mutter/cogl/cogl-material.c
Neil Roberts bb17fd70e2 cogl-material: Compare whether textures are equal by their GL handle
Textures within a layer were compared for equality by comparing their
texture handle. However this means that sub textures and atlas
textures which may be internally using the same GL handle would not be
batched together. Instead it now tries to determine the underlying GL
handle using either the slice override or _cogl_texture_get_gl_texture
and then compares those.
2010-08-12 11:36:18 +01:00

5420 lines
175 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2008,2009,2010 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.h"
#include "cogl-debug.h"
#include "cogl-internal.h"
#include "cogl-context.h"
#include "cogl-object.h"
#include "cogl-material-private.h"
#include "cogl-material-opengl-private.h"
#include "cogl-texture-private.h"
#include "cogl-blend-string.h"
#include "cogl-journal-private.h"
#include "cogl-color-private.h"
#include "cogl-profile.h"
#include <glib.h>
#include <glib/gprintf.h>
#include <string.h>
#define COGL_MATERIAL_LAYER(X) ((CoglMaterialLayer *)(X))
typedef gboolean (*CoglMaterialStateComparitor) (CoglMaterial *authority0,
CoglMaterial *authority1);
static CoglMaterialLayer *_cogl_material_layer_copy (CoglMaterialLayer *layer);
static void _cogl_material_free (CoglMaterial *tex);
static void _cogl_material_layer_free (CoglMaterialLayer *layer);
static void _cogl_material_add_layer_difference (CoglMaterial *material,
CoglMaterialLayer *layer,
gboolean inc_n_layers);
static void handle_automatic_blend_enable (CoglMaterial *material,
CoglMaterialState changes);
static void recursively_free_layer_caches (CoglMaterial *material);
const CoglMaterialBackend *_cogl_material_backends[COGL_MATERIAL_N_BACKENDS];
#ifdef COGL_MATERIAL_BACKEND_GLSL
#include "cogl-material-glsl-private.h"
#endif
#ifdef COGL_MATERIAL_BACKEND_ARBFP
#include "cogl-material-arbfp-private.h"
#endif
#ifdef COGL_MATERIAL_BACKEND_FIXED
#include "cogl-material-fixed-private.h"
#endif
COGL_OBJECT_DEFINE (Material, material);
COGL_OBJECT_DEFINE_DEPRECATED_REF_COUNTING (material);
/* This type was made deprecated before the cogl_is_material_layer
function was ever exposed in the public headers so there's no need
to make the cogl_is_material_layer function public. We use INTERNAL
so that the cogl_is_* function won't get defined */
COGL_OBJECT_INTERNAL_DEFINE (MaterialLayer, material_layer);
GQuark
_cogl_material_error_quark (void)
{
return g_quark_from_static_string ("cogl-material-error-quark");
}
static void
_cogl_material_node_init (CoglMaterialNode *node)
{
node->parent = NULL;
node->has_children = FALSE;
}
static void
_cogl_material_node_set_parent_real (CoglMaterialNode *node,
CoglMaterialNode *parent,
CoglMaterialNodeUnparentVFunc unparent)
{
/* NB: the old parent may indirectly be keeping the new parent alive so we
* have to ref the new parent before unrefing the old */
cogl_object_ref (parent);
if (node->parent)
unparent (node);
if (G_UNLIKELY (parent->has_children))
parent->children = g_list_prepend (parent->children, node);
else
{
parent->has_children = TRUE;
parent->first_child = node;
parent->children = NULL;
}
node->parent = parent;
}
static void
_cogl_material_node_unparent_real (CoglMaterialNode *node)
{
CoglMaterialNode *parent = node->parent;
if (parent == NULL)
return;
g_return_if_fail (parent->has_children);
if (parent->first_child == node)
{
if (parent->children)
{
parent->first_child = parent->children->data;
parent->children =
g_list_delete_link (parent->children, parent->children);
}
else
parent->has_children = FALSE;
}
else
parent->children = g_list_remove (parent->children, node);
cogl_object_unref (parent);
node->parent = NULL;
}
void
_cogl_material_node_foreach_child (CoglMaterialNode *node,
CoglMaterialNodeChildCallback callback,
void *user_data)
{
if (node->has_children)
{
callback (node->first_child, user_data);
g_list_foreach (node->children, (GFunc)callback, user_data);
}
}
/*
* This initializes the first material owned by the Cogl context. All
* subsequently instantiated materials created via the cogl_material_new()
* API will initially be a copy of this material.
*
* The default material is the topmost ancester for all materials.
*/
void
_cogl_material_init_default_material (void)
{
/* Create new - blank - material */
CoglMaterial *material = g_slice_new0 (CoglMaterial);
CoglMaterialBigState *big_state = g_slice_new0 (CoglMaterialBigState);
CoglMaterialLightingState *lighting_state = &big_state->lighting_state;
CoglMaterialAlphaFuncState *alpha_state = &big_state->alpha_state;
CoglMaterialBlendState *blend_state = &big_state->blend_state;
CoglMaterialDepthState *depth_state = &big_state->depth_state;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Take this opportunity to setup the fragment processing backends... */
#ifdef COGL_MATERIAL_BACKEND_GLSL
_cogl_material_backends[COGL_MATERIAL_BACKEND_GLSL] =
&_cogl_material_glsl_backend;
#endif
#ifdef COGL_MATERIAL_BACKEND_ARBFP
_cogl_material_backends[COGL_MATERIAL_BACKEND_ARBFP] =
&_cogl_material_arbfp_backend;
#endif
#ifdef COGL_MATERIAL_BACKEND_FIXED
_cogl_material_backends[COGL_MATERIAL_BACKEND_FIXED] =
&_cogl_material_fixed_backend;
#endif
_cogl_material_node_init (COGL_MATERIAL_NODE (material));
material->is_weak = FALSE;
material->journal_ref_count = 0;
material->backend = COGL_MATERIAL_BACKEND_UNDEFINED;
material->differences = COGL_MATERIAL_STATE_ALL_SPARSE;
material->real_blend_enable = FALSE;
material->blend_enable = COGL_MATERIAL_BLEND_ENABLE_AUTOMATIC;
material->layer_differences = NULL;
material->n_layers = 0;
material->big_state = big_state;
material->has_big_state = TRUE;
material->static_breadcrumb = "default material";
material->has_static_breadcrumb = TRUE;
material->age = 0;
/* Use the same defaults as the GL spec... */
cogl_color_init_from_4ub (&material->color, 0xff, 0xff, 0xff, 0xff);
/* Use the same defaults as the GL spec... */
lighting_state->ambient[0] = 0.2;
lighting_state->ambient[1] = 0.2;
lighting_state->ambient[2] = 0.2;
lighting_state->ambient[3] = 1.0;
lighting_state->diffuse[0] = 0.8;
lighting_state->diffuse[1] = 0.8;
lighting_state->diffuse[2] = 0.8;
lighting_state->diffuse[3] = 1.0;
lighting_state->specular[0] = 0;
lighting_state->specular[1] = 0;
lighting_state->specular[2] = 0;
lighting_state->specular[3] = 1.0;
lighting_state->emission[0] = 0;
lighting_state->emission[1] = 0;
lighting_state->emission[2] = 0;
lighting_state->emission[3] = 1.0;
lighting_state->shininess = 0.0f;
/* Use the same defaults as the GL spec... */
alpha_state->alpha_func = COGL_MATERIAL_ALPHA_FUNC_ALWAYS;
alpha_state->alpha_func_reference = 0.0;
/* Not the same as the GL default, but seems saner... */
#ifndef HAVE_COGL_GLES
blend_state->blend_equation_rgb = GL_FUNC_ADD;
blend_state->blend_equation_alpha = GL_FUNC_ADD;
blend_state->blend_src_factor_alpha = GL_ONE;
blend_state->blend_dst_factor_alpha = GL_ONE_MINUS_SRC_ALPHA;
cogl_color_init_from_4ub (&blend_state->blend_constant,
0x00, 0x00, 0x00, 0x00);
#endif
blend_state->blend_src_factor_rgb = GL_ONE;
blend_state->blend_dst_factor_rgb = GL_ONE_MINUS_SRC_ALPHA;
big_state->user_program = COGL_INVALID_HANDLE;
/* The same as the GL defaults */
depth_state->depth_test_enabled = FALSE;
depth_state->depth_test_function = COGL_DEPTH_TEST_FUNCTION_LESS;
depth_state->depth_writing_enabled = TRUE;
depth_state->depth_range_near = 0;
depth_state->depth_range_far = 1;
big_state->point_size = 1.0f;
ctx->default_material = _cogl_material_object_new (material);
}
static void
_cogl_material_unparent (CoglMaterialNode *material)
{
/* Chain up */
_cogl_material_node_unparent_real (material);
}
static gboolean
recursively_free_layer_caches_cb (CoglMaterialNode *node,
void *user_data)
{
recursively_free_layer_caches (COGL_MATERIAL (node));
return TRUE;
}
/* This recursively frees the layers_cache of a material and all of
* its descendants.
*
* For instance if we change a materials ->layer_differences list
* then that material and all of its descendants may now have
* incorrect layer caches. */
static void
recursively_free_layer_caches (CoglMaterial *material)
{
/* Note: we maintain the invariable that if a material already has a
* dirty layers_cache then so do all of its descendants. */
if (material->layers_cache_dirty)
return;
if (G_UNLIKELY (material->layers_cache != material->short_layers_cache))
g_slice_free1 (sizeof (CoglMaterialLayer *) * material->n_layers,
material->layers_cache);
material->layers_cache_dirty = TRUE;
_cogl_material_node_foreach_child (COGL_MATERIAL_NODE (material),
recursively_free_layer_caches_cb,
NULL);
}
static void
_cogl_material_set_parent (CoglMaterial *material, CoglMaterial *parent)
{
/* Chain up */
_cogl_material_node_set_parent_real (COGL_MATERIAL_NODE (material),
COGL_MATERIAL_NODE (parent),
_cogl_material_unparent);
/* Since we just changed the ancestry of the material its cache of
* layers could now be invalid so free it... */
if (material->differences & COGL_MATERIAL_STATE_LAYERS)
recursively_free_layer_caches (material);
/* If the fragment processing backend is also caching state along
* with the material that depends on the material's ancestry then it
* may be notified here...
*/
if (material->backend != COGL_MATERIAL_BACKEND_UNDEFINED &&
_cogl_material_backends[material->backend]->material_set_parent_notify)
{
const CoglMaterialBackend *backend =
_cogl_material_backends[material->backend];
backend->material_set_parent_notify (material);
}
}
/* XXX: Always have an eye out for opportunities to lower the cost of
* cogl_material_copy. */
CoglMaterial *
cogl_material_copy (CoglMaterial *src)
{
CoglMaterial *material = g_slice_new (CoglMaterial);
_cogl_material_node_init (COGL_MATERIAL_NODE (material));
material->is_weak = FALSE;
material->journal_ref_count = 0;
material->differences = 0;
material->has_big_state = FALSE;
/* NB: real_blend_enable isn't a sparse property, it's valid for
* every material node so we have fast access to it. */
material->real_blend_enable = src->real_blend_enable;
/* XXX:
* consider generalizing the idea of "cached" properties. These
* would still have an authority like other sparse properties but
* you wouldn't have to walk up the ancestry to find the authority
* because the value would be cached directly in each material.
*/
material->layers_cache_dirty = TRUE;
material->deprecated_get_layers_list_dirty = TRUE;
material->backend = src->backend;
material->backend_priv_set_mask = 0;
material->has_static_breadcrumb = FALSE;
material->age = 0;
_cogl_material_set_parent (material, src);
return _cogl_material_object_new (material);
}
/* XXX: we should give this more thought before making anything like
* this API public! */
CoglMaterial *
_cogl_material_weak_copy (CoglMaterial *material)
{
CoglMaterial *copy;
CoglMaterial *copy_material;
/* If we make a public API we might want want to allow weak copies
* of weak material? */
g_return_val_if_fail (!material->is_weak, NULL);
copy = cogl_material_copy (material);
copy_material = COGL_MATERIAL (copy);
copy_material->is_weak = TRUE;
return copy;
}
CoglMaterial *
cogl_material_new (void)
{
CoglMaterial *new;
_COGL_GET_CONTEXT (ctx, NULL);
new = cogl_material_copy (ctx->default_material);
_cogl_material_set_static_breadcrumb (new, "new");
return new;
}
static void
_cogl_material_backend_free_priv (CoglMaterial *material)
{
if (material->backend != COGL_MATERIAL_BACKEND_UNDEFINED &&
_cogl_material_backends[material->backend]->free_priv)
{
const CoglMaterialBackend *backend =
_cogl_material_backends[material->backend];
backend->free_priv (material);
}
}
static void
_cogl_material_free (CoglMaterial *material)
{
_cogl_material_backend_free_priv (material);
_cogl_material_unparent (COGL_MATERIAL_NODE (material));
if (material->differences & COGL_MATERIAL_STATE_USER_SHADER &&
material->big_state->user_program)
cogl_handle_unref (material->big_state->user_program);
if (material->differences & COGL_MATERIAL_STATE_NEEDS_BIG_STATE)
g_slice_free (CoglMaterialBigState, material->big_state);
if (material->differences & COGL_MATERIAL_STATE_LAYERS)
{
g_list_foreach (material->layer_differences,
(GFunc)cogl_object_unref, NULL);
g_list_free (material->layer_differences);
}
g_slice_free (CoglMaterial, material);
}
gboolean
_cogl_material_get_real_blend_enabled (CoglMaterial *material)
{
g_return_val_if_fail (cogl_is_material (material), FALSE);
return material->real_blend_enable;
}
inline CoglMaterial *
_cogl_material_get_parent (CoglMaterial *material)
{
CoglMaterialNode *parent_node = COGL_MATERIAL_NODE (material)->parent;
return COGL_MATERIAL (parent_node);
}
CoglMaterial *
_cogl_material_get_authority (CoglMaterial *material,
unsigned long difference)
{
CoglMaterial *authority = material;
while (!(authority->differences & difference))
authority = _cogl_material_get_parent (authority);
return authority;
}
/* XXX: Think twice before making this non static since it is used
* heavily and we expect the compiler to inline it...
*/
static CoglMaterialLayer *
_cogl_material_layer_get_parent (CoglMaterialLayer *layer)
{
CoglMaterialNode *parent_node = COGL_MATERIAL_NODE (layer)->parent;
return COGL_MATERIAL_LAYER (parent_node);
}
CoglMaterialLayer *
_cogl_material_layer_get_authority (CoglMaterialLayer *layer,
unsigned long difference)
{
CoglMaterialLayer *authority = layer;
while (!(authority->differences & difference))
authority = _cogl_material_layer_get_parent (authority);
return authority;
}
int
_cogl_material_layer_get_unit_index (CoglMaterialLayer *layer)
{
CoglMaterialLayer *authority =
_cogl_material_layer_get_authority (layer, COGL_MATERIAL_LAYER_STATE_UNIT);
return authority->unit_index;
}
static void
_cogl_material_update_layers_cache (CoglMaterial *material)
{
/* Note: we assume this material is a _LAYERS authority */
int n_layers;
CoglMaterial *current;
int layers_found;
if (G_LIKELY (!material->layers_cache_dirty) ||
material->n_layers == 0)
return;
material->layers_cache_dirty = FALSE;
n_layers = material->n_layers;
if (G_LIKELY (n_layers < G_N_ELEMENTS (material->short_layers_cache)))
{
material->layers_cache = material->short_layers_cache;
memset (material->layers_cache, 0,
sizeof (CoglMaterialLayer *) *
G_N_ELEMENTS (material->short_layers_cache));
}
else
{
material->layers_cache =
g_slice_alloc0 (sizeof (CoglMaterialLayer *) * n_layers);
}
/* Notes:
*
* Each material doesn't have to contain a complete list of the layers
* it depends on, some of them are indirectly referenced through the
* material's ancestors.
*
* material->layer_differences only contains a list of layers that
* have changed in relation to its parent.
*
* material->layer_differences is not maintained sorted, but it
* won't contain multiple layers corresponding to a particular
* ->unit_index.
*
* Some of the ancestor materials may reference layers with
* ->unit_index values >= n_layers so we ignore them.
*
* As we ascend through the ancestors we are searching for any
* CoglMaterialLayers corresponding to the texture ->unit_index
* values in the range [0,n_layers-1]. As soon as a pointer is found
* we ignore layers of further ancestors with the same ->unit_index
* values.
*/
layers_found = 0;
for (current = material;
_cogl_material_get_parent (current);
current = _cogl_material_get_parent (current))
{
GList *l;
if (!(current->differences & COGL_MATERIAL_STATE_LAYERS))
continue;
for (l = current->layer_differences; l; l = l->next)
{
CoglMaterialLayer *layer = l->data;
int unit_index = _cogl_material_layer_get_unit_index (layer);
if (unit_index < n_layers && !material->layers_cache[unit_index])
{
material->layers_cache[unit_index] = layer;
layers_found++;
if (layers_found == n_layers)
return;
}
}
}
g_warn_if_reached ();
}
/* TODO: add public cogl_material_foreach_layer but instead of passing
* a CoglMaterialLayer pointer to the callback we should pass a
* layer_index instead. */
void
_cogl_material_foreach_layer (CoglMaterial *material,
CoglMaterialLayerCallback callback,
void *user_data)
{
CoglMaterial *authority =
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_LAYERS);
int n_layers;
int i;
gboolean cont;
n_layers = authority->n_layers;
if (n_layers == 0)
return;
_cogl_material_update_layers_cache (authority);
for (i = 0, cont = TRUE; i < n_layers && cont == TRUE; i++)
cont = callback (authority->layers_cache[i], user_data);
}
static gboolean
layer_has_alpha_cb (CoglMaterialLayer *layer, void *data)
{
CoglMaterialLayer *combine_authority =
_cogl_material_layer_get_authority (layer,
COGL_MATERIAL_LAYER_STATE_COMBINE);
CoglMaterialLayerBigState *big_state = combine_authority->big_state;
CoglMaterialLayer *tex_authority;
gboolean *has_alpha = data;
/* has_alpha maintains the alpha status for the GL_PREVIOUS layer */
/* For anything but the default texture combine we currently just
* assume it may result in an alpha value < 1
*
* FIXME: we could do better than this. */
if (big_state->texture_combine_alpha_func != GL_MODULATE ||
big_state->texture_combine_alpha_src[0] != GL_PREVIOUS ||
big_state->texture_combine_alpha_op[0] != GL_SRC_ALPHA ||
big_state->texture_combine_alpha_src[0] != GL_TEXTURE ||
big_state->texture_combine_alpha_op[0] != GL_SRC_ALPHA)
{
*has_alpha = TRUE;
/* return FALSE to stop iterating layers... */
return FALSE;
}
/* NB: A layer may have a combine mode set on it but not yet
* have an associated texture which would mean we'd fallback
* to the default texture which doesn't have an alpha component
*/
tex_authority =
_cogl_material_layer_get_authority (layer,
COGL_MATERIAL_LAYER_STATE_TEXTURE);
if (tex_authority->texture &&
cogl_texture_get_format (tex_authority->texture) & COGL_A_BIT)
{
*has_alpha = TRUE;
/* return FALSE to stop iterating layers... */
return FALSE;
}
*has_alpha = FALSE;
/* return FALSE to continue iterating layers... */
return TRUE;
}
static CoglMaterial *
_cogl_material_get_user_program (CoglMaterial *material)
{
CoglMaterial *authority;
g_return_val_if_fail (cogl_is_material (material), NULL);
authority =
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_USER_SHADER);
return authority->big_state->user_program;
}
static gboolean
_cogl_material_needs_blending_enabled (CoglMaterial *material,
unsigned long changes,
const CoglColor *override_color)
{
CoglMaterial *enable_authority;
CoglMaterial *blend_authority;
CoglMaterialBlendState *blend_state;
CoglMaterialBlendEnable enabled;
unsigned long other_state;
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_BLENDING))
return FALSE;
enable_authority =
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_BLEND_ENABLE);
enabled = enable_authority->blend_enable;
if (enabled != COGL_MATERIAL_BLEND_ENABLE_AUTOMATIC)
return enabled == COGL_MATERIAL_BLEND_ENABLE_ENABLED ? TRUE : FALSE;
blend_authority =
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_BLEND);
blend_state = &blend_authority->big_state->blend_state;
/* We are trying to identify awkward cases that are equivalent to
* blending being disable, where the output is simply GL_SRC_COLOR.
*
* Note: we assume that all OpenGL drivers will identify the simple
* case of ADD (ONE, ZERO) as equivalent to blending being disabled.
*
* We should update this when we add support for more blend
* functions...
*/
#ifndef HAVE_COGL_GLES
/* GLES 1 can't change the function or have separate alpha factors */
if (blend_state->blend_equation_rgb != GL_FUNC_ADD ||
blend_state->blend_equation_alpha != GL_FUNC_ADD)
return TRUE;
if (blend_state->blend_src_factor_alpha != GL_ONE ||
blend_state->blend_dst_factor_alpha != GL_ONE_MINUS_SRC_ALPHA)
return TRUE;
#endif
if (blend_state->blend_src_factor_rgb != GL_ONE ||
blend_state->blend_dst_factor_rgb != GL_ONE_MINUS_SRC_ALPHA)
return TRUE;
/* Given the above constraints, it's now a case of finding any
* SRC_ALPHA that != 1 */
/* In the case of a layer state change we need to check everything
* else first since they contribute to the has_alpha status of the
* GL_PREVIOUS layer. */
if (changes & COGL_MATERIAL_STATE_LAYERS)
changes = COGL_MATERIAL_STATE_AFFECTS_BLENDING;
/* XXX: we don't currently handle specific changes in an optimal way*/
changes = COGL_MATERIAL_STATE_AFFECTS_BLENDING;
if ((override_color && cogl_color_get_alpha_byte (override_color) != 0xff))
return TRUE;
if (changes & COGL_MATERIAL_STATE_COLOR)
{
CoglColor tmp;
cogl_material_get_color (material, &tmp);
if (cogl_color_get_alpha_byte (&tmp) != 0xff)
return TRUE;
}
/* We can't make any assumptions about the alpha channel if the user
* is using an unknown fragment shader.
*
* TODO: check that it isn't just a vertex shader!
*/
if (changes & COGL_MATERIAL_STATE_USER_SHADER)
{
if (_cogl_material_get_user_program (material) != COGL_INVALID_HANDLE)
return TRUE;
}
/* XXX: we should only need to look at these if lighting is enabled
*/
if (changes & COGL_MATERIAL_STATE_LIGHTING)
{
CoglColor tmp;
cogl_material_get_ambient (material, &tmp);
if (cogl_color_get_alpha_byte (&tmp) != 0xff)
return TRUE;
cogl_material_get_diffuse (material, &tmp);
if (cogl_color_get_alpha_byte (&tmp) != 0xff)
return TRUE;
cogl_material_get_specular (material, &tmp);
if (cogl_color_get_alpha_byte (&tmp) != 0xff)
return TRUE;
cogl_material_get_emission (material, &tmp);
if (cogl_color_get_alpha_byte (&tmp) != 0xff)
return TRUE;
}
if (changes & COGL_MATERIAL_STATE_LAYERS)
{
/* has_alpha tracks the alpha status of the GL_PREVIOUS layer.
* To start with that's defined by the material color which
* must be fully opaque if we got this far. */
gboolean has_alpha = FALSE;
_cogl_material_foreach_layer (material,
layer_has_alpha_cb,
&has_alpha);
if (has_alpha)
return TRUE;
}
/* So far we have only checked the property that has been changed so
* we now need to check all the other properties too. */
other_state = COGL_MATERIAL_STATE_AFFECTS_BLENDING & ~changes;
if (other_state &&
_cogl_material_needs_blending_enabled (material,
other_state,
NULL))
return TRUE;
return FALSE;
}
void
_cogl_material_set_backend (CoglMaterial *material, int backend)
{
_cogl_material_backend_free_priv (material);
material->backend = backend;
}
static void
_cogl_material_copy_differences (CoglMaterial *dest,
CoglMaterial *src,
unsigned long differences)
{
CoglMaterialBigState *big_state;
if (differences & COGL_MATERIAL_STATE_COLOR)
dest->color = src->color;
if (differences & COGL_MATERIAL_STATE_BLEND_ENABLE)
dest->blend_enable = src->blend_enable;
if (differences & COGL_MATERIAL_STATE_LAYERS)
{
GList *l;
if (dest->differences & COGL_MATERIAL_STATE_LAYERS &&
dest->layer_differences)
{
g_list_foreach (dest->layer_differences,
(GFunc)cogl_object_unref,
NULL);
g_list_free (dest->layer_differences);
}
for (l = src->layer_differences; l; l = l->next)
{
/* NB: a layer can't have more than one ->owner so we can't
* simply take a references on each of the original
* layer_differences, we have to derive new layers from the
* originals instead. */
CoglMaterialLayer *copy = _cogl_material_layer_copy (l->data);
_cogl_material_add_layer_difference (dest, copy, FALSE);
cogl_object_unref (copy);
}
/* Note: we initialize n_layers after adding the layer differences
* since the act of adding the layers will initialize n_layers to 0
* because dest isn't initially a STATE_LAYERS authority. */
dest->n_layers = src->n_layers;
}
if (differences & COGL_MATERIAL_STATE_NEEDS_BIG_STATE)
{
if (!dest->has_big_state)
{
dest->big_state = g_slice_new (CoglMaterialBigState);
dest->has_big_state = TRUE;
}
big_state = dest->big_state;
}
else
goto check_for_blending_change;
if (differences & COGL_MATERIAL_STATE_LIGHTING)
{
memcpy (&big_state->lighting_state,
&src->big_state->lighting_state,
sizeof (CoglMaterialLightingState));
}
if (differences & COGL_MATERIAL_STATE_ALPHA_FUNC)
{
memcpy (&big_state->alpha_state,
&src->big_state->alpha_state,
sizeof (CoglMaterialAlphaFuncState));
}
if (differences & COGL_MATERIAL_STATE_BLEND)
{
memcpy (&big_state->blend_state,
&src->big_state->blend_state,
sizeof (CoglMaterialBlendState));
}
if (differences & COGL_MATERIAL_STATE_USER_SHADER)
{
if (src->big_state->user_program)
big_state->user_program =
cogl_handle_ref (src->big_state->user_program);
else
big_state->user_program = COGL_INVALID_HANDLE;
}
if (differences & COGL_MATERIAL_STATE_DEPTH)
{
memcpy (&big_state->depth_state,
&src->big_state->depth_state,
sizeof (CoglMaterialDepthState));
}
if (differences & COGL_MATERIAL_STATE_FOG)
{
memcpy (&big_state->fog_state,
&src->big_state->fog_state,
sizeof (CoglMaterialFogState));
}
if (differences & COGL_MATERIAL_STATE_POINT_SIZE)
big_state->point_size = src->big_state->point_size;
/* XXX: we shouldn't bother doing this in most cases since
* _copy_differences is typically used to initialize material state
* by copying it from the current authority, so it's not actually
* *changing* anything.
*/
check_for_blending_change:
if (differences & COGL_MATERIAL_STATE_AFFECTS_BLENDING)
handle_automatic_blend_enable (dest, differences);
dest->differences |= differences;
}
static void
_cogl_material_initialize_sparse_state (CoglMaterial *dest,
CoglMaterial *src,
CoglMaterialState state)
{
if (dest == src)
return;
g_return_if_fail (state & COGL_MATERIAL_STATE_ALL_SPARSE);
if (state != COGL_MATERIAL_STATE_LAYERS)
_cogl_material_copy_differences (dest, src, state);
else
{
dest->n_layers = src->n_layers;
dest->layer_differences = NULL;
}
}
static gboolean
check_if_strong_cb (CoglMaterialNode *node, void *user_data)
{
CoglMaterial *material = COGL_MATERIAL (node);
gboolean *has_strong_child = user_data;
if (!material->is_weak)
{
*has_strong_child = TRUE;
return FALSE;
}
return TRUE;
}
static gboolean
has_strong_children (CoglMaterial *material)
{
gboolean has_strong_child = FALSE;
_cogl_material_node_foreach_child (COGL_MATERIAL_NODE (material),
check_if_strong_cb,
&has_strong_child);
return has_strong_child;
}
static gboolean
reparent_strong_children_cb (CoglMaterialNode *node,
void *user_data)
{
CoglMaterial *material = COGL_MATERIAL (node);
CoglMaterial *parent = user_data;
if (material->is_weak)
return TRUE;
_cogl_material_set_parent (material, parent);
return TRUE;
}
static void
_cogl_material_pre_change_notify (CoglMaterial *material,
CoglMaterialState change,
const CoglColor *new_color)
{
CoglMaterial *authority;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* If primitives have been logged in the journal referencing the
* current state of this material we need to flush the journal
* before we can modify it... */
if (material->journal_ref_count)
{
gboolean skip_journal_flush = FALSE;
/* XXX: We don't usually need to flush the journal just due to
* color changes since material colors are logged in the
* journal's vertex buffer. The exception is when the change in
* color enables or disables the need for blending. */
if (change == COGL_MATERIAL_STATE_COLOR)
{
gboolean will_need_blending =
_cogl_material_needs_blending_enabled (material,
change,
new_color);
gboolean blend_enable = material->real_blend_enable ? TRUE : FALSE;
if (will_need_blending == blend_enable)
skip_journal_flush = TRUE;
}
if (!skip_journal_flush)
_cogl_journal_flush ();
}
/* The fixed function backend has no private state and can't
* do anything special to handle small material changes so we may as
* well try to find a better backend whenever the material changes.
*
* The programmable backends may be able to cache a lot of the code
* they generate and only need to update a small section of that
* code in response to a material change therefore we don't want to
* try searching for another backend when the material changes.
*/
if (material->backend == COGL_MATERIAL_BACKEND_FIXED)
_cogl_material_set_backend (material, COGL_MATERIAL_BACKEND_UNDEFINED);
if (material->backend != COGL_MATERIAL_BACKEND_UNDEFINED &&
_cogl_material_backends[material->backend]->material_pre_change_notify)
{
const CoglMaterialBackend *backend =
_cogl_material_backends[material->backend];
backend->material_pre_change_notify (material, change, new_color);
}
/*
* There is an arbitrary tree of descendants of this material; any of
* which may indirectly depend on this material as the authority for
* some set of properties. (Meaning for example that one of its
* descendants derives its color or blending state from this
* material.)
*
* We can't modify any property that this material is the authority
* for unless we create another material to take its place first and
* make sure descendants reference this new material instead.
*/
if (has_strong_children (material))
{
CoglMaterial *new_authority;
COGL_STATIC_COUNTER (material_copy_on_write_counter,
"material copy on write counter",
"Increments each time a material "
"must be copied to allow modification",
0 /* no application private data */);
COGL_COUNTER_INC (_cogl_uprof_context, material_copy_on_write_counter);
new_authority =
cogl_material_copy (_cogl_material_get_parent (material));
_cogl_material_set_static_breadcrumb (new_authority,
"pre_change_notify:copy-on-write");
/* We could explicitly walk the descendants, OR together the set
* of differences that we determine this material is the
* authority on and only copy those differences copied across.
*
* Or, if we don't explicitly walk the descendants we at least
* know that material->differences represents the largest set of
* differences that this material could possibly be an authority
* on.
*
* We do the later just because it's simplest, but we might need
* to come back to this later...
*/
_cogl_material_copy_differences (new_authority, material,
material->differences);
/* Reparent the strong children of material to be children of
* new_authority instead... */
_cogl_material_node_foreach_child (COGL_MATERIAL_NODE (material),
reparent_strong_children_cb,
new_authority);
/* The children will keep the new authority alive so drop the
* reference we got when copying... */
cogl_object_unref (new_authority);
}
/* At this point we know we have a material with no strong
* dependants (though we may have some weak children) so we are now
* free to modify the material. */
material->age++;
/* If changing a sparse property and if the material isn't already an
* authority for the state group being modified then we need to
* initialize the corresponding state. */
if (change & COGL_MATERIAL_STATE_ALL_SPARSE &&
!(material->differences & change))
{
authority = _cogl_material_get_authority (material, change);
_cogl_material_initialize_sparse_state (material, authority, change);
}
/* Each material has a sorted cache of the layers it depends on
* which will need updating via _cogl_material_update_layers_cache
* if a material's layers are changed. */
if (change == COGL_MATERIAL_STATE_LAYERS)
recursively_free_layer_caches (material);
/* If the material being changed is the same as the last material we
* flushed then we keep a track of the changes so we can try to
* minimize redundant OpenGL calls if the same material is flushed
* again.
*/
if (ctx->current_material == material)
ctx->current_material_changes_since_flush |= change;
}
static void
_cogl_material_add_layer_difference (CoglMaterial *material,
CoglMaterialLayer *layer,
gboolean inc_n_layers)
{
g_return_if_fail (layer->owner == NULL);
layer->owner = material;
cogl_object_ref (layer);
/* - Flush journal primitives referencing the current state.
* - Make sure the material has no dependants so it may be modified.
* - If the material isn't currently an authority for the state being
* changed, then initialize that state from the current authority.
*/
_cogl_material_pre_change_notify (material,
COGL_MATERIAL_STATE_LAYERS,
NULL);
material->differences |= COGL_MATERIAL_STATE_LAYERS;
material->layer_differences =
g_list_prepend (material->layer_differences, layer);
if (inc_n_layers)
material->n_layers++;
}
/* NB: If you are calling this it's your responsibility to have
* already called:
* _cogl_material_pre_change_notify (m, _CHANGE_LAYERS, NULL);
*/
static void
_cogl_material_remove_layer_difference (CoglMaterial *material,
CoglMaterialLayer *layer,
gboolean dec_n_layers)
{
g_return_if_fail (layer->owner == material);
/* - Flush journal primitives referencing the current state.
* - Make sure the material has no dependants so it may be modified.
* - If the material isn't currently an authority for the state being
* changed, then initialize that state from the current authority.
*/
_cogl_material_pre_change_notify (material,
COGL_MATERIAL_STATE_LAYERS,
NULL);
layer->owner = NULL;
cogl_object_unref (layer);
material->differences |= COGL_MATERIAL_STATE_LAYERS;
material->layer_differences =
g_list_remove (material->layer_differences, layer);
if (dec_n_layers)
material->n_layers--;
}
static void
_cogl_material_try_reverting_layers_authority (CoglMaterial *authority,
CoglMaterial *old_authority)
{
if (authority->layer_differences == NULL &&
_cogl_material_get_parent (authority))
{
/* If the previous _STATE_LAYERS authority has the same
* ->n_layers then we can revert to that being the authority
* again. */
if (!old_authority)
{
old_authority =
_cogl_material_get_authority (_cogl_material_get_parent (authority),
COGL_MATERIAL_STATE_LAYERS);
}
if (old_authority->n_layers == authority->n_layers)
authority->differences &= ~COGL_MATERIAL_STATE_LAYERS;
}
}
static void
handle_automatic_blend_enable (CoglMaterial *material,
CoglMaterialState change)
{
gboolean blend_enable =
_cogl_material_needs_blending_enabled (material, change, NULL);
if (blend_enable != material->real_blend_enable)
{
/* - Flush journal primitives referencing the current state.
* - Make sure the material has no dependants so it may be
* modified.
* - If the material isn't currently an authority for the state
* being changed, then initialize that state from the current
* authority.
*/
_cogl_material_pre_change_notify (material,
COGL_MATERIAL_STATE_REAL_BLEND_ENABLE,
NULL);
material->real_blend_enable = blend_enable;
}
}
typedef struct
{
int keep_n;
int current_pos;
gboolean needs_pruning;
int first_index_to_prune;
} CoglMaterialPruneLayersInfo;
static gboolean
update_prune_layers_info_cb (CoglMaterialLayer *layer, void *user_data)
{
CoglMaterialPruneLayersInfo *state = user_data;
if (state->current_pos == state->keep_n)
{
state->needs_pruning = TRUE;
state->first_index_to_prune = layer->index;
return FALSE;
}
state->current_pos++;
return TRUE;
}
void
_cogl_material_prune_to_n_layers (CoglMaterial *material, int n)
{
CoglMaterialPruneLayersInfo state;
gboolean notified_change = TRUE;
GList *l;
GList *next;
state.keep_n = n;
state.current_pos = 0;
state.needs_pruning = FALSE;
_cogl_material_foreach_layer (material,
update_prune_layers_info_cb,
&state);
material->n_layers = n;
if (!state.needs_pruning)
return;
if (!(material->differences & COGL_MATERIAL_STATE_LAYERS))
return;
/* It's possible that this material owns some of the layers being
* discarded, so we'll need to unlink them... */
for (l = material->layer_differences; l; l = next)
{
CoglMaterialLayer *layer = l->data;
next = l->next; /* we're modifying the list we're iterating */
if (layer->index > state.first_index_to_prune)
{
if (!notified_change)
{
/* - Flush journal primitives referencing the current
* state.
* - Make sure the material has no dependants so it may
* be modified.
* - If the material isn't currently an authority for
* the state being changed, then initialize that state
* from the current authority.
*/
_cogl_material_pre_change_notify (material,
COGL_MATERIAL_STATE_LAYERS,
NULL);
notified_change = TRUE;
}
material->layer_differences =
g_list_delete_link (material->layer_differences, l);
}
}
}
static void
_cogl_material_backend_layer_change_notify (CoglMaterialLayer *layer,
CoglMaterialLayerState change)
{
int i;
/* NB: layers may be used by multiple materials which may be using
* different backends, therefore we determine which backends to
* notify based on the private state pointers for each backend...
*/
for (i = 0; i < COGL_MATERIAL_N_BACKENDS; i++)
{
if (layer->backend_priv[i] &&
_cogl_material_backends[i]->layer_pre_change_notify)
{
const CoglMaterialBackend *backend = _cogl_material_backends[i];
backend->layer_pre_change_notify (layer, change);
}
}
}
unsigned int
_cogl_get_n_args_for_combine_func (GLint func)
{
switch (func)
{
case GL_REPLACE:
return 1;
case GL_MODULATE:
case GL_ADD:
case GL_ADD_SIGNED:
case GL_SUBTRACT:
case GL_DOT3_RGB:
case GL_DOT3_RGBA:
return 2;
case GL_INTERPOLATE:
return 3;
}
return 0;
}
static void
_cogl_material_layer_initialize_state (CoglMaterialLayer *dest,
CoglMaterialLayer *src,
unsigned long differences)
{
CoglMaterialLayerBigState *big_state;
dest->differences |= differences;
if (differences & COGL_MATERIAL_LAYER_STATE_UNIT)
dest->unit_index = src->unit_index;
if (differences & COGL_MATERIAL_LAYER_STATE_TEXTURE)
dest->texture = src->texture;
if (differences & COGL_MATERIAL_LAYER_STATE_FILTERS)
{
dest->min_filter = src->min_filter;
dest->mag_filter = src->mag_filter;
}
if (differences & COGL_MATERIAL_LAYER_STATE_WRAP_MODES)
{
dest->wrap_mode_s = src->wrap_mode_s;
dest->wrap_mode_t = src->wrap_mode_t;
dest->wrap_mode_p = src->wrap_mode_p;
}
if (differences & COGL_MATERIAL_LAYER_STATE_NEEDS_BIG_STATE)
{
if (!dest->has_big_state)
{
dest->big_state = g_slice_new (CoglMaterialLayerBigState);
dest->has_big_state = TRUE;
}
big_state = dest->big_state;
}
else
return;
if (differences & COGL_MATERIAL_LAYER_STATE_COMBINE)
{
int n_args;
int i;
GLint func = src->big_state->texture_combine_rgb_func;
big_state->texture_combine_rgb_func = func;
n_args = _cogl_get_n_args_for_combine_func (func);
for (i = 0; i < n_args; i++)
{
big_state->texture_combine_rgb_src[i] =
src->big_state->texture_combine_rgb_src[i];
big_state->texture_combine_rgb_op[i] =
src->big_state->texture_combine_rgb_op[i];
}
func = src->big_state->texture_combine_alpha_func;
big_state->texture_combine_alpha_func = func;
n_args = _cogl_get_n_args_for_combine_func (func);
for (i = 0; i < n_args; i++)
{
big_state->texture_combine_alpha_src[i] =
src->big_state->texture_combine_alpha_src[i];
big_state->texture_combine_alpha_op[i] =
src->big_state->texture_combine_alpha_op[i];
}
}
if (differences & COGL_MATERIAL_LAYER_STATE_COMBINE_CONSTANT)
memcpy (dest->big_state->texture_combine_constant,
src->big_state->texture_combine_constant,
sizeof (float) * 4);
if (differences & COGL_MATERIAL_LAYER_STATE_USER_MATRIX)
dest->big_state->matrix = src->big_state->matrix;
if (differences & COGL_MATERIAL_LAYER_STATE_POINT_SPRITE_COORDS)
dest->big_state->point_sprite_coords = src->big_state->point_sprite_coords;
}
/* NB: This function will allocate a new derived layer if you are
* trying to change the state of a layer with dependants so you must
* always check the return value.
*
* If a new layer is returned it will be owned by required_owner.
*
* required_owner can only by NULL for new, currently unowned layers
* with no dependants.
*/
static CoglMaterialLayer *
_cogl_material_layer_pre_change_notify (CoglMaterial *required_owner,
CoglMaterialLayer *layer,
CoglMaterialLayerState change)
{
CoglTextureUnit *unit;
CoglMaterialLayer *authority;
/* Identify the case where the layer is new with no owner or
* dependants and so we don't need to do anything. */
if (COGL_MATERIAL_NODE (layer)->has_children == FALSE &&
layer->owner == NULL)
goto init_layer_state;
/* We only allow a NULL required_owner for new layers */
g_return_val_if_fail (required_owner != NULL, layer);
/* Chain up:
* A modification of a layer is indirectly also a modification of
* its owner so first make sure to flush the journal of any
* references to the current owner state and if necessary perform
* a copy-on-write for the required_owner if it has dependants.
*/
_cogl_material_pre_change_notify (required_owner,
COGL_MATERIAL_STATE_LAYERS,
NULL);
/* Unlike materials; layers are simply considered immutable once
* they have dependants - either direct children, or another
* material as an owner.
*/
if (COGL_MATERIAL_NODE (layer)->has_children ||
layer->owner != required_owner)
{
CoglMaterialLayer *new = _cogl_material_layer_copy (layer);
if (layer->owner == required_owner)
_cogl_material_remove_layer_difference (required_owner, layer, FALSE);
_cogl_material_add_layer_difference (required_owner, new, FALSE);
cogl_object_unref (new);
layer = new;
goto init_layer_state;
}
/* Note: At this point we know there is only one material dependant on
* this layer (required_owner), and there are no other layers
* dependant on this layer so it's ok to modify it. */
_cogl_material_backend_layer_change_notify (layer, change);
/* If the layer being changed is the same as the last layer we
* flushed to the corresponding texture unit then we keep a track of
* the changes so we can try to minimize redundant OpenGL calls if
* the same layer is flushed again.
*/
unit = _cogl_get_texture_unit (_cogl_material_layer_get_unit_index (layer));
if (unit->layer == layer)
unit->layer_changes_since_flush |= change;
init_layer_state:
if (required_owner)
required_owner->age++;
/* If the material isn't already an authority for the state group
* being modified then we need to initialize the corresponding
* state. */
authority = _cogl_material_layer_get_authority (layer, change);
_cogl_material_layer_initialize_state (layer, authority, change);
return layer;
}
static void
_cogl_material_layer_unparent (CoglMaterialNode *layer)
{
/* Chain up */
_cogl_material_node_unparent_real (layer);
}
static void
_cogl_material_layer_set_parent (CoglMaterialLayer *layer,
CoglMaterialLayer *parent)
{
/* Chain up */
_cogl_material_node_set_parent_real (COGL_MATERIAL_NODE (layer),
COGL_MATERIAL_NODE (parent),
_cogl_material_layer_unparent);
}
/* XXX: This is duplicated logic; the same as for
* _cogl_material_prune_redundant_ancestry it would be nice to find a
* way to consolidate these functions! */
static void
_cogl_material_layer_prune_redundant_ancestry (CoglMaterialLayer *layer)
{
CoglMaterialLayer *new_parent = _cogl_material_layer_get_parent (layer);
/* walk up past ancestors that are now redundant and potentially
* reparent the layer. */
while (_cogl_material_layer_get_parent (new_parent) &&
(new_parent->differences | layer->differences) ==
layer->differences)
new_parent = _cogl_material_layer_get_parent (new_parent);
_cogl_material_layer_set_parent (layer, new_parent);
}
/*
* XXX: consider special casing layer->unit_index so it's not a sparse
* property so instead we can assume it's valid for all layer
* instances.
* - We would need to initialize ->unit_index in
* _cogl_material_layer_copy ().
*
* XXX: If you use this API you should consider that the given layer
* might not be writeable and so a new derived layer will be allocated
* and modified instead. The layer modified will be returned so you
* can identify when this happens.
*/
static CoglMaterialLayer *
_cogl_material_set_layer_unit (CoglMaterial *required_owner,
CoglMaterialLayer *layer,
int unit_index)
{
CoglMaterialLayerState change = COGL_MATERIAL_LAYER_STATE_UNIT;
CoglMaterialLayer *authority =
_cogl_material_layer_get_authority (layer, change);
CoglMaterialLayer *new;
if (authority->unit_index == unit_index)
return layer;
new =
_cogl_material_layer_pre_change_notify (required_owner,
layer,
change);
if (new != layer)
layer = new;
else
{
/* If the layer we found is currently the authority on the state
* we are changing see if we can revert to one of our ancestors
* being the authority. */
if (layer == authority &&
_cogl_material_layer_get_parent (authority) != NULL)
{
CoglMaterialLayer *parent =
_cogl_material_layer_get_parent (authority);
CoglMaterialLayer *old_authority =
_cogl_material_layer_get_authority (parent, change);
if (old_authority->unit_index == unit_index)
{
layer->differences &= ~change;
return layer;
}
}
}
layer->unit_index = unit_index;
/* If we weren't previously the authority on this state then we need
* to extended our differences mask and so it's possible that some
* of our ancestry will now become redundant, so we aim to reparent
* ourselves if that's true... */
if (layer != authority)
{
layer->differences |= change;
_cogl_material_layer_prune_redundant_ancestry (layer);
}
return layer;
}
typedef struct
{
/* The layer we are trying to find */
int layer_index;
/* The layer we find or untouched if not found */
CoglMaterialLayer *layer;
/* If the layer can't be found then a new layer should be
* inserted after this texture unit index... */
int insert_after;
/* When adding a layer we need the list of layers to shift up
* to a new texture unit. When removing we need the list of
* layers to shift down.
*
* Note: the list isn't sorted */
CoglMaterialLayer **layers_to_shift;
int n_layers_to_shift;
/* When adding a layer we don't need a complete list of
* layers_to_shift if we find a layer already corresponding to the
* layer_index. */
gboolean ignore_shift_layers_if_found;
} CoglMaterialLayerInfo;
/* Returns TRUE once we know there is nothing more to update */
static gboolean
update_layer_info (CoglMaterialLayer *layer,
CoglMaterialLayerInfo *layer_info)
{
if (layer->index == layer_info->layer_index)
{
layer_info->layer = layer;
if (layer_info->ignore_shift_layers_if_found)
return TRUE;
}
else if (layer->index < layer_info->layer_index)
{
int unit_index = _cogl_material_layer_get_unit_index (layer);
layer_info->insert_after = unit_index;
}
else
layer_info->layers_to_shift[layer_info->n_layers_to_shift++] =
layer;
return FALSE;
}
/* Returns FALSE to break out of a _foreach_layer () iteration */
static gboolean
update_layer_info_cb (CoglMaterialLayer *layer,
void *user_data)
{
CoglMaterialLayerInfo *layer_info = user_data;
if (update_layer_info (layer, layer_info))
return FALSE; /* break */
else
return TRUE; /* continue */
}
static void
_cogl_material_get_layer_info (CoglMaterial *material,
CoglMaterialLayerInfo *layer_info)
{
/* Note: we are assuming this material is a _STATE_LAYERS authority */
int n_layers = material->n_layers;
int i;
/* FIXME: _cogl_material_foreach_layer now calls
* _cogl_material_update_layers_cache anyway so this codepath is
* pointless! */
if (layer_info->ignore_shift_layers_if_found &&
material->layers_cache_dirty)
{
/* The expectation is that callers of
* _cogl_material_get_layer_info are likely to be modifying the
* list of layers associated with a material so in this case
* where we don't have a cache of the layers and we don't
* necessarily have to iterate all the layers of the material we
* use a foreach_layer callback instead of updating the cache
* and iterating that as below. */
_cogl_material_foreach_layer (material,
update_layer_info_cb,
layer_info);
return;
}
_cogl_material_update_layers_cache (material);
for (i = 0; i < n_layers; i++)
{
CoglMaterialLayer *layer = material->layers_cache[i];
if (update_layer_info (layer, layer_info))
return;
}
}
static CoglMaterialLayer *
_cogl_material_get_layer (CoglMaterial *material,
int layer_index)
{
CoglMaterial *authority =
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_LAYERS);
CoglMaterialLayerInfo layer_info;
CoglMaterialLayer *layer;
int unit_index;
int i;
_COGL_GET_CONTEXT (ctx, NULL);
/* The layer index of the layer we want info about */
layer_info.layer_index = layer_index;
/* If a layer already exists with the given index this will be
* updated. */
layer_info.layer = NULL;
/* If a layer isn't found for the given index we'll need to know
* where to insert a new layer. */
layer_info.insert_after = -1;
/* If a layer can't be found then we'll need to insert a new layer
* and bump up the texture unit for all layers with an index
* > layer_index. */
layer_info.layers_to_shift =
g_alloca (sizeof (CoglMaterialLayer *) * authority->n_layers);
layer_info.n_layers_to_shift = 0;
/* If an exact match is found though we don't need a complete
* list of layers with indices > layer_index... */
layer_info.ignore_shift_layers_if_found = TRUE;
_cogl_material_get_layer_info (authority, &layer_info);
if (layer_info.layer)
return layer_info.layer;
unit_index = layer_info.insert_after + 1;
if (unit_index == 0)
layer = _cogl_material_layer_copy (ctx->default_layer_0);
else
{
CoglMaterialLayer *new;
layer = _cogl_material_layer_copy (ctx->default_layer_n);
new = _cogl_material_set_layer_unit (NULL, layer, unit_index);
/* Since we passed a newly allocated layer we wouldn't expect
* _set_layer_unit() to have to allocate *another* layer. */
g_assert (new == layer);
}
layer->index = layer_index;
for (i = 0; i < layer_info.n_layers_to_shift; i++)
{
CoglMaterialLayer *shift_layer = layer_info.layers_to_shift[i];
unit_index = _cogl_material_layer_get_unit_index (shift_layer);
_cogl_material_set_layer_unit (material, shift_layer, unit_index + 1);
/* NB: shift_layer may not be writeable so _set_layer_unit()
* will allocate a derived layer internally which will become
* owned by material. Check the return value if we need to do
* anything else with this layer. */
}
_cogl_material_add_layer_difference (material, layer, TRUE);
cogl_object_unref (layer);
return layer;
}
CoglHandle
_cogl_material_layer_get_texture (CoglMaterialLayer *layer)
{
CoglMaterialLayer *authority =
_cogl_material_layer_get_authority (layer,
COGL_MATERIAL_LAYER_STATE_TEXTURE);
return authority->texture;
}
static void
_cogl_material_prune_empty_layer_difference (CoglMaterial *layers_authority,
CoglMaterialLayer *layer)
{
/* Find the GList link that references the empty layer */
GList *link = g_list_find (layers_authority->layer_differences, layer);
/* No material directly owns the root node layer so this is safe... */
CoglMaterialLayer *layer_parent = _cogl_material_layer_get_parent (layer);
CoglMaterialLayerInfo layer_info;
CoglMaterial *old_layers_authority;
g_return_if_fail (link != NULL);
/* If the layer's parent doesn't have an owner then we can simply
* take ownership ourselves and drop our reference on the empty
* layer.
*/
if (layer_parent->index == layer->index && layer_parent->owner == NULL)
{
cogl_object_ref (layer_parent);
link->data = _cogl_material_layer_get_parent (layer);
cogl_object_unref (layer);
recursively_free_layer_caches (layers_authority);
return;
}
/* Now we want to find the layer that would become the authority for
* layer->index if we were to remove layer from
* layers_authority->layer_differences
*/
/* The layer index of the layer we want info about */
layer_info.layer_index = layer->index;
/* If a layer already exists with the given index this will be
* updated. */
layer_info.layer = NULL;
/* If a layer can't be found then we'll need to insert a new layer
* and bump up the texture unit for all layers with an index
* > layer_index. */
layer_info.layers_to_shift =
g_alloca (sizeof (CoglMaterialLayer *) * layers_authority->n_layers);
layer_info.n_layers_to_shift = 0;
/* If an exact match is found though we don't need a complete
* list of layers with indices > layer_index... */
layer_info.ignore_shift_layers_if_found = TRUE;
/* We know the default/root material isn't a LAYERS authority so it's
* safe to use the result of _cogl_material_get_parent (layers_authority)
* without checking it.
*/
old_layers_authority =
_cogl_material_get_authority (_cogl_material_get_parent (layers_authority),
COGL_MATERIAL_STATE_LAYERS);
_cogl_material_get_layer_info (old_layers_authority, &layer_info);
/* If layer is the defining layer for the corresponding ->index then
* we can't get rid of it. */
if (!layer_info.layer)
return;
/* If the layer that would become the authority for layer->index is
* _cogl_material_layer_get_parent (layer) then we can simply remove the
* layer difference. */
if (layer_info.layer == _cogl_material_layer_get_parent (layer))
{
_cogl_material_remove_layer_difference (layers_authority, layer, FALSE);
_cogl_material_try_reverting_layers_authority (layers_authority,
old_layers_authority);
}
}
static void
_cogl_material_set_layer_texture (CoglMaterial *material,
int layer_index,
CoglHandle texture,
gboolean overriden,
GLuint slice_gl_texture,
GLenum slice_gl_target)
{
CoglMaterialLayerState change = COGL_MATERIAL_LAYER_STATE_TEXTURE;
CoglMaterialLayer *layer;
CoglMaterialLayer *authority;
CoglMaterialLayer *new;
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* material. If the layer is created then it will be owned by
* material. */
layer = _cogl_material_get_layer (material, layer_index);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_material_layer_get_authority (layer, change);
if (authority->texture_overridden == overriden &&
authority->texture == texture &&
(authority->texture_overridden == FALSE ||
(authority->slice_gl_texture == slice_gl_texture &&
authority->slice_gl_target == slice_gl_target)))
return;
new = _cogl_material_layer_pre_change_notify (material, layer, change);
if (new != layer)
layer = new;
else
{
/* If the original layer we found is currently the authority on
* the state we are changing see if we can revert to one of our
* ancestors being the authority. */
if (layer == authority &&
_cogl_material_layer_get_parent (authority) != NULL)
{
CoglMaterialLayer *parent =
_cogl_material_layer_get_parent (authority);
CoglMaterialLayer *old_authority =
_cogl_material_layer_get_authority (parent, change);
if (old_authority->texture_overridden == overriden &&
old_authority->texture == texture &&
(old_authority->texture_overridden == FALSE ||
(old_authority->slice_gl_texture == slice_gl_texture &&
old_authority->slice_gl_target == slice_gl_target)))
{
layer->differences &= ~change;
if (layer->texture != COGL_INVALID_HANDLE)
cogl_handle_unref (layer->texture);
g_assert (layer->owner == material);
if (layer->differences == 0)
_cogl_material_prune_empty_layer_difference (material,
layer);
goto changed;
}
}
}
if (texture != COGL_INVALID_HANDLE)
cogl_handle_ref (texture);
if (layer == authority &&
layer->texture != COGL_INVALID_HANDLE)
cogl_handle_unref (layer->texture);
layer->texture = texture;
layer->texture_overridden = overriden;
layer->slice_gl_texture = slice_gl_texture;
layer->slice_gl_target = slice_gl_target;
/* If we weren't previously the authority on this state then we need
* to extended our differences mask and so it's possible that some
* of our ancestry will now become redundant, so we aim to reparent
* ourselves if that's true... */
if (layer != authority)
{
layer->differences |= change;
_cogl_material_layer_prune_redundant_ancestry (layer);
}
changed:
handle_automatic_blend_enable (material, COGL_MATERIAL_STATE_LAYERS);
}
static void
_cogl_material_set_layer_gl_texture_slice (CoglMaterial *material,
int layer_index,
CoglHandle texture,
GLuint slice_gl_texture,
GLenum slice_gl_target)
{
g_return_if_fail (cogl_is_material (material));
/* GL texture overrides can only be set in association with a parent
* CoglTexture */
g_return_if_fail (cogl_is_texture (texture));
_cogl_material_set_layer_texture (material,
layer_index,
texture,
TRUE, /* slice override */
slice_gl_texture,
slice_gl_target);
}
/* XXX: deprecate and replace with cogl_material_set_layer_texture?
*
* Originally I was planning on allowing users to set shaders somehow
* on layers (thus the ambiguous name), but now I wonder if we will do
* that with a more explicit "snippets" API and materials will have
* hooks defined to receive these snippets.
*/
void
cogl_material_set_layer (CoglMaterial *material,
int layer_index,
CoglHandle texture)
{
g_return_if_fail (cogl_is_material (material));
g_return_if_fail (texture == COGL_INVALID_HANDLE ||
cogl_is_texture (texture));
_cogl_material_set_layer_texture (material,
layer_index,
texture,
FALSE, /* slice override */
0, /* slice_gl_texture */
0); /* slice_gl_target */
}
typedef struct
{
int i;
CoglMaterial *material;
unsigned long fallback_layers;
} CoglMaterialFallbackState;
static gboolean
fallback_layer_cb (CoglMaterialLayer *layer, void *user_data)
{
CoglMaterialFallbackState *state = user_data;
CoglMaterial *material = state->material;
CoglHandle texture = _cogl_material_layer_get_texture (layer);
GLenum gl_target;
COGL_STATIC_COUNTER (layer_fallback_counter,
"layer fallback counter",
"Increments each time a layer's texture is "
"forced to a fallback texture",
0 /* no application private data */);
_COGL_GET_CONTEXT (ctx, FALSE);
if (!(state->fallback_layers & 1<<state->i))
return TRUE;
COGL_COUNTER_INC (_cogl_uprof_context, layer_fallback_counter);
if (G_LIKELY (texture != COGL_INVALID_HANDLE))
cogl_texture_get_gl_texture (texture, NULL, &gl_target);
else
gl_target = GL_TEXTURE_2D;
if (gl_target == GL_TEXTURE_2D)
texture = ctx->default_gl_texture_2d_tex;
#ifdef HAVE_COGL_GL
else if (gl_target == GL_TEXTURE_RECTANGLE_ARB)
texture = ctx->default_gl_texture_rect_tex;
#endif
else
{
g_warning ("We don't have a fallback texture we can use to fill "
"in for an invalid material layer, since it was "
"using an unsupported texture target ");
/* might get away with this... */
texture = ctx->default_gl_texture_2d_tex;
}
cogl_material_set_layer (material, layer->index, texture);
state->i++;
return TRUE;
}
void
_cogl_material_set_layer_wrap_modes (CoglMaterial *material,
CoglMaterialLayer *layer,
CoglMaterialLayer *authority,
CoglMaterialWrapModeInternal wrap_mode_s,
CoglMaterialWrapModeInternal wrap_mode_t,
CoglMaterialWrapModeInternal wrap_mode_p)
{
CoglMaterialLayer *new;
CoglMaterialLayerState change = COGL_MATERIAL_LAYER_STATE_WRAP_MODES;
if (authority->wrap_mode_s == wrap_mode_s &&
authority->wrap_mode_t == wrap_mode_t &&
authority->wrap_mode_p == wrap_mode_p)
return;
new = _cogl_material_layer_pre_change_notify (material, layer, change);
if (new != layer)
layer = new;
else
{
/* If the original layer we found is currently the authority on
* the state we are changing see if we can revert to one of our
* ancestors being the authority. */
if (layer == authority &&
_cogl_material_layer_get_parent (authority) != NULL)
{
CoglMaterialLayer *parent =
_cogl_material_layer_get_parent (authority);
CoglMaterialLayer *old_authority =
_cogl_material_layer_get_authority (parent, change);
if (old_authority->wrap_mode_s == wrap_mode_s &&
old_authority->wrap_mode_t == wrap_mode_t &&
old_authority->wrap_mode_p == wrap_mode_p)
{
layer->differences &= ~change;
g_assert (layer->owner == material);
if (layer->differences == 0)
_cogl_material_prune_empty_layer_difference (material,
layer);
return;
}
}
}
layer->wrap_mode_s = wrap_mode_s;
layer->wrap_mode_t = wrap_mode_t;
layer->wrap_mode_p = wrap_mode_p;
/* If we weren't previously the authority on this state then we need
* to extended our differences mask and so it's possible that some
* of our ancestry will now become redundant, so we aim to reparent
* ourselves if that's true... */
if (layer != authority)
{
layer->differences |= change;
_cogl_material_layer_prune_redundant_ancestry (layer);
}
}
static CoglMaterialWrapModeInternal
public_to_internal_wrap_mode (CoglMaterialWrapMode mode)
{
return (CoglMaterialWrapModeInternal)mode;
}
static CoglMaterialWrapMode
internal_to_public_wrap_mode (CoglMaterialWrapModeInternal internal_mode)
{
g_return_val_if_fail (internal_mode !=
COGL_MATERIAL_WRAP_MODE_INTERNAL_CLAMP_TO_BORDER,
COGL_MATERIAL_WRAP_MODE_AUTOMATIC);
return (CoglMaterialWrapMode)internal_mode;
}
void
cogl_material_set_layer_wrap_mode_s (CoglMaterial *material,
int layer_index,
CoglMaterialWrapMode mode)
{
CoglMaterialLayerState change = COGL_MATERIAL_LAYER_STATE_WRAP_MODES;
CoglMaterialLayer *layer;
CoglMaterialLayer *authority;
CoglMaterialWrapModeInternal internal_mode =
public_to_internal_wrap_mode (mode);
g_return_if_fail (cogl_is_material (material));
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* material. If the layer is created then it will be owned by
* material. */
layer = _cogl_material_get_layer (material, layer_index);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_material_layer_get_authority (layer, change);
_cogl_material_set_layer_wrap_modes (material, layer, authority,
internal_mode,
authority->wrap_mode_t,
authority->wrap_mode_p);
}
void
cogl_material_set_layer_wrap_mode_t (CoglMaterial *material,
int layer_index,
CoglMaterialWrapMode mode)
{
CoglMaterialLayerState change = COGL_MATERIAL_LAYER_STATE_WRAP_MODES;
CoglMaterialLayer *layer;
CoglMaterialLayer *authority;
CoglMaterialWrapModeInternal internal_mode =
public_to_internal_wrap_mode (mode);
g_return_if_fail (cogl_is_material (material));
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* material. If the layer is created then it will be owned by
* material. */
layer = _cogl_material_get_layer (material, layer_index);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_material_layer_get_authority (layer, change);
_cogl_material_set_layer_wrap_modes (material, layer, authority,
authority->wrap_mode_s,
internal_mode,
authority->wrap_mode_p);
}
/* The rationale for naming the third texture coordinate 'p' instead
of OpenGL's usual 'r' is that 'r' conflicts with the usual naming
of the 'red' component when treating a vector as a color. Under
GLSL this is awkward because the texture swizzling for a vector
uses a single letter for each component and the names for colors,
textures and positions are synonymous. GLSL works around this by
naming the components of the texture s, t, p and q. Cogl already
effectively already exposes this naming because it exposes GLSL so
it makes sense to use that naming consistently. Another alternative
could be u, v and w. This is what Blender and Direct3D use. However
the w component conflicts with the w component of a position
vertex. */
void
cogl_material_set_layer_wrap_mode_p (CoglMaterial *material,
int layer_index,
CoglMaterialWrapMode mode)
{
CoglMaterialLayerState change = COGL_MATERIAL_LAYER_STATE_WRAP_MODES;
CoglMaterialLayer *layer;
CoglMaterialLayer *authority;
CoglMaterialWrapModeInternal internal_mode =
public_to_internal_wrap_mode (mode);
g_return_if_fail (cogl_is_material (material));
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* material. If the layer is created then it will be owned by
* material. */
layer = _cogl_material_get_layer (material, layer_index);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_material_layer_get_authority (layer, change);
_cogl_material_set_layer_wrap_modes (material, layer, authority,
authority->wrap_mode_s,
authority->wrap_mode_t,
internal_mode);
}
void
cogl_material_set_layer_wrap_mode (CoglMaterial *material,
int layer_index,
CoglMaterialWrapMode mode)
{
CoglMaterialLayerState change = COGL_MATERIAL_LAYER_STATE_WRAP_MODES;
CoglMaterialLayer *layer;
CoglMaterialLayer *authority;
CoglMaterialWrapModeInternal internal_mode =
public_to_internal_wrap_mode (mode);
g_return_if_fail (cogl_is_material (material));
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* material. If the layer is created then it will be owned by
* material. */
layer = _cogl_material_get_layer (material, layer_index);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_material_layer_get_authority (layer, change);
_cogl_material_set_layer_wrap_modes (material, layer, authority,
internal_mode,
internal_mode,
internal_mode);
/* XXX: I wonder if we should really be duplicating the mode into
* the 'r' wrap mode too? */
}
/* FIXME: deprecate this API */
CoglMaterialWrapMode
cogl_material_layer_get_wrap_mode_s (CoglMaterialLayer *layer)
{
CoglMaterialLayerState change = COGL_MATERIAL_LAYER_STATE_WRAP_MODES;
CoglMaterialLayer *authority;
g_return_val_if_fail (_cogl_is_material_layer (layer), FALSE);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_material_layer_get_authority (layer, change);
return internal_to_public_wrap_mode (authority->wrap_mode_s);
}
CoglMaterialWrapMode
cogl_material_get_layer_wrap_mode_s (CoglMaterial *material, int layer_index)
{
CoglMaterialLayer *layer;
g_return_val_if_fail (cogl_is_material (material), FALSE);
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* material. If the layer is created then it will be owned by
* material. */
layer = _cogl_material_get_layer (material, layer_index);
/* FIXME: we shouldn't ever construct a layer in a getter function */
return cogl_material_layer_get_wrap_mode_s (layer);
}
/* FIXME: deprecate this API */
CoglMaterialWrapMode
cogl_material_layer_get_wrap_mode_t (CoglMaterialLayer *layer)
{
CoglMaterialLayerState change = COGL_MATERIAL_LAYER_STATE_WRAP_MODES;
CoglMaterialLayer *authority;
g_return_val_if_fail (_cogl_is_material_layer (layer), FALSE);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_material_layer_get_authority (layer, change);
return internal_to_public_wrap_mode (authority->wrap_mode_t);
}
CoglMaterialWrapMode
cogl_material_get_layer_wrap_mode_t (CoglMaterial *material, int layer_index)
{
CoglMaterialLayer *layer;
g_return_val_if_fail (cogl_is_material (material), FALSE);
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* material. If the layer is created then it will be owned by
* material. */
layer = _cogl_material_get_layer (material, layer_index);
/* FIXME: we shouldn't ever construct a layer in a getter function */
return cogl_material_layer_get_wrap_mode_t (layer);
}
CoglMaterialWrapMode
cogl_material_layer_get_wrap_mode_p (CoglMaterialLayer *layer)
{
CoglMaterialLayerState change = COGL_MATERIAL_LAYER_STATE_WRAP_MODES;
CoglMaterialLayer *authority =
_cogl_material_layer_get_authority (layer, change);
return internal_to_public_wrap_mode (authority->wrap_mode_p);
}
CoglMaterialWrapMode
cogl_material_get_layer_wrap_mode_p (CoglMaterial *material, int layer_index)
{
CoglMaterialLayer *layer;
g_return_val_if_fail (cogl_is_material (material), FALSE);
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* material. If the layer is created then it will be owned by
* material. */
layer = _cogl_material_get_layer (material, layer_index);
return cogl_material_layer_get_wrap_mode_p (layer);
}
void
_cogl_material_layer_get_wrap_modes (CoglMaterialLayer *layer,
CoglMaterialWrapModeInternal *wrap_mode_s,
CoglMaterialWrapModeInternal *wrap_mode_t,
CoglMaterialWrapModeInternal *wrap_mode_p)
{
CoglMaterialLayer *authority =
_cogl_material_layer_get_authority (layer,
COGL_MATERIAL_LAYER_STATE_WRAP_MODES);
*wrap_mode_s = authority->wrap_mode_s;
*wrap_mode_t = authority->wrap_mode_t;
*wrap_mode_p = authority->wrap_mode_p;
}
gboolean
cogl_material_set_layer_point_sprite_coords_enabled (CoglMaterial *material,
int layer_index,
gboolean enable,
GError **error)
{
CoglMaterialLayerState change =
COGL_MATERIAL_LAYER_STATE_POINT_SPRITE_COORDS;
CoglMaterialLayer *layer;
CoglMaterialLayer *new;
CoglMaterialLayer *authority;
g_return_val_if_fail (cogl_is_material (material), FALSE);
/* Don't allow point sprite coordinates to be enabled if the driver
doesn't support it */
if (enable && !cogl_features_available (COGL_FEATURE_POINT_SPRITE))
{
if (error)
{
g_set_error (error, COGL_ERROR, COGL_ERROR_UNSUPPORTED,
"Point sprite texture coordinates are enabled "
"for a layer but the GL driver does not support it.");
}
else
{
static gboolean warning_seen = FALSE;
if (!warning_seen)
g_warning ("Point sprite texture coordinates are enabled "
"for a layer but the GL driver does not support it.");
warning_seen = TRUE;
}
return FALSE;
}
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* material. If the layer is created then it will be owned by
* material. */
layer = _cogl_material_get_layer (material, layer_index);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_material_layer_get_authority (layer, change);
if (authority->big_state->point_sprite_coords == enable)
return TRUE;
new = _cogl_material_layer_pre_change_notify (material, layer, change);
if (new != layer)
layer = new;
else
{
/* If the original layer we found is currently the authority on
* the state we are changing see if we can revert to one of our
* ancestors being the authority. */
if (layer == authority &&
_cogl_material_layer_get_parent (authority) != NULL)
{
CoglMaterialLayer *parent =
_cogl_material_layer_get_parent (authority);
CoglMaterialLayer *old_authority =
_cogl_material_layer_get_authority (parent, change);
if (old_authority->big_state->point_sprite_coords == enable)
{
layer->differences &= ~change;
g_assert (layer->owner == material);
if (layer->differences == 0)
_cogl_material_prune_empty_layer_difference (material,
layer);
return TRUE;
}
}
}
layer->big_state->point_sprite_coords = enable;
/* If we weren't previously the authority on this state then we need
* to extended our differences mask and so it's possible that some
* of our ancestry will now become redundant, so we aim to reparent
* ourselves if that's true... */
if (layer != authority)
{
layer->differences |= change;
_cogl_material_layer_prune_redundant_ancestry (layer);
}
return TRUE;
}
gboolean
cogl_material_get_layer_point_sprite_coords_enabled (CoglMaterial *material,
int layer_index)
{
CoglMaterialLayerState change =
COGL_MATERIAL_LAYER_STATE_POINT_SPRITE_COORDS;
CoglMaterialLayer *layer;
CoglMaterialLayer *authority;
g_return_val_if_fail (cogl_is_material (material), FALSE);
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* material. If the layer is created then it will be owned by
* material. */
layer = _cogl_material_get_layer (material, layer_index);
/* FIXME: we shouldn't ever construct a layer in a getter function */
authority = _cogl_material_layer_get_authority (layer, change);
return authority->big_state->point_sprite_coords;
}
typedef struct
{
CoglMaterial *material;
CoglMaterialWrapModeOverrides *wrap_mode_overrides;
int i;
} CoglMaterialWrapModeOverridesState;
static gboolean
apply_wrap_mode_overrides_cb (CoglMaterialLayer *layer,
void *user_data)
{
CoglMaterialWrapModeOverridesState *state = user_data;
CoglMaterialLayer *authority =
_cogl_material_layer_get_authority (layer,
COGL_MATERIAL_LAYER_STATE_WRAP_MODES);
CoglMaterialWrapModeInternal wrap_mode_s;
CoglMaterialWrapModeInternal wrap_mode_t;
CoglMaterialWrapModeInternal wrap_mode_p;
g_return_val_if_fail (state->i < 32, FALSE);
wrap_mode_s = state->wrap_mode_overrides->values[state->i].s;
if (wrap_mode_s == COGL_MATERIAL_WRAP_MODE_OVERRIDE_NONE)
wrap_mode_s = (CoglMaterialWrapModeInternal)authority->wrap_mode_s;
wrap_mode_t = state->wrap_mode_overrides->values[state->i].t;
if (wrap_mode_t == COGL_MATERIAL_WRAP_MODE_OVERRIDE_NONE)
wrap_mode_t = (CoglMaterialWrapModeInternal)authority->wrap_mode_t;
wrap_mode_p = state->wrap_mode_overrides->values[state->i].p;
if (wrap_mode_p == COGL_MATERIAL_WRAP_MODE_OVERRIDE_NONE)
wrap_mode_p = (CoglMaterialWrapModeInternal)authority->wrap_mode_p;
_cogl_material_set_layer_wrap_modes (state->material,
layer,
authority,
wrap_mode_s,
wrap_mode_t,
wrap_mode_p);
state->i++;
return TRUE;
}
typedef struct
{
CoglMaterial *material;
GLuint gl_texture;
} CoglMaterialOverrideLayerState;
static gboolean
override_layer_texture_cb (CoglMaterialLayer *layer, void *user_data)
{
CoglMaterialOverrideLayerState *state = user_data;
CoglHandle texture;
GLenum gl_target;
texture = _cogl_material_layer_get_texture (layer);
if (texture != COGL_INVALID_HANDLE)
cogl_texture_get_gl_texture (texture, NULL, &gl_target);
else
gl_target = GL_TEXTURE_2D;
_cogl_material_set_layer_gl_texture_slice (state->material,
layer->index,
texture,
state->gl_texture,
gl_target);
return TRUE;
}
void
_cogl_material_apply_overrides (CoglMaterial *material,
CoglMaterialFlushOptions *options)
{
COGL_STATIC_COUNTER (apply_overrides_counter,
"material overrides counter",
"Increments each time we have to apply "
"override options to a material",
0 /* no application private data */);
COGL_COUNTER_INC (_cogl_uprof_context, apply_overrides_counter);
if (options->flags & COGL_MATERIAL_FLUSH_DISABLE_MASK)
{
int i;
/* NB: we can assume that once we see one bit to disable
* a layer, all subsequent layers are also disabled. */
for (i = 0; i < 32 && options->disable_layers & (1<<i); i++)
;
_cogl_material_prune_to_n_layers (material, i);
}
if (options->flags & COGL_MATERIAL_FLUSH_FALLBACK_MASK)
{
CoglMaterialFallbackState state;
state.i = 0;
state.material = material;
state.fallback_layers = options->fallback_layers;
_cogl_material_foreach_layer (material,
fallback_layer_cb,
&state);
}
if (options->flags & COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE)
{
CoglMaterialOverrideLayerState state;
_cogl_material_prune_to_n_layers (material, 1);
/* NB: we are overriding the first layer, but we don't know
* the user's given layer_index, which is why we use
* _cogl_material_foreach_layer() here even though we know
* there's only one layer. */
state.material = material;
state.gl_texture = options->layer0_override_texture;
_cogl_material_foreach_layer (material,
override_layer_texture_cb,
&state);
}
if (options->flags & COGL_MATERIAL_FLUSH_WRAP_MODE_OVERRIDES)
{
CoglMaterialWrapModeOverridesState state;
state.material = material;
state.wrap_mode_overrides = &options->wrap_mode_overrides;
state.i = 0;
_cogl_material_foreach_layer (material,
apply_wrap_mode_overrides_cb,
&state);
}
}
static gboolean
_cogl_material_layer_texture_equal (CoglMaterialLayer *authority0,
CoglMaterialLayer *authority1)
{
GLuint gl_handle0, gl_handle1;
GLenum gl_target0, gl_target1;
if (authority0->texture_overridden)
{
gl_handle0 = authority0->slice_gl_texture;
gl_target0 = authority0->slice_gl_target;
}
else
cogl_texture_get_gl_texture (authority0->texture, &gl_handle0, &gl_target0);
if (authority1->texture_overridden)
{
gl_handle1 = authority1->slice_gl_texture;
gl_target1 = authority1->slice_gl_target;
}
else
cogl_texture_get_gl_texture (authority1->texture, &gl_handle1, &gl_target1);
return gl_handle0 == gl_handle1 && gl_target0 == gl_target1;
}
/* Determine the mask of differences between two layers.
*
* XXX: If layers and materials could both be cast to a common Tree
* type of some kind then we could have a unified
* compare_differences() function.
*/
unsigned long
_cogl_material_layer_compare_differences (CoglMaterialLayer *layer0,
CoglMaterialLayer *layer1)
{
CoglMaterialLayer *node0;
CoglMaterialLayer *node1;
int len0;
int len1;
int len0_index;
int len1_index;
int count;
int i;
CoglMaterialLayer *common_ancestor = NULL;
unsigned long layers_difference = 0;
_COGL_GET_CONTEXT (ctx, 0);
/* Algorithm:
*
* 1) Walk the ancestors of each layer to the root node, adding a
* pointer to each ancester node to two GArrays:
* ctx->material0_nodes, and ctx->material1_nodes.
*
* 2) Compare the arrays to find the nodes where they stop to
* differ.
*
* 3) For each array now iterate from index 0 to the first node of
* difference ORing that nodes ->difference mask into the final
* material_differences mask.
*/
g_array_set_size (ctx->material0_nodes, 0);
g_array_set_size (ctx->material1_nodes, 0);
for (node0 = layer0; node0; node0 = _cogl_material_layer_get_parent (node0))
g_array_append_vals (ctx->material0_nodes, &node0, 1);
for (node1 = layer1; node1; node1 = _cogl_material_layer_get_parent (node1))
g_array_append_vals (ctx->material1_nodes, &node1, 1);
len0 = ctx->material0_nodes->len;
len1 = ctx->material1_nodes->len;
/* There's no point looking at the last entries since we know both
* layers must have the same default layer as their root node. */
len0_index = len0 - 2;
len1_index = len1 - 2;
count = MIN (len0, len1) - 1;
for (i = 0; i < count; i++)
{
node0 = g_array_index (ctx->material0_nodes,
CoglMaterialLayer *, len0_index--);
node1 = g_array_index (ctx->material1_nodes,
CoglMaterialLayer *, len1_index--);
if (node0 != node1)
{
common_ancestor = _cogl_material_layer_get_parent (node0);
break;
}
}
/* If we didn't already find the first the common_ancestor ancestor
* that's because one material is a direct descendant of the other
* and in this case the first common ancestor is the last node we
* looked at. */
if (!common_ancestor)
common_ancestor = node0;
count = len0 - 1;
for (i = 0; i < count; i++)
{
node0 = g_array_index (ctx->material0_nodes, CoglMaterialLayer *, i);
if (node0 == common_ancestor)
break;
layers_difference |= node0->differences;
}
count = len1 - 1;
for (i = 0; i < count; i++)
{
node1 = g_array_index (ctx->material1_nodes, CoglMaterialLayer *, i);
if (node1 == common_ancestor)
break;
layers_difference |= node1->differences;
}
return layers_difference;
}
static gboolean
_cogl_material_layer_combine_state_equal (CoglMaterialLayer *authority0,
CoglMaterialLayer *authority1)
{
CoglMaterialLayerBigState *big_state0 = authority0->big_state;
CoglMaterialLayerBigState *big_state1 = authority1->big_state;
int n_args;
int i;
if (big_state0->texture_combine_rgb_func !=
big_state1->texture_combine_rgb_func)
return FALSE;
if (big_state0->texture_combine_alpha_func !=
big_state1->texture_combine_alpha_func)
return FALSE;
n_args =
_cogl_get_n_args_for_combine_func (big_state0->texture_combine_rgb_func);
for (i = 0; i < n_args; i++)
{
if ((big_state0->texture_combine_rgb_src[i] !=
big_state1->texture_combine_rgb_src[i]) ||
(big_state0->texture_combine_rgb_op[i] !=
big_state1->texture_combine_rgb_op[i]))
return FALSE;
}
n_args =
_cogl_get_n_args_for_combine_func (big_state0->texture_combine_alpha_func);
for (i = 0; i < n_args; i++)
{
if ((big_state0->texture_combine_alpha_src[i] !=
big_state1->texture_combine_alpha_src[i]) ||
(big_state0->texture_combine_alpha_op[i] !=
big_state1->texture_combine_alpha_op[i]))
return FALSE;
}
return TRUE;
}
static gboolean
_cogl_material_layer_combine_constant_equal (CoglMaterialLayer *authority0,
CoglMaterialLayer *authority1)
{
return memcmp (authority0->big_state->texture_combine_constant,
authority1->big_state->texture_combine_constant,
sizeof (float) * 4) == 0 ? TRUE : FALSE;
}
static gboolean
_cogl_material_layer_filters_equal (CoglMaterialLayer *authority0,
CoglMaterialLayer *authority1)
{
if (authority0->mag_filter != authority1->mag_filter)
return FALSE;
if (authority0->min_filter != authority1->min_filter)
return FALSE;
return TRUE;
}
static gboolean
_cogl_material_layer_wrap_modes_equal (CoglMaterialLayer *authority0,
CoglMaterialLayer *authority1)
{
if (authority0->wrap_mode_s != authority1->wrap_mode_s ||
authority0->wrap_mode_t != authority1->wrap_mode_t ||
authority0->wrap_mode_p != authority1->wrap_mode_p)
return FALSE;
return TRUE;
}
static gboolean
_cogl_material_layer_user_matrix_equal (CoglMaterialLayer *authority0,
CoglMaterialLayer *authority1)
{
CoglMaterialLayerBigState *big_state0 = authority0->big_state;
CoglMaterialLayerBigState *big_state1 = authority1->big_state;
if (!cogl_matrix_equal (&big_state0->matrix, &big_state1->matrix))
return FALSE;
return TRUE;
}
static gboolean
_cogl_material_layer_point_sprite_coords_equal (CoglMaterialLayer *authority0,
CoglMaterialLayer *authority1)
{
CoglMaterialLayerBigState *big_state0 = authority0->big_state;
CoglMaterialLayerBigState *big_state1 = authority1->big_state;
return big_state0->point_sprite_coords == big_state1->point_sprite_coords;
}
typedef gboolean
(*CoglMaterialLayerStateComparitor) (CoglMaterialLayer *authority0,
CoglMaterialLayer *authority1);
static gboolean
layer_state_equal (CoglMaterialLayerState state,
CoglMaterialLayer *layer0,
CoglMaterialLayer *layer1,
CoglMaterialLayerStateComparitor comparitor)
{
CoglMaterialLayer *authority0 =
_cogl_material_layer_get_authority (layer0, state);
CoglMaterialLayer *authority1 =
_cogl_material_layer_get_authority (layer1, state);
return comparitor (authority0, authority1);
}
static gboolean
_cogl_material_layer_equal (CoglMaterialLayer *layer0,
CoglMaterialLayer *layer1)
{
unsigned long layers_difference;
if (layer0 == layer1)
return TRUE;
layers_difference =
_cogl_material_layer_compare_differences (layer0, layer1);
if (layers_difference & COGL_MATERIAL_LAYER_STATE_TEXTURE &&
!layer_state_equal (COGL_MATERIAL_LAYER_STATE_TEXTURE,
layer0, layer1,
_cogl_material_layer_texture_equal))
return FALSE;
if (layers_difference & COGL_MATERIAL_LAYER_STATE_COMBINE &&
!layer_state_equal (COGL_MATERIAL_LAYER_STATE_COMBINE,
layer0, layer1,
_cogl_material_layer_combine_state_equal))
return FALSE;
if (layers_difference & COGL_MATERIAL_LAYER_STATE_COMBINE_CONSTANT &&
!layer_state_equal (COGL_MATERIAL_LAYER_STATE_COMBINE_CONSTANT,
layer0, layer1,
_cogl_material_layer_combine_constant_equal))
return FALSE;
if (layers_difference & COGL_MATERIAL_LAYER_STATE_FILTERS &&
!layer_state_equal (COGL_MATERIAL_LAYER_STATE_FILTERS,
layer0, layer1,
_cogl_material_layer_filters_equal))
return FALSE;
if (layers_difference & COGL_MATERIAL_LAYER_STATE_WRAP_MODES &&
!layer_state_equal (COGL_MATERIAL_LAYER_STATE_WRAP_MODES,
layer0, layer1,
_cogl_material_layer_wrap_modes_equal))
return FALSE;
if (layers_difference & COGL_MATERIAL_LAYER_STATE_USER_MATRIX &&
!layer_state_equal (COGL_MATERIAL_LAYER_STATE_USER_MATRIX,
layer0, layer1,
_cogl_material_layer_user_matrix_equal))
return FALSE;
if (layers_difference & COGL_MATERIAL_LAYER_STATE_POINT_SPRITE_COORDS &&
!layer_state_equal (COGL_MATERIAL_LAYER_STATE_POINT_SPRITE_COORDS,
layer0, layer1,
_cogl_material_layer_point_sprite_coords_equal))
return FALSE;
return TRUE;
}
static gboolean
_cogl_material_color_equal (CoglMaterial *authority0,
CoglMaterial *authority1)
{
return cogl_color_equal (&authority0->color, &authority1->color);
}
static gboolean
_cogl_material_lighting_state_equal (CoglMaterial *authority0,
CoglMaterial *authority1)
{
CoglMaterialLightingState *state0 = &authority0->big_state->lighting_state;
CoglMaterialLightingState *state1 = &authority1->big_state->lighting_state;
if (memcmp (state0->ambient, state1->ambient, sizeof (float) * 4) != 0)
return FALSE;
if (memcmp (state0->diffuse, state1->diffuse, sizeof (float) * 4) != 0)
return FALSE;
if (memcmp (state0->specular, state1->specular, sizeof (float) * 4) != 0)
return FALSE;
if (memcmp (state0->emission, state1->emission, sizeof (float) * 4) != 0)
return FALSE;
if (state0->shininess != state1->shininess)
return FALSE;
return TRUE;
}
static gboolean
_cogl_material_alpha_state_equal (CoglMaterial *authority0,
CoglMaterial *authority1)
{
CoglMaterialAlphaFuncState *alpha_state0 =
&authority0->big_state->alpha_state;
CoglMaterialAlphaFuncState *alpha_state1 =
&authority1->big_state->alpha_state;
if (alpha_state0->alpha_func != alpha_state1->alpha_func ||
alpha_state0->alpha_func_reference != alpha_state1->alpha_func_reference)
return FALSE;
else
return TRUE;
}
static gboolean
_cogl_material_blend_state_equal (CoglMaterial *authority0,
CoglMaterial *authority1)
{
CoglMaterialBlendState *blend_state0 = &authority0->big_state->blend_state;
CoglMaterialBlendState *blend_state1 = &authority1->big_state->blend_state;
#ifndef HAVE_COGL_GLES
if (blend_state0->blend_equation_rgb != blend_state1->blend_equation_rgb)
return FALSE;
if (blend_state0->blend_equation_alpha !=
blend_state1->blend_equation_alpha)
return FALSE;
if (blend_state0->blend_src_factor_alpha !=
blend_state1->blend_src_factor_alpha)
return FALSE;
if (blend_state0->blend_dst_factor_alpha !=
blend_state1->blend_dst_factor_alpha)
return FALSE;
#endif
if (blend_state0->blend_src_factor_rgb !=
blend_state1->blend_src_factor_rgb)
return FALSE;
if (blend_state0->blend_dst_factor_rgb !=
blend_state1->blend_dst_factor_rgb)
return FALSE;
#ifndef HAVE_COGL_GLES
if (!cogl_color_equal (&blend_state0->blend_constant,
&blend_state1->blend_constant))
return FALSE;
#endif
return TRUE;
}
static gboolean
_cogl_material_depth_state_equal (CoglMaterial *authority0,
CoglMaterial *authority1)
{
if (authority0->big_state->depth_state.depth_test_enabled == FALSE &&
authority1->big_state->depth_state.depth_test_enabled == FALSE)
return TRUE;
else
return memcmp (&authority0->big_state->depth_state,
&authority1->big_state->depth_state,
sizeof (CoglMaterialDepthState)) == 0;
}
static gboolean
_cogl_material_fog_state_equal (CoglMaterial *authority0,
CoglMaterial *authority1)
{
CoglMaterialFogState *fog_state0 = &authority0->big_state->fog_state;
CoglMaterialFogState *fog_state1 = &authority1->big_state->fog_state;
if (fog_state0->enabled == fog_state1->enabled &&
cogl_color_equal (&fog_state0->color, &fog_state1->color) &&
fog_state0->mode == fog_state1->mode &&
fog_state0->density == fog_state1->density &&
fog_state0->z_near == fog_state1->z_near &&
fog_state0->z_far == fog_state1->z_far)
return TRUE;
else
return FALSE;
}
static gboolean
_cogl_material_point_size_equal (CoglMaterial *authority0,
CoglMaterial *authority1)
{
return authority0->big_state->point_size == authority1->big_state->point_size;
}
static gboolean
_cogl_material_user_shader_equal (CoglMaterial *authority0,
CoglMaterial *authority1)
{
return (authority0->big_state->user_program ==
authority1->big_state->user_program);
}
static gboolean
_cogl_material_layers_equal (CoglMaterial *authority0,
CoglMaterial *authority1)
{
int i;
if (authority0->n_layers != authority1->n_layers)
return FALSE;
_cogl_material_update_layers_cache (authority0);
_cogl_material_update_layers_cache (authority1);
for (i = 0; i < authority0->n_layers; i++)
{
if (!_cogl_material_layer_equal (authority0->layers_cache[i],
authority1->layers_cache[i]))
return FALSE;
}
return TRUE;
}
/* Determine the mask of differences between two materials */
unsigned long
_cogl_material_compare_differences (CoglMaterial *material0,
CoglMaterial *material1)
{
CoglMaterial *node0;
CoglMaterial *node1;
int len0;
int len1;
int len0_index;
int len1_index;
int count;
int i;
CoglMaterial *common_ancestor = NULL;
unsigned long materials_difference = 0;
_COGL_GET_CONTEXT (ctx, 0);
/* Algorithm:
*
* 1) Walk the ancestors of each layer to the root node, adding a
* pointer to each ancester node to two GArrays:
* ctx->material0_nodes, and ctx->material1_nodes.
*
* 2) Compare the arrays to find the nodes where they stop to
* differ.
*
* 3) For each array now iterate from index 0 to the first node of
* difference ORing that nodes ->difference mask into the final
* material_differences mask.
*/
g_array_set_size (ctx->material0_nodes, 0);
g_array_set_size (ctx->material1_nodes, 0);
for (node0 = material0; node0; node0 = _cogl_material_get_parent (node0))
g_array_append_vals (ctx->material0_nodes, &node0, 1);
for (node1 = material1; node1; node1 = _cogl_material_get_parent (node1))
g_array_append_vals (ctx->material1_nodes, &node1, 1);
len0 = ctx->material0_nodes->len;
len1 = ctx->material1_nodes->len;
/* There's no point looking at the last entries since we know both
* layers must have the same default layer as their root node. */
len0_index = len0 - 2;
len1_index = len1 - 2;
count = MIN (len0, len1) - 1;
for (i = 0; i < count; i++)
{
node0 = g_array_index (ctx->material0_nodes,
CoglMaterial *, len0_index--);
node1 = g_array_index (ctx->material1_nodes,
CoglMaterial *, len1_index--);
if (node0 != node1)
{
common_ancestor = _cogl_material_get_parent (node0);
break;
}
}
/* If we didn't already find the first the common_ancestor ancestor
* that's because one material is a direct descendant of the other
* and in this case the first common ancestor is the last node we
* looked at. */
if (!common_ancestor)
common_ancestor = node0;
count = len0 - 1;
for (i = 0; i < count; i++)
{
node0 = g_array_index (ctx->material0_nodes, CoglMaterial *, i);
if (node0 == common_ancestor)
break;
materials_difference |= node0->differences;
}
count = len1 - 1;
for (i = 0; i < count; i++)
{
node1 = g_array_index (ctx->material1_nodes, CoglMaterial *, i);
if (node1 == common_ancestor)
break;
materials_difference |= node1->differences;
}
return materials_difference;
}
static gboolean
simple_property_equal (CoglMaterial *material0,
CoglMaterial *material1,
unsigned long materials_difference,
CoglMaterialState state,
CoglMaterialStateComparitor comparitor)
{
if (materials_difference & state)
{
if (!comparitor (_cogl_material_get_authority (material0, state),
_cogl_material_get_authority (material1, state)))
return FALSE;
}
return TRUE;
}
/* Comparison of two arbitrary materials is done by:
* 1) walking up the parents of each material until a common
* ancestor is found, and at each step ORing together the
* difference masks.
*
* 2) using the final difference mask to determine which state
* groups to compare.
*
* This is used by the Cogl journal to compare materials so that it
* can split up geometry that needs different OpenGL state.
*
* It is acceptable to have false negatives - although they will result
* in redundant OpenGL calls that try and update the state.
*
* When comparing texture layers, _cogl_material_equal will actually
* compare the underlying GL texture handle that the Cogl texture uses
* so that atlas textures and sub textures will be considered equal if
* they point to the same texture. This is useful for comparing
* materials in the journal but it means that _cogl_material_equal
* doesn't strictly compare whether the materials are the same. If we
* needed those semantics we could perhaps add another function or
* some flags to control the behaviour.
*
* False positives aren't allowed.
*/
gboolean
_cogl_material_equal (CoglMaterial *material0,
CoglMaterial *material1,
gboolean skip_gl_color)
{
unsigned long materials_difference;
if (material0 == material1)
return TRUE;
/* First check non-sparse properties */
if (material0->real_blend_enable != material1->real_blend_enable)
return FALSE;
/* Then check sparse properties */
materials_difference =
_cogl_material_compare_differences (material0, material1);
if (materials_difference & COGL_MATERIAL_STATE_COLOR &&
!skip_gl_color)
{
CoglMaterialState state = COGL_MATERIAL_STATE_COLOR;
CoglMaterial *authority0 =
_cogl_material_get_authority (material0, state);
CoglMaterial *authority1 =
_cogl_material_get_authority (material1, state);
if (!cogl_color_equal (&authority0->color, &authority1->color))
return FALSE;
}
if (!simple_property_equal (material0, material1,
materials_difference,
COGL_MATERIAL_STATE_LIGHTING,
_cogl_material_lighting_state_equal))
return FALSE;
if (!simple_property_equal (material0, material1,
materials_difference,
COGL_MATERIAL_STATE_ALPHA_FUNC,
_cogl_material_alpha_state_equal))
return FALSE;
/* We don't need to compare the detailed blending state if we know
* blending is disabled for both materials. */
if (material0->real_blend_enable &&
materials_difference & COGL_MATERIAL_STATE_BLEND)
{
CoglMaterialState state = COGL_MATERIAL_STATE_BLEND;
CoglMaterial *authority0 =
_cogl_material_get_authority (material0, state);
CoglMaterial *authority1 =
_cogl_material_get_authority (material1, state);
if (!_cogl_material_blend_state_equal (authority0, authority1))
return FALSE;
}
/* XXX: we don't need to compare the BLEND_ENABLE state because it's
* already reflected in ->real_blend_enable */
#if 0
if (!simple_property_equal (material0, material1,
materials_difference,
COGL_MATERIAL_STATE_BLEND,
_cogl_material_blend_enable_equal))
return FALSE;
#endif
if (!simple_property_equal (material0, material1,
materials_difference,
COGL_MATERIAL_STATE_DEPTH,
_cogl_material_depth_state_equal))
return FALSE;
if (!simple_property_equal (material0, material1,
materials_difference,
COGL_MATERIAL_STATE_FOG,
_cogl_material_fog_state_equal))
return FALSE;
if (!simple_property_equal (material0, material1,
materials_difference,
COGL_MATERIAL_STATE_POINT_SIZE,
_cogl_material_point_size_equal))
return FALSE;
if (!simple_property_equal (material0, material1,
materials_difference,
COGL_MATERIAL_STATE_USER_SHADER,
_cogl_material_user_shader_equal))
return FALSE;
if (!simple_property_equal (material0, material1,
materials_difference,
COGL_MATERIAL_STATE_LAYERS,
_cogl_material_layers_equal))
return FALSE;
return TRUE;
}
void
cogl_material_get_color (CoglMaterial *material,
CoglColor *color)
{
CoglMaterial *authority;
g_return_if_fail (cogl_is_material (material));
authority =
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_COLOR);
*color = authority->color;
}
/* This is used heavily by the cogl journal when logging quads */
void
_cogl_material_get_colorubv (CoglMaterial *material,
guint8 *color)
{
CoglMaterial *authority =
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_COLOR);
_cogl_color_get_rgba_4ubv (&authority->color, color);
}
static void
_cogl_material_prune_redundant_ancestry (CoglMaterial *material)
{
CoglMaterial *new_parent = _cogl_material_get_parent (material);
/* walk up past ancestors that are now redundant and potentially
* reparent the material. */
while (_cogl_material_get_parent (new_parent) &&
(new_parent->differences | material->differences) ==
material->differences)
new_parent = _cogl_material_get_parent (new_parent);
_cogl_material_set_parent (material, new_parent);
}
static void
_cogl_material_update_authority (CoglMaterial *material,
CoglMaterial *authority,
CoglMaterialState state,
CoglMaterialStateComparitor comparitor)
{
/* If we are the current authority see if we can revert to one of
* our ancestors being the authority */
if (material == authority &&
_cogl_material_get_parent (authority) != NULL)
{
CoglMaterial *parent = _cogl_material_get_parent (authority);
CoglMaterial *old_authority =
_cogl_material_get_authority (parent, state);
if (comparitor (authority, old_authority))
material->differences &= ~state;
}
else if (material != authority)
{
/* If we weren't previously the authority on this state then we
* need to extended our differences mask and so it's possible
* that some of our ancestry will now become redundant, so we
* aim to reparent ourselves if that's true... */
material->differences |= state;
_cogl_material_prune_redundant_ancestry (material);
}
}
void
cogl_material_set_color (CoglMaterial *material,
const CoglColor *color)
{
CoglMaterialState state = COGL_MATERIAL_STATE_COLOR;
CoglMaterial *authority;
g_return_if_fail (cogl_is_material (material));
authority = _cogl_material_get_authority (material, state);
if (cogl_color_equal (color, &authority->color))
return;
/* - Flush journal primitives referencing the current state.
* - Make sure the material has no dependants so it may be modified.
* - If the material isn't currently an authority for the state being
* changed, then initialize that state from the current authority.
*/
_cogl_material_pre_change_notify (material, state, color);
material->color = *color;
_cogl_material_update_authority (material, authority, state,
_cogl_material_color_equal);
handle_automatic_blend_enable (material, state);
}
void
cogl_material_set_color4ub (CoglMaterial *material,
guint8 red,
guint8 green,
guint8 blue,
guint8 alpha)
{
CoglColor color;
cogl_color_set_from_4ub (&color, red, green, blue, alpha);
cogl_material_set_color (material, &color);
}
void
cogl_material_set_color4f (CoglMaterial *material,
float red,
float green,
float blue,
float alpha)
{
CoglColor color;
cogl_color_set_from_4f (&color, red, green, blue, alpha);
cogl_material_set_color (material, &color);
}
CoglMaterialBlendEnable
_cogl_material_get_blend_enabled (CoglMaterial *material)
{
CoglMaterial *authority;
g_return_val_if_fail (cogl_is_material (material), FALSE);
authority =
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_BLEND_ENABLE);
return authority->blend_enable;
}
static gboolean
_cogl_material_blend_enable_equal (CoglMaterial *authority0,
CoglMaterial *authority1)
{
return authority0->blend_enable == authority1->blend_enable ? TRUE : FALSE;
}
void
_cogl_material_set_blend_enabled (CoglMaterial *material,
CoglMaterialBlendEnable enable)
{
CoglMaterialState state = COGL_MATERIAL_STATE_BLEND_ENABLE;
CoglMaterial *authority;
g_return_if_fail (cogl_is_material (material));
g_return_if_fail (enable > 1 &&
"don't pass TRUE or FALSE to _set_blend_enabled!");
authority = _cogl_material_get_authority (material, state);
if (authority->blend_enable == enable)
return;
/* - Flush journal primitives referencing the current state.
* - Make sure the material has no dependants so it may be modified.
* - If the material isn't currently an authority for the state being
* changed, then initialize that state from the current authority.
*/
_cogl_material_pre_change_notify (material, state, NULL);
material->blend_enable = enable;
_cogl_material_update_authority (material, authority, state,
_cogl_material_blend_enable_equal);
handle_automatic_blend_enable (material, state);
}
void
cogl_material_get_ambient (CoglMaterial *material,
CoglColor *ambient)
{
CoglMaterial *authority;
g_return_if_fail (cogl_is_material (material));
authority =
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_LIGHTING);
cogl_color_init_from_4fv (ambient,
authority->big_state->lighting_state.ambient);
}
void
cogl_material_set_ambient (CoglMaterial *material,
const CoglColor *ambient)
{
CoglMaterialState state = COGL_MATERIAL_STATE_LIGHTING;
CoglMaterial *authority;
CoglMaterialLightingState *lighting_state;
g_return_if_fail (cogl_is_material (material));
authority = _cogl_material_get_authority (material, state);
lighting_state = &authority->big_state->lighting_state;
if (cogl_color_equal (ambient, &lighting_state->ambient))
return;
/* - Flush journal primitives referencing the current state.
* - Make sure the material has no dependants so it may be modified.
* - If the material isn't currently an authority for the state being
* changed, then initialize that state from the current authority.
*/
_cogl_material_pre_change_notify (material, state, NULL);
lighting_state = &material->big_state->lighting_state;
lighting_state->ambient[0] = cogl_color_get_red_float (ambient);
lighting_state->ambient[1] = cogl_color_get_green_float (ambient);
lighting_state->ambient[2] = cogl_color_get_blue_float (ambient);
lighting_state->ambient[3] = cogl_color_get_alpha_float (ambient);
_cogl_material_update_authority (material, authority, state,
_cogl_material_lighting_state_equal);
handle_automatic_blend_enable (material, state);
}
void
cogl_material_get_diffuse (CoglMaterial *material,
CoglColor *diffuse)
{
CoglMaterial *authority;
g_return_if_fail (cogl_is_material (material));
authority =
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_LIGHTING);
cogl_color_init_from_4fv (diffuse,
authority->big_state->lighting_state.diffuse);
}
void
cogl_material_set_diffuse (CoglMaterial *material,
const CoglColor *diffuse)
{
CoglMaterialState state = COGL_MATERIAL_STATE_LIGHTING;
CoglMaterial *authority;
CoglMaterialLightingState *lighting_state;
g_return_if_fail (cogl_is_material (material));
authority = _cogl_material_get_authority (material, state);
lighting_state = &authority->big_state->lighting_state;
if (cogl_color_equal (diffuse, &lighting_state->diffuse))
return;
/* - Flush journal primitives referencing the current state.
* - Make sure the material has no dependants so it may be modified.
* - If the material isn't currently an authority for the state being
* changed, then initialize that state from the current authority.
*/
_cogl_material_pre_change_notify (material, state, NULL);
lighting_state = &material->big_state->lighting_state;
lighting_state->diffuse[0] = cogl_color_get_red_float (diffuse);
lighting_state->diffuse[1] = cogl_color_get_green_float (diffuse);
lighting_state->diffuse[2] = cogl_color_get_blue_float (diffuse);
lighting_state->diffuse[3] = cogl_color_get_alpha_float (diffuse);
_cogl_material_update_authority (material, authority, state,
_cogl_material_lighting_state_equal);
handle_automatic_blend_enable (material, state);
}
void
cogl_material_set_ambient_and_diffuse (CoglMaterial *material,
const CoglColor *color)
{
cogl_material_set_ambient (material, color);
cogl_material_set_diffuse (material, color);
}
void
cogl_material_get_specular (CoglMaterial *material,
CoglColor *specular)
{
CoglMaterial *authority;
g_return_if_fail (cogl_is_material (material));
authority =
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_LIGHTING);
cogl_color_init_from_4fv (specular,
authority->big_state->lighting_state.specular);
}
void
cogl_material_set_specular (CoglMaterial *material, const CoglColor *specular)
{
CoglMaterial *authority;
CoglMaterialState state = COGL_MATERIAL_STATE_LIGHTING;
CoglMaterialLightingState *lighting_state;
g_return_if_fail (cogl_is_material (material));
authority = _cogl_material_get_authority (material, state);
lighting_state = &authority->big_state->lighting_state;
if (cogl_color_equal (specular, &lighting_state->specular))
return;
/* - Flush journal primitives referencing the current state.
* - Make sure the material has no dependants so it may be modified.
* - If the material isn't currently an authority for the state being
* changed, then initialize that state from the current authority.
*/
_cogl_material_pre_change_notify (material, state, NULL);
lighting_state = &material->big_state->lighting_state;
lighting_state->specular[0] = cogl_color_get_red_float (specular);
lighting_state->specular[1] = cogl_color_get_green_float (specular);
lighting_state->specular[2] = cogl_color_get_blue_float (specular);
lighting_state->specular[3] = cogl_color_get_alpha_float (specular);
_cogl_material_update_authority (material, authority, state,
_cogl_material_lighting_state_equal);
handle_automatic_blend_enable (material, state);
}
float
cogl_material_get_shininess (CoglMaterial *material)
{
CoglMaterial *authority;
g_return_val_if_fail (cogl_is_material (material), 0);
authority =
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_LIGHTING);
return authority->big_state->lighting_state.shininess;
}
void
cogl_material_set_shininess (CoglMaterial *material,
float shininess)
{
CoglMaterial *authority;
CoglMaterialState state = COGL_MATERIAL_STATE_LIGHTING;
CoglMaterialLightingState *lighting_state;
g_return_if_fail (cogl_is_material (material));
if (shininess < 0.0)
{
g_warning ("Out of range shininess %f supplied for material\n",
shininess);
return;
}
authority = _cogl_material_get_authority (material, state);
lighting_state = &authority->big_state->lighting_state;
if (lighting_state->shininess == shininess)
return;
/* - Flush journal primitives referencing the current state.
* - Make sure the material has no dependants so it may be modified.
* - If the material isn't currently an authority for the state being
* changed, then initialize that state from the current authority.
*/
_cogl_material_pre_change_notify (material, state, NULL);
lighting_state = &material->big_state->lighting_state;
lighting_state->shininess = shininess;
_cogl_material_update_authority (material, authority, state,
_cogl_material_lighting_state_equal);
}
void
cogl_material_get_emission (CoglMaterial *material,
CoglColor *emission)
{
CoglMaterial *authority;
g_return_if_fail (cogl_is_material (material));
authority =
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_LIGHTING);
cogl_color_init_from_4fv (emission,
authority->big_state->lighting_state.emission);
}
void
cogl_material_set_emission (CoglMaterial *material, const CoglColor *emission)
{
CoglMaterial *authority;
CoglMaterialState state = COGL_MATERIAL_STATE_LIGHTING;
CoglMaterialLightingState *lighting_state;
g_return_if_fail (cogl_is_material (material));
authority = _cogl_material_get_authority (material, state);
lighting_state = &authority->big_state->lighting_state;
if (cogl_color_equal (emission, &lighting_state->emission))
return;
/* - Flush journal primitives referencing the current state.
* - Make sure the material has no dependants so it may be modified.
* - If the material isn't currently an authority for the state being
* changed, then initialize that state from the current authority.
*/
_cogl_material_pre_change_notify (material, state, NULL);
lighting_state = &material->big_state->lighting_state;
lighting_state->emission[0] = cogl_color_get_red_float (emission);
lighting_state->emission[1] = cogl_color_get_green_float (emission);
lighting_state->emission[2] = cogl_color_get_blue_float (emission);
lighting_state->emission[3] = cogl_color_get_alpha_float (emission);
_cogl_material_update_authority (material, authority, state,
_cogl_material_lighting_state_equal);
handle_automatic_blend_enable (material, state);
}
void
cogl_material_set_alpha_test_function (CoglMaterial *material,
CoglMaterialAlphaFunc alpha_func,
float alpha_reference)
{
CoglMaterialState state = COGL_MATERIAL_STATE_ALPHA_FUNC;
CoglMaterial *authority;
CoglMaterialAlphaFuncState *alpha_state;
g_return_if_fail (cogl_is_material (material));
authority = _cogl_material_get_authority (material, state);
alpha_state = &authority->big_state->alpha_state;
if (alpha_state->alpha_func == alpha_func &&
alpha_state->alpha_func_reference == alpha_reference)
return;
/* - Flush journal primitives referencing the current state.
* - Make sure the material has no dependants so it may be modified.
* - If the material isn't currently an authority for the state being
* changed, then initialize that state from the current authority.
*/
_cogl_material_pre_change_notify (material, state, NULL);
alpha_state = &material->big_state->alpha_state;
alpha_state->alpha_func = alpha_func;
alpha_state->alpha_func_reference = alpha_reference;
_cogl_material_update_authority (material, authority, state,
_cogl_material_alpha_state_equal);
}
GLenum
arg_to_gl_blend_factor (CoglBlendStringArgument *arg)
{
if (arg->source.is_zero)
return GL_ZERO;
if (arg->factor.is_one)
return GL_ONE;
else if (arg->factor.is_src_alpha_saturate)
return GL_SRC_ALPHA_SATURATE;
else if (arg->factor.source.info->type ==
COGL_BLEND_STRING_COLOR_SOURCE_SRC_COLOR)
{
if (arg->factor.source.mask != COGL_BLEND_STRING_CHANNEL_MASK_ALPHA)
{
if (arg->factor.source.one_minus)
return GL_ONE_MINUS_SRC_COLOR;
else
return GL_SRC_COLOR;
}
else
{
if (arg->factor.source.one_minus)
return GL_ONE_MINUS_SRC_ALPHA;
else
return GL_SRC_ALPHA;
}
}
else if (arg->factor.source.info->type ==
COGL_BLEND_STRING_COLOR_SOURCE_DST_COLOR)
{
if (arg->factor.source.mask != COGL_BLEND_STRING_CHANNEL_MASK_ALPHA)
{
if (arg->factor.source.one_minus)
return GL_ONE_MINUS_DST_COLOR;
else
return GL_DST_COLOR;
}
else
{
if (arg->factor.source.one_minus)
return GL_ONE_MINUS_DST_ALPHA;
else
return GL_DST_ALPHA;
}
}
#ifndef HAVE_COGL_GLES
else if (arg->factor.source.info->type ==
COGL_BLEND_STRING_COLOR_SOURCE_CONSTANT)
{
if (arg->factor.source.mask != COGL_BLEND_STRING_CHANNEL_MASK_ALPHA)
{
if (arg->factor.source.one_minus)
return GL_ONE_MINUS_CONSTANT_COLOR;
else
return GL_CONSTANT_COLOR;
}
else
{
if (arg->factor.source.one_minus)
return GL_ONE_MINUS_CONSTANT_ALPHA;
else
return GL_CONSTANT_ALPHA;
}
}
#endif
g_warning ("Unable to determine valid blend factor from blend string\n");
return GL_ONE;
}
void
setup_blend_state (CoglBlendStringStatement *statement,
GLenum *blend_equation,
GLint *blend_src_factor,
GLint *blend_dst_factor)
{
#ifndef HAVE_COGL_GLES
switch (statement->function->type)
{
case COGL_BLEND_STRING_FUNCTION_ADD:
*blend_equation = GL_FUNC_ADD;
break;
/* TODO - add more */
default:
g_warning ("Unsupported blend function given");
*blend_equation = GL_FUNC_ADD;
}
#endif
*blend_src_factor = arg_to_gl_blend_factor (&statement->args[0]);
*blend_dst_factor = arg_to_gl_blend_factor (&statement->args[1]);
}
gboolean
cogl_material_set_blend (CoglMaterial *material,
const char *blend_description,
GError **error)
{
CoglMaterialState state = COGL_MATERIAL_STATE_BLEND;
CoglMaterial *authority;
CoglBlendStringStatement statements[2];
CoglBlendStringStatement *rgb;
CoglBlendStringStatement *a;
GError *internal_error = NULL;
int count;
CoglMaterialBlendState *blend_state;
g_return_val_if_fail (cogl_is_material (material), FALSE);
count =
_cogl_blend_string_compile (blend_description,
COGL_BLEND_STRING_CONTEXT_BLENDING,
statements,
&internal_error);
if (!count)
{
if (error)
g_propagate_error (error, internal_error);
else
{
g_warning ("Cannot compile blend description: %s\n",
internal_error->message);
g_error_free (internal_error);
}
return FALSE;
}
if (count == 1)
rgb = a = statements;
else
{
rgb = &statements[0];
a = &statements[1];
}
authority =
_cogl_material_get_authority (material, state);
/* - Flush journal primitives referencing the current state.
* - Make sure the material has no dependants so it may be modified.
* - If the material isn't currently an authority for the state being
* changed, then initialize that state from the current authority.
*/
_cogl_material_pre_change_notify (material, state, NULL);
blend_state = &material->big_state->blend_state;
#ifndef HAVE_COGL_GLES
setup_blend_state (rgb,
&blend_state->blend_equation_rgb,
&blend_state->blend_src_factor_rgb,
&blend_state->blend_dst_factor_rgb);
setup_blend_state (a,
&blend_state->blend_equation_alpha,
&blend_state->blend_src_factor_alpha,
&blend_state->blend_dst_factor_alpha);
#else
setup_blend_state (rgb,
NULL,
&blend_state->blend_src_factor_rgb,
&blend_state->blend_dst_factor_rgb);
#endif
/* If we are the current authority see if we can revert to one of our
* ancestors being the authority */
if (material == authority &&
_cogl_material_get_parent (authority) != NULL)
{
CoglMaterial *parent = _cogl_material_get_parent (authority);
CoglMaterial *old_authority =
_cogl_material_get_authority (parent, state);
if (_cogl_material_blend_state_equal (authority, old_authority))
material->differences &= ~state;
}
/* If we weren't previously the authority on this state then we need
* to extended our differences mask and so it's possible that some
* of our ancestry will now become redundant, so we aim to reparent
* ourselves if that's true... */
if (material != authority)
{
material->differences |= state;
_cogl_material_prune_redundant_ancestry (material);
}
handle_automatic_blend_enable (material, state);
return TRUE;
}
void
cogl_material_set_blend_constant (CoglMaterial *material,
const CoglColor *constant_color)
{
#ifndef HAVE_COGL_GLES
CoglMaterialState state = COGL_MATERIAL_STATE_BLEND;
CoglMaterial *authority;
CoglMaterialBlendState *blend_state;
g_return_if_fail (cogl_is_material (material));
authority = _cogl_material_get_authority (material, state);
blend_state = &authority->big_state->blend_state;
if (cogl_color_equal (constant_color, &blend_state->blend_constant))
return;
/* - Flush journal primitives referencing the current state.
* - Make sure the material has no dependants so it may be modified.
* - If the material isn't currently an authority for the state being
* changed, then initialize that state from the current authority.
*/
_cogl_material_pre_change_notify (material, state, NULL);
blend_state = &material->big_state->blend_state;
blend_state->blend_constant = *constant_color;
_cogl_material_update_authority (material, authority, state,
_cogl_material_blend_state_equal);
handle_automatic_blend_enable (material, state);
#endif
}
CoglHandle
cogl_material_get_user_program (CoglMaterial *material)
{
CoglMaterial *authority;
g_return_val_if_fail (cogl_is_material (material), COGL_INVALID_HANDLE);
authority =
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_USER_SHADER);
return authority->big_state->user_program;
}
/* XXX: for now we don't mind if the program has vertex shaders
* attached but if we ever make a similar API public we should only
* allow attaching of programs containing fragment shaders. Eventually
* we will have a CoglPipeline abstraction to also cover vertex
* processing.
*/
void
cogl_material_set_user_program (CoglMaterial *material,
CoglHandle program)
{
CoglMaterialState state = COGL_MATERIAL_STATE_USER_SHADER;
CoglMaterial *authority;
g_return_if_fail (cogl_is_material (material));
authority = _cogl_material_get_authority (material, state);
if (authority->big_state->user_program == program)
return;
/* - Flush journal primitives referencing the current state.
* - Make sure the material has no dependants so it may be modified.
* - If the material isn't currently an authority for the state being
* changed, then initialize that state from the current authority.
*/
_cogl_material_pre_change_notify (material, state, NULL);
if (program != COGL_INVALID_HANDLE)
_cogl_material_set_backend (material, COGL_MATERIAL_BACKEND_DEFAULT);
/* If we are the current authority see if we can revert to one of our
* ancestors being the authority */
if (material == authority &&
_cogl_material_get_parent (authority) != NULL)
{
CoglMaterial *parent = _cogl_material_get_parent (authority);
CoglMaterial *old_authority =
_cogl_material_get_authority (parent, state);
if (old_authority->big_state->user_program == program)
material->differences &= ~state;
}
else if (material != authority)
{
/* If we weren't previously the authority on this state then we
* need to extended our differences mask and so it's possible
* that some of our ancestry will now become redundant, so we
* aim to reparent ourselves if that's true... */
material->differences |= state;
_cogl_material_prune_redundant_ancestry (material);
}
if (program != COGL_INVALID_HANDLE)
cogl_handle_ref (program);
if (authority == material &&
material->big_state->user_program != COGL_INVALID_HANDLE)
cogl_handle_unref (material->big_state->user_program);
material->big_state->user_program = program;
handle_automatic_blend_enable (material, state);
}
void
cogl_material_set_depth_test_enabled (CoglMaterial *material,
gboolean enable)
{
CoglMaterialState state = COGL_MATERIAL_STATE_DEPTH;
CoglMaterial *authority;
CoglMaterialDepthState *depth_state;
g_return_if_fail (cogl_is_material (material));
authority = _cogl_material_get_authority (material, state);
depth_state = &authority->big_state->depth_state;
if (depth_state->depth_test_enabled == enable)
return;
/* - Flush journal primitives referencing the current state.
* - Make sure the material has no dependants so it may be modified.
* - If the material isn't currently an authority for the state being
* changed, then initialize that state from the current authority.
*/
_cogl_material_pre_change_notify (material, state, NULL);
material->big_state->depth_state.depth_test_enabled = enable;
_cogl_material_update_authority (material, authority, state,
_cogl_material_depth_state_equal);
}
gboolean
cogl_material_get_depth_test_enabled (CoglMaterial *material)
{
CoglMaterial *authority;
g_return_val_if_fail (cogl_is_material (material), FALSE);
authority =
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_DEPTH);
return authority->big_state->depth_state.depth_test_enabled;
}
void
cogl_material_set_depth_writing_enabled (CoglMaterial *material,
gboolean enable)
{
CoglMaterialState state = COGL_MATERIAL_STATE_DEPTH;
CoglMaterial *authority;
CoglMaterialDepthState *depth_state;
g_return_if_fail (cogl_is_material (material));
authority = _cogl_material_get_authority (material, state);
depth_state = &authority->big_state->depth_state;
if (depth_state->depth_writing_enabled == enable)
return;
/* - Flush journal primitives referencing the current state.
* - Make sure the material has no dependants so it may be modified.
* - If the material isn't currently an authority for the state being
* changed, then initialize that state from the current authority.
*/
_cogl_material_pre_change_notify (material, state, NULL);
material->big_state->depth_state.depth_writing_enabled = enable;
_cogl_material_update_authority (material, authority, state,
_cogl_material_depth_state_equal);
}
gboolean
cogl_material_get_depth_writing_enabled (CoglMaterial *material)
{
CoglMaterial *authority;
g_return_val_if_fail (cogl_is_material (material), TRUE);
authority =
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_DEPTH);
return authority->big_state->depth_state.depth_writing_enabled;
}
void
cogl_material_set_depth_test_function (CoglMaterial *material,
CoglDepthTestFunction function)
{
CoglMaterialState state = COGL_MATERIAL_STATE_DEPTH;
CoglMaterial *authority;
CoglMaterialDepthState *depth_state;
g_return_if_fail (cogl_is_material (material));
authority = _cogl_material_get_authority (material, state);
depth_state = &authority->big_state->depth_state;
if (depth_state->depth_test_function == function)
return;
/* - Flush journal primitives referencing the current state.
* - Make sure the material has no dependants so it may be modified.
* - If the material isn't currently an authority for the state being
* changed, then initialize that state from the current authority.
*/
_cogl_material_pre_change_notify (material, state, NULL);
material->big_state->depth_state.depth_test_function = function;
_cogl_material_update_authority (material, authority, state,
_cogl_material_depth_state_equal);
}
CoglDepthTestFunction
cogl_material_get_depth_test_function (CoglMaterial *material)
{
CoglMaterial *authority;
g_return_val_if_fail (cogl_is_material (material),
COGL_DEPTH_TEST_FUNCTION_LESS);
authority =
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_DEPTH);
return authority->big_state->depth_state.depth_test_function;
}
gboolean
cogl_material_set_depth_range (CoglMaterial *material,
float near_val,
float far_val,
GError **error)
{
#ifndef COGL_HAS_GLES
CoglMaterialState state = COGL_MATERIAL_STATE_DEPTH;
CoglMaterial *authority;
CoglMaterialDepthState *depth_state;
g_return_val_if_fail (cogl_is_material (material), FALSE);
authority = _cogl_material_get_authority (material, state);
depth_state = &authority->big_state->depth_state;
if (depth_state->depth_range_near == near_val &&
depth_state->depth_range_far == far_val)
return TRUE;
/* - Flush journal primitives referencing the current state.
* - Make sure the material has no dependants so it may be modified.
* - If the material isn't currently an authority for the state being
* changed, then initialize that state from the current authority.
*/
_cogl_material_pre_change_notify (material, state, NULL);
material->big_state->depth_state.depth_range_near = near_val;
material->big_state->depth_state.depth_range_far = far_val;
_cogl_material_update_authority (material, authority, state,
_cogl_material_depth_state_equal);
return TRUE;
#else
g_set_error (error,
COGL_ERROR,
COGL_ERROR_UNSUPPORTED,
"glDepthRange not available on GLES 1");
return FALSE;
#endif
}
void
cogl_material_get_depth_range (CoglMaterial *material,
float *near_val,
float *far_val)
{
CoglMaterial *authority;
g_return_if_fail (cogl_is_material (material));
authority =
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_DEPTH);
*near_val = authority->big_state->depth_state.depth_range_near;
*far_val = authority->big_state->depth_state.depth_range_far;
}
static void
_cogl_material_set_fog_state (CoglMaterial *material,
const CoglMaterialFogState *fog_state)
{
CoglMaterialState state = COGL_MATERIAL_STATE_FOG;
CoglMaterial *authority;
CoglMaterialFogState *current_fog_state;
g_return_if_fail (cogl_is_material (material));
authority = _cogl_material_get_authority (material, state);
current_fog_state = &authority->big_state->fog_state;
if (current_fog_state->enabled == fog_state->enabled &&
cogl_color_equal (&current_fog_state->color, &fog_state->color) &&
current_fog_state->mode == fog_state->mode &&
current_fog_state->density == fog_state->density &&
current_fog_state->z_near == fog_state->z_near &&
current_fog_state->z_far == fog_state->z_far)
return;
/* - Flush journal primitives referencing the current state.
* - Make sure the material has no dependants so it may be modified.
* - If the material isn't currently an authority for the state being
* changed, then initialize that state from the current authority.
*/
_cogl_material_pre_change_notify (material, state, NULL);
material->big_state->fog_state = *fog_state;
_cogl_material_update_authority (material, authority, state,
_cogl_material_fog_state_equal);
}
unsigned long
_cogl_material_get_age (CoglMaterial *material)
{
g_return_val_if_fail (cogl_is_material (material), 0);
return material->age;
}
static CoglMaterialLayer *
_cogl_material_layer_copy (CoglMaterialLayer *src)
{
CoglMaterialLayer *layer = g_slice_new (CoglMaterialLayer);
int i;
_cogl_material_node_init (COGL_MATERIAL_NODE (layer));
layer->owner = NULL;
layer->index = src->index;
layer->differences = 0;
layer->has_big_state = FALSE;
for (i = 0; i < COGL_MATERIAL_N_BACKENDS; i++)
layer->backend_priv[i] = NULL;
_cogl_material_layer_set_parent (layer, src);
return _cogl_material_layer_object_new (layer);
}
static void
_cogl_material_layer_free (CoglMaterialLayer *layer)
{
int i;
_cogl_material_layer_unparent (COGL_MATERIAL_NODE (layer));
/* NB: layers may be used by multiple materials which may be using
* different backends, therefore we determine which backends to
* notify based on the private state pointers for each backend...
*/
for (i = 0; i < COGL_MATERIAL_N_BACKENDS; i++)
{
if (layer->backend_priv[i] &&
_cogl_material_backends[i]->free_layer_priv)
{
const CoglMaterialBackend *backend = _cogl_material_backends[i];
backend->free_layer_priv (layer);
}
}
if (layer->differences & COGL_MATERIAL_LAYER_STATE_TEXTURE)
cogl_handle_unref (layer->texture);
if (layer->differences & COGL_MATERIAL_LAYER_STATE_NEEDS_BIG_STATE)
g_slice_free (CoglMaterialLayerBigState, layer->big_state);
g_slice_free (CoglMaterialLayer, layer);
}
/* If a layer has descendants we can't modify it freely
*
* If the layer is owned and the owner has descendants we can't
* modify it freely.
*
* In both cases when we can't freely modify a layer we can either:
* - create a new layer; splice it in to replace the layer so it can
* be directly modified.
* XXX: disadvantage is that we have to invalidate the layers_cache
* for the owner and its descendants.
* - create a new derived layer and modify that.
*/
/* XXX: how is the caller expected to deal with ref-counting?
*
* If the layer can't be freely modified and we return a new layer
* then that will effectively make the caller own a new reference
* which doesn't happen if we simply modify the given layer.
*
* We could make it consistent by taking a reference on the layer if
* we don't create a new one. At least this way the caller could
* deal with it consistently, though the semantics are a bit
* strange.
*
* Alternatively we could leave it to the caller to check
* ...?
*/
void
_cogl_material_init_default_layers (void)
{
CoglMaterialLayer *layer = g_slice_new0 (CoglMaterialLayer);
CoglMaterialLayerBigState *big_state =
g_slice_new0 (CoglMaterialLayerBigState);
CoglMaterialLayer *new;
int i;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
_cogl_material_node_init (COGL_MATERIAL_NODE (layer));
layer->index = 0;
for (i = 0; i < COGL_MATERIAL_N_BACKENDS; i++)
layer->backend_priv[i] = NULL;
layer->differences = COGL_MATERIAL_LAYER_STATE_ALL_SPARSE;
layer->unit_index = 0;
layer->texture = COGL_INVALID_HANDLE;
layer->texture_overridden = FALSE;
layer->mag_filter = COGL_MATERIAL_FILTER_LINEAR;
layer->min_filter = COGL_MATERIAL_FILTER_LINEAR;
layer->wrap_mode_s = COGL_MATERIAL_WRAP_MODE_AUTOMATIC;
layer->wrap_mode_t = COGL_MATERIAL_WRAP_MODE_AUTOMATIC;
layer->wrap_mode_p = COGL_MATERIAL_WRAP_MODE_AUTOMATIC;
layer->big_state = big_state;
layer->has_big_state = TRUE;
/* Choose the same default combine mode as OpenGL:
* RGBA = MODULATE(PREVIOUS[RGBA],TEXTURE[RGBA]) */
big_state->texture_combine_rgb_func = GL_MODULATE;
big_state->texture_combine_rgb_src[0] = GL_PREVIOUS;
big_state->texture_combine_rgb_src[1] = GL_TEXTURE;
big_state->texture_combine_rgb_op[0] = GL_SRC_COLOR;
big_state->texture_combine_rgb_op[1] = GL_SRC_COLOR;
big_state->texture_combine_alpha_func = GL_MODULATE;
big_state->texture_combine_alpha_src[0] = GL_PREVIOUS;
big_state->texture_combine_alpha_src[1] = GL_TEXTURE;
big_state->texture_combine_alpha_op[0] = GL_SRC_ALPHA;
big_state->texture_combine_alpha_op[1] = GL_SRC_ALPHA;
big_state->point_sprite_coords = FALSE;
cogl_matrix_init_identity (&big_state->matrix);
ctx->default_layer_0 = _cogl_material_layer_object_new (layer);
/* TODO: we should make default_layer_n comprise of two
* descendants of default_layer_0:
* - the first descendant should change the texture combine
* to what we expect is most commonly used for multitexturing
* - the second should revert the above change.
*
* why? the documentation for how a new layer is initialized
* doesn't say that layers > 0 have different defaults so unless
* we change the documentation we can't use different defaults,
* but if the user does what we expect and changes the
* texture combine then we can revert the authority to the
* first descendant which means we can maximize the number
* of layers with a common ancestor.
*
* The main problem will be that we'll need to disable the
* optimizations for flattening the ancestry when we make
* the second descendant which reverts the state.
*/
ctx->default_layer_n = _cogl_material_layer_copy (layer);
new = _cogl_material_set_layer_unit (NULL, ctx->default_layer_n, 1);
g_assert (new == ctx->default_layer_n);
/* Since we passed a newly allocated layer we don't expect that
* _set_layer_unit() will have to allocate *another* layer. */
/* Finally we create a dummy dependant for ->default_layer_n which
* effectively ensures that ->default_layer_n and ->default_layer_0
* remain immutable.
*/
ctx->dummy_layer_dependant =
_cogl_material_layer_copy (ctx->default_layer_n);
}
static void
setup_texture_combine_state (CoglBlendStringStatement *statement,
GLint *texture_combine_func,
GLint *texture_combine_src,
GLint *texture_combine_op)
{
int i;
switch (statement->function->type)
{
case COGL_BLEND_STRING_FUNCTION_REPLACE:
*texture_combine_func = GL_REPLACE;
break;
case COGL_BLEND_STRING_FUNCTION_MODULATE:
*texture_combine_func = GL_MODULATE;
break;
case COGL_BLEND_STRING_FUNCTION_ADD:
*texture_combine_func = GL_ADD;
break;
case COGL_BLEND_STRING_FUNCTION_ADD_SIGNED:
*texture_combine_func = GL_ADD_SIGNED;
break;
case COGL_BLEND_STRING_FUNCTION_INTERPOLATE:
*texture_combine_func = GL_INTERPOLATE;
break;
case COGL_BLEND_STRING_FUNCTION_SUBTRACT:
*texture_combine_func = GL_SUBTRACT;
break;
case COGL_BLEND_STRING_FUNCTION_DOT3_RGB:
*texture_combine_func = GL_DOT3_RGB;
break;
case COGL_BLEND_STRING_FUNCTION_DOT3_RGBA:
*texture_combine_func = GL_DOT3_RGBA;
break;
}
for (i = 0; i < statement->function->argc; i++)
{
CoglBlendStringArgument *arg = &statement->args[i];
switch (arg->source.info->type)
{
case COGL_BLEND_STRING_COLOR_SOURCE_CONSTANT:
texture_combine_src[i] = GL_CONSTANT;
break;
case COGL_BLEND_STRING_COLOR_SOURCE_TEXTURE:
texture_combine_src[i] = GL_TEXTURE;
break;
case COGL_BLEND_STRING_COLOR_SOURCE_TEXTURE_N:
texture_combine_src[i] =
GL_TEXTURE0 + arg->source.texture;
break;
case COGL_BLEND_STRING_COLOR_SOURCE_PRIMARY:
texture_combine_src[i] = GL_PRIMARY_COLOR;
break;
case COGL_BLEND_STRING_COLOR_SOURCE_PREVIOUS:
texture_combine_src[i] = GL_PREVIOUS;
break;
default:
g_warning ("Unexpected texture combine source");
texture_combine_src[i] = GL_TEXTURE;
}
if (arg->source.mask == COGL_BLEND_STRING_CHANNEL_MASK_RGB)
{
if (statement->args[i].source.one_minus)
texture_combine_op[i] = GL_ONE_MINUS_SRC_COLOR;
else
texture_combine_op[i] = GL_SRC_COLOR;
}
else
{
if (statement->args[i].source.one_minus)
texture_combine_op[i] = GL_ONE_MINUS_SRC_ALPHA;
else
texture_combine_op[i] = GL_SRC_ALPHA;
}
}
}
gboolean
cogl_material_set_layer_combine (CoglMaterial *material,
int layer_index,
const char *combine_description,
GError **error)
{
CoglMaterialLayerState state = COGL_MATERIAL_LAYER_STATE_COMBINE;
CoglMaterialLayer *authority;
CoglMaterialLayer *layer;
CoglBlendStringStatement statements[2];
CoglBlendStringStatement split[2];
CoglBlendStringStatement *rgb;
CoglBlendStringStatement *a;
GError *internal_error = NULL;
int count;
g_return_val_if_fail (cogl_is_material (material), FALSE);
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* material. If the layer is created then it will be owned by
* material. */
layer = _cogl_material_get_layer (material, layer_index);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_material_layer_get_authority (layer, state);
count =
_cogl_blend_string_compile (combine_description,
COGL_BLEND_STRING_CONTEXT_TEXTURE_COMBINE,
statements,
&internal_error);
if (!count)
{
if (error)
g_propagate_error (error, internal_error);
else
{
g_warning ("Cannot compile combine description: %s\n",
internal_error->message);
g_error_free (internal_error);
}
return FALSE;
}
if (statements[0].mask == COGL_BLEND_STRING_CHANNEL_MASK_RGBA)
{
_cogl_blend_string_split_rgba_statement (statements,
&split[0], &split[1]);
rgb = &split[0];
a = &split[1];
}
else
{
rgb = &statements[0];
a = &statements[1];
}
/* FIXME: compare the new state with the current state! */
/* possibly flush primitives referencing the current state... */
layer = _cogl_material_layer_pre_change_notify (material, layer, state);
setup_texture_combine_state (rgb,
&layer->big_state->texture_combine_rgb_func,
layer->big_state->texture_combine_rgb_src,
layer->big_state->texture_combine_rgb_op);
setup_texture_combine_state (a,
&layer->big_state->texture_combine_alpha_func,
layer->big_state->texture_combine_alpha_src,
layer->big_state->texture_combine_alpha_op);
/* If the original layer we found is currently the authority on
* the state we are changing see if we can revert to one of our
* ancestors being the authority. */
if (layer == authority &&
_cogl_material_layer_get_parent (authority) != NULL)
{
CoglMaterialLayer *parent = _cogl_material_layer_get_parent (authority);
CoglMaterialLayer *old_authority =
_cogl_material_layer_get_authority (parent, state);
if (_cogl_material_layer_combine_state_equal (authority,
old_authority))
{
layer->differences &= ~state;
g_assert (layer->owner == material);
if (layer->differences == 0)
_cogl_material_prune_empty_layer_difference (material,
layer);
goto changed;
}
}
/* If we weren't previously the authority on this state then we need
* to extended our differences mask and so it's possible that some
* of our ancestry will now become redundant, so we aim to reparent
* ourselves if that's true... */
if (layer != authority)
{
layer->differences |= state;
_cogl_material_layer_prune_redundant_ancestry (layer);
}
changed:
handle_automatic_blend_enable (material, COGL_MATERIAL_STATE_LAYERS);
return TRUE;
}
void
cogl_material_set_layer_combine_constant (CoglMaterial *material,
int layer_index,
const CoglColor *constant_color)
{
CoglMaterialLayerState state = COGL_MATERIAL_LAYER_STATE_COMBINE_CONSTANT;
CoglMaterialLayer *layer;
CoglMaterialLayer *authority;
CoglMaterialLayer *new;
g_return_if_fail (cogl_is_material (material));
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* material. If the layer is created then it will be owned by
* material. */
layer = _cogl_material_get_layer (material, layer_index);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_material_layer_get_authority (layer, state);
if (memcmp (authority->big_state->texture_combine_constant,
constant_color, sizeof (float) * 4) == 0)
return;
new = _cogl_material_layer_pre_change_notify (material, layer, state);
if (new != layer)
layer = new;
else
{
/* If the original layer we found is currently the authority on
* the state we are changing see if we can revert to one of our
* ancestors being the authority. */
if (layer == authority &&
_cogl_material_layer_get_parent (authority) != NULL)
{
CoglMaterialLayer *parent =
_cogl_material_layer_get_parent (authority);
CoglMaterialLayer *old_authority =
_cogl_material_layer_get_authority (parent, state);
CoglMaterialLayerBigState *old_big_state = old_authority->big_state;
if (memcmp (old_big_state->texture_combine_constant,
constant_color, sizeof (float) * 4) == 0)
{
layer->differences &= ~state;
g_assert (layer->owner == material);
if (layer->differences == 0)
_cogl_material_prune_empty_layer_difference (material,
layer);
goto changed;
}
}
}
layer->big_state->texture_combine_constant[0] =
cogl_color_get_red_float (constant_color);
layer->big_state->texture_combine_constant[1] =
cogl_color_get_green_float (constant_color);
layer->big_state->texture_combine_constant[2] =
cogl_color_get_blue_float (constant_color);
layer->big_state->texture_combine_constant[3] =
cogl_color_get_alpha_float (constant_color);
/* If we weren't previously the authority on this state then we need
* to extended our differences mask and so it's possible that some
* of our ancestry will now become redundant, so we aim to reparent
* ourselves if that's true... */
if (layer != authority)
{
layer->differences |= state;
_cogl_material_layer_prune_redundant_ancestry (layer);
}
changed:
handle_automatic_blend_enable (material, COGL_MATERIAL_STATE_LAYERS);
}
void
cogl_material_set_layer_matrix (CoglMaterial *material,
int layer_index,
const CoglMatrix *matrix)
{
CoglMaterialLayerState state = COGL_MATERIAL_LAYER_STATE_USER_MATRIX;
CoglMaterialLayer *layer;
CoglMaterialLayer *authority;
CoglMaterialLayer *new;
g_return_if_fail (cogl_is_material (material));
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* material. If the layer is created then it will be owned by
* material. */
layer = _cogl_material_get_layer (material, layer_index);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_material_layer_get_authority (layer, state);
if (cogl_matrix_equal (matrix, &authority->big_state->matrix))
return;
new = _cogl_material_layer_pre_change_notify (material, layer, state);
if (new != layer)
layer = new;
else
{
/* If the original layer we found is currently the authority on
* the state we are changing see if we can revert to one of our
* ancestors being the authority. */
if (layer == authority &&
_cogl_material_layer_get_parent (authority) != NULL)
{
CoglMaterialLayer *parent =
_cogl_material_layer_get_parent (authority);
CoglMaterialLayer *old_authority =
_cogl_material_layer_get_authority (parent, state);
if (cogl_matrix_equal (matrix, &old_authority->big_state->matrix))
{
layer->differences &= ~state;
g_assert (layer->owner == material);
if (layer->differences == 0)
_cogl_material_prune_empty_layer_difference (material,
layer);
return;
}
}
}
layer->big_state->matrix = *matrix;
/* If we weren't previously the authority on this state then we need
* to extended our differences mask and so it's possible that some
* of our ancestry will now become redundant, so we aim to reparent
* ourselves if that's true... */
if (layer != authority)
{
layer->differences |= state;
_cogl_material_layer_prune_redundant_ancestry (layer);
}
}
void
cogl_material_remove_layer (CoglMaterial *material, int layer_index)
{
CoglMaterial *authority;
CoglMaterialLayerInfo layer_info;
int i;
g_return_if_fail (cogl_is_material (material));
authority =
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_LAYERS);
/* The layer index of the layer we want info about */
layer_info.layer_index = layer_index;
/* This will be updated with a reference to the layer being removed
* if it can be found. */
layer_info.layer = NULL;
/* This will be filled in with a list of layers that need to be
* dropped down to a lower texture unit to fill the gap of the
* removed layer. */
layer_info.layers_to_shift =
g_alloca (sizeof (CoglMaterialLayer *) * authority->n_layers);
layer_info.n_layers_to_shift = 0;
/* Unlike when we query layer info when adding a layer we must
* always have a complete layers_to_shift list... */
layer_info.ignore_shift_layers_if_found = FALSE;
_cogl_material_get_layer_info (authority, &layer_info);
if (layer_info.layer == NULL)
return;
for (i = 0; i < layer_info.n_layers_to_shift; i++)
{
CoglMaterialLayer *shift_layer = layer_info.layers_to_shift[i];
int unit_index = _cogl_material_layer_get_unit_index (shift_layer);
_cogl_material_set_layer_unit (material, shift_layer, unit_index - 1);
/* NB: shift_layer may not be writeable so _set_layer_unit()
* will allocate a derived layer internally which will become
* owned by material. Check the return value if we need to do
* anything else with this layer. */
}
_cogl_material_remove_layer_difference (material, layer_info.layer, TRUE);
_cogl_material_try_reverting_layers_authority (material, NULL);
handle_automatic_blend_enable (material, COGL_MATERIAL_STATE_LAYERS);
}
static gboolean
prepend_layer_to_list_cb (CoglMaterialLayer *layer,
void *user_data)
{
GList **layers = user_data;
*layers = g_list_prepend (*layers, layer);
return TRUE;
}
/* TODO: deprecate this API and replace it with
* cogl_material_foreach_layer
* TODO: update the docs to note that if the user modifies any layers
* then the list may become invalid.
*/
const GList *
cogl_material_get_layers (CoglMaterial *material)
{
g_return_val_if_fail (cogl_is_material (material), NULL);
if (!material->deprecated_get_layers_list_dirty)
g_list_free (material->deprecated_get_layers_list);
material->deprecated_get_layers_list = NULL;
_cogl_material_foreach_layer (material,
prepend_layer_to_list_cb,
&material->deprecated_get_layers_list);
material->deprecated_get_layers_list =
g_list_reverse (material->deprecated_get_layers_list);
material->deprecated_get_layers_list_dirty = 0;
return material->deprecated_get_layers_list;
}
int
cogl_material_get_n_layers (CoglMaterial *material)
{
CoglMaterial *authority;
g_return_val_if_fail (cogl_is_material (material), 0);
authority =
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_LAYERS);
return authority->n_layers;
}
/* FIXME: deprecate and replace with
* cogl_material_get_layer_type() instead. */
CoglMaterialLayerType
cogl_material_layer_get_type (CoglMaterialLayer *layer)
{
return COGL_MATERIAL_LAYER_TYPE_TEXTURE;
}
/* FIXME: deprecate and replace with
* cogl_material_get_layer_texture() instead. */
CoglHandle
cogl_material_layer_get_texture (CoglMaterialLayer *layer)
{
g_return_val_if_fail (_cogl_is_material_layer (layer),
COGL_INVALID_HANDLE);
return _cogl_material_layer_get_texture (layer);
}
gboolean
_cogl_material_layer_has_user_matrix (CoglMaterialLayer *layer)
{
CoglMaterialLayer *authority;
g_return_val_if_fail (_cogl_is_material_layer (layer), FALSE);
authority =
_cogl_material_layer_get_authority (layer,
COGL_MATERIAL_LAYER_STATE_USER_MATRIX);
/* If the authority is the default material then no, otherwise yes */
return _cogl_material_layer_get_parent (authority) ? TRUE : FALSE;
}
void
_cogl_material_layer_get_filters (CoglMaterialLayer *layer,
CoglMaterialFilter *min_filter,
CoglMaterialFilter *mag_filter)
{
CoglMaterialLayer *authority =
_cogl_material_layer_get_authority (layer,
COGL_MATERIAL_LAYER_STATE_FILTERS);
*min_filter = authority->min_filter;
*mag_filter = authority->mag_filter;
}
void
_cogl_material_layer_pre_paint (CoglMaterialLayer *layer)
{
CoglMaterialLayer *texture_authority;
texture_authority =
_cogl_material_layer_get_authority (layer,
COGL_MATERIAL_LAYER_STATE_TEXTURE);
if (texture_authority->texture != COGL_INVALID_HANDLE)
{
CoglTexturePrePaintFlags flags = 0;
CoglMaterialFilter min_filter;
CoglMaterialFilter mag_filter;
_cogl_material_layer_get_filters (layer, &min_filter, &mag_filter);
if (min_filter == COGL_MATERIAL_FILTER_NEAREST_MIPMAP_NEAREST
|| min_filter == COGL_MATERIAL_FILTER_LINEAR_MIPMAP_NEAREST
|| min_filter == COGL_MATERIAL_FILTER_NEAREST_MIPMAP_LINEAR
|| min_filter == COGL_MATERIAL_FILTER_LINEAR_MIPMAP_LINEAR)
flags |= COGL_TEXTURE_NEEDS_MIPMAP;
_cogl_texture_pre_paint (texture_authority->texture, flags);
}
}
CoglMaterialFilter
cogl_material_layer_get_min_filter (CoglMaterialLayer *layer)
{
CoglMaterialLayer *authority;
g_return_val_if_fail (_cogl_is_material_layer (layer), 0);
authority =
_cogl_material_layer_get_authority (layer,
COGL_MATERIAL_LAYER_STATE_FILTERS);
return authority->min_filter;
}
CoglMaterialFilter
cogl_material_layer_get_mag_filter (CoglMaterialLayer *layer)
{
CoglMaterialLayer *authority;
g_return_val_if_fail (_cogl_is_material_layer (layer), 0);
authority =
_cogl_material_layer_get_authority (layer,
COGL_MATERIAL_LAYER_STATE_FILTERS);
return authority->mag_filter;
}
void
cogl_material_set_layer_filters (CoglMaterial *material,
int layer_index,
CoglMaterialFilter min_filter,
CoglMaterialFilter mag_filter)
{
CoglMaterialLayerState state = COGL_MATERIAL_LAYER_STATE_FILTERS;
CoglMaterialLayer *layer;
CoglMaterialLayer *authority;
CoglMaterialLayer *new;
g_return_if_fail (cogl_is_material (material));
/* Note: this will ensure that the layer exists, creating one if it
* doesn't already.
*
* Note: If the layer already existed it's possibly owned by another
* material. If the layer is created then it will be owned by
* material. */
layer = _cogl_material_get_layer (material, layer_index);
/* Now find the ancestor of the layer that is the authority for the
* state we want to change */
authority = _cogl_material_layer_get_authority (layer, state);
if (authority->min_filter == min_filter &&
authority->mag_filter == mag_filter)
return;
new = _cogl_material_layer_pre_change_notify (material, layer, state);
if (new != layer)
layer = new;
else
{
/* If the original layer we found is currently the authority on
* the state we are changing see if we can revert to one of our
* ancestors being the authority. */
if (layer == authority &&
_cogl_material_layer_get_parent (authority) != NULL)
{
CoglMaterialLayer *parent =
_cogl_material_layer_get_parent (authority);
CoglMaterialLayer *old_authority =
_cogl_material_layer_get_authority (parent, state);
if (old_authority->min_filter == min_filter &&
old_authority->mag_filter == mag_filter)
{
layer->differences &= ~state;
g_assert (layer->owner == material);
if (layer->differences == 0)
_cogl_material_prune_empty_layer_difference (material,
layer);
return;
}
}
}
layer->min_filter = min_filter;
layer->mag_filter = mag_filter;
/* If we weren't previously the authority on this state then we need
* to extended our differences mask and so it's possible that some
* of our ancestry will now become redundant, so we aim to reparent
* ourselves if that's true... */
if (layer != authority)
{
layer->differences |= state;
_cogl_material_layer_prune_redundant_ancestry (layer);
}
}
float
cogl_material_get_point_size (CoglHandle handle)
{
CoglMaterial *material = COGL_MATERIAL (handle);
CoglMaterial *authority;
g_return_val_if_fail (cogl_is_material (handle), FALSE);
authority =
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_POINT_SIZE);
return authority->big_state->point_size;
}
void
cogl_material_set_point_size (CoglHandle handle,
float point_size)
{
CoglMaterial *material = COGL_MATERIAL (handle);
CoglMaterialState state = COGL_MATERIAL_STATE_POINT_SIZE;
CoglMaterial *authority;
g_return_if_fail (cogl_is_material (handle));
authority = _cogl_material_get_authority (material, state);
if (authority->big_state->point_size == point_size)
return;
/* - Flush journal primitives referencing the current state.
* - Make sure the material has no dependants so it may be modified.
* - If the material isn't currently an authority for the state being
* changed, then initialize that state from the current authority.
*/
_cogl_material_pre_change_notify (material, state, NULL);
material->big_state->point_size = point_size;
_cogl_material_update_authority (material, authority, state,
_cogl_material_point_size_equal);
}
/* While a material is referenced by the Cogl journal we can not allow
* modifications, so this gives us a mechanism to track journal
* references separately */
CoglMaterial *
_cogl_material_journal_ref (CoglMaterial *material)
{
material->journal_ref_count++;
return cogl_object_ref (material);
}
void
_cogl_material_journal_unref (CoglMaterial *material)
{
material->journal_ref_count--;
cogl_object_unref (material);
}
void
_cogl_material_apply_legacy_state (CoglMaterial *material)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* It was a mistake that we ever copied the OpenGL style API for
* associating these things directly with the context when we
* originally wrote Cogl. Until the corresponding deprecated APIs
* can be removed though we now shoehorn the state changes through
* the cogl_material API instead.
*/
/* A program explicitly set on the material has higher precedence than
* one associated with the context using cogl_program_use() */
if (ctx->current_program &&
cogl_material_get_user_program (material) == COGL_INVALID_HANDLE)
cogl_material_set_user_program (material, ctx->current_program);
if (ctx->legacy_depth_test_enabled)
cogl_material_set_depth_test_enabled (material, TRUE);
if (ctx->legacy_fog_state.enabled)
_cogl_material_set_fog_state (material, &ctx->legacy_fog_state);
}
void
_cogl_material_set_static_breadcrumb (CoglMaterial *material,
const char *breadcrumb)
{
material->has_static_breadcrumb = TRUE;
material->static_breadcrumb = breadcrumb;
}
typedef struct
{
int parent_id;
int *node_id_ptr;
GString *graph;
int indent;
} PrintDebugState;
static gboolean
dump_layer_cb (CoglMaterialNode *node, void *user_data)
{
CoglMaterialLayer *layer = COGL_MATERIAL_LAYER (node);
PrintDebugState *state = user_data;
int layer_id = *state->node_id_ptr;
PrintDebugState state_out;
GString *changes_label;
gboolean changes = FALSE;
if (state->parent_id >= 0)
g_string_append_printf (state->graph, "%*slayer%p -> layer%p;\n",
state->indent, "",
layer->_parent.parent,
layer);
g_string_append_printf (state->graph,
"%*slayer%p [label=\"layer=0x%p\\n"
"ref count=%d\" "
"color=\"blue\"];\n",
state->indent, "",
layer,
layer,
COGL_OBJECT (layer)->ref_count);
changes_label = g_string_new ("");
g_string_append_printf (changes_label,
"%*slayer%p -> layer_state%d [weight=100];\n"
"%*slayer_state%d [shape=box label=\"",
state->indent, "",
layer,
layer_id,
state->indent, "",
layer_id);
if (layer->differences & COGL_MATERIAL_LAYER_STATE_UNIT)
{
changes = TRUE;
g_string_append_printf (changes_label,
"\\lunit=%u\\n",
layer->unit_index);
}
if (layer->differences & COGL_MATERIAL_LAYER_STATE_TEXTURE)
{
changes = TRUE;
g_string_append_printf (changes_label,
"\\ltexture=%p\\n",
layer->texture);
}
if (changes)
{
g_string_append_printf (changes_label, "\"];\n");
g_string_append (state->graph, changes_label->str);
g_string_free (changes_label, TRUE);
}
state_out.parent_id = layer_id;
state_out.node_id_ptr = state->node_id_ptr;
(*state_out.node_id_ptr)++;
state_out.graph = state->graph;
state_out.indent = state->indent + 2;
_cogl_material_node_foreach_child (COGL_MATERIAL_NODE (layer),
dump_layer_cb,
&state_out);
return TRUE;
}
static gboolean
dump_layer_ref_cb (CoglMaterialLayer *layer, void *data)
{
PrintDebugState *state = data;
int material_id = *state->node_id_ptr;
g_string_append_printf (state->graph,
"%*smaterial_state%d -> layer%p;\n",
state->indent, "",
material_id,
layer);
return TRUE;
}
static gboolean
dump_material_cb (CoglMaterialNode *node, void *user_data)
{
CoglMaterial *material = COGL_MATERIAL (node);
PrintDebugState *state = user_data;
int material_id = *state->node_id_ptr;
PrintDebugState state_out;
GString *changes_label;
gboolean changes = FALSE;
gboolean layers = FALSE;
if (state->parent_id >= 0)
g_string_append_printf (state->graph, "%*smaterial%d -> material%d;\n",
state->indent, "",
state->parent_id,
material_id);
g_string_append_printf (state->graph,
"%*smaterial%d [label=\"material=0x%p\\n"
"ref count=%d\\n"
"breadcrumb=\\\"%s\\\"\" color=\"red\"];\n",
state->indent, "",
material_id,
material,
COGL_OBJECT (material)->ref_count,
material->has_static_breadcrumb ?
material->static_breadcrumb : "NULL");
changes_label = g_string_new ("");
g_string_append_printf (changes_label,
"%*smaterial%d -> material_state%d [weight=100];\n"
"%*smaterial_state%d [shape=box label=\"",
state->indent, "",
material_id,
material_id,
state->indent, "",
material_id);
if (material->differences & COGL_MATERIAL_STATE_COLOR)
{
changes = TRUE;
g_string_append_printf (changes_label,
"\\lcolor=0x%02X%02X%02X%02X\\n",
cogl_color_get_red_byte (&material->color),
cogl_color_get_green_byte (&material->color),
cogl_color_get_blue_byte (&material->color),
cogl_color_get_alpha_byte (&material->color));
}
if (material->differences & COGL_MATERIAL_STATE_BLEND)
{
changes = TRUE;
const char *blend_enable_name;
switch (material->blend_enable)
{
case COGL_MATERIAL_BLEND_ENABLE_AUTOMATIC:
blend_enable_name = "AUTO";
break;
case COGL_MATERIAL_BLEND_ENABLE_ENABLED:
blend_enable_name = "ENABLED";
break;
case COGL_MATERIAL_BLEND_ENABLE_DISABLED:
blend_enable_name = "DISABLED";
break;
default:
blend_enable_name = "UNKNOWN";
}
g_string_append_printf (changes_label,
"\\lblend=%s\\n",
blend_enable_name);
}
if (material->differences & COGL_MATERIAL_STATE_LAYERS)
{
changes = TRUE;
layers = TRUE;
g_string_append_printf (changes_label, "\\ln_layers=%d\\n",
material->n_layers);
}
if (changes)
{
g_string_append_printf (changes_label, "\"];\n");
g_string_append (state->graph, changes_label->str);
g_string_free (changes_label, TRUE);
}
if (layers)
_cogl_material_foreach_layer (material, dump_layer_ref_cb, state);
state_out.parent_id = material_id;
state_out.node_id_ptr = state->node_id_ptr;
(*state_out.node_id_ptr)++;
state_out.graph = state->graph;
state_out.indent = state->indent + 2;
_cogl_material_node_foreach_child (COGL_MATERIAL_NODE (material),
dump_material_cb,
&state_out);
return TRUE;
}
void
_cogl_debug_dump_materials_dot_file (const char *filename)
{
GString *graph;
PrintDebugState layer_state;
PrintDebugState material_state;
int layer_id = 0;
int material_id = 0;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!ctx->default_material)
return;
graph = g_string_new ("");
g_string_append_printf (graph, "digraph {\n");
layer_state.graph = graph;
layer_state.parent_id = -1;
layer_state.node_id_ptr = &layer_id;
layer_state.indent = 0;
dump_layer_cb (ctx->default_layer_0, &layer_state);
material_state.graph = graph;
material_state.parent_id = -1;
material_state.node_id_ptr = &material_id;
material_state.indent = 0;
dump_material_cb (ctx->default_material, &material_state);
g_string_append_printf (graph, "}\n");
if (filename)
g_file_set_contents (filename, graph->str, -1, NULL);
else
g_print ("%s", graph->str);
g_string_free (graph, TRUE);
}