/* * Cogl * * An object oriented GL/GLES Abstraction/Utility Layer * * Copyright (C) 2007,2008,2009 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-internal.h" #include "cogl-util.h" #include "cogl-bitmap.h" #include "cogl-bitmap-private.h" #include "cogl-buffer-private.h" #include "cogl-pixel-buffer-private.h" #include "cogl-texture-private.h" #include "cogl-texture-driver.h" #include "cogl-texture-2d-sliced-private.h" #include "cogl-texture-2d-private.h" #include "cogl-sub-texture-private.h" #include "cogl-atlas-texture-private.h" #include "cogl-material.h" #include "cogl-context.h" #include "cogl-handle.h" #include "cogl-primitives.h" #include "cogl-framebuffer-private.h" #include #include #include /* XXX: * The CoglHandle macros don't support any form of inheritance, so for * now we implement the CoglHandle support for the CoglTexture * 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; for (l = ctxt->texture_types; l; l = l->next) if (GPOINTER_TO_INT (l->data) == obj->klass->type) return TRUE; return FALSE; } CoglHandle cogl_texture_ref (CoglHandle handle) { if (!cogl_is_texture (handle)) return COGL_INVALID_HANDLE; _COGL_HANDLE_DEBUG_REF (CoglTexture, handle); cogl_handle_ref (handle); return handle; } void cogl_texture_unref (CoglHandle handle) { if (!cogl_is_texture (handle)) { g_warning (G_STRINGIFY (cogl_texture_unref) ": Ignoring unref of Cogl handle " "due to type mismatch"); return; } _COGL_HANDLE_DEBUG_UNREF (CoglTexture, handle); cogl_handle_unref (handle); } void _cogl_texture_free (CoglTexture *texture) { g_free (texture); } static gboolean _cogl_texture_needs_premult_conversion (CoglPixelFormat src_format, CoglPixelFormat dst_format) { return ((src_format & dst_format & COGL_A_BIT) && src_format != COGL_PIXEL_FORMAT_A_8 && dst_format != COGL_PIXEL_FORMAT_A_8 && (src_format & COGL_PREMULT_BIT) != (dst_format & COGL_PREMULT_BIT)); } CoglPixelFormat _cogl_texture_determine_internal_format (CoglPixelFormat src_format, CoglPixelFormat dst_format) { /* If the application hasn't specified a specific format then we'll * pick the most appropriate. By default Cogl will use a * premultiplied internal format. Later we will add control over * this. */ if (dst_format == COGL_PIXEL_FORMAT_ANY) { if ((src_format & COGL_A_BIT) && src_format != COGL_PIXEL_FORMAT_A_8) return src_format | COGL_PREMULT_BIT; else return src_format; } else return dst_format; } gboolean _cogl_texture_prepare_for_upload (CoglBitmap *src_bmp, CoglPixelFormat dst_format, CoglPixelFormat *dst_format_out, CoglBitmap *dst_bmp, gboolean *copied_bitmap, GLenum *out_glintformat, GLenum *out_glformat, GLenum *out_gltype) { dst_format = _cogl_texture_determine_internal_format (src_bmp->format, dst_format); *copied_bitmap = FALSE; *dst_bmp = *src_bmp; /* OpenGL supports specifying a different format for the internal format when uploading texture data. We should use this to convert formats because it is likely to be faster and support more types than the Cogl bitmap code. However under GLES the internal format must be the same as the bitmap format and it only supports a limited number of formats so we must convert using the Cogl bitmap code instead */ #ifdef HAVE_COGL_GL /* If the source format does not have the same premult flag as the dst format then we need to copy and convert it */ if (_cogl_texture_needs_premult_conversion (src_bmp->format, dst_format)) { dst_bmp->data = g_memdup (dst_bmp->data, dst_bmp->height * dst_bmp->rowstride); *copied_bitmap = TRUE; if (!_cogl_bitmap_convert_premult_status (dst_bmp, src_bmp->format ^ COGL_PREMULT_BIT)) { g_free (dst_bmp->data); return FALSE; } } /* Use the source format from the src bitmap type and the internal format from the dst format type so that GL can do the conversion */ _cogl_pixel_format_to_gl (src_bmp->format, NULL, /* internal format */ out_glformat, out_gltype); _cogl_pixel_format_to_gl (dst_format, out_glintformat, NULL, NULL); #else /* HAVE_COGL_GL */ { CoglPixelFormat closest_format; closest_format = _cogl_pixel_format_to_gl (dst_bmp->format, out_glintformat, out_glformat, out_gltype); if (closest_format != src_bmp->format) { if (!_cogl_bitmap_convert_format_and_premult (src_bmp, dst_bmp, closest_format)) return FALSE; *copied_bitmap = TRUE; } } #endif /* HAVE_COGL_GL */ if (dst_format_out) *dst_format_out = dst_format; return TRUE; } void _cogl_texture_prep_gl_alignment_for_pixels_upload (int pixels_rowstride) { if (!(pixels_rowstride & 0x7)) GE( glPixelStorei (GL_UNPACK_ALIGNMENT, 8) ); else if (!(pixels_rowstride & 0x3)) GE( glPixelStorei (GL_UNPACK_ALIGNMENT, 4) ); else if (!(pixels_rowstride & 0x1)) GE( glPixelStorei (GL_UNPACK_ALIGNMENT, 2) ); else GE( glPixelStorei (GL_UNPACK_ALIGNMENT, 1) ); } void _cogl_texture_prep_gl_alignment_for_pixels_download (int pixels_rowstride) { if (!(pixels_rowstride & 0x7)) GE( glPixelStorei (GL_PACK_ALIGNMENT, 8) ); else if (!(pixels_rowstride & 0x3)) GE( glPixelStorei (GL_PACK_ALIGNMENT, 4) ); else if (!(pixels_rowstride & 0x1)) GE( glPixelStorei (GL_PACK_ALIGNMENT, 2) ); else GE( glPixelStorei (GL_PACK_ALIGNMENT, 1) ); } /* FIXME: wrap modes should be set on materials not textures */ void _cogl_texture_set_wrap_mode_parameters (CoglHandle handle, GLenum wrap_mode_s, GLenum wrap_mode_t, GLenum wrap_mode_r) { CoglTexture *tex = COGL_TEXTURE (handle); tex->vtable->set_wrap_mode_parameters (tex, wrap_mode_s, wrap_mode_t, wrap_mode_r); } /* This is like CoglSpanIter except it deals with floats and it effectively assumes there is only one span from 0.0 to 1.0 */ typedef struct _CoglTextureIter { float pos, end, next_pos; gboolean flipped; float t_1, t_2; } CoglTextureIter; static void _cogl_texture_iter_update (CoglTextureIter *iter) { float t_2; float frac_part; frac_part = modff (iter->pos, &iter->next_pos); /* modff rounds the int part towards zero so we need to add one if we're meant to be heading away from zero */ if (iter->pos >= 0.0f || frac_part == 0.0f) iter->next_pos += 1.0f; if (iter->next_pos > iter->end) t_2 = iter->end; else t_2 = iter->next_pos; if (iter->flipped) { iter->t_1 = t_2; iter->t_2 = iter->pos; } else { iter->t_1 = iter->pos; iter->t_2 = t_2; } } static void _cogl_texture_iter_begin (CoglTextureIter *iter, float t_1, float t_2) { if (t_1 <= t_2) { iter->pos = t_1; iter->end = t_2; iter->flipped = FALSE; } else { iter->pos = t_2; iter->end = t_1; iter->flipped = TRUE; } _cogl_texture_iter_update (iter); } static void _cogl_texture_iter_next (CoglTextureIter *iter) { iter->pos = iter->next_pos; _cogl_texture_iter_update (iter); } static gboolean _cogl_texture_iter_end (CoglTextureIter *iter) { return iter->pos >= iter->end; } /* This invokes the callback with enough quads to cover the manually repeated range specified by the virtual texture coordinates without emitting coordinates outside the range [0,1] */ void _cogl_texture_iterate_manual_repeats (CoglTextureManualRepeatCallback callback, float tx_1, float ty_1, float tx_2, float ty_2, void *user_data) { CoglTextureIter x_iter, y_iter; for (_cogl_texture_iter_begin (&y_iter, ty_1, ty_2); !_cogl_texture_iter_end (&y_iter); _cogl_texture_iter_next (&y_iter)) for (_cogl_texture_iter_begin (&x_iter, tx_1, tx_2); !_cogl_texture_iter_end (&x_iter); _cogl_texture_iter_next (&x_iter)) { float coords[4] = { x_iter.t_1, y_iter.t_1, x_iter.t_2, y_iter.t_2 }; callback (coords, user_data); } } CoglHandle cogl_texture_new_with_size (unsigned int width, unsigned int height, CoglTextureFlags flags, CoglPixelFormat internal_format) { CoglHandle tex; /* First try creating a fast-path non-sliced texture */ tex = _cogl_texture_2d_new_with_size (width, height, flags, internal_format); /* If it fails resort to sliced textures */ if (tex == COGL_INVALID_HANDLE) tex = _cogl_texture_2d_sliced_new_with_size (width, height, flags, internal_format); return tex; } CoglHandle cogl_texture_new_from_data (unsigned int width, unsigned int height, CoglTextureFlags flags, CoglPixelFormat format, CoglPixelFormat internal_format, unsigned int rowstride, const guint8 *data) { CoglBitmap bitmap; if (format == COGL_PIXEL_FORMAT_ANY) return COGL_INVALID_HANDLE; if (data == NULL) return COGL_INVALID_HANDLE; /* Rowstride from width if not given */ if (rowstride == 0) rowstride = width * _cogl_get_format_bpp (format); /* Wrap the data into a bitmap */ bitmap.width = width; bitmap.height = height; bitmap.data = (guint8 *) data; bitmap.format = format; bitmap.rowstride = rowstride; return cogl_texture_new_from_bitmap (&bitmap, flags, internal_format); } CoglHandle cogl_texture_new_from_bitmap (CoglHandle bmp_handle, CoglTextureFlags flags, CoglPixelFormat internal_format) { CoglHandle tex; /* First try putting the texture in the atlas */ if ((tex = _cogl_atlas_texture_new_from_bitmap (bmp_handle, flags, internal_format))) return tex; /* If that doesn't work try a fast path 2D texture */ if ((tex = _cogl_texture_2d_new_from_bitmap (bmp_handle, flags, internal_format))) return tex; /* Otherwise create a sliced texture */ return _cogl_texture_2d_sliced_new_from_bitmap (bmp_handle, flags, internal_format); } CoglHandle cogl_texture_new_from_file (const char *filename, CoglTextureFlags flags, CoglPixelFormat internal_format, GError **error) { CoglHandle bmp_handle; CoglBitmap *bmp; CoglHandle handle = COGL_INVALID_HANDLE; g_return_val_if_fail (error == NULL || *error == NULL, COGL_INVALID_HANDLE); bmp_handle = cogl_bitmap_new_from_file (filename, error); if (bmp_handle == COGL_INVALID_HANDLE) return COGL_INVALID_HANDLE; bmp = (CoglBitmap *) bmp_handle; /* We know that the bitmap data is solely owned by this function so we can do the premult conversion in place. This avoids having to copy the bitmap which will otherwise happen in _cogl_texture_prepare_for_upload */ internal_format = _cogl_texture_determine_internal_format (bmp->format, internal_format); if (!_cogl_texture_needs_premult_conversion (bmp->format, internal_format) || _cogl_bitmap_convert_premult_status (bmp, bmp->format ^ COGL_PREMULT_BIT)) handle = cogl_texture_new_from_bitmap (bmp, flags, internal_format); cogl_handle_unref (bmp); return handle; } CoglHandle cogl_texture_new_from_foreign (GLuint gl_handle, GLenum gl_target, GLuint width, GLuint height, GLuint x_pot_waste, GLuint y_pot_waste, CoglPixelFormat format) { /* FIXME: only create a sliced texture if x or y waste was specified */ return _cogl_texture_2d_sliced_new_from_foreign (gl_handle, gl_target, width, height, x_pot_waste, y_pot_waste, format); } gboolean _cogl_texture_is_foreign (CoglHandle handle) { CoglTexture *tex; g_return_val_if_fail (cogl_is_texture (handle), FALSE); tex = COGL_TEXTURE (handle); if (tex->vtable->is_foreign) return tex->vtable->is_foreign (tex); else return FALSE; } CoglHandle cogl_texture_new_from_sub_texture (CoglHandle full_texture, int sub_x, int sub_y, int sub_width, int sub_height) { return _cogl_sub_texture_new (full_texture, sub_x, sub_y, sub_width, sub_height); } CoglHandle cogl_texture_new_from_buffer_EXP (CoglHandle buffer, unsigned int width, unsigned int height, CoglTextureFlags flags, CoglPixelFormat format, CoglPixelFormat internal_format, unsigned int rowstride, const unsigned int offset) { CoglHandle texture; CoglBuffer *cogl_buffer; CoglPixelBuffer *pixel_buffer; g_return_val_if_fail (cogl_is_buffer (buffer), COGL_INVALID_HANDLE); if (format == COGL_PIXEL_FORMAT_ANY) return COGL_INVALID_HANDLE; cogl_buffer = COGL_BUFFER (buffer); pixel_buffer = COGL_PIXEL_BUFFER (buffer); /* Rowstride from CoglBuffer or even width * bpp if not given */ if (rowstride == 0) rowstride = pixel_buffer->stride; if (rowstride == 0) rowstride = width * _cogl_get_format_bpp (format); /* use the CoglBuffer height and width as last resort */ if (width == 0) width = pixel_buffer->width; if (height == 0) height = pixel_buffer->height; if (width == 0 || height == 0) { /* no width or height specified, neither at creation time (because the * buffer was created by cogl_pixel_buffer_new()) nor when calling this * function */ return COGL_INVALID_HANDLE; } #if !defined (COGL_HAS_GLES) if (cogl_features_available (COGL_FEATURE_PBOS)) { CoglBitmap bitmap; /* Wrap the data into a bitmap */ bitmap.width = width; bitmap.height = height; bitmap.data = GUINT_TO_POINTER (offset); bitmap.format = format; bitmap.rowstride = rowstride; _cogl_buffer_bind (cogl_buffer, GL_PIXEL_UNPACK_BUFFER); texture = cogl_texture_new_from_bitmap (&bitmap, flags, internal_format); _cogl_buffer_bind (NULL, GL_PIXEL_UNPACK_BUFFER); } else #endif { texture = cogl_texture_new_from_data (width, height, flags, format, internal_format, rowstride, cogl_buffer->data); } return texture; } unsigned int cogl_texture_get_width (CoglHandle handle) { CoglTexture *tex; if (!cogl_is_texture (handle)) return 0; tex = COGL_TEXTURE (handle); return tex->vtable->get_width (tex); } unsigned int cogl_texture_get_height (CoglHandle handle) { CoglTexture *tex; if (!cogl_is_texture (handle)) return 0; tex = COGL_TEXTURE (handle); return tex->vtable->get_height (tex); } CoglPixelFormat cogl_texture_get_format (CoglHandle handle) { CoglTexture *tex; if (!cogl_is_texture (handle)) return COGL_PIXEL_FORMAT_ANY; tex = COGL_TEXTURE (handle); return tex->vtable->get_format (tex); } unsigned int cogl_texture_get_rowstride (CoglHandle handle) { CoglTexture *tex; if (!cogl_is_texture (handle)) return 0; /* FIXME: This function should go away. It previously just returned the rowstride that was used to upload the data as far as I can tell. This is not helpful */ tex = COGL_TEXTURE (handle); /* Just guess at a suitable rowstride */ return (_cogl_get_format_bpp (cogl_texture_get_format (tex)) * cogl_texture_get_width (tex)); } int cogl_texture_get_max_waste (CoglHandle handle) { CoglTexture *tex; if (!cogl_is_texture (handle)) return 0; tex = COGL_TEXTURE (handle); return tex->vtable->get_max_waste (tex); } gboolean cogl_texture_is_sliced (CoglHandle handle) { CoglTexture *tex; if (!cogl_is_texture (handle)) return FALSE; tex = COGL_TEXTURE (handle); return tex->vtable->is_sliced (tex); } /* Some CoglTextures, notably sliced textures or atlas textures when repeating * is used, will need to divide the coordinate space into multiple GL textures * (or rather; in the case of atlases duplicate a single texture in multiple * positions to handle repeating) * * This function helps you implement primitives using such textures by * invoking a callback once for each sub texture that intersects a given * region specified in texture coordinates. */ void _cogl_texture_foreach_sub_texture_in_region (CoglHandle handle, float virtual_tx_1, float virtual_ty_1, float virtual_tx_2, float virtual_ty_2, CoglTextureSliceCallback callback, void *user_data) { CoglTexture *tex = COGL_TEXTURE (handle); tex->vtable->foreach_sub_texture_in_region (tex, virtual_tx_1, virtual_ty_1, virtual_tx_2, virtual_ty_2, callback, user_data); } /* If this returns FALSE, that implies _foreach_sub_texture_in_region * will be needed to iterate over multiple sub textures for regions whos * texture coordinates extend out of the range [0,1] */ gboolean _cogl_texture_can_hardware_repeat (CoglHandle handle) { CoglTexture *tex = (CoglTexture *)handle; return tex->vtable->can_hardware_repeat (tex); } /* NB: You can't use this with textures comprised of multiple sub textures (use * cogl_texture_is_sliced() to check) since coordinate transformation for such * textures will be different for each slice. */ void _cogl_texture_transform_coords_to_gl (CoglHandle handle, float *s, float *t) { CoglTexture *tex = COGL_TEXTURE (handle); tex->vtable->transform_coords_to_gl (tex, s, t); } CoglTransformResult _cogl_texture_transform_quad_coords_to_gl (CoglHandle handle, float *coords) { CoglTexture *tex = COGL_TEXTURE (handle); return tex->vtable->transform_quad_coords_to_gl (tex, coords); } GLenum _cogl_texture_get_gl_format (CoglHandle handle) { CoglTexture *tex = COGL_TEXTURE (handle); return tex->vtable->get_gl_format (tex); } gboolean cogl_texture_get_gl_texture (CoglHandle handle, GLuint *out_gl_handle, GLenum *out_gl_target) { CoglTexture *tex; if (!cogl_is_texture (handle)) return FALSE; tex = COGL_TEXTURE (handle); return tex->vtable->get_gl_texture (tex, out_gl_handle, out_gl_target); } void _cogl_texture_set_filters (CoglHandle handle, GLenum min_filter, GLenum mag_filter) { CoglTexture *tex; if (!cogl_is_texture (handle)) return; tex = COGL_TEXTURE (handle); tex->vtable->set_filters (tex, min_filter, mag_filter); } void _cogl_texture_pre_paint (CoglHandle handle, CoglTexturePrePaintFlags flags) { CoglTexture *tex; if (!cogl_is_texture (handle)) return; tex = COGL_TEXTURE (handle); tex->vtable->pre_paint (tex, flags); } void _cogl_texture_ensure_non_quad_rendering (CoglHandle handle) { CoglTexture *tex; if (!cogl_is_texture (handle)) return; tex = COGL_TEXTURE (handle); tex->vtable->ensure_non_quad_rendering (tex); } gboolean cogl_texture_set_region (CoglHandle handle, int src_x, int src_y, int dst_x, int dst_y, unsigned int dst_width, unsigned int dst_height, int width, int height, CoglPixelFormat format, unsigned int rowstride, const guint8 *data) { CoglTexture *tex; if (!cogl_is_texture (handle)) return FALSE; tex = COGL_TEXTURE (handle); return tex->vtable->set_region (tex, src_x, src_y, dst_x, dst_y, dst_width, dst_height, width, height, format, rowstride, data); } /* Reads back the contents of a texture by rendering it to the framebuffer * and reading back the resulting pixels. * * It will perform multiple renders if the texture is larger than the * current glViewport. * * It assumes the projection and modelview have already been setup so * that rendering to 0,0 with the same width and height of the viewport * will exactly cover the viewport. * * NB: Normally this approach isn't normally used since we can just use * glGetTexImage, but may be used as a fallback in some circumstances. */ static void do_texture_draw_and_read (CoglHandle handle, CoglBitmap *target_bmp, GLint *viewport) { int bpp; float rx1, ry1; float rx2, ry2; float tx1, ty1; float tx2, ty2; int bw, bh; CoglBitmap rect_bmp; unsigned int tex_width, tex_height; bpp = _cogl_get_format_bpp (COGL_PIXEL_FORMAT_RGBA_8888); tex_width = cogl_texture_get_width (handle); tex_height = cogl_texture_get_height (handle); ry2 = 0; ty2 = 0; /* Walk Y axis until whole bitmap height consumed */ for (bh = tex_height; bh > 0; bh -= viewport[3]) { /* Rectangle Y coords */ ry1 = ry2; ry2 += (bh < viewport[3]) ? bh : viewport[3]; /* Normalized texture Y coords */ ty1 = ty2; ty2 = (ry2 / (float) tex_height); rx2 = 0; tx2 = 0; /* Walk X axis until whole bitmap width consumed */ for (bw = tex_width; bw > 0; bw-=viewport[2]) { /* Rectangle X coords */ rx1 = rx2; rx2 += (bw < viewport[2]) ? bw : viewport[2]; /* Normalized texture X coords */ tx1 = tx2; tx2 = (rx2 / (float) tex_width); /* Draw a portion of texture */ cogl_rectangle_with_texture_coords (0, 0, rx2 - rx1, ry2 - ry1, tx1, ty1, tx2, ty2); /* Read into a temporary bitmap */ rect_bmp.format = COGL_PIXEL_FORMAT_RGBA_8888; rect_bmp.width = rx2 - rx1; rect_bmp.height = ry2 - ry1; rect_bmp.rowstride = bpp * rect_bmp.width; rect_bmp.data = g_malloc (rect_bmp.rowstride * rect_bmp.height); _cogl_texture_driver_prep_gl_for_pixels_download (rect_bmp.rowstride, bpp); GE( glReadPixels (viewport[0], viewport[1], rect_bmp.width, rect_bmp.height, GL_RGBA, GL_UNSIGNED_BYTE, rect_bmp.data) ); /* Copy to target bitmap */ _cogl_bitmap_copy_subregion (&rect_bmp, target_bmp, 0,0, rx1,ry1, rect_bmp.width, rect_bmp.height); /* Free temp bitmap */ g_free (rect_bmp.data); } } } /* Reads back the contents of a texture by rendering it to the framebuffer * and reading back the resulting pixels. * * NB: Normally this approach isn't normally used since we can just use * glGetTexImage, but may be used as a fallback in some circumstances. */ gboolean _cogl_texture_draw_and_read (CoglHandle handle, CoglBitmap *target_bmp, GLuint target_gl_format, GLuint target_gl_type) { int bpp; CoglHandle framebuffer; int viewport[4]; CoglBitmap alpha_bmp; CoglHandle prev_source; CoglMatrixStack *projection_stack; CoglMatrixStack *modelview_stack; _COGL_GET_CONTEXT (ctx, FALSE); bpp = _cogl_get_format_bpp (COGL_PIXEL_FORMAT_RGBA_8888); framebuffer = _cogl_get_framebuffer (); /* Viewport needs to have some size and be inside the window for this */ _cogl_framebuffer_get_viewport4fv (framebuffer, viewport); if (viewport[0] < 0 || viewport[1] < 0 || viewport[2] <= 0 || viewport[3] <= 0) return FALSE; /* Setup orthographic projection into current viewport (0,0 in bottom-left * corner to draw the texture upside-down so we match the way glReadPixels * works) */ projection_stack = _cogl_framebuffer_get_projection_stack (framebuffer); _cogl_matrix_stack_push (projection_stack); _cogl_matrix_stack_load_identity (projection_stack); _cogl_matrix_stack_ortho (projection_stack, 0, (float)(viewport[2]), 0, (float)(viewport[3]), (float)(0), (float)(100)); modelview_stack = _cogl_framebuffer_get_modelview_stack (framebuffer); _cogl_matrix_stack_push (modelview_stack); _cogl_matrix_stack_load_identity (modelview_stack); /* Direct copy operation */ if (ctx->texture_download_material == COGL_INVALID_HANDLE) { ctx->texture_download_material = cogl_material_new (); cogl_material_set_blend (ctx->texture_download_material, "RGBA = ADD (SRC_COLOR, 0)", NULL); } prev_source = cogl_handle_ref (ctx->source_material); cogl_set_source (ctx->texture_download_material); cogl_material_set_layer (ctx->texture_download_material, 0, handle); cogl_material_set_layer_combine (ctx->texture_download_material, 0, /* layer */ "RGBA = REPLACE (TEXTURE)", NULL); do_texture_draw_and_read (handle, target_bmp, viewport); /* Check whether texture has alpha and framebuffer not */ /* FIXME: For some reason even if ALPHA_BITS is 8, the framebuffer still doesn't seem to have an alpha buffer. This might be just a PowerVR issue. GLint r_bits, g_bits, b_bits, a_bits; GE( glGetIntegerv (GL_ALPHA_BITS, &a_bits) ); GE( glGetIntegerv (GL_RED_BITS, &r_bits) ); GE( glGetIntegerv (GL_GREEN_BITS, &g_bits) ); GE( glGetIntegerv (GL_BLUE_BITS, &b_bits) ); printf ("R bits: %d\n", r_bits); printf ("G bits: %d\n", g_bits); printf ("B bits: %d\n", b_bits); printf ("A bits: %d\n", a_bits); */ if ((cogl_texture_get_format (handle) & COGL_A_BIT)/* && a_bits == 0*/) { guint8 *srcdata; guint8 *dstdata; guint8 *srcpixel; guint8 *dstpixel; int x,y; /* Create temp bitmap for alpha values */ alpha_bmp.format = COGL_PIXEL_FORMAT_RGBA_8888; alpha_bmp.width = target_bmp->width; alpha_bmp.height = target_bmp->height; alpha_bmp.rowstride = bpp * alpha_bmp.width; alpha_bmp.data = g_malloc (alpha_bmp.rowstride * alpha_bmp.height); /* Draw alpha values into RGB channels */ cogl_material_set_layer_combine (ctx->texture_download_material, 0, /* layer */ "RGBA = REPLACE (TEXTURE[A])", NULL); do_texture_draw_and_read (handle, &alpha_bmp, viewport); /* Copy temp R to target A */ srcdata = alpha_bmp.data; dstdata = target_bmp->data; for (y=0; yheight; ++y) { for (x=0; xwidth; ++x) { srcpixel = srcdata + x*bpp; dstpixel = dstdata + x*bpp; dstpixel[3] = srcpixel[0]; } srcdata += alpha_bmp.rowstride; dstdata += target_bmp->rowstride; } g_free (alpha_bmp.data); } /* Restore old state */ _cogl_matrix_stack_pop (modelview_stack); _cogl_matrix_stack_pop (projection_stack); /* restore the original material */ cogl_set_source (prev_source); cogl_handle_unref (prev_source); return TRUE; } int cogl_texture_get_data (CoglHandle handle, CoglPixelFormat format, unsigned int rowstride, guint8 *data) { CoglTexture *tex; if (!cogl_is_texture (handle)) return FALSE; tex = COGL_TEXTURE (handle); return tex->vtable->get_data (handle, format, rowstride, data); }