/* * Cogl * * An object oriented GL/GLES Abstraction/Utility Layer * * Copyright (C) 2007,2008,2009,2010 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 . * * * * Authors: * Matthew Allum * Neil Roberts * Robert Bragg */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "cogl.h" #include "cogl-debug.h" #include "cogl-internal.h" #include "cogl-util.h" #include "cogl-bitmap.h" #include "cogl-bitmap-private.h" #include "cogl-texture-private.h" #include "cogl-texture-2d-private.h" #include "cogl-texture-2d-sliced-private.h" #include "cogl-texture-driver.h" #include "cogl-context-private.h" #include "cogl-handle.h" #include "cogl-spans.h" #include "cogl-journal-private.h" #include "cogl-pipeline-opengl-private.h" #include #include #include static void _cogl_texture_2d_sliced_free (CoglTexture2DSliced *tex_2ds); COGL_TEXTURE_DEFINE (Texture2DSliced, texture_2d_sliced); static const CoglTextureVtable cogl_texture_2d_sliced_vtable; typedef struct _ForeachData { CoglMetaTextureCallback callback; void *user_data; float x_normalize_factor; float y_normalize_factor; } ForeachData; static void re_normalize_sub_texture_coords_cb (CoglTexture *sub_texture, const float *sub_texture_coords, const float *meta_coords, void *user_data) { ForeachData *data = user_data; float re_normalized_coords[4] = { sub_texture_coords[0] * data->x_normalize_factor, sub_texture_coords[1] * data->y_normalize_factor, sub_texture_coords[2] * data->x_normalize_factor, sub_texture_coords[3] * data->y_normalize_factor }; data->callback (sub_texture, re_normalized_coords, meta_coords, data->user_data); } static void _cogl_texture_2d_sliced_foreach_sub_texture_in_region ( CoglTexture *tex, float virtual_tx_1, float virtual_ty_1, float virtual_tx_2, float virtual_ty_2, CoglMetaTextureCallback callback, void *user_data) { CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex); CoglSpan *x_spans = (CoglSpan *)tex_2ds->slice_x_spans->data; CoglSpan *y_spans = (CoglSpan *)tex_2ds->slice_y_spans->data; CoglTexture **textures = (CoglTexture **)tex_2ds->slice_textures->data; float un_normalized_coords[4]; ForeachData data; /* NB: its convenient for us to store non-normalized coordinates in * our CoglSpans but that means we need to un-normalize the incoming * virtual coordinates and make sure we re-normalize the coordinates * before calling the given callback. */ data.callback = callback; data.user_data = user_data; data.x_normalize_factor = 1.0f / tex_2ds->width; data.y_normalize_factor = 1.0f / tex_2ds->height; un_normalized_coords[0] = virtual_tx_1 * data.x_normalize_factor; un_normalized_coords[1] = virtual_ty_1 * data.y_normalize_factor; un_normalized_coords[2] = virtual_tx_2 * data.x_normalize_factor; un_normalized_coords[3] = virtual_ty_2 * data.y_normalize_factor; _cogl_texture_spans_foreach_in_region (x_spans, tex_2ds->slice_x_spans->len, y_spans, tex_2ds->slice_y_spans->len, textures, un_normalized_coords, 1, /* x_normalize_factor */ 1, /* y_normalize_factor */ COGL_PIPELINE_WRAP_MODE_REPEAT, COGL_PIPELINE_WRAP_MODE_REPEAT, re_normalize_sub_texture_coords_cb, &data); } static guint8 * _cogl_texture_2d_sliced_allocate_waste_buffer (CoglTexture2DSliced *tex_2ds, CoglPixelFormat format) { CoglSpan *last_x_span; CoglSpan *last_y_span; guint8 *waste_buf = NULL; /* If the texture has any waste then allocate a buffer big enough to fill the gaps */ last_x_span = &g_array_index (tex_2ds->slice_x_spans, CoglSpan, tex_2ds->slice_x_spans->len - 1); last_y_span = &g_array_index (tex_2ds->slice_y_spans, CoglSpan, tex_2ds->slice_y_spans->len - 1); if (last_x_span->waste > 0 || last_y_span->waste > 0) { int bpp = _cogl_get_format_bpp (format); CoglSpan *first_x_span = &g_array_index (tex_2ds->slice_x_spans, CoglSpan, 0); CoglSpan *first_y_span = &g_array_index (tex_2ds->slice_y_spans, CoglSpan, 0); unsigned int right_size = first_y_span->size * last_x_span->waste; unsigned int bottom_size = first_x_span->size * last_y_span->waste; waste_buf = g_malloc (MAX (right_size, bottom_size) * bpp); } return waste_buf; } static void _cogl_texture_2d_sliced_set_waste (CoglTexture2DSliced *tex_2ds, CoglBitmap *source_bmp, CoglTexture2D *slice_tex, guint8 *waste_buf, CoglSpan *x_span, CoglSpan *y_span, CoglSpanIter *x_iter, CoglSpanIter *y_iter, int src_x, int src_y, int dst_x, int dst_y) { gboolean need_x, need_y; /* If the x_span is sliced and the upload touches the rightmost pixels then fill the waste with copies of the pixels */ need_x = x_span->waste > 0 && x_iter->intersect_end - x_iter->pos >= x_span->size - x_span->waste; /* same for the bottom-most pixels */ need_y = y_span->waste > 0 && y_iter->intersect_end - y_iter->pos >= y_span->size - y_span->waste; if (need_x || need_y) { int bmp_rowstride = _cogl_bitmap_get_rowstride (source_bmp); CoglPixelFormat source_format = _cogl_bitmap_get_format (source_bmp); int bpp = _cogl_get_format_bpp (source_format); guint8 *bmp_data; const guint8 *src; guint8 *dst; unsigned int wy, wx; CoglBitmap *waste_bmp; bmp_data = _cogl_bitmap_map (source_bmp, COGL_BUFFER_ACCESS_READ, 0); if (bmp_data == NULL) return; if (need_x) { src = (bmp_data + ((src_y + (int) y_iter->intersect_start - dst_y) * bmp_rowstride) + (src_x + (int)x_span->start + (int)x_span->size - (int)x_span->waste - dst_x - 1) * bpp); dst = waste_buf; for (wy = 0; wy < y_iter->intersect_end - y_iter->intersect_start; wy++) { for (wx = 0; wx < x_span->waste; wx++) { memcpy (dst, src, bpp); dst += bpp; } src += bmp_rowstride; } waste_bmp = _cogl_bitmap_new_from_data (waste_buf, source_format, x_span->waste, y_iter->intersect_end - y_iter->intersect_start, x_span->waste * bpp, NULL, NULL); cogl_texture_set_region_from_bitmap (COGL_TEXTURE (slice_tex), 0, /* src_x */ 0, /* src_y */ /* dst_x */ x_span->size - x_span->waste, y_iter->intersect_start - y_span->start, /* dst_y */ x_span->waste, /* dst_width */ /* dst_height */ y_iter->intersect_end - y_iter->intersect_start, waste_bmp); cogl_object_unref (waste_bmp); } if (need_y) { unsigned int copy_width, intersect_width; src = (bmp_data + ((src_x + (int) x_iter->intersect_start - dst_x) * bpp) + (src_y + (int)y_span->start + (int)y_span->size - (int)y_span->waste - dst_y - 1) * bmp_rowstride); dst = waste_buf; if (x_iter->intersect_end - x_iter->pos >= x_span->size - x_span->waste) copy_width = x_span->size + x_iter->pos - x_iter->intersect_start; else copy_width = x_iter->intersect_end - x_iter->intersect_start; intersect_width = x_iter->intersect_end - x_iter->intersect_start; for (wy = 0; wy < y_span->waste; wy++) { memcpy (dst, src, intersect_width * bpp); dst += intersect_width * bpp; for (wx = intersect_width; wx < copy_width; wx++) { memcpy (dst, dst - bpp, bpp); dst += bpp; } } waste_bmp = _cogl_bitmap_new_from_data (waste_buf, source_format, copy_width, y_span->waste, copy_width * bpp, NULL, NULL); cogl_texture_set_region_from_bitmap (COGL_TEXTURE (slice_tex), 0, /* src_x */ 0, /* src_y */ /* dst_x */ x_iter->intersect_start - x_iter->pos, /* dst_y */ y_span->size - y_span->waste, copy_width, /* dst_width */ y_span->waste, /* dst_height */ waste_bmp); cogl_object_unref (waste_bmp); } _cogl_bitmap_unmap (source_bmp); } } static gboolean _cogl_texture_2d_sliced_upload_to_gl (CoglTexture2DSliced *tex_2ds, CoglBitmap *bmp) { CoglSpan *x_span; CoglSpan *y_span; CoglTexture2D *slice_tex; int x, y; guint8 *waste_buf; CoglPixelFormat bmp_format; bmp_format = _cogl_bitmap_get_format (bmp); waste_buf = _cogl_texture_2d_sliced_allocate_waste_buffer (tex_2ds, bmp_format); /* Iterate vertical slices */ for (y = 0; y < tex_2ds->slice_y_spans->len; ++y) { y_span = &g_array_index (tex_2ds->slice_y_spans, CoglSpan, y); /* Iterate horizontal slices */ for (x = 0; x < tex_2ds->slice_x_spans->len; ++x) { int slice_num = y * tex_2ds->slice_x_spans->len + x; CoglSpanIter x_iter, y_iter; x_span = &g_array_index (tex_2ds->slice_x_spans, CoglSpan, x); /* Pick the gl texture object handle */ slice_tex = g_array_index (tex_2ds->slice_textures, CoglTexture2D *, slice_num); cogl_texture_set_region_from_bitmap (COGL_TEXTURE (slice_tex), x_span->start, /* src x */ y_span->start, /* src y */ 0, /* dst x */ 0, /* dst y */ x_span->size - x_span->waste, /* width */ y_span->size - y_span->waste, /* height */ bmp); /* Set up a fake iterator that covers the whole slice */ x_iter.intersect_start = x_span->start; x_iter.intersect_end = (x_span->start + x_span->size - x_span->waste); x_iter.pos = x_span->start; y_iter.intersect_start = y_span->start; y_iter.intersect_end = (y_span->start + y_span->size - y_span->waste); y_iter.pos = y_span->start; _cogl_texture_2d_sliced_set_waste (tex_2ds, bmp, slice_tex, waste_buf, x_span, y_span, &x_iter, &y_iter, 0, /* src_x */ 0, /* src_y */ 0, /* dst_x */ 0); /* dst_y */ } } if (waste_buf) g_free (waste_buf); return TRUE; } static gboolean _cogl_texture_2d_sliced_upload_subregion_to_gl (CoglTexture2DSliced *tex_2ds, int src_x, int src_y, int dst_x, int dst_y, int width, int height, CoglBitmap *source_bmp, GLuint source_gl_format, GLuint source_gl_type) { CoglSpan *x_span; CoglSpan *y_span; CoglSpanIter x_iter; CoglSpanIter y_iter; CoglTexture2D *slice_tex; int source_x = 0, source_y = 0; int inter_w = 0, inter_h = 0; int local_x = 0, local_y = 0; guint8 *waste_buf; CoglPixelFormat source_format; source_format = _cogl_bitmap_get_format (source_bmp); waste_buf = _cogl_texture_2d_sliced_allocate_waste_buffer (tex_2ds, source_format); /* Iterate vertical spans */ for (source_y = src_y, _cogl_span_iter_begin (&y_iter, (CoglSpan *)tex_2ds->slice_y_spans->data, tex_2ds->slice_y_spans->len, tex_2ds->height, dst_y, dst_y + height, COGL_PIPELINE_WRAP_MODE_REPEAT); !_cogl_span_iter_end (&y_iter); _cogl_span_iter_next (&y_iter), source_y += inter_h ) { y_span = &g_array_index (tex_2ds->slice_y_spans, CoglSpan, y_iter.index); /* Iterate horizontal spans */ for (source_x = src_x, _cogl_span_iter_begin (&x_iter, (CoglSpan *)tex_2ds->slice_x_spans->data, tex_2ds->slice_x_spans->len, tex_2ds->width, dst_x, dst_x + width, COGL_PIPELINE_WRAP_MODE_REPEAT); !_cogl_span_iter_end (&x_iter); _cogl_span_iter_next (&x_iter), source_x += inter_w ) { int slice_num; x_span = &g_array_index (tex_2ds->slice_x_spans, CoglSpan, x_iter.index); /* Pick intersection width and height */ inter_w = (x_iter.intersect_end - x_iter.intersect_start); inter_h = (y_iter.intersect_end - y_iter.intersect_start); /* Localize intersection top-left corner to slice*/ local_x = (x_iter.intersect_start - x_iter.pos); local_y = (y_iter.intersect_start - y_iter.pos); slice_num = y_iter.index * tex_2ds->slice_x_spans->len + x_iter.index; /* Pick slice texture */ slice_tex = g_array_index (tex_2ds->slice_textures, CoglTexture2D *, slice_num); cogl_texture_set_region_from_bitmap (COGL_TEXTURE (slice_tex), source_x, source_y, local_x, /* dst x */ local_y, /* dst y */ inter_w, /* width */ inter_h, /* height */ source_bmp); _cogl_texture_2d_sliced_set_waste (tex_2ds, source_bmp, slice_tex, waste_buf, x_span, y_span, &x_iter, &y_iter, src_x, src_y, dst_x, dst_y); } } g_free (waste_buf); return TRUE; } static int _cogl_rect_slices_for_size (int size_to_fill, int max_span_size, int max_waste, GArray *out_spans) { int n_spans = 0; CoglSpan span; /* Init first slice span */ span.start = 0; span.size = max_span_size; span.waste = 0; /* Repeat until whole area covered */ while (size_to_fill >= span.size) { /* Add another slice span of same size */ if (out_spans) g_array_append_val (out_spans, span); span.start += span.size; size_to_fill -= span.size; n_spans++; } /* Add one last smaller slice span */ if (size_to_fill > 0) { span.size = size_to_fill; if (out_spans) g_array_append_val (out_spans, span); n_spans++; } return n_spans; } static int _cogl_pot_slices_for_size (int size_to_fill, int max_span_size, int max_waste, GArray *out_spans) { int n_spans = 0; CoglSpan span; /* Init first slice span */ span.start = 0; span.size = max_span_size; span.waste = 0; /* Fix invalid max_waste */ if (max_waste < 0) max_waste = 0; while (TRUE) { /* Is the whole area covered? */ if (size_to_fill > span.size) { /* Not yet - add a span of this size */ if (out_spans) g_array_append_val (out_spans, span); span.start += span.size; size_to_fill -= span.size; n_spans++; } else if (span.size - size_to_fill <= max_waste) { /* Yes and waste is small enough */ /* Pick the next power of two up from size_to_fill. This can sometimes be less than the span.size that would be chosen otherwise */ span.size = _cogl_util_next_p2 (size_to_fill); span.waste = span.size - size_to_fill; if (out_spans) g_array_append_val (out_spans, span); return ++n_spans; } else { /* Yes but waste is too large */ while (span.size - size_to_fill > max_waste) { span.size /= 2; g_assert (span.size > 0); } } } /* Can't get here */ return 0; } static void _cogl_texture_2d_sliced_set_wrap_mode_parameters (CoglTexture *tex, GLenum wrap_mode_s, GLenum wrap_mode_t, GLenum wrap_mode_p) { CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex); int i; /* Pass the set wrap mode on to all of the child textures */ for (i = 0; i < tex_2ds->slice_textures->len; i++) { CoglTexture2D *slice_tex = g_array_index (tex_2ds->slice_textures, CoglTexture2D *, i); _cogl_texture_set_wrap_mode_parameters (COGL_TEXTURE (slice_tex), wrap_mode_s, wrap_mode_t, wrap_mode_p); } } static gboolean _cogl_texture_2d_sliced_slices_create (CoglContext *ctx, CoglTexture2DSliced *tex_2ds, int width, int height, CoglPixelFormat format) { int max_width; int max_height; CoglTexture2D **slice_textures; int n_x_slices; int n_y_slices; int n_slices; int x, y; CoglSpan *x_span; CoglSpan *y_span; GLenum gl_intformat; GLenum gl_type; int (*slices_for_size) (int, int, int, GArray*); /* Initialize size of largest slice according to supported features */ if (cogl_has_feature (ctx, COGL_FEATURE_ID_TEXTURE_NPOT)) { max_width = width; max_height = height; slices_for_size = _cogl_rect_slices_for_size; } else { max_width = _cogl_util_next_p2 (width); max_height = _cogl_util_next_p2 (height); slices_for_size = _cogl_pot_slices_for_size; } ctx->texture_driver->pixel_format_to_gl (format, &gl_intformat, NULL, &gl_type); /* Negative number means no slicing forced by the user */ if (tex_2ds->max_waste <= -1) { CoglSpan span; /* Check if size supported else bail out */ if (!ctx->texture_driver->size_supported (GL_TEXTURE_2D, gl_intformat, gl_type, max_width, max_height)) { return FALSE; } n_x_slices = 1; n_y_slices = 1; /* Init span arrays */ tex_2ds->slice_x_spans = g_array_sized_new (FALSE, FALSE, sizeof (CoglSpan), 1); tex_2ds->slice_y_spans = g_array_sized_new (FALSE, FALSE, sizeof (CoglSpan), 1); /* Add a single span for width and height */ span.start = 0; span.size = max_width; span.waste = max_width - width; g_array_append_val (tex_2ds->slice_x_spans, span); span.size = max_height; span.waste = max_height - height; g_array_append_val (tex_2ds->slice_y_spans, span); } else { /* Decrease the size of largest slice until supported by GL */ while (!ctx->texture_driver->size_supported (GL_TEXTURE_2D, gl_intformat, gl_type, max_width, max_height)) { /* Alternate between width and height */ if (max_width > max_height) max_width /= 2; else max_height /= 2; if (max_width == 0 || max_height == 0) return FALSE; } /* Determine the slices required to cover the bitmap area */ n_x_slices = slices_for_size (width, max_width, tex_2ds->max_waste, NULL); n_y_slices = slices_for_size (height, max_height, tex_2ds->max_waste, NULL); /* Init span arrays with reserved size */ tex_2ds->slice_x_spans = g_array_sized_new (FALSE, FALSE, sizeof (CoglSpan), n_x_slices); tex_2ds->slice_y_spans = g_array_sized_new (FALSE, FALSE, sizeof (CoglSpan), n_y_slices); /* Fill span arrays with info */ slices_for_size (width, max_width, tex_2ds->max_waste, tex_2ds->slice_x_spans); slices_for_size (height, max_height, tex_2ds->max_waste, tex_2ds->slice_y_spans); } /* Init and resize GL handle array */ n_slices = n_x_slices * n_y_slices; tex_2ds->slice_textures = g_array_sized_new (FALSE, FALSE, sizeof (CoglTexture2D *), n_slices); g_array_set_size (tex_2ds->slice_textures, n_slices); slice_textures = (CoglTexture2D **) tex_2ds->slice_textures->data; /* Init each GL texture object */ for (y = 0; y < n_y_slices; ++y) { y_span = &g_array_index (tex_2ds->slice_y_spans, CoglSpan, y); for (x = 0; x < n_x_slices; ++x) { GError *error = NULL; x_span = &g_array_index (tex_2ds->slice_x_spans, CoglSpan, x); COGL_NOTE (SLICING, "CREATE SLICE (%d,%d)\tsize (%d,%d)", x, y, (int)(x_span->size - x_span->waste), (int)(y_span->size - y_span->waste)); slice_textures[y * n_x_slices + x] = cogl_texture_2d_new_with_size (ctx, x_span->size, y_span->size, format, &error); if (!slice_textures[y * n_x_slices + x]) { g_array_set_size (tex_2ds->slice_textures, y * n_x_slices + x); g_error_free (error); return FALSE; } } } return TRUE; } static void _cogl_texture_2d_sliced_slices_free (CoglTexture2DSliced *tex_2ds) { if (tex_2ds->slice_x_spans != NULL) g_array_free (tex_2ds->slice_x_spans, TRUE); if (tex_2ds->slice_y_spans != NULL) g_array_free (tex_2ds->slice_y_spans, TRUE); if (tex_2ds->slice_textures != NULL) { int i; for (i = 0; i < tex_2ds->slice_textures->len; i++) { CoglTexture2D *slice_tex = g_array_index (tex_2ds->slice_textures, CoglTexture2D *, i); cogl_handle_unref (slice_tex); } g_array_free (tex_2ds->slice_textures, TRUE); } } static void _cogl_texture_2d_sliced_free (CoglTexture2DSliced *tex_2ds) { _cogl_texture_2d_sliced_slices_free (tex_2ds); /* Chain up */ _cogl_texture_free (COGL_TEXTURE (tex_2ds)); } static gboolean _cogl_texture_2d_sliced_init_base (CoglContext *ctx, CoglTexture2DSliced *tex_2ds, int width, int height, CoglPixelFormat internal_format) { CoglTexture *tex = COGL_TEXTURE (tex_2ds); _cogl_texture_init (tex, &cogl_texture_2d_sliced_vtable); tex_2ds->slice_x_spans = NULL; tex_2ds->slice_y_spans = NULL; tex_2ds->slice_textures = NULL; /* Create slices for the given format and size */ if (!_cogl_texture_2d_sliced_slices_create (ctx, tex_2ds, width, height, internal_format)) return FALSE; tex_2ds->width = width; tex_2ds->height = height; return TRUE; } CoglTexture2DSliced * cogl_texture_2d_sliced_new_with_size (CoglContext *ctx, unsigned int width, unsigned int height, int max_waste, CoglPixelFormat internal_format, GError **error) { CoglTexture2DSliced *tex_2ds; /* Since no data, we need some internal format */ if (internal_format == COGL_PIXEL_FORMAT_ANY) internal_format = COGL_PIXEL_FORMAT_RGBA_8888_PRE; /* Init texture with empty bitmap */ tex_2ds = g_new (CoglTexture2DSliced, 1); tex_2ds->max_waste = max_waste; if (!_cogl_texture_2d_sliced_init_base (ctx, tex_2ds, width, height, internal_format)) { _cogl_texture_2d_sliced_free (tex_2ds); g_set_error (error, COGL_ERROR, COGL_ERROR_NO_MEMORY, "Not enough memory to allocate texture slices"); return NULL; } return _cogl_texture_2d_sliced_handle_new (tex_2ds); } CoglTexture2DSliced * _cogl_texture_2d_sliced_new_from_bitmap (CoglBitmap *bmp, CoglTextureFlags flags, CoglPixelFormat internal_format) { CoglTexture2DSliced *tex_2ds; CoglBitmap *dst_bmp; GLenum gl_intformat; GLenum gl_format; GLenum gl_type; int width, height; _COGL_GET_CONTEXT (ctx, NULL); g_return_val_if_fail (cogl_is_bitmap (bmp), NULL); width = _cogl_bitmap_get_width (bmp); height = _cogl_bitmap_get_height (bmp); /* Create new texture and fill with loaded data */ tex_2ds = g_new0 (CoglTexture2DSliced, 1); if (flags & COGL_TEXTURE_NO_SLICING) tex_2ds->max_waste = -1; else tex_2ds->max_waste = COGL_TEXTURE_MAX_WASTE; dst_bmp = _cogl_texture_prepare_for_upload (bmp, internal_format, &internal_format, &gl_intformat, &gl_format, &gl_type); if (dst_bmp == NULL) { _cogl_texture_2d_sliced_free (tex_2ds); return NULL; } if (!_cogl_texture_2d_sliced_init_base (ctx, tex_2ds, width, height, internal_format)) goto error; if (!_cogl_texture_2d_sliced_upload_to_gl (tex_2ds, dst_bmp)) goto error; cogl_object_unref (dst_bmp); return _cogl_texture_2d_sliced_handle_new (tex_2ds); error: cogl_object_unref (dst_bmp); _cogl_texture_2d_sliced_free (tex_2ds); return NULL; } CoglTexture2DSliced * _cogl_texture_2d_sliced_new_from_foreign (GLuint gl_handle, GLenum gl_target, GLuint width, GLuint height, GLuint x_pot_waste, GLuint y_pot_waste, CoglPixelFormat format) { /* NOTE: width, height and internal format are not queriable * in GLES, hence such a function prototype. */ GLint gl_width = 0; GLint gl_height = 0; CoglTexture2DSliced *tex_2ds; CoglTexture *tex; CoglSpan x_span; CoglSpan y_span; CoglTexture2D *tex_2d; _COGL_GET_CONTEXT (ctx, NULL); /* This should only be called when the texture target is 2D. If a rectangle texture is used then _cogl_texture_new_from_foreign will create a cogl_texture_rectangle instead */ g_assert (gl_target == GL_TEXTURE_2D); gl_width = width + x_pot_waste; gl_height = height + y_pot_waste; /* Validate pot waste */ if (x_pot_waste < 0 || x_pot_waste >= width || y_pot_waste < 0 || y_pot_waste >= height) return NULL; tex_2d = cogl_texture_2d_new_from_foreign (ctx, gl_target, gl_width, gl_height, format, NULL); if (!tex_2d) return NULL; /* The texture 2d backend may use a different pixel format if it queries the actual texture so we'll refetch the format it actually used */ format = cogl_texture_get_format (COGL_TEXTURE (tex_2d)); /* Create new texture */ tex_2ds = g_new0 (CoglTexture2DSliced, 1); tex = COGL_TEXTURE (tex_2ds); tex->vtable = &cogl_texture_2d_sliced_vtable; tex_2ds->width = gl_width - x_pot_waste; tex_2ds->height = gl_height - y_pot_waste; tex_2ds->max_waste = 0; /* Create slice arrays */ tex_2ds->slice_x_spans = g_array_sized_new (FALSE, FALSE, sizeof (CoglSpan), 1); tex_2ds->slice_y_spans = g_array_sized_new (FALSE, FALSE, sizeof (CoglSpan), 1); tex_2ds->slice_textures = g_array_sized_new (FALSE, FALSE, sizeof (CoglTexture2D *), 1); /* Store info for a single slice */ x_span.start = 0; x_span.size = gl_width; x_span.waste = x_pot_waste; g_array_append_val (tex_2ds->slice_x_spans, x_span); y_span.start = 0; y_span.size = gl_height; y_span.waste = y_pot_waste; g_array_append_val (tex_2ds->slice_y_spans, y_span); g_array_append_val (tex_2ds->slice_textures, tex_2d); return _cogl_texture_2d_sliced_handle_new (tex_2ds); } static gboolean _cogl_texture_2d_sliced_is_foreign (CoglTexture *tex) { CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex); CoglTexture2D *slice_tex; /* Make sure slices were created */ if (tex_2ds->slice_textures == NULL) return FALSE; /* Pass the call on to the first slice */ slice_tex = g_array_index (tex_2ds->slice_textures, CoglTexture2D *, 0); return _cogl_texture_is_foreign (COGL_TEXTURE (slice_tex)); } static int _cogl_texture_2d_sliced_get_max_waste (CoglTexture *tex) { CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex); return tex_2ds->max_waste; } static gboolean _cogl_texture_2d_sliced_is_sliced (CoglTexture *tex) { CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex); if (tex_2ds->slice_textures == NULL) return FALSE; if (tex_2ds->slice_textures->len <= 1) return FALSE; return TRUE; } static gboolean _cogl_texture_2d_sliced_can_hardware_repeat (CoglTexture *tex) { CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex); CoglTexture2D *slice_tex; CoglSpan *x_span; CoglSpan *y_span; /* If there's more than one texture then we can't hardware repeat */ if (tex_2ds->slice_textures->len != 1) return FALSE; /* If there's any waste then we can't hardware repeat */ x_span = &g_array_index (tex_2ds->slice_x_spans, CoglSpan, 0); y_span = &g_array_index (tex_2ds->slice_y_spans, CoglSpan, 0); if (x_span->waste > 0 || y_span->waste > 0) return FALSE; /* Otherwise pass the query on to the single slice texture */ slice_tex = g_array_index (tex_2ds->slice_textures, CoglTexture2D *, 0); return _cogl_texture_can_hardware_repeat (COGL_TEXTURE (slice_tex)); } static void _cogl_texture_2d_sliced_transform_coords_to_gl (CoglTexture *tex, float *s, float *t) { CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex); CoglSpan *x_span; CoglSpan *y_span; CoglTexture2D *slice_tex; g_assert (!_cogl_texture_2d_sliced_is_sliced (tex)); /* Don't include the waste in the texture coordinates */ x_span = &g_array_index (tex_2ds->slice_x_spans, CoglSpan, 0); y_span = &g_array_index (tex_2ds->slice_y_spans, CoglSpan, 0); *s *= tex_2ds->width / (float)x_span->size; *t *= tex_2ds->height / (float)y_span->size; /* Let the child texture further transform the coords */ slice_tex = g_array_index (tex_2ds->slice_textures, CoglTexture2D *, 0); _cogl_texture_transform_coords_to_gl (COGL_TEXTURE (slice_tex), s, t); } static CoglTransformResult _cogl_texture_2d_sliced_transform_quad_coords_to_gl (CoglTexture *tex, float *coords) { gboolean need_repeat = FALSE; int i; /* This is a bit lazy - in the case where the quad lies entirely * within a single slice we could avoid the fallback. But that * could likely lead to visual inconsistency if the fallback involves * dropping layers, so this might be the right thing to do anyways. */ if (_cogl_texture_2d_sliced_is_sliced (tex)) return COGL_TRANSFORM_SOFTWARE_REPEAT; for (i = 0; i < 4; i++) if (coords[i] < 0.0f || coords[i] > 1.0f) need_repeat = TRUE; if (need_repeat && !_cogl_texture_2d_sliced_can_hardware_repeat (tex)) return COGL_TRANSFORM_SOFTWARE_REPEAT; _cogl_texture_2d_sliced_transform_coords_to_gl (tex, coords + 0, coords + 1); _cogl_texture_2d_sliced_transform_coords_to_gl (tex, coords + 2, coords + 3); return (need_repeat ? COGL_TRANSFORM_HARDWARE_REPEAT : COGL_TRANSFORM_NO_REPEAT); } static gboolean _cogl_texture_2d_sliced_get_gl_texture (CoglTexture *tex, GLuint *out_gl_handle, GLenum *out_gl_target) { CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex); CoglTexture2D *slice_tex; if (tex_2ds->slice_textures == NULL) return FALSE; if (tex_2ds->slice_textures->len < 1) return FALSE; slice_tex = g_array_index (tex_2ds->slice_textures, CoglTexture2D *, 0); return cogl_texture_get_gl_texture (COGL_TEXTURE (slice_tex), out_gl_handle, out_gl_target); } static void _cogl_texture_2d_sliced_set_filters (CoglTexture *tex, GLenum min_filter, GLenum mag_filter) { CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex); CoglTexture2D *slice_tex; int i; /* Make sure slices were created */ if (tex_2ds->slice_textures == NULL) return; /* Apply new filters to every slice. The slice texture itself should cache the value and avoid resubmitting the same filter value to GL */ for (i = 0; i < tex_2ds->slice_textures->len; i++) { slice_tex = g_array_index (tex_2ds->slice_textures, CoglTexture2D *, i); _cogl_texture_set_filters (COGL_TEXTURE (slice_tex), min_filter, mag_filter); } } static void _cogl_texture_2d_sliced_pre_paint (CoglTexture *tex, CoglTexturePrePaintFlags flags) { CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex); int i; /* Make sure slices were created */ if (tex_2ds->slice_textures == NULL) return; /* Pass the pre-paint on to every slice */ for (i = 0; i < tex_2ds->slice_textures->len; i++) { CoglTexture2D *slice_tex = g_array_index (tex_2ds->slice_textures, CoglTexture2D *, i); _cogl_texture_pre_paint (COGL_TEXTURE (slice_tex), flags); } } static void _cogl_texture_2d_sliced_ensure_non_quad_rendering (CoglTexture *tex) { CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex); int i; /* Make sure slices were created */ if (tex_2ds->slice_textures == NULL) return; /* Pass the call on to every slice */ for (i = 0; i < tex_2ds->slice_textures->len; i++) { CoglTexture2D *slice_tex = g_array_index (tex_2ds->slice_textures, CoglTexture2D *, i); _cogl_texture_ensure_non_quad_rendering (COGL_TEXTURE (slice_tex)); } } static gboolean _cogl_texture_2d_sliced_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) { CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex); GLenum gl_format; GLenum gl_type; _COGL_GET_CONTEXT (ctx, FALSE); bmp = _cogl_texture_prepare_for_upload (bmp, cogl_texture_get_format (tex), NULL, NULL, &gl_format, &gl_type); /* Send data to GL */ _cogl_texture_2d_sliced_upload_subregion_to_gl (tex_2ds, src_x, src_y, dst_x, dst_y, dst_width, dst_height, bmp, gl_format, gl_type); cogl_object_unref (bmp); return TRUE; } static CoglPixelFormat _cogl_texture_2d_sliced_get_format (CoglTexture *tex) { CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex); CoglTexture2D *slice_tex; /* Make sure slices were created */ if (tex_2ds->slice_textures == NULL) return 0; /* Pass the call on to the first slice */ slice_tex = g_array_index (tex_2ds->slice_textures, CoglTexture2D *, 0); return cogl_texture_get_format (COGL_TEXTURE (slice_tex)); } static GLenum _cogl_texture_2d_sliced_get_gl_format (CoglTexture *tex) { CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex); CoglTexture2D *slice_tex; /* Make sure slices were created */ if (tex_2ds->slice_textures == NULL) return 0; /* Pass the call on to the first slice */ slice_tex = g_array_index (tex_2ds->slice_textures, CoglTexture2D *, 0); return _cogl_texture_get_gl_format (COGL_TEXTURE (slice_tex)); } static int _cogl_texture_2d_sliced_get_width (CoglTexture *tex) { return COGL_TEXTURE_2D_SLICED (tex)->width; } static int _cogl_texture_2d_sliced_get_height (CoglTexture *tex) { return COGL_TEXTURE_2D_SLICED (tex)->height; } static const CoglTextureVtable cogl_texture_2d_sliced_vtable = { _cogl_texture_2d_sliced_set_region, NULL, /* get_data */ _cogl_texture_2d_sliced_foreach_sub_texture_in_region, _cogl_texture_2d_sliced_get_max_waste, _cogl_texture_2d_sliced_is_sliced, _cogl_texture_2d_sliced_can_hardware_repeat, _cogl_texture_2d_sliced_transform_coords_to_gl, _cogl_texture_2d_sliced_transform_quad_coords_to_gl, _cogl_texture_2d_sliced_get_gl_texture, _cogl_texture_2d_sliced_set_filters, _cogl_texture_2d_sliced_pre_paint, _cogl_texture_2d_sliced_ensure_non_quad_rendering, _cogl_texture_2d_sliced_set_wrap_mode_parameters, _cogl_texture_2d_sliced_get_format, _cogl_texture_2d_sliced_get_gl_format, _cogl_texture_2d_sliced_get_width, _cogl_texture_2d_sliced_get_height, _cogl_texture_2d_sliced_is_foreign };