예제 #1
0
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;
}
예제 #2
0
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;
}
예제 #3
0
static CoglBool
allocate_with_size (CoglTexture3D *tex_3d,
                    CoglTextureLoader *loader,
                    CoglError **error)
{
  CoglTexture *tex = COGL_TEXTURE (tex_3d);
  CoglContext *ctx = tex->context;
  CoglPixelFormat internal_format;
  int width = loader->src.sized.width;
  int height = loader->src.sized.height;
  int depth = loader->src.sized.depth;
  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_3d_can_create (ctx,
                                    width,
                                    height,
                                    depth,
                                    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_3D, internal_format);
  _cogl_bind_gl_texture_transient (GL_TEXTURE_3D,
                                   gl_texture,
                                   FALSE);
  /* Clear any GL errors */
  _cogl_gl_util_clear_gl_errors (ctx);

  ctx->glTexImage3D (GL_TEXTURE_3D, 0, gl_intformat,
                     width, height, depth,
                     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_3d->gl_texture = gl_texture;
  tex_3d->gl_format = gl_intformat;

  tex_3d->depth = depth;

  tex_3d->internal_format = internal_format;

  _cogl_texture_set_allocated (tex, internal_format, width, height);

  return TRUE;
}
static CoglBool
_cogl_texture_driver_upload_to_gl_3d (CoglContext *ctx,
                                      GLenum gl_target,
                                      GLuint gl_handle,
                                      CoglBool is_foreign,
                                      GLint height,
                                      GLint depth,
                                      CoglBitmap *source_bmp,
                                      GLint internal_gl_format,
                                      GLuint source_gl_format,
                                      GLuint source_gl_type,
                                      CoglError **error)
{
  CoglPixelFormat source_format = cogl_bitmap_get_format (source_bmp);
  int bpp = _cogl_pixel_format_get_bytes_per_pixel (source_format);
  int rowstride = cogl_bitmap_get_rowstride (source_bmp);
  int bmp_width = cogl_bitmap_get_width (source_bmp);
  int bmp_height = cogl_bitmap_get_height (source_bmp);
  uint8_t *data;
  GLenum gl_error;

  _cogl_bind_gl_texture_transient (gl_target, gl_handle, is_foreign);

  /* If the rowstride or image height can't be specified with just
     GL_ALIGNMENT alone then we need to copy the bitmap because there
     is no GL_ROW_LENGTH */
  if (rowstride / bpp != bmp_width ||
      height != bmp_height / depth)
    {
      CoglBitmap *bmp;
      int image_height = bmp_height / depth;
      CoglPixelFormat source_bmp_format = cogl_bitmap_get_format (source_bmp);
      int i;

      _cogl_texture_driver_prep_gl_for_pixels_upload (ctx, bmp_width * bpp, bpp);

      /* Initialize the texture with empty data and then upload each
         image with a sub-region update */

      /* Clear any GL errors */
      while ((gl_error = ctx->glGetError ()) != GL_NO_ERROR)
        ;

      ctx->glTexImage3D (gl_target,
                         0, /* level */
                         internal_gl_format,
                         bmp_width,
                         height,
                         depth,
                         0,
                         source_gl_format,
                         source_gl_type,
                         NULL);

      if (_cogl_gl_util_catch_out_of_memory (ctx, error))
        return FALSE;

      bmp = _cogl_bitmap_new_with_malloc_buffer (ctx,
                                                 bmp_width,
                                                 height,
                                                 source_bmp_format,
                                                 error);
      if (!bmp)
        return FALSE;

      for (i = 0; i < depth; i++)
        {
          if (!_cogl_bitmap_copy_subregion (source_bmp,
                                            bmp,
                                            0, image_height * i,
                                            0, 0,
                                            bmp_width,
                                            height,
                                            error))
            {
              cogl_object_unref (bmp);
              return FALSE;
            }

          data = _cogl_bitmap_gl_bind (bmp,
                                       COGL_BUFFER_ACCESS_READ, 0, error);
          if (!data)
            {
              cogl_object_unref (bmp);
              return FALSE;
            }

          /* Clear any GL errors */
          while ((gl_error = ctx->glGetError ()) != GL_NO_ERROR)
            ;

          ctx->glTexSubImage3D (gl_target,
                                0, /* level */
                                0, /* xoffset */
                                0, /* yoffset */
                                i, /* zoffset */
                                bmp_width, /* width */
                                height, /* height */
                                1, /* depth */
                                source_gl_format,
                                source_gl_type,
                                data);

          if (_cogl_gl_util_catch_out_of_memory (ctx, error))
            {
              cogl_object_unref (bmp);
              _cogl_bitmap_gl_unbind (bmp);
              return FALSE;
            }

          _cogl_bitmap_gl_unbind (bmp);
        }

      cogl_object_unref (bmp);
    }
  else
    {
      data = _cogl_bitmap_gl_bind (source_bmp, COGL_BUFFER_ACCESS_READ, 0, error);
      if (!data)
        return FALSE;

      _cogl_texture_driver_prep_gl_for_pixels_upload (ctx, rowstride, bpp);

      /* Clear any GL errors */
      while ((gl_error = ctx->glGetError ()) != GL_NO_ERROR)
        ;

      ctx->glTexImage3D (gl_target,
                         0, /* level */
                         internal_gl_format,
                         bmp_width,
                         height,
                         depth,
                         0,
                         source_gl_format,
                         source_gl_type,
                         data);

      if (_cogl_gl_util_catch_out_of_memory (ctx, error))
        {
          _cogl_bitmap_gl_unbind (source_bmp);
          return FALSE;
        }

      _cogl_bitmap_gl_unbind (source_bmp);
    }

  return TRUE;
}
static CoglBool
_cogl_texture_driver_upload_to_gl (CoglContext *ctx,
                                   GLenum gl_target,
                                   GLuint gl_handle,
                                   CoglBool is_foreign,
                                   CoglBitmap *source_bmp,
                                   GLint internal_gl_format,
                                   GLuint source_gl_format,
                                   GLuint source_gl_type,
                                   CoglError **error)
{
  CoglPixelFormat source_format = cogl_bitmap_get_format (source_bmp);
  int bpp = _cogl_pixel_format_get_bytes_per_pixel (source_format);
  int rowstride;
  int bmp_width = cogl_bitmap_get_width (source_bmp);
  int bmp_height = cogl_bitmap_get_height (source_bmp);
  CoglBitmap *bmp;
  uint8_t *data;
  GLenum gl_error;
  CoglError *internal_error = NULL;
  CoglBool status = TRUE;

  bmp = prepare_bitmap_alignment_for_upload (ctx, source_bmp, error);
  if (!bmp)
    return FALSE;

  rowstride = cogl_bitmap_get_rowstride (bmp);

  /* Setup gl alignment to match rowstride and top-left corner */
  _cogl_texture_driver_prep_gl_for_pixels_upload (ctx, rowstride, bpp);

  _cogl_bind_gl_texture_transient (gl_target, gl_handle, is_foreign);

  data = _cogl_bitmap_gl_bind (bmp,
                               COGL_BUFFER_ACCESS_READ,
                               0, /* hints */
                               &internal_error);

  /* NB: _cogl_bitmap_gl_bind() may return NULL when successful so we
   * have to explicitly check the cogl error pointer to catch
   * problems... */
  if (internal_error)
    {
      cogl_object_unref (bmp);
      _cogl_propagate_error (error, internal_error);
      return FALSE;
    }

  /* Clear any GL errors */
  while ((gl_error = ctx->glGetError ()) != GL_NO_ERROR)
    ;

  ctx->glTexImage2D (gl_target, 0,
                     internal_gl_format,
                     bmp_width, bmp_height,
                     0,
                     source_gl_format,
                     source_gl_type,
                     data);

  if (_cogl_gl_util_catch_out_of_memory (ctx, error))
    status = FALSE;

  _cogl_bitmap_gl_unbind (bmp);

  cogl_object_unref (bmp);

  return status;
}
static CoglBool
_cogl_texture_driver_upload_subregion_to_gl (CoglContext *ctx,
                                             CoglTexture *texture,
                                             CoglBool is_foreign,
                                             int src_x,
                                             int src_y,
                                             int dst_x,
                                             int dst_y,
                                             int width,
                                             int height,
                                             int level,
                                             CoglBitmap *source_bmp,
				             GLuint source_gl_format,
				             GLuint source_gl_type,
                                             CoglError **error)
{
  GLenum gl_target;
  GLuint gl_handle;
  uint8_t *data;
  CoglPixelFormat source_format = cogl_bitmap_get_format (source_bmp);
  int bpp = _cogl_pixel_format_get_bytes_per_pixel (source_format);
  CoglBitmap *slice_bmp;
  int rowstride;
  GLenum gl_error;
  CoglBool status = TRUE;
  CoglError *internal_error = NULL;
  int level_width;
  int level_height;

  cogl_texture_get_gl_texture (texture, &gl_handle, &gl_target);

  /* If we have the GL_EXT_unpack_subimage extension then we can
     upload from subregions directly. Otherwise we may need to copy
     the bitmap */
  if (!(ctx->private_feature_flags & COGL_PRIVATE_FEATURE_UNPACK_SUBIMAGE) &&
      (src_x != 0 || src_y != 0 ||
       width != cogl_bitmap_get_width (source_bmp) ||
       height != cogl_bitmap_get_height (source_bmp)))
    {
      slice_bmp =
        _cogl_bitmap_new_with_malloc_buffer (ctx,
                                             width, height,
                                             source_format,
                                             error);
      if (!slice_bmp)
        return FALSE;

      if (!_cogl_bitmap_copy_subregion (source_bmp,
                                        slice_bmp,
                                        src_x, src_y,
                                        0, 0, /* dst_x/y */
                                        width, height,
                                        error))
        {
          cogl_object_unref (slice_bmp);
          return FALSE;
        }

      src_x = src_y = 0;
    }
  else
    {
      slice_bmp = prepare_bitmap_alignment_for_upload (ctx, source_bmp, error);
      if (!slice_bmp)
        return FALSE;
    }

  rowstride = cogl_bitmap_get_rowstride (slice_bmp);

  /* Setup gl alignment to match rowstride and top-left corner */
  prep_gl_for_pixels_upload_full (ctx, rowstride, src_x, src_y, bpp);

  data = _cogl_bitmap_gl_bind (slice_bmp, COGL_BUFFER_ACCESS_READ, 0, &internal_error);

  /* NB: _cogl_bitmap_gl_bind() may return NULL when successfull so we
   * have to explicitly check the cogl error pointer to catch
   * problems... */
  if (internal_error)
    {
      _cogl_propagate_error (error, internal_error);
      cogl_object_unref (slice_bmp);
      return FALSE;
    }

  _cogl_bind_gl_texture_transient (gl_target, gl_handle, is_foreign);

  /* Clear any GL errors */
  while ((gl_error = ctx->glGetError ()) != GL_NO_ERROR)
    ;

  _cogl_texture_get_level_size (texture,
                                level,
                                &level_width,
                                &level_height,
                                NULL);

  if (level_width == width && level_height == height)
    {
      /* GL gets upset if you use glTexSubImage2D to define the
       * contents of a mipmap level so we make sure to use
       * glTexImage2D if we are uploading a full mipmap level.
       */
      ctx->glTexImage2D (gl_target,
                         level,
                         _cogl_texture_gl_get_format (texture),
                         width,
                         height,
                         0,
                         source_gl_format,
                         source_gl_type,
                         data);
    }
  else
    {
      /* GL gets upset if you use glTexSubImage2D to initialize the
       * contents of a mipmap level so if this is the first time
       * we've seen a request to upload to this level we call
       * glTexImage2D first to assert that the storage for this
       * level exists.
       */
      if (texture->max_level < level)
        {
          ctx->glTexImage2D (gl_target,
                             level,
                             _cogl_texture_gl_get_format (texture),
                             level_width,
                             level_height,
                             0,
                             source_gl_format,
                             source_gl_type,
                             NULL);
        }

      ctx->glTexSubImage2D (gl_target,
                            level,
                            dst_x, dst_y,
                            width, height,
                            source_gl_format,
                            source_gl_type,
                            data);
    }

  if (_cogl_gl_util_catch_out_of_memory (ctx, error))
    status = FALSE;

  _cogl_bitmap_gl_unbind (slice_bmp);

  cogl_object_unref (slice_bmp);

  return status;
}
예제 #7
0
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;
}
예제 #8
0
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;
}
예제 #9
0
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;
}