cogl: new textures sould have GL_TEXTURE_MIN_FILTER set to GL_LINEAR

The only way the user has to set the mipmap filters is through the
material/layer API. This API defaults to GL_LINEAR/GL_LINEAR for the max
and min filters. With the main use case of cogl being 2D interfaces, it
makes sense do default to GL_LINEAR for the min filter.

When creating new textures, we did not set any filter on them, using
OpenGL defaults': GL_NEAREST_MIPMAP_LINEAR for the min filter and
GL_LINEAR for the max filter. This will make the driver allocate memory
for the mipmap tree, memory that will not be used in the nominal case
(as the material API defaults to GL_LINEAR).

This patch tries to ensure that the min filter is set to GL_LINEAR
before any glTexImage*() call is done on the texture by setting the
filter when generating new OpenGL handles.
This commit is contained in:
Damien Lespiau 2010-01-25 11:21:05 +00:00
parent c0f65212ba
commit de8a6314f1
5 changed files with 72 additions and 9 deletions

View File

@ -829,8 +829,7 @@ _cogl_texture_2d_sliced_slices_create (CoglTexture2DSliced *tex_2ds,
* re-binding between textures inside a set) */
gl_handles = (GLuint*) tex_2ds->slice_gl_handles->data;
GE( glGenTextures (n_slices, gl_handles) );
_cogl_texture_driver_gen (GL_TEXTURE_2D, n_slices, gl_handles);
/* Init each GL texture object */
for (y = 0; y < n_y_slices; ++y)
@ -917,9 +916,9 @@ _cogl_texture_2d_sliced_upload_from_data
tex_2ds->slice_y_spans = NULL;
tex_2ds->slice_gl_handles = NULL;
/* Unknown filter */
tex_2ds->min_filter = GL_FALSE;
tex_2ds->mag_filter = GL_FALSE;
/* We default to GL_LINEAR for both filters */
tex_2ds->min_filter = GL_LINEAR;
tex_2ds->mag_filter = GL_LINEAR;
if (bmp->data)
{

View File

@ -225,9 +225,9 @@ _cogl_texture_2d_create_base (unsigned int width,
tex_2d->mipmaps_dirty = TRUE;
tex_2d->auto_mipmap = (flags & COGL_TEXTURE_NO_AUTO_MIPMAP) == 0;
/* Unknown filter */
tex_2d->min_filter = GL_FALSE;
tex_2d->mag_filter = GL_FALSE;
/* 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 = GL_FALSE;
@ -263,6 +263,7 @@ _cogl_texture_2d_new_with_size (unsigned int width,
tex_2d = _cogl_texture_2d_create_base (width, height, flags, internal_format);
GE( glGenTextures (1, &tex_2d->gl_texture) );
GE( glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) );
GE( glBindTexture (GL_TEXTURE_2D, tex_2d->gl_texture) );
GE( glTexImage2D (GL_TEXTURE_2D, 0, gl_intformat,
width, height, 0, gl_format, gl_type, NULL) );
@ -300,7 +301,7 @@ _cogl_texture_2d_new_from_bitmap (CoglHandle bmp_handle,
flags,
internal_format);
GE( glGenTextures (1, &tex_2d->gl_texture) );
_cogl_texture_driver_gen (GL_TEXTURE_2D, 1, &tex_2d->gl_texture);
_cogl_texture_driver_upload_to_gl (GL_TEXTURE_2D,
tex_2d->gl_texture,
&dst_bmp,

View File

@ -24,6 +24,15 @@
#ifndef __COGL_TEXTURE_DRIVER_H
#define __COGL_TEXTURE_DRIVER_H
/*
* A very small wrapper around glGenTextures() that ensures we default to
* non-mipmap filters when creating textures. This is to save some memory as
* the driver will not allocate room for the mipmap tree.
*/
void
_cogl_texture_driver_gen (GLenum gl_target,
GLsizei n,
GLuint *textures);
/*
* Basically just a wrapper around glBindTexture, but the GLES2 backend
* for example also wants to know about the internal format so it can

View File

@ -47,6 +47,33 @@
#define glGenerateMipmap ctx->drv.pf_glGenerateMipmap
void
_cogl_texture_driver_gen (GLenum gl_target,
GLsizei n,
GLuint *textures)
{
guint i;
GE (glGenTextures (n, textures));
for (i = 0; i < n; i++)
{
GE (glBindTexture (gl_target, textures[i]));
switch (gl_target)
{
case GL_TEXTURE_2D:
/* GL_TEXTURE_MAG_FILTER defaults to GL_LINEAR, no need to set it */
GE( glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) );
break;
default:
g_assert_not_reached();
}
}
}
void
_cogl_texture_driver_bind (GLenum gl_target,
GLuint gl_handle,

View File

@ -47,6 +47,33 @@
#include "cogl-gles2-wrapper.h"
void
_cogl_texture_driver_gen (GLenum gl_target,
GLsizei n,
GLuint *textures)
{
guint i;
GE (glGenTextures (n, textures));
for (i = 0; i < n; i++)
{
GE (glBindTexture (gl_target, textures[i]));
switch (gl_target)
{
case GL_TEXTURE_2D:
/* GL_TEXTURE_MAG_FILTER defaults to GL_LINEAR, no need to set it */
GE( glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) );
break;
default:
g_assert_not_reached();
}
}
}
void
_cogl_texture_driver_bind (GLenum gl_target,