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Refactor "texture material" creation from MetaShadowFactory
Create new cogl-utils.[ch] and move a helper function from MetaShadowFactory there as meta_create_texture_material(); this allows us to create single-layer materials from different parts of Mutter and have them share the same template material. Also expose a function for creating a 1x1 texture of a given color meta_create_color_texture_4ub(). https://bugzilla.gnome.org/show_bug.cgi?id=634833
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@ -21,6 +21,8 @@ mutter_SOURCES= \
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core/boxes.c \
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core/boxes-private.h \
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include/boxes.h \
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compositor/cogl-utils.c \
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compositor/cogl-utils.h \
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compositor/compositor.c \
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compositor/compositor-private.h \
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compositor/meta-module.c \
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104
src/compositor/cogl-utils.c
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104
src/compositor/cogl-utils.c
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@ -0,0 +1,104 @@
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/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
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/*
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* Utilities for use with Cogl
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*
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* Copyright 2010 Red Hat, Inc.
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* Copyright 2010 Intel Corporation
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License as
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* published by the Free Software Foundation; either version 2 of the
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* License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*/
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#include "cogl-utils.h"
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/**
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* meta_create_color_texture_4ub:
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* @red:
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* @green:
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* @blue:
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* @alpha:
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*
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* Creates a texture that is a single pixel with the specified
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* unpremultiplied color components.
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*
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* Return value: (transfer full): a newly created Cogl texture
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*/
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CoglHandle
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meta_create_color_texture_4ub (guint8 red,
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guint8 green,
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guint8 blue,
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guint8 alpha)
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{
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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_premultiply (&color);
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pixel[0] = cogl_color_get_red_byte (&color);
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pixel[1] = cogl_color_get_green_byte (&color);
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pixel[2] = cogl_color_get_blue_byte (&color);
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pixel[3] = cogl_color_get_alpha_byte (&color);
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return cogl_texture_new_from_data (1, 1,
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COGL_TEXTURE_NONE,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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COGL_PIXEL_FORMAT_ANY,
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4, pixel);
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}
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/* Based on gnome-shell/src/st/st-private.c:_st_create_texture_material.c */
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/**
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* meta_create_texture_material:
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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 material 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 materials 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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*
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* Return value: (transfer full): a newly created Cogl material
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*/
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CoglHandle
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meta_create_texture_material (CoglHandle src_texture)
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{
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static CoglHandle texture_material_template = COGL_INVALID_HANDLE;
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CoglHandle material;
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/* We use a material that has a dummy texture as a base for all
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texture materials. 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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if (G_UNLIKELY (texture_material_template == COGL_INVALID_HANDLE))
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{
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CoglHandle dummy_texture;
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dummy_texture = meta_create_color_texture_4ub (0xff, 0xff, 0xff, 0xff);
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texture_material_template = cogl_material_new ();
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cogl_material_set_layer (texture_material_template, 0, dummy_texture);
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cogl_handle_unref (dummy_texture);
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}
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material = cogl_material_copy (texture_material_template);
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if (src_texture != COGL_INVALID_HANDLE)
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cogl_material_set_layer (material, 0, src_texture);
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return material;
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}
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34
src/compositor/cogl-utils.h
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34
src/compositor/cogl-utils.h
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@ -0,0 +1,34 @@
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/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
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/*
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* Utilities for use with Cogl
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*
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* Copyright 2010 Red Hat, Inc.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License as
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* published by the Free Software Foundation; either version 2 of the
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* License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*/
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#ifndef __META_COGL_UTILS_H__
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#define __META_COGL_UTILS_H__
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#include <cogl/cogl.h>
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CoglHandle meta_create_color_texture_4ub (guint8 red,
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guint8 green,
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guint8 blue,
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guint8 alpha);
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CoglHandle meta_create_texture_material (CoglHandle src_texture);
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#endif /* __META_COGL_UTILS_H__ */
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@ -5,7 +5,6 @@
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* Create and cache shadow textures for abritrary window shapes
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*
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* Copyright 2010 Red Hat, Inc.
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* Copyright 2010 Intel Corporation
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License as
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@ -26,6 +25,7 @@
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#include <math.h>
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#include <string.h>
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#include "cogl-utils.h"
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#include "meta-shadow-factory-private.h"
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#include "region-utils.h"
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@ -641,49 +641,6 @@ flip_buffer (guchar *buffer,
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#undef BLOCK_SIZE
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}
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/* Creates a material with a single layer. Using a common template
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* allows sharing a shader between all shadows. To share the same
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* shader with all other materials that are just texture plus
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* opacity would require cogl fixes. Based on
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* gnome-shell/src/st/_st_create_texture_material.c
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*/
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static CoglHandle
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create_texture_material (CoglHandle src_texture)
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{
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static CoglHandle texture_material_template = COGL_INVALID_HANDLE;
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CoglHandle material;
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g_return_val_if_fail (src_texture != COGL_INVALID_HANDLE,
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COGL_INVALID_HANDLE);
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/* We use a material that has a dummy texture as a base for all
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texture materials. 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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if (G_UNLIKELY (texture_material_template == COGL_INVALID_HANDLE))
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{
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static const guint8 white_pixel[] = { 0xff, 0xff, 0xff, 0xff };
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CoglHandle dummy_texture;
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dummy_texture =
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cogl_texture_new_from_data (1, 1,
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COGL_TEXTURE_NONE,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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COGL_PIXEL_FORMAT_ANY,
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4, white_pixel);
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texture_material_template = cogl_material_new ();
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cogl_material_set_layer (texture_material_template, 0, dummy_texture);
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cogl_handle_unref (dummy_texture);
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}
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material = cogl_material_copy (texture_material_template);
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cogl_material_set_layer (material, 0, src_texture);
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return material;
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}
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static void
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make_shadow (MetaShadow *shadow,
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cairo_region_t *region)
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@ -791,7 +748,7 @@ make_shadow (MetaShadow *shadow,
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cairo_region_destroy (column_convolve_region);
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g_free (buffer);
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shadow->material = create_texture_material (shadow->texture);
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shadow->material = meta_create_texture_material (shadow->texture);
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}
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static MetaShadowParams *
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