a2d9ad21ef
If the texture can't be hardware repeated (ie, if it is sliced or it has waste) then Cogl will reject the layer when rendering with a VBO. In this case we should always fall back to rendering with cogl_rectangle. This commit is only needed temporarily because Cogl will end up putting atlas textures in the display list. A later commit in the series will make it so that the display list always has primitive textures in it so this commit can be reverted.
438 lines
14 KiB
C
438 lines
14 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Authored By Neil Roberts <neil@linux.intel.com>
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*
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* Copyright (C) 2009 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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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include <glib.h>
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#include <cogl/cogl.h>
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#include <cogl/cogl-texture-private.h>
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#include <string.h>
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#include "cogl-pango-display-list.h"
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typedef enum
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{
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COGL_PANGO_DISPLAY_LIST_TEXTURE,
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COGL_PANGO_DISPLAY_LIST_RECTANGLE,
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COGL_PANGO_DISPLAY_LIST_TRAPEZOID
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} CoglPangoDisplayListNodeType;
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typedef struct _CoglPangoDisplayListNode CoglPangoDisplayListNode;
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typedef struct _CoglPangoDisplayListVertex CoglPangoDisplayListVertex;
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struct _CoglPangoDisplayList
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{
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gboolean color_override;
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CoglColor color;
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GSList *nodes;
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GSList *last_node;
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};
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struct _CoglPangoDisplayListNode
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{
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CoglPangoDisplayListNodeType type;
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gboolean color_override;
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CoglColor color;
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union
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{
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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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/* A VBO representing those vertices */
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CoglHandle vertex_buffer;
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} texture;
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struct
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{
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float x_1, y_1;
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float x_2, y_2;
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} rectangle;
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struct
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{
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float y_1;
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float x_11;
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float x_21;
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float y_2;
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float x_12;
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float x_22;
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} trapezoid;
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} d;
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};
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struct _CoglPangoDisplayListVertex
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{
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float x, y, t_x, t_y;
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};
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CoglPangoDisplayList *
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_cogl_pango_display_list_new (void)
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{
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return g_slice_new0 (CoglPangoDisplayList);
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}
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static void
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_cogl_pango_display_list_append_node (CoglPangoDisplayList *dl,
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CoglPangoDisplayListNode *node)
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{
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if (dl->last_node)
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dl->last_node = dl->last_node->next = g_slist_prepend (NULL, node);
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else
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dl->last_node = dl->nodes = g_slist_prepend (NULL, node);
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}
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void
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_cogl_pango_display_list_set_color_override (CoglPangoDisplayList *dl,
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const CoglColor *color)
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{
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dl->color_override = TRUE;
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dl->color = *color;
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}
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void
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_cogl_pango_display_list_remove_color_override (CoglPangoDisplayList *dl)
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{
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dl->color_override = FALSE;
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}
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void
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_cogl_pango_display_list_add_texture (CoglPangoDisplayList *dl,
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CoglHandle texture,
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float x_1, float y_1,
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float x_2, float y_2,
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float tx_1, float ty_1,
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float tx_2, float ty_2)
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{
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CoglPangoDisplayListNode *node;
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CoglPangoDisplayListVertex *verts;
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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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if (dl->last_node
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&& (node = dl->last_node->data)->type == COGL_PANGO_DISPLAY_LIST_TEXTURE
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&& node->d.texture.texture == texture
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&& (dl->color_override
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? (node->color_override && cogl_color_equal (&dl->color, &node->color))
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: !node->color_override))
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{
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/* Get rid of the vertex buffer so that it will be recreated */
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if (node->d.texture.vertex_buffer != COGL_INVALID_HANDLE)
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{
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cogl_handle_unref (node->d.texture.vertex_buffer);
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node->d.texture.vertex_buffer = COGL_INVALID_HANDLE;
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}
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}
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else
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{
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/* Otherwise create a new node */
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node = g_slice_new (CoglPangoDisplayListNode);
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node->type = COGL_PANGO_DISPLAY_LIST_TEXTURE;
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node->color_override = dl->color_override;
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node->color = dl->color;
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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 (CoglPangoDisplayListVertex));
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node->d.texture.vertex_buffer = COGL_INVALID_HANDLE;
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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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CoglPangoDisplayListVertex,
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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->t_x = tx_1;
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verts->t_y = 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->t_x = tx_1;
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verts->t_y = 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->t_x = tx_2;
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verts->t_y = 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->t_x = tx_2;
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verts->t_y = ty_1;
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}
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void
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_cogl_pango_display_list_add_rectangle (CoglPangoDisplayList *dl,
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float x_1, float y_1,
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float x_2, float y_2)
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{
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CoglPangoDisplayListNode *node = g_slice_new (CoglPangoDisplayListNode);
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node->type = COGL_PANGO_DISPLAY_LIST_RECTANGLE;
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node->color_override = dl->color_override;
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node->color = dl->color;
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node->d.rectangle.x_1 = x_1;
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node->d.rectangle.y_1 = y_1;
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node->d.rectangle.x_2 = x_2;
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node->d.rectangle.y_2 = y_2;
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_cogl_pango_display_list_append_node (dl, node);
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}
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void
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_cogl_pango_display_list_add_trapezoid (CoglPangoDisplayList *dl,
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float y_1,
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float x_11,
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float x_21,
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float y_2,
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float x_12,
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float x_22)
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{
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CoglPangoDisplayListNode *node = g_slice_new (CoglPangoDisplayListNode);
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node->type = COGL_PANGO_DISPLAY_LIST_TRAPEZOID;
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node->color_override = dl->color_override;
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node->color = dl->color;
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node->d.trapezoid.y_1 = y_1;
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node->d.trapezoid.x_11 = x_11;
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node->d.trapezoid.x_21 = x_21;
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node->d.trapezoid.y_2 = y_2;
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node->d.trapezoid.x_12 = x_12;
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node->d.trapezoid.x_22 = x_22;
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_cogl_pango_display_list_append_node (dl, node);
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}
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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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CoglPangoDisplayListVertex *v0 =
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&g_array_index (node->d.texture.verts,
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CoglPangoDisplayListVertex, i);
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CoglPangoDisplayListVertex *v1 =
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&g_array_index (node->d.texture.verts,
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CoglPangoDisplayListVertex, i + 2);
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cogl_rectangle_with_texture_coords (v0->x, v0->y, v1->x, v1->y,
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v0->t_x, v0->t_y,
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v1->t_x, v1->t_y);
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}
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}
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static void
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emit_vertex_buffer_geometry (CoglPangoDisplayListNode *node)
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{
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/* It's expensive to go through the Cogl journal for large runs
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* of text in part because the journal transforms the quads in software
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* to avoid changing the modelview matrix. So for larger runs of text
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* we load the vertices into a VBO, and this has the added advantage
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* that if the text doesn't change from frame to frame the VBO can
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* be re-used avoiding the repeated cost of validating the data and
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* mapping it into the GPU... */
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if (node->d.texture.vertex_buffer == COGL_INVALID_HANDLE)
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{
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CoglHandle vb = cogl_vertex_buffer_new (node->d.texture.verts->len);
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cogl_vertex_buffer_add (vb, "gl_Vertex", 2,
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COGL_ATTRIBUTE_TYPE_FLOAT, FALSE,
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sizeof (CoglPangoDisplayListVertex),
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&g_array_index (node->d.texture.verts,
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CoglPangoDisplayListVertex, 0).x);
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cogl_vertex_buffer_add (vb, "gl_MultiTexCoord0", 2,
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COGL_ATTRIBUTE_TYPE_FLOAT, FALSE,
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sizeof (CoglPangoDisplayListVertex),
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&g_array_index (node->d.texture.verts,
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CoglPangoDisplayListVertex,
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0).t_x);
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cogl_vertex_buffer_submit (vb);
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node->d.texture.vertex_buffer = vb;
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}
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#ifdef CLUTTER_COGL_HAS_GL
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cogl_vertex_buffer_draw (node->d.texture.vertex_buffer,
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GL_QUADS,
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0, node->d.texture.verts->len);
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#else /* CLUTTER_COGL_HAS_GL */
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{
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/* GLES doesn't support GL_QUADS so instead we use a VBO with
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indexed vertices to generate GL_TRIANGLES from the quads */
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int n_indices = node->d.texture.verts->len / 4 * 6;
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CoglHandle indices_vbo
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= cogl_vertex_buffer_indices_get_for_quads (n_indices);
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cogl_vertex_buffer_draw_elements (node->d.texture.vertex_buffer,
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COGL_VERTICES_MODE_TRIANGLES,
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indices_vbo,
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0, node->d.texture.verts->len - 1,
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0, n_indices);
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}
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#endif /* CLUTTER_COGL_HAS_GL */
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}
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static void
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_cogl_pango_display_list_render_texture (CoglMaterial *material,
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const CoglColor *color,
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CoglPangoDisplayListNode *node)
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{
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CoglColor premult_color = *color;
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cogl_material_set_layer (material, 0, node->d.texture.texture);
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cogl_material_set_color (material, &premult_color);
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cogl_push_source (material);
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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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* to determine this empirically! */
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if (node->d.texture.verts->len < 100 ||
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/* We can't use a VBO if the texture can't be hardware repeated
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because Cogl will reject it */
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!_cogl_texture_can_hardware_repeat (node->d.texture.texture))
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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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cogl_pop_source ();
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}
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void
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_cogl_pango_display_list_render (CoglPangoDisplayList *dl,
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const CoglColor *color,
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CoglMaterial *glyph_material,
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CoglMaterial *solid_material)
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{
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GSList *l;
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for (l = dl->nodes; l; l = l->next)
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{
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CoglPangoDisplayListNode *node = l->data;
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CoglColor draw_color;
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if (node->color_override)
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/* Use the override color but preserve the alpha from the
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draw color */
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cogl_color_init_from_4ub (&draw_color,
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cogl_color_get_red_byte (&node->color),
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cogl_color_get_green_byte (&node->color),
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cogl_color_get_blue_byte (&node->color),
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cogl_color_get_alpha_byte (color));
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else
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draw_color = *color;
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cogl_color_premultiply (&draw_color);
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switch (node->type)
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{
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case COGL_PANGO_DISPLAY_LIST_TEXTURE:
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_cogl_pango_display_list_render_texture (glyph_material,
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&draw_color, node);
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break;
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case COGL_PANGO_DISPLAY_LIST_RECTANGLE:
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cogl_material_set_color (solid_material, &draw_color);
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cogl_push_source (solid_material);
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cogl_rectangle (node->d.rectangle.x_1,
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node->d.rectangle.y_1,
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node->d.rectangle.x_2,
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node->d.rectangle.y_2);
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cogl_pop_source ();
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break;
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case COGL_PANGO_DISPLAY_LIST_TRAPEZOID:
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{
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float points[8];
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CoglPath *path;
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points[0] = node->d.trapezoid.x_11;
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points[1] = node->d.trapezoid.y_1;
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points[2] = node->d.trapezoid.x_12;
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points[3] = node->d.trapezoid.y_2;
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points[4] = node->d.trapezoid.x_22;
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points[5] = node->d.trapezoid.y_2;
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points[6] = node->d.trapezoid.x_21;
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points[7] = node->d.trapezoid.y_1;
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cogl_material_set_color (solid_material, &draw_color);
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cogl_push_source (solid_material);
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path = cogl_path_new ();
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cogl_path_polygon (path, points, 4);
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cogl_path_fill (path);
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cogl_object_unref (path);
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cogl_pop_source ();
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}
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break;
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}
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}
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}
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static void
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_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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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.vertex_buffer != COGL_INVALID_HANDLE)
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cogl_handle_unref (node->d.texture.vertex_buffer);
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}
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g_slice_free (CoglPangoDisplayListNode, node);
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}
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void
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_cogl_pango_display_list_clear (CoglPangoDisplayList *dl)
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{
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g_slist_foreach (dl->nodes, (GFunc) _cogl_pango_display_list_node_free, NULL);
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g_slist_free (dl->nodes);
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dl->nodes = NULL;
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dl->last_node = NULL;
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}
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void
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_cogl_pango_display_list_free (CoglPangoDisplayList *dl)
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{
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_cogl_pango_display_list_clear (dl);
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g_slice_free (CoglPangoDisplayList, dl);
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}
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