mirror of
https://github.com/brl/mutter.git
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6d51a18e7c
This adds a new function to enable per-vertex point size on a pipeline. This can be set with cogl_pipeline_set_per_vertex_point_size(). Once enabled the point size can be set either by drawing with an attribute named 'cogl_point_size_in' or by writing to the 'cogl_point_size_out' builtin from a snippet. There is a feature flag which must be checked for before using per-vertex point sizes. This will only be set on GL >= 2.0 or on GLES 2.0. GL will only let you set a per-vertex point size from GLSL by writing to gl_PointSize. This is only available in GL2 and not in the older GLSL extensions. The per-vertex point size has its own pipeline state flag so that it can be part of the state that affects vertex shader generation. Having to enable the per vertex point size with a separate function is a bit awkward. Ideally it would work like the color attribute where you can just set it for every vertex in your primitive with cogl_pipeline_set_color or set it per-vertex by just using the attribute. This is harder to get working with the point size because we need to generate a different vertex shader depending on what attributes are bound. I think if we wanted to make this work transparently we would still want to internally have a pipeline property describing whether the shader was generated with per-vertex support so that it would work with the shader cache correctly. Potentially we could make the per-vertex property internal and automatically make a weak pipeline whenever the attribute is bound. However we would then also need to automatically detect when an application is writing to cogl_point_size_out from a snippet. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 8495d9c1c15ce389885a9356d965eabd97758115) Conflicts: cogl/cogl-context.c cogl/cogl-pipeline-private.h cogl/cogl-pipeline.c cogl/cogl-private.h cogl/driver/gl/cogl-pipeline-progend-fixed.c cogl/driver/gl/gl/cogl-pipeline-progend-fixed-arbfp.c
679 lines
22 KiB
C
679 lines
22 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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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl-util.h"
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#include "cogl-context-private.h"
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#include "cogl-object-private.h"
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#include "cogl-journal-private.h"
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#include "cogl-attribute.h"
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#include "cogl-attribute-private.h"
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#include "cogl-pipeline.h"
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#include "cogl-pipeline-private.h"
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#include "cogl-pipeline-opengl-private.h"
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#include "cogl-texture-private.h"
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#include "cogl-framebuffer-private.h"
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#include "cogl-indices-private.h"
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#ifdef COGL_PIPELINE_PROGEND_GLSL
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#include "cogl-pipeline-progend-glsl-private.h"
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#endif
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#include "cogl-private.h"
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#include <string.h>
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#include <stdio.h>
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#include <stdlib.h>
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/* This isn't defined in the GLES headers */
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#ifndef GL_UNSIGNED_INT
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#define GL_UNSIGNED_INT 0x1405
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#endif
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static void _cogl_attribute_free (CoglAttribute *attribute);
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COGL_OBJECT_DEFINE (Attribute, attribute);
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static CoglBool
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validate_cogl_attribute_name (const char *name,
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char **real_attribute_name,
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CoglAttributeNameID *name_id,
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CoglBool *normalized,
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int *layer_number)
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{
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name = name + 5; /* skip "cogl_" */
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*normalized = FALSE;
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*layer_number = 0;
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if (strcmp (name, "position_in") == 0)
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*name_id = COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY;
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else if (strcmp (name, "color_in") == 0)
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{
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*name_id = COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY;
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*normalized = TRUE;
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}
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else if (strcmp (name, "tex_coord_in") == 0)
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{
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*real_attribute_name = "cogl_tex_coord0_in";
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*name_id = COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY;
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}
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else if (strncmp (name, "tex_coord", strlen ("tex_coord")) == 0)
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{
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char *endptr;
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*layer_number = strtoul (name + 9, &endptr, 10);
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if (strcmp (endptr, "_in") != 0)
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{
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g_warning ("Texture coordinate attributes should either be named "
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"\"cogl_tex_coord_in\" or named with a texture unit index "
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"like \"cogl_tex_coord2_in\"\n");
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return FALSE;
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}
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*name_id = COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY;
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}
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else if (strcmp (name, "normal_in") == 0)
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{
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*name_id = COGL_ATTRIBUTE_NAME_ID_NORMAL_ARRAY;
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*normalized = TRUE;
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}
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else if (strcmp (name, "point_size_in") == 0)
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*name_id = COGL_ATTRIBUTE_NAME_ID_POINT_SIZE_ARRAY;
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else
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{
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g_warning ("Unknown cogl_* attribute name cogl_%s\n", name);
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return FALSE;
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}
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return TRUE;
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}
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CoglAttributeNameState *
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_cogl_attribute_register_attribute_name (CoglContext *context,
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const char *name)
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{
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CoglAttributeNameState *name_state = g_new (CoglAttributeNameState, 1);
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int name_index = context->n_attribute_names++;
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char *name_copy = g_strdup (name);
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name_state->name = NULL;
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name_state->name_index = name_index;
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if (strncmp (name, "cogl_", 5) == 0)
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{
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if (!validate_cogl_attribute_name (name,
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&name_state->name,
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&name_state->name_id,
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&name_state->normalized_default,
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&name_state->layer_number))
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goto error;
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}
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else
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{
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name_state->name_id = COGL_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY;
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name_state->normalized_default = FALSE;
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name_state->layer_number = 0;
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}
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if (name_state->name == NULL)
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name_state->name = name_copy;
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g_hash_table_insert (context->attribute_name_states_hash,
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name_copy, name_state);
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if (G_UNLIKELY (context->attribute_name_index_map == NULL))
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context->attribute_name_index_map =
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g_array_new (FALSE, FALSE, sizeof (void *));
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g_array_set_size (context->attribute_name_index_map, name_index + 1);
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g_array_index (context->attribute_name_index_map,
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CoglAttributeNameState *, name_index) = name_state;
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return name_state;
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error:
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g_free (name_state);
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return NULL;
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}
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static CoglBool
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validate_n_components (const CoglAttributeNameState *name_state,
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int n_components)
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{
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switch (name_state->name_id)
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{
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case COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY:
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if (G_UNLIKELY (n_components == 1))
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{
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g_critical ("glVertexPointer doesn't allow 1 component vertex "
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"positions so we currently only support \"cogl_vertex\" "
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"attributes where n_components == 2, 3 or 4");
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return FALSE;
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}
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break;
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case COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY:
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if (G_UNLIKELY (n_components != 3 && n_components != 4))
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{
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g_critical ("glColorPointer expects 3 or 4 component colors so we "
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"currently only support \"cogl_color\" attributes where "
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"n_components == 3 or 4");
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return FALSE;
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}
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break;
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case COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY:
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break;
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case COGL_ATTRIBUTE_NAME_ID_NORMAL_ARRAY:
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if (G_UNLIKELY (n_components != 3))
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{
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g_critical ("glNormalPointer expects 3 component normals so we "
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"currently only support \"cogl_normal\" attributes "
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"where n_components == 3");
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return FALSE;
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}
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break;
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case COGL_ATTRIBUTE_NAME_ID_POINT_SIZE_ARRAY:
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if (G_UNLIKELY (n_components != 1))
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{
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g_critical ("The point size attribute can only have one "
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"component");
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return FALSE;
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}
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break;
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case COGL_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY:
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return TRUE;
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}
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return TRUE;
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}
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CoglAttribute *
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cogl_attribute_new (CoglAttributeBuffer *attribute_buffer,
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const char *name,
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size_t stride,
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size_t offset,
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int n_components,
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CoglAttributeType type)
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{
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CoglAttribute *attribute = g_slice_new (CoglAttribute);
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CoglBuffer *buffer = COGL_BUFFER (attribute_buffer);
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CoglContext *ctx = buffer->context;
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attribute->is_buffered = TRUE;
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attribute->name_state =
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g_hash_table_lookup (ctx->attribute_name_states_hash, name);
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if (!attribute->name_state)
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{
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CoglAttributeNameState *name_state =
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_cogl_attribute_register_attribute_name (ctx, name);
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if (!name_state)
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goto error;
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attribute->name_state = name_state;
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}
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attribute->d.buffered.attribute_buffer = cogl_object_ref (attribute_buffer);
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attribute->d.buffered.stride = stride;
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attribute->d.buffered.offset = offset;
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attribute->d.buffered.n_components = n_components;
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attribute->d.buffered.type = type;
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attribute->immutable_ref = 0;
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if (attribute->name_state->name_id != COGL_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY)
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{
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if (!validate_n_components (attribute->name_state, n_components))
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return NULL;
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attribute->normalized =
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attribute->name_state->normalized_default;
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}
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else
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attribute->normalized = FALSE;
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return _cogl_attribute_object_new (attribute);
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error:
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_cogl_attribute_free (attribute);
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return NULL;
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}
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static CoglAttribute *
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_cogl_attribute_new_const (CoglContext *context,
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const char *name,
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int n_components,
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int n_columns,
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CoglBool transpose,
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const float *value)
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{
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CoglAttribute *attribute = g_slice_new (CoglAttribute);
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attribute->name_state =
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g_hash_table_lookup (context->attribute_name_states_hash, name);
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if (!attribute->name_state)
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{
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CoglAttributeNameState *name_state =
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_cogl_attribute_register_attribute_name (context, name);
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if (!name_state)
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goto error;
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attribute->name_state = name_state;
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}
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if (!validate_n_components (attribute->name_state, n_components))
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goto error;
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attribute->is_buffered = FALSE;
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attribute->normalized = FALSE;
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attribute->d.constant.context = cogl_object_ref (context);
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attribute->d.constant.boxed.v.array = NULL;
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if (n_columns == 1)
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{
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_cogl_boxed_value_set_float (&attribute->d.constant.boxed,
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n_components,
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1,
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value);
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}
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else
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{
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/* FIXME: Up until GL[ES] 3 only square matrices were supported
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* and we don't currently expose non-square matrices in Cogl.
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*/
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_COGL_RETURN_VAL_IF_FAIL (n_columns == n_components, NULL);
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_cogl_boxed_value_set_matrix (&attribute->d.constant.boxed,
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n_columns,
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1,
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transpose,
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value);
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}
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return _cogl_attribute_object_new (attribute);
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error:
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_cogl_attribute_free (attribute);
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return NULL;
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}
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CoglAttribute *
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cogl_attribute_new_const_1f (CoglContext *context,
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const char *name,
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float value)
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{
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return _cogl_attribute_new_const (context,
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name,
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1, /* n_components */
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1, /* 1 column vector */
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FALSE, /* no transpose */
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&value);
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}
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CoglAttribute *
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cogl_attribute_new_const_2fv (CoglContext *context,
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const char *name,
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const float *value)
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{
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return _cogl_attribute_new_const (context,
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name,
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2, /* n_components */
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1, /* 1 column vector */
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FALSE, /* no transpose */
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value);
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}
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CoglAttribute *
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cogl_attribute_new_const_3fv (CoglContext *context,
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const char *name,
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const float *value)
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{
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return _cogl_attribute_new_const (context,
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name,
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3, /* n_components */
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1, /* 1 column vector */
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FALSE, /* no transpose */
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value);
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}
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CoglAttribute *
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cogl_attribute_new_const_4fv (CoglContext *context,
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const char *name,
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const float *value)
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{
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return _cogl_attribute_new_const (context,
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name,
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4, /* n_components */
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1, /* 1 column vector */
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FALSE, /* no transpose */
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value);
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}
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CoglAttribute *
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cogl_attribute_new_const_2f (CoglContext *context,
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const char *name,
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float component0,
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float component1)
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{
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float vec2[2] = { component0, component1 };
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return _cogl_attribute_new_const (context,
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name,
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2, /* n_components */
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1, /* 1 column vector */
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FALSE, /* no transpose */
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vec2);
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}
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CoglAttribute *
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cogl_attribute_new_const_3f (CoglContext *context,
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const char *name,
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float component0,
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float component1,
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float component2)
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{
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float vec3[3] = { component0, component1, component2 };
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return _cogl_attribute_new_const (context,
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name,
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3, /* n_components */
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1, /* 1 column vector */
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FALSE, /* no transpose */
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vec3);
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}
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CoglAttribute *
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cogl_attribute_new_const_4f (CoglContext *context,
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const char *name,
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float component0,
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float component1,
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float component2,
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float component3)
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{
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float vec4[4] = { component0, component1, component2, component3 };
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return _cogl_attribute_new_const (context,
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name,
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4, /* n_components */
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1, /* 1 column vector */
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FALSE, /* no transpose */
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vec4);
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}
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CoglAttribute *
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cogl_attribute_new_const_2x2fv (CoglContext *context,
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const char *name,
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const float *matrix2x2,
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CoglBool transpose)
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{
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return _cogl_attribute_new_const (context,
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name,
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2, /* n_components */
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2, /* 2 column vector */
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FALSE, /* no transpose */
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matrix2x2);
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}
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CoglAttribute *
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cogl_attribute_new_const_3x3fv (CoglContext *context,
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const char *name,
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const float *matrix3x3,
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CoglBool transpose)
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{
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return _cogl_attribute_new_const (context,
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name,
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3, /* n_components */
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3, /* 3 column vector */
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FALSE, /* no transpose */
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matrix3x3);
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}
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CoglAttribute *
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cogl_attribute_new_const_4x4fv (CoglContext *context,
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const char *name,
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const float *matrix4x4,
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CoglBool transpose)
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{
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return _cogl_attribute_new_const (context,
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name,
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4, /* n_components */
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4, /* 4 column vector */
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FALSE, /* no transpose */
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matrix4x4);
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}
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CoglBool
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cogl_attribute_get_normalized (CoglAttribute *attribute)
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{
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_COGL_RETURN_VAL_IF_FAIL (cogl_is_attribute (attribute), FALSE);
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return attribute->normalized;
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}
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static void
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warn_about_midscene_changes (void)
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{
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static CoglBool seen = FALSE;
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if (!seen)
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{
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g_warning ("Mid-scene modification of attributes has "
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"undefined results\n");
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seen = TRUE;
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}
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}
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void
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cogl_attribute_set_normalized (CoglAttribute *attribute,
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CoglBool normalized)
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{
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_COGL_RETURN_IF_FAIL (cogl_is_attribute (attribute));
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if (G_UNLIKELY (attribute->immutable_ref))
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warn_about_midscene_changes ();
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attribute->normalized = normalized;
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}
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CoglAttributeBuffer *
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cogl_attribute_get_buffer (CoglAttribute *attribute)
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{
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_COGL_RETURN_VAL_IF_FAIL (cogl_is_attribute (attribute), NULL);
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_COGL_RETURN_VAL_IF_FAIL (attribute->is_buffered, NULL);
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return attribute->d.buffered.attribute_buffer;
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}
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void
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cogl_attribute_set_buffer (CoglAttribute *attribute,
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CoglAttributeBuffer *attribute_buffer)
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{
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_COGL_RETURN_IF_FAIL (cogl_is_attribute (attribute));
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_COGL_RETURN_IF_FAIL (attribute->is_buffered);
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if (G_UNLIKELY (attribute->immutable_ref))
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warn_about_midscene_changes ();
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|
|
cogl_object_ref (attribute_buffer);
|
|
|
|
cogl_object_unref (attribute->d.buffered.attribute_buffer);
|
|
attribute->d.buffered.attribute_buffer = attribute_buffer;
|
|
}
|
|
|
|
CoglAttribute *
|
|
_cogl_attribute_immutable_ref (CoglAttribute *attribute)
|
|
{
|
|
CoglBuffer *buffer = COGL_BUFFER (attribute->d.buffered.attribute_buffer);
|
|
|
|
_COGL_RETURN_VAL_IF_FAIL (cogl_is_attribute (attribute), NULL);
|
|
|
|
attribute->immutable_ref++;
|
|
_cogl_buffer_immutable_ref (buffer);
|
|
return attribute;
|
|
}
|
|
|
|
void
|
|
_cogl_attribute_immutable_unref (CoglAttribute *attribute)
|
|
{
|
|
CoglBuffer *buffer = COGL_BUFFER (attribute->d.buffered.attribute_buffer);
|
|
|
|
_COGL_RETURN_IF_FAIL (cogl_is_attribute (attribute));
|
|
_COGL_RETURN_IF_FAIL (attribute->immutable_ref > 0);
|
|
|
|
attribute->immutable_ref--;
|
|
_cogl_buffer_immutable_unref (buffer);
|
|
}
|
|
|
|
static void
|
|
_cogl_attribute_free (CoglAttribute *attribute)
|
|
{
|
|
if (attribute->is_buffered)
|
|
cogl_object_unref (attribute->d.buffered.attribute_buffer);
|
|
else
|
|
_cogl_boxed_value_destroy (&attribute->d.constant.boxed);
|
|
|
|
g_slice_free (CoglAttribute, attribute);
|
|
}
|
|
|
|
static CoglBool
|
|
validate_layer_cb (CoglPipeline *pipeline,
|
|
int layer_index,
|
|
void *user_data)
|
|
{
|
|
CoglTexture *texture =
|
|
cogl_pipeline_get_layer_texture (pipeline, layer_index);
|
|
CoglFlushLayerState *state = user_data;
|
|
CoglBool status = TRUE;
|
|
|
|
/* invalid textures will be handled correctly in
|
|
* _cogl_pipeline_flush_layers_gl_state */
|
|
if (texture == NULL)
|
|
goto validated;
|
|
|
|
_cogl_texture_flush_journal_rendering (texture);
|
|
|
|
/* Give the texture a chance to know that we're rendering
|
|
non-quad shaped primitives. If the texture is in an atlas it
|
|
will be migrated */
|
|
_cogl_texture_ensure_non_quad_rendering (texture);
|
|
|
|
/* We need to ensure the mipmaps are ready before deciding
|
|
* anything else about the texture because the texture storate
|
|
* could completely change if it needs to be migrated out of the
|
|
* atlas and will affect how we validate the layer.
|
|
*/
|
|
_cogl_pipeline_pre_paint_for_layer (pipeline, layer_index);
|
|
|
|
if (!_cogl_texture_can_hardware_repeat (texture))
|
|
{
|
|
g_warning ("Disabling layer %d of the current source material, "
|
|
"because texturing with the vertex buffer API is not "
|
|
"currently supported using sliced textures, or textures "
|
|
"with waste\n", layer_index);
|
|
|
|
/* XXX: maybe we can add a mechanism for users to forcibly use
|
|
* textures with waste where it would be their responsability to use
|
|
* texture coords in the range [0,1] such that sampling outside isn't
|
|
* required. We can then use a texture matrix (or a modification of
|
|
* the users own matrix) to map 1 to the edge of the texture data.
|
|
*
|
|
* Potentially, given the same guarantee as above we could also
|
|
* support a single sliced layer too. We would have to redraw the
|
|
* vertices once for each layer, each time with a fiddled texture
|
|
* matrix.
|
|
*/
|
|
state->fallback_layers |= (1 << state->unit);
|
|
state->options.flags |= COGL_PIPELINE_FLUSH_FALLBACK_MASK;
|
|
}
|
|
|
|
validated:
|
|
state->unit++;
|
|
return status;
|
|
}
|
|
|
|
void
|
|
_cogl_flush_attributes_state (CoglFramebuffer *framebuffer,
|
|
CoglPipeline *pipeline,
|
|
CoglDrawFlags flags,
|
|
CoglAttribute **attributes,
|
|
int n_attributes)
|
|
{
|
|
CoglContext *ctx = framebuffer->context;
|
|
CoglFlushLayerState layers_state;
|
|
CoglPipeline *copy = NULL;
|
|
|
|
if (!(flags & COGL_DRAW_SKIP_JOURNAL_FLUSH))
|
|
_cogl_journal_flush (framebuffer->journal);
|
|
|
|
layers_state.unit = 0;
|
|
layers_state.options.flags = 0;
|
|
layers_state.fallback_layers = 0;
|
|
|
|
if (!(flags & COGL_DRAW_SKIP_PIPELINE_VALIDATION))
|
|
cogl_pipeline_foreach_layer (pipeline,
|
|
validate_layer_cb,
|
|
&layers_state);
|
|
|
|
/* NB: _cogl_framebuffer_flush_state may disrupt various state (such
|
|
* as the pipeline state) when flushing the clip stack, so should
|
|
* always be done first when preparing to draw. We need to do this
|
|
* before setting up the array pointers because setting up the clip
|
|
* stack can cause some drawing which would change the array
|
|
* pointers. */
|
|
if (!(flags & COGL_DRAW_SKIP_FRAMEBUFFER_FLUSH))
|
|
_cogl_framebuffer_flush_state (framebuffer,
|
|
framebuffer,
|
|
COGL_FRAMEBUFFER_STATE_ALL);
|
|
|
|
/* In cogl_read_pixels we have a fast-path when reading a single
|
|
* pixel and the scene is just comprised of simple rectangles still
|
|
* in the journal. For this optimization to work we need to track
|
|
* when the framebuffer really does get drawn to. */
|
|
_cogl_framebuffer_mark_mid_scene (framebuffer);
|
|
|
|
if (G_UNLIKELY (!(flags & COGL_DRAW_SKIP_LEGACY_STATE)) &&
|
|
G_UNLIKELY (ctx->legacy_state_set) &&
|
|
_cogl_get_enable_legacy_state ())
|
|
{
|
|
copy = cogl_pipeline_copy (pipeline);
|
|
pipeline = copy;
|
|
_cogl_pipeline_apply_legacy_state (pipeline);
|
|
}
|
|
|
|
ctx->driver_vtable->flush_attributes_state (framebuffer,
|
|
pipeline,
|
|
&layers_state,
|
|
flags,
|
|
attributes,
|
|
n_attributes);
|
|
|
|
if (copy)
|
|
cogl_object_unref (copy);
|
|
}
|
|
|
|
int
|
|
_cogl_attribute_get_n_components (CoglAttribute *attribute)
|
|
{
|
|
if (attribute->is_buffered)
|
|
return attribute->d.buffered.n_components;
|
|
else
|
|
return attribute->d.constant.boxed.size;
|
|
}
|