예제 #1
0
CoglBitmap *
_cogl_bitmap_new_with_malloc_buffer (CoglContext *context,
                                     unsigned int width,
                                     unsigned int height,
                                     CoglPixelFormat format,
                                     CoglError **error)
{
  static CoglUserDataKey bitmap_free_key;
  int bpp = _cogl_pixel_format_get_bytes_per_pixel (format);
  int rowstride = ((width * bpp) + 3) & ~3;
  uint8_t *data = g_try_malloc (rowstride * height);
  CoglBitmap *bitmap;

  if (!data)
    {
      _cogl_set_error (error,
                       COGL_SYSTEM_ERROR,
                       COGL_SYSTEM_ERROR_NO_MEMORY,
                       "Failed to allocate memory for bitmap");
      return NULL;
    }

  bitmap = cogl_bitmap_new_for_data (context,
                                     width, height,
                                     format,
                                     rowstride,
                                     data);
  cogl_object_set_user_data (COGL_OBJECT (bitmap),
                             &bitmap_free_key,
                             data,
                             g_free);

  return bitmap;
}
예제 #2
0
static CoglBitmap *
bitmap_new_from_pixbuf (CoglContext *ctx,
                        GdkPixbuf *pixbuf)
{
  CoglBool has_alpha;
  GdkColorspace color_space;
  CoglPixelFormat pixel_format;
  int width;
  int height;
  int rowstride;
  int bits_per_sample;
  int n_channels;
  CoglBitmap *bmp;

  /* Get pixbuf properties */
  has_alpha       = gdk_pixbuf_get_has_alpha (pixbuf);
  color_space     = gdk_pixbuf_get_colorspace (pixbuf);
  width           = gdk_pixbuf_get_width (pixbuf);
  height          = gdk_pixbuf_get_height (pixbuf);
  rowstride       = gdk_pixbuf_get_rowstride (pixbuf);
  bits_per_sample = gdk_pixbuf_get_bits_per_sample (pixbuf);
  n_channels      = gdk_pixbuf_get_n_channels (pixbuf);

  /* According to current docs this should be true and so
   * the translation to cogl pixel format below valid */
  g_assert (bits_per_sample == 8);

  if (has_alpha)
    g_assert (n_channels == 4);
  else
    g_assert (n_channels == 3);

  /* Translate to cogl pixel format */
  switch (color_space)
    {
    case GDK_COLORSPACE_RGB:
      /* The only format supported by GdkPixbuf so far */
      pixel_format = has_alpha ?
	COGL_PIXEL_FORMAT_RGBA_8888 :
	COGL_PIXEL_FORMAT_RGB_888;
      break;

    default:
      /* Ouch, spec changed! */
      g_object_unref (pixbuf);
      return FALSE;
    }

  /* We just use the data directly from the pixbuf so that we don't
   * have to copy to a seperate buffer.
   */
  bmp = cogl_bitmap_new_for_data (ctx,
                                  width,
                                  height,
                                  pixel_format,
                                  rowstride,
                                  gdk_pixbuf_get_pixels (pixbuf));

  return bmp;
}
예제 #3
0
파일: cogl.c 프로젝트: collinss/muffin
void
cogl_read_pixels (int x,
                  int y,
                  int width,
                  int height,
                  CoglReadPixelsFlags source,
                  CoglPixelFormat format,
                  uint8_t *pixels)
{
  int bpp = _cogl_pixel_format_get_bytes_per_pixel (format);
  CoglBitmap *bitmap;

  _COGL_GET_CONTEXT (ctx, NO_RETVAL);

  bitmap = cogl_bitmap_new_for_data (ctx,
                                     width, height,
                                     format,
                                     bpp * width, /* rowstride */
                                     pixels);
  cogl_framebuffer_read_pixels_into_bitmap (_cogl_get_read_framebuffer (),
                                            x, y,
                                            source,
                                            bitmap);
  cogl_object_unref (bitmap);
}
예제 #4
0
CoglTexture *
cogl_texture_new_from_data (CoglContext *ctx,
                            int width,
			    int height,
                            CoglTextureFlags flags,
			    CoglPixelFormat format,
			    CoglPixelFormat internal_format,
			    int rowstride,
			    const uint8_t *data,
                            CoglError **error)
{
  CoglBitmap *bmp;
  CoglTexture *tex;

  _COGL_RETURN_VAL_IF_FAIL (format != COGL_PIXEL_FORMAT_ANY, NULL);
  _COGL_RETURN_VAL_IF_FAIL (data != NULL, NULL);

  /* Rowstride from width if not given */
  if (rowstride == 0)
    rowstride = width * _cogl_pixel_format_get_bytes_per_pixel (format);

  /* Wrap the data into a bitmap */
  bmp = cogl_bitmap_new_for_data (ctx,
                                  width, height,
                                  format,
                                  rowstride,
                                  (uint8_t *) data);

  tex = cogl_texture_new_from_bitmap (bmp, flags, internal_format, error);

  cogl_object_unref (bmp);

  return tex;
}
예제 #5
0
CoglBitmap *
_cogl_bitmap_from_file (const char  *filename,
			GError     **error)
{
  static CoglUserDataKey bitmap_data_key;
  CoglBitmap *bmp;
  int      stb_pixel_format;
  int      width;
  int      height;
  uint8_t  *pixels;

  _COGL_GET_CONTEXT (ctx, NULL);

  _COGL_RETURN_VAL_IF_FAIL (error == NULL || *error == NULL, FALSE);

  /* Load from file using stb */
  pixels = stbi_load (filename,
                      &width, &height, &stb_pixel_format,
                      STBI_rgb_alpha);
  if (pixels == NULL)
    return FALSE;

  /* Store bitmap info */
  bmp = cogl_bitmap_new_for_data (ctx,
                                  width, height,
                                  COGL_PIXEL_FORMAT_RGBA_8888,
                                  width * 4, /* rowstride */
                                  pixels);
  /* Register a destroy function so the pixel data will be freed
     automatically when the bitmap object is destroyed */
  cogl_object_set_user_data (COGL_OBJECT (bmp), &bitmap_data_key, pixels, free);

  return bmp;
}
예제 #6
0
static CoglTexture2D *
_cogl_atlas_create_texture (CoglAtlas *atlas,
                            int width,
                            int height)
{
  CoglTexture2D *tex;
  CoglError *ignore_error = NULL;

  _COGL_GET_CONTEXT (ctx, NULL);

  if ((atlas->flags & COGL_ATLAS_CLEAR_TEXTURE))
    {
      uint8_t *clear_data;
      CoglBitmap *clear_bmp;
      int bpp = _cogl_pixel_format_get_bytes_per_pixel (atlas->texture_format);

      /* Create a buffer of zeroes to initially clear the texture */
      clear_data = g_malloc0 (width * height * bpp);
      clear_bmp = cogl_bitmap_new_for_data (ctx,
                                            width,
                                            height,
                                            atlas->texture_format,
                                            width * bpp,
                                            clear_data);

      tex = cogl_texture_2d_new_from_bitmap (clear_bmp);

      _cogl_texture_set_internal_format (COGL_TEXTURE (tex),
                                         atlas->texture_format);

      if (!cogl_texture_allocate (COGL_TEXTURE (tex), &ignore_error))
        {
          cogl_error_free (ignore_error);
          cogl_object_unref (tex);
          tex = NULL;
        }

      cogl_object_unref (clear_bmp);

      g_free (clear_data);
    }
  else
    {
      tex = cogl_texture_2d_new_with_size (ctx, width, height);

      _cogl_texture_set_internal_format (COGL_TEXTURE (tex),
                                         atlas->texture_format);

      if (!cogl_texture_allocate (COGL_TEXTURE (tex), &ignore_error))
        {
          cogl_error_free (ignore_error);
          cogl_object_unref (tex);
          tex = NULL;
        }
    }

  return tex;
}
예제 #7
0
/* This first tries to upload the texture to a CoglTexture2D, but
 * if that's not possible it falls back to a CoglTexture2DSliced.
 *
 * Auto-mipmapping of any uploaded texture is disabled
 */
static CoglTexture *
video_texture_new_from_data (CoglContext *ctx,
                             int width,
                             int height,
                             CoglPixelFormat format,
                             CoglPixelFormat internal_format,
                             int rowstride,
                             const uint8_t *data,
                             CoglError **error)
{
  CoglBitmap *bitmap;
  CoglTexture *tex;
  CoglError *internal_error = NULL;

  bitmap = cogl_bitmap_new_for_data (ctx,
                                     width, height,
                                     format,
                                     rowstride,
                                     (uint8_t *) data);

  if ((is_pot (cogl_bitmap_get_width (bitmap)) &&
       is_pot (cogl_bitmap_get_height (bitmap))) ||
      cogl_has_feature (ctx, COGL_FEATURE_ID_TEXTURE_NPOT_BASIC))
    {
      tex = COGL_TEXTURE (cogl_texture_2d_new_from_bitmap (bitmap,
                                                           internal_format,
                                                           &internal_error));
      if (!tex)
        {
          cogl_error_free (internal_error);
          internal_error = NULL;
        }
    }
  else
    tex = NULL;

  if (!tex)
    {
      /* Otherwise create a sliced texture */
      CoglTexture2DSliced *tex_2ds =
        cogl_texture_2d_sliced_new_from_bitmap (bitmap,
                                                -1, /* no maximum waste */
                                                internal_format,
                                                error);
      tex = COGL_TEXTURE (tex_2ds);
    }

  cogl_object_unref (bitmap);

  return tex;
}
예제 #8
0
CoglBitmap *
_cogl_bitmap_new_shared (CoglBitmap              *shared_bmp,
                         CoglPixelFormat          format,
                         int                      width,
                         int                      height,
                         int                      rowstride)
{
  CoglBitmap *bmp;

  bmp = cogl_bitmap_new_for_data (shared_bmp->context,
                                  width, height,
                                  format,
                                  rowstride,
                                  NULL /* data */);

  bmp->shared_bmp = cogl_object_ref (shared_bmp);

  return bmp;
}
예제 #9
0
파일: cogl-texture-2d.c 프로젝트: rib/cogl
CoglTexture2D *
cogl_texture_2d_new_from_data (CoglContext *ctx,
                               int width,
                               int height,
                               CoglPixelFormat format,
                               int rowstride,
                               const uint8_t *data,
                               CoglError **error)
{
    CoglBitmap *bmp;
    CoglTexture2D *tex_2d;

    _COGL_RETURN_VAL_IF_FAIL (format != COGL_PIXEL_FORMAT_ANY, NULL);
    _COGL_RETURN_VAL_IF_FAIL (data != NULL, NULL);

    /* Rowstride from width if not given */
    if (rowstride == 0)
        rowstride = width * _cogl_pixel_format_get_bytes_per_pixel (format);

    /* Wrap the data into a bitmap */
    bmp = cogl_bitmap_new_for_data (ctx,
                                    width, height,
                                    format,
                                    rowstride,
                                    (uint8_t *) data);

    tex_2d = cogl_texture_2d_new_from_bitmap (bmp);

    cogl_object_unref (bmp);

    if (tex_2d &&
            !cogl_texture_allocate (COGL_TEXTURE (tex_2d), error))
    {
        cogl_object_unref (tex_2d);
        return NULL;
    }

    return tex_2d;
}
예제 #10
0
CoglBitmap *
cogl_bitmap_new_from_buffer (CoglBuffer *buffer,
                             CoglPixelFormat format,
                             int width,
                             int height,
                             int rowstride,
                             int offset)
{
  CoglBitmap *bmp;

  _COGL_RETURN_VAL_IF_FAIL (cogl_is_buffer (buffer), NULL);

  bmp = cogl_bitmap_new_for_data (buffer->context,
                                  width, height,
                                  format,
                                  rowstride,
                                  NULL /* data */);

  bmp->buffer = cogl_object_ref (buffer);
  bmp->data = GINT_TO_POINTER (offset);

  return bmp;
}
예제 #11
0
static void
do_grab_screenshot (_screenshot_data *screenshot_data,
                    int               x,
                    int               y,
                    int               width,
                    int               height)
{
  CoglBitmap *bitmap;
  ClutterBackend *backend;
  CoglContext *context;
  int stride;
  guchar *data;

  backend = clutter_get_default_backend ();
  context = clutter_backend_get_cogl_context (backend);

  screenshot_data->image = cairo_image_surface_create (CAIRO_FORMAT_ARGB32,
                                                       width, height);


  data = cairo_image_surface_get_data (screenshot_data->image);
  stride = cairo_image_surface_get_stride (screenshot_data->image);

  bitmap = cogl_bitmap_new_for_data (context,
                                     width,
                                     height,
                                     CLUTTER_CAIRO_FORMAT_ARGB32,
                                     stride,
                                     data);
  cogl_framebuffer_read_pixels_into_bitmap (cogl_get_draw_framebuffer (),
                                            x, y,
                                            COGL_READ_PIXELS_COLOR_BUFFER,
                                            bitmap);

  cairo_surface_mark_dirty (screenshot_data->image);
  cogl_object_unref (bitmap);
}
예제 #12
0
static CoglPipeline *
create_base_pipeline (void)
{
  CoglBitmap *bmp;
  CoglTextureRectangle *tex;
  CoglPipeline *pipeline;
  uint8_t tex_data[] =
    {
      0x44, 0x44, 0x44, 0x88, 0x88, 0x88,
      0xcc, 0xcc, 0xcc, 0xff, 0xff, 0xff
    };

  bmp = cogl_bitmap_new_for_data (test_ctx,
                                  2, 2, /* width/height */
                                  COGL_PIXEL_FORMAT_RGB_888,
                                  2 * 3, /* rowstride */
                                  tex_data);

  tex = cogl_texture_rectangle_new_from_bitmap (bmp);

  cogl_object_unref (bmp);

  pipeline = cogl_pipeline_new (test_ctx);

  cogl_pipeline_set_layer_filters (pipeline,
                                   0, /* layer */
                                   COGL_PIPELINE_FILTER_NEAREST,
                                   COGL_PIPELINE_FILTER_NEAREST);

  cogl_pipeline_set_layer_texture (pipeline,
                                   0, /* layer */
                                   tex);

  cogl_object_unref (tex);

  return pipeline;
}
예제 #13
0
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)
{
  CoglBitmap *bitmap;
  CoglTexture3D *ret;

  _COGL_RETURN_VAL_IF_FAIL (data, NULL);
  _COGL_RETURN_VAL_IF_FAIL (format != COGL_PIXEL_FORMAT_ANY, NULL);

  /* Rowstride from width if not given */
  if (rowstride == 0)
    rowstride = width * _cogl_pixel_format_get_bytes_per_pixel (format);
  /* Image stride from height and rowstride if not given */
  if (image_stride == 0)
    image_stride = height * rowstride;

  if (image_stride < rowstride * height)
    return NULL;

  /* GL doesn't support uploading when the image_stride isn't a
     multiple of the rowstride. If this happens we'll just pack the
     image into a new bitmap. The documentation for this function
     recommends avoiding this situation. */
  if (image_stride % rowstride != 0)
    {
      uint8_t *bmp_data;
      int bmp_rowstride;
      int z, y;

      bitmap = _cogl_bitmap_new_with_malloc_buffer (context,
                                                    width,
                                                    depth * height,
                                                    format,
                                                    error);
      if (!bitmap)
        return NULL;

      bmp_data = _cogl_bitmap_map (bitmap,
                                   COGL_BUFFER_ACCESS_WRITE,
                                   COGL_BUFFER_MAP_HINT_DISCARD,
                                   error);

      if (bmp_data == NULL)
        {
          cogl_object_unref (bitmap);
          return NULL;
        }

      bmp_rowstride = cogl_bitmap_get_rowstride (bitmap);

      /* Copy all of the images in */
      for (z = 0; z < depth; z++)
        for (y = 0; y < height; y++)
          memcpy (bmp_data + (z * bmp_rowstride * height +
                              bmp_rowstride * y),
                  data + z * image_stride + rowstride * y,
                  bmp_rowstride);

      _cogl_bitmap_unmap (bitmap);
    }
  else
    bitmap = cogl_bitmap_new_for_data (context,
                                       width,
                                       image_stride / rowstride * depth,
                                       format,
                                       rowstride,
                                       (uint8_t *) data);

  ret = cogl_texture_3d_new_from_bitmap (bitmap,
                                         height,
                                         depth);

  cogl_object_unref (bitmap);

  if (ret &&
      !cogl_texture_allocate (COGL_TEXTURE (ret), error))
    {
      cogl_object_unref (ret);
      return NULL;
    }

  return ret;
}
예제 #14
0
/* For reference: There was some deliberation over whether to have a
 * constructor that could throw an exception but looking at standard
 * practices with several high level OO languages including python, C++,
 * C# Java and Ruby they all support exceptions in constructors and the
 * general consensus appears to be that throwing an exception is neater
 * than successfully constructing with an internal error status that
 * would then have to be explicitly checked via some form of ::is_ok()
 * method.
 */
CoglContext *
cogl_context_new (CoglDisplay *display,
                  CoglError **error)
{
  CoglContext *context;
  uint8_t white_pixel[] = { 0xff, 0xff, 0xff, 0xff };
  CoglBitmap *white_pixel_bitmap;
  const CoglWinsysVtable *winsys;
  int i;
  CoglError *internal_error = NULL;

  _cogl_init ();

#ifdef COGL_ENABLE_PROFILE
  /* We need to be absolutely sure that uprof has been initialized
   * before calling _cogl_uprof_init. uprof_init (NULL, NULL)
   * will be a NOP if it has been initialized but it will also
   * mean subsequent parsing of the UProf GOptionGroup will have no
   * affect.
   *
   * Sadly GOptionGroup based library initialization is extremely
   * fragile by design because GOptionGroups have no notion of
   * dependencies and so the order things are initialized isn't
   * currently under tight control.
   */
  uprof_init (NULL, NULL);
  _cogl_uprof_init ();
#endif

  /* Allocate context memory */
  context = g_malloc0 (sizeof (CoglContext));

  /* Convert the context into an object immediately in case any of the
     code below wants to verify that the context pointer is a valid
     object */
  _cogl_context_object_new (context);

  /* XXX: Gross hack!
   * Currently everything in Cogl just assumes there is a default
   * context which it can access via _COGL_GET_CONTEXT() including
   * code used to construct a CoglContext. Until all of that code
   * has been updated to take an explicit context argument we have
   * to immediately make our pointer the default context.
   */
  _cogl_context = context;

  /* Init default values */
  memset (context->features, 0, sizeof (context->features));
  context->feature_flags = 0;
  memset (context->private_features, 0, sizeof (context->private_features));

  context->rectangle_state = COGL_WINSYS_RECTANGLE_STATE_UNKNOWN;

  memset (context->winsys_features, 0, sizeof (context->winsys_features));

  if (!display)
    {
      CoglRenderer *renderer = cogl_renderer_new ();
      if (!cogl_renderer_connect (renderer, error))
        {
          g_free (context);
          return NULL;
        }

      display = cogl_display_new (renderer, NULL);
      cogl_object_unref(renderer);
    }
  else
    cogl_object_ref (display);

  if (!cogl_display_setup (display, error))
    {
      cogl_object_unref (display);
      g_free (context);
      return NULL;
    }

  context->display = display;

  /* This is duplicated data, but it's much more convenient to have
     the driver attached to the context and the value is accessed a
     lot throughout Cogl */
  context->driver = display->renderer->driver;

  /* Again this is duplicated data, but it convenient to be able
   * access these from the context. */
  context->driver_vtable = display->renderer->driver_vtable;
  context->texture_driver = display->renderer->texture_driver;

  for (i = 0; i < G_N_ELEMENTS (context->private_features); i++)
    context->private_features[i] |= display->renderer->private_features[i];

  winsys = _cogl_context_get_winsys (context);
  if (!winsys->context_init (context, error))
    {
      cogl_object_unref (display);
      g_free (context);
      return NULL;
    }

  context->attribute_name_states_hash =
    g_hash_table_new_full (g_str_hash, g_str_equal, g_free, g_free);
  context->attribute_name_index_map = NULL;
  context->n_attribute_names = 0;

  /* The "cogl_color_in" attribute needs a deterministic name_index
   * so we make sure it's the first attribute name we register */
  _cogl_attribute_register_attribute_name (context, "cogl_color_in");


  context->uniform_names =
    g_ptr_array_new_with_free_func ((GDestroyNotify) g_free);
  context->uniform_name_hash = g_hash_table_new (g_str_hash, g_str_equal);
  context->n_uniform_names = 0;

  /* Initialise the driver specific state */
  _cogl_init_feature_overrides (context);

  /* XXX: ONGOING BUG: Intel viewport scissor
   *
   * Intel gen6 drivers don't currently correctly handle offset
   * viewports, since primitives aren't clipped within the bounds of
   * the viewport.  To workaround this we push our own clip for the
   * viewport that will use scissoring to ensure we clip as expected.
   *
   * TODO: file a bug upstream!
   */
  if (context->gpu.driver_package == COGL_GPU_INFO_DRIVER_PACKAGE_MESA &&
      context->gpu.architecture == COGL_GPU_INFO_ARCHITECTURE_SANDYBRIDGE &&
      !getenv ("COGL_DISABLE_INTEL_VIEWPORT_SCISSORT_WORKAROUND"))
    context->needs_viewport_scissor_workaround = TRUE;
  else
    context->needs_viewport_scissor_workaround = FALSE;

  context->sampler_cache = _cogl_sampler_cache_new (context);

  _cogl_pipeline_init_default_pipeline ();
  _cogl_pipeline_init_default_layers ();
  _cogl_pipeline_init_state_hash_functions ();
  _cogl_pipeline_init_layer_state_hash_functions ();

  context->current_clip_stack_valid = FALSE;
  context->current_clip_stack = NULL;

  context->legacy_backface_culling_enabled = FALSE;

  cogl_matrix_init_identity (&context->identity_matrix);
  cogl_matrix_init_identity (&context->y_flip_matrix);
  cogl_matrix_scale (&context->y_flip_matrix, 1, -1, 1);

  context->flushed_matrix_mode = COGL_MATRIX_MODELVIEW;

  context->texture_units =
    g_array_new (FALSE, FALSE, sizeof (CoglTextureUnit));

  if (_cogl_has_private_feature (context, COGL_PRIVATE_FEATURE_ANY_GL))
    {
      /* See cogl-pipeline.c for more details about why we leave texture unit 1
       * active by default... */
      context->active_texture_unit = 1;
      GE (context, glActiveTexture (GL_TEXTURE1));
    }

  context->legacy_fog_state.enabled = FALSE;

  context->opaque_color_pipeline = cogl_pipeline_new (context);
  context->blended_color_pipeline = cogl_pipeline_new (context);
  context->texture_pipeline = cogl_pipeline_new (context);
  context->codegen_header_buffer = g_string_new ("");
  context->codegen_source_buffer = g_string_new ("");
  context->codegen_boilerplate_buffer = g_string_new ("");
  context->source_stack = NULL;

  context->legacy_state_set = 0;

  context->default_gl_texture_2d_tex = NULL;
  context->default_gl_texture_3d_tex = NULL;
  context->default_gl_texture_rect_tex = NULL;

  context->framebuffers = NULL;
  context->current_draw_buffer = NULL;
  context->current_read_buffer = NULL;
  context->current_draw_buffer_state_flushed = 0;
  context->current_draw_buffer_changes = COGL_FRAMEBUFFER_STATE_ALL;

  context->swap_callback_closures =
    g_hash_table_new (g_direct_hash, g_direct_equal);

  _cogl_list_init (&context->onscreen_events_queue);
  _cogl_list_init (&context->onscreen_dirty_queue);

  g_queue_init (&context->gles2_context_stack);

  context->journal_flush_attributes_array =
    g_array_new (TRUE, FALSE, sizeof (CoglAttribute *));
  context->journal_clip_bounds = NULL;

  context->polygon_vertices = g_array_new (FALSE, FALSE, sizeof (float));

  context->current_pipeline = NULL;
  context->current_pipeline_changes_since_flush = 0;
  context->current_pipeline_with_color_attrib = FALSE;

  _cogl_bitmask_init (&context->enabled_builtin_attributes);
  _cogl_bitmask_init (&context->enable_builtin_attributes_tmp);
  _cogl_bitmask_init (&context->enabled_texcoord_attributes);
  _cogl_bitmask_init (&context->enable_texcoord_attributes_tmp);
  _cogl_bitmask_init (&context->enabled_custom_attributes);
  _cogl_bitmask_init (&context->enable_custom_attributes_tmp);
  _cogl_bitmask_init (&context->changed_bits_tmp);

  context->max_texture_units = -1;
  context->max_activateable_texture_units = -1;

  context->current_fragment_program_type = COGL_PIPELINE_PROGRAM_TYPE_GLSL;
  context->current_vertex_program_type = COGL_PIPELINE_PROGRAM_TYPE_GLSL;
  context->current_gl_program = 0;

  context->current_gl_dither_enabled = TRUE;
  context->current_gl_color_mask = COGL_COLOR_MASK_ALL;

  context->gl_blend_enable_cache = FALSE;

  context->depth_test_enabled_cache = FALSE;
  context->depth_test_function_cache = COGL_DEPTH_TEST_FUNCTION_LESS;
  context->depth_writing_enabled_cache = TRUE;
  context->depth_range_near_cache = 0;
  context->depth_range_far_cache = 1;

  context->legacy_depth_test_enabled = FALSE;

  context->pipeline_cache = _cogl_pipeline_cache_new ();

  for (i = 0; i < COGL_BUFFER_BIND_TARGET_COUNT; i++)
    context->current_buffer[i] = NULL;

  context->window_buffer = NULL;
  context->framebuffer_stack = _cogl_create_framebuffer_stack ();

  /* XXX: In this case the Clutter backend is still responsible for
   * the OpenGL binding API and for creating onscreen framebuffers and
   * so we have to add a dummy framebuffer to represent the backend
   * owned window... */
  if (_cogl_context_get_winsys (context) == _cogl_winsys_stub_get_vtable ())
    {
      CoglOnscreen *window = _cogl_onscreen_new ();
      cogl_set_framebuffer (COGL_FRAMEBUFFER (window));
      cogl_object_unref (COGL_FRAMEBUFFER (window));
    }

  context->current_path = NULL;
  context->stencil_pipeline = cogl_pipeline_new (context);

  context->in_begin_gl_block = FALSE;

  context->quad_buffer_indices_byte = NULL;
  context->quad_buffer_indices = NULL;
  context->quad_buffer_indices_len = 0;

  context->rectangle_byte_indices = NULL;
  context->rectangle_short_indices = NULL;
  context->rectangle_short_indices_len = 0;

  context->texture_download_pipeline = NULL;
  context->blit_texture_pipeline = NULL;

#ifdef HAVE_COGL_GL
  if (_cogl_has_private_feature (context, COGL_PRIVATE_FEATURE_ALPHA_TEST))
    /* The default for GL_ALPHA_TEST is to always pass which is equivalent to
     * the test being disabled therefore we assume that for all drivers there
     * will be no performance impact if we always leave the test enabled which
     * makes things a bit simpler for us. Under GLES2 the alpha test is
     * implemented in the fragment shader so there is no enable for it
     */
    GE (context, glEnable (GL_ALPHA_TEST));

  if ((context->driver == COGL_DRIVER_GL3))
    {
      GLuint vertex_array;

      /* In a forward compatible context, GL 3 doesn't support rendering
       * using the default vertex array object. Cogl doesn't use vertex
       * array objects yet so for now we just create a dummy array
       * object that we will use as our own default object. Eventually
       * it could be good to attach the vertex array objects to
       * CoglPrimitives */
      context->glGenVertexArrays (1, &vertex_array);
      context->glBindVertexArray (vertex_array);
    }
#endif

  context->current_modelview_entry = NULL;
  context->current_projection_entry = NULL;
  _cogl_matrix_entry_identity_init (&context->identity_entry);
  _cogl_matrix_entry_cache_init (&context->builtin_flushed_projection);
  _cogl_matrix_entry_cache_init (&context->builtin_flushed_modelview);

  /* Create default textures used for fall backs */
  context->default_gl_texture_2d_tex =
    cogl_texture_2d_new_from_data (context,
                                   1, 1,
                                   COGL_PIXEL_FORMAT_RGBA_8888_PRE,
                                   0, /* rowstride */
                                   white_pixel,
                                   NULL); /* abort on error */

  /* If 3D or rectangle textures aren't supported then these will
   * return errors that we can simply ignore. */
  internal_error = NULL;
  context->default_gl_texture_3d_tex =
    cogl_texture_3d_new_from_data (context,
                                   1, 1, 1, /* width, height, depth */
                                   COGL_PIXEL_FORMAT_RGBA_8888_PRE,
                                   0, /* rowstride */
                                   0, /* image stride */
                                   white_pixel,
                                   &internal_error);
  if (internal_error)
    cogl_error_free (internal_error);

  /* TODO: add cogl_texture_rectangle_new_from_data() */
  white_pixel_bitmap =
    cogl_bitmap_new_for_data (context,
                              1, 1, /* width/height */
                              COGL_PIXEL_FORMAT_RGBA_8888_PRE,
                              4, /* rowstride */
                              white_pixel);

  internal_error = NULL;
  context->default_gl_texture_rect_tex =
    cogl_texture_rectangle_new_from_bitmap (white_pixel_bitmap);

  /* XXX: we need to allocate the texture now because the white_pixel
   * data is on the stack */
  cogl_texture_allocate (COGL_TEXTURE (context->default_gl_texture_rect_tex),
                         &internal_error);
  if (internal_error)
    cogl_error_free (internal_error);

  cogl_object_unref (white_pixel_bitmap);

  cogl_push_source (context->opaque_color_pipeline);

  context->atlases = NULL;
  g_hook_list_init (&context->atlas_reorganize_callbacks, sizeof (GHook));

  context->buffer_map_fallback_array = g_byte_array_new ();
  context->buffer_map_fallback_in_use = FALSE;

  /* As far as I can tell, GL_POINT_SPRITE doesn't have any effect
     unless GL_COORD_REPLACE is enabled for an individual layer.
     Therefore it seems like it should be ok to just leave it enabled
     all the time instead of having to have a set property on each
     pipeline to track whether any layers have point sprite coords
     enabled. We don't need to do this for GL3 or GLES2 because point
     sprites are handled using a builtin varying in the shader. */
  if (_cogl_has_private_feature (context, COGL_PRIVATE_FEATURE_GL_FIXED) &&
      cogl_has_feature (context, COGL_FEATURE_ID_POINT_SPRITE))
    GE (context, glEnable (GL_POINT_SPRITE));

  _cogl_list_init (&context->fences);

  return context;
}
예제 #15
0
파일: cogl-texture-2d.c 프로젝트: rib/cogl
CoglTexture2D *
cogl_wayland_texture_2d_new_from_buffer (CoglContext *ctx,
        struct wl_resource *buffer,
        CoglError **error)
{
    struct wl_shm_buffer *shm_buffer;
    CoglTexture2D *tex = NULL;

    shm_buffer = wl_shm_buffer_get (buffer);

    if (shm_buffer)
    {
        int stride = wl_shm_buffer_get_stride (shm_buffer);
        int width = wl_shm_buffer_get_width (shm_buffer);
        int height = wl_shm_buffer_get_height (shm_buffer);
        CoglPixelFormat format;
        CoglTextureComponents components;
        CoglBitmap *bmp;

        shm_buffer_get_cogl_pixel_format (shm_buffer, &format, &components);

        bmp = cogl_bitmap_new_for_data (ctx,
                                        width, height,
                                        format,
                                        stride,
                                        wl_shm_buffer_get_data (shm_buffer));

        tex = cogl_texture_2d_new_from_bitmap (bmp);

        cogl_texture_set_components (COGL_TEXTURE (tex), components);

        cogl_object_unref (bmp);

        if (!cogl_texture_allocate (COGL_TEXTURE (tex), error))
        {
            cogl_object_unref (tex);
            return NULL;
        }
        else
            return tex;
    }
    else
    {
        int format, width, height;

        if (_cogl_egl_query_wayland_buffer (ctx,
                                            buffer,
                                            EGL_TEXTURE_FORMAT,
                                            &format) &&
                _cogl_egl_query_wayland_buffer (ctx,
                                                buffer,
                                                EGL_WIDTH,
                                                &width) &&
                _cogl_egl_query_wayland_buffer (ctx,
                                                buffer,
                                                EGL_HEIGHT,
                                                &height))
        {
            EGLImageKHR image;
            CoglPixelFormat internal_format;

            _COGL_RETURN_VAL_IF_FAIL (_cogl_context_get_winsys (ctx)->constraints &
                                      COGL_RENDERER_CONSTRAINT_USES_EGL,
                                      NULL);

            switch (format)
            {
            case EGL_TEXTURE_RGB:
                internal_format = COGL_PIXEL_FORMAT_RGB_888;
                break;
            case EGL_TEXTURE_RGBA:
                internal_format = COGL_PIXEL_FORMAT_RGBA_8888_PRE;
                break;
            default:
                _cogl_set_error (error,
                                 COGL_SYSTEM_ERROR,
                                 COGL_SYSTEM_ERROR_UNSUPPORTED,
                                 "Can't create texture from unknown "
                                 "wayland buffer format %d\n", format);
                return NULL;
            }

            image = _cogl_egl_create_image (ctx,
                                            EGL_WAYLAND_BUFFER_WL,
                                            buffer,
                                            NULL);
            tex = _cogl_egl_texture_2d_new_from_image (ctx,
                    width, height,
                    internal_format,
                    image,
                    error);
            _cogl_egl_destroy_image (ctx, image);
            return tex;
        }
    }

    _cogl_set_error (error,
                     COGL_SYSTEM_ERROR,
                     COGL_SYSTEM_ERROR_UNSUPPORTED,
                     "Can't create texture from unknown "
                     "wayland buffer type\n");
    return NULL;
}
예제 #16
0
CoglBitmap *
_cogl_bitmap_from_file (const char   *filename,
			GError      **error)
{
  static CoglUserDataKey pixbuf_key;
  GdkPixbuf        *pixbuf;
  CoglBool          has_alpha;
  GdkColorspace     color_space;
  CoglPixelFormat   pixel_format;
  int               width;
  int               height;
  int               rowstride;
  int               bits_per_sample;
  int               n_channels;
  CoglBitmap       *bmp;

  _COGL_GET_CONTEXT (ctx, NULL);

  _COGL_RETURN_VAL_IF_FAIL (error == NULL || *error == NULL, FALSE);

  /* Load from file using GdkPixbuf */
  pixbuf = gdk_pixbuf_new_from_file (filename, error);
  if (pixbuf == NULL)
    return FALSE;

  /* Get pixbuf properties */
  has_alpha       = gdk_pixbuf_get_has_alpha (pixbuf);
  color_space     = gdk_pixbuf_get_colorspace (pixbuf);
  width           = gdk_pixbuf_get_width (pixbuf);
  height          = gdk_pixbuf_get_height (pixbuf);
  rowstride       = gdk_pixbuf_get_rowstride (pixbuf);
  bits_per_sample = gdk_pixbuf_get_bits_per_sample (pixbuf);
  n_channels      = gdk_pixbuf_get_n_channels (pixbuf);

  /* According to current docs this should be true and so
   * the translation to cogl pixel format below valid */
  g_assert (bits_per_sample == 8);

  if (has_alpha)
    g_assert (n_channels == 4);
  else
    g_assert (n_channels == 3);

  /* Translate to cogl pixel format */
  switch (color_space)
    {
    case GDK_COLORSPACE_RGB:
      /* The only format supported by GdkPixbuf so far */
      pixel_format = has_alpha ?
	COGL_PIXEL_FORMAT_RGBA_8888 :
	COGL_PIXEL_FORMAT_RGB_888;
      break;

    default:
      /* Ouch, spec changed! */
      g_object_unref (pixbuf);
      return FALSE;
    }

  /* We just use the data directly from the pixbuf so that we don't
     have to copy to a seperate buffer. Note that Cogl is expected not
     to read past the end of bpp*width on the last row even if the
     rowstride is much larger so we don't need to worry about
     GdkPixbuf's semantics that it may under-allocate the buffer. */
  bmp = cogl_bitmap_new_for_data (ctx,
                                  width,
                                  height,
                                  pixel_format,
                                  rowstride,
                                  gdk_pixbuf_get_pixels (pixbuf));

  cogl_object_set_user_data (COGL_OBJECT (bmp),
                             &pixbuf_key,
                             pixbuf,
                             g_object_unref);

  return bmp;
}
예제 #17
0
/* For reference: There was some deliberation over whether to have a
 * constructor that could throw an exception but looking at standard
 * practices with several high level OO languages including python, C++,
 * C# Java and Ruby they all support exceptions in constructors and the
 * general consensus appears to be that throwing an exception is neater
 * than successfully constructing with an internal error status that
 * would then have to be explicitly checked via some form of ::is_ok()
 * method.
 */
CoglContext *
cogl_context_new (CoglDisplay *display,
                  GError **error)
{
  CoglContext *context;
  GLubyte default_texture_data[] = { 0xff, 0xff, 0xff, 0x0 };
  CoglBitmap *default_texture_bitmap;
  const CoglWinsysVtable *winsys;
  int i;

  _cogl_init ();

#ifdef COGL_ENABLE_PROFILE
  /* We need to be absolutely sure that uprof has been initialized
   * before calling _cogl_uprof_init. uprof_init (NULL, NULL)
   * will be a NOP if it has been initialized but it will also
   * mean subsequent parsing of the UProf GOptionGroup will have no
   * affect.
   *
   * Sadly GOptionGroup based library initialization is extremely
   * fragile by design because GOptionGroups have no notion of
   * dependencies and so the order things are initialized isn't
   * currently under tight control.
   */
  uprof_init (NULL, NULL);
  _cogl_uprof_init ();
#endif

  /* Allocate context memory */
  context = g_malloc0 (sizeof (CoglContext));

  /* Convert the context into an object immediately in case any of the
     code below wants to verify that the context pointer is a valid
     object */
  _cogl_context_object_new (context);

  /* XXX: Gross hack!
   * Currently everything in Cogl just assumes there is a default
   * context which it can access via _COGL_GET_CONTEXT() including
   * code used to construct a CoglContext. Until all of that code
   * has been updated to take an explicit context argument we have
   * to immediately make our pointer the default context.
   */
  _context = context;

  /* Init default values */
  memset (context->features, 0, sizeof (context->features));
  context->feature_flags = 0;
  context->private_feature_flags = 0;

  context->texture_types = NULL;
  context->buffer_types = NULL;

  context->rectangle_state = COGL_WINSYS_RECTANGLE_STATE_UNKNOWN;

  memset (context->winsys_features, 0, sizeof (context->winsys_features));

  if (!display)
    {
      CoglRenderer *renderer = cogl_renderer_new ();
      if (!cogl_renderer_connect (renderer, error))
        {
          g_free (context);
          return NULL;
        }

      display = cogl_display_new (renderer, NULL);
    }
  else
    cogl_object_ref (display);

  if (!cogl_display_setup (display, error))
    {
      cogl_object_unref (display);
      g_free (context);
      return NULL;
    }

  context->display = display;

  /* This is duplicated data, but it's much more convenient to have
     the driver attached to the context and the value is accessed a
     lot throughout Cogl */
  context->driver = display->renderer->driver;

  switch (context->driver)
    {
#ifdef HAVE_COGL_GL
    case COGL_DRIVER_GL:
      context->driver_vtable = &_cogl_driver_gl;
      context->texture_driver = &_cogl_texture_driver_gl;
      break;
#endif

#if defined (HAVE_COGL_GLES) || defined (HAVE_COGL_GLES2)
    case COGL_DRIVER_GLES1:
    case COGL_DRIVER_GLES2:
      context->driver_vtable = &_cogl_driver_gles;
      context->texture_driver = &_cogl_texture_driver_gles;
      break;
#endif

    default:
      g_assert_not_reached ();
    }

  winsys = _cogl_context_get_winsys (context);
  if (!winsys->context_init (context, error))
    {
      cogl_object_unref (display);
      g_free (context);
      return NULL;
    }

  context->attribute_name_states_hash =
    g_hash_table_new_full (g_str_hash, g_str_equal, g_free, g_free);
  context->attribute_name_index_map = NULL;
  context->n_attribute_names = 0;

  /* The "cogl_color_in" attribute needs a deterministic name_index
   * so we make sure it's the first attribute name we register */
  _cogl_attribute_register_attribute_name (context, "cogl_color_in");


  context->uniform_names =
    g_ptr_array_new_with_free_func ((GDestroyNotify) g_free);
  context->uniform_name_hash = g_hash_table_new (g_str_hash, g_str_equal);
  context->n_uniform_names = 0;

  /* Initialise the driver specific state */
  _cogl_init_feature_overrides (context);

  _context->sampler_cache = _cogl_sampler_cache_new (_context);

  _cogl_pipeline_init_default_pipeline ();
  _cogl_pipeline_init_default_layers ();
  _cogl_pipeline_init_state_hash_functions ();
  _cogl_pipeline_init_layer_state_hash_functions ();

  context->current_clip_stack_valid = FALSE;
  context->current_clip_stack = NULL;

  cogl_matrix_init_identity (&context->identity_matrix);
  cogl_matrix_init_identity (&context->y_flip_matrix);
  cogl_matrix_scale (&context->y_flip_matrix, 1, -1, 1);

  context->flushed_matrix_mode = COGL_MATRIX_MODELVIEW;

  context->texture_units =
    g_array_new (FALSE, FALSE, sizeof (CoglTextureUnit));

  /* See cogl-pipeline.c for more details about why we leave texture unit 1
   * active by default... */
  context->active_texture_unit = 1;
  GE (context, glActiveTexture (GL_TEXTURE1));

  context->opaque_color_pipeline = cogl_pipeline_new (context);
  context->blended_color_pipeline = cogl_pipeline_new (context);
  context->texture_pipeline = cogl_pipeline_new (context);
  context->codegen_header_buffer = g_string_new ("");
  context->codegen_source_buffer = g_string_new ("");

  context->default_gl_texture_2d_tex = NULL;
  context->default_gl_texture_3d_tex = NULL;
  context->default_gl_texture_rect_tex = NULL;

  context->framebuffers = NULL;
  context->current_draw_buffer = NULL;
  context->current_read_buffer = NULL;
  context->current_draw_buffer_state_flushed = 0;
  context->current_draw_buffer_changes = COGL_FRAMEBUFFER_STATE_ALL;

  g_queue_init (&context->gles2_context_stack);

  context->journal_flush_attributes_array =
    g_array_new (TRUE, FALSE, sizeof (CoglAttribute *));
  context->journal_clip_bounds = NULL;

  context->polygon_vertices = g_array_new (FALSE, FALSE, sizeof (float));

  context->current_pipeline = NULL;
  context->current_pipeline_changes_since_flush = 0;
  context->current_pipeline_skip_gl_color = FALSE;

  _cogl_bitmask_init (&context->enabled_builtin_attributes);
  _cogl_bitmask_init (&context->enable_builtin_attributes_tmp);
  _cogl_bitmask_init (&context->enabled_texcoord_attributes);
  _cogl_bitmask_init (&context->enable_texcoord_attributes_tmp);
  _cogl_bitmask_init (&context->enabled_custom_attributes);
  _cogl_bitmask_init (&context->enable_custom_attributes_tmp);
  _cogl_bitmask_init (&context->changed_bits_tmp);

  context->max_texture_units = -1;
  context->max_activateable_texture_units = -1;

  context->current_fragment_program_type = COGL_PIPELINE_PROGRAM_TYPE_FIXED;
  context->current_vertex_program_type = COGL_PIPELINE_PROGRAM_TYPE_FIXED;
  context->current_gl_program = 0;

  context->current_gl_dither_enabled = TRUE;
  context->current_gl_color_mask = COGL_COLOR_MASK_ALL;

  context->gl_blend_enable_cache = FALSE;

  context->depth_test_enabled_cache = FALSE;
  context->depth_test_function_cache = COGL_DEPTH_TEST_FUNCTION_LESS;
  context->depth_writing_enabled_cache = TRUE;
  context->depth_range_near_cache = 0;
  context->depth_range_far_cache = 1;

  context->pipeline_cache = cogl_pipeline_cache_new ();

  for (i = 0; i < COGL_BUFFER_BIND_TARGET_COUNT; i++)
    context->current_buffer[i] = NULL;

  context->window_buffer = NULL;
  context->framebuffer_stack = _cogl_create_framebuffer_stack ();

  /* XXX: In this case the Clutter backend is still responsible for
   * the OpenGL binding API and for creating onscreen framebuffers and
   * so we have to add a dummy framebuffer to represent the backend
   * owned window... */
  if (_cogl_context_get_winsys (context) == _cogl_winsys_stub_get_vtable ())
    {
      CoglOnscreen *window = _cogl_onscreen_new ();
      cogl_set_framebuffer (COGL_FRAMEBUFFER (window));
      cogl_object_unref (COGL_FRAMEBUFFER (window));
    }

  context->stencil_pipeline = cogl_pipeline_new (context);

  context->in_begin_gl_block = FALSE;

  context->quad_buffer_indices_byte = NULL;
  context->quad_buffer_indices = NULL;
  context->quad_buffer_indices_len = 0;

  context->rectangle_byte_indices = NULL;
  context->rectangle_short_indices = NULL;
  context->rectangle_short_indices_len = 0;

  context->texture_download_pipeline = NULL;
  context->blit_texture_pipeline = NULL;

#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES)
  if (context->driver != COGL_DRIVER_GLES2)
    /* The default for GL_ALPHA_TEST is to always pass which is equivalent to
     * the test being disabled therefore we assume that for all drivers there
     * will be no performance impact if we always leave the test enabled which
     * makes things a bit simpler for us. Under GLES2 the alpha test is
     * implemented in the fragment shader so there is no enable for it
     */
    GE (context, glEnable (GL_ALPHA_TEST));
#endif

  _context->current_modelview_entry = NULL;
  _context->current_projection_entry = NULL;
  _cogl_matrix_entry_identity_init (&_context->identity_entry);
  _cogl_matrix_entry_cache_init (&_context->builtin_flushed_projection);
  _cogl_matrix_entry_cache_init (&_context->builtin_flushed_modelview);

  default_texture_bitmap =
    cogl_bitmap_new_for_data (_context,
                              1, 1, /* width/height */
                              COGL_PIXEL_FORMAT_RGBA_8888_PRE,
                              4, /* rowstride */
                              default_texture_data);

  /* Create default textures used for fall backs */
  context->default_gl_texture_2d_tex =
    cogl_texture_2d_new_from_bitmap (default_texture_bitmap,
                                     /* internal format */
                                     COGL_PIXEL_FORMAT_RGBA_8888_PRE,
                                     NULL);
  /* If 3D or rectangle textures aren't supported then these should
     just silently return NULL */
  context->default_gl_texture_3d_tex =
    cogl_texture_3d_new_from_bitmap (default_texture_bitmap,
                                     1, /* height */
                                     1, /* depth */
                                     COGL_PIXEL_FORMAT_RGBA_8888_PRE,
                                     NULL);
  context->default_gl_texture_rect_tex =
    cogl_texture_rectangle_new_from_bitmap (default_texture_bitmap,
                                            COGL_PIXEL_FORMAT_RGBA_8888_PRE,
                                            NULL);

  cogl_object_unref (default_texture_bitmap);

  context->atlases = NULL;
  g_hook_list_init (&context->atlas_reorganize_callbacks, sizeof (GHook));

  _context->buffer_map_fallback_array = g_byte_array_new ();
  _context->buffer_map_fallback_in_use = FALSE;

  /* As far as I can tell, GL_POINT_SPRITE doesn't have any effect
     unless GL_COORD_REPLACE is enabled for an individual
     layer. Therefore it seems like it should be ok to just leave it
     enabled all the time instead of having to have a set property on
     each pipeline to track whether any layers have point sprite
     coords enabled. We don't need to do this for GLES2 because point
     sprites are handled using a builtin varying in the shader. */
  if (_context->driver != COGL_DRIVER_GLES2 &&
      cogl_has_feature (context, COGL_FEATURE_ID_POINT_SPRITE))
    GE (context, glEnable (GL_POINT_SPRITE));

  return context;
}
예제 #18
0
static gboolean
shm_buffer_attach (MetaWaylandBuffer  *buffer,
                   CoglTexture       **texture,
                   gboolean           *changed_texture,
                   GError            **error)
{
  MetaBackend *backend = meta_get_backend ();
  ClutterBackend *clutter_backend = meta_backend_get_clutter_backend (backend);
  CoglContext *cogl_context = clutter_backend_get_cogl_context (clutter_backend);
  struct wl_shm_buffer *shm_buffer;
  int stride, width, height;
  CoglPixelFormat format;
  CoglTextureComponents components;
  CoglBitmap *bitmap;
  CoglTexture *new_texture;

  shm_buffer = wl_shm_buffer_get (buffer->resource);
  stride = wl_shm_buffer_get_stride (shm_buffer);
  width = wl_shm_buffer_get_width (shm_buffer);
  height = wl_shm_buffer_get_height (shm_buffer);
  shm_buffer_get_cogl_pixel_format (shm_buffer, &format, &components);

  if (*texture &&
      cogl_texture_get_width (*texture) == width &&
      cogl_texture_get_height (*texture) == height &&
      cogl_texture_get_components (*texture) == components &&
      _cogl_texture_get_format (*texture) == format)
    {
      buffer->is_y_inverted = TRUE;
      *changed_texture = FALSE;
      return TRUE;
    }

  cogl_clear_object (texture);

  wl_shm_buffer_begin_access (shm_buffer);

  bitmap = cogl_bitmap_new_for_data (cogl_context,
                                     width, height,
                                     format,
                                     stride,
                                     wl_shm_buffer_get_data (shm_buffer));

  new_texture = COGL_TEXTURE (cogl_texture_2d_new_from_bitmap (bitmap));
  cogl_texture_set_components (new_texture, components);

  if (!cogl_texture_allocate (new_texture, error))
    {
      g_clear_pointer (&new_texture, cogl_object_unref);
      if (g_error_matches (*error, COGL_TEXTURE_ERROR, COGL_TEXTURE_ERROR_SIZE))
        {
          CoglTexture2DSliced *texture_sliced;

          g_clear_error (error);

          texture_sliced =
            cogl_texture_2d_sliced_new_from_bitmap (bitmap,
                                                    COGL_TEXTURE_MAX_WASTE);
          new_texture = COGL_TEXTURE (texture_sliced);
          cogl_texture_set_components (new_texture, components);

          if (!cogl_texture_allocate (new_texture, error))
            g_clear_pointer (&new_texture, cogl_object_unref);
        }
    }

  cogl_object_unref (bitmap);

  wl_shm_buffer_end_access (shm_buffer);

  if (!new_texture)
    return FALSE;

  *texture = new_texture;
  *changed_texture = TRUE;
  buffer->is_y_inverted = TRUE;

  return TRUE;
}