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Use a template material for shadows
To avoid unnecessary shader recompilation, use a root template material for all shadows. https://bugzilla.gnome.org/show_bug.cgi?id=592382
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@ -4,7 +4,8 @@
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*
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* Create and cache shadow textures for abritrary window shapes
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*
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* Copyright (C) 2010 Red Hat, Inc.
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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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@ -617,6 +618,49 @@ 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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@ -724,8 +768,7 @@ 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 = cogl_material_new ();
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cogl_material_set_layer (shadow->material, 0, shadow->texture);
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shadow->material = create_texture_material (shadow->texture);
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}
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static MetaShadowParams *
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