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fdbc741770
Since we plan to add public cogl_context_* API we need to rename the current cogl-context.h which contains private member details.
682 lines
22 KiB
C
682 lines
22 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, see <http://www.gnu.org/licenses/>.
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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 "config.h"
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#endif
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#include "cogl.h"
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#include "cogl-internal.h"
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#include "cogl-util.h"
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#include "cogl-texture-private.h"
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#include "cogl-texture-3d-private.h"
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#include "cogl-texture-driver.h"
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#include "cogl-context-private.h"
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#include "cogl-handle.h"
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#include "cogl-journal-private.h"
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#include "cogl-pipeline-private.h"
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#include "cogl-pipeline-opengl-private.h"
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#include <string.h>
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#include <math.h>
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/* These might not be defined on GLES */
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#ifndef GL_TEXTURE_3D
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#define GL_TEXTURE_3D 0x806F
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#endif
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#ifndef GL_TEXTURE_WRAP_R
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#define GL_TEXTURE_WRAP_R 0x8072
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#endif
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#define glTexImage3D ctx->drv.pf_glTexImage3D
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#define glTexSubImage3D ctx->drv.pf_glTexSubImage3D
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static void _cogl_texture_3d_free (CoglTexture3D *tex_3d);
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COGL_TEXTURE_DEFINE (Texture3D, texture_3d);
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static const CoglTextureVtable cogl_texture_3d_vtable;
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typedef struct _CoglTexture3DManualRepeatData
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{
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CoglTexture3D *tex_3d;
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CoglTextureSliceCallback callback;
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void *user_data;
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} CoglTexture3DManualRepeatData;
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static void
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_cogl_texture_3d_wrap_coords (float t_1, float t_2,
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float *out_t_1, float *out_t_2)
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{
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float int_part;
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/* Wrap t_1 and t_2 to the range [0,1] */
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modff (t_1 < t_2 ? t_1 : t_2, &int_part);
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t_1 -= int_part;
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t_2 -= int_part;
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if (cogl_util_float_signbit (int_part))
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{
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*out_t_1 = 1.0f + t_1;
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*out_t_2 = 1.0f + t_2;
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}
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else
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{
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*out_t_1 = t_1;
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*out_t_2 = t_2;
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}
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}
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static void
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_cogl_texture_3d_manual_repeat_cb (const float *coords,
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void *user_data)
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{
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CoglTexture3DManualRepeatData *data = user_data;
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float slice_coords[4];
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_cogl_texture_3d_wrap_coords (coords[0], coords[2],
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slice_coords + 0, slice_coords + 2);
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_cogl_texture_3d_wrap_coords (coords[1], coords[3],
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slice_coords + 1, slice_coords + 3);
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data->callback (COGL_TEXTURE (data->tex_3d),
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slice_coords,
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coords,
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data->user_data);
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}
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static void
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_cogl_texture_3d_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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CoglTextureSliceCallback callback,
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void *user_data)
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{
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CoglTexture3D *tex_3d = COGL_TEXTURE_3D (tex);
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CoglTexture3DManualRepeatData data;
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data.tex_3d = tex_3d;
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data.callback = callback;
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data.user_data = user_data;
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/* We need to implement manual repeating because if Cogl is calling
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this function then it will set the wrap mode to GL_CLAMP_TO_EDGE
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and hardware repeating can't be done */
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_cogl_texture_iterate_manual_repeats (_cogl_texture_3d_manual_repeat_cb,
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virtual_tx_1, virtual_ty_1,
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virtual_tx_2, virtual_ty_2,
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&data);
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}
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static void
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_cogl_texture_3d_set_wrap_mode_parameters (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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CoglTexture3D *tex_3d = COGL_TEXTURE_3D (tex);
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/* Only set the wrap mode if it's different from the current value
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to avoid too many GL calls. */
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if (tex_3d->wrap_mode_s != wrap_mode_s ||
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tex_3d->wrap_mode_t != wrap_mode_t ||
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tex_3d->wrap_mode_p != wrap_mode_p)
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{
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_cogl_bind_gl_texture_transient (GL_TEXTURE_3D,
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tex_3d->gl_texture,
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FALSE);
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GE( glTexParameteri (GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, wrap_mode_s) );
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GE( glTexParameteri (GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, wrap_mode_t) );
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GE( glTexParameteri (GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, wrap_mode_p) );
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tex_3d->wrap_mode_s = wrap_mode_s;
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tex_3d->wrap_mode_t = wrap_mode_t;
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tex_3d->wrap_mode_p = wrap_mode_p;
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}
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}
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static void
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_cogl_texture_3d_free (CoglTexture3D *tex_3d)
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{
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_cogl_delete_gl_texture (tex_3d->gl_texture);
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/* Chain up */
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_cogl_texture_free (COGL_TEXTURE (tex_3d));
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}
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static CoglTexture3D *
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_cogl_texture_3d_create_base (unsigned int width,
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unsigned int height,
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unsigned int depth,
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CoglTextureFlags flags,
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CoglPixelFormat internal_format)
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{
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CoglTexture3D *tex_3d = g_new (CoglTexture3D, 1);
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CoglTexture *tex = COGL_TEXTURE (tex_3d);
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_cogl_texture_init (tex, &cogl_texture_3d_vtable);
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tex_3d->width = width;
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tex_3d->height = height;
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tex_3d->depth = depth;
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tex_3d->mipmaps_dirty = TRUE;
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tex_3d->auto_mipmap = (flags & COGL_TEXTURE_NO_AUTO_MIPMAP) == 0;
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/* We default to GL_LINEAR for both filters */
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tex_3d->min_filter = GL_LINEAR;
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tex_3d->mag_filter = GL_LINEAR;
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/* Wrap mode not yet set */
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tex_3d->wrap_mode_s = GL_FALSE;
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tex_3d->wrap_mode_t = GL_FALSE;
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tex_3d->wrap_mode_p = GL_FALSE;
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tex_3d->format = internal_format;
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return tex_3d;
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}
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static gboolean
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_cogl_texture_3d_can_create (unsigned int width,
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unsigned int height,
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unsigned int depth,
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CoglTextureFlags flags,
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CoglPixelFormat internal_format,
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GError **error)
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{
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GLenum gl_intformat;
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GLenum gl_type;
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/* This should only happen on GLES */
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if (!cogl_features_available (COGL_FEATURE_TEXTURE_3D))
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{
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g_set_error (error,
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COGL_ERROR,
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COGL_ERROR_UNSUPPORTED,
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"3D textures are not supported by the GPU");
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return FALSE;
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}
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/* If NPOT textures aren't supported then the size must be a power
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of two */
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if (!cogl_features_available (COGL_FEATURE_TEXTURE_NPOT) &&
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(!_cogl_util_is_pot (width) ||
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!_cogl_util_is_pot (height) ||
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!_cogl_util_is_pot (depth)))
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{
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g_set_error (error,
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COGL_ERROR,
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COGL_ERROR_UNSUPPORTED,
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"A non-power-of-two size was requested but this is not "
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"supported by the GPU");
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return FALSE;
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}
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_cogl_pixel_format_to_gl (internal_format,
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&gl_intformat,
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NULL,
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&gl_type);
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/* Check that the driver can create a texture with that size */
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if (!_cogl_texture_driver_size_supported_3d (GL_TEXTURE_3D,
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gl_intformat,
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gl_type,
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width,
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height,
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depth))
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{
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g_set_error (error,
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COGL_ERROR,
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COGL_ERROR_UNSUPPORTED,
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"The requested dimensions are not supported by the GPU");
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return FALSE;
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}
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return TRUE;
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}
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CoglHandle
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cogl_texture_3d_new_with_size (unsigned int width,
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unsigned int height,
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unsigned int depth,
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CoglTextureFlags flags,
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CoglPixelFormat internal_format,
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GError **error)
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{
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CoglTexture3D *tex_3d;
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GLenum gl_intformat;
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GLenum gl_format;
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GLenum gl_type;
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_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
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/* Since no data, we need some internal format */
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if (internal_format == COGL_PIXEL_FORMAT_ANY)
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internal_format = COGL_PIXEL_FORMAT_RGBA_8888_PRE;
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if (!_cogl_texture_3d_can_create (width, height, depth,
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flags, internal_format,
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error))
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return COGL_INVALID_HANDLE;
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internal_format = _cogl_pixel_format_to_gl (internal_format,
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&gl_intformat,
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&gl_format,
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&gl_type);
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tex_3d = _cogl_texture_3d_create_base (width, height, depth,
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flags, internal_format);
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_cogl_texture_driver_gen (GL_TEXTURE_3D, 1, &tex_3d->gl_texture);
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_cogl_bind_gl_texture_transient (GL_TEXTURE_3D,
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tex_3d->gl_texture,
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FALSE);
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GE( glTexImage3D (GL_TEXTURE_3D, 0, gl_intformat,
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width, height, depth, 0, gl_format, gl_type, NULL) );
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return _cogl_texture_3d_handle_new (tex_3d);
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}
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CoglHandle
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_cogl_texture_3d_new_from_bitmap (CoglBitmap *bmp,
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unsigned int height,
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unsigned int depth,
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CoglTextureFlags flags,
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CoglPixelFormat internal_format,
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GError **error)
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{
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CoglTexture3D *tex_3d;
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CoglBitmap *dst_bmp;
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CoglPixelFormat bmp_format;
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unsigned int bmp_width;
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GLenum gl_intformat;
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GLenum gl_format;
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GLenum gl_type;
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guint8 *data;
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_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
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bmp_width = _cogl_bitmap_get_width (bmp);
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bmp_format = _cogl_bitmap_get_format (bmp);
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internal_format = _cogl_texture_determine_internal_format (bmp_format,
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internal_format);
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if (!_cogl_texture_3d_can_create (bmp_width, height, depth,
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flags, internal_format,
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error))
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return COGL_INVALID_HANDLE;
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dst_bmp = _cogl_texture_prepare_for_upload (bmp,
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internal_format,
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&internal_format,
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&gl_intformat,
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&gl_format,
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&gl_type);
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if (dst_bmp == NULL)
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{
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g_set_error (error, COGL_BITMAP_ERROR, COGL_BITMAP_ERROR_FAILED,
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"Bitmap conversion failed");
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return COGL_INVALID_HANDLE;
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}
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tex_3d = _cogl_texture_3d_create_base (bmp_width, height, depth,
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flags, internal_format);
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/* Keep a copy of the first pixel so that if glGenerateMipmap isn't
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supported we can fallback to using GL_GENERATE_MIPMAP */
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if (!cogl_features_available (COGL_FEATURE_OFFSCREEN) &&
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(data = _cogl_bitmap_map (dst_bmp,
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COGL_BUFFER_ACCESS_READ, 0)))
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{
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tex_3d->first_pixel.gl_format = gl_format;
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tex_3d->first_pixel.gl_type = gl_type;
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memcpy (tex_3d->first_pixel.data, data,
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_cogl_get_format_bpp (_cogl_bitmap_get_format (dst_bmp)));
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_cogl_bitmap_unmap (dst_bmp);
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}
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_cogl_texture_driver_gen (GL_TEXTURE_3D, 1, &tex_3d->gl_texture);
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_cogl_texture_driver_upload_to_gl_3d (GL_TEXTURE_3D,
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tex_3d->gl_texture,
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FALSE, /* is_foreign */
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height,
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depth,
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dst_bmp,
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gl_intformat,
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gl_format,
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gl_type);
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tex_3d->gl_format = gl_intformat;
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cogl_object_unref (dst_bmp);
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return _cogl_texture_3d_handle_new (tex_3d);
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}
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CoglHandle
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cogl_texture_3d_new_from_data (unsigned int width,
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unsigned int height,
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unsigned int depth,
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CoglTextureFlags flags,
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CoglPixelFormat format,
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CoglPixelFormat internal_format,
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unsigned int rowstride,
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unsigned int image_stride,
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const guint8 *data,
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GError **error)
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{
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CoglBitmap *bitmap;
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CoglHandle ret;
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/* These are considered a programmer errors so we won't set a
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GError. It would be nice if this was a g_return_if_fail but the
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rest of Cogl isn't using that */
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if (format == COGL_PIXEL_FORMAT_ANY)
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return COGL_INVALID_HANDLE;
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if (data == NULL)
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return COGL_INVALID_HANDLE;
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/* Rowstride from width if not given */
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if (rowstride == 0)
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rowstride = width * _cogl_get_format_bpp (format);
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/* Image stride from height and rowstride if not given */
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if (image_stride == 0)
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image_stride = height * rowstride;
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if (image_stride < rowstride * height)
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return COGL_INVALID_HANDLE;
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/* GL doesn't support uploading when the image_stride isn't a
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multiple of the rowstride. If this happens we'll just pack the
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image into a new bitmap. The documentation for this function
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recommends avoiding this situation. */
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if (image_stride % rowstride != 0)
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{
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int z, y;
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int bmp_rowstride = _cogl_get_format_bpp (format) * width;
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guint8 *bmp_data = g_malloc (bmp_rowstride * height * depth);
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bitmap = _cogl_bitmap_new_from_data (bmp_data,
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format,
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width,
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depth * height,
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bmp_rowstride,
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(CoglBitmapDestroyNotify) g_free,
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NULL /* destroy_fn_data */);
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/* Copy all of the images in */
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for (z = 0; z < depth; z++)
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for (y = 0; y < height; y++)
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memcpy (bmp_data + (z * bmp_rowstride * height +
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bmp_rowstride * y),
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data + z * image_stride + rowstride * y,
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bmp_rowstride);
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}
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else
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bitmap = _cogl_bitmap_new_from_data ((guint8 *) data,
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format,
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width,
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image_stride / rowstride * depth,
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rowstride,
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NULL, /* destroy_fn */
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NULL /* destroy_fn_data */);
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ret = _cogl_texture_3d_new_from_bitmap (bitmap,
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height,
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depth,
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flags,
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internal_format,
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error);
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cogl_object_unref (bitmap);
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return ret;
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}
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GQuark
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cogl_texture_3d_error_quark (void)
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{
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return g_quark_from_static_string ("cogl-texture-3d-error-quark");
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}
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static int
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_cogl_texture_3d_get_max_waste (CoglTexture *tex)
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{
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return -1;
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}
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static gboolean
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_cogl_texture_3d_is_sliced (CoglTexture *tex)
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{
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return FALSE;
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}
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static gboolean
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_cogl_texture_3d_can_hardware_repeat (CoglTexture *tex)
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{
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return TRUE;
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}
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static void
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_cogl_texture_3d_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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/* The texture coordinates map directly so we don't need to do
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anything */
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}
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static CoglTransformResult
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_cogl_texture_3d_transform_quad_coords_to_gl (CoglTexture *tex,
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float *coords)
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{
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/* The texture coordinates map directly so we don't need to do
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anything other than check for repeats */
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gboolean need_repeat = FALSE;
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int i;
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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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need_repeat = TRUE;
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return (need_repeat ? COGL_TRANSFORM_HARDWARE_REPEAT
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: COGL_TRANSFORM_NO_REPEAT);
|
|
}
|
|
|
|
static gboolean
|
|
_cogl_texture_3d_get_gl_texture (CoglTexture *tex,
|
|
GLuint *out_gl_handle,
|
|
GLenum *out_gl_target)
|
|
{
|
|
CoglTexture3D *tex_3d = COGL_TEXTURE_3D (tex);
|
|
|
|
if (out_gl_handle)
|
|
*out_gl_handle = tex_3d->gl_texture;
|
|
|
|
if (out_gl_target)
|
|
*out_gl_target = GL_TEXTURE_3D;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
static void
|
|
_cogl_texture_3d_set_filters (CoglTexture *tex,
|
|
GLenum min_filter,
|
|
GLenum mag_filter)
|
|
{
|
|
CoglTexture3D *tex_3d = COGL_TEXTURE_3D (tex);
|
|
|
|
if (min_filter == tex_3d->min_filter
|
|
&& mag_filter == tex_3d->mag_filter)
|
|
return;
|
|
|
|
/* Store new values */
|
|
tex_3d->min_filter = min_filter;
|
|
tex_3d->mag_filter = mag_filter;
|
|
|
|
/* Apply new filters to the texture */
|
|
_cogl_bind_gl_texture_transient (GL_TEXTURE_3D,
|
|
tex_3d->gl_texture,
|
|
FALSE);
|
|
GE( glTexParameteri (GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, mag_filter) );
|
|
GE( glTexParameteri (GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, min_filter) );
|
|
}
|
|
|
|
static void
|
|
_cogl_texture_3d_pre_paint (CoglTexture *tex, CoglTexturePrePaintFlags flags)
|
|
{
|
|
CoglTexture3D *tex_3d = COGL_TEXTURE_3D (tex);
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
/* Only update if the mipmaps are dirty */
|
|
if ((flags & COGL_TEXTURE_NEEDS_MIPMAP) &&
|
|
tex_3d->auto_mipmap && tex_3d->mipmaps_dirty)
|
|
{
|
|
_cogl_bind_gl_texture_transient (GL_TEXTURE_3D,
|
|
tex_3d->gl_texture,
|
|
FALSE);
|
|
/* glGenerateMipmap is defined in the FBO extension. If it's not
|
|
available we'll fallback to temporarily enabling
|
|
GL_GENERATE_MIPMAP and reuploading the first pixel */
|
|
if (cogl_features_available (COGL_FEATURE_OFFSCREEN))
|
|
_cogl_texture_driver_gl_generate_mipmaps (GL_TEXTURE_3D);
|
|
#ifndef HAVE_COGL_GLES2
|
|
else
|
|
{
|
|
GE( glTexParameteri (GL_TEXTURE_3D,
|
|
GL_GENERATE_MIPMAP,
|
|
GL_TRUE) );
|
|
GE( glTexSubImage3D (GL_TEXTURE_3D,
|
|
0, /* level */
|
|
0, /* xoffset */
|
|
0, /* yoffset */
|
|
0, /* zoffset */
|
|
1, /* width */
|
|
1, /* height */
|
|
1, /* depth */
|
|
tex_3d->first_pixel.gl_format,
|
|
tex_3d->first_pixel.gl_type,
|
|
tex_3d->first_pixel.data) );
|
|
GE( glTexParameteri (GL_TEXTURE_3D,
|
|
GL_GENERATE_MIPMAP,
|
|
GL_FALSE) );
|
|
}
|
|
#endif
|
|
|
|
tex_3d->mipmaps_dirty = FALSE;
|
|
}
|
|
}
|
|
|
|
static void
|
|
_cogl_texture_3d_ensure_non_quad_rendering (CoglTexture *tex)
|
|
{
|
|
/* Nothing needs to be done */
|
|
}
|
|
|
|
static gboolean
|
|
_cogl_texture_3d_set_region (CoglTexture *tex,
|
|
int src_x,
|
|
int src_y,
|
|
int dst_x,
|
|
int dst_y,
|
|
unsigned int dst_width,
|
|
unsigned int dst_height,
|
|
CoglBitmap *bmp)
|
|
{
|
|
/* This function doesn't really make sense for 3D textures because
|
|
it can't specify which image to upload to */
|
|
return FALSE;
|
|
}
|
|
|
|
static int
|
|
_cogl_texture_3d_get_data (CoglTexture *tex,
|
|
CoglPixelFormat format,
|
|
unsigned int rowstride,
|
|
guint8 *data)
|
|
{
|
|
/* FIXME: we could probably implement this by assuming the data is
|
|
big enough to hold all of the images and that there is no stride
|
|
between the images. However it would be better to have an API
|
|
that can provide an image stride and this function probably isn't
|
|
particularly useful anyway so for now it just reports failure */
|
|
return 0;
|
|
}
|
|
|
|
static CoglPixelFormat
|
|
_cogl_texture_3d_get_format (CoglTexture *tex)
|
|
{
|
|
return COGL_TEXTURE_3D (tex)->format;
|
|
}
|
|
|
|
static GLenum
|
|
_cogl_texture_3d_get_gl_format (CoglTexture *tex)
|
|
{
|
|
return COGL_TEXTURE_3D (tex)->gl_format;
|
|
}
|
|
|
|
static int
|
|
_cogl_texture_3d_get_width (CoglTexture *tex)
|
|
{
|
|
return COGL_TEXTURE_3D (tex)->width;
|
|
}
|
|
|
|
static int
|
|
_cogl_texture_3d_get_height (CoglTexture *tex)
|
|
{
|
|
return COGL_TEXTURE_3D (tex)->height;
|
|
}
|
|
|
|
static const CoglTextureVtable
|
|
cogl_texture_3d_vtable =
|
|
{
|
|
_cogl_texture_3d_set_region,
|
|
_cogl_texture_3d_get_data,
|
|
_cogl_texture_3d_foreach_sub_texture_in_region,
|
|
_cogl_texture_3d_get_max_waste,
|
|
_cogl_texture_3d_is_sliced,
|
|
_cogl_texture_3d_can_hardware_repeat,
|
|
_cogl_texture_3d_transform_coords_to_gl,
|
|
_cogl_texture_3d_transform_quad_coords_to_gl,
|
|
_cogl_texture_3d_get_gl_texture,
|
|
_cogl_texture_3d_set_filters,
|
|
_cogl_texture_3d_pre_paint,
|
|
_cogl_texture_3d_ensure_non_quad_rendering,
|
|
_cogl_texture_3d_set_wrap_mode_parameters,
|
|
_cogl_texture_3d_get_format,
|
|
_cogl_texture_3d_get_gl_format,
|
|
_cogl_texture_3d_get_width,
|
|
_cogl_texture_3d_get_height,
|
|
NULL /* is_foreign */
|
|
};
|