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73e8a6d7ce
Consistent with how we lazily allocate framebuffers this patch allows us to instantiate textures but still specify constraints and requirements before allocating storage so that we can be sure to allocate the most appropriate/efficient storage. This adds a cogl_texture_allocate() function that is analogous to cogl_framebuffer_allocate() which can optionally be called to explicitly allocate storage and catch any errors. If this function isn't used explicitly then Cogl will implicitly ensure textures are allocated before the storage is needed. It is generally recommended to rely on lazy storage allocation or at least perform explicit allocation as late as possible so Cogl can be fully informed about the best way to allocate storage. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 1fa7c0f10a8a03043e3c75cb079a49625df098b7) Note: This reverts the cogl_texture_rectangle_new_with_size API change that dropped the CoglError argument and keeps the semantics of allocating the texture immediately. This is because Mutter currently uses this API so we will probably look at updating this later once we have a corresponding Mutter patch prepared. The other API changes were kept since they only affected experimental api.
188 lines
7.1 KiB
C
188 lines
7.1 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) 2010 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, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*
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* Authors:
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* Neil Roberts <neil@linux.intel.com>
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*/
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#if !defined(__COGL_H_INSIDE__) && !defined(COGL_COMPILATION)
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#error "Only <cogl/cogl.h> can be included directly."
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#endif
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#ifndef __COGL_TEXTURE_3D_H
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#define __COGL_TEXTURE_3D_H
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COGL_BEGIN_DECLS
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/**
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* SECTION:cogl-texture-3d
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* @short_description: Functions for creating and manipulating 3D textures
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*
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* These functions allow 3D textures to be used. 3D textures can be
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* thought of as layers of 2D images arranged into a cuboid
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* shape. When choosing a texel from the texture, Cogl will take into
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* account the 'r' texture coordinate to select one of the images.
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*/
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typedef struct _CoglTexture3D CoglTexture3D;
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#define COGL_TEXTURE_3D(X) ((CoglTexture3D *)X)
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/**
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* cogl_texture_3d_new_with_size:
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* @context: a #CoglContext
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* @width: width of the texture in pixels.
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* @height: height of the texture in pixels.
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* @depth: depth of the texture in pixels.
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* @internal_format: the #CoglPixelFormat to use for the GPU
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* storage of the texture.
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*
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* Creates a new #CoglTexture3D texture with the specified dimensions
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* and pixel format.
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*
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* The storage for the texture is not allocated before this function
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* returns. You can call cogl_texture_allocate() to explicitly
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* allocate the underlying storage or preferably let Cogl
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* automatically allocate storage lazily when it may know more about
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* how the texture is going to be used and can optimize how it is
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* allocated.
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*
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* <note>This texture will fail to allocate later if
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* %COGL_FEATURE_ID_TEXTURE_3D is not advertised. Allocation can also
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* fail if the requested dimensions are not supported by the
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* GPU.</note>
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*
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* Returns: A new #CoglTexture3D object with no storage yet allocated.
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* Since: 1.10
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* Stability: Unstable
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*/
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CoglTexture3D *
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cogl_texture_3d_new_with_size (CoglContext *context,
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int width,
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int height,
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int depth,
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CoglPixelFormat internal_format);
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/**
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* cogl_texture_3d_new_from_data:
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* @context: a #CoglContext
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* @width: width of the texture in pixels.
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* @height: height of the texture in pixels.
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* @depth: depth of the texture in pixels.
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* @format: the #CoglPixelFormat the buffer is stored in in RAM
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* @internal_format: the #CoglPixelFormat that will be used for storing
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* the buffer on the GPU. If %COGL_PIXEL_FORMAT_ANY is given then a
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* premultiplied format similar to the format of the source data will
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* be used. The default blending equations of Cogl expect premultiplied
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* color data; the main use of passing a non-premultiplied format here
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* is if you have non-premultiplied source data and are going to adjust
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* the blend mode (see cogl_pipeline_set_blend()) or use the data for
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* something other than straight blending.
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* @rowstride: the memory offset in bytes between the starts of
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* scanlines in @data or 0 to infer it from the width and format
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* @image_stride: the number of bytes from one image to the next. This
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* can be used to add padding between the images in a similar way
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* that the rowstride can be used to add padding between
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* rows. Alternatively 0 can be passed to infer the @image_stride
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* from the @height.
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* @data: pointer the memory region where the source buffer resides
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* @error: A CoglError return location.
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*
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* Creates a new 3D texture and initializes it with @data. The data is
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* assumed to be packed array of @depth images. There can be padding
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* between the images using @image_stride.
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*
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* Note that this function will throw a #CoglError if
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* %COGL_FEATURE_ID_TEXTURE_3D is not advertised. It can also fail if the
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* requested dimensions are not supported by the GPU.
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*
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* Return value: the newly created #CoglTexture3D or %NULL if
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* there was an error an an exception will be returned
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* through @error.
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* Since: 1.10
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* Stability: Unstable
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*/
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CoglTexture3D *
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cogl_texture_3d_new_from_data (CoglContext *context,
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int width,
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int height,
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int depth,
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CoglPixelFormat format,
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CoglPixelFormat internal_format,
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int rowstride,
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int image_stride,
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const uint8_t *data,
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CoglError **error);
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/**
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* cogl_texture_3d_new_from_bitmap:
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* @bitmap: A #CoglBitmap object.
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* @height: height of the texture in pixels.
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* @depth: depth of the texture in pixels.
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* @internal_format: the #CoglPixelFormat that will be used for storing
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* the buffer on the GPU. If %COGL_PIXEL_FORMAT_ANY is given then a
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* premultiplied format similar to the format of the source data will
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* be used. The default blending equations of Cogl expect premultiplied
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* color data; the main use of passing a non-premultiplied format here
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* is if you have non-premultiplied source data and are going to adjust
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* the blend mode (see cogl_pipeline_set_blend()) or use the data for
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* something other than straight blending.
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* @error: A CoglError return location.
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*
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* Creates a new 3D texture and initializes it with the images in
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* @bitmap. The images are assumed to be packed together after one
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* another in the increasing y axis. The height of individual image is
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* given as @height and the number of images is given in @depth. The
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* actual height of the bitmap can be larger than @height × @depth. In
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* this case it assumes there is padding between the images.
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*
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* Return value: the newly created texture or %NULL if
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* there was an error.
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* Since: 2.0
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* Stability: unstable
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*/
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CoglTexture3D *
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cogl_texture_3d_new_from_bitmap (CoglBitmap *bitmap,
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unsigned int height,
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unsigned int depth,
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CoglPixelFormat internal_format,
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CoglError **error);
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/**
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* cogl_is_texture_3d:
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* @object: a #CoglObject
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*
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* Checks whether the given object references a #CoglTexture3D
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*
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* Return value: %TRUE if the passed object represents a 3D texture
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* and %FALSE otherwise
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*
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* Since: 1.4
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* Stability: Unstable
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*/
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CoglBool
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cogl_is_texture_3d (void *object);
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COGL_END_DECLS
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#endif /* __COGL_TEXTURE_3D_H */
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