cogl-sub-texture: Optimise taking a sub texture of a sub texture
When creating a Cogl sub-texture, if the full texture is also a sub texture it will now just offset the x and y and reference the full texture instead. This avoids one level of indirection when rendering the texture which reduces the chances of getting rounding errors in the calculations.
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@ -35,9 +35,22 @@ struct _CoglSubTexture
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{
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CoglTexture _parent;
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/* This is the texture that was passed in to
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_cogl_sub_texture_new. If this is also a sub texture then we will
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use the full texture from that to render instead of making a
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chain. However we want to preserve the next texture in case the
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user is expecting us to keep a reference and also so that we can
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later add a cogl_sub_texture_get_full_texture() function. */
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CoglHandle next_texture;
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/* This is the texture that will actually be used to draw. It will
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point to the end of the chain if a sub texture of a sub texture
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is created */
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CoglHandle full_texture;
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/* The region represented by this sub-texture */
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/* The region represented by this sub-texture. This is the region of
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full_texture which won't necessarily be the same as the region
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passed to _cogl_sub_texture_new if next_texture is actually
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already a sub texture */
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int sub_x;
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int sub_y;
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int sub_width;
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@ -48,7 +61,7 @@ GQuark
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_cogl_handle_sub_texture_get_type (void);
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CoglHandle
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_cogl_sub_texture_new (CoglHandle full_texture,
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_cogl_sub_texture_new (CoglHandle next_texture,
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int sub_x,
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int sub_y,
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int sub_width,
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@ -235,34 +235,51 @@ _cogl_sub_texture_set_wrap_mode_parameter (CoglTexture *tex,
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static void
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_cogl_sub_texture_free (CoglSubTexture *sub_tex)
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{
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cogl_handle_unref (sub_tex->next_texture);
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cogl_handle_unref (sub_tex->full_texture);
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g_free (sub_tex);
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}
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CoglHandle
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_cogl_sub_texture_new (CoglHandle full_texture,
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_cogl_sub_texture_new (CoglHandle next_texture,
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int sub_x, int sub_y,
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int sub_width, int sub_height)
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{
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CoglHandle full_texture;
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CoglSubTexture *sub_tex;
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CoglTexture *tex;
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unsigned int full_width, full_height;
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unsigned int next_width, next_height;
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full_width = cogl_texture_get_width (full_texture);
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full_height = cogl_texture_get_height (full_texture);
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next_width = cogl_texture_get_width (next_texture);
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next_height = cogl_texture_get_height (next_texture);
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/* The region must specify a non-zero subset of the full texture */
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g_return_val_if_fail (sub_x >= 0 && sub_y >= 0, COGL_INVALID_HANDLE);
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g_return_val_if_fail (sub_width > 0 && sub_height > 0, COGL_INVALID_HANDLE);
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g_return_val_if_fail (sub_x + sub_width <= full_width, COGL_INVALID_HANDLE);
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g_return_val_if_fail (sub_y + sub_height <= full_height, COGL_INVALID_HANDLE);
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g_return_val_if_fail (sub_x + sub_width <= next_width, COGL_INVALID_HANDLE);
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g_return_val_if_fail (sub_y + sub_height <= next_height, COGL_INVALID_HANDLE);
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sub_tex = g_new (CoglSubTexture, 1);
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tex = COGL_TEXTURE (sub_tex);
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tex->vtable = &cogl_sub_texture_vtable;
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/* If the next texture is also a sub texture we can avoid one level
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of indirection by referencing the full texture of that texture
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instead. */
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if (cogl_is_sub_texture (next_texture))
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{
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CoglSubTexture *other_sub_tex =
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_cogl_sub_texture_pointer_from_handle (next_texture);
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full_texture = other_sub_tex->full_texture;
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sub_x += other_sub_tex->sub_x;
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sub_y += other_sub_tex->sub_y;
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}
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else
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full_texture = next_texture;
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sub_tex->next_texture = cogl_handle_ref (next_texture);
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sub_tex->full_texture = cogl_handle_ref (full_texture);
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sub_tex->sub_x = sub_x;
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@ -348,6 +348,10 @@ cogl_texture_set_region (CoglHandle handle,
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* of the range [0,1] are used. They also do not work with
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* CoglVertexBuffers.
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*
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* The sub texture will keep a reference to the full texture so you do
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* not need to keep one separately if you only want to use the sub
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* texture.
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*
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* Return value: a #CoglHandle to the new texture.
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*
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* Since: 1.2
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