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mutter-performance-source/cogl/cogl-attribute.c
Robert Bragg 8f9151303d pipeline: improve real_blend_enable checks
Since _cogl_pipeline_update_blend_enable() can sometimes show up quite
high in profiles; instead of calling
_cogl_pipeline_update_blend_enable() whenever we change pipeline state
that may affect blending we now just set a dirty flag and when we flush
a pipeline we check this dirty flag and lazily calculate whether blender
really needs to be enabled if it's set.

Since it turns out we were too optimistic in assuming most GL drivers
would recognize blending with ADD(src,0) is equivalent to disabling
GL_BLEND we now check this case ourselves so we can always explicitly
disable GL_BLEND if we know we don't need blending.

This introduces the idea of an 'unknown_color_alpha' boolean to the
pipeline flush code which is set whenever we can't guarantee that the
color attribute is opaque. For example this is set whenever a user
specifies a color attribute with 4 components when drawing a primitive.
This boolean needs to be cached along with every pipeline because
pipeline::real_blend_enabled depends on this and so we need to also call
_cogl_pipeline_update_blend_enable() if the status of this changes.

Incidentally with this patch we now no longer ever use
_cogl_pipeline_set_blend_enable() internally. For now the internal api
hasn't been removed though since we might want to consider re-purposing
it as a public api since it will now not conflict with our own internal
state tracking and could provide a more convenient way to disable
blending than setting a blend string.

Reviewed-by: Neil Roberts <neil@linux.intel.com>

(cherry picked from commit ab2ae18f3207514c91fa6fd9f2d3f2ed93a86497)
2013-06-06 21:27:09 +01:00

668 lines
21 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2010 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see
* <http://www.gnu.org/licenses/>.
*
*
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl-util.h"
#include "cogl-context-private.h"
#include "cogl-object-private.h"
#include "cogl-journal-private.h"
#include "cogl-attribute.h"
#include "cogl-attribute-private.h"
#include "cogl-pipeline.h"
#include "cogl-pipeline-private.h"
#include "cogl-pipeline-opengl-private.h"
#include "cogl-texture-private.h"
#include "cogl-framebuffer-private.h"
#include "cogl-indices-private.h"
#ifdef COGL_PIPELINE_PROGEND_GLSL
#include "cogl-pipeline-progend-glsl-private.h"
#endif
#include "cogl-private.h"
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
/* This isn't defined in the GLES headers */
#ifndef GL_UNSIGNED_INT
#define GL_UNSIGNED_INT 0x1405
#endif
static void _cogl_attribute_free (CoglAttribute *attribute);
COGL_OBJECT_DEFINE (Attribute, attribute);
static CoglBool
validate_cogl_attribute_name (const char *name,
char **real_attribute_name,
CoglAttributeNameID *name_id,
CoglBool *normalized,
int *layer_number)
{
name = name + 5; /* skip "cogl_" */
*normalized = FALSE;
*layer_number = 0;
if (strcmp (name, "position_in") == 0)
*name_id = COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY;
else if (strcmp (name, "color_in") == 0)
{
*name_id = COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY;
*normalized = TRUE;
}
else if (strcmp (name, "tex_coord_in") == 0)
{
*real_attribute_name = "cogl_tex_coord0_in";
*name_id = COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY;
}
else if (strncmp (name, "tex_coord", strlen ("tex_coord")) == 0)
{
char *endptr;
*layer_number = strtoul (name + 9, &endptr, 10);
if (strcmp (endptr, "_in") != 0)
{
g_warning ("Texture coordinate attributes should either be named "
"\"cogl_tex_coord_in\" or named with a texture unit index "
"like \"cogl_tex_coord2_in\"\n");
return FALSE;
}
*name_id = COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY;
}
else if (strcmp (name, "normal_in") == 0)
{
*name_id = COGL_ATTRIBUTE_NAME_ID_NORMAL_ARRAY;
*normalized = TRUE;
}
else
{
g_warning ("Unknown cogl_* attribute name cogl_%s\n", name);
return FALSE;
}
return TRUE;
}
CoglAttributeNameState *
_cogl_attribute_register_attribute_name (CoglContext *context,
const char *name)
{
CoglAttributeNameState *name_state = g_new (CoglAttributeNameState, 1);
int name_index = context->n_attribute_names++;
char *name_copy = g_strdup (name);
name_state->name = NULL;
name_state->name_index = name_index;
if (strncmp (name, "cogl_", 5) == 0)
{
if (!validate_cogl_attribute_name (name,
&name_state->name,
&name_state->name_id,
&name_state->normalized_default,
&name_state->layer_number))
goto error;
}
else
{
name_state->name_id = COGL_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY;
name_state->normalized_default = FALSE;
name_state->layer_number = 0;
}
if (name_state->name == NULL)
name_state->name = name_copy;
g_hash_table_insert (context->attribute_name_states_hash,
name_copy, name_state);
if (G_UNLIKELY (context->attribute_name_index_map == NULL))
context->attribute_name_index_map =
g_array_new (FALSE, FALSE, sizeof (void *));
g_array_set_size (context->attribute_name_index_map, name_index + 1);
g_array_index (context->attribute_name_index_map,
CoglAttributeNameState *, name_index) = name_state;
return name_state;
error:
g_free (name_state);
return NULL;
}
static CoglBool
validate_n_components (const CoglAttributeNameState *name_state,
int n_components)
{
switch (name_state->name_id)
{
case COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY:
if (G_UNLIKELY (n_components == 1))
{
g_critical ("glVertexPointer doesn't allow 1 component vertex "
"positions so we currently only support \"cogl_vertex\" "
"attributes where n_components == 2, 3 or 4");
return FALSE;
}
break;
case COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY:
if (G_UNLIKELY (n_components != 3 && n_components != 4))
{
g_critical ("glColorPointer expects 3 or 4 component colors so we "
"currently only support \"cogl_color\" attributes where "
"n_components == 3 or 4");
return FALSE;
}
break;
case COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY:
break;
case COGL_ATTRIBUTE_NAME_ID_NORMAL_ARRAY:
if (G_UNLIKELY (n_components != 3))
{
g_critical ("glNormalPointer expects 3 component normals so we "
"currently only support \"cogl_normal\" attributes "
"where n_components == 3");
return FALSE;
}
break;
case COGL_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY:
return TRUE;
}
return TRUE;
}
CoglAttribute *
cogl_attribute_new (CoglAttributeBuffer *attribute_buffer,
const char *name,
size_t stride,
size_t offset,
int n_components,
CoglAttributeType type)
{
CoglAttribute *attribute = g_slice_new (CoglAttribute);
CoglBuffer *buffer = COGL_BUFFER (attribute_buffer);
CoglContext *ctx = buffer->context;
attribute->is_buffered = TRUE;
attribute->name_state =
g_hash_table_lookup (ctx->attribute_name_states_hash, name);
if (!attribute->name_state)
{
CoglAttributeNameState *name_state =
_cogl_attribute_register_attribute_name (ctx, name);
if (!name_state)
goto error;
attribute->name_state = name_state;
}
attribute->d.buffered.attribute_buffer = cogl_object_ref (attribute_buffer);
attribute->d.buffered.stride = stride;
attribute->d.buffered.offset = offset;
attribute->d.buffered.n_components = n_components;
attribute->d.buffered.type = type;
attribute->immutable_ref = 0;
if (attribute->name_state->name_id != COGL_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY)
{
if (!validate_n_components (attribute->name_state, n_components))
return NULL;
attribute->normalized =
attribute->name_state->normalized_default;
}
else
attribute->normalized = FALSE;
return _cogl_attribute_object_new (attribute);
error:
_cogl_attribute_free (attribute);
return NULL;
}
static CoglAttribute *
_cogl_attribute_new_const (CoglContext *context,
const char *name,
int n_components,
int n_columns,
CoglBool transpose,
const float *value)
{
CoglAttribute *attribute = g_slice_new (CoglAttribute);
attribute->name_state =
g_hash_table_lookup (context->attribute_name_states_hash, name);
if (!attribute->name_state)
{
CoglAttributeNameState *name_state =
_cogl_attribute_register_attribute_name (context, name);
if (!name_state)
goto error;
attribute->name_state = name_state;
}
if (!validate_n_components (attribute->name_state, n_components))
goto error;
attribute->is_buffered = FALSE;
attribute->normalized = FALSE;
attribute->d.constant.context = cogl_object_ref (context);
attribute->d.constant.boxed.v.array = NULL;
if (n_columns == 1)
{
_cogl_boxed_value_set_float (&attribute->d.constant.boxed,
n_components,
1,
value);
}
else
{
/* FIXME: Up until GL[ES] 3 only square matrices were supported
* and we don't currently expose non-square matrices in Cogl.
*/
_COGL_RETURN_VAL_IF_FAIL (n_columns == n_components, NULL);
_cogl_boxed_value_set_matrix (&attribute->d.constant.boxed,
n_columns,
1,
transpose,
value);
}
return _cogl_attribute_object_new (attribute);
error:
_cogl_attribute_free (attribute);
return NULL;
}
CoglAttribute *
cogl_attribute_new_const_1f (CoglContext *context,
const char *name,
float value)
{
return _cogl_attribute_new_const (context,
name,
1, /* n_components */
1, /* 1 column vector */
FALSE, /* no transpose */
&value);
}
CoglAttribute *
cogl_attribute_new_const_2fv (CoglContext *context,
const char *name,
const float *value)
{
return _cogl_attribute_new_const (context,
name,
2, /* n_components */
1, /* 1 column vector */
FALSE, /* no transpose */
value);
}
CoglAttribute *
cogl_attribute_new_const_3fv (CoglContext *context,
const char *name,
const float *value)
{
return _cogl_attribute_new_const (context,
name,
3, /* n_components */
1, /* 1 column vector */
FALSE, /* no transpose */
value);
}
CoglAttribute *
cogl_attribute_new_const_4fv (CoglContext *context,
const char *name,
const float *value)
{
return _cogl_attribute_new_const (context,
name,
4, /* n_components */
1, /* 1 column vector */
FALSE, /* no transpose */
value);
}
CoglAttribute *
cogl_attribute_new_const_2f (CoglContext *context,
const char *name,
float component0,
float component1)
{
float vec2[2] = { component0, component1 };
return _cogl_attribute_new_const (context,
name,
2, /* n_components */
1, /* 1 column vector */
FALSE, /* no transpose */
vec2);
}
CoglAttribute *
cogl_attribute_new_const_3f (CoglContext *context,
const char *name,
float component0,
float component1,
float component2)
{
float vec3[3] = { component0, component1, component2 };
return _cogl_attribute_new_const (context,
name,
3, /* n_components */
1, /* 1 column vector */
FALSE, /* no transpose */
vec3);
}
CoglAttribute *
cogl_attribute_new_const_4f (CoglContext *context,
const char *name,
float component0,
float component1,
float component2,
float component3)
{
float vec4[4] = { component0, component1, component2, component3 };
return _cogl_attribute_new_const (context,
name,
4, /* n_components */
1, /* 1 column vector */
FALSE, /* no transpose */
vec4);
}
CoglAttribute *
cogl_attribute_new_const_2x2fv (CoglContext *context,
const char *name,
const float *matrix2x2,
CoglBool transpose)
{
return _cogl_attribute_new_const (context,
name,
2, /* n_components */
2, /* 2 column vector */
FALSE, /* no transpose */
matrix2x2);
}
CoglAttribute *
cogl_attribute_new_const_3x3fv (CoglContext *context,
const char *name,
const float *matrix3x3,
CoglBool transpose)
{
return _cogl_attribute_new_const (context,
name,
3, /* n_components */
3, /* 3 column vector */
FALSE, /* no transpose */
matrix3x3);
}
CoglAttribute *
cogl_attribute_new_const_4x4fv (CoglContext *context,
const char *name,
const float *matrix4x4,
CoglBool transpose)
{
return _cogl_attribute_new_const (context,
name,
4, /* n_components */
4, /* 4 column vector */
FALSE, /* no transpose */
matrix4x4);
}
CoglBool
cogl_attribute_get_normalized (CoglAttribute *attribute)
{
_COGL_RETURN_VAL_IF_FAIL (cogl_is_attribute (attribute), FALSE);
return attribute->normalized;
}
static void
warn_about_midscene_changes (void)
{
static CoglBool seen = FALSE;
if (!seen)
{
g_warning ("Mid-scene modification of attributes has "
"undefined results\n");
seen = TRUE;
}
}
void
cogl_attribute_set_normalized (CoglAttribute *attribute,
CoglBool normalized)
{
_COGL_RETURN_IF_FAIL (cogl_is_attribute (attribute));
if (G_UNLIKELY (attribute->immutable_ref))
warn_about_midscene_changes ();
attribute->normalized = normalized;
}
CoglAttributeBuffer *
cogl_attribute_get_buffer (CoglAttribute *attribute)
{
_COGL_RETURN_VAL_IF_FAIL (cogl_is_attribute (attribute), NULL);
_COGL_RETURN_VAL_IF_FAIL (attribute->is_buffered, NULL);
return attribute->d.buffered.attribute_buffer;
}
void
cogl_attribute_set_buffer (CoglAttribute *attribute,
CoglAttributeBuffer *attribute_buffer)
{
_COGL_RETURN_IF_FAIL (cogl_is_attribute (attribute));
_COGL_RETURN_IF_FAIL (attribute->is_buffered);
if (G_UNLIKELY (attribute->immutable_ref))
warn_about_midscene_changes ();
cogl_object_ref (attribute_buffer);
cogl_object_unref (attribute->d.buffered.attribute_buffer);
attribute->d.buffered.attribute_buffer = attribute_buffer;
}
CoglAttribute *
_cogl_attribute_immutable_ref (CoglAttribute *attribute)
{
CoglBuffer *buffer = COGL_BUFFER (attribute->d.buffered.attribute_buffer);
_COGL_RETURN_VAL_IF_FAIL (cogl_is_attribute (attribute), NULL);
attribute->immutable_ref++;
_cogl_buffer_immutable_ref (buffer);
return attribute;
}
void
_cogl_attribute_immutable_unref (CoglAttribute *attribute)
{
CoglBuffer *buffer = COGL_BUFFER (attribute->d.buffered.attribute_buffer);
_COGL_RETURN_IF_FAIL (cogl_is_attribute (attribute));
_COGL_RETURN_IF_FAIL (attribute->immutable_ref > 0);
attribute->immutable_ref--;
_cogl_buffer_immutable_unref (buffer);
}
static void
_cogl_attribute_free (CoglAttribute *attribute)
{
if (attribute->is_buffered)
cogl_object_unref (attribute->d.buffered.attribute_buffer);
else
_cogl_boxed_value_destroy (&attribute->d.constant.boxed);
g_slice_free (CoglAttribute, attribute);
}
static CoglBool
validate_layer_cb (CoglPipeline *pipeline,
int layer_index,
void *user_data)
{
CoglTexture *texture =
cogl_pipeline_get_layer_texture (pipeline, layer_index);
CoglFlushLayerState *state = user_data;
CoglBool status = TRUE;
/* invalid textures will be handled correctly in
* _cogl_pipeline_flush_layers_gl_state */
if (texture == NULL)
goto validated;
_cogl_texture_flush_journal_rendering (texture);
/* Give the texture a chance to know that we're rendering
non-quad shaped primitives. If the texture is in an atlas it
will be migrated */
_cogl_texture_ensure_non_quad_rendering (texture);
/* We need to ensure the mipmaps are ready before deciding
* anything else about the texture because the texture storate
* could completely change if it needs to be migrated out of the
* atlas and will affect how we validate the layer.
*/
_cogl_pipeline_pre_paint_for_layer (pipeline, layer_index);
if (!_cogl_texture_can_hardware_repeat (texture))
{
g_warning ("Disabling layer %d of the current source material, "
"because texturing with the vertex buffer API is not "
"currently supported using sliced textures, or textures "
"with waste\n", layer_index);
/* XXX: maybe we can add a mechanism for users to forcibly use
* textures with waste where it would be their responsability to use
* texture coords in the range [0,1] such that sampling outside isn't
* required. We can then use a texture matrix (or a modification of
* the users own matrix) to map 1 to the edge of the texture data.
*
* Potentially, given the same guarantee as above we could also
* support a single sliced layer too. We would have to redraw the
* vertices once for each layer, each time with a fiddled texture
* matrix.
*/
state->fallback_layers |= (1 << state->unit);
state->options.flags |= COGL_PIPELINE_FLUSH_FALLBACK_MASK;
}
validated:
state->unit++;
return status;
}
void
_cogl_flush_attributes_state (CoglFramebuffer *framebuffer,
CoglPipeline *pipeline,
CoglDrawFlags flags,
CoglAttribute **attributes,
int n_attributes)
{
CoglContext *ctx = framebuffer->context;
CoglFlushLayerState layers_state;
CoglPipeline *copy = NULL;
if (!(flags & COGL_DRAW_SKIP_JOURNAL_FLUSH))
_cogl_journal_flush (framebuffer->journal);
layers_state.unit = 0;
layers_state.options.flags = 0;
layers_state.fallback_layers = 0;
if (!(flags & COGL_DRAW_SKIP_PIPELINE_VALIDATION))
cogl_pipeline_foreach_layer (pipeline,
validate_layer_cb,
&layers_state);
/* NB: _cogl_framebuffer_flush_state may disrupt various state (such
* as the pipeline state) when flushing the clip stack, so should
* always be done first when preparing to draw. We need to do this
* before setting up the array pointers because setting up the clip
* stack can cause some drawing which would change the array
* pointers. */
if (!(flags & COGL_DRAW_SKIP_FRAMEBUFFER_FLUSH))
_cogl_framebuffer_flush_state (framebuffer,
framebuffer,
COGL_FRAMEBUFFER_STATE_ALL);
/* In cogl_read_pixels we have a fast-path when reading a single
* pixel and the scene is just comprised of simple rectangles still
* in the journal. For this optimization to work we need to track
* when the framebuffer really does get drawn to. */
_cogl_framebuffer_mark_mid_scene (framebuffer);
if (G_UNLIKELY (!(flags & COGL_DRAW_SKIP_LEGACY_STATE)) &&
G_UNLIKELY (ctx->legacy_state_set) &&
_cogl_get_enable_legacy_state ())
{
copy = cogl_pipeline_copy (pipeline);
pipeline = copy;
_cogl_pipeline_apply_legacy_state (pipeline);
}
ctx->driver_vtable->flush_attributes_state (framebuffer,
pipeline,
&layers_state,
flags,
attributes,
n_attributes);
if (copy)
cogl_object_unref (copy);
}
int
_cogl_attribute_get_n_components (CoglAttribute *attribute)
{
if (attribute->is_buffered)
return attribute->d.buffered.n_components;
else
return attribute->d.constant.boxed.size;
}