Commit Graph

13 Commits

Author SHA1 Message Date
Neil Roberts
66c54e04de cogl-pango: Don't set the special combine function for atlased textures
The material cache will now only set the special combine mode if the
texture only has an alpha component. The atlased textures will have
all four components so it will leave the combine functions at the
default. This increases the chances of batching between glyphs and
images.

When using the global atlas, the glyph from cairo is now rendered into
an ARGB surface rather than an alpha-only surface.
2011-05-05 17:32:30 +01:00
Neil Roberts
cbf011dcd0 cogl-pango: Use a seperate cache of pipelines
Instead of creating just two materials (one for texturing and one for
solid primitives) the pango renderer now maintains a cache of
pipelines. The display list can request a pipeline for a texture from
the cache. The same pipeline cache is used by all display lists so
that the pipelines can be shared. This avoids changing the texture on
the material during a paint run.
2011-05-05 17:32:30 +01:00
Neil Roberts
b83069f3b2 cogl-pango-glyph-cache: Don't put zero-sized glyphs in the cache
It now avoids trying to reserve space for zero-sized glyphs. That
happens for example when the layout contains a space. This was causing
the regular glyph cache to be used because the global atlas does not
support zero-sized images. That would then break up the
batching. Instead it now still reserves an entry in the cache but
leaves the texture as COGL_INVALID_HANDLE.
2011-05-05 17:32:30 +01:00
Neil Roberts
3f1e0c701e cogl-pango-render: Add the base texture to the display list
When rendering a glyph from a texture, instead of adding the glyph's
texture handle to the display list it now retrieves the base texture
using _cogl_texture_foreach_subtexture_in_region and adds that
instead. That way the display can recognise that glyphs in the global
atlas are sharing the same texture and combine them into one VBO.
2011-05-05 17:32:29 +01:00
Neil Roberts
12b751a8e1 cogl-pango: Use a separate glyph cache for mipmapped rendering
This reverts the changes in 54d8aadf which combined the two glyph
caches into one. We want to start using separate caches again so that
we can non-mipmapped textures into the global atlas.
2011-05-05 17:32:27 +01:00
Neil Roberts
f38b7a78fb cogl: Use GHookList instead of CoglCallbackList
glib already has a data type to manage a list of callbacks called a
GHookList so we might as well use it instead of maintaining Cogl's own
type. The glib version may be slightly more efficient because it
avoids using a GList and instead encodes the prev and next pointers
directly in the GHook structure. It also has more features than
CoglCallbackList.
2011-03-14 18:18:15 +00:00
Robert Bragg
47ceb34ba9 pango: Use CoglMaterial type for materials
Instead of using the CoglHandle type for material variables this updates
the pango code to use CoglMaterial * instead. CoglHandle is the old
typename which is being phased out of the API.
2010-11-03 18:09:23 +00:00
Emmanuele Bassi
73a94a7a79 Replace cogl_color_set_from_* with cogl_color_init_from_*
The former is not yet "officially" deprecated by the latter, but it's
confusing to have them both in the code base.
2010-09-03 16:58:47 +01:00
Neil Roberts
8123330061 cogl-pango: Use a CoglAtlas to maintain the glyph cache
The glyph cache is now stored in a CoglAtlas structure instead of the
custom atlasing code. This has the advantage that it can share code
with the main texture atlas and that it supports reorganizing the
atlas when it becomes full. Unlike the texture atlas, the glyph cache
can use multiple atlases which would be neccessary if the maximum
texture size is reached and we need to create a second
texture. Whenever a display list is created it now has to register a
callback with the glyph cache so that the display list can be
recreated whenever any of the atlases are reorganized. This is needed
because the display list directly stores texture coordinates within
the atlas texture and they would become invalid when the texture is
moved.

The ensure_glyphs_for_layout now works in two steps. First it reserves
space in the atlas for all of the glyphs. The atlas is created with
the DISABLE_MIGRATION flag so that it won't actually copy any textures
if any rearranging is needed. Whenever the position is updated for a
glyph then it is marked as dirty. After space for all of the glyphs
has been reserved it will iterate over all dirty glyphs and redraw
them using Cairo. The rendered glyph is then stored in the texture
with a sub texture update.

The glyphs need to all be set at the right location before starting to
create the display list because the display list stores the texture
coordinates of the glyph. If any of the glyphs were moved around then
the parts of the display list that was created already would become
invalid. To make this work, ensure_glyphs_for_layout is now always
called before rendering a layout or a layout line.
2010-08-12 11:56:59 +01:00
Robert Bragg
8640f527cb cogl: don't include cogl-debug.h in cogl.h or install
cogl-debug.h is an internal header so it shouldn't have been included by
cogl.h and the header shouldn't be installed either.
2010-08-02 17:41:42 +01:00
Robert Bragg
72e1ff05a8 pango-render: set CLAMP_TO_EDGE wrap mode on glyph_material
The pango renderer was causing lots of override materials to be allocated
because the vertex_buffer API converts AUTOMATIC mode into REPEAT for
backwards compatibility. By explicitly setting the wrap mode to
CLAMP_TO_EDGE when creating the glyph_material then the vertex_buffer
API will leave it untouched.
2010-07-06 12:07:29 +01:00
Emmanuele Bassi
6e32d0afda analysis: CoglPangoRenderer
Remove unused variables.
2010-02-12 14:57:55 +00:00
Robert Bragg
17e899a49d [cogl] move clutter/pango to clutter/cogl/pango
As part of the re-organisation of Cogl; move clutter/pango to be part of the
cogl sub-project.
2009-10-16 18:58:51 +01:00