/*
* 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;
}