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https://github.com/brl/mutter.git
synced 2024-11-23 08:30:42 -05:00
Support cogl_texture_multiple_rectangles in GL ES backend
This commit is contained in:
parent
8fc949bfaf
commit
0bedd891fb
@ -59,8 +59,10 @@ cogl_create_context ()
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_context->last_path = 0;
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_context->texture_handles = NULL;
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_context->texture_vertices_size = 0;
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_context->texture_vertices = NULL;
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_context->texture_vertices = g_array_new (FALSE, FALSE,
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sizeof (CoglTextureGLVertex));
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_context->texture_indices = g_array_new (FALSE, FALSE,
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sizeof (GLushort));
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_context->fbo_handles = NULL;
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_context->program_handles = NULL;
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@ -104,7 +106,9 @@ cogl_destroy_context ()
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#endif
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if (_context->texture_vertices)
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g_free (_context->texture_vertices);
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g_array_free (_context->texture_vertices, TRUE);
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if (_context->texture_indices)
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g_array_free (_context->texture_indices, TRUE);
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if (_context->texture_handles)
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g_array_free (_context->texture_handles, TRUE);
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@ -65,8 +65,13 @@ typedef struct
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/* Textures */
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GArray *texture_handles;
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CoglTextureGLVertex *texture_vertices;
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gulong texture_vertices_size;
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GArray *texture_vertices;
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GArray *texture_indices;
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/* The gl texture number that the above vertices apply to. This to
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detect when a different slice is encountered so that the vertices
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can be flushed */
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GLuint texture_current;
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GLenum texture_target;
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/* Framebuffer objects */
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GArray *fbo_handles;
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@ -2047,6 +2047,79 @@ cogl_texture_get_data (CoglHandle handle,
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return byte_size;
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}
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static void
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_cogl_texture_flush_vertices (void)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (ctx->texture_vertices->len > 0)
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{
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CoglTextureGLVertex *p
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= (CoglTextureGLVertex *) ctx->texture_vertices->data;
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GE( glVertexPointer (2, GL_FLOAT,
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sizeof (CoglTextureGLVertex), p->v ) );
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GE( glTexCoordPointer (2, GL_FLOAT,
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sizeof (CoglTextureGLVertex), p->t ) );
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GE( glBindTexture (ctx->texture_target, ctx->texture_current) );
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GE( glDrawElements (GL_TRIANGLES,
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ctx->texture_indices->len,
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GL_UNSIGNED_SHORT,
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ctx->texture_indices->data) );
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g_array_set_size (ctx->texture_vertices, 0);
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g_array_set_size (ctx->texture_indices, 0);
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}
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}
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static void
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_cogl_texture_add_quad_vertices (GLfloat x1, GLfloat y1,
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GLfloat x2, GLfloat y2,
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GLfloat tx1, GLfloat ty1,
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GLfloat tx2, GLfloat ty2)
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{
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CoglTextureGLVertex *p;
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GLushort first_vert;
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GLushort *q;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* Add the four vertices of the quad to the list of queued
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vertices */
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first_vert = ctx->texture_vertices->len;
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g_array_set_size (ctx->texture_vertices, first_vert + 4);
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p = &g_array_index (ctx->texture_vertices, CoglTextureGLVertex, first_vert);
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p->v[0] = x1; p->v[1] = y1;
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p->t[0] = tx1; p->t[1] = ty1;
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p++;
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p->v[0] = x1; p->v[1] = y2;
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p->t[0] = tx1; p->t[1] = ty2;
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p++;
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p->v[0] = x2; p->v[1] = y2;
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p->t[0] = tx2; p->t[1] = ty2;
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p++;
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p->v[0] = x2; p->v[1] = y1;
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p->t[0] = tx2; p->t[1] = ty1;
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p++;
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/* Add two triangles to the list of indices. That makes six new
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indices but two of the vertices in the triangles are shared. */
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g_array_set_size (ctx->texture_indices,
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ctx->texture_indices->len + 6);
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q = &g_array_index (ctx->texture_indices, GLushort,
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ctx->texture_indices->len - 6);
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*(q++) = first_vert + 0;
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*(q++) = first_vert + 1;
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*(q++) = first_vert + 3;
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*(q++) = first_vert + 1;
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*(q++) = first_vert + 2;
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*(q++) = first_vert + 3;
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}
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static void
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_cogl_texture_quad_sw (CoglTexture *tex,
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CoglFixed x1,
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@ -2067,12 +2140,7 @@ _cogl_texture_quad_sw (CoglTexture *tex,
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CoglFixed slice_tx2 , slice_ty2;
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CoglFixed slice_qx1 , slice_qy1;
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CoglFixed slice_qx2 , slice_qy2;
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GLfloat tex_coords[8];
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GLfloat quad_coords[8];
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GLuint gl_handle;
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gulong enable_flags = (COGL_ENABLE_TEXTURE_2D
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| COGL_ENABLE_VERTEX_ARRAY
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| COGL_ENABLE_TEXCOORD_ARRAY);
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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@ -2080,19 +2148,6 @@ _cogl_texture_quad_sw (CoglTexture *tex,
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printf("=== Drawing Tex Quad (Software Tiling Mode) ===\n");
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#endif
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/* Prepare GL state */
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if (ctx->color_alpha < 255
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|| tex->bitmap.format & COGL_A_BIT)
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{
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enable_flags |= COGL_ENABLE_BLEND;
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}
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if (ctx->enable_backface_culling)
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enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
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cogl_enable (enable_flags);
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/* If the texture coordinates are backwards then swap both the
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geometry and texture coordinates so that the texture will be
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flipped but we can still use the same algorithm to iterate the
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@ -2116,9 +2171,6 @@ _cogl_texture_quad_sw (CoglTexture *tex,
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ty2 = temp;
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}
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GE( glTexCoordPointer (2, GL_FLOAT, 0, tex_coords) );
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GE( glVertexPointer (2, GL_FLOAT, 0, quad_coords) );
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/* Scale ratio from texture to quad widths */
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tw = COGL_FIXED_FROM_INT (tex->bitmap.width);
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th = COGL_FIXED_FROM_INT (tex->bitmap.height);
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@ -2168,7 +2220,6 @@ _cogl_texture_quad_sw (CoglTexture *tex,
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slice_ty1 /= iter_y.span->size;
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slice_ty2 /= iter_y.span->size;
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/* Iterate until whole quad width covered */
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for (_cogl_span_iter_begin (&iter_x, tex->slice_x_spans,
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first_tx, tx1, tx2) ;
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@ -2211,25 +2262,22 @@ _cogl_texture_quad_sw (CoglTexture *tex,
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iter_y.index * iter_x.array->len +
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iter_x.index);
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GE( cogl_gles2_wrapper_bind_texture (tex->gl_target, gl_handle,
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tex->gl_intformat) );
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/* If we're using a different texture from the one already queued
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then flush the vertices */
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if (ctx->texture_vertices->len > 0
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&& gl_handle != ctx->texture_current)
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_cogl_texture_flush_vertices ();
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ctx->texture_target = tex->gl_target;
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ctx->texture_current = gl_handle;
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#define CFX_F COGL_FIXED_TO_FLOAT
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/* Draw textured quad */
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tex_coords[0] = CFX_F(slice_tx1); tex_coords[1] = CFX_F(slice_ty2);
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tex_coords[2] = CFX_F(slice_tx2); tex_coords[3] = CFX_F(slice_ty2);
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tex_coords[4] = CFX_F(slice_tx1); tex_coords[5] = CFX_F(slice_ty1);
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tex_coords[6] = CFX_F(slice_tx2); tex_coords[7] = CFX_F(slice_ty1);
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quad_coords[0] = CFX_F(slice_qx1); quad_coords[1] = CFX_F(slice_qy2);
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quad_coords[2] = CFX_F(slice_qx2); quad_coords[3] = CFX_F(slice_qy2);
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quad_coords[4] = CFX_F(slice_qx1); quad_coords[5] = CFX_F(slice_qy1);
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quad_coords[6] = CFX_F(slice_qx2); quad_coords[7] = CFX_F(slice_qy1);
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GE (glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
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#undef CFX_F
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_cogl_texture_add_quad_vertices (COGL_FIXED_TO_FLOAT (slice_qx1),
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COGL_FIXED_TO_FLOAT (slice_qy1),
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COGL_FIXED_TO_FLOAT (slice_qx2),
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COGL_FIXED_TO_FLOAT (slice_qy2),
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COGL_FIXED_TO_FLOAT (slice_tx1),
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COGL_FIXED_TO_FLOAT (slice_ty1),
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COGL_FIXED_TO_FLOAT (slice_tx2),
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COGL_FIXED_TO_FLOAT (slice_ty2));
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}
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}
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}
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@ -2245,14 +2293,9 @@ _cogl_texture_quad_hw (CoglTexture *tex,
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CoglFixed tx2,
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CoglFixed ty2)
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{
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GLfloat tex_coords[8];
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GLfloat quad_coords[8];
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GLuint gl_handle;
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CoglTexSliceSpan *x_span;
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CoglTexSliceSpan *y_span;
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gulong enable_flags = (COGL_ENABLE_TEXTURE_2D
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| COGL_ENABLE_VERTEX_ARRAY
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| COGL_ENABLE_TEXCOORD_ARRAY);
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#if COGL_DEBUG
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printf("=== Drawing Tex Quad (Hardware Tiling Mode) ===\n");
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@ -2260,25 +2303,16 @@ _cogl_texture_quad_hw (CoglTexture *tex,
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* Prepare GL state */
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if (ctx->color_alpha < 255
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|| tex->bitmap.format & COGL_A_BIT)
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{
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enable_flags |= COGL_ENABLE_BLEND;
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}
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if (ctx->enable_backface_culling)
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enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
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cogl_enable (enable_flags);
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GE( glTexCoordPointer (2, GL_FLOAT, 0, tex_coords) );
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GE( glVertexPointer (2, GL_FLOAT, 0, quad_coords) );
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/* Pick and bind opengl texture object */
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gl_handle = g_array_index (tex->slice_gl_handles, GLuint, 0);
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GE( cogl_gles2_wrapper_bind_texture (tex->gl_target, gl_handle,
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tex->gl_intformat) );
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/* If we're using a different texture from the one already queued
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then flush the vertices */
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if (ctx->texture_vertices->len > 0
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&& gl_handle != ctx->texture_current)
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_cogl_texture_flush_vertices ();
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ctx->texture_target = tex->gl_target;
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ctx->texture_current = gl_handle;
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/* Don't include the waste in the texture coordinates */
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x_span = &g_array_index (tex->slice_x_spans, CoglTexSliceSpan, 0);
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@ -2290,36 +2324,27 @@ _cogl_texture_quad_hw (CoglTexture *tex,
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ty1 = ty1 * (y_span->size - y_span->waste) / y_span->size;
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ty2 = ty2 * (y_span->size - y_span->waste) / y_span->size;
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#define CFX_F(x) COGL_FIXED_TO_FLOAT(x)
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/* Draw textured quad */
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tex_coords[0] = CFX_F(tx1); tex_coords[1] = CFX_F(ty2);
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tex_coords[2] = CFX_F(tx2); tex_coords[3] = CFX_F(ty2);
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tex_coords[4] = CFX_F(tx1); tex_coords[5] = CFX_F(ty1);
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tex_coords[6] = CFX_F(tx2); tex_coords[7] = CFX_F(ty1);
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quad_coords[0] = CFX_F(x1); quad_coords[1] = CFX_F(y2);
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quad_coords[2] = CFX_F(x2); quad_coords[3] = CFX_F(y2);
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quad_coords[4] = CFX_F(x1); quad_coords[5] = CFX_F(y1);
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quad_coords[6] = CFX_F(x2); quad_coords[7] = CFX_F(y1);
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GE (glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
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#undef CFX_F
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_cogl_texture_add_quad_vertices (COGL_FIXED_TO_FLOAT (x1),
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COGL_FIXED_TO_FLOAT (y1),
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COGL_FIXED_TO_FLOAT (x2),
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COGL_FIXED_TO_FLOAT (y2),
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COGL_FIXED_TO_FLOAT (tx1),
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COGL_FIXED_TO_FLOAT (ty1),
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COGL_FIXED_TO_FLOAT (tx2),
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COGL_FIXED_TO_FLOAT (ty2));
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}
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void
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cogl_texture_rectangle (CoglHandle handle,
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CoglFixed x1,
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CoglFixed y1,
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CoglFixed x2,
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CoglFixed y2,
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CoglFixed tx1,
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CoglFixed ty1,
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CoglFixed tx2,
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CoglFixed ty2)
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cogl_texture_multiple_rectangles (CoglHandle handle,
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const CoglFixed *verts,
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guint n_rects)
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{
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CoglTexture *tex;
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CoglTexture *tex;
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gulong enable_flags = (COGL_ENABLE_VERTEX_ARRAY
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| COGL_ENABLE_TEXCOORD_ARRAY
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| COGL_ENABLE_TEXTURE_2D);
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* Check if valid texture */
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if (!cogl_is_texture (handle))
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@ -2336,30 +2361,68 @@ cogl_texture_rectangle (CoglHandle handle,
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if (tex->slice_gl_handles->len == 0)
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return;
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if (tx1 == tx2 || ty1 == ty2)
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return;
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/* Prepare GL state */
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if (ctx->color_alpha < 255
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|| tex->bitmap.format & COGL_A_BIT)
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enable_flags |= COGL_ENABLE_BLEND;
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/* Pick tiling mode according to hw support */
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if (cogl_features_available (COGL_FEATURE_TEXTURE_NPOT)
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&& tex->slice_gl_handles->len == 1)
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if (ctx->enable_backface_culling)
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enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
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cogl_enable (enable_flags);
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g_array_set_size (ctx->texture_vertices, 0);
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while (n_rects-- > 0)
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{
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_cogl_texture_quad_hw (tex, x1,y1, x2,y2, tx1,ty1, tx2,ty2);
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}
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else
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{
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if (tex->slice_gl_handles->len == 1
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&& tx1 >= -COGL_FIXED_1
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&& tx2 <= COGL_FIXED_1
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&& ty1 >= -COGL_FIXED_1
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&& ty2 <= COGL_FIXED_1)
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{
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_cogl_texture_quad_hw (tex, x1,y1, x2,y2, tx1,ty1, tx2,ty2);
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}
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else
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{
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_cogl_texture_quad_sw (tex, x1,y1, x2,y2, tx1,ty1, tx2,ty2);
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}
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if (verts[4] != verts[6] && verts[5] != verts[7])
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{
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/* If there is only one GL texture and either the texture is
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NPOT (no waste) or all of the coordinates are in the
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range [0,1] then we can use hardware tiling */
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if (tex->slice_gl_handles->len == 1
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&& ((cogl_features_available (COGL_FEATURE_TEXTURE_NPOT)
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&& tex->gl_target == GL_TEXTURE_2D)
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|| (verts[4] >= 0 && verts[4] <= COGL_FIXED_1
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&& verts[6] >= 0 && verts[6] <= COGL_FIXED_1
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&& verts[5] >= 0 && verts[5] <= COGL_FIXED_1
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&& verts[7] >= 0 && verts[7] <= COGL_FIXED_1)))
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_cogl_texture_quad_hw (tex, verts[0],verts[1], verts[2],verts[3],
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verts[4],verts[5], verts[6],verts[7]);
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else
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_cogl_texture_quad_sw (tex, verts[0],verts[1], verts[2],verts[3],
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verts[4],verts[5], verts[6],verts[7]);
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}
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verts += 8;
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}
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_cogl_texture_flush_vertices ();
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}
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void
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cogl_texture_rectangle (CoglHandle handle,
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CoglFixed x1,
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CoglFixed y1,
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CoglFixed x2,
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CoglFixed y2,
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CoglFixed tx1,
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CoglFixed ty1,
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CoglFixed tx2,
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CoglFixed ty2)
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{
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CoglFixed verts[8];
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verts[0] = x1;
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verts[1] = y1;
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verts[2] = x2;
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verts[3] = y2;
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verts[4] = tx1;
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verts[5] = ty1;
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verts[6] = tx2;
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verts[7] = ty2;
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cogl_texture_multiple_rectangles (handle, verts, 1);
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}
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void
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@ -2405,22 +2468,8 @@ cogl_texture_polygon (CoglHandle handle,
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/* Make sure there is enough space in the global texture vertex
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array. This is used so we can render the polygon with a single
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call to OpenGL but still support any number of vertices */
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if (ctx->texture_vertices_size < n_vertices)
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{
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guint nsize = ctx->texture_vertices_size;
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if (nsize == 0)
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nsize = 1;
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do
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nsize *= 2;
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while (nsize < n_vertices);
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ctx->texture_vertices_size = nsize;
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ctx->texture_vertices = g_realloc (ctx->texture_vertices,
|
||||
nsize
|
||||
* sizeof (CoglTextureGLVertex));
|
||||
}
|
||||
g_array_set_size (ctx->texture_vertices, n_vertices);
|
||||
p = (CoglTextureGLVertex *) ctx->texture_vertices->data;
|
||||
|
||||
/* Prepare GL state */
|
||||
enable_flags = (COGL_ENABLE_TEXTURE_2D
|
||||
@ -2447,14 +2496,12 @@ cogl_texture_polygon (CoglHandle handle,
|
||||
if (use_color)
|
||||
{
|
||||
enable_flags |= COGL_ENABLE_COLOR_ARRAY;
|
||||
GE( glColorPointer (4, GL_UNSIGNED_BYTE, sizeof (CoglTextureGLVertex),
|
||||
ctx->texture_vertices[0].c) );
|
||||
}
|
||||
GE( glColorPointer (4, GL_UNSIGNED_BYTE,
|
||||
sizeof (CoglTextureGLVertex), p->c) );
|
||||
}
|
||||
|
||||
GE( glVertexPointer (3, GL_FLOAT, sizeof (CoglTextureGLVertex),
|
||||
ctx->texture_vertices[0].v) );
|
||||
GE( glTexCoordPointer (2, GL_FLOAT, sizeof (CoglTextureGLVertex),
|
||||
ctx->texture_vertices[0].t) );
|
||||
GE( glVertexPointer (3, GL_FLOAT, sizeof (CoglTextureGLVertex), p->v ) );
|
||||
GE( glTexCoordPointer (2, GL_FLOAT, sizeof (CoglTextureGLVertex), p->t ) );
|
||||
|
||||
cogl_enable (enable_flags);
|
||||
|
||||
@ -2464,7 +2511,7 @@ cogl_texture_polygon (CoglHandle handle,
|
||||
|
||||
/* Convert the vertices into an array of GLfloats ready to pass to
|
||||
OpenGL */
|
||||
for (i = 0, p = ctx->texture_vertices; i < n_vertices; i++, p++)
|
||||
for (i = 0; i < n_vertices; i++, p++)
|
||||
{
|
||||
#define CFX_F COGL_FIXED_TO_FLOAT
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user