Use FBOs and use cogl_read_pixels() to efficiently read partial textures
* cogl_texture_get_data() is converted to use _cogl_texture_foreach_sub_texture_in_region() to iterate through the underlying textures. * When we need to read only a portion of the underlying texture, we set up a FBO and use _cogl_read_pixels() to read the portion we need. This is enormously more efficient for reading a small portion of a large atlas texture. * The CoglAtlasTexture, CoglSubTexture, and CoglTexture2dSliced implementation of get_texture() are removed. http://bugzilla.clutter-project.org/show_bug.cgi?id=2414
This commit is contained in:

committed by
Neil Roberts

parent
47ccbf472e
commit
cda29a8011
@ -4,6 +4,7 @@
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2007,2008,2009 Intel Corporation.
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* Copyright (C) 2010 Red Hat, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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@ -37,6 +38,7 @@
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#include "cogl-bitmap-private.h"
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#include "cogl-buffer-private.h"
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#include "cogl-pixel-array-private.h"
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#include "cogl-private.h"
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#include "cogl-texture-private.h"
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#include "cogl-texture-driver.h"
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#include "cogl-texture-2d-sliced-private.h"
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@ -1181,6 +1183,169 @@ _cogl_texture_draw_and_read (CoglHandle handle,
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return TRUE;
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}
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static gboolean
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get_texture_bits_via_offscreen (CoglHandle texture_handle,
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int x,
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int y,
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int width,
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int height,
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guint8 *dst_bits,
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unsigned int dst_rowstride,
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CoglPixelFormat dst_format)
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{
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CoglFramebuffer *framebuffer;
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_COGL_GET_CONTEXT (ctx, FALSE);
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if (!cogl_features_available (COGL_FEATURE_OFFSCREEN))
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return FALSE;
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framebuffer = _cogl_offscreen_new_to_texture_full
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(texture_handle,
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COGL_OFFSCREEN_DISABLE_DEPTH_AND_STENCIL,
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0);
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if (framebuffer == NULL)
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return FALSE;
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cogl_push_framebuffer (framebuffer);
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_cogl_read_pixels_with_rowstride (x, y, width, height,
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COGL_READ_PIXELS_COLOR_BUFFER,
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dst_format, dst_bits, dst_rowstride);
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cogl_pop_framebuffer ();
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cogl_object_unref (framebuffer);
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return TRUE;
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}
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static gboolean
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get_texture_bits_via_copy (CoglHandle texture_handle,
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int x,
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int y,
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int width,
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int height,
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guint8 *dst_bits,
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unsigned int dst_rowstride,
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CoglPixelFormat dst_format)
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{
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CoglTexture *tex = COGL_TEXTURE (texture_handle);
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unsigned int full_rowstride;
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guint8 *full_bits;
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gboolean ret = TRUE;
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int bpp;
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int full_tex_width, full_tex_height;
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full_tex_width = cogl_texture_get_width (texture_handle);
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full_tex_height = cogl_texture_get_height (texture_handle);
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bpp = _cogl_get_format_bpp (dst_format);
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full_rowstride = bpp * full_tex_width;
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full_bits = g_malloc (full_rowstride * full_tex_height);
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if (tex->vtable->get_data (tex,
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dst_format,
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full_rowstride,
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full_bits))
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{
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guint8 *dst = dst_bits;
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guint8 *src = full_bits + x * bpp + y * full_rowstride;
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int i;
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for (i = 0; i < height; i++)
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{
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memcpy (dst, src, bpp * width);
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dst += dst_rowstride;
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src += full_rowstride;
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}
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}
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else
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ret = FALSE;
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g_free (full_bits);
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return ret;
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}
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typedef struct
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{
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int orig_width;
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int orig_height;
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CoglBitmap *target_bmp;
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guint8 *target_bits;
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gboolean success;
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} CoglTextureGetData;
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static void
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texture_get_cb (CoglHandle texture_handle,
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const float *subtexture_coords,
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const float *virtual_coords,
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void *user_data)
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{
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CoglTexture *tex = COGL_TEXTURE (texture_handle);
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CoglTextureGetData *tg_data = user_data;
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CoglPixelFormat format = _cogl_bitmap_get_format (tg_data->target_bmp);
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int bpp = _cogl_get_format_bpp (format);
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unsigned int rowstride = _cogl_bitmap_get_rowstride (tg_data->target_bmp);
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int subtexture_width = cogl_texture_get_width (texture_handle);
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int subtexture_height = cogl_texture_get_height (texture_handle);
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int x_in_subtexture = (int) (0.5 + subtexture_width * subtexture_coords[0]);
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int y_in_subtexture = (int) (0.5 + subtexture_height * subtexture_coords[1]);
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int width = ((int) (0.5 + subtexture_width * subtexture_coords[2])
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- x_in_subtexture);
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int height = ((int) (0.5 + subtexture_height * subtexture_coords[3])
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- y_in_subtexture);
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int x_in_bitmap = (int) (0.5 + tg_data->orig_width * virtual_coords[0]);
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int y_in_bitmap = (int) (0.5 + tg_data->orig_height * virtual_coords[1]);
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guint8 *dst_bits;
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if (!tg_data->success)
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return;
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dst_bits = tg_data->target_bits + x_in_bitmap * bpp + y_in_bitmap * rowstride;
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/* If we can read everything as a single slice, then go ahead and do that
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* to avoid allocating an FBO. We'll leave it up to the GL implementation to
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* do glGetTexImage as efficiently as possible. (GLES doesn't have that,
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* so we'll fall through) */
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if (x_in_subtexture == 0 && y_in_subtexture == 0 &&
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width == subtexture_width && height == subtexture_height)
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{
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if (tex->vtable->get_data (tex,
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format,
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rowstride,
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dst_bits))
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return;
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}
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/* Next best option is a FBO and glReadPixels */
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if (get_texture_bits_via_offscreen (texture_handle,
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x_in_subtexture, y_in_subtexture,
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width, height,
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dst_bits,
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rowstride,
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format))
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return;
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/* Getting ugly: read the entire texture, copy out the part we want */
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if (get_texture_bits_via_copy (texture_handle,
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x_in_subtexture, y_in_subtexture,
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width, height,
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dst_bits,
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rowstride,
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format))
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return;
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/* No luck, the caller will fall back to the draw-to-backbuffer and
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* read implementation */
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tg_data->success = FALSE;
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}
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int
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cogl_texture_get_data (CoglHandle handle,
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CoglPixelFormat format,
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@ -1196,13 +1361,14 @@ cogl_texture_get_data (CoglHandle handle,
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GLenum closest_gl_type;
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CoglBitmap *target_bmp;
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CoglBitmap *new_bmp;
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gboolean success;
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guint8 *src;
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guint8 *dst;
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int y;
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int tex_width;
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int tex_height;
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CoglTextureGetData tg_data;
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if (!cogl_is_texture (handle))
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return 0;
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@ -1253,17 +1419,26 @@ cogl_texture_get_data (CoglHandle handle,
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NULL);
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}
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if ((dst = _cogl_bitmap_map (target_bmp, COGL_BUFFER_ACCESS_WRITE,
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COGL_BUFFER_MAP_HINT_DISCARD)) == NULL)
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tg_data.orig_width = tex_width;
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tg_data.orig_height = tex_height;
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tg_data.target_bmp = target_bmp;
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tg_data.target_bits = _cogl_bitmap_map (target_bmp, COGL_BUFFER_ACCESS_WRITE,
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COGL_BUFFER_MAP_HINT_DISCARD);
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if (tg_data.target_bits == NULL)
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{
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cogl_object_unref (target_bmp);
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return 0;
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}
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tg_data.success = TRUE;
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success = tex->vtable->get_data (tex,
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closest_format,
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rowstride,
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dst);
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/* Iterating through the subtextures allows piecing together
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* the data for a sliced texture, and allows us to do the
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* read-from-framebuffer logic here in a simple fashion rather than
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* passing offsets down through the code. */
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_cogl_texture_foreach_sub_texture_in_region (handle,
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0, 0, 1, 1,
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texture_get_cb,
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&tg_data);
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_cogl_bitmap_unmap (target_bmp);
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@ -1271,7 +1446,7 @@ cogl_texture_get_data (CoglHandle handle,
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* to read back the texture data; such as for GLES which doesn't
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* support glGetTexImage, so here we fallback to drawing the
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* texture and reading the pixels from the framebuffer. */
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if (!success)
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if (!tg_data.success)
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_cogl_texture_draw_and_read (tex, target_bmp,
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closest_gl_format,
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closest_gl_type);
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