/* * Cogl * * An object oriented GL/GLES Abstraction/Utility Layer * * Copyright (C) 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-util.h" #include "cogl-context-private.h" #include "cogl-object-private.h" #include "cogl-journal-private.h" #include "cogl-attribute.h" #include "cogl-attribute-private.h" #include "cogl-pipeline.h" #include "cogl-pipeline-private.h" #include "cogl-pipeline-opengl-private.h" #include "cogl-texture-private.h" #include "cogl-framebuffer-private.h" #include "cogl-indices-private.h" #ifdef COGL_PIPELINE_PROGEND_GLSL #include "cogl-pipeline-progend-glsl-private.h" #endif #include "cogl-private.h" #include #include #include /* This isn't defined in the GLES headers */ #ifndef GL_UNSIGNED_INT #define GL_UNSIGNED_INT 0x1405 #endif static void _cogl_attribute_free (CoglAttribute *attribute); COGL_OBJECT_DEFINE (Attribute, attribute); static CoglBool validate_cogl_attribute_name (const char *name, char **real_attribute_name, CoglAttributeNameID *name_id, CoglBool *normalized, int *layer_number) { name = name + 5; /* skip "cogl_" */ *normalized = FALSE; *layer_number = 0; if (strcmp (name, "position_in") == 0) *name_id = COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY; else if (strcmp (name, "color_in") == 0) { *name_id = COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY; *normalized = TRUE; } else if (strcmp (name, "tex_coord_in") == 0) { *real_attribute_name = "cogl_tex_coord0_in"; *name_id = COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY; } else if (strncmp (name, "tex_coord", strlen ("tex_coord")) == 0) { char *endptr; *layer_number = strtoul (name + 9, &endptr, 10); if (strcmp (endptr, "_in") != 0) { g_warning ("Texture coordinate attributes should either be named " "\"cogl_tex_coord_in\" or named with a texture unit index " "like \"cogl_tex_coord2_in\"\n"); return FALSE; } *name_id = COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY; } else if (strcmp (name, "normal_in") == 0) { *name_id = COGL_ATTRIBUTE_NAME_ID_NORMAL_ARRAY; *normalized = TRUE; } else if (strcmp (name, "point_size_in") == 0) *name_id = COGL_ATTRIBUTE_NAME_ID_POINT_SIZE_ARRAY; else { g_warning ("Unknown cogl_* attribute name cogl_%s\n", name); return FALSE; } return TRUE; } CoglAttributeNameState * _cogl_attribute_register_attribute_name (CoglContext *context, const char *name) { CoglAttributeNameState *name_state = g_new (CoglAttributeNameState, 1); int name_index = context->n_attribute_names++; char *name_copy = g_strdup (name); name_state->name = NULL; name_state->name_index = name_index; if (strncmp (name, "cogl_", 5) == 0) { if (!validate_cogl_attribute_name (name, &name_state->name, &name_state->name_id, &name_state->normalized_default, &name_state->layer_number)) goto error; } else { name_state->name_id = COGL_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY; name_state->normalized_default = FALSE; name_state->layer_number = 0; } if (name_state->name == NULL) name_state->name = name_copy; g_hash_table_insert (context->attribute_name_states_hash, name_copy, name_state); if (G_UNLIKELY (context->attribute_name_index_map == NULL)) context->attribute_name_index_map = g_array_new (FALSE, FALSE, sizeof (void *)); g_array_set_size (context->attribute_name_index_map, name_index + 1); g_array_index (context->attribute_name_index_map, CoglAttributeNameState *, name_index) = name_state; return name_state; error: g_free (name_state); return NULL; } static CoglBool validate_n_components (const CoglAttributeNameState *name_state, int n_components) { switch (name_state->name_id) { case COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY: if (G_UNLIKELY (n_components == 1)) { g_critical ("glVertexPointer doesn't allow 1 component vertex " "positions so we currently only support \"cogl_vertex\" " "attributes where n_components == 2, 3 or 4"); return FALSE; } break; case COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY: 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\" attributes where " "n_components == 3 or 4"); return FALSE; } break; case COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY: break; case COGL_ATTRIBUTE_NAME_ID_NORMAL_ARRAY: if (G_UNLIKELY (n_components != 3)) { g_critical ("glNormalPointer expects 3 component normals so we " "currently only support \"cogl_normal\" attributes " "where n_components == 3"); return FALSE; } break; case COGL_ATTRIBUTE_NAME_ID_POINT_SIZE_ARRAY: if (G_UNLIKELY (n_components != 1)) { g_critical ("The point size attribute can only have one " "component"); return FALSE; } break; case COGL_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY: return TRUE; } return TRUE; } CoglAttribute * cogl_attribute_new (CoglAttributeBuffer *attribute_buffer, const char *name, size_t stride, size_t offset, int n_components, CoglAttributeType type) { CoglAttribute *attribute = g_slice_new (CoglAttribute); CoglBuffer *buffer = COGL_BUFFER (attribute_buffer); CoglContext *ctx = buffer->context; attribute->is_buffered = TRUE; attribute->name_state = g_hash_table_lookup (ctx->attribute_name_states_hash, name); if (!attribute->name_state) { CoglAttributeNameState *name_state = _cogl_attribute_register_attribute_name (ctx, name); if (!name_state) goto error; attribute->name_state = name_state; } attribute->d.buffered.attribute_buffer = cogl_object_ref (attribute_buffer); attribute->d.buffered.stride = stride; attribute->d.buffered.offset = offset; attribute->d.buffered.n_components = n_components; attribute->d.buffered.type = type; attribute->immutable_ref = 0; if (attribute->name_state->name_id != COGL_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY) { if (!validate_n_components (attribute->name_state, n_components)) return NULL; attribute->normalized = attribute->name_state->normalized_default; } else attribute->normalized = FALSE; return _cogl_attribute_object_new (attribute); error: _cogl_attribute_free (attribute); return NULL; } static CoglAttribute * _cogl_attribute_new_const (CoglContext *context, const char *name, int n_components, int n_columns, CoglBool transpose, const float *value) { CoglAttribute *attribute = g_slice_new (CoglAttribute); attribute->name_state = g_hash_table_lookup (context->attribute_name_states_hash, name); if (!attribute->name_state) { CoglAttributeNameState *name_state = _cogl_attribute_register_attribute_name (context, name); if (!name_state) goto error; attribute->name_state = name_state; } if (!validate_n_components (attribute->name_state, n_components)) goto error; attribute->is_buffered = FALSE; attribute->normalized = FALSE; attribute->d.constant.context = cogl_object_ref (context); attribute->d.constant.boxed.v.array = NULL; if (n_columns == 1) { _cogl_boxed_value_set_float (&attribute->d.constant.boxed, n_components, 1, value); } else { /* FIXME: Up until GL[ES] 3 only square matrices were supported * and we don't currently expose non-square matrices in Cogl. */ _COGL_RETURN_VAL_IF_FAIL (n_columns == n_components, NULL); _cogl_boxed_value_set_matrix (&attribute->d.constant.boxed, n_columns, 1, transpose, value); } return _cogl_attribute_object_new (attribute); error: _cogl_attribute_free (attribute); return NULL; } CoglAttribute * cogl_attribute_new_const_1f (CoglContext *context, const char *name, float value) { return _cogl_attribute_new_const (context, name, 1, /* n_components */ 1, /* 1 column vector */ FALSE, /* no transpose */ &value); } CoglAttribute * cogl_attribute_new_const_2fv (CoglContext *context, const char *name, const float *value) { return _cogl_attribute_new_const (context, name, 2, /* n_components */ 1, /* 1 column vector */ FALSE, /* no transpose */ value); } CoglAttribute * cogl_attribute_new_const_3fv (CoglContext *context, const char *name, const float *value) { return _cogl_attribute_new_const (context, name, 3, /* n_components */ 1, /* 1 column vector */ FALSE, /* no transpose */ value); } CoglAttribute * cogl_attribute_new_const_4fv (CoglContext *context, const char *name, const float *value) { return _cogl_attribute_new_const (context, name, 4, /* n_components */ 1, /* 1 column vector */ FALSE, /* no transpose */ value); } CoglAttribute * cogl_attribute_new_const_2f (CoglContext *context, const char *name, float component0, float component1) { float vec2[2] = { component0, component1 }; return _cogl_attribute_new_const (context, name, 2, /* n_components */ 1, /* 1 column vector */ FALSE, /* no transpose */ vec2); } CoglAttribute * cogl_attribute_new_const_3f (CoglContext *context, const char *name, float component0, float component1, float component2) { float vec3[3] = { component0, component1, component2 }; return _cogl_attribute_new_const (context, name, 3, /* n_components */ 1, /* 1 column vector */ FALSE, /* no transpose */ vec3); } CoglAttribute * cogl_attribute_new_const_4f (CoglContext *context, const char *name, float component0, float component1, float component2, float component3) { float vec4[4] = { component0, component1, component2, component3 }; return _cogl_attribute_new_const (context, name, 4, /* n_components */ 1, /* 1 column vector */ FALSE, /* no transpose */ vec4); } CoglAttribute * cogl_attribute_new_const_2x2fv (CoglContext *context, const char *name, const float *matrix2x2, CoglBool transpose) { return _cogl_attribute_new_const (context, name, 2, /* n_components */ 2, /* 2 column vector */ FALSE, /* no transpose */ matrix2x2); } CoglAttribute * cogl_attribute_new_const_3x3fv (CoglContext *context, const char *name, const float *matrix3x3, CoglBool transpose) { return _cogl_attribute_new_const (context, name, 3, /* n_components */ 3, /* 3 column vector */ FALSE, /* no transpose */ matrix3x3); } CoglAttribute * cogl_attribute_new_const_4x4fv (CoglContext *context, const char *name, const float *matrix4x4, CoglBool transpose) { return _cogl_attribute_new_const (context, name, 4, /* n_components */ 4, /* 4 column vector */ FALSE, /* no transpose */ matrix4x4); } CoglBool cogl_attribute_get_normalized (CoglAttribute *attribute) { _COGL_RETURN_VAL_IF_FAIL (cogl_is_attribute (attribute), FALSE); return attribute->normalized; } static void warn_about_midscene_changes (void) { static CoglBool seen = FALSE; if (!seen) { g_warning ("Mid-scene modification of attributes has " "undefined results\n"); seen = TRUE; } } void cogl_attribute_set_normalized (CoglAttribute *attribute, CoglBool normalized) { _COGL_RETURN_IF_FAIL (cogl_is_attribute (attribute)); if (G_UNLIKELY (attribute->immutable_ref)) warn_about_midscene_changes (); attribute->normalized = normalized; } CoglAttributeBuffer * cogl_attribute_get_buffer (CoglAttribute *attribute) { _COGL_RETURN_VAL_IF_FAIL (cogl_is_attribute (attribute), NULL); _COGL_RETURN_VAL_IF_FAIL (attribute->is_buffered, NULL); return attribute->d.buffered.attribute_buffer; } void cogl_attribute_set_buffer (CoglAttribute *attribute, CoglAttributeBuffer *attribute_buffer) { _COGL_RETURN_IF_FAIL (cogl_is_attribute (attribute)); _COGL_RETURN_IF_FAIL (attribute->is_buffered); if (G_UNLIKELY (attribute->immutable_ref)) warn_about_midscene_changes (); cogl_object_ref (attribute_buffer); cogl_object_unref (attribute->d.buffered.attribute_buffer); attribute->d.buffered.attribute_buffer = attribute_buffer; } CoglAttribute * _cogl_attribute_immutable_ref (CoglAttribute *attribute) { CoglBuffer *buffer = COGL_BUFFER (attribute->d.buffered.attribute_buffer); _COGL_RETURN_VAL_IF_FAIL (cogl_is_attribute (attribute), NULL); attribute->immutable_ref++; _cogl_buffer_immutable_ref (buffer); return attribute; } void _cogl_attribute_immutable_unref (CoglAttribute *attribute) { CoglBuffer *buffer = COGL_BUFFER (attribute->d.buffered.attribute_buffer); _COGL_RETURN_IF_FAIL (cogl_is_attribute (attribute)); _COGL_RETURN_IF_FAIL (attribute->immutable_ref > 0); attribute->immutable_ref--; _cogl_buffer_immutable_unref (buffer); } static void _cogl_attribute_free (CoglAttribute *attribute) { if (attribute->is_buffered) cogl_object_unref (attribute->d.buffered.attribute_buffer); else _cogl_boxed_value_destroy (&attribute->d.constant.boxed); g_slice_free (CoglAttribute, attribute); } static CoglBool validate_layer_cb (CoglPipeline *pipeline, int layer_index, void *user_data) { CoglTexture *texture = cogl_pipeline_get_layer_texture (pipeline, layer_index); CoglFlushLayerState *state = user_data; CoglBool status = TRUE; /* invalid textures will be handled correctly in * _cogl_pipeline_flush_layers_gl_state */ if (texture == NULL) goto validated; _cogl_texture_flush_journal_rendering (texture); /* Give the texture a chance to know that we're rendering non-quad shaped primitives. If the texture is in an atlas it will be migrated */ _cogl_texture_ensure_non_quad_rendering (texture); /* We need to ensure the mipmaps are ready before deciding * anything else about the texture because the texture storate * could completely change if it needs to be migrated out of the * atlas and will affect how we validate the layer. */ _cogl_pipeline_pre_paint_for_layer (pipeline, layer_index); if (!_cogl_texture_can_hardware_repeat (texture)) { g_warning ("Disabling layer %d of the current source material, " "because texturing with the vertex buffer API is not " "currently supported using sliced textures, or textures " "with waste\n", layer_index); /* XXX: maybe we can add a mechanism for users to forcibly use * textures with waste where it would be their responsability to use * texture coords in the range [0,1] such that sampling outside isn't * required. We can then use a texture matrix (or a modification of * the users own matrix) to map 1 to the edge of the texture data. * * Potentially, given the same guarantee as above we could also * support a single sliced layer too. We would have to redraw the * vertices once for each layer, each time with a fiddled texture * matrix. */ state->fallback_layers |= (1 << state->unit); state->options.flags |= COGL_PIPELINE_FLUSH_FALLBACK_MASK; } validated: state->unit++; return status; } void _cogl_flush_attributes_state (CoglFramebuffer *framebuffer, CoglPipeline *pipeline, CoglDrawFlags flags, CoglAttribute **attributes, int n_attributes) { CoglContext *ctx = framebuffer->context; CoglFlushLayerState layers_state; CoglPipeline *copy = NULL; if (!(flags & COGL_DRAW_SKIP_JOURNAL_FLUSH)) _cogl_journal_flush (framebuffer->journal); layers_state.unit = 0; layers_state.options.flags = 0; layers_state.fallback_layers = 0; if (!(flags & COGL_DRAW_SKIP_PIPELINE_VALIDATION)) cogl_pipeline_foreach_layer (pipeline, validate_layer_cb, &layers_state); /* NB: _cogl_framebuffer_flush_state may disrupt various state (such * as the pipeline state) when flushing the clip stack, so should * always be done first when preparing to draw. We need to do this * before setting up the array pointers because setting up the clip * stack can cause some drawing which would change the array * pointers. */ if (!(flags & COGL_DRAW_SKIP_FRAMEBUFFER_FLUSH)) _cogl_framebuffer_flush_state (framebuffer, framebuffer, COGL_FRAMEBUFFER_STATE_ALL); /* In cogl_read_pixels we have a fast-path when reading a single * pixel and the scene is just comprised of simple rectangles still * in the journal. For this optimization to work we need to track * when the framebuffer really does get drawn to. */ _cogl_framebuffer_mark_mid_scene (framebuffer); _cogl_framebuffer_mark_clear_clip_dirty (framebuffer); if (G_UNLIKELY (!(flags & COGL_DRAW_SKIP_LEGACY_STATE)) && G_UNLIKELY (ctx->legacy_state_set) && _cogl_get_enable_legacy_state ()) { copy = cogl_pipeline_copy (pipeline); pipeline = copy; _cogl_pipeline_apply_legacy_state (pipeline); } ctx->driver_vtable->flush_attributes_state (framebuffer, pipeline, &layers_state, flags, attributes, n_attributes); if (copy) cogl_object_unref (copy); } int _cogl_attribute_get_n_components (CoglAttribute *attribute) { if (attribute->is_buffered) return attribute->d.buffered.n_components; else return attribute->d.constant.boxed.size; }