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mutter-performance-source/cogl/cogl-matrix-stack.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

1206 lines
35 KiB
C

/*
* Cogl
*
* A Low Level GPU Graphics and Utilities API
*
* Copyright (C) 2009,2010,2012 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.
*
* Authors:
* Havoc Pennington <hp@pobox.com> for litl
* Robert Bragg <robert@linux.intel.com>
* Neil Roberts <neil@linux.intel.com>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl-context-private.h"
#include "cogl-util-gl-private.h"
#include "cogl-matrix-stack.h"
#include "cogl-framebuffer-private.h"
#include "cogl-object-private.h"
#include "cogl-offscreen.h"
#include "cogl-matrix-private.h"
#include "cogl-magazine-private.h"
static void _cogl_matrix_stack_free (CoglMatrixStack *stack);
COGL_OBJECT_DEFINE (MatrixStack, matrix_stack);
static CoglMagazine *cogl_matrix_stack_magazine;
static CoglMagazine *cogl_matrix_stack_matrices_magazine;
/* XXX: Note: this leaves entry->parent uninitialized! */
static CoglMatrixEntry *
_cogl_matrix_entry_new (CoglMatrixOp operation)
{
CoglMatrixEntry *entry =
_cogl_magazine_chunk_alloc (cogl_matrix_stack_magazine);
entry->ref_count = 1;
entry->op = operation;
#ifdef COGL_DEBUG_ENABLED
entry->composite_gets = 0;
#endif
return entry;
}
static void *
_cogl_matrix_stack_push_entry (CoglMatrixStack *stack,
CoglMatrixEntry *entry)
{
/* NB: The initial reference of the entry is transferred to the
* stack here.
*
* The stack only maintains a reference to the top of the stack (the
* last entry pushed) and each entry in-turn maintains a reference
* to its parent.
*
* We don't need to take a reference to the parent from the entry
* here because the we are stealing the reference that was held by
* the stack while that parent was previously the top of the stack.
*/
entry->parent = stack->last_entry;
stack->last_entry = entry;
return entry;
}
static void *
_cogl_matrix_stack_push_operation (CoglMatrixStack *stack,
CoglMatrixOp operation)
{
CoglMatrixEntry *entry = _cogl_matrix_entry_new (operation);
_cogl_matrix_stack_push_entry (stack, entry);
return entry;
}
static void *
_cogl_matrix_stack_push_replacement_entry (CoglMatrixStack *stack,
CoglMatrixOp operation)
{
CoglMatrixEntry *old_top = stack->last_entry;
CoglMatrixEntry *new_top;
/* This would only be called for operations that completely replace
* the matrix. In that case we don't need to keep a reference to
* anything up to the last save entry. This optimisation could be
* important for applications that aren't using the stack but
* instead just perform their own matrix manipulations and load a
* new stack every frame. If this optimisation isn't done then the
* stack would just grow endlessly. See the comments
* cogl_matrix_stack_pop for a description of how popping works. */
for (new_top = old_top;
new_top->op != COGL_MATRIX_OP_SAVE && new_top->parent;
new_top = new_top->parent)
;
cogl_matrix_entry_ref (new_top);
cogl_matrix_entry_unref (old_top);
stack->last_entry = new_top;
return _cogl_matrix_stack_push_operation (stack, operation);
}
void
_cogl_matrix_entry_identity_init (CoglMatrixEntry *entry)
{
entry->ref_count = 1;
entry->op = COGL_MATRIX_OP_LOAD_IDENTITY;
entry->parent = NULL;
#ifdef COGL_DEBUG_ENABLED
entry->composite_gets = 0;
#endif
}
void
cogl_matrix_stack_load_identity (CoglMatrixStack *stack)
{
_cogl_matrix_stack_push_replacement_entry (stack,
COGL_MATRIX_OP_LOAD_IDENTITY);
}
void
cogl_matrix_stack_translate (CoglMatrixStack *stack,
float x,
float y,
float z)
{
CoglMatrixEntryTranslate *entry;
entry = _cogl_matrix_stack_push_operation (stack, COGL_MATRIX_OP_TRANSLATE);
entry->x = x;
entry->y = y;
entry->z = z;
}
void
cogl_matrix_stack_rotate (CoglMatrixStack *stack,
float angle,
float x,
float y,
float z)
{
CoglMatrixEntryRotate *entry;
entry = _cogl_matrix_stack_push_operation (stack, COGL_MATRIX_OP_ROTATE);
entry->angle = angle;
entry->x = x;
entry->y = y;
entry->z = z;
}
void
cogl_matrix_stack_rotate_quaternion (CoglMatrixStack *stack,
const CoglQuaternion *quaternion)
{
CoglMatrixEntryRotateQuaternion *entry;
entry = _cogl_matrix_stack_push_operation (stack,
COGL_MATRIX_OP_ROTATE_QUATERNION);
entry->values[0] = quaternion->w;
entry->values[1] = quaternion->x;
entry->values[2] = quaternion->y;
entry->values[3] = quaternion->z;
}
void
cogl_matrix_stack_rotate_euler (CoglMatrixStack *stack,
const CoglEuler *euler)
{
CoglMatrixEntryRotateEuler *entry;
entry = _cogl_matrix_stack_push_operation (stack,
COGL_MATRIX_OP_ROTATE_EULER);
entry->heading = euler->heading;
entry->pitch = euler->pitch;
entry->roll = euler->roll;
}
void
cogl_matrix_stack_scale (CoglMatrixStack *stack,
float x,
float y,
float z)
{
CoglMatrixEntryScale *entry;
entry = _cogl_matrix_stack_push_operation (stack, COGL_MATRIX_OP_SCALE);
entry->x = x;
entry->y = y;
entry->z = z;
}
void
cogl_matrix_stack_multiply (CoglMatrixStack *stack,
const CoglMatrix *matrix)
{
CoglMatrixEntryMultiply *entry;
entry = _cogl_matrix_stack_push_operation (stack, COGL_MATRIX_OP_MULTIPLY);
entry->matrix =
_cogl_magazine_chunk_alloc (cogl_matrix_stack_matrices_magazine);
cogl_matrix_init_from_array (entry->matrix, (float *)matrix);
}
void
cogl_matrix_stack_set (CoglMatrixStack *stack,
const CoglMatrix *matrix)
{
CoglMatrixEntryLoad *entry;
entry =
_cogl_matrix_stack_push_replacement_entry (stack,
COGL_MATRIX_OP_LOAD);
entry->matrix =
_cogl_magazine_chunk_alloc (cogl_matrix_stack_matrices_magazine);
cogl_matrix_init_from_array (entry->matrix, (float *)matrix);
}
void
cogl_matrix_stack_frustum (CoglMatrixStack *stack,
float left,
float right,
float bottom,
float top,
float z_near,
float z_far)
{
CoglMatrixEntryLoad *entry;
entry =
_cogl_matrix_stack_push_replacement_entry (stack,
COGL_MATRIX_OP_LOAD);
entry->matrix =
_cogl_magazine_chunk_alloc (cogl_matrix_stack_matrices_magazine);
cogl_matrix_init_identity (entry->matrix);
cogl_matrix_frustum (entry->matrix,
left, right, bottom, top,
z_near, z_far);
}
void
cogl_matrix_stack_perspective (CoglMatrixStack *stack,
float fov_y,
float aspect,
float z_near,
float z_far)
{
CoglMatrixEntryLoad *entry;
entry =
_cogl_matrix_stack_push_replacement_entry (stack,
COGL_MATRIX_OP_LOAD);
entry->matrix =
_cogl_magazine_chunk_alloc (cogl_matrix_stack_matrices_magazine);
cogl_matrix_init_identity (entry->matrix);
cogl_matrix_perspective (entry->matrix,
fov_y, aspect, z_near, z_far);
}
void
cogl_matrix_stack_orthographic (CoglMatrixStack *stack,
float x_1,
float y_1,
float x_2,
float y_2,
float near,
float far)
{
CoglMatrixEntryLoad *entry;
entry =
_cogl_matrix_stack_push_replacement_entry (stack,
COGL_MATRIX_OP_LOAD);
entry->matrix =
_cogl_magazine_chunk_alloc (cogl_matrix_stack_matrices_magazine);
cogl_matrix_init_identity (entry->matrix);
cogl_matrix_orthographic (entry->matrix,
x_1, y_1, x_2, y_2, near, far);
}
void
cogl_matrix_stack_push (CoglMatrixStack *stack)
{
CoglMatrixEntrySave *entry;
entry = _cogl_matrix_stack_push_operation (stack, COGL_MATRIX_OP_SAVE);
entry->cache_valid = FALSE;
}
CoglMatrixEntry *
cogl_matrix_entry_ref (CoglMatrixEntry *entry)
{
/* A NULL pointer is considered a valid stack so we should accept
that as an argument */
if (entry)
entry->ref_count++;
return entry;
}
void
cogl_matrix_entry_unref (CoglMatrixEntry *entry)
{
CoglMatrixEntry *parent;
for (; entry && --entry->ref_count <= 0; entry = parent)
{
parent = entry->parent;
switch (entry->op)
{
case COGL_MATRIX_OP_LOAD_IDENTITY:
case COGL_MATRIX_OP_TRANSLATE:
case COGL_MATRIX_OP_ROTATE:
case COGL_MATRIX_OP_ROTATE_QUATERNION:
case COGL_MATRIX_OP_ROTATE_EULER:
case COGL_MATRIX_OP_SCALE:
break;
case COGL_MATRIX_OP_MULTIPLY:
{
CoglMatrixEntryMultiply *multiply =
(CoglMatrixEntryMultiply *)entry;
_cogl_magazine_chunk_free (cogl_matrix_stack_matrices_magazine,
multiply->matrix);
break;
}
case COGL_MATRIX_OP_LOAD:
{
CoglMatrixEntryLoad *load = (CoglMatrixEntryLoad *)entry;
_cogl_magazine_chunk_free (cogl_matrix_stack_matrices_magazine,
load->matrix);
break;
}
case COGL_MATRIX_OP_SAVE:
{
CoglMatrixEntrySave *save = (CoglMatrixEntrySave *)entry;
if (save->cache_valid)
_cogl_magazine_chunk_free (cogl_matrix_stack_matrices_magazine,
save->cache);
break;
}
}
_cogl_magazine_chunk_free (cogl_matrix_stack_magazine, entry);
}
}
void
cogl_matrix_stack_pop (CoglMatrixStack *stack)
{
CoglMatrixEntry *old_top;
CoglMatrixEntry *new_top;
_COGL_RETURN_IF_FAIL (stack != NULL);
old_top = stack->last_entry;
_COGL_RETURN_IF_FAIL (old_top != NULL);
/* To pop we are moving the top of the stack to the old top's parent
* node. The stack always needs to have a reference to the top entry
* so we must take a reference to the new top. The stack would have
* previously had a reference to the old top so we need to decrease
* the ref count on that. We need to ref the new head first in case
* this stack was the only thing referencing the old top. In that
* case the call to cogl_matrix_entry_unref will unref the parent.
*/
/* Find the last save operation and remove it */
/* XXX: it would be an error to pop to the very beginning of the
* stack so we don't need to check for NULL pointer dereferencing. */
for (new_top = old_top;
new_top->op != COGL_MATRIX_OP_SAVE;
new_top = new_top->parent)
;
new_top = new_top->parent;
cogl_matrix_entry_ref (new_top);
cogl_matrix_entry_unref (old_top);
stack->last_entry = new_top;
}
CoglBool
cogl_matrix_stack_get_inverse (CoglMatrixStack *stack,
CoglMatrix *inverse)
{
CoglMatrix matrix;
CoglMatrix *internal = cogl_matrix_stack_get (stack, &matrix);
if (internal)
return cogl_matrix_get_inverse (internal, inverse);
else
return cogl_matrix_get_inverse (&matrix, inverse);
}
/* In addition to writing the stack matrix into the give @matrix
* argument this function *may* sometimes also return a pointer
* to a matrix too so if we are querying the inverse matrix we
* should query from the return matrix so that the result can
* be cached within the stack. */
CoglMatrix *
cogl_matrix_entry_get (CoglMatrixEntry *entry,
CoglMatrix *matrix)
{
int depth;
CoglMatrixEntry *current;
CoglMatrixEntry **children;
int i;
for (depth = 0, current = entry;
current;
current = current->parent, depth++)
{
switch (current->op)
{
case COGL_MATRIX_OP_LOAD_IDENTITY:
cogl_matrix_init_identity (matrix);
goto initialized;
case COGL_MATRIX_OP_LOAD:
{
CoglMatrixEntryLoad *load = (CoglMatrixEntryLoad *)current;
_cogl_matrix_init_from_matrix_without_inverse (matrix,
load->matrix);
goto initialized;
}
case COGL_MATRIX_OP_SAVE:
{
CoglMatrixEntrySave *save = (CoglMatrixEntrySave *)current;
if (!save->cache_valid)
{
CoglMagazine *matrices_magazine =
cogl_matrix_stack_matrices_magazine;
save->cache = _cogl_magazine_chunk_alloc (matrices_magazine);
cogl_matrix_entry_get (current->parent, save->cache);
save->cache_valid = TRUE;
}
_cogl_matrix_init_from_matrix_without_inverse (matrix, save->cache);
goto initialized;
}
default:
continue;
}
}
initialized:
if (depth == 0)
{
switch (entry->op)
{
case COGL_MATRIX_OP_LOAD_IDENTITY:
case COGL_MATRIX_OP_TRANSLATE:
case COGL_MATRIX_OP_ROTATE:
case COGL_MATRIX_OP_ROTATE_QUATERNION:
case COGL_MATRIX_OP_ROTATE_EULER:
case COGL_MATRIX_OP_SCALE:
case COGL_MATRIX_OP_MULTIPLY:
return NULL;
case COGL_MATRIX_OP_LOAD:
{
CoglMatrixEntryLoad *load = (CoglMatrixEntryLoad *)entry;
return load->matrix;
}
case COGL_MATRIX_OP_SAVE:
{
CoglMatrixEntrySave *save = (CoglMatrixEntrySave *)entry;
return save->cache;
}
}
g_warn_if_reached ();
return NULL;
}
#ifdef COGL_ENABLE_DEBUG
if (!current)
{
g_warning ("Inconsistent matrix stack");
return NULL;
}
entry->composite_gets++;
#endif
children = g_alloca (sizeof (CoglMatrixEntry) * depth);
/* We need walk the list of entries from the init/load/save entry
* back towards the leaf node but the nodes don't link to their
* children so we need to re-walk them here to add to a separate
* array. */
for (i = depth - 1, current = entry;
i >= 0 && current;
i--, current = current->parent)
{
children[i] = current;
}
#ifdef COGL_ENABLE_DEBUG
if (COGL_DEBUG_ENABLED (COGL_DEBUG_PERFORMANCE) &&
entry->composite_gets >= 2)
{
COGL_NOTE (PERFORMANCE,
"Re-composing a matrix stack entry multiple times");
}
#endif
for (i = 0; i < depth; i++)
{
switch (children[i]->op)
{
case COGL_MATRIX_OP_TRANSLATE:
{
CoglMatrixEntryTranslate *translate =
(CoglMatrixEntryTranslate *)children[i];
cogl_matrix_translate (matrix,
translate->x,
translate->y,
translate->z);
continue;
}
case COGL_MATRIX_OP_ROTATE:
{
CoglMatrixEntryRotate *rotate=
(CoglMatrixEntryRotate *)children[i];
cogl_matrix_rotate (matrix,
rotate->angle,
rotate->x,
rotate->y,
rotate->z);
continue;
}
case COGL_MATRIX_OP_ROTATE_EULER:
{
CoglMatrixEntryRotateEuler *rotate =
(CoglMatrixEntryRotateEuler *)children[i];
CoglEuler euler;
cogl_euler_init (&euler,
rotate->heading,
rotate->pitch,
rotate->roll);
cogl_matrix_rotate_euler (matrix,
&euler);
continue;
}
case COGL_MATRIX_OP_ROTATE_QUATERNION:
{
CoglMatrixEntryRotateQuaternion *rotate =
(CoglMatrixEntryRotateQuaternion *)children[i];
CoglQuaternion quaternion;
cogl_quaternion_init_from_array (&quaternion, rotate->values);
cogl_matrix_rotate_quaternion (matrix, &quaternion);
continue;
}
case COGL_MATRIX_OP_SCALE:
{
CoglMatrixEntryScale *scale =
(CoglMatrixEntryScale *)children[i];
cogl_matrix_scale (matrix,
scale->x,
scale->y,
scale->z);
continue;
}
case COGL_MATRIX_OP_MULTIPLY:
{
CoglMatrixEntryMultiply *multiply =
(CoglMatrixEntryMultiply *)children[i];
cogl_matrix_multiply (matrix, matrix, multiply->matrix);
continue;
}
case COGL_MATRIX_OP_LOAD_IDENTITY:
case COGL_MATRIX_OP_LOAD:
case COGL_MATRIX_OP_SAVE:
g_warn_if_reached ();
continue;
}
}
return NULL;
}
CoglMatrixEntry *
cogl_matrix_stack_get_entry (CoglMatrixStack *stack)
{
return stack->last_entry;
}
/* In addition to writing the stack matrix into the give @matrix
* argument this function *may* sometimes also return a pointer
* to a matrix too so if we are querying the inverse matrix we
* should query from the return matrix so that the result can
* be cached within the stack. */
CoglMatrix *
cogl_matrix_stack_get (CoglMatrixStack *stack,
CoglMatrix *matrix)
{
return cogl_matrix_entry_get (stack->last_entry, matrix);
}
static void
_cogl_matrix_stack_free (CoglMatrixStack *stack)
{
cogl_matrix_entry_unref (stack->last_entry);
g_slice_free (CoglMatrixStack, stack);
}
CoglMatrixStack *
cogl_matrix_stack_new (CoglContext *ctx)
{
CoglMatrixStack *stack = g_slice_new (CoglMatrixStack);
if (G_UNLIKELY (cogl_matrix_stack_magazine == NULL))
{
cogl_matrix_stack_magazine =
_cogl_magazine_new (sizeof (CoglMatrixEntryFull), 20);
cogl_matrix_stack_matrices_magazine =
_cogl_magazine_new (sizeof (CoglMatrix), 20);
}
stack->context = ctx;
stack->last_entry = NULL;
cogl_matrix_entry_ref (&ctx->identity_entry);
_cogl_matrix_stack_push_entry (stack, &ctx->identity_entry);
return _cogl_matrix_stack_object_new (stack);
}
static CoglMatrixEntry *
_cogl_matrix_entry_skip_saves (CoglMatrixEntry *entry)
{
/* We currently assume that every stack starts with an
* _OP_LOAD_IDENTITY so we don't need to worry about
* NULL pointer dereferencing here. */
while (entry->op == COGL_MATRIX_OP_SAVE)
entry = entry->parent;
return entry;
}
CoglBool
cogl_matrix_entry_calculate_translation (CoglMatrixEntry *entry0,
CoglMatrixEntry *entry1,
float *x,
float *y,
float *z)
{
GSList *head0 = NULL;
GSList *head1 = NULL;
CoglMatrixEntry *node0;
CoglMatrixEntry *node1;
int len0 = 0;
int len1 = 0;
int count;
GSList *common_ancestor0;
GSList *common_ancestor1;
/* Algorithm:
*
* 1) Ignoring _OP_SAVE entries walk the ancestors of each entry to
* the root node or any non-translation node, adding a pointer to
* each ancestor node to two linked lists.
*
* 2) Compare the lists to find the nodes where they start to
* differ marking the common_ancestor node for each list.
*
* 3) For the list corresponding to entry0, start iterating after
* the common ancestor applying the negative of all translations
* to x, y and z.
*
* 4) For the list corresponding to entry1, start iterating after
* the common ancestor applying the positive of all translations
* to x, y and z.
*
* If we come across any non-translation operations during 3) or 4)
* then bail out returning FALSE.
*/
for (node0 = entry0; node0; node0 = node0->parent)
{
GSList *link;
if (node0->op == COGL_MATRIX_OP_SAVE)
continue;
link = alloca (sizeof (GSList));
link->next = head0;
link->data = node0;
head0 = link;
len0++;
if (node0->op != COGL_MATRIX_OP_TRANSLATE)
break;
}
for (node1 = entry1; node1; node1 = node1->parent)
{
GSList *link;
if (node1->op == COGL_MATRIX_OP_SAVE)
continue;
link = alloca (sizeof (GSList));
link->next = head1;
link->data = node1;
head1 = link;
len1++;
if (node1->op != COGL_MATRIX_OP_TRANSLATE)
break;
}
if (head0->data != head1->data)
return FALSE;
common_ancestor0 = head0;
common_ancestor1 = head1;
head0 = head0->next;
head1 = head1->next;
count = MIN (len0, len1) - 1;
while (count--)
{
if (head0->data != head1->data)
break;
common_ancestor0 = head0;
common_ancestor1 = head1;
head0 = head0->next;
head1 = head1->next;
}
*x = 0;
*y = 0;
*z = 0;
for (head0 = common_ancestor0->next; head0; head0 = head0->next)
{
CoglMatrixEntryTranslate *translate;
node0 = head0->data;
if (node0->op != COGL_MATRIX_OP_TRANSLATE)
return FALSE;
translate = (CoglMatrixEntryTranslate *)node0;
*x = *x - translate->x;
*y = *y - translate->y;
*z = *z - translate->z;
}
for (head1 = common_ancestor1->next; head1; head1 = head1->next)
{
CoglMatrixEntryTranslate *translate;
node1 = head1->data;
if (node1->op != COGL_MATRIX_OP_TRANSLATE)
return FALSE;
translate = (CoglMatrixEntryTranslate *)node1;
*x = *x + translate->x;
*y = *y + translate->y;
*z = *z + translate->z;
}
return TRUE;
}
CoglBool
cogl_matrix_entry_is_identity (CoglMatrixEntry *entry)
{
return entry ? entry->op == COGL_MATRIX_OP_LOAD_IDENTITY : FALSE;
}
static void
_cogl_matrix_flush_to_gl_builtin (CoglContext *ctx,
CoglBool is_identity,
CoglMatrix *matrix,
CoglMatrixMode mode)
{
g_assert (_cogl_has_private_feature (ctx, COGL_PRIVATE_FEATURE_GL_FIXED));
#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES)
if (ctx->flushed_matrix_mode != mode)
{
GLenum gl_mode = 0;
switch (mode)
{
case COGL_MATRIX_MODELVIEW:
gl_mode = GL_MODELVIEW;
break;
case COGL_MATRIX_PROJECTION:
gl_mode = GL_PROJECTION;
break;
case COGL_MATRIX_TEXTURE:
gl_mode = GL_TEXTURE;
break;
}
GE (ctx, glMatrixMode (gl_mode));
ctx->flushed_matrix_mode = mode;
}
if (is_identity)
GE (ctx, glLoadIdentity ());
else
GE (ctx, glLoadMatrixf (cogl_matrix_get_array (matrix)));
#endif
}
void
_cogl_matrix_entry_flush_to_gl_builtins (CoglContext *ctx,
CoglMatrixEntry *entry,
CoglMatrixMode mode,
CoglFramebuffer *framebuffer,
CoglBool disable_flip)
{
g_assert (_cogl_has_private_feature (ctx, COGL_PRIVATE_FEATURE_GL_FIXED));
#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES)
{
CoglBool needs_flip;
CoglMatrixEntryCache *cache;
if (mode == COGL_MATRIX_PROJECTION)
{
/* Because Cogl defines texture coordinates to have a top left
* origin and because offscreen framebuffers may be used for
* rendering to textures we always render upside down to
* offscreen buffers. Also for some backends we need to render
* onscreen buffers upside-down too.
*/
if (disable_flip)
needs_flip = FALSE;
else
needs_flip = cogl_is_offscreen (framebuffer);
cache = &ctx->builtin_flushed_projection;
}
else
{
needs_flip = FALSE;
if (mode == COGL_MATRIX_MODELVIEW)
cache = &ctx->builtin_flushed_modelview;
else
cache = NULL;
}
/* We don't need to do anything if the state is the same */
if (!cache ||
_cogl_matrix_entry_cache_maybe_update (cache, entry, needs_flip))
{
CoglBool is_identity;
CoglMatrix matrix;
if (entry->op == COGL_MATRIX_OP_LOAD_IDENTITY)
is_identity = TRUE;
else
{
is_identity = FALSE;
cogl_matrix_entry_get (entry, &matrix);
}
if (needs_flip)
{
CoglMatrix flipped_matrix;
cogl_matrix_multiply (&flipped_matrix,
&ctx->y_flip_matrix,
is_identity ?
&ctx->identity_matrix :
&matrix);
_cogl_matrix_flush_to_gl_builtin (ctx,
/* not identity */
FALSE,
&flipped_matrix,
mode);
}
else
{
_cogl_matrix_flush_to_gl_builtin (ctx,
is_identity,
&matrix,
mode);
}
}
}
#endif
}
CoglBool
cogl_matrix_entry_equal (CoglMatrixEntry *entry0,
CoglMatrixEntry *entry1)
{
for (;
entry0 && entry1;
entry0 = entry0->parent, entry1 = entry1->parent)
{
entry0 = _cogl_matrix_entry_skip_saves (entry0);
entry1 = _cogl_matrix_entry_skip_saves (entry1);
if (entry0 == entry1)
return TRUE;
if (entry0->op != entry1->op)
return FALSE;
switch (entry0->op)
{
case COGL_MATRIX_OP_LOAD_IDENTITY:
return TRUE;
case COGL_MATRIX_OP_TRANSLATE:
{
CoglMatrixEntryTranslate *translate0 =
(CoglMatrixEntryTranslate *)entry0;
CoglMatrixEntryTranslate *translate1 =
(CoglMatrixEntryTranslate *)entry1;
/* We could perhaps use an epsilon to compare here?
* I expect the false negatives are probaly never going to
* be a problem and this is a bit cheaper. */
if (translate0->x != translate1->x ||
translate0->y != translate1->y ||
translate0->z != translate1->z)
return FALSE;
}
break;
case COGL_MATRIX_OP_ROTATE:
{
CoglMatrixEntryRotate *rotate0 =
(CoglMatrixEntryRotate *)entry0;
CoglMatrixEntryRotate *rotate1 =
(CoglMatrixEntryRotate *)entry1;
if (rotate0->angle != rotate1->angle ||
rotate0->x != rotate1->x ||
rotate0->y != rotate1->y ||
rotate0->z != rotate1->z)
return FALSE;
}
break;
case COGL_MATRIX_OP_ROTATE_QUATERNION:
{
CoglMatrixEntryRotateQuaternion *rotate0 =
(CoglMatrixEntryRotateQuaternion *)entry0;
CoglMatrixEntryRotateQuaternion *rotate1 =
(CoglMatrixEntryRotateQuaternion *)entry1;
int i;
for (i = 0; i < 4; i++)
if (rotate0->values[i] != rotate1->values[i])
return FALSE;
}
break;
case COGL_MATRIX_OP_ROTATE_EULER:
{
CoglMatrixEntryRotateEuler *rotate0 =
(CoglMatrixEntryRotateEuler *)entry0;
CoglMatrixEntryRotateEuler *rotate1 =
(CoglMatrixEntryRotateEuler *)entry1;
if (rotate0->heading != rotate1->heading ||
rotate0->pitch != rotate1->pitch ||
rotate0->roll != rotate1->roll)
return FALSE;
}
break;
case COGL_MATRIX_OP_SCALE:
{
CoglMatrixEntryScale *scale0 = (CoglMatrixEntryScale *)entry0;
CoglMatrixEntryScale *scale1 = (CoglMatrixEntryScale *)entry1;
if (scale0->x != scale1->x ||
scale0->y != scale1->y ||
scale0->z != scale1->z)
return FALSE;
}
break;
case COGL_MATRIX_OP_MULTIPLY:
{
CoglMatrixEntryMultiply *mult0 = (CoglMatrixEntryMultiply *)entry0;
CoglMatrixEntryMultiply *mult1 = (CoglMatrixEntryMultiply *)entry1;
if (!cogl_matrix_equal (mult0->matrix, mult1->matrix))
return FALSE;
}
break;
case COGL_MATRIX_OP_LOAD:
{
CoglMatrixEntryLoad *load0 = (CoglMatrixEntryLoad *)entry0;
CoglMatrixEntryLoad *load1 = (CoglMatrixEntryLoad *)entry1;
/* There's no need to check any further since an
* _OP_LOAD makes all the ancestors redundant as far as
* the final matrix value is concerned. */
return cogl_matrix_equal (load0->matrix, load1->matrix);
}
case COGL_MATRIX_OP_SAVE:
/* We skip over saves above so we shouldn't see save entries */
g_warn_if_reached ();
}
}
return FALSE;
}
void
cogl_debug_matrix_entry_print (CoglMatrixEntry *entry)
{
int depth;
CoglMatrixEntry *e;
CoglMatrixEntry **children;
int i;
for (depth = 0, e = entry; e; e = e->parent)
depth++;
children = g_alloca (sizeof (CoglMatrixEntry) * depth);
for (i = depth - 1, e = entry;
i >= 0 && e;
i--, e = e->parent)
{
children[i] = e;
}
g_print ("MatrixEntry %p =\n", entry);
for (i = 0; i < depth; i++)
{
entry = children[i];
switch (entry->op)
{
case COGL_MATRIX_OP_LOAD_IDENTITY:
g_print (" LOAD IDENTITY\n");
continue;
case COGL_MATRIX_OP_TRANSLATE:
{
CoglMatrixEntryTranslate *translate =
(CoglMatrixEntryTranslate *)entry;
g_print (" TRANSLATE X=%f Y=%f Z=%f\n",
translate->x,
translate->y,
translate->z);
continue;
}
case COGL_MATRIX_OP_ROTATE:
{
CoglMatrixEntryRotate *rotate =
(CoglMatrixEntryRotate *)entry;
g_print (" ROTATE ANGLE=%f X=%f Y=%f Z=%f\n",
rotate->angle,
rotate->x,
rotate->y,
rotate->z);
continue;
}
case COGL_MATRIX_OP_ROTATE_QUATERNION:
{
CoglMatrixEntryRotateQuaternion *rotate =
(CoglMatrixEntryRotateQuaternion *)entry;
g_print (" ROTATE QUATERNION w=%f x=%f y=%f z=%f\n",
rotate->values[0],
rotate->values[1],
rotate->values[2],
rotate->values[3]);
continue;
}
case COGL_MATRIX_OP_ROTATE_EULER:
{
CoglMatrixEntryRotateEuler *rotate =
(CoglMatrixEntryRotateEuler *)entry;
g_print (" ROTATE EULER heading=%f pitch=%f roll=%f\n",
rotate->heading,
rotate->pitch,
rotate->roll);
continue;
}
case COGL_MATRIX_OP_SCALE:
{
CoglMatrixEntryScale *scale = (CoglMatrixEntryScale *)entry;
g_print (" SCALE X=%f Y=%f Z=%f\n",
scale->x,
scale->y,
scale->z);
continue;
}
case COGL_MATRIX_OP_MULTIPLY:
{
CoglMatrixEntryMultiply *mult = (CoglMatrixEntryMultiply *)entry;
g_print (" MULT:\n");
_cogl_matrix_prefix_print (" ", mult->matrix);
continue;
}
case COGL_MATRIX_OP_LOAD:
{
CoglMatrixEntryLoad *load = (CoglMatrixEntryLoad *)entry;
g_print (" LOAD:\n");
_cogl_matrix_prefix_print (" ", load->matrix);
continue;
}
case COGL_MATRIX_OP_SAVE:
g_print (" SAVE\n");
}
}
}
void
_cogl_matrix_entry_cache_init (CoglMatrixEntryCache *cache)
{
cache->entry = NULL;
cache->flushed_identity = FALSE;
cache->flipped = FALSE;
}
/* NB: This function can report false negatives since it never does a
* deep comparison of the stack matrices. */
CoglBool
_cogl_matrix_entry_cache_maybe_update (CoglMatrixEntryCache *cache,
CoglMatrixEntry *entry,
CoglBool flip)
{
CoglBool is_identity;
CoglBool updated = FALSE;
if (cache->flipped != flip)
{
cache->flipped = flip;
updated = TRUE;
}
is_identity = (entry->op == COGL_MATRIX_OP_LOAD_IDENTITY);
if (cache->flushed_identity != is_identity)
{
cache->flushed_identity = is_identity;
updated = TRUE;
}
if (cache->entry != entry)
{
cogl_matrix_entry_ref (entry);
if (cache->entry)
cogl_matrix_entry_unref (cache->entry);
cache->entry = entry;
/* We want to make sure here that if the cache->entry and the
* given @entry are both identity matrices then even though they
* are different entries we don't want to consider this an
* update...
*/
updated |= !is_identity;
}
return updated;
}
void
_cogl_matrix_entry_cache_destroy (CoglMatrixEntryCache *cache)
{
if (cache->entry)
cogl_matrix_entry_unref (cache->entry);
}