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mutter-performance-source/cogl-pango/cogl-pango-display-list.c
Robert Bragg 7365c3aa77 Separate out CoglPath api into sub-library
This splits out the cogl_path_ api into a separate cogl-path sub-library
like cogl-pango and cogl-gst. This enables developers to build Cogl with
this sub-library disabled if they don't need it which can be useful when
its important to keep the size of an application and its dependencies
down to a minimum. The functions cogl_framebuffer_{fill,stroke}_path
have been renamed to cogl_path_{fill,stroke}.

There were a few places in core cogl and cogl-gst that referenced the
CoglPath api and these have been decoupled by using the CoglPrimitive
api instead. In the case of cogl_framebuffer_push_path_clip() the core
clip stack no longer accepts path clips directly but it's now possible
to get a CoglPrimitive for the fill of a path and so the implementation
of cogl_framebuffer_push_path_clip() now lives in cogl-path and works as
a shim that first gets a CoglPrimitive and uses
cogl_framebuffer_push_primitive_clip instead.

We may want to consider renaming cogl_framebuffer_push_path_clip to
put it in the cogl_path_ namespace.

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

(cherry picked from commit 8aadfd829239534fb4ec8255cdea813d698c5a3f)

So as to avoid breaking the 1.x API or even the ABI since we are quite
late in the 1.16 development cycle the patch was modified to build
cogl-path as a noinst_LTLIBRARY before building cogl and link the code
directly into libcogl.so as it was previously. This way we can wait
until the start of the 1.18 cycle before splitting the code into a
separate libcogl-path.so.

This also adds shims for cogl_framebuffer_fill/stroke_path() to avoid
breaking the 1.x API/ABI.
2013-08-19 22:44:35 +01:00

495 lines
16 KiB
C

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Authored By Neil Roberts <neil@linux.intel.com>
*
* Copyright (C) 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, see <http://www.gnu.org/licenses/>.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <glib.h>
#include <cogl/cogl.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 ((ctx->private_feature_flags & 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);
}