mutter/cogl-pango/cogl-pango-display-list.c
Neil Roberts 2616ae0fa9 Add a GL 3 driver
This adds a new CoglDriver for GL 3 called COGL_DRIVER_GL3. When
requested, the GLX, EGL and SDL2 winsyss will set the necessary
attributes to request a forward-compatible core profile 3.1 context.
That means it will have no deprecated features.

To simplify the explosion of checks for specific combinations of
context->driver, many of these conditionals have now been replaced
with private feature flags that are checked instead. The GL and GLES
drivers now initialise these private feature flags depending on which
driver is used.

The fixed function backends now explicitly check whether the fixed
function private feature is available which means the GL3 driver will
fall back to always using the GLSL progend. Since Rob's latest patches
the GLSL progend no longer uses any fixed function API anyway so it
should just work.

The driver is currently lower priority than COGL_DRIVER_GL so it will
not be used unless it is specificly requested. We may want to change
this priority at some point because apparently Mesa can make some
memory savings if a core profile context is used.

In GL 3, getting the combined extensions string with glGetString is
deprecated so this patch changes it to use glGetStringi to build up an
array of extensions instead. _cogl_context_get_gl_extensions now
returns this array instead of trying to return a const string. The
caller is expected to free the array.

Some issues with this patch:

• GL 3 does not support GL_ALPHA format textures. We should probably
  make this a feature flag or something. Cogl uses this to render text
  which currently just throws a GL error and breaks so it's pretty
  important to do something about this before considering the GL3
  driver to be stable.

• GL 3 doesn't support client side vertex buffers. This probably
  doesn't matter because CoglBuffer won't normally use malloc'd
  buffers if VBOs are available, but it might but worth making
  malloc'd buffers a private feature and forcing it not to use them.

• GL 3 doesn't support the default vertex array object. This patch
  just makes it create and bind a single non-default vertex array
  object which gets used just like the normal default object. Ideally
  it would be good to use vertex array objects properly and attach
  them to a CoglPrimitive to cache the state.

Reviewed-by: Robert Bragg <robert@linux.intel.com>

(cherry picked from commit 66c9db993595b3a22e63f4c201ea468bc9b88cb6)
2013-01-22 17:48:01 +00:00

500 lines
16 KiB
C

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Authored By Neil Roberts <neil@linux.intel.com>
*
* Copyright (C) 2009 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/>.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <glib.h>
#include <cogl/cogl.h>
#include <string.h>
#include "cogl-pango-display-list.h"
#include "cogl/cogl-context-private.h"
typedef enum
{
COGL_PANGO_DISPLAY_LIST_TEXTURE,
COGL_PANGO_DISPLAY_LIST_RECTANGLE,
COGL_PANGO_DISPLAY_LIST_TRAPEZOID
} CoglPangoDisplayListNodeType;
typedef struct _CoglPangoDisplayListNode CoglPangoDisplayListNode;
typedef struct _CoglPangoDisplayListRectangle CoglPangoDisplayListRectangle;
struct _CoglPangoDisplayList
{
CoglBool color_override;
CoglColor color;
GSList *nodes;
GSList *last_node;
CoglPangoPipelineCache *pipeline_cache;
};
/* This matches the format expected by cogl_rectangles_with_texture_coords */
struct _CoglPangoDisplayListRectangle
{
float x_1, y_1, x_2, y_2;
float s_1, t_1, s_2, t_2;
};
struct _CoglPangoDisplayListNode
{
CoglPangoDisplayListNodeType type;
CoglBool color_override;
CoglColor color;
CoglPipeline *pipeline;
union
{
struct
{
/* The texture to render these coords from */
CoglTexture *texture;
/* Array of rectangles in the format expected by
cogl_rectangles_with_texture_coords */
GArray *rectangles;
/* A primitive representing those vertices */
CoglPrimitive *primitive;
} texture;
struct
{
float x_1, y_1;
float x_2, y_2;
} rectangle;
struct
{
float y_1;
float x_11;
float x_21;
float y_2;
float x_12;
float x_22;
} trapezoid;
} d;
};
CoglPangoDisplayList *
_cogl_pango_display_list_new (CoglPangoPipelineCache *pipeline_cache)
{
CoglPangoDisplayList *dl = g_slice_new0 (CoglPangoDisplayList);
dl->pipeline_cache = pipeline_cache;
return dl;
}
static void
_cogl_pango_display_list_append_node (CoglPangoDisplayList *dl,
CoglPangoDisplayListNode *node)
{
if (dl->last_node)
dl->last_node = dl->last_node->next = g_slist_prepend (NULL, node);
else
dl->last_node = dl->nodes = g_slist_prepend (NULL, node);
}
void
_cogl_pango_display_list_set_color_override (CoglPangoDisplayList *dl,
const CoglColor *color)
{
dl->color_override = TRUE;
dl->color = *color;
}
void
_cogl_pango_display_list_remove_color_override (CoglPangoDisplayList *dl)
{
dl->color_override = FALSE;
}
void
_cogl_pango_display_list_add_texture (CoglPangoDisplayList *dl,
CoglTexture *texture,
float x_1, float y_1,
float x_2, float y_2,
float tx_1, float ty_1,
float tx_2, float ty_2)
{
CoglPangoDisplayListNode *node;
CoglPangoDisplayListRectangle *rectangle;
/* Add to the last node if it is a texture node with the same
target texture */
if (dl->last_node
&& (node = dl->last_node->data)->type == COGL_PANGO_DISPLAY_LIST_TEXTURE
&& node->d.texture.texture == texture
&& (dl->color_override
? (node->color_override && cogl_color_equal (&dl->color, &node->color))
: !node->color_override))
{
/* Get rid of the vertex buffer so that it will be recreated */
if (node->d.texture.primitive != NULL)
{
cogl_object_unref (node->d.texture.primitive);
node->d.texture.primitive = NULL;
}
}
else
{
/* Otherwise create a new node */
node = g_slice_new (CoglPangoDisplayListNode);
node->type = COGL_PANGO_DISPLAY_LIST_TEXTURE;
node->color_override = dl->color_override;
node->color = dl->color;
node->pipeline = NULL;
node->d.texture.texture = cogl_object_ref (texture);
node->d.texture.rectangles
= g_array_new (FALSE, FALSE, sizeof (CoglPangoDisplayListRectangle));
node->d.texture.primitive = NULL;
_cogl_pango_display_list_append_node (dl, node);
}
g_array_set_size (node->d.texture.rectangles,
node->d.texture.rectangles->len + 1);
rectangle = &g_array_index (node->d.texture.rectangles,
CoglPangoDisplayListRectangle,
node->d.texture.rectangles->len - 1);
rectangle->x_1 = x_1;
rectangle->y_1 = y_1;
rectangle->x_2 = x_2;
rectangle->y_2 = y_2;
rectangle->s_1 = tx_1;
rectangle->t_1 = ty_1;
rectangle->s_2 = tx_2;
rectangle->t_2 = ty_2;
}
void
_cogl_pango_display_list_add_rectangle (CoglPangoDisplayList *dl,
float x_1, float y_1,
float x_2, float y_2)
{
CoglPangoDisplayListNode *node = g_slice_new (CoglPangoDisplayListNode);
node->type = COGL_PANGO_DISPLAY_LIST_RECTANGLE;
node->color_override = dl->color_override;
node->color = dl->color;
node->d.rectangle.x_1 = x_1;
node->d.rectangle.y_1 = y_1;
node->d.rectangle.x_2 = x_2;
node->d.rectangle.y_2 = y_2;
node->pipeline = NULL;
_cogl_pango_display_list_append_node (dl, node);
}
void
_cogl_pango_display_list_add_trapezoid (CoglPangoDisplayList *dl,
float y_1,
float x_11,
float x_21,
float y_2,
float x_12,
float x_22)
{
CoglPangoDisplayListNode *node = g_slice_new (CoglPangoDisplayListNode);
node->type = COGL_PANGO_DISPLAY_LIST_TRAPEZOID;
node->color_override = dl->color_override;
node->color = dl->color;
node->d.trapezoid.y_1 = y_1;
node->d.trapezoid.x_11 = x_11;
node->d.trapezoid.x_21 = x_21;
node->d.trapezoid.y_2 = y_2;
node->d.trapezoid.x_12 = x_12;
node->d.trapezoid.x_22 = x_22;
node->pipeline = NULL;
_cogl_pango_display_list_append_node (dl, node);
}
static void
emit_rectangles_through_journal (CoglPangoDisplayListNode *node)
{
cogl_rectangles_with_texture_coords ((float *)
node->d.texture.rectangles->data,
node->d.texture.rectangles->len);
}
static void
emit_vertex_buffer_geometry (CoglPangoDisplayListNode *node)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* It's expensive to go through the Cogl journal for large runs
* of text in part because the journal transforms the quads in software
* to avoid changing the modelview matrix. So for larger runs of text
* we load the vertices into a VBO, and this has the added advantage
* that if the text doesn't change from frame to frame the VBO can
* be re-used avoiding the repeated cost of validating the data and
* mapping it into the GPU... */
if (node->d.texture.primitive == NULL)
{
CoglAttributeBuffer *buffer;
CoglVertexP2T2 *verts, *v;
int n_verts;
CoglBool allocated = FALSE;
CoglAttribute *attributes[2];
CoglPrimitive *prim;
int i;
n_verts = node->d.texture.rectangles->len * 4;
buffer
= cogl_attribute_buffer_new (ctx,
n_verts * sizeof (CoglVertexP2T2), NULL);
if ((verts = cogl_buffer_map (COGL_BUFFER (buffer),
COGL_BUFFER_ACCESS_WRITE,
COGL_BUFFER_MAP_HINT_DISCARD)) == NULL)
{
verts = g_new (CoglVertexP2T2, n_verts);
allocated = TRUE;
}
v = verts;
/* Copy the rectangles into the buffer and expand into four
vertices instead of just two */
for (i = 0; i < node->d.texture.rectangles->len; i++)
{
const CoglPangoDisplayListRectangle *rectangle
= &g_array_index (node->d.texture.rectangles,
CoglPangoDisplayListRectangle, i);
v->x = rectangle->x_1;
v->y = rectangle->y_1;
v->s = rectangle->s_1;
v->t = rectangle->t_1;
v++;
v->x = rectangle->x_1;
v->y = rectangle->y_2;
v->s = rectangle->s_1;
v->t = rectangle->t_2;
v++;
v->x = rectangle->x_2;
v->y = rectangle->y_2;
v->s = rectangle->s_2;
v->t = rectangle->t_2;
v++;
v->x = rectangle->x_2;
v->y = rectangle->y_1;
v->s = rectangle->s_2;
v->t = rectangle->t_1;
v++;
}
if (allocated)
{
cogl_buffer_set_data (COGL_BUFFER (buffer),
0, /* offset */
verts,
sizeof (CoglVertexP2T2) * n_verts);
g_free (verts);
}
else
cogl_buffer_unmap (COGL_BUFFER (buffer));
attributes[0] = cogl_attribute_new (buffer,
"cogl_position_in",
sizeof (CoglVertexP2T2),
G_STRUCT_OFFSET (CoglVertexP2T2, x),
2, /* n_components */
COGL_ATTRIBUTE_TYPE_FLOAT);
attributes[1] = cogl_attribute_new (buffer,
"cogl_tex_coord0_in",
sizeof (CoglVertexP2T2),
G_STRUCT_OFFSET (CoglVertexP2T2, s),
2, /* n_components */
COGL_ATTRIBUTE_TYPE_FLOAT);
prim = cogl_primitive_new_with_attributes (COGL_VERTICES_MODE_TRIANGLES,
n_verts,
attributes,
2 /* n_attributes */);
#ifdef CLUTTER_COGL_HAS_GL
if ((ctx->private_feature_flags & COGL_PRIVATE_FEATURE_QUADS))
cogl_primitive_set_mode (prim, GL_QUADS);
else
#endif
{
/* GLES doesn't support GL_QUADS so instead we use a VBO
with indexed vertices to generate GL_TRIANGLES from the
quads */
CoglIndices *indices =
cogl_get_rectangle_indices (ctx, node->d.texture.rectangles->len);
cogl_primitive_set_indices (prim, indices,
node->d.texture.rectangles->len * 6);
}
node->d.texture.primitive = prim;
cogl_object_unref (buffer);
cogl_object_unref (attributes[0]);
cogl_object_unref (attributes[1]);
}
cogl_framebuffer_draw_primitive (cogl_get_draw_framebuffer (),
cogl_get_source (),
node->d.texture.primitive);
}
static void
_cogl_pango_display_list_render_texture (CoglPangoDisplayListNode *node)
{
/* For small runs of text like icon labels, we can get better performance
* going through the Cogl journal since text may then be batched together
* with other geometry. */
/* FIXME: 25 is a number I plucked out of thin air; it would be good
* to determine this empirically! */
if (node->d.texture.rectangles->len < 25)
emit_rectangles_through_journal (node);
else
emit_vertex_buffer_geometry (node);
}
void
_cogl_pango_display_list_render (CoglPangoDisplayList *dl,
const CoglColor *color)
{
GSList *l;
for (l = dl->nodes; l; l = l->next)
{
CoglPangoDisplayListNode *node = l->data;
CoglColor draw_color;
if (node->pipeline == NULL)
{
if (node->type == COGL_PANGO_DISPLAY_LIST_TEXTURE)
node->pipeline =
_cogl_pango_pipeline_cache_get (dl->pipeline_cache,
node->d.texture.texture);
else
node->pipeline =
_cogl_pango_pipeline_cache_get (dl->pipeline_cache,
NULL);
}
if (node->color_override)
/* Use the override color but preserve the alpha from the
draw color */
cogl_color_init_from_4ub (&draw_color,
cogl_color_get_red_byte (&node->color),
cogl_color_get_green_byte (&node->color),
cogl_color_get_blue_byte (&node->color),
cogl_color_get_alpha_byte (color));
else
draw_color = *color;
cogl_color_premultiply (&draw_color);
cogl_pipeline_set_color (node->pipeline, &draw_color);
cogl_push_source (node->pipeline);
switch (node->type)
{
case COGL_PANGO_DISPLAY_LIST_TEXTURE:
_cogl_pango_display_list_render_texture (node);
break;
case COGL_PANGO_DISPLAY_LIST_RECTANGLE:
cogl_rectangle (node->d.rectangle.x_1,
node->d.rectangle.y_1,
node->d.rectangle.x_2,
node->d.rectangle.y_2);
break;
case COGL_PANGO_DISPLAY_LIST_TRAPEZOID:
{
CoglFramebuffer *framebuffer = cogl_get_draw_framebuffer ();
float points[8];
CoglPath *path;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
points[0] = node->d.trapezoid.x_11;
points[1] = node->d.trapezoid.y_1;
points[2] = node->d.trapezoid.x_12;
points[3] = node->d.trapezoid.y_2;
points[4] = node->d.trapezoid.x_22;
points[5] = node->d.trapezoid.y_2;
points[6] = node->d.trapezoid.x_21;
points[7] = node->d.trapezoid.y_1;
path = cogl_path_new ();
cogl_path_polygon (path, points, 4);
cogl_framebuffer_fill_path (framebuffer, node->pipeline, path);
cogl_object_unref (path);
}
break;
}
cogl_pop_source ();
}
}
static void
_cogl_pango_display_list_node_free (CoglPangoDisplayListNode *node)
{
if (node->type == COGL_PANGO_DISPLAY_LIST_TEXTURE)
{
g_array_free (node->d.texture.rectangles, TRUE);
if (node->d.texture.texture != NULL)
cogl_object_unref (node->d.texture.texture);
if (node->d.texture.primitive != NULL)
cogl_object_unref (node->d.texture.primitive);
}
if (node->pipeline)
cogl_object_unref (node->pipeline);
g_slice_free (CoglPangoDisplayListNode, node);
}
void
_cogl_pango_display_list_clear (CoglPangoDisplayList *dl)
{
g_slist_foreach (dl->nodes, (GFunc) _cogl_pango_display_list_node_free, NULL);
g_slist_free (dl->nodes);
dl->nodes = NULL;
dl->last_node = NULL;
}
void
_cogl_pango_display_list_free (CoglPangoDisplayList *dl)
{
_cogl_pango_display_list_clear (dl);
g_slice_free (CoglPangoDisplayList, dl);
}