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70bacb9402
CoglError was added at a certain point to remove the hard dependency on GLib, but since this can't be avoided inside mutter, let's remove this whole abstraction. https://gitlab.gnome.org/GNOME/mutter/merge_requests/631
115 lines
4.1 KiB
C
115 lines
4.1 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 "config.h"
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#include "clutter/clutter.h"
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#include "compositor/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, 0);
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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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/**
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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 %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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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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GError *catch_error = NULL;
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if (!cogl_texture_allocate (texture, &catch_error))
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{
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g_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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