/* * Cogl * * An object oriented GL/GLES Abstraction/Utility Layer * * Copyright (C) 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, write to the * Free Software Foundation, Inc., 59 Temple Place - Suite 330, * Boston, MA 02111-1307, USA. * * Authors: * Neil Roberts */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "cogl.h" #include "cogl-internal.h" #include "cogl-util.h" #include "cogl-texture-private.h" #include "cogl-texture-2d-private.h" #include "cogl-texture-driver.h" #include "cogl-context.h" #include "cogl-handle.h" #include "cogl-journal-private.h" #include #include static void _cogl_texture_2d_free (CoglTexture2D *tex_2d); COGL_HANDLE_DEFINE (Texture2D, texture_2d); static const CoglTextureVtable cogl_texture_2d_vtable; typedef struct _CoglTexture2DManualRepeatData { CoglTexture2D *tex_2d; CoglTextureSliceCallback callback; void *user_data; } CoglTexture2DManualRepeatData; static void _cogl_texture_2d_wrap_coords (float t_1, float t_2, float *out_t_1, float *out_t_2) { float int_part; /* Wrap t_1 and t_2 to the range [0,1] */ modff (t_1 < t_2 ? t_1 : t_2, &int_part); t_1 -= int_part; t_2 -= int_part; if (cogl_util_float_signbit (int_part)) { *out_t_1 = 1.0f + t_1; *out_t_2 = 1.0f + t_2; } else { *out_t_1 = t_1; *out_t_2 = t_2; } } static void _cogl_texture_2d_manual_repeat_cb (const float *coords, void *user_data) { CoglTexture2DManualRepeatData *data = user_data; float slice_coords[4]; _cogl_texture_2d_wrap_coords (coords[0], coords[2], slice_coords + 0, slice_coords + 2); _cogl_texture_2d_wrap_coords (coords[1], coords[3], slice_coords + 1, slice_coords + 3); data->callback (COGL_TEXTURE (data->tex_2d), data->tex_2d->gl_texture, GL_TEXTURE_2D, slice_coords, coords, data->user_data); } static void _cogl_texture_2d_foreach_sub_texture_in_region ( CoglTexture *tex, float virtual_tx_1, float virtual_ty_1, float virtual_tx_2, float virtual_ty_2, CoglTextureSliceCallback callback, void *user_data) { CoglTexture2D *tex_2d = COGL_TEXTURE_2D (tex); CoglTexture2DManualRepeatData data; data.tex_2d = tex_2d; data.callback = callback; data.user_data = user_data; /* We need to implement manual repeating because if Cogl is calling this function then it will set the wrap mode to GL_CLAMP_TO_EDGE and hardware repeating can't be done */ _cogl_texture_iterate_manual_repeats (_cogl_texture_2d_manual_repeat_cb, virtual_tx_1, virtual_ty_1, virtual_tx_2, virtual_ty_2, &data); } static void _cogl_texture_2d_set_wrap_mode_parameter (CoglTexture *tex, GLenum wrap_mode) { CoglTexture2D *tex_2d = COGL_TEXTURE_2D (tex); /* Only set the wrap mode if it's different from the current value to avoid too many GL calls */ if (tex_2d->wrap_mode != wrap_mode) { /* Any queued texture rectangles may be depending on the * previous wrap mode... */ _cogl_journal_flush (); GE( glBindTexture (GL_TEXTURE_2D, tex_2d->gl_texture) ); GE( glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap_mode) ); GE( glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap_mode) ); tex_2d->wrap_mode = wrap_mode; } } static void _cogl_texture_2d_free (CoglTexture2D *tex_2d) { GE( glDeleteTextures (1, &tex_2d->gl_texture) ); g_free (tex_2d); } static gboolean _cogl_texture_2d_is_pot (unsigned int num) { gboolean have_bit = FALSE; /* Make sure there is only one bit set */ while (num) { if (num & 1) { if (have_bit) return FALSE; have_bit = TRUE; } num >>= 1; } return TRUE; } static gboolean _cogl_texture_2d_can_create (unsigned int width, unsigned int height, CoglPixelFormat internal_format) { GLenum gl_intformat; GLenum gl_type; /* If the driver doesn't support glGenerateMipmap then we need to store a copy of the first pixels to cause an update. Instead of duplicating the code here we'll just make it fallback to CoglTexture2DSliced */ if (!cogl_features_available (COGL_FEATURE_OFFSCREEN)) return FALSE; /* If NPOT textures aren't supported then the size must be a power of two */ if (!cogl_features_available (COGL_FEATURE_TEXTURE_NPOT) && (!_cogl_texture_2d_is_pot (width) || !_cogl_texture_2d_is_pot (height))) return FALSE; _cogl_pixel_format_to_gl (internal_format, &gl_intformat, NULL, &gl_type); /* Check that the driver can create a texture with that size */ if (!_cogl_texture_driver_size_supported (GL_TEXTURE_2D, gl_intformat, gl_type, width, height)) return FALSE; return TRUE; } static CoglTexture2D * _cogl_texture_2d_create_base (unsigned int width, unsigned int height, CoglTextureFlags flags, CoglPixelFormat internal_format) { CoglTexture2D *tex_2d = g_new (CoglTexture2D, 1); CoglTexture *tex = COGL_TEXTURE (tex_2d); tex->vtable = &cogl_texture_2d_vtable; tex_2d->width = width; tex_2d->height = height; tex_2d->mipmaps_dirty = TRUE; tex_2d->auto_mipmap = (flags & COGL_TEXTURE_NO_AUTO_MIPMAP) == 0; /* We default to GL_LINEAR for both filters */ tex_2d->min_filter = GL_LINEAR; tex_2d->mag_filter = GL_LINEAR; /* Wrap mode not yet set */ tex_2d->wrap_mode = GL_FALSE; tex_2d->format = internal_format; return tex_2d; } CoglHandle _cogl_texture_2d_new_with_size (unsigned int width, unsigned int height, CoglTextureFlags flags, CoglPixelFormat internal_format) { CoglTexture2D *tex_2d; GLenum gl_intformat; GLenum gl_format; GLenum gl_type; /* Since no data, we need some internal format */ if (internal_format == COGL_PIXEL_FORMAT_ANY) internal_format = COGL_PIXEL_FORMAT_RGBA_8888_PRE; if (!_cogl_texture_2d_can_create (width, height, internal_format)) return COGL_INVALID_HANDLE; internal_format = _cogl_pixel_format_to_gl (internal_format, &gl_intformat, &gl_format, &gl_type); tex_2d = _cogl_texture_2d_create_base (width, height, flags, internal_format); _cogl_texture_driver_gen (GL_TEXTURE_2D, 1, &tex_2d->gl_texture); GE( glBindTexture (GL_TEXTURE_2D, tex_2d->gl_texture) ); GE( glTexImage2D (GL_TEXTURE_2D, 0, gl_intformat, width, height, 0, gl_format, gl_type, NULL) ); return _cogl_texture_2d_handle_new (tex_2d); } CoglHandle _cogl_texture_2d_new_from_bitmap (CoglHandle bmp_handle, CoglTextureFlags flags, CoglPixelFormat internal_format) { CoglTexture2D *tex_2d; CoglBitmap *bmp = (CoglBitmap *)bmp_handle; CoglBitmap dst_bmp; gboolean dst_bmp_owner; GLenum gl_intformat; GLenum gl_format; GLenum gl_type; g_return_val_if_fail (bmp_handle != COGL_INVALID_HANDLE, COGL_INVALID_HANDLE); if (!_cogl_texture_prepare_for_upload (bmp, internal_format, &internal_format, &dst_bmp, &dst_bmp_owner, &gl_intformat, &gl_format, &gl_type)) return COGL_INVALID_HANDLE; tex_2d = _cogl_texture_2d_create_base (bmp->width, bmp->height, flags, internal_format); _cogl_texture_driver_gen (GL_TEXTURE_2D, 1, &tex_2d->gl_texture); _cogl_texture_driver_upload_to_gl (GL_TEXTURE_2D, tex_2d->gl_texture, &dst_bmp, gl_intformat, gl_format, gl_type); tex_2d->gl_format = gl_intformat; if (dst_bmp_owner) g_free (dst_bmp.data); return _cogl_texture_2d_handle_new (tex_2d); } static int _cogl_texture_2d_get_max_waste (CoglTexture *tex) { return -1; } static gboolean _cogl_texture_2d_is_sliced (CoglTexture *tex) { return FALSE; } static gboolean _cogl_texture_2d_can_hardware_repeat (CoglTexture *tex) { return TRUE; } static void _cogl_texture_2d_transform_coords_to_gl (CoglTexture *tex, float *s, float *t) { /* The texture coordinates map directly so we don't need to do anything */ } static gboolean _cogl_texture_2d_transform_quad_coords_to_gl (CoglTexture *tex, float *coords) { /* The texture coordinates map directly so we don't need to do anything */ return TRUE; } static gboolean _cogl_texture_2d_get_gl_texture (CoglTexture *tex, GLuint *out_gl_handle, GLenum *out_gl_target) { CoglTexture2D *tex_2d = COGL_TEXTURE_2D (tex); if (out_gl_handle) *out_gl_handle = tex_2d->gl_texture; if (out_gl_target) *out_gl_target = GL_TEXTURE_2D; return TRUE; } static void _cogl_texture_2d_set_filters (CoglTexture *tex, GLenum min_filter, GLenum mag_filter) { CoglTexture2D *tex_2d = COGL_TEXTURE_2D (tex); if (min_filter == tex_2d->min_filter && mag_filter == tex_2d->mag_filter) return; /* Store new values */ tex_2d->min_filter = min_filter; tex_2d->mag_filter = mag_filter; /* Apply new filters to the texture */ GE( glBindTexture (GL_TEXTURE_2D, tex_2d->gl_texture) ); GE( glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter) ); GE( glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter) ); } static void _cogl_texture_2d_ensure_mipmaps (CoglTexture *tex) { CoglTexture2D *tex_2d = COGL_TEXTURE_2D (tex); _COGL_GET_CONTEXT (ctx, NO_RETVAL); /* Only update if the mipmaps are dirty */ if (!tex_2d->auto_mipmap || !tex_2d->mipmaps_dirty) return; GE( glBindTexture (GL_TEXTURE_2D, tex_2d->gl_texture) ); /* glGenerateMipmap is defined in the FBO extension. We only allow CoglTexture2D instances to be created if this feature is available so we don't need to check for the extension */ _cogl_texture_driver_gl_generate_mipmaps (GL_TEXTURE_2D); tex_2d->mipmaps_dirty = FALSE; } static void _cogl_texture_2d_ensure_non_quad_rendering (CoglTexture *tex) { /* Nothing needs to be done */ } static gboolean _cogl_texture_2d_set_region (CoglTexture *tex, 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) { CoglTexture2D *tex_2d = COGL_TEXTURE_2D (tex); int bpp; CoglBitmap source_bmp; CoglBitmap tmp_bmp; gboolean tmp_bmp_owner = FALSE; GLenum closest_gl_format; GLenum closest_gl_type; /* Check for valid format */ if (format == COGL_PIXEL_FORMAT_ANY) return FALSE; /* Shortcut out early if the image is empty */ if (width == 0 || height == 0) return TRUE; /* Init source bitmap */ source_bmp.width = width; source_bmp.height = height; source_bmp.format = format; source_bmp.data = (guint8 *)data; /* Rowstride from width if none specified */ bpp = _cogl_get_format_bpp (format); source_bmp.rowstride = (rowstride == 0) ? width * bpp : rowstride; /* Prepare the bitmap so that it will do the premultiplication conversion */ _cogl_texture_prepare_for_upload (&source_bmp, tex_2d->format, NULL, &tmp_bmp, &tmp_bmp_owner, NULL, &closest_gl_format, &closest_gl_type); /* Send data to GL */ _cogl_texture_driver_upload_subregion_to_gl (GL_TEXTURE_2D, tex_2d->gl_texture, src_x, src_y, dst_x, dst_y, dst_width, dst_height, &tmp_bmp, closest_gl_format, closest_gl_type); /* Free data if owner */ if (tmp_bmp_owner) g_free (tmp_bmp.data); return TRUE; } static int _cogl_texture_2d_get_data (CoglTexture *tex, CoglPixelFormat format, unsigned int rowstride, guint8 *data) { CoglTexture2D *tex_2d = COGL_TEXTURE_2D (tex); int bpp; int byte_size; CoglPixelFormat closest_format; int closest_bpp; GLenum closest_gl_format; GLenum closest_gl_type; CoglBitmap target_bmp; CoglBitmap new_bmp; gboolean success; guint8 *src; guint8 *dst; int y; /* Default to internal format if none specified */ if (format == COGL_PIXEL_FORMAT_ANY) format = tex_2d->format; /* Rowstride from texture width if none specified */ bpp = _cogl_get_format_bpp (format); if (rowstride == 0) rowstride = tex_2d->width * bpp; /* Return byte size if only that requested */ byte_size = tex_2d->height * rowstride; if (data == NULL) return byte_size; closest_format = _cogl_texture_driver_find_best_gl_get_data_format (format, &closest_gl_format, &closest_gl_type); closest_bpp = _cogl_get_format_bpp (closest_format); target_bmp.width = tex_2d->width; target_bmp.height = tex_2d->height; /* Is the requested format supported? */ if (closest_format == format) { /* Target user data directly */ target_bmp.format = format; target_bmp.rowstride = rowstride; target_bmp.data = data; } else { /* Target intermediate buffer */ target_bmp.format = closest_format; target_bmp.rowstride = target_bmp.width * closest_bpp; target_bmp.data = g_malloc (target_bmp.height * target_bmp.rowstride); } GE( glBindTexture (GL_TEXTURE_2D, tex_2d->gl_texture) ); if (!_cogl_texture_driver_gl_get_tex_image (GL_TEXTURE_2D, closest_gl_format, closest_gl_type, target_bmp.data)) { /* XXX: In some cases _cogl_texture_2d_download_from_gl may * fail to read back the texture data; such as for GLES which doesn't * support glGetTexImage, so here we fallback to drawing the texture * and reading the pixels from the framebuffer. */ _cogl_texture_draw_and_read (tex, &target_bmp, closest_gl_format, closest_gl_type); } /* Was intermediate used? */ if (closest_format != format) { /* Convert to requested format */ success = _cogl_bitmap_convert_format_and_premult (&target_bmp, &new_bmp, format); /* Free intermediate data and return if failed */ g_free (target_bmp.data); if (!success) return 0; /* Copy to user buffer */ for (y = 0; y < new_bmp.height; ++y) { src = new_bmp.data + y * new_bmp.rowstride; dst = data + y * rowstride; memcpy (dst, src, new_bmp.width); } /* Free converted data */ g_free (new_bmp.data); } return byte_size; } static CoglPixelFormat _cogl_texture_2d_get_format (CoglTexture *tex) { return COGL_TEXTURE_2D (tex)->format; } static GLenum _cogl_texture_2d_get_gl_format (CoglTexture *tex) { return COGL_TEXTURE_2D (tex)->gl_format; } static int _cogl_texture_2d_get_width (CoglTexture *tex) { return COGL_TEXTURE_2D (tex)->width; } static int _cogl_texture_2d_get_height (CoglTexture *tex) { return COGL_TEXTURE_2D (tex)->height; } static const CoglTextureVtable cogl_texture_2d_vtable = { _cogl_texture_2d_set_region, _cogl_texture_2d_get_data, _cogl_texture_2d_foreach_sub_texture_in_region, _cogl_texture_2d_get_max_waste, _cogl_texture_2d_is_sliced, _cogl_texture_2d_can_hardware_repeat, _cogl_texture_2d_transform_coords_to_gl, _cogl_texture_2d_transform_quad_coords_to_gl, _cogl_texture_2d_get_gl_texture, _cogl_texture_2d_set_filters, _cogl_texture_2d_ensure_mipmaps, _cogl_texture_2d_ensure_non_quad_rendering, _cogl_texture_2d_set_wrap_mode_parameter, _cogl_texture_2d_get_format, _cogl_texture_2d_get_gl_format, _cogl_texture_2d_get_width, _cogl_texture_2d_get_height };