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gl: Track the current uniform state for custom programs
This allows us to avoid updating uniforms if that is not necessary. This in turn allows us to sometimes reuse the same draw op by just extending the vertex array size we draw rather than doing a separate glDraw call. For example, in the fishbowl demo, all the icons added at the same time will have the same time and size, so we emit single draw calls with 100s of triangles instead of 100s of draw calls with 2 triangles.
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@ -640,7 +640,28 @@ ops_set_gl_shader_args (RenderOpBuilder *builder,
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float height,
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const guchar *uniform_data)
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{
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ProgramState *current_program_state = get_current_program_state (builder);
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OpGLShader *op;
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gsize args_size = gsk_gl_shader_get_args_size (shader);
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if (current_program_state)
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{
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if (current_program_state->gl_shader.width == width &&
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current_program_state->gl_shader.height == height &&
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current_program_state->gl_shader.uniform_data_len == args_size &&
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memcmp (current_program_state->gl_shader.uniform_data, uniform_data, args_size) == 0)
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return;
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current_program_state->gl_shader.width = width;
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current_program_state->gl_shader.height = height;
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if (args_size > sizeof (current_program_state->gl_shader.uniform_data))
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current_program_state->gl_shader.uniform_data_len = 0;
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else
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{
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current_program_state->gl_shader.uniform_data_len = args_size;
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memcpy (current_program_state->gl_shader.uniform_data, uniform_data, args_size);
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}
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}
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op = ops_begin (builder, OP_CHANGE_GL_SHADER_ARGS);
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op->shader = shader;
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@ -79,6 +79,12 @@ typedef struct
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float end;
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float radius[2]; /* h/v */
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} radial_gradient;
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struct {
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float width;
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float height;
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gint uniform_data_len;
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guchar uniform_data[32];
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} gl_shader;
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};
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} ProgramState;
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