/* * Cogl * * An object oriented GL/GLES Abstraction/Utility Layer * * Copyright (C) 2008,2009,2010 Intel Corporation. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library. If not, see * . * * * * Authors: * Robert Bragg */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "cogl-util.h" #include "cogl-context-private.h" #include "cogl-texture-private.h" #include "cogl-pipeline.h" #include "cogl-pipeline-layer-private.h" #include "cogl-pipeline-layer-state-private.h" #include "cogl-pipeline-layer-state.h" #include "cogl-node-private.h" #include "cogl-pipeline-opengl-private.h" #include "cogl-context-private.h" #include "cogl-texture-private.h" static void _cogl_pipeline_layer_free (CoglPipelineLayer *layer); /* This type was made deprecated before the cogl_is_pipeline_layer function was ever exposed in the public headers so there's no need to make the cogl_is_pipeline_layer function public. We use INTERNAL so that the cogl_is_* function won't get defined */ COGL_OBJECT_INTERNAL_DEFINE (PipelineLayer, pipeline_layer); CoglPipelineLayer * _cogl_pipeline_layer_get_authority (CoglPipelineLayer *layer, unsigned long difference) { CoglPipelineLayer *authority = layer; while (!(authority->differences & difference)) authority = _cogl_pipeline_layer_get_parent (authority); return authority; } int _cogl_pipeline_layer_get_unit_index (CoglPipelineLayer *layer) { CoglPipelineLayer *authority = _cogl_pipeline_layer_get_authority (layer, COGL_PIPELINE_LAYER_STATE_UNIT); return authority->unit_index; } gboolean _cogl_pipeline_layer_has_alpha (CoglPipelineLayer *layer) { CoglPipelineLayer *combine_authority = _cogl_pipeline_layer_get_authority (layer, COGL_PIPELINE_LAYER_STATE_COMBINE); CoglPipelineLayerBigState *big_state = combine_authority->big_state; CoglPipelineLayer *tex_authority; CoglPipelineLayer *snippets_authority; /* has_alpha maintains the alpha status for the GL_PREVIOUS layer */ /* For anything but the default texture combine we currently just * assume it may result in an alpha value < 1 * * FIXME: we could do better than this. */ if (big_state->texture_combine_alpha_func != COGL_PIPELINE_COMBINE_FUNC_MODULATE || big_state->texture_combine_alpha_src[0] != COGL_PIPELINE_COMBINE_SOURCE_PREVIOUS || big_state->texture_combine_alpha_op[0] != COGL_PIPELINE_COMBINE_OP_SRC_ALPHA || big_state->texture_combine_alpha_src[1] != COGL_PIPELINE_COMBINE_SOURCE_TEXTURE || big_state->texture_combine_alpha_op[1] != COGL_PIPELINE_COMBINE_OP_SRC_ALPHA) { return TRUE; } /* NB: A layer may have a combine mode set on it but not yet * have an associated texture which would mean we'd fallback * to the default texture which doesn't have an alpha component */ tex_authority = _cogl_pipeline_layer_get_authority (layer, COGL_PIPELINE_LAYER_STATE_TEXTURE_DATA); if (tex_authority->texture && cogl_texture_get_format (tex_authority->texture) & COGL_A_BIT) { return TRUE; } /* All bets are off if the layer contains any snippets */ snippets_authority = _cogl_pipeline_layer_get_authority (layer, COGL_PIPELINE_LAYER_STATE_VERTEX_SNIPPETS); if (!COGL_LIST_EMPTY (&snippets_authority->big_state->vertex_snippets)) return TRUE; snippets_authority = _cogl_pipeline_layer_get_authority (layer, COGL_PIPELINE_LAYER_STATE_FRAGMENT_SNIPPETS); if (!COGL_LIST_EMPTY (&snippets_authority->big_state->fragment_snippets)) return TRUE; return FALSE; } unsigned int _cogl_get_n_args_for_combine_func (CoglPipelineCombineFunc func) { switch (func) { case COGL_PIPELINE_COMBINE_FUNC_REPLACE: return 1; case COGL_PIPELINE_COMBINE_FUNC_MODULATE: case COGL_PIPELINE_COMBINE_FUNC_ADD: case COGL_PIPELINE_COMBINE_FUNC_ADD_SIGNED: case COGL_PIPELINE_COMBINE_FUNC_SUBTRACT: case COGL_PIPELINE_COMBINE_FUNC_DOT3_RGB: case COGL_PIPELINE_COMBINE_FUNC_DOT3_RGBA: return 2; case COGL_PIPELINE_COMBINE_FUNC_INTERPOLATE: return 3; } return 0; } static void _cogl_pipeline_layer_init_multi_property_sparse_state ( CoglPipelineLayer *layer, CoglPipelineLayerState change) { CoglPipelineLayer *authority; /* Nothing to initialize in these cases since they are all comprised * of one member which we expect to immediately be overwritten. */ if (!(change & COGL_PIPELINE_LAYER_STATE_MULTI_PROPERTY)) return; authority = _cogl_pipeline_layer_get_authority (layer, change); switch (change) { /* XXX: avoid using a default: label so we get a warning if we * don't explicitly handle a newly defined state-group here. */ case COGL_PIPELINE_LAYER_STATE_UNIT: case COGL_PIPELINE_LAYER_STATE_TEXTURE_TARGET: case COGL_PIPELINE_LAYER_STATE_TEXTURE_DATA: case COGL_PIPELINE_LAYER_STATE_POINT_SPRITE_COORDS: case COGL_PIPELINE_LAYER_STATE_USER_MATRIX: case COGL_PIPELINE_LAYER_STATE_COMBINE_CONSTANT: g_return_if_reached (); /* XXX: technically we could probably even consider these as * single property state-groups from the pov that currently the * corresponding property setters always update all of the values * at the same time. */ case COGL_PIPELINE_LAYER_STATE_FILTERS: layer->min_filter = authority->min_filter; layer->mag_filter = authority->mag_filter; break; case COGL_PIPELINE_LAYER_STATE_WRAP_MODES: layer->wrap_mode_s = authority->wrap_mode_s; layer->wrap_mode_t = authority->wrap_mode_t; layer->wrap_mode_p = authority->wrap_mode_p; break; case COGL_PIPELINE_LAYER_STATE_COMBINE: { int n_args; int i; CoglPipelineLayerBigState *src_big_state = authority->big_state; CoglPipelineLayerBigState *dest_big_state = layer->big_state; GLint func = src_big_state->texture_combine_rgb_func; dest_big_state->texture_combine_rgb_func = func; n_args = _cogl_get_n_args_for_combine_func (func); for (i = 0; i < n_args; i++) { dest_big_state->texture_combine_rgb_src[i] = src_big_state->texture_combine_rgb_src[i]; dest_big_state->texture_combine_rgb_op[i] = src_big_state->texture_combine_rgb_op[i]; } func = src_big_state->texture_combine_alpha_func; dest_big_state->texture_combine_alpha_func = func; n_args = _cogl_get_n_args_for_combine_func (func); for (i = 0; i < n_args; i++) { dest_big_state->texture_combine_alpha_src[i] = src_big_state->texture_combine_alpha_src[i]; dest_big_state->texture_combine_alpha_op[i] = src_big_state->texture_combine_alpha_op[i]; } break; } case COGL_PIPELINE_LAYER_STATE_VERTEX_SNIPPETS: _cogl_pipeline_snippet_list_copy (&layer->big_state->vertex_snippets, &authority->big_state-> vertex_snippets); break; case COGL_PIPELINE_LAYER_STATE_FRAGMENT_SNIPPETS: _cogl_pipeline_snippet_list_copy (&layer->big_state->fragment_snippets, &authority->big_state-> fragment_snippets); break; } } /* NB: If a layer has descendants we can't modify the layer * NB: If the layer is owned and the owner has descendants we can't * modify the layer. * * This function will allocate a new derived layer if you are trying * to change the state of a layer with dependants (as described above) * so you must always check the return value. * * If a new layer is returned it will be owned by required_owner. * (NB: a layer is always modified with respect to a pipeline - the * "required_owner") * * required_owner can only by NULL for new, currently unowned layers * with no dependants. */ CoglPipelineLayer * _cogl_pipeline_layer_pre_change_notify (CoglPipeline *required_owner, CoglPipelineLayer *layer, CoglPipelineLayerState change) { CoglTextureUnit *unit; /* Identify the case where the layer is new with no owner or * dependants and so we don't need to do anything. */ if (COGL_LIST_EMPTY (&COGL_NODE (layer)->children) && layer->owner == NULL) goto init_layer_state; /* We only allow a NULL required_owner for new layers */ _COGL_RETURN_VAL_IF_FAIL (required_owner != NULL, layer); /* Chain up: * A modification of a layer is indirectly also a modification of * its owner so first make sure to flush the journal of any * references to the current owner state and if necessary perform * a copy-on-write for the required_owner if it has dependants. */ _cogl_pipeline_pre_change_notify (required_owner, COGL_PIPELINE_STATE_LAYERS, NULL, TRUE); /* Unlike pipelines; layers are simply considered immutable once * they have dependants - either direct children, or another * pipeline as an owner. */ if (!COGL_LIST_EMPTY (&COGL_NODE (layer)->children) || layer->owner != required_owner) { CoglPipelineLayer *new = _cogl_pipeline_layer_copy (layer); if (layer->owner == required_owner) _cogl_pipeline_remove_layer_difference (required_owner, layer, FALSE); _cogl_pipeline_add_layer_difference (required_owner, new, FALSE); cogl_object_unref (new); layer = new; goto init_layer_state; } /* Note: At this point we know there is only one pipeline dependant on * this layer (required_owner), and there are no other layers * dependant on this layer so it's ok to modify it. */ _cogl_pipeline_fragend_layer_change_notify (required_owner, layer, change); _cogl_pipeline_vertend_layer_change_notify (required_owner, layer, change); _cogl_pipeline_progend_layer_change_notify (required_owner, layer, change); /* If the layer being changed is the same as the last layer we * flushed to the corresponding texture unit then we keep a track of * the changes so we can try to minimize redundant OpenGL calls if * the same layer is flushed again. */ unit = _cogl_get_texture_unit (_cogl_pipeline_layer_get_unit_index (layer)); if (unit->layer == layer) unit->layer_changes_since_flush |= change; init_layer_state: if (required_owner) required_owner->age++; if (change & COGL_PIPELINE_LAYER_STATE_NEEDS_BIG_STATE && !layer->has_big_state) { layer->big_state = g_slice_new (CoglPipelineLayerBigState); layer->has_big_state = TRUE; } /* Note: conceptually we have just been notified that a single * property value is about to change, but since some state-groups * contain multiple properties and 'layer' is about to take over * being the authority for the property's corresponding state-group * we need to maintain the integrity of the other property values * too. * * To ensure this we handle multi-property state-groups by copying * all the values from the old-authority to the new... * * We don't have to worry about non-sparse property groups since * we never take over being an authority for such properties so * they automatically maintain integrity. */ if (change & COGL_PIPELINE_LAYER_STATE_ALL_SPARSE && !(layer->differences & change)) { _cogl_pipeline_layer_init_multi_property_sparse_state (layer, change); layer->differences |= change; } return layer; } static void _cogl_pipeline_layer_unparent (CoglNode *layer) { /* Chain up */ _cogl_pipeline_node_unparent_real (layer); } static void _cogl_pipeline_layer_set_parent (CoglPipelineLayer *layer, CoglPipelineLayer *parent) { /* Chain up */ _cogl_pipeline_node_set_parent_real (COGL_NODE (layer), COGL_NODE (parent), _cogl_pipeline_layer_unparent, TRUE); } CoglPipelineLayer * _cogl_pipeline_layer_copy (CoglPipelineLayer *src) { CoglPipelineLayer *layer = g_slice_new (CoglPipelineLayer); _cogl_pipeline_node_init (COGL_NODE (layer)); layer->owner = NULL; layer->index = src->index; layer->differences = 0; layer->has_big_state = FALSE; _cogl_pipeline_layer_set_parent (layer, src); return _cogl_pipeline_layer_object_new (layer); } /* XXX: This is duplicated logic; the same as for * _cogl_pipeline_prune_redundant_ancestry it would be nice to find a * way to consolidate these functions! */ void _cogl_pipeline_layer_prune_redundant_ancestry (CoglPipelineLayer *layer) { CoglPipelineLayer *new_parent = _cogl_pipeline_layer_get_parent (layer); /* walk up past ancestors that are now redundant and potentially * reparent the layer. */ while (_cogl_pipeline_layer_get_parent (new_parent) && (new_parent->differences | layer->differences) == layer->differences) new_parent = _cogl_pipeline_layer_get_parent (new_parent); _cogl_pipeline_layer_set_parent (layer, new_parent); } /* Determine the mask of differences between two layers. * * XXX: If layers and pipelines could both be cast to a common Tree * type of some kind then we could have a unified * compare_differences() function. */ unsigned long _cogl_pipeline_layer_compare_differences (CoglPipelineLayer *layer0, CoglPipelineLayer *layer1) { GSList *head0 = NULL; GSList *head1 = NULL; CoglPipelineLayer *node0; CoglPipelineLayer *node1; int len0 = 0; int len1 = 0; int count; GSList *common_ancestor0; GSList *common_ancestor1; unsigned long layers_difference = 0; /* Algorithm: * * 1) Walk the ancestors of each layer to the root node, adding a * pointer to each ancester node to two linked lists * * 2) Compare the lists to find the nodes where they start to * differ marking the common_ancestor node for each list. * * 3) For each list now iterate starting after the common_ancestor * nodes ORing each nodes ->difference mask into the final * differences mask. */ for (node0 = layer0; node0; node0 = _cogl_pipeline_layer_get_parent (node0)) { GSList *link = alloca (sizeof (GSList)); link->next = head0; link->data = node0; head0 = link; len0++; } for (node1 = layer1; node1; node1 = _cogl_pipeline_layer_get_parent (node1)) { GSList *link = alloca (sizeof (GSList)); link->next = head1; link->data = node1; head1 = link; len1++; } /* NB: There's no point looking at the head entries since we know both layers * must have the same default layer as their root node. */ common_ancestor0 = head0; common_ancestor1 = head1; head0 = head0->next; head1 = head1->next; count = MIN (len0, len1) - 1; while (count--) { if (head0->data != head1->data) break; common_ancestor0 = head0; common_ancestor1 = head1; head0 = head0->next; head1 = head1->next; } for (head0 = common_ancestor0->next; head0; head0 = head0->next) { node0 = head0->data; layers_difference |= node0->differences; } for (head1 = common_ancestor1->next; head1; head1 = head1->next) { node1 = head1->data; layers_difference |= node1->differences; } return layers_difference; } static gboolean layer_state_equal (CoglPipelineLayerStateIndex state_index, CoglPipelineLayer **authorities0, CoglPipelineLayer **authorities1, CoglPipelineLayerStateComparitor comparitor) { return comparitor (authorities0[state_index], authorities1[state_index]); } void _cogl_pipeline_layer_resolve_authorities (CoglPipelineLayer *layer, unsigned long differences, CoglPipelineLayer **authorities) { unsigned long remaining = differences; CoglPipelineLayer *authority = layer; do { unsigned long found = authority->differences & remaining; int i; if (found == 0) continue; for (i = 0; TRUE; i++) { unsigned long state = (1L< found) break; } remaining &= ~found; if (remaining == 0) return; } while ((authority = _cogl_pipeline_layer_get_parent (authority))); g_assert (remaining == 0); } gboolean _cogl_pipeline_layer_equal (CoglPipelineLayer *layer0, CoglPipelineLayer *layer1, unsigned long differences_mask, CoglPipelineEvalFlags flags) { unsigned long layers_difference; CoglPipelineLayer *authorities0[COGL_PIPELINE_LAYER_STATE_SPARSE_COUNT]; CoglPipelineLayer *authorities1[COGL_PIPELINE_LAYER_STATE_SPARSE_COUNT]; if (layer0 == layer1) return TRUE; layers_difference = _cogl_pipeline_layer_compare_differences (layer0, layer1); /* Only compare the sparse state groups requested by the caller... */ layers_difference &= differences_mask; _cogl_pipeline_layer_resolve_authorities (layer0, layers_difference, authorities0); _cogl_pipeline_layer_resolve_authorities (layer1, layers_difference, authorities1); if (layers_difference & COGL_PIPELINE_LAYER_STATE_TEXTURE_TARGET) { CoglPipelineLayerStateIndex state_index = COGL_PIPELINE_LAYER_STATE_TEXTURE_TARGET_INDEX; if (!_cogl_pipeline_layer_texture_target_equal (authorities0[state_index], authorities1[state_index], flags)) return FALSE; } if (layers_difference & COGL_PIPELINE_LAYER_STATE_TEXTURE_DATA) { CoglPipelineLayerStateIndex state_index = COGL_PIPELINE_LAYER_STATE_TEXTURE_DATA_INDEX; if (!_cogl_pipeline_layer_texture_data_equal (authorities0[state_index], authorities1[state_index], flags)) return FALSE; } if (layers_difference & COGL_PIPELINE_LAYER_STATE_COMBINE && !layer_state_equal (COGL_PIPELINE_LAYER_STATE_COMBINE_INDEX, authorities0, authorities1, _cogl_pipeline_layer_combine_state_equal)) return FALSE; if (layers_difference & COGL_PIPELINE_LAYER_STATE_COMBINE_CONSTANT && !layer_state_equal (COGL_PIPELINE_LAYER_STATE_COMBINE_CONSTANT_INDEX, authorities0, authorities1, _cogl_pipeline_layer_combine_constant_equal)) return FALSE; if (layers_difference & COGL_PIPELINE_LAYER_STATE_FILTERS && !layer_state_equal (COGL_PIPELINE_LAYER_STATE_FILTERS_INDEX, authorities0, authorities1, _cogl_pipeline_layer_filters_equal)) return FALSE; if (layers_difference & COGL_PIPELINE_LAYER_STATE_WRAP_MODES && !layer_state_equal (COGL_PIPELINE_LAYER_STATE_WRAP_MODES_INDEX, authorities0, authorities1, _cogl_pipeline_layer_wrap_modes_equal)) return FALSE; if (layers_difference & COGL_PIPELINE_LAYER_STATE_USER_MATRIX && !layer_state_equal (COGL_PIPELINE_LAYER_STATE_USER_MATRIX_INDEX, authorities0, authorities1, _cogl_pipeline_layer_user_matrix_equal)) return FALSE; if (layers_difference & COGL_PIPELINE_LAYER_STATE_POINT_SPRITE_COORDS && !layer_state_equal (COGL_PIPELINE_LAYER_STATE_POINT_SPRITE_COORDS_INDEX, authorities0, authorities1, _cogl_pipeline_layer_point_sprite_coords_equal)) return FALSE; if (layers_difference & COGL_PIPELINE_LAYER_STATE_VERTEX_SNIPPETS && !layer_state_equal (COGL_PIPELINE_LAYER_STATE_VERTEX_SNIPPETS_INDEX, authorities0, authorities1, _cogl_pipeline_layer_vertex_snippets_equal)) return FALSE; if (layers_difference & COGL_PIPELINE_LAYER_STATE_FRAGMENT_SNIPPETS && !layer_state_equal (COGL_PIPELINE_LAYER_STATE_FRAGMENT_SNIPPETS_INDEX, authorities0, authorities1, _cogl_pipeline_layer_fragment_snippets_equal)) return FALSE; return TRUE; } static void _cogl_pipeline_layer_free (CoglPipelineLayer *layer) { _cogl_pipeline_layer_unparent (COGL_NODE (layer)); if (layer->differences & COGL_PIPELINE_LAYER_STATE_TEXTURE_DATA && layer->texture != NULL) cogl_object_unref (layer->texture); if (layer->differences & COGL_PIPELINE_LAYER_STATE_VERTEX_SNIPPETS) _cogl_pipeline_snippet_list_free (&layer->big_state->vertex_snippets); if (layer->differences & COGL_PIPELINE_LAYER_STATE_FRAGMENT_SNIPPETS) _cogl_pipeline_snippet_list_free (&layer->big_state->fragment_snippets); if (layer->differences & COGL_PIPELINE_LAYER_STATE_NEEDS_BIG_STATE) g_slice_free (CoglPipelineLayerBigState, layer->big_state); g_slice_free (CoglPipelineLayer, layer); } void _cogl_pipeline_init_default_layers (void) { CoglPipelineLayer *layer = g_slice_new0 (CoglPipelineLayer); CoglPipelineLayerBigState *big_state = g_slice_new0 (CoglPipelineLayerBigState); CoglPipelineLayer *new; _COGL_GET_CONTEXT (ctx, NO_RETVAL); _cogl_pipeline_node_init (COGL_NODE (layer)); layer->index = 0; layer->differences = COGL_PIPELINE_LAYER_STATE_ALL_SPARSE; layer->unit_index = 0; layer->texture = NULL; layer->target = 0; layer->mag_filter = COGL_PIPELINE_FILTER_LINEAR; layer->min_filter = COGL_PIPELINE_FILTER_LINEAR; layer->wrap_mode_s = COGL_PIPELINE_WRAP_MODE_AUTOMATIC; layer->wrap_mode_t = COGL_PIPELINE_WRAP_MODE_AUTOMATIC; layer->wrap_mode_p = COGL_PIPELINE_WRAP_MODE_AUTOMATIC; layer->big_state = big_state; layer->has_big_state = TRUE; /* Choose the same default combine mode as OpenGL: * RGBA = MODULATE(PREVIOUS[RGBA],TEXTURE[RGBA]) */ big_state->texture_combine_rgb_func = COGL_PIPELINE_COMBINE_FUNC_MODULATE; big_state->texture_combine_rgb_src[0] = COGL_PIPELINE_COMBINE_SOURCE_PREVIOUS; big_state->texture_combine_rgb_src[1] = COGL_PIPELINE_COMBINE_SOURCE_TEXTURE; big_state->texture_combine_rgb_op[0] = COGL_PIPELINE_COMBINE_OP_SRC_COLOR; big_state->texture_combine_rgb_op[1] = COGL_PIPELINE_COMBINE_OP_SRC_COLOR; big_state->texture_combine_alpha_func = COGL_PIPELINE_COMBINE_FUNC_MODULATE; big_state->texture_combine_alpha_src[0] = COGL_PIPELINE_COMBINE_SOURCE_PREVIOUS; big_state->texture_combine_alpha_src[1] = COGL_PIPELINE_COMBINE_SOURCE_TEXTURE; big_state->texture_combine_alpha_op[0] = COGL_PIPELINE_COMBINE_OP_SRC_ALPHA; big_state->texture_combine_alpha_op[1] = COGL_PIPELINE_COMBINE_OP_SRC_ALPHA; big_state->point_sprite_coords = FALSE; cogl_matrix_init_identity (&big_state->matrix); ctx->default_layer_0 = _cogl_pipeline_layer_object_new (layer); /* TODO: we should make default_layer_n comprise of two * descendants of default_layer_0: * - the first descendant should change the texture combine * to what we expect is most commonly used for multitexturing * - the second should revert the above change. * * why? the documentation for how a new layer is initialized * doesn't say that layers > 0 have different defaults so unless * we change the documentation we can't use different defaults, * but if the user does what we expect and changes the * texture combine then we can revert the authority to the * first descendant which means we can maximize the number * of layers with a common ancestor. * * The main problem will be that we'll need to disable the * optimizations for flattening the ancestry when we make * the second descendant which reverts the state. */ ctx->default_layer_n = _cogl_pipeline_layer_copy (layer); new = _cogl_pipeline_set_layer_unit (NULL, ctx->default_layer_n, 1); g_assert (new == ctx->default_layer_n); /* Since we passed a newly allocated layer we don't expect that * _set_layer_unit() will have to allocate *another* layer. */ /* Finally we create a dummy dependant for ->default_layer_n which * effectively ensures that ->default_layer_n and ->default_layer_0 * remain immutable. */ ctx->dummy_layer_dependant = _cogl_pipeline_layer_copy (ctx->default_layer_n); } void _cogl_pipeline_layer_pre_paint (CoglPipelineLayer *layer) { CoglPipelineLayer *texture_authority; texture_authority = _cogl_pipeline_layer_get_authority (layer, COGL_PIPELINE_LAYER_STATE_TEXTURE_DATA); if (texture_authority->texture != NULL) { CoglTexturePrePaintFlags flags = 0; CoglPipelineFilter min_filter; CoglPipelineFilter mag_filter; _cogl_pipeline_layer_get_filters (layer, &min_filter, &mag_filter); if (min_filter == COGL_PIPELINE_FILTER_NEAREST_MIPMAP_NEAREST || min_filter == COGL_PIPELINE_FILTER_LINEAR_MIPMAP_NEAREST || min_filter == COGL_PIPELINE_FILTER_NEAREST_MIPMAP_LINEAR || min_filter == COGL_PIPELINE_FILTER_LINEAR_MIPMAP_LINEAR) flags |= COGL_TEXTURE_NEEDS_MIPMAP; _cogl_texture_pre_paint (texture_authority->texture, flags); } } /* Determines if we need to handle the RGB and A texture combining * separately or is the same function used for both channel masks and * with the same arguments... */ gboolean _cogl_pipeline_layer_needs_combine_separate (CoglPipelineLayer *combine_authority) { CoglPipelineLayerBigState *big_state = combine_authority->big_state; int n_args; int i; if (big_state->texture_combine_rgb_func != big_state->texture_combine_alpha_func) return TRUE; n_args = _cogl_get_n_args_for_combine_func (big_state->texture_combine_rgb_func); for (i = 0; i < n_args; i++) { if (big_state->texture_combine_rgb_src[i] != big_state->texture_combine_alpha_src[i]) return TRUE; /* * We can allow some variation of the source operands without * needing a separation... * * "A = REPLACE (CONSTANT[A])" + either of the following... * "RGB = REPLACE (CONSTANT[RGB])" * "RGB = REPLACE (CONSTANT[A])" * * can be combined as: * "RGBA = REPLACE (CONSTANT)" or * "RGBA = REPLACE (CONSTANT[A])" or * * And "A = REPLACE (1-CONSTANT[A])" + either of the following... * "RGB = REPLACE (1-CONSTANT)" or * "RGB = REPLACE (1-CONSTANT[A])" * * can be combined as: * "RGBA = REPLACE (1-CONSTANT)" or * "RGBA = REPLACE (1-CONSTANT[A])" */ switch (big_state->texture_combine_alpha_op[i]) { case GL_SRC_ALPHA: switch (big_state->texture_combine_rgb_op[i]) { case GL_SRC_COLOR: case GL_SRC_ALPHA: break; default: return FALSE; } break; case GL_ONE_MINUS_SRC_ALPHA: switch (big_state->texture_combine_rgb_op[i]) { case GL_ONE_MINUS_SRC_COLOR: case GL_ONE_MINUS_SRC_ALPHA: break; default: return FALSE; } break; default: return FALSE; /* impossible */ } } return FALSE; }