/* * Cogl * * An object oriented GL/GLES Abstraction/Utility Layer * * Copyright (C) 2008,2009,2010 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, see * . * * * * Authors: * Robert Bragg */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "cogl.h" #include "cogl-debug.h" #include "cogl-material-opengl-private.h" #include "cogl-material-private.h" #include "cogl-context.h" #include "cogl-texture-private.h" #ifdef COGL_MATERIAL_BACKEND_GLSL #include "cogl-material-glsl-private.h" #endif #ifdef COGL_MATERIAL_BACKEND_ARBFP #include "cogl-material-arbfp-private.h" #endif #ifdef COGL_MATERIAL_BACKEND_FIXED #include "cogl-material-fixed-private.h" #endif #include #include /* * GL/GLES compatability defines for material thingies: */ #ifdef HAVE_COGL_GLES2 #include "../gles/cogl-gles2-wrapper.h" #endif #ifdef HAVE_COGL_GL #define glActiveTexture ctx->drv.pf_glActiveTexture #define glClientActiveTexture ctx->drv.pf_glClientActiveTexture #define glBlendFuncSeparate ctx->drv.pf_glBlendFuncSeparate #define glBlendEquation ctx->drv.pf_glBlendEquation #define glBlendColor ctx->drv.pf_glBlendColor #define glBlendEquationSeparate ctx->drv.pf_glBlendEquationSeparate #define glProgramString ctx->drv.pf_glProgramString #define glBindProgram ctx->drv.pf_glBindProgram #define glDeletePrograms ctx->drv.pf_glDeletePrograms #define glGenPrograms ctx->drv.pf_glGenPrograms #define glProgramLocalParameter4fv ctx->drv.pf_glProgramLocalParameter4fv #define glUseProgram ctx->drv.pf_glUseProgram #endif /* These aren't defined in the GLES headers */ #ifndef GL_POINT_SPRITE #define GL_POINT_SPRITE 0x8861 #endif #ifndef GL_COORD_REPLACE #define GL_COORD_REPLACE 0x8862 #endif #ifndef GL_CLAMP_TO_BORDER #define GL_CLAMP_TO_BORDER 0x812d #endif static void texture_unit_init (CoglTextureUnit *unit, int index_) { unit->index = index_; unit->enabled = FALSE; unit->current_gl_target = 0; unit->gl_texture = 0; unit->is_foreign = FALSE; unit->dirty_gl_texture = FALSE; unit->matrix_stack = _cogl_matrix_stack_new (); unit->layer = NULL; unit->layer_changes_since_flush = 0; unit->texture_storage_changed = FALSE; } static void texture_unit_free (CoglTextureUnit *unit) { if (unit->layer) cogl_object_unref (unit->layer); _cogl_matrix_stack_destroy (unit->matrix_stack); } CoglTextureUnit * _cogl_get_texture_unit (int index_) { _COGL_GET_CONTEXT (ctx, NULL); if (ctx->texture_units->len < (index_ + 1)) { int i; int prev_len = ctx->texture_units->len; ctx->texture_units = g_array_set_size (ctx->texture_units, index_ + 1); for (i = prev_len; i <= index_; i++) { CoglTextureUnit *unit = &g_array_index (ctx->texture_units, CoglTextureUnit, i); texture_unit_init (unit, i); } } return &g_array_index (ctx->texture_units, CoglTextureUnit, index_); } void _cogl_destroy_texture_units (void) { int i; _COGL_GET_CONTEXT (ctx, NO_RETVAL); for (i = 0; i < ctx->texture_units->len; i++) { CoglTextureUnit *unit = &g_array_index (ctx->texture_units, CoglTextureUnit, i); texture_unit_free (unit); } g_array_free (ctx->texture_units, TRUE); } void _cogl_set_active_texture_unit (int unit_index) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (ctx->active_texture_unit != unit_index) { GE (glActiveTexture (GL_TEXTURE0 + unit_index)); ctx->active_texture_unit = unit_index; } } void _cogl_disable_texture_unit (int unit_index) { CoglTextureUnit *unit; _COGL_GET_CONTEXT (ctx, NO_RETVAL); unit = &g_array_index (ctx->texture_units, CoglTextureUnit, unit_index); if (unit->enabled) { _cogl_set_active_texture_unit (unit_index); GE (glDisable (unit->current_gl_target)); unit->enabled = FALSE; } } /* Note: _cogl_bind_gl_texture_transient conceptually has slightly * different semantics to OpenGL's glBindTexture because Cogl never * cares about tracking multiple textures bound to different targets * on the same texture unit. * * glBindTexture lets you bind multiple textures to a single texture * unit if they are bound to different targets. So it does something * like: * unit->current_texture[target] = texture; * * Cogl only lets you associate one texture with the currently active * texture unit, so the target is basically a redundant parameter * that's implicitly set on that texture. * * Technically this is just a thin wrapper around glBindTexture so * actually it does have the GL semantics but it seems worth * mentioning the conceptual difference in case anyone wonders why we * don't associate the gl_texture with a gl_target in the * CoglTextureUnit. */ void _cogl_bind_gl_texture_transient (GLenum gl_target, GLuint gl_texture, gboolean is_foreign) { CoglTextureUnit *unit; _COGL_GET_CONTEXT (ctx, NO_RETVAL); /* We choose to always make texture unit 1 active for transient * binds so that in the common case where multitexturing isn't used * we can simply ignore the state of this texture unit. Notably we * didn't use a large texture unit (.e.g. (GL_MAX_TEXTURE_UNITS - 1) * in case the driver doesn't have a sparse data structure for * texture units. */ _cogl_set_active_texture_unit (1); unit = _cogl_get_texture_unit (1); /* NB: If we have previously bound a foreign texture to this texture * unit we don't know if that texture has since been deleted and we * are seeing the texture name recycled */ if (unit->gl_texture == gl_texture && !unit->dirty_gl_texture && !unit->is_foreign) return; GE (glBindTexture (gl_target, gl_texture)); unit->dirty_gl_texture = TRUE; unit->is_foreign = is_foreign; } void _cogl_delete_gl_texture (GLuint gl_texture) { int i; _COGL_GET_CONTEXT (ctx, NO_RETVAL); for (i = 0; i < ctx->texture_units->len; i++) { CoglTextureUnit *unit = &g_array_index (ctx->texture_units, CoglTextureUnit, i); if (unit->gl_texture == gl_texture) { unit->gl_texture = 0; unit->dirty_gl_texture = FALSE; } } GE (glDeleteTextures (1, &gl_texture)); } /* Whenever the underlying GL texture storage of a CoglTexture is * changed (e.g. due to migration out of a texture atlas) then we are * notified. This lets us ensure that we reflush that texture's state * if it is reused again with the same texture unit. */ void _cogl_material_texture_storage_change_notify (CoglHandle texture) { int i; _COGL_GET_CONTEXT (ctx, NO_RETVAL); for (i = 0; i < ctx->texture_units->len; i++) { CoglTextureUnit *unit = &g_array_index (ctx->texture_units, CoglTextureUnit, i); if (unit->layer && _cogl_material_layer_get_texture (unit->layer) == texture) unit->texture_storage_changed = TRUE; /* NB: the texture may be bound to multiple texture units so * we continue to check the rest */ } } void _cogl_use_program (GLuint gl_program, CoglMaterialProgramType type) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); /* If we're changing program type... */ if (type != ctx->current_use_program_type) { /* ... disable the old type */ switch (ctx->current_use_program_type) { case COGL_MATERIAL_PROGRAM_TYPE_GLSL: GE( glUseProgram (0) ); ctx->current_gl_program = 0; break; case COGL_MATERIAL_PROGRAM_TYPE_ARBFP: #ifdef HAVE_COGL_GL GE( glDisable (GL_FRAGMENT_PROGRAM_ARB) ); #endif break; case COGL_MATERIAL_PROGRAM_TYPE_FIXED: /* don't need to to anything */ break; } /* ... and enable the new type */ switch (type) { case COGL_MATERIAL_PROGRAM_TYPE_ARBFP: #ifdef HAVE_COGL_GL GE( glEnable (GL_FRAGMENT_PROGRAM_ARB) ); #endif break; case COGL_MATERIAL_PROGRAM_TYPE_GLSL: case COGL_MATERIAL_PROGRAM_TYPE_FIXED: /* don't need to to anything */ break; } } if (type == COGL_MATERIAL_PROGRAM_TYPE_GLSL) { #ifdef COGL_MATERIAL_BACKEND_GLSL if (ctx->current_gl_program != gl_program) { GLenum gl_error; while ((gl_error = glGetError ()) != GL_NO_ERROR) ; glUseProgram (gl_program); if (glGetError () == GL_NO_ERROR) ctx->current_gl_program = gl_program; else { GE( glUseProgram (0) ); ctx->current_gl_program = 0; } } #else g_warning ("Unexpected use of GLSL backend!"); #endif /* COGL_MATERIAL_BACKEND_GLSL */ } #ifndef COGL_MATERIAL_BACKEND_ARBFP else if (type == COGL_MATERIAL_PROGRAM_TYPE_ARBFP) g_warning ("Unexpected use of ARBFP backend!"); #endif /* COGL_MATERIAL_BACKEND_ARBFP */ ctx->current_use_program_type = type; } #if defined (COGL_MATERIAL_BACKEND_GLSL) || \ defined (COGL_MATERIAL_BACKEND_ARBFP) int _cogl_get_max_texture_image_units (void) { _COGL_GET_CONTEXT (ctx, 0); /* This function is called quite often so we cache the value to avoid too many GL calls */ if (G_UNLIKELY (ctx->max_texture_image_units == -1)) { ctx->max_texture_image_units = 1; GE (glGetIntegerv (GL_MAX_TEXTURE_IMAGE_UNITS, &ctx->max_texture_image_units)); } return ctx->max_texture_image_units; } #endif static void _cogl_material_layer_get_texture_info (CoglMaterialLayer *layer, CoglHandle *texture, GLuint *gl_texture, GLuint *gl_target) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); *texture = layer->texture; if (G_UNLIKELY (*texture == COGL_INVALID_HANDLE)) *texture = ctx->default_gl_texture_2d_tex; if (layer->texture_overridden) { *gl_texture = layer->slice_gl_texture; *gl_target = layer->slice_gl_target; } else cogl_texture_get_gl_texture (*texture, gl_texture, gl_target); } #ifndef HAVE_COGL_GLES static gboolean blend_factor_uses_constant (GLenum blend_factor) { return (blend_factor == GL_CONSTANT_COLOR || blend_factor == GL_ONE_MINUS_CONSTANT_COLOR || blend_factor == GL_CONSTANT_ALPHA || blend_factor == GL_ONE_MINUS_CONSTANT_ALPHA); } #endif static void flush_depth_state (CoglMaterialDepthState *depth_state) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (ctx->depth_test_function_cache != depth_state->depth_test_function) { GE (glDepthFunc (depth_state->depth_test_function)); ctx->depth_test_function_cache = depth_state->depth_test_function; } if (ctx->depth_writing_enabled_cache != depth_state->depth_writing_enabled) { GE (glDepthMask (depth_state->depth_writing_enabled ? GL_TRUE : GL_FALSE)); ctx->depth_writing_enabled_cache = depth_state->depth_writing_enabled; } #ifndef COGL_HAS_GLES if (ctx->depth_range_near_cache != depth_state->depth_range_near || ctx->depth_range_far_cache != depth_state->depth_range_far) { #ifdef COGL_HAS_GLES2 GE (glDepthRangef (depth_state->depth_range_near, depth_state->depth_range_far)); #else GE (glDepthRange (depth_state->depth_range_near, depth_state->depth_range_far)); #endif ctx->depth_range_near_cache = depth_state->depth_range_near; ctx->depth_range_far_cache = depth_state->depth_range_far; } #endif /* COGL_HAS_GLES */ } static void _cogl_material_flush_color_blend_alpha_depth_state ( CoglMaterial *material, unsigned long materials_difference, gboolean skip_gl_color) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (!skip_gl_color) { if ((materials_difference & COGL_MATERIAL_STATE_COLOR) || /* Assume if we were previously told to skip the color, then * the current color needs updating... */ ctx->current_material_skip_gl_color) { CoglMaterial *authority = _cogl_material_get_authority (material, COGL_MATERIAL_STATE_COLOR); GE (glColor4ub (cogl_color_get_red_byte (&authority->color), cogl_color_get_green_byte (&authority->color), cogl_color_get_blue_byte (&authority->color), cogl_color_get_alpha_byte (&authority->color))); } } if (materials_difference & COGL_MATERIAL_STATE_LIGHTING) { CoglMaterial *authority = _cogl_material_get_authority (material, COGL_MATERIAL_STATE_LIGHTING); CoglMaterialLightingState *lighting_state = &authority->big_state->lighting_state; GE (glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT, lighting_state->ambient)); GE (glMaterialfv (GL_FRONT_AND_BACK, GL_DIFFUSE, lighting_state->diffuse)); GE (glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, lighting_state->specular)); GE (glMaterialfv (GL_FRONT_AND_BACK, GL_EMISSION, lighting_state->emission)); GE (glMaterialfv (GL_FRONT_AND_BACK, GL_SHININESS, &lighting_state->shininess)); } if (materials_difference & COGL_MATERIAL_STATE_BLEND) { CoglMaterial *authority = _cogl_material_get_authority (material, COGL_MATERIAL_STATE_BLEND); CoglMaterialBlendState *blend_state = &authority->big_state->blend_state; #if defined (HAVE_COGL_GLES2) gboolean have_blend_equation_seperate = TRUE; gboolean have_blend_func_separate = TRUE; #elif defined (HAVE_COGL_GL) gboolean have_blend_equation_seperate = FALSE; gboolean have_blend_func_separate = FALSE; if (ctx->drv.pf_glBlendEquationSeparate) /* Only GL 2.0 + */ have_blend_equation_seperate = TRUE; if (ctx->drv.pf_glBlendFuncSeparate) /* Only GL 1.4 + */ have_blend_func_separate = TRUE; #endif #ifndef HAVE_COGL_GLES /* GLES 1 only has glBlendFunc */ if (blend_factor_uses_constant (blend_state->blend_src_factor_rgb) || blend_factor_uses_constant (blend_state->blend_src_factor_alpha) || blend_factor_uses_constant (blend_state->blend_dst_factor_rgb) || blend_factor_uses_constant (blend_state->blend_dst_factor_alpha)) { float red = cogl_color_get_red_float (&blend_state->blend_constant); float green = cogl_color_get_green_float (&blend_state->blend_constant); float blue = cogl_color_get_blue_float (&blend_state->blend_constant); float alpha = cogl_color_get_alpha_float (&blend_state->blend_constant); GE (glBlendColor (red, green, blue, alpha)); } if (have_blend_equation_seperate && blend_state->blend_equation_rgb != blend_state->blend_equation_alpha) GE (glBlendEquationSeparate (blend_state->blend_equation_rgb, blend_state->blend_equation_alpha)); else GE (glBlendEquation (blend_state->blend_equation_rgb)); if (have_blend_func_separate && (blend_state->blend_src_factor_rgb != blend_state->blend_src_factor_alpha || (blend_state->blend_src_factor_rgb != blend_state->blend_src_factor_alpha))) GE (glBlendFuncSeparate (blend_state->blend_src_factor_rgb, blend_state->blend_dst_factor_rgb, blend_state->blend_src_factor_alpha, blend_state->blend_dst_factor_alpha)); else #endif GE (glBlendFunc (blend_state->blend_src_factor_rgb, blend_state->blend_dst_factor_rgb)); } if (materials_difference & COGL_MATERIAL_STATE_ALPHA_FUNC) { CoglMaterial *authority = _cogl_material_get_authority (material, COGL_MATERIAL_STATE_ALPHA_FUNC); CoglMaterialAlphaFuncState *alpha_state = &authority->big_state->alpha_state; /* NB: Currently the Cogl defines are compatible with the GL ones: */ GE (glAlphaFunc (alpha_state->alpha_func, alpha_state->alpha_func_reference)); } if (materials_difference & COGL_MATERIAL_STATE_DEPTH) { CoglMaterial *authority = _cogl_material_get_authority (material, COGL_MATERIAL_STATE_DEPTH); CoglMaterialDepthState *depth_state = &authority->big_state->depth_state; if (depth_state->depth_test_enabled) { if (ctx->depth_test_enabled_cache != TRUE) { GE (glEnable (GL_DEPTH_TEST)); ctx->depth_test_enabled_cache = depth_state->depth_test_enabled; } flush_depth_state (depth_state); } else if (ctx->depth_test_enabled_cache != FALSE) { GE (glDisable (GL_DEPTH_TEST)); ctx->depth_test_enabled_cache = depth_state->depth_test_enabled; } } if (materials_difference & COGL_MATERIAL_STATE_POINT_SIZE) { CoglMaterial *authority = _cogl_material_get_authority (material, COGL_MATERIAL_STATE_POINT_SIZE); if (ctx->point_size_cache != authority->big_state->point_size) { GE( glPointSize (authority->big_state->point_size) ); ctx->point_size_cache = authority->big_state->point_size; } } if (material->real_blend_enable != ctx->gl_blend_enable_cache) { if (material->real_blend_enable) GE (glEnable (GL_BLEND)); else GE (glDisable (GL_BLEND)); /* XXX: we shouldn't update any other blend state if blending * is disabled! */ ctx->gl_blend_enable_cache = material->real_blend_enable; } } static int get_max_activateable_texture_units (void) { _COGL_GET_CONTEXT (ctx, 0); if (G_UNLIKELY (ctx->max_activateable_texture_units == -1)) { #ifdef HAVE_COGL_GL GLint max_tex_coords; GLint max_combined_tex_units; GE (glGetIntegerv (GL_MAX_TEXTURE_COORDS, &max_tex_coords)); GE (glGetIntegerv (GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_combined_tex_units)); ctx->max_activateable_texture_units = MAX (max_tex_coords - 1, max_combined_tex_units); #else GE (glGetIntegerv (GL_MAX_TEXTURE_UNITS, &ctx->max_activateable_texture_units)); #endif } return ctx->max_activateable_texture_units; } typedef struct { int i; unsigned long *layer_differences; } CoglMaterialFlushLayerState; static gboolean flush_layers_common_gl_state_cb (CoglMaterialLayer *layer, void *user_data) { CoglMaterialFlushLayerState *flush_state = user_data; int unit_index = flush_state->i; CoglTextureUnit *unit = _cogl_get_texture_unit (unit_index); unsigned long layers_difference = flush_state->layer_differences[unit_index]; /* There may not be enough texture units so we can bail out if * that's the case... */ if (G_UNLIKELY (unit_index >= get_max_activateable_texture_units ())) { static gboolean shown_warning = FALSE; if (!shown_warning) { g_warning ("Your hardware does not have enough texture units" "to handle this many texture layers"); shown_warning = TRUE; } return FALSE; } if (layers_difference & COGL_MATERIAL_LAYER_STATE_TEXTURE) { CoglMaterialLayer *authority = _cogl_material_layer_get_authority (layer, COGL_MATERIAL_LAYER_STATE_TEXTURE); CoglHandle texture = NULL; GLuint gl_texture; GLenum gl_target; _cogl_material_layer_get_texture_info (authority, &texture, &gl_texture, &gl_target); _cogl_set_active_texture_unit (unit_index); /* NB: There are several Cogl components and some code in * Clutter that will temporarily bind arbitrary GL textures to * query and modify texture object parameters. If you look at * _cogl_bind_gl_texture_transient() you can see we make sure * that such code always binds to texture unit 1 which means we * can't rely on the unit->gl_texture state if unit->index == 1. * * Because texture unit 1 is a bit special we actually defer any * necessary glBindTexture for it until the end of * _cogl_material_flush_gl_state(). * * NB: we get notified whenever glDeleteTextures is used (see * _cogl_delete_gl_texture()) where we invalidate * unit->gl_texture references to deleted textures so it's safe * to compare unit->gl_texture with gl_texture. (Without the * hook it would be possible to delete a GL texture and create a * new one with the same name and comparing unit->gl_texture and * gl_texture wouldn't detect that.) * * NB: for foreign textures we don't know how the deletion of * the GL texture objects correspond to the deletion of the * CoglTextures so if there was previously a foreign texture * associated with the texture unit then we can't assume that we * aren't seeing a recycled texture name so we have to bind. */ if (unit->gl_texture != gl_texture || unit->is_foreign) { if (unit_index == 1) unit->dirty_gl_texture = TRUE; else GE (glBindTexture (gl_target, gl_texture)); unit->gl_texture = gl_texture; } unit->is_foreign = _cogl_texture_is_foreign (texture); /* Disable the previous target if it was different and it's * still enabled */ if (unit->enabled && unit->current_gl_target != gl_target) GE (glDisable (unit->current_gl_target)); if (!G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_TEXTURING) && (!unit->enabled || unit->current_gl_target != gl_target)) { GE (glEnable (gl_target)); unit->enabled = TRUE; unit->current_gl_target = gl_target; } /* The texture_storage_changed boolean indicates if the * CoglTexture's underlying GL texture storage has changed since * it was flushed to the texture unit. We've just flushed the * latest state so we can reset this. */ unit->texture_storage_changed = FALSE; } else { /* Even though there may be no difference between the last flushed * texture state and the current layers texture state it may be that the * texture unit has been disabled for some time so we need to assert that * it's enabled now. */ if (!G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_TEXTURING) && !unit->enabled) { GE (glEnable (unit->current_gl_target)); unit->enabled = TRUE; } } if (layers_difference & COGL_MATERIAL_LAYER_STATE_USER_MATRIX) { CoglMaterialLayerState state = COGL_MATERIAL_LAYER_STATE_USER_MATRIX; CoglMaterialLayer *authority = _cogl_material_layer_get_authority (layer, state); _cogl_matrix_stack_set (unit->matrix_stack, &authority->big_state->matrix); _cogl_matrix_stack_flush_to_gl (unit->matrix_stack, COGL_MATRIX_TEXTURE); } if (layers_difference & COGL_MATERIAL_LAYER_STATE_POINT_SPRITE_COORDS) { CoglMaterialState change = COGL_MATERIAL_LAYER_STATE_POINT_SPRITE_COORDS; CoglMaterialLayer *authority = _cogl_material_layer_get_authority (layer, change); CoglMaterialLayerBigState *big_state = authority->big_state; _cogl_set_active_texture_unit (unit_index); GE (glTexEnvi (GL_POINT_SPRITE, GL_COORD_REPLACE, big_state->point_sprite_coords)); } cogl_handle_ref (layer); if (unit->layer != COGL_INVALID_HANDLE) cogl_handle_unref (unit->layer); unit->layer = layer; unit->layer_changes_since_flush = 0; flush_state->i++; return TRUE; } static void _cogl_material_flush_common_gl_state (CoglMaterial *material, unsigned long materials_difference, unsigned long *layer_differences, gboolean skip_gl_color) { CoglMaterialFlushLayerState state; _COGL_GET_CONTEXT (ctx, NO_RETVAL); _cogl_material_flush_color_blend_alpha_depth_state (material, materials_difference, skip_gl_color); state.i = 0; state.layer_differences = layer_differences; _cogl_material_foreach_layer_internal (material, flush_layers_common_gl_state_cb, &state); /* Disable additional texture units that may have previously been in use.. */ for (; state.i < ctx->texture_units->len; state.i++) _cogl_disable_texture_unit (state.i); } /* Re-assert the layer's wrap modes on the given CoglTexture. * * Note: we don't simply forward the wrap modes to layer->texture * since the actual texture being used may have been overridden. */ static void _cogl_material_layer_forward_wrap_modes (CoglMaterialLayer *layer, CoglHandle texture) { CoglMaterialWrapModeInternal wrap_mode_s, wrap_mode_t, wrap_mode_p; GLenum gl_wrap_mode_s, gl_wrap_mode_t, gl_wrap_mode_p; if (texture == COGL_INVALID_HANDLE) return; _cogl_material_layer_get_wrap_modes (layer, &wrap_mode_s, &wrap_mode_t, &wrap_mode_p); /* Update the wrap mode on the texture object. The texture backend should cache the value so that it will be a no-op if the object already has the same wrap mode set. The backend is best placed to do this because it knows how many of the coordinates will actually be used (ie, a 1D texture only cares about the 's' coordinate but a 3D texture would use all three). GL uses the wrap mode as part of the texture object state but we are pretending it's part of the per-layer environment state. This will break if the application tries to use different modes in different layers using the same texture. */ if (wrap_mode_s == COGL_MATERIAL_WRAP_MODE_INTERNAL_AUTOMATIC) gl_wrap_mode_s = GL_CLAMP_TO_EDGE; else gl_wrap_mode_s = wrap_mode_s; if (wrap_mode_t == COGL_MATERIAL_WRAP_MODE_INTERNAL_AUTOMATIC) gl_wrap_mode_t = GL_CLAMP_TO_EDGE; else gl_wrap_mode_t = wrap_mode_t; if (wrap_mode_p == COGL_MATERIAL_WRAP_MODE_INTERNAL_AUTOMATIC) gl_wrap_mode_p = GL_CLAMP_TO_EDGE; else gl_wrap_mode_p = wrap_mode_p; _cogl_texture_set_wrap_mode_parameters (texture, gl_wrap_mode_s, gl_wrap_mode_t, gl_wrap_mode_p); } /* OpenGL associates the min/mag filters and repeat modes with the * texture object not the texture unit so we always have to re-assert * the filter and repeat modes whenever we use a texture since it may * be referenced by multiple materials with different modes. * * XXX: GL_ARB_sampler_objects fixes this in OpenGL so we should * eventually look at using this extension when available. */ static void foreach_texture_unit_update_filter_and_wrap_modes (void) { int i; _COGL_GET_CONTEXT (ctx, NO_RETVAL); for (i = 0; i < ctx->texture_units->len; i++) { CoglTextureUnit *unit = &g_array_index (ctx->texture_units, CoglTextureUnit, i); if (!unit->enabled) break; if (unit->layer) { CoglHandle texture = _cogl_material_layer_get_texture (unit->layer); CoglMaterialFilter min; CoglMaterialFilter mag; _cogl_material_layer_get_filters (unit->layer, &min, &mag); _cogl_texture_set_filters (texture, min, mag); _cogl_material_layer_forward_wrap_modes (unit->layer, texture); } } } typedef struct { int i; unsigned long *layer_differences; } CoglMaterialCompareLayersState; static gboolean compare_layer_differences_cb (CoglMaterialLayer *layer, void *user_data) { CoglMaterialCompareLayersState *state = user_data; CoglTextureUnit *unit = _cogl_get_texture_unit (state->i); if (unit->layer == layer) state->layer_differences[state->i] = unit->layer_changes_since_flush; else if (unit->layer) { state->layer_differences[state->i] = unit->layer_changes_since_flush; state->layer_differences[state->i] |= _cogl_material_layer_compare_differences (layer, unit->layer); } else state->layer_differences[state->i] = COGL_MATERIAL_LAYER_STATE_ALL_SPARSE; /* XXX: There is always a possibility that a CoglTexture's * underlying GL texture storage has been changed since it was last * bound to a texture unit which is why we have a callback into * _cogl_material_texture_storage_change_notify whenever a textures * underlying GL texture storage changes which will set the * unit->texture_intern_changed flag. If we see that's been set here * then we force an update of the texture state... */ if (unit->texture_storage_changed) state->layer_differences[state->i] |= COGL_MATERIAL_LAYER_STATE_TEXTURE; state->i++; return TRUE; } typedef struct { const CoglMaterialBackend *backend; CoglMaterial *material; unsigned long *layer_differences; gboolean error_adding_layer; gboolean added_layer; } CoglMaterialBackendAddLayerState; static gboolean backend_add_layer_cb (CoglMaterialLayer *layer, void *user_data) { CoglMaterialBackendAddLayerState *state = user_data; const CoglMaterialBackend *backend = state->backend; CoglMaterial *material = state->material; int unit_index = _cogl_material_layer_get_unit_index (layer); CoglTextureUnit *unit = _cogl_get_texture_unit (unit_index); _COGL_GET_CONTEXT (ctx, FALSE); /* NB: We don't support the random disabling of texture * units, so as soon as we hit a disabled unit we know all * subsequent units are also disabled */ if (!unit->enabled) return FALSE; if (G_UNLIKELY (unit_index >= backend->get_max_texture_units ())) { int j; for (j = unit_index; j < ctx->texture_units->len; j++) _cogl_disable_texture_unit (j); /* TODO: although this isn't considered an error that * warrants falling back to a different backend we * should print a warning here. */ return FALSE; } /* Either generate per layer code snippets or setup the * fixed function glTexEnv for each layer... */ if (G_LIKELY (backend->add_layer (material, layer, state->layer_differences[unit_index]))) state->added_layer = TRUE; else { state->error_adding_layer = TRUE; return FALSE; } return TRUE; } /* * _cogl_material_flush_gl_state: * * Details of override options: * ->fallback_mask: is a bitmask of the material layers that need to be * replaced with the default, fallback textures. The fallback textures are * fully transparent textures so they hopefully wont contribute to the * texture combining. * * The intention of fallbacks is to try and preserve * the number of layers the user is expecting so that texture coordinates * they gave will mostly still correspond to the textures they intended, and * have a fighting chance of looking close to their originally intended * result. * * ->disable_mask: is a bitmask of the material layers that will simply have * texturing disabled. It's only really intended for disabling all layers * > X; i.e. we'd expect to see a contiguous run of 0 starting from the LSB * and at some point the remaining bits flip to 1. It might work to disable * arbitrary layers; though I'm not sure a.t.m how OpenGL would take to * that. * * The intention of the disable_mask is for emitting geometry when the user * hasn't supplied enough texture coordinates for all the layers and it's * not possible to auto generate default texture coordinates for those * layers. * * ->layer0_override_texture: forcibly tells us to bind this GL texture name for * layer 0 instead of plucking the gl_texture from the CoglTexture of layer * 0. * * The intention of this is for any primitives that supports sliced textures. * The code will can iterate each of the slices and re-flush the material * forcing the GL texture of each slice in turn. * * ->wrap_mode_overrides: overrides the wrap modes set on each * layer. This is used to implement the automatic wrap mode. * * XXX: It might also help if we could specify a texture matrix for code * dealing with slicing that would be multiplied with the users own matrix. * * Normaly texture coords in the range [0, 1] refer to the extents of the * texture, but when your GL texture represents a slice of the real texture * (from the users POV) then a texture matrix would be a neat way of * transforming the mapping for each slice. * * Currently for textured rectangles we manually calculate the texture * coords for each slice based on the users given coords, but this solution * isn't ideal, and can't be used with CoglVertexBuffers. */ void _cogl_material_flush_gl_state (CoglMaterial *material, gboolean skip_gl_color) { unsigned long materials_difference; int n_layers; unsigned long *layer_differences; int i; CoglTextureUnit *unit1; COGL_STATIC_TIMER (material_flush_timer, "Mainloop", /* parent */ "Material Flush", "The time spent flushing material state", 0 /* no application private data */); _COGL_GET_CONTEXT (ctx, NO_RETVAL); COGL_TIMER_START (_cogl_uprof_context, material_flush_timer); if (ctx->current_material == material) { /* Bail out asap if we've been asked to re-flush the already current * material and we can see the material hasn't changed */ if (ctx->current_material_age == material->age) goto done; materials_difference = ctx->current_material_changes_since_flush; } else if (ctx->current_material) { materials_difference = ctx->current_material_changes_since_flush; materials_difference |= _cogl_material_compare_differences (ctx->current_material, material); } else materials_difference = COGL_MATERIAL_STATE_ALL_SPARSE; /* Get a layer_differences mask for each layer to be flushed */ n_layers = cogl_material_get_n_layers (material); if (n_layers) { CoglMaterialCompareLayersState state; layer_differences = g_alloca (sizeof (unsigned long *) * n_layers); memset (layer_differences, 0, sizeof (layer_differences)); state.i = 0; state.layer_differences = layer_differences; _cogl_material_foreach_layer_internal (material, compare_layer_differences_cb, &state); } else layer_differences = NULL; /* First flush everything that's the same regardless of which * material backend is being used... * * 1) top level state: * glColor (or skip if a vertex attribute is being used for color) * blend state * alpha test state (except for GLES 2.0) * * 2) then foreach layer: * determine gl_target/gl_texture * bind texture * enable/disable target * flush user matrix * * Note: After _cogl_material_flush_common_gl_state you can expect * all state of the layers corresponding texture unit to be * updated. */ _cogl_material_flush_common_gl_state (material, materials_difference, layer_differences, skip_gl_color); /* Now flush the fragment processing state according to the current * fragment processing backend. * * Note: Some of the backends may not support the current material * configuration and in that case it will report an error and we * will fallback to a different backend. * * NB: if material->backend != COGL_MATERIAL_BACKEND_UNDEFINED then * we have previously managed to successfully flush this material * with the given backend so we will simply use that to avoid * fallback code paths. */ if (material->backend == COGL_MATERIAL_BACKEND_UNDEFINED) _cogl_material_set_backend (material, COGL_MATERIAL_BACKEND_DEFAULT); for (i = material->backend; i < G_N_ELEMENTS (_cogl_material_backends); i++, _cogl_material_set_backend (material, i)) { const CoglMaterialBackend *backend = _cogl_material_backends[i]; CoglMaterialBackendAddLayerState state; /* E.g. For backends generating code they can setup their * scratch buffers here... */ if (G_UNLIKELY (!backend->start (material, n_layers, materials_difference))) continue; state.backend = backend; state.material = material; state.layer_differences = layer_differences; state.error_adding_layer = FALSE; state.added_layer = FALSE; _cogl_material_foreach_layer_internal (material, backend_add_layer_cb, &state); if (G_UNLIKELY (state.error_adding_layer)) continue; if (!state.added_layer && backend->passthrough && G_UNLIKELY (!backend->passthrough (material))) continue; /* For backends generating code they may compile and link their * programs here, update any uniforms and tell OpenGL to use * that program. */ if (G_UNLIKELY (!backend->end (material, materials_difference))) continue; break; } /* FIXME: This reference is actually resulting in lots of * copy-on-write reparenting because one-shot materials end up * living for longer than necessary and so any later modification of * the parent will cause a copy-on-write. * * XXX: The issue should largely go away when we switch to using * weak materials for overrides. */ cogl_object_ref (material); if (ctx->current_material != NULL) cogl_object_unref (ctx->current_material); ctx->current_material = material; ctx->current_material_changes_since_flush = 0; ctx->current_material_skip_gl_color = skip_gl_color; ctx->current_material_age = material->age; done: /* Handle the fact that OpenGL associates texture filter and wrap * modes with the texture objects not the texture units... */ foreach_texture_unit_update_filter_and_wrap_modes (); /* If this material has more than one layer then we always need * to make sure we rebind the texture for unit 1. * * NB: various components of Cogl may temporarily bind arbitrary * textures to texture unit 1 so they can query and modify texture * object parameters. cogl-material.c (See * _cogl_bind_gl_texture_transient) */ unit1 = _cogl_get_texture_unit (1); if (unit1->enabled && unit1->dirty_gl_texture) { _cogl_set_active_texture_unit (1); GE (glBindTexture (unit1->current_gl_target, unit1->gl_texture)); unit1->dirty_gl_texture = FALSE; } COGL_TIMER_STOP (_cogl_uprof_context, material_flush_timer); }