mutter/cogl/cogl-texture-2d.c
Neil Roberts af591f5c09 cogl-texture-2d: Optimise _cogl_texture_2d_is_pot
This takes the simple algorithm from here:

http://graphics.stanford.edu/~seander/bithacks.html#DetermineIfPowerOf2

This avoids a loop and is much faster.
2010-05-20 12:40:59 +01:00

641 lines
20 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 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/>.
*
*
*
* Authors:
* Neil Roberts <neil@linux.intel.com>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include "cogl-internal.h"
#include "cogl-util.h"
#include "cogl-texture-private.h"
#include "cogl-texture-2d-private.h"
#include "cogl-texture-driver.h"
#include "cogl-context.h"
#include "cogl-handle.h"
#include "cogl-journal-private.h"
#include <string.h>
#include <math.h>
static void _cogl_texture_2d_free (CoglTexture2D *tex_2d);
COGL_HANDLE_DEFINE (Texture2D, texture_2d);
static const CoglTextureVtable cogl_texture_2d_vtable;
typedef struct _CoglTexture2DManualRepeatData
{
CoglTexture2D *tex_2d;
CoglTextureSliceCallback callback;
void *user_data;
} CoglTexture2DManualRepeatData;
static void
_cogl_texture_2d_wrap_coords (float t_1, float t_2,
float *out_t_1, float *out_t_2)
{
float int_part;
/* Wrap t_1 and t_2 to the range [0,1] */
modff (t_1 < t_2 ? t_1 : t_2, &int_part);
t_1 -= int_part;
t_2 -= int_part;
if (cogl_util_float_signbit (int_part))
{
*out_t_1 = 1.0f + t_1;
*out_t_2 = 1.0f + t_2;
}
else
{
*out_t_1 = t_1;
*out_t_2 = t_2;
}
}
static void
_cogl_texture_2d_manual_repeat_cb (const float *coords,
void *user_data)
{
CoglTexture2DManualRepeatData *data = user_data;
float slice_coords[4];
_cogl_texture_2d_wrap_coords (coords[0], coords[2],
slice_coords + 0, slice_coords + 2);
_cogl_texture_2d_wrap_coords (coords[1], coords[3],
slice_coords + 1, slice_coords + 3);
data->callback (COGL_TEXTURE (data->tex_2d),
data->tex_2d->gl_texture,
GL_TEXTURE_2D,
slice_coords,
coords,
data->user_data);
}
static void
_cogl_texture_2d_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)
{
CoglTexture2D *tex_2d = COGL_TEXTURE_2D (tex);
CoglTexture2DManualRepeatData data;
data.tex_2d = tex_2d;
data.callback = callback;
data.user_data = user_data;
/* We need to implement manual repeating because if Cogl is calling
this function then it will set the wrap mode to GL_CLAMP_TO_EDGE
and hardware repeating can't be done */
_cogl_texture_iterate_manual_repeats (_cogl_texture_2d_manual_repeat_cb,
virtual_tx_1, virtual_ty_1,
virtual_tx_2, virtual_ty_2,
&data);
}
static void
_cogl_texture_2d_set_wrap_mode_parameters (CoglTexture *tex,
GLenum wrap_mode_s,
GLenum wrap_mode_t,
GLenum wrap_mode_r)
{
CoglTexture2D *tex_2d = COGL_TEXTURE_2D (tex);
/* Only set the wrap mode if it's different from the current value
to avoid too many GL calls. Texture 2D doesn't make use of the r
coordinate so we can ignore its wrap mode */
if (tex_2d->wrap_mode_s != wrap_mode_s ||
tex_2d->wrap_mode_t != wrap_mode_t)
{
GE( glBindTexture (GL_TEXTURE_2D, tex_2d->gl_texture) );
GE( glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap_mode_s) );
GE( glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap_mode_t) );
tex_2d->wrap_mode_s = wrap_mode_s;
tex_2d->wrap_mode_t = wrap_mode_t;
}
}
static void
_cogl_texture_2d_free (CoglTexture2D *tex_2d)
{
GE( glDeleteTextures (1, &tex_2d->gl_texture) );
g_free (tex_2d);
}
static gboolean
_cogl_texture_2d_is_pot (unsigned int num)
{
/* Make sure there is only one bit set */
return (num & (num - 1)) == 0;
}
static gboolean
_cogl_texture_2d_can_create (unsigned int width,
unsigned int height,
CoglPixelFormat internal_format)
{
GLenum gl_intformat;
GLenum gl_type;
/* If the driver doesn't support glGenerateMipmap then we need to
store a copy of the first pixels to cause an update. Instead of
duplicating the code here we'll just make it fallback to
CoglTexture2DSliced */
if (!cogl_features_available (COGL_FEATURE_OFFSCREEN))
return FALSE;
/* If NPOT textures aren't supported then the size must be a power
of two */
if (!cogl_features_available (COGL_FEATURE_TEXTURE_NPOT) &&
(!_cogl_texture_2d_is_pot (width) ||
!_cogl_texture_2d_is_pot (height)))
return FALSE;
_cogl_pixel_format_to_gl (internal_format,
&gl_intformat,
NULL,
&gl_type);
/* Check that the driver can create a texture with that size */
if (!_cogl_texture_driver_size_supported (GL_TEXTURE_2D,
gl_intformat,
gl_type,
width,
height))
return FALSE;
return TRUE;
}
static CoglTexture2D *
_cogl_texture_2d_create_base (unsigned int width,
unsigned int height,
CoglTextureFlags flags,
CoglPixelFormat internal_format)
{
CoglTexture2D *tex_2d = g_new (CoglTexture2D, 1);
CoglTexture *tex = COGL_TEXTURE (tex_2d);
tex->vtable = &cogl_texture_2d_vtable;
tex_2d->width = width;
tex_2d->height = height;
tex_2d->mipmaps_dirty = TRUE;
tex_2d->auto_mipmap = (flags & COGL_TEXTURE_NO_AUTO_MIPMAP) == 0;
/* We default to GL_LINEAR for both filters */
tex_2d->min_filter = GL_LINEAR;
tex_2d->mag_filter = GL_LINEAR;
/* Wrap mode not yet set */
tex_2d->wrap_mode_s = GL_FALSE;
tex_2d->wrap_mode_t = GL_FALSE;
tex_2d->format = internal_format;
return tex_2d;
}
CoglHandle
_cogl_texture_2d_new_with_size (unsigned int width,
unsigned int height,
CoglTextureFlags flags,
CoglPixelFormat internal_format)
{
CoglTexture2D *tex_2d;
GLenum gl_intformat;
GLenum gl_format;
GLenum gl_type;
/* Since no data, we need some internal format */
if (internal_format == COGL_PIXEL_FORMAT_ANY)
internal_format = COGL_PIXEL_FORMAT_RGBA_8888_PRE;
if (!_cogl_texture_2d_can_create (width, height, internal_format))
return COGL_INVALID_HANDLE;
internal_format = _cogl_pixel_format_to_gl (internal_format,
&gl_intformat,
&gl_format,
&gl_type);
tex_2d = _cogl_texture_2d_create_base (width, height, flags, internal_format);
_cogl_texture_driver_gen (GL_TEXTURE_2D, 1, &tex_2d->gl_texture);
GE( glBindTexture (GL_TEXTURE_2D, tex_2d->gl_texture) );
GE( glTexImage2D (GL_TEXTURE_2D, 0, gl_intformat,
width, height, 0, gl_format, gl_type, NULL) );
return _cogl_texture_2d_handle_new (tex_2d);
}
CoglHandle
_cogl_texture_2d_new_from_bitmap (CoglHandle bmp_handle,
CoglTextureFlags flags,
CoglPixelFormat internal_format)
{
CoglTexture2D *tex_2d;
CoglBitmap *bmp = (CoglBitmap *)bmp_handle;
CoglBitmap dst_bmp;
gboolean dst_bmp_owner;
GLenum gl_intformat;
GLenum gl_format;
GLenum gl_type;
g_return_val_if_fail (bmp_handle != COGL_INVALID_HANDLE, COGL_INVALID_HANDLE);
internal_format = _cogl_texture_determine_internal_format (bmp->format,
internal_format);
if (!_cogl_texture_2d_can_create (bmp->width, bmp->height, internal_format))
return COGL_INVALID_HANDLE;
if (!_cogl_texture_prepare_for_upload (bmp,
internal_format,
&internal_format,
&dst_bmp,
&dst_bmp_owner,
&gl_intformat,
&gl_format,
&gl_type))
return COGL_INVALID_HANDLE;
tex_2d = _cogl_texture_2d_create_base (bmp->width,
bmp->height,
flags,
internal_format);
_cogl_texture_driver_gen (GL_TEXTURE_2D, 1, &tex_2d->gl_texture);
_cogl_texture_driver_upload_to_gl (GL_TEXTURE_2D,
tex_2d->gl_texture,
&dst_bmp,
gl_intformat,
gl_format,
gl_type);
tex_2d->gl_format = gl_intformat;
if (dst_bmp_owner)
g_free (dst_bmp.data);
return _cogl_texture_2d_handle_new (tex_2d);
}
static int
_cogl_texture_2d_get_max_waste (CoglTexture *tex)
{
return -1;
}
static gboolean
_cogl_texture_2d_is_sliced (CoglTexture *tex)
{
return FALSE;
}
static gboolean
_cogl_texture_2d_can_hardware_repeat (CoglTexture *tex)
{
return TRUE;
}
static void
_cogl_texture_2d_transform_coords_to_gl (CoglTexture *tex,
float *s,
float *t)
{
/* The texture coordinates map directly so we don't need to do
anything */
}
static CoglTransformResult
_cogl_texture_2d_transform_quad_coords_to_gl (CoglTexture *tex,
float *coords)
{
/* The texture coordinates map directly so we don't need to do
anything other than check for repeats */
gboolean need_repeat = FALSE;
int i;
for (i = 0; i < 4; i++)
if (coords[i] < 0.0f || coords[i] > 1.0f)
need_repeat = TRUE;
return (need_repeat ? COGL_TRANSFORM_HARDWARE_REPEAT
: COGL_TRANSFORM_NO_REPEAT);
}
static gboolean
_cogl_texture_2d_get_gl_texture (CoglTexture *tex,
GLuint *out_gl_handle,
GLenum *out_gl_target)
{
CoglTexture2D *tex_2d = COGL_TEXTURE_2D (tex);
if (out_gl_handle)
*out_gl_handle = tex_2d->gl_texture;
if (out_gl_target)
*out_gl_target = GL_TEXTURE_2D;
return TRUE;
}
static void
_cogl_texture_2d_set_filters (CoglTexture *tex,
GLenum min_filter,
GLenum mag_filter)
{
CoglTexture2D *tex_2d = COGL_TEXTURE_2D (tex);
if (min_filter == tex_2d->min_filter
&& mag_filter == tex_2d->mag_filter)
return;
/* Store new values */
tex_2d->min_filter = min_filter;
tex_2d->mag_filter = mag_filter;
/* Apply new filters to the texture */
GE( glBindTexture (GL_TEXTURE_2D, tex_2d->gl_texture) );
GE( glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter) );
GE( glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter) );
}
static void
_cogl_texture_2d_ensure_mipmaps (CoglTexture *tex)
{
CoglTexture2D *tex_2d = COGL_TEXTURE_2D (tex);
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Only update if the mipmaps are dirty */
if (!tex_2d->auto_mipmap || !tex_2d->mipmaps_dirty)
return;
GE( glBindTexture (GL_TEXTURE_2D, tex_2d->gl_texture) );
/* glGenerateMipmap is defined in the FBO extension. We only allow
CoglTexture2D instances to be created if this feature is
available so we don't need to check for the extension */
_cogl_texture_driver_gl_generate_mipmaps (GL_TEXTURE_2D);
tex_2d->mipmaps_dirty = FALSE;
}
static void
_cogl_texture_2d_ensure_non_quad_rendering (CoglTexture *tex)
{
/* Nothing needs to be done */
}
static gboolean
_cogl_texture_2d_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)
{
CoglTexture2D *tex_2d = COGL_TEXTURE_2D (tex);
int bpp;
CoglBitmap source_bmp;
CoglBitmap tmp_bmp;
gboolean tmp_bmp_owner = FALSE;
GLenum closest_gl_format;
GLenum closest_gl_type;
/* Check for valid format */
if (format == COGL_PIXEL_FORMAT_ANY)
return FALSE;
/* Shortcut out early if the image is empty */
if (width == 0 || height == 0)
return TRUE;
/* Init source bitmap */
source_bmp.width = width;
source_bmp.height = height;
source_bmp.format = format;
source_bmp.data = (guint8 *)data;
/* Rowstride from width if none specified */
bpp = _cogl_get_format_bpp (format);
source_bmp.rowstride = (rowstride == 0) ? width * bpp : rowstride;
/* Prepare the bitmap so that it will do the premultiplication
conversion */
_cogl_texture_prepare_for_upload (&source_bmp,
tex_2d->format,
NULL,
&tmp_bmp,
&tmp_bmp_owner,
NULL,
&closest_gl_format,
&closest_gl_type);
/* Send data to GL */
_cogl_texture_driver_upload_subregion_to_gl (GL_TEXTURE_2D,
tex_2d->gl_texture,
src_x, src_y,
dst_x, dst_y,
dst_width, dst_height,
&tmp_bmp,
closest_gl_format,
closest_gl_type);
/* Free data if owner */
if (tmp_bmp_owner)
g_free (tmp_bmp.data);
return TRUE;
}
static int
_cogl_texture_2d_get_data (CoglTexture *tex,
CoglPixelFormat format,
unsigned int rowstride,
guint8 *data)
{
CoglTexture2D *tex_2d = COGL_TEXTURE_2D (tex);
int bpp;
int byte_size;
CoglPixelFormat closest_format;
int closest_bpp;
GLenum closest_gl_format;
GLenum closest_gl_type;
CoglBitmap target_bmp;
CoglBitmap new_bmp;
gboolean success;
guint8 *src;
guint8 *dst;
int y;
/* Default to internal format if none specified */
if (format == COGL_PIXEL_FORMAT_ANY)
format = tex_2d->format;
/* Rowstride from texture width if none specified */
bpp = _cogl_get_format_bpp (format);
if (rowstride == 0)
rowstride = tex_2d->width * bpp;
/* Return byte size if only that requested */
byte_size = tex_2d->height * rowstride;
if (data == NULL)
return byte_size;
closest_format =
_cogl_texture_driver_find_best_gl_get_data_format (format,
&closest_gl_format,
&closest_gl_type);
closest_bpp = _cogl_get_format_bpp (closest_format);
target_bmp.width = tex_2d->width;
target_bmp.height = tex_2d->height;
/* Is the requested format supported? */
if (closest_format == format)
{
/* Target user data directly */
target_bmp.format = format;
target_bmp.rowstride = rowstride;
target_bmp.data = data;
}
else
{
/* Target intermediate buffer */
target_bmp.format = closest_format;
target_bmp.rowstride = target_bmp.width * closest_bpp;
target_bmp.data = g_malloc (target_bmp.height * target_bmp.rowstride);
}
_cogl_texture_driver_prep_gl_for_pixels_download (target_bmp.rowstride,
closest_bpp);
GE( glBindTexture (GL_TEXTURE_2D, tex_2d->gl_texture) );
if (!_cogl_texture_driver_gl_get_tex_image (GL_TEXTURE_2D,
closest_gl_format,
closest_gl_type,
target_bmp.data))
{
/* XXX: In some cases _cogl_texture_2d_download_from_gl may
* fail to read back the texture data; such as for GLES which doesn't
* support glGetTexImage, so here we fallback to drawing the texture
* and reading the pixels from the framebuffer. */
_cogl_texture_draw_and_read (tex, &target_bmp,
closest_gl_format,
closest_gl_type);
}
/* Was intermediate used? */
if (closest_format != format)
{
/* Convert to requested format */
success = _cogl_bitmap_convert_format_and_premult (&target_bmp,
&new_bmp,
format);
/* Free intermediate data and return if failed */
g_free (target_bmp.data);
if (!success)
return 0;
/* Copy to user buffer */
for (y = 0; y < new_bmp.height; ++y)
{
src = new_bmp.data + y * new_bmp.rowstride;
dst = data + y * rowstride;
memcpy (dst, src, new_bmp.width);
}
/* Free converted data */
g_free (new_bmp.data);
}
return byte_size;
}
static CoglPixelFormat
_cogl_texture_2d_get_format (CoglTexture *tex)
{
return COGL_TEXTURE_2D (tex)->format;
}
static GLenum
_cogl_texture_2d_get_gl_format (CoglTexture *tex)
{
return COGL_TEXTURE_2D (tex)->gl_format;
}
static int
_cogl_texture_2d_get_width (CoglTexture *tex)
{
return COGL_TEXTURE_2D (tex)->width;
}
static int
_cogl_texture_2d_get_height (CoglTexture *tex)
{
return COGL_TEXTURE_2D (tex)->height;
}
static const CoglTextureVtable
cogl_texture_2d_vtable =
{
_cogl_texture_2d_set_region,
_cogl_texture_2d_get_data,
_cogl_texture_2d_foreach_sub_texture_in_region,
_cogl_texture_2d_get_max_waste,
_cogl_texture_2d_is_sliced,
_cogl_texture_2d_can_hardware_repeat,
_cogl_texture_2d_transform_coords_to_gl,
_cogl_texture_2d_transform_quad_coords_to_gl,
_cogl_texture_2d_get_gl_texture,
_cogl_texture_2d_set_filters,
_cogl_texture_2d_ensure_mipmaps,
_cogl_texture_2d_ensure_non_quad_rendering,
_cogl_texture_2d_set_wrap_mode_parameters,
_cogl_texture_2d_get_format,
_cogl_texture_2d_get_gl_format,
_cogl_texture_2d_get_width,
_cogl_texture_2d_get_height
};