diff --git a/cogl-texture.h b/cogl-texture.h index 117a12b14..5df2a818d 100644 --- a/cogl-texture.h +++ b/cogl-texture.h @@ -385,6 +385,11 @@ void cogl_texture_polygon (CoglHandle handle, CoglTextureVertex *vertices, gboolean use_color); +void cogl_texture_multiple_rectangles + (CoglHandle handle, + const CoglFixed *verts, + guint n_rects); + G_END_DECLS #endif /* __COGL_TEXTURE_H__ */ diff --git a/gl/cogl-texture.c b/gl/cogl-texture.c index fe7208d81..cd241ff80 100644 --- a/gl/cogl-texture.c +++ b/gl/cogl-texture.c @@ -2172,15 +2172,9 @@ _cogl_texture_quad_hw (CoglTexture *tex, } void -cogl_texture_rectangle (CoglHandle handle, - CoglFixed x1, - CoglFixed y1, - CoglFixed x2, - CoglFixed y2, - CoglFixed tx1, - CoglFixed ty1, - CoglFixed tx2, - CoglFixed ty2) +cogl_texture_multiple_rectangles (CoglHandle handle, + const CoglFixed *verts, + guint n_rects) { CoglTexture *tex; gulong enable_flags = (COGL_ENABLE_TEXTURE_2D @@ -2202,9 +2196,6 @@ cogl_texture_rectangle (CoglHandle handle, if (tex->slice_gl_handles->len == 0) return; - if (tx1 == tx2 || ty1 == ty2) - return; - /* Prepare GL state */ if (ctx->color_alpha < 255 || tex->bitmap.format & COGL_A_BIT) @@ -2217,22 +2208,57 @@ cogl_texture_rectangle (CoglHandle handle, g_array_set_size (ctx->texture_vertices, 0); - /* If there is only one GL texture and either the texture is NPOT - (no waste) or all of the coordinates are in the range [0,1] then - we can use hardware tiling */ - if (tex->slice_gl_handles->len == 1 - && (cogl_features_available (COGL_FEATURE_TEXTURE_NPOT) - || (tx1 >= 0 && tx1 <= COGL_FIXED_1 - && tx2 >= 0 && tx2 <= COGL_FIXED_1 - && ty1 >= 0 && ty1 <= COGL_FIXED_1 - && ty2 >= 0 && ty2 <= COGL_FIXED_1))) - _cogl_texture_quad_hw (tex, x1,y1, x2,y2, tx1,ty1, tx2,ty2); - else - _cogl_texture_quad_sw (tex, x1,y1, x2,y2, tx1,ty1, tx2,ty2); + while (n_rects-- > 0) + { + if (verts[4] != verts[6] && verts[5] != verts[7]) + { + /* If there is only one GL texture and either the texture is + NPOT (no waste) or all of the coordinates are in the + range [0,1] then we can use hardware tiling */ + if (tex->slice_gl_handles->len == 1 + && (cogl_features_available (COGL_FEATURE_TEXTURE_NPOT) + || (verts[4] >= 0 && verts[4] <= COGL_FIXED_1 + && verts[6] >= 0 && verts[6] <= COGL_FIXED_1 + && verts[5] >= 0 && verts[5] <= COGL_FIXED_1 + && verts[7] >= 0 && verts[7] <= COGL_FIXED_1))) + _cogl_texture_quad_hw (tex, verts[0],verts[1], verts[2],verts[3], + verts[4],verts[5], verts[6],verts[7]); + else + _cogl_texture_quad_sw (tex, verts[0],verts[1], verts[2],verts[3], + verts[4],verts[5], verts[6],verts[7]); + } + + verts += 8; + } _cogl_texture_flush_vertices (); } +void +cogl_texture_rectangle (CoglHandle handle, + CoglFixed x1, + CoglFixed y1, + CoglFixed x2, + CoglFixed y2, + CoglFixed tx1, + CoglFixed ty1, + CoglFixed tx2, + CoglFixed ty2) +{ + CoglFixed verts[8]; + + verts[0] = x1; + verts[1] = y1; + verts[2] = x2; + verts[3] = y2; + verts[4] = tx1; + verts[5] = ty1; + verts[6] = tx2; + verts[7] = ty2; + + cogl_texture_multiple_rectangles (handle, verts, 1); +} + void cogl_texture_polygon (CoglHandle handle, guint n_vertices,