7365c3aa77
This splits out the cogl_path_ api into a separate cogl-path sub-library like cogl-pango and cogl-gst. This enables developers to build Cogl with this sub-library disabled if they don't need it which can be useful when its important to keep the size of an application and its dependencies down to a minimum. The functions cogl_framebuffer_{fill,stroke}_path have been renamed to cogl_path_{fill,stroke}. There were a few places in core cogl and cogl-gst that referenced the CoglPath api and these have been decoupled by using the CoglPrimitive api instead. In the case of cogl_framebuffer_push_path_clip() the core clip stack no longer accepts path clips directly but it's now possible to get a CoglPrimitive for the fill of a path and so the implementation of cogl_framebuffer_push_path_clip() now lives in cogl-path and works as a shim that first gets a CoglPrimitive and uses cogl_framebuffer_push_primitive_clip instead. We may want to consider renaming cogl_framebuffer_push_path_clip to put it in the cogl_path_ namespace. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 8aadfd829239534fb4ec8255cdea813d698c5a3f) So as to avoid breaking the 1.x API or even the ABI since we are quite late in the 1.16 development cycle the patch was modified to build cogl-path as a noinst_LTLIBRARY before building cogl and link the code directly into libcogl.so as it was previously. This way we can wait until the start of the 1.18 cycle before splitting the code into a separate libcogl-path.so. This also adds shims for cogl_framebuffer_fill/stroke_path() to avoid breaking the 1.x API/ABI.
496 lines
16 KiB
C
496 lines
16 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Authored By Neil Roberts <neil@linux.intel.com>
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*
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* Copyright (C) 2009 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include <glib.h>
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#include <cogl/cogl.h>
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#include <string.h>
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#include "cogl-pango-display-list.h"
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#include "cogl-pango-pipeline-cache.h"
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#include "cogl/cogl-context-private.h"
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typedef enum
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{
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COGL_PANGO_DISPLAY_LIST_TEXTURE,
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COGL_PANGO_DISPLAY_LIST_RECTANGLE,
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COGL_PANGO_DISPLAY_LIST_TRAPEZOID
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} CoglPangoDisplayListNodeType;
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typedef struct _CoglPangoDisplayListNode CoglPangoDisplayListNode;
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typedef struct _CoglPangoDisplayListRectangle CoglPangoDisplayListRectangle;
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struct _CoglPangoDisplayList
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{
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CoglBool color_override;
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CoglColor color;
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GSList *nodes;
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GSList *last_node;
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CoglPangoPipelineCache *pipeline_cache;
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};
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/* This matches the format expected by cogl_rectangles_with_texture_coords */
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struct _CoglPangoDisplayListRectangle
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{
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float x_1, y_1, x_2, y_2;
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float s_1, t_1, s_2, t_2;
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};
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struct _CoglPangoDisplayListNode
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{
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CoglPangoDisplayListNodeType type;
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CoglBool color_override;
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CoglColor color;
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CoglPipeline *pipeline;
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union
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{
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struct
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{
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/* The texture to render these coords from */
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CoglTexture *texture;
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/* Array of rectangles in the format expected by
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cogl_rectangles_with_texture_coords */
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GArray *rectangles;
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/* A primitive representing those vertices */
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CoglPrimitive *primitive;
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} texture;
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struct
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{
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float x_1, y_1;
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float x_2, y_2;
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} rectangle;
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struct
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{
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CoglPrimitive *primitive;
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} trapezoid;
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} d;
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};
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CoglPangoDisplayList *
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_cogl_pango_display_list_new (CoglPangoPipelineCache *pipeline_cache)
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{
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CoglPangoDisplayList *dl = g_slice_new0 (CoglPangoDisplayList);
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dl->pipeline_cache = pipeline_cache;
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return dl;
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}
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static void
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_cogl_pango_display_list_append_node (CoglPangoDisplayList *dl,
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CoglPangoDisplayListNode *node)
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{
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if (dl->last_node)
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dl->last_node = dl->last_node->next = g_slist_prepend (NULL, node);
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else
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dl->last_node = dl->nodes = g_slist_prepend (NULL, node);
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}
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void
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_cogl_pango_display_list_set_color_override (CoglPangoDisplayList *dl,
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const CoglColor *color)
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{
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dl->color_override = TRUE;
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dl->color = *color;
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}
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void
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_cogl_pango_display_list_remove_color_override (CoglPangoDisplayList *dl)
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{
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dl->color_override = FALSE;
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}
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void
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_cogl_pango_display_list_add_texture (CoglPangoDisplayList *dl,
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CoglTexture *texture,
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float x_1, float y_1,
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float x_2, float y_2,
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float tx_1, float ty_1,
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float tx_2, float ty_2)
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{
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CoglPangoDisplayListNode *node;
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CoglPangoDisplayListRectangle *rectangle;
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/* Add to the last node if it is a texture node with the same
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target texture */
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if (dl->last_node
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&& (node = dl->last_node->data)->type == COGL_PANGO_DISPLAY_LIST_TEXTURE
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&& node->d.texture.texture == texture
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&& (dl->color_override
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? (node->color_override && cogl_color_equal (&dl->color, &node->color))
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: !node->color_override))
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{
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/* Get rid of the vertex buffer so that it will be recreated */
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if (node->d.texture.primitive != NULL)
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{
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cogl_object_unref (node->d.texture.primitive);
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node->d.texture.primitive = NULL;
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}
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}
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else
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{
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/* Otherwise create a new node */
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node = g_slice_new (CoglPangoDisplayListNode);
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node->type = COGL_PANGO_DISPLAY_LIST_TEXTURE;
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node->color_override = dl->color_override;
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node->color = dl->color;
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node->pipeline = NULL;
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node->d.texture.texture = cogl_object_ref (texture);
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node->d.texture.rectangles
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= g_array_new (FALSE, FALSE, sizeof (CoglPangoDisplayListRectangle));
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node->d.texture.primitive = NULL;
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_cogl_pango_display_list_append_node (dl, node);
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}
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g_array_set_size (node->d.texture.rectangles,
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node->d.texture.rectangles->len + 1);
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rectangle = &g_array_index (node->d.texture.rectangles,
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CoglPangoDisplayListRectangle,
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node->d.texture.rectangles->len - 1);
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rectangle->x_1 = x_1;
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rectangle->y_1 = y_1;
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rectangle->x_2 = x_2;
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rectangle->y_2 = y_2;
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rectangle->s_1 = tx_1;
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rectangle->t_1 = ty_1;
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rectangle->s_2 = tx_2;
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rectangle->t_2 = ty_2;
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}
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void
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_cogl_pango_display_list_add_rectangle (CoglPangoDisplayList *dl,
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float x_1, float y_1,
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float x_2, float y_2)
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{
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CoglPangoDisplayListNode *node = g_slice_new (CoglPangoDisplayListNode);
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node->type = COGL_PANGO_DISPLAY_LIST_RECTANGLE;
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node->color_override = dl->color_override;
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node->color = dl->color;
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node->d.rectangle.x_1 = x_1;
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node->d.rectangle.y_1 = y_1;
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node->d.rectangle.x_2 = x_2;
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node->d.rectangle.y_2 = y_2;
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node->pipeline = NULL;
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_cogl_pango_display_list_append_node (dl, node);
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}
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void
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_cogl_pango_display_list_add_trapezoid (CoglPangoDisplayList *dl,
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float y_1,
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float x_11,
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float x_21,
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float y_2,
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float x_12,
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float x_22)
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{
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CoglContext *ctx = dl->pipeline_cache->ctx;
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CoglPangoDisplayListNode *node = g_slice_new (CoglPangoDisplayListNode);
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CoglVertexP2 vertices[4] = {
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{ x_11, y_1 },
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{ x_12, y_2 },
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{ x_22, y_2 },
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{ x_21, y_1 }
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};
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node->type = COGL_PANGO_DISPLAY_LIST_TRAPEZOID;
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node->color_override = dl->color_override;
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node->color = dl->color;
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node->pipeline = NULL;
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node->d.trapezoid.primitive =
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cogl_primitive_new_p2 (ctx,
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COGL_VERTICES_MODE_TRIANGLE_FAN,
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4,
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vertices);
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_cogl_pango_display_list_append_node (dl, node);
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}
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static void
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emit_rectangles_through_journal (CoglFramebuffer *fb,
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CoglPipeline *pipeline,
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CoglPangoDisplayListNode *node)
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{
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const float *rectangles = (const float *)node->d.texture.rectangles->data;
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cogl_framebuffer_draw_textured_rectangles (fb,
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pipeline,
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rectangles,
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node->d.texture.rectangles->len);
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}
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static void
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emit_vertex_buffer_geometry (CoglFramebuffer *fb,
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CoglPipeline *pipeline,
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CoglPangoDisplayListNode *node)
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{
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CoglContext *ctx = fb->context;
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/* It's expensive to go through the Cogl journal for large runs
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* of text in part because the journal transforms the quads in software
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* to avoid changing the modelview matrix. So for larger runs of text
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* we load the vertices into a VBO, and this has the added advantage
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* that if the text doesn't change from frame to frame the VBO can
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* be re-used avoiding the repeated cost of validating the data and
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* mapping it into the GPU... */
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if (node->d.texture.primitive == NULL)
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{
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CoglAttributeBuffer *buffer;
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CoglVertexP2T2 *verts, *v;
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int n_verts;
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CoglBool allocated = FALSE;
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CoglAttribute *attributes[2];
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CoglPrimitive *prim;
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int i;
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n_verts = node->d.texture.rectangles->len * 4;
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buffer
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= cogl_attribute_buffer_new_with_size (ctx,
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n_verts *
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sizeof (CoglVertexP2T2));
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if ((verts = cogl_buffer_map (COGL_BUFFER (buffer),
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COGL_BUFFER_ACCESS_WRITE,
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COGL_BUFFER_MAP_HINT_DISCARD)) == NULL)
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{
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verts = g_new (CoglVertexP2T2, n_verts);
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allocated = TRUE;
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}
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v = verts;
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/* Copy the rectangles into the buffer and expand into four
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vertices instead of just two */
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for (i = 0; i < node->d.texture.rectangles->len; i++)
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{
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const CoglPangoDisplayListRectangle *rectangle
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= &g_array_index (node->d.texture.rectangles,
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CoglPangoDisplayListRectangle, i);
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v->x = rectangle->x_1;
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v->y = rectangle->y_1;
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v->s = rectangle->s_1;
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v->t = rectangle->t_1;
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v++;
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v->x = rectangle->x_1;
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v->y = rectangle->y_2;
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v->s = rectangle->s_1;
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v->t = rectangle->t_2;
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v++;
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v->x = rectangle->x_2;
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v->y = rectangle->y_2;
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v->s = rectangle->s_2;
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v->t = rectangle->t_2;
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v++;
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v->x = rectangle->x_2;
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v->y = rectangle->y_1;
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v->s = rectangle->s_2;
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v->t = rectangle->t_1;
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v++;
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}
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if (allocated)
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{
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cogl_buffer_set_data (COGL_BUFFER (buffer),
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0, /* offset */
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verts,
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sizeof (CoglVertexP2T2) * n_verts);
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g_free (verts);
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}
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else
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cogl_buffer_unmap (COGL_BUFFER (buffer));
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attributes[0] = cogl_attribute_new (buffer,
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"cogl_position_in",
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sizeof (CoglVertexP2T2),
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G_STRUCT_OFFSET (CoglVertexP2T2, x),
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2, /* n_components */
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COGL_ATTRIBUTE_TYPE_FLOAT);
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attributes[1] = cogl_attribute_new (buffer,
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"cogl_tex_coord0_in",
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sizeof (CoglVertexP2T2),
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G_STRUCT_OFFSET (CoglVertexP2T2, s),
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2, /* n_components */
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COGL_ATTRIBUTE_TYPE_FLOAT);
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prim = cogl_primitive_new_with_attributes (COGL_VERTICES_MODE_TRIANGLES,
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n_verts,
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attributes,
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2 /* n_attributes */);
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#ifdef CLUTTER_COGL_HAS_GL
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if ((ctx->private_feature_flags & COGL_PRIVATE_FEATURE_QUADS))
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cogl_primitive_set_mode (prim, GL_QUADS);
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else
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#endif
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{
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/* GLES doesn't support GL_QUADS so instead we use a VBO
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with indexed vertices to generate GL_TRIANGLES from the
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quads */
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CoglIndices *indices =
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cogl_get_rectangle_indices (ctx, node->d.texture.rectangles->len);
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cogl_primitive_set_indices (prim, indices,
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node->d.texture.rectangles->len * 6);
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}
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node->d.texture.primitive = prim;
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cogl_object_unref (buffer);
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cogl_object_unref (attributes[0]);
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cogl_object_unref (attributes[1]);
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}
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cogl_primitive_draw (node->d.texture.primitive,
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fb,
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pipeline);
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}
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static void
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_cogl_framebuffer_draw_display_list_texture (CoglFramebuffer *fb,
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CoglPipeline *pipeline,
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CoglPangoDisplayListNode *node)
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{
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/* For small runs of text like icon labels, we can get better performance
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* going through the Cogl journal since text may then be batched together
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* with other geometry. */
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/* FIXME: 25 is a number I plucked out of thin air; it would be good
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* to determine this empirically! */
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if (node->d.texture.rectangles->len < 25)
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emit_rectangles_through_journal (fb, pipeline, node);
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else
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emit_vertex_buffer_geometry (fb, pipeline, node);
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}
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void
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_cogl_pango_display_list_render (CoglFramebuffer *fb,
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CoglPangoDisplayList *dl,
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const CoglColor *color)
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{
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GSList *l;
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for (l = dl->nodes; l; l = l->next)
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{
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CoglPangoDisplayListNode *node = l->data;
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CoglColor draw_color;
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if (node->pipeline == NULL)
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{
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if (node->type == COGL_PANGO_DISPLAY_LIST_TEXTURE)
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node->pipeline =
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_cogl_pango_pipeline_cache_get (dl->pipeline_cache,
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node->d.texture.texture);
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else
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node->pipeline =
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_cogl_pango_pipeline_cache_get (dl->pipeline_cache,
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NULL);
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}
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if (node->color_override)
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/* Use the override color but preserve the alpha from the
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draw color */
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cogl_color_init_from_4ub (&draw_color,
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cogl_color_get_red_byte (&node->color),
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cogl_color_get_green_byte (&node->color),
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cogl_color_get_blue_byte (&node->color),
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cogl_color_get_alpha_byte (color));
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else
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draw_color = *color;
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cogl_color_premultiply (&draw_color);
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cogl_pipeline_set_color (node->pipeline, &draw_color);
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switch (node->type)
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{
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case COGL_PANGO_DISPLAY_LIST_TEXTURE:
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_cogl_framebuffer_draw_display_list_texture (fb, node->pipeline, node);
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break;
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case COGL_PANGO_DISPLAY_LIST_RECTANGLE:
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cogl_framebuffer_draw_rectangle (fb,
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node->pipeline,
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node->d.rectangle.x_1,
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node->d.rectangle.y_1,
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node->d.rectangle.x_2,
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node->d.rectangle.y_2);
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break;
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case COGL_PANGO_DISPLAY_LIST_TRAPEZOID:
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cogl_framebuffer_draw_primitive (fb, node->pipeline,
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node->d.trapezoid.primitive);
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break;
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}
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}
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}
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static void
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_cogl_pango_display_list_node_free (CoglPangoDisplayListNode *node)
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{
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if (node->type == COGL_PANGO_DISPLAY_LIST_TEXTURE)
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{
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g_array_free (node->d.texture.rectangles, TRUE);
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if (node->d.texture.texture != NULL)
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cogl_object_unref (node->d.texture.texture);
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if (node->d.texture.primitive != NULL)
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cogl_object_unref (node->d.texture.primitive);
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}
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else if (node->type == COGL_PANGO_DISPLAY_LIST_TRAPEZOID)
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cogl_object_unref (node->d.trapezoid.primitive);
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if (node->pipeline)
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cogl_object_unref (node->pipeline);
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g_slice_free (CoglPangoDisplayListNode, node);
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}
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void
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_cogl_pango_display_list_clear (CoglPangoDisplayList *dl)
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{
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g_slist_foreach (dl->nodes, (GFunc) _cogl_pango_display_list_node_free, NULL);
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g_slist_free (dl->nodes);
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dl->nodes = NULL;
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dl->last_node = NULL;
|
|
}
|
|
|
|
void
|
|
_cogl_pango_display_list_free (CoglPangoDisplayList *dl)
|
|
{
|
|
_cogl_pango_display_list_clear (dl);
|
|
g_slice_free (CoglPangoDisplayList, dl);
|
|
}
|