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7e56a98413
Creating new materials for every Texture instance results in a lot of ARBfp programs being generated/compiled. Since most textures will just be similar we should create a template material for all of them, and then copy it in every instance. Cogl will try to optimize the generation of the program and, hopefully, will reuse the same program most of the time. With this change, a simple test shows that loading 48 textures will result in just two programs being compiled - with and without batching enabled. http://bugzilla.clutter-project.org/show_bug.cgi?id=2295
48 lines
1.5 KiB
C
48 lines
1.5 KiB
C
#include <stdlib.h>
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#include <glib.h>
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#include <gmodule.h>
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#include <clutter/clutter.h>
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G_MODULE_EXPORT int
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test_texture_material_main (int argc, char *argv[])
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{
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ClutterActor *stage, *box;
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ClutterLayoutManager *manager;
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int i;
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g_thread_init (NULL);
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clutter_threads_init ();
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clutter_init (&argc, &argv);
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stage = clutter_stage_new ();
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clutter_stage_set_title (CLUTTER_STAGE (stage), "Texture Material");
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g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
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manager = clutter_flow_layout_new (CLUTTER_FLOW_HORIZONTAL);
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box = clutter_box_new (manager);
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clutter_actor_add_constraint (box, clutter_bind_constraint_new (stage, CLUTTER_BIND_WIDTH, -25.0));
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clutter_actor_add_constraint (box, clutter_bind_constraint_new (stage, CLUTTER_BIND_HEIGHT, -25.0));
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clutter_actor_set_position (box, 25.0, 25.0);
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), box);
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for (i = 0; i < 48; i++)
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{
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ClutterActor *texture = clutter_texture_new ();
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clutter_texture_set_load_data_async (CLUTTER_TEXTURE (texture), TRUE);
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clutter_texture_set_keep_aspect_ratio (CLUTTER_TEXTURE (texture), TRUE);
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clutter_texture_set_from_file (CLUTTER_TEXTURE (texture),
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TESTS_DATADIR "/redhand.png",
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NULL);
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clutter_actor_set_width (texture, 96);
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clutter_container_add_actor (CLUTTER_CONTAINER (box), texture);
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}
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clutter_actor_show (stage);
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clutter_main ();
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return EXIT_SUCCESS;
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}
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