mutter/cogl/cogl-pipeline-private.h
Neil Roberts 4cdf66f89b pipeline: Move the snippet source loop into a common function
The two loops that generate the functions for the snippets in the
fragend and vertend are very similar so to avoid code duplication this
patch moves the logic to its own function in a new
cogl-pipeline-snippet.c file.

Reviewed-by: Robert Bragg <robert@linux.intel.com>
2011-12-06 19:02:06 +00:00

1012 lines
33 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2008,2009,2010,2011 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>
*/
#ifndef __COGL_PIPELINE_PRIVATE_H
#define __COGL_PIPELINE_PRIVATE_H
#include "cogl-node-private.h"
#include "cogl-pipeline-layer-private.h"
#include "cogl-pipeline.h"
#include "cogl-matrix.h"
#include "cogl-object-private.h"
#include "cogl-profile.h"
#include "cogl-queue.h"
#include "cogl-internal.h"
#include "cogl-boxed-value.h"
#include "cogl-pipeline-snippet-private.h"
#include <glib.h>
#ifdef HAVE_COGL_GL
#define COGL_PIPELINE_FRAGEND_ARBFP 0
#define COGL_PIPELINE_FRAGEND_FIXED 1
#define COGL_PIPELINE_FRAGEND_GLSL 2
#define COGL_PIPELINE_N_FRAGENDS 3
#else /* HAVE_COGL_GL */
#ifdef HAVE_COGL_GLES2
#define COGL_PIPELINE_FRAGEND_GLSL 0
#ifdef HAVE_COGL_GLES
#define COGL_PIPELINE_FRAGEND_FIXED 1
#define COGL_PIPELINE_N_FRAGENDS 2
#else
#define COGL_PIPELINE_N_FRAGENDS 1
#endif
#else /* HAVE_COGL_GLES2 */
#ifdef HAVE_COGL_GLES
#define COGL_PIPELINE_FRAGEND_FIXED 0
#define COGL_PIPELINE_N_FRAGENDS 1
#else
#error No drivers defined
#endif
#endif /* HAVE_COGL_GLES2 */
#endif /* HAVE_COGL_GL */
#ifdef COGL_PIPELINE_FRAGEND_ARBFP
#define COGL_PIPELINE_FRAGEND_ARBFP_MASK \
(1 << COGL_PIPELINE_FRAGEND_ARBFP)
#endif
#ifdef COGL_PIPELINE_FRAGEND_FIXED
#define COGL_PIPELINE_FRAGEND_FIXED_MASK \
(1 << COGL_PIPELINE_FRAGEND_FIXED)
#endif
#ifdef COGL_PIPELINE_FRAGEND_GLSL
#define COGL_PIPELINE_FRAGEND_GLSL_MASK \
(1 << COGL_PIPELINE_FRAGEND_GLSL)
#endif
#define COGL_PIPELINE_FRAGEND_DEFAULT 0
#define COGL_PIPELINE_FRAGEND_UNDEFINED 3
#ifdef HAVE_COGL_GL
#define COGL_PIPELINE_VERTEND_FIXED 0
#define COGL_PIPELINE_VERTEND_GLSL 1
#define COGL_PIPELINE_N_VERTENDS 2
#else /* HAVE_COGL_GL */
#ifdef HAVE_COGL_GLES2
#define COGL_PIPELINE_VERTEND_GLSL 0
#ifdef HAVE_COGL_GLES
#define COGL_PIPELINE_VERTEND_FIXED 1
#define COGL_PIPELINE_N_VERTENDS 2
#else
#define COGL_PIPELINE_N_VERTENDS 1
#endif
#else /* HAVE_COGL_GLES2 */
#ifdef HAVE_COGL_GLES
#define COGL_PIPELINE_VERTEND_FIXED 0
#define COGL_PIPELINE_N_VERTENDS 1
#else
#error No drivers defined
#endif /* HAVE_COGL_GLES */
#endif /* HAVE_COGL_GLES2 */
#endif /* HAVE_COGL_GL */
#ifdef COGL_PIPELINE_VERTEND_FIXED
#define COGL_PIPELINE_VERTEND_FIXED_MASK \
(1 << COGL_PIPELINE_VERTEND_FIXED)
#endif
#ifdef COGL_PIPELINE_VERTEND_GLSL
#define COGL_PIPELINE_VERTEND_GLSL_MASK \
(1 << COGL_PIPELINE_VERTEND_GLSL)
#endif
#define COGL_PIPELINE_VERTEND_DEFAULT 0
#define COGL_PIPELINE_VERTEND_UNDEFINED 3
#define COGL_PIPELINE_VERTEND_DEFAULT 0
#define COGL_PIPELINE_VERTEND_UNDEFINED 3
/* If we have either of the GLSL backends then we also need a GLSL
progend to combine the shaders generated into a single
program. Currently there is only one progend but if we ever add
other languages they would likely need their own progend too. The
progends are different from the other backends because there can be
more than one in use for each pipeline. All of the progends are
invoked whenever a pipeline is flushed. */
#ifdef COGL_PIPELINE_FRAGEND_GLSL
#define COGL_PIPELINE_PROGEND_GLSL 0
#define COGL_PIPELINE_N_PROGENDS 1
#else
#define COGL_PIPELINE_N_PROGENDS 0
#endif
/* XXX: should I rename these as
* COGL_PIPELINE_STATE_INDEX_XYZ... ?
*/
typedef enum
{
/* sparse state */
COGL_PIPELINE_STATE_COLOR_INDEX,
COGL_PIPELINE_STATE_BLEND_ENABLE_INDEX,
COGL_PIPELINE_STATE_LAYERS_INDEX,
COGL_PIPELINE_STATE_LIGHTING_INDEX,
COGL_PIPELINE_STATE_ALPHA_FUNC_INDEX,
COGL_PIPELINE_STATE_ALPHA_FUNC_REFERENCE_INDEX,
COGL_PIPELINE_STATE_BLEND_INDEX,
COGL_PIPELINE_STATE_USER_SHADER_INDEX,
COGL_PIPELINE_STATE_DEPTH_INDEX,
COGL_PIPELINE_STATE_FOG_INDEX,
COGL_PIPELINE_STATE_POINT_SIZE_INDEX,
COGL_PIPELINE_STATE_LOGIC_OPS_INDEX,
COGL_PIPELINE_STATE_CULL_FACE_INDEX,
COGL_PIPELINE_STATE_UNIFORMS_INDEX,
COGL_PIPELINE_STATE_VERTEX_SNIPPETS_INDEX,
COGL_PIPELINE_STATE_FRAGMENT_SNIPPETS_INDEX,
/* non-sparse */
COGL_PIPELINE_STATE_REAL_BLEND_ENABLE_INDEX,
COGL_PIPELINE_STATE_COUNT,
COGL_PIPELINE_STATE_SPARSE_COUNT = COGL_PIPELINE_STATE_COUNT - 1,
} CoglPipelineStateIndex;
/* Used in pipeline->differences masks and for notifying pipeline
* state changes.
*
* XXX: If you add or remove state groups here you may need to update
* some of the state masks following this enum too!
*
* FIXME: perhaps it would be better to rename this enum to
* CoglPipelineStateGroup to better convey the fact that a single enum
* here can map to multiple properties.
*/
typedef enum _CoglPipelineState
{
COGL_PIPELINE_STATE_COLOR =
1L<<COGL_PIPELINE_STATE_COLOR_INDEX,
COGL_PIPELINE_STATE_BLEND_ENABLE =
1L<<COGL_PIPELINE_STATE_BLEND_ENABLE_INDEX,
COGL_PIPELINE_STATE_LAYERS =
1L<<COGL_PIPELINE_STATE_LAYERS_INDEX,
COGL_PIPELINE_STATE_LIGHTING =
1L<<COGL_PIPELINE_STATE_LIGHTING_INDEX,
COGL_PIPELINE_STATE_ALPHA_FUNC =
1L<<COGL_PIPELINE_STATE_ALPHA_FUNC_INDEX,
COGL_PIPELINE_STATE_ALPHA_FUNC_REFERENCE =
1L<<COGL_PIPELINE_STATE_ALPHA_FUNC_REFERENCE_INDEX,
COGL_PIPELINE_STATE_BLEND =
1L<<COGL_PIPELINE_STATE_BLEND_INDEX,
COGL_PIPELINE_STATE_USER_SHADER =
1L<<COGL_PIPELINE_STATE_USER_SHADER_INDEX,
COGL_PIPELINE_STATE_DEPTH =
1L<<COGL_PIPELINE_STATE_DEPTH_INDEX,
COGL_PIPELINE_STATE_FOG =
1L<<COGL_PIPELINE_STATE_FOG_INDEX,
COGL_PIPELINE_STATE_POINT_SIZE =
1L<<COGL_PIPELINE_STATE_POINT_SIZE_INDEX,
COGL_PIPELINE_STATE_LOGIC_OPS =
1L<<COGL_PIPELINE_STATE_LOGIC_OPS_INDEX,
COGL_PIPELINE_STATE_CULL_FACE =
1L<<COGL_PIPELINE_STATE_CULL_FACE_INDEX,
COGL_PIPELINE_STATE_UNIFORMS =
1L<<COGL_PIPELINE_STATE_UNIFORMS_INDEX,
COGL_PIPELINE_STATE_VERTEX_SNIPPETS =
1L<<COGL_PIPELINE_STATE_VERTEX_SNIPPETS_INDEX,
COGL_PIPELINE_STATE_FRAGMENT_SNIPPETS =
1L<<COGL_PIPELINE_STATE_FRAGMENT_SNIPPETS_INDEX,
COGL_PIPELINE_STATE_REAL_BLEND_ENABLE =
1L<<COGL_PIPELINE_STATE_REAL_BLEND_ENABLE_INDEX,
} CoglPipelineState;
/*
* Various special masks that tag state-groups in different ways...
*/
#define COGL_PIPELINE_STATE_ALL \
((1L<<COGL_PIPELINE_STATE_COUNT) - 1)
#define COGL_PIPELINE_STATE_ALL_SPARSE \
(COGL_PIPELINE_STATE_ALL \
& ~COGL_PIPELINE_STATE_REAL_BLEND_ENABLE)
#define COGL_PIPELINE_STATE_AFFECTS_BLENDING \
(COGL_PIPELINE_STATE_COLOR | \
COGL_PIPELINE_STATE_BLEND_ENABLE | \
COGL_PIPELINE_STATE_LAYERS | \
COGL_PIPELINE_STATE_LIGHTING | \
COGL_PIPELINE_STATE_BLEND | \
COGL_PIPELINE_STATE_USER_SHADER | \
COGL_PIPELINE_STATE_VERTEX_SNIPPETS | \
COGL_PIPELINE_STATE_FRAGMENT_SNIPPETS)
#define COGL_PIPELINE_STATE_NEEDS_BIG_STATE \
(COGL_PIPELINE_STATE_LIGHTING | \
COGL_PIPELINE_STATE_ALPHA_FUNC | \
COGL_PIPELINE_STATE_ALPHA_FUNC_REFERENCE | \
COGL_PIPELINE_STATE_BLEND | \
COGL_PIPELINE_STATE_USER_SHADER | \
COGL_PIPELINE_STATE_DEPTH | \
COGL_PIPELINE_STATE_FOG | \
COGL_PIPELINE_STATE_POINT_SIZE | \
COGL_PIPELINE_STATE_LOGIC_OPS | \
COGL_PIPELINE_STATE_CULL_FACE | \
COGL_PIPELINE_STATE_UNIFORMS | \
COGL_PIPELINE_STATE_VERTEX_SNIPPETS | \
COGL_PIPELINE_STATE_FRAGMENT_SNIPPETS)
#define COGL_PIPELINE_STATE_MULTI_PROPERTY \
(COGL_PIPELINE_STATE_LAYERS | \
COGL_PIPELINE_STATE_LIGHTING | \
COGL_PIPELINE_STATE_BLEND | \
COGL_PIPELINE_STATE_DEPTH | \
COGL_PIPELINE_STATE_FOG | \
COGL_PIPELINE_STATE_LOGIC_OPS | \
COGL_PIPELINE_STATE_CULL_FACE | \
COGL_PIPELINE_STATE_UNIFORMS | \
COGL_PIPELINE_STATE_VERTEX_SNIPPETS | \
COGL_PIPELINE_STATE_FRAGMENT_SNIPPETS)
#define COGL_PIPELINE_STATE_AFFECTS_VERTEX_CODEGEN \
(COGL_PIPELINE_STATE_LAYERS | \
COGL_PIPELINE_STATE_USER_SHADER | \
COGL_PIPELINE_STATE_VERTEX_SNIPPETS)
typedef enum
{
COGL_PIPELINE_LIGHTING_STATE_PROPERTY_AMBIENT = 1,
COGL_PIPELINE_LIGHTING_STATE_PROPERTY_DIFFUSE,
COGL_PIPELINE_LIGHTING_STATE_PROPERTY_SPECULAR,
COGL_PIPELINE_LIGHTING_STATE_PROPERTY_EMISSION,
COGL_PIPELINE_LIGHTING_STATE_PROPERTY_SHININESS
} CoglPipelineLightingStateProperty;
typedef struct
{
/* Standard OpenGL lighting model attributes */
float ambient[4];
float diffuse[4];
float specular[4];
float emission[4];
float shininess;
} CoglPipelineLightingState;
typedef struct
{
/* Determines what fragments are discarded based on their alpha */
CoglPipelineAlphaFunc alpha_func;
float alpha_func_reference;
} CoglPipelineAlphaFuncState;
typedef enum _CoglPipelineBlendEnable
{
/* XXX: we want to detect users mistakenly using TRUE or FALSE
* so start the enum at 2. */
COGL_PIPELINE_BLEND_ENABLE_ENABLED = 2,
COGL_PIPELINE_BLEND_ENABLE_DISABLED,
COGL_PIPELINE_BLEND_ENABLE_AUTOMATIC
} CoglPipelineBlendEnable;
typedef struct
{
/* Determines how this pipeline is blended with other primitives */
#if defined(HAVE_COGL_GLES2) || defined(HAVE_COGL_GL)
GLenum blend_equation_rgb;
GLenum blend_equation_alpha;
GLint blend_src_factor_alpha;
GLint blend_dst_factor_alpha;
CoglColor blend_constant;
#endif
GLint blend_src_factor_rgb;
GLint blend_dst_factor_rgb;
} CoglPipelineBlendState;
typedef struct
{
gboolean enabled;
CoglColor color;
CoglFogMode mode;
float density;
float z_near;
float z_far;
} CoglPipelineFogState;
typedef struct
{
CoglColorMask color_mask;
} CoglPipelineLogicOpsState;
typedef struct
{
CoglPipelineCullFaceMode mode;
CoglWinding front_winding;
} CoglPipelineCullFaceState;
typedef struct
{
CoglBitmask override_mask;
/* This is an array of values. Only the uniforms that have a bit set
in override_mask have a corresponding value here. The uniform's
location is implicit from the order in this array */
CoglBoxedValue *override_values;
/* Uniforms that have been modified since this pipeline was last
flushed */
CoglBitmask changed_mask;
} CoglPipelineUniformsState;
typedef struct
{
CoglPipelineLightingState lighting_state;
CoglPipelineAlphaFuncState alpha_state;
CoglPipelineBlendState blend_state;
CoglHandle user_program;
CoglDepthState depth_state;
CoglPipelineFogState fog_state;
float point_size;
CoglPipelineLogicOpsState logic_ops_state;
CoglPipelineCullFaceState cull_face_state;
CoglPipelineUniformsState uniforms_state;
CoglPipelineSnippetList vertex_snippets;
CoglPipelineSnippetList fragment_snippets;
} CoglPipelineBigState;
typedef enum
{
COGL_PIPELINE_FLAG_DIRTY_LAYERS_CACHE = 1L<<0,
COGL_PIPELINE_FLAG_DIRTY_GET_LAYERS_LIST = 1L<<1
} CoglPipelineFlag;
typedef struct
{
CoglPipeline *owner;
CoglPipelineLayer *layer;
} CoglPipelineLayerCacheEntry;
typedef struct _CoglPipelineHashState
{
unsigned long layer_differences;
CoglPipelineEvalFlags flags;
unsigned int hash;
} CoglPipelineHashState;
/*
* CoglPipelineDestroyCallback
* @pipeline: The #CoglPipeline that has been destroyed
* @user_data: The private data associated with the callback
*
* Notifies when a weak pipeline has been destroyed because one
* of its ancestors has been freed or modified.
*/
typedef void (*CoglPipelineDestroyCallback)(CoglPipeline *pipeline,
void *user_data);
struct _CoglPipeline
{
/* XXX: Please think twice about adding members that *have* be
* initialized during a cogl_pipeline_copy. We are aiming to have
* copies be as cheap as possible and copies may be done by the
* primitives APIs which means they may happen in performance
* critical code paths.
*
* XXX: If you are extending the state we track please consider if
* the state is expected to vary frequently across many pipelines or
* if the state can be shared among many derived pipelines instead.
* This will determine if the state should be added directly to this
* structure which will increase the memory overhead for *all*
* pipelines or if instead it can go under ->big_state.
*/
/* Layers represent their state in a tree structure where some of
* the state relating to a given pipeline or layer may actually be
* owned by one if is ancestors in the tree. We have a common data
* type to track the tree heirachy so we can share code... */
CoglNode _parent;
/* We need to track if a pipeline is referenced in the journal
* because we can't allow modification to these pipelines without
* flushing the journal first */
unsigned long journal_ref_count;
/* When weak pipelines are destroyed the user is notified via this
* callback */
CoglPipelineDestroyCallback destroy_callback;
/* When notifying that a weak pipeline has been destroyed this
* private data is passed to the above callback */
void *destroy_data;
/* A mask of which sparse state groups are different in this
* pipeline in comparison to its parent. */
unsigned long differences;
/* Whenever a pipeline is modified we increment the age. There's no
* guarantee that it won't wrap but it can nevertheless be a
* convenient mechanism to determine when a pipeline has been
* changed to you can invalidate some some associated cache that
* depends on the old state. */
unsigned long age;
/* This is the primary color of the pipeline.
*
* This is a sparse property, ref COGL_PIPELINE_STATE_COLOR */
CoglColor color;
/* A pipeline may be made up with multiple layers used to combine
* textures together.
*
* This is sparse state, ref COGL_PIPELINE_STATE_LAYERS */
GList *layer_differences;
unsigned int n_layers;
/* As a basic way to reduce memory usage we divide the pipeline
* state into two groups; the minimal state modified in 90% of
* all pipelines and the rest, so that the second group can
* be allocated dynamically when required... */
CoglPipelineBigState *big_state;
/* For debugging purposes it's possible to associate a static const
* string with a pipeline which can be an aid when trying to trace
* where the pipeline originates from */
const char *static_breadcrumb;
/* Cached state... */
/* A cached, complete list of the layers this pipeline depends
* on sorted by layer->unit_index. */
CoglPipelineLayer **layers_cache;
/* To avoid a separate ->layers_cache allocation for common
* pipelines with only a few layers... */
CoglPipelineLayer *short_layers_cache[3];
/* The deprecated cogl_pipeline_get_layers() API returns a
* const GList of layers, which we track here... */
GList *deprecated_get_layers_list;
/* XXX: consider adding an authorities cache to speed up sparse
* property value lookups:
* CoglPipeline *authorities_cache[COGL_PIPELINE_N_SPARSE_PROPERTIES];
* and corresponding authorities_cache_dirty:1 bitfield
*/
/* bitfields */
/* Weak pipelines don't count as dependants on their parents which
* means that the parent pipeline can be modified without
* considering how the modifications may affect the weak pipeline.
*/
unsigned int is_weak:1;
/* Determines if pipeline->big_state is valid */
unsigned int has_big_state:1;
/* By default blending is enabled automatically depending on the
* unlit color, the lighting colors or the texture format. The user
* can override this to explicitly enable or disable blending.
*
* This is a sparse property */
unsigned int blend_enable:3;
/* There are many factors that can determine if we need to enable
* blending, this holds our final decision */
unsigned int real_blend_enable:1;
unsigned int layers_cache_dirty:1;
unsigned int deprecated_get_layers_list_dirty:1;
/* For debugging purposes it's possible to associate a static const
* string with a pipeline which can be an aid when trying to trace
* where the pipeline originates from */
unsigned int has_static_breadcrumb:1;
/* There are multiple fragment processing backends for CoglPipeline,
* glsl, arbfp and fixed. This identifies the backend being used for
* the pipeline and any private state the backend has associated
* with the pipeline. */
unsigned int fragend:3;
unsigned int vertend:3;
};
typedef struct _CoglPipelineFragend
{
gboolean (*start) (CoglPipeline *pipeline,
int n_layers,
unsigned long pipelines_difference,
int n_tex_coord_attribs);
gboolean (*add_layer) (CoglPipeline *pipeline,
CoglPipelineLayer *layer,
unsigned long layers_difference);
gboolean (*passthrough) (CoglPipeline *pipeline);
gboolean (*end) (CoglPipeline *pipeline,
unsigned long pipelines_difference);
void (*pipeline_pre_change_notify) (CoglPipeline *pipeline,
CoglPipelineState change,
const CoglColor *new_color);
void (*pipeline_set_parent_notify) (CoglPipeline *pipeline);
void (*layer_pre_change_notify) (CoglPipeline *owner,
CoglPipelineLayer *layer,
CoglPipelineLayerState change);
} CoglPipelineFragend;
typedef struct _CoglPipelineVertend
{
gboolean (*start) (CoglPipeline *pipeline,
int n_layers,
unsigned long pipelines_difference,
int n_tex_coord_attribs);
gboolean (*add_layer) (CoglPipeline *pipeline,
CoglPipelineLayer *layer,
unsigned long layers_difference);
gboolean (*end) (CoglPipeline *pipeline,
unsigned long pipelines_difference);
void (*pipeline_pre_change_notify) (CoglPipeline *pipeline,
CoglPipelineState change,
const CoglColor *new_color);
void (*layer_pre_change_notify) (CoglPipeline *owner,
CoglPipelineLayer *layer,
CoglPipelineLayerState change);
} CoglPipelineVertend;
typedef struct
{
void (*end) (CoglPipeline *pipeline,
unsigned long pipelines_difference,
int n_tex_coord_attribs);
void (*pipeline_pre_change_notify) (CoglPipeline *pipeline,
CoglPipelineState change,
const CoglColor *new_color);
void (*layer_pre_change_notify) (CoglPipeline *owner,
CoglPipelineLayer *layer,
CoglPipelineLayerState change);
/* This is called after all of the other functions whenever the
pipeline is flushed, even if the pipeline hasn't changed since
the last flush */
void (* pre_paint) (CoglPipeline *pipeline);
} CoglPipelineProgend;
typedef enum
{
COGL_PIPELINE_PROGRAM_TYPE_GLSL = 1,
COGL_PIPELINE_PROGRAM_TYPE_ARBFP,
COGL_PIPELINE_PROGRAM_TYPE_FIXED
} CoglPipelineProgramType;
extern const CoglPipelineFragend *
_cogl_pipeline_fragends[COGL_PIPELINE_N_FRAGENDS];
extern const CoglPipelineVertend *
_cogl_pipeline_vertends[COGL_PIPELINE_N_VERTENDS];
extern const CoglPipelineProgend *
_cogl_pipeline_progends[];
void
_cogl_pipeline_init_default_pipeline (void);
static inline CoglPipeline *
_cogl_pipeline_get_parent (CoglPipeline *pipeline)
{
CoglNode *parent_node = COGL_NODE (pipeline)->parent;
return COGL_PIPELINE (parent_node);
}
static inline CoglPipeline *
_cogl_pipeline_get_authority (CoglPipeline *pipeline,
unsigned long difference)
{
CoglPipeline *authority = pipeline;
while (!(authority->differences & difference))
authority = _cogl_pipeline_get_parent (authority);
return authority;
}
typedef gboolean (*CoglPipelineStateComparitor) (CoglPipeline *authority0,
CoglPipeline *authority1);
void
_cogl_pipeline_update_authority (CoglPipeline *pipeline,
CoglPipeline *authority,
CoglPipelineState state,
CoglPipelineStateComparitor comparitor);
void
_cogl_pipeline_pre_change_notify (CoglPipeline *pipeline,
CoglPipelineState change,
const CoglColor *new_color,
gboolean from_layer_change);
void
_cogl_pipeline_prune_redundant_ancestry (CoglPipeline *pipeline);
void _cogl_pipeline_update_blend_enable (CoglPipeline *pipeline,
CoglPipelineState changes);
CoglPipelineLayer *
_cogl_pipeline_get_layer (CoglPipeline *pipeline,
int layer_index);
gboolean
_cogl_is_pipeline_layer (void *object);
void
_cogl_pipeline_prune_empty_layer_difference (CoglPipeline *layers_authority,
CoglPipelineLayer *layer);
/*
* SECTION:cogl-pipeline-internals
* @short_description: Functions for creating custom primitives that make use
* of Cogl pipelines for filling.
*
* Normally you shouldn't need to use this API directly, but if you need to
* developing a custom/specialised primitive - probably using raw OpenGL - then
* this API aims to expose enough of the pipeline internals to support being
* able to fill your geometry according to a given Cogl pipeline.
*/
gboolean
_cogl_pipeline_get_real_blend_enabled (CoglPipeline *pipeline);
/*
* Calls the pre_paint method on the layer texture if there is
* one. This will determine whether mipmaps are needed based on the
* filter settings.
*/
void
_cogl_pipeline_pre_paint_for_layer (CoglPipeline *pipeline,
int layer_id);
/*
* CoglPipelineFlushFlag:
* @COGL_PIPELINE_FLUSH_FALLBACK_MASK: The fallback_layers member is set to
* a guint32 mask of the layers that can't be supported with the user
* supplied texture and need to be replaced with fallback textures. (1 =
* fallback, and the least significant bit = layer 0)
* @COGL_PIPELINE_FLUSH_DISABLE_MASK: The disable_layers member is set to
* a guint32 mask of the layers that you want to completly disable
* texturing for (1 = fallback, and the least significant bit = layer 0)
* @COGL_PIPELINE_FLUSH_LAYER0_OVERRIDE: The layer0_override_texture member is
* set to a GLuint OpenGL texture name to override the texture used for
* layer 0 of the pipeline. This is intended for dealing with sliced
* textures where you will need to point to each of the texture slices in
* turn when drawing your geometry. Passing a value of 0 is the same as
* not passing the option at all.
* @COGL_PIPELINE_FLUSH_SKIP_GL_COLOR: When flushing the GL state for the
* pipeline don't call glColor.
*/
typedef enum _CoglPipelineFlushFlag
{
COGL_PIPELINE_FLUSH_FALLBACK_MASK = 1L<<0,
COGL_PIPELINE_FLUSH_DISABLE_MASK = 1L<<1,
COGL_PIPELINE_FLUSH_LAYER0_OVERRIDE = 1L<<2,
COGL_PIPELINE_FLUSH_SKIP_GL_COLOR = 1L<<3
} CoglPipelineFlushFlag;
/*
* CoglPipelineFlushOptions:
*
*/
typedef struct _CoglPipelineFlushOptions
{
CoglPipelineFlushFlag flags;
guint32 fallback_layers;
guint32 disable_layers;
CoglTexture *layer0_override_texture;
} CoglPipelineFlushOptions;
void
_cogl_use_fragment_program (GLuint gl_program, CoglPipelineProgramType type);
void
_cogl_use_vertex_program (GLuint gl_program, CoglPipelineProgramType type);
unsigned int
_cogl_get_n_args_for_combine_func (CoglPipelineCombineFunc func);
/*
* _cogl_pipeline_weak_copy:
* @pipeline: A #CoglPipeline object
* @callback: A callback to notify when your weak pipeline is destroyed
* @user_data: Private data to pass to your given callback.
*
* Returns a weak copy of the given source @pipeline. Unlike a normal
* copy no internal reference is taken on the source @pipeline and you
* can expect that later modifications of the source pipeline (or in
* fact any other pipeline) can result in the weak pipeline being
* destroyed.
*
* To understand this better its good to know a bit about the internal
* design of #CoglPipeline...
*
* Internally #CoglPipeline<!-- -->s are represented as a graph of
* property diff's, where each node is a diff of properties that gets
* applied on top of its parent. Copying a pipeline creates an empty
* diff and a child->parent relationship between the empty diff and
* the source @pipeline, parent.
*
* Because of this internal graph design a single #CoglPipeline may
* indirectly depend on a chain of ancestors to fully define all of
* its properties. Because a node depends on its ancestors it normally
* owns a reference to its parent to stop it from being freed. Also if
* you try to modify a pipeline with children we internally use a
* copy-on-write mechanism to ensure that you don't indirectly change
* the properties those children.
*
* Weak pipelines avoid the use of copy-on-write to preserve the
* integrity of weak dependants and instead weak dependants are
* simply destroyed allowing the parent to be modified directly. Also
* because weak pipelines don't own a reference to their parent they
* won't stop the source @pipeline from being freed when the user
* releases their reference on it.
*
* Because weak pipelines don't own a reference on their parent they
* are the recommended mechanism for creating derived pipelines that you
* want to cache as a private property of the original pipeline
* because they won't result in a circular dependency.
*
* An example use case:
*
* Consider for example you are implementing a custom primitive that is
* not compatible with certain source pipelines. To handle this you
* implement a validation stage that given an arbitrary pipeline as
* input will create a derived pipeline that is suitable for drawing
* your primitive.
*
* Because you don't want to have to repeat this validation every time
* the same incompatible pipeline is given as input you want to cache
* the result as a private property of the original pipeline. If the
* derived pipeline were created using cogl_pipeline_copy that would
* create a circular dependency so the original pipeline can never be
* freed.
*
* If you instead create a weak copy you won't stop the original pipeline
* from being freed if it's no longer needed, and you will instead simply
* be notified that your weak pipeline has been destroyed.
*
* This is the recommended coding pattern for validating an input
* pipeline and caching a derived result:
* |[
* static CoglUserDataKey _cogl_my_cache_key;
*
* typedef struct {
* CoglPipeline *validated_source;
* } MyValidatedMaterialCache;
*
* static void
* destroy_cache_cb (CoglObject *object, void *user_data)
* {
* g_slice_free (MyValidatedMaterialCache, user_data);
* }
*
* static void
* invalidate_cache_cb (CoglPipeline *destroyed, void *user_data)
* {
* MyValidatedMaterialCache *cache = user_data;
* cogl_object_unref (cache->validated_source);
* cache->validated_source = NULL;
* }
*
* static CoglPipeline *
* get_validated_pipeline (CoglPipeline *source)
* {
* MyValidatedMaterialCache *cache =
* cogl_object_get_user_data (COGL_OBJECT (source),
* &_cogl_my_cache_key);
* if (G_UNLIKELY (cache == NULL))
* {
* cache = g_slice_new (MyValidatedMaterialCache);
* cogl_object_set_user_data (COGL_OBJECT (source),
* &_cogl_my_cache_key,
* cache, destroy_cache_cb);
* cache->validated_source = source;
* }
*
* if (G_UNLIKELY (cache->validated_source == NULL))
* {
* cache->validated_source = source;
*
* /&nbsp;* Start validating source... *&nbsp;/
*
* /&nbsp;* If you find you need to change something... *&nbsp;/
* if (cache->validated_source == source)
* cache->validated_source =
* cogl_pipeline_weak_copy (source,
* invalidate_cache_cb,
* cache);
*
* /&nbsp;* Modify cache->validated_source *&nbsp;/
* }
*
* return cache->validated_source;
* }
* ]|
*/
CoglPipeline *
_cogl_pipeline_weak_copy (CoglPipeline *pipeline,
CoglPipelineDestroyCallback callback,
void *user_data);
void
_cogl_pipeline_set_fragend (CoglPipeline *pipeline, int fragend);
void
_cogl_pipeline_set_vertend (CoglPipeline *pipeline, int vertend);
CoglPipeline *
_cogl_pipeline_get_parent (CoglPipeline *pipeline);
void
_cogl_pipeline_get_colorubv (CoglPipeline *pipeline,
guint8 *color);
/* XXX: At some point it could be good for this to accept a mask of
* the state groups we are interested in comparing since we can
* probably use that information in a number situations to reduce
* the work we do. */
unsigned long
_cogl_pipeline_compare_differences (CoglPipeline *pipeline0,
CoglPipeline *pipeline1);
gboolean
_cogl_pipeline_equal (CoglPipeline *pipeline0,
CoglPipeline *pipeline1,
unsigned long differences,
unsigned long layer_differences,
CoglPipelineEvalFlags flags);
unsigned int
_cogl_pipeline_hash (CoglPipeline *pipeline,
unsigned long differences,
unsigned long layer_differences,
CoglPipelineEvalFlags flags);
CoglPipeline *
_cogl_pipeline_journal_ref (CoglPipeline *pipeline);
void
_cogl_pipeline_journal_unref (CoglPipeline *pipeline);
const CoglMatrix *
_cogl_pipeline_get_layer_matrix (CoglPipeline *pipeline,
int layer_index);
void
_cogl_pipeline_texture_storage_change_notify (CoglTexture *texture);
void
_cogl_pipeline_apply_legacy_state (CoglPipeline *pipeline);
void
_cogl_pipeline_apply_overrides (CoglPipeline *pipeline,
CoglPipelineFlushOptions *options);
CoglPipelineBlendEnable
_cogl_pipeline_get_blend_enabled (CoglPipeline *pipeline);
void
_cogl_pipeline_set_blend_enabled (CoglPipeline *pipeline,
CoglPipelineBlendEnable enable);
gboolean
_cogl_pipeline_get_fog_enabled (CoglPipeline *pipeline);
void
_cogl_pipeline_set_static_breadcrumb (CoglPipeline *pipeline,
const char *breadcrumb);
unsigned long
_cogl_pipeline_get_age (CoglPipeline *pipeline);
CoglPipeline *
_cogl_pipeline_get_authority (CoglPipeline *pipeline,
unsigned long difference);
void
_cogl_pipeline_add_layer_difference (CoglPipeline *pipeline,
CoglPipelineLayer *layer,
gboolean inc_n_layers);
void
_cogl_pipeline_remove_layer_difference (CoglPipeline *pipeline,
CoglPipelineLayer *layer,
gboolean dec_n_layers);
CoglPipeline *
_cogl_pipeline_find_equivalent_parent (CoglPipeline *pipeline,
CoglPipelineState pipeline_state,
CoglPipelineLayerState layer_state);
CoglTexture *
_cogl_pipeline_get_layer_texture (CoglPipeline *pipeline,
int layer_index);
void
_cogl_pipeline_get_layer_combine_constant (CoglPipeline *pipeline,
int layer_index,
float *constant);
void
_cogl_pipeline_prune_to_n_layers (CoglPipeline *pipeline, int n);
/*
* API to support the deprecate cogl_pipeline_layer_xyz functions...
*/
const GList *
_cogl_pipeline_get_layers (CoglPipeline *pipeline);
typedef gboolean (*CoglPipelineInternalLayerCallback) (CoglPipelineLayer *layer,
void *user_data);
void
_cogl_pipeline_foreach_layer_internal (CoglPipeline *pipeline,
CoglPipelineInternalLayerCallback callback,
void *user_data);
gboolean
_cogl_pipeline_need_texture_combine_separate
(CoglPipelineLayer *combine_authority);
void
_cogl_pipeline_init_state_hash_functions (void);
void
_cogl_pipeline_init_layer_state_hash_functions (void);
void
_cogl_pipeline_fragend_layer_change_notify (CoglPipeline *owner,
CoglPipelineLayer *layer,
CoglPipelineLayerState change);
CoglPipelineLayerState
_cogl_pipeline_get_layer_state_for_fragment_codegen (CoglContext *context);
CoglPipelineState
_cogl_pipeline_get_state_for_fragment_codegen (CoglContext *context);
void
_cogl_pipeline_vertend_layer_change_notify (CoglPipeline *owner,
CoglPipelineLayer *layer,
CoglPipelineLayerState change);
void
_cogl_pipeline_progend_layer_change_notify (CoglPipeline *owner,
CoglPipelineLayer *layer,
CoglPipelineLayerState change);
#endif /* __COGL_PIPELINE_PRIVATE_H */