2008-04-25 13:37:36 +00:00
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/*
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2009-04-27 14:48:12 +00:00
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* Cogl
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2008-04-25 13:37:36 +00:00
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*
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2009-04-27 14:48:12 +00:00
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* An object oriented GL/GLES Abstraction/Utility Layer
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2008-04-25 13:37:36 +00:00
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*
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2009-04-27 14:48:12 +00:00
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* Copyright (C) 2007,2008,2009 Intel Corporation.
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2008-04-25 13:37:36 +00:00
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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2009-07-27 23:37:11 +00:00
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#ifndef __COGL_TEXTURE_PRIVATE_H
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#define __COGL_TEXTURE_PRIVATE_H
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2008-04-25 13:37:36 +00:00
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2009-04-30 17:00:22 +00:00
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#include "cogl-bitmap-private.h"
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2009-04-01 16:16:44 +00:00
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#include "cogl-handle.h"
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[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
2009-06-17 17:46:42 +00:00
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#include "cogl-material-private.h"
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2008-04-25 13:37:36 +00:00
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2009-08-30 10:36:11 +00:00
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#define COGL_TEXTURE(tex) ((CoglTexture *)(tex))
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2008-04-25 13:37:36 +00:00
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2009-11-26 17:32:52 +00:00
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typedef struct _CoglTexture CoglTexture;
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typedef struct _CoglTextureVtable CoglTextureVtable;
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typedef struct _CoglTextureUploadData CoglTextureUploadData;
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2008-04-25 13:37:36 +00:00
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2009-09-16 10:56:17 +00:00
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typedef void (*CoglTextureSliceCallback) (CoglHandle handle,
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GLuint gl_handle,
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GLenum gl_target,
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2009-12-02 17:17:24 +00:00
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const float *slice_coords,
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const float *virtual_coords,
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2009-09-16 10:56:17 +00:00
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void *user_data);
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2009-12-02 13:41:49 +00:00
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typedef void (* CoglTextureManualRepeatCallback) (const float *coords,
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void *user_data);
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2009-11-25 13:39:45 +00:00
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struct _CoglTextureVtable
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{
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/* Virtual functions that must be implemented for a texture
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backend */
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gboolean (* set_region) (CoglTexture *tex,
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int src_x,
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int src_y,
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int dst_x,
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int dst_y,
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unsigned int dst_width,
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unsigned int dst_height,
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int width,
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int height,
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CoglPixelFormat format,
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unsigned int rowstride,
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const guint8 *data);
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int (* get_data) (CoglTexture *tex,
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CoglPixelFormat format,
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unsigned int rowstride,
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guint8 *data);
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void (* foreach_sub_texture_in_region) (CoglTexture *tex,
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float virtual_tx_1,
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float virtual_ty_1,
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float virtual_tx_2,
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float virtual_ty_2,
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CoglTextureSliceCallback callback,
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void *user_data);
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gint (* get_max_waste) (CoglTexture *tex);
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gboolean (* is_sliced) (CoglTexture *tex);
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gboolean (* can_hardware_repeat) (CoglTexture *tex);
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void (* transform_coords_to_gl) (CoglTexture *tex,
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float *s,
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float *t);
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gboolean (* get_gl_texture) (CoglTexture *tex,
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GLuint *out_gl_handle,
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GLenum *out_gl_target);
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void (* set_filters) (CoglTexture *tex,
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GLenum min_filter,
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GLenum mag_filter);
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void (* ensure_mipmaps) (CoglTexture *tex);
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void (* set_wrap_mode_parameter) (CoglTexture *tex,
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GLenum wrap_mode);
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2009-11-26 18:58:17 +00:00
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CoglPixelFormat (* get_format) (CoglTexture *tex);
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GLenum (* get_gl_format) (CoglTexture *tex);
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gint (* get_width) (CoglTexture *tex);
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gint (* get_height) (CoglTexture *tex);
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2009-11-25 13:39:45 +00:00
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};
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2009-11-26 17:32:52 +00:00
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/* This represents the state needed to upload texture data. There are
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utility functions in cogl-texture which use this state */
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struct _CoglTextureUploadData
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{
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CoglBitmap bitmap;
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gboolean bitmap_owner;
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GLenum gl_intformat;
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GLenum gl_format;
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GLenum gl_type;
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};
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2009-11-25 13:39:45 +00:00
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struct _CoglTexture
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{
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CoglHandleObject _parent;
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const CoglTextureVtable *vtable;
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};
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2009-03-23 12:29:15 +00:00
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void
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2009-09-16 10:56:17 +00:00
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_cogl_texture_foreach_sub_texture_in_region (CoglHandle handle,
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float virtual_tx_1,
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float virtual_ty_1,
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float virtual_tx_2,
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float virtual_ty_2,
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CoglTextureSliceCallback callback,
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void *user_data);
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gboolean
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_cogl_texture_can_hardware_repeat (CoglHandle handle);
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void
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_cogl_texture_transform_coords_to_gl (CoglHandle handle,
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float *s,
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float *t);
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GLenum
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2009-11-26 18:58:17 +00:00
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_cogl_texture_get_gl_format (CoglHandle handle);
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2009-09-16 10:56:17 +00:00
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void
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_cogl_texture_set_wrap_mode_parameter (CoglHandle handle,
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2009-03-23 12:29:15 +00:00
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GLenum wrap_mode);
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2009-06-04 15:04:57 +00:00
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void
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_cogl_texture_set_filters (CoglHandle handle,
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GLenum min_filter,
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GLenum mag_filter);
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void
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_cogl_texture_ensure_mipmaps (CoglHandle handle);
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2009-11-26 17:32:52 +00:00
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/* Utility functions to help uploading a bitmap. These are intended to
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* be used by CoglTexture implementations or drivers... */
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2009-08-30 10:36:11 +00:00
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void
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2009-11-26 17:32:52 +00:00
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_cogl_texture_upload_data_free (CoglTextureUploadData *data);
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2009-08-30 10:36:11 +00:00
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void
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2009-11-26 17:32:52 +00:00
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_cogl_texture_upload_data_swap_bitmap (CoglTextureUploadData *data,
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CoglBitmap *new_bitmap);
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2009-08-30 10:36:11 +00:00
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2009-11-27 18:45:36 +00:00
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gboolean
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_cogl_texture_upload_data_prepare_format
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(CoglTextureUploadData *data,
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CoglPixelFormat *internal_format);
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gboolean
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_cogl_texture_upload_data_convert (CoglTextureUploadData *data,
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CoglPixelFormat internal_format);
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2009-08-30 10:36:11 +00:00
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gboolean
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2009-11-26 17:32:52 +00:00
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_cogl_texture_upload_data_prepare (CoglTextureUploadData *data,
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CoglPixelFormat internal_format);
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2009-08-30 10:36:11 +00:00
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2009-07-27 23:37:11 +00:00
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void
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_cogl_texture_prep_gl_alignment_for_pixels_upload (int pixels_rowstride);
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void
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_cogl_texture_prep_gl_alignment_for_pixels_download (int pixels_rowstride);
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2009-12-02 13:41:49 +00:00
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/* Utility function for implementing manual repeating. Even texture
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backends that always support hardware repeating need this because
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when foreach_sub_texture_in_region is invoked Cogl will set the
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wrap mode to GL_CLAMP_TO_EDGE so hardware repeating can't be
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done */
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void
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_cogl_texture_iterate_manual_repeats (CoglTextureManualRepeatCallback callback,
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float tx_1, float ty_1,
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float tx_2, float ty_2,
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void *user_data);
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2009-11-26 17:32:52 +00:00
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/* Utility function to use as a fallback for getting the data of any
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texture via the framebuffer */
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2009-08-30 10:36:11 +00:00
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gboolean
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2009-11-26 17:32:52 +00:00
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_cogl_texture_draw_and_read (CoglHandle handle,
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2009-08-30 10:36:11 +00:00
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CoglBitmap *target_bmp,
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GLuint target_gl_format,
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GLuint target_gl_type);
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2009-07-27 23:37:11 +00:00
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#endif /* __COGL_TEXTURE_PRIVATE_H */
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