clip-stack: Move path flushing code to cogl-clip-stack.c

The code that adds the silhouette of a path to the stencil buffer was
living in cogl2-path.c which seemed out of place when the bulk of the
work really related more to how the stencil buffer is managed and
basically only one line (a call to _cogl_path_fill_nodes) really related
to the path code directly.

This moves the code into cogl-clip-stack.c alone with similar code
that can add rectangle masks to the stencil buffer.

Reviewed-by: Neil Roberts <neil@linux.intel.com>
This commit is contained in:
Robert Bragg 2011-10-01 17:55:41 +01:00
parent a400aec51b
commit fd2769f7e8
3 changed files with 120 additions and 116 deletions

View File

@ -42,6 +42,7 @@
#include "cogl-matrix-private.h"
#include "cogl-primitives-private.h"
#include "cogl-private.h"
#include "cogl-pipeline-opengl-private.h"
#ifndef GL_CLIP_PLANE0
#define GL_CLIP_PLANE0 0x3000
@ -273,6 +274,117 @@ add_stencil_clip_rectangle (CoglFramebuffer *framebuffer,
cogl_pop_source ();
}
static void
add_stencil_clip_path (CoglFramebuffer *framebuffer,
CoglPath *path,
gboolean merge,
gboolean need_clear)
{
CoglPathData *data = path->data;
CoglMatrixStack *modelview_stack =
_cogl_framebuffer_get_modelview_stack (framebuffer);
CoglMatrixStack *projection_stack =
_cogl_framebuffer_get_projection_stack (framebuffer);
CoglContext *ctx = cogl_framebuffer_get_context (framebuffer);
/* This can be called from the clip stack code which doesn't flush
the matrix stacks between calls so we need to ensure they're
flushed now */
_cogl_matrix_stack_flush_to_gl (modelview_stack,
COGL_MATRIX_MODELVIEW);
_cogl_matrix_stack_flush_to_gl (projection_stack,
COGL_MATRIX_PROJECTION);
/* Just setup a simple pipeline that doesn't use texturing... */
_cogl_push_source (ctx->stencil_pipeline, FALSE);
_cogl_pipeline_flush_gl_state (ctx->stencil_pipeline, FALSE, 0);
GE( ctx, glEnable (GL_STENCIL_TEST) );
GE( ctx, glColorMask (FALSE, FALSE, FALSE, FALSE) );
GE( ctx, glDepthMask (FALSE) );
if (merge)
{
GE (ctx, glStencilMask (2));
GE (ctx, glStencilFunc (GL_LEQUAL, 0x2, 0x6));
}
else
{
/* If we're not using the stencil buffer for clipping then we
don't need to clear the whole stencil buffer, just the area
that will be drawn */
if (need_clear)
/* If this is being called from the clip stack code then it
will have set up a scissor for the minimum bounding box of
all of the clips. That box will likely mean that this
_cogl_clear won't need to clear the entire
buffer. _cogl_framebuffer_clear_without_flush4f is used instead
of cogl_clear because it won't try to flush the journal */
_cogl_framebuffer_clear_without_flush4f (framebuffer,
COGL_BUFFER_BIT_STENCIL,
0, 0, 0, 0);
else
{
/* Just clear the bounding box */
GE( ctx, glStencilMask (~(GLuint) 0) );
GE( ctx, glStencilOp (GL_ZERO, GL_ZERO, GL_ZERO) );
_cogl_rectangle_immediate (data->path_nodes_min.x,
data->path_nodes_min.y,
data->path_nodes_max.x,
data->path_nodes_max.y);
}
GE (ctx, glStencilMask (1));
GE (ctx, glStencilFunc (GL_LEQUAL, 0x1, 0x3));
}
GE (ctx, glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT));
if (path->data->path_nodes->len >= 3)
_cogl_path_fill_nodes (path,
COGL_DRAW_SKIP_JOURNAL_FLUSH |
COGL_DRAW_SKIP_PIPELINE_VALIDATION |
COGL_DRAW_SKIP_FRAMEBUFFER_FLUSH);
if (merge)
{
/* Now we have the new stencil buffer in bit 1 and the old
stencil buffer in bit 0 so we need to intersect them */
GE (ctx, glStencilMask (3));
GE (ctx, glStencilFunc (GL_NEVER, 0x2, 0x3));
GE (ctx, glStencilOp (GL_DECR, GL_DECR, GL_DECR));
/* Decrement all of the bits twice so that only pixels where the
value is 3 will remain */
_cogl_matrix_stack_push (projection_stack);
_cogl_matrix_stack_load_identity (projection_stack);
_cogl_matrix_stack_flush_to_gl (projection_stack,
COGL_MATRIX_PROJECTION);
_cogl_matrix_stack_push (modelview_stack);
_cogl_matrix_stack_load_identity (modelview_stack);
_cogl_matrix_stack_flush_to_gl (modelview_stack,
COGL_MATRIX_MODELVIEW);
_cogl_rectangle_immediate (-1.0, -1.0, 1.0, 1.0);
_cogl_rectangle_immediate (-1.0, -1.0, 1.0, 1.0);
_cogl_matrix_stack_pop (modelview_stack);
_cogl_matrix_stack_pop (projection_stack);
}
GE (ctx, glStencilMask (~(GLuint) 0));
GE (ctx, glDepthMask (TRUE));
GE (ctx, glColorMask (TRUE, TRUE, TRUE, TRUE));
GE (ctx, glStencilFunc (GL_EQUAL, 0x1, 0x1));
GE (ctx, glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP));
/* restore the original pipeline */
cogl_pop_source ();
}
static void
disable_stencil_buffer (void)
{
@ -689,9 +801,10 @@ _cogl_clip_stack_flush (CoglClipStack *stack,
_cogl_matrix_stack_push (modelview_stack);
_cogl_matrix_stack_set (modelview_stack, &path_entry->matrix);
_cogl_add_path_to_stencil_buffer (path_entry->path,
using_stencil_buffer,
TRUE);
add_stencil_clip_path (framebuffer,
path_entry->path,
using_stencil_buffer,
TRUE);
_cogl_matrix_stack_pop (modelview_stack);

View File

@ -113,4 +113,7 @@ _cogl_path_get_bounds (CoglPath *path,
gboolean
_cogl_path_is_rectangle (CoglPath *path);
void
_cogl_path_fill_nodes (CoglPath *path, CoglDrawFlags flags);
#endif /* __COGL_PATH_PRIVATE_H */

View File

@ -314,7 +314,7 @@ validate_layer_cb (CoglPipelineLayer *layer, void *user_data)
return !*needs_fallback;
}
static void
void
_cogl_path_fill_nodes (CoglPath *path, CoglDrawFlags flags)
{
gboolean needs_fallback = FALSE;
@ -338,118 +338,6 @@ _cogl_path_fill_nodes (CoglPath *path, CoglDrawFlags flags)
flags);
}
void
_cogl_add_path_to_stencil_buffer (CoglPath *path,
gboolean merge,
gboolean need_clear)
{
CoglPathData *data = path->data;
CoglFramebuffer *framebuffer = cogl_get_draw_framebuffer ();
CoglMatrixStack *modelview_stack =
_cogl_framebuffer_get_modelview_stack (framebuffer);
CoglMatrixStack *projection_stack =
_cogl_framebuffer_get_projection_stack (framebuffer);
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* This can be called from the clip stack code which doesn't flush
the matrix stacks between calls so we need to ensure they're
flushed now */
_cogl_matrix_stack_flush_to_gl (modelview_stack,
COGL_MATRIX_MODELVIEW);
_cogl_matrix_stack_flush_to_gl (projection_stack,
COGL_MATRIX_PROJECTION);
/* Just setup a simple pipeline that doesn't use texturing... */
_cogl_push_source (ctx->stencil_pipeline, FALSE);
_cogl_pipeline_flush_gl_state (ctx->stencil_pipeline, FALSE, 0);
GE( ctx, glEnable (GL_STENCIL_TEST) );
GE( ctx, glColorMask (FALSE, FALSE, FALSE, FALSE) );
GE( ctx, glDepthMask (FALSE) );
if (merge)
{
GE (ctx, glStencilMask (2));
GE (ctx, glStencilFunc (GL_LEQUAL, 0x2, 0x6));
}
else
{
/* If we're not using the stencil buffer for clipping then we
don't need to clear the whole stencil buffer, just the area
that will be drawn */
if (need_clear)
/* If this is being called from the clip stack code then it
will have set up a scissor for the minimum bounding box of
all of the clips. That box will likely mean that this
_cogl_clear won't need to clear the entire
buffer. _cogl_framebuffer_clear_without_flush4f is used instead
of cogl_clear because it won't try to flush the journal */
_cogl_framebuffer_clear_without_flush4f (framebuffer,
COGL_BUFFER_BIT_STENCIL,
0, 0, 0, 0);
else
{
/* Just clear the bounding box */
GE( ctx, glStencilMask (~(GLuint) 0) );
GE( ctx, glStencilOp (GL_ZERO, GL_ZERO, GL_ZERO) );
_cogl_rectangle_immediate (data->path_nodes_min.x,
data->path_nodes_min.y,
data->path_nodes_max.x,
data->path_nodes_max.y);
}
GE (ctx, glStencilMask (1));
GE (ctx, glStencilFunc (GL_LEQUAL, 0x1, 0x3));
}
GE (ctx, glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT));
if (path->data->path_nodes->len >= 3)
_cogl_path_fill_nodes (path,
COGL_DRAW_SKIP_JOURNAL_FLUSH |
COGL_DRAW_SKIP_PIPELINE_VALIDATION |
COGL_DRAW_SKIP_FRAMEBUFFER_FLUSH);
if (merge)
{
/* Now we have the new stencil buffer in bit 1 and the old
stencil buffer in bit 0 so we need to intersect them */
GE (ctx, glStencilMask (3));
GE (ctx, glStencilFunc (GL_NEVER, 0x2, 0x3));
GE (ctx, glStencilOp (GL_DECR, GL_DECR, GL_DECR));
/* Decrement all of the bits twice so that only pixels where the
value is 3 will remain */
_cogl_matrix_stack_push (projection_stack);
_cogl_matrix_stack_load_identity (projection_stack);
_cogl_matrix_stack_flush_to_gl (projection_stack,
COGL_MATRIX_PROJECTION);
_cogl_matrix_stack_push (modelview_stack);
_cogl_matrix_stack_load_identity (modelview_stack);
_cogl_matrix_stack_flush_to_gl (modelview_stack,
COGL_MATRIX_MODELVIEW);
_cogl_rectangle_immediate (-1.0, -1.0, 1.0, 1.0);
_cogl_rectangle_immediate (-1.0, -1.0, 1.0, 1.0);
_cogl_matrix_stack_pop (modelview_stack);
_cogl_matrix_stack_pop (projection_stack);
}
GE (ctx, glStencilMask (~(GLuint) 0));
GE (ctx, glDepthMask (TRUE));
GE (ctx, glColorMask (TRUE, TRUE, TRUE, TRUE));
GE (ctx, glStencilFunc (GL_EQUAL, 0x1, 0x1));
GE (ctx, glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP));
/* restore the original pipeline */
cogl_pop_source ();
}
void
cogl2_path_fill (CoglPath *path)
{