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path: root/src/cairo-cogl.h
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* tanis: Remove cairo-coglEmmanuele Bassi2022-02-251-86/+0
| | | | Cogl's upstream is unmaintained, and has been for the past 6 years.
* cogl: Support source surfaces without an alpha componentGeorge Matsumura2020-08-251-1/+2
| | | | | | | | This ensures that if the source surface does not have an alpha component (such as those with format RGB24), it is not blended as if it does. Signed-off-by: George Matsumura <gmmatsumura01@bvsd.org>
* cogl: Improve support for hardware without mirrored repeatingGeorge Matsumura2020-08-251-0/+3
| | | | Signed-off-by: George Matsumura <gmmatsumura01@bvsd.org>
* cogl: Move framebuffer creation functionality out of boilerplateGeorge Matsumura2020-08-251-3/+16
| | | | | | | | | | In order to be more consistent with backends such as gl, support for creating a surface from content, width, and height parameters was moved into the backend itself. The option to pass cairo-cogl a framebuffer to create a texture from still exists, just now it is not the only option. Signed-off-by: George Matsumura <gmmatsumura01@bvsd.org>
* cogl: Properly support unbounded operatorsGeorge Matsumura2020-08-251-1/+1
| | | | | | | | This makes it so that operators requiring transparent values to be used outside of the bounds of the source and/or mask textures will trigger a second rendering of transparent pixels. Signed-off-by: George Matsumura <gmmatsumura01@bvsd.org>
* cogl: Account for new representations of framebuffer typesGeorge Matsumura2020-08-251-2/+2
| | | | | | | | With the new cogl API, casting the framebuffer into offscreen and onscreen types with the provided macros is a deprecated behavior. Signed-off-by: George Matsumura <gmmatsumura01@bvsd.org>
* backends: Adds a new Cogl based backendRobert Bragg2011-10-111-0/+69
This adds a new GPU accelerated backend for Cairo based on the Cogl 3D graphics API. This backend aims to support Cairo in a way that translates as naturally as possible to using a GPU, it does not strive to compete with the anti-aliasing quality of the image backend if it can't be done efficiently using the GPU - raw performance isn't the only metric of concern, so is power usage. As an overview of how the backend works: - fills are handled by tessellating paths into triangles - the backend has an extra fill_rectangle drawing operation so we have a fast-path for drawing rectangles which are so common. - strokes are also tessellated into triangles. - stroke and fill tessellations are cached to avoid the cpu overhead of tessellation and cost of upload given that its common for apps to re-draw the same path multiple times. The tessellations can survive translations and rotations increasing the probability that they can be re-used. - sources and masks are handled using multi-texturing. - clipping is handled with a scissor and the stencil buffer which we're careful to only update when they really change. - linear gradients are rendered to a 1d texture using a triangle strip + interpolating color attributes. All cairo extend modes are handled by corresponding texture sampler wrap modes without needing programmable fragment processing. - antialiasing should be handled using Cogl's multisampling API XXX: This is a work in progress!! TODO: - handle at least basic radial gradients (No need to handle full pdf semantics, since css, svg and canvas only allow radial gradients defined as one circle + a point that must lie within the first circle.) - currently we fall back to pixman for radial gradients. - support glyph rendering with a decent glyph cache design. The current plan is a per scaled-font growable cache texture + a scratch cache for one-shot/short-lived glyphs. - decide how to handle npot textures when lacking hardware support. Current plan is to add a transparent border to npot textures and use CLAMP_TO_EDGE for the default EXTEND_NONE semantics. For anything else we can allocate a shadow npot texture and scale the original to fit that so we can map extend modes to texture sampler modes.