mutter/cogl/cogl-attribute.c
Neil Roberts 39203cb8f1 attribute: Fix including progend-glsl-private.h on GL2
Previously this header was only included on GLES2 but since 7283e0a4
the progend is used on any driver where GLSL is available. This
changes the #ifdef to check for the presence of the GLSL progend.

Based on a patch by Fan, Chun-wei

https://bugzilla.gnome.org/show_bug.cgi?id=665722

Reviewed-by: Robert Bragg <robert@linux.intel.com>
2011-12-07 19:01:29 +00:00

1222 lines
38 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2010 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see
* <http://www.gnu.org/licenses/>.
*
*
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl-util.h"
#include "cogl-context-private.h"
#include "cogl-object-private.h"
#include "cogl-journal-private.h"
#include "cogl-attribute.h"
#include "cogl-attribute-private.h"
#include "cogl-pipeline.h"
#include "cogl-pipeline-private.h"
#include "cogl-pipeline-opengl-private.h"
#include "cogl-texture-private.h"
#include "cogl-framebuffer-private.h"
#include "cogl-indices-private.h"
#ifdef COGL_PIPELINE_PROGEND_GLSL
#include "cogl-pipeline-progend-glsl-private.h"
#endif
#include "cogl-private.h"
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
/* This isn't defined in the GLES headers */
#ifndef GL_UNSIGNED_INT
#define GL_UNSIGNED_INT 0x1405
#endif
static void _cogl_attribute_free (CoglAttribute *attribute);
COGL_OBJECT_DEFINE (Attribute, attribute);
static gboolean
validate_cogl_attribute_name (const char *name,
CoglAttributeNameID *name_id,
gboolean *normalized,
int *texture_unit)
{
name = name + 5; /* skip "cogl_" */
*normalized = FALSE;
*texture_unit = 0;
if (strcmp (name, "position_in") == 0)
*name_id = COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY;
else if (strcmp (name, "color_in") == 0)
{
*name_id = COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY;
*normalized = TRUE;
}
else if (strcmp (name, "tex_coord_in") == 0)
*name_id = COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY;
else if (strncmp (name, "tex_coord", strlen ("tex_coord")) == 0)
{
char *endptr;
*texture_unit = strtoul (name + 9, &endptr, 10);
if (strcmp (endptr, "_in") != 0)
{
g_warning ("Texture coordinate attributes should either be named "
"\"cogl_tex_coord\" or named with a texture unit index "
"like \"cogl_tex_coord2_in\"\n");
return FALSE;
}
*name_id = COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY;
}
else if (strcmp (name, "normal_in") == 0)
{
*name_id = COGL_ATTRIBUTE_NAME_ID_NORMAL_ARRAY;
*normalized = TRUE;
}
else
{
g_warning ("Unknown cogl_* attribute name cogl_%s\n", name);
return FALSE;
}
return TRUE;
}
CoglAttributeNameState *
_cogl_attribute_register_attribute_name (CoglContext *context,
const char *name)
{
CoglAttributeNameState *name_state = g_new (CoglAttributeNameState, 1);
int name_index = context->n_attribute_names++;
name_state->name = g_strdup (name);
name_state->name_index = name_index;
if (strncmp (name, "cogl_", 5) == 0)
{
if (!validate_cogl_attribute_name (name,
&name_state->name_id,
&name_state->normalized_default,
&name_state->texture_unit))
goto error;
}
else
{
name_state->name_id = COGL_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY;
name_state->normalized_default = FALSE;
name_state->texture_unit = 0;
}
g_hash_table_insert (context->attribute_name_states_hash,
name_state->name, name_state);
if (G_UNLIKELY (context->attribute_name_index_map == NULL))
context->attribute_name_index_map =
g_array_new (FALSE, FALSE, sizeof (void *));
g_array_set_size (context->attribute_name_index_map, name_index + 1);
g_array_index (context->attribute_name_index_map,
CoglAttributeNameState *, name_index) = name_state;
return name_state;
error:
g_free (name_state);
return NULL;
}
CoglAttribute *
cogl_attribute_new (CoglAttributeBuffer *attribute_buffer,
const char *name,
gsize stride,
gsize offset,
int n_components,
CoglAttributeType type)
{
CoglAttribute *attribute = g_slice_new (CoglAttribute);
/* FIXME: retrieve the context from the buffer */
_COGL_GET_CONTEXT (ctx, NULL);
attribute->name_state =
g_hash_table_lookup (ctx->attribute_name_states_hash, name);
if (!attribute->name_state)
{
CoglAttributeNameState *name_state =
_cogl_attribute_register_attribute_name (ctx, name);
if (!name_state)
goto error;
attribute->name_state = name_state;
}
attribute->attribute_buffer = cogl_object_ref (attribute_buffer);
attribute->stride = stride;
attribute->offset = offset;
attribute->n_components = n_components;
attribute->type = type;
attribute->immutable_ref = 0;
if (attribute->name_state->name_id != COGL_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY)
{
switch (attribute->name_state->name_id)
{
case COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY:
if (G_UNLIKELY (n_components == 1))
{
g_critical ("glVertexPointer doesn't allow 1 component vertex "
"positions so we currently only support \"cogl_vertex\" "
"attributes where n_components == 2, 3 or 4");
return FALSE;
}
break;
case COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY:
if (G_UNLIKELY (n_components != 3 && n_components != 4))
{
g_critical ("glColorPointer expects 3 or 4 component colors so we "
"currently only support \"cogl_color\" attributes where "
"n_components == 3 or 4");
return FALSE;
}
break;
case COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY:
break;
case COGL_ATTRIBUTE_NAME_ID_NORMAL_ARRAY:
if (G_UNLIKELY (n_components != 3))
{
g_critical ("glNormalPointer expects 3 component normals so we "
"currently only support \"cogl_normal\" attributes "
"where n_components == 3");
return FALSE;
}
break;
default:
g_warn_if_reached ();
}
attribute->normalized = attribute->name_state->normalized_default;
}
else
attribute->normalized = FALSE;
return _cogl_attribute_object_new (attribute);
error:
_cogl_attribute_free (attribute);
return NULL;
}
gboolean
cogl_attribute_get_normalized (CoglAttribute *attribute)
{
_COGL_RETURN_VAL_IF_FAIL (cogl_is_attribute (attribute), FALSE);
return attribute->normalized;
}
static void
warn_about_midscene_changes (void)
{
static gboolean seen = FALSE;
if (!seen)
{
g_warning ("Mid-scene modification of attributes has "
"undefined results\n");
seen = TRUE;
}
}
void
cogl_attribute_set_normalized (CoglAttribute *attribute,
gboolean normalized)
{
_COGL_RETURN_IF_FAIL (cogl_is_attribute (attribute));
if (G_UNLIKELY (attribute->immutable_ref))
warn_about_midscene_changes ();
attribute->normalized = normalized;
}
CoglAttributeBuffer *
cogl_attribute_get_buffer (CoglAttribute *attribute)
{
_COGL_RETURN_VAL_IF_FAIL (cogl_is_attribute (attribute), NULL);
return attribute->attribute_buffer;
}
void
cogl_attribute_set_buffer (CoglAttribute *attribute,
CoglAttributeBuffer *attribute_buffer)
{
_COGL_RETURN_IF_FAIL (cogl_is_attribute (attribute));
if (G_UNLIKELY (attribute->immutable_ref))
warn_about_midscene_changes ();
cogl_object_ref (attribute_buffer);
cogl_object_unref (attribute->attribute_buffer);
attribute->attribute_buffer = attribute_buffer;
}
CoglAttribute *
_cogl_attribute_immutable_ref (CoglAttribute *attribute)
{
_COGL_RETURN_VAL_IF_FAIL (cogl_is_attribute (attribute), NULL);
attribute->immutable_ref++;
_cogl_buffer_immutable_ref (COGL_BUFFER (attribute->attribute_buffer));
return attribute;
}
void
_cogl_attribute_immutable_unref (CoglAttribute *attribute)
{
_COGL_RETURN_IF_FAIL (cogl_is_attribute (attribute));
_COGL_RETURN_IF_FAIL (attribute->immutable_ref > 0);
attribute->immutable_ref--;
_cogl_buffer_immutable_unref (COGL_BUFFER (attribute->attribute_buffer));
}
static void
_cogl_attribute_free (CoglAttribute *attribute)
{
cogl_object_unref (attribute->attribute_buffer);
g_slice_free (CoglAttribute, attribute);
}
typedef struct
{
int unit;
CoglPipelineFlushOptions options;
guint32 fallback_layers;
} ValidateLayerState;
static gboolean
validate_layer_cb (CoglPipeline *pipeline,
int layer_index,
void *user_data)
{
CoglTexture *texture =
_cogl_pipeline_get_layer_texture (pipeline, layer_index);
ValidateLayerState *state = user_data;
gboolean 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;
}
typedef struct _ForeachChangedBitState
{
CoglContext *context;
const CoglBitmask *new_bits;
CoglPipeline *pipeline;
} ForeachChangedBitState;
static gboolean
toggle_builtin_attribute_enabled_cb (int bit_num, void *user_data)
{
ForeachChangedBitState *state = user_data;
CoglContext *context = state->context;
_COGL_RETURN_VAL_IF_FAIL (context->driver == COGL_DRIVER_GL ||
context->driver == COGL_DRIVER_GLES1,
FALSE);
#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES)
{
gboolean enabled = _cogl_bitmask_get (state->new_bits, bit_num);
GLenum cap;
switch (bit_num)
{
case COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY:
cap = GL_COLOR_ARRAY;
break;
case COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY:
cap = GL_VERTEX_ARRAY;
break;
case COGL_ATTRIBUTE_NAME_ID_NORMAL_ARRAY:
cap = GL_NORMAL_ARRAY;
break;
}
if (enabled)
GE (context, glEnableClientState (cap));
else
GE (context, glDisableClientState (cap));
}
#endif
return TRUE;
}
static gboolean
toggle_texcood_attribute_enabled_cb (int bit_num, void *user_data)
{
ForeachChangedBitState *state = user_data;
CoglContext *context = state->context;
_COGL_RETURN_VAL_IF_FAIL (context->driver == COGL_DRIVER_GL ||
context->driver == COGL_DRIVER_GLES1,
FALSE);
#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES)
{
gboolean enabled = _cogl_bitmask_get (state->new_bits, bit_num);
GE( context, glClientActiveTexture (GL_TEXTURE0 + bit_num) );
if (enabled)
GE( context, glEnableClientState (GL_TEXTURE_COORD_ARRAY) );
else
GE( context, glDisableClientState (GL_TEXTURE_COORD_ARRAY) );
}
#endif
return TRUE;
}
static gboolean
toggle_custom_attribute_enabled_cb (int bit_num, void *user_data)
{
ForeachChangedBitState *state = user_data;
gboolean enabled = _cogl_bitmask_get (state->new_bits, bit_num);
CoglContext *context = state->context;
if (enabled)
GE( context, glEnableVertexAttribArray (bit_num) );
else
GE( context, glDisableVertexAttribArray (bit_num) );
return TRUE;
}
static void
foreach_changed_bit_and_save (CoglContext *context,
CoglBitmask *current_bits,
const CoglBitmask *new_bits,
CoglBitmaskForeachFunc callback,
ForeachChangedBitState *state)
{
/* Get the list of bits that are different */
_cogl_bitmask_clear_all (&context->changed_bits_tmp);
_cogl_bitmask_set_bits (&context->changed_bits_tmp, current_bits);
_cogl_bitmask_xor_bits (&context->changed_bits_tmp, new_bits);
/* Iterate over each bit to change */
state->new_bits = new_bits;
_cogl_bitmask_foreach (&context->changed_bits_tmp,
callback,
state);
/* Store the new values */
_cogl_bitmask_clear_all (current_bits);
_cogl_bitmask_set_bits (current_bits, new_bits);
}
#ifdef COGL_PIPELINE_PROGEND_GLSL
static void
setup_generic_attribute (CoglContext *context,
CoglPipeline *pipeline,
CoglAttribute *attribute,
guint8 *base)
{
int name_index = attribute->name_state->name_index;
int attrib_location =
_cogl_pipeline_progend_glsl_get_attrib_location (pipeline, name_index);
if (attrib_location != -1)
{
GE( context, glVertexAttribPointer (attrib_location,
attribute->n_components,
attribute->type,
attribute->normalized,
attribute->stride,
base + attribute->offset) );
_cogl_bitmask_set (&context->enable_custom_attributes_tmp,
attrib_location, TRUE);
}
}
#endif /* COGL_PIPELINE_PROGEND_GLSL */
static void
apply_attribute_enable_updates (CoglContext *context,
CoglPipeline *pipeline)
{
ForeachChangedBitState changed_bits_state;
changed_bits_state.context = context;
changed_bits_state.new_bits = &context->enable_builtin_attributes_tmp;
changed_bits_state.pipeline = pipeline;
foreach_changed_bit_and_save (context,
&context->enabled_builtin_attributes,
&context->enable_builtin_attributes_tmp,
toggle_builtin_attribute_enabled_cb,
&changed_bits_state);
changed_bits_state.new_bits = &context->enable_texcoord_attributes_tmp;
foreach_changed_bit_and_save (context,
&context->enabled_texcoord_attributes,
&context->enable_texcoord_attributes_tmp,
toggle_texcood_attribute_enabled_cb,
&changed_bits_state);
changed_bits_state.new_bits = &context->enable_custom_attributes_tmp;
foreach_changed_bit_and_save (context,
&context->enabled_custom_attributes,
&context->enable_custom_attributes_tmp,
toggle_custom_attribute_enabled_cb,
&changed_bits_state);
}
static CoglPipeline *
flush_state (CoglDrawFlags flags,
CoglAttribute **attributes,
int n_attributes,
ValidateLayerState *state)
{
CoglFramebuffer *framebuffer = cogl_get_draw_framebuffer ();
int i;
gboolean skip_gl_color = FALSE;
CoglPipeline *source = cogl_get_source ();
CoglPipeline *copy = NULL;
int n_tex_coord_attribs = 0;
_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
if (!(flags & COGL_DRAW_SKIP_JOURNAL_FLUSH))
_cogl_journal_flush (framebuffer->journal, framebuffer);
state->unit = 0;
state->options.flags = 0;
state->fallback_layers = 0;
if (!(flags & COGL_DRAW_SKIP_PIPELINE_VALIDATION))
cogl_pipeline_foreach_layer (cogl_get_source (),
validate_layer_cb,
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 (cogl_get_draw_framebuffer (),
_cogl_get_read_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_dirty (framebuffer);
/* Iterate the attributes to work out whether blending needs to be
enabled and how many texture coords there are. We need to do this
before flushing the pipeline. */
for (i = 0; i < n_attributes; i++)
switch (attributes[i]->name_state->name_id)
{
case COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY:
if ((flags & COGL_DRAW_COLOR_ATTRIBUTE_IS_OPAQUE) == 0 &&
!_cogl_pipeline_get_real_blend_enabled (source))
{
CoglPipelineBlendEnable blend_enable =
COGL_PIPELINE_BLEND_ENABLE_ENABLED;
copy = cogl_pipeline_copy (source);
_cogl_pipeline_set_blend_enabled (copy, blend_enable);
source = copy;
}
skip_gl_color = TRUE;
break;
case COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY:
n_tex_coord_attribs++;
break;
default:
break;
}
if (G_UNLIKELY (state->options.flags))
{
/* If we haven't already created a derived pipeline... */
if (!copy)
{
copy = cogl_pipeline_copy (source);
source = copy;
}
_cogl_pipeline_apply_overrides (source, &state->options);
/* TODO:
* overrides = cogl_pipeline_get_data (pipeline,
* last_overrides_key);
* if (overrides)
* {
* age = cogl_pipeline_get_age (pipeline);
* XXX: actually we also need to check for legacy_state
* and blending overrides for use of glColorPointer...
* if (overrides->ags != age ||
* memcmp (&overrides->options, &options,
* sizeof (options) != 0)
* {
* cogl_object_unref (overrides->weak_pipeline);
* g_slice_free (Overrides, overrides);
* overrides = NULL;
* }
* }
* if (!overrides)
* {
* overrides = g_slice_new (Overrides);
* overrides->weak_pipeline =
* cogl_pipeline_weak_copy (cogl_get_source ());
* _cogl_pipeline_apply_overrides (overrides->weak_pipeline,
* &options);
*
* cogl_pipeline_set_data (pipeline, last_overrides_key,
* weak_overrides,
* free_overrides_cb,
* NULL);
* }
* source = overrides->weak_pipeline;
*/
}
if (G_UNLIKELY (ctx->legacy_state_set) &&
_cogl_get_enable_legacy_state ())
{
/* If we haven't already created a derived pipeline... */
if (!copy)
{
copy = cogl_pipeline_copy (source);
source = copy;
}
_cogl_pipeline_apply_legacy_state (source);
}
_cogl_pipeline_flush_gl_state (source, skip_gl_color, n_tex_coord_attribs);
_cogl_bitmask_clear_all (&ctx->enable_builtin_attributes_tmp);
_cogl_bitmask_clear_all (&ctx->enable_texcoord_attributes_tmp);
_cogl_bitmask_clear_all (&ctx->enable_custom_attributes_tmp);
/* Bind the attribute pointers. We need to do this after the
* pipeline is flushed because when using GLSL that is the only
* point when we can determine the attribute locations */
for (i = 0; i < n_attributes; i++)
{
CoglAttribute *attribute = attributes[i];
CoglAttributeBuffer *attribute_buffer;
CoglBuffer *buffer;
guint8 *base;
attribute_buffer = cogl_attribute_get_buffer (attribute);
buffer = COGL_BUFFER (attribute_buffer);
base = _cogl_buffer_bind (buffer, COGL_BUFFER_BIND_TARGET_ATTRIBUTE_BUFFER);
switch (attribute->name_state->name_id)
{
case COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY:
#ifdef HAVE_COGL_GLES2
if (ctx->driver == COGL_DRIVER_GLES2)
setup_generic_attribute (ctx, source, attribute, base);
else
#endif
{
_cogl_bitmask_set (&ctx->enable_builtin_attributes_tmp,
COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY, TRUE);
GE (ctx, glColorPointer (attribute->n_components,
attribute->type,
attribute->stride,
base + attribute->offset));
}
break;
case COGL_ATTRIBUTE_NAME_ID_NORMAL_ARRAY:
#ifdef HAVE_COGL_GLES2
if (ctx->driver == COGL_DRIVER_GLES2)
setup_generic_attribute (ctx, source, attribute, base);
else
#endif
{
_cogl_bitmask_set (&ctx->enable_builtin_attributes_tmp,
COGL_ATTRIBUTE_NAME_ID_NORMAL_ARRAY, TRUE);
GE (ctx, glNormalPointer (attribute->type,
attribute->stride,
base + attribute->offset));
}
break;
case COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY:
#ifdef HAVE_COGL_GLES2
if (ctx->driver == COGL_DRIVER_GLES2)
setup_generic_attribute (ctx, source, attribute, base);
else
#endif
{
_cogl_bitmask_set (&ctx->enable_texcoord_attributes_tmp,
attribute->name_state->texture_unit, TRUE);
GE (ctx,
glClientActiveTexture (GL_TEXTURE0 +
attribute->name_state->texture_unit));
GE (ctx, glTexCoordPointer (attribute->n_components,
attribute->type,
attribute->stride,
base + attribute->offset));
}
break;
case COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY:
#ifdef HAVE_COGL_GLES2
if (ctx->driver == COGL_DRIVER_GLES2)
setup_generic_attribute (ctx, source, attribute, base);
else
#endif
{
_cogl_bitmask_set (&ctx->enable_builtin_attributes_tmp,
COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY, TRUE);
GE (ctx, glVertexPointer (attribute->n_components,
attribute->type,
attribute->stride,
base + attribute->offset));
}
break;
case COGL_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY:
#ifdef COGL_PIPELINE_PROGEND_GLSL
if (ctx->driver != COGL_DRIVER_GLES1)
setup_generic_attribute (ctx, source, attribute, base);
#endif
break;
default:
g_warning ("Unrecognised attribute type 0x%08x", attribute->type);
}
_cogl_buffer_unbind (buffer);
}
apply_attribute_enable_updates (ctx, source);
return source;
}
void
_cogl_attribute_disable_cached_arrays (void)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
_cogl_bitmask_clear_all (&ctx->enable_builtin_attributes_tmp);
_cogl_bitmask_clear_all (&ctx->enable_texcoord_attributes_tmp);
_cogl_bitmask_clear_all (&ctx->enable_custom_attributes_tmp);
/* XXX: we can pass a NULL source pipeline here because we know a
* source pipeline only needs to be referenced when enabling
* attributes. */
apply_attribute_enable_updates (ctx, NULL);
}
#ifdef COGL_ENABLE_DEBUG
static int
get_index (void *indices,
CoglIndicesType type,
int _index)
{
if (!indices)
return _index;
switch (type)
{
case COGL_INDICES_TYPE_UNSIGNED_BYTE:
return ((guint8 *)indices)[_index];
case COGL_INDICES_TYPE_UNSIGNED_SHORT:
return ((guint16 *)indices)[_index];
case COGL_INDICES_TYPE_UNSIGNED_INT:
return ((guint32 *)indices)[_index];
}
g_return_val_if_reached (0);
}
static void
add_line (void *vertices,
void *indices,
CoglIndicesType indices_type,
CoglAttribute *attribute,
int start,
int end,
CoglVertexP3 *lines,
int *n_line_vertices)
{
int start_index = get_index (indices, indices_type, start);
int end_index = get_index (indices, indices_type, end);
float *v0 = (float *)((guint8 *)vertices + start_index * attribute->stride);
float *v1 = (float *)((guint8 *)vertices + end_index * attribute->stride);
float *o = (float *)(&lines[*n_line_vertices]);
int i;
for (i = 0; i < attribute->n_components; i++)
*(o++) = *(v0++);
for (;i < 3; i++)
*(o++) = 0;
for (i = 0; i < attribute->n_components; i++)
*(o++) = *(v1++);
for (;i < 3; i++)
*(o++) = 0;
*n_line_vertices += 2;
}
static CoglVertexP3 *
get_wire_lines (CoglAttribute *attribute,
CoglVerticesMode mode,
int n_vertices_in,
int *n_vertices_out,
CoglIndices *_indices)
{
CoglAttributeBuffer *attribute_buffer = cogl_attribute_get_buffer (attribute);
void *vertices;
CoglIndexBuffer *index_buffer;
void *indices;
CoglIndicesType indices_type;
int i;
int n_lines;
CoglVertexP3 *out = NULL;
vertices = cogl_buffer_map (COGL_BUFFER (attribute_buffer),
COGL_BUFFER_ACCESS_READ, 0);
if (_indices)
{
index_buffer = cogl_indices_get_buffer (_indices);
indices = cogl_buffer_map (COGL_BUFFER (index_buffer),
COGL_BUFFER_ACCESS_READ, 0);
indices_type = cogl_indices_get_type (_indices);
}
else
{
index_buffer = NULL;
indices = NULL;
indices_type = COGL_INDICES_TYPE_UNSIGNED_BYTE;
}
*n_vertices_out = 0;
if (mode == COGL_VERTICES_MODE_TRIANGLES &&
(n_vertices_in % 3) == 0)
{
n_lines = n_vertices_in;
out = g_new (CoglVertexP3, n_lines * 2);
for (i = 0; i < n_vertices_in; i += 3)
{
add_line (vertices, indices, indices_type, attribute,
i, i+1, out, n_vertices_out);
add_line (vertices, indices, indices_type, attribute,
i+1, i+2, out, n_vertices_out);
add_line (vertices, indices, indices_type, attribute,
i+2, i, out, n_vertices_out);
}
}
else if (mode == COGL_VERTICES_MODE_TRIANGLE_FAN &&
n_vertices_in >= 3)
{
n_lines = 2 * n_vertices_in - 3;
out = g_new (CoglVertexP3, n_lines * 2);
add_line (vertices, indices, indices_type, attribute,
0, 1, out, n_vertices_out);
add_line (vertices, indices, indices_type, attribute,
1, 2, out, n_vertices_out);
add_line (vertices, indices, indices_type, attribute,
0, 2, out, n_vertices_out);
for (i = 3; i < n_vertices_in; i++)
{
add_line (vertices, indices, indices_type, attribute,
i - 1, i, out, n_vertices_out);
add_line (vertices, indices, indices_type, attribute,
0, i, out, n_vertices_out);
}
}
else if (mode == COGL_VERTICES_MODE_TRIANGLE_STRIP &&
n_vertices_in >= 3)
{
n_lines = 2 * n_vertices_in - 3;
out = g_new (CoglVertexP3, n_lines * 2);
add_line (vertices, indices, indices_type, attribute,
0, 1, out, n_vertices_out);
add_line (vertices, indices, indices_type, attribute,
1, 2, out, n_vertices_out);
add_line (vertices, indices, indices_type, attribute,
0, 2, out, n_vertices_out);
for (i = 3; i < n_vertices_in; i++)
{
add_line (vertices, indices, indices_type, attribute,
i - 1, i, out, n_vertices_out);
add_line (vertices, indices, indices_type, attribute,
i - 2, i, out, n_vertices_out);
}
}
/* In the journal we are a bit sneaky and actually use GL_QUADS
* which isn't actually a valid CoglVerticesMode! */
#ifdef HAVE_COGL_GL
else if (mode == GL_QUADS && (n_vertices_in % 4) == 0)
{
n_lines = n_vertices_in;
out = g_new (CoglVertexP3, n_lines * 2);
for (i = 0; i < n_vertices_in; i += 4)
{
add_line (vertices, indices, indices_type, attribute,
i, i + 1, out, n_vertices_out);
add_line (vertices, indices, indices_type, attribute,
i + 1, i + 2, out, n_vertices_out);
add_line (vertices, indices, indices_type, attribute,
i + 2, i + 3, out, n_vertices_out);
add_line (vertices, indices, indices_type, attribute,
i + 3, i, out, n_vertices_out);
}
}
#endif
if (vertices != NULL)
cogl_buffer_unmap (COGL_BUFFER (attribute_buffer));
if (indices != NULL)
cogl_buffer_unmap (COGL_BUFFER (index_buffer));
return out;
}
static void
draw_wireframe (CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglAttribute **attributes,
int n_attributes,
CoglIndices *indices)
{
CoglAttribute *position = NULL;
int i;
int n_line_vertices;
static CoglPipeline *wire_pipeline;
CoglAttribute *wire_attribute[1];
CoglVertexP3 *lines;
CoglAttributeBuffer *attribute_buffer;
for (i = 0; i < n_attributes; i++)
{
if (attributes[i]->name_state->name_id ==
COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY)
{
position = attributes[i];
break;
}
}
if (!position)
return;
lines = get_wire_lines (position,
mode,
n_vertices,
&n_line_vertices,
indices);
attribute_buffer =
cogl_attribute_buffer_new (sizeof (CoglVertexP3) * n_line_vertices,
lines);
wire_attribute[0] =
cogl_attribute_new (attribute_buffer, "cogl_position_in",
sizeof (CoglVertexP3),
0,
3,
COGL_ATTRIBUTE_TYPE_FLOAT);
cogl_object_unref (attribute_buffer);
if (!wire_pipeline)
{
wire_pipeline = cogl_pipeline_new ();
cogl_pipeline_set_color4ub (wire_pipeline,
0x00, 0xff, 0x00, 0xff);
}
_cogl_push_source (wire_pipeline, FALSE);
/* temporarily disable the wireframe to avoid recursion! */
COGL_DEBUG_CLEAR_FLAG (COGL_DEBUG_WIREFRAME);
_cogl_draw_attributes (COGL_VERTICES_MODE_LINES,
0,
n_line_vertices,
wire_attribute,
1,
COGL_DRAW_SKIP_JOURNAL_FLUSH |
COGL_DRAW_SKIP_PIPELINE_VALIDATION |
COGL_DRAW_SKIP_FRAMEBUFFER_FLUSH);
COGL_DEBUG_SET_FLAG (COGL_DEBUG_WIREFRAME);
cogl_pop_source ();
cogl_object_unref (wire_attribute[0]);
}
#endif
/* This can be called directly by the CoglJournal to draw attributes
* skipping the implicit journal flush, the framebuffer flush and
* pipeline validation. */
void
_cogl_draw_attributes (CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglAttribute **attributes,
int n_attributes,
CoglDrawFlags flags)
{
ValidateLayerState state;
CoglPipeline *source;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
source = flush_state (flags, attributes, n_attributes, &state);
GE (ctx, glDrawArrays ((GLenum)mode, first_vertex, n_vertices));
if (G_UNLIKELY (source != cogl_get_source ()))
cogl_object_unref (source);
#ifdef COGL_ENABLE_DEBUG
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_WIREFRAME)))
draw_wireframe (mode, first_vertex, n_vertices,
attributes, n_attributes, NULL);
#endif
}
void
cogl_draw_attributes (CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglAttribute **attributes,
int n_attributes)
{
_cogl_draw_attributes (mode, first_vertex,
n_vertices,
attributes, n_attributes,
0 /* no flags */);
}
void
cogl_vdraw_attributes (CoglVerticesMode mode,
int first_vertex,
int n_vertices,
...)
{
va_list ap;
int n_attributes;
CoglAttribute *attribute;
CoglAttribute **attributes;
int i;
va_start (ap, n_vertices);
for (n_attributes = 0; va_arg (ap, CoglAttribute *); n_attributes++)
;
va_end (ap);
attributes = g_alloca (sizeof (CoglAttribute *) * n_attributes);
va_start (ap, n_vertices);
for (i = 0; (attribute = va_arg (ap, CoglAttribute *)); i++)
attributes[i] = attribute;
va_end (ap);
cogl_draw_attributes (mode, first_vertex, n_vertices,
attributes, n_attributes);
}
static size_t
sizeof_index_type (CoglIndicesType type)
{
switch (type)
{
case COGL_INDICES_TYPE_UNSIGNED_BYTE:
return 1;
case COGL_INDICES_TYPE_UNSIGNED_SHORT:
return 2;
case COGL_INDICES_TYPE_UNSIGNED_INT:
return 4;
}
g_return_val_if_reached (0);
}
void
_cogl_draw_indexed_attributes (CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglIndices *indices,
CoglAttribute **attributes,
int n_attributes,
CoglDrawFlags flags)
{
ValidateLayerState state;
CoglPipeline *source;
CoglBuffer *buffer;
guint8 *base;
size_t buffer_offset;
size_t index_size;
GLenum indices_gl_type = 0;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
source = flush_state (flags, attributes, n_attributes, &state);
buffer = COGL_BUFFER (cogl_indices_get_buffer (indices));
base = _cogl_buffer_bind (buffer, COGL_BUFFER_BIND_TARGET_INDEX_BUFFER);
buffer_offset = cogl_indices_get_offset (indices);
index_size = sizeof_index_type (cogl_indices_get_type (indices));
switch (cogl_indices_get_type (indices))
{
case COGL_INDICES_TYPE_UNSIGNED_BYTE:
indices_gl_type = GL_UNSIGNED_BYTE;
break;
case COGL_INDICES_TYPE_UNSIGNED_SHORT:
indices_gl_type = GL_UNSIGNED_SHORT;
break;
case COGL_INDICES_TYPE_UNSIGNED_INT:
indices_gl_type = GL_UNSIGNED_INT;
break;
}
GE (ctx, glDrawElements ((GLenum)mode,
n_vertices,
indices_gl_type,
base + buffer_offset + index_size * first_vertex));
_cogl_buffer_unbind (buffer);
if (G_UNLIKELY (source != cogl_get_source ()))
cogl_object_unref (source);
#ifdef COGL_ENABLE_DEBUG
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_WIREFRAME)))
draw_wireframe (mode, first_vertex, n_vertices,
attributes, n_attributes, indices);
#endif
}
void
cogl_draw_indexed_attributes (CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglIndices *indices,
CoglAttribute **attributes,
int n_attributes)
{
_cogl_draw_indexed_attributes (mode, first_vertex,
n_vertices, indices,
attributes, n_attributes,
0 /* no flags */);
}
void
cogl_vdraw_indexed_attributes (CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglIndices *indices,
...)
{
va_list ap;
int n_attributes;
CoglAttribute **attributes;
int i;
CoglAttribute *attribute;
va_start (ap, indices);
for (n_attributes = 0; va_arg (ap, CoglAttribute *); n_attributes++)
;
va_end (ap);
attributes = g_alloca (sizeof (CoglAttribute *) * n_attributes);
va_start (ap, indices);
for (i = 0; (attribute = va_arg (ap, CoglAttribute *)); i++)
attributes[i] = attribute;
va_end (ap);
cogl_draw_indexed_attributes (mode,
first_vertex,
n_vertices,
indices,
attributes,
n_attributes);
}