mutter/cogl/cogl/cogl-sub-texture.c
Bilal Elmoussaoui f5dac3a5d9 build: One config file to rule them all
Group all the three config files from clutter/cogl/meta into one
and also remove unnused configurations and replace duplicated ones

This also fixes Cogl usage of HAS_X11/HAS_XLIB to match the expected
build options

Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/3368>
2023-11-15 12:00:19 +00:00

442 lines
15 KiB
C

/*
* Cogl
*
* A Low Level GPU Graphics and Utilities API
*
* Copyright (C) 2009,2010,2011 Intel Corporation.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use, copy,
* modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
*
*
* Authors:
* Neil Roberts <neil@linux.intel.com>
*/
#include "config.h"
#include "cogl/cogl-util.h"
#include "cogl/cogl-texture-private.h"
#include "cogl/cogl-sub-texture-private.h"
#include "cogl/cogl-sub-texture.h"
#include "cogl/cogl-context-private.h"
#include "cogl/cogl-texture-driver.h"
#include "cogl/cogl-texture-2d.h"
#include "cogl/driver/gl/cogl-texture-gl-private.h"
#include <string.h>
#include <math.h>
G_DEFINE_FINAL_TYPE (CoglSubTexture, cogl_sub_texture, COGL_TYPE_TEXTURE)
static void
cogl_sub_texture_dispose (GObject *object)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (object);
g_object_unref (sub_tex->next_texture);
g_object_unref (sub_tex->full_texture);
G_OBJECT_CLASS (cogl_sub_texture_parent_class)->dispose (object);
}
static void
_cogl_sub_texture_unmap_quad (CoglSubTexture *sub_tex,
float *coords)
{
CoglTexture *tex = COGL_TEXTURE (sub_tex);
float width = cogl_texture_get_width (sub_tex->full_texture);
float height = cogl_texture_get_height (sub_tex->full_texture);
coords[0] = (coords[0] * width - sub_tex->sub_x) / cogl_texture_get_width (tex);
coords[1] = (coords[1] * height - sub_tex->sub_y) / cogl_texture_get_height (tex);
coords[2] = (coords[2] * width - sub_tex->sub_x) / cogl_texture_get_width (tex);
coords[3] = (coords[3] * height - sub_tex->sub_y) / cogl_texture_get_height (tex);
}
static void
_cogl_sub_texture_map_quad (CoglSubTexture *sub_tex,
float *coords)
{
CoglTexture *tex = COGL_TEXTURE (sub_tex);
float width = cogl_texture_get_width (sub_tex->full_texture);
float height = cogl_texture_get_height (sub_tex->full_texture);
coords[0] = (coords[0] * cogl_texture_get_width (tex) + sub_tex->sub_x) / width;
coords[1] = (coords[1] * cogl_texture_get_height (tex) + sub_tex->sub_y) / height;
coords[2] = (coords[2] * cogl_texture_get_width (tex) + sub_tex->sub_x) / width;
coords[3] = (coords[3] * cogl_texture_get_height (tex) + sub_tex->sub_y) / height;
}
typedef struct _CoglSubTextureForeachData
{
CoglSubTexture *sub_tex;
CoglMetaTextureCallback callback;
void *user_data;
} CoglSubTextureForeachData;
static void
unmap_coords_cb (CoglTexture *slice_texture,
const float *slice_texture_coords,
const float *meta_coords,
void *user_data)
{
CoglSubTextureForeachData *data = user_data;
float unmapped_coords[4];
memcpy (unmapped_coords, meta_coords, sizeof (unmapped_coords));
_cogl_sub_texture_unmap_quad (data->sub_tex, unmapped_coords);
data->callback (slice_texture,
slice_texture_coords,
unmapped_coords,
data->user_data);
}
static void
_cogl_sub_texture_foreach_sub_texture_in_region (
CoglTexture *tex,
float virtual_tx_1,
float virtual_ty_1,
float virtual_tx_2,
float virtual_ty_2,
CoglMetaTextureCallback callback,
void *user_data)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
CoglTexture *full_texture = sub_tex->full_texture;
float mapped_coords[4] =
{ virtual_tx_1, virtual_ty_1, virtual_tx_2, virtual_ty_2};
float virtual_coords[4] =
{ virtual_tx_1, virtual_ty_1, virtual_tx_2, virtual_ty_2};
/* map the virtual coordinates to ->full_texture coordinates */
_cogl_sub_texture_map_quad (sub_tex, mapped_coords);
/* TODO: Add something like cogl_is_low_level_texture() */
if (COGL_IS_TEXTURE_2D (full_texture))
{
callback (sub_tex->full_texture,
mapped_coords,
virtual_coords,
user_data);
}
else
{
CoglSubTextureForeachData data;
data.sub_tex = sub_tex;
data.callback = callback;
data.user_data = user_data;
cogl_meta_texture_foreach_in_region (full_texture,
mapped_coords[0],
mapped_coords[1],
mapped_coords[2],
mapped_coords[3],
COGL_PIPELINE_WRAP_MODE_REPEAT,
COGL_PIPELINE_WRAP_MODE_REPEAT,
unmap_coords_cb,
&data);
}
}
static void
_cogl_sub_texture_gl_flush_legacy_texobj_wrap_modes (CoglTexture *tex,
GLenum wrap_mode_s,
GLenum wrap_mode_t)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
_cogl_texture_gl_flush_legacy_texobj_wrap_modes (sub_tex->full_texture,
wrap_mode_s,
wrap_mode_t);
}
static gboolean
_cogl_sub_texture_allocate (CoglTexture *tex,
GError **error)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
gboolean status = cogl_texture_allocate (sub_tex->full_texture, error);
_cogl_texture_set_allocated (tex,
_cogl_texture_get_format (sub_tex->full_texture),
cogl_texture_get_width (tex),
cogl_texture_get_height (tex));
return status;
}
static int
_cogl_sub_texture_get_max_waste (CoglTexture *tex)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
return cogl_texture_get_max_waste (sub_tex->full_texture);
}
static gboolean
_cogl_sub_texture_is_sliced (CoglTexture *tex)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
return cogl_texture_is_sliced (sub_tex->full_texture);
}
static gboolean
_cogl_sub_texture_can_hardware_repeat (CoglTexture *tex)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
/* We can hardware repeat if the subtexture actually represents all of the
of the full texture */
return (cogl_texture_get_width (tex) ==
cogl_texture_get_width (sub_tex->full_texture) &&
cogl_texture_get_height (tex) ==
cogl_texture_get_height (sub_tex->full_texture) &&
_cogl_texture_can_hardware_repeat (sub_tex->full_texture));
}
static void
_cogl_sub_texture_transform_coords_to_gl (CoglTexture *tex,
float *s,
float *t)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
/* This won't work if the sub texture is not the size of the full
texture and the coordinates are outside the range [0,1] */
*s = ((*s * cogl_texture_get_width (tex) + sub_tex->sub_x) /
cogl_texture_get_width (sub_tex->full_texture));
*t = ((*t * cogl_texture_get_height (tex) + sub_tex->sub_y) /
cogl_texture_get_height (sub_tex->full_texture));
_cogl_texture_transform_coords_to_gl (sub_tex->full_texture, s, t);
}
static CoglTransformResult
_cogl_sub_texture_transform_quad_coords_to_gl (CoglTexture *tex,
float *coords)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
int i;
/* We can't support repeating with this method. In this case
cogl-primitives will resort to manual repeating */
for (i = 0; i < 4; i++)
if (coords[i] < 0.0f || coords[i] > 1.0f)
return COGL_TRANSFORM_SOFTWARE_REPEAT;
_cogl_sub_texture_map_quad (sub_tex, coords);
return _cogl_texture_transform_quad_coords_to_gl (sub_tex->full_texture,
coords);
}
static gboolean
_cogl_sub_texture_get_gl_texture (CoglTexture *tex,
GLuint *out_gl_handle,
GLenum *out_gl_target)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
return cogl_texture_get_gl_texture (sub_tex->full_texture,
out_gl_handle,
out_gl_target);
}
static void
_cogl_sub_texture_gl_flush_legacy_texobj_filters (CoglTexture *tex,
GLenum min_filter,
GLenum mag_filter)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
_cogl_texture_gl_flush_legacy_texobj_filters (sub_tex->full_texture,
min_filter, mag_filter);
}
static void
_cogl_sub_texture_pre_paint (CoglTexture *tex,
CoglTexturePrePaintFlags flags)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
_cogl_texture_pre_paint (sub_tex->full_texture, flags);
}
static void
_cogl_sub_texture_ensure_non_quad_rendering (CoglTexture *tex)
{
}
static gboolean
_cogl_sub_texture_set_region (CoglTexture *tex,
int src_x,
int src_y,
int dst_x,
int dst_y,
int dst_width,
int dst_height,
int level,
CoglBitmap *bmp,
GError **error)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
if (level != 0)
{
int full_width = cogl_texture_get_width (sub_tex->full_texture);
int full_height = cogl_texture_get_width (sub_tex->full_texture);
g_return_val_if_fail (sub_tex->sub_x == 0 &&
cogl_texture_get_width (tex) == full_width,
FALSE);
g_return_val_if_fail (sub_tex->sub_y == 0 &&
cogl_texture_get_height (tex) == full_height,
FALSE);
}
return _cogl_texture_set_region_from_bitmap (sub_tex->full_texture,
src_x, src_y,
dst_width, dst_height,
bmp,
dst_x + sub_tex->sub_x,
dst_y + sub_tex->sub_y,
level,
error);
}
static gboolean
_cogl_sub_texture_is_get_data_supported (CoglTexture *tex)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
return cogl_texture_is_get_data_supported (sub_tex->full_texture);
}
static CoglPixelFormat
_cogl_sub_texture_get_format (CoglTexture *tex)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
return _cogl_texture_get_format (sub_tex->full_texture);
}
static GLenum
_cogl_sub_texture_get_gl_format (CoglTexture *tex)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
return _cogl_texture_gl_get_format (sub_tex->full_texture);
}
static void
cogl_sub_texture_class_init (CoglSubTextureClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
CoglTextureClass *texture_class = COGL_TEXTURE_CLASS (klass);
gobject_class->dispose = cogl_sub_texture_dispose;
texture_class->allocate = _cogl_sub_texture_allocate;
texture_class->set_region = _cogl_sub_texture_set_region;
texture_class->is_get_data_supported = _cogl_sub_texture_is_get_data_supported;
texture_class->foreach_sub_texture_in_region = _cogl_sub_texture_foreach_sub_texture_in_region;
texture_class->get_max_waste = _cogl_sub_texture_get_max_waste;
texture_class->is_sliced = _cogl_sub_texture_is_sliced;
texture_class->can_hardware_repeat = _cogl_sub_texture_can_hardware_repeat;
texture_class->transform_coords_to_gl = _cogl_sub_texture_transform_coords_to_gl;
texture_class->transform_quad_coords_to_gl = _cogl_sub_texture_transform_quad_coords_to_gl;
texture_class->get_gl_texture = _cogl_sub_texture_get_gl_texture;
texture_class->gl_flush_legacy_texobj_filters = _cogl_sub_texture_gl_flush_legacy_texobj_filters;
texture_class->pre_paint = _cogl_sub_texture_pre_paint;
texture_class->ensure_non_quad_rendering = _cogl_sub_texture_ensure_non_quad_rendering;
texture_class->gl_flush_legacy_texobj_wrap_modes = _cogl_sub_texture_gl_flush_legacy_texobj_wrap_modes;
texture_class->get_format = _cogl_sub_texture_get_format;
texture_class->get_gl_format = _cogl_sub_texture_get_gl_format;
}
static void
cogl_sub_texture_init (CoglSubTexture *self)
{
CoglTexture *texture = COGL_TEXTURE (self);
texture->is_primitive = FALSE;
}
CoglTexture *
cogl_sub_texture_new (CoglContext *ctx,
CoglTexture *next_texture,
int sub_x, int sub_y,
int sub_width, int sub_height)
{
CoglTexture *full_texture;
CoglSubTexture *sub_tex;
unsigned int next_width, next_height;
next_width = cogl_texture_get_width (next_texture);
next_height = cogl_texture_get_height (next_texture);
/* The region must specify a non-zero subset of the full texture */
g_return_val_if_fail (sub_x >= 0 && sub_y >= 0, NULL);
g_return_val_if_fail (sub_width > 0 && sub_height > 0, NULL);
g_return_val_if_fail (sub_x + sub_width <= next_width, NULL);
g_return_val_if_fail (sub_y + sub_height <= next_height, NULL);
sub_tex = g_object_new (COGL_TYPE_SUB_TEXTURE,
"context", ctx,
"width", sub_width,
"height", sub_height,
"format", _cogl_texture_get_format (next_texture),
NULL);
/* If the next texture is also a sub texture we can avoid one level
of indirection by referencing the full texture of that texture
instead. */
if (COGL_IS_SUB_TEXTURE (next_texture))
{
CoglSubTexture *other_sub_tex = COGL_SUB_TEXTURE (next_texture);
full_texture = other_sub_tex->full_texture;
sub_x += other_sub_tex->sub_x;
sub_y += other_sub_tex->sub_y;
}
else
full_texture = next_texture;
sub_tex->next_texture = g_object_ref (next_texture);
sub_tex->full_texture = g_object_ref (full_texture);
sub_tex->sub_x = sub_x;
sub_tex->sub_y = sub_y;
return COGL_TEXTURE (sub_tex);
}
CoglTexture *
cogl_sub_texture_get_parent (CoglSubTexture *sub_texture)
{
return sub_texture->next_texture;
}