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e3d6bc36d3
This re-designs the matrix stack so we now keep track of each separate operation such as rotating, scaling, translating and multiplying as immutable, ref-counted nodes in a graph. Being a "graph" here means that different transformations composed of a sequence of linked operation nodes may share nodes. The first node in a matrix-stack is always a LOAD_IDENTITY operation. As an example consider if an application where to draw three rectangles A, B and C something like this: cogl_framebuffer_scale (fb, 2, 2, 2); cogl_framebuffer_push_matrix(fb); cogl_framebuffer_translate (fb, 10, 0, 0); cogl_framebuffer_push_matrix(fb); cogl_framebuffer_rotate (fb, 45, 0, 0, 1); cogl_framebuffer_draw_rectangle (...); /* A */ cogl_framebuffer_pop_matrix(fb); cogl_framebuffer_draw_rectangle (...); /* B */ cogl_framebuffer_pop_matrix(fb); cogl_framebuffer_push_matrix(fb); cogl_framebuffer_set_modelview_matrix (fb, &mv); cogl_framebuffer_draw_rectangle (...); /* C */ cogl_framebuffer_pop_matrix(fb); That would result in a graph of nodes like this: LOAD_IDENTITY | SCALE / \ SAVE LOAD | | TRANSLATE RECTANGLE(C) | \ SAVE RECTANGLE(B) | ROTATE | RECTANGLE(A) Each push adds a SAVE operation which serves as a marker to rewind too when a corresponding pop is issued and also each SAVE node may also store a cached matrix representing the composition of all its ancestor nodes. This means if we repeatedly need to resolve a real CoglMatrix for a given node then we don't need to repeat the composition. Some advantages of this design are: - A single pointer to any node in the graph can now represent a complete, immutable transformation that can be logged for example into a journal. Previously we were storing a full CoglMatrix in each journal entry which is 16 floats for the matrix itself as well as space for flags and another 16 floats for possibly storing a cache of the inverse. This means that we significantly reduce the size of the journal when drawing lots of primitives and we also avoid copying over 128 bytes per entry. - It becomes much cheaper to check for equality. In cases where some (unlikely) false negatives are allowed simply comparing the pointers of two matrix stack graph entries is enough. Previously we would use memcmp() to compare matrices. - It becomes easier to do comparisons of transformations. By looking for the common ancestry between nodes we can determine the operations that differentiate the transforms and use those to gain a high level understanding of the differences. For example we use this in the journal to be able to efficiently determine when two rectangle transforms only differ by some translation so that we can perform software clipping. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit f75aee93f6b293ca7a7babbd8fcc326ee6bf7aef)
278 lines
7.1 KiB
C
278 lines
7.1 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2009,2010,2012 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see
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* <http://www.gnu.org/licenses/>.
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*
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*
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*
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* Authors:
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* Havoc Pennington <hp@pobox.com> for litl
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* Robert Bragg <robert@linux.intel.com>
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*/
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#ifndef __COGL_MATRIX_STACK_H
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#define __COGL_MATRIX_STACK_H
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#include "cogl-object-private.h"
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#include "cogl-matrix.h"
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#include "cogl-context.h"
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#include "cogl-framebuffer.h"
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typedef enum _CoglMatrixOp
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{
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COGL_MATRIX_OP_LOAD_IDENTITY,
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COGL_MATRIX_OP_TRANSLATE,
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COGL_MATRIX_OP_ROTATE,
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COGL_MATRIX_OP_SCALE,
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COGL_MATRIX_OP_MULTIPLY,
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COGL_MATRIX_OP_LOAD,
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COGL_MATRIX_OP_SAVE,
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} CoglMatrixOp;
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typedef struct _CoglMatrixEntry CoglMatrixEntry;
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struct _CoglMatrixEntry
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{
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CoglMatrixOp op;
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CoglMatrixEntry *parent;
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unsigned int ref_count;
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/* used for performance tracing */
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int composite_gets;
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};
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typedef struct _CoglMatrixEntryTranslate
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{
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CoglMatrixEntry _parent_data;
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float x;
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float y;
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float z;
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} CoglMatrixEntryTranslate;
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typedef struct _CoglMatrixEntryRotate
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{
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CoglMatrixEntry _parent_data;
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float angle;
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float x;
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float y;
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float z;
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} CoglMatrixEntryRotate;
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typedef struct _CoglMatrixEntryScale
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{
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CoglMatrixEntry _parent_data;
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float x;
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float y;
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float z;
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} CoglMatrixEntryScale;
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typedef struct _CoglMatrixEntryMultiply
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{
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CoglMatrixEntry _parent_data;
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CoglMatrix *matrix;
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} CoglMatrixEntryMultiply;
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typedef struct _CoglMatrixEntryLoad
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{
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CoglMatrixEntry _parent_data;
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CoglMatrix *matrix;
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} CoglMatrixEntryLoad;
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typedef struct _CoglMatrixEntrySave
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{
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CoglMatrixEntry _parent_data;
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CoglBool cache_valid;
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CoglMatrix *cache;
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} CoglMatrixEntrySave;
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typedef union _CoglMatrixEntryFull
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{
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CoglMatrixEntry any;
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CoglMatrixEntryTranslate translate;
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CoglMatrixEntryRotate rotae;
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CoglMatrixEntryScale scale;
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CoglMatrixEntryMultiply multiply;
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CoglMatrixEntryLoad load;
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CoglMatrixEntrySave save;
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} CoglMatrixEntryFull;
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typedef struct _CoglMatrixStack
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{
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CoglObject _parent;
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CoglMatrixEntry *last_entry;
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} CoglMatrixStack;
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typedef struct _CoglMatrixEntryCache
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{
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CoglMatrixEntry *entry;
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CoglBool flushed_identity;
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CoglBool flipped;
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} CoglMatrixEntryCache;
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CoglMatrixStack *
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_cogl_matrix_stack_new (void);
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void
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_cogl_matrix_stack_push (CoglMatrixStack *stack);
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void
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_cogl_matrix_stack_pop (CoglMatrixStack *stack);
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void
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_cogl_matrix_entry_identity_init (CoglMatrixEntry *entry);
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void
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_cogl_matrix_stack_load_identity (CoglMatrixStack *stack);
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void
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_cogl_matrix_stack_scale (CoglMatrixStack *stack,
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float x,
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float y,
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float z);
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void
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_cogl_matrix_stack_translate (CoglMatrixStack *stack,
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float x,
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float y,
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float z);
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void
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_cogl_matrix_stack_rotate (CoglMatrixStack *stack,
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float angle,
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float x,
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float y,
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float z);
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void
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_cogl_matrix_stack_multiply (CoglMatrixStack *stack,
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const CoglMatrix *matrix);
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void
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_cogl_matrix_stack_frustum (CoglMatrixStack *stack,
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float left,
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float right,
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float bottom,
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float top,
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float z_near,
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float z_far);
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void
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_cogl_matrix_stack_perspective (CoglMatrixStack *stack,
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float fov_y,
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float aspect,
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float z_near,
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float z_far);
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void
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_cogl_matrix_stack_orthographic (CoglMatrixStack *stack,
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float x_1,
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float y_1,
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float x_2,
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float y_2,
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float near,
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float far);
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CoglBool
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_cogl_matrix_stack_get_inverse (CoglMatrixStack *stack,
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CoglMatrix *inverse);
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/* NB: This function only *sometimes* returns a pointer to a matrix if
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* the matrix returned didn't need to be composed of multiple
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* operations */
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CoglMatrix *
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_cogl_matrix_stack_get (CoglMatrixStack *stack,
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CoglMatrix *matrix);
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/* NB: This function only *sometimes* returns a pointer to a matrix if
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* the matrix returned didn't need to be composed of multiple
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* operations */
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CoglMatrix *
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_cogl_matrix_entry_get (CoglMatrixEntry *entry,
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CoglMatrix *matrix);
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void
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_cogl_matrix_stack_set (CoglMatrixStack *stack,
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const CoglMatrix *matrix);
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CoglBool
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_cogl_matrix_entry_calculate_translation (CoglMatrixEntry *entry0,
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CoglMatrixEntry *entry1,
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float *x,
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float *y,
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float *z);
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/* If this returns TRUE then the entry is definitely the identity
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* matrix. If it returns FALSE it may or may not be the identity
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* matrix but no expensive comparison is performed to verify it. */
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CoglBool
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_cogl_matrix_entry_has_identity_flag (CoglMatrixEntry *entry);
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CoglBool
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_cogl_matrix_entry_fast_equal (CoglMatrixEntry *entry0,
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CoglMatrixEntry *entry1);
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CoglBool
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_cogl_matrix_entry_equal (CoglMatrixEntry *entry0,
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CoglMatrixEntry *entry1);
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void
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_cogl_matrix_entry_print (CoglMatrixEntry *entry);
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CoglMatrixEntry *
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_cogl_matrix_entry_ref (CoglMatrixEntry *entry);
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void
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_cogl_matrix_entry_unref (CoglMatrixEntry *entry);
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typedef enum {
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COGL_MATRIX_MODELVIEW,
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COGL_MATRIX_PROJECTION,
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COGL_MATRIX_TEXTURE
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} CoglMatrixMode;
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void
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_cogl_matrix_entry_flush_to_gl_builtins (CoglContext *ctx,
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CoglMatrixEntry *entry,
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CoglMatrixMode mode,
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CoglFramebuffer *framebuffer,
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CoglBool disable_flip);
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void
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_cogl_matrix_entry_cache_init (CoglMatrixEntryCache *cache);
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CoglBool
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_cogl_matrix_entry_cache_maybe_update (CoglMatrixEntryCache *cache,
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CoglMatrixEntry *entry,
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CoglBool flip);
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void
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_cogl_matrix_entry_cache_destroy (CoglMatrixEntryCache *cache);
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CoglBool
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_cogl_is_matrix_stack (void *object);
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#endif /* __COGL_MATRIX_STACK_H */
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