efl/legacy/evas/src/modules/engines/gl_common/evas_gl_context.c

3150 lines
115 KiB
C

#include "evas_gl_private.h"
#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;
#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)
{
ERR("GL symbols missing!");
}
static void
gl_symbols(void)
{
if (sym_done) return;
sym_done = 1;
#ifdef _EVAS_ENGINE_SDL_H
# define FINDSYM(dst, sym, typ) if (!dst) dst = (typ)SDL_GL_GetProcAddress(sym)
#else
# define FINDSYM(dst, sym, typ) if (!dst) dst = (typ)dlsym(RTLD_DEFAULT, sym)
#endif
#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);
#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(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
}
static void shader_array_flush(Evas_Engine_GL_Context *gc);
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)
{
const char *errmsg;
char buf[32];
switch (err)
{
case GL_INVALID_ENUM:
errmsg = "GL_INVALID_ENUM";
break;
case GL_INVALID_VALUE:
errmsg = "GL_INVALID_VALUE";
break;
case GL_INVALID_OPERATION:
errmsg = "GL_INVALID_OPERATION";
break;
case GL_OUT_OF_MEMORY:
errmsg = "GL_OUT_OF_MEMORY";
break;
default:
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_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)
{
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 int
_evas_gl_common_version_check()
{
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_Engine_GL_Context *gc)
{
GLfloat proj[16];
int w = 1, h = 1, m = 1, rot = 1, foc = 0;
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->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) &&
(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;
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;
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;
}
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__, "");
glUseProgram(gc->shared->shader.img_mask.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.img_mask.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shared->shader.filter_invert.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.filter_invert.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shared->shader.filter_invert_nomul.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.filter_invert_nomul.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shared->shader.filter_invert_bgra.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.filter_invert_bgra.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shared->shader.filter_invert_bgra_nomul.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.filter_invert_bgra_nomul.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shared->shader.filter_greyscale.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.filter_greyscale.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shared->shader.filter_greyscale_nomul.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.filter_greyscale_nomul.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shared->shader.filter_greyscale_bgra.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.filter_greyscale_bgra.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shared->shader.filter_greyscale_bgra_nomul.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.filter_greyscale_bgra_nomul.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shared->shader.filter_sepia.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.filter_sepia.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shared->shader.filter_sepia_nomul.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.filter_sepia_nomul.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shared->shader.filter_sepia_bgra.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.filter_sepia_bgra.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shared->shader.filter_sepia_bgra_nomul.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.filter_sepia_bgra_nomul.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
#if 0
glUseProgram(gc->shared->shader.filter_blur_bgra_nomul.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.filter_blur_bgra_nomul.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shared->shader.filter_blur_bgra_nomul.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.filter_blur_bgra_nomul.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shared->shader.filter_blur_bgra_nomul.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.filter_blur_bgra_nomul.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shared->shader.filter_blur_bgra_nomul.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.filter_blur_bgra_nomul.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
#endif
glUseProgram(gc->pipe[0].shader.cur_prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
Evas_Engine_GL_Context *
evas_gl_common_context_new(void)
{
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;
}
#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)
{
const GLubyte *ext;
shared = calloc(1, sizeof(Evas_GL_Shared));
ext = glGetString(GL_EXTENSIONS);
if (ext)
{
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")))
shared->info.tex_rect = 1;
#ifdef GL_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")))
shared->info.bgra = 1;
#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));
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);
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_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.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);
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 (!evas_gl_common_shader_program_init(&(shared->shader.rect),
&(shader_rect_vert_src),
&(shader_rect_frag_src),
"rect")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.font),
&(shader_font_vert_src),
&(shader_font_frag_src),
"font")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.img),
&(shader_img_vert_src),
&(shader_img_frag_src),
"img")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.img_nomul),
&(shader_img_nomul_vert_src),
&(shader_img_nomul_frag_src),
"img_nomul")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.img_bgra),
&(shader_img_bgra_vert_src),
&(shader_img_bgra_frag_src),
"img_bgra")) goto error;
if (!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")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.img_mask),
&(shader_img_mask_vert_src),
&(shader_img_mask_frag_src),
"img_mask")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.tex),
&(shader_tex_vert_src),
&(shader_tex_frag_src),
"tex")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.tex_nomul),
&(shader_tex_nomul_vert_src),
&(shader_tex_nomul_frag_src),
"tex_nomul")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.yuv),
&(shader_yuv_vert_src),
&(shader_yuv_frag_src),
"yuv")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.yuv_nomul),
&(shader_yuv_nomul_vert_src),
&(shader_yuv_nomul_frag_src),
"yuv_nomul")) goto error;
/* Most of the filters use the image fragment shader */
if (!evas_gl_common_shader_program_init(&(shared->shader.filter_invert),
&(shader_img_vert_src),
&(shader_filter_invert_frag_src),
"filter_invert")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.filter_invert_nomul),
&(shader_img_vert_src),
&(shader_filter_invert_nomul_frag_src),
"filter_invert_nomul")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.filter_invert_bgra),
&(shader_img_vert_src),
&(shader_filter_invert_bgra_frag_src),
"filter_invert_bgra")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.filter_invert_bgra_nomul),
&(shader_img_vert_src),
&(shader_filter_invert_bgra_nomul_frag_src),
"filter_invert_bgra_nomul")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.filter_sepia),
&(shader_img_vert_src),
&(shader_filter_sepia_frag_src),
"filter_sepia")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.filter_sepia_nomul),
&(shader_img_vert_src),
&(shader_filter_sepia_nomul_frag_src),
"filter_sepia_nomul")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.filter_sepia_bgra),
&(shader_img_vert_src),
&(shader_filter_sepia_bgra_frag_src),
"filter_sepia_bgra")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.filter_sepia_bgra_nomul),
&(shader_img_vert_src),
&(shader_filter_sepia_bgra_nomul_frag_src),
"filter_sepia_bgra_nomul")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.filter_greyscale),
&(shader_img_vert_src),
&(shader_filter_greyscale_frag_src),
"filter_greyscale")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.filter_greyscale_nomul),
&(shader_img_vert_src),
&(shader_filter_greyscale_nomul_frag_src),
"filter_greyscale_nomul")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.filter_greyscale_bgra),
&(shader_img_vert_src),
&(shader_filter_greyscale_bgra_frag_src),
"filter_greyscale_bgra")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.filter_greyscale_bgra_nomul),
&(shader_img_vert_src),
&(shader_filter_greyscale_bgra_nomul_frag_src),
"filter_greyscale_bgra_nomul")) goto error;
#if 0
if (!evas_gl_common_shader_program_init(&(shared->shader.filter_blur),
&(shader_filter_blur_vert_src),
&(shader_filter_blur_frag_src),
"filter_blur")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.filter_blur_nomul),
&(shader_filter_blur_vert_src),
&(shader_filter_blur_nomul_frag_src),
"filter_blur_nomul")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.filter_blur_bgra),
&(shader_filter_blur_vert_src),
&(shader_filter_blur_bgra_frag_src),
"filter_blur_bgra")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.filter_blur_bgra_nomul),
&(shader_filter_blur_vert_src),
&(shader_filter_blur_bgra_nomul_frag_src),
"filter_blur_bgra_nomul")) goto error;
#endif
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);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(shared->shader.img_mask.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniform1i(glGetUniformLocation(shared->shader.img_mask.prog, "tex"), 0);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniform1i(glGetUniformLocation(shared->shader.img_mask.prog, "texm"), 1);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->pipe[0].shader.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_Engine_GL_Context *gc)
{
int i, j;
Eina_List *l;
gc->references--;
if (gc->references > 0) return;
if (gc->shared) gc->shared->references--;
if (gc->def_surface) evas_gl_common_image_free(gc->def_surface);
if (gc->shared)
{
for (i = 0; i < gc->shared->info.tune.pipes.max; i++)
{
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);
}
}
if ((gc->shared) && (gc->shared->references == 0))
{
Evas_GL_Texture_Pool *pt;
evas_gl_common_shader_program_shutdown(&(gc->shared->shader.rect));
evas_gl_common_shader_program_shutdown(&(gc->shared->shader.font));
evas_gl_common_shader_program_shutdown(&(gc->shared->shader.img));
evas_gl_common_shader_program_shutdown(&(gc->shared->shader.img_nomul));
evas_gl_common_shader_program_shutdown(&(gc->shared->shader.img_bgra));
evas_gl_common_shader_program_shutdown(&(gc->shared->shader.img_bgra_nomul));
evas_gl_common_shader_program_shutdown(&(gc->shared->shader.img_mask));
evas_gl_common_shader_program_shutdown(&(gc->shared->shader.yuv));
evas_gl_common_shader_program_shutdown(&(gc->shared->shader.yuv_nomul));
evas_gl_common_shader_program_shutdown(&(gc->shared->shader.tex));
evas_gl_common_shader_program_shutdown(&(gc->shared->shader.tex_nomul));
evas_gl_common_shader_program_shutdown(&(gc->shared->shader.filter_invert));
while (gc->shared->images)
{
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++)
{
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 == _evas_gl_common_context) _evas_gl_common_context = NULL;
free(gc);
}
void
evas_gl_common_context_use(Evas_Engine_GL_Context *gc)
{
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__, "");
glUseProgram(gc->pipe[0].shader.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_Engine_GL_Context *gc, int w, int h, int rot)
{
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_Engine_GL_Context *gc,
Evas_GL_Image *surface)
{
if (surface == gc->pipe[0].shader.surface) return;
evas_gl_common_context_flush(gc);
gc->state.current.cur_prog = -1;
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
#else
# ifndef GL_FRAMEBUFFER
# define GL_FRAMEBUFFER GL_FRAMEBUFFER_EXT
# endif
#endif
if (gc->pipe[0].shader.surface == gc->def_surface)
{
glsym_glBindFramebuffer(GL_FRAMEBUFFER, 0);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
else
{
glsym_glBindFramebuffer(GL_FRAMEBUFFER, surface->tex->pt->fb);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
_evas_gl_common_viewport_set(gc);
}
#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
array_alloc(Evas_Engine_GL_Context *gc, int n)
{
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);
}
static int
pipe_region_intersects(Evas_Engine_GL_Context *gc, int n,
int x, int y, int w, int h)
{
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;
}
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)
{
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;
}
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;
}
static Eina_Bool
vertex_array_size_check(Evas_Engine_GL_Context *gc, int pn, int n)
{
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);
return 0;
}
return 1;
}
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.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.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->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(pn, r, g, b, a);
}
}
void
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 r, int g, int b, int a,
Eina_Bool smooth, Eina_Bool tex_only)
{
int pnum, nv, nc, nu, nu2, nt, i;
GLfloat tx1, tx2, ty1, ty2;
Eina_Bool blend = 1;
GLuint prog = gc->shared->shader.img.prog;
int pn = 0;
if (!tex->alpha) blend = 0;
if (a < 255) blend = 1;
if (gc->filter_prog)
{
prog = gc->filter_prog;
}
else if (tex_only)
{
if (tex->pt->dyn.img)
{
if ((a == 255) && (r == 255) && (g == 255) && (b == 255))
prog = gc->shared->shader.img_nomul.prog;
else
prog = gc->shared->shader.img.prog;
}
else
{
if ((a == 255) && (r == 255) && (g == 255) && (b == 255))
prog = gc->shared->shader.tex_nomul.prog;
else
prog = gc->shared->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;
}
else
{
if ((a == 255) && (r == 255) && (g == 255) && (b == 255))
prog = gc->shared->shader.img_nomul.prog;
else
prog = gc->shared->shader.img.prog;
}
}
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_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;
}
else
{
int found = 0;
for (i = pn; i >= 0; i--)
{
if ((gc->pipe[i].region.type == RTYPE_IMAGE)
&& (gc->pipe[i].shader.cur_tex == tex->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 == 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_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;
}
}
if ((tex->im) && (tex->im->native.data))
{
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;
}
}
if (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].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)
)
{
shader_array_flush(gc);
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;
}
if ((tex->im) && (tex->im->native.data))
{
if (gc->pipe[pn].array.im != tex->im)
{
shader_array_flush(gc);
gc->pipe[pn].array.im = tex->im;
}
}
if (tex->pt->dyn.img)
{
if (gc->pipe[pn].array.im != tex->im)
{
shader_array_flush(gc);
gc->pipe[pn].array.im = tex->im;
}
}
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_texuvm = 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; 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))
{
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
{
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;
}
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
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.img_mask.prog;
int pn = 0;
#if 0
if (tex->gc->shared->info.bgra)
{
prog = gc->shared->shader.img_mask.prog;
}
else
{
#warning Nash: FIXME: Need two shaders?
printf("Not good: Need other texture\n");
prog = gc->shared->shader.img.prog;
}
#endif
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_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;
}
else
{
int found = 0;
for (i = pn; i >= 0; i--)
{
if ((gc->pipe[i].region.type == RTYPE_IMASK)
&& (gc->pipe[i].shader.cur_tex == tex->pt->texture)
&& (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 == 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_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;
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;
}
}
if ((tex->im) && (tex->im->native.data))
{
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;
}
}
if (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].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)
)
{
shader_array_flush(gc);
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;
}
if ((tex->im) && (tex->im->native.data))
{
if (gc->pipe[pn].array.im != tex->im)
{
shader_array_flush(gc);
gc->pipe[pn].array.im = tex->im;
}
}
if (tex->pt->dyn.img)
{
if (gc->pipe[pn].array.im != tex->im)
{
shader_array_flush(gc);
gc->pipe[pn].array.im = tex->im;
}
}
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;
gc->pipe[pn].array.use_texm = 1;
#endif
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->pipe[pn].array.num += 6;
array_alloc(gc, pn);
if ((tex->im) && (tex->im->native.data) && (!tex->im->native.yinvert))
{
tx1 = ((double)(tex->x) + sx) / (double)tex->pt->w;
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
{
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;
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_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(pn, r, g, b, a);
}
}
void
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 r, int g, int b, int a)
{
int pnum, nv, nc, nu, nt, i;
GLfloat tx1, tx2, ty1, ty2;
int pn = 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_FONT;
gc->pipe[pn].shader.cur_tex = tex->pt->texture;
gc->pipe[pn].shader.cur_prog = gc->shared->shader.font.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;
}
else
{
int found = 0;
for (i = pn; i >= 0; i--)
{
if ((gc->pipe[i].region.type == RTYPE_FONT)
&& (gc->pipe[i].shader.cur_tex == tex->pt->texture)
&& (gc->pipe[i].shader.cur_prog == gc->shared->shader.font.prog)
&& (gc->pipe[i].shader.smooth == 0)
&& (gc->pipe[i].shader.blend == 1)
&& (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_FONT;
gc->pipe[pn].shader.cur_tex = tex->pt->texture;
gc->pipe[pn].shader.cur_prog = gc->shared->shader.font.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;
}
}
#else
if ((gc->pipe[pn].shader.cur_tex != tex->pt->texture)
|| (gc->pipe[pn].shader.cur_prog != gc->shared->shader.font.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)
)
{
shader_array_flush(gc);
gc->pipe[pn].shader.cur_tex = tex->pt->texture;
gc->pipe[pn].shader.cur_prog = gc->shared->shader.font.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].region.type = RTYPE_FONT;
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;
#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->pipe[pn].array.num += 6;
array_alloc(gc, pn);
if (sw == 0.0)
{
tx1 = tex->sx1;
ty1 = tex->sy1;
tx2 = tex->sx2;
ty2 = tex->sy2;
}
else
{
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;
}
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(pn, r, g, b, a);
}
}
void
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,
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 = gc->shared->shader.yuv.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;
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_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;
}
else
{
int found = 0;
for (i = pn; i >= 0; i--)
{
if ((gc->pipe[i].region.type == RTYPE_YUV)
&& (gc->pipe[i].shader.cur_tex == tex->pt->texture)
&& (gc->pipe[i].shader.cur_prog == gc->shared->shader.font.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 == 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_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;
}
}
#else
if ((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)
)
{
shader_array_flush(gc);
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].region.type = RTYPE_YUV;
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;
#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;
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) / 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(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(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,
Eina_Bool yuv)
{
int pnum, nv, nc, nu, nu2, nu3, nt, i;
const int points[6] = { 0, 1, 2, 0, 2, 3 };
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;
DATA32 cmul;
GLuint prog = gc->shared->shader.img.prog;
int pn = 0;
int flat = 0;
if (!tex->alpha) blend = 0;
if (a < 255) blend = 1;
if (npoints != 4)
{
// FIXME: nash - you didnt 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 ((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 (p[0].foc <= 0) flat = 1;
}
if (yuv)
{
prog = gc->shared->shader.yuv.prog;
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.yuv_nomul.prog;
else
prog = gc->shared->shader.yuv.prog;
}
else
prog = gc->shared->shader.yuv.prog;
}
else
{
if (tex_only)
{
if (tex->pt->dyn.img)
{
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;
}
else
{
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;
}
}
else
{
if (tex->gc->shared->info.bgra)
{
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_bgra_nomul.prog;
else
prog = gc->shared->shader.img_bgra.prog;
}
else
prog = gc->shared->shader.img_bgra.prog;
}
else
{
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;
}
}
}
if (!flat)
{
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);
}
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_MAP;
gc->pipe[pn].shader.cur_tex = tex->pt->texture;
if (yuv)
{
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 = 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;
if (yuv)
{
gc->pipe[pn].array.use_texuv2 = 1;
gc->pipe[pn].array.use_texuv3 = 1;
}
else
{
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_MAP)
&& (gc->pipe[i].shader.cur_tex == tex->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)
&& (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;
gc->pipe[pn].region.type = RTYPE_MAP;
gc->pipe[pn].shader.cur_tex = tex->pt->texture;
if (yuv)
{
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 = 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;
if (yuv)
{
gc->pipe[pn].array.use_texuv2 = 1;
gc->pipe[pn].array.use_texuv3 = 1;
}
else
{
gc->pipe[pn].array.use_texuv2 = 0;
gc->pipe[pn].array.use_texuv3 = 0;
}
}
}
if ((tex->im) && (tex->im->native.data))
{
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;
}
}
if (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].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 != 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);
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 = 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;
}
if ((tex->im) && (tex->im->native.data))
{
if (gc->pipe[pn].array.im != tex->im)
{
shader_array_flush(gc);
gc->pipe[pn].array.im = tex->im;
}
}
if (tex->pt->dyn.img)
{
if (gc->pipe[pn].array.im != tex->im)
{
shader_array_flush(gc);
gc->pipe[pn].array.im = tex->im;
}
}
gc->pipe[pn].region.type = RTYPE_MAP;
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;
if (yuv)
{
gc->pipe[pn].array.use_texuv2 = 1;
gc->pipe[pn].array.use_texuv3 = 1;
}
else
{
gc->pipe[pn].array.use_texuv2 = 0;
gc->pipe[pn].array.use_texuv3 = 0;
}
#endif
x = w = (p[points[0]].x >> FP);
y = h = (p[points[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[points[i]].x >> FP);
if (px < x) x = px;
else if (px > w) w = py;
py = (p[points[i]].y >> FP);
if (py < y) y = py;
else if (py > h) h = py;
if (yuv)
{
t2x[i] = ((((double)p[i].u / 2) / FP1)) / (double)tex->ptu->w;
t2y[i] = ((((double)p[i].v / 2) / FP1)) / (double)tex->ptu->h;
}
}
w = w - x;
h = h - y;
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
ERR("not handling inverted y case for map");
}
cmul = ARGB_JOIN(a, r, g, b);
for (i = 0; i < 6; i++)
{
DATA32 cl = MUL4_SYM(cmul, p[points[i]].col);
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]]);
if (yuv)
{
PUSH_TEXUV2(pn,
t2x[points[i]],
t2y[points[i]]);
PUSH_TEXUV3(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_Engine_GL_Context *gc)
{
shader_array_flush(gc);
}
static void
scissor_rot(Evas_Engine_GL_Context *gc __UNUSED__,
int rot, int gw, int gh, int cx, int cy, int cw, int ch)
{
switch (rot)
{
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->havestuff) return;
gw = gc->w;
gh = gc->h;
if (!((gc->pipe[0].shader.surface == gc->def_surface) ||
(!gc->pipe[0].shader.surface)))
{
gw = gc->pipe[0].shader.surface->w;
gh = gc->pipe[0].shader.surface->h;
fbo = 1;
}
for (i = 0; i < gc->shared->info.tune.pipes.max; i++)
{
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)
{
glUseProgram(gc->pipe[i].shader.cur_prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
if (gc->pipe[i].shader.cur_tex != gc->state.current.cur_tex)
{
#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__, "");
glBindTexture(GL_TEXTURE_2D, gc->pipe[i].shader.cur_tex);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
if (gc->pipe[i].array.im)
{
#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);
}
}
}
if (gc->pipe[i].shader.render_op != gc->state.current.render_op)
{
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->pipe[i].shader.blend != gc->state.current.blend)
{
if (gc->pipe[i].shader.blend)
{
glEnable(GL_BLEND);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
else
{
glDisable(GL_BLEND);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
}
if ((gc->pipe[i].shader.smooth != gc->state.current.smooth) ||
(gc->pipe[i].shader.cur_tex != gc->state.current.cur_tex))
{
if (gc->pipe[i].shader.smooth)
{
#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__, "");
}
}
if (gc->pipe[i].shader.clip != gc->state.current.clip)
{
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->pipe[i].shader.clip) && (!setclip))
{
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);
}
}
glVertexAttribPointer(SHAD_VERTEX, 3, GL_SHORT, GL_FALSE, 0, gc->pipe[i].array.vertex);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glVertexAttribPointer(SHAD_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, gc->pipe[i].array.color);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
if (gc->pipe[i].array.use_texuv)
{
glEnableVertexAttribArray(SHAD_TEXUV);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glVertexAttribPointer(SHAD_TEXUV, 2, GL_FLOAT, GL_FALSE, 0, gc->pipe[i].array.texuv);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
else
{
glDisableVertexAttribArray(SHAD_TEXUV);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
if (gc->pipe[i].array.line)
{
glDisableVertexAttribArray(SHAD_TEXUV);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glDisableVertexAttribArray(SHAD_TEXUV2);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glDisableVertexAttribArray(SHAD_TEXUV3);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glDrawArrays(GL_LINES, 0, gc->pipe[i].array.num);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
else
{
if (gc->pipe[i].array.use_texm)
{
printf("using tex m (%d)\n",gc->pipe[i].shader.cur_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__, "");
glActiveTexture(GL_TEXTURE2);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glBindTexture(GL_TEXTURE_2D, gc->pipe[i].shader.cur_texv);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
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);
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__, "");
}
if (gc->pipe[i].array.im)
{
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;
}
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.blend = gc->pipe[i].shader.blend;
gc->state.current.smooth = gc->pipe[i].shader.smooth;
gc->state.current.render_op = gc->pipe[i].shader.render_op;
gc->state.current.clip = gc->pipe[i].shader.clip;
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;
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;
}
gc->state.top_pipe = 0;
if (dbgflushnum)
{
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;
}