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95051e13c3
This is already checked further up in that function
264 lines
7.9 KiB
C
264 lines
7.9 KiB
C
#include "gskglrenderopsprivate.h"
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void
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ops_set_program (RenderOpBuilder *builder,
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const Program *program)
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{
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/* The tricky part about this is that we want to initialize all uniforms of a program
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* to the current value from the builder, but only once. */
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static const GskRoundedRect empty_clip;
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static const graphene_matrix_t empty_matrix;
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static const graphene_rect_t empty_rect;
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RenderOp op;
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if (builder->current_program == program)
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return;
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op.op = OP_CHANGE_PROGRAM;
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op.program = program;
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g_array_append_val (builder->render_ops, op);
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builder->current_program = program;
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/* If the projection is not yet set for this program, we use the current one. */
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if (memcmp (&empty_matrix, &builder->program_state[program->index].projection, sizeof (graphene_matrix_t)) == 0 ||
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memcmp (&builder->current_projection, &builder->program_state[program->index].projection, sizeof (graphene_matrix_t)) != 0)
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{
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op.op = OP_CHANGE_PROJECTION;
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op.projection = builder->current_projection;
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g_array_append_val (builder->render_ops, op);
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builder->program_state[program->index].projection = builder->current_projection;
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}
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if (memcmp (&empty_matrix, &builder->program_state[program->index].modelview, sizeof (graphene_matrix_t)) == 0 ||
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memcmp (&builder->current_modelview, &builder->program_state[program->index].modelview, sizeof (graphene_matrix_t)) != 0)
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{
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op.op = OP_CHANGE_MODELVIEW;
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op.modelview = builder->current_modelview;
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g_array_append_val (builder->render_ops, op);
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builder->program_state[program->index].modelview = builder->current_modelview;
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}
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if (memcmp (&empty_rect, &builder->program_state[program->index].viewport, sizeof (graphene_rect_t)) == 0 ||
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memcmp (&builder->current_viewport, &builder->program_state[program->index].viewport, sizeof (graphene_rect_t)) != 0)
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{
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op.op = OP_CHANGE_VIEWPORT;
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op.viewport = builder->current_viewport;
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g_array_append_val (builder->render_ops, op);
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builder->program_state[program->index].viewport = builder->current_viewport;
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}
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if (memcmp (&empty_clip, &builder->program_state[program->index].clip, sizeof (GskRoundedRect)) == 0 ||
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memcmp (&builder->current_clip, &builder->program_state[program->index].clip, sizeof (GskRoundedRect)) != 0)
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{
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op.op = OP_CHANGE_CLIP;
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op.clip = builder->current_clip;
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g_array_append_val (builder->render_ops, op);
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builder->program_state[program->index].clip = builder->current_clip;
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}
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}
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GskRoundedRect
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ops_set_clip (RenderOpBuilder *builder,
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const GskRoundedRect *clip)
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{
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RenderOp op;
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GskRoundedRect prev_clip;
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op.op = OP_CHANGE_CLIP;
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op.clip = *clip;
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g_array_append_val (builder->render_ops, op);
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if (builder->current_program != NULL)
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builder->program_state[builder->current_program->index].clip = *clip;
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prev_clip = builder->current_clip;
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builder->current_clip = *clip;
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return prev_clip;
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}
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graphene_matrix_t
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ops_set_modelview (RenderOpBuilder *builder,
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const graphene_matrix_t *modelview)
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{
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RenderOp op;
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graphene_matrix_t prev_mv;
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RenderOp *last_op;
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last_op = &g_array_index (builder->render_ops, RenderOp, builder->render_ops->len - 1);
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if (last_op->op == OP_CHANGE_MODELVIEW)
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{
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last_op->modelview = *modelview;
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}
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else
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{
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op.op = OP_CHANGE_MODELVIEW;
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op.modelview = *modelview;
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g_array_append_val (builder->render_ops, op);
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}
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if (builder->current_program != NULL)
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builder->program_state[builder->current_program->index].modelview = *modelview;
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prev_mv = builder->current_modelview;
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builder->current_modelview = *modelview;
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return prev_mv;
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}
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graphene_matrix_t
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ops_set_projection (RenderOpBuilder *builder,
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const graphene_matrix_t *projection)
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{
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RenderOp op;
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graphene_matrix_t prev_mv;
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RenderOp *last_op;
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last_op = &g_array_index (builder->render_ops, RenderOp, builder->render_ops->len - 1);
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if (last_op->op == OP_CHANGE_PROJECTION)
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{
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last_op->projection = *projection;
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}
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else
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{
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op.op = OP_CHANGE_PROJECTION;
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op.projection = *projection;
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g_array_append_val (builder->render_ops, op);
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}
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if (builder->current_program != NULL)
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builder->program_state[builder->current_program->index].projection = *projection;
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prev_mv = builder->current_projection;
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builder->current_projection = *projection;
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return prev_mv;
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}
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graphene_rect_t
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ops_set_viewport (RenderOpBuilder *builder,
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const graphene_rect_t *viewport)
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{
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RenderOp op;
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graphene_rect_t prev_viewport;
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op.op = OP_CHANGE_VIEWPORT;
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op.viewport = *viewport;
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g_array_append_val (builder->render_ops, op);
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if (builder->current_program != NULL)
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builder->program_state[builder->current_program->index].viewport = *viewport;
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prev_viewport = builder->current_viewport;
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builder->current_viewport = *viewport;
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return prev_viewport;
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}
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void
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ops_set_texture (RenderOpBuilder *builder,
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int texture_id)
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{
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RenderOp op;
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if (builder->current_texture == texture_id)
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return;
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op.op = OP_CHANGE_SOURCE_TEXTURE;
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op.texture_id = texture_id;
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g_array_append_val (builder->render_ops, op);
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builder->current_texture = texture_id;
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}
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int
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ops_set_render_target (RenderOpBuilder *builder,
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int render_target_id)
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{
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RenderOp op;
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int prev_render_target;
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if (builder->current_render_target == render_target_id)
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return render_target_id;
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prev_render_target = builder->current_render_target;
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op.op = OP_CHANGE_RENDER_TARGET;
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op.render_target_id = render_target_id;
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g_array_append_val (builder->render_ops, op);
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builder->current_render_target = render_target_id;
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return prev_render_target;
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}
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float
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ops_set_opacity (RenderOpBuilder *builder,
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float opacity)
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{
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RenderOp op;
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float prev_opacity;
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if (builder->current_opacity == opacity)
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return opacity;
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op.op = OP_CHANGE_OPACITY;
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op.opacity = opacity;
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g_array_append_val (builder->render_ops, op);
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prev_opacity = builder->current_opacity;
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builder->current_opacity = opacity;
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return prev_opacity;
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}
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void
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ops_draw (RenderOpBuilder *builder,
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const GskQuadVertex vertex_data[GL_N_VERTICES])
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{
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RenderOp *last_op;
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last_op = &g_array_index (builder->render_ops, RenderOp, builder->render_ops->len - 1);
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/* If the previous op was a DRAW as well, we didn't change anything between the two calls,
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* so these are just 2 subsequent draw calls. Same VAO, same program etc.
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* And the offsets into the vao are in order as well, so make it one draw call. */
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if (last_op->op == OP_DRAW)
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{
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/* We allow ourselves a little trick here. We still have to add a CHANGE_VAO op for
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* this draw call so we can add our vertex data there, but we want it to be placed before
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* the last draw call, so we reorder those. */
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RenderOp new_draw;
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new_draw.op = OP_DRAW;
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new_draw.draw.vao_offset = last_op->draw.vao_offset;
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new_draw.draw.draw_size = last_op->draw.draw_size + GL_N_VERTICES;
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last_op->op = OP_CHANGE_VAO;
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memcpy (&last_op->vertex_data, vertex_data, sizeof(GskQuadVertex) * GL_N_VERTICES);
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/* Now add the DRAW */
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g_array_append_val (builder->render_ops, new_draw);
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}
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else
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{
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RenderOp op;
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gsize offset = builder->buffer_size / sizeof (GskQuadVertex);
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op.op = OP_CHANGE_VAO;
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memcpy (&op.vertex_data, vertex_data, sizeof(GskQuadVertex) * GL_N_VERTICES);
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g_array_append_val (builder->render_ops, op);
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op.op = OP_DRAW;
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op.draw.vao_offset = offset;
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op.draw.draw_size = GL_N_VERTICES;
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g_array_append_val (builder->render_ops, op);
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}
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/* We added new vertex data in both cases so increase the buffer size */
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builder->buffer_size += sizeof (GskQuadVertex) * GL_N_VERTICES;
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}
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void
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ops_add (RenderOpBuilder *builder,
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const RenderOp *op)
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{
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g_array_append_val (builder->render_ops, *op);
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}
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