Evas masking: Implement line masking in GL

This commit also introduces a few whitespace changes...
This commit is contained in:
Jean-Philippe Andre 2015-04-01 10:39:36 +09:00
parent 740995e089
commit ed157ee67b
3 changed files with 93 additions and 28 deletions

View File

@ -424,6 +424,7 @@ struct _Evas_GL_Shared
#define RTYPE_MAP 5 /* need to merge with image */
#define RTYPE_YUY2 6
#define RTYPE_NV12 7
#define RTYPE_LINE 8
#define ARRAY_BUFFER_USE 500
#define ARRAY_BUFFER_USE_SHIFT 100
@ -715,6 +716,7 @@ void evas_gl_common_context_target_surface_set(Evas_Engine_GL_Conte
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,
Evas_GL_Texture *mtex, int mx, int my, int mw, int mh, Eina_Bool mask_smooth,
int r, int g, int b, int a);
void evas_gl_common_context_rectangle_push(Evas_Engine_GL_Context *gc,
int x, int y, int w, int h,

View File

@ -1363,17 +1363,23 @@ _push_mask(Evas_Engine_GL_Context *gc, int pn, int nm, Evas_GL_Texture *mtex,
glmw = (double)(gw * mtex->w) / (double)(mw * mtex->pt->w);
glmh = (double)(gh * mtex->h) / (double)(mh * mtex->pt->h);
glmh *= yinv;
PUSH_TEXM(pn, glmx, glmy, glmw, glmh);
PUSH_TEXM(pn, glmx, glmy, glmw, glmh);
PUSH_TEXM(pn, glmx, glmy, glmw, glmh);
PUSH_TEXM(pn, glmx, glmy, glmw, glmh);
PUSH_TEXM(pn, glmx, glmy, glmw, glmh);
PUSH_TEXM(pn, glmx, glmy, glmw, glmh);
PUSH_TEXM(pn, glmx, glmy, glmw, glmh);
PUSH_TEXM(pn, glmx, glmy, glmw, glmh);
if (!gc->pipe[pn].array.line)
{
PUSH_TEXM(pn, glmx, glmy, glmw, glmh);
PUSH_TEXM(pn, glmx, glmy, glmw, glmh);
PUSH_TEXM(pn, glmx, glmy, glmw, glmh);
PUSH_TEXM(pn, glmx, glmy, glmw, glmh);
}
/*
DBG("%d,%d %dx%d --> %f , %f - %f x %f [gc %dx%d, tex %d,%d %dx%d, pt %dx%d]",
mx, my, mw, mh,
glmx, glmy, glmw, glmh,
gc->w, gc->h, mtex->x, mtex->y, mtex->w, mtex->h, mtex->pt->w, mtex->pt->h);
*/
return EINA_TRUE;
}
@ -1638,23 +1644,33 @@ 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,
Evas_GL_Texture *mtex, int mx, int my, int mw, int mh, Eina_Bool mask_smooth,
int r, int g, int b, int a)
{
Eina_Bool blend = EINA_FALSE;
Evas_GL_Shader shader = SHADER_RECT;
GLuint prog = gc->shared->shader[shader].prog;
int pn = 0, i;
// FIXME: Line masking is not implemented
GLuint prog, mtexid = 0;
if (!(gc->dc->render_op == EVAS_RENDER_COPY) && (a < 255))
blend = EINA_TRUE;
if (mtex)
{
blend = EINA_TRUE;
mtexid = mtex->pt->texture;
shader = SHADER_RECT_MASK;
}
prog = gc->shared->shader[shader].prog;
shader_array_flush(gc);
vertex_array_size_check(gc, gc->state.top_pipe, 2);
pn = gc->state.top_pipe;
gc->pipe[pn].region.type = RTYPE_LINE;
gc->pipe[pn].shader.id = shader;
gc->pipe[pn].shader.cur_tex = 0;
gc->pipe[pn].shader.cur_texm = mtexid;
gc->pipe[pn].shader.cur_prog = prog;
gc->pipe[pn].shader.blend = blend;
gc->pipe[pn].shader.render_op = gc->dc->render_op;
@ -1663,6 +1679,7 @@ evas_gl_common_context_line_push(Evas_Engine_GL_Context *gc,
gc->pipe[pn].shader.cy = cy;
gc->pipe[pn].shader.cw = cw;
gc->pipe[pn].shader.ch = ch;
gc->pipe[pn].shader.mask_smooth = mask_smooth;
gc->pipe[pn].array.line = 1;
gc->pipe[pn].array.anti_alias = gc->dc->anti_alias;
@ -1673,16 +1690,15 @@ evas_gl_common_context_line_push(Evas_Engine_GL_Context *gc,
gc->pipe[pn].array.use_texuv3 = 0;
gc->pipe[pn].array.use_texa = 0;
gc->pipe[pn].array.use_texsam = 0;
gc->pipe[pn].array.use_mask = 0;
gc->pipe[pn].array.use_mask = !!mtex;
PIPE_GROW(gc, pn, 2);
PUSH_VERTEX(pn, x1, y1, 0);
PUSH_VERTEX(pn, x2, y2, 0);
PUSH_MASK(pn, mtex, mx, my, mw, mh);
for (i = 0; i < 2; i++)
{
PUSH_COLOR(pn, r, g, b, a);
}
PUSH_COLOR(pn, r, g, b, a);
shader_array_flush(gc);
gc->pipe[pn].array.line = 0;
@ -2914,7 +2930,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
if (gc->pipe[i].array.im->tex->pt->dyn.img)
{
secsym_glEGLImageTargetTexture2DOES
(GL_TEXTURE_2D, gc->pipe[i].array.im->tex->pt->dyn.img);
(GL_TEXTURE_2D, gc->pipe[i].array.im->tex->pt->dyn.img);
}
else
#endif
@ -3124,6 +3140,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
unsigned char *texa_ptr = NULL;
unsigned char *texsam_ptr = NULL;
unsigned char *mask_ptr = NULL;
GLint MASK_TEXTURE = GL_TEXTURE0;
if (glsym_glMapBuffer && glsym_glUnmapBuffer)
{
@ -3225,13 +3242,38 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
glDisableVertexAttribArray(SHAD_TEXUV3);
glDisableVertexAttribArray(SHAD_TEXA);
glDisableVertexAttribArray(SHAD_TEXSAM);
glDisableVertexAttribArray(SHAD_MASK);
/* kopi pasta from below */
if (gc->pipe[i].array.use_mask)
{
glEnableVertexAttribArray(SHAD_MASK);
glVertexAttribPointer(SHAD_MASK, MASK_CNT, GL_FLOAT, GL_FALSE, 0, mask_ptr);
glActiveTexture(MASK_TEXTURE);
glBindTexture(GL_TEXTURE_2D, gc->pipe[i].shader.cur_texm);
#ifdef GL_TEXTURE_MAX_ANISOTROPY_EXT
if (shared->info.anisotropic > 0.0)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, shared->info.anisotropic);
#endif
if (gc->pipe[i].shader.mask_smooth)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glActiveTexture(GL_TEXTURE0);
}
else glDisableVertexAttribArray(SHAD_MASK);
glDrawArrays(GL_LINES, 0, gc->pipe[i].array.num);
}
else
{
GLint MASK_TEXTURE = GL_TEXTURE0;
if (gc->pipe[i].array.use_texuv)
{
glEnableVertexAttribArray(SHAD_TEXUV);
@ -3252,8 +3294,8 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, gc->pipe[i].shader.cur_texa);
#ifdef GL_TEXTURE_MAX_ANISOTROPY_EXT
if (shared->info.anisotropic > 0.0)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, shared->info.anisotropic);
if (shared->info.anisotropic > 0.0)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, shared->info.anisotropic);
#endif
if (gc->pipe[i].shader.smooth)
{
@ -3362,8 +3404,8 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
glActiveTexture(MASK_TEXTURE);
glBindTexture(GL_TEXTURE_2D, gc->pipe[i].shader.cur_texm);
#ifdef GL_TEXTURE_MAX_ANISOTROPY_EXT
if (shared->info.anisotropic > 0.0)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, shared->info.anisotropic);
if (shared->info.anisotropic > 0.0)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, shared->info.anisotropic);
#endif
if (gc->pipe[i].shader.mask_smooth)
{
@ -3386,17 +3428,17 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
if (dbgflushnum == 1)
{
const char *types[6] =
{"----", "RECT", "IMAG", "FONT", "YUV-", "MAP"};
const char *types[] =
{ "----", "RECT", "IMAG", "FONT", "YUV-", "MAP-", "YUY2", "NV12", "LINE" };
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]
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);

View File

@ -10,6 +10,10 @@ evas_gl_common_line_draw(Evas_Engine_GL_Context *gc, int x1, int y1, int x2, int
const int OFFSET_HACK_OFF = 0;
const int OFFSET_HACK_DEFAULT = 1;
const int OFFSET_HACK_ARM = 2;
Evas_GL_Texture *mtex = NULL;
Eina_Bool mask_smooth = EINA_FALSE;
int mx = 0, my = 0, mw = 0, mh = 0;
Evas_GL_Image *mask;
dc = gc->dc;
if (dc->mul.use)
@ -31,6 +35,22 @@ evas_gl_common_line_draw(Evas_Engine_GL_Context *gc, int x1, int y1, int x2, int
cx = gc->dc->clip.x; cy = gc->dc->clip.y;
cw = gc->dc->clip.w; ch = gc->dc->clip.h;
mask = gc->dc->clip.mask;
if (mask)
{
mtex = mask->tex;
if (mtex && mtex->pt && mtex->pt->w && mtex->pt->h)
{
// canvas coords
mx = gc->dc->clip.mask_x;
my = gc->dc->clip.mask_y;
mw = mask->w;
mh = mask->h;
mask_smooth = mask->scaled.smooth;
}
else mtex = NULL;
}
//I have no idea but shift lines/clips since the gl line origin position and
//sissor area is slightly different by the gl driver.
if (offset_hack == -1)
@ -76,5 +96,6 @@ evas_gl_common_line_draw(Evas_Engine_GL_Context *gc, int x1, int y1, int x2, int
evas_gl_common_context_line_push(gc, x1, y1, x2, y2,
c, cx, cy, cw, ch,
mtex, mx, my, mw, mh, mask_smooth,
r, g, b, a);
}