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THIS IS A WORK IN PROGRESS Mesa is building a big shader when using ARB_texture_env_combine. The idea is to bypass that computation, do it ourselves and cache the compiled program in a CoglMaterial. For now that feature can be enabled by setting the COGL_PIPELINE environment variable to "arbfp". COGL_SHOW_FP_SOURCE can be set to a non empty string to dump the fragment program source too. TODO: * fog (really easy, using OPTION) * support tex env combiner operands, DOT3, ADD_SIGNED, INTERPOLATE combine modes (need refactoring the generation of temporary variables) (not too hard) * alpha testing for GLES 2.0?
327 lines
10 KiB
C
327 lines
10 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2008,2009 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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*/
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#ifndef __COGL_MATERIAL_PRIVATE_H
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#define __COGL_MATERIAL_PRIVATE_H
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#include "cogl-material.h"
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#include "cogl-matrix.h"
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#include "cogl-handle.h"
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#include <glib.h>
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typedef struct _CoglMaterial CoglMaterial;
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typedef struct _CoglMaterialLayer CoglMaterialLayer;
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typedef enum _CoglMaterialEqualFlags
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{
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/* Return FALSE if any component of either material isn't set to its
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* default value. (Note: if the materials have corresponding flush
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* options indicating that e.g. the material color won't be flushed then
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* this will not assert a default color value.) */
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COGL_MATERIAL_EQUAL_FLAGS_ASSERT_ALL_DEFAULTS = 1L<<0,
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} CoglMaterialEqualFlags;
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/* XXX: I don't think gtk-doc supports having private enums so these aren't
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* bundled in with CoglMaterialLayerFlags */
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typedef enum _CoglMaterialLayerPrivFlags
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{
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/* Ref: CoglMaterialLayerFlags
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COGL_MATERIAL_LAYER_FLAG_HAS_USER_MATRIX = 1L<<0
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*/
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COGL_MATERIAL_LAYER_FLAG_DIRTY = 1L<<1,
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COGL_MATERIAL_LAYER_FLAG_DEFAULT_COMBINE = 1L<<2
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} CoglMaterialLayerPrivFlags;
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/* For tracking the state of a layer that's been flushed to OpenGL */
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typedef struct _CoglLayerInfo
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{
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CoglHandle handle;
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unsigned long flags;
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GLenum gl_target;
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GLuint gl_texture;
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gboolean fallback;
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gboolean disabled;
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gboolean layer0_overridden;
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} CoglLayerInfo;
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struct _CoglMaterialLayer
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{
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CoglHandleObject _parent;
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unsigned int index; /*!< lowest index is blended first then others on
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top */
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unsigned long flags;
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CoglHandle texture; /*!< The texture for this layer, or
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COGL_INVALID_HANDLE for an empty layer */
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CoglMaterialFilter mag_filter;
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CoglMaterialFilter min_filter;
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CoglMaterialWrapMode wrap_mode_s;
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CoglMaterialWrapMode wrap_mode_t;
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CoglMaterialWrapMode wrap_mode_r;
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/* Determines how the color of individual texture fragments
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* are calculated. */
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GLint texture_combine_rgb_func;
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GLint texture_combine_rgb_src[3];
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GLint texture_combine_rgb_op[3];
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GLint texture_combine_alpha_func;
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GLint texture_combine_alpha_src[3];
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GLint texture_combine_alpha_op[3];
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GLfloat texture_combine_constant[4];
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/* TODO: Support purely GLSL based material layers */
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CoglMatrix matrix;
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};
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typedef enum _CoglMaterialFlags
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{
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COGL_MATERIAL_FLAG_SHOWN_SAMPLER_WARNING = 1L<<0,
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COGL_MATERIAL_FLAG_DEFAULT_COLOR = 1L<<1,
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COGL_MATERIAL_FLAG_DEFAULT_GL_MATERIAL = 1L<<2,
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COGL_MATERIAL_FLAG_DEFAULT_ALPHA_FUNC = 1L<<3,
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COGL_MATERIAL_FLAG_ENABLE_BLEND = 1L<<4,
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COGL_MATERIAL_FLAG_DEFAULT_BLEND = 1L<<5
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} CoglMaterialFlags;
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/* ARBfp1.0 program (Fog + ARB_texture_env_combine) */
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typedef struct _CoglMaterialProgram
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{
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GString *source;
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GLuint gl_program;
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gboolean *sampled;
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} CoglMaterialProgram;
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struct _CoglMaterial
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{
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CoglHandleObject _parent;
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unsigned long journal_ref_count;
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unsigned long flags;
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/* If no lighting is enabled; this is the basic material color */
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GLubyte unlit[4];
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/* Standard OpenGL lighting model attributes */
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GLfloat ambient[4];
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GLfloat diffuse[4];
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GLfloat specular[4];
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GLfloat emission[4];
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GLfloat shininess;
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/* Determines what fragments are discarded based on their alpha */
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CoglMaterialAlphaFunc alpha_func;
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GLfloat alpha_func_reference;
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/* Determines how this material is blended with other primitives */
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#ifndef HAVE_COGL_GLES
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GLenum blend_equation_rgb;
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GLenum blend_equation_alpha;
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GLint blend_src_factor_alpha;
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GLint blend_dst_factor_alpha;
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GLfloat blend_constant[4];
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#endif
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GLint blend_src_factor_rgb;
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GLint blend_dst_factor_rgb;
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CoglMaterialProgram program;
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GList *layers;
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unsigned int n_layers;
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};
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/*
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* SECTION:cogl-material-internals
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* @short_description: Functions for creating custom primitives that make use
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* of Cogl materials for filling.
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*
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* Normally you shouldn't need to use this API directly, but if you need to
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* developing a custom/specialised primitive - probably using raw OpenGL - then
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* this API aims to expose enough of the material internals to support being
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* able to fill your geometry according to a given Cogl material.
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*/
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/*
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* _cogl_material_init_default_material:
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*
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* This initializes the first material owned by the Cogl context. All
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* subsequently instantiated materials created via the cogl_material_new()
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* API will initially be a copy of this material.
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*/
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void
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_cogl_material_init_default_material (void);
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/*
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* cogl_material_get_cogl_enable_flags:
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* @material: A CoglMaterial object
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*
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* This determines what flags need to be passed to cogl_enable before this
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* material can be used. Normally you shouldn't need to use this function
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* directly since Cogl will do this internally, but if you are developing
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* custom primitives directly with OpenGL you may want to use this.
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*
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* Note: This API is hopfully just a stop-gap solution. Ideally cogl_enable
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* will be replaced.
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*/
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/* TODO: find a nicer solution! */
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unsigned long
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_cogl_material_get_cogl_enable_flags (CoglHandle handle);
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/*
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* CoglMaterialLayerFlags:
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* @COGL_MATERIAL_LAYER_FLAG_USER_MATRIX: Means the user has supplied a
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* custom texture matrix.
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*/
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typedef enum _CoglMaterialLayerFlags
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{
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COGL_MATERIAL_LAYER_FLAG_HAS_USER_MATRIX = 1L<<0
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} CoglMaterialLayerFlags;
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/* XXX: NB: if you add flags here you will need to update
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* CoglMaterialLayerPrivFlags!!! */
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/*
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* cogl_material_layer_get_flags:
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* @layer_handle: A CoglMaterialLayer layer handle
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*
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* This lets you get a number of flag attributes about the layer. Normally
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* you shouldn't need to use this function directly since Cogl will do this
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* internally, but if you are developing custom primitives directly with
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* OpenGL you may need this.
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*/
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unsigned long
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_cogl_material_layer_get_flags (CoglHandle layer_handle);
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/*
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* Ensures the mipmaps are available for the texture in the layer if
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* the filter settings would require it
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*/
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void
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_cogl_material_layer_ensure_mipmaps (CoglHandle layer_handler);
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/*
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* CoglMaterialFlushFlag:
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* @COGL_MATERIAL_FLUSH_FALLBACK_MASK: The fallback_layers member is set to
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* a guint32 mask of the layers that can't be supported with the user
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* supplied texture and need to be replaced with fallback textures. (1 =
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* fallback, and the least significant bit = layer 0)
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* @COGL_MATERIAL_FLUSH_DISABLE_MASK: The disable_layers member is set to
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* a guint32 mask of the layers that you want to completly disable
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* texturing for (1 = fallback, and the least significant bit = layer 0)
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* @COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE: The layer0_override_texture member is
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* set to a GLuint OpenGL texture name to override the texture used for
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* layer 0 of the material. This is intended for dealing with sliced
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* textures where you will need to point to each of the texture slices in
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* turn when drawing your geometry. Passing a value of 0 is the same as
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* not passing the option at all.
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* @COGL_MATERIAL_FLUSH_SKIP_GL_COLOR: When flushing the GL state for the
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* material don't call glColor.
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* @COGL_MATERIAL_FLUSH_WRAP_MODE_OVERRIDES: Specifies that a bitmask
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* of overrides for the wrap modes for some or all layers is
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* given.
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*/
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typedef enum _CoglMaterialFlushFlag
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{
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COGL_MATERIAL_FLUSH_FALLBACK_MASK = 1L<<0,
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COGL_MATERIAL_FLUSH_DISABLE_MASK = 1L<<1,
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COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE = 1L<<2,
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COGL_MATERIAL_FLUSH_SKIP_GL_COLOR = 1L<<3,
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COGL_MATERIAL_FLUSH_WRAP_MODE_OVERRIDES = 1L<<4
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} CoglMaterialFlushFlag;
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/* These constants are used to fill in wrap_mode_overrides */
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#define COGL_MATERIAL_WRAP_MODE_OVERRIDE_NONE 0 /* no override */
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#define COGL_MATERIAL_WRAP_MODE_OVERRIDE_REPEAT 1
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#define COGL_MATERIAL_WRAP_MODE_OVERRIDE_CLAMP_TO_EDGE 2
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#define COGL_MATERIAL_WRAP_MODE_OVERRIDE_CLAMP_TO_BORDER 3
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/* There can't be more than 32 layers because we need to fit a bitmask
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of the layers into a guint32 */
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#define COGL_MATERIAL_MAX_LAYERS 32
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typedef struct _CoglMaterialWrapModeOverrides
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{
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struct
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{
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unsigned long s : 2;
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unsigned long t : 2;
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unsigned long r : 2;
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} values[COGL_MATERIAL_MAX_LAYERS];
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} CoglMaterialWrapModeOverrides;
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/*
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* CoglMaterialFlushOptions:
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*
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*/
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typedef struct _CoglMaterialFlushOptions
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{
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CoglMaterialFlushFlag flags;
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guint32 fallback_layers;
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guint32 disable_layers;
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GLuint layer0_override_texture;
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CoglMaterialWrapModeOverrides wrap_mode_overrides;
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} CoglMaterialFlushOptions;
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void
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_cogl_material_get_colorubv (CoglHandle handle,
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guint8 *color);
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void
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_cogl_material_flush_gl_state (CoglHandle material,
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CoglMaterialFlushOptions *options);
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gboolean
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_cogl_material_equal (CoglHandle material0_handle,
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CoglMaterialFlushOptions *material0_flush_options,
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CoglHandle material1_handle,
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CoglMaterialFlushOptions *material1_flush_options);
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CoglHandle
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_cogl_material_journal_ref (CoglHandle material_handle);
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void
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_cogl_material_journal_unref (CoglHandle material_handle);
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/* TODO: These should be made public once we add support for 3D
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textures in Cogl */
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void
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_cogl_material_set_layer_wrap_mode_r (CoglHandle material,
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int layer_index,
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CoglMaterialWrapMode mode);
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CoglMaterialWrapMode
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_cogl_material_layer_get_wrap_mode_r (CoglHandle layer);
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#endif /* __COGL_MATERIAL_PRIVATE_H */
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