forked from AuroraMiddleware/gtk
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.
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26e6d2106b
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82c02574f1
@ -753,7 +753,7 @@ gsk_gl_driver_load_texture (GskGLDriver *self,
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{
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if ((t = gdk_texture_get_render_data (texture, self)))
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{
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if (t->min_filter == min_filter && t->mag_filter == mag_filter)
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if (t->min_filter == min_filter && t->mag_filter == mag_filter && t->texture_id)
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return t->texture_id;
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}
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@ -1195,6 +1195,10 @@ gsk_gl_driver_create_command_queue (GskGLDriver *self,
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void
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gsk_gl_driver_add_texture_slices (GskGLDriver *self,
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GdkTexture *texture,
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int min_filter,
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int mag_filter,
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guint min_cols,
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guint min_rows,
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GskGLTextureSlice **out_slices,
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guint *out_n_slices)
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{
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@ -1216,31 +1220,37 @@ gsk_gl_driver_add_texture_slices (GskGLDriver *self,
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/* XXX: Too much? */
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max_texture_size = self->command_queue->max_texture_size / 4;
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tex_width = texture->width;
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tex_height = texture->height;
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cols = (texture->width / max_texture_size) + 1;
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rows = (texture->height / max_texture_size) + 1;
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cols = MAX ((texture->width / max_texture_size) + 1, min_cols);
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rows = MAX ((texture->height / max_texture_size) + 1, min_rows);
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n_slices = cols * rows;
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if ((t = gdk_texture_get_render_data (texture, self)))
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{
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*out_slices = t->slices;
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*out_n_slices = t->n_slices;
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return;
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if (t->n_slices == n_slices)
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{
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*out_slices = t->slices;
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*out_n_slices = t->n_slices;
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return;
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}
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gdk_texture_clear_render_data (texture);
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}
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n_slices = cols * rows;
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slices = g_new0 (GskGLTextureSlice, n_slices);
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memtex = gdk_memory_texture_from_texture (texture,
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gdk_texture_get_format (texture));
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for (guint col = 0; col < cols; col ++)
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for (guint col = 0; col < cols; col++)
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{
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int slice_width = MIN (max_texture_size, texture->width - x);
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int slice_width = col + 1 < cols ? tex_width / cols : tex_width - x;
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for (guint row = 0; row < rows; row ++)
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for (guint row = 0; row < rows; row++)
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{
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int slice_height = MIN (max_texture_size, texture->height - y);
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int slice_height = row + 1 < rows ? tex_height / rows : tex_height - y;
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int slice_index = (col * rows) + row;
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GdkTexture *subtex;
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guint texture_id;
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@ -1250,7 +1260,7 @@ gsk_gl_driver_add_texture_slices (GskGLDriver *self,
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slice_width, slice_height);
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texture_id = gsk_gl_command_queue_upload_texture (self->command_queue,
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subtex,
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GL_NEAREST, GL_NEAREST);
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min_filter, mag_filter);
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g_object_unref (subtex);
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slices[slice_index].rect.x = x;
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@ -177,6 +177,10 @@ GskGLTexture * gsk_gl_driver_mark_texture_permanent (GskGLDriver *s
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guint texture_id);
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void gsk_gl_driver_add_texture_slices (GskGLDriver *self,
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GdkTexture *texture,
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int min_filter,
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int mag_filter,
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guint min_cols,
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guint min_rows,
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GskGLTextureSlice **out_slices,
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guint *out_n_slices);
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GskGLProgram * gsk_gl_driver_lookup_shader (GskGLDriver *self,
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@ -228,6 +232,10 @@ gsk_gl_driver_lookup_texture (GskGLDriver *self,
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static inline void
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gsk_gl_driver_slice_texture (GskGLDriver *self,
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GdkTexture *texture,
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int min_filter,
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int mag_filter,
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guint min_cols,
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guint min_rows,
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GskGLTextureSlice **out_slices,
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guint *out_n_slices)
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{
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@ -235,12 +243,15 @@ gsk_gl_driver_slice_texture (GskGLDriver *self,
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if ((t = gdk_texture_get_render_data (texture, self)))
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{
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*out_slices = t->slices;
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*out_n_slices = t->n_slices;
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return;
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if (min_cols == 0 && min_rows == 0)
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{
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*out_slices = t->slices;
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*out_n_slices = t->n_slices;
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return;
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}
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}
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gsk_gl_driver_add_texture_slices (self, texture, out_slices, out_n_slices);
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gsk_gl_driver_add_texture_slices (self, texture, min_filter, mag_filter, min_cols, min_rows, out_slices, out_n_slices);
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}
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G_END_DECLS
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@ -3506,7 +3506,7 @@ gsk_gl_render_job_visit_texture_node (GskGLRenderJob *job,
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GskGLTextureSlice *slices = NULL;
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guint n_slices = 0;
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gsk_gl_driver_slice_texture (job->driver, texture, &slices, &n_slices);
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gsk_gl_driver_slice_texture (job->driver, texture, GL_NEAREST, GL_NEAREST, 0, 0, &slices, &n_slices);
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g_assert (slices != NULL);
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g_assert (n_slices > 0);
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