/* * 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 */ #ifndef __COGL_MATERIAL_PRIVATE_H #define __COGL_MATERIAL_PRIVATE_H #include "cogl.h" #include "cogl-material.h" #include "cogl-matrix.h" #include "cogl-handle.h" #include "cogl-profile.h" #include #if defined (HAVE_COGL_GL) /* NB: material->backend is currently a 3bit unsigned int bitfield */ #define COGL_MATERIAL_BACKEND_GLSL 0 #define COGL_MATERIAL_BACKEND_GLSL_MASK (1L<<0) #define COGL_MATERIAL_BACKEND_ARBFP 1 #define COGL_MATERIAL_BACKEND_ARBFP_MASK (1L<<1) #define COGL_MATERIAL_BACKEND_FIXED 2 #define COGL_MATERIAL_BACKEND_FIXED_MASK (1L<<2) #define COGL_MATERIAL_N_BACKENDS 3 #elif defined (HAVE_COGL_GLES2) #define COGL_MATERIAL_BACKEND_GLSL 0 #define COGL_MATERIAL_BACKEND_GLSL_MASK (1L<<0) #define COGL_MATERIAL_BACKEND_FIXED 1 #define COGL_MATERIAL_BACKEND_FIXED_MASK (1L<<1) #define COGL_MATERIAL_N_BACKENDS 2 #else /* HAVE_COGL_GLES */ #define COGL_MATERIAL_BACKEND_FIXED 0 #define COGL_MATERIAL_BACKEND_FIXED_MASK (1L<<0) #define COGL_MATERIAL_N_BACKENDS 1 #endif #define COGL_MATERIAL_BACKEND_DEFAULT 0 #define COGL_MATERIAL_BACKEND_UNDEFINED 3 typedef enum { COGL_MATERIAL_LAYER_STATE_UNIT = 1L<<0, COGL_MATERIAL_LAYER_STATE_TEXTURE = 1L<<1, COGL_MATERIAL_LAYER_STATE_FILTERS = 1L<<2, COGL_MATERIAL_LAYER_STATE_WRAP_MODES = 1L<<3, COGL_MATERIAL_LAYER_STATE_COMBINE = 1L<<4, COGL_MATERIAL_LAYER_STATE_COMBINE_CONSTANT = 1L<<5, COGL_MATERIAL_LAYER_STATE_USER_MATRIX = 1L<<6, COGL_MATERIAL_LAYER_STATE_POINT_SPRITE_COORDS = 1L<<7, /* COGL_MATERIAL_LAYER_STATE_TEXTURE_INTERN = 1L<<8, */ COGL_MATERIAL_LAYER_STATE_ALL_SPARSE = COGL_MATERIAL_LAYER_STATE_UNIT | COGL_MATERIAL_LAYER_STATE_TEXTURE | COGL_MATERIAL_LAYER_STATE_FILTERS | COGL_MATERIAL_LAYER_STATE_WRAP_MODES | COGL_MATERIAL_LAYER_STATE_COMBINE | COGL_MATERIAL_LAYER_STATE_COMBINE_CONSTANT | COGL_MATERIAL_LAYER_STATE_USER_MATRIX | COGL_MATERIAL_LAYER_STATE_POINT_SPRITE_COORDS, COGL_MATERIAL_LAYER_STATE_NEEDS_BIG_STATE = COGL_MATERIAL_LAYER_STATE_COMBINE | COGL_MATERIAL_LAYER_STATE_COMBINE_CONSTANT | COGL_MATERIAL_LAYER_STATE_USER_MATRIX | COGL_MATERIAL_LAYER_STATE_POINT_SPRITE_COORDS, } CoglMaterialLayerState; typedef struct { /* The texture combine state determines how the color of individual * texture fragments are calculated. */ GLint texture_combine_rgb_func; GLint texture_combine_rgb_src[3]; GLint texture_combine_rgb_op[3]; GLint texture_combine_alpha_func; GLint texture_combine_alpha_src[3]; GLint texture_combine_alpha_op[3]; float texture_combine_constant[4]; /* The texture matrix dscribes how to transform texture coordinates */ CoglMatrix matrix; gboolean point_sprite_coords; } CoglMaterialLayerBigState; /* Materials and layers represent their state in a tree structure where * some of the state relating to a given material or layer may actually * be owned by one if is ancestors in the tree. We have a common data * type to track the tree heirachy so we can share code... */ typedef struct _CoglMaterialNode CoglMaterialNode; struct _CoglMaterialNode { /* the parent in terms of class hierarchy, so anything inheriting * from CoglMaterialNode also inherits from CoglObject. */ CoglObject _parent; /* The parent material/layer */ CoglMaterialNode *parent; /* As an optimization for creating leaf node materials/layers (the * most common) we don't require any list node allocations to link * to a single descendant. */ CoglMaterialNode *first_child; /* Determines if node->first_child and node->children are * initialized pointers. */ gboolean has_children; /* Materials and layers are sparse structures defined as a diff * against their parent and may have multiple children which depend * on them to define the values of properties which they don't * change. */ GList *children; }; #define COGL_MATERIAL_NODE(X) ((CoglMaterialNode *)(X)) typedef void (*CoglMaterialNodeUnparentVFunc) (CoglMaterialNode *node); typedef gboolean (*CoglMaterialNodeChildCallback) (CoglMaterialNode *child, void *user_data); void _cogl_material_node_foreach_child (CoglMaterialNode *node, CoglMaterialNodeChildCallback callback, void *user_data); struct _CoglMaterialLayer { /* XXX: Please think twice about adding members that *have* be * initialized during a _cogl_material_layer_copy. We are aiming * to have copies be as cheap as possible and copies may be * done by the primitives APIs which means they may happen * in performance critical code paths. * * XXX: If you are extending the state we track please consider if * the state is expected to vary frequently across many materials or * if the state can be shared among many derived materials instead. * This will determine if the state should be added directly to this * structure which will increase the memory overhead for *all* * layers or if instead it can go under ->big_state. */ /* Layers represent their state in a tree structure where some of * the state relating to a given material or layer may actually be * owned by one if is ancestors in the tree. We have a common data * type to track the tree heirachy so we can share code... */ CoglMaterialNode _parent; /* Some layers have a material owner, which is to say that the layer * is referenced in that materials->layer_differences list. A layer * doesn't always have an owner and may simply be an ancestor for * other layers that keeps track of some shared state. */ CoglMaterial *owner; /* The lowest index is blended first then others on top */ int index; /* Different material backends (GLSL/ARBfp/Fixed Function) may * want to associate private data with a layer... * * NB: we have per backend pointers because a layer may be * associated with multiple materials with different backends. */ void *backend_priv[COGL_MATERIAL_N_BACKENDS]; /* A mask of which state groups are different in this layer * in comparison to its parent. */ unsigned long differences; /* Common differences * * As a basic way to reduce memory usage we divide the layer * state into two groups; the minimal state modified in 90% of * all layers and the rest, so that the second group can * be allocated dynamically when required. */ /* Each layer is directly associated with a single texture unit */ int unit_index; /* The texture for this layer, or COGL_INVALID_HANDLE for an empty * layer */ CoglHandle texture; gboolean texture_overridden; /* If ->texture_overridden == TRUE then the texture is instead * defined by these... */ GLuint slice_gl_texture; GLenum slice_gl_target; CoglMaterialFilter mag_filter; CoglMaterialFilter min_filter; CoglMaterialWrapMode wrap_mode_s; CoglMaterialWrapMode wrap_mode_t; CoglMaterialWrapMode wrap_mode_p; /* Infrequent differences aren't currently tracked in * a separate, dynamically allocated structure as they are * for materials... */ CoglMaterialLayerBigState *big_state; /* bitfields */ /* Determines if layer->big_state is valid */ unsigned int has_big_state:1; }; /* Used in material->differences masks and for notifying material * state changes... */ typedef enum _CoglMaterialState { COGL_MATERIAL_STATE_COLOR = 1L<<0, COGL_MATERIAL_STATE_BLEND_ENABLE = 1L<<1, COGL_MATERIAL_STATE_LAYERS = 1L<<2, COGL_MATERIAL_STATE_LIGHTING = 1L<<3, COGL_MATERIAL_STATE_ALPHA_FUNC = 1L<<4, COGL_MATERIAL_STATE_BLEND = 1L<<5, COGL_MATERIAL_STATE_USER_SHADER = 1L<<6, COGL_MATERIAL_STATE_DEPTH = 1L<<7, COGL_MATERIAL_STATE_FOG = 1L<<8, COGL_MATERIAL_STATE_POINT_SIZE = 1L<<9, COGL_MATERIAL_STATE_REAL_BLEND_ENABLE = 1L<<10, COGL_MATERIAL_STATE_ALL_SPARSE = COGL_MATERIAL_STATE_COLOR | COGL_MATERIAL_STATE_BLEND_ENABLE | COGL_MATERIAL_STATE_LAYERS | COGL_MATERIAL_STATE_LIGHTING | COGL_MATERIAL_STATE_ALPHA_FUNC | COGL_MATERIAL_STATE_BLEND | COGL_MATERIAL_STATE_USER_SHADER | COGL_MATERIAL_STATE_DEPTH | COGL_MATERIAL_STATE_FOG | COGL_MATERIAL_STATE_POINT_SIZE, COGL_MATERIAL_STATE_AFFECTS_BLENDING = COGL_MATERIAL_STATE_COLOR | COGL_MATERIAL_STATE_BLEND_ENABLE | COGL_MATERIAL_STATE_LAYERS | COGL_MATERIAL_STATE_LIGHTING | COGL_MATERIAL_STATE_BLEND | COGL_MATERIAL_STATE_USER_SHADER, COGL_MATERIAL_STATE_NEEDS_BIG_STATE = COGL_MATERIAL_STATE_LIGHTING | COGL_MATERIAL_STATE_ALPHA_FUNC | COGL_MATERIAL_STATE_BLEND | COGL_MATERIAL_STATE_USER_SHADER | COGL_MATERIAL_STATE_DEPTH | COGL_MATERIAL_STATE_FOG | COGL_MATERIAL_STATE_POINT_SIZE } CoglMaterialState; typedef enum { COGL_MATERIAL_LIGHTING_STATE_PROPERTY_AMBIENT = 1, COGL_MATERIAL_LIGHTING_STATE_PROPERTY_DIFFUSE, COGL_MATERIAL_LIGHTING_STATE_PROPERTY_SPECULAR, COGL_MATERIAL_LIGHTING_STATE_PROPERTY_EMISSION, COGL_MATERIAL_LIGHTING_STATE_PROPERTY_SHININESS } CoglMaterialLightingStateProperty; typedef struct { /* Standard OpenGL lighting model attributes */ float ambient[4]; float diffuse[4]; float specular[4]; float emission[4]; float shininess; } CoglMaterialLightingState; typedef struct { /* Determines what fragments are discarded based on their alpha */ CoglMaterialAlphaFunc alpha_func; GLfloat alpha_func_reference; } CoglMaterialAlphaFuncState; typedef enum _CoglMaterialBlendEnable { /* XXX: we want to detect users mistakenly using TRUE or FALSE * so start the enum at 2. */ COGL_MATERIAL_BLEND_ENABLE_ENABLED = 2, COGL_MATERIAL_BLEND_ENABLE_DISABLED, COGL_MATERIAL_BLEND_ENABLE_AUTOMATIC } CoglMaterialBlendEnable; typedef struct { /* Determines how this material is blended with other primitives */ #ifndef HAVE_COGL_GLES GLenum blend_equation_rgb; GLenum blend_equation_alpha; GLint blend_src_factor_alpha; GLint blend_dst_factor_alpha; CoglColor blend_constant; #endif GLint blend_src_factor_rgb; GLint blend_dst_factor_rgb; } CoglMaterialBlendState; typedef struct { gboolean depth_test_enabled; CoglDepthTestFunction depth_test_function; gboolean depth_writing_enabled; float depth_range_near; float depth_range_far; } CoglMaterialDepthState; typedef struct { gboolean enabled; CoglColor color; CoglFogMode mode; float density; float z_near; float z_far; } CoglMaterialFogState; typedef struct { CoglMaterialLightingState lighting_state; CoglMaterialAlphaFuncState alpha_state; CoglMaterialBlendState blend_state; CoglHandle user_program; CoglMaterialDepthState depth_state; CoglMaterialFogState fog_state; float point_size; } CoglMaterialBigState; typedef enum { COGL_MATERIAL_FLAG_DIRTY_LAYERS_CACHE = 1L<<0, COGL_MATERIAL_FLAG_DIRTY_GET_LAYERS_LIST = 1L<<1 } CoglMaterialFlag; typedef struct { CoglMaterial *owner; CoglMaterialLayer *layer; } CoglMaterialLayerCacheEntry; /* * CoglMaterialDestroyCallback * @material: The #CoglMaterial that has been destroyed * @user_data: The private data associated with the callback * * Notifies when a weak material has been destroyed because one * of its ancestors has been freed or modified. */ typedef void (*CoglMaterialDestroyCallback)(CoglMaterial *material, void *user_data); struct _CoglMaterial { /* XXX: Please think twice about adding members that *have* be * initialized during a cogl_material_copy. We are aiming to have * copies be as cheap as possible and copies may be done by the * primitives APIs which means they may happen in performance * critical code paths. * * XXX: If you are extending the state we track please consider if * the state is expected to vary frequently across many materials or * if the state can be shared among many derived materials instead. * This will determine if the state should be added directly to this * structure which will increase the memory overhead for *all* * materials or if instead it can go under ->big_state. */ /* Layers represent their state in a tree structure where some of * the state relating to a given material or layer may actually be * owned by one if is ancestors in the tree. We have a common data * type to track the tree heirachy so we can share code... */ CoglMaterialNode _parent; /* We need to track if a material is referenced in the journal * because we can't allow modification to these materials without * flushing the journal first */ unsigned long journal_ref_count; /* When weak materials are destroyed the user is notified via this * callback */ CoglMaterialDestroyCallback destroy_callback; /* When notifying that a weak material has been destroyed this * private data is passed to the above callback */ void *destroy_data; /* A mask of which sparse state groups are different in this * material in comparison to its parent. */ unsigned long differences; /* The fragment processing backends can associate private data with a * material. */ void *backend_privs[COGL_MATERIAL_N_BACKENDS]; /* Whenever a material is modified we increment the age. There's no * guarantee that it won't wrap but it can nevertheless be a * convenient mechanism to determine when a material has been * changed to you can invalidate some some associated cache that * depends on the old state. */ unsigned long age; /* This is the primary color of the material. * * This is a sparse property, ref COGL_MATERIAL_STATE_COLOR */ CoglColor color; /* A material may be made up with multiple layers used to combine * textures together. * * This is sparse state, ref COGL_MATERIAL_STATE_LAYERS */ GList *layer_differences; unsigned int n_layers; /* As a basic way to reduce memory usage we divide the material * state into two groups; the minimal state modified in 90% of * all materials and the rest, so that the second group can * be allocated dynamically when required... */ CoglMaterialBigState *big_state; /* For debugging purposes it's possible to associate a static const * string with a material which can be an aid when trying to trace * where the material originates from */ const char *static_breadcrumb; /* Cached state... */ /* A cached, complete list of the layers this material depends * on sorted by layer->unit_index. */ CoglMaterialLayer **layers_cache; /* To avoid a separate ->layers_cache allocation for common * materials with only a few layers... */ CoglMaterialLayer *short_layers_cache[3]; /* The deprecated cogl_material_get_layers() API returns a * const GList of layers, which we track here... */ GList *deprecated_get_layers_list; /* XXX: consider adding an authorities cache to speed up sparse * property value lookups: * CoglMaterial *authorities_cache[COGL_MATERIAL_N_SPARSE_PROPERTIES]; * and corresponding authorities_cache_dirty:1 bitfield */ /* bitfields */ /* A material can have private data associated with it for multiple * fragment processing backends. Although only one backend is * associated with a material the backends may want to cache private * state with the ancestors of other materials and those ancestors * could currently be associated with different backends. * * Each set bit indicates if the correspondong ->backend_privs[] * entry is valid. */ unsigned int backend_priv_set_mask:COGL_MATERIAL_N_BACKENDS; /* Weak materials don't count as dependants on their parents which * means that the parent material can be modified without * considering how the modifications may affect the weak material. */ unsigned int is_weak:1; /* Determines if material->big_state is valid */ unsigned int has_big_state:1; /* By default blending is enabled automatically depending on the * unlit color, the lighting colors or the texture format. The user * can override this to explicitly enable or disable blending. * * This is a sparse property */ unsigned int blend_enable:3; /* There are many factors that can determine if we need to enable * blending, this holds our final decision */ unsigned int real_blend_enable:1; unsigned int layers_cache_dirty:1; unsigned int deprecated_get_layers_list_dirty:1; /* For debugging purposes it's possible to associate a static const * string with a material which can be an aid when trying to trace * where the material originates from */ unsigned int has_static_breadcrumb:1; /* There are multiple fragment processing backends for CoglMaterial, * glsl, arbfp and fixed. This identifies the backend being used for * the material and any private state the backend has associated * with the material. */ unsigned int backend:3; }; typedef struct _CoglMaterialBackend { int (*get_max_texture_units) (void); gboolean (*start) (CoglMaterial *material, int n_layers, unsigned long materials_difference); gboolean (*add_layer) (CoglMaterial *material, CoglMaterialLayer *layer, unsigned long layers_difference); gboolean (*passthrough) (CoglMaterial *material); gboolean (*end) (CoglMaterial *material, unsigned long materials_difference); void (*material_pre_change_notify) (CoglMaterial *material, CoglMaterialState change, const CoglColor *new_color); void (*material_set_parent_notify) (CoglMaterial *material); void (*layer_pre_change_notify) (CoglMaterial *owner, CoglMaterialLayer *layer, CoglMaterialLayerState change); void (*free_priv) (CoglMaterial *material); void (*free_layer_priv) (CoglMaterialLayer *layer); } CoglMaterialBackend; typedef enum { COGL_MATERIAL_PROGRAM_TYPE_GLSL = 1, COGL_MATERIAL_PROGRAM_TYPE_ARBFP, COGL_MATERIAL_PROGRAM_TYPE_FIXED } CoglMaterialProgramType; extern const CoglMaterialBackend * _cogl_material_backends[COGL_MATERIAL_N_BACKENDS]; void _cogl_material_init_default_material (void); void _cogl_material_init_default_layers (void); /* * SECTION:cogl-material-internals * @short_description: Functions for creating custom primitives that make use * of Cogl materials for filling. * * Normally you shouldn't need to use this API directly, but if you need to * developing a custom/specialised primitive - probably using raw OpenGL - then * this API aims to expose enough of the material internals to support being * able to fill your geometry according to a given Cogl material. */ gboolean _cogl_material_get_real_blend_enabled (CoglMaterial *material); gboolean _cogl_material_layer_has_user_matrix (CoglMaterialLayer *layer); /* * Calls the pre_paint method on the layer texture if there is * one. This will determine whether mipmaps are needed based on the * filter settings. */ void _cogl_material_layer_pre_paint (CoglMaterialLayer *layerr); /* * Calls the pre_paint method on the layer texture if there is * one. This will determine whether mipmaps are needed based on the * filter settings. */ void _cogl_material_pre_paint_for_layer (CoglMaterial *material, int layer_id); /* * CoglMaterialFlushFlag: * @COGL_MATERIAL_FLUSH_FALLBACK_MASK: The fallback_layers member is set to * a guint32 mask of the layers that can't be supported with the user * supplied texture and need to be replaced with fallback textures. (1 = * fallback, and the least significant bit = layer 0) * @COGL_MATERIAL_FLUSH_DISABLE_MASK: The disable_layers member is set to * a guint32 mask of the layers that you want to completly disable * texturing for (1 = fallback, and the least significant bit = layer 0) * @COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE: The layer0_override_texture member is * set to a GLuint OpenGL texture name to override the texture used for * layer 0 of the material. This is intended for dealing with sliced * textures where you will need to point to each of the texture slices in * turn when drawing your geometry. Passing a value of 0 is the same as * not passing the option at all. * @COGL_MATERIAL_FLUSH_SKIP_GL_COLOR: When flushing the GL state for the * material don't call glColor. * @COGL_MATERIAL_FLUSH_WRAP_MODE_OVERRIDES: Specifies that a bitmask * of overrides for the wrap modes for some or all layers is * given. */ typedef enum _CoglMaterialFlushFlag { COGL_MATERIAL_FLUSH_FALLBACK_MASK = 1L<<0, COGL_MATERIAL_FLUSH_DISABLE_MASK = 1L<<1, COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE = 1L<<2, COGL_MATERIAL_FLUSH_SKIP_GL_COLOR = 1L<<3, COGL_MATERIAL_FLUSH_WRAP_MODE_OVERRIDES = 1L<<4 } CoglMaterialFlushFlag; /* This isn't defined in the GLES headers */ #ifndef GL_CLAMP_TO_BORDER #define GL_CLAMP_TO_BORDER 0x812d #endif /* GL_ALWAYS is just used here as a value that is known not to clash * with any valid GL wrap modes. * * XXX: keep the values in sync with the CoglMaterialWrapMode enum * so no conversion is actually needed. */ typedef enum _CoglMaterialWrapModeInternal { COGL_MATERIAL_WRAP_MODE_INTERNAL_REPEAT = GL_REPEAT, COGL_MATERIAL_WRAP_MODE_INTERNAL_CLAMP_TO_EDGE = GL_CLAMP_TO_EDGE, COGL_MATERIAL_WRAP_MODE_INTERNAL_CLAMP_TO_BORDER = GL_CLAMP_TO_BORDER, COGL_MATERIAL_WRAP_MODE_INTERNAL_AUTOMATIC = GL_ALWAYS } CoglMaterialWrapModeInternal; typedef enum _CoglMaterialWrapModeOverride { COGL_MATERIAL_WRAP_MODE_OVERRIDE_NONE = 0, COGL_MATERIAL_WRAP_MODE_OVERRIDE_REPEAT = COGL_MATERIAL_WRAP_MODE_INTERNAL_REPEAT, COGL_MATERIAL_WRAP_MODE_OVERRIDE_CLAMP_TO_EDGE = COGL_MATERIAL_WRAP_MODE_INTERNAL_CLAMP_TO_EDGE, COGL_MATERIAL_WRAP_MODE_OVERRIDE_CLAMP_TO_BORDER = COGL_MATERIAL_WRAP_MODE_INTERNAL_CLAMP_TO_BORDER, } CoglMaterialWrapModeOverride; /* There can't be more than 32 layers because we need to fit a bitmask of the layers into a guint32 */ #define COGL_MATERIAL_MAX_LAYERS 32 typedef struct _CoglMaterialWrapModeOverrides { struct { CoglMaterialWrapModeOverride s; CoglMaterialWrapModeOverride t; CoglMaterialWrapModeOverride p; } values[COGL_MATERIAL_MAX_LAYERS]; } CoglMaterialWrapModeOverrides; /* * CoglMaterialFlushOptions: * */ typedef struct _CoglMaterialFlushOptions { CoglMaterialFlushFlag flags; guint32 fallback_layers; guint32 disable_layers; GLuint layer0_override_texture; CoglMaterialWrapModeOverrides wrap_mode_overrides; } CoglMaterialFlushOptions; int _cogl_get_max_texture_image_units (void); void _cogl_use_program (CoglHandle program_handle, CoglMaterialProgramType type); unsigned int _cogl_get_n_args_for_combine_func (GLint func); /* * _cogl_material_weak_copy: * @material: A #CoglMaterial object * @callback: A callback to notify when your weak material is destroyed * @user_data: Private data to pass to your given callback. * * Returns a weak copy of the given source @material. Unlike a normal * copy no internal reference is taken on the source @material and you * can expect that later modifications of the source material (or in * fact any other material) can result in the weak material being * destroyed. * * To understand this better its good to know a bit about the internal * design of #CoglMaterial... * * Internally #CoglMaterials are represented as a graph of * property diff's, where each node is a diff of properties that gets * applied on top of its parent. Copying a material creates an empty * diff and a child->parent relationship between the empty diff and * the source @material, parent. * * Because of this internal graph design a single #CoglMaterial may * indirectly depend on a chain of ancestors to fully define all of * its properties. Because a node depends on its ancestors it normally * owns a reference to its parent to stop it from being freed. Also if * you try to modify a material with children we internally use a * copy-on-write mechanism to ensure that you don't indirectly change * the properties those children. * * Weak materials avoid the use of copy-on-write to preserve the * integrity of weak dependants and instead weak dependants are * simply destroyed allowing the parent to be modified directly. Also * because weak materials don't own a reference to their parent they * won't stop the source @material from being freed when the user * releases their reference on it. * * Because weak materials don't own a reference on their parent they * are the recommended mechanism for creating derived materials that you * want to cache as a private property of the original material * because they won't result in a circular dependency. * * An example use case: * * Consider for example you are implementing a custom primitive that is * not compatible with certain source materials. To handle this you * implement a validation stage that given an arbitrary material as * input will create a derived material that is suitable for drawing * your primitive. * * Because you don't want to have to repeat this validation every time * the same incompatible material is given as input you want to cache * the result as a private property of the original material. If the * derived material were created using cogl_material_copy that would * create a circular dependency so the original material can never be * freed. * * If you instead create a weak copy you won't stop the original material * from being freed if it's no longer needed, and you will instead simply * be notified that your weak material has been destroyed. * * This is the recommended coding pattern for validating an input * material and caching a derived result: * |[ * static CoglUserDataKey _cogl_my_cache_key; * * typedef struct { * CoglMaterial *validated_source; * } MyValidatedMaterialCache; * * static void * destroy_cache_cb (CoglObject *object, void *user_data) * { * g_slice_free (MyValidatedMaterialCache, user_data); * } * * static void * invalidate_cache_cb (CoglMaterial *destroyed, void *user_data) * { * MyValidatedMaterialCache *cache = user_data; * cogl_object_unref (cache->validated_source); * cache->validated_source = NULL; * } * * static CoglMaterial * * get_validated_material (CoglMaterial *source) * { * MyValidatedMaterialCache *cache = * cogl_object_get_user_data (COGL_OBJECT (source), * &_cogl_my_cache_key); * if (G_UNLIKELY (cache == NULL)) * { * cache = g_slice_new (MyValidatedMaterialCache); * cogl_object_set_user_data (COGL_OBJECT (source), * &_cogl_my_cache_key, * cache, destroy_cache_cb); * cache->validated_source = source; * } * * if (G_UNLIKELY (cache->validated_source == NULL)) * { * cache->validated_source = source; * * / * Start validating source... * / * * / * If you find you need to change something... * / * if (cache->validated_source == source) * cache->validated_source = * cogl_material_weak_copy (source, * invalidate_cache_cb, * cache); * * / * Modify cache->validated_source * / * } * * return cache->validated_source; * } * ]| */ CoglMaterial * _cogl_material_weak_copy (CoglMaterial *material, CoglMaterialDestroyCallback callback, void *user_data); void _cogl_material_set_backend (CoglMaterial *material, int backend); CoglMaterial * _cogl_material_get_parent (CoglMaterial *material); void _cogl_material_get_colorubv (CoglMaterial *material, guint8 *color); unsigned long _cogl_material_compare_differences (CoglMaterial *material0, CoglMaterial *material1); gboolean _cogl_material_equal (CoglMaterial *material0, CoglMaterial *material1, gboolean skip_gl_color); CoglMaterial * _cogl_material_journal_ref (CoglMaterial *material); void _cogl_material_journal_unref (CoglMaterial *material); void _cogl_material_layer_get_wrap_modes (CoglMaterialLayer *layer, CoglMaterialWrapModeInternal *wrap_mode_s, CoglMaterialWrapModeInternal *wrap_mode_t, CoglMaterialWrapModeInternal *wrap_mode_r); void _cogl_material_layer_get_filters (CoglMaterialLayer *layer, CoglMaterialFilter *min_filter, CoglMaterialFilter *mag_filter); void _cogl_material_get_layer_filters (CoglMaterial *material, int layer_index, CoglMaterialFilter *min_filter, CoglMaterialFilter *mag_filter); CoglMaterialFilter _cogl_material_get_layer_min_filter (CoglMaterial *material, int layer_index); CoglMaterialFilter _cogl_material_get_layer_mag_filter (CoglMaterial *material, int layer_index); void _cogl_material_texture_storage_change_notify (CoglHandle texture); void _cogl_material_apply_legacy_state (CoglMaterial *material); void _cogl_material_apply_overrides (CoglMaterial *material, CoglMaterialFlushOptions *options); CoglMaterialBlendEnable _cogl_material_get_blend_enabled (CoglMaterial *material); void _cogl_material_set_blend_enabled (CoglMaterial *material, CoglMaterialBlendEnable enable); void _cogl_material_set_static_breadcrumb (CoglMaterial *material, const char *breadcrumb); unsigned long _cogl_material_get_age (CoglMaterial *material); CoglMaterial * _cogl_material_get_authority (CoglMaterial *material, unsigned long difference); unsigned long _cogl_material_layer_compare_differences (CoglMaterialLayer *layer0, CoglMaterialLayer *layer1); CoglMaterialLayer * _cogl_material_layer_get_authority (CoglMaterialLayer *layer, unsigned long difference); CoglHandle _cogl_material_layer_get_texture (CoglMaterialLayer *layer); CoglHandle _cogl_material_get_layer_texture (CoglMaterial *material, int layer_index); typedef gboolean (*CoglMaterialInternalLayerCallback) (CoglMaterialLayer *layer, void *user_data); void _cogl_material_foreach_layer_internal (CoglMaterial *material, CoglMaterialInternalLayerCallback callback, void *user_data); int _cogl_material_layer_get_unit_index (CoglMaterialLayer *layer); void _cogl_material_get_layer_combine_constant (CoglMaterial *material, int layer_index, float *constant); void _cogl_material_prune_to_n_layers (CoglMaterial *material, int n); #endif /* __COGL_MATERIAL_PRIVATE_H */