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cogl/matrix: Rename and change cogl_matrix_get_array()
Rename cogl_matrix_get_array() to cogl_matrix_to_float(), and make it copy the floats to an out argument instead of returning a pointer to the casted CoglMatrix struct. The naming change is specifically made to match graphene's, and ease the transition. https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1439
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@ -39,10 +39,15 @@ cogl_matrix_progress (const GValue *a,
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const CoglMatrix *matrix2 = g_value_get_boxed (b);
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graphene_matrix_t m1, m2, interpolated;
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CoglMatrix res;
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float fm1[16];
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float fm2[16];
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float v[16];
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graphene_matrix_init_from_float (&m1, cogl_matrix_get_array (matrix1));
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graphene_matrix_init_from_float (&m2, cogl_matrix_get_array (matrix2));
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cogl_matrix_to_float (matrix1, fm1);
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cogl_matrix_to_float (matrix2, fm2);
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graphene_matrix_init_from_float (&m1, fm1);
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graphene_matrix_init_from_float (&m2, fm2);
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graphene_matrix_interpolate (&m1, &m2, progress, &interpolated);
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graphene_matrix_to_float (&interpolated, v);
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@ -824,9 +824,12 @@ add_uniform:
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* Finally, a uniform named "map" and containing a matrix can be set using:
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*
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* |[<!-- language="C" -->
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* float v[16];
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*
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* cogl_matrix_to_float (&matrix, v);
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* clutter_shader_effect_set_uniform (effect, "map",
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* CLUTTER_TYPE_SHADER_MATRIX, 1,
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* cogl_matrix_get_array (&matrix));
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* CLUTTER_TYPE_SHADER_MATRIX,
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* 1, v);
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* ]|
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*
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* Since: 1.4
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@ -586,10 +586,11 @@ cogl_matrix_free (CoglMatrix *matrix)
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g_slice_free (CoglMatrix, matrix);
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}
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const float *
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cogl_matrix_get_array (const CoglMatrix *matrix)
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void
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cogl_matrix_to_float (const CoglMatrix *matrix,
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float *out_array)
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{
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return (float *)matrix;
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memcpy ((CoglMatrix *) matrix, out_array, 16 * sizeof (float));
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}
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float
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@ -480,15 +480,17 @@ cogl_matrix_init_from_matrix (CoglMatrix *matrix,
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const CoglMatrix *source);
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/**
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* cogl_matrix_get_array:
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* cogl_matrix_to_float:
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* @matrix: A 4x4 transformation matrix
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* @out_array: (array fixed-size=16) (out caller-allocates): return location
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* for an array of floating point values. The array must be capable of
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* holding at least 16 values.
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*
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* Casts @matrix to a float array which can be directly passed to OpenGL.
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*
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* Return value: a pointer to the float array
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*/
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COGL_EXPORT const float *
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cogl_matrix_get_array (const CoglMatrix *matrix);
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COGL_EXPORT void
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cogl_matrix_to_float (const CoglMatrix *matrix,
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float *out_array);
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/**
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* cogl_matrix_get_value:
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@ -716,7 +716,7 @@ cogl_pipeline_set_uniform_int (CoglPipeline *pipeline,
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* If @transpose is %FALSE then the matrix is expected to be in
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* column-major order or if it is %TRUE then the matrix is in
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* row-major order. You can pass a #CoglMatrix by calling by passing
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* the result of cogl_matrix_get_array() in @value and setting
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* the result of cogl_matrix_to_float() in @value and setting
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* @transpose to %FALSE.
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*
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* Since: 2.0
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@ -432,10 +432,10 @@ update_constants_cb (CoglPipeline *pipeline,
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(state->update_all || unit_state->dirty_texture_matrix))
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{
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const CoglMatrix *matrix;
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const float *array;
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float array[16];
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matrix = _cogl_pipeline_get_layer_matrix (pipeline, layer_index);
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array = cogl_matrix_get_array (matrix);
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cogl_matrix_to_float (matrix, array);
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GE (ctx, glUniformMatrix4fv (unit_state->texture_matrix_uniform,
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1, FALSE, array));
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unit_state->dirty_texture_matrix = FALSE;
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@ -1033,6 +1033,8 @@ _cogl_pipeline_progend_glsl_pre_paint (CoglPipeline *pipeline,
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if (modelview_changed || projection_changed)
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{
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float v[16];
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if (program_state->mvp_uniform != -1)
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need_modelview = need_projection = TRUE;
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else
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@ -1060,16 +1062,22 @@ _cogl_pipeline_progend_glsl_pre_paint (CoglPipeline *pipeline,
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}
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if (projection_changed && program_state->projection_uniform != -1)
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GE (ctx, glUniformMatrix4fv (program_state->projection_uniform,
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1, /* count */
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FALSE, /* transpose */
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cogl_matrix_get_array (&projection)));
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{
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cogl_matrix_to_float (&projection, v);
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GE (ctx, glUniformMatrix4fv (program_state->projection_uniform,
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1, /* count */
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FALSE, /* transpose */
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v));
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}
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if (modelview_changed && program_state->modelview_uniform != -1)
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GE (ctx, glUniformMatrix4fv (program_state->modelview_uniform,
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1, /* count */
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FALSE, /* transpose */
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cogl_matrix_get_array (&modelview)));
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{
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cogl_matrix_to_float (&modelview,v);
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GE (ctx, glUniformMatrix4fv (program_state->modelview_uniform,
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1, /* count */
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FALSE, /* transpose */
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v));
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}
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if (program_state->mvp_uniform != -1)
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{
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@ -1078,11 +1086,12 @@ _cogl_pipeline_progend_glsl_pre_paint (CoglPipeline *pipeline,
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avoiding the matrix multiplication */
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if (cogl_matrix_entry_is_identity (modelview_entry))
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{
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cogl_matrix_to_float (&projection, v);
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GE (ctx,
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glUniformMatrix4fv (program_state->mvp_uniform,
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1, /* count */
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FALSE, /* transpose */
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cogl_matrix_get_array (&projection)));
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v));
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}
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else
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{
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@ -1091,11 +1100,13 @@ _cogl_pipeline_progend_glsl_pre_paint (CoglPipeline *pipeline,
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cogl_matrix_multiply (&combined,
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&projection,
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&modelview);
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cogl_matrix_to_float (&combined, v);
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GE (ctx,
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glUniformMatrix4fv (program_state->mvp_uniform,
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1, /* count */
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FALSE, /* transpose */
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cogl_matrix_get_array (&combined)));
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v));
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}
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}
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}
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@ -242,9 +242,7 @@ paint_matrix_pipeline (CoglPipeline *pipeline)
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cogl_matrix_transpose (matrices + 3);
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for (i = 0; i < 4; i++)
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memcpy (matrix_floats + i * 16,
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cogl_matrix_get_array (matrices + i),
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sizeof (float) * 16);
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cogl_matrix_to_float (&matrices[i], &matrix_floats[i * 16]);
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/* Set the first three matrices as transposed */
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uniform_location =
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@ -492,6 +492,7 @@ test_vertex_transform_hook (TestState *state)
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CoglSnippet *snippet;
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CoglMatrix identity_matrix;
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CoglMatrix matrix;
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float v[16];
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int location;
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/* Test the vertex transform hook */
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@ -513,12 +514,13 @@ test_vertex_transform_hook (TestState *state)
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/* Copy the current projection matrix to a uniform */
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cogl_framebuffer_get_projection_matrix (test_fb, &matrix);
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location = cogl_pipeline_get_uniform_location (pipeline, "pmat");
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cogl_matrix_to_float (&matrix, v);
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cogl_pipeline_set_uniform_matrix (pipeline,
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location,
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4, /* dimensions */
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1, /* count */
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FALSE, /* don't transpose */
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cogl_matrix_get_array (&matrix));
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v);
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/* Replace the real projection matrix with the identity. This should
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mess up the drawing unless the snippet replacement is working */
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