st: Adapt the mutter implementation for create_texture_material
This is the new API that uses set_null_texture instead of a dummy texture.
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@ -171,38 +171,32 @@ _st_set_text_from_style (ClutterText *text,
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CoglHandle
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CoglHandle
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_st_create_texture_material (CoglHandle src_texture)
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_st_create_texture_material (CoglHandle src_texture)
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{
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{
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static CoglHandle texture_material_template = COGL_INVALID_HANDLE;
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static CoglPipeline *texture_pipeline_template = NULL;
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CoglHandle material;
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CoglPipeline *pipeline;
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g_return_val_if_fail (src_texture != COGL_INVALID_HANDLE,
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/* The only state used in the pipeline that would affect the shader
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COGL_INVALID_HANDLE);
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generation is the texture type on the layer. Therefore we create
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a template pipeline which sets this state and all texture
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/* We use a material that has a dummy texture as a base for all
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pipelines are created as a copy of this. That way Cogl can find
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texture materials. The idea is that only the Cogl texture object
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the shader state for the pipeline more quickly by looking at the
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would be different in the children so it is likely that Cogl will
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pipeline ancestry instead of resorting to the shader cache. */
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be able to share GL programs between all the textures. */
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if (G_UNLIKELY (texture_pipeline_template == NULL))
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if (G_UNLIKELY (texture_material_template == COGL_INVALID_HANDLE))
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{
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{
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static const guint8 white_pixel[] = { 0xff, 0xff, 0xff, 0xff };
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CoglContext *ctx =
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CoglHandle dummy_texture;
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clutter_backend_get_cogl_context (clutter_get_default_backend ());
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dummy_texture =
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texture_pipeline_template = cogl_pipeline_new (ctx);
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cogl_texture_new_from_data (1, 1,
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cogl_pipeline_set_layer_null_texture (texture_pipeline_template,
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COGL_TEXTURE_NONE,
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0, /* layer */
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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COGL_TEXTURE_TYPE_2D);
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COGL_PIXEL_FORMAT_ANY,
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4, white_pixel);
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texture_material_template = cogl_material_new ();
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cogl_material_set_layer (texture_material_template, 0, dummy_texture);
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cogl_handle_unref (dummy_texture);
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}
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}
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material = cogl_material_copy (texture_material_template);
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pipeline = cogl_pipeline_copy (texture_pipeline_template);
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cogl_material_set_layer (material, 0, src_texture);
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if (src_texture != NULL)
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cogl_pipeline_set_layer_texture (pipeline, 0, src_texture);
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return material;
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return pipeline;
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}
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}
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/*****
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/*****
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