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139421de19
Unlike in GObject the type number for a CoglObject is entirely an internal implementation detail so there is no need to make a GQuark to make it safe to export out of the library. Instead we can just directly use a fixed pointer address as the identifier for the type. This patch makes it use the address of the class struct of the identifier. This should make it faster to do type checks because it does not need to call a function every time it wants to get the type number. Reviewed-by: Robert Bragg <robert@linux.intel.com>
96 lines
3.4 KiB
C
96 lines
3.4 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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#ifndef __COGL_TEXTURE_3D_PRIVATE_H
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#define __COGL_TEXTURE_3D_PRIVATE_H
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#include "cogl-handle.h"
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#include "cogl-pipeline-private.h"
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#include "cogl-texture-private.h"
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#define COGL_TEXTURE_3D(tex) ((CoglTexture3D *) tex)
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typedef struct _CoglTexture3D CoglTexture3D;
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struct _CoglTexture3D
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{
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CoglTexture _parent;
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/* The internal format of the GL texture represented as a
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CoglPixelFormat */
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CoglPixelFormat format;
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/* The internal format of the GL texture represented as a GL enum */
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GLenum gl_format;
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/* The texture object number */
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GLuint gl_texture;
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int width;
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int height;
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int depth;
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GLenum min_filter;
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GLenum mag_filter;
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GLint wrap_mode_s;
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GLint wrap_mode_t;
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GLint wrap_mode_p;
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gboolean auto_mipmap;
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gboolean mipmaps_dirty;
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CoglTexturePixel first_pixel;
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};
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/*
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* cogl_texture_3d_new_from_bitmap:
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* @bmp_handle: A #CoglHandle to a bitmap.
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* @height: height of the texture in pixels.
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* @depth: depth of the texture in pixels.
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* @flags: Optional flags for the texture, or %COGL_TEXTURE_NONE
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* @internal_format: the #CoglPixelFormat that will be used for storing
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* the buffer on the GPU. If COGL_PIXEL_FORMAT_ANY is given then a
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* premultiplied format similar to the format of the source data will
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* be used. The default blending equations of Cogl expect premultiplied
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* color data; the main use of passing a non-premultiplied format here
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* is if you have non-premultiplied source data and are going to adjust
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* the blend mode (see cogl_pipeline_set_blend()) or use the data for
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* something other than straight blending.
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* @error: A GError return location.
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*
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* Creates a new 3D texture and initializes it with the images in
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* @bmp_handle. The images are assumed to be packed together after one
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* another in the increasing y axis. The height of individual image is
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* given as @height and the number of images is given in @depth. The
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* actual height of the bitmap can be larger than @height × @depth. In
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* this case it assumes there is padding between the images.
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*
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* Return value: the newly created texture or %COGL_INVALID_HANDLE if
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* there was an error.
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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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#endif /* __COGL_TEXTURE_3D_PRIVATE_H */
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