cogl/matrix-stack: Move GL code to GL

This commit is contained in:
Georges Basile Stavracas Neto 2019-02-27 15:51:23 -03:00
parent 97206476ac
commit 88be11f6e2
No known key found for this signature in database
GPG Key ID: 886C17EE170D1385
3 changed files with 120 additions and 133 deletions

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@ -170,13 +170,6 @@ typedef enum
COGL_MATRIX_TEXTURE
} CoglMatrixMode;
void
_cogl_matrix_entry_flush_to_gl_builtins (CoglContext *ctx,
CoglMatrixEntry *entry,
CoglMatrixMode mode,
CoglFramebuffer *framebuffer,
gboolean disable_flip);
void
_cogl_matrix_entry_cache_init (CoglMatrixEntryCache *cache);

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@ -801,127 +801,6 @@ cogl_matrix_entry_is_identity (CoglMatrixEntry *entry)
return entry ? entry->op == COGL_MATRIX_OP_LOAD_IDENTITY : FALSE;
}
static void
_cogl_matrix_flush_to_gl_builtin (CoglContext *ctx,
gboolean is_identity,
CoglMatrix *matrix,
CoglMatrixMode mode)
{
g_assert (_cogl_has_private_feature (ctx, COGL_PRIVATE_FEATURE_GL_FIXED));
#ifdef HAVE_COGL_GL
if (ctx->flushed_matrix_mode != mode)
{
GLenum gl_mode = 0;
switch (mode)
{
case COGL_MATRIX_MODELVIEW:
gl_mode = GL_MODELVIEW;
break;
case COGL_MATRIX_PROJECTION:
gl_mode = GL_PROJECTION;
break;
case COGL_MATRIX_TEXTURE:
gl_mode = GL_TEXTURE;
break;
}
GE (ctx, glMatrixMode (gl_mode));
ctx->flushed_matrix_mode = mode;
}
if (is_identity)
GE (ctx, glLoadIdentity ());
else
GE (ctx, glLoadMatrixf (cogl_matrix_get_array (matrix)));
#endif
}
void
_cogl_matrix_entry_flush_to_gl_builtins (CoglContext *ctx,
CoglMatrixEntry *entry,
CoglMatrixMode mode,
CoglFramebuffer *framebuffer,
gboolean disable_flip)
{
g_assert (_cogl_has_private_feature (ctx, COGL_PRIVATE_FEATURE_GL_FIXED));
#ifdef HAVE_COGL_GL
{
gboolean needs_flip;
CoglMatrixEntryCache *cache;
if (mode == COGL_MATRIX_PROJECTION)
{
/* Because Cogl defines texture coordinates to have a top left
* origin and because offscreen framebuffers may be used for
* rendering to textures we always render upside down to
* offscreen buffers. Also for some backends we need to render
* onscreen buffers upside-down too.
*/
if (disable_flip)
needs_flip = FALSE;
else
needs_flip = cogl_is_offscreen (framebuffer);
cache = &ctx->builtin_flushed_projection;
}
else
{
needs_flip = FALSE;
if (mode == COGL_MATRIX_MODELVIEW)
cache = &ctx->builtin_flushed_modelview;
else
cache = NULL;
}
/* We don't need to do anything if the state is the same */
if (!cache ||
_cogl_matrix_entry_cache_maybe_update (cache, entry, needs_flip))
{
gboolean is_identity;
CoglMatrix matrix;
if (entry->op == COGL_MATRIX_OP_LOAD_IDENTITY)
is_identity = TRUE;
else
{
is_identity = FALSE;
cogl_matrix_entry_get (entry, &matrix);
}
if (needs_flip)
{
CoglMatrix flipped_matrix;
cogl_matrix_multiply (&flipped_matrix,
&ctx->y_flip_matrix,
is_identity ?
&ctx->identity_matrix :
&matrix);
_cogl_matrix_flush_to_gl_builtin (ctx,
/* not identity */
FALSE,
&flipped_matrix,
mode);
}
else
{
_cogl_matrix_flush_to_gl_builtin (ctx,
is_identity,
&matrix,
mode);
}
}
}
#endif
}
gboolean
cogl_matrix_entry_equal (CoglMatrixEntry *entry0,
CoglMatrixEntry *entry1)

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@ -50,6 +50,121 @@
#define GL_CLIP_PLANE5 0x3005
#endif
static void
flush_matrix_to_gl_builtin (CoglContext *ctx,
gboolean is_identity,
CoglMatrix *matrix,
CoglMatrixMode mode)
{
g_assert (_cogl_has_private_feature (ctx, COGL_PRIVATE_FEATURE_GL_FIXED));
#ifdef HAVE_COGL_GL
if (ctx->flushed_matrix_mode != mode)
{
GLenum gl_mode = 0;
switch (mode)
{
case COGL_MATRIX_MODELVIEW:
gl_mode = GL_MODELVIEW;
break;
case COGL_MATRIX_PROJECTION:
gl_mode = GL_PROJECTION;
break;
case COGL_MATRIX_TEXTURE:
gl_mode = GL_TEXTURE;
break;
}
GE (ctx, glMatrixMode (gl_mode));
ctx->flushed_matrix_mode = mode;
}
if (is_identity)
GE (ctx, glLoadIdentity ());
else
GE (ctx, glLoadMatrixf (cogl_matrix_get_array (matrix)));
#endif
}
static void
flush_matrix_entry_to_gl_builtins (CoglContext *ctx,
CoglMatrixEntry *entry,
CoglMatrixMode mode,
CoglFramebuffer *framebuffer,
gboolean disable_flip)
{
g_assert (_cogl_has_private_feature (ctx, COGL_PRIVATE_FEATURE_GL_FIXED));
#ifdef HAVE_COGL_GL
{
gboolean needs_flip;
CoglMatrixEntryCache *cache;
if (mode == COGL_MATRIX_PROJECTION)
{
/* Because Cogl defines texture coordinates to have a top left
* origin and because offscreen framebuffers may be used for
* rendering to textures we always render upside down to
* offscreen buffers. Also for some backends we need to render
* onscreen buffers upside-down too.
*/
if (disable_flip)
needs_flip = FALSE;
else
needs_flip = cogl_is_offscreen (framebuffer);
cache = &ctx->builtin_flushed_projection;
}
else
{
needs_flip = FALSE;
if (mode == COGL_MATRIX_MODELVIEW)
cache = &ctx->builtin_flushed_modelview;
else
cache = NULL;
}
/* We don't need to do anything if the state is the same */
if (!cache ||
_cogl_matrix_entry_cache_maybe_update (cache, entry, needs_flip))
{
gboolean is_identity;
CoglMatrix matrix;
if (entry->op == COGL_MATRIX_OP_LOAD_IDENTITY)
is_identity = TRUE;
else
{
is_identity = FALSE;
cogl_matrix_entry_get (entry, &matrix);
}
if (needs_flip)
{
CoglMatrix flipped_matrix;
cogl_matrix_multiply (&flipped_matrix,
&ctx->y_flip_matrix,
is_identity ?
&ctx->identity_matrix :
&matrix);
flush_matrix_to_gl_builtin (ctx, FALSE, &flipped_matrix, mode);
}
else
{
flush_matrix_to_gl_builtin (ctx, is_identity, &matrix, mode);
}
}
}
#endif
}
static void
project_vertex (const CoglMatrix *modelview_projection,
float *vertex)
@ -106,7 +221,7 @@ set_clip_plane (CoglFramebuffer *framebuffer,
/* Clip planes can only be used when a fixed function backend is in
use so we know we can directly push this matrix to the builtin
state */
_cogl_matrix_entry_flush_to_gl_builtins (ctx,
flush_matrix_entry_to_gl_builtins (ctx,
modelview_stack->last_entry,
COGL_MATRIX_MODELVIEW,
framebuffer,