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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)
152 lines
5.6 KiB
C
152 lines
5.6 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) 2010 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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* Robert Bragg <robert@linux.intel.com>
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*/
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#ifndef __COGL_PIPELINE_OPENGL_PRIVATE_H
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#define __COGL_PIPELINE_OPENGL_PRIVATE_H
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#include "cogl-pipeline-private.h"
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#include "cogl-matrix-stack.h"
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/*
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* cogl-pipeline.c owns the GPU's texture unit state so we have some
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* private structures for describing the current state of a texture
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* unit that we track in a per context array (ctx->texture_units) that
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* grows according to the largest texture unit used so far...
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*
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* Roughly speaking the members in this structure are of two kinds:
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* either they are a low level reflection of the state we send to
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* OpenGL or they are for high level meta data assoicated with the
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* texture unit when flushing CoglPipelineLayers that is typically
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* used to optimize subsequent re-flushing of the same layer.
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*
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* The low level members are at the top, and the high level members
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* start with the .layer member.
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*/
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typedef struct _CoglTextureUnit
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{
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/* The base 0 texture unit index which can be used with
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* glActiveTexture () */
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int index;
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/* The GL target currently glEnabled or 0 if nothing is
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* enabled. This is only used by the fixed pipeline fragend */
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GLenum enabled_gl_target;
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/* The raw GL texture object name for which we called glBindTexture when
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* we flushed the last layer. (NB: The CoglTexture associated
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* with a layer may represent more than one GL texture) */
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GLuint gl_texture;
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/* The target of the GL texture object. This is just used so that we
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* can quickly determine the intended target to flush when
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* dirty_gl_texture == TRUE */
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GLenum gl_target;
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/* Foreign textures are those not created or deleted by Cogl. If we ever
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* call glBindTexture for a foreign texture then the next time we are
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* asked to glBindTexture we can't try and optimize a redundant state
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* change because we don't know if the original texture name was deleted
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* and now we are being asked to bind a recycled name. */
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CoglBool is_foreign;
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/* We have many components in Cogl that need to temporarily bind arbitrary
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* textures e.g. to query texture object parameters and since we don't
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* want that to result in too much redundant reflushing of layer state
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* when all that's needed is to re-bind the layer's gl_texture we use this
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* to track when the unit->gl_texture state is out of sync with the GL
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* texture object really bound too (GL_TEXTURE0+unit->index).
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*
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* XXX: as a further optimization cogl-pipeline.c uses a convention
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* of always using texture unit 1 for these transient bindings so we
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* can assume this is only ever TRUE for unit 1.
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*/
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CoglBool dirty_gl_texture;
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/* A matrix stack giving us the means to associate a texture
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* transform matrix with the texture unit. */
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CoglMatrixStack *matrix_stack;
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/*
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* Higher level layer state associated with the unit...
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*/
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/* The CoglPipelineLayer whos state was flushed to update this
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* texture unit last.
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*
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* This will be set to NULL if the layer is modified or freed which
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* means when we come to flush a layer; if this pointer is still
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* valid and == to the layer being flushed we don't need to update
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* any texture unit state. */
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CoglPipelineLayer *layer;
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/* To help minimize the state changes required we track the
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* difference flags associated with the layer whos state was last
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* flushed to update this texture unit.
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*
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* Note: we track this explicitly because .layer may get invalidated
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* if that layer is modified or deleted. Even if the layer is
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* invalidated though these flags can be used to optimize the state
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* flush of the next layer
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*/
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unsigned long layer_changes_since_flush;
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/* Whenever a CoglTexture's internal GL texture storage changes
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* cogl-pipeline.c is notified with a call to
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* _cogl_pipeline_texture_storage_change_notify which inturn sets
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* this to TRUE for each texture unit that it is currently bound
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* too. When we later come to flush some pipeline state then we will
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* always check this to potentially force an update of the texture
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* state even if the pipeline hasn't changed. */
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CoglBool texture_storage_changed;
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} CoglTextureUnit;
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CoglTextureUnit *
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_cogl_get_texture_unit (int index_);
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void
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_cogl_destroy_texture_units (void);
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void
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_cogl_set_active_texture_unit (int unit_index);
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void
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_cogl_bind_gl_texture_transient (GLenum gl_target,
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GLuint gl_texture,
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CoglBool is_foreign);
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void
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_cogl_delete_gl_texture (GLuint gl_texture);
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void
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_cogl_pipeline_flush_gl_state (CoglPipeline *pipeline,
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CoglFramebuffer *framebuffer,
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CoglBool skip_gl_state,
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int n_tex_coord_attribs);
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#endif /* __COGL_PIPELINE_OPENGL_PRIVATE_H */
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