For sliced 2D textures, _cogl_texture_2d_sliced_get_data() uses the
bitmap width, instead of the rowstride, when memcpy()ing into the
dest buffer.
Signed-off-by: Robert Bragg <robert@linux.intel.com>
This adds a _cogl_bind_gl_texture_transient function that should be used
instead of glBindTexture so we can have a consistent cache of the
textures bound to each texture unit so we can avoid some redundant
binding.
While this is totally fine (0 in the pointer context will be converted
in the right internal NULL representation, which could be a value with
some bits to 1), I believe it's clearer to use NULL in the pointer
context.
It seems that, in most case, it's more an overlook than a deliberate
choice to use FALSE/0 as NULL, eg. copying a _COGL_GET_CONTEXT (ctx, 0)
or a g_return_val_if_fail (cond, 0) from a function returning a
gboolean.
When uploading texture data the cogl-texture-2d-sliced backend was
using _cogl_texture_prepare_for_upload to create a bitmap suitable for
upload but then it was using the original bitmap instead of the new
bitmap for the data. This was causing any format conversions performed
by cogl_texture_prepare_for_upload to be ignored.
http://bugzilla.openedhand.com/show_bug.cgi?id=2059
Previously, Cogl's texture coordinate system was effectively always
GL_REPEAT so that if an application specifies coordinates outside the
range 0→1 it would get repeated copies of the texture. It would
however change the mode to GL_CLAMP_TO_EDGE if all of the coordinates
are in the range 0→1 so that in the common case that the whole texture
is being drawn with linear filtering it will not blend in edge pixels
from the opposite sides.
This patch adds the option for applications to change the wrap mode
per layer. There are now three wrap modes: 'repeat', 'clamp-to-edge'
and 'automatic'. The automatic map mode is the default and it
implements the previous behaviour. The wrap mode can be changed for
the s and t coordinates independently. I've tried to make the
internals support setting the r coordinate but as we don't support 3D
textures yet I haven't exposed any public API for it.
The texture backends still have a set_wrap_mode virtual but this value
is intended to be transitory and it will be changed whenever the
material is flushed (although the backends are expected to cache it so
that it won't use too many GL calls). In my understanding this value
was always meant to be transitory and all primitives were meant to set
the value before drawing. However there were comments suggesting that
this is not the expected behaviour. In particular the vertex buffer
drawing code never set a wrap mode so it would end up with whatever
the texture was previously used for. These issues are now fixed
because the material will always set the wrap modes.
There is code to manually implement clamp-to-edge for textures that
can't be hardware repeated. However this doesn't fully work because it
relies on being able to draw the stretched parts using quads with the
same values for tx1 and tx2. The texture iteration code doesn't
support this so it breaks. This is a separate bug and it isn't
trivially solved.
When flushing a material there are now extra options to set wrap mode
overrides. The overrides are an array of values for each layer that
specifies an override for the s, t or r coordinates. The primitives
use this to implement the automatic wrap mode. cogl_polygon also uses
it to set GL_CLAMP_TO_BORDER mode for its trick to render sliced
textures. Although this code has been added it looks like the sliced
trick has been broken for a while and I haven't attempted to fix it
here.
I've added a constant to represent the maximum number of layers that a
material supports so that I can size the overrides array. I've set it
to 32 because as far as I can tell we have that limit imposed anyway
because the other flush options use a guint32 to store a flag about
each layer. The overrides array ends up adding 32 bytes to each flush
options struct which may be a concern.
http://bugzilla.openedhand.com/show_bug.cgi?id=2063
GL supports setting different wrap modes for the s, t and r
coordinates so we should design the backend interface to support that
also. The r coordinate is not currently used by any of the backends
but we might as well have it to make life easier if we ever add
support for 3D textures.
http://bugzilla.openedhand.com/show_bug.cgi?id=2063
Add a return result from CoglTexture.transform_quad_coords_to_gl(),
so that we can properly determine the nature of repeats in
the face of GL_TEXTURE_RECTANGLE_ARB, where the returned
coordinates are not normalized.
The comment "We also work out whether any of the texture
coordinates are outside the range [0.0,1.0]. We need to do
this after calling transform_coords_to_gl in case the texture
backend is munging the coordinates (such as in the sub texture
backend)." is disregarded and removed, since it's actually
the virtual coordinates that determine whether we repeat,
not the GL coordinates.
Warnings about disregarded layers are used in all cases where
applicable, including for subtextures.
http://bugzilla.openedhand.com/show_bug.cgi?id=2016
Signed-off-by: Neil Roberts <neil@linux.intel.com>
In _cogl_texture_2d_sliced_foreach_sub_texture_in_region(), don't
assert that the target is GL_TEXTURE_2D; instead conditionalize
normalization on the target.
http://bugzilla.openedhand.com/show_bug.cgi?id=2015
Since using addresses that might change is something that finally
the FSF acknowledge as a plausible scenario (after changing address
twice), the license blurb in the source files should use the URI
for getting the license in case the library did not come with it.
Not that URIs cannot possibly change, but at least it's easier to
set up a redirection at the same place.
As a side note: this commit closes the oldes bug in Clutter's bug
report tool.
http://bugzilla.openedhand.com/show_bug.cgi?id=521
Previously the GLES2 backend needed a special wrapper for
glBindTexture because it needed to know the internal GL format of the
texture in order to correctly implement the GL_MODULATE texture env
mode. When GL_MODULATE is used then the RGB values are taken from the
previous texture layer rather than being fetched from the
texture. However since the material API was added Cogl no longer uses
the GL_MODULATE texture env mode but instead always uses GL_COMBINE.
Compiling the GLES2 backend broke since the more-texture-backends
branch merge because the cogl_get_internal_gl_format function was
removed and there was one place in GLES2 specific code that was using
this to bind the texture.
COGL_DEBUG=all wasn't previously useful as there are several options
that change the behaviour of Cogl and all together wouldn't help anyone
debug anything.
This patch makes it so COGL_DEBUG=all|verbose now only enables options
that don't change the behaviour of Cogl, i.e. they only affect the
amount of noise we'll print to a terminal.
In addition to that this patch also improves the output from
COGL_DEBUG=help so we now print a table of options including one liner
descriptions of what each option enables.
We now never query the width and height of the given texture object
from OpenGL. The problem is that the user may be creating a Cogl
texture from a texture_from_pixmap object where glTexImage2D was
never called and the texture_from_pixmap spec doesn't clarify that
it's reliable to query the width from OpenGL.
This should address:
http://bugzilla.openedhand.com/show_bug.cgi?id=1502
Thanks to Johan Bilien for reporting
An initial pass over the Cogl source code using the Clang static
analysis tool flagged a few low hanging issues such as un-used variables
or redundant initializing of variables which this patch fixes.
We've had complaints that our Cogl code/headers are a bit "special" so
this is a first pass at tidying things up by giving them some
consistency. These changes are all consistent with how new code in Cogl
is being written, but the style isn't consistently applied across all
code yet.
There are two parts to this patch; but since each one required a large
amount of effort to maintain tidy indenting it made sense to combine the
changes to reduce the time spent re indenting the same lines.
The first change is to use a consistent style for declaring function
prototypes in headers. Cogl headers now consistently use this style for
prototypes:
return_type
cogl_function_name (CoglType arg0,
CoglType arg1);
Not everyone likes this style, but it seems that most of the currently
active Cogl developers agree on it.
The second change is to constrain the use of redundant glib data types
in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all
been replaced with int, unsigned int, float, long, unsigned long and char
respectively. When talking about pixel data; use of guchar has been
replaced with guint8, otherwise unsigned char can be used.
The glib types that we continue to use for portability are gboolean,
gint{8,16,32,64}, guint{8,16,32,64} and gsize.
The general intention is that Cogl should look palatable to the widest
range of C programmers including those outside the Gnome community so
- especially for the public API - we want to minimize the number of
foreign looking typedefs.
The only way the user has to set the mipmap filters is through the
material/layer API. This API defaults to GL_LINEAR/GL_LINEAR for the max
and min filters. With the main use case of cogl being 2D interfaces, it
makes sense do default to GL_LINEAR for the min filter.
When creating new textures, we did not set any filter on them, using
OpenGL defaults': GL_NEAREST_MIPMAP_LINEAR for the min filter and
GL_LINEAR for the max filter. This will make the driver allocate memory
for the mipmap tree, memory that will not be used in the nominal case
(as the material API defaults to GL_LINEAR).
This patch tries to ensure that the min filter is set to GL_LINEAR
before any glTexImage*() call is done on the texture by setting the
filter when generating new OpenGL handles.
Cogl accepts a pixel format for both the data in memory and the
internal format to be used for the texture. If they do not match then
it would convert them using the CoglBitmap functions before uploading
the data. However, GL also lets you specify both formats so it makes
more sense to let GL do the conversion. The driver may need the
texture in a specific format so it may end up being converted anyway.
The cogl_texture_upload_data functions have been removed and replaced
with a single function to prepare the bitmap. This will only do the
premultiplication conversion because that is the only part that GL
can't do directly.
The premult part of _cogl_convert_premult has now been split out as
_cogl_convert_premult_status. _cogl_convert_premult has been renamed
to _cogl_convert_format to make it less confusing. The premult
conversion is now done in-place instead of copying the
buffer. Previously it was copying the buffer once for the format
conversion and then copying it again for the premult conversion. The
premult conversion never changes the size of the buffer so it's quite
easy to do in place. We can also use the separated out function
independently.
The sub texture backend doesn't work well as a completely general
texture backend because for example when rendering with cogl_polygon
it needs to be able to tranform arbitrary texture coordinates without
reference to the other coordintes. This can't be done when the texture
coordinates are a multiple of one because sometimes the coordinate
should represent the left or top edge and sometimes it should
represent the bottom or top edge. For example if the s coordinates are
0 and 1 then 1 represents the right edge but if they are 1 and 2 then
1 represents the left edge.
Instead the sub-textures are now documented not to support coordinates
outside the range [0,1]. The coordinates for the sub-region are now
represented as integers as this helps avoid rounding issues. The
region can no longer be a super-region of the texture as this
simplifies the code quite a lot.
There are two new texture virtual functions:
transform_quad_coords_to_gl - This transforms two pairs of coordinates
representing a quad. It will return FALSE if the coordinates can
not be transformed. The sub texture backend uses this to detect
coordinates that require repeating which causes cogl-primitives
to use manual repeating.
ensure_non_quad_rendering - This is used in cogl_polygon and
cogl_vertex_buffer to inform the texture backend that
transform_quad_to_gl is going to be used. The atlas backend
migrates the texture out of the atlas when it hits this.
new_from_data and new_from_file can be implemented in terms of
new_from_bitmap so it makes sense to move these to cogl-texture rather
than having to implement them in every texture backend.
Most of the fields that were previously in CoglTexture are specific to
the implementation of CoglTexture2DSliced so they should be placed
there instead. For example, the 'mipmaps_dirty' flag is an
implementation detail of the ensure_mipmaps function so it doesn't
make sense to force all texture backends to have this function.
Other fields such as width, height, gl_format and format may make
sense for all textures but I've added them as virtual functions
instead. This may make more sense for a sub-texture backend for
example where it can calculate these based on the full texture.
The CoglTexture struct previously contained some fields which are only
used to upload data such as the CoglBitmap and the source GL
format. These are now moved to a separate CoglTextureUploadData struct
which only exists for the duration of one of the cogl_texture_*_new
functions. In cogl-texture there are utility functions which operate
on this new struct rather than on CoglTexture directly.
Some of the fields that were previously stored in the CoglBitmap
struct are now copied to the CoglTexture such as the width, height,
format and internal GL format.
The rowstride was previously stored in CoglTexture and this was
publicly accessible with the cogl_texture_get_rowstride
function. However this doesn't seem to be a useful function because
there is no need to use the same rowstride again when uploading or
downloading new data. Instead cogl_texture_get_rowstride now just
calculates a suitable rowstride from the format and width of the
texture.
Instead of storing an enum with the backend type for each texture and
then using a switch statement to decide which function to call, we
should store pointers to all of the functions in a struct and have
each texture point to that struct. This is potentially slightly faster
when there are more backends and it makes implementing new backends
easier because it's more obvious which functions have to be
implemented.
It's useful when initialzing offscreen draw buffers to be able to ask
Cogl to create a texture of a given size and with the default internal
pixel format.
When we implement atlas textures we will probably want to use the spans API
to handle texture repeating so it doesn't make sense to leave the code in
cogl-texture-2d-sliced.c. Since it's a standalone set of data structures
and algorithms it also seems reasonable to split out from cogl-texture.
cogl-texture-2d-sliced provides an implementation of CoglTexture and this
seperation lays the foundation for potentially supporting atlas textures,
pixmap textures (as in GLX_EXT_texture_from_pixmap) and fast-path
GL_TEXTURE_{1D,2D,3D,RECTANGLE} textures in a maintainable fashion.