mutter/cogl/cogl-texture-private.h
Owen W. Taylor 770ca1311d Fix checks for out-of-bounds coordinates and repeats
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>
2010-03-15 16:09:41 +00:00

214 lines
8.0 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, see <http://www.gnu.org/licenses/>.
*
*
*/
#ifndef __COGL_TEXTURE_PRIVATE_H
#define __COGL_TEXTURE_PRIVATE_H
#include "cogl-bitmap-private.h"
#include "cogl-handle.h"
#include "cogl-material-private.h"
#define COGL_TEXTURE(tex) ((CoglTexture *)(tex))
typedef struct _CoglTexture CoglTexture;
typedef struct _CoglTextureVtable CoglTextureVtable;
typedef void (*CoglTextureSliceCallback) (CoglHandle handle,
GLuint gl_handle,
GLenum gl_target,
const float *slice_coords,
const float *virtual_coords,
void *user_data);
typedef void (* CoglTextureManualRepeatCallback) (const float *coords,
void *user_data);
/* Encodes three possibiloities result of transforming a quad */
typedef enum {
/* quad doesn't cross the boundaries of a texture */
COGL_TRANSFORM_NO_REPEAT,
/* quad crosses boundaries, hardware wrap mode can handle */
COGL_TRANSFORM_HARDWARE_REPEAT,
/* quad crosses boundaries, needs software fallback;
* for a sliced texture, this might not actually involve
* repeating, just a quad crossing multiple slices */
COGL_TRANSFORM_SOFTWARE_REPEAT,
} CoglTransformResult;
struct _CoglTextureVtable
{
/* Virtual functions that must be implemented for a texture
backend */
gboolean (* set_region) (CoglTexture *tex,
int src_x,
int src_y,
int dst_x,
int dst_y,
unsigned int dst_width,
unsigned int dst_height,
int width,
int height,
CoglPixelFormat format,
unsigned int rowstride,
const guint8 *data);
int (* get_data) (CoglTexture *tex,
CoglPixelFormat format,
unsigned int rowstride,
guint8 *data);
void (* foreach_sub_texture_in_region) (CoglTexture *tex,
float virtual_tx_1,
float virtual_ty_1,
float virtual_tx_2,
float virtual_ty_2,
CoglTextureSliceCallback callback,
void *user_data);
int (* get_max_waste) (CoglTexture *tex);
gboolean (* is_sliced) (CoglTexture *tex);
gboolean (* can_hardware_repeat) (CoglTexture *tex);
void (* transform_coords_to_gl) (CoglTexture *tex,
float *s,
float *t);
CoglTransformResult (* transform_quad_coords_to_gl) (CoglTexture *tex,
float *coords);
gboolean (* get_gl_texture) (CoglTexture *tex,
GLuint *out_gl_handle,
GLenum *out_gl_target);
void (* set_filters) (CoglTexture *tex,
GLenum min_filter,
GLenum mag_filter);
void (* ensure_mipmaps) (CoglTexture *tex);
void (* ensure_non_quad_rendering) (CoglTexture *tex);
void (* set_wrap_mode_parameter) (CoglTexture *tex,
GLenum wrap_mode);
CoglPixelFormat (* get_format) (CoglTexture *tex);
GLenum (* get_gl_format) (CoglTexture *tex);
int (* get_width) (CoglTexture *tex);
int (* get_height) (CoglTexture *tex);
};
struct _CoglTexture
{
CoglHandleObject _parent;
const CoglTextureVtable *vtable;
};
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);
gboolean
_cogl_texture_can_hardware_repeat (CoglHandle handle);
void
_cogl_texture_transform_coords_to_gl (CoglHandle handle,
float *s,
float *t);
CoglTransformResult
_cogl_texture_transform_quad_coords_to_gl (CoglHandle handle,
float *coords);
GLenum
_cogl_texture_get_gl_format (CoglHandle handle);
void
_cogl_texture_set_wrap_mode_parameter (CoglHandle handle,
GLenum wrap_mode);
void
_cogl_texture_set_filters (CoglHandle handle,
GLenum min_filter,
GLenum mag_filter);
void
_cogl_texture_ensure_mipmaps (CoglHandle handle);
void
_cogl_texture_ensure_non_quad_rendering (CoglHandle handle);
/* Utility function to determine which pixel format to use when
dst_format is COGL_PIXEL_FORMAT_ANY. If dst_format is not ANY then
it will just be returned directly */
CoglPixelFormat
_cogl_texture_determine_internal_format (CoglPixelFormat src_format,
CoglPixelFormat dst_format);
/* Utility function to help uploading a bitmap. If the bitmap needs
premult conversion then it will be copied and *copied_bitmap will
be set to TRUE. Otherwise dst_bmp will be set to a shallow copy of
src_bmp. The GLenums needed for uploading are returned */
gboolean
_cogl_texture_prepare_for_upload (CoglBitmap *src_bmp,
CoglPixelFormat dst_format,
CoglPixelFormat *dst_format_out,
CoglBitmap *dst_bmp,
gboolean *copied_bitmap,
GLenum *out_glintformat,
GLenum *out_glformat,
GLenum *out_gltype);
void
_cogl_texture_prep_gl_alignment_for_pixels_upload (int pixels_rowstride);
void
_cogl_texture_prep_gl_alignment_for_pixels_download (int pixels_rowstride);
/* Utility function for implementing manual repeating. Even texture
backends that always support hardware repeating need this because
when foreach_sub_texture_in_region is invoked Cogl will set the
wrap mode to GL_CLAMP_TO_EDGE so hardware repeating can't be
done */
void
_cogl_texture_iterate_manual_repeats (CoglTextureManualRepeatCallback callback,
float tx_1, float ty_1,
float tx_2, float ty_2,
void *user_data);
/* Utility function to use as a fallback for getting the data of any
texture via the framebuffer */
gboolean
_cogl_texture_draw_and_read (CoglHandle handle,
CoglBitmap *target_bmp,
GLuint target_gl_format,
GLuint target_gl_type);
#endif /* __COGL_TEXTURE_PRIVATE_H */