Don't create a dummy texture for the texture pipeline template
The meta_create_texture_pipeline function used to create a dummy 1x1 texture so that it could make sure that the all of the state that affects the shader generation would be set on the template pipeline so that Cogl could share the pipeline's shader with any other pipelines that are just rendering a texture. This is no longer necessary because the only thing that affects the shader generation is the texture type, not the actual texture data and Cogl now has a function to explicitly set the texture type which we can use instead. Additionally even if the template mechanism is not used at all Cogl will still end up reusing the same shader because it now has a shader cache which is indexed by the pipeline state so pipeline's don't strictly need to share ancestry in order to take advantage of it. However we still might as well use the function because if there is a common ancestry it is faster to look up the shader because Cogl doesn't need to hash the pipeline state. https://bugzilla.gnome.org/show_bug.cgi?id=707458
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@ -50,7 +50,7 @@ meta_create_color_texture_4ub (guint8 red,
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CoglColor color;
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guint8 pixel[4];
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cogl_color_set_from_4ub (&color, red, green, blue, alpha);
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cogl_color_init_from_4ub (&color, red, green, blue, alpha);
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cogl_color_premultiply (&color);
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pixel[0] = cogl_color_get_red_byte (&color);
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@ -73,10 +73,8 @@ meta_create_color_texture_4ub (guint8 red,
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* @src_texture: (allow-none): texture to use initially for the layer
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*
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* Creates a pipeline with a single layer. Using a common template
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* allows sharing a shader for different uses in Mutter. To share the same
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* shader with all other pipelines that are just texture plus opacity
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* would require Cogl fixes.
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* (See http://bugzilla.clutter-project.org/show_bug.cgi?id=2425)
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* makes it easier for Cogl to share a shader for different uses in
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* Mutter.
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*
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* Return value: (transfer full): a newly created #CoglPipeline
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*/
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@ -86,22 +84,21 @@ meta_create_texture_pipeline (CoglTexture *src_texture)
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static CoglPipeline *texture_pipeline_template = NULL;
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CoglPipeline *pipeline;
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/* We use a pipeline that has a dummy texture as a base for all
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texture pipelines. The idea is that only the Cogl texture object
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would be different in the children so it is likely that Cogl will
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be able to share GL programs between all the textures. */
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/* The only state used in the pipeline that would affect the shader
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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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pipelines are created as a copy of this. That way Cogl can find
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the shader state for the pipeline more quickly by looking at the
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pipeline ancestry instead of resorting to the shader cache. */
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if (G_UNLIKELY (texture_pipeline_template == NULL))
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{
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CoglTexture *dummy_texture;
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CoglContext *ctx = clutter_backend_get_cogl_context (clutter_get_default_backend ());
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dummy_texture = meta_create_color_texture_4ub (0xff, 0xff, 0xff, 0xff,
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COGL_TEXTURE_NONE);
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CoglContext *ctx =
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clutter_backend_get_cogl_context (clutter_get_default_backend ());
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texture_pipeline_template = cogl_pipeline_new (ctx);
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cogl_pipeline_set_layer_texture (texture_pipeline_template, 0, dummy_texture);
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cogl_object_unref (dummy_texture);
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cogl_pipeline_set_layer_null_texture (texture_pipeline_template,
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0, /* layer */
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COGL_TEXTURE_TYPE_2D);
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}
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pipeline = cogl_pipeline_copy (texture_pipeline_template);
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