journal: Support per-framebuffer journals

Instead of having a single journal per context, we now have a
CoglJournal object for each CoglFramebuffer. This means we now don't
have to flush the journal when switching/pushing/popping between
different framebuffers so for example a Clutter scene that involves some
ClutterEffect actors that transiently redirect to an FBO can still be
batched.

This also allows us to track state in the journal that relates to the
current frame of its associated framebuffer which we'll need for our
optimization for using the CPU to handle reading a single pixel back
from a framebuffer when we know the whole scene is currently comprised
of simple rectangles in a journal.
This commit is contained in:
Robert Bragg
2011-01-06 13:25:45 +00:00
parent 5f35bd7b67
commit 1a5a4df326
21 changed files with 375 additions and 101 deletions

View File

@ -49,6 +49,7 @@
#include "cogl-pipeline.h"
#include "cogl-context.h"
#include "cogl-handle.h"
#include "cogl-object-private.h"
#include "cogl-primitives.h"
#include "cogl-framebuffer-private.h"
@ -118,6 +119,14 @@ cogl_texture_unref (CoglHandle handle)
cogl_handle_unref (handle);
}
void
_cogl_texture_init (CoglTexture *texture,
const CoglTextureVtable *vtable)
{
texture->vtable = vtable;
texture->framebuffers = NULL;
}
void
_cogl_texture_free (CoglTexture *texture)
{
@ -1473,3 +1482,52 @@ cogl_texture_get_data (CoglHandle handle,
return byte_size;
}
static void
_cogl_texture_framebuffer_destroy_cb (void *user_data,
void *instance)
{
CoglTexture *tex = user_data;
CoglFramebuffer *framebuffer = instance;
tex->framebuffers = g_list_remove (tex->framebuffers, framebuffer);
}
void
_cogl_texture_associate_framebuffer (CoglHandle handle,
CoglFramebuffer *framebuffer)
{
CoglTexture *tex = COGL_TEXTURE (handle);
static CoglUserDataKey framebuffer_destroy_notify_key;
/* Note: we don't take a reference on the framebuffer here because
* that would introduce a circular reference. */
tex->framebuffers = g_list_prepend (tex->framebuffers, framebuffer);
/* Since we haven't taken a reference on the framebuffer we setup
* some private data so we will be notified if it is destroyed... */
_cogl_object_set_user_data (COGL_OBJECT (framebuffer),
&framebuffer_destroy_notify_key,
tex,
_cogl_texture_framebuffer_destroy_cb);
}
const GList *
_cogl_texture_get_associated_framebuffers (CoglHandle handle)
{
CoglTexture *tex = COGL_TEXTURE (handle);
return tex->framebuffers;
}
void
_cogl_texture_flush_journal_rendering (CoglHandle handle)
{
CoglTexture *tex = COGL_TEXTURE (handle);
GList *l;
/* It could be that a referenced texture is part of a framebuffer
* which has an associated journal that must be flushed before it
* can be sampled from by the current primitive... */
for (l = tex->framebuffers; l; l = l->next)
_cogl_framebuffer_flush_journal (l->data);
}