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mutter-performance-source/cogl/cogl/cogl-primitives.c
Jonas Ådahl aa99e505ad cogl/framebuffer: Move public struct fields to private struct
This will limit accidental manipulation of the framebuffer struct
fields, while also paving the way to change to GObject type hierarchy.

https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1496
2020-10-16 16:17:38 +00:00

768 lines
27 KiB
C

/*
* Cogl
*
* A Low Level GPU Graphics and Utilities API
*
* Copyright (C) 2007,2008,2009,2010 Intel Corporation.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use, copy,
* modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
*
*/
#include "cogl-config.h"
#include "cogl-debug.h"
#include "cogl-context-private.h"
#include "cogl-journal-private.h"
#include "cogl-texture-private.h"
#include "cogl-pipeline-private.h"
#include "cogl-framebuffer-private.h"
#include "cogl-attribute-private.h"
#include "cogl-private.h"
#include "cogl-meta-texture.h"
#include "cogl-framebuffer-private.h"
#include "cogl1-context.h"
#include "cogl-primitives-private.h"
#include <string.h>
#include <math.h>
#define _COGL_MAX_BEZ_RECURSE_DEPTH 16
typedef struct _TextureSlicedQuadState
{
CoglFramebuffer *framebuffer;
CoglPipeline *pipeline;
CoglTexture *main_texture;
float tex_virtual_origin_x;
float tex_virtual_origin_y;
float quad_origin_x;
float quad_origin_y;
float v_to_q_scale_x;
float v_to_q_scale_y;
float quad_len_x;
float quad_len_y;
gboolean flipped_x;
gboolean flipped_y;
} TextureSlicedQuadState;
typedef struct _TextureSlicedPolygonState
{
const CoglTextureVertex *vertices;
int n_vertices;
int stride;
CoglAttribute **attributes;
} TextureSlicedPolygonState;
static void
log_quad_sub_textures_cb (CoglTexture *texture,
const float *subtexture_coords,
const float *virtual_coords,
void *user_data)
{
TextureSlicedQuadState *state = user_data;
CoglFramebuffer *framebuffer = state->framebuffer;
CoglTexture *texture_override;
float quad_coords[4];
#define TEX_VIRTUAL_TO_QUAD(V, Q, AXIS) \
do { \
Q = V - state->tex_virtual_origin_##AXIS; \
Q *= state->v_to_q_scale_##AXIS; \
if (state->flipped_##AXIS) \
Q = state->quad_len_##AXIS - Q; \
Q += state->quad_origin_##AXIS; \
} while (0);
TEX_VIRTUAL_TO_QUAD (virtual_coords[0], quad_coords[0], x);
TEX_VIRTUAL_TO_QUAD (virtual_coords[1], quad_coords[1], y);
TEX_VIRTUAL_TO_QUAD (virtual_coords[2], quad_coords[2], x);
TEX_VIRTUAL_TO_QUAD (virtual_coords[3], quad_coords[3], y);
#undef TEX_VIRTUAL_TO_QUAD
COGL_NOTE (DRAW,
"~~~~~ slice\n"
"qx1: %f\t"
"qy1: %f\n"
"qx2: %f\t"
"qy2: %f\n"
"tx1: %f\t"
"ty1: %f\n"
"tx2: %f\t"
"ty2: %f\n",
quad_coords[0], quad_coords[1],
quad_coords[2], quad_coords[3],
subtexture_coords[0], subtexture_coords[1],
subtexture_coords[2], subtexture_coords[3]);
/* We only need to override the texture if it's different from the
main texture */
if (texture == state->main_texture)
texture_override = NULL;
else
texture_override = texture;
_cogl_journal_log_quad (cogl_framebuffer_get_journal (framebuffer),
quad_coords,
state->pipeline,
1, /* one layer */
texture_override, /* replace the layer0 texture */
subtexture_coords,
4);
}
typedef struct _ValidateFirstLayerState
{
CoglPipeline *override_pipeline;
} ValidateFirstLayerState;
static gboolean
validate_first_layer_cb (CoglPipeline *pipeline,
int layer_index,
void *user_data)
{
ValidateFirstLayerState *state = user_data;
CoglPipelineWrapMode clamp_to_edge =
COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE;
CoglPipelineWrapMode wrap_s;
CoglPipelineWrapMode wrap_t;
/* We can't use hardware repeat so we need to set clamp to edge
* otherwise it might pull in edge pixels from the other side. By
* default WRAP_MODE_AUTOMATIC becomes CLAMP_TO_EDGE so we only need
* to override if the wrap mode isn't already automatic or
* clamp_to_edge.
*/
wrap_s = cogl_pipeline_get_layer_wrap_mode_s (pipeline, layer_index);
if (wrap_s != COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE &&
wrap_s != COGL_PIPELINE_WRAP_MODE_AUTOMATIC)
{
if (!state->override_pipeline)
state->override_pipeline = cogl_pipeline_copy (pipeline);
cogl_pipeline_set_layer_wrap_mode_s (state->override_pipeline,
layer_index, clamp_to_edge);
}
wrap_t = cogl_pipeline_get_layer_wrap_mode_t (pipeline, layer_index);
if (wrap_t != COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE &&
wrap_t != COGL_PIPELINE_WRAP_MODE_AUTOMATIC)
{
if (!state->override_pipeline)
state->override_pipeline = cogl_pipeline_copy (pipeline);
cogl_pipeline_set_layer_wrap_mode_t (state->override_pipeline,
layer_index, clamp_to_edge);
}
return FALSE;
}
/* This path doesn't currently support multitexturing but is used for
* CoglTextures that don't support repeating using the GPU so we need to
* manually emit extra geometry to fake the repeating. This includes:
*
* - CoglTexture2DSliced: when made of > 1 slice or if the users given
* texture coordinates require repeating,
* - CoglTexture2DAtlas: if the users given texture coordinates require
* repeating,
* - CoglTexturePixmap: if the users given texture coordinates require
* repeating
*/
/* TODO: support multitexturing */
static void
_cogl_texture_quad_multiple_primitives (CoglFramebuffer *framebuffer,
CoglPipeline *pipeline,
CoglTexture *texture,
int layer_index,
const float *position,
float tx_1,
float ty_1,
float tx_2,
float ty_2)
{
TextureSlicedQuadState state;
gboolean tex_virtual_flipped_x;
gboolean tex_virtual_flipped_y;
gboolean quad_flipped_x;
gboolean quad_flipped_y;
ValidateFirstLayerState validate_first_layer_state;
CoglPipelineWrapMode wrap_s, wrap_t;
wrap_s = cogl_pipeline_get_layer_wrap_mode_s (pipeline, layer_index);
wrap_t = cogl_pipeline_get_layer_wrap_mode_t (pipeline, layer_index);
validate_first_layer_state.override_pipeline = NULL;
cogl_pipeline_foreach_layer (pipeline,
validate_first_layer_cb,
&validate_first_layer_state);
state.framebuffer = framebuffer;
state.main_texture = texture;
if (validate_first_layer_state.override_pipeline)
state.pipeline = validate_first_layer_state.override_pipeline;
else
state.pipeline = pipeline;
/* Get together the data we need to transform the virtual texture
* coordinates of each slice into quad coordinates...
*
* NB: We need to consider that the quad coordinates and the texture
* coordinates may be inverted along the x or y axis, and must preserve the
* inversions when we emit the final geometry.
*/
#define X0 0
#define Y0 1
#define X1 2
#define Y1 3
tex_virtual_flipped_x = (tx_1 > tx_2) ? TRUE : FALSE;
tex_virtual_flipped_y = (ty_1 > ty_2) ? TRUE : FALSE;
state.tex_virtual_origin_x = tex_virtual_flipped_x ? tx_2 : tx_1;
state.tex_virtual_origin_y = tex_virtual_flipped_y ? ty_2 : ty_1;
quad_flipped_x = (position[X0] > position[X1]) ? TRUE : FALSE;
quad_flipped_y = (position[Y0] > position[Y1]) ? TRUE : FALSE;
state.quad_origin_x = quad_flipped_x ? position[X1] : position[X0];
state.quad_origin_y = quad_flipped_y ? position[Y1] : position[Y0];
/* flatten the two forms of coordinate inversion into one... */
state.flipped_x = tex_virtual_flipped_x ^ quad_flipped_x;
state.flipped_y = tex_virtual_flipped_y ^ quad_flipped_y;
/* We use the _len_AXIS naming here instead of _width and _height because
* log_quad_slice_cb uses a macro with symbol concatenation to handle both
* axis, so this is more convenient... */
state.quad_len_x = fabs (position[X1] - position[X0]);
state.quad_len_y = fabs (position[Y1] - position[Y0]);
#undef X0
#undef Y0
#undef X1
#undef Y1
state.v_to_q_scale_x = fabs (state.quad_len_x / (tx_2 - tx_1));
state.v_to_q_scale_y = fabs (state.quad_len_y / (ty_2 - ty_1));
/* For backwards compatibility the default wrap mode for cogl_rectangle() is
* _REPEAT... */
if (wrap_s == COGL_PIPELINE_WRAP_MODE_AUTOMATIC)
wrap_s = COGL_PIPELINE_WRAP_MODE_REPEAT;
if (wrap_t == COGL_PIPELINE_WRAP_MODE_AUTOMATIC)
wrap_t = COGL_PIPELINE_WRAP_MODE_REPEAT;
cogl_meta_texture_foreach_in_region (COGL_META_TEXTURE (texture),
tx_1, ty_1, tx_2, ty_2,
wrap_s,
wrap_t,
log_quad_sub_textures_cb,
&state);
if (validate_first_layer_state.override_pipeline)
cogl_object_unref (validate_first_layer_state.override_pipeline);
}
typedef struct _ValidateTexCoordsState
{
int i;
int n_layers;
const float *user_tex_coords;
int user_tex_coords_len;
float *final_tex_coords;
CoglPipeline *override_pipeline;
gboolean needs_multiple_primitives;
} ValidateTexCoordsState;
/*
* Validate the texture coordinates for this rectangle.
*/
static gboolean
validate_tex_coords_cb (CoglPipeline *pipeline,
int layer_index,
void *user_data)
{
ValidateTexCoordsState *state = user_data;
CoglTexture *texture;
const float *in_tex_coords;
float *out_tex_coords;
float default_tex_coords[4] = {0.0, 0.0, 1.0, 1.0};
CoglTransformResult transform_result;
state->i++;
/* FIXME: we should be able to avoid this copying when no
* transform is required by the texture backend and the user
* has supplied enough coordinates for all the layers.
*/
/* If the user didn't supply texture coordinates for this layer
then use the default coords */
if (state->i >= state->user_tex_coords_len / 4)
in_tex_coords = default_tex_coords;
else
in_tex_coords = &state->user_tex_coords[state->i * 4];
out_tex_coords = &state->final_tex_coords[state->i * 4];
memcpy (out_tex_coords, in_tex_coords, sizeof (float) * 4);
texture = cogl_pipeline_get_layer_texture (pipeline, layer_index);
/* NB: NULL textures are handled by _cogl_pipeline_flush_gl_state */
if (!texture)
return TRUE;
/* Convert the texture coordinates to GL.
*/
transform_result =
_cogl_texture_transform_quad_coords_to_gl (texture,
out_tex_coords);
/* If the texture has waste or we are using GL_TEXTURE_RECT we
* can't handle texture repeating so we can't use the layer if
* repeating is required.
*
* NB: We already know that no texture matrix is being used if the
* texture doesn't support hardware repeat.
*/
if (transform_result == COGL_TRANSFORM_SOFTWARE_REPEAT)
{
if (state->i == 0)
{
if (state->n_layers > 1)
{
static gboolean warning_seen = FALSE;
if (!warning_seen)
g_warning ("Skipping layers 1..n of your material since "
"the first layer doesn't support hardware "
"repeat (e.g. because of waste or use of "
"GL_TEXTURE_RECTANGLE_ARB) and you supplied "
"texture coordinates outside the range [0,1]."
"Falling back to software repeat assuming "
"layer 0 is the most important one keep");
warning_seen = TRUE;
}
if (state->override_pipeline)
cogl_object_unref (state->override_pipeline);
state->needs_multiple_primitives = TRUE;
return FALSE;
}
else
{
static gboolean warning_seen = FALSE;
if (!warning_seen)
g_warning ("Skipping layer %d of your material "
"since you have supplied texture coords "
"outside the range [0,1] but the texture "
"doesn't support hardware repeat (e.g. "
"because of waste or use of "
"GL_TEXTURE_RECTANGLE_ARB). This isn't "
"supported with multi-texturing.", state->i);
warning_seen = TRUE;
cogl_pipeline_set_layer_texture (pipeline, layer_index, NULL);
}
}
/* By default WRAP_MODE_AUTOMATIC becomes to CLAMP_TO_EDGE. If
the texture coordinates need repeating then we'll override
this to GL_REPEAT. Otherwise we'll leave it at CLAMP_TO_EDGE
so that it won't blend in pixels from the opposite side when
the full texture is drawn with GL_LINEAR filter mode */
if (transform_result == COGL_TRANSFORM_HARDWARE_REPEAT)
{
if (cogl_pipeline_get_layer_wrap_mode_s (pipeline, layer_index) ==
COGL_PIPELINE_WRAP_MODE_AUTOMATIC)
{
if (!state->override_pipeline)
state->override_pipeline = cogl_pipeline_copy (pipeline);
cogl_pipeline_set_layer_wrap_mode_s (state->override_pipeline,
layer_index,
COGL_PIPELINE_WRAP_MODE_REPEAT);
}
if (cogl_pipeline_get_layer_wrap_mode_t (pipeline, layer_index) ==
COGL_PIPELINE_WRAP_MODE_AUTOMATIC)
{
if (!state->override_pipeline)
state->override_pipeline = cogl_pipeline_copy (pipeline);
cogl_pipeline_set_layer_wrap_mode_t (state->override_pipeline,
layer_index,
COGL_PIPELINE_WRAP_MODE_REPEAT);
}
}
return TRUE;
}
/* This path supports multitexturing but only when each of the layers is
* handled with a single GL texture. Also if repeating is necessary then
* _cogl_texture_can_hardware_repeat() must return TRUE.
* This includes layers made from:
*
* - CoglTexture2DSliced: if only comprised of a single slice with optional
* waste, assuming the users given texture coordinates don't require
* repeating.
* - CoglTexture{1D,2D}: always.
* - CoglTexture2DAtlas: assuming the users given texture coordinates don't
* require repeating.
* - CoglTexturePixmap: assuming the users given texture coordinates don't
* require repeating.
*/
static gboolean
_cogl_multitexture_quad_single_primitive (CoglFramebuffer *framebuffer,
CoglPipeline *pipeline,
const float *position,
const float *user_tex_coords,
int user_tex_coords_len)
{
int n_layers = cogl_pipeline_get_n_layers (pipeline);
ValidateTexCoordsState state;
float *final_tex_coords = alloca (sizeof (float) * 4 * n_layers);
state.i = -1;
state.n_layers = n_layers;
state.user_tex_coords = user_tex_coords;
state.user_tex_coords_len = user_tex_coords_len;
state.final_tex_coords = final_tex_coords;
state.override_pipeline = NULL;
state.needs_multiple_primitives = FALSE;
cogl_pipeline_foreach_layer (pipeline,
validate_tex_coords_cb,
&state);
if (state.needs_multiple_primitives)
return FALSE;
if (state.override_pipeline)
pipeline = state.override_pipeline;
_cogl_journal_log_quad (cogl_framebuffer_get_journal (framebuffer),
position,
pipeline,
n_layers,
NULL, /* no texture override */
final_tex_coords,
n_layers * 4);
if (state.override_pipeline)
cogl_object_unref (state.override_pipeline);
return TRUE;
}
typedef struct _ValidateLayerState
{
CoglContext *ctx;
int i;
int first_layer;
CoglPipeline *override_source;
gboolean all_use_sliced_quad_fallback;
} ValidateLayerState;
static gboolean
_cogl_rectangles_validate_layer_cb (CoglPipeline *pipeline,
int layer_index,
void *user_data)
{
ValidateLayerState *state = user_data;
CoglTexture *texture;
state->i++;
/* We need to ensure the mipmaps are ready before deciding
* anything else about the texture because the texture storage
* could completely change if it needs to be migrated out of the
* atlas and will affect how we validate the layer.
*
* FIXME: this needs to be generalized. There could be any
* number of things that might require a shuffling of the
* underlying texture storage. We could add two mechanisms to
* generalize this a bit...
*
* 1) add a _cogl_pipeline_layer_update_storage() function that
* would for instance consider if mipmapping is necessary and
* potentially migrate the texture from an atlas.
*
* 2) allow setting of transient primitive-flags on a pipeline
* that may affect the outcome of _update_storage(). One flag
* could indicate that we expect to sample beyond the bounds of
* the texture border.
*
* flags = COGL_PIPELINE_PRIMITIVE_FLAG_VALID_BORDERS;
* _cogl_pipeline_layer_assert_primitive_flags (layer, flags)
* _cogl_pipeline_layer_update_storage (layer)
* enqueue primitive in journal
*
* when the primitive is dequeued and drawn we should:
* _cogl_pipeline_flush_gl_state (pipeline)
* draw primitive
* _cogl_pipeline_unassert_primitive_flags (layer, flags);
*
* _cogl_pipeline_layer_update_storage should take into
* consideration all the asserted primitive requirements. (E.g.
* there could be multiple primitives in the journal - or in a
* renderlist in the future - that need mipmaps or that need
* valid contents beyond their borders (for cogl_polygon)
* meaning they can't work with textures in an atas, so
* _cogl_pipeline_layer_update_storage would pass on these
* requirements to the texture atlas backend which would make
* sure the referenced texture is migrated out of the atlas and
* mipmaps are generated.)
*/
_cogl_pipeline_pre_paint_for_layer (pipeline, layer_index);
texture = cogl_pipeline_get_layer_texture (pipeline, layer_index);
/* NULL textures are handled by
* _cogl_pipeline_flush_gl_state */
if (texture == NULL)
return TRUE;
if (state->i == 0)
state->first_layer = layer_index;
/* XXX:
* For now, if the first layer is sliced then all other layers are
* ignored since we currently don't support multi-texturing with
* sliced textures. If the first layer is not sliced then any other
* layers found to be sliced will be skipped. (with a warning)
*
* TODO: Add support for multi-texturing rectangles with sliced
* textures if no texture matrices are in use.
*/
if (cogl_texture_is_sliced (texture))
{
if (state->i == 0)
{
if (cogl_pipeline_get_n_layers (pipeline) > 1)
{
static gboolean warning_seen = FALSE;
if (!state->override_source)
state->override_source = cogl_pipeline_copy (pipeline);
_cogl_pipeline_prune_to_n_layers (state->override_source, 1);
if (!warning_seen)
g_warning ("Skipping layers 1..n of your pipeline since "
"the first layer is sliced. We don't currently "
"support any multi-texturing with sliced "
"textures but assume layer 0 is the most "
"important to keep");
warning_seen = TRUE;
}
state->all_use_sliced_quad_fallback = TRUE;
return FALSE;
}
else
{
static gboolean warning_seen = FALSE;
CoglTexture2D *tex_2d;
if (!warning_seen)
g_warning ("Skipping layer %d of your pipeline consisting of "
"a sliced texture (unsupported for multi texturing)",
state->i);
warning_seen = TRUE;
/* Note: currently only 2D textures can be sliced. */
tex_2d = state->ctx->default_gl_texture_2d_tex;
cogl_pipeline_set_layer_texture (pipeline, layer_index,
COGL_TEXTURE (tex_2d));
return TRUE;
}
}
#ifdef COGL_ENABLE_DEBUG
/* If the texture can't be repeated with the GPU (e.g. because it has
* waste or if using GL_TEXTURE_RECTANGLE_ARB) then if a texture matrix
* is also in use we don't know if the result will end up trying
* to texture from the waste area.
*
* Note: we check can_hardware_repeat() first since it's cheaper.
*
* Note: cases where the texture coordinates will require repeating
* will be caught by later validation.
*/
if (!_cogl_texture_can_hardware_repeat (texture) &&
_cogl_pipeline_layer_has_user_matrix (pipeline, layer_index))
{
static gboolean warning_seen = FALSE;
if (!warning_seen)
g_warning ("layer %d of your pipeline uses a custom "
"texture matrix but because the texture doesn't "
"support hardware repeating you may see artefacts "
"due to sampling beyond the texture's bounds.",
state->i);
warning_seen = TRUE;
}
#endif
return TRUE;
}
void
_cogl_framebuffer_draw_multitextured_rectangles (
CoglFramebuffer *framebuffer,
CoglPipeline *pipeline,
CoglMultiTexturedRect *rects,
int n_rects)
{
CoglContext *ctx = cogl_framebuffer_get_context (framebuffer);
CoglPipeline *original_pipeline;
ValidateLayerState state;
int i;
original_pipeline = pipeline;
/*
* Validate all the layers of the current source pipeline...
*/
state.ctx = ctx;
state.i = -1;
state.first_layer = 0;
state.override_source = NULL;
state.all_use_sliced_quad_fallback = FALSE;
cogl_pipeline_foreach_layer (pipeline,
_cogl_rectangles_validate_layer_cb,
&state);
if (state.override_source)
pipeline = state.override_source;
/*
* Emit geometry for each of the rectangles...
*/
for (i = 0; i < n_rects; i++)
{
CoglTexture *texture;
const float default_tex_coords[4] = {0.0, 0.0, 1.0, 1.0};
const float *tex_coords;
if (!state.all_use_sliced_quad_fallback)
{
gboolean success =
_cogl_multitexture_quad_single_primitive (framebuffer,
pipeline,
rects[i].position,
rects[i].tex_coords,
rects[i].tex_coords_len);
/* NB: If _cogl_multitexture_quad_single_primitive fails then it
* means the user tried to use texture repeat with a texture that
* can't be repeated by the GPU (e.g. due to waste or use of
* GL_TEXTURE_RECTANGLE_ARB) */
if (success)
continue;
}
/* If multitexturing failed or we are drawing with a sliced texture
* then we only support a single layer so we pluck out the texture
* from the first pipeline layer... */
texture = cogl_pipeline_get_layer_texture (pipeline, state.first_layer);
if (rects[i].tex_coords)
tex_coords = rects[i].tex_coords;
else
tex_coords = default_tex_coords;
COGL_NOTE (DRAW, "Drawing Tex Quad (Multi-Prim Mode)");
_cogl_texture_quad_multiple_primitives (framebuffer,
pipeline,
texture,
state.first_layer,
rects[i].position,
tex_coords[0],
tex_coords[1],
tex_coords[2],
tex_coords[3]);
}
if (pipeline != original_pipeline)
cogl_object_unref (pipeline);
}
void
cogl_2d_primitives_immediate (CoglFramebuffer *framebuffer,
CoglPipeline *pipeline,
CoglVerticesMode mode,
const CoglVertexP2 *vertices,
unsigned int n_vertices)
{
CoglContext *ctx = cogl_framebuffer_get_context (framebuffer);
CoglAttributeBuffer *attribute_buffer;
CoglAttribute *attributes[1];
size_t vertices_size = sizeof (CoglVertexP2) * n_vertices;
attribute_buffer =
cogl_attribute_buffer_new (ctx, vertices_size, vertices);
attributes[0] = cogl_attribute_new (attribute_buffer,
"cogl_position_in",
sizeof (CoglVertexP2), /* stride */
0, /* offset */
2, /* n_components */
COGL_ATTRIBUTE_TYPE_FLOAT);
_cogl_framebuffer_draw_attributes (framebuffer,
pipeline,
mode,
0, /* first_index */
n_vertices,
attributes,
1,
COGL_DRAW_SKIP_JOURNAL_FLUSH |
COGL_DRAW_SKIP_PIPELINE_VALIDATION |
COGL_DRAW_SKIP_FRAMEBUFFER_FLUSH);
cogl_object_unref (attributes[0]);
cogl_object_unref (attribute_buffer);
}
void
_cogl_rectangle_immediate (CoglFramebuffer *framebuffer,
CoglPipeline *pipeline,
float x_1,
float y_1,
float x_2,
float y_2)
{
CoglVertexP2 vertices[4] =
{
{x_1, y_1},
{x_1, y_2},
{x_2, y_1},
{x_2, y_2}
};
cogl_2d_primitives_immediate (framebuffer,
pipeline,
COGL_VERTICES_MODE_TRIANGLE_STRIP,
vertices,
4);
}