mutter/cogl/cogl-texture-2d-sliced.c

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/*
* 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-debug.h"
#include "cogl-private.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"
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
#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_DEFINE (Texture2DSliced, texture_2d_sliced);
static const CoglTextureVtable cogl_texture_2d_sliced_vtable;
typedef struct _ForeachData
{
CoglMetaTextureCallback callback;
void *user_data;
float x_normalize_factor;
float y_normalize_factor;
} ForeachData;
static void
re_normalize_sub_texture_coords_cb (CoglTexture *sub_texture,
const float *sub_texture_coords,
const float *meta_coords,
void *user_data)
{
ForeachData *data = user_data;
float re_normalized_coords[4] =
{
sub_texture_coords[0] * data->x_normalize_factor,
sub_texture_coords[1] * data->y_normalize_factor,
sub_texture_coords[2] * data->x_normalize_factor,
sub_texture_coords[3] * data->y_normalize_factor
};
data->callback (sub_texture, re_normalized_coords, meta_coords,
data->user_data);
}
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,
CoglMetaTextureCallback callback,
void *user_data)
{
CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex);
CoglSpan *x_spans = (CoglSpan *)tex_2ds->slice_x_spans->data;
CoglSpan *y_spans = (CoglSpan *)tex_2ds->slice_y_spans->data;
CoglTexture **textures = (CoglTexture **)tex_2ds->slice_textures->data;
float un_normalized_coords[4];
ForeachData data;
/* NB: its convenient for us to store non-normalized coordinates in
* our CoglSpans but that means we need to un-normalize the incoming
* virtual coordinates and make sure we re-normalize the coordinates
* before calling the given callback.
*/
data.callback = callback;
data.user_data = user_data;
data.x_normalize_factor = 1.0f / tex_2ds->width;
data.y_normalize_factor = 1.0f / tex_2ds->height;
un_normalized_coords[0] = virtual_tx_1 * data.x_normalize_factor;
un_normalized_coords[1] = virtual_ty_1 * data.y_normalize_factor;
un_normalized_coords[2] = virtual_tx_2 * data.x_normalize_factor;
un_normalized_coords[3] = virtual_ty_2 * data.y_normalize_factor;
_cogl_texture_spans_foreach_in_region (x_spans,
tex_2ds->slice_x_spans->len,
y_spans,
tex_2ds->slice_y_spans->len,
textures,
un_normalized_coords,
1, /* x_normalize_factor */
1, /* y_normalize_factor */
COGL_PIPELINE_WRAP_MODE_REPEAT,
COGL_PIPELINE_WRAP_MODE_REPEAT,
re_normalize_sub_texture_coords_cb,
&data);
}
cogl: improves header and coding style consistency We've had complaints that our Cogl code/headers are a bit "special" so this is a first pass at tidying things up by giving them some consistency. These changes are all consistent with how new code in Cogl is being written, but the style isn't consistently applied across all code yet. There are two parts to this patch; but since each one required a large amount of effort to maintain tidy indenting it made sense to combine the changes to reduce the time spent re indenting the same lines. The first change is to use a consistent style for declaring function prototypes in headers. Cogl headers now consistently use this style for prototypes: return_type cogl_function_name (CoglType arg0, CoglType arg1); Not everyone likes this style, but it seems that most of the currently active Cogl developers agree on it. The second change is to constrain the use of redundant glib data types in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all been replaced with int, unsigned int, float, long, unsigned long and char respectively. When talking about pixel data; use of guchar has been replaced with guint8, otherwise unsigned char can be used. The glib types that we continue to use for portability are gboolean, gint{8,16,32,64}, guint{8,16,32,64} and gsize. The general intention is that Cogl should look palatable to the widest range of C programmers including those outside the Gnome community so - especially for the public API - we want to minimize the number of foreign looking typedefs.
2010-02-10 01:57:32 +00:00
static guint8 *
_cogl_texture_2d_sliced_allocate_waste_buffer (CoglTexture2DSliced *tex_2ds,
CoglPixelFormat format)
{
CoglSpan *last_x_span;
CoglSpan *last_y_span;
cogl: improves header and coding style consistency We've had complaints that our Cogl code/headers are a bit "special" so this is a first pass at tidying things up by giving them some consistency. These changes are all consistent with how new code in Cogl is being written, but the style isn't consistently applied across all code yet. There are two parts to this patch; but since each one required a large amount of effort to maintain tidy indenting it made sense to combine the changes to reduce the time spent re indenting the same lines. The first change is to use a consistent style for declaring function prototypes in headers. Cogl headers now consistently use this style for prototypes: return_type cogl_function_name (CoglType arg0, CoglType arg1); Not everyone likes this style, but it seems that most of the currently active Cogl developers agree on it. The second change is to constrain the use of redundant glib data types in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all been replaced with int, unsigned int, float, long, unsigned long and char respectively. When talking about pixel data; use of guchar has been replaced with guint8, otherwise unsigned char can be used. The glib types that we continue to use for portability are gboolean, gint{8,16,32,64}, guint{8,16,32,64} and gsize. The general intention is that Cogl should look palatable to the widest range of C programmers including those outside the Gnome community so - especially for the public API - we want to minimize the number of foreign looking typedefs.
2010-02-10 01:57:32 +00:00
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_pixel_format_get_bytes_per_pixel (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);
cogl: improves header and coding style consistency We've had complaints that our Cogl code/headers are a bit "special" so this is a first pass at tidying things up by giving them some consistency. These changes are all consistent with how new code in Cogl is being written, but the style isn't consistently applied across all code yet. There are two parts to this patch; but since each one required a large amount of effort to maintain tidy indenting it made sense to combine the changes to reduce the time spent re indenting the same lines. The first change is to use a consistent style for declaring function prototypes in headers. Cogl headers now consistently use this style for prototypes: return_type cogl_function_name (CoglType arg0, CoglType arg1); Not everyone likes this style, but it seems that most of the currently active Cogl developers agree on it. The second change is to constrain the use of redundant glib data types in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all been replaced with int, unsigned int, float, long, unsigned long and char respectively. When talking about pixel data; use of guchar has been replaced with guint8, otherwise unsigned char can be used. The glib types that we continue to use for portability are gboolean, gint{8,16,32,64}, guint{8,16,32,64} and gsize. The general intention is that Cogl should look palatable to the widest range of C programmers including those outside the Gnome community so - especially for the public API - we want to minimize the number of foreign looking typedefs.
2010-02-10 01:57:32 +00:00
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,
CoglTexture2D *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;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* 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_pixel_format_get_bytes_per_pixel (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 + (int)x_span->start + (int)x_span->size -
(int)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_for_data (ctx,
x_span->waste,
y_iter->intersect_end -
y_iter->intersect_start,
source_format,
x_span->waste * bpp,
waste_buf);
cogl_texture_set_region_from_bitmap (COGL_TEXTURE (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 + (int)y_span->start + (int)y_span->size -
(int)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_for_data (ctx,
copy_width,
y_span->waste,
source_format,
copy_width * bpp,
waste_buf);
cogl_texture_set_region_from_bitmap (COGL_TEXTURE (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)
{
cogl-bitmap: Encapsulate the CoglBitmap even internally The CoglBitmap struct is now only defined within cogl-bitmap.c so that all of its members can now only be accessed with accessor functions. To get to the data pointer for the bitmap image you must first call _cogl_bitmap_map and later call _cogl_bitmap_unmap. The map function takes the same arguments as cogl_pixel_array_map so that eventually we can make a bitmap optionally internally divert to a pixel array. There is a _cogl_bitmap_new_from_data function which constructs a new bitmap object and takes ownership of the data pointer. The function gets passed a destroy callback which gets called when the bitmap is freed. This is similar to how gdk_pixbuf_new_from_data works. Alternatively NULL can be passed for the destroy function which means that the caller will manage the life of the pointer (but must guarantee that it stays alive at least until the bitmap is freed). This mechanism is used instead of the old approach of creating a CoglBitmap struct on the stack and manually filling in the members. It could also later be used to create a CoglBitmap that owns a GdkPixbuf ref so that we don't necessarily have to copy the GdkPixbuf data when converting to a bitmap. There is also _cogl_bitmap_new_shared. This creates a bitmap using a reference to another CoglBitmap for the data. This is a bit of a hack but it is needed by the atlas texture backend which wants to divert the set_region virtual to another texture but it needs to override the format of the bitmap to ignore the premult flag.
2010-07-07 17:44:16 +00:00
CoglSpan *x_span;
CoglSpan *y_span;
CoglTexture2D *slice_tex;
cogl-bitmap: Encapsulate the CoglBitmap even internally The CoglBitmap struct is now only defined within cogl-bitmap.c so that all of its members can now only be accessed with accessor functions. To get to the data pointer for the bitmap image you must first call _cogl_bitmap_map and later call _cogl_bitmap_unmap. The map function takes the same arguments as cogl_pixel_array_map so that eventually we can make a bitmap optionally internally divert to a pixel array. There is a _cogl_bitmap_new_from_data function which constructs a new bitmap object and takes ownership of the data pointer. The function gets passed a destroy callback which gets called when the bitmap is freed. This is similar to how gdk_pixbuf_new_from_data works. Alternatively NULL can be passed for the destroy function which means that the caller will manage the life of the pointer (but must guarantee that it stays alive at least until the bitmap is freed). This mechanism is used instead of the old approach of creating a CoglBitmap struct on the stack and manually filling in the members. It could also later be used to create a CoglBitmap that owns a GdkPixbuf ref so that we don't necessarily have to copy the GdkPixbuf data when converting to a bitmap. There is also _cogl_bitmap_new_shared. This creates a bitmap using a reference to another CoglBitmap for the data. This is a bit of a hack but it is needed by the atlas texture backend which wants to divert the set_region virtual to another texture but it needs to override the format of the bitmap to ignore the premult flag.
2010-07-07 17:44:16 +00:00
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,
cogl-bitmap: Encapsulate the CoglBitmap even internally The CoglBitmap struct is now only defined within cogl-bitmap.c so that all of its members can now only be accessed with accessor functions. To get to the data pointer for the bitmap image you must first call _cogl_bitmap_map and later call _cogl_bitmap_unmap. The map function takes the same arguments as cogl_pixel_array_map so that eventually we can make a bitmap optionally internally divert to a pixel array. There is a _cogl_bitmap_new_from_data function which constructs a new bitmap object and takes ownership of the data pointer. The function gets passed a destroy callback which gets called when the bitmap is freed. This is similar to how gdk_pixbuf_new_from_data works. Alternatively NULL can be passed for the destroy function which means that the caller will manage the life of the pointer (but must guarantee that it stays alive at least until the bitmap is freed). This mechanism is used instead of the old approach of creating a CoglBitmap struct on the stack and manually filling in the members. It could also later be used to create a CoglBitmap that owns a GdkPixbuf ref so that we don't necessarily have to copy the GdkPixbuf data when converting to a bitmap. There is also _cogl_bitmap_new_shared. This creates a bitmap using a reference to another CoglBitmap for the data. This is a bit of a hack but it is needed by the atlas texture backend which wants to divert the set_region virtual to another texture but it needs to override the format of the bitmap to ignore the premult flag.
2010-07-07 17:44:16 +00:00
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)
{
cogl: improves header and coding style consistency We've had complaints that our Cogl code/headers are a bit "special" so this is a first pass at tidying things up by giving them some consistency. These changes are all consistent with how new code in Cogl is being written, but the style isn't consistently applied across all code yet. There are two parts to this patch; but since each one required a large amount of effort to maintain tidy indenting it made sense to combine the changes to reduce the time spent re indenting the same lines. The first change is to use a consistent style for declaring function prototypes in headers. Cogl headers now consistently use this style for prototypes: return_type cogl_function_name (CoglType arg0, CoglType arg1); Not everyone likes this style, but it seems that most of the currently active Cogl developers agree on it. The second change is to constrain the use of redundant glib data types in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all been replaced with int, unsigned int, float, long, unsigned long and char respectively. When talking about pixel data; use of guchar has been replaced with guint8, otherwise unsigned char can be used. The glib types that we continue to use for portability are gboolean, gint{8,16,32,64}, guint{8,16,32,64} and gsize. The general intention is that Cogl should look palatable to the widest range of C programmers including those outside the Gnome community so - especially for the public API - we want to minimize the number of foreign looking typedefs.
2010-02-10 01:57:32 +00:00
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,
CoglTexture2D *, slice_num);
cogl_texture_set_region_from_bitmap (COGL_TEXTURE (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,
cogl: improves header and coding style consistency We've had complaints that our Cogl code/headers are a bit "special" so this is a first pass at tidying things up by giving them some consistency. These changes are all consistent with how new code in Cogl is being written, but the style isn't consistently applied across all code yet. There are two parts to this patch; but since each one required a large amount of effort to maintain tidy indenting it made sense to combine the changes to reduce the time spent re indenting the same lines. The first change is to use a consistent style for declaring function prototypes in headers. Cogl headers now consistently use this style for prototypes: return_type cogl_function_name (CoglType arg0, CoglType arg1); Not everyone likes this style, but it seems that most of the currently active Cogl developers agree on it. The second change is to constrain the use of redundant glib data types in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all been replaced with int, unsigned int, float, long, unsigned long and char respectively. When talking about pixel data; use of guchar has been replaced with guint8, otherwise unsigned char can be used. The glib types that we continue to use for portability are gboolean, gint{8,16,32,64}, guint{8,16,32,64} and gsize. The general intention is that Cogl should look palatable to the widest range of C programmers including those outside the Gnome community so - especially for the public API - we want to minimize the number of foreign looking typedefs.
2010-02-10 01:57:32 +00:00
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;
CoglTexture2D *slice_tex;
cogl: improves header and coding style consistency We've had complaints that our Cogl code/headers are a bit "special" so this is a first pass at tidying things up by giving them some consistency. These changes are all consistent with how new code in Cogl is being written, but the style isn't consistently applied across all code yet. There are two parts to this patch; but since each one required a large amount of effort to maintain tidy indenting it made sense to combine the changes to reduce the time spent re indenting the same lines. The first change is to use a consistent style for declaring function prototypes in headers. Cogl headers now consistently use this style for prototypes: return_type cogl_function_name (CoglType arg0, CoglType arg1); Not everyone likes this style, but it seems that most of the currently active Cogl developers agree on it. The second change is to constrain the use of redundant glib data types in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all been replaced with int, unsigned int, float, long, unsigned long and char respectively. When talking about pixel data; use of guchar has been replaced with guint8, otherwise unsigned char can be used. The glib types that we continue to use for portability are gboolean, gint{8,16,32,64}, guint{8,16,32,64} and gsize. The general intention is that Cogl should look palatable to the widest range of C programmers including those outside the Gnome community so - especially for the public API - we want to minimize the number of foreign looking typedefs.
2010-02-10 01:57:32 +00:00
int source_x = 0, source_y = 0;
int inter_w = 0, inter_h = 0;
int local_x = 0, local_y = 0;
guint8 *waste_buf;
cogl-bitmap: Encapsulate the CoglBitmap even internally The CoglBitmap struct is now only defined within cogl-bitmap.c so that all of its members can now only be accessed with accessor functions. To get to the data pointer for the bitmap image you must first call _cogl_bitmap_map and later call _cogl_bitmap_unmap. The map function takes the same arguments as cogl_pixel_array_map so that eventually we can make a bitmap optionally internally divert to a pixel array. There is a _cogl_bitmap_new_from_data function which constructs a new bitmap object and takes ownership of the data pointer. The function gets passed a destroy callback which gets called when the bitmap is freed. This is similar to how gdk_pixbuf_new_from_data works. Alternatively NULL can be passed for the destroy function which means that the caller will manage the life of the pointer (but must guarantee that it stays alive at least until the bitmap is freed). This mechanism is used instead of the old approach of creating a CoglBitmap struct on the stack and manually filling in the members. It could also later be used to create a CoglBitmap that owns a GdkPixbuf ref so that we don't necessarily have to copy the GdkPixbuf data when converting to a bitmap. There is also _cogl_bitmap_new_shared. This creates a bitmap using a reference to another CoglBitmap for the data. This is a bit of a hack but it is needed by the atlas texture backend which wants to divert the set_region virtual to another texture but it needs to override the format of the bitmap to ignore the premult flag.
2010-07-07 17:44:16 +00:00
CoglPixelFormat source_format;
source_format = cogl_bitmap_get_format (source_bmp);
waste_buf =
cogl-bitmap: Encapsulate the CoglBitmap even internally The CoglBitmap struct is now only defined within cogl-bitmap.c so that all of its members can now only be accessed with accessor functions. To get to the data pointer for the bitmap image you must first call _cogl_bitmap_map and later call _cogl_bitmap_unmap. The map function takes the same arguments as cogl_pixel_array_map so that eventually we can make a bitmap optionally internally divert to a pixel array. There is a _cogl_bitmap_new_from_data function which constructs a new bitmap object and takes ownership of the data pointer. The function gets passed a destroy callback which gets called when the bitmap is freed. This is similar to how gdk_pixbuf_new_from_data works. Alternatively NULL can be passed for the destroy function which means that the caller will manage the life of the pointer (but must guarantee that it stays alive at least until the bitmap is freed). This mechanism is used instead of the old approach of creating a CoglBitmap struct on the stack and manually filling in the members. It could also later be used to create a CoglBitmap that owns a GdkPixbuf ref so that we don't necessarily have to copy the GdkPixbuf data when converting to a bitmap. There is also _cogl_bitmap_new_shared. This creates a bitmap using a reference to another CoglBitmap for the data. This is a bit of a hack but it is needed by the atlas texture backend which wants to divert the set_region virtual to another texture but it needs to override the format of the bitmap to ignore the premult flag.
2010-07-07 17:44:16 +00:00
_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,
(CoglSpan *)tex_2ds->slice_y_spans->data,
tex_2ds->slice_y_spans->len,
tex_2ds->height,
dst_y,
dst_y + height,
COGL_PIPELINE_WRAP_MODE_REPEAT);
!_cogl_span_iter_end (&y_iter);
_cogl_span_iter_next (&y_iter),
source_y += inter_h )
{
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,
(CoglSpan *)tex_2ds->slice_x_spans->data,
tex_2ds->slice_x_spans->len,
tex_2ds->width,
dst_x,
dst_x + width,
COGL_PIPELINE_WRAP_MODE_REPEAT);
!_cogl_span_iter_end (&x_iter);
_cogl_span_iter_next (&x_iter),
source_x += inter_w )
{
cogl: improves header and coding style consistency We've had complaints that our Cogl code/headers are a bit "special" so this is a first pass at tidying things up by giving them some consistency. These changes are all consistent with how new code in Cogl is being written, but the style isn't consistently applied across all code yet. There are two parts to this patch; but since each one required a large amount of effort to maintain tidy indenting it made sense to combine the changes to reduce the time spent re indenting the same lines. The first change is to use a consistent style for declaring function prototypes in headers. Cogl headers now consistently use this style for prototypes: return_type cogl_function_name (CoglType arg0, CoglType arg1); Not everyone likes this style, but it seems that most of the currently active Cogl developers agree on it. The second change is to constrain the use of redundant glib data types in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all been replaced with int, unsigned int, float, long, unsigned long and char respectively. When talking about pixel data; use of guchar has been replaced with guint8, otherwise unsigned char can be used. The glib types that we continue to use for portability are gboolean, gint{8,16,32,64}, guint{8,16,32,64} and gsize. The general intention is that Cogl should look palatable to the widest range of C programmers including those outside the Gnome community so - especially for the public API - we want to minimize the number of foreign looking typedefs.
2010-02-10 01:57:32 +00:00
int slice_num;
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,
CoglTexture2D *, slice_num);
cogl_texture_set_region_from_bitmap (COGL_TEXTURE (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;
}
cogl: improves header and coding style consistency We've had complaints that our Cogl code/headers are a bit "special" so this is a first pass at tidying things up by giving them some consistency. These changes are all consistent with how new code in Cogl is being written, but the style isn't consistently applied across all code yet. There are two parts to this patch; but since each one required a large amount of effort to maintain tidy indenting it made sense to combine the changes to reduce the time spent re indenting the same lines. The first change is to use a consistent style for declaring function prototypes in headers. Cogl headers now consistently use this style for prototypes: return_type cogl_function_name (CoglType arg0, CoglType arg1); Not everyone likes this style, but it seems that most of the currently active Cogl developers agree on it. The second change is to constrain the use of redundant glib data types in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all been replaced with int, unsigned int, float, long, unsigned long and char respectively. When talking about pixel data; use of guchar has been replaced with guint8, otherwise unsigned char can be used. The glib types that we continue to use for portability are gboolean, gint{8,16,32,64}, guint{8,16,32,64} and gsize. The general intention is that Cogl should look palatable to the widest range of C programmers including those outside the Gnome community so - especially for the public API - we want to minimize the number of foreign looking typedefs.
2010-02-10 01:57:32 +00:00
static int
_cogl_rect_slices_for_size (int size_to_fill,
int max_span_size,
int max_waste,
GArray *out_spans)
{
cogl: improves header and coding style consistency We've had complaints that our Cogl code/headers are a bit "special" so this is a first pass at tidying things up by giving them some consistency. These changes are all consistent with how new code in Cogl is being written, but the style isn't consistently applied across all code yet. There are two parts to this patch; but since each one required a large amount of effort to maintain tidy indenting it made sense to combine the changes to reduce the time spent re indenting the same lines. The first change is to use a consistent style for declaring function prototypes in headers. Cogl headers now consistently use this style for prototypes: return_type cogl_function_name (CoglType arg0, CoglType arg1); Not everyone likes this style, but it seems that most of the currently active Cogl developers agree on it. The second change is to constrain the use of redundant glib data types in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all been replaced with int, unsigned int, float, long, unsigned long and char respectively. When talking about pixel data; use of guchar has been replaced with guint8, otherwise unsigned char can be used. The glib types that we continue to use for portability are gboolean, gint{8,16,32,64}, guint{8,16,32,64} and gsize. The general intention is that Cogl should look palatable to the widest range of C programmers including those outside the Gnome community so - especially for the public API - we want to minimize the number of foreign looking typedefs.
2010-02-10 01:57:32 +00:00
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;
}
cogl: improves header and coding style consistency We've had complaints that our Cogl code/headers are a bit "special" so this is a first pass at tidying things up by giving them some consistency. These changes are all consistent with how new code in Cogl is being written, but the style isn't consistently applied across all code yet. There are two parts to this patch; but since each one required a large amount of effort to maintain tidy indenting it made sense to combine the changes to reduce the time spent re indenting the same lines. The first change is to use a consistent style for declaring function prototypes in headers. Cogl headers now consistently use this style for prototypes: return_type cogl_function_name (CoglType arg0, CoglType arg1); Not everyone likes this style, but it seems that most of the currently active Cogl developers agree on it. The second change is to constrain the use of redundant glib data types in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all been replaced with int, unsigned int, float, long, unsigned long and char respectively. When talking about pixel data; use of guchar has been replaced with guint8, otherwise unsigned char can be used. The glib types that we continue to use for portability are gboolean, gint{8,16,32,64}, guint{8,16,32,64} and gsize. The general intention is that Cogl should look palatable to the widest range of C programmers including those outside the Gnome community so - especially for the public API - we want to minimize the number of foreign looking typedefs.
2010-02-10 01:57:32 +00:00
static int
_cogl_pot_slices_for_size (int size_to_fill,
int max_span_size,
int max_waste,
GArray *out_spans)
{
cogl: improves header and coding style consistency We've had complaints that our Cogl code/headers are a bit "special" so this is a first pass at tidying things up by giving them some consistency. These changes are all consistent with how new code in Cogl is being written, but the style isn't consistently applied across all code yet. There are two parts to this patch; but since each one required a large amount of effort to maintain tidy indenting it made sense to combine the changes to reduce the time spent re indenting the same lines. The first change is to use a consistent style for declaring function prototypes in headers. Cogl headers now consistently use this style for prototypes: return_type cogl_function_name (CoglType arg0, CoglType arg1); Not everyone likes this style, but it seems that most of the currently active Cogl developers agree on it. The second change is to constrain the use of redundant glib data types in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all been replaced with int, unsigned int, float, long, unsigned long and char respectively. When talking about pixel data; use of guchar has been replaced with guint8, otherwise unsigned char can be used. The glib types that we continue to use for portability are gboolean, gint{8,16,32,64}, guint{8,16,32,64} and gsize. The general intention is that Cogl should look palatable to the widest range of C programmers including those outside the Gnome community so - especially for the public API - we want to minimize the number of foreign looking typedefs.
2010-02-10 01:57:32 +00:00
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++)
{
CoglTexture2D *slice_tex = g_array_index (tex_2ds->slice_textures,
CoglTexture2D *,
i);
_cogl_texture_set_wrap_mode_parameters (COGL_TEXTURE (slice_tex),
wrap_mode_s,
wrap_mode_t,
wrap_mode_p);
}
}
static gboolean
_cogl_texture_2d_sliced_slices_create (CoglContext *ctx,
CoglTexture2DSliced *tex_2ds,
cogl: improves header and coding style consistency We've had complaints that our Cogl code/headers are a bit "special" so this is a first pass at tidying things up by giving them some consistency. These changes are all consistent with how new code in Cogl is being written, but the style isn't consistently applied across all code yet. There are two parts to this patch; but since each one required a large amount of effort to maintain tidy indenting it made sense to combine the changes to reduce the time spent re indenting the same lines. The first change is to use a consistent style for declaring function prototypes in headers. Cogl headers now consistently use this style for prototypes: return_type cogl_function_name (CoglType arg0, CoglType arg1); Not everyone likes this style, but it seems that most of the currently active Cogl developers agree on it. The second change is to constrain the use of redundant glib data types in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all been replaced with int, unsigned int, float, long, unsigned long and char respectively. When talking about pixel data; use of guchar has been replaced with guint8, otherwise unsigned char can be used. The glib types that we continue to use for portability are gboolean, gint{8,16,32,64}, guint{8,16,32,64} and gsize. The general intention is that Cogl should look palatable to the widest range of C programmers including those outside the Gnome community so - especially for the public API - we want to minimize the number of foreign looking typedefs.
2010-02-10 01:57:32 +00:00
int width, int height,
CoglPixelFormat format)
{
int max_width;
int max_height;
CoglTexture2D **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;
cogl: improves header and coding style consistency We've had complaints that our Cogl code/headers are a bit "special" so this is a first pass at tidying things up by giving them some consistency. These changes are all consistent with how new code in Cogl is being written, but the style isn't consistently applied across all code yet. There are two parts to this patch; but since each one required a large amount of effort to maintain tidy indenting it made sense to combine the changes to reduce the time spent re indenting the same lines. The first change is to use a consistent style for declaring function prototypes in headers. Cogl headers now consistently use this style for prototypes: return_type cogl_function_name (CoglType arg0, CoglType arg1); Not everyone likes this style, but it seems that most of the currently active Cogl developers agree on it. The second change is to constrain the use of redundant glib data types in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all been replaced with int, unsigned int, float, long, unsigned long and char respectively. When talking about pixel data; use of guchar has been replaced with guint8, otherwise unsigned char can be used. The glib types that we continue to use for portability are gboolean, gint{8,16,32,64}, guint{8,16,32,64} and gsize. The general intention is that Cogl should look palatable to the widest range of C programmers including those outside the Gnome community so - especially for the public API - we want to minimize the number of foreign looking typedefs.
2010-02-10 01:57:32 +00:00
int (*slices_for_size) (int, int, int, GArray*);
/* Initialize size of largest slice according to supported features */
if (cogl_has_feature (ctx, COGL_FEATURE_ID_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 (CoglTexture2D *),
n_slices);
g_array_set_size (tex_2ds->slice_textures, n_slices);
slice_textures = (CoglTexture2D **) 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)
{
GError *error = NULL;
x_span = &g_array_index (tex_2ds->slice_x_spans, CoglSpan, x);
COGL_NOTE (SLICING, "CREATE SLICE (%d,%d)\tsize (%d,%d)",
x, y,
(int)(x_span->size - x_span->waste),
(int)(y_span->size - y_span->waste));
slice_textures[y * n_x_slices + x] =
cogl_texture_2d_new_with_size (ctx, x_span->size, y_span->size,
format, &error);
if (!slice_textures[y * n_x_slices + x])
{
g_array_set_size (tex_2ds->slice_textures, y * n_x_slices + x);
g_error_free (error);
return FALSE;
}
}
}
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++)
{
CoglTexture2D *slice_tex =
g_array_index (tex_2ds->slice_textures, CoglTexture2D *, 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 (CoglContext *ctx,
CoglTexture2DSliced *tex_2ds,
cogl-bitmap: Encapsulate the CoglBitmap even internally The CoglBitmap struct is now only defined within cogl-bitmap.c so that all of its members can now only be accessed with accessor functions. To get to the data pointer for the bitmap image you must first call _cogl_bitmap_map and later call _cogl_bitmap_unmap. The map function takes the same arguments as cogl_pixel_array_map so that eventually we can make a bitmap optionally internally divert to a pixel array. There is a _cogl_bitmap_new_from_data function which constructs a new bitmap object and takes ownership of the data pointer. The function gets passed a destroy callback which gets called when the bitmap is freed. This is similar to how gdk_pixbuf_new_from_data works. Alternatively NULL can be passed for the destroy function which means that the caller will manage the life of the pointer (but must guarantee that it stays alive at least until the bitmap is freed). This mechanism is used instead of the old approach of creating a CoglBitmap struct on the stack and manually filling in the members. It could also later be used to create a CoglBitmap that owns a GdkPixbuf ref so that we don't necessarily have to copy the GdkPixbuf data when converting to a bitmap. There is also _cogl_bitmap_new_shared. This creates a bitmap using a reference to another CoglBitmap for the data. This is a bit of a hack but it is needed by the atlas texture backend which wants to divert the set_region virtual to another texture but it needs to override the format of the bitmap to ignore the premult flag.
2010-07-07 17:44:16 +00:00
int width,
int height,
CoglPixelFormat internal_format)
{
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;
cogl-bitmap: Encapsulate the CoglBitmap even internally The CoglBitmap struct is now only defined within cogl-bitmap.c so that all of its members can now only be accessed with accessor functions. To get to the data pointer for the bitmap image you must first call _cogl_bitmap_map and later call _cogl_bitmap_unmap. The map function takes the same arguments as cogl_pixel_array_map so that eventually we can make a bitmap optionally internally divert to a pixel array. There is a _cogl_bitmap_new_from_data function which constructs a new bitmap object and takes ownership of the data pointer. The function gets passed a destroy callback which gets called when the bitmap is freed. This is similar to how gdk_pixbuf_new_from_data works. Alternatively NULL can be passed for the destroy function which means that the caller will manage the life of the pointer (but must guarantee that it stays alive at least until the bitmap is freed). This mechanism is used instead of the old approach of creating a CoglBitmap struct on the stack and manually filling in the members. It could also later be used to create a CoglBitmap that owns a GdkPixbuf ref so that we don't necessarily have to copy the GdkPixbuf data when converting to a bitmap. There is also _cogl_bitmap_new_shared. This creates a bitmap using a reference to another CoglBitmap for the data. This is a bit of a hack but it is needed by the atlas texture backend which wants to divert the set_region virtual to another texture but it needs to override the format of the bitmap to ignore the premult flag.
2010-07-07 17:44:16 +00:00
/* Create slices for the given format and size */
if (!_cogl_texture_2d_sliced_slices_create (ctx,
tex_2ds,
cogl-bitmap: Encapsulate the CoglBitmap even internally The CoglBitmap struct is now only defined within cogl-bitmap.c so that all of its members can now only be accessed with accessor functions. To get to the data pointer for the bitmap image you must first call _cogl_bitmap_map and later call _cogl_bitmap_unmap. The map function takes the same arguments as cogl_pixel_array_map so that eventually we can make a bitmap optionally internally divert to a pixel array. There is a _cogl_bitmap_new_from_data function which constructs a new bitmap object and takes ownership of the data pointer. The function gets passed a destroy callback which gets called when the bitmap is freed. This is similar to how gdk_pixbuf_new_from_data works. Alternatively NULL can be passed for the destroy function which means that the caller will manage the life of the pointer (but must guarantee that it stays alive at least until the bitmap is freed). This mechanism is used instead of the old approach of creating a CoglBitmap struct on the stack and manually filling in the members. It could also later be used to create a CoglBitmap that owns a GdkPixbuf ref so that we don't necessarily have to copy the GdkPixbuf data when converting to a bitmap. There is also _cogl_bitmap_new_shared. This creates a bitmap using a reference to another CoglBitmap for the data. This is a bit of a hack but it is needed by the atlas texture backend which wants to divert the set_region virtual to another texture but it needs to override the format of the bitmap to ignore the premult flag.
2010-07-07 17:44:16 +00:00
width,
height,
internal_format))
cogl-bitmap: Encapsulate the CoglBitmap even internally The CoglBitmap struct is now only defined within cogl-bitmap.c so that all of its members can now only be accessed with accessor functions. To get to the data pointer for the bitmap image you must first call _cogl_bitmap_map and later call _cogl_bitmap_unmap. The map function takes the same arguments as cogl_pixel_array_map so that eventually we can make a bitmap optionally internally divert to a pixel array. There is a _cogl_bitmap_new_from_data function which constructs a new bitmap object and takes ownership of the data pointer. The function gets passed a destroy callback which gets called when the bitmap is freed. This is similar to how gdk_pixbuf_new_from_data works. Alternatively NULL can be passed for the destroy function which means that the caller will manage the life of the pointer (but must guarantee that it stays alive at least until the bitmap is freed). This mechanism is used instead of the old approach of creating a CoglBitmap struct on the stack and manually filling in the members. It could also later be used to create a CoglBitmap that owns a GdkPixbuf ref so that we don't necessarily have to copy the GdkPixbuf data when converting to a bitmap. There is also _cogl_bitmap_new_shared. This creates a bitmap using a reference to another CoglBitmap for the data. This is a bit of a hack but it is needed by the atlas texture backend which wants to divert the set_region virtual to another texture but it needs to override the format of the bitmap to ignore the premult flag.
2010-07-07 17:44:16 +00:00
return FALSE;
cogl-bitmap: Encapsulate the CoglBitmap even internally The CoglBitmap struct is now only defined within cogl-bitmap.c so that all of its members can now only be accessed with accessor functions. To get to the data pointer for the bitmap image you must first call _cogl_bitmap_map and later call _cogl_bitmap_unmap. The map function takes the same arguments as cogl_pixel_array_map so that eventually we can make a bitmap optionally internally divert to a pixel array. There is a _cogl_bitmap_new_from_data function which constructs a new bitmap object and takes ownership of the data pointer. The function gets passed a destroy callback which gets called when the bitmap is freed. This is similar to how gdk_pixbuf_new_from_data works. Alternatively NULL can be passed for the destroy function which means that the caller will manage the life of the pointer (but must guarantee that it stays alive at least until the bitmap is freed). This mechanism is used instead of the old approach of creating a CoglBitmap struct on the stack and manually filling in the members. It could also later be used to create a CoglBitmap that owns a GdkPixbuf ref so that we don't necessarily have to copy the GdkPixbuf data when converting to a bitmap. There is also _cogl_bitmap_new_shared. This creates a bitmap using a reference to another CoglBitmap for the data. This is a bit of a hack but it is needed by the atlas texture backend which wants to divert the set_region virtual to another texture but it needs to override the format of the bitmap to ignore the premult flag.
2010-07-07 17:44:16 +00:00
tex_2ds->width = width;
tex_2ds->height = height;
return TRUE;
}
CoglTexture2DSliced *
cogl_texture_2d_sliced_new_with_size (CoglContext *ctx,
unsigned int width,
unsigned int height,
int max_waste,
CoglPixelFormat internal_format,
GError **error)
{
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);
tex_2ds->max_waste = max_waste;
if (!_cogl_texture_2d_sliced_init_base (ctx,
tex_2ds,
cogl-bitmap: Encapsulate the CoglBitmap even internally The CoglBitmap struct is now only defined within cogl-bitmap.c so that all of its members can now only be accessed with accessor functions. To get to the data pointer for the bitmap image you must first call _cogl_bitmap_map and later call _cogl_bitmap_unmap. The map function takes the same arguments as cogl_pixel_array_map so that eventually we can make a bitmap optionally internally divert to a pixel array. There is a _cogl_bitmap_new_from_data function which constructs a new bitmap object and takes ownership of the data pointer. The function gets passed a destroy callback which gets called when the bitmap is freed. This is similar to how gdk_pixbuf_new_from_data works. Alternatively NULL can be passed for the destroy function which means that the caller will manage the life of the pointer (but must guarantee that it stays alive at least until the bitmap is freed). This mechanism is used instead of the old approach of creating a CoglBitmap struct on the stack and manually filling in the members. It could also later be used to create a CoglBitmap that owns a GdkPixbuf ref so that we don't necessarily have to copy the GdkPixbuf data when converting to a bitmap. There is also _cogl_bitmap_new_shared. This creates a bitmap using a reference to another CoglBitmap for the data. This is a bit of a hack but it is needed by the atlas texture backend which wants to divert the set_region virtual to another texture but it needs to override the format of the bitmap to ignore the premult flag.
2010-07-07 17:44:16 +00:00
width, height,
internal_format))
cogl-bitmap: Encapsulate the CoglBitmap even internally The CoglBitmap struct is now only defined within cogl-bitmap.c so that all of its members can now only be accessed with accessor functions. To get to the data pointer for the bitmap image you must first call _cogl_bitmap_map and later call _cogl_bitmap_unmap. The map function takes the same arguments as cogl_pixel_array_map so that eventually we can make a bitmap optionally internally divert to a pixel array. There is a _cogl_bitmap_new_from_data function which constructs a new bitmap object and takes ownership of the data pointer. The function gets passed a destroy callback which gets called when the bitmap is freed. This is similar to how gdk_pixbuf_new_from_data works. Alternatively NULL can be passed for the destroy function which means that the caller will manage the life of the pointer (but must guarantee that it stays alive at least until the bitmap is freed). This mechanism is used instead of the old approach of creating a CoglBitmap struct on the stack and manually filling in the members. It could also later be used to create a CoglBitmap that owns a GdkPixbuf ref so that we don't necessarily have to copy the GdkPixbuf data when converting to a bitmap. There is also _cogl_bitmap_new_shared. This creates a bitmap using a reference to another CoglBitmap for the data. This is a bit of a hack but it is needed by the atlas texture backend which wants to divert the set_region virtual to another texture but it needs to override the format of the bitmap to ignore the premult flag.
2010-07-07 17:44:16 +00:00
{
_cogl_texture_2d_sliced_free (tex_2ds);
g_set_error (error,
COGL_ERROR,
COGL_ERROR_NO_MEMORY,
"Not enough memory to allocate texture slices");
return NULL;
cogl-bitmap: Encapsulate the CoglBitmap even internally The CoglBitmap struct is now only defined within cogl-bitmap.c so that all of its members can now only be accessed with accessor functions. To get to the data pointer for the bitmap image you must first call _cogl_bitmap_map and later call _cogl_bitmap_unmap. The map function takes the same arguments as cogl_pixel_array_map so that eventually we can make a bitmap optionally internally divert to a pixel array. There is a _cogl_bitmap_new_from_data function which constructs a new bitmap object and takes ownership of the data pointer. The function gets passed a destroy callback which gets called when the bitmap is freed. This is similar to how gdk_pixbuf_new_from_data works. Alternatively NULL can be passed for the destroy function which means that the caller will manage the life of the pointer (but must guarantee that it stays alive at least until the bitmap is freed). This mechanism is used instead of the old approach of creating a CoglBitmap struct on the stack and manually filling in the members. It could also later be used to create a CoglBitmap that owns a GdkPixbuf ref so that we don't necessarily have to copy the GdkPixbuf data when converting to a bitmap. There is also _cogl_bitmap_new_shared. This creates a bitmap using a reference to another CoglBitmap for the data. This is a bit of a hack but it is needed by the atlas texture backend which wants to divert the set_region virtual to another texture but it needs to override the format of the bitmap to ignore the premult flag.
2010-07-07 17:44:16 +00:00
}
return _cogl_texture_2d_sliced_handle_new (tex_2ds);
}
CoglTexture2DSliced *
cogl-bitmap: Encapsulate the CoglBitmap even internally The CoglBitmap struct is now only defined within cogl-bitmap.c so that all of its members can now only be accessed with accessor functions. To get to the data pointer for the bitmap image you must first call _cogl_bitmap_map and later call _cogl_bitmap_unmap. The map function takes the same arguments as cogl_pixel_array_map so that eventually we can make a bitmap optionally internally divert to a pixel array. There is a _cogl_bitmap_new_from_data function which constructs a new bitmap object and takes ownership of the data pointer. The function gets passed a destroy callback which gets called when the bitmap is freed. This is similar to how gdk_pixbuf_new_from_data works. Alternatively NULL can be passed for the destroy function which means that the caller will manage the life of the pointer (but must guarantee that it stays alive at least until the bitmap is freed). This mechanism is used instead of the old approach of creating a CoglBitmap struct on the stack and manually filling in the members. It could also later be used to create a CoglBitmap that owns a GdkPixbuf ref so that we don't necessarily have to copy the GdkPixbuf data when converting to a bitmap. There is also _cogl_bitmap_new_shared. This creates a bitmap using a reference to another CoglBitmap for the data. This is a bit of a hack but it is needed by the atlas texture backend which wants to divert the set_region virtual to another texture but it needs to override the format of the bitmap to ignore the premult flag.
2010-07-07 17:44:16 +00:00
_cogl_texture_2d_sliced_new_from_bitmap (CoglBitmap *bmp,
CoglTextureFlags flags,
CoglPixelFormat internal_format)
{
cogl-bitmap: Encapsulate the CoglBitmap even internally The CoglBitmap struct is now only defined within cogl-bitmap.c so that all of its members can now only be accessed with accessor functions. To get to the data pointer for the bitmap image you must first call _cogl_bitmap_map and later call _cogl_bitmap_unmap. The map function takes the same arguments as cogl_pixel_array_map so that eventually we can make a bitmap optionally internally divert to a pixel array. There is a _cogl_bitmap_new_from_data function which constructs a new bitmap object and takes ownership of the data pointer. The function gets passed a destroy callback which gets called when the bitmap is freed. This is similar to how gdk_pixbuf_new_from_data works. Alternatively NULL can be passed for the destroy function which means that the caller will manage the life of the pointer (but must guarantee that it stays alive at least until the bitmap is freed). This mechanism is used instead of the old approach of creating a CoglBitmap struct on the stack and manually filling in the members. It could also later be used to create a CoglBitmap that owns a GdkPixbuf ref so that we don't necessarily have to copy the GdkPixbuf data when converting to a bitmap. There is also _cogl_bitmap_new_shared. This creates a bitmap using a reference to another CoglBitmap for the data. This is a bit of a hack but it is needed by the atlas texture backend which wants to divert the set_region virtual to another texture but it needs to override the format of the bitmap to ignore the premult flag.
2010-07-07 17:44:16 +00:00
CoglTexture2DSliced *tex_2ds;
CoglBitmap *dst_bmp;
GLenum gl_intformat;
GLenum gl_format;
GLenum gl_type;
int width, height;
_COGL_GET_CONTEXT (ctx, NULL);
_COGL_RETURN_VAL_IF_FAIL (cogl_is_bitmap (bmp), NULL);
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;
cogl-bitmap: Encapsulate the CoglBitmap even internally The CoglBitmap struct is now only defined within cogl-bitmap.c so that all of its members can now only be accessed with accessor functions. To get to the data pointer for the bitmap image you must first call _cogl_bitmap_map and later call _cogl_bitmap_unmap. The map function takes the same arguments as cogl_pixel_array_map so that eventually we can make a bitmap optionally internally divert to a pixel array. There is a _cogl_bitmap_new_from_data function which constructs a new bitmap object and takes ownership of the data pointer. The function gets passed a destroy callback which gets called when the bitmap is freed. This is similar to how gdk_pixbuf_new_from_data works. Alternatively NULL can be passed for the destroy function which means that the caller will manage the life of the pointer (but must guarantee that it stays alive at least until the bitmap is freed). This mechanism is used instead of the old approach of creating a CoglBitmap struct on the stack and manually filling in the members. It could also later be used to create a CoglBitmap that owns a GdkPixbuf ref so that we don't necessarily have to copy the GdkPixbuf data when converting to a bitmap. There is also _cogl_bitmap_new_shared. This creates a bitmap using a reference to another CoglBitmap for the data. This is a bit of a hack but it is needed by the atlas texture backend which wants to divert the set_region virtual to another texture but it needs to override the format of the bitmap to ignore the premult flag.
2010-07-07 17:44:16 +00:00
dst_bmp = _cogl_texture_prepare_for_upload (bmp,
internal_format,
&internal_format,
&gl_intformat,
&gl_format,
&gl_type);
if (dst_bmp == NULL)
{
_cogl_texture_2d_sliced_free (tex_2ds);
return NULL;
}
if (!_cogl_texture_2d_sliced_init_base (ctx,
tex_2ds,
cogl-bitmap: Encapsulate the CoglBitmap even internally The CoglBitmap struct is now only defined within cogl-bitmap.c so that all of its members can now only be accessed with accessor functions. To get to the data pointer for the bitmap image you must first call _cogl_bitmap_map and later call _cogl_bitmap_unmap. The map function takes the same arguments as cogl_pixel_array_map so that eventually we can make a bitmap optionally internally divert to a pixel array. There is a _cogl_bitmap_new_from_data function which constructs a new bitmap object and takes ownership of the data pointer. The function gets passed a destroy callback which gets called when the bitmap is freed. This is similar to how gdk_pixbuf_new_from_data works. Alternatively NULL can be passed for the destroy function which means that the caller will manage the life of the pointer (but must guarantee that it stays alive at least until the bitmap is freed). This mechanism is used instead of the old approach of creating a CoglBitmap struct on the stack and manually filling in the members. It could also later be used to create a CoglBitmap that owns a GdkPixbuf ref so that we don't necessarily have to copy the GdkPixbuf data when converting to a bitmap. There is also _cogl_bitmap_new_shared. This creates a bitmap using a reference to another CoglBitmap for the data. This is a bit of a hack but it is needed by the atlas texture backend which wants to divert the set_region virtual to another texture but it needs to override the format of the bitmap to ignore the premult flag.
2010-07-07 17:44:16 +00:00
width, height,
internal_format))
cogl-bitmap: Encapsulate the CoglBitmap even internally The CoglBitmap struct is now only defined within cogl-bitmap.c so that all of its members can now only be accessed with accessor functions. To get to the data pointer for the bitmap image you must first call _cogl_bitmap_map and later call _cogl_bitmap_unmap. The map function takes the same arguments as cogl_pixel_array_map so that eventually we can make a bitmap optionally internally divert to a pixel array. There is a _cogl_bitmap_new_from_data function which constructs a new bitmap object and takes ownership of the data pointer. The function gets passed a destroy callback which gets called when the bitmap is freed. This is similar to how gdk_pixbuf_new_from_data works. Alternatively NULL can be passed for the destroy function which means that the caller will manage the life of the pointer (but must guarantee that it stays alive at least until the bitmap is freed). This mechanism is used instead of the old approach of creating a CoglBitmap struct on the stack and manually filling in the members. It could also later be used to create a CoglBitmap that owns a GdkPixbuf ref so that we don't necessarily have to copy the GdkPixbuf data when converting to a bitmap. There is also _cogl_bitmap_new_shared. This creates a bitmap using a reference to another CoglBitmap for the data. This is a bit of a hack but it is needed by the atlas texture backend which wants to divert the set_region virtual to another texture but it needs to override the format of the bitmap to ignore the premult flag.
2010-07-07 17:44:16 +00:00
goto error;
if (!_cogl_texture_2d_sliced_upload_to_gl (tex_2ds,
dst_bmp))
cogl-bitmap: Encapsulate the CoglBitmap even internally The CoglBitmap struct is now only defined within cogl-bitmap.c so that all of its members can now only be accessed with accessor functions. To get to the data pointer for the bitmap image you must first call _cogl_bitmap_map and later call _cogl_bitmap_unmap. The map function takes the same arguments as cogl_pixel_array_map so that eventually we can make a bitmap optionally internally divert to a pixel array. There is a _cogl_bitmap_new_from_data function which constructs a new bitmap object and takes ownership of the data pointer. The function gets passed a destroy callback which gets called when the bitmap is freed. This is similar to how gdk_pixbuf_new_from_data works. Alternatively NULL can be passed for the destroy function which means that the caller will manage the life of the pointer (but must guarantee that it stays alive at least until the bitmap is freed). This mechanism is used instead of the old approach of creating a CoglBitmap struct on the stack and manually filling in the members. It could also later be used to create a CoglBitmap that owns a GdkPixbuf ref so that we don't necessarily have to copy the GdkPixbuf data when converting to a bitmap. There is also _cogl_bitmap_new_shared. This creates a bitmap using a reference to another CoglBitmap for the data. This is a bit of a hack but it is needed by the atlas texture backend which wants to divert the set_region virtual to another texture but it needs to override the format of the bitmap to ignore the premult flag.
2010-07-07 17:44:16 +00:00
goto error;
cogl_object_unref (dst_bmp);
return _cogl_texture_2d_sliced_handle_new (tex_2ds);
cogl-bitmap: Encapsulate the CoglBitmap even internally The CoglBitmap struct is now only defined within cogl-bitmap.c so that all of its members can now only be accessed with accessor functions. To get to the data pointer for the bitmap image you must first call _cogl_bitmap_map and later call _cogl_bitmap_unmap. The map function takes the same arguments as cogl_pixel_array_map so that eventually we can make a bitmap optionally internally divert to a pixel array. There is a _cogl_bitmap_new_from_data function which constructs a new bitmap object and takes ownership of the data pointer. The function gets passed a destroy callback which gets called when the bitmap is freed. This is similar to how gdk_pixbuf_new_from_data works. Alternatively NULL can be passed for the destroy function which means that the caller will manage the life of the pointer (but must guarantee that it stays alive at least until the bitmap is freed). This mechanism is used instead of the old approach of creating a CoglBitmap struct on the stack and manually filling in the members. It could also later be used to create a CoglBitmap that owns a GdkPixbuf ref so that we don't necessarily have to copy the GdkPixbuf data when converting to a bitmap. There is also _cogl_bitmap_new_shared. This creates a bitmap using a reference to another CoglBitmap for the data. This is a bit of a hack but it is needed by the atlas texture backend which wants to divert the set_region virtual to another texture but it needs to override the format of the bitmap to ignore the premult flag.
2010-07-07 17:44:16 +00:00
error:
cogl_object_unref (dst_bmp);
_cogl_texture_2d_sliced_free (tex_2ds);
return NULL;
}
CoglTexture2DSliced *
_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;
cogl: improves header and coding style consistency We've had complaints that our Cogl code/headers are a bit "special" so this is a first pass at tidying things up by giving them some consistency. These changes are all consistent with how new code in Cogl is being written, but the style isn't consistently applied across all code yet. There are two parts to this patch; but since each one required a large amount of effort to maintain tidy indenting it made sense to combine the changes to reduce the time spent re indenting the same lines. The first change is to use a consistent style for declaring function prototypes in headers. Cogl headers now consistently use this style for prototypes: return_type cogl_function_name (CoglType arg0, CoglType arg1); Not everyone likes this style, but it seems that most of the currently active Cogl developers agree on it. The second change is to constrain the use of redundant glib data types in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all been replaced with int, unsigned int, float, long, unsigned long and char respectively. When talking about pixel data; use of guchar has been replaced with guint8, otherwise unsigned char can be used. The glib types that we continue to use for portability are gboolean, gint{8,16,32,64}, guint{8,16,32,64} and gsize. The general intention is that Cogl should look palatable to the widest range of C programmers including those outside the Gnome community so - especially for the public API - we want to minimize the number of foreign looking typedefs.
2010-02-10 01:57:32 +00:00
CoglSpan x_span;
CoglSpan y_span;
CoglTexture2D *tex_2d;
_COGL_GET_CONTEXT (ctx, NULL);
/* 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 NULL;
tex_2d = cogl_texture_2d_new_from_foreign (ctx,
gl_target,
gl_width,
gl_height,
format,
NULL);
if (!tex_2d)
return NULL;
/* 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 (COGL_TEXTURE (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 (CoglTexture2D *), 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);
CoglTexture2D *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, CoglTexture2D *, 0);
return _cogl_texture_is_foreign (COGL_TEXTURE (slice_tex));
}
cogl: improves header and coding style consistency We've had complaints that our Cogl code/headers are a bit "special" so this is a first pass at tidying things up by giving them some consistency. These changes are all consistent with how new code in Cogl is being written, but the style isn't consistently applied across all code yet. There are two parts to this patch; but since each one required a large amount of effort to maintain tidy indenting it made sense to combine the changes to reduce the time spent re indenting the same lines. The first change is to use a consistent style for declaring function prototypes in headers. Cogl headers now consistently use this style for prototypes: return_type cogl_function_name (CoglType arg0, CoglType arg1); Not everyone likes this style, but it seems that most of the currently active Cogl developers agree on it. The second change is to constrain the use of redundant glib data types in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all been replaced with int, unsigned int, float, long, unsigned long and char respectively. When talking about pixel data; use of guchar has been replaced with guint8, otherwise unsigned char can be used. The glib types that we continue to use for portability are gboolean, gint{8,16,32,64}, guint{8,16,32,64} and gsize. The general intention is that Cogl should look palatable to the widest range of C programmers including those outside the Gnome community so - especially for the public API - we want to minimize the number of foreign looking typedefs.
2010-02-10 01:57:32 +00:00
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);
CoglTexture2D *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, CoglTexture2D *, 0);
return _cogl_texture_can_hardware_repeat (COGL_TEXTURE (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;
CoglTexture2D *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, CoglTexture2D *, 0);
_cogl_texture_transform_coords_to_gl (COGL_TEXTURE (slice_tex), s, t);
}
static CoglTransformResult
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_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.
*/
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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;
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_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);
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}
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);
CoglTexture2D *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, CoglTexture2D *, 0);
return cogl_texture_get_gl_texture (COGL_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);
CoglTexture2D *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, CoglTexture2D *, i);
_cogl_texture_set_filters (COGL_TEXTURE (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++)
{
CoglTexture2D *slice_tex = g_array_index (tex_2ds->slice_textures,
CoglTexture2D *, i);
_cogl_texture_pre_paint (COGL_TEXTURE (slice_tex), flags);
}
}
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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++)
{
CoglTexture2D *slice_tex = g_array_index (tex_2ds->slice_textures,
CoglTexture2D *, i);
_cogl_texture_ensure_non_quad_rendering (COGL_TEXTURE (slice_tex));
}
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}
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);
bmp = _cogl_texture_prepare_for_upload (bmp,
cogl_texture_get_format (tex),
NULL,
NULL,
&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);
cogl_object_unref (bmp);
return TRUE;
}
static CoglPixelFormat
_cogl_texture_2d_sliced_get_format (CoglTexture *tex)
{
CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex);
CoglTexture2D *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, CoglTexture2D *, 0);
return cogl_texture_get_format (COGL_TEXTURE (slice_tex));
}
static GLenum
_cogl_texture_2d_sliced_get_gl_format (CoglTexture *tex)
{
CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex);
CoglTexture2D *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, CoglTexture2D *, 0);
return _cogl_texture_get_gl_format (COGL_TEXTURE (slice_tex));
}
cogl: improves header and coding style consistency We've had complaints that our Cogl code/headers are a bit "special" so this is a first pass at tidying things up by giving them some consistency. These changes are all consistent with how new code in Cogl is being written, but the style isn't consistently applied across all code yet. There are two parts to this patch; but since each one required a large amount of effort to maintain tidy indenting it made sense to combine the changes to reduce the time spent re indenting the same lines. The first change is to use a consistent style for declaring function prototypes in headers. Cogl headers now consistently use this style for prototypes: return_type cogl_function_name (CoglType arg0, CoglType arg1); Not everyone likes this style, but it seems that most of the currently active Cogl developers agree on it. The second change is to constrain the use of redundant glib data types in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all been replaced with int, unsigned int, float, long, unsigned long and char respectively. When talking about pixel data; use of guchar has been replaced with guint8, otherwise unsigned char can be used. The glib types that we continue to use for portability are gboolean, gint{8,16,32,64}, guint{8,16,32,64} and gsize. The general intention is that Cogl should look palatable to the widest range of C programmers including those outside the Gnome community so - especially for the public API - we want to minimize the number of foreign looking typedefs.
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static int
_cogl_texture_2d_sliced_get_width (CoglTexture *tex)
{
return COGL_TEXTURE_2D_SLICED (tex)->width;
}
cogl: improves header and coding style consistency We've had complaints that our Cogl code/headers are a bit "special" so this is a first pass at tidying things up by giving them some consistency. These changes are all consistent with how new code in Cogl is being written, but the style isn't consistently applied across all code yet. There are two parts to this patch; but since each one required a large amount of effort to maintain tidy indenting it made sense to combine the changes to reduce the time spent re indenting the same lines. The first change is to use a consistent style for declaring function prototypes in headers. Cogl headers now consistently use this style for prototypes: return_type cogl_function_name (CoglType arg0, CoglType arg1); Not everyone likes this style, but it seems that most of the currently active Cogl developers agree on it. The second change is to constrain the use of redundant glib data types in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all been replaced with int, unsigned int, float, long, unsigned long and char respectively. When talking about pixel data; use of guchar has been replaced with guint8, otherwise unsigned char can be used. The glib types that we continue to use for portability are gboolean, gint{8,16,32,64}, guint{8,16,32,64} and gsize. The general intention is that Cogl should look palatable to the widest range of C programmers including those outside the Gnome community so - especially for the public API - we want to minimize the number of foreign looking typedefs.
2010-02-10 01:57:32 +00:00
static int
_cogl_texture_2d_sliced_get_height (CoglTexture *tex)
{
return COGL_TEXTURE_2D_SLICED (tex)->height;
}
static CoglTextureType
_cogl_texture_2d_sliced_get_type (CoglTexture *tex)
{
return COGL_TEXTURE_TYPE_2D;
}
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,
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_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,
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_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_get_type,
_cogl_texture_2d_sliced_is_foreign
};