예제 #1
0
void
cogl_program_uniform_int (int  uniform_no,
                          int     size,
                          int     count,
                          const int *value)
{
  _COGL_GET_CONTEXT (ctx, NO_RETVAL);

  switch (size)
    {
    case 1:
      glUniform1iv (uniform_no, count, value);
      break;
    case 2:
      glUniform2iv (uniform_no, count, value);
      break;
    case 3:
      glUniform3iv (uniform_no, count, value);
      break;
    case 4:
      glUniform4iv (uniform_no, count, value);
      break;
    default:
      g_warning ("%s called with invalid size parameter", G_STRFUNC);
    }
}
예제 #2
0
파일: cogl2-path.c 프로젝트: collects/cogl
static void
_cogl_path_fill_nodes_with_clipped_rectangle (CoglPath *path)
{
  CoglFramebuffer *fb;

  _COGL_GET_CONTEXT (ctx, NO_RETVAL);

  if (!(ctx->private_feature_flags & COGL_PRIVATE_FEATURE_STENCIL_BUFFER))
    {
      static gboolean seen_warning = FALSE;

      if (!seen_warning)
        {
          g_warning ("Paths can not be filled using materials with "
                     "sliced textures unless there is a stencil "
                     "buffer");
          seen_warning = TRUE;
        }
    }

  fb = cogl_get_draw_framebuffer ();
  cogl_framebuffer_push_path_clip (fb, path);
  cogl_rectangle (path->data->path_nodes_min.x,
                  path->data->path_nodes_min.y,
                  path->data->path_nodes_max.x,
                  path->data->path_nodes_max.y);
  cogl_framebuffer_pop_clip (fb);
}
예제 #3
0
void
_cogl_matrix_stack_prepare_for_flush (CoglMatrixStack *stack,
                                      CoglMatrixMode mode,
                                      CoglMatrixStackFlushFunc callback,
                                      void *user_data)
{
  CoglMatrixState *state;

  _COGL_GET_CONTEXT (ctx, NO_RETVAL);

  state = _cogl_matrix_stack_top (stack);

  /* Because Cogl defines texture coordinates to have a top left origin and
   * because offscreen framebuffers may be used for rendering to textures we
   * always render upside down to offscreen buffers.
   */
  if (mode == COGL_MATRIX_PROJECTION &&
      cogl_is_offscreen (_cogl_get_draw_buffer ()))
    {
      CoglMatrix flipped_projection;
      CoglMatrix *projection =
        state->is_identity ? &ctx->identity_matrix : &state->matrix;

      cogl_matrix_multiply (&flipped_projection,
                            &ctx->y_flip_matrix, projection);
      callback (FALSE, &flipped_projection, user_data);
    }
  else
    callback (state->is_identity,
              state->is_identity ? &ctx->identity_matrix : &state->matrix,
              user_data);
}
예제 #4
0
파일: cogl-path.c 프로젝트: collects/cogl
CoglPath *
cogl_get_path (void)
{
  _COGL_GET_CONTEXT (ctx, NULL);

  return ctx->current_path;
}
예제 #5
0
파일: cogl-path.c 프로젝트: collects/cogl
CoglPathFillRule
cogl_path_get_fill_rule (void)
{
  _COGL_GET_CONTEXT (ctx, COGL_PATH_FILL_RULE_EVEN_ODD);

  return cogl2_path_get_fill_rule (ctx->current_path);
}
예제 #6
0
파일: cogl.c 프로젝트: collinss/muffin
void
cogl_read_pixels (int x,
                  int y,
                  int width,
                  int height,
                  CoglReadPixelsFlags source,
                  CoglPixelFormat format,
                  uint8_t *pixels)
{
  int bpp = _cogl_pixel_format_get_bytes_per_pixel (format);
  CoglBitmap *bitmap;

  _COGL_GET_CONTEXT (ctx, NO_RETVAL);

  bitmap = cogl_bitmap_new_for_data (ctx,
                                     width, height,
                                     format,
                                     bpp * width, /* rowstride */
                                     pixels);
  cogl_framebuffer_read_pixels_into_bitmap (_cogl_get_read_framebuffer (),
                                            x, y,
                                            source,
                                            bitmap);
  cogl_object_unref (bitmap);
}
예제 #7
0
파일: cogl.c 프로젝트: collinss/muffin
void
cogl_set_source (void *material_or_pipeline)
{
  CoglSourceState *top;
  CoglPipeline *pipeline = COGL_PIPELINE (material_or_pipeline);

  _COGL_GET_CONTEXT (ctx, NO_RETVAL);

  _COGL_RETURN_IF_FAIL (cogl_is_pipeline (pipeline));
  _COGL_RETURN_IF_FAIL (ctx->source_stack);

  top = ctx->source_stack->data;
  if (top->pipeline == pipeline && top->enable_legacy)
    return;

  if (top->push_count == 1)
    {
      /* NB: top->pipeline may be only thing keeping pipeline
       * alive currently so ref pipeline first... */
      cogl_object_ref (pipeline);
      cogl_object_unref (top->pipeline);
      top->pipeline = pipeline;
      top->enable_legacy = TRUE;
    }
  else
    {
      top->push_count--;
      cogl_push_source (pipeline);
    }
}
예제 #8
0
CoglBitmap *
_cogl_bitmap_from_file (const char  *filename,
			GError     **error)
{
  static CoglUserDataKey bitmap_data_key;
  CoglBitmap *bmp;
  int      stb_pixel_format;
  int      width;
  int      height;
  uint8_t  *pixels;

  _COGL_GET_CONTEXT (ctx, NULL);

  _COGL_RETURN_VAL_IF_FAIL (error == NULL || *error == NULL, FALSE);

  /* Load from file using stb */
  pixels = stbi_load (filename,
                      &width, &height, &stb_pixel_format,
                      STBI_rgb_alpha);
  if (pixels == NULL)
    return FALSE;

  /* Store bitmap info */
  bmp = cogl_bitmap_new_for_data (ctx,
                                  width, height,
                                  COGL_PIXEL_FORMAT_RGBA_8888,
                                  width * 4, /* rowstride */
                                  pixels);
  /* Register a destroy function so the pixel data will be freed
     automatically when the bitmap object is destroyed */
  cogl_object_set_user_data (COGL_OBJECT (bmp), &bitmap_data_key, pixels, free);

  return bmp;
}
예제 #9
0
static void
delete_shader (CoglShader *shader)
{
  _COGL_GET_CONTEXT (ctx, NO_RETVAL);

#ifdef HAVE_COGL_GL
  if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
    {
      if (shader->gl_handle)
        GE (ctx, glDeletePrograms (1, &shader->gl_handle));
    }
  else
#endif
    {
      if (shader->gl_handle)
        GE (ctx, glDeleteShader (shader->gl_handle));
    }

  shader->gl_handle = 0;

  if (shader->compilation_pipeline)
    {
      cogl_object_unref (shader->compilation_pipeline);
      shader->compilation_pipeline = NULL;
    }
}
예제 #10
0
static CoglBool
_cogl_pipeline_progend_fixed_arbfp_start (CoglPipeline *pipeline)
{
  _COGL_GET_CONTEXT (ctx, FALSE);

  if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_FIXED)))
    return FALSE;

  if (!_cogl_has_private_feature (ctx, COGL_PRIVATE_FEATURE_GL_FIXED))
    return FALSE;

  /* Vertex snippets are only supported in the GLSL fragend */
  if (_cogl_pipeline_has_vertex_snippets (pipeline))
    return FALSE;

  /* Validate that we can handle the fragment state using ARBfp
   */

  if (!_cogl_has_private_feature (ctx, COGL_PRIVATE_FEATURE_ARBFP))
    return FALSE;

  /* Fragment snippets are only supported in the GLSL fragend */
  if (_cogl_pipeline_has_fragment_snippets (pipeline))
    return FALSE;

  /* The ARBfp progend can't handle the per-vertex point size
   * attribute */
  if (cogl_pipeline_get_per_vertex_point_size (pipeline))
    return FALSE;

  return TRUE;
}
예제 #11
0
CoglTexture *
_cogl_atlas_copy_rectangle (CoglAtlas *atlas,
                            int x,
                            int y,
                            int width,
                            int height,
                            CoglPixelFormat internal_format)
{
  CoglTexture *tex;
  CoglBlitData blit_data;
  CoglError *ignore_error = NULL;

  _COGL_GET_CONTEXT (ctx, NULL);

  /* Create a new texture at the right size */
  tex = create_migration_texture (ctx, width, height, internal_format);
  if (!cogl_texture_allocate (tex, &ignore_error))
    {
      cogl_error_free (ignore_error);
      cogl_object_unref (tex);
      return NULL;
    }

  /* Blit the data out of the atlas to the new texture. If FBOs
     aren't available this will end up having to copy the entire
     atlas texture */
  _cogl_blit_begin (&blit_data, tex, atlas->texture);
  _cogl_blit (&blit_data,
                    x, y,
                    0, 0,
                    width, height);
  _cogl_blit_end (&blit_data);

  return tex;
}
static CoglBool
_cogl_pipeline_progend_fixed_start (CoglPipeline *pipeline)
{
  _COGL_GET_CONTEXT (ctx, FALSE);

  if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_FIXED)))
    return FALSE;

  if (!_cogl_has_private_feature (ctx, COGL_PRIVATE_FEATURE_GL_FIXED))
    return FALSE;

  /* Vertex snippets are only supported in the GLSL fragend */
  if (_cogl_pipeline_has_vertex_snippets (pipeline))
    return FALSE;

  /* Fragment snippets are only supported in the GLSL fragend */
  if (_cogl_pipeline_has_fragment_snippets (pipeline))
    return FALSE;

  /* If there is a user program then the appropriate backend for that
   * language should handle it. */
  if (cogl_pipeline_get_user_program (pipeline))
    return FALSE;

  /* The fixed progend can't handle the per-vertex point size
   * attribute */
  if (cogl_pipeline_get_per_vertex_point_size (pipeline))
    return FALSE;

  return TRUE;
}
예제 #13
0
/* Note: _cogl_bind_gl_texture_transient 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,
                                 CoglBool is_foreign)
{
  CoglTextureUnit *unit;

  _COGL_GET_CONTEXT (ctx, NO_RETVAL);

  /* We choose to always make texture unit 1 active for transient
   * binds 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.
   */
  _cogl_set_active_texture_unit (1);
  unit = _cogl_get_texture_unit (1);

  /* 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 (ctx, glBindTexture (gl_target, gl_texture));

  unit->dirty_gl_texture = TRUE;
  unit->is_foreign = is_foreign;
}
예제 #14
0
static void
disable_stencil_buffer (void)
{
  _COGL_GET_CONTEXT (ctx, NO_RETVAL);

  GE( ctx, glDisable (GL_STENCIL_TEST) );
}
예제 #15
0
파일: cogl.c 프로젝트: collinss/muffin
CoglFeatureFlags
cogl_get_features (void)
{
  _COGL_GET_CONTEXT (ctx, 0);

  return ctx->feature_flags;
}
예제 #16
0
void
cogl_shader_source (CoglHandle   handle,
                    const char  *source)
{
  CoglShader *shader;
  CoglShaderLanguage language;

  _COGL_GET_CONTEXT (ctx, NO_RETVAL);

  if (!cogl_is_shader (handle))
    return;

  shader = handle;

#ifdef HAVE_COGL_GL
  if (strncmp (source, "!!ARBfp1.0", 10) == 0)
    language = COGL_SHADER_LANGUAGE_ARBFP;
  else
#endif
    language = COGL_SHADER_LANGUAGE_GLSL;

  /* Delete the old object if the language is changing... */
  if (G_UNLIKELY (language != shader->language) &&
      shader->gl_handle)
    delete_shader (shader);

  shader->source = g_strdup (source);

  shader->language = language;
}
예제 #17
0
파일: cogl.c 프로젝트: collinss/muffin
CoglBool
cogl_features_available (CoglFeatureFlags features)
{
  _COGL_GET_CONTEXT (ctx, 0);

  return (ctx->feature_flags & features) == features;
}
예제 #18
0
void
cogl_shader_compile (CoglHandle handle)
{
  CoglShader *shader;

  _COGL_GET_CONTEXT (ctx, NO_RETVAL);

  if (!cogl_is_shader (handle))
    return;

#ifdef HAVE_COGL_GL
  shader = handle;
  if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
    _cogl_shader_compile_real (handle, NULL);
#endif

  /* XXX: For GLSL we don't actually compile anything until the shader
   * gets used so we have an opportunity to add some boilerplate to
   * the shader.
   *
   * At the end of the day this is obviously a badly designed API
   * given that we are having to lie to the user. It was a mistake to
   * so thinly wrap the OpenGL shader API and the current plan is to
   * replace it with a pipeline snippets API. */
}
예제 #19
0
파일: cogl.c 프로젝트: collinss/muffin
CoglFuncPtr
cogl_get_proc_address (const char* name)
{
  _COGL_GET_CONTEXT (ctx, NULL);

  return _cogl_renderer_get_proc_address (ctx->display->renderer, name, FALSE);
}
예제 #20
0
CoglHandle
cogl_create_shader (CoglShaderType type)
{
  CoglShader *shader;

  _COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);

  switch (type)
    {
    case COGL_SHADER_TYPE_VERTEX:
    case COGL_SHADER_TYPE_FRAGMENT:
      break;
    default:
      g_warning ("Unexpected shader type (0x%08lX) given to "
                 "cogl_create_shader", (unsigned long) type);
      return COGL_INVALID_HANDLE;
    }

  shader = g_slice_new (CoglShader);
  shader->language = COGL_SHADER_LANGUAGE_GLSL;
  shader->gl_handle = 0;
  shader->compilation_pipeline = NULL;
  shader->type = type;

  return _cogl_shader_handle_new (shader);
}
예제 #21
0
파일: cogl-path.c 프로젝트: collects/cogl
void
cogl_path_close (void)
{
  _COGL_GET_CONTEXT (ctx, NO_RETVAL);

  cogl2_path_close (ctx->current_path);
}
예제 #22
0
CoglTexture *
cogl_texture_new_from_data (int width,
                            int height,
                            CoglTextureFlags flags,
                            CoglPixelFormat format,
                            CoglPixelFormat internal_format,
                            int rowstride,
                            const uint8_t *data)
{
  CoglError *ignore_error = NULL;
  CoglTexture *tex;

  _COGL_GET_CONTEXT (ctx, NULL);

  tex = _cogl_texture_new_from_data (ctx,
                                     width, height,
                                     flags,
                                     format, internal_format,
                                     rowstride,
                                     data,
                                     &ignore_error);
  if (!tex)
    cogl_error_free (ignore_error);
  return tex;
}
예제 #23
0
파일: cogl-path.c 프로젝트: collects/cogl
void
cogl_path_set_fill_rule (CoglPathFillRule fill_rule)
{
  _COGL_GET_CONTEXT (ctx, NO_RETVAL);

  cogl2_path_set_fill_rule (ctx->current_path, fill_rule);
}
예제 #24
0
CoglTexture *
cogl_texture_new_from_file (const char        *filename,
                            CoglTextureFlags   flags,
                            CoglPixelFormat    internal_format,
                            CoglError           **error)
{
  CoglBitmap *bmp;
  CoglTexture *texture = NULL;

  _COGL_GET_CONTEXT (ctx, NULL);

  _COGL_RETURN_VAL_IF_FAIL (error == NULL || *error == NULL, NULL);

  bmp = cogl_bitmap_new_from_file (filename, error);
  if (bmp == NULL)
    return NULL;

  texture = _cogl_texture_new_from_bitmap (bmp, flags,
                                           internal_format,
                                           TRUE, /* can convert in-place */
                                           error);

  cogl_object_unref (bmp);

  return texture;
}
예제 #25
0
파일: cogl-path.c 프로젝트: collects/cogl
void
cogl_path_stroke_preserve (void)
{
  _COGL_GET_CONTEXT (ctx, NO_RETVAL);

  cogl2_path_stroke (ctx->current_path);
}
예제 #26
0
파일: cogl.c 프로젝트: Docworld/chromiumos
void
_cogl_features_init (void)
{
  CoglFeatureFlags flags = 0;
  int              max_clip_planes = 0;
  GLint            num_stencil_bits = 0;

  _COGL_GET_CONTEXT (ctx, NO_RETVAL);

  GE( glGetIntegerv (GL_STENCIL_BITS, &num_stencil_bits) );
  /* We need at least three stencil bits to combine clips */
  if (num_stencil_bits > 2)
    flags |= COGL_FEATURE_STENCIL_BUFFER;

  GE( glGetIntegerv (GL_MAX_CLIP_PLANES, &max_clip_planes) );
  if (max_clip_planes >= 4)
    flags |= COGL_FEATURE_FOUR_CLIP_PLANES;

#ifdef HAVE_COGL_GLES2
  flags |= COGL_FEATURE_SHADERS_GLSL | COGL_FEATURE_OFFSCREEN;
#endif

  flags |= COGL_FEATURE_VBOS;

  /* Cache features */
  ctx->feature_flags = flags;
  ctx->features_cached = TRUE;
}
예제 #27
0
CoglPipelineCache *
_cogl_pipeline_cache_new (void)
{
  CoglPipelineCache *cache = g_new (CoglPipelineCache, 1);
  unsigned long vertex_state;
  unsigned long layer_vertex_state;
  unsigned int fragment_state;
  unsigned int layer_fragment_state;

  _COGL_GET_CONTEXT (ctx, 0);

  vertex_state =
    _cogl_pipeline_get_state_for_vertex_codegen (ctx);
  layer_vertex_state =
    COGL_PIPELINE_LAYER_STATE_AFFECTS_VERTEX_CODEGEN;
  fragment_state =
    _cogl_pipeline_get_state_for_fragment_codegen (ctx);
  layer_fragment_state =
    _cogl_pipeline_get_layer_state_for_fragment_codegen (ctx);

  _cogl_pipeline_hash_table_init (&cache->vertex_hash,
                                  vertex_state,
                                  layer_vertex_state,
                                  "vertex shaders");
  _cogl_pipeline_hash_table_init (&cache->fragment_hash,
                                  fragment_state,
                                  layer_fragment_state,
                                  "fragment shaders");
  _cogl_pipeline_hash_table_init (&cache->combined_hash,
                                  vertex_state | fragment_state,
                                  layer_vertex_state | layer_fragment_state,
                                  "programs");

  return cache;
}
예제 #28
0
파일: cogl.c 프로젝트: collinss/muffin
CoglBool
cogl_get_backface_culling_enabled (void)
{
  _COGL_GET_CONTEXT (ctx, FALSE);

  return ctx->legacy_backface_culling_enabled;
}
예제 #29
0
파일: cogl-winsys.c 프로젝트: collects/cogl
/* FIXME: we should distinguish renderer and context features */
gboolean
_cogl_winsys_has_feature (CoglWinsysFeature feature)
{
  _COGL_GET_CONTEXT (ctx, FALSE);

  return COGL_FLAGS_GET (ctx->winsys_features, feature);
}
예제 #30
0
void
cogl_program_uniform_1i (int uniform_no,
                         int    value)
{
  _COGL_GET_CONTEXT (ctx, NO_RETVAL);
  glUniform1i (uniform_no, value);
}