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.