#include "evas_gl_private.h"
+#ifdef HAVE_DLSYM
+# include <dlfcn.h> /* dlopen,dlclose,etc */
+#else
+# error gl_common should not get compiled if dlsym is not found on the system!
+#endif
+
+#define PRG_INVALID 0xffffffff
+#define GLPIPES 1
+
static int sym_done = 0;
+int _evas_engine_GL_common_log_dom = -1;
+
+typedef void (*glsym_func_void) ();
void (*glsym_glGenFramebuffers) (GLsizei a, GLuint *b) = NULL;
void (*glsym_glBindFramebuffer) (GLenum a, GLuint b) = NULL;
void (*glsym_glFramebufferTexture2D) (GLenum a, GLenum b, GLenum c, GLuint d, GLint e) = NULL;
void (*glsym_glDeleteFramebuffers) (GLsizei a, const GLuint *b) = NULL;
+void (*glsym_glGetProgramBinary) (GLuint a, GLsizei b, GLsizei *c, GLenum *d, void *e) = NULL;
+void (*glsym_glProgramBinary) (GLuint a, GLenum b, const void *c, GLint d) = NULL;
+void (*glsym_glProgramParameteri) (GLuint a, GLuint b, GLint d) = NULL;
+void (*glsym_glReleaseShaderCompiler)(void) = NULL;
+
+#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
+// just used for finding symbols :)
+typedef void (*_eng_fn) (void);
+
+typedef _eng_fn (*secsym_func_eng_fn) ();
+typedef unsigned int (*secsym_func_uint) ();
+typedef void *(*secsym_func_void_ptr) ();
+
+static _eng_fn (*secsym_eglGetProcAddress) (const char *a) = NULL;
+
+void *(*secsym_eglCreateImage) (void *a, void *b, GLenum c, void *d, const int *e) = NULL;
+unsigned int (*secsym_eglDestroyImage) (void *a, void *b) = NULL;
+void (*secsym_glEGLImageTargetTexture2DOES) (int a, void *b) = NULL;
+void *(*secsym_eglMapImageSEC) (void *a, void *b) = NULL;
+unsigned int (*secsym_eglUnmapImageSEC) (void *a, void *b) = NULL;
+unsigned int (*secsym_eglGetImageAttribSEC) (void *a, void *b, int c, int *d) = NULL;
+#endif
+
+static int dbgflushnum = -1;
static void
sym_missing(void)
{
- printf("EVAS ERROR - GL symbols missing!\n");
+ ERR("GL symbols missing!");
}
static void
if (sym_done) return;
sym_done = 1;
-#ifdef _EVAS_ENGINE_SDL_H
-# define FINDSYM(dst, sym) if (!dst) dst = SDL_GL_GetProcAddress(sym)
-#else
-# define FINDSYM(dst, sym) if (!dst) dst = dlsym(RTLD_DEFAULT, sym)
+ /* FIXME: If using the SDL engine, we should use SDL_GL_GetProcAddress
+ * instead of dlsym
+ * if (!dst) dst = (typ)SDL_GL_GetProcAddress(sym)
+ */
+#define FINDSYM(dst, sym, typ) if (!dst) dst = (typ)dlsym(RTLD_DEFAULT, sym)
+#define FALLBAK(dst, typ) if (!dst) dst = (typ)sym_missing;
+
+ FINDSYM(glsym_glGenFramebuffers, "glGenFramebuffers", glsym_func_void);
+ FINDSYM(glsym_glGenFramebuffers, "glGenFramebuffersEXT", glsym_func_void);
+ FINDSYM(glsym_glGenFramebuffers, "glGenFramebuffersARB", glsym_func_void);
+ FALLBAK(glsym_glGenFramebuffers, glsym_func_void);
+
+ FINDSYM(glsym_glBindFramebuffer, "glBindFramebuffer", glsym_func_void);
+ FINDSYM(glsym_glBindFramebuffer, "glBindFramebufferEXT", glsym_func_void);
+ FINDSYM(glsym_glBindFramebuffer, "glBindFramebufferARB", glsym_func_void);
+ FALLBAK(glsym_glBindFramebuffer, glsym_func_void);
+
+ FINDSYM(glsym_glFramebufferTexture2D, "glFramebufferTexture2D", glsym_func_void);
+ FINDSYM(glsym_glFramebufferTexture2D, "glFramebufferTexture2DEXT", glsym_func_void);
+ FINDSYM(glsym_glFramebufferTexture2D, "glFramebufferTexture2DARB", glsym_func_void);
+ FALLBAK(glsym_glFramebufferTexture2D, glsym_func_void);
+
+ FINDSYM(glsym_glDeleteFramebuffers, "glDeleteFramebuffers", glsym_func_void);
+ FINDSYM(glsym_glDeleteFramebuffers, "glDeleteFramebuffersEXT", glsym_func_void);
+ FINDSYM(glsym_glDeleteFramebuffers, "glDeleteFramebuffersARB", glsym_func_void);
+ FALLBAK(glsym_glDeleteFramebuffers, glsym_func_void);
+
+ FINDSYM(glsym_glGetProgramBinary, "glGetProgramBinary", glsym_func_void);
+ FINDSYM(glsym_glGetProgramBinary, "glGetProgramBinaryEXT", glsym_func_void);
+ FINDSYM(glsym_glGetProgramBinary, "glGetProgramBinaryARB", glsym_func_void);
+ FINDSYM(glsym_glGetProgramBinary, "glGetProgramBinaryOES", glsym_func_void);
+
+ FINDSYM(glsym_glProgramBinary, "glProgramBinary", glsym_func_void);
+ FINDSYM(glsym_glProgramBinary, "glProgramBinaryEXT", glsym_func_void);
+ FINDSYM(glsym_glProgramBinary, "glProgramBinaryARB", glsym_func_void);
+
+ FINDSYM(glsym_glProgramParameteri, "glProgramParameteri", glsym_func_void);
+ FINDSYM(glsym_glProgramParameteri, "glProgramParameteriEXT", glsym_func_void);
+ FINDSYM(glsym_glProgramParameteri, "glProgramParameteriARB", glsym_func_void);
+
+ FINDSYM(glsym_glReleaseShaderCompiler, "glReleaseShaderCompiler", glsym_func_void);
+ FINDSYM(glsym_glReleaseShaderCompiler, "glReleaseShaderCompilerEXT", glsym_func_void);
+ FINDSYM(glsym_glReleaseShaderCompiler, "glReleaseShaderCompilerARB", glsym_func_void);
+
+#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
+#undef FINDSYM
+#define FINDSYM(dst, sym, typ) \
+ if ((!dst) && (secsym_eglGetProcAddress)) dst = (typ)secsym_eglGetProcAddress(sym); \
+ if (!dst) dst = (typ)dlsym(RTLD_DEFAULT, sym)
+// yes - gl core looking for egl stuff. i know it's odd. a reverse-layer thing
+// but it will work as the egl/glx layer calls gl core common stuff and thus
+// these symbols will work. making the glx/egl + x11 layer do this kind-of is
+// wrong as this is not x11 (output) layer specific like the native surface
+// stuff. this is generic zero-copy textures for gl
+
+ FINDSYM(secsym_eglGetProcAddress, "eglGetProcAddress", secsym_func_eng_fn);
+ FINDSYM(secsym_eglGetProcAddress, "eglGetProcAddressEXT", secsym_func_eng_fn);
+ FINDSYM(secsym_eglGetProcAddress, "eglGetProcAddressARB", secsym_func_eng_fn);
+ FINDSYM(secsym_eglGetProcAddress, "eglGetProcAddressKHR", secsym_func_eng_fn);
+
+ FINDSYM(secsym_eglCreateImage, "eglCreateImage", secsym_func_void_ptr);
+ FINDSYM(secsym_eglCreateImage, "eglCreateImageEXT", secsym_func_void_ptr);
+ FINDSYM(secsym_eglCreateImage, "eglCreateImageARB", secsym_func_void_ptr);
+ FINDSYM(secsym_eglCreateImage, "eglCreateImageKHR", secsym_func_void_ptr);
+
+ FINDSYM(secsym_eglDestroyImage, "eglDestroyImage", secsym_func_uint);
+ FINDSYM(secsym_eglDestroyImage, "eglDestroyImageEXT", secsym_func_uint);
+ FINDSYM(secsym_eglDestroyImage, "eglDestroyImageARB", secsym_func_uint);
+ FINDSYM(secsym_eglDestroyImage, "eglDestroyImageKHR", secsym_func_uint);
+
+ FINDSYM(glsym_glGetProgramBinary, "glGetProgramBinary", glsym_func_void);
+ FINDSYM(glsym_glGetProgramBinary, "glGetProgramBinaryEXT", glsym_func_void);
+ FINDSYM(glsym_glGetProgramBinary, "glGetProgramBinaryARB", glsym_func_void);
+ FINDSYM(glsym_glGetProgramBinary, "glGetProgramBinaryOES", glsym_func_void);
+ FINDSYM(glsym_glGetProgramBinary, "glGetProgramBinaryKHR", glsym_func_void);
+
+ FINDSYM(glsym_glProgramBinary, "glProgramBinary", glsym_func_void);
+ FINDSYM(glsym_glProgramBinary, "glProgramBinaryEXT", glsym_func_void);
+ FINDSYM(glsym_glProgramBinary, "glProgramBinaryARB", glsym_func_void);
+ FINDSYM(glsym_glProgramBinary, "glProgramBinaryOES", glsym_func_void);
+ FINDSYM(glsym_glProgramBinary, "glProgramBinaryKHR", glsym_func_void);
+
+ FINDSYM(glsym_glProgramParameteri, "glProgramParameteri", glsym_func_void);
+ FINDSYM(glsym_glProgramParameteri, "glProgramParameteriEXT", glsym_func_void);
+ FINDSYM(glsym_glProgramParameteri, "glProgramParameteriARB", glsym_func_void);
+ FINDSYM(glsym_glProgramParameteri, "glProgramParameteriOES", glsym_func_void);
+ FINDSYM(glsym_glProgramParameteri, "glProgramParameteriKHR", glsym_func_void);
+
+ FINDSYM(secsym_glEGLImageTargetTexture2DOES, "glEGLImageTargetTexture2DOES", glsym_func_void);
+
+ FINDSYM(secsym_eglMapImageSEC, "eglMapImageSEC", secsym_func_void_ptr);
+
+ FINDSYM(secsym_eglUnmapImageSEC, "eglUnmapImageSEC", secsym_func_uint);
+
+ FINDSYM(secsym_eglGetImageAttribSEC, "eglGetImageAttribSEC", secsym_func_uint);
#endif
-#define FALLBAK(dst) if (!dst) dst = (void *)sym_missing;
-
- FINDSYM(glsym_glGenFramebuffers, "glGenFramebuffers");
- FINDSYM(glsym_glGenFramebuffers, "glGenFramebuffersEXT");
- FINDSYM(glsym_glGenFramebuffers, "glGenFramebuffersARB");
- FALLBAK(glsym_glGenFramebuffers);
-
- FINDSYM(glsym_glBindFramebuffer, "glBindFramebuffer");
- FINDSYM(glsym_glBindFramebuffer, "glBindFramebufferEXT");
- FINDSYM(glsym_glBindFramebuffer, "glBindFramebufferARB");
- FALLBAK(glsym_glBindFramebuffer);
-
- FINDSYM(glsym_glFramebufferTexture2D, "glFramebufferTexture2D");
- FINDSYM(glsym_glFramebufferTexture2D, "glFramebufferTexture2DEXT");
- FINDSYM(glsym_glFramebufferTexture2D, "glFramebufferTexture2DARB");
- FALLBAK(glsym_glFramebufferTexture2D);
-
- FINDSYM(glsym_glDeleteFramebuffers, "glDeleteFramebuffers");
- FINDSYM(glsym_glDeleteFramebuffers, "glDeleteFramebuffersEXT");
- FINDSYM(glsym_glDeleteFramebuffers, "glDeleteFramebuffersARB");
- FALLBAK(glsym_glDeleteFramebuffers);
}
-static void shader_array_flush(Evas_GL_Context *gc);
+static void shader_array_flush(Evas_Engine_GL_Context *gc);
-static Evas_GL_Context *_evas_gl_common_context = NULL;
+static Evas_Engine_GL_Context *_evas_gl_common_context = NULL;
static Evas_GL_Shared *shared = NULL;
void
glerr(int err, const char *file, const char *func, int line, const char *op)
{
- fprintf(stderr, "GLERR: %s:%i %s(), %s: ", file, line, func, op);
+ const char *errmsg;
+ char buf[32];
+
switch (err)
{
case GL_INVALID_ENUM:
- fprintf(stderr, "GL_INVALID_ENUM\n");
+ errmsg = "GL_INVALID_ENUM";
break;
case GL_INVALID_VALUE:
- fprintf(stderr, "GL_INVALID_VALUE\n");
+ errmsg = "GL_INVALID_VALUE";
break;
case GL_INVALID_OPERATION:
- fprintf(stderr, "GL_INVALID_OPERATION\n");
+ errmsg = "GL_INVALID_OPERATION";
break;
case GL_OUT_OF_MEMORY:
- fprintf(stderr, "GL_OUT_OF_MEMORY\n");
+ errmsg = "GL_OUT_OF_MEMORY";
break;
default:
- fprintf(stderr, "0x%x\n", err);
+ snprintf(buf, sizeof(buf), "%#x", err);
+ errmsg = buf;
}
+
+ eina_log_print(_evas_engine_GL_common_log_dom, EINA_LOG_LEVEL_ERR,
+ file, func, line, "%s: %s", op, errmsg);
}
static void
-matrix_ident(GLfloat *m)
+matrix_ortho(GLfloat *m,
+ GLfloat l, GLfloat r,
+ GLfloat t, GLfloat b,
+ GLfloat near, GLfloat far,
+ int rot, int vw, int vh,
+ int foc, GLfloat orth)
{
- memset(m, 0, 16 * sizeof(GLfloat));
- m[0] = m[5] = m[10] = m[15] = 1.0;
+ GLfloat rotf;
+ GLfloat cosv, sinv;
+ GLfloat tx, ty;
+
+ rotf = (((rot / 90) & 0x3) * M_PI) / 2.0;
+
+ tx = -0.5 * (1.0 - orth);
+ ty = -0.5 * (1.0 - orth);
+
+ if (rot == 90)
+ {
+ tx += -(vw * 1.0);
+ ty += -(vh * 0.0);
+ }
+ if (rot == 180)
+ {
+ tx += -(vw * 1.0);
+ ty += -(vh * 1.0);
+ }
+ if (rot == 270)
+ {
+ tx += -(vw * 0.0);
+ ty += -(vh * 1.0);
+ }
+
+ cosv = cos(rotf);
+ sinv = sin(rotf);
+
+ m[0] = (2.0 / (r - l)) * ( cosv);
+ m[1] = (2.0 / (r - l)) * ( sinv);
+ m[2] = 0.0;
+ m[3] = 0.0;
+
+ m[4] = (2.0 / (t - b)) * (-sinv);
+ m[5] = (2.0 / (t - b)) * ( cosv);
+ m[6] = 0.0;
+ m[7] = 0.0;
+
+ m[8] = 0.0;
+ m[9] = 0.0;
+ m[10] = -(2.0 / (far - near));
+ m[11] = 1.0 / (GLfloat)foc;
+
+ m[12] = (m[0] * tx) + (m[4] * ty) - ((r + l) / (r - l));
+ m[13] = (m[1] * tx) + (m[5] * ty) - ((t + b) / (t - b));
+ m[14] = (m[2] * tx) + (m[6] * ty) - ((near + far) / (far - near));
+ m[15] = (m[3] * tx) + (m[7] * ty) + orth;
}
-static void
-matrix_ortho(GLfloat *m,
- GLfloat l, GLfloat r,
- GLfloat t, GLfloat b,
- GLfloat near, GLfloat far)
+static int
+_evas_gl_common_version_check()
{
- m[0] = 2.0 / (r - l);
- m[1] = m[2] = m[3] = 0.0;
-
- m[4] = 0.0;
- m[5] = 2.0 / (t - b);
- m[6] = m[7] = 0.0;
-
- m[8] = m[9] = 0.0;
- m[10] = -(2.0 / (far - near));
- m[11] = 0.0;
-
- m[12] = -((r + l)/(r - l));
- m[13] = -((t + b)/(t - b));
- m[14] = -((near + far)/(far - near));
- m[15] = 1.0;
+ char *version;
+ char *tmp;
+ char *tmp2;
+ int major;
+ int minor;
+
+ /*
+ * glGetString returns a string describing the current GL connection.
+ * GL_VERSION is used to get the version of the connection
+ */
+
+ version = (char *)glGetString(GL_VERSION);
+
+ /*
+ * OpengL ES
+ *
+ * 1.* : The form is:
+ *
+ * OpenGL ES-<profile> <major>.<minor>
+ *
+ * where <profile> is either "CM" or "CL". The minor can be followed by the vendor
+ * specific information
+ *
+ * 2.0 : The form is:
+ *
+ * OpenGL<space>ES<space><version number><space><vendor-specific information>
+ */
+
+ /* OpenGL ES 1.* ? */
+
+ if ((tmp = strstr(version, "OpenGL ES-CM ")) || (tmp = strstr(version, "OpenGL ES-CL ")))
+ {
+ /* Not supported */
+ return 0;
+ }
+
+ /* OpenGL ES 2.* ? */
+
+ if ((tmp = strstr(version, "OpenGL ES ")))
+ {
+ /* Supported */
+ return 1;
+ }
+
+ /*
+ * OpenGL
+ *
+ * The GL_VERSION and GL_SHADING_LANGUAGE_VERSION strings begin with a
+ * version number. The version number uses one of these forms:
+ *
+ * major_number.minor_number
+ * major_number.minor_number.release_number
+ *
+ * Vendor-specific information may follow the version number. Its format
+ * depends on the implementation, but a space always separates the
+ * version number and the vendor-specific information.
+ */
+
+ /* glGetString() returns a static string, and we are going to */
+ /* modify it, so we get a copy first */
+ version = strdup(version);
+ if (!version)
+ return 0;
+
+ tmp = strchr(version, '.');
+ /* the first '.' always exists */
+ *tmp = '\0';
+ major = atoi(version);
+ /* FIXME: maybe we can assume that minor in only a cipher */
+ tmp2 = ++tmp;
+ while ((*tmp != '.') && (*tmp != ' ') && (*tmp != '\0'))
+ tmp++;
+ /* *tmp is '\0' : version is major_number.minor_number */
+ /* *tmp is '.' : version is major_number.minor_number.release_number */
+ /* *tmp is ' ' : version is major_number.minor_number followed by vendor */
+ *tmp = '\0';
+ minor = atoi(tmp2);
+ free(version);
+
+ if (((major == 1) && (minor >= 4)) || (major >= 2))
+ return 1;
+
+ return 0;
}
static void
-_evas_gl_common_viewport_set(Evas_GL_Context *gc)
+_evas_gl_common_viewport_set(Evas_Engine_GL_Context *gc)
{
GLfloat proj[16];
- int w = 1, h = 1, m = 1;
+ unsigned int i;
+ int w = 1, h = 1, m = 1, rot = 1, foc = 0;
- if ((gc->shader.surface == gc->def_surface) ||
- (!gc->shader.surface))
+ EINA_SAFETY_ON_NULL_RETURN(gc);
+ foc = gc->foc;
+ // surface in pipe 0 will be the same as all pipes
+ if ((gc->pipe[0].shader.surface == gc->def_surface) ||
+ (!gc->pipe[0].shader.surface))
{
w = gc->w;
h = gc->h;
+ rot = gc->rot;
}
else
{
- w = gc->shader.surface->w;
- h = gc->shader.surface->h;
+ w = gc->pipe[0].shader.surface->w;
+ h = gc->pipe[0].shader.surface->h;
+ rot = 0;
m = -1;
}
- if ((!gc->change.size) ||
- ((gc->shared->w == w) && (gc->shared->h == h)))
- return;
-
+ if ((!gc->change.size) ||
+ ((gc->shared->w == w) && (gc->shared->h == h) &&
+ (gc->shared->rot == rot) && (gc->shared->foc == gc->foc) &&
+ (gc->shared->mflip == m)))
+ return;
+
gc->shared->w = w;
gc->shared->h = h;
+ gc->shared->rot = rot;
+ gc->shared->mflip = m;
+ gc->shared->foc = foc;
+ gc->shared->z0 = gc->z0;
+ gc->shared->px = gc->px;
+ gc->shared->py = gc->py;
gc->change.size = 0;
-
- glViewport(0, 0, w, h);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
-
- matrix_ident(proj);
- if (m == 1) matrix_ortho(proj, 0, w, 0, h, -1.0, 1.0);
- else matrix_ortho(proj, 0, w, h, 0, -1.0, 1.0);
-
- glUseProgram(gc->shared->shader.rect.prog);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.rect.prog, "mvp"), 1,
- GL_FALSE, proj);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUseProgram(gc->shared->shader.font.prog);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.font.prog, "mvp"), 1,
- GL_FALSE, proj);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
-
- glUseProgram(gc->shared->shader.yuv.prog);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.yuv.prog, "mvp"), 1,
- GL_FALSE, proj);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUseProgram(gc->shared->shader.yuv_nomul.prog);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.yuv_nomul.prog, "mvp"), 1,
- GL_FALSE, proj);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
-
- glUseProgram(gc->shared->shader.tex.prog);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.tex.prog, "mvp"), 1,
- GL_FALSE, proj);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUseProgram(gc->shared->shader.tex_nomul.prog);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.tex_nomul.prog, "mvp"), 1,
- GL_FALSE, proj);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
-
- glUseProgram(gc->shared->shader.img.prog);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.img.prog, "mvp"), 1,
- GL_FALSE, proj);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUseProgram(gc->shared->shader.img_nomul.prog);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.img_nomul.prog, "mvp"), 1,
- GL_FALSE, proj);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUseProgram(gc->shared->shader.img_bgra.prog);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.img_bgra.prog, "mvp"), 1,
- GL_FALSE, proj);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUseProgram(gc->shared->shader.img_bgra_nomul.prog);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.img_bgra_nomul.prog, "mvp"), 1,
- GL_FALSE, proj);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ if (foc == 0)
+ {
+ if ((rot == 0) || (rot == 180))
+ glViewport(0, 0, w, h);
+ else
+ glViewport(0, 0, h, w);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ // std matrix
+ if (m == 1)
+ matrix_ortho(proj,
+ 0, w, 0, h,
+ -1000000.0, 1000000.0,
+ rot, w, h,
+ 1, 1.0);
+ // v flipped matrix for render-to-texture
+ else
+ matrix_ortho(proj,
+ 0, w, h, 0,
+ -1000000.0, 1000000.0,
+ rot, w, h,
+ 1, 1.0);
+ }
+ else
+ {
+ int px, py, vx, vy, vw = 0, vh = 0, ax = 0, ay = 0, ppx = 0, ppy = 0;
+
+ px = gc->shared->px;
+ py = gc->shared->py;
+
+ if ((rot == 0 ) || (rot == 90 )) ppx = px;
+ else if ((rot == 180) || (rot == 270)) ppx = w - px;
+ if ((rot == 0 ) || (rot == 270)) ppy = py;
+ else if ((rot == 90 ) || (rot == 180)) ppy = h - py;
+
+ vx = ((w / 2) - ppx);
+ if (vx >= 0)
+ {
+ vw = w + (2 * vx);
+ if ((rot == 0 ) || (rot == 90 )) ax = 2 * vx;
+ else if ((rot == 180) || (rot == 270)) ax = 0;
+ }
+ else
+ {
+ vw = w - (2 * vx);
+ if ((rot == 0 ) || (rot == 90 )) ax = 0;
+ else if ((rot == 180) || (rot == 270)) ax = ppx - px;
+ vx = 0;
+ }
+
+ vy = ((h / 2) - ppy);
+ if (vy < 0)
+ {
+ vh = h - (2 * vy);
+ if ((rot == 0 )) ay = 0;
+ else if ((rot == 90 ) || (rot == 180) || (rot == 270)) ay = ppy - py;
+ vy = -vy;
+ }
+ else
+ {
+ vh = h + (2 * vy);
+ if ((rot == 0 ) || (rot == 270)) ay = 2 * vy;
+ else if ((rot == 90 ) || (rot == 180)) ay = 0;
+ vy = 0;
+ }
+
+ if (m == -1) ay = vy * 2;
- glUseProgram(gc->shader.cur_prog);
+ if ((rot == 0) || (rot == 180))
+ glViewport(-2 * vx, -2 * vy, vw, vh);
+ else
+ glViewport(-2 * vy, -2 * vx, vh, vw);
+ if (m == 1)
+ matrix_ortho(proj, 0, vw, 0, vh,
+ -1000000.0, 1000000.0,
+ rot, vw, vh,
+ foc, 0.0);
+ else
+ matrix_ortho(proj, 0, vw, vh, 0,
+ -1000000.0, 1000000.0,
+ rot, vw, vh,
+ foc, 0.0);
+ gc->shared->ax = ax;
+ gc->shared->ay = ay;
+ }
+
+ for (i = 0; i < SHADER_LAST; ++i)
+ {
+ glUseProgram(gc->shared->shader[i].prog);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader[i].prog, "mvp"), 1, GL_FALSE, proj);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ }
+
+ if (gc->state.current.cur_prog == PRG_INVALID)
+ glUseProgram(gc->shared->shader[0].prog);
+ else glUseProgram(gc->state.current.cur_prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
-Evas_GL_Context *
+Evas_Engine_GL_Context *
evas_gl_common_context_new(void)
{
- Evas_GL_Context *gc;
+ Evas_Engine_GL_Context *gc;
+ const char *s;
+ int i;
#if 1
if (_evas_gl_common_context)
{
- _evas_gl_common_context->references++;
- return _evas_gl_common_context;
+ _evas_gl_common_context->references++;
+ return _evas_gl_common_context;
}
-#endif
- gc = calloc(1, sizeof(Evas_GL_Context));
+#endif
+ if (!_evas_gl_common_version_check())
+ return NULL;
+ gc = calloc(1, sizeof(Evas_Engine_GL_Context));
if (!gc) return NULL;
gl_symbols();
-
+
gc->references = 1;
-
+
_evas_gl_common_context = gc;
+ for (i = 0; i < MAX_PIPES; i++)
+ gc->pipe[i].shader.render_op = EVAS_RENDER_BLEND;
+
if (!shared)
{
- GLint linked;
- unsigned int pixel = 0xffffffff;
const GLubyte *ext;
shared = calloc(1, sizeof(Evas_GL_Shared));
ext = glGetString(GL_EXTENSIONS);
if (ext)
{
- fprintf(stderr, "EXT:\n%s\n", ext);
- if ((strstr((char*) ext, "GL_ARB_texture_non_power_of_two")) ||
- (strstr((char*) ext, "OES_texture_npot")) ||
- (strstr((char*) ext, "GL_IMG_texture_npot")))
+ if (getenv("EVAS_GL_INFO"))
+ fprintf(stderr, "EXT:\n%s\n", ext);
+ if ((strstr((char *)ext, "GL_ARB_texture_non_power_of_two")) ||
+ (strstr((char *)ext, "OES_texture_npot")) ||
+ (strstr((char *)ext, "GL_IMG_texture_npot")))
shared->info.tex_npo2 = 1;
- if ((strstr((char*) ext, "GL_NV_texture_rectangle")) ||
- (strstr((char*) ext, "GL_EXT_texture_rectangle")) ||
- (strstr((char*) ext, "GL_ARB_texture_rectangle")))
+ if ((strstr((char *)ext, "GL_NV_texture_rectangle")) ||
+ (strstr((char *)ext, "GL_EXT_texture_rectangle")) ||
+ (strstr((char *)ext, "GL_ARB_texture_rectangle")))
shared->info.tex_rect = 1;
+ if ((strstr((char *)ext, "GL_ARB_get_program_binary")) ||
+ (strstr((char *)ext, "GL_OES_get_program_binary")))
+ shared->info.bin_program = 1;
#ifdef GL_TEXTURE_MAX_ANISOTROPY_EXT
- if ((strstr((char*) ext, "GL_EXT_texture_filter_anisotropic")))
- glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,
+ if ((strstr((char *)ext, "GL_EXT_texture_filter_anisotropic")))
+ glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,
&(shared->info.anisotropic));
#endif
#ifdef GL_BGRA
- if ((strstr((char*) ext, "GL_EXT_bgra")) ||
- (strstr((char*) ext, "GL_EXT_texture_format_BGRA8888")))
+ if ((strstr((char *)ext, "GL_EXT_bgra")) ||
+ (strstr((char *)ext, "GL_EXT_texture_format_BGRA8888")))
shared->info.bgra = 1;
-#endif
+#endif
+#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
+ // FIXME: there should be an extension name/string to check for
+ // not just symbols in the lib
+ i = 0;
+ s = getenv("EVAS_GL_NO_MAP_IMAGE_SEC");
+ if (s) i = atoi(s);
+ if (!i)
+ {
+ // test for all needed symbols - be "conservative" and
+ // need all of it
+ if ((secsym_eglCreateImage) &&
+ (secsym_eglDestroyImage) &&
+ (secsym_glEGLImageTargetTexture2DOES) &&
+ (secsym_eglMapImageSEC) &&
+ (secsym_eglUnmapImageSEC) &&
+ (secsym_eglGetImageAttribSEC))
+ shared->info.sec_image_map = 1;
+ }
+#endif
}
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS,
&(shared->info.max_texture_units));
glGetIntegerv(GL_MAX_TEXTURE_SIZE,
&(shared->info.max_texture_size));
-
- fprintf(stderr, "max tex size %ix%i\n"
- "max units %i\n"
- "non-power-2 tex %i\n"
- "rect tex %i\n"
- "bgra : %i\n"
- "max ansiotropic filtering: %3.3f\n"
- ,
- shared->info.max_texture_size, shared->info.max_texture_size,
- shared->info.max_texture_units,
- (int)shared->info.tex_npo2,
- (int)shared->info.tex_rect,
- (int)shared->info.bgra,
- (double)shared->info.anisotropic
- );
-
+ shared->info.max_vertex_elements = 6 * 100000;
+#ifdef GL_MAX_ELEMENTS_VERTICES
+/* only applies to glDrawRangeElements. don't really need to get it.
+ glGetIntegerv(GL_MAX_ELEMENTS_VERTICES,
+ &(shared->info.max_vertex_elements));
+ */
+#endif
+ s = getenv("EVAS_GL_VERTEX_MAX");
+ if (s) shared->info.max_vertex_elements = atoi(s);
+ if (shared->info.max_vertex_elements < 6)
+ shared->info.max_vertex_elements = 6;
+
+ // magic numbers that are a result of imperical testing and getting
+ // "best case" performance across a range of systems
+ shared->info.tune.cutout.max = DEF_CUTOUT;
+ shared->info.tune.pipes.max = DEF_PIPES;
+ shared->info.tune.atlas.max_alloc_size = DEF_ATLAS_ALLOC;
+ shared->info.tune.atlas.max_alloc_alpha_size = DEF_ATLAS_ALLOC_ALPHA;
+ shared->info.tune.atlas.max_w = DEF_ATLAS_W;
+ shared->info.tune.atlas.max_h = DEF_ATLAS_H;
+ shared->info.tune.atlas.slot_size = DEF_ATLAS_SLOT;
+
+ // per gpu hacks. based on impirical measurement of some known gpu's
+ s = (const char *)glGetString(GL_RENDERER);
+ if (s)
+ {
+ if (strstr(s, "PowerVR SGX 540"))
+ shared->info.tune.pipes.max = DEF_PIPES_SGX_540;
+ else if (strstr(s, "NVIDIA Tegra"))
+ shared->info.tune.pipes.max = DEF_PIPES_TEGRA_2;
+ }
+
+#define GETENVOPT(name, tune_param, min, max) \
+ do { \
+ const char *__v = getenv(name); \
+ if (__v) { \
+ shared->info.tune.tune_param = atoi(__v); \
+ if (shared->info.tune.tune_param > max) \
+ shared->info.tune.tune_param = max; \
+ else if (shared->info.tune.tune_param < min) \
+ shared->info.tune.tune_param = min; \
+ } \
+ } while (0)
+
+ GETENVOPT("EVAS_GL_CUTOUT_MAX", cutout.max, -1, 0x7fffffff);
+ GETENVOPT("EVAS_GL_PIPES_MAX", pipes.max, 1, MAX_PIPES);
+ GETENVOPT("EVAS_GL_ATLAS_ALLOC_SIZE", atlas.max_alloc_size, MIN_ATLAS_ALLOC, MAX_ATLAS_ALLOC);
+ GETENVOPT("EVAS_GL_ATLAS_ALLOC_ALPHA_SIZE", atlas.max_alloc_alpha_size, MIN_ATLAS_ALLOC_ALPHA, MAX_ATLAS_ALLOC_ALPHA);
+ GETENVOPT("EVAS_GL_ATLAS_MAX_W", atlas.max_w, 0, MAX_ATLAS_W);
+ GETENVOPT("EVAS_GL_ATLAS_MAX_H", atlas.max_h, 0, MAX_ATLAS_H);
+ GETENVOPT("EVAS_GL_ATLAS_SLOT_SIZE", atlas.slot_size, MIN_ATLAS_SLOT, MAX_ATLAS_SLOT);
+ s = (const char *)getenv("EVAS_GL_GET_PROGRAM_BINARY");
+ if (s)
+ {
+ if (atoi(s) == 0) shared->info.bin_program = 0;
+ }
+
+ if (getenv("EVAS_GL_INFO"))
+ fprintf(stderr,
+ "max tex size %ix%i\n"
+ "max units %i\n"
+ "non-power-2 tex %i\n"
+ "rect tex %i\n"
+ "bgra : %i\n"
+ "max ansiotropic filtering: %3.3f\n"
+ "egl sec map image: %i\n"
+ "max vertex count: %i\n"
+ "\n"
+ "(can set EVAS_GL_VERTEX_MAX EVAS_GL_NO_MAP_IMAGE_SEC EVAS_GL_INFO EVAS_GL_MEMINFO )\n"
+ "\n"
+ "EVAS_GL_GET_PROGRAM_BINARY: %i\n"
+ "EVAS_GL_CUTOUT_MAX: %i\n"
+ "EVAS_GL_PIPES_MAX: %i\n"
+ "EVAS_GL_ATLAS_ALLOC_SIZE: %i\n"
+ "EVAS_GL_ATLAS_ALLOC_ALPHA_SIZE: %i\n"
+ "EVAS_GL_ATLAS_MAX_W x EVAS_GL_ATLAS_MAX_H: %i x %i\n"
+ "EVAS_GL_ATLAS_SLOT_SIZE: %i\n"
+ ,
+ (int)shared->info.max_texture_size, (int)shared->info.max_texture_size,
+ (int)shared->info.max_texture_units,
+ (int)shared->info.tex_npo2,
+ (int)shared->info.tex_rect,
+ (int)shared->info.bgra,
+ (double)shared->info.anisotropic,
+ (int)shared->info.sec_image_map,
+ (int)shared->info.max_vertex_elements,
+
+ (int)shared->info.bin_program,
+ (int)shared->info.tune.cutout.max,
+ (int)shared->info.tune.pipes.max,
+ (int)shared->info.tune.atlas.max_alloc_size,
+ (int)shared->info.tune.atlas.max_alloc_alpha_size,
+ (int)shared->info.tune.atlas.max_w, (int)shared->info.tune.atlas.max_h,
+ (int)shared->info.tune.atlas.slot_size
+ );
+
glDisable(GL_DEPTH_TEST);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glEnable(GL_DITHER);
// glBlendFunc(GL_SRC_ALPHA, GL_ONE); // ???
glDepthMask(GL_FALSE);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
-
+
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
#endif
-
+
glEnableVertexAttribArray(SHAD_VERTEX);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glEnableVertexAttribArray(SHAD_COLOR);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
-
- evas_gl_common_shader_program_init(&(shared->shader.rect),
- &(shader_rect_vert_src),
- &(shader_rect_frag_src),
- "rect");
- evas_gl_common_shader_program_init(&(shared->shader.font),
- &(shader_font_vert_src),
- &(shader_font_frag_src),
- "font");
- evas_gl_common_shader_program_init(&(shared->shader.img),
- &(shader_img_vert_src),
- &(shader_img_frag_src),
- "img");
- evas_gl_common_shader_program_init(&(shared->shader.img_nomul),
- &(shader_img_nomul_vert_src),
- &(shader_img_nomul_frag_src),
- "img_nomul");
- evas_gl_common_shader_program_init(&(shared->shader.img_bgra),
- &(shader_img_bgra_vert_src),
- &(shader_img_bgra_frag_src),
- "img_bgra");
- evas_gl_common_shader_program_init(&(shared->shader.img_bgra_nomul),
- &(shader_img_bgra_nomul_vert_src),
- &(shader_img_bgra_nomul_frag_src),
- "img_bgra_nomul");
- evas_gl_common_shader_program_init(&(shared->shader.tex),
- &(shader_tex_vert_src),
- &(shader_tex_frag_src),
- "tex");
- evas_gl_common_shader_program_init(&(shared->shader.tex_nomul),
- &(shader_tex_nomul_vert_src),
- &(shader_tex_nomul_frag_src),
- "tex_nomul");
- evas_gl_common_shader_program_init(&(shared->shader.yuv),
- &(shader_yuv_vert_src),
- &(shader_yuv_frag_src),
- "yuv");
- evas_gl_common_shader_program_init(&(shared->shader.yuv_nomul),
- &(shader_yuv_nomul_vert_src),
- &(shader_yuv_nomul_frag_src),
- "yuv_nomul");
-
- glUseProgram(shared->shader.yuv.prog);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUniform1i(glGetUniformLocation(shared->shader.yuv.prog, "tex"), 0);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUniform1i(glGetUniformLocation(shared->shader.yuv.prog, "texu"), 1);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUniform1i(glGetUniformLocation(shared->shader.yuv.prog, "texv"), 2);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
-
- glUseProgram(shared->shader.yuv_nomul.prog);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUniform1i(glGetUniformLocation(shared->shader.yuv_nomul.prog, "tex"), 0);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUniform1i(glGetUniformLocation(shared->shader.yuv_nomul.prog, "texu"), 1);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUniform1i(glGetUniformLocation(shared->shader.yuv_nomul.prog, "texv"), 2);
+
+ if (!evas_gl_common_shader_program_init(shared)) goto error;
+
+#define SHADER_TEXTURE_ADD(Shared, Shader, Name) \
+ glUseProgram(Shared->shader[SHADER_##Shader].prog); \
+ GLERR(__FUNCTION__, __FILE__, __LINE__, ""); \
+ glUniform1i(glGetUniformLocation(Shared->shader[SHADER_##Shader].prog, #Name), Shared->shader[SHADER_##Shader].tex_count++); \
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
-
- glUseProgram(gc->shader.cur_prog);
+
+ SHADER_TEXTURE_ADD(shared, YUV, tex);
+ SHADER_TEXTURE_ADD(shared, YUV, texu);
+ SHADER_TEXTURE_ADD(shared, YUV, texv);
+
+ SHADER_TEXTURE_ADD(shared, YUY2, tex);
+ SHADER_TEXTURE_ADD(shared, YUY2, texuv);
+
+ SHADER_TEXTURE_ADD(shared, NV12, tex);
+ SHADER_TEXTURE_ADD(shared, NV12, texuv);
+
+ SHADER_TEXTURE_ADD(shared, YUV_NOMUL, tex);
+ SHADER_TEXTURE_ADD(shared, YUV_NOMUL, texu);
+ SHADER_TEXTURE_ADD(shared, YUV_NOMUL, texv);
+
+ SHADER_TEXTURE_ADD(shared, YUY2_NOMUL, tex);
+ SHADER_TEXTURE_ADD(shared, YUY2_NOMUL, texuv);
+
+ SHADER_TEXTURE_ADD(shared, NV12_NOMUL, tex);
+ SHADER_TEXTURE_ADD(shared, NV12_NOMUL, texuv);
+
+ SHADER_TEXTURE_ADD(shared, IMG_MASK, tex);
+ SHADER_TEXTURE_ADD(shared, IMG_MASK, texm);
+
+ if (gc->state.current.cur_prog == PRG_INVALID)
+ glUseProgram(gc->shared->shader[0].prog);
+ else glUseProgram(gc->state.current.cur_prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+
+ evas_gl_common_shader_program_init_done();
// in shader:
// uniform sampler2D tex[8];
- //
+ //
// in code:
// GLuint texes[8];
// GLint loc = glGetUniformLocation(prog, "tex");
// glUniform1iv(loc, 8, texes);
+
+ shared->native_pm_hash = eina_hash_int32_new(NULL);
+ shared->native_tex_hash = eina_hash_int32_new(NULL);
}
gc->shared = shared;
gc->shared->references++;
_evas_gl_common_viewport_set(gc);
-
+
gc->def_surface = evas_gl_common_image_surface_new(gc, 1, 1, 1);
-
+
return gc;
+ error:
+ evas_gl_common_context_free(gc);
+ return NULL;
}
void
-evas_gl_common_context_free(Evas_GL_Context *gc)
+evas_gl_common_context_free(Evas_Engine_GL_Context *gc)
{
int i, j;
-
+ Eina_List *l;
+
gc->references--;
if (gc->references > 0) return;
- gc->shared->references--;
-
- evas_gl_common_image_free(gc->def_surface);
-
- if (gc->shared->references == 0)
+ if (gc->shared) gc->shared->references--;
+
+ if (gc->def_surface) evas_gl_common_image_free(gc->def_surface);
+
+ if (gc->shared)
{
- while (gc->shared->images)
+ for (i = 0; i < gc->shared->info.tune.pipes.max; i++)
{
- evas_gl_common_image_free(gc->shared->images->data);
+ if (gc->pipe[i].array.vertex) free(gc->pipe[i].array.vertex);
+ if (gc->pipe[i].array.color) free(gc->pipe[i].array.color);
+ if (gc->pipe[i].array.texuv) free(gc->pipe[i].array.texuv);
+ if (gc->pipe[i].array.texm) free(gc->pipe[i].array.texm);
+ if (gc->pipe[i].array.texuv2) free(gc->pipe[i].array.texuv2);
+ if (gc->pipe[i].array.texuv3) free(gc->pipe[i].array.texuv3);
}
- while (gc->shared->tex.whole)
+ }
+
+ if ((gc->shared) && (gc->shared->references == 0))
+ {
+ Evas_GL_Texture_Pool *pt;
+
+ for (i = 0; i < SHADER_LAST; ++i)
+ evas_gl_common_shader_program_shutdown(&(gc->shared->shader[i]));
+
+ while (gc->shared->images)
{
- evas_gl_common_texture_free(gc->shared->tex.whole->data);
+ evas_gl_common_image_free(gc->shared->images->data);
}
+
+ EINA_LIST_FOREACH(gc->shared->tex.whole, l, pt)
+ evas_gl_texture_pool_empty(pt);
for (i = 0; i < 33; i++)
{
for (j = 0; j < 3; j++)
{
- while (gc->shared->tex.atlas[i][j])
- evas_gl_common_texture_free
- ((Evas_GL_Texture *)gc->shared->tex.atlas[i][j]);
+ EINA_LIST_FOREACH(gc->shared->tex.atlas[i][j], l, pt)
+ evas_gl_texture_pool_empty(pt);
}
}
+ eina_hash_free(gc->shared->native_pm_hash);
+ eina_hash_free(gc->shared->native_tex_hash);
free(gc->shared);
shared = NULL;
}
-
-
- if (gc->array.vertex) free(gc->array.vertex);
- if (gc->array.color) free(gc->array.color);
- if (gc->array.texuv) free(gc->array.texuv);
- if (gc->array.texuv2) free(gc->array.texuv2);
- if (gc->array.texuv3) free(gc->array.texuv3);
-
if (gc == _evas_gl_common_context) _evas_gl_common_context = NULL;
free(gc);
}
void
-evas_gl_common_context_use(Evas_GL_Context *gc)
+evas_gl_common_context_use(Evas_Engine_GL_Context *gc)
{
-// if (_evas_gl_common_context == gc) return;
+ if (_evas_gl_common_context == gc) return;
_evas_gl_common_context = gc;
+ if (gc) _evas_gl_common_viewport_set(gc);
+}
+
+void
+evas_gl_common_context_newframe(Evas_Engine_GL_Context *gc)
+{
+ int i;
+
+ if (dbgflushnum < 0)
+ {
+ dbgflushnum = 0;
+ if (getenv("EVAS_GL_DBG")) dbgflushnum = 1;
+ }
+ if (dbgflushnum) printf("----prev-flushnum: %i -----------------------------------\n", gc->flushnum);
+
+ gc->flushnum = 0;
+ gc->state.current.cur_prog = 0;
+ gc->state.current.cur_tex = 0;
+ gc->state.current.cur_texu = 0;
+ gc->state.current.cur_texv = 0;
+ gc->state.current.cur_texm = 0;
+ gc->state.current.cur_texmu = 0;
+ gc->state.current.cur_texmv = 0;
+ gc->state.current.render_op = 0;
+ gc->state.current.smooth = 0;
+ gc->state.current.blend = 0;
+ gc->state.current.clip = 0;
+ gc->state.current.cx = 0;
+ gc->state.current.cy = 0;
+ gc->state.current.cw = 0;
+ gc->state.current.ch = 0;
+
+ for (i = 0; i < gc->shared->info.tune.pipes.max; i++)
+ {
+ gc->pipe[i].region.x = 0;
+ gc->pipe[i].region.y = 0;
+ gc->pipe[i].region.w = 0;
+ gc->pipe[i].region.h = 0;
+ gc->pipe[i].region.type = 0;
+ gc->pipe[i].clip.active = 0;
+ gc->pipe[i].clip.x = 0;
+ gc->pipe[i].clip.y = 0;
+ gc->pipe[i].clip.w = 0;
+ gc->pipe[i].clip.h = 0;
+ gc->pipe[i].shader.surface = NULL;
+ gc->pipe[i].shader.cur_prog = 0;
+ gc->pipe[i].shader.cur_tex = 0;
+ gc->pipe[i].shader.cur_texu = 0;
+ gc->pipe[i].shader.cur_texv = 0;
+ gc->pipe[i].shader.cur_texm = 0;
+ gc->pipe[i].shader.render_op = EVAS_RENDER_BLEND;
+ gc->pipe[i].shader.smooth = 0;
+ gc->pipe[i].shader.blend = 0;
+ gc->pipe[i].shader.clip = 0;
+ gc->pipe[i].shader.cx = 0;
+ gc->pipe[i].shader.cy = 0;
+ gc->pipe[i].shader.cw = 0;
+ gc->pipe[i].shader.ch = 0;
+ }
+ gc->change.size = 1;
+
+ glDisable(GL_SCISSOR_TEST);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ glScissor(0, 0, 0, 0);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+
+ glDisable(GL_DEPTH_TEST);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ glEnable(GL_DITHER);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ glDisable(GL_BLEND);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ // no dest alpha
+// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // dest alpha
+// glBlendFunc(GL_SRC_ALPHA, GL_ONE); // ???
+ glDepthMask(GL_FALSE);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+#ifdef GL_TEXTURE_MAX_ANISOTROPY_EXT
+ if (shared->info.anisotropic > 0.0)
+ {
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ }
+#endif
+
+ glEnableVertexAttribArray(SHAD_VERTEX);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ glEnableVertexAttribArray(SHAD_COLOR);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ if (gc->state.current.cur_prog == PRG_INVALID)
+ glUseProgram(gc->shared->shader[0].prog);
+ else glUseProgram(gc->state.current.cur_prog);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+
+ glActiveTexture(GL_TEXTURE0);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ glBindTexture(GL_TEXTURE_2D, gc->pipe[0].shader.cur_tex);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+
_evas_gl_common_viewport_set(gc);
}
void
-evas_gl_common_context_resize(Evas_GL_Context *gc, int w, int h)
+evas_gl_common_context_resize(Evas_Engine_GL_Context *gc, int w, int h, int rot)
{
- if ((gc->w == w) && (gc->h == h)) return;
+ if ((gc->w == w) && (gc->h == h) && (gc->rot == rot)) return;
+ evas_gl_common_context_flush(gc);
gc->change.size = 1;
+ gc->rot = rot;
gc->w = w;
gc->h = h;
if (_evas_gl_common_context == gc) _evas_gl_common_viewport_set(gc);
}
void
-evas_gl_common_context_target_surface_set(Evas_GL_Context *gc,
+evas_gl_common_context_target_surface_set(Evas_Engine_GL_Context *gc,
Evas_GL_Image *surface)
{
- if (surface == gc->shader.surface) return;
-
+ if (surface == gc->pipe[0].shader.surface) return;
+
evas_gl_common_context_flush(gc);
- gc->shader.surface = surface;
+ gc->state.current.cur_prog = PRG_INVALID;
+ gc->state.current.cur_tex = -1;
+ gc->state.current.cur_texu = -1;
+ gc->state.current.cur_texv = -1;
+ gc->state.current.render_op = -1;
+ gc->state.current.smooth = -1;
+ gc->state.current.blend = -1;
+ gc->state.current.clip = -1;
+ gc->state.current.cx = -1;
+ gc->state.current.cy = -1;
+ gc->state.current.cw = -1;
+ gc->state.current.ch = -1;
+
+ gc->pipe[0].shader.surface = surface;
gc->change.size = 1;
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
# ifndef GL_FRAMEBUFFER
# define GL_FRAMEBUFFER GL_FRAMEBUFFER_OES
-# endif
+# endif
#else
# ifndef GL_FRAMEBUFFER
# define GL_FRAMEBUFFER GL_FRAMEBUFFER_EXT
-# endif
-#endif
- if (gc->shader.surface == gc->def_surface)
+# endif
+#endif
+ if (gc->pipe[0].shader.surface == gc->def_surface)
{
glsym_glBindFramebuffer(GL_FRAMEBUFFER, 0);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
_evas_gl_common_viewport_set(gc);
}
-#define PUSH_VERTEX(x, y, z) \
- gc->array.vertex[nv++] = x; \
- gc->array.vertex[nv++] = y; \
- gc->array.vertex[nv++] = z
-#define PUSH_COLOR(r, g, b, a) \
- gc->array.color[nc++] = r; \
- gc->array.color[nc++] = g; \
- gc->array.color[nc++] = b; \
- gc->array.color[nc++] = a
-#define PUSH_TEXUV(u, v) \
- gc->array.texuv[nu++] = u; \
- gc->array.texuv[nu++] = v
-#define PUSH_TEXUV2(u, v) \
- gc->array.texuv2[nu2++] = u; \
- gc->array.texuv2[nu2++] = v
-#define PUSH_TEXUV3(u, v) \
- gc->array.texuv3[nu3++] = u; \
- gc->array.texuv3[nu3++] = v
+#define PUSH_VERTEX(n, x, y, z) \
+ gc->pipe[n].array.vertex[nv++] = x; \
+ gc->pipe[n].array.vertex[nv++] = y; \
+ gc->pipe[n].array.vertex[nv++] = z
+#define PUSH_COLOR(n, r, g, b, a) \
+ gc->pipe[n].array.color[nc++] = r; \
+ gc->pipe[n].array.color[nc++] = g; \
+ gc->pipe[n].array.color[nc++] = b; \
+ gc->pipe[n].array.color[nc++] = a
+#define PUSH_TEXUV(n, u, v) \
+ gc->pipe[n].array.texuv[nu++] = u; \
+ gc->pipe[n].array.texuv[nu++] = v
+#define PUSH_TEXUV2(n, u, v) \
+ gc->pipe[n].array.texuv2[nu2++] = u; \
+ gc->pipe[n].array.texuv2[nu2++] = v
+#define PUSH_TEXUV3(n, u, v) \
+ gc->pipe[n].array.texuv3[nu3++] = u; \
+ gc->pipe[n].array.texuv3[nu3++] = v
+#define PUSH_TEXM(n, u, v) \
+ gc->pipe[n].array.texm[nm++] = u; \
+ gc->pipe[n].array.texm[nm++] = v
+
static inline void
-_evas_gl_common_context_array_alloc(Evas_GL_Context *gc)
+array_alloc(Evas_Engine_GL_Context *gc, int n)
{
- if (gc->array.num <= gc->array.alloc) return;
- gc->array.alloc += 6 * 1024;
- if (gc->array.use_vertex)
- gc->array.vertex = realloc(gc->array.vertex,
- gc->array.alloc * sizeof(GLshort) * 3);
- if (gc->array.use_color)
- gc->array.color = realloc(gc->array.color,
- gc->array.alloc * sizeof(GLubyte) * 4);
- if (gc->array.use_texuv)
- gc->array.texuv = realloc(gc->array.texuv,
- gc->array.alloc * sizeof(GLfloat) * 2);
- if (gc->array.use_texuv2)
- gc->array.texuv2 = realloc(gc->array.texuv2,
- gc->array.alloc * sizeof(GLfloat) * 2);
- if (gc->array.use_texuv3)
- gc->array.texuv3 = realloc(gc->array.texuv3,
- gc->array.alloc * sizeof(GLfloat) * 2);
+ gc->havestuff = EINA_TRUE;
+ if (gc->pipe[n].array.num <= gc->pipe[n].array.alloc) return;
+ gc->pipe[n].array.alloc += 6 * 1024;
+ if (gc->pipe[n].array.use_vertex)
+ gc->pipe[n].array.vertex = realloc(gc->pipe[n].array.vertex,
+ gc->pipe[n].array.alloc * sizeof(GLshort) * 3);
+ if (gc->pipe[n].array.use_color)
+ gc->pipe[n].array.color = realloc(gc->pipe[n].array.color,
+ gc->pipe[n].array.alloc * sizeof(GLubyte) * 4);
+ if (gc->pipe[n].array.use_texuv)
+ gc->pipe[n].array.texuv = realloc(gc->pipe[n].array.texuv,
+ gc->pipe[n].array.alloc * sizeof(GLfloat) * 2);
+ if (gc->pipe[n].array.use_texm)
+ gc->pipe[n].array.texm = realloc(gc->pipe[n].array.texm,
+ gc->pipe[n].array.alloc * sizeof(GLfloat) * 2);
+ if (gc->pipe[n].array.use_texuv2)
+ gc->pipe[n].array.texuv2 = realloc(gc->pipe[n].array.texuv2,
+ gc->pipe[n].array.alloc * sizeof(GLfloat) * 2);
+ if (gc->pipe[n].array.use_texuv3)
+ gc->pipe[n].array.texuv3 = realloc(gc->pipe[n].array.texuv3,
+ gc->pipe[n].array.alloc * sizeof(GLfloat) * 2);
}
-void
-evas_gl_common_context_line_push(Evas_GL_Context *gc,
- int x1, int y1, int x2, int y2,
- int clip, int cx, int cy, int cw, int ch,
- int r, int g, int b, int a)
+#ifdef GLPIPES
+static int
+pipe_region_intersects(Evas_Engine_GL_Context *gc, int n,
+ int x, int y, int w, int h)
{
- int pnum, nv, nc, nu, nt, i;
- Eina_Bool blend = 0;
- GLuint prog = gc->shared->shader.rect.prog;
-
- shader_array_flush(gc);
-
- if (a < 255) blend = 1;
- if (gc->dc->render_op == EVAS_RENDER_COPY) blend = 0;
- gc->shader.cur_tex = 0;
- gc->shader.cur_prog = prog;
- gc->shader.blend = blend;
- gc->shader.render_op = gc->dc->render_op;
- gc->shader.clip = clip;
- gc->shader.cx = cx;
- gc->shader.cy = cy;
- gc->shader.cw = cw;
- gc->shader.ch = ch;
-
- gc->array.line = 1;
- gc->array.use_vertex = 1;
- gc->array.use_color = 1;
- gc->array.use_texuv = 0;
- gc->array.use_texuv2 = 0;
- gc->array.use_texuv3 = 0;
-
- pnum = gc->array.num;
- nv = pnum * 3; nc = pnum * 4; nu = pnum * 2; nt = pnum * 4;
- gc->array.num += 1;
- _evas_gl_common_context_array_alloc(gc);
-
- PUSH_VERTEX(x1, y1, 0);
- PUSH_VERTEX(x2, y2, 0);
-
- for (i = 0; i < 2; i++)
+ int i, rx, ry, rw, rh, ii;
+
+ rx = gc->pipe[n].region.x;
+ ry = gc->pipe[n].region.y;
+ rw = gc->pipe[n].region.w;
+ rh = gc->pipe[n].region.h;
+ if (!RECTS_INTERSECT(x, y, w, h, rx, ry, rw, rh))
+ return 0;
+
+ // a hack for now. map pipes use their whole bounding box for intersects
+ // which at worst case reduces to old pipeline flushes, but cheaper than
+ // full quad region or triangle intersects right now
+ if (gc->pipe[n].region.type == RTYPE_MAP) return 1;
+
+ for (i = 0,
+ ii = 0;
+
+ i < gc->pipe[n].array.num;
+
+ i += (3 * 2),
+ ii += (3 * 3 * 2))
+ { // tri 1...
+ // 0, 1, 2 < top left
+ // 3, 4, 5 < top right
+ // 6. 7, 8 < bottom left
+ rx = gc->pipe[n].array.vertex[ii + 0];
+ ry = gc->pipe[n].array.vertex[ii + 1];
+ rw = gc->pipe[n].array.vertex[ii + 3] - rx;
+ rh = gc->pipe[n].array.vertex[ii + 7] - ry;
+ if (RECTS_INTERSECT(x, y, w, h, rx, ry, rw, rh))
+ return 1;
+ }
+ return 0;
+}
+#endif
+
+static void
+pipe_region_expand(Evas_Engine_GL_Context *gc, int n,
+ int x, int y, int w, int h)
+{
+ int x1, y1, x2, y2;
+
+ if (gc->pipe[n].region.w <= 0)
{
- PUSH_COLOR(r, g, b, a);
+ gc->pipe[n].region.x = x;
+ gc->pipe[n].region.y = y;
+ gc->pipe[n].region.w = w;
+ gc->pipe[n].region.h = h;
+ return;
}
-
- shader_array_flush(gc);
- gc->array.line = 0;
- gc->array.use_vertex = 0;
- gc->array.use_color = 0;
- gc->array.use_texuv = 0;
- gc->array.use_texuv2 = 0;
- gc->array.use_texuv3 = 0;
+ x1 = gc->pipe[n].region.x;
+ y1 = gc->pipe[n].region.y;
+ x2 = gc->pipe[n].region.x + gc->pipe[n].region.w;
+ y2 = gc->pipe[n].region.y + gc->pipe[n].region.h;
+ if (x < x1) x1 = x;
+ if (y < y1) y1 = y;
+ if ((x + w) > x2) x2 = x + w;
+ if ((y + h) > y2) y2 = y + h;
+ gc->pipe[n].region.x = x1;
+ gc->pipe[n].region.y = y1;
+ gc->pipe[n].region.w = x2 - x1;
+ gc->pipe[n].region.h = y2 - y1;
}
-void
-evas_gl_common_context_rectangle_push(Evas_GL_Context *gc,
- int x, int y, int w, int h,
- int r, int g, int b, int a)
+static Eina_Bool
+vertex_array_size_check(Evas_Engine_GL_Context *gc, int pn, int n)
{
- int pnum, nv, nc, nu, nt, i;
- Eina_Bool blend = 0;
- GLuint prog = gc->shared->shader.rect.prog;
-
- if (a < 255) blend = 1;
- if (gc->dc->render_op == EVAS_RENDER_COPY) blend = 0;
-
- if ((gc->shader.cur_tex != 0)
- || (gc->shader.cur_prog != prog)
- || (gc->shader.blend != blend)
- || (gc->shader.render_op != gc->dc->render_op)
- || (gc->shader.clip != 0)
- )
+ return 1;
+// this fixup breaks for expedite test 32. why?
+ if ((gc->pipe[pn].array.num + n) > gc->shared->info.max_vertex_elements)
{
shader_array_flush(gc);
- gc->shader.cur_tex = 0;
- gc->shader.cur_prog = prog;
- gc->shader.blend = blend;
- gc->shader.render_op = gc->dc->render_op;
- gc->shader.clip = 0;
-
- }
- gc->array.line = 0;
- gc->array.use_vertex = 1;
- gc->array.use_color = 1;
- gc->array.use_texuv = 0;
- gc->array.use_texuv2 = 0;
- gc->array.use_texuv3 = 0;
-
- pnum = gc->array.num;
+ return 0;
+ }
+ return 1;
+}
+
+static inline Evas_GL_Shader
+evas_gl_common_shader_choice(int npoints __UNUSED__,
+ RGBA_Map_Point *p,
+ int r, int g, int b, int a,
+ Evas_GL_Shader nomul,
+ Evas_GL_Shader mul)
+{
+ if ((a == 255) && (r == 255) && (g == 255) && (b == 255))
+ {
+ if (!p) return nomul;
+
+ if ((p[0].col == 0xffffffff) && (p[1].col == 0xffffffff) &&
+ (p[2].col == 0xffffffff) && (p[3].col == 0xffffffff))
+ return nomul;
+ }
+ return mul;
+}
+
+static int
+_evas_gl_common_context_push(int rtype,
+ Evas_Engine_GL_Context *gc,
+ Evas_GL_Texture *tex,
+ Evas_GL_Texture *texm,
+ GLuint prog,
+ int x, int y, int w, int h,
+ Eina_Bool blend,
+ Eina_Bool smooth,
+ Eina_Bool clip,
+ int cx, int cy, int cw, int ch)
+{
+ int pn = 0;
+
+#ifdef GLPIPES
+ again:
+#endif
+ vertex_array_size_check(gc, gc->state.top_pipe, 6);
+ pn = gc->state.top_pipe;
+#ifdef GLPIPES
+ if (!((pn == 0) && (gc->pipe[pn].array.num == 0)))
+ {
+ int found = 0;
+ int i;
+
+ for (i = pn; i >= 0; i--)
+ {
+ if ((gc->pipe[i].region.type == rtype)
+ && (!tex || gc->pipe[i].shader.cur_tex == tex->pt->texture)
+ && (!texm || gc->pipe[i].shader.cur_texm == texm->pt->texture)
+ && (gc->pipe[i].shader.cur_prog == prog)
+ && (gc->pipe[i].shader.smooth == smooth)
+ && (gc->pipe[i].shader.blend == blend)
+ && (gc->pipe[i].shader.render_op == gc->dc->render_op)
+ && (gc->pipe[i].shader.clip == clip)
+ && (!clip || ((gc->pipe[i].shader.cx == cx)
+ && (gc->pipe[i].shader.cy == cy)
+ && (gc->pipe[i].shader.cw == cw)
+ && (gc->pipe[i].shader.ch == ch))))
+ {
+ found = 1;
+ pn = i;
+ break;
+ }
+ if (pipe_region_intersects(gc, i, x, y, w, h)) break;
+ }
+ if (!found)
+ {
+ pn = gc->state.top_pipe + 1;
+ if (pn >= gc->shared->info.tune.pipes.max)
+ {
+ shader_array_flush(gc);
+ goto again;
+ }
+ gc->state.top_pipe = pn;
+ }
+ }
+ if ((tex) && (((tex->im) && (tex->im->native.data)) || tex->pt->dyn.img))
+ {
+ if (gc->pipe[pn].array.im != tex->im)
+ {
+ shader_array_flush(gc);
+ pn = gc->state.top_pipe;
+ gc->pipe[pn].array.im = tex->im;
+ goto again;
+ }
+ }
+#else
+ if (!((gc->pipe[pn].region.type == rtype)
+ && (!tex || gc->pipe[pn].shader.cur_tex == tex->pt->texture)
+ && (!texm || gc->pipe[pn].shader.cur_texm == texm->pt->texture)
+ && (gc->pipe[pn].shader.cur_prog == prog)
+ && (gc->pipe[pn].shader.smooth == smooth)
+ && (gc->pipe[pn].shader.blend == blend)
+ && (gc->pipe[pn].shader.render_op == gc->dc->render_op)
+ && (gc->pipe[pn].shader.clip == clip)
+ && (!clip || ((gc->pipe[pn].shader.cx == cx)
+ && (gc->pipe[pn].shader.cy == cy)
+ && (gc->pipe[pn].shader.cw == cw)
+ && (gc->pipe[pn].shader.ch == ch)))))
+ {
+ shader_array_flush(gc);
+ }
+ if ((tex) && (((tex->im) && (tex->im->native.data)) || tex->pt->dyn.img))
+ {
+ if (gc->pipe[pn].array.im != tex->im)
+ {
+ shader_array_flush(gc);
+ gc->pipe[pn].array.im = tex->im;
+ }
+ }
+#endif
+
+ return pn;
+}
+
+void
+evas_gl_common_context_line_push(Evas_Engine_GL_Context *gc,
+ int x1, int y1, int x2, int y2,
+ int clip, int cx, int cy, int cw, int ch,
+ int r, int g, int b, int a)
+{
+ int pnum, nv, nc, nu, nt, i;
+ Eina_Bool blend = 0;
+ GLuint prog = gc->shared->shader[SHADER_RECT].prog;
+ int pn = 0;
+
+ if (a < 255) blend = 1;
+ if (gc->dc->render_op == EVAS_RENDER_COPY) blend = 0;
+
+ shader_array_flush(gc);
+ vertex_array_size_check(gc, gc->state.top_pipe, 2);
+ pn = gc->state.top_pipe;
+ gc->pipe[pn].shader.cur_tex = 0;
+ gc->pipe[pn].shader.cur_prog = prog;
+ gc->pipe[pn].shader.blend = blend;
+ gc->pipe[pn].shader.render_op = gc->dc->render_op;
+ gc->pipe[pn].shader.clip = clip;
+ gc->pipe[pn].shader.cx = cx;
+ gc->pipe[pn].shader.cy = cy;
+ gc->pipe[pn].shader.cw = cw;
+ gc->pipe[pn].shader.ch = ch;
+
+ gc->pipe[pn].array.line = 1;
+ gc->pipe[pn].array.use_vertex = 1;
+ gc->pipe[pn].array.use_color = 1;
+ gc->pipe[pn].array.use_texuv = 0;
+ gc->pipe[pn].array.use_texuv2 = 0;
+ gc->pipe[pn].array.use_texuv3 = 0;
+
+ pnum = gc->pipe[pn].array.num;
+ nv = pnum * 3; nc = pnum * 4; nu = pnum * 2; nt = pnum * 4;
+ gc->pipe[pn].array.num += 2;
+ array_alloc(gc, pn);
+
+ PUSH_VERTEX(pn, x1, y1, 0);
+ PUSH_VERTEX(pn, x2, y2, 0);
+
+ for (i = 0; i < 2; i++)
+ {
+ PUSH_COLOR(pn, r, g, b, a);
+ }
+
+ shader_array_flush(gc);
+ gc->pipe[pn].array.line = 0;
+ gc->pipe[pn].array.use_vertex = 0;
+ gc->pipe[pn].array.use_color = 0;
+ gc->pipe[pn].array.use_texuv = 0;
+ gc->pipe[pn].array.use_texuv2 = 0;
+ gc->pipe[pn].array.use_texuv3 = 0;
+}
+
+void
+evas_gl_common_context_rectangle_push(Evas_Engine_GL_Context *gc,
+ int x, int y, int w, int h,
+ int r, int g, int b, int a)
+{
+ int pnum, nv, nc, nu, nt, i;
+ Eina_Bool blend = 0;
+ GLuint prog = gc->shared->shader[SHADER_RECT].prog;
+ int pn = 0;
+
+ if (gc->dc->mask.mask)
+ {
+ RGBA_Draw_Context *dc;
+ dc = gc->dc;
+ Evas_GL_Image *im;
+ im = (void *)dc->mask.mask;
+ evas_gl_common_context_font_push(gc, im->tex,
+ x - dc->mask.x,
+ y - dc->mask.y,
+ dc->mask.w, dc->mask.h,
+ x, y, w, h,
+ r, g, b, a);
+ return;
+ }
+
+ if (a < 255) blend = 1;
+ if (gc->dc->render_op == EVAS_RENDER_COPY) blend = 0;
+
+again:
+ vertex_array_size_check(gc, gc->state.top_pipe, 6);
+ pn = gc->state.top_pipe;
+#ifdef GLPIPES
+ if ((pn == 0) && (gc->pipe[pn].array.num == 0))
+ {
+ gc->pipe[pn].region.type = RTYPE_RECT;
+ gc->pipe[pn].shader.cur_tex = 0;
+ gc->pipe[pn].shader.cur_prog = prog;
+ gc->pipe[pn].shader.blend = blend;
+ gc->pipe[pn].shader.render_op = gc->dc->render_op;
+ gc->pipe[pn].shader.clip = 0;
+ gc->pipe[pn].shader.cx = 0;
+ gc->pipe[pn].shader.cy = 0;
+ gc->pipe[pn].shader.cw = 0;
+ gc->pipe[pn].shader.ch = 0;
+ gc->pipe[pn].array.line = 0;
+ gc->pipe[pn].array.use_vertex = 1;
+ gc->pipe[pn].array.use_color = 1;
+ gc->pipe[pn].array.use_texuv = 0;
+ gc->pipe[pn].array.use_texuv2 = 0;
+ gc->pipe[pn].array.use_texuv3 = 0;
+ }
+ else
+ {
+ int found = 0;
+
+ for (i = pn; i >= 0; i--)
+ {
+ if ((gc->pipe[i].region.type == RTYPE_RECT)
+ && (gc->pipe[i].shader.cur_tex == 0)
+ && (gc->pipe[i].shader.cur_prog == prog)
+ && (gc->pipe[i].shader.blend == blend)
+ && (gc->pipe[i].shader.render_op == gc->dc->render_op)
+ && (gc->pipe[i].shader.clip == 0)
+ )
+ {
+ found = 1;
+ pn = i;
+ break;
+ }
+ if (pipe_region_intersects(gc, i, x, y, w, h)) break;
+ }
+ if (!found)
+ {
+ pn = gc->state.top_pipe + 1;
+ if (pn >= gc->shared->info.tune.pipes.max)
+ {
+ shader_array_flush(gc);
+ goto again;
+ }
+ gc->state.top_pipe = pn;
+ gc->pipe[pn].region.type = RTYPE_RECT;
+ gc->pipe[pn].shader.cur_tex = 0;
+ gc->pipe[pn].shader.cur_prog = prog;
+ gc->pipe[pn].shader.blend = blend;
+ gc->pipe[pn].shader.render_op = gc->dc->render_op;
+ gc->pipe[pn].shader.clip = 0;
+ gc->pipe[pn].shader.cx = 0;
+ gc->pipe[pn].shader.cy = 0;
+ gc->pipe[pn].shader.cw = 0;
+ gc->pipe[pn].shader.ch = 0;
+ gc->pipe[pn].array.line = 0;
+ gc->pipe[pn].array.use_vertex = 1;
+ gc->pipe[pn].array.use_color = 1;
+ gc->pipe[pn].array.use_texuv = 0;
+ gc->pipe[pn].array.use_texuv2 = 0;
+ gc->pipe[pn].array.use_texuv3 = 0;
+ }
+ }
+#else
+ if ((gc->pipe[pn].shader.cur_tex != 0)
+ || (gc->pipe[pn].shader.cur_prog != prog)
+ || (gc->pipe[pn].shader.blend != blend)
+ || (gc->pipe[pn].shader.render_op != gc->dc->render_op)
+ || (gc->pipe[pn].shader.clip != 0)
+ )
+ {
+ shader_array_flush(gc);
+ pn = gc->state.top_pipe;
+ gc->pipe[pn].shader.cur_tex = 0;
+ gc->pipe[pn].shader.cur_prog = prog;
+ gc->pipe[pn].shader.blend = blend;
+ gc->pipe[pn].shader.render_op = gc->dc->render_op;
+ gc->pipe[pn].shader.clip = 0;
+ gc->pipe[pn].shader.cx = 0;
+ gc->pipe[pn].shader.cy = 0;
+ gc->pipe[pn].shader.cw = 0;
+ gc->pipe[pn].shader.ch = 0;
+ }
+
+ gc->pipe[pn].region.type = RTYPE_RECT;
+ gc->pipe[pn].array.line = 0;
+ gc->pipe[pn].array.use_vertex = 1;
+ gc->pipe[pn].array.use_color = 1;
+ gc->pipe[pn].array.use_texuv = 0;
+ gc->pipe[pn].array.use_texuv2 = 0;
+ gc->pipe[pn].array.use_texuv3 = 0;
+#endif
+
+ pipe_region_expand(gc, pn, x, y, w, h);
+
+ pnum = gc->pipe[pn].array.num;
nv = pnum * 3; nc = pnum * 4; nu = pnum * 2; nt = pnum * 4;
- gc->array.num += 6;
- _evas_gl_common_context_array_alloc(gc);
-
- PUSH_VERTEX(x , y , 0);
- PUSH_VERTEX(x + w, y , 0);
- PUSH_VERTEX(x , y + h, 0);
-
- PUSH_VERTEX(x + w, y , 0);
- PUSH_VERTEX(x + w, y + h, 0);
- PUSH_VERTEX(x , y + h, 0);
-
+ gc->pipe[pn].array.num += 6;
+ array_alloc(gc, pn);
+
+ PUSH_VERTEX(pn, x , y , 0);
+ PUSH_VERTEX(pn, x + w, y , 0);
+ PUSH_VERTEX(pn, x , y + h, 0);
+
+ PUSH_VERTEX(pn, x + w, y , 0);
+ PUSH_VERTEX(pn, x + w, y + h, 0);
+ PUSH_VERTEX(pn, x , y + h, 0);
+
for (i = 0; i < 6; i++)
{
- PUSH_COLOR(r, g, b, a);
+ PUSH_COLOR(pn, r, g, b, a);
}
}
void
-evas_gl_common_context_image_push(Evas_GL_Context *gc,
+evas_gl_common_context_image_push(Evas_Engine_GL_Context *gc,
Evas_GL_Texture *tex,
double sx, double sy, double sw, double sh,
int x, int y, int w, int h,
int pnum, nv, nc, nu, nu2, nt, i;
GLfloat tx1, tx2, ty1, ty2;
Eina_Bool blend = 1;
- GLuint prog = gc->shared->shader.img.prog;
+ GLuint prog = gc->shared->shader[SHADER_IMG].prog;
+ int pn = 0;
if (!tex->alpha) blend = 0;
if (a < 255) blend = 1;
-
- if (tex_only)
+
+ if (gc->filter_prog)
+ {
+ prog = gc->filter_prog;
+ }
+ else if (tex_only)
{
- if ((a == 255) && (r == 255) && (g == 255) && (b == 255))
- prog = gc->shared->shader.tex_nomul.prog;
+ if (tex->pt->dyn.img)
+ {
+ prog = gc->shared->shader[evas_gl_common_shader_choice(0, NULL, r, g, b, a,
+ SHADER_IMG_BGRA_NOMUL, SHADER_IMG_BGRA)].prog;
+ }
else
- prog = gc->shared->shader.tex.prog;
+ {
+ prog = gc->shared->shader[evas_gl_common_shader_choice(0, NULL, r, g, b, a,
+ SHADER_TEX_NOMUL, SHADER_TEX)].prog;
+ }
}
else
{
if (tex->gc->shared->info.bgra)
{
- if ((a == 255) && (r == 255) && (g == 255) && (b == 255))
- prog = gc->shared->shader.img_bgra_nomul.prog;
- else
- prog = gc->shared->shader.img_bgra.prog;
+ prog = gc->shared->shader[evas_gl_common_shader_choice(0, NULL, r, g, b, a,
+ SHADER_IMG_BGRA_NOMUL, SHADER_IMG_BGRA)].prog;
}
else
{
- if ((a == 255) && (r == 255) && (g == 255) && (b == 255))
- prog = gc->shared->shader.img_nomul.prog;
- else
- prog = gc->shared->shader.img.prog;
+ prog = gc->shared->shader[evas_gl_common_shader_choice(0, NULL, r, g, b, a,
+ SHADER_IMG_NOMUL, SHADER_IMG)].prog;
}
}
- if ((gc->shader.cur_tex != tex->pt->texture)
- || (gc->shader.cur_prog != prog)
- || (gc->shader.smooth != smooth)
- || (gc->shader.blend != blend)
- || (gc->shader.render_op != gc->dc->render_op)
- || (gc->shader.clip != 0)
- )
+ pn = _evas_gl_common_context_push(RTYPE_IMAGE,
+ gc, tex, NULL,
+ prog,
+ x, y, w, h,
+ blend,
+ smooth,
+ 0, 0, 0, 0, 0);
+
+ gc->pipe[pn].region.type = RTYPE_IMAGE;
+ gc->pipe[pn].shader.cur_tex = tex->pt->texture;
+ gc->pipe[pn].shader.cur_prog = prog;
+ gc->pipe[pn].shader.smooth = smooth;
+ gc->pipe[pn].shader.blend = blend;
+ gc->pipe[pn].shader.render_op = gc->dc->render_op;
+ gc->pipe[pn].shader.clip = 0;
+ gc->pipe[pn].shader.cx = 0;
+ gc->pipe[pn].shader.cy = 0;
+ gc->pipe[pn].shader.cw = 0;
+ gc->pipe[pn].shader.ch = 0;
+ gc->pipe[pn].array.line = 0;
+ gc->pipe[pn].array.use_vertex = 1;
+ // if nomul... dont need this
+ gc->pipe[pn].array.use_color = 1;
+ gc->pipe[pn].array.use_texuv = 1;
+ gc->pipe[pn].array.use_texuv2 = 0;
+ gc->pipe[pn].array.use_texuv3 = 0;
+
+ pipe_region_expand(gc, pn, x, y, w, h);
+
+ pnum = gc->pipe[pn].array.num;
+ nv = pnum * 3; nc = pnum * 4; nu = pnum * 2; nu2 = pnum * 2;
+ nt = pnum * 4;
+ gc->pipe[pn].array.num += 6;
+ array_alloc(gc, pn);
+
+ if ((tex->im) && (tex->im->native.data) && (!tex->im->native.yinvert))
{
- shader_array_flush(gc);
- gc->shader.cur_tex = tex->pt->texture;
- gc->shader.cur_prog = prog;
- gc->shader.smooth = smooth;
- gc->shader.blend = blend;
- gc->shader.render_op = gc->dc->render_op;
- gc->shader.clip = 0;
- }
- if ((tex->im) && (tex->im->native.data))
+ tx1 = ((double)(tex->x) + sx) / (double)tex->pt->w;
+ ty1 = 1.0 - ((double)(tex->y) + sy) / (double)tex->pt->h;
+ tx2 = ((double)(tex->x) + sx + sw) / (double)tex->pt->w;
+ ty2 = 1.0 - ((double)(tex->y) + sy + sh) / (double)tex->pt->h;
+ }
+ else
{
- if (gc->array.im != tex->im)
- {
- shader_array_flush(gc);
- gc->array.im = tex->im;
- }
+ tx1 = ((double)(tex->x) + sx) / (double)tex->pt->w;
+ ty1 = ((double)(tex->y) + sy) / (double)tex->pt->h;
+ tx2 = ((double)(tex->x) + sx + sw) / (double)tex->pt->w;
+ ty2 = ((double)(tex->y) + sy + sh) / (double)tex->pt->h;
}
-
- gc->array.line = 0;
- gc->array.use_vertex = 1;
+
+ PUSH_VERTEX(pn, x , y , 0);
+ PUSH_VERTEX(pn, x + w, y , 0);
+ PUSH_VERTEX(pn, x , y + h, 0);
+
+ PUSH_TEXUV(pn, tx1, ty1);
+ PUSH_TEXUV(pn, tx2, ty1);
+ PUSH_TEXUV(pn, tx1, ty2);
+
+ PUSH_VERTEX(pn, x + w, y , 0);
+ PUSH_VERTEX(pn, x + w, y + h, 0);
+ PUSH_VERTEX(pn, x , y + h, 0);
+
+ PUSH_TEXUV(pn, tx2, ty1);
+ PUSH_TEXUV(pn, tx2, ty2);
+ PUSH_TEXUV(pn, tx1, ty2);
+
// if nomul... dont need this
- gc->array.use_color = 1;
- gc->array.use_texuv = 1;
- gc->array.use_texuv2 = 0;
- gc->array.use_texuv3 = 0;
-
- pnum = gc->array.num;
- nv = pnum * 3; nc = pnum * 4; nu = pnum * 2; nu2 = pnum * 2;
+ for (i = 0; i < 6; i++)
+ {
+ PUSH_COLOR(pn, r, g, b, a);
+ }
+}
+
+void
+evas_gl_common_context_image_mask_push(Evas_Engine_GL_Context *gc,
+ Evas_GL_Texture *tex,
+ Evas_GL_Texture *texm,
+ double sx, double sy, double sw, double sh,
+ double sxm, double sym, double swm,double shm,
+ int x, int y, int w, int h,
+ int r, int g, int b, int a,
+ Eina_Bool smooth)
+{
+ int pnum, nv, nc, nu, nm, nt, i;
+ GLfloat tx1, tx2, ty1, ty2;
+ GLfloat txm1, txm2, tym1, tym2;
+ Eina_Bool blend = 1;
+ GLuint prog = gc->shared->shader[SHADER_IMG_MASK].prog;
+ int pn = 0;
+
+#if 0
+ if (tex->gc->shared->info.bgra)
+ {
+ prog = gc->shared->shader[SHADER_IMG_MASK].prog;
+ }
+ else
+ {
+#warning Nash: FIXME: Need two shaders?
+ printf("Not good: Need other texture\n");
+ prog = gc->shared->shader[SHADER_IMG].prog;
+ }
+#endif
+
+ pn = _evas_gl_common_context_push(RTYPE_IMASK,
+ gc, tex, texm,
+ prog,
+ x, y, w, h,
+ blend,
+ smooth,
+ 0, 0, 0, 0, 0);
+
+ gc->pipe[pn].region.type = RTYPE_IMASK;
+ gc->pipe[pn].shader.cur_tex = tex->pt->texture;
+ gc->pipe[pn].shader.cur_texm = texm->pt->texture;
+ gc->pipe[pn].shader.cur_prog = prog;
+ gc->pipe[pn].shader.smooth = smooth;
+ gc->pipe[pn].shader.blend = blend;
+ gc->pipe[pn].shader.render_op = gc->dc->render_op;
+ gc->pipe[pn].shader.clip = 0;
+ gc->pipe[pn].shader.cx = 0;
+ gc->pipe[pn].shader.cy = 0;
+ gc->pipe[pn].shader.cw = 0;
+ gc->pipe[pn].shader.ch = 0;
+ gc->pipe[pn].array.line = 0;
+ gc->pipe[pn].array.use_vertex = 1;
+ // if nomul... dont need this
+ gc->pipe[pn].array.use_color = 1;
+ gc->pipe[pn].array.use_texuv = 1;
+ gc->pipe[pn].array.use_texuv2 = 0;
+ gc->pipe[pn].array.use_texuv3 = 0;
+ gc->pipe[pn].array.use_texm = 1;
+
+ pipe_region_expand(gc, pn, x, y, w, h);
+
+ pnum = gc->pipe[pn].array.num;
+ nv = pnum * 3; nc = pnum * 4; nm = pnum * 2; nu = pnum * 2;
nt = pnum * 4;
- gc->array.num += 6;
- _evas_gl_common_context_array_alloc(gc);
+ gc->pipe[pn].array.num += 6;
+ array_alloc(gc, pn);
if ((tex->im) && (tex->im->native.data) && (!tex->im->native.yinvert))
{
ty1 = ((double)(tex->y) + sy + sh) / (double)tex->pt->h;
tx2 = ((double)(tex->x) + sx + sw) / (double)tex->pt->w;
ty2 = ((double)(tex->y) + sy) / (double)tex->pt->h;
+
+ txm1 = ((double)(texm->x) + sxm) / (double)texm->pt->w;
+ tym1 = ((double)(texm->y) + sym + shm) / (double)texm->pt->h;
+ txm2 = ((double)(texm->x) + sxm + swm) / (double)texm->pt->w;
+ tym2 = ((double)(texm->y) + sym) / (double)texm->pt->h;
}
else
{
ty1 = ((double)(tex->y) + sy) / (double)tex->pt->h;
tx2 = ((double)(tex->x) + sx + sw) / (double)tex->pt->w;
ty2 = ((double)(tex->y) + sy + sh) / (double)tex->pt->h;
+
+ txm1 = (texm->x + sxm) / (double)texm->pt->w;
+ tym1 = (texm->y + sym) / (double)texm->pt->h;
+ txm2 = (texm->x + sxm + swm) / (double)texm->pt->w;
+ tym2 = (texm->y + sym + shm) / (double)texm->pt->h;
}
+ // printf(" %3.6lf %3.6lf %3.6lf %3.6lf\n",sx,sy,sw,sh);
+ // printf("m%3.6lf %3.6lf %3.6lf %3.6lf\n",sxm,sym,swm,shm);
+ // printf(" %3f %3f %3f %3f\n",tx1,ty1,tx2,ty2);
+ // printf("m%3f %3f %3f %3f\n",txm1,tym1,txm2,tym2);
+
+ PUSH_VERTEX(pn, x , y , 0);
+ PUSH_VERTEX(pn, x + w, y , 0);
+ PUSH_VERTEX(pn, x , y + h, 0);
- PUSH_VERTEX(x , y , 0);
- PUSH_VERTEX(x + w, y , 0);
- PUSH_VERTEX(x , y + h, 0);
-
- PUSH_TEXUV(tx1, ty1);
- PUSH_TEXUV(tx2, ty1);
- PUSH_TEXUV(tx1, ty2);
-
- PUSH_VERTEX(x + w, y , 0);
- PUSH_VERTEX(x + w, y + h, 0);
- PUSH_VERTEX(x , y + h, 0);
-
- PUSH_TEXUV(tx2, ty1);
- PUSH_TEXUV(tx2, ty2);
- PUSH_TEXUV(tx1, ty2);
+ PUSH_TEXUV(pn, tx1, ty1);
+ PUSH_TEXUV(pn, tx2, ty1);
+ PUSH_TEXUV(pn, tx1, ty2);
+
+ PUSH_TEXM(pn, txm1, tym1);
+ PUSH_TEXM(pn, txm2, tym1);
+ PUSH_TEXM(pn, txm1, tym2);
+
+ PUSH_VERTEX(pn, x + w, y , 0);
+ PUSH_VERTEX(pn, x + w, y + h, 0);
+ PUSH_VERTEX(pn, x , y + h, 0);
+
+ PUSH_TEXUV(pn, tx2, ty1);
+ PUSH_TEXUV(pn, tx2, ty2);
+ PUSH_TEXUV(pn, tx1, ty2);
+
+ PUSH_TEXM(pn, txm2, tym1);
+ PUSH_TEXM(pn, txm2, tym2);
+ PUSH_TEXM(pn, txm1, tym2);
// if nomul... dont need this
for (i = 0; i < 6; i++)
{
- PUSH_COLOR(r, g, b, a);
+ PUSH_COLOR(pn, r, g, b, a);
}
}
+
void
-evas_gl_common_context_font_push(Evas_GL_Context *gc,
+evas_gl_common_context_font_push(Evas_Engine_GL_Context *gc,
Evas_GL_Texture *tex,
double sx, double sy, double sw, double sh,
int x, int y, int w, int h,
{
int pnum, nv, nc, nu, nt, i;
GLfloat tx1, tx2, ty1, ty2;
+ GLuint prog = gc->shared->shader[SHADER_FONT].prog;
+ int pn = 0;
- if ((gc->shader.cur_tex != tex->pt->texture)
- || (gc->shader.cur_prog != gc->shared->shader.font.prog)
- || (gc->shader.smooth != 0)
- || (gc->shader.blend != 1)
- || (gc->shader.render_op != gc->dc->render_op)
- || (gc->shader.clip != 0)
- )
- {
- shader_array_flush(gc);
- gc->shader.cur_tex = tex->pt->texture;
- gc->shader.cur_prog = gc->shared->shader.font.prog;
- gc->shader.smooth = 0;
- gc->shader.blend = 1;
- gc->shader.render_op = gc->dc->render_op;
- gc->shader.clip = 0;
- }
- gc->array.line = 0;
- gc->array.use_vertex = 1;
- gc->array.use_color = 1;
- gc->array.use_texuv = 1;
- gc->array.use_texuv2 = 0;
- gc->array.use_texuv3 = 0;
-
- pnum = gc->array.num;
+ pn = _evas_gl_common_context_push(RTYPE_FONT,
+ gc, tex, NULL,
+ prog,
+ x, y, w, h,
+ 1,
+ 0,
+ 0, 0, 0, 0, 0);
+
+ gc->pipe[pn].region.type = RTYPE_FONT;
+ gc->pipe[pn].shader.cur_tex = tex->pt->texture;
+ gc->pipe[pn].shader.cur_prog = prog;
+ gc->pipe[pn].shader.smooth = 0;
+ gc->pipe[pn].shader.blend = 1;
+ gc->pipe[pn].shader.render_op = gc->dc->render_op;
+ gc->pipe[pn].shader.clip = 0;
+ gc->pipe[pn].shader.cx = 0;
+ gc->pipe[pn].shader.cy = 0;
+ gc->pipe[pn].shader.cw = 0;
+ gc->pipe[pn].shader.ch = 0;
+ gc->pipe[pn].array.line = 0;
+ gc->pipe[pn].array.use_vertex = 1;
+ gc->pipe[pn].array.use_color = 1;
+ gc->pipe[pn].array.use_texuv = 1;
+ gc->pipe[pn].array.use_texuv2 = 0;
+ gc->pipe[pn].array.use_texuv3 = 0;
+
+ pipe_region_expand(gc, pn, x, y, w, h);
+
+ pnum = gc->pipe[pn].array.num;
nv = pnum * 3; nc = pnum * 4; nu = pnum * 2; nt = pnum * 4;
- gc->array.num += 6;
- _evas_gl_common_context_array_alloc(gc);
+ gc->pipe[pn].array.num += 6;
+ array_alloc(gc, pn);
if (sw == 0.0)
{
tx2 = ((double)(tex->x) + sx + sw) / (double)tex->pt->w;
ty2 = ((double)(tex->y) + sy + sh) / (double)tex->pt->h;
}
-
- PUSH_VERTEX(x , y , 0);
- PUSH_VERTEX(x + w, y , 0);
- PUSH_VERTEX(x , y + h, 0);
-
- PUSH_TEXUV(tx1, ty1);
- PUSH_TEXUV(tx2, ty1);
- PUSH_TEXUV(tx1, ty2);
-
- PUSH_VERTEX(x + w, y , 0);
- PUSH_VERTEX(x + w, y + h, 0);
- PUSH_VERTEX(x , y + h, 0);
-
- PUSH_TEXUV(tx2, ty1);
- PUSH_TEXUV(tx2, ty2);
- PUSH_TEXUV(tx1, ty2);
+
+ PUSH_VERTEX(pn, x , y , 0);
+ PUSH_VERTEX(pn, x + w, y , 0);
+ PUSH_VERTEX(pn, x , y + h, 0);
+
+ PUSH_TEXUV(pn, tx1, ty1);
+ PUSH_TEXUV(pn, tx2, ty1);
+ PUSH_TEXUV(pn, tx1, ty2);
+
+ PUSH_VERTEX(pn, x + w, y , 0);
+ PUSH_VERTEX(pn, x + w, y + h, 0);
+ PUSH_VERTEX(pn, x , y + h, 0);
+
+ PUSH_TEXUV(pn, tx2, ty1);
+ PUSH_TEXUV(pn, tx2, ty2);
+ PUSH_TEXUV(pn, tx1, ty2);
for (i = 0; i < 6; i++)
{
- PUSH_COLOR(r, g, b, a);
+ PUSH_COLOR(pn, r, g, b, a);
}
}
void
-evas_gl_common_context_yuv_push(Evas_GL_Context *gc,
- Evas_GL_Texture *tex,
+evas_gl_common_context_yuv_push(Evas_Engine_GL_Context *gc,
+ Evas_GL_Texture *tex,
double sx, double sy, double sw, double sh,
int x, int y, int w, int h,
int r, int g, int b, int a,
int pnum, nv, nc, nu, nu2, nu3, nt, i;
GLfloat tx1, tx2, ty1, ty2, t2x1, t2x2, t2y1, t2y2;
Eina_Bool blend = 0;
- GLuint prog = gc->shared->shader.yuv.prog;
+ GLuint prog;
+ int pn = 0;
if (a < 255) blend = 1;
-
- if ((a == 255) && (r == 255) && (g == 255) && (b == 255))
- prog = gc->shared->shader.yuv_nomul.prog;
- else
- prog = gc->shared->shader.yuv.prog;
-
- if ((gc->shader.cur_tex != tex->pt->texture)
- || (gc->shader.cur_prog != prog)
- || (gc->shader.smooth != smooth)
- || (gc->shader.blend != blend)
- || (gc->shader.render_op != gc->dc->render_op)
- || (gc->shader.clip != 0)
- )
- {
- shader_array_flush(gc);
- gc->shader.cur_tex = tex->pt->texture;
- gc->shader.cur_texu = tex->ptu->texture;
- gc->shader.cur_texv = tex->ptv->texture;
- gc->shader.cur_prog = prog;
- gc->shader.smooth = smooth;
- gc->shader.blend = blend;
- gc->shader.render_op = gc->dc->render_op;
- gc->shader.clip = 0;
- }
- gc->array.line = 0;
- gc->array.use_vertex = 1;
- gc->array.use_color = 1;
- gc->array.use_texuv = 1;
- gc->array.use_texuv2 = 1;
- gc->array.use_texuv3 = 1;
-
- pnum = gc->array.num;
- nv = pnum * 3; nc = pnum * 4; nu = pnum * 2;
+
+ prog = gc->shared->shader[evas_gl_common_shader_choice(0, NULL, r, g, b, a,
+ SHADER_YUV_NOMUL, SHADER_YUV)].prog;
+
+ pn = _evas_gl_common_context_push(RTYPE_YUV,
+ gc, tex, NULL,
+ prog,
+ x, y, w, h,
+ blend,
+ smooth,
+ 0, 0, 0, 0, 0);
+
+ gc->pipe[pn].region.type = RTYPE_YUV;
+ gc->pipe[pn].shader.cur_tex = tex->pt->texture;
+ gc->pipe[pn].shader.cur_texu = tex->ptu->texture;
+ gc->pipe[pn].shader.cur_texv = tex->ptv->texture;
+ gc->pipe[pn].shader.cur_prog = prog;
+ gc->pipe[pn].shader.smooth = smooth;
+ gc->pipe[pn].shader.blend = blend;
+ gc->pipe[pn].shader.render_op = gc->dc->render_op;
+ gc->pipe[pn].shader.clip = 0;
+ gc->pipe[pn].shader.cx = 0;
+ gc->pipe[pn].shader.cy = 0;
+ gc->pipe[pn].shader.cw = 0;
+ gc->pipe[pn].shader.ch = 0;
+ gc->pipe[pn].array.line = 0;
+ gc->pipe[pn].array.use_vertex = 1;
+ gc->pipe[pn].array.use_color = 1;
+ gc->pipe[pn].array.use_texuv = 1;
+ gc->pipe[pn].array.use_texuv2 = 1;
+ gc->pipe[pn].array.use_texuv3 = 1;
+
+ pipe_region_expand(gc, pn, x, y, w, h);
+
+ pnum = gc->pipe[pn].array.num;
+ nv = pnum * 3; nc = pnum * 4; nu = pnum * 2;
nu2 = pnum * 2; nu3 = pnum * 2; nt = pnum * 4;
- gc->array.num += 6;
- _evas_gl_common_context_array_alloc(gc);
+ gc->pipe[pn].array.num += 6;
+ array_alloc(gc, pn);
tx1 = (sx) / (double)tex->pt->w;
ty1 = (sy) / (double)tex->pt->h;
tx2 = (sx + sw) / (double)tex->pt->w;
ty2 = (sy + sh) / (double)tex->pt->h;
-
+
t2x1 = ((sx) / 2) / (double)tex->ptu->w;
t2y1 = ((sy) / 2) / (double)tex->ptu->h;
t2x2 = ((sx + sw) / 2) / (double)tex->ptu->w;
t2y2 = ((sy + sh) / 2) / (double)tex->ptu->h;
-
- PUSH_VERTEX(x , y , 0);
- PUSH_VERTEX(x + w, y , 0);
- PUSH_VERTEX(x , y + h, 0);
-
- PUSH_TEXUV(tx1, ty1);
- PUSH_TEXUV(tx2, ty1);
- PUSH_TEXUV(tx1, ty2);
-
- PUSH_TEXUV2(t2x1, t2y1);
- PUSH_TEXUV2(t2x2, t2y1);
- PUSH_TEXUV2(t2x1, t2y2);
-
- PUSH_TEXUV3(t2x1, t2y1);
- PUSH_TEXUV3(t2x2, t2y1);
- PUSH_TEXUV3(t2x1, t2y2);
-
- PUSH_VERTEX(x + w, y , 0);
- PUSH_VERTEX(x + w, y + h, 0);
- PUSH_VERTEX(x , y + h, 0);
-
- PUSH_TEXUV(tx2, ty1);
- PUSH_TEXUV(tx2, ty2);
- PUSH_TEXUV(tx1, ty2);
-
- PUSH_TEXUV2(t2x2, t2y1);
- PUSH_TEXUV2(t2x2, t2y2);
- PUSH_TEXUV2(t2x1, t2y2);
-
- PUSH_TEXUV3(t2x2, t2y1);
- PUSH_TEXUV3(t2x2, t2y2);
- PUSH_TEXUV3(t2x1, t2y2);
+
+ PUSH_VERTEX(pn, x , y , 0);
+ PUSH_VERTEX(pn, x + w, y , 0);
+ PUSH_VERTEX(pn, x , y + h, 0);
+
+ PUSH_TEXUV(pn, tx1, ty1);
+ PUSH_TEXUV(pn, tx2, ty1);
+ PUSH_TEXUV(pn, tx1, ty2);
+
+ PUSH_TEXUV2(pn, t2x1, t2y1);
+ PUSH_TEXUV2(pn, t2x2, t2y1);
+ PUSH_TEXUV2(pn, t2x1, t2y2);
+
+ PUSH_TEXUV3(pn, t2x1, t2y1);
+ PUSH_TEXUV3(pn, t2x2, t2y1);
+ PUSH_TEXUV3(pn, t2x1, t2y2);
+
+ PUSH_VERTEX(pn, x + w, y , 0);
+ PUSH_VERTEX(pn, x + w, y + h, 0);
+ PUSH_VERTEX(pn, x , y + h, 0);
+
+ PUSH_TEXUV(pn, tx2, ty1);
+ PUSH_TEXUV(pn, tx2, ty2);
+ PUSH_TEXUV(pn, tx1, ty2);
+
+ PUSH_TEXUV2(pn, t2x2, t2y1);
+ PUSH_TEXUV2(pn, t2x2, t2y2);
+ PUSH_TEXUV2(pn, t2x1, t2y2);
+
+ PUSH_TEXUV3(pn, t2x2, t2y1);
+ PUSH_TEXUV3(pn, t2x2, t2y2);
+ PUSH_TEXUV3(pn, t2x1, t2y2);
for (i = 0; i < 6; i++)
{
- PUSH_COLOR(r, g, b, a);
+ PUSH_COLOR(pn, r, g, b, a);
}
}
void
-evas_gl_common_context_image_map4_push(Evas_GL_Context *gc,
- Evas_GL_Texture *tex,
- RGBA_Map_Point *p,
- int clip, int cx, int cy, int cw, int ch,
- int r, int g, int b, int a,
- Eina_Bool smooth, Eina_Bool tex_only)
+evas_gl_common_context_yuy2_push(Evas_Engine_GL_Context *gc,
+ Evas_GL_Texture *tex,
+ double sx, double sy, double sw, double sh,
+ int x, int y, int w, int h,
+ int r, int g, int b, int a,
+ Eina_Bool smooth)
{
- int pnum, nv, nc, nu, nu2, nt, i;
+ int pnum, nv, nc, nu, nu2, nu3, nt, i;
+ GLfloat tx1, tx2, ty1, ty2, t2x1, t2x2, t2y1, t2y2;
+ Eina_Bool blend = 0;
+ GLuint prog;
+ int pn = 0;
+
+ if (a < 255) blend = 1;
+
+ prog = gc->shared->shader[evas_gl_common_shader_choice(0, NULL, r, g, b, a,
+ SHADER_YUY2_NOMUL, SHADER_YUY2)].prog;
+
+ pn = _evas_gl_common_context_push(RTYPE_YUY2,
+ gc, tex, NULL,
+ prog,
+ x, y, w, h,
+ blend,
+ smooth,
+ 0, 0, 0, 0, 0);
+
+ gc->pipe[pn].region.type = RTYPE_YUY2;
+ gc->pipe[pn].shader.cur_tex = tex->pt->texture;
+ gc->pipe[pn].shader.cur_texu = tex->ptuv->texture;
+ gc->pipe[pn].shader.cur_prog = prog;
+ gc->pipe[pn].shader.smooth = smooth;
+ gc->pipe[pn].shader.blend = blend;
+ gc->pipe[pn].shader.render_op = gc->dc->render_op;
+ gc->pipe[pn].shader.clip = 0;
+ gc->pipe[pn].shader.cx = 0;
+ gc->pipe[pn].shader.cy = 0;
+ gc->pipe[pn].shader.cw = 0;
+ gc->pipe[pn].shader.ch = 0;
+ gc->pipe[pn].array.line = 0;
+ gc->pipe[pn].array.use_vertex = 1;
+ gc->pipe[pn].array.use_color = 1;
+ gc->pipe[pn].array.use_texuv = 1;
+ gc->pipe[pn].array.use_texuv2 = 1;
+ gc->pipe[pn].array.use_texuv3 = 0;
+
+ pipe_region_expand(gc, pn, x, y, w, h);
+
+ pnum = gc->pipe[pn].array.num;
+ nv = pnum * 3; nc = pnum * 4; nu = pnum * 2;
+ nu2 = pnum * 2; nu3 = pnum * 2; nt = pnum * 4;
+ gc->pipe[pn].array.num += 6;
+ array_alloc(gc, pn);
+
+ tx1 = (sx) / (double)tex->pt->w;
+ ty1 = (sy) / (double)tex->pt->h;
+ tx2 = (sx + sw) / (double)tex->pt->w;
+ ty2 = (sy + sh) / (double)tex->pt->h;
+
+ t2x1 = sx / (double)tex->ptuv->w;
+ t2y1 = sy / (double)tex->ptuv->h;
+ t2x2 = (sx + sw) / (double)tex->ptuv->w;
+ t2y2 = (sy + sh) / (double)tex->ptuv->h;
+
+ PUSH_VERTEX(pn, x , y , 0);
+ PUSH_VERTEX(pn, x + w, y , 0);
+ PUSH_VERTEX(pn, x , y + h, 0);
+
+ PUSH_TEXUV(pn, tx1, ty1);
+ PUSH_TEXUV(pn, tx2, ty1);
+ PUSH_TEXUV(pn, tx1, ty2);
+
+ PUSH_TEXUV2(pn, t2x1, t2y1);
+ PUSH_TEXUV2(pn, t2x2, t2y1);
+ PUSH_TEXUV2(pn, t2x1, t2y2);
+
+ PUSH_VERTEX(pn, x + w, y , 0);
+ PUSH_VERTEX(pn, x + w, y + h, 0);
+ PUSH_VERTEX(pn, x , y + h, 0);
+
+ PUSH_TEXUV(pn, tx2, ty1);
+ PUSH_TEXUV(pn, tx2, ty2);
+ PUSH_TEXUV(pn, tx1, ty2);
+
+ PUSH_TEXUV2(pn, t2x2, t2y1);
+ PUSH_TEXUV2(pn, t2x2, t2y2);
+ PUSH_TEXUV2(pn, t2x1, t2y2);
+
+ for (i = 0; i < 6; i++)
+ {
+ PUSH_COLOR(pn, r, g, b, a);
+ }
+}
+
+void
+evas_gl_common_context_nv12_push(Evas_Engine_GL_Context *gc,
+ Evas_GL_Texture *tex,
+ double sx, double sy, double sw, double sh,
+ int x, int y, int w, int h,
+ int r, int g, int b, int a,
+ Eina_Bool smooth)
+{
+ int pnum, nv, nc, nu, nu2, nu3, nt, i;
+ GLfloat tx1, tx2, ty1, ty2, t2x1, t2x2, t2y1, t2y2;
+ Eina_Bool blend = 0;
+ GLuint prog;
+ int pn = 0;
+
+ if (a < 255) blend = 1;
+
+ prog = gc->shared->shader[evas_gl_common_shader_choice(0, NULL, r, g, b, a,
+ SHADER_NV12_NOMUL, SHADER_NV12)].prog;
+
+ pn = _evas_gl_common_context_push(RTYPE_NV12,
+ gc, tex, NULL,
+ prog,
+ x, y, w, h,
+ blend,
+ smooth,
+ 0, 0, 0, 0, 0);
+
+ gc->pipe[pn].region.type = RTYPE_NV12;
+ gc->pipe[pn].shader.cur_tex = tex->pt->texture;
+ gc->pipe[pn].shader.cur_tex_dyn = tex->pt->dyn.img;
+ gc->pipe[pn].shader.cur_texu = tex->ptuv->texture;
+ gc->pipe[pn].shader.cur_texu_dyn = tex->ptuv->dyn.img;
+ gc->pipe[pn].shader.cur_prog = prog;
+ gc->pipe[pn].shader.smooth = smooth;
+ gc->pipe[pn].shader.blend = blend;
+ gc->pipe[pn].shader.render_op = gc->dc->render_op;
+ gc->pipe[pn].shader.clip = 0;
+ gc->pipe[pn].shader.cx = 0;
+ gc->pipe[pn].shader.cy = 0;
+ gc->pipe[pn].shader.cw = 0;
+ gc->pipe[pn].shader.ch = 0;
+ gc->pipe[pn].array.line = 0;
+ gc->pipe[pn].array.use_vertex = 1;
+ gc->pipe[pn].array.use_color = 1;
+ gc->pipe[pn].array.use_texuv = 1;
+ gc->pipe[pn].array.use_texuv2 = 1;
+ gc->pipe[pn].array.use_texuv3 = 0;
+
+ pipe_region_expand(gc, pn, x, y, w, h);
+
+ pnum = gc->pipe[pn].array.num;
+ nv = pnum * 3; nc = pnum * 4; nu = pnum * 2;
+ nu2 = pnum * 2; nu3 = pnum * 2; nt = pnum * 4;
+ gc->pipe[pn].array.num += 6;
+ array_alloc(gc, pn);
+
+ tx1 = (sx) / (double)tex->pt->w;
+ ty1 = (sy) / (double)tex->pt->h;
+ tx2 = (sx + sw) / (double)tex->pt->w;
+ ty2 = (sy + sh) / (double)tex->pt->h;
+
+ t2x1 = sx / (double)tex->ptuv->w;
+ t2y1 = sy / (double)tex->ptuv->h;
+ t2x2 = (sx + sw) / (double)tex->ptuv->w;
+ t2y2 = (sy + sh) / (double)tex->ptuv->h;
+
+ PUSH_VERTEX(pn, x , y , 0);
+ PUSH_VERTEX(pn, x + w, y , 0);
+ PUSH_VERTEX(pn, x , y + h, 0);
+
+ PUSH_TEXUV(pn, tx1, ty1);
+ PUSH_TEXUV(pn, tx2, ty1);
+ PUSH_TEXUV(pn, tx1, ty2);
+
+ PUSH_TEXUV2(pn, t2x1, t2y1);
+ PUSH_TEXUV2(pn, t2x2, t2y1);
+ PUSH_TEXUV2(pn, t2x1, t2y2);
+
+ PUSH_VERTEX(pn, x + w, y , 0);
+ PUSH_VERTEX(pn, x + w, y + h, 0);
+ PUSH_VERTEX(pn, x , y + h, 0);
+
+ PUSH_TEXUV(pn, tx2, ty1);
+ PUSH_TEXUV(pn, tx2, ty2);
+ PUSH_TEXUV(pn, tx1, ty2);
+
+ PUSH_TEXUV2(pn, t2x2, t2y1);
+ PUSH_TEXUV2(pn, t2x2, t2y2);
+ PUSH_TEXUV2(pn, t2x1, t2y2);
+
+ for (i = 0; i < 6; i++)
+ {
+ PUSH_COLOR(pn, r, g, b, a);
+ }
+}
+
+void
+evas_gl_common_context_image_map_push(Evas_Engine_GL_Context *gc,
+ Evas_GL_Texture *tex,
+ int npoints,
+ RGBA_Map_Point *p,
+ int clip, int cx, int cy, int cw, int ch,
+ int r, int g, int b, int a,
+ Eina_Bool smooth, Eina_Bool tex_only,
+ Evas_Colorspace cspace)
+{
+ int pnum, nv, nc, nu, nu2, nu3, nt, i;
const int points[6] = { 0, 1, 2, 0, 2, 3 };
- GLfloat tx[4], ty[4];
+ int x = 0, y = 0, w = 0, h = 0, px = 0, py = 0;
+ GLfloat tx[4], ty[4], t2x[4], t2y[4];
Eina_Bool blend = 1;
- RGBA_Map_Point *pt;
DATA32 cmul;
- GLuint prog = gc->shared->shader.img.prog;
+ GLuint prog = gc->shared->shader[SHADER_IMG].prog;
+ Eina_Bool utexture = EINA_FALSE;
+ Eina_Bool uvtexture = EINA_FALSE;
+ int pn = 0;
+ int flat = 0;
if (!tex->alpha) blend = 0;
if (a < 255) blend = 1;
+ if (npoints != 4)
+ {
+ // FIXME: nash - you didn't fix this for n points. its still all
+ // 4 point stuff!!! grrrr.
+ abort();
+ }
if ((A_VAL(&(p[0].col)) < 0xff) || (A_VAL(&(p[1].col)) < 0xff) ||
(A_VAL(&(p[2].col)) < 0xff) || (A_VAL(&(p[3].col)) < 0xff))
blend = 1;
-
- if (tex_only)
+
+ if ((p[0].z == p[1].z) && (p[1].z == p[2].z) && (p[2].z == p[3].z))
+ flat = 1;
+
+ if (!clip) cx = cy = cw = ch = 0;
+
+ if (!flat)
{
- if ((a == 255) && (r == 255) && (g == 255) && (b == 255))
- {
- if ((p[0].col == 0xffffffff) && (p[1].col == 0xffffffff) &&
- (p[2].col == 0xffffffff) && (p[3].col == 0xffffffff))
- prog = gc->shared->shader.tex_nomul.prog;
- else
- prog = gc->shared->shader.tex.prog;
- }
- else
- prog = gc->shared->shader.tex.prog;
+ if (p[0].foc <= 0) flat = 1;
}
- else
+
+ switch (cspace)
{
- if (tex->gc->shared->info.bgra)
- {
- if ((a == 255) && (r == 255) && (g == 255) && (b == 255))
+ case EVAS_COLORSPACE_YCBCR422P601_PL:
+ case EVAS_COLORSPACE_YCBCR422P709_PL:
+ prog = gc->shared->shader[evas_gl_common_shader_choice(npoints, p, r, g, b, a,
+ SHADER_YUV_NOMUL, SHADER_YUV)].prog;
+ utexture = EINA_TRUE;
+ break;
+ case EVAS_COLORSPACE_YCBCR422601_PL:
+ prog = gc->shared->shader[evas_gl_common_shader_choice(npoints, p, r, g, b, a,
+ SHADER_YUY2_NOMUL, SHADER_YUY2)].prog;
+ uvtexture = EINA_TRUE;
+ break;
+ case EVAS_COLORSPACE_YCBCR420NV12601_PL:
+ case EVAS_COLORSPACE_YCBCR420TM12601_PL:
+ prog = gc->shared->shader[evas_gl_common_shader_choice(npoints, p, r, g, b, a,
+ SHADER_NV12_NOMUL, SHADER_NV12)].prog;
+ uvtexture = EINA_TRUE;
+ break;
+
+ default:
+ if (tex_only)
+ {
+ if (tex->pt->dyn.img)
+ {
+ prog = gc->shared->shader[evas_gl_common_shader_choice(npoints, p, r, g, b, a,
+ SHADER_IMG_BGRA_NOMUL, SHADER_IMG_BGRA)].prog;
+ }
+ else
+ {
+ prog = gc->shared->shader[evas_gl_common_shader_choice(npoints, p, r, g, b, a,
+ SHADER_TEX_NOMUL, SHADER_TEX)].prog;
+ }
+ }
+ else
+ {
+ if (tex->gc->shared->info.bgra)
+ {
+ prog = gc->shared->shader[evas_gl_common_shader_choice(npoints, p, r, g, b, a,
+ SHADER_IMG_BGRA_NOMUL,
+ SHADER_IMG_BGRA)].prog;
+ }
+ else
{
- if ((p[0].col == 0xffffffff) && (p[1].col == 0xffffffff) &&
- (p[2].col == 0xffffffff) && (p[3].col == 0xffffffff))
- prog = gc->shared->shader.img_bgra_nomul.prog;
- else
- prog = gc->shared->shader.img_bgra.prog;
+ prog = gc->shared->shader[evas_gl_common_shader_choice(npoints, p, r, g, b, a,
+ SHADER_IMG_NOMUL,
+ SHADER_IMG)].prog;
}
- else
- prog = gc->shared->shader.img_bgra.prog;
+ }
+ }
+
+ x = w = (p[0].x >> FP);
+ y = h = (p[0].y >> FP);
+ for (i = 0; i < 4; i++)
+ {
+ tx[i] = ((double)(tex->x) + (((double)p[i].u) / FP1)) /
+ (double)tex->pt->w;
+ ty[i] = ((double)(tex->y) + (((double)p[i].v) / FP1)) /
+ (double)tex->pt->h;
+ px = (p[i].x >> FP);
+ if (px < x) x = px;
+ else if (px > w) w = px;
+ py = (p[i].y >> FP);
+ if (py < y) y = py;
+ else if (py > h) h = py;
+ if (utexture)
+ {
+ t2x[i] = ((((double)p[i].u / 2) / FP1)) / (double)tex->ptu->w;
+ t2y[i] = ((((double)p[i].v / 2) / FP1)) / (double)tex->ptu->h;
}
- else
+ else if (uvtexture)
{
- if ((a == 255) && (r == 255) && (g == 255) && (b == 255))
- {
- if ((p[0].col == 0xffffffff) && (p[1].col == 0xffffffff) &&
- (p[2].col == 0xffffffff) && (p[3].col == 0xffffffff))
- prog = gc->shared->shader.img_nomul.prog;
- else
- prog = gc->shared->shader.img.prog;
- }
- else
- prog = gc->shared->shader.img.prog;
+ t2x[i] = ((((double)p[i].u / 2) / FP1)) / (double)tex->ptuv->w;
+ t2y[i] = ((((double)p[i].v / 2) / FP1)) / (double)tex->ptuv->h;
}
}
-
- if ((gc->shader.cur_tex != tex->pt->texture)
- || (gc->shader.cur_prog != prog)
- || (gc->shader.smooth != smooth)
- || (gc->shader.blend != blend)
- || (gc->shader.render_op != gc->dc->render_op)
- || (gc->shader.clip != clip)
- || (gc->shader.cx != cx)
- || (gc->shader.cy != cy)
- || (gc->shader.cw != cw)
- || (gc->shader.ch != ch)
- )
- {
- shader_array_flush(gc);
- gc->shader.cur_tex = tex->pt->texture;
- gc->shader.cur_prog = prog;
- gc->shader.smooth = smooth;
- gc->shader.blend = blend;
- gc->shader.render_op = gc->dc->render_op;
- gc->shader.clip = clip;
- gc->shader.cx = cx;
- gc->shader.cy = cy;
- gc->shader.cw = cw;
- gc->shader.ch = ch;
- }
- if ((tex->im) && (tex->im->native.data))
+ w = w - x;
+ h = h - y;
+
+ if (clip)
{
- if (gc->array.im != tex->im)
+ int nx = x, ny = y, nw = w, nh = h;
+
+ RECTS_CLIP_TO_RECT(nx, ny, nw, nh, cx, cy, cw, ch);
+ if ((nx == x) && (ny == y) && (nw == w) && (nh == h))
{
- shader_array_flush(gc);
- gc->array.im = tex->im;
+ clip = 0; cx = 0; cy = 0; cw = 0; ch = 0;
}
+ x = nx; y = nw; w = nw; h = nh;
}
- gc->array.line = 0;
- gc->array.use_vertex = 1;
- gc->array.use_color = 1;
- gc->array.use_texuv = 1;
- gc->array.use_texuv2 = 1;
- gc->array.use_texuv3 = 0;
-
- pnum = gc->array.num;
- nv = pnum * 3; nc = pnum * 4; nu = pnum * 2; nu2 = pnum * 2;
- nt = pnum * 4;
- gc->array.num += 6;
- _evas_gl_common_context_array_alloc(gc);
- for (i = 0; i < 4; i++)
+ if (!flat)
{
- tx[i] = ((double)(tex->x) + (((double)p[i].u) / FP1)) /
- (double)tex->pt->w;
- ty[i] = ((double)(tex->y) + (((double)p[i].v) / FP1)) /
- (double)tex->pt->h;
+ shader_array_flush(gc);
+ gc->foc = p[0].foc >> FP;
+ gc->z0 = p[0].z0 >> FP;
+ gc->px = p[0].px >> FP;
+ gc->py = p[0].py >> FP;
+ gc->change.size = 1;
+ _evas_gl_common_viewport_set(gc);
+ }
+
+ pn = _evas_gl_common_context_push(RTYPE_MAP,
+ gc, tex, NULL,
+ prog,
+ x, y, w, h,
+ blend,
+ smooth,
+ clip, cx, cy, cw, ch);
+ gc->pipe[pn].region.type = RTYPE_MAP;
+ gc->pipe[pn].shader.cur_tex = tex->pt->texture;
+ if (utexture)
+ {
+ gc->pipe[pn].shader.cur_texu = tex->ptu->texture;
+ gc->pipe[pn].shader.cur_texu_dyn = tex->ptu->dyn.img;
+ gc->pipe[pn].shader.cur_texv = tex->ptv->texture;
+ gc->pipe[pn].shader.cur_texv_dyn = tex->ptv->dyn.img;
}
+ else if (uvtexture)
+ {
+ gc->pipe[pn].shader.cur_texu = tex->ptuv->texture;
+ gc->pipe[pn].shader.cur_texu_dyn = tex->ptuv->dyn.img;
+ }
+ gc->pipe[pn].shader.cur_prog = prog;
+ gc->pipe[pn].shader.smooth = smooth;
+ gc->pipe[pn].shader.blend = blend;
+ gc->pipe[pn].shader.render_op = gc->dc->render_op;
+ gc->pipe[pn].shader.clip = clip;
+ gc->pipe[pn].shader.cx = cx;
+ gc->pipe[pn].shader.cy = cy;
+ gc->pipe[pn].shader.cw = cw;
+ gc->pipe[pn].shader.ch = ch;
+ gc->pipe[pn].array.line = 0;
+ gc->pipe[pn].array.use_vertex = 1;
+ gc->pipe[pn].array.use_color = 1;
+ gc->pipe[pn].array.use_texuv = 1;
+ gc->pipe[pn].array.use_texuv2 = (utexture || uvtexture) ? 1 : 0;
+ gc->pipe[pn].array.use_texuv3 = (utexture) ? 1 : 0;
+
+ pipe_region_expand(gc, pn, x, y, w, h);
+
+ pnum = gc->pipe[pn].array.num;
+ nv = pnum * 3; nc = pnum * 4; nu = pnum * 2; nu2 = pnum * 2;
+ nu2 = pnum * 2; nu3 = pnum * 2; nt = pnum * 4;
+ gc->pipe[pn].array.num += 6;
+ array_alloc(gc, pn);
+
if ((tex->im) && (tex->im->native.data) && (!tex->im->native.yinvert))
{
- // FIXME: handle yinvert
+ for (i = 0; i < 4; i++)
+ {
+ ty[i] = 1.0 - ty[i];
+ if (utexture || uvtexture)
+ t2y[i] = 1.0 - t2y[i];
+ }
}
-
+
cmul = ARGB_JOIN(a, r, g, b);
for (i = 0; i < 6; i++)
{
DATA32 cl = MUL4_SYM(cmul, p[points[i]].col);
- PUSH_VERTEX((p[points[i]].x >> FP),
- (p[points[i]].y >> FP),
- 0);
- PUSH_TEXUV(tx[points[i]],
+ if (flat)
+ {
+ PUSH_VERTEX(pn,
+ (p[points[i]].x >> FP),
+ (p[points[i]].y >> FP),
+ 0);
+ }
+ else
+ {
+ PUSH_VERTEX(pn,
+ (p[points[i]].fx) + gc->shared->ax,
+ (p[points[i]].fy) + gc->shared->ay,
+ (p[points[i]].fz)
+ + (gc->shared->foc - gc->shared->z0));
+ }
+ PUSH_TEXUV(pn,
+ tx[points[i]],
ty[points[i]]);
-
- PUSH_COLOR(R_VAL(&cl),
+ if (utexture)
+ {
+ PUSH_TEXUV2(pn,
+ t2x[points[i]],
+ t2y[points[i]]);
+ PUSH_TEXUV3(pn,
+ t2x[points[i]],
+ t2y[points[i]]);
+ }
+ else if (uvtexture)
+ {
+ PUSH_TEXUV2(pn,
+ t2x[points[i]],
+ t2y[points[i]]);
+ }
+
+ PUSH_COLOR(pn,
+ R_VAL(&cl),
G_VAL(&cl),
B_VAL(&cl),
A_VAL(&cl));
}
+ if (!flat)
+ {
+ shader_array_flush(gc);
+ gc->foc = 0;
+ gc->z0 = 0;
+ gc->px = 0;
+ gc->py = 0;
+ gc->change.size = 1;
+ _evas_gl_common_viewport_set(gc);
+ }
}
void
-evas_gl_common_context_flush(Evas_GL_Context *gc)
+evas_gl_common_context_flush(Evas_Engine_GL_Context *gc)
{
shader_array_flush(gc);
-// fprintf(stderr, "------------FRAME: done\n");
}
static void
-shader_array_flush(Evas_GL_Context *gc)
+scissor_rot(Evas_Engine_GL_Context *gc __UNUSED__,
+ int rot, int gw, int gh, int cx, int cy, int cw, int ch)
{
- if (gc->array.num <= 0) return;
-
-// fprintf(stderr, " flush array %i\n", gc->array.num);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "<flush err>");
- if (gc->shader.cur_prog != gc->shader.current.cur_prog)
+ switch (rot)
{
- glUseProgram(gc->shader.cur_prog);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ case 0: // UP this way: ^
+ glScissor(cx, cy, cw, ch);
+ break;
+ case 90: // UP this way: <
+ glScissor(gh - (cy + ch), cx, ch, cw);
+ break;
+ case 180: // UP this way: v
+ glScissor(gw - (cx + cw), gh - (cy + ch), cw, ch);
+ break;
+ case 270: // UP this way: >
+ glScissor(cy, gw - (cx + cw), ch, cw);
+ break;
+ default: // assume up is up
+ glScissor(cx, cy, cw, ch);
+ break;
}
+}
+
+static void
+shader_array_flush(Evas_Engine_GL_Context *gc)
+{
+ int i, gw, gh, setclip, cy, fbo = 0, done = 0;
- if (gc->shader.cur_tex != gc->shader.current.cur_tex)
+ if (!gc->havestuff) return;
+ gw = gc->w;
+ gh = gc->h;
+ if (!((gc->pipe[0].shader.surface == gc->def_surface) ||
+ (!gc->pipe[0].shader.surface)))
{
-// if (gc->shader.cur_tex)
-// {
-// glEnable(GL_TEXTURE_2D);
-// GLERR(__FUNCTION__, __FILE__, __LINE__, "");
-// }
-// else
-// {
-// glDisable(GL_TEXTURE_2D);
-// GLERR(__FUNCTION__, __FILE__, __LINE__, "");
-// }
- glActiveTexture(GL_TEXTURE0);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glBindTexture(GL_TEXTURE_2D, gc->shader.cur_tex);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ gw = gc->pipe[0].shader.surface->w;
+ gh = gc->pipe[0].shader.surface->h;
+ fbo = 1;
}
- if (gc->array.im)
+ for (i = 0; i < gc->shared->info.tune.pipes.max; i++)
{
- if (!gc->array.im->native.loose)
+ if (gc->pipe[i].array.num <= 0) break;
+ setclip = 0;
+ done++;
+ gc->flushnum++;
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "<flush err>");
+ if (gc->pipe[i].shader.cur_prog != gc->state.current.cur_prog)
{
- if (gc->array.im->native.func.bind)
- gc->array.im->native.func.bind(gc->array.im->native.func.data,
- gc->array.im);
+ glUseProgram(gc->pipe[i].shader.cur_prog);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
- }
- if (gc->shader.render_op != gc->shader.current.render_op)
- {
- switch (gc->shader.render_op)
+
+ if (gc->pipe[i].shader.cur_tex != gc->state.current.cur_tex)
{
- case EVAS_RENDER_BLEND: /**< default op: d = d*(1-sa) + s */
- glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- break;
- case EVAS_RENDER_COPY: /**< d = s */
- gc->shader.blend = 0;
- glBlendFunc(GL_ONE, GL_ONE);
+#if 0
+ if (gc->pipe[i].shader.cur_tex)
+ {
+ glEnable(GL_TEXTURE_2D);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ }
+ else
+ {
+ glDisable(GL_TEXTURE_2D);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ }
+#endif
+ glActiveTexture(GL_TEXTURE0);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- break;
- // FIXME: fix blend funcs below!
- case EVAS_RENDER_BLEND_REL: /**< d = d*(1 - sa) + s*da */
- case EVAS_RENDER_COPY_REL: /**< d = s*da */
- case EVAS_RENDER_ADD: /**< d = d + s */
- case EVAS_RENDER_ADD_REL: /**< d = d + s*da */
- case EVAS_RENDER_SUB: /**< d = d - s */
- case EVAS_RENDER_SUB_REL: /**< d = d - s*da */
- case EVAS_RENDER_TINT: /**< d = d*s + d*(1 - sa) + s*(1 - da) */
- case EVAS_RENDER_TINT_REL: /**< d = d*(1 - sa + s) */
- case EVAS_RENDER_MASK: /**< d = d*sa */
- case EVAS_RENDER_MUL: /**< d = d*s */
- default:
- glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ glBindTexture(GL_TEXTURE_2D, gc->pipe[i].shader.cur_tex);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- break;
}
- }
- if (gc->shader.blend != gc->shader.current.blend)
- {
- if (gc->shader.blend)
+ if (gc->pipe[i].array.im)
{
- glEnable(GL_BLEND);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
+ if (gc->pipe[i].array.im->tex->pt->dyn.img)
+ {
+ secsym_glEGLImageTargetTexture2DOES
+ (GL_TEXTURE_2D, gc->pipe[i].array.im->tex->pt->dyn.img);
+ }
+ else
+#endif
+ {
+ if (!gc->pipe[i].array.im->native.loose)
+ {
+ if (gc->pipe[i].array.im->native.func.bind)
+ gc->pipe[i].array.im->native.func.bind(gc->pipe[i].array.im->native.func.data,
+ gc->pipe[i].array.im);
+ }
+ }
}
- else
+ if (gc->pipe[i].shader.render_op != gc->state.current.render_op)
{
- glDisable(GL_BLEND);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ switch (gc->pipe[i].shader.render_op)
+ {
+ case EVAS_RENDER_BLEND: /**< default op: d = d*(1-sa) + s */
+ glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ break;
+ case EVAS_RENDER_COPY: /**< d = s */
+ gc->pipe[i].shader.blend = 0;
+ glBlendFunc(GL_ONE, GL_ONE);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ break;
+ // FIXME: fix blend funcs below!
+ case EVAS_RENDER_BLEND_REL: /**< d = d*(1 - sa) + s*da */
+ case EVAS_RENDER_COPY_REL: /**< d = s*da */
+ case EVAS_RENDER_ADD: /**< d = d + s */
+ case EVAS_RENDER_ADD_REL: /**< d = d + s*da */
+ case EVAS_RENDER_SUB: /**< d = d - s */
+ case EVAS_RENDER_SUB_REL: /**< d = d - s*da */
+ case EVAS_RENDER_TINT: /**< d = d*s + d*(1 - sa) + s*(1 - da) */
+ case EVAS_RENDER_TINT_REL: /**< d = d*(1 - sa + s) */
+ case EVAS_RENDER_MASK: /**< d = d*sa */
+ case EVAS_RENDER_MUL: /**< d = d*s */
+ default:
+ glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ break;
+ }
}
- }
- if (gc->shader.smooth != gc->shader.current.smooth)
- {
- if (gc->shader.smooth)
+ if (gc->pipe[i].shader.blend != gc->state.current.blend)
{
-#ifdef GL_TEXTURE_MAX_ANISOTROPY_EXT
- if (shared->info.anisotropic > 0.0)
+ if (gc->pipe[i].shader.blend)
{
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, shared->info.anisotropic);
+ glEnable(GL_BLEND);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ }
+ else
+ {
+ glDisable(GL_BLEND);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
-#endif
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
- else
+ if ((gc->pipe[i].shader.smooth != gc->state.current.smooth) ||
+ (gc->pipe[i].shader.cur_tex != gc->state.current.cur_tex))
{
-#ifdef GL_TEXTURE_MAX_ANISOTROPY_EXT
- if (shared->info.anisotropic > 0.0)
+ if (gc->pipe[i].shader.smooth)
{
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0);
+#ifdef GL_TEXTURE_MAX_ANISOTROPY_EXT
+ if (shared->info.anisotropic > 0.0)
+ {
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, shared->info.anisotropic);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ }
+#endif
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
+ else
+ {
+#ifdef GL_TEXTURE_MAX_ANISOTROPY_EXT
+ if (shared->info.anisotropic > 0.0)
+ {
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ }
#endif
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ }
}
- }
-/* hmmm this breaks things. must find out why!
- if (gc->shader.clip != gc->shader.current.clip)
- {
- if (gc->shader.clip)
- glEnable(GL_SCISSOR_TEST);
- else
+ if (gc->pipe[i].shader.clip != gc->state.current.clip)
{
- glDisable(GL_SCISSOR_TEST);
-// glScissor(0, 0, 0, 0);
+
+ if (gc->pipe[i].shader.clip)
+ {
+ cy = gh - gc->pipe[i].shader.cy - gc->pipe[i].shader.ch;
+ if (fbo) cy = gc->pipe[i].shader.cy;
+ glEnable(GL_SCISSOR_TEST);
+ if (!fbo)
+ scissor_rot(gc, gc->rot, gw, gh,
+ gc->pipe[i].shader.cx,
+ cy,
+ gc->pipe[i].shader.cw,
+ gc->pipe[i].shader.ch);
+ else
+ glScissor(gc->pipe[i].shader.cx, cy,
+ gc->pipe[i].shader.cw, gc->pipe[i].shader.ch);
+ setclip = 1;
+ }
+ else
+ {
+ glDisable(GL_SCISSOR_TEST);
+ glScissor(0, 0, 0, 0);
+ }
}
- }
- if (gc->shader.clip)
- {
- if ((gc->shader.cx != gc->shader.current.cx) ||
- (gc->shader.cx != gc->shader.current.cx) ||
- (gc->shader.cx != gc->shader.current.cx) ||
- (gc->shader.cx != gc->shader.current.cx))
+ if ((gc->pipe[i].shader.clip) && (!setclip))
{
- glScissor(gc->shader.cx,
- gc->h - gc->shader.cy - gc->shader.ch,
- gc->shader.cw,
- gc->shader.ch);
+ if ((gc->pipe[i].shader.cx != gc->state.current.cx) ||
+ (gc->pipe[i].shader.cy != gc->state.current.cy) ||
+ (gc->pipe[i].shader.cw != gc->state.current.cw) ||
+ (gc->pipe[i].shader.ch != gc->state.current.ch))
+ {
+ cy = gh - gc->pipe[i].shader.cy - gc->pipe[i].shader.ch;
+ if (fbo) cy = gc->pipe[i].shader.cy;
+ if (!fbo)
+ scissor_rot(gc, gc->rot, gw, gh,
+ gc->pipe[i].shader.cx,
+ cy,
+ gc->pipe[i].shader.cw,
+ gc->pipe[i].shader.ch);
+ else
+ glScissor(gc->pipe[i].shader.cx, cy,
+ gc->pipe[i].shader.cw, gc->pipe[i].shader.ch);
+ }
}
-// gc->clip.x,
-// gc->h - gc->clip.y - gc->clip.h,
-// gc->clip.w,
-// gc->clip.h);
-
- }
- */
- glVertexAttribPointer(SHAD_VERTEX, 3, GL_SHORT, GL_FALSE, 0, gc->array.vertex);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glVertexAttribPointer(SHAD_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, gc->array.color);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- if (gc->array.use_texuv)
- {
- glEnableVertexAttribArray(SHAD_TEXUV);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glVertexAttribPointer(SHAD_TEXUV, 2, GL_FLOAT, GL_FALSE, 0, gc->array.texuv);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- }
- else
- {
- glDisableVertexAttribArray(SHAD_TEXUV);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- }
- if (gc->array.line)
- {
- glDisableVertexAttribArray(SHAD_TEXUV);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glDisableVertexAttribArray(SHAD_TEXUV2);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glDisableVertexAttribArray(SHAD_TEXUV3);
+ glVertexAttribPointer(SHAD_VERTEX, 3, GL_SHORT, GL_FALSE, 0, gc->pipe[i].array.vertex);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glDrawArrays(GL_LINES, 0, gc->array.num);
+ glVertexAttribPointer(SHAD_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, gc->pipe[i].array.color);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- }
- else
- {
- if ((gc->array.use_texuv2) && (gc->array.use_texuv3))
+ if (gc->pipe[i].array.use_texuv)
{
- glEnableVertexAttribArray(SHAD_TEXUV2);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glEnableVertexAttribArray(SHAD_TEXUV3);
+ glEnableVertexAttribArray(SHAD_TEXUV);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glVertexAttribPointer(SHAD_TEXUV2, 2, GL_FLOAT, GL_FALSE, 0, gc->array.texuv2);
+ glVertexAttribPointer(SHAD_TEXUV, 2, GL_FLOAT, GL_FALSE, 0, gc->pipe[i].array.texuv);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glVertexAttribPointer(SHAD_TEXUV3, 2, GL_FLOAT, GL_FALSE, 0, gc->array.texuv3);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glActiveTexture(GL_TEXTURE1);
+ }
+ else
+ {
+ glDisableVertexAttribArray(SHAD_TEXUV);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glBindTexture(GL_TEXTURE_2D, gc->shader.cur_texu);
+ }
+
+ if (gc->pipe[i].array.line)
+ {
+ glDisableVertexAttribArray(SHAD_TEXUV);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glActiveTexture(GL_TEXTURE2);
+ glDisableVertexAttribArray(SHAD_TEXUV2);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glBindTexture(GL_TEXTURE_2D, gc->shader.cur_texv);
+ glDisableVertexAttribArray(SHAD_TEXUV3);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glActiveTexture(GL_TEXTURE0);
+ glDrawArrays(GL_LINES, 0, gc->pipe[i].array.num);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
- else if (gc->array.use_texuv2)
+ else
{
- glEnableVertexAttribArray(SHAD_TEXUV2);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glVertexAttribPointer(SHAD_TEXUV2, 2, GL_FLOAT, GL_FALSE, 0, gc->array.texuv2);
+ if (gc->pipe[i].array.use_texm)
+ {
+ glEnableVertexAttribArray(SHAD_TEXM);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ glVertexAttribPointer(SHAD_TEXM, 2, GL_FLOAT, GL_FALSE, 0, gc->pipe[i].array.texm);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ glActiveTexture(GL_TEXTURE1);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ glBindTexture(GL_TEXTURE_2D, gc->pipe[i].shader.cur_texm);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ glActiveTexture(GL_TEXTURE0);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ }
+ else
+ {
+ glDisableVertexAttribArray(SHAD_TEXM);
+ }
+ if ((gc->pipe[i].array.use_texuv2) && (gc->pipe[i].array.use_texuv3))
+ {
+ glEnableVertexAttribArray(SHAD_TEXUV2);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ glEnableVertexAttribArray(SHAD_TEXUV3);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ glVertexAttribPointer(SHAD_TEXUV2, 2, GL_FLOAT, GL_FALSE, 0, gc->pipe[i].array.texuv2);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ glVertexAttribPointer(SHAD_TEXUV3, 2, GL_FLOAT, GL_FALSE, 0, gc->pipe[i].array.texuv3);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+
+ glActiveTexture(GL_TEXTURE1);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ glBindTexture(GL_TEXTURE_2D, gc->pipe[i].shader.cur_texu);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
+ if (gc->pipe[i].shader.cur_texu_dyn)
+ secsym_glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, gc->pipe[i].shader.cur_texu_dyn);
+#endif
+
+ glActiveTexture(GL_TEXTURE2);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ glBindTexture(GL_TEXTURE_2D, gc->pipe[i].shader.cur_texv);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
+ if (gc->pipe[i].shader.cur_texv_dyn)
+ secsym_glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, gc->pipe[i].shader.cur_texv_dyn);
+#endif
+ glActiveTexture(GL_TEXTURE0);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ }
+ else if (gc->pipe[i].array.use_texuv2)
+ {
+ glEnableVertexAttribArray(SHAD_TEXUV2);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ glVertexAttribPointer(SHAD_TEXUV2, 2, GL_FLOAT, GL_FALSE, 0, gc->pipe[i].array.texuv2);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+
+ glActiveTexture(GL_TEXTURE1);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ glBindTexture(GL_TEXTURE_2D, gc->pipe[i].shader.cur_texu);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
+ if (gc->pipe[i].shader.cur_texu_dyn)
+ secsym_glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, gc->pipe[i].shader.cur_texu_dyn);
+#endif
+ glActiveTexture(GL_TEXTURE0);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ }
+ else
+ {
+ glDisableVertexAttribArray(SHAD_TEXUV2);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ glDisableVertexAttribArray(SHAD_TEXUV3);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ }
+ if (dbgflushnum)
+ {
+ const char *types[6] =
+ {"----", "RECT", "IMAG", "FONT", "YUV-", "MAP"};
+ printf(" DRAW#%3i %4i -> %p[%4ix%4i] @ %4ix%4i -{ tex %4i type %s }-\n",
+ i,
+ gc->pipe[i].array.num / 6,
+ gc->pipe[0].shader.surface,
+ gc->pipe[0].shader.surface->w,
+ gc->pipe[0].shader.surface->h,
+ gw, gh,
+ gc->pipe[i].shader.cur_tex,
+ types[gc->pipe[i].region.type]
+ );
+ }
+ glDrawArrays(GL_TRIANGLES, 0, gc->pipe[i].array.num);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
- else
+ if (gc->pipe[i].array.im)
{
- glDisableVertexAttribArray(SHAD_TEXUV2);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glDisableVertexAttribArray(SHAD_TEXUV3);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ if (!gc->pipe[i].array.im->native.loose)
+ {
+ if (gc->pipe[i].array.im->native.func.unbind)
+ gc->pipe[i].array.im->native.func.unbind(gc->pipe[i].array.im->native.func.data,
+ gc->pipe[i].array.im);
+ }
+ gc->pipe[i].array.im = NULL;
}
-
- glDrawArrays(GL_TRIANGLES, 0, gc->array.num);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+
+ gc->state.current.cur_prog = gc->pipe[i].shader.cur_prog;
+ gc->state.current.cur_tex = gc->pipe[i].shader.cur_tex;
+ gc->state.current.render_op = gc->pipe[i].shader.render_op;
+ gc->state.current.cx = gc->pipe[i].shader.cx;
+ gc->state.current.cy = gc->pipe[i].shader.cy;
+ gc->state.current.cw = gc->pipe[i].shader.cw;
+ gc->state.current.ch = gc->pipe[i].shader.ch;
+ gc->state.current.smooth = gc->pipe[i].shader.smooth;
+ gc->state.current.blend = gc->pipe[i].shader.blend;
+ gc->state.current.clip = gc->pipe[i].shader.clip;
+
+ if (gc->pipe[i].array.vertex) free(gc->pipe[i].array.vertex);
+ if (gc->pipe[i].array.color) free(gc->pipe[i].array.color);
+ if (gc->pipe[i].array.texuv) free(gc->pipe[i].array.texuv);
+ if (gc->pipe[i].array.texm) free(gc->pipe[i].array.texm);
+ if (gc->pipe[i].array.texuv2) free(gc->pipe[i].array.texuv2);
+ if (gc->pipe[i].array.texuv3) free(gc->pipe[i].array.texuv3);
+
+ gc->pipe[i].array.vertex = NULL;
+ gc->pipe[i].array.color = NULL;
+ gc->pipe[i].array.texuv = NULL;
+ gc->pipe[i].array.texm = NULL;
+ gc->pipe[i].array.texuv2 = NULL;
+ gc->pipe[i].array.texuv3 = NULL;
+
+ gc->pipe[i].array.num = 0;
+ gc->pipe[i].array.alloc = 0;
+
+ gc->pipe[i].region.x = 0;
+ gc->pipe[i].region.y = 0;
+ gc->pipe[i].region.w = 0;
+ gc->pipe[i].region.h = 0;
+ gc->pipe[i].region.type = 0;
}
- if (gc->array.im)
+ gc->state.top_pipe = 0;
+ if (dbgflushnum)
{
- if (!gc->array.im->native.loose)
- {
- if (gc->array.im->native.func.unbind)
- gc->array.im->native.func.unbind(gc->array.im->native.func.data,
- gc->array.im);
- }
- gc->array.im = NULL;
- }
-
- gc->shader.current.cur_prog = gc->shader.cur_prog;
- gc->shader.current.cur_tex = gc->shader.cur_tex;
- gc->shader.current.blend = gc->shader.blend;
- gc->shader.current.smooth = gc->shader.smooth;
- gc->shader.current.render_op = gc->shader.render_op;
- gc->shader.current.clip = gc->shader.clip;
- gc->shader.current.cx = gc->shader.cx;
- gc->shader.current.cy = gc->shader.cy;
- gc->shader.current.cw = gc->shader.cw;
- gc->shader.current.ch = gc->shader.ch;
-
- if (gc->array.vertex) free(gc->array.vertex);
- if (gc->array.color) free(gc->array.color);
- if (gc->array.texuv) free(gc->array.texuv);
- if (gc->array.texuv2) free(gc->array.texuv2);
- if (gc->array.texuv3) free(gc->array.texuv3);
-
- gc->array.vertex = NULL;
- gc->array.color = NULL;
- gc->array.texuv = NULL;
- gc->array.texuv2 = NULL;
- gc->array.texuv3 = NULL;
-
- gc->array.num = 0;
- gc->array.alloc = 0;
+ if (done > 0) printf("DONE (pipes): %i\n", done);
+ }
+ gc->havestuff = EINA_FALSE;
+}
+
+Eina_Bool
+evas_gl_common_module_open(void)
+{
+ if (_evas_engine_GL_common_log_dom < 0)
+ _evas_engine_GL_common_log_dom = eina_log_domain_register
+ ("evas-gl_common", EVAS_DEFAULT_LOG_COLOR);
+ if (_evas_engine_GL_common_log_dom < 0)
+ {
+ EINA_LOG_ERR("Can not create a module log domain.");
+ return EINA_FALSE;
+ }
+ return EINA_TRUE;
+}
+
+void
+evas_gl_common_module_close(void)
+{
+ if (_evas_engine_GL_common_log_dom < 0) return;
+ eina_log_domain_unregister(_evas_engine_GL_common_log_dom);
+ _evas_engine_GL_common_log_dom = -1;
}