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

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/*
* 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"
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 13:54:57 -04:00
#include "cogl-pipeline-opengl-private.h"
#include "cogl-framebuffer-private.h"
#include <string.h>
#include <math.h>
static void _cogl_texture_2d_free (CoglTexture2D *tex_2d);
COGL_TEXTURE_INTERNAL_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),
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_p)
{
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)
{
_cogl_bind_gl_texture_transient (GL_TEXTURE_2D,
tex_2d->gl_texture,
tex_2d->is_foreign);
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)
{
if (!tex_2d->is_foreign)
_cogl_delete_gl_texture (tex_2d->gl_texture);
/* Chain up */
_cogl_texture_free (COGL_TEXTURE (tex_2d));
}
static gboolean
_cogl_texture_2d_can_create (unsigned int width,
unsigned int height,
CoglPixelFormat internal_format)
{
GLenum gl_intformat;
GLenum gl_type;
/* If NPOT textures aren't supported then the size must be a power
of two */
if (!cogl_features_available (COGL_FEATURE_TEXTURE_NPOT) &&
(!_cogl_util_is_pot (width) ||
!_cogl_util_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);
_cogl_texture_init (tex, &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->is_foreign = 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);
_cogl_bind_gl_texture_transient (GL_TEXTURE_2D,
tex_2d->gl_texture,
tex_2d->is_foreign);
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-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.
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_cogl_texture_2d_new_from_bitmap (CoglBitmap *bmp,
CoglTextureFlags flags,
CoglPixelFormat internal_format)
{
CoglTexture2D *tex_2d;
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 13:44:16 -04:00
CoglBitmap *dst_bmp;
GLenum gl_intformat;
GLenum gl_format;
GLenum gl_type;
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 13:44:16 -04:00
guint8 *data;
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 13:44:16 -04:00
g_return_val_if_fail (bmp != NULL, COGL_INVALID_HANDLE);
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 13:44:16 -04:00
internal_format =
_cogl_texture_determine_internal_format (_cogl_bitmap_get_format (bmp),
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 13:44:16 -04:00
if (!_cogl_texture_2d_can_create (_cogl_bitmap_get_width (bmp),
_cogl_bitmap_get_height (bmp),
internal_format))
return COGL_INVALID_HANDLE;
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 13:44:16 -04:00
if ((dst_bmp = _cogl_texture_prepare_for_upload (bmp,
internal_format,
&internal_format,
&gl_intformat,
&gl_format,
&gl_type)) == NULL)
return COGL_INVALID_HANDLE;
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 13:44:16 -04:00
tex_2d = _cogl_texture_2d_create_base (_cogl_bitmap_get_width (bmp),
_cogl_bitmap_get_height (bmp),
flags,
internal_format);
/* Keep a copy of the first pixel so that if glGenerateMipmap isn't
supported we can fallback to using GL_GENERATE_MIPMAP */
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 13:44:16 -04:00
if (!cogl_features_available (COGL_FEATURE_OFFSCREEN) &&
(data = _cogl_bitmap_map (dst_bmp,
COGL_BUFFER_ACCESS_READ, 0)))
{
tex_2d->first_pixel.gl_format = gl_format;
tex_2d->first_pixel.gl_type = gl_type;
memcpy (tex_2d->first_pixel.data, data,
_cogl_get_format_bpp (_cogl_bitmap_get_format (dst_bmp)));
_cogl_bitmap_unmap (dst_bmp);
}
_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,
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 13:44:16 -04:00
dst_bmp,
gl_intformat,
gl_format,
gl_type);
tex_2d->gl_format = gl_intformat;
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 13:44:16 -04:00
cogl_object_unref (dst_bmp);
return _cogl_texture_2d_handle_new (tex_2d);
}
CoglHandle
_cogl_texture_2d_new_from_foreign (GLuint gl_handle,
GLuint width,
GLuint height,
CoglPixelFormat format)
{
/* NOTE: width, height and internal format are not queriable
* in GLES, hence such a function prototype.
*/
GLenum gl_error = 0;
GLint gl_compressed = GL_FALSE;
GLenum gl_int_format = 0;
CoglTexture2D *tex_2d;
if (!_cogl_texture_driver_allows_foreign_gl_target (GL_TEXTURE_2D))
return COGL_INVALID_HANDLE;
/* Make sure it is a valid GL texture object */
if (!glIsTexture (gl_handle))
return COGL_INVALID_HANDLE;
/* Make sure binding succeeds */
while ((gl_error = glGetError ()) != GL_NO_ERROR)
;
_cogl_bind_gl_texture_transient (GL_TEXTURE_2D, gl_handle, TRUE);
if (glGetError () != GL_NO_ERROR)
return COGL_INVALID_HANDLE;
/* Obtain texture parameters
(only level 0 we are interested in) */
#if HAVE_COGL_GL
GE( glGetTexLevelParameteriv (GL_TEXTURE_2D, 0,
GL_TEXTURE_COMPRESSED,
&gl_compressed) );
{
GLint val;
GE( glGetTexLevelParameteriv (GL_TEXTURE_2D, 0,
GL_TEXTURE_INTERNAL_FORMAT,
&val) );
gl_int_format = val;
}
/* If we can query GL for the actual pixel format then we'll ignore
the passed in format and use that. */
if (!_cogl_pixel_format_from_gl_internal (gl_int_format, &format))
return COGL_INVALID_HANDLE;
#else
/* Otherwise we'll assume we can derive the GL format from the
passed in format */
_cogl_pixel_format_to_gl (format,
&gl_int_format,
NULL,
NULL);
#endif
/* Note: We always trust the given width and height without querying
* the texture object because the user may be creating a Cogl
* texture for a texture_from_pixmap object where glTexImage2D may
* not have been called and the texture_from_pixmap spec doesn't
* clarify that it is reliable to query back the size from OpenGL.
*/
/* Validate width and height */
if (width <= 0 || height <= 0)
return COGL_INVALID_HANDLE;
/* Compressed texture images not supported */
if (gl_compressed == GL_TRUE)
return COGL_INVALID_HANDLE;
/* Note: previously this code would query the texture object for
whether it has GL_GENERATE_MIPMAP enabled to determine whether to
auto-generate the mipmap. This doesn't make much sense any more
since Cogl switch to using glGenerateMipmap. Ideally I think
cogl_texture_new_from_foreign should take a flags parameter so
that the application can decide whether it wants
auto-mipmapping. To be compatible with existing code, Cogl now
disables its own auto-mipmapping but leaves the value of
GL_GENERATE_MIPMAP alone so that it would still work but without
the dirtiness tracking that Cogl would do. */
/* Create new texture */
tex_2d = _cogl_texture_2d_create_base (width, height,
COGL_TEXTURE_NO_AUTO_MIPMAP,
format);
/* Setup bitmap info */
tex_2d->is_foreign = TRUE;
tex_2d->mipmaps_dirty = TRUE;
tex_2d->format = format;
tex_2d->gl_texture = gl_handle;
tex_2d->gl_format = gl_int_format;
/* Unknown filter */
tex_2d->min_filter = GL_FALSE;
tex_2d->mag_filter = GL_FALSE;
return _cogl_texture_2d_handle_new (tex_2d);
}
void
_cogl_texture_2d_externally_modified (CoglHandle handle)
{
if (!_cogl_is_texture_2d (handle))
return;
COGL_TEXTURE_2D (handle)->mipmaps_dirty = TRUE;
}
void
_cogl_texture_2d_copy_from_framebuffer (CoglHandle handle,
int dst_x,
int dst_y,
int src_x,
int src_y,
int width,
int height)
{
CoglTexture2D *tex_2d;
g_return_if_fail (_cogl_is_texture_2d (handle));
tex_2d = COGL_TEXTURE_2D (handle);
/* Make sure the current framebuffers are bound. We explicitly avoid
flushing the clip state so we can bind our own empty state */
_cogl_framebuffer_flush_state (_cogl_get_draw_buffer (),
_cogl_get_read_buffer (),
0);
_cogl_bind_gl_texture_transient (GL_TEXTURE_2D,
tex_2d->gl_texture,
tex_2d->is_foreign);
glCopyTexSubImage2D (GL_TEXTURE_2D,
0, /* level */
dst_x, dst_y,
src_x, src_y,
width, height);
tex_2d->mipmaps_dirty = 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.
2010-02-09 20:57:32 -05:00
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
2010-01-18 04:22:04 -05:00
_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);
2010-01-18 04:22:04 -05:00
}
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 */
_cogl_bind_gl_texture_transient (GL_TEXTURE_2D,
tex_2d->gl_texture,
tex_2d->is_foreign);
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_pre_paint (CoglTexture *tex, CoglTexturePrePaintFlags flags)
{
CoglTexture2D *tex_2d = COGL_TEXTURE_2D (tex);
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Only update if the mipmaps are dirty */
if ((flags & COGL_TEXTURE_NEEDS_MIPMAP) &&
tex_2d->auto_mipmap && tex_2d->mipmaps_dirty)
{
_cogl_bind_gl_texture_transient (GL_TEXTURE_2D,
tex_2d->gl_texture,
tex_2d->is_foreign);
/* glGenerateMipmap is defined in the FBO extension. If it's not
available we'll fallback to temporarily enabling
GL_GENERATE_MIPMAP and reuploading the first pixel */
if (cogl_features_available (COGL_FEATURE_OFFSCREEN))
_cogl_texture_driver_gl_generate_mipmaps (GL_TEXTURE_2D);
#ifndef HAVE_COGL_GLES2
else
{
GE( glTexParameteri (GL_TEXTURE_2D,
GL_GENERATE_MIPMAP,
GL_TRUE) );
GE( glTexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, 1, 1,
tex_2d->first_pixel.gl_format,
tex_2d->first_pixel.gl_type,
tex_2d->first_pixel.data) );
GE( glTexParameteri (GL_TEXTURE_2D,
GL_GENERATE_MIPMAP,
GL_FALSE) );
}
#endif
tex_2d->mipmaps_dirty = FALSE;
}
}
2010-01-18 04:22:04 -05:00
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,
CoglBitmap *bmp)
{
CoglTexture2D *tex_2d = COGL_TEXTURE_2D (tex);
GLenum gl_format;
GLenum gl_type;
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 13:44:16 -04:00
guint8 *data;
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 13:44:16 -04:00
_cogl_pixel_format_to_gl (_cogl_bitmap_get_format (bmp),
NULL, /* internal format */
&gl_format,
&gl_type);
/* If this touches the first pixel then we'll update our copy */
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 13:44:16 -04:00
if (dst_x == 0 && dst_y == 0 &&
!cogl_features_available (COGL_FEATURE_OFFSCREEN) &&
(data = _cogl_bitmap_map (bmp, COGL_BUFFER_ACCESS_READ, 0)))
{
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 13:44:16 -04:00
CoglPixelFormat bpp =
_cogl_get_format_bpp (_cogl_bitmap_get_format (bmp));
tex_2d->first_pixel.gl_format = gl_format;
tex_2d->first_pixel.gl_type = gl_type;
memcpy (tex_2d->first_pixel.data,
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 13:44:16 -04:00
data + _cogl_bitmap_get_rowstride (bmp) * src_y + bpp * src_x,
bpp);
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 13:44:16 -04:00
_cogl_bitmap_unmap (bmp);
}
/* Send data to GL */
_cogl_texture_driver_upload_subregion_to_gl (GL_TEXTURE_2D,
tex_2d->gl_texture,
FALSE,
src_x, src_y,
dst_x, dst_y,
dst_width, dst_height,
bmp,
gl_format,
gl_type);
tex_2d->mipmaps_dirty = TRUE;
return TRUE;
}
static gboolean
_cogl_texture_2d_get_data (CoglTexture *tex,
CoglPixelFormat format,
unsigned int rowstride,
guint8 *data)
{
CoglTexture2D *tex_2d = COGL_TEXTURE_2D (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.
2010-02-09 20:57:32 -05:00
int bpp;
GLenum gl_format;
GLenum gl_type;
bpp = _cogl_get_format_bpp (format);
_cogl_pixel_format_to_gl (format,
NULL, /* internal format */
&gl_format,
&gl_type);
_cogl_texture_driver_prep_gl_for_pixels_download (rowstride, bpp);
_cogl_bind_gl_texture_transient (GL_TEXTURE_2D,
tex_2d->gl_texture,
tex_2d->is_foreign);
return _cogl_texture_driver_gl_get_tex_image (GL_TEXTURE_2D,
gl_format,
gl_type,
data);
}
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;
}
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.
2010-02-09 20:57:32 -05:00
static int
_cogl_texture_2d_get_width (CoglTexture *tex)
{
return COGL_TEXTURE_2D (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.
2010-02-09 20:57:32 -05:00
static int
_cogl_texture_2d_get_height (CoglTexture *tex)
{
return COGL_TEXTURE_2D (tex)->height;
}
static gboolean
_cogl_texture_2d_is_foreign (CoglTexture *tex)
{
return COGL_TEXTURE_2D (tex)->is_foreign;
}
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,
2010-01-18 04:22:04 -05:00
_cogl_texture_2d_transform_quad_coords_to_gl,
_cogl_texture_2d_get_gl_texture,
_cogl_texture_2d_set_filters,
_cogl_texture_2d_pre_paint,
2010-01-18 04:22:04 -05:00
_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,
_cogl_texture_2d_is_foreign
};