/* * 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, see . * * * * Authors: * Matthew Allum * Neil Roberts * Robert Bragg */ #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-texture-private.h" #include "cogl-texture-2d-sliced-private.h" #include "cogl-texture-driver.h" #include "cogl-context.h" #include "cogl-handle.h" #include "cogl-spans.h" #include "cogl-journal-private.h" #include #include #include static void _cogl_texture_2d_sliced_free (CoglTexture2DSliced *tex_2ds); COGL_HANDLE_DEFINE (Texture2DSliced, texture_2d_sliced); static const CoglTextureVtable cogl_texture_2d_sliced_vtable; /* To differentiate between texture coordinates of a specific, real, slice * texture and the texture coordinates of the composite, sliced texture, the * coordinates of the sliced texture are called "virtual" coordinates and the * coordinates of slices are called "slice" coordinates. */ /* This function lets you iterate all the slices that lie within the given * virtual coordinates of the parent sliced texture. */ /* Note: no guarantee is given about the order in which the slices will be * visited */ static void _cogl_texture_2d_sliced_foreach_sub_texture_in_region ( CoglTexture *tex, float virtual_tx_1, float virtual_ty_1, float virtual_tx_2, float virtual_ty_2, CoglTextureSliceCallback callback, void *user_data) { CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex); float width = tex_2ds->width; float height = tex_2ds->height; CoglSpanIter iter_x; CoglSpanIter iter_y; /* Slice spans are stored in denormalized coordinates, and this is what * the _cogl_span_iter_* funcs expect to be given, so we scale the given * virtual coordinates by the texture size to denormalize. */ /* XXX: I wonder if it's worth changing how we store spans so we can avoid * the need to denormalize here */ virtual_tx_1 *= width; virtual_ty_1 *= height; virtual_tx_2 *= width; virtual_ty_2 *= height; /* Iterate the y axis of the virtual rectangle */ for (_cogl_span_iter_begin (&iter_y, tex_2ds->slice_y_spans, height, virtual_ty_1, virtual_ty_2); !_cogl_span_iter_end (&iter_y); _cogl_span_iter_next (&iter_y)) { float y_intersect_start = iter_y.intersect_start; float y_intersect_end = iter_y.intersect_end; float slice_ty1; float slice_ty2; /* Discard slices out of rectangle early */ if (!iter_y.intersects) continue; if (iter_y.flipped) { y_intersect_start = iter_y.intersect_end; y_intersect_end = iter_y.intersect_start; } /* Localize slice texture coordinates */ slice_ty1 = y_intersect_start - iter_y.pos; slice_ty2 = y_intersect_end - iter_y.pos; if (tex_2ds->gl_target == GL_TEXTURE_2D) { /* Normalize slice texture coordinates */ slice_ty1 /= iter_y.span->size; slice_ty2 /= iter_y.span->size; } /* Iterate the x axis of the virtual rectangle */ for (_cogl_span_iter_begin (&iter_x, tex_2ds->slice_x_spans, width, virtual_tx_1, virtual_tx_2); !_cogl_span_iter_end (&iter_x); _cogl_span_iter_next (&iter_x)) { float slice_coords[4]; float virtual_coords[4]; float x_intersect_start = iter_x.intersect_start; float x_intersect_end = iter_x.intersect_end; float slice_tx1; float slice_tx2; GLuint gl_handle; /* Discard slices out of rectangle early */ if (!iter_x.intersects) continue; if (iter_x.flipped) { x_intersect_start = iter_x.intersect_end; x_intersect_end = iter_x.intersect_start; } /* Localize slice texture coordinates */ slice_tx1 = x_intersect_start - iter_x.pos; slice_tx2 = x_intersect_end - iter_x.pos; /* Pluck out opengl texture object for this slice */ gl_handle = g_array_index (tex_2ds->slice_gl_handles, GLuint, iter_y.index * iter_x.array->len + iter_x.index); if (tex_2ds->gl_target == GL_TEXTURE_2D) { /* Normalize slice texture coordinates */ slice_tx1 /= iter_x.span->size; slice_tx2 /= iter_x.span->size; } slice_coords[0] = slice_tx1; slice_coords[1] = slice_ty1; slice_coords[2] = slice_tx2; slice_coords[3] = slice_ty2; virtual_coords[0] = x_intersect_start / width; virtual_coords[1] = y_intersect_start / height; virtual_coords[2] = x_intersect_end / width; virtual_coords[3] = y_intersect_end / height; callback (tex, gl_handle, tex_2ds->gl_target, slice_coords, virtual_coords, user_data); } } } static guint8 * _cogl_texture_2d_sliced_allocate_waste_buffer (CoglTexture2DSliced *tex_2ds, CoglPixelFormat format) { CoglSpan *last_x_span; CoglSpan *last_y_span; guint8 *waste_buf = NULL; /* If the texture has any waste then allocate a buffer big enough to fill the gaps */ last_x_span = &g_array_index (tex_2ds->slice_x_spans, CoglSpan, tex_2ds->slice_x_spans->len - 1); last_y_span = &g_array_index (tex_2ds->slice_y_spans, CoglSpan, tex_2ds->slice_y_spans->len - 1); if (last_x_span->waste > 0 || last_y_span->waste > 0) { int bpp = _cogl_get_format_bpp (format); CoglSpan *first_x_span = &g_array_index (tex_2ds->slice_x_spans, CoglSpan, 0); CoglSpan *first_y_span = &g_array_index (tex_2ds->slice_y_spans, CoglSpan, 0); unsigned int right_size = first_y_span->size * last_x_span->waste; unsigned int bottom_size = first_x_span->size * last_y_span->waste; waste_buf = g_malloc (MAX (right_size, bottom_size) * bpp); } return waste_buf; } static gboolean _cogl_texture_2d_sliced_upload_to_gl (CoglTexture2DSliced *tex_2ds, CoglBitmap *bmp, GLenum gl_intformat, GLenum gl_format, GLenum gl_type) { CoglSpan *x_span; CoglSpan *y_span; GLuint gl_handle; int bpp; int x, y; guint8 *waste_buf; bpp = _cogl_get_format_bpp (bmp->format); waste_buf = _cogl_texture_2d_sliced_allocate_waste_buffer (tex_2ds, bmp->format); /* Iterate vertical slices */ for (y = 0; y < tex_2ds->slice_y_spans->len; ++y) { y_span = &g_array_index (tex_2ds->slice_y_spans, CoglSpan, y); /* Iterate horizontal slices */ for (x = 0; x < tex_2ds->slice_x_spans->len; ++x) { int slice_num = y * tex_2ds->slice_x_spans->len + x; x_span = &g_array_index (tex_2ds->slice_x_spans, CoglSpan, x); /* Pick the gl texture object handle */ gl_handle = g_array_index (tex_2ds->slice_gl_handles, GLuint, slice_num); _cogl_texture_driver_upload_subregion_to_gl ( tex_2ds->gl_target, gl_handle, x_span->start, /* src x */ y_span->start, /* src y */ 0, /* dst x */ 0, /* dst y */ x_span->size - x_span->waste, /* width */ y_span->size - y_span->waste, /* height */ bmp, gl_format, gl_type); /* Keep a copy of the first pixel if needed */ if (tex_2ds->first_pixels) { memcpy (tex_2ds->first_pixels[slice_num].data, bmp->data + x_span->start * bpp + y_span->start * bmp->rowstride, bpp); tex_2ds->first_pixels[slice_num].gl_format = gl_format; tex_2ds->first_pixels[slice_num].gl_type = gl_type; } /* Fill the waste with a copies of the rightmost pixels */ if (x_span->waste > 0) { const guint8 *src = bmp->data + y_span->start * bmp->rowstride + (x_span->start + x_span->size - x_span->waste - 1) * bpp; guint8 *dst = waste_buf; unsigned int wx, wy; for (wy = 0; wy < y_span->size - y_span->waste; wy++) { for (wx = 0; wx < x_span->waste; wx++) { memcpy (dst, src, bpp); dst += bpp; } src += bmp->rowstride; } _cogl_texture_driver_prep_gl_for_pixels_upload ( x_span->waste * bpp, bpp); GE( glTexSubImage2D (tex_2ds->gl_target, 0, x_span->size - x_span->waste, 0, x_span->waste, y_span->size - y_span->waste, gl_format, gl_type, waste_buf) ); } if (y_span->waste > 0) { const guint8 *src = bmp->data + ((y_span->start + y_span->size - y_span->waste - 1) * bmp->rowstride) + x_span->start * bpp; guint8 *dst = waste_buf; unsigned int wy, wx; for (wy = 0; wy < y_span->waste; wy++) { memcpy (dst, src, (x_span->size - x_span->waste) * bpp); dst += (x_span->size - x_span->waste) * bpp; for (wx = 0; wx < x_span->waste; wx++) { memcpy (dst, dst - bpp, bpp); dst += bpp; } } _cogl_texture_driver_prep_gl_for_pixels_upload ( x_span->size * bpp, bpp); GE( glTexSubImage2D (tex_2ds->gl_target, 0, 0, y_span->size - y_span->waste, x_span->size, y_span->waste, gl_format, gl_type, waste_buf) ); } } } if (waste_buf) g_free (waste_buf); tex_2ds->mipmaps_dirty = TRUE; return TRUE; } static gboolean _cogl_texture_2d_sliced_upload_subregion_to_gl (CoglTexture2DSliced *tex_2ds, int src_x, int src_y, int dst_x, int dst_y, int width, int height, CoglBitmap *source_bmp, GLuint source_gl_format, GLuint source_gl_type) { CoglSpan *x_span; CoglSpan *y_span; int bpp; CoglSpanIter x_iter; CoglSpanIter y_iter; GLuint gl_handle; int source_x = 0, source_y = 0; int inter_w = 0, inter_h = 0; int local_x = 0, local_y = 0; guint8 *waste_buf; bpp = _cogl_get_format_bpp (source_bmp->format); waste_buf = _cogl_texture_2d_sliced_allocate_waste_buffer (tex_2ds, source_bmp->format); /* Iterate vertical spans */ for (source_y = src_y, _cogl_span_iter_begin (&y_iter, tex_2ds->slice_y_spans, tex_2ds->height, dst_y, dst_y + height); !_cogl_span_iter_end (&y_iter); _cogl_span_iter_next (&y_iter), source_y += inter_h ) { /* Discard slices out of the subregion early */ if (!y_iter.intersects) { inter_h = 0; continue; } y_span = &g_array_index (tex_2ds->slice_y_spans, CoglSpan, y_iter.index); /* Iterate horizontal spans */ for (source_x = src_x, _cogl_span_iter_begin (&x_iter, tex_2ds->slice_x_spans, tex_2ds->width, dst_x, dst_x + width); !_cogl_span_iter_end (&x_iter); _cogl_span_iter_next (&x_iter), source_x += inter_w ) { int slice_num; /* Discard slices out of the subregion early */ if (!x_iter.intersects) { inter_w = 0; continue; } x_span = &g_array_index (tex_2ds->slice_x_spans, CoglSpan, x_iter.index); /* Pick intersection width and height */ inter_w = (x_iter.intersect_end - x_iter.intersect_start); inter_h = (y_iter.intersect_end - y_iter.intersect_start); /* Localize intersection top-left corner to slice*/ local_x = (x_iter.intersect_start - x_iter.pos); local_y = (y_iter.intersect_start - y_iter.pos); slice_num = y_iter.index * tex_2ds->slice_x_spans->len + x_iter.index; /* Pick slice GL handle */ gl_handle = g_array_index (tex_2ds->slice_gl_handles, GLuint, slice_num); _cogl_texture_driver_upload_subregion_to_gl (tex_2ds->gl_target, gl_handle, source_x, source_y, local_x, /* dst x */ local_y, /* dst x */ inter_w, /* width */ inter_h, /* height */ source_bmp, source_gl_format, source_gl_type); /* Keep a copy of the first pixel if needed */ if (tex_2ds->first_pixels && local_x == 0 && local_y == 0) { memcpy (tex_2ds->first_pixels[slice_num].data, source_bmp->data + source_x * bpp + source_y * source_bmp->rowstride, bpp); tex_2ds->first_pixels[slice_num].gl_format = source_gl_format; tex_2ds->first_pixels[slice_num].gl_type = source_gl_type; } /* If the x_span is sliced and the upload touches the rightmost pixels then fill the waste with copies of the pixels */ if (x_span->waste > 0 && local_x < x_span->size - x_span->waste && local_x + inter_w >= x_span->size - x_span->waste) { const guint8 *src; guint8 *dst; unsigned int wx, wy; src = source_bmp->data + (src_y + ((int)y_iter.intersect_start) - dst_y) * source_bmp->rowstride + (src_x + x_span->start + x_span->size - x_span->waste - dst_x - 1) * bpp; dst = waste_buf; for (wy = 0; wy < inter_h; wy++) { for (wx = 0; wx < x_span->waste; wx++) { memcpy (dst, src, bpp); dst += bpp; } src += source_bmp->rowstride; } _cogl_texture_driver_prep_gl_for_pixels_upload ( x_span->waste * bpp, bpp); GE( glTexSubImage2D (tex_2ds->gl_target, 0, x_span->size - x_span->waste, local_y, x_span->waste, inter_h, source_gl_format, source_gl_type, waste_buf) ); } /* same for the bottom-most pixels */ if (y_span->waste > 0 && local_y < y_span->size - y_span->waste && local_y + inter_h >= y_span->size - y_span->waste) { const guint8 *src; guint8 *dst; unsigned int wy, wx; unsigned int copy_width; src = source_bmp->data + (src_x + ((int)x_iter.intersect_start) - dst_x) * bpp + (src_y + y_span->start + y_span->size - y_span->waste - dst_y - 1) * source_bmp->rowstride; dst = waste_buf; if (local_x + inter_w >= x_span->size - x_span->waste) copy_width = x_span->size - local_x; else copy_width = inter_w; for (wy = 0; wy < y_span->waste; wy++) { memcpy (dst, src, inter_w * bpp); dst += inter_w * bpp; for (wx = inter_w; wx < copy_width; wx++) { memcpy (dst, dst - bpp, bpp); dst += bpp; } } _cogl_texture_driver_prep_gl_for_pixels_upload ( copy_width * bpp, bpp); GE( glTexSubImage2D (tex_2ds->gl_target, 0, local_x, y_span->size - y_span->waste, copy_width, y_span->waste, source_gl_format, source_gl_type, waste_buf) ); } } } if (waste_buf) g_free (waste_buf); tex_2ds->mipmaps_dirty = TRUE; return TRUE; } static int _cogl_rect_slices_for_size (int size_to_fill, int max_span_size, int max_waste, GArray *out_spans) { int n_spans = 0; CoglSpan span; /* Init first slice span */ span.start = 0; span.size = max_span_size; span.waste = 0; /* Repeat until whole area covered */ while (size_to_fill >= span.size) { /* Add another slice span of same size */ if (out_spans) g_array_append_val (out_spans, span); span.start += span.size; size_to_fill -= span.size; n_spans++; } /* Add one last smaller slice span */ if (size_to_fill > 0) { span.size = size_to_fill; if (out_spans) g_array_append_val (out_spans, span); n_spans++; } return n_spans; } static int _cogl_pot_slices_for_size (int size_to_fill, int max_span_size, int max_waste, GArray *out_spans) { int n_spans = 0; CoglSpan span; /* Init first slice span */ span.start = 0; span.size = max_span_size; span.waste = 0; /* Fix invalid max_waste */ if (max_waste < 0) max_waste = 0; while (TRUE) { /* Is the whole area covered? */ if (size_to_fill > span.size) { /* Not yet - add a span of this size */ if (out_spans) g_array_append_val (out_spans, span); span.start += span.size; size_to_fill -= span.size; n_spans++; } else if (span.size - size_to_fill <= max_waste) { /* Yes and waste is small enough */ span.waste = span.size - size_to_fill; if (out_spans) g_array_append_val (out_spans, span); return ++n_spans; } else { /* Yes but waste is too large */ while (span.size - size_to_fill > max_waste) { span.size /= 2; g_assert (span.size > 0); } } } /* Can't get here */ return 0; } static void _cogl_texture_2d_sliced_set_wrap_mode_parameter (CoglTexture *tex, GLenum wrap_mode) { CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex); /* Only set the wrap mode if it's different from the current value to avoid too many GL calls */ if (tex_2ds->wrap_mode != wrap_mode) { int i; /* Any queued texture rectangles may be depending on the previous * wrap mode... */ _cogl_journal_flush (); for (i = 0; i < tex_2ds->slice_gl_handles->len; i++) { GLuint texnum = g_array_index (tex_2ds->slice_gl_handles, GLuint, i); GE( glBindTexture (tex_2ds->gl_target, texnum) ); GE( glTexParameteri (tex_2ds->gl_target, GL_TEXTURE_WRAP_S, wrap_mode) ); GE( glTexParameteri (tex_2ds->gl_target, GL_TEXTURE_WRAP_T, wrap_mode) ); } tex_2ds->wrap_mode = wrap_mode; } } static gboolean _cogl_texture_2d_sliced_slices_create (CoglTexture2DSliced *tex_2ds, int width, int height, GLenum gl_intformat, GLenum gl_format, GLenum gl_type) { int max_width; int max_height; GLuint *gl_handles; int n_x_slices; int n_y_slices; int n_slices; int x, y; CoglSpan *x_span; CoglSpan *y_span; const GLfloat transparent_color[4] = { 0x00, 0x00, 0x00, 0x00 }; int (*slices_for_size) (int, int, int, GArray*); /* Initialize size of largest slice according to supported features */ if (cogl_features_available (COGL_FEATURE_TEXTURE_NPOT)) { max_width = width; max_height = height; tex_2ds->gl_target = GL_TEXTURE_2D; slices_for_size = _cogl_rect_slices_for_size; } else { max_width = cogl_util_next_p2 (width); max_height = cogl_util_next_p2 (height); tex_2ds->gl_target = GL_TEXTURE_2D; slices_for_size = _cogl_pot_slices_for_size; } /* Negative number means no slicing forced by the user */ if (tex_2ds->max_waste <= -1) { CoglSpan span; /* Check if size supported else bail out */ if (!_cogl_texture_driver_size_supported (tex_2ds->gl_target, gl_intformat, gl_type, max_width, max_height)) { return FALSE; } n_x_slices = 1; n_y_slices = 1; /* Init span arrays */ tex_2ds->slice_x_spans = g_array_sized_new (FALSE, FALSE, sizeof (CoglSpan), 1); tex_2ds->slice_y_spans = g_array_sized_new (FALSE, FALSE, sizeof (CoglSpan), 1); /* Add a single span for width and height */ span.start = 0; span.size = max_width; span.waste = max_width - width; g_array_append_val (tex_2ds->slice_x_spans, span); span.size = max_height; span.waste = max_height - height; g_array_append_val (tex_2ds->slice_y_spans, span); } else { /* Decrease the size of largest slice until supported by GL */ while (!_cogl_texture_driver_size_supported (tex_2ds->gl_target, gl_intformat, gl_type, max_width, max_height)) { /* Alternate between width and height */ if (max_width > max_height) max_width /= 2; else max_height /= 2; if (max_width == 0 || max_height == 0) return FALSE; } /* Determine the slices required to cover the bitmap area */ n_x_slices = slices_for_size (width, max_width, tex_2ds->max_waste, NULL); n_y_slices = slices_for_size (height, max_height, tex_2ds->max_waste, NULL); /* Init span arrays with reserved size */ tex_2ds->slice_x_spans = g_array_sized_new (FALSE, FALSE, sizeof (CoglSpan), n_x_slices); tex_2ds->slice_y_spans = g_array_sized_new (FALSE, FALSE, sizeof (CoglSpan), n_y_slices); /* Fill span arrays with info */ slices_for_size (width, max_width, tex_2ds->max_waste, tex_2ds->slice_x_spans); slices_for_size (height, max_height, tex_2ds->max_waste, tex_2ds->slice_y_spans); } /* Init and resize GL handle array */ n_slices = n_x_slices * n_y_slices; tex_2ds->slice_gl_handles = g_array_sized_new (FALSE, FALSE, sizeof (GLuint), n_slices); g_array_set_size (tex_2ds->slice_gl_handles, n_slices); /* Allocate some space to store a copy of the first pixel of each slice. This is only needed if glGenerateMipmap (which is part of the FBO extension) is not available */ if (cogl_features_available (COGL_FEATURE_OFFSCREEN)) tex_2ds->first_pixels = NULL; else tex_2ds->first_pixels = g_new (CoglTexturePixel, n_slices); /* Wrap mode not yet set */ tex_2ds->wrap_mode = GL_FALSE; /* Generate a "working set" of GL texture objects * (some implementations might supported faster * re-binding between textures inside a set) */ gl_handles = (GLuint*) tex_2ds->slice_gl_handles->data; _cogl_texture_driver_gen (GL_TEXTURE_2D, n_slices, gl_handles); /* Init each GL texture object */ for (y = 0; y < n_y_slices; ++y) { y_span = &g_array_index (tex_2ds->slice_y_spans, CoglSpan, y); for (x = 0; x < n_x_slices; ++x) { x_span = &g_array_index (tex_2ds->slice_x_spans, CoglSpan, x); COGL_NOTE (SLICING, "CREATE SLICE (%d,%d)\tsize (%d,%d)", x, y, x_span->size - x_span->waste, y_span->size - y_span->waste); /* Setup texture parameters */ GE( glBindTexture (tex_2ds->gl_target, gl_handles[y * n_x_slices + x] ) ); _cogl_texture_driver_try_setting_gl_border_color (tex_2ds->gl_target, transparent_color); /* Pass NULL data to init size and internal format */ GE( glTexImage2D (tex_2ds->gl_target, 0, gl_intformat, x_span->size, y_span->size, 0, gl_format, gl_type, 0) ); } } return TRUE; } static void _cogl_texture_2d_sliced_slices_free (CoglTexture2DSliced *tex_2ds) { if (tex_2ds->slice_x_spans != NULL) g_array_free (tex_2ds->slice_x_spans, TRUE); if (tex_2ds->slice_y_spans != NULL) g_array_free (tex_2ds->slice_y_spans, TRUE); if (tex_2ds->slice_gl_handles != NULL) { if (tex_2ds->is_foreign == FALSE) { GE( glDeleteTextures (tex_2ds->slice_gl_handles->len, (GLuint*) tex_2ds->slice_gl_handles->data) ); } g_array_free (tex_2ds->slice_gl_handles, TRUE); } if (tex_2ds->first_pixels != NULL) g_free (tex_2ds->first_pixels); } static void _cogl_texture_2d_sliced_free (CoglTexture2DSliced *tex_2ds) { _cogl_texture_2d_sliced_slices_free (tex_2ds); g_free (tex_2ds); } static gboolean _cogl_texture_2d_sliced_upload_from_data (CoglTexture2DSliced *tex_2ds, CoglBitmap *bmp, CoglPixelFormat internal_format) { CoglTexture *tex = COGL_TEXTURE (tex_2ds); GLenum gl_intformat; GLenum gl_format; GLenum gl_type; tex->vtable = &cogl_texture_2d_sliced_vtable; tex_2ds->is_foreign = FALSE; tex_2ds->auto_mipmap = FALSE; tex_2ds->mipmaps_dirty = TRUE; tex_2ds->first_pixels = NULL; tex_2ds->slice_x_spans = NULL; tex_2ds->slice_y_spans = NULL; tex_2ds->slice_gl_handles = NULL; /* We default to GL_LINEAR for both filters */ tex_2ds->min_filter = GL_LINEAR; tex_2ds->mag_filter = GL_LINEAR; if (bmp->data) { CoglBitmap dst_bmp; gboolean dst_bmp_owner; if (!_cogl_texture_prepare_for_upload (bmp, internal_format, &internal_format, &dst_bmp, &dst_bmp_owner, &gl_intformat, &gl_format, &gl_type)) return FALSE; /* Create slices for the given format and size */ if (!_cogl_texture_2d_sliced_slices_create (tex_2ds, bmp->width, bmp->height, gl_intformat, gl_format, gl_type)) { if (dst_bmp_owner) g_free (dst_bmp.data); return FALSE; } if (!_cogl_texture_2d_sliced_upload_to_gl (tex_2ds, bmp, gl_intformat, gl_format, gl_type)) { if (dst_bmp_owner) g_free (dst_bmp.data); return FALSE; } if (dst_bmp_owner) g_free (dst_bmp.data); } else { /* Find closest GL format match */ _cogl_pixel_format_to_gl (internal_format, &gl_intformat, &gl_format, &gl_type); /* Create slices for the given format and size */ if (!_cogl_texture_2d_sliced_slices_create (tex_2ds, bmp->width, bmp->height, gl_intformat, gl_format, gl_type)) return FALSE; } tex_2ds->gl_format = gl_intformat; tex_2ds->width = bmp->width; tex_2ds->height = bmp->height; tex_2ds->format = bmp->format; return TRUE; } CoglHandle _cogl_texture_2d_sliced_new_with_size (unsigned int width, unsigned int height, CoglTextureFlags flags, CoglPixelFormat internal_format) { CoglTexture2DSliced *tex_2ds; CoglBitmap bmp; /* Since no data, we need some internal format */ if (internal_format == COGL_PIXEL_FORMAT_ANY) internal_format = COGL_PIXEL_FORMAT_RGBA_8888_PRE; /* Init texture with empty bitmap */ tex_2ds = g_new (CoglTexture2DSliced, 1); bmp.width = width; bmp.height = height; bmp.data = NULL; if ((flags & COGL_TEXTURE_NO_SLICING)) tex_2ds->max_waste = -1; else tex_2ds->max_waste = COGL_TEXTURE_MAX_WASTE; if (!_cogl_texture_2d_sliced_upload_from_data (tex_2ds, &bmp, internal_format)) { _cogl_texture_2d_sliced_free (tex_2ds); return COGL_INVALID_HANDLE; } tex_2ds->auto_mipmap = (flags & COGL_TEXTURE_NO_AUTO_MIPMAP) == 0; return _cogl_texture_2d_sliced_handle_new (tex_2ds); } CoglHandle _cogl_texture_2d_sliced_new_from_bitmap (CoglHandle bmp_handle, CoglTextureFlags flags, CoglPixelFormat internal_format) { CoglTexture2DSliced *tex_2ds; CoglBitmap *bmp = (CoglBitmap *)bmp_handle; g_return_val_if_fail (bmp_handle != COGL_INVALID_HANDLE, COGL_INVALID_HANDLE); /* Create new texture and fill with loaded data */ tex_2ds = g_new0 (CoglTexture2DSliced, 1); if (flags & COGL_TEXTURE_NO_SLICING) tex_2ds->max_waste = -1; else tex_2ds->max_waste = COGL_TEXTURE_MAX_WASTE; /* FIXME: If upload fails we should set some kind of * error flag but still return texture handle if the * user decides to destroy another texture and upload * this one instead (reloading from file is not needed * in that case). As a rule then, everytime a valid * CoglHandle is returned, it should also be destroyed * with cogl_handle_unref at some point! */ if (!_cogl_texture_2d_sliced_upload_from_data (tex_2ds, bmp, internal_format)) { _cogl_texture_2d_sliced_free (tex_2ds); return COGL_INVALID_HANDLE; } tex_2ds->auto_mipmap = (flags & COGL_TEXTURE_NO_AUTO_MIPMAP) == 0; return _cogl_texture_2d_sliced_handle_new (tex_2ds); } CoglHandle _cogl_texture_2d_sliced_new_from_foreign (GLuint gl_handle, GLenum gl_target, GLuint width, GLuint height, GLuint x_pot_waste, GLuint y_pot_waste, CoglPixelFormat format) { /* NOTE: width, height and internal format are not queriable * in GLES, hence such a function prototype. */ GLenum gl_error = 0; GLboolean gl_istexture; GLint gl_compressed = GL_FALSE; GLint gl_int_format = 0; GLint gl_width = 0; GLint gl_height = 0; GLint gl_gen_mipmap; CoglTexture2DSliced *tex_2ds; CoglTexture *tex; CoglSpan x_span; CoglSpan y_span; if (!_cogl_texture_driver_allows_foreign_gl_target (gl_target)) return COGL_INVALID_HANDLE; #if HAVE_COGL_GL /* It shouldn't be necissary to have waste in this case since * the texture isn't limited to power of two sizes. */ if (gl_target == GL_TEXTURE_RECTANGLE_ARB && (x_pot_waste != 0 || y_pot_waste != 0)) { g_warning ("You can't create a foreign GL_TEXTURE_RECTANGLE cogl " "texture with waste\n"); return COGL_INVALID_HANDLE; } #endif /* Make sure it is a valid GL texture object */ gl_istexture = glIsTexture (gl_handle); if (gl_istexture == GL_FALSE) return COGL_INVALID_HANDLE; /* Make sure binding succeeds */ while ((gl_error = glGetError ()) != GL_NO_ERROR) ; glBindTexture (gl_target, gl_handle); if (glGetError () != GL_NO_ERROR) return COGL_INVALID_HANDLE; /* Obtain texture parameters (only level 0 we are interested in) */ #if HAVE_COGL_GL GE( glGetTexLevelParameteriv (gl_target, 0, GL_TEXTURE_COMPRESSED, &gl_compressed) ); GE( glGetTexLevelParameteriv (gl_target, 0, GL_TEXTURE_INTERNAL_FORMAT, &gl_int_format) ); #endif /* Note: We always trust the given width and height without querying * the texture object because the user may be creating a Cogl * texture for a texture_from_pixmap object where glTexImage2D may * not have been called and the texture_from_pixmap spec doesn't * clarify that it is reliable to query back the size from OpenGL. */ gl_width = width + x_pot_waste; gl_height = height + y_pot_waste; GE( glGetTexParameteriv (gl_target, GL_GENERATE_MIPMAP, &gl_gen_mipmap) ); /* Validate width and height */ if (gl_width <= 0 || gl_height <= 0) return COGL_INVALID_HANDLE; /* Validate pot waste */ if (x_pot_waste < 0 || x_pot_waste >= gl_width || y_pot_waste < 0 || y_pot_waste >= gl_height) return COGL_INVALID_HANDLE; /* Compressed texture images not supported */ if (gl_compressed == GL_TRUE) return COGL_INVALID_HANDLE; /* Try and match to a cogl format */ if (!_cogl_pixel_format_from_gl_internal (gl_int_format, &format)) return COGL_INVALID_HANDLE; /* Create new texture */ tex_2ds = g_new0 (CoglTexture2DSliced, 1); tex = COGL_TEXTURE (tex_2ds); tex->vtable = &cogl_texture_2d_sliced_vtable; /* Setup bitmap info */ tex_2ds->is_foreign = TRUE; tex_2ds->auto_mipmap = (gl_gen_mipmap == GL_TRUE) ? TRUE : FALSE; tex_2ds->mipmaps_dirty = TRUE; tex_2ds->first_pixels = NULL; tex_2ds->format = format; tex_2ds->width = gl_width - x_pot_waste; tex_2ds->height = gl_height - y_pot_waste; tex_2ds->gl_target = gl_target; tex_2ds->gl_format = gl_int_format; /* Unknown filter */ tex_2ds->min_filter = GL_FALSE; tex_2ds->mag_filter = GL_FALSE; tex_2ds->max_waste = 0; /* Wrap mode not yet set */ tex_2ds->wrap_mode = GL_FALSE; /* Create slice arrays */ tex_2ds->slice_x_spans = g_array_sized_new (FALSE, FALSE, sizeof (CoglSpan), 1); tex_2ds->slice_y_spans = g_array_sized_new (FALSE, FALSE, sizeof (CoglSpan), 1); tex_2ds->slice_gl_handles = g_array_sized_new (FALSE, FALSE, sizeof (GLuint), 1); /* Store info for a single slice */ x_span.start = 0; x_span.size = gl_width; x_span.waste = x_pot_waste; g_array_append_val (tex_2ds->slice_x_spans, x_span); y_span.start = 0; y_span.size = gl_height; y_span.waste = y_pot_waste; g_array_append_val (tex_2ds->slice_y_spans, y_span); g_array_append_val (tex_2ds->slice_gl_handles, gl_handle); tex_2ds->first_pixels = NULL; return _cogl_texture_2d_sliced_handle_new (tex_2ds); } static int _cogl_texture_2d_sliced_get_max_waste (CoglTexture *tex) { CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex); return tex_2ds->max_waste; } static gboolean _cogl_texture_2d_sliced_is_sliced (CoglTexture *tex) { CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex); if (tex_2ds->slice_gl_handles == NULL) return FALSE; if (tex_2ds->slice_gl_handles->len <= 1) return FALSE; return TRUE; } static gboolean _cogl_texture_2d_sliced_can_hardware_repeat (CoglTexture *tex) { CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex); CoglSpan *x_span; CoglSpan *y_span; x_span = &g_array_index (tex_2ds->slice_x_spans, CoglSpan, 0); y_span = &g_array_index (tex_2ds->slice_y_spans, CoglSpan, 0); #if HAVE_COGL_GL /* TODO: COGL_TEXTURE_TYPE_2D_RECTANGLE */ if (tex_2ds->gl_target == GL_TEXTURE_RECTANGLE_ARB) return FALSE; #endif return (x_span->waste || y_span->waste) ? FALSE : TRUE; } static void _cogl_texture_2d_sliced_transform_coords_to_gl (CoglTexture *tex, float *s, float *t) { CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex); CoglSpan *x_span; CoglSpan *y_span; g_assert (!_cogl_texture_2d_sliced_is_sliced (tex)); /* Don't include the waste in the texture coordinates */ x_span = &g_array_index (tex_2ds->slice_x_spans, CoglSpan, 0); y_span = &g_array_index (tex_2ds->slice_y_spans, CoglSpan, 0); *s *= tex_2ds->width / (float)x_span->size; *t *= tex_2ds->height / (float)y_span->size; #if HAVE_COGL_GL /* Denormalize texture coordinates for rectangle textures */ if (tex_2ds->gl_target == GL_TEXTURE_RECTANGLE_ARB) { *s *= x_span->size; *t *= y_span->size; } #endif } static CoglTransformResult _cogl_texture_2d_sliced_transform_quad_coords_to_gl (CoglTexture *tex, float *coords) { gboolean need_repeat = FALSE; int i; /* This is a bit lazy - in the case where the quad lies entirely * within a single slice we could avoid the fallback. But that * could likely lead to visual inconsistency if the fallback involves * dropping layers, so this might be the right thing to do anyways. */ if (_cogl_texture_2d_sliced_is_sliced (tex)) return COGL_TRANSFORM_SOFTWARE_REPEAT; for (i = 0; i < 4; i++) if (coords[i] < 0.0f || coords[i] > 1.0f) need_repeat = TRUE; if (need_repeat && !_cogl_texture_2d_sliced_can_hardware_repeat (tex)) return COGL_TRANSFORM_SOFTWARE_REPEAT; _cogl_texture_2d_sliced_transform_coords_to_gl (tex, coords + 0, coords + 1); _cogl_texture_2d_sliced_transform_coords_to_gl (tex, coords + 2, coords + 3); return (need_repeat ? COGL_TRANSFORM_HARDWARE_REPEAT : COGL_TRANSFORM_NO_REPEAT); } static gboolean _cogl_texture_2d_sliced_get_gl_texture (CoglTexture *tex, GLuint *out_gl_handle, GLenum *out_gl_target) { CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex); if (tex_2ds->slice_gl_handles == NULL) return FALSE; if (tex_2ds->slice_gl_handles->len < 1) return FALSE; if (out_gl_handle != NULL) *out_gl_handle = g_array_index (tex_2ds->slice_gl_handles, GLuint, 0); if (out_gl_target != NULL) *out_gl_target = tex_2ds->gl_target; return TRUE; } static void _cogl_texture_2d_sliced_set_filters (CoglTexture *tex, GLenum min_filter, GLenum mag_filter) { CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex); GLuint gl_handle; int i; /* Make sure slices were created */ if (tex_2ds->slice_gl_handles == NULL) return; if (min_filter == tex_2ds->min_filter && mag_filter == tex_2ds->mag_filter) return; /* Store new values */ tex_2ds->min_filter = min_filter; tex_2ds->mag_filter = mag_filter; /* Apply new filters to every slice */ for (i=0; islice_gl_handles->len; ++i) { gl_handle = g_array_index (tex_2ds->slice_gl_handles, GLuint, i); GE( glBindTexture (tex_2ds->gl_target, gl_handle) ); GE( glTexParameteri (tex_2ds->gl_target, GL_TEXTURE_MAG_FILTER, tex_2ds->mag_filter) ); GE( glTexParameteri (tex_2ds->gl_target, GL_TEXTURE_MIN_FILTER, tex_2ds->min_filter) ); } } static void _cogl_texture_2d_sliced_ensure_mipmaps (CoglTexture *tex) { CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex); int i; _COGL_GET_CONTEXT (ctx, NO_RETVAL); /* Only update if the mipmaps are dirty */ if (!tex_2ds->auto_mipmap || !tex_2ds->mipmaps_dirty) return; /* Make sure slices were created */ if (tex_2ds->slice_gl_handles == NULL) return; /* Regenerate the mipmaps on every slice */ for (i = 0; i < tex_2ds->slice_gl_handles->len; i++) { GLuint gl_handle = g_array_index (tex_2ds->slice_gl_handles, GLuint, i); GE( glBindTexture (tex_2ds->gl_target, gl_handle) ); /* glGenerateMipmap is defined in the FBO extension */ if (cogl_features_available (COGL_FEATURE_OFFSCREEN)) _cogl_texture_driver_gl_generate_mipmaps (tex_2ds->gl_target); else if (tex_2ds->first_pixels) { CoglTexturePixel *pixel = tex_2ds->first_pixels + i; /* Temporarily enable automatic mipmap generation and re-upload the first pixel to cause a regeneration */ GE( glTexParameteri (tex_2ds->gl_target, GL_GENERATE_MIPMAP, GL_TRUE) ); GE( glTexSubImage2D (tex_2ds->gl_target, 0, 0, 0, 1, 1, pixel->gl_format, pixel->gl_type, pixel->data) ); GE( glTexParameteri (tex_2ds->gl_target, GL_GENERATE_MIPMAP, GL_FALSE) ); } } tex_2ds->mipmaps_dirty = FALSE; } static void _cogl_texture_2d_sliced_ensure_non_quad_rendering (CoglTexture *tex) { /* Nothing needs to be done */ } static gboolean _cogl_texture_2d_sliced_set_region (CoglTexture *tex, 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) { CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex); int bpp; CoglBitmap source_bmp; CoglBitmap tmp_bmp; gboolean tmp_bmp_owner = FALSE; GLenum closest_gl_format; GLenum closest_gl_type; /* Check for valid format */ if (format == COGL_PIXEL_FORMAT_ANY) return FALSE; /* Shortcut out early if the image is empty */ if (width == 0 || height == 0) return TRUE; /* Init source bitmap */ source_bmp.width = width; source_bmp.height = height; source_bmp.format = format; source_bmp.data = (guint8 *)data; /* Rowstride from width if none specified */ bpp = _cogl_get_format_bpp (format); source_bmp.rowstride = (rowstride == 0) ? width * bpp : rowstride; /* Prepare the bitmap so that it will do the premultiplication conversion */ _cogl_texture_prepare_for_upload (&source_bmp, tex_2ds->format, NULL, &tmp_bmp, &tmp_bmp_owner, NULL, &closest_gl_format, &closest_gl_type); /* Send data to GL */ _cogl_texture_2d_sliced_upload_subregion_to_gl (tex_2ds, src_x, src_y, dst_x, dst_y, dst_width, dst_height, &tmp_bmp, closest_gl_format, closest_gl_type); /* Free data if owner */ if (tmp_bmp_owner) g_free (tmp_bmp.data); return TRUE; } static gboolean _cogl_texture_2d_sliced_download_from_gl ( CoglTexture2DSliced *tex_2ds, CoglBitmap *target_bmp, GLuint target_gl_format, GLuint target_gl_type) { CoglSpan *x_span; CoglSpan *y_span; GLuint gl_handle; int bpp; int x, y; CoglBitmap slice_bmp; bpp = _cogl_get_format_bpp (target_bmp->format); /* Iterate vertical slices */ for (y = 0; y < tex_2ds->slice_y_spans->len; ++y) { y_span = &g_array_index (tex_2ds->slice_y_spans, CoglSpan, y); /* Iterate horizontal slices */ for (x = 0; x < tex_2ds->slice_x_spans->len; ++x) { /*if (x != 0 || y != 1) continue;*/ x_span = &g_array_index (tex_2ds->slice_x_spans, CoglSpan, x); /* Pick the gl texture object handle */ gl_handle = g_array_index (tex_2ds->slice_gl_handles, GLuint, y * tex_2ds->slice_x_spans->len + x); /* If there's any waste we need to copy manually (no glGetTexSubImage) */ if (y_span->waste != 0 || x_span->waste != 0) { /* Setup temp bitmap for slice subregion */ slice_bmp.format = target_bmp->format; slice_bmp.width = x_span->size; slice_bmp.height = y_span->size; slice_bmp.rowstride = bpp * slice_bmp.width; slice_bmp.data = g_malloc (slice_bmp.rowstride * slice_bmp.height); /* Setup gl alignment to 0,0 top-left corner */ _cogl_texture_driver_prep_gl_for_pixels_download ( slice_bmp.rowstride, bpp); /* Download slice image data into temp bmp */ GE( glBindTexture (tex_2ds->gl_target, gl_handle) ); if (!_cogl_texture_driver_gl_get_tex_image (tex_2ds->gl_target, target_gl_format, target_gl_type, slice_bmp.data)) { /* Free temp bitmap */ g_free (slice_bmp.data); return FALSE; } /* Copy portion of slice from temp to target bmp */ _cogl_bitmap_copy_subregion (&slice_bmp, target_bmp, 0, 0, x_span->start, y_span->start, x_span->size - x_span->waste, y_span->size - y_span->waste); /* Free temp bitmap */ g_free (slice_bmp.data); } else { GLvoid *dst = target_bmp->data + x_span->start * bpp + y_span->start * target_bmp->rowstride; _cogl_texture_driver_prep_gl_for_pixels_download ( target_bmp->rowstride, bpp); /* Download slice image data */ GE( glBindTexture (tex_2ds->gl_target, gl_handle) ); if (!_cogl_texture_driver_gl_get_tex_image (tex_2ds->gl_target, target_gl_format, target_gl_type, dst)) { return FALSE; } } } } return TRUE; } static int _cogl_texture_2d_sliced_get_data (CoglTexture *tex, CoglPixelFormat format, unsigned int rowstride, guint8 *data) { CoglTexture2DSliced *tex_2ds = COGL_TEXTURE_2D_SLICED (tex); int bpp; int byte_size; CoglPixelFormat closest_format; int closest_bpp; GLenum closest_gl_format; GLenum closest_gl_type; CoglBitmap target_bmp; CoglBitmap new_bmp; gboolean success; guint8 *src; guint8 *dst; int y; /* Default to internal format if none specified */ if (format == COGL_PIXEL_FORMAT_ANY) format = tex_2ds->format; /* Rowstride from texture width if none specified */ bpp = _cogl_get_format_bpp (format); if (rowstride == 0) rowstride = tex_2ds->width * bpp; /* Return byte size if only that requested */ byte_size = tex_2ds->height * rowstride; if (data == NULL) return byte_size; closest_format = _cogl_texture_driver_find_best_gl_get_data_format (format, &closest_gl_format, &closest_gl_type); closest_bpp = _cogl_get_format_bpp (closest_format); target_bmp.width = tex_2ds->width; target_bmp.height = tex_2ds->height; /* Is the requested format supported? */ if (closest_format == format) { /* Target user data directly */ target_bmp.format = format; target_bmp.rowstride = rowstride; target_bmp.data = data; } else { /* Target intermediate buffer */ target_bmp.format = closest_format; target_bmp.rowstride = target_bmp.width * closest_bpp; target_bmp.data = g_malloc (target_bmp.height * target_bmp.rowstride); } /* Retrieve data from slices */ if (!_cogl_texture_2d_sliced_download_from_gl (tex_2ds, &target_bmp, closest_gl_format, closest_gl_type)) { /* XXX: In some cases _cogl_texture_2d_sliced_download_from_gl may * fail to read back the texture data; such as for GLES which doesn't * support glGetTexImage, so here we fallback to drawing the texture * and reading the pixels from the framebuffer. */ _cogl_texture_draw_and_read (tex, &target_bmp, closest_gl_format, closest_gl_type); } /* Was intermediate used? */ if (closest_format != format) { /* Convert to requested format */ success = _cogl_bitmap_convert_format_and_premult (&target_bmp, &new_bmp, format); /* Free intermediate data and return if failed */ g_free (target_bmp.data); if (!success) return 0; /* Copy to user buffer */ for (y = 0; y < new_bmp.height; ++y) { src = new_bmp.data + y * new_bmp.rowstride; dst = data + y * rowstride; memcpy (dst, src, new_bmp.width); } /* Free converted data */ g_free (new_bmp.data); } return byte_size; } static CoglPixelFormat _cogl_texture_2d_sliced_get_format (CoglTexture *tex) { return COGL_TEXTURE_2D_SLICED (tex)->format; } static GLenum _cogl_texture_2d_sliced_get_gl_format (CoglTexture *tex) { return COGL_TEXTURE_2D_SLICED (tex)->gl_format; } static int _cogl_texture_2d_sliced_get_width (CoglTexture *tex) { return COGL_TEXTURE_2D_SLICED (tex)->width; } static int _cogl_texture_2d_sliced_get_height (CoglTexture *tex) { return COGL_TEXTURE_2D_SLICED (tex)->height; } static const CoglTextureVtable cogl_texture_2d_sliced_vtable = { _cogl_texture_2d_sliced_set_region, _cogl_texture_2d_sliced_get_data, _cogl_texture_2d_sliced_foreach_sub_texture_in_region, _cogl_texture_2d_sliced_get_max_waste, _cogl_texture_2d_sliced_is_sliced, _cogl_texture_2d_sliced_can_hardware_repeat, _cogl_texture_2d_sliced_transform_coords_to_gl, _cogl_texture_2d_sliced_transform_quad_coords_to_gl, _cogl_texture_2d_sliced_get_gl_texture, _cogl_texture_2d_sliced_set_filters, _cogl_texture_2d_sliced_ensure_mipmaps, _cogl_texture_2d_sliced_ensure_non_quad_rendering, _cogl_texture_2d_sliced_set_wrap_mode_parameter, _cogl_texture_2d_sliced_get_format, _cogl_texture_2d_sliced_get_gl_format, _cogl_texture_2d_sliced_get_width, _cogl_texture_2d_sliced_get_height };