cogl-pango-display-list: Use cogl_rectangles_with_texture_coords
Instead of storing four vertices per rectangle in the array for a texture node in the display list, it now only stores two in a format that is acceptable to cogl_rectangles_with_texture_coords. That way it can pass the array directly to that function. That function has the advantage over cogl_rectangle that it doesn't need to validate the pipeline for every quad so it should be slightly faster. When the texture node is being rendered with a CoglPrimitive we now map the buffer and expand the rectangles into 4 vertices as the data is copied. https://bugzilla.gnome.org/show_bug.cgi?id=656303 Reviewed-by: Robert Bragg <robert@linux.intel.com>
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1 changed files with 96 additions and 54 deletions
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@ -40,6 +40,7 @@ typedef enum
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} CoglPangoDisplayListNodeType;
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typedef struct _CoglPangoDisplayListNode CoglPangoDisplayListNode;
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typedef struct _CoglPangoDisplayListRectangle CoglPangoDisplayListRectangle;
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struct _CoglPangoDisplayList
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{
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@ -50,6 +51,13 @@ struct _CoglPangoDisplayList
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CoglPangoPipelineCache *pipeline_cache;
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};
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/* This matches the format expected by cogl_rectangles_with_texture_coords */
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struct _CoglPangoDisplayListRectangle
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{
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float x_1, y_1, x_2, y_2;
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float s_1, t_1, s_2, t_2;
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};
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struct _CoglPangoDisplayListNode
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{
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CoglPangoDisplayListNodeType type;
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@ -64,9 +72,10 @@ struct _CoglPangoDisplayListNode
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struct
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{
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/* The texture to render these coords from */
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CoglHandle texture;
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/* Array of vertex data to render out of this texture */
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GArray *verts;
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CoglHandle texture;
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/* Array of rectangles in the format expected by
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cogl_rectangles_with_texture_coords */
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GArray *rectangles;
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/* A primitive representing those vertices */
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CoglPrimitive *primitive;
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} texture;
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@ -132,7 +141,7 @@ _cogl_pango_display_list_add_texture (CoglPangoDisplayList *dl,
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float tx_2, float ty_2)
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{
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CoglPangoDisplayListNode *node;
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CoglVertexP2T2 *verts;
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CoglPangoDisplayListRectangle *rectangle;
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/* Add to the last node if it is a texture node with the same
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target texture */
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@ -160,38 +169,26 @@ _cogl_pango_display_list_add_texture (CoglPangoDisplayList *dl,
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node->color = dl->color;
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node->pipeline = NULL;
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node->d.texture.texture = cogl_handle_ref (texture);
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node->d.texture.verts
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= g_array_new (FALSE, FALSE, sizeof (CoglVertexP2T2));
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node->d.texture.rectangles
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= g_array_new (FALSE, FALSE, sizeof (CoglPangoDisplayListRectangle));
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node->d.texture.primitive = NULL;
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_cogl_pango_display_list_append_node (dl, node);
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}
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g_array_set_size (node->d.texture.verts,
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node->d.texture.verts->len + 4);
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verts = &g_array_index (node->d.texture.verts,
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CoglVertexP2T2,
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node->d.texture.verts->len - 4);
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verts->x = x_1;
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verts->y = y_1;
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verts->s = tx_1;
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verts->t = ty_1;
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verts++;
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verts->x = x_1;
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verts->y = y_2;
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verts->s = tx_1;
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verts->t = ty_2;
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verts++;
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verts->x = x_2;
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verts->y = y_2;
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verts->s = tx_2;
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verts->t = ty_2;
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verts++;
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verts->x = x_2;
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verts->y = y_1;
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verts->s = tx_2;
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verts->t = ty_1;
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g_array_set_size (node->d.texture.rectangles,
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node->d.texture.rectangles->len + 1);
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rectangle = &g_array_index (node->d.texture.rectangles,
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CoglPangoDisplayListRectangle,
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node->d.texture.rectangles->len - 1);
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rectangle->x_1 = x_1;
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rectangle->y_1 = y_1;
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rectangle->x_2 = x_2;
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rectangle->y_2 = y_2;
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rectangle->s_1 = tx_1;
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rectangle->t_1 = ty_1;
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rectangle->s_2 = tx_2;
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rectangle->t_2 = ty_2;
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}
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void
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@ -241,20 +238,9 @@ _cogl_pango_display_list_add_trapezoid (CoglPangoDisplayList *dl,
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static void
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emit_rectangles_through_journal (CoglPangoDisplayListNode *node)
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{
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int i;
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for (i = 0; i < node->d.texture.verts->len; i += 4)
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{
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CoglVertexP2T2 *v0 =
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&g_array_index (node->d.texture.verts,
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CoglVertexP2T2, i);
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CoglVertexP2T2 *v1 =
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&g_array_index (node->d.texture.verts,
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CoglVertexP2T2, i + 2);
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cogl_rectangle_with_texture_coords (v0->x, v0->y, v1->x, v1->y,
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v0->s, v0->t,
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v1->s, v1->t);
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}
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cogl_rectangles_with_texture_coords ((float *)
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node->d.texture.rectangles->data,
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node->d.texture.rectangles->len);
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}
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static void
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@ -273,13 +259,69 @@ emit_vertex_buffer_geometry (CoglPangoDisplayListNode *node)
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if (node->d.texture.primitive == NULL)
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{
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CoglAttributeBuffer *buffer;
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CoglVertexP2T2 *verts, *v;
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int n_verts;
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gboolean allocated = FALSE;
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CoglAttribute *attributes[2];
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CoglPrimitive *prim;
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int i;
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n_verts = node->d.texture.rectangles->len * 4;
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buffer
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= cogl_attribute_buffer_new (node->d.texture.verts->len
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* sizeof (CoglVertexP2T2),
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node->d.texture.verts->data);
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= cogl_attribute_buffer_new (n_verts * sizeof (CoglVertexP2T2), NULL);
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if ((verts = cogl_buffer_map (COGL_BUFFER (buffer),
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COGL_BUFFER_ACCESS_WRITE,
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COGL_BUFFER_MAP_HINT_DISCARD)) == NULL)
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{
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verts = g_new (CoglVertexP2T2, n_verts);
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allocated = TRUE;
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}
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v = verts;
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/* Copy the rectangles into the buffer and expand into four
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vertices instead of just two */
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for (i = 0; i < node->d.texture.rectangles->len; i++)
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{
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const CoglPangoDisplayListRectangle *rectangle
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= &g_array_index (node->d.texture.rectangles,
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CoglPangoDisplayListRectangle, i);
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v->x = rectangle->x_1;
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v->y = rectangle->y_1;
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v->s = rectangle->s_1;
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v->t = rectangle->t_1;
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v++;
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v->x = rectangle->x_1;
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v->y = rectangle->y_2;
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v->s = rectangle->s_1;
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v->t = rectangle->t_2;
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v++;
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v->x = rectangle->x_2;
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v->y = rectangle->y_2;
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v->s = rectangle->s_2;
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v->t = rectangle->t_2;
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v++;
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v->x = rectangle->x_2;
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v->y = rectangle->y_1;
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v->s = rectangle->s_2;
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v->t = rectangle->t_1;
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v++;
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}
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if (allocated)
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{
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cogl_buffer_set_data (COGL_BUFFER (buffer),
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0, /* offset */
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verts,
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sizeof (CoglVertexP2T2) * n_verts);
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g_free (verts);
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}
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else
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cogl_buffer_unmap (COGL_BUFFER (buffer));
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attributes[0] = cogl_attribute_new (buffer,
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"cogl_position_in",
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sizeof (CoglVertexP2T2),
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@ -294,7 +336,7 @@ emit_vertex_buffer_geometry (CoglPangoDisplayListNode *node)
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COGL_ATTRIBUTE_TYPE_FLOAT);
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prim = cogl_primitive_new_with_attributes (COGL_VERTICES_MODE_TRIANGLES,
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node->d.texture.verts->len,
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n_verts,
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attributes,
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2 /* n_attributes */);
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@ -309,11 +351,11 @@ emit_vertex_buffer_geometry (CoglPangoDisplayListNode *node)
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quads */
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CoglIndices *indices =
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cogl_get_rectangle_indices (node->d.texture.verts->len / 4);
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cogl_get_rectangle_indices (node->d.texture.rectangles->len);
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cogl_primitive_set_indices (prim, indices);
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cogl_primitive_set_n_vertices (prim,
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node->d.texture.verts->len / 4 * 6);
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node->d.texture.rectangles->len * 6);
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}
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node->d.texture.primitive = prim;
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@ -332,9 +374,9 @@ _cogl_pango_display_list_render_texture (CoglPangoDisplayListNode *node)
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/* For small runs of text like icon labels, we can get better performance
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* going through the Cogl journal since text may then be batched together
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* with other geometry. */
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/* FIXME: 100 is a number I plucked out of thin air; it would be good
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/* FIXME: 25 is a number I plucked out of thin air; it would be good
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* to determine this empirically! */
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if (node->d.texture.verts->len < 100)
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if (node->d.texture.rectangles->len < 25)
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emit_rectangles_through_journal (node);
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else
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emit_vertex_buffer_geometry (node);
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@ -422,7 +464,7 @@ _cogl_pango_display_list_node_free (CoglPangoDisplayListNode *node)
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{
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if (node->type == COGL_PANGO_DISPLAY_LIST_TEXTURE)
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{
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g_array_free (node->d.texture.verts, TRUE);
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g_array_free (node->d.texture.rectangles, TRUE);
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if (node->d.texture.texture != COGL_INVALID_HANDLE)
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cogl_handle_unref (node->d.texture.texture);
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if (node->d.texture.primitive != NULL)
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