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Previously Cogl would only ever use one atlas for textures and if it reached the maximum texture size then all other new textures would get their own GL texture. This patch makes it so that we create as many atlases as needed. This should avoid breaking up some batches and it will be particularly good if we switch to always using multi-texturing with a default shader that selects between multiple atlases using a vertex attribute. Whenever a new atlas is created it is stored in a GSList on the context. A weak weference is taken on the atlas using cogl_object_set_user_data so that it can be removed from the list when the atlas is destroyed. The atlas textures themselves take a reference to the atlas and this is the only thing that keeps the atlas alive. This means that once the atlas becomes empty it will automatically be destroyed. All of the COGL_NOTEs pertaining to atlases are now prefixed with the atlas pointer to make it clearer which atlas is changing. |
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Makefile.am |