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82e80e6765
This adds a _cogl_bind_gl_texture_transient function that should be used instead of glBindTexture so we can have a consistent cache of the textures bound to each texture unit so we can avoid some redundant binding.
479 lines
16 KiB
C
479 lines
16 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2008,2009 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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*/
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#ifndef __COGL_MATERIAL_PRIVATE_H
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#define __COGL_MATERIAL_PRIVATE_H
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#include "cogl-material.h"
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#include "cogl-matrix.h"
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#include "cogl-matrix-stack.h"
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#include "cogl-handle.h"
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#include <glib.h>
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typedef struct _CoglMaterial CoglMaterial;
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typedef struct _CoglMaterialLayer CoglMaterialLayer;
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/*
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* cogl-material.c owns the GPU's texture unit state so we have some
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* private structures for describing the current state of a texture
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* unit that we track in a per context array (ctx->texture_units) that
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* grows according to the largest texture unit used so far...
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*
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* Roughly speaking the members in this structure are of two kinds:
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* either they are a low level reflection of the state we send to
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* OpenGL or they are for high level meta data assoicated with the
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* texture unit when flushing CoglMaterialLayers that is typically
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* used to optimize subsequent re-flushing of the same layer.
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*
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* The low level members are at the top, and the high level members
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* start with the .layer member.
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*/
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typedef struct _CoglTextureUnit
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{
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/* The base 0 texture unit index which can be used with
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* glActiveTexture () */
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int index;
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/* Whether or not the corresponding gl_target has been glEnabled */
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gboolean enabled;
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/* The GL target currently glEnabled or 0 if .enabled == FALSE */
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GLenum enabled_gl_target;
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/* The raw GL texture object name for which we called glBindTexture when
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* we flushed the last layer. (NB: The CoglTexture associated
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* with a layer may represent more than one GL texture) */
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GLuint gl_texture;
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/* Foreign textures are those not created or deleted by Cogl. If we ever
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* call glBindTexture for a foreign texture then the next time we are
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* asked to glBindTexture we can't try and optimize a redundant state
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* change because we don't know if the original texture name was deleted
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* and now we are being asked to bind a recycled name. */
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gboolean is_foreign;
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/* We have many components in Cogl that need to temporarily bind arbitrary
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* textures e.g. to query texture object parameters and since we don't
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* want that to result in too much redundant reflushing of layer state
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* when all that's needed is to re-bind the layers gl_texture we use this
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* to track when the .layer_gl_texture state is invalid.
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*
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* XXX: as a further optimization cogl-material.c uses a convention
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* of always leaving texture unit 1 active when not dealing with the
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* flushing of layer state, so we can assume this is only ever TRUE
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* for unit 1.
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*/
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gboolean dirty_gl_texture;
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/* A matrix stack giving us the means to associate a texture
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* transform matrix with the texture unit. */
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CoglMatrixStack *matrix_stack;
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/*
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* Higher level layer state associated with the unit...
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*/
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/* The CoglMaterialLayer whos state was flushed to update this
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* texture unit last.
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*
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* This will be set to NULL if the layer is modified or freed which
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* means when we come to flush a layer; if this pointer is still
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* valid and == to the layer being flushed we don't need to update
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* any texture unit state. */
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CoglMaterialLayer *layer;
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/* To help minimize the state changes required we track the
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* difference flags associated with the layer whos state was last
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* flushed to update this texture unit.
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*
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* Note: we track this explicitly because .layer may get invalidated
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* if that layer is modified or deleted. Even if the layer is
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* invalidated though these flags can be used to optimize the state
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* flush of the next layer
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*/
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unsigned long layer_differences;
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/* The options that may have affected how the layer state updated
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* this texture unit. */
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gboolean fallback;
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gboolean layer0_overridden;
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/* When flushing a layers state, fallback options may mean that a
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* different CoglTexture is used than layer->texture.
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*
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* Once a layers state has been flushed we have to keep track of
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* changes to that layer so if we are asked to re-flush the same
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* layer later we will know what work is required. This also means
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* we need to keep track of changes to the CoglTexture of that layer
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* so we need to explicitly keep a reference to the final texture
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* chosen.
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*/
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CoglHandle texture;
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} CoglTextureUnit;
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CoglTextureUnit *
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_cogl_get_texture_unit (int index_);
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void
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_cogl_destroy_texture_units (void);
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void
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_cogl_bind_gl_texture_transient (GLenum gl_target,
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GLuint gl_texture,
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gboolean is_foreign);
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typedef enum _CoglMaterialEqualFlags
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{
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/* Return FALSE if any component of either material isn't set to its
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* default value. (Note: if the materials have corresponding flush
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* options indicating that e.g. the material color won't be flushed then
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* this will not assert a default color value.) */
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COGL_MATERIAL_EQUAL_FLAGS_ASSERT_ALL_DEFAULTS = 1L<<0,
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} CoglMaterialEqualFlags;
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typedef enum _CoglMaterialLayerDifferenceFlags
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{
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COGL_MATERIAL_LAYER_DIFFERENCE_TEXTURE = 1L<<0,
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COGL_MATERIAL_LAYER_DIFFERENCE_COMBINE = 1L<<1,
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COGL_MATERIAL_LAYER_DIFFERENCE_COMBINE_CONSTANT = 1L<<2,
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COGL_MATERIAL_LAYER_DIFFERENCE_USER_MATRIX = 1L<<3,
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COGL_MATERIAL_LAYER_DIFFERENCE_FILTERS = 1L<<4
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} CoglMaterialLayerDifferenceFlags;
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typedef enum _CoglMaterialLayerChangeFlags
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{
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COGL_MATERIAL_LAYER_CHANGE_TEXTURE = 1L<<0,
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COGL_MATERIAL_LAYER_CHANGE_COMBINE = 1L<<1,
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COGL_MATERIAL_LAYER_CHANGE_COMBINE_CONSTANT = 1L<<2,
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COGL_MATERIAL_LAYER_CHANGE_USER_MATRIX = 1L<<3,
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COGL_MATERIAL_LAYER_CHANGE_FILTERS = 1L<<4,
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COGL_MATERIAL_LAYER_CHANGE_TEXTURE_INTERN = 1L<<5,
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COGL_MATERIAL_LAYER_CHANGE_UNIT = 1L<<6
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} CoglMaterialLayerChangeFlags;
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struct _CoglMaterialLayer
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{
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CoglHandleObject _parent;
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/* Parent material */
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CoglMaterial *material;
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unsigned int index; /*!< lowest index is blended first then others on
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top */
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int unit_index;
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unsigned long differences;
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CoglHandle texture; /*!< The texture for this layer, or
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COGL_INVALID_HANDLE for an empty layer */
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CoglMaterialFilter mag_filter;
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CoglMaterialFilter min_filter;
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CoglMaterialWrapMode wrap_mode_s;
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CoglMaterialWrapMode wrap_mode_t;
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CoglMaterialWrapMode wrap_mode_r;
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/* Determines how the color of individual texture fragments
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* are calculated. */
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GLint texture_combine_rgb_func;
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GLint texture_combine_rgb_src[3];
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GLint texture_combine_rgb_op[3];
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GLint texture_combine_alpha_func;
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GLint texture_combine_alpha_src[3];
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GLint texture_combine_alpha_op[3];
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GLfloat texture_combine_constant[4];
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/* TODO: Support purely GLSL based material layers */
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CoglMatrix matrix;
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/* Different material backends (GLSL/ARBfp/Fixed Function) may
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* want to associate private data with a layer... */
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void *backend_priv;
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};
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typedef enum _CoglMaterialFlags
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{
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COGL_MATERIAL_FLAG_DEFAULT_COLOR = 1L<<1,
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COGL_MATERIAL_FLAG_DEFAULT_GL_MATERIAL = 1L<<2,
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COGL_MATERIAL_FLAG_DEFAULT_ALPHA_FUNC = 1L<<3,
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COGL_MATERIAL_FLAG_ENABLE_BLEND = 1L<<4,
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COGL_MATERIAL_FLAG_DEFAULT_BLEND = 1L<<5,
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COGL_MATERIAL_FLAG_DEFAULT_USER_SHADER = 1L<<6,
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COGL_MATERIAL_FLAG_DEFAULT_LAYERS = 1L<<7
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} CoglMaterialFlags;
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/* This defines the initialization state for
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* ctx->current_material_flags which should result in the first
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* material flush explicitly initializing everything
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*/
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#define COGL_MATERIAL_FLAGS_INIT \
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COGL_MATERIAL_FLAG_DEFAULT_USER_SHADER
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typedef enum _CoglMaterialChangeFlag
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{
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COGL_MATERIAL_CHANGE_COLOR = 1L<<1,
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COGL_MATERIAL_CHANGE_GL_MATERIAL = 1L<<2,
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COGL_MATERIAL_CHANGE_ALPHA_FUNC = 1L<<3,
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COGL_MATERIAL_CHANGE_ENABLE_BLEND = 1L<<4,
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COGL_MATERIAL_CHANGE_BLEND = 1L<<5,
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COGL_MATERIAL_CHANGE_USER_SHADER = 1L<<6,
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COGL_MATERIAL_CHANGE_LAYERS = 1L<<7
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} CoglMaterialChangeFlag;
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struct _CoglMaterial
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{
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CoglHandleObject _parent;
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unsigned long journal_ref_count;
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int backend;
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unsigned long flags;
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/* If no lighting is enabled; this is the basic material color */
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GLubyte unlit[4];
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/* Standard OpenGL lighting model attributes */
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GLfloat ambient[4];
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GLfloat diffuse[4];
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GLfloat specular[4];
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GLfloat emission[4];
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GLfloat shininess;
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/* Determines what fragments are discarded based on their alpha */
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CoglMaterialAlphaFunc alpha_func;
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GLfloat alpha_func_reference;
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/* Determines how this material is blended with other primitives */
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#ifndef HAVE_COGL_GLES
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GLenum blend_equation_rgb;
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GLenum blend_equation_alpha;
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GLint blend_src_factor_alpha;
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GLint blend_dst_factor_alpha;
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GLfloat blend_constant[4];
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#endif
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GLint blend_src_factor_rgb;
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GLint blend_dst_factor_rgb;
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CoglHandle user_program;
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GList *layers;
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unsigned int n_layers;
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void *backend_priv;
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};
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typedef struct _CoglMaterialBackend
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{
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int (*get_max_texture_units) (void);
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gboolean (*start) (CoglMaterial *material);
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gboolean (*add_layer) (CoglMaterialLayer *layer);
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gboolean (*passthrough) (CoglMaterial *material);
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gboolean (*end) (CoglMaterial *material);
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void (*material_change_notify) (CoglMaterial *material,
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unsigned long changes,
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GLubyte *new_color);
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void (*layer_change_notify) (CoglMaterialLayer *layer,
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unsigned long changes);
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void (*free_priv) (CoglMaterial *material);
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} CoglMaterialBackend;
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typedef enum
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{
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COGL_MATERIAL_PROGRAM_TYPE_GLSL = 1,
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COGL_MATERIAL_PROGRAM_TYPE_ARBFP,
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COGL_MATERIAL_PROGRAM_TYPE_FIXED
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} CoglMaterialProgramType;
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/*
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* SECTION:cogl-material-internals
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* @short_description: Functions for creating custom primitives that make use
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* of Cogl materials for filling.
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*
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* Normally you shouldn't need to use this API directly, but if you need to
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* developing a custom/specialised primitive - probably using raw OpenGL - then
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* this API aims to expose enough of the material internals to support being
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* able to fill your geometry according to a given Cogl material.
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*/
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/*
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* _cogl_material_init_default_material:
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*
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* This initializes the first material owned by the Cogl context. All
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* subsequently instantiated materials created via the cogl_material_new()
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* API will initially be a copy of this material.
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*/
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void
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_cogl_material_init_default_material (void);
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/*
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* cogl_material_get_cogl_enable_flags:
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* @material: A CoglMaterial object
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*
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* This determines what flags need to be passed to cogl_enable before this
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* material can be used. Normally you shouldn't need to use this function
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* directly since Cogl will do this internally, but if you are developing
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* custom primitives directly with OpenGL you may want to use this.
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*
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* Note: This API is hopfully just a stop-gap solution. Ideally cogl_enable
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* will be replaced.
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*/
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/* TODO: find a nicer solution! */
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unsigned long
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_cogl_material_get_cogl_enable_flags (CoglHandle handle);
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gboolean
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_cogl_material_layer_has_user_matrix (CoglHandle layer_handle);
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/*
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* Ensures the mipmaps are available for the texture in the layer if
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* the filter settings would require it
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*/
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void
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_cogl_material_layer_ensure_mipmaps (CoglHandle layer_handler);
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/*
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* CoglMaterialFlushFlag:
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* @COGL_MATERIAL_FLUSH_FALLBACK_MASK: The fallback_layers member is set to
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* a guint32 mask of the layers that can't be supported with the user
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* supplied texture and need to be replaced with fallback textures. (1 =
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* fallback, and the least significant bit = layer 0)
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* @COGL_MATERIAL_FLUSH_DISABLE_MASK: The disable_layers member is set to
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* a guint32 mask of the layers that you want to completly disable
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* texturing for (1 = fallback, and the least significant bit = layer 0)
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* @COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE: The layer0_override_texture member is
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* set to a GLuint OpenGL texture name to override the texture used for
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* layer 0 of the material. This is intended for dealing with sliced
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* textures where you will need to point to each of the texture slices in
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* turn when drawing your geometry. Passing a value of 0 is the same as
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* not passing the option at all.
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* @COGL_MATERIAL_FLUSH_SKIP_GL_COLOR: When flushing the GL state for the
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* material don't call glColor.
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* @COGL_MATERIAL_FLUSH_WRAP_MODE_OVERRIDES: Specifies that a bitmask
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* of overrides for the wrap modes for some or all layers is
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* given.
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*/
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typedef enum _CoglMaterialFlushFlag
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{
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COGL_MATERIAL_FLUSH_FALLBACK_MASK = 1L<<0,
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COGL_MATERIAL_FLUSH_DISABLE_MASK = 1L<<1,
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COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE = 1L<<2,
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COGL_MATERIAL_FLUSH_SKIP_GL_COLOR = 1L<<3,
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COGL_MATERIAL_FLUSH_WRAP_MODE_OVERRIDES = 1L<<4
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} CoglMaterialFlushFlag;
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/* These constants are used to fill in wrap_mode_overrides */
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#define COGL_MATERIAL_WRAP_MODE_OVERRIDE_NONE 0 /* no override */
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#define COGL_MATERIAL_WRAP_MODE_OVERRIDE_REPEAT 1
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#define COGL_MATERIAL_WRAP_MODE_OVERRIDE_CLAMP_TO_EDGE 2
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#define COGL_MATERIAL_WRAP_MODE_OVERRIDE_CLAMP_TO_BORDER 3
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/* There can't be more than 32 layers because we need to fit a bitmask
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of the layers into a guint32 */
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#define COGL_MATERIAL_MAX_LAYERS 32
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typedef struct _CoglMaterialWrapModeOverrides
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{
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struct
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{
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unsigned long s : 2;
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unsigned long t : 2;
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unsigned long r : 2;
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} values[COGL_MATERIAL_MAX_LAYERS];
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} CoglMaterialWrapModeOverrides;
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/*
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* CoglMaterialFlushOptions:
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*
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*/
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typedef struct _CoglMaterialFlushOptions
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{
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CoglMaterialFlushFlag flags;
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guint32 fallback_layers;
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guint32 disable_layers;
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GLuint layer0_override_texture;
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CoglMaterialWrapModeOverrides wrap_mode_overrides;
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} CoglMaterialFlushOptions;
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void
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_cogl_material_get_colorubv (CoglHandle handle,
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guint8 *color);
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void
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_cogl_material_flush_gl_state (CoglHandle material,
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CoglMaterialFlushOptions *options);
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gboolean
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_cogl_material_equal (CoglHandle material0_handle,
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CoglMaterialFlushOptions *material0_flush_options,
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CoglHandle material1_handle,
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CoglMaterialFlushOptions *material1_flush_options);
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CoglHandle
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_cogl_material_journal_ref (CoglHandle material_handle);
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void
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_cogl_material_journal_unref (CoglHandle material_handle);
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/* TODO: These should be made public once we add support for 3D
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textures in Cogl */
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void
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_cogl_material_set_layer_wrap_mode_r (CoglHandle material,
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int layer_index,
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CoglMaterialWrapMode mode);
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CoglMaterialWrapMode
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_cogl_material_layer_get_wrap_mode_r (CoglHandle layer);
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void
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_cogl_material_set_user_program (CoglHandle handle,
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CoglHandle program);
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void
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_cogl_delete_gl_texture (GLuint gl_texture);
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void
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_cogl_material_apply_legacy_state (CoglHandle handle);
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void
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_cogl_gl_use_program_wrapper (GLuint program);
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#endif /* __COGL_MATERIAL_PRIVATE_H */
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