mutter/cogl/cogl-texture-2d.c
Neil Roberts e007bc5358 cogl-material: Add support for setting the wrap mode for a layer
Previously, Cogl's texture coordinate system was effectively always
GL_REPEAT so that if an application specifies coordinates outside the
range 0→1 it would get repeated copies of the texture. It would
however change the mode to GL_CLAMP_TO_EDGE if all of the coordinates
are in the range 0→1 so that in the common case that the whole texture
is being drawn with linear filtering it will not blend in edge pixels
from the opposite sides.

This patch adds the option for applications to change the wrap mode
per layer. There are now three wrap modes: 'repeat', 'clamp-to-edge'
and 'automatic'. The automatic map mode is the default and it
implements the previous behaviour. The wrap mode can be changed for
the s and t coordinates independently. I've tried to make the
internals support setting the r coordinate but as we don't support 3D
textures yet I haven't exposed any public API for it.

The texture backends still have a set_wrap_mode virtual but this value
is intended to be transitory and it will be changed whenever the
material is flushed (although the backends are expected to cache it so
that it won't use too many GL calls). In my understanding this value
was always meant to be transitory and all primitives were meant to set
the value before drawing. However there were comments suggesting that
this is not the expected behaviour. In particular the vertex buffer
drawing code never set a wrap mode so it would end up with whatever
the texture was previously used for. These issues are now fixed
because the material will always set the wrap modes.

There is code to manually implement clamp-to-edge for textures that
can't be hardware repeated. However this doesn't fully work because it
relies on being able to draw the stretched parts using quads with the
same values for tx1 and tx2. The texture iteration code doesn't
support this so it breaks. This is a separate bug and it isn't
trivially solved.

When flushing a material there are now extra options to set wrap mode
overrides. The overrides are an array of values for each layer that
specifies an override for the s, t or r coordinates. The primitives
use this to implement the automatic wrap mode. cogl_polygon also uses
it to set GL_CLAMP_TO_BORDER mode for its trick to render sliced
textures. Although this code has been added it looks like the sliced
trick has been broken for a while and I haven't attempted to fix it
here.

I've added a constant to represent the maximum number of layers that a
material supports so that I can size the overrides array. I've set it
to 32 because as far as I can tell we have that limit imposed anyway
because the other flush options use a guint32 to store a flag about
each layer. The overrides array ends up adding 32 bytes to each flush
options struct which may be a concern.

http://bugzilla.openedhand.com/show_bug.cgi?id=2063
2010-04-12 15:44:23 +01:00

654 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)
{
gboolean have_bit = FALSE;
/* Make sure there is only one bit set */
while (num)
{
if (num & 1)
{
if (have_bit)
return FALSE;
have_bit = TRUE;
}
num >>= 1;
}
return TRUE;
}
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
};