Merge branch multiple-texture-rectangle into master

Bug 1289 - Draw multiple glyphs at once

The multiple-texture-rectangle branch adds a new Cogl texture function
called cogl_texture_multiple_rectangles which is used to draw multiple
rectangles out of a texture using a single GL call. This is
significantly faster than drawing the rectangles with individual calls
on some platforms. The Pango renderer now uses this to speed up
rendering.

The conflicts are just due to the whitespace fixes in cb569a5.

Conflicts:

	clutter/cogl/gl/cogl-context.c
	clutter/cogl/gl/cogl-context.h
	clutter/cogl/gl/cogl-texture.c
This commit is contained in:
Neil Roberts 2009-01-07 16:10:25 +00:00
commit 1530be0af9
8 changed files with 482 additions and 293 deletions

View File

@ -385,6 +385,29 @@ void cogl_texture_polygon (CoglHandle handle,
CoglTextureVertex *vertices,
gboolean use_color);
/**
* cogl_texture_multiple_rectangles:
* @handle: a @CoglHandle.
* @verts: an array of vertices
* @n_rects: number of rectangles to draw
*
* Draws a series of rectangles in the same way that
* cogl_texture_rectangle() does. In some situations it can give a
* significant performance boost to use this function rather than
* calling cogl_texture_rectangle() separately for each rectangle.
*
* @verts should point to an array of #CoglFixed<!-- -->s with
* @n_rects * 8 elements. Each group of 8 values corresponds to the
* parameters x1, y1, x2, y2, tx1, ty1, tx2 and ty2 and have the same
* meaning as in cogl_texture_rectangle().
*
* Since: 1.0
*/
void cogl_texture_multiple_rectangles
(CoglHandle handle,
const CoglFixed *verts,
guint n_rects);
G_END_DECLS
#endif /* __COGL_TEXTURE_H__ */

View File

@ -120,6 +120,7 @@ cogl_texture_set_region
cogl_texture_ref
cogl_texture_unref
cogl_texture_rectangle
cogl_texture_multiple_rectangles
cogl_texture_polygon
</SECTION>

View File

@ -56,8 +56,10 @@ cogl_create_context ()
_context->last_path = 0;
_context->texture_handles = NULL;
_context->texture_vertices_size = 0;
_context->texture_vertices = NULL;
_context->texture_vertices = g_array_new (FALSE, FALSE,
sizeof (CoglTextureGLVertex));
_context->texture_indices = g_array_new (FALSE, FALSE,
sizeof (GLushort));
_context->fbo_handles = NULL;
_context->draw_buffer = COGL_WINDOW_BUFFER;
@ -148,6 +150,11 @@ cogl_destroy_context ()
if (_context->program_handles)
g_array_free (_context->program_handles, TRUE);
if (_context->texture_vertices)
g_array_free (_context->texture_vertices, TRUE);
if (_context->texture_indices)
g_array_free (_context->texture_indices, TRUE);
g_free (_context);
}

View File

@ -63,8 +63,14 @@ typedef struct
/* Textures */
GArray *texture_handles;
CoglTextureGLVertex *texture_vertices;
gulong texture_vertices_size;
GArray *texture_vertices;
GArray *texture_indices;
/* The gl texture number that the above vertices apply to. This to
detect when a different slice is encountered so that the vertices
can be flushed */
GLuint texture_current;
GLenum texture_target;
GLenum texture_wrap_mode;
/* Framebuffer objects */
GArray *fbo_handles;

View File

@ -1911,6 +1911,95 @@ cogl_texture_get_data (CoglHandle handle,
return byte_size;
}
static void
_cogl_texture_flush_vertices (void)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (ctx->texture_vertices->len > 0)
{
int needed_indices;
CoglTextureGLVertex *p
= (CoglTextureGLVertex *) ctx->texture_vertices->data;
/* The indices are always the same sequence regardless of the
vertices so we only need to change it if there are more
vertices than ever before */
needed_indices = ctx->texture_vertices->len / 4 * 6;
if (needed_indices > ctx->texture_indices->len)
{
int old_len = ctx->texture_indices->len;
int vert_num = old_len / 6 * 4;
int i;
GLushort *q;
/* Add two triangles for each quad to the list of
indices. That makes six new indices but two of the
vertices in the triangles are shared. */
g_array_set_size (ctx->texture_indices, needed_indices);
q = &g_array_index (ctx->texture_indices, GLushort, old_len);
for (i = old_len;
i < ctx->texture_indices->len;
i += 6, vert_num += 4)
{
*(q++) = vert_num + 0;
*(q++) = vert_num + 1;
*(q++) = vert_num + 3;
*(q++) = vert_num + 1;
*(q++) = vert_num + 2;
*(q++) = vert_num + 3;
}
}
GE( glVertexPointer (2, GL_FLOAT,
sizeof (CoglTextureGLVertex), p->v ) );
GE( glTexCoordPointer (2, GL_FLOAT,
sizeof (CoglTextureGLVertex), p->t ) );
GE( glBindTexture (ctx->texture_target, ctx->texture_current) );
GE( ctx->pf_glDrawRangeElements (GL_TRIANGLES,
0, ctx->texture_vertices->len - 1,
needed_indices,
GL_UNSIGNED_SHORT,
ctx->texture_indices->data) );
g_array_set_size (ctx->texture_vertices, 0);
}
}
static void
_cogl_texture_add_quad_vertices (GLfloat x1, GLfloat y1,
GLfloat x2, GLfloat y2,
GLfloat tx1, GLfloat ty1,
GLfloat tx2, GLfloat ty2)
{
CoglTextureGLVertex *p;
GLushort first_vert;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Add the four vertices of the quad to the list of queued
vertices */
first_vert = ctx->texture_vertices->len;
g_array_set_size (ctx->texture_vertices, first_vert + 4);
p = &g_array_index (ctx->texture_vertices, CoglTextureGLVertex, first_vert);
p->v[0] = x1; p->v[1] = y1;
p->t[0] = tx1; p->t[1] = ty1;
p++;
p->v[0] = x1; p->v[1] = y2;
p->t[0] = tx1; p->t[1] = ty2;
p++;
p->v[0] = x2; p->v[1] = y2;
p->t[0] = tx2; p->t[1] = ty2;
p++;
p->v[0] = x2; p->v[1] = y1;
p->t[0] = tx2; p->t[1] = ty1;
p++;
}
static void
_cogl_texture_quad_sw (CoglTexture *tex,
CoglFixed x1,
@ -1931,11 +2020,7 @@ _cogl_texture_quad_sw (CoglTexture *tex,
CoglFixed slice_tx2 , slice_ty2;
CoglFixed slice_qx1 , slice_qy1;
CoglFixed slice_qx2 , slice_qy2;
GLfloat tex_coords[8];
GLfloat quad_coords[8];
GLuint gl_handle;
gulong enable_flags = (COGL_ENABLE_VERTEX_ARRAY
| COGL_ENABLE_TEXCOORD_ARRAY);
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
@ -1943,26 +2028,13 @@ _cogl_texture_quad_sw (CoglTexture *tex,
printf("=== Drawing Tex Quad (Software Tiling Mode) ===\n");
#endif
/* Prepare GL state */
if (tex->gl_target == CGL_TEXTURE_RECTANGLE_ARB)
enable_flags |= COGL_ENABLE_TEXTURE_RECT;
else
enable_flags |= COGL_ENABLE_TEXTURE_2D;
if (ctx->color_alpha < 255
|| tex->bitmap.format & COGL_A_BIT)
{
enable_flags |= COGL_ENABLE_BLEND;
}
if (ctx->enable_backface_culling)
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
cogl_enable (enable_flags);
/* 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 */
if (ctx->texture_vertices->len > 0
&& ctx->texture_wrap_mode != GL_CLAMP_TO_EDGE)
_cogl_texture_flush_vertices ();
_cogl_texture_set_wrap_mode_parameter (tex, GL_CLAMP_TO_EDGE);
ctx->texture_wrap_mode = GL_CLAMP_TO_EDGE;
/* If the texture coordinates are backwards then swap both the
geometry and texture coordinates so that the texture will be
@ -1987,9 +2059,6 @@ _cogl_texture_quad_sw (CoglTexture *tex,
ty2 = temp;
}
GE( glTexCoordPointer (2, GL_FLOAT, 0, tex_coords) );
GE( glVertexPointer (2, GL_FLOAT, 0, quad_coords) );
/* Scale ratio from texture to quad widths */
tw = COGL_FIXED_FROM_INT (tex->bitmap.width);
th = COGL_FIXED_FROM_INT (tex->bitmap.height);
@ -2087,24 +2156,22 @@ _cogl_texture_quad_sw (CoglTexture *tex,
iter_y.index * iter_x.array->len +
iter_x.index);
GE( glBindTexture (tex->gl_target, gl_handle) );
/* If we're using a different texture from the one already queued
then flush the vertices */
if (ctx->texture_vertices->len > 0
&& gl_handle != ctx->texture_current)
_cogl_texture_flush_vertices ();
ctx->texture_target = tex->gl_target;
ctx->texture_current = gl_handle;
#define CFX_F COGL_FIXED_TO_FLOAT
/* Draw textured quad */
tex_coords[0] = CFX_F(slice_tx1); tex_coords[1] = CFX_F(slice_ty2);
tex_coords[2] = CFX_F(slice_tx2); tex_coords[3] = CFX_F(slice_ty2);
tex_coords[4] = CFX_F(slice_tx1); tex_coords[5] = CFX_F(slice_ty1);
tex_coords[6] = CFX_F(slice_tx2); tex_coords[7] = CFX_F(slice_ty1);
quad_coords[0] = CFX_F(slice_qx1); quad_coords[1] = CFX_F(slice_qy2);
quad_coords[2] = CFX_F(slice_qx2); quad_coords[3] = CFX_F(slice_qy2);
quad_coords[4] = CFX_F(slice_qx1); quad_coords[5] = CFX_F(slice_qy1);
quad_coords[6] = CFX_F(slice_qx2); quad_coords[7] = CFX_F(slice_qy1);
GE (glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
#undef CFX_F
_cogl_texture_add_quad_vertices (COGL_FIXED_TO_FLOAT (slice_qx1),
COGL_FIXED_TO_FLOAT (slice_qy1),
COGL_FIXED_TO_FLOAT (slice_qx2),
COGL_FIXED_TO_FLOAT (slice_qy2),
COGL_FIXED_TO_FLOAT (slice_tx1),
COGL_FIXED_TO_FLOAT (slice_ty1),
COGL_FIXED_TO_FLOAT (slice_tx2),
COGL_FIXED_TO_FLOAT (slice_ty2));
}
}
}
@ -2120,13 +2187,10 @@ _cogl_texture_quad_hw (CoglTexture *tex,
CoglFixed tx2,
CoglFixed ty2)
{
GLfloat tex_coords[8];
GLfloat quad_coords[8];
GLuint gl_handle;
CoglTexSliceSpan *x_span;
CoglTexSliceSpan *y_span;
gulong enable_flags = (COGL_ENABLE_VERTEX_ARRAY
| COGL_ENABLE_TEXCOORD_ARRAY);
GLenum wrap_mode;
#if COGL_DEBUG
printf("=== Drawing Tex Quad (Hardware Tiling Mode) ===\n");
@ -2134,24 +2198,6 @@ _cogl_texture_quad_hw (CoglTexture *tex,
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Prepare GL state */
if (tex->gl_target == CGL_TEXTURE_RECTANGLE_ARB)
enable_flags |= COGL_ENABLE_TEXTURE_RECT;
else
enable_flags |= COGL_ENABLE_TEXTURE_2D;
if (ctx->color_alpha < 255
|| tex->bitmap.format & COGL_A_BIT)
{
enable_flags |= COGL_ENABLE_BLEND;
}
if (ctx->enable_backface_culling)
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
cogl_enable (enable_flags);
/* If the texture coords are all in the range [0,1] then we want to
clamp the coords to the edge otherwise it can pull in edge pixels
from the wrong side when scaled */
@ -2159,16 +2205,24 @@ _cogl_texture_quad_hw (CoglTexture *tex,
&& tx2 >= 0 && tx2 <= COGL_FIXED_1
&& ty1 >= 0 && ty1 <= COGL_FIXED_1
&& ty2 >= 0 && ty2 <= COGL_FIXED_1)
_cogl_texture_set_wrap_mode_parameter (tex, GL_CLAMP_TO_EDGE);
wrap_mode = GL_CLAMP_TO_EDGE;
else
_cogl_texture_set_wrap_mode_parameter (tex, GL_REPEAT);
GE( glTexCoordPointer (2, GL_FLOAT, 0, tex_coords) );
GE( glVertexPointer (2, GL_FLOAT, 0, quad_coords) );
wrap_mode = GL_REPEAT;
/* Pick and bind opengl texture object */
gl_handle = g_array_index (tex->slice_gl_handles, GLuint, 0);
GE( glBindTexture (tex->gl_target, gl_handle) );
/* If we're using a different texture from the one already queued
then flush the vertices */
if (ctx->texture_vertices->len > 0
&& (gl_handle != ctx->texture_current
|| ctx->texture_wrap_mode != wrap_mode))
_cogl_texture_flush_vertices ();
ctx->texture_target = tex->gl_target;
ctx->texture_current = gl_handle;
ctx->texture_wrap_mode = wrap_mode;
_cogl_texture_set_wrap_mode_parameter (tex, wrap_mode);
/* Don't include the waste in the texture coordinates */
x_span = &g_array_index (tex->slice_x_spans, CoglTexSliceSpan, 0);
@ -2189,36 +2243,26 @@ _cogl_texture_quad_hw (CoglTexture *tex,
ty2 *= y_span->size;
}
#define CFX_F(x) COGL_FIXED_TO_FLOAT(x)
/* Draw textured quad */
tex_coords[0] = CFX_F(tx1); tex_coords[1] = CFX_F(ty2);
tex_coords[2] = CFX_F(tx2); tex_coords[3] = CFX_F(ty2);
tex_coords[4] = CFX_F(tx1); tex_coords[5] = CFX_F(ty1);
tex_coords[6] = CFX_F(tx2); tex_coords[7] = CFX_F(ty1);
quad_coords[0] = CFX_F(x1); quad_coords[1] = CFX_F(y2);
quad_coords[2] = CFX_F(x2); quad_coords[3] = CFX_F(y2);
quad_coords[4] = CFX_F(x1); quad_coords[5] = CFX_F(y1);
quad_coords[6] = CFX_F(x2); quad_coords[7] = CFX_F(y1);
GE (glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
#undef CFX_F
_cogl_texture_add_quad_vertices (COGL_FIXED_TO_FLOAT (x1),
COGL_FIXED_TO_FLOAT (y1),
COGL_FIXED_TO_FLOAT (x2),
COGL_FIXED_TO_FLOAT (y2),
COGL_FIXED_TO_FLOAT (tx1),
COGL_FIXED_TO_FLOAT (ty1),
COGL_FIXED_TO_FLOAT (tx2),
COGL_FIXED_TO_FLOAT (ty2));
}
void
cogl_texture_rectangle (CoglHandle handle,
CoglFixed x1,
CoglFixed y1,
CoglFixed x2,
CoglFixed y2,
CoglFixed tx1,
CoglFixed ty1,
CoglFixed tx2,
CoglFixed ty2)
cogl_texture_multiple_rectangles (CoglHandle handle,
const CoglFixed *verts,
guint n_rects)
{
CoglTexture *tex;
CoglTexture *tex;
gulong enable_flags = (COGL_ENABLE_VERTEX_ARRAY
| COGL_ENABLE_TEXCOORD_ARRAY);
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Check if valid texture */
if (!cogl_is_texture (handle))
@ -2235,22 +2279,73 @@ cogl_texture_rectangle (CoglHandle handle,
if (tex->slice_gl_handles->len == 0)
return;
if (tx1 == tx2 || ty1 == ty2)
return;
/* If there is only one GL texture and either the texture is NPOT
(no waste) or all of the coordinates are in the range [0,1] then
we can use hardware tiling */
if (tex->slice_gl_handles->len == 1
&& ((cogl_features_available (COGL_FEATURE_TEXTURE_NPOT)
&& tex->gl_target == GL_TEXTURE_2D)
|| (tx1 >= 0 && tx1 <= COGL_FIXED_1
&& tx2 >= 0 && tx2 <= COGL_FIXED_1
&& ty1 >= 0 && ty1 <= COGL_FIXED_1
&& ty2 >= 0 && ty2 <= COGL_FIXED_1)))
_cogl_texture_quad_hw (tex, x1,y1, x2,y2, tx1,ty1, tx2,ty2);
/* Prepare GL state */
if (tex->gl_target == CGL_TEXTURE_RECTANGLE_ARB)
enable_flags |= COGL_ENABLE_TEXTURE_RECT;
else
_cogl_texture_quad_sw (tex, x1,y1, x2,y2, tx1,ty1, tx2,ty2);
enable_flags |= COGL_ENABLE_TEXTURE_2D;
if (ctx->color_alpha < 255
|| tex->bitmap.format & COGL_A_BIT)
enable_flags |= COGL_ENABLE_BLEND;
if (ctx->enable_backface_culling)
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
cogl_enable (enable_flags);
g_array_set_size (ctx->texture_vertices, 0);
while (n_rects-- > 0)
{
if (verts[4] != verts[6] && verts[5] != verts[7])
{
/* If there is only one GL texture and either the texture is
NPOT (no waste) or all of the coordinates are in the
range [0,1] then we can use hardware tiling */
if (tex->slice_gl_handles->len == 1
&& ((cogl_features_available (COGL_FEATURE_TEXTURE_NPOT)
&& tex->gl_target == GL_TEXTURE_2D)
|| (verts[4] >= 0 && verts[4] <= COGL_FIXED_1
&& verts[6] >= 0 && verts[6] <= COGL_FIXED_1
&& verts[5] >= 0 && verts[5] <= COGL_FIXED_1
&& verts[7] >= 0 && verts[7] <= COGL_FIXED_1)))
_cogl_texture_quad_hw (tex, verts[0],verts[1], verts[2],verts[3],
verts[4],verts[5], verts[6],verts[7]);
else
_cogl_texture_quad_sw (tex, verts[0],verts[1], verts[2],verts[3],
verts[4],verts[5], verts[6],verts[7]);
}
verts += 8;
}
_cogl_texture_flush_vertices ();
}
void
cogl_texture_rectangle (CoglHandle handle,
CoglFixed x1,
CoglFixed y1,
CoglFixed x2,
CoglFixed y2,
CoglFixed tx1,
CoglFixed ty1,
CoglFixed tx2,
CoglFixed ty2)
{
CoglFixed verts[8];
verts[0] = x1;
verts[1] = y1;
verts[2] = x2;
verts[3] = y2;
verts[4] = tx1;
verts[5] = ty1;
verts[6] = tx2;
verts[7] = ty2;
cogl_texture_multiple_rectangles (handle, verts, 1);
}
void
@ -2299,22 +2394,8 @@ cogl_texture_polygon (CoglHandle handle,
/* Make sure there is enough space in the global texture vertex
array. This is used so we can render the polygon with a single
call to OpenGL but still support any number of vertices */
if (ctx->texture_vertices_size < n_vertices)
{
guint nsize = ctx->texture_vertices_size;
if (nsize == 0)
nsize = 1;
do
nsize *= 2;
while (nsize < n_vertices);
ctx->texture_vertices_size = nsize;
ctx->texture_vertices = g_realloc (ctx->texture_vertices,
nsize
* sizeof (CoglTextureGLVertex));
}
g_array_set_size (ctx->texture_vertices, n_vertices);
p = (CoglTextureGLVertex *) ctx->texture_vertices->data;
/* Prepare GL state */
enable_flags = (COGL_ENABLE_VERTEX_ARRAY
@ -2332,14 +2413,12 @@ cogl_texture_polygon (CoglHandle handle,
if (use_color)
{
enable_flags |= COGL_ENABLE_COLOR_ARRAY;
GE( glColorPointer (4, GL_UNSIGNED_BYTE, sizeof (CoglTextureGLVertex),
ctx->texture_vertices[0].c) );
GE( glColorPointer (4, GL_UNSIGNED_BYTE,
sizeof (CoglTextureGLVertex), p->c) );
}
GE( glVertexPointer (3, GL_FLOAT, sizeof (CoglTextureGLVertex),
ctx->texture_vertices[0].v) );
GE( glTexCoordPointer (2, GL_FLOAT, sizeof (CoglTextureGLVertex),
ctx->texture_vertices[0].t) );
GE( glVertexPointer (3, GL_FLOAT, sizeof (CoglTextureGLVertex), p->v ) );
GE( glTexCoordPointer (2, GL_FLOAT, sizeof (CoglTextureGLVertex), p->t ) );
cogl_enable (enable_flags);
@ -2362,9 +2441,11 @@ cogl_texture_polygon (CoglHandle handle,
gl_handle = g_array_index (tex->slice_gl_handles, GLuint, tex_num++);
p = (CoglTextureGLVertex *) ctx->texture_vertices->data;
/* Convert the vertices into an array of GLfloats ready to pass to
OpenGL */
for (i = 0, p = ctx->texture_vertices; i < n_vertices; i++, p++)
for (i = 0; i < n_vertices; i++, p++)
{
CoglFixed tx, ty;

View File

@ -59,9 +59,11 @@ cogl_create_context ()
_context->last_path = 0;
_context->texture_handles = NULL;
_context->texture_vertices_size = 0;
_context->texture_vertices = NULL;
_context->texture_vertices = g_array_new (FALSE, FALSE,
sizeof (CoglTextureGLVertex));
_context->texture_indices = g_array_new (FALSE, FALSE,
sizeof (GLushort));
_context->fbo_handles = NULL;
_context->program_handles = NULL;
_context->shader_handles = NULL;
@ -104,8 +106,10 @@ cogl_destroy_context ()
#endif
if (_context->texture_vertices)
g_free (_context->texture_vertices);
g_array_free (_context->texture_vertices, TRUE);
if (_context->texture_indices)
g_array_free (_context->texture_indices, TRUE);
if (_context->texture_handles)
g_array_free (_context->texture_handles, TRUE);
if (_context->fbo_handles)

View File

@ -65,9 +65,14 @@ typedef struct
/* Textures */
GArray *texture_handles;
CoglTextureGLVertex *texture_vertices;
gulong texture_vertices_size;
GArray *texture_vertices;
GArray *texture_indices;
/* The gl texture number that the above vertices apply to. This to
detect when a different slice is encountered so that the vertices
can be flushed */
GLuint texture_current;
GLenum texture_target;
/* Framebuffer objects */
GArray *fbo_handles;
CoglBufferTarget draw_buffer;

View File

@ -2047,6 +2047,94 @@ cogl_texture_get_data (CoglHandle handle,
return byte_size;
}
static void
_cogl_texture_flush_vertices (void)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (ctx->texture_vertices->len > 0)
{
int needed_indices;
CoglTextureGLVertex *p
= (CoglTextureGLVertex *) ctx->texture_vertices->data;
/* The indices are always the same sequence regardless of the
vertices so we only need to change it if there are more
vertices than ever before */
needed_indices = ctx->texture_vertices->len / 4 * 6;
if (needed_indices > ctx->texture_indices->len)
{
int old_len = ctx->texture_indices->len;
int vert_num = old_len / 6 * 4;
int i;
GLushort *q;
/* Add two triangles for each quad to the list of
indices. That makes six new indices but two of the
vertices in the triangles are shared. */
g_array_set_size (ctx->texture_indices, needed_indices);
q = &g_array_index (ctx->texture_indices, GLushort, old_len);
for (i = old_len;
i < ctx->texture_indices->len;
i += 6, vert_num += 4)
{
*(q++) = vert_num + 0;
*(q++) = vert_num + 1;
*(q++) = vert_num + 3;
*(q++) = vert_num + 1;
*(q++) = vert_num + 2;
*(q++) = vert_num + 3;
}
}
GE( glVertexPointer (2, GL_FLOAT,
sizeof (CoglTextureGLVertex), p->v ) );
GE( glTexCoordPointer (2, GL_FLOAT,
sizeof (CoglTextureGLVertex), p->t ) );
GE( glBindTexture (ctx->texture_target, ctx->texture_current) );
GE( glDrawElements (GL_TRIANGLES,
needed_indices,
GL_UNSIGNED_SHORT,
ctx->texture_indices->data) );
g_array_set_size (ctx->texture_vertices, 0);
}
}
static void
_cogl_texture_add_quad_vertices (GLfloat x1, GLfloat y1,
GLfloat x2, GLfloat y2,
GLfloat tx1, GLfloat ty1,
GLfloat tx2, GLfloat ty2)
{
CoglTextureGLVertex *p;
GLushort first_vert;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Add the four vertices of the quad to the list of queued
vertices */
first_vert = ctx->texture_vertices->len;
g_array_set_size (ctx->texture_vertices, first_vert + 4);
p = &g_array_index (ctx->texture_vertices, CoglTextureGLVertex, first_vert);
p->v[0] = x1; p->v[1] = y1;
p->t[0] = tx1; p->t[1] = ty1;
p++;
p->v[0] = x1; p->v[1] = y2;
p->t[0] = tx1; p->t[1] = ty2;
p++;
p->v[0] = x2; p->v[1] = y2;
p->t[0] = tx2; p->t[1] = ty2;
p++;
p->v[0] = x2; p->v[1] = y1;
p->t[0] = tx2; p->t[1] = ty1;
p++;
}
static void
_cogl_texture_quad_sw (CoglTexture *tex,
CoglFixed x1,
@ -2067,31 +2155,13 @@ _cogl_texture_quad_sw (CoglTexture *tex,
CoglFixed slice_tx2 , slice_ty2;
CoglFixed slice_qx1 , slice_qy1;
CoglFixed slice_qx2 , slice_qy2;
GLfloat tex_coords[8];
GLfloat quad_coords[8];
GLuint gl_handle;
gulong enable_flags = (COGL_ENABLE_TEXTURE_2D
| COGL_ENABLE_VERTEX_ARRAY
| COGL_ENABLE_TEXCOORD_ARRAY);
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
#if COGL_DEBUG
printf("=== Drawing Tex Quad (Software Tiling Mode) ===\n");
#endif
/* Prepare GL state */
if (ctx->color_alpha < 255
|| tex->bitmap.format & COGL_A_BIT)
{
enable_flags |= COGL_ENABLE_BLEND;
}
if (ctx->enable_backface_culling)
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
cogl_enable (enable_flags);
/* If the texture coordinates are backwards then swap both the
geometry and texture coordinates so that the texture will be
@ -2115,10 +2185,7 @@ _cogl_texture_quad_sw (CoglTexture *tex,
ty1 = ty2;
ty2 = temp;
}
GE( glTexCoordPointer (2, GL_FLOAT, 0, tex_coords) );
GE( glVertexPointer (2, GL_FLOAT, 0, quad_coords) );
/* Scale ratio from texture to quad widths */
tw = COGL_FIXED_FROM_INT (tex->bitmap.width);
th = COGL_FIXED_FROM_INT (tex->bitmap.height);
@ -2158,17 +2225,16 @@ _cogl_texture_quad_sw (CoglTexture *tex,
slice_qy2 = first_qy +
COGL_FIXED_MUL (iter_y.intersect_end - first_ty, tqy);
/* Localize slice texture coordinates */
slice_ty1 = iter_y.intersect_start - iter_y.pos;
slice_ty2 = iter_y.intersect_end - iter_y.pos;
/* Normalize texture coordinates to current slice
(rectangle texture targets take denormalized) */
slice_ty1 /= iter_y.span->size;
slice_ty2 /= iter_y.span->size;
/* Iterate until whole quad width covered */
for (_cogl_span_iter_begin (&iter_x, tex->slice_x_spans,
first_tx, tx1, tx2) ;
@ -2188,12 +2254,12 @@ _cogl_texture_quad_sw (CoglTexture *tex,
/* Localize slice texture coordinates */
slice_tx1 = iter_x.intersect_start - iter_x.pos;
slice_tx2 = iter_x.intersect_end - iter_x.pos;
/* Normalize texture coordinates to current slice
(rectangle texture targets take denormalized) */
slice_tx1 /= iter_x.span->size;
slice_tx2 /= iter_x.span->size;
#if COGL_DEBUG
printf("~~~~~ slice (%d,%d)\n", iter_x.index, iter_y.index);
printf("qx1: %f\n", COGL_FIXED_TO_FLOAT (slice_qx1));
@ -2210,26 +2276,23 @@ _cogl_texture_quad_sw (CoglTexture *tex,
gl_handle = g_array_index (tex->slice_gl_handles, GLuint,
iter_y.index * iter_x.array->len +
iter_x.index);
GE( cogl_gles2_wrapper_bind_texture (tex->gl_target, gl_handle,
tex->gl_intformat) );
#define CFX_F COGL_FIXED_TO_FLOAT
/* Draw textured quad */
tex_coords[0] = CFX_F(slice_tx1); tex_coords[1] = CFX_F(slice_ty2);
tex_coords[2] = CFX_F(slice_tx2); tex_coords[3] = CFX_F(slice_ty2);
tex_coords[4] = CFX_F(slice_tx1); tex_coords[5] = CFX_F(slice_ty1);
tex_coords[6] = CFX_F(slice_tx2); tex_coords[7] = CFX_F(slice_ty1);
/* If we're using a different texture from the one already queued
then flush the vertices */
if (ctx->texture_vertices->len > 0
&& gl_handle != ctx->texture_current)
_cogl_texture_flush_vertices ();
ctx->texture_target = tex->gl_target;
ctx->texture_current = gl_handle;
quad_coords[0] = CFX_F(slice_qx1); quad_coords[1] = CFX_F(slice_qy2);
quad_coords[2] = CFX_F(slice_qx2); quad_coords[3] = CFX_F(slice_qy2);
quad_coords[4] = CFX_F(slice_qx1); quad_coords[5] = CFX_F(slice_qy1);
quad_coords[6] = CFX_F(slice_qx2); quad_coords[7] = CFX_F(slice_qy1);
GE (glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
#undef CFX_F
_cogl_texture_add_quad_vertices (COGL_FIXED_TO_FLOAT (slice_qx1),
COGL_FIXED_TO_FLOAT (slice_qy1),
COGL_FIXED_TO_FLOAT (slice_qx2),
COGL_FIXED_TO_FLOAT (slice_qy2),
COGL_FIXED_TO_FLOAT (slice_tx1),
COGL_FIXED_TO_FLOAT (slice_ty1),
COGL_FIXED_TO_FLOAT (slice_tx2),
COGL_FIXED_TO_FLOAT (slice_ty2));
}
}
}
@ -2245,41 +2308,27 @@ _cogl_texture_quad_hw (CoglTexture *tex,
CoglFixed tx2,
CoglFixed ty2)
{
GLfloat tex_coords[8];
GLfloat quad_coords[8];
GLuint gl_handle;
CoglTexSliceSpan *x_span;
CoglTexSliceSpan *y_span;
gulong enable_flags = (COGL_ENABLE_TEXTURE_2D
| COGL_ENABLE_VERTEX_ARRAY
| COGL_ENABLE_TEXCOORD_ARRAY);
#if COGL_DEBUG
printf("=== Drawing Tex Quad (Hardware Tiling Mode) ===\n");
#endif
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Prepare GL state */
if (ctx->color_alpha < 255
|| tex->bitmap.format & COGL_A_BIT)
{
enable_flags |= COGL_ENABLE_BLEND;
}
if (ctx->enable_backface_culling)
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
cogl_enable (enable_flags);
GE( glTexCoordPointer (2, GL_FLOAT, 0, tex_coords) );
GE( glVertexPointer (2, GL_FLOAT, 0, quad_coords) );
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Pick and bind opengl texture object */
gl_handle = g_array_index (tex->slice_gl_handles, GLuint, 0);
GE( cogl_gles2_wrapper_bind_texture (tex->gl_target, gl_handle,
tex->gl_intformat) );
/* If we're using a different texture from the one already queued
then flush the vertices */
if (ctx->texture_vertices->len > 0
&& gl_handle != ctx->texture_current)
_cogl_texture_flush_vertices ();
ctx->texture_target = tex->gl_target;
ctx->texture_current = gl_handle;
/* Don't include the waste in the texture coordinates */
x_span = &g_array_index (tex->slice_x_spans, CoglTexSliceSpan, 0);
y_span = &g_array_index (tex->slice_y_spans, CoglTexSliceSpan, 0);
@ -2290,22 +2339,80 @@ _cogl_texture_quad_hw (CoglTexture *tex,
ty1 = ty1 * (y_span->size - y_span->waste) / y_span->size;
ty2 = ty2 * (y_span->size - y_span->waste) / y_span->size;
#define CFX_F(x) COGL_FIXED_TO_FLOAT(x)
_cogl_texture_add_quad_vertices (COGL_FIXED_TO_FLOAT (x1),
COGL_FIXED_TO_FLOAT (y1),
COGL_FIXED_TO_FLOAT (x2),
COGL_FIXED_TO_FLOAT (y2),
COGL_FIXED_TO_FLOAT (tx1),
COGL_FIXED_TO_FLOAT (ty1),
COGL_FIXED_TO_FLOAT (tx2),
COGL_FIXED_TO_FLOAT (ty2));
}
void
cogl_texture_multiple_rectangles (CoglHandle handle,
const CoglFixed *verts,
guint n_rects)
{
CoglTexture *tex;
gulong enable_flags = (COGL_ENABLE_VERTEX_ARRAY
| COGL_ENABLE_TEXCOORD_ARRAY
| COGL_ENABLE_TEXTURE_2D);
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Check if valid texture */
if (!cogl_is_texture (handle))
return;
/* Draw textured quad */
tex_coords[0] = CFX_F(tx1); tex_coords[1] = CFX_F(ty2);
tex_coords[2] = CFX_F(tx2); tex_coords[3] = CFX_F(ty2);
tex_coords[4] = CFX_F(tx1); tex_coords[5] = CFX_F(ty1);
tex_coords[6] = CFX_F(tx2); tex_coords[7] = CFX_F(ty1);
cogl_clip_ensure ();
quad_coords[0] = CFX_F(x1); quad_coords[1] = CFX_F(y2);
quad_coords[2] = CFX_F(x2); quad_coords[3] = CFX_F(y2);
quad_coords[4] = CFX_F(x1); quad_coords[5] = CFX_F(y1);
quad_coords[6] = CFX_F(x2); quad_coords[7] = CFX_F(y1);
tex = _cogl_texture_pointer_from_handle (handle);
/* Make sure we got stuff to draw */
if (tex->slice_gl_handles == NULL)
return;
if (tex->slice_gl_handles->len == 0)
return;
GE (glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
/* Prepare GL state */
if (ctx->color_alpha < 255
|| tex->bitmap.format & COGL_A_BIT)
enable_flags |= COGL_ENABLE_BLEND;
#undef CFX_F
if (ctx->enable_backface_culling)
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
cogl_enable (enable_flags);
g_array_set_size (ctx->texture_vertices, 0);
while (n_rects-- > 0)
{
if (verts[4] != verts[6] && verts[5] != verts[7])
{
/* If there is only one GL texture and either the texture is
NPOT (no waste) or all of the coordinates are in the
range [0,1] then we can use hardware tiling */
if (tex->slice_gl_handles->len == 1
&& ((cogl_features_available (COGL_FEATURE_TEXTURE_NPOT)
&& tex->gl_target == GL_TEXTURE_2D)
|| (verts[4] >= 0 && verts[4] <= COGL_FIXED_1
&& verts[6] >= 0 && verts[6] <= COGL_FIXED_1
&& verts[5] >= 0 && verts[5] <= COGL_FIXED_1
&& verts[7] >= 0 && verts[7] <= COGL_FIXED_1)))
_cogl_texture_quad_hw (tex, verts[0],verts[1], verts[2],verts[3],
verts[4],verts[5], verts[6],verts[7]);
else
_cogl_texture_quad_sw (tex, verts[0],verts[1], verts[2],verts[3],
verts[4],verts[5], verts[6],verts[7]);
}
verts += 8;
}
_cogl_texture_flush_vertices ();
}
void
@ -2319,47 +2426,18 @@ cogl_texture_rectangle (CoglHandle handle,
CoglFixed tx2,
CoglFixed ty2)
{
CoglTexture *tex;
/* Check if valid texture */
if (!cogl_is_texture (handle))
return;
CoglFixed verts[8];
cogl_clip_ensure ();
tex = _cogl_texture_pointer_from_handle (handle);
/* Make sure we got stuff to draw */
if (tex->slice_gl_handles == NULL)
return;
if (tex->slice_gl_handles->len == 0)
return;
if (tx1 == tx2 || ty1 == ty2)
return;
/* Pick tiling mode according to hw support */
if (cogl_features_available (COGL_FEATURE_TEXTURE_NPOT)
&& tex->slice_gl_handles->len == 1)
{
_cogl_texture_quad_hw (tex, x1,y1, x2,y2, tx1,ty1, tx2,ty2);
}
else
{
if (tex->slice_gl_handles->len == 1
&& tx1 >= -COGL_FIXED_1
&& tx2 <= COGL_FIXED_1
&& ty1 >= -COGL_FIXED_1
&& ty2 <= COGL_FIXED_1)
{
_cogl_texture_quad_hw (tex, x1,y1, x2,y2, tx1,ty1, tx2,ty2);
}
else
{
_cogl_texture_quad_sw (tex, x1,y1, x2,y2, tx1,ty1, tx2,ty2);
}
}
verts[0] = x1;
verts[1] = y1;
verts[2] = x2;
verts[3] = y2;
verts[4] = tx1;
verts[5] = ty1;
verts[6] = tx2;
verts[7] = ty2;
cogl_texture_multiple_rectangles (handle, verts, 1);
}
void
@ -2405,23 +2483,9 @@ cogl_texture_polygon (CoglHandle handle,
/* Make sure there is enough space in the global texture vertex
array. This is used so we can render the polygon with a single
call to OpenGL but still support any number of vertices */
if (ctx->texture_vertices_size < n_vertices)
{
guint nsize = ctx->texture_vertices_size;
if (nsize == 0)
nsize = 1;
do
nsize *= 2;
while (nsize < n_vertices);
ctx->texture_vertices_size = nsize;
g_array_set_size (ctx->texture_vertices, n_vertices);
p = (CoglTextureGLVertex *) ctx->texture_vertices->data;
ctx->texture_vertices = g_realloc (ctx->texture_vertices,
nsize
* sizeof (CoglTextureGLVertex));
}
/* Prepare GL state */
enable_flags = (COGL_ENABLE_TEXTURE_2D
| COGL_ENABLE_VERTEX_ARRAY
@ -2447,14 +2511,12 @@ cogl_texture_polygon (CoglHandle handle,
if (use_color)
{
enable_flags |= COGL_ENABLE_COLOR_ARRAY;
GE( glColorPointer (4, GL_UNSIGNED_BYTE, sizeof (CoglTextureGLVertex),
ctx->texture_vertices[0].c) );
}
GE( glColorPointer (4, GL_UNSIGNED_BYTE,
sizeof (CoglTextureGLVertex), p->c) );
}
GE( glVertexPointer (3, GL_FLOAT, sizeof (CoglTextureGLVertex),
ctx->texture_vertices[0].v) );
GE( glTexCoordPointer (2, GL_FLOAT, sizeof (CoglTextureGLVertex),
ctx->texture_vertices[0].t) );
GE( glVertexPointer (3, GL_FLOAT, sizeof (CoglTextureGLVertex), p->v ) );
GE( glTexCoordPointer (2, GL_FLOAT, sizeof (CoglTextureGLVertex), p->t ) );
cogl_enable (enable_flags);
@ -2464,7 +2526,7 @@ cogl_texture_polygon (CoglHandle handle,
/* Convert the vertices into an array of GLfloats ready to pass to
OpenGL */
for (i = 0, p = ctx->texture_vertices; i < n_vertices; i++, p++)
for (i = 0; i < n_vertices; i++, p++)
{
#define CFX_F COGL_FIXED_TO_FLOAT