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5d62185f1c
As part of an effort towards being able to write non-opengl based backends for Cogl this moves most of the opengl specific code under drivers/gl. drivers/gl and drivers/gles have been moved to drivers/gl/gl and drivers/gl/es respectively. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 7dc482facb0a265c7f48660079e7e12dd7a2813e)
152 lines
5.6 KiB
C
152 lines
5.6 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) 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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#ifndef __COGL_PIPELINE_OPENGL_PRIVATE_H
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#define __COGL_PIPELINE_OPENGL_PRIVATE_H
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#include "cogl-pipeline-private.h"
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#include "cogl-matrix-stack.h"
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/*
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* cogl-pipeline.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 CoglPipelineLayers 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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/* The GL target currently glEnabled or 0 if nothing is
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* enabled. This is only used by the fixed pipeline fragend */
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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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/* The target of the GL texture object. This is just used so that we
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* can quickly determine the intended target to flush when
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* dirty_gl_texture == TRUE */
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GLenum gl_target;
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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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CoglBool 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 layer's gl_texture we use this
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* to track when the unit->gl_texture state is out of sync with the GL
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* texture object really bound too (GL_TEXTURE0+unit->index).
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*
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* XXX: as a further optimization cogl-pipeline.c uses a convention
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* of always using texture unit 1 for these transient bindings so we
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* can assume this is only ever TRUE for unit 1.
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*/
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CoglBool 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 CoglPipelineLayer 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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CoglPipelineLayer *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_changes_since_flush;
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/* Whenever a CoglTexture's internal GL texture storage changes
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* cogl-pipeline.c is notified with a call to
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* _cogl_pipeline_texture_storage_change_notify which inturn sets
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* this to TRUE for each texture unit that it is currently bound
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* too. When we later come to flush some pipeline state then we will
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* always check this to potentially force an update of the texture
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* state even if the pipeline hasn't changed. */
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CoglBool texture_storage_changed;
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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_set_active_texture_unit (int unit_index);
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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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CoglBool is_foreign);
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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_pipeline_flush_gl_state (CoglPipeline *pipeline,
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CoglFramebuffer *framebuffer,
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CoglBool skip_gl_state,
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int n_tex_coord_attribs);
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#endif /* __COGL_PIPELINE_OPENGL_PRIVATE_H */
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