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1f0ce80fb4
Add API to enable the caller to have a custom method for allocating an external texture. This will enable the possibility for mutter to generate a texture from for example an EGLStream without having to add support for that in Cogl. https://bugzilla.gnome.org/show_bug.cgi?id=773629
420 lines
14 KiB
C
420 lines
14 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) 2007,2008,2009 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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#ifndef __COGL_TEXTURE_PRIVATE_H
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#define __COGL_TEXTURE_PRIVATE_H
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#include "cogl-bitmap-private.h"
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#include "cogl-object-private.h"
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#include "cogl-pipeline-private.h"
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#include "cogl-spans.h"
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#include "cogl-meta-texture.h"
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#include "cogl-framebuffer.h"
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#include "cogl-texture-2d.h"
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#ifdef COGL_HAS_EGL_SUPPORT
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#include "cogl-egl-defines.h"
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#endif
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typedef struct _CoglTextureVtable CoglTextureVtable;
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/* Encodes three possibiloities result of transforming a quad */
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typedef enum {
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/* quad doesn't cross the boundaries of a texture */
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COGL_TRANSFORM_NO_REPEAT,
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/* quad crosses boundaries, hardware wrap mode can handle */
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COGL_TRANSFORM_HARDWARE_REPEAT,
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/* quad crosses boundaries, needs software fallback;
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* for a sliced texture, this might not actually involve
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* repeating, just a quad crossing multiple slices */
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COGL_TRANSFORM_SOFTWARE_REPEAT,
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} CoglTransformResult;
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/* Flags given to the pre_paint method */
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typedef enum {
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/* The texture is going to be used with filters that require
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mipmapping. This gives the texture the opportunity to
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automatically update the mipmap tree */
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COGL_TEXTURE_NEEDS_MIPMAP = 1
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} CoglTexturePrePaintFlags;
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struct _CoglTextureVtable
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{
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/* Virtual functions that must be implemented for a texture
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backend */
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CoglBool is_primitive;
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CoglBool (* allocate) (CoglTexture *tex,
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CoglError **error);
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/* This should update the specified sub region of the texture with a
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sub region of the given bitmap. The bitmap is not converted
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before being set so the caller is expected to have called
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_cogl_bitmap_convert_for_upload with a suitable internal_format
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before passing here */
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CoglBool (* 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 *bitmap,
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CoglError **error);
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/* This should copy the image data of the texture into @data. The
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requested format will have been first passed through
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ctx->texture_driver->find_best_gl_get_data_format so it should
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always be a format that is valid for GL (ie, no conversion should
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be necessary). */
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CoglBool (* get_data) (CoglTexture *tex,
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CoglPixelFormat format,
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int rowstride,
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uint8_t *data);
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void (* foreach_sub_texture_in_region) (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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int (* get_max_waste) (CoglTexture *tex);
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CoglBool (* is_sliced) (CoglTexture *tex);
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CoglBool (* can_hardware_repeat) (CoglTexture *tex);
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void (* transform_coords_to_gl) (CoglTexture *tex,
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float *s,
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float *t);
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CoglTransformResult (* transform_quad_coords_to_gl) (CoglTexture *tex,
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float *coords);
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CoglBool (* 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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/* OpenGL driver specific virtual function */
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void (* 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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void (* pre_paint) (CoglTexture *tex, CoglTexturePrePaintFlags flags);
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void (* ensure_non_quad_rendering) (CoglTexture *tex);
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/* OpenGL driver specific virtual function */
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void (* 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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CoglPixelFormat (* get_format) (CoglTexture *tex);
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GLenum (* get_gl_format) (CoglTexture *tex);
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CoglTextureType (* get_type) (CoglTexture *tex);
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CoglBool (* is_foreign) (CoglTexture *tex);
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/* Only needs to be implemented if is_primitive == TRUE */
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void (* set_auto_mipmap) (CoglTexture *texture,
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CoglBool value);
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};
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typedef enum _CoglTextureSoureType {
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COGL_TEXTURE_SOURCE_TYPE_SIZED = 1,
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COGL_TEXTURE_SOURCE_TYPE_BITMAP,
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COGL_TEXTURE_SOURCE_TYPE_EGL_IMAGE,
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COGL_TEXTURE_SOURCE_TYPE_GL_FOREIGN,
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COGL_TEXTURE_SOURCE_TYPE_EGL_IMAGE_EXTERNAL
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} CoglTextureSourceType;
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typedef struct _CoglTextureLoader
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{
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CoglTextureSourceType src_type;
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union {
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struct {
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int width;
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int height;
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int depth; /* for 3d textures */
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} sized;
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struct {
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CoglBitmap *bitmap;
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int height; /* for 3d textures */
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int depth; /* for 3d textures */
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CoglBool can_convert_in_place;
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} bitmap;
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#if defined (COGL_HAS_EGL_SUPPORT) && defined (EGL_KHR_image_base)
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struct {
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EGLImageKHR image;
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int width;
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int height;
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CoglPixelFormat format;
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} egl_image;
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#endif
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#if defined (COGL_HAS_EGL_SUPPORT)
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struct {
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int width;
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int height;
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CoglTexture2DEGLImageExternalAlloc alloc;
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CoglPixelFormat format;
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} egl_image_external;
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#endif
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struct {
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int width;
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int height;
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unsigned int gl_handle;
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CoglPixelFormat format;
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} gl_foreign;
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} src;
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} CoglTextureLoader;
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struct _CoglTexture
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{
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CoglObject _parent;
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CoglContext *context;
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CoglTextureLoader *loader;
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GList *framebuffers;
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int max_level;
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int width;
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int height;
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CoglBool allocated;
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/*
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* Internal format
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*/
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CoglTextureComponents components;
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unsigned int premultiplied:1;
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const CoglTextureVtable *vtable;
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};
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typedef enum _CoglTextureChangeFlags
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{
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/* Whenever the internals of a texture are changed such that the
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* underlying GL textures that represent the CoglTexture change then
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* we notify cogl-material.c via
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* _cogl_pipeline_texture_pre_change_notify
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*/
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COGL_TEXTURE_CHANGE_GL_TEXTURES
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} CoglTextureChangeFlags;
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typedef struct _CoglTexturePixel CoglTexturePixel;
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/* This is used by the texture backends to store the first pixel of
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each GL texture. This is only used when glGenerateMipmap is not
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available so that we can temporarily set GL_GENERATE_MIPMAP and
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reupload a pixel */
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struct _CoglTexturePixel
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{
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/* We need to store the format of the pixel because we store the
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data in the source format which might end up being different for
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each slice if a subregion is updated with a different format */
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GLenum gl_format;
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GLenum gl_type;
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uint8_t data[4];
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};
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void
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_cogl_texture_init (CoglTexture *texture,
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CoglContext *ctx,
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int width,
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int height,
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CoglPixelFormat src_format,
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CoglTextureLoader *loader,
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const CoglTextureVtable *vtable);
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void
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_cogl_texture_free (CoglTexture *texture);
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/* This is used to register a type to the list of handle types that
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will be considered a texture in cogl_is_texture() */
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void
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_cogl_texture_register_texture_type (const CoglObjectClass *klass);
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#define COGL_TEXTURE_DEFINE(TypeName, type_name) \
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COGL_OBJECT_DEFINE_WITH_CODE_GTYPE \
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(TypeName, type_name, \
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_cogl_texture_register_texture_type (&_cogl_##type_name##_class))
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#define COGL_TEXTURE_INTERNAL_DEFINE(TypeName, type_name) \
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COGL_OBJECT_INTERNAL_DEFINE_WITH_CODE \
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(TypeName, type_name, \
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_cogl_texture_register_texture_type (&_cogl_##type_name##_class))
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CoglBool
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_cogl_texture_can_hardware_repeat (CoglTexture *texture);
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void
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_cogl_texture_transform_coords_to_gl (CoglTexture *texture,
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float *s,
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float *t);
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CoglTransformResult
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_cogl_texture_transform_quad_coords_to_gl (CoglTexture *texture,
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float *coords);
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void
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_cogl_texture_pre_paint (CoglTexture *texture, CoglTexturePrePaintFlags flags);
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void
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_cogl_texture_ensure_non_quad_rendering (CoglTexture *texture);
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/*
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* This determines a CoglPixelFormat according to texture::components
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* and texture::premultiplied (i.e. the user required components and
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* whether the texture should be considered premultiplied)
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*
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* A reference/source format can be given (or COGL_PIXEL_FORMAT_ANY)
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* and wherever possible this function tries to simply return the
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* given source format if its compatible with the required components.
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*
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* Texture backends can call this when allocating a texture to know
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* how to convert a source image in preparation for uploading.
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*/
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CoglPixelFormat
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_cogl_texture_determine_internal_format (CoglTexture *texture,
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CoglPixelFormat src_format);
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/* This is called by texture backends when they have successfully
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* allocated a texture.
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*
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* Most texture backends currently track the internal layout of
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* textures using a CoglPixelFormat which will be finalized when a
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* texture is allocated. At this point we need to update
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* texture::components and texture::premultiplied according to the
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* determined layout.
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*
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* XXX: Going forward we should probably aim to stop using
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* CoglPixelFormat at all for tracking the internal layout of
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* textures.
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*/
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void
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_cogl_texture_set_internal_format (CoglTexture *texture,
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CoglPixelFormat internal_format);
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CoglBool
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_cogl_texture_is_foreign (CoglTexture *texture);
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void
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_cogl_texture_associate_framebuffer (CoglTexture *texture,
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CoglFramebuffer *framebuffer);
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const GList *
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_cogl_texture_get_associated_framebuffers (CoglTexture *texture);
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void
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_cogl_texture_flush_journal_rendering (CoglTexture *texture);
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void
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_cogl_texture_spans_foreach_in_region (CoglSpan *x_spans,
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int n_x_spans,
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CoglSpan *y_spans,
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int n_y_spans,
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CoglTexture **textures,
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float *virtual_coords,
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float x_normalize_factor,
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float y_normalize_factor,
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CoglPipelineWrapMode wrap_x,
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CoglPipelineWrapMode wrap_y,
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CoglMetaTextureCallback callback,
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void *user_data);
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/*
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* _cogl_texture_get_type:
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* @texture: a #CoglTexture pointer
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*
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* Retrieves the texture type of the underlying hardware texture that
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* this #CoglTexture will use.
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*
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* Return value: The type of the hardware texture.
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*/
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CoglTextureType
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_cogl_texture_get_type (CoglTexture *texture);
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CoglBool
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_cogl_texture_set_region (CoglTexture *texture,
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int width,
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int height,
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CoglPixelFormat format,
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int rowstride,
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const uint8_t *data,
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int dst_x,
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int dst_y,
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int level,
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CoglError **error);
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CoglBool
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_cogl_texture_set_region_from_bitmap (CoglTexture *texture,
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int src_x,
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int src_y,
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int width,
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int height,
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CoglBitmap *bmp,
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int dst_x,
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int dst_y,
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int level,
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CoglError **error);
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CoglBool
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_cogl_texture_needs_premult_conversion (CoglPixelFormat src_format,
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CoglPixelFormat dst_format);
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int
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_cogl_texture_get_n_levels (CoglTexture *texture);
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void
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_cogl_texture_get_level_size (CoglTexture *texture,
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int level,
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int *width,
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int *height,
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int *depth);
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void
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_cogl_texture_set_allocated (CoglTexture *texture,
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CoglPixelFormat internal_format,
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int width,
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int height);
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CoglPixelFormat
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_cogl_texture_get_format (CoglTexture *texture);
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CoglTextureLoader *
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_cogl_texture_create_loader (void);
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void
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_cogl_texture_copy_internal_format (CoglTexture *src,
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CoglTexture *dest);
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#endif /* __COGL_TEXTURE_PRIVATE_H */
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