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d42efa3741
If the matrix was reallocated we would use values from the stack for the matrix parameters. This fixes that and also uses the function instead of out of lining the same code. https://bugzilla.gnome.org/show_bug.cgi?id=671985 Reviewed-by: Robert Bragg <robert@linux.intel.com> Reviewed-by: Neil Roberts <neil@linux.intel.com>
557 lines
15 KiB
C
557 lines
15 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2009,2010 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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*
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* Authors:
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* Havoc Pennington <hp@pobox.com> for litl
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* Robert Bragg <robert@linux.intel.com>
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl-context-private.h"
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#include "cogl-internal.h"
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#include "cogl-matrix-stack.h"
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#include "cogl-framebuffer-private.h"
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#include "cogl-object-private.h"
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#include "cogl-offscreen.h"
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typedef struct {
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CoglMatrix matrix;
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gboolean is_identity;
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/* count of pushes with no changes; when a change is
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* requested, we create a new state and decrement this
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*/
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int push_count;
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} CoglMatrixState;
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/**
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* CoglMatrixStack:
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*
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* Stores a cogl-side matrix stack, which we use as a cache
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* so we can get the matrix efficiently when using indirect
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* rendering.
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*/
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struct _CoglMatrixStack
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{
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CoglObject _parent;
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GArray *stack;
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unsigned int age;
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};
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static void _cogl_matrix_stack_free (CoglMatrixStack *stack);
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COGL_OBJECT_INTERNAL_DEFINE (MatrixStack, matrix_stack);
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/* XXX: this doesn't initialize the matrix! */
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static void
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_cogl_matrix_state_init (CoglMatrixState *state)
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{
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state->push_count = 0;
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state->is_identity = FALSE;
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}
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static CoglMatrixState *
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_cogl_matrix_stack_top (CoglMatrixStack *stack)
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{
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return &g_array_index (stack->stack, CoglMatrixState, stack->stack->len - 1);
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}
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/* XXX:
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* Operations like scale, translate, rotate etc need to have an
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* initialized state->matrix to work with, so they will pass
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* initialize = TRUE.
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*
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* _cogl_matrix_stack_load_identity and _cogl_matrix_stack_set on the
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* other hand don't so they will pass initialize = FALSE
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*
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* NB: Identity matrices are represented by setting
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* state->is_identity=TRUE in which case state->matrix will be
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* uninitialized.
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*/
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static CoglMatrixState *
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_cogl_matrix_stack_top_mutable (CoglMatrixStack *stack,
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gboolean initialize)
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{
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CoglMatrixState *state;
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CoglMatrixState *new_top;
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state = _cogl_matrix_stack_top (stack);
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if (state->push_count == 0)
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{
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if (state->is_identity && initialize)
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cogl_matrix_init_identity (&state->matrix);
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return state;
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}
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state->push_count -= 1;
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g_array_set_size (stack->stack, stack->stack->len + 1);
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/* if g_array_set_size reallocs we need to get state
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* pointer again */
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state = &g_array_index (stack->stack, CoglMatrixState,
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stack->stack->len - 2);
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new_top = _cogl_matrix_stack_top(stack);
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_cogl_matrix_state_init (new_top);
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if (initialize)
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{
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if (state->is_identity)
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cogl_matrix_init_identity (&new_top->matrix);
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else
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new_top->matrix = state->matrix;
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}
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return new_top;
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}
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CoglMatrixStack*
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_cogl_matrix_stack_new (void)
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{
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CoglMatrixStack *stack;
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CoglMatrixState *state;
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stack = g_slice_new0 (CoglMatrixStack);
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stack->stack = g_array_sized_new (FALSE, FALSE,
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sizeof (CoglMatrixState), 10);
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g_array_set_size (stack->stack, 1);
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state = &g_array_index (stack->stack, CoglMatrixState, 0);
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_cogl_matrix_state_init (state);
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state->is_identity = TRUE;
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stack->age = 0;
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return _cogl_matrix_stack_object_new (stack);
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}
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static void
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_cogl_matrix_stack_free (CoglMatrixStack *stack)
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{
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g_array_free (stack->stack, TRUE);
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g_slice_free (CoglMatrixStack, stack);
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}
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void
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_cogl_matrix_stack_push (CoglMatrixStack *stack)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top (stack);
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/* we lazily create a new stack top if someone changes the matrix
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* while push_count > 0
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*/
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state->push_count += 1;
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}
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void
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_cogl_matrix_stack_pop (CoglMatrixStack *stack)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top (stack);
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if (state->push_count > 0)
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{
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state->push_count -= 1;
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}
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else
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{
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if (stack->stack->len == 1)
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{
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g_warning ("Too many matrix pops");
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return;
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}
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stack->age++;
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g_array_set_size (stack->stack, stack->stack->len - 1);
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}
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}
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void
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_cogl_matrix_stack_load_identity (CoglMatrixStack *stack)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack, FALSE);
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/* NB: Identity matrices are represented by setting
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* state->is_identity = TRUE and leaving state->matrix
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* uninitialized.
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*
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* This is done to optimize the heavy usage of
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* _cogl_matrix_stack_load_identity by the Cogl Journal.
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*/
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if (!state->is_identity)
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{
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state->is_identity = TRUE;
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stack->age++;
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}
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}
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void
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_cogl_matrix_stack_scale (CoglMatrixStack *stack,
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float x,
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float y,
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float z)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack, TRUE);
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cogl_matrix_scale (&state->matrix, x, y, z);
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state->is_identity = FALSE;
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stack->age++;
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}
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void
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_cogl_matrix_stack_translate (CoglMatrixStack *stack,
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float x,
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float y,
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float z)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack, TRUE);
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cogl_matrix_translate (&state->matrix, x, y, z);
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state->is_identity = FALSE;
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stack->age++;
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}
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void
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_cogl_matrix_stack_rotate (CoglMatrixStack *stack,
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float angle,
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float x,
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float y,
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float z)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack, TRUE);
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cogl_matrix_rotate (&state->matrix, angle, x, y, z);
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state->is_identity = FALSE;
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stack->age++;
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}
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void
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_cogl_matrix_stack_multiply (CoglMatrixStack *stack,
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const CoglMatrix *matrix)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack, TRUE);
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cogl_matrix_multiply (&state->matrix, &state->matrix, matrix);
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state->is_identity = FALSE;
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stack->age++;
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}
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void
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_cogl_matrix_stack_frustum (CoglMatrixStack *stack,
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float left,
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float right,
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float bottom,
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float top,
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float z_near,
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float z_far)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack, TRUE);
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cogl_matrix_frustum (&state->matrix,
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left, right, bottom, top,
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z_near, z_far);
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state->is_identity = FALSE;
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stack->age++;
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}
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void
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_cogl_matrix_stack_perspective (CoglMatrixStack *stack,
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float fov_y,
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float aspect,
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float z_near,
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float z_far)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack, TRUE);
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cogl_matrix_perspective (&state->matrix,
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fov_y, aspect, z_near, z_far);
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state->is_identity = FALSE;
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stack->age++;
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}
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void
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_cogl_matrix_stack_ortho (CoglMatrixStack *stack,
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float left,
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float right,
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float bottom,
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float top,
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float z_near,
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float z_far)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack, TRUE);
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cogl_matrix_ortho (&state->matrix,
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left, right, bottom, top, z_near, z_far);
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state->is_identity = FALSE;
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stack->age++;
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}
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gboolean
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_cogl_matrix_stack_get_inverse (CoglMatrixStack *stack,
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CoglMatrix *inverse)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack, TRUE);
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return cogl_matrix_get_inverse (&state->matrix, inverse);
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}
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void
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_cogl_matrix_stack_get (CoglMatrixStack *stack,
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CoglMatrix *matrix)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top (stack);
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/* NB: identity matrices are lazily initialized because we can often avoid
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* initializing them at all if nothing is pushed on top of them since we
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* load them using glLoadIdentity()
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*
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* The Cogl journal typically loads an identiy matrix because it performs
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* software transformations, which is why we have optimized this case.
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*/
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if (state->is_identity)
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cogl_matrix_init_identity (matrix);
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else
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*matrix = state->matrix;
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}
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void
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_cogl_matrix_stack_set (CoglMatrixStack *stack,
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const CoglMatrix *matrix)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack, FALSE);
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state->matrix = *matrix;
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state->is_identity = FALSE;
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stack->age++;
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}
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static void
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_cogl_matrix_stack_flush_matrix_to_gl_builtin (CoglContext *ctx,
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gboolean is_identity,
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CoglMatrix *matrix,
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CoglMatrixMode mode)
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{
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g_assert (ctx->driver == COGL_DRIVER_GL ||
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ctx->driver == COGL_DRIVER_GLES1);
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#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES)
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if (ctx->flushed_matrix_mode != mode)
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{
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GLenum gl_mode = 0;
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switch (mode)
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{
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case COGL_MATRIX_MODELVIEW:
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gl_mode = GL_MODELVIEW;
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break;
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case COGL_MATRIX_PROJECTION:
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gl_mode = GL_PROJECTION;
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break;
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case COGL_MATRIX_TEXTURE:
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gl_mode = GL_TEXTURE;
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break;
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}
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GE (ctx, glMatrixMode (gl_mode));
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ctx->flushed_matrix_mode = mode;
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}
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if (is_identity)
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GE (ctx, glLoadIdentity ());
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else
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GE (ctx, glLoadMatrixf (cogl_matrix_get_array (matrix)));
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#endif
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}
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void
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_cogl_matrix_stack_flush_to_gl_builtins (CoglContext *ctx,
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CoglMatrixStack *stack,
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CoglMatrixMode mode,
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gboolean disable_flip)
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{
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g_assert (ctx->driver == COGL_DRIVER_GL ||
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ctx->driver == COGL_DRIVER_GLES1);
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#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES)
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{
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gboolean needs_flip;
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CoglMatrixState *state;
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CoglMatrixStackCache *cache;
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state = _cogl_matrix_stack_top (stack);
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if (mode == COGL_MATRIX_PROJECTION)
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{
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/* Because Cogl defines texture coordinates to have a top left
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* origin and because offscreen framebuffers may be used for
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* rendering to textures we always render upside down to
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* offscreen buffers. Also for some backends we need to render
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* onscreen buffers upside-down too.
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*/
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if (disable_flip)
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needs_flip = FALSE;
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else
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needs_flip = cogl_is_offscreen (ctx->current_draw_buffer);
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cache = &ctx->builtin_flushed_projection;
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}
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else
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{
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needs_flip = FALSE;
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if (mode == COGL_MATRIX_MODELVIEW)
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cache = &ctx->builtin_flushed_modelview;
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else
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cache = NULL;
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}
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/* We don't need to do anything if the state is the same */
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if (!cache ||
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_cogl_matrix_stack_check_and_update_cache (stack, cache, needs_flip))
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{
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gboolean is_identity = state->is_identity && !needs_flip;
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if (needs_flip)
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{
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CoglMatrix flipped_matrix;
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cogl_matrix_multiply (&flipped_matrix,
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&ctx->y_flip_matrix,
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state->is_identity ?
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&ctx->identity_matrix :
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&state->matrix);
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_cogl_matrix_stack_flush_matrix_to_gl_builtin (ctx,
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/* not identity */
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FALSE,
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&flipped_matrix,
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mode);
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}
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else
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_cogl_matrix_stack_flush_matrix_to_gl_builtin (ctx,
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is_identity,
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&state->matrix,
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mode);
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}
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}
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#endif
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}
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unsigned int
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_cogl_matrix_stack_get_age (CoglMatrixStack *stack)
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{
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return stack->age;
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}
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gboolean
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_cogl_matrix_stack_has_identity_flag (CoglMatrixStack *stack)
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{
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return _cogl_matrix_stack_top (stack)->is_identity;
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}
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gboolean
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_cogl_matrix_stack_equal (CoglMatrixStack *stack0,
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CoglMatrixStack *stack1)
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{
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CoglMatrixState *state0 = _cogl_matrix_stack_top (stack0);
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CoglMatrixState *state1 = _cogl_matrix_stack_top (stack1);
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if (state0->is_identity != state1->is_identity)
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return FALSE;
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if (state0->is_identity)
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return TRUE;
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else
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return cogl_matrix_equal (&state0->matrix, &state1->matrix);
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}
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gboolean
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_cogl_matrix_stack_check_and_update_cache (CoglMatrixStack *stack,
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CoglMatrixStackCache *cache,
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gboolean flip)
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{
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gboolean is_identity =
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_cogl_matrix_stack_has_identity_flag (stack) && !flip;
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gboolean is_dirty;
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if (is_identity && cache->flushed_identity)
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is_dirty = FALSE;
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else if (cache->stack == NULL ||
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cache->stack->age != cache->age ||
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flip != cache->flipped)
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is_dirty = TRUE;
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else
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is_dirty = (cache->stack != stack &&
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!_cogl_matrix_stack_equal (cache->stack, stack));
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/* We'll update the cache values even if the stack isn't dirty in
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case the reason it wasn't dirty is because we compared the
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matrices and found them to be the same. In that case updating the
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cache values will avoid the comparison next time */
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cache->age = stack->age;
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cogl_object_ref (stack);
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if (cache->stack)
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cogl_object_unref (cache->stack);
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cache->stack = stack;
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cache->flushed_identity = is_identity;
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cache->flipped = flip;
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return is_dirty;
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}
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void
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_cogl_matrix_stack_init_cache (CoglMatrixStackCache *cache)
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{
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cache->stack = NULL;
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cache->flushed_identity = FALSE;
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}
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void
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_cogl_matrix_stack_destroy_cache (CoglMatrixStackCache *cache)
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{
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if (cache->stack)
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cogl_object_unref (cache->stack);
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}
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