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mutter-performance-source/cogl/cogl/cogl-texture-2d.h
2024-08-01 11:06:33 +00:00

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C

/*
* Cogl
*
* A Low Level GPU Graphics and Utilities API
*
* Copyright (C) 2011,2013 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:
* Robert Bragg <robert@linux.intel.com>
*/
#pragma once
#if !defined(__COGL_H_INSIDE__) && !defined(COGL_COMPILATION)
#error "Only <cogl/cogl.h> can be included directly."
#endif
#include "cogl/cogl-context.h"
#include "cogl/cogl-bitmap.h"
G_BEGIN_DECLS
/**
* CoglTexture2D:
*
* Functions for creating and manipulating 2D textures
*
* These functions allow low-level 2D textures to be allocated. These
* differ from sliced textures for example which may internally be
* made up of multiple 2D textures, or atlas textures where Cogl must
* internally modify user texture coordinates before they can be used
* by the GPU.
*/
#define COGL_TYPE_TEXTURE_2D (cogl_texture_2d_get_type ())
#define COGL_TEXTURE_2D(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), COGL_TYPE_TEXTURE_2D, CoglTexture2D))
#define COGL_TEXTURE_2D_CONST(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), COGL_TYPE_TEXTURE_2D, CoglTexture2D const))
#define COGL_TEXTURE_2D_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), COGL_TYPE_TEXTURE_2D, CoglTexture2DClass))
#define COGL_IS_TEXTURE_2D(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), COGL_TYPE_TEXTURE_2D))
#define COGL_IS_TEXTURE_2D_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), COGL_TYPE_TEXTURE_2D))
#define COGL_TEXTURE_2D_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), COGL_TYPE_TEXTURE_2D, CoglTexture2DClass))
typedef struct _CoglTexture2DClass CoglTexture2DClass;
typedef struct _CoglTexture2D CoglTexture2D;
G_DEFINE_AUTOPTR_CLEANUP_FUNC (CoglTexture2D, g_object_unref)
COGL_EXPORT
GType cogl_texture_2d_get_type (void) G_GNUC_CONST;
typedef enum _CoglEglImageFlags
{
COGL_EGL_IMAGE_FLAG_NONE = 0,
COGL_EGL_IMAGE_FLAG_NO_GET_DATA = 1 << 0,
} CoglEglImageFlags;
/**
* cogl_texture_2d_new_with_format:
* @ctx: A #CoglContext
* @width: Width of the texture to allocate
* @height: Height of the texture to allocate
* @format: format of the texture to allocate
*
* Creates a low-level #CoglTexture2D texture with a given @width and
* @height that your GPU can texture from directly.
*
* The storage for the texture is not allocated before this function
* returns. You can call cogl_texture_allocate() to explicitly
* allocate the underlying storage or preferably let Cogl
* automatically allocate storage lazily when it may know more about
* how the texture is being used and can optimize how it is allocated.
*
* The texture is still configurable until it has been allocated so
* for example you can influence the internal format of the texture
* using cogl_texture_set_components() and
* cogl_texture_set_premultiplied().
*
* Returns: (transfer full): A new #CoglTexture2D object with no storage yet allocated.
*/
COGL_EXPORT CoglTexture *
cogl_texture_2d_new_with_format (CoglContext *ctx,
int width,
int height,
CoglPixelFormat format);
/**
* cogl_texture_2d_new_with_size:
* @ctx: A #CoglContext
* @width: Width of the texture to allocate
* @height: Height of the texture to allocate
*
* Creates a low-level #CoglTexture2D texture with a given @width and
* @height that your GPU can texture from directly.
*
* The storage for the texture is not allocated before this function
* returns. You can call cogl_texture_allocate() to explicitly
* allocate the underlying storage or preferably let Cogl
* automatically allocate storage lazily when it may know more about
* how the texture is being used and can optimize how it is allocated.
*
* The texture is still configurable until it has been allocated so
* for example you can influence the internal format of the texture
* using cogl_texture_set_components() and
* cogl_texture_set_premultiplied().
*
* Returns: (transfer full): A new #CoglTexture2D object with no storage yet allocated.
*/
COGL_EXPORT CoglTexture *
cogl_texture_2d_new_with_size (CoglContext *ctx,
int width,
int height);
/**
* cogl_texture_2d_new_from_data:
* @ctx: A #CoglContext
* @width: width of texture in pixels
* @height: height of texture in pixels
* @format: the #CoglPixelFormat the buffer is stored in in RAM
* @rowstride: the memory offset in bytes between the starts of
* scanlines in @data. A value of 0 will make Cogl automatically
* calculate @rowstride from @width and @format.
* @data: (array): pointer the memory region where the source buffer resides
* @error: A #GError for exceptions
*
* Creates a low-level #CoglTexture2D texture based on data residing
* in memory.
*
* This api will always immediately allocate GPU memory for the
* texture and upload the given data so that the @data pointer does
* not need to remain valid once this function returns. This means it
* is not possible to configure the texture before it is allocated. If
* you do need to configure the texture before allocation (to specify
* constraints on the internal format for example) then you can
* instead create a #CoglBitmap for your data and use
* cogl_texture_2d_new_from_bitmap() or use
* cogl_texture_2d_new_with_size() and then upload data using
* cogl_texture_set_data()
*
* Returns: (transfer full): A newly allocated #CoglTexture2D, or if
* the size is not supported (because it is too large or a
* non-power-of-two size that the hardware doesn't support)
* it will return %NULL and set @error.
*/
COGL_EXPORT CoglTexture *
cogl_texture_2d_new_from_data (CoglContext *ctx,
int width,
int height,
CoglPixelFormat format,
int rowstride,
const uint8_t *data,
GError **error);
/**
* cogl_texture_2d_new_from_bitmap:
* @bitmap: A #CoglBitmap
*
* Creates a low-level #CoglTexture2D texture based on data residing
* in a #CoglBitmap.
*
* The storage for the texture is not allocated before this function
* returns. You can call cogl_texture_allocate() to explicitly
* allocate the underlying storage or preferably let Cogl
* automatically allocate storage lazily when it may know more about
* how the texture is being used and can optimize how it is allocated.
*
* The texture is still configurable until it has been allocated so
* for example you can influence the internal format of the texture
* using cogl_texture_set_components() and
* cogl_texture_set_premultiplied().
*
* Returns: (transfer full): A newly allocated #CoglTexture2D
*/
COGL_EXPORT CoglTexture *
cogl_texture_2d_new_from_bitmap (CoglBitmap *bitmap);
#ifdef HAVE_EGL
typedef gboolean (*CoglTexture2DEGLImageExternalAlloc) (CoglTexture2D *tex_2d,
gpointer user_data,
GError **error);
#endif
#if defined (HAVE_EGL) && defined (EGL_KHR_image_base)
/* NB: The reason we require the width, height and format to be passed
* even though they may seem redundant is because GLES 1/2 don't
* provide a way to query these properties. */
/**
* cogl_texture_2d_new_from_egl_image: (skip)
*/
COGL_EXPORT CoglTexture *
cogl_texture_2d_new_from_egl_image (CoglContext *ctx,
int width,
int height,
CoglPixelFormat format,
EGLImageKHR image,
CoglEglImageFlags flags,
GError **error);
/**
* cogl_texture_2d_new_from_egl_image_external: (skip)
*/
COGL_EXPORT CoglTexture *
cogl_texture_2d_new_from_egl_image_external (CoglContext *ctx,
int width,
int height,
CoglTexture2DEGLImageExternalAlloc alloc,
gpointer user_data,
GDestroyNotify destroy,
GError **error);
#endif
G_END_DECLS