static CoglBool
_cogl_pipeline_fragend_fixed_end (CoglPipeline *pipeline,
                                  unsigned long pipelines_difference)
{
  int highest_unit_index = -1;
  int i;

  _COGL_GET_CONTEXT (ctx, FALSE);

  _cogl_pipeline_foreach_layer_internal (pipeline,
                                         get_highest_unit_index_cb,
                                         &highest_unit_index);

  /* Disable additional texture units that may have previously been in use.. */
  for (i = highest_unit_index + 1; i < ctx->texture_units->len; i++)
    _cogl_disable_texture_unit (i);

  return TRUE;
}
static CoglBool
_cogl_pipeline_fragend_fixed_add_layer (CoglPipeline *pipeline,
                                        CoglPipelineLayer *layer,
                                        unsigned long layers_difference)
{
  CoglTextureUnit *unit =
    _cogl_get_texture_unit (_cogl_pipeline_layer_get_unit_index (layer));
  int unit_index = 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 since
   * they will end up binding texture unit 1. See
   * _cogl_bind_gl_texture_transient for more details.
   */
  _cogl_set_active_texture_unit (unit_index);

  if (G_UNLIKELY (unit_index >= get_max_texture_units ()))
    {
      _cogl_disable_texture_unit (unit_index);
      /* TODO: although this isn't considered an error that
       * warrants falling back to a different backend we
       * should print a warning here. */
      return TRUE;
    }

  /* Handle enabling or disabling the right texture type */
  if (layers_difference & COGL_PIPELINE_LAYER_STATE_TEXTURE_TYPE)
    {
      CoglTextureType texture_type =
        _cogl_pipeline_layer_get_texture_type (layer);
      GLenum gl_target;

      switch (texture_type)
        {
        case COGL_TEXTURE_TYPE_2D:
          gl_target = GL_TEXTURE_2D;
          break;

        case COGL_TEXTURE_TYPE_3D:
          gl_target = GL_TEXTURE_3D;
          break;

        case COGL_TEXTURE_TYPE_RECTANGLE:
          gl_target = GL_TEXTURE_RECTANGLE_ARB;
          break;
        }

      _cogl_set_active_texture_unit (unit_index);

      /* The common GL code handles binding the right texture so we
         just need to handle enabling and disabling it */

      if (unit->enabled_gl_target != gl_target)
        {
          /* Disable the previous target if it's still enabled */
          if (unit->enabled_gl_target)
            GE (ctx, glDisable (unit->enabled_gl_target));

          /* Enable the new target */
          if (!G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_TEXTURING)))
            {
              GE (ctx, glEnable (gl_target));
              unit->enabled_gl_target = gl_target;
            }
        }
    }
  else
    {
      /* Even though there may be no difference between the last flushed
       * texture state and the current layers texture state it may be that the
       * texture unit has been disabled for some time so we need to assert that
       * it's enabled now.
       */
      if (!G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_TEXTURING)) &&
          unit->enabled_gl_target == 0)
        {
          _cogl_set_active_texture_unit (unit_index);
          GE (ctx, glEnable (unit->gl_target));
          unit->enabled_gl_target = unit->gl_target;
        }
    }

  if (layers_difference & COGL_PIPELINE_LAYER_STATE_COMBINE)
    {
      CoglPipelineLayer *authority =
        _cogl_pipeline_layer_get_authority (layer,
                                            COGL_PIPELINE_LAYER_STATE_COMBINE);
      CoglPipelineLayerBigState *big_state = authority->big_state;
      GLenum sources[3];

      GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE));

      /* Set the combiner functions... */
      GE (ctx, glTexEnvi (GL_TEXTURE_ENV,
                          GL_COMBINE_RGB,
                          big_state->texture_combine_rgb_func));
      GE (ctx, glTexEnvi (GL_TEXTURE_ENV,
                          GL_COMBINE_ALPHA,
                          big_state->texture_combine_alpha_func));

      /*
       * Setup the function arguments...
       */

      /* For the RGB components... */
      n_rgb_func_args =
        _cogl_get_n_args_for_combine_func (big_state->texture_combine_rgb_func);

      translate_sources (pipeline,
                         n_rgb_func_args,
                         big_state->texture_combine_rgb_src,
                         sources);

      GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_SRC0_RGB,
                          sources[0]));
      GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB,
                          big_state->texture_combine_rgb_op[0]));
      if (n_rgb_func_args > 1)
        {
          GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_SRC1_RGB,
                              sources[1]));
          GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_RGB,
                              big_state->texture_combine_rgb_op[1]));
        }
      if (n_rgb_func_args > 2)
        {
          GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_SRC2_RGB,
                              sources[2]));
          GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_RGB,
                              big_state->texture_combine_rgb_op[2]));
        }

      /* For the Alpha component */
      n_alpha_func_args =
        _cogl_get_n_args_for_combine_func (big_state->texture_combine_alpha_func);

      translate_sources (pipeline,
                         n_alpha_func_args,
                         big_state->texture_combine_alpha_src,
                         sources);

      GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_SRC0_ALPHA,
                          sources[0]));
      GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,
                          big_state->texture_combine_alpha_op[0]));
      if (n_alpha_func_args > 1)
        {
          GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_SRC1_ALPHA,
                              sources[1]));
          GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA,
                              big_state->texture_combine_alpha_op[1]));
        }
      if (n_alpha_func_args > 2)
        {
          GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_SRC2_ALPHA,
                              sources[2]));
          GE (ctx, glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_ALPHA,
                              big_state->texture_combine_alpha_op[2]));
        }
    }

  if (layers_difference & COGL_PIPELINE_LAYER_STATE_COMBINE_CONSTANT)
    {
      CoglPipelineLayer *authority =
        _cogl_pipeline_layer_get_authority
        (layer, COGL_PIPELINE_LAYER_STATE_COMBINE_CONSTANT);
      CoglPipelineLayerBigState *big_state = authority->big_state;

      GE (ctx, glTexEnvfv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR,
                           big_state->texture_combine_constant));
    }

  return TRUE;
}
static gboolean
_cogl_pipeline_fragend_fixed_end (CoglPipeline *pipeline,
                                  unsigned long pipelines_difference)
{
  int highest_unit_index = -1;
  int i;

  _COGL_GET_CONTEXT (ctx, FALSE);

  _cogl_pipeline_foreach_layer_internal (pipeline,
                                         get_highest_unit_index_cb,
                                         &highest_unit_index);

  /* Disable additional texture units that may have previously been in use.. */
  for (i = highest_unit_index + 1; i < ctx->texture_units->len; i++)
    _cogl_disable_texture_unit (i);

  if (pipelines_difference & COGL_PIPELINE_STATE_FOG)
    {
      CoglPipeline *authority =
        _cogl_pipeline_get_authority (pipeline, COGL_PIPELINE_STATE_FOG);
      CoglPipelineFogState *fog_state = &authority->big_state->fog_state;

      if (fog_state->enabled)
        {
          GLfloat fogColor[4];
          GLenum gl_mode = GL_LINEAR;

          fogColor[0] = cogl_color_get_red_float (&fog_state->color);
          fogColor[1] = cogl_color_get_green_float (&fog_state->color);
          fogColor[2] = cogl_color_get_blue_float (&fog_state->color);
          fogColor[3] = cogl_color_get_alpha_float (&fog_state->color);

          GE (ctx, glEnable (GL_FOG));

          GE (ctx, glFogfv (GL_FOG_COLOR, fogColor));

          if (ctx->driver == COGL_DRIVER_GLES1)
            switch (fog_state->mode)
              {
              case COGL_FOG_MODE_LINEAR:
                gl_mode = GL_LINEAR;
                break;
              case COGL_FOG_MODE_EXPONENTIAL:
                gl_mode = GL_EXP;
                break;
              case COGL_FOG_MODE_EXPONENTIAL_SQUARED:
                gl_mode = GL_EXP2;
                break;
              }
          /* TODO: support other modes for GLES2 */

          /* NB: GLES doesn't have glFogi */
          GE (ctx, glFogf (GL_FOG_MODE, gl_mode));
          GE (ctx, glHint (GL_FOG_HINT, GL_NICEST));

          GE (ctx, glFogf (GL_FOG_DENSITY, fog_state->density));
          GE (ctx, glFogf (GL_FOG_START, fog_state->z_near));
          GE (ctx, glFogf (GL_FOG_END, fog_state->z_far));
        }
      else
        GE (ctx, glDisable (GL_FOG));
    }

  return TRUE;
}