/* * Cogl * * A Low Level GPU Graphics and Utilities API * * Copyright (C) 2011,2013 Intel Corporation. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, copy, * modify, merge, publish, distribute, sublicense, and/or sell copies * of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * * * Authors: * Robert Bragg */ #pragma once #if !defined(__COGL_H_INSIDE__) && !defined(COGL_COMPILATION) #error "Only can be included directly." #endif #include "cogl/cogl-context.h" #include "cogl/cogl-bitmap.h" G_BEGIN_DECLS /** * CoglTexture2D: * * Functions for creating and manipulating 2D textures * * These functions allow low-level 2D textures to be allocated. These * differ from sliced textures for example which may internally be * made up of multiple 2D textures, or atlas textures where Cogl must * internally modify user texture coordinates before they can be used * by the GPU. */ #define COGL_TYPE_TEXTURE_2D (cogl_texture_2d_get_type ()) #define COGL_TEXTURE_2D(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), COGL_TYPE_TEXTURE_2D, CoglTexture2D)) #define COGL_TEXTURE_2D_CONST(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), COGL_TYPE_TEXTURE_2D, CoglTexture2D const)) #define COGL_TEXTURE_2D_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), COGL_TYPE_TEXTURE_2D, CoglTexture2DClass)) #define COGL_IS_TEXTURE_2D(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), COGL_TYPE_TEXTURE_2D)) #define COGL_IS_TEXTURE_2D_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), COGL_TYPE_TEXTURE_2D)) #define COGL_TEXTURE_2D_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), COGL_TYPE_TEXTURE_2D, CoglTexture2DClass)) typedef struct _CoglTexture2DClass CoglTexture2DClass; G_DEFINE_AUTOPTR_CLEANUP_FUNC (CoglTexture2D, g_object_unref) COGL_EXPORT GType cogl_texture_2d_get_type (void) G_GNUC_CONST; typedef enum _CoglEglImageFlags { COGL_EGL_IMAGE_FLAG_NONE = 0, COGL_EGL_IMAGE_FLAG_NO_GET_DATA = 1 << 0, } CoglEglImageFlags; /** * cogl_texture_2d_new_with_format: * @ctx: A #CoglContext * @width: Width of the texture to allocate * @height: Height of the texture to allocate * @format: format of the texture to allocate * * Creates a low-level #CoglTexture2D texture with a given @width and * @height that your GPU can texture from directly. * * The storage for the texture is not allocated before this function * returns. You can call cogl_texture_allocate() to explicitly * allocate the underlying storage or preferably let Cogl * automatically allocate storage lazily when it may know more about * how the texture is being used and can optimize how it is allocated. * * The texture is still configurable until it has been allocated so * for example you can influence the internal format of the texture * using cogl_texture_set_components() and * cogl_texture_set_premultiplied(). * * Returns: (transfer full): A new #CoglTexture2D object with no storage yet allocated. */ COGL_EXPORT CoglTexture * cogl_texture_2d_new_with_format (CoglContext *ctx, int width, int height, CoglPixelFormat format); /** * cogl_texture_2d_new_with_size: * @ctx: A #CoglContext * @width: Width of the texture to allocate * @height: Height of the texture to allocate * * Creates a low-level #CoglTexture2D texture with a given @width and * @height that your GPU can texture from directly. * * The storage for the texture is not allocated before this function * returns. You can call cogl_texture_allocate() to explicitly * allocate the underlying storage or preferably let Cogl * automatically allocate storage lazily when it may know more about * how the texture is being used and can optimize how it is allocated. * * The texture is still configurable until it has been allocated so * for example you can influence the internal format of the texture * using cogl_texture_set_components() and * cogl_texture_set_premultiplied(). * * Returns: (transfer full): A new #CoglTexture2D object with no storage yet allocated. */ COGL_EXPORT CoglTexture * cogl_texture_2d_new_with_size (CoglContext *ctx, int width, int height); /** * cogl_texture_2d_new_from_data: * @ctx: A #CoglContext * @width: width of texture in pixels * @height: height of texture in pixels * @format: the #CoglPixelFormat the buffer is stored in in RAM * @rowstride: the memory offset in bytes between the starts of * scanlines in @data. A value of 0 will make Cogl automatically * calculate @rowstride from @width and @format. * @data: (array): pointer the memory region where the source buffer resides * @error: A #GError for exceptions * * Creates a low-level #CoglTexture2D texture based on data residing * in memory. * * This api will always immediately allocate GPU memory for the * texture and upload the given data so that the @data pointer does * not need to remain valid once this function returns. This means it * is not possible to configure the texture before it is allocated. If * you do need to configure the texture before allocation (to specify * constraints on the internal format for example) then you can * instead create a #CoglBitmap for your data and use * cogl_texture_2d_new_from_bitmap() or use * cogl_texture_2d_new_with_size() and then upload data using * cogl_texture_set_data() * * Returns: (transfer full): A newly allocated #CoglTexture2D, or if * the size is not supported (because it is too large or a * non-power-of-two size that the hardware doesn't support) * it will return %NULL and set @error. */ COGL_EXPORT CoglTexture * cogl_texture_2d_new_from_data (CoglContext *ctx, int width, int height, CoglPixelFormat format, int rowstride, const uint8_t *data, GError **error); /** * cogl_texture_2d_new_from_bitmap: * @bitmap: A #CoglBitmap * * Creates a low-level #CoglTexture2D texture based on data residing * in a #CoglBitmap. * * The storage for the texture is not allocated before this function * returns. You can call cogl_texture_allocate() to explicitly * allocate the underlying storage or preferably let Cogl * automatically allocate storage lazily when it may know more about * how the texture is being used and can optimize how it is allocated. * * The texture is still configurable until it has been allocated so * for example you can influence the internal format of the texture * using cogl_texture_set_components() and * cogl_texture_set_premultiplied(). * * Returns: (transfer full): A newly allocated #CoglTexture2D */ COGL_EXPORT CoglTexture * cogl_texture_2d_new_from_bitmap (CoglBitmap *bitmap); #ifdef HAVE_EGL typedef gboolean (*CoglTexture2DEGLImageExternalAlloc) (CoglTexture2D *tex_2d, gpointer user_data, GError **error); #endif #if defined (HAVE_EGL) && defined (EGL_KHR_image_base) /* NB: The reason we require the width, height and format to be passed * even though they may seem redundant is because GLES 1/2 don't * provide a way to query these properties. */ /** * cogl_texture_2d_new_from_egl_image: (skip) */ COGL_EXPORT CoglTexture * cogl_texture_2d_new_from_egl_image (CoglContext *ctx, int width, int height, CoglPixelFormat format, EGLImageKHR image, CoglEglImageFlags flags, GError **error); /** * cogl_texture_2d_new_from_egl_image_external: (skip) */ COGL_EXPORT CoglTexture * cogl_texture_2d_new_from_egl_image_external (CoglContext *ctx, int width, int height, CoglTexture2DEGLImageExternalAlloc alloc, gpointer user_data, GDestroyNotify destroy, GError **error); #endif /** * cogl_texture_2d_set_auto_mipmap: * @texture: A #CoglTexture2D * @value: The new value for whether to auto mipmap * * Sets whether the texture will automatically update the smaller * mipmap levels after any part of level 0 is updated. The update will * only occur whenever the texture is used for drawing with a texture * filter that requires the lower mipmap levels. An application should * disable this if it wants to upload its own data for the other * levels. By default auto mipmapping is enabled. */ COGL_EXPORT void cogl_texture_2d_set_auto_mipmap (CoglTexture2D *texture, gboolean value); G_END_DECLS