/* * Cogl * * An object oriented GL/GLES Abstraction/Utility Layer * * Copyright (C) 2011,2013 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: * Robert Bragg */ #if !defined(__COGL_H_INSIDE__) && !defined(COGL_COMPILATION) #error "Only can be included directly." #endif #ifndef __COGL_TEXTURE_2D_H #define __COGL_TEXTURE_2D_H #include "cogl-context.h" #include "cogl-bitmap.h" COGL_BEGIN_DECLS /** * SECTION:cogl-texture-2d * @short_description: Functions for creating and manipulating 2D textures * * These functions allow low-level 2D textures to be allocated. These * differ from sliced textures for example which may internally be * made up of multiple 2D textures, or atlas textures where Cogl must * internally modify user texture coordinates before they can be used * by the GPU. * * You should be aware that many GPUs only support power of two sizes * for #CoglTexture2D textures. You can check support for non power of * two textures by checking for the %COGL_FEATURE_ID_TEXTURE_NPOT feature * via cogl_has_feature(). */ typedef struct _CoglTexture2D CoglTexture2D; #define COGL_TEXTURE_2D(X) ((CoglTexture2D *)X) /** * cogl_is_texture_2d: * @object: A #CoglObject * * Gets whether the given object references an existing #CoglTexture2D * object. * * Return value: %TRUE if the object references a #CoglTexture2D, * %FALSE otherwise */ CoglBool cogl_is_texture_2d (void *object); /** * cogl_texture_2d_new_with_size: * @ctx: A #CoglContext * @width: Width of the texture to allocate * @height: Height of the texture to allocate * @internal_format: The format of the texture * * Creates a low-level #CoglTexture2D texture with a given @width and * @height that your GPU can texture from directly. * * The storage for the texture is not allocated before this function * returns. You can call cogl_texture_allocate() to explicitly * allocate the underlying storage or preferably let Cogl * automatically allocate storage lazily when it may know more about * how the texture is being used and can optimize how it is allocated. * * The texture is still configurable until it has been allocated so * for example you can influence the internal format of the texture * using cogl_texture_set_components() and * cogl_texture_set_premultiplied(). * * Many GPUs only support power of two sizes for #CoglTexture2D * textures. You can check support for non power of two textures by * checking for the %COGL_FEATURE_ID_TEXTURE_NPOT feature via * cogl_has_feature(). * * Returns: (transfer full): A new #CoglTexture2D object with no storage yet allocated. * * Since: 2.0 */ CoglTexture2D * cogl_texture_2d_new_with_size (CoglContext *ctx, int width, int height, CoglPixelFormat internal_format); /** * cogl_texture_2d_new_from_file: * @ctx: A #CoglContext * @filename: the file to load * @internal_format: the #CoglPixelFormat to use for the GPU storage of the * texture. If %COGL_PIXEL_FORMAT_ANY is given then a premultiplied * format similar to the format of the source data will be used. The * default blending equations of Cogl expect premultiplied color data; * the main use of passing a non-premultiplied format here is if you * have non-premultiplied source data and are going to adjust the blend * mode (see cogl_material_set_blend()) or use the data for something * other than straight blending. * @error: A #CoglError to catch exceptional errors or %NULL * * Creates a low-level #CoglTexture2D texture from an image file. * * The storage for the texture is not allocated before this function * returns. You can call cogl_texture_allocate() to explicitly * allocate the underlying storage or preferably let Cogl * automatically allocate storage lazily when it may know more about * how the texture is being used and can optimize how it is allocated. * * The texture is still configurable until it has been allocated so * for example you can influence the internal format of the texture * using cogl_texture_set_components() and * cogl_texture_set_premultiplied(). * * Many GPUs only support power of two sizes for #CoglTexture2D * textures. You can check support for non power of two textures by * checking for the %COGL_FEATURE_ID_TEXTURE_NPOT feature via * cogl_has_feature(). * * Return value: (transfer full): A newly created #CoglTexture2D or %NULL on failure * and @error will be updated. * * Since: 1.16 */ CoglTexture2D * cogl_texture_2d_new_from_file (CoglContext *ctx, const char *filename, CoglPixelFormat internal_format, CoglError **error); /** * cogl_texture_2d_new_from_data: * @ctx: A #CoglContext * @width: width of texture in pixels * @height: height of texture in pixels * @format: the #CoglPixelFormat the buffer is stored in in RAM * @internal_format: the #CoglPixelFormat that will be used for storing * the buffer on the GPU. If %COGL_PIXEL_FORMAT_ANY is given then a * premultiplied format similar to the format of the source data will * be used. The default blending equations of Cogl expect premultiplied * color data; the main use of passing a non-premultiplied format here * is if you have non-premultiplied source data and are going to adjust * the blend mode (see cogl_pipeline_set_blend()) or use the data for * something other than straight blending. * @rowstride: the memory offset in bytes between the starts of * scanlines in @data. A value of 0 will make Cogl automatically * calculate @rowstride from @width and @format. * @data: pointer the memory region where the source buffer resides * @error: A #CoglError for exceptions * * Creates a low-level #CoglTexture2D texture based on data residing * in memory. * * This api will always immediately allocate GPU memory for the * texture and upload the given data so that the @data pointer does * not need to remain valid once this function returns. This means it * is not possible to configure the texture before it is allocated. If * you do need to configure the texture before allocation (to specify * constraints on the internal format for example) then you can * instead create a #CoglBitmap for your data and use * cogl_texture_2d_new_from_bitmap() or use * cogl_texture_2d_new_with_size() and then upload data using * cogl_texture_set_data() * * Many GPUs only support power of two sizes for #CoglTexture2D * textures. You can check support for non power of two textures by * checking for the %COGL_FEATURE_ID_TEXTURE_NPOT feature via * cogl_has_feature(). * * Returns: (transfer full): A newly allocated #CoglTexture2D, or if * the size is not supported (because it is too large or a * non-power-of-two size that the hardware doesn't support) * it will return %NULL and set @error. * * Since: 2.0 */ CoglTexture2D * cogl_texture_2d_new_from_data (CoglContext *ctx, int width, int height, CoglPixelFormat format, CoglPixelFormat internal_format, int rowstride, const uint8_t *data, CoglError **error); /** * cogl_texture_2d_new_from_bitmap: * @bitmap: A #CoglBitmap * @internal_format: the #CoglPixelFormat that will be used for storing * the buffer on the GPU. If %COGL_PIXEL_FORMAT_ANY is given then a * premultiplied format similar to the format of the source data will * be used. The default blending equations of Cogl expect premultiplied * color data; the main use of passing a non-premultiplied format here * is if you have non-premultiplied source data and are going to adjust * the blend mode (see cogl_pipeline_set_blend()) or use the data for * something other than straight blending. * @error: A #CoglError for exceptions * * Creates a low-level #CoglTexture2D texture based on data residing * in a #CoglBitmap. * * The storage for the texture is not allocated before this function * returns. You can call cogl_texture_allocate() to explicitly * allocate the underlying storage or preferably let Cogl * automatically allocate storage lazily when it may know more about * how the texture is being used and can optimize how it is allocated. * * The texture is still configurable until it has been allocated so * for example you can influence the internal format of the texture * using cogl_texture_set_components() and * cogl_texture_set_premultiplied(). * * Many GPUs only support power of two sizes for #CoglTexture2D * textures. You can check support for non power of two textures by * checking for the %COGL_FEATURE_ID_TEXTURE_NPOT feature via * cogl_has_feature(). * * Returns: (transfer full): A newly allocated #CoglTexture2D, or if * the size is not supported (because it is too large or a * non-power-of-two size that the hardware doesn't support) * it will return %NULL and set @error. * * Since: 2.0 * Stability: unstable */ CoglTexture2D * cogl_texture_2d_new_from_bitmap (CoglBitmap *bitmap, CoglPixelFormat internal_format, CoglError **error); COGL_END_DECLS #endif /* __COGL_TEXTURE_2D_H */