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mutter-performance-source/cogl/cogl-texture-2d.h
Robert Bragg cbd6951134 introduce texture loaders to make allocations lazy
This introduces the internal idea of texture loaders that track the
state for loading and allocating a texture. This defers a lot more work
until the texture is allocated.

There are several intentions to this change:

- provides a means for extending how textures are allocated without
  requiring all the parameters to be supplied in a single _texture_new()
  function call.

- allow us to remove the internal_format argument from all
  _texture_new() apis since using CoglPixelFormat is bad way of
  expressing the internal format constraints because it is too specific.

  For now the internal_format arguments haven't actually been removed
  but this patch does introduce replacement apis for controlling the
  internal format:

    cogl_texture_set_components() lets you specify what components your
    texture needs when it is allocated.
    cogl_texture_set_premultiplied() lets you specify whether a texture
    data should be interpreted as premultiplied or not.

- Enable us to support asynchronous texture loading + allocation in the
  future.

Of note, the _new_from_data() texture constructors all continue to
allocate textures immediately so that existing code doesn't need to be
adapted to manage the lifetime of the data being uploaded.

Reviewed-by: Neil Roberts <neil@linux.intel.com>
(cherry picked from commit 6a83de9ef4210f380a31f410797447b365a8d02c)

Note: Compared to the original patch, the ->premultipled state for
textures isn't forced to be %TRUE in _cogl_texture_init since that
effectively ignores the users explicitly given internal_format which was
a mistake and on master that change should have been made in the patch
that followed. The gtk-doc comments for cogl_texture_set_premultiplied()
and cogl_texture_set_components() have also been updated in-line with
this fix.
2014-01-09 15:49:46 +00:00

253 lines
10 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2011,2013 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
* <http://www.gnu.org/licenses/>.
*
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#if !defined(__COGL_H_INSIDE__) && !defined(COGL_COMPILATION)
#error "Only <cogl/cogl.h> can be included directly."
#endif
#ifndef __COGL_TEXTURE_2D_H
#define __COGL_TEXTURE_2D_H
#include "cogl-context.h"
#include "cogl-bitmap.h"
COGL_BEGIN_DECLS
/**
* SECTION:cogl-texture-2d
* @short_description: 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.
*
* You should be aware that many GPUs only support power of two sizes
* for #CoglTexture2D textures. You can check support for non power of
* two textures by checking for the %COGL_FEATURE_ID_TEXTURE_NPOT feature
* via cogl_has_feature().
*/
typedef struct _CoglTexture2D CoglTexture2D;
#define COGL_TEXTURE_2D(X) ((CoglTexture2D *)X)
/**
* cogl_is_texture_2d:
* @object: A #CoglObject
*
* Gets whether the given object references an existing #CoglTexture2D
* object.
*
* Return value: %TRUE if the object references a #CoglTexture2D,
* %FALSE otherwise
*/
CoglBool
cogl_is_texture_2d (void *object);
/**
* cogl_texture_2d_new_with_size:
* @ctx: A #CoglContext
* @width: Width of the texture to allocate
* @height: Height of the texture to allocate
* @internal_format: The format of the texture
*
* 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().
*
* <note>Many GPUs only support power of two sizes for #CoglTexture2D
* textures. You can check support for non power of two textures by
* checking for the %COGL_FEATURE_ID_TEXTURE_NPOT feature via
* cogl_has_feature().</note>
*
* Returns: (transfer full): A new #CoglTexture2D object with no storage yet allocated.
*
* Since: 2.0
*/
CoglTexture2D *
cogl_texture_2d_new_with_size (CoglContext *ctx,
int width,
int height,
CoglPixelFormat internal_format);
/**
* cogl_texture_2d_new_from_file:
* @ctx: A #CoglContext
* @filename: the file to load
* @internal_format: the #CoglPixelFormat to use for the GPU storage of the
* texture. If %COGL_PIXEL_FORMAT_ANY is given then a premultiplied
* format similar to the format of the source data will be used. The
* default blending equations of Cogl expect premultiplied color data;
* the main use of passing a non-premultiplied format here is if you
* have non-premultiplied source data and are going to adjust the blend
* mode (see cogl_material_set_blend()) or use the data for something
* other than straight blending.
* @error: A #CoglError to catch exceptional errors or %NULL
*
* Creates a low-level #CoglTexture2D texture from an image file.
*
* 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().
*
* <note>Many GPUs only support power of two sizes for #CoglTexture2D
* textures. You can check support for non power of two textures by
* checking for the %COGL_FEATURE_ID_TEXTURE_NPOT feature via
* cogl_has_feature().</note>
*
* Return value: (transfer full): A newly created #CoglTexture2D or %NULL on failure
* and @error will be updated.
*
* Since: 1.16
*/
CoglTexture2D *
cogl_texture_2d_new_from_file (CoglContext *ctx,
const char *filename,
CoglPixelFormat internal_format,
CoglError **error);
/**
* 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
* @internal_format: the #CoglPixelFormat that will be used for storing
* the buffer on the GPU. If %COGL_PIXEL_FORMAT_ANY is given then a
* premultiplied format similar to the format of the source data will
* be used. The default blending equations of Cogl expect premultiplied
* color data; the main use of passing a non-premultiplied format here
* is if you have non-premultiplied source data and are going to adjust
* the blend mode (see cogl_pipeline_set_blend()) or use the data for
* something other than straight blending.
* @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: pointer the memory region where the source buffer resides
* @error: A #CoglError for exceptions
*
* Creates a low-level #CoglTexture2D texture based on data residing
* in memory.
*
* <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_2d_new_from_bitmap() or use
* cogl_texture_2d_new_with_size() and then upload data using
* cogl_texture_set_data()</note>
*
* <note>Many GPUs only support power of two sizes for #CoglTexture2D
* textures. You can check support for non power of two textures by
* checking for the %COGL_FEATURE_ID_TEXTURE_NPOT feature via
* cogl_has_feature().</note>
*
* 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.
*
* Since: 2.0
*/
CoglTexture2D *
cogl_texture_2d_new_from_data (CoglContext *ctx,
int width,
int height,
CoglPixelFormat format,
CoglPixelFormat internal_format,
int rowstride,
const uint8_t *data,
CoglError **error);
/**
* cogl_texture_2d_new_from_bitmap:
* @bitmap: A #CoglBitmap
* @internal_format: the #CoglPixelFormat that will be used for storing
* the buffer on the GPU. If %COGL_PIXEL_FORMAT_ANY is given then a
* premultiplied format similar to the format of the source data will
* be used. The default blending equations of Cogl expect premultiplied
* color data; the main use of passing a non-premultiplied format here
* is if you have non-premultiplied source data and are going to adjust
* the blend mode (see cogl_pipeline_set_blend()) or use the data for
* something other than straight blending.
* @error: A #CoglError for exceptions
*
* 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().
*
* <note>Many GPUs only support power of two sizes for #CoglTexture2D
* textures. You can check support for non power of two textures by
* checking for the %COGL_FEATURE_ID_TEXTURE_NPOT feature via
* cogl_has_feature().</note>
*
* 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.
*
* Since: 2.0
* Stability: unstable
*/
CoglTexture2D *
cogl_texture_2d_new_from_bitmap (CoglBitmap *bitmap,
CoglPixelFormat internal_format,
CoglError **error);
COGL_END_DECLS
#endif /* __COGL_TEXTURE_2D_H */