoglMaterials they
represent a diff against their parent and all the layers are part of
another graph with the "default_layer_0" layer being the root node that
Cogl creates during initialization.
Copying a material is now basically just a case of slice allocating a
CoglMaterial, setting the parent to be the source being copied and
zeroing the mask of changes.
Flush overrides should now be handled by simply relying on the cheapness
of copying a material and making changes to it. (This will be done in a
follow on commit)
Weak material support will be added in a follow on commit.
We were incorrectly guarding the use of GL_TEXTURE_RECTANGLE_ARB with
ifdef ARB_texture_rectangle instead of ifdef GL_ARB_texture_rectangle
which broke test-cogl-texture-rectangle.
This was mistakenly added some time ago because at some point when we
were discussing how to handle premultiplied alpha in Clutter/Cogl we
were considering having a magic "just do the right thing" option which
was later abandoned.
This is to try and improve API consistency. Simple cogl structures that
don't derive from CoglObject and which can be allocated on the stack,
such as CoglColor and CoglMatrix should all have "_init" or
"_init_from" functions to initialize all the structure members. (As
opposed to a cogl_xyz_new() function for CoglObjects). CoglColor
previously used the naming scheme "_set_from" for these initializers but
"_set" is typically reserved for setting individual properties of a
structure/object.
This adds three _init functions:
cogl_color_init_from_4ub
cogl_color_init_from_4f
cogl_color_init_from_4fv
The _set_from functions are now deprecated but only with a gtk-doc
annotation for now. This is because the cogl_color_set_from API is quite
widely used already and so were giving a grace period before enabling a
GCC deprecated warning just because otherwise the MX maintainers will
complain to me that I've made their build logs look messy.
The journal logs colors as 4bytes into a vertex array and since we are
planning to make CoglMaterial track its color using a CoglColor instead
of a byte array this convenience will be useful for re-implementing
_cogl_material_get_colorubv.
Some internal symbols used for the GLES 2 wrapper were accidentally
being exported. This prepends an underscore to them so they won't
appear in the shared library.
Whenever a path or a rectangle is added to the clip stack it now also
stores a screen space bounding box in the entry. Then when the clip
stack is flushed the bounding box is first used to set up the
scissor. That way when we eventually come to use the stencil buffer
the clear will be affected by the scissor so we don't have to clear
the entire buffer.
_cogl_path_get_bounds is no longer static and is exported in
cogl-path-private.h so that it can be used in the clip stack code. The
old version of the function returned x/y and width/height. However
this was mostly used to call cogl_rectangle which takes x1/y1
x2/y2. The function has been changed to just directly return the
second form because it is more useful. Anywhere that was previously
using the function now just directly looks at path->path_nodes_min and
path->path_nodes_max instead.
The transform_point function takes a modelview matrix, projection
matrix and a viewport and performs all three transformations on a
point to give a Cogl window coordinate. This is useful in a number of
places in Cogl so this patch moves it to cogl.c and adds it to
cogl-internal.h
For sliced 2D textures, _cogl_texture_2d_sliced_get_data() uses the
bitmap width, instead of the rowstride, when memcpy()ing into the
dest buffer.
Signed-off-by: Robert Bragg <robert@linux.intel.com>
We only had getters for the red, green, blue and alpha channels of a
color. This meant that, if you wanted to change, say, the alpha
component of a color, one would need to query the red, green and blue
channels and use set_from_4ub() or set_from_4f().
Instead of this, just provide some setters for CoglColor, using the same
naming scheme than the existing getters.
For some operations on pre-multiplied colors (say, replace the alpha
value), you need to unpremultiply the color.
This patch provides the counterpart to cogl_color_premultiply().
The place where we actually change the framebuffer is
_cogl_framebuffer_flush_state(), so if we changed to a new frame buffer
we need to initialize the color bits there.
http://bugzilla.openedhand.com/show_bug.cgi?id=2094
OpenGL 3.0 deprecated querying of the GL_{RED,GREEN,BLUE}_BITS
constants, and the FBO extension provides a mechanism to query for the
color buffer sizes which *should* work even with the default
framebuffer. Unfortunately, this doesn't seem to hold for Mesa - so we
just use this for the offscreen CoglFramebuffer type, and we fall back
to glGetIntegerv() for the onscreen one.
http://bugzilla.openedhand.com/show_bug.cgi?id=2094
This function had two problems. Firstly it would clear the enable
blend flag before calling pre_change_notify so that if blending was
previously enabled the journal would end up being flushed while the
flag was still cleared. Secondly it would call the pre change notify
whenever blending is needed regardless of whether it was already
needed previously.
This was causing problems in test-depth.
This adds a _cogl_bind_gl_texture_transient function that should be used
instead of glBindTexture so we can have a consistent cache of the
textures bound to each texture unit so we can avoid some redundant
binding.
As part of an effort to improve the architecture of CoglMaterial
internally this overhauls how we flush layer state to OpenGL by adding a
formal backend abstraction for fragment processing and further
formalizing the CoglTextureUnit abstraction.
There are three backends: "glsl", "arbfp" and "fixed". The fixed backend
uses the OpenGL fixed function APIs to setup the fragment processing,
the arbfp backend uses code generation to handle fragment processing
using an ARBfp program, and the GLSL backend is currently only there as
a formality to handle user programs associated with a material. (i.e.
the glsl backend doesn't yet support code generation)
The GLSL backend has highest precedence, then arbfp and finally the
fixed. If a backend can't support some particular CoglMaterial feature
then it will fallback to the next backend.
This adds three new COGL_DEBUG options:
* "disable-texturing" as expected should disable all texturing
* "disable-arbfp" always make the arbfp backend fallback
* "disable-glsl" always make the glsl backend fallback
* "show-source" show code generated by the arbfp/glsl backends
_cogl_atlas_texture_blit_begin binds a texture to use as the
destination and it expects it to stay bound until
_cogl_atlas_texture_end_blit is called. However there was a call to
_cogl_journal_flush directly after setting up the blit state which
could cause the wrong texture to be bound. This just moves the flush
to before the call to _cogl_atlas_texture_blit_begin.
This was breaking test-cogl-sub-texture.
1) Always flush when migrating textures out of an atlas because although
it's true that the original texture data will remain valid in the
original texture we can't assume that journal entries have resolved the
GL texture that will be used. This is only true if a layer0_override has
been used.
2) Don't flush at the point of creating a new atlas simply flush
immediately before reorganizing an atlas. This means we are now assuming
that we will never see recursion due to atlas textures being modified
during a journal flush. This means it's the responsibility of the
primitives code to _ensure_mipmaps for example not the responsibility of
_cogl_material_flush_gl_state.
We want to make sure that the material state flushing code will never
result in changes to the texture storage for that material. So for
example mipmaps need to be ensured by the primitives code.
Changes to the texture storage will invalidate the texture coordinates
in the journal and we want to avoid a recursion of journal flushing.
This adds a way to compare two CoglMatrix structures to see if they
represent the same transformations. memcmp can't be used because a
CoglMatrix contains private flags and padding.
THIS IS A WORK IN PROGRESS
Mesa is building a big shader when using ARB_texture_env_combine. The
idea is to bypass that computation, do it ourselves and cache the
compiled program in a CoglMaterial.
For now that feature can be enabled by setting the COGL_PIPELINE
environment variable to "arbfp". COGL_SHOW_FP_SOURCE can be set to a non
empty string to dump the fragment program source too.
TODO:
* fog (really easy, using OPTION)
* support tex env combiner operands, DOT3, ADD_SIGNED, INTERPOLATE
combine modes (need refactoring the generation of temporary
variables) (not too hard)
* alpha testing for GLES 2.0?
The Cogl context has now a feature_flags_private enum that will allow us
to query and use OpenGL features without exposing them in the public
API.
The ARB_fragment_program extension is the first user of those flags.
Looking for this extension only happens in the gl driver as the gles
drivers will not expose them.
One can use _cogl_features_available_private() to check for the
availability of such private features.
While at it, reindent cogl-internal.h as described in CODING_STYLE.
At two places in cogl_wrap_prepare_for_draw it was trying to loop over
the texture units to flush some state. However it was retrieving the
texture unit pointer using w->active_texture_unit instead of the loop
index so it would end up with the wrong state.
Also in glEnableClientState it was using the active unit instead of
the client active unit.
• 3 general fixes (typos, copy/paste),
• ignore cogl-object-private.h,
• cogl_fixed_atani() was in reality cogl_fixed_atan(), fixed in commit
43564f05.
• Fix the cogl-vector section: sections must have a </SECTION> tag at
the end. Also the cogl-vector section was added in the middle of the
cogl-buffer one. Let's shiffle it out and add that </SECTION> tag.
As with a351ff2af earlier, distributing headers generated at configure
time conflicts with out of tree builds as the distributed headers will
be included first instead of including the generated ones.
This provides a mechanism for associating private data with any
CoglObject. We expect Clutter will use this to associate weak materials
with normal materials.
This replaces the use of CoglHandle with strongly type CoglClipStack *
pointers instead. The only function not converted for now is
cogl_is_clip_stack which will be done in a later commit.
This replaces the use of CoglHandle with strongly type CoglBitmap *
pointers instead. The only function not converted for now is
cogl_is_bitmap which will be done in a later commit.
This replaces the use of CoglHandle with strongly type CoglPath *
pointers instead. The only function not converted for now is
cogl_is_path which will be done in a later commit.
This patch makes it so that only the backwards compatibility
COGL_HANDLE_DEFINE macro defines a _cogl_xyz_handle_new function. The
new COGL_OBJECT_DEFINE macro only defines a _cogl_xyz_object_new
function.
It's valid C to declare a function omitting it prototype, but it seems
to be a good practise to always declare a function with its
corresponding prototype.
While this is totally fine (0 in the pointer context will be converted
in the right internal NULL representation, which could be a value with
some bits to 1), I believe it's clearer to use NULL in the pointer
context.
It seems that, in most case, it's more an overlook than a deliberate
choice to use FALSE/0 as NULL, eg. copying a _COGL_GET_CONTEXT (ctx, 0)
or a g_return_val_if_fail (cond, 0) from a function returning a
gboolean.
This replaces the use of CoglHandle with strongly type CoglBuffer *
pointers instead. The only function not converted for now is
cogl_is_buffer which will be done in a later commit.
CoglHandle is a common source of complaints and confusion because people
expect a "handle" to be some form of integer type with some indirection
to lookup the corresponding objects as opposed to a direct pointer.
This patch starts by renaming CoglHandle to CoglObject * and creating
corresponding cogl_object_ APIs to replace the cogl_handle ones.
The next step though is to remove all use of CoglHandle in the Cogl APIs
and replace with strongly typed pointer types such as CoglMaterial * or
CoglTexture * etc also all occurrences of COGL_INVALID_HANDLE can just
use NULL instead.
After this we will consider switching to GTypeInstance internally so we
can have inheritance for our types and hopefully improve how we handle
bindings.
Note all these changes will be done in a way that maintains the API and
ABI.
Since the default alpha test function of GL_ALWAYS is equivalent to
GL_ALPHA_TEST being disabled we don't need to worry about Enabling/Disabling
it when flushing material state, instead it's enough to leave it always
enabled. We will assume that any driver worth its salt wont incur any
additional cost for glEnable (GL_ALPHA_TEST) + GL_ALWAYS vs
glDisable (GL_ALPHA_TEST).
This patch simply calls glEnable (GL_ALPHA_TEST) in cogl_create_context
When _cogl_disable_other_texcoord_arrays is called it disables the
neccessary texcoord arrays and then removes the bits for the disabled
arrays in ctx->texcoord_arrays_enabled. However none of the places
that call the function then set any bits in ctx->texcoord_arrays_enabled
so the arrays would never get marked and they would never get disabled
again.
This patch just changes it so that _cogl_disable_other_texcoord_arrays
also sets the corresponding bits in ctx->texcoord_arrays_enabled.
Instead of directly using a guint32 to store a bitmask for each used
texcoord array, it now stores them in a CoglBitmask. This removes the
limitation of 32 layers (although there are still other places in Cogl
that imply this restriction). To disable texcoord arrays code should
call _cogl_disable_other_texcoord_arrays which takes a bitmask of
texcoord arrays that should not be disabled. There are two extra
bitmasks stored in the CoglContext which are used temporarily for this
function to avoid allocating a new bitmask each time.
http://bugzilla.openedhand.com/show_bug.cgi?id=2132
This implements a growable array of bits called CoglBitmask. The
CoglBitmask is intended to be cheap if less than 32 bits are used. If
more bits are required it will allocate a GArray. The type is meant to
be allocated on the stack but because it can require additional
resources it also has a destroy function.
http://bugzilla.openedhand.com/show_bug.cgi?id=2132
Previously the counter for the number of layers was only updated
whenever the texture handle for a layer changes. However there are
many other ways for a new layer to be created for example by setting a
layer combine constant. Also by default the texture on a layer is
COGL_INVALID_HANDLE so if the application tries to create an explicit
layer with no texture by calling cogl_material_set_layer with
COGL_INVALID_HANDLE then it also wouldn't update the count.
This patch fixes that by incrementing the count in
cogl_material_get_layer instead. This function is called by all
functions that may end up creating a layer so it seems like the most
appropriate place.
http://bugzilla.openedhand.com/show_bug.cgi?id=2132
It should be quite acceptable to use a texture without defining any
texture coords. For example a shader may be in use that is doing
texture lookups without referencing the texture coordinates. Also it
should be possible to replace the vertex colors using a texture layer
without a texture but with a constant layer color.
enable_state_for_drawing_buffer no longer sets any disabled layers in
the overrides. Instead of counting the number of units with texture
coordinates it now keeps them in a mask. This means there can now be
gaps in the list of enabled texture coordinate arrays. To cope with
this, the Cogl context now also stores a mask to track the enabled
arrays. Instead of code manually iterating each enabled array to
disable them, there is now an internal function called
_cogl_disable_texcoord_arrays which disables a given mask.
I think this could also fix potential bugs when a vertex buffer has
gaps in the texture coordinate attributes that it provides. For
example if the vertex buffer only had texture coordinates for layer 2
then the disabling code would not disable the coordinates for layers 0
and 1 even though they are not used. This could cause a crash if the
previous data for those arrays is no longer valid.
http://bugzilla.openedhand.com/show_bug.cgi?id=2132
This adds a math utility API for handling 3 component, single precision
float vectors with the following; mostly self explanatory functions:
cogl_vector3_init
cogl_vector3_init_zero
cogl_vector3_equal
cogl_vector3_equal_with_epsilon
cogl_vector3_copy
cogl_vector3_free
cogl_vector3_invert
cogl_vector3_add
cogl_vector3_subtract
cogl_vector3_multiply_scalar
cogl_vector3_divide_scalar
cogl_vector3_normalize
cogl_vector3_magnitude
cogl_vector3_cross_product
cogl_vector3_dot_product
cogl_vector3_distance
Since the API is experimental you will need to define
COGL_ENABLE_EXPERIMENTAL_API before including cogl.h if you want to use
the API.
This stubs out an xlib event handling mechanism for Cogl. The intention
is for Clutter to use this to forward all x11 events to Cogl. As we move
winsys functionality down into Cogl, Cogl will become responsible for
handling a number of X events: ConfigureNotify events for onscreen
framebuffers, swap events and Damage events for cogl_x11_texture_pixmap.
Previously it would only try to set the blend equation if the RGB and
alpha blending functions were different. However it's completely valid
to use a non-standard blending function when the functions are the
same. This patch moves the blending equation to outside the if
statement.
Previously it would only set the blend constant if glBlendFuncSeparate
was used but it is perfectly acceptable to use the blend constant when
the same factor is used for each. It now sets the blend constant
whenever one of the factors would use the constant.
When a single statement is used to specify the factors for both the
RGB and alpha parts it previously split up the statement into
two. This works but it ends up unnecessarily using glBlendFuncSeparate
when glBlendFunc would suffice.
For example, the blend statement
RGBA = ADD(SRC_COLOR*(SRC_COLOR), DST_COLOR*(1-SRC_COLOR))
would get split into the two statements
RGBA = ADD(SRC_COLOR*(SRC_COLOR[RGB]), DST_COLOR*(1-SRC_COLOR[RGB]))
A = ADD(SRC_COLOR*(SRC_COLOR[A]), DST_COLOR*(1-SRC_COLOR[A]))
That translates to:
glBlendFuncSeparate (GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR,
GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
This patch makes it so that arg_to_gl_blend_factor can handle the
combined RGBA mask instead. That way the single statement gets
translated to the equivalent call:
glBlendFunc (GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR);
Previously a path copy was implemented such that only the array of
path nodes was shared with the source and the rest of the data is
copied. This was so that the copy could avoid a deep copy if the
source path is appended to because the copy keeps track of its own
length. This optimisation is probably not worthwhile because it makes
the copies less cheap. Instead the CoglPath struct now just contains a
single pointer to a new CoglPathData struct which is separately
ref-counted. When the path is modified it will be copied if the ref
count on the data is not 1.
Since framebuffer state is not flushed prior to replaying the journal,
the trick of marking the framebuffer dirty prior to calling
glBindFramebuffer() doesn't work... the outstanding journal entries
will get replayed to the newly created framebuffer.
Fix this by flushing the journal as well.
http://bugzilla.openedhand.com/show_bug.cgi?id=2110
Signed-off-by: Robert Bragg <robert@linux.intel.com>
If the clip stack is empty then _cogl_clip_stack_flush exits
immediately. This was missing out the assignment of *stencil_used_p at
the bottom of the function. If a path is then used after the clip is
cleared then it would think it needs to merge with the clip so the
stencil would not be cleared correctly.
Instead of using cogl_get_bitmasks() to query the GL machinery for the
size of the color bits, we should store the values inside the
CoglFramebuffer object and query them the first time we set the framebuffer
as the current one.
Currently, cogl_get_bitmasks() is re-implemented in terms of
cogl_framebuffer_get_*_bits(). As soon as we are able to expose the
CoglOnscreen framebuffer object in the public API we'll be able to
deprecate cogl_get_bitmasks() altogether.
http://bugzilla.openedhand.com/show_bug.cgi?id=2094
In 91cde78a7 I accidentally changed the function names that get looked
up for the framebuffer extension under GLES so that they didn't have
any suffix. The spec for extension specifies that they should have the
OES suffix.
Debugging code is not meant to be run in the nominal code path. Use
G_UNLIKELY to be reduce the number of bubbles in the instruction
pipeline.
Took the opportunity to re-indent the macros.
When uploading texture data the cogl-texture-2d-sliced backend was
using _cogl_texture_prepare_for_upload to create a bitmap suitable for
upload but then it was using the original bitmap instead of the new
bitmap for the data. This was causing any format conversions performed
by cogl_texture_prepare_for_upload to be ignored.
http://bugzilla.openedhand.com/show_bug.cgi?id=2059
In commit abe91784c4 I changed cogl-texture so that it would use the
OpenGL mechanism to specify a different internal texture format from
the image format so that it can do the conversion instead of
Cogl. However under GLES the internal format and the image format must
always be the same and it only supports a limited set of formats. This
patch changes _cogl_texture_prepare_for_upload so that it does the
conversion using the cogl bitmap code when compiling for GLES.
http://bugzilla.openedhand.com/show_bug.cgi?id=2059
There was a check at the bottom of the loop which sets up the state
for each of the layers so that it would break from the loop when the
maximum number of layers is reached. However after doing this it would
not increment 'i'. 'i' is later used to disable the remaining layers
so it would end up disabling the last layer it just set up.
This patch moves the check to be part of the loop condition so that
the check is performed after incrementing 'i'.
http://bugzilla.openedhand.com/show_bug.cgi?id=2064
The warning displayed when too many layers are used had an off-by-one
error so that it would display even if exactly the maximum number is
used. There was also a missing space at the end of the line in the
message which looked wrong when displayed on the terminal.
http://bugzilla.openedhand.com/show_bug.cgi?id=2064
cogl_path_arc_rel was never in any public headers so it isn't part of
the public API. It also has a slightly inconsistent name because the
rest of the relative path functions are called cogl_path_rel_*. This
patch makes it static for now to make it more obvious that it isn't
public. The name has changed to _cogl_path_rel_arc.
If a path is copied and then appended to, the copy needs to have the
last sub path truncated so that it fits in the total path size in case
the original path was modified. However the path size check was broken
so if the copied path had more than one sub path it would fail.
Previously the clip stack code was trying to detect when the
orientation of the on-screen rectangle had changed by checking if the
order of the y-coordinates on the left edge was different from the
order the x-coordinates on the top edge. This doesn't work for some
rotations which was causing the clip planes to clip the wrong side of
the line. This patch makes it detect the orientation by calculating
the signed area which is a standard computer graphics algorithm.
http://bugzilla.openedhand.com/show_bug.cgi?id=2079
When drawing a path with only a single sub path, Cogl uses the
'even-odd' fill rule which means that if a part of the path intersects
with another part then the intersection would be inverted. However
when combining sub paths it treats them as separate paths and then
unions them together. This doesn't match the semantics of the even-odd
rule in SVG and Cairo. This patch makes it so that a new sub path is
just drawn as another triangle fan so that it will continue to invert
the stencil buffer. This is also much simpler and more efficient as
well as being more correct.
http://bugzilla.openedhand.com/show_bug.cgi?id=2088
Under GLES glReadPixels is documented to only support GL_RGBA with
GL_UNSIGNED_BYTE and an implementation specfic format which can be
fetched with glGet, GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES and
GL_IMPLEMENTATION_COLOR_READ_TYPE_OES. This patch makes it always read
using GL_RGBA and GL_UNSIGNED_BYTE and then convert the results if
neccessary.
This has some room for improvement because it doesn't attempt to use
the implementation specific format. Also the conversion is somewhat
wasteful because there are currently no cogl_bitmap_* functions to
convert without allocating a new buffer so it ends up doing an
intermediate copy.
http://bugzilla.openedhand.com/show_bug.cgi?id=2057
_cogl_bitmap_convert_format_and_premult was failing when converting
from RGBA to RGB and vice versa. _cogl_bitmap_fallback_convert
converts without altering the premult status so when choosing a new
format it would copy over the premult bit. However, it did this
regardless of whether the new format had an alpha channel so when
converting from RGBA_8888_PRE to RGB_888 it would end up inventing a
new meaningless format which would be RGB_888_PRE. This patch makes it
avoid copying the premult flag if the destination has no alpha. It
doesn't matter if it copies when the source format has no alpha
because it will always be unset.
_cogl_bitmap_convert_format_and_premult was also breaking when
converting from RGBA_8888_PRE to RGB_888 because it would think
RGB_888 is unpremultiplied and try to convert but then
_cogl_bitmap_fallback_premult wouldn't know how to do the conversion.
http://bugzilla.openedhand.com/show_bug.cgi?id=2057
This adds three new internal API functions which can be used to retain
the clip stack state and restore it later:
_cogl_get_clip_stack
_cogl_set_clip_stack
_cogl_clip_stack_copy
The functions are currently internal and not yet used but we may want
to make them public in future to replace the cogl_clip_stack_save()
and cogl_clip_stack_restore() APIs.
The get function just returns the handle to the clip stack at the top
of the stack of stacks and the set function just replaces it.
The copy function makes a cheap copy of an existing stack by taking a
reference to the top stack entry. This ends up working like a deep
copy because there is no way to modify entries of a stack but it
doesn't actually copy the data.
CoglClipStackState has now been renamed to CoglClipState and is moved
to a separate file. CoglClipStack now just maintains a stack and
doesn't worry about the rest of the state. CoglClipStack sill contains
the code to flush the stack to GL.
When glScissor is called it needs to pass coordinates in GL's
coordinate space where the origin is the bottom left. Previously this
conversion was done before storing the window rect in the clip
stack. However this might make it more difficult if we want to be able
to grab a handle to a clip stack and use it in different circumstances
later. This patch moves the coordinate conversion to inside the clip
state flushing code.
The stack is now stored as a list of reference counted entries.
Instead of using a GList, each entry now contains a link with a
reference to its parent. The idea is that this would allow copying
stacks with a shared ancestry.
Previously the code flushed the state by finding the bottom of the
stack and then applying each entry by walking back up to the top. This
is slightly harder to do now because the list is no longer
doubly-linked. However I don't think it matters which order the
entries are applied so I've just changed it to apply them in reverse
order.
There was also a restriction that if ever the stencil buffer is used
then we could no longer use clip planes for any subsequent entries. I
don't think this makes sense because it should always work as long as
it doesn't attempt to use the clip planes more than once. I've
therefore removed the restriction.
The CoglAtlasTexture struct was not being freed in
_cogl_atlas_texture_free so there would be a small leak whenever a
texture was destroyed.
Thanks to Robert Bragg for spotting this.
CoglMaterial now sets GL_CLAMP_TO_EDGE if WRAP_MODE_AUTOMATIC is used
unless it is overridden when the material is flushed. The primitives
are still expected to expose repeat semantics so no user visible
changes are made. The idea is that drawing non-repeated textures is
the most common case so if we make clamp_to_ege the default then we
will reduce the number of times we have to override the
material. Avoiding overrides will become important if the overriding
mechanism is replaced with one where the primitive is expected to copy
the material and change that instead.
Previously, Cogl's texture coordinate system was effectively always
GL_REPEAT so that if an application specifies coordinates outside the
range 0→1 it would get repeated copies of the texture. It would
however change the mode to GL_CLAMP_TO_EDGE if all of the coordinates
are in the range 0→1 so that in the common case that the whole texture
is being drawn with linear filtering it will not blend in edge pixels
from the opposite sides.
This patch adds the option for applications to change the wrap mode
per layer. There are now three wrap modes: 'repeat', 'clamp-to-edge'
and 'automatic'. The automatic map mode is the default and it
implements the previous behaviour. The wrap mode can be changed for
the s and t coordinates independently. I've tried to make the
internals support setting the r coordinate but as we don't support 3D
textures yet I haven't exposed any public API for it.
The texture backends still have a set_wrap_mode virtual but this value
is intended to be transitory and it will be changed whenever the
material is flushed (although the backends are expected to cache it so
that it won't use too many GL calls). In my understanding this value
was always meant to be transitory and all primitives were meant to set
the value before drawing. However there were comments suggesting that
this is not the expected behaviour. In particular the vertex buffer
drawing code never set a wrap mode so it would end up with whatever
the texture was previously used for. These issues are now fixed
because the material will always set the wrap modes.
There is code to manually implement clamp-to-edge for textures that
can't be hardware repeated. However this doesn't fully work because it
relies on being able to draw the stretched parts using quads with the
same values for tx1 and tx2. The texture iteration code doesn't
support this so it breaks. This is a separate bug and it isn't
trivially solved.
When flushing a material there are now extra options to set wrap mode
overrides. The overrides are an array of values for each layer that
specifies an override for the s, t or r coordinates. The primitives
use this to implement the automatic wrap mode. cogl_polygon also uses
it to set GL_CLAMP_TO_BORDER mode for its trick to render sliced
textures. Although this code has been added it looks like the sliced
trick has been broken for a while and I haven't attempted to fix it
here.
I've added a constant to represent the maximum number of layers that a
material supports so that I can size the overrides array. I've set it
to 32 because as far as I can tell we have that limit imposed anyway
because the other flush options use a guint32 to store a flag about
each layer. The overrides array ends up adding 32 bytes to each flush
options struct which may be a concern.
http://bugzilla.openedhand.com/show_bug.cgi?id=2063
GL supports setting different wrap modes for the s, t and r
coordinates so we should design the backend interface to support that
also. The r coordinate is not currently used by any of the backends
but we might as well have it to make life easier if we ever add
support for 3D textures.
http://bugzilla.openedhand.com/show_bug.cgi?id=2063
CoglColor and CoglMatrix have public declarations with private members
so that we are free to change the implementation but the structures
could still be allocated on the stack in applications. However it's
quite easy not to realise the members are private and then access them
directly. This patch wraps the members in a macro which redefines the
symbol name when including the header outside of the clutter source.
http://bugzilla.openedhand.com/show_bug.cgi?id=2065
The xx, yx, zx etc fields are meant to be read-only but they were
marked as private with the gtk-doc annotation. This patch moves the
private marker so that the 16 float member fields are public but the
type, inverted matrix, flags and padding are not.
This adds three new API calls:
CoglHandle cogl_path_get()
void cogl_path_set(CoglHandle path)
CoglHandle cogl_path_copy(CoglHandle path)
All of the fields relating to the path have been moved from the Cogl
context to a new CoglPath handle type. The cogl context now just
contains a CoglPath handle. All of the existing path commands
manipulate the data in the current path handle. cogl_path_new now just
creates a new path handle and unrefs the old one.
The path handle can be stored for later with cogl_path_get. The path
can then be copied with cogl_path_copy. Internally it implements
copy-on-write semantics with an extra optimisation that it will only
copy the data if the new path is modified, but not if the original
path is modified. It can do this because the only way to modify a path
is by appending to it so the copied path is able to store its own path
length and only render the nodes up to that length. For this to work
the copied path also needs to keep its own copies of the path extents
because the parent path may change these by adding nodes.
The clip stack now uses the cogl_path_copy mechanism to store paths in
the stack instead of directly copying the data. This should save some
memory and processing time.
Although cogl_multiply_matrix was consistent with OpenGL, after further
consideration it was agreed that cogl_transform is a better name. Given
that it's in the global cogl_ namespace cogl_transform seems more self
documenting.
This adds an example of how to setup a Clutter style 2D coordinate space
and clarifies what state is owned by a framebuffer. (projection,
modelview, viewport and clip stack)
When we expose more cogl_framebuffer API this example will hopefully be
migrated into a more extensive introduction to using framebuffers.
Previously cogl_set_source and cogl_set_source_texture were in
cogl-material.c and the cogl_set_source_color* funcs were in
cogl-color.c. Originally this was because cogl.c was duplicated between
the GL and GLES backends and we didn't want to add to the amount of
duplicated code, but these files have since been consolidated into one
cogl.c.
Quite often it's desirable to be able to multiply the current modelview
matrix by an arbitrary matrix. Currently though you have to first
explicitly call cogl_get_modelview_matrix to get the current modelview
into a temporary variable, then you need to multiply it with your matrix
using cogl_matrix_multiply and finally use cogl_set_modelview_matrix to
make the result be the new modelview. This new convenience function lets
more efficiently skip the first get and last set steps.
Every now and then someone sees the cogl_enable API and gets confused,
thinking its public API so this renames the symbol to be clear that it's
is an internal only API.
When setting up the state for a layer, we need to switch texture
units before we do anything that might bind the texture, or
we'll bind the wrong texture to the previous unit.
http://bugzilla.openedhand.com/show_bug.cgi?id=2033
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
We need to set up the rowstride and alignment properly in
CoglTexture2D before reading texture data.
http://bugzilla.openedhand.com/show_bug.cgi?id=2036
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
This makes it more likely consumers notice invalid unreferences.
GObject has the same assertion.
http://bugzilla.openedhand.com/show_bug.cgi?id=2029
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
When entering cogl_texture_2d_new_from_bitmap the internal format can
be COGL_PIXEL_FORMAT_ANY. This was causing _cogl_texture_2d_can_create
to use an invalid GL format type. Mesa apparently ignores this but it
was causing errors when Cogl is compiled with debugging under NVidia.
http://bugzilla.openedhand.com/show_bug.cgi?id=2026
Add a return result from CoglTexture.transform_quad_coords_to_gl(),
so that we can properly determine the nature of repeats in
the face of GL_TEXTURE_RECTANGLE_ARB, where the returned
coordinates are not normalized.
The comment "We also work out whether any of the texture
coordinates are outside the range [0.0,1.0]. We need to do
this after calling transform_coords_to_gl in case the texture
backend is munging the coordinates (such as in the sub texture
backend)." is disregarded and removed, since it's actually
the virtual coordinates that determine whether we repeat,
not the GL coordinates.
Warnings about disregarded layers are used in all cases where
applicable, including for subtextures.
http://bugzilla.openedhand.com/show_bug.cgi?id=2016
Signed-off-by: Neil Roberts <neil@linux.intel.com>
In _cogl_texture_2d_sliced_foreach_sub_texture_in_region(), don't
assert that the target is GL_TEXTURE_2D; instead conditionalize
normalization on the target.
http://bugzilla.openedhand.com/show_bug.cgi?id=2015
commit 511e5ceb51 accidentally removed the #ifdef COGL_ENABLE_DEBUG
guards around the "cogl-debug" and "cogl-no-debug" cogl_args[] which
this patch restores.
Just like _cogl_texture_2d_new_with_size(),
_cogl_texture_2d_new_from_bitmap() needs to check if an unsliced
texture can be created at the given size, or if hardware
limitations prevent this.
http://bugzilla.openedhand.com/show_bug.cgi?id=2014
Signed-off-by: Neil Roberts <neil@linux.intel.com>
cogl_read_pixels() no longer asserts that the format passed in is
RGBA_8888 but instead accepts any format. The appropriate GL enums for
the format are passed to glReadPixels so OpenGL should be perform a
conversion if neccessary.
It currently assumes glReadPixels will always give us premultiplied
data. This will usually be correct because the result of the default
blending operations for Cogl ends up with premultiplied data in the
framebuffer. However it is possible for the framebuffer to be in
whatever format depending on what CoglMaterial is used to render to
it. Eventually we may want to add a way for an application to inform
Cogl that the framebuffer is not premultiplied in case it is being
used for some special purpose.
If the requested format is not premultiplied then Cogl will convert
it. The tests have been changed to read the data as premultiplied so
that they won't be affected by the conversion. Picking in Clutter has
been changed to use COGL_PIXEL_FORMAT_RGB_888 because it doesn't need
the alpha component. clutter_stage_read_pixels is left unchanged
because the application can't specify a format for that so it seems to
make most sense to store unpremultiplied values.
http://bugzilla.openedhand.com/show_bug.cgi?id=1959
Since using addresses that might change is something that finally
the FSF acknowledge as a plausible scenario (after changing address
twice), the license blurb in the source files should use the URI
for getting the license in case the library did not come with it.
Not that URIs cannot possibly change, but at least it's easier to
set up a redirection at the same place.
As a side note: this commit closes the oldes bug in Clutter's bug
report tool.
http://bugzilla.openedhand.com/show_bug.cgi?id=521
This adds a COGL_INDICES_TYPE_UNSIGNED_INT enum value so that unsigned
ints can be used with cogl_vertex_buffer_indices_new. Unsigned ints
are not supported in core on GLES so a feature flag has also been
added to advertise this. GLES only sets the feature if the
GL_OES_element_index_uint extension is available. It is an error to
call indices_new() with unsigned ints unless the feature is
advertised.
http://bugzilla.openedhand.com/show_bug.cgi?id=1998
Previously the GLES2 backend needed a special wrapper for
glBindTexture because it needed to know the internal GL format of the
texture in order to correctly implement the GL_MODULATE texture env
mode. When GL_MODULATE is used then the RGB values are taken from the
previous texture layer rather than being fetched from the
texture. However since the material API was added Cogl no longer uses
the GL_MODULATE texture env mode but instead always uses GL_COMBINE.
Compiling the GLES2 backend broke since the more-texture-backends
branch merge because the cogl_get_internal_gl_format function was
removed and there was one place in GLES2 specific code that was using
this to bind the texture.
The texture layer combine functions are now hard coded to GL_COMBINE
instead of GL_MODULATE. The combine function can be customized with
all the parameters of GL_COMBINE. A shader is generated to implement
the given parameters.
Currently it will try to generate code for the constant color but it
will use a uniform which does not exist.
The GLES2 backend for Cogl is failing to compile because
GL_MAX_TEXTURE_UNITS is not defined. Let's define it and provide a
wrapper which uses GL_MAX_TEXTURE_IMAGE_UNITS or
COGL_GLES2_MAX_TEXTURE_UNITS, whichever is the smallest.
To aid in the debugging of Clutter stage resize issues this adds a
COGL_DEBUG=opengl option that will trace "some select OpenGL calls"
(currently just glViewport calls)
Most Cogl debugging code conditions are marked as G_UNLIKELY with the
intention of having the CPU branch prediction always assume the
path is disabled so having debugging support in release binaries has
negligible overhead.
This patch simply fixes a few cases where we weren't using G_UNLIKELY.
COGL_DEBUG=all wasn't previously useful as there are several options
that change the behaviour of Cogl and all together wouldn't help anyone
debug anything.
This patch makes it so COGL_DEBUG=all|verbose now only enables options
that don't change the behaviour of Cogl, i.e. they only affect the
amount of noise we'll print to a terminal.
In addition to that this patch also improves the output from
COGL_DEBUG=help so we now print a table of options including one liner
descriptions of what each option enables.
We now never query the width and height of the given texture object
from OpenGL. The problem is that the user may be creating a Cogl
texture from a texture_from_pixmap object where glTexImage2D was
never called and the texture_from_pixmap spec doesn't clarify that
it's reliable to query the width from OpenGL.
This should address:
http://bugzilla.openedhand.com/show_bug.cgi?id=1502
Thanks to Johan Bilien for reporting
The size and position of the window rectangle for clipping in
try_pushing_rect_as_window_rect is calculated by projecting the
rectangle coordinates. Due to rounding errors, this can end up with
slightly off numbers like 34.999999. These were then being cast
directly to an integer so it could end up off by one.
This uses a new macro called COGL_UTIL_NEARBYINT which is a
replacement for the C99 nearbyint function.
If FBOs aren't supported then it will end up very slow to reorganize
the atlas. Also currently the CoglTexture2D backend will refuse to
create any textures anyway so the full atlas texture won't be created.
cogl_texture_2d_new may fail in certain circumstances so
cogl_atlas_texture_reserve_space should detect this and also
fail. This will cause cogl_texture_new to fallback to a sliced
texture.
Thanks to Vladimir Ivakin for reporting this problem.
In the frenzy of the last 10mins before API freeze, I obviously forgot
to update the OpenGL path for _cogl_buffer_hints_to_gl_enum(). This
commit fixes this.
When the atlas is reorganised we could potentially be moving around
textures that are already referenced in the journal. We therefore need
to flush the journal otherwise they will be rendered with incorrect
texture coordinates. We also need to flush the journal even if we are
not reorganizing so that we can rely on the old texture contents
remaining in the atlas after migrating a texture out.
When creating a Cogl sub-texture, if the full texture is also a sub
texture it will now just offset the x and y and reference the full
texture instead. This avoids one level of indirection when rendering
the texture which reduces the chances of getting rounding errors in
the calculations.
The function _cogl_get_max_texture_units is called quite often while
rendering and it returns a constant value so we might as well cache
the result. Calling glGetInteger on Mesa can be expensive because it
flushes a lot of state.
An initial pass over the Cogl source code using the Clang static
analysis tool flagged a few low hanging issues such as un-used variables
or redundant initializing of variables which this patch fixes.
All the cogl_rectangle* APIs normalize their input into into an array of
_CoglMutiTexturedRect rectangles and pass these on to our work horse;
_cogl_rectangles_with_multitexture_coords. The definition of
_CoglMutiTexturedRect had 4 separate float members, x_1, y_1, x_2 and
y_2 which meant for some common cases we were having to copy out from an
array into these members. We are now able to simply point into the users
array avoiding a copy which seems desirable when submiting lots of
rectangles.
This uses the G_GNUC_DEPRECATED macros to mark the
cogl_{texture,vertex_buffer,shader}_ref and unref APIs as deprecated.
Since this flagged that cogl-pango-display-list.c and
clutter-glx-texture-pixmap.c were still using deprecated _ref/_unref
APIs they have now been changed to use the cogl_handle_ref/unref API
instead.
The function prototypes for the primitives API were spread between
cogl-path.h and cogl-texture.h and should have been in a
cogl-primitives.h.
As well as shuffling the prototypes around into more sensible places
this commit splits the cogl-path API out from cogl-primitives.c into
a cogl-path.c
We've had complaints that our Cogl code/headers are a bit "special" so
this is a first pass at tidying things up by giving them some
consistency. These changes are all consistent with how new code in Cogl
is being written, but the style isn't consistently applied across all
code yet.
There are two parts to this patch; but since each one required a large
amount of effort to maintain tidy indenting it made sense to combine the
changes to reduce the time spent re indenting the same lines.
The first change is to use a consistent style for declaring function
prototypes in headers. Cogl headers now consistently use this style for
prototypes:
return_type
cogl_function_name (CoglType arg0,
CoglType arg1);
Not everyone likes this style, but it seems that most of the currently
active Cogl developers agree on it.
The second change is to constrain the use of redundant glib data types
in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all
been replaced with int, unsigned int, float, long, unsigned long and char
respectively. When talking about pixel data; use of guchar has been
replaced with guint8, otherwise unsigned char can be used.
The glib types that we continue to use for portability are gboolean,
gint{8,16,32,64}, guint{8,16,32,64} and gsize.
The general intention is that Cogl should look palatable to the widest
range of C programmers including those outside the Gnome community so
- especially for the public API - we want to minimize the number of
foreign looking typedefs.
OpenGL is an implementation detail for Cogl so it's not appropriate to
expose OpenGL extensions through the Cogl API.
Note: Clutter is currently still using this API, because it is still
doing raw GL calls in ClutterGLXTexturePixmap, so this introduces a
couple of (legitimate) build warnings while compiling Clutter.
The signbit macro is defined in C99 so it should be available but some
versions of GCC don't appear to define it by default. If it's not
available we can use a hack to test the bit directly.
A material layer can not be considered equal if it is using different
texture filtering modes. This was causing problems where rectangles
with different filters would end up batched together and then rendered
with the wrong filter mode.
The function modifies the pixels pointed by p in-place so the pointer
can not be constant. The compiler was accepting this because the
modification is done from inline assembler.
_cogl_texture_driver_gen is needed to set the texture minification
mode to Cogl's default of GL_LINEAR. There was also a line to set this
in _cogl_texture_2d_new_with_size but it wasn't working because it was
called *before* the texture was bound. If the texture was later
rendered with the default material it then it would end up with GL's
default mipmap filtering mode but without mipmaps so it would render
white squares instead.
This adds a fast path for premultiplying an RGBA image using SSE2
instructions. SSE registers are 128-bit and we need at least 16-bits
per component for the intermediate result of the multiplication so we
can do two pixels in parallel with one register. The function
interleaves 2 SSE registers to multiply 4 pixels in one function call
with the hope that this will pipeline better.
http://bugzilla.openedhand.com/show_bug.cgi?id=1939
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
OpenGL ES has no PBO extension, so we fallback to using a malloc'ed
buffer. Make sure the OpenGL-only defines don't leak into the OpenGL ES
compilation.
First, let's add a new public feature called, surprisingly,
COGL_FEATURE_PBOS to check the availability of PBOs and provide a
fallback path when running on older GL implementations or on OpenGL ES
In case the underlying OpenGL implementation does not provide PBOs, we
need a fallback path (a malloc'ed buffer). The CoglPixelBufer
constructors will instanciate a subclass of CoglBuffer that handles
map/unmap and set_data() with a malloc'ed buffer.
The public feature is useful to check before using set_data() on a
buffer as it will mean doing a memcpy() when not supporting PBOs (in
that case, it's better to create the texture directly instead of using a
CoglBuffer).
The only goal of using COGL buffers is to use them to create
textures. cogl_texture_new_from_buffer() is the new symbol to create
textures out of buffers.
This subclass of CoglBuffer aims at wrapping PBOs or other system
surfaces like DRM buffer objects. Two constructors are available:
cogl_pixel_buffer_new() with a size when you only care about the size of
the buffer (such a buffer can be used to store several texture data such
as the three planes of a I420 frame).
cogl_pixel_buffer_new_full() is more a 1:1 mapping between the data and
an underlying surface, with the possibility of having access to a low
level memory buffer that may have a stride.
Buffer objects are cool! This abstracts the buffer API first introduced
by GL_ARB_vertex_buffer_object and then extended to other objects.
The coglBuffer abstract class is intended to be the base class of all
the buffer objects, letting the user map() buffers. If the underlying
implementation does not support buffer objects (or only support VBO but
not FBO for instance), fallback paths should be provided.
The only way the user has to set the mipmap filters is through the
material/layer API. This API defaults to GL_LINEAR/GL_LINEAR for the max
and min filters. With the main use case of cogl being 2D interfaces, it
makes sense do default to GL_LINEAR for the min filter.
When creating new textures, we did not set any filter on them, using
OpenGL defaults': GL_NEAREST_MIPMAP_LINEAR for the min filter and
GL_LINEAR for the max filter. This will make the driver allocate memory
for the mipmap tree, memory that will not be used in the nominal case
(as the material API defaults to GL_LINEAR).
This patch tries to ensure that the min filter is set to GL_LINEAR
before any glTexImage*() call is done on the texture by setting the
filter when generating new OpenGL handles.
Some GL functions have a return value that the GE() macro is not able to
handle. Let's define a new Ge_RET() macro which will be able to handle
functions such as glMapBuffer().
While at it, removed the unused variadic dots to the GE() macro.
When we trashed the contents of the stencil buffer during
_cogl_path_fill_nodes we marked the clip stack state as dirty and expected
the clip stack code would clean up our glStencilFunc state.
The problem is that we only try and update the clip state during
_cogl_journal_init (when we flush the framebuffer state) which is only
called when the journal first gets something logged in it.
To make sure the stencil state is cleaned up we now also flush the journal
so _cogl_journal_init will be called for the next logged rectangle.
This adds three new texture backends.
- CoglTexture2D: This is a trimmed down version of CoglTexture2DSliced
which only supports a single texture and only works with the
GL_TEXTURE_2D target. The code is a lot simpler so it has a less
overheads than dealing with slices. Cogl will use this wherever
possible.
- CoglSubTexture: This is used to get a CoglHandle to represent a
subregion of another texture. The texture can be used as if it was a
standalone texture but it does not need to copy the resources.
- CoglAtlasTexture: This collects RGB and RGBA textures into a single
GL texture with the aim of reducing texture state changes and
increasing batching. The backend will try to manage the atlas and
may move the textures around to close gaps in the texture. By
default all textures will be placed in the atlas.
There was a typo in getting the height of the full texture to check
whether the sub region fits so that it was using the width
instead. This was causing crashes when debugging is enabled for some
apps.
In cogl_texture_new_from_file we create and own a temporary
bitmap. There's no need to copy this data if we need to do a premult
conversion so instead it just does conversion before passing it on to
cogl_texture_new_from_bitmap.
The Cogl atlas code was using _cogl_texture_prepare_for_upload with a
NULL pointer for the dst_bmp to determine the internal format of the
texture without converting the bitmap. It needs to do this to decide
whether the texture will go in the atlas before wasting time on the
conversion. This use of the function is a little confusing so that
part of it has been split out into a new function called
_cogl_texture_determine_internal_format. The code to decide whether a
premult conversion is needed has also been split out.
Commit 92a375ab4 changed the initial value of max_texcoord_attrib_unit
to -1 so that it could disable the texture coord array for the first
texture unit when there are no texture coords used in the vbo. However
max_texcoord_attrib_unit was an unsigned value so this actually became
G_MAXUINT. The disabling loop at the bottom still worked because
G_MAXUINT+1==0 but the check for whether any texture unit is greater
than max_texcoord_attrib_unit was failing so it would always end up
disabling all texture units. This is now fixed by changing
max_texcoord_attrib_unit to be signed.
When deciding if a material layer is equal it now compares the GL
target and texture number if the textures are not sliced. This is
needed to get batching across atlased textures.
Cogl accepts a pixel format for both the data in memory and the
internal format to be used for the texture. If they do not match then
it would convert them using the CoglBitmap functions before uploading
the data. However, GL also lets you specify both formats so it makes
more sense to let GL do the conversion. The driver may need the
texture in a specific format so it may end up being converted anyway.
The cogl_texture_upload_data functions have been removed and replaced
with a single function to prepare the bitmap. This will only do the
premultiplication conversion because that is the only part that GL
can't do directly.
The premult part of _cogl_convert_premult has now been split out as
_cogl_convert_premult_status. _cogl_convert_premult has been renamed
to _cogl_convert_format to make it less confusing. The premult
conversion is now done in-place instead of copying the
buffer. Previously it was copying the buffer once for the format
conversion and then copying it again for the premult conversion. The
premult conversion never changes the size of the buffer so it's quite
easy to do in place. We can also use the separated out function
independently.
The internal format of the atlas texture is still set to the
appropriate format so Cogl will disable blending for textures that are
intended to be RGB. This should end up ignoring the alpha channel from
the texture in the atlas. This makes the code slightly easier to
maintain and should also improve the chances of batching.
Instead of assigning a new colour to each quad of a batch, the
rectangle debugging code now assigns a new colour to each batch so
that it can be used to visually see what is being batched. The colour
is stored in a global variable that is reset during cogl_clear. This
improves the chances that the same colour will be used for a batch in
the next frames to avoid flickering.
When setting up the state for the vertex buffer,
enable_state_for_drawing_buffer tries to keep track of the highest
numbered texture unit in use. It then disables any texture arrays for
units that were previously enabled if they are greater than that
number. However if there is no texturing in the VBO then the max used
unit would be left at 0 which it would later think meant unit 0 is
still in use so it wouldn't disable it. To fix this it now initialises
the max used unit to -1 which it should interpret as ‘no units are in
use’ so it will later disable the arrays for all units.
Thanks to Jon Mayo for reporting the bug.
http://bugzilla.openedhand.com/show_bug.cgi?id=1957
We were checking the number of texture units against the GL enum that is
used in glGetInteger() to query that number. Let's abstract this in a
little function.
Took the opportunity to dig a bit on the usage of GL limits for the
number of texture (image) units and document our use of them. We'll need
something finer grained if we want to fully exploit texture image units
with a programmable pipeline.
The index field of CoglTextureUnit was never set, leading to the
creation of units with index set to 0. When trying to retrieve a texture
unit by its index (!= 0) with _cogl_get_texture_unit(), a new one was
created as it could not find it back in the list of textures units:
ctx->texture_units.
http://bugzilla.openedhand.com/show_bug.cgi?id=1958
Previously the atlas textures were being created with whatever format
the first sub texture is in. Only three formats are supported so this
only matters if the first texture is a premultiplied alpha
texture. Instead it now masks out the premultiplied bit so that the
textures are always either RGB_888 or RGBA_8888.
When uploading texture data it was just calling cogl_texture_set_data
on the large texture. This would attempt to convert the data to the
format of the large texture. All of the textures with alpha channels
are stored together regardless of whether they are premultiplied so
this was causing premultiplied textures to be unpremultiplied
again. It now just uploads the data ignoring the premult bit of the
format so that it only gets converted once.
With the atlas texture backend ensuring the mipmaps can make it become
a completely different texture which will have different texture
coordinates or may even be sliced. Therefore we need to ensure the
mipmaps before deciding which quads to log in the journal. This adds a
new private function to cogl-material which ensures the mipmaps if
needed.
The sub texture backend doesn't work well as a completely general
texture backend because for example when rendering with cogl_polygon
it needs to be able to tranform arbitrary texture coordinates without
reference to the other coordintes. This can't be done when the texture
coordinates are a multiple of one because sometimes the coordinate
should represent the left or top edge and sometimes it should
represent the bottom or top edge. For example if the s coordinates are
0 and 1 then 1 represents the right edge but if they are 1 and 2 then
1 represents the left edge.
Instead the sub-textures are now documented not to support coordinates
outside the range [0,1]. The coordinates for the sub-region are now
represented as integers as this helps avoid rounding issues. The
region can no longer be a super-region of the texture as this
simplifies the code quite a lot.
There are two new texture virtual functions:
transform_quad_coords_to_gl - This transforms two pairs of coordinates
representing a quad. It will return FALSE if the coordinates can
not be transformed. The sub texture backend uses this to detect
coordinates that require repeating which causes cogl-primitives
to use manual repeating.
ensure_non_quad_rendering - This is used in cogl_polygon and
cogl_vertex_buffer to inform the texture backend that
transform_quad_to_gl is going to be used. The atlas backend
migrates the texture out of the atlas when it hits this.
When calculating the next integer position for negative coordinates it
would not increment if the position is already a multiple of one so we
need to manually add one.
When try_creating_fbo fails it returns 0 to report the error and if it
succeeds it returns ‘flags’. However cogl_offscreen_new_to_texture
also passes in 0 for the flags as the last fallback to create the fbo
with nothing but the color buffer. In that case it will return 0
regardless of whether it succeeded so the last fallback will always be
considered a failure.
To fix this it now just returns a gboolean to indicate whether it
succeeded and the flags used for each attempt is assigned when passing
the argument rather than from the return value of the function.
Also if the only configuration that succeeded was with flags==0 then
it would always try all combinations because last_working_flags would
also be zero. To avoid this it now uses a separate gboolean to mark
whether we found a successful set of flags.
http://bugzilla.openedhand.com/show_bug.cgi?id=1873
Since 755cce33a7 the framebuffer code is using the GL enums
GL_DEPTH_ATTACHMENT and GL_DEPTH_COMPONENT16. These aren't available
directly under GLES except with the OES suffix so we need to define
them manually as we do with the other framebuffer constants.
These macros used to define Cogl wrappers for the GLenum values. There are
now Cogl enums everywhere in the API where these were required so we
shouldn't need them anymore. They were in the public headers but as
they are not neccessary and were not in the API docs for Clutter 1.0
it should be safe to remove them.
If a user supplied multiple groups of texture coordinates with
cogl_rectangle_with_multitexture_coords() then we would repeatedly log only
the first group in the journal. This fixes that bug and adds a conformance
test to verify the fix.
Thanks to Gord Allott for reporting this bug.
The Intel drivers in Mesa 7.6 (and possibly earlier versions) don't
support creating FBOs with a stencil buffer but without a depth
buffer. This reworks framebuffer allocation so that we try a number
of fallback options before failing.
The options we try in order are:
- the same options that were sucessful last time if available
- combined depth and stencil
- separate depth and stencil
- just stencil, no depth
- just depth, no stencil
- neither depth or stencil
We weren't taking a reference on the texture to be used as the color buffer
for offscreen rendering, so it was possible to free the texture leaving the
framebuffer in an inconsistent state.
This adds gives Cogl a dedicated UProf context which will be linked together
with Clutter's context during clutter_init_real().
Initial timers cover _cogl_journal_flush and _cogl_journal_log_quad
You can explicitly ask for a report of Cogl statistics by exporting
COGL_PROFILE_OUTPUT_REPORT=1 but since the context is linked with Clutter's
the statisitcs will also be shown in the automatic Clutter reports.
* stage-use-alpha:
tests: Use accessor methods for :use-alpha
stage: Add accessors for :use-alpha
tests: Allow setting the stage opacity in test-paint-wrapper
stage: Premultiply the stage color
stage: Composite the opacity with the alpha channel
glx: Always request an ARGB visual
stage: Add :use-alpha property
materials: Get the right blend function for alpha
When the texture is in the atlas, ensuring the mipmaps can effectively
make it become a completely different texture so we should do this
before getting the GL handle.
Mipmaps don't work very well in the current atlas because there is not
enough padding between the textures. If ensure_mipmaps is called it
will now create a new texture and migrate the atlased texture to
it. It will use the same blit mechanism as when migrating so it will
try to use an FBO for a fast blit. However if this is not possible it
will end up downloading the data for the entire atlas which is not
ideal.
When reorganizing the textures, we can avoid downloading the entire
texture data if we bind the source texture in a framebuffer object and
copy the destination using glCopyTexSubImage2D. This is also
implemented using a much faster path in Mesa.
Currently it is calling the GL framebuffer API directly but ideally it
would use the Cogl offscreen API. However there is no way to tell Cogl
not to create a stencil renderbuffer which seems like a waste in this
situation.
If FBOs are not available it will fallback to reading back the entire
texture data as before.
This adds a 'dump-atlas-image' debug category. When enabled, CoglAtlas
will use Cairo to create a png which visualizes the leaf rectangles of
the atlas.
This adds an 'atlas' category to the COGL_DEBUG environment
variable. When enabled Cogl will display messages when textures are
added to the atlas and when the atlas is reorganized.
When space can't be found in the atlas for a new texture it will now
try to reorganize the atlas to make space. A new CoglAtlas is created
and all of the textures are readded in decreasing size order. If the
textures still don't fit then the size of the atlas is doubled until
either we find a space or we reach the texture size limits. If we
successfully find an organization that fits then all of the textures
will be migrated to a new texture. This involves copying the texture
data into CPU memory and then uploading it again. Potentially it could
eventually use a PBO or an FBO to transfer the image without going
through the CPU.
The algorithm for laying out the textures works a lot better if the
rectangles are added in order so we might eventually want some API for
creating multiple textures in one go to avoid reorganizing the atlas
as far as possible.
This adds a CoglAtlas type which is a data structure that keeps track
of unused sub rectangles of a larger rectangle. There is a new atlased
texture backend which uses this to put multiple textures into a single
larger texture.
Currently the atlas is always sized 256x256 and the textures are never
moved once they are put in. Eventually it needs to be able to
reorganise the atlas and grow it if necessary. It also needs to
migrate the textures out of the atlas if mipmaps are required.
This is an optimised version of CoglTexture2DSliced that always deals
with a single texture and always uses the GL_TEXTURE_2D
target. cogl_texture_new_from_bitmap now tries to use this backend
first. If it can't create a texture with that size then it falls back
the sliced backend.
cogl_texture_upload_data_prepare has been split into two functions
because the sliced backend needs to know the real internal format
before the conversion is performed. Otherwise the converted bitmap
will be wasted if the backend can't support the size.
This provides a way to upload the entire data for a texture without
having to first call glTexImage and then glTexSubImage. This should be
faster especially with indirect rendering where it would needlessy
send the data for the texture twice.
new_from_data and new_from_file can be implemented in terms of
new_from_bitmap so it makes sense to move these to cogl-texture rather
than having to implement them in every texture backend.
This adds a new texture backend which represents a sub texture of a
larger texture. The texture is created with a reference to the full
texture and a set of coordinates describing the region. The backend
simply defers to the full texture for all operations and maps the
coordinates to the other range. You can also use coordinates outside
the range [0,1] to create a repeated version of the full texture.
A new public API function called cogl_texture_new_from_sub_texture is
available to create the sub texture.
The CoglTextureSliceCallback function pointer now takes const pointers
for the texture coordinates. This makes it clearer that the callback
should not modify the array and therefore the backend can use the same
array for both sets of coords.
Given a region of texture coordinates this utility invokes a callback
enough times to cover the region with a subregion that spans the
texture at most once. Eg, if called with tx1 and tx2 as 0.5 and 3.0 it
it would invoke the callback with:
0.5,1.0 1.0,2.0 2.0,3.0
Manual repeating is needed by all texture backends regardless of
whether they can support hardware repeating because when Cogl calls
the foreach_sub_texture_in_region method then it sets the wrap mode to
GL_CLAMP_TO_EDGE and no hardware repeating is possible.
In _cogl_multitexture_quad_single_primitive we use a wrap mode of
GL_CLAMP_TO_EDGE if the texture coordinates are all in the range [0,1]
or GL_REPEAT otherwise. This is to avoid pulling in pixels from either
side when using GL_LINEAR filter mode and rendering the entire
texture. Previously it was checking using the unconverted texture
coordinates. This is ok unless the texture backend is radically
transforming the texture coordinates, such as in the sub texture
backend where the coordinates may map to something completely
different. We now check whether the coordinates are in range after
converting them.
Most of the fields that were previously in CoglTexture are specific to
the implementation of CoglTexture2DSliced so they should be placed
there instead. For example, the 'mipmaps_dirty' flag is an
implementation detail of the ensure_mipmaps function so it doesn't
make sense to force all texture backends to have this function.
Other fields such as width, height, gl_format and format may make
sense for all textures but I've added them as virtual functions
instead. This may make more sense for a sub-texture backend for
example where it can calculate these based on the full texture.
The CoglTexture struct previously contained some fields which are only
used to upload data such as the CoglBitmap and the source GL
format. These are now moved to a separate CoglTextureUploadData struct
which only exists for the duration of one of the cogl_texture_*_new
functions. In cogl-texture there are utility functions which operate
on this new struct rather than on CoglTexture directly.
Some of the fields that were previously stored in the CoglBitmap
struct are now copied to the CoglTexture such as the width, height,
format and internal GL format.
The rowstride was previously stored in CoglTexture and this was
publicly accessible with the cogl_texture_get_rowstride
function. However this doesn't seem to be a useful function because
there is no need to use the same rowstride again when uploading or
downloading new data. Instead cogl_texture_get_rowstride now just
calculates a suitable rowstride from the format and width of the
texture.
Commit 558b17ee1e added support for rectangle textures to the
framebuffer code. Under GLES there is no GL_TEXTURE_RECTANGLE_ARB
definition so this was breaking the build. The rest of Cogl uses
ifdef's around that constant so we should do the same here.
The correct blend function for the alpha channel is:
GL_ONE, GL_ONE_MINUS_SRC_ALPHA
As per bug 1406. This fix was dropped when the switch to premultiplied
alpha was merged.
We currently enable blending if the material colour has
transparency. This patch makes it also enable blending if any of the
lighting colours have transparency. Arguably this isn't neccessary
because we don't expose any API to enable lighting so there is no
bug. However it is currently possible to enable lighting with a direct
call to glEnable and this otherwise works so it is a shame not to have
it.
http://bugzilla.openedhand.com/show_bug.cgi?id=1907
cogl_push_draw_buffer, cogl_set_draw_buffer and cogl_pop_draw_buffer are now
deprecated and new code should use the new cogl_framebuffer_* API instead.
Code that previously did:
cogl_push_draw_buffer ();
cogl_set_draw_buffer (COGL_OFFSCREEN_BUFFER, buffer);
/* draw */
cogl_pop_draw_buffer ();
should now be re-written as:
cogl_push_framebuffer (buffer);
/* draw */
cogl_pop_framebuffer ();
As can be seen from the example above the rename has been used as an
opportunity to remove the redundant target argument from
cogl_set_draw_buffer; it now only takes one call to redirect to an offscreen
buffer, and finally the term framebuffer may be a bit more familiar to
anyone coming from an OpenGL background.
Instead of storing an enum with the backend type for each texture and
then using a switch statement to decide which function to call, we
should store pointers to all of the functions in a struct and have
each texture point to that struct. This is potentially slightly faster
when there are more backends and it makes implementing new backends
easier because it's more obvious which functions have to be
implemented.
cogl_offscreen_new_to_texture previously bailed out if the given texture's
GL target was anything but GL_TEXTURE_2D, but it now also allows
foreign GL_TEXTURE_RECTANGLE_ARB textures.
Thanks to Owen for reporting this issue, ref:
https://bugzilla.gnome.org/show_bug.cgi?id=601032
cogl_material_copy can be used to create a new CoglHandle referencing a copy
of some given material.
From now on we will advise that developers always aim to use this function
instead of cogl_material_new() when creating a material that is in any way
derived from another.
By using cogl_material_copy, Cogl can maintain an ancestry for each material
and keep track of "similar" materials. The plan is that Cogl will use this
information to minimize the cost of GPU state transitions.
This function was #if 0'd before we released Clutter 1.0 so there's no
implementation of it. At some point we thought it might assist with
developers breaking out into raw OpenGL. Breaking out to raw GL is a
difficult problem though so we decided instead we will wait for a specific
use case to arrise before trying to support it.
_cogl_material_get_layer expects a CoglMaterial* pointer but it was
being called with a CoglHandle. This doesn't matter because the
CoglHandle is actually just the CoglMaterial* pointer anyway but it
breaks the ability to change the _cogl_material_pointer_from_handle
macro.
• Use the same style for the Cogl API reference as the one used for
the Clutter API reference.
• Fix the introspection annotations for cogl_bitmap_get_size_from_file()
The imported Mesa matrix code has some documentation annotations
that make gtk-doc very angry. Since it's all private anyway we
can safely make gtk-doc ignore the offending stuff.
$(COGL_DRIVER)/cogl-defines.h is generated in the configure script so
it ends up in the build directory. Therefore the build rule for
cogl/cogl-defines.h should depend on the file in $(builddir) not
$(srcdir).
The deprecation notices in gtk-doc should also refer to the
release that added the deprecation, and if the deprecated
symbol has been replaced by something else then the new symbol
should be correctly referenced.
The main COGL header cogl.h is currently created at configure time
because it conditionally includes the driver-dependent defines. This
sometimes leads to a stale cogl.h with old definitions which can
break the build until you clean out the whole tree and start from
scratch.
We can generate a stable cogl-defines.h at build time from the
equivalent driver-dependent header and let cogl.h include that
file instead.
_cogl_feature_check expects the array of function names to be
terminated with a NULL pointer but I forgot to add this. This was
causing crashes depending on what happened to be in memory after the
array.
For VBOs, we don't need to check for the extension if the GL version
is greater than 1.5. Non-power-of-two textures are given in 2.0.
We could also assume shader support in GL 2.0 except that the function
names are different from those in the extension so it wouldn't work
well with the current mechanism.
Previously if you need to depend on a new GL feature you had to:
- Add typedefs for all of the functions in cogl-defines.h.in
- Add function pointers for each of the functions in
cogl-context-driver.h
- Add an initializer for the function pointers in
cogl-context-driver.c
- Add a check for the extension and all of the functions in
cogl_features_init. If the extension is available under multiple
names then you have to duplicate the checks.
This is quite tedious and error prone. This patch moves all of the
features and their functions into a list of macro invocations in
cogl-feature-functions.h. The macros can be redefined to implement all
of the above tasks from the same header.
The features are described in a struct with a pointer to a table of
functions. A new function takes the feature description from this
struct and checks for its availability. The feature can take a list of
extension names with a list of alternate namespaces (such as "EXT" or
"ARB"). It can also detect the feature from a particular version of
GL.
The typedefs are now gone and instead the function pointer in the Cogl
context just directly contains the type.
Some of the functions in the context were previously declared with the
'ARB' extension. This has been removed so that now all the functions
have no suffix. This makes more sense when the extension could
potentially be merged into GL core as well.
There is a new internal Cogl function called _cogl_check_driver_valid
which looks at the value of the GL_VERSION string to determine whether
the driver is supported. Clutter now calls this after the stage is
realized. If it fails then the stage is marked as unrealized and a
warning is shown.
_cogl_features_init now also checks the version number before getting
the function pointers for glBlendFuncSeparate and
glBlendEquationSeparate. It is not safe to just check for the presence
of the functions because some drivers may define the function without
fully implementing the spec.
The GLES version of _cogl_check_driver_valid just always returns TRUE
because there are no version requirements yet.
Eventually the function could also check for mandatory extensions if
there were any.
http://bugzilla.openedhand.com/show_bug.cgi?id=1875
When _cogl_add_path_to_stencil_buffer is used to draw a path we don't
need to clear the entire stencil buffer. Instead it can clear just the
bounding box of the path. This adds an extra parameter called
'need_clear' which is only set if the stencil buffer is being used for
clipping.
http://bugzilla.openedhand.com/show_bug.cgi?id=1829
This fixes a warning about an uninitialised value. It could also
potentially fix some crashes for example if the enable_flags value
happened to include a bit for enabling a vertex array if no vertex
buffer pointer was set.
While loading a JPEG from disk (with clutter_texture_new_from_file),
I got the following:
<Error>: CGBitmapContextCreate: unsupported parameter combination: 8
integer bits/component; 24 bits/pixel; 3-component colorspace;
kCGImageAlphaNone; 3072 bytes/row.
<Error>: CGContextDrawImage: invalid context
Looking around, I found that CGBitmapContextCreate can't make 24bpp
offscreen pixmaps without an alpha channel...
This fixes the bug, and seems to not break other things...
http://bugzilla.openedhand.com/show_bug.cgi?id=1159
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
cogl_clip_push() which accepts a rectangle in model space shouldn't have
been defined to take x,y,width,height arguments because this isn't consistant
with other Cogl API dealing with model space rectangles. If you are using a
coordinate system with the origin at the center and the y+ extending up,
then x,y,width,height isn't as natural as (x0,y0)(x1,y1). This API has
now been replace with cogl_clip_push_rectangle()
(As a general note: the Cogl API should only use the x,y,width,height style
when the appropriate coordinate space is defined by Cogl to have a top left
origin. E.g. window coordinates, or potentially texture coordinates)
cogl_clip_push_window_rect() shouldn't have been defined to take float
arguments since we only clip with integral pixel precision. We also
shouldn't have abbreviated "rectangle". This API has been replaced with
cogl_clip_push_window_rectangle()
cogl_clip_ensure() wasn't documented at all in Clutter 1.0 and probably
no one even knew it existed. This API isn't useful, and so it's now
deprecated. If no one complains we may remove the API altogether for
Clutter 1.2.
cogl_clip_stack_save() and cogl_clip_stack_restore() were originally added
to allow us to save/restore the clip when switching to/from offscreen
rendering. Now that offscreen draw buffers are defined to own their clip
state and the state will be automatically saved and restored this API is now
redundant and so deprecated.
For a long time now the GLES driver for Cogl has supported a fallback
scanline rasterizer for filling paths when no stencil buffer is available,
but now that we build the same cogl-primitives code for GL and GLES I
thought it may sometimes be useful for debugging to force Cogl to use the
scanline rasterizer instead of the current stencil buffer approach.
These files were practically identical, except the gles code had additional
support for filling paths without a stencil buffer. All the driver code has
now been moved into cogl/cogl-primitives.c
It's useful when initialzing offscreen draw buffers to be able to ask
Cogl to create a texture of a given size and with the default internal
pixel format.
Before we call glViewport we need to convert Cogl viewport coordinates
(where the origin is defined to be top left) to OpenGL coordinates
(where the origin is defined to be bottom left)
We weren't considering that offscreen rendering is always upside down
and in this case Cogl coordinates == OpenGL coordinates.
Firstly this now uses the draw buffer height not the viewport height
when we need to perform a y = height - y conversion, since (as the
name suggests) we are dealing with window coordinates not viewport
coordinates.
Secondly this skips any conversion when the current draw buffer is an
offscreen draw buffer since offscreen rendering is always forced to be
upside down and in this case Cogl window coordinates == GL window
coordinates.
This new API takes advantage of the recently imported Mesa code to support
inverse matrix calculation. The matrix code keeps track (via internal
flags) of the transformations a matrix represents so that it can select an
optimized inversion function.
Note: although other aspects of the Cogl matrix API have followed a similar
style to Cairo's matrix API we haven't added a cogl_matrix_invert API
because the inverse of a CoglMatrix is actually cached as part of the
CoglMatrix structure meaning a destructive API like cogl_matrix_invert
doesn't let users take advantage of this caching design.
This adds a COGL_DEBUG=matrices debug option that can be used to trace all
matrix manipulation done using the Cogl API. This can be handy when you
break something in such a way that a trace is still comparable with a
previous working version since you can simply diff a log of the broken
version vs the working version to home in on the bug.
This pulls in code from Mesa to improve our matrix manipulation support. It
includes support for calculating the inverse of matrices based on top of a
matrix categorizing system that allows optimizing certain matrix types.
(the main thing we were after) but also adds some optimisations for
rotations.
Changes compared to the original code from Mesa:
- Coding style is consistent with the rest of Cogl
- Instead of allocating matrix->m and matrix->inv using malloc, our public
CoglMatrix typedef is large enough to directly contain the matrix, its
inverse, a type and a set of flags.
- Instead of having a _math_matrix_analyse which updates the type, flags and
inverse, we have _math_matrix_update_inverse which essentially does the
same thing (internally making use of _math_matrix_update_type_and_flags())
but with additional guards in place to bail out when the inverse matrix is
still valid.
- When initializing a matrix with the identity matrix we don't immediately
initialize the inverse matrix; rather we just set the dirty flag for the
inverse (since it's likely the user won't request the inverse of the
identity matrix)
Because Cogl defines the origin for texture as top left and offscreen draw
buffers can be used to render to textures, we (internally) force all
offscreen rendering to be upside down. (because OpenGL defines the origin
to be bottom left)
By forcing the users scene to be rendered upside down though we also reverse
the winding order of all the drawn triangles which may interfere with the
users use of backface culling. This patch ensures that we reverse the
winding order for a front face (if culling is in use) while rendering
offscreen so we don't conflict with the users back face culling.
Technically this change shouldn't make a difference since we are
calling glReadPixels with GL_RGBA GL_UNSIGNED_BYTE which is a 4
byte format and it should always result in the same value according
to how OpenGL calculates the location of sequential rows.
i.e. k = a/s * ceil(snl/a) where:
a = alignment
s = component size (1)
n = number of components per pixel (4)
l = number of pixels in a row
gives:
k = 4/1 * ceil(4l/4) and k = 1/1 * ceil(4l/1) which are equivalent
I'm changing it because I've seen i915 driver code that bails out of
hardware accelerated paths if the alignment isn't 1, and because
conceptually we have no alignment constraints here so even if the current
value has no effect, when we start reading back other formats it may upset
things.
We were previously calling cogl_flush() after setting up the glPixelStore
state for calling glReadPixels, but flushing the journal could itself
change the glPixelStore state.
Since offscreen rendering is forced to be upside down we don't need to do
any conversion of the users coordinates to go from Cogl window coordinates
to OpenGL window coordinates.
Since we do all offscreen rendering upside down (so that we can have the
origin for texture coordinates be the top left of textures for the cases
where offscreen draw buffers are bound to textures) we don't need to flip
data read back from an offscreen framebuffer before we we return it to the
user.
I was originally expecting the code not to handle offset viewports or
viewports with a different size to the framebuffer, but it turns out the
code worked fine. In the process though I think I made the code slightly
more readable.
cogl_viewport only accepted a viewport width and height, but there are times
when it's also desireable to have a viewport offset so that a scene can be
translated after projection but before hitting the framebuffer.
Because Cogl defines the origin of viewport and window coordinates to be
top-left it always needs to know the size of the current window so that Cogl
window/viewport coordinates can be transformed into OpenGL coordinates.
This also fixes cogl_read_pixels to use the current draw buffer height
instead of the viewport height to determine the OpenGL y coordinate to use
for glReadPixels.
First a few notes about Cogl coordinate systems:
- Cogl defines the window origin, viewport origin and texture coordinates
origin to be top left unlike OpenGL which defines them as bottom left.
- Cogl defines the modelview and projection identity matrices in exactly the
same way as OpenGL.
- I.e. we believe that for 2D centric constructs: windows/framebuffers,
viewports and textures developers are more used to dealing with a top left
origin, but when modeling objects in 3D; an origin at the center with y
going up is quite natural.
The way Cogl handles textures is by uploading data upside down in OpenGL
terms so that bottom left becomes top left. (Note: This also has the
benefit that we don't need to flip the data we get from image decoding
libraries since they typically also consider top left to be the image
origin.)
The viewport and window coords are mostly handled with various y =
height - y tweaks before we pass y coordinates to OpenGL.
Generally speaking though the handling of coordinate spaces in Cogl is a bit
fragile. I guess partly because none of it was design to be, it just
evolved from how Clutter defines its coordinates without much consideration
or testing. I hope to improve this over a number of commits; starting here.
This commit deals with the fact that offscreen draw buffers may be bound to
textures but we don't "upload" the texture data upside down, and so if you
texture from an offscreen draw buffer you need to manually flip the texture
coordinates to get it the right way around. We now force offscreen
rendering to be flipped upside down by tweaking the projection matrix right
before we submit it to OpenGL to scale y by -1. The tweak is entirely
hidden from the user such that if you call cogl_get_projection you will not
see this scale.
We were ignoring the possibility that the current modelview matrix may flip
the incoming rectangle in which case we didn't calculate a valid scissor
rectangle for clipping.
This fixes: http://bugzilla.o-hand.com/show_bug.cgi?id=1809
(Clipping doesn't work within an FBO)
Cogl's support for offscreen rendering was originally written just to support
the clutter_texture_new_from_actor API and due to lack of documentation and
several confusing - non orthogonal - side effects of using the API it wasn't
really possible to use directly.
This commit does a number of things:
- It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h}
files instead which should be easier to maintain.
- internally CoglFbo objects are now called CoglDrawBuffers. A
CoglDrawBuffer is an abstract base class that is inherited from to
implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw
buffers will initially be used to support the
cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will
start to be used internally to represent windows as we aim to migrate some
of Clutter's backend code to Cogl.
- It makes draw buffer objects the owners of the following state:
- viewport
- projection matrix stack
- modelview matrix stack
- clip state
(This means when you switch between draw buffers you will automatically be
switching to their associated viewport, matrix and clip state)
Aside from hopefully making cogl_offscreen_new_to_texture be more useful
short term by having simpler and well defined semantics for
cogl_set_draw_buffer, as mentioned above this is the first step for a couple
of other things:
- Its a step toward moving ownership for windows down from Clutter backends
into Cogl, by (internally at least) introducing the CoglOnscreen draw
buffer. Note: the plan is that cogl_set_draw_buffer will accept on or
offscreen draw buffer handles, and the "target" argument will become
redundant since we will instead query the type of the given draw buffer
handle.
- Because we have a common type for on and offscreen framebuffers we can
provide a unified API for framebuffer management. Things like:
- blitting between buffers
- managing ancillary buffers (e.g. attaching depth and stencil buffers)
- size requisition
- clearing
Over time the two cogl-fbo.c files have needlessly diverged as bug fixes or
cleanups went into one version but not the other. This tries to bring them
back in line with each other. It should actually be simple enough to move
cogl-fbo.c to be a common file, and simply not build it for GLES 1.1, so
maybe I'll follow up with such a patch soon.
The comment just said: "Some implementation require a clear before drawing
to an fbo. Luckily it is affected by scissor test." and did a scissored
clear, which is clearly a driver bug workaround, but for what driver? The
fact that it was copied into the gles backend (or vica versa is also
suspicious since it seems unlikely that the workaround is necessary for both
backends.)
We can easily restore the workaround with a better comment if this problem
really still exists on current drivers, but for now I'd rather minimize
hand-wavey workaround code that can't be tested.
Otherwise you can't use the alpha channel of the vertex colors unless
the material has a texture with alpha or the material's color has
alpha less than 255.
Some changes to make COGL pass distcheck with Automake 1.11 and
anal-retentiveness turned up to 11.
The "major" change is the flattening of the winsys/ part of COGL,
which is built directly inside libclutter-cogl.la instead of an
intermediate libclutter-cogl-winsys.la object.
Ideally, the whole COGL should be flattened out using a
quasi-non-recursive Automake layout; unfortunately, the driver/
sub-section ships with identical targets and Automake cannot
distinguish GL and GLES objects.
Since we no longer depend on the GL matrix API in Cogl we can remove a lot
of wrapper code from the GLES 2 backend. This is particularly nice given
that there was no code shared between the cogl-matrix-stack API and gles2
wrappers so we had a lot of duplicated logic.
The indirection through this API isn't necessary since we no longer
arbitrate between the OpenGL matrix API and Cogl's client side API. Also it
doesn't help to maintain an OpenGL style matrix mode API for internal use
since it's awkward to keep restoring the MODELVIEW mode and easy enough to
directly work with the matrix stacks of interest.
This replaces use of the _cogl_current_matrix API with direct use of the
_cogl_matrix_stack API. All the unused cogl_current_matrix API is removed
and the matrix utility code left in cogl-current-matrix.c was moved to
cogl.c.
This cache of the gl matrix mode lets us avoid repeat calls to glMatrixMode
in _cogl_matrix_stack_flush_to_gl when we have lots of sequential modelview
matrix modifications.
This goes a bit further than the previous patch, and as a special case
we now simply represent identity matrices using a boolean, and only
lazily initialize them when they need to be modified.
The journal always uses an identity matrix since it uses software
transformation. Currently it manually uses glLoadMatrix since previous
experimentation showed that the cogl-matrix-stack gave bad performance, but
it would be nice to fix performance so we only have to care about one path
for loading matrices.
For the common case where we do:
cogl_matrix_stack_push()
cogl_matrix_stack_load_identity()
we were effectively initializing the matrix 3 times. Once due to use of
g_slice_new0, then we had a cogl_matrix_init_identity in
_cogl_matrix_state_new for good measure, and then finally in
cogl_matrix_stack_load_identity we did another cogl_matrix_init_identity.
We don't use g_slice_new0 anymore, _cogl_matrix_state_new is documented as
not initializing the matrix (instead _cogl_matrix_stack_top_mutable now
takes a boolean to choose if new stack entries should be initialised) and so
we now only initialize once in cogl_matrix_stack_load_identity.
This relates back to an earlier commitment to stop using the OpenGL matrix
API which is considered deprecated. (ref 54159f5a1d)
The new texture matrix stacks are hung from a list of (internal only)
CoglTextureUnit structures which the CoglMaterial code internally references
via _cogl_get_texure_unit ().
So we would be left with only the cogl-matrix-stack code being responsible
for glMatrixMode, glLoadMatrix and glLoadIdentity this commit updates the
journal code so it now uses the matrix-stack API instead of GL directly.
The Journal can be considered a standalone component, so even though
it's currently only used to log quads, it seems better to split it
out into its own file.
When we implement atlas textures we will probably want to use the spans API
to handle texture repeating so it doesn't make sense to leave the code in
cogl-texture-2d-sliced.c. Since it's a standalone set of data structures
and algorithms it also seems reasonable to split out from cogl-texture.
cogl-texture-2d-sliced provides an implementation of CoglTexture and this
seperation lays the foundation for potentially supporting atlas textures,
pixmap textures (as in GLX_EXT_texture_from_pixmap) and fast-path
GL_TEXTURE_{1D,2D,3D,RECTANGLE} textures in a maintainable fashion.
cogl-primitives.c was previously digging right into CoglTextures so it could
manually iterate the texture slices for texturing quads and polygons and
because we were missing some state getters we were lazily just poking into
the structures directly.
This adds some extra state getter functions, and adds a higher level
_cogl_texture_foreach_slice () API that hopefully simplifies the way in
which sliced textures may be used to render primitives. This lets you
specify a rectangle in "virtual" texture coords and it will call a given
callback for each slice that intersects that rectangle giving the virtual
coords of the current slice and corresponding "real" texture coordinates for
the underlying gl texture.
At the same time a noteable bug in how we previously iterated sliced
textures was fixed, whereby we weren't correctly handling inverted texture
coordinates. E.g. with the previous code if you supplied texture coords of
tx1=100,ty1=0,tx2=0,ty2=100 (inverted along y axis) that would result in a
back-facing quad, which could be discarded if using back-face culling.
The descriptions for gl_handle and gl_target were inverted.
Thanks to Young-Ho Cha for spotting that.
Signed-off-by: Robert Bragg <robert@linux.intel.com>
As part of an incremental process to have Cogl be a standalone project we
want to re-consider how we organise the Cogl source code.
Currently this is the structure I'm aiming for:
cogl/
cogl/
<put common source here>
winsys/
cogl-glx.c
cogl-wgl.c
driver/
gl/
gles/
os/ ?
utils/
cogl-fixed
cogl-matrix-stack?
cogl-journal?
cogl-primitives?
pango/
The new winsys component is a starting point for migrating window system
code (i.e. x11,glx,wgl,osx,egl etc) from Clutter to Cogl.
The utils/ and pango/ directories aren't added by this commit, but they are
noted because I plan to add them soon.
Overview of the planned structure:
* The winsys/ API is the API that binds OpenGL to a specific window system,
be that X11 or win32 etc. Example are glx, wgl and egl. Much of the logic
under clutter/{glx,osx,win32 etc} should migrate here.
* Note there is also the idea of a winsys-base that may represent a window
system for which there are multiple winsys APIs. An example of this is
x11, since glx and egl may both be used with x11. (currently only Clutter
has the idea of a winsys-base)
* The driver/ represents a specific varient of OpenGL. Currently we have "gl"
representing OpenGL 1.4-2.1 (mostly fixed function) and "gles" representing
GLES 1.1 (fixed funciton) and 2.0 (fully shader based)
* Everything under cogl/ should fundamentally be supporting access to the
GPU. Essentially Cogl's most basic requirement is to provide a nice GPU
Graphics API and drawing a line between this and the utility functionality
we add to support Clutter should help keep this lean and maintainable.
* Code under utils/ as suggested builds on cogl/ adding more convenient
APIs or mechanism to optimize special cases. Broadly speaking you can
compare cogl/ to OpenGL and utils/ to GLU.
* clutter/pango will be moved to clutter/cogl/pango
How some of the internal configure.ac/pkg-config terminology has changed:
backendextra -> CLUTTER_WINSYS_BASE # e.g. "x11"
backendextralib -> CLUTTER_WINSYS_BASE_LIB # e.g. "x11/libclutter-x11.la"
clutterbackend -> {CLUTTER,COGL}_WINSYS # e.g. "glx"
CLUTTER_FLAVOUR -> {CLUTTER,COGL}_WINSYS
clutterbackendlib -> CLUTTER_WINSYS_LIB
CLUTTER_COGL -> COGL_DRIVER # e.g. "gl"
Note: The CLUTTER_FLAVOUR and CLUTTER_COGL defines are kept for apps
As the first thing to take advantage of the new winsys component in Cogl;
cogl_get_proc_address() has been moved from cogl/{gl,gles}/cogl.c into
cogl/common/cogl.c and this common implementation first trys
_cogl_winsys_get_proc_address() but if that fails then it falls back to
gmodule.
This moves most of cogl-context.{c.h} to cogl/common with some driver
specific members now living in a CoglContextDriver struct. Driver specific
context initialization and typedefs now live in
cogl/{gl,gles}/cogl-context-driver.{c,h}
Driver specific members can be found under ctx->drv.stuff
This splits the limited components that differed between
cogl/{gl,gles}/cogl-texture.c into new {gl,gles}/cogl-texture-driver.c files
and the rest that can now be shared into cogl/common/cogl-texture.c
When not building a debug build the compiler was warning about empty
else clauses with no braces due to code like:
if (blah)
do_foo();
else
COGL_NOTE (DRAW, "a-wibble");
This simply ensures that even for non debug builds COGL_NOTE will expand to
a single statement.
glVertexPointer expects positions with 2, 3 or 4 components, glColorPointer
expects colors with 3 or 4 components and glNormalPointer expects normals
with three components so when adding vertex buffer atributes with the names
"gl_Vertex", "gl_Color" or "gl_Normal" we assert these constraints and print
an explanation to the developer if not met.
This also fixes the previosly incorrect constraint that gl_Normal attributes
must have n_components == 1; thanks to Cat Sidhe for reporting this:
Bug: http://bugzilla.openedhand.com/show_bug.cgi?id=1819
By default, float * is considered as an out argument by gobject
introspection which is wrong for quite a few Cogl symbols. Start adding
annotations to fix that for the ones in the "Primitives" gtk-doc
section.
The lifetime of the journal VBO is entirely within the scope of the
cogl_journal_flush function so there is no need to store it globally
in the Cogl context. Instead, upload_vertices_to_vbo just returns the
new VBO. cogl_journal_flush stores this in a local variable and
destroys it before returning.
This also fixes an assertion when using the GLES backend which was
caused by nothing initialising the journal_vbo variable.
The framebuffer_object spec isn't clear in defining whether attaching a
texture as a renderbuffer with mipmap filtering enabled while the mipmaps
have not been uploaded should result in an incomplete framebuffer object.
(different drivers make different decisions)
To avoid an error with drivers that do consider this a problem we explicitly
set non mipmapped filters before calling glCheckFramebufferStatusEXT. The
filters will later be reset when the texture is actually used for rendering
according to the filters set on the corresponding CoglMaterial.
The blend string compiler checks that the syntax of a function name is
[A-Za-z_]*, preventing the use of DOT3_RGB[A].
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
This reverts commit 3c47a3beb5.
Of course I remembered just after pushing the patch why we hadn't done
this before :-) If you look in the glsl spec:
http://www.khronos.org/registry/gles/specs/2.0/es_full_spec_2.0.24.pdf
Section 3.7.10 Texture Completeness and Non-Power-Of-Two Textures
you can see GLES 2.0 doesn't support mipmaps for npot textures.
There is possibly some way we could support this in Cogl but at least
it's not as simple as or-ing in the feature flag, sadly.
The core GLES2 API supports NPOT textures, i.e. there is no extension as for
OpenGL, so we now add COGL_FEATURE_TEXTURE_NPOT to the feature flags in
_cogl_features_init.
Thanks to Gordon Williams for spotting this.
Don't let stringify.sh write to the $srcdir + use the BUILT_SOURCES var in
Makefile.am so as to ensure all .c. and .h files get generated from their
corresponding .glsl files before building other targets.
The wrong part of an expression was bracketed in the test to determine
when a new texture matrix needed to be loaded which resulted in the
first pass through _cogl_material_layer_flush_gl_sampler_state
not uploading any user matrix.
Following bug #1762, the syntax of g-ir-scanner was changed in
gobject-introspection, so Clutter does not build anymore with 0.6.4.
See the bugzilla bug:
http://bugzilla.gnome.org/show_bug.cgi?id=591669
GObject-Introspection now uses a different mechanism to extract the
SONAME when building the gir file and it needs the libtool archive as
option.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Keep the CoglContext in sync between GL and GLES backends. We ought
to find a way to have a generic context, though, and have backend
specific sections.
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1698
On some platforms (anything but Linux, and on obscure Linux
architectures) dolt isn't used, so $(top_builddir)/doltlibtool
won't exist. $(top_builddir)/libtool will always be generated
even if dolt is used, so just use that unconditionally. We don't
need the extra speed when linking the single program for
introspection.
http://bugzilla.openedhand.com/show_bug.cgi?id=1699
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
commit e2c4a2a9f8 fixed one thing but broke many others things :-/
hopfully this fixes that.
It turned out that the journal was mistakenly setting the OVERRIDE_LAYER0
flush option for all entries, but some other logic errors were also
uncovered in _cogl_material_equal.
To help us handle sliced textures; When flushing materials there is an
override option that can be given to replace the texture name for layer0
so we may iterate the slices without needing to modify the material
in use.
Since improving the journal's ability to batch state changes we added a
_cogl_material_equals function that is used by the journal to compare
materials and identify when a state change is required, but this wasn't
correctly considering the layer0 override resulting in false positives that
meant the journal wouldn't update the GL state and the first texture name
was used for all slices.
The cost of glGetFloatv with Mesa is still representing a majority of our
time in OpenGL for some applications, and the last thing left using this is
the current-matrix API when getting the projection matrix.
This adds a matrix stack for the projection matrix, so all getting, setting
and modification of the projection matrix is now managed by Cogl and it's only
when we come to draw that we flush changes to the matrix to OpenGL.
This also brings us closer to being able to drop internal use of the
deprecated OpenGL matrix functions, re: commit 54159f5a1d
Scanners like gtk-doc and g-ir-scanner get confused by:
typedef struct _Foo {
...
} Foo;
And expect instead:
typedef struct _Foo Foo;
struct _Foo {
...
};
CoglMatrix definition should be changed to avoid the former type.
In order to validate the sequence of:
XResizeWindow
ConfigureNotify
glViewport
that should happen on X11 we need to add debug annotations to the
calls to glViewport() done through COGL.
This avoids some calls to glGetFloatv, which have at least proven to be very
in-efficient in mesa at this point in time, since it always updates all derived
state even when it may not relate to the state being requested.
Fixes and adds a unit test for creating and drawing using materials with
COGL_INVALID_HANDLE texture layers.
This may be valid if for example the user has set a texture combine string
that only references a constant color.
_cogl_material_flush_layers_gl_state will bind the fallback texture for any
COGL_INVALID_HANDLE layer, later though we could explicitly check when the
current blend mode does't actually reference a texture source in which case
binding the fallback texture is redundant.
This tests drawing using cogl_rectangle, cogl_polygon and
cogl_vertex_buffer_draw.
Although we wouldn't recommend developers try and interleve OpenGL drawing
with Cogl drawing - we would prefer patches that improve Cogl to avoid this
if possible - we are providing a simple mechanism that will at least give
developers a fighting chance if they find it necissary.
Note: we aren't helping developers change OpenGL state to modify the
behaviour of Cogl drawing functions - it's unlikley that can ever be
reliably supported - but if they are trying to do something like:
- setup some OpenGL state.
- draw using OpenGL (e.g. glDrawArrays() )
- reset modified OpenGL state.
- continue using Cogl to draw
They should surround their blocks of raw OpenGL with cogl_begin_gl() and
cogl_end_gl():
cogl_begin_gl ();
- setup some OpenGL state.
- draw using OpenGL (e.g. glDrawArrays() )
- reset modified OpenGL state.
cogl_end_gl ();
- continue using Cogl to draw
Again; we aren't supporting code like this:
- setup some OpenGL state.
- use Cogl to draw
- reset modified OpenGL state.
When the internals of Cogl evolves, this is very liable to break.
cogl_begin_gl() will flush all internally batched Cogl primitives, and emit
all internal Cogl state to OpenGL as if it were going to draw something
itself.
The result is that the OpenGL modelview matrix will be setup; the state
corresponding to the current source material will be setup and other world
state such as backface culling, depth and fogging enabledness will be also
be sent to OpenGL.
Note: no special material state is flushed, so if developers want Cogl to setup
a simplified material state it is the their responsibility to set a simple
source material before calling cogl_begin_gl. E.g. by calling
cogl_set_source_color4ub().
Note: It is the developers responsibility to restore any OpenGL state that they
modify to how it was after calling cogl_begin_gl() if they don't do this then
the result of further Cogl calls is undefined.
This function should only need to be called in exceptional circumstances
since Cogl can normally determine internally when a flush is necessary.
As an optimization Cogl drawing functions may batch up primitives
internally, so if you are trying to use raw GL outside of Cogl you stand a
better chance of being successful if you ask Cogl to flush any batched
geometry before making your state changes.
cogl_flush() ensures that the underlying driver is issued all the commands
necessary to draw the batched primitives. It provides no guarantees about
when the driver will complete the rendering.
This provides no guarantees about the GL state upon returning and to avoid
confusing Cogl you should aim to restore any changes you make before
resuming use of Cogl.
If you are making state changes with the intention of affecting Cogl drawing
primitives you are 100% on your own since you stand a good chance of
conflicting with Cogl internals. For example clutter-gst which currently
uses direct GL calls to bind ARBfp programs will very likely break when Cogl
starts to use ARBfb programs internally for the material API, but for now it
can use cogl_flush() to at least ensure that the ARBfp program isn't applied
to additional primitives.
This does not provide a robust generalized solution supporting safe use of
raw GL, its use is very much discouraged.
Previously we would call _cogl_material_pre_change_notify unconditionally, but
now we wait until we really know we are removing a layer before notifying the
change, which will require a journal flush.
Since the convenience functions cogl_set_source_color4ub and
cogl_set_source_texture share a single material, cogl_set_source_color4ub
always calls cogl_material_remove_layer. Often this is a NOP though and
shouldn't require a journal flush.
This gets performance back to where it was before reverting the per-actor
material commits.
Before any cogl vertex buffer drawing we call
enable_state_for_drawing_buffer which sets up the GL state, but we weren't
disabling unsed client texture coord arrays.
This simplifies the vertex data uploading in the journal, and could improve
performance. Modifying a VBO mid-scene could reqire synchronizing with the
GPU or some form of shadowing/copying to avoid modifying data that the GPU
is currently processing; the buffer was also being marked as GL_STATIC_DRAW
which could have made things worse.
Now we simply create a GL_STATIC_DRAW VBO for each flush and and delete it
when we are finished.
Using cogl_rectangle (and thus the journal) in
_cogl_add_path_to_stencil_buffer means we have to consider all the state
that the journal may change in case it may interfer with the direct GL calls
used. This has proven to be error prone and in this case the journal is an
unnecissary overhead. We now simply call glRectf instead of using
cogl_rectangle.
We were missing the simplest test of all: are the two CoglHandles equal and
are the flush option flags for each material equal? This should improve
batching for some common cases.
Whenever we modify a material we call _cogl_material_pre_change_notify which
checks to see if the material is referenced by the journal and if so flushes
if before we modify the material.
Since the journal logs material colors directly into a vertex array (to
avoid us repeatedly calling glColor) then we know we never need to flush
the journal when material colors change.
Since most Clutter actors aren't much more than textured quads; flushing the
journal typically involves lots of 'change modelview; draw quad' sequences.
The amount of overhead involved in uploading a new modelview and queuing
that primitive is huge in comparison to simply transforming 4 vertices by
the current modelview when logging quads. (Note if your GPU supports HW
vertex transform, then it still does the projective and viewport transforms)
At the same time a --cogl-debug=disable-software-transform option has been
added for comparison and debugging.
This change allows typical pick scenes to be batched into a single draw call
and I'm seeing test-pick run over 200% faster with this. (i965 + Mesa
7.6-devel)
Enabling this option makes Cogl trace how the journal is managing to batch
your rectangles. The journal staggers how it emmits state to the GL driver
and the batches will normally get smaller for each stage, but ideally you
don't want to be in a situation where Cogl is only able to draw one quad per
modelview change and draw call.
E.g. this is a fairly ideal example:
BATCHING: journal len = 101
BATCHING: vbo offset batch len = 101
BATCHING: material batch len = 101
BATCHING: modelview batch len = 101
This isn't:
BATCHING: journal len = 1
BATCHING: vbo offset batch len = 1
BATCHING: material batch len = 1
BATCHING: modelview batch len = 1
BATCHING: journal len = 1
BATCHING: vbo offset batch len = 1
BATCHING: material batch len = 1
BATCHING: modelview batch len = 1
<repeat>
When this option is used Cogl will print a trace of all quads that get
logged into the journal, and a trace of quads as they get flushed.
If you are seeing a bug with the geometry being drawn by Cogl this may give
some clues by letting you sanity check the numbers being logged vs the
numbers being emitted.
For testing the VBO fallback paths it helps to be able to disable the
COGL_FEATURE_VBOS feature flag. When VBOs aren't available Cogl should use
client side malloc()'d buffers instead.
Previously we only used the Cogl matrix stack API for indirect contexts, but
it's too costly to keep on requesting modelview matrices from GL (for
logging in the journal) even for direct rendering.
I also experimented with a patch for mesa to improve performance and
discussed this with upstream, but we agreed to consider the GL matrix API
essentially deprecated. (For reference the GLES 2 and GL 3 specs have
removed the matrix APIs)
CoglColors shouldn't be compared using memcmp since they may contain
uninitialized padding bytes.
The prototype is also suitable for passing to g_hash_table_new as the
key_equal_func.
_cogl_pango_display_list_add_texture now uses this instead of memcmp.
We now put the color of materials into the vertex array used by the journal
instead of calling glColor() but the number of requests for the material
color were quite expensive so we have changed the material color to
internally be byte components instead of floats to avoid repeat conversions
and added _cogl_material_get_colorubv as a fast-path for the journal to
copy data into the vertex array.
The number of material layers enabled when logging a quad in the journal
determines the stride of the corresponding vertex data (since we need a set
of texture coordinates for each layer.) By padding data in the case where we
have only one layer we can avoid a change in stride if we are mixing single
and double layer primitives in a scene (e.g. relevent for a composite
manager that may use 2 layers for all shaped windows) Avoiding stride
changes means we can minimize calls to gl{Vertex,Color}Pointer when flushing
the journal.
Since we need to update the texcoord pointers when the actual number of
layers changes, this adds another batch_and_call() stage to deal with
glTexCoordPointer and enabling/disabling the client arrays.
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
Use signed integers while combining window space clip rectangles, so we avoid
arithmatic errors later resulting in glScissor getting negative width and
height arguments.
Previously this was RGBA_8888. It souldn't really make a difference but for
consistency we expect almost all textures in use to have an internaly
premultiplied pixel format.
_cogl_texture_download_from_gl needs to create transient CoglBitmaps when
downloading sliced textures from GL, and then copies these as subregions
into the final target_bitmap. _cogl_texture_download_from_gl also supports
target_bitmaps with a different format to the source CoglTexture being
downloaded.
The problem was that in the case of slice textures we were always looking
at the format of the CoglTexture, not of the target_bitmap when setting
up the transient slice bitmap.
To allow for flushing of batched geometry within Cogl we can't support users
directly calling glReadPixels. glReadPixels is also awkward, not least
because it returns upside down image data.
All the unit tests have been swithed over and clutter_stage_read_pixels now
sits on top of this too.
We were calculating our vertex stride and allocating our vertex array
differently depending on whether the user passed TRUE for use_color or not.
The problem was that we were always writting color data to the array
regardless of use_color.
There was also a bug with _cogl_texture_sliced_polygon in that it was
writing byte color components but we were expecting float components. We
now use byte components in _cogl_multitexture_unsliced_polygon too and pass
GL_UNSIGNED_BYTE to glColorPointer.
Cogl already add similar defines but with the CLUTTER namespace
(CLUTTER_COGL_HAS_GL and CLUTTER_COGL_HAS_GLES). Let's just add two
similar defines with the COGL namespace. Removing the CLUTTER_COGL ones
could break applications silently for no real good reason.
HAVE_COGL_GLES2 is defined in config.h through the configure script and
should not be used in public headers.
The patch makes configure generate the right define that can be used
later in the header.
In order to be ready for the next major version of GLib we need to
disable single header inclusion by using the G_DISABLE_SINGLE_INCLUDES
define in the build process.