Bug 1297 - Bring back support for GL_ARB_texture_rectangle
* clutter/cogl/gl/cogl-texture.c (cogl_texture_new_from_foreign, (_cogl_texture_quad_hw, cogl_texture_polygon), (_cogl_texture_quad_sw): Support GL_ARB_texture_rectangle textures * clutter/glx/clutter-glx-texture-pixmap.c: Use rectangle textures when NPOTs are not available or it is forced by the CLUTTER_PIXMAP_TEXTURE_RECTANGLE environment variable. * clutter/cogl/gl/cogl.c (cogl_enable): Allow enabling GL_TEXTURE_RECTANGLE_ARB.
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@ -1427,16 +1427,22 @@ cogl_texture_new_from_foreign (GLuint gl_handle,
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CoglTexture *tex;
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CoglTexture *tex;
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CoglTexSliceSpan x_span;
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CoglTexSliceSpan x_span;
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CoglTexSliceSpan y_span;
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CoglTexSliceSpan y_span;
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/* Allow 2-dimensional textures only */
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/* GL_ARB_texture_rectangle textures are supported if they are
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if (gl_target != GL_TEXTURE_2D)
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created from foreign because some chipsets have trouble with
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GL_ARB_texture_non_power_of_two. There is no Cogl call to create
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them directly to emphasize the fact that they don't work fully
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(for example, no mipmapping and complicated shader support) */
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/* Allow 2-dimensional or rectangle textures only */
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if (gl_target != GL_TEXTURE_2D && gl_target != CGL_TEXTURE_RECTANGLE_ARB)
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return COGL_INVALID_HANDLE;
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return COGL_INVALID_HANDLE;
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/* Make sure it is a valid GL texture object */
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/* Make sure it is a valid GL texture object */
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gl_istexture = glIsTexture (gl_handle);
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gl_istexture = glIsTexture (gl_handle);
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if (gl_istexture == GL_FALSE)
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if (gl_istexture == GL_FALSE)
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return COGL_INVALID_HANDLE;
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return COGL_INVALID_HANDLE;
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/* Make sure binding succeeds */
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/* Make sure binding succeeds */
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gl_error = glGetError ();
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gl_error = glGetError ();
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glBindTexture (gl_target, gl_handle);
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glBindTexture (gl_target, gl_handle);
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@ -1928,8 +1934,7 @@ _cogl_texture_quad_sw (CoglTexture *tex,
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GLfloat tex_coords[8];
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GLfloat tex_coords[8];
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GLfloat quad_coords[8];
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GLfloat quad_coords[8];
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GLuint gl_handle;
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GLuint gl_handle;
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gulong enable_flags = (COGL_ENABLE_TEXTURE_2D
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gulong enable_flags = (COGL_ENABLE_VERTEX_ARRAY
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| COGL_ENABLE_VERTEX_ARRAY
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| COGL_ENABLE_TEXCOORD_ARRAY);
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| COGL_ENABLE_TEXCOORD_ARRAY);
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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@ -1937,9 +1942,13 @@ _cogl_texture_quad_sw (CoglTexture *tex,
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#if COGL_DEBUG
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#if COGL_DEBUG
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printf("=== Drawing Tex Quad (Software Tiling Mode) ===\n");
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printf("=== Drawing Tex Quad (Software Tiling Mode) ===\n");
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#endif
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#endif
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/* Prepare GL state */
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/* Prepare GL state */
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if (tex->gl_target == CGL_TEXTURE_RECTANGLE_ARB)
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enable_flags |= COGL_ENABLE_TEXTURE_RECT;
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else
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enable_flags |= COGL_ENABLE_TEXTURE_2D;
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if (ctx->color_alpha < 255
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if (ctx->color_alpha < 255
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|| tex->bitmap.format & COGL_A_BIT)
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|| tex->bitmap.format & COGL_A_BIT)
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{
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{
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@ -2020,17 +2029,19 @@ _cogl_texture_quad_sw (CoglTexture *tex,
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slice_qy2 = first_qy +
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slice_qy2 = first_qy +
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COGL_FIXED_MUL (iter_y.intersect_end - first_ty, tqy);
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COGL_FIXED_MUL (iter_y.intersect_end - first_ty, tqy);
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/* Localize slice texture coordinates */
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/* Localize slice texture coordinates */
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slice_ty1 = iter_y.intersect_start - iter_y.pos;
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slice_ty1 = iter_y.intersect_start - iter_y.pos;
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slice_ty2 = iter_y.intersect_end - iter_y.pos;
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slice_ty2 = iter_y.intersect_end - iter_y.pos;
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/* Normalize texture coordinates to current slice
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/* Normalize texture coordinates to current slice
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(rectangle texture targets take denormalized) */
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(rectangle texture targets take denormalized) */
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slice_ty1 /= iter_y.span->size;
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if (tex->gl_target != CGL_TEXTURE_RECTANGLE_ARB)
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slice_ty2 /= iter_y.span->size;
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{
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slice_ty1 /= iter_y.span->size;
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slice_ty2 /= iter_y.span->size;
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}
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/* Iterate until whole quad width covered */
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/* Iterate until whole quad width covered */
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for (_cogl_span_iter_begin (&iter_x, tex->slice_x_spans,
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for (_cogl_span_iter_begin (&iter_x, tex->slice_x_spans,
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first_tx, tx1, tx2) ;
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first_tx, tx1, tx2) ;
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@ -2050,12 +2061,15 @@ _cogl_texture_quad_sw (CoglTexture *tex,
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/* Localize slice texture coordinates */
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/* Localize slice texture coordinates */
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slice_tx1 = iter_x.intersect_start - iter_x.pos;
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slice_tx1 = iter_x.intersect_start - iter_x.pos;
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slice_tx2 = iter_x.intersect_end - iter_x.pos;
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slice_tx2 = iter_x.intersect_end - iter_x.pos;
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/* Normalize texture coordinates to current slice
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/* Normalize texture coordinates to current slice
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(rectangle texture targets take denormalized) */
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(rectangle texture targets take denormalized) */
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slice_tx1 /= iter_x.span->size;
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if (tex->gl_target != CGL_TEXTURE_RECTANGLE_ARB)
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slice_tx2 /= iter_x.span->size;
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{
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slice_tx1 /= iter_x.span->size;
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slice_tx2 /= iter_x.span->size;
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}
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#if COGL_DEBUG
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#if COGL_DEBUG
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printf("~~~~~ slice (%d,%d)\n", iter_x.index, iter_y.index);
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printf("~~~~~ slice (%d,%d)\n", iter_x.index, iter_y.index);
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printf("qx1: %f\n", COGL_FIXED_TO_FLOAT (slice_qx1));
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printf("qx1: %f\n", COGL_FIXED_TO_FLOAT (slice_qx1));
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@ -2111,8 +2125,7 @@ _cogl_texture_quad_hw (CoglTexture *tex,
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GLuint gl_handle;
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GLuint gl_handle;
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CoglTexSliceSpan *x_span;
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CoglTexSliceSpan *x_span;
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CoglTexSliceSpan *y_span;
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CoglTexSliceSpan *y_span;
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gulong enable_flags = (COGL_ENABLE_TEXTURE_2D
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gulong enable_flags = (COGL_ENABLE_VERTEX_ARRAY
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| COGL_ENABLE_VERTEX_ARRAY
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| COGL_ENABLE_TEXCOORD_ARRAY);
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| COGL_ENABLE_TEXCOORD_ARRAY);
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#if COGL_DEBUG
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#if COGL_DEBUG
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@ -2122,6 +2135,11 @@ _cogl_texture_quad_hw (CoglTexture *tex,
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* Prepare GL state */
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/* Prepare GL state */
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if (tex->gl_target == CGL_TEXTURE_RECTANGLE_ARB)
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enable_flags |= COGL_ENABLE_TEXTURE_RECT;
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else
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enable_flags |= COGL_ENABLE_TEXTURE_2D;
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if (ctx->color_alpha < 255
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if (ctx->color_alpha < 255
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|| tex->bitmap.format & COGL_A_BIT)
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|| tex->bitmap.format & COGL_A_BIT)
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{
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{
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@ -2162,8 +2180,17 @@ _cogl_texture_quad_hw (CoglTexture *tex,
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ty1 = ty1 * (y_span->size - y_span->waste) / y_span->size;
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ty1 = ty1 * (y_span->size - y_span->waste) / y_span->size;
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ty2 = ty2 * (y_span->size - y_span->waste) / y_span->size;
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ty2 = ty2 * (y_span->size - y_span->waste) / y_span->size;
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/* Denormalize texture coordinates for rectangle textures */
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if (tex->gl_target == GL_TEXTURE_RECTANGLE_ARB)
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{
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tx1 *= x_span->size;
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tx2 *= x_span->size;
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ty1 *= y_span->size;
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ty2 *= y_span->size;
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}
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#define CFX_F(x) COGL_FIXED_TO_FLOAT(x)
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#define CFX_F(x) COGL_FIXED_TO_FLOAT(x)
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/* Draw textured quad */
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/* Draw textured quad */
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tex_coords[0] = CFX_F(tx1); tex_coords[1] = CFX_F(ty2);
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tex_coords[0] = CFX_F(tx1); tex_coords[1] = CFX_F(ty2);
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tex_coords[2] = CFX_F(tx2); tex_coords[3] = CFX_F(ty2);
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tex_coords[2] = CFX_F(tx2); tex_coords[3] = CFX_F(ty2);
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@ -2215,7 +2242,8 @@ cogl_texture_rectangle (CoglHandle handle,
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(no waste) or all of the coordinates are in the range [0,1] then
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(no waste) or all of the coordinates are in the range [0,1] then
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we can use hardware tiling */
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we can use hardware tiling */
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if (tex->slice_gl_handles->len == 1
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if (tex->slice_gl_handles->len == 1
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&& (cogl_features_available (COGL_FEATURE_TEXTURE_NPOT)
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&& ((cogl_features_available (COGL_FEATURE_TEXTURE_NPOT)
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&& tex->gl_target == GL_TEXTURE_2D)
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|| (tx1 >= 0 && tx1 <= COGL_FIXED_1
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|| (tx1 >= 0 && tx1 <= COGL_FIXED_1
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&& tx2 >= 0 && tx2 <= COGL_FIXED_1
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&& tx2 >= 0 && tx2 <= COGL_FIXED_1
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&& ty1 >= 0 && ty1 <= COGL_FIXED_1
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&& ty1 >= 0 && ty1 <= COGL_FIXED_1
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@ -2289,11 +2317,14 @@ cogl_texture_polygon (CoglHandle handle,
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}
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}
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/* Prepare GL state */
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/* Prepare GL state */
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enable_flags = (COGL_ENABLE_TEXTURE_2D
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enable_flags = (COGL_ENABLE_VERTEX_ARRAY
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| COGL_ENABLE_VERTEX_ARRAY
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| COGL_ENABLE_TEXCOORD_ARRAY
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| COGL_ENABLE_TEXCOORD_ARRAY
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| COGL_ENABLE_BLEND);
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| COGL_ENABLE_BLEND);
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if (tex->gl_target == CGL_TEXTURE_RECTANGLE_ARB)
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enable_flags |= COGL_ENABLE_TEXTURE_RECT;
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else
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enable_flags |= COGL_ENABLE_TEXTURE_2D;
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if (ctx->enable_backface_culling)
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if (ctx->enable_backface_culling)
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enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
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enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
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@ -2335,19 +2366,31 @@ cogl_texture_polygon (CoglHandle handle,
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OpenGL */
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OpenGL */
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for (i = 0, p = ctx->texture_vertices; i < n_vertices; i++, p++)
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for (i = 0, p = ctx->texture_vertices; i < n_vertices; i++, p++)
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{
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{
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CoglFixed tx, ty;
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#define CFX_F COGL_FIXED_TO_FLOAT
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#define CFX_F COGL_FIXED_TO_FLOAT
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tx = ((vertices[i].tx
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- (COGL_FIXED_FROM_INT (x_span->start)
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/ tex->bitmap.width))
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* tex->bitmap.width / x_span->size);
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ty = ((vertices[i].ty
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- (COGL_FIXED_FROM_INT (y_span->start)
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/ tex->bitmap.height))
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* tex->bitmap.height / y_span->size);
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/* Scale the coordinates up for rectangle textures */
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if (tex->gl_target == CGL_TEXTURE_RECTANGLE_ARB)
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{
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tx *= x_span->size;
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ty *= y_span->size;
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}
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p->v[0] = CFX_F(vertices[i].x);
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p->v[0] = CFX_F(vertices[i].x);
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p->v[1] = CFX_F(vertices[i].y);
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p->v[1] = CFX_F(vertices[i].y);
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p->v[2] = CFX_F(vertices[i].z);
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p->v[2] = CFX_F(vertices[i].z);
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p->t[0] = CFX_F((vertices[i].tx
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p->t[0] = CFX_F(tx);
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- (COGL_FIXED_FROM_INT (x_span->start)
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p->t[1] = CFX_F(ty);
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/ tex->bitmap.width))
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* tex->bitmap.width / x_span->size);
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p->t[1] = CFX_F((vertices[i].ty
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- (COGL_FIXED_FROM_INT (y_span->start)
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/ tex->bitmap.height))
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* tex->bitmap.height / y_span->size);
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p->c[0] = cogl_color_get_red_byte(&vertices[i].color);
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p->c[0] = cogl_color_get_red_byte(&vertices[i].color);
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p->c[1] = cogl_color_get_green_byte(&vertices[i].color);
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p->c[1] = cogl_color_get_green_byte(&vertices[i].color);
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p->c[2] = cogl_color_get_blue_byte(&vertices[i].color);
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p->c[2] = cogl_color_get_blue_byte(&vertices[i].color);
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@ -318,7 +318,13 @@ cogl_enable (gulong flags)
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cogl_toggle_flag (ctx, flags,
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cogl_toggle_flag (ctx, flags,
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COGL_ENABLE_BACKFACE_CULLING,
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COGL_ENABLE_BACKFACE_CULLING,
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GL_CULL_FACE);
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GL_CULL_FACE);
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#ifdef GL_TEXTURE_RECTANGLE_ARB
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cogl_toggle_flag (ctx, flags,
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COGL_ENABLE_TEXTURE_RECT,
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GL_TEXTURE_RECTANGLE_ARB);
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#endif
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cogl_toggle_client_flag (ctx, flags,
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cogl_toggle_client_flag (ctx, flags,
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COGL_ENABLE_VERTEX_ARRAY,
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COGL_ENABLE_VERTEX_ARRAY,
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GL_VERTEX_ARRAY);
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GL_VERTEX_ARRAY);
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