mutter/cogl/cogl-pipeline-layer-state.c
Robert Bragg b72f255c0a Start to reduce dependence on glib
Since we've had several developers from admirable projects say they
would like to use Cogl but would really prefer not to pull in
gobject,gmodule and glib as extra dependencies we are investigating if
we can get to the point where glib is only an optional dependency.
Actually we feel like we only make minimal use of glib anyway, so it may
well be quite straightforward to achieve this.

This adds a --disable-glib configure option that can be used to disable
features that depend on glib.

Actually --disable-glib doesn't strictly disable glib at this point
because it's more helpful if cogl continues to build as we make
incremental progress towards this.

The first use of glib that this patch tackles is the use of
g_return_val_if_fail and g_return_if_fail which have been replaced with
equivalent _COGL_RETURN_VAL_IF_FAIL and _COGL_RETURN_IF_FAIL macros.

Reviewed-by: Neil Roberts <neil@linux.intel.com>
2011-11-01 12:03:02 +00:00

1668 lines
57 KiB
C

/*
* 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
* <http://www.gnu.org/licenses/>.
*
*
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl-context-private.h"
#include "cogl-pipeline-private.h"
#include "cogl-blend-string.h"
#include "cogl-util.h"
#include "cogl-matrix.h"
#include "string.h"
#if 0
#include "cogl-context-private.h"
#include "cogl-color-private.h"
#endif
/*
* XXX: consider special casing layer->unit_index so it's not a sparse
* property so instead we can assume it's valid for all layer
* instances.
* - We would need to initialize ->unit_index in
* _cogl_pipeline_layer_copy ().
*
* XXX: If you use this API you should consider that the given layer
* might not be writeable and so a new derived layer will be allocated
* and modified instead. The layer modified will be returned so you
* can identify when this happens.
*/
CoglPipelineLayer *
_cogl_pipeline_set_layer_unit (CoglPipeline *required_owner,
CoglPipelineLayer *layer,
int unit_index)
{
CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_UNIT;
CoglPipelineLayer *authority =
_cogl_pipeline_layer_get_authority (layer, change);
CoglPipelineLayer *new;
if (authority->unit_index == unit_index)
return layer;
new =
_cogl_pipeline_layer_pre_change_notify (required_owner,
layer,
change);
if (new != layer)
layer = new;
else
{
/* If the layer we found is currently the authority on the state
* we are changing see if we can revert to one of our ancestors
* being the authority. */
if (layer == authority &&
_cogl_pipeline_layer_get_parent (authority) != NULL)
{
CoglPipelineLayer *parent =
_cogl_pipeline_layer_get_parent (authority);
CoglPipelineLayer *old_authority =
_cogl_pipeline_layer_get_authority (parent, change);
if (old_authority->unit_index == unit_index)
{
layer->differences &= ~change;
return layer;
}
}
}
layer->unit_index = unit_index;
/* If we weren't previously the authority on this state then we need
* to extended our differences mask and so it's possible that some
* of our ancestry will now become redundant, so we aim to reparent
* ourselves if that's true... */
if (layer != authority)
{
layer->differences |= change;
_cogl_pipeline_layer_prune_redundant_ancestry (layer);
}
return layer;
}
CoglTexture *
_cogl_pipeline_layer_get_texture_real (CoglPipelineLayer *layer)
{
CoglPipelineLayer *authority =
_cogl_pipeline_layer_get_authority (layer,
COGL_PIPELINE_LAYER_STATE_TEXTURE_DATA);
return authority->texture;
}
CoglTexture *
_cogl_pipeline_get_layer_texture (CoglPipeline *pipeline,
int layer_index)
{
CoglPipelineLayer *layer =
_cogl_pipeline_get_layer (pipeline, layer_index);
return _cogl_pipeline_layer_get_texture (layer);
}
static void
_cogl_pipeline_set_layer_texture_target (CoglPipeline *pipeline,
int layer_index,
GLenum target)
{
CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_TEXTURE_TARGET;
CoglPipelineLayer *layer;
CoglPipelineLayer *authority;
CoglPipelineLayer *new;
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* pipeline. If the layer is created then it will be owned by
* pipeline. */
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_pipeline_layer_get_authority (layer, change);
if (target == authority->target)
return;
new = _cogl_pipeline_layer_pre_change_notify (pipeline, layer, change);
if (new != layer)
layer = new;
else
{
/* If the original layer we found is currently the authority on
* the state we are changing see if we can revert to one of our
* ancestors being the authority. */
if (layer == authority &&
_cogl_pipeline_layer_get_parent (authority) != NULL)
{
CoglPipelineLayer *parent =
_cogl_pipeline_layer_get_parent (authority);
CoglPipelineLayer *old_authority =
_cogl_pipeline_layer_get_authority (parent, change);
if (old_authority->target == target)
{
layer->differences &= ~change;
g_assert (layer->owner == pipeline);
if (layer->differences == 0)
_cogl_pipeline_prune_empty_layer_difference (pipeline,
layer);
goto changed;
}
}
}
layer->target = target;
/* If we weren't previously the authority on this state then we need
* to extended our differences mask and so it's possible that some
* of our ancestry will now become redundant, so we aim to reparent
* ourselves if that's true... */
if (layer != authority)
{
layer->differences |= change;
_cogl_pipeline_layer_prune_redundant_ancestry (layer);
}
changed:
_cogl_pipeline_update_blend_enable (pipeline, COGL_PIPELINE_STATE_LAYERS);
}
static void
_cogl_pipeline_set_layer_texture_data (CoglPipeline *pipeline,
int layer_index,
CoglTexture *texture)
{
CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_TEXTURE_DATA;
CoglPipelineLayer *layer;
CoglPipelineLayer *authority;
CoglPipelineLayer *new;
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* pipeline. If the layer is created then it will be owned by
* pipeline. */
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_pipeline_layer_get_authority (layer, change);
if (authority->texture == texture)
return;
new = _cogl_pipeline_layer_pre_change_notify (pipeline, layer, change);
if (new != layer)
layer = new;
else
{
/* If the original layer we found is currently the authority on
* the state we are changing see if we can revert to one of our
* ancestors being the authority. */
if (layer == authority &&
_cogl_pipeline_layer_get_parent (authority) != NULL)
{
CoglPipelineLayer *parent =
_cogl_pipeline_layer_get_parent (authority);
CoglPipelineLayer *old_authority =
_cogl_pipeline_layer_get_authority (parent, change);
if (old_authority->texture == texture)
{
layer->differences &= ~change;
if (layer->texture != NULL)
cogl_object_unref (layer->texture);
g_assert (layer->owner == pipeline);
if (layer->differences == 0)
_cogl_pipeline_prune_empty_layer_difference (pipeline,
layer);
goto changed;
}
}
}
if (texture != NULL)
cogl_object_ref (texture);
if (layer == authority &&
layer->texture != NULL)
cogl_object_unref (layer->texture);
layer->texture = texture;
/* If we weren't previously the authority on this state then we need
* to extended our differences mask and so it's possible that some
* of our ancestry will now become redundant, so we aim to reparent
* ourselves if that's true... */
if (layer != authority)
{
layer->differences |= change;
_cogl_pipeline_layer_prune_redundant_ancestry (layer);
}
changed:
_cogl_pipeline_update_blend_enable (pipeline, COGL_PIPELINE_STATE_LAYERS);
}
/* A convenience for querying the target of a given texture that
* notably returns 0 for NULL textures - so we can say that a layer
* with no associated CoglTexture will have a texture target of 0.
*/
static GLenum
get_texture_target (CoglTexture *texture)
{
GLuint ignore_handle;
GLenum gl_target;
_COGL_RETURN_VAL_IF_FAIL (texture, 0);
cogl_texture_get_gl_texture (texture, &ignore_handle, &gl_target);
return gl_target;
}
void
cogl_pipeline_set_layer_texture (CoglPipeline *pipeline,
int layer_index,
CoglTexture *texture)
{
/* For the convenience of fragend code we separate texture state
* into the "target" and the "data", and setting a layer texture
* updates both of these properties.
*
* One example for why this is helpful is that the fragends may
* cache programs they generate and want to re-use those programs
* with all pipelines having equivalent fragment processing state.
* For the sake of determining if pipelines have equivalent fragment
* processing state we don't need to compare that the same
* underlying texture objects are referenced by the pipelines but we
* do need to see if they use the same texture targets. Making this
* distinction is much simpler if they are in different state
* groups.
*
* Note: if a NULL texture is set then we leave the target unchanged
* so we can avoid needlessly invalidating any associated fragment
* program.
*/
if (texture)
_cogl_pipeline_set_layer_texture_target (pipeline, layer_index,
get_texture_target (texture));
_cogl_pipeline_set_layer_texture_data (pipeline, layer_index, texture);
}
void
_cogl_pipeline_set_layer_wrap_modes (CoglPipeline *pipeline,
CoglPipelineLayer *layer,
CoglPipelineLayer *authority,
CoglPipelineWrapModeInternal wrap_mode_s,
CoglPipelineWrapModeInternal wrap_mode_t,
CoglPipelineWrapModeInternal wrap_mode_p)
{
CoglPipelineLayer *new;
CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_WRAP_MODES;
if (authority->wrap_mode_s == wrap_mode_s &&
authority->wrap_mode_t == wrap_mode_t &&
authority->wrap_mode_p == wrap_mode_p)
return;
new = _cogl_pipeline_layer_pre_change_notify (pipeline, layer, change);
if (new != layer)
layer = new;
else
{
/* If the original layer we found is currently the authority on
* the state we are changing see if we can revert to one of our
* ancestors being the authority. */
if (layer == authority &&
_cogl_pipeline_layer_get_parent (authority) != NULL)
{
CoglPipelineLayer *parent =
_cogl_pipeline_layer_get_parent (authority);
CoglPipelineLayer *old_authority =
_cogl_pipeline_layer_get_authority (parent, change);
if (old_authority->wrap_mode_s == wrap_mode_s &&
old_authority->wrap_mode_t == wrap_mode_t &&
old_authority->wrap_mode_p == wrap_mode_p)
{
layer->differences &= ~change;
g_assert (layer->owner == pipeline);
if (layer->differences == 0)
_cogl_pipeline_prune_empty_layer_difference (pipeline,
layer);
return;
}
}
}
layer->wrap_mode_s = wrap_mode_s;
layer->wrap_mode_t = wrap_mode_t;
layer->wrap_mode_p = wrap_mode_p;
/* If we weren't previously the authority on this state then we need
* to extended our differences mask and so it's possible that some
* of our ancestry will now become redundant, so we aim to reparent
* ourselves if that's true... */
if (layer != authority)
{
layer->differences |= change;
_cogl_pipeline_layer_prune_redundant_ancestry (layer);
}
}
static CoglPipelineWrapModeInternal
public_to_internal_wrap_mode (CoglPipelineWrapMode mode)
{
return (CoglPipelineWrapModeInternal)mode;
}
static CoglPipelineWrapMode
internal_to_public_wrap_mode (CoglPipelineWrapModeInternal internal_mode)
{
_COGL_RETURN_VAL_IF_FAIL (internal_mode !=
COGL_PIPELINE_WRAP_MODE_INTERNAL_CLAMP_TO_BORDER,
COGL_PIPELINE_WRAP_MODE_AUTOMATIC);
return (CoglPipelineWrapMode)internal_mode;
}
void
cogl_pipeline_set_layer_wrap_mode_s (CoglPipeline *pipeline,
int layer_index,
CoglPipelineWrapMode mode)
{
CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_WRAP_MODES;
CoglPipelineLayer *layer;
CoglPipelineLayer *authority;
CoglPipelineWrapModeInternal internal_mode =
public_to_internal_wrap_mode (mode);
_COGL_RETURN_IF_FAIL (cogl_is_pipeline (pipeline));
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* pipeline. If the layer is created then it will be owned by
* pipeline. */
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_pipeline_layer_get_authority (layer, change);
_cogl_pipeline_set_layer_wrap_modes (pipeline, layer, authority,
internal_mode,
authority->wrap_mode_t,
authority->wrap_mode_p);
}
void
cogl_pipeline_set_layer_wrap_mode_t (CoglPipeline *pipeline,
int layer_index,
CoglPipelineWrapMode mode)
{
CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_WRAP_MODES;
CoglPipelineLayer *layer;
CoglPipelineLayer *authority;
CoglPipelineWrapModeInternal internal_mode =
public_to_internal_wrap_mode (mode);
_COGL_RETURN_IF_FAIL (cogl_is_pipeline (pipeline));
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* pipeline. If the layer is created then it will be owned by
* pipeline. */
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_pipeline_layer_get_authority (layer, change);
_cogl_pipeline_set_layer_wrap_modes (pipeline, layer, authority,
authority->wrap_mode_s,
internal_mode,
authority->wrap_mode_p);
}
/* The rationale for naming the third texture coordinate 'p' instead
of OpenGL's usual 'r' is that 'r' conflicts with the usual naming
of the 'red' component when treating a vector as a color. Under
GLSL this is awkward because the texture swizzling for a vector
uses a single letter for each component and the names for colors,
textures and positions are synonymous. GLSL works around this by
naming the components of the texture s, t, p and q. Cogl already
effectively already exposes this naming because it exposes GLSL so
it makes sense to use that naming consistently. Another alternative
could be u, v and w. This is what Blender and Direct3D use. However
the w component conflicts with the w component of a position
vertex. */
void
cogl_pipeline_set_layer_wrap_mode_p (CoglPipeline *pipeline,
int layer_index,
CoglPipelineWrapMode mode)
{
CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_WRAP_MODES;
CoglPipelineLayer *layer;
CoglPipelineLayer *authority;
CoglPipelineWrapModeInternal internal_mode =
public_to_internal_wrap_mode (mode);
_COGL_RETURN_IF_FAIL (cogl_is_pipeline (pipeline));
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* pipeline. If the layer is created then it will be owned by
* pipeline. */
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_pipeline_layer_get_authority (layer, change);
_cogl_pipeline_set_layer_wrap_modes (pipeline, layer, authority,
authority->wrap_mode_s,
authority->wrap_mode_t,
internal_mode);
}
void
cogl_pipeline_set_layer_wrap_mode (CoglPipeline *pipeline,
int layer_index,
CoglPipelineWrapMode mode)
{
CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_WRAP_MODES;
CoglPipelineLayer *layer;
CoglPipelineLayer *authority;
CoglPipelineWrapModeInternal internal_mode =
public_to_internal_wrap_mode (mode);
_COGL_RETURN_IF_FAIL (cogl_is_pipeline (pipeline));
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* pipeline. If the layer is created then it will be owned by
* pipeline. */
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_pipeline_layer_get_authority (layer, change);
_cogl_pipeline_set_layer_wrap_modes (pipeline, layer, authority,
internal_mode,
internal_mode,
internal_mode);
/* XXX: I wonder if we should really be duplicating the mode into
* the 'r' wrap mode too? */
}
/* FIXME: deprecate this API */
CoglPipelineWrapMode
_cogl_pipeline_layer_get_wrap_mode_s (CoglPipelineLayer *layer)
{
CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_WRAP_MODES;
CoglPipelineLayer *authority;
_COGL_RETURN_VAL_IF_FAIL (_cogl_is_pipeline_layer (layer), FALSE);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_pipeline_layer_get_authority (layer, change);
return internal_to_public_wrap_mode (authority->wrap_mode_s);
}
CoglPipelineWrapMode
cogl_pipeline_get_layer_wrap_mode_s (CoglPipeline *pipeline, int layer_index)
{
CoglPipelineLayer *layer;
_COGL_RETURN_VAL_IF_FAIL (cogl_is_pipeline (pipeline), FALSE);
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* pipeline. If the layer is created then it will be owned by
* pipeline. */
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
/* FIXME: we shouldn't ever construct a layer in a getter function */
return _cogl_pipeline_layer_get_wrap_mode_s (layer);
}
/* FIXME: deprecate this API */
CoglPipelineWrapMode
_cogl_pipeline_layer_get_wrap_mode_t (CoglPipelineLayer *layer)
{
CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_WRAP_MODES;
CoglPipelineLayer *authority;
_COGL_RETURN_VAL_IF_FAIL (_cogl_is_pipeline_layer (layer), FALSE);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_pipeline_layer_get_authority (layer, change);
return internal_to_public_wrap_mode (authority->wrap_mode_t);
}
CoglPipelineWrapMode
cogl_pipeline_get_layer_wrap_mode_t (CoglPipeline *pipeline, int layer_index)
{
CoglPipelineLayer *layer;
_COGL_RETURN_VAL_IF_FAIL (cogl_is_pipeline (pipeline), FALSE);
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* pipeline. If the layer is created then it will be owned by
* pipeline. */
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
/* FIXME: we shouldn't ever construct a layer in a getter function */
return _cogl_pipeline_layer_get_wrap_mode_t (layer);
}
CoglPipelineWrapMode
_cogl_pipeline_layer_get_wrap_mode_p (CoglPipelineLayer *layer)
{
CoglPipelineLayerState change = COGL_PIPELINE_LAYER_STATE_WRAP_MODES;
CoglPipelineLayer *authority =
_cogl_pipeline_layer_get_authority (layer, change);
return internal_to_public_wrap_mode (authority->wrap_mode_p);
}
CoglPipelineWrapMode
cogl_pipeline_get_layer_wrap_mode_p (CoglPipeline *pipeline, int layer_index)
{
CoglPipelineLayer *layer;
_COGL_RETURN_VAL_IF_FAIL (cogl_is_pipeline (pipeline), FALSE);
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* pipeline. If the layer is created then it will be owned by
* pipeline. */
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
return _cogl_pipeline_layer_get_wrap_mode_p (layer);
}
void
_cogl_pipeline_layer_get_wrap_modes (CoglPipelineLayer *layer,
CoglPipelineWrapModeInternal *wrap_mode_s,
CoglPipelineWrapModeInternal *wrap_mode_t,
CoglPipelineWrapModeInternal *wrap_mode_p)
{
CoglPipelineLayer *authority =
_cogl_pipeline_layer_get_authority (layer,
COGL_PIPELINE_LAYER_STATE_WRAP_MODES);
*wrap_mode_s = authority->wrap_mode_s;
*wrap_mode_t = authority->wrap_mode_t;
*wrap_mode_p = authority->wrap_mode_p;
}
gboolean
cogl_pipeline_set_layer_point_sprite_coords_enabled (CoglPipeline *pipeline,
int layer_index,
gboolean enable,
GError **error)
{
CoglPipelineLayerState change =
COGL_PIPELINE_LAYER_STATE_POINT_SPRITE_COORDS;
CoglPipelineLayer *layer;
CoglPipelineLayer *new;
CoglPipelineLayer *authority;
_COGL_GET_CONTEXT (ctx, FALSE);
_COGL_RETURN_VAL_IF_FAIL (cogl_is_pipeline (pipeline), FALSE);
/* Don't allow point sprite coordinates to be enabled if the driver
doesn't support it */
if (enable && !cogl_has_feature (ctx, COGL_FEATURE_ID_POINT_SPRITE))
{
if (error)
{
g_set_error (error, COGL_ERROR, COGL_ERROR_UNSUPPORTED,
"Point sprite texture coordinates are enabled "
"for a layer but the GL driver does not support it.");
}
else
{
static gboolean warning_seen = FALSE;
if (!warning_seen)
g_warning ("Point sprite texture coordinates are enabled "
"for a layer but the GL driver does not support it.");
warning_seen = TRUE;
}
return FALSE;
}
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* pipeline. If the layer is created then it will be owned by
* pipeline. */
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_pipeline_layer_get_authority (layer, change);
if (authority->big_state->point_sprite_coords == enable)
return TRUE;
new = _cogl_pipeline_layer_pre_change_notify (pipeline, layer, change);
if (new != layer)
layer = new;
else
{
/* If the original layer we found is currently the authority on
* the state we are changing see if we can revert to one of our
* ancestors being the authority. */
if (layer == authority &&
_cogl_pipeline_layer_get_parent (authority) != NULL)
{
CoglPipelineLayer *parent =
_cogl_pipeline_layer_get_parent (authority);
CoglPipelineLayer *old_authority =
_cogl_pipeline_layer_get_authority (parent, change);
if (old_authority->big_state->point_sprite_coords == enable)
{
layer->differences &= ~change;
g_assert (layer->owner == pipeline);
if (layer->differences == 0)
_cogl_pipeline_prune_empty_layer_difference (pipeline,
layer);
return TRUE;
}
}
}
layer->big_state->point_sprite_coords = enable;
/* If we weren't previously the authority on this state then we need
* to extended our differences mask and so it's possible that some
* of our ancestry will now become redundant, so we aim to reparent
* ourselves if that's true... */
if (layer != authority)
{
layer->differences |= change;
_cogl_pipeline_layer_prune_redundant_ancestry (layer);
}
return TRUE;
}
gboolean
cogl_pipeline_get_layer_point_sprite_coords_enabled (CoglPipeline *pipeline,
int layer_index)
{
CoglPipelineLayerState change =
COGL_PIPELINE_LAYER_STATE_POINT_SPRITE_COORDS;
CoglPipelineLayer *layer;
CoglPipelineLayer *authority;
_COGL_RETURN_VAL_IF_FAIL (cogl_is_pipeline (pipeline), FALSE);
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* pipeline. If the layer is created then it will be owned by
* pipeline. */
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
/* FIXME: we shouldn't ever construct a layer in a getter function */
authority = _cogl_pipeline_layer_get_authority (layer, change);
return authority->big_state->point_sprite_coords;
}
gboolean
_cogl_pipeline_layer_texture_target_equal (CoglPipelineLayer *authority0,
CoglPipelineLayer *authority1,
CoglPipelineEvalFlags flags)
{
return authority0->target == authority1->target;
}
gboolean
_cogl_pipeline_layer_texture_data_equal (CoglPipelineLayer *authority0,
CoglPipelineLayer *authority1,
CoglPipelineEvalFlags flags)
{
GLuint gl_handle0, gl_handle1;
cogl_texture_get_gl_texture (authority0->texture, &gl_handle0, NULL);
cogl_texture_get_gl_texture (authority1->texture, &gl_handle1, NULL);
return gl_handle0 == gl_handle1;
}
gboolean
_cogl_pipeline_layer_combine_state_equal (CoglPipelineLayer *authority0,
CoglPipelineLayer *authority1)
{
CoglPipelineLayerBigState *big_state0 = authority0->big_state;
CoglPipelineLayerBigState *big_state1 = authority1->big_state;
int n_args;
int i;
if (big_state0->texture_combine_rgb_func !=
big_state1->texture_combine_rgb_func)
return FALSE;
if (big_state0->texture_combine_alpha_func !=
big_state1->texture_combine_alpha_func)
return FALSE;
n_args =
_cogl_get_n_args_for_combine_func (big_state0->texture_combine_rgb_func);
for (i = 0; i < n_args; i++)
{
if ((big_state0->texture_combine_rgb_src[i] !=
big_state1->texture_combine_rgb_src[i]) ||
(big_state0->texture_combine_rgb_op[i] !=
big_state1->texture_combine_rgb_op[i]))
return FALSE;
}
n_args =
_cogl_get_n_args_for_combine_func (big_state0->texture_combine_alpha_func);
for (i = 0; i < n_args; i++)
{
if ((big_state0->texture_combine_alpha_src[i] !=
big_state1->texture_combine_alpha_src[i]) ||
(big_state0->texture_combine_alpha_op[i] !=
big_state1->texture_combine_alpha_op[i]))
return FALSE;
}
return TRUE;
}
gboolean
_cogl_pipeline_layer_combine_constant_equal (CoglPipelineLayer *authority0,
CoglPipelineLayer *authority1)
{
return memcmp (authority0->big_state->texture_combine_constant,
authority1->big_state->texture_combine_constant,
sizeof (float) * 4) == 0 ? TRUE : FALSE;
}
gboolean
_cogl_pipeline_layer_filters_equal (CoglPipelineLayer *authority0,
CoglPipelineLayer *authority1)
{
if (authority0->mag_filter != authority1->mag_filter)
return FALSE;
if (authority0->min_filter != authority1->min_filter)
return FALSE;
return TRUE;
}
static gboolean
compare_wrap_mode_equal (CoglPipelineWrapMode wrap_mode0,
CoglPipelineWrapMode wrap_mode1)
{
/* We consider AUTOMATIC to be equivalent to CLAMP_TO_EDGE because
the primitives code is expected to override this to something
else if it wants it to be behave any other way */
if (wrap_mode0 == COGL_PIPELINE_WRAP_MODE_AUTOMATIC)
wrap_mode0 = COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE;
if (wrap_mode1 == COGL_PIPELINE_WRAP_MODE_AUTOMATIC)
wrap_mode1 = COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE;
return wrap_mode0 == wrap_mode1;
}
gboolean
_cogl_pipeline_layer_wrap_modes_equal (CoglPipelineLayer *authority0,
CoglPipelineLayer *authority1)
{
if (!compare_wrap_mode_equal (authority0->wrap_mode_s,
authority1->wrap_mode_s) ||
!compare_wrap_mode_equal (authority0->wrap_mode_t,
authority1->wrap_mode_t) ||
!compare_wrap_mode_equal (authority0->wrap_mode_p,
authority1->wrap_mode_p))
return FALSE;
return TRUE;
}
gboolean
_cogl_pipeline_layer_user_matrix_equal (CoglPipelineLayer *authority0,
CoglPipelineLayer *authority1)
{
CoglPipelineLayerBigState *big_state0 = authority0->big_state;
CoglPipelineLayerBigState *big_state1 = authority1->big_state;
if (!cogl_matrix_equal (&big_state0->matrix, &big_state1->matrix))
return FALSE;
return TRUE;
}
gboolean
_cogl_pipeline_layer_point_sprite_coords_equal (CoglPipelineLayer *authority0,
CoglPipelineLayer *authority1)
{
CoglPipelineLayerBigState *big_state0 = authority0->big_state;
CoglPipelineLayerBigState *big_state1 = authority1->big_state;
return big_state0->point_sprite_coords == big_state1->point_sprite_coords;
}
static void
setup_texture_combine_state (CoglBlendStringStatement *statement,
CoglPipelineCombineFunc *texture_combine_func,
CoglPipelineCombineSource *texture_combine_src,
CoglPipelineCombineOp *texture_combine_op)
{
int i;
switch (statement->function->type)
{
case COGL_BLEND_STRING_FUNCTION_REPLACE:
*texture_combine_func = COGL_PIPELINE_COMBINE_FUNC_REPLACE;
break;
case COGL_BLEND_STRING_FUNCTION_MODULATE:
*texture_combine_func = COGL_PIPELINE_COMBINE_FUNC_MODULATE;
break;
case COGL_BLEND_STRING_FUNCTION_ADD:
*texture_combine_func = COGL_PIPELINE_COMBINE_FUNC_ADD;
break;
case COGL_BLEND_STRING_FUNCTION_ADD_SIGNED:
*texture_combine_func = COGL_PIPELINE_COMBINE_FUNC_ADD_SIGNED;
break;
case COGL_BLEND_STRING_FUNCTION_INTERPOLATE:
*texture_combine_func = COGL_PIPELINE_COMBINE_FUNC_INTERPOLATE;
break;
case COGL_BLEND_STRING_FUNCTION_SUBTRACT:
*texture_combine_func = COGL_PIPELINE_COMBINE_FUNC_SUBTRACT;
break;
case COGL_BLEND_STRING_FUNCTION_DOT3_RGB:
*texture_combine_func = COGL_PIPELINE_COMBINE_FUNC_DOT3_RGB;
break;
case COGL_BLEND_STRING_FUNCTION_DOT3_RGBA:
*texture_combine_func = COGL_PIPELINE_COMBINE_FUNC_DOT3_RGBA;
break;
}
for (i = 0; i < statement->function->argc; i++)
{
CoglBlendStringArgument *arg = &statement->args[i];
switch (arg->source.info->type)
{
case COGL_BLEND_STRING_COLOR_SOURCE_CONSTANT:
texture_combine_src[i] = COGL_PIPELINE_COMBINE_SOURCE_CONSTANT;
break;
case COGL_BLEND_STRING_COLOR_SOURCE_TEXTURE:
texture_combine_src[i] = COGL_PIPELINE_COMBINE_SOURCE_TEXTURE;
break;
case COGL_BLEND_STRING_COLOR_SOURCE_TEXTURE_N:
texture_combine_src[i] =
COGL_PIPELINE_COMBINE_SOURCE_TEXTURE0 + arg->source.texture;
break;
case COGL_BLEND_STRING_COLOR_SOURCE_PRIMARY:
texture_combine_src[i] = COGL_PIPELINE_COMBINE_SOURCE_PRIMARY_COLOR;
break;
case COGL_BLEND_STRING_COLOR_SOURCE_PREVIOUS:
texture_combine_src[i] = COGL_PIPELINE_COMBINE_SOURCE_PREVIOUS;
break;
default:
g_warning ("Unexpected texture combine source");
texture_combine_src[i] = COGL_PIPELINE_COMBINE_SOURCE_TEXTURE;
}
if (arg->source.mask == COGL_BLEND_STRING_CHANNEL_MASK_RGB)
{
if (statement->args[i].source.one_minus)
texture_combine_op[i] =
COGL_PIPELINE_COMBINE_OP_ONE_MINUS_SRC_COLOR;
else
texture_combine_op[i] = COGL_PIPELINE_COMBINE_OP_SRC_COLOR;
}
else
{
if (statement->args[i].source.one_minus)
texture_combine_op[i] =
COGL_PIPELINE_COMBINE_OP_ONE_MINUS_SRC_ALPHA;
else
texture_combine_op[i] = COGL_PIPELINE_COMBINE_OP_SRC_ALPHA;
}
}
}
gboolean
cogl_pipeline_set_layer_combine (CoglPipeline *pipeline,
int layer_index,
const char *combine_description,
GError **error)
{
CoglPipelineLayerState state = COGL_PIPELINE_LAYER_STATE_COMBINE;
CoglPipelineLayer *authority;
CoglPipelineLayer *layer;
CoglBlendStringStatement statements[2];
CoglBlendStringStatement split[2];
CoglBlendStringStatement *rgb;
CoglBlendStringStatement *a;
GError *internal_error = NULL;
int count;
_COGL_RETURN_VAL_IF_FAIL (cogl_is_pipeline (pipeline), FALSE);
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* pipeline. If the layer is created then it will be owned by
* pipeline. */
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_pipeline_layer_get_authority (layer, state);
count =
_cogl_blend_string_compile (combine_description,
COGL_BLEND_STRING_CONTEXT_TEXTURE_COMBINE,
statements,
&internal_error);
if (!count)
{
if (error)
g_propagate_error (error, internal_error);
else
{
g_warning ("Cannot compile combine description: %s\n",
internal_error->message);
g_error_free (internal_error);
}
return FALSE;
}
if (statements[0].mask == COGL_BLEND_STRING_CHANNEL_MASK_RGBA)
{
_cogl_blend_string_split_rgba_statement (statements,
&split[0], &split[1]);
rgb = &split[0];
a = &split[1];
}
else
{
rgb = &statements[0];
a = &statements[1];
}
/* FIXME: compare the new state with the current state! */
/* possibly flush primitives referencing the current state... */
layer = _cogl_pipeline_layer_pre_change_notify (pipeline, layer, state);
setup_texture_combine_state (rgb,
&layer->big_state->texture_combine_rgb_func,
layer->big_state->texture_combine_rgb_src,
layer->big_state->texture_combine_rgb_op);
setup_texture_combine_state (a,
&layer->big_state->texture_combine_alpha_func,
layer->big_state->texture_combine_alpha_src,
layer->big_state->texture_combine_alpha_op);
/* If the original layer we found is currently the authority on
* the state we are changing see if we can revert to one of our
* ancestors being the authority. */
if (layer == authority &&
_cogl_pipeline_layer_get_parent (authority) != NULL)
{
CoglPipelineLayer *parent = _cogl_pipeline_layer_get_parent (authority);
CoglPipelineLayer *old_authority =
_cogl_pipeline_layer_get_authority (parent, state);
if (_cogl_pipeline_layer_combine_state_equal (authority,
old_authority))
{
layer->differences &= ~state;
g_assert (layer->owner == pipeline);
if (layer->differences == 0)
_cogl_pipeline_prune_empty_layer_difference (pipeline,
layer);
goto changed;
}
}
/* If we weren't previously the authority on this state then we need
* to extended our differences mask and so it's possible that some
* of our ancestry will now become redundant, so we aim to reparent
* ourselves if that's true... */
if (layer != authority)
{
layer->differences |= state;
_cogl_pipeline_layer_prune_redundant_ancestry (layer);
}
changed:
_cogl_pipeline_update_blend_enable (pipeline, COGL_PIPELINE_STATE_LAYERS);
return TRUE;
}
void
cogl_pipeline_set_layer_combine_constant (CoglPipeline *pipeline,
int layer_index,
const CoglColor *constant_color)
{
CoglPipelineLayerState state = COGL_PIPELINE_LAYER_STATE_COMBINE_CONSTANT;
CoglPipelineLayer *layer;
CoglPipelineLayer *authority;
CoglPipelineLayer *new;
float color_as_floats[4];
_COGL_RETURN_IF_FAIL (cogl_is_pipeline (pipeline));
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* pipeline. If the layer is created then it will be owned by
* pipeline. */
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_pipeline_layer_get_authority (layer, state);
color_as_floats[0] = cogl_color_get_red_float (constant_color);
color_as_floats[1] = cogl_color_get_green_float (constant_color);
color_as_floats[2] = cogl_color_get_blue_float (constant_color);
color_as_floats[3] = cogl_color_get_alpha_float (constant_color);
if (memcmp (authority->big_state->texture_combine_constant,
color_as_floats, sizeof (float) * 4) == 0)
return;
new = _cogl_pipeline_layer_pre_change_notify (pipeline, layer, state);
if (new != layer)
layer = new;
else
{
/* If the original layer we found is currently the authority on
* the state we are changing see if we can revert to one of our
* ancestors being the authority. */
if (layer == authority &&
_cogl_pipeline_layer_get_parent (authority) != NULL)
{
CoglPipelineLayer *parent =
_cogl_pipeline_layer_get_parent (authority);
CoglPipelineLayer *old_authority =
_cogl_pipeline_layer_get_authority (parent, state);
CoglPipelineLayerBigState *old_big_state = old_authority->big_state;
if (memcmp (old_big_state->texture_combine_constant,
color_as_floats, sizeof (float) * 4) == 0)
{
layer->differences &= ~state;
g_assert (layer->owner == pipeline);
if (layer->differences == 0)
_cogl_pipeline_prune_empty_layer_difference (pipeline,
layer);
goto changed;
}
}
}
memcpy (layer->big_state->texture_combine_constant,
color_as_floats,
sizeof (color_as_floats));
/* If we weren't previously the authority on this state then we need
* to extended our differences mask and so it's possible that some
* of our ancestry will now become redundant, so we aim to reparent
* ourselves if that's true... */
if (layer != authority)
{
layer->differences |= state;
_cogl_pipeline_layer_prune_redundant_ancestry (layer);
}
changed:
_cogl_pipeline_update_blend_enable (pipeline, COGL_PIPELINE_STATE_LAYERS);
}
void
_cogl_pipeline_get_layer_combine_constant (CoglPipeline *pipeline,
int layer_index,
float *constant)
{
CoglPipelineLayerState change =
COGL_PIPELINE_LAYER_STATE_COMBINE_CONSTANT;
CoglPipelineLayer *layer;
CoglPipelineLayer *authority;
_COGL_RETURN_IF_FAIL (cogl_is_pipeline (pipeline));
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* pipeline. If the layer is created then it will be owned by
* pipeline. */
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
/* FIXME: we shouldn't ever construct a layer in a getter function */
authority = _cogl_pipeline_layer_get_authority (layer, change);
memcpy (constant, authority->big_state->texture_combine_constant,
sizeof (float) * 4);
}
/* We should probably make a public API version of this that has a
matrix out-param. For an internal API it's good to be able to avoid
copying the matrix */
const CoglMatrix *
_cogl_pipeline_get_layer_matrix (CoglPipeline *pipeline, int layer_index)
{
CoglPipelineLayerState change =
COGL_PIPELINE_LAYER_STATE_USER_MATRIX;
CoglPipelineLayer *layer;
CoglPipelineLayer *authority;
_COGL_RETURN_VAL_IF_FAIL (cogl_is_pipeline (pipeline), NULL);
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
authority = _cogl_pipeline_layer_get_authority (layer, change);
return &authority->big_state->matrix;
}
void
cogl_pipeline_set_layer_matrix (CoglPipeline *pipeline,
int layer_index,
const CoglMatrix *matrix)
{
CoglPipelineLayerState state = COGL_PIPELINE_LAYER_STATE_USER_MATRIX;
CoglPipelineLayer *layer;
CoglPipelineLayer *authority;
CoglPipelineLayer *new;
_COGL_RETURN_IF_FAIL (cogl_is_pipeline (pipeline));
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* pipeline. If the layer is created then it will be owned by
* pipeline. */
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_pipeline_layer_get_authority (layer, state);
if (cogl_matrix_equal (matrix, &authority->big_state->matrix))
return;
new = _cogl_pipeline_layer_pre_change_notify (pipeline, layer, state);
if (new != layer)
layer = new;
else
{
/* If the original layer we found is currently the authority on
* the state we are changing see if we can revert to one of our
* ancestors being the authority. */
if (layer == authority &&
_cogl_pipeline_layer_get_parent (authority) != NULL)
{
CoglPipelineLayer *parent =
_cogl_pipeline_layer_get_parent (authority);
CoglPipelineLayer *old_authority =
_cogl_pipeline_layer_get_authority (parent, state);
if (cogl_matrix_equal (matrix, &old_authority->big_state->matrix))
{
layer->differences &= ~state;
g_assert (layer->owner == pipeline);
if (layer->differences == 0)
_cogl_pipeline_prune_empty_layer_difference (pipeline,
layer);
return;
}
}
}
layer->big_state->matrix = *matrix;
/* If we weren't previously the authority on this state then we need
* to extended our differences mask and so it's possible that some
* of our ancestry will now become redundant, so we aim to reparent
* ourselves if that's true... */
if (layer != authority)
{
layer->differences |= state;
_cogl_pipeline_layer_prune_redundant_ancestry (layer);
}
}
/* FIXME: deprecate and replace with
* cogl_pipeline_get_layer_texture() instead. */
CoglTexture *
_cogl_pipeline_layer_get_texture (CoglPipelineLayer *layer)
{
_COGL_RETURN_VAL_IF_FAIL (_cogl_is_pipeline_layer (layer), NULL);
return _cogl_pipeline_layer_get_texture_real (layer);
}
gboolean
_cogl_pipeline_layer_has_user_matrix (CoglPipeline *pipeline,
int layer_index)
{
CoglPipelineLayer *layer;
CoglPipelineLayer *authority;
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
authority =
_cogl_pipeline_layer_get_authority (layer,
COGL_PIPELINE_LAYER_STATE_USER_MATRIX);
/* If the authority is the default pipeline then no, otherwise yes */
return _cogl_pipeline_layer_get_parent (authority) ? TRUE : FALSE;
}
void
_cogl_pipeline_layer_get_filters (CoglPipelineLayer *layer,
CoglPipelineFilter *min_filter,
CoglPipelineFilter *mag_filter)
{
CoglPipelineLayer *authority =
_cogl_pipeline_layer_get_authority (layer,
COGL_PIPELINE_LAYER_STATE_FILTERS);
*min_filter = authority->min_filter;
*mag_filter = authority->mag_filter;
}
void
_cogl_pipeline_get_layer_filters (CoglPipeline *pipeline,
int layer_index,
CoglPipelineFilter *min_filter,
CoglPipelineFilter *mag_filter)
{
CoglPipelineLayer *layer;
CoglPipelineLayer *authority;
_COGL_RETURN_IF_FAIL (cogl_is_pipeline (pipeline));
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
authority =
_cogl_pipeline_layer_get_authority (layer,
COGL_PIPELINE_LAYER_STATE_FILTERS);
*min_filter = authority->min_filter;
*mag_filter = authority->mag_filter;
}
CoglPipelineFilter
_cogl_pipeline_get_layer_min_filter (CoglPipeline *pipeline,
int layer_index)
{
CoglPipelineFilter min_filter;
CoglPipelineFilter mag_filter;
_cogl_pipeline_get_layer_filters (pipeline, layer_index,
&min_filter, &mag_filter);
return min_filter;
}
CoglPipelineFilter
_cogl_pipeline_get_layer_mag_filter (CoglPipeline *pipeline,
int layer_index)
{
CoglPipelineFilter min_filter;
CoglPipelineFilter mag_filter;
_cogl_pipeline_get_layer_filters (pipeline, layer_index,
&min_filter, &mag_filter);
return mag_filter;
}
CoglPipelineFilter
_cogl_pipeline_layer_get_min_filter (CoglPipelineLayer *layer)
{
CoglPipelineLayer *authority;
_COGL_RETURN_VAL_IF_FAIL (_cogl_is_pipeline_layer (layer), 0);
authority =
_cogl_pipeline_layer_get_authority (layer,
COGL_PIPELINE_LAYER_STATE_FILTERS);
return authority->min_filter;
}
CoglPipelineFilter
_cogl_pipeline_layer_get_mag_filter (CoglPipelineLayer *layer)
{
CoglPipelineLayer *authority;
_COGL_RETURN_VAL_IF_FAIL (_cogl_is_pipeline_layer (layer), 0);
authority =
_cogl_pipeline_layer_get_authority (layer,
COGL_PIPELINE_LAYER_STATE_FILTERS);
return authority->mag_filter;
}
void
cogl_pipeline_set_layer_filters (CoglPipeline *pipeline,
int layer_index,
CoglPipelineFilter min_filter,
CoglPipelineFilter mag_filter)
{
CoglPipelineLayerState state = COGL_PIPELINE_LAYER_STATE_FILTERS;
CoglPipelineLayer *layer;
CoglPipelineLayer *authority;
CoglPipelineLayer *new;
_COGL_RETURN_IF_FAIL (cogl_is_pipeline (pipeline));
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* pipeline. If the layer is created then it will be owned by
* pipeline. */
layer = _cogl_pipeline_get_layer (pipeline, layer_index);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_pipeline_layer_get_authority (layer, state);
if (authority->min_filter == min_filter &&
authority->mag_filter == mag_filter)
return;
new = _cogl_pipeline_layer_pre_change_notify (pipeline, layer, state);
if (new != layer)
layer = new;
else
{
/* If the original layer we found is currently the authority on
* the state we are changing see if we can revert to one of our
* ancestors being the authority. */
if (layer == authority &&
_cogl_pipeline_layer_get_parent (authority) != NULL)
{
CoglPipelineLayer *parent =
_cogl_pipeline_layer_get_parent (authority);
CoglPipelineLayer *old_authority =
_cogl_pipeline_layer_get_authority (parent, state);
if (old_authority->min_filter == min_filter &&
old_authority->mag_filter == mag_filter)
{
layer->differences &= ~state;
g_assert (layer->owner == pipeline);
if (layer->differences == 0)
_cogl_pipeline_prune_empty_layer_difference (pipeline,
layer);
return;
}
}
}
layer->min_filter = min_filter;
layer->mag_filter = mag_filter;
/* If we weren't previously the authority on this state then we need
* to extended our differences mask and so it's possible that some
* of our ancestry will now become redundant, so we aim to reparent
* ourselves if that's true... */
if (layer != authority)
{
layer->differences |= state;
_cogl_pipeline_layer_prune_redundant_ancestry (layer);
}
}
void
_cogl_pipeline_layer_hash_unit_state (CoglPipelineLayer *authority,
CoglPipelineLayer **authorities,
CoglPipelineHashState *state)
{
int unit = authority->unit_index;
state->hash =
_cogl_util_one_at_a_time_hash (state->hash, &unit, sizeof (unit));
}
void
_cogl_pipeline_layer_hash_texture_target_state (CoglPipelineLayer *authority,
CoglPipelineLayer **authorities,
CoglPipelineHashState *state)
{
GLenum gl_target = authority->target;
state->hash =
_cogl_util_one_at_a_time_hash (state->hash, &gl_target, sizeof (gl_target));
}
void
_cogl_pipeline_layer_hash_texture_data_state (CoglPipelineLayer *authority,
CoglPipelineLayer **authorities,
CoglPipelineHashState *state)
{
GLuint gl_handle;
cogl_texture_get_gl_texture (authority->texture, &gl_handle, NULL);
state->hash =
_cogl_util_one_at_a_time_hash (state->hash, &gl_handle, sizeof (gl_handle));
}
void
_cogl_pipeline_layer_hash_filters_state (CoglPipelineLayer *authority,
CoglPipelineLayer **authorities,
CoglPipelineHashState *state)
{
unsigned int hash = state->hash;
hash = _cogl_util_one_at_a_time_hash (hash, &authority->mag_filter,
sizeof (authority->mag_filter));
hash = _cogl_util_one_at_a_time_hash (hash, &authority->min_filter,
sizeof (authority->min_filter));
state->hash = hash;
}
void
_cogl_pipeline_layer_hash_wrap_modes_state (CoglPipelineLayer *authority,
CoglPipelineLayer **authorities,
CoglPipelineHashState *state)
{
unsigned int hash = state->hash;
hash = _cogl_util_one_at_a_time_hash (hash, &authority->wrap_mode_s,
sizeof (authority->wrap_mode_s));
hash = _cogl_util_one_at_a_time_hash (hash, &authority->wrap_mode_t,
sizeof (authority->wrap_mode_t));
hash = _cogl_util_one_at_a_time_hash (hash, &authority->wrap_mode_p,
sizeof (authority->wrap_mode_p));
state->hash = hash;
}
void
_cogl_pipeline_layer_hash_combine_state (CoglPipelineLayer *authority,
CoglPipelineLayer **authorities,
CoglPipelineHashState *state)
{
unsigned int hash = state->hash;
CoglPipelineLayerBigState *b = authority->big_state;
int n_args;
int i;
hash = _cogl_util_one_at_a_time_hash (hash, &b->texture_combine_rgb_func,
sizeof (b->texture_combine_rgb_func));
n_args = _cogl_get_n_args_for_combine_func (b->texture_combine_rgb_func);
for (i = 0; i < n_args; i++)
{
hash =
_cogl_util_one_at_a_time_hash (hash, &b->texture_combine_rgb_src[i],
sizeof (b->texture_combine_rgb_src[i]));
hash =
_cogl_util_one_at_a_time_hash (hash, &b->texture_combine_rgb_op[i],
sizeof (b->texture_combine_rgb_op[i]));
}
hash = _cogl_util_one_at_a_time_hash (hash, &b->texture_combine_alpha_func,
sizeof (b->texture_combine_alpha_func));
n_args = _cogl_get_n_args_for_combine_func (b->texture_combine_alpha_func);
for (i = 0; i < n_args; i++)
{
hash =
_cogl_util_one_at_a_time_hash (hash, &b->texture_combine_alpha_src[i],
sizeof (b->texture_combine_alpha_src[i]));
hash =
_cogl_util_one_at_a_time_hash (hash, &b->texture_combine_alpha_op[i],
sizeof (b->texture_combine_alpha_op[i]));
}
state->hash = hash;
}
void
_cogl_pipeline_layer_hash_combine_constant_state (CoglPipelineLayer *authority,
CoglPipelineLayer **authorities,
CoglPipelineHashState *state)
{
CoglPipelineLayerBigState *b = authority->big_state;
gboolean need_hash = FALSE;
int n_args;
int i;
/* XXX: If the user also asked to hash the ALPHA_FUNC_STATE then it
* would be nice if we could combine the n_args loops in this
* function and _cogl_pipeline_layer_hash_combine_state.
*/
n_args = _cogl_get_n_args_for_combine_func (b->texture_combine_rgb_func);
for (i = 0; i < n_args; i++)
{
if (b->texture_combine_rgb_src[i] ==
COGL_PIPELINE_COMBINE_SOURCE_CONSTANT)
{
/* XXX: should we be careful to only hash the alpha
* component in the COGL_PIPELINE_COMBINE_OP_SRC_ALPHA case? */
need_hash = TRUE;
goto done;
}
}
n_args = _cogl_get_n_args_for_combine_func (b->texture_combine_alpha_func);
for (i = 0; i < n_args; i++)
{
if (b->texture_combine_alpha_src[i] ==
COGL_PIPELINE_COMBINE_SOURCE_CONSTANT)
{
/* XXX: should we be careful to only hash the alpha
* component in the COGL_PIPELINE_COMBINE_OP_SRC_ALPHA case? */
need_hash = TRUE;
goto done;
}
}
done:
if (need_hash)
{
float *constant = b->texture_combine_constant;
state->hash = _cogl_util_one_at_a_time_hash (state->hash, constant,
sizeof (float) * 4);
}
}
void
_cogl_pipeline_layer_hash_user_matrix_state (CoglPipelineLayer *authority,
CoglPipelineLayer **authorities,
CoglPipelineHashState *state)
{
CoglPipelineLayerBigState *big_state = authority->big_state;
state->hash = _cogl_util_one_at_a_time_hash (state->hash, &big_state->matrix,
sizeof (float) * 16);
}
void
_cogl_pipeline_layer_hash_point_sprite_state (CoglPipelineLayer *authority,
CoglPipelineLayer **authorities,
CoglPipelineHashState *state)
{
CoglPipelineLayerBigState *big_state = authority->big_state;
state->hash =
_cogl_util_one_at_a_time_hash (state->hash, &big_state->point_sprite_coords,
sizeof (big_state->point_sprite_coords));
}