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[CoglPangoDisplayList] Don't store the base color in the display list
It should be possible render a single PangoLayout with different colors without recalculating the layout. This was not working because the color used at the first edit was being stored in the display list. This broke changing the opacity on a ClutterText. Now each node in the display list has a 'color override' flag which marks whether it should use the base color or not. The base color is now passed in from _cogl_pango_display_list_render_texture. The alpha value is always taken from the base color.
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@ -43,6 +43,7 @@ typedef struct _CoglPangoDisplayListVertex CoglPangoDisplayListVertex;
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struct _CoglPangoDisplayList
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{
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gboolean color_override;
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CoglColor color;
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GSList *nodes;
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GSList *last_node;
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@ -52,6 +53,7 @@ struct _CoglPangoDisplayListNode
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{
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CoglPangoDisplayListNodeType type;
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gboolean color_override;
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CoglColor color;
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union
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@ -106,12 +108,19 @@ _cogl_pango_display_list_append_node (CoglPangoDisplayList *dl,
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}
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void
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_cogl_pango_display_list_set_color (CoglPangoDisplayList *dl,
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const CoglColor *color)
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_cogl_pango_display_list_set_color_override (CoglPangoDisplayList *dl,
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const CoglColor *color)
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{
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dl->color_override = TRUE;
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dl->color = *color;
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}
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void
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_cogl_pango_display_list_remove_color_override (CoglPangoDisplayList *dl)
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{
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dl->color_override = FALSE;
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}
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void
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_cogl_pango_display_list_add_texture (CoglPangoDisplayList *dl,
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CoglHandle texture,
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@ -128,7 +137,10 @@ _cogl_pango_display_list_add_texture (CoglPangoDisplayList *dl,
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if (dl->last_node
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&& (node = dl->last_node->data)->type == COGL_PANGO_DISPLAY_LIST_TEXTURE
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&& node->d.texture.texture == texture
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&& !memcmp (&dl->color, &node->color, sizeof (CoglColor)))
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&& (dl->color_override
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? (node->color_override && !memcmp (&dl->color, &node->color,
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sizeof (CoglColor)))
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: !node->color_override))
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{
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/* Get rid of the vertex buffer so that it will be recreated */
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if (node->d.texture.vertex_buffer != COGL_INVALID_HANDLE)
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@ -143,6 +155,7 @@ _cogl_pango_display_list_add_texture (CoglPangoDisplayList *dl,
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node = g_slice_new (CoglPangoDisplayListNode);
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node->type = COGL_PANGO_DISPLAY_LIST_TEXTURE;
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node->color_override = dl->color_override;
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node->color = dl->color;
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node->d.texture.texture = cogl_texture_ref (texture);
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node->d.texture.verts
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@ -187,6 +200,7 @@ _cogl_pango_display_list_add_rectangle (CoglPangoDisplayList *dl,
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CoglPangoDisplayListNode *node = g_slice_new (CoglPangoDisplayListNode);
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node->type = COGL_PANGO_DISPLAY_LIST_RECTANGLE;
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node->color_override = dl->color_override;
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node->color = dl->color;
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node->d.rectangle.x_1 = x_1;
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node->d.rectangle.y_1 = y_1;
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@ -208,6 +222,7 @@ _cogl_pango_display_list_add_trapezoid (CoglPangoDisplayList *dl,
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CoglPangoDisplayListNode *node = g_slice_new (CoglPangoDisplayListNode);
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node->type = COGL_PANGO_DISPLAY_LIST_TRAPEZOID;
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node->color_override = dl->color_override;
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node->color = dl->color;
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node->d.trapezoid.y_1 = y_1;
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node->d.trapezoid.x_11 = x_11;
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@ -221,10 +236,11 @@ _cogl_pango_display_list_add_trapezoid (CoglPangoDisplayList *dl,
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static void
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_cogl_pango_display_list_render_texture (CoglHandle material,
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const CoglColor *color,
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CoglPangoDisplayListNode *node)
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{
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cogl_material_set_layer (material, 0, node->d.texture.texture);
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cogl_material_set_color (material, &node->color);
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cogl_material_set_color (material, color);
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cogl_set_source (material);
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if (node->d.texture.vertex_buffer == COGL_INVALID_HANDLE)
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@ -274,6 +290,7 @@ _cogl_pango_display_list_render_texture (CoglHandle material,
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void
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_cogl_pango_display_list_render (CoglPangoDisplayList *dl,
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const CoglColor *color,
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CoglHandle glyph_material,
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CoglHandle solid_material)
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{
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@ -282,15 +299,28 @@ _cogl_pango_display_list_render (CoglPangoDisplayList *dl,
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for (l = dl->nodes; l; l = l->next)
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{
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CoglPangoDisplayListNode *node = l->data;
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CoglColor draw_color;
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if (node->color_override)
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/* Use the override color but preserve the alpha from the
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draw color */
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cogl_color_set_from_4ub (&draw_color,
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cogl_color_get_red_byte (&node->color),
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cogl_color_get_green_byte (&node->color),
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cogl_color_get_blue_byte (&node->color),
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cogl_color_get_alpha_byte (color));
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else
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draw_color = *color;
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switch (node->type)
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{
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case COGL_PANGO_DISPLAY_LIST_TEXTURE:
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_cogl_pango_display_list_render_texture (glyph_material, node);
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_cogl_pango_display_list_render_texture (glyph_material,
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&draw_color, node);
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break;
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case COGL_PANGO_DISPLAY_LIST_RECTANGLE:
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cogl_material_set_color (solid_material, &node->color);
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cogl_material_set_color (solid_material, &draw_color);
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cogl_set_source (solid_material);
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cogl_rectangle (node->d.rectangle.x_1,
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node->d.rectangle.y_1,
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@ -311,7 +341,7 @@ _cogl_pango_display_list_render (CoglPangoDisplayList *dl,
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points[6] = node->d.trapezoid.x_21;
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points[7] = node->d.trapezoid.y_1;
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cogl_material_set_color (solid_material, &node->color);
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cogl_material_set_color (solid_material, &draw_color);
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cogl_set_source (solid_material);
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cogl_path_polygon (points, 4);
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cogl_path_fill ();
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