[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:
Neil Roberts 2009-01-30 11:56:58 +00:00
parent e1cc242b52
commit b41abfd1f8

View File

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