forked from enlightenment/efl
fix actually supporting clip for maps in gl.
SVN revision: 52415
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8df657a51a
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@ -1808,7 +1808,6 @@ again:
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}
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}
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// FIXME: we don't handle mapped yuv!!!! :(
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// FIXME: we don't handle clipped maps right :(
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void
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evas_gl_common_context_image_map4_push(Evas_GL_Context *gc,
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@ -1827,7 +1826,7 @@ evas_gl_common_context_image_map4_push(Evas_GL_Context *gc,
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DATA32 cmul;
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GLuint prog = gc->shared->shader.img.prog;
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int pn = 0;
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if (!tex->alpha) blend = 0;
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if (a < 255) blend = 1;
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if ((A_VAL(&(p[0].col)) < 0xff) || (A_VAL(&(p[1].col)) < 0xff) ||
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@ -2303,36 +2302,37 @@ shader_array_flush(Evas_GL_Context *gc)
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GLERR(__FUNCTION__, __FILE__, __LINE__, "");
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}
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}
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/* hmmm this breaks things. must find out why!
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if (gc->pipe[i].shader.clip != gc->state.current.clip)
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{
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if (gc->pipe[i].shader.clip)
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glEnable(GL_SCISSOR_TEST);
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else
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{
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glDisable(GL_SCISSOR_TEST);
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// glScissor(0, 0, 0, 0);
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}
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}
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if (gc->pipe[i].shader.clip)
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{
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if ((gc->pipe[i].shader.cx != gc->state.current.cx) ||
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(gc->pipe[i].shader.cx != gc->state.current.cx) ||
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(gc->pipe[i].shader.cx != gc->state.current.cx) ||
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(gc->pipe[i].shader.cx != gc->state.current.cx))
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{
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glScissor(gc->pipe[i].shader.cx,
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gc->h - gc->pipe[i].shader.cy - gc->pipe[i].shader.ch,
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gc->pipe[i].shader.cw,
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gc->pipe[i].shader.ch);
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}
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// gc->pipe[i].clip.x,
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// gc->h - gc->pipe[i].clip.y - gc->pipe[i].clip.h,
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// gc->pipe[i].clip.w,
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// gc->pipe[i].clip.h);
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*
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}
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*/
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#if 1
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if (gc->pipe[i].shader.clip != gc->state.current.clip)
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{
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if (gc->pipe[i].shader.clip)
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{
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glEnable(GL_SCISSOR_TEST);
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glScissor(gc->pipe[i].shader.cx,
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gc->h - gc->pipe[i].shader.cy - gc->pipe[i].shader.ch,
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gc->pipe[i].shader.cw,
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gc->pipe[i].shader.ch);
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}
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else
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{
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glDisable(GL_SCISSOR_TEST);
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// glScissor(0, 0, 0, 0);
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}
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}
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if (gc->pipe[i].shader.clip)
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{
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if ((gc->pipe[i].shader.cx != gc->state.current.cx) ||
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(gc->pipe[i].shader.cx != gc->state.current.cx) ||
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(gc->pipe[i].shader.cx != gc->state.current.cx) ||
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(gc->pipe[i].shader.cx != gc->state.current.cx))
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{
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glScissor(gc->pipe[i].shader.cx,
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gc->h - gc->pipe[i].shader.cy - gc->pipe[i].shader.ch,
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gc->pipe[i].shader.cw,
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gc->pipe[i].shader.ch);
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}
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}
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#endif
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glVertexAttribPointer(SHAD_VERTEX, 3, GL_SHORT, GL_FALSE, 0, gc->pipe[i].array.vertex);
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GLERR(__FUNCTION__, __FILE__, __LINE__, "");
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glVertexAttribPointer(SHAD_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, gc->pipe[i].array.color);
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@ -1638,13 +1638,49 @@ eng_image_scale_hint_get(void *data __UNUSED__, void *image)
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static void
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eng_image_map4_draw(void *data __UNUSED__, void *context, void *surface, void *image, RGBA_Map_Point *p, int smooth, int level)
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{
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Evas_GL_Image *gim = image;
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Render_Engine *re;
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re = (Render_Engine *)data;
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if (!image) return;
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eng_window_use(re->win);
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evas_gl_common_context_target_surface_set(re->win->gl_context, surface);
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re->win->gl_context->dc = context;
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evas_gl_common_image_map4_draw(re->win->gl_context, image, p, smooth, level);
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if ((p[0].x == p[3].x) &&
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(p[1].x == p[2].x) &&
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(p[0].y == p[1].y) &&
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(p[3].y == p[2].y) &&
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(p[0].x <= p[1].x) &&
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(p[0].y <= p[2].y) &&
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(p[0].u == 0) &&
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(p[0].v == 0) &&
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(p[1].u == (gim->w << FP)) &&
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(p[1].v == 0) &&
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(p[2].u == (gim->w << FP)) &&
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(p[2].v == (gim->h << FP)) &&
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(p[3].u == 0) &&
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(p[3].v == (gim->h << FP)) &&
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(p[0].col == 0xffffffff) &&
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(p[1].col == 0xffffffff) &&
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(p[2].col == 0xffffffff) &&
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(p[3].col == 0xffffffff))
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{
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int dx, dy, dw, dh;
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dx = p[0].x >> FP;
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dy = p[0].y >> FP;
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dw = (p[2].x >> FP) - dx;
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dh = (p[2].y >> FP) - dy;
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eng_image_draw
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(data, context, surface, image,
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0, 0, gim->w, gim->h,
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dx, dy, dw, dh, smooth);
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}
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else
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{
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evas_gl_common_image_map4_draw(re->win->gl_context, image, p,
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smooth, level);
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}
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}
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static void *
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@ -508,12 +508,10 @@ eng_image_draw(void *data __UNUSED__, void *context, void *surface, void *image,
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static void
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eng_image_map4_draw(void *data __UNUSED__, void *context, void *surface, void *image, RGBA_Map_Point *p, int smooth, int level)
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{
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RGBA_Image *im, *srf;
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// RGBA_Map_Point *pt = p;
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RGBA_Image *im;
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if (!image) return;
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im = image;
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srf = surface;
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if ((p[0].x == p[3].x) &&
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(p[1].x == p[2].x) &&
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(p[0].y == p[1].y) &&
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