David's final changes: more profiler features, fixes.
[ipdf/code.git] / src / view.cpp
index 1d99f2c..3d984ee 100644 (file)
@@ -1,6 +1,7 @@
 #include "view.h"
 #include "bufferbuilder.h"
 #include "screen.h"
+#include "profiler.h"
 #include "gl_core44.h"
 
 #ifndef CONTROLPANEL_DISABLED
@@ -25,11 +26,12 @@ using namespace std;
  * @param colour - Colour to use for rendering this view. TODO: Make sure this actually works, or just remove it
  */
 View::View(Document & document, Screen & screen, const VRect & bounds, const Colour & colour)
-       : m_use_gpu_transform(USE_GPU_TRANSFORM), m_use_gpu_rendering(USE_GPU_RENDERING), m_bounds_dirty(true), m_buffer_dirty(true), 
+       : m_use_gpu_transform(false), m_use_gpu_rendering(USE_GPU_RENDERING), m_bounds_dirty(true), m_buffer_dirty(true), 
                m_render_dirty(true), m_document(document), m_screen(screen), m_cached_display(), m_bounds(bounds), m_colour(colour), m_bounds_ubo(), 
                m_objbounds_vbo(), m_object_renderers(NUMBER_OF_OBJECT_TYPES), m_cpu_rendering_pixels(NULL),
                m_perform_shading(USE_SHADING), m_show_bezier_bounds(false), m_show_bezier_type(false),
-               m_show_fill_points(false), m_show_fill_bounds(false), m_lazy_rendering(true)
+               m_show_fill_points(false), m_show_fill_bounds(false), m_lazy_rendering(true),
+               m_query_gpu_bounds_on_next_frame(NULL)
 {
        Debug("View Created - Bounds => {%s}", m_bounds.Str().c_str());
 
@@ -86,6 +88,7 @@ View::~View()
  */
 void View::Translate(Real x, Real y)
 {
+       PROFILE_SCOPE("View::Translate");       
        if (!m_use_gpu_transform)
                m_buffer_dirty = true;
        m_bounds_dirty = true;
@@ -109,6 +112,14 @@ void View::Translate(Real x, Real y)
  */
 void View::SetBounds(const Rect & bounds)
 {
+       #ifdef TRANSFORM_OBJECTS_NOT_VIEW
+       ObjectType type = NUMBER_OF_OBJECT_TYPES;
+       #ifdef TRANSFORM_BEZIERS_TO_PATH
+               type = PATH;
+       #endif
+       SVGMatrix transform = {Real(m_bounds.w)/bounds.w, 0, Real(m_bounds.x) - bounds.x, 0,Real(m_bounds.h)/bounds.h, Real(m_bounds.y) - bounds.y};
+       m_document.TransformObjectBounds(transform, type);
+       #endif
        m_bounds.x = bounds.x;
        m_bounds.y = bounds.y;
        m_bounds.w = bounds.w;
@@ -125,7 +136,7 @@ void View::SetBounds(const Rect & bounds)
  */
 void View::ScaleAroundPoint(Real x, Real y, Real scale_amount)
 {
-       
+       PROFILE_SCOPE("View::ScaleAroundPoint");        
        // (x0, y0, w, h) -> (x*w - (x*w - x0)*s, y*h - (y*h - y0)*s, w*s, h*s)
        // x and y are coordinates in the window
        // Convert to local coords.
@@ -156,6 +167,10 @@ void View::ScaleAroundPoint(Real x, Real y, Real scale_amount)
        m_bounds.y = vy - top;
        m_bounds.w *= scale_amount;
        m_bounds.h *= scale_amount;
+       if (m_bounds.w == VReal(0))
+       {
+               Debug("Scaled to zero!!!");
+       }
        //Debug("Scale at {%s, %s} by %s View Bounds => %s", x.Str().c_str(), y.Str().c_str(), scale_amount.Str().c_str(), m_bounds.Str().c_str());
        
        
@@ -184,6 +199,7 @@ Rect View::TransformToViewCoords(const Rect& inp) const
  */
 void View::Render(int width, int height)
 {
+       PROFILE_SCOPE("View::Render()");
        if (!m_screen.Valid()) return;
        glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION,42,-1, "Beginning View::Render()");
        // View dimensions have changed (ie: Window was resized)
@@ -219,8 +235,9 @@ void View::Render(int width, int height)
        // quadtree node).
        if (m_bounds_dirty || !m_lazy_rendering)
        {
+               g_profiler.BeginZone("View::Render -- Quadtree view bounds management");
                // If we're too far zoomed out, become the parent of the current node.
-               if ( m_bounds.w > 1.0 || m_bounds.h > 1.0)
+               while ( m_bounds.w > 1.0 || m_bounds.h > 1.0)
                {
                        // If a parent node exists, we'll become it.
                        //TODO: Generate a new parent node if none exists, and work out when to change child_type
@@ -230,6 +247,7 @@ void View::Render(int width, int height)
                                m_bounds = TransformFromQuadChild(m_bounds, m_document.GetQuadTree().nodes[m_current_quadtree_node].child_type);
                                m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].parent;
                        }
+                       else break;
                }
 
                // If we have a parent... (This prevents some crashes, but should disappear.)
@@ -307,7 +325,7 @@ void View::Render(int width, int height)
 
                // Otherwise, we'll arbitrarily select the bottom-right.
                // TODO: Perhaps select based on greatest area?
-               if (m_bounds.w < 0.5 || m_bounds.h < 0.5)
+               while (m_bounds.w < 0.5 || m_bounds.h < 0.5)
                {
                        if (m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right == QUADTREE_EMPTY)
                        {
@@ -318,6 +336,7 @@ void View::Render(int width, int height)
                        m_bounds = TransformToQuadChild(m_bounds, QTC_BOTTOM_RIGHT);
                        m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right;
                }
+               g_profiler.EndZone();
        }
 
        m_screen.DebugFontPrintF("Current View QuadTree");
@@ -363,6 +382,12 @@ void View::Render(int width, int height)
 #ifdef QUADTREE_DISABLED
        RenderRange(width, height, 0, m_document.ObjectCount());
 #else
+       // Make sure we update the gpu buffers properly.
+       if (m_document.m_document_dirty)
+       {
+               m_render_dirty = m_buffer_dirty = true;
+               m_document.m_document_dirty = false;
+       }
        RenderQuadtreeNode(width, height, m_current_quadtree_node, m_quadtree_max_depth);
 #endif
        if (!m_use_gpu_rendering)
@@ -377,7 +402,8 @@ void View::Render(int width, int height)
        glPopDebugGroup();
        
 #ifndef CONTROLPANEL_DISABLED
-       ControlPanel::Update();
+       // The powers that be suggest that this may be causing of the segfaults.
+       //ControlPanel::Update();
 #endif //CONTROLPANEL_DISABLED
        //Debug("Completed Render");
        
@@ -389,13 +415,15 @@ void View::RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int rem
        Rect old_bounds = m_bounds;
        if (node == QUADTREE_EMPTY) return;
        if (!remaining_depth) return;
-       //Debug("Rendering QT node %d, (objs: %d -- %d)\n", node, m_document.GetQuadTree().nodes[node].object_begin, m_document.GetQuadTree().nodes[node].object_end);
        m_bounds_dirty = true;
-       m_render_dirty = m_buffer_dirty = true;
        QuadTreeIndex overlay = node;
        while(overlay != -1)
        {
+               //Debug("Rendering QT node %d, (overlay %d, objs: %d -- %d)\n", node, overlay, m_document.GetQuadTree().nodes[overlay].object_begin, m_document.GetQuadTree().nodes[overlay].object_end);
+               if (m_document.GetQuadTree().nodes[overlay].render_dirty)
+                       m_buffer_dirty = m_render_dirty = true;
                RenderRange(width, height, m_document.GetQuadTree().nodes[overlay].object_begin, m_document.GetQuadTree().nodes[overlay].object_end);
+               const_cast<bool&>(m_document.GetQuadTree().nodes[overlay].render_dirty) = false;
                overlay = m_document.GetQuadTree().nodes[overlay].next_overlay;
        }
 
@@ -443,40 +471,49 @@ void View::RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int rem
 
 void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_obj)
 {
+       // We don't want to render an empty range,
+       // so don't waste time setting up everything.
+       if (first_obj == last_obj) return;
+       PROFILE_SCOPE("View::RenderRange");
        glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 43, -1, "View::RenderRange()");
+
+       g_profiler.AddCounter("Objects Rendered", last_obj-first_obj);
+
        if (m_render_dirty) // document has changed
                PrepareRender();
 
+
        if (m_buffer_dirty || m_bounds_dirty || !m_lazy_rendering) // object bounds have changed
        {
                if (m_use_gpu_rendering)
                        UpdateObjBoundsVBO(first_obj, last_obj);
        }
 
-       if (m_use_gpu_transform)
-       {
-               #ifdef TRANSFORM_OBJECTS_NOT_VIEW
-                       //Debug("Transform objects, not view");
-                               GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f,
-                                       0.0f, 0.0f, float(width), float(height)};
-               #else
-               GLfloat glbounds[] = {static_cast<GLfloat>(Float(m_bounds.x)), static_cast<GLfloat>(Float(m_bounds.y)), static_cast<GLfloat>(Float(m_bounds.w)), static_cast<GLfloat>(Float(m_bounds.h)),
-                                       0.0, 0.0, static_cast<GLfloat>(width), static_cast<GLfloat>(height)};
-               #endif
-               m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
-       }
-       else
-       {
-               GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f,
-                                       0.0f, 0.0f, float(width), float(height)};
-               m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
-       }
-       m_bounds_dirty = false;
-
 
        // Render using GPU
        if (m_use_gpu_rendering) 
        {
+
+               if (m_use_gpu_transform)
+               {
+                       #ifdef TRANSFORM_OBJECTS_NOT_VIEW
+                               //Debug("Transform objects, not view");
+                                       GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f,
+                                               0.0f, 0.0f, float(width), float(height)};
+                       #else
+                       GLfloat glbounds[] = {static_cast<GLfloat>(Float(m_bounds.x)), static_cast<GLfloat>(Float(m_bounds.y)), static_cast<GLfloat>(Float(m_bounds.w)), static_cast<GLfloat>(Float(m_bounds.h)),
+                                               0.0, 0.0, static_cast<GLfloat>(width), static_cast<GLfloat>(height)};
+                       #endif
+                       m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
+               }
+               else
+               {
+                       GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f,
+                                               0.0f, 0.0f, float(width), float(height)};
+                       m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
+               }
+               m_bounds_dirty = false;
+
                if (m_colour.a < 1.0f)
                {
                        glEnable(GL_BLEND);
@@ -511,6 +548,12 @@ void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_
 
 void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj)
 {
+       PROFILE_SCOPE("View::UpdateObjBoundsVBO");
+       if (m_query_gpu_bounds_on_next_frame != NULL)
+       {
+               fprintf(m_query_gpu_bounds_on_next_frame,"# View: %s\t%s\t%s\t%s\n", Str(m_bounds.x).c_str(), Str(m_bounds.y).c_str(), Str(m_bounds.w).c_str(), Str(m_bounds.h).c_str());
+       }       
+       
        //m_objbounds_vbo.Invalidate();
        m_objbounds_vbo.SetType(GraphicsBuffer::BufferTypeVertex);
        m_objbounds_vbo.SetName("Object Bounds VBO");
@@ -548,6 +591,11 @@ void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj)
                        Float(obj_bounds.y + obj_bounds.h)
                };
 
+               if (m_query_gpu_bounds_on_next_frame != NULL)
+               {       
+                       fprintf(m_query_gpu_bounds_on_next_frame,"%d\t%f\t%f\t%f\t%f\n", id, Float(obj_bounds.x), Float(obj_bounds.y), Float(obj_bounds.w), Float(obj_bounds.h));
+               }
+               
                obj_bounds_builder.Add(gpu_bounds);
        }
        #else
@@ -555,13 +603,16 @@ void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj)
        {
                Path & path = m_document.m_objects.paths[i];
                Rect & pbounds = path.GetBounds(m_document.m_objects); // Not very efficient...
+               //TODO: Add clipping here
+               //if (!pbounds.Intersects(Rect(0,0,1,1)) || pbounds.w < Real(1)/Real(800))
+               //      continue;
+
                for (unsigned id = path.m_start; id <= path.m_end; ++id)
                {
                        if (id < first_obj || id >= last_obj)
                                continue;
                                
                        Rect obj_bounds = m_document.m_objects.bounds[id];
-
                        obj_bounds.x *= pbounds.w;
                        obj_bounds.x += pbounds.x;
                        obj_bounds.y *= pbounds.h;
@@ -579,6 +630,11 @@ void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj)
                        };
                        obj_bounds_builder.Add(gpu_bounds);
                        //Debug("Path %d %s -> %s via %s", id, m_document.m_objects.bounds[id].Str().c_str(), obj_bounds.Str().c_str(), pbounds.Str().c_str()); 
+                       
+                       if (m_query_gpu_bounds_on_next_frame != NULL)
+                       {
+                               fprintf(m_query_gpu_bounds_on_next_frame,"%d\t%f\t%f\t%f\t%f\n", id, ClampFloat(obj_bounds.x), ClampFloat(obj_bounds.y), ClampFloat(obj_bounds.w), ClampFloat(obj_bounds.h));
+                       }
                }
                GPUObjBounds p_gpu_bounds = {
                                ClampFloat(pbounds.x),
@@ -589,6 +645,12 @@ void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj)
                obj_bounds_builder.Add(p_gpu_bounds);
        }
        #endif
+       if (m_query_gpu_bounds_on_next_frame != NULL)
+       {
+               if (m_query_gpu_bounds_on_next_frame != stdout && m_query_gpu_bounds_on_next_frame != stderr)
+                       fclose(m_query_gpu_bounds_on_next_frame);
+               m_query_gpu_bounds_on_next_frame = NULL;
+       }
        m_objbounds_vbo.UnMap();
 }
 /**
@@ -598,6 +660,7 @@ void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj)
  */
 void View::PrepareRender()
 {
+       PROFILE_SCOPE("View::PrepareRender()");
        Debug("Recreate buffers with %u objects", m_document.ObjectCount());
        // Prepare bounds vbo
        if (UsingGPURendering())
@@ -659,3 +722,14 @@ void View::SaveGPUBMP(const char * filename)
        m_screen.ScreenShot(filename);
        SetGPURendering(prev);  
 }
+
+void View::QueryGPUBounds(const char * filename, const char * mode)
+{
+       m_query_gpu_bounds_on_next_frame = fopen(filename, mode); 
+       Debug("File: %s", filename);
+       if (m_query_gpu_bounds_on_next_frame == NULL)
+               Error("Couldn't open file \"%s\" : %s", filename, strerror(errno));
+       ForceBoundsDirty(); 
+       ForceBufferDirty(); 
+       ForceRenderDirty();
+}

UCC git Repository :: git.ucc.asn.au