static CoglBool recreate_store (CoglBuffer *buffer, CoglError **error) { CoglContext *ctx = buffer->context; GLenum gl_target; GLenum gl_enum; GLenum gl_error; /* This assumes the buffer is already bound */ gl_target = convert_bind_target_to_gl_target (buffer->last_target); gl_enum = update_hints_to_gl_enum (buffer); /* Clear any GL errors */ while ((gl_error = ctx->glGetError ()) != GL_NO_ERROR) ; ctx->glBufferData (gl_target, buffer->size, NULL, gl_enum); if (_cogl_gl_util_catch_out_of_memory (ctx, error)) return FALSE; buffer->store_created = TRUE; return TRUE; }
CoglBool _cogl_buffer_gl_set_data (CoglBuffer *buffer, unsigned int offset, const void *data, unsigned int size, CoglError **error) { CoglBufferBindTarget target; GLenum gl_target; CoglContext *ctx = buffer->context; GLenum gl_error; CoglBool status = TRUE; CoglError *internal_error = NULL; target = buffer->last_target; _cogl_buffer_gl_bind (buffer, target, &internal_error); /* NB: _cogl_buffer_gl_bind() may return NULL in non-error * conditions so we have to explicity check internal_error * to see if an exception was thrown. */ if (internal_error) { _cogl_propagate_error (error, internal_error); return FALSE; } gl_target = convert_bind_target_to_gl_target (target); /* Clear any GL errors */ while ((gl_error = ctx->glGetError ()) != GL_NO_ERROR) ; ctx->glBufferSubData (gl_target, offset, size, data); if (_cogl_gl_util_catch_out_of_memory (ctx, error)) status = FALSE; _cogl_buffer_gl_unbind (buffer); return status; }
void * _cogl_buffer_gl_map_range (CoglBuffer *buffer, size_t offset, size_t size, CoglBufferAccess access, CoglBufferMapHint hints, CoglError **error) { uint8_t *data; CoglBufferBindTarget target; GLenum gl_target; CoglContext *ctx = buffer->context; GLenum gl_error; if (((access & COGL_BUFFER_ACCESS_READ) && !cogl_has_feature (ctx, COGL_FEATURE_ID_MAP_BUFFER_FOR_READ)) || ((access & COGL_BUFFER_ACCESS_WRITE) && !cogl_has_feature (ctx, COGL_FEATURE_ID_MAP_BUFFER_FOR_WRITE))) { _cogl_set_error (error, COGL_SYSTEM_ERROR, COGL_SYSTEM_ERROR_UNSUPPORTED, "Tried to map a buffer with unsupported access mode"); return NULL; } target = buffer->last_target; _cogl_buffer_bind_no_create (buffer, target); gl_target = convert_bind_target_to_gl_target (target); if ((hints & COGL_BUFFER_MAP_HINT_DISCARD_RANGE) && offset == 0 && size >= buffer->size) hints |= COGL_BUFFER_MAP_HINT_DISCARD; /* If the map buffer range extension is supported then we will * always use it even if we are mapping the full range because the * normal mapping function doesn't support passing the discard * hints */ if (ctx->glMapBufferRange) { GLbitfield gl_access = 0; CoglBool should_recreate_store = !buffer->store_created; if ((access & COGL_BUFFER_ACCESS_READ)) gl_access |= GL_MAP_READ_BIT; if ((access & COGL_BUFFER_ACCESS_WRITE)) gl_access |= GL_MAP_WRITE_BIT; if ((hints & COGL_BUFFER_MAP_HINT_DISCARD)) { /* glMapBufferRange generates an error if you pass the * discard hint along with asking for read access. However * it can make sense to ask for both if write access is also * requested so that the application can immediately read * back what it just wrote. To work around the restriction * in GL we just recreate the buffer storage in that case * which is an alternative way to indicate that the buffer * contents can be discarded. */ if ((access & COGL_BUFFER_ACCESS_READ)) should_recreate_store = TRUE; else gl_access |= GL_MAP_INVALIDATE_BUFFER_BIT; } else if ((hints & COGL_BUFFER_MAP_HINT_DISCARD_RANGE) && !(access & COGL_BUFFER_ACCESS_READ)) gl_access |= GL_MAP_INVALIDATE_RANGE_BIT; if (should_recreate_store) { if (!recreate_store (buffer, error)) { _cogl_buffer_gl_unbind (buffer); return NULL; } } /* Clear any GL errors */ while ((gl_error = ctx->glGetError ()) != GL_NO_ERROR) ; data = ctx->glMapBufferRange (gl_target, offset, size, gl_access); if (_cogl_gl_util_catch_out_of_memory (ctx, error)) { _cogl_buffer_gl_unbind (buffer); return NULL; } _COGL_RETURN_VAL_IF_FAIL (data != NULL, NULL); } else { /* create an empty store if we don't have one yet. creating the store * lazily allows the user of the CoglBuffer to set a hint before the * store is created. */ if (!buffer->store_created || (hints & COGL_BUFFER_MAP_HINT_DISCARD)) { if (!recreate_store (buffer, error)) { _cogl_buffer_gl_unbind (buffer); return NULL; } } /* Clear any GL errors */ while ((gl_error = ctx->glGetError ()) != GL_NO_ERROR) ; data = ctx->glMapBuffer (gl_target, _cogl_buffer_access_to_gl_enum (access)); if (_cogl_gl_util_catch_out_of_memory (ctx, error)) { _cogl_buffer_gl_unbind (buffer); return NULL; } _COGL_RETURN_VAL_IF_FAIL (data != NULL, NULL); data += offset; } if (data) buffer->flags |= COGL_BUFFER_FLAG_MAPPED; _cogl_buffer_gl_unbind (buffer); return data; }
static CoglBool allocate_from_gl_foreign (CoglTextureRectangle *tex_rect, CoglTextureLoader *loader, CoglError **error) { CoglTexture *tex = COGL_TEXTURE (tex_rect); CoglContext *ctx = tex->context; CoglPixelFormat format = loader->src.gl_foreign.format; GLenum gl_error = 0; GLint gl_compressed = GL_FALSE; GLenum gl_int_format = 0; if (!ctx->texture_driver->allows_foreign_gl_target (ctx, GL_TEXTURE_RECTANGLE_ARB)) { _cogl_set_error (error, COGL_SYSTEM_ERROR, COGL_SYSTEM_ERROR_UNSUPPORTED, "Foreign GL_TEXTURE_RECTANGLE textures are not " "supported by your system"); return FALSE; } /* Make sure binding succeeds */ while ((gl_error = ctx->glGetError ()) != GL_NO_ERROR) ; _cogl_bind_gl_texture_transient (GL_TEXTURE_RECTANGLE_ARB, loader->src.gl_foreign.gl_handle, TRUE); if (ctx->glGetError () != GL_NO_ERROR) { _cogl_set_error (error, COGL_SYSTEM_ERROR, COGL_SYSTEM_ERROR_UNSUPPORTED, "Failed to bind foreign GL_TEXTURE_RECTANGLE texture"); return FALSE; } /* Obtain texture parameters */ #ifdef HAVE_COGL_GL if (_cogl_has_private_feature (ctx, COGL_PRIVATE_FEATURE_QUERY_TEXTURE_PARAMETERS)) { GLint val; GE( ctx, glGetTexLevelParameteriv (GL_TEXTURE_RECTANGLE_ARB, 0, GL_TEXTURE_COMPRESSED, &gl_compressed) ); GE( ctx, glGetTexLevelParameteriv (GL_TEXTURE_RECTANGLE_ARB, 0, GL_TEXTURE_INTERNAL_FORMAT, &val) ); gl_int_format = val; /* If we can query GL for the actual pixel format then we'll ignore the passed in format and use that. */ if (!ctx->driver_vtable->pixel_format_from_gl_internal (ctx, gl_int_format, &format)) { _cogl_set_error (error, COGL_SYSTEM_ERROR, COGL_SYSTEM_ERROR_UNSUPPORTED, "Unsupported internal format for foreign texture"); return FALSE; } } else #endif { /* Otherwise we'll assume we can derive the GL format from the passed in format */ ctx->driver_vtable->pixel_format_to_gl (ctx, format, &gl_int_format, NULL, NULL); } /* Compressed texture images not supported */ if (gl_compressed == GL_TRUE) { _cogl_set_error (error, COGL_SYSTEM_ERROR, COGL_SYSTEM_ERROR_UNSUPPORTED, "Compressed foreign textures aren't currently supported"); return FALSE; } /* Setup bitmap info */ tex_rect->is_foreign = TRUE; tex_rect->gl_texture = loader->src.gl_foreign.gl_handle; tex_rect->gl_format = gl_int_format; /* Unknown filter */ tex_rect->gl_legacy_texobj_min_filter = GL_FALSE; tex_rect->gl_legacy_texobj_mag_filter = GL_FALSE; tex_rect->internal_format = format; _cogl_texture_set_allocated (COGL_TEXTURE (tex_rect), format, loader->src.gl_foreign.width, loader->src.gl_foreign.height); return TRUE; }
static CoglBool allocate_with_size (CoglTextureRectangle *tex_rect, CoglTextureLoader *loader, CoglError **error) { CoglTexture *tex = COGL_TEXTURE (tex_rect); CoglContext *ctx = tex->context; CoglPixelFormat internal_format; int width = loader->src.sized.width; int height = loader->src.sized.height; GLenum gl_intformat; GLenum gl_format; GLenum gl_type; GLenum gl_error; GLenum gl_texture; internal_format = _cogl_texture_determine_internal_format (tex, COGL_PIXEL_FORMAT_ANY); if (!_cogl_texture_rectangle_can_create (ctx, width, height, internal_format, error)) return FALSE; ctx->driver_vtable->pixel_format_to_gl (ctx, internal_format, &gl_intformat, &gl_format, &gl_type); gl_texture = ctx->texture_driver->gen (ctx, GL_TEXTURE_RECTANGLE_ARB, internal_format); _cogl_bind_gl_texture_transient (GL_TEXTURE_RECTANGLE_ARB, gl_texture, tex_rect->is_foreign); /* Clear any GL errors */ while ((gl_error = ctx->glGetError ()) != GL_NO_ERROR) ; ctx->glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, gl_intformat, width, height, 0, gl_format, gl_type, NULL); if (_cogl_gl_util_catch_out_of_memory (ctx, error)) { GE( ctx, glDeleteTextures (1, &gl_texture) ); return FALSE; } tex_rect->internal_format = internal_format; tex_rect->gl_texture = gl_texture; tex_rect->gl_format = gl_intformat; _cogl_texture_set_allocated (COGL_TEXTURE (tex_rect), internal_format, width, height); return TRUE; }