/*
 * Cogl
 *
 * A Low Level GPU Graphics and Utilities API
 *
 * Copyright (C) 2007,2008,2009,2010 Intel Corporation.
 *
 * Permission is hereby granted, free of charge, to any person
 * obtaining a copy of this software and associated documentation
 * files (the "Software"), to deal in the Software without
 * restriction, including without limitation the rights to use, copy,
 * modify, merge, publish, distribute, sublicense, and/or sell copies
 * of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be
 * included in all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
 * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
 * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
 * SOFTWARE.
 *
 *
 */

#include "cogl-config.h"

#include "cogl-debug.h"
#include "cogl-context-private.h"
#include "cogl-journal-private.h"
#include "cogl-texture-private.h"
#include "cogl-pipeline-private.h"
#include "cogl-framebuffer-private.h"
#include "cogl-attribute-private.h"
#include "cogl-private.h"
#include "cogl-meta-texture.h"
#include "cogl-framebuffer-private.h"
#include "cogl1-context.h"
#include "cogl-primitives-private.h"

#include <string.h>
#include <math.h>

#define _COGL_MAX_BEZ_RECURSE_DEPTH 16

typedef struct _TextureSlicedQuadState
{
  CoglFramebuffer *framebuffer;
  CoglPipeline *pipeline;
  CoglTexture *main_texture;
  float tex_virtual_origin_x;
  float tex_virtual_origin_y;
  float quad_origin_x;
  float quad_origin_y;
  float v_to_q_scale_x;
  float v_to_q_scale_y;
  float quad_len_x;
  float quad_len_y;
  gboolean flipped_x;
  gboolean flipped_y;
} TextureSlicedQuadState;

typedef struct _TextureSlicedPolygonState
{
  const CoglTextureVertex *vertices;
  int n_vertices;
  int stride;
  CoglAttribute **attributes;
} TextureSlicedPolygonState;

static void
log_quad_sub_textures_cb (CoglTexture *texture,
                          const float *subtexture_coords,
                          const float *virtual_coords,
                          void *user_data)
{
  TextureSlicedQuadState *state = user_data;
  CoglFramebuffer *framebuffer = state->framebuffer;
  CoglTexture *texture_override;
  float quad_coords[4];

#define TEX_VIRTUAL_TO_QUAD(V, Q, AXIS) \
    do { \
	Q = V - state->tex_virtual_origin_##AXIS; \
	Q *= state->v_to_q_scale_##AXIS; \
	if (state->flipped_##AXIS) \
	    Q = state->quad_len_##AXIS - Q; \
	Q += state->quad_origin_##AXIS; \
    } while (0);

  TEX_VIRTUAL_TO_QUAD (virtual_coords[0], quad_coords[0], x);
  TEX_VIRTUAL_TO_QUAD (virtual_coords[1], quad_coords[1], y);

  TEX_VIRTUAL_TO_QUAD (virtual_coords[2], quad_coords[2], x);
  TEX_VIRTUAL_TO_QUAD (virtual_coords[3], quad_coords[3], y);

#undef TEX_VIRTUAL_TO_QUAD

  COGL_NOTE (DRAW,
             "~~~~~ slice\n"
             "qx1: %f\t"
             "qy1: %f\n"
             "qx2: %f\t"
             "qy2: %f\n"
             "tx1: %f\t"
             "ty1: %f\n"
             "tx2: %f\t"
             "ty2: %f\n",
             quad_coords[0], quad_coords[1],
             quad_coords[2], quad_coords[3],
             subtexture_coords[0], subtexture_coords[1],
             subtexture_coords[2], subtexture_coords[3]);

  /* We only need to override the texture if it's different from the
     main texture */
  if (texture == state->main_texture)
    texture_override = NULL;
  else
    texture_override = texture;

  _cogl_journal_log_quad (framebuffer->journal,
                          quad_coords,
                          state->pipeline,
                          1, /* one layer */
                          texture_override, /* replace the layer0 texture */
                          subtexture_coords,
                          4);
}

typedef struct _ValidateFirstLayerState
{
  CoglPipeline *override_pipeline;
} ValidateFirstLayerState;

static gboolean
validate_first_layer_cb (CoglPipeline *pipeline,
                         int layer_index,
                         void *user_data)
{
  ValidateFirstLayerState *state = user_data;
  CoglPipelineWrapMode clamp_to_edge =
    COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE;
  CoglPipelineWrapMode wrap_s;
  CoglPipelineWrapMode wrap_t;

  /* We can't use hardware repeat so we need to set clamp to edge
   * otherwise it might pull in edge pixels from the other side. By
   * default WRAP_MODE_AUTOMATIC becomes CLAMP_TO_EDGE so we only need
   * to override if the wrap mode isn't already automatic or
   * clamp_to_edge.
   */
  wrap_s = cogl_pipeline_get_layer_wrap_mode_s (pipeline, layer_index);
  if (wrap_s != COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE &&
      wrap_s != COGL_PIPELINE_WRAP_MODE_AUTOMATIC)
    {
      if (!state->override_pipeline)
        state->override_pipeline = cogl_pipeline_copy (pipeline);
      cogl_pipeline_set_layer_wrap_mode_s (state->override_pipeline,
                                           layer_index, clamp_to_edge);
    }

  wrap_t = cogl_pipeline_get_layer_wrap_mode_t (pipeline, layer_index);
  if (wrap_t != COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE &&
      wrap_t != COGL_PIPELINE_WRAP_MODE_AUTOMATIC)
    {
      if (!state->override_pipeline)
        state->override_pipeline = cogl_pipeline_copy (pipeline);
      cogl_pipeline_set_layer_wrap_mode_t (state->override_pipeline,
                                           layer_index, clamp_to_edge);
    }

  return FALSE;
}

/* This path doesn't currently support multitexturing but is used for
 * CoglTextures that don't support repeating using the GPU so we need to
 * manually emit extra geometry to fake the repeating. This includes:
 *
 * - CoglTexture2DSliced: when made of > 1 slice or if the users given
 *   texture coordinates require repeating,
 * - CoglTexture2DAtlas: if the users given texture coordinates require
 *   repeating,
 * - CoglTexturePixmap: if the users given texture coordinates require
 *   repeating
 */
/* TODO: support multitexturing */
static void
_cogl_texture_quad_multiple_primitives (CoglFramebuffer *framebuffer,
                                        CoglPipeline *pipeline,
                                        CoglTexture *texture,
                                        int layer_index,
                                        const float *position,
                                        float tx_1,
                                        float ty_1,
                                        float tx_2,
                                        float ty_2)
{
  TextureSlicedQuadState state;
  gboolean tex_virtual_flipped_x;
  gboolean tex_virtual_flipped_y;
  gboolean quad_flipped_x;
  gboolean quad_flipped_y;
  ValidateFirstLayerState validate_first_layer_state;
  CoglPipelineWrapMode wrap_s, wrap_t;

  wrap_s = cogl_pipeline_get_layer_wrap_mode_s (pipeline, layer_index);
  wrap_t = cogl_pipeline_get_layer_wrap_mode_t (pipeline, layer_index);

  validate_first_layer_state.override_pipeline = NULL;
  cogl_pipeline_foreach_layer (pipeline,
                               validate_first_layer_cb,
                               &validate_first_layer_state);

  state.framebuffer = framebuffer;
  state.main_texture = texture;

  if (validate_first_layer_state.override_pipeline)
    state.pipeline = validate_first_layer_state.override_pipeline;
  else
    state.pipeline = pipeline;

  /* Get together the data we need to transform the virtual texture
   * coordinates of each slice into quad coordinates...
   *
   * NB: We need to consider that the quad coordinates and the texture
   * coordinates may be inverted along the x or y axis, and must preserve the
   * inversions when we emit the final geometry.
   */

#define X0 0
#define Y0 1
#define X1 2
#define Y1 3

  tex_virtual_flipped_x = (tx_1 > tx_2) ? TRUE : FALSE;
  tex_virtual_flipped_y = (ty_1 > ty_2) ? TRUE : FALSE;
  state.tex_virtual_origin_x = tex_virtual_flipped_x ? tx_2 : tx_1;
  state.tex_virtual_origin_y = tex_virtual_flipped_y ? ty_2 : ty_1;

  quad_flipped_x = (position[X0] > position[X1]) ? TRUE : FALSE;
  quad_flipped_y = (position[Y0] > position[Y1]) ? TRUE : FALSE;
  state.quad_origin_x = quad_flipped_x ? position[X1] : position[X0];
  state.quad_origin_y = quad_flipped_y ? position[Y1] : position[Y0];

  /* flatten the two forms of coordinate inversion into one... */
  state.flipped_x = tex_virtual_flipped_x ^ quad_flipped_x;
  state.flipped_y = tex_virtual_flipped_y ^ quad_flipped_y;

  /* We use the _len_AXIS naming here instead of _width and _height because
   * log_quad_slice_cb uses a macro with symbol concatenation to handle both
   * axis, so this is more convenient... */
  state.quad_len_x = fabs (position[X1] - position[X0]);
  state.quad_len_y = fabs (position[Y1] - position[Y0]);

#undef X0
#undef Y0
#undef X1
#undef Y1

  state.v_to_q_scale_x = fabs (state.quad_len_x / (tx_2 - tx_1));
  state.v_to_q_scale_y = fabs (state.quad_len_y / (ty_2 - ty_1));

  /* For backwards compatablity the default wrap mode for cogl_rectangle() is
   * _REPEAT... */
  if (wrap_s == COGL_PIPELINE_WRAP_MODE_AUTOMATIC)
    wrap_s = COGL_PIPELINE_WRAP_MODE_REPEAT;
  if (wrap_t == COGL_PIPELINE_WRAP_MODE_AUTOMATIC)
    wrap_t = COGL_PIPELINE_WRAP_MODE_REPEAT;

  cogl_meta_texture_foreach_in_region (COGL_META_TEXTURE (texture),
                                       tx_1, ty_1, tx_2, ty_2,
                                       wrap_s,
                                       wrap_t,
                                       log_quad_sub_textures_cb,
                                       &state);

  if (validate_first_layer_state.override_pipeline)
    cogl_object_unref (validate_first_layer_state.override_pipeline);
}

typedef struct _ValidateTexCoordsState
{
  int i;
  int n_layers;
  const float *user_tex_coords;
  int user_tex_coords_len;
  float *final_tex_coords;
  CoglPipeline *override_pipeline;
  gboolean needs_multiple_primitives;
} ValidateTexCoordsState;

/*
 * Validate the texture coordinates for this rectangle.
 */
static gboolean
validate_tex_coords_cb (CoglPipeline *pipeline,
                        int layer_index,
                        void *user_data)
{
  ValidateTexCoordsState *state = user_data;
  CoglTexture *texture;
  const float *in_tex_coords;
  float *out_tex_coords;
  float default_tex_coords[4] = {0.0, 0.0, 1.0, 1.0};
  CoglTransformResult transform_result;

  state->i++;

  /* FIXME: we should be able to avoid this copying when no
   * transform is required by the texture backend and the user
   * has supplied enough coordinates for all the layers.
   */

  /* If the user didn't supply texture coordinates for this layer
     then use the default coords */
  if (state->i >= state->user_tex_coords_len / 4)
    in_tex_coords = default_tex_coords;
  else
    in_tex_coords = &state->user_tex_coords[state->i * 4];

  out_tex_coords = &state->final_tex_coords[state->i * 4];

  memcpy (out_tex_coords, in_tex_coords, sizeof (float) * 4);

  texture = cogl_pipeline_get_layer_texture (pipeline, layer_index);

  /* NB: NULL textures are handled by _cogl_pipeline_flush_gl_state */
  if (!texture)
    return TRUE;

  /* Convert the texture coordinates to GL.
   */
  transform_result =
    _cogl_texture_transform_quad_coords_to_gl (texture,
                                               out_tex_coords);
  /* If the texture has waste or we are using GL_TEXTURE_RECT we
   * can't handle texture repeating so we can't use the layer if
   * repeating is required.
   *
   * NB: We already know that no texture matrix is being used if the
   * texture doesn't support hardware repeat.
   */
  if (transform_result == COGL_TRANSFORM_SOFTWARE_REPEAT)
    {
      if (state->i == 0)
        {
          if (state->n_layers > 1)
            {
              static gboolean warning_seen = FALSE;
              if (!warning_seen)
                g_warning ("Skipping layers 1..n of your material since "
                           "the first layer doesn't support hardware "
                           "repeat (e.g. because of waste or use of "
                           "GL_TEXTURE_RECTANGLE_ARB) and you supplied "
                           "texture coordinates outside the range [0,1]."
                           "Falling back to software repeat assuming "
                           "layer 0 is the most important one keep");
              warning_seen = TRUE;
            }

          if (state->override_pipeline)
            cogl_object_unref (state->override_pipeline);
          state->needs_multiple_primitives = TRUE;
          return FALSE;
        }
      else
        {
          static gboolean warning_seen = FALSE;
          if (!warning_seen)
            g_warning ("Skipping layer %d of your material "
                       "since you have supplied texture coords "
                       "outside the range [0,1] but the texture "
                       "doesn't support hardware repeat (e.g. "
                       "because of waste or use of "
                       "GL_TEXTURE_RECTANGLE_ARB). This isn't "
                       "supported with multi-texturing.", state->i);
          warning_seen = TRUE;

          cogl_pipeline_set_layer_texture (pipeline, layer_index, NULL);
        }
    }

  /* By default WRAP_MODE_AUTOMATIC becomes to CLAMP_TO_EDGE. If
     the texture coordinates need repeating then we'll override
     this to GL_REPEAT. Otherwise we'll leave it at CLAMP_TO_EDGE
     so that it won't blend in pixels from the opposite side when
     the full texture is drawn with GL_LINEAR filter mode */
  if (transform_result == COGL_TRANSFORM_HARDWARE_REPEAT)
    {
      if (cogl_pipeline_get_layer_wrap_mode_s (pipeline, layer_index) ==
          COGL_PIPELINE_WRAP_MODE_AUTOMATIC)
        {
          if (!state->override_pipeline)
            state->override_pipeline = cogl_pipeline_copy (pipeline);
          cogl_pipeline_set_layer_wrap_mode_s (state->override_pipeline,
                                               layer_index,
                                               COGL_PIPELINE_WRAP_MODE_REPEAT);
        }
      if (cogl_pipeline_get_layer_wrap_mode_t (pipeline, layer_index) ==
          COGL_PIPELINE_WRAP_MODE_AUTOMATIC)
        {
          if (!state->override_pipeline)
            state->override_pipeline = cogl_pipeline_copy (pipeline);
          cogl_pipeline_set_layer_wrap_mode_t (state->override_pipeline,
                                               layer_index,
                                               COGL_PIPELINE_WRAP_MODE_REPEAT);
        }
    }

  return TRUE;
}

/* This path supports multitexturing but only when each of the layers is
 * handled with a single GL texture. Also if repeating is necessary then
 * _cogl_texture_can_hardware_repeat() must return TRUE.
 * This includes layers made from:
 *
 * - CoglTexture2DSliced: if only comprised of a single slice with optional
 *   waste, assuming the users given texture coordinates don't require
 *   repeating.
 * - CoglTexture{1D,2D}: always.
 * - CoglTexture2DAtlas: assuming the users given texture coordinates don't
 *   require repeating.
 * - CoglTexturePixmap: assuming the users given texture coordinates don't
 *   require repeating.
 */
static gboolean
_cogl_multitexture_quad_single_primitive (CoglFramebuffer *framebuffer,
                                          CoglPipeline *pipeline,
                                          const float  *position,
                                          const float  *user_tex_coords,
                                          int user_tex_coords_len)
{
  int n_layers = cogl_pipeline_get_n_layers (pipeline);
  ValidateTexCoordsState state;
  float *final_tex_coords = alloca (sizeof (float) * 4 * n_layers);

  state.i = -1;
  state.n_layers = n_layers;
  state.user_tex_coords = user_tex_coords;
  state.user_tex_coords_len = user_tex_coords_len;
  state.final_tex_coords = final_tex_coords;
  state.override_pipeline = NULL;
  state.needs_multiple_primitives = FALSE;

  cogl_pipeline_foreach_layer (pipeline,
                               validate_tex_coords_cb,
                               &state);

  if (state.needs_multiple_primitives)
    return FALSE;

  if (state.override_pipeline)
    pipeline = state.override_pipeline;

  _cogl_journal_log_quad (framebuffer->journal,
                          position,
                          pipeline,
                          n_layers,
                          NULL, /* no texture override */
                          final_tex_coords,
                          n_layers * 4);

  if (state.override_pipeline)
    cogl_object_unref (state.override_pipeline);

  return TRUE;
}

typedef struct _ValidateLayerState
{
  CoglContext *ctx;
  int i;
  int first_layer;
  CoglPipeline *override_source;
  gboolean all_use_sliced_quad_fallback;
} ValidateLayerState;

static gboolean
_cogl_rectangles_validate_layer_cb (CoglPipeline *pipeline,
                                    int layer_index,
                                    void *user_data)
{
  ValidateLayerState *state = user_data;
  CoglTexture *texture;

  state->i++;

  /* We need to ensure the mipmaps are ready before deciding
   * anything else about the texture because the texture storage
   * could completely change if it needs to be migrated out of the
   * atlas and will affect how we validate the layer.
   *
   * FIXME: this needs to be generalized. There could be any
   * number of things that might require a shuffling of the
   * underlying texture storage. We could add two mechanisms to
   * generalize this a bit...
   *
   * 1) add a _cogl_pipeline_layer_update_storage() function that
   * would for instance consider if mipmapping is necessary and
   * potentially migrate the texture from an atlas.
   *
   * 2) allow setting of transient primitive-flags on a pipeline
   * that may affect the outcome of _update_storage(). One flag
   * could indicate that we expect to sample beyond the bounds of
   * the texture border.
   *
   *   flags = COGL_PIPELINE_PRIMITIVE_FLAG_VALID_BORDERS;
   *   _cogl_pipeline_layer_assert_primitive_flags (layer, flags)
   *   _cogl_pipeline_layer_update_storage (layer)
   *   enqueue primitive in journal
   *
   *   when the primitive is dequeued and drawn we should:
   *   _cogl_pipeline_flush_gl_state (pipeline)
   *   draw primitive
   *   _cogl_pipeline_unassert_primitive_flags (layer, flags);
   *
   * _cogl_pipeline_layer_update_storage should take into
   * consideration all the asserted primitive requirements.  (E.g.
   * there could be multiple primitives in the journal - or in a
   * renderlist in the future - that need mipmaps or that need
   * valid contents beyond their borders (for cogl_polygon)
   * meaning they can't work with textures in an atas, so
   * _cogl_pipeline_layer_update_storage would pass on these
   * requirements to the texture atlas backend which would make
   * sure the referenced texture is migrated out of the atlas and
   * mipmaps are generated.)
   */
  _cogl_pipeline_pre_paint_for_layer (pipeline, layer_index);

  texture = cogl_pipeline_get_layer_texture (pipeline, layer_index);

  /* NULL textures are handled by
   * _cogl_pipeline_flush_gl_state */
  if (texture == NULL)
    return TRUE;

  if (state->i == 0)
    state->first_layer = layer_index;

  /* XXX:
   * For now, if the first layer is sliced then all other layers are
   * ignored since we currently don't support multi-texturing with
   * sliced textures. If the first layer is not sliced then any other
   * layers found to be sliced will be skipped. (with a warning)
   *
   * TODO: Add support for multi-texturing rectangles with sliced
   * textures if no texture matrices are in use.
   */
  if (cogl_texture_is_sliced (texture))
    {
      if (state->i == 0)
        {
          if (cogl_pipeline_get_n_layers (pipeline) > 1)
            {
              static gboolean warning_seen = FALSE;

              if (!state->override_source)
                state->override_source = cogl_pipeline_copy (pipeline);
              _cogl_pipeline_prune_to_n_layers (state->override_source, 1);

              if (!warning_seen)
                g_warning ("Skipping layers 1..n of your pipeline since "
                           "the first layer is sliced. We don't currently "
                           "support any multi-texturing with sliced "
                           "textures but assume layer 0 is the most "
                           "important to keep");
              warning_seen = TRUE;
            }

          state->all_use_sliced_quad_fallback = TRUE;

          return FALSE;
        }
      else
        {
          static gboolean warning_seen = FALSE;
          CoglTexture2D *tex_2d;

          if (!warning_seen)
            g_warning ("Skipping layer %d of your pipeline consisting of "
                       "a sliced texture (unsupported for multi texturing)",
                       state->i);
          warning_seen = TRUE;

          /* Note: currently only 2D textures can be sliced. */
          tex_2d = state->ctx->default_gl_texture_2d_tex;
          cogl_pipeline_set_layer_texture (pipeline, layer_index,
                                           COGL_TEXTURE (tex_2d));
          return TRUE;
        }
    }

#ifdef COGL_ENABLE_DEBUG
  /* If the texture can't be repeated with the GPU (e.g. because it has
   * waste or if using GL_TEXTURE_RECTANGLE_ARB) then if a texture matrix
   * is also in use we don't know if the result will end up trying
   * to texture from the waste area.
   *
   * Note: we check can_hardware_repeat() first since it's cheaper.
   *
   * Note: cases where the texture coordinates will require repeating
   * will be caught by later validation.
   */
  if (!_cogl_texture_can_hardware_repeat (texture) &&
      _cogl_pipeline_layer_has_user_matrix (pipeline, layer_index))
    {
      static gboolean warning_seen = FALSE;
      if (!warning_seen)
        g_warning ("layer %d of your pipeline uses a custom "
                   "texture matrix but because the texture doesn't "
                   "support hardware repeating you may see artefacts "
                   "due to sampling beyond the texture's bounds.",
                   state->i);
      warning_seen = TRUE;
    }
#endif

  return TRUE;
}

void
_cogl_framebuffer_draw_multitextured_rectangles (
                                        CoglFramebuffer *framebuffer,
                                        CoglPipeline *pipeline,
                                        CoglMultiTexturedRect *rects,
                                        int n_rects)
{
  CoglContext *ctx = framebuffer->context;
  CoglPipeline *original_pipeline;
  ValidateLayerState state;
  int i;

  original_pipeline = pipeline;

  /*
   * Validate all the layers of the current source pipeline...
   */
  state.ctx = ctx;
  state.i = -1;
  state.first_layer = 0;
  state.override_source = NULL;
  state.all_use_sliced_quad_fallback = FALSE;
  cogl_pipeline_foreach_layer (pipeline,
                               _cogl_rectangles_validate_layer_cb,
                               &state);

  if (state.override_source)
    pipeline = state.override_source;

  /*
   * Emit geometry for each of the rectangles...
   */

  for (i = 0; i < n_rects; i++)
    {
      CoglTexture *texture;
      const float default_tex_coords[4] = {0.0, 0.0, 1.0, 1.0};
      const float *tex_coords;

      if (!state.all_use_sliced_quad_fallback)
        {
          gboolean success =
            _cogl_multitexture_quad_single_primitive (framebuffer,
                                                      pipeline,
                                                      rects[i].position,
                                                      rects[i].tex_coords,
                                                      rects[i].tex_coords_len);

          /* NB: If _cogl_multitexture_quad_single_primitive fails then it
           * means the user tried to use texture repeat with a texture that
           * can't be repeated by the GPU (e.g. due to waste or use of
           * GL_TEXTURE_RECTANGLE_ARB) */
          if (success)
            continue;
        }

      /* If multitexturing failed or we are drawing with a sliced texture
       * then we only support a single layer so we pluck out the texture
       * from the first pipeline layer... */
      texture = cogl_pipeline_get_layer_texture (pipeline, state.first_layer);

      if (rects[i].tex_coords)
        tex_coords = rects[i].tex_coords;
      else
        tex_coords = default_tex_coords;

      COGL_NOTE (DRAW, "Drawing Tex Quad (Multi-Prim Mode)");

      _cogl_texture_quad_multiple_primitives (framebuffer,
                                              pipeline,
                                              texture,
                                              state.first_layer,
                                              rects[i].position,
                                              tex_coords[0],
                                              tex_coords[1],
                                              tex_coords[2],
                                              tex_coords[3]);
    }

  if (pipeline != original_pipeline)
    cogl_object_unref (pipeline);
}

void
cogl_2d_primitives_immediate (CoglFramebuffer *framebuffer,
                              CoglPipeline *pipeline,
                              CoglVerticesMode mode,
                              const CoglVertexP2 *vertices,
                              unsigned int n_vertices)
{
  CoglContext *ctx = framebuffer->context;
  CoglAttributeBuffer *attribute_buffer;
  CoglAttribute *attributes[1];
  size_t vertices_size = sizeof (CoglVertexP2) * n_vertices;

  attribute_buffer =
    cogl_attribute_buffer_new (ctx, vertices_size, vertices);
  attributes[0] = cogl_attribute_new (attribute_buffer,
                                      "cogl_position_in",
                                      sizeof (CoglVertexP2), /* stride */
                                      0, /* offset */
                                      2, /* n_components */
                                      COGL_ATTRIBUTE_TYPE_FLOAT);

  _cogl_framebuffer_draw_attributes (framebuffer,
                                     pipeline,
                                     mode,
                                     0, /* first_index */
                                     n_vertices,
                                     attributes,
                                     1,
                                     COGL_DRAW_SKIP_JOURNAL_FLUSH |
                                     COGL_DRAW_SKIP_PIPELINE_VALIDATION |
                                     COGL_DRAW_SKIP_FRAMEBUFFER_FLUSH);


  cogl_object_unref (attributes[0]);
  cogl_object_unref (attribute_buffer);
}

void
_cogl_rectangle_immediate (CoglFramebuffer *framebuffer,
                           CoglPipeline *pipeline,
                           float x_1,
                           float y_1,
                           float x_2,
                           float y_2)
{
  CoglVertexP2 vertices[4] =
    {
      {x_1, y_1},
      {x_1, y_2},
      {x_2, y_1},
      {x_2, y_2}
    };

  cogl_2d_primitives_immediate (framebuffer,
                                pipeline,
                                COGL_VERTICES_MODE_TRIANGLE_STRIP,
                                vertices,
                                4);
}
