mirror of
https://github.com/brl/mutter.git
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bf71cb2e3c
In cogl use cogl-config.h and in clutter use clutter-build-config.h. We can't use clutter-config.h in clutter because its already used and installed. https://bugzilla.gnome.org/show_bug.cgi?id=768976
481 lines
16 KiB
C
481 lines
16 KiB
C
/*
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* Cogl
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*
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* A Low Level GPU Graphics and Utilities API
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*
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* Copyright (C) 2009,2010,2011 Intel Corporation.
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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*
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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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#ifdef HAVE_CONFIG_H
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#include "cogl-config.h"
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#endif
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#include "cogl-util.h"
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#include "cogl-texture-private.h"
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#include "cogl-sub-texture-private.h"
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#include "cogl-sub-texture.h"
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#include "cogl-context-private.h"
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#include "cogl-object.h"
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#include "cogl-texture-driver.h"
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#include "cogl-texture-rectangle-private.h"
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#include "cogl-texture-2d.h"
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#include "cogl-texture-gl-private.h"
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#include "cogl-gtype-private.h"
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#include <string.h>
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#include <math.h>
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static void _cogl_sub_texture_free (CoglSubTexture *sub_tex);
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COGL_TEXTURE_DEFINE (SubTexture, sub_texture);
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COGL_GTYPE_DEFINE_CLASS (SubTexture, sub_texture);
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static const CoglTextureVtable cogl_sub_texture_vtable;
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static void
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_cogl_sub_texture_unmap_quad (CoglSubTexture *sub_tex,
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float *coords)
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{
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CoglTexture *tex = COGL_TEXTURE (sub_tex);
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/* NB: coords[] come in as non-normalized if sub_tex->full_texture
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* is a CoglTextureRectangle otherwhise they are normalized. The
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* coordinates we write out though must always be normalized.
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*
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* NB: sub_tex->sub_x/y/width/height are in non-normalized
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* coordinates.
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*/
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if (cogl_is_texture_rectangle (sub_tex->full_texture))
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{
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coords[0] = (coords[0] - sub_tex->sub_x) / tex->width;
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coords[1] = (coords[1] - sub_tex->sub_y) / tex->height;
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coords[2] = (coords[2] - sub_tex->sub_x) / tex->width;
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coords[3] = (coords[3] - sub_tex->sub_y) / tex->height;
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}
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else
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{
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float width = cogl_texture_get_width (sub_tex->full_texture);
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float height = cogl_texture_get_height (sub_tex->full_texture);
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coords[0] = (coords[0] * width - sub_tex->sub_x) / tex->width;
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coords[1] = (coords[1] * height - sub_tex->sub_y) / tex->height;
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coords[2] = (coords[2] * width - sub_tex->sub_x) / tex->width;
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coords[3] = (coords[3] * height - sub_tex->sub_y) / tex->height;
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}
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}
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static void
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_cogl_sub_texture_map_quad (CoglSubTexture *sub_tex,
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float *coords)
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{
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CoglTexture *tex = COGL_TEXTURE (sub_tex);
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/* NB: coords[] always come in as normalized coordinates but may go
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* out as non-normalized if sub_tex->full_texture is a
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* CoglTextureRectangle.
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*
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* NB: sub_tex->sub_x/y/width/height are in non-normalized
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* coordinates.
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*/
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if (cogl_is_texture_rectangle (sub_tex->full_texture))
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{
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coords[0] = coords[0] * tex->width + sub_tex->sub_x;
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coords[1] = coords[1] * tex->height + sub_tex->sub_y;
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coords[2] = coords[2] * tex->width + sub_tex->sub_x;
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coords[3] = coords[3] * tex->height + sub_tex->sub_y;
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}
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else
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{
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float width = cogl_texture_get_width (sub_tex->full_texture);
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float height = cogl_texture_get_height (sub_tex->full_texture);
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coords[0] = (coords[0] * tex->width + sub_tex->sub_x) / width;
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coords[1] = (coords[1] * tex->height + sub_tex->sub_y) / height;
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coords[2] = (coords[2] * tex->width + sub_tex->sub_x) / width;
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coords[3] = (coords[3] * tex->height + sub_tex->sub_y) / height;
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}
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}
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typedef struct _CoglSubTextureForeachData
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{
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CoglSubTexture *sub_tex;
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CoglMetaTextureCallback callback;
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void *user_data;
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} CoglSubTextureForeachData;
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static void
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unmap_coords_cb (CoglTexture *slice_texture,
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const float *slice_texture_coords,
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const float *meta_coords,
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void *user_data)
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{
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CoglSubTextureForeachData *data = user_data;
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float unmapped_coords[4];
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memcpy (unmapped_coords, meta_coords, sizeof (unmapped_coords));
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_cogl_sub_texture_unmap_quad (data->sub_tex, unmapped_coords);
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data->callback (slice_texture,
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slice_texture_coords,
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unmapped_coords,
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data->user_data);
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}
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static void
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_cogl_sub_texture_foreach_sub_texture_in_region (
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CoglTexture *tex,
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float virtual_tx_1,
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float virtual_ty_1,
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float virtual_tx_2,
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float virtual_ty_2,
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CoglMetaTextureCallback callback,
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void *user_data)
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{
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CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
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CoglTexture *full_texture = sub_tex->full_texture;
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float mapped_coords[4] =
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{ virtual_tx_1, virtual_ty_1, virtual_tx_2, virtual_ty_2};
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float virtual_coords[4] =
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{ virtual_tx_1, virtual_ty_1, virtual_tx_2, virtual_ty_2};
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/* map the virtual coordinates to ->full_texture coordinates */
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_cogl_sub_texture_map_quad (sub_tex, mapped_coords);
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/* TODO: Add something like cogl_is_low_level_texture() */
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if (cogl_is_texture_2d (full_texture) ||
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cogl_is_texture_rectangle (full_texture))
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{
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callback (sub_tex->full_texture,
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mapped_coords,
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virtual_coords,
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user_data);
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}
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else
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{
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CoglSubTextureForeachData data;
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data.sub_tex = sub_tex;
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data.callback = callback;
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data.user_data = user_data;
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cogl_meta_texture_foreach_in_region (COGL_META_TEXTURE (full_texture),
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mapped_coords[0],
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mapped_coords[1],
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mapped_coords[2],
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mapped_coords[3],
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COGL_PIPELINE_WRAP_MODE_REPEAT,
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COGL_PIPELINE_WRAP_MODE_REPEAT,
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unmap_coords_cb,
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&data);
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}
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}
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static void
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_cogl_sub_texture_gl_flush_legacy_texobj_wrap_modes (CoglTexture *tex,
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GLenum wrap_mode_s,
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GLenum wrap_mode_t,
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GLenum wrap_mode_p)
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{
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CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
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_cogl_texture_gl_flush_legacy_texobj_wrap_modes (sub_tex->full_texture,
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wrap_mode_s,
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wrap_mode_t,
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wrap_mode_p);
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}
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static void
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_cogl_sub_texture_free (CoglSubTexture *sub_tex)
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{
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cogl_object_unref (sub_tex->next_texture);
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cogl_object_unref (sub_tex->full_texture);
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/* Chain up */
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_cogl_texture_free (COGL_TEXTURE (sub_tex));
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}
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CoglSubTexture *
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cogl_sub_texture_new (CoglContext *ctx,
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CoglTexture *next_texture,
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int sub_x, int sub_y,
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int sub_width, int sub_height)
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{
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CoglTexture *full_texture;
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CoglSubTexture *sub_tex;
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CoglTexture *tex;
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unsigned int next_width, next_height;
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next_width = cogl_texture_get_width (next_texture);
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next_height = cogl_texture_get_height (next_texture);
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/* The region must specify a non-zero subset of the full texture */
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_COGL_RETURN_VAL_IF_FAIL (sub_x >= 0 && sub_y >= 0, NULL);
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_COGL_RETURN_VAL_IF_FAIL (sub_width > 0 && sub_height > 0, NULL);
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_COGL_RETURN_VAL_IF_FAIL (sub_x + sub_width <= next_width, NULL);
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_COGL_RETURN_VAL_IF_FAIL (sub_y + sub_height <= next_height, NULL);
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sub_tex = g_new (CoglSubTexture, 1);
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tex = COGL_TEXTURE (sub_tex);
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_cogl_texture_init (tex, ctx, sub_width, sub_height,
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_cogl_texture_get_format (next_texture),
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NULL, /* no loader */
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&cogl_sub_texture_vtable);
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/* If the next texture is also a sub texture we can avoid one level
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of indirection by referencing the full texture of that texture
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instead. */
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if (cogl_is_sub_texture (next_texture))
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{
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CoglSubTexture *other_sub_tex = COGL_SUB_TEXTURE (next_texture);
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full_texture = other_sub_tex->full_texture;
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sub_x += other_sub_tex->sub_x;
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sub_y += other_sub_tex->sub_y;
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}
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else
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full_texture = next_texture;
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sub_tex->next_texture = cogl_object_ref (next_texture);
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sub_tex->full_texture = cogl_object_ref (full_texture);
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sub_tex->sub_x = sub_x;
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sub_tex->sub_y = sub_y;
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return _cogl_sub_texture_object_new (sub_tex);
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}
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static CoglBool
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_cogl_sub_texture_allocate (CoglTexture *tex,
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CoglError **error)
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{
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CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
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CoglBool status = cogl_texture_allocate (sub_tex->full_texture, error);
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_cogl_texture_set_allocated (tex,
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_cogl_texture_get_format (sub_tex->full_texture),
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tex->width, tex->height);
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return status;
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}
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CoglTexture *
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cogl_sub_texture_get_parent (CoglSubTexture *sub_texture)
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{
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return sub_texture->next_texture;
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}
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static int
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_cogl_sub_texture_get_max_waste (CoglTexture *tex)
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{
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CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
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return cogl_texture_get_max_waste (sub_tex->full_texture);
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}
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static CoglBool
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_cogl_sub_texture_is_sliced (CoglTexture *tex)
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{
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CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
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return cogl_texture_is_sliced (sub_tex->full_texture);
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}
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static CoglBool
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_cogl_sub_texture_can_hardware_repeat (CoglTexture *tex)
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{
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CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
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/* We can hardware repeat if the subtexture actually represents all of the
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of the full texture */
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return (tex->width ==
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cogl_texture_get_width (sub_tex->full_texture) &&
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tex->height ==
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cogl_texture_get_height (sub_tex->full_texture) &&
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_cogl_texture_can_hardware_repeat (sub_tex->full_texture));
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}
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static void
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_cogl_sub_texture_transform_coords_to_gl (CoglTexture *tex,
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float *s,
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float *t)
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{
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CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
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/* This won't work if the sub texture is not the size of the full
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texture and the coordinates are outside the range [0,1] */
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*s = ((*s * tex->width + sub_tex->sub_x) /
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cogl_texture_get_width (sub_tex->full_texture));
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*t = ((*t * tex->height + sub_tex->sub_y) /
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cogl_texture_get_height (sub_tex->full_texture));
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_cogl_texture_transform_coords_to_gl (sub_tex->full_texture, s, t);
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}
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static CoglTransformResult
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_cogl_sub_texture_transform_quad_coords_to_gl (CoglTexture *tex,
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float *coords)
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{
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CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
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int i;
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/* We can't support repeating with this method. In this case
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cogl-primitives will resort to manual repeating */
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for (i = 0; i < 4; i++)
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if (coords[i] < 0.0f || coords[i] > 1.0f)
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return COGL_TRANSFORM_SOFTWARE_REPEAT;
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_cogl_sub_texture_map_quad (sub_tex, coords);
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return _cogl_texture_transform_quad_coords_to_gl (sub_tex->full_texture,
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coords);
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}
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static CoglBool
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_cogl_sub_texture_get_gl_texture (CoglTexture *tex,
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GLuint *out_gl_handle,
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GLenum *out_gl_target)
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{
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CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
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return cogl_texture_get_gl_texture (sub_tex->full_texture,
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out_gl_handle,
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out_gl_target);
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}
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static void
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_cogl_sub_texture_gl_flush_legacy_texobj_filters (CoglTexture *tex,
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GLenum min_filter,
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GLenum mag_filter)
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{
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CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
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_cogl_texture_gl_flush_legacy_texobj_filters (sub_tex->full_texture,
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min_filter, mag_filter);
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}
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static void
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_cogl_sub_texture_pre_paint (CoglTexture *tex,
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CoglTexturePrePaintFlags flags)
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{
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CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
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_cogl_texture_pre_paint (sub_tex->full_texture, flags);
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}
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static void
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_cogl_sub_texture_ensure_non_quad_rendering (CoglTexture *tex)
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{
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}
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static CoglBool
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_cogl_sub_texture_set_region (CoglTexture *tex,
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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 dst_width,
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int dst_height,
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int level,
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CoglBitmap *bmp,
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CoglError **error)
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{
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CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
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if (level != 0)
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{
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int full_width = cogl_texture_get_width (sub_tex->full_texture);
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int full_height = cogl_texture_get_width (sub_tex->full_texture);
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_COGL_RETURN_VAL_IF_FAIL (sub_tex->sub_x == 0 &&
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cogl_texture_get_width (tex) == full_width,
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FALSE);
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_COGL_RETURN_VAL_IF_FAIL (sub_tex->sub_y == 0 &&
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cogl_texture_get_height (tex) == full_height,
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FALSE);
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}
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return _cogl_texture_set_region_from_bitmap (sub_tex->full_texture,
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src_x, src_y,
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dst_width, dst_height,
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bmp,
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dst_x + sub_tex->sub_x,
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dst_y + sub_tex->sub_y,
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level,
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error);
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}
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static CoglPixelFormat
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_cogl_sub_texture_get_format (CoglTexture *tex)
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{
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CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
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return _cogl_texture_get_format (sub_tex->full_texture);
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}
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static GLenum
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_cogl_sub_texture_get_gl_format (CoglTexture *tex)
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{
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CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
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return _cogl_texture_gl_get_format (sub_tex->full_texture);
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}
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static CoglTextureType
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_cogl_sub_texture_get_type (CoglTexture *tex)
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{
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CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
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return _cogl_texture_get_type (sub_tex->full_texture);
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}
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static const CoglTextureVtable
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cogl_sub_texture_vtable =
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{
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FALSE, /* not primitive */
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_cogl_sub_texture_allocate,
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_cogl_sub_texture_set_region,
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NULL, /* get_data */
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_cogl_sub_texture_foreach_sub_texture_in_region,
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_cogl_sub_texture_get_max_waste,
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_cogl_sub_texture_is_sliced,
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_cogl_sub_texture_can_hardware_repeat,
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_cogl_sub_texture_transform_coords_to_gl,
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_cogl_sub_texture_transform_quad_coords_to_gl,
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_cogl_sub_texture_get_gl_texture,
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_cogl_sub_texture_gl_flush_legacy_texobj_filters,
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_cogl_sub_texture_pre_paint,
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_cogl_sub_texture_ensure_non_quad_rendering,
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_cogl_sub_texture_gl_flush_legacy_texobj_wrap_modes,
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_cogl_sub_texture_get_format,
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_cogl_sub_texture_get_gl_format,
|
|
_cogl_sub_texture_get_type,
|
|
NULL, /* is_foreign */
|
|
NULL /* set_auto_mipmap */
|
|
};
|