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e007bc5358
Previously, Cogl's texture coordinate system was effectively always GL_REPEAT so that if an application specifies coordinates outside the range 0→1 it would get repeated copies of the texture. It would however change the mode to GL_CLAMP_TO_EDGE if all of the coordinates are in the range 0→1 so that in the common case that the whole texture is being drawn with linear filtering it will not blend in edge pixels from the opposite sides. This patch adds the option for applications to change the wrap mode per layer. There are now three wrap modes: 'repeat', 'clamp-to-edge' and 'automatic'. The automatic map mode is the default and it implements the previous behaviour. The wrap mode can be changed for the s and t coordinates independently. I've tried to make the internals support setting the r coordinate but as we don't support 3D textures yet I haven't exposed any public API for it. The texture backends still have a set_wrap_mode virtual but this value is intended to be transitory and it will be changed whenever the material is flushed (although the backends are expected to cache it so that it won't use too many GL calls). In my understanding this value was always meant to be transitory and all primitives were meant to set the value before drawing. However there were comments suggesting that this is not the expected behaviour. In particular the vertex buffer drawing code never set a wrap mode so it would end up with whatever the texture was previously used for. These issues are now fixed because the material will always set the wrap modes. There is code to manually implement clamp-to-edge for textures that can't be hardware repeated. However this doesn't fully work because it relies on being able to draw the stretched parts using quads with the same values for tx1 and tx2. The texture iteration code doesn't support this so it breaks. This is a separate bug and it isn't trivially solved. When flushing a material there are now extra options to set wrap mode overrides. The overrides are an array of values for each layer that specifies an override for the s, t or r coordinates. The primitives use this to implement the automatic wrap mode. cogl_polygon also uses it to set GL_CLAMP_TO_BORDER mode for its trick to render sliced textures. Although this code has been added it looks like the sliced trick has been broken for a while and I haven't attempted to fix it here. I've added a constant to represent the maximum number of layers that a material supports so that I can size the overrides array. I've set it to 32 because as far as I can tell we have that limit imposed anyway because the other flush options use a guint32 to store a flag about each layer. The overrides array ends up adding 32 bytes to each flush options struct which may be a concern. http://bugzilla.openedhand.com/show_bug.cgi?id=2063
827 lines
28 KiB
C
827 lines
28 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-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-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, NULL);
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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,
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&batch_start->flush_options);
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/* FIXME: This api is a bit yukky, ideally it will be removed if we
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* re-work the _cogl_enable mechanism */
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enable_flags |= _cogl_material_get_cogl_enable_flags (batch_start->material);
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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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&entry0->flush_options,
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entry1->material,
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&entry1->flush_options))
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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 prev_n_texcoord_arrays_enabled;
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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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prev_n_texcoord_arrays_enabled =
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ctx->n_texcoord_arrays_enabled;
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ctx->n_texcoord_arrays_enabled = batch_start->n_layers;
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for (; i < prev_n_texcoord_arrays_enabled; i++)
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{
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GE (glClientActiveTexture (GL_TEXTURE0 + i));
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GE (glDisableClientState (GL_TEXTURE_COORD_ARRAY));
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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_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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{
|
|
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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|
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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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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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|
|
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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);
|
|
|
|
/* XXX NB:
|
|
* Our journal's vertex data is arranged as follows:
|
|
* 4 vertices per quad:
|
|
* 2 or 3 GLfloats per position (3 when doing software transforms)
|
|
* 4 RGBA GLubytes,
|
|
* 2 GLfloats per tex coord * n_layers
|
|
* (though n_layers may be padded; see definition of
|
|
* GET_JOURNAL_VB_STRIDE_FOR_N_LAYERS for details)
|
|
*/
|
|
stride = GET_JOURNAL_VB_STRIDE_FOR_N_LAYERS (batch_start->n_layers);
|
|
stride *= sizeof (GLfloat);
|
|
state->stride = stride;
|
|
|
|
GE (glVertexPointer (N_POS_COMPONENTS, GL_FLOAT, stride,
|
|
(void *)state->vbo_offset));
|
|
GE (glColorPointer (4, GL_UNSIGNED_BYTE, stride,
|
|
(void *)(state->vbo_offset + (POS_STRIDE * 4))));
|
|
|
|
#ifndef HAVE_COGL_GL
|
|
indices_handle = cogl_vertex_buffer_indices_get_for_quads (needed_indices);
|
|
indices = _cogl_vertex_buffer_indices_pointer_from_handle (indices_handle);
|
|
state->indices = indices;
|
|
|
|
if (indices->type == GL_UNSIGNED_BYTE)
|
|
state->indices_type_size = 1;
|
|
else if (indices->type == GL_UNSIGNED_SHORT)
|
|
state->indices_type_size = 2;
|
|
else
|
|
g_critical ("unknown indices type %d", indices->type);
|
|
|
|
GE (glBindBuffer (GL_ELEMENT_ARRAY_BUFFER,
|
|
GPOINTER_TO_UINT (indices->vbo_name)));
|
|
#endif
|
|
|
|
/* We only call gl{Vertex,Color,Texture}Pointer when the stride within
|
|
* the VBO changes. (due to a change in the number of material layers)
|
|
* While the stride remains constant we walk forward through the above
|
|
* VBO using a vertex offset passed to glDraw{Arrays,Elements} */
|
|
state->vertex_offset = 0;
|
|
|
|
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_JOURNAL))
|
|
{
|
|
guint8 *verts;
|
|
|
|
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 = 0;
|
|
|
|
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;
|
|
CoglHandle 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;
|
|
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);
|
|
|
|
disable_layers = (1 << n_layers) - 1;
|
|
disable_layers = ~disable_layers;
|
|
|
|
entry->material = _cogl_material_journal_ref (material);
|
|
entry->n_layers = n_layers;
|
|
entry->flush_options.flags =
|
|
COGL_MATERIAL_FLUSH_FALLBACK_MASK |
|
|
COGL_MATERIAL_FLUSH_DISABLE_MASK |
|
|
COGL_MATERIAL_FLUSH_SKIP_GL_COLOR;
|
|
entry->flush_options.fallback_layers = fallback_layers;
|
|
entry->flush_options.disable_layers = disable_layers;
|
|
if (wrap_mode_overrides)
|
|
{
|
|
entry->flush_options.flags |= COGL_MATERIAL_FLUSH_WRAP_MODE_OVERRIDES;
|
|
entry->flush_options.wrap_mode_overrides = *wrap_mode_overrides;
|
|
}
|
|
if (layer0_override_texture)
|
|
{
|
|
entry->flush_options.flags |= COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE;
|
|
entry->flush_options.layer0_override_texture = layer0_override_texture;
|
|
}
|
|
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);
|
|
}
|
|
|