コード例 #1
0
ファイル: cogl-texture-2d-gl.c プロジェクト: endlessm/mutter
static gboolean
allocate_with_size (CoglTexture2D *tex_2d,
                    CoglTextureLoader *loader,
                    CoglError **error)
{
  CoglTexture *tex = COGL_TEXTURE (tex_2d);
  CoglPixelFormat internal_format;
  int width = loader->src.sized.width;
  int height = loader->src.sized.height;
  CoglContext *ctx = tex->context;
  GLenum gl_intformat;
  GLenum gl_format;
  GLenum gl_type;
  GLenum gl_texture;

  internal_format =
    _cogl_texture_determine_internal_format (tex, COGL_PIXEL_FORMAT_ANY);

  if (!_cogl_texture_2d_gl_can_create (ctx,
                                       width,
                                       height,
                                       internal_format))
    {
      _cogl_set_error (error, COGL_TEXTURE_ERROR,
                       COGL_TEXTURE_ERROR_SIZE,
                       "Failed to create texture 2d due to size/format"
                       " constraints");
      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_2D, internal_format);

  tex_2d->gl_internal_format = gl_intformat;

  _cogl_bind_gl_texture_transient (GL_TEXTURE_2D,
                                   gl_texture,
                                   tex_2d->is_foreign);

  /* Clear any GL errors */
  _cogl_gl_util_clear_gl_errors (ctx);

  ctx->glTexImage2D (GL_TEXTURE_2D, 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_2d->gl_texture = gl_texture;
  tex_2d->gl_internal_format = gl_intformat;

  tex_2d->internal_format = internal_format;

  _cogl_texture_set_allocated (tex, internal_format, width, height);

  return TRUE;
}
コード例 #2
0
ファイル: cogl-texture-rectangle.c プロジェクト: rib/cogl
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;
}