/* * Cogl * * An object oriented GL/GLES Abstraction/Utility Layer * * Copyright (C) 2007,2008,2009 Intel Corporation. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the * Free Software Foundation, Inc., 59 Temple Place - Suite 330, * Boston, MA 02111-1307, USA. */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "cogl.h" #include "cogl-internal.h" #include "cogl-context.h" #include "cogl-journal-private.h" #include "cogl-texture-private.h" #include "cogl-material-private.h" #include "cogl-vertex-buffer-private.h" #include "cogl-draw-buffer-private.h" #include #include #include #define _COGL_MAX_BEZ_RECURSE_DEPTH 16 #ifdef HAVE_COGL_GL #define glGenBuffers ctx->drv.pf_glGenBuffers #define glBindBuffer ctx->drv.pf_glBindBuffer #define glBufferData ctx->drv.pf_glBufferData #define glBufferSubData ctx->drv.pf_glBufferSubData #define glDeleteBuffers ctx->drv.pf_glDeleteBuffers #define glClientActiveTexture ctx->drv.pf_glClientActiveTexture #elif defined (HAVE_COGL_GLES2) #include "../gles/cogl-gles2-wrapper.h" #endif /* XXX NB: * Our journal's vertex data is arranged as follows: * 4 vertices per quad: * 2 or 3 GLfloats per position (3 when doing software transforms) * 4 RGBA GLubytes, * 2 GLfloats per tex coord * n_layers * * Where n_layers corresponds to the number of material layers enabled * * To avoid frequent changes in the stride of our vertex data we always pad * n_layers to be >= 2 * * When we are transforming quads in software we need to also track the z * coordinate of transformed vertices. * * So for a given number of layers this gets the stride in 32bit words: */ #define SW_TRANSFORM (!(cogl_debug_flags & \ COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM)) #define POS_STRIDE (SW_TRANSFORM ? 3 : 2) /* number of 32bit words */ #define N_POS_COMPONENTS POS_STRIDE #define COLOR_STRIDE 1 /* number of 32bit words */ #define TEX_STRIDE 2 /* number of 32bit words */ #define MIN_LAYER_PADING 2 #define GET_JOURNAL_VB_STRIDE_FOR_N_LAYERS(N_LAYERS) \ (POS_STRIDE + COLOR_STRIDE + \ TEX_STRIDE * (N_LAYERS < MIN_LAYER_PADING ? MIN_LAYER_PADING : N_LAYERS)) typedef CoglVertexBufferIndices CoglJournalIndices; typedef struct _CoglJournalFlushState { size_t stride; /* Note: this is a pointer to handle fallbacks. It normally holds a VBO * offset, but when the driver doesn't support VBOs then this points into * our GArray of logged vertices. */ char * vbo_offset; GLuint vertex_offset; #ifndef HAVE_COGL_GL CoglJournalIndices *indices; size_t indices_type_size; #endif CoglMatrixStack *modelview_stack; } CoglJournalFlushState; typedef void (*CoglJournalBatchCallback) (CoglJournalEntry *start, int n_entries, void *data); typedef gboolean (*CoglJournalBatchTest) (CoglJournalEntry *entry0, CoglJournalEntry *entry1); void _cogl_journal_dump_quad_vertices (guint8 *data, int n_layers) { size_t stride = GET_JOURNAL_VB_STRIDE_FOR_N_LAYERS (n_layers); int i; _COGL_GET_CONTEXT (ctx, NO_RETVAL); g_print ("n_layers = %d; stride = %d; pos stride = %d; color stride = %d; " "tex stride = %d; stride in bytes = %d\n", n_layers, (int)stride, POS_STRIDE, COLOR_STRIDE, TEX_STRIDE, (int)stride * 4); for (i = 0; i < 4; i++) { float *v = (float *)data + (i * stride); guint8 *c = data + (POS_STRIDE * 4) + (i * stride * 4); int j; if (cogl_debug_flags & COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM) g_print ("v%d: x = %f, y = %f, rgba=0x%02X%02X%02X%02X", i, v[0], v[1], c[0], c[1], c[2], c[3]); else g_print ("v%d: x = %f, y = %f, z = %f, rgba=0x%02X%02X%02X%02X", i, v[0], v[1], v[2], c[0], c[1], c[2], c[3]); for (j = 0; j < n_layers; j++) { float *t = v + POS_STRIDE + COLOR_STRIDE + TEX_STRIDE * j; g_print (", tx%d = %f, ty%d = %f", j, t[0], j, t[1]); } g_print ("\n"); } } void _cogl_journal_dump_quad_batch (guint8 *data, int n_layers, int n_quads) { size_t byte_stride = GET_JOURNAL_VB_STRIDE_FOR_N_LAYERS (n_layers) * 4; int i; g_print ("_cogl_journal_dump_quad_batch: n_layers = %d, n_quads = %d\n", n_layers, n_quads); for (i = 0; i < n_quads; i++) _cogl_journal_dump_quad_vertices (data + byte_stride * 4 * i, n_layers); } static void batch_and_call (CoglJournalEntry *entries, int n_entries, CoglJournalBatchTest can_batch_callback, CoglJournalBatchCallback batch_callback, void *data) { int i; int batch_len = 1; CoglJournalEntry *batch_start = entries; for (i = 1; i < n_entries; i++) { CoglJournalEntry *entry0 = &entries[i - 1]; CoglJournalEntry *entry1 = entry0 + 1; if (can_batch_callback (entry0, entry1)) { batch_len++; continue; } batch_callback (batch_start, batch_len, data); batch_start = entry1; batch_len = 1; } /* The last batch... */ batch_callback (batch_start, batch_len, data); } static void _cogl_journal_flush_modelview_and_entries (CoglJournalEntry *batch_start, int batch_len, void *data) { CoglJournalFlushState *state = data; if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_BATCHING)) g_print ("BATCHING: modelview batch len = %d\n", batch_len); if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM)) { _cogl_matrix_stack_set (state->modelview_stack, &batch_start->model_view); _cogl_matrix_stack_flush_to_gl (state->modelview_stack, COGL_MATRIX_MODELVIEW); } #ifdef HAVE_COGL_GL GE (glDrawArrays (GL_QUADS, state->vertex_offset, batch_len * 4)); #else /* HAVE_COGL_GL */ if (batch_len > 1) { int indices_offset = (state->vertex_offset / 4) * 6; GE (glDrawElements (GL_TRIANGLES, 6 * batch_len, state->indices->type, (GLvoid*)(indices_offset * state->indices_type_size))); } else { GE (glDrawArrays (GL_TRIANGLE_FAN, state->vertex_offset, /* first */ 4)); /* n vertices */ } #endif /* DEBUGGING CODE XXX: * This path will cause all rectangles to be drawn with a red, green * or blue outline with no blending. This may e.g. help with debugging * texture slicing issues or blending issues, plus it looks quite cool. */ if (cogl_debug_flags & COGL_DEBUG_RECTANGLES) { static CoglHandle outline = COGL_INVALID_HANDLE; static int color = 0; int i; if (outline == COGL_INVALID_HANDLE) outline = cogl_material_new (); cogl_enable (COGL_ENABLE_VERTEX_ARRAY); for (i = 0; i < batch_len; i++, color = (color + 1) % 3) { cogl_material_set_color4ub (outline, color == 0 ? 0xff : 0x00, color == 1 ? 0xff : 0x00, color == 2 ? 0xff : 0x00, 0xff); _cogl_material_flush_gl_state (outline, NULL); GE( glDrawArrays (GL_LINE_LOOP, 4 * i, 4) ); } } state->vertex_offset += (4 * batch_len); } static gboolean compare_entry_modelviews (CoglJournalEntry *entry0, CoglJournalEntry *entry1) { /* Batch together quads with the same model view matrix */ /* FIXME: this is nasty, there are much nicer ways to track this * (at the add_quad_vertices level) without resorting to a memcmp! * * E.g. If the cogl-current-matrix code maintained an "age" for * the modelview matrix we could simply check in add_quad_vertices * if the age has increased, and if so record the change as a * boolean in the journal. */ if (memcmp (&entry0->model_view, &entry1->model_view, sizeof (GLfloat) * 16) == 0) return TRUE; else return FALSE; } /* At this point we have a run of quads that we know have compatible * materials, but they may not all have the same modelview matrix */ static void _cogl_journal_flush_material_and_entries (CoglJournalEntry *batch_start, gint batch_len, void *data) { gulong enable_flags = 0; _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_BATCHING)) g_print ("BATCHING: material batch len = %d\n", batch_len); _cogl_material_flush_gl_state (batch_start->material, &batch_start->flush_options); /* FIXME: This api is a bit yukky, ideally it will be removed if we * re-work the cogl_enable mechanism */ enable_flags |= _cogl_material_get_cogl_enable_flags (batch_start->material); if (ctx->enable_backface_culling) enable_flags |= COGL_ENABLE_BACKFACE_CULLING; enable_flags |= COGL_ENABLE_VERTEX_ARRAY; enable_flags |= COGL_ENABLE_COLOR_ARRAY; cogl_enable (enable_flags); _cogl_flush_face_winding (); /* If we haven't transformed the quads in software then we need to also break * up batches according to changes in the modelview matrix... */ if (cogl_debug_flags & COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM) { batch_and_call (batch_start, batch_len, compare_entry_modelviews, _cogl_journal_flush_modelview_and_entries, data); } else _cogl_journal_flush_modelview_and_entries (batch_start, batch_len, data); } static gboolean compare_entry_materials (CoglJournalEntry *entry0, CoglJournalEntry *entry1) { /* batch rectangles using compatible materials */ /* XXX: _cogl_material_equal may give false negatives since it avoids * deep comparisons as an optimization. It aims to compare enough so * that we that we are able to batch the 90% common cases, but may not * look at less common differences. */ if (_cogl_material_equal (entry0->material, &entry0->flush_options, entry1->material, &entry1->flush_options)) return TRUE; else return FALSE; } /* Since the stride may not reflect the number of texture layers in use * (due to padding) we deal with texture coordinate offsets separately * from vertex and color offsets... */ static void _cogl_journal_flush_texcoord_vbo_offsets_and_entries ( CoglJournalEntry *batch_start, gint batch_len, void *data) { CoglJournalFlushState *state = data; int prev_n_texcoord_arrays_enabled; int i; _COGL_GET_CONTEXT (ctx, NO_RETVAL); for (i = 0; i < batch_start->n_layers; i++) { GE (glClientActiveTexture (GL_TEXTURE0 + i)); GE (glEnableClientState (GL_TEXTURE_COORD_ARRAY)); /* XXX NB: * Our journal's vertex data is arranged as follows: * 4 vertices per quad: * 2 or 3 GLfloats per position (3 when doing software transforms) * 4 RGBA GLubytes, * 2 GLfloats per tex coord * n_layers * (though n_layers may be padded; see definition of * GET_JOURNAL_VB_STRIDE_FOR_N_LAYERS for details) */ GE (glTexCoordPointer (2, GL_FLOAT, state->stride, (void *)(state->vbo_offset + (POS_STRIDE + COLOR_STRIDE) * 4 + TEX_STRIDE * 4 * i))); } prev_n_texcoord_arrays_enabled = ctx->n_texcoord_arrays_enabled; ctx->n_texcoord_arrays_enabled = batch_start->n_layers; for (; i < prev_n_texcoord_arrays_enabled; i++) { GE (glClientActiveTexture (GL_TEXTURE0 + i)); GE (glDisableClientState (GL_TEXTURE_COORD_ARRAY)); } batch_and_call (batch_start, batch_len, compare_entry_materials, _cogl_journal_flush_material_and_entries, data); } static gboolean compare_entry_n_layers (CoglJournalEntry *entry0, CoglJournalEntry *entry1) { if (entry0->n_layers == entry1->n_layers) return TRUE; else return FALSE; } /* At this point we know the stride has changed from the previous batch * of journal entries */ static void _cogl_journal_flush_vbo_offsets_and_entries (CoglJournalEntry *batch_start, gint batch_len, void *data) { CoglJournalFlushState *state = data; size_t stride; #ifndef HAVE_COGL_GL int needed_indices = batch_len * 6; CoglHandle indices_handle; CoglVertexBufferIndices *indices; #endif _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_BATCHING)) g_print ("BATCHING: vbo offset batch len = %d\n", batch_len); /* XXX NB: * Our journal's vertex data is arranged as follows: * 4 vertices per quad: * 2 or 3 GLfloats per position (3 when doing software transforms) * 4 RGBA GLubytes, * 2 GLfloats per tex coord * n_layers * (though n_layers may be padded; see definition of * GET_JOURNAL_VB_STRIDE_FOR_N_LAYERS for details) */ stride = GET_JOURNAL_VB_STRIDE_FOR_N_LAYERS (batch_start->n_layers); stride *= sizeof (GLfloat); state->stride = stride; GE (glVertexPointer (N_POS_COMPONENTS, GL_FLOAT, stride, (void *)state->vbo_offset)); GE (glColorPointer (4, GL_UNSIGNED_BYTE, stride, (void *)(state->vbo_offset + (POS_STRIDE * 4)))); #ifndef HAVE_COGL_GL indices_handle = cogl_vertex_buffer_indices_get_for_quads (needed_indices); indices = _cogl_vertex_buffer_indices_pointer_from_handle (indices_handle); state->indices = indices; if (indices->type == GL_UNSIGNED_BYTE) state->indices_type_size = 1; else if (indices->type == GL_UNSIGNED_SHORT) state->indices_type_size = 2; else g_critical ("unknown indices type %d", indices->type); GE (glBindBuffer (GL_ELEMENT_ARRAY_BUFFER, GPOINTER_TO_UINT (indices->vbo_name))); #endif /* We only call gl{Vertex,Color,Texture}Pointer when the stride within * the VBO changes. (due to a change in the number of material layers) * While the stride remains constant we walk forward through the above * VBO using a vertex offset passed to glDraw{Arrays,Elements} */ state->vertex_offset = 0; if (cogl_debug_flags & COGL_DEBUG_JOURNAL) { guint8 *verts; if (cogl_get_features () & COGL_FEATURE_VBOS) verts = ((guint8 *)ctx->logged_vertices->data) + (size_t)state->vbo_offset; else verts = (guint8 *)state->vbo_offset; _cogl_journal_dump_quad_batch (verts, batch_start->n_layers, batch_len); } batch_and_call (batch_start, batch_len, compare_entry_n_layers, _cogl_journal_flush_texcoord_vbo_offsets_and_entries, data); /* progress forward through the VBO containing all our vertices */ state->vbo_offset += (stride * 4 * batch_len); if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_JOURNAL)) g_print ("new vbo offset = %lu\n", (gulong)state->vbo_offset); } static gboolean compare_entry_strides (CoglJournalEntry *entry0, CoglJournalEntry *entry1) { /* Currently the only thing that affects the stride for our vertex arrays * is the number of material layers. We need to update our VBO offsets * whenever the stride changes. */ /* TODO: We should be padding the n_layers == 1 case as if it were * n_layers == 2 so we can reduce the need to split batches. */ if (entry0->n_layers == entry1->n_layers || (entry0->n_layers <= MIN_LAYER_PADING && entry1->n_layers <= MIN_LAYER_PADING)) return TRUE; else return FALSE; } static GLuint upload_vertices_to_vbo (GArray *vertices, CoglJournalFlushState *state) { size_t needed_vbo_len; GLuint journal_vbo; _COGL_GET_CONTEXT (ctx, 0); needed_vbo_len = vertices->len * sizeof (GLfloat); g_assert (needed_vbo_len); GE (glGenBuffers (1, &journal_vbo)); GE (glBindBuffer (GL_ARRAY_BUFFER, journal_vbo)); GE (glBufferData (GL_ARRAY_BUFFER, needed_vbo_len, vertices->data, GL_STATIC_DRAW)); /* As we flush the journal entries in batches we walk forward through the * above VBO starting at offset 0... */ state->vbo_offset = 0; return journal_vbo; } /* XXX NB: When _cogl_journal_flush() returns all state relating * to materials, all glEnable flags and current matrix state * is undefined. */ void _cogl_journal_flush (void) { CoglJournalFlushState state; int i; GLuint journal_vbo; gboolean vbo_fallback = (cogl_get_features () & COGL_FEATURE_VBOS) ? FALSE : TRUE; CoglHandle draw_buffer; CoglMatrixStack *modelview_stack; _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (ctx->journal->len == 0) return; if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_BATCHING)) g_print ("BATCHING: journal len = %d\n", ctx->journal->len); /* Load all the vertex data we have accumulated so far into a single VBO * to minimize memory management costs within the GL driver. */ if (!vbo_fallback) journal_vbo = upload_vertices_to_vbo (ctx->logged_vertices, &state); else state.vbo_offset = (char *)ctx->logged_vertices->data; draw_buffer = _cogl_get_draw_buffer (); modelview_stack = _cogl_draw_buffer_get_modelview_stack (draw_buffer); state.modelview_stack = modelview_stack; _cogl_matrix_stack_push (modelview_stack); /* If we have transformed all our quads at log time then we ensure no * further model transform is applied by loading the identity matrix * here... */ if (G_LIKELY (!(cogl_debug_flags & COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM))) { _cogl_matrix_stack_load_identity (modelview_stack); _cogl_matrix_stack_flush_to_gl (modelview_stack, COGL_MATRIX_MODELVIEW); } /* batch_and_call() batches a list of journal entries according to some * given criteria and calls a callback once for each determined batch. * * The process of flushing the journal is staggered to reduce the amount * of driver/GPU state changes necessary: * 1) We split the entries according to the stride of the vertices: * Each time the stride of our vertex data changes we need to call * gl{Vertex,Color}Pointer to inform GL of new VBO offsets. * Currently the only thing that affects the stride of our vertex data * is the number of material layers. * 2) We split the entries explicitly by the number of material layers: * We pad our vertex data when the number of layers is < 2 so that we * can minimize changes in stride. Each time the number of layers * changes we need to call glTexCoordPointer to inform GL of new VBO * offsets. * 3) We then split according to compatible Cogl materials: * This is where we flush material state * 4) Finally we split according to modelview matrix changes: * This is when we finally tell GL to draw something. * Note: Splitting by modelview changes is skipped when are doing the * vertex transformation in software at log time. */ batch_and_call ((CoglJournalEntry *)ctx->journal->data, /* first entry */ ctx->journal->len, /* max number of entries to consider */ compare_entry_strides, _cogl_journal_flush_vbo_offsets_and_entries, /* callback */ &state); /* data */ _cogl_matrix_stack_pop (modelview_stack); for (i = 0; i < ctx->journal->len; i++) { CoglJournalEntry *entry = &g_array_index (ctx->journal, CoglJournalEntry, i); _cogl_material_journal_unref (entry->material); } if (!vbo_fallback) GE (glDeleteBuffers (1, &journal_vbo)); g_array_set_size (ctx->journal, 0); g_array_set_size (ctx->logged_vertices, 0); } static void _cogl_journal_init (void) { /* Here we flush anything that we know must remain constant until the * next the the journal is flushed. Note: This lets up flush things * that themselves depend on the journal, such as clip state. */ /* NB: the journal deals with flushing the modelview stack manually */ _cogl_draw_buffer_flush_state (_cogl_get_draw_buffer (), COGL_DRAW_BUFFER_FLUSH_SKIP_MODELVIEW); } void _cogl_journal_log_quad (float x_1, float y_1, float x_2, float y_2, CoglHandle material, int n_layers, guint32 fallback_layers, GLuint layer0_override_texture, float *tex_coords, unsigned int tex_coords_len) { size_t stride; size_t byte_stride; int next_vert; GLfloat *v; GLubyte *c; GLubyte *src_c; int i; int next_entry; guint32 disable_layers; CoglJournalEntry *entry; _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (ctx->logged_vertices->len == 0) _cogl_journal_init (); /* The vertex data is logged into a separate array in a layout that can be * directly passed to OpenGL */ /* XXX: See definition of GET_JOURNAL_VB_STRIDE_FOR_N_LAYERS for details * about how we pack our vertex data */ stride = GET_JOURNAL_VB_STRIDE_FOR_N_LAYERS (n_layers); /* NB: stride is in 32bit words */ byte_stride = stride * 4; next_vert = ctx->logged_vertices->len; g_array_set_size (ctx->logged_vertices, next_vert + 4 * stride); v = &g_array_index (ctx->logged_vertices, GLfloat, next_vert); c = (GLubyte *)(v + POS_STRIDE); /* XXX: All the jumping around to fill in this strided buffer doesn't * seem ideal. */ /* XXX: we could defer expanding the vertex data for GL until we come * to flushing the journal. */ /* FIXME: This is a hacky optimization, since it will break if we * change the definition of CoglColor: */ _cogl_material_get_colorubv (material, c); src_c = c; for (i = 0; i < 3; i++) { c += byte_stride; memcpy (c, src_c, 4); } if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM)) { v[0] = x_1; v[1] = y_1; v += stride; v[0] = x_1; v[1] = y_2; v += stride; v[0] = x_2; v[1] = y_2; v += stride; v[0] = x_2; v[1] = y_1; } else { CoglMatrix mv; float x, y, z, w; cogl_get_modelview_matrix (&mv); x = x_1, y = y_1, z = 0; w = 1; cogl_matrix_transform_point (&mv, &x, &y, &z, &w); v[0] = x; v[1] = y; v[2] = z; v += stride; x = x_1, y = y_2, z = 0; w = 1; cogl_matrix_transform_point (&mv, &x, &y, &z, &w); v[0] = x; v[1] = y; v[2] = z; v += stride; x = x_2, y = y_2, z = 0; w = 1; cogl_matrix_transform_point (&mv, &x, &y, &z, &w); v[0] = x; v[1] = y; v[2] = z; v += stride; x = x_2, y = y_1, z = 0; w = 1; cogl_matrix_transform_point (&mv, &x, &y, &z, &w); v[0] = x; v[1] = y; v[2] = z; } for (i = 0; i < n_layers; i++) { /* XXX: See definition of GET_JOURNAL_VB_STRIDE_FOR_N_LAYERS for details * about how we pack our vertex data */ GLfloat *t = &g_array_index (ctx->logged_vertices, GLfloat, next_vert + POS_STRIDE + COLOR_STRIDE + TEX_STRIDE * i); t[0] = tex_coords[0]; t[1] = tex_coords[1]; t += stride; t[0] = tex_coords[0]; t[1] = tex_coords[3]; t += stride; t[0] = tex_coords[2]; t[1] = tex_coords[3]; t += stride; t[0] = tex_coords[2]; t[1] = tex_coords[1]; } if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_JOURNAL)) { g_print ("Logged new quad:\n"); v = &g_array_index (ctx->logged_vertices, GLfloat, next_vert); _cogl_journal_dump_quad_vertices ((guint8 *)v, n_layers); } next_entry = ctx->journal->len; g_array_set_size (ctx->journal, next_entry + 1); entry = &g_array_index (ctx->journal, CoglJournalEntry, next_entry); disable_layers = (1 << n_layers) - 1; disable_layers = ~disable_layers; entry->material = _cogl_material_journal_ref (material); entry->n_layers = n_layers; entry->flush_options.flags = COGL_MATERIAL_FLUSH_FALLBACK_MASK | COGL_MATERIAL_FLUSH_DISABLE_MASK | COGL_MATERIAL_FLUSH_SKIP_GL_COLOR; entry->flush_options.fallback_layers = fallback_layers; entry->flush_options.disable_layers = disable_layers; if (layer0_override_texture) { entry->flush_options.flags |= COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE; entry->flush_options.layer0_override_texture = layer0_override_texture; } if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM)) cogl_get_modelview_matrix (&entry->model_view); if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_BATCHING || cogl_debug_flags & COGL_DEBUG_RECTANGLES)) _cogl_journal_flush (); }