mutter/cogl/cogl-texture.c
Neil Roberts 25f3b993c6 cogl: Move all of the fields from CoglTexture to CoglTexture2DSliced
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.
2009-12-02 22:03:07 +00:00

741 lines
22 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2007,2008,2009 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*
* Authors:
* Matthew Allum <mallum@openedhand.com>
* Neil Roberts <neil@linux.intel.com>
* Robert Bragg <robert@linux.intel.com>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include "cogl-internal.h"
#include "cogl-util.h"
#include "cogl-bitmap.h"
#include "cogl-bitmap-private.h"
#include "cogl-texture-private.h"
#include "cogl-texture-driver.h"
#include "cogl-texture-2d-sliced-private.h"
#include "cogl-material.h"
#include "cogl-context.h"
#include "cogl-handle.h"
#include "cogl-primitives.h"
#include "cogl-framebuffer-private.h"
#include <string.h>
#include <stdlib.h>
#include <math.h>
/* XXX:
* The CoglHandle macros don't support any form of inheritance, so for
* now we implement the CoglHandle support for the CoglTexture
* abstract class manually.
*/
gboolean
cogl_is_texture (CoglHandle handle)
{
CoglHandleObject *obj = (CoglHandleObject *)handle;
if (handle == COGL_INVALID_HANDLE)
return FALSE;
return obj->klass->type == _cogl_handle_texture_2d_sliced_get_type ();
//|| obj->klass->type == _cogl_handle_texture_3d_get_type ();
}
CoglHandle
cogl_texture_ref (CoglHandle handle)
{
if (!cogl_is_texture (handle))
return COGL_INVALID_HANDLE;
_COGL_HANDLE_DEBUG_REF (CoglTexture, handle);
cogl_handle_ref (handle);
return handle;
}
void
cogl_texture_unref (CoglHandle handle)
{
if (!cogl_is_texture (handle))
{
g_warning (G_STRINGIFY (cogl_texture_unref)
": Ignoring unref of Cogl handle "
"due to type mismatch");
return;
}
_COGL_HANDLE_DEBUG_UNREF (CoglTexture, handle);
cogl_handle_unref (handle);
}
void
_cogl_texture_upload_data_free (CoglTextureUploadData *data)
{
if (data->bitmap.data != NULL && data->bitmap_owner)
g_free (data->bitmap.data);
data->bitmap.data = NULL;
data->bitmap_owner = FALSE;
}
void
_cogl_texture_upload_data_swap_bitmap (CoglTextureUploadData *data,
CoglBitmap *new_bitmap)
{
if (data->bitmap.data != NULL && data->bitmap_owner)
g_free (data->bitmap.data);
data->bitmap = *new_bitmap;
data->bitmap_owner = TRUE;
}
void
_cogl_texture_prep_gl_alignment_for_pixels_upload (int pixels_rowstride)
{
if (!(pixels_rowstride & 0x7))
GE( glPixelStorei (GL_UNPACK_ALIGNMENT, 8) );
else if (!(pixels_rowstride & 0x3))
GE( glPixelStorei (GL_UNPACK_ALIGNMENT, 4) );
else if (!(pixels_rowstride & 0x1))
GE( glPixelStorei (GL_UNPACK_ALIGNMENT, 2) );
else
GE( glPixelStorei (GL_UNPACK_ALIGNMENT, 1) );
}
void
_cogl_texture_prep_gl_alignment_for_pixels_download (int pixels_rowstride)
{
if (!(pixels_rowstride & 0x7))
GE( glPixelStorei (GL_PACK_ALIGNMENT, 8) );
else if (!(pixels_rowstride & 0x3))
GE( glPixelStorei (GL_PACK_ALIGNMENT, 4) );
else if (!(pixels_rowstride & 0x1))
GE( glPixelStorei (GL_PACK_ALIGNMENT, 2) );
else
GE( glPixelStorei (GL_PACK_ALIGNMENT, 1) );
}
/* FIXME: wrap modes should be set on materials not textures */
void
_cogl_texture_set_wrap_mode_parameter (CoglHandle handle,
GLenum wrap_mode)
{
CoglTexture *tex = COGL_TEXTURE (handle);
tex->vtable->set_wrap_mode_parameter (tex, wrap_mode);
}
gboolean
_cogl_texture_upload_data_prepare (CoglTextureUploadData *data,
CoglPixelFormat internal_format)
{
CoglBitmap new_bitmap;
CoglPixelFormat new_data_format;
gboolean success;
/* Was there any internal conversion requested?
* By default Cogl will use a premultiplied internal format. Later we will
* add control over this. */
if (internal_format == COGL_PIXEL_FORMAT_ANY)
{
if ((data->bitmap.format & COGL_A_BIT) &&
data->bitmap.format != COGL_PIXEL_FORMAT_A_8)
internal_format = data->bitmap.format | COGL_PREMULT_BIT;
else
internal_format = data->bitmap.format;
}
/* Find closest format accepted by GL */
new_data_format = _cogl_pixel_format_to_gl (internal_format,
&data->gl_intformat,
&data->gl_format,
&data->gl_type);
/* Convert to internal format */
if (new_data_format != data->bitmap.format)
{
success = _cogl_bitmap_convert_and_premult (&data->bitmap,
&new_bitmap,
new_data_format);
if (!success)
return FALSE;
/* Update texture with new data */
_cogl_texture_upload_data_swap_bitmap (data, &new_bitmap);
}
return TRUE;
}
CoglHandle
cogl_texture_new_with_size (guint width,
guint height,
CoglTextureFlags flags,
CoglPixelFormat internal_format)
{
return _cogl_texture_2d_sliced_new_with_size (width,
height,
flags,
internal_format);
}
CoglHandle
cogl_texture_new_from_data (guint width,
guint height,
CoglTextureFlags flags,
CoglPixelFormat format,
CoglPixelFormat internal_format,
guint rowstride,
const guchar *data)
{
return _cogl_texture_2d_sliced_new_from_data (width,
height,
flags,
format,
internal_format,
rowstride,
data);
}
CoglHandle
cogl_texture_new_from_bitmap (CoglHandle bmp_handle,
CoglTextureFlags flags,
CoglPixelFormat internal_format)
{
return _cogl_texture_2d_sliced_new_from_bitmap (bmp_handle,
flags,
internal_format);
}
CoglHandle
cogl_texture_new_from_file (const gchar *filename,
CoglTextureFlags flags,
CoglPixelFormat internal_format,
GError **error)
{
return _cogl_texture_2d_sliced_new_from_file (filename,
flags,
internal_format,
error);
}
CoglHandle
cogl_texture_new_from_foreign (GLuint gl_handle,
GLenum gl_target,
GLuint width,
GLuint height,
GLuint x_pot_waste,
GLuint y_pot_waste,
CoglPixelFormat format)
{
return _cogl_texture_2d_sliced_new_from_foreign (gl_handle,
gl_target,
width,
height,
x_pot_waste,
y_pot_waste,
format);
}
guint
cogl_texture_get_width (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return 0;
tex = COGL_TEXTURE (handle);
return tex->vtable->get_width (tex);
}
guint
cogl_texture_get_height (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return 0;
tex = COGL_TEXTURE (handle);
return tex->vtable->get_height (tex);
}
CoglPixelFormat
cogl_texture_get_format (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return COGL_PIXEL_FORMAT_ANY;
tex = COGL_TEXTURE (handle);
return tex->vtable->get_format (tex);
}
guint
cogl_texture_get_rowstride (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return 0;
/* FIXME: This function should go away. It previously just returned
the rowstride that was used to upload the data as far as I can
tell. This is not helpful */
tex = COGL_TEXTURE (handle);
/* Just guess at a suitable rowstride */
return (_cogl_get_format_bpp (cogl_texture_get_format (tex))
* cogl_texture_get_width (tex));
}
gint
cogl_texture_get_max_waste (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return 0;
tex = COGL_TEXTURE (handle);
return tex->vtable->get_max_waste (tex);
g_return_val_if_reached (0);
}
gboolean
cogl_texture_is_sliced (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return FALSE;
tex = COGL_TEXTURE (handle);
return tex->vtable->is_sliced (tex);
}
/* Some CoglTextures, notably sliced textures or atlas textures when repeating
* is used, will need to divide the coordinate space into multiple GL textures
* (or rather; in the case of atlases duplicate a single texture in multiple
* positions to handle repeating)
*
* This function helps you implement primitives using such textures by
* invoking a callback once for each sub texture that intersects a given
* region specified in texture coordinates.
*/
void
_cogl_texture_foreach_sub_texture_in_region (CoglHandle handle,
float virtual_tx_1,
float virtual_ty_1,
float virtual_tx_2,
float virtual_ty_2,
CoglTextureSliceCallback callback,
void *user_data)
{
CoglTexture *tex = COGL_TEXTURE (handle);
tex->vtable->foreach_sub_texture_in_region (tex,
virtual_tx_1,
virtual_ty_1,
virtual_tx_2,
virtual_ty_2,
callback,
user_data);
}
/* If this returns FALSE, that implies _foreach_sub_texture_in_region
* will be needed to iterate over multiple sub textures for regions whos
* texture coordinates extend out of the range [0,1]
*/
gboolean
_cogl_texture_can_hardware_repeat (CoglHandle handle)
{
CoglTexture *tex = (CoglTexture *)handle;
return tex->vtable->can_hardware_repeat (tex);
}
/* NB: You can't use this with textures comprised of multiple sub textures (use
* cogl_texture_is_sliced() to check) since coordinate transformation for such
* textures will be different for each slice. */
void
_cogl_texture_transform_coords_to_gl (CoglHandle handle,
float *s,
float *t)
{
CoglTexture *tex = COGL_TEXTURE (handle);
return tex->vtable->transform_coords_to_gl (tex, s, t);
}
GLenum
_cogl_texture_get_gl_format (CoglHandle handle)
{
CoglTexture *tex = COGL_TEXTURE (handle);
return tex->vtable->get_gl_format (tex);
}
gboolean
cogl_texture_get_gl_texture (CoglHandle handle,
GLuint *out_gl_handle,
GLenum *out_gl_target)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return FALSE;
tex = COGL_TEXTURE (handle);
return tex->vtable->get_gl_texture (tex, out_gl_handle, out_gl_target);
}
void
_cogl_texture_set_filters (CoglHandle handle,
GLenum min_filter,
GLenum mag_filter)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return;
tex = COGL_TEXTURE (handle);
return tex->vtable->set_filters (tex, min_filter, mag_filter);
}
void
_cogl_texture_ensure_mipmaps (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return;
tex = COGL_TEXTURE (handle);
return tex->vtable->ensure_mipmaps (tex);
}
gboolean
cogl_texture_set_region (CoglHandle handle,
gint src_x,
gint src_y,
gint dst_x,
gint dst_y,
guint dst_width,
guint dst_height,
gint width,
gint height,
CoglPixelFormat format,
guint rowstride,
const guchar *data)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return FALSE;
tex = COGL_TEXTURE (handle);
return tex->vtable->set_region (tex,
src_x, src_y,
dst_x, dst_y,
dst_width, dst_height,
width, height,
format,
rowstride,
data);
}
/* Reads back the contents of a texture by rendering it to the framebuffer
* and reading back the resulting pixels.
*
* It will perform multiple renders if the texture is larger than the
* current glViewport.
*
* It assumes the projection and modelview have already been setup so
* that rendering to 0,0 with the same width and height of the viewport
* will exactly cover the viewport.
*
* NB: Normally this approach isn't normally used since we can just use
* glGetTexImage, but may be used as a fallback in some circumstances.
*/
static void
do_texture_draw_and_read (CoglHandle handle,
CoglBitmap *target_bmp,
GLint *viewport)
{
gint bpp;
float rx1, ry1;
float rx2, ry2;
float tx1, ty1;
float tx2, ty2;
int bw, bh;
CoglBitmap rect_bmp;
guint tex_width, tex_height;
bpp = _cogl_get_format_bpp (COGL_PIXEL_FORMAT_RGBA_8888);
tex_width = cogl_texture_get_width (handle);
tex_height = cogl_texture_get_height (handle);
ry1 = 0; ry2 = 0;
ty1 = 0; ty2 = 0;
/* Walk Y axis until whole bitmap height consumed */
for (bh = tex_height; bh > 0; bh -= viewport[3])
{
/* Rectangle Y coords */
ry1 = ry2;
ry2 += (bh < viewport[3]) ? bh : viewport[3];
/* Normalized texture Y coords */
ty1 = ty2;
ty2 = (ry2 / (float) tex_height);
rx1 = 0; rx2 = 0;
tx1 = 0; tx2 = 0;
/* Walk X axis until whole bitmap width consumed */
for (bw = tex_width; bw > 0; bw-=viewport[2])
{
/* Rectangle X coords */
rx1 = rx2;
rx2 += (bw < viewport[2]) ? bw : viewport[2];
/* Normalized texture X coords */
tx1 = tx2;
tx2 = (rx2 / (float) tex_width);
/* Draw a portion of texture */
cogl_rectangle_with_texture_coords (0, 0,
rx2 - rx1,
ry2 - ry1,
tx1, ty1,
tx2, ty2);
/* Read into a temporary bitmap */
rect_bmp.format = COGL_PIXEL_FORMAT_RGBA_8888;
rect_bmp.width = rx2 - rx1;
rect_bmp.height = ry2 - ry1;
rect_bmp.rowstride = bpp * rect_bmp.width;
rect_bmp.data = (guchar*) g_malloc (rect_bmp.rowstride *
rect_bmp.height);
_cogl_texture_driver_prep_gl_for_pixels_download (rect_bmp.rowstride,
bpp);
GE( glReadPixels (viewport[0], viewport[1],
rect_bmp.width,
rect_bmp.height,
GL_RGBA, GL_UNSIGNED_BYTE,
rect_bmp.data) );
/* Copy to target bitmap */
_cogl_bitmap_copy_subregion (&rect_bmp,
target_bmp,
0,0,
rx1,ry1,
rect_bmp.width,
rect_bmp.height);
/* Free temp bitmap */
g_free (rect_bmp.data);
}
}
}
/* Reads back the contents of a texture by rendering it to the framebuffer
* and reading back the resulting pixels.
*
* NB: Normally this approach isn't normally used since we can just use
* glGetTexImage, but may be used as a fallback in some circumstances.
*/
gboolean
_cogl_texture_draw_and_read (CoglHandle handle,
CoglBitmap *target_bmp,
GLuint target_gl_format,
GLuint target_gl_type)
{
gint bpp;
CoglHandle framebuffer;
int viewport[4];
CoglBitmap alpha_bmp;
CoglHandle prev_source;
CoglMatrixStack *projection_stack;
CoglMatrixStack *modelview_stack;
_COGL_GET_CONTEXT (ctx, FALSE);
bpp = _cogl_get_format_bpp (COGL_PIXEL_FORMAT_RGBA_8888);
framebuffer = _cogl_get_framebuffer ();
/* Viewport needs to have some size and be inside the window for this */
_cogl_framebuffer_get_viewport4fv (framebuffer, viewport);
if (viewport[0] < 0 || viewport[1] < 0 ||
viewport[2] <= 0 || viewport[3] <= 0)
return FALSE;
/* Setup orthographic projection into current viewport (0,0 in bottom-left
* corner to draw the texture upside-down so we match the way glReadPixels
* works)
*/
projection_stack = _cogl_framebuffer_get_projection_stack (framebuffer);
_cogl_matrix_stack_push (projection_stack);
_cogl_matrix_stack_load_identity (projection_stack);
_cogl_matrix_stack_ortho (projection_stack,
0, (float)(viewport[2]),
0, (float)(viewport[3]),
(float)(0),
(float)(100));
modelview_stack = _cogl_framebuffer_get_modelview_stack (framebuffer);
_cogl_matrix_stack_push (modelview_stack);
_cogl_matrix_stack_load_identity (modelview_stack);
/* Direct copy operation */
if (ctx->texture_download_material == COGL_INVALID_HANDLE)
{
ctx->texture_download_material = cogl_material_new ();
cogl_material_set_blend (ctx->texture_download_material,
"RGBA = ADD (SRC_COLOR, 0)",
NULL);
}
prev_source = cogl_handle_ref (ctx->source_material);
cogl_set_source (ctx->texture_download_material);
cogl_material_set_layer (ctx->texture_download_material, 0, handle);
cogl_material_set_layer_combine (ctx->texture_download_material,
0, /* layer */
"RGBA = REPLACE (TEXTURE)",
NULL);
do_texture_draw_and_read (handle, target_bmp, viewport);
/* Check whether texture has alpha and framebuffer not */
/* FIXME: For some reason even if ALPHA_BITS is 8, the framebuffer
still doesn't seem to have an alpha buffer. This might be just
a PowerVR issue.
GLint r_bits, g_bits, b_bits, a_bits;
GE( glGetIntegerv (GL_ALPHA_BITS, &a_bits) );
GE( glGetIntegerv (GL_RED_BITS, &r_bits) );
GE( glGetIntegerv (GL_GREEN_BITS, &g_bits) );
GE( glGetIntegerv (GL_BLUE_BITS, &b_bits) );
printf ("R bits: %d\n", r_bits);
printf ("G bits: %d\n", g_bits);
printf ("B bits: %d\n", b_bits);
printf ("A bits: %d\n", a_bits); */
if ((cogl_texture_get_format (handle) & COGL_A_BIT)/* && a_bits == 0*/)
{
guchar *srcdata;
guchar *dstdata;
guchar *srcpixel;
guchar *dstpixel;
gint x,y;
/* Create temp bitmap for alpha values */
alpha_bmp.format = COGL_PIXEL_FORMAT_RGBA_8888;
alpha_bmp.width = target_bmp->width;
alpha_bmp.height = target_bmp->height;
alpha_bmp.rowstride = bpp * alpha_bmp.width;
alpha_bmp.data = (guchar*) g_malloc (alpha_bmp.rowstride *
alpha_bmp.height);
/* Draw alpha values into RGB channels */
cogl_material_set_layer_combine (ctx->texture_download_material,
0, /* layer */
"RGBA = REPLACE (TEXTURE[A])",
NULL);
do_texture_draw_and_read (handle, &alpha_bmp, viewport);
/* Copy temp R to target A */
srcdata = alpha_bmp.data;
dstdata = target_bmp->data;
for (y=0; y<target_bmp->height; ++y)
{
for (x=0; x<target_bmp->width; ++x)
{
srcpixel = srcdata + x*bpp;
dstpixel = dstdata + x*bpp;
dstpixel[3] = srcpixel[0];
}
srcdata += alpha_bmp.rowstride;
dstdata += target_bmp->rowstride;
}
g_free (alpha_bmp.data);
}
/* Restore old state */
_cogl_matrix_stack_pop (modelview_stack);
_cogl_matrix_stack_pop (projection_stack);
/* restore the original material */
cogl_set_source (prev_source);
cogl_handle_unref (prev_source);
return TRUE;
}
gint
cogl_texture_get_data (CoglHandle handle,
CoglPixelFormat format,
guint rowstride,
guchar *data)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return FALSE;
tex = COGL_TEXTURE (handle);
return tex->vtable->get_data (handle, format, rowstride, data);
}