Пример #1
0
static u32 register_context_rect(GF_RectArray *ra, DrawableContext *ctx, u32 ctx_idx, DrawableContext **first_opaque)
{
	u32 i;
	Bool needs_redraw;
#ifdef TRACK_OPAQUE_REGIONS
	Bool is_transparent = 1;
#endif
	GF_IRect *rc = &ctx->bi->clip;
	assert(rc->width && rc->height);

	/*node is modified*/
	needs_redraw = (ctx->flags & CTX_REDRAW_MASK) ? 1 : 0;

#ifndef GPAC_DISABLE_3D
	if (ctx->flags & CTX_HYBOGL_NO_CLEAR) {
		return 2;
	}
#endif

	/*node is not transparent*/
	if ((ctx->flags & CTX_NO_ANTIALIAS) && !(ctx->flags & CTX_IS_TRANSPARENT) ) {
#ifdef TRACK_OPAQUE_REGIONS
		is_transparent = 0;
#endif
		if ((*first_opaque==NULL) && needs_redraw) *first_opaque = ctx;
	}

	for (i=0; i<ra->count; i++) {
		if (needs_redraw) {
			switch (gf_irect_relation(&ra->list[i].rect, rc)) {
			/*context intersects an existing rectangle, merge them and remove opaque idx info*/
			case 1:
				gf_irect_union(&ra->list[i].rect, rc);
#ifdef TRACK_OPAQUE_REGIONS
				ra->list[i].opaque_node_index = 0;
#endif
				return 1;
			/*context covers an existing rectangle, replace rect and add opaque idx info*/
			case 2:
				ra->list[i].rect= *rc;
#ifdef TRACK_OPAQUE_REGIONS
				ra->list[i].opaque_node_index = is_transparent ? 0 : ctx_idx;
#endif
				return 1;
			}
		}
#ifdef TRACK_OPAQUE_REGIONS
		/*context unchanged coverring an entire area*/
		else if (!is_transparent && gf_irect_inside(rc, &ra->list[i].rect)) {
			/*remove rect*/
			u32 k = ra->count - i - 1;
			if (k) {
				memmove(&ra->list[i], & ra->list[i+1], sizeof(GF_RectArrayEntry)*k);
			}
			ra->count--;
			i--;
		}
#endif
	}
	/*not found, add rect*/
	if (needs_redraw) {
		ra_add(ra, rc);
#ifdef TRACK_OPAQUE_REGIONS
		ra->list[ra->count-1].opaque_node_index = is_transparent ? 0 : ctx_idx;
#endif
	}
	return 1;
}
Пример #2
0
Bool visual_2d_terminate_draw(GF_VisualManager *visual, GF_TraverseState *tr_state)
{
	u32 k, i, count, num_nodes, num_changed;
	GF_IRect refreshRect;
	Bool redraw_all;
	Bool hyb_force_redraw=GF_FALSE;
#ifndef GPAC_DISABLE_VRML
	M_Background2D *bck = NULL;
	DrawableContext *bck_ctx = NULL;
#endif
	DrawableContext *ctx;
	struct _drawable_store *it, *prev;
	DrawableContext *first_opaque = NULL;
	Bool has_clear = 0;
	Bool has_changed = 0;
	Bool redraw_all_on_background_change = GF_TRUE;

	/*in direct mode the visual is always redrawn*/
	if (tr_state->immediate_draw) {
		/*flush pending contexts due to overlays*/
		visual_2d_flush_overlay_areas(visual, tr_state);

		visual_2d_release_raster(visual);
		visual_clean_contexts(visual);
		visual->num_nodes_prev_frame = visual->num_nodes_current_frame;
		return 1;
	}

	num_changed = 0;

	/*if the aspect ratio has changed redraw everything*/
	redraw_all = tr_state->invalidate_all;

#ifndef GPAC_DISABLE_3D
	if (visual->compositor->hybrid_opengl && !visual->offscreen) redraw_all_on_background_change = GF_FALSE;
#endif
	/*check for background changes for transparent nodes*/
#ifndef GPAC_DISABLE_VRML
	bck = (M_Background2D*)gf_list_get(visual->back_stack, 0);
	if (bck) {
		if (!bck->isBound) {
			if (visual->last_had_back) {
				if (redraw_all_on_background_change) redraw_all = 1;
				else hyb_force_redraw = 1;
			}
			visual->last_had_back = 0;
		} else {
			bck_ctx = b2d_get_context(bck, visual->back_stack);
			if (!visual->last_had_back || (bck_ctx->flags & CTX_REDRAW_MASK) ) {
				if (redraw_all_on_background_change) redraw_all = 1;
				else hyb_force_redraw = 1;
			}
			visual->last_had_back = (bck_ctx->aspect.fill_texture && !bck_ctx->aspect.fill_texture->transparent) ? 2 : 1;
		}
	} else
#endif
		if (visual->last_had_back) {
			visual->last_had_back = 0;
			if (redraw_all_on_background_change) redraw_all = 1;
			else hyb_force_redraw = 1;
		}

	num_nodes = 0;
	ctx = visual->context;
	while (ctx && ctx->drawable) {
		num_nodes++;

		drawctx_update_info(ctx, visual);
		if (!redraw_all) {
			u32 res;
			assert( gf_irect_inside(&visual->top_clipper, &ctx->bi->clip) );
			res = register_context_rect(&visual->to_redraw, ctx, num_nodes, &first_opaque);
			if (res) {
				num_changed ++;
				if (res==2)
					hyb_force_redraw=GF_TRUE;
			}

		}
		ctx = ctx->next;
	}

	/*garbage collection*/

	/*clear all remaining bounds since last frames (the ones that moved or that are not drawn this frame)*/
	prev = NULL;
	it = visual->prev_nodes;
	while (it) {
		while (drawable_get_previous_bound(it->drawable, &refreshRect, visual)) {
			if (!redraw_all) {
				//assert( gf_irect_inside(&visual->top_clipper, &refreshRect) );
				gf_irect_intersect(&refreshRect, &visual->top_clipper);
				register_dirty_rect(&visual->to_redraw, &refreshRect);
				has_clear=1;
			}
		}
		/*if node is marked as undrawn, remove from visual*/
		if (!(it->drawable->flags & DRAWABLE_DRAWN_ON_VISUAL)) {
			GF_LOG(GF_LOG_DEBUG, GF_LOG_COMPOSE, ("[Visual2D] Node %s no longer on visual - unregistering it\n", gf_node_get_class_name(it->drawable->node)));

			/*remove all bounds info related to this visual and unreg node */
			drawable_reset_bounds(it->drawable, visual);

			it->drawable->flags &= ~DRAWABLE_REGISTERED_WITH_VISUAL;

			if (it->drawable->flags & DRAWABLE_IS_OVERLAY) {
				visual->compositor->video_out->Blit(visual->compositor->video_out, NULL, NULL, NULL, 1);
			}

			if (prev) prev->next = it->next;
			else visual->prev_nodes = it->next;
			if (!it->next) visual->last_prev_entry = prev;
			gf_free(it);
			it = prev ? prev->next : visual->prev_nodes;
		} else {
			prev = it;
			it = it->next;
		}
	}

	if (redraw_all) {
		ra_clear(&visual->to_redraw);
		ra_add(&visual->to_redraw, &visual->surf_rect);
#ifdef TRACK_OPAQUE_REGIONS
		visual->to_redraw.list[0].opaque_node_index=0;
#endif
	} else {
		ra_refresh(&visual->to_redraw);

		if (visual->compositor->debug_defer) {
			visual->ClearSurface(visual, &visual->top_clipper, 0);
		}
	}

	/*nothing to redraw*/
	if (!hyb_force_redraw && ra_is_empty(&visual->to_redraw) ) {
#ifndef GPAC_DISABLE_3D
		//force canvas draw
		visual->nb_objects_on_canvas_since_last_ogl_flush = 1;
#endif
		GF_LOG(GF_LOG_DEBUG, GF_LOG_COMPOSE, ("[Visual2D] No changes found since last frame - skipping redraw\n"));
		goto exit;
	}
	has_changed = 1;
	tr_state->traversing_mode = TRAVERSE_DRAW_2D;

	if (first_opaque && (visual->to_redraw.count==1) && gf_rect_equal(first_opaque->bi->clip, visual->to_redraw.list[0].rect)) {
		visual->has_modif=0;
		goto skip_background;
	}

	/*redraw everything*/
#ifndef GPAC_DISABLE_VRML
	if (bck_ctx) {
		drawable_check_bounds(bck_ctx, visual);
		tr_state->ctx = bck_ctx;
		visual->draw_node_index = 0;

		/*force clearing entire zone, not just viewport, when using color. If texture, we MUST
		use the VP clipper in order to compute offsets when blitting bitmaps*/
		if (bck_ctx->aspect.fill_texture && bck_ctx->aspect.fill_texture->stream) {
			bck_ctx->bi->clip = visual->top_clipper;
		} else {
			bck_ctx->bi->clip = visual->surf_rect;
		}
		bck_ctx->bi->unclip = gf_rect_ft(&bck_ctx->bi->clip);
		bck_ctx->next = visual->context;
		bck_ctx->flags |= CTX_BACKROUND_NOT_LAYER;
		gf_node_traverse(bck_ctx->drawable->node, tr_state);
		bck_ctx->flags &= ~CTX_BACKROUND_NOT_LAYER;
	} else
#endif /*GPAC_DISABLE_VRML*/
	{
		count = visual->to_redraw.count;
		for (k=0; k<count; k++) {
			GF_IRect rc;
			/*opaque area, skip*/
#ifdef TRACK_OPAQUE_REGIONS
			if (visual->to_redraw.list[k].opaque_node_index > 0) continue;
#endif
			rc = visual->to_redraw.list[k].rect;
			visual->ClearSurface(visual, &rc, 0);
		}
#ifndef GPAC_DISABLE_3D
		if (!count && hyb_force_redraw) {
			compositor_2d_hybgl_clear_surface_ex(tr_state->visual, NULL, 0, GF_FALSE);
		}
#endif
	}
	if (!redraw_all && !has_clear) visual->has_modif=0;

skip_background:

#ifndef GPAC_DISABLE_LOG
	if (gf_log_tool_level_on(GF_LOG_COMPOSE, GF_LOG_INFO)) {
		GF_LOG(GF_LOG_INFO, GF_LOG_COMPOSE, ("[Visual2D] Redraw %d / %d nodes (all: %s - %d dirty rects\n)", num_changed, num_nodes, redraw_all ? "yes" : "no", visual->to_redraw.count));
		if (visual->to_redraw.count>1) GF_LOG(GF_LOG_DEBUG, GF_LOG_COMPOSE, ("\n"));

		for (i=0; i<visual->to_redraw.count; i++) {
			GF_LOG(GF_LOG_INFO, GF_LOG_COMPOSE, ("\tDirtyRect #%d: %d:%d@%dx%d\n", i+1, visual->to_redraw.list[i].rect.x, visual->to_redraw.list[i].rect.y, visual->to_redraw.list[i].rect.width, visual->to_redraw.list[i].rect.height));
			assert(visual->to_redraw.list[i].rect.width);
		}
	}
#endif

	visual->draw_node_index = 0;

	ctx = visual->context;
	while (ctx && ctx->drawable) {

		visual->draw_node_index ++;
		tr_state->ctx = ctx;

		/*if overlay we cannot remove the context and cannot draw directly*/
		if (! visual_2d_overlaps_overlay(tr_state->visual, ctx, tr_state)) {

			if (ctx->drawable->flags & DRAWABLE_USE_TRAVERSE_DRAW) {
				gf_node_traverse(ctx->drawable->node, tr_state);
			} else {
				drawable_draw(ctx->drawable, tr_state);
			}
		}
		ctx = ctx->next;
	}
	/*flush pending contexts due to overlays*/
	visual_2d_flush_overlay_areas(visual, tr_state);
#ifndef GPAC_DISABLE_VRML
	if (bck_ctx) bck_ctx->next = NULL;
#endif

	if (visual->direct_flush) {
		GF_DirtyRectangles dr;
		u32 i;
		dr.count = visual->to_redraw.count;
		dr.list = gf_malloc(sizeof(GF_IRect)*dr.count);
		for (i=0; i<dr.count; i++) {
			dr.list[i] = visual->to_redraw.list[i].rect;
		}
		visual->compositor->video_out->FlushRectangles(visual->compositor->video_out, &dr);
		visual->compositor->skip_flush=1;
		gf_free(dr.list);
	}

exit:
	/*clear dirty rects*/
	ra_clear(&visual->to_redraw);
	visual_2d_release_raster(visual);
	visual_clean_contexts(visual);
	visual->num_nodes_prev_frame = visual->num_nodes_current_frame;
	return has_changed;
}
Пример #3
0
void visual_2d_flush_hybgl_canvas(GF_VisualManager *visual, GF_TextureHandler *txh, struct _drawable_context *ctx, GF_TraverseState *tr_state)
{
	Bool line_texture = GF_FALSE;
	u32 i;
	u32 prev_color;
	Bool transparent, had_flush = 0;
	u32 nb_obj_left_on_canvas = visual->nb_objects_on_canvas_since_last_ogl_flush;
	u8 alpha;

	if (! visual->hybgl_drawn.count) 
		return;

	//we have drawn things on the canvas before this object, flush canvas to GPU

	if (txh && (txh==ctx->aspect.line_texture)) {
		line_texture = GF_TRUE;
		alpha = GF_COL_A(ctx->aspect.line_color);
		prev_color = ctx->aspect.line_color;
		ctx->aspect.line_texture = NULL;
		ctx->aspect.line_color = 0;
	} else {
		alpha = GF_COL_A(ctx->aspect.fill_color);
		if (!alpha) alpha = GF_COL_A(ctx->aspect.line_color);
		prev_color = ctx->aspect.fill_color;
		ctx->aspect.fill_texture = NULL;
		ctx->aspect.fill_color = 0;
		
	}
	transparent = txh ? (txh->transparent || (alpha!=0xFF)) : GF_TRUE;
	//clear wherever we have overlap
	for (i=0; i<visual->hybgl_drawn.count; i++) {
		GF_IRect rc = ctx->bi->clip;
		gf_irect_intersect(&ctx->bi->clip, &visual->hybgl_drawn.list[i].rect);
		if (ctx->bi->clip.width && ctx->bi->clip.height) {
			//if something behind this, flush canvas to gpu
			if (transparent) {
				if (!had_flush) {
					//flush the complete area below this object, regardless of intersections
					compositor_2d_hybgl_flush_video(visual->compositor, tr_state->immediate_draw ? NULL : &rc);
					had_flush = 1;
				}
				//if object was not completely in the flush region we will need to flush the canvas
				if (gf_irect_inside(&rc, &visual->hybgl_drawn.list[i].rect)) {
					assert(nb_obj_left_on_canvas);
					nb_obj_left_on_canvas--;
				}
			}

			//erase all part of the canvas below us
			if (txh) {
				visual_2d_draw_path_extended(visual, ctx->drawable->path, ctx, NULL, NULL, tr_state, NULL, NULL, GF_TRUE);
			} else {
				visual->compositor->rasterizer->surface_clear(visual->raster_surface, &ctx->bi->clip, 0);
			}
		}
		ctx->bi->clip = rc;
	}
	if (line_texture) {
		ctx->aspect.line_color = prev_color;
		ctx->aspect.line_texture = txh;
	} else {
		ctx->aspect.fill_color = prev_color;
		ctx->aspect.fill_texture = txh;
	}

	if (had_flush) {
		visual->nb_objects_on_canvas_since_last_ogl_flush = nb_obj_left_on_canvas;
	}
}