cogl: Add _cogl_texture_driver_upload_to_gl

This provides a way to upload the entire data for a texture without
having to first call glTexImage and then glTexSubImage. This should be
faster especially with indirect rendering where it would needlessy
send the data for the texture twice.
This commit is contained in:
Neil Roberts 2009-11-30 12:15:05 +00:00
parent 8753422ef5
commit f17767e4c1
3 changed files with 87 additions and 0 deletions

View File

@ -69,6 +69,20 @@ _cogl_texture_driver_upload_subregion_to_gl (GLenum gl_target,
GLuint source_gl_format,
GLuint source_gl_type);
/*
* Replaces the contents of the GL texture with the entire bitmap. On
* GL this just directly calls glTexImage2D, but under GLES it needs
* to copy the bitmap if the rowstride is not a multiple of a possible
* alignment value because there is no GL_UNPACK_ROW_LENGTH
*/
void
_cogl_texture_driver_upload_to_gl (GLenum gl_target,
GLuint gl_handle,
CoglBitmap *source_bmp,
GLint internal_gl_format,
GLuint source_gl_format,
GLuint source_gl_type);
/*
* This sets up the glPixelStore state for an download to a destination with
* the same size, and with no offset.

View File

@ -134,6 +134,32 @@ _cogl_texture_driver_upload_subregion_to_gl (GLenum gl_target,
source_bmp->data) );
}
void
_cogl_texture_driver_upload_to_gl (GLenum gl_target,
GLuint gl_handle,
CoglBitmap *source_bmp,
GLint internal_gl_format,
GLuint source_gl_format,
GLuint source_gl_type)
{
int bpp = _cogl_get_format_bpp (source_bmp->format);
/* Setup gl alignment to match rowstride and top-left corner */
prep_gl_for_pixels_upload_full (source_bmp->rowstride, 0, 0, bpp);
/* We don't need to use _cogl_texture_driver_bind here because we're
not using the bound texture to render yet */
GE( glBindTexture (gl_target, gl_handle) );
GE( glTexImage2D (gl_target, 0,
internal_gl_format,
source_bmp->width, source_bmp->height,
0,
source_gl_format,
source_gl_type,
source_bmp->data) );
}
gboolean
_cogl_texture_driver_gl_get_tex_image (GLenum gl_target,
GLenum dest_gl_format,

View File

@ -128,6 +128,53 @@ _cogl_texture_driver_upload_subregion_to_gl (GLenum gl_target,
g_free (slice_bmp.data);
}
void
_cogl_texture_driver_upload_to_gl (GLenum gl_target,
GLuint gl_handle,
CoglBitmap *source_bmp,
GLint internal_gl_format,
GLuint source_gl_format,
GLuint source_gl_type)
{
int bpp = _cogl_get_format_bpp (source_bmp->format);
CoglBitmap bmp = *source_bmp;
gboolean bmp_owner = FALSE;
/* If the rowstride can't be specified with just GL_ALIGNMENT alone
then we need to copy the bitmap because there is no GL_ROW_LENGTH */
if (source_bmp->rowstride / bpp != source_bmp->width)
{
bmp.rowstride = bpp * bmp.width;
bmp.data = g_malloc (bmp.rowstride * bmp.height);
bmp_owner = TRUE;
_cogl_bitmap_copy_subregion (source_bmp,
&bmp,
0, 0, 0, 0,
bmp.width,
bmp.height);
}
/* Setup gl alignment to match rowstride and top-left corner */
_cogl_texture_driver_prep_gl_for_pixels_upload (bmp.rowstride,
bpp);
/* We don't need to use _cogl_texture_driver_bind here because we're
not using the bound texture to render yet */
GE( glBindTexture (gl_target, gl_handle) );
GE( glTexImage2D (gl_target, 0,
internal_gl_format,
bmp.width, bmp.height,
0,
source_gl_format,
source_gl_type,
bmp.data) );
if (bmp_owner)
g_free (bmp.data);
}
/* NB: GLES doesn't support glGetTexImage2D, so cogl-texture will instead
* fallback to a generic render + readpixels approach to downloading
* texture data. (See _cogl_texture_draw_and_read() ) */