[mutter-shaped-texture] Use the new material api instead of raw GL calls
Now that Cogl has the material API we can use Cogl calls for multi-texturing instead of directly calling GL. The MutterShapedTexture actor keeps a handle to a material with the right combine modes for combining the texture and the shape mask. Before each paint it sets the layers of the material to be the two textures. A second material with different combine modes 1is also created if the pixmap is 24 bit to implement the workaround from commit 72da8c57.
This commit is contained in:
parent
e1cc242b52
commit
b41abfd1f8
@ -53,29 +53,15 @@ G_DEFINE_TYPE (MutterShapedTexture, mutter_shaped_texture,
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(G_TYPE_INSTANCE_GET_PRIVATE ((obj), MUTTER_TYPE_SHAPED_TEXTURE, \
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MutterShapedTexturePrivate))
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enum TstMultiTexSupport
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{
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TST_MULTI_TEX_SUPPORT_UNKNOWN = 0,
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TST_MULTI_TEX_SUPPORT_YES,
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TST_MULTI_TEX_SUPPORT_NO
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};
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static enum TstMultiTexSupport
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tst_multi_tex_support = TST_MULTI_TEX_SUPPORT_UNKNOWN;
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typedef void (* TstActiveTextureFunc) (GLenum texture);
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typedef void (* TstClientActiveTextureFunc) (GLenum texture);
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static TstActiveTextureFunc tst_active_texture;
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static TstClientActiveTextureFunc tst_client_active_texture;
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struct _MutterShapedTexturePrivate
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{
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CoglHandle mask_texture;
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CoglHandle material;
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#if 1 /* see workaround comment in mutter_shaped_texture_paint */
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CoglHandle material_workaround;
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#endif
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guint mask_width, mask_height;
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guint mask_gl_width, mask_gl_height;
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GLfloat mask_tex_coords[8];
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GArray *rectangles;
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};
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@ -111,9 +97,23 @@ static void
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mutter_shaped_texture_dispose (GObject *object)
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{
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MutterShapedTexture *self = (MutterShapedTexture *) object;
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MutterShapedTexturePrivate *priv = self->priv;
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mutter_shaped_texture_dirty_mask (self);
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if (priv->material != COGL_INVALID_HANDLE)
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{
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cogl_material_unref (priv->material);
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priv->material = COGL_INVALID_HANDLE;
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}
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#if 1 /* see comment in mutter_shaped_texture_paint */
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if (priv->material_workaround != COGL_INVALID_HANDLE)
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{
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cogl_material_unref (priv->material_workaround);
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priv->material_workaround = COGL_INVALID_HANDLE;
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}
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#endif
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G_OBJECT_CLASS (mutter_shaped_texture_parent_class)->dispose (object);
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}
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@ -149,97 +149,12 @@ mutter_shaped_texture_dirty_mask (MutterShapedTexture *stex)
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}
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}
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static gboolean
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mutter_shaped_texture_is_multi_tex_supported (void)
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{
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const gchar *extensions;
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GLint max_tex_units = 0;
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if (tst_multi_tex_support != TST_MULTI_TEX_SUPPORT_UNKNOWN)
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return tst_multi_tex_support == TST_MULTI_TEX_SUPPORT_YES;
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extensions = (const gchar *) glGetString (GL_EXTENSIONS);
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tst_active_texture = (TstActiveTextureFunc)
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cogl_get_proc_address ("glActiveTextureARB");
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tst_client_active_texture = (TstClientActiveTextureFunc)
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cogl_get_proc_address ("glClientActiveTextureARB");
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glGetIntegerv (GL_MAX_TEXTURE_UNITS, &max_tex_units);
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if (extensions
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&& cogl_check_extension ("GL_ARB_multitexture", extensions)
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&& tst_active_texture
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&& tst_client_active_texture
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&& max_tex_units > 1)
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{
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tst_multi_tex_support = TST_MULTI_TEX_SUPPORT_YES;
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return TRUE;
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}
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else
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{
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g_warning ("multi texturing not supported");
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tst_multi_tex_support = TST_MULTI_TEX_SUPPORT_NO;
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return FALSE;
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}
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}
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static void
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mutter_shaped_texture_set_coord_array (GLfloat x1, GLfloat y1,
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GLfloat x2, GLfloat y2,
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GLfloat *coords)
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{
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coords[0] = x1;
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coords[1] = y2;
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coords[2] = x2;
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coords[3] = y2;
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coords[4] = x1;
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coords[5] = y1;
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coords[6] = x2;
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coords[7] = y1;
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}
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static void
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mutter_shaped_texture_get_gl_size (CoglHandle tex,
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guint *width,
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guint *height)
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{
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/* glGetTexLevelParameteriv isn't supported on GL ES so we need to
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calculate the size that Cogl has used */
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/* If NPOTs textures are supported then assume the GL texture is
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exactly the right size */
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if ((cogl_get_features () & COGL_FEATURE_TEXTURE_NPOT))
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{
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*width = cogl_texture_get_width (tex);
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*height = cogl_texture_get_height (tex);
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}
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/* Otherwise assume that Cogl has used the next power of two */
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else
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{
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guint tex_width = cogl_texture_get_width (tex);
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guint tex_height = cogl_texture_get_height (tex);
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guint real_width = 1;
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guint real_height = 1;
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while (real_width < tex_width)
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real_width <<= 1;
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while (real_height < tex_height)
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real_height <<= 1;
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*width = real_width;
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*height = real_height;
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}
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}
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static void
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mutter_shaped_texture_ensure_mask (MutterShapedTexture *stex)
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{
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MutterShapedTexturePrivate *priv = stex->priv;
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CoglHandle paint_tex;
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guint tex_width, tex_height;
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GLuint mask_gl_tex;
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GLenum mask_target;
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paint_tex = clutter_texture_get_cogl_texture (CLUTTER_TEXTURE (stex));
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@ -322,27 +237,6 @@ mutter_shaped_texture_ensure_mask (MutterShapedTexture *stex)
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priv->mask_width = tex_width;
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priv->mask_height = tex_height;
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cogl_texture_get_gl_texture (priv->mask_texture, &mask_gl_tex, &mask_target);
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mutter_shaped_texture_get_gl_size (priv->mask_texture,
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&priv->mask_gl_width,
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&priv->mask_gl_height);
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if (mask_target == GL_TEXTURE_RECTANGLE_ARB)
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mutter_shaped_texture_set_coord_array (0.0f, 0.0f, tex_width, tex_height,
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priv->mask_tex_coords);
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else if ((guint) priv->mask_gl_width == tex_width
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&& (guint) priv->mask_gl_height == tex_height)
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mutter_shaped_texture_set_coord_array (0.0f, 0.0f, 1.0f, 1.0f,
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priv->mask_tex_coords);
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else
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mutter_shaped_texture_set_coord_array (0.0f, 0.0f,
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tex_width
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/ (GLfloat) priv->mask_gl_width,
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tex_height
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/ (GLfloat) priv->mask_gl_height,
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priv->mask_tex_coords);
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}
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}
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@ -353,22 +247,10 @@ mutter_shaped_texture_paint (ClutterActor *actor)
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MutterShapedTexturePrivate *priv = stex->priv;
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CoglHandle paint_tex;
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guint tex_width, tex_height;
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GLboolean texture_was_enabled, blend_was_enabled;
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GLboolean vertex_array_was_enabled, tex_coord_array_was_enabled;
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GLboolean color_array_was_enabled;
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GLuint paint_gl_tex, mask_gl_tex;
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GLenum paint_target, mask_target;
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guint paint_gl_width, paint_gl_height;
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GLfloat vertex_coords[8], paint_tex_coords[8];
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ClutterActorBox alloc;
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CoglHandle material;
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#if 1 /* please see comment below about workaround */
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guint depth;
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GLint orig_gl_tex_env_mode;
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GLint orig_gl_combine_alpha;
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GLint orig_gl_src0_alpha;
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GLfloat orig_gl_tex_env_color[4];
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gboolean need_to_restore_tex_env = FALSE;
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const GLfloat const_alpha[4] = { 0.0, 0.0, 0.0, 1.0 };
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#endif
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if (!CLUTTER_ACTOR_IS_REALIZED (CLUTTER_ACTOR (stex)))
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@ -382,10 +264,9 @@ mutter_shaped_texture_paint (ClutterActor *actor)
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if (tex_width == 0 || tex_width == 0) /* no contents yet */
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return;
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/* If there are no rectangles or multi-texturing isn't supported,
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fallback to the regular paint method */
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if (priv->rectangles->len < 1
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|| !mutter_shaped_texture_is_multi_tex_supported ())
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/* If there are no rectangles fallback to the regular paint
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method */
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if (priv->rectangles->len < 1)
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{
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CLUTTER_ACTOR_CLASS (mutter_shaped_texture_parent_class)
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->paint (actor);
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@ -395,174 +276,101 @@ mutter_shaped_texture_paint (ClutterActor *actor)
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if (paint_tex == COGL_INVALID_HANDLE)
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return;
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/* If the texture is sliced then the multitexturing won't work */
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if (cogl_texture_is_sliced (paint_tex))
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{
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CLUTTER_ACTOR_CLASS (mutter_shaped_texture_parent_class)
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->paint (actor);
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return;
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}
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mutter_shaped_texture_ensure_mask (stex);
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cogl_texture_get_gl_texture (paint_tex, &paint_gl_tex, &paint_target);
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cogl_texture_get_gl_texture (priv->mask_texture, &mask_gl_tex, &mask_target);
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if (priv->material == COGL_INVALID_HANDLE)
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{
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priv->material = cogl_material_new ();
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/* We need to keep track of the some of the old state so that we
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don't confuse Cogl */
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texture_was_enabled = glIsEnabled (paint_target);
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blend_was_enabled = glIsEnabled (GL_BLEND);
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vertex_array_was_enabled = glIsEnabled (GL_VERTEX_ARRAY);
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tex_coord_array_was_enabled = glIsEnabled (GL_TEXTURE_COORD_ARRAY);
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color_array_was_enabled = glIsEnabled (GL_COLOR_ARRAY);
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/* Replace the RGB from layer 1 with the RGB from layer 0 */
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cogl_material_set_layer_combine_function
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(priv->material, 1,
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COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGB,
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COGL_MATERIAL_LAYER_COMBINE_FUNC_REPLACE);
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cogl_material_set_layer_combine_arg_src
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(priv->material, 1, 0,
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COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGB,
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COGL_MATERIAL_LAYER_COMBINE_SRC_PREVIOUS);
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glEnable (paint_target);
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glEnable (GL_BLEND);
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glEnableClientState (GL_VERTEX_ARRAY);
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glEnableClientState (GL_TEXTURE_COORD_ARRAY);
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glDisableClientState (GL_COLOR_ARRAY);
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glVertexPointer (2, GL_FLOAT, 0, vertex_coords);
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glTexCoordPointer (2, GL_FLOAT, 0, paint_tex_coords);
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cogl_set_source_color4ub (0xff, 0xff, 0xff, 0xff);
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/* Put the main painting texture in the first texture unit */
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glBindTexture (paint_target, paint_gl_tex);
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/* We need the actual size of the texture so that we can calculate
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the right texture coordinates if NPOTs textures are not supported
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and Cogl has oversized the texture */
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mutter_shaped_texture_get_gl_size (paint_tex,
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&paint_gl_width,
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&paint_gl_height);
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/* Modulate the alpha in layer 1 with the alpha from the
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previous layer */
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cogl_material_set_layer_combine_function
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(priv->material, 1,
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COGL_MATERIAL_LAYER_COMBINE_CHANNELS_ALPHA,
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COGL_MATERIAL_LAYER_COMBINE_FUNC_MODULATE);
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cogl_material_set_layer_combine_arg_src
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(priv->material, 1, 0,
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COGL_MATERIAL_LAYER_COMBINE_CHANNELS_ALPHA,
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COGL_MATERIAL_LAYER_COMBINE_SRC_PREVIOUS);
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cogl_material_set_layer_combine_arg_src
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(priv->material, 1, 1,
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COGL_MATERIAL_LAYER_COMBINE_CHANNELS_ALPHA,
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COGL_MATERIAL_LAYER_COMBINE_SRC_TEXTURE);
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}
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material = priv->material;
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#if 1
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/* This was added as a workaround. It seems that with the intel drivers when
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* multi-texturing using an RGB TFP texture, the texture is actually
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* setup internally as an RGBA texture, where the alpha channel is mostly
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* 0.0 so you only see a shimmer of the window. This workaround forcibly
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* defines the alpha channel as 1.0. Maybe there is some clutter/cogl state
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* that is interacting with this that is being overlooked, but for now this
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* seems to work. */
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g_object_get (G_OBJECT (stex), "pixmap-depth", &depth, NULL);
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/* This was added as a workaround. It seems that with the intel
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* drivers when multi-texturing using an RGB TFP texture, the
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* texture is actually setup internally as an RGBA texture, where
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* the alpha channel is mostly 0.0 so you only see a shimmer of the
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* window. This workaround forcibly defines the alpha channel as
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* 1.0. Maybe there is some clutter/cogl state that is interacting
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* with this that is being overlooked, but for now this seems to
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* work. */
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g_object_get (stex, "pixmap-depth", &depth, NULL);
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if (depth == 24)
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{
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glGetTexEnviv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,
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&orig_gl_tex_env_mode);
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glGetTexEnviv (GL_TEXTURE_ENV, GL_COMBINE_ALPHA, &orig_gl_combine_alpha);
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glGetTexEnviv (GL_TEXTURE_ENV, GL_SRC0_ALPHA, &orig_gl_src0_alpha);
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glGetTexEnvfv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR,
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orig_gl_tex_env_color);
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need_to_restore_tex_env = TRUE;
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if (priv->material_workaround == COGL_INVALID_HANDLE)
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{
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material = priv->material_workaround = cogl_material_new ();
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glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
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glTexEnvi (GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_CONSTANT);
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glTexEnvfv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, const_alpha);
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/* Replace the RGB from layer 1 with the RGB from layer 0 */
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cogl_material_set_layer_combine_function
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(material, 1,
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COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGB,
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COGL_MATERIAL_LAYER_COMBINE_FUNC_REPLACE);
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cogl_material_set_layer_combine_arg_src
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(material, 1, 0,
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COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGB,
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COGL_MATERIAL_LAYER_COMBINE_SRC_PREVIOUS);
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/* Replace the RGB in the second texture with that of the first
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texture */
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glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
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glTexEnvi (GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS);
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/* Use the alpha from layer 1 modulated with the alpha from
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the primary color */
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cogl_material_set_layer_combine_function
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(material, 1,
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COGL_MATERIAL_LAYER_COMBINE_CHANNELS_ALPHA,
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COGL_MATERIAL_LAYER_COMBINE_FUNC_MODULATE);
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cogl_material_set_layer_combine_arg_src
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(material, 1, 0,
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COGL_MATERIAL_LAYER_COMBINE_CHANNELS_ALPHA,
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COGL_MATERIAL_LAYER_COMBINE_SRC_PRIMARY_COLOR);
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cogl_material_set_layer_combine_arg_src
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(material, 1, 1,
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COGL_MATERIAL_LAYER_COMBINE_CHANNELS_ALPHA,
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COGL_MATERIAL_LAYER_COMBINE_SRC_TEXTURE);
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}
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material = priv->material_workaround;
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}
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#endif
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/* Put the mask texture in the second texture unit */
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tst_active_texture (GL_TEXTURE1);
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tst_client_active_texture (GL_TEXTURE1);
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glBindTexture (mask_target, mask_gl_tex);
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cogl_material_set_layer (material, 0, paint_tex);
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cogl_material_set_layer (material, 1, priv->mask_texture);
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glEnable (mask_target);
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{
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CoglColor color;
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cogl_color_set_from_4ub (&color, 255, 255, 255,
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clutter_actor_get_paint_opacity (actor));
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cogl_material_set_color (material, &color);
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}
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glEnableClientState (GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer (2, GL_FLOAT, 0, priv->mask_tex_coords);
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glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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#if 1 /* see workaround notes above */
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if (depth == 24)
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{
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/* NOTE: This should be redundant, since we already explicitly forced an
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* an alhpa value of 1.0 for texture unit 0, but this workaround only
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* seems to help if we explicitly force the alpha values for both texture
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* units. */
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/* XXX - we should also save/restore the values for this texture unit too
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*/
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glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
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glTexEnvi (GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_TEXTURE);
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glTexEnvi (GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_CONSTANT);
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glTexEnvfv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, const_alpha);
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}
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else
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{
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#endif
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/* Multiply the alpha by the alpha in the second texture */
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glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
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glTexEnvi (GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_TEXTURE);
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glTexEnvi (GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_PREVIOUS);
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#if 1 /* see workaround notes above */
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}
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#endif
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/* Replace the RGB in the second texture with that of the first
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texture */
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glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
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glTexEnvi (GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS);
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cogl_set_source (material);
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clutter_actor_get_allocation_box (actor, &alloc);
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mutter_shaped_texture_set_coord_array (0, 0,
|
||||
CLUTTER_UNITS_TO_FLOAT (alloc.x2
|
||||
- alloc.x1),
|
||||
CLUTTER_UNITS_TO_FLOAT (alloc.y2
|
||||
- alloc.y1),
|
||||
vertex_coords);
|
||||
|
||||
if (paint_target == GL_TEXTURE_RECTANGLE_ARB)
|
||||
mutter_shaped_texture_set_coord_array (0.0f, 0.0f, tex_width, tex_height,
|
||||
paint_tex_coords);
|
||||
else if ((guint) paint_gl_width == tex_width
|
||||
&& (guint) paint_gl_height == tex_height)
|
||||
mutter_shaped_texture_set_coord_array (0.0f, 0.0f, 1.0f, 1.0f,
|
||||
paint_tex_coords);
|
||||
else
|
||||
mutter_shaped_texture_set_coord_array (0.0f, 0.0f,
|
||||
tex_width
|
||||
/ (GLfloat) paint_gl_width,
|
||||
tex_height
|
||||
/ (GLfloat) paint_gl_height,
|
||||
paint_tex_coords);
|
||||
|
||||
glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
/* Disable the second texture unit and coord array */
|
||||
glDisable (mask_target);
|
||||
glDisableClientState (GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
/* Go back to operating on the first texture unit */
|
||||
tst_active_texture (GL_TEXTURE0);
|
||||
tst_client_active_texture (GL_TEXTURE0);
|
||||
|
||||
/* Restore the old state */
|
||||
if (!texture_was_enabled)
|
||||
glDisable (paint_target);
|
||||
if (!blend_was_enabled)
|
||||
glDisable (GL_BLEND);
|
||||
if (!vertex_array_was_enabled)
|
||||
glDisableClientState (GL_VERTEX_ARRAY);
|
||||
if (!tex_coord_array_was_enabled)
|
||||
glDisableClientState (GL_TEXTURE_COORD_ARRAY);
|
||||
if (color_array_was_enabled)
|
||||
glEnableClientState (GL_COLOR_ARRAY);
|
||||
#if 1 /* see note about workaround above */
|
||||
if (need_to_restore_tex_env)
|
||||
{
|
||||
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, orig_gl_tex_env_mode);
|
||||
glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA, orig_gl_combine_alpha);
|
||||
glTexEnvi (GL_TEXTURE_ENV, GL_SRC0_ALPHA, orig_gl_src0_alpha);
|
||||
glTexEnvfv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, orig_gl_tex_env_color);
|
||||
}
|
||||
#endif
|
||||
cogl_rectangle (0, 0,
|
||||
CLUTTER_UNITS_TO_FLOAT (alloc.x2 - alloc.x1),
|
||||
CLUTTER_UNITS_TO_FLOAT (alloc.y2 - alloc.y1));
|
||||
}
|
||||
|
||||
static void
|
||||
@ -573,8 +381,7 @@ mutter_shaped_texture_pick (ClutterActor *actor,
|
||||
MutterShapedTexturePrivate *priv = stex->priv;
|
||||
|
||||
/* If there are no rectangles then use the regular pick */
|
||||
if (priv->rectangles->len < 1
|
||||
|| !mutter_shaped_texture_is_multi_tex_supported ())
|
||||
if (priv->rectangles->len < 1)
|
||||
CLUTTER_ACTOR_CLASS (mutter_shaped_texture_parent_class)
|
||||
->pick (actor, color);
|
||||
else if (clutter_actor_should_pick_paint (actor))
|
||||
|
Loading…
Reference in New Issue
Block a user