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[journal] Always pad our vertex data as if at least 2 layers are enabled
The number of material layers enabled when logging a quad in the journal determines the stride of the corresponding vertex data (since we need a set of texture coordinates for each layer.) By padding data in the case where we have only one layer we can avoid a change in stride if we are mixing single and double layer primitives in a scene (e.g. relevent for a composite manager that may use 2 layers for all shaped windows) Avoiding stride changes means we can minimize calls to gl{Vertex,Color}Pointer when flushing the journal. Since we need to update the texcoord pointers when the actual number of layers changes, this adds another batch_and_call() stage to deal with glTexCoordPointer and enabling/disabling the client arrays.
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@ -61,11 +61,16 @@
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* 4 RGBA GLubytes,
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* 2 GLfloats per tex coord * n_layers
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*
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* So for a given number of layers this gets the stride in
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* 32bit words:
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* Where n_layers corresponds to the number of material layers enabled
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*
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* To avoid frequent changes in the stride of our vertex data we always pad
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* n_layers to be >= 2
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*
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* So for a given number of layers this gets the stride in 32bit words:
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*/
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#define MIN_LAYER_PADING 2
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#define GET_JOURNAL_VB_STRIDE_FOR_N_LAYERS(N_LAYERS) \
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(2 + 1 + 2 * (N_LAYERS))
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(2 + 1 + 2 * (N_LAYERS < MIN_LAYER_PADING ? MIN_LAYER_PADING : N_LAYERS))
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typedef void (*CoglJournalBatchCallback) (CoglJournalEntry *start,
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@ -76,6 +81,7 @@ typedef gboolean (*CoglJournalBatchTest) (CoglJournalEntry *entry0,
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typedef struct _CoglJournalFlushState
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{
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size_t stride;
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/* Note: this is a pointer to handle fallbacks. It normally holds a VBO
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* offset, but when the driver doesn't support VBOs then this points into
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* our GArray of logged vertices. */
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@ -303,43 +309,35 @@ compare_entry_materials (CoglJournalEntry *entry0, CoglJournalEntry *entry1)
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return FALSE;
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}
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/* At this point we know the stride has changed from the previous batch
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* of journal entries */
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/* Since the stride may not reflect the number of texture layers in use
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* (due to padding) we deal with texture coordinate offsets separately
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* from vertex and color offsets... */
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static void
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_cogl_journal_flush_vbo_offsets_and_entries (CoglJournalEntry *batch_start,
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gint batch_len,
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void *data)
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_cogl_journal_flush_texcoord_vbo_offsets_and_entries (
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CoglJournalEntry *batch_start,
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gint batch_len,
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void *data)
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{
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CoglJournalFlushState *state = data;
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size_t stride;
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int i;
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int prev_n_texcoord_arrays_enabled;
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#ifndef HAVE_COGL_GL
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int needed_indices = batch_len * 6;
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CoglHandle indices_handle;
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CoglVertexBufferIndices *indices;
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#endif
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CoglJournalFlushState *state = data;
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int prev_n_texcoord_arrays_enabled;
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int i;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* XXX NB:
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* Our vertex data is arranged as follows:
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* 4 vertices per quad: 2 GLfloats per position,
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* 4 RGBA GLubytes,
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* 2 GLfloats per tex coord * n_layers
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*/
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stride = GET_JOURNAL_VB_STRIDE_FOR_N_LAYERS (batch_start->n_layers);
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stride *= sizeof (GLfloat);
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GE (glVertexPointer (2, GL_FLOAT, stride, (void *)state->vbo_offset));
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GE (glColorPointer (4, GL_UNSIGNED_BYTE, stride,
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(void *)(state->vbo_offset + 8)));
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for (i = 0; i < batch_start->n_layers; i++)
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{
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GE (glClientActiveTexture (GL_TEXTURE0 + i));
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GE (glEnableClientState (GL_TEXTURE_COORD_ARRAY));
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GE (glTexCoordPointer (2, GL_FLOAT, stride,
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/* XXX NB:
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* Our journal's vertex data is arranged as follows:
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* 4 vertices per quad:
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* 2 GLfloats per position
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* 4 RGBA GLubytes,
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* 2 GLfloats per tex coord * n_layers
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* (though n_layers may be padded; see definition of
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* GET_JOURNAL_VB_STRIDE_FOR_N_LAYERS for details)
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*/
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GE (glTexCoordPointer (2, GL_FLOAT, state->stride,
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(void *)(state->vbo_offset + 12 + 8 * i)));
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}
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prev_n_texcoord_arrays_enabled =
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@ -351,6 +349,56 @@ _cogl_journal_flush_vbo_offsets_and_entries (CoglJournalEntry *batch_start,
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GE (glDisableClientState (GL_TEXTURE_COORD_ARRAY));
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}
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batch_and_call (batch_start,
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batch_len,
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compare_entry_materials,
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_cogl_journal_flush_material_and_entries,
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data);
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}
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static gboolean
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compare_entry_n_layers (CoglJournalEntry *entry0, CoglJournalEntry *entry1)
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{
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if (entry0->n_layers == entry1->n_layers)
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return TRUE;
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else
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return FALSE;
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}
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/* At this point we know the stride has changed from the previous batch
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* of journal entries */
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static void
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_cogl_journal_flush_vbo_offsets_and_entries (CoglJournalEntry *batch_start,
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gint batch_len,
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void *data)
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{
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CoglJournalFlushState *state = data;
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size_t stride;
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#ifndef HAVE_COGL_GL
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int needed_indices = batch_len * 6;
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CoglHandle indices_handle;
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CoglVertexBufferIndices *indices;
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#endif
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* XXX NB:
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* Our journal's vertex data is arranged as follows:
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* 4 vertices per quad:
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* 2 GLfloats per position
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* 4 RGBA GLubytes,
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* 2 GLfloats per tex coord * n_layers
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* (though n_layers may be padded; see definition of
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* GET_JOURNAL_VB_STRIDE_FOR_N_LAYERS for details)
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*/
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stride = GET_JOURNAL_VB_STRIDE_FOR_N_LAYERS (batch_start->n_layers);
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stride *= sizeof (GLfloat);
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state->stride = stride;
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GE (glVertexPointer (2, GL_FLOAT, stride, (void *)state->vbo_offset));
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GE (glColorPointer (4, GL_UNSIGNED_BYTE, stride,
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(void *)(state->vbo_offset + 8)));
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#ifndef HAVE_COGL_GL
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indices_handle = cogl_vertex_buffer_indices_get_for_quads (needed_indices);
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indices = _cogl_vertex_buffer_indices_pointer_from_handle (indices_handle);
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@ -384,8 +432,8 @@ _cogl_journal_flush_vbo_offsets_and_entries (CoglJournalEntry *batch_start,
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batch_and_call (batch_start,
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batch_len,
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compare_entry_materials,
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_cogl_journal_flush_material_and_entries,
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compare_entry_n_layers,
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_cogl_journal_flush_texcoord_vbo_offsets_and_entries,
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data);
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#ifndef HAVE_COGL_GL
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@ -402,9 +450,9 @@ compare_entry_strides (CoglJournalEntry *entry0, CoglJournalEntry *entry1)
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/* Currently the only thing that affects the stride for our vertex arrays
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* is the number of material layers. We need to update our VBO offsets
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* whenever the stride changes. */
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/* TODO: We should be padding the n_layers == 1 case as if it were
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* n_layers == 2 so we can reduce the need to split batches. */
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if (entry0->n_layers == entry1->n_layers)
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if (entry0->n_layers == entry1->n_layers ||
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(entry0->n_layers <= MIN_LAYER_PADING &&
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entry1->n_layers <= MIN_LAYER_PADING))
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return TRUE;
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else
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return FALSE;
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