mutter/src/compositor/cogl-utils.c
Owen W. Taylor a4a688ed83 Rewrite background code
The old requirement that multiple MetaBackgroundActor objects be
layered on top of each to produce blended backgrounds resulted in
extremely inefficient drawing since the entire framebuffer had
to be read and written multiple times.

 * Replace the MetaBackground ClutterContent with a plain GObject
   that serves to hold the background parameters and prerender
   textures to be used to draw the background. It handles
   colors, gradients, and blended images, but does not handle
   vignetting

 * Add vignetting to MetaBackgroundActor directly.

 * Add MetaBackgroundImage and MetaBackgroundImageCache to allow
   multiple MetaBackground objects to share the same images

By removing the usage of ClutterContent, the following optimizations
were easy to add:

 Blending is turned off when the actor is fully opaque
 Nearest-neighbour filtering is used when drawing 1:1

The GLSL vignette code is slightly improved to use a vertex shader
snippet for computing the texture coordinate => position in actor
mapping.

https://bugzilla.gnome.org/show_bug.cgi?id=735637
2014-09-03 13:43:40 -04:00

142 lines
5.2 KiB
C

/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
/*
* Utilities for use with Cogl
*
* Copyright 2010 Red Hat, Inc.
* Copyright 2010 Intel Corporation
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 of the
* License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, see <http://www.gnu.org/licenses/>.
*/
#include <clutter/clutter.h>
#include "cogl-utils.h"
/* Based on gnome-shell/src/st/st-private.c:_st_create_texture_material.c */
/**
* meta_create_texture_pipeline:
* @src_texture: (nullable): texture to use initially for the layer
*
* Creates a pipeline with a single layer. Using a common template
* makes it easier for Cogl to share a shader for different uses in
* Mutter.
*
* Return value: (transfer full): a newly created #CoglPipeline
*/
CoglPipeline *
meta_create_texture_pipeline (CoglTexture *src_texture)
{
static CoglPipeline *texture_pipeline_template = NULL;
CoglPipeline *pipeline;
/* The only state used in the pipeline that would affect the shader
generation is the texture type on the layer. Therefore we create
a template pipeline which sets this state and all texture
pipelines are created as a copy of this. That way Cogl can find
the shader state for the pipeline more quickly by looking at the
pipeline ancestry instead of resorting to the shader cache. */
if (G_UNLIKELY (texture_pipeline_template == NULL))
{
CoglContext *ctx =
clutter_backend_get_cogl_context (clutter_get_default_backend ());
texture_pipeline_template = cogl_pipeline_new (ctx);
cogl_pipeline_set_layer_null_texture (texture_pipeline_template,
0, /* layer */
COGL_TEXTURE_TYPE_2D);
}
pipeline = cogl_pipeline_copy (texture_pipeline_template);
if (src_texture != NULL)
cogl_pipeline_set_layer_texture (pipeline, 0, src_texture);
return pipeline;
}
static gboolean is_pot(int x)
{
return x > 0 && (x & (x - 1)) == 0;
}
/**
* meta_create_texture:
* @width: width of the texture to create
* @height: height of the texture to create
* @components; components to store in the texture (color or alpha)
* @flags: flags that affect the allocation behavior
*
* Creates a texture of the given size with the specified components
* for use as a frame buffer object.
*
* If non-power-of-two textures are not supported on the system, then
* the texture will be created as a texture rectangle; in this case,
* hardware repeating isn't possible, and texture coordinates are also
* different, but Cogl hides these issues from the application, except from
* GLSL shaders. Since GLSL is never (or at least almost never)
* present on such a system, this is not typically an issue.
*
* If %META_TEXTURE_ALLOW_SLICING is present in @flags, and the texture
* is larger than the texture size limits of the system, then the texture
* will be created as a sliced texture. This also will cause problems
* with using the texture with GLSL, and is more likely to be an issue
* since all GL implementations have texture size limits, and they can
* be as small as 2048x2048 on reasonably current systems.
*/
CoglTexture *
meta_create_texture (int width,
int height,
CoglTextureComponents components,
MetaTextureFlags flags)
{
ClutterBackend *backend = clutter_get_default_backend ();
CoglContext *ctx = clutter_backend_get_cogl_context (backend);
CoglTexture *texture;
gboolean should_use_rectangle = FALSE;
if (!(is_pot (width) && is_pot (height)) &&
!cogl_has_feature (ctx, COGL_FEATURE_ID_TEXTURE_NPOT))
{
if (cogl_has_feature (ctx, COGL_FEATURE_ID_TEXTURE_RECTANGLE))
should_use_rectangle = TRUE;
else
g_error ("Cannot create texture. Support for GL_ARB_texture_non_power_of_two or "
"ARB_texture_rectangle is required");
}
if (should_use_rectangle)
texture = COGL_TEXTURE (cogl_texture_rectangle_new_with_size (ctx, width, height));
else
texture = COGL_TEXTURE (cogl_texture_2d_new_with_size (ctx, width, height));
cogl_texture_set_components (texture, components);
if ((flags & META_TEXTURE_ALLOW_SLICING) != 0)
{
/* To find out if we need to slice the texture, we have to go ahead and force storage
* to be allocated
*/
CoglError *catch_error = NULL;
if (!cogl_texture_allocate (texture, &catch_error))
{
cogl_error_free (catch_error);
cogl_object_unref (texture);
texture = COGL_TEXTURE (cogl_texture_2d_sliced_new_with_size (ctx, width, height, COGL_TEXTURE_MAX_WASTE));
cogl_texture_set_components (texture, components);
}
}
return texture;
}