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mutter-performance-source/cogl/cogl-texture-3d.h
Robert Bragg a0441778ad This re-licenses Cogl 1.18 under the MIT license
Since the Cogl 1.18 branch is actively maintained in parallel with the
master branch; this is a counter part to commit 1b83ef938fc16b which
re-licensed the master branch to use the MIT license.

This re-licensing is a follow up to the proposal that was sent to the
Cogl mailing list:
http://lists.freedesktop.org/archives/cogl/2013-December/001465.html

Note: there was a copyright assignment policy in place for Clutter (and
therefore Cogl which was part of Clutter at the time) until the 11th of
June 2010 and so we only checked the details after that point (commit
0bbf50f905)

For each file, authors were identified via this Git command:
$ git blame -p -C -C -C20 -M -M10  0bbf50f905..HEAD

We received blanket approvals for re-licensing all Red Hat and Collabora
contributions which reduced how many people needed to be contacted
individually:
- http://lists.freedesktop.org/archives/cogl/2013-December/001470.html
- http://lists.freedesktop.org/archives/cogl/2014-January/001536.html

Individual approval requests were sent to all the other identified authors
who all confirmed the re-license on the Cogl mailinglist:
http://lists.freedesktop.org/archives/cogl/2014-January

As well as updating the copyright header in all sources files, the
COPYING file has been updated to reflect the license change and also
document the other licenses used in Cogl such as the SGI Free Software
License B, version 2.0 and the 3-clause BSD license.

This patch was not simply cherry-picked from master; but the same
methodology was used to check the source files.
2014-02-22 02:02:53 +00:00

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/*
* Cogl
*
* A Low Level GPU Graphics and Utilities API
*
* Copyright (C) 2010 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>
*/
#if !defined(__COGL_H_INSIDE__) && !defined(COGL_COMPILATION)
#error "Only <cogl/cogl.h> can be included directly."
#endif
#ifndef __COGL_TEXTURE_3D_H
#define __COGL_TEXTURE_3D_H
COGL_BEGIN_DECLS
/**
* SECTION:cogl-texture-3d
* @short_description: Functions for creating and manipulating 3D textures
*
* These functions allow 3D textures to be used. 3D textures can be
* thought of as layers of 2D images arranged into a cuboid
* shape. When choosing a texel from the texture, Cogl will take into
* account the 'r' texture coordinate to select one of the images.
*/
typedef struct _CoglTexture3D CoglTexture3D;
#define COGL_TEXTURE_3D(X) ((CoglTexture3D *)X)
/**
* cogl_texture_3d_new_with_size:
* @context: a #CoglContext
* @width: width of the texture in pixels.
* @height: height of the texture in pixels.
* @depth: depth of the texture in pixels.
*
* Creates a low-level #CoglTexture3D texture with the specified
* dimensions and pixel format.
*
* 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 going to be 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().
*
* <note>This texture will fail to allocate later if
* %COGL_FEATURE_ID_TEXTURE_3D is not advertised. Allocation can also
* fail if the requested dimensions are not supported by the
* GPU.</note>
*
* Returns: (transfer full): A new #CoglTexture3D object with no storage yet allocated.
* Since: 1.10
* Stability: Unstable
*/
CoglTexture3D *
cogl_texture_3d_new_with_size (CoglContext *context,
int width,
int height,
int depth);
/**
* cogl_texture_3d_new_from_data:
* @context: a #CoglContext
* @width: width of the texture in pixels.
* @height: height of the texture in pixels.
* @depth: depth of the 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 or 0 to infer it from the width and format
* @image_stride: the number of bytes from one image to the next. This
* can be used to add padding between the images in a similar way
* that the rowstride can be used to add padding between
* rows. Alternatively 0 can be passed to infer the @image_stride
* from the @height.
* @data: pointer the memory region where the source buffer resides
* @error: A CoglError return location.
*
* Creates a low-level 3D texture and initializes it with @data. The
* data is assumed to be packed array of @depth images. There can be
* padding between the images using @image_stride.
*
* <note>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_3d_new_from_bitmap().</note>
*
* Return value: (transfer full): the newly created #CoglTexture3D or
* %NULL if there was an error and an exception will be
* returned through @error.
* Since: 1.10
* Stability: Unstable
*/
CoglTexture3D *
cogl_texture_3d_new_from_data (CoglContext *context,
int width,
int height,
int depth,
CoglPixelFormat format,
int rowstride,
int image_stride,
const uint8_t *data,
CoglError **error);
/**
* cogl_texture_3d_new_from_bitmap:
* @bitmap: A #CoglBitmap object.
* @height: height of the texture in pixels.
* @depth: depth of the texture in pixels.
*
* Creates a low-level 3D texture and initializes it with the images
* in @bitmap. The images are assumed to be packed together after one
* another in the increasing y axis. The height of individual image is
* given as @height and the number of images is given in @depth. The
* actual height of the bitmap can be larger than @height × @depth. In
* this case it assumes there is padding between the images.
*
* 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 going to be 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().
*
* <note>This texture will fail to allocate later if
* %COGL_FEATURE_ID_TEXTURE_3D is not advertised. Allocation can also
* fail if the requested dimensions are not supported by the
* GPU.</note>
*
* Return value: (transfer full): a newly created #CoglTexture3D
* Since: 2.0
* Stability: unstable
*/
CoglTexture3D *
cogl_texture_3d_new_from_bitmap (CoglBitmap *bitmap,
int height,
int depth);
/**
* cogl_is_texture_3d:
* @object: a #CoglObject
*
* Checks whether the given object references a #CoglTexture3D
*
* Return value: %TRUE if the passed object represents a 3D texture
* and %FALSE otherwise
*
* Since: 1.4
* Stability: Unstable
*/
CoglBool
cogl_is_texture_3d (void *object);
COGL_END_DECLS
#endif /* __COGL_TEXTURE_3D_H */