/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */ /* * Utilities for use with Cogl * * Copyright 2010 Red Hat, Inc. * Copyright 2010 Intel Corporation * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License as * published by the Free Software Foundation; either version 2 of the * License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, see . */ #include "config.h" #include "clutter/clutter.h" #include "compositor/cogl-utils.h" /* Based on gnome-shell/src/st/st-private.c:_st_create_texture_material.c */ /** * meta_create_texture_pipeline: * @src_texture: (nullable): texture to use initially for the layer * * Creates a pipeline with a single layer. Using a common template * makes it easier for Cogl to share a shader for different uses in * Mutter. * * Return value: (transfer full): a newly created #CoglPipeline */ CoglPipeline * meta_create_texture_pipeline (CoglTexture *src_texture) { static CoglPipeline *texture_pipeline_template = NULL; CoglPipeline *pipeline; /* The only state used in the pipeline that would affect the shader generation is the texture type on the layer. Therefore we create a template pipeline which sets this state and all texture pipelines are created as a copy of this. That way Cogl can find the shader state for the pipeline more quickly by looking at the pipeline ancestry instead of resorting to the shader cache. */ if (G_UNLIKELY (texture_pipeline_template == NULL)) { CoglContext *ctx = clutter_backend_get_cogl_context (clutter_get_default_backend ()); texture_pipeline_template = cogl_pipeline_new (ctx); cogl_pipeline_set_layer_null_texture (texture_pipeline_template, 0); } pipeline = cogl_pipeline_copy (texture_pipeline_template); if (src_texture != NULL) cogl_pipeline_set_layer_texture (pipeline, 0, src_texture); return pipeline; } /** * meta_create_texture: * @width: width of the texture to create * @height: height of the texture to create * @components; components to store in the texture (color or alpha) * @flags: flags that affect the allocation behavior * * Creates a texture of the given size with the specified components * for use as a frame buffer object. * * If %META_TEXTURE_ALLOW_SLICING is present in @flags, and the texture * is larger than the texture size limits of the system, then the texture * will be created as a sliced texture. This also will cause problems * with using the texture with GLSL, and is more likely to be an issue * since all GL implementations have texture size limits, and they can * be as small as 2048x2048 on reasonably current systems. */ CoglTexture * meta_create_texture (int width, int height, CoglTextureComponents components, MetaTextureFlags flags) { ClutterBackend *backend = clutter_get_default_backend (); CoglContext *ctx = clutter_backend_get_cogl_context (backend); CoglTexture *texture; texture = COGL_TEXTURE (cogl_texture_2d_new_with_size (ctx, width, height)); cogl_texture_set_components (texture, components); if ((flags & META_TEXTURE_ALLOW_SLICING) != 0) { /* To find out if we need to slice the texture, we have to go ahead and force storage * to be allocated */ CoglError *catch_error = NULL; if (!cogl_texture_allocate (texture, &catch_error)) { cogl_error_free (catch_error); cogl_object_unref (texture); texture = COGL_TEXTURE (cogl_texture_2d_sliced_new_with_size (ctx, width, height, COGL_TEXTURE_MAX_WASTE)); cogl_texture_set_components (texture, components); } } return texture; }