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75226501cf
Some of the state when flushing a pipeline depends on the current framebuffer being used. These are: • The matrix stack, so that it can flip vertically or not depending on whether the framebuffer is offscreen. • The colormask. This is combined with the framebuffer's color mask. • The cull face mode. If the framebuffer is offscreen then backface culling is translated to frontface culling and vice-versa. These states were not working if the new framebuffer draw_primitive API was used because in that case the framebuffer is not pushed to the framebuffer stack so it would use the wrong one. This patch changes it to use ctx->current_draw_buffer which is a pointer to the framebuffer whose state was last flushed. https://bugzilla.gnome.org/show_bug.cgi?id=670793 Reviewed-by: Robert Bragg <robert@linux.intel.com>
554 lines
15 KiB
C
554 lines
15 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-context-private.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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#include "cogl-offscreen.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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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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}
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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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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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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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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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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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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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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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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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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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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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state->is_identity = FALSE;
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stack->age++;
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}
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static void
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_cogl_matrix_stack_flush_matrix_to_gl_builtin (CoglContext *ctx,
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gboolean is_identity,
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CoglMatrix *matrix,
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CoglMatrixMode mode)
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{
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g_assert (ctx->driver == COGL_DRIVER_GL ||
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ctx->driver == COGL_DRIVER_GLES1);
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#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES)
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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 (ctx, glMatrixMode (gl_mode));
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ctx->flushed_matrix_mode = mode;
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}
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if (is_identity)
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GE (ctx, glLoadIdentity ());
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else
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GE (ctx, glLoadMatrixf (cogl_matrix_get_array (matrix)));
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#endif
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}
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void
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_cogl_matrix_stack_flush_to_gl_builtins (CoglContext *ctx,
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CoglMatrixStack *stack,
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CoglMatrixMode mode,
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gboolean disable_flip)
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{
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g_assert (ctx->driver == COGL_DRIVER_GL ||
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ctx->driver == COGL_DRIVER_GLES1);
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#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES)
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{
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gboolean needs_flip;
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CoglMatrixState *state;
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CoglMatrixStackCache *cache;
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state = _cogl_matrix_stack_top (stack);
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if (mode == COGL_MATRIX_PROJECTION)
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{
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/* Because Cogl defines texture coordinates to have a top left
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* origin and because offscreen framebuffers may be used for
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* rendering to textures we always render upside down to
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* offscreen buffers. Also for some backends we need to render
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* onscreen buffers upside-down too.
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*/
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if (disable_flip)
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needs_flip = FALSE;
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else
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needs_flip = cogl_is_offscreen (ctx->current_draw_buffer);
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cache = &ctx->builtin_flushed_projection;
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}
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else
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{
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needs_flip = FALSE;
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if (mode == COGL_MATRIX_MODELVIEW)
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cache = &ctx->builtin_flushed_modelview;
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else
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cache = NULL;
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}
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/* We don't need to do anything if the state is the same */
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if (!cache ||
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_cogl_matrix_stack_check_and_update_cache (stack, cache, needs_flip))
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{
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gboolean is_identity = state->is_identity && !needs_flip;
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if (needs_flip)
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{
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CoglMatrix flipped_matrix;
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cogl_matrix_multiply (&flipped_matrix,
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&ctx->y_flip_matrix,
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state->is_identity ?
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&ctx->identity_matrix :
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&state->matrix);
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_cogl_matrix_stack_flush_matrix_to_gl_builtin (ctx,
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/* not identity */
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FALSE,
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&flipped_matrix,
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mode);
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}
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else
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_cogl_matrix_stack_flush_matrix_to_gl_builtin (ctx,
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is_identity,
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&state->matrix,
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mode);
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}
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}
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#endif
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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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gboolean
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_cogl_matrix_stack_equal (CoglMatrixStack *stack0,
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CoglMatrixStack *stack1)
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{
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CoglMatrixState *state0 = _cogl_matrix_stack_top (stack0);
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CoglMatrixState *state1 = _cogl_matrix_stack_top (stack1);
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if (state0->is_identity != state1->is_identity)
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return FALSE;
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if (state0->is_identity)
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return TRUE;
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else
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return cogl_matrix_equal (&state0->matrix, &state1->matrix);
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}
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gboolean
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_cogl_matrix_stack_check_and_update_cache (CoglMatrixStack *stack,
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CoglMatrixStackCache *cache,
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gboolean flip)
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{
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gboolean is_identity =
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_cogl_matrix_stack_has_identity_flag (stack) && !flip;
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gboolean is_dirty;
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if (is_identity && cache->flushed_identity)
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is_dirty = FALSE;
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else if (cache->stack == NULL ||
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cache->stack->age != cache->age ||
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flip != cache->flipped)
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is_dirty = TRUE;
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else
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is_dirty = (cache->stack != stack &&
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!_cogl_matrix_stack_equal (cache->stack, stack));
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/* We'll update the cache values even if the stack isn't dirty in
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case the reason it wasn't dirty is because we compared the
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matrices and found them to be the same. In that case updating the
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cache values will avoid the comparison next time */
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cache->age = stack->age;
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cogl_object_ref (stack);
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if (cache->stack)
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cogl_object_unref (cache->stack);
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cache->stack = stack;
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cache->flushed_identity = is_identity;
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cache->flipped = flip;
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return is_dirty;
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}
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void
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_cogl_matrix_stack_init_cache (CoglMatrixStackCache *cache)
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{
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cache->stack = NULL;
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cache->flushed_identity = FALSE;
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}
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void
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_cogl_matrix_stack_destroy_cache (CoglMatrixStackCache *cache)
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{
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if (cache->stack)
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cogl_object_unref (cache->stack);
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}
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