/*
* 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
{
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_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);
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;
}