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https://github.com/brl/mutter.git
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a05c701e6b
Once the GLES2 wrapper is removed we won't be able to upload the matrices with the fixed function API any more. The fixed function API gives a global state for setting the matrix but if a custom shader uniform is used for the matrices then the state is per program. _cogl_matrix_stack_flush_to_gl is called in a few places and it is assumed the current pipeline doesn't need to be flushed before it is called. To allow these semantics to continue to work, on GLES2 the matrix flush now just stores a reference to the matrix stack in the CoglContext. A pre_paint virtual is added to the progend which is called whenever a pipeline is flushed, even if the same pipeline was flushed already. This gives the GLSL progend a chance to upload the matrices to the uniforms. The combined modelview/projection matrix is only calculated if it is used. The generated programs end up never using the modelview or projection matrix so it usually only has to upload the combined matrix. When a matrix stack is flushed a reference is taked to it by the pipeline progend and the age is stored so that if the same state is used with the same program again then we don't need to reupload the uniform.
551 lines
14 KiB
C
551 lines
14 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 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 <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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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl.h"
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#include "cogl-context.h"
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#include "cogl-internal.h"
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#include "cogl-matrix-stack.h"
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#include "cogl-framebuffer-private.h"
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#include "cogl-object-private.h"
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typedef struct {
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CoglMatrix matrix;
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gboolean is_identity;
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/* count of pushes with no changes; when a change is
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* requested, we create a new state and decrement this
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*/
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int push_count;
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} CoglMatrixState;
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/**
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* CoglMatrixStack:
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*
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* Stores a cogl-side matrix stack, which we use as a cache
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* so we can get the matrix efficiently when using indirect
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* rendering.
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*/
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struct _CoglMatrixStack
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{
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CoglObject _parent;
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GArray *stack;
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/* which state does GL have, NULL if unknown */
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CoglMatrixState *flushed_state;
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gboolean flushed_identity;
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unsigned int age;
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};
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static void _cogl_matrix_stack_free (CoglMatrixStack *stack);
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COGL_OBJECT_INTERNAL_DEFINE (MatrixStack, matrix_stack);
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/* XXX: this doesn't initialize the matrix! */
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static void
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_cogl_matrix_state_init (CoglMatrixState *state)
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{
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state->push_count = 0;
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state->is_identity = FALSE;
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}
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static CoglMatrixState *
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_cogl_matrix_stack_top (CoglMatrixStack *stack)
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{
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return &g_array_index (stack->stack, CoglMatrixState, stack->stack->len - 1);
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}
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/* XXX:
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* Operations like scale, translate, rotate etc need to have an
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* initialized state->matrix to work with, so they will pass
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* initialize = TRUE.
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*
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* _cogl_matrix_stack_load_identity and _cogl_matrix_stack_set on the
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* other hand don't so they will pass initialize = FALSE
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*
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* NB: Identity matrices are represented by setting
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* state->is_identity=TRUE in which case state->matrix will be
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* uninitialized.
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*/
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static CoglMatrixState *
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_cogl_matrix_stack_top_mutable (CoglMatrixStack *stack,
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gboolean initialize)
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{
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CoglMatrixState *state;
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CoglMatrixState *new_top;
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state = _cogl_matrix_stack_top (stack);
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if (state->push_count == 0)
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{
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if (state->is_identity && initialize)
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cogl_matrix_init_identity (&state->matrix);
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return state;
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}
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state->push_count -= 1;
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g_array_set_size (stack->stack, stack->stack->len + 1);
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new_top = &g_array_index (stack->stack, CoglMatrixState,
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stack->stack->len - 1);
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_cogl_matrix_state_init (new_top);
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if (initialize)
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{
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if (state->is_identity)
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cogl_matrix_init_identity (&new_top->matrix);
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else
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new_top->matrix = state->matrix;
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if (stack->flushed_state == state)
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stack->flushed_state = new_top;
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}
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return new_top;
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}
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CoglMatrixStack*
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_cogl_matrix_stack_new (void)
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{
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CoglMatrixStack *stack;
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CoglMatrixState *state;
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stack = g_slice_new0 (CoglMatrixStack);
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stack->stack = g_array_sized_new (FALSE, FALSE,
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sizeof (CoglMatrixState), 10);
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g_array_set_size (stack->stack, 1);
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state = &g_array_index (stack->stack, CoglMatrixState, 0);
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_cogl_matrix_state_init (state);
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state->is_identity = TRUE;
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stack->age = 0;
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return _cogl_matrix_stack_object_new (stack);
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}
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static void
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_cogl_matrix_stack_free (CoglMatrixStack *stack)
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{
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g_array_free (stack->stack, TRUE);
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g_slice_free (CoglMatrixStack, stack);
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}
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void
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_cogl_matrix_stack_push (CoglMatrixStack *stack)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top (stack);
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/* we lazily create a new stack top if someone changes the matrix
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* while push_count > 0
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*/
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state->push_count += 1;
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}
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void
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_cogl_matrix_stack_pop (CoglMatrixStack *stack)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top (stack);
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if (state->push_count > 0)
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{
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state->push_count -= 1;
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}
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else
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{
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if (stack->stack->len == 1)
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{
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g_warning ("Too many matrix pops");
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return;
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}
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if (stack->flushed_state == state)
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{
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stack->flushed_state = NULL;
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}
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stack->age++;
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g_array_set_size (stack->stack, stack->stack->len - 1);
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}
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}
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void
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_cogl_matrix_stack_load_identity (CoglMatrixStack *stack)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack, FALSE);
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/* NB: Identity matrices are represented by setting
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* state->is_identity = TRUE and leaving state->matrix
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* uninitialized.
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*
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* This is done to optimize the heavy usage of
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* _cogl_matrix_stack_load_identity by the Cogl Journal.
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*/
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if (!state->is_identity)
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{
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state->is_identity = TRUE;
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/* mark dirty */
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stack->flushed_state = NULL;
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stack->age++;
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}
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}
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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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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack, TRUE);
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cogl_matrix_scale (&state->matrix, x, y, z);
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/* mark dirty */
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stack->flushed_state = NULL;
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state->is_identity = FALSE;
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stack->age++;
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}
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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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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack, TRUE);
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cogl_matrix_translate (&state->matrix, x, y, z);
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/* mark dirty */
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stack->flushed_state = NULL;
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state->is_identity = FALSE;
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stack->age++;
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}
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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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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack, TRUE);
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cogl_matrix_rotate (&state->matrix, angle, x, y, z);
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/* mark dirty */
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stack->flushed_state = NULL;
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state->is_identity = FALSE;
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stack->age++;
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}
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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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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack, TRUE);
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cogl_matrix_multiply (&state->matrix, &state->matrix, matrix);
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/* mark dirty */
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stack->flushed_state = NULL;
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state->is_identity = FALSE;
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stack->age++;
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}
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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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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack, TRUE);
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cogl_matrix_frustum (&state->matrix,
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left, right, bottom, top,
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z_near, z_far);
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/* mark dirty */
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stack->flushed_state = NULL;
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state->is_identity = FALSE;
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stack->age++;
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}
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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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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack, TRUE);
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cogl_matrix_perspective (&state->matrix,
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fov_y, aspect, z_near, z_far);
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/* mark dirty */
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stack->flushed_state = NULL;
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state->is_identity = FALSE;
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stack->age++;
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}
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void
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_cogl_matrix_stack_ortho (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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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack, TRUE);
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cogl_matrix_ortho (&state->matrix,
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left, right, bottom, top, z_near, z_far);
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/* mark dirty */
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stack->flushed_state = NULL;
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state->is_identity = FALSE;
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stack->age++;
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}
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gboolean
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_cogl_matrix_stack_get_inverse (CoglMatrixStack *stack,
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CoglMatrix *inverse)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack, TRUE);
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return cogl_matrix_get_inverse (&state->matrix, inverse);
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}
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void
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_cogl_matrix_stack_get (CoglMatrixStack *stack,
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CoglMatrix *matrix)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top (stack);
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/* NB: identity matrices are lazily initialized because we can often avoid
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* initializing them at all if nothing is pushed on top of them since we
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* load them using glLoadIdentity()
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*
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* The Cogl journal typically loads an identiy matrix because it performs
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* software transformations, which is why we have optimized this case.
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*/
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if (state->is_identity)
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cogl_matrix_init_identity (matrix);
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else
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*matrix = state->matrix;
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}
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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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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack, FALSE);
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state->matrix = *matrix;
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/* mark dirty */
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stack->flushed_state = NULL;
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state->is_identity = FALSE;
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stack->age++;
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}
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#ifndef HAVE_COGL_GLES2
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static void
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flush_to_fixed_api_gl (gboolean is_identity,
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const CoglMatrix *matrix,
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void *user_data)
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{
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CoglMatrixStack *stack = user_data;
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if (is_identity)
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{
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if (!stack->flushed_identity)
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GE (glLoadIdentity ());
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stack->flushed_identity = TRUE;
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}
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else
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{
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GE (glLoadMatrixf (cogl_matrix_get_array (matrix)) );
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stack->flushed_identity = FALSE;
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}
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}
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#endif /* HAVE_COGL_GLES2 */
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void
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_cogl_matrix_stack_prepare_for_flush (CoglMatrixStack *stack,
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CoglMatrixMode mode,
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CoglMatrixStackFlushFunc callback,
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void *user_data)
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{
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CoglMatrixState *state;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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state = _cogl_matrix_stack_top (stack);
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/* Because Cogl defines texture coordinates to have a top left origin and
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* because offscreen framebuffers may be used for rendering to textures we
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* always render upside down to offscreen buffers.
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*/
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if (mode == COGL_MATRIX_PROJECTION &&
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cogl_is_offscreen (_cogl_get_framebuffer ()))
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{
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CoglMatrix flipped_projection;
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CoglMatrix *projection =
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state->is_identity ? &ctx->identity_matrix : &state->matrix;
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cogl_matrix_multiply (&flipped_projection,
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&ctx->y_flip_matrix, projection);
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callback (FALSE, &flipped_projection, user_data);
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}
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else
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callback (state->is_identity,
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state->is_identity ? &ctx->identity_matrix : &state->matrix,
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user_data);
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}
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void
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_cogl_matrix_stack_flush_to_gl (CoglMatrixStack *stack,
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CoglMatrixMode mode)
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{
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CoglMatrixState *state;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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state = _cogl_matrix_stack_top (stack);
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#ifdef HAVE_COGL_GLES2
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/* Under GLES2 we need to flush the matrices differently because
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they are stored in uniforms attached to the program instead of
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the global GL context state. At this point we can't be sure that
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the right program will be generated so instead we'll just store a
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reference to the matrix stack that is intended to be flushed and
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update the uniform once the program is ready. */
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switch (mode)
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{
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case COGL_MATRIX_MODELVIEW:
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cogl_object_ref (stack);
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if (ctx->flushed_modelview_stack)
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cogl_object_unref (ctx->flushed_modelview_stack);
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ctx->flushed_modelview_stack = stack;
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break;
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case COGL_MATRIX_PROJECTION:
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cogl_object_ref (stack);
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if (ctx->flushed_projection_stack)
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cogl_object_unref (ctx->flushed_projection_stack);
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ctx->flushed_projection_stack = stack;
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break;
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case COGL_MATRIX_TEXTURE:
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/* This shouldn't happen because the texture matrices are
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handled by the GLSL pipeline backend */
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g_assert_not_reached ();
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break;
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}
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#else /* HAVE_COGL_GLES2 */
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if (stack->flushed_state == state)
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return;
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if (ctx->flushed_matrix_mode != mode)
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{
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GLenum gl_mode = 0;
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switch (mode)
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{
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case COGL_MATRIX_MODELVIEW:
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gl_mode = GL_MODELVIEW;
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break;
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case COGL_MATRIX_PROJECTION:
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gl_mode = GL_PROJECTION;
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break;
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case COGL_MATRIX_TEXTURE:
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gl_mode = GL_TEXTURE;
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break;
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}
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GE (glMatrixMode (gl_mode));
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ctx->flushed_matrix_mode = mode;
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}
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_cogl_matrix_stack_prepare_for_flush (stack,
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mode,
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flush_to_fixed_api_gl,
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stack);
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#endif /* HAVE_COGL_GLES2 */
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stack->flushed_state = state;
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}
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void
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_cogl_matrix_stack_dirty (CoglMatrixStack *stack)
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{
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stack->flushed_state = NULL;
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stack->flushed_identity = FALSE;
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}
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unsigned int
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_cogl_matrix_stack_get_age (CoglMatrixStack *stack)
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{
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return stack->age;
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}
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gboolean
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_cogl_matrix_stack_has_identity_flag (CoglMatrixStack *stack)
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{
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return _cogl_matrix_stack_top (stack)->is_identity;
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}
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