/* * Cogl * * An object oriented GL/GLES Abstraction/Utility Layer * * Copyright (C) 2010 Intel Corporation. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library. If not, see * . * * * * Authors: * Robert Bragg */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "cogl-util.h" #include "cogl-context-private.h" #include "cogl-object-private.h" #include "cogl-journal-private.h" #include "cogl-attribute.h" #include "cogl-attribute-private.h" #include "cogl-pipeline.h" #include "cogl-pipeline-private.h" #include "cogl-pipeline-opengl-private.h" #include "cogl-texture-private.h" #include "cogl-framebuffer-private.h" #include "cogl-indices-private.h" #ifdef COGL_PIPELINE_PROGEND_GLSL #include "cogl-pipeline-progend-glsl-private.h" #endif #include "cogl-private.h" #include #include #include /* This isn't defined in the GLES headers */ #ifndef GL_UNSIGNED_INT #define GL_UNSIGNED_INT 0x1405 #endif static void _cogl_attribute_free (CoglAttribute *attribute); COGL_OBJECT_DEFINE (Attribute, attribute); static CoglBool validate_cogl_attribute_name (const char *name, char **real_attribute_name, CoglAttributeNameID *name_id, CoglBool *normalized, int *texture_unit) { name = name + 5; /* skip "cogl_" */ *normalized = FALSE; *texture_unit = 0; if (strcmp (name, "position_in") == 0) *name_id = COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY; else if (strcmp (name, "color_in") == 0) { *name_id = COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY; *normalized = TRUE; } else if (strcmp (name, "tex_coord_in") == 0) { *real_attribute_name = "cogl_tex_coord0_in"; *name_id = COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY; } else if (strncmp (name, "tex_coord", strlen ("tex_coord")) == 0) { char *endptr; *texture_unit = strtoul (name + 9, &endptr, 10); if (strcmp (endptr, "_in") != 0) { g_warning ("Texture coordinate attributes should either be named " "\"cogl_tex_coord_in\" or named with a texture unit index " "like \"cogl_tex_coord2_in\"\n"); return FALSE; } *name_id = COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY; } else if (strcmp (name, "normal_in") == 0) { *name_id = COGL_ATTRIBUTE_NAME_ID_NORMAL_ARRAY; *normalized = TRUE; } else { g_warning ("Unknown cogl_* attribute name cogl_%s\n", name); return FALSE; } return TRUE; } CoglAttributeNameState * _cogl_attribute_register_attribute_name (CoglContext *context, const char *name) { CoglAttributeNameState *name_state = g_new (CoglAttributeNameState, 1); int name_index = context->n_attribute_names++; char *name_copy = g_strdup (name); name_state->name = NULL; name_state->name_index = name_index; if (strncmp (name, "cogl_", 5) == 0) { if (!validate_cogl_attribute_name (name, &name_state->name, &name_state->name_id, &name_state->normalized_default, &name_state->texture_unit)) goto error; } else { name_state->name_id = COGL_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY; name_state->normalized_default = FALSE; name_state->texture_unit = 0; } if (name_state->name == NULL) name_state->name = name_copy; g_hash_table_insert (context->attribute_name_states_hash, name_copy, name_state); if (G_UNLIKELY (context->attribute_name_index_map == NULL)) context->attribute_name_index_map = g_array_new (FALSE, FALSE, sizeof (void *)); g_array_set_size (context->attribute_name_index_map, name_index + 1); g_array_index (context->attribute_name_index_map, CoglAttributeNameState *, name_index) = name_state; return name_state; error: g_free (name_state); return NULL; } CoglAttribute * cogl_attribute_new (CoglAttributeBuffer *attribute_buffer, const char *name, size_t stride, size_t offset, int n_components, CoglAttributeType type) { CoglAttribute *attribute = g_slice_new (CoglAttribute); /* FIXME: retrieve the context from the buffer */ _COGL_GET_CONTEXT (ctx, NULL); attribute->name_state = g_hash_table_lookup (ctx->attribute_name_states_hash, name); if (!attribute->name_state) { CoglAttributeNameState *name_state = _cogl_attribute_register_attribute_name (ctx, name); if (!name_state) goto error; attribute->name_state = name_state; } attribute->attribute_buffer = cogl_object_ref (attribute_buffer); attribute->stride = stride; attribute->offset = offset; attribute->n_components = n_components; attribute->type = type; attribute->immutable_ref = 0; if (attribute->name_state->name_id != COGL_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY) { switch (attribute->name_state->name_id) { case COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY: if (G_UNLIKELY (n_components == 1)) { g_critical ("glVertexPointer doesn't allow 1 component vertex " "positions so we currently only support \"cogl_vertex\" " "attributes where n_components == 2, 3 or 4"); return FALSE; } break; case COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY: if (G_UNLIKELY (n_components != 3 && n_components != 4)) { g_critical ("glColorPointer expects 3 or 4 component colors so we " "currently only support \"cogl_color\" attributes where " "n_components == 3 or 4"); return FALSE; } break; case COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY: break; case COGL_ATTRIBUTE_NAME_ID_NORMAL_ARRAY: if (G_UNLIKELY (n_components != 3)) { g_critical ("glNormalPointer expects 3 component normals so we " "currently only support \"cogl_normal\" attributes " "where n_components == 3"); return FALSE; } break; default: g_warn_if_reached (); } attribute->normalized = attribute->name_state->normalized_default; } else attribute->normalized = FALSE; return _cogl_attribute_object_new (attribute); error: _cogl_attribute_free (attribute); return NULL; } CoglBool cogl_attribute_get_normalized (CoglAttribute *attribute) { _COGL_RETURN_VAL_IF_FAIL (cogl_is_attribute (attribute), FALSE); return attribute->normalized; } static void warn_about_midscene_changes (void) { static CoglBool seen = FALSE; if (!seen) { g_warning ("Mid-scene modification of attributes has " "undefined results\n"); seen = TRUE; } } void cogl_attribute_set_normalized (CoglAttribute *attribute, CoglBool normalized) { _COGL_RETURN_IF_FAIL (cogl_is_attribute (attribute)); if (G_UNLIKELY (attribute->immutable_ref)) warn_about_midscene_changes (); attribute->normalized = normalized; } CoglAttributeBuffer * cogl_attribute_get_buffer (CoglAttribute *attribute) { _COGL_RETURN_VAL_IF_FAIL (cogl_is_attribute (attribute), NULL); return attribute->attribute_buffer; } void cogl_attribute_set_buffer (CoglAttribute *attribute, CoglAttributeBuffer *attribute_buffer) { _COGL_RETURN_IF_FAIL (cogl_is_attribute (attribute)); if (G_UNLIKELY (attribute->immutable_ref)) warn_about_midscene_changes (); cogl_object_ref (attribute_buffer); cogl_object_unref (attribute->attribute_buffer); attribute->attribute_buffer = attribute_buffer; } CoglAttribute * _cogl_attribute_immutable_ref (CoglAttribute *attribute) { _COGL_RETURN_VAL_IF_FAIL (cogl_is_attribute (attribute), NULL); attribute->immutable_ref++; _cogl_buffer_immutable_ref (COGL_BUFFER (attribute->attribute_buffer)); return attribute; } void _cogl_attribute_immutable_unref (CoglAttribute *attribute) { _COGL_RETURN_IF_FAIL (cogl_is_attribute (attribute)); _COGL_RETURN_IF_FAIL (attribute->immutable_ref > 0); attribute->immutable_ref--; _cogl_buffer_immutable_unref (COGL_BUFFER (attribute->attribute_buffer)); } static void _cogl_attribute_free (CoglAttribute *attribute) { cogl_object_unref (attribute->attribute_buffer); g_slice_free (CoglAttribute, attribute); } static CoglBool validate_layer_cb (CoglPipeline *pipeline, int layer_index, void *user_data) { CoglTexture *texture = cogl_pipeline_get_layer_texture (pipeline, layer_index); CoglFlushLayerState *state = user_data; CoglBool status = TRUE; /* invalid textures will be handled correctly in * _cogl_pipeline_flush_layers_gl_state */ if (texture == NULL) goto validated; _cogl_texture_flush_journal_rendering (texture); /* Give the texture a chance to know that we're rendering non-quad shaped primitives. If the texture is in an atlas it will be migrated */ _cogl_texture_ensure_non_quad_rendering (texture); /* We need to ensure the mipmaps are ready before deciding * anything else about the texture because the texture storate * could completely change if it needs to be migrated out of the * atlas and will affect how we validate the layer. */ _cogl_pipeline_pre_paint_for_layer (pipeline, layer_index); if (!_cogl_texture_can_hardware_repeat (texture)) { g_warning ("Disabling layer %d of the current source material, " "because texturing with the vertex buffer API is not " "currently supported using sliced textures, or textures " "with waste\n", layer_index); /* XXX: maybe we can add a mechanism for users to forcibly use * textures with waste where it would be their responsability to use * texture coords in the range [0,1] such that sampling outside isn't * required. We can then use a texture matrix (or a modification of * the users own matrix) to map 1 to the edge of the texture data. * * Potentially, given the same guarantee as above we could also * support a single sliced layer too. We would have to redraw the * vertices once for each layer, each time with a fiddled texture * matrix. */ state->fallback_layers |= (1 << state->unit); state->options.flags |= COGL_PIPELINE_FLUSH_FALLBACK_MASK; } validated: state->unit++; return status; } void _cogl_flush_attributes_state (CoglFramebuffer *framebuffer, CoglPipeline *pipeline, CoglDrawFlags flags, CoglAttribute **attributes, int n_attributes) { CoglContext *ctx = framebuffer->context; CoglFlushLayerState layers_state; CoglPipeline *copy = NULL; if (!(flags & COGL_DRAW_SKIP_JOURNAL_FLUSH)) _cogl_journal_flush (framebuffer->journal); layers_state.unit = 0; layers_state.options.flags = 0; layers_state.fallback_layers = 0; if (!(flags & COGL_DRAW_SKIP_PIPELINE_VALIDATION)) cogl_pipeline_foreach_layer (pipeline, validate_layer_cb, &layers_state); /* NB: _cogl_framebuffer_flush_state may disrupt various state (such * as the pipeline state) when flushing the clip stack, so should * always be done first when preparing to draw. We need to do this * before setting up the array pointers because setting up the clip * stack can cause some drawing which would change the array * pointers. */ if (!(flags & COGL_DRAW_SKIP_FRAMEBUFFER_FLUSH)) _cogl_framebuffer_flush_state (framebuffer, framebuffer, COGL_FRAMEBUFFER_STATE_ALL); /* In cogl_read_pixels we have a fast-path when reading a single * pixel and the scene is just comprised of simple rectangles still * in the journal. For this optimization to work we need to track * when the framebuffer really does get drawn to. */ _cogl_framebuffer_dirty (framebuffer); if (G_UNLIKELY (!(flags & COGL_DRAW_SKIP_LEGACY_STATE)) && G_UNLIKELY (ctx->legacy_state_set) && _cogl_get_enable_legacy_state ()) { copy = cogl_pipeline_copy (pipeline); pipeline = copy; _cogl_pipeline_apply_legacy_state (pipeline); } ctx->driver_vtable->flush_attributes_state (framebuffer, pipeline, &layers_state, flags, attributes, n_attributes); if (copy) cogl_object_unref (copy); }