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Properly set the number of components on the CoglTextureRectangle
We need to set the number of components on the CoglTextureRectangle to prevent wasting too much GPU memory. As we need to do this before we call cogl_texture_set_region, just remove the meta_texture_rectangle_new wrapper, and make callers call cogl_texture_rectangle_new_with_size directly.
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d2a1db8834
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@ -26,36 +26,6 @@
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#include <clutter/clutter.h>
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#include "meta-texture-rectangle.h"
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CoglTexture *
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meta_texture_rectangle_new (unsigned int width,
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unsigned int height,
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CoglPixelFormat format,
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unsigned int rowstride,
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const guint8 *data)
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{
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ClutterBackend *backend =
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clutter_get_default_backend ();
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CoglContext *context =
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clutter_backend_get_cogl_context (backend);
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CoglTextureRectangle *tex_rect;
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tex_rect = cogl_texture_rectangle_new_with_size (context, width, height);
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if (tex_rect == NULL)
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return NULL;
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if (data)
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cogl_texture_set_region (COGL_TEXTURE (tex_rect),
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0, 0, /* src_x/y */
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0, 0, /* dst_x/y */
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width, height, /* dst_width/height */
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width, height, /* width/height */
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format,
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rowstride,
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data);
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return COGL_TEXTURE (tex_rect);
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}
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static void
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texture_rectangle_check_cb (CoglTexture *sub_texture,
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const float *sub_texture_coords,
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@ -28,13 +28,6 @@
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G_BEGIN_DECLS
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CoglTexture *
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meta_texture_rectangle_new (unsigned int width,
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unsigned int height,
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CoglPixelFormat format,
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unsigned int rowstride,
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const guint8 *data);
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gboolean
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meta_texture_rectangle_check (CoglTexture *texture);
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@ -359,14 +359,10 @@ texture_tower_create_texture (MetaTextureTower *tower,
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if ((!is_power_of_two (width) || !is_power_of_two (height)) &&
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meta_texture_rectangle_check (tower->textures[level - 1]))
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{
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tower->textures[level] =
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meta_texture_rectangle_new (width, height,
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/* data format */
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TEXTURE_FORMAT,
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/* rowstride */
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width * 4,
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/* data */
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NULL);
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ClutterBackend *backend = clutter_get_default_backend ();
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CoglContext *context = clutter_backend_get_cogl_context (backend);
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tower->textures[level] = cogl_texture_rectangle_new_with_size (context, width, height);
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}
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else
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{
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@ -2165,9 +2165,18 @@ build_and_scan_frame_mask (MetaWindowActor *self,
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if (meta_texture_rectangle_check (paint_tex))
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{
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mask_texture = meta_texture_rectangle_new (tex_width, tex_height,
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COGL_PIXEL_FORMAT_A_8,
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stride, mask_data);
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ClutterBackend *backend = clutter_get_default_backend ();
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CoglContext *context = clutter_backend_get_cogl_context (backend);
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mask_texture = COGL_TEXTURE (cogl_texture_rectangle_new_with_size (context, tex_width, tex_height));
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cogl_texture_set_components (mask_texture, COGL_TEXTURE_COMPONENTS_A);
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cogl_texture_set_region (mask_texture,
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0, 0, /* src_x/y */
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0, 0, /* dst_x/y */
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tex_width, tex_height, /* dst_width/height */
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tex_width, tex_height, /* width/height */
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COGL_PIXEL_FORMAT_A_8,
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stride, mask_data);
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}
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else
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{
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