1b2dd815b4
This adds much more comprehensive support for gobject-introspection based bindings by registering all objects as fundamental types that inherit from CoglObject, and all structs as boxed types. Co-Author: Robert Bragg <robert@linux.intel.com> Reviewed-by: Neil Roberts <neil@linux.intel.com>
687 lines
22 KiB
C
687 lines
22 KiB
C
/*
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* Cogl
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*
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* A Low Level GPU Graphics and Utilities API
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*
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* Copyright (C) 2010 Intel Corporation.
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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*
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl-util.h"
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#include "cogl-context-private.h"
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#include "cogl-object-private.h"
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#include "cogl-journal-private.h"
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#include "cogl-attribute.h"
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#include "cogl-attribute-private.h"
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#include "cogl-pipeline.h"
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#include "cogl-pipeline-private.h"
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#include "cogl-pipeline-opengl-private.h"
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#include "cogl-texture-private.h"
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#include "cogl-framebuffer-private.h"
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#include "cogl-indices-private.h"
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#ifdef COGL_PIPELINE_PROGEND_GLSL
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#include "cogl-pipeline-progend-glsl-private.h"
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#endif
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#include "cogl-private.h"
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#include "cogl-gtype-private.h"
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#include <string.h>
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#include <stdio.h>
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#include <stdlib.h>
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/* This isn't defined in the GLES headers */
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#ifndef GL_UNSIGNED_INT
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#define GL_UNSIGNED_INT 0x1405
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#endif
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static void _cogl_attribute_free (CoglAttribute *attribute);
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COGL_OBJECT_DEFINE (Attribute, attribute);
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COGL_GTYPE_DEFINE_CLASS (Attribute, attribute);
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static CoglBool
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validate_cogl_attribute_name (const char *name,
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char **real_attribute_name,
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CoglAttributeNameID *name_id,
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CoglBool *normalized,
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int *layer_number)
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{
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name = name + 5; /* skip "cogl_" */
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*normalized = FALSE;
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*layer_number = 0;
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if (strcmp (name, "position_in") == 0)
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*name_id = COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY;
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else if (strcmp (name, "color_in") == 0)
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{
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*name_id = COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY;
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*normalized = TRUE;
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}
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else if (strcmp (name, "tex_coord_in") == 0)
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{
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*real_attribute_name = "cogl_tex_coord0_in";
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*name_id = COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY;
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}
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else if (strncmp (name, "tex_coord", strlen ("tex_coord")) == 0)
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{
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char *endptr;
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*layer_number = strtoul (name + 9, &endptr, 10);
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if (strcmp (endptr, "_in") != 0)
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{
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g_warning ("Texture coordinate attributes should either be named "
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"\"cogl_tex_coord_in\" or named with a texture unit index "
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"like \"cogl_tex_coord2_in\"\n");
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return FALSE;
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}
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*name_id = COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY;
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}
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else if (strcmp (name, "normal_in") == 0)
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{
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*name_id = COGL_ATTRIBUTE_NAME_ID_NORMAL_ARRAY;
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*normalized = TRUE;
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}
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else if (strcmp (name, "point_size_in") == 0)
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*name_id = COGL_ATTRIBUTE_NAME_ID_POINT_SIZE_ARRAY;
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else
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{
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g_warning ("Unknown cogl_* attribute name cogl_%s\n", name);
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return FALSE;
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}
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return TRUE;
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}
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CoglAttributeNameState *
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_cogl_attribute_register_attribute_name (CoglContext *context,
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const char *name)
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{
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CoglAttributeNameState *name_state = g_new (CoglAttributeNameState, 1);
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int name_index = context->n_attribute_names++;
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char *name_copy = g_strdup (name);
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name_state->name = NULL;
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name_state->name_index = name_index;
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if (strncmp (name, "cogl_", 5) == 0)
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{
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if (!validate_cogl_attribute_name (name,
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&name_state->name,
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&name_state->name_id,
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&name_state->normalized_default,
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&name_state->layer_number))
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goto error;
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}
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else
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{
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name_state->name_id = COGL_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY;
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name_state->normalized_default = FALSE;
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name_state->layer_number = 0;
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}
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if (name_state->name == NULL)
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name_state->name = name_copy;
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g_hash_table_insert (context->attribute_name_states_hash,
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name_copy, name_state);
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if (G_UNLIKELY (context->attribute_name_index_map == NULL))
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context->attribute_name_index_map =
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g_array_new (FALSE, FALSE, sizeof (void *));
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g_array_set_size (context->attribute_name_index_map, name_index + 1);
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g_array_index (context->attribute_name_index_map,
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CoglAttributeNameState *, name_index) = name_state;
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return name_state;
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error:
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g_free (name_state);
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return NULL;
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}
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static CoglBool
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validate_n_components (const CoglAttributeNameState *name_state,
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int n_components)
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{
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switch (name_state->name_id)
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{
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case COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY:
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if (G_UNLIKELY (n_components == 1))
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{
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g_critical ("glVertexPointer doesn't allow 1 component vertex "
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"positions so we currently only support \"cogl_vertex\" "
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"attributes where n_components == 2, 3 or 4");
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return FALSE;
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}
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break;
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case COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY:
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if (G_UNLIKELY (n_components != 3 && n_components != 4))
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{
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g_critical ("glColorPointer expects 3 or 4 component colors so we "
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"currently only support \"cogl_color\" attributes where "
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"n_components == 3 or 4");
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return FALSE;
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}
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break;
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case COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY:
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break;
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case COGL_ATTRIBUTE_NAME_ID_NORMAL_ARRAY:
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if (G_UNLIKELY (n_components != 3))
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{
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g_critical ("glNormalPointer expects 3 component normals so we "
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"currently only support \"cogl_normal\" attributes "
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"where n_components == 3");
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return FALSE;
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}
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break;
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case COGL_ATTRIBUTE_NAME_ID_POINT_SIZE_ARRAY:
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if (G_UNLIKELY (n_components != 1))
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{
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g_critical ("The point size attribute can only have one "
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"component");
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return FALSE;
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}
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break;
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case COGL_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY:
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return TRUE;
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}
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return TRUE;
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}
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CoglAttribute *
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cogl_attribute_new (CoglAttributeBuffer *attribute_buffer,
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const char *name,
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size_t stride,
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size_t offset,
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int n_components,
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CoglAttributeType type)
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{
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CoglAttribute *attribute = g_slice_new (CoglAttribute);
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CoglBuffer *buffer = COGL_BUFFER (attribute_buffer);
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CoglContext *ctx = buffer->context;
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attribute->is_buffered = TRUE;
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attribute->name_state =
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g_hash_table_lookup (ctx->attribute_name_states_hash, name);
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if (!attribute->name_state)
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{
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CoglAttributeNameState *name_state =
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_cogl_attribute_register_attribute_name (ctx, name);
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if (!name_state)
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goto error;
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attribute->name_state = name_state;
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}
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attribute->d.buffered.attribute_buffer = cogl_object_ref (attribute_buffer);
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attribute->d.buffered.stride = stride;
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attribute->d.buffered.offset = offset;
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attribute->d.buffered.n_components = n_components;
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attribute->d.buffered.type = type;
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attribute->immutable_ref = 0;
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if (attribute->name_state->name_id != COGL_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY)
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{
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if (!validate_n_components (attribute->name_state, n_components))
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return NULL;
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attribute->normalized =
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attribute->name_state->normalized_default;
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}
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else
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attribute->normalized = FALSE;
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return _cogl_attribute_object_new (attribute);
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error:
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_cogl_attribute_free (attribute);
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return NULL;
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}
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static CoglAttribute *
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_cogl_attribute_new_const (CoglContext *context,
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const char *name,
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int n_components,
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int n_columns,
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CoglBool transpose,
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const float *value)
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{
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CoglAttribute *attribute = g_slice_new (CoglAttribute);
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attribute->name_state =
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g_hash_table_lookup (context->attribute_name_states_hash, name);
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if (!attribute->name_state)
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{
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CoglAttributeNameState *name_state =
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_cogl_attribute_register_attribute_name (context, name);
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if (!name_state)
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goto error;
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attribute->name_state = name_state;
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}
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if (!validate_n_components (attribute->name_state, n_components))
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goto error;
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attribute->is_buffered = FALSE;
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attribute->normalized = FALSE;
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attribute->d.constant.context = cogl_object_ref (context);
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attribute->d.constant.boxed.v.array = NULL;
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if (n_columns == 1)
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{
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_cogl_boxed_value_set_float (&attribute->d.constant.boxed,
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n_components,
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1,
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value);
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}
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else
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{
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/* FIXME: Up until GL[ES] 3 only square matrices were supported
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* and we don't currently expose non-square matrices in Cogl.
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*/
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_COGL_RETURN_VAL_IF_FAIL (n_columns == n_components, NULL);
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_cogl_boxed_value_set_matrix (&attribute->d.constant.boxed,
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n_columns,
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1,
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transpose,
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value);
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}
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return _cogl_attribute_object_new (attribute);
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error:
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_cogl_attribute_free (attribute);
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return NULL;
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}
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CoglAttribute *
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cogl_attribute_new_const_1f (CoglContext *context,
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const char *name,
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float value)
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{
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return _cogl_attribute_new_const (context,
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name,
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1, /* n_components */
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1, /* 1 column vector */
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FALSE, /* no transpose */
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&value);
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}
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CoglAttribute *
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cogl_attribute_new_const_2fv (CoglContext *context,
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const char *name,
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const float *value)
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{
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return _cogl_attribute_new_const (context,
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name,
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2, /* n_components */
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1, /* 1 column vector */
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FALSE, /* no transpose */
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value);
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}
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CoglAttribute *
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cogl_attribute_new_const_3fv (CoglContext *context,
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const char *name,
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const float *value)
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{
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return _cogl_attribute_new_const (context,
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name,
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3, /* n_components */
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1, /* 1 column vector */
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FALSE, /* no transpose */
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value);
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}
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CoglAttribute *
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cogl_attribute_new_const_4fv (CoglContext *context,
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const char *name,
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const float *value)
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{
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return _cogl_attribute_new_const (context,
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name,
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4, /* n_components */
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1, /* 1 column vector */
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FALSE, /* no transpose */
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value);
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}
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CoglAttribute *
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cogl_attribute_new_const_2f (CoglContext *context,
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const char *name,
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float component0,
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float component1)
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{
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float vec2[2] = { component0, component1 };
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return _cogl_attribute_new_const (context,
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name,
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2, /* n_components */
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1, /* 1 column vector */
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FALSE, /* no transpose */
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vec2);
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}
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CoglAttribute *
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cogl_attribute_new_const_3f (CoglContext *context,
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const char *name,
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float component0,
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float component1,
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float component2)
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{
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float vec3[3] = { component0, component1, component2 };
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return _cogl_attribute_new_const (context,
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name,
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3, /* n_components */
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1, /* 1 column vector */
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FALSE, /* no transpose */
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vec3);
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}
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CoglAttribute *
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cogl_attribute_new_const_4f (CoglContext *context,
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const char *name,
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float component0,
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float component1,
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float component2,
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float component3)
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{
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float vec4[4] = { component0, component1, component2, component3 };
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return _cogl_attribute_new_const (context,
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name,
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4, /* n_components */
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1, /* 1 column vector */
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FALSE, /* no transpose */
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vec4);
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}
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CoglAttribute *
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cogl_attribute_new_const_2x2fv (CoglContext *context,
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const char *name,
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const float *matrix2x2,
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CoglBool transpose)
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{
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return _cogl_attribute_new_const (context,
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name,
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2, /* n_components */
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2, /* 2 column vector */
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FALSE, /* no transpose */
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matrix2x2);
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}
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CoglAttribute *
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cogl_attribute_new_const_3x3fv (CoglContext *context,
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const char *name,
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const float *matrix3x3,
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CoglBool transpose)
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{
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return _cogl_attribute_new_const (context,
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name,
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3, /* n_components */
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3, /* 3 column vector */
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FALSE, /* no transpose */
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matrix3x3);
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}
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CoglAttribute *
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cogl_attribute_new_const_4x4fv (CoglContext *context,
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const char *name,
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const float *matrix4x4,
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CoglBool transpose)
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{
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return _cogl_attribute_new_const (context,
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name,
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4, /* n_components */
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4, /* 4 column vector */
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FALSE, /* no transpose */
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matrix4x4);
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}
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CoglBool
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cogl_attribute_get_normalized (CoglAttribute *attribute)
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{
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_COGL_RETURN_VAL_IF_FAIL (cogl_is_attribute (attribute), FALSE);
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return attribute->normalized;
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}
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static void
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warn_about_midscene_changes (void)
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{
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static CoglBool seen = FALSE;
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if (!seen)
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{
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g_warning ("Mid-scene modification of attributes has "
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"undefined results\n");
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seen = TRUE;
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}
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}
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void
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cogl_attribute_set_normalized (CoglAttribute *attribute,
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CoglBool normalized)
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{
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_COGL_RETURN_IF_FAIL (cogl_is_attribute (attribute));
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if (G_UNLIKELY (attribute->immutable_ref))
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warn_about_midscene_changes ();
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attribute->normalized = normalized;
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}
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CoglAttributeBuffer *
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cogl_attribute_get_buffer (CoglAttribute *attribute)
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{
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_COGL_RETURN_VAL_IF_FAIL (cogl_is_attribute (attribute), NULL);
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_COGL_RETURN_VAL_IF_FAIL (attribute->is_buffered, NULL);
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return attribute->d.buffered.attribute_buffer;
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}
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void
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cogl_attribute_set_buffer (CoglAttribute *attribute,
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CoglAttributeBuffer *attribute_buffer)
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{
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_COGL_RETURN_IF_FAIL (cogl_is_attribute (attribute));
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_COGL_RETURN_IF_FAIL (attribute->is_buffered);
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if (G_UNLIKELY (attribute->immutable_ref))
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warn_about_midscene_changes ();
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cogl_object_ref (attribute_buffer);
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cogl_object_unref (attribute->d.buffered.attribute_buffer);
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attribute->d.buffered.attribute_buffer = attribute_buffer;
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}
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CoglAttribute *
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_cogl_attribute_immutable_ref (CoglAttribute *attribute)
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{
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CoglBuffer *buffer = COGL_BUFFER (attribute->d.buffered.attribute_buffer);
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_COGL_RETURN_VAL_IF_FAIL (cogl_is_attribute (attribute), NULL);
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attribute->immutable_ref++;
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_cogl_buffer_immutable_ref (buffer);
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return attribute;
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}
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void
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_cogl_attribute_immutable_unref (CoglAttribute *attribute)
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|
{
|
|
CoglBuffer *buffer = COGL_BUFFER (attribute->d.buffered.attribute_buffer);
|
|
|
|
_COGL_RETURN_IF_FAIL (cogl_is_attribute (attribute));
|
|
_COGL_RETURN_IF_FAIL (attribute->immutable_ref > 0);
|
|
|
|
attribute->immutable_ref--;
|
|
_cogl_buffer_immutable_unref (buffer);
|
|
}
|
|
|
|
static void
|
|
_cogl_attribute_free (CoglAttribute *attribute)
|
|
{
|
|
if (attribute->is_buffered)
|
|
cogl_object_unref (attribute->d.buffered.attribute_buffer);
|
|
else
|
|
_cogl_boxed_value_destroy (&attribute->d.constant.boxed);
|
|
|
|
g_slice_free (CoglAttribute, attribute);
|
|
}
|
|
|
|
static CoglBool
|
|
validate_layer_cb (CoglPipeline *pipeline,
|
|
int layer_index,
|
|
void *user_data)
|
|
{
|
|
CoglTexture *texture =
|
|
cogl_pipeline_get_layer_texture (pipeline, layer_index);
|
|
CoglFlushLayerState *state = user_data;
|
|
CoglBool status = TRUE;
|
|
|
|
/* invalid textures will be handled correctly in
|
|
* _cogl_pipeline_flush_layers_gl_state */
|
|
if (texture == NULL)
|
|
goto validated;
|
|
|
|
_cogl_texture_flush_journal_rendering (texture);
|
|
|
|
/* Give the texture a chance to know that we're rendering
|
|
non-quad shaped primitives. If the texture is in an atlas it
|
|
will be migrated */
|
|
_cogl_texture_ensure_non_quad_rendering (texture);
|
|
|
|
/* We need to ensure the mipmaps are ready before deciding
|
|
* anything else about the texture because the texture storate
|
|
* could completely change if it needs to be migrated out of the
|
|
* atlas and will affect how we validate the layer.
|
|
*/
|
|
_cogl_pipeline_pre_paint_for_layer (pipeline, layer_index);
|
|
|
|
if (!_cogl_texture_can_hardware_repeat (texture))
|
|
{
|
|
g_warning ("Disabling layer %d of the current source material, "
|
|
"because texturing with the vertex buffer API is not "
|
|
"currently supported using sliced textures, or textures "
|
|
"with waste\n", layer_index);
|
|
|
|
/* XXX: maybe we can add a mechanism for users to forcibly use
|
|
* textures with waste where it would be their responsability to use
|
|
* texture coords in the range [0,1] such that sampling outside isn't
|
|
* required. We can then use a texture matrix (or a modification of
|
|
* the users own matrix) to map 1 to the edge of the texture data.
|
|
*
|
|
* Potentially, given the same guarantee as above we could also
|
|
* support a single sliced layer too. We would have to redraw the
|
|
* vertices once for each layer, each time with a fiddled texture
|
|
* matrix.
|
|
*/
|
|
state->fallback_layers |= (1 << state->unit);
|
|
state->options.flags |= COGL_PIPELINE_FLUSH_FALLBACK_MASK;
|
|
}
|
|
|
|
validated:
|
|
state->unit++;
|
|
return status;
|
|
}
|
|
|
|
void
|
|
_cogl_flush_attributes_state (CoglFramebuffer *framebuffer,
|
|
CoglPipeline *pipeline,
|
|
CoglDrawFlags flags,
|
|
CoglAttribute **attributes,
|
|
int n_attributes)
|
|
{
|
|
CoglContext *ctx = framebuffer->context;
|
|
CoglFlushLayerState layers_state;
|
|
CoglPipeline *copy = NULL;
|
|
|
|
if (!(flags & COGL_DRAW_SKIP_JOURNAL_FLUSH))
|
|
_cogl_journal_flush (framebuffer->journal);
|
|
|
|
layers_state.unit = 0;
|
|
layers_state.options.flags = 0;
|
|
layers_state.fallback_layers = 0;
|
|
|
|
if (!(flags & COGL_DRAW_SKIP_PIPELINE_VALIDATION))
|
|
cogl_pipeline_foreach_layer (pipeline,
|
|
validate_layer_cb,
|
|
&layers_state);
|
|
|
|
/* NB: _cogl_framebuffer_flush_state may disrupt various state (such
|
|
* as the pipeline state) when flushing the clip stack, so should
|
|
* always be done first when preparing to draw. We need to do this
|
|
* before setting up the array pointers because setting up the clip
|
|
* stack can cause some drawing which would change the array
|
|
* pointers. */
|
|
if (!(flags & COGL_DRAW_SKIP_FRAMEBUFFER_FLUSH))
|
|
_cogl_framebuffer_flush_state (framebuffer,
|
|
framebuffer,
|
|
COGL_FRAMEBUFFER_STATE_ALL);
|
|
|
|
/* In cogl_read_pixels we have a fast-path when reading a single
|
|
* pixel and the scene is just comprised of simple rectangles still
|
|
* in the journal. For this optimization to work we need to track
|
|
* when the framebuffer really does get drawn to. */
|
|
_cogl_framebuffer_mark_mid_scene (framebuffer);
|
|
_cogl_framebuffer_mark_clear_clip_dirty (framebuffer);
|
|
|
|
if (G_UNLIKELY (!(flags & COGL_DRAW_SKIP_LEGACY_STATE)) &&
|
|
G_UNLIKELY (ctx->legacy_state_set) &&
|
|
_cogl_get_enable_legacy_state ())
|
|
{
|
|
copy = cogl_pipeline_copy (pipeline);
|
|
pipeline = copy;
|
|
_cogl_pipeline_apply_legacy_state (pipeline);
|
|
}
|
|
|
|
ctx->driver_vtable->flush_attributes_state (framebuffer,
|
|
pipeline,
|
|
&layers_state,
|
|
flags,
|
|
attributes,
|
|
n_attributes);
|
|
|
|
if (copy)
|
|
cogl_object_unref (copy);
|
|
}
|
|
|
|
int
|
|
_cogl_attribute_get_n_components (CoglAttribute *attribute)
|
|
{
|
|
if (attribute->is_buffered)
|
|
return attribute->d.buffered.n_components;
|
|
else
|
|
return attribute->d.constant.boxed.size;
|
|
}
|