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https://github.com/brl/mutter.git
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clip-stack: Move path flushing code to cogl-clip-stack.c
The code that adds the silhouette of a path to the stencil buffer was living in cogl2-path.c which seemed out of place when the bulk of the work really related more to how the stencil buffer is managed and basically only one line (a call to _cogl_path_fill_nodes) really related to the path code directly. This moves the code into cogl-clip-stack.c alone with similar code that can add rectangle masks to the stencil buffer. Reviewed-by: Neil Roberts <neil@linux.intel.com>
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a400aec51b
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@ -42,6 +42,7 @@
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#include "cogl-matrix-private.h"
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#include "cogl-primitives-private.h"
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#include "cogl-private.h"
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#include "cogl-pipeline-opengl-private.h"
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#ifndef GL_CLIP_PLANE0
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#define GL_CLIP_PLANE0 0x3000
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@ -273,6 +274,117 @@ add_stencil_clip_rectangle (CoglFramebuffer *framebuffer,
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cogl_pop_source ();
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}
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static void
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add_stencil_clip_path (CoglFramebuffer *framebuffer,
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CoglPath *path,
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gboolean merge,
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gboolean need_clear)
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{
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CoglPathData *data = path->data;
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CoglMatrixStack *modelview_stack =
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_cogl_framebuffer_get_modelview_stack (framebuffer);
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CoglMatrixStack *projection_stack =
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_cogl_framebuffer_get_projection_stack (framebuffer);
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CoglContext *ctx = cogl_framebuffer_get_context (framebuffer);
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/* This can be called from the clip stack code which doesn't flush
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the matrix stacks between calls so we need to ensure they're
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flushed now */
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_cogl_matrix_stack_flush_to_gl (modelview_stack,
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COGL_MATRIX_MODELVIEW);
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_cogl_matrix_stack_flush_to_gl (projection_stack,
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COGL_MATRIX_PROJECTION);
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/* Just setup a simple pipeline that doesn't use texturing... */
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_cogl_push_source (ctx->stencil_pipeline, FALSE);
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_cogl_pipeline_flush_gl_state (ctx->stencil_pipeline, FALSE, 0);
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GE( ctx, glEnable (GL_STENCIL_TEST) );
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GE( ctx, glColorMask (FALSE, FALSE, FALSE, FALSE) );
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GE( ctx, glDepthMask (FALSE) );
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if (merge)
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{
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GE (ctx, glStencilMask (2));
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GE (ctx, glStencilFunc (GL_LEQUAL, 0x2, 0x6));
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}
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else
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{
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/* If we're not using the stencil buffer for clipping then we
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don't need to clear the whole stencil buffer, just the area
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that will be drawn */
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if (need_clear)
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/* If this is being called from the clip stack code then it
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will have set up a scissor for the minimum bounding box of
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all of the clips. That box will likely mean that this
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_cogl_clear won't need to clear the entire
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buffer. _cogl_framebuffer_clear_without_flush4f is used instead
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of cogl_clear because it won't try to flush the journal */
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_cogl_framebuffer_clear_without_flush4f (framebuffer,
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COGL_BUFFER_BIT_STENCIL,
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0, 0, 0, 0);
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else
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{
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/* Just clear the bounding box */
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GE( ctx, glStencilMask (~(GLuint) 0) );
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GE( ctx, glStencilOp (GL_ZERO, GL_ZERO, GL_ZERO) );
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_cogl_rectangle_immediate (data->path_nodes_min.x,
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data->path_nodes_min.y,
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data->path_nodes_max.x,
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data->path_nodes_max.y);
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}
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GE (ctx, glStencilMask (1));
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GE (ctx, glStencilFunc (GL_LEQUAL, 0x1, 0x3));
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}
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GE (ctx, glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT));
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if (path->data->path_nodes->len >= 3)
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_cogl_path_fill_nodes (path,
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COGL_DRAW_SKIP_JOURNAL_FLUSH |
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COGL_DRAW_SKIP_PIPELINE_VALIDATION |
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COGL_DRAW_SKIP_FRAMEBUFFER_FLUSH);
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if (merge)
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{
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/* Now we have the new stencil buffer in bit 1 and the old
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stencil buffer in bit 0 so we need to intersect them */
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GE (ctx, glStencilMask (3));
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GE (ctx, glStencilFunc (GL_NEVER, 0x2, 0x3));
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GE (ctx, glStencilOp (GL_DECR, GL_DECR, GL_DECR));
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/* Decrement all of the bits twice so that only pixels where the
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value is 3 will remain */
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_cogl_matrix_stack_push (projection_stack);
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_cogl_matrix_stack_load_identity (projection_stack);
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_cogl_matrix_stack_flush_to_gl (projection_stack,
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COGL_MATRIX_PROJECTION);
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_cogl_matrix_stack_push (modelview_stack);
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_cogl_matrix_stack_load_identity (modelview_stack);
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_cogl_matrix_stack_flush_to_gl (modelview_stack,
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COGL_MATRIX_MODELVIEW);
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_cogl_rectangle_immediate (-1.0, -1.0, 1.0, 1.0);
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_cogl_rectangle_immediate (-1.0, -1.0, 1.0, 1.0);
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_cogl_matrix_stack_pop (modelview_stack);
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_cogl_matrix_stack_pop (projection_stack);
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}
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GE (ctx, glStencilMask (~(GLuint) 0));
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GE (ctx, glDepthMask (TRUE));
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GE (ctx, glColorMask (TRUE, TRUE, TRUE, TRUE));
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GE (ctx, glStencilFunc (GL_EQUAL, 0x1, 0x1));
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GE (ctx, glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP));
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/* restore the original pipeline */
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cogl_pop_source ();
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}
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static void
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disable_stencil_buffer (void)
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{
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@ -689,9 +801,10 @@ _cogl_clip_stack_flush (CoglClipStack *stack,
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_cogl_matrix_stack_push (modelview_stack);
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_cogl_matrix_stack_set (modelview_stack, &path_entry->matrix);
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_cogl_add_path_to_stencil_buffer (path_entry->path,
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using_stencil_buffer,
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TRUE);
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add_stencil_clip_path (framebuffer,
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path_entry->path,
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using_stencil_buffer,
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TRUE);
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_cogl_matrix_stack_pop (modelview_stack);
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@ -113,4 +113,7 @@ _cogl_path_get_bounds (CoglPath *path,
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gboolean
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_cogl_path_is_rectangle (CoglPath *path);
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void
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_cogl_path_fill_nodes (CoglPath *path, CoglDrawFlags flags);
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#endif /* __COGL_PATH_PRIVATE_H */
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@ -314,7 +314,7 @@ validate_layer_cb (CoglPipelineLayer *layer, void *user_data)
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return !*needs_fallback;
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}
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static void
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void
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_cogl_path_fill_nodes (CoglPath *path, CoglDrawFlags flags)
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{
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gboolean needs_fallback = FALSE;
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@ -338,118 +338,6 @@ _cogl_path_fill_nodes (CoglPath *path, CoglDrawFlags flags)
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flags);
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}
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void
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_cogl_add_path_to_stencil_buffer (CoglPath *path,
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gboolean merge,
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gboolean need_clear)
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{
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CoglPathData *data = path->data;
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CoglFramebuffer *framebuffer = cogl_get_draw_framebuffer ();
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CoglMatrixStack *modelview_stack =
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_cogl_framebuffer_get_modelview_stack (framebuffer);
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CoglMatrixStack *projection_stack =
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_cogl_framebuffer_get_projection_stack (framebuffer);
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* This can be called from the clip stack code which doesn't flush
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the matrix stacks between calls so we need to ensure they're
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flushed now */
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_cogl_matrix_stack_flush_to_gl (modelview_stack,
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COGL_MATRIX_MODELVIEW);
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_cogl_matrix_stack_flush_to_gl (projection_stack,
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COGL_MATRIX_PROJECTION);
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/* Just setup a simple pipeline that doesn't use texturing... */
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_cogl_push_source (ctx->stencil_pipeline, FALSE);
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_cogl_pipeline_flush_gl_state (ctx->stencil_pipeline, FALSE, 0);
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GE( ctx, glEnable (GL_STENCIL_TEST) );
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GE( ctx, glColorMask (FALSE, FALSE, FALSE, FALSE) );
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GE( ctx, glDepthMask (FALSE) );
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if (merge)
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{
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GE (ctx, glStencilMask (2));
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GE (ctx, glStencilFunc (GL_LEQUAL, 0x2, 0x6));
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}
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else
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{
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/* If we're not using the stencil buffer for clipping then we
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don't need to clear the whole stencil buffer, just the area
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that will be drawn */
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if (need_clear)
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/* If this is being called from the clip stack code then it
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will have set up a scissor for the minimum bounding box of
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all of the clips. That box will likely mean that this
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_cogl_clear won't need to clear the entire
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buffer. _cogl_framebuffer_clear_without_flush4f is used instead
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of cogl_clear because it won't try to flush the journal */
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_cogl_framebuffer_clear_without_flush4f (framebuffer,
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COGL_BUFFER_BIT_STENCIL,
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0, 0, 0, 0);
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else
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{
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/* Just clear the bounding box */
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GE( ctx, glStencilMask (~(GLuint) 0) );
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GE( ctx, glStencilOp (GL_ZERO, GL_ZERO, GL_ZERO) );
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_cogl_rectangle_immediate (data->path_nodes_min.x,
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data->path_nodes_min.y,
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data->path_nodes_max.x,
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data->path_nodes_max.y);
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}
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GE (ctx, glStencilMask (1));
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GE (ctx, glStencilFunc (GL_LEQUAL, 0x1, 0x3));
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}
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GE (ctx, glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT));
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if (path->data->path_nodes->len >= 3)
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_cogl_path_fill_nodes (path,
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COGL_DRAW_SKIP_JOURNAL_FLUSH |
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COGL_DRAW_SKIP_PIPELINE_VALIDATION |
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COGL_DRAW_SKIP_FRAMEBUFFER_FLUSH);
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if (merge)
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{
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/* Now we have the new stencil buffer in bit 1 and the old
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stencil buffer in bit 0 so we need to intersect them */
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GE (ctx, glStencilMask (3));
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GE (ctx, glStencilFunc (GL_NEVER, 0x2, 0x3));
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GE (ctx, glStencilOp (GL_DECR, GL_DECR, GL_DECR));
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/* Decrement all of the bits twice so that only pixels where the
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value is 3 will remain */
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_cogl_matrix_stack_push (projection_stack);
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_cogl_matrix_stack_load_identity (projection_stack);
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_cogl_matrix_stack_flush_to_gl (projection_stack,
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COGL_MATRIX_PROJECTION);
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_cogl_matrix_stack_push (modelview_stack);
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_cogl_matrix_stack_load_identity (modelview_stack);
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_cogl_matrix_stack_flush_to_gl (modelview_stack,
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COGL_MATRIX_MODELVIEW);
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_cogl_rectangle_immediate (-1.0, -1.0, 1.0, 1.0);
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_cogl_rectangle_immediate (-1.0, -1.0, 1.0, 1.0);
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_cogl_matrix_stack_pop (modelview_stack);
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_cogl_matrix_stack_pop (projection_stack);
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}
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GE (ctx, glStencilMask (~(GLuint) 0));
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GE (ctx, glDepthMask (TRUE));
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GE (ctx, glColorMask (TRUE, TRUE, TRUE, TRUE));
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GE (ctx, glStencilFunc (GL_EQUAL, 0x1, 0x1));
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GE (ctx, glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP));
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/* restore the original pipeline */
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cogl_pop_source ();
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}
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void
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cogl2_path_fill (CoglPath *path)
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{
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