mutter/clutter/cogl/gles/cogl-texture.c

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/*
* Clutter COGL
*
* A basic GL/GLES Abstraction/Utility Layer
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2007 OpenedHand
*
* 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, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include "cogl-internal.h"
#include "cogl-util.h"
#include "cogl-bitmap.h"
#include "cogl-texture.h"
#include "cogl-context.h"
Removed COGLhandle and changed shader and program functions to be wrapped in reference-counted CoglHandles instead. * clutter/cogl/gl/cogl-shader.c: * clutter/cogl/gl/cogl-shader.h: * clutter/cogl/gl/cogl-program.c: * clutter/cogl/gl/cogl-program.h: New files to hold the shader and program functions. * clutter/cogl/gl/cogl.c: Removed shader and program functions. * clutter/cogl/common/cogl-handle.h: New header to define COGL_HANDLE_DEFINE which helps build functions to create reference-counted handles. This reduces the amount of duplicated code. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gl/cogl-fbo.c: Converted to use COGL_HANDLE_DEFINE from cogl-handle.h to avoid duplicating some of the common code. * clutter/cogl/gles/cogl-defines.h.in: * clutter/cogl/gl/cogl-defines.h.in: Removed COGLhandle * clutter/cogl/gl/cogl-context.h: Added handle arrays for programs and shaders. * clutter/cogl/gl/cogl-context.c (cogl_create_context): Added initialisers for shader_handles and program_handles. (cogl_destroy_context): Added calls to g_array_free for all handle arrays. * clutter/cogl/gl/Makefile.am (libclutter_cogl_la_SOURCES): Added cogl-{program,shader}.{c,h} * clutter/cogl/common/Makefile.am (libclutter_cogl_common_la_SOURCES): Added cogl-handle.h * clutter/cogl/gles/cogl.c: * clutter/cogl/cogl.h.in: Programs and shaders are now wrapped in CoglHandles instead of COGLhandles. cogl_program_destroy and cogl_shader_destroy is now replaced with cogl_program_unref and cogl_shader_unref. cogl_program_ref and cogl_shader_ref are also added. * clutter/clutter-shader.c: Converted to use CoglHandles for the programs and shaders instead of COGLhandles. * cogl/cogl-sections.txt: Added cogl_shader_ref, cogl_shader_unref, cogl_is_shader, cogl_program_ref, cogl_program_unref, cogl_is_program and cogl_is_offscreen.
2008-04-29 12:10:37 -04:00
#include "cogl-handle.h"
#include <string.h>
#include <stdlib.h>
/*
#define COGL_DEBUG 1
#define GE(x) \
{ \
glGetError(); x; \
GLuint err = glGetError(); \
if (err != 0) \
printf("err: 0x%x\n", err); \
} */
struct _CoglSpanIter
{
gint index;
GArray *array;
CoglTexSliceSpan *span;
ClutterFixed pos;
ClutterFixed next_pos;
ClutterFixed origin;
ClutterFixed cover_start;
ClutterFixed cover_end;
ClutterFixed intersect_start;
ClutterFixed intersect_end;
ClutterFixed intersect_start_local;
ClutterFixed intersect_end_local;
gboolean intersects;
};
Removed COGLhandle and changed shader and program functions to be wrapped in reference-counted CoglHandles instead. * clutter/cogl/gl/cogl-shader.c: * clutter/cogl/gl/cogl-shader.h: * clutter/cogl/gl/cogl-program.c: * clutter/cogl/gl/cogl-program.h: New files to hold the shader and program functions. * clutter/cogl/gl/cogl.c: Removed shader and program functions. * clutter/cogl/common/cogl-handle.h: New header to define COGL_HANDLE_DEFINE which helps build functions to create reference-counted handles. This reduces the amount of duplicated code. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gl/cogl-fbo.c: Converted to use COGL_HANDLE_DEFINE from cogl-handle.h to avoid duplicating some of the common code. * clutter/cogl/gles/cogl-defines.h.in: * clutter/cogl/gl/cogl-defines.h.in: Removed COGLhandle * clutter/cogl/gl/cogl-context.h: Added handle arrays for programs and shaders. * clutter/cogl/gl/cogl-context.c (cogl_create_context): Added initialisers for shader_handles and program_handles. (cogl_destroy_context): Added calls to g_array_free for all handle arrays. * clutter/cogl/gl/Makefile.am (libclutter_cogl_la_SOURCES): Added cogl-{program,shader}.{c,h} * clutter/cogl/common/Makefile.am (libclutter_cogl_common_la_SOURCES): Added cogl-handle.h * clutter/cogl/gles/cogl.c: * clutter/cogl/cogl.h.in: Programs and shaders are now wrapped in CoglHandles instead of COGLhandles. cogl_program_destroy and cogl_shader_destroy is now replaced with cogl_program_unref and cogl_shader_unref. cogl_program_ref and cogl_shader_ref are also added. * clutter/clutter-shader.c: Converted to use CoglHandles for the programs and shaders instead of COGLhandles. * cogl/cogl-sections.txt: Added cogl_shader_ref, cogl_shader_unref, cogl_is_shader, cogl_program_ref, cogl_program_unref, cogl_is_program and cogl_is_offscreen.
2008-04-29 12:10:37 -04:00
static void _cogl_texture_free (CoglTexture *tex);
Removed COGLhandle and changed shader and program functions to be wrapped in reference-counted CoglHandles instead. * clutter/cogl/gl/cogl-shader.c: * clutter/cogl/gl/cogl-shader.h: * clutter/cogl/gl/cogl-program.c: * clutter/cogl/gl/cogl-program.h: New files to hold the shader and program functions. * clutter/cogl/gl/cogl.c: Removed shader and program functions. * clutter/cogl/common/cogl-handle.h: New header to define COGL_HANDLE_DEFINE which helps build functions to create reference-counted handles. This reduces the amount of duplicated code. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gl/cogl-fbo.c: Converted to use COGL_HANDLE_DEFINE from cogl-handle.h to avoid duplicating some of the common code. * clutter/cogl/gles/cogl-defines.h.in: * clutter/cogl/gl/cogl-defines.h.in: Removed COGLhandle * clutter/cogl/gl/cogl-context.h: Added handle arrays for programs and shaders. * clutter/cogl/gl/cogl-context.c (cogl_create_context): Added initialisers for shader_handles and program_handles. (cogl_destroy_context): Added calls to g_array_free for all handle arrays. * clutter/cogl/gl/Makefile.am (libclutter_cogl_la_SOURCES): Added cogl-{program,shader}.{c,h} * clutter/cogl/common/Makefile.am (libclutter_cogl_common_la_SOURCES): Added cogl-handle.h * clutter/cogl/gles/cogl.c: * clutter/cogl/cogl.h.in: Programs and shaders are now wrapped in CoglHandles instead of COGLhandles. cogl_program_destroy and cogl_shader_destroy is now replaced with cogl_program_unref and cogl_shader_unref. cogl_program_ref and cogl_shader_ref are also added. * clutter/clutter-shader.c: Converted to use CoglHandles for the programs and shaders instead of COGLhandles. * cogl/cogl-sections.txt: Added cogl_shader_ref, cogl_shader_unref, cogl_is_shader, cogl_program_ref, cogl_program_unref, cogl_is_program and cogl_is_offscreen.
2008-04-29 12:10:37 -04:00
COGL_HANDLE_DEFINE (Texture, texture, texture_handles);
CoglHandle
_cogl_texture_handle_from_pointer (CoglTexture *tex)
{
return (CoglHandle) tex;
}
static void
_cogl_texture_bitmap_free (CoglTexture *tex)
{
if (tex->bitmap.data != NULL && tex->bitmap_owner)
g_free (tex->bitmap.data);
tex->bitmap.data = NULL;
tex->bitmap_owner = FALSE;
}
static void
_cogl_texture_bitmap_swap (CoglTexture *tex,
CoglBitmap *new_bitmap)
{
if (tex->bitmap.data != NULL && tex->bitmap_owner)
g_free (tex->bitmap.data);
tex->bitmap = *new_bitmap;
tex->bitmap_owner = TRUE;
}
static void
_cogl_span_iter_update (CoglSpanIter *iter)
{
/* Pick current span */
iter->span = &g_array_index (iter->array,
CoglTexSliceSpan,
iter->index);
/* Offset next position by span size */
iter->next_pos = iter->pos +
CLUTTER_INT_TO_FIXED (iter->span->size - iter->span->waste);
/* Check if span intersects the area to cover */
if (iter->next_pos <= iter->cover_start ||
iter->pos >= iter->cover_end)
{
/* Intersection undefined */
iter->intersects = FALSE;
return;
}
iter->intersects = TRUE;
/* Clip start position to coverage area */
if (iter->pos < iter->cover_start)
iter->intersect_start = iter->cover_start;
else
iter->intersect_start = iter->pos;
/* Clip end position to coverage area */
if (iter->next_pos > iter->cover_end)
iter->intersect_end = iter->cover_end;
else
iter->intersect_end = iter->next_pos;
}
static void
_cogl_span_iter_begin (CoglSpanIter *iter,
GArray *array,
ClutterFixed origin,
ClutterFixed cover_start,
ClutterFixed cover_end)
{
/* Copy info */
iter->index = 0;
iter->array = array;
iter->span = NULL;
iter->origin = origin;
iter->cover_start = cover_start;
iter->cover_end = cover_end;
iter->pos = iter->origin;
/* Update intersection */
_cogl_span_iter_update (iter);
}
void
_cogl_span_iter_next (CoglSpanIter *iter)
{
/* Move current position */
iter->pos = iter->next_pos;
/* Pick next slice (wrap when last reached) */
iter->index = (iter->index + 1) % iter->array->len;
/* Update intersection */
_cogl_span_iter_update (iter);
}
static gboolean
_cogl_span_iter_end (CoglSpanIter *iter)
{
/* End reached when whole area covered */
return iter->pos >= iter->cover_end;
}
static gboolean
_cogl_texture_upload_to_gl (CoglTexture *tex)
{
CoglTexSliceSpan *x_span;
CoglTexSliceSpan *y_span;
GLuint gl_handle;
gint bpp;
gint x,y;
CoglBitmap slice_bmp;
/* FIXME: might optimize by not copying to intermediate slice
bitmap when source rowstride = bpp * width and the texture
image is not sliced */
bpp = _cogl_get_format_bpp (tex->bitmap.format);
/* Iterate vertical slices */
for (y = 0; y < tex->slice_y_spans->len; ++y)
{
y_span = &g_array_index (tex->slice_y_spans, CoglTexSliceSpan, y);
/* Iterate horizontal slices */
for (x = 0; x < tex->slice_x_spans->len; ++x)
{
x_span = &g_array_index (tex->slice_x_spans, CoglTexSliceSpan, x);
/* Pick the gl texture object handle */
gl_handle = g_array_index (tex->slice_gl_handles, GLuint,
y * tex->slice_x_spans->len + x);
/* Setup temp bitmap for slice subregion */
slice_bmp.format = tex->bitmap.format;
slice_bmp.width = x_span->size - x_span->waste;
slice_bmp.height = y_span->size - y_span->waste;
slice_bmp.rowstride = bpp * slice_bmp.width;
slice_bmp.data = (guchar*) g_malloc (slice_bmp.rowstride *
slice_bmp.height);
/* Copy subregion data */
_cogl_bitmap_copy_subregion (&tex->bitmap,
&slice_bmp,
x_span->start,
y_span->start,
0, 0,
slice_bmp.width,
slice_bmp.height);
/* Upload new image data */
GE( glBindTexture (tex->gl_target, gl_handle) );
GE( glPixelStorei (GL_UNPACK_ALIGNMENT, 1) );
GE( glTexSubImage2D (tex->gl_target, 0, 0, 0,
slice_bmp.width,
slice_bmp.height,
tex->gl_format, tex->gl_type,
slice_bmp.data) );
/* Free temp bitmap */
g_free (slice_bmp.data);
}
}
return TRUE;
}
static gboolean
_cogl_texture_download_from_gl (CoglTexture *tex,
CoglBitmap *target_bmp,
GLuint target_gl_format,
GLuint target_gl_type)
{
gint bpp;
GLint viewport[4];
CoglHandle handle;
ClutterColor cback = {0x0, 0x0, 0x0, 0x0};
ClutterColor cwhite = {0xFF, 0xFF, 0xFF, 0xFF};
CoglBitmap rect_bmp;
ClutterFixed rx1, ry1;
ClutterFixed rx2, ry2;
ClutterFixed tx1, ty1;
ClutterFixed tx2, ty2;
int bw, bh;
handle = _cogl_texture_handle_from_pointer (tex);
bpp = _cogl_get_format_bpp (COGL_PIXEL_FORMAT_RGBA_8888);
/* Viewport needs to have some size and be inside the window for this */
GE( glGetIntegerv (GL_VIEWPORT, viewport) );
if (viewport[0] < 0 || viewport[1] < 0 ||
viewport[2] <= 0 || viewport[3] <= 0)
return FALSE;
/* Setup orthographic projection into current viewport
(0,0 in bottom-left corner to draw the texture
upside-down so we match the way glReadPixels works) */
GE( glMatrixMode (GL_PROJECTION) );
GE( glPushMatrix () );
GE( glLoadIdentity () );
GE( glOrthox (0, CLUTTER_INT_TO_FIXED (viewport[2]),
0, CLUTTER_INT_TO_FIXED (viewport[3]),
CLUTTER_INT_TO_FIXED (0),
CLUTTER_INT_TO_FIXED (100)) );
GE( glMatrixMode (GL_MODELVIEW) );
GE( glPushMatrix () );
GE( glLoadIdentity () );
/* Draw to all channels */
cogl_draw_buffer (COGL_WINDOW_BUFFER | COGL_MASK_BUFFER, 0);
/* If whole image fits into the viewport and target buffer
has got no special rowstride, we can do it in one pass */
if (tex->bitmap.width < viewport[2] - viewport[0] &&
tex->bitmap.height < viewport[3] - viewport[1] &&
tex->bitmap.rowstride == bpp * tex->bitmap.width)
{
/* Clear buffer with transparent black, draw with white
for direct copy to framebuffer */
cogl_paint_init (&cback);
cogl_color (&cwhite);
/* Draw the texture image */
cogl_texture_rectangle (handle,
0, 0,
CLUTTER_INT_TO_FIXED (tex->bitmap.width),
CLUTTER_INT_TO_FIXED (tex->bitmap.height),
0, 0, CFX_ONE, CFX_ONE);
/* Read into target bitmap */
GE( glPixelStorei (GL_PACK_ALIGNMENT, 1) );
GE( glReadPixels (viewport[0], viewport[1],
tex->bitmap.width,
tex->bitmap.height,
GL_RGBA, GL_UNSIGNED_BYTE,
target_bmp->data) );
}
else
{
ry1 = 0; ry2 = 0;
ty1 = 0; ty2 = 0;
#define CFIX CLUTTER_INT_TO_FIXED
/* Walk Y axis until whole bitmap height consumed */
for (bh = tex->bitmap.height; bh > 0; bh -= viewport[3])
{
/* Rectangle Y coords */
ry1 = ry2;
ry2 += (bh < viewport[3]) ? bh : viewport[3];
/* Normalized texture Y coords */
ty1 = ty2;
ty2 = CFX_QDIV (CFIX (ry2), CFIX (tex->bitmap.height));
rx1 = 0; rx2 = 0;
tx1 = 0; tx2 = 0;
/* Walk X axis until whole bitmap width consumed */
for (bw = tex->bitmap.width; bw > 0; bw-=viewport[2])
{
/* Rectangle X coords */
rx1 = rx2;
rx2 += (bw < viewport[2]) ? bw : viewport[2];
/* Normalized texture X coords */
tx1 = tx2;
tx2 = CFX_QDIV (CFIX (rx2), CFIX (tex->bitmap.width));
/* Clear buffer with transparent black, draw with white
for direct copy to framebuffer */
cogl_paint_init (&cback);
cogl_color (&cwhite);
/* Draw a portion of texture */
cogl_texture_rectangle (handle,
0, 0,
CFIX (rx2 - rx1),
CFIX (ry2 - ry1),
tx1, ty1,
tx2, ty2);
/* Read into a temporary bitmap */
rect_bmp.format = COGL_PIXEL_FORMAT_RGBA_8888;
rect_bmp.width = rx2 - rx1;
rect_bmp.height = ry2 - ry1;
rect_bmp.rowstride = bpp * rect_bmp.width;
rect_bmp.data = (guchar*) g_malloc (rect_bmp.rowstride *
rect_bmp.height);
GE( glPixelStorei (GL_PACK_ALIGNMENT, 1) );
GE( glReadPixels (viewport[0], viewport[1],
rect_bmp.width,
rect_bmp.height,
GL_RGBA, GL_UNSIGNED_BYTE,
rect_bmp.data) );
/* Copy to target bitmap */
_cogl_bitmap_copy_subregion (&rect_bmp,
target_bmp,
0,0,
rx1,ry1,
rect_bmp.width,
rect_bmp.height);
/* Free temp bitmap */
g_free (rect_bmp.data);
}
}
#undef CFIX
}
glMatrixMode (GL_PROJECTION);
glPopMatrix ();
glMatrixMode (GL_MODELVIEW);
glPopMatrix ();
cogl_draw_buffer (COGL_WINDOW_BUFFER, 0);
return TRUE;
}
static void
_cogl_texture_set_alignment_for_rowstride (gint rowstride)
{
gint alignment = 1;
while ((rowstride & 1) == 0 && alignment < 8)
{
alignment <<= 1;
rowstride >>= 1;
}
GE( glPixelStorei (GL_UNPACK_ALIGNMENT, alignment) );
}
static gboolean
_cogl_texture_upload_subregion_to_gl (CoglTexture *tex,
gint src_x,
gint src_y,
gint dst_x,
gint dst_y,
gint width,
gint height,
CoglBitmap *source_bmp,
GLuint source_gl_format,
GLuint source_gl_type)
{
gint bpp;
CoglSpanIter x_iter;
CoglSpanIter y_iter;
GLuint gl_handle;
gint source_x = 0, source_y = 0;
gint inter_w = 0, inter_h = 0;
gint local_x = 0, local_y = 0;
CoglBitmap slice_bmp;
bpp = _cogl_get_format_bpp (source_bmp->format);
/* FIXME: might optimize by not copying to intermediate slice
bitmap when source rowstride = bpp * width and the texture
image is not sliced */
/* Iterate vertical spans */
for (source_y = src_y,
_cogl_span_iter_begin (&y_iter, tex->slice_y_spans,
0, CLUTTER_INT_TO_FIXED (dst_y),
CLUTTER_INT_TO_FIXED (dst_y + height));
!_cogl_span_iter_end (&y_iter);
_cogl_span_iter_next (&y_iter),
source_y += inter_h )
{
/* Skip non-intersecting ones */
if (!y_iter.intersects)
{
inter_h = 0;
continue;
}
/* Iterate horizontal spans */
for (source_x = src_x,
_cogl_span_iter_begin (&x_iter, tex->slice_x_spans,
0, CLUTTER_INT_TO_FIXED (dst_x),
CLUTTER_INT_TO_FIXED (dst_x + width));
!_cogl_span_iter_end (&x_iter);
_cogl_span_iter_next (&x_iter),
source_x += inter_w )
{
/* Skip non-intersecting ones */
if (!x_iter.intersects)
{
inter_w = 0;
continue;
}
/* Pick intersection width and height */
inter_w = CLUTTER_FIXED_TO_INT (x_iter.intersect_end -
x_iter.intersect_start);
inter_h = CLUTTER_FIXED_TO_INT (y_iter.intersect_end -
y_iter.intersect_start);
/* Localize intersection top-left corner to slice*/
local_x = CLUTTER_FIXED_TO_INT (x_iter.intersect_start -
x_iter.pos);
local_y = CLUTTER_FIXED_TO_INT (y_iter.intersect_start -
y_iter.pos);
/* Pick slice GL handle */
gl_handle = g_array_index (tex->slice_gl_handles, GLuint,
y_iter.index * tex->slice_x_spans->len +
x_iter.index);
/* Setup temp bitmap for slice subregion */
slice_bmp.format = tex->bitmap.format;
slice_bmp.width = inter_w;
slice_bmp.height = inter_h;
slice_bmp.rowstride = bpp * slice_bmp.width;
slice_bmp.data = (guchar*) g_malloc (slice_bmp.rowstride *
slice_bmp.height);
/* Copy subregion data */
_cogl_bitmap_copy_subregion (source_bmp,
&slice_bmp,
source_x,
source_y,
0, 0,
slice_bmp.width,
slice_bmp.height);
/* Upload new image data */
GE( glPixelStorei (GL_UNPACK_ALIGNMENT, 1) );
GE( glBindTexture (tex->gl_target, gl_handle) );
GE( glTexSubImage2D (tex->gl_target, 0,
local_x, local_y,
inter_w, inter_h,
source_gl_format,
source_gl_type,
slice_bmp.data) );
/* Free temp bitmap */
g_free (slice_bmp.data);
}
}
return TRUE;
}
static gint
_cogl_pot_slices_for_size (gint size_to_fill,
gint max_span_size,
gint max_waste,
GArray *out_spans)
{
gint n_spans = 0;
CoglTexSliceSpan span;
/* Init first slice span */
span.start = 0;
span.size = max_span_size;
span.waste = 0;
/* Fix invalid max_waste */
if (max_waste < 0) max_waste = 0;
while (TRUE)
{
/* Is the whole area covered? */
if (size_to_fill > span.size)
{
/* Not yet - add a span of this size */
if (out_spans) g_array_append_val (out_spans, span);
span.start += span.size;
size_to_fill -= span.size;
n_spans++;
}
else if (span.size - size_to_fill <= max_waste)
{
/* Yes and waste is small enough */
span.waste = span.size - size_to_fill;
if (out_spans) g_array_append_val (out_spans, span);
return ++n_spans;
}
else
{
/* Yes but waste is too large */
while (span.size - size_to_fill > max_waste)
{
span.size /= 2;
g_assert (span.size > 0);
}
}
}
/* Can't get here */
return 0;
}
static gboolean
_cogl_texture_size_supported (GLenum gl_target,
GLenum gl_format,
GLenum gl_type,
int width,
int height)
{
return TRUE;
}
static gboolean
_cogl_texture_slices_create (CoglTexture *tex)
{
gint bpp;
gint max_width;
gint max_height;
GLuint *gl_handles;
gint n_x_slices;
gint n_y_slices;
gint n_slices;
gint x, y;
CoglTexSliceSpan *x_span;
CoglTexSliceSpan *y_span;
gint (*slices_for_size) (gint, gint, gint, GArray*);
bpp = _cogl_get_format_bpp (tex->bitmap.format);
/* Initialize size of largest slice according to supported features */
max_width = cogl_util_next_p2 (tex->bitmap.width);
max_height = cogl_util_next_p2 (tex->bitmap.height);
tex->gl_target = GL_TEXTURE_2D;
slices_for_size = _cogl_pot_slices_for_size;
/* Negative number means no slicing forced by the user */
if (tex->max_waste <= -1)
{
CoglTexSliceSpan span;
/* Check if size supported else bail out */
if (!_cogl_texture_size_supported (tex->gl_target,
tex->gl_format,
tex->gl_type,
max_width,
max_height))
{
return FALSE;
}
n_x_slices = 1;
n_y_slices = 1;
/* Init span arrays */
tex->slice_x_spans = g_array_sized_new (FALSE, FALSE,
sizeof (CoglTexSliceSpan),
1);
tex->slice_y_spans = g_array_sized_new (FALSE, FALSE,
sizeof (CoglTexSliceSpan),
1);
/* Add a single span for width and height */
span.start = 0;
span.size = max_width;
span.waste = max_width - tex->bitmap.width;
g_array_append_val (tex->slice_x_spans, span);
span.size = max_height;
span.waste = max_height - tex->bitmap.height;
g_array_append_val (tex->slice_y_spans, span);
}
else
{
/* Decrease the size of largest slice until supported by GL */
while (!_cogl_texture_size_supported (tex->gl_target,
tex->gl_format,
tex->gl_type,
max_width,
max_height))
{
/* Alternate between width and height */
if (max_width > max_height)
max_width /= 2;
else
max_height /= 2;
if (max_width == 0 || max_height == 0)
return FALSE;
}
/* Determine the slices required to cover the bitmap area */
n_x_slices = slices_for_size (tex->bitmap.width,
max_width, tex->max_waste,
NULL);
n_y_slices = slices_for_size (tex->bitmap.height,
max_height, tex->max_waste,
NULL);
/* Init span arrays with reserved size */
tex->slice_x_spans = g_array_sized_new (FALSE, FALSE,
sizeof (CoglTexSliceSpan),
n_x_slices);
tex->slice_y_spans = g_array_sized_new (FALSE, FALSE,
sizeof (CoglTexSliceSpan),
n_y_slices);
/* Fill span arrays with info */
slices_for_size (tex->bitmap.width,
max_width, tex->max_waste,
tex->slice_x_spans);
slices_for_size (tex->bitmap.height,
max_height, tex->max_waste,
tex->slice_y_spans);
}
/* Init and resize GL handle array */
n_slices = n_x_slices * n_y_slices;
tex->slice_gl_handles = g_array_sized_new (FALSE, FALSE,
sizeof (GLuint),
n_slices);
g_array_set_size (tex->slice_gl_handles, n_slices);
/* Generate a "working set" of GL texture objects
* (some implementations might supported faster
* re-binding between textures inside a set) */
gl_handles = (GLuint*) tex->slice_gl_handles->data;
GE( glGenTextures (n_slices, gl_handles) );
/* Init each GL texture object */
for (y = 0; y < n_y_slices; ++y)
{
y_span = &g_array_index (tex->slice_y_spans, CoglTexSliceSpan, y);
for (x = 0; x < n_x_slices; ++x)
{
x_span = &g_array_index (tex->slice_x_spans, CoglTexSliceSpan, x);
#if COGL_DEBUG
printf ("CREATE SLICE (%d,%d)\n", x,y);
printf ("size: (%d x %d)\n",
x_span->size - x_span->waste,
y_span->size - y_span->waste);
#endif
/* Setup texture parameters */
GE( glBindTexture (tex->gl_target, gl_handles[y * n_x_slices + x]) );
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_MAG_FILTER, tex->mag_filter) );
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_MIN_FILTER, tex->min_filter) );
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) );
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) );
if (tex->auto_mipmap)
GE( glTexParameteri (tex->gl_target, GL_GENERATE_MIPMAP, GL_TRUE) );
/* Pass NULL data to init size and internal format */
GE( glTexImage2D (tex->gl_target, 0, tex->gl_intformat,
x_span->size, y_span->size, 0,
tex->gl_format, tex->gl_type, 0) );
}
}
return TRUE;
}
static void
_cogl_texture_slices_free (CoglTexture *tex)
{
if (tex->slice_x_spans != NULL)
g_array_free (tex->slice_x_spans, TRUE);
if (tex->slice_y_spans != NULL)
g_array_free (tex->slice_y_spans, TRUE);
if (tex->slice_gl_handles != NULL)
{
if (tex->is_foreign == FALSE)
{
GE( glDeleteTextures (tex->slice_gl_handles->len,
(GLuint*) tex->slice_gl_handles->data) );
}
g_array_free (tex->slice_gl_handles, TRUE);
}
}
static gboolean
_cogl_pixel_format_from_gl_internal (GLenum gl_int_format,
CoglPixelFormat *out_format)
{
/* It doesn't really matter we convert to exact same
format (some have no cogl match anyway) since format
is re-matched against cogl when getting or setting
texture image data.
*/
switch (gl_int_format)
{
case GL_ALPHA:
*out_format = COGL_PIXEL_FORMAT_A_8;
return TRUE;
case GL_LUMINANCE:
*out_format = COGL_PIXEL_FORMAT_G_8;
return TRUE;
case GL_RGB:
*out_format = COGL_PIXEL_FORMAT_RGB_888;
return TRUE;
case GL_RGBA:
*out_format = COGL_PIXEL_FORMAT_RGBA_8888;
return TRUE;
}
return FALSE;
}
static CoglPixelFormat
_cogl_pixel_format_to_gl (CoglPixelFormat format,
GLenum *out_glintformat,
GLenum *out_glformat,
GLenum *out_gltype)
{
CoglPixelFormat required_format = format;
GLenum glintformat = 0;
GLenum glformat = 0;
GLenum gltype = 0;
/* No premultiplied formats accepted by GL
* (FIXME: latest hardware?) */
if (format & COGL_PREMULT_BIT)
format = (format & COGL_UNPREMULT_MASK);
/* Find GL equivalents */
switch (format)
{
case COGL_PIXEL_FORMAT_A_8:
glintformat = GL_ALPHA;
glformat = GL_ALPHA;
gltype = GL_UNSIGNED_BYTE;
break;
case COGL_PIXEL_FORMAT_G_8:
glintformat = GL_LUMINANCE;
glformat = GL_LUMINANCE;
gltype = GL_UNSIGNED_BYTE;
break;
/* Just one 24-bit ordering supported */
case COGL_PIXEL_FORMAT_RGB_888:
case COGL_PIXEL_FORMAT_BGR_888:
glintformat = GL_RGB;
glformat = GL_RGB;
gltype = GL_UNSIGNED_BYTE;
required_format = COGL_PIXEL_FORMAT_RGB_888;
break;
/* Just one 32-bit ordering supported */
case COGL_PIXEL_FORMAT_RGBA_8888:
case COGL_PIXEL_FORMAT_BGRA_8888:
case COGL_PIXEL_FORMAT_ARGB_8888:
case COGL_PIXEL_FORMAT_ABGR_8888:
glintformat = GL_RGBA;
glformat = GL_RGBA;
gltype = GL_UNSIGNED_BYTE;
required_format = COGL_PIXEL_FORMAT_RGBA_8888;
break;
/* The following three types of channel ordering
* are always defined using system word byte
* ordering (even according to GLES spec) */
case COGL_PIXEL_FORMAT_RGB_565:
glintformat = GL_RGB;
glformat = GL_RGB;
gltype = GL_UNSIGNED_SHORT_5_6_5;
break;
case COGL_PIXEL_FORMAT_RGBA_4444:
glintformat = GL_RGBA;
glformat = GL_RGBA;
gltype = GL_UNSIGNED_SHORT_4_4_4_4;
break;
case COGL_PIXEL_FORMAT_RGBA_5551:
glintformat = GL_RGBA;
glformat = GL_RGBA;
gltype = GL_UNSIGNED_SHORT_5_5_5_1;
break;
/* FIXME: check extensions for YUV support */
default:
break;
}
if (out_glintformat != NULL)
*out_glintformat = glintformat;
if (out_glformat != NULL)
*out_glformat = glformat;
if (out_gltype != NULL)
*out_gltype = gltype;
return required_format;
}
static gboolean
_cogl_texture_bitmap_prepare (CoglTexture *tex,
CoglPixelFormat internal_format)
{
CoglBitmap new_bitmap;
CoglPixelFormat new_data_format;
gboolean success;
/* Was there any internal conversion requested? */
if (internal_format == COGL_PIXEL_FORMAT_ANY)
internal_format = tex->bitmap.format;
/* Find closest format accepted by GL */
new_data_format = _cogl_pixel_format_to_gl (internal_format,
&tex->gl_intformat,
&tex->gl_format,
&tex->gl_type);
/* Convert to internal format */
if (new_data_format != tex->bitmap.format)
{
success = _cogl_bitmap_convert_and_premult (&tex->bitmap,
&new_bitmap,
new_data_format);
if (!success)
return FALSE;
/* Update texture with new data */
_cogl_texture_bitmap_swap (tex, &new_bitmap);
}
return TRUE;
}
static void
_cogl_texture_free (CoglTexture *tex)
{
/* Frees texture resources but its handle is not
released! Do that separately before this! */
_cogl_texture_bitmap_free (tex);
_cogl_texture_slices_free (tex);
g_free (tex);
}
CoglHandle
cogl_texture_new_with_size (guint width,
guint height,
gint max_waste,
gboolean auto_mipmap,
CoglPixelFormat internal_format)
{
CoglTexture *tex;
gint bpp;
gint rowstride;
/* Since no data, we need some internal format */
if (internal_format == COGL_PIXEL_FORMAT_ANY)
return COGL_INVALID_HANDLE;
/* Rowstride from width */
bpp = _cogl_get_format_bpp (internal_format);
rowstride = width * bpp;
/* Init texture with empty bitmap */
tex = (CoglTexture*) g_malloc (sizeof (CoglTexture));
tex->ref_count = 1;
Removed COGLhandle and changed shader and program functions to be wrapped in reference-counted CoglHandles instead. * clutter/cogl/gl/cogl-shader.c: * clutter/cogl/gl/cogl-shader.h: * clutter/cogl/gl/cogl-program.c: * clutter/cogl/gl/cogl-program.h: New files to hold the shader and program functions. * clutter/cogl/gl/cogl.c: Removed shader and program functions. * clutter/cogl/common/cogl-handle.h: New header to define COGL_HANDLE_DEFINE which helps build functions to create reference-counted handles. This reduces the amount of duplicated code. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gl/cogl-fbo.c: Converted to use COGL_HANDLE_DEFINE from cogl-handle.h to avoid duplicating some of the common code. * clutter/cogl/gles/cogl-defines.h.in: * clutter/cogl/gl/cogl-defines.h.in: Removed COGLhandle * clutter/cogl/gl/cogl-context.h: Added handle arrays for programs and shaders. * clutter/cogl/gl/cogl-context.c (cogl_create_context): Added initialisers for shader_handles and program_handles. (cogl_destroy_context): Added calls to g_array_free for all handle arrays. * clutter/cogl/gl/Makefile.am (libclutter_cogl_la_SOURCES): Added cogl-{program,shader}.{c,h} * clutter/cogl/common/Makefile.am (libclutter_cogl_common_la_SOURCES): Added cogl-handle.h * clutter/cogl/gles/cogl.c: * clutter/cogl/cogl.h.in: Programs and shaders are now wrapped in CoglHandles instead of COGLhandles. cogl_program_destroy and cogl_shader_destroy is now replaced with cogl_program_unref and cogl_shader_unref. cogl_program_ref and cogl_shader_ref are also added. * clutter/clutter-shader.c: Converted to use CoglHandles for the programs and shaders instead of COGLhandles. * cogl/cogl-sections.txt: Added cogl_shader_ref, cogl_shader_unref, cogl_is_shader, cogl_program_ref, cogl_program_unref, cogl_is_program and cogl_is_offscreen.
2008-04-29 12:10:37 -04:00
COGL_HANDLE_DEBUG_NEW (texture, tex);
tex->is_foreign = FALSE;
tex->auto_mipmap = auto_mipmap;
tex->bitmap.width = width;
tex->bitmap.height = height;
tex->bitmap.format = internal_format;
tex->bitmap.rowstride = rowstride;
tex->bitmap.data = NULL;
tex->bitmap_owner = FALSE;
tex->slice_x_spans = NULL;
tex->slice_y_spans = NULL;
tex->slice_gl_handles = NULL;
tex->max_waste = max_waste;
tex->min_filter = CGL_NEAREST;
tex->mag_filter = CGL_NEAREST;
/* Find closest GL format match */
tex->bitmap.format =
_cogl_pixel_format_to_gl (internal_format,
&tex->gl_intformat,
&tex->gl_format,
&tex->gl_type);
if (!_cogl_texture_slices_create (tex))
{
_cogl_texture_free (tex);
return COGL_INVALID_HANDLE;
}
return _cogl_texture_handle_new (tex);
}
CoglHandle
cogl_texture_new_from_data (guint width,
guint height,
gint max_waste,
gboolean auto_mipmap,
CoglPixelFormat format,
CoglPixelFormat internal_format,
guint rowstride,
const guchar *data)
{
CoglTexture *tex;
gint bpp;
if (format == COGL_PIXEL_FORMAT_ANY)
return COGL_INVALID_HANDLE;
if (data == NULL)
return COGL_INVALID_HANDLE;
/* Rowstride from width if not given */
bpp = _cogl_get_format_bpp (format);
if (rowstride == 0) rowstride = width * bpp;
/* Create new texture and fill with given data */
tex = (CoglTexture*) g_malloc (sizeof (CoglTexture));
tex->ref_count = 1;
Removed COGLhandle and changed shader and program functions to be wrapped in reference-counted CoglHandles instead. * clutter/cogl/gl/cogl-shader.c: * clutter/cogl/gl/cogl-shader.h: * clutter/cogl/gl/cogl-program.c: * clutter/cogl/gl/cogl-program.h: New files to hold the shader and program functions. * clutter/cogl/gl/cogl.c: Removed shader and program functions. * clutter/cogl/common/cogl-handle.h: New header to define COGL_HANDLE_DEFINE which helps build functions to create reference-counted handles. This reduces the amount of duplicated code. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gl/cogl-fbo.c: Converted to use COGL_HANDLE_DEFINE from cogl-handle.h to avoid duplicating some of the common code. * clutter/cogl/gles/cogl-defines.h.in: * clutter/cogl/gl/cogl-defines.h.in: Removed COGLhandle * clutter/cogl/gl/cogl-context.h: Added handle arrays for programs and shaders. * clutter/cogl/gl/cogl-context.c (cogl_create_context): Added initialisers for shader_handles and program_handles. (cogl_destroy_context): Added calls to g_array_free for all handle arrays. * clutter/cogl/gl/Makefile.am (libclutter_cogl_la_SOURCES): Added cogl-{program,shader}.{c,h} * clutter/cogl/common/Makefile.am (libclutter_cogl_common_la_SOURCES): Added cogl-handle.h * clutter/cogl/gles/cogl.c: * clutter/cogl/cogl.h.in: Programs and shaders are now wrapped in CoglHandles instead of COGLhandles. cogl_program_destroy and cogl_shader_destroy is now replaced with cogl_program_unref and cogl_shader_unref. cogl_program_ref and cogl_shader_ref are also added. * clutter/clutter-shader.c: Converted to use CoglHandles for the programs and shaders instead of COGLhandles. * cogl/cogl-sections.txt: Added cogl_shader_ref, cogl_shader_unref, cogl_is_shader, cogl_program_ref, cogl_program_unref, cogl_is_program and cogl_is_offscreen.
2008-04-29 12:10:37 -04:00
COGL_HANDLE_DEBUG_NEW (texture, tex);
tex->is_foreign = FALSE;
tex->auto_mipmap = auto_mipmap;
tex->bitmap.width = width;
tex->bitmap.height = height;
tex->bitmap.data = (guchar*)data;
tex->bitmap.format = format;
tex->bitmap.rowstride = rowstride;
tex->bitmap_owner = FALSE;
tex->slice_x_spans = NULL;
tex->slice_y_spans = NULL;
tex->slice_gl_handles = NULL;
tex->max_waste = max_waste;
tex->min_filter = CGL_NEAREST;
tex->mag_filter = CGL_NEAREST;
/* FIXME: If upload fails we should set some kind of
* error flag but still return texture handle (this
* is to keep the behavior equal to _new_from_file;
* see below) */
if (!_cogl_texture_bitmap_prepare (tex, internal_format))
{
_cogl_texture_free (tex);
return COGL_INVALID_HANDLE;
}
if (!_cogl_texture_slices_create (tex))
{
_cogl_texture_free (tex);
return COGL_INVALID_HANDLE;
}
if (!_cogl_texture_upload_to_gl (tex))
{
_cogl_texture_free (tex);
return COGL_INVALID_HANDLE;
}
_cogl_texture_bitmap_free (tex);
return _cogl_texture_handle_new (tex);;
}
CoglHandle
cogl_texture_new_from_file (const gchar *filename,
gint max_waste,
gboolean auto_mipmap,
CoglPixelFormat internal_format,
GError **error)
{
CoglBitmap bmp;
CoglTexture *tex;
g_return_val_if_fail (error == NULL || *error == NULL, COGL_INVALID_HANDLE);
/* Try loading with imaging backend */
if (!_cogl_bitmap_from_file (&bmp, filename, error))
{
/* Try fallback */
if (!_cogl_bitmap_fallback_from_file (&bmp, filename))
return COGL_INVALID_HANDLE;
else if (error && *error)
{
g_error_free (*error);
*error = NULL;
}
}
/* Create new texture and fill with loaded data */
tex = (CoglTexture*) g_malloc ( sizeof (CoglTexture));
tex->ref_count = 1;
Removed COGLhandle and changed shader and program functions to be wrapped in reference-counted CoglHandles instead. * clutter/cogl/gl/cogl-shader.c: * clutter/cogl/gl/cogl-shader.h: * clutter/cogl/gl/cogl-program.c: * clutter/cogl/gl/cogl-program.h: New files to hold the shader and program functions. * clutter/cogl/gl/cogl.c: Removed shader and program functions. * clutter/cogl/common/cogl-handle.h: New header to define COGL_HANDLE_DEFINE which helps build functions to create reference-counted handles. This reduces the amount of duplicated code. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gl/cogl-fbo.c: Converted to use COGL_HANDLE_DEFINE from cogl-handle.h to avoid duplicating some of the common code. * clutter/cogl/gles/cogl-defines.h.in: * clutter/cogl/gl/cogl-defines.h.in: Removed COGLhandle * clutter/cogl/gl/cogl-context.h: Added handle arrays for programs and shaders. * clutter/cogl/gl/cogl-context.c (cogl_create_context): Added initialisers for shader_handles and program_handles. (cogl_destroy_context): Added calls to g_array_free for all handle arrays. * clutter/cogl/gl/Makefile.am (libclutter_cogl_la_SOURCES): Added cogl-{program,shader}.{c,h} * clutter/cogl/common/Makefile.am (libclutter_cogl_common_la_SOURCES): Added cogl-handle.h * clutter/cogl/gles/cogl.c: * clutter/cogl/cogl.h.in: Programs and shaders are now wrapped in CoglHandles instead of COGLhandles. cogl_program_destroy and cogl_shader_destroy is now replaced with cogl_program_unref and cogl_shader_unref. cogl_program_ref and cogl_shader_ref are also added. * clutter/clutter-shader.c: Converted to use CoglHandles for the programs and shaders instead of COGLhandles. * cogl/cogl-sections.txt: Added cogl_shader_ref, cogl_shader_unref, cogl_is_shader, cogl_program_ref, cogl_program_unref, cogl_is_program and cogl_is_offscreen.
2008-04-29 12:10:37 -04:00
COGL_HANDLE_DEBUG_NEW (texture, tex);
tex->is_foreign = FALSE;
tex->auto_mipmap = auto_mipmap;
tex->bitmap = bmp;
tex->bitmap_owner = TRUE;
tex->slice_x_spans = NULL;
tex->slice_y_spans = NULL;
tex->slice_gl_handles = NULL;
tex->max_waste = max_waste;
tex->min_filter = CGL_NEAREST;
tex->mag_filter = CGL_NEAREST;
/* FIXME: If upload fails we should set some kind of
* error flag but still return texture handle if the
* user decides to destroy another texture and upload
* this one instead (reloading from file is not needed
* in that case). As a rule then, everytime a valid
* CoglHandle is returned, it should also be destroyed
* with cogl_texture_unref at some point! */
if (!_cogl_texture_bitmap_prepare (tex, internal_format))
{
_cogl_texture_free (tex);
return COGL_INVALID_HANDLE;
}
if (!_cogl_texture_slices_create (tex))
{
_cogl_texture_free (tex);
return COGL_INVALID_HANDLE;
}
if (!_cogl_texture_upload_to_gl (tex))
{
_cogl_texture_free (tex);
return COGL_INVALID_HANDLE;
}
_cogl_texture_bitmap_free (tex);
return _cogl_texture_handle_new (tex);
}
CoglHandle
cogl_texture_new_from_foreign (GLuint gl_handle,
GLenum gl_target,
GLuint width,
GLuint height,
GLuint x_pot_waste,
GLuint y_pot_waste,
CoglPixelFormat format)
{
GLenum gl_error = 0;
GLboolean gl_istexture;
GLint gl_min_filter;
GLint gl_mag_filter;
GLint gl_gen_mipmap;
guint bpp;
CoglTexture *tex;
CoglTexSliceSpan x_span;
CoglTexSliceSpan y_span;
/* Allow 2-dimensional textures only */
if (gl_target != GL_TEXTURE_2D)
return COGL_INVALID_HANDLE;
/* Make sure it is a valid GL texture object */
gl_istexture = GE( glIsTexture (gl_handle) );
if (gl_istexture == GL_FALSE)
return COGL_INVALID_HANDLE;
/* Make sure binding succeeds */
gl_error = glGetError ();
glBindTexture (gl_target, gl_handle);
if (glGetError () != GL_NO_ERROR)
return COGL_INVALID_HANDLE;
/* Obtain texture parameters
(only level 0 we are interested in) */
/* These are not queriable in GLES :(
GE( glGetTexLevelParameteriv (gl_target, 0,
GL_TEXTURE_COMPRESSED,
&gl_compressed) );
GE( glGetTexLevelParameteriv (gl_target, 0,
GL_TEXTURE_INTERNAL_FORMAT,
&gl_int_format) );
*/
GE( glGetTexParameteriv (gl_target,
GL_TEXTURE_MIN_FILTER,
&gl_min_filter));
GE( glGetTexParameteriv (gl_target,
GL_TEXTURE_MAG_FILTER,
&gl_mag_filter));
GE( glGetTexParameteriv (gl_target,
GL_GENERATE_MIPMAP,
&gl_gen_mipmap) );
/* Validate width and height */
if (width <= 0 || height <= 0)
return COGL_INVALID_HANDLE;
/* Validate pot waste */
if (x_pot_waste < 0 || x_pot_waste >= width ||
y_pot_waste < 0 || y_pot_waste >= height)
return COGL_INVALID_HANDLE;
/* Create new texture */
tex = (CoglTexture*) g_malloc ( sizeof (CoglTexture));
tex->ref_count = 1;
Removed COGLhandle and changed shader and program functions to be wrapped in reference-counted CoglHandles instead. * clutter/cogl/gl/cogl-shader.c: * clutter/cogl/gl/cogl-shader.h: * clutter/cogl/gl/cogl-program.c: * clutter/cogl/gl/cogl-program.h: New files to hold the shader and program functions. * clutter/cogl/gl/cogl.c: Removed shader and program functions. * clutter/cogl/common/cogl-handle.h: New header to define COGL_HANDLE_DEFINE which helps build functions to create reference-counted handles. This reduces the amount of duplicated code. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gl/cogl-fbo.c: Converted to use COGL_HANDLE_DEFINE from cogl-handle.h to avoid duplicating some of the common code. * clutter/cogl/gles/cogl-defines.h.in: * clutter/cogl/gl/cogl-defines.h.in: Removed COGLhandle * clutter/cogl/gl/cogl-context.h: Added handle arrays for programs and shaders. * clutter/cogl/gl/cogl-context.c (cogl_create_context): Added initialisers for shader_handles and program_handles. (cogl_destroy_context): Added calls to g_array_free for all handle arrays. * clutter/cogl/gl/Makefile.am (libclutter_cogl_la_SOURCES): Added cogl-{program,shader}.{c,h} * clutter/cogl/common/Makefile.am (libclutter_cogl_common_la_SOURCES): Added cogl-handle.h * clutter/cogl/gles/cogl.c: * clutter/cogl/cogl.h.in: Programs and shaders are now wrapped in CoglHandles instead of COGLhandles. cogl_program_destroy and cogl_shader_destroy is now replaced with cogl_program_unref and cogl_shader_unref. cogl_program_ref and cogl_shader_ref are also added. * clutter/clutter-shader.c: Converted to use CoglHandles for the programs and shaders instead of COGLhandles. * cogl/cogl-sections.txt: Added cogl_shader_ref, cogl_shader_unref, cogl_is_shader, cogl_program_ref, cogl_program_unref, cogl_is_program and cogl_is_offscreen.
2008-04-29 12:10:37 -04:00
COGL_HANDLE_DEBUG_NEW (texture, tex);
/* Setup bitmap info */
tex->is_foreign = TRUE;
tex->auto_mipmap = (gl_gen_mipmap == GL_TRUE) ? TRUE : FALSE;
bpp = _cogl_get_format_bpp (format);
tex->bitmap.format = format;
tex->bitmap.width = width;
tex->bitmap.height = height;
tex->bitmap.rowstride = tex->bitmap.width * bpp;
tex->bitmap_owner = FALSE;
tex->gl_target = gl_target;
tex->gl_intformat = 0;
tex->gl_format = 0;
tex->gl_type = 0;
tex->min_filter = gl_min_filter;
tex->mag_filter = gl_mag_filter;
tex->max_waste = 0;
/* Create slice arrays */
tex->slice_x_spans =
g_array_sized_new (FALSE, FALSE,
sizeof (CoglTexSliceSpan), 1);
tex->slice_y_spans =
g_array_sized_new (FALSE, FALSE,
sizeof (CoglTexSliceSpan), 1);
tex->slice_gl_handles =
g_array_sized_new (FALSE, FALSE,
sizeof (GLuint), 1);
/* Store info for a single slice */
x_span.start = 0;
x_span.size = width + x_pot_waste;
x_span.waste = x_pot_waste;
g_array_append_val (tex->slice_x_spans, x_span);
y_span.start = 0;
y_span.size = height + x_pot_waste;
y_span.waste = y_pot_waste;
g_array_append_val (tex->slice_y_spans, y_span);
g_array_append_val (tex->slice_gl_handles, gl_handle);
/* Force appropriate wrap parameter */
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) );
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) );
return _cogl_texture_handle_new (tex);
}
void
cogl_texture_get_properties (CoglHandle handle,
guint *out_width,
guint *out_height,
CoglPixelFormat *out_format,
guint *out_rowstride,
guint *out_max_waste)
{
CoglTexture *tex;
/* Check if valid texture handle */
if (!cogl_is_texture (handle))
return;
tex = _cogl_texture_pointer_from_handle (handle);
/* Output requested properties */
if (out_width != NULL)
*out_width = tex->bitmap.width;
if (out_height != NULL)
*out_height = tex->bitmap.height;
if (out_format != NULL)
*out_format = tex->bitmap.format;
if (out_rowstride != NULL)
*out_rowstride = tex->bitmap.rowstride;
if (out_max_waste != NULL)
*out_max_waste = tex->max_waste;
}
guint
cogl_texture_get_width (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return 0;
tex = _cogl_texture_pointer_from_handle (handle);
return tex->bitmap.width;
}
guint
cogl_texture_get_height (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return 0;
tex = _cogl_texture_pointer_from_handle (handle);
return tex->bitmap.height;
}
CoglPixelFormat
cogl_texture_get_format (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return COGL_PIXEL_FORMAT_ANY;
tex = _cogl_texture_pointer_from_handle (handle);
return tex->bitmap.format;
}
guint
cogl_texture_get_rowstride (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return 0;
tex = _cogl_texture_pointer_from_handle (handle);
return tex->bitmap.rowstride;
}
gint
cogl_texture_get_max_waste (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return 0;
tex = _cogl_texture_pointer_from_handle (handle);
return tex->max_waste;
}
gboolean
cogl_texture_is_sliced (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return FALSE;
tex = _cogl_texture_pointer_from_handle (handle);
if (tex->slice_gl_handles == NULL)
return FALSE;
if (tex->slice_gl_handles->len <= 1)
return FALSE;
return TRUE;
}
gboolean
cogl_texture_get_gl_texture (CoglHandle handle,
GLuint *out_gl_handle,
GLenum *out_gl_target)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return FALSE;
tex = _cogl_texture_pointer_from_handle (handle);
if (tex->slice_gl_handles == NULL)
return FALSE;
if (tex->slice_gl_handles->len < 1)
return FALSE;
if (out_gl_handle != NULL)
*out_gl_handle = g_array_index (tex->slice_gl_handles, GLuint, 0);
if (out_gl_target != NULL)
*out_gl_target = tex->gl_target;
return TRUE;
}
COGLenum
cogl_texture_get_min_filter (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return 0;
tex = _cogl_texture_pointer_from_handle (handle);
return tex->min_filter;
}
COGLenum
cogl_texture_get_mag_filter (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return 0;
tex = _cogl_texture_pointer_from_handle (handle);
return tex->mag_filter;
}
void
cogl_texture_set_filters (CoglHandle handle,
COGLenum min_filter,
COGLenum mag_filter)
{
CoglTexture *tex;
GLuint gl_handle;
int i;
if (!cogl_is_texture (handle))
return;
tex = _cogl_texture_pointer_from_handle (handle);
/* Store new values */
tex->min_filter = min_filter;
tex->mag_filter = mag_filter;
/* Make sure slices were created */
if (tex->slice_gl_handles == NULL)
return;
/* Apply new filters to every slice */
for (i=0; i<tex->slice_gl_handles->len; ++i)
{
gl_handle = g_array_index (tex->slice_gl_handles, GLuint, i);
GE( glBindTexture (tex->gl_target, gl_handle) );
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_MAG_FILTER, tex->mag_filter) );
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_MIN_FILTER, tex->min_filter) );
}
}
gboolean
cogl_texture_set_region (CoglHandle handle,
gint src_x,
gint src_y,
gint dst_x,
gint dst_y,
guint dst_width,
guint dst_height,
gint width,
gint height,
CoglPixelFormat format,
guint rowstride,
const guchar *data)
{
CoglTexture *tex;
gint bpp;
CoglBitmap source_bmp;
CoglBitmap temp_bmp;
gboolean source_bmp_owner = FALSE;
CoglPixelFormat closest_format;
GLenum closest_gl_format;
GLenum closest_gl_type;
gboolean success;
/* Check if valid texture handle */
if (!cogl_is_texture (handle))
return FALSE;
tex = _cogl_texture_pointer_from_handle (handle);
/* Check for valid format */
if (format == COGL_PIXEL_FORMAT_ANY)
return FALSE;
/* Init source bitmap */
source_bmp.width = width;
source_bmp.height = height;
source_bmp.format = format;
source_bmp.data = (guchar*)data;
/* Rowstride from width if none specified */
bpp = _cogl_get_format_bpp (format);
source_bmp.rowstride = (rowstride == 0) ? width * bpp : rowstride;
/* Find closest format to internal that's supported by GL */
closest_format = _cogl_pixel_format_to_gl (tex->bitmap.format,
NULL, /* don't need */
&closest_gl_format,
&closest_gl_type);
/* If no direct match, convert */
if (closest_format != format)
{
/* Convert to required format */
success = _cogl_bitmap_convert_and_premult (&source_bmp,
&temp_bmp,
closest_format);
/* Swap bitmaps if succeeded */
if (!success) return FALSE;
source_bmp = temp_bmp;
source_bmp_owner = TRUE;
}
/* Send data to GL */
_cogl_texture_upload_subregion_to_gl (tex,
src_x, src_y,
dst_x, dst_y,
dst_width, dst_height,
&source_bmp,
closest_gl_format,
closest_gl_type);
/* Free data if owner */
if (source_bmp_owner)
g_free (source_bmp.data);
return TRUE;
}
gint
cogl_texture_get_data (CoglHandle handle,
CoglPixelFormat format,
guint rowstride,
guchar *data)
{
CoglTexture *tex;
gint bpp;
gint byte_size;
CoglPixelFormat closest_format;
gint closest_bpp;
GLenum closest_gl_format;
GLenum closest_gl_type;
CoglBitmap target_bmp;
CoglBitmap new_bmp;
gboolean success;
guchar *src;
guchar *dst;
gint y;
/* Check if valid texture handle */
if (!cogl_is_texture (handle))
return 0;
tex = _cogl_texture_pointer_from_handle (handle);
/* Default to internal format if none specified */
if (format == COGL_PIXEL_FORMAT_ANY)
format = tex->bitmap.format;
/* Rowstride from texture width if none specified */
bpp = _cogl_get_format_bpp (format);
if (rowstride == 0) rowstride = tex->bitmap.width * bpp;
/* Return byte size if only that requested */
byte_size = tex->bitmap.height * rowstride;
if (data == NULL) return byte_size;
/* Find closest format that's supported by GL
(Can't use _cogl_pixel_format_to_gl since available formats
when reading pixels on GLES are severely limited) */
closest_format = COGL_PIXEL_FORMAT_RGBA_8888;
closest_gl_format = GL_RGBA;
closest_gl_type = GL_UNSIGNED_BYTE;
closest_bpp = _cogl_get_format_bpp (closest_format);
/* Is the requested format supported? */
if (closest_format == format)
{
/* Target user data directly */
target_bmp = tex->bitmap;
target_bmp.format = format;
target_bmp.rowstride = rowstride;
target_bmp.data = data;
}
else
{
/* Target intermediate buffer */
target_bmp = tex->bitmap;
target_bmp.format = closest_format;
target_bmp.rowstride = target_bmp.width * closest_bpp;
target_bmp.data = (guchar*) g_malloc (target_bmp.height
* target_bmp.rowstride);
}
/* Retrieve data from slices */
_cogl_texture_download_from_gl (tex, &target_bmp,
closest_gl_format,
closest_gl_type);
/* Was intermediate used? */
if (closest_format != format)
{
/* Convert to requested format */
success = _cogl_bitmap_convert_and_premult (&target_bmp,
&new_bmp,
format);
/* Free intermediate data and return if failed */
g_free (target_bmp.data);
if (!success) return 0;
/* Copy to user buffer */
for (y = 0; y < new_bmp.height; ++y)
{
src = new_bmp.data + y * new_bmp.rowstride;
dst = data + y * rowstride;
memcpy (dst, src, new_bmp.width);
}
/* Free converted data */
g_free (new_bmp.data);
}
return byte_size;
}
static void
_cogl_texture_quad_sw (CoglTexture *tex,
ClutterFixed x1,
ClutterFixed y1,
ClutterFixed x2,
ClutterFixed y2,
ClutterFixed tx1,
ClutterFixed ty1,
ClutterFixed tx2,
ClutterFixed ty2)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
CoglSpanIter iter_x , iter_y;
ClutterFixed tw , th;
ClutterFixed tqx , tqy;
ClutterFixed first_tx , first_ty;
ClutterFixed first_qx , first_qy;
ClutterFixed slice_tx1 , slice_ty1;
ClutterFixed slice_tx2 , slice_ty2;
ClutterFixed slice_qx1 , slice_qy1;
ClutterFixed slice_qx2 , slice_qy2;
GLfixed tex_coords[8];
GLfixed quad_coords[8];
GLuint gl_handle;
#if COGL_DEBUG
printf("=== Drawing Tex Quad (Software Tiling Mode) ===\n");
#endif
/* Prepare GL state */
gulong enable_flags = (COGL_ENABLE_TEXTURE_2D
| COGL_ENABLE_VERTEX_ARRAY
| COGL_ENABLE_TEXCOORD_ARRAY);
if (ctx->color_alpha < 255
|| tex->bitmap.format & COGL_A_BIT)
{
enable_flags |= COGL_ENABLE_BLEND;
}
cogl_enable (enable_flags);
GE( glTexCoordPointer (2, GL_FIXED, 0, tex_coords) );
GE( glVertexPointer (2, GL_FIXED, 0, quad_coords) );
/* Scale ratio from texture to quad widths */
tw = CLUTTER_INT_TO_FIXED (tex->bitmap.width);
th = CLUTTER_INT_TO_FIXED (tex->bitmap.height);
tqx = CFX_QDIV (x2-x1, CFX_QMUL (tw, (tx2 - tx1)));
tqy = CFX_QDIV (y2-y1, CFX_QMUL (th, (ty2 - ty1)));
/* Integral texture coordinate for first tile */
first_tx = CLUTTER_INT_TO_FIXED (CLUTTER_FIXED_FLOOR (tx1));
first_ty = CLUTTER_INT_TO_FIXED (CLUTTER_FIXED_FLOOR (ty1));
/* Denormalize texture coordinates */
first_tx = CFX_QMUL (first_tx, tw);
first_ty = CFX_QMUL (first_ty, th);
tx1 = CFX_QMUL (tx1, tw);
ty1 = CFX_QMUL (ty1, th);
tx2 = CFX_QMUL (tx2, tw);
ty2 = CFX_QMUL (ty2, th);
/* Quad coordinate of the first tile */
first_qx = x1 - CFX_QMUL (tx1 - first_tx, tqx);
first_qy = y1 - CFX_QMUL (ty1 - first_ty, tqy);
/* Iterate until whole quad height covered */
for (_cogl_span_iter_begin (&iter_y, tex->slice_y_spans,
first_ty, ty1, ty2) ;
!_cogl_span_iter_end (&iter_y) ;
_cogl_span_iter_next (&iter_y) )
{
/* Discard slices out of quad early */
if (!iter_y.intersects) continue;
/* Span-quad intersection in quad coordinates */
slice_qy1 = first_qy +
CFX_QMUL (iter_y.intersect_start - first_ty, tqy);
slice_qy2 = first_qy +
CFX_QMUL (iter_y.intersect_end - first_ty, tqy);
/* Localize slice texture coordinates */
slice_ty1 = iter_y.intersect_start - iter_y.pos;
slice_ty2 = iter_y.intersect_end - iter_y.pos;
/* Normalize texture coordinates to current slice */
slice_ty1 /= iter_y.span->size;
slice_ty2 /= iter_y.span->size;
/* Iterate until whole quad width covered */
for (_cogl_span_iter_begin (&iter_x, tex->slice_x_spans,
first_tx, tx1, tx2) ;
!_cogl_span_iter_end (&iter_x) ;
_cogl_span_iter_next (&iter_x) )
{
/* Discard slices out of quad early */
if (!iter_x.intersects) continue;
/* Span-quad intersection in quad coordinates */
slice_qx1 = first_qx +
CFX_QMUL (iter_x.intersect_start - first_tx, tqx);
slice_qx2 = first_qx +
CFX_QMUL (iter_x.intersect_end - first_tx, tqx);
/* Localize slice texture coordinates */
slice_tx1 = iter_x.intersect_start - iter_x.pos;
slice_tx2 = iter_x.intersect_end - iter_x.pos;
/* Normalize texture coordinates to current slice */
slice_tx1 /= iter_x.span->size;
slice_tx2 /= iter_x.span->size;
#if COGL_DEBUG
printf("~~~~~ slice (%d,%d)\n", iter_x.index, iter_y.index);
printf("qx1: %f\n", CLUTTER_FIXED_TO_FLOAT (slice_qx1));
printf("qy1: %f\n", CLUTTER_FIXED_TO_FLOAT (slice_qy1));
printf("qx2: %f\n", CLUTTER_FIXED_TO_FLOAT (slice_qx2));
printf("qy2: %f\n", CLUTTER_FIXED_TO_FLOAT (slice_qy2));
printf("tx1: %f\n", CLUTTER_FIXED_TO_FLOAT (slice_tx1));
printf("ty1: %f\n", CLUTTER_FIXED_TO_FLOAT (slice_ty1));
printf("tx2: %f\n", CLUTTER_FIXED_TO_FLOAT (slice_tx2));
printf("ty2: %f\n", CLUTTER_FIXED_TO_FLOAT (slice_ty2));
#endif
/* Pick and bind opengl texture object */
gl_handle = g_array_index (tex->slice_gl_handles, GLuint,
iter_y.index * iter_x.array->len +
iter_x.index);
GE( glBindTexture (tex->gl_target, gl_handle) );
/* Draw textured quad */
tex_coords[0] = slice_tx1; tex_coords[1] = slice_ty1;
tex_coords[2] = slice_tx2; tex_coords[3] = slice_ty1;
tex_coords[4] = slice_tx1; tex_coords[5] = slice_ty2;
tex_coords[6] = slice_tx2; tex_coords[7] = slice_ty2;
quad_coords[0] = slice_qx1; quad_coords[1] = slice_qy1;
quad_coords[2] = slice_qx2; quad_coords[3] = slice_qy1;
quad_coords[4] = slice_qx1; quad_coords[5] = slice_qy2;
quad_coords[6] = slice_qx2; quad_coords[7] = slice_qy2;
GE (glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
}
}
}
static void
_cogl_texture_quad_hw (CoglTexture *tex,
ClutterFixed x1,
ClutterFixed y1,
ClutterFixed x2,
ClutterFixed y2,
ClutterFixed tx1,
ClutterFixed ty1,
ClutterFixed tx2,
ClutterFixed ty2)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
GLfixed tex_coords[8];
GLfixed quad_coords[8];
GLuint gl_handle;
CoglTexSliceSpan *x_span;
CoglTexSliceSpan *y_span;
#if COGL_DEBUG
printf("=== Drawing Tex Quad (Hardware Tiling Mode) ===\n");
#endif
/* Prepare GL state */
gulong enable_flags = (COGL_ENABLE_TEXTURE_2D
| COGL_ENABLE_VERTEX_ARRAY
| COGL_ENABLE_TEXCOORD_ARRAY);
if (ctx->color_alpha < 255
|| tex->bitmap.format & COGL_A_BIT)
{
enable_flags |= COGL_ENABLE_BLEND;
}
cogl_enable (enable_flags);
GE( glTexCoordPointer (2, GL_FIXED, 0, tex_coords) );
GE( glVertexPointer (2, GL_FIXED, 0, quad_coords) );
/* Pick and bind opengl texture object */
gl_handle = g_array_index (tex->slice_gl_handles, GLuint, 0);
GE( glBindTexture (tex->gl_target, gl_handle) );
/* Don't include the waste in the texture coordinates */
x_span = &g_array_index (tex->slice_x_spans, CoglTexSliceSpan, 0);
y_span = &g_array_index (tex->slice_y_spans, CoglTexSliceSpan, 0);
tx1 = tx1 * (x_span->size - x_span->waste) / x_span->size;
tx2 = tx2 * (x_span->size - x_span->waste) / x_span->size;
ty1 = ty1 * (y_span->size - y_span->waste) / y_span->size;
ty2 = ty2 * (y_span->size - y_span->waste) / y_span->size;
/* Draw textured quad */
tex_coords[0] = tx1; tex_coords[1] = ty1;
tex_coords[2] = tx2; tex_coords[3] = ty1;
tex_coords[4] = tx1; tex_coords[5] = ty2;
tex_coords[6] = tx2; tex_coords[7] = ty2;
quad_coords[0] = x1; quad_coords[1] = y1;
quad_coords[2] = x2; quad_coords[3] = y1;
quad_coords[4] = x1; quad_coords[5] = y2;
quad_coords[6] = x2; quad_coords[7] = y2;
GE (glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
}
void
cogl_texture_rectangle (CoglHandle handle,
ClutterFixed x1,
ClutterFixed y1,
ClutterFixed x2,
ClutterFixed y2,
ClutterFixed tx1,
ClutterFixed ty1,
ClutterFixed tx2,
ClutterFixed ty2)
{
CoglTexture *tex;
ClutterFixed tempx;
/* Check if valid texture */
if (!cogl_is_texture (handle))
return;
tex = _cogl_texture_pointer_from_handle (handle);
/* Make sure we got stuff to draw */
if (tex->slice_gl_handles == NULL)
return;
if (tex->slice_gl_handles->len == 0)
return;
if (tx1 == tx2 || ty1 == ty2)
return;
/* Fix quad coord ordering */
if (x1 > x2)
{
tempx = x1;
x1 = x2;
x2 = tempx;
}
if (y1 > y2)
{
tempx = y1;
y1 = y2;
y2 = tempx;
}
/* Fix texture coord ordering */
if (tx1 > tx2)
{
tempx = tx1;
tx1 = tx2;
tx2 = tempx;
}
if (ty1 > ty2)
{
tempx = ty1;
ty1 = ty2;
ty2 = tempx;
}
/* Tile textured quads */
if (tex->slice_gl_handles->len == 1
&& tx1 >= -CFX_ONE && tx2 <= CFX_ONE
&& ty1 >= -CFX_ONE && ty2 <= CFX_ONE)
{
_cogl_texture_quad_hw (tex, x1,y1, x2,y2, tx1,ty1, tx2,ty2);
}
else
{
_cogl_texture_quad_sw (tex, x1,y1, x2,y2, tx1,ty1, tx2,ty2);
}
}
void
cogl_texture_polygon (CoglHandle handle,
guint n_vertices,
CoglTextureVertex *vertices,
gboolean use_color)
{
CoglTexture *tex;
GLuint gl_handle;
gulong enable_flags;
int i;
CoglTextureGLVertex *p;
CoglTexSliceSpan *x_span;
CoglTexSliceSpan *y_span;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Check if valid texture */
if (!cogl_is_texture (handle))
return;
tex = _cogl_texture_pointer_from_handle (handle);
/* GL ES has no GL_CLAMP_TO_BORDER wrap mode so the method used to
render sliced textures in the GL backend will not work. Therefore
cogl_texture_polygon is only supported if the texture is not
sliced */
if (tex->slice_gl_handles->len != 1)
{
static gboolean shown_warning = FALSE;
if (!shown_warning)
{
g_warning ("cogl_texture_polygon does not work for "
"sliced textures on GL ES");
shown_warning = TRUE;
}
return;
}
/* Make sure there is enough space in the global texture vertex
array. This is used so we can render the polygon with a single
call to OpenGL but still support any number of vertices */
if (ctx->texture_vertices_size < n_vertices)
{
guint nsize = ctx->texture_vertices_size;
if (nsize == 0)
nsize = 1;
do
nsize *= 2;
while (nsize < n_vertices);
ctx->texture_vertices_size = nsize;
if (ctx->texture_vertices)
ctx->texture_vertices = g_realloc (ctx->texture_vertices,
nsize
* sizeof (CoglTextureGLVertex));
else
ctx->texture_vertices = g_malloc (nsize
* sizeof (CoglTextureGLVertex));
}
/* Prepare GL state */
enable_flags = (COGL_ENABLE_TEXTURE_2D
| COGL_ENABLE_VERTEX_ARRAY
| COGL_ENABLE_TEXCOORD_ARRAY);
if ((tex->bitmap.format & COGL_A_BIT))
enable_flags |= COGL_ENABLE_BLEND;
else if (use_color)
{
for (i = 0; i < n_vertices; i++)
if (vertices[i].color.alpha < 255)
{
enable_flags |= COGL_ENABLE_BLEND;
break;
}
}
else if (ctx->color_alpha < 255)
enable_flags |= COGL_ENABLE_BLEND;
if (use_color)
{
enable_flags |= COGL_ENABLE_COLOR_ARRAY;
GE( glColorPointer (4, GL_FIXED, sizeof (CoglTextureGLVertex),
ctx->texture_vertices[0].c) );
}
GE( glVertexPointer (3, GL_FIXED, sizeof (CoglTextureGLVertex),
ctx->texture_vertices[0].v) );
GE( glTexCoordPointer (2, GL_FIXED, sizeof (CoglTextureGLVertex),
ctx->texture_vertices[0].t) );
cogl_enable (enable_flags);
gl_handle = g_array_index (tex->slice_gl_handles, GLuint, 0);
x_span = &g_array_index (tex->slice_x_spans, CoglTexSliceSpan, 0);
y_span = &g_array_index (tex->slice_y_spans, CoglTexSliceSpan, 0);
/* Convert the vertices into an array of GLfixeds ready to pass to
OpenGL */
for (i = 0, p = ctx->texture_vertices; i < n_vertices; i++, p++)
{
p->v[0] = vertices[i].x;
p->v[1] = vertices[i].y;
p->v[2] = vertices[i].z;
p->t[0] = vertices[i].tx * (x_span->size - x_span->waste) / x_span->size;
p->t[1] = vertices[i].ty * (y_span->size - y_span->waste) / y_span->size;
p->c[0] = (vertices[i].color.red << 16) / 0xff;
p->c[1] = (vertices[i].color.green << 16) / 0xff;
p->c[2] = (vertices[i].color.blue << 16) / 0xff;
p->c[3] = (vertices[i].color.alpha << 16) / 0xff;
}
GE( glBindTexture (tex->gl_target, gl_handle) );
GE( glDrawArrays (GL_TRIANGLE_FAN, 0, n_vertices) );
/* Set the last color so that the cache of the alpha value will work
properly */
if (use_color && n_vertices > 0)
cogl_color (&vertices[n_vertices - 1].color);
}