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https://github.com/brl/mutter.git
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81bb87e037
Until now, we hardcoded the internal format to GL_RGBA and used the internal format returned by pixel_format_to_gl() as the format for checking the texture size and format we're asked to create. Let's use the proper internal format/format from now on. This is needed as a later patch introduces DEPTH and DEPTH_STENCIL textures. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit ec45f60ee2545f88302da314bcdbe1439c4ba9c9)
487 lines
17 KiB
C
487 lines
17 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2007,2008,2009 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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*
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* Authors:
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* Matthew Allum <mallum@openedhand.com>
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* Neil Roberts <neil@linux.intel.com>
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* Robert Bragg <robert@linux.intel.com>
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl-private.h"
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#include "cogl-util.h"
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#include "cogl-bitmap.h"
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#include "cogl-bitmap-private.h"
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#include "cogl-texture-private.h"
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#include "cogl-pipeline.h"
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#include "cogl-pipeline-opengl-private.h"
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#include "cogl-context-private.h"
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#include "cogl-object-private.h"
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#include "cogl-primitives.h"
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#include <string.h>
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#include <stdlib.h>
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#include <math.h>
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#ifndef GL_TEXTURE_3D
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#define GL_TEXTURE_3D 0x806F
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#endif
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#ifndef GL_MAX_3D_TEXTURE_SIZE_OES
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#define GL_MAX_3D_TEXTURE_SIZE_OES 0x8073
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#endif
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/* This extension isn't available for GLES 1.1 so these won't be
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defined */
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#ifndef GL_UNPACK_ROW_LENGTH
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#define GL_UNPACK_ROW_LENGTH 0x0CF2
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#endif
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#ifndef GL_UNPACK_SKIP_ROWS
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#define GL_UNPACK_SKIP_ROWS 0x0CF3
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#endif
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#ifndef GL_UNPACK_SKIP_PIXELS
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#define GL_UNPACK_SKIP_PIXELS 0x0CF4
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#endif
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static void
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_cogl_texture_driver_gen (CoglContext *ctx,
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GLenum gl_target,
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GLsizei n,
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GLuint *textures)
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{
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unsigned int i;
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GE (ctx, glGenTextures (n, textures));
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for (i = 0; i < n; i++)
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{
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_cogl_bind_gl_texture_transient (gl_target, textures[i], FALSE);
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switch (gl_target)
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{
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case GL_TEXTURE_2D:
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case GL_TEXTURE_3D:
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/* GL_TEXTURE_MAG_FILTER defaults to GL_LINEAR, no need to set it */
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GE( ctx, glTexParameteri (gl_target,
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GL_TEXTURE_MIN_FILTER,
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GL_LINEAR) );
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break;
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default:
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g_assert_not_reached();
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}
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}
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}
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static void
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prep_gl_for_pixels_upload_full (CoglContext *ctx,
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int pixels_rowstride,
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int pixels_src_x,
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int pixels_src_y,
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int pixels_bpp)
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{
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if ((ctx->private_feature_flags & COGL_PRIVATE_FEATURE_UNPACK_SUBIMAGE))
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{
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GE( ctx, glPixelStorei (GL_UNPACK_ROW_LENGTH,
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pixels_rowstride / pixels_bpp) );
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GE( ctx, glPixelStorei (GL_UNPACK_SKIP_PIXELS, pixels_src_x) );
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GE( ctx, glPixelStorei (GL_UNPACK_SKIP_ROWS, pixels_src_y) );
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}
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else
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{
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g_assert (pixels_src_x == 0);
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g_assert (pixels_src_y == 0);
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}
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_cogl_texture_prep_gl_alignment_for_pixels_upload (pixels_rowstride);
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}
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static void
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_cogl_texture_driver_prep_gl_for_pixels_upload (CoglContext *ctx,
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int pixels_rowstride,
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int pixels_bpp)
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{
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prep_gl_for_pixels_upload_full (ctx,
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pixels_rowstride,
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0, 0, /* src_x/y */
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pixels_bpp);
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}
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static void
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_cogl_texture_driver_prep_gl_for_pixels_download (CoglContext *ctx,
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int pixels_rowstride,
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int image_width,
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int pixels_bpp)
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{
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_cogl_texture_prep_gl_alignment_for_pixels_download (pixels_bpp,
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image_width,
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pixels_rowstride);
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}
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static CoglBitmap *
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prepare_bitmap_alignment_for_upload (CoglContext *ctx,
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CoglBitmap *src_bmp)
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{
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CoglPixelFormat format = cogl_bitmap_get_format (src_bmp);
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int bpp = _cogl_pixel_format_get_bytes_per_pixel (format);
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int src_rowstride = cogl_bitmap_get_rowstride (src_bmp);
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int width = cogl_bitmap_get_width (src_bmp);
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int alignment = 1;
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if ((ctx->private_feature_flags & COGL_PRIVATE_FEATURE_UNPACK_SUBIMAGE) ||
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src_rowstride == 0)
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return cogl_object_ref (src_bmp);
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/* Work out the alignment of the source rowstride */
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alignment = 1 << (_cogl_util_ffs (src_rowstride) - 1);
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alignment = MIN (alignment, 8);
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/* If the aligned data equals the rowstride then we can upload from
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the bitmap directly using GL_UNPACK_ALIGNMENT */
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if (((width * bpp + alignment - 1) & ~(alignment - 1)) == src_rowstride)
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return cogl_object_ref (src_bmp);
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/* Otherwise we need to copy the bitmap to pack the alignment
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because GLES has no GL_ROW_LENGTH */
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else
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return _cogl_bitmap_copy (src_bmp);
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}
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static void
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_cogl_texture_driver_upload_subregion_to_gl (CoglContext *ctx,
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GLenum gl_target,
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GLuint gl_handle,
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CoglBool is_foreign,
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int src_x,
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int src_y,
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int dst_x,
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int dst_y,
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int width,
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int height,
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CoglBitmap *source_bmp,
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GLuint source_gl_format,
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GLuint source_gl_type)
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{
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uint8_t *data;
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CoglPixelFormat source_format = cogl_bitmap_get_format (source_bmp);
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int bpp = _cogl_pixel_format_get_bytes_per_pixel (source_format);
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CoglBitmap *slice_bmp;
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int rowstride;
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/* If we have the GL_EXT_unpack_subimage extension then we can
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upload from subregions directly. Otherwise we may need to copy
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the bitmap */
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if (!(ctx->private_feature_flags & COGL_PRIVATE_FEATURE_UNPACK_SUBIMAGE) &&
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(src_x != 0 || src_y != 0 ||
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width != cogl_bitmap_get_width (source_bmp) ||
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height != cogl_bitmap_get_height (source_bmp)))
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{
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slice_bmp =
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_cogl_bitmap_new_with_malloc_buffer (ctx,
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width, height,
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source_format);
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_cogl_bitmap_copy_subregion (source_bmp,
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slice_bmp,
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src_x, src_y,
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0, 0, /* dst_x/y */
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width, height);
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}
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else
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slice_bmp = prepare_bitmap_alignment_for_upload (ctx, source_bmp);
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rowstride = cogl_bitmap_get_rowstride (slice_bmp);
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/* Setup gl alignment to match rowstride and top-left corner */
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prep_gl_for_pixels_upload_full (ctx, rowstride, src_x, src_y, bpp);
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data = _cogl_bitmap_bind (slice_bmp, COGL_BUFFER_ACCESS_READ, 0);
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_cogl_bind_gl_texture_transient (gl_target, gl_handle, is_foreign);
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GE( ctx, glTexSubImage2D (gl_target, 0,
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dst_x, dst_y,
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width, height,
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source_gl_format,
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source_gl_type,
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data) );
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_cogl_bitmap_unbind (slice_bmp);
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cogl_object_unref (slice_bmp);
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}
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static void
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_cogl_texture_driver_upload_to_gl (CoglContext *ctx,
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GLenum gl_target,
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GLuint gl_handle,
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CoglBool is_foreign,
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CoglBitmap *source_bmp,
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GLint internal_gl_format,
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GLuint source_gl_format,
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GLuint source_gl_type)
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{
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CoglPixelFormat source_format = cogl_bitmap_get_format (source_bmp);
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int bpp = _cogl_pixel_format_get_bytes_per_pixel (source_format);
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int rowstride;
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int bmp_width = cogl_bitmap_get_width (source_bmp);
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int bmp_height = cogl_bitmap_get_height (source_bmp);
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CoglBitmap *bmp;
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uint8_t *data;
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bmp = prepare_bitmap_alignment_for_upload (ctx, source_bmp);
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rowstride = cogl_bitmap_get_rowstride (bmp);
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/* Setup gl alignment to match rowstride and top-left corner */
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_cogl_texture_driver_prep_gl_for_pixels_upload (ctx, rowstride, bpp);
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_cogl_bind_gl_texture_transient (gl_target, gl_handle, is_foreign);
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data = _cogl_bitmap_bind (bmp, COGL_BUFFER_ACCESS_READ, 0);
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GE( ctx, glTexImage2D (gl_target, 0,
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internal_gl_format,
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bmp_width, bmp_height,
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0,
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source_gl_format,
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source_gl_type,
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data) );
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_cogl_bitmap_unbind (bmp);
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cogl_object_unref (bmp);
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}
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static void
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_cogl_texture_driver_upload_to_gl_3d (CoglContext *ctx,
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GLenum gl_target,
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GLuint gl_handle,
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CoglBool is_foreign,
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GLint height,
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GLint depth,
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CoglBitmap *source_bmp,
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GLint internal_gl_format,
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GLuint source_gl_format,
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GLuint source_gl_type)
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{
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CoglPixelFormat source_format = cogl_bitmap_get_format (source_bmp);
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int bpp = _cogl_pixel_format_get_bytes_per_pixel (source_format);
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int rowstride = cogl_bitmap_get_rowstride (source_bmp);
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int bmp_width = cogl_bitmap_get_width (source_bmp);
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int bmp_height = cogl_bitmap_get_height (source_bmp);
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uint8_t *data;
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_cogl_bind_gl_texture_transient (gl_target, gl_handle, is_foreign);
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/* If the rowstride or image height can't be specified with just
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GL_ALIGNMENT alone then we need to copy the bitmap because there
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is no GL_ROW_LENGTH */
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if (rowstride / bpp != bmp_width ||
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height != bmp_height / depth)
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{
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CoglBitmap *bmp;
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int image_height = bmp_height / depth;
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CoglPixelFormat source_bmp_format = cogl_bitmap_get_format (source_bmp);
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int i;
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_cogl_texture_driver_prep_gl_for_pixels_upload (ctx, bmp_width * bpp, bpp);
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/* Initialize the texture with empty data and then upload each
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image with a sub-region update */
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GE( ctx, glTexImage3D (gl_target,
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0, /* level */
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internal_gl_format,
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bmp_width,
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height,
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depth,
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0,
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source_gl_format,
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source_gl_type,
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NULL) );
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bmp = _cogl_bitmap_new_with_malloc_buffer (ctx,
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bmp_width,
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height,
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source_bmp_format);
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for (i = 0; i < depth; i++)
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{
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_cogl_bitmap_copy_subregion (source_bmp,
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bmp,
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0, image_height * i,
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0, 0,
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bmp_width,
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height);
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data = _cogl_bitmap_bind (bmp,
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COGL_BUFFER_ACCESS_READ, 0);
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GE( ctx, glTexSubImage3D (gl_target,
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0, /* level */
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0, /* xoffset */
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0, /* yoffset */
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i, /* zoffset */
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bmp_width, /* width */
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height, /* height */
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1, /* depth */
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source_gl_format,
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source_gl_type,
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data) );
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_cogl_bitmap_unbind (bmp);
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}
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cogl_object_unref (bmp);
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}
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else
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{
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data = _cogl_bitmap_bind (source_bmp, COGL_BUFFER_ACCESS_READ, 0);
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_cogl_texture_driver_prep_gl_for_pixels_upload (ctx, rowstride, bpp);
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GE( ctx, glTexImage3D (gl_target,
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0, /* level */
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internal_gl_format,
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bmp_width,
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height,
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depth,
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0,
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source_gl_format,
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source_gl_type,
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data) );
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_cogl_bitmap_unbind (source_bmp);
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}
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}
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/* NB: GLES doesn't support glGetTexImage2D, so cogl-texture will instead
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* fallback to a generic render + readpixels approach to downloading
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* texture data. (See _cogl_texture_draw_and_read() ) */
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static CoglBool
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_cogl_texture_driver_gl_get_tex_image (CoglContext *ctx,
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GLenum gl_target,
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GLenum dest_gl_format,
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GLenum dest_gl_type,
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uint8_t *dest)
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{
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return FALSE;
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}
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static CoglBool
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_cogl_texture_driver_size_supported_3d (CoglContext *ctx,
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GLenum gl_target,
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GLenum gl_format,
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GLenum gl_type,
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int width,
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int height,
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int depth)
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{
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GLint max_size;
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/* GLES doesn't support a proxy texture target so let's at least
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check whether the size is greater than
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GL_MAX_3D_TEXTURE_SIZE_OES */
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GE( ctx, glGetIntegerv (GL_MAX_3D_TEXTURE_SIZE_OES, &max_size) );
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return width <= max_size && height <= max_size && depth <= max_size;
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}
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static CoglBool
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_cogl_texture_driver_size_supported (CoglContext *ctx,
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GLenum gl_target,
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GLenum gl_intformat,
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GLenum gl_format,
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GLenum gl_type,
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int width,
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int height)
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{
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GLint max_size;
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/* GLES doesn't support a proxy texture target so let's at least
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check whether the size is greater than GL_MAX_TEXTURE_SIZE */
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GE( ctx, glGetIntegerv (GL_MAX_TEXTURE_SIZE, &max_size) );
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return width <= max_size && height <= max_size;
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}
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static void
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_cogl_texture_driver_try_setting_gl_border_color
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(CoglContext *ctx,
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GLuint gl_target,
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const GLfloat *transparent_color)
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{
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/* FAIL! */
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}
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static CoglBool
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_cogl_texture_driver_allows_foreign_gl_target (CoglContext *ctx,
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GLenum gl_target)
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{
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/* Allow 2-dimensional textures only */
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if (gl_target != GL_TEXTURE_2D)
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return FALSE;
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return TRUE;
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}
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static void
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_cogl_texture_driver_gl_generate_mipmaps (CoglContext *ctx,
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GLenum gl_target)
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{
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if (ctx->driver == COGL_DRIVER_GLES2)
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GE( ctx, glGenerateMipmap (gl_target) );
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}
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static CoglPixelFormat
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_cogl_texture_driver_find_best_gl_get_data_format
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(CoglContext *context,
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CoglPixelFormat format,
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GLenum *closest_gl_format,
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GLenum *closest_gl_type)
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{
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/* Find closest format that's supported by GL
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(Can't use _cogl_pixel_format_to_gl since available formats
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when reading pixels on GLES are severely limited) */
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*closest_gl_format = GL_RGBA;
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*closest_gl_type = GL_UNSIGNED_BYTE;
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return COGL_PIXEL_FORMAT_RGBA_8888;
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}
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const CoglTextureDriver
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_cogl_texture_driver_gles =
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{
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_cogl_texture_driver_gen,
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_cogl_texture_driver_prep_gl_for_pixels_upload,
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_cogl_texture_driver_upload_subregion_to_gl,
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_cogl_texture_driver_upload_to_gl,
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_cogl_texture_driver_upload_to_gl_3d,
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_cogl_texture_driver_prep_gl_for_pixels_download,
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_cogl_texture_driver_gl_get_tex_image,
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_cogl_texture_driver_size_supported,
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_cogl_texture_driver_size_supported_3d,
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_cogl_texture_driver_try_setting_gl_border_color,
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_cogl_texture_driver_allows_foreign_gl_target,
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_cogl_texture_driver_gl_generate_mipmaps,
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_cogl_texture_driver_find_best_gl_get_data_format
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};
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