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[cogl journal] Perform software modelview transform on logged quads.
Since most Clutter actors aren't much more than textured quads; flushing the journal typically involves lots of 'change modelview; draw quad' sequences. The amount of overhead involved in uploading a new modelview and queuing that primitive is huge in comparison to simply transforming 4 vertices by the current modelview when logging quads. (Note if your GPU supports HW vertex transform, then it still does the projective and viewport transforms) At the same time a --cogl-debug=disable-software-transform option has been added for comparison and debugging. This change allows typical pick scenes to be batched into a single draw call and I'm seeing test-pick run over 200% faster with this. (i965 + Mesa 7.6-devel)
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@ -43,7 +43,8 @@ typedef enum {
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COGL_DEBUG_FORCE_CLIENT_SIDE_MATRICES = 1 << 11,
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COGL_DEBUG_DISABLE_VBOS = 1 << 12,
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COGL_DEBUG_JOURNAL = 1 << 13,
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COGL_DEBUG_BATCHING = 1 << 14
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COGL_DEBUG_BATCHING = 1 << 14,
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COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM = 1 << 15
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} CoglDebugFlags;
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#ifdef COGL_ENABLE_DEBUG
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@ -45,7 +45,8 @@ static const GDebugKey cogl_debug_keys[] = {
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{ "client-side-matrices", COGL_DEBUG_FORCE_CLIENT_SIDE_MATRICES },
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{ "disable-vbos", COGL_DEBUG_DISABLE_VBOS },
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{ "journal", COGL_DEBUG_JOURNAL },
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{ "batching", COGL_DEBUG_BATCHING }
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{ "batching", COGL_DEBUG_BATCHING },
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{ "disable-software-transform", COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM }
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};
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static const gint n_cogl_debug_keys = G_N_ELEMENTS (cogl_debug_keys);
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@ -57,7 +57,7 @@
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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 or GLfloats per position
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* 2 or 3 GLfloats per position (3 when doing software transforms)
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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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@ -66,11 +66,21 @@
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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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* When we are transforming quads in software we need to also track the z
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* coordinate of transformed vertices.
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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 SW_TRANSFORM (!(cogl_debug_flags & \
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COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM))
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#define POS_STRIDE (SW_TRANSFORM ? 3 : 2) /* number of 32bit words */
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#define N_POS_COMPONENTS POS_STRIDE
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#define COLOR_STRIDE 1 /* number of 32bit words */
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#define TEX_STRIDE 2 /* number of 32bit words */
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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 < MIN_LAYER_PADING ? MIN_LAYER_PADING : N_LAYERS))
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(POS_STRIDE + COLOR_STRIDE + \
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TEX_STRIDE * (N_LAYERS < MIN_LAYER_PADING ? MIN_LAYER_PADING : N_LAYERS))
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typedef void (*CoglJournalBatchCallback) (CoglJournalEntry *start,
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@ -85,8 +95,8 @@ typedef struct _CoglJournalFlushState
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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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char * vbo_offset;
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GLuint vertex_offset;
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char * vbo_offset;
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GLuint vertex_offset;
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#ifndef HAVE_COGL_GL
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CoglJournalIndices *indices;
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size_t indices_type_size;
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@ -108,19 +118,26 @@ _cogl_journal_dump_quad_vertices (guint8 *data, int n_layers)
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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g_print ("stride = %d (%d bytes)\n", (int)stride, (int)stride * 4);
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g_print ("n_layers = %d; stride = %d; pos stride = %d; color stride = %d; "
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"tex stride = %d; stride in bytes = %d\n",
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n_layers, (int)stride, POS_STRIDE, COLOR_STRIDE,
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TEX_STRIDE, (int)stride * 4);
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for (i = 0; i < 4; i++)
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{
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float *v = (float *)data + (i * stride);
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guint8 *c = data + 8 + (i * stride * 4);
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guint8 *c = data + (POS_STRIDE * 4) + (i * stride * 4);
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int j;
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g_print ("v%d: x = %f, y = %f, rgba=0x%02X%02X%02X%02X",
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i, v[0], v[1], c[0], c[1], c[2], c[3]);
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if (cogl_debug_flags & COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM)
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g_print ("v%d: x = %f, y = %f, rgba=0x%02X%02X%02X%02X",
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i, v[0], v[1], c[0], c[1], c[2], c[3]);
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else
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g_print ("v%d: x = %f, y = %f, z = %f, rgba=0x%02X%02X%02X%02X",
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i, v[0], v[1], v[2], c[0], c[1], c[2], c[3]);
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for (j = 0; j < n_layers; j++)
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{
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float *t = v + 3 + 2 * j;
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float *t = v + POS_STRIDE + COLOR_STRIDE + TEX_STRIDE * j;
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g_print (", tx%d = %f, ty%d = %f", j, t[0], j, t[1]);
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}
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g_print ("\n");
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@ -181,7 +198,8 @@ _cogl_journal_flush_modelview_and_entries (CoglJournalEntry *batch_start,
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if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_BATCHING))
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g_print ("BATCHING: modelview batch len = %d\n", batch_len);
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GE (glLoadMatrixf ((GLfloat *)&batch_start->model_view));
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if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM))
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GE (glLoadMatrixf ((GLfloat *)&batch_start->model_view));
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#ifdef HAVE_COGL_GL
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@ -248,6 +266,7 @@ compare_entry_modelviews (CoglJournalEntry *entry0,
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* if the age has increased, and if so record the change as a
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* boolean in the journal.
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*/
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if (memcmp (&entry0->model_view, &entry1->model_view,
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sizeof (GLfloat) * 16) == 0)
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return TRUE;
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@ -283,12 +302,18 @@ _cogl_journal_flush_material_and_entries (CoglJournalEntry *batch_start,
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enable_flags |= COGL_ENABLE_COLOR_ARRAY;
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cogl_enable (enable_flags);
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batch_and_call (batch_start,
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batch_len,
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compare_entry_modelviews,
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_cogl_journal_flush_modelview_and_entries,
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data);
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/* If we haven't transformed the quads in software then we need to also break
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* up batches according to changes in the modelview matrix... */
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if (cogl_debug_flags & COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM)
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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_modelviews,
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_cogl_journal_flush_modelview_and_entries,
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data);
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}
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else
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_cogl_journal_flush_modelview_and_entries (batch_start, batch_len, data);
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}
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static gboolean
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@ -332,14 +357,16 @@ _cogl_journal_flush_texcoord_vbo_offsets_and_entries (
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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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* 2 or 3 GLfloats per position (3 when doing software transforms)
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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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(void *)(state->vbo_offset +
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(POS_STRIDE + COLOR_STRIDE) * 4 +
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TEX_STRIDE * 4 * i)));
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}
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prev_n_texcoord_arrays_enabled =
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ctx->n_texcoord_arrays_enabled;
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@ -389,7 +416,7 @@ _cogl_journal_flush_vbo_offsets_and_entries (CoglJournalEntry *batch_start,
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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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* 2 or 3 GLfloats per position (3 when doing software transforms)
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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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@ -399,9 +426,10 @@ _cogl_journal_flush_vbo_offsets_and_entries (CoglJournalEntry *batch_start,
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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 (glVertexPointer (N_POS_COMPONENTS, GL_FLOAT, stride,
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(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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(void *)(state->vbo_offset + (POS_STRIDE * 4))));
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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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@ -540,19 +568,36 @@ _cogl_journal_flush (void)
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* we need to dirty our client side matrix stack cache... */
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_cogl_current_matrix_state_dirty ();
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/* If we have transformed all our quads at log time then the whole journal
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* then we ensure no further model transform is applied by loading the
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* identity matrix here...*/
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if (!(cogl_debug_flags & COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM))
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{
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GE (glMatrixMode (GL_MODELVIEW));
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glLoadIdentity ();
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}
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/* batch_and_call() batches a list of journal entries according to some
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* given criteria and calls a callback once for each determined batch.
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*
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* The process of flushing the journal is done by splitting the entries
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* by three broad criteria:
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* 1) We split the entries according the number of material layers.
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* Each time the number of material layers changes, then the stride
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* changes, so we need to call gl{Vertex,Color,Texture}Pointer to
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* inform GL of new VO offsets.
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* 2) We then split according to compatible Cogl materials.
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* The process of flushing the journal is staggered to reduce the amount
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* of driver/GPU state changes necessary:
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* 1) We split the entries according to the stride of the vertices:
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* Each time the stride of our vertex data changes we need to call
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* gl{Vertex,Color}Pointer to inform GL of new VBO offsets.
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* Currently the only thing that affects the stride of our vertex data
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* is the number of material layers.
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* 2) We split the entries explicitly by the number of material layers:
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* We pad our vertex data when the number of layers is < 2 so that we
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* can minimize changes in stride. Each time the number of layers
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* changes we need to call glTexCoordPointer to inform GL of new VBO
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* offsets.
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* 3) We then split according to compatible Cogl materials:
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* This is where we flush material state
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* 3) Finally we split according to modelview matrix changes.
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* 4) Finally we split according to modelview matrix changes:
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* This is when we finally tell GL to draw something.
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* Note: Splitting by modelview changes is skipped when are doing the
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* vertex transformation in software at log time.
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*/
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batch_and_call ((CoglJournalEntry *)ctx->journal->data, /* first entry */
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ctx->journal->len, /* max number of entries to consider */
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@ -612,7 +657,7 @@ _cogl_journal_log_quad (float x_1,
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next_vert = ctx->logged_vertices->len;
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g_array_set_size (ctx->logged_vertices, next_vert + 4 * stride);
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v = &g_array_index (ctx->logged_vertices, GLfloat, next_vert);
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c = (GLubyte *)(v + 2);
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c = (GLubyte *)(v + POS_STRIDE);
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/* XXX: All the jumping around to fill in this strided buffer doesn't
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* seem ideal. */
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@ -630,19 +675,47 @@ _cogl_journal_log_quad (float x_1,
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memcpy (c, src_c, 4);
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}
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v[0] = x_1; v[1] = y_1;
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v += stride;
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v[0] = x_1; v[1] = y_2;
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v += stride;
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v[0] = x_2; v[1] = y_2;
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v += stride;
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v[0] = x_2; v[1] = y_1;
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if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM))
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{
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v[0] = x_1; v[1] = y_1;
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v += stride;
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v[0] = x_1; v[1] = y_2;
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v += stride;
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v[0] = x_2; v[1] = y_2;
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v += stride;
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v[0] = x_2; v[1] = y_1;
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}
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else
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{
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CoglMatrix mv;
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float x, y, z, w;
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cogl_get_modelview_matrix (&mv);
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x = x_1, y = y_1, z = 0; w = 1;
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cogl_matrix_transform_point (&mv, &x, &y, &z, &w);
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v[0] = x; v[1] = y; v[2] = z;
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v += stride;
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x = x_1, y = y_2, z = 0; w = 1;
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cogl_matrix_transform_point (&mv, &x, &y, &z, &w);
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v[0] = x; v[1] = y; v[2] = z;
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v += stride;
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x = x_2, y = y_2, z = 0; w = 1;
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cogl_matrix_transform_point (&mv, &x, &y, &z, &w);
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v[0] = x; v[1] = y; v[2] = z;
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v += stride;
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x = x_2, y = y_1, z = 0; w = 1;
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cogl_matrix_transform_point (&mv, &x, &y, &z, &w);
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v[0] = x; v[1] = y; v[2] = z;
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}
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for (i = 0; i < n_layers; i++)
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{
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/* NB: See note at top about vertex buffer layout: */
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GLfloat *t = &g_array_index (ctx->logged_vertices,
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GLfloat, next_vert + 3 + 2 * i);
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/* XXX: See definition of GET_JOURNAL_VB_STRIDE_FOR_N_LAYERS for details
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* about how we pack our vertex data */
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GLfloat *t = &g_array_index (ctx->logged_vertices, GLfloat,
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next_vert + POS_STRIDE +
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COLOR_STRIDE + TEX_STRIDE * i);
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t[0] = tex_coords[0]; t[1] = tex_coords[1];
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t += stride;
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@ -677,7 +750,8 @@ _cogl_journal_log_quad (float x_1,
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entry->flush_options.fallback_layers = fallback_layers;
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entry->flush_options.disable_layers = disable_layers;
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entry->flush_options.layer0_override_texture = layer0_override_texture;
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cogl_get_modelview_matrix (&entry->model_view);
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if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM))
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cogl_get_modelview_matrix (&entry->model_view);
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if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_BATCHING
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|| cogl_debug_flags & COGL_DEBUG_RECTANGLES))
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