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mutter-performance-source/clutter/clutter-util.c
Robert Bragg 9130dc1311 util: optimize _clutter_util_fully_transform_vertices
Instead of unconditionally combining the modelview and projection
matrices and then iterating each of the vertices to call
cogl_matrix_transform_point for each one in turn we now only combine the
matrices if there are more than 4 vertices (with less than 4 vertices
its less work to transform them separately) and we use the new
cogl_vertex_{transform,project}_points APIs which can hopefully
vectorize the transformations.

Finally the perspective divide and viewport scale is done in a separate
loop at the end and we don't do the spurious perspective divide and
viewport scale for the z component.
2011-03-07 13:26:20 +00:00

150 lines
4.4 KiB
C

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2006 OpenedHand
*
* 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/>.
*
*
*/
/**
* SECTION:clutter-util
* @short_description: Utility functions
*
* Various miscellaneous utilility functions.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <glib/gi18n-lib.h>
#include "clutter-util.h"
#include "clutter-main.h"
/**
* clutter_util_next_p2:
* @a: Value to get the next power
*
* Calculates the nearest power of two, greater than or equal to @a.
*
* Return value: The nearest power of two, greater or equal to @a.
*
* Deprecated: 1.2
*/
gint
clutter_util_next_p2 (gint a)
{
int rval = 1;
while (rval < a)
rval <<= 1;
return rval;
}
/*< private >
* _clutter_gettext:
* @str: a string to localize
*
* Retrieves the localized version of @str, using the Clutter domain
*
* Return value: the translated string
*/
G_CONST_RETURN gchar *
_clutter_gettext (const gchar *str)
{
return g_dgettext (GETTEXT_PACKAGE, str);
}
/* Help macros to scale from OpenGL <-1,1> coordinates system to
* window coordinates ranging [0,window-size]
*/
#define MTX_GL_SCALE_X(x,w,v1,v2) ((((((x) / (w)) + 1.0f) / 2.0f) * (v1)) + (v2))
#define MTX_GL_SCALE_Y(y,w,v1,v2) ((v1) - (((((y) / (w)) + 1.0f) / 2.0f) * (v1)) + (v2))
#define MTX_GL_SCALE_Z(z,w,v1,v2) (MTX_GL_SCALE_X ((z), (w), (v1), (v2)))
typedef struct _ClutterVertex4
{
float x;
float y;
float z;
float w;
} ClutterVertex4;
void
_clutter_util_fully_transform_vertices (const CoglMatrix *modelview,
const CoglMatrix *projection,
const float *viewport,
const ClutterVertex *vertices_in,
ClutterVertex *vertices_out,
int n_vertices)
{
CoglMatrix modelview_projection;
ClutterVertex4 *vertices_tmp;
int i;
vertices_tmp = g_alloca (sizeof (ClutterVertex4) * n_vertices);
if (n_vertices >= 4)
{
/* XXX: we should find a way to cache this per actor */
cogl_matrix_multiply (&modelview_projection,
projection,
modelview);
cogl_matrix_project_points (&modelview_projection,
3,
sizeof (ClutterVertex),
vertices_in,
sizeof (ClutterVertex4),
vertices_tmp,
n_vertices);
}
else
{
cogl_matrix_transform_points (modelview,
3,
sizeof (ClutterVertex),
vertices_in,
sizeof (ClutterVertex4),
vertices_tmp,
n_vertices);
cogl_matrix_project_points (projection,
3,
sizeof (ClutterVertex4),
vertices_tmp,
sizeof (ClutterVertex4),
vertices_tmp,
n_vertices);
}
for (i = 0; i < n_vertices; i++)
{
ClutterVertex4 vertex_tmp = vertices_tmp[i];
ClutterVertex *vertex_out = &vertices_out[i];
/* Finally translate from OpenGL coords to window coords */
vertex_out->x = MTX_GL_SCALE_X (vertex_tmp.x, vertex_tmp.w,
viewport[2], viewport[0]);
vertex_out->y = MTX_GL_SCALE_Y (vertex_tmp.y, vertex_tmp.w,
viewport[3], viewport[1]);
}
}