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mutter-performance-source/cogl/cogl-material.c
Robert Bragg 6c8b8cef9e material: fix #ifdef guard around use of _TEXTURE_RECTANGLE
We were incorrectly guarding the use of GL_TEXTURE_RECTANGLE_ARB with
ifdef ARB_texture_rectangle instead of ifdef GL_ARB_texture_rectangle
which broke test-cogl-texture-rectangle.
2010-06-15 15:26:27 +01:00

3873 lines
121 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2008,2009,2010 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*
*
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include "cogl-internal.h"
#include "cogl-context.h"
#include "cogl-handle.h"
#include "cogl-material-private.h"
#include "cogl-texture-private.h"
#include "cogl-blend-string.h"
#include "cogl-journal-private.h"
#ifndef HAVE_COGL_GLES
#include "cogl-program.h"
#endif
#include <glib.h>
#include <glib/gprintf.h>
#include <string.h>
/*
* GL/GLES compatability defines for material thingies:
*/
#ifdef HAVE_COGL_GLES2
#include "../gles/cogl-gles2-wrapper.h"
#endif
#ifdef HAVE_COGL_GL
#define glActiveTexture ctx->drv.pf_glActiveTexture
#define glClientActiveTexture ctx->drv.pf_glClientActiveTexture
#define glBlendFuncSeparate ctx->drv.pf_glBlendFuncSeparate
#define glBlendEquation ctx->drv.pf_glBlendEquation
#define glBlendColor ctx->drv.pf_glBlendColor
#define glBlendEquationSeparate ctx->drv.pf_glBlendEquationSeparate
#define glProgramString ctx->drv.pf_glProgramString
#define glBindProgram ctx->drv.pf_glBindProgram
#define glDeletePrograms ctx->drv.pf_glDeletePrograms
#define glGenPrograms ctx->drv.pf_glGenPrograms
#define glProgramLocalParameter4fv ctx->drv.pf_glProgramLocalParameter4fv
#define glUseProgram ctx->drv.pf_glUseProgram
#endif
/* This isn't defined in the GLES headers */
#ifndef GL_CLAMP_TO_BORDER
#define GL_CLAMP_TO_BORDER 0x812d
#endif
typedef struct _CoglMaterialBackendARBfpPrivate
{
GString *source;
GLuint gl_program;
gboolean *sampled;
int next_constant_id;
} CoglMaterialBackendARBfpPrivate;
static CoglHandle _cogl_material_layer_copy (CoglHandle layer_handle);
static void _cogl_material_free (CoglMaterial *tex);
static void _cogl_material_layer_free (CoglMaterialLayer *layer);
#if defined (HAVE_COGL_GL)
static const CoglMaterialBackend _cogl_material_glsl_backend;
static const CoglMaterialBackend _cogl_material_arbfp_backend;
static const CoglMaterialBackend _cogl_material_fixed_backend;
static const CoglMaterialBackend *backends[] =
{
/* The fragment processing backends in order of precedence... */
&_cogl_material_glsl_backend,
&_cogl_material_arbfp_backend,
&_cogl_material_fixed_backend
};
#define COGL_MATERIAL_BACKEND_GLSL 0
#define COGL_MATERIAL_BACKEND_ARBFP 1
#define COGL_MATERIAL_BACKEND_FIXED 2
#elif defined (HAVE_COGL_GLES2)
static const CoglMaterialBackend _cogl_material_glsl_backend;
static const CoglMaterialBackend _cogl_material_fixed_backend;
static const CoglMaterialBackend *backends[] =
{
/* The fragment processing backends in order of precedence... */
&_cogl_material_glsl_backend,
&_cogl_material_fixed_backend
};
#define COGL_MATERIAL_BACKEND_GLSL 0
#define COGL_MATERIAL_BACKEND_FIXED 1
#else /* HAVE_COGL_GLES */
static const CoglMaterialBackend _cogl_material_fixed_backend;
static const CoglMaterialBackend *backends[] =
{
/* The fragment processing backends in order of precedence... */
&_cogl_material_fixed_backend
};
#define COGL_MATERIAL_BACKEND_FIXED 0
#endif
#define COGL_MATERIAL_BACKEND_DEFAULT 0
#define COGL_MATERIAL_BACKEND_UNDEFINED -1
COGL_HANDLE_DEFINE (Material, material);
COGL_HANDLE_DEFINE (MaterialLayer, material_layer);
/* #define DISABLE_MATERIAL_CACHE 1 */
GQuark
_cogl_material_error_quark (void)
{
return g_quark_from_static_string ("cogl-material-error-quark");
}
void
_cogl_material_init_default_material (void)
{
/* Create new - blank - material */
CoglMaterial *material = g_slice_new0 (CoglMaterial);
GLubyte *unlit = material->unlit;
GLfloat *ambient = material->ambient;
GLfloat *diffuse = material->diffuse;
GLfloat *specular = material->specular;
GLfloat *emission = material->emission;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
material->backend = COGL_MATERIAL_BACKEND_UNDEFINED;
/* Use the same defaults as the GL spec... */
unlit[0] = 0xff; unlit[1] = 0xff; unlit[2] = 0xff; unlit[3] = 0xff;
material->flags |= COGL_MATERIAL_FLAG_DEFAULT_COLOR;
/* Use the same defaults as the GL spec... */
ambient[0] = 0.2; ambient[1] = 0.2; ambient[2] = 0.2; ambient[3] = 1.0;
diffuse[0] = 0.8; diffuse[1] = 0.8; diffuse[2] = 0.8; diffuse[3] = 1.0;
specular[0] = 0; specular[1] = 0; specular[2] = 0; specular[3] = 1.0;
emission[0] = 0; emission[1] = 0; emission[2] = 0; emission[3] = 1.0;
material->flags |= COGL_MATERIAL_FLAG_DEFAULT_GL_MATERIAL;
/* Use the same defaults as the GL spec... */
material->alpha_func = COGL_MATERIAL_ALPHA_FUNC_ALWAYS;
material->alpha_func_reference = 0.0;
material->flags |= COGL_MATERIAL_FLAG_DEFAULT_ALPHA_FUNC;
/* Not the same as the GL default, but seems saner... */
#ifndef HAVE_COGL_GLES
material->blend_equation_rgb = GL_FUNC_ADD;
material->blend_equation_alpha = GL_FUNC_ADD;
material->blend_src_factor_alpha = GL_ONE;
material->blend_dst_factor_alpha = GL_ONE_MINUS_SRC_ALPHA;
material->blend_constant[0] = 0;
material->blend_constant[1] = 0;
material->blend_constant[2] = 0;
material->blend_constant[3] = 0;
#endif
material->blend_src_factor_rgb = GL_ONE;
material->blend_dst_factor_rgb = GL_ONE_MINUS_SRC_ALPHA;
material->flags |= COGL_MATERIAL_FLAG_DEFAULT_BLEND;
material->user_program = COGL_INVALID_HANDLE;
material->flags |= COGL_MATERIAL_FLAG_DEFAULT_USER_SHADER;
material->layers = NULL;
material->n_layers = 0;
material->flags |= COGL_MATERIAL_FLAG_DEFAULT_LAYERS;
ctx->default_material = _cogl_material_handle_new (material);
}
CoglHandle
cogl_material_copy (CoglHandle handle)
{
CoglMaterial *material = g_slice_new (CoglMaterial);
GList *l;
_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
memcpy (material, handle, sizeof (CoglMaterial));
material->layers = g_list_copy (material->layers);
for (l = material->layers; l; l = l->next)
l->data = _cogl_material_layer_copy (l->data);
return _cogl_material_handle_new (material);
}
CoglHandle
cogl_material_new (void)
{
_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
return cogl_material_copy (ctx->default_material);
}
static void
_cogl_material_backend_free_priv (CoglMaterial *material)
{
if (material->backend != COGL_MATERIAL_BACKEND_UNDEFINED &&
backends[material->backend]->free_priv)
backends[material->backend]->free_priv (material);
}
static void
_cogl_material_free (CoglMaterial *material)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
_cogl_material_backend_free_priv (material);
/* Invalidate the ->current_material reference to this material since
* it will no longer represent the current state.
*
* NB: we would also invalidate this if the material we being
* modified.
*/
ctx->current_material = COGL_INVALID_HANDLE;
g_list_foreach (material->layers,
(GFunc)cogl_handle_unref, NULL);
g_list_free (material->layers);
g_slice_free (CoglMaterial, material);
}
static gboolean
_cogl_material_needs_blending_enabled (CoglMaterial *material,
GLubyte *override_color)
{
GList *tmp;
/* XXX: If we expose manual control over ENABLE_BLEND, we'll add
* a flag to know when it's user configured, so we don't trash it */
/* XXX: Uncomment this to disable all blending */
#if 0
return;
#endif
if ((override_color && override_color[3] != 0xff) ||
material->unlit[3] != 0xff ||
material->ambient[3] != 1.0f ||
material->diffuse[3] != 1.0f ||
material->specular[3] != 1.0f ||
material->emission[3] != 1.0f)
return TRUE;
for (tmp = material->layers; tmp != NULL; tmp = tmp->next)
{
CoglMaterialLayer *layer = tmp->data;
/* NB: A layer may have a combine mode set on it but not yet have an
* associated texture. */
if (!layer->texture)
continue;
if (cogl_texture_get_format (layer->texture) & COGL_A_BIT)
return TRUE;
}
return FALSE;
}
static void
_cogl_material_set_backend (CoglMaterial *material, int backend)
{
if (material->backend != COGL_MATERIAL_BACKEND_UNDEFINED &&
backends[material->backend]->free_priv)
backends[material->backend]->free_priv (material);
material->backend = backend;
}
/* If primitives have been logged in the journal referencing the current
* state of this material we need to flush the journal before we can
* modify it... */
static void
_cogl_material_pre_change_notify (CoglMaterial *material,
unsigned long changes,
GLubyte *new_color)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (material->journal_ref_count)
{
/* XXX: We don't usually need to flush the journal just due to
* color changes since material colors are logged in the
* journals vertex buffer. The exception is when the change in
* color enables or disables the need for blending. */
if (changes == COGL_MATERIAL_CHANGE_COLOR)
{
gboolean will_need_blending =
_cogl_material_needs_blending_enabled (material, new_color);
if (will_need_blending !=
((material->flags & COGL_MATERIAL_FLAG_ENABLE_BLEND) ?
TRUE : FALSE))
_cogl_journal_flush ();
}
else
_cogl_journal_flush ();
}
/* The fixed function backend has no private state and can't
* do anything special to handle small material changes so we may as
* well try to find a better backend whenever the material changes.
*
* The programmable backends may be able to cache a lot of the code
* they generate and only need to update a small section of that
* code in response to a material change therefore we don't want to
* try searching for another backend when the material changes.
*/
if (material->backend == COGL_MATERIAL_BACKEND_FIXED)
_cogl_material_set_backend (material, COGL_MATERIAL_BACKEND_UNDEFINED);
if (material->backend != COGL_MATERIAL_BACKEND_UNDEFINED &&
backends[material->backend]->material_change_notify)
backends[material->backend]->material_change_notify (material,
changes,
new_color);
/* Invalidate any ->current_material reference to this material since
* it will no longer represent the current state.
*
* NB: we also invalidate this if the material is freed
*/
if (ctx->current_material == material)
ctx->current_material = COGL_INVALID_HANDLE;
}
static void
handle_automatic_blend_enable (CoglMaterial *material)
{
gboolean needs_blending_enabled =
_cogl_material_needs_blending_enabled (material, NULL);
if (needs_blending_enabled !=
!!(material->flags & COGL_MATERIAL_FLAG_ENABLE_BLEND))
{
_cogl_material_pre_change_notify (material,
COGL_MATERIAL_CHANGE_ENABLE_BLEND,
NULL);
if (needs_blending_enabled)
material->flags |= COGL_MATERIAL_FLAG_ENABLE_BLEND;
else
material->flags &= ~COGL_MATERIAL_FLAG_ENABLE_BLEND;
}
}
static void
_cogl_material_backend_layer_change_notify (CoglMaterialLayer *layer,
unsigned long changes)
{
int backend = layer->material->backend;
if (backend == COGL_MATERIAL_BACKEND_UNDEFINED)
return;
if (backends[backend]->layer_change_notify)
backends[backend]->layer_change_notify (layer, changes);
}
static void
_cogl_material_layer_pre_change_notify (CoglMaterialLayer *layer,
CoglMaterialLayerChangeFlags changes)
{
CoglTextureUnit *unit = _cogl_get_texture_unit (layer->unit_index);
/* Look at the texture unit corresponding to this layer, if it
* currently has a back reference to this layer then invalidate it
* so that next time we come to flush this layer we'll see that the
* texture unit no longer corresponds to this layer's state.
*/
if (unit->layer == layer)
unit->layer = NULL;
_cogl_material_backend_layer_change_notify (layer, changes);
_cogl_material_pre_change_notify (layer->material,
COGL_MATERIAL_CHANGE_LAYERS,
NULL);
}
void
cogl_material_get_color (CoglHandle handle,
CoglColor *color)
{
CoglMaterial *material;
g_return_if_fail (cogl_is_material (handle));
material = _cogl_material_pointer_from_handle (handle);
cogl_color_set_from_4ub (color,
material->unlit[0],
material->unlit[1],
material->unlit[2],
material->unlit[3]);
}
/* This is used heavily by the cogl journal when logging quads */
void
_cogl_material_get_colorubv (CoglHandle handle,
guint8 *color)
{
CoglMaterial *material = _cogl_material_pointer_from_handle (handle);
memcpy (color, material->unlit, 4);
}
void
cogl_material_set_color (CoglHandle handle,
const CoglColor *unlit_color)
{
CoglMaterial *material;
GLubyte unlit[4];
g_return_if_fail (cogl_is_material (handle));
material = _cogl_material_pointer_from_handle (handle);
unlit[0] = cogl_color_get_red_byte (unlit_color);
unlit[1] = cogl_color_get_green_byte (unlit_color);
unlit[2] = cogl_color_get_blue_byte (unlit_color);
unlit[3] = cogl_color_get_alpha_byte (unlit_color);
if (memcmp (unlit, material->unlit, sizeof (unlit)) == 0)
return;
/* possibly flush primitives referencing the current state... */
_cogl_material_pre_change_notify (material, COGL_MATERIAL_CHANGE_COLOR,
unlit);
memcpy (material->unlit, unlit, sizeof (unlit));
material->flags &= ~COGL_MATERIAL_FLAG_DEFAULT_COLOR;
if (unlit[0] == 0xff &&
unlit[1] == 0xff &&
unlit[2] == 0xff &&
unlit[3] == 0xff)
material->flags |= COGL_MATERIAL_FLAG_DEFAULT_COLOR;
handle_automatic_blend_enable (material);
}
void
cogl_material_set_color4ub (CoglHandle handle,
guint8 red,
guint8 green,
guint8 blue,
guint8 alpha)
{
CoglColor color;
cogl_color_set_from_4ub (&color, red, green, blue, alpha);
cogl_material_set_color (handle, &color);
}
void
cogl_material_set_color4f (CoglHandle handle,
float red,
float green,
float blue,
float alpha)
{
CoglColor color;
cogl_color_set_from_4f (&color, red, green, blue, alpha);
cogl_material_set_color (handle, &color);
}
void
cogl_material_get_ambient (CoglHandle handle,
CoglColor *ambient)
{
CoglMaterial *material;
g_return_if_fail (cogl_is_material (handle));
material = _cogl_material_pointer_from_handle (handle);
cogl_color_set_from_4f (ambient,
material->ambient[0],
material->ambient[1],
material->ambient[2],
material->ambient[3]);
}
void
cogl_material_set_ambient (CoglHandle handle,
const CoglColor *ambient_color)
{
CoglMaterial *material;
GLfloat *ambient;
g_return_if_fail (cogl_is_material (handle));
material = _cogl_material_pointer_from_handle (handle);
/* possibly flush primitives referencing the current state... */
_cogl_material_pre_change_notify (material,
COGL_MATERIAL_CHANGE_GL_MATERIAL,
NULL);
ambient = material->ambient;
ambient[0] = cogl_color_get_red_float (ambient_color);
ambient[1] = cogl_color_get_green_float (ambient_color);
ambient[2] = cogl_color_get_blue_float (ambient_color);
ambient[3] = cogl_color_get_alpha_float (ambient_color);
material->flags &= ~COGL_MATERIAL_FLAG_DEFAULT_GL_MATERIAL;
handle_automatic_blend_enable (material);
}
void
cogl_material_get_diffuse (CoglHandle handle,
CoglColor *diffuse)
{
CoglMaterial *material;
g_return_if_fail (cogl_is_material (handle));
material = _cogl_material_pointer_from_handle (handle);
cogl_color_set_from_4f (diffuse,
material->diffuse[0],
material->diffuse[1],
material->diffuse[2],
material->diffuse[3]);
}
void
cogl_material_set_diffuse (CoglHandle handle,
const CoglColor *diffuse_color)
{
CoglMaterial *material;
GLfloat *diffuse;
g_return_if_fail (cogl_is_material (handle));
material = _cogl_material_pointer_from_handle (handle);
/* possibly flush primitives referencing the current state... */
_cogl_material_pre_change_notify (material,
COGL_MATERIAL_CHANGE_GL_MATERIAL,
NULL);
diffuse = material->diffuse;
diffuse[0] = cogl_color_get_red_float (diffuse_color);
diffuse[1] = cogl_color_get_green_float (diffuse_color);
diffuse[2] = cogl_color_get_blue_float (diffuse_color);
diffuse[3] = cogl_color_get_alpha_float (diffuse_color);
material->flags &= ~COGL_MATERIAL_FLAG_DEFAULT_GL_MATERIAL;
handle_automatic_blend_enable (material);
}
void
cogl_material_set_ambient_and_diffuse (CoglHandle handle,
const CoglColor *color)
{
cogl_material_set_ambient (handle, color);
cogl_material_set_diffuse (handle, color);
}
void
cogl_material_get_specular (CoglHandle handle,
CoglColor *specular)
{
CoglMaterial *material;
g_return_if_fail (cogl_is_material (handle));
material = _cogl_material_pointer_from_handle (handle);
cogl_color_set_from_4f (specular,
material->specular[0],
material->specular[1],
material->specular[2],
material->specular[3]);
}
void
cogl_material_set_specular (CoglHandle handle,
const CoglColor *specular_color)
{
CoglMaterial *material;
GLfloat *specular;
g_return_if_fail (cogl_is_material (handle));
material = _cogl_material_pointer_from_handle (handle);
/* possibly flush primitives referencing the current state... */
_cogl_material_pre_change_notify (material,
COGL_MATERIAL_CHANGE_GL_MATERIAL,
NULL);
specular = material->specular;
specular[0] = cogl_color_get_red_float (specular_color);
specular[1] = cogl_color_get_green_float (specular_color);
specular[2] = cogl_color_get_blue_float (specular_color);
specular[3] = cogl_color_get_alpha_float (specular_color);
material->flags &= ~COGL_MATERIAL_FLAG_DEFAULT_GL_MATERIAL;
handle_automatic_blend_enable (material);
}
float
cogl_material_get_shininess (CoglHandle handle)
{
CoglMaterial *material;
g_return_val_if_fail (cogl_is_material (handle), 0);
material = _cogl_material_pointer_from_handle (handle);
return material->shininess;
}
void
cogl_material_set_shininess (CoglHandle handle,
float shininess)
{
CoglMaterial *material;
g_return_if_fail (cogl_is_material (handle));
if (shininess < 0.0 || shininess > 1.0)
g_warning ("Out of range shininess %f supplied for material\n",
shininess);
material = _cogl_material_pointer_from_handle (handle);
/* possibly flush primitives referencing the current state... */
_cogl_material_pre_change_notify (material,
COGL_MATERIAL_CHANGE_GL_MATERIAL,
NULL);
material->shininess = (GLfloat)shininess * 128.0;
material->flags &= ~COGL_MATERIAL_FLAG_DEFAULT_GL_MATERIAL;
}
void
cogl_material_get_emission (CoglHandle handle,
CoglColor *emission)
{
CoglMaterial *material;
g_return_if_fail (cogl_is_material (handle));
material = _cogl_material_pointer_from_handle (handle);
cogl_color_set_from_4f (emission,
material->emission[0],
material->emission[1],
material->emission[2],
material->emission[3]);
}
void
cogl_material_set_emission (CoglHandle handle,
const CoglColor *emission_color)
{
CoglMaterial *material;
GLfloat *emission;
g_return_if_fail (cogl_is_material (handle));
material = _cogl_material_pointer_from_handle (handle);
/* possibly flush primitives referencing the current state... */
_cogl_material_pre_change_notify (material,
COGL_MATERIAL_CHANGE_GL_MATERIAL,
NULL);
emission = material->emission;
emission[0] = cogl_color_get_red_float (emission_color);
emission[1] = cogl_color_get_green_float (emission_color);
emission[2] = cogl_color_get_blue_float (emission_color);
emission[3] = cogl_color_get_alpha_float (emission_color);
material->flags &= ~COGL_MATERIAL_FLAG_DEFAULT_GL_MATERIAL;
handle_automatic_blend_enable (material);
}
void
cogl_material_set_alpha_test_function (CoglHandle handle,
CoglMaterialAlphaFunc alpha_func,
float alpha_reference)
{
CoglMaterial *material;
g_return_if_fail (cogl_is_material (handle));
material = _cogl_material_pointer_from_handle (handle);
/* possibly flush primitives referencing the current state... */
_cogl_material_pre_change_notify (material,
COGL_MATERIAL_CHANGE_ALPHA_FUNC,
NULL);
material->alpha_func = alpha_func;
material->alpha_func_reference = (GLfloat)alpha_reference;
material->flags &= ~COGL_MATERIAL_FLAG_DEFAULT_ALPHA_FUNC;
}
GLenum
arg_to_gl_blend_factor (CoglBlendStringArgument *arg)
{
if (arg->source.is_zero)
return GL_ZERO;
if (arg->factor.is_one)
return GL_ONE;
else if (arg->factor.is_src_alpha_saturate)
return GL_SRC_ALPHA_SATURATE;
else if (arg->factor.source.info->type ==
COGL_BLEND_STRING_COLOR_SOURCE_SRC_COLOR)
{
if (arg->factor.source.mask != COGL_BLEND_STRING_CHANNEL_MASK_ALPHA)
{
if (arg->factor.source.one_minus)
return GL_ONE_MINUS_SRC_COLOR;
else
return GL_SRC_COLOR;
}
else
{
if (arg->factor.source.one_minus)
return GL_ONE_MINUS_SRC_ALPHA;
else
return GL_SRC_ALPHA;
}
}
else if (arg->factor.source.info->type ==
COGL_BLEND_STRING_COLOR_SOURCE_DST_COLOR)
{
if (arg->factor.source.mask != COGL_BLEND_STRING_CHANNEL_MASK_ALPHA)
{
if (arg->factor.source.one_minus)
return GL_ONE_MINUS_DST_COLOR;
else
return GL_DST_COLOR;
}
else
{
if (arg->factor.source.one_minus)
return GL_ONE_MINUS_DST_ALPHA;
else
return GL_DST_ALPHA;
}
}
#ifndef HAVE_COGL_GLES
else if (arg->factor.source.info->type ==
COGL_BLEND_STRING_COLOR_SOURCE_CONSTANT)
{
if (arg->factor.source.mask != COGL_BLEND_STRING_CHANNEL_MASK_ALPHA)
{
if (arg->factor.source.one_minus)
return GL_ONE_MINUS_CONSTANT_COLOR;
else
return GL_CONSTANT_COLOR;
}
else
{
if (arg->factor.source.one_minus)
return GL_ONE_MINUS_CONSTANT_ALPHA;
else
return GL_CONSTANT_ALPHA;
}
}
#endif
g_warning ("Unable to determine valid blend factor from blend string\n");
return GL_ONE;
}
void
setup_blend_state (CoglBlendStringStatement *statement,
GLenum *blend_equation,
GLint *blend_src_factor,
GLint *blend_dst_factor)
{
#ifndef HAVE_COGL_GLES
switch (statement->function->type)
{
case COGL_BLEND_STRING_FUNCTION_ADD:
*blend_equation = GL_FUNC_ADD;
break;
/* TODO - add more */
default:
g_warning ("Unsupported blend function given");
*blend_equation = GL_FUNC_ADD;
}
#endif
*blend_src_factor = arg_to_gl_blend_factor (&statement->args[0]);
*blend_dst_factor = arg_to_gl_blend_factor (&statement->args[1]);
}
gboolean
cogl_material_set_blend (CoglHandle handle,
const char *blend_description,
GError **error)
{
CoglMaterial *material;
CoglBlendStringStatement statements[2];
CoglBlendStringStatement *rgb;
CoglBlendStringStatement *a;
GError *internal_error = NULL;
int count;
g_return_val_if_fail (cogl_is_material (handle), FALSE);
material = _cogl_material_pointer_from_handle (handle);
count =
_cogl_blend_string_compile (blend_description,
COGL_BLEND_STRING_CONTEXT_BLENDING,
statements,
&internal_error);
if (!count)
{
if (error)
g_propagate_error (error, internal_error);
else
{
g_warning ("Cannot compile blend description: %s\n",
internal_error->message);
g_error_free (internal_error);
}
return FALSE;
}
if (count == 1)
rgb = a = statements;
else
{
rgb = &statements[0];
a = &statements[1];
}
/* possibly flush primitives referencing the current state... */
_cogl_material_pre_change_notify (material,
COGL_MATERIAL_CHANGE_BLEND,
NULL);
#ifndef HAVE_COGL_GLES
setup_blend_state (rgb,
&material->blend_equation_rgb,
&material->blend_src_factor_rgb,
&material->blend_dst_factor_rgb);
setup_blend_state (a,
&material->blend_equation_alpha,
&material->blend_src_factor_alpha,
&material->blend_dst_factor_alpha);
#else
setup_blend_state (rgb,
NULL,
&material->blend_src_factor_rgb,
&material->blend_dst_factor_rgb);
#endif
material->flags &= ~COGL_MATERIAL_FLAG_DEFAULT_BLEND;
return TRUE;
}
void
cogl_material_set_blend_constant (CoglHandle handle,
CoglColor *constant_color)
{
#ifndef HAVE_COGL_GLES
CoglMaterial *material;
GLfloat *constant;
g_return_if_fail (cogl_is_material (handle));
material = _cogl_material_pointer_from_handle (handle);
/* possibly flush primitives referencing the current state... */
_cogl_material_pre_change_notify (material,
COGL_MATERIAL_CHANGE_BLEND,
NULL);
constant = material->blend_constant;
constant[0] = cogl_color_get_red_float (constant_color);
constant[1] = cogl_color_get_green_float (constant_color);
constant[2] = cogl_color_get_blue_float (constant_color);
constant[3] = cogl_color_get_alpha_float (constant_color);
material->flags &= ~COGL_MATERIAL_FLAG_DEFAULT_BLEND;
#endif
}
/* XXX: for now we don't mind if the program has vertex shaders
* attached but if we ever make a similar API public we should only
* allow attaching of programs containing fragment shaders. Eventually
* we will have a CoglPipeline abstraction to also cover vertex
* processing.
*/
void
_cogl_material_set_user_program (CoglHandle handle,
CoglHandle program)
{
CoglMaterial *material;
g_return_if_fail (cogl_is_material (handle));
material = _cogl_material_pointer_from_handle (handle);
if (material->user_program == program)
return;
/* possibly flush primitives referencing the current state... */
_cogl_material_pre_change_notify (material,
COGL_MATERIAL_CHANGE_USER_SHADER,
NULL);
_cogl_material_set_backend (material, COGL_MATERIAL_BACKEND_DEFAULT);
if (program != COGL_INVALID_HANDLE)
cogl_handle_ref (program);
if (material->user_program != COGL_INVALID_HANDLE)
cogl_handle_unref (material->user_program);
material->user_program = program;
if (program == COGL_INVALID_HANDLE)
material->flags |= COGL_MATERIAL_FLAG_DEFAULT_USER_SHADER;
else
material->flags &= ~COGL_MATERIAL_FLAG_DEFAULT_USER_SHADER;
}
static void
texture_unit_init (CoglTextureUnit *unit, int index_)
{
unit->index = index_;
unit->enabled = FALSE;
unit->enabled_gl_target = 0;
unit->gl_texture = 0;
unit->is_foreign = FALSE;
unit->dirty_gl_texture = FALSE;
unit->matrix_stack = _cogl_matrix_stack_new ();
unit->layer = NULL;
unit->layer_differences = COGL_MATERIAL_LAYER_DIFFERENCE_COMBINE;
unit->fallback = FALSE;
unit->layer0_overridden = FALSE;
unit->texture = COGL_INVALID_HANDLE;
}
static void
texture_unit_free (CoglTextureUnit *unit)
{
_cogl_matrix_stack_destroy (unit->matrix_stack);
}
CoglTextureUnit *
_cogl_get_texture_unit (int index_)
{
_COGL_GET_CONTEXT (ctx, NULL);
if (ctx->texture_units->len < (index_ + 1))
{
int i;
int prev_len = ctx->texture_units->len;
ctx->texture_units = g_array_set_size (ctx->texture_units, index_ + 1);
for (i = prev_len; i <= index_; i++)
{
CoglTextureUnit *unit =
&g_array_index (ctx->texture_units, CoglTextureUnit, i);
texture_unit_init (unit, i);
}
}
return &g_array_index (ctx->texture_units, CoglTextureUnit, index_);
}
void
_cogl_destroy_texture_units (void)
{
int i;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
for (i = 0; i < ctx->texture_units->len; i++)
{
CoglTextureUnit *unit =
&g_array_index (ctx->texture_units, CoglTextureUnit, i);
texture_unit_free (unit);
}
g_array_free (ctx->texture_units, TRUE);
}
static void
set_active_texture_unit (int unit_index)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (ctx->active_texture_unit != unit_index)
{
GE (glActiveTexture (GL_TEXTURE0 + unit_index));
ctx->active_texture_unit = unit_index;
}
}
/* Note: this conceptually has slightly different semantics to
* OpenGL's glBindTexture because Cogl never cares about tracking
* multiple textures bound to different targets on the same texture
* unit.
*
* glBindTexture lets you bind multiple textures to a single texture
* unit if they are bound to different targets. So it does something
* like:
* unit->current_texture[target] = texture;
*
* Cogl only lets you associate one texture with the currently active
* texture unit, so the target is basically a redundant parameter
* that's implicitly set on that texture.
*
* Technically this is just a thin wrapper around glBindTexture so
* actually it does have the GL semantics but it seems worth
* mentioning the conceptual difference in case anyone wonders why we
* don't associate the gl_texture with a gl_target in the
* CoglTextureUnit.
*/
void
_cogl_bind_gl_texture_transient (GLenum gl_target,
GLuint gl_texture,
gboolean is_foreign)
{
CoglTextureUnit *unit;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
unit = _cogl_get_texture_unit (ctx->active_texture_unit);
/* NB: If we have previously bound a foreign texture to this texture
* unit we don't know if that texture has since been deleted and we
* are seeing the texture name recycled */
if (unit->gl_texture == gl_texture &&
!unit->dirty_gl_texture &&
!unit->is_foreign)
return;
GE (glBindTexture (gl_target, gl_texture));
unit->dirty_gl_texture = TRUE;
unit->is_foreign = is_foreign;
}
void
_cogl_delete_gl_texture (GLuint gl_texture)
{
int i;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
for (i = 0; i < ctx->texture_units->len; i++)
{
CoglTextureUnit *unit =
&g_array_index (ctx->texture_units, CoglTextureUnit, i);
if (unit->gl_texture == gl_texture)
{
unit->gl_texture = 0;
unit->dirty_gl_texture = FALSE;
}
}
}
/* Asserts that a layer corresponding to the given index exists. If no
* match is found, then a new empty layer is added.
*/
static CoglMaterialLayer *
_cogl_material_get_layer (CoglMaterial *material,
int index_,
gboolean create_if_not_found)
{
CoglMaterialLayer *layer;
GList *l;
CoglHandle layer_handle;
int i;
for (l = material->layers, i = 0; l != NULL; l = l->next, i++)
{
layer = l->data;
if (layer->index == index_)
return layer;
/* The layers are always sorted, so at this point we know this layer
* doesn't exist */
if (layer->index > index_)
break;
}
/* NB: if we now insert a new layer before l, that will maintain order.
*/
if (!create_if_not_found)
return NULL;
/* possibly flush primitives referencing the current state... */
_cogl_material_pre_change_notify (material,
COGL_MATERIAL_CHANGE_LAYERS,
NULL);
layer = g_slice_new0 (CoglMaterialLayer);
layer_handle = _cogl_material_layer_handle_new (layer);
layer->material = material;
layer->index = index_;
layer->differences = 0;
layer->mag_filter = COGL_MATERIAL_FILTER_LINEAR;
layer->min_filter = COGL_MATERIAL_FILTER_LINEAR;
layer->wrap_mode_s = COGL_MATERIAL_WRAP_MODE_AUTOMATIC;
layer->wrap_mode_t = COGL_MATERIAL_WRAP_MODE_AUTOMATIC;
layer->wrap_mode_r = COGL_MATERIAL_WRAP_MODE_AUTOMATIC;
layer->texture = COGL_INVALID_HANDLE;
layer->unit_index = i;
/* Choose the same default combine mode as OpenGL:
* MODULATE(PREVIOUS[RGBA],TEXTURE[RGBA]) */
layer->texture_combine_rgb_func = GL_MODULATE;
layer->texture_combine_rgb_src[0] = GL_PREVIOUS;
layer->texture_combine_rgb_src[1] = GL_TEXTURE;
layer->texture_combine_rgb_op[0] = GL_SRC_COLOR;
layer->texture_combine_rgb_op[1] = GL_SRC_COLOR;
layer->texture_combine_alpha_func = GL_MODULATE;
layer->texture_combine_alpha_src[0] = GL_PREVIOUS;
layer->texture_combine_alpha_src[1] = GL_TEXTURE;
layer->texture_combine_alpha_op[0] = GL_SRC_ALPHA;
layer->texture_combine_alpha_op[1] = GL_SRC_ALPHA;
cogl_matrix_init_identity (&layer->matrix);
/* Note: see comment after for() loop above */
material->layers =
g_list_insert_before (material->layers, l, layer_handle);
material->flags &= ~COGL_MATERIAL_FLAG_DEFAULT_LAYERS;
material->n_layers++;
return layer;
}
void
cogl_material_set_layer (CoglHandle material_handle,
int layer_index,
CoglHandle texture_handle)
{
CoglMaterial *material;
CoglMaterialLayer *layer;
g_return_if_fail (cogl_is_material (material_handle));
g_return_if_fail (texture_handle == COGL_INVALID_HANDLE
|| cogl_is_texture (texture_handle));
material = _cogl_material_pointer_from_handle (material_handle);
layer = _cogl_material_get_layer (material, layer_index, TRUE);
if (texture_handle == layer->texture)
return;
/* possibly flush primitives referencing the current state... */
_cogl_material_pre_change_notify (material,
COGL_MATERIAL_CHANGE_LAYERS,
NULL);
if (texture_handle)
cogl_handle_ref (texture_handle);
if (layer->texture)
cogl_handle_unref (layer->texture);
layer->texture = texture_handle;
handle_automatic_blend_enable (material);
layer->differences |= COGL_MATERIAL_LAYER_DIFFERENCE_TEXTURE;
}
static void
setup_texture_combine_state (CoglBlendStringStatement *statement,
GLint *texture_combine_func,
GLint *texture_combine_src,
GLint *texture_combine_op)
{
int i;
switch (statement->function->type)
{
case COGL_BLEND_STRING_FUNCTION_REPLACE:
*texture_combine_func = GL_REPLACE;
break;
case COGL_BLEND_STRING_FUNCTION_MODULATE:
*texture_combine_func = GL_MODULATE;
break;
case COGL_BLEND_STRING_FUNCTION_ADD:
*texture_combine_func = GL_ADD;
break;
case COGL_BLEND_STRING_FUNCTION_ADD_SIGNED:
*texture_combine_func = GL_ADD_SIGNED;
break;
case COGL_BLEND_STRING_FUNCTION_INTERPOLATE:
*texture_combine_func = GL_INTERPOLATE;
break;
case COGL_BLEND_STRING_FUNCTION_SUBTRACT:
*texture_combine_func = GL_SUBTRACT;
break;
case COGL_BLEND_STRING_FUNCTION_DOT3_RGB:
*texture_combine_func = GL_DOT3_RGB;
break;
case COGL_BLEND_STRING_FUNCTION_DOT3_RGBA:
*texture_combine_func = GL_DOT3_RGBA;
break;
}
for (i = 0; i < statement->function->argc; i++)
{
CoglBlendStringArgument *arg = &statement->args[i];
switch (arg->source.info->type)
{
case COGL_BLEND_STRING_COLOR_SOURCE_CONSTANT:
texture_combine_src[i] = GL_CONSTANT;
break;
case COGL_BLEND_STRING_COLOR_SOURCE_TEXTURE:
texture_combine_src[i] = GL_TEXTURE;
break;
case COGL_BLEND_STRING_COLOR_SOURCE_TEXTURE_N:
texture_combine_src[i] =
GL_TEXTURE0 + arg->source.texture;
break;
case COGL_BLEND_STRING_COLOR_SOURCE_PRIMARY:
texture_combine_src[i] = GL_PRIMARY_COLOR;
break;
case COGL_BLEND_STRING_COLOR_SOURCE_PREVIOUS:
texture_combine_src[i] = GL_PREVIOUS;
break;
default:
g_warning ("Unexpected texture combine source");
texture_combine_src[i] = GL_TEXTURE;
}
if (arg->source.mask == COGL_BLEND_STRING_CHANNEL_MASK_RGB)
{
if (statement->args[i].source.one_minus)
texture_combine_op[i] = GL_ONE_MINUS_SRC_COLOR;
else
texture_combine_op[i] = GL_SRC_COLOR;
}
else
{
if (statement->args[i].source.one_minus)
texture_combine_op[i] = GL_ONE_MINUS_SRC_ALPHA;
else
texture_combine_op[i] = GL_SRC_ALPHA;
}
}
}
gboolean
cogl_material_set_layer_combine (CoglHandle handle,
int layer_index,
const char *combine_description,
GError **error)
{
CoglMaterial *material;
CoglMaterialLayer *layer;
CoglBlendStringStatement statements[2];
CoglBlendStringStatement split[2];
CoglBlendStringStatement *rgb;
CoglBlendStringStatement *a;
GError *internal_error = NULL;
int count;
g_return_val_if_fail (cogl_is_material (handle), FALSE);
material = _cogl_material_pointer_from_handle (handle);
layer = _cogl_material_get_layer (material, layer_index, TRUE);
count =
_cogl_blend_string_compile (combine_description,
COGL_BLEND_STRING_CONTEXT_TEXTURE_COMBINE,
statements,
&internal_error);
if (!count)
{
if (error)
g_propagate_error (error, internal_error);
else
{
g_warning ("Cannot compile combine description: %s\n",
internal_error->message);
g_error_free (internal_error);
}
return FALSE;
}
if (statements[0].mask == COGL_BLEND_STRING_CHANNEL_MASK_RGBA)
{
_cogl_blend_string_split_rgba_statement (statements,
&split[0], &split[1]);
rgb = &split[0];
a = &split[1];
}
else
{
rgb = &statements[0];
a = &statements[1];
}
/* possibly flush primitives referencing the current state... */
_cogl_material_layer_pre_change_notify (
layer,
COGL_MATERIAL_LAYER_CHANGE_COMBINE);
setup_texture_combine_state (rgb,
&layer->texture_combine_rgb_func,
layer->texture_combine_rgb_src,
layer->texture_combine_rgb_op);
setup_texture_combine_state (a,
&layer->texture_combine_alpha_func,
layer->texture_combine_alpha_src,
layer->texture_combine_alpha_op);
layer->differences |= COGL_MATERIAL_LAYER_DIFFERENCE_COMBINE;
return TRUE;
}
void
cogl_material_set_layer_combine_constant (CoglHandle handle,
int layer_index,
CoglColor *constant_color)
{
CoglMaterial *material;
CoglMaterialLayer *layer;
GLfloat *constant;
g_return_if_fail (cogl_is_material (handle));
material = _cogl_material_pointer_from_handle (handle);
layer = _cogl_material_get_layer (material, layer_index, TRUE);
/* possibly flush primitives referencing the current state... */
_cogl_material_layer_pre_change_notify (
layer,
COGL_MATERIAL_LAYER_CHANGE_COMBINE_CONSTANT);
constant = layer->texture_combine_constant;
constant[0] = cogl_color_get_red_float (constant_color);
constant[1] = cogl_color_get_green_float (constant_color);
constant[2] = cogl_color_get_blue_float (constant_color);
constant[3] = cogl_color_get_alpha_float (constant_color);
layer->differences |= COGL_MATERIAL_LAYER_DIFFERENCE_COMBINE_CONSTANT;
}
void
cogl_material_set_layer_matrix (CoglHandle material_handle,
int layer_index,
CoglMatrix *matrix)
{
CoglMaterial *material;
CoglMaterialLayer *layer;
static gboolean initialized_identity_matrix = FALSE;
static CoglMatrix identity_matrix;
g_return_if_fail (cogl_is_material (material_handle));
material = _cogl_material_pointer_from_handle (material_handle);
layer = _cogl_material_get_layer (material, layer_index, TRUE);
if (cogl_matrix_equal (matrix, &layer->matrix))
return;
/* possibly flush primitives referencing the current state... */
_cogl_material_layer_pre_change_notify (
layer,
COGL_MATERIAL_LAYER_CHANGE_USER_MATRIX);
layer->matrix = *matrix;
if (G_UNLIKELY (!initialized_identity_matrix))
cogl_matrix_init_identity (&identity_matrix);
if (cogl_matrix_equal (matrix, &identity_matrix))
layer->differences &= ~COGL_MATERIAL_LAYER_DIFFERENCE_USER_MATRIX;
else
layer->differences |= COGL_MATERIAL_LAYER_DIFFERENCE_USER_MATRIX;
}
static void
_cogl_material_layer_free (CoglMaterialLayer *layer)
{
CoglTextureUnit *unit = _cogl_get_texture_unit (layer->unit_index);
/* Since we're freeing the layer make sure the texture unit no
* longer keeps a back reference to it */
if (unit->layer == layer)
unit->layer = NULL;
if (layer->texture != COGL_INVALID_HANDLE)
cogl_handle_unref (layer->texture);
g_slice_free (CoglMaterialLayer, layer);
}
void
cogl_material_remove_layer (CoglHandle material_handle,
int layer_index)
{
CoglMaterial *material;
CoglMaterialLayer *layer;
GList *l;
GList *l2;
gboolean found = FALSE;
int i;
g_return_if_fail (cogl_is_material (material_handle));
material = _cogl_material_pointer_from_handle (material_handle);
for (l = material->layers, i = 0; l != NULL; l = l2, i++)
{
/* were going to be modifying the list and continuing to iterate
* it so we get the pointer to the next link now... */
l2 = l->next;
layer = l->data;
if (layer->index == layer_index)
{
CoglHandle handle = (CoglHandle) layer;
found = TRUE;
/* possibly flush primitives referencing the current state... */
_cogl_material_pre_change_notify (material,
COGL_MATERIAL_CHANGE_LAYERS,
NULL);
cogl_handle_unref (handle);
material->layers = g_list_delete_link (material->layers, l);
material->n_layers--;
/* We need to iterate through the rest of the layers
* updating the texture unit that they reference. */
continue;
}
/* All layers following a removed layer need to have their
* associated texture unit updated... */
if (found)
{
_cogl_material_layer_pre_change_notify (
layer,
COGL_MATERIAL_LAYER_CHANGE_UNIT);
layer->unit_index = i;
}
}
handle_automatic_blend_enable (material);
}
/* XXX: This API is hopfully just a stop-gap solution. Ideally _cogl_enable
* will be replaced. */
unsigned long
_cogl_material_get_cogl_enable_flags (CoglHandle material_handle)
{
CoglMaterial *material;
unsigned long enable_flags = 0;
_COGL_GET_CONTEXT (ctx, 0);
g_return_val_if_fail (cogl_is_material (material_handle), 0);
material = _cogl_material_pointer_from_handle (material_handle);
/* Enable blending if the geometry has an associated alpha color,
* or the material wants blending enabled. */
if (material->flags & COGL_MATERIAL_FLAG_ENABLE_BLEND)
enable_flags |= COGL_ENABLE_BLEND;
return enable_flags;
}
/* It's a bit out of the ordinary to return a const GList *, but it's
* probably sensible to try and avoid list manipulation for every
* primitive emitted in a scene, every frame.
*
* Alternatively; we could either add a _foreach function, or maybe
* a function that gets a passed a buffer (that may be stack allocated)
* by the caller.
*/
const GList *
cogl_material_get_layers (CoglHandle material_handle)
{
CoglMaterial *material;
g_return_val_if_fail (cogl_is_material (material_handle), NULL);
material = _cogl_material_pointer_from_handle (material_handle);
return material->layers;
}
int
cogl_material_get_n_layers (CoglHandle material_handle)
{
CoglMaterial *material;
g_return_val_if_fail (cogl_is_material (material_handle), 0);
material = _cogl_material_pointer_from_handle (material_handle);
return material->n_layers;
}
CoglMaterialLayerType
cogl_material_layer_get_type (CoglHandle layer_handle)
{
return COGL_MATERIAL_LAYER_TYPE_TEXTURE;
}
CoglHandle
cogl_material_layer_get_texture (CoglHandle layer_handle)
{
CoglMaterialLayer *layer;
g_return_val_if_fail (cogl_is_material_layer (layer_handle),
COGL_INVALID_HANDLE);
layer = _cogl_material_layer_pointer_from_handle (layer_handle);
return layer->texture;
}
gboolean
_cogl_material_layer_has_user_matrix (CoglHandle layer_handle)
{
CoglMaterialLayer *layer =
_cogl_material_layer_pointer_from_handle (layer_handle);
return layer->differences & COGL_MATERIAL_LAYER_CHANGE_USER_MATRIX ?
TRUE : FALSE;
}
static CoglHandle
_cogl_material_layer_copy (CoglHandle layer_handle)
{
CoglMaterialLayer *layer =
_cogl_material_layer_pointer_from_handle (layer_handle);
CoglMaterialLayer *layer_copy = g_slice_new (CoglMaterialLayer);
memcpy (layer_copy, layer, sizeof (CoglMaterialLayer));
if (layer_copy->texture != COGL_INVALID_HANDLE)
cogl_handle_ref (layer_copy->texture);
return _cogl_material_layer_handle_new (layer_copy);
}
static gboolean
is_mipmap_filter (CoglMaterialFilter filter)
{
return (filter == COGL_MATERIAL_FILTER_NEAREST_MIPMAP_NEAREST
|| filter == COGL_MATERIAL_FILTER_LINEAR_MIPMAP_NEAREST
|| filter == COGL_MATERIAL_FILTER_NEAREST_MIPMAP_LINEAR
|| filter == COGL_MATERIAL_FILTER_LINEAR_MIPMAP_LINEAR);
}
#ifndef HAVE_COGL_GLES
static int
get_max_texture_image_units (void)
{
_COGL_GET_CONTEXT (ctx, 0);
/* This function is called quite often so we cache the value to
avoid too many GL calls */
if (G_UNLIKELY (ctx->max_texture_image_units == -1))
{
ctx->max_texture_image_units = 1;
GE (glGetIntegerv (GL_MAX_TEXTURE_IMAGE_UNITS,
&ctx->max_texture_image_units));
}
return ctx->max_texture_image_units;
}
#endif
static void
disable_texture_unit (int unit_index)
{
CoglTextureUnit *unit;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
unit = &g_array_index (ctx->texture_units, CoglTextureUnit, unit_index);
#ifndef DISABLE_MATERIAL_CACHE
if (unit->enabled)
#endif
{
set_active_texture_unit (unit_index);
GE (glDisable (unit->enabled_gl_target));
unit->enabled_gl_target = 0;
unit->enabled = FALSE;
/* XXX: This implies that a lot of unneeded work will happen
* if a given layer somehow simply gets disabled and enabled
* without changing. Currently the public CoglMaterial API
* doesn't give a way to disable layers but one day we may
* want to avoid doing this if that changes... */
unit->layer = NULL;
}
}
void
_cogl_material_layer_ensure_mipmaps (CoglHandle layer_handle)
{
CoglMaterialLayer *layer;
layer = _cogl_material_layer_pointer_from_handle (layer_handle);
if (layer->texture &&
(is_mipmap_filter (layer->min_filter) ||
is_mipmap_filter (layer->mag_filter)))
_cogl_texture_ensure_mipmaps (layer->texture);
}
static unsigned int
get_n_args_for_combine_func (GLint func)
{
switch (func)
{
case GL_REPLACE:
return 1;
case GL_MODULATE:
case GL_ADD:
case GL_ADD_SIGNED:
case GL_SUBTRACT:
case GL_DOT3_RGB:
case GL_DOT3_RGBA:
return 2;
case GL_INTERPOLATE:
return 3;
}
return 0;
}
void
_cogl_gl_use_program_wrapper (GLuint program)
{
#ifdef COGL_MATERIAL_BACKEND_GLSL
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (ctx->current_gl_program == program)
return;
if (program)
{
GLenum gl_error;
while ((gl_error = glGetError ()) != GL_NO_ERROR)
;
glUseProgram (program);
if (glGetError () != GL_NO_ERROR)
{
GE (glUseProgram (0));
ctx->current_gl_program = 0;
return;
}
}
else
GE (glUseProgram (0));
ctx->current_gl_program = program;
#endif
}
static void
disable_glsl (void)
{
#ifdef COGL_MATERIAL_BACKEND_GLSL
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (ctx->current_use_program_type == COGL_MATERIAL_PROGRAM_TYPE_GLSL)
_cogl_gl_use_program_wrapper (0);
#endif
}
static void
disable_arbfp (void)
{
#ifdef COGL_MATERIAL_BACKEND_ARBFP
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (ctx->current_use_program_type == COGL_MATERIAL_PROGRAM_TYPE_ARBFP)
GE (glDisable (GL_FRAGMENT_PROGRAM_ARB));
#endif
}
static void
use_program (CoglHandle program_handle, CoglMaterialProgramType type)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
switch (type)
{
#ifdef COGL_MATERIAL_BACKEND_GLSL
case COGL_MATERIAL_PROGRAM_TYPE_GLSL:
{
/* The GLES2 backend currently manages its own codegen for
* fixed function API fallbacks and manages its own shader
* state. */
#ifndef HAVE_COGL_GLES2
CoglProgram *program =
_cogl_program_pointer_from_handle (program_handle);
_cogl_gl_use_program_wrapper (program->gl_handle);
disable_arbfp ();
#endif
ctx->current_use_program_type = type;
break;
}
#else
case COGL_MATERIAL_PROGRAM_TYPE_GLSL:
g_warning ("Unexpected use of GLSL backend!");
break;
#endif
#ifdef COGL_MATERIAL_BACKEND_ARBFP
case COGL_MATERIAL_PROGRAM_TYPE_ARBFP:
/* _cogl_gl_use_program_wrapper can be called by cogl-program.c
* so we can't bailout without making sure we glUseProgram (0)
* first. */
disable_glsl ();
if (ctx->current_use_program_type == COGL_MATERIAL_PROGRAM_TYPE_ARBFP)
break;
GE (glEnable (GL_FRAGMENT_PROGRAM_ARB));
ctx->current_use_program_type = type;
break;
#else
case COGL_MATERIAL_PROGRAM_TYPE_ARBFP:
g_warning ("Unexpected use of GLSL backend!");
break;
#endif
#ifdef COGL_MATERIAL_BACKEND_FIXED
case COGL_MATERIAL_PROGRAM_TYPE_FIXED:
/* _cogl_gl_use_program_wrapper can be called by cogl-program.c
* so we can't bailout without making sure we glUseProgram (0)
* first. */
disable_glsl ();
if (ctx->current_use_program_type == COGL_MATERIAL_PROGRAM_TYPE_FIXED)
break;
disable_arbfp ();
ctx->current_use_program_type = type;
#endif
}
}
#ifdef COGL_MATERIAL_BACKEND_GLSL
static int
_cogl_material_backend_glsl_get_max_texture_units (void)
{
return get_max_texture_image_units ();
}
static gboolean
_cogl_material_backend_glsl_start (CoglMaterial *material)
{
_COGL_GET_CONTEXT (ctx, FALSE);
if (!cogl_features_available (COGL_FEATURE_SHADERS_GLSL))
return FALSE;
/* FIXME: This will likely conflict with the GLES 2 backends use of
* glUseProgram.
*/
if (!(ctx->current_material_flags & COGL_MATERIAL_FLAG_DEFAULT_USER_SHADER
&& material->flags & COGL_MATERIAL_FLAG_DEFAULT_USER_SHADER))
{
CoglHandle program = material->user_program;
if (program == COGL_INVALID_HANDLE)
return FALSE; /* XXX: change me when we support code generation here */
use_program (program, COGL_MATERIAL_PROGRAM_TYPE_GLSL);
return TRUE;
}
/* TODO: also support code generation */
return FALSE;
}
gboolean
_cogl_material_backend_glsl_add_layer (CoglMaterialLayer *layer)
{
return TRUE;
}
gboolean
_cogl_material_backend_glsl_passthrough (CoglMaterial *material)
{
return TRUE;
}
gboolean
_cogl_material_backend_glsl_end (CoglMaterial *material)
{
return TRUE;
}
static const CoglMaterialBackend _cogl_material_glsl_backend =
{
_cogl_material_backend_glsl_get_max_texture_units,
_cogl_material_backend_glsl_start,
_cogl_material_backend_glsl_add_layer,
_cogl_material_backend_glsl_passthrough,
_cogl_material_backend_glsl_end,
NULL, /* material_state_change_notify */
NULL, /* layer_state_change_notify */
NULL, /* free_priv */
};
#endif /* COGL_MATERIAL_BACKEND_GLSL */
#ifdef COGL_MATERIAL_BACKEND_ARBFP
static int
_cogl_material_backend_arbfp_get_max_texture_units (void)
{
return get_max_texture_image_units ();
}
static gboolean
_cogl_material_backend_arbfp_start (CoglMaterial *material)
{
CoglMaterialBackendARBfpPrivate *priv;
_COGL_GET_CONTEXT (ctx, FALSE);
if (!_cogl_features_available_private (COGL_FEATURE_PRIVATE_ARB_FP))
return FALSE;
/* TODO: support fog */
if (ctx->fog_enabled)
return FALSE;
if (!material->backend_priv)
material->backend_priv = g_slice_new0 (CoglMaterialBackendARBfpPrivate);
priv = material->backend_priv;
if (priv->gl_program == 0)
{
/* Se reuse a single grow-only GString for ARBfp code-gen */
g_string_set_size (ctx->arbfp_source_buffer, 0);
priv->source = ctx->arbfp_source_buffer;
g_string_append (priv->source,
"!!ARBfp1.0\n"
"TEMP output;\n"
"TEMP tmp0, tmp1, tmp2, tmp3, tmp4;\n"
"PARAM half = {.5, .5, .5, .5};\n"
"PARAM one = {1, 1, 1, 1};\n"
"PARAM two = {2, 2, 2, 2};\n"
"PARAM minus_one = {-1, -1, -1, -1};\n");
priv->sampled = g_new0 (gboolean, material->n_layers);
}
return TRUE;
}
/* Determines if we need to handle the RGB and A texture combining
* separately or is the same function used for both channel masks and
* with the same arguments...
*/
static gboolean
need_texture_combine_separate (CoglMaterialLayer *layer)
{
int n_args;
int i;
if (layer->texture_combine_rgb_func != layer->texture_combine_alpha_func)
return TRUE;
n_args = get_n_args_for_combine_func (layer->texture_combine_rgb_func);
for (i = 0; i < n_args; i++)
{
if (layer->texture_combine_rgb_src[i] !=
layer->texture_combine_alpha_src[i])
return TRUE;
/*
* We can allow some variation of the source operands without
* needing a separation...
*
* "A = REPLACE (CONSTANT[A])" + either of the following...
* "RGB = REPLACE (CONSTANT[RGB])"
* "RGB = REPLACE (CONSTANT[A])"
*
* can be combined as:
* "RGBA = REPLACE (CONSTANT)" or
* "RGBA = REPLACE (CONSTANT[A])" or
*
* And "A = REPLACE (1-CONSTANT[A])" + either of the following...
* "RGB = REPLACE (1-CONSTANT)" or
* "RGB = REPLACE (1-CONSTANT[A])"
*
* can be combined as:
* "RGBA = REPLACE (1-CONSTANT)" or
* "RGBA = REPLACE (1-CONSTANT[A])"
*/
switch (layer->texture_combine_alpha_op[i])
{
case GL_SRC_ALPHA:
switch (layer->texture_combine_rgb_op[i])
{
case GL_SRC_COLOR:
case GL_SRC_ALPHA:
break;
default:
return FALSE;
}
break;
case GL_ONE_MINUS_SRC_ALPHA:
switch (layer->texture_combine_rgb_op[i])
{
case GL_ONE_MINUS_SRC_COLOR:
case GL_ONE_MINUS_SRC_ALPHA:
break;
default:
return FALSE;
}
break;
default:
return FALSE; /* impossible */
}
}
return FALSE;
}
static const char *
gl_target_to_arbfp_string (GLenum gl_target)
{
#ifndef HAVE_COGL_GLES2
if (gl_target == GL_TEXTURE_1D)
return "1D";
else
#endif
if (gl_target == GL_TEXTURE_2D)
return "2D";
#ifdef GL_ARB_texture_rectangle
else if (gl_target == GL_TEXTURE_RECTANGLE_ARB)
return "RECT";
#endif
else
return "2D";
}
static void
setup_texture_source (CoglMaterialBackendARBfpPrivate *priv,
int unit_index,
GLenum gl_target)
{
if (!priv->sampled[unit_index])
{
g_string_append_printf (priv->source,
"TEMP texel%d;\n"
"TEX texel%d,fragment.texcoord[%d],"
"texture[%d],%s;\n",
unit_index,
unit_index,
unit_index,
unit_index,
gl_target_to_arbfp_string (gl_target));
priv->sampled[unit_index] = TRUE;
}
}
typedef enum _CoglMaterialBackendARBfpArgType
{
COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_SIMPLE,
COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_CONSTANT,
COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_TEXTURE
} CoglMaterialBackendARBfpArgType;
typedef struct _CoglMaterialBackendARBfpArg
{
const char *name;
CoglMaterialBackendARBfpArgType type;
/* for type = TEXTURE */
int texture_unit;
GLenum texture_target;
/* for type = CONSTANT */
int constant_id;
const char *swizzle;
} CoglMaterialBackendARBfpArg;
static void
append_arg (GString *source, const CoglMaterialBackendARBfpArg *arg)
{
switch (arg->type)
{
case COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_TEXTURE:
g_string_append_printf (source, "texel%d%s",
arg->texture_unit, arg->swizzle);
break;
case COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_CONSTANT:
g_string_append_printf (source, "constant%d%s",
arg->constant_id, arg->swizzle);
break;
case COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_SIMPLE:
g_string_append_printf (source, "%s%s",
arg->name, arg->swizzle);
break;
}
}
/* Note: we are trying to avoid duplicating strings during codegen
* which is why we have the slightly awkward
* CoglMaterialBackendARBfpArg mechanism. */
static void
setup_arg (CoglMaterial *material,
CoglMaterialLayer *layer,
CoglBlendStringChannelMask mask,
int arg_index,
GLint src,
GLint op,
CoglMaterialBackendARBfpArg *arg)
{
CoglMaterialBackendARBfpPrivate *priv = material->backend_priv;
static const char *tmp_name[3] = { "tmp0", "tmp1", "tmp2" };
GLenum gl_target;
switch (src)
{
case GL_TEXTURE:
arg->type = COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_TEXTURE;
arg->name = "texel%d";
arg->texture_unit = layer->unit_index;
cogl_texture_get_gl_texture (layer->texture, NULL, &gl_target);
setup_texture_source (priv, arg->texture_unit, gl_target);
break;
case GL_CONSTANT:
arg->type = COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_CONSTANT;
arg->name = "constant%d";
arg->constant_id = priv->next_constant_id++;
g_string_append_printf (priv->source,
"PARAM constant%d = "
" {%f, %f, %f, %f};\n",
arg->constant_id,
layer->texture_combine_constant[0],
layer->texture_combine_constant[1],
layer->texture_combine_constant[2],
layer->texture_combine_constant[3]);
break;
case GL_PRIMARY_COLOR:
arg->type = COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_SIMPLE;
arg->name = "fragment.color.primary";
break;
case GL_PREVIOUS:
arg->type = COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_SIMPLE;
if (layer->unit_index == 0)
arg->name = "fragment.color.primary";
else
arg->name = "output";
break;
default: /* GL_TEXTURE0..N */
arg->type = COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_TEXTURE;
arg->name = "texture[%d]";
arg->texture_unit = src - GL_TEXTURE0;
cogl_texture_get_gl_texture (layer->texture, NULL, &gl_target);
setup_texture_source (priv, arg->texture_unit, gl_target);
}
arg->swizzle = "";
switch (op)
{
case GL_SRC_COLOR:
break;
case GL_ONE_MINUS_SRC_COLOR:
g_string_append_printf (priv->source,
"SUB tmp%d, one, ",
arg_index);
append_arg (priv->source, arg);
g_string_append_printf (priv->source, ";\n");
arg->type = COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_SIMPLE;
arg->name = tmp_name[arg_index];
arg->swizzle = "";
break;
case GL_SRC_ALPHA:
/* avoid a swizzle if we know RGB are going to be masked
* in the end anyway */
if (mask != COGL_BLEND_STRING_CHANNEL_MASK_ALPHA)
arg->swizzle = ".a";
break;
case GL_ONE_MINUS_SRC_ALPHA:
g_string_append_printf (priv->source,
"SUB tmp%d, one, ",
arg_index);
append_arg (priv->source, arg);
/* avoid a swizzle if we know RGB are going to be masked
* in the end anyway */
if (mask != COGL_BLEND_STRING_CHANNEL_MASK_ALPHA)
g_string_append_printf (priv->source, ".a;\n");
else
g_string_append_printf (priv->source, ";\n");
arg->type = COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_SIMPLE;
arg->name = tmp_name[arg_index];
break;
default:
g_error ("Unknown texture combine operator %d", op);
break;
}
}
static gboolean
backend_arbfp_args_equal (CoglMaterialBackendARBfpArg *arg0,
CoglMaterialBackendARBfpArg *arg1)
{
if (arg0->type != arg1->type)
return FALSE;
if (arg0->name != arg1->name &&
strcmp (arg0->name, arg1->name) != 0)
return FALSE;
if (arg0->type == COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_TEXTURE &&
arg0->texture_unit != arg1->texture_unit)
return FALSE;
/* Note we don't have to check the target; a texture unit can only
* have one target enabled at a time. */
if (arg0->type == COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_CONSTANT &&
arg0->constant_id != arg0->constant_id)
return FALSE;
if (arg0->swizzle != arg1->swizzle &&
strcmp (arg0->swizzle, arg1->swizzle) != 0)
return FALSE;
return TRUE;
}
static void
append_function (CoglMaterial *material,
CoglMaterialLayer *layer,
CoglBlendStringChannelMask mask,
GLint function,
CoglMaterialBackendARBfpArg *args,
int n_args)
{
CoglMaterialBackendARBfpPrivate *priv = material->backend_priv;
const char *mask_name;
switch (mask)
{
case COGL_BLEND_STRING_CHANNEL_MASK_RGB:
mask_name = ".rgb";
break;
case COGL_BLEND_STRING_CHANNEL_MASK_ALPHA:
mask_name = ".a";
break;
case COGL_BLEND_STRING_CHANNEL_MASK_RGBA:
mask_name = "";
break;
default:
g_error ("Unknown channel mask %d", mask);
mask_name = "";
}
switch (function)
{
case GL_ADD:
g_string_append_printf (priv->source, "ADD_SAT output%s, ",
mask_name);
break;
case GL_MODULATE:
/* Note: no need to saturate since we can assume operands
* have values in the range [0,1] */
g_string_append_printf (priv->source, "MUL output%s, ",
mask_name);
break;
case GL_REPLACE:
/* Note: no need to saturate since we can assume operand
* has a value in the range [0,1] */
g_string_append_printf (priv->source, "MOV output%s, ",
mask_name);
break;
case GL_SUBTRACT:
g_string_append_printf (priv->source, "SUB_SAT output%s, ",
mask_name);
break;
case GL_ADD_SIGNED:
g_string_append_printf (priv->source, "ADD tmp3%s, ",
mask_name);
append_arg (priv->source, &args[0]);
g_string_append (priv->source, ", ");
append_arg (priv->source, &args[1]);
g_string_append (priv->source, ";\n");
g_string_append_printf (priv->source, "SUB_SAT output%s, tmp3, half",
mask_name);
n_args = 0;
break;
case GL_DOT3_RGB:
/* These functions are the same except that GL_DOT3_RGB never
* updates the alpha channel.
*
* NB: GL_DOT3_RGBA is a bit special because it effectively forces
* an RGBA mask and we end up ignoring any separate alpha channel
* function.
*/
case GL_DOT3_RGBA:
{
const char *tmp4 = "tmp4";
/* The maths for this was taken from Mesa;
* apparently:
*
* tmp3 = 2*src0 - 1
* tmp4 = 2*src1 - 1
* output = DP3 (tmp3, tmp4)
*
* is the same as:
*
* output = 4 * DP3 (src0 - 0.5, src1 - 0.5)
*/
g_string_append (priv->source, "MAD tmp3, two, ");
append_arg (priv->source, &args[0]);
g_string_append (priv->source, ", minus_one;\n");
if (!backend_arbfp_args_equal (&args[0], &args[1]))
{
g_string_append (priv->source, "MAD tmp4, two, ");
append_arg (priv->source, &args[1]);
g_string_append (priv->source, ", minus_one;\n");
}
else
tmp4 = "tmp3";
g_string_append_printf (priv->source,
"DP3_SAT output%s, tmp3, %s",
mask_name, tmp4);
n_args = 0;
}
break;
case GL_INTERPOLATE:
/* Note: no need to saturate since we can assume operands
* have values in the range [0,1] */
/* NB: GL_INTERPOLATE = arg0*arg2 + arg1*(1-arg2)
* but LRP dst, a, b, c = b*a + c*(1-a) */
g_string_append_printf (priv->source, "LRP output%s, ",
mask_name);
append_arg (priv->source, &args[2]);
g_string_append (priv->source, ", ");
append_arg (priv->source, &args[0]);
g_string_append (priv->source, ", ");
append_arg (priv->source, &args[1]);
n_args = 0;
break;
default:
g_error ("Unknown texture combine function %d", function);
g_string_append_printf (priv->source, "MUL_SAT output%s, ",
mask_name);
n_args = 2;
break;
}
if (n_args > 0)
append_arg (priv->source, &args[0]);
if (n_args > 1)
{
g_string_append (priv->source, ", ");
append_arg (priv->source, &args[1]);
}
g_string_append (priv->source, ";\n");
}
static void
append_masked_combine (CoglMaterial *material,
CoglMaterialLayer *layer,
CoglBlendStringChannelMask mask,
GLint function,
GLint *src,
GLint *op)
{
int i;
int n_args;
CoglMaterialBackendARBfpArg args[3];
n_args = get_n_args_for_combine_func (function);
for (i = 0; i < n_args; i++)
{
setup_arg (material,
layer,
mask,
i,
src[i],
op[i],
&args[i]);
}
append_function (material,
layer,
mask,
function,
args,
n_args);
}
static gboolean
_cogl_material_backend_arbfp_add_layer (CoglMaterialLayer *layer)
{
CoglMaterial *material = layer->material;
CoglMaterialBackendARBfpPrivate *priv = material->backend_priv;
/* Notes...
*
* We are ignoring the issue of texture indirection limits until
* someone complains (Ref Section 3.11.6 in the ARB_fragment_program
* spec)
*
* There always five TEMPs named tmp0, tmp1 and tmp2, tmp3 and tmp4
* available and these constants: 'one' = {1, 1, 1, 1}, 'half'
* {.5, .5, .5, .5}, 'two' = {2, 2, 2, 2}, 'minus_one' = {-1, -1,
* -1, -1}
*
* tmp0-2 are intended for dealing with some of the texture combine
* operands (e.g. GL_ONE_MINUS_SRC_COLOR) tmp3/4 are for dealing
* with the GL_ADD_SIGNED texture combine and the GL_DOT3_RGB[A]
* functions.
*
* Each layer outputs to the TEMP called "output", and reads from
* output if it needs to refer to GL_PREVIOUS. (we detect if we are
* layer0 so we will read fragment.color for GL_PREVIOUS in that
* case)
*
* We aim to do all the channels together if the same function is
* used for RGB as for A.
*
* We aim to avoid string duplication / allocations during codegen.
*
* We are careful to only saturate when writing to output.
*/
if (!priv->source)
return TRUE;
if (!need_texture_combine_separate (layer))
{
append_masked_combine (material,
layer,
COGL_BLEND_STRING_CHANNEL_MASK_RGBA,
layer->texture_combine_rgb_func,
layer->texture_combine_rgb_src,
layer->texture_combine_rgb_op);
}
else if (layer->texture_combine_rgb_func == GL_DOT3_RGBA)
{
/* GL_DOT3_RGBA Is a bit weird as a GL_COMBINE_RGB function
* since if you use it, it overrides your ALPHA function...
*/
append_masked_combine (material,
layer,
COGL_BLEND_STRING_CHANNEL_MASK_RGBA,
layer->texture_combine_rgb_func,
layer->texture_combine_rgb_src,
layer->texture_combine_rgb_op);
}
else
{
append_masked_combine (material,
layer,
COGL_BLEND_STRING_CHANNEL_MASK_RGB,
layer->texture_combine_rgb_func,
layer->texture_combine_rgb_src,
layer->texture_combine_rgb_op);
append_masked_combine (material,
layer,
COGL_BLEND_STRING_CHANNEL_MASK_ALPHA,
layer->texture_combine_alpha_func,
layer->texture_combine_alpha_src,
layer->texture_combine_alpha_op);
}
return TRUE;
}
gboolean
_cogl_material_backend_arbfp_passthrough (CoglMaterial *material)
{
CoglMaterialBackendARBfpPrivate *priv = material->backend_priv;
if (!priv->source)
return TRUE;
g_string_append (priv->source, "MOV output, fragment.color.primary;\n");
return TRUE;
}
static gboolean
_cogl_material_backend_arbfp_end (CoglMaterial *material)
{
CoglMaterialBackendARBfpPrivate *priv = material->backend_priv;
_COGL_GET_CONTEXT (ctx, FALSE);
if (priv->source)
{
GLenum gl_error;
g_string_append (priv->source, "MOV result.color,output;\n");
g_string_append (priv->source, "END\n");
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_SHOW_SOURCE))
g_message ("material program:\n%s", priv->source->str);
GE (glGenPrograms (1, &priv->gl_program));
GE (glBindProgram (GL_FRAGMENT_PROGRAM_ARB, priv->gl_program));
while ((gl_error = glGetError ()) != GL_NO_ERROR)
;
glProgramString (GL_FRAGMENT_PROGRAM_ARB,
GL_PROGRAM_FORMAT_ASCII_ARB,
priv->source->len,
priv->source->str);
if (glGetError () != GL_NO_ERROR)
{
g_warning ("\n%s\n%s",
priv->source->str,
glGetString (GL_PROGRAM_ERROR_STRING_ARB));
}
priv->source = NULL;
g_free (priv->sampled);
priv->sampled = NULL;
}
else
GE (glBindProgram (GL_FRAGMENT_PROGRAM_ARB, priv->gl_program));
use_program (COGL_INVALID_HANDLE, COGL_MATERIAL_PROGRAM_TYPE_ARBFP);
return TRUE;
}
static void
_cogl_material_backend_arbfp_material_change_notify (CoglMaterial *material,
unsigned long changes,
GLubyte *new_color)
{
CoglMaterialBackendARBfpPrivate *priv = material->backend_priv;
static const unsigned long fragment_op_changes =
COGL_MATERIAL_CHANGE_LAYERS;
/* TODO: COGL_MATERIAL_CHANGE_FOG */
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (priv &&
priv->gl_program &&
changes & fragment_op_changes)
{
GE (glDeletePrograms (1, &priv->gl_program));
priv->gl_program = 0;
}
}
static void
_cogl_material_backend_arbfp_layer_change_notify (CoglMaterialLayer *layer,
unsigned long changes)
{
/* TODO: we could be saving snippets of texture combine code along
* with each layer and then when a layer changes we would just free
* the snippet. */
return;
}
static void
_cogl_material_backend_arbfp_free_priv (CoglMaterial *material)
{
CoglMaterialBackendARBfpPrivate *priv = material->backend_priv;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (priv)
{
glDeletePrograms (1, &priv->gl_program);
if (priv->sampled)
g_free (priv->sampled);
g_slice_free (CoglMaterialBackendARBfpPrivate, material->backend_priv);
}
}
static const CoglMaterialBackend _cogl_material_arbfp_backend =
{
_cogl_material_backend_arbfp_get_max_texture_units,
_cogl_material_backend_arbfp_start,
_cogl_material_backend_arbfp_add_layer,
_cogl_material_backend_arbfp_passthrough,
_cogl_material_backend_arbfp_end,
_cogl_material_backend_arbfp_material_change_notify,
_cogl_material_backend_arbfp_layer_change_notify,
_cogl_material_backend_arbfp_free_priv
};
#endif /* COGL_MATERIAL_BACKEND_ARBFP */
static int
_cogl_material_backend_fixed_get_max_texture_units (void)
{
_COGL_GET_CONTEXT (ctx, 0);
/* This function is called quite often so we cache the value to
avoid too many GL calls */
if (ctx->max_texture_units == -1)
{
ctx->max_texture_units = 1;
GE (glGetIntegerv (GL_MAX_TEXTURE_UNITS,
&ctx->max_texture_units));
}
return ctx->max_texture_units;
}
static gboolean
_cogl_material_backend_fixed_start (CoglMaterial *material)
{
use_program (COGL_INVALID_HANDLE, COGL_MATERIAL_PROGRAM_TYPE_FIXED);
return TRUE;
}
static gboolean
_cogl_material_backend_fixed_add_layer (CoglMaterialLayer *layer)
{
CoglTextureUnit *unit = _cogl_get_texture_unit (layer->unit_index);
int n_rgb_func_args;
int n_alpha_func_args;
_COGL_GET_CONTEXT (ctx, FALSE);
/* XXX: Beware that since we are changing the active texture unit we
* must make sure we don't call into other Cogl components that may
* temporarily bind texture objects to query/modify parameters until
* we restore texture unit 1 as the active unit. For more details
* about this see the end of _cogl_material_flush_gl_state
*/
set_active_texture_unit (unit->index);
#ifndef DISABLE_MATERIAL_CACHE
if (unit->layer_differences & COGL_MATERIAL_LAYER_DIFFERENCE_COMBINE ||
layer->differences & COGL_MATERIAL_LAYER_DIFFERENCE_COMBINE)
#endif
{
GE (glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE));
/* Set the combiner functions... */
GE (glTexEnvi (GL_TEXTURE_ENV,
GL_COMBINE_RGB,
layer->texture_combine_rgb_func));
GE (glTexEnvi (GL_TEXTURE_ENV,
GL_COMBINE_ALPHA,
layer->texture_combine_alpha_func));
/*
* Setup the function arguments...
*/
/* For the RGB components... */
n_rgb_func_args =
get_n_args_for_combine_func (layer->texture_combine_rgb_func);
GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC0_RGB,
layer->texture_combine_rgb_src[0]));
GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB,
layer->texture_combine_rgb_op[0]));
if (n_rgb_func_args > 1)
{
GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC1_RGB,
layer->texture_combine_rgb_src[1]));
GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_RGB,
layer->texture_combine_rgb_op[1]));
}
if (n_rgb_func_args > 2)
{
GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC2_RGB,
layer->texture_combine_rgb_src[2]));
GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_RGB,
layer->texture_combine_rgb_op[2]));
}
/* For the Alpha component */
n_alpha_func_args =
get_n_args_for_combine_func (layer->texture_combine_alpha_func);
GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC0_ALPHA,
layer->texture_combine_alpha_src[0]));
GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,
layer->texture_combine_alpha_op[0]));
if (n_alpha_func_args > 1)
{
GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC1_ALPHA,
layer->texture_combine_alpha_src[1]));
GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA,
layer->texture_combine_alpha_op[1]));
}
if (n_alpha_func_args > 2)
{
GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC2_ALPHA,
layer->texture_combine_alpha_src[2]));
GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_ALPHA,
layer->texture_combine_alpha_op[2]));
}
GE (glTexEnvfv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR,
layer->texture_combine_constant));
}
return TRUE;
}
static gboolean
_cogl_material_backend_fixed_end (CoglMaterial *material)
{
/* There is a convention to always leave texture unit 1 active and
* since we modify the active unit in
* _cogl_material_backend_fixed_add_layer we need to restore it
* here...
*
* (See the end of _cogl_material_flush_gl_state for more
* details) */
set_active_texture_unit (1);
return TRUE;
}
static const CoglMaterialBackend _cogl_material_fixed_backend =
{
_cogl_material_backend_fixed_get_max_texture_units,
_cogl_material_backend_fixed_start,
_cogl_material_backend_fixed_add_layer,
NULL,
_cogl_material_backend_fixed_end,
NULL, /* material_change_notify */
NULL, /* layer_change_notify */
NULL /* free_priv */
};
/* Here we resolve what low level GL texture we are *actually* going
* to use. This can either be a layer0 override texture, it can be a
* fallback texture or we can query the CoglTexture for the GL
* texture.
*/
static void
_cogl_material_layer_get_texture_info (CoglMaterialLayer *layer,
GLuint layer0_override_texture,
gboolean fallback,
CoglHandle *texture,
GLuint *gl_texture,
GLuint *gl_target)
{
gboolean layer0_overridden = layer0_override_texture ? TRUE : FALSE;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
*texture = layer->texture;
if (G_LIKELY (*texture != COGL_INVALID_HANDLE))
cogl_texture_get_gl_texture (*texture, gl_texture, gl_target);
else
{
fallback = TRUE;
*gl_target = GL_TEXTURE_2D;
}
if (layer0_overridden && layer->unit_index == 0)
{
/* We assume that layer0 overrides are only used for sliced
* textures where the GL texture is actually a sub component
* of the layer->texture... */
*texture = layer->texture;
*gl_texture = layer0_override_texture;
}
else if (fallback)
{
if (*gl_target == GL_TEXTURE_2D)
*texture = ctx->default_gl_texture_2d_tex;
#ifdef HAVE_COGL_GL
else if (*gl_target == GL_TEXTURE_RECTANGLE_ARB)
*texture = ctx->default_gl_texture_rect_tex;
#endif
else
{
g_warning ("We don't have a default texture we can use to fill "
"in for an invalid material layer, since it was "
"using an unsupported texture target ");
/* might get away with this... */
*texture = ctx->default_gl_texture_2d_tex;
}
cogl_texture_get_gl_texture (*texture, gl_texture, NULL);
}
}
#ifndef HAVE_COGL_GLES
static gboolean
blend_factor_uses_constant (GLenum blend_factor)
{
return (blend_factor == GL_CONSTANT_COLOR ||
blend_factor == GL_ONE_MINUS_CONSTANT_COLOR ||
blend_factor == GL_CONSTANT_ALPHA ||
blend_factor == GL_ONE_MINUS_CONSTANT_ALPHA);
}
#endif
static void
_cogl_material_flush_color_blend_alpha_state (CoglMaterial *material,
gboolean skip_gl_color)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!skip_gl_color)
{
if (!(ctx->current_material_flags & COGL_MATERIAL_FLAG_DEFAULT_COLOR) ||
!(material->flags & COGL_MATERIAL_FLAG_DEFAULT_COLOR) ||
/* Assume if we were previously told to skip the color, then
* the current color needs updating... */
ctx->current_material_skip_gl_color)
{
GE (glColor4ub (material->unlit[0],
material->unlit[1],
material->unlit[2],
material->unlit[3]));
}
}
/* XXX:
* Currently we only don't update state when the flags indicate that the
* current material uses the defaults, and the new material also uses the
* defaults, but we could do deeper comparisons of state.
*/
if (!(ctx->current_material_flags &
COGL_MATERIAL_FLAG_DEFAULT_GL_MATERIAL) ||
!(material->flags & COGL_MATERIAL_FLAG_DEFAULT_GL_MATERIAL))
{
/* FIXME - we only need to set these if lighting is enabled... */
GE (glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT, material->ambient));
GE (glMaterialfv (GL_FRONT_AND_BACK, GL_DIFFUSE, material->diffuse));
GE (glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, material->specular));
GE (glMaterialfv (GL_FRONT_AND_BACK, GL_EMISSION, material->emission));
GE (glMaterialfv (GL_FRONT_AND_BACK, GL_SHININESS,
&material->shininess));
}
if (!(ctx->current_material_flags & COGL_MATERIAL_FLAG_DEFAULT_BLEND) ||
!(material->flags & COGL_MATERIAL_FLAG_DEFAULT_BLEND))
{
#if defined (HAVE_COGL_GLES2)
gboolean have_blend_equation_seperate = TRUE;
gboolean have_blend_func_separate = TRUE;
#elif defined (HAVE_COGL_GL)
gboolean have_blend_equation_seperate = FALSE;
gboolean have_blend_func_separate = FALSE;
if (ctx->drv.pf_glBlendEquationSeparate) /* Only GL 2.0 + */
have_blend_equation_seperate = TRUE;
if (ctx->drv.pf_glBlendFuncSeparate) /* Only GL 1.4 + */
have_blend_func_separate = TRUE;
#endif
#ifndef HAVE_COGL_GLES /* GLES 1 only has glBlendFunc */
if (have_blend_equation_seperate &&
material->blend_equation_rgb != material->blend_equation_alpha)
GE (glBlendEquationSeparate (material->blend_equation_rgb,
material->blend_equation_alpha));
else
GE (glBlendEquation (material->blend_equation_rgb));
if (blend_factor_uses_constant (material->blend_src_factor_rgb) ||
blend_factor_uses_constant (material->blend_src_factor_alpha) ||
blend_factor_uses_constant (material->blend_dst_factor_rgb) ||
blend_factor_uses_constant (material->blend_dst_factor_alpha))
GE (glBlendColor (material->blend_constant[0],
material->blend_constant[1],
material->blend_constant[2],
material->blend_constant[3]));
if (have_blend_func_separate &&
(material->blend_src_factor_rgb != material->blend_src_factor_alpha ||
(material->blend_src_factor_rgb !=
material->blend_src_factor_alpha)))
GE (glBlendFuncSeparate (material->blend_src_factor_rgb,
material->blend_dst_factor_rgb,
material->blend_src_factor_alpha,
material->blend_dst_factor_alpha));
else
#endif
GE (glBlendFunc (material->blend_src_factor_rgb,
material->blend_dst_factor_rgb));
}
if (!(ctx->current_material_flags & COGL_MATERIAL_FLAG_DEFAULT_ALPHA_FUNC) ||
!(material->flags & COGL_MATERIAL_FLAG_DEFAULT_ALPHA_FUNC))
{
/* NB: Currently the Cogl defines are compatible with the GL ones: */
GE (glAlphaFunc (material->alpha_func, material->alpha_func_reference));
}
}
static int
get_max_activateable_texture_units (void)
{
_COGL_GET_CONTEXT (ctx, 0);
if (G_UNLIKELY (ctx->max_activateable_texture_units == -1))
{
#ifdef HAVE_COGL_GL
GLint max_tex_coords;
GLint max_combined_tex_units;
GE (glGetIntegerv (GL_MAX_TEXTURE_COORDS, &max_tex_coords));
GE (glGetIntegerv (GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS,
&max_combined_tex_units));
ctx->max_activateable_texture_units =
MAX (max_tex_coords - 1, max_combined_tex_units);
#else
GE (glGetIntegerv (GL_MAX_TEXTURE_UNITS,
&ctx->max_activateable_texture_units));
#endif
}
return ctx->max_activateable_texture_units;
}
/*
* _cogl_material_flush_common_gl_state:
* @fallback_mask: is a bitmask of the material layers that need to be
* replaced with the default, fallback textures. The fallback textures are
* fully transparent textures so they hopefully wont contribute to the
* texture combining.
*
* The intention of fallbacks is to try and preserve
* the number of layers the user is expecting so that texture coordinates
* they gave will mostly still correspond to the textures they intended, and
* have a fighting chance of looking close to their originally intended
* result.
*
* @disable_mask: is a bitmask of the material layers that will simply have
* texturing disabled. It's only really intended for disabling all layers
* > X; i.e. we'd expect to see a contiguous run of 0 starting from the LSB
* and at some point the remaining bits flip to 1. It might work to disable
* arbitrary layers; though I'm not sure a.t.m how OpenGL would take to
* that.
*
* The intention of the disable_mask is for emitting geometry when the user
* hasn't supplied enough texture coordinates for all the layers and it's
* not possible to auto generate default texture coordinates for those
* layers.
*
* @layer0_override_texture: forcibly tells us to bind this GL texture name for
* layer 0 instead of plucking the gl_texture from the CoglTexture of layer
* 0.
*
* The intention of this is for any primitives that supports sliced textures.
* The code will can iterate each of the slices and re-flush the material
* forcing the GL texture of each slice in turn.
*
* @wrap_mode_overrides: overrides the wrap modes set on each
* layer. This is used to implement the automatic wrap mode.
*
* XXX: It might also help if we could specify a texture matrix for code
* dealing with slicing that would be multiplied with the users own matrix.
*
* Normaly texture coords in the range [0, 1] refer to the extents of the
* texture, but when your GL texture represents a slice of the real texture
* (from the users POV) then a texture matrix would be a neat way of
* transforming the mapping for each slice.
*
* Currently for textured rectangles we manually calculate the texture
* coords for each slice based on the users given coords, but this solution
* isn't ideal, and can't be used with CoglVertexBuffers.
*/
static void
_cogl_material_flush_common_gl_state (CoglMaterial *material,
gboolean skip_gl_color,
guint32 fallback_mask,
guint32 disable_mask,
GLuint layer0_override_texture,
const CoglMaterialWrapModeOverrides *
wrap_mode_overrides)
{
GList *l;
int i;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
_cogl_material_flush_color_blend_alpha_state (material, skip_gl_color);
for (l = material->layers, i = 0; l != NULL; l = l->next, i++)
{
CoglMaterialLayer *layer = l->data;
CoglTextureUnit *unit;
gboolean fallback;
CoglHandle texture;
GLuint gl_texture;
GLenum gl_target;
unit = _cogl_get_texture_unit (layer->unit_index);
/* There may not be enough texture units so we can bail out if
* that's the case...
*/
if (G_UNLIKELY (unit->index >= get_max_activateable_texture_units ()))
{
static gboolean shown_warning = FALSE;
if (!shown_warning)
{
g_warning ("Your hardware does not have enough texture units"
"to handle this many texture layers");
shown_warning = TRUE;
}
break;
}
/* Bail out as soon as we hit a bit set in the disable mask */
if (G_UNLIKELY (disable_mask & (1<<unit->index)))
break;
fallback = (fallback_mask & (1<<i)) ? TRUE : FALSE;
/* Switch units first so we don't disturb the previous unit if
* something needs to bind the texture temporarily */
set_active_texture_unit (unit->index);
_cogl_material_layer_get_texture_info (layer,
layer0_override_texture,
fallback,
&texture,
&gl_texture,
&gl_target);
/* NB: Due to fallbacks texture may not == layer->texture */
unit->texture = texture;
unit->layer0_overridden = layer0_override_texture ? TRUE : FALSE;
unit->fallback = fallback;
/* NB: There are several Cogl components and some code in
* Clutter that will temporarily bind arbitrary GL textures to
* query and modify texture object parameters. If you look at
* the end of _cogl_material_flush_gl_state() you can see we
* make sure that such code always binds to texture unit 1 by
* always leaving texture unit 1 active. This means we can't
* rely on the unit->gl_texture state if unit->index == 1.
* Because texture unit 1 is a bit special we actually defer any
* necessary glBindTexture for it until the end of
* _cogl_material_flush_gl_state().
*
* NB: we get notified whenever glDeleteTextures is used (see
* _cogl_delete_gl_texture()) where we invalidate
* unit->gl_texture references to deleted textures so it's safe
* to compare unit->gl_texture with gl_texture. (Without the
* hook it would be possible to delete a GL texture and create a
* new one with the same name and comparing unit->gl_texture and
* gl_texture wouldn't detect that.)
*
* NB: for foreign textures we don't know how the deletion of
* the GL texture objects correspond to the deletion of the
* CoglTextures so if there was previously a foreign texture
* associated with the texture unit then we can't assume that we
* aren't seeing a recycled texture name so we have to bind.
*/
#ifndef DISABLE_MATERIAL_CACHE
if (unit->gl_texture != gl_texture || unit->is_foreign)
{
if (unit->index != 1)
GE (glBindTexture (gl_target, gl_texture));
unit->gl_texture = gl_texture;
}
#else
GE (glBindTexture (gl_target, gl_texture));
#endif
unit->is_foreign = _cogl_texture_is_foreign (texture);
/* Disable the previous target if it was different and it's
* still enabled */
if (unit->enabled
#ifndef DISABLE_MATERIAL_CACHE
&& unit->enabled_gl_target != gl_target
#endif
)
GE (glDisable (unit->enabled_gl_target));
if (!G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_TEXTURING)
#ifndef DISABLE_MATERIAL_CACHE
&& !(unit->enabled && unit->enabled_gl_target == gl_target)
#endif
)
{
GE (glEnable (gl_target));
unit->enabled = TRUE;
unit->enabled_gl_target = gl_target;
}
if (unit->layer_differences & COGL_MATERIAL_LAYER_DIFFERENCE_USER_MATRIX ||
layer->differences & COGL_MATERIAL_LAYER_DIFFERENCE_USER_MATRIX)
{
if (layer->differences & COGL_MATERIAL_LAYER_DIFFERENCE_USER_MATRIX)
_cogl_matrix_stack_set (unit->matrix_stack, &layer->matrix);
else
_cogl_matrix_stack_load_identity (unit->matrix_stack);
_cogl_matrix_stack_flush_to_gl (unit->matrix_stack,
COGL_MATRIX_TEXTURE);
}
}
/* Disable additional texture units that may have previously been in use.. */
for (; i < ctx->texture_units->len; i++)
disable_texture_unit (i);
/* There is a convention to always leave texture unit 1 active..
* (See the end of _cogl_material_flush_gl_state for more
* details) */
set_active_texture_unit (1);
}
/* Re-assert the layer's wrap modes on the given CoglTexture.
*
* Note: we don't simply forward the wrap modes to layer->texture
* since the actual texture being used may have been overridden.
*/
static void
_cogl_material_layer_forward_wrap_modes (
CoglMaterialLayer *layer,
const CoglMaterialWrapModeOverrides *wrap_mode_overrides,
CoglHandle texture)
{
GLenum wrap_mode_s, wrap_mode_t, wrap_mode_r;
int unit_index = layer->unit_index;
/* Update the wrap mode on the texture object. The texture backend
should cache the value so that it will be a no-op if the object
already has the same wrap mode set. The backend is best placed to
do this because it knows how many of the coordinates will
actually be used (ie, a 1D texture only cares about the 's'
coordinate but a 3D texture would use all three). GL uses the
wrap mode as part of the texture object state but we are
pretending it's part of the per-layer environment state. This
will break if the application tries to use different modes in
different layers using the same texture. */
if (wrap_mode_overrides && wrap_mode_overrides->values[unit_index].s)
wrap_mode_s = (wrap_mode_overrides->values[unit_index].s ==
COGL_MATERIAL_WRAP_MODE_OVERRIDE_REPEAT ?
GL_REPEAT :
wrap_mode_overrides->values[unit_index].s ==
COGL_MATERIAL_WRAP_MODE_OVERRIDE_CLAMP_TO_EDGE ?
GL_CLAMP_TO_EDGE :
GL_CLAMP_TO_BORDER);
else if (layer->wrap_mode_s == COGL_MATERIAL_WRAP_MODE_AUTOMATIC)
wrap_mode_s = GL_CLAMP_TO_EDGE;
else
wrap_mode_s = layer->wrap_mode_s;
if (wrap_mode_overrides && wrap_mode_overrides->values[unit_index].t)
wrap_mode_t = (wrap_mode_overrides->values[unit_index].t ==
COGL_MATERIAL_WRAP_MODE_OVERRIDE_REPEAT ?
GL_REPEAT :
wrap_mode_overrides->values[unit_index].t ==
COGL_MATERIAL_WRAP_MODE_OVERRIDE_CLAMP_TO_EDGE ?
GL_CLAMP_TO_EDGE :
GL_CLAMP_TO_BORDER);
else if (layer->wrap_mode_t == COGL_MATERIAL_WRAP_MODE_AUTOMATIC)
wrap_mode_t = GL_CLAMP_TO_EDGE;
else
wrap_mode_t = layer->wrap_mode_t;
if (wrap_mode_overrides && wrap_mode_overrides->values[unit_index].r)
wrap_mode_r = (wrap_mode_overrides->values[unit_index].r ==
COGL_MATERIAL_WRAP_MODE_OVERRIDE_REPEAT ?
GL_REPEAT :
wrap_mode_overrides->values[unit_index].r ==
COGL_MATERIAL_WRAP_MODE_OVERRIDE_CLAMP_TO_EDGE ?
GL_CLAMP_TO_EDGE :
GL_CLAMP_TO_BORDER);
else if (layer->wrap_mode_r == COGL_MATERIAL_WRAP_MODE_AUTOMATIC)
wrap_mode_r = GL_CLAMP_TO_EDGE;
else
wrap_mode_r = layer->wrap_mode_r;
_cogl_texture_set_wrap_mode_parameters (texture,
wrap_mode_s,
wrap_mode_t,
wrap_mode_r);
}
/* OpenGL associates the min/mag filters and repeat modes with the
* texture object not the texture unit so we always have to re-assert
* the filter and repeat modes whenever we use a texture since it may
* be referenced by multiple materials with different modes.
*
* XXX: GL_ARB_sampler_objects fixes this in OpenGL so we should
* eventually look at using this extension when available.
*/
static void
foreach_texture_unit_update_filter_and_wrap_modes (
const CoglMaterialWrapModeOverrides *wrap_mode_overrides)
{
int i;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
for (i = 0; i < ctx->texture_units->len; i++)
{
CoglTextureUnit *unit =
&g_array_index (ctx->texture_units, CoglTextureUnit, i);
if (unit->enabled)
{
/* NB: we can't just look at unit->layer->texture because
* _cogl_material_flush_gl_state may have chosen to flush a
* different texture due to fallbacks. */
_cogl_texture_set_filters (unit->texture,
unit->layer->min_filter,
unit->layer->mag_filter);
_cogl_material_layer_forward_wrap_modes (unit->layer,
wrap_mode_overrides,
unit->texture);
}
}
}
void
_cogl_material_flush_gl_state (CoglHandle handle,
CoglMaterialFlushOptions *options)
{
CoglMaterial *material;
guint32 fallback_layers = 0;
guint32 disable_layers = 0;
GLuint layer0_override_texture = 0;
gboolean skip_gl_color = FALSE;
const CoglMaterialWrapModeOverrides *wrap_mode_overrides = NULL;
int i;
CoglTextureUnit *unit1;
GList *tmp;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
material = _cogl_material_pointer_from_handle (handle);
if (options)
{
if (options->flags & COGL_MATERIAL_FLUSH_FALLBACK_MASK)
fallback_layers = options->fallback_layers;
if (options->flags & COGL_MATERIAL_FLUSH_DISABLE_MASK)
disable_layers = options->disable_layers;
if (options->flags & COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE)
layer0_override_texture = options->layer0_override_texture;
if (options->flags & COGL_MATERIAL_FLUSH_SKIP_GL_COLOR)
skip_gl_color = TRUE;
if (options->flags & COGL_MATERIAL_FLUSH_WRAP_MODE_OVERRIDES)
wrap_mode_overrides = &options->wrap_mode_overrides;
}
/* If the material we are flushing and the override options are the
* same then try to bail out as quickly as possible.
*
* XXX: the more overrides we add the slower "quickly" will get; I
* think we need to move towards cheap copy-on-write materials so
* that exceptional fallbacks/overrides can be implemented simply by
* copying a material and modifying it before flushing.
*/
if (ctx->current_material == material &&
ctx->current_material_fallback_layers == fallback_layers &&
ctx->current_material_disable_layers == disable_layers &&
ctx->current_material_layer0_override == layer0_override_texture &&
ctx->current_material_skip_gl_color == skip_gl_color)
goto done;
/* First flush everything that's the same regardless of which
* material backend is being used...
*
* 1) top level state:
* glColor (or skip if a vertex attribute is being used for color)
* blend state
* alpha test state (except for GLES 2.0)
*
* 2) then foreach layer:
* determine gl_target/gl_texture
* bind texture
* enable/disable target
* flush user matrix
*
* Note: After _cogl_material_flush_common_gl_state you can expect
* all state of the layers corresponding texture unit to be
* updated.
*/
_cogl_material_flush_common_gl_state (material,
skip_gl_color,
fallback_layers,
disable_layers,
layer0_override_texture,
wrap_mode_overrides);
/* Now flush the fragment processing state according to the current
* fragment processing backend.
*
* Note: Some of the backends may not support the current material
* configuration and in that case it will report an error and we
* will fallback to a different backend.
*
* NB: if material->backend != COGL_MATERIAL_BACKEND_UNDEFINED then
* we have previously managed to successfully flush this material
* with the given backend so we will simply use that to avoid
* fallback code paths.
*/
if (material->backend == COGL_MATERIAL_BACKEND_UNDEFINED)
_cogl_material_set_backend (material, COGL_MATERIAL_BACKEND_DEFAULT);
for (i = material->backend;
i < G_N_ELEMENTS (backends);
i++, _cogl_material_set_backend (material, i))
{
const GList *l;
const CoglMaterialBackend *backend = backends[i];
gboolean added_layer = FALSE;
gboolean error_adding_layer = FALSE;
/* E.g. For backends generating code they can setup their
* scratch buffers here... */
if (G_UNLIKELY (!backend->start (material)))
continue;
for (l = cogl_material_get_layers (material); l; l = l->next)
{
CoglMaterialLayer *layer = l->data;
CoglTextureUnit *unit = _cogl_get_texture_unit (layer->unit_index);
/* NB: We don't support the random disabling of texture
* units, so as soon as we hit a disabled unit we know all
* subsequent units are also disabled */
if (!unit->enabled)
break;
if (G_UNLIKELY (layer->unit_index >=
backend->get_max_texture_units ()))
{
int j;
for (j = layer->unit_index; j < ctx->texture_units->len; j++)
disable_texture_unit (j);
/* TODO: although this isn't considered an error that
* warrants falling back to a different backend we
* should print a warning here. */
break;
}
/* Either generate per layer code snippets or setup the
* fixed function glTexEnv for each layer... */
if (G_LIKELY (backend->add_layer (layer)))
added_layer = TRUE;
else
{
error_adding_layer = TRUE;
break;
}
}
if (G_UNLIKELY (error_adding_layer))
continue;
if (!added_layer &&
backend->passthrough &&
G_UNLIKELY (!backend->passthrough (material)))
continue;
/* For backends generating code they may compile and link their
* programs here, update any uniforms and tell OpenGL to use
* that program.
*/
if (G_UNLIKELY (!backend->end (material)))
continue;
break;
}
for (tmp = material->layers; tmp != NULL; tmp = tmp->next)
{
CoglMaterialLayer *layer = tmp->data;
CoglTextureUnit *unit = _cogl_get_texture_unit (layer->unit_index);
unit->layer = layer;
unit->layer_differences = layer->differences;
}
/* NB: _cogl_material_pre_change_notify and _cogl_material_free will
* invalidate ctx->current_material (set it to COGL_INVALID_HANDLE)
* if the material is changed/freed.
*/
ctx->current_material = handle;
ctx->current_material_flags = material->flags;
ctx->current_material_fallback_layers = fallback_layers;
ctx->current_material_disable_layers = disable_layers;
ctx->current_material_layer0_override = layer0_override_texture;
ctx->current_material_skip_gl_color = skip_gl_color;
done: /* well, almost... */
/* Handle the fact that OpenGL associates texture filter and wrap
* modes with the texture objects not the texture units... */
foreach_texture_unit_update_filter_and_wrap_modes (wrap_mode_overrides);
/* If this material has more than one layer then we always need
* to make sure we rebind the texture for unit 1.
*
* NB: various components of Cogl may temporarily bind arbitrary
* textures to the current texture unit so they can query and modify
* texture object parameters. cogl-material.c will always leave
* texture unit 1 active so we can ignore these temporary binds
* unless multitexturing is being used.
*/
unit1 = _cogl_get_texture_unit (1);
if (unit1->enabled && unit1->dirty_gl_texture)
{
set_active_texture_unit (1);
GE (glBindTexture (unit1->enabled_gl_target, unit1->gl_texture));
unit1->dirty_gl_texture = FALSE;
}
/* Since there are several places where Cogl will temporarily bind a
* GL texture so that it can query or modify texture objects we want
* to make sure we know which texture unit state is being changed by
* such code.
*
* We choose to always end up with texture unit 1 active so that in
* the common case where multitexturing isn't used we can simply
* ignore the state of this texture unit. Notably we didn't use a
* large texture unit (.e.g. (GL_MAX_TEXTURE_UNITS - 1) in case the
* driver doesn't have a sparse data structure for texture units.
*/
set_active_texture_unit (1);
}
static gboolean
_cogl_material_texture_equal (CoglHandle texture0, CoglHandle texture1)
{
GLenum gl_handle0, gl_handle1, gl_target0, gl_target1;
/* If the texture handles are the same then the textures are
definitely equal */
if (texture0 == texture1)
return TRUE;
/* If neither texture is sliced then they could still be the same if
the are referring to the same GL texture */
if (cogl_texture_is_sliced (texture0) ||
cogl_texture_is_sliced (texture1))
return FALSE;
cogl_texture_get_gl_texture (texture0, &gl_handle0, &gl_target0);
cogl_texture_get_gl_texture (texture1, &gl_handle1, &gl_target1);
return gl_handle0 == gl_handle1 && gl_target0 == gl_target1;
}
static gboolean
_cogl_material_layer_equal (CoglMaterialLayer *material0_layer,
CoglHandle material0_layer_texture,
CoglMaterialLayer *material1_layer,
CoglHandle material1_layer_texture)
{
if (!_cogl_material_texture_equal (material0_layer_texture,
material1_layer_texture))
return FALSE;
if ((material0_layer->differences &
COGL_MATERIAL_LAYER_DIFFERENCE_COMBINE) !=
(material1_layer->differences &
COGL_MATERIAL_LAYER_DIFFERENCE_COMBINE))
return FALSE;
#if 0 /* TODO */
if (!_deep_are_layer_combines_equal ())
return FALSE;
#else
if (!(material0_layer->differences & COGL_MATERIAL_LAYER_DIFFERENCE_COMBINE))
return FALSE;
#endif
if (material0_layer->mag_filter != material1_layer->mag_filter)
return FALSE;
if (material0_layer->min_filter != material1_layer->min_filter)
return FALSE;
if (material0_layer->wrap_mode_s != material1_layer->wrap_mode_s ||
material0_layer->wrap_mode_t != material1_layer->wrap_mode_t ||
material0_layer->wrap_mode_r != material1_layer->wrap_mode_r)
return FALSE;
return TRUE;
}
/* This is used by the Cogl journal to compare materials so that it
* can split up geometry that needs different OpenGL state.
*
* It is acceptable to have false negatives - although they will result
* in redundant OpenGL calls that try and update the state.
*
* False positives aren't allowed.
*/
gboolean
_cogl_material_equal (CoglHandle material0_handle,
CoglMaterialFlushOptions *material0_flush_options,
CoglHandle material1_handle,
CoglMaterialFlushOptions *material1_flush_options)
{
CoglMaterial *material0;
CoglMaterial *material1;
CoglMaterialFlushFlag flush_flags0 = material0_flush_options->flags;
CoglMaterialFlushFlag flush_flags1 = material1_flush_options->flags;
guint32 fallback_layers0;
guint32 fallback_layers1;
guint32 disable_layers0;
guint32 disable_layers1;
GList *l0, *l1;
int i;
/* Compare the flush options first; if they are equivalent then we
* can potentially return quickly if the material handles then match. */
/* The skip color option is used when the color of the material is being
* submitted in a vertex array so cogl_material_flush_gl_state doesn't
* need to call glColor.
* - A skip gl color material following a non skip color material doesn't
* need a state change since putting a color in a vertex array (as done
* for skip color materials) would simply take precedence over one
* previously specified by glColor (as done for non skip color materials)
* - A non skip color material following a skip color material also doesn't
* need a state change for the same reason.
* - The problem is that a non skip color, followed by a skip color, followed
* by a non skip color does require a state change. Since we don't have
* enough contextual information here we currently return FALSE whenever
* the skip color option changes. */
if ((flush_flags0 & COGL_MATERIAL_FLUSH_SKIP_GL_COLOR) !=
(flush_flags1 & COGL_MATERIAL_FLUSH_SKIP_GL_COLOR))
return FALSE;
fallback_layers0 = flush_flags0 & COGL_MATERIAL_FLUSH_FALLBACK_MASK ?
material0_flush_options->fallback_layers : 0;
fallback_layers1 = flush_flags1 & COGL_MATERIAL_FLUSH_FALLBACK_MASK ?
material1_flush_options->fallback_layers : 0;
if (fallback_layers0 != fallback_layers1)
return FALSE;
disable_layers0 = flush_flags0 & COGL_MATERIAL_FLUSH_DISABLE_MASK ?
material0_flush_options->disable_layers : 0;
disable_layers1 = flush_flags1 & COGL_MATERIAL_FLUSH_DISABLE_MASK ?
material1_flush_options->disable_layers : 0;
if (disable_layers0 != disable_layers1)
return FALSE;
/* NB: Some unlikely false negatives are possible here. */
if ((flush_flags0 & COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE) !=
(flush_flags1 & COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE))
return FALSE;
if ((flush_flags0 & COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE) &&
material0_flush_options->layer0_override_texture !=
material1_flush_options->layer0_override_texture)
return FALSE;
/* If one has wrap mode overrides and the other doesn't then the
materials are different */
if (((flush_flags0 ^ flush_flags1) & COGL_MATERIAL_FLUSH_WRAP_MODE_OVERRIDES))
return FALSE;
/* If they both have overrides then we need to compare them */
if ((flush_flags0 & COGL_MATERIAL_FLUSH_WRAP_MODE_OVERRIDES) &&
memcmp (&material0_flush_options->wrap_mode_overrides,
&material1_flush_options->wrap_mode_overrides,
sizeof (CoglMaterialWrapModeOverrides)))
return FALSE;
/* Since we know the flush options match at this point, if the material
* handles match then we know they are equivalent. */
if (material0_handle == material1_handle)
return TRUE;
/* Now we need to look in more detail... */
material0 = _cogl_material_pointer_from_handle (material0_handle);
material1 = _cogl_material_pointer_from_handle (material1_handle);
if (!(material0_flush_options->flags & COGL_MATERIAL_FLUSH_SKIP_GL_COLOR) &&
!memcmp (material0->unlit, material1->unlit, sizeof (material0->unlit)))
return FALSE;
/* First we simply try and find a difference according to default flags
* for each material component to avoid deeper comparison. */
if ((material0->flags & COGL_MATERIAL_FLAG_DEFAULT_GL_MATERIAL) !=
(material1->flags & COGL_MATERIAL_FLAG_DEFAULT_GL_MATERIAL))
return FALSE;
if ((material0->flags & COGL_MATERIAL_FLAG_DEFAULT_ALPHA_FUNC) !=
(material1->flags & COGL_MATERIAL_FLAG_DEFAULT_ALPHA_FUNC))
return FALSE;
/* Potentially blending could be "enabled" but the blend mode
* could be equivalent to being disabled, but we accept those false
* negatives for now. */
if ((material0->flags & COGL_MATERIAL_FLAG_ENABLE_BLEND) !=
(material1->flags & COGL_MATERIAL_FLAG_ENABLE_BLEND))
return FALSE;
if ((material0->flags & COGL_MATERIAL_FLAG_ENABLE_BLEND) &&
(material0->flags & COGL_MATERIAL_FLAG_DEFAULT_BLEND) !=
(material1->flags & COGL_MATERIAL_FLAG_DEFAULT_BLEND))
return FALSE;
/* If we still haven't found a difference then do a deeper comparison..
*
* Actually we don't currently do this; we simply assume anything
* non default is different and accept the false negatives for now.
*/
#if 0 /* TODO */
if (!_deep_are_gl_materials_equal ())
return FALSE;
#else
/* Just assume that all non default materials are different */
if (!(material0->flags & COGL_MATERIAL_FLAG_DEFAULT_GL_MATERIAL))
return FALSE;
#endif
#if 0 /* TODO */
if (!_deep_are_alpha_funcs_equal ())
return FALSE;
#else
/* Just assume that all non default alpha funcs are different */
if (!(material0->flags & COGL_MATERIAL_FLAG_DEFAULT_ALPHA_FUNC))
return FALSE;
#endif
if (material0->flags & COGL_MATERIAL_FLAG_ENABLE_BLEND)
{
#if 0 /* TODO */
if (!_deep_is_blend_equal ())
return FALSE;
#else
if (!(material0->flags & COGL_MATERIAL_FLAG_DEFAULT_BLEND))
return FALSE;
#endif
}
/* Finally compare each of the material layers ... */
l0 = material0->layers;
l1 = material1->layers;
i = 0;
/* NB: At this point we know if COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE is being
* used then both materials are overriding with the same texture. */
if (flush_flags0 & COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE &&
l0 && l1)
{
/* We still need to check if the combine modes etc are equal, but we
* simply pass COGL_INVALID_HANDLE for both texture handles so they will
* be considered equal */
if (!_cogl_material_layer_equal (l0->data, COGL_INVALID_HANDLE,
l1->data, COGL_INVALID_HANDLE))
return FALSE;
l0 = l0->next;
l1 = l1->next;
i++;
}
while (l0 && l1)
{
CoglMaterialLayer *m0_layer;
CoglMaterialLayer *m1_layer;
if ((l0 == NULL && l1 != NULL) ||
(l1 == NULL && l0 != NULL))
return FALSE;
/* NB: At this point we know that the fallback and disable masks for
* both materials are equal. */
if (disable_layers0 & (1<<i))
goto next_layer;
m0_layer = l0->data;
m1_layer = l1->data;
/* NB: The use of a fallback texture doesn't imply that the combine
* modes etc are the same.
*/
if ((disable_layers0 & (1<<i)) || (fallback_layers0 & (1<<i)))
{
/* As with layer0 overrides, we simply pass COGL_INVALID_HANDLEs for
* both texture handles here so they will be considered equal. */
if (!_cogl_material_layer_equal (m0_layer, COGL_INVALID_HANDLE,
m1_layer, COGL_INVALID_HANDLE))
return FALSE;
}
else
{
if (!_cogl_material_layer_equal (m0_layer, m0_layer->texture,
m1_layer, m1_layer->texture))
return FALSE;
}
next_layer:
l0 = l0->next;
l1 = l1->next;
i++;
}
if ((l0 == NULL && l1 != NULL) ||
(l1 == NULL && l0 != NULL))
return FALSE;
return TRUE;
}
/* While a material is referenced by the Cogl journal we can not allow
* modifications, so this gives us a mechanism to track journal
* references separately */
CoglHandle
_cogl_material_journal_ref (CoglHandle material_handle)
{
CoglMaterial *material =
material = _cogl_material_pointer_from_handle (material_handle);
material->journal_ref_count++;
cogl_handle_ref (material_handle);
return material_handle;
}
void
_cogl_material_journal_unref (CoglHandle material_handle)
{
CoglMaterial *material =
material = _cogl_material_pointer_from_handle (material_handle);
material->journal_ref_count--;
cogl_handle_unref (material_handle);
}
CoglMaterialFilter
cogl_material_layer_get_min_filter (CoglHandle layer_handle)
{
CoglMaterialLayer *layer;
g_return_val_if_fail (cogl_is_material_layer (layer_handle), 0);
layer = _cogl_material_layer_pointer_from_handle (layer_handle);
return layer->min_filter;
}
CoglMaterialFilter
cogl_material_layer_get_mag_filter (CoglHandle layer_handle)
{
CoglMaterialLayer *layer;
g_return_val_if_fail (cogl_is_material_layer (layer_handle), 0);
layer = _cogl_material_layer_pointer_from_handle (layer_handle);
return layer->mag_filter;
}
void
cogl_material_set_layer_filters (CoglHandle handle,
int layer_index,
CoglMaterialFilter min_filter,
CoglMaterialFilter mag_filter)
{
CoglMaterial *material;
CoglMaterialLayer *layer;
g_return_if_fail (cogl_is_material (handle));
material = _cogl_material_pointer_from_handle (handle);
layer = _cogl_material_get_layer (material, layer_index, TRUE);
/* possibly flush primitives referencing the current state... */
_cogl_material_layer_pre_change_notify (
layer,
COGL_MATERIAL_LAYER_CHANGE_FILTERS);
layer->min_filter = min_filter;
layer->mag_filter = mag_filter;
/* Note we don't have a layer->difference flag for the min/mag
* filters since in GL terms this state is owned by the texture
* object so they are dealt with slightly differently. */
}
void
cogl_material_set_layer_wrap_mode_s (CoglHandle handle,
int layer_index,
CoglMaterialWrapMode mode)
{
CoglMaterial *material;
CoglMaterialLayer *layer;
g_return_if_fail (cogl_is_material (handle));
material = _cogl_material_pointer_from_handle (handle);
layer = _cogl_material_get_layer (material, layer_index, TRUE);
if (layer->wrap_mode_s != mode)
{
/* possibly flush primitives referencing the current state... */
_cogl_material_pre_change_notify (material, FALSE, NULL);
layer->wrap_mode_s = mode;
}
}
void
cogl_material_set_layer_wrap_mode_t (CoglHandle handle,
int layer_index,
CoglMaterialWrapMode mode)
{
CoglMaterial *material;
CoglMaterialLayer *layer;
g_return_if_fail (cogl_is_material (handle));
material = _cogl_material_pointer_from_handle (handle);
layer = _cogl_material_get_layer (material, layer_index, TRUE);
if (layer->wrap_mode_t != mode)
{
/* possibly flush primitives referencing the current state... */
_cogl_material_pre_change_notify (material, FALSE, NULL);
layer->wrap_mode_t = mode;
}
}
/* TODO: this should be made public once we add support for 3D
textures in Cogl */
void
_cogl_material_set_layer_wrap_mode_r (CoglHandle handle,
int layer_index,
CoglMaterialWrapMode mode)
{
CoglMaterial *material;
CoglMaterialLayer *layer;
g_return_if_fail (cogl_is_material (handle));
material = _cogl_material_pointer_from_handle (handle);
layer = _cogl_material_get_layer (material, layer_index, TRUE);
if (layer->wrap_mode_r != mode)
{
/* possibly flush primitives referencing the current state... */
_cogl_material_pre_change_notify (material, FALSE, NULL);
layer->wrap_mode_r = mode;
}
}
void
cogl_material_set_layer_wrap_mode (CoglHandle material,
int layer_index,
CoglMaterialWrapMode mode)
{
cogl_material_set_layer_wrap_mode_s (material, layer_index, mode);
cogl_material_set_layer_wrap_mode_t (material, layer_index, mode);
_cogl_material_set_layer_wrap_mode_r (material, layer_index, mode);
}
CoglMaterialWrapMode
cogl_material_layer_get_wrap_mode_s (CoglHandle handle)
{
g_return_val_if_fail (cogl_is_material_layer (handle), FALSE);
return _cogl_material_layer_pointer_from_handle (handle)->wrap_mode_s;
}
CoglMaterialWrapMode
cogl_material_layer_get_wrap_mode_t (CoglHandle handle)
{
g_return_val_if_fail (cogl_is_material_layer (handle), FALSE);
return _cogl_material_layer_pointer_from_handle (handle)->wrap_mode_t;
}
/* TODO: this should be made public once we add support for 3D
textures in Cogl */
CoglMaterialWrapMode
_cogl_material_layer_get_wrap_mode_r (CoglHandle handle)
{
g_return_val_if_fail (cogl_is_material_layer (handle), FALSE);
return _cogl_material_layer_pointer_from_handle (handle)->wrap_mode_r;
}
void
_cogl_material_apply_legacy_state (CoglHandle handle)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (ctx->current_program)
{
/* It was a mistake that we ever copied the OpenGL style API for
* making a program current (cogl_program_use) on the context.
* Until cogl_program_use is removed we will transparently set
* the program on the material because the cogl-material code is
* in the best position to juggle the corresponding GL state. */
_cogl_material_set_user_program (handle,
ctx->current_program);
}
}