gtk/gsk/gskglrenderer.c
Emmanuele Bassi 9d3ca22b4c gsk: Port GskGLRenderer to GLES
Use the appropriate API and shaders if the GdkGLContext was created for
OpenGL ES instead of OpenGL.
2016-10-18 11:29:34 +01:00

1091 lines
31 KiB
C

#include "config.h"
#include "gskglrendererprivate.h"
#include "gskdebugprivate.h"
#include "gskenums.h"
#include "gskrendererprivate.h"
#include "gskrendernodeprivate.h"
#include "gskrendernodeiter.h"
#include "gskprivate.h"
#include <epoxy/gl.h>
typedef struct {
/* Back pointer to the node, only meant for comparison */
GskRenderNode *node;
graphene_point3d_t min;
graphene_point3d_t max;
graphene_size_t size;
graphene_matrix_t mvp;
gboolean opaque : 1;
float opacity;
float z;
const char *name;
guint vao_id;
guint texture_id;
guint program_id;
guint mvp_location;
guint map_location;
guint uv_location;
guint position_location;
guint alpha_location;
guint buffer_id;
} RenderItem;
struct _GskGLRenderer
{
GskRenderer parent_instance;
GdkGLContext *context;
graphene_matrix_t mvp;
graphene_frustum_t frustum;
guint frame_buffer;
guint render_buffer;
guint depth_stencil_buffer;
guint texture_id;
guint program_id;
guint mvp_location;
guint map_location;
guint uv_location;
guint position_location;
guint alpha_location;
guint vao_id;
GArray *opaque_render_items;
GArray *transparent_render_items;
gboolean has_buffers : 1;
gboolean has_alpha : 1;
gboolean has_stencil_buffer : 1;
gboolean has_depth_buffer : 1;
};
struct _GskGLRendererClass
{
GskRendererClass parent_class;
};
static void render_item_clear (gpointer data_);
G_DEFINE_TYPE (GskGLRenderer, gsk_gl_renderer, GSK_TYPE_RENDERER)
static void
gsk_gl_renderer_dispose (GObject *gobject)
{
GskGLRenderer *self = GSK_GL_RENDERER (gobject);
g_clear_object (&self->context);
G_OBJECT_CLASS (gsk_gl_renderer_parent_class)->dispose (gobject);
}
static void
gsk_gl_renderer_create_buffers (GskGLRenderer *self)
{
if (self->has_buffers)
return;
GSK_NOTE (OPENGL, g_print ("Creating buffers\n"));
glGenFramebuffersEXT (1, &self->frame_buffer);
if (gsk_renderer_get_use_alpha (GSK_RENDERER (self)))
{
if (self->texture_id == 0)
glGenTextures (1, &self->texture_id);
if (self->render_buffer != 0)
{
glDeleteRenderbuffersEXT (1, &self->render_buffer);
self->render_buffer = 0;
}
}
else
{
if (self->render_buffer == 0)
glGenRenderbuffersEXT (1, &self->render_buffer);
if (self->texture_id != 0)
{
glDeleteTextures (1, &self->texture_id);
self->texture_id = 0;
}
}
if (self->has_depth_buffer || self->has_stencil_buffer)
{
if (self->depth_stencil_buffer == 0)
glGenRenderbuffersEXT (1, &self->depth_stencil_buffer);
}
else
{
if (self->depth_stencil_buffer != 0)
{
glDeleteRenderbuffersEXT (1, &self->depth_stencil_buffer);
self->depth_stencil_buffer = 0;
}
}
/* We only have one VAO at the moment */
glGenVertexArrays (1, &self->vao_id);
glBindVertexArray (self->vao_id);
self->has_buffers = TRUE;
}
static void
gsk_gl_renderer_allocate_buffers (GskGLRenderer *self,
int width,
int height)
{
if (self->context == NULL)
return;
if (self->texture_id != 0)
{
glBindTexture (GL_TEXTURE_2D, self->texture_id);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
if (gdk_gl_context_get_use_es (self->context))
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
else
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
}
if (self->render_buffer != 0)
{
glBindRenderbuffer (GL_RENDERBUFFER, self->render_buffer);
glRenderbufferStorage (GL_RENDERBUFFER, GL_RGB8, width, height);
}
if (self->has_depth_buffer || self->has_stencil_buffer)
{
glBindRenderbuffer (GL_RENDERBUFFER, self->depth_stencil_buffer);
if (self->has_stencil_buffer)
glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
else
glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
}
}
static void
gsk_gl_renderer_attach_buffers (GskGLRenderer *self)
{
gsk_gl_renderer_create_buffers (self);
GSK_NOTE (OPENGL, g_print ("Attaching buffers\n"));
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, self->frame_buffer);
if (self->texture_id != 0)
{
glFramebufferTexture2D (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_2D, self->texture_id, 0);
}
else if (self->render_buffer != 0)
{
glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_RENDERBUFFER_EXT, self->render_buffer);
}
if (self->depth_stencil_buffer != 0)
{
if (self->has_depth_buffer)
glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, self->depth_stencil_buffer);
if (self->has_stencil_buffer)
glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, self->depth_stencil_buffer);
}
}
static void
gsk_gl_renderer_destroy_buffers (GskGLRenderer *self)
{
if (self->context == NULL)
return;
if (!self->has_buffers)
return;
GSK_NOTE (OPENGL, g_print ("Destroying buffers\n"));
gdk_gl_context_make_current (self->context);
if (self->vao_id != 0)
{
glDeleteVertexArrays (1, &self->vao_id);
self->vao_id = 0;
}
if (self->depth_stencil_buffer != 0)
{
glDeleteRenderbuffersEXT (1, &self->depth_stencil_buffer);
self->depth_stencil_buffer = 0;
}
if (self->render_buffer != 0)
{
glDeleteRenderbuffersEXT (1, &self->render_buffer);
self->render_buffer = 0;
}
if (self->texture_id != 0)
{
glDeleteTextures (1, &self->texture_id);
self->texture_id = 0;
}
if (self->frame_buffer != 0)
{
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0);
glDeleteFramebuffersEXT (1, &self->frame_buffer);
self->frame_buffer = 0;
}
self->has_buffers = FALSE;
}
static guint
create_shader (int type,
const char *code)
{
guint shader;
int status;
shader = glCreateShader (type);
glShaderSource (shader, 1, &code, NULL);
glCompileShader (shader);
glGetShaderiv (shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
int log_len;
char *buffer;
glGetShaderiv (shader, GL_INFO_LOG_LENGTH, &log_len);
buffer = g_malloc0 (log_len + 1);
glGetShaderInfoLog (shader, log_len, NULL, buffer);
g_critical ("Compile failure in %s shader:\n%s",
type == GL_VERTEX_SHADER ? "vertex" : "fragment",
buffer);
g_free (buffer);
glDeleteShader (shader);
return 0;
}
return shader;
}
static void
gsk_gl_renderer_create_program (GskGLRenderer *self)
{
guint vertex_shader = 0, fragment_shader = 0;
const char *fs_path, *vs_path;
GBytes *source;
int status;
if (gdk_gl_context_get_use_es (self->context))
{
vs_path = "/org/gtk/libgsk/glsl/gles-base.vs.glsl";
fs_path = "/org/gtk/libgsk/glsl/gles-base.fs.glsl";
}
else
{
vs_path = "/org/gtk/libgsk/glsl/gl3-base.vs.glsl";
fs_path = "/org/gtk/libgsk/glsl/gl3-base.fs.glsl";
}
GSK_NOTE (OPENGL, g_print ("Compiling vertex shader\n"));
source = g_resources_lookup_data (vs_path, 0, NULL);
vertex_shader = create_shader (GL_VERTEX_SHADER, g_bytes_get_data (source, NULL));
g_bytes_unref (source);
if (vertex_shader == 0)
goto out;
GSK_NOTE (OPENGL, g_print ("Compiling fragment shader\n"));
source = g_resources_lookup_data (fs_path, 0, NULL);
fragment_shader = create_shader (GL_FRAGMENT_SHADER, g_bytes_get_data (source, NULL));
g_bytes_unref (source);
if (fragment_shader == 0)
goto out;
self->program_id = glCreateProgram ();
glAttachShader (self->program_id, vertex_shader);
glAttachShader (self->program_id, fragment_shader);
glLinkProgram (self->program_id);
glGetProgramiv (self->program_id, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
{
char *buffer = NULL;
int log_len = 0;
glGetProgramiv (self->program_id, GL_INFO_LOG_LENGTH, &log_len);
buffer = g_malloc0 (log_len + 1);
glGetProgramInfoLog (self->program_id, log_len, NULL, buffer);
g_critical ("Linking failure in shader:\n%s", buffer);
g_free (buffer);
glDeleteProgram (self->program_id);
self->program_id = 0;
goto out;
}
/* Find the location of each uniform and attribute we use in our
* shaders
*/
self->mvp_location = glGetUniformLocation (self->program_id, "mvp");
self->map_location = glGetUniformLocation (self->program_id, "map");
self->alpha_location = glGetUniformLocation (self->program_id, "alpha");
self->position_location = glGetAttribLocation (self->program_id, "position");
self->uv_location = glGetAttribLocation (self->program_id, "uv");
GSK_NOTE (OPENGL, g_print ("Program [%d] { mvp:%u, map:%u, alpha:%u, position:%u, uv:%u }\n",
self->program_id,
self->mvp_location,
self->map_location,
self->alpha_location,
self->position_location,
self->uv_location));
/* We can detach and destroy the shaders from the linked program */
glDetachShader (self->program_id, vertex_shader);
glDetachShader (self->program_id, fragment_shader);
out:
if (vertex_shader != 0)
glDeleteShader (vertex_shader);
if (fragment_shader != 0)
glDeleteShader (fragment_shader);
}
static void
gsk_gl_renderer_destroy_program (GskGLRenderer *self)
{
if (self->program_id != 0)
{
glDeleteProgram (self->program_id);
self->program_id = 0;
}
}
static gboolean
gsk_gl_renderer_realize (GskRenderer *renderer)
{
GskGLRenderer *self = GSK_GL_RENDERER (renderer);
GError *error = NULL;
/* If we didn't get a GdkGLContext before realization, try creating
* one now, for our exclusive use.
*/
if (self->context == NULL)
{
GdkWindow *window = gsk_renderer_get_window (renderer);
if (window == NULL)
return FALSE;
self->context = gdk_window_create_gl_context (window, &error);
if (error != NULL)
{
g_critical ("Unable to create GL context for renderer: %s",
error->message);
g_error_free (error);
return FALSE;
}
}
gdk_gl_context_realize (self->context, &error);
if (error != NULL)
{
g_critical ("Unable to realize GL renderer: %s", error->message);
g_error_free (error);
return FALSE;
}
gdk_gl_context_make_current (self->context);
GSK_NOTE (OPENGL, g_print ("Creating buffers and programs\n"));
gsk_gl_renderer_create_buffers (self);
gsk_gl_renderer_create_program (self);
self->opaque_render_items = g_array_sized_new (FALSE, FALSE, sizeof (RenderItem), 16);
g_array_set_clear_func (self->opaque_render_items, render_item_clear);
self->transparent_render_items = g_array_sized_new (FALSE, FALSE, sizeof (RenderItem), 16);
g_array_set_clear_func (self->opaque_render_items, render_item_clear);
return TRUE;
}
static void
gsk_gl_renderer_unrealize (GskRenderer *renderer)
{
GskGLRenderer *self = GSK_GL_RENDERER (renderer);
if (self->context == NULL)
return;
gdk_gl_context_make_current (self->context);
g_clear_pointer (&self->opaque_render_items, g_array_unref);
g_clear_pointer (&self->transparent_render_items, g_array_unref);
gsk_gl_renderer_destroy_buffers (self);
gsk_gl_renderer_destroy_program (self);
if (self->context == gdk_gl_context_get_current ())
gdk_gl_context_clear_current ();
}
static void
gsk_gl_renderer_resize_viewport (GskRenderer *renderer,
const graphene_rect_t *viewport)
{
}
static void
gsk_gl_renderer_update (GskRenderer *renderer,
const graphene_matrix_t *modelview,
const graphene_matrix_t *projection)
{
GskGLRenderer *self = GSK_GL_RENDERER (renderer);
GSK_NOTE (OPENGL, g_print ("Updating the modelview/projection\n"));
graphene_matrix_multiply (modelview, projection, &self->mvp);
graphene_frustum_init_from_matrix (&self->frustum, &self->mvp);
}
static void
render_item_clear (gpointer data_)
{
RenderItem *item = data_;
GSK_NOTE (OPENGL, g_print ("Destroying render item [%p] buffer %u\n",
item,
item->buffer_id));
glDeleteBuffers (1, &item->buffer_id);
item->buffer_id = 0;
GSK_NOTE (OPENGL, g_print ("Destroying render item [%p] texture %u\n",
item,
item->texture_id));
glDeleteTextures (1, &item->texture_id);
item->texture_id = 0;
graphene_matrix_init_identity (&item->mvp);
item->opacity = 1;
}
#define N_VERTICES 6
static void
render_item (RenderItem *item)
{
struct vertex_info {
float position[2];
float uv[2];
};
float mvp[16];
glBindVertexArray (item->vao_id);
/* Generate the vertex buffer for the texture quad */
if (item->buffer_id == 0)
{
struct vertex_info vertex_data[] = {
{ { item->min.x, item->min.y }, { 0, 0 }, },
{ { item->min.x, item->max.y }, { 0, 1 }, },
{ { item->max.x, item->min.y }, { 1, 0 }, },
{ { item->max.x, item->max.y }, { 1, 1 }, },
{ { item->min.x, item->max.y }, { 0, 1 }, },
{ { item->max.x, item->min.y }, { 1, 0 }, },
};
GSK_NOTE (OPENGL, g_print ("Creating quad for render item [%p]\n", item));
glGenBuffers (1, &item->buffer_id);
glBindBuffer (GL_ARRAY_BUFFER, item->buffer_id);
/* The data won't change */
glBufferData (GL_ARRAY_BUFFER, sizeof (vertex_data), vertex_data, GL_STATIC_DRAW);
/* Set up the buffers with the computed position and texels */
glEnableVertexAttribArray (item->position_location);
glVertexAttribPointer (item->position_location, 2, GL_FLOAT, GL_FALSE,
sizeof (struct vertex_info),
(void *) G_STRUCT_OFFSET (struct vertex_info, position));
glEnableVertexAttribArray (item->uv_location);
glVertexAttribPointer (item->uv_location, 2, GL_FLOAT, GL_FALSE,
sizeof (struct vertex_info),
(void *) G_STRUCT_OFFSET (struct vertex_info, uv));
}
else
{
/* We already set up the vertex buffer, so we just need to reuse it */
glBindBuffer (GL_ARRAY_BUFFER, item->buffer_id);
glEnableVertexAttribArray (item->position_location);
glEnableVertexAttribArray (item->uv_location);
}
glUseProgram (item->program_id);
/* Use texture unit 0 for the sampler */
glActiveTexture (GL_TEXTURE0);
glBindTexture (GL_TEXTURE_2D, item->texture_id);
glUniform1i (item->map_location, 0);
/* Pass the opacity component */
glUniform1f (item->alpha_location, item->opaque ? 1 : item->opacity);
/* Pass the mvp to the vertex shader */
GSK_NOTE (OPENGL, graphene_matrix_print (&item->mvp));
graphene_matrix_to_float (&item->mvp, mvp);
glUniformMatrix4fv (item->mvp_location, 1, GL_FALSE, mvp);
/* Draw the quad */
GSK_NOTE (OPENGL, g_print ("Drawing item <%s>[%p] with opacity: %g\n",
item->name,
item,
item->opaque ? 1 : item->opacity));
glDrawArrays (GL_TRIANGLES, 0, N_VERTICES);
/* Reset the state */
glBindTexture (GL_TEXTURE_2D, 0);
glDisableVertexAttribArray (item->position_location);
glDisableVertexAttribArray (item->uv_location);
glUseProgram (0);
}
static void
surface_to_texture (cairo_surface_t *surface,
graphene_rect_t *clip,
int min_filter,
int mag_filter,
guint *texture_out)
{
guint texture_id;
glGenTextures (1, &texture_id);
glBindTexture (GL_TEXTURE_2D, texture_id);
GSK_NOTE (OPENGL, g_print ("Uploading surface[%p] { w:%g, h:%g } to texid:%d\n",
surface,
clip->size.width,
clip->size.height,
texture_id));
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter);
gdk_cairo_surface_upload_to_gl (surface, GL_TEXTURE_2D, clip->size.width, clip->size.height, NULL);
if (min_filter != GL_NEAREST)
glGenerateMipmap (GL_TEXTURE_2D);
GSK_NOTE (OPENGL, g_print ("New texture id %d from surface %p\n", texture_id, surface));
*texture_out = texture_id;
}
static void
get_gl_scaling_filters (GskRenderer *renderer,
int *min_filter_r,
int *mag_filter_r)
{
GskScalingFilter min_filter, mag_filter;
gsk_renderer_get_scaling_filters (renderer, &min_filter, &mag_filter);
switch (min_filter)
{
case GSK_SCALING_FILTER_NEAREST:
*min_filter_r = GL_NEAREST;
break;
case GSK_SCALING_FILTER_LINEAR:
*min_filter_r = GL_LINEAR;
break;
case GSK_SCALING_FILTER_TRILINEAR:
*min_filter_r = GL_LINEAR_MIPMAP_LINEAR;
break;
}
switch (mag_filter)
{
case GSK_SCALING_FILTER_NEAREST:
*mag_filter_r = GL_NEAREST;
break;
/* There's no point in using anything above GL_LINEAR for
* magnification filters
*/
case GSK_SCALING_FILTER_LINEAR:
case GSK_SCALING_FILTER_TRILINEAR:
*mag_filter_r = GL_LINEAR;
break;
}
}
static gboolean
check_in_frustum (const graphene_frustum_t *frustum,
RenderItem *item)
{
graphene_box_t aabb;
graphene_box_init (&aabb, &item->min, &item->max);
graphene_matrix_transform_box (&item->mvp, &aabb, &aabb);
return graphene_frustum_intersects_box (frustum, &aabb);
}
static float
project_item (const graphene_matrix_t *projection,
const graphene_matrix_t *modelview)
{
graphene_vec4_t vec;
graphene_matrix_get_row (modelview, 3, &vec);
graphene_matrix_transform_vec4 (projection, &vec, &vec);
return graphene_vec4_get_z (&vec) / graphene_vec4_get_w (&vec);
}
static void
gsk_gl_renderer_add_render_item (GskGLRenderer *self,
GskRenderNode *node)
{
graphene_rect_t viewport;
int gl_min_filter, gl_mag_filter;
cairo_surface_t *surface;
GskRenderNodeIter iter;
graphene_matrix_t mv, projection;
graphene_rect_t bounds;
GskRenderNode *child;
RenderItem item;
if (gsk_render_node_is_hidden (node))
{
GSK_NOTE (OPENGL, g_print ("Skipping hidden node <%s>[%p]\n",
node->name != NULL ? node->name : "unnamed",
node));
return;
}
gsk_renderer_get_viewport (GSK_RENDERER (self), &viewport);
gsk_render_node_get_bounds (node, &bounds);
item.node = node;
item.name = node->name != NULL ? node->name : "unnamed";
/* The texture size */
item.size = bounds.size;
/* Each render item is an axis-aligned bounding box that we
* transform using the given transformation matrix
*/
item.min.x = (bounds.origin.x * 2) / bounds.size.width - 1;
item.min.y = (bounds.origin.y * 2) / bounds.size.height - 1;
item.min.z = 0.f;
item.max.x = (bounds.origin.x + bounds.size.width) * 2 / bounds.size.width - 1;
item.max.y = (bounds.origin.y + bounds.size.height) * 2 / bounds.size.height - 1;
item.max.z = 0.f;
/* The location of the item, in normalized world coordinates */
gsk_render_node_get_world_matrix (node, &mv);
item.mvp = mv;
item.opaque = gsk_render_node_is_opaque (node);
item.opacity = gsk_render_node_get_opacity (node);
/* GL objects */
item.vao_id = self->vao_id;
item.buffer_id = 0;
item.program_id = self->program_id;
item.map_location = self->map_location;
item.mvp_location = self->mvp_location;
item.uv_location = self->uv_location;
item.position_location = self->position_location;
item.alpha_location = self->alpha_location;
gsk_renderer_get_projection (GSK_RENDERER (self), &projection);
item.z = project_item (&projection, &mv);
/* Discard the item if it's outside of the frustum as determined by the
* viewport and the projection matrix
*/
#if 0
if (!check_in_frustum (&self->frustum, &item))
{
GSK_NOTE (OPENGL, g_print ("Node <%s>[%p] culled by frustum\n",
node->name != NULL ? node->name : "unnamed",
node));
return;
}
#endif
/* TODO: This should really be an asset atlas, to avoid uploading a ton
* of textures. Ideally we could use a single Cairo surface to get around
* the GL texture limits and reorder the texture data on the CPU side and
* do a single upload; alternatively, we could use a separate FBO and
* render each texture into it
*/
get_gl_scaling_filters (GSK_RENDERER (self), &gl_min_filter, &gl_mag_filter);
surface = gsk_render_node_get_surface (node);
/* If the node does not have any surface we skip drawing it, but we still
* recurse.
*
* XXX: This needs to be re-done if the opacity is != 0, in which case we
* need to composite the opacity level of the children
*/
if (surface == NULL)
goto recurse_children;
surface_to_texture (surface, &bounds, gl_min_filter, gl_mag_filter, &item.texture_id);
GSK_NOTE (OPENGL, g_print ("Adding node <%s>[%p] to render items\n",
node->name != NULL ? node->name : "unnamed",
node));
if (gsk_render_node_is_opaque (node) && gsk_render_node_get_opacity (node) == 1.f)
g_array_append_val (self->opaque_render_items, item);
else
g_array_append_val (self->transparent_render_items, item);
recurse_children:
gsk_render_node_iter_init (&iter, node);
while (gsk_render_node_iter_next (&iter, &child))
gsk_gl_renderer_add_render_item (self, child);
}
static int
opaque_item_cmp (gconstpointer _a,
gconstpointer _b)
{
const RenderItem *a = _a;
const RenderItem *b = _b;
if (a->z != b->z)
{
if (a->z > b->z)
return 1;
return -1;
}
if (a != b)
{
if ((gsize) a > (gsize) b)
return 1;
return -1;
}
return 0;
}
static int
transparent_item_cmp (gconstpointer _a,
gconstpointer _b)
{
const RenderItem *a = _a;
const RenderItem *b = _b;
if (a->z != b->z)
{
if (a->z < b->z)
return 1;
return -1;
}
if (a != b)
{
if ((gsize) a < (gsize) b)
return 1;
return -1;
}
return 0;
}
static void
gsk_gl_renderer_validate_tree (GskRenderer *renderer,
GskRenderNode *root)
{
GskGLRenderer *self = GSK_GL_RENDERER (renderer);
gboolean clear_items = FALSE;
int i;
if (self->context == NULL)
return;
gdk_gl_context_make_current (self->context);
if (self->opaque_render_items->len > 0 || self->transparent_render_items->len > 0)
{
/* If we only changed the opacity and transformations then there is no
* reason to clear the render items
*/
for (i = 0; i < self->opaque_render_items->len; i++)
{
RenderItem *item = &g_array_index (self->opaque_render_items, RenderItem, i);
GskRenderNodeChanges changes = gsk_render_node_get_last_state (item->node);
if (changes == 0)
continue;
if ((changes & GSK_RENDER_NODE_CHANGES_UPDATE_OPACITY) != 0)
{
item->opaque = gsk_render_node_is_opaque (item->node);
item->opacity = gsk_render_node_get_opacity (item->node);
changes &= ~GSK_RENDER_NODE_CHANGES_UPDATE_OPACITY;
}
if (changes & GSK_RENDER_NODE_CHANGES_UPDATE_TRANSFORM)
{
gsk_render_node_get_world_matrix (item->node, &item->mvp);
changes &= ~ GSK_RENDER_NODE_CHANGES_UPDATE_TRANSFORM;
}
if (changes != 0)
{
clear_items = TRUE;
break;
}
}
for (i = 0; i < self->transparent_render_items->len; i++)
{
RenderItem *item = &g_array_index (self->transparent_render_items, RenderItem, i);
GskRenderNodeChanges changes = gsk_render_node_get_last_state (item->node);
if (changes == 0)
continue;
if ((changes & GSK_RENDER_NODE_CHANGES_UPDATE_OPACITY) != 0)
{
item->opaque = gsk_render_node_is_opaque (item->node);
item->opacity = gsk_render_node_get_opacity (item->node);
changes &= ~GSK_RENDER_NODE_CHANGES_UPDATE_OPACITY;
}
if (changes & GSK_RENDER_NODE_CHANGES_UPDATE_TRANSFORM)
{
gsk_render_node_get_world_matrix (item->node, &item->mvp);
changes &= ~ GSK_RENDER_NODE_CHANGES_UPDATE_TRANSFORM;
}
if (changes != 0)
{
clear_items = TRUE;
break;
}
}
}
else
clear_items = TRUE;
if (!clear_items)
{
GSK_NOTE (OPENGL, g_print ("Tree is still valid\n"));
goto out;
}
for (i = 0; i < self->opaque_render_items->len; i++)
render_item_clear (&g_array_index (self->opaque_render_items, RenderItem, i));
for (i = 0; i < self->transparent_render_items->len; i++)
render_item_clear (&g_array_index (self->transparent_render_items, RenderItem, i));
g_array_set_size (self->opaque_render_items, 0);
g_array_set_size (self->transparent_render_items, 0);
GSK_NOTE (OPENGL, g_print ("RenderNode -> RenderItem\n"));
gsk_gl_renderer_add_render_item (self, gsk_renderer_get_root_node (renderer));
GSK_NOTE (OPENGL, g_print ("Sorting render nodes\n"));
g_array_sort (self->opaque_render_items, opaque_item_cmp);
g_array_sort (self->transparent_render_items, transparent_item_cmp);
out:
GSK_NOTE (OPENGL, g_print ("Total render items: %d (opaque:%d, transparent:%d)\n",
self->opaque_render_items->len + self->transparent_render_items->len,
self->opaque_render_items->len,
self->transparent_render_items->len));
}
static void
gsk_gl_renderer_clear (GskRenderer *renderer)
{
}
static void
gsk_gl_renderer_render (GskRenderer *renderer)
{
GskGLRenderer *self = GSK_GL_RENDERER (renderer);
graphene_rect_t viewport;
int scale, status, clear_bits;
guint i;
if (self->context == NULL)
return;
gdk_gl_context_make_current (self->context);
gsk_renderer_get_viewport (renderer, &viewport);
gsk_gl_renderer_create_buffers (self);
gsk_gl_renderer_allocate_buffers (self, viewport.size.width, viewport.size.height);
gsk_gl_renderer_attach_buffers (self);
if (self->has_depth_buffer)
glEnable (GL_DEPTH_TEST);
else
glDisable (GL_DEPTH_TEST);
/* Ensure that the viewport is up to date */
status = glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT);
if (status == GL_FRAMEBUFFER_COMPLETE_EXT)
{
GSK_NOTE (OPENGL, g_print ("glViewport(0, 0, %g, %g)\n",
viewport.size.width,
viewport.size.height));
glViewport (0, 0, viewport.size.width, viewport.size.height);
}
clear_bits = GL_COLOR_BUFFER_BIT;
if (self->has_depth_buffer)
clear_bits |= GL_DEPTH_BUFFER_BIT;
if (self->has_stencil_buffer)
clear_bits |= GL_STENCIL_BUFFER_BIT;
GSK_NOTE (OPENGL, g_print ("Clearing viewport\n"));
glClearColor (0, 0, 0, 0);
glClear (clear_bits);
/* Opaque pass: front-to-back */
GSK_NOTE (OPENGL, g_print ("Rendering %u opaque items\n", self->opaque_render_items->len));
for (i = 0; i < self->opaque_render_items->len; i++)
{
RenderItem *item = &g_array_index (self->opaque_render_items, RenderItem, i);
render_item (item);
}
glEnable (GL_BLEND);
/* Transparent pass: back-to-front */
GSK_NOTE (OPENGL, g_print ("Rendering %u transparent items\n", self->transparent_render_items->len));
for (i = 0; i < self->transparent_render_items->len; i++)
{
RenderItem *item = &g_array_index (self->transparent_render_items, RenderItem, i);
render_item (item);
}
glDisable (GL_BLEND);
/* Draw the output of the GL rendering to the window */
GSK_NOTE (OPENGL, g_print ("Drawing GL content on Cairo surface using a %s\n",
self->texture_id != 0 ? "texture" : "renderbuffer"));
scale = 1;
gdk_cairo_draw_from_gl (gsk_renderer_get_draw_context (renderer),
gsk_renderer_get_window (renderer),
self->texture_id != 0 ? self->texture_id : self->render_buffer,
self->texture_id != 0 ? GL_TEXTURE : GL_RENDERBUFFER,
scale,
0, 0, viewport.size.width, viewport.size.height);
gdk_gl_context_make_current (self->context);
}
static void
gsk_gl_renderer_class_init (GskGLRendererClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
GskRendererClass *renderer_class = GSK_RENDERER_CLASS (klass);
gobject_class->dispose = gsk_gl_renderer_dispose;
renderer_class->realize = gsk_gl_renderer_realize;
renderer_class->unrealize = gsk_gl_renderer_unrealize;
renderer_class->resize_viewport = gsk_gl_renderer_resize_viewport;
renderer_class->update = gsk_gl_renderer_update;
renderer_class->clear = gsk_gl_renderer_clear;
renderer_class->validate_tree = gsk_gl_renderer_validate_tree;
renderer_class->render = gsk_gl_renderer_render;
}
static void
gsk_gl_renderer_init (GskGLRenderer *self)
{
gsk_ensure_resources ();
graphene_matrix_init_identity (&self->mvp);
self->has_depth_buffer = TRUE;
self->has_stencil_buffer = TRUE;
}
void
gsk_gl_renderer_set_context (GskGLRenderer *renderer,
GdkGLContext *context)
{
g_return_if_fail (GSK_IS_GL_RENDERER (renderer));
g_return_if_fail (context == NULL || GDK_IS_GL_CONTEXT (context));
if (gsk_renderer_is_realized (GSK_RENDERER (renderer)))
return;
if (gdk_gl_context_get_display (context) != gsk_renderer_get_display (GSK_RENDERER (renderer)))
return;
g_set_object (&renderer->context, context);
}
GdkGLContext *
gsk_gl_renderer_get_context (GskGLRenderer *renderer)
{
g_return_val_if_fail (GSK_IS_GL_RENDERER (renderer), NULL);
return renderer->context;
}