journal: port to the vertex_attributes API

Instead of using raw OpenGL in the journal we now use the vertex
attributes API instead. This is part of an ongoing effort to reduce the
number of drawing paths we maintain in Cogl.
This commit is contained in:
Robert Bragg 2010-10-26 19:22:57 +01:00
parent f82b32cb3b
commit f9d9b1b157
3 changed files with 146 additions and 123 deletions

View File

@ -141,6 +141,8 @@ cogl_create_context (void)
_context->journal = g_array_new (FALSE, FALSE, sizeof (CoglJournalEntry));
_context->logged_vertices = g_array_new (FALSE, FALSE, sizeof (GLfloat));
_context->journal_flush_attributes_array =
g_array_new (TRUE, FALSE, sizeof (CoglVertexAttribute *));
_context->current_material = NULL;
_context->current_material_changes_since_flush = 0;
@ -280,6 +282,8 @@ _cogl_destroy_context (void)
g_array_free (_context->journal, TRUE);
if (_context->logged_vertices)
g_array_free (_context->logged_vertices, TRUE);
if (_context->journal_flush_attributes_array)
g_array_free (_context->journal_flush_attributes_array, TRUE);
if (_context->quad_buffer_indices_byte)
cogl_handle_unref (_context->quad_buffer_indices_byte);

View File

@ -101,6 +101,7 @@ typedef struct
GArray *journal;
GArray *logged_vertices;
GArray *polygon_vertices;
GArray *journal_flush_attributes_array;
/* Some simple caching, to minimize state changes... */
CoglMaterial *current_material;

View File

@ -36,28 +36,12 @@
#include "cogl-vertex-buffer-private.h"
#include "cogl-framebuffer-private.h"
#include "cogl-profile.h"
#include "cogl-vertex-attribute-private.h"
#include <string.h>
#include <gmodule.h>
#include <math.h>
#define _COGL_MAX_BEZ_RECURSE_DEPTH 16
#ifdef HAVE_COGL_GL
#define glGenBuffers ctx->drv.pf_glGenBuffers
#define glBindBuffer ctx->drv.pf_glBindBuffer
#define glBufferData ctx->drv.pf_glBufferData
#define glBufferSubData ctx->drv.pf_glBufferSubData
#define glDeleteBuffers ctx->drv.pf_glDeleteBuffers
#define glClientActiveTexture ctx->drv.pf_glClientActiveTexture
#elif defined (HAVE_COGL_GLES2)
#include "../gles/cogl-gles2-wrapper.h"
#endif
/* XXX NB:
* Our journal's vertex data is arranged as follows:
* 4 vertices per quad:
@ -86,21 +70,22 @@
(POS_STRIDE + COLOR_STRIDE + \
TEX_STRIDE * (N_LAYERS < MIN_LAYER_PADING ? MIN_LAYER_PADING : N_LAYERS))
typedef CoglVertexBufferIndices CoglJournalIndices;
typedef struct _CoglJournalFlushState
{
gsize stride;
/* Note: this is a pointer to handle fallbacks. It normally holds a VBO
* offset, but when the driver doesn't support VBOs then this points into
* our GArray of logged vertices. */
char * vbo_offset;
GLuint vertex_offset;
CoglVertexArray *vertex_array;
GArray *attributes;
int current_attribute;
gsize stride;
size_t array_offset;
GLuint current_vertex;
#ifndef HAVE_COGL_GL
CoglJournalIndices *indices;
gsize indices_type_size;
CoglIndices *indices;
gsize indices_type_size;
#endif
CoglMatrixStack *modelview_stack;
CoglMatrixStack *modelview_stack;
CoglMaterial *source;
} CoglJournalFlushState;
typedef void (*CoglJournalBatchCallback) (CoglJournalEntry *start,
@ -196,12 +181,15 @@ _cogl_journal_flush_modelview_and_entries (CoglJournalEntry *batch_start,
int batch_len,
void *data)
{
CoglJournalFlushState *state = data;
CoglVertexAttribute **attributes;
COGL_STATIC_TIMER (time_flush_modelview_and_entries,
"flush: material+entries", /* parent */
"flush: modelview+entries",
"The time spent flushing modelview + entries",
0 /* no application private data */);
CoglJournalFlushState *state = data;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
COGL_TIMER_START (_cogl_uprof_context, time_flush_modelview_and_entries);
@ -216,25 +204,30 @@ _cogl_journal_flush_modelview_and_entries (CoglJournalEntry *batch_start,
COGL_MATRIX_MODELVIEW);
}
attributes = (CoglVertexAttribute **)state->attributes->data;
cogl_push_source (state->source);
#ifdef HAVE_COGL_GL
GE (glDrawArrays (GL_QUADS, state->vertex_offset, batch_len * 4));
/* XXX: it's rather evil that we sneak in the GL_QUADS enum here... */
_cogl_draw_vertex_attributes_array (GL_QUADS,
state->current_vertex, batch_len * 4,
attributes);
#else /* HAVE_COGL_GL */
if (batch_len > 1)
{
int indices_offset = (state->vertex_offset / 4) * 6;
GE (glDrawElements (GL_TRIANGLES,
6 * batch_len,
state->indices->type,
(GLvoid*)(indices_offset * state->indices_type_size)));
_cogl_draw_indexed_vertex_attributes_array (COGL_VERTICES_MODE_TRIANGLES,
state->current_vertex * 6 / 4,
batch_len * 6,
state->indices,
attributes);
}
else
{
GE (glDrawArrays (GL_TRIANGLE_FAN,
state->vertex_offset, /* first */
4)); /* n vertices */
_cogl_draw_vertex_attributes_array (COGL_VERTICES_MODE_TRIANGLE_FAN,
state->current_vertex, 4,
attributes);
}
#endif
@ -249,6 +242,7 @@ _cogl_journal_flush_modelview_and_entries (CoglJournalEntry *batch_start,
static CoglHandle outline = COGL_INVALID_HANDLE;
guint8 color_intensity;
int i;
CoglVertexAttribute *loop_attributes[2];
_COGL_GET_CONTEXT (ctxt, NO_RETVAL);
@ -271,10 +265,14 @@ _cogl_journal_flush_modelview_and_entries (CoglJournalEntry *batch_start,
(ctxt->journal_rectangles_color & 4) ?
color_intensity : 0,
0xff);
_cogl_material_flush_gl_state (outline, FALSE);
_cogl_enable (COGL_ENABLE_VERTEX_ARRAY);
cogl_set_source (outline);
loop_attributes[0] = attributes[0]; /* we just want the position */
loop_attributes[1] = NULL;
for (i = 0; i < batch_len; i++)
GE( glDrawArrays (GL_LINE_LOOP, 4 * i + state->vertex_offset, 4) );
_cogl_draw_vertex_attributes_array (COGL_VERTICES_MODE_LINE_LOOP,
4 * i + state->current_vertex, 4,
loop_attributes);
/* Go to the next color */
do
@ -285,7 +283,9 @@ _cogl_journal_flush_modelview_and_entries (CoglJournalEntry *batch_start,
|| (ctxt->journal_rectangles_color & 0x07) == 0x07);
}
state->vertex_offset += (4 * batch_len);
state->current_vertex += (4 * batch_len);
cogl_pop_source ();
COGL_TIMER_STOP (_cogl_uprof_context, time_flush_modelview_and_entries);
}
@ -319,7 +319,7 @@ _cogl_journal_flush_material_and_entries (CoglJournalEntry *batch_start,
int batch_len,
void *data)
{
unsigned long enable_flags = 0;
CoglJournalFlushState *state = data;
COGL_STATIC_TIMER (time_flush_material_entries,
"flush: texcoords+material+entries", /* parent */
"flush: material+entries",
@ -333,15 +333,7 @@ _cogl_journal_flush_material_and_entries (CoglJournalEntry *batch_start,
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_BATCHING))
g_print ("BATCHING: material batch len = %d\n", batch_len);
_cogl_material_flush_gl_state (batch_start->material, TRUE);
if (ctx->enable_backface_culling)
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
enable_flags |= COGL_ENABLE_VERTEX_ARRAY;
enable_flags |= COGL_ENABLE_COLOR_ARRAY;
_cogl_enable (enable_flags);
_cogl_flush_face_winding ();
state->source = batch_start->material;
/* If we haven't transformed the quads in software then we need to also break
* up batches according to changes in the modelview matrix... */
@ -398,28 +390,57 @@ _cogl_journal_flush_texcoord_vbo_offsets_and_entries (
COGL_TIMER_START (_cogl_uprof_context, time_flush_texcoord_material_entries);
/* NB: attributes 0 and 1 are position and color */
for (i = 2; i < state->attributes->len; i++)
cogl_object_unref (g_array_index (state->attributes,
CoglVertexAttribute *, i));
g_array_set_size (state->attributes, batch_start->n_layers + 2);
for (i = 0; i < batch_start->n_layers; i++)
{
GE (glClientActiveTexture (GL_TEXTURE0 + i));
GE (glEnableClientState (GL_TEXTURE_COORD_ARRAY));
CoglVertexAttribute **attribute_entry =
&g_array_index (state->attributes, CoglVertexAttribute *, i + 2);
const char *names[] = {
"cogl_tex_coord0_in",
"cogl_tex_coord1_in",
"cogl_tex_coord2_in",
"cogl_tex_coord3_in",
"cogl_tex_coord4_in",
"cogl_tex_coord5_in",
"cogl_tex_coord6_in",
"cogl_tex_coord7_in"
};
char *name;
/* XXX NB:
* Our journal's vertex data is arranged as follows:
* 4 vertices per quad:
* 2 or 3 GLfloats per position (3 when doing software transforms)
* 4 RGBA GLubytes,
* 2 GLfloats per tex coord * n_layers
* 2 or 3 floats per position (3 when doing software transforms)
* 4 RGBA bytes,
* 2 floats per tex coord * n_layers
* (though n_layers may be padded; see definition of
* GET_JOURNAL_VB_STRIDE_FOR_N_LAYERS for details)
*/
GE (glTexCoordPointer (2, GL_FLOAT, state->stride,
(void *)(state->vbo_offset +
(POS_STRIDE + COLOR_STRIDE) * 4 +
TEX_STRIDE * 4 * i)));
}
name = i < 8 ? (char *)names[i] :
g_strdup_printf ("cogl_tex_coord%d_in", i);
_cogl_bitmask_clear_all (&ctx->temp_bitmask);
_cogl_bitmask_set_range (&ctx->temp_bitmask, batch_start->n_layers, TRUE);
_cogl_disable_other_texcoord_arrays (&ctx->temp_bitmask);
/* XXX: it may be worth having some form of static initializer for
* attributes... */
*attribute_entry =
cogl_vertex_attribute_new (state->vertex_array,
name,
state->stride,
state->array_offset +
(POS_STRIDE + COLOR_STRIDE) * 4 +
TEX_STRIDE * 4 * i,
2,
COGL_VERTEX_ATTRIBUTE_TYPE_FLOAT);
if (i >= 8)
g_free (name);
}
batch_and_call (batch_start,
batch_len,
@ -446,12 +467,9 @@ _cogl_journal_flush_vbo_offsets_and_entries (CoglJournalEntry *batch_start,
void *data)
{
CoglJournalFlushState *state = data;
gsize stride;
#ifndef HAVE_COGL_GL
int needed_indices = batch_len * 6;
CoglHandle indices_handle;
CoglVertexBufferIndices *indices;
#endif
gsize stride;
int i;
CoglVertexAttribute **attribute_entry;
COGL_STATIC_TIMER (time_flush_vbo_texcoord_material_entries,
"Journal Flush", /* parent */
"flush: vbo+texcoords+material+entries",
@ -477,35 +495,45 @@ _cogl_journal_flush_vbo_offsets_and_entries (CoglJournalEntry *batch_start,
* GET_JOURNAL_VB_STRIDE_FOR_N_LAYERS for details)
*/
stride = GET_JOURNAL_VB_STRIDE_FOR_N_LAYERS (batch_start->n_layers);
stride *= sizeof (GLfloat);
stride *= sizeof (float);
state->stride = stride;
GE (glVertexPointer (N_POS_COMPONENTS, GL_FLOAT, stride,
(void *)state->vbo_offset));
GE (glColorPointer (4, GL_UNSIGNED_BYTE, stride,
(void *)(state->vbo_offset + (POS_STRIDE * 4))));
for (i = 0; i < state->attributes->len; i++)
cogl_object_unref (g_array_index (state->attributes,
CoglVertexAttribute *, i));
g_array_set_size (state->attributes, 2);
attribute_entry =
&g_array_index (state->attributes, CoglVertexAttribute *, 0);
*attribute_entry =
cogl_vertex_attribute_new (state->vertex_array,
"cogl_position_in",
stride,
state->array_offset,
N_POS_COMPONENTS,
COGL_VERTEX_ATTRIBUTE_TYPE_FLOAT);
attribute_entry =
&g_array_index (state->attributes, CoglVertexAttribute *, 1);
*attribute_entry =
cogl_vertex_attribute_new (state->vertex_array,
"cogl_color_in",
stride,
state->array_offset + (POS_STRIDE * 4),
4,
COGL_VERTEX_ATTRIBUTE_TYPE_UNSIGNED_BYTE);
#ifndef HAVE_COGL_GL
indices_handle = cogl_vertex_buffer_indices_get_for_quads (needed_indices);
indices = _cogl_vertex_buffer_indices_pointer_from_handle (indices_handle);
state->indices = indices;
if (indices->type == GL_UNSIGNED_BYTE)
state->indices_type_size = 1;
else if (indices->type == GL_UNSIGNED_SHORT)
state->indices_type_size = 2;
else
g_critical ("unknown indices type %d", indices->type);
GE (glBindBuffer (GL_ELEMENT_ARRAY_BUFFER,
GPOINTER_TO_UINT (indices->vbo_name)));
state->indices = cogl_get_rectangle_indices (batch_len);
#endif
/* We only call gl{Vertex,Color,Texture}Pointer when the stride within
* the VBO changes. (due to a change in the number of material layers)
/* We only create new VertexAttributes when the stride within the
* VertexArray changes. (due to a change in the number of material layers)
* While the stride remains constant we walk forward through the above
* VBO using a vertex offset passed to glDraw{Arrays,Elements} */
state->vertex_offset = 0;
* VertexArray using a vertex offset passed to cogl_draw_vertex_attributes
*/
state->current_vertex = 0;
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_JOURNAL))
{
@ -513,9 +541,9 @@ _cogl_journal_flush_vbo_offsets_and_entries (CoglJournalEntry *batch_start,
if (cogl_get_features () & COGL_FEATURE_VBOS)
verts = ((guint8 *)ctx->logged_vertices->data) +
(size_t)state->vbo_offset;
(size_t)state->array_offset;
else
verts = (guint8 *)state->vbo_offset;
verts = (guint8 *)state->array_offset;
_cogl_journal_dump_quad_batch (verts,
batch_start->n_layers,
batch_len);
@ -528,9 +556,9 @@ _cogl_journal_flush_vbo_offsets_and_entries (CoglJournalEntry *batch_start,
data);
/* progress forward through the VBO containing all our vertices */
state->vbo_offset += (stride * 4 * batch_len);
state->array_offset += (stride * 4 * batch_len);
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_JOURNAL))
g_print ("new vbo offset = %lu\n", (unsigned long)state->vbo_offset);
g_print ("new vbo offset = %lu\n", (unsigned long)state->array_offset);
COGL_TIMER_STOP (_cogl_uprof_context,
time_flush_vbo_texcoord_material_entries);
@ -552,29 +580,28 @@ compare_entry_strides (CoglJournalEntry *entry0, CoglJournalEntry *entry1)
return FALSE;
}
static GLuint
upload_vertices_to_vbo (GArray *vertices, CoglJournalFlushState *state)
static CoglVertexArray *
upload_vertices (GArray *vertices, CoglJournalFlushState *state)
{
gsize needed_vbo_len;
GLuint journal_vbo;
CoglVertexArray *array;
CoglBuffer *buffer;
_COGL_GET_CONTEXT (ctx, 0);
needed_vbo_len = vertices->len * sizeof (GLfloat);
needed_vbo_len = vertices->len * sizeof (float);
g_assert (needed_vbo_len);
GE (glGenBuffers (1, &journal_vbo));
GE (glBindBuffer (GL_ARRAY_BUFFER, journal_vbo));
GE (glBufferData (GL_ARRAY_BUFFER,
needed_vbo_len,
vertices->data,
GL_STATIC_DRAW));
array = cogl_vertex_array_new (needed_vbo_len);
buffer = COGL_BUFFER (array);
cogl_buffer_set_update_hint (buffer, COGL_BUFFER_UPDATE_HINT_STATIC);
cogl_buffer_set_data (buffer, 0, (guint8 *)vertices->data, needed_vbo_len);
/* As we flush the journal entries in batches we walk forward through the
* above VBO starting at offset 0... */
state->vbo_offset = NULL;
state->array_offset = 0;
return journal_vbo;
return array;
}
/* XXX NB: When _cogl_journal_flush() returns all state relating
@ -586,9 +613,6 @@ _cogl_journal_flush (void)
{
CoglJournalFlushState state;
int i;
GLuint journal_vbo;
gboolean vbo_fallback =
(cogl_get_features () & COGL_FEATURE_VBOS) ? FALSE : TRUE;
CoglFramebuffer *framebuffer;
CoglMatrixStack *modelview_stack;
COGL_STATIC_TIMER (flush_timer,
@ -607,12 +631,9 @@ _cogl_journal_flush (void)
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_BATCHING))
g_print ("BATCHING: journal len = %d\n", ctx->journal->len);
/* Load all the vertex data we have accumulated so far into a single VBO
* to minimize memory management costs within the GL driver. */
if (!vbo_fallback)
journal_vbo = upload_vertices_to_vbo (ctx->logged_vertices, &state);
else
state.vbo_offset = (char *)ctx->logged_vertices->data;
state.vertex_array = upload_vertices (ctx->logged_vertices, &state);
state.attributes = ctx->journal_flush_attributes_array;
g_array_set_size (ctx->journal_flush_attributes_array, 0);
framebuffer = _cogl_get_framebuffer ();
modelview_stack = _cogl_framebuffer_get_modelview_stack (framebuffer);
@ -666,9 +687,6 @@ _cogl_journal_flush (void)
_cogl_material_journal_unref (entry->material);
}
if (!vbo_fallback)
GE (glDeleteBuffers (1, &journal_vbo));
g_array_set_size (ctx->journal, 0);
g_array_set_size (ctx->logged_vertices, 0);