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8640f527cb
cogl-debug.h is an internal header so it shouldn't have been included by cogl.h and the header shouldn't be installed either.
846 lines
29 KiB
C
846 lines
29 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) 2007,2008,2009 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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#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-debug.h"
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#include "cogl-internal.h"
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#include "cogl-context.h"
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#include "cogl-journal-private.h"
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#include "cogl-texture-private.h"
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#include "cogl-material-private.h"
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#include "cogl-material-opengl-private.h"
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#include "cogl-vertex-buffer-private.h"
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#include "cogl-framebuffer-private.h"
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#include "cogl-profile.h"
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#include <string.h>
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#include <gmodule.h>
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#include <math.h>
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#define _COGL_MAX_BEZ_RECURSE_DEPTH 16
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#ifdef HAVE_COGL_GL
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#define glGenBuffers ctx->drv.pf_glGenBuffers
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#define glBindBuffer ctx->drv.pf_glBindBuffer
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#define glBufferData ctx->drv.pf_glBufferData
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#define glBufferSubData ctx->drv.pf_glBufferSubData
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#define glDeleteBuffers ctx->drv.pf_glDeleteBuffers
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#define glClientActiveTexture ctx->drv.pf_glClientActiveTexture
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#elif defined (HAVE_COGL_GLES2)
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#include "../gles/cogl-gles2-wrapper.h"
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#endif
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/* XXX NB:
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* Our journal's vertex data is arranged as follows:
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* 4 vertices per quad:
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* 2 or 3 GLfloats per position (3 when doing software transforms)
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* 4 RGBA GLubytes,
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* 2 GLfloats per tex coord * n_layers
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*
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* Where n_layers corresponds to the number of material layers enabled
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*
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* To avoid frequent changes in the stride of our vertex data we always pad
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* n_layers to be >= 2
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*
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* When we are transforming quads in software we need to also track the z
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* coordinate of transformed vertices.
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*
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* So for a given number of layers this gets the stride in 32bit words:
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*/
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#define SW_TRANSFORM (!(cogl_debug_flags & \
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COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM))
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#define POS_STRIDE (SW_TRANSFORM ? 3 : 2) /* number of 32bit words */
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#define N_POS_COMPONENTS POS_STRIDE
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#define COLOR_STRIDE 1 /* number of 32bit words */
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#define TEX_STRIDE 2 /* number of 32bit words */
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#define MIN_LAYER_PADING 2
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#define GET_JOURNAL_VB_STRIDE_FOR_N_LAYERS(N_LAYERS) \
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(POS_STRIDE + COLOR_STRIDE + \
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TEX_STRIDE * (N_LAYERS < MIN_LAYER_PADING ? MIN_LAYER_PADING : N_LAYERS))
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typedef CoglVertexBufferIndices CoglJournalIndices;
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typedef struct _CoglJournalFlushState
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{
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gsize stride;
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/* Note: this is a pointer to handle fallbacks. It normally holds a VBO
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* offset, but when the driver doesn't support VBOs then this points into
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* our GArray of logged vertices. */
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char * vbo_offset;
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GLuint vertex_offset;
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#ifndef HAVE_COGL_GL
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CoglJournalIndices *indices;
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gsize indices_type_size;
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#endif
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CoglMatrixStack *modelview_stack;
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} CoglJournalFlushState;
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typedef void (*CoglJournalBatchCallback) (CoglJournalEntry *start,
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int n_entries,
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void *data);
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typedef gboolean (*CoglJournalBatchTest) (CoglJournalEntry *entry0,
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CoglJournalEntry *entry1);
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void
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_cogl_journal_dump_quad_vertices (guint8 *data, int n_layers)
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{
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gsize stride = GET_JOURNAL_VB_STRIDE_FOR_N_LAYERS (n_layers);
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int i;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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g_print ("n_layers = %d; stride = %d; pos stride = %d; color stride = %d; "
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"tex stride = %d; stride in bytes = %d\n",
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n_layers, (int)stride, POS_STRIDE, COLOR_STRIDE,
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TEX_STRIDE, (int)stride * 4);
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for (i = 0; i < 4; i++)
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{
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float *v = (float *)data + (i * stride);
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guint8 *c = data + (POS_STRIDE * 4) + (i * stride * 4);
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int j;
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if (G_UNLIKELY (cogl_debug_flags &
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COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM))
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g_print ("v%d: x = %f, y = %f, rgba=0x%02X%02X%02X%02X",
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i, v[0], v[1], c[0], c[1], c[2], c[3]);
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else
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g_print ("v%d: x = %f, y = %f, z = %f, rgba=0x%02X%02X%02X%02X",
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i, v[0], v[1], v[2], c[0], c[1], c[2], c[3]);
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for (j = 0; j < n_layers; j++)
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{
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float *t = v + POS_STRIDE + COLOR_STRIDE + TEX_STRIDE * j;
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g_print (", tx%d = %f, ty%d = %f", j, t[0], j, t[1]);
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}
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g_print ("\n");
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}
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}
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void
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_cogl_journal_dump_quad_batch (guint8 *data, int n_layers, int n_quads)
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{
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gsize byte_stride = GET_JOURNAL_VB_STRIDE_FOR_N_LAYERS (n_layers) * 4;
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int i;
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g_print ("_cogl_journal_dump_quad_batch: n_layers = %d, n_quads = %d\n",
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n_layers, n_quads);
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for (i = 0; i < n_quads; i++)
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_cogl_journal_dump_quad_vertices (data + byte_stride * 4 * i, n_layers);
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}
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static void
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batch_and_call (CoglJournalEntry *entries,
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int n_entries,
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CoglJournalBatchTest can_batch_callback,
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CoglJournalBatchCallback batch_callback,
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void *data)
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{
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int i;
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int batch_len = 1;
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CoglJournalEntry *batch_start = entries;
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if (n_entries < 1)
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return;
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for (i = 1; i < n_entries; i++)
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{
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CoglJournalEntry *entry0 = &entries[i - 1];
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CoglJournalEntry *entry1 = entry0 + 1;
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if (can_batch_callback (entry0, entry1))
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{
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batch_len++;
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continue;
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}
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batch_callback (batch_start, batch_len, data);
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batch_start = entry1;
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batch_len = 1;
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}
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/* The last batch... */
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batch_callback (batch_start, batch_len, data);
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}
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static void
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_cogl_journal_flush_modelview_and_entries (CoglJournalEntry *batch_start,
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int batch_len,
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void *data)
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{
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CoglJournalFlushState *state = data;
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if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_BATCHING))
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g_print ("BATCHING: modelview batch len = %d\n", batch_len);
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if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM))
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{
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_cogl_matrix_stack_set (state->modelview_stack,
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&batch_start->model_view);
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_cogl_matrix_stack_flush_to_gl (state->modelview_stack,
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COGL_MATRIX_MODELVIEW);
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}
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#ifdef HAVE_COGL_GL
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GE (glDrawArrays (GL_QUADS, state->vertex_offset, batch_len * 4));
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#else /* HAVE_COGL_GL */
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if (batch_len > 1)
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{
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int indices_offset = (state->vertex_offset / 4) * 6;
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GE (glDrawElements (GL_TRIANGLES,
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6 * batch_len,
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state->indices->type,
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(GLvoid*)(indices_offset * state->indices_type_size)));
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}
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else
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{
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GE (glDrawArrays (GL_TRIANGLE_FAN,
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state->vertex_offset, /* first */
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4)); /* n vertices */
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}
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#endif
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/* DEBUGGING CODE XXX: This path will cause all rectangles to be
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* drawn with a coloured outline. Each batch will be rendered with
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* the same color. This may e.g. help with debugging texture slicing
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* issues, visually seeing what is batched and debugging blending
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* issues, plus it looks quite cool.
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*/
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if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_RECTANGLES))
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{
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static CoglHandle outline = COGL_INVALID_HANDLE;
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guint8 color_intensity;
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int i;
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_COGL_GET_CONTEXT (ctxt, NO_RETVAL);
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if (outline == COGL_INVALID_HANDLE)
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outline = cogl_material_new ();
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/* The least significant three bits represent the three
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components so that the order of colours goes red, green,
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yellow, blue, magenta, cyan. Black and white are skipped. The
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next two bits give four scales of intensity for those colours
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in the order 0xff, 0xcc, 0x99, and 0x66. This gives a total
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of 24 colours. If there are more than 24 batches on the stage
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then it will wrap around */
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color_intensity = 0xff - 0x33 * (ctxt->journal_rectangles_color >> 3);
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cogl_material_set_color4ub (outline,
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(ctxt->journal_rectangles_color & 1) ?
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color_intensity : 0,
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(ctxt->journal_rectangles_color & 2) ?
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color_intensity : 0,
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(ctxt->journal_rectangles_color & 4) ?
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color_intensity : 0,
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0xff);
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_cogl_material_flush_gl_state (outline, FALSE);
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_cogl_enable (COGL_ENABLE_VERTEX_ARRAY);
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for (i = 0; i < batch_len; i++)
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GE( glDrawArrays (GL_LINE_LOOP, 4 * i + state->vertex_offset, 4) );
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/* Go to the next color */
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do
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ctxt->journal_rectangles_color = ((ctxt->journal_rectangles_color + 1) &
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((1 << 5) - 1));
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/* We don't want to use black or white */
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while ((ctxt->journal_rectangles_color & 0x07) == 0
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|| (ctxt->journal_rectangles_color & 0x07) == 0x07);
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}
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state->vertex_offset += (4 * batch_len);
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}
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static gboolean
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compare_entry_modelviews (CoglJournalEntry *entry0,
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CoglJournalEntry *entry1)
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{
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/* Batch together quads with the same model view matrix */
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/* FIXME: this is nasty, there are much nicer ways to track this
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* (at the add_quad_vertices level) without resorting to a memcmp!
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*
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* E.g. If the cogl-current-matrix code maintained an "age" for
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* the modelview matrix we could simply check in add_quad_vertices
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* if the age has increased, and if so record the change as a
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* boolean in the journal.
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*/
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if (memcmp (&entry0->model_view, &entry1->model_view,
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sizeof (GLfloat) * 16) == 0)
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return TRUE;
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else
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return FALSE;
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}
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/* At this point we have a run of quads that we know have compatible
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* materials, but they may not all have the same modelview matrix */
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static void
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_cogl_journal_flush_material_and_entries (CoglJournalEntry *batch_start,
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int batch_len,
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void *data)
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{
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unsigned long enable_flags = 0;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_BATCHING))
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g_print ("BATCHING: material batch len = %d\n", batch_len);
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_cogl_material_flush_gl_state (batch_start->material, TRUE);
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if (ctx->enable_backface_culling)
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enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
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enable_flags |= COGL_ENABLE_VERTEX_ARRAY;
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enable_flags |= COGL_ENABLE_COLOR_ARRAY;
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_cogl_enable (enable_flags);
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_cogl_flush_face_winding ();
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/* If we haven't transformed the quads in software then we need to also break
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* up batches according to changes in the modelview matrix... */
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if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM))
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{
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batch_and_call (batch_start,
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batch_len,
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compare_entry_modelviews,
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_cogl_journal_flush_modelview_and_entries,
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data);
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}
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else
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_cogl_journal_flush_modelview_and_entries (batch_start, batch_len, data);
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}
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static gboolean
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compare_entry_materials (CoglJournalEntry *entry0, CoglJournalEntry *entry1)
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{
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/* batch rectangles using compatible materials */
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/* XXX: _cogl_material_equal may give false negatives since it avoids
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* deep comparisons as an optimization. It aims to compare enough so
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* that we that we are able to batch the 90% common cases, but may not
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* look at less common differences. */
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if (_cogl_material_equal (entry0->material,
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entry1->material,
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TRUE))
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return TRUE;
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else
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return FALSE;
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}
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/* Since the stride may not reflect the number of texture layers in use
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* (due to padding) we deal with texture coordinate offsets separately
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* from vertex and color offsets... */
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static void
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_cogl_journal_flush_texcoord_vbo_offsets_and_entries (
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CoglJournalEntry *batch_start,
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int batch_len,
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void *data)
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{
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CoglJournalFlushState *state = data;
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int i;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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for (i = 0; i < batch_start->n_layers; i++)
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{
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GE (glClientActiveTexture (GL_TEXTURE0 + i));
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GE (glEnableClientState (GL_TEXTURE_COORD_ARRAY));
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/* XXX NB:
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* Our journal's vertex data is arranged as follows:
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* 4 vertices per quad:
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* 2 or 3 GLfloats per position (3 when doing software transforms)
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* 4 RGBA GLubytes,
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* 2 GLfloats per tex coord * n_layers
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* (though n_layers may be padded; see definition of
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* GET_JOURNAL_VB_STRIDE_FOR_N_LAYERS for details)
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*/
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GE (glTexCoordPointer (2, GL_FLOAT, state->stride,
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(void *)(state->vbo_offset +
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(POS_STRIDE + COLOR_STRIDE) * 4 +
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TEX_STRIDE * 4 * i)));
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}
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_cogl_bitmask_clear_all (&ctx->temp_bitmask);
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_cogl_bitmask_set_range (&ctx->temp_bitmask, batch_start->n_layers, TRUE);
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_cogl_disable_other_texcoord_arrays (&ctx->temp_bitmask);
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batch_and_call (batch_start,
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batch_len,
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compare_entry_materials,
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_cogl_journal_flush_material_and_entries,
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data);
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}
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static gboolean
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compare_entry_n_layers (CoglJournalEntry *entry0, CoglJournalEntry *entry1)
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{
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if (entry0->n_layers == entry1->n_layers)
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return TRUE;
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else
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return FALSE;
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}
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/* At this point we know the stride has changed from the previous batch
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* of journal entries */
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static void
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_cogl_journal_flush_vbo_offsets_and_entries (CoglJournalEntry *batch_start,
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int batch_len,
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void *data)
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{
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CoglJournalFlushState *state = data;
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gsize stride;
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#ifndef HAVE_COGL_GL
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int needed_indices = batch_len * 6;
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CoglHandle indices_handle;
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CoglVertexBufferIndices *indices;
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#endif
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_BATCHING))
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g_print ("BATCHING: vbo offset batch len = %d\n", batch_len);
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/* XXX NB:
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* Our journal's vertex data is arranged as follows:
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* 4 vertices per quad:
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* 2 or 3 GLfloats per position (3 when doing software transforms)
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* 4 RGBA GLubytes,
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* 2 GLfloats per tex coord * n_layers
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* (though n_layers may be padded; see definition of
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* GET_JOURNAL_VB_STRIDE_FOR_N_LAYERS for details)
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*/
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stride = GET_JOURNAL_VB_STRIDE_FOR_N_LAYERS (batch_start->n_layers);
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stride *= sizeof (GLfloat);
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state->stride = stride;
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GE (glVertexPointer (N_POS_COMPONENTS, GL_FLOAT, stride,
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(void *)state->vbo_offset));
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GE (glColorPointer (4, GL_UNSIGNED_BYTE, stride,
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(void *)(state->vbo_offset + (POS_STRIDE * 4))));
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#ifndef HAVE_COGL_GL
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indices_handle = cogl_vertex_buffer_indices_get_for_quads (needed_indices);
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indices = _cogl_vertex_buffer_indices_pointer_from_handle (indices_handle);
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state->indices = indices;
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if (indices->type == GL_UNSIGNED_BYTE)
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state->indices_type_size = 1;
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else if (indices->type == GL_UNSIGNED_SHORT)
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state->indices_type_size = 2;
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else
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g_critical ("unknown indices type %d", indices->type);
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GE (glBindBuffer (GL_ELEMENT_ARRAY_BUFFER,
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GPOINTER_TO_UINT (indices->vbo_name)));
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#endif
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/* We only call gl{Vertex,Color,Texture}Pointer when the stride within
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* the VBO changes. (due to a change in the number of material layers)
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* While the stride remains constant we walk forward through the above
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* VBO using a vertex offset passed to glDraw{Arrays,Elements} */
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state->vertex_offset = 0;
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if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_JOURNAL))
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{
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guint8 *verts;
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|
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if (cogl_get_features () & COGL_FEATURE_VBOS)
|
|
verts = ((guint8 *)ctx->logged_vertices->data) +
|
|
(size_t)state->vbo_offset;
|
|
else
|
|
verts = (guint8 *)state->vbo_offset;
|
|
_cogl_journal_dump_quad_batch (verts,
|
|
batch_start->n_layers,
|
|
batch_len);
|
|
}
|
|
|
|
batch_and_call (batch_start,
|
|
batch_len,
|
|
compare_entry_n_layers,
|
|
_cogl_journal_flush_texcoord_vbo_offsets_and_entries,
|
|
data);
|
|
|
|
/* progress forward through the VBO containing all our vertices */
|
|
state->vbo_offset += (stride * 4 * batch_len);
|
|
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_JOURNAL))
|
|
g_print ("new vbo offset = %lu\n", (unsigned long)state->vbo_offset);
|
|
}
|
|
|
|
static gboolean
|
|
compare_entry_strides (CoglJournalEntry *entry0, CoglJournalEntry *entry1)
|
|
{
|
|
/* Currently the only thing that affects the stride for our vertex arrays
|
|
* is the number of material layers. We need to update our VBO offsets
|
|
* whenever the stride changes. */
|
|
/* TODO: We should be padding the n_layers == 1 case as if it were
|
|
* n_layers == 2 so we can reduce the need to split batches. */
|
|
if (entry0->n_layers == entry1->n_layers ||
|
|
(entry0->n_layers <= MIN_LAYER_PADING &&
|
|
entry1->n_layers <= MIN_LAYER_PADING))
|
|
return TRUE;
|
|
else
|
|
return FALSE;
|
|
}
|
|
|
|
static GLuint
|
|
upload_vertices_to_vbo (GArray *vertices, CoglJournalFlushState *state)
|
|
{
|
|
gsize needed_vbo_len;
|
|
GLuint journal_vbo;
|
|
|
|
_COGL_GET_CONTEXT (ctx, 0);
|
|
|
|
needed_vbo_len = vertices->len * sizeof (GLfloat);
|
|
|
|
g_assert (needed_vbo_len);
|
|
GE (glGenBuffers (1, &journal_vbo));
|
|
GE (glBindBuffer (GL_ARRAY_BUFFER, journal_vbo));
|
|
GE (glBufferData (GL_ARRAY_BUFFER,
|
|
needed_vbo_len,
|
|
vertices->data,
|
|
GL_STATIC_DRAW));
|
|
|
|
/* As we flush the journal entries in batches we walk forward through the
|
|
* above VBO starting at offset 0... */
|
|
state->vbo_offset = NULL;
|
|
|
|
return journal_vbo;
|
|
}
|
|
|
|
/* XXX NB: When _cogl_journal_flush() returns all state relating
|
|
* to materials, all glEnable flags and current matrix state
|
|
* is undefined.
|
|
*/
|
|
void
|
|
_cogl_journal_flush (void)
|
|
{
|
|
CoglJournalFlushState state;
|
|
int i;
|
|
GLuint journal_vbo;
|
|
gboolean vbo_fallback =
|
|
(cogl_get_features () & COGL_FEATURE_VBOS) ? FALSE : TRUE;
|
|
CoglFramebuffer *framebuffer;
|
|
CoglMatrixStack *modelview_stack;
|
|
COGL_STATIC_TIMER (flush_timer,
|
|
"Mainloop", /* parent */
|
|
"Journal Flush",
|
|
"The time spent flushing the Cogl journal",
|
|
0 /* no application private data */);
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
if (ctx->journal->len == 0)
|
|
return;
|
|
|
|
COGL_TIMER_START (_cogl_uprof_context, flush_timer);
|
|
|
|
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_BATCHING))
|
|
g_print ("BATCHING: journal len = %d\n", ctx->journal->len);
|
|
|
|
/* Load all the vertex data we have accumulated so far into a single VBO
|
|
* to minimize memory management costs within the GL driver. */
|
|
if (!vbo_fallback)
|
|
journal_vbo = upload_vertices_to_vbo (ctx->logged_vertices, &state);
|
|
else
|
|
state.vbo_offset = (char *)ctx->logged_vertices->data;
|
|
|
|
framebuffer = _cogl_get_framebuffer ();
|
|
modelview_stack = _cogl_framebuffer_get_modelview_stack (framebuffer);
|
|
state.modelview_stack = modelview_stack;
|
|
|
|
_cogl_matrix_stack_push (modelview_stack);
|
|
|
|
/* If we have transformed all our quads at log time then we ensure no
|
|
* further model transform is applied by loading the identity matrix
|
|
* here... */
|
|
if (G_LIKELY (!(cogl_debug_flags & COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM)))
|
|
{
|
|
_cogl_matrix_stack_load_identity (modelview_stack);
|
|
_cogl_matrix_stack_flush_to_gl (modelview_stack, COGL_MATRIX_MODELVIEW);
|
|
}
|
|
|
|
/* batch_and_call() batches a list of journal entries according to some
|
|
* given criteria and calls a callback once for each determined batch.
|
|
*
|
|
* The process of flushing the journal is staggered to reduce the amount
|
|
* of driver/GPU state changes necessary:
|
|
* 1) We split the entries according to the stride of the vertices:
|
|
* Each time the stride of our vertex data changes we need to call
|
|
* gl{Vertex,Color}Pointer to inform GL of new VBO offsets.
|
|
* Currently the only thing that affects the stride of our vertex data
|
|
* is the number of material layers.
|
|
* 2) We split the entries explicitly by the number of material layers:
|
|
* We pad our vertex data when the number of layers is < 2 so that we
|
|
* can minimize changes in stride. Each time the number of layers
|
|
* changes we need to call glTexCoordPointer to inform GL of new VBO
|
|
* offsets.
|
|
* 3) We then split according to compatible Cogl materials:
|
|
* This is where we flush material state
|
|
* 4) Finally we split according to modelview matrix changes:
|
|
* This is when we finally tell GL to draw something.
|
|
* Note: Splitting by modelview changes is skipped when are doing the
|
|
* vertex transformation in software at log time.
|
|
*/
|
|
batch_and_call ((CoglJournalEntry *)ctx->journal->data, /* first entry */
|
|
ctx->journal->len, /* max number of entries to consider */
|
|
compare_entry_strides,
|
|
_cogl_journal_flush_vbo_offsets_and_entries, /* callback */
|
|
&state); /* data */
|
|
|
|
_cogl_matrix_stack_pop (modelview_stack);
|
|
|
|
for (i = 0; i < ctx->journal->len; i++)
|
|
{
|
|
CoglJournalEntry *entry =
|
|
&g_array_index (ctx->journal, CoglJournalEntry, i);
|
|
_cogl_material_journal_unref (entry->material);
|
|
}
|
|
|
|
if (!vbo_fallback)
|
|
GE (glDeleteBuffers (1, &journal_vbo));
|
|
|
|
g_array_set_size (ctx->journal, 0);
|
|
g_array_set_size (ctx->logged_vertices, 0);
|
|
|
|
COGL_TIMER_STOP (_cogl_uprof_context, flush_timer);
|
|
}
|
|
|
|
static void
|
|
_cogl_journal_init (void)
|
|
{
|
|
/* Here we flush anything that we know must remain constant until the
|
|
* next the the journal is flushed. Note: This lets up flush things
|
|
* that themselves depend on the journal, such as clip state. */
|
|
|
|
/* NB: the journal deals with flushing the modelview stack manually */
|
|
_cogl_framebuffer_flush_state (_cogl_get_framebuffer (),
|
|
COGL_FRAMEBUFFER_FLUSH_SKIP_MODELVIEW);
|
|
}
|
|
|
|
void
|
|
_cogl_journal_log_quad (const float *position,
|
|
CoglHandle material,
|
|
int n_layers,
|
|
guint32 fallback_layers,
|
|
GLuint layer0_override_texture,
|
|
const CoglMaterialWrapModeOverrides *
|
|
wrap_mode_overrides,
|
|
const float *tex_coords,
|
|
unsigned int tex_coords_len)
|
|
{
|
|
gsize stride;
|
|
gsize byte_stride;
|
|
int next_vert;
|
|
GLfloat *v;
|
|
GLubyte *c;
|
|
GLubyte *src_c;
|
|
int i;
|
|
int next_entry;
|
|
guint32 disable_layers;
|
|
CoglJournalEntry *entry;
|
|
CoglHandle source;
|
|
CoglMaterialFlushOptions flush_options;
|
|
COGL_STATIC_TIMER (log_timer,
|
|
"Mainloop", /* parent */
|
|
"Journal Log",
|
|
"The time spent logging in the Cogl journal",
|
|
0 /* no application private data */);
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
COGL_TIMER_START (_cogl_uprof_context, log_timer);
|
|
|
|
if (ctx->logged_vertices->len == 0)
|
|
_cogl_journal_init ();
|
|
|
|
/* The vertex data is logged into a separate array in a layout that can be
|
|
* directly passed to OpenGL
|
|
*/
|
|
|
|
/* XXX: See definition of GET_JOURNAL_VB_STRIDE_FOR_N_LAYERS for details
|
|
* about how we pack our vertex data */
|
|
stride = GET_JOURNAL_VB_STRIDE_FOR_N_LAYERS (n_layers);
|
|
/* NB: stride is in 32bit words */
|
|
byte_stride = stride * 4;
|
|
|
|
next_vert = ctx->logged_vertices->len;
|
|
g_array_set_size (ctx->logged_vertices, next_vert + 4 * stride);
|
|
v = &g_array_index (ctx->logged_vertices, GLfloat, next_vert);
|
|
c = (GLubyte *)(v + POS_STRIDE);
|
|
|
|
/* XXX: All the jumping around to fill in this strided buffer doesn't
|
|
* seem ideal. */
|
|
|
|
/* XXX: we could defer expanding the vertex data for GL until we come
|
|
* to flushing the journal. */
|
|
|
|
/* FIXME: This is a hacky optimization, since it will break if we
|
|
* change the definition of CoglColor: */
|
|
_cogl_material_get_colorubv (material, c);
|
|
src_c = c;
|
|
for (i = 0; i < 3; i++)
|
|
{
|
|
c += byte_stride;
|
|
memcpy (c, src_c, 4);
|
|
}
|
|
|
|
#define X0 0
|
|
#define Y0 1
|
|
#define X1 2
|
|
#define Y1 3
|
|
|
|
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM))
|
|
{
|
|
v[0] = position[X0]; v[1] = position[Y0];
|
|
v += stride;
|
|
v[0] = position[X0]; v[1] = position[Y1];
|
|
v += stride;
|
|
v[0] = position[X1]; v[1] = position[Y1];
|
|
v += stride;
|
|
v[0] = position[X1]; v[1] = position[Y0];
|
|
}
|
|
else
|
|
{
|
|
CoglMatrix mv;
|
|
float x, y, z, w;
|
|
|
|
cogl_get_modelview_matrix (&mv);
|
|
|
|
x = position[X0], y = position[Y0], z = 0; w = 1;
|
|
cogl_matrix_transform_point (&mv, &x, &y, &z, &w);
|
|
v[0] = x; v[1] = y; v[2] = z;
|
|
v += stride;
|
|
x = position[X0], y = position[Y1], z = 0; w = 1;
|
|
cogl_matrix_transform_point (&mv, &x, &y, &z, &w);
|
|
v[0] = x; v[1] = y; v[2] = z;
|
|
v += stride;
|
|
x = position[X1], y = position[Y1], z = 0; w = 1;
|
|
cogl_matrix_transform_point (&mv, &x, &y, &z, &w);
|
|
v[0] = x; v[1] = y; v[2] = z;
|
|
v += stride;
|
|
x = position[X1], y = position[Y0], z = 0; w = 1;
|
|
cogl_matrix_transform_point (&mv, &x, &y, &z, &w);
|
|
v[0] = x; v[1] = y; v[2] = z;
|
|
}
|
|
|
|
#undef X0
|
|
#undef Y0
|
|
#undef X1
|
|
#undef Y1
|
|
|
|
for (i = 0; i < n_layers; i++)
|
|
{
|
|
/* XXX: See definition of GET_JOURNAL_VB_STRIDE_FOR_N_LAYERS for details
|
|
* about how we pack our vertex data */
|
|
GLfloat *t = &g_array_index (ctx->logged_vertices, GLfloat,
|
|
next_vert + POS_STRIDE +
|
|
COLOR_STRIDE + TEX_STRIDE * i);
|
|
|
|
t[0] = tex_coords[i * 4 + 0]; t[1] = tex_coords[i * 4 + 1];
|
|
t += stride;
|
|
t[0] = tex_coords[i * 4 + 0]; t[1] = tex_coords[i * 4 + 3];
|
|
t += stride;
|
|
t[0] = tex_coords[i * 4 + 2]; t[1] = tex_coords[i * 4 + 3];
|
|
t += stride;
|
|
t[0] = tex_coords[i * 4 + 2]; t[1] = tex_coords[i * 4 + 1];
|
|
}
|
|
|
|
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_JOURNAL))
|
|
{
|
|
g_print ("Logged new quad:\n");
|
|
v = &g_array_index (ctx->logged_vertices, GLfloat, next_vert);
|
|
_cogl_journal_dump_quad_vertices ((guint8 *)v, n_layers);
|
|
}
|
|
|
|
next_entry = ctx->journal->len;
|
|
g_array_set_size (ctx->journal, next_entry + 1);
|
|
entry = &g_array_index (ctx->journal, CoglJournalEntry, next_entry);
|
|
|
|
entry->n_layers = n_layers;
|
|
|
|
source = material;
|
|
|
|
if (G_UNLIKELY (ctx->legacy_state_set))
|
|
{
|
|
source = cogl_material_copy (material);
|
|
_cogl_material_apply_legacy_state (source);
|
|
}
|
|
|
|
flush_options.flags = 0;
|
|
if (G_UNLIKELY (cogl_material_get_n_layers (material) != n_layers))
|
|
{
|
|
disable_layers = (1 << n_layers) - 1;
|
|
disable_layers = ~disable_layers;
|
|
flush_options.disable_layers = disable_layers;
|
|
flush_options.flags |= COGL_MATERIAL_FLUSH_DISABLE_MASK;
|
|
}
|
|
if (G_UNLIKELY (fallback_layers))
|
|
{
|
|
flush_options.fallback_layers = fallback_layers;
|
|
flush_options.flags |= COGL_MATERIAL_FLUSH_FALLBACK_MASK;
|
|
}
|
|
if (G_UNLIKELY (layer0_override_texture))
|
|
{
|
|
flush_options.flags |= COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE;
|
|
flush_options.layer0_override_texture = layer0_override_texture;
|
|
}
|
|
if (wrap_mode_overrides)
|
|
{
|
|
flush_options.flags |= COGL_MATERIAL_FLUSH_WRAP_MODE_OVERRIDES;
|
|
flush_options.wrap_mode_overrides = *wrap_mode_overrides;
|
|
}
|
|
|
|
if (G_UNLIKELY (flush_options.flags))
|
|
{
|
|
/* If we haven't already created a derived material... */
|
|
if (source == material)
|
|
source = cogl_material_copy (material);
|
|
_cogl_material_apply_overrides (source, &flush_options);
|
|
}
|
|
|
|
entry->material = _cogl_material_journal_ref (source);
|
|
|
|
if (G_UNLIKELY (source != material))
|
|
cogl_handle_unref (source);
|
|
|
|
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM))
|
|
cogl_get_modelview_matrix (&entry->model_view);
|
|
|
|
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_BATCHING))
|
|
_cogl_journal_flush ();
|
|
|
|
COGL_TIMER_STOP (_cogl_uprof_context, log_timer);
|
|
}
|
|
|