mutter/cogl/cogl-matrix-stack.c
Robert Bragg 34658ea057 generalize driver description and selection
This adds a table of driver descriptions to cogl-renderer.c in order of
preference and when choosing what driver to use we now iterate the table
instead of repeating boilerplate checks. For handling the "default driver"
that can be specified when building cogl and handling driver overrides
there is a foreach_driver_description() that will make sure to iterate
the default driver first or if an override has been set then nothing but
the override will be considered.

This patch introduces some driver flags that let us broadly categorize
what kind of GL driver we are currently running on. Since there are
numerous OpenGL apis with different broad feature sets and new apis
may be introduced in the future by Khronos then we should tend to
avoid using the driver id to do runtime feature checking. These flags
provide a more stable quantity for broad feature checks.

Reviewed-by: Neil Roberts <neil@linux.intel.com>

(cherry picked from commit e07d0fc7441dddc3f0a2bc33a6a37d62ddc3efc0)
2013-08-23 14:51:43 +01:00

1201 lines
34 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2009,2010,2012 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see
* <http://www.gnu.org/licenses/>.
*
* Authors:
* Havoc Pennington <hp@pobox.com> for litl
* Robert Bragg <robert@linux.intel.com>
* Neil Roberts <neil@linux.intel.com>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl-context-private.h"
#include "cogl-util-gl-private.h"
#include "cogl-matrix-stack.h"
#include "cogl-framebuffer-private.h"
#include "cogl-object-private.h"
#include "cogl-offscreen.h"
#include "cogl-matrix-private.h"
#include "cogl-magazine-private.h"
static void _cogl_matrix_stack_free (CoglMatrixStack *stack);
COGL_OBJECT_DEFINE (MatrixStack, matrix_stack);
static CoglMagazine *cogl_matrix_stack_magazine;
static CoglMagazine *cogl_matrix_stack_matrices_magazine;
/* XXX: Note: this leaves entry->parent uninitialized! */
static CoglMatrixEntry *
_cogl_matrix_entry_new (CoglMatrixOp operation)
{
CoglMatrixEntry *entry =
_cogl_magazine_chunk_alloc (cogl_matrix_stack_magazine);
entry->ref_count = 1;
entry->op = operation;
#ifdef COGL_DEBUG_ENABLED
entry->composite_gets = 0;
#endif
return entry;
}
static void *
_cogl_matrix_stack_push_entry (CoglMatrixStack *stack,
CoglMatrixEntry *entry)
{
/* NB: The initial reference of the entry is transferred to the
* stack here.
*
* The stack only maintains a reference to the top of the stack (the
* last entry pushed) and each entry in-turn maintains a reference
* to its parent.
*
* We don't need to take a reference to the parent from the entry
* here because the we are stealing the reference that was held by
* the stack while that parent was previously the top of the stack.
*/
entry->parent = stack->last_entry;
stack->last_entry = entry;
return entry;
}
static void *
_cogl_matrix_stack_push_operation (CoglMatrixStack *stack,
CoglMatrixOp operation)
{
CoglMatrixEntry *entry = _cogl_matrix_entry_new (operation);
_cogl_matrix_stack_push_entry (stack, entry);
return entry;
}
static void *
_cogl_matrix_stack_push_replacement_entry (CoglMatrixStack *stack,
CoglMatrixOp operation)
{
CoglMatrixEntry *old_top = stack->last_entry;
CoglMatrixEntry *new_top;
/* This would only be called for operations that completely replace
* the matrix. In that case we don't need to keep a reference to
* anything up to the last save entry. This optimisation could be
* important for applications that aren't using the stack but
* instead just perform their own matrix manipulations and load a
* new stack every frame. If this optimisation isn't done then the
* stack would just grow endlessly. See the comments
* cogl_matrix_stack_pop for a description of how popping works. */
for (new_top = old_top;
new_top->op != COGL_MATRIX_OP_SAVE && new_top->parent;
new_top = new_top->parent)
;
cogl_matrix_entry_ref (new_top);
cogl_matrix_entry_unref (old_top);
stack->last_entry = new_top;
return _cogl_matrix_stack_push_operation (stack, operation);
}
void
_cogl_matrix_entry_identity_init (CoglMatrixEntry *entry)
{
entry->ref_count = 1;
entry->op = COGL_MATRIX_OP_LOAD_IDENTITY;
entry->parent = NULL;
#ifdef COGL_DEBUG_ENABLED
entry->composite_gets = 0;
#endif
}
void
cogl_matrix_stack_load_identity (CoglMatrixStack *stack)
{
_cogl_matrix_stack_push_replacement_entry (stack,
COGL_MATRIX_OP_LOAD_IDENTITY);
}
void
cogl_matrix_stack_translate (CoglMatrixStack *stack,
float x,
float y,
float z)
{
CoglMatrixEntryTranslate *entry;
entry = _cogl_matrix_stack_push_operation (stack, COGL_MATRIX_OP_TRANSLATE);
entry->x = x;
entry->y = y;
entry->z = z;
}
void
cogl_matrix_stack_rotate (CoglMatrixStack *stack,
float angle,
float x,
float y,
float z)
{
CoglMatrixEntryRotate *entry;
entry = _cogl_matrix_stack_push_operation (stack, COGL_MATRIX_OP_ROTATE);
entry->angle = angle;
entry->x = x;
entry->y = y;
entry->z = z;
}
void
cogl_matrix_stack_rotate_quaternion (CoglMatrixStack *stack,
const CoglQuaternion *quaternion)
{
CoglMatrixEntryRotateQuaternion *entry;
entry = _cogl_matrix_stack_push_operation (stack,
COGL_MATRIX_OP_ROTATE_QUATERNION);
entry->values[0] = quaternion->w;
entry->values[1] = quaternion->x;
entry->values[2] = quaternion->y;
entry->values[3] = quaternion->z;
}
void
cogl_matrix_stack_rotate_euler (CoglMatrixStack *stack,
const CoglEuler *euler)
{
CoglMatrixEntryRotateEuler *entry;
entry = _cogl_matrix_stack_push_operation (stack,
COGL_MATRIX_OP_ROTATE_EULER);
entry->heading = euler->heading;
entry->pitch = euler->pitch;
entry->roll = euler->roll;
}
void
cogl_matrix_stack_scale (CoglMatrixStack *stack,
float x,
float y,
float z)
{
CoglMatrixEntryScale *entry;
entry = _cogl_matrix_stack_push_operation (stack, COGL_MATRIX_OP_SCALE);
entry->x = x;
entry->y = y;
entry->z = z;
}
void
cogl_matrix_stack_multiply (CoglMatrixStack *stack,
const CoglMatrix *matrix)
{
CoglMatrixEntryMultiply *entry;
entry = _cogl_matrix_stack_push_operation (stack, COGL_MATRIX_OP_MULTIPLY);
entry->matrix =
_cogl_magazine_chunk_alloc (cogl_matrix_stack_matrices_magazine);
cogl_matrix_init_from_array (entry->matrix, (float *)matrix);
}
void
cogl_matrix_stack_set (CoglMatrixStack *stack,
const CoglMatrix *matrix)
{
CoglMatrixEntryLoad *entry;
entry =
_cogl_matrix_stack_push_replacement_entry (stack,
COGL_MATRIX_OP_LOAD);
entry->matrix =
_cogl_magazine_chunk_alloc (cogl_matrix_stack_matrices_magazine);
cogl_matrix_init_from_array (entry->matrix, (float *)matrix);
}
void
cogl_matrix_stack_frustum (CoglMatrixStack *stack,
float left,
float right,
float bottom,
float top,
float z_near,
float z_far)
{
CoglMatrixEntryLoad *entry;
entry =
_cogl_matrix_stack_push_replacement_entry (stack,
COGL_MATRIX_OP_LOAD);
entry->matrix =
_cogl_magazine_chunk_alloc (cogl_matrix_stack_matrices_magazine);
cogl_matrix_init_identity (entry->matrix);
cogl_matrix_frustum (entry->matrix,
left, right, bottom, top,
z_near, z_far);
}
void
cogl_matrix_stack_perspective (CoglMatrixStack *stack,
float fov_y,
float aspect,
float z_near,
float z_far)
{
CoglMatrixEntryLoad *entry;
entry =
_cogl_matrix_stack_push_replacement_entry (stack,
COGL_MATRIX_OP_LOAD);
entry->matrix =
_cogl_magazine_chunk_alloc (cogl_matrix_stack_matrices_magazine);
cogl_matrix_init_identity (entry->matrix);
cogl_matrix_perspective (entry->matrix,
fov_y, aspect, z_near, z_far);
}
void
cogl_matrix_stack_orthographic (CoglMatrixStack *stack,
float x_1,
float y_1,
float x_2,
float y_2,
float near,
float far)
{
CoglMatrixEntryLoad *entry;
entry =
_cogl_matrix_stack_push_replacement_entry (stack,
COGL_MATRIX_OP_LOAD);
entry->matrix =
_cogl_magazine_chunk_alloc (cogl_matrix_stack_matrices_magazine);
cogl_matrix_init_identity (entry->matrix);
cogl_matrix_orthographic (entry->matrix,
x_1, y_1, x_2, y_2, near, far);
}
void
cogl_matrix_stack_push (CoglMatrixStack *stack)
{
CoglMatrixEntrySave *entry;
entry = _cogl_matrix_stack_push_operation (stack, COGL_MATRIX_OP_SAVE);
entry->cache_valid = FALSE;
}
CoglMatrixEntry *
cogl_matrix_entry_ref (CoglMatrixEntry *entry)
{
/* A NULL pointer is considered a valid stack so we should accept
that as an argument */
if (entry)
entry->ref_count++;
return entry;
}
void
cogl_matrix_entry_unref (CoglMatrixEntry *entry)
{
CoglMatrixEntry *parent;
for (; entry && --entry->ref_count <= 0; entry = parent)
{
parent = entry->parent;
switch (entry->op)
{
case COGL_MATRIX_OP_LOAD_IDENTITY:
case COGL_MATRIX_OP_TRANSLATE:
case COGL_MATRIX_OP_ROTATE:
case COGL_MATRIX_OP_ROTATE_QUATERNION:
case COGL_MATRIX_OP_ROTATE_EULER:
case COGL_MATRIX_OP_SCALE:
break;
case COGL_MATRIX_OP_MULTIPLY:
{
CoglMatrixEntryMultiply *multiply =
(CoglMatrixEntryMultiply *)entry;
_cogl_magazine_chunk_free (cogl_matrix_stack_matrices_magazine,
multiply->matrix);
break;
}
case COGL_MATRIX_OP_LOAD:
{
CoglMatrixEntryLoad *load = (CoglMatrixEntryLoad *)entry;
_cogl_magazine_chunk_free (cogl_matrix_stack_matrices_magazine,
load->matrix);
break;
}
case COGL_MATRIX_OP_SAVE:
{
CoglMatrixEntrySave *save = (CoglMatrixEntrySave *)entry;
if (save->cache_valid)
_cogl_magazine_chunk_free (cogl_matrix_stack_matrices_magazine,
save->cache);
break;
}
}
_cogl_magazine_chunk_free (cogl_matrix_stack_magazine, entry);
}
}
void
cogl_matrix_stack_pop (CoglMatrixStack *stack)
{
CoglMatrixEntry *old_top;
CoglMatrixEntry *new_top;
_COGL_RETURN_IF_FAIL (stack != NULL);
old_top = stack->last_entry;
_COGL_RETURN_IF_FAIL (old_top != NULL);
/* To pop we are moving the top of the stack to the old top's parent
* node. The stack always needs to have a reference to the top entry
* so we must take a reference to the new top. The stack would have
* previously had a reference to the old top so we need to decrease
* the ref count on that. We need to ref the new head first in case
* this stack was the only thing referencing the old top. In that
* case the call to cogl_matrix_entry_unref will unref the parent.
*/
/* Find the last save operation and remove it */
/* XXX: it would be an error to pop to the very beginning of the
* stack so we don't need to check for NULL pointer dereferencing. */
for (new_top = old_top;
new_top->op != COGL_MATRIX_OP_SAVE;
new_top = new_top->parent)
;
new_top = new_top->parent;
cogl_matrix_entry_ref (new_top);
cogl_matrix_entry_unref (old_top);
stack->last_entry = new_top;
}
CoglBool
cogl_matrix_stack_get_inverse (CoglMatrixStack *stack,
CoglMatrix *inverse)
{
CoglMatrix matrix;
CoglMatrix *internal = cogl_matrix_stack_get (stack, &matrix);
if (internal)
return cogl_matrix_get_inverse (internal, inverse);
else
return cogl_matrix_get_inverse (&matrix, inverse);
}
/* In addition to writing the stack matrix into the give @matrix
* argument this function *may* sometimes also return a pointer
* to a matrix too so if we are querying the inverse matrix we
* should query from the return matrix so that the result can
* be cached within the stack. */
CoglMatrix *
cogl_matrix_entry_get (CoglMatrixEntry *entry,
CoglMatrix *matrix)
{
int depth;
CoglMatrixEntry *current;
CoglMatrixEntry **children;
int i;
for (depth = 0, current = entry;
current;
current = current->parent, depth++)
{
switch (current->op)
{
case COGL_MATRIX_OP_LOAD_IDENTITY:
cogl_matrix_init_identity (matrix);
goto initialized;
case COGL_MATRIX_OP_LOAD:
{
CoglMatrixEntryLoad *load = (CoglMatrixEntryLoad *)current;
_cogl_matrix_init_from_matrix_without_inverse (matrix,
load->matrix);
goto initialized;
}
case COGL_MATRIX_OP_SAVE:
{
CoglMatrixEntrySave *save = (CoglMatrixEntrySave *)current;
if (!save->cache_valid)
{
CoglMagazine *matrices_magazine =
cogl_matrix_stack_matrices_magazine;
save->cache = _cogl_magazine_chunk_alloc (matrices_magazine);
cogl_matrix_entry_get (current->parent, save->cache);
save->cache_valid = TRUE;
}
_cogl_matrix_init_from_matrix_without_inverse (matrix, save->cache);
goto initialized;
}
default:
continue;
}
}
initialized:
if (depth == 0)
{
switch (entry->op)
{
case COGL_MATRIX_OP_LOAD_IDENTITY:
case COGL_MATRIX_OP_TRANSLATE:
case COGL_MATRIX_OP_ROTATE:
case COGL_MATRIX_OP_ROTATE_QUATERNION:
case COGL_MATRIX_OP_ROTATE_EULER:
case COGL_MATRIX_OP_SCALE:
case COGL_MATRIX_OP_MULTIPLY:
return NULL;
case COGL_MATRIX_OP_LOAD:
{
CoglMatrixEntryLoad *load = (CoglMatrixEntryLoad *)entry;
return load->matrix;
}
case COGL_MATRIX_OP_SAVE:
{
CoglMatrixEntrySave *save = (CoglMatrixEntrySave *)entry;
return save->cache;
}
}
g_warn_if_reached ();
return NULL;
}
#ifdef COGL_ENABLE_DEBUG
if (!current)
{
g_warning ("Inconsistent matrix stack");
return NULL;
}
entry->composite_gets++;
#endif
children = g_alloca (sizeof (CoglMatrixEntry) * depth);
/* We need walk the list of entries from the init/load/save entry
* back towards the leaf node but the nodes don't link to their
* children so we need to re-walk them here to add to a separate
* array. */
for (i = depth - 1, current = entry;
i >= 0 && current;
i--, current = current->parent)
{
children[i] = current;
}
#ifdef COGL_ENABLE_DEBUG
if (COGL_DEBUG_ENABLED (COGL_DEBUG_PERFORMANCE) &&
entry->composite_gets >= 2)
{
COGL_NOTE (PERFORMANCE,
"Re-composing a matrix stack entry multiple times");
}
#endif
for (i = 0; i < depth; i++)
{
switch (children[i]->op)
{
case COGL_MATRIX_OP_TRANSLATE:
{
CoglMatrixEntryTranslate *translate =
(CoglMatrixEntryTranslate *)children[i];
cogl_matrix_translate (matrix,
translate->x,
translate->y,
translate->z);
continue;
}
case COGL_MATRIX_OP_ROTATE:
{
CoglMatrixEntryRotate *rotate=
(CoglMatrixEntryRotate *)children[i];
cogl_matrix_rotate (matrix,
rotate->angle,
rotate->x,
rotate->y,
rotate->z);
continue;
}
case COGL_MATRIX_OP_ROTATE_EULER:
{
CoglMatrixEntryRotateEuler *rotate =
(CoglMatrixEntryRotateEuler *)children[i];
CoglEuler euler;
cogl_euler_init (&euler,
rotate->heading,
rotate->pitch,
rotate->roll);
cogl_matrix_rotate_euler (matrix,
&euler);
continue;
}
case COGL_MATRIX_OP_ROTATE_QUATERNION:
{
CoglMatrixEntryRotateQuaternion *rotate =
(CoglMatrixEntryRotateQuaternion *)children[i];
CoglQuaternion quaternion;
cogl_quaternion_init_from_array (&quaternion, rotate->values);
cogl_matrix_rotate_quaternion (matrix, &quaternion);
continue;
}
case COGL_MATRIX_OP_SCALE:
{
CoglMatrixEntryScale *scale =
(CoglMatrixEntryScale *)children[i];
cogl_matrix_scale (matrix,
scale->x,
scale->y,
scale->z);
continue;
}
case COGL_MATRIX_OP_MULTIPLY:
{
CoglMatrixEntryMultiply *multiply =
(CoglMatrixEntryMultiply *)children[i];
cogl_matrix_multiply (matrix, matrix, multiply->matrix);
continue;
}
case COGL_MATRIX_OP_LOAD_IDENTITY:
case COGL_MATRIX_OP_LOAD:
case COGL_MATRIX_OP_SAVE:
g_warn_if_reached ();
continue;
}
}
return NULL;
}
CoglMatrixEntry *
cogl_matrix_stack_get_entry (CoglMatrixStack *stack)
{
return stack->last_entry;
}
/* In addition to writing the stack matrix into the give @matrix
* argument this function *may* sometimes also return a pointer
* to a matrix too so if we are querying the inverse matrix we
* should query from the return matrix so that the result can
* be cached within the stack. */
CoglMatrix *
cogl_matrix_stack_get (CoglMatrixStack *stack,
CoglMatrix *matrix)
{
return cogl_matrix_entry_get (stack->last_entry, matrix);
}
static void
_cogl_matrix_stack_free (CoglMatrixStack *stack)
{
cogl_matrix_entry_unref (stack->last_entry);
g_slice_free (CoglMatrixStack, stack);
}
CoglMatrixStack *
cogl_matrix_stack_new (CoglContext *ctx)
{
CoglMatrixStack *stack = g_slice_new (CoglMatrixStack);
if (G_UNLIKELY (cogl_matrix_stack_magazine == NULL))
{
cogl_matrix_stack_magazine =
_cogl_magazine_new (sizeof (CoglMatrixEntryFull), 20);
cogl_matrix_stack_matrices_magazine =
_cogl_magazine_new (sizeof (CoglMatrix), 20);
}
stack->context = ctx;
stack->last_entry = NULL;
cogl_matrix_entry_ref (&ctx->identity_entry);
_cogl_matrix_stack_push_entry (stack, &ctx->identity_entry);
return _cogl_matrix_stack_object_new (stack);
}
static CoglMatrixEntry *
_cogl_matrix_entry_skip_saves (CoglMatrixEntry *entry)
{
/* We currently assume that every stack starts with an
* _OP_LOAD_IDENTITY so we don't need to worry about
* NULL pointer dereferencing here. */
while (entry->op == COGL_MATRIX_OP_SAVE)
entry = entry->parent;
return entry;
}
CoglBool
cogl_matrix_entry_calculate_translation (CoglMatrixEntry *entry0,
CoglMatrixEntry *entry1,
float *x,
float *y,
float *z)
{
GSList *head0 = NULL;
GSList *head1 = NULL;
CoglMatrixEntry *node0;
CoglMatrixEntry *node1;
int len0 = 0;
int len1 = 0;
int count;
GSList *common_ancestor0;
GSList *common_ancestor1;
/* Algorithm:
*
* 1) Ignoring _OP_SAVE entries walk the ancestors of each entry to
* the root node or any non-translation node, adding a pointer to
* each ancestor node to two linked lists.
*
* 2) Compare the lists to find the nodes where they start to
* differ marking the common_ancestor node for each list.
*
* 3) For the list corresponding to entry0, start iterating after
* the common ancestor applying the negative of all translations
* to x, y and z.
*
* 4) For the list corresponding to entry1, start iterating after
* the common ancestor applying the positive of all translations
* to x, y and z.
*
* If we come across any non-translation operations during 3) or 4)
* then bail out returning FALSE.
*/
for (node0 = entry0; node0; node0 = node0->parent)
{
GSList *link;
if (node0->op == COGL_MATRIX_OP_SAVE)
continue;
link = alloca (sizeof (GSList));
link->next = head0;
link->data = node0;
head0 = link;
len0++;
if (node0->op != COGL_MATRIX_OP_TRANSLATE)
break;
}
for (node1 = entry1; node1; node1 = node1->parent)
{
GSList *link;
if (node1->op == COGL_MATRIX_OP_SAVE)
continue;
link = alloca (sizeof (GSList));
link->next = head1;
link->data = node1;
head1 = link;
len1++;
if (node1->op != COGL_MATRIX_OP_TRANSLATE)
break;
}
if (head0->data != head1->data)
return FALSE;
common_ancestor0 = head0;
common_ancestor1 = head1;
head0 = head0->next;
head1 = head1->next;
count = MIN (len0, len1) - 1;
while (count--)
{
if (head0->data != head1->data)
break;
common_ancestor0 = head0;
common_ancestor1 = head1;
head0 = head0->next;
head1 = head1->next;
}
*x = 0;
*y = 0;
*z = 0;
for (head0 = common_ancestor0->next; head0; head0 = head0->next)
{
CoglMatrixEntryTranslate *translate;
node0 = head0->data;
if (node0->op != COGL_MATRIX_OP_TRANSLATE)
return FALSE;
translate = (CoglMatrixEntryTranslate *)node0;
*x = *x - translate->x;
*y = *y - translate->y;
*z = *z - translate->z;
}
for (head1 = common_ancestor1->next; head1; head1 = head1->next)
{
CoglMatrixEntryTranslate *translate;
node1 = head1->data;
if (node1->op != COGL_MATRIX_OP_TRANSLATE)
return FALSE;
translate = (CoglMatrixEntryTranslate *)node1;
*x = *x + translate->x;
*y = *y + translate->y;
*z = *z + translate->z;
}
return TRUE;
}
CoglBool
cogl_matrix_entry_is_identity (CoglMatrixEntry *entry)
{
return entry ? entry->op == COGL_MATRIX_OP_LOAD_IDENTITY : FALSE;
}
static void
_cogl_matrix_flush_to_gl_builtin (CoglContext *ctx,
CoglBool is_identity,
CoglMatrix *matrix,
CoglMatrixMode mode)
{
g_assert ((ctx->private_feature_flags & COGL_PRIVATE_FEATURE_GL_FIXED));
#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES)
if (ctx->flushed_matrix_mode != mode)
{
GLenum gl_mode = 0;
switch (mode)
{
case COGL_MATRIX_MODELVIEW:
gl_mode = GL_MODELVIEW;
break;
case COGL_MATRIX_PROJECTION:
gl_mode = GL_PROJECTION;
break;
case COGL_MATRIX_TEXTURE:
gl_mode = GL_TEXTURE;
break;
}
GE (ctx, glMatrixMode (gl_mode));
ctx->flushed_matrix_mode = mode;
}
if (is_identity)
GE (ctx, glLoadIdentity ());
else
GE (ctx, glLoadMatrixf (cogl_matrix_get_array (matrix)));
#endif
}
void
_cogl_matrix_entry_flush_to_gl_builtins (CoglContext *ctx,
CoglMatrixEntry *entry,
CoglMatrixMode mode,
CoglFramebuffer *framebuffer,
CoglBool disable_flip)
{
g_assert ((ctx->private_feature_flags & COGL_PRIVATE_FEATURE_GL_FIXED));
#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES)
{
CoglBool needs_flip;
CoglMatrixEntryCache *cache;
if (mode == COGL_MATRIX_PROJECTION)
{
/* Because Cogl defines texture coordinates to have a top left
* origin and because offscreen framebuffers may be used for
* rendering to textures we always render upside down to
* offscreen buffers. Also for some backends we need to render
* onscreen buffers upside-down too.
*/
if (disable_flip)
needs_flip = FALSE;
else
needs_flip = cogl_is_offscreen (framebuffer);
cache = &ctx->builtin_flushed_projection;
}
else
{
needs_flip = FALSE;
if (mode == COGL_MATRIX_MODELVIEW)
cache = &ctx->builtin_flushed_modelview;
else
cache = NULL;
}
/* We don't need to do anything if the state is the same */
if (!cache ||
_cogl_matrix_entry_cache_maybe_update (cache, entry, needs_flip))
{
CoglBool is_identity;
CoglMatrix matrix;
if (entry->op == COGL_MATRIX_OP_LOAD_IDENTITY)
is_identity = TRUE;
else
{
is_identity = FALSE;
cogl_matrix_entry_get (entry, &matrix);
}
if (needs_flip)
{
CoglMatrix flipped_matrix;
cogl_matrix_multiply (&flipped_matrix,
&ctx->y_flip_matrix,
is_identity ?
&ctx->identity_matrix :
&matrix);
_cogl_matrix_flush_to_gl_builtin (ctx,
/* not identity */
FALSE,
&flipped_matrix,
mode);
}
else
{
_cogl_matrix_flush_to_gl_builtin (ctx,
is_identity,
&matrix,
mode);
}
}
}
#endif
}
CoglBool
cogl_matrix_entry_equal (CoglMatrixEntry *entry0,
CoglMatrixEntry *entry1)
{
for (;
entry0 && entry1;
entry0 = entry0->parent, entry1 = entry1->parent)
{
entry0 = _cogl_matrix_entry_skip_saves (entry0);
entry1 = _cogl_matrix_entry_skip_saves (entry1);
if (entry0 == entry1)
return TRUE;
if (entry0->op != entry1->op)
return FALSE;
switch (entry0->op)
{
case COGL_MATRIX_OP_LOAD_IDENTITY:
return TRUE;
case COGL_MATRIX_OP_TRANSLATE:
{
CoglMatrixEntryTranslate *translate0 =
(CoglMatrixEntryTranslate *)entry0;
CoglMatrixEntryTranslate *translate1 =
(CoglMatrixEntryTranslate *)entry1;
/* We could perhaps use an epsilon to compare here?
* I expect the false negatives are probaly never going to
* be a problem and this is a bit cheaper. */
if (translate0->x != translate1->x ||
translate0->y != translate1->y ||
translate0->z != translate1->z)
return FALSE;
}
break;
case COGL_MATRIX_OP_ROTATE:
{
CoglMatrixEntryRotate *rotate0 =
(CoglMatrixEntryRotate *)entry0;
CoglMatrixEntryRotate *rotate1 =
(CoglMatrixEntryRotate *)entry1;
if (rotate0->angle != rotate1->angle ||
rotate0->x != rotate1->x ||
rotate0->y != rotate1->y ||
rotate0->z != rotate1->z)
return FALSE;
}
break;
case COGL_MATRIX_OP_ROTATE_QUATERNION:
{
CoglMatrixEntryRotateQuaternion *rotate0 =
(CoglMatrixEntryRotateQuaternion *)entry0;
CoglMatrixEntryRotateQuaternion *rotate1 =
(CoglMatrixEntryRotateQuaternion *)entry1;
int i;
for (i = 0; i < 4; i++)
if (rotate0->values[i] != rotate1->values[i])
return FALSE;
}
break;
case COGL_MATRIX_OP_ROTATE_EULER:
{
CoglMatrixEntryRotateEuler *rotate0 =
(CoglMatrixEntryRotateEuler *)entry0;
CoglMatrixEntryRotateEuler *rotate1 =
(CoglMatrixEntryRotateEuler *)entry1;
if (rotate0->heading != rotate1->heading ||
rotate0->pitch != rotate1->pitch ||
rotate0->roll != rotate1->roll)
return FALSE;
}
break;
case COGL_MATRIX_OP_SCALE:
{
CoglMatrixEntryScale *scale0 = (CoglMatrixEntryScale *)entry0;
CoglMatrixEntryScale *scale1 = (CoglMatrixEntryScale *)entry1;
if (scale0->x != scale1->x ||
scale0->y != scale1->y ||
scale0->z != scale1->z)
return FALSE;
}
break;
case COGL_MATRIX_OP_MULTIPLY:
{
CoglMatrixEntryMultiply *mult0 = (CoglMatrixEntryMultiply *)entry0;
CoglMatrixEntryMultiply *mult1 = (CoglMatrixEntryMultiply *)entry1;
if (!cogl_matrix_equal (mult0->matrix, mult1->matrix))
return FALSE;
}
break;
case COGL_MATRIX_OP_LOAD:
{
CoglMatrixEntryLoad *load0 = (CoglMatrixEntryLoad *)entry0;
CoglMatrixEntryLoad *load1 = (CoglMatrixEntryLoad *)entry1;
/* There's no need to check any further since an
* _OP_LOAD makes all the ancestors redundant as far as
* the final matrix value is concerned. */
return cogl_matrix_equal (load0->matrix, load1->matrix);
}
case COGL_MATRIX_OP_SAVE:
/* We skip over saves above so we shouldn't see save entries */
g_warn_if_reached ();
}
}
return FALSE;
}
void
cogl_debug_matrix_entry_print (CoglMatrixEntry *entry)
{
int depth;
CoglMatrixEntry *e;
CoglMatrixEntry **children;
int i;
for (depth = 0, e = entry; e; e = e->parent)
depth++;
children = g_alloca (sizeof (CoglMatrixEntry) * depth);
for (i = depth - 1, e = entry;
i >= 0 && e;
i--, e = e->parent)
{
children[i] = e;
}
g_print ("MatrixEntry %p =\n", entry);
for (i = 0; i < depth; i++)
{
entry = children[i];
switch (entry->op)
{
case COGL_MATRIX_OP_LOAD_IDENTITY:
g_print (" LOAD IDENTITY\n");
continue;
case COGL_MATRIX_OP_TRANSLATE:
{
CoglMatrixEntryTranslate *translate =
(CoglMatrixEntryTranslate *)entry;
g_print (" TRANSLATE X=%f Y=%f Z=%f\n",
translate->x,
translate->y,
translate->z);
continue;
}
case COGL_MATRIX_OP_ROTATE:
{
CoglMatrixEntryRotate *rotate =
(CoglMatrixEntryRotate *)entry;
g_print (" ROTATE ANGLE=%f X=%f Y=%f Z=%f\n",
rotate->angle,
rotate->x,
rotate->y,
rotate->z);
continue;
}
case COGL_MATRIX_OP_ROTATE_QUATERNION:
{
CoglMatrixEntryRotateQuaternion *rotate =
(CoglMatrixEntryRotateQuaternion *)entry;
g_print (" ROTATE QUATERNION w=%f x=%f y=%f z=%f\n",
rotate->values[0],
rotate->values[1],
rotate->values[2],
rotate->values[3]);
continue;
}
case COGL_MATRIX_OP_ROTATE_EULER:
{
CoglMatrixEntryRotateEuler *rotate =
(CoglMatrixEntryRotateEuler *)entry;
g_print (" ROTATE EULER heading=%f pitch=%f roll=%f\n",
rotate->heading,
rotate->pitch,
rotate->roll);
continue;
}
case COGL_MATRIX_OP_SCALE:
{
CoglMatrixEntryScale *scale = (CoglMatrixEntryScale *)entry;
g_print (" SCALE X=%f Y=%f Z=%f\n",
scale->x,
scale->y,
scale->z);
continue;
}
case COGL_MATRIX_OP_MULTIPLY:
{
CoglMatrixEntryMultiply *mult = (CoglMatrixEntryMultiply *)entry;
g_print (" MULT:\n");
_cogl_matrix_prefix_print (" ", mult->matrix);
continue;
}
case COGL_MATRIX_OP_LOAD:
{
CoglMatrixEntryLoad *load = (CoglMatrixEntryLoad *)entry;
g_print (" LOAD:\n");
_cogl_matrix_prefix_print (" ", load->matrix);
continue;
}
case COGL_MATRIX_OP_SAVE:
g_print (" SAVE\n");
}
}
}
void
_cogl_matrix_entry_cache_init (CoglMatrixEntryCache *cache)
{
cache->entry = NULL;
cache->flushed_identity = FALSE;
cache->flipped = FALSE;
}
/* NB: This function can report false negatives since it never does a
* deep comparison of the stack matrices. */
CoglBool
_cogl_matrix_entry_cache_maybe_update (CoglMatrixEntryCache *cache,
CoglMatrixEntry *entry,
CoglBool flip)
{
CoglBool is_identity;
CoglBool updated = FALSE;
if (cache->flipped != flip)
{
cache->flipped = flip;
updated = TRUE;
}
is_identity = (entry->op == COGL_MATRIX_OP_LOAD_IDENTITY);
if (cache->flushed_identity != is_identity)
{
cache->flushed_identity = is_identity;
updated = TRUE;
}
if (cache->entry != entry)
{
cogl_matrix_entry_ref (entry);
if (cache->entry)
cogl_matrix_entry_unref (cache->entry);
cache->entry = entry;
/* We want to make sure here that if the cache->entry and the
* given @entry are both identity matrices then even though they
* are different entries we don't want to consider this an
* update...
*/
updated |= !is_identity;
}
return updated;
}
void
_cogl_matrix_entry_cache_destroy (CoglMatrixEntryCache *cache)
{
if (cache->entry)
cogl_matrix_entry_unref (cache->entry);
}