mutter/cogl/cogl-vertex-buffer.c
Robert Bragg f80cb197a9 cogl: rename CoglMaterial -> CoglPipeline
This applies an API naming change that's been deliberated over for a
while now which is to rename CoglMaterial to CoglPipeline.

For now the new pipeline API is marked as experimental and public
headers continue to talk about materials not pipelines. The CoglMaterial
API is now maintained in terms of the cogl_pipeline API internally.
Currently this API is targeting Cogl 2.0 so we will have time to
integrate it properly with other upcoming Cogl 2.0 work.

The basic reasons for the rename are:
- That the term "material" implies to many people that they are
  constrained to fragment processing; perhaps as some kind of high-level
  texture abstraction.
    - In Clutter they get exposed by ClutterTexture actors which may be
      re-inforcing this misconception.
- When comparing how other frameworks use the term material, a material
  sometimes describes a multi-pass fragment processing technique which
  isn't the case in Cogl.
- In code, "CoglPipeline" will hopefully be a much more self documenting
  summary of what these objects represent; a full GPU pipeline
  configuration including, for example, vertex processing, fragment
  processing and blending.
- When considering the API documentation story, at some point we need a
  document introducing developers to how the "GPU pipeline" works so it
  should become intuitive that CoglPipeline maps back to that
  description of the GPU pipeline.
- This is consistent in terminology and concept to OpenGL 4's new
  pipeline object which is a container for program objects.

Note: The cogl-material.[ch] files have been renamed to
cogl-material-compat.[ch] because otherwise git doesn't seem to treat
the change as a moving the old cogl-material.c->cogl-pipeline.c and so
we loose all our git-blame history.
2010-11-03 18:09:23 +00:00

1668 lines
52 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>
*/
/* XXX: For an overview of the functionality implemented here, please
* see cogl-vertex-buffer.h, which contains the gtk-doc section overview
* for the Vertex Buffers API.
*/
/*
* TODO: We need to do a better job of minimizing when we call glVertexPointer
* and pals in enable_state_for_drawing_buffer
*
* We should have an internal 2-tuple cache of (VBO, offset) for each of them
* so we can avoid some GL calls. We could have cogl wrappers for the
* gl*Pointer funcs that look like this:
*
* cogl_vertex_pointer (n_components, gl_type, stride, vbo, offset);
* cogl_color_pointer (n_components, gl_type, stride, vbo, offset);
*
* They would also accept NULL for the VBO handle to support old style vertex
* arrays.
*
* TODO:
* Actually hook this up to the cogl shaders infrastructure. The vertex
* buffer API has been designed to allow adding of arbitrary attributes for use
* with shaders, but this has yet to be actually plumbed together and tested.
* The bits we are missing:
* - cogl_program_use doesn't currently record within ctx-> which program
* is currently in use so a.t.m only Clutter knows the current shader.
* - We don't query the current shader program for the generic vertex indices
* (using glGetAttribLocation) so that we can call glEnableVertexAttribArray
* with those indices.
* (currently we just make up consecutive indices)
* - some dirty flag mechanims to know when the shader program has changed
* so we don't need to re-query it each time we draw a buffer.
*
* TODO
* Expose API that lets developers get back a buffer handle for a particular
* polygon so they may add custom attributes to them.
* - It should be possible to query/modify attributes efficiently, in place,
* avoiding copies. It would not be acceptable to simply require that
* developers must query back the n_vertices of a buffer and then the
* n_components, type and stride etc of each attribute since there
* would be too many combinations to realistically handle.
*
* - In practice, some cases might be best solved with a higher level
* EditableMesh API, (see futher below) but for many cases I think an
* API like this might be appropriate:
*
* cogl_vertex_buffer_foreach_vertex (buffer_handle,
* (AttributesBufferIteratorFunc)callback,
* "gl_Vertex", "gl_Color", NULL);
* static void callback (CoglVertexBufferVertex *vert)
* {
* GLfloat *pos = vert->attrib[0];
* GLubyte *color = vert->attrib[1];
* GLfloat *new_attrib = buf[vert->index];
*
* new_attrib = pos*color;
* }
*
* TODO
* Think about a higher level Mesh API for building/modifying attribute buffers
* - E.g. look at Blender for inspiration here. They can build a mesh from
* "MVert", "MFace" and "MEdge" primitives.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <stdio.h>
#include <string.h>
#include <glib.h>
#include "cogl.h"
#include "cogl-internal.h"
#include "cogl-util.h"
#include "cogl-context.h"
#include "cogl-handle.h"
#include "cogl-vertex-buffer-private.h"
#include "cogl-texture-private.h"
#include "cogl-pipeline.h"
#include "cogl-pipeline-private.h"
#include "cogl-primitives.h"
#include "cogl-framebuffer-private.h"
#include "cogl-journal-private.h"
#define PAD_FOR_ALIGNMENT(VAR, TYPE_SIZE) \
(VAR = TYPE_SIZE + ((VAR - 1) & ~(TYPE_SIZE - 1)))
static void _cogl_vertex_buffer_free (CoglVertexBuffer *buffer);
static void _cogl_vertex_buffer_indices_free (CoglVertexBufferIndices *buffer_indices);
static CoglUserDataKey _cogl_vertex_buffer_pipeline_priv_key;
COGL_HANDLE_DEFINE (VertexBuffer, vertex_buffer);
COGL_OBJECT_DEFINE_DEPRECATED_REF_COUNTING (vertex_buffer);
COGL_HANDLE_DEFINE (VertexBufferIndices, vertex_buffer_indices);
CoglHandle
cogl_vertex_buffer_new (unsigned int n_vertices)
{
CoglVertexBuffer *buffer = g_slice_alloc (sizeof (CoglVertexBuffer));
buffer->n_vertices = n_vertices;
buffer->submitted_vbos = NULL;
buffer->new_attributes = NULL;
buffer->primitive = cogl_primitive_new (COGL_VERTICES_MODE_TRIANGLES,
n_vertices, NULL);
/* return COGL_INVALID_HANDLE; */
return _cogl_vertex_buffer_handle_new (buffer);
}
unsigned int
cogl_vertex_buffer_get_n_vertices (CoglHandle handle)
{
CoglVertexBuffer *buffer;
if (!cogl_is_vertex_buffer (handle))
return 0;
buffer = _cogl_vertex_buffer_pointer_from_handle (handle);
return buffer->n_vertices;
}
/* There are a number of standard OpenGL attributes that we deal with
* specially. These attributes are all namespaced with a "gl_" prefix
* so we should catch any typos instead of silently adding a custom
* attribute.
*/
static CoglVertexBufferAttribFlags
validate_gl_attribute (const char *gl_attribute,
guint8 n_components,
guint8 *texture_unit)
{
CoglVertexBufferAttribFlags type;
char *detail_seperator = NULL;
int name_len;
detail_seperator = strstr (gl_attribute, "::");
if (detail_seperator)
name_len = detail_seperator - gl_attribute;
else
name_len = strlen (gl_attribute);
if (strncmp (gl_attribute, "Vertex", name_len) == 0)
{
if (G_UNLIKELY (n_components == 1))
g_critical ("glVertexPointer doesn't allow 1 component vertex "
"positions so we currently only support \"gl_Vertex\" "
"attributes where n_components == 2, 3 or 4");
type = COGL_VERTEX_BUFFER_ATTRIB_FLAG_VERTEX_ARRAY;
}
else if (strncmp (gl_attribute, "Color", name_len) == 0)
{
if (G_UNLIKELY (n_components != 3 && n_components != 4))
g_critical ("glColorPointer expects 3 or 4 component colors so we "
"currently only support \"gl_Color\" attributes where "
"n_components == 3 or 4");
type = COGL_VERTEX_BUFFER_ATTRIB_FLAG_COLOR_ARRAY;
}
else if (strncmp (gl_attribute,
"MultiTexCoord",
strlen ("MultiTexCoord")) == 0)
{
unsigned int unit;
if (sscanf (gl_attribute, "MultiTexCoord%u", &unit) != 1)
{
g_warning ("gl_MultiTexCoord attributes should include a\n"
"texture unit number, E.g. gl_MultiTexCoord0\n");
unit = 0;
}
/* FIXME: validate any '::' delimiter for this case */
*texture_unit = unit;
type = COGL_VERTEX_BUFFER_ATTRIB_FLAG_TEXTURE_COORD_ARRAY;
}
else if (strncmp (gl_attribute, "Normal", name_len) == 0)
{
if (G_UNLIKELY (n_components != 3))
g_critical ("glNormalPointer expects 3 component normals so we "
"currently only support \"gl_Normal\" attributes where "
"n_components == 3");
type = COGL_VERTEX_BUFFER_ATTRIB_FLAG_NORMAL_ARRAY;
}
else
{
g_warning ("Unknown gl_* attribute name gl_%s\n", gl_attribute);
type = COGL_VERTEX_BUFFER_ATTRIB_FLAG_INVALID;
}
return type;
}
/* This validates that a custom attribute name is a valid GLSL variable name
*
* NB: attribute names may have a detail component delimited using '::' E.g.
* custom_attrib::foo or custom_attrib::bar
*
* maybe I should hang a compiled regex somewhere to handle this
*/
static gboolean
validate_custom_attribute_name (const char *attribute_name)
{
char *detail_seperator = NULL;
int name_len;
int i;
detail_seperator = strstr (attribute_name, "::");
if (detail_seperator)
name_len = detail_seperator - attribute_name;
else
name_len = strlen (attribute_name);
if (name_len == 0
|| !g_ascii_isalpha (attribute_name[0])
|| attribute_name[0] != '_')
return FALSE;
for (i = 1; i < name_len; i++)
if (!g_ascii_isalnum (attribute_name[i]) || attribute_name[i] != '_')
return FALSE;
return TRUE;
}
/* Iterates the CoglVertexBufferVBOs of a buffer and creates a flat list
* of all the submitted attributes
*
* Note: The CoglVertexBufferAttrib structs are deep copied, except the
* internal CoglVertexAttribute pointer is set to NULL.
*/
static GList *
copy_submitted_attributes_list (CoglVertexBuffer *buffer)
{
GList *tmp;
GList *submitted_attributes = NULL;
for (tmp = buffer->submitted_vbos; tmp != NULL; tmp = tmp->next)
{
CoglVertexBufferVBO *cogl_vbo = tmp->data;
GList *tmp2;
for (tmp2 = cogl_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
{
CoglVertexBufferAttrib *attribute = tmp2->data;
CoglVertexBufferAttrib *copy =
g_slice_alloc (sizeof (CoglVertexBufferAttrib));
*copy = *attribute;
copy->name_without_detail =
g_strdup (attribute->name_without_detail);
copy->attribute = NULL;
submitted_attributes = g_list_prepend (submitted_attributes, copy);
}
}
return submitted_attributes;
}
static size_t
sizeof_attribute_type (CoglAttributeType type)
{
switch (type)
{
case COGL_ATTRIBUTE_TYPE_BYTE:
return 1;
case COGL_ATTRIBUTE_TYPE_UNSIGNED_BYTE:
return 1;
case COGL_ATTRIBUTE_TYPE_SHORT:
return 2;
case COGL_ATTRIBUTE_TYPE_UNSIGNED_SHORT:
return 2;
case COGL_ATTRIBUTE_TYPE_FLOAT:
return 4;
}
g_return_val_if_reached (0);
}
static size_t
strideof (CoglAttributeType type, int n_components)
{
return sizeof_attribute_type (type) * n_components;
}
static char *
canonize_attribute_name (const char *attribute_name)
{
char *detail_seperator = NULL;
int name_len;
if (strncmp (attribute_name, "gl_", 3) != 0)
return g_strdup (attribute_name);
/* skip past the "gl_" */
attribute_name += 3;
detail_seperator = strstr (attribute_name, "::");
if (detail_seperator)
name_len = detail_seperator - attribute_name;
else
{
name_len = strlen (attribute_name);
detail_seperator = "";
}
if (strncmp (attribute_name, "Vertex", name_len) == 0)
return g_strconcat ("cogl_position_in", detail_seperator, NULL);
else if (strncmp (attribute_name, "Color", name_len) == 0)
return g_strconcat ("cogl_color_in", detail_seperator, NULL);
else if (strncmp (attribute_name,
"MultiTexCoord",
strlen ("MultiTexCoord")) == 0)
{
unsigned int unit;
if (sscanf (attribute_name, "MultiTexCoord%u", &unit) != 1)
{
g_warning ("gl_MultiTexCoord attributes should include a\n"
"texture unit number, E.g. gl_MultiTexCoord0\n");
unit = 0;
}
return g_strdup_printf ("cogl_tex_coord%u_in%s",
unit, detail_seperator);
}
else if (strncmp (attribute_name, "Normal", name_len) == 0)
return g_strconcat ("cogl_normal_in", detail_seperator, NULL);
else
{
g_warning ("Unknown gl_* attribute name gl_%s\n", attribute_name);
return g_strdup (attribute_name);
}
}
void
cogl_vertex_buffer_add (CoglHandle handle,
const char *attribute_name,
guint8 n_components,
CoglAttributeType type,
gboolean normalized,
guint16 stride,
const void *pointer)
{
CoglVertexBuffer *buffer;
char *cogl_attribute_name;
GQuark name_quark;
gboolean modifying_an_attrib = FALSE;
CoglVertexBufferAttrib *attribute;
CoglVertexBufferAttribFlags flags = 0;
guint8 texture_unit = 0;
GList *tmp;
char *detail;
if (!cogl_is_vertex_buffer (handle))
return;
buffer = _cogl_vertex_buffer_pointer_from_handle (handle);
buffer->dirty_attributes = TRUE;
cogl_attribute_name = canonize_attribute_name (attribute_name);
name_quark = g_quark_from_string (cogl_attribute_name);
/* The submit function works by diffing between submitted_attributes
* and new_attributes to minimize the upload bandwidth + cost of
* allocating new VBOs, so if there isn't already a list of new_attributes
* we create one: */
if (!buffer->new_attributes)
buffer->new_attributes = copy_submitted_attributes_list (buffer);
/* Note: we first look for an existing attribute that we are modifying
* so we may skip needing to validate the name */
for (tmp = buffer->new_attributes; tmp != NULL; tmp = tmp->next)
{
CoglVertexBufferAttrib *submitted_attribute = tmp->data;
if (submitted_attribute->name == name_quark)
{
modifying_an_attrib = TRUE;
attribute = submitted_attribute;
/* since we will skip validate_gl_attribute in this case, we need
* to pluck out the attribute type before overwriting the flags: */
flags |=
attribute->flags & COGL_VERTEX_BUFFER_ATTRIB_FLAG_TYPE_MASK;
break;
}
}
if (!modifying_an_attrib)
{
/* Validate the attribute name, is suitable as a variable name */
if (strncmp (attribute_name, "gl_", 3) == 0)
{
/* Note: we pass the original attribute name here so that
* any warning messages correspond to the users original
* attribute name... */
flags |= validate_gl_attribute (attribute_name + 3,
n_components,
&texture_unit);
if (flags & COGL_VERTEX_BUFFER_ATTRIB_FLAG_INVALID)
return;
}
else
{
flags |= COGL_VERTEX_BUFFER_ATTRIB_FLAG_CUSTOM_ARRAY;
if (validate_custom_attribute_name (attribute_name))
return;
}
attribute = g_slice_alloc0 (sizeof (CoglVertexBufferAttrib));
}
attribute->name = name_quark;
detail = strstr (cogl_attribute_name, "::");
if (detail)
attribute->name_without_detail = g_strndup (cogl_attribute_name,
detail - cogl_attribute_name);
else
attribute->name_without_detail = g_strdup (cogl_attribute_name);
attribute->type = type;
attribute->n_components = n_components;
if (stride == 0)
stride = strideof (type, n_components);
attribute->stride = stride;
attribute->u.pointer = pointer;
attribute->texture_unit = texture_unit;
attribute->attribute = NULL;
flags |= COGL_VERTEX_BUFFER_ATTRIB_FLAG_ENABLED;
/* Note: We currently just assume, if an attribute is *ever* updated
* then it should be taged as frequently changing. */
if (modifying_an_attrib)
flags |= COGL_VERTEX_BUFFER_ATTRIB_FLAG_FREQUENT_RESUBMIT;
else
flags |= COGL_VERTEX_BUFFER_ATTRIB_FLAG_INFREQUENT_RESUBMIT;
if (normalized)
flags |= COGL_VERTEX_BUFFER_ATTRIB_FLAG_NORMALIZED;
attribute->flags = flags;
attribute->span_bytes = buffer->n_vertices * attribute->stride;
if (!modifying_an_attrib)
buffer->new_attributes =
g_list_prepend (buffer->new_attributes, attribute);
g_free (cogl_attribute_name);
}
static void
_cogl_vertex_buffer_attrib_free (CoglVertexBufferAttrib *attribute)
{
if (attribute->attribute)
cogl_object_unref (attribute->attribute);
g_free (attribute->name_without_detail);
g_slice_free (CoglVertexBufferAttrib, attribute);
}
void
cogl_vertex_buffer_delete (CoglHandle handle,
const char *attribute_name)
{
CoglVertexBuffer *buffer;
char *cogl_attribute_name = canonize_attribute_name (attribute_name);
GQuark name = g_quark_from_string (cogl_attribute_name);
GList *tmp;
g_free (cogl_attribute_name);
if (!cogl_is_vertex_buffer (handle))
return;
buffer = _cogl_vertex_buffer_pointer_from_handle (handle);
buffer->dirty_attributes = TRUE;
/* The submit function works by diffing between submitted_attributes
* and new_attributes to minimize the upload bandwidth + cost of
* allocating new VBOs, so if there isn't already a list of new_attributes
* we create one: */
if (!buffer->new_attributes)
buffer->new_attributes = copy_submitted_attributes_list (buffer);
for (tmp = buffer->new_attributes; tmp != NULL; tmp = tmp->next)
{
CoglVertexBufferAttrib *submitted_attribute = tmp->data;
if (submitted_attribute->name == name)
{
buffer->new_attributes =
g_list_delete_link (buffer->new_attributes, tmp);
_cogl_vertex_buffer_attrib_free (submitted_attribute);
return;
}
}
g_warning ("Failed to find an attribute named %s to delete\n",
attribute_name);
}
static void
set_attribute_enable (CoglHandle handle,
const char *attribute_name,
gboolean state)
{
CoglVertexBuffer *buffer;
char *cogl_attribute_name = canonize_attribute_name (attribute_name);
GQuark name_quark = g_quark_from_string (cogl_attribute_name);
GList *tmp;
g_free (cogl_attribute_name);
if (!cogl_is_vertex_buffer (handle))
return;
buffer = _cogl_vertex_buffer_pointer_from_handle (handle);
buffer->dirty_attributes = TRUE;
/* NB: If a buffer is currently being edited, then there can be two seperate
* lists of attributes; those that are currently submitted and a new list yet
* to be submitted, we need to modify both. */
for (tmp = buffer->new_attributes; tmp != NULL; tmp = tmp->next)
{
CoglVertexBufferAttrib *attribute = tmp->data;
if (attribute->name == name_quark)
{
if (state)
attribute->flags |= COGL_VERTEX_BUFFER_ATTRIB_FLAG_ENABLED;
else
attribute->flags &= ~COGL_VERTEX_BUFFER_ATTRIB_FLAG_ENABLED;
break;
}
}
for (tmp = buffer->submitted_vbos; tmp != NULL; tmp = tmp->next)
{
CoglVertexBufferVBO *cogl_vbo = tmp->data;
GList *tmp2;
for (tmp2 = cogl_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
{
CoglVertexBufferAttrib *attribute = tmp2->data;
if (attribute->name == name_quark)
{
if (state)
attribute->flags |= COGL_VERTEX_BUFFER_ATTRIB_FLAG_ENABLED;
else
attribute->flags &= ~COGL_VERTEX_BUFFER_ATTRIB_FLAG_ENABLED;
return;
}
}
}
g_warning ("Failed to %s attribute named %s/%s\n",
state == TRUE ? "enable" : "disable",
attribute_name, cogl_attribute_name);
}
void
cogl_vertex_buffer_enable (CoglHandle handle,
const char *attribute_name)
{
set_attribute_enable (handle, attribute_name, TRUE);
}
void
cogl_vertex_buffer_disable (CoglHandle handle,
const char *attribute_name)
{
set_attribute_enable (handle, attribute_name, FALSE);
}
/* Given an attribute that we know has already been submitted before, this
* function looks for the existing VBO that contains it.
*
* Note: It will free redundant attribute struct once the corresponding
* VBO has been found.
*/
static void
filter_already_submitted_attribute (CoglVertexBufferAttrib *attribute,
GList **reuse_vbos,
GList **submitted_vbos)
{
GList *tmp;
/* First check the cogl_vbos we already know are being reused since we
* are more likley to get a match here */
for (tmp = *reuse_vbos; tmp != NULL; tmp = tmp->next)
{
CoglVertexBufferVBO *cogl_vbo = tmp->data;
GList *tmp2;
for (tmp2 = cogl_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
{
CoglVertexBufferAttrib *vbo_attribute = tmp2->data;
if (vbo_attribute->name == attribute->name)
{
vbo_attribute->flags &=
~COGL_VERTEX_BUFFER_ATTRIB_FLAG_UNUSED;
/* Note: we don't free the redundant attribute here, since it
* will be freed after all filtering in
* cogl_vertex_buffer_submit */
return;
}
}
}
for (tmp = *submitted_vbos; tmp != NULL; tmp = tmp->next)
{
CoglVertexBufferVBO *cogl_vbo = tmp->data;
CoglVertexBufferAttrib *reuse_attribute = NULL;
GList *tmp2;
for (tmp2 = cogl_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
{
CoglVertexBufferAttrib *vbo_attribute = tmp2->data;
if (vbo_attribute->name == attribute->name)
{
reuse_attribute = vbo_attribute;
/* Note: we don't free the redundant attribute here, since it
* will be freed after all filtering in
* cogl_vertex_buffer_submit */
*submitted_vbos = g_list_remove_link (*submitted_vbos, tmp);
tmp->next = *reuse_vbos;
*reuse_vbos = tmp;
break;
}
}
if (!reuse_attribute)
continue;
/* Mark all but the matched attribute as UNUSED, so that when we
* finish filtering all our attributes any attrributes still
* marked as UNUSED can be removed from the their cogl_vbo */
for (tmp2 = cogl_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
{
CoglVertexBufferAttrib *vbo_attribute = tmp2->data;
if (vbo_attribute != reuse_attribute)
vbo_attribute->flags |= COGL_VERTEX_BUFFER_ATTRIB_FLAG_UNUSED;
}
return;
}
g_critical ("Failed to find the cogl vbo that corresponds to an\n"
"attribute that had apparently already been submitted!");
}
/* When we first mark a CoglVertexBufferVBO to be reused, we mark the
* attributes as unsed, so that when filtering of attributes into VBOs is done
* we can then prune the now unsed attributes. */
static void
remove_unused_attributes (CoglVertexBufferVBO *cogl_vbo)
{
GList *tmp;
GList *next;
for (tmp = cogl_vbo->attributes; tmp != NULL; tmp = next)
{
CoglVertexBufferAttrib *attribute = tmp->data;
next = tmp->next;
if (attribute->flags & COGL_VERTEX_BUFFER_ATTRIB_FLAG_UNUSED)
{
cogl_vbo->attributes =
g_list_delete_link (cogl_vbo->attributes, tmp);
g_slice_free (CoglVertexBufferAttrib, attribute);
}
}
}
/* Give a newly added, strided, attribute, this function looks for a
* CoglVertexBufferVBO that the attribute is interleved with. If it can't
* find one then a new CoglVertexBufferVBO is allocated and added to the
* list of new_strided_vbos.
*/
static void
filter_strided_attribute (CoglVertexBufferAttrib *attribute,
GList **new_vbos)
{
GList *tmp;
CoglVertexBufferVBO *new_cogl_vbo;
for (tmp = *new_vbos; tmp != NULL; tmp = tmp->next)
{
CoglVertexBufferVBO *cogl_vbo = tmp->data;
GList *tmp2;
if (!(cogl_vbo->flags & COGL_VERTEX_BUFFER_VBO_FLAG_STRIDED))
continue;
for (tmp2 = cogl_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
{
CoglVertexBufferAttrib *vbo_attribute = tmp2->data;
const char *attribute_start = attribute->u.pointer;
const char *vbo_attribute_start = vbo_attribute->u.pointer;
/* NB: All attributes have buffer->n_vertices values which
* simplifies determining which attributes are interleved
* since we assume they will start no farther than +- a
* stride away from each other:
*/
if (attribute_start <= (vbo_attribute_start - vbo_attribute->stride)
|| attribute_start
>= (vbo_attribute_start + vbo_attribute->stride))
continue; /* Not interleved */
cogl_vbo->attributes =
g_list_prepend (cogl_vbo->attributes, attribute);
if (attribute->flags &
COGL_VERTEX_BUFFER_ATTRIB_FLAG_FREQUENT_RESUBMIT)
{
cogl_vbo->flags &=
~COGL_VERTEX_BUFFER_VBO_FLAG_INFREQUENT_RESUBMIT;
cogl_vbo->flags |=
COGL_VERTEX_BUFFER_VBO_FLAG_FREQUENT_RESUBMIT;
}
return;
}
}
new_cogl_vbo = g_slice_alloc (sizeof (CoglVertexBufferVBO));
new_cogl_vbo->attributes = NULL;
new_cogl_vbo->attributes =
g_list_prepend (new_cogl_vbo->attributes, attribute);
/* Any one of the interleved attributes will have the same span_bytes */
new_cogl_vbo->array = NULL;
new_cogl_vbo->array_bytes = attribute->span_bytes;
new_cogl_vbo->flags = COGL_VERTEX_BUFFER_VBO_FLAG_STRIDED;
if (attribute->flags & COGL_VERTEX_BUFFER_ATTRIB_FLAG_INFREQUENT_RESUBMIT)
new_cogl_vbo->flags |= COGL_VERTEX_BUFFER_VBO_FLAG_INFREQUENT_RESUBMIT;
else
new_cogl_vbo->flags |= COGL_VERTEX_BUFFER_VBO_FLAG_FREQUENT_RESUBMIT;
*new_vbos = g_list_prepend (*new_vbos, new_cogl_vbo);
return;
}
/* This iterates through the list of submitted VBOs looking for one that
* contains attribute. If found the list *link* is removed and returned */
static GList *
unlink_submitted_vbo_containing_attribute (GList **submitted_vbos,
CoglVertexBufferAttrib *attribute)
{
GList *tmp;
GList *next = NULL;
for (tmp = *submitted_vbos; tmp != NULL; tmp = next)
{
CoglVertexBufferVBO *submitted_vbo = tmp->data;
GList *tmp2;
next = tmp->next;
for (tmp2 = submitted_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
{
CoglVertexBufferAttrib *submitted_attribute = tmp2->data;
if (submitted_attribute->name == attribute->name)
{
*submitted_vbos = g_list_remove_link (*submitted_vbos, tmp);
return tmp;
}
}
}
return NULL;
}
/* Unlinks all the submitted VBOs that conflict with the new cogl_vbo and
* returns them as a list. */
static GList *
get_submitted_vbo_conflicts (GList **submitted_vbos,
CoglVertexBufferVBO *cogl_vbo)
{
GList *tmp;
GList *conflicts = NULL;
for (tmp = cogl_vbo->attributes; tmp != NULL; tmp = tmp->next)
{
GList *link =
unlink_submitted_vbo_containing_attribute (submitted_vbos,
tmp->data);
if (link)
{
/* prepend the link to the list of conflicts: */
link->next = conflicts;
conflicts = link;
}
}
return conflicts;
}
/* Any attributes in cogl_vbo gets removed from conflict_vbo */
static void
disassociate_conflicting_attributes (CoglVertexBufferVBO *conflict_vbo,
CoglVertexBufferVBO *cogl_vbo)
{
GList *tmp;
/* NB: The attributes list in conflict_vbo will be shrinking so
* we iterate those in the inner loop. */
for (tmp = cogl_vbo->attributes; tmp != NULL; tmp = tmp->next)
{
CoglVertexBufferAttrib *attribute = tmp->data;
GList *tmp2;
for (tmp2 = conflict_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
{
CoglVertexBufferAttrib *conflict_attribute = tmp2->data;
if (conflict_attribute->name == attribute->name)
{
_cogl_vertex_buffer_attrib_free (conflict_attribute);
conflict_vbo->attributes =
g_list_delete_link (conflict_vbo->attributes, tmp2);
break;
}
}
}
}
static void
cogl_vertex_buffer_vbo_free (CoglVertexBufferVBO *cogl_vbo)
{
GList *tmp;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
for (tmp = cogl_vbo->attributes; tmp != NULL; tmp = tmp->next)
_cogl_vertex_buffer_attrib_free (tmp->data);
g_list_free (cogl_vbo->attributes);
if (cogl_vbo->flags & COGL_VERTEX_BUFFER_VBO_FLAG_SUBMITTED)
cogl_object_unref (cogl_vbo->array);
g_slice_free (CoglVertexBufferVBO, cogl_vbo);
}
/* This figures out the lowest attribute client pointer. (This pointer is used
* to upload all the interleved attributes).
*
* In the process it also replaces the client pointer with the attributes
* offset, and marks the attribute as submitted.
*/
static const void *
prep_strided_vbo_for_upload (CoglVertexBufferVBO *cogl_vbo)
{
GList *tmp;
const char *lowest_pointer = NULL;
for (tmp = cogl_vbo->attributes; tmp != NULL; tmp = tmp->next)
{
CoglVertexBufferAttrib *attribute = tmp->data;
const char *client_pointer = attribute->u.pointer;
if (!lowest_pointer || client_pointer < lowest_pointer)
lowest_pointer = client_pointer;
}
for (tmp = cogl_vbo->attributes; tmp != NULL; tmp = tmp->next)
{
CoglVertexBufferAttrib *attribute = tmp->data;
const char *client_pointer = attribute->u.pointer;
attribute->u.vbo_offset = client_pointer - lowest_pointer;
attribute->flags |= COGL_VERTEX_BUFFER_ATTRIB_FLAG_SUBMITTED;
}
return lowest_pointer;
}
static gboolean
upload_multipack_vbo_via_map_buffer (CoglVertexBufferVBO *cogl_vbo)
{
GList *tmp;
unsigned int offset = 0;
guint8 *buf;
_COGL_GET_CONTEXT (ctx, FALSE);
buf = cogl_buffer_map (COGL_BUFFER (cogl_vbo->array),
COGL_BUFFER_ACCESS_WRITE,
COGL_BUFFER_MAP_HINT_DISCARD);
if (!buf)
return FALSE;
for (tmp = cogl_vbo->attributes; tmp != NULL; tmp = tmp->next)
{
CoglVertexBufferAttrib *attribute = tmp->data;
gsize attribute_size = attribute->span_bytes;
gsize type_size = sizeof_attribute_type (attribute->type);
PAD_FOR_ALIGNMENT (offset, type_size);
memcpy (buf + offset, attribute->u.pointer, attribute_size);
attribute->u.vbo_offset = offset;
attribute->flags |= COGL_VERTEX_BUFFER_ATTRIB_FLAG_SUBMITTED;
offset += attribute_size;
}
cogl_buffer_unmap (COGL_BUFFER (cogl_vbo->array));
return TRUE;
}
static void
upload_multipack_vbo_via_buffer_sub_data (CoglVertexBufferVBO *cogl_vbo)
{
GList *l;
unsigned int offset = 0;
for (l = cogl_vbo->attributes; l != NULL; l = l->next)
{
CoglVertexBufferAttrib *attribute = l->data;
gsize attribute_size = attribute->span_bytes;
gsize type_size = sizeof_attribute_type (attribute->type);
PAD_FOR_ALIGNMENT (offset, type_size);
cogl_buffer_set_data (COGL_BUFFER (cogl_vbo->array),
offset,
attribute->u.pointer,
attribute_size);
attribute->u.vbo_offset = offset;
attribute->flags |= COGL_VERTEX_BUFFER_ATTRIB_FLAG_SUBMITTED;
offset += attribute_size;
}
}
static void
upload_attributes (CoglVertexBufferVBO *cogl_vbo)
{
CoglBufferUpdateHint usage;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (cogl_vbo->flags & COGL_VERTEX_BUFFER_VBO_FLAG_FREQUENT_RESUBMIT)
usage = COGL_BUFFER_UPDATE_HINT_DYNAMIC;
else
usage = COGL_BUFFER_UPDATE_HINT_STATIC;
cogl_buffer_set_update_hint (COGL_BUFFER (cogl_vbo->array), usage);
if (cogl_vbo->flags & COGL_VERTEX_BUFFER_VBO_FLAG_STRIDED)
{
const void *pointer = prep_strided_vbo_for_upload (cogl_vbo);
cogl_buffer_set_data (COGL_BUFFER (cogl_vbo->array),
0, /* offset */
pointer,
cogl_vbo->array_bytes);
}
else /* MULTIPACK */
{
/* I think it might depend on the specific driver/HW whether its better
* to use glMapBuffer here or glBufferSubData here. There is even a good
* thread about this topic here:
* http://www.mail-archive.com/dri-devel@lists.sourceforge.net/msg35004.html
* For now I have gone with glMapBuffer, but the jury is still out.
*/
if (!upload_multipack_vbo_via_map_buffer (cogl_vbo))
upload_multipack_vbo_via_buffer_sub_data (cogl_vbo);
}
cogl_vbo->flags |= COGL_VERTEX_BUFFER_VBO_FLAG_SUBMITTED;
}
/* Note: although there ends up being quite a few inner loops involved with
* resolving buffers, the number of attributes will be low so I don't expect
* them to cause a problem. */
static void
cogl_vertex_buffer_vbo_resolve (CoglVertexBuffer *buffer,
CoglVertexBufferVBO *new_cogl_vbo,
GList **final_vbos)
{
GList *conflicts;
GList *tmp;
GList *next;
gboolean found_target_vbo = FALSE;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
conflicts =
get_submitted_vbo_conflicts (&buffer->submitted_vbos, new_cogl_vbo);
for (tmp = conflicts; tmp != NULL; tmp = next)
{
CoglVertexBufferVBO *conflict_vbo = tmp->data;
next = tmp->next;
disassociate_conflicting_attributes (conflict_vbo, new_cogl_vbo);
if (!conflict_vbo->attributes)
{
/* See if we can re-use this now empty VBO: */
if (!found_target_vbo
&& conflict_vbo->array_bytes == new_cogl_vbo->array_bytes)
{
found_target_vbo = TRUE;
new_cogl_vbo->array = cogl_object_ref (conflict_vbo->array);
cogl_vertex_buffer_vbo_free (conflict_vbo);
upload_attributes (new_cogl_vbo);
*final_vbos = g_list_prepend (*final_vbos, new_cogl_vbo);
}
else
cogl_vertex_buffer_vbo_free (conflict_vbo);
}
else
{
/* Relink the VBO back into buffer->submitted_vbos since it may
* be involved in other conflicts later */
tmp->next = buffer->submitted_vbos;
tmp->prev = NULL;
buffer->submitted_vbos = tmp;
}
}
if (!found_target_vbo)
{
new_cogl_vbo->array = cogl_vertex_array_new (new_cogl_vbo->array_bytes);
upload_attributes (new_cogl_vbo);
*final_vbos = g_list_prepend (*final_vbos, new_cogl_vbo);
}
}
static void
update_primitive_attributes (CoglVertexBuffer *buffer)
{
GList *l;
int n_attributes = 0;
CoglVertexAttribute **attributes;
int i;
if (!buffer->dirty_attributes)
return;
buffer->dirty_attributes = FALSE;
for (l = buffer->submitted_vbos; l; l = l->next)
{
CoglVertexBufferVBO *cogl_vbo = l->data;
GList *l2;
for (l2 = cogl_vbo->attributes; l2; l2 = l2->next, n_attributes++)
;
}
g_return_if_fail (n_attributes > 0);
attributes = g_alloca (sizeof (CoglVertexAttribute *) * n_attributes + 1);
i = 0;
for (l = buffer->submitted_vbos; l; l = l->next)
{
CoglVertexBufferVBO *cogl_vbo = l->data;
GList *l2;
for (l2 = cogl_vbo->attributes; l2; l2 = l2->next)
{
CoglVertexBufferAttrib *attribute = l2->data;
if (G_LIKELY (attribute->flags &
COGL_VERTEX_BUFFER_ATTRIB_FLAG_ENABLED))
{
if (G_UNLIKELY (!attribute->attribute))
{
attribute->attribute =
cogl_vertex_attribute_new (cogl_vbo->array,
attribute->name_without_detail,
attribute->stride,
attribute->u.vbo_offset,
attribute->n_components,
attribute->type);
}
attributes[i++] = attribute->attribute;
}
}
}
attributes[i] = NULL;
cogl_primitive_set_attributes (buffer->primitive, attributes);
}
static void
cogl_vertex_buffer_submit_real (CoglVertexBuffer *buffer)
{
GList *tmp;
CoglVertexBufferVBO *new_multipack_vbo;
GList *new_multipack_vbo_link;
GList *new_vbos = NULL;
GList *reuse_vbos = NULL;
GList *final_vbos = NULL;
if (!buffer->new_attributes)
goto done;
/* The objective now is to copy the attribute data supplied by the client
* into buffer objects, but it's important to minimize the number of
* redundant data uploads.
*
* We obviously aim to group together the attributes that are interleved so
* that they can be delivered in one go to the driver.
* All BOs for interleved data are created as STATIC_DRAW_ARB.
*
* Non interleved attributes tagged as INFREQUENT_RESUBMIT will be grouped
* together back to back in a single BO created as STATIC_DRAW_ARB
*
* Non interleved attributes tagged as FREQUENT_RESUBMIT will be copied into
* individual buffer objects, and the BO itself created DYNAMIC_DRAW_ARB
*
* If we are modifying a previously submitted CoglVertexBuffer then we are
* carefull not to needlesly delete OpenGL buffer objects and replace with
* new ones, instead we upload new data to the existing buffers.
*/
/* NB: We must forget attribute->pointer after submitting since the user
* is free to re-use that memory for other purposes now. */
/* Pseudo code:
*
* Broadly speaking we start with a list of unsorted attributes, and filter
* those into 'new' and 're-use' CoglVertexBufferVBO (CBO) lists. We then
* take the list of new CBO structs and compare with the CBOs that have
* already been submitted to the GPU (but ignoring those we already know will
* be re-used) to determine what other CBOs can be re-used, due to being
* superseded, and what new GL VBOs need to be created.
*
* We have two kinds of CBOs:
* - Multi Pack CBOs
* These contain multiple attributes tightly packed back to back)
* - Strided CBOs
* These typically contain multiple interleved sets of attributes,
* though they can contain just one attribute with a stride
*
* First create a new-CBOs entry "new-multipack-CBO"
* Tag "new-multipack-CBO" as MULTIPACK + INFREQUENT_RESUBMIT
* For each unsorted attrib:
* if already marked as submitted:
* iterate reuse-CBOs:
* if we find one that contains this attribute:
* free redundant unsorted attrib struct
* remove the UNUSED flag from the attrib found in the reuse-CBO
* continue to next unsorted attrib
* iterate submitted VBOs:
* if we find one that contains this attribute:
* free redundant unsorted attrib struct
* unlink the vbo and move it to the list of reuse-CBOs
* mark all attributes except the one just matched as UNUSED
* assert (found)
* continue to next unsorted attrib
* if strided:
* iterate the new, strided, CBOs, to see if the attribute is
* interleved with one of them, if found:
* add to the matched CBO
* else if not found:
* create a new-CBOs entry tagged STRIDED + INFREQUENT_RESUBMIT
* else if unstrided && tagged with FREQUENT_RESUBMIT:
* create a new-CBOs entry tagged MULTIPACK + FREQUENT_RESUBMIT
* else
* add to the new-multipack-CBO
* free list of unsorted-attribs
*
* Next compare the new list of CBOs with the submitted set and try to
* minimize the memory bandwidth required to upload the attributes and the
* overhead of creating new GL-BOs.
*
* We deal with four sets of CBOs:
* - The "new" CBOs
* (as determined above during filtering)
* - The "re-use" CBOs
* (as determined above during filtering)
* - The "submitted" CBOs
* (I.e. ones currently submitted to the GPU)
* - The "final" CBOs
* (The result of resolving the differences between the above sets)
*
* The re-use CBOs are dealt with first, and we simply delete any remaining
* attributes in these that are still marked as UNUSED, and move them
* to the list of final CBOs.
*
* Next we iterate through the "new" CBOs, searching for conflicts
* with the "submitted" CBOs and commit our decision to the "final" CBOs
*
* When searching for submitted entries we always unlink items from the
* submitted list once we make matches (before we make descisions
* based on the matches). If the CBO node is superseded it is freed,
* if it is modified but may be needed for more descisions later it is
* relinked back into the submitted list and if it's identical to a new
* CBO it will be linked into the final list.
*
* At the end the list of submitted CBOs represents the attributes that were
* deleted from the buffer.
*
* Iterate re-use-CBOs:
* Iterate attribs for each:
* if attrib UNUSED:
* remove the attrib from the CBO + free
* |Note: we could potentially mark this as a re-useable gap
* |if needs be later.
* add re-use CBO to the final-CBOs
* Iterate new-CBOs:
* List submitted CBOs conflicting with the this CBO (Unlinked items)
* found-target-BO=FALSE
* Iterate conflicting CBOs:
* Disassociate conflicting attribs from conflicting CBO struct
* If no attribs remain:
* If found-target-BO!=TRUE
* _AND_ If the total size of the conflicting CBO is compatible:
* |Note: We don't currently consider re-using oversized buffers
* found-target-BO=TRUE
* upload replacement data
* free submitted CBO struct
* add new CBO struct to final-CBOs
* else:
* delete conflict GL-BO
* delete conflict CBO struct
* else:
* relink CBO back into submitted-CBOs
*
* if found-target-BO == FALSE:
* create a new GL-BO
* upload data
* add new CBO struct to final-BOs
*
* Iterate through the remaining "submitted" CBOs:
* delete the submitted GL-BO
* free the submitted CBO struct
*/
new_multipack_vbo = g_slice_alloc (sizeof (CoglVertexBufferVBO));
new_multipack_vbo->array = NULL;
new_multipack_vbo->array_bytes = 0;
new_multipack_vbo->flags =
COGL_VERTEX_BUFFER_VBO_FLAG_MULTIPACK
| COGL_VERTEX_BUFFER_VBO_FLAG_INFREQUENT_RESUBMIT;
new_multipack_vbo->attributes = NULL;
new_vbos = g_list_prepend (new_vbos, new_multipack_vbo);
/* We save the link pointer here, just so we can do a fast removal later if
* no attributes get added to this vbo. */
new_multipack_vbo_link = new_vbos;
/* Start with a list of unsorted attributes, and filter those into
* potential new Cogl BO structs
*/
for (tmp = buffer->new_attributes; tmp != NULL; tmp = tmp->next)
{
CoglVertexBufferAttrib *attribute = tmp->data;
if (attribute->flags & COGL_VERTEX_BUFFER_ATTRIB_FLAG_SUBMITTED)
{
/* If the attribute is already marked as submitted, then we need
* to find the existing VBO that contains it so we dont delete it.
*
* NB: this also frees the attribute struct since it's implicitly
* redundant in this case.
*/
filter_already_submitted_attribute (attribute,
&reuse_vbos,
&buffer->submitted_vbos);
}
else if (attribute->stride)
{
/* look for a CoglVertexBufferVBO that the attribute is
* interleved with. If one can't be found then a new
* CoglVertexBufferVBO is allocated and added to the list of
* new_vbos: */
filter_strided_attribute (attribute, &new_vbos);
}
else if (attribute->flags &
COGL_VERTEX_BUFFER_ATTRIB_FLAG_FREQUENT_RESUBMIT)
{
CoglVertexBufferVBO *cogl_vbo =
g_slice_alloc (sizeof (CoglVertexBufferVBO));
/* attributes we expect will be frequently resubmitted are placed
* in their own VBO so that updates don't impact other attributes
*/
cogl_vbo->flags =
COGL_VERTEX_BUFFER_VBO_FLAG_MULTIPACK
| COGL_VERTEX_BUFFER_VBO_FLAG_FREQUENT_RESUBMIT;
cogl_vbo->attributes = NULL;
cogl_vbo->attributes = g_list_prepend (cogl_vbo->attributes,
attribute);
cogl_vbo->array = NULL;
cogl_vbo->array_bytes = attribute->span_bytes;
new_vbos = g_list_prepend (new_vbos, cogl_vbo);
}
else
{
gsize type_size = sizeof_attribute_type (attribute->flags);
/* Infrequently updated attributes just get packed back to back
* in a single VBO: */
new_multipack_vbo->attributes =
g_list_prepend (new_multipack_vbo->attributes,
attribute);
/* Note: we have to ensure that each run of attributes is
* naturally aligned according to its data type, which may
* require some padding bytes: */
/* XXX: We also have to be sure that the attributes aren't
* reorderd before being uploaded because the alignment padding
* is based on the adjacent attribute.
*/
PAD_FOR_ALIGNMENT (new_multipack_vbo->array_bytes, type_size);
new_multipack_vbo->array_bytes += attribute->span_bytes;
}
}
/* At this point all buffer->new_attributes have been filtered into
* CoglVertexBufferVBOs... */
g_list_free (buffer->new_attributes);
buffer->new_attributes = NULL;
/* If the multipack vbo wasn't needed: */
if (new_multipack_vbo->attributes == NULL)
{
new_vbos = g_list_delete_link (new_vbos, new_multipack_vbo_link);
g_slice_free (CoglVertexBufferVBO, new_multipack_vbo);
}
for (tmp = reuse_vbos; tmp != NULL; tmp = tmp->next)
remove_unused_attributes (tmp->data);
final_vbos = g_list_concat (final_vbos, reuse_vbos);
for (tmp = new_vbos; tmp != NULL; tmp = tmp->next)
cogl_vertex_buffer_vbo_resolve (buffer, tmp->data, &final_vbos);
/* Anything left corresponds to deleted attributes: */
for (tmp = buffer->submitted_vbos; tmp != NULL; tmp = tmp->next)
cogl_vertex_buffer_vbo_free (tmp->data);
g_list_free (buffer->submitted_vbos);
g_list_free (new_vbos);
buffer->submitted_vbos = final_vbos;
done:
update_primitive_attributes (buffer);
}
void
cogl_vertex_buffer_submit (CoglHandle handle)
{
CoglVertexBuffer *buffer;
if (!cogl_is_vertex_buffer (handle))
return;
buffer = _cogl_vertex_buffer_pointer_from_handle (handle);
cogl_vertex_buffer_submit_real (buffer);
}
typedef struct
{
CoglPipeline *real_source;
} VertexBufferMaterialPrivate;
static void
weak_override_source_destroyed_cb (CoglPipeline *pipeline,
void *user_data)
{
VertexBufferMaterialPrivate *pipeline_priv = user_data;
pipeline_priv->real_source = NULL;
}
static gboolean
validate_layer_cb (CoglPipeline *pipeline,
int layer_index,
void *user_data)
{
VertexBufferMaterialPrivate *pipeline_priv = user_data;
CoglPipeline *source = pipeline_priv->real_source;
if (!cogl_pipeline_get_layer_point_sprite_coords_enabled (source,
layer_index))
{
CoglPipelineWrapMode wrap_s;
CoglPipelineWrapMode wrap_t;
CoglPipelineWrapMode wrap_p;
gboolean need_override_source = FALSE;
/* By default COGL_PIPELINE_WRAP_MODE_AUTOMATIC becomes
* GL_CLAMP_TO_EDGE but we want GL_REPEAT to maintain
* compatibility with older versions of Cogl so we'll override
* it. We don't want to do this for point sprites because in
* that case the whole texture is drawn so you would usually
* want clamp-to-edge.
*/
wrap_s = cogl_pipeline_get_layer_wrap_mode_s (source, layer_index);
if (wrap_s == COGL_PIPELINE_WRAP_MODE_AUTOMATIC)
{
need_override_source = TRUE;
wrap_s = COGL_PIPELINE_WRAP_MODE_REPEAT;
}
wrap_t = cogl_pipeline_get_layer_wrap_mode_t (source, layer_index);
if (wrap_t == COGL_PIPELINE_WRAP_MODE_AUTOMATIC)
{
need_override_source = TRUE;
wrap_t = COGL_PIPELINE_WRAP_MODE_REPEAT;
}
wrap_p = cogl_pipeline_get_layer_wrap_mode_p (source, layer_index);
if (wrap_p == COGL_PIPELINE_WRAP_MODE_AUTOMATIC)
{
need_override_source = TRUE;
wrap_p = COGL_PIPELINE_WRAP_MODE_REPEAT;
}
if (need_override_source)
{
if (pipeline_priv->real_source == pipeline)
pipeline_priv->real_source = source =
_cogl_pipeline_weak_copy (pipeline,
weak_override_source_destroyed_cb,
pipeline_priv);
cogl_pipeline_set_layer_wrap_mode_s (source, layer_index, wrap_s);
cogl_pipeline_set_layer_wrap_mode_t (source, layer_index, wrap_t);
cogl_pipeline_set_layer_wrap_mode_p (source, layer_index, wrap_p);
}
}
return TRUE;
}
static void
destroy_pipeline_priv_cb (void *user_data)
{
g_slice_free (VertexBufferMaterialPrivate, user_data);
}
static void
update_primitive_and_draw (CoglVertexBuffer *buffer,
CoglVerticesMode mode,
int first,
int count,
CoglVertexBufferIndices *buffer_indices)
{
VertexBufferMaterialPrivate *pipeline_priv;
CoglPipeline *users_source;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
cogl_primitive_set_mode (buffer->primitive, mode);
cogl_primitive_set_first_vertex (buffer->primitive, first);
cogl_primitive_set_n_vertices (buffer->primitive, count);
if (buffer_indices)
cogl_primitive_set_indices (buffer->primitive, buffer_indices->indices);
else
cogl_primitive_set_indices (buffer->primitive, NULL);
cogl_vertex_buffer_submit_real (buffer);
users_source = cogl_get_source ();
pipeline_priv =
cogl_object_get_user_data (COGL_OBJECT (users_source),
&_cogl_vertex_buffer_pipeline_priv_key);
if (G_UNLIKELY (!pipeline_priv))
{
pipeline_priv = g_slice_new0 (VertexBufferMaterialPrivate);
cogl_object_set_user_data (COGL_OBJECT (users_source),
&_cogl_vertex_buffer_pipeline_priv_key,
pipeline_priv,
destroy_pipeline_priv_cb);
}
if (G_UNLIKELY (!pipeline_priv->real_source))
{
pipeline_priv->real_source = users_source;
cogl_pipeline_foreach_layer (pipeline_priv->real_source,
validate_layer_cb,
pipeline_priv);
}
cogl_push_source (pipeline_priv->real_source);
cogl_primitive_draw (buffer->primitive);
cogl_pop_source ();
}
void
cogl_vertex_buffer_draw (CoglHandle handle,
CoglVerticesMode mode,
int first,
int count)
{
CoglVertexBuffer *buffer;
if (!cogl_is_vertex_buffer (handle))
return;
buffer = _cogl_vertex_buffer_pointer_from_handle (handle);
update_primitive_and_draw (buffer, mode, first, count, NULL);
}
static CoglHandle
_cogl_vertex_buffer_indices_new_real (CoglIndices *indices)
{
CoglVertexBufferIndices *buffer_indices =
g_slice_alloc (sizeof (CoglVertexBufferIndices));
buffer_indices->indices = indices;
return _cogl_vertex_buffer_indices_handle_new (buffer_indices);
}
CoglHandle
cogl_vertex_buffer_indices_new (CoglIndicesType indices_type,
const void *indices_array,
int indices_len)
{
CoglIndices *indices =
cogl_indices_new (indices_type, indices_array, indices_len);
return _cogl_vertex_buffer_indices_new_real (indices);
}
CoglIndicesType
cogl_vertex_buffer_indices_get_type (CoglHandle indices_handle)
{
CoglVertexBufferIndices *buffer_indices = NULL;
if (!cogl_is_vertex_buffer_indices (indices_handle))
return COGL_INDICES_TYPE_UNSIGNED_SHORT;
buffer_indices =
_cogl_vertex_buffer_indices_pointer_from_handle (indices_handle);
return cogl_indices_get_type (buffer_indices->indices);
}
void
_cogl_vertex_buffer_indices_free (CoglVertexBufferIndices *buffer_indices)
{
cogl_object_unref (buffer_indices->indices);
g_slice_free (CoglVertexBufferIndices, buffer_indices);
}
void
cogl_vertex_buffer_draw_elements (CoglHandle handle,
CoglVerticesMode mode,
CoglHandle indices_handle,
int min_index,
int max_index,
int indices_offset,
int count)
{
CoglVertexBuffer *buffer;
CoglVertexBufferIndices *buffer_indices;
if (!cogl_is_vertex_buffer (handle))
return;
buffer = _cogl_vertex_buffer_pointer_from_handle (handle);
if (!cogl_is_vertex_buffer_indices (indices_handle))
return;
buffer_indices =
_cogl_vertex_buffer_indices_pointer_from_handle (indices_handle);
update_primitive_and_draw (buffer, mode, indices_offset, count,
buffer_indices);
}
static void
_cogl_vertex_buffer_free (CoglVertexBuffer *buffer)
{
GList *tmp;
for (tmp = buffer->submitted_vbos; tmp != NULL; tmp = tmp->next)
cogl_vertex_buffer_vbo_free (tmp->data);
g_list_free (buffer->submitted_vbos);
for (tmp = buffer->new_attributes; tmp != NULL; tmp = tmp->next)
_cogl_vertex_buffer_attrib_free (tmp->data);
g_list_free (buffer->new_attributes);
if (buffer->primitive)
cogl_object_unref (buffer->primitive);
g_slice_free (CoglVertexBuffer, buffer);
}
CoglHandle
cogl_vertex_buffer_indices_get_for_quads (unsigned int n_indices)
{
_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
if (n_indices <= 256 / 4 * 6)
{
if (ctx->quad_buffer_indices_byte == COGL_INVALID_HANDLE)
{
/* NB: cogl_get_quad_indices takes n_quads not n_indices... */
CoglIndices *indices = cogl_get_rectangle_indices (256 / 4);
cogl_object_ref (indices);
ctx->quad_buffer_indices_byte =
_cogl_vertex_buffer_indices_new_real (indices);
}
return ctx->quad_buffer_indices_byte;
}
else
{
if (ctx->quad_buffer_indices_len < n_indices)
{
cogl_handle_unref (ctx->quad_buffer_indices);
ctx->quad_buffer_indices = COGL_INVALID_HANDLE;
}
if (ctx->quad_buffer_indices == COGL_INVALID_HANDLE)
{
/* NB: cogl_get_quad_indices takes n_quads not n_indices... */
CoglIndices *indices = cogl_get_rectangle_indices (n_indices / 6);
cogl_object_ref (indices);
ctx->quad_buffer_indices =
_cogl_vertex_buffer_indices_new_real (indices);
}
ctx->quad_buffer_indices_len = n_indices;
return ctx->quad_buffer_indices;
}
g_return_val_if_reached (NULL);
}