mutter/cogl/cogl-texture-2d-sliced.c
Robert Bragg a9184d5cb7 Export API for uploading a tex subregion from a CoglBuffer
This exposes 2 experimental functions that make it possible to upload a
subregion of a texture from a CoglBuffer by first wrapping the buffer as
a CoglBitmap and then allowing uploading of a subregion from a
CoglBitmap. The new functions are:

cogl_bitmap_new_from_buffer() and
cogl_texture_set_region_from_bitmap()

Actually for now we are exporting this API for practical reasons since
we already had this API internally and it enables a specific feature
that was requested, but it is worth nothing that it's quite likely we
will replace these with functions that don't involve the CoglBitmap API
at some point.

For reference: The CoglBitmap API was actually removed from the 2.0
experimental API reference manual some time ago because the hope was
that we'd come up with a neater replacement. It doesn't seem entirely
clear what the scope of the CoglBitmap api is so it has became a bit of
a dumping ground.  CoglBitmap is used for image loading, as a means to
represent the layout of image data and also internally deals with format
conversions.

Note: Because we are avoiding including CoglBitmap as part of the 2.0
API these functions aren't currently included in the 2.0 reference
manual.

Reviewed-by: Neil Roberts <neil@linux.intel.com>
2011-07-25 22:45:24 +01:00

1409 lines
47 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2007,2008,2009,2010 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:
* 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-debug.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-2d-private.h"
#include "cogl-texture-2d-sliced-private.h"
#include "cogl-texture-driver.h"
#include "cogl-context-private.h"
#include "cogl-handle.h"
#include "cogl-spans.h"
#include "cogl-journal-private.h"
#include "cogl-pipeline-opengl-private.h"
#include <string.h>
#include <stdlib.h>
#include <math.h>
static void _cogl_texture_2d_sliced_free (CoglTexture2DSliced *tex_2ds);
COGL_TEXTURE_INTERNAL_DEFINE (Texture2DSliced, texture_2d_sliced);
static const CoglTextureVtable cogl_texture_2d_sliced_vtable;
typedef struct
{
CoglTexture2DSliced *tex;
CoglSpan *x_span;
CoglSpan *y_span;
CoglTextureSliceCallback callback;
void *user_data;
} ForeachData;
static void
_cogl_texture_2d_sliced_foreach_cb (CoglHandle handle,
const float *slice_coords,
const float *virtual_coords_in,
void *user_data)
{
float virtual_coords_out[4];
ForeachData *data = user_data;
/* Convert the virtual coordinates of the texture slice back to
coordinates in the space of the outer texture */
virtual_coords_out[0] = (virtual_coords_in[0] * data->x_span->size +
data->x_span->start) / data->tex->width;
virtual_coords_out[1] = (virtual_coords_in[1] * data->y_span->size +
data->y_span->start) / data->tex->height;
virtual_coords_out[2] = (virtual_coords_in[2] * data->x_span->size +
data->x_span->start) / data->tex->width;
virtual_coords_out[3] = (virtual_coords_in[3] * data->y_span->size +
data->y_span->start) / data->tex->height;
data->callback (handle,
slice_coords,
virtual_coords_out,
data->user_data);
}
/* To differentiate between texture coordinates of a specific, real, slice
* texture and the texture coordinates of the composite, sliced texture, the
* coordinates of the sliced texture are called "virtual" coordinates and the
* coordinates of slices are called "slice" coordinates. */
/* This function lets you iterate all the slices that lie within the given
* virtual coordinates of the parent sliced texture. */
/* Note: no guarantee is given about the order in which the slices will be
* visited */
static void
_cogl_texture_2d_sliced_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)
{
CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex);
float width = tex_2ds->width;
float height = tex_2ds->height;
CoglSpanIter iter_x;
CoglSpanIter iter_y;
ForeachData data;
data.tex = COGL_TEXTURE_2D_SLICED (tex);
data.callback = callback;
data.user_data = user_data;
/* Slice spans are stored in denormalized coordinates, and this is what
* the _cogl_span_iter_* funcs expect to be given, so we scale the given
* virtual coordinates by the texture size to denormalize.
*/
/* XXX: I wonder if it's worth changing how we store spans so we can avoid
* the need to denormalize here */
virtual_tx_1 *= width;
virtual_ty_1 *= height;
virtual_tx_2 *= width;
virtual_ty_2 *= height;
/* Iterate the y axis of the virtual rectangle */
for (_cogl_span_iter_begin (&iter_y,
tex_2ds->slice_y_spans,
height,
virtual_ty_1,
virtual_ty_2);
!_cogl_span_iter_end (&iter_y);
_cogl_span_iter_next (&iter_y))
{
float y_intersect_start = iter_y.intersect_start;
float y_intersect_end = iter_y.intersect_end;
float slice_ty1;
float slice_ty2;
/* Discard slices out of rectangle early */
if (!iter_y.intersects)
continue;
if (iter_y.flipped)
{
y_intersect_start = iter_y.intersect_end;
y_intersect_end = iter_y.intersect_start;
}
/* Localize slice texture coordinates */
slice_ty1 = y_intersect_start - iter_y.pos;
slice_ty2 = y_intersect_end - iter_y.pos;
/* Normalize slice texture coordinates */
slice_ty1 /= iter_y.span->size;
slice_ty2 /= iter_y.span->size;
data.y_span = iter_y.span;
/* Iterate the x axis of the virtual rectangle */
for (_cogl_span_iter_begin (&iter_x,
tex_2ds->slice_x_spans,
width,
virtual_tx_1,
virtual_tx_2);
!_cogl_span_iter_end (&iter_x);
_cogl_span_iter_next (&iter_x))
{
float x_intersect_start = iter_x.intersect_start;
float x_intersect_end = iter_x.intersect_end;
float slice_tx1;
float slice_tx2;
CoglHandle slice_tex;
/* Discard slices out of rectangle early */
if (!iter_x.intersects)
continue;
if (iter_x.flipped)
{
x_intersect_start = iter_x.intersect_end;
x_intersect_end = iter_x.intersect_start;
}
/* Localize slice texture coordinates */
slice_tx1 = x_intersect_start - iter_x.pos;
slice_tx2 = x_intersect_end - iter_x.pos;
/* Normalize slice texture coordinates */
slice_tx1 /= iter_x.span->size;
slice_tx2 /= iter_x.span->size;
data.x_span = iter_x.span;
/* Pluck out the cogl texture for this slice */
slice_tex = g_array_index (tex_2ds->slice_textures, CoglHandle,
iter_y.index * iter_x.array->len +
iter_x.index);
_cogl_texture_foreach_sub_texture_in_region
(slice_tex,
slice_tx1, slice_ty1, slice_tx2, slice_ty2,
_cogl_texture_2d_sliced_foreach_cb,
&data);
}
}
}
static guint8 *
_cogl_texture_2d_sliced_allocate_waste_buffer (CoglTexture2DSliced *tex_2ds,
CoglPixelFormat format)
{
CoglSpan *last_x_span;
CoglSpan *last_y_span;
guint8 *waste_buf = NULL;
/* If the texture has any waste then allocate a buffer big enough to
fill the gaps */
last_x_span = &g_array_index (tex_2ds->slice_x_spans, CoglSpan,
tex_2ds->slice_x_spans->len - 1);
last_y_span = &g_array_index (tex_2ds->slice_y_spans, CoglSpan,
tex_2ds->slice_y_spans->len - 1);
if (last_x_span->waste > 0 || last_y_span->waste > 0)
{
int bpp = _cogl_get_format_bpp (format);
CoglSpan *first_x_span
= &g_array_index (tex_2ds->slice_x_spans, CoglSpan, 0);
CoglSpan *first_y_span
= &g_array_index (tex_2ds->slice_y_spans, CoglSpan, 0);
unsigned int right_size = first_y_span->size * last_x_span->waste;
unsigned int bottom_size = first_x_span->size * last_y_span->waste;
waste_buf = g_malloc (MAX (right_size, bottom_size) * bpp);
}
return waste_buf;
}
static void
_cogl_texture_2d_sliced_set_waste (CoglTexture2DSliced *tex_2ds,
CoglBitmap *source_bmp,
CoglHandle slice_tex,
guint8 *waste_buf,
CoglSpan *x_span,
CoglSpan *y_span,
CoglSpanIter *x_iter,
CoglSpanIter *y_iter,
int src_x,
int src_y,
int dst_x,
int dst_y)
{
gboolean need_x, need_y;
/* If the x_span is sliced and the upload touches the
rightmost pixels then fill the waste with copies of the
pixels */
need_x = x_span->waste > 0 &&
x_iter->intersect_end - x_iter->pos >= x_span->size - x_span->waste;
/* same for the bottom-most pixels */
need_y = y_span->waste > 0 &&
y_iter->intersect_end - y_iter->pos >= y_span->size - y_span->waste;
if (need_x || need_y)
{
int bmp_rowstride = _cogl_bitmap_get_rowstride (source_bmp);
CoglPixelFormat source_format = _cogl_bitmap_get_format (source_bmp);
int bpp = _cogl_get_format_bpp (source_format);
guint8 *bmp_data;
const guint8 *src;
guint8 *dst;
unsigned int wy, wx;
CoglBitmap *waste_bmp;
bmp_data = _cogl_bitmap_map (source_bmp, COGL_BUFFER_ACCESS_READ, 0);
if (bmp_data == NULL)
return;
if (need_x)
{
src = (bmp_data + ((src_y + (int) y_iter->intersect_start - dst_y) *
bmp_rowstride) +
(src_x + x_span->start + x_span->size -
x_span->waste - dst_x - 1) * bpp);
dst = waste_buf;
for (wy = 0;
wy < y_iter->intersect_end - y_iter->intersect_start;
wy++)
{
for (wx = 0; wx < x_span->waste; wx++)
{
memcpy (dst, src, bpp);
dst += bpp;
}
src += bmp_rowstride;
}
waste_bmp =
_cogl_bitmap_new_from_data (waste_buf,
source_format,
x_span->waste,
y_iter->intersect_end -
y_iter->intersect_start,
x_span->waste * bpp,
NULL,
NULL);
cogl_texture_set_region_from_bitmap (slice_tex,
0, /* src_x */
0, /* src_y */
/* dst_x */
x_span->size - x_span->waste,
y_iter->intersect_start -
y_span->start, /* dst_y */
x_span->waste, /* dst_width */
/* dst_height */
y_iter->intersect_end -
y_iter->intersect_start,
waste_bmp);
cogl_object_unref (waste_bmp);
}
if (need_y)
{
unsigned int copy_width, intersect_width;
src = (bmp_data + ((src_x + (int) x_iter->intersect_start - dst_x) *
bpp) +
(src_y + y_span->start + y_span->size - y_span->waste
- dst_y - 1) * bmp_rowstride);
dst = waste_buf;
if (x_iter->intersect_end - x_iter->pos
>= x_span->size - x_span->waste)
copy_width = x_span->size + x_iter->pos - x_iter->intersect_start;
else
copy_width = x_iter->intersect_end - x_iter->intersect_start;
intersect_width = x_iter->intersect_end - x_iter->intersect_start;
for (wy = 0; wy < y_span->waste; wy++)
{
memcpy (dst, src, intersect_width * bpp);
dst += intersect_width * bpp;
for (wx = intersect_width; wx < copy_width; wx++)
{
memcpy (dst, dst - bpp, bpp);
dst += bpp;
}
}
waste_bmp =
_cogl_bitmap_new_from_data (waste_buf,
source_format,
copy_width,
y_span->waste,
copy_width * bpp,
NULL,
NULL);
cogl_texture_set_region_from_bitmap (slice_tex,
0, /* src_x */
0, /* src_y */
/* dst_x */
x_iter->intersect_start -
x_iter->pos,
/* dst_y */
y_span->size - y_span->waste,
copy_width, /* dst_width */
y_span->waste, /* dst_height */
waste_bmp);
cogl_object_unref (waste_bmp);
}
_cogl_bitmap_unmap (source_bmp);
}
}
static gboolean
_cogl_texture_2d_sliced_upload_to_gl (CoglTexture2DSliced *tex_2ds,
CoglBitmap *bmp)
{
CoglSpan *x_span;
CoglSpan *y_span;
CoglHandle slice_tex;
int x, y;
guint8 *waste_buf;
CoglPixelFormat bmp_format;
bmp_format = _cogl_bitmap_get_format (bmp);
waste_buf = _cogl_texture_2d_sliced_allocate_waste_buffer (tex_2ds,
bmp_format);
/* Iterate vertical slices */
for (y = 0; y < tex_2ds->slice_y_spans->len; ++y)
{
y_span = &g_array_index (tex_2ds->slice_y_spans, CoglSpan, y);
/* Iterate horizontal slices */
for (x = 0; x < tex_2ds->slice_x_spans->len; ++x)
{
int slice_num = y * tex_2ds->slice_x_spans->len + x;
CoglSpanIter x_iter, y_iter;
x_span = &g_array_index (tex_2ds->slice_x_spans, CoglSpan, x);
/* Pick the gl texture object handle */
slice_tex = g_array_index (tex_2ds->slice_textures,
CoglHandle, slice_num);
cogl_texture_set_region_from_bitmap (slice_tex,
x_span->start, /* src x */
y_span->start, /* src y */
0, /* dst x */
0, /* dst y */
x_span->size -
x_span->waste, /* width */
y_span->size -
y_span->waste, /* height */
bmp);
/* Set up a fake iterator that covers the whole slice */
x_iter.intersect_start = x_span->start;
x_iter.intersect_end = (x_span->start +
x_span->size -
x_span->waste);
x_iter.pos = x_span->start;
y_iter.intersect_start = y_span->start;
y_iter.intersect_end = (y_span->start +
y_span->size -
y_span->waste);
y_iter.pos = y_span->start;
_cogl_texture_2d_sliced_set_waste (tex_2ds,
bmp,
slice_tex,
waste_buf,
x_span, y_span,
&x_iter, &y_iter,
0, /* src_x */
0, /* src_y */
0, /* dst_x */
0); /* dst_y */
}
}
if (waste_buf)
g_free (waste_buf);
return TRUE;
}
static gboolean
_cogl_texture_2d_sliced_upload_subregion_to_gl (CoglTexture2DSliced *tex_2ds,
int src_x,
int src_y,
int dst_x,
int dst_y,
int width,
int height,
CoglBitmap *source_bmp,
GLuint source_gl_format,
GLuint source_gl_type)
{
CoglSpan *x_span;
CoglSpan *y_span;
CoglSpanIter x_iter;
CoglSpanIter y_iter;
CoglHandle slice_tex;
int source_x = 0, source_y = 0;
int inter_w = 0, inter_h = 0;
int local_x = 0, local_y = 0;
guint8 *waste_buf;
CoglPixelFormat source_format;
source_format = _cogl_bitmap_get_format (source_bmp);
waste_buf =
_cogl_texture_2d_sliced_allocate_waste_buffer (tex_2ds, source_format);
/* Iterate vertical spans */
for (source_y = src_y,
_cogl_span_iter_begin (&y_iter,
tex_2ds->slice_y_spans,
tex_2ds->height,
dst_y,
dst_y + height);
!_cogl_span_iter_end (&y_iter);
_cogl_span_iter_next (&y_iter),
source_y += inter_h )
{
/* Discard slices out of the subregion early */
if (!y_iter.intersects)
{
inter_h = 0;
continue;
}
y_span = &g_array_index (tex_2ds->slice_y_spans, CoglSpan,
y_iter.index);
/* Iterate horizontal spans */
for (source_x = src_x,
_cogl_span_iter_begin (&x_iter,
tex_2ds->slice_x_spans,
tex_2ds->width,
dst_x,
dst_x + width);
!_cogl_span_iter_end (&x_iter);
_cogl_span_iter_next (&x_iter),
source_x += inter_w )
{
int slice_num;
/* Discard slices out of the subregion early */
if (!x_iter.intersects)
{
inter_w = 0;
continue;
}
x_span = &g_array_index (tex_2ds->slice_x_spans, CoglSpan,
x_iter.index);
/* Pick intersection width and height */
inter_w = (x_iter.intersect_end - x_iter.intersect_start);
inter_h = (y_iter.intersect_end - y_iter.intersect_start);
/* Localize intersection top-left corner to slice*/
local_x = (x_iter.intersect_start - x_iter.pos);
local_y = (y_iter.intersect_start - y_iter.pos);
slice_num = y_iter.index * tex_2ds->slice_x_spans->len + x_iter.index;
/* Pick slice texture */
slice_tex = g_array_index (tex_2ds->slice_textures,
CoglHandle, slice_num);
cogl_texture_set_region_from_bitmap (slice_tex,
source_x,
source_y,
local_x, /* dst x */
local_y, /* dst y */
inter_w, /* width */
inter_h, /* height */
source_bmp);
_cogl_texture_2d_sliced_set_waste (tex_2ds,
source_bmp,
slice_tex,
waste_buf,
x_span, y_span,
&x_iter, &y_iter,
src_x, src_y,
dst_x, dst_y);
}
}
g_free (waste_buf);
return TRUE;
}
static int
_cogl_rect_slices_for_size (int size_to_fill,
int max_span_size,
int max_waste,
GArray *out_spans)
{
int n_spans = 0;
CoglSpan span;
/* Init first slice span */
span.start = 0;
span.size = max_span_size;
span.waste = 0;
/* Repeat until whole area covered */
while (size_to_fill >= span.size)
{
/* Add another slice span of same size */
if (out_spans)
g_array_append_val (out_spans, span);
span.start += span.size;
size_to_fill -= span.size;
n_spans++;
}
/* Add one last smaller slice span */
if (size_to_fill > 0)
{
span.size = size_to_fill;
if (out_spans)
g_array_append_val (out_spans, span);
n_spans++;
}
return n_spans;
}
static int
_cogl_pot_slices_for_size (int size_to_fill,
int max_span_size,
int max_waste,
GArray *out_spans)
{
int n_spans = 0;
CoglSpan span;
/* Init first slice span */
span.start = 0;
span.size = max_span_size;
span.waste = 0;
/* Fix invalid max_waste */
if (max_waste < 0)
max_waste = 0;
while (TRUE)
{
/* Is the whole area covered? */
if (size_to_fill > span.size)
{
/* Not yet - add a span of this size */
if (out_spans)
g_array_append_val (out_spans, span);
span.start += span.size;
size_to_fill -= span.size;
n_spans++;
}
else if (span.size - size_to_fill <= max_waste)
{
/* Yes and waste is small enough */
/* Pick the next power of two up from size_to_fill. This can
sometimes be less than the span.size that would be chosen
otherwise */
span.size = _cogl_util_next_p2 (size_to_fill);
span.waste = span.size - size_to_fill;
if (out_spans)
g_array_append_val (out_spans, span);
return ++n_spans;
}
else
{
/* Yes but waste is too large */
while (span.size - size_to_fill > max_waste)
{
span.size /= 2;
g_assert (span.size > 0);
}
}
}
/* Can't get here */
return 0;
}
static void
_cogl_texture_2d_sliced_set_wrap_mode_parameters (CoglTexture *tex,
GLenum wrap_mode_s,
GLenum wrap_mode_t,
GLenum wrap_mode_p)
{
CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex);
int i;
/* Pass the set wrap mode on to all of the child textures */
for (i = 0; i < tex_2ds->slice_textures->len; i++)
{
CoglHandle slice_tex = g_array_index (tex_2ds->slice_textures,
CoglHandle,
i);
_cogl_texture_set_wrap_mode_parameters (slice_tex,
wrap_mode_s,
wrap_mode_t,
wrap_mode_p);
}
}
static gboolean
_cogl_texture_2d_sliced_slices_create (CoglTexture2DSliced *tex_2ds,
int width, int height,
CoglPixelFormat format,
CoglTextureFlags flags)
{
int max_width;
int max_height;
CoglHandle *slice_textures;
int n_x_slices;
int n_y_slices;
int n_slices;
int x, y;
CoglSpan *x_span;
CoglSpan *y_span;
GLenum gl_intformat;
GLenum gl_type;
int (*slices_for_size) (int, int, int, GArray*);
_COGL_GET_CONTEXT (ctx, FALSE);
/* Initialize size of largest slice according to supported features */
if (cogl_features_available (COGL_FEATURE_TEXTURE_NPOT))
{
max_width = width;
max_height = height;
slices_for_size = _cogl_rect_slices_for_size;
}
else
{
max_width = _cogl_util_next_p2 (width);
max_height = _cogl_util_next_p2 (height);
slices_for_size = _cogl_pot_slices_for_size;
}
ctx->texture_driver->pixel_format_to_gl (format,
&gl_intformat,
NULL,
&gl_type);
/* Negative number means no slicing forced by the user */
if (tex_2ds->max_waste <= -1)
{
CoglSpan span;
/* Check if size supported else bail out */
if (!ctx->texture_driver->size_supported (GL_TEXTURE_2D,
gl_intformat,
gl_type,
max_width,
max_height))
{
return FALSE;
}
n_x_slices = 1;
n_y_slices = 1;
/* Init span arrays */
tex_2ds->slice_x_spans = g_array_sized_new (FALSE, FALSE,
sizeof (CoglSpan),
1);
tex_2ds->slice_y_spans = g_array_sized_new (FALSE, FALSE,
sizeof (CoglSpan),
1);
/* Add a single span for width and height */
span.start = 0;
span.size = max_width;
span.waste = max_width - width;
g_array_append_val (tex_2ds->slice_x_spans, span);
span.size = max_height;
span.waste = max_height - height;
g_array_append_val (tex_2ds->slice_y_spans, span);
}
else
{
/* Decrease the size of largest slice until supported by GL */
while (!ctx->texture_driver->size_supported (GL_TEXTURE_2D,
gl_intformat,
gl_type,
max_width,
max_height))
{
/* Alternate between width and height */
if (max_width > max_height)
max_width /= 2;
else
max_height /= 2;
if (max_width == 0 || max_height == 0)
return FALSE;
}
/* Determine the slices required to cover the bitmap area */
n_x_slices = slices_for_size (width,
max_width, tex_2ds->max_waste,
NULL);
n_y_slices = slices_for_size (height,
max_height, tex_2ds->max_waste,
NULL);
/* Init span arrays with reserved size */
tex_2ds->slice_x_spans = g_array_sized_new (FALSE, FALSE,
sizeof (CoglSpan),
n_x_slices);
tex_2ds->slice_y_spans = g_array_sized_new (FALSE, FALSE,
sizeof (CoglSpan),
n_y_slices);
/* Fill span arrays with info */
slices_for_size (width,
max_width, tex_2ds->max_waste,
tex_2ds->slice_x_spans);
slices_for_size (height,
max_height, tex_2ds->max_waste,
tex_2ds->slice_y_spans);
}
/* Init and resize GL handle array */
n_slices = n_x_slices * n_y_slices;
tex_2ds->slice_textures = g_array_sized_new (FALSE, FALSE,
sizeof (CoglHandle),
n_slices);
g_array_set_size (tex_2ds->slice_textures, n_slices);
/* Generate a "working set" of GL texture objects
* (some implementations might supported faster
* re-binding between textures inside a set) */
slice_textures = (CoglHandle *) tex_2ds->slice_textures->data;
/* Init each GL texture object */
for (y = 0; y < n_y_slices; ++y)
{
y_span = &g_array_index (tex_2ds->slice_y_spans, CoglSpan, y);
for (x = 0; x < n_x_slices; ++x)
{
x_span = &g_array_index (tex_2ds->slice_x_spans, CoglSpan, x);
COGL_NOTE (SLICING, "CREATE SLICE (%d,%d)\tsize (%d,%d)",
x, y,
x_span->size - x_span->waste,
y_span->size - y_span->waste);
slice_textures[y * n_x_slices + x] =
cogl_texture_new_with_size (x_span->size, y_span->size,
COGL_TEXTURE_NO_ATLAS | flags,
format);
}
}
return TRUE;
}
static void
_cogl_texture_2d_sliced_slices_free (CoglTexture2DSliced *tex_2ds)
{
if (tex_2ds->slice_x_spans != NULL)
g_array_free (tex_2ds->slice_x_spans, TRUE);
if (tex_2ds->slice_y_spans != NULL)
g_array_free (tex_2ds->slice_y_spans, TRUE);
if (tex_2ds->slice_textures != NULL)
{
int i;
for (i = 0; i < tex_2ds->slice_textures->len; i++)
{
CoglHandle slice_tex =
g_array_index (tex_2ds->slice_textures, CoglHandle, i);
cogl_handle_unref (slice_tex);
}
g_array_free (tex_2ds->slice_textures, TRUE);
}
}
static void
_cogl_texture_2d_sliced_free (CoglTexture2DSliced *tex_2ds)
{
_cogl_texture_2d_sliced_slices_free (tex_2ds);
/* Chain up */
_cogl_texture_free (COGL_TEXTURE (tex_2ds));
}
static gboolean
_cogl_texture_2d_sliced_init_base (CoglTexture2DSliced *tex_2ds,
int width,
int height,
CoglPixelFormat internal_format,
CoglTextureFlags flags)
{
CoglTexture *tex = COGL_TEXTURE (tex_2ds);
_cogl_texture_init (tex, &cogl_texture_2d_sliced_vtable);
tex_2ds->slice_x_spans = NULL;
tex_2ds->slice_y_spans = NULL;
tex_2ds->slice_textures = NULL;
/* Create slices for the given format and size */
if (!_cogl_texture_2d_sliced_slices_create (tex_2ds,
width,
height,
internal_format,
flags))
return FALSE;
tex_2ds->width = width;
tex_2ds->height = height;
return TRUE;
}
CoglHandle
_cogl_texture_2d_sliced_new_with_size (unsigned int width,
unsigned int height,
CoglTextureFlags flags,
CoglPixelFormat internal_format)
{
CoglTexture2DSliced *tex_2ds;
/* Since no data, we need some internal format */
if (internal_format == COGL_PIXEL_FORMAT_ANY)
internal_format = COGL_PIXEL_FORMAT_RGBA_8888_PRE;
/* Init texture with empty bitmap */
tex_2ds = g_new (CoglTexture2DSliced, 1);
if ((flags & COGL_TEXTURE_NO_SLICING))
tex_2ds->max_waste = -1;
else
tex_2ds->max_waste = COGL_TEXTURE_MAX_WASTE;
if (!_cogl_texture_2d_sliced_init_base (tex_2ds,
width, height,
internal_format,
flags))
{
_cogl_texture_2d_sliced_free (tex_2ds);
return COGL_INVALID_HANDLE;
}
return _cogl_texture_2d_sliced_handle_new (tex_2ds);
}
CoglHandle
_cogl_texture_2d_sliced_new_from_bitmap (CoglBitmap *bmp,
CoglTextureFlags flags,
CoglPixelFormat internal_format)
{
CoglTexture2DSliced *tex_2ds;
CoglBitmap *dst_bmp;
GLenum gl_intformat;
GLenum gl_format;
GLenum gl_type;
int width, height;
g_return_val_if_fail (cogl_is_bitmap (bmp), COGL_INVALID_HANDLE);
width = _cogl_bitmap_get_width (bmp);
height = _cogl_bitmap_get_height (bmp);
/* Create new texture and fill with loaded data */
tex_2ds = g_new0 (CoglTexture2DSliced, 1);
if (flags & COGL_TEXTURE_NO_SLICING)
tex_2ds->max_waste = -1;
else
tex_2ds->max_waste = COGL_TEXTURE_MAX_WASTE;
/* FIXME: If upload fails we should set some kind of
* error flag but still return texture handle if the
* user decides to destroy another texture and upload
* this one instead (reloading from file is not needed
* in that case). As a rule then, everytime a valid
* CoglHandle is returned, it should also be destroyed
* with cogl_handle_unref at some point! */
dst_bmp = _cogl_texture_prepare_for_upload (bmp,
internal_format,
&internal_format,
&gl_intformat,
&gl_format,
&gl_type);
if (dst_bmp == COGL_INVALID_HANDLE)
{
_cogl_texture_2d_sliced_free (tex_2ds);
return COGL_INVALID_HANDLE;
}
if (!_cogl_texture_2d_sliced_init_base (tex_2ds,
width, height,
internal_format,
flags))
goto error;
if (!_cogl_texture_2d_sliced_upload_to_gl (tex_2ds,
dst_bmp))
goto error;
cogl_object_unref (dst_bmp);
return _cogl_texture_2d_sliced_handle_new (tex_2ds);
error:
cogl_object_unref (dst_bmp);
_cogl_texture_2d_sliced_free (tex_2ds);
return COGL_INVALID_HANDLE;
}
CoglHandle
_cogl_texture_2d_sliced_new_from_foreign (GLuint gl_handle,
GLenum gl_target,
GLuint width,
GLuint height,
GLuint x_pot_waste,
GLuint y_pot_waste,
CoglPixelFormat format)
{
/* NOTE: width, height and internal format are not queriable
* in GLES, hence such a function prototype.
*/
GLint gl_width = 0;
GLint gl_height = 0;
CoglTexture2DSliced *tex_2ds;
CoglTexture *tex;
CoglSpan x_span;
CoglSpan y_span;
CoglHandle tex_2d;
_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
/* This should only be called when the texture target is 2D. If a
rectangle texture is used then _cogl_texture_new_from_foreign
will create a cogl_texture_rectangle instead */
g_assert (gl_target == GL_TEXTURE_2D);
gl_width = width + x_pot_waste;
gl_height = height + y_pot_waste;
/* Validate pot waste */
if (x_pot_waste < 0 || x_pot_waste >= width ||
y_pot_waste < 0 || y_pot_waste >= height)
return COGL_INVALID_HANDLE;
tex_2d = cogl_texture_2d_new_from_foreign (ctx,
gl_target,
gl_width,
gl_height,
format,
NULL);
if (!tex_2d)
return COGL_INVALID_HANDLE;
/* The texture 2d backend may use a different pixel format if it
queries the actual texture so we'll refetch the format it
actually used */
format = cogl_texture_get_format (tex_2d);
/* Create new texture */
tex_2ds = g_new0 (CoglTexture2DSliced, 1);
tex = COGL_TEXTURE (tex_2ds);
tex->vtable = &cogl_texture_2d_sliced_vtable;
tex_2ds->width = gl_width - x_pot_waste;
tex_2ds->height = gl_height - y_pot_waste;
tex_2ds->max_waste = 0;
/* Create slice arrays */
tex_2ds->slice_x_spans =
g_array_sized_new (FALSE, FALSE,
sizeof (CoglSpan), 1);
tex_2ds->slice_y_spans =
g_array_sized_new (FALSE, FALSE,
sizeof (CoglSpan), 1);
tex_2ds->slice_textures =
g_array_sized_new (FALSE, FALSE,
sizeof (CoglHandle), 1);
/* Store info for a single slice */
x_span.start = 0;
x_span.size = gl_width;
x_span.waste = x_pot_waste;
g_array_append_val (tex_2ds->slice_x_spans, x_span);
y_span.start = 0;
y_span.size = gl_height;
y_span.waste = y_pot_waste;
g_array_append_val (tex_2ds->slice_y_spans, y_span);
g_array_append_val (tex_2ds->slice_textures, tex_2d);
return _cogl_texture_2d_sliced_handle_new (tex_2ds);
}
static gboolean
_cogl_texture_2d_sliced_is_foreign (CoglTexture *tex)
{
CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex);
CoglHandle slice_tex;
/* Make sure slices were created */
if (tex_2ds->slice_textures == NULL)
return FALSE;
/* Pass the call on to the first slice */
slice_tex = g_array_index (tex_2ds->slice_textures, CoglHandle, 0);
return _cogl_texture_is_foreign (slice_tex);
}
static int
_cogl_texture_2d_sliced_get_max_waste (CoglTexture *tex)
{
CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex);
return tex_2ds->max_waste;
}
static gboolean
_cogl_texture_2d_sliced_is_sliced (CoglTexture *tex)
{
CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex);
if (tex_2ds->slice_textures == NULL)
return FALSE;
if (tex_2ds->slice_textures->len <= 1)
return FALSE;
return TRUE;
}
static gboolean
_cogl_texture_2d_sliced_can_hardware_repeat (CoglTexture *tex)
{
CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex);
CoglHandle slice_tex;
CoglSpan *x_span;
CoglSpan *y_span;
/* If there's more than one texture then we can't hardware repeat */
if (tex_2ds->slice_textures->len != 1)
return FALSE;
/* If there's any waste then we can't hardware repeat */
x_span = &g_array_index (tex_2ds->slice_x_spans, CoglSpan, 0);
y_span = &g_array_index (tex_2ds->slice_y_spans, CoglSpan, 0);
if (x_span->waste > 0 || y_span->waste > 0)
return FALSE;
/* Otherwise pass the query on to the single slice texture */
slice_tex = g_array_index (tex_2ds->slice_textures, CoglHandle, 0);
return _cogl_texture_can_hardware_repeat (slice_tex);
}
static void
_cogl_texture_2d_sliced_transform_coords_to_gl (CoglTexture *tex,
float *s,
float *t)
{
CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex);
CoglSpan *x_span;
CoglSpan *y_span;
CoglHandle slice_tex;
g_assert (!_cogl_texture_2d_sliced_is_sliced (tex));
/* Don't include the waste in the texture coordinates */
x_span = &g_array_index (tex_2ds->slice_x_spans, CoglSpan, 0);
y_span = &g_array_index (tex_2ds->slice_y_spans, CoglSpan, 0);
*s *= tex_2ds->width / (float)x_span->size;
*t *= tex_2ds->height / (float)y_span->size;
/* Let the child texture further transform the coords */
slice_tex = g_array_index (tex_2ds->slice_textures, CoglHandle, 0);
_cogl_texture_transform_coords_to_gl (slice_tex, s, t);
}
static CoglTransformResult
_cogl_texture_2d_sliced_transform_quad_coords_to_gl (CoglTexture *tex,
float *coords)
{
gboolean need_repeat = FALSE;
int i;
/* This is a bit lazy - in the case where the quad lies entirely
* within a single slice we could avoid the fallback. But that
* could likely lead to visual inconsistency if the fallback involves
* dropping layers, so this might be the right thing to do anyways.
*/
if (_cogl_texture_2d_sliced_is_sliced (tex))
return COGL_TRANSFORM_SOFTWARE_REPEAT;
for (i = 0; i < 4; i++)
if (coords[i] < 0.0f || coords[i] > 1.0f)
need_repeat = TRUE;
if (need_repeat && !_cogl_texture_2d_sliced_can_hardware_repeat (tex))
return COGL_TRANSFORM_SOFTWARE_REPEAT;
_cogl_texture_2d_sliced_transform_coords_to_gl (tex, coords + 0, coords + 1);
_cogl_texture_2d_sliced_transform_coords_to_gl (tex, coords + 2, coords + 3);
return (need_repeat
? COGL_TRANSFORM_HARDWARE_REPEAT : COGL_TRANSFORM_NO_REPEAT);
}
static gboolean
_cogl_texture_2d_sliced_get_gl_texture (CoglTexture *tex,
GLuint *out_gl_handle,
GLenum *out_gl_target)
{
CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex);
CoglHandle slice_tex;
if (tex_2ds->slice_textures == NULL)
return FALSE;
if (tex_2ds->slice_textures->len < 1)
return FALSE;
slice_tex = g_array_index (tex_2ds->slice_textures, CoglHandle, 0);
return cogl_texture_get_gl_texture (slice_tex, out_gl_handle, out_gl_target);
}
static void
_cogl_texture_2d_sliced_set_filters (CoglTexture *tex,
GLenum min_filter,
GLenum mag_filter)
{
CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex);
CoglHandle slice_tex;
int i;
/* Make sure slices were created */
if (tex_2ds->slice_textures == NULL)
return;
/* Apply new filters to every slice. The slice texture itself should
cache the value and avoid resubmitting the same filter value to
GL */
for (i = 0; i < tex_2ds->slice_textures->len; i++)
{
slice_tex = g_array_index (tex_2ds->slice_textures, CoglHandle, i);
_cogl_texture_set_filters (slice_tex, min_filter, mag_filter);
}
}
static void
_cogl_texture_2d_sliced_pre_paint (CoglTexture *tex,
CoglTexturePrePaintFlags flags)
{
CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex);
int i;
/* Make sure slices were created */
if (tex_2ds->slice_textures == NULL)
return;
/* Pass the pre-paint on to every slice */
for (i = 0; i < tex_2ds->slice_textures->len; i++)
{
CoglHandle slice_tex = g_array_index (tex_2ds->slice_textures,
CoglHandle, i);
_cogl_texture_pre_paint (slice_tex, flags);
}
}
static void
_cogl_texture_2d_sliced_ensure_non_quad_rendering (CoglTexture *tex)
{
CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex);
int i;
/* Make sure slices were created */
if (tex_2ds->slice_textures == NULL)
return;
/* Pass the call on to every slice */
for (i = 0; i < tex_2ds->slice_textures->len; i++)
{
CoglHandle slice_tex = g_array_index (tex_2ds->slice_textures,
CoglHandle, i);
_cogl_texture_ensure_non_quad_rendering (slice_tex);
}
}
static gboolean
_cogl_texture_2d_sliced_set_region (CoglTexture *tex,
int src_x,
int src_y,
int dst_x,
int dst_y,
unsigned int dst_width,
unsigned int dst_height,
CoglBitmap *bmp)
{
CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex);
GLenum gl_format;
GLenum gl_type;
_COGL_GET_CONTEXT (ctx, FALSE);
ctx->texture_driver->pixel_format_to_gl (_cogl_bitmap_get_format (bmp),
NULL, /* internal format */
&gl_format,
&gl_type);
/* Send data to GL */
_cogl_texture_2d_sliced_upload_subregion_to_gl (tex_2ds,
src_x, src_y,
dst_x, dst_y,
dst_width, dst_height,
bmp,
gl_format,
gl_type);
return TRUE;
}
static CoglPixelFormat
_cogl_texture_2d_sliced_get_format (CoglTexture *tex)
{
CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex);
CoglHandle slice_tex;
/* Make sure slices were created */
if (tex_2ds->slice_textures == NULL)
return 0;
/* Pass the call on to the first slice */
slice_tex = g_array_index (tex_2ds->slice_textures, CoglHandle, 0);
return cogl_texture_get_format (slice_tex);
}
static GLenum
_cogl_texture_2d_sliced_get_gl_format (CoglTexture *tex)
{
CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex);
CoglHandle slice_tex;
/* Make sure slices were created */
if (tex_2ds->slice_textures == NULL)
return 0;
/* Pass the call on to the first slice */
slice_tex = g_array_index (tex_2ds->slice_textures, CoglHandle, 0);
return _cogl_texture_get_gl_format (slice_tex);
}
static int
_cogl_texture_2d_sliced_get_width (CoglTexture *tex)
{
return COGL_TEXTURE_2D_SLICED (tex)->width;
}
static int
_cogl_texture_2d_sliced_get_height (CoglTexture *tex)
{
return COGL_TEXTURE_2D_SLICED (tex)->height;
}
static const CoglTextureVtable
cogl_texture_2d_sliced_vtable =
{
_cogl_texture_2d_sliced_set_region,
NULL, /* get_data */
_cogl_texture_2d_sliced_foreach_sub_texture_in_region,
_cogl_texture_2d_sliced_get_max_waste,
_cogl_texture_2d_sliced_is_sliced,
_cogl_texture_2d_sliced_can_hardware_repeat,
_cogl_texture_2d_sliced_transform_coords_to_gl,
_cogl_texture_2d_sliced_transform_quad_coords_to_gl,
_cogl_texture_2d_sliced_get_gl_texture,
_cogl_texture_2d_sliced_set_filters,
_cogl_texture_2d_sliced_pre_paint,
_cogl_texture_2d_sliced_ensure_non_quad_rendering,
_cogl_texture_2d_sliced_set_wrap_mode_parameters,
_cogl_texture_2d_sliced_get_format,
_cogl_texture_2d_sliced_get_gl_format,
_cogl_texture_2d_sliced_get_width,
_cogl_texture_2d_sliced_get_height,
_cogl_texture_2d_sliced_is_foreign
};