mutter/cogl/winsys/cogl-texture-pixmap-x11.c

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/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2010 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*
*
*
* Authors:
* Neil Roberts <neil@linux.intel.com>
* Johan Bilien <johan.bilien@nokia.com>
* Robert Bragg <robert@linux.intel.com>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include "cogl-debug.h"
#include "cogl-internal.h"
#include "cogl-util.h"
#include "cogl-texture-pixmap-x11.h"
#include "cogl-texture-pixmap-x11-private.h"
#include "cogl-bitmap-private.h"
#include "cogl-texture-private.h"
#include "cogl-texture-driver.h"
#include "cogl-texture-2d-private.h"
#include "cogl-texture-rectangle-private.h"
#include "cogl-context-private.h"
#include "cogl-display-private.h"
#include "cogl-renderer-private.h"
#include "cogl-handle.h"
#include "cogl-winsys-private.h"
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
#include "cogl-pipeline-opengl-private.h"
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <sys/ipc.h>
#include <sys/shm.h>
#include <X11/extensions/XShm.h>
#include <string.h>
#include <math.h>
static void _cogl_texture_pixmap_x11_free (CoglTexturePixmapX11 *tex_pixmap);
COGL_TEXTURE_DEFINE (TexturePixmapX11, texture_pixmap_x11);
static const CoglTextureVtable cogl_texture_pixmap_x11_vtable;
static void
cogl_damage_rectangle_union (CoglDamageRectangle *damage_rect,
int x,
int y,
int width,
int height)
{
/* If the damage region is empty then we'll just copy the new
rectangle directly */
if (damage_rect->x1 == damage_rect->x2 ||
damage_rect->y1 == damage_rect->y2)
{
damage_rect->x1 = x;
damage_rect->y1 = y;
damage_rect->x2 = x + width;
damage_rect->y2 = y + height;
}
else
{
if (damage_rect->x1 > x)
damage_rect->x1 = x;
if (damage_rect->y1 > y)
damage_rect->y1 = y;
if (damage_rect->x2 < x + width)
damage_rect->x2 = x + width;
if (damage_rect->y2 < y + height)
damage_rect->y2 = y + height;
}
}
static gboolean
cogl_damage_rectangle_is_whole (const CoglDamageRectangle *damage_rect,
unsigned int width,
unsigned int height)
{
return (damage_rect->x1 == 0 && damage_rect->y1 == 0
&& damage_rect->x2 == width && damage_rect->y2 == height);
}
static const CoglWinsysVtable *
_cogl_texture_pixmap_x11_get_winsys (CoglTexturePixmapX11 *tex_pixmap)
{
/* FIXME: A CoglContext should be reachable from a CoglTexture
* pointer */
_COGL_GET_CONTEXT (ctx, NULL);
return ctx->display->renderer->winsys_vtable;
}
static void
process_damage_event (CoglTexturePixmapX11 *tex_pixmap,
XDamageNotifyEvent *damage_event)
{
Display *display;
enum { DO_NOTHING, NEEDS_SUBTRACT, NEED_BOUNDING_BOX } handle_mode;
const CoglWinsysVtable *winsys;
_COGL_GET_CONTEXT (ctxt, NO_RETVAL);
display = cogl_xlib_get_display ();
COGL_NOTE (TEXTURE_PIXMAP, "Damage event received for %p", tex_pixmap);
switch (tex_pixmap->damage_report_level)
{
case COGL_TEXTURE_PIXMAP_X11_DAMAGE_RAW_RECTANGLES:
/* For raw rectangles we don't need do look at the damage region
at all because the damage area is directly given in the event
struct and the reporting of events is not affected by
clearing the damage region */
handle_mode = DO_NOTHING;
break;
case COGL_TEXTURE_PIXMAP_X11_DAMAGE_DELTA_RECTANGLES:
case COGL_TEXTURE_PIXMAP_X11_DAMAGE_NON_EMPTY:
/* For delta rectangles and non empty we'll query the damage
region for the bounding box */
handle_mode = NEED_BOUNDING_BOX;
break;
case COGL_TEXTURE_PIXMAP_X11_DAMAGE_BOUNDING_BOX:
/* For bounding box we need to clear the damage region but we
don't actually care what it was because the damage event
itself contains the bounding box of the region */
handle_mode = NEEDS_SUBTRACT;
break;
default:
g_assert_not_reached ();
}
/* If the damage already covers the whole rectangle then we don't
need to request the bounding box of the region because we're
going to update the whole texture anyway. */
if (cogl_damage_rectangle_is_whole (&tex_pixmap->damage_rect,
tex_pixmap->width,
tex_pixmap->height))
{
if (handle_mode != DO_NOTHING)
XDamageSubtract (display, tex_pixmap->damage, None, None);
}
else if (handle_mode == NEED_BOUNDING_BOX)
{
XserverRegion parts;
int r_count;
XRectangle r_bounds;
XRectangle *r_damage;
/* We need to extract the damage region so we can get the
bounding box */
parts = XFixesCreateRegion (display, 0, 0);
XDamageSubtract (display, tex_pixmap->damage, None, parts);
r_damage = XFixesFetchRegionAndBounds (display,
parts,
&r_count,
&r_bounds);
cogl_damage_rectangle_union (&tex_pixmap->damage_rect,
r_bounds.x,
r_bounds.y,
r_bounds.width,
r_bounds.height);
if (r_damage)
XFree (r_damage);
XFixesDestroyRegion (display, parts);
}
else
{
if (handle_mode == NEEDS_SUBTRACT)
/* We still need to subtract from the damage region but we
don't care what the region actually was */
XDamageSubtract (display, tex_pixmap->damage, None, None);
cogl_damage_rectangle_union (&tex_pixmap->damage_rect,
damage_event->area.x,
damage_event->area.y,
damage_event->area.width,
damage_event->area.height);
}
/* If we're using the texture from pixmap extension then there's no
point in getting the region and we can just mark that the texture
needs updating */
winsys = _cogl_texture_pixmap_x11_get_winsys (tex_pixmap);
winsys->texture_pixmap_x11_damage_notify (tex_pixmap);
}
static CoglFilterReturn
_cogl_texture_pixmap_x11_filter (XEvent *event, void *data)
{
CoglTexturePixmapX11 *tex_pixmap = data;
int damage_base;
_COGL_GET_CONTEXT (ctxt, COGL_FILTER_CONTINUE);
damage_base = _cogl_xlib_get_damage_base ();
if (event->type == damage_base + XDamageNotify)
{
XDamageNotifyEvent *damage_event = (XDamageNotifyEvent *) event;
if (damage_event->damage == tex_pixmap->damage)
process_damage_event (tex_pixmap, damage_event);
}
return COGL_FILTER_CONTINUE;
}
static void
set_damage_object_internal (CoglContext *ctx,
CoglTexturePixmapX11 *tex_pixmap,
Damage damage,
CoglTexturePixmapX11ReportLevel report_level)
{
if (tex_pixmap->damage)
{
cogl_xlib_renderer_remove_filter (ctx->display->renderer,
_cogl_texture_pixmap_x11_filter,
tex_pixmap);
if (tex_pixmap->damage_owned)
{
XDamageDestroy (cogl_xlib_get_display (), tex_pixmap->damage);
tex_pixmap->damage_owned = FALSE;
}
}
tex_pixmap->damage = damage;
tex_pixmap->damage_report_level = report_level;
if (damage)
cogl_xlib_renderer_add_filter (ctx->display->renderer,
_cogl_texture_pixmap_x11_filter,
tex_pixmap);
}
CoglHandle
cogl_texture_pixmap_x11_new (guint32 pixmap,
gboolean automatic_updates)
{
CoglTexturePixmapX11 *tex_pixmap = g_new (CoglTexturePixmapX11, 1);
Display *display = cogl_xlib_get_display ();
Window pixmap_root_window;
int pixmap_x, pixmap_y;
unsigned int pixmap_border_width;
CoglTexture *tex = COGL_TEXTURE (tex_pixmap);
XWindowAttributes window_attributes;
int damage_base;
const CoglWinsysVtable *winsys;
_COGL_GET_CONTEXT (ctxt, COGL_INVALID_HANDLE);
_cogl_texture_init (tex, &cogl_texture_pixmap_x11_vtable);
tex_pixmap->pixmap = pixmap;
tex_pixmap->image = NULL;
tex_pixmap->shm_info.shmid = -1;
tex_pixmap->tex = COGL_INVALID_HANDLE;
tex_pixmap->damage_owned = FALSE;
tex_pixmap->damage = 0;
if (!XGetGeometry (display, pixmap, &pixmap_root_window,
&pixmap_x, &pixmap_y,
&tex_pixmap->width, &tex_pixmap->height,
&pixmap_border_width, &tex_pixmap->depth))
{
g_free (tex_pixmap);
g_warning ("Unable to query pixmap size");
return COGL_INVALID_HANDLE;
}
/* We need a visual to use for shared memory images so we'll query
it from the pixmap's root window */
if (!XGetWindowAttributes (display, pixmap_root_window, &window_attributes))
{
g_free (tex_pixmap);
g_warning ("Unable to query root window attributes");
return COGL_INVALID_HANDLE;
}
tex_pixmap->visual = window_attributes.visual;
/* If automatic updates are requested and the Xlib connection
supports damage events then we'll register a damage object on the
pixmap */
damage_base = _cogl_xlib_get_damage_base ();
if (automatic_updates && damage_base >= 0)
{
Damage damage = XDamageCreate (display,
pixmap,
XDamageReportBoundingBox);
set_damage_object_internal (ctxt,
tex_pixmap,
damage,
COGL_TEXTURE_PIXMAP_X11_DAMAGE_BOUNDING_BOX);
tex_pixmap->damage_owned = TRUE;
}
/* Assume the entire pixmap is damaged to begin with */
tex_pixmap->damage_rect.x1 = 0;
tex_pixmap->damage_rect.x2 = tex_pixmap->width;
tex_pixmap->damage_rect.y1 = 0;
tex_pixmap->damage_rect.y2 = tex_pixmap->height;
winsys = _cogl_texture_pixmap_x11_get_winsys (tex_pixmap);
if (winsys->texture_pixmap_x11_create)
{
tex_pixmap->use_winsys_texture =
winsys->texture_pixmap_x11_create (tex_pixmap);
}
else
tex_pixmap->use_winsys_texture = FALSE;
if (!tex_pixmap->use_winsys_texture)
tex_pixmap->winsys = NULL;
return _cogl_texture_pixmap_x11_handle_new (tex_pixmap);
}
/* Tries to allocate enough shared mem to handle a full size
* update size of the X Pixmap. */
static void
try_alloc_shm (CoglTexturePixmapX11 *tex_pixmap)
{
XImage *dummy_image;
Display *display;
display = cogl_xlib_get_display ();
if (!XShmQueryExtension (display))
return;
/* We are creating a dummy_image so we can have Xlib calculate
* image->bytes_per_line - including any magic padding it may
* want - for the largest possible ximage we might need to use
* when handling updates to the texture.
*
* Note: we pass a NULL shminfo here, but that has no bearing
* on the setup of the XImage, except that ximage->obdata will
* == NULL.
*/
dummy_image =
XShmCreateImage (display,
tex_pixmap->visual,
tex_pixmap->depth,
ZPixmap,
NULL,
NULL, /* shminfo, */
tex_pixmap->width,
tex_pixmap->height);
if (!dummy_image)
goto failed_image_create;
tex_pixmap->shm_info.shmid = shmget (IPC_PRIVATE,
dummy_image->bytes_per_line
* dummy_image->height,
IPC_CREAT | 0777);
if (tex_pixmap->shm_info.shmid == -1)
goto failed_shmget;
tex_pixmap->shm_info.shmaddr = shmat (tex_pixmap->shm_info.shmid, 0, 0);
if (tex_pixmap->shm_info.shmaddr == (void *) -1)
goto failed_shmat;
tex_pixmap->shm_info.readOnly = False;
if (XShmAttach (display, &tex_pixmap->shm_info) == 0)
goto failed_xshmattach;
XDestroyImage (dummy_image);
return;
failed_xshmattach:
g_warning ("XShmAttach failed");
shmdt (tex_pixmap->shm_info.shmaddr);
failed_shmat:
g_warning ("shmat failed");
shmctl (tex_pixmap->shm_info.shmid, IPC_RMID, 0);
failed_shmget:
g_warning ("shmget failed");
XDestroyImage (dummy_image);
failed_image_create:
tex_pixmap->shm_info.shmid = -1;
}
void
cogl_texture_pixmap_x11_update_area (CoglHandle handle,
int x,
int y,
int width,
int height)
{
CoglTexturePixmapX11 *tex_pixmap = COGL_TEXTURE_PIXMAP_X11 (handle);
const CoglWinsysVtable *winsys;
if (!cogl_is_texture_pixmap_x11 (handle))
return;
/* We'll queue the update for both the GLX texture and the regular
texture because we can't determine which will be needed until we
actually render something */
winsys = _cogl_texture_pixmap_x11_get_winsys (tex_pixmap);
winsys->texture_pixmap_x11_damage_notify (tex_pixmap);
cogl_damage_rectangle_union (&tex_pixmap->damage_rect,
x, y, width, height);
}
gboolean
cogl_texture_pixmap_x11_is_using_tfp_extension (CoglHandle handle)
{
CoglTexturePixmapX11 *tex_pixmap = COGL_TEXTURE_PIXMAP_X11 (handle);
if (!cogl_is_texture_pixmap_x11 (tex_pixmap))
return FALSE;
return !!tex_pixmap->winsys;
}
void
cogl_texture_pixmap_x11_set_damage_object (CoglHandle handle,
guint32 damage,
CoglTexturePixmapX11ReportLevel
report_level)
{
CoglTexturePixmapX11 *tex_pixmap = COGL_TEXTURE_PIXMAP_X11 (handle);
int damage_base;
_COGL_GET_CONTEXT (ctxt, NO_RETVAL);
if (!cogl_is_texture_pixmap_x11 (tex_pixmap))
return;
damage_base = _cogl_xlib_get_damage_base ();
if (damage_base >= 0)
set_damage_object_internal (ctxt, tex_pixmap, damage, report_level);
}
static void
_cogl_texture_pixmap_x11_update_image_texture (CoglTexturePixmapX11 *tex_pixmap)
{
Display *display;
CoglPixelFormat image_format;
XImage *image;
int src_x, src_y;
int x, y, width, height;
display = cogl_xlib_get_display ();
/* If the damage region is empty then there's nothing to do */
if (tex_pixmap->damage_rect.x2 == tex_pixmap->damage_rect.x1)
return;
x = tex_pixmap->damage_rect.x1;
y = tex_pixmap->damage_rect.y1;
width = tex_pixmap->damage_rect.x2 - x;
height = tex_pixmap->damage_rect.y2 - y;
/* We lazily create the texture the first time it is needed in case
this texture can be entirely handled using the GLX texture
instead */
if (tex_pixmap->tex == COGL_INVALID_HANDLE)
{
CoglPixelFormat texture_format;
texture_format = (tex_pixmap->depth >= 32
? COGL_PIXEL_FORMAT_RGBA_8888_PRE
: COGL_PIXEL_FORMAT_RGB_888);
tex_pixmap->tex = cogl_texture_new_with_size (tex_pixmap->width,
tex_pixmap->height,
COGL_TEXTURE_NONE,
texture_format);
}
if (tex_pixmap->image == NULL)
{
/* If we also haven't got a shm segment then this must be the
first time we've tried to update, so lets try allocating shm
first */
if (tex_pixmap->shm_info.shmid == -1)
try_alloc_shm (tex_pixmap);
if (tex_pixmap->shm_info.shmid == -1)
{
COGL_NOTE (TEXTURE_PIXMAP, "Updating %p using XGetImage", tex_pixmap);
/* We'll fallback to using a regular XImage. We'll download
the entire area instead of a sub region because presumably
if this is the first update then the entire pixmap is
needed anyway and it saves trying to manually allocate an
XImage at the right size */
tex_pixmap->image = XGetImage (display,
tex_pixmap->pixmap,
0, 0,
tex_pixmap->width, tex_pixmap->height,
AllPlanes, ZPixmap);
image = tex_pixmap->image;
src_x = x;
src_y = y;
}
else
{
COGL_NOTE (TEXTURE_PIXMAP, "Updating %p using XShmGetImage",
tex_pixmap);
/* Create a temporary image using the beginning of the
shared memory segment and the right size for the region
we want to update. We need to reallocate the XImage every
time because there is no XShmGetSubImage. */
image = XShmCreateImage (display,
tex_pixmap->visual,
tex_pixmap->depth,
ZPixmap,
NULL,
&tex_pixmap->shm_info,
width,
height);
image->data = tex_pixmap->shm_info.shmaddr;
src_x = 0;
src_y = 0;
XShmGetImage (display, tex_pixmap->pixmap, image, x, y, AllPlanes);
}
}
else
{
COGL_NOTE (TEXTURE_PIXMAP, "Updating %p using XGetSubImage", tex_pixmap);
image = tex_pixmap->image;
src_x = x;
src_y = y;
XGetSubImage (display,
tex_pixmap->pixmap,
x, y, width, height,
AllPlanes, ZPixmap,
image,
x, y);
}
/* xlib doesn't appear to fill in image->{red,green,blue}_mask so
this just assumes that the image is stored as ARGB from most
significant byte to to least significant. If the format is little
endian that means the order will be BGRA in memory */
switch (image->bits_per_pixel)
{
default:
case 32:
{
/* If the pixmap is actually non-packed-pixel RGB format then
the texture would have been created in RGB_888 format so Cogl
will ignore the alpha channel and effectively pack it for
us */
image_format = COGL_PIXEL_FORMAT_RGBA_8888_PRE;
/* If the format is actually big endian then the alpha
component will come first */
if (image->byte_order == MSBFirst)
image_format |= COGL_AFIRST_BIT;
}
break;
case 24:
image_format = COGL_PIXEL_FORMAT_RGB_888;
break;
case 16:
/* FIXME: this should probably swap the orders around if the
endianness does not match */
image_format = COGL_PIXEL_FORMAT_RGB_565;
break;
}
if (image->bits_per_pixel != 16)
{
/* If the image is in little-endian then the order in memory is
reversed */
if (image->byte_order == LSBFirst)
image_format |= COGL_BGR_BIT;
}
cogl_texture_set_region (tex_pixmap->tex,
src_x, src_y,
x, y, width, height,
image->width,
image->height,
image_format,
image->bytes_per_line,
(const guint8 *) image->data);
/* If we have a shared memory segment then the XImage would be a
temporary one with no data allocated so we can just XFree it */
if (tex_pixmap->shm_info.shmid != -1)
XFree (image);
memset (&tex_pixmap->damage_rect, 0, sizeof (CoglDamageRectangle));
}
static void
_cogl_texture_pixmap_x11_set_use_winsys_texture (CoglTexturePixmapX11 *tex_pixmap,
gboolean new_value)
{
if (tex_pixmap->use_winsys_texture != new_value)
{
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
/* Notify cogl-pipeline.c that the texture's underlying GL texture
* storage is changing so it knows it may need to bind a new texture
* if the CoglTexture is reused with the same texture unit. */
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
_cogl_pipeline_texture_storage_change_notify (tex_pixmap);
tex_pixmap->use_winsys_texture = new_value;
}
}
static void
_cogl_texture_pixmap_x11_update (CoglTexturePixmapX11 *tex_pixmap,
gboolean needs_mipmap)
{
if (tex_pixmap->winsys)
{
const CoglWinsysVtable *winsys =
_cogl_texture_pixmap_x11_get_winsys (tex_pixmap);
if (winsys->texture_pixmap_x11_update (tex_pixmap, needs_mipmap))
{
_cogl_texture_pixmap_x11_set_use_winsys_texture (tex_pixmap, TRUE);
return;
}
}
/* If it didn't work then fallback to using XGetImage. This may be
temporary */
_cogl_texture_pixmap_x11_set_use_winsys_texture (tex_pixmap, FALSE);
_cogl_texture_pixmap_x11_update_image_texture (tex_pixmap);
}
static CoglHandle
_cogl_texture_pixmap_x11_get_texture (CoglTexturePixmapX11 *tex_pixmap)
{
CoglHandle tex;
int i;
/* We try getting the texture twice, once without flushing the
updates and once with. If pre_paint has been called already then
we should have a good idea of which texture to use so we don't
want to mess with that by ensuring the updates. However, if we
couldn't find a texture then we'll just make a best guess by
flushing without expecting mipmap support and try again. This
would happen for example if an application calls
get_gl_texture before the first paint */
for (i = 0; i < 2; i++)
{
if (tex_pixmap->use_winsys_texture)
{
const CoglWinsysVtable *winsys =
_cogl_texture_pixmap_x11_get_winsys (tex_pixmap);
tex = winsys->texture_pixmap_x11_get_texture (tex_pixmap);
}
else
tex = tex_pixmap->tex;
if (tex)
return tex;
_cogl_texture_pixmap_x11_update (tex_pixmap, FALSE);
}
g_assert_not_reached ();
return COGL_INVALID_HANDLE;
}
static gboolean
_cogl_texture_pixmap_x11_set_region (CoglTexture *tex,
int src_x,
int src_y,
int dst_x,
int dst_y,
unsigned int dst_width,
unsigned int dst_height,
CoglBitmap *bmp)
{
/* This doesn't make much sense for texture from pixmap so it's not
supported */
return FALSE;
}
static gboolean
_cogl_texture_pixmap_x11_get_data (CoglTexture *tex,
CoglPixelFormat format,
unsigned int rowstride,
guint8 *data)
{
CoglTexturePixmapX11 *tex_pixmap = COGL_TEXTURE_PIXMAP_X11 (tex);
CoglHandle child_tex;
child_tex = _cogl_texture_pixmap_x11_get_texture (tex_pixmap);
/* Forward on to the child texture */
return cogl_texture_get_data (child_tex, format, rowstride, data);
}
static void
_cogl_texture_pixmap_x11_foreach_sub_texture_in_region
(CoglTexture *tex,
float virtual_tx_1,
float virtual_ty_1,
float virtual_tx_2,
float virtual_ty_2,
CoglTextureSliceCallback callback,
void *user_data)
{
CoglTexturePixmapX11 *tex_pixmap = COGL_TEXTURE_PIXMAP_X11 (tex);
CoglHandle child_tex;
child_tex = _cogl_texture_pixmap_x11_get_texture (tex_pixmap);
/* Forward on to the child texture */
_cogl_texture_foreach_sub_texture_in_region (child_tex,
virtual_tx_1,
virtual_ty_1,
virtual_tx_2,
virtual_ty_2,
callback,
user_data);
}
static int
_cogl_texture_pixmap_x11_get_max_waste (CoglTexture *tex)
{
CoglTexturePixmapX11 *tex_pixmap = COGL_TEXTURE_PIXMAP_X11 (tex);
CoglHandle child_tex;
child_tex = _cogl_texture_pixmap_x11_get_texture (tex_pixmap);
return cogl_texture_get_max_waste (child_tex);
}
static gboolean
_cogl_texture_pixmap_x11_is_sliced (CoglTexture *tex)
{
CoglTexturePixmapX11 *tex_pixmap = COGL_TEXTURE_PIXMAP_X11 (tex);
CoglHandle child_tex;
child_tex = _cogl_texture_pixmap_x11_get_texture (tex_pixmap);
return cogl_texture_is_sliced (child_tex);
}
static gboolean
_cogl_texture_pixmap_x11_can_hardware_repeat (CoglTexture *tex)
{
CoglTexturePixmapX11 *tex_pixmap = COGL_TEXTURE_PIXMAP_X11 (tex);
CoglHandle child_tex;
child_tex = _cogl_texture_pixmap_x11_get_texture (tex_pixmap);
return _cogl_texture_can_hardware_repeat (child_tex);
}
static void
_cogl_texture_pixmap_x11_transform_coords_to_gl (CoglTexture *tex,
float *s,
float *t)
{
CoglTexturePixmapX11 *tex_pixmap = COGL_TEXTURE_PIXMAP_X11 (tex);
CoglHandle child_tex;
child_tex = _cogl_texture_pixmap_x11_get_texture (tex_pixmap);
/* Forward on to the child texture */
_cogl_texture_transform_coords_to_gl (child_tex, s, t);
}
static CoglTransformResult
_cogl_texture_pixmap_x11_transform_quad_coords_to_gl (CoglTexture *tex,
float *coords)
{
CoglTexturePixmapX11 *tex_pixmap = COGL_TEXTURE_PIXMAP_X11 (tex);
CoglHandle child_tex;
child_tex = _cogl_texture_pixmap_x11_get_texture (tex_pixmap);
/* Forward on to the child texture */
return _cogl_texture_transform_quad_coords_to_gl (child_tex, coords);
}
static gboolean
_cogl_texture_pixmap_x11_get_gl_texture (CoglTexture *tex,
GLuint *out_gl_handle,
GLenum *out_gl_target)
{
CoglTexturePixmapX11 *tex_pixmap = COGL_TEXTURE_PIXMAP_X11 (tex);
CoglHandle child_tex;
child_tex = _cogl_texture_pixmap_x11_get_texture (tex_pixmap);
/* Forward on to the child texture */
return cogl_texture_get_gl_texture (child_tex,
out_gl_handle,
out_gl_target);
}
static void
_cogl_texture_pixmap_x11_set_filters (CoglTexture *tex,
GLenum min_filter,
GLenum mag_filter)
{
CoglTexturePixmapX11 *tex_pixmap = COGL_TEXTURE_PIXMAP_X11 (tex);
CoglHandle child_tex;
child_tex = _cogl_texture_pixmap_x11_get_texture (tex_pixmap);
/* Forward on to the child texture */
_cogl_texture_set_filters (child_tex, min_filter, mag_filter);
}
static void
_cogl_texture_pixmap_x11_pre_paint (CoglTexture *tex,
CoglTexturePrePaintFlags flags)
{
CoglTexturePixmapX11 *tex_pixmap = COGL_TEXTURE_PIXMAP_X11 (tex);
CoglHandle child_tex;
_cogl_texture_pixmap_x11_update (tex_pixmap,
!!(flags & COGL_TEXTURE_NEEDS_MIPMAP));
child_tex = _cogl_texture_pixmap_x11_get_texture (tex_pixmap);
_cogl_texture_pre_paint (child_tex, flags);
}
static void
_cogl_texture_pixmap_x11_ensure_non_quad_rendering (CoglTexture *tex)
{
CoglTexturePixmapX11 *tex_pixmap = COGL_TEXTURE_PIXMAP_X11 (tex);
CoglHandle child_tex;
child_tex = _cogl_texture_pixmap_x11_get_texture (tex_pixmap);
/* Forward on to the child texture */
_cogl_texture_ensure_non_quad_rendering (child_tex);
}
static void
_cogl_texture_pixmap_x11_set_wrap_mode_parameters (CoglTexture *tex,
GLenum wrap_mode_s,
GLenum wrap_mode_t,
GLenum wrap_mode_p)
{
CoglTexturePixmapX11 *tex_pixmap = COGL_TEXTURE_PIXMAP_X11 (tex);
CoglHandle child_tex;
child_tex = _cogl_texture_pixmap_x11_get_texture (tex_pixmap);
/* Forward on to the child texture */
_cogl_texture_set_wrap_mode_parameters (child_tex,
wrap_mode_s,
wrap_mode_t,
wrap_mode_p);
}
static CoglPixelFormat
_cogl_texture_pixmap_x11_get_format (CoglTexture *tex)
{
CoglTexturePixmapX11 *tex_pixmap = COGL_TEXTURE_PIXMAP_X11 (tex);
CoglHandle child_tex;
child_tex = _cogl_texture_pixmap_x11_get_texture (tex_pixmap);
/* Forward on to the child texture */
return cogl_texture_get_format (child_tex);
}
static GLenum
_cogl_texture_pixmap_x11_get_gl_format (CoglTexture *tex)
{
CoglTexturePixmapX11 *tex_pixmap = COGL_TEXTURE_PIXMAP_X11 (tex);
CoglHandle child_tex;
child_tex = _cogl_texture_pixmap_x11_get_texture (tex_pixmap);
return _cogl_texture_get_gl_format (child_tex);
}
static int
_cogl_texture_pixmap_x11_get_width (CoglTexture *tex)
{
CoglTexturePixmapX11 *tex_pixmap = COGL_TEXTURE_PIXMAP_X11 (tex);
return tex_pixmap->width;
}
static int
_cogl_texture_pixmap_x11_get_height (CoglTexture *tex)
{
CoglTexturePixmapX11 *tex_pixmap = COGL_TEXTURE_PIXMAP_X11 (tex);
return tex_pixmap->height;
}
static void
_cogl_texture_pixmap_x11_free (CoglTexturePixmapX11 *tex_pixmap)
{
_COGL_GET_CONTEXT (ctxt, NO_RETVAL);
set_damage_object_internal (ctxt, tex_pixmap, 0, 0);
if (tex_pixmap->image)
XDestroyImage (tex_pixmap->image);
if (tex_pixmap->shm_info.shmid != -1)
{
XShmDetach (cogl_xlib_get_display (), &tex_pixmap->shm_info);
shmdt (tex_pixmap->shm_info.shmaddr);
shmctl (tex_pixmap->shm_info.shmid, IPC_RMID, 0);
}
if (tex_pixmap->tex)
cogl_handle_unref (tex_pixmap->tex);
if (tex_pixmap->winsys)
{
const CoglWinsysVtable *winsys =
_cogl_texture_pixmap_x11_get_winsys (tex_pixmap);
winsys->texture_pixmap_x11_free (tex_pixmap);
}
/* Chain up */
_cogl_texture_free (COGL_TEXTURE (tex_pixmap));
}
static const CoglTextureVtable
cogl_texture_pixmap_x11_vtable =
{
_cogl_texture_pixmap_x11_set_region,
_cogl_texture_pixmap_x11_get_data,
_cogl_texture_pixmap_x11_foreach_sub_texture_in_region,
_cogl_texture_pixmap_x11_get_max_waste,
_cogl_texture_pixmap_x11_is_sliced,
_cogl_texture_pixmap_x11_can_hardware_repeat,
_cogl_texture_pixmap_x11_transform_coords_to_gl,
_cogl_texture_pixmap_x11_transform_quad_coords_to_gl,
_cogl_texture_pixmap_x11_get_gl_texture,
_cogl_texture_pixmap_x11_set_filters,
_cogl_texture_pixmap_x11_pre_paint,
_cogl_texture_pixmap_x11_ensure_non_quad_rendering,
_cogl_texture_pixmap_x11_set_wrap_mode_parameters,
_cogl_texture_pixmap_x11_get_format,
_cogl_texture_pixmap_x11_get_gl_format,
_cogl_texture_pixmap_x11_get_width,
_cogl_texture_pixmap_x11_get_height,
NULL /* is_foreign */
};