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cogl: Remove material_set_layer_filters
This function is deprecated and must be replaced to the alternative. Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/2058>
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@ -136,18 +136,6 @@ cogl_material_set_layer_matrix (CoglMaterial *material,
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layer_index, matrix);
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}
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void
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cogl_material_set_layer_filters (CoglMaterial *material,
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int layer_index,
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CoglMaterialFilter min_filter,
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CoglMaterialFilter mag_filter)
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{
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cogl_pipeline_set_layer_filters (COGL_PIPELINE (material),
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layer_index,
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min_filter,
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mag_filter);
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}
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gboolean
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cogl_material_set_layer_point_sprite_coords_enabled (CoglMaterial *material,
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int layer_index,
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@ -61,44 +61,6 @@ GType cogl_material_get_type (void);
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#define COGL_MATERIAL(OBJECT) ((CoglMaterial *)OBJECT)
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/**
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* CoglMaterialFilter:
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* @COGL_MATERIAL_FILTER_NEAREST: Measuring in manhatten distance from the,
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* current pixel center, use the nearest texture texel
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* @COGL_MATERIAL_FILTER_LINEAR: Use the weighted average of the 4 texels
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* nearest the current pixel center
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* @COGL_MATERIAL_FILTER_NEAREST_MIPMAP_NEAREST: Select the mimap level whose
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* texel size most closely matches the current pixel, and use the
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* %COGL_MATERIAL_FILTER_NEAREST criterion
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* @COGL_MATERIAL_FILTER_LINEAR_MIPMAP_NEAREST: Select the mimap level whose
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* texel size most closely matches the current pixel, and use the
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* %COGL_MATERIAL_FILTER_LINEAR criterion
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* @COGL_MATERIAL_FILTER_NEAREST_MIPMAP_LINEAR: Select the two mimap levels
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* whose texel size most closely matches the current pixel, use
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* the %COGL_MATERIAL_FILTER_NEAREST criterion on each one and take
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* their weighted average
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* @COGL_MATERIAL_FILTER_LINEAR_MIPMAP_LINEAR: Select the two mimap levels
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* whose texel size most closely matches the current pixel, use
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* the %COGL_MATERIAL_FILTER_LINEAR criterion on each one and take
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* their weighted average
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*
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* Texture filtering is used whenever the current pixel maps either to more
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* than one texture element (texel) or less than one. These filter enums
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* correspond to different strategies used to come up with a pixel color, by
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* possibly referring to multiple neighbouring texels and taking a weighted
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* average or simply using the nearest texel.
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*/
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typedef enum
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{
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COGL_MATERIAL_FILTER_NEAREST = 0x2600,
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COGL_MATERIAL_FILTER_LINEAR = 0x2601,
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COGL_MATERIAL_FILTER_NEAREST_MIPMAP_NEAREST = 0x2700,
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COGL_MATERIAL_FILTER_LINEAR_MIPMAP_NEAREST = 0x2701,
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COGL_MATERIAL_FILTER_NEAREST_MIPMAP_LINEAR = 0x2702,
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COGL_MATERIAL_FILTER_LINEAR_MIPMAP_LINEAR = 0x2703
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} CoglMaterialFilter;
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/* NB: these values come from the equivalents in gl.h */
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/**
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* CoglMaterialWrapMode:
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* @COGL_MATERIAL_WRAP_MODE_REPEAT: The texture will be repeated. This
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@ -593,24 +555,6 @@ cogl_material_set_layer_matrix (CoglMaterial *material,
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int layer_index,
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const graphene_matrix_t *matrix);
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/**
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* cogl_material_set_layer_filters:
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* @material: A #CoglMaterial object
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* @layer_index: the layer number to change.
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* @min_filter: the filter used when scaling a texture down.
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* @mag_filter: the filter used when magnifying a texture.
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*
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* Changes the decimation and interpolation filters used when a texture is
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* drawn at other scales than 100%.
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* Deprecated: 1.16: Use cogl_pipeline_set_layer_filters() instead
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*/
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COGL_DEPRECATED_FOR (cogl_pipeline_set_layer_filters)
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COGL_EXPORT void
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cogl_material_set_layer_filters (CoglMaterial *material,
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int layer_index,
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CoglMaterialFilter min_filter,
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CoglMaterialFilter mag_filter);
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/**
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* cogl_material_set_layer_point_sprite_coords_enabled:
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* @material: a #CoglHandle to a material.
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@ -127,14 +127,14 @@ on_paint (ClutterActor *actor,
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/* We'll use nearest filtering mode on the textures, otherwise the
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edge of the quad can pull in texels from the neighbouring
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quarters of the texture due to imprecision */
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cogl_material_set_layer_filters (material, 0,
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COGL_MATERIAL_FILTER_NEAREST,
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COGL_MATERIAL_FILTER_NEAREST);
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cogl_pipeline_set_layer_filters (material, 0,
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COGL_PIPELINE_FILTER_NEAREST,
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COGL_PIPELINE_FILTER_NEAREST);
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cogl_material_set_layer (material, 1, tex1);
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cogl_material_set_layer_filters (material, 1,
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COGL_MATERIAL_FILTER_NEAREST,
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COGL_MATERIAL_FILTER_NEAREST);
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cogl_pipeline_set_layer_filters (material, 1,
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COGL_PIPELINE_FILTER_NEAREST,
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COGL_PIPELINE_FILTER_NEAREST);
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status = cogl_material_set_layer_combine (material, 1,
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"RGBA = ADD (PREVIOUS, TEXTURE)",
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&error);
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@ -60,14 +60,14 @@ on_paint (ClutterActor *actor,
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/* Render a 1x1 pixel quad without mipmaps */
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cogl_set_source (material);
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cogl_material_set_layer_filters (material, 0,
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COGL_MATERIAL_FILTER_NEAREST,
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COGL_MATERIAL_FILTER_NEAREST);
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cogl_pipeline_set_layer_filters (material, 0,
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COGL_PIPELINE_FILTER_NEAREST,
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COGL_PIPELINE_FILTER_NEAREST);
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cogl_rectangle (0, 0, 1, 1);
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/* Then with mipmaps */
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cogl_material_set_layer_filters (material, 0,
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COGL_MATERIAL_FILTER_NEAREST_MIPMAP_NEAREST,
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COGL_MATERIAL_FILTER_NEAREST);
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cogl_pipeline_set_layer_filters (material, 0,
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COGL_PIPELINE_FILTER_NEAREST_MIPMAP_NEAREST,
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COGL_PIPELINE_FILTER_NEAREST);
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cogl_rectangle (1, 0, 2, 1);
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cogl_object_unref (material);
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@ -152,14 +152,14 @@ on_after_paint (ClutterActor *actor,
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{
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const CoglMaterialFilter min_filter =
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COGL_MATERIAL_FILTER_NEAREST_MIPMAP_NEAREST;
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cogl_material_set_layer_filters (material, 0,
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cogl_pipeline_set_layer_filters (material, 0,
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min_filter,
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COGL_MATERIAL_FILTER_NEAREST);
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COGL_PIPELINE_FILTER_NEAREST);
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}
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else
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cogl_material_set_layer_filters (material, 0,
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COGL_MATERIAL_FILTER_NEAREST,
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COGL_MATERIAL_FILTER_NEAREST);
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cogl_pipeline_set_layer_filters (material, 0,
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COGL_PIPELINE_FILTER_NEAREST,
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COGL_PIPELINE_FILTER_NEAREST);
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cogl_set_source (material);
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cogl_rectangle (0, 0, PIXMAP_WIDTH, PIXMAP_HEIGHT);
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@ -48,12 +48,12 @@ frame_cb (ClutterTimeline *timeline,
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graphene_matrix_multiply (&state->rot_matrix0,
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&state->tex_matrix0,
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&state->tex_matrix0);
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cogl_material_set_layer_matrix (state->material0, 2, &state->tex_matrix0);
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cogl_pipeline_set_layer_matrix (state->material0, 2, &state->tex_matrix0);
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graphene_matrix_multiply (&state->rot_matrix1,
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&state->tex_matrix1,
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&state->tex_matrix1);
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cogl_material_set_layer_matrix (state->material1, 2, &state->tex_matrix1);
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cogl_pipeline_set_layer_matrix (state->material1, 2, &state->tex_matrix1);
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}
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static void
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@ -201,17 +201,17 @@ test_coglbox_paint (ClutterActor *self,
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int tex_height = cogl_texture_get_height (tex_handle);
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CoglFramebuffer *framebuffer =
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clutter_paint_context_get_framebuffer (paint_context);
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CoglHandle material = cogl_material_new ();
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CoglHandle material = cogl_pipeline_new ();
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cogl_material_set_layer (material, 0, tex_handle);
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cogl_pipeline_set_layer (material, 0, tex_handle);
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cogl_material_set_layer_filters (material, 0,
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cogl_pipeline_set_layer_filters (material, 0,
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priv->use_linear_filtering
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? COGL_MATERIAL_FILTER_LINEAR :
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COGL_MATERIAL_FILTER_NEAREST,
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? COGL_PIPELINE_FILTER_LINEAR :
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COGL_PIPELINE_FILTER_NEAREST,
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priv->use_linear_filtering
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? COGL_MATERIAL_FILTER_LINEAR :
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COGL_MATERIAL_FILTER_NEAREST);
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? COGL_PIPELINE_FILTER_LINEAR :
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COGL_PIPELINE_FILTER_NEAREST);
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cogl_framebuffer_push_matrix (framebuffer);
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cogl_framebuffer_translate (framebuffer, tex_width / 2, 0, 0);
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