mirror of
https://github.com/brl/mutter.git
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36c85da3b8
This remove cogl-internal.h in favour of using cogl-private.h. Some things in cogl-internal.h were moved to driver/gl/cogl-util-gl-private.h and the _cogl_gl_error_to_string function whose prototype was moved from cogl-internal.h to cogl-util-gl-private.h has had its implementation moved from cogl.c to cogl-util-gl.c Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 01cc82ece091aa3bec4c07fdd6bc9e5135fca573)
670 lines
24 KiB
C
670 lines
24 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) 2007,2008,2009,2010,2011,2012 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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* Neil Roberts <neil@linux.intel.com>
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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-util-gl-private.h"
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#include "cogl-primitives-private.h"
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#include "cogl-pipeline-opengl-private.h"
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#include "cogl-path-private.h"
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#include "cogl-clip-stack-gl-private.h"
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#ifndef GL_CLIP_PLANE0
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#define GL_CLIP_PLANE0 0x3000
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#define GL_CLIP_PLANE1 0x3001
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#define GL_CLIP_PLANE2 0x3002
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#define GL_CLIP_PLANE3 0x3003
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#define GL_CLIP_PLANE4 0x3004
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#define GL_CLIP_PLANE5 0x3005
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#endif
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static void
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project_vertex (const CoglMatrix *modelview_projection,
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float *vertex)
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{
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int i;
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cogl_matrix_transform_point (modelview_projection,
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&vertex[0], &vertex[1],
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&vertex[2], &vertex[3]);
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/* Convert from homogenized coordinates */
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for (i = 0; i < 4; i++)
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vertex[i] /= vertex[3];
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}
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static void
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set_clip_plane (CoglFramebuffer *framebuffer,
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int plane_num,
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const float *vertex_a,
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const float *vertex_b)
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{
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CoglContext *ctx = framebuffer->context;
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float planef[4];
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double planed[4];
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float angle;
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CoglMatrixStack *modelview_stack =
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_cogl_framebuffer_get_modelview_stack (framebuffer);
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CoglMatrixStack *projection_stack =
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_cogl_framebuffer_get_projection_stack (framebuffer);
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CoglMatrix inverse_projection;
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cogl_matrix_stack_get_inverse (projection_stack, &inverse_projection);
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/* Calculate the angle between the axes and the line crossing the
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two points */
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angle = atan2f (vertex_b[1] - vertex_a[1],
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vertex_b[0] - vertex_a[0]) * (180.0/G_PI);
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cogl_matrix_stack_push (modelview_stack);
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/* Load the inverse of the projection matrix so we can specify the plane
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* in screen coordinates */
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cogl_matrix_stack_set (modelview_stack, &inverse_projection);
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/* Rotate about point a */
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cogl_matrix_stack_translate (modelview_stack,
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vertex_a[0], vertex_a[1], vertex_a[2]);
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/* Rotate the plane by the calculated angle so that it will connect
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the two points */
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cogl_matrix_stack_rotate (modelview_stack, angle, 0.0f, 0.0f, 1.0f);
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cogl_matrix_stack_translate (modelview_stack,
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-vertex_a[0], -vertex_a[1], -vertex_a[2]);
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/* Clip planes can only be used when a fixed function backend is in
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use so we know we can directly push this matrix to the builtin
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state */
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_cogl_matrix_entry_flush_to_gl_builtins (ctx,
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modelview_stack->last_entry,
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COGL_MATRIX_MODELVIEW,
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framebuffer,
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FALSE /* don't disable flip */);
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planef[0] = 0;
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planef[1] = -1.0;
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planef[2] = 0;
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planef[3] = vertex_a[1];
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switch (ctx->driver)
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{
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default:
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g_assert_not_reached ();
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break;
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case COGL_DRIVER_GLES1:
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GE( ctx, glClipPlanef (plane_num, planef) );
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break;
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case COGL_DRIVER_GL:
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case COGL_DRIVER_GL3:
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planed[0] = planef[0];
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planed[1] = planef[1];
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planed[2] = planef[2];
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planed[3] = planef[3];
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GE( ctx, glClipPlane (plane_num, planed) );
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break;
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}
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cogl_matrix_stack_pop (modelview_stack);
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}
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static void
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set_clip_planes (CoglFramebuffer *framebuffer,
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CoglMatrixEntry *modelview_entry,
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float x_1,
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float y_1,
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float x_2,
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float y_2)
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{
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CoglMatrix modelview_matrix;
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CoglMatrixStack *projection_stack =
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_cogl_framebuffer_get_projection_stack (framebuffer);
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CoglMatrix projection_matrix;
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CoglMatrix modelview_projection;
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float signed_area;
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float vertex_tl[4] = { x_1, y_1, 0, 1.0 };
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float vertex_tr[4] = { x_2, y_1, 0, 1.0 };
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float vertex_bl[4] = { x_1, y_2, 0, 1.0 };
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float vertex_br[4] = { x_2, y_2, 0, 1.0 };
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cogl_matrix_stack_get (projection_stack, &projection_matrix);
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cogl_matrix_entry_get (modelview_entry, &modelview_matrix);
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cogl_matrix_multiply (&modelview_projection,
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&projection_matrix,
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&modelview_matrix);
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project_vertex (&modelview_projection, vertex_tl);
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project_vertex (&modelview_projection, vertex_tr);
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project_vertex (&modelview_projection, vertex_bl);
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project_vertex (&modelview_projection, vertex_br);
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/* Calculate the signed area of the polygon formed by the four
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vertices so that we can know its orientation */
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signed_area = (vertex_tl[0] * (vertex_tr[1] - vertex_bl[1])
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+ vertex_tr[0] * (vertex_br[1] - vertex_tl[1])
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+ vertex_br[0] * (vertex_bl[1] - vertex_tr[1])
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+ vertex_bl[0] * (vertex_tl[1] - vertex_br[1]));
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/* Set the clip planes to form lines between all of the vertices
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using the same orientation as we calculated */
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if (signed_area > 0.0f)
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{
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/* counter-clockwise */
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set_clip_plane (framebuffer, GL_CLIP_PLANE0, vertex_tl, vertex_bl);
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set_clip_plane (framebuffer, GL_CLIP_PLANE1, vertex_bl, vertex_br);
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set_clip_plane (framebuffer, GL_CLIP_PLANE2, vertex_br, vertex_tr);
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set_clip_plane (framebuffer, GL_CLIP_PLANE3, vertex_tr, vertex_tl);
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}
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else
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{
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/* clockwise */
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set_clip_plane (framebuffer, GL_CLIP_PLANE0, vertex_tl, vertex_tr);
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set_clip_plane (framebuffer, GL_CLIP_PLANE1, vertex_tr, vertex_br);
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set_clip_plane (framebuffer, GL_CLIP_PLANE2, vertex_br, vertex_bl);
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set_clip_plane (framebuffer, GL_CLIP_PLANE3, vertex_bl, vertex_tl);
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}
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}
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static void
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add_stencil_clip_rectangle (CoglFramebuffer *framebuffer,
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CoglMatrixEntry *modelview_entry,
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float x_1,
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float y_1,
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float x_2,
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float y_2,
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CoglBool first)
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{
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CoglMatrixStack *projection_stack =
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_cogl_framebuffer_get_projection_stack (framebuffer);
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CoglContext *ctx = cogl_framebuffer_get_context (framebuffer);
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/* NB: This can be called while flushing the journal so we need
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* to be very conservative with what state we change.
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*/
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_cogl_context_set_current_projection_entry (ctx,
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projection_stack->last_entry);
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_cogl_context_set_current_modelview_entry (ctx, modelview_entry);
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if (first)
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{
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GE( ctx, glEnable (GL_STENCIL_TEST) );
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/* Initially disallow everything */
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GE( ctx, glClearStencil (0) );
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GE( ctx, glClear (GL_STENCIL_BUFFER_BIT) );
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/* Punch out a hole to allow the rectangle */
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GE( ctx, glStencilFunc (GL_NEVER, 0x1, 0x1) );
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GE( ctx, glStencilOp (GL_REPLACE, GL_REPLACE, GL_REPLACE) );
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_cogl_rectangle_immediate (framebuffer,
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ctx->stencil_pipeline,
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x_1, y_1, x_2, y_2);
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}
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else
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{
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/* Add one to every pixel of the stencil buffer in the
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rectangle */
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GE( ctx, glStencilFunc (GL_NEVER, 0x1, 0x3) );
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GE( ctx, glStencilOp (GL_INCR, GL_INCR, GL_INCR) );
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_cogl_rectangle_immediate (framebuffer,
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ctx->stencil_pipeline,
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x_1, y_1, x_2, y_2);
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/* Subtract one from all pixels in the stencil buffer so that
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only pixels where both the original stencil buffer and the
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rectangle are set will be valid */
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GE( ctx, glStencilOp (GL_DECR, GL_DECR, GL_DECR) );
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_cogl_context_set_current_projection_entry (ctx, &ctx->identity_entry);
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_cogl_context_set_current_modelview_entry (ctx, &ctx->identity_entry);
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_cogl_rectangle_immediate (framebuffer,
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ctx->stencil_pipeline,
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-1.0, -1.0, 1.0, 1.0);
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}
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/* Restore the stencil mode */
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GE( ctx, glStencilFunc (GL_EQUAL, 0x1, 0x1) );
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GE( ctx, glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP) );
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}
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typedef void (*SilhouettePaintCallback) (CoglFramebuffer *framebuffer,
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CoglPipeline *pipeline,
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void *user_data);
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static void
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add_stencil_clip_silhouette (CoglFramebuffer *framebuffer,
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SilhouettePaintCallback silhouette_callback,
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CoglMatrixEntry *modelview_entry,
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float bounds_x1,
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float bounds_y1,
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float bounds_x2,
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float bounds_y2,
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CoglBool merge,
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CoglBool need_clear,
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void *user_data)
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{
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CoglMatrixStack *projection_stack =
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_cogl_framebuffer_get_projection_stack (framebuffer);
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CoglContext *ctx = cogl_framebuffer_get_context (framebuffer);
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/* NB: This can be called while flushing the journal so we need
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* to be very conservative with what state we change.
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*/
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_cogl_context_set_current_projection_entry (ctx,
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projection_stack->last_entry);
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_cogl_context_set_current_modelview_entry (ctx, modelview_entry);
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_cogl_pipeline_flush_gl_state (ctx->stencil_pipeline, framebuffer, FALSE);
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GE( ctx, glEnable (GL_STENCIL_TEST) );
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GE( ctx, glColorMask (FALSE, FALSE, FALSE, FALSE) );
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GE( ctx, glDepthMask (FALSE) );
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if (merge)
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{
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GE (ctx, glStencilMask (2));
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GE (ctx, glStencilFunc (GL_LEQUAL, 0x2, 0x6));
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}
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else
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{
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/* If we're not using the stencil buffer for clipping then we
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don't need to clear the whole stencil buffer, just the area
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that will be drawn */
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if (need_clear)
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/* If this is being called from the clip stack code then it
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will have set up a scissor for the minimum bounding box of
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all of the clips. That box will likely mean that this
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_cogl_clear won't need to clear the entire
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buffer. _cogl_framebuffer_clear_without_flush4f is used instead
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of cogl_clear because it won't try to flush the journal */
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_cogl_framebuffer_clear_without_flush4f (framebuffer,
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COGL_BUFFER_BIT_STENCIL,
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0, 0, 0, 0);
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else
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{
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/* Just clear the bounding box */
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GE( ctx, glStencilMask (~(GLuint) 0) );
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GE( ctx, glStencilOp (GL_ZERO, GL_ZERO, GL_ZERO) );
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_cogl_rectangle_immediate (framebuffer,
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ctx->stencil_pipeline,
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bounds_x1, bounds_y1,
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bounds_x2, bounds_y2);
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}
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GE (ctx, glStencilMask (1));
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GE (ctx, glStencilFunc (GL_LEQUAL, 0x1, 0x3));
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}
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GE (ctx, glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT));
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silhouette_callback (framebuffer, ctx->stencil_pipeline, user_data);
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if (merge)
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{
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/* Now we have the new stencil buffer in bit 1 and the old
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stencil buffer in bit 0 so we need to intersect them */
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GE (ctx, glStencilMask (3));
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GE (ctx, glStencilFunc (GL_NEVER, 0x2, 0x3));
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GE (ctx, glStencilOp (GL_DECR, GL_DECR, GL_DECR));
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/* Decrement all of the bits twice so that only pixels where the
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value is 3 will remain */
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_cogl_context_set_current_projection_entry (ctx, &ctx->identity_entry);
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_cogl_context_set_current_modelview_entry (ctx, &ctx->identity_entry);
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_cogl_rectangle_immediate (framebuffer, ctx->stencil_pipeline,
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-1.0, -1.0, 1.0, 1.0);
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_cogl_rectangle_immediate (framebuffer, ctx->stencil_pipeline,
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-1.0, -1.0, 1.0, 1.0);
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}
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GE (ctx, glStencilMask (~(GLuint) 0));
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GE (ctx, glDepthMask (TRUE));
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GE (ctx, glColorMask (TRUE, TRUE, TRUE, TRUE));
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GE (ctx, glStencilFunc (GL_EQUAL, 0x1, 0x1));
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GE (ctx, glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP));
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}
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static void
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paint_path_silhouette (CoglFramebuffer *framebuffer,
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CoglPipeline *pipeline,
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void *user_data)
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{
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CoglPath *path = user_data;
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if (path->data->path_nodes->len >= 3)
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_cogl_path_fill_nodes (path,
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framebuffer,
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pipeline,
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COGL_DRAW_SKIP_JOURNAL_FLUSH |
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COGL_DRAW_SKIP_PIPELINE_VALIDATION |
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COGL_DRAW_SKIP_FRAMEBUFFER_FLUSH);
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}
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static void
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add_stencil_clip_path (CoglFramebuffer *framebuffer,
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CoglMatrixEntry *modelview_entry,
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CoglPath *path,
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CoglBool merge,
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CoglBool need_clear)
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{
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CoglPathData *data = path->data;
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add_stencil_clip_silhouette (framebuffer,
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paint_path_silhouette,
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modelview_entry,
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data->path_nodes_min.x,
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data->path_nodes_min.y,
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data->path_nodes_max.x,
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data->path_nodes_max.y,
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merge,
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need_clear,
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path);
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}
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static void
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paint_primitive_silhouette (CoglFramebuffer *framebuffer,
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CoglPipeline *pipeline,
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void *user_data)
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{
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_cogl_framebuffer_draw_primitive (framebuffer,
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pipeline,
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user_data,
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COGL_DRAW_SKIP_JOURNAL_FLUSH |
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COGL_DRAW_SKIP_PIPELINE_VALIDATION |
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COGL_DRAW_SKIP_FRAMEBUFFER_FLUSH |
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COGL_DRAW_SKIP_LEGACY_STATE);
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}
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static void
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add_stencil_clip_primitive (CoglFramebuffer *framebuffer,
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CoglMatrixEntry *modelview_entry,
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CoglPrimitive *primitive,
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float bounds_x1,
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float bounds_y1,
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float bounds_x2,
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float bounds_y2,
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CoglBool merge,
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CoglBool need_clear)
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{
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add_stencil_clip_silhouette (framebuffer,
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paint_primitive_silhouette,
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modelview_entry,
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bounds_x1,
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bounds_y1,
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bounds_x2,
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bounds_y2,
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merge,
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need_clear,
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primitive);
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}
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static void
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enable_clip_planes (CoglContext *ctx)
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{
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GE( ctx, glEnable (GL_CLIP_PLANE0) );
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GE( ctx, glEnable (GL_CLIP_PLANE1) );
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GE( ctx, glEnable (GL_CLIP_PLANE2) );
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GE( ctx, glEnable (GL_CLIP_PLANE3) );
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}
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static void
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disable_clip_planes (CoglContext *ctx)
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{
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GE( ctx, glDisable (GL_CLIP_PLANE3) );
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GE( ctx, glDisable (GL_CLIP_PLANE2) );
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GE( ctx, glDisable (GL_CLIP_PLANE1) );
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GE( ctx, glDisable (GL_CLIP_PLANE0) );
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}
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void
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_cogl_clip_stack_gl_flush (CoglClipStack *stack,
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CoglFramebuffer *framebuffer)
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{
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CoglContext *ctx = framebuffer->context;
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int has_clip_planes;
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CoglBool using_clip_planes = FALSE;
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CoglBool using_stencil_buffer = FALSE;
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int scissor_x0;
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int scissor_y0;
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int scissor_x1;
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int scissor_y1;
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CoglClipStack *entry;
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int scissor_y_start;
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/* If we have already flushed this state then we don't need to do
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anything */
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if (ctx->current_clip_stack_valid)
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{
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if (ctx->current_clip_stack == stack &&
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(ctx->needs_viewport_scissor_workaround == FALSE ||
|
|
(framebuffer->viewport_age ==
|
|
framebuffer->viewport_age_for_scissor_workaround &&
|
|
ctx->viewport_scissor_workaround_framebuffer ==
|
|
framebuffer)))
|
|
return;
|
|
|
|
_cogl_clip_stack_unref (ctx->current_clip_stack);
|
|
}
|
|
|
|
ctx->current_clip_stack_valid = TRUE;
|
|
ctx->current_clip_stack = _cogl_clip_stack_ref (stack);
|
|
|
|
has_clip_planes =
|
|
ctx->private_feature_flags & COGL_PRIVATE_FEATURE_FOUR_CLIP_PLANES;
|
|
|
|
if (has_clip_planes)
|
|
disable_clip_planes (ctx);
|
|
GE( ctx, glDisable (GL_STENCIL_TEST) );
|
|
|
|
/* If the stack is empty then there's nothing else to do
|
|
*
|
|
* See comment below about ctx->needs_viewport_scissor_workaround
|
|
*/
|
|
if (stack == NULL && !ctx->needs_viewport_scissor_workaround)
|
|
{
|
|
COGL_NOTE (CLIPPING, "Flushed empty clip stack");
|
|
|
|
ctx->current_clip_stack_uses_stencil = FALSE;
|
|
GE (ctx, glDisable (GL_SCISSOR_TEST));
|
|
return;
|
|
}
|
|
|
|
/* Calculate the scissor rect first so that if we eventually have to
|
|
clear the stencil buffer then the clear will be clipped to the
|
|
intersection of all of the bounding boxes. This saves having to
|
|
clear the whole stencil buffer */
|
|
_cogl_clip_stack_get_bounds (stack,
|
|
&scissor_x0, &scissor_y0,
|
|
&scissor_x1, &scissor_y1);
|
|
|
|
/* XXX: ONGOING BUG: Intel viewport scissor
|
|
*
|
|
* Intel gen6 drivers don't correctly handle offset viewports, since
|
|
* primitives aren't clipped within the bounds of the viewport. To
|
|
* workaround this we push our own clip for the viewport that will
|
|
* use scissoring to ensure we clip as expected.
|
|
*
|
|
* TODO: file a bug upstream!
|
|
*/
|
|
if (ctx->needs_viewport_scissor_workaround)
|
|
{
|
|
_cogl_util_scissor_intersect (framebuffer->viewport_x,
|
|
framebuffer->viewport_y,
|
|
framebuffer->viewport_x +
|
|
framebuffer->viewport_width,
|
|
framebuffer->viewport_y +
|
|
framebuffer->viewport_height,
|
|
&scissor_x0, &scissor_y0,
|
|
&scissor_x1, &scissor_y1);
|
|
framebuffer->viewport_age_for_scissor_workaround =
|
|
framebuffer->viewport_age;
|
|
ctx->viewport_scissor_workaround_framebuffer =
|
|
framebuffer;
|
|
}
|
|
|
|
/* Enable scissoring as soon as possible */
|
|
if (scissor_x0 >= scissor_x1 || scissor_y0 >= scissor_y1)
|
|
scissor_x0 = scissor_y0 = scissor_x1 = scissor_y1 = scissor_y_start = 0;
|
|
else
|
|
{
|
|
/* We store the entry coordinates in Cogl coordinate space
|
|
* but OpenGL requires the window origin to be the bottom
|
|
* left so we may need to convert the incoming coordinates.
|
|
*
|
|
* NB: Cogl forces all offscreen rendering to be done upside
|
|
* down so in this case no conversion is needed.
|
|
*/
|
|
|
|
if (cogl_is_offscreen (framebuffer))
|
|
scissor_y_start = scissor_y0;
|
|
else
|
|
{
|
|
int framebuffer_height =
|
|
cogl_framebuffer_get_height (framebuffer);
|
|
|
|
scissor_y_start = framebuffer_height - scissor_y1;
|
|
}
|
|
}
|
|
|
|
COGL_NOTE (CLIPPING, "Flushing scissor to (%i, %i, %i, %i)",
|
|
scissor_x0, scissor_y0,
|
|
scissor_x1, scissor_y1);
|
|
|
|
GE (ctx, glEnable (GL_SCISSOR_TEST));
|
|
GE (ctx, glScissor (scissor_x0, scissor_y_start,
|
|
scissor_x1 - scissor_x0,
|
|
scissor_y1 - scissor_y0));
|
|
|
|
/* Add all of the entries. This will end up adding them in the
|
|
reverse order that they were specified but as all of the clips
|
|
are intersecting it should work out the same regardless of the
|
|
order */
|
|
for (entry = stack; entry; entry = entry->parent)
|
|
{
|
|
switch (entry->type)
|
|
{
|
|
case COGL_CLIP_STACK_PATH:
|
|
{
|
|
CoglClipStackPath *path_entry = (CoglClipStackPath *) entry;
|
|
|
|
COGL_NOTE (CLIPPING, "Adding stencil clip for path");
|
|
|
|
add_stencil_clip_path (framebuffer,
|
|
path_entry->matrix_entry,
|
|
path_entry->path,
|
|
using_stencil_buffer,
|
|
TRUE);
|
|
|
|
using_stencil_buffer = TRUE;
|
|
break;
|
|
}
|
|
case COGL_CLIP_STACK_PRIMITIVE:
|
|
{
|
|
CoglClipStackPrimitive *primitive_entry =
|
|
(CoglClipStackPrimitive *) entry;
|
|
|
|
COGL_NOTE (CLIPPING, "Adding stencil clip for primitive");
|
|
|
|
add_stencil_clip_primitive (framebuffer,
|
|
primitive_entry->matrix_entry,
|
|
primitive_entry->primitive,
|
|
primitive_entry->bounds_x1,
|
|
primitive_entry->bounds_y1,
|
|
primitive_entry->bounds_x2,
|
|
primitive_entry->bounds_y2,
|
|
using_stencil_buffer,
|
|
TRUE);
|
|
|
|
using_stencil_buffer = TRUE;
|
|
break;
|
|
}
|
|
case COGL_CLIP_STACK_RECT:
|
|
{
|
|
CoglClipStackRect *rect = (CoglClipStackRect *) entry;
|
|
|
|
/* We don't need to do anything extra if the clip for this
|
|
rectangle was entirely described by its scissor bounds */
|
|
if (!rect->can_be_scissor)
|
|
{
|
|
/* If we support clip planes and we haven't already used
|
|
them then use that instead */
|
|
if (has_clip_planes)
|
|
{
|
|
COGL_NOTE (CLIPPING,
|
|
"Adding clip planes clip for rectangle");
|
|
|
|
set_clip_planes (framebuffer,
|
|
rect->matrix_entry,
|
|
rect->x0,
|
|
rect->y0,
|
|
rect->x1,
|
|
rect->y1);
|
|
using_clip_planes = TRUE;
|
|
/* We can't use clip planes a second time */
|
|
has_clip_planes = FALSE;
|
|
}
|
|
else
|
|
{
|
|
COGL_NOTE (CLIPPING, "Adding stencil clip for rectangle");
|
|
|
|
add_stencil_clip_rectangle (framebuffer,
|
|
rect->matrix_entry,
|
|
rect->x0,
|
|
rect->y0,
|
|
rect->x1,
|
|
rect->y1,
|
|
!using_stencil_buffer);
|
|
using_stencil_buffer = TRUE;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case COGL_CLIP_STACK_WINDOW_RECT:
|
|
break;
|
|
/* We don't need to do anything for window space rectangles because
|
|
* their functionality is entirely implemented by the entry bounding
|
|
* box */
|
|
}
|
|
}
|
|
|
|
/* Enabling clip planes is delayed to now so that they won't affect
|
|
setting up the stencil buffer */
|
|
if (using_clip_planes)
|
|
enable_clip_planes (ctx);
|
|
|
|
ctx->current_clip_stack_uses_stencil = using_stencil_buffer;
|
|
}
|