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a4a688ed83
The old requirement that multiple MetaBackgroundActor objects be layered on top of each to produce blended backgrounds resulted in extremely inefficient drawing since the entire framebuffer had to be read and written multiple times. * Replace the MetaBackground ClutterContent with a plain GObject that serves to hold the background parameters and prerender textures to be used to draw the background. It handles colors, gradients, and blended images, but does not handle vignetting * Add vignetting to MetaBackgroundActor directly. * Add MetaBackgroundImage and MetaBackgroundImageCache to allow multiple MetaBackground objects to share the same images By removing the usage of ClutterContent, the following optimizations were easy to add: Blending is turned off when the actor is fully opaque Nearest-neighbour filtering is used when drawing 1:1 The GLSL vignette code is slightly improved to use a vertex shader snippet for computing the texture coordinate => position in actor mapping. https://bugzilla.gnome.org/show_bug.cgi?id=735637
142 lines
5.2 KiB
C
142 lines
5.2 KiB
C
/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
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/*
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* Utilities for use with Cogl
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*
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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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* published by the Free Software Foundation; either version 2 of the
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* License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, see <http://www.gnu.org/licenses/>.
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*/
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#include <clutter/clutter.h>
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#include "cogl-utils.h"
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/* Based on gnome-shell/src/st/st-private.c:_st_create_texture_material.c */
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/**
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* meta_create_texture_pipeline:
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* @src_texture: (nullable): texture to use initially for the layer
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*
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* Creates a pipeline with a single layer. Using a common template
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* makes it easier for Cogl to share a shader for different uses in
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* Mutter.
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*
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* Return value: (transfer full): a newly created #CoglPipeline
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*/
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CoglPipeline *
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meta_create_texture_pipeline (CoglTexture *src_texture)
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{
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static CoglPipeline *texture_pipeline_template = NULL;
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CoglPipeline *pipeline;
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/* The only state used in the pipeline that would affect the shader
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generation is the texture type on the layer. Therefore we create
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a template pipeline which sets this state and all texture
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pipelines are created as a copy of this. That way Cogl can find
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the shader state for the pipeline more quickly by looking at the
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pipeline ancestry instead of resorting to the shader cache. */
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if (G_UNLIKELY (texture_pipeline_template == NULL))
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{
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CoglContext *ctx =
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clutter_backend_get_cogl_context (clutter_get_default_backend ());
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texture_pipeline_template = cogl_pipeline_new (ctx);
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cogl_pipeline_set_layer_null_texture (texture_pipeline_template,
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0, /* layer */
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COGL_TEXTURE_TYPE_2D);
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}
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pipeline = cogl_pipeline_copy (texture_pipeline_template);
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if (src_texture != NULL)
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cogl_pipeline_set_layer_texture (pipeline, 0, src_texture);
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return pipeline;
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}
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static gboolean is_pot(int x)
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{
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return x > 0 && (x & (x - 1)) == 0;
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}
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/**
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* meta_create_texture:
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* @width: width of the texture to create
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* @height: height of the texture to create
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* @components; components to store in the texture (color or alpha)
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* @flags: flags that affect the allocation behavior
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*
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* Creates a texture of the given size with the specified components
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* for use as a frame buffer object.
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*
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* If non-power-of-two textures are not supported on the system, then
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* the texture will be created as a texture rectangle; in this case,
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* hardware repeating isn't possible, and texture coordinates are also
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* different, but Cogl hides these issues from the application, except from
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* GLSL shaders. Since GLSL is never (or at least almost never)
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* present on such a system, this is not typically an issue.
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*
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* If %META_TEXTURE_ALLOW_SLICING is present in @flags, and the texture
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* is larger than the texture size limits of the system, then the texture
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* will be created as a sliced texture. This also will cause problems
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* with using the texture with GLSL, and is more likely to be an issue
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* since all GL implementations have texture size limits, and they can
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* be as small as 2048x2048 on reasonably current systems.
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*/
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CoglTexture *
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meta_create_texture (int width,
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int height,
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CoglTextureComponents components,
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MetaTextureFlags flags)
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{
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ClutterBackend *backend = clutter_get_default_backend ();
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CoglContext *ctx = clutter_backend_get_cogl_context (backend);
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CoglTexture *texture;
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gboolean should_use_rectangle = FALSE;
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if (!(is_pot (width) && is_pot (height)) &&
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!cogl_has_feature (ctx, COGL_FEATURE_ID_TEXTURE_NPOT))
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{
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if (cogl_has_feature (ctx, COGL_FEATURE_ID_TEXTURE_RECTANGLE))
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should_use_rectangle = TRUE;
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else
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g_error ("Cannot create texture. Support for GL_ARB_texture_non_power_of_two or "
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"ARB_texture_rectangle is required");
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}
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if (should_use_rectangle)
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texture = COGL_TEXTURE (cogl_texture_rectangle_new_with_size (ctx, width, height));
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else
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texture = COGL_TEXTURE (cogl_texture_2d_new_with_size (ctx, width, height));
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cogl_texture_set_components (texture, components);
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if ((flags & META_TEXTURE_ALLOW_SLICING) != 0)
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{
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/* To find out if we need to slice the texture, we have to go ahead and force storage
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* to be allocated
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*/
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CoglError *catch_error = NULL;
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if (!cogl_texture_allocate (texture, &catch_error))
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{
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cogl_error_free (catch_error);
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cogl_object_unref (texture);
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texture = COGL_TEXTURE (cogl_texture_2d_sliced_new_with_size (ctx, width, height, COGL_TEXTURE_MAX_WASTE));
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cogl_texture_set_components (texture, components);
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}
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}
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return texture;
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}
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