cogl-texture: List texture subclass types rather than hardcoding them

Instead of having a hardcoded series of if-statements in
cogl_is_texture to determine which types should appear as texture
subclasses, they are now stored in a GSList attached to the Cogl
context. The list is amended to using a new cogl_texture_register_type
function. There is a convenience macro called COGL_TEXTURE_DEFINE
which uses COGL_HANDLE_DEFINE_WITH_CODE to register the texture type
when the _get_type() function is first called.
This commit is contained in:
Neil Roberts 2010-06-11 13:50:36 +01:00
parent 2f286446af
commit ebb05bcb64
8 changed files with 40 additions and 8 deletions

View File

@ -72,7 +72,7 @@
static void _cogl_atlas_texture_free (CoglAtlasTexture *sub_tex);
COGL_HANDLE_DEFINE (AtlasTexture, atlas_texture);
COGL_TEXTURE_DEFINE (AtlasTexture, atlas_texture);
static const CoglTextureVtable cogl_atlas_texture_vtable;

View File

@ -65,6 +65,8 @@ cogl_create_context (void)
_context->feature_flags_private = 0;
_context->features_cached = FALSE;
_context->texture_types = NULL;
/* Initialise the driver specific state */
/* TODO: combine these two into one function */
_cogl_create_context_driver (_context);
@ -251,6 +253,8 @@ _cogl_destroy_context (void)
_cogl_bitmask_destroy (&_context->temp_bitmask);
_cogl_bitmask_destroy (&_context->texcoord_arrays_to_disable);
g_slist_free (_context->texture_types);
g_free (_context);
}

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@ -162,6 +162,10 @@ typedef struct
CoglMaterialProgramType current_use_program_type;
GLuint current_gl_program;
/* List of types that will be considered a subclass of CoglTexture in
cogl_is_texture */
GSList *texture_types;
CoglContextDriver drv;
} CoglContext;

View File

@ -42,7 +42,7 @@
static void _cogl_sub_texture_free (CoglSubTexture *sub_tex);
COGL_HANDLE_DEFINE (SubTexture, sub_texture);
COGL_TEXTURE_DEFINE (SubTexture, sub_texture);
static const CoglTextureVtable cogl_sub_texture_vtable;

View File

@ -50,7 +50,7 @@
static void _cogl_texture_2d_sliced_free (CoglTexture2DSliced *tex_2ds);
COGL_HANDLE_DEFINE (Texture2DSliced, texture_2d_sliced);
COGL_TEXTURE_DEFINE (Texture2DSliced, texture_2d_sliced);
static const CoglTextureVtable cogl_texture_2d_sliced_vtable;

View File

@ -44,7 +44,7 @@
static void _cogl_texture_2d_free (CoglTexture2D *tex_2d);
COGL_HANDLE_DEFINE (Texture2D, texture_2d);
COGL_TEXTURE_DEFINE (Texture2D, texture_2d);
static const CoglTextureVtable cogl_texture_2d_vtable;

View File

@ -142,6 +142,17 @@ typedef enum _CoglTextureChangeFlags
void
_cogl_texture_free (CoglTexture *texture);
/* This is used to register a type to the list of handle types that
will be considered a texture in cogl_is_texture() */
void
_cogl_texture_register_texture_type (GQuark type);
#define COGL_TEXTURE_DEFINE(TypeName, type_name) \
COGL_HANDLE_DEFINE_WITH_CODE \
(TypeName, type_name, \
_cogl_texture_register_texture_type (_cogl_handle_ \
## type_name ## _get_type ()))
void
_cogl_texture_foreach_sub_texture_in_region (CoglHandle handle,
float virtual_tx_1,

View File

@ -59,18 +59,31 @@
* abstract class manually.
*/
void
_cogl_texture_register_texture_type (GQuark type)
{
_COGL_GET_CONTEXT (ctxt, NO_RETVAL);
ctxt->texture_types = g_slist_prepend (ctxt->texture_types,
GINT_TO_POINTER (type));
}
gboolean
cogl_is_texture (CoglHandle handle)
{
CoglHandleObject *obj = (CoglHandleObject *)handle;
GSList *l;
_COGL_GET_CONTEXT (ctxt, FALSE);
if (handle == COGL_INVALID_HANDLE)
return FALSE;
return (obj->klass->type == _cogl_handle_texture_2d_get_type () ||
obj->klass->type == _cogl_handle_atlas_texture_get_type () ||
obj->klass->type == _cogl_handle_texture_2d_sliced_get_type () ||
obj->klass->type == _cogl_handle_sub_texture_get_type ());
for (l = ctxt->texture_types; l; l = l->next)
if (GPOINTER_TO_INT (l->data) == obj->klass->type)
return TRUE;
return FALSE;
}
CoglHandle