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mutter-performance-source/src/compositor/cogl-utils.c
Neil Roberts 6014d31dea Don't create a dummy texture for the texture pipeline template
The meta_create_texture_pipeline function used to create a dummy 1x1
texture so that it could make sure that the all of the state that
affects the shader generation would be set on the template pipeline so
that Cogl could share the pipeline's shader with any other pipelines
that are just rendering a texture. This is no longer necessary because
the only thing that affects the shader generation is the texture type,
not the actual texture data and Cogl now has a function to explicitly
set the texture type which we can use instead. Additionally even if
the template mechanism is not used at all Cogl will still end up
reusing the same shader because it now has a shader cache which is
indexed by the pipeline state so pipeline's don't strictly need to
share ancestry in order to take advantage of it. However we still
might as well use the function because if there is a common ancestry
it is faster to look up the shader because Cogl doesn't need to hash
the pipeline state.

https://bugzilla.gnome.org/show_bug.cgi?id=707458
(cherry picked from commit c5bf60eab4)
2013-09-04 15:29:04 +01:00

110 lines
3.9 KiB
C

/* -*- 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, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*/
#include <clutter/clutter.h>
#include "cogl-utils.h"
/**
* meta_create_color_texture_4ub:
* @red: red component
* @green: green component
* @blue: blue component
* @alpha: alpha component
* @flags: Optional flags for the texture, or %COGL_TEXTURE_NONE;
* %COGL_TEXTURE_NO_SLICING is useful if the texture will be
* repeated to create a constant color fill, since hardware
* repeat can't be used for a sliced texture.
*
* Creates a texture that is a single pixel with the specified
* unpremultiplied color components.
*
* Return value: (transfer full): a newly created Cogl texture
*/
CoglTexture *
meta_create_color_texture_4ub (guint8 red,
guint8 green,
guint8 blue,
guint8 alpha,
CoglTextureFlags flags)
{
CoglColor color;
guint8 pixel[4];
cogl_color_init_from_4ub (&color, red, green, blue, alpha);
cogl_color_premultiply (&color);
pixel[0] = cogl_color_get_red_byte (&color);
pixel[1] = cogl_color_get_green_byte (&color);
pixel[2] = cogl_color_get_blue_byte (&color);
pixel[3] = cogl_color_get_alpha_byte (&color);
return cogl_texture_new_from_data (1, 1,
flags,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
COGL_PIXEL_FORMAT_ANY,
4, pixel);
}
/* Based on gnome-shell/src/st/st-private.c:_st_create_texture_material.c */
/**
* meta_create_texture_pipeline:
* @src_texture: (allow-none): 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, /* layer */
COGL_TEXTURE_TYPE_2D);
}
pipeline = cogl_pipeline_copy (texture_pipeline_template);
if (src_texture != NULL)
cogl_pipeline_set_layer_texture (pipeline, 0, src_texture);
return pipeline;
}