ae88bff329
The CoglTexture2DSliced backend has a fallback for when the framebuffer extension is missing so it's not possible to use glGenerateMipmap. This involves keeping a copy of the upper-left pixel of the tex image so that we can temporarily enable GL_GENERATE_MIPMAP on the texture object and do a sub texture update by reuploading the contents of the first pixel. This patch copies that mechanism to the 2D and 3D backends. The CoglTexturePixel structure which was previously internal to the sliced backend has been moved to cogl-texture-private.h so that it can be shared.
672 lines
21 KiB
C
672 lines
21 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2010 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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* Authors:
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* Neil Roberts <neil@linux.intel.com>
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl.h"
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#include "cogl-internal.h"
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#include "cogl-util.h"
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#include "cogl-texture-private.h"
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#include "cogl-texture-2d-private.h"
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#include "cogl-texture-3d-private.h"
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#include "cogl-texture-driver.h"
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#include "cogl-context.h"
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#include "cogl-handle.h"
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#include "cogl-journal-private.h"
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#include "cogl-material-private.h"
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#include <string.h>
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#include <math.h>
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/* These might not be defined on GLES */
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#ifndef GL_TEXTURE_3D
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#define GL_TEXTURE_3D 0x806F
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#endif
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#ifndef GL_TEXTURE_WRAP_R
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#define GL_TEXTURE_WRAP_R 0x8072
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#endif
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#define glTexImage3D ctx->drv.pf_glTexImage3D
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static void _cogl_texture_3d_free (CoglTexture3D *tex_3d);
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COGL_TEXTURE_DEFINE (Texture3D, texture_3d);
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static const CoglTextureVtable cogl_texture_3d_vtable;
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typedef struct _CoglTexture3DManualRepeatData
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{
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CoglTexture3D *tex_3d;
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CoglTextureSliceCallback callback;
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void *user_data;
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} CoglTexture3DManualRepeatData;
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static void
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_cogl_texture_3d_wrap_coords (float t_1, float t_2,
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float *out_t_1, float *out_t_2)
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{
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float int_part;
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/* Wrap t_1 and t_2 to the range [0,1] */
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modff (t_1 < t_2 ? t_1 : t_2, &int_part);
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t_1 -= int_part;
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t_2 -= int_part;
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if (cogl_util_float_signbit (int_part))
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{
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*out_t_1 = 1.0f + t_1;
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*out_t_2 = 1.0f + t_2;
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}
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else
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{
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*out_t_1 = t_1;
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*out_t_2 = t_2;
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}
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}
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static void
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_cogl_texture_3d_manual_repeat_cb (const float *coords,
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void *user_data)
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{
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CoglTexture3DManualRepeatData *data = user_data;
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float slice_coords[4];
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_cogl_texture_3d_wrap_coords (coords[0], coords[2],
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slice_coords + 0, slice_coords + 2);
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_cogl_texture_3d_wrap_coords (coords[1], coords[3],
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slice_coords + 1, slice_coords + 3);
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data->callback (COGL_TEXTURE (data->tex_3d),
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data->tex_3d->gl_texture,
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GL_TEXTURE_3D,
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slice_coords,
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coords,
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data->user_data);
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}
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static void
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_cogl_texture_3d_foreach_sub_texture_in_region (
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CoglTexture *tex,
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float virtual_tx_1,
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float virtual_ty_1,
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float virtual_tx_2,
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float virtual_ty_2,
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CoglTextureSliceCallback callback,
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void *user_data)
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{
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CoglTexture3D *tex_3d = COGL_TEXTURE_3D (tex);
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CoglTexture3DManualRepeatData data;
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data.tex_3d = tex_3d;
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data.callback = callback;
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data.user_data = user_data;
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/* We need to implement manual repeating because if Cogl is calling
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this function then it will set the wrap mode to GL_CLAMP_TO_EDGE
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and hardware repeating can't be done */
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_cogl_texture_iterate_manual_repeats (_cogl_texture_3d_manual_repeat_cb,
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virtual_tx_1, virtual_ty_1,
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virtual_tx_2, virtual_ty_2,
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&data);
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}
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static void
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_cogl_texture_3d_set_wrap_mode_parameters (CoglTexture *tex,
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GLenum wrap_mode_s,
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GLenum wrap_mode_t,
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GLenum wrap_mode_p)
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{
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CoglTexture3D *tex_3d = COGL_TEXTURE_3D (tex);
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/* Only set the wrap mode if it's different from the current value
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to avoid too many GL calls. */
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if (tex_3d->wrap_mode_s != wrap_mode_s ||
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tex_3d->wrap_mode_t != wrap_mode_t ||
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tex_3d->wrap_mode_p != wrap_mode_p)
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{
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_cogl_bind_gl_texture_transient (GL_TEXTURE_3D,
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tex_3d->gl_texture,
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FALSE);
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GE( glTexParameteri (GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, wrap_mode_s) );
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GE( glTexParameteri (GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, wrap_mode_t) );
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GE( glTexParameteri (GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, wrap_mode_p) );
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tex_3d->wrap_mode_s = wrap_mode_s;
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tex_3d->wrap_mode_t = wrap_mode_t;
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tex_3d->wrap_mode_p = wrap_mode_p;
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}
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}
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static void
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_cogl_texture_3d_free (CoglTexture3D *tex_3d)
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{
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_cogl_delete_gl_texture (tex_3d->gl_texture);
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/* Chain up */
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_cogl_texture_free (COGL_TEXTURE (tex_3d));
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}
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static CoglTexture3D *
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_cogl_texture_3d_create_base (unsigned int width,
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unsigned int height,
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unsigned int depth,
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CoglTextureFlags flags,
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CoglPixelFormat internal_format)
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{
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CoglTexture3D *tex_3d = g_new (CoglTexture3D, 1);
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CoglTexture *tex = COGL_TEXTURE (tex_3d);
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tex->vtable = &cogl_texture_3d_vtable;
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tex_3d->width = width;
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tex_3d->height = height;
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tex_3d->depth = depth;
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tex_3d->mipmaps_dirty = TRUE;
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tex_3d->auto_mipmap = (flags & COGL_TEXTURE_NO_AUTO_MIPMAP) == 0;
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/* We default to GL_LINEAR for both filters */
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tex_3d->min_filter = GL_LINEAR;
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tex_3d->mag_filter = GL_LINEAR;
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/* Wrap mode not yet set */
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tex_3d->wrap_mode_s = GL_FALSE;
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tex_3d->wrap_mode_t = GL_FALSE;
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tex_3d->wrap_mode_p = GL_FALSE;
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tex_3d->format = internal_format;
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return tex_3d;
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}
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static gboolean
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_cogl_texture_3d_can_create (unsigned int width,
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unsigned int height,
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unsigned int depth,
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CoglTextureFlags flags,
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CoglPixelFormat internal_format,
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GError **error)
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{
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GLenum gl_intformat;
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GLenum gl_type;
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/* This should only happen on GLES */
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if (!cogl_features_available (COGL_FEATURE_TEXTURE_3D))
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{
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g_set_error (error,
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COGL_ERROR,
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COGL_ERROR_UNSUPPORTED,
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"3D textures are not supported by the GPU");
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return FALSE;
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}
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/* If NPOT textures aren't supported then the size must be a power
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of two */
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if (!cogl_features_available (COGL_FEATURE_TEXTURE_NPOT) &&
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(!_cogl_util_is_pot (width) ||
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!_cogl_util_is_pot (height) ||
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!_cogl_util_is_pot (depth)))
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{
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g_set_error (error,
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COGL_ERROR,
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COGL_ERROR_UNSUPPORTED,
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"A non-power-of-two size was requested but this is not "
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"supported by the GPU");
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return FALSE;
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}
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_cogl_pixel_format_to_gl (internal_format,
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&gl_intformat,
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NULL,
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&gl_type);
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/* Check that the driver can create a texture with that size */
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if (!_cogl_texture_driver_size_supported_3d (GL_TEXTURE_3D,
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gl_intformat,
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gl_type,
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width,
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height,
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depth))
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{
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g_set_error (error,
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COGL_ERROR,
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COGL_ERROR_UNSUPPORTED,
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"The requested dimensions are not supported by the GPU");
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return FALSE;
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}
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return TRUE;
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}
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CoglHandle
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cogl_texture_3d_new_with_size (unsigned int width,
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unsigned int height,
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unsigned int depth,
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CoglTextureFlags flags,
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CoglPixelFormat internal_format,
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GError **error)
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{
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CoglTexture3D *tex_3d;
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GLenum gl_intformat;
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GLenum gl_format;
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GLenum gl_type;
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_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
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/* Since no data, we need some internal format */
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if (internal_format == COGL_PIXEL_FORMAT_ANY)
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internal_format = COGL_PIXEL_FORMAT_RGBA_8888_PRE;
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if (!_cogl_texture_3d_can_create (width, height, depth,
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flags, internal_format,
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error))
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return COGL_INVALID_HANDLE;
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internal_format = _cogl_pixel_format_to_gl (internal_format,
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&gl_intformat,
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&gl_format,
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&gl_type);
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tex_3d = _cogl_texture_3d_create_base (width, height, depth,
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flags, internal_format);
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_cogl_texture_driver_gen (GL_TEXTURE_3D, 1, &tex_3d->gl_texture);
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_cogl_bind_gl_texture_transient (GL_TEXTURE_3D,
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tex_3d->gl_texture,
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FALSE);
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GE( glTexImage3D (GL_TEXTURE_3D, 0, gl_intformat,
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width, height, depth, 0, gl_format, gl_type, NULL) );
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return _cogl_texture_3d_handle_new (tex_3d);
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}
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CoglHandle
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_cogl_texture_3d_new_from_bitmap (CoglHandle bmp_handle,
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unsigned int height,
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unsigned int depth,
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CoglTextureFlags flags,
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CoglPixelFormat internal_format,
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GError **error)
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{
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CoglTexture3D *tex_3d;
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CoglBitmap *bmp = (CoglBitmap *) bmp_handle;
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CoglBitmap dst_bmp;
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gboolean dst_bmp_owner;
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GLenum gl_intformat;
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GLenum gl_format;
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GLenum gl_type;
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_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
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internal_format = _cogl_texture_determine_internal_format (bmp->format,
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internal_format);
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if (!_cogl_texture_3d_can_create (bmp->width, height, depth,
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flags, internal_format,
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error))
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return COGL_INVALID_HANDLE;
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if (!_cogl_texture_prepare_for_upload (bmp,
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internal_format,
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&internal_format,
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&dst_bmp,
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&dst_bmp_owner,
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&gl_intformat,
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&gl_format,
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&gl_type))
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{
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g_set_error (error, COGL_BITMAP_ERROR, COGL_BITMAP_ERROR_FAILED,
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"Bitmap conversion failed");
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return COGL_INVALID_HANDLE;
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}
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tex_3d = _cogl_texture_3d_create_base (dst_bmp.width, height, depth,
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flags, internal_format);
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/* Keep a copy of the first pixel so that if glGenerateMipmap isn't
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supported we can fallback to using GL_GENERATE_MIPMAP */
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tex_3d->first_pixel.gl_format = gl_format;
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tex_3d->first_pixel.gl_type = gl_type;
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memcpy (tex_3d->first_pixel.data, dst_bmp.data,
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_cogl_get_format_bpp (dst_bmp.format));
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_cogl_texture_driver_gen (GL_TEXTURE_3D, 1, &tex_3d->gl_texture);
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_cogl_texture_driver_upload_to_gl_3d (GL_TEXTURE_3D,
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tex_3d->gl_texture,
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FALSE, /* is_foreign */
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height,
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depth,
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&dst_bmp,
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gl_intformat,
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gl_format,
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gl_type);
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tex_3d->gl_format = gl_intformat;
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if (dst_bmp_owner)
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g_free (dst_bmp.data);
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return _cogl_texture_3d_handle_new (tex_3d);
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}
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CoglHandle
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cogl_texture_3d_new_from_data (unsigned int width,
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unsigned int height,
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unsigned int depth,
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CoglTextureFlags flags,
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CoglPixelFormat format,
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CoglPixelFormat internal_format,
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unsigned int rowstride,
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unsigned int image_stride,
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const guint8 *data,
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GError **error)
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{
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CoglBitmap bitmap;
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gboolean bitmap_owned = FALSE;
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CoglHandle ret;
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/* These are considered a programmer errors so we won't set a
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GError. It would be nice if this was a g_return_if_fail but the
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rest of Cogl isn't using that */
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if (format == COGL_PIXEL_FORMAT_ANY)
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return COGL_INVALID_HANDLE;
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if (data == NULL)
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return COGL_INVALID_HANDLE;
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/* Rowstride from width if not given */
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if (rowstride == 0)
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rowstride = width * _cogl_get_format_bpp (format);
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/* Image stride from height and rowstride if not given */
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if (image_stride == 0)
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image_stride = height * rowstride;
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if (image_stride < rowstride * height)
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return COGL_INVALID_HANDLE;
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/* GL doesn't support uploading when the image_stride isn't a
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multiple of the rowstride. If this happens we'll just pack the
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image into a new bitmap. The documentation for this function
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recommends avoiding this situation. */
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if (image_stride % rowstride != 0)
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{
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int z, y;
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bitmap.width = width;
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bitmap.height = depth * height;
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bitmap.rowstride = _cogl_get_format_bpp (format) * width;
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bitmap.data = g_malloc (bitmap.rowstride * height * depth);
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bitmap.format = format;
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/* Copy all of the images in */
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for (z = 0; z < depth; z++)
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for (y = 0; y < height; y++)
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memcpy (bitmap.data + (z * bitmap.rowstride * height +
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bitmap.rowstride * y),
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data + z * image_stride + rowstride * y,
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bitmap.rowstride);
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bitmap_owned = TRUE;
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}
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else
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{
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/* Wrap the data into a bitmap */
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bitmap.width = width;
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bitmap.height = image_stride / rowstride * depth;
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bitmap.data = (guint8 *) data;
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bitmap.format = format;
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bitmap.rowstride = rowstride;
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}
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ret = _cogl_texture_3d_new_from_bitmap (&bitmap,
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height,
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depth,
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flags,
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internal_format,
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error);
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if (bitmap_owned)
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g_free (bitmap.data);
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return ret;
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}
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GQuark
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cogl_texture_3d_error_quark (void)
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{
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return g_quark_from_static_string ("cogl-texture-3d-error-quark");
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}
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static int
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_cogl_texture_3d_get_max_waste (CoglTexture *tex)
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{
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return -1;
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}
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static gboolean
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_cogl_texture_3d_is_sliced (CoglTexture *tex)
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{
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return FALSE;
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}
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static gboolean
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_cogl_texture_3d_can_hardware_repeat (CoglTexture *tex)
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{
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return TRUE;
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}
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static void
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_cogl_texture_3d_transform_coords_to_gl (CoglTexture *tex,
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float *s,
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float *t)
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{
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/* The texture coordinates map directly so we don't need to do
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anything */
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}
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static CoglTransformResult
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_cogl_texture_3d_transform_quad_coords_to_gl (CoglTexture *tex,
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float *coords)
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{
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/* The texture coordinates map directly so we don't need to do
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anything other than check for repeats */
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gboolean need_repeat = FALSE;
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int i;
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for (i = 0; i < 4; i++)
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if (coords[i] < 0.0f || coords[i] > 1.0f)
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need_repeat = TRUE;
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return (need_repeat ? COGL_TRANSFORM_HARDWARE_REPEAT
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: COGL_TRANSFORM_NO_REPEAT);
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}
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static gboolean
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_cogl_texture_3d_get_gl_texture (CoglTexture *tex,
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GLuint *out_gl_handle,
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GLenum *out_gl_target)
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{
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CoglTexture3D *tex_3d = COGL_TEXTURE_3D (tex);
|
|
|
|
if (out_gl_handle)
|
|
*out_gl_handle = tex_3d->gl_texture;
|
|
|
|
if (out_gl_target)
|
|
*out_gl_target = GL_TEXTURE_3D;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
static void
|
|
_cogl_texture_3d_set_filters (CoglTexture *tex,
|
|
GLenum min_filter,
|
|
GLenum mag_filter)
|
|
{
|
|
CoglTexture3D *tex_3d = COGL_TEXTURE_3D (tex);
|
|
|
|
if (min_filter == tex_3d->min_filter
|
|
&& mag_filter == tex_3d->mag_filter)
|
|
return;
|
|
|
|
/* Store new values */
|
|
tex_3d->min_filter = min_filter;
|
|
tex_3d->mag_filter = mag_filter;
|
|
|
|
/* Apply new filters to the texture */
|
|
_cogl_bind_gl_texture_transient (GL_TEXTURE_3D,
|
|
tex_3d->gl_texture,
|
|
FALSE);
|
|
GE( glTexParameteri (GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, mag_filter) );
|
|
GE( glTexParameteri (GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, min_filter) );
|
|
}
|
|
|
|
static void
|
|
_cogl_texture_3d_pre_paint (CoglTexture *tex, CoglTexturePrePaintFlags flags)
|
|
{
|
|
CoglTexture3D *tex_3d = COGL_TEXTURE_3D (tex);
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
/* Only update if the mipmaps are dirty */
|
|
if ((flags & COGL_TEXTURE_NEEDS_MIPMAP) &&
|
|
tex_3d->auto_mipmap && tex_3d->mipmaps_dirty)
|
|
{
|
|
_cogl_bind_gl_texture_transient (GL_TEXTURE_3D,
|
|
tex_3d->gl_texture,
|
|
FALSE);
|
|
/* glGenerateMipmap is defined in the FBO extension. If it's not
|
|
available we'll fallback to temporarily enabling
|
|
GL_GENERATE_MIPMAP and reuploading the first pixel */
|
|
if (cogl_features_available (COGL_FEATURE_OFFSCREEN))
|
|
_cogl_texture_driver_gl_generate_mipmaps (GL_TEXTURE_3D);
|
|
else
|
|
{
|
|
GE( glTexParameteri (GL_TEXTURE_3D,
|
|
GL_GENERATE_MIPMAP,
|
|
GL_TRUE) );
|
|
GE( glTexSubImage3D (GL_TEXTURE_3D,
|
|
0, /* level */
|
|
0, /* xoffset */
|
|
0, /* yoffset */
|
|
0, /* zoffset */
|
|
1, /* width */
|
|
1, /* height */
|
|
1, /* depth */
|
|
tex_3d->first_pixel.gl_format,
|
|
tex_3d->first_pixel.gl_type,
|
|
tex_3d->first_pixel.data) );
|
|
GE( glTexParameteri (GL_TEXTURE_3D,
|
|
GL_GENERATE_MIPMAP,
|
|
GL_FALSE) );
|
|
}
|
|
|
|
tex_3d->mipmaps_dirty = FALSE;
|
|
}
|
|
}
|
|
|
|
static void
|
|
_cogl_texture_3d_ensure_non_quad_rendering (CoglTexture *tex)
|
|
{
|
|
/* Nothing needs to be done */
|
|
}
|
|
|
|
static gboolean
|
|
_cogl_texture_3d_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)
|
|
{
|
|
/* This function doesn't really make sense for 3D textures because
|
|
it can't specify which image to upload to */
|
|
return FALSE;
|
|
}
|
|
|
|
static int
|
|
_cogl_texture_3d_get_data (CoglTexture *tex,
|
|
CoglPixelFormat format,
|
|
unsigned int rowstride,
|
|
guint8 *data)
|
|
{
|
|
/* FIXME: we could probably implement this by assuming the data is
|
|
big enough to hold all of the images and that there is no stride
|
|
between the images. However it would be better to have an API
|
|
that can provide an image stride and this function probably isn't
|
|
particularly useful anyway so for now it just reports failure */
|
|
return 0;
|
|
}
|
|
|
|
static CoglPixelFormat
|
|
_cogl_texture_3d_get_format (CoglTexture *tex)
|
|
{
|
|
return COGL_TEXTURE_3D (tex)->format;
|
|
}
|
|
|
|
static GLenum
|
|
_cogl_texture_3d_get_gl_format (CoglTexture *tex)
|
|
{
|
|
return COGL_TEXTURE_3D (tex)->gl_format;
|
|
}
|
|
|
|
static int
|
|
_cogl_texture_3d_get_width (CoglTexture *tex)
|
|
{
|
|
return COGL_TEXTURE_3D (tex)->width;
|
|
}
|
|
|
|
static int
|
|
_cogl_texture_3d_get_height (CoglTexture *tex)
|
|
{
|
|
return COGL_TEXTURE_3D (tex)->height;
|
|
}
|
|
|
|
static const CoglTextureVtable
|
|
cogl_texture_3d_vtable =
|
|
{
|
|
_cogl_texture_3d_set_region,
|
|
_cogl_texture_3d_get_data,
|
|
_cogl_texture_3d_foreach_sub_texture_in_region,
|
|
_cogl_texture_3d_get_max_waste,
|
|
_cogl_texture_3d_is_sliced,
|
|
_cogl_texture_3d_can_hardware_repeat,
|
|
_cogl_texture_3d_transform_coords_to_gl,
|
|
_cogl_texture_3d_transform_quad_coords_to_gl,
|
|
_cogl_texture_3d_get_gl_texture,
|
|
_cogl_texture_3d_set_filters,
|
|
_cogl_texture_3d_pre_paint,
|
|
_cogl_texture_3d_ensure_non_quad_rendering,
|
|
_cogl_texture_3d_set_wrap_mode_parameters,
|
|
_cogl_texture_3d_get_format,
|
|
_cogl_texture_3d_get_gl_format,
|
|
_cogl_texture_3d_get_width,
|
|
_cogl_texture_3d_get_height,
|
|
NULL /* is_foreign */
|
|
};
|