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af7398788a
Texture allocation is now consistently handled lazily such that the internal format can now be controlled using cogl_texture_set_components() and cogl_texture_set_premultiplied() before allocating the texture with cogl_texture_allocate(). This means that the internal_format arguments to texture constructors are now redundant and since most of the texture constructors now can't ever fail the error arguments are also redundant. This now means we no longer use CoglPixelFormat in the public api for describing the internal format of textures which had been bad solution originally due to how specific CoglPixelFormat is which is missleading when we don't support such explicit control over the internal format. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 99a53c82e9ab0a1e5ee35941bf83dc334b1fbe87) Note: there are numerous API changes for functions currently marked as 'unstable' which we don't think are in use by anyone depending on a stable 1.x api. Compared to the original patch though this avoids changing the cogl_texture_rectangle_new_with_size() api which we know is used by Mutter.
191 lines
7.0 KiB
C
191 lines
7.0 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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*
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* Creates a low-level #CoglTexture3D texture with the specified
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* dimensions 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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* The texture is still configurable until it has been allocated so
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* for example you can influence the internal format of the texture
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* using cogl_texture_set_components() and
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* cogl_texture_set_premultiplied().
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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: (transfer full): 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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/**
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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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* @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 low-level 3D texture and initializes it with @data. The
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* data is assumed to be packed array of @depth images. There can be
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* padding between the images using @image_stride.
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*
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* <note>This api will always immediately allocate GPU memory for the
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* texture and upload the given data so that the @data pointer does
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* not need to remain valid once this function returns. This means it
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* is not possible to configure the texture before it is allocated. If
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* you do need to configure the texture before allocation (to specify
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* constraints on the internal format for example) then you can
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* instead create a #CoglBitmap for your data and use
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* cogl_texture_3d_new_from_bitmap().</note>
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*
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* Return value: (transfer full): the newly created #CoglTexture3D or
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* %NULL if there was an error and an exception will be
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* returned 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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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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*
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* Creates a low-level 3D texture and initializes it with the images
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* in @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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* 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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* The texture is still configurable until it has been allocated so
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* for example you can influence the internal format of the texture
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* using cogl_texture_set_components() and
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* cogl_texture_set_premultiplied().
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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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* Return value: (transfer full): a newly created #CoglTexture3D
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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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int height,
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int depth);
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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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