/* * Cogl * * An object oriented GL/GLES Abstraction/Utility Layer * * Copyright (C) 2009,2010,2012 Intel Corporation. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library. If not, see * . * * Authors: * Havoc Pennington for litl * Robert Bragg * Neil Roberts */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "cogl-context-private.h" #include "cogl-internal.h" #include "cogl-matrix-stack.h" #include "cogl-framebuffer-private.h" #include "cogl-object-private.h" #include "cogl-offscreen.h" #include "cogl-matrix-private.h" #include "cogl-magazine-private.h" static void _cogl_matrix_stack_free (CoglMatrixStack *stack); COGL_OBJECT_INTERNAL_DEFINE (MatrixStack, matrix_stack); static CoglMagazine *_cogl_matrix_stack_magazine; static CoglMagazine *_cogl_matrix_stack_matrices_magazine; static void * _cogl_matrix_stack_push_entry (CoglMatrixStack *stack, size_t size, CoglMatrixOp operation) { CoglMatrixEntry *entry = _cogl_magazine_chunk_alloc (_cogl_matrix_stack_magazine); /* The new entry starts with a ref count of 1 because the stack holds a reference to it as it is the top entry */ entry->ref_count = 1; entry->op = operation; entry->parent = stack->last_entry; entry->composite_gets = 0; stack->last_entry = entry; /* We don't need to take a reference to the parent from the entry because the we are stealing the ref in the new stack top */ return entry; } void _cogl_matrix_entry_identity_init (CoglMatrixEntry *entry) { entry->ref_count = 1; entry->op = COGL_MATRIX_OP_LOAD_IDENTITY; entry->parent = NULL; entry->composite_gets = 0; } void _cogl_matrix_stack_load_identity (CoglMatrixStack *stack) { _cogl_matrix_stack_push_entry (stack, sizeof (CoglMatrixEntry), COGL_MATRIX_OP_LOAD_IDENTITY); } void _cogl_matrix_stack_translate (CoglMatrixStack *stack, float x, float y, float z) { CoglMatrixEntryTranslate *entry; entry = _cogl_matrix_stack_push_entry (stack, sizeof (CoglMatrixEntryTranslate), COGL_MATRIX_OP_TRANSLATE); entry->x = x; entry->y = y; entry->z = z; } void _cogl_matrix_stack_rotate (CoglMatrixStack *stack, float angle, float x, float y, float z) { CoglMatrixEntryRotate *entry; entry = _cogl_matrix_stack_push_entry (stack, sizeof (CoglMatrixEntryRotate), COGL_MATRIX_OP_ROTATE); entry->angle = angle; entry->x = x; entry->y = y; entry->z = z; } void _cogl_matrix_stack_scale (CoglMatrixStack *stack, float x, float y, float z) { CoglMatrixEntryScale *entry; entry = _cogl_matrix_stack_push_entry (stack, sizeof (CoglMatrixEntryScale), COGL_MATRIX_OP_SCALE); entry->x = x; entry->y = y; entry->z = z; } void _cogl_matrix_stack_multiply (CoglMatrixStack *stack, const CoglMatrix *matrix) { CoglMatrixEntryMultiply *entry; entry = _cogl_matrix_stack_push_entry (stack, sizeof (CoglMatrixEntryMultiply), COGL_MATRIX_OP_MULTIPLY); entry->matrix = _cogl_magazine_chunk_alloc (_cogl_matrix_stack_matrices_magazine); cogl_matrix_init_from_array (entry->matrix, (float *)matrix); } void _cogl_matrix_stack_set (CoglMatrixStack *stack, const CoglMatrix *matrix) { CoglMatrixEntryLoad *entry; entry = _cogl_matrix_stack_push_entry (stack, sizeof (CoglMatrixEntryLoad), COGL_MATRIX_OP_LOAD); entry->matrix = _cogl_magazine_chunk_alloc (_cogl_matrix_stack_matrices_magazine); cogl_matrix_init_from_array (entry->matrix, (float *)matrix); } void _cogl_matrix_stack_frustum (CoglMatrixStack *stack, float left, float right, float bottom, float top, float z_near, float z_far) { CoglMatrixEntryLoad *entry; entry = _cogl_matrix_stack_push_entry (stack, sizeof (CoglMatrixEntryLoad), COGL_MATRIX_OP_LOAD); entry->matrix = _cogl_magazine_chunk_alloc (_cogl_matrix_stack_matrices_magazine); cogl_matrix_init_identity (entry->matrix); cogl_matrix_frustum (entry->matrix, left, right, bottom, top, z_near, z_far); } void _cogl_matrix_stack_perspective (CoglMatrixStack *stack, float fov_y, float aspect, float z_near, float z_far) { CoglMatrixEntryLoad *entry; entry = _cogl_matrix_stack_push_entry (stack, sizeof (CoglMatrixEntryLoad), COGL_MATRIX_OP_LOAD); entry->matrix = _cogl_magazine_chunk_alloc (_cogl_matrix_stack_matrices_magazine); cogl_matrix_init_identity (entry->matrix); cogl_matrix_perspective (entry->matrix, fov_y, aspect, z_near, z_far); } void _cogl_matrix_stack_orthographic (CoglMatrixStack *stack, float x_1, float y_1, float x_2, float y_2, float near, float far) { CoglMatrixEntryLoad *entry; entry = _cogl_matrix_stack_push_entry (stack, sizeof (CoglMatrixEntryLoad), COGL_MATRIX_OP_LOAD); entry->matrix = _cogl_magazine_chunk_alloc (_cogl_matrix_stack_matrices_magazine); cogl_matrix_init_identity (entry->matrix); cogl_matrix_orthographic (entry->matrix, x_1, y_1, x_2, y_2, near, far); } void _cogl_matrix_stack_push (CoglMatrixStack *stack) { CoglMatrixEntrySave *entry; entry = _cogl_matrix_stack_push_entry (stack, sizeof (CoglMatrixEntrySave), COGL_MATRIX_OP_SAVE); entry->cache_valid = FALSE; } CoglMatrixEntry * _cogl_matrix_entry_ref (CoglMatrixEntry *entry) { /* A NULL pointer is considered a valid stack so we should accept that as an argument */ if (entry) entry->ref_count++; return entry; } void _cogl_matrix_entry_unref (CoglMatrixEntry *entry) { for (; entry && --entry->ref_count <= 0; entry = entry->parent) { switch (entry->op) { case COGL_MATRIX_OP_LOAD_IDENTITY: case COGL_MATRIX_OP_TRANSLATE: case COGL_MATRIX_OP_ROTATE: case COGL_MATRIX_OP_SCALE: break; case COGL_MATRIX_OP_MULTIPLY: { CoglMatrixEntryMultiply *multiply = (CoglMatrixEntryMultiply *)entry; _cogl_magazine_chunk_free (_cogl_matrix_stack_matrices_magazine, multiply->matrix); break; } case COGL_MATRIX_OP_LOAD: { CoglMatrixEntryLoad *load = (CoglMatrixEntryLoad *)entry; _cogl_magazine_chunk_free (_cogl_matrix_stack_matrices_magazine, load->matrix); break; } case COGL_MATRIX_OP_SAVE: { CoglMatrixEntrySave *save = (CoglMatrixEntrySave *)entry; if (save->cache_valid) _cogl_magazine_chunk_free (_cogl_matrix_stack_matrices_magazine, save->cache); break; } } _cogl_magazine_chunk_free (_cogl_matrix_stack_magazine, entry); } } void _cogl_matrix_stack_pop (CoglMatrixStack *stack) { CoglMatrixEntry *old_top; CoglMatrixEntry *new_top; _COGL_RETURN_IF_FAIL (stack != NULL); old_top = stack->last_entry; _COGL_RETURN_IF_FAIL (old_top != NULL); /* To pop we are moving the top of the stack to the old top's parent * node. The stack always needs to have a reference to the top entry * so we must take a reference to the new top. The stack would have * previously had a reference to the old top so we need to decrease * the ref count on that. We need to ref the new head first in case * this stack was the only thing referencing the old top. In that * case the call to _cogl_matrix_entry_unref will unref the parent. */ /* Find the last save operation and remove it */ /* XXX: it would be an error to pop to the very beginning of the * stack so we don't need to check for NULL pointer dereferencing. */ for (new_top = old_top; new_top->op != COGL_MATRIX_OP_SAVE; new_top = new_top->parent) ; new_top = new_top->parent; _cogl_matrix_entry_ref (new_top); _cogl_matrix_entry_unref (old_top); stack->last_entry = new_top; } CoglBool _cogl_matrix_stack_get_inverse (CoglMatrixStack *stack, CoglMatrix *inverse) { CoglMatrix matrix; CoglMatrix *internal = _cogl_matrix_stack_get (stack, &matrix); if (internal) return cogl_matrix_get_inverse (internal, inverse); else return cogl_matrix_get_inverse (&matrix, inverse); } /* In addition to writing the stack matrix into the give @matrix * argument this function *may* sometimes also return a pointer * to a matrix too so if we are querying the inverse matrix we * should query from the return matrix so that the result can * be cached within the stack. */ CoglMatrix * _cogl_matrix_entry_get (CoglMatrixEntry *entry, CoglMatrix *matrix) { int depth; CoglMatrixEntry *current; CoglMatrixEntry **children; int i; for (depth = 0, current = entry; current; current = current->parent, depth++) { switch (current->op) { case COGL_MATRIX_OP_LOAD_IDENTITY: cogl_matrix_init_identity (matrix); goto initialized; case COGL_MATRIX_OP_LOAD: { CoglMatrixEntryLoad *load = (CoglMatrixEntryLoad *)current; _cogl_matrix_init_from_matrix_without_inverse (matrix, load->matrix); goto initialized; } case COGL_MATRIX_OP_SAVE: { CoglMatrixEntrySave *save = (CoglMatrixEntrySave *)current; if (!save->cache_valid) { CoglMagazine *matrices_magazine = _cogl_matrix_stack_matrices_magazine; save->cache = _cogl_magazine_chunk_alloc (matrices_magazine); _cogl_matrix_entry_get (current->parent, save->cache); save->cache_valid = TRUE; } _cogl_matrix_init_from_matrix_without_inverse (matrix, save->cache); goto initialized; } default: continue; } } initialized: if (depth == 0) { switch (entry->op) { case COGL_MATRIX_OP_LOAD_IDENTITY: case COGL_MATRIX_OP_TRANSLATE: case COGL_MATRIX_OP_ROTATE: case COGL_MATRIX_OP_SCALE: case COGL_MATRIX_OP_MULTIPLY: return NULL; case COGL_MATRIX_OP_LOAD: { CoglMatrixEntryLoad *load = (CoglMatrixEntryLoad *)entry; return load->matrix; } case COGL_MATRIX_OP_SAVE: { CoglMatrixEntrySave *save = (CoglMatrixEntrySave *)entry; return save->cache; } } g_warn_if_reached (); return NULL; } #ifdef COGL_ENABLE_DEBUG if (!current) { g_warning ("Inconsistent matrix stack"); return NULL; } #endif entry->composite_gets++; children = g_alloca (sizeof (CoglMatrixEntry) * depth); /* We need walk the list of entries from the init/load/save entry * back towards the leaf node but the nodes don't link to their * children so we need to re-walk them here to add to a separate * array. */ for (i = depth - 1, current = entry; i >= 0 && current; i--, current = current->parent) { children[i] = current; } if (COGL_DEBUG_ENABLED (COGL_DEBUG_PERFORMANCE) && entry->composite_gets >= 2) { COGL_NOTE (PERFORMANCE, "Re-composing a matrix stack entry multiple times"); } for (i = 0; i < depth; i++) { switch (children[i]->op) { case COGL_MATRIX_OP_TRANSLATE: { CoglMatrixEntryTranslate *translate = (CoglMatrixEntryTranslate *)children[i]; cogl_matrix_translate (matrix, translate->x, translate->y, translate->z); continue; } case COGL_MATRIX_OP_ROTATE: { CoglMatrixEntryRotate *rotate= (CoglMatrixEntryRotate *)children[i]; cogl_matrix_rotate (matrix, rotate->angle, rotate->x, rotate->y, rotate->z); continue; } case COGL_MATRIX_OP_SCALE: { CoglMatrixEntryScale *scale = (CoglMatrixEntryScale *)children[i]; cogl_matrix_scale (matrix, scale->x, scale->y, scale->z); continue; } case COGL_MATRIX_OP_MULTIPLY: { CoglMatrixEntryMultiply *multiply = (CoglMatrixEntryMultiply *)children[i]; cogl_matrix_multiply (matrix, matrix, multiply->matrix); continue; } case COGL_MATRIX_OP_LOAD_IDENTITY: case COGL_MATRIX_OP_LOAD: case COGL_MATRIX_OP_SAVE: g_warn_if_reached (); continue; } } return NULL; } /* In addition to writing the stack matrix into the give @matrix * argument this function *may* sometimes also return a pointer * to a matrix too so if we are querying the inverse matrix we * should query from the return matrix so that the result can * be cached within the stack. */ CoglMatrix * _cogl_matrix_stack_get (CoglMatrixStack *stack, CoglMatrix *matrix) { return _cogl_matrix_entry_get (stack->last_entry, matrix); } static void _cogl_matrix_stack_free (CoglMatrixStack *stack) { _cogl_matrix_entry_unref (stack->last_entry); g_slice_free (CoglMatrixStack, stack); } CoglMatrixStack * _cogl_matrix_stack_new (void) { CoglMatrixStack *stack = g_slice_new (CoglMatrixStack); if (G_UNLIKELY (_cogl_matrix_stack_magazine == NULL)) { _cogl_matrix_stack_magazine = _cogl_magazine_new (sizeof (CoglMatrixEntryFull), 20); _cogl_matrix_stack_matrices_magazine = _cogl_magazine_new (sizeof (CoglMatrix), 20); } stack->last_entry = NULL; _cogl_matrix_stack_load_identity (stack); return _cogl_matrix_stack_object_new (stack); } static CoglMatrixEntry * _cogl_matrix_entry_skip_saves (CoglMatrixEntry *entry) { /* We currently assume that every stack starts with an * _OP_LOAD_IDENTITY so we don't need to worry about * NULL pointer dereferencing here. */ while (entry->op == COGL_MATRIX_OP_SAVE) entry = entry->parent; return entry; } CoglBool _cogl_matrix_entry_calculate_translation (CoglMatrixEntry *entry0, CoglMatrixEntry *entry1, float *x, float *y, float *z) { GSList *head0 = NULL; GSList *head1 = NULL; CoglMatrixEntry *node0; CoglMatrixEntry *node1; int len0 = 0; int len1 = 0; int count; GSList *common_ancestor0; GSList *common_ancestor1; /* Algorithm: * * 1) Ignoring _OP_SAVE entries walk the ancestors of each entry to * the root node or any non-translation node, adding a pointer to * each ancestor node to two linked lists. * * 2) Compare the lists to find the nodes where they start to * differ marking the common_ancestor node for each list. * * 3) For the list corresponding to entry0, start iterating after * the common ancestor applying the negative of all translations * to x, y and z. * * 4) For the list corresponding to entry1, start iterating after * the common ancestor applying the positive of all translations * to x, y and z. * * If we come across any non-translation operations during 3) or 4) * then bail out returning FALSE. */ for (node0 = entry0; node0; node0 = node0->parent) { GSList *link; if (node0->op == COGL_MATRIX_OP_SAVE) continue; link = alloca (sizeof (GSList)); link->next = head0; link->data = node0; head0 = link; len0++; if (node0->op != COGL_MATRIX_OP_TRANSLATE) break; } for (node1 = entry1; node1; node1 = node1->parent) { GSList *link; if (node1->op == COGL_MATRIX_OP_SAVE) continue; link = alloca (sizeof (GSList)); link->next = head1; link->data = node1; head1 = link; len1++; if (node1->op != COGL_MATRIX_OP_TRANSLATE) break; } if (head0->data != head1->data) return FALSE; common_ancestor0 = head0; common_ancestor1 = head1; head0 = head0->next; head1 = head1->next; count = MIN (len0, len1) - 1; while (count--) { if (head0->data != head1->data) break; common_ancestor0 = head0; common_ancestor1 = head1; head0 = head0->next; head1 = head1->next; } *x = 0; *y = 0; *z = 0; for (head0 = common_ancestor0->next; head0; head0 = head0->next) { CoglMatrixEntryTranslate *translate; node0 = head0->data; if (node0->op != COGL_MATRIX_OP_TRANSLATE) return FALSE; translate = (CoglMatrixEntryTranslate *)node0; *x = *x - translate->x; *y = *y - translate->y; *z = *z - translate->z; } for (head1 = common_ancestor1->next; head1; head1 = head1->next) { CoglMatrixEntryTranslate *translate; node1 = head1->data; if (node1->op != COGL_MATRIX_OP_TRANSLATE) return FALSE; translate = (CoglMatrixEntryTranslate *)node1; *x = *x + translate->x; *y = *y + translate->y; *z = *z + translate->z; } return TRUE; } CoglBool _cogl_matrix_entry_has_identity_flag (CoglMatrixEntry *entry) { return entry ? entry->op == COGL_MATRIX_OP_LOAD_IDENTITY : FALSE; } static void _cogl_matrix_flush_to_gl_builtin (CoglContext *ctx, CoglBool is_identity, CoglMatrix *matrix, CoglMatrixMode mode) { g_assert (ctx->driver == COGL_DRIVER_GL || ctx->driver == COGL_DRIVER_GLES1); #if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES) 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, CoglBool disable_flip) { g_assert (ctx->driver == COGL_DRIVER_GL || ctx->driver == COGL_DRIVER_GLES1); #if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES) { CoglBool 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)) { CoglBool 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 } CoglBool _cogl_matrix_entry_fast_equal (CoglMatrixEntry *entry0, CoglMatrixEntry *entry1) { return entry0 == entry1; } CoglBool _cogl_matrix_entry_equal (CoglMatrixEntry *entry0, CoglMatrixEntry *entry1) { for (; entry0 && entry1; entry0 = entry0->parent, entry1 = entry1->parent) { entry0 = _cogl_matrix_entry_skip_saves (entry0); entry1 = _cogl_matrix_entry_skip_saves (entry1); if (entry0 == entry1) return TRUE; if (entry0->op != entry1->op) return FALSE; switch (entry0->op) { case COGL_MATRIX_OP_LOAD_IDENTITY: return TRUE; case COGL_MATRIX_OP_TRANSLATE: { CoglMatrixEntryTranslate *translate0 = (CoglMatrixEntryTranslate *)entry0; CoglMatrixEntryTranslate *translate1 = (CoglMatrixEntryTranslate *)entry1; /* We could perhaps use an epsilon to compare here? * I expect the false negatives are probaly never going to * be a problem and this is a bit cheaper. */ if (translate0->x != translate1->x || translate0->y != translate1->y || translate0->z != translate1->z) return FALSE; } case COGL_MATRIX_OP_ROTATE: { CoglMatrixEntryRotate *rotate0 = (CoglMatrixEntryRotate *)entry0; CoglMatrixEntryRotate *rotate1 = (CoglMatrixEntryRotate *)entry1; if (rotate0->angle != rotate1->angle || rotate0->x != rotate1->x || rotate0->y != rotate1->y || rotate0->z != rotate1->z) return FALSE; } case COGL_MATRIX_OP_SCALE: { CoglMatrixEntryScale *scale0 = (CoglMatrixEntryScale *)entry0; CoglMatrixEntryScale *scale1 = (CoglMatrixEntryScale *)entry1; if (scale0->x != scale1->x || scale0->y != scale1->y || scale0->z != scale1->z) return FALSE; } case COGL_MATRIX_OP_MULTIPLY: { CoglMatrixEntryMultiply *mult0 = (CoglMatrixEntryMultiply *)entry0; CoglMatrixEntryMultiply *mult1 = (CoglMatrixEntryMultiply *)entry1; if (!cogl_matrix_equal (mult0->matrix, mult1->matrix)) return FALSE; } case COGL_MATRIX_OP_LOAD: { CoglMatrixEntryLoad *load0 = (CoglMatrixEntryLoad *)entry0; CoglMatrixEntryLoad *load1 = (CoglMatrixEntryLoad *)entry1; /* There's no need to check any further since an * _OP_LOAD makes all the ancestors redundant as far as * the final matrix value is concerned. */ return cogl_matrix_equal (load0->matrix, load1->matrix); } case COGL_MATRIX_OP_SAVE: /* We skip over saves above so we shouldn't see save entries */ g_warn_if_reached (); } } return FALSE; } void _cogl_matrix_entry_print (CoglMatrixEntry *entry) { int depth; CoglMatrixEntry *e; CoglMatrixEntry **children; int i; for (depth = 0, e = entry; e; e = e->parent) depth++; children = g_alloca (sizeof (CoglMatrixEntry) * depth); for (i = depth - 1, e = entry; i >= 0 && e; i--, e = e->parent) { children[i] = e; } g_print ("MatrixEntry %p =\n", entry); for (i = 0; i < depth; i++) { entry = children[i]; switch (entry->op) { case COGL_MATRIX_OP_LOAD_IDENTITY: g_print (" LOAD IDENTITY\n"); continue; case COGL_MATRIX_OP_TRANSLATE: { CoglMatrixEntryTranslate *translate = (CoglMatrixEntryTranslate *)entry; g_print (" TRANSLATE X=%f Y=%f Z=%f\n", translate->x, translate->y, translate->z); continue; } case COGL_MATRIX_OP_ROTATE: { CoglMatrixEntryRotate *rotate = (CoglMatrixEntryRotate *)entry; g_print (" ROTATE ANGLE=%f X=%f Y=%f Z=%f\n", rotate->angle, rotate->x, rotate->y, rotate->z); continue; } case COGL_MATRIX_OP_SCALE: { CoglMatrixEntryScale *scale = (CoglMatrixEntryScale *)entry; g_print (" SCALE X=%f Y=%f Z=%f\n", scale->x, scale->y, scale->z); continue; } case COGL_MATRIX_OP_MULTIPLY: { CoglMatrixEntryMultiply *mult = (CoglMatrixEntryMultiply *)entry; g_print (" MULT:\n"); _cogl_matrix_prefix_print (" ", mult->matrix); continue; } case COGL_MATRIX_OP_LOAD: { CoglMatrixEntryLoad *load = (CoglMatrixEntryLoad *)entry; g_print (" LOAD:\n"); _cogl_matrix_prefix_print (" ", load->matrix); continue; } case COGL_MATRIX_OP_SAVE: g_print (" SAVE\n"); } } } void _cogl_matrix_entry_cache_init (CoglMatrixEntryCache *cache) { cache->entry = NULL; cache->flushed_identity = FALSE; } /* NB: This function can report false negatives since it never does a * deep comparison of the stack matrices. */ CoglBool _cogl_matrix_entry_cache_maybe_update (CoglMatrixEntryCache *cache, CoglMatrixEntry *entry, CoglBool flip) { CoglBool is_identity; CoglBool updated = FALSE; if (cache->flipped != flip) { cache->flipped = flip; updated = TRUE; } is_identity = (entry->op == COGL_MATRIX_OP_LOAD_IDENTITY); if (cache->flushed_identity != is_identity) { cache->flushed_identity = is_identity; updated = TRUE; } if (cache->entry != entry) { _cogl_matrix_entry_ref (entry); if (cache->entry) _cogl_matrix_entry_unref (cache->entry); cache->entry = entry; /* We want to make sure here that if the cache->entry and the * given @entry are both identity matrices then even though they * are different entries we don't want to consider this an * update... */ updated |= !is_identity; } return updated; } void _cogl_matrix_entry_cache_destroy (CoglMatrixEntryCache *cache) { if (cache->entry) _cogl_matrix_entry_unref (cache->entry); }