Commit Graph

23 Commits

Author SHA1 Message Date
Robert Bragg
90f106117f texture: Make CoglTextureRectangle experimentally public
This exposes CoglTextureRectangle in the experimental cogl 2.0 api. For
now we just expose a single constructor;
cogl_texture_rectangle_new_with_size() but we can add more later.

This is part of going work to improve our texture apis with more
emphasis on providing low-level access to the varying semantics of
different texture types understood by the gpu instead of only trying to
present a lowest common denominator api.

CoglTextureRectangle is notably useful for never being restricted to
power of two sizes and for being sampled with non-normalized texture
coordinates which can be convenient for use a lookup tables in glsl due
to not needing separate uniforms for mapping normalized coordinates to
texels. Unlike CoglTexture2D though rectangle textures can't have a
mipmap and they only support the _CLAMP_TO_EDGE wrap mode.

Applications wanting to use CoglTextureRectangle should first check
cogl_has_feature (COGL_FEATURE_ID_TEXTURE_RECTANGLE).

Reviewed-by: Neil Roberts <neil@linux.intel.com>
2011-11-01 12:03:02 +00:00
Robert Bragg
d4459e2d42 pipeline: Split more code out from cogl-pipeline.c
This splits out the core CoglPipelineLayer support code from
cogl-pipeline.c into cogl-pipeline-layer.c; it splits out the debugging
code for dumping a pipeline to a .dot file into cogl-pipeline-debug.c
and it splits the CoglPipelineNode support which is shared between
CoglPipeline and CoglPipelineLayer into cogl-node.c.

Note: cogl-pipeline-layer.c only contains the layer code directly
relating to CoglPipelineLayer objects; it does not contain any
_cogl_pipeline API relating to how CoglPipeline tracks and manipulates
layers.
2011-09-21 17:03:10 +01:00
Robert Bragg
4c3dadd35e Add a strong CoglTexture type to replace CoglHandle
As part of the on going, incremental effort to purge the non type safe
CoglHandle type from the Cogl API this patch tackles most of the
CoglHandle uses relating to textures.

We'd postponed making this change for quite a while because we wanted to
have a clearer understanding of how we wanted to evolve the texture APIs
towards Cogl 2.0 before exposing type safety here which would be
difficult to change later since it would imply breaking APIs.

The basic idea that we are steering towards now is that CoglTexture
can be considered to be the most primitive interface we have for any
object representing a texture. The texture interface would provide
roughly these methods:

  cogl_texture_get_width
  cogl_texture_get_height
  cogl_texture_can_repeat
  cogl_texture_can_mipmap
  cogl_texture_generate_mipmap;
  cogl_texture_get_format
  cogl_texture_set_region
  cogl_texture_get_region

Besides the texture interface we will then start to expose types
corresponding to specific texture types: CoglTexture2D,
CoglTexture3D, CoglTexture2DSliced, CoglSubTexture, CoglAtlasTexture and
CoglTexturePixmapX11.

We will then also expose an interface for the high-level texture types
we have (such as CoglTexture2DSlice, CoglSubTexture and
CoglAtlasTexture) called CoglMetaTexture. CoglMetaTexture is an
additional interface that lets you iterate a virtual region of a meta
texture and get mappings of primitive textures to sub-regions of that
virtual region. Internally we already have this kind of abstraction for
dealing with sliced texture, sub-textures and atlas textures in a
consistent way, so this will just make that abstraction public. The aim
here is to clarify that there is a difference between primitive textures
(CoglTexture2D/3D) and some of the other high-level textures, and also
enable developers to implement primitives that can support meta textures
since they can only be used with the cogl_rectangle API currently.

The thing that's not so clean-cut with this are the texture constructors
we have currently; such as cogl_texture_new_from_file which no longer
make sense when CoglTexture is considered to be an interface.  These
will basically just become convenient factory functions and it's just a
bit unusual that they are within the cogl_texture namespace.  It's worth
noting here that all the texture type APIs will also have their own type
specific constructors so these functions will only be used for the
convenience of being able to create a texture without really wanting to
know the details of what type of texture you need.  Longer term for 2.0
we may come up with replacement names for these factory functions or the
other thing we are considering is designing some asynchronous factory
functions instead since it's so often detrimental to application
performance to be blocked waiting for a texture to be uploaded to the
GPU.

Reviewed-by: Neil Roberts <neil@linux.intel.com>
2011-09-21 15:27:03 +01:00
Robert Bragg
a9184d5cb7 Export API for uploading a tex subregion from a CoglBuffer
This exposes 2 experimental functions that make it possible to upload a
subregion of a texture from a CoglBuffer by first wrapping the buffer as
a CoglBitmap and then allowing uploading of a subregion from a
CoglBitmap. The new functions are:

cogl_bitmap_new_from_buffer() and
cogl_texture_set_region_from_bitmap()

Actually for now we are exporting this API for practical reasons since
we already had this API internally and it enables a specific feature
that was requested, but it is worth nothing that it's quite likely we
will replace these with functions that don't involve the CoglBitmap API
at some point.

For reference: The CoglBitmap API was actually removed from the 2.0
experimental API reference manual some time ago because the hope was
that we'd come up with a neater replacement. It doesn't seem entirely
clear what the scope of the CoglBitmap api is so it has became a bit of
a dumping ground.  CoglBitmap is used for image loading, as a means to
represent the layout of image data and also internally deals with format
conversions.

Note: Because we are avoiding including CoglBitmap as part of the 2.0
API these functions aren't currently included in the 2.0 reference
manual.

Reviewed-by: Neil Roberts <neil@linux.intel.com>
2011-07-25 22:45:24 +01:00
Robert Bragg
60b25615fd Add _cogl_egl_texture_2d_new_from_image API
This adds an internal texture_2d constructor that can wrap an EGLImage
as a CoglTexture2D. The plan is to utilize this for texture-from-pixmap
support with EGL as well as creating textures from wayland buffers.
2011-06-01 20:44:42 +01:00
Robert Bragg
ee7cc9e788 Make CoglTexture2D public as experimental API
This exposes a CoglTexture2D typedef and adds the following experimental
API:
    cogl_is_texture_2d
    cogl_texture_2d_new_with_size
    cogl_texture_2d_new_from_data
    cogl_texture_2d_new_from_foreign

Since this is experimental API you need to define
COGL_ENABLE_EXPERIMENTAL_API before including cogl.h.

Note: With these new entrypoints we now expect a CoglContext pointer to
be passed in, instead of assuming there is a default context. The aim is
that for Cogl 2.0 we won't have a default context so this is a step in
that direction.
2011-06-01 20:44:41 +01:00
Emmanuele Bassi
72f4ddf532 Remove mentions of the FSF address
Since using addresses that might change is something that finally
the FSF acknowledge as a plausible scenario (after changing address
twice), the license blurb in the source files should use the URI
for getting the license in case the library did not come with it.

Not that URIs cannot possibly change, but at least it's easier to
set up a redirection at the same place.

As a side note: this commit closes the oldes bug in Clutter's bug
report tool.

http://bugzilla.openedhand.com/show_bug.cgi?id=521
2010-03-01 12:56:10 +00:00
Robert Bragg
a4dfa70a0e cogl_texture_new_from_foreign: improve docs
Improve the explanation of what the x_pot_waste and y_pot_waste
arguments can be used for.
2010-02-17 20:36:51 +00:00
Neil Roberts
8119c184da cogl-sub-texture: Optimise taking a sub texture of a sub texture
When creating a Cogl sub-texture, if the full texture is also a sub
texture it will now just offset the x and y and reference the full
texture instead. This avoids one level of indirection when rendering
the texture which reduces the chances of getting rounding errors in
the calculations.
2010-02-12 16:57:17 +00:00
Robert Bragg
f93e50a281 cogl: explicitly mark cogl_<object>_ref/unref APIs as deprecated
This uses the G_GNUC_DEPRECATED macros to mark the
cogl_{texture,vertex_buffer,shader}_ref and unref APIs as deprecated.
Since this flagged that cogl-pango-display-list.c and
clutter-glx-texture-pixmap.c were still using deprecated _ref/_unref
APIs they have now been changed to use the cogl_handle_ref/unref API
instead.
2010-02-12 14:05:01 +00:00
Robert Bragg
7d9b733446 cogl: cleanly separate primitives + paths code
The function prototypes for the primitives API were spread between
cogl-path.h and cogl-texture.h and should have been in a
cogl-primitives.h.

As well as shuffling the prototypes around into more sensible places
this commit splits the cogl-path API out from cogl-primitives.c into
a cogl-path.c
2010-02-12 14:05:01 +00:00
Robert Bragg
0f5f4e8645 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.
2010-02-12 14:05:00 +00:00
Damien Lespiau
cf960cfb3d cogl-texture: Add a new constructor to turn CoglBuffers into textures
The only goal of using COGL buffers is to use them to create
textures. cogl_texture_new_from_buffer() is the new symbol to create
textures out of buffers.
2010-02-08 17:14:49 +00:00
Neil Roberts
ae7825275e cogl: Make CoglSubTexture only work for quad rendering
The sub texture backend doesn't work well as a completely general
texture backend because for example when rendering with cogl_polygon
it needs to be able to tranform arbitrary texture coordinates without
reference to the other coordintes. This can't be done when the texture
coordinates are a multiple of one because sometimes the coordinate
should represent the left or top edge and sometimes it should
represent the bottom or top edge. For example if the s coordinates are
0 and 1 then 1 represents the right edge but if they are 1 and 2 then
1 represents the left edge.

Instead the sub-textures are now documented not to support coordinates
outside the range [0,1]. The coordinates for the sub-region are now
represented as integers as this helps avoid rounding issues. The
region can no longer be a super-region of the texture as this
simplifies the code quite a lot.

There are two new texture virtual functions:

transform_quad_coords_to_gl - This transforms two pairs of coordinates
     representing a quad. It will return FALSE if the coordinates can
     not be transformed. The sub texture backend uses this to detect
     coordinates that require repeating which causes cogl-primitives
     to use manual repeating.

ensure_non_quad_rendering - This is used in cogl_polygon and
     cogl_vertex_buffer to inform the texture backend that
     transform_quad_to_gl is going to be used. The atlas backend
     migrates the texture out of the atlas when it hits this.
2010-01-18 09:22:04 +00:00
Neil Roberts
f5d809f1e8 Merge branch 'master' into more-texture-backends 2010-01-15 12:15:46 +00:00
Neil Roberts
dfc3dd9c43 cogl: Remove the CGL_* defines
These macros used to define Cogl wrappers for the GLenum values. There are
now Cogl enums everywhere in the API where these were required so we
shouldn't need them anymore. They were in the public headers but as
they are not neccessary and were not in the API docs for Clutter 1.0
it should be safe to remove them.
2010-01-12 17:10:15 +00:00
Emmanuele Bassi
932a9e16ab Include cogl-defines.h before using GL types
If we are using GL* types we should also be including cogl-defines.h, as
that will include the right GL header.
2010-01-05 17:55:47 +00:00
Emmanuele Bassi
de5c84c453 cogl: Const-ify vertices in cogl_polygon()
The CoglTextureVertex array passed to cogl_polygon() is a pure
in-argument and should be const-ified.

http://bugzilla.openedhand.com/show_bug.cgi?id=1917
2010-01-04 11:43:00 +00:00
Neil Roberts
c9cafc798c cogl: Add a sub texture backend
This adds a new texture backend which represents a sub texture of a
larger texture. The texture is created with a reference to the full
texture and a set of coordinates describing the region. The backend
simply defers to the full texture for all operations and maps the
coordinates to the other range. You can also use coordinates outside
the range [0,1] to create a repeated version of the full texture.

A new public API function called cogl_texture_new_from_sub_texture is
available to create the sub texture.
2009-12-02 22:03:08 +00:00
Emmanuele Bassi
03439aede8 docs: Increase consistency in Cogl documentation 2009-11-19 14:19:59 +00:00
Neil Roberts
8f21013ee6 docs: Fix the 'Since' annotation for some functions
The 'Since' annotation needs to have a colon after it or gtk-doc won't
pick it up.
2009-11-19 11:51:21 +00:00
Robert Bragg
c943b34cbe [docs] switch gl_handle+gl_target docs for cogl_texture_new_from_foreign
The descriptions for gl_handle and gl_target were inverted.

Thanks to Young-Ho Cha for spotting that.

Signed-off-by: Robert Bragg <robert@linux.intel.com>
2009-10-16 18:58:51 +01:00
Robert Bragg
0bce7eac53 Intial Re-layout of the Cogl source code and introduction of a Cogl Winsys
As part of an incremental process to have Cogl be a standalone project we
want to re-consider how we organise the Cogl source code.

Currently this is the structure I'm aiming for:
cogl/
    cogl/
	<put common source here>
	winsys/
	   cogl-glx.c
	   cogl-wgl.c
	driver/
	    gl/
	    gles/
	os/ ?
    utils/
	cogl-fixed
	cogl-matrix-stack?
        cogl-journal?
        cogl-primitives?
    pango/

The new winsys component is a starting point for migrating window system
code (i.e.  x11,glx,wgl,osx,egl etc) from Clutter to Cogl.

The utils/ and pango/ directories aren't added by this commit, but they are
noted because I plan to add them soon.

Overview of the planned structure:

* The winsys/ API is the API that binds OpenGL to a specific window system,
  be that X11 or win32 etc.  Example are glx, wgl and egl. Much of the logic
  under clutter/{glx,osx,win32 etc} should migrate here.

* Note there is also the idea of a winsys-base that may represent a window
  system for which there are multiple winsys APIs.  An example of this is
  x11, since glx and egl may both be used with x11.  (currently only Clutter
  has the idea of a winsys-base)

* The driver/ represents a specific varient of OpenGL. Currently we have "gl"
  representing OpenGL 1.4-2.1 (mostly fixed function) and "gles" representing
  GLES 1.1 (fixed funciton) and 2.0 (fully shader based)

* Everything under cogl/ should fundamentally be supporting access to the
  GPU.  Essentially Cogl's most basic requirement is to provide a nice GPU
  Graphics API and drawing a line between this and the utility functionality
  we add to support Clutter should help keep this lean and maintainable.

* Code under utils/ as suggested builds on cogl/ adding more convenient
  APIs or mechanism to optimize special cases. Broadly speaking you can
  compare cogl/ to OpenGL and utils/ to GLU.

* clutter/pango will be moved to clutter/cogl/pango

How some of the internal configure.ac/pkg-config terminology has changed:
backendextra -> CLUTTER_WINSYS_BASE # e.g. "x11"
backendextralib -> CLUTTER_WINSYS_BASE_LIB # e.g. "x11/libclutter-x11.la"
clutterbackend -> {CLUTTER,COGL}_WINSYS # e.g. "glx"
CLUTTER_FLAVOUR -> {CLUTTER,COGL}_WINSYS
clutterbackendlib -> CLUTTER_WINSYS_LIB
CLUTTER_COGL -> COGL_DRIVER # e.g. "gl"

Note: The CLUTTER_FLAVOUR and CLUTTER_COGL defines are kept for apps

As the first thing to take advantage of the new winsys component in Cogl;
cogl_get_proc_address() has been moved from cogl/{gl,gles}/cogl.c into
cogl/common/cogl.c and this common implementation first trys
_cogl_winsys_get_proc_address() but if that fails then it falls back to
gmodule.
2009-10-16 18:58:50 +01:00