Flush matrices in the progend and flip with a vector
Previously flushing the matrices was performed as part of the framebuffer state. When on GLES2 this matrix flushing is actually diverted so that it only keeps a reference to the intended matrix stack. This is necessary because on GLES2 there are no builtin uniforms so it can't actually flush the matrices until the program for the pipeline is generated. When the matrices are flushed it would store the age of modifications on the matrix stack so that it could detect when the matrix hasn't changed and avoid flushing it. This patch changes it so that the pipeline is responsible for flushing the matrices even when we are using the GL builtins. The same mechanism for detecting unmodified matrix stacks is used in all cases. There is a new CoglMatrixStackCache type which is used to store a reference to the intended matrix stack along with its last flushed age. There are now two of these attached to the CoglContext to track the flushed state for the global matrix builtins and also two for each glsl progend program state to track the flushed state for a program. The framebuffer matrix flush now just updates the intended matrix stacks without actually trying to flush. When a vertex snippet is attached to the pipeline, the GLSL vertend will now avoid using the projection matrix to flip the rendering. This is necessary because any vertex snippet may cause the projection matrix not to be used. Instead the flip is done as a forced final step by multiplying cogl_position_out by a vec4 uniform. This uniform is updated as part of the progend pre_paint depending on whether the framebuffer is offscreen or not. Reviewed-by: Robert Bragg <robert@linux.intel.com>
This commit is contained in:

committed by
Robert Bragg

parent
7590fc3ec3
commit
f005f517fe
@ -362,124 +362,117 @@ _cogl_matrix_stack_set (CoglMatrixStack *stack,
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stack->age++;
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}
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#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES)
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static void
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flush_to_fixed_api_gl (CoglContext *context,
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gboolean is_identity,
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const CoglMatrix *matrix,
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void *user_data)
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_cogl_matrix_stack_flush_matrix_to_gl_builtin (CoglContext *ctx,
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gboolean is_identity,
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CoglMatrix *matrix,
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CoglMatrixMode mode)
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{
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if (is_identity)
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GE (context, glLoadIdentity ());
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else
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GE (context, glLoadMatrixf (cogl_matrix_get_array (matrix)) );
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}
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g_assert (ctx->driver == COGL_DRIVER_GL ||
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ctx->driver == COGL_DRIVER_GLES1);
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#endif
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void
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_cogl_prepare_matrix_stack_for_flush (CoglContext *context,
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CoglMatrixStack *stack,
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CoglMatrixMode mode,
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CoglMatrixStackFlushFunc callback,
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void *user_data)
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{
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CoglMatrixState *state = _cogl_matrix_stack_top (stack);
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/* Because Cogl defines texture coordinates to have a top left origin and
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* because offscreen framebuffers may be used for rendering to textures we
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* always render upside down to offscreen buffers.
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*/
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if (mode == COGL_MATRIX_PROJECTION &&
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cogl_is_offscreen (cogl_get_draw_framebuffer ()))
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#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES)
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if (ctx->flushed_matrix_mode != mode)
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{
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CoglMatrix flipped_projection;
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CoglMatrix *projection =
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state->is_identity ? &context->identity_matrix : &state->matrix;
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cogl_matrix_multiply (&flipped_projection,
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&context->y_flip_matrix, projection);
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callback (context, FALSE, &flipped_projection, user_data);
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}
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else
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{
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CoglMatrix *modelview =
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state->is_identity ? &context->identity_matrix : &state->matrix;
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callback (context, state->is_identity, modelview, user_data);
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}
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}
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void
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_cogl_matrix_stack_flush_to_gl (CoglContext *context,
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CoglMatrixStack *stack,
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CoglMatrixMode mode)
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{
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if (context->driver == COGL_DRIVER_GLES2)
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{
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/* Under GLES2 we need to flush the matrices differently because
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they are stored in uniforms attached to the program instead of
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the global GL context state. At this point we can't be sure that
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the right program will be generated so instead we'll just store a
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reference to the matrix stack that is intended to be flushed and
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update the uniform once the program is ready. */
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GLenum gl_mode = 0;
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switch (mode)
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{
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case COGL_MATRIX_MODELVIEW:
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cogl_object_ref (stack);
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if (context->flushed_modelview_stack)
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cogl_object_unref (context->flushed_modelview_stack);
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context->flushed_modelview_stack = stack;
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gl_mode = GL_MODELVIEW;
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break;
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case COGL_MATRIX_PROJECTION:
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cogl_object_ref (stack);
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if (context->flushed_projection_stack)
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cogl_object_unref (context->flushed_projection_stack);
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context->flushed_projection_stack = stack;
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gl_mode = GL_PROJECTION;
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break;
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case COGL_MATRIX_TEXTURE:
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/* This shouldn't happen because the texture matrices are
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handled by the GLSL pipeline backend */
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g_assert_not_reached ();
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gl_mode = GL_TEXTURE;
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break;
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}
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GE (ctx, glMatrixMode (gl_mode));
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ctx->flushed_matrix_mode = mode;
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}
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if (is_identity)
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GE (ctx, glLoadIdentity ());
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else
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GE (ctx, glLoadMatrixf (cogl_matrix_get_array (matrix)));
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#endif
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}
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void
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_cogl_matrix_stack_flush_to_gl_builtins (CoglContext *ctx,
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CoglMatrixStack *stack,
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CoglMatrixMode mode,
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gboolean disable_flip)
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{
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g_assert (ctx->driver == COGL_DRIVER_GL ||
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ctx->driver == COGL_DRIVER_GLES1);
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#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES)
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else
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{
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if (context->flushed_matrix_mode != mode)
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{
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GLenum gl_mode = 0;
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{
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gboolean needs_flip;
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CoglMatrixState *state;
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CoglMatrixStackCache *cache;
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switch (mode)
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{
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case COGL_MATRIX_MODELVIEW:
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gl_mode = GL_MODELVIEW;
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break;
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state = _cogl_matrix_stack_top (stack);
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case COGL_MATRIX_PROJECTION:
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gl_mode = GL_PROJECTION;
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break;
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if (mode == COGL_MATRIX_PROJECTION)
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{
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/* Because Cogl defines texture coordinates to have a top left
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* origin and because offscreen framebuffers may be used for
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* rendering to textures we always render upside down to
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* offscreen buffers. Also for some backends we need to render
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* onscreen buffers upside-down too.
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*/
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if (disable_flip)
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needs_flip = FALSE;
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else
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needs_flip = cogl_is_offscreen (cogl_get_draw_framebuffer ());
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case COGL_MATRIX_TEXTURE:
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gl_mode = GL_TEXTURE;
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break;
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}
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cache = &ctx->builtin_flushed_projection;
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}
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else
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{
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needs_flip = FALSE;
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GE (context, glMatrixMode (gl_mode));
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context->flushed_matrix_mode = mode;
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}
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if (mode == COGL_MATRIX_MODELVIEW)
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cache = &ctx->builtin_flushed_modelview;
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else
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cache = NULL;
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}
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_cogl_prepare_matrix_stack_for_flush (context,
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stack,
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mode,
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flush_to_fixed_api_gl,
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stack);
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}
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/* We don't need to do anything if the state is the same */
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if (!cache ||
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_cogl_matrix_stack_check_and_update_cache (stack, cache, needs_flip))
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{
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gboolean is_identity = state->is_identity && !needs_flip;
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if (needs_flip)
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{
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CoglMatrix flipped_matrix;
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cogl_matrix_multiply (&flipped_matrix,
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&ctx->y_flip_matrix,
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state->is_identity ?
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&ctx->identity_matrix :
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&state->matrix);
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_cogl_matrix_stack_flush_matrix_to_gl_builtin (ctx,
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/* not identity */
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FALSE,
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&flipped_matrix,
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mode);
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}
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else
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_cogl_matrix_stack_flush_matrix_to_gl_builtin (ctx,
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is_identity,
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&state->matrix,
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mode);
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}
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}
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#endif
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}
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@ -510,3 +503,51 @@ _cogl_matrix_stack_equal (CoglMatrixStack *stack0,
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else
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return cogl_matrix_equal (&state0->matrix, &state1->matrix);
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}
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gboolean
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_cogl_matrix_stack_check_and_update_cache (CoglMatrixStack *stack,
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CoglMatrixStackCache *cache,
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gboolean flip)
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{
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gboolean is_identity =
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_cogl_matrix_stack_has_identity_flag (stack) && !flip;
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gboolean is_dirty;
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if (is_identity && cache->flushed_identity)
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is_dirty = FALSE;
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else if (cache->stack == NULL ||
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cache->stack->age != cache->age ||
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flip != cache->flipped)
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is_dirty = TRUE;
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else
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is_dirty = (cache->stack != stack &&
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!_cogl_matrix_stack_equal (cache->stack, stack));
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/* We'll update the cache values even if the stack isn't dirty in
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case the reason it wasn't dirty is because we compared the
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matrices and found them to be the same. In that case updating the
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cache values will avoid the comparison next time */
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cache->age = stack->age;
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cogl_object_ref (stack);
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if (cache->stack)
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cogl_object_unref (cache->stack);
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cache->stack = stack;
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cache->flushed_identity = is_identity;
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cache->flipped = flip;
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return is_dirty;
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}
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void
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_cogl_matrix_stack_init_cache (CoglMatrixStackCache *cache)
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{
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cache->stack = NULL;
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cache->flushed_identity = FALSE;
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}
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void
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_cogl_matrix_stack_destroy_cache (CoglMatrixStackCache *cache)
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{
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if (cache->stack)
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cogl_object_unref (cache->stack);
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}
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