/*
* 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
*/
/* XXX: For an overview of the functionality implemented here, please
* see cogl-vertex-buffer.h, which contains the gtk-doc section overview
* for the Vertex Buffers API.
*/
/*
* TODO: We need to do a better job of minimizing when we call glVertexPointer
* and pals in enable_state_for_drawing_buffer
*
* We should have an internal 2-tuple cache of (VBO, offset) for each of them
* so we can avoid some GL calls. We could have cogl wrappers for the
* gl*Pointer funcs that look like this:
*
* cogl_vertex_pointer (n_components, gl_type, stride, vbo, offset);
* cogl_color_pointer (n_components, gl_type, stride, vbo, offset);
*
* They would also accept NULL for the VBO handle to support old style vertex
* arrays.
*
* TODO:
* Actually hook this up to the cogl shaders infrastructure. The vertex
* buffer API has been designed to allow adding of arbitrary attributes for use
* with shaders, but this has yet to be actually plumbed together and tested.
* The bits we are missing:
* - cogl_program_use doesn't currently record within ctx-> which program
* is currently in use so a.t.m only Clutter knows the current shader.
* - We don't query the current shader program for the generic vertex indices
* (using glGetAttribLocation) so that we can call glEnableVertexAttribArray
* with those indices.
* (currently we just make up consecutive indices)
* - some dirty flag mechanims to know when the shader program has changed
* so we don't need to re-query it each time we draw a buffer.
*
* TODO
* Expose API that lets developers get back a buffer handle for a particular
* polygon so they may add custom attributes to them.
* - It should be possible to query/modify attributes efficiently, in place,
* avoiding copies. It would not be acceptable to simply require that
* developers must query back the n_vertices of a buffer and then the
* n_components, type and stride etc of each attribute since there
* would be too many combinations to realistically handle.
*
* - In practice, some cases might be best solved with a higher level
* EditableMesh API, (see futher below) but for many cases I think an
* API like this might be appropriate:
*
* cogl_vertex_buffer_foreach_vertex (buffer_handle,
* (AttributesBufferIteratorFunc)callback,
* "gl_Vertex", "gl_Color", NULL);
* static void callback (CoglVertexBufferVertex *vert)
* {
* GLfloat *pos = vert->attrib[0];
* GLubyte *color = vert->attrib[1];
* GLfloat *new_attrib = buf[vert->index];
*
* new_attrib = pos*color;
* }
*
* TODO
* Think about a higher level Mesh API for building/modifying attribute buffers
* - E.g. look at Blender for inspiration here. They can build a mesh from
* "MVert", "MFace" and "MEdge" primitives.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include
#include
#include
#include "cogl.h"
#include "cogl-internal.h"
#include "cogl-util.h"
#include "cogl-context-private.h"
#include "cogl-handle.h"
#include "cogl-vertex-buffer-private.h"
#include "cogl-texture-private.h"
#include "cogl-pipeline.h"
#include "cogl-pipeline-private.h"
#include "cogl-primitives.h"
#include "cogl-framebuffer-private.h"
#include "cogl-journal-private.h"
#define PAD_FOR_ALIGNMENT(VAR, TYPE_SIZE) \
(VAR = TYPE_SIZE + ((VAR - 1) & ~(TYPE_SIZE - 1)))
static void _cogl_vertex_buffer_free (CoglVertexBuffer *buffer);
static void _cogl_vertex_buffer_indices_free (CoglVertexBufferIndices *buffer_indices);
static CoglUserDataKey _cogl_vertex_buffer_pipeline_priv_key;
COGL_HANDLE_DEFINE (VertexBuffer, vertex_buffer);
COGL_OBJECT_DEFINE_DEPRECATED_REF_COUNTING (vertex_buffer);
COGL_HANDLE_DEFINE (VertexBufferIndices, vertex_buffer_indices);
CoglHandle
cogl_vertex_buffer_new (unsigned int n_vertices)
{
CoglVertexBuffer *buffer = g_slice_alloc (sizeof (CoglVertexBuffer));
buffer->n_vertices = n_vertices;
buffer->submitted_vbos = NULL;
buffer->new_attributes = NULL;
buffer->primitive = cogl_primitive_new (COGL_VERTICES_MODE_TRIANGLES,
n_vertices, NULL);
/* return COGL_INVALID_HANDLE; */
return _cogl_vertex_buffer_handle_new (buffer);
}
unsigned int
cogl_vertex_buffer_get_n_vertices (CoglHandle handle)
{
CoglVertexBuffer *buffer;
if (!cogl_is_vertex_buffer (handle))
return 0;
buffer = _cogl_vertex_buffer_pointer_from_handle (handle);
return buffer->n_vertices;
}
/* There are a number of standard OpenGL attributes that we deal with
* specially. These attributes are all namespaced with a "gl_" prefix
* so we should catch any typos instead of silently adding a custom
* attribute.
*/
static CoglVertexBufferAttribFlags
validate_gl_attribute (const char *gl_attribute,
guint8 n_components,
guint8 *texture_unit)
{
CoglVertexBufferAttribFlags type;
char *detail_seperator = NULL;
int name_len;
detail_seperator = strstr (gl_attribute, "::");
if (detail_seperator)
name_len = detail_seperator - gl_attribute;
else
name_len = strlen (gl_attribute);
if (strncmp (gl_attribute, "Vertex", name_len) == 0)
{
if (G_UNLIKELY (n_components == 1))
g_critical ("glVertexPointer doesn't allow 1 component vertex "
"positions so we currently only support \"gl_Vertex\" "
"attributes where n_components == 2, 3 or 4");
type = COGL_VERTEX_BUFFER_ATTRIB_FLAG_VERTEX_ARRAY;
}
else if (strncmp (gl_attribute, "Color", name_len) == 0)
{
if (G_UNLIKELY (n_components != 3 && n_components != 4))
g_critical ("glColorPointer expects 3 or 4 component colors so we "
"currently only support \"gl_Color\" attributes where "
"n_components == 3 or 4");
type = COGL_VERTEX_BUFFER_ATTRIB_FLAG_COLOR_ARRAY;
}
else if (strncmp (gl_attribute,
"MultiTexCoord",
strlen ("MultiTexCoord")) == 0)
{
unsigned int unit;
if (sscanf (gl_attribute, "MultiTexCoord%u", &unit) != 1)
{
g_warning ("gl_MultiTexCoord attributes should include a\n"
"texture unit number, E.g. gl_MultiTexCoord0\n");
unit = 0;
}
/* FIXME: validate any '::' delimiter for this case */
*texture_unit = unit;
type = COGL_VERTEX_BUFFER_ATTRIB_FLAG_TEXTURE_COORD_ARRAY;
}
else if (strncmp (gl_attribute, "Normal", name_len) == 0)
{
if (G_UNLIKELY (n_components != 3))
g_critical ("glNormalPointer expects 3 component normals so we "
"currently only support \"gl_Normal\" attributes where "
"n_components == 3");
type = COGL_VERTEX_BUFFER_ATTRIB_FLAG_NORMAL_ARRAY;
}
else
{
g_warning ("Unknown gl_* attribute name gl_%s\n", gl_attribute);
type = COGL_VERTEX_BUFFER_ATTRIB_FLAG_INVALID;
}
return type;
}
/* There are a number of standard OpenGL attributes that we deal with
* specially. These attributes are all namespaced with a "gl_" prefix
* so we should catch any typos instead of silently adding a custom
* attribute.
*/
static CoglVertexBufferAttribFlags
validate_cogl_attribute (const char *cogl_attribute,
guint8 n_components,
guint8 *texture_unit)
{
CoglVertexBufferAttribFlags type;
char *detail_seperator = NULL;
int name_len;
detail_seperator = strstr (cogl_attribute, "::");
if (detail_seperator)
name_len = detail_seperator - cogl_attribute;
else
name_len = strlen (cogl_attribute);
if (strncmp (cogl_attribute, "position_in", name_len) == 0)
{
if (G_UNLIKELY (n_components == 1))
g_critical ("glVertexPointer doesn't allow 1 component vertex "
"positions so we currently only support "
"\"cogl_position_in\" attributes where "
"n_components == 2, 3 or 4");
type = COGL_VERTEX_BUFFER_ATTRIB_FLAG_VERTEX_ARRAY;
}
else if (strncmp (cogl_attribute, "color_in", name_len) == 0)
{
if (G_UNLIKELY (n_components != 3 && n_components != 4))
g_critical ("glColorPointer expects 3 or 4 component colors so we "
"currently only support \"cogl_color_in\" attributes "
"where n_components == 3 or 4");
type = COGL_VERTEX_BUFFER_ATTRIB_FLAG_COLOR_ARRAY;
}
else if (strncmp (cogl_attribute,
"cogl_tex_coord",
strlen ("cogl_tex_coord")) == 0)
{
unsigned int unit;
if (strcmp (cogl_attribute, "cogl_tex_coord_in") == 0)
unit = 0;
else if (sscanf (cogl_attribute, "cogl_tex_coord%u_in", &unit) != 1)
{
g_warning ("texture coordinate attributes should either be "
"referenced as \"cogl_tex_coord_in\" or with a"
"texture unit number like \"cogl_tex_coord1_in\"");
unit = 0;
}
/* FIXME: validate any '::' delimiter for this case */
*texture_unit = unit;
type = COGL_VERTEX_BUFFER_ATTRIB_FLAG_TEXTURE_COORD_ARRAY;
}
else if (strncmp (cogl_attribute, "normal_in", name_len) == 0)
{
if (G_UNLIKELY (n_components != 3))
g_critical ("glNormalPointer expects 3 component normals so we "
"currently only support \"cogl_normal_in\" attributes "
"where n_components == 3");
type = COGL_VERTEX_BUFFER_ATTRIB_FLAG_NORMAL_ARRAY;
}
else
{
g_warning ("Unknown cogl_* attribute name cogl_%s\n", cogl_attribute);
type = COGL_VERTEX_BUFFER_ATTRIB_FLAG_INVALID;
}
return type;
}
/* This validates that a custom attribute name is a valid GLSL variable name
*
* NB: attribute names may have a detail component delimited using '::' E.g.
* custom_attrib::foo or custom_attrib::bar
*
* maybe I should hang a compiled regex somewhere to handle this
*/
static gboolean
validate_custom_attribute_name (const char *attribute_name)
{
char *detail_seperator = NULL;
int name_len;
int i;
detail_seperator = strstr (attribute_name, "::");
if (detail_seperator)
name_len = detail_seperator - attribute_name;
else
name_len = strlen (attribute_name);
if (name_len == 0
|| !g_ascii_isalpha (attribute_name[0])
|| attribute_name[0] != '_')
return FALSE;
for (i = 1; i < name_len; i++)
if (!g_ascii_isalnum (attribute_name[i]) || attribute_name[i] != '_')
return FALSE;
return TRUE;
}
/* Iterates the CoglVertexBufferVBOs of a buffer and creates a flat list
* of all the submitted attributes
*
* Note: The CoglVertexBufferAttrib structs are deep copied, except the
* internal CoglAttribute pointer is set to NULL.
*/
static GList *
copy_submitted_attributes_list (CoglVertexBuffer *buffer)
{
GList *tmp;
GList *submitted_attributes = NULL;
for (tmp = buffer->submitted_vbos; tmp != NULL; tmp = tmp->next)
{
CoglVertexBufferVBO *cogl_vbo = tmp->data;
GList *tmp2;
for (tmp2 = cogl_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
{
CoglVertexBufferAttrib *attribute = tmp2->data;
CoglVertexBufferAttrib *copy =
g_slice_alloc (sizeof (CoglVertexBufferAttrib));
*copy = *attribute;
copy->name_without_detail =
g_strdup (attribute->name_without_detail);
copy->attribute = NULL;
submitted_attributes = g_list_prepend (submitted_attributes, copy);
}
}
return submitted_attributes;
}
static size_t
sizeof_attribute_type (CoglAttributeType type)
{
switch (type)
{
case COGL_ATTRIBUTE_TYPE_BYTE:
return 1;
case COGL_ATTRIBUTE_TYPE_UNSIGNED_BYTE:
return 1;
case COGL_ATTRIBUTE_TYPE_SHORT:
return 2;
case COGL_ATTRIBUTE_TYPE_UNSIGNED_SHORT:
return 2;
case COGL_ATTRIBUTE_TYPE_FLOAT:
return 4;
}
g_return_val_if_reached (0);
}
static size_t
strideof (CoglAttributeType type, int n_components)
{
return sizeof_attribute_type (type) * n_components;
}
static char *
canonize_attribute_name (const char *attribute_name)
{
char *detail_seperator = NULL;
int name_len;
if (strncmp (attribute_name, "gl_", 3) != 0)
return g_strdup (attribute_name);
/* skip past the "gl_" */
attribute_name += 3;
detail_seperator = strstr (attribute_name, "::");
if (detail_seperator)
name_len = detail_seperator - attribute_name;
else
{
name_len = strlen (attribute_name);
detail_seperator = "";
}
if (strncmp (attribute_name, "Vertex", name_len) == 0)
return g_strconcat ("cogl_position_in", detail_seperator, NULL);
else if (strncmp (attribute_name, "Color", name_len) == 0)
return g_strconcat ("cogl_color_in", detail_seperator, NULL);
else if (strncmp (attribute_name,
"MultiTexCoord",
strlen ("MultiTexCoord")) == 0)
{
unsigned int unit;
if (sscanf (attribute_name, "MultiTexCoord%u", &unit) != 1)
{
g_warning ("gl_MultiTexCoord attributes should include a\n"
"texture unit number, E.g. gl_MultiTexCoord0\n");
unit = 0;
}
return g_strdup_printf ("cogl_tex_coord%u_in%s",
unit, detail_seperator);
}
else if (strncmp (attribute_name, "Normal", name_len) == 0)
return g_strconcat ("cogl_normal_in", detail_seperator, NULL);
else
{
g_warning ("Unknown gl_* attribute name gl_%s\n", attribute_name);
return g_strdup (attribute_name);
}
}
void
cogl_vertex_buffer_add (CoglHandle handle,
const char *attribute_name,
guint8 n_components,
CoglAttributeType type,
gboolean normalized,
guint16 stride,
const void *pointer)
{
CoglVertexBuffer *buffer;
char *cogl_attribute_name;
GQuark name_quark;
gboolean modifying_an_attrib = FALSE;
CoglVertexBufferAttrib *attribute;
CoglVertexBufferAttribFlags flags = 0;
guint8 texture_unit = 0;
GList *tmp;
char *detail;
if (!cogl_is_vertex_buffer (handle))
return;
buffer = _cogl_vertex_buffer_pointer_from_handle (handle);
buffer->dirty_attributes = TRUE;
cogl_attribute_name = canonize_attribute_name (attribute_name);
name_quark = g_quark_from_string (cogl_attribute_name);
/* The submit function works by diffing between submitted_attributes
* and new_attributes to minimize the upload bandwidth + cost of
* allocating new VBOs, so if there isn't already a list of new_attributes
* we create one: */
if (!buffer->new_attributes)
buffer->new_attributes = copy_submitted_attributes_list (buffer);
/* Note: we first look for an existing attribute that we are modifying
* so we may skip needing to validate the name */
for (tmp = buffer->new_attributes; tmp != NULL; tmp = tmp->next)
{
CoglVertexBufferAttrib *submitted_attribute = tmp->data;
if (submitted_attribute->name == name_quark)
{
modifying_an_attrib = TRUE;
attribute = submitted_attribute;
/* since we will skip validate_gl/cogl_attribute in this case, we
* need to pluck out the attribute type before overwriting the
* flags: */
flags |=
attribute->flags & COGL_VERTEX_BUFFER_ATTRIB_FLAG_TYPE_MASK;
break;
}
}
if (!modifying_an_attrib)
{
/* Validate the attribute name, is suitable as a variable name */
if (strncmp (attribute_name, "gl_", 3) == 0)
{
/* Note: we pass the original attribute name here so that
* any warning messages correspond to the users original
* attribute name... */
flags |= validate_gl_attribute (attribute_name + 3,
n_components,
&texture_unit);
if (flags & COGL_VERTEX_BUFFER_ATTRIB_FLAG_INVALID)
return;
}
else if (strncmp (attribute_name, "cogl_", 5) == 0)
{
flags |= validate_cogl_attribute (attribute_name + 5,
n_components,
&texture_unit);
if (flags & COGL_VERTEX_BUFFER_ATTRIB_FLAG_INVALID)
return;
}
else
{
flags |= COGL_VERTEX_BUFFER_ATTRIB_FLAG_CUSTOM_ARRAY;
if (validate_custom_attribute_name (attribute_name))
return;
}
attribute = g_slice_alloc0 (sizeof (CoglVertexBufferAttrib));
}
attribute->name = name_quark;
detail = strstr (cogl_attribute_name, "::");
if (detail)
attribute->name_without_detail = g_strndup (cogl_attribute_name,
detail - cogl_attribute_name);
else
attribute->name_without_detail = g_strdup (cogl_attribute_name);
attribute->type = type;
attribute->n_components = n_components;
if (stride == 0)
stride = strideof (type, n_components);
attribute->stride = stride;
attribute->u.pointer = pointer;
attribute->texture_unit = texture_unit;
attribute->attribute = NULL;
flags |= COGL_VERTEX_BUFFER_ATTRIB_FLAG_ENABLED;
/* Note: We currently just assume, if an attribute is *ever* updated
* then it should be taged as frequently changing. */
if (modifying_an_attrib)
flags |= COGL_VERTEX_BUFFER_ATTRIB_FLAG_FREQUENT_RESUBMIT;
else
flags |= COGL_VERTEX_BUFFER_ATTRIB_FLAG_INFREQUENT_RESUBMIT;
if (normalized)
flags |= COGL_VERTEX_BUFFER_ATTRIB_FLAG_NORMALIZED;
attribute->flags = flags;
attribute->span_bytes = buffer->n_vertices * attribute->stride;
if (!modifying_an_attrib)
buffer->new_attributes =
g_list_prepend (buffer->new_attributes, attribute);
g_free (cogl_attribute_name);
}
static void
_cogl_vertex_buffer_attrib_free (CoglVertexBufferAttrib *attribute)
{
if (attribute->attribute)
cogl_object_unref (attribute->attribute);
g_free (attribute->name_without_detail);
g_slice_free (CoglVertexBufferAttrib, attribute);
}
void
cogl_vertex_buffer_delete (CoglHandle handle,
const char *attribute_name)
{
CoglVertexBuffer *buffer;
char *cogl_attribute_name = canonize_attribute_name (attribute_name);
GQuark name = g_quark_from_string (cogl_attribute_name);
GList *tmp;
g_free (cogl_attribute_name);
if (!cogl_is_vertex_buffer (handle))
return;
buffer = _cogl_vertex_buffer_pointer_from_handle (handle);
buffer->dirty_attributes = TRUE;
/* The submit function works by diffing between submitted_attributes
* and new_attributes to minimize the upload bandwidth + cost of
* allocating new VBOs, so if there isn't already a list of new_attributes
* we create one: */
if (!buffer->new_attributes)
buffer->new_attributes = copy_submitted_attributes_list (buffer);
for (tmp = buffer->new_attributes; tmp != NULL; tmp = tmp->next)
{
CoglVertexBufferAttrib *submitted_attribute = tmp->data;
if (submitted_attribute->name == name)
{
buffer->new_attributes =
g_list_delete_link (buffer->new_attributes, tmp);
_cogl_vertex_buffer_attrib_free (submitted_attribute);
return;
}
}
g_warning ("Failed to find an attribute named %s to delete\n",
attribute_name);
}
static void
set_attribute_enable (CoglHandle handle,
const char *attribute_name,
gboolean state)
{
CoglVertexBuffer *buffer;
char *cogl_attribute_name = canonize_attribute_name (attribute_name);
GQuark name_quark = g_quark_from_string (cogl_attribute_name);
GList *tmp;
g_free (cogl_attribute_name);
if (!cogl_is_vertex_buffer (handle))
return;
buffer = _cogl_vertex_buffer_pointer_from_handle (handle);
buffer->dirty_attributes = TRUE;
/* NB: If a buffer is currently being edited, then there can be two seperate
* lists of attributes; those that are currently submitted and a new list yet
* to be submitted, we need to modify both. */
for (tmp = buffer->new_attributes; tmp != NULL; tmp = tmp->next)
{
CoglVertexBufferAttrib *attribute = tmp->data;
if (attribute->name == name_quark)
{
if (state)
attribute->flags |= COGL_VERTEX_BUFFER_ATTRIB_FLAG_ENABLED;
else
attribute->flags &= ~COGL_VERTEX_BUFFER_ATTRIB_FLAG_ENABLED;
break;
}
}
for (tmp = buffer->submitted_vbos; tmp != NULL; tmp = tmp->next)
{
CoglVertexBufferVBO *cogl_vbo = tmp->data;
GList *tmp2;
for (tmp2 = cogl_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
{
CoglVertexBufferAttrib *attribute = tmp2->data;
if (attribute->name == name_quark)
{
if (state)
attribute->flags |= COGL_VERTEX_BUFFER_ATTRIB_FLAG_ENABLED;
else
attribute->flags &= ~COGL_VERTEX_BUFFER_ATTRIB_FLAG_ENABLED;
return;
}
}
}
g_warning ("Failed to %s attribute named %s/%s\n",
state == TRUE ? "enable" : "disable",
attribute_name, cogl_attribute_name);
}
void
cogl_vertex_buffer_enable (CoglHandle handle,
const char *attribute_name)
{
set_attribute_enable (handle, attribute_name, TRUE);
}
void
cogl_vertex_buffer_disable (CoglHandle handle,
const char *attribute_name)
{
set_attribute_enable (handle, attribute_name, FALSE);
}
/* Given an attribute that we know has already been submitted before, this
* function looks for the existing VBO that contains it.
*
* Note: It will free redundant attribute struct once the corresponding
* VBO has been found.
*/
static void
filter_already_submitted_attribute (CoglVertexBufferAttrib *attribute,
GList **reuse_vbos,
GList **submitted_vbos)
{
GList *tmp;
/* First check the cogl_vbos we already know are being reused since we
* are more likley to get a match here */
for (tmp = *reuse_vbos; tmp != NULL; tmp = tmp->next)
{
CoglVertexBufferVBO *cogl_vbo = tmp->data;
GList *tmp2;
for (tmp2 = cogl_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
{
CoglVertexBufferAttrib *vbo_attribute = tmp2->data;
if (vbo_attribute->name == attribute->name)
{
vbo_attribute->flags &=
~COGL_VERTEX_BUFFER_ATTRIB_FLAG_UNUSED;
/* Note: we don't free the redundant attribute here, since it
* will be freed after all filtering in
* cogl_vertex_buffer_submit */
return;
}
}
}
for (tmp = *submitted_vbos; tmp != NULL; tmp = tmp->next)
{
CoglVertexBufferVBO *cogl_vbo = tmp->data;
CoglVertexBufferAttrib *reuse_attribute = NULL;
GList *tmp2;
for (tmp2 = cogl_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
{
CoglVertexBufferAttrib *vbo_attribute = tmp2->data;
if (vbo_attribute->name == attribute->name)
{
reuse_attribute = vbo_attribute;
/* Note: we don't free the redundant attribute here, since it
* will be freed after all filtering in
* cogl_vertex_buffer_submit */
*submitted_vbos = g_list_remove_link (*submitted_vbos, tmp);
tmp->next = *reuse_vbos;
*reuse_vbos = tmp;
break;
}
}
if (!reuse_attribute)
continue;
/* Mark all but the matched attribute as UNUSED, so that when we
* finish filtering all our attributes any attrributes still
* marked as UNUSED can be removed from their cogl_vbo */
for (tmp2 = cogl_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
{
CoglVertexBufferAttrib *vbo_attribute = tmp2->data;
if (vbo_attribute != reuse_attribute)
vbo_attribute->flags |= COGL_VERTEX_BUFFER_ATTRIB_FLAG_UNUSED;
}
return;
}
g_critical ("Failed to find the cogl vbo that corresponds to an\n"
"attribute that had apparently already been submitted!");
}
/* When we first mark a CoglVertexBufferVBO to be reused, we mark the
* attributes as unsed, so that when filtering of attributes into VBOs is done
* we can then prune the now unsed attributes. */
static void
remove_unused_attributes (CoglVertexBufferVBO *cogl_vbo)
{
GList *tmp;
GList *next;
for (tmp = cogl_vbo->attributes; tmp != NULL; tmp = next)
{
CoglVertexBufferAttrib *attribute = tmp->data;
next = tmp->next;
if (attribute->flags & COGL_VERTEX_BUFFER_ATTRIB_FLAG_UNUSED)
{
cogl_vbo->attributes =
g_list_delete_link (cogl_vbo->attributes, tmp);
g_slice_free (CoglVertexBufferAttrib, attribute);
}
}
}
/* Give a newly added, strided, attribute, this function looks for a
* CoglVertexBufferVBO that the attribute is interleved with. If it can't
* find one then a new CoglVertexBufferVBO is allocated and added to the
* list of new_strided_vbos.
*/
static void
filter_strided_attribute (CoglVertexBufferAttrib *attribute,
GList **new_vbos)
{
GList *tmp;
CoglVertexBufferVBO *new_cogl_vbo;
for (tmp = *new_vbos; tmp != NULL; tmp = tmp->next)
{
CoglVertexBufferVBO *cogl_vbo = tmp->data;
GList *tmp2;
if (!(cogl_vbo->flags & COGL_VERTEX_BUFFER_VBO_FLAG_STRIDED))
continue;
for (tmp2 = cogl_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
{
CoglVertexBufferAttrib *vbo_attribute = tmp2->data;
const char *attribute_start = attribute->u.pointer;
const char *vbo_attribute_start = vbo_attribute->u.pointer;
/* NB: All attributes have buffer->n_vertices values which
* simplifies determining which attributes are interleved
* since we assume they will start no farther than +- a
* stride away from each other:
*/
if (attribute_start <= (vbo_attribute_start - vbo_attribute->stride)
|| attribute_start
>= (vbo_attribute_start + vbo_attribute->stride))
continue; /* Not interleved */
cogl_vbo->attributes =
g_list_prepend (cogl_vbo->attributes, attribute);
if (attribute->flags &
COGL_VERTEX_BUFFER_ATTRIB_FLAG_FREQUENT_RESUBMIT)
{
cogl_vbo->flags &=
~COGL_VERTEX_BUFFER_VBO_FLAG_INFREQUENT_RESUBMIT;
cogl_vbo->flags |=
COGL_VERTEX_BUFFER_VBO_FLAG_FREQUENT_RESUBMIT;
}
return;
}
}
new_cogl_vbo = g_slice_alloc (sizeof (CoglVertexBufferVBO));
new_cogl_vbo->attributes = NULL;
new_cogl_vbo->attributes =
g_list_prepend (new_cogl_vbo->attributes, attribute);
/* Any one of the interleved attributes will have the same span_bytes */
new_cogl_vbo->attribute_buffer = NULL;
new_cogl_vbo->buffer_bytes = attribute->span_bytes;
new_cogl_vbo->flags = COGL_VERTEX_BUFFER_VBO_FLAG_STRIDED;
if (attribute->flags & COGL_VERTEX_BUFFER_ATTRIB_FLAG_INFREQUENT_RESUBMIT)
new_cogl_vbo->flags |= COGL_VERTEX_BUFFER_VBO_FLAG_INFREQUENT_RESUBMIT;
else
new_cogl_vbo->flags |= COGL_VERTEX_BUFFER_VBO_FLAG_FREQUENT_RESUBMIT;
*new_vbos = g_list_prepend (*new_vbos, new_cogl_vbo);
return;
}
/* This iterates through the list of submitted VBOs looking for one that
* contains attribute. If found the list *link* is removed and returned */
static GList *
unlink_submitted_vbo_containing_attribute (GList **submitted_vbos,
CoglVertexBufferAttrib *attribute)
{
GList *tmp;
GList *next = NULL;
for (tmp = *submitted_vbos; tmp != NULL; tmp = next)
{
CoglVertexBufferVBO *submitted_vbo = tmp->data;
GList *tmp2;
next = tmp->next;
for (tmp2 = submitted_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
{
CoglVertexBufferAttrib *submitted_attribute = tmp2->data;
if (submitted_attribute->name == attribute->name)
{
*submitted_vbos = g_list_remove_link (*submitted_vbos, tmp);
return tmp;
}
}
}
return NULL;
}
/* Unlinks all the submitted VBOs that conflict with the new cogl_vbo and
* returns them as a list. */
static GList *
get_submitted_vbo_conflicts (GList **submitted_vbos,
CoglVertexBufferVBO *cogl_vbo)
{
GList *tmp;
GList *conflicts = NULL;
for (tmp = cogl_vbo->attributes; tmp != NULL; tmp = tmp->next)
{
GList *link =
unlink_submitted_vbo_containing_attribute (submitted_vbos,
tmp->data);
if (link)
{
/* prepend the link to the list of conflicts: */
link->next = conflicts;
conflicts = link;
}
}
return conflicts;
}
/* Any attributes in cogl_vbo gets removed from conflict_vbo */
static void
disassociate_conflicting_attributes (CoglVertexBufferVBO *conflict_vbo,
CoglVertexBufferVBO *cogl_vbo)
{
GList *tmp;
/* NB: The attributes list in conflict_vbo will be shrinking so
* we iterate those in the inner loop. */
for (tmp = cogl_vbo->attributes; tmp != NULL; tmp = tmp->next)
{
CoglVertexBufferAttrib *attribute = tmp->data;
GList *tmp2;
for (tmp2 = conflict_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
{
CoglVertexBufferAttrib *conflict_attribute = tmp2->data;
if (conflict_attribute->name == attribute->name)
{
_cogl_vertex_buffer_attrib_free (conflict_attribute);
conflict_vbo->attributes =
g_list_delete_link (conflict_vbo->attributes, tmp2);
break;
}
}
}
}
static void
cogl_vertex_buffer_vbo_free (CoglVertexBufferVBO *cogl_vbo)
{
GList *tmp;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
for (tmp = cogl_vbo->attributes; tmp != NULL; tmp = tmp->next)
_cogl_vertex_buffer_attrib_free (tmp->data);
g_list_free (cogl_vbo->attributes);
if (cogl_vbo->flags & COGL_VERTEX_BUFFER_VBO_FLAG_SUBMITTED)
cogl_object_unref (cogl_vbo->attribute_buffer);
g_slice_free (CoglVertexBufferVBO, cogl_vbo);
}
/* This figures out the lowest attribute client pointer. (This pointer is used
* to upload all the interleved attributes).
*
* In the process it also replaces the client pointer with the attributes
* offset, and marks the attribute as submitted.
*/
static const void *
prep_strided_vbo_for_upload (CoglVertexBufferVBO *cogl_vbo)
{
GList *tmp;
const char *lowest_pointer = NULL;
for (tmp = cogl_vbo->attributes; tmp != NULL; tmp = tmp->next)
{
CoglVertexBufferAttrib *attribute = tmp->data;
const char *client_pointer = attribute->u.pointer;
if (!lowest_pointer || client_pointer < lowest_pointer)
lowest_pointer = client_pointer;
}
for (tmp = cogl_vbo->attributes; tmp != NULL; tmp = tmp->next)
{
CoglVertexBufferAttrib *attribute = tmp->data;
const char *client_pointer = attribute->u.pointer;
attribute->u.vbo_offset = client_pointer - lowest_pointer;
attribute->flags |= COGL_VERTEX_BUFFER_ATTRIB_FLAG_SUBMITTED;
}
return lowest_pointer;
}
static gboolean
upload_multipack_vbo_via_map_buffer (CoglVertexBufferVBO *cogl_vbo)
{
GList *tmp;
unsigned int offset = 0;
guint8 *buf;
_COGL_GET_CONTEXT (ctx, FALSE);
buf = cogl_buffer_map (COGL_BUFFER (cogl_vbo->attribute_buffer),
COGL_BUFFER_ACCESS_WRITE,
COGL_BUFFER_MAP_HINT_DISCARD);
if (!buf)
return FALSE;
for (tmp = cogl_vbo->attributes; tmp != NULL; tmp = tmp->next)
{
CoglVertexBufferAttrib *attribute = tmp->data;
gsize attribute_size = attribute->span_bytes;
gsize type_size = sizeof_attribute_type (attribute->type);
PAD_FOR_ALIGNMENT (offset, type_size);
memcpy (buf + offset, attribute->u.pointer, attribute_size);
attribute->u.vbo_offset = offset;
attribute->flags |= COGL_VERTEX_BUFFER_ATTRIB_FLAG_SUBMITTED;
offset += attribute_size;
}
cogl_buffer_unmap (COGL_BUFFER (cogl_vbo->attribute_buffer));
return TRUE;
}
static void
upload_multipack_vbo_via_buffer_sub_data (CoglVertexBufferVBO *cogl_vbo)
{
GList *l;
unsigned int offset = 0;
for (l = cogl_vbo->attributes; l != NULL; l = l->next)
{
CoglVertexBufferAttrib *attribute = l->data;
gsize attribute_size = attribute->span_bytes;
gsize type_size = sizeof_attribute_type (attribute->type);
PAD_FOR_ALIGNMENT (offset, type_size);
cogl_buffer_set_data (COGL_BUFFER (cogl_vbo->attribute_buffer),
offset,
attribute->u.pointer,
attribute_size);
attribute->u.vbo_offset = offset;
attribute->flags |= COGL_VERTEX_BUFFER_ATTRIB_FLAG_SUBMITTED;
offset += attribute_size;
}
}
static void
upload_attributes (CoglVertexBufferVBO *cogl_vbo)
{
CoglBufferUpdateHint usage;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (cogl_vbo->flags & COGL_VERTEX_BUFFER_VBO_FLAG_FREQUENT_RESUBMIT)
usage = COGL_BUFFER_UPDATE_HINT_DYNAMIC;
else
usage = COGL_BUFFER_UPDATE_HINT_STATIC;
cogl_buffer_set_update_hint (COGL_BUFFER (cogl_vbo->attribute_buffer), usage);
if (cogl_vbo->flags & COGL_VERTEX_BUFFER_VBO_FLAG_STRIDED)
{
const void *pointer = prep_strided_vbo_for_upload (cogl_vbo);
cogl_buffer_set_data (COGL_BUFFER (cogl_vbo->attribute_buffer),
0, /* offset */
pointer,
cogl_vbo->buffer_bytes);
}
else /* MULTIPACK */
{
/* I think it might depend on the specific driver/HW whether its better
* to use glMapBuffer here or glBufferSubData here. There is even a good
* thread about this topic here:
* http://www.mail-archive.com/dri-devel@lists.sourceforge.net/msg35004.html
* For now I have gone with glMapBuffer, but the jury is still out.
*/
if (!upload_multipack_vbo_via_map_buffer (cogl_vbo))
upload_multipack_vbo_via_buffer_sub_data (cogl_vbo);
}
cogl_vbo->flags |= COGL_VERTEX_BUFFER_VBO_FLAG_SUBMITTED;
}
/* Note: although there ends up being quite a few inner loops involved with
* resolving buffers, the number of attributes will be low so I don't expect
* them to cause a problem. */
static void
cogl_vertex_buffer_vbo_resolve (CoglVertexBuffer *buffer,
CoglVertexBufferVBO *new_cogl_vbo,
GList **final_vbos)
{
GList *conflicts;
GList *tmp;
GList *next;
gboolean found_target_vbo = FALSE;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
conflicts =
get_submitted_vbo_conflicts (&buffer->submitted_vbos, new_cogl_vbo);
for (tmp = conflicts; tmp != NULL; tmp = next)
{
CoglVertexBufferVBO *conflict_vbo = tmp->data;
next = tmp->next;
disassociate_conflicting_attributes (conflict_vbo, new_cogl_vbo);
if (!conflict_vbo->attributes)
{
/* See if we can re-use this now empty VBO: */
if (!found_target_vbo
&& conflict_vbo->buffer_bytes == new_cogl_vbo->buffer_bytes)
{
found_target_vbo = TRUE;
new_cogl_vbo->attribute_buffer =
cogl_object_ref (conflict_vbo->attribute_buffer);
cogl_vertex_buffer_vbo_free (conflict_vbo);
upload_attributes (new_cogl_vbo);
*final_vbos = g_list_prepend (*final_vbos, new_cogl_vbo);
}
else
cogl_vertex_buffer_vbo_free (conflict_vbo);
}
else
{
/* Relink the VBO back into buffer->submitted_vbos since it may
* be involved in other conflicts later */
tmp->next = buffer->submitted_vbos;
tmp->prev = NULL;
buffer->submitted_vbos = tmp;
}
}
if (!found_target_vbo)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
new_cogl_vbo->attribute_buffer =
cogl_attribute_buffer_new (ctx, new_cogl_vbo->buffer_bytes, NULL);
upload_attributes (new_cogl_vbo);
*final_vbos = g_list_prepend (*final_vbos, new_cogl_vbo);
}
}
static void
update_primitive_attributes (CoglVertexBuffer *buffer)
{
GList *l;
int n_attributes = 0;
CoglAttribute **attributes;
int i;
if (!buffer->dirty_attributes)
return;
buffer->dirty_attributes = FALSE;
for (l = buffer->submitted_vbos; l; l = l->next)
{
CoglVertexBufferVBO *cogl_vbo = l->data;
GList *l2;
for (l2 = cogl_vbo->attributes; l2; l2 = l2->next, n_attributes++)
;
}
_COGL_RETURN_IF_FAIL (n_attributes > 0);
attributes = g_alloca (sizeof (CoglAttribute *) * n_attributes);
i = 0;
for (l = buffer->submitted_vbos; l; l = l->next)
{
CoglVertexBufferVBO *cogl_vbo = l->data;
GList *l2;
for (l2 = cogl_vbo->attributes; l2; l2 = l2->next)
{
CoglVertexBufferAttrib *attribute = l2->data;
if (G_LIKELY (attribute->flags &
COGL_VERTEX_BUFFER_ATTRIB_FLAG_ENABLED))
{
if (G_UNLIKELY (!attribute->attribute))
{
attribute->attribute =
cogl_attribute_new (cogl_vbo->attribute_buffer,
attribute->name_without_detail,
attribute->stride,
attribute->u.vbo_offset,
attribute->n_components,
attribute->type);
}
attributes[i++] = attribute->attribute;
}
}
}
cogl_primitive_set_attributes (buffer->primitive, attributes, i);
}
static void
cogl_vertex_buffer_submit_real (CoglVertexBuffer *buffer)
{
GList *tmp;
CoglVertexBufferVBO *new_multipack_vbo;
GList *new_multipack_vbo_link;
GList *new_vbos = NULL;
GList *reuse_vbos = NULL;
GList *final_vbos = NULL;
if (!buffer->new_attributes)
goto done;
/* The objective now is to copy the attribute data supplied by the client
* into buffer objects, but it's important to minimize the number of
* redundant data uploads.
*
* We obviously aim to group together the attributes that are interleved so
* that they can be delivered in one go to the driver.
* All BOs for interleved data are created as STATIC_DRAW_ARB.
*
* Non interleved attributes tagged as INFREQUENT_RESUBMIT will be grouped
* together back to back in a single BO created as STATIC_DRAW_ARB
*
* Non interleved attributes tagged as FREQUENT_RESUBMIT will be copied into
* individual buffer objects, and the BO itself created DYNAMIC_DRAW_ARB
*
* If we are modifying a previously submitted CoglVertexBuffer then we are
* carefull not to needlesly delete OpenGL buffer objects and replace with
* new ones, instead we upload new data to the existing buffers.
*/
/* NB: We must forget attribute->pointer after submitting since the user
* is free to re-use that memory for other purposes now. */
/* Pseudo code:
*
* Broadly speaking we start with a list of unsorted attributes, and filter
* those into 'new' and 're-use' CoglVertexBufferVBO (CBO) lists. We then
* take the list of new CBO structs and compare with the CBOs that have
* already been submitted to the GPU (but ignoring those we already know will
* be re-used) to determine what other CBOs can be re-used, due to being
* superseded, and what new GL VBOs need to be created.
*
* We have two kinds of CBOs:
* - Multi Pack CBOs
* These contain multiple attributes tightly packed back to back)
* - Strided CBOs
* These typically contain multiple interleved sets of attributes,
* though they can contain just one attribute with a stride
*
* First create a new-CBOs entry "new-multipack-CBO"
* Tag "new-multipack-CBO" as MULTIPACK + INFREQUENT_RESUBMIT
* For each unsorted attrib:
* if already marked as submitted:
* iterate reuse-CBOs:
* if we find one that contains this attribute:
* free redundant unsorted attrib struct
* remove the UNUSED flag from the attrib found in the reuse-CBO
* continue to next unsorted attrib
* iterate submitted VBOs:
* if we find one that contains this attribute:
* free redundant unsorted attrib struct
* unlink the vbo and move it to the list of reuse-CBOs
* mark all attributes except the one just matched as UNUSED
* assert (found)
* continue to next unsorted attrib
* if strided:
* iterate the new, strided, CBOs, to see if the attribute is
* interleved with one of them, if found:
* add to the matched CBO
* else if not found:
* create a new-CBOs entry tagged STRIDED + INFREQUENT_RESUBMIT
* else if unstrided && tagged with FREQUENT_RESUBMIT:
* create a new-CBOs entry tagged MULTIPACK + FREQUENT_RESUBMIT
* else
* add to the new-multipack-CBO
* free list of unsorted-attribs
*
* Next compare the new list of CBOs with the submitted set and try to
* minimize the memory bandwidth required to upload the attributes and the
* overhead of creating new GL-BOs.
*
* We deal with four sets of CBOs:
* - The "new" CBOs
* (as determined above during filtering)
* - The "re-use" CBOs
* (as determined above during filtering)
* - The "submitted" CBOs
* (I.e. ones currently submitted to the GPU)
* - The "final" CBOs
* (The result of resolving the differences between the above sets)
*
* The re-use CBOs are dealt with first, and we simply delete any remaining
* attributes in these that are still marked as UNUSED, and move them
* to the list of final CBOs.
*
* Next we iterate through the "new" CBOs, searching for conflicts
* with the "submitted" CBOs and commit our decision to the "final" CBOs
*
* When searching for submitted entries we always unlink items from the
* submitted list once we make matches (before we make descisions
* based on the matches). If the CBO node is superseded it is freed,
* if it is modified but may be needed for more descisions later it is
* relinked back into the submitted list and if it's identical to a new
* CBO it will be linked into the final list.
*
* At the end the list of submitted CBOs represents the attributes that were
* deleted from the buffer.
*
* Iterate re-use-CBOs:
* Iterate attribs for each:
* if attrib UNUSED:
* remove the attrib from the CBO + free
* |Note: we could potentially mark this as a re-useable gap
* |if needs be later.
* add re-use CBO to the final-CBOs
* Iterate new-CBOs:
* List submitted CBOs conflicting with the this CBO (Unlinked items)
* found-target-BO=FALSE
* Iterate conflicting CBOs:
* Disassociate conflicting attribs from conflicting CBO struct
* If no attribs remain:
* If found-target-BO!=TRUE
* _AND_ If the total size of the conflicting CBO is compatible:
* |Note: We don't currently consider re-using oversized buffers
* found-target-BO=TRUE
* upload replacement data
* free submitted CBO struct
* add new CBO struct to final-CBOs
* else:
* delete conflict GL-BO
* delete conflict CBO struct
* else:
* relink CBO back into submitted-CBOs
*
* if found-target-BO == FALSE:
* create a new GL-BO
* upload data
* add new CBO struct to final-BOs
*
* Iterate through the remaining "submitted" CBOs:
* delete the submitted GL-BO
* free the submitted CBO struct
*/
new_multipack_vbo = g_slice_alloc (sizeof (CoglVertexBufferVBO));
new_multipack_vbo->attribute_buffer = NULL;
new_multipack_vbo->buffer_bytes = 0;
new_multipack_vbo->flags =
COGL_VERTEX_BUFFER_VBO_FLAG_MULTIPACK
| COGL_VERTEX_BUFFER_VBO_FLAG_INFREQUENT_RESUBMIT;
new_multipack_vbo->attributes = NULL;
new_vbos = g_list_prepend (new_vbos, new_multipack_vbo);
/* We save the link pointer here, just so we can do a fast removal later if
* no attributes get added to this vbo. */
new_multipack_vbo_link = new_vbos;
/* Start with a list of unsorted attributes, and filter those into
* potential new Cogl BO structs
*/
for (tmp = buffer->new_attributes; tmp != NULL; tmp = tmp->next)
{
CoglVertexBufferAttrib *attribute = tmp->data;
if (attribute->flags & COGL_VERTEX_BUFFER_ATTRIB_FLAG_SUBMITTED)
{
/* If the attribute is already marked as submitted, then we need
* to find the existing VBO that contains it so we dont delete it.
*
* NB: this also frees the attribute struct since it's implicitly
* redundant in this case.
*/
filter_already_submitted_attribute (attribute,
&reuse_vbos,
&buffer->submitted_vbos);
}
else if (attribute->stride)
{
/* look for a CoglVertexBufferVBO that the attribute is
* interleved with. If one can't be found then a new
* CoglVertexBufferVBO is allocated and added to the list of
* new_vbos: */
filter_strided_attribute (attribute, &new_vbos);
}
else if (attribute->flags &
COGL_VERTEX_BUFFER_ATTRIB_FLAG_FREQUENT_RESUBMIT)
{
CoglVertexBufferVBO *cogl_vbo =
g_slice_alloc (sizeof (CoglVertexBufferVBO));
/* attributes we expect will be frequently resubmitted are placed
* in their own VBO so that updates don't impact other attributes
*/
cogl_vbo->flags =
COGL_VERTEX_BUFFER_VBO_FLAG_MULTIPACK
| COGL_VERTEX_BUFFER_VBO_FLAG_FREQUENT_RESUBMIT;
cogl_vbo->attributes = NULL;
cogl_vbo->attributes = g_list_prepend (cogl_vbo->attributes,
attribute);
cogl_vbo->attribute_buffer = NULL;
cogl_vbo->buffer_bytes = attribute->span_bytes;
new_vbos = g_list_prepend (new_vbos, cogl_vbo);
}
else
{
gsize type_size = sizeof_attribute_type (attribute->flags);
/* Infrequently updated attributes just get packed back to back
* in a single VBO: */
new_multipack_vbo->attributes =
g_list_prepend (new_multipack_vbo->attributes,
attribute);
/* Note: we have to ensure that each run of attributes is
* naturally aligned according to its data type, which may
* require some padding bytes: */
/* XXX: We also have to be sure that the attributes aren't
* reorderd before being uploaded because the alignment padding
* is based on the adjacent attribute.
*/
PAD_FOR_ALIGNMENT (new_multipack_vbo->buffer_bytes, type_size);
new_multipack_vbo->buffer_bytes += attribute->span_bytes;
}
}
/* At this point all buffer->new_attributes have been filtered into
* CoglVertexBufferVBOs... */
g_list_free (buffer->new_attributes);
buffer->new_attributes = NULL;
/* If the multipack vbo wasn't needed: */
if (new_multipack_vbo->attributes == NULL)
{
new_vbos = g_list_delete_link (new_vbos, new_multipack_vbo_link);
g_slice_free (CoglVertexBufferVBO, new_multipack_vbo);
}
for (tmp = reuse_vbos; tmp != NULL; tmp = tmp->next)
remove_unused_attributes (tmp->data);
final_vbos = g_list_concat (final_vbos, reuse_vbos);
for (tmp = new_vbos; tmp != NULL; tmp = tmp->next)
cogl_vertex_buffer_vbo_resolve (buffer, tmp->data, &final_vbos);
/* Anything left corresponds to deleted attributes: */
for (tmp = buffer->submitted_vbos; tmp != NULL; tmp = tmp->next)
cogl_vertex_buffer_vbo_free (tmp->data);
g_list_free (buffer->submitted_vbos);
g_list_free (new_vbos);
buffer->submitted_vbos = final_vbos;
done:
update_primitive_attributes (buffer);
}
void
cogl_vertex_buffer_submit (CoglHandle handle)
{
CoglVertexBuffer *buffer;
if (!cogl_is_vertex_buffer (handle))
return;
buffer = _cogl_vertex_buffer_pointer_from_handle (handle);
cogl_vertex_buffer_submit_real (buffer);
}
typedef struct
{
/* We have a ref-count on this private structure because we need to
refer to it both from the private data on a pipeline and any weak
pipelines that we create from it. If we didn't have the ref count
then we would depend on the order of destruction of a
CoglPipeline and the weak materials to avoid a crash */
unsigned int ref_count;
CoglPipeline *real_source;
} VertexBufferMaterialPrivate;
static void
unref_pipeline_priv (VertexBufferMaterialPrivate *priv)
{
if (--priv->ref_count < 1)
g_slice_free (VertexBufferMaterialPrivate, priv);
}
static void
weak_override_source_destroyed_cb (CoglPipeline *pipeline,
void *user_data)
{
VertexBufferMaterialPrivate *pipeline_priv = user_data;
/* Unref the weak pipeline copy since it is no longer valid - probably because
* one of its ancestors has been changed. */
cogl_object_unref (pipeline_priv->real_source);
pipeline_priv->real_source = NULL;
/* A reference was added when we copied the weak material so we need
to unref it here */
unref_pipeline_priv (pipeline_priv);
}
static gboolean
validate_layer_cb (CoglPipeline *pipeline,
int layer_index,
void *user_data)
{
VertexBufferMaterialPrivate *pipeline_priv = user_data;
CoglPipeline *source = pipeline_priv->real_source;
if (!cogl_pipeline_get_layer_point_sprite_coords_enabled (source,
layer_index))
{
CoglPipelineWrapMode wrap_s;
CoglPipelineWrapMode wrap_t;
CoglPipelineWrapMode wrap_p;
gboolean need_override_source = FALSE;
/* By default COGL_PIPELINE_WRAP_MODE_AUTOMATIC becomes
* GL_CLAMP_TO_EDGE but we want GL_REPEAT to maintain
* compatibility with older versions of Cogl so we'll override
* it. We don't want to do this for point sprites because in
* that case the whole texture is drawn so you would usually
* want clamp-to-edge.
*/
wrap_s = cogl_pipeline_get_layer_wrap_mode_s (source, layer_index);
if (wrap_s == COGL_PIPELINE_WRAP_MODE_AUTOMATIC)
{
need_override_source = TRUE;
wrap_s = COGL_PIPELINE_WRAP_MODE_REPEAT;
}
wrap_t = cogl_pipeline_get_layer_wrap_mode_t (source, layer_index);
if (wrap_t == COGL_PIPELINE_WRAP_MODE_AUTOMATIC)
{
need_override_source = TRUE;
wrap_t = COGL_PIPELINE_WRAP_MODE_REPEAT;
}
wrap_p = cogl_pipeline_get_layer_wrap_mode_p (source, layer_index);
if (wrap_p == COGL_PIPELINE_WRAP_MODE_AUTOMATIC)
{
need_override_source = TRUE;
wrap_p = COGL_PIPELINE_WRAP_MODE_REPEAT;
}
if (need_override_source)
{
if (pipeline_priv->real_source == pipeline)
{
pipeline_priv->ref_count++;
pipeline_priv->real_source = source =
_cogl_pipeline_weak_copy (pipeline,
weak_override_source_destroyed_cb,
pipeline_priv);
}
cogl_pipeline_set_layer_wrap_mode_s (source, layer_index, wrap_s);
cogl_pipeline_set_layer_wrap_mode_t (source, layer_index, wrap_t);
cogl_pipeline_set_layer_wrap_mode_p (source, layer_index, wrap_p);
}
}
return TRUE;
}
static void
destroy_pipeline_priv_cb (void *user_data)
{
unref_pipeline_priv (user_data);
}
static void
update_primitive_and_draw (CoglVertexBuffer *buffer,
CoglVerticesMode mode,
int first,
int count,
CoglVertexBufferIndices *buffer_indices)
{
VertexBufferMaterialPrivate *pipeline_priv;
CoglPipeline *users_source;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
cogl_primitive_set_mode (buffer->primitive, mode);
cogl_primitive_set_first_vertex (buffer->primitive, first);
cogl_primitive_set_n_vertices (buffer->primitive, count);
if (buffer_indices)
cogl_primitive_set_indices (buffer->primitive, buffer_indices->indices, count);
else
cogl_primitive_set_indices (buffer->primitive, NULL, count);
cogl_vertex_buffer_submit_real (buffer);
users_source = cogl_get_source ();
pipeline_priv =
cogl_object_get_user_data (COGL_OBJECT (users_source),
&_cogl_vertex_buffer_pipeline_priv_key);
if (G_UNLIKELY (!pipeline_priv))
{
pipeline_priv = g_slice_new0 (VertexBufferMaterialPrivate);
pipeline_priv->ref_count = 1;
cogl_object_set_user_data (COGL_OBJECT (users_source),
&_cogl_vertex_buffer_pipeline_priv_key,
pipeline_priv,
destroy_pipeline_priv_cb);
}
if (G_UNLIKELY (!pipeline_priv->real_source))
{
pipeline_priv->real_source = users_source;
cogl_pipeline_foreach_layer (pipeline_priv->real_source,
validate_layer_cb,
pipeline_priv);
}
/* XXX: although this may seem redundant, we need to do this since
* CoglVertexBuffers can be used with legacy state and its the source stack
* which track whether legacy state is enabled.
*
* (We only have a CoglDrawFlag to disable legacy state not one
* to enable it) */
cogl_push_source (pipeline_priv->real_source);
_cogl_framebuffer_draw_primitive (cogl_get_draw_framebuffer (),
pipeline_priv->real_source,
buffer->primitive,
0 /* no draw flags */);
cogl_pop_source ();
}
void
cogl_vertex_buffer_draw (CoglHandle handle,
CoglVerticesMode mode,
int first,
int count)
{
CoglVertexBuffer *buffer;
if (!cogl_is_vertex_buffer (handle))
return;
buffer = _cogl_vertex_buffer_pointer_from_handle (handle);
update_primitive_and_draw (buffer, mode, first, count, NULL);
}
static CoglHandle
_cogl_vertex_buffer_indices_new_real (CoglIndices *indices)
{
CoglVertexBufferIndices *buffer_indices =
g_slice_alloc (sizeof (CoglVertexBufferIndices));
buffer_indices->indices = indices;
return _cogl_vertex_buffer_indices_handle_new (buffer_indices);
}
CoglHandle
cogl_vertex_buffer_indices_new (CoglIndicesType indices_type,
const void *indices_array,
int indices_len)
{
CoglIndices *indices;
_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
indices = cogl_indices_new (ctx, indices_type, indices_array, indices_len);
return _cogl_vertex_buffer_indices_new_real (indices);
}
CoglIndicesType
cogl_vertex_buffer_indices_get_type (CoglHandle indices_handle)
{
CoglVertexBufferIndices *buffer_indices = NULL;
if (!cogl_is_vertex_buffer_indices (indices_handle))
return COGL_INDICES_TYPE_UNSIGNED_SHORT;
buffer_indices =
_cogl_vertex_buffer_indices_pointer_from_handle (indices_handle);
return cogl_indices_get_type (buffer_indices->indices);
}
void
_cogl_vertex_buffer_indices_free (CoglVertexBufferIndices *buffer_indices)
{
cogl_object_unref (buffer_indices->indices);
g_slice_free (CoglVertexBufferIndices, buffer_indices);
}
void
cogl_vertex_buffer_draw_elements (CoglHandle handle,
CoglVerticesMode mode,
CoglHandle indices_handle,
int min_index,
int max_index,
int indices_offset,
int count)
{
CoglVertexBuffer *buffer;
CoglVertexBufferIndices *buffer_indices;
if (!cogl_is_vertex_buffer (handle))
return;
buffer = _cogl_vertex_buffer_pointer_from_handle (handle);
if (!cogl_is_vertex_buffer_indices (indices_handle))
return;
buffer_indices =
_cogl_vertex_buffer_indices_pointer_from_handle (indices_handle);
update_primitive_and_draw (buffer, mode, indices_offset, count,
buffer_indices);
}
static void
_cogl_vertex_buffer_free (CoglVertexBuffer *buffer)
{
GList *tmp;
for (tmp = buffer->submitted_vbos; tmp != NULL; tmp = tmp->next)
cogl_vertex_buffer_vbo_free (tmp->data);
g_list_free (buffer->submitted_vbos);
for (tmp = buffer->new_attributes; tmp != NULL; tmp = tmp->next)
_cogl_vertex_buffer_attrib_free (tmp->data);
g_list_free (buffer->new_attributes);
if (buffer->primitive)
cogl_object_unref (buffer->primitive);
g_slice_free (CoglVertexBuffer, buffer);
}
CoglHandle
cogl_vertex_buffer_indices_get_for_quads (unsigned int n_indices)
{
_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
if (n_indices <= 256 / 4 * 6)
{
if (ctx->quad_buffer_indices_byte == COGL_INVALID_HANDLE)
{
/* NB: cogl_get_quad_indices takes n_quads not n_indices... */
CoglIndices *indices = cogl_get_rectangle_indices (ctx, 256 / 4);
cogl_object_ref (indices);
ctx->quad_buffer_indices_byte =
_cogl_vertex_buffer_indices_new_real (indices);
}
return ctx->quad_buffer_indices_byte;
}
else
{
if (ctx->quad_buffer_indices &&
ctx->quad_buffer_indices_len < n_indices)
{
cogl_handle_unref (ctx->quad_buffer_indices);
ctx->quad_buffer_indices = COGL_INVALID_HANDLE;
}
if (ctx->quad_buffer_indices == COGL_INVALID_HANDLE)
{
/* NB: cogl_get_quad_indices takes n_quads not n_indices... */
CoglIndices *indices =
cogl_get_rectangle_indices (ctx, n_indices / 6);
cogl_object_ref (indices);
ctx->quad_buffer_indices =
_cogl_vertex_buffer_indices_new_real (indices);
}
ctx->quad_buffer_indices_len = n_indices;
return ctx->quad_buffer_indices;
}
g_return_val_if_reached (NULL);
}