[matrix-stack] avoid redundant clearing of matrix when using load_identity
The journal always uses an identity matrix since it uses software transformation. Currently it manually uses glLoadMatrix since previous experimentation showed that the cogl-matrix-stack gave bad performance, but it would be nice to fix performance so we only have to care about one path for loading matrices. For the common case where we do: cogl_matrix_stack_push() cogl_matrix_stack_load_identity() we were effectively initializing the matrix 3 times. Once due to use of g_slice_new0, then we had a cogl_matrix_init_identity in _cogl_matrix_state_new for good measure, and then finally in cogl_matrix_stack_load_identity we did another cogl_matrix_init_identity. We don't use g_slice_new0 anymore, _cogl_matrix_state_new is documented as not initializing the matrix (instead _cogl_matrix_stack_top_mutable now takes a boolean to choose if new stack entries should be initialised) and so we now only initialize once in cogl_matrix_stack_load_identity.
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1402d1eb3c
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d153316045
1 changed files with 26 additions and 28 deletions
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@ -56,18 +56,14 @@ struct _CoglMatrixStack
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CoglMatrixState *flushed_state;
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};
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/* XXX: this doesn't initialize the matrix! */
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static CoglMatrixState*
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_cogl_matrix_state_new (void)
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{
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CoglMatrixState *state;
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state = g_slice_new0 (CoglMatrixState);
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/* load identity */
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cogl_matrix_init_identity (&state->matrix);
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/* state->push_count defaults to 0 */
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state = g_slice_new (CoglMatrixState);
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state->push_count = 0;
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return state;
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}
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@ -85,8 +81,9 @@ _cogl_matrix_stack_top (CoglMatrixStack *stack)
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return stack->stack->data;
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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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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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@ -100,16 +97,15 @@ _cogl_matrix_stack_top_mutable (CoglMatrixStack *stack)
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new_top = _cogl_matrix_state_new ();
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new_top->matrix = state->matrix;
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if (stack->flushed_state == state)
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if (initialize)
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{
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stack->flushed_state = new_top;
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new_top->matrix = state->matrix;
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if (stack->flushed_state == state)
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stack->flushed_state = new_top;
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}
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stack->stack =
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g_slist_prepend (stack->stack,
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new_top);
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stack->stack = g_slist_prepend (stack->stack, new_top);
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return new_top;
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}
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@ -121,10 +117,11 @@ _cogl_matrix_stack_new (void)
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CoglMatrixState *state;
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stack = g_slice_new0 (CoglMatrixStack);
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state = _cogl_matrix_state_new ();
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stack->stack =
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g_slist_prepend (stack->stack,
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state);
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cogl_matrix_init_identity (&state->matrix);
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stack->stack = g_slist_prepend (stack->stack, state);
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return stack;
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}
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@ -195,7 +192,8 @@ _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);
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/* XXX: In this case an uninitialized top is acceptable */
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state = _cogl_matrix_stack_top_mutable (stack, FALSE);
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cogl_matrix_init_identity (&state->matrix);
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/* mark dirty */
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@ -210,7 +208,7 @@ _cogl_matrix_stack_scale (CoglMatrixStack *stack,
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack);
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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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/* mark dirty */
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stack->flushed_state = NULL;
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@ -224,7 +222,7 @@ _cogl_matrix_stack_translate (CoglMatrixStack *stack,
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack);
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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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/* mark dirty */
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stack->flushed_state = NULL;
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@ -239,7 +237,7 @@ _cogl_matrix_stack_rotate (CoglMatrixStack *stack,
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack);
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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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/* mark dirty */
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stack->flushed_state = NULL;
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@ -251,7 +249,7 @@ _cogl_matrix_stack_multiply (CoglMatrixStack *stack,
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack);
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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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/* mark dirty */
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stack->flushed_state = NULL;
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@ -268,7 +266,7 @@ _cogl_matrix_stack_frustum (CoglMatrixStack *stack,
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack);
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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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@ -285,7 +283,7 @@ _cogl_matrix_stack_perspective (CoglMatrixStack *stack,
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack);
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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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/* mark dirty */
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@ -303,7 +301,7 @@ _cogl_matrix_stack_ortho (CoglMatrixStack *stack,
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack);
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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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/* mark dirty */
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@ -327,7 +325,7 @@ _cogl_matrix_stack_set (CoglMatrixStack *stack,
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack);
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state = _cogl_matrix_stack_top_mutable (stack, TRUE);
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state->matrix = *matrix;
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/* mark dirty */
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stack->flushed_state = NULL;
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