gtk/gsk/gl/gskglrenderops.c
Timm Bäder 95051e13c3 gl ops: Remove dead code
This is already checked further up in that function
2017-12-21 19:12:30 +01:00

264 lines
7.9 KiB
C

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