mutter/cogl/cogl/cogl-texture-2d.h
2016-04-22 16:44:31 +02:00

235 lines
8.4 KiB
C

/*
* Cogl
*
* A Low Level GPU Graphics and Utilities API
*
* Copyright (C) 2011,2013 Intel Corporation.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use, copy,
* modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#if !defined(__COGL_H_INSIDE__) && !defined(COGL_COMPILATION)
#error "Only <cogl/cogl.h> can be included directly."
#endif
#ifndef __COGL_TEXTURE_2D_H
#define __COGL_TEXTURE_2D_H
#include "cogl-context.h"
#include "cogl-bitmap.h"
COGL_BEGIN_DECLS
/**
* SECTION:cogl-texture-2d
* @short_description: Functions for creating and manipulating 2D textures
*
* These functions allow low-level 2D textures to be allocated. These
* differ from sliced textures for example which may internally be
* made up of multiple 2D textures, or atlas textures where Cogl must
* internally modify user texture coordinates before they can be used
* by the GPU.
*
* You should be aware that many GPUs only support power of two sizes
* for #CoglTexture2D textures. You can check support for non power of
* two textures by checking for the %COGL_FEATURE_ID_TEXTURE_NPOT feature
* via cogl_has_feature().
*/
typedef struct _CoglTexture2D CoglTexture2D;
#define COGL_TEXTURE_2D(X) ((CoglTexture2D *)X)
#ifdef COGL_HAS_GTYPE_SUPPORT
/**
* cogl_texture_2d_get_gtype:
*
* Returns: a #GType that can be used with the GLib type system.
*/
GType cogl_texture_2d_get_gtype (void);
#endif
/**
* cogl_is_texture_2d:
* @object: A #CoglObject
*
* Gets whether the given object references an existing #CoglTexture2D
* object.
*
* Return value: %TRUE if the object references a #CoglTexture2D,
* %FALSE otherwise
*/
CoglBool
cogl_is_texture_2d (void *object);
/**
* cogl_texture_2d_new_with_size:
* @ctx: A #CoglContext
* @width: Width of the texture to allocate
* @height: Height of the texture to allocate
*
* Creates a low-level #CoglTexture2D texture with a given @width and
* @height that your GPU can texture from directly.
*
* The storage for the texture is not allocated before this function
* returns. You can call cogl_texture_allocate() to explicitly
* allocate the underlying storage or preferably let Cogl
* automatically allocate storage lazily when it may know more about
* how the texture is being used and can optimize how it is allocated.
*
* The texture is still configurable until it has been allocated so
* for example you can influence the internal format of the texture
* using cogl_texture_set_components() and
* cogl_texture_set_premultiplied().
*
* <note>Many GPUs only support power of two sizes for #CoglTexture2D
* textures. You can check support for non power of two textures by
* checking for the %COGL_FEATURE_ID_TEXTURE_NPOT feature via
* cogl_has_feature().</note>
*
* Returns: (transfer full): A new #CoglTexture2D object with no storage yet allocated.
*
* Since: 2.0
*/
CoglTexture2D *
cogl_texture_2d_new_with_size (CoglContext *ctx,
int width,
int height);
/**
* cogl_texture_2d_new_from_file:
* @ctx: A #CoglContext
* @filename: the file to load
* @error: A #CoglError to catch exceptional errors or %NULL
*
* Creates a low-level #CoglTexture2D texture from an image file.
*
* The storage for the texture is not allocated before this function
* returns. You can call cogl_texture_allocate() to explicitly
* allocate the underlying storage or preferably let Cogl
* automatically allocate storage lazily when it may know more about
* how the texture is being used and can optimize how it is allocated.
*
* The texture is still configurable until it has been allocated so
* for example you can influence the internal format of the texture
* using cogl_texture_set_components() and
* cogl_texture_set_premultiplied().
*
* <note>Many GPUs only support power of two sizes for #CoglTexture2D
* textures. You can check support for non power of two textures by
* checking for the %COGL_FEATURE_ID_TEXTURE_NPOT feature via
* cogl_has_feature().</note>
*
* Return value: (transfer full): A newly created #CoglTexture2D or %NULL on failure
* and @error will be updated.
*
* Since: 1.16
*/
CoglTexture2D *
cogl_texture_2d_new_from_file (CoglContext *ctx,
const char *filename,
CoglError **error);
/**
* cogl_texture_2d_new_from_data:
* @ctx: A #CoglContext
* @width: width of texture in pixels
* @height: height of texture in pixels
* @format: the #CoglPixelFormat the buffer is stored in in RAM
* @rowstride: the memory offset in bytes between the starts of
* scanlines in @data. A value of 0 will make Cogl automatically
* calculate @rowstride from @width and @format.
* @data: pointer the memory region where the source buffer resides
* @error: A #CoglError for exceptions
*
* Creates a low-level #CoglTexture2D texture based on data residing
* in memory.
*
* <note>This api will always immediately allocate GPU memory for the
* texture and upload the given data so that the @data pointer does
* not need to remain valid once this function returns. This means it
* is not possible to configure the texture before it is allocated. If
* you do need to configure the texture before allocation (to specify
* constraints on the internal format for example) then you can
* instead create a #CoglBitmap for your data and use
* cogl_texture_2d_new_from_bitmap() or use
* cogl_texture_2d_new_with_size() and then upload data using
* cogl_texture_set_data()</note>
*
* <note>Many GPUs only support power of two sizes for #CoglTexture2D
* textures. You can check support for non power of two textures by
* checking for the %COGL_FEATURE_ID_TEXTURE_NPOT feature via
* cogl_has_feature().</note>
*
* Returns: (transfer full): A newly allocated #CoglTexture2D, or if
* the size is not supported (because it is too large or a
* non-power-of-two size that the hardware doesn't support)
* it will return %NULL and set @error.
*
* Since: 2.0
*/
CoglTexture2D *
cogl_texture_2d_new_from_data (CoglContext *ctx,
int width,
int height,
CoglPixelFormat format,
int rowstride,
const uint8_t *data,
CoglError **error);
/**
* cogl_texture_2d_new_from_bitmap:
* @bitmap: A #CoglBitmap
*
* Creates a low-level #CoglTexture2D texture based on data residing
* in a #CoglBitmap.
*
* The storage for the texture is not allocated before this function
* returns. You can call cogl_texture_allocate() to explicitly
* allocate the underlying storage or preferably let Cogl
* automatically allocate storage lazily when it may know more about
* how the texture is being used and can optimize how it is allocated.
*
* The texture is still configurable until it has been allocated so
* for example you can influence the internal format of the texture
* using cogl_texture_set_components() and
* cogl_texture_set_premultiplied().
*
* <note>Many GPUs only support power of two sizes for #CoglTexture2D
* textures. You can check support for non power of two textures by
* checking for the %COGL_FEATURE_ID_TEXTURE_NPOT feature via
* cogl_has_feature().</note>
*
* Returns: (transfer full): A newly allocated #CoglTexture2D
*
* Since: 2.0
* Stability: unstable
*/
CoglTexture2D *
cogl_texture_2d_new_from_bitmap (CoglBitmap *bitmap);
COGL_END_DECLS
#endif /* __COGL_TEXTURE_2D_H */