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a77dc1319c
This updates the cogl_texture_rectangle_new_with_size() api in line with master to be consistent with other texture constructors. This removes the internal_format and error arguments and allows the texture to be allocated lazily which means the texture can be configured with apis like cogl_texture_set_components() and cogl_texture_set_premultiplied() before it is allocated. Reviewed-by: Neil Roberts <neil@linux.intel.com>
204 lines
7.7 KiB
C
204 lines
7.7 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) 2011 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
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* <http://www.gnu.org/licenses/>.
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*
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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*/
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#ifndef __COGL_TEXURE_RECTANGLE_H
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#define __COGL_TEXURE_RECTANGLE_H
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#include "cogl-context.h"
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COGL_BEGIN_DECLS
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/**
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* SECTION:cogl-texture-rectangle
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* @short_description: Functions for creating and manipulating rectangle
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* textures for use with non-normalized coordinates.
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*
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* These functions allow low-level "rectangle" textures to be allocated.
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* These textures are never constrained to power-of-two sizes but they
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* also don't support having a mipmap and can only be wrapped with
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* %COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE.
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*
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* The most notable difference between rectangle textures and 2D
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* textures is that rectangle textures are sampled using un-normalized
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* texture coordinates, so instead of using coordinates (0,0) and
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* (1,1) to map to the top-left and bottom right corners of the
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* texture you would instead use (0,0) and (width,height).
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*
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* The use of non-normalized coordinates can be particularly
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* convenient when writing glsl shaders that use a texture as a lookup
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* table since you don't need to upload separate uniforms to map
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* normalized coordinates to texels.
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*
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* If you want to sample from a rectangle texture from GLSL you should
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* use the sampler2DRect sampler type.
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*
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* Applications wanting to use #CoglTextureRectangle should first check
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* for the %COGL_FEATURE_ID_TEXTURE_RECTANGLE feature using
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* cogl_has_feature().
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*/
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typedef struct _CoglTextureRectangle CoglTextureRectangle;
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#define COGL_TEXTURE_RECTANGLE(X) ((CoglTextureRectangle *)X)
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/**
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* cogl_is_texture_rectangle:
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* @object: A #CoglObject
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*
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* Gets whether the given object references an existing
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* #CoglTextureRectangle object.
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*
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* Return value: %TRUE if the object references a
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* #CoglTextureRectangle, %FALSE otherwise.
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*/
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CoglBool
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cogl_is_texture_rectangle (void *object);
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/**
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* cogl_texture_rectangle_new_with_size:
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* @ctx: A #CoglContext pointer
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* @width: The texture width to allocate
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* @height: The texture height to allocate
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*
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* Creates a new #CoglTextureRectangle texture with a given @width,
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* and @height. This texture is a low-level texture that the GPU can
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* sample from directly unlike high-level textures such as
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* #CoglTexture2DSliced and #CoglAtlasTexture.
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*
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* <note>Unlike for #CoglTexture2D textures, coordinates for
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* #CoglTextureRectangle textures should not be normalized. So instead
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* of using the coordinate (1, 1) to sample the bottom right corner of
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* a rectangle texture you would use (@width, @height) where @width
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* and @height are the width and height of the texture.</note>
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*
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* <note>If you want to sample from a rectangle texture from GLSL you
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* should use the sampler2DRect sampler type.</note>
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*
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* <note>Applications wanting to use #CoglTextureRectangle should
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* first check for the %COGL_FEATURE_ID_TEXTURE_RECTANGLE feature
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* using cogl_has_feature().</note>
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*
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* The storage for the texture is not allocated before this function
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* returns. You can call cogl_texture_allocate() to explicitly
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* allocate the underlying storage or preferably let Cogl
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* automatically allocate storage lazily when it may know more about
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* how the texture is going to be used and can optimize how it is
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* allocated.
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*
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* Returns value: (transfer full): A pointer to a new #CoglTextureRectangle
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* object with no storage allocated yet.
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*
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* Since: 1.10
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* Stability: unstable
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*/
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CoglTextureRectangle *
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cogl_texture_rectangle_new_with_size (CoglContext *ctx,
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int width,
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int height);
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/**
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* cogl_texture_rectangle_new_from_bitmap:
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* @bitmap: A #CoglBitmap
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*
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* Allocates a new #CoglTextureRectangle texture which will be
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* initialized with the pixel data from @bitmap. This texture is a
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* low-level texture that the GPU can sample from directly unlike
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* high-level textures such as #CoglTexture2DSliced and
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* #CoglAtlasTexture.
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*
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* <note>Unlike for #CoglTexture2D textures, coordinates for
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* #CoglTextureRectangle textures should not be normalized. So instead
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* of using the coordinate (1, 1) to sample the bottom right corner of
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* a rectangle texture you would use (@width, @height) where @width
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* and @height are the width and height of the texture.</note>
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*
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* <note>If you want to sample from a rectangle texture from GLSL you
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* should use the sampler2DRect sampler type.</note>
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*
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* <note>Applications wanting to use #CoglTextureRectangle should
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* first check for the %COGL_FEATURE_ID_TEXTURE_RECTANGLE feature
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* using cogl_has_feature().</note>
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*
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* The storage for the texture is not allocated before this function
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* returns. You can call cogl_texture_allocate() to explicitly
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* allocate the underlying storage or preferably let Cogl
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* automatically allocate storage lazily when it may know more about
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* how the texture is going to be used and can optimize how it is
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* allocated.
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*
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* Return value: (transfer full): A pointer to a new
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* #CoglTextureRectangle texture.
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* Since: 2.0
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* Stability: unstable
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*/
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CoglTextureRectangle *
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cogl_texture_rectangle_new_from_bitmap (CoglBitmap *bitmap);
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/**
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* cogl_texture_rectangle_new_from_foreign:
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* @ctx: A #CoglContext
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* @gl_handle: A GL handle for a GL_TEXTURE_RECTANGLE texture object
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* @width: Width of the foreign GL texture
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* @height: Height of the foreign GL texture
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* @format: The format of the texture
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*
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* Wraps an existing GL_TEXTURE_RECTANGLE texture object as a
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* #CoglTextureRectangle. This can be used for integrating Cogl with
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* software using OpenGL directly.
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*
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* <note>Unlike for #CoglTexture2D textures, coordinates for
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* #CoglTextureRectangle textures should not be normalized. So instead
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* of using the coordinate (1, 1) to sample the bottom right corner of
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* a rectangle texture you would use (@width, @height) where @width
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* and @height are the width and height of the texture.</note>
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*
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* <note>The results are undefined for passing an invalid @gl_handle
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* or if @width or @height don't have the correct texture
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* geometry.</note>
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*
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* <note>If you want to sample from a rectangle texture from GLSL you
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* should use the sampler2DRect sampler type.</note>
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*
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* <note>Applications wanting to use #CoglTextureRectangle should
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* first check for the %COGL_FEATURE_ID_TEXTURE_RECTANGLE feature
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* using cogl_has_feature().</note>
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*
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* The texture is still configurable until it has been allocated so
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* for example you can declare whether the texture is premultiplied
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* with cogl_texture_set_premultiplied().
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*
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* Return value: (transfer full): A new #CoglTextureRectangle texture
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*/
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CoglTextureRectangle *
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cogl_texture_rectangle_new_from_foreign (CoglContext *ctx,
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unsigned int gl_handle,
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int width,
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int height,
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CoglPixelFormat format);
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COGL_END_DECLS
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#endif /* __COGL_TEXURE_RECTANGLE_H */
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