gl: Make texture slicing more flexible

Allow to specify the filtering to use for the slices,
and allow forcing the number of slices. This will be
used in the next commit.
This commit is contained in:
Matthias Clasen 2023-02-11 07:46:38 -05:00
parent 26e6d2106b
commit 82c02574f1
3 changed files with 39 additions and 18 deletions

View File

@ -753,7 +753,7 @@ gsk_gl_driver_load_texture (GskGLDriver *self,
{
if ((t = gdk_texture_get_render_data (texture, self)))
{
if (t->min_filter == min_filter && t->mag_filter == mag_filter)
if (t->min_filter == min_filter && t->mag_filter == mag_filter && t->texture_id)
return t->texture_id;
}
@ -1195,6 +1195,10 @@ gsk_gl_driver_create_command_queue (GskGLDriver *self,
void
gsk_gl_driver_add_texture_slices (GskGLDriver *self,
GdkTexture *texture,
int min_filter,
int mag_filter,
guint min_cols,
guint min_rows,
GskGLTextureSlice **out_slices,
guint *out_n_slices)
{
@ -1216,31 +1220,37 @@ gsk_gl_driver_add_texture_slices (GskGLDriver *self,
/* XXX: Too much? */
max_texture_size = self->command_queue->max_texture_size / 4;
tex_width = texture->width;
tex_height = texture->height;
cols = (texture->width / max_texture_size) + 1;
rows = (texture->height / max_texture_size) + 1;
cols = MAX ((texture->width / max_texture_size) + 1, min_cols);
rows = MAX ((texture->height / max_texture_size) + 1, min_rows);
n_slices = cols * rows;
if ((t = gdk_texture_get_render_data (texture, self)))
{
if (t->n_slices == n_slices)
{
*out_slices = t->slices;
*out_n_slices = t->n_slices;
return;
}
n_slices = cols * rows;
gdk_texture_clear_render_data (texture);
}
slices = g_new0 (GskGLTextureSlice, n_slices);
memtex = gdk_memory_texture_from_texture (texture,
gdk_texture_get_format (texture));
for (guint col = 0; col < cols; col++)
{
int slice_width = MIN (max_texture_size, texture->width - x);
int slice_width = col + 1 < cols ? tex_width / cols : tex_width - x;
for (guint row = 0; row < rows; row++)
{
int slice_height = MIN (max_texture_size, texture->height - y);
int slice_height = row + 1 < rows ? tex_height / rows : tex_height - y;
int slice_index = (col * rows) + row;
GdkTexture *subtex;
guint texture_id;
@ -1250,7 +1260,7 @@ gsk_gl_driver_add_texture_slices (GskGLDriver *self,
slice_width, slice_height);
texture_id = gsk_gl_command_queue_upload_texture (self->command_queue,
subtex,
GL_NEAREST, GL_NEAREST);
min_filter, mag_filter);
g_object_unref (subtex);
slices[slice_index].rect.x = x;

View File

@ -177,6 +177,10 @@ GskGLTexture * gsk_gl_driver_mark_texture_permanent (GskGLDriver *s
guint texture_id);
void gsk_gl_driver_add_texture_slices (GskGLDriver *self,
GdkTexture *texture,
int min_filter,
int mag_filter,
guint min_cols,
guint min_rows,
GskGLTextureSlice **out_slices,
guint *out_n_slices);
GskGLProgram * gsk_gl_driver_lookup_shader (GskGLDriver *self,
@ -228,19 +232,26 @@ gsk_gl_driver_lookup_texture (GskGLDriver *self,
static inline void
gsk_gl_driver_slice_texture (GskGLDriver *self,
GdkTexture *texture,
int min_filter,
int mag_filter,
guint min_cols,
guint min_rows,
GskGLTextureSlice **out_slices,
guint *out_n_slices)
{
GskGLTexture *t;
if ((t = gdk_texture_get_render_data (texture, self)))
{
if (min_cols == 0 && min_rows == 0)
{
*out_slices = t->slices;
*out_n_slices = t->n_slices;
return;
}
}
gsk_gl_driver_add_texture_slices (self, texture, out_slices, out_n_slices);
gsk_gl_driver_add_texture_slices (self, texture, min_filter, mag_filter, min_cols, min_rows, out_slices, out_n_slices);
}
G_END_DECLS

View File

@ -3506,7 +3506,7 @@ gsk_gl_render_job_visit_texture_node (GskGLRenderJob *job,
GskGLTextureSlice *slices = NULL;
guint n_slices = 0;
gsk_gl_driver_slice_texture (job->driver, texture, &slices, &n_slices);
gsk_gl_driver_slice_texture (job->driver, texture, GL_NEAREST, GL_NEAREST, 0, 0, &slices, &n_slices);
g_assert (slices != NULL);
g_assert (n_slices > 0);