Add the ability to add shader hooks to MetaBackgroundActor

Using ClutterEffect is not pratical on MetaBackgroundActor, as the FBO
redirection has a noticeable performance impact. Instead, allow adding
GLSL code directly to the pipeline used to draw the background texture.
At the same time, port MetaBackgroundActor to modern Cogl API.

https://bugzilla.gnome.org/show_bug.cgi?id=669798
This commit is contained in:
Giovanni Campagna 2012-08-30 01:45:17 +02:00
parent 188d532438
commit 859ea1457d
3 changed files with 85 additions and 14 deletions

View File

@ -221,7 +221,7 @@ typelib_DATA = Meta-$(api_version).typelib
INTROSPECTION_GIRS = Meta-$(api_version).gir INTROSPECTION_GIRS = Meta-$(api_version).gir
Meta-$(api_version).gir: libmutter.la Meta-$(api_version).gir: libmutter.la
@META_GIR@_INCLUDES = GObject-2.0 GDesktopEnums-3.0 Gdk-3.0 Gtk-3.0 Clutter-1.0 xlib-2.0 xfixes-4.0 @META_GIR@_INCLUDES = GObject-2.0 GDesktopEnums-3.0 Gdk-3.0 Gtk-3.0 Clutter-1.0 xlib-2.0 xfixes-4.0 Cogl-1.0
@META_GIR@_EXPORT_PACKAGES = libmutter @META_GIR@_EXPORT_PACKAGES = libmutter
@META_GIR@_CFLAGS = $(INCLUDES) @META_GIR@_CFLAGS = $(INCLUDES)
@META_GIR@_LIBS = libmutter.la @META_GIR@_LIBS = libmutter.la

View File

@ -55,7 +55,7 @@ struct _MetaScreenBackground
float texture_width; float texture_width;
float texture_height; float texture_height;
CoglHandle texture; CoglTexture *texture;
CoglMaterialWrapMode wrap_mode; CoglMaterialWrapMode wrap_mode;
guint have_pixmap : 1; guint have_pixmap : 1;
}; };
@ -63,7 +63,8 @@ struct _MetaScreenBackground
struct _MetaBackgroundActorPrivate struct _MetaBackgroundActorPrivate
{ {
MetaScreenBackground *background; MetaScreenBackground *background;
CoglHandle material; CoglPipeline *pipeline;
cairo_region_t *visible_region; cairo_region_t *visible_region;
float dim_factor; float dim_factor;
}; };
@ -140,7 +141,7 @@ update_wrap_mode_of_actor (MetaBackgroundActor *self)
{ {
MetaBackgroundActorPrivate *priv = self->priv; MetaBackgroundActorPrivate *priv = self->priv;
cogl_material_set_layer_wrap_mode (priv->material, 0, priv->background->wrap_mode); cogl_pipeline_set_layer_wrap_mode (priv->pipeline, 0, priv->background->wrap_mode);
} }
static void static void
@ -174,7 +175,7 @@ set_texture_on_actor (MetaBackgroundActor *self)
* the underlying X pixmap is already gone has the tendency to trigger * the underlying X pixmap is already gone has the tendency to trigger
* X errors inside DRI. For safety, trap errors */ * X errors inside DRI. For safety, trap errors */
meta_error_trap_push (display); meta_error_trap_push (display);
cogl_material_set_layer (priv->material, 0, priv->background->texture); cogl_pipeline_set_layer_texture (priv->pipeline, 0, priv->background->texture);
meta_error_trap_pop (display); meta_error_trap_pop (display);
clutter_actor_queue_redraw (CLUTTER_ACTOR (self)); clutter_actor_queue_redraw (CLUTTER_ACTOR (self));
@ -210,7 +211,7 @@ set_texture (MetaScreenBackground *background,
update_wrap_mode (background); update_wrap_mode (background);
} }
/* Sets our material to paint with a 1x1 texture of the stage's background /* Sets our pipeline to paint with a 1x1 texture of the stage's background
* color; doing this when we have no pixmap allows the application to turn * color; doing this when we have no pixmap allows the application to turn
* off painting the stage. There might be a performance benefit to * off painting the stage. There might be a performance benefit to
* painting in this case with a solid color, but the normal solid color * painting in this case with a solid color, but the normal solid color
@ -250,11 +251,7 @@ meta_background_actor_dispose (GObject *object)
priv->background = NULL; priv->background = NULL;
} }
if (priv->material != COGL_INVALID_HANDLE) g_clear_pointer(&priv->pipeline, cogl_object_unref);
{
cogl_handle_unref (priv->material);
priv->material = COGL_INVALID_HANDLE;
}
G_OBJECT_CLASS (meta_background_actor_parent_class)->dispose (object); G_OBJECT_CLASS (meta_background_actor_parent_class)->dispose (object);
} }
@ -309,13 +306,13 @@ meta_background_actor_paint (ClutterActor *actor)
color_component = (int)(0.5 + opacity * priv->dim_factor); color_component = (int)(0.5 + opacity * priv->dim_factor);
cogl_material_set_color4ub (priv->material, cogl_pipeline_set_color4ub (priv->pipeline,
color_component, color_component,
color_component, color_component,
color_component, color_component,
opacity); opacity);
cogl_set_source (priv->material); cogl_set_source (priv->pipeline);
if (priv->visible_region) if (priv->visible_region)
{ {
@ -483,7 +480,8 @@ meta_background_actor_new_for_screen (MetaScreen *screen)
priv->background = meta_screen_background_get (screen); priv->background = meta_screen_background_get (screen);
priv->background->actors = g_slist_prepend (priv->background->actors, self); priv->background->actors = g_slist_prepend (priv->background->actors, self);
priv->material = meta_create_texture_material (NULL); /* A CoglMaterial and a CoglPipeline are the same thing */
priv->pipeline = (CoglPipeline*) meta_create_texture_material (NULL);
set_texture_on_actor (self); set_texture_on_actor (self);
update_wrap_mode_of_actor (self); update_wrap_mode_of_actor (self);
@ -625,3 +623,48 @@ meta_background_actor_screen_size_changed (MetaScreen *screen)
for (l = background->actors; l; l = l->next) for (l = background->actors; l; l = l->next)
clutter_actor_queue_relayout (l->data); clutter_actor_queue_relayout (l->data);
} }
/**
* meta_background_actor_add_glsl_snippet:
* @actor: a #MetaBackgroundActor
* @hook: where to insert the code
* @declarations: GLSL declarations
* @code: GLSL code
* @is_replace: wheter Cogl code should be replaced by the custom shader
*
* Adds a GLSL snippet to the pipeline used for drawing the background.
* See #CoglSnippet for details.
*/
void
meta_background_actor_add_glsl_snippet (MetaBackgroundActor *actor,
MetaSnippetHook hook,
const char *declarations,
const char *code,
gboolean is_replace)
{
MetaBackgroundActorPrivate *priv;
CoglSnippet *snippet;
g_return_if_fail (META_IS_BACKGROUND_ACTOR (actor));
priv = actor->priv;
if (is_replace)
{
snippet = cogl_snippet_new (hook, declarations, NULL);
cogl_snippet_set_replace (snippet, code);
}
else
{
snippet = cogl_snippet_new (hook, declarations, code);
}
if (hook == COGL_SNIPPET_HOOK_VERTEX ||
hook == COGL_SNIPPET_HOOK_FRAGMENT)
cogl_pipeline_add_snippet (priv->pipeline, snippet);
else
cogl_pipeline_add_layer_snippet (priv->pipeline, 0, snippet);
cogl_object_unref (snippet);
}

View File

@ -62,4 +62,32 @@ GType meta_background_actor_get_type (void);
ClutterActor *meta_background_actor_new_for_screen (MetaScreen *screen); ClutterActor *meta_background_actor_new_for_screen (MetaScreen *screen);
/**
* MetaSnippetHook:
* Temporary hack to work around Cogl not exporting CoglSnippetHook in
* the 1.0 API. Don't use.
*/
typedef enum {
/* Per pipeline vertex hooks */
META_SNIPPET_HOOK_VERTEX = 0,
META_SNIPPET_HOOK_VERTEX_TRANSFORM,
/* Per pipeline fragment hooks */
META_SNIPPET_HOOK_FRAGMENT = 2048,
/* Per layer vertex hooks */
META_SNIPPET_HOOK_TEXTURE_COORD_TRANSFORM = 4096,
/* Per layer fragment hooks */
META_SNIPPET_HOOK_LAYER_FRAGMENT = 6144,
META_SNIPPET_HOOK_TEXTURE_LOOKUP
} MetaSnippetHook;
void meta_background_actor_add_glsl_snippet (MetaBackgroundActor *actor,
MetaSnippetHook hook,
const char *declarations,
const char *code,
gboolean is_replace);
#endif /* META_BACKGROUND_ACTOR_H */ #endif /* META_BACKGROUND_ACTOR_H */