mutter/cogl/cogl-texture.c
Robert Bragg 0f5f4e8645 cogl: improves header and coding style consistency
We've had complaints that our Cogl code/headers are a bit "special" so
this is a first pass at tidying things up by giving them some
consistency. These changes are all consistent with how new code in Cogl
is being written, but the style isn't consistently applied across all
code yet.

There are two parts to this patch; but since each one required a large
amount of effort to maintain tidy indenting it made sense to combine the
changes to reduce the time spent re indenting the same lines.

The first change is to use a consistent style for declaring function
prototypes in headers. Cogl headers now consistently use this style for
prototypes:

 return_type
 cogl_function_name (CoglType arg0,
                     CoglType arg1);

Not everyone likes this style, but it seems that most of the currently
active Cogl developers agree on it.

The second change is to constrain the use of redundant glib data types
in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all
been replaced with int, unsigned int, float, long, unsigned long and char
respectively. When talking about pixel data; use of guchar has been
replaced with guint8, otherwise unsigned char can be used.

The glib types that we continue to use for portability are gboolean,
gint{8,16,32,64}, guint{8,16,32,64} and gsize.

The general intention is that Cogl should look palatable to the widest
range of C programmers including those outside the Gnome community so
- especially for the public API - we want to minimize the number of
foreign looking typedefs.
2010-02-12 14:05:00 +00:00

1022 lines
30 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2007,2008,2009 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*
* Authors:
* Matthew Allum <mallum@openedhand.com>
* Neil Roberts <neil@linux.intel.com>
* Robert Bragg <robert@linux.intel.com>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include "cogl-internal.h"
#include "cogl-util.h"
#include "cogl-bitmap.h"
#include "cogl-bitmap-private.h"
#include "cogl-buffer-private.h"
#include "cogl-pixel-buffer-private.h"
#include "cogl-texture-private.h"
#include "cogl-texture-driver.h"
#include "cogl-texture-2d-sliced-private.h"
#include "cogl-texture-2d-private.h"
#include "cogl-sub-texture-private.h"
#include "cogl-atlas-texture-private.h"
#include "cogl-material.h"
#include "cogl-context.h"
#include "cogl-handle.h"
#include "cogl-primitives.h"
#include "cogl-framebuffer-private.h"
#include <string.h>
#include <stdlib.h>
#include <math.h>
/* XXX:
* The CoglHandle macros don't support any form of inheritance, so for
* now we implement the CoglHandle support for the CoglTexture
* abstract class manually.
*/
gboolean
cogl_is_texture (CoglHandle handle)
{
CoglHandleObject *obj = (CoglHandleObject *)handle;
if (handle == COGL_INVALID_HANDLE)
return FALSE;
return (obj->klass->type == _cogl_handle_texture_2d_get_type () ||
obj->klass->type == _cogl_handle_atlas_texture_get_type () ||
obj->klass->type == _cogl_handle_texture_2d_sliced_get_type () ||
obj->klass->type == _cogl_handle_sub_texture_get_type ());
}
CoglHandle
cogl_texture_ref (CoglHandle handle)
{
if (!cogl_is_texture (handle))
return COGL_INVALID_HANDLE;
_COGL_HANDLE_DEBUG_REF (CoglTexture, handle);
cogl_handle_ref (handle);
return handle;
}
void
cogl_texture_unref (CoglHandle handle)
{
if (!cogl_is_texture (handle))
{
g_warning (G_STRINGIFY (cogl_texture_unref)
": Ignoring unref of Cogl handle "
"due to type mismatch");
return;
}
_COGL_HANDLE_DEBUG_UNREF (CoglTexture, handle);
cogl_handle_unref (handle);
}
static gboolean
_cogl_texture_needs_premult_conversion (CoglPixelFormat src_format,
CoglPixelFormat dst_format)
{
return ((src_format & COGL_A_BIT) &&
src_format != COGL_PIXEL_FORMAT_A_8 &&
(src_format & COGL_PREMULT_BIT) !=
(dst_format & COGL_PREMULT_BIT));
}
CoglPixelFormat
_cogl_texture_determine_internal_format (CoglPixelFormat src_format,
CoglPixelFormat dst_format)
{
/* If the application hasn't specified a specific format then we'll
* pick the most appropriate. By default Cogl will use a
* premultiplied internal format. Later we will add control over
* this. */
if (dst_format == COGL_PIXEL_FORMAT_ANY)
{
if ((src_format & COGL_A_BIT) &&
src_format != COGL_PIXEL_FORMAT_A_8)
return src_format | COGL_PREMULT_BIT;
else
return src_format;
}
else
return dst_format;
}
gboolean
_cogl_texture_prepare_for_upload (CoglBitmap *src_bmp,
CoglPixelFormat dst_format,
CoglPixelFormat *dst_format_out,
CoglBitmap *dst_bmp,
gboolean *copied_bitmap,
GLenum *out_glintformat,
GLenum *out_glformat,
GLenum *out_gltype)
{
dst_format = _cogl_texture_determine_internal_format (src_bmp->format,
dst_format);
*copied_bitmap = FALSE;
*dst_bmp = *src_bmp;
/* If the source format does not have the same premult flag as the
dst format then we need to copy and convert it */
if (_cogl_texture_needs_premult_conversion (src_bmp->format,
dst_format))
{
dst_bmp->data = g_memdup (dst_bmp->data,
dst_bmp->height * dst_bmp->rowstride);
*copied_bitmap = TRUE;
if (!_cogl_bitmap_convert_premult_status (dst_bmp,
src_bmp->format ^
COGL_PREMULT_BIT))
{
g_free (dst_bmp->data);
return FALSE;
}
}
/* Use the source format from the src bitmap type and the internal
format from the dst format type so that GL can do the
conversion */
_cogl_pixel_format_to_gl (src_bmp->format,
NULL, /* internal format */
out_glformat,
out_gltype);
_cogl_pixel_format_to_gl (dst_format,
out_glintformat,
NULL,
NULL);
if (dst_format_out)
*dst_format_out = dst_format;
return TRUE;
}
void
_cogl_texture_prep_gl_alignment_for_pixels_upload (int pixels_rowstride)
{
if (!(pixels_rowstride & 0x7))
GE( glPixelStorei (GL_UNPACK_ALIGNMENT, 8) );
else if (!(pixels_rowstride & 0x3))
GE( glPixelStorei (GL_UNPACK_ALIGNMENT, 4) );
else if (!(pixels_rowstride & 0x1))
GE( glPixelStorei (GL_UNPACK_ALIGNMENT, 2) );
else
GE( glPixelStorei (GL_UNPACK_ALIGNMENT, 1) );
}
void
_cogl_texture_prep_gl_alignment_for_pixels_download (int pixels_rowstride)
{
if (!(pixels_rowstride & 0x7))
GE( glPixelStorei (GL_PACK_ALIGNMENT, 8) );
else if (!(pixels_rowstride & 0x3))
GE( glPixelStorei (GL_PACK_ALIGNMENT, 4) );
else if (!(pixels_rowstride & 0x1))
GE( glPixelStorei (GL_PACK_ALIGNMENT, 2) );
else
GE( glPixelStorei (GL_PACK_ALIGNMENT, 1) );
}
/* FIXME: wrap modes should be set on materials not textures */
void
_cogl_texture_set_wrap_mode_parameter (CoglHandle handle,
GLenum wrap_mode)
{
CoglTexture *tex = COGL_TEXTURE (handle);
tex->vtable->set_wrap_mode_parameter (tex, wrap_mode);
}
/* This is like CoglSpanIter except it deals with floats and it
effectively assumes there is only one span from 0.0 to 1.0 */
typedef struct _CoglTextureIter
{
float pos, end, next_pos;
gboolean flipped;
float t_1, t_2;
} CoglTextureIter;
static void
_cogl_texture_iter_update (CoglTextureIter *iter)
{
float t_2;
float frac_part;
frac_part = modff (iter->pos, &iter->next_pos);
/* modff rounds the int part towards zero so we need to add one if
we're meant to be heading away from zero */
if (iter->pos >= 0.0f || frac_part == 0.0f)
iter->next_pos += 1.0f;
if (iter->next_pos > iter->end)
t_2 = iter->end;
else
t_2 = iter->next_pos;
if (iter->flipped)
{
iter->t_1 = t_2;
iter->t_2 = iter->pos;
}
else
{
iter->t_1 = iter->pos;
iter->t_2 = t_2;
}
}
static void
_cogl_texture_iter_begin (CoglTextureIter *iter,
float t_1, float t_2)
{
if (t_1 <= t_2)
{
iter->pos = t_1;
iter->end = t_2;
iter->flipped = FALSE;
}
else
{
iter->pos = t_2;
iter->end = t_1;
iter->flipped = TRUE;
}
_cogl_texture_iter_update (iter);
}
static void
_cogl_texture_iter_next (CoglTextureIter *iter)
{
iter->pos = iter->next_pos;
_cogl_texture_iter_update (iter);
}
static gboolean
_cogl_texture_iter_end (CoglTextureIter *iter)
{
return iter->pos >= iter->end;
}
/* This invokes the callback with enough quads to cover the manually
repeated range specified by the virtual texture coordinates without
emitting coordinates outside the range [0,1] */
void
_cogl_texture_iterate_manual_repeats (CoglTextureManualRepeatCallback callback,
float tx_1, float ty_1,
float tx_2, float ty_2,
void *user_data)
{
CoglTextureIter x_iter, y_iter;
for (_cogl_texture_iter_begin (&y_iter, ty_1, ty_2);
!_cogl_texture_iter_end (&y_iter);
_cogl_texture_iter_next (&y_iter))
for (_cogl_texture_iter_begin (&x_iter, tx_1, tx_2);
!_cogl_texture_iter_end (&x_iter);
_cogl_texture_iter_next (&x_iter))
{
float coords[4] = { x_iter.t_1, y_iter.t_1, x_iter.t_2, y_iter.t_2 };
callback (coords, user_data);
}
}
CoglHandle
cogl_texture_new_with_size (unsigned int width,
unsigned int height,
CoglTextureFlags flags,
CoglPixelFormat internal_format)
{
CoglHandle tex;
/* First try creating a fast-path non-sliced texture */
tex = _cogl_texture_2d_new_with_size (width, height, flags, internal_format);
/* If it fails resort to sliced textures */
if (tex == COGL_INVALID_HANDLE)
tex = _cogl_texture_2d_sliced_new_with_size (width,
height,
flags,
internal_format);
return tex;
}
CoglHandle
cogl_texture_new_from_data (unsigned int width,
unsigned int height,
CoglTextureFlags flags,
CoglPixelFormat format,
CoglPixelFormat internal_format,
unsigned int rowstride,
const guint8 *data)
{
CoglBitmap bitmap;
if (format == COGL_PIXEL_FORMAT_ANY)
return COGL_INVALID_HANDLE;
if (data == NULL)
return COGL_INVALID_HANDLE;
/* Rowstride from width if not given */
if (rowstride == 0)
rowstride = width * _cogl_get_format_bpp (format);
/* Wrap the data into a bitmap */
bitmap.width = width;
bitmap.height = height;
bitmap.data = (guint8 *) data;
bitmap.format = format;
bitmap.rowstride = rowstride;
return cogl_texture_new_from_bitmap (&bitmap, flags, internal_format);
}
CoglHandle
cogl_texture_new_from_bitmap (CoglHandle bmp_handle,
CoglTextureFlags flags,
CoglPixelFormat internal_format)
{
CoglHandle tex;
/* First try putting the texture in the atlas */
if ((tex = _cogl_atlas_texture_new_from_bitmap (bmp_handle,
flags,
internal_format)))
return tex;
/* If that doesn't work try a fast path 2D texture */
if ((tex = _cogl_texture_2d_new_from_bitmap (bmp_handle,
flags,
internal_format)))
return tex;
/* Otherwise create a sliced texture */
return _cogl_texture_2d_sliced_new_from_bitmap (bmp_handle,
flags,
internal_format);
}
CoglHandle
cogl_texture_new_from_file (const char *filename,
CoglTextureFlags flags,
CoglPixelFormat internal_format,
GError **error)
{
CoglHandle bmp_handle;
CoglBitmap *bmp;
CoglHandle handle = COGL_INVALID_HANDLE;
g_return_val_if_fail (error == NULL || *error == NULL, COGL_INVALID_HANDLE);
bmp_handle = cogl_bitmap_new_from_file (filename, error);
if (bmp_handle == COGL_INVALID_HANDLE)
return COGL_INVALID_HANDLE;
bmp = (CoglBitmap *) bmp_handle;
/* We know that the bitmap data is solely owned by this function so
we can do the premult conversion in place. This avoids having to
copy the bitmap which will otherwise happen in
_cogl_texture_prepare_for_upload */
internal_format = _cogl_texture_determine_internal_format (bmp->format,
internal_format);
if (!_cogl_texture_needs_premult_conversion (bmp->format, internal_format) ||
_cogl_bitmap_convert_premult_status (bmp, bmp->format ^ COGL_PREMULT_BIT))
handle = cogl_texture_new_from_bitmap (bmp, flags, internal_format);
cogl_handle_unref (bmp);
return handle;
}
CoglHandle
cogl_texture_new_from_foreign (GLuint gl_handle,
GLenum gl_target,
GLuint width,
GLuint height,
GLuint x_pot_waste,
GLuint y_pot_waste,
CoglPixelFormat format)
{
return _cogl_texture_2d_sliced_new_from_foreign (gl_handle,
gl_target,
width,
height,
x_pot_waste,
y_pot_waste,
format);
}
CoglHandle
cogl_texture_new_from_sub_texture (CoglHandle full_texture,
int sub_x,
int sub_y,
int sub_width,
int sub_height)
{
return _cogl_sub_texture_new (full_texture, sub_x, sub_y,
sub_width, sub_height);
}
CoglHandle
cogl_texture_new_from_buffer_EXP (CoglHandle buffer,
unsigned int width,
unsigned int height,
CoglTextureFlags flags,
CoglPixelFormat format,
CoglPixelFormat internal_format,
unsigned int rowstride,
const unsigned int offset)
{
CoglHandle texture;
CoglBuffer *cogl_buffer;
CoglPixelBuffer *pixel_buffer;
g_return_val_if_fail (cogl_is_buffer (buffer), COGL_INVALID_HANDLE);
if (format == COGL_PIXEL_FORMAT_ANY)
return COGL_INVALID_HANDLE;
cogl_buffer = COGL_BUFFER (buffer);
pixel_buffer = COGL_PIXEL_BUFFER (buffer);
/* Rowstride from CoglBuffer or even width * bpp if not given */
if (rowstride == 0)
rowstride = pixel_buffer->stride;
if (rowstride == 0)
rowstride = width * _cogl_get_format_bpp (format);
/* use the CoglBuffer height and width as last resort */
if (width == 0)
width = pixel_buffer->width;
if (height == 0)
height = pixel_buffer->height;
if (width == 0 || height == 0)
{
/* no width or height specified, neither at creation time (because the
* buffer was created by cogl_pixel_buffer_new()) nor when calling this
* function */
return COGL_INVALID_HANDLE;
}
#if !defined (COGL_HAS_GLES)
if (cogl_features_available (COGL_FEATURE_PBOS))
{
CoglBitmap bitmap;
/* Wrap the data into a bitmap */
bitmap.width = width;
bitmap.height = height;
bitmap.data = GUINT_TO_POINTER (offset);
bitmap.format = format;
bitmap.rowstride = rowstride;
_cogl_buffer_bind (cogl_buffer, GL_PIXEL_UNPACK_BUFFER);
texture = cogl_texture_new_from_bitmap (&bitmap, flags, internal_format);
_cogl_buffer_bind (NULL, GL_PIXEL_UNPACK_BUFFER);
}
else
#endif
{
texture = cogl_texture_new_from_data (width,
height,
flags,
format,
internal_format,
rowstride,
cogl_buffer->data);
}
return texture;
}
unsigned int
cogl_texture_get_width (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return 0;
tex = COGL_TEXTURE (handle);
return tex->vtable->get_width (tex);
}
unsigned int
cogl_texture_get_height (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return 0;
tex = COGL_TEXTURE (handle);
return tex->vtable->get_height (tex);
}
CoglPixelFormat
cogl_texture_get_format (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return COGL_PIXEL_FORMAT_ANY;
tex = COGL_TEXTURE (handle);
return tex->vtable->get_format (tex);
}
unsigned int
cogl_texture_get_rowstride (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return 0;
/* FIXME: This function should go away. It previously just returned
the rowstride that was used to upload the data as far as I can
tell. This is not helpful */
tex = COGL_TEXTURE (handle);
/* Just guess at a suitable rowstride */
return (_cogl_get_format_bpp (cogl_texture_get_format (tex))
* cogl_texture_get_width (tex));
}
int
cogl_texture_get_max_waste (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return 0;
tex = COGL_TEXTURE (handle);
return tex->vtable->get_max_waste (tex);
}
gboolean
cogl_texture_is_sliced (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return FALSE;
tex = COGL_TEXTURE (handle);
return tex->vtable->is_sliced (tex);
}
/* Some CoglTextures, notably sliced textures or atlas textures when repeating
* is used, will need to divide the coordinate space into multiple GL textures
* (or rather; in the case of atlases duplicate a single texture in multiple
* positions to handle repeating)
*
* This function helps you implement primitives using such textures by
* invoking a callback once for each sub texture that intersects a given
* region specified in texture coordinates.
*/
void
_cogl_texture_foreach_sub_texture_in_region (CoglHandle handle,
float virtual_tx_1,
float virtual_ty_1,
float virtual_tx_2,
float virtual_ty_2,
CoglTextureSliceCallback callback,
void *user_data)
{
CoglTexture *tex = COGL_TEXTURE (handle);
tex->vtable->foreach_sub_texture_in_region (tex,
virtual_tx_1,
virtual_ty_1,
virtual_tx_2,
virtual_ty_2,
callback,
user_data);
}
/* If this returns FALSE, that implies _foreach_sub_texture_in_region
* will be needed to iterate over multiple sub textures for regions whos
* texture coordinates extend out of the range [0,1]
*/
gboolean
_cogl_texture_can_hardware_repeat (CoglHandle handle)
{
CoglTexture *tex = (CoglTexture *)handle;
return tex->vtable->can_hardware_repeat (tex);
}
/* NB: You can't use this with textures comprised of multiple sub textures (use
* cogl_texture_is_sliced() to check) since coordinate transformation for such
* textures will be different for each slice. */
void
_cogl_texture_transform_coords_to_gl (CoglHandle handle,
float *s,
float *t)
{
CoglTexture *tex = COGL_TEXTURE (handle);
tex->vtable->transform_coords_to_gl (tex, s, t);
}
gboolean
_cogl_texture_transform_quad_coords_to_gl (CoglHandle handle,
float *coords)
{
CoglTexture *tex = COGL_TEXTURE (handle);
return tex->vtable->transform_quad_coords_to_gl (tex, coords);
}
GLenum
_cogl_texture_get_gl_format (CoglHandle handle)
{
CoglTexture *tex = COGL_TEXTURE (handle);
return tex->vtable->get_gl_format (tex);
}
gboolean
cogl_texture_get_gl_texture (CoglHandle handle,
GLuint *out_gl_handle,
GLenum *out_gl_target)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return FALSE;
tex = COGL_TEXTURE (handle);
return tex->vtable->get_gl_texture (tex, out_gl_handle, out_gl_target);
}
void
_cogl_texture_set_filters (CoglHandle handle,
GLenum min_filter,
GLenum mag_filter)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return;
tex = COGL_TEXTURE (handle);
tex->vtable->set_filters (tex, min_filter, mag_filter);
}
void
_cogl_texture_ensure_mipmaps (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return;
tex = COGL_TEXTURE (handle);
tex->vtable->ensure_mipmaps (tex);
}
void
_cogl_texture_ensure_non_quad_rendering (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return;
tex = COGL_TEXTURE (handle);
tex->vtable->ensure_non_quad_rendering (tex);
}
gboolean
cogl_texture_set_region (CoglHandle handle,
int src_x,
int src_y,
int dst_x,
int dst_y,
unsigned int dst_width,
unsigned int dst_height,
int width,
int height,
CoglPixelFormat format,
unsigned int rowstride,
const guint8 *data)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return FALSE;
tex = COGL_TEXTURE (handle);
return tex->vtable->set_region (tex,
src_x, src_y,
dst_x, dst_y,
dst_width, dst_height,
width, height,
format,
rowstride,
data);
}
/* Reads back the contents of a texture by rendering it to the framebuffer
* and reading back the resulting pixels.
*
* It will perform multiple renders if the texture is larger than the
* current glViewport.
*
* It assumes the projection and modelview have already been setup so
* that rendering to 0,0 with the same width and height of the viewport
* will exactly cover the viewport.
*
* NB: Normally this approach isn't normally used since we can just use
* glGetTexImage, but may be used as a fallback in some circumstances.
*/
static void
do_texture_draw_and_read (CoglHandle handle,
CoglBitmap *target_bmp,
GLint *viewport)
{
int bpp;
float rx1, ry1;
float rx2, ry2;
float tx1, ty1;
float tx2, ty2;
int bw, bh;
CoglBitmap rect_bmp;
unsigned int tex_width, tex_height;
bpp = _cogl_get_format_bpp (COGL_PIXEL_FORMAT_RGBA_8888);
tex_width = cogl_texture_get_width (handle);
tex_height = cogl_texture_get_height (handle);
ry1 = 0; ry2 = 0;
ty1 = 0; ty2 = 0;
/* Walk Y axis until whole bitmap height consumed */
for (bh = tex_height; bh > 0; bh -= viewport[3])
{
/* Rectangle Y coords */
ry1 = ry2;
ry2 += (bh < viewport[3]) ? bh : viewport[3];
/* Normalized texture Y coords */
ty1 = ty2;
ty2 = (ry2 / (float) tex_height);
rx1 = 0; rx2 = 0;
tx1 = 0; tx2 = 0;
/* Walk X axis until whole bitmap width consumed */
for (bw = tex_width; bw > 0; bw-=viewport[2])
{
/* Rectangle X coords */
rx1 = rx2;
rx2 += (bw < viewport[2]) ? bw : viewport[2];
/* Normalized texture X coords */
tx1 = tx2;
tx2 = (rx2 / (float) tex_width);
/* Draw a portion of texture */
cogl_rectangle_with_texture_coords (0, 0,
rx2 - rx1,
ry2 - ry1,
tx1, ty1,
tx2, ty2);
/* Read into a temporary bitmap */
rect_bmp.format = COGL_PIXEL_FORMAT_RGBA_8888;
rect_bmp.width = rx2 - rx1;
rect_bmp.height = ry2 - ry1;
rect_bmp.rowstride = bpp * rect_bmp.width;
rect_bmp.data = g_malloc (rect_bmp.rowstride *
rect_bmp.height);
_cogl_texture_driver_prep_gl_for_pixels_download (rect_bmp.rowstride,
bpp);
GE( glReadPixels (viewport[0], viewport[1],
rect_bmp.width,
rect_bmp.height,
GL_RGBA, GL_UNSIGNED_BYTE,
rect_bmp.data) );
/* Copy to target bitmap */
_cogl_bitmap_copy_subregion (&rect_bmp,
target_bmp,
0,0,
rx1,ry1,
rect_bmp.width,
rect_bmp.height);
/* Free temp bitmap */
g_free (rect_bmp.data);
}
}
}
/* Reads back the contents of a texture by rendering it to the framebuffer
* and reading back the resulting pixels.
*
* NB: Normally this approach isn't normally used since we can just use
* glGetTexImage, but may be used as a fallback in some circumstances.
*/
gboolean
_cogl_texture_draw_and_read (CoglHandle handle,
CoglBitmap *target_bmp,
GLuint target_gl_format,
GLuint target_gl_type)
{
int bpp;
CoglHandle framebuffer;
int viewport[4];
CoglBitmap alpha_bmp;
CoglHandle prev_source;
CoglMatrixStack *projection_stack;
CoglMatrixStack *modelview_stack;
_COGL_GET_CONTEXT (ctx, FALSE);
bpp = _cogl_get_format_bpp (COGL_PIXEL_FORMAT_RGBA_8888);
framebuffer = _cogl_get_framebuffer ();
/* Viewport needs to have some size and be inside the window for this */
_cogl_framebuffer_get_viewport4fv (framebuffer, viewport);
if (viewport[0] < 0 || viewport[1] < 0 ||
viewport[2] <= 0 || viewport[3] <= 0)
return FALSE;
/* Setup orthographic projection into current viewport (0,0 in bottom-left
* corner to draw the texture upside-down so we match the way glReadPixels
* works)
*/
projection_stack = _cogl_framebuffer_get_projection_stack (framebuffer);
_cogl_matrix_stack_push (projection_stack);
_cogl_matrix_stack_load_identity (projection_stack);
_cogl_matrix_stack_ortho (projection_stack,
0, (float)(viewport[2]),
0, (float)(viewport[3]),
(float)(0),
(float)(100));
modelview_stack = _cogl_framebuffer_get_modelview_stack (framebuffer);
_cogl_matrix_stack_push (modelview_stack);
_cogl_matrix_stack_load_identity (modelview_stack);
/* Direct copy operation */
if (ctx->texture_download_material == COGL_INVALID_HANDLE)
{
ctx->texture_download_material = cogl_material_new ();
cogl_material_set_blend (ctx->texture_download_material,
"RGBA = ADD (SRC_COLOR, 0)",
NULL);
}
prev_source = cogl_handle_ref (ctx->source_material);
cogl_set_source (ctx->texture_download_material);
cogl_material_set_layer (ctx->texture_download_material, 0, handle);
cogl_material_set_layer_combine (ctx->texture_download_material,
0, /* layer */
"RGBA = REPLACE (TEXTURE)",
NULL);
do_texture_draw_and_read (handle, target_bmp, viewport);
/* Check whether texture has alpha and framebuffer not */
/* FIXME: For some reason even if ALPHA_BITS is 8, the framebuffer
still doesn't seem to have an alpha buffer. This might be just
a PowerVR issue.
GLint r_bits, g_bits, b_bits, a_bits;
GE( glGetIntegerv (GL_ALPHA_BITS, &a_bits) );
GE( glGetIntegerv (GL_RED_BITS, &r_bits) );
GE( glGetIntegerv (GL_GREEN_BITS, &g_bits) );
GE( glGetIntegerv (GL_BLUE_BITS, &b_bits) );
printf ("R bits: %d\n", r_bits);
printf ("G bits: %d\n", g_bits);
printf ("B bits: %d\n", b_bits);
printf ("A bits: %d\n", a_bits); */
if ((cogl_texture_get_format (handle) & COGL_A_BIT)/* && a_bits == 0*/)
{
guint8 *srcdata;
guint8 *dstdata;
guint8 *srcpixel;
guint8 *dstpixel;
int x,y;
/* Create temp bitmap for alpha values */
alpha_bmp.format = COGL_PIXEL_FORMAT_RGBA_8888;
alpha_bmp.width = target_bmp->width;
alpha_bmp.height = target_bmp->height;
alpha_bmp.rowstride = bpp * alpha_bmp.width;
alpha_bmp.data = g_malloc (alpha_bmp.rowstride *
alpha_bmp.height);
/* Draw alpha values into RGB channels */
cogl_material_set_layer_combine (ctx->texture_download_material,
0, /* layer */
"RGBA = REPLACE (TEXTURE[A])",
NULL);
do_texture_draw_and_read (handle, &alpha_bmp, viewport);
/* Copy temp R to target A */
srcdata = alpha_bmp.data;
dstdata = target_bmp->data;
for (y=0; y<target_bmp->height; ++y)
{
for (x=0; x<target_bmp->width; ++x)
{
srcpixel = srcdata + x*bpp;
dstpixel = dstdata + x*bpp;
dstpixel[3] = srcpixel[0];
}
srcdata += alpha_bmp.rowstride;
dstdata += target_bmp->rowstride;
}
g_free (alpha_bmp.data);
}
/* Restore old state */
_cogl_matrix_stack_pop (modelview_stack);
_cogl_matrix_stack_pop (projection_stack);
/* restore the original material */
cogl_set_source (prev_source);
cogl_handle_unref (prev_source);
return TRUE;
}
int
cogl_texture_get_data (CoglHandle handle,
CoglPixelFormat format,
unsigned int rowstride,
guint8 *data)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return FALSE;
tex = COGL_TEXTURE (handle);
return tex->vtable->get_data (handle, format, rowstride, data);
}