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mutter-performance-source/cogl-pango/cogl-pango-display-list.c
Robert Bragg a0441778ad This re-licenses Cogl 1.18 under the MIT license
Since the Cogl 1.18 branch is actively maintained in parallel with the
master branch; this is a counter part to commit 1b83ef938fc16b which
re-licensed the master branch to use the MIT license.

This re-licensing is a follow up to the proposal that was sent to the
Cogl mailing list:
http://lists.freedesktop.org/archives/cogl/2013-December/001465.html

Note: there was a copyright assignment policy in place for Clutter (and
therefore Cogl which was part of Clutter at the time) until the 11th of
June 2010 and so we only checked the details after that point (commit
0bbf50f905)

For each file, authors were identified via this Git command:
$ git blame -p -C -C -C20 -M -M10  0bbf50f905..HEAD

We received blanket approvals for re-licensing all Red Hat and Collabora
contributions which reduced how many people needed to be contacted
individually:
- http://lists.freedesktop.org/archives/cogl/2013-December/001470.html
- http://lists.freedesktop.org/archives/cogl/2014-January/001536.html

Individual approval requests were sent to all the other identified authors
who all confirmed the re-license on the Cogl mailinglist:
http://lists.freedesktop.org/archives/cogl/2014-January

As well as updating the copyright header in all sources files, the
COPYING file has been updated to reflect the license change and also
document the other licenses used in Cogl such as the SGI Free Software
License B, version 2.0 and the 3-clause BSD license.

This patch was not simply cherry-picked from master; but the same
methodology was used to check the source files.
2014-02-22 02:02:53 +00:00

499 lines
16 KiB
C

/*
* Cogl
*
* A Low Level GPU Graphics and Utilities API
*
* Copyright (C) 2009 Intel Corporation.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use, copy,
* modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <glib.h>
#include <string.h>
#include "cogl-pango-display-list.h"
#include "cogl-pango-pipeline-cache.h"
#include "cogl/cogl-context-private.h"
typedef enum
{
COGL_PANGO_DISPLAY_LIST_TEXTURE,
COGL_PANGO_DISPLAY_LIST_RECTANGLE,
COGL_PANGO_DISPLAY_LIST_TRAPEZOID
} CoglPangoDisplayListNodeType;
typedef struct _CoglPangoDisplayListNode CoglPangoDisplayListNode;
typedef struct _CoglPangoDisplayListRectangle CoglPangoDisplayListRectangle;
struct _CoglPangoDisplayList
{
CoglBool color_override;
CoglColor color;
GSList *nodes;
GSList *last_node;
CoglPangoPipelineCache *pipeline_cache;
};
/* This matches the format expected by cogl_rectangles_with_texture_coords */
struct _CoglPangoDisplayListRectangle
{
float x_1, y_1, x_2, y_2;
float s_1, t_1, s_2, t_2;
};
struct _CoglPangoDisplayListNode
{
CoglPangoDisplayListNodeType type;
CoglBool color_override;
CoglColor color;
CoglPipeline *pipeline;
union
{
struct
{
/* The texture to render these coords from */
CoglTexture *texture;
/* Array of rectangles in the format expected by
cogl_rectangles_with_texture_coords */
GArray *rectangles;
/* A primitive representing those vertices */
CoglPrimitive *primitive;
} texture;
struct
{
float x_1, y_1;
float x_2, y_2;
} rectangle;
struct
{
CoglPrimitive *primitive;
} trapezoid;
} d;
};
CoglPangoDisplayList *
_cogl_pango_display_list_new (CoglPangoPipelineCache *pipeline_cache)
{
CoglPangoDisplayList *dl = g_slice_new0 (CoglPangoDisplayList);
dl->pipeline_cache = pipeline_cache;
return dl;
}
static void
_cogl_pango_display_list_append_node (CoglPangoDisplayList *dl,
CoglPangoDisplayListNode *node)
{
if (dl->last_node)
dl->last_node = dl->last_node->next = g_slist_prepend (NULL, node);
else
dl->last_node = dl->nodes = g_slist_prepend (NULL, node);
}
void
_cogl_pango_display_list_set_color_override (CoglPangoDisplayList *dl,
const CoglColor *color)
{
dl->color_override = TRUE;
dl->color = *color;
}
void
_cogl_pango_display_list_remove_color_override (CoglPangoDisplayList *dl)
{
dl->color_override = FALSE;
}
void
_cogl_pango_display_list_add_texture (CoglPangoDisplayList *dl,
CoglTexture *texture,
float x_1, float y_1,
float x_2, float y_2,
float tx_1, float ty_1,
float tx_2, float ty_2)
{
CoglPangoDisplayListNode *node;
CoglPangoDisplayListRectangle *rectangle;
/* Add to the last node if it is a texture node with the same
target texture */
if (dl->last_node
&& (node = dl->last_node->data)->type == COGL_PANGO_DISPLAY_LIST_TEXTURE
&& node->d.texture.texture == texture
&& (dl->color_override
? (node->color_override && cogl_color_equal (&dl->color, &node->color))
: !node->color_override))
{
/* Get rid of the vertex buffer so that it will be recreated */
if (node->d.texture.primitive != NULL)
{
cogl_object_unref (node->d.texture.primitive);
node->d.texture.primitive = NULL;
}
}
else
{
/* Otherwise create a new node */
node = g_slice_new (CoglPangoDisplayListNode);
node->type = COGL_PANGO_DISPLAY_LIST_TEXTURE;
node->color_override = dl->color_override;
node->color = dl->color;
node->pipeline = NULL;
node->d.texture.texture = cogl_object_ref (texture);
node->d.texture.rectangles
= g_array_new (FALSE, FALSE, sizeof (CoglPangoDisplayListRectangle));
node->d.texture.primitive = NULL;
_cogl_pango_display_list_append_node (dl, node);
}
g_array_set_size (node->d.texture.rectangles,
node->d.texture.rectangles->len + 1);
rectangle = &g_array_index (node->d.texture.rectangles,
CoglPangoDisplayListRectangle,
node->d.texture.rectangles->len - 1);
rectangle->x_1 = x_1;
rectangle->y_1 = y_1;
rectangle->x_2 = x_2;
rectangle->y_2 = y_2;
rectangle->s_1 = tx_1;
rectangle->t_1 = ty_1;
rectangle->s_2 = tx_2;
rectangle->t_2 = ty_2;
}
void
_cogl_pango_display_list_add_rectangle (CoglPangoDisplayList *dl,
float x_1, float y_1,
float x_2, float y_2)
{
CoglPangoDisplayListNode *node = g_slice_new (CoglPangoDisplayListNode);
node->type = COGL_PANGO_DISPLAY_LIST_RECTANGLE;
node->color_override = dl->color_override;
node->color = dl->color;
node->d.rectangle.x_1 = x_1;
node->d.rectangle.y_1 = y_1;
node->d.rectangle.x_2 = x_2;
node->d.rectangle.y_2 = y_2;
node->pipeline = NULL;
_cogl_pango_display_list_append_node (dl, node);
}
void
_cogl_pango_display_list_add_trapezoid (CoglPangoDisplayList *dl,
float y_1,
float x_11,
float x_21,
float y_2,
float x_12,
float x_22)
{
CoglContext *ctx = dl->pipeline_cache->ctx;
CoglPangoDisplayListNode *node = g_slice_new (CoglPangoDisplayListNode);
CoglVertexP2 vertices[4] = {
{ x_11, y_1 },
{ x_12, y_2 },
{ x_22, y_2 },
{ x_21, y_1 }
};
node->type = COGL_PANGO_DISPLAY_LIST_TRAPEZOID;
node->color_override = dl->color_override;
node->color = dl->color;
node->pipeline = NULL;
node->d.trapezoid.primitive =
cogl_primitive_new_p2 (ctx,
COGL_VERTICES_MODE_TRIANGLE_FAN,
4,
vertices);
_cogl_pango_display_list_append_node (dl, node);
}
static void
emit_rectangles_through_journal (CoglFramebuffer *fb,
CoglPipeline *pipeline,
CoglPangoDisplayListNode *node)
{
const float *rectangles = (const float *)node->d.texture.rectangles->data;
cogl_framebuffer_draw_textured_rectangles (fb,
pipeline,
rectangles,
node->d.texture.rectangles->len);
}
static void
emit_vertex_buffer_geometry (CoglFramebuffer *fb,
CoglPipeline *pipeline,
CoglPangoDisplayListNode *node)
{
CoglContext *ctx = fb->context;
/* It's expensive to go through the Cogl journal for large runs
* of text in part because the journal transforms the quads in software
* to avoid changing the modelview matrix. So for larger runs of text
* we load the vertices into a VBO, and this has the added advantage
* that if the text doesn't change from frame to frame the VBO can
* be re-used avoiding the repeated cost of validating the data and
* mapping it into the GPU... */
if (node->d.texture.primitive == NULL)
{
CoglAttributeBuffer *buffer;
CoglVertexP2T2 *verts, *v;
int n_verts;
CoglBool allocated = FALSE;
CoglAttribute *attributes[2];
CoglPrimitive *prim;
int i;
n_verts = node->d.texture.rectangles->len * 4;
buffer
= cogl_attribute_buffer_new_with_size (ctx,
n_verts *
sizeof (CoglVertexP2T2));
if ((verts = cogl_buffer_map (COGL_BUFFER (buffer),
COGL_BUFFER_ACCESS_WRITE,
COGL_BUFFER_MAP_HINT_DISCARD)) == NULL)
{
verts = g_new (CoglVertexP2T2, n_verts);
allocated = TRUE;
}
v = verts;
/* Copy the rectangles into the buffer and expand into four
vertices instead of just two */
for (i = 0; i < node->d.texture.rectangles->len; i++)
{
const CoglPangoDisplayListRectangle *rectangle
= &g_array_index (node->d.texture.rectangles,
CoglPangoDisplayListRectangle, i);
v->x = rectangle->x_1;
v->y = rectangle->y_1;
v->s = rectangle->s_1;
v->t = rectangle->t_1;
v++;
v->x = rectangle->x_1;
v->y = rectangle->y_2;
v->s = rectangle->s_1;
v->t = rectangle->t_2;
v++;
v->x = rectangle->x_2;
v->y = rectangle->y_2;
v->s = rectangle->s_2;
v->t = rectangle->t_2;
v++;
v->x = rectangle->x_2;
v->y = rectangle->y_1;
v->s = rectangle->s_2;
v->t = rectangle->t_1;
v++;
}
if (allocated)
{
cogl_buffer_set_data (COGL_BUFFER (buffer),
0, /* offset */
verts,
sizeof (CoglVertexP2T2) * n_verts);
g_free (verts);
}
else
cogl_buffer_unmap (COGL_BUFFER (buffer));
attributes[0] = cogl_attribute_new (buffer,
"cogl_position_in",
sizeof (CoglVertexP2T2),
G_STRUCT_OFFSET (CoglVertexP2T2, x),
2, /* n_components */
COGL_ATTRIBUTE_TYPE_FLOAT);
attributes[1] = cogl_attribute_new (buffer,
"cogl_tex_coord0_in",
sizeof (CoglVertexP2T2),
G_STRUCT_OFFSET (CoglVertexP2T2, s),
2, /* n_components */
COGL_ATTRIBUTE_TYPE_FLOAT);
prim = cogl_primitive_new_with_attributes (COGL_VERTICES_MODE_TRIANGLES,
n_verts,
attributes,
2 /* n_attributes */);
#ifdef CLUTTER_COGL_HAS_GL
if (_cogl_has_private_feature (ctx, COGL_PRIVATE_FEATURE_QUADS))
cogl_primitive_set_mode (prim, GL_QUADS);
else
#endif
{
/* GLES doesn't support GL_QUADS so instead we use a VBO
with indexed vertices to generate GL_TRIANGLES from the
quads */
CoglIndices *indices =
cogl_get_rectangle_indices (ctx, node->d.texture.rectangles->len);
cogl_primitive_set_indices (prim, indices,
node->d.texture.rectangles->len * 6);
}
node->d.texture.primitive = prim;
cogl_object_unref (buffer);
cogl_object_unref (attributes[0]);
cogl_object_unref (attributes[1]);
}
cogl_primitive_draw (node->d.texture.primitive,
fb,
pipeline);
}
static void
_cogl_framebuffer_draw_display_list_texture (CoglFramebuffer *fb,
CoglPipeline *pipeline,
CoglPangoDisplayListNode *node)
{
/* For small runs of text like icon labels, we can get better performance
* going through the Cogl journal since text may then be batched together
* with other geometry. */
/* FIXME: 25 is a number I plucked out of thin air; it would be good
* to determine this empirically! */
if (node->d.texture.rectangles->len < 25)
emit_rectangles_through_journal (fb, pipeline, node);
else
emit_vertex_buffer_geometry (fb, pipeline, node);
}
void
_cogl_pango_display_list_render (CoglFramebuffer *fb,
CoglPangoDisplayList *dl,
const CoglColor *color)
{
GSList *l;
for (l = dl->nodes; l; l = l->next)
{
CoglPangoDisplayListNode *node = l->data;
CoglColor draw_color;
if (node->pipeline == NULL)
{
if (node->type == COGL_PANGO_DISPLAY_LIST_TEXTURE)
node->pipeline =
_cogl_pango_pipeline_cache_get (dl->pipeline_cache,
node->d.texture.texture);
else
node->pipeline =
_cogl_pango_pipeline_cache_get (dl->pipeline_cache,
NULL);
}
if (node->color_override)
/* Use the override color but preserve the alpha from the
draw color */
cogl_color_init_from_4ub (&draw_color,
cogl_color_get_red_byte (&node->color),
cogl_color_get_green_byte (&node->color),
cogl_color_get_blue_byte (&node->color),
cogl_color_get_alpha_byte (color));
else
draw_color = *color;
cogl_color_premultiply (&draw_color);
cogl_pipeline_set_color (node->pipeline, &draw_color);
switch (node->type)
{
case COGL_PANGO_DISPLAY_LIST_TEXTURE:
_cogl_framebuffer_draw_display_list_texture (fb, node->pipeline, node);
break;
case COGL_PANGO_DISPLAY_LIST_RECTANGLE:
cogl_framebuffer_draw_rectangle (fb,
node->pipeline,
node->d.rectangle.x_1,
node->d.rectangle.y_1,
node->d.rectangle.x_2,
node->d.rectangle.y_2);
break;
case COGL_PANGO_DISPLAY_LIST_TRAPEZOID:
cogl_framebuffer_draw_primitive (fb, node->pipeline,
node->d.trapezoid.primitive);
break;
}
}
}
static void
_cogl_pango_display_list_node_free (CoglPangoDisplayListNode *node)
{
if (node->type == COGL_PANGO_DISPLAY_LIST_TEXTURE)
{
g_array_free (node->d.texture.rectangles, TRUE);
if (node->d.texture.texture != NULL)
cogl_object_unref (node->d.texture.texture);
if (node->d.texture.primitive != NULL)
cogl_object_unref (node->d.texture.primitive);
}
else if (node->type == COGL_PANGO_DISPLAY_LIST_TRAPEZOID)
cogl_object_unref (node->d.trapezoid.primitive);
if (node->pipeline)
cogl_object_unref (node->pipeline);
g_slice_free (CoglPangoDisplayListNode, node);
}
void
_cogl_pango_display_list_clear (CoglPangoDisplayList *dl)
{
g_slist_foreach (dl->nodes, (GFunc) _cogl_pango_display_list_node_free, NULL);
g_slist_free (dl->nodes);
dl->nodes = NULL;
dl->last_node = NULL;
}
void
_cogl_pango_display_list_free (CoglPangoDisplayList *dl)
{
_cogl_pango_display_list_clear (dl);
g_slice_free (CoglPangoDisplayList, dl);
}