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1d3d1732bd
This fixes a few problems that occur when only using a GLES2 header. • The use of GL_CLAMP_TO_BORDER and GL_MIRRORED_REPEAT were moved from cogl-pipelinelayer-state.h to cogl-sampler-cache-private.h but the corresponding defines were not. • cogl-sampler-cache.c was using GL_TEXTURE_WRAP_R but this is only defined as GL_TEXTURE_WRAP_R_OES from the GLES2 header so it needs a #define. • cogl-framebuffer-private.h uses GLuint but it does not include cogl-gl-header.h. It gets away with this when GLX support is enabled because the GL header would be included via glx.h. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 9cdb87c864fc262c4b26c13963670d60d7c18058)
380 lines
13 KiB
C
380 lines
13 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2008,2009,2010,2011 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see
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* <http://www.gnu.org/licenses/>.
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*
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*
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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*/
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#ifndef __COGL_PIPELINE_LAYER_PRIVATE_H
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#define __COGL_PIPELINE_LAYER_PRIVATE_H
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#include "cogl-pipeline.h"
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#include "cogl-node-private.h"
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#include "cogl-texture.h"
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#include "cogl-matrix.h"
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#include "cogl-pipeline-layer-state.h"
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#include "cogl-internal.h"
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#include "cogl-pipeline-snippet-private.h"
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#include "cogl-sampler-cache-private.h"
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#include <glib.h>
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typedef struct _CoglPipelineLayer CoglPipelineLayer;
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#define COGL_PIPELINE_LAYER(OBJECT) ((CoglPipelineLayer *)OBJECT)
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/* XXX: should I rename these as
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* COGL_PIPELINE_LAYER_STATE_INDEX_XYZ... ?
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*/
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typedef enum
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{
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/* sparse state */
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COGL_PIPELINE_LAYER_STATE_UNIT_INDEX,
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COGL_PIPELINE_LAYER_STATE_TEXTURE_TYPE_INDEX,
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COGL_PIPELINE_LAYER_STATE_TEXTURE_DATA_INDEX,
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COGL_PIPELINE_LAYER_STATE_SAMPLER_INDEX,
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COGL_PIPELINE_LAYER_STATE_COMBINE_INDEX,
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COGL_PIPELINE_LAYER_STATE_COMBINE_CONSTANT_INDEX,
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COGL_PIPELINE_LAYER_STATE_USER_MATRIX_INDEX,
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COGL_PIPELINE_LAYER_STATE_POINT_SPRITE_COORDS_INDEX,
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COGL_PIPELINE_LAYER_STATE_VERTEX_SNIPPETS_INDEX,
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COGL_PIPELINE_LAYER_STATE_FRAGMENT_SNIPPETS_INDEX,
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/* note: layers don't currently have any non-sparse state */
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COGL_PIPELINE_LAYER_STATE_SPARSE_COUNT,
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COGL_PIPELINE_LAYER_STATE_COUNT = COGL_PIPELINE_LAYER_STATE_SPARSE_COUNT
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} CoglPipelineLayerStateIndex;
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/* XXX: If you add or remove state groups here you may need to update
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* some of the state masks following this enum too!
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*
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* FIXME: perhaps it would be better to rename this enum to
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* CoglPipelineLayerStateGroup to better convey the fact that a single
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* enum here can map to multiple properties.
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*/
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typedef enum
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{
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COGL_PIPELINE_LAYER_STATE_UNIT =
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1L<<COGL_PIPELINE_LAYER_STATE_UNIT_INDEX,
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COGL_PIPELINE_LAYER_STATE_TEXTURE_TYPE =
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1L<<COGL_PIPELINE_LAYER_STATE_TEXTURE_TYPE_INDEX,
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COGL_PIPELINE_LAYER_STATE_TEXTURE_DATA =
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1L<<COGL_PIPELINE_LAYER_STATE_TEXTURE_DATA_INDEX,
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COGL_PIPELINE_LAYER_STATE_SAMPLER =
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1L<<COGL_PIPELINE_LAYER_STATE_SAMPLER_INDEX,
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COGL_PIPELINE_LAYER_STATE_COMBINE =
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1L<<COGL_PIPELINE_LAYER_STATE_COMBINE_INDEX,
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COGL_PIPELINE_LAYER_STATE_COMBINE_CONSTANT =
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1L<<COGL_PIPELINE_LAYER_STATE_COMBINE_CONSTANT_INDEX,
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COGL_PIPELINE_LAYER_STATE_USER_MATRIX =
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1L<<COGL_PIPELINE_LAYER_STATE_USER_MATRIX_INDEX,
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COGL_PIPELINE_LAYER_STATE_POINT_SPRITE_COORDS =
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1L<<COGL_PIPELINE_LAYER_STATE_POINT_SPRITE_COORDS_INDEX,
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COGL_PIPELINE_LAYER_STATE_VERTEX_SNIPPETS =
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1L<<COGL_PIPELINE_LAYER_STATE_VERTEX_SNIPPETS_INDEX,
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COGL_PIPELINE_LAYER_STATE_FRAGMENT_SNIPPETS =
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1L<<COGL_PIPELINE_LAYER_STATE_FRAGMENT_SNIPPETS_INDEX,
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/* COGL_PIPELINE_LAYER_STATE_TEXTURE_INTERN = 1L<<8, */
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} CoglPipelineLayerState;
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/*
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* Various special masks that tag state-groups in different ways...
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*/
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#define COGL_PIPELINE_LAYER_STATE_ALL \
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((1L<<COGL_PIPELINE_LAYER_STATE_COUNT) - 1)
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#define COGL_PIPELINE_LAYER_STATE_ALL_SPARSE \
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COGL_PIPELINE_LAYER_STATE_ALL
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#define COGL_PIPELINE_LAYER_STATE_NEEDS_BIG_STATE \
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(COGL_PIPELINE_LAYER_STATE_COMBINE | \
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COGL_PIPELINE_LAYER_STATE_COMBINE_CONSTANT | \
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COGL_PIPELINE_LAYER_STATE_USER_MATRIX | \
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COGL_PIPELINE_LAYER_STATE_POINT_SPRITE_COORDS | \
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COGL_PIPELINE_LAYER_STATE_VERTEX_SNIPPETS | \
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COGL_PIPELINE_LAYER_STATE_FRAGMENT_SNIPPETS)
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#define COGL_PIPELINE_LAYER_STATE_MULTI_PROPERTY \
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(COGL_PIPELINE_LAYER_STATE_COMBINE | \
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COGL_PIPELINE_LAYER_STATE_VERTEX_SNIPPETS | \
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COGL_PIPELINE_LAYER_STATE_FRAGMENT_SNIPPETS)
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#define COGL_PIPELINE_LAYER_STATE_AFFECTS_VERTEX_CODEGEN \
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COGL_PIPELINE_LAYER_STATE_VERTEX_SNIPPETS
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typedef enum
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{
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/* These are the same values as GL */
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COGL_PIPELINE_COMBINE_FUNC_ADD = 0x0104,
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COGL_PIPELINE_COMBINE_FUNC_ADD_SIGNED = 0x8574,
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COGL_PIPELINE_COMBINE_FUNC_SUBTRACT = 0x84E7,
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COGL_PIPELINE_COMBINE_FUNC_INTERPOLATE = 0x8575,
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COGL_PIPELINE_COMBINE_FUNC_REPLACE = 0x1E01,
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COGL_PIPELINE_COMBINE_FUNC_MODULATE = 0x2100,
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COGL_PIPELINE_COMBINE_FUNC_DOT3_RGB = 0x86AE,
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COGL_PIPELINE_COMBINE_FUNC_DOT3_RGBA = 0x86AF
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} CoglPipelineCombineFunc;
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typedef enum
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{
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/* Note that these numbers are deliberately not the same as the GL
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numbers so that we can reserve all numbers > TEXTURE0 to store
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very large layer numbers */
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COGL_PIPELINE_COMBINE_SOURCE_TEXTURE,
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COGL_PIPELINE_COMBINE_SOURCE_CONSTANT,
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COGL_PIPELINE_COMBINE_SOURCE_PRIMARY_COLOR,
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COGL_PIPELINE_COMBINE_SOURCE_PREVIOUS,
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COGL_PIPELINE_COMBINE_SOURCE_TEXTURE0
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} CoglPipelineCombineSource;
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typedef enum
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{
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/* These are the same values as GL */
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COGL_PIPELINE_COMBINE_OP_SRC_COLOR = 0x0300,
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COGL_PIPELINE_COMBINE_OP_ONE_MINUS_SRC_COLOR = 0x0301,
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COGL_PIPELINE_COMBINE_OP_SRC_ALPHA = 0x0302,
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COGL_PIPELINE_COMBINE_OP_ONE_MINUS_SRC_ALPHA = 0x0303
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} CoglPipelineCombineOp;
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typedef struct
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{
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/* The texture combine state determines how the color of individual
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* texture fragments are calculated. */
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CoglPipelineCombineFunc texture_combine_rgb_func;
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CoglPipelineCombineSource texture_combine_rgb_src[3];
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CoglPipelineCombineOp texture_combine_rgb_op[3];
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CoglPipelineCombineFunc texture_combine_alpha_func;
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CoglPipelineCombineSource texture_combine_alpha_src[3];
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CoglPipelineCombineOp texture_combine_alpha_op[3];
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float texture_combine_constant[4];
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/* The texture matrix dscribes how to transform texture coordinates */
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CoglMatrix matrix;
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CoglBool point_sprite_coords;
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CoglPipelineSnippetList vertex_snippets;
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CoglPipelineSnippetList fragment_snippets;
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} CoglPipelineLayerBigState;
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struct _CoglPipelineLayer
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{
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/* XXX: Please think twice about adding members that *have* be
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* initialized during a _cogl_pipeline_layer_copy. We are aiming
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* to have copies be as cheap as possible and copies may be
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* done by the primitives APIs which means they may happen
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* in performance critical code paths.
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*
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* XXX: If you are extending the state we track please consider if
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* the state is expected to vary frequently across many pipelines or
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* if the state can be shared among many derived pipelines instead.
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* This will determine if the state should be added directly to this
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* structure which will increase the memory overhead for *all*
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* layers or if instead it can go under ->big_state.
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*/
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/* Layers represent their state in a tree structure where some of
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* the state relating to a given pipeline or layer may actually be
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* owned by one if is ancestors in the tree. We have a common data
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* type to track the tree heirachy so we can share code... */
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CoglNode _parent;
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/* Some layers have a pipeline owner, which is to say that the layer
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* is referenced in that pipelines->layer_differences list. A layer
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* doesn't always have an owner and may simply be an ancestor for
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* other layers that keeps track of some shared state. */
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CoglPipeline *owner;
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/* The lowest index is blended first then others on top */
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int index;
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/* A mask of which state groups are different in this layer
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* in comparison to its parent. */
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unsigned long differences;
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/* Common differences
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*
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* As a basic way to reduce memory usage we divide the layer
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* state into two groups; the minimal state modified in 90% of
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* all layers and the rest, so that the second group can
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* be allocated dynamically when required.
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*/
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/* Each layer is directly associated with a single texture unit */
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int unit_index;
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/* The texture for this layer, or NULL for an empty
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* layer */
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CoglTexture *texture;
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/* The type of the texture. This is always set even if the texture
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is NULL and it will be used to determine what type of texture
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lookups to use in any shaders generated by the pipeline
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backends. */
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CoglTextureType texture_type;
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const CoglSamplerCacheEntry *sampler_cache_entry;
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/* Infrequent differences aren't currently tracked in
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* a separate, dynamically allocated structure as they are
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* for pipelines... */
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CoglPipelineLayerBigState *big_state;
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/* bitfields */
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/* Determines if layer->big_state is valid */
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unsigned int has_big_state:1;
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};
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typedef CoglBool
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(*CoglPipelineLayerStateComparitor) (CoglPipelineLayer *authority0,
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CoglPipelineLayer *authority1);
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void
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_cogl_pipeline_init_default_layers (void);
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static inline CoglPipelineLayer *
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_cogl_pipeline_layer_get_parent (CoglPipelineLayer *layer)
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{
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CoglNode *parent_node = COGL_NODE (layer)->parent;
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return COGL_PIPELINE_LAYER (parent_node);
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}
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CoglPipelineLayer *
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_cogl_pipeline_layer_copy (CoglPipelineLayer *layer);
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void
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_cogl_pipeline_layer_resolve_authorities (CoglPipelineLayer *layer,
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unsigned long differences,
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CoglPipelineLayer **authorities);
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CoglBool
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_cogl_pipeline_layer_equal (CoglPipelineLayer *layer0,
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CoglPipelineLayer *layer1,
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unsigned long differences_mask,
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CoglPipelineEvalFlags flags);
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CoglPipelineLayer *
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_cogl_pipeline_layer_pre_change_notify (CoglPipeline *required_owner,
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CoglPipelineLayer *layer,
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CoglPipelineLayerState change);
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void
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_cogl_pipeline_layer_prune_redundant_ancestry (CoglPipelineLayer *layer);
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CoglBool
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_cogl_pipeline_layer_has_alpha (CoglPipelineLayer *layer);
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CoglBool
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_cogl_pipeline_layer_has_user_matrix (CoglPipeline *pipeline,
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int layer_index);
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/*
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* Calls the pre_paint method on the layer texture if there is
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* one. This will determine whether mipmaps are needed based on the
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* filter settings.
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*/
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void
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_cogl_pipeline_layer_pre_paint (CoglPipelineLayer *layerr);
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void
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_cogl_pipeline_layer_get_wrap_modes (CoglPipelineLayer *layer,
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CoglSamplerCacheWrapMode *wrap_mode_s,
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CoglSamplerCacheWrapMode *wrap_mode_t,
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CoglSamplerCacheWrapMode *wrap_mode_r);
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void
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_cogl_pipeline_layer_get_filters (CoglPipelineLayer *layer,
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CoglPipelineFilter *min_filter,
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CoglPipelineFilter *mag_filter);
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const CoglSamplerCacheEntry *
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_cogl_pipeline_layer_get_sampler_state (CoglPipelineLayer *layer);
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void
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_cogl_pipeline_get_layer_filters (CoglPipeline *pipeline,
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int layer_index,
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CoglPipelineFilter *min_filter,
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CoglPipelineFilter *mag_filter);
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typedef enum {
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COGL_PIPELINE_LAYER_TYPE_TEXTURE
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} CoglPipelineLayerType;
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CoglPipelineLayerType
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_cogl_pipeline_layer_get_type (CoglPipelineLayer *layer);
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CoglTexture *
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_cogl_pipeline_layer_get_texture (CoglPipelineLayer *layer);
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CoglTexture *
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_cogl_pipeline_layer_get_texture_real (CoglPipelineLayer *layer);
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CoglTextureType
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_cogl_pipeline_layer_get_texture_type (CoglPipelineLayer *layer);
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CoglPipelineFilter
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_cogl_pipeline_layer_get_min_filter (CoglPipelineLayer *layer);
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CoglPipelineFilter
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_cogl_pipeline_layer_get_mag_filter (CoglPipelineLayer *layer);
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CoglPipelineWrapMode
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_cogl_pipeline_layer_get_wrap_mode_s (CoglPipelineLayer *layer);
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CoglPipelineWrapMode
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_cogl_pipeline_layer_get_wrap_mode_t (CoglPipelineLayer *layer);
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CoglPipelineWrapMode
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_cogl_pipeline_layer_get_wrap_mode_p (CoglPipelineLayer *layer);
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unsigned long
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_cogl_pipeline_layer_compare_differences (CoglPipelineLayer *layer0,
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CoglPipelineLayer *layer1);
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CoglPipelineLayer *
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_cogl_pipeline_layer_get_authority (CoglPipelineLayer *layer,
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unsigned long difference);
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CoglTexture *
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_cogl_pipeline_layer_get_texture (CoglPipelineLayer *layer);
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int
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_cogl_pipeline_layer_get_unit_index (CoglPipelineLayer *layer);
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CoglBool
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_cogl_pipeline_layer_needs_combine_separate
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(CoglPipelineLayer *combine_authority);
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#endif /* __COGL_PIPELINE_LAYER_PRIVATE_H */
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