mutter/cogl/cogl-matrix-stack.c
Neil Roberts f005f517fe 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>
2011-12-06 19:02:06 +00:00

554 lines
15 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2009,2010 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*
*
*
* Authors:
* Havoc Pennington <hp@pobox.com> for litl
* Robert Bragg <robert@linux.intel.com>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include "cogl-context-private.h"
#include "cogl-internal.h"
#include "cogl-matrix-stack.h"
#include "cogl-framebuffer-private.h"
#include "cogl-object-private.h"
typedef struct {
CoglMatrix matrix;
gboolean is_identity;
/* count of pushes with no changes; when a change is
* requested, we create a new state and decrement this
*/
int push_count;
} CoglMatrixState;
/**
* CoglMatrixStack:
*
* Stores a cogl-side matrix stack, which we use as a cache
* so we can get the matrix efficiently when using indirect
* rendering.
*/
struct _CoglMatrixStack
{
CoglObject _parent;
GArray *stack;
unsigned int age;
};
static void _cogl_matrix_stack_free (CoglMatrixStack *stack);
COGL_OBJECT_INTERNAL_DEFINE (MatrixStack, matrix_stack);
/* XXX: this doesn't initialize the matrix! */
static void
_cogl_matrix_state_init (CoglMatrixState *state)
{
state->push_count = 0;
state->is_identity = FALSE;
}
static CoglMatrixState *
_cogl_matrix_stack_top (CoglMatrixStack *stack)
{
return &g_array_index (stack->stack, CoglMatrixState, stack->stack->len - 1);
}
/* XXX:
* Operations like scale, translate, rotate etc need to have an
* initialized state->matrix to work with, so they will pass
* initialize = TRUE.
*
* _cogl_matrix_stack_load_identity and _cogl_matrix_stack_set on the
* other hand don't so they will pass initialize = FALSE
*
* NB: Identity matrices are represented by setting
* state->is_identity=TRUE in which case state->matrix will be
* uninitialized.
*/
static CoglMatrixState *
_cogl_matrix_stack_top_mutable (CoglMatrixStack *stack,
gboolean initialize)
{
CoglMatrixState *state;
CoglMatrixState *new_top;
state = _cogl_matrix_stack_top (stack);
if (state->push_count == 0)
{
if (state->is_identity && initialize)
cogl_matrix_init_identity (&state->matrix);
return state;
}
state->push_count -= 1;
g_array_set_size (stack->stack, stack->stack->len + 1);
new_top = &g_array_index (stack->stack, CoglMatrixState,
stack->stack->len - 1);
_cogl_matrix_state_init (new_top);
if (initialize)
{
if (state->is_identity)
cogl_matrix_init_identity (&new_top->matrix);
else
new_top->matrix = state->matrix;
}
return new_top;
}
CoglMatrixStack*
_cogl_matrix_stack_new (void)
{
CoglMatrixStack *stack;
CoglMatrixState *state;
stack = g_slice_new0 (CoglMatrixStack);
stack->stack = g_array_sized_new (FALSE, FALSE,
sizeof (CoglMatrixState), 10);
g_array_set_size (stack->stack, 1);
state = &g_array_index (stack->stack, CoglMatrixState, 0);
_cogl_matrix_state_init (state);
state->is_identity = TRUE;
stack->age = 0;
return _cogl_matrix_stack_object_new (stack);
}
static void
_cogl_matrix_stack_free (CoglMatrixStack *stack)
{
g_array_free (stack->stack, TRUE);
g_slice_free (CoglMatrixStack, stack);
}
void
_cogl_matrix_stack_push (CoglMatrixStack *stack)
{
CoglMatrixState *state;
state = _cogl_matrix_stack_top (stack);
/* we lazily create a new stack top if someone changes the matrix
* while push_count > 0
*/
state->push_count += 1;
}
void
_cogl_matrix_stack_pop (CoglMatrixStack *stack)
{
CoglMatrixState *state;
state = _cogl_matrix_stack_top (stack);
if (state->push_count > 0)
{
state->push_count -= 1;
}
else
{
if (stack->stack->len == 1)
{
g_warning ("Too many matrix pops");
return;
}
stack->age++;
g_array_set_size (stack->stack, stack->stack->len - 1);
}
}
void
_cogl_matrix_stack_load_identity (CoglMatrixStack *stack)
{
CoglMatrixState *state;
state = _cogl_matrix_stack_top_mutable (stack, FALSE);
/* NB: Identity matrices are represented by setting
* state->is_identity = TRUE and leaving state->matrix
* uninitialized.
*
* This is done to optimize the heavy usage of
* _cogl_matrix_stack_load_identity by the Cogl Journal.
*/
if (!state->is_identity)
{
state->is_identity = TRUE;
stack->age++;
}
}
void
_cogl_matrix_stack_scale (CoglMatrixStack *stack,
float x,
float y,
float z)
{
CoglMatrixState *state;
state = _cogl_matrix_stack_top_mutable (stack, TRUE);
cogl_matrix_scale (&state->matrix, x, y, z);
state->is_identity = FALSE;
stack->age++;
}
void
_cogl_matrix_stack_translate (CoglMatrixStack *stack,
float x,
float y,
float z)
{
CoglMatrixState *state;
state = _cogl_matrix_stack_top_mutable (stack, TRUE);
cogl_matrix_translate (&state->matrix, x, y, z);
state->is_identity = FALSE;
stack->age++;
}
void
_cogl_matrix_stack_rotate (CoglMatrixStack *stack,
float angle,
float x,
float y,
float z)
{
CoglMatrixState *state;
state = _cogl_matrix_stack_top_mutable (stack, TRUE);
cogl_matrix_rotate (&state->matrix, angle, x, y, z);
state->is_identity = FALSE;
stack->age++;
}
void
_cogl_matrix_stack_multiply (CoglMatrixStack *stack,
const CoglMatrix *matrix)
{
CoglMatrixState *state;
state = _cogl_matrix_stack_top_mutable (stack, TRUE);
cogl_matrix_multiply (&state->matrix, &state->matrix, matrix);
state->is_identity = FALSE;
stack->age++;
}
void
_cogl_matrix_stack_frustum (CoglMatrixStack *stack,
float left,
float right,
float bottom,
float top,
float z_near,
float z_far)
{
CoglMatrixState *state;
state = _cogl_matrix_stack_top_mutable (stack, TRUE);
cogl_matrix_frustum (&state->matrix,
left, right, bottom, top,
z_near, z_far);
state->is_identity = FALSE;
stack->age++;
}
void
_cogl_matrix_stack_perspective (CoglMatrixStack *stack,
float fov_y,
float aspect,
float z_near,
float z_far)
{
CoglMatrixState *state;
state = _cogl_matrix_stack_top_mutable (stack, TRUE);
cogl_matrix_perspective (&state->matrix,
fov_y, aspect, z_near, z_far);
state->is_identity = FALSE;
stack->age++;
}
void
_cogl_matrix_stack_ortho (CoglMatrixStack *stack,
float left,
float right,
float bottom,
float top,
float z_near,
float z_far)
{
CoglMatrixState *state;
state = _cogl_matrix_stack_top_mutable (stack, TRUE);
cogl_matrix_ortho (&state->matrix,
left, right, bottom, top, z_near, z_far);
state->is_identity = FALSE;
stack->age++;
}
gboolean
_cogl_matrix_stack_get_inverse (CoglMatrixStack *stack,
CoglMatrix *inverse)
{
CoglMatrixState *state;
state = _cogl_matrix_stack_top_mutable (stack, TRUE);
return cogl_matrix_get_inverse (&state->matrix, inverse);
}
void
_cogl_matrix_stack_get (CoglMatrixStack *stack,
CoglMatrix *matrix)
{
CoglMatrixState *state;
state = _cogl_matrix_stack_top (stack);
/* NB: identity matrices are lazily initialized because we can often avoid
* initializing them at all if nothing is pushed on top of them since we
* load them using glLoadIdentity()
*
* The Cogl journal typically loads an identiy matrix because it performs
* software transformations, which is why we have optimized this case.
*/
if (state->is_identity)
cogl_matrix_init_identity (matrix);
else
*matrix = state->matrix;
}
void
_cogl_matrix_stack_set (CoglMatrixStack *stack,
const CoglMatrix *matrix)
{
CoglMatrixState *state;
state = _cogl_matrix_stack_top_mutable (stack, FALSE);
state->matrix = *matrix;
state->is_identity = FALSE;
stack->age++;
}
static void
_cogl_matrix_stack_flush_matrix_to_gl_builtin (CoglContext *ctx,
gboolean is_identity,
CoglMatrix *matrix,
CoglMatrixMode mode)
{
g_assert (ctx->driver == COGL_DRIVER_GL ||
ctx->driver == COGL_DRIVER_GLES1);
#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES)
if (ctx->flushed_matrix_mode != mode)
{
GLenum gl_mode = 0;
switch (mode)
{
case COGL_MATRIX_MODELVIEW:
gl_mode = GL_MODELVIEW;
break;
case COGL_MATRIX_PROJECTION:
gl_mode = GL_PROJECTION;
break;
case COGL_MATRIX_TEXTURE:
gl_mode = GL_TEXTURE;
break;
}
GE (ctx, glMatrixMode (gl_mode));
ctx->flushed_matrix_mode = mode;
}
if (is_identity)
GE (ctx, glLoadIdentity ());
else
GE (ctx, glLoadMatrixf (cogl_matrix_get_array (matrix)));
#endif
}
void
_cogl_matrix_stack_flush_to_gl_builtins (CoglContext *ctx,
CoglMatrixStack *stack,
CoglMatrixMode mode,
gboolean disable_flip)
{
g_assert (ctx->driver == COGL_DRIVER_GL ||
ctx->driver == COGL_DRIVER_GLES1);
#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES)
{
gboolean needs_flip;
CoglMatrixState *state;
CoglMatrixStackCache *cache;
state = _cogl_matrix_stack_top (stack);
if (mode == COGL_MATRIX_PROJECTION)
{
/* Because Cogl defines texture coordinates to have a top left
* origin and because offscreen framebuffers may be used for
* rendering to textures we always render upside down to
* offscreen buffers. Also for some backends we need to render
* onscreen buffers upside-down too.
*/
if (disable_flip)
needs_flip = FALSE;
else
needs_flip = cogl_is_offscreen (cogl_get_draw_framebuffer ());
cache = &ctx->builtin_flushed_projection;
}
else
{
needs_flip = FALSE;
if (mode == COGL_MATRIX_MODELVIEW)
cache = &ctx->builtin_flushed_modelview;
else
cache = NULL;
}
/* We don't need to do anything if the state is the same */
if (!cache ||
_cogl_matrix_stack_check_and_update_cache (stack, cache, needs_flip))
{
gboolean is_identity = state->is_identity && !needs_flip;
if (needs_flip)
{
CoglMatrix flipped_matrix;
cogl_matrix_multiply (&flipped_matrix,
&ctx->y_flip_matrix,
state->is_identity ?
&ctx->identity_matrix :
&state->matrix);
_cogl_matrix_stack_flush_matrix_to_gl_builtin (ctx,
/* not identity */
FALSE,
&flipped_matrix,
mode);
}
else
_cogl_matrix_stack_flush_matrix_to_gl_builtin (ctx,
is_identity,
&state->matrix,
mode);
}
}
#endif
}
unsigned int
_cogl_matrix_stack_get_age (CoglMatrixStack *stack)
{
return stack->age;
}
gboolean
_cogl_matrix_stack_has_identity_flag (CoglMatrixStack *stack)
{
return _cogl_matrix_stack_top (stack)->is_identity;
}
gboolean
_cogl_matrix_stack_equal (CoglMatrixStack *stack0,
CoglMatrixStack *stack1)
{
CoglMatrixState *state0 = _cogl_matrix_stack_top (stack0);
CoglMatrixState *state1 = _cogl_matrix_stack_top (stack1);
if (state0->is_identity != state1->is_identity)
return FALSE;
if (state0->is_identity)
return TRUE;
else
return cogl_matrix_equal (&state0->matrix, &state1->matrix);
}
gboolean
_cogl_matrix_stack_check_and_update_cache (CoglMatrixStack *stack,
CoglMatrixStackCache *cache,
gboolean flip)
{
gboolean is_identity =
_cogl_matrix_stack_has_identity_flag (stack) && !flip;
gboolean is_dirty;
if (is_identity && cache->flushed_identity)
is_dirty = FALSE;
else if (cache->stack == NULL ||
cache->stack->age != cache->age ||
flip != cache->flipped)
is_dirty = TRUE;
else
is_dirty = (cache->stack != stack &&
!_cogl_matrix_stack_equal (cache->stack, stack));
/* We'll update the cache values even if the stack isn't dirty in
case the reason it wasn't dirty is because we compared the
matrices and found them to be the same. In that case updating the
cache values will avoid the comparison next time */
cache->age = stack->age;
cogl_object_ref (stack);
if (cache->stack)
cogl_object_unref (cache->stack);
cache->stack = stack;
cache->flushed_identity = is_identity;
cache->flipped = flip;
return is_dirty;
}
void
_cogl_matrix_stack_init_cache (CoglMatrixStackCache *cache)
{
cache->stack = NULL;
cache->flushed_identity = FALSE;
}
void
_cogl_matrix_stack_destroy_cache (CoglMatrixStackCache *cache)
{
if (cache->stack)
cogl_object_unref (cache->stack);
}