/*
 * Cogl
 *
 * A Low Level GPU Graphics and Utilities API
 *
 * Copyright (C) 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.
 *
 *
 *
 * Authors:
 *   Robert Bragg <robert@linux.intel.com>
 */

#include "config.h"

#include "cogl/cogl-debug.h"
#include "cogl/cogl-pipeline-private.h"
#include "cogl/cogl-context-private.h"
#include "cogl/cogl-texture-private.h"
#include "cogl/cogl-framebuffer-private.h"
#include "cogl/cogl-offscreen.h"
#include "cogl/driver/gl/cogl-util-gl-private.h"
#include "cogl/driver/gl/cogl-pipeline-opengl-private.h"
#include "cogl/driver/gl/cogl-texture-gl-private.h"

#include "cogl/driver/gl/cogl-pipeline-progend-glsl-private.h"

#include <glib.h>
#include <string.h>

/*
 * GL/GLES compatibility defines for pipeline thingies:
 */

/* These aren't defined in the GLES headers */
#ifndef GL_POINT_SPRITE
#define GL_POINT_SPRITE 0x8861
#endif
#ifndef GL_COORD_REPLACE
#define GL_COORD_REPLACE 0x8862
#endif
#ifndef GL_CLAMP_TO_BORDER
#define GL_CLAMP_TO_BORDER 0x812d
#endif

static void
texture_unit_init (CoglContext *ctx,
                   CoglTextureUnit *unit,
                   int index_)
{
  unit->index = index_;
  unit->enabled_gl_target = 0;
  unit->gl_texture = 0;
  unit->gl_target = 0;
  unit->dirty_gl_texture = FALSE;
  unit->matrix_stack = cogl_matrix_stack_new (ctx);

  unit->layer = NULL;
  unit->layer_changes_since_flush = 0;
  unit->texture_storage_changed = FALSE;
}

static void
texture_unit_free (CoglTextureUnit *unit)
{
  if (unit->layer)
    g_object_unref (unit->layer);
  g_object_unref (unit->matrix_stack);
}

CoglTextureUnit *
_cogl_get_texture_unit (int index_)
{
  _COGL_GET_CONTEXT (ctx, NULL);
  CoglGLContext *glctx = _cogl_driver_gl_context(ctx);

  if (glctx->texture_units->len < (index_ + 1))
    {
      int i;
      int prev_len = glctx->texture_units->len;
      glctx->texture_units = g_array_set_size (glctx->texture_units,
                                               index_ + 1);
      for (i = prev_len; i <= index_; i++)
        {
          CoglTextureUnit *unit =
            &g_array_index (glctx->texture_units, CoglTextureUnit, i);

          texture_unit_init (ctx, unit, i);
        }
    }

  return &g_array_index (glctx->texture_units, CoglTextureUnit, index_);
}

void
_cogl_destroy_texture_units (CoglContext *ctx)
{
  int i;
  CoglGLContext *glctx = _cogl_driver_gl_context(ctx);

  for (i = 0; i < glctx->texture_units->len; i++)
    {
      CoglTextureUnit *unit =
        &g_array_index (glctx->texture_units, CoglTextureUnit, i);
      texture_unit_free (unit);
    }
  g_array_free (glctx->texture_units, TRUE);
}

void
_cogl_set_active_texture_unit (int unit_index)
{
  _COGL_GET_CONTEXT (ctx, NO_RETVAL);
  CoglGLContext *glctx = _cogl_driver_gl_context(ctx);

  if (glctx->active_texture_unit != unit_index)
    {
      GE (ctx, glActiveTexture (GL_TEXTURE0 + unit_index));
      glctx->active_texture_unit = unit_index;
    }
}

/* 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)
{
  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);

  if (unit->gl_texture == gl_texture && !unit->dirty_gl_texture)
    return;

  GE (ctx, glBindTexture (gl_target, gl_texture));

  unit->dirty_gl_texture = TRUE;
}

void
_cogl_delete_gl_texture (GLuint gl_texture)
{
  int i;

  _COGL_GET_CONTEXT (ctx, NO_RETVAL);
  CoglGLContext *glctx = _cogl_driver_gl_context(ctx);

  for (i = 0; i < glctx->texture_units->len; i++)
    {
      CoglTextureUnit *unit =
        &g_array_index (glctx->texture_units, CoglTextureUnit, i);

      if (unit->gl_texture == gl_texture)
        {
          unit->gl_texture = 0;
          unit->gl_target = 0;
          unit->dirty_gl_texture = FALSE;
        }
    }

  GE (ctx, glDeleteTextures (1, &gl_texture));
}

/* Whenever the underlying GL texture storage of a CoglTexture is
 * changed (e.g. due to migration out of a texture atlas) then we are
 * notified. This lets us ensure that we reflush that texture's state
 * if it is reused again with the same texture unit.
 */
void
_cogl_pipeline_texture_storage_change_notify (CoglTexture *texture)
{
  int i;

  _COGL_GET_CONTEXT (ctx, NO_RETVAL);
  CoglGLContext *glctx = _cogl_driver_gl_context(ctx);

  for (i = 0; i < glctx->texture_units->len; i++)
    {
      CoglTextureUnit *unit =
        &g_array_index (glctx->texture_units, CoglTextureUnit, i);

      if (unit->layer &&
          _cogl_pipeline_layer_get_texture (unit->layer) == texture)
        unit->texture_storage_changed = TRUE;

      /* NB: the texture may be bound to multiple texture units so
       * we continue to check the rest */
    }
}

static gboolean
blend_factor_uses_constant (GLenum blend_factor)
{
  return (blend_factor == GL_CONSTANT_COLOR ||
          blend_factor == GL_ONE_MINUS_CONSTANT_COLOR ||
          blend_factor == GL_CONSTANT_ALPHA ||
          blend_factor == GL_ONE_MINUS_CONSTANT_ALPHA);
}

static void
flush_depth_state (CoglContext *ctx,
                   CoglDepthState *depth_state)
{
  gboolean depth_writing_enabled = depth_state->write_enabled;

  if (ctx->current_draw_buffer)
    {
      depth_writing_enabled &=
        cogl_framebuffer_get_depth_write_enabled (ctx->current_draw_buffer);
    }

  if (ctx->depth_test_enabled_cache != depth_state->test_enabled)
    {
      if (depth_state->test_enabled == TRUE)
        {
          GE (ctx, glEnable (GL_DEPTH_TEST));
          if (ctx->current_draw_buffer)
            cogl_framebuffer_set_depth_buffer_clear_needed (ctx->current_draw_buffer);
        }
      else
        GE (ctx, glDisable (GL_DEPTH_TEST));
      ctx->depth_test_enabled_cache = depth_state->test_enabled;
    }

  if (ctx->depth_test_function_cache != depth_state->test_function &&
      depth_state->test_enabled == TRUE)
    {
      GE (ctx, glDepthFunc (depth_state->test_function));
      ctx->depth_test_function_cache = depth_state->test_function;
    }

  if (ctx->depth_writing_enabled_cache != depth_writing_enabled)
    {
      GE (ctx, glDepthMask (depth_writing_enabled ?
                            GL_TRUE : GL_FALSE));
      ctx->depth_writing_enabled_cache = depth_writing_enabled;
    }

  if ((ctx->depth_range_near_cache != depth_state->range_near ||
       ctx->depth_range_far_cache != depth_state->range_far))
    {
      if (ctx->driver == COGL_DRIVER_GLES2)
        GE (ctx, glDepthRangef (depth_state->range_near,
                                depth_state->range_far));
      else
        GE (ctx, glDepthRange (depth_state->range_near,
                               depth_state->range_far));

      ctx->depth_range_near_cache = depth_state->range_near;
      ctx->depth_range_far_cache = depth_state->range_far;
    }
}

static void
_cogl_pipeline_flush_color_blend_alpha_depth_state (
                                            CoglPipeline *pipeline,
                                            unsigned long pipelines_difference,
                                            gboolean      with_color_attrib)
{
  _COGL_GET_CONTEXT (ctx, NO_RETVAL);

  if (pipelines_difference & COGL_PIPELINE_STATE_BLEND)
    {
      CoglPipeline *authority =
        _cogl_pipeline_get_authority (pipeline, COGL_PIPELINE_STATE_BLEND);
      CoglPipelineBlendState *blend_state =
        &authority->big_state->blend_state;

      if (blend_factor_uses_constant (blend_state->blend_src_factor_rgb) ||
          blend_factor_uses_constant (blend_state
                                      ->blend_src_factor_alpha) ||
          blend_factor_uses_constant (blend_state->blend_dst_factor_rgb) ||
          blend_factor_uses_constant (blend_state->blend_dst_factor_alpha))
        {
          float red = cogl_color_get_red (&blend_state->blend_constant);
          float green = cogl_color_get_green (&blend_state->blend_constant);
          float blue = cogl_color_get_blue (&blend_state->blend_constant);
          float alpha = cogl_color_get_alpha (&blend_state->blend_constant);


          GE (ctx, glBlendColor (red, green, blue, alpha));
        }

      GE (ctx, glBlendEquationSeparate (blend_state->blend_equation_rgb,
                                        blend_state->blend_equation_alpha));

      GE (ctx, glBlendFuncSeparate (blend_state->blend_src_factor_rgb,
                                    blend_state->blend_dst_factor_rgb,
                                    blend_state->blend_src_factor_alpha,
                                    blend_state->blend_dst_factor_alpha));
    }

  if (pipelines_difference & COGL_PIPELINE_STATE_DEPTH)
    {
      CoglPipeline *authority =
        _cogl_pipeline_get_authority (pipeline, COGL_PIPELINE_STATE_DEPTH);
      CoglDepthState *depth_state = &authority->big_state->depth_state;

      flush_depth_state (ctx, depth_state);
    }

  if (pipelines_difference & COGL_PIPELINE_STATE_CULL_FACE)
    {
      CoglPipeline *authority =
        _cogl_pipeline_get_authority (pipeline, COGL_PIPELINE_STATE_CULL_FACE);
      CoglPipelineCullFaceState *cull_face_state
        = &authority->big_state->cull_face_state;

      if (cull_face_state->mode == COGL_PIPELINE_CULL_FACE_MODE_NONE)
        GE( ctx, glDisable (GL_CULL_FACE) );
      else
        {
          gboolean invert_winding;

          GE( ctx, glEnable (GL_CULL_FACE) );

          switch (cull_face_state->mode)
            {
            case COGL_PIPELINE_CULL_FACE_MODE_NONE:
              g_assert_not_reached ();

            case COGL_PIPELINE_CULL_FACE_MODE_FRONT:
              GE( ctx, glCullFace (GL_FRONT) );
              break;

            case COGL_PIPELINE_CULL_FACE_MODE_BACK:
              GE( ctx, glCullFace (GL_BACK) );
              break;

            case COGL_PIPELINE_CULL_FACE_MODE_BOTH:
              GE( ctx, glCullFace (GL_FRONT_AND_BACK) );
              break;
            }

          invert_winding =
            cogl_framebuffer_is_y_flipped (ctx->current_draw_buffer);

          switch (cull_face_state->front_winding)
            {
            case COGL_WINDING_CLOCKWISE:
              GE( ctx, glFrontFace (invert_winding ? GL_CCW : GL_CW) );
              break;

            case COGL_WINDING_COUNTER_CLOCKWISE:
              GE( ctx, glFrontFace (invert_winding ? GL_CW : GL_CCW) );
              break;
            }
        }
    }

  if (pipeline->real_blend_enable != ctx->gl_blend_enable_cache)
    {
      if (pipeline->real_blend_enable)
        GE (ctx, glEnable (GL_BLEND));
      else
        GE (ctx, glDisable (GL_BLEND));
      /* XXX: we shouldn't update any other blend state if blending
       * is disabled! */
      ctx->gl_blend_enable_cache = pipeline->real_blend_enable;
    }
}

static int
get_max_activateable_texture_units (void)
{
  _COGL_GET_CONTEXT (ctx, 0);

  if (G_UNLIKELY (ctx->max_activateable_texture_units == -1))
    {
      GLint values[3];
      int n_values = 0;
      int i;

#ifdef HAVE_GL
      if (ctx->driver != COGL_DRIVER_GLES2)
        {
          /* GL_MAX_TEXTURE_COORDS defines the number of texture coordinates
           * that can be uploaded (but doesn't necessarily relate to how many
           * texture images can be sampled) */
          GE (ctx, glGetIntegerv (GL_MAX_TEXTURE_COORDS, values + n_values++));

          GE (ctx, glGetIntegerv (GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS,
                                  values + n_values++));
        }
#endif /* HAVE_GL */

#ifdef HAVE_GLES2
      if (ctx->driver == COGL_DRIVER_GLES2)
        {
          GE (ctx, glGetIntegerv (GL_MAX_VERTEX_ATTRIBS, values + n_values));
          /* Two of the vertex attribs need to be used for the position
             and color */
          values[n_values++] -= 2;

          GE (ctx, glGetIntegerv (GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS,
                                  values + n_values++));
        }
#endif

      g_assert (n_values <= G_N_ELEMENTS (values) &&
                n_values > 0);

      /* Use the maximum value */
      ctx->max_activateable_texture_units = values[0];
      for (i = 1; i < n_values; i++)
        ctx->max_activateable_texture_units =
          MAX (values[i], ctx->max_activateable_texture_units);
    }

  return ctx->max_activateable_texture_units;
}

typedef struct
{
  int i;
  unsigned long *layer_differences;
} CoglPipelineFlushLayerState;

static gboolean
flush_layers_common_gl_state_cb (CoglPipelineLayer *layer, void *user_data)
{
  CoglPipelineFlushLayerState *flush_state = user_data;
  int                          unit_index = flush_state->i;
  CoglTextureUnit             *unit = _cogl_get_texture_unit (unit_index);
  unsigned long                layers_difference =
    flush_state->layer_differences[unit_index];

  _COGL_GET_CONTEXT (ctx, FALSE);

  /* There may not be enough texture units so we can bail out if
   * that's the case...
   */
  if (G_UNLIKELY (unit_index >= get_max_activateable_texture_units ()))
    {
      static gboolean shown_warning = FALSE;

      if (!shown_warning)
        {
          g_warning ("Your hardware does not have enough texture units"
                     "to handle this many texture layers");
          shown_warning = TRUE;
        }
      return FALSE;
    }

  if (layers_difference & COGL_PIPELINE_LAYER_STATE_TEXTURE_DATA)
    {
      CoglTexture *texture = _cogl_pipeline_layer_get_texture_real (layer);
      GLuint gl_texture;
      GLenum gl_target;

      if (texture == NULL)
        texture = ctx->default_gl_texture_2d_tex;

      cogl_texture_get_gl_texture (texture,
                                   &gl_texture,
                                   &gl_target);

      _cogl_set_active_texture_unit (unit_index);

      /* NB: There are several Cogl components and some code in
       * Clutter that will temporarily bind arbitrary GL textures to
       * query and modify texture object parameters. If you look at
       * _cogl_bind_gl_texture_transient() you can see we make sure
       * that such code always binds to texture unit 1 which means we
       * can't rely on the unit->gl_texture state if unit->index == 1.
       *
       * Because texture unit 1 is a bit special we actually defer any
       * necessary glBindTexture for it until the end of
       * _cogl_pipeline_flush_gl_state().
       *
       * NB: we get notified whenever glDeleteTextures is used (see
       * _cogl_delete_gl_texture()) where we invalidate
       * unit->gl_texture references to deleted textures so it's safe
       * to compare unit->gl_texture with gl_texture.  (Without the
       * hook it would be possible to delete a GL texture and create a
       * new one with the same name and comparing unit->gl_texture and
       * gl_texture wouldn't detect that.)
       *
       * NB: for foreign textures we don't know how the deletion of
       * the GL texture objects correspond to the deletion of the
       * CoglTextures so if there was previously a foreign texture
       * associated with the texture unit then we can't assume that we
       * aren't seeing a recycled texture name so we have to bind.
       */
      if (unit->gl_texture != gl_texture)
        {
          if (unit_index == 1)
            unit->dirty_gl_texture = TRUE;
          else
            GE (ctx, glBindTexture (gl_target, gl_texture));
          unit->gl_texture = gl_texture;
          unit->gl_target = gl_target;
        }

      /* The texture_storage_changed boolean indicates if the
       * CoglTexture's underlying GL texture storage has changed since
       * it was flushed to the texture unit. We've just flushed the
       * latest state so we can reset this. */
      unit->texture_storage_changed = FALSE;
    }

  if ((layers_difference & COGL_PIPELINE_LAYER_STATE_SAMPLER) &&
      _cogl_has_private_feature (ctx, COGL_PRIVATE_FEATURE_SAMPLER_OBJECTS))
    {
      const CoglSamplerCacheEntry *sampler_state;

      sampler_state = _cogl_pipeline_layer_get_sampler_state (layer);

      GE( ctx, glBindSampler (unit_index, sampler_state->sampler_object) );
    }

  g_object_ref (layer);
  if (unit->layer != NULL)
    g_object_unref (unit->layer);

  unit->layer = layer;
  unit->layer_changes_since_flush = 0;

  flush_state->i++;

  return TRUE;
}

static void
_cogl_pipeline_flush_common_gl_state (CoglPipeline  *pipeline,
                                      unsigned long  pipelines_difference,
                                      unsigned long *layer_differences,
                                      gboolean       with_color_attrib)
{
  CoglPipelineFlushLayerState state;

  _COGL_GET_CONTEXT (ctx, NO_RETVAL);

  _cogl_pipeline_flush_color_blend_alpha_depth_state (pipeline,
                                                      pipelines_difference,
                                                      with_color_attrib);

  state.i = 0;
  state.layer_differences = layer_differences;
  _cogl_pipeline_foreach_layer_internal (pipeline,
                                         flush_layers_common_gl_state_cb,
                                         &state);
}

/* Re-assert the layer's wrap modes on the given CoglTexture.
 *
 * Note: we don't simply forward the wrap modes to layer->texture
 * since the actual texture being used may have been overridden.
 */
static void
_cogl_pipeline_layer_forward_wrap_modes (CoglPipelineLayer *layer,
                                         CoglTexture *texture)
{
  CoglSamplerCacheWrapMode wrap_mode_s, wrap_mode_t;
  GLenum gl_wrap_mode_s, gl_wrap_mode_t;

  if (texture == NULL)
    return;

  _cogl_pipeline_layer_get_wrap_modes (layer,
                                       &wrap_mode_s,
                                       &wrap_mode_t);

  /* Update the wrap mode on the texture object. The texture backend
     should cache the value so that it will be a no-op if the object
     already has the same wrap mode set. The backend is best placed to
     do this because it knows how many of the coordinates will
     actually be used (ie, a 1D texture only cares about the 's'
     coordinate but a 3D texture would use all three). GL uses the
     wrap mode as part of the texture object state but we are
     pretending it's part of the per-layer environment state. This
     will break if the application tries to use different modes in
     different layers using the same texture. */

  if (wrap_mode_s == COGL_SAMPLER_CACHE_WRAP_MODE_AUTOMATIC)
    gl_wrap_mode_s = GL_CLAMP_TO_EDGE;
  else
    gl_wrap_mode_s = wrap_mode_s;

  if (wrap_mode_t == COGL_SAMPLER_CACHE_WRAP_MODE_AUTOMATIC)
    gl_wrap_mode_t = GL_CLAMP_TO_EDGE;
  else
    gl_wrap_mode_t = wrap_mode_t;

  _cogl_texture_gl_flush_legacy_texobj_wrap_modes (texture,
                                                   gl_wrap_mode_s,
                                                   gl_wrap_mode_t);
}

void
_cogl_sampler_gl_init (CoglContext *context, CoglSamplerCacheEntry *entry)
{
  if (_cogl_has_private_feature (context,
                                 COGL_PRIVATE_FEATURE_SAMPLER_OBJECTS))
    {
      GE( context, glGenSamplers (1, &entry->sampler_object) );

      GE( context, glSamplerParameteri (entry->sampler_object,
                                        GL_TEXTURE_MIN_FILTER,
                                        entry->min_filter) );
      GE( context, glSamplerParameteri (entry->sampler_object,
                                        GL_TEXTURE_MAG_FILTER,
                                        entry->mag_filter) );

      GE (context, glSamplerParameteri (entry->sampler_object,
                                        GL_TEXTURE_WRAP_S,
                                        entry->wrap_mode_s) );
      GE (context, glSamplerParameteri (entry->sampler_object,
                                        GL_TEXTURE_WRAP_T,
                                        entry->wrap_mode_t) );

      /* While COGL_PRIVATE_FEATURE_SAMPLER_OBJECTS implies support for
       * GL_TEXTURE_LOD_BIAS in GL, the same is not true in GLES. So check,
       * and also only apply GL_TEXTURE_LOD_BIAS in mipmap modes:
       */
      if (_cogl_has_private_feature (context,
                                     COGL_PRIVATE_FEATURE_TEXTURE_LOD_BIAS) &&
          entry->min_filter != GL_NEAREST &&
          entry->min_filter != GL_LINEAR)
        {
          GLfloat bias = _cogl_texture_min_filter_get_lod_bias (entry->min_filter);

          GE (context, glSamplerParameterf (entry->sampler_object,
                                            GL_TEXTURE_LOD_BIAS,
                                            bias));
        }
    }
  else
    {
      CoglGLContext *gl_context = context->driver_context;

      /* If sampler objects aren't supported then we'll invent a
         unique number so that pipelines can still compare the
         unique state just by comparing the sampler object
         numbers */
      entry->sampler_object = gl_context->next_fake_sampler_object_number++;
    }
}

void
_cogl_sampler_gl_free (CoglContext *context, CoglSamplerCacheEntry *entry)
{
  if (_cogl_has_private_feature (context,
                                 COGL_PRIVATE_FEATURE_SAMPLER_OBJECTS))
    GE( context, glDeleteSamplers (1, &entry->sampler_object) );
}

/* OpenGL associates the min/mag filters and repeat modes with the
 * texture object not the texture unit so we always have to re-assert
 * the filter and repeat modes whenever we use a texture since it may
 * be referenced by multiple pipelines with different modes.
 *
 * This function is bypassed in favour of sampler objects if
 * GL_ARB_sampler_objects is advertised. This fallback won't work if
 * the same texture is bound to multiple layers with different sampler
 * state.
 */
static void
foreach_texture_unit_update_filter_and_wrap_modes (void)
{
  int i;

  _COGL_GET_CONTEXT (ctx, NO_RETVAL);
  CoglGLContext *glctx = _cogl_driver_gl_context(ctx);

  for (i = 0; i < glctx->texture_units->len; i++)
    {
      CoglTextureUnit *unit =
        &g_array_index (glctx->texture_units, CoglTextureUnit, i);

      if (unit->layer)
        {
          CoglTexture *texture = _cogl_pipeline_layer_get_texture (unit->layer);

          if (texture != NULL)
            {
              CoglPipelineFilter min;
              CoglPipelineFilter mag;

              _cogl_pipeline_layer_get_filters (unit->layer, &min, &mag);
              _cogl_texture_gl_flush_legacy_texobj_filters (texture, min, mag);

              _cogl_pipeline_layer_forward_wrap_modes (unit->layer, texture);
            }
        }
    }
}

typedef struct
{
  int i;
  unsigned long *layer_differences;
} CoglPipelineCompareLayersState;

static gboolean
compare_layer_differences_cb (CoglPipelineLayer *layer, void *user_data)
{
  CoglPipelineCompareLayersState *state = user_data;
  CoglTextureUnit *unit = _cogl_get_texture_unit (state->i);

  if (unit->layer == layer)
    state->layer_differences[state->i] = unit->layer_changes_since_flush;
  else if (unit->layer)
    {
      state->layer_differences[state->i] = unit->layer_changes_since_flush;
      state->layer_differences[state->i] |=
        _cogl_pipeline_layer_compare_differences (layer, unit->layer);
    }
  else
    state->layer_differences[state->i] = COGL_PIPELINE_LAYER_STATE_ALL_SPARSE;

  /* XXX: There is always a possibility that a CoglTexture's
   * underlying GL texture storage has been changed since it was last
   * bound to a texture unit which is why we have a callback into
   * _cogl_pipeline_texture_storage_change_notify whenever a textures
   * underlying GL texture storage changes which will set the
   * unit->texture_intern_changed flag. If we see that's been set here
   * then we force an update of the texture state...
   */
  if (unit->texture_storage_changed)
    state->layer_differences[state->i] |=
      COGL_PIPELINE_LAYER_STATE_TEXTURE_DATA;

  state->i++;

  return TRUE;
}

typedef struct
{
  CoglFramebuffer *framebuffer;
  const CoglPipelineVertend *vertend;
  const CoglPipelineFragend *fragend;
  CoglPipeline *pipeline;
  unsigned long *layer_differences;
  gboolean error_adding_layer;
  gboolean added_layer;
} CoglPipelineAddLayerState;

static gboolean
vertend_add_layer_cb (CoglPipelineLayer *layer,
                      void *user_data)
{
  CoglPipelineAddLayerState *state = user_data;
  const CoglPipelineVertend *vertend = state->vertend;
  CoglPipeline *pipeline = state->pipeline;
  int unit_index = _cogl_pipeline_layer_get_unit_index (layer);

  /* Either generate per layer code snippets or setup the
   * fixed function glTexEnv for each layer... */
  if (G_LIKELY (vertend->add_layer (pipeline,
                                    layer,
                                    state->layer_differences[unit_index],
                                    state->framebuffer)))
    state->added_layer = TRUE;
  else
    {
      state->error_adding_layer = TRUE;
      return FALSE;
    }

  return TRUE;
}

static gboolean
fragend_add_layer_cb (CoglPipelineLayer *layer,
                      void *user_data)
{
  CoglPipelineAddLayerState *state = user_data;
  const CoglPipelineFragend *fragend = state->fragend;
  CoglPipeline *pipeline = state->pipeline;
  int unit_index = _cogl_pipeline_layer_get_unit_index (layer);

  /* Either generate per layer code snippets or setup the
   * fixed function glTexEnv for each layer... */
  if (G_LIKELY (fragend->add_layer (pipeline,
                                    layer,
                                    state->layer_differences[unit_index])))
    state->added_layer = TRUE;
  else
    {
      state->error_adding_layer = TRUE;
      return FALSE;
    }

  return TRUE;
}

/*
 * _cogl_pipeline_flush_gl_state:
 *
 * Details of override options:
 * ->fallback_mask: is a bitmask of the pipeline layers that need to be
 *    replaced with the default, fallback textures. The fallback textures are
 *    fully transparent textures so they hopefully won't contribute to the
 *    texture combining.
 *
 *    The intention of fallbacks is to try and preserve
 *    the number of layers the user is expecting so that texture coordinates
 *    they gave will mostly still correspond to the textures they intended, and
 *    have a fighting chance of looking close to their originally intended
 *    result.
 *
 * ->disable_mask: is a bitmask of the pipeline layers that will simply have
 *    texturing disabled. It's only really intended for disabling all layers
 *    > X; i.e. we'd expect to see a contiguous run of 0 starting from the LSB
 *    and at some point the remaining bits flip to 1. It might work to disable
 *    arbitrary layers; though I'm not sure a.t.m how OpenGL would take to
 *    that.
 *
 *    The intention of the disable_mask is for emitting geometry when the user
 *    hasn't supplied enough texture coordinates for all the layers and it's
 *    not possible to auto generate default texture coordinates for those
 *    layers.
 *
 * ->layer0_override_texture: forcibly tells us to bind this GL texture name for
 *    layer 0 instead of plucking the gl_texture from the CoglTexture of layer
 *    0.
 *
 *    The intention of this is for any primitives that supports sliced textures.
 *    The code will can iterate each of the slices and re-flush the pipeline
 *    forcing the GL texture of each slice in turn.
 *
 * ->wrap_mode_overrides: overrides the wrap modes set on each
 *    layer. This is used to implement the automatic wrap mode.
 *
 * XXX: It might also help if we could specify a texture matrix for code
 *    dealing with slicing that would be multiplied with the users own matrix.
 *
 *    Normally texture coords in the range [0, 1] refer to the extents of the
 *    texture, but when your GL texture represents a slice of the real texture
 *    (from the users POV) then a texture matrix would be a neat way of
 *    transforming the mapping for each slice.
 *
 *    Currently for textured rectangles we manually calculate the texture
 *    coords for each slice based on the users given coords, but this solution
 *    isn't ideal.
 */
void
_cogl_pipeline_flush_gl_state (CoglContext *ctx,
                               CoglPipeline *pipeline,
                               CoglFramebuffer *framebuffer,
                               gboolean with_color_attrib,
                               gboolean unknown_color_alpha)
{
  CoglPipeline *current_pipeline = ctx->current_pipeline;
  unsigned long pipelines_difference;
  int n_layers;
  unsigned long *layer_differences;
  CoglTextureUnit *unit1;
  const CoglPipelineProgend *progend;

  COGL_STATIC_TIMER (pipeline_flush_timer,
                     "Mainloop", /* parent */
                     "Material Flush",
                     "The time spent flushing material state",
                     0 /* no application private data */);

  COGL_TIMER_START (_cogl_uprof_context, pipeline_flush_timer);

  /* Bail out asap if we've been asked to re-flush the already current
   * pipeline and we can see the pipeline hasn't changed */
  if (current_pipeline == pipeline &&
      ctx->current_pipeline_age == pipeline->age &&
      ctx->current_pipeline_with_color_attrib == with_color_attrib &&
      ctx->current_pipeline_unknown_color_alpha == unknown_color_alpha)
    goto done;
  else
    {
      /* Update derived state (currently just the 'real_blend_enable'
       * state) and determine a mask of state that differs between the
       * current pipeline and the one we are flushing.
       *
       * Note updating the derived state is done before doing any
       * pipeline comparisons so that we can correctly compare the
       * 'real_blend_enable' state itself.
       */

      if (current_pipeline == pipeline)
        {
          pipelines_difference = ctx->current_pipeline_changes_since_flush;

          if (pipelines_difference & COGL_PIPELINE_STATE_AFFECTS_BLENDING ||
              pipeline->unknown_color_alpha != unknown_color_alpha)
            {
              gboolean save_real_blend_enable = pipeline->real_blend_enable;

              _cogl_pipeline_update_real_blend_enable (pipeline,
                                                       unknown_color_alpha);

              if (save_real_blend_enable != pipeline->real_blend_enable)
                pipelines_difference |= COGL_PIPELINE_STATE_REAL_BLEND_ENABLE;
            }
        }
      else if (current_pipeline)
        {
          pipelines_difference = ctx->current_pipeline_changes_since_flush;

          _cogl_pipeline_update_real_blend_enable (pipeline,
                                                   unknown_color_alpha);

          pipelines_difference |=
            _cogl_pipeline_compare_differences (ctx->current_pipeline,
                                                pipeline);
        }
      else
        {
          _cogl_pipeline_update_real_blend_enable (pipeline,
                                                   unknown_color_alpha);

          pipelines_difference = COGL_PIPELINE_STATE_ALL;
        }
    }

  /* Get a layer_differences mask for each layer to be flushed */
  n_layers = cogl_pipeline_get_n_layers (pipeline);
  if (n_layers)
    {
      CoglPipelineCompareLayersState state;
      layer_differences = g_alloca (sizeof (unsigned long) * n_layers);
      memset (layer_differences, 0, sizeof (unsigned long) * n_layers);
      state.i = 0;
      state.layer_differences = layer_differences;
      _cogl_pipeline_foreach_layer_internal (pipeline,
                                             compare_layer_differences_cb,
                                             &state);
    }
  else
    layer_differences = NULL;

  /* First flush everything that's the same regardless of which
   * pipeline backend is being used...
   *
   * 1) top level state:
   *  glColor (or skip if a vertex attribute is being used for color)
   *  blend state
   *  alpha test state (except for GLES 2.0)
   *
   * 2) then foreach layer:
   *  determine gl_target/gl_texture
   *  bind texture
   *
   *  Note: After _cogl_pipeline_flush_common_gl_state you can expect
   *  all state of the layers corresponding texture unit to be
   *  updated.
   */
  _cogl_pipeline_flush_common_gl_state (pipeline,
                                        pipelines_difference,
                                        layer_differences,
                                        with_color_attrib);

  /* Now flush the fragment, vertex and program state according to the
   * current progend backend.
   *
   * Note: Some backends may not support the current pipeline
   * configuration and in that case it will report and error and we
   * will look for a different backend.
   *
   * NB: if pipeline->progend != COGL_PIPELINE_PROGEND_UNDEFINED then
   * we have previously managed to successfully flush this pipeline
   * with the given progend so we will simply use that to avoid
   * fallback code paths.
   */

  do
    {
      const CoglPipelineVertend *vertend;
      const CoglPipelineFragend *fragend;
      CoglPipelineAddLayerState state;

      progend = _cogl_pipeline_progend;

      if (G_UNLIKELY (!progend->start (pipeline)))
        continue;

      vertend = _cogl_pipeline_vertend;

      vertend->start (pipeline,
                      n_layers,
                      pipelines_difference);

      state.framebuffer = framebuffer;
      state.vertend = vertend;
      state.pipeline = pipeline;
      state.layer_differences = layer_differences;
      state.error_adding_layer = FALSE;
      state.added_layer = FALSE;

      _cogl_pipeline_foreach_layer_internal (pipeline,
                                             vertend_add_layer_cb,
                                             &state);

      if (G_UNLIKELY (state.error_adding_layer))
        continue;

      if (G_UNLIKELY (!vertend->end (pipeline, pipelines_difference)))
        continue;

      /* Now prepare the fragment processing state (fragend)
       *
       * NB: We can't combine the setup of the vertend and fragend
       * since the backends that do code generation share
       * ctx->codegen_source_buffer as a scratch buffer.
       */

      fragend = _cogl_pipeline_fragend;
      state.fragend = fragend;

      fragend->start (pipeline,
                      n_layers,
                      pipelines_difference);

      _cogl_pipeline_foreach_layer_internal (pipeline,
                                             fragend_add_layer_cb,
                                             &state);

      if (G_UNLIKELY (state.error_adding_layer))
        continue;

      if (G_UNLIKELY (!fragend->end (pipeline, pipelines_difference)))
        continue;

      if (progend->end)
        progend->end (pipeline, pipelines_difference);
      break;
    }
  while (0);

  /* FIXME: This reference is actually resulting in lots of
   * copy-on-write reparenting because one-shot pipelines end up
   * living for longer than necessary and so any later modification of
   * the parent will cause a copy-on-write.
   *
   * XXX: The issue should largely go away when we switch to using
   * weak pipelines for overrides.
   */
  g_object_ref (pipeline);
  if (ctx->current_pipeline != NULL)
    g_object_unref (ctx->current_pipeline);
  ctx->current_pipeline = pipeline;
  ctx->current_pipeline_changes_since_flush = 0;
  ctx->current_pipeline_with_color_attrib = with_color_attrib;
  ctx->current_pipeline_unknown_color_alpha = unknown_color_alpha;
  ctx->current_pipeline_age = pipeline->age;

done:

  progend = _cogl_pipeline_progend;

  /* We can't assume the color will be retained between flushes when
   * using the glsl progend because the generic attribute values are
   * not stored as part of the program object so they could be
   * overridden by any attribute changes in another program */
  if (!with_color_attrib)
    {
      int attribute;
      CoglPipeline *authority =
        _cogl_pipeline_get_authority (pipeline, COGL_PIPELINE_STATE_COLOR);
      int name_index = COGL_ATTRIBUTE_COLOR_NAME_INDEX;

      attribute =
        _cogl_pipeline_progend_glsl_get_attrib_location (pipeline, name_index);
      if (attribute != -1)
        GE (ctx,
            glVertexAttrib4f (attribute,
                              cogl_color_get_red (&authority->color),
                              cogl_color_get_green (&authority->color),
                              cogl_color_get_blue (&authority->color),
                              cogl_color_get_alpha (&authority->color)));
    }

  /* Give the progend a chance to update any uniforms that might not
   * depend on the material state. This is used on GLES2 to update the
   * matrices */
  if (progend->pre_paint)
    progend->pre_paint (pipeline, framebuffer);

  /* Handle the fact that OpenGL associates texture filter and wrap
   * modes with the texture objects not the texture units... */
  if (!_cogl_has_private_feature (ctx, COGL_PRIVATE_FEATURE_SAMPLER_OBJECTS))
    foreach_texture_unit_update_filter_and_wrap_modes ();

  /* If this pipeline has more than one layer then we always need
   * to make sure we rebind the texture for unit 1.
   *
   * NB: various components of Cogl may temporarily bind arbitrary
   * textures to texture unit 1 so they can query and modify texture
   * object parameters. cogl-pipeline.c (See
   * _cogl_bind_gl_texture_transient)
   */
  unit1 = _cogl_get_texture_unit (1);
  if (cogl_pipeline_get_n_layers (pipeline) > 1 && unit1->dirty_gl_texture)
    {
      _cogl_set_active_texture_unit (1);
      GE (ctx, glBindTexture (unit1->gl_target, unit1->gl_texture));
      unit1->dirty_gl_texture = FALSE;
    }

  COGL_TIMER_STOP (_cogl_uprof_context, pipeline_flush_timer);
}

void
_cogl_gl_set_uniform (CoglContext *ctx,
                      GLint location,
                      const CoglBoxedValue *value)
{
  switch (value->type)
    {
    case COGL_BOXED_NONE:
      break;

    case COGL_BOXED_INT:
      {
        const int *ptr;

        if (value->count == 1)
          ptr = value->v.int_value;
        else
          ptr = value->v.int_array;

        switch (value->size)
          {
          case 1:
            GE( ctx, glUniform1iv (location, value->count, ptr) );
            break;
          case 2:
            GE( ctx, glUniform2iv (location, value->count, ptr) );
            break;
          case 3:
            GE( ctx, glUniform3iv (location, value->count, ptr) );
            break;
          case 4:
            GE( ctx, glUniform4iv (location, value->count, ptr) );
            break;
          }
      }
      break;

    case COGL_BOXED_FLOAT:
      {
        const float *ptr;

        if (value->count == 1)
          ptr = value->v.float_value;
        else
          ptr = value->v.float_array;

        switch (value->size)
          {
          case 1:
            GE( ctx, glUniform1fv (location, value->count, ptr) );
            break;
          case 2:
            GE( ctx, glUniform2fv (location, value->count, ptr) );
            break;
          case 3:
            GE( ctx, glUniform3fv (location, value->count, ptr) );
            break;
          case 4:
            GE( ctx, glUniform4fv (location, value->count, ptr) );
            break;
          }
      }
      break;

    case COGL_BOXED_MATRIX:
      {
        const float *ptr;

        if (value->count == 1)
          ptr = value->v.matrix;
        else
          ptr = value->v.float_array;

        switch (value->size)
          {
          case 2:
            GE( ctx, glUniformMatrix2fv (location, value->count,
                                         FALSE, ptr) );
            break;
          case 3:
            GE( ctx, glUniformMatrix3fv (location, value->count,
                                         FALSE, ptr) );
            break;
          case 4:
            GE( ctx, glUniformMatrix4fv (location, value->count,
                                         FALSE, ptr) );
            break;
          }
      }
      break;
    }
}
