1
0
Fork 0
mutter-performance-source/clutter/cogl/gl/cogl-primitives.c
Robert Bragg df4429462f [cogl matrix stack] Create a client side matrix stack for the projection matrix
The cost of glGetFloatv with Mesa is still representing a majority of our
time in OpenGL for some applications, and the last thing left using this is
the current-matrix API when getting the projection matrix.

This adds a matrix stack for the projection matrix, so all getting, setting
and modification of the projection matrix is now managed by Cogl and it's only
when we come to draw that we flush changes to the matrix to OpenGL.

This also brings us closer to being able to drop internal use of the
deprecated OpenGL matrix functions, re: commit 54159f5a1d
2009-07-07 10:32:56 +01:00

280 lines
8.2 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2007,2008,2009 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, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include "cogl-internal.h"
#include "cogl-context.h"
#include "cogl-clip-stack.h"
#include "cogl-material-private.h"
#include <string.h>
#include <gmodule.h>
#include <math.h>
#define _COGL_MAX_BEZ_RECURSE_DEPTH 16
void
_cogl_path_add_node (gboolean new_sub_path,
float x,
float y)
{
CoglPathNode new_node;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
new_node.x = x;
new_node.y = y;
new_node.path_size = 0;
if (new_sub_path || ctx->path_nodes->len == 0)
ctx->last_path = ctx->path_nodes->len;
g_array_append_val (ctx->path_nodes, new_node);
g_array_index (ctx->path_nodes, CoglPathNode, ctx->last_path).path_size++;
if (ctx->path_nodes->len == 1)
{
ctx->path_nodes_min.x = ctx->path_nodes_max.x = x;
ctx->path_nodes_min.y = ctx->path_nodes_max.y = y;
}
else
{
if (x < ctx->path_nodes_min.x) ctx->path_nodes_min.x = x;
if (x > ctx->path_nodes_max.x) ctx->path_nodes_max.x = x;
if (y < ctx->path_nodes_min.y) ctx->path_nodes_min.y = y;
if (y > ctx->path_nodes_max.y) ctx->path_nodes_max.y = y;
}
}
void
_cogl_path_stroke_nodes ()
{
guint path_start = 0;
gulong enable_flags = COGL_ENABLE_VERTEX_ARRAY;
CoglMaterialFlushOptions options;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
enable_flags |= _cogl_material_get_cogl_enable_flags (ctx->source_material);
cogl_enable (enable_flags);
options.flags = COGL_MATERIAL_FLUSH_DISABLE_MASK;
/* disable all texture layers */
options.disable_layers = (guint32)~0;
_cogl_material_flush_gl_state (ctx->source_material, &options);
_cogl_flush_matrix_stacks ();
while (path_start < ctx->path_nodes->len)
{
CoglPathNode *path = &g_array_index (ctx->path_nodes, CoglPathNode,
path_start);
GE( glVertexPointer (2, GL_FLOAT, sizeof (CoglPathNode),
(guchar *) path
+ G_STRUCT_OFFSET (CoglPathNode, x)) );
GE( glDrawArrays (GL_LINE_STRIP, 0, path->path_size) );
path_start += path->path_size;
}
}
static void
_cogl_path_get_bounds (floatVec2 nodes_min,
floatVec2 nodes_max,
float *bounds_x,
float *bounds_y,
float *bounds_w,
float *bounds_h)
{
*bounds_x = nodes_min.x;
*bounds_y = nodes_min.y;
*bounds_w = nodes_max.x - *bounds_x;
*bounds_h = nodes_max.y - *bounds_y;
}
void
_cogl_add_path_to_stencil_buffer (floatVec2 nodes_min,
floatVec2 nodes_max,
guint path_size,
CoglPathNode *path,
gboolean merge)
{
guint path_start = 0;
guint sub_path_num = 0;
float bounds_x;
float bounds_y;
float bounds_w;
float bounds_h;
gulong enable_flags = COGL_ENABLE_VERTEX_ARRAY;
CoglHandle prev_source;
int i;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
_cogl_journal_flush ();
/* Just setup a simple material that doesn't use texturing... */
prev_source = cogl_handle_ref (ctx->source_material);
cogl_set_source (ctx->stencil_material);
_cogl_material_flush_gl_state (ctx->source_material, NULL);
enable_flags |=
_cogl_material_get_cogl_enable_flags (ctx->source_material);
cogl_enable (enable_flags);
_cogl_path_get_bounds (nodes_min, nodes_max,
&bounds_x, &bounds_y, &bounds_w, &bounds_h);
if (merge)
{
GE( glStencilMask (2) );
GE( glStencilFunc (GL_LEQUAL, 0x2, 0x6) );
}
else
{
GE( glClear (GL_STENCIL_BUFFER_BIT) );
GE( glStencilMask (1) );
GE( glStencilFunc (GL_LEQUAL, 0x1, 0x3) );
}
GE( glEnable (GL_STENCIL_TEST) );
GE( glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT) );
GE( glColorMask (FALSE, FALSE, FALSE, FALSE) );
GE( glDepthMask (FALSE) );
for (i = 0; i < ctx->n_texcoord_arrays_enabled; i++)
{
GE (glClientActiveTexture (GL_TEXTURE0 + i));
GE (glDisableClientState (GL_TEXTURE_COORD_ARRAY));
}
ctx->n_texcoord_arrays_enabled = 0;
_cogl_flush_matrix_stacks ();
while (path_start < path_size)
{
GE( glVertexPointer (2, GL_FLOAT, sizeof (CoglPathNode),
(guchar *) path
+ G_STRUCT_OFFSET (CoglPathNode, x)) );
GE( glDrawArrays (GL_TRIANGLE_FAN, 0, path->path_size) );
if (sub_path_num > 0)
{
/* Union the two stencil buffers bits into the least
significant bit */
GE( glStencilMask (merge ? 6 : 3) );
GE( glStencilOp (GL_ZERO, GL_REPLACE, GL_REPLACE) );
glRectf (bounds_x, bounds_y,
bounds_x + bounds_w, bounds_y + bounds_h);
GE( glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT) );
}
GE( glStencilMask (merge ? 4 : 2) );
path_start += path->path_size;
path += path->path_size;
sub_path_num++;
}
if (merge)
{
/* Now we have the new stencil buffer in bit 1 and the old
stencil buffer in bit 0 so we need to intersect them */
GE( glStencilMask (3) );
GE( glStencilFunc (GL_NEVER, 0x2, 0x3) );
GE( glStencilOp (GL_DECR, GL_DECR, GL_DECR) );
/* Decrement all of the bits twice so that only pixels where the
value is 3 will remain */
_cogl_set_current_matrix (COGL_MATRIX_PROJECTION);
_cogl_current_matrix_push ();
_cogl_current_matrix_identity ();
/* Cogl generally assumes the modelview matrix is current, so since
* cogl_rectangle will be flushing GL state and emitting geometry
* to OpenGL it will be confused if we leave the projection matrix
* active... */
_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
_cogl_current_matrix_push ();
_cogl_current_matrix_identity ();
_cogl_flush_matrix_stacks ();
glRectf (-1.0, -1.0, 1.0, 1.0);
glRectf (-1.0, -1.0, 1.0, 1.0);
_cogl_current_matrix_pop ();
_cogl_set_current_matrix (COGL_MATRIX_PROJECTION);
_cogl_current_matrix_pop ();
_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
}
GE( glStencilMask (~(GLuint) 0) );
GE( glDepthMask (TRUE) );
GE( glColorMask (TRUE, TRUE, TRUE, TRUE) );
GE( glStencilFunc (GL_EQUAL, 0x1, 0x1) );
GE( glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP) );
/* restore the original material */
cogl_set_source (prev_source);
cogl_handle_unref (prev_source);
}
void
_cogl_path_fill_nodes ()
{
float bounds_x;
float bounds_y;
float bounds_w;
float bounds_h;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
_cogl_path_get_bounds (ctx->path_nodes_min, ctx->path_nodes_max,
&bounds_x, &bounds_y, &bounds_w, &bounds_h);
_cogl_add_path_to_stencil_buffer (ctx->path_nodes_min,
ctx->path_nodes_max,
ctx->path_nodes->len,
&g_array_index (ctx->path_nodes,
CoglPathNode, 0),
ctx->clip.stencil_used);
cogl_rectangle (bounds_x, bounds_y,
bounds_x + bounds_w, bounds_y + bounds_h);
/* The stencil buffer now contains garbage so the clip area needs to
be rebuilt */
ctx->clip.stack_dirty = TRUE;
}