示例#1
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;
}
示例#2
0
CoglTexture *
_cogl_atlas_copy_rectangle (CoglAtlas *atlas,
                            int x,
                            int y,
                            int width,
                            int height,
                            CoglPixelFormat internal_format)
{
  CoglTexture *tex;
  CoglBlitData blit_data;
  CoglError *ignore_error = NULL;

  _COGL_GET_CONTEXT (ctx, NULL);

  /* Create a new texture at the right size */
  tex = create_migration_texture (ctx, width, height, internal_format);
  if (!cogl_texture_allocate (tex, &ignore_error))
    {
      cogl_error_free (ignore_error);
      cogl_object_unref (tex);
      return NULL;
    }

  /* Blit the data out of the atlas to the new texture. If FBOs
     aren't available this will end up having to copy the entire
     atlas texture */
  _cogl_blit_begin (&blit_data, tex, atlas->texture);
  _cogl_blit (&blit_data,
                    x, y,
                    0, 0,
                    width, height);
  _cogl_blit_end (&blit_data);

  return tex;
}
示例#3
0
void
_cogl_texture_2d_copy_from_framebuffer (CoglTexture2D *tex_2d,
                                        int src_x,
                                        int src_y,
                                        int width,
                                        int height,
                                        CoglFramebuffer *src_fb,
                                        int dst_x,
                                        int dst_y,
                                        int level)
{
    CoglTexture *tex = COGL_TEXTURE (tex_2d);
    CoglContext *ctx = tex->context;

    /* Assert that the storage for this texture has been allocated */
    cogl_texture_allocate (tex, NULL); /* (abort on error) */

    ctx->driver_vtable->texture_2d_copy_from_framebuffer (tex_2d,
            src_x,
            src_y,
            width,
            height,
            src_fb,
            dst_x,
            dst_y,
            level);

    tex_2d->mipmaps_dirty = TRUE;
}
示例#4
0
CoglTexture2D *
meta_wayland_egl_stream_create_texture (MetaWaylandEglStream *stream,
                                        GError              **error)
{
  MetaBackend *backend = meta_get_backend ();
  MetaEgl *egl = meta_backend_get_egl (backend);
  ClutterBackend *clutter_backend = meta_backend_get_clutter_backend (backend);
  CoglContext *cogl_context = clutter_backend_get_cogl_context (clutter_backend);
  EGLDisplay egl_display = cogl_egl_context_get_egl_display (cogl_context);
  CoglTexture2D *texture;
  int width, height;
  int y_inverted;

  if (!meta_egl_query_wayland_buffer (egl, egl_display,
                                      stream->buffer->resource,
                                      EGL_WIDTH, &width,
                                      error))
    return NULL;

  if (!meta_egl_query_wayland_buffer (egl, egl_display,
                                      stream->buffer->resource,
                                      EGL_HEIGHT, &height,
                                      error))
    return NULL;

  if (!meta_egl_query_wayland_buffer (egl, egl_display,
                                      stream->buffer->resource,
                                      EGL_WAYLAND_Y_INVERTED_WL, &y_inverted,
                                      NULL))
    y_inverted = EGL_TRUE;

  texture =
    cogl_texture_2d_new_from_egl_image_external (cogl_context,
                                                 width, height,
                                                 alloc_egl_stream_texture,
                                                 g_object_ref (stream),
                                                 stream_texture_destroyed,
                                                 error);
  if (!texture)
    {
      g_object_unref (stream);
      return NULL;
    }

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

  stream->texture = texture;
  stream->is_y_inverted = !!y_inverted;

  return texture;
}
示例#5
0
CoglTexture *
cogl_texture_new_with_size (CoglContext *ctx,
                            int width,
			    int height,
                            CoglTextureFlags flags,
			    CoglPixelFormat internal_format)
{
  CoglTexture *tex;
  CoglError *skip_error = NULL;

  if ((_cogl_util_is_pot (width) && _cogl_util_is_pot (height)) ||
      (cogl_has_feature (ctx, COGL_FEATURE_ID_TEXTURE_NPOT_BASIC) &&
       cogl_has_feature (ctx, COGL_FEATURE_ID_TEXTURE_NPOT_MIPMAP)))
    {
      /* First try creating a fast-path non-sliced texture */
      tex = COGL_TEXTURE (cogl_texture_2d_new_with_size (ctx,
                                                         width, height,
                                                         internal_format));

      /* TODO: instead of allocating storage here it would be better
       * if we had some api that let us just check that the size is
       * supported by the hardware so storage could be allocated
       * lazily when uploading data. */
      if (!cogl_texture_allocate (tex, &skip_error))
        {
          cogl_error_free (skip_error);
          cogl_object_unref (tex);
          tex = NULL;
        }
    }
  else
    tex = NULL;

  if (tex)
    {
      CoglBool auto_mipmap = !(flags & COGL_TEXTURE_NO_AUTO_MIPMAP);
      cogl_primitive_texture_set_auto_mipmap (COGL_PRIMITIVE_TEXTURE (tex),
                                              auto_mipmap);
    }
  else
    {
      /* If it fails resort to sliced textures */
      int max_waste = flags & COGL_TEXTURE_NO_SLICING ? -1 : COGL_TEXTURE_MAX_WASTE;
      cogl_error_free (skip_error);
      tex = COGL_TEXTURE (cogl_texture_2d_sliced_new_with_size (ctx,
                                                                width,
                                                                height,
                                                                max_waste,
                                                                internal_format));
    }

  return tex;
}
示例#6
0
static CoglBool
_cogl_sub_texture_allocate (CoglTexture *tex,
                            CoglError **error)
{
  CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
  CoglBool status = cogl_texture_allocate (sub_tex->full_texture, error);

  _cogl_texture_set_allocated (tex,
                               _cogl_texture_get_format (sub_tex->full_texture),
                               tex->width, tex->height);

  return status;
}
示例#7
0
static CoglTexture *
create_migration_texture (CoglContext *ctx,
                          int width,
                          int height,
                          CoglPixelFormat internal_format)
{
  CoglTexture *tex;
  CoglError *skip_error = NULL;

  if ((_cogl_util_is_pot (width) && _cogl_util_is_pot (height)) ||
      (cogl_has_feature (ctx, COGL_FEATURE_ID_TEXTURE_NPOT_BASIC) &&
       cogl_has_feature (ctx, COGL_FEATURE_ID_TEXTURE_NPOT_MIPMAP)))
    {
      /* First try creating a fast-path non-sliced texture */
      tex = COGL_TEXTURE (cogl_texture_2d_new_with_size (ctx,
                                                         width, height));

      _cogl_texture_set_internal_format (tex, internal_format);

      /* TODO: instead of allocating storage here it would be better
       * if we had some api that let us just check that the size is
       * supported by the hardware so storage could be allocated
       * lazily when uploading data. */
      if (!cogl_texture_allocate (tex, &skip_error))
        {
          cogl_error_free (skip_error);
          cogl_object_unref (tex);
          tex = NULL;
        }
    }
  else
    tex = NULL;

  if (!tex)
    {
      CoglTexture2DSliced *tex_2ds =
        cogl_texture_2d_sliced_new_with_size (ctx,
                                              width,
                                              height,
                                              COGL_TEXTURE_MAX_WASTE);

      _cogl_texture_set_internal_format (COGL_TEXTURE (tex_2ds),
                                         internal_format);

      tex = COGL_TEXTURE (tex_2ds);
    }

  return tex;
}
示例#8
0
static gboolean
cogl_pango_glyph_cache_add_to_global_atlas (CoglPangoGlyphCache *cache,
                                            PangoFont *font,
                                            PangoGlyph glyph,
                                            CoglPangoGlyphCacheValue *value)
{
  CoglAtlasTexture *texture;
  CoglError *ignore_error = NULL;

  if (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_SHARED_ATLAS))
    return FALSE;

  /* If the cache is using mipmapping then we can't use the global
     atlas because it would just get migrated back out */
  if (cache->use_mipmapping)
    return FALSE;

  texture = cogl_atlas_texture_new_with_size (cache->ctx,
                                              value->draw_width,
                                              value->draw_height);
  if (!cogl_texture_allocate (COGL_TEXTURE (texture), &ignore_error))
    {
      cogl_error_free (ignore_error);
      return FALSE;
    }

  value->texture = COGL_TEXTURE (texture);
  value->tx1 = 0;
  value->ty1 = 0;
  value->tx2 = 1;
  value->ty2 = 1;
  value->tx_pixel = 0;
  value->ty_pixel = 0;

  /* The first time we store a texture in the global atlas we'll
     register for notifications when the global atlas is reorganized
     so we can forward the notification on as a glyph
     reorganization */
  if (!cache->using_global_atlas)
    {
      _cogl_atlas_texture_add_reorganize_callback
        (cache->ctx,
         cogl_pango_glyph_cache_reorganize_cb, cache);
      cache->using_global_atlas = TRUE;
    }

  return TRUE;
}
static CoglTexture * test_texture_new_with_size(CoglContext *ctx,
                                  int width, int height,
                                  CoglTextureComponents components)
{
  CoglTexture *tex;
  CoglError *skip_error = NULL;

  tex = COGL_TEXTURE (cogl_texture_2d_new_with_size (ctx, width, height));
  cogl_texture_set_components(tex, components);
  cogl_primitive_texture_set_auto_mipmap(tex, TRUE);

  if (!cogl_texture_allocate(tex, &skip_error)) {
      cogl_error_free(skip_error);
      cogl_object_unref(tex);
      return NULL;
  }

  return tex;
}
示例#10
0
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;
}
示例#11
0
/* NB: The reason we require the width, height and format to be passed
 * even though they may seem redundant is because GLES 1/2 don't
 * provide a way to query these properties. */
CoglTexture2D *
_cogl_egl_texture_2d_new_from_image (CoglContext *ctx,
                                     int width,
                                     int height,
                                     CoglPixelFormat format,
                                     EGLImageKHR image,
                                     CoglError **error)
{
  CoglTextureLoader *loader;
  CoglTexture2D *tex;

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

  _COGL_RETURN_VAL_IF_FAIL (_cogl_has_private_feature
                            (ctx,
                             COGL_PRIVATE_FEATURE_TEXTURE_2D_FROM_EGL_IMAGE),
                            NULL);

  loader = _cogl_texture_create_loader ();
  loader->src_type = COGL_TEXTURE_SOURCE_TYPE_EGL_IMAGE;
  loader->src.egl_image.image = image;
  loader->src.egl_image.width = width;
  loader->src.egl_image.height = height;
  loader->src.egl_image.format = format;

  tex = _cogl_texture_2d_create_base (ctx, width, height, format, loader);

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

  return tex;
}
示例#12
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;
}
示例#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;
}
示例#14
0
CoglTexture *
cogl_texture_new_with_size (unsigned int width,
			    unsigned int height,
                            CoglTextureFlags flags,
			    CoglPixelFormat internal_format)
{
  CoglTexture *tex;
  CoglError *skip_error = NULL;

  _COGL_GET_CONTEXT (ctx, NULL);

  if ((_cogl_util_is_pot (width) && _cogl_util_is_pot (height)) ||
      (cogl_has_feature (ctx, COGL_FEATURE_ID_TEXTURE_NPOT_BASIC) &&
       cogl_has_feature (ctx, COGL_FEATURE_ID_TEXTURE_NPOT_MIPMAP)))
    {
      /* First try creating a fast-path non-sliced texture */
      tex = COGL_TEXTURE (cogl_texture_2d_new_with_size (ctx, width, height));

      _cogl_texture_set_internal_format (tex, internal_format);

      if (!cogl_texture_allocate (tex, &skip_error))
        {
          cogl_error_free (skip_error);
          cogl_object_unref (tex);
          tex = NULL;
        }
    }
  else
    tex = NULL;

  if (!tex)
    {
      /* If it fails resort to sliced textures */
      int max_waste = flags & COGL_TEXTURE_NO_SLICING ? -1 : COGL_TEXTURE_MAX_WASTE;
      tex = COGL_TEXTURE (cogl_texture_2d_sliced_new_with_size (ctx,
                                                                width,
                                                                height,
                                                                max_waste));

      _cogl_texture_set_internal_format (tex, internal_format);
    }

  /* NB: This api existed before Cogl introduced lazy allocation of
   * textures and so we maintain its original synchronous allocation
   * semantics and return NULL if allocation fails... */
  if (!cogl_texture_allocate (tex, &skip_error))
    {
      cogl_error_free (skip_error);
      cogl_object_unref (tex);
      return NULL;
    }

  if (tex &&
      flags & COGL_TEXTURE_NO_AUTO_MIPMAP)
    {
      cogl_meta_texture_foreach_in_region (COGL_META_TEXTURE (tex),
                                           0, 0, 1, 1,
                                           COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE,
                                           COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE,
                                           set_auto_mipmap_cb,
                                           NULL);
    }

  return tex;
}
示例#15
0
CoglTexture *
cogl_texture_new_from_foreign (GLuint           gl_handle,
			       GLenum           gl_target,
			       GLuint           width,
			       GLuint           height,
			       GLuint           x_pot_waste,
			       GLuint           y_pot_waste,
			       CoglPixelFormat  format)
{
  _COGL_GET_CONTEXT (ctx, NULL);

#ifdef HAVE_COGL_GL
  if (gl_target == GL_TEXTURE_RECTANGLE_ARB)
    {
      CoglTextureRectangle *texture_rectangle;
      CoglSubTexture *sub_texture;

      if (x_pot_waste != 0 || y_pot_waste != 0)
        {
          /* It shouldn't be necessary to have waste in this case since
           * the texture isn't limited to power of two sizes. */
          g_warning ("You can't create a foreign GL_TEXTURE_RECTANGLE cogl "
                     "texture with waste\n");
          return NULL;
        }

      texture_rectangle = cogl_texture_rectangle_new_from_foreign (ctx,
                                                                   gl_handle,
                                                                   width,
                                                                   height,
                                                                   format);
      _cogl_texture_set_internal_format (COGL_TEXTURE (texture_rectangle),
                                         format);

      /* CoglTextureRectangle textures work with non-normalized
       * coordinates, but the semantics for this function that people
       * depend on are that all returned texture works with normalized
       * coordinates so we wrap with a CoglSubTexture... */
      sub_texture = cogl_sub_texture_new (ctx,
                                          COGL_TEXTURE (texture_rectangle),
                                          0, 0, width, height);
      return COGL_TEXTURE (sub_texture);
    }
#endif

  if (x_pot_waste != 0 || y_pot_waste != 0)
    {
      CoglTexture *tex =
        COGL_TEXTURE (_cogl_texture_2d_sliced_new_from_foreign (ctx,
                                                                gl_handle,
                                                                gl_target,
                                                                width,
                                                                height,
                                                                x_pot_waste,
                                                                y_pot_waste,
                                                                format));
      _cogl_texture_set_internal_format (tex, format);

      cogl_texture_allocate (tex, NULL);
      return tex;
    }
  else
    {
      CoglTexture *tex =
        COGL_TEXTURE (cogl_texture_2d_gl_new_from_foreign (ctx,
                                                           gl_handle,
                                                           width,
                                                           height,
                                                           format));
      _cogl_texture_set_internal_format (tex, format);

      cogl_texture_allocate (tex, NULL);
      return tex;
    }
}
示例#16
0
static CoglTexture *
_cogl_texture_new_from_bitmap (CoglBitmap *bitmap,
                               CoglTextureFlags flags,
                               CoglPixelFormat internal_format,
                               CoglBool can_convert_in_place,
                               CoglError **error)
{
  CoglContext *ctx = _cogl_bitmap_get_context (bitmap);
  CoglTexture *tex;
  CoglError *internal_error = NULL;

  if (!flags &&
      !COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_ATLAS))
    {
      /* First try putting the texture in the atlas */
      CoglAtlasTexture *atlas_tex =
        _cogl_atlas_texture_new_from_bitmap (bitmap,
                                             can_convert_in_place);

      _cogl_texture_set_internal_format (COGL_TEXTURE (atlas_tex),
                                         internal_format);

      if (cogl_texture_allocate (COGL_TEXTURE (atlas_tex), &internal_error))
        return COGL_TEXTURE (atlas_tex);

      cogl_error_free (internal_error);
      internal_error = NULL;
      cogl_object_unref (atlas_tex);
    }

  /* If that doesn't work try a fast path 2D texture */
  if ((_cogl_util_is_pot (bitmap->width) &&
       _cogl_util_is_pot (bitmap->height)) ||
      (cogl_has_feature (ctx, COGL_FEATURE_ID_TEXTURE_NPOT_BASIC) &&
       cogl_has_feature (ctx, COGL_FEATURE_ID_TEXTURE_NPOT_MIPMAP)))
    {
      tex = COGL_TEXTURE (_cogl_texture_2d_new_from_bitmap (bitmap,
                                                            can_convert_in_place));

      _cogl_texture_set_internal_format (tex, internal_format);

      if (!cogl_texture_allocate (tex, &internal_error))
        {
          cogl_error_free (internal_error);
          internal_error = NULL;
          cogl_object_unref (tex);
          tex = NULL;
        }
    }
  else
    tex = NULL;

  if (!tex)
    {
      /* Otherwise create a sliced texture */
      int max_waste = flags & COGL_TEXTURE_NO_SLICING ? -1 : COGL_TEXTURE_MAX_WASTE;
      tex = COGL_TEXTURE (_cogl_texture_2d_sliced_new_from_bitmap (bitmap,
                                                             max_waste,
                                                             can_convert_in_place));

      _cogl_texture_set_internal_format (tex, internal_format);

      if (!cogl_texture_allocate (tex, error))
        {
          cogl_object_unref (tex);
          tex = NULL;
        }
    }

  if (tex &&
      flags & COGL_TEXTURE_NO_AUTO_MIPMAP)
    {
      cogl_meta_texture_foreach_in_region (COGL_META_TEXTURE (tex),
                                           0, 0, 1, 1,
                                           COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE,
                                           COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE,
                                           set_auto_mipmap_cb,
                                           NULL);
    }

  return tex;
}
示例#17
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;
}
示例#18
0
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;
}