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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.
67 lines
2.1 KiB
C
67 lines
2.1 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2009 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but 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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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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*/
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#ifndef __COGL_ATLAS_TEXTURE_H
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#define __COGL_ATLAS_TEXTURE_H
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#include "cogl-handle.h"
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#include "cogl-texture-private.h"
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#include "cogl-rectangle-map.h"
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#include "cogl-atlas.h"
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#define COGL_ATLAS_TEXTURE(tex) ((CoglAtlasTexture *) tex)
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typedef struct _CoglAtlasTexture CoglAtlasTexture;
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struct _CoglAtlasTexture
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{
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CoglTexture _parent;
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/* The format that the texture is in. This isn't necessarily the
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same format as the atlas texture because we can store
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pre-multiplied and non-pre-multiplied textures together */
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CoglPixelFormat format;
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/* The rectangle that was used to add this texture to the
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atlas. This includes the 1-pixel border */
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CoglRectangleMapEntry rectangle;
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/* The atlas that this texture is in. If the texture is no longer in
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an atlas then this will be NULL. A reference is taken on the
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atlas by the texture (but not vice versa so there is no cycle) */
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CoglAtlas *atlas;
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/* A CoglSubTexture representing the region for easy rendering */
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CoglHandle sub_texture;
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};
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GQuark
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_cogl_handle_atlas_texture_get_type (void);
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CoglHandle
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_cogl_atlas_texture_new_from_bitmap (CoglBitmap *bmp,
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CoglTextureFlags flags,
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CoglPixelFormat internal_format);
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#endif /* __COGL_ATLAS_TEXTURE_H */
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