static gboolean
change_filter (gpointer actor)
{
  ClutterTextureQuality old_quality;

  old_quality = clutter_texture_get_filter_quality (actor);
  switch (old_quality)
    {
      case CLUTTER_TEXTURE_QUALITY_LOW:
        clutter_texture_set_filter_quality (actor,
           CLUTTER_TEXTURE_QUALITY_MEDIUM);
        g_print ("Setting texture rendering quality to medium\n");
        break;
      case CLUTTER_TEXTURE_QUALITY_MEDIUM:
        clutter_texture_set_filter_quality (actor,
           CLUTTER_TEXTURE_QUALITY_HIGH);
        g_print ("Setting texture rendering quality to high\n");
        break;
      case CLUTTER_TEXTURE_QUALITY_HIGH:
        clutter_texture_set_filter_quality (actor,
           CLUTTER_TEXTURE_QUALITY_LOW);
        g_print ("Setting texture rendering quality to low\n");
        break;
    }
  return TRUE;
}
示例#2
0
static void
toggle_texture_quality (ClutterActor *actor)
{
  if (CLUTTER_IS_CONTAINER (actor))
    clutter_container_foreach (CLUTTER_CONTAINER (actor),
                               (ClutterCallback) toggle_texture_quality,
                               NULL);

  if (CLUTTER_IS_TEXTURE (actor))
    {
      ClutterTextureQuality quality;

      quality = clutter_texture_get_filter_quality (CLUTTER_TEXTURE (actor));

      if (quality == CLUTTER_TEXTURE_QUALITY_HIGH)
        quality = CLUTTER_TEXTURE_QUALITY_MEDIUM;
      else
        quality = CLUTTER_TEXTURE_QUALITY_HIGH;

      g_print ("switching to quality %s for %p\n",
               quality == CLUTTER_TEXTURE_QUALITY_HIGH
               ? "high" : "medium",
               actor);

      clutter_texture_set_filter_quality (CLUTTER_TEXTURE (actor), quality);
    }
}
static void
clutter_glx_texture_pixmap_create_glx_pixmap (ClutterGLXTexturePixmap *texture)
{
  ClutterGLXTexturePixmapPrivate *priv = texture->priv;
  GLXPixmap                       glx_pixmap = None;
  int                             attribs[7], i = 0, mipmap = 0;
  GLXFBConfig                    *fbconfig;
  Display                        *dpy;
  guint                           depth;
  Pixmap                          pixmap;
  guint				  pixmap_width, pixmap_height;
  ClutterBackendGLX              *backend_glx;
  ClutterTextureQuality           quality;

  CLUTTER_NOTE (TEXTURE, "Creating GLXPixmap");

  backend_glx = CLUTTER_BACKEND_GLX(clutter_get_default_backend ());

  dpy = clutter_x11_get_default_display ();

  if (priv->use_fallback == TRUE
      || !clutter_glx_texture_pixmap_using_extension (texture))
    goto cleanup;

  priv->use_fallback = FALSE;

  g_object_get (texture,
                "pixmap-width",  &pixmap_width,
                "pixmap-height", &pixmap_height,
                "pixmap-depth",  &depth,
                "pixmap",        &pixmap,
                NULL);

  if (!pixmap)
    {
      goto cleanup;
    }

  fbconfig = get_fbconfig_for_depth (depth);

  if (!fbconfig)
    {
      g_warning ("Could not find an FBConfig for selected pixmap");
      goto cleanup;
    }

  attribs[i++] = GLX_TEXTURE_FORMAT_EXT;

  if (depth == 24)
    {
      attribs[i++] = GLX_TEXTURE_FORMAT_RGB_EXT;
    }
  else if (depth == 32)
    {
      attribs[i++] = GLX_TEXTURE_FORMAT_RGBA_EXT;
    }
  else
    {
      g_warning ("Pixmap with depth bellow 24 are not supported");
      goto cleanup;
    }

  quality = clutter_texture_get_filter_quality (CLUTTER_TEXTURE (texture));

  if (quality == CLUTTER_TEXTURE_QUALITY_HIGH)
    mipmap = 1;

  attribs[i++] = GLX_MIPMAP_TEXTURE_EXT;
  attribs[i++] = mipmap;

  attribs[i++] = GLX_TEXTURE_TARGET_EXT;

  attribs[i++] = GLX_TEXTURE_2D_EXT;

  attribs[i++] = None;

  clutter_x11_trap_x_errors ();
  glx_pixmap = glXCreatePixmap (dpy,
                                *fbconfig,
                                pixmap,
                                attribs);
  XSync (dpy, FALSE);
  if (clutter_x11_untrap_x_errors ())
    {
      CLUTTER_NOTE (TEXTURE, "Failed to create GLXPixmap");

      /* Make sure we don't think the call actually succeeded */
      glx_pixmap = None;
    }

  g_free (fbconfig);

 cleanup:

  if (priv->glx_pixmap)
    clutter_glx_texture_pixmap_free_glx_pixmap (texture);

  if (glx_pixmap != None)
    {
      priv->glx_pixmap = glx_pixmap;

      create_cogl_texture (CLUTTER_TEXTURE (texture), pixmap_width, pixmap_height);

      CLUTTER_NOTE (TEXTURE, "Created GLXPixmap");

      return;
    }
  else
    {
      priv->use_fallback = TRUE;
      priv->glx_pixmap   = None;

      /* Some fucky logic here - we've fallen back and need to make sure
       * we realize here..
      */
      clutter_actor_realize (CLUTTER_ACTOR (texture));
    }
}