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d38ae0284b
This adds two new public experimental functions for attaching CoglSnippets to two hook points on a CoglPipeline: void cogl_pipeline_add_vertex_hook (CoglPipeline *, CoglSnippet *) void cogl_pipeline_add_fragment_hook (CoglPipeline *, CoglSnippet *) The hooks are intended to be around the entire vertex or fragment processing. That means the pre string in the snippet will be inserted at the very top of the main function and the post function will be inserted at the very end. The declarations get inserted in the global scope. The snippets are stored in two separate linked lists with a structure containing an enum representing the hook point and a pointer to the snippet. The lists are meant to be for hooks that affect the vertex shader and fragment shader respectively. Although there are currently only two hooks and the names match these two lists, the intention is *not* that each new hook will be in a separate list. The separation of the lists is just to make it easier to determine which shader needs to be regenerated when a new snippet is added. When a pipeline becomes the authority for either the vertex or fragment snipper state, it simply copies the entire list from the previous authority (although of course the shader snippet objects are referenced instead of copied so it doesn't duplicate the source strings). Each string is inserted into its own block in the shader. This means that each string has its own scope so it doesn't need to worry about name collisions with variables in other snippets. However it does mean that the pre and post strings can't share variables. It could be possible to wrap both parts in one block and then wrap the actual inner hook code in another block, however this would mean that any further snippets within the outer snippet would be able to see those variables. Perhaps something to consider would be to put each snippet into its own function which calls another function between the pre and post strings to do further processing. The pipeline cache for generated programs was previously shared with the fragment shader cache because the state that affects vertex shaders was a subset of the state that affects fragment shaders. This is no longer the case because there is a separate state mask for vertex snippets so the program cache now has its own hash table. Reviewed-by: Robert Bragg <robert@linux.intel.com>
376 lines
12 KiB
C
376 lines
12 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) 2008,2009,2010 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
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* <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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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl-context-private.h"
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#include "cogl-pipeline-private.h"
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#include "cogl-pipeline-state-private.h"
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#include "cogl-pipeline-opengl-private.h"
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#ifdef COGL_PIPELINE_FRAGEND_FIXED
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#include "cogl.h"
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#include "cogl-internal.h"
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#include "cogl-context-private.h"
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#include "cogl-handle.h"
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#include "cogl-texture-private.h"
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#include "cogl-blend-string.h"
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#include "cogl-profile.h"
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#include "cogl-program-private.h"
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#include <glib.h>
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#include <glib/gprintf.h>
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#include <string.h>
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const CoglPipelineFragend _cogl_pipeline_fixed_fragend;
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static void
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_cogl_disable_texture_unit (int unit_index)
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{
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CoglTextureUnit *unit;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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unit = &g_array_index (ctx->texture_units, CoglTextureUnit, unit_index);
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if (unit->enabled_gl_target)
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{
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_cogl_set_active_texture_unit (unit_index);
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GE (ctx, glDisable (unit->enabled_gl_target));
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unit->enabled_gl_target = 0;
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}
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}
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static int
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get_max_texture_units (void)
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{
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_COGL_GET_CONTEXT (ctx, 0);
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/* This function is called quite often so we cache the value to
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avoid too many GL calls */
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if (ctx->max_texture_units == -1)
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{
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ctx->max_texture_units = 1;
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GE (ctx, glGetIntegerv (GL_MAX_TEXTURE_UNITS,
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&ctx->max_texture_units));
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}
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return ctx->max_texture_units;
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}
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static gboolean
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_cogl_pipeline_fragend_fixed_start (CoglPipeline *pipeline,
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int n_layers,
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unsigned long pipelines_difference,
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int n_tex_coord_attribs)
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{
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CoglHandle user_program;
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_COGL_GET_CONTEXT (ctx, FALSE);
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_FIXED)))
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return FALSE;
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if (ctx->driver == COGL_DRIVER_GLES2)
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return FALSE;
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/* Fragment snippets are only supported in the GLSL fragend */
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if (_cogl_pipeline_has_fragment_snippets (pipeline))
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return FALSE;
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/* If there is a user program with a fragment shader then the
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appropriate backend for that language should handle it. We can
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still use the fixed fragment backend if the program only contains
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a vertex shader */
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user_program = cogl_pipeline_get_user_program (pipeline);
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if (user_program != COGL_INVALID_HANDLE &&
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_cogl_program_has_fragment_shader (user_program))
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return FALSE;
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_cogl_use_fragment_program (0, COGL_PIPELINE_PROGRAM_TYPE_FIXED);
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return TRUE;
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}
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static gboolean
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_cogl_pipeline_fragend_fixed_add_layer (CoglPipeline *pipeline,
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CoglPipelineLayer *layer,
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unsigned long layers_difference)
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{
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CoglTextureUnit *unit =
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_cogl_get_texture_unit (_cogl_pipeline_layer_get_unit_index (layer));
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int unit_index = unit->index;
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int n_rgb_func_args;
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int n_alpha_func_args;
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_COGL_GET_CONTEXT (ctx, FALSE);
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/* XXX: Beware that since we are changing the active texture unit we
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* must make sure we don't call into other Cogl components that may
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* temporarily bind texture objects to query/modify parameters since
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* they will end up binding texture unit 1. See
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* _cogl_bind_gl_texture_transient for more details.
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*/
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_cogl_set_active_texture_unit (unit_index);
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if (G_UNLIKELY (unit_index >= get_max_texture_units ()))
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{
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_cogl_disable_texture_unit (unit_index);
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/* TODO: although this isn't considered an error that
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* warrants falling back to a different backend we
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* should print a warning here. */
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return TRUE;
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}
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/* Handle enabling or disabling the right texture target */
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if (layers_difference & COGL_PIPELINE_LAYER_STATE_TEXTURE_TARGET)
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{
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CoglPipelineLayer *tex_authority =
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_cogl_pipeline_layer_get_authority (layer,
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COGL_PIPELINE_LAYER_STATE_TEXTURE_DATA);
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CoglPipelineLayer *target_authority =
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_cogl_pipeline_layer_get_authority (layer,
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COGL_PIPELINE_LAYER_STATE_TEXTURE_TARGET);
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/* XXX: currently layers with no associated texture fallback to
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* using ctx->default_gl_texture_2d_tex so they have a texture
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* target of GL_TEXTURE_2D */
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GLenum gl_target =
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tex_authority->texture ? target_authority->target : GL_TEXTURE_2D;
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_cogl_set_active_texture_unit (unit_index);
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/* The common GL code handles binding the right texture so we
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just need to handle enabling and disabling it */
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if (unit->enabled_gl_target != gl_target)
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{
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/* Disable the previous target if it's still enabled */
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if (unit->enabled_gl_target)
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GE (ctx, glDisable (unit->enabled_gl_target));
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/* Enable the new target */
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if (!G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_TEXTURING)))
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{
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GE (ctx, glEnable (gl_target));
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unit->enabled_gl_target = gl_target;
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}
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}
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}
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else
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{
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/* Even though there may be no difference between the last flushed
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* texture state and the current layers texture state it may be that the
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* texture unit has been disabled for some time so we need to assert that
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* it's enabled now.
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*/
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if (!G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_TEXTURING)) &&
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unit->enabled_gl_target == 0)
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{
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_cogl_set_active_texture_unit (unit_index);
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GE (ctx, glEnable (unit->gl_target));
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unit->enabled_gl_target = unit->gl_target;
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}
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}
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if (layers_difference & COGL_PIPELINE_LAYER_STATE_COMBINE)
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{
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CoglPipelineLayer *authority =
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_cogl_pipeline_layer_get_authority (layer,
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COGL_PIPELINE_LAYER_STATE_COMBINE);
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CoglPipelineLayerBigState *big_state = authority->big_state;
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GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE));
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/* Set the combiner functions... */
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GE (ctx, glTexEnvi (GL_TEXTURE_ENV,
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GL_COMBINE_RGB,
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big_state->texture_combine_rgb_func));
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GE (ctx, glTexEnvi (GL_TEXTURE_ENV,
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GL_COMBINE_ALPHA,
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big_state->texture_combine_alpha_func));
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/*
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* Setup the function arguments...
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*/
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/* For the RGB components... */
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n_rgb_func_args =
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_cogl_get_n_args_for_combine_func (big_state->texture_combine_rgb_func);
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GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_SRC0_RGB,
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big_state->texture_combine_rgb_src[0]));
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GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB,
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big_state->texture_combine_rgb_op[0]));
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if (n_rgb_func_args > 1)
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{
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GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_SRC1_RGB,
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big_state->texture_combine_rgb_src[1]));
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GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_RGB,
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big_state->texture_combine_rgb_op[1]));
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}
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if (n_rgb_func_args > 2)
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{
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GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_SRC2_RGB,
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big_state->texture_combine_rgb_src[2]));
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GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_RGB,
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big_state->texture_combine_rgb_op[2]));
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}
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/* For the Alpha component */
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n_alpha_func_args =
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_cogl_get_n_args_for_combine_func (big_state->texture_combine_alpha_func);
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GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_SRC0_ALPHA,
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big_state->texture_combine_alpha_src[0]));
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GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,
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big_state->texture_combine_alpha_op[0]));
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if (n_alpha_func_args > 1)
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{
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GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_SRC1_ALPHA,
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big_state->texture_combine_alpha_src[1]));
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GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA,
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big_state->texture_combine_alpha_op[1]));
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}
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if (n_alpha_func_args > 2)
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{
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GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_SRC2_ALPHA,
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big_state->texture_combine_alpha_src[2]));
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GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_ALPHA,
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big_state->texture_combine_alpha_op[2]));
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}
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}
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if (layers_difference & COGL_PIPELINE_LAYER_STATE_COMBINE_CONSTANT)
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{
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CoglPipelineLayer *authority =
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_cogl_pipeline_layer_get_authority
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(layer, COGL_PIPELINE_LAYER_STATE_COMBINE_CONSTANT);
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CoglPipelineLayerBigState *big_state = authority->big_state;
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GE (ctx, glTexEnvfv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR,
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big_state->texture_combine_constant));
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}
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return TRUE;
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}
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static gboolean
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get_highest_unit_index_cb (CoglPipelineLayer *layer,
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void *user_data)
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{
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int unit_index = _cogl_pipeline_layer_get_unit_index (layer);
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int *highest_index = user_data;
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*highest_index = unit_index;
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return TRUE;
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}
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static gboolean
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_cogl_pipeline_fragend_fixed_end (CoglPipeline *pipeline,
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unsigned long pipelines_difference)
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{
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int highest_unit_index = -1;
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int i;
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_COGL_GET_CONTEXT (ctx, FALSE);
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_cogl_pipeline_foreach_layer_internal (pipeline,
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get_highest_unit_index_cb,
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&highest_unit_index);
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/* Disable additional texture units that may have previously been in use.. */
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for (i = highest_unit_index + 1; i < ctx->texture_units->len; i++)
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_cogl_disable_texture_unit (i);
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if (pipelines_difference & COGL_PIPELINE_STATE_FOG)
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{
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CoglPipeline *authority =
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_cogl_pipeline_get_authority (pipeline, COGL_PIPELINE_STATE_FOG);
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CoglPipelineFogState *fog_state = &authority->big_state->fog_state;
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if (fog_state->enabled)
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{
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GLfloat fogColor[4];
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GLenum gl_mode = GL_LINEAR;
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fogColor[0] = cogl_color_get_red_float (&fog_state->color);
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fogColor[1] = cogl_color_get_green_float (&fog_state->color);
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fogColor[2] = cogl_color_get_blue_float (&fog_state->color);
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fogColor[3] = cogl_color_get_alpha_float (&fog_state->color);
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GE (ctx, glEnable (GL_FOG));
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GE (ctx, glFogfv (GL_FOG_COLOR, fogColor));
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if (ctx->driver == COGL_DRIVER_GLES1)
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switch (fog_state->mode)
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{
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case COGL_FOG_MODE_LINEAR:
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gl_mode = GL_LINEAR;
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break;
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case COGL_FOG_MODE_EXPONENTIAL:
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gl_mode = GL_EXP;
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break;
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case COGL_FOG_MODE_EXPONENTIAL_SQUARED:
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gl_mode = GL_EXP2;
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break;
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}
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/* TODO: support other modes for GLES2 */
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/* NB: GLES doesn't have glFogi */
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GE (ctx, glFogf (GL_FOG_MODE, gl_mode));
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GE (ctx, glHint (GL_FOG_HINT, GL_NICEST));
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GE (ctx, glFogf (GL_FOG_DENSITY, fog_state->density));
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GE (ctx, glFogf (GL_FOG_START, fog_state->z_near));
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GE (ctx, glFogf (GL_FOG_END, fog_state->z_far));
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}
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else
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GE (ctx, glDisable (GL_FOG));
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}
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return TRUE;
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}
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const CoglPipelineFragend _cogl_pipeline_fixed_fragend =
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{
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_cogl_pipeline_fragend_fixed_start,
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_cogl_pipeline_fragend_fixed_add_layer,
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NULL, /* passthrough */
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_cogl_pipeline_fragend_fixed_end,
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NULL, /* pipeline_change_notify */
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NULL, /* pipeline_set_parent_notify */
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NULL, /* layer_change_notify */
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};
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#endif /* COGL_PIPELINE_FRAGEND_FIXED */
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