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Refactor gdk_gl_context_upload_texture slightly
Introduce a gl_internalformat variable. This will let us handle more formats in a uniform way in future commits.
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@ -229,6 +229,7 @@ gdk_gl_context_upload_texture (GdkGLContext *context,
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{
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GdkGLContextPrivate *priv = gdk_gl_context_get_instance_private (context);
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guchar *copy = NULL;
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guint gl_internalformat;
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guint gl_format;
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guint gl_type;
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guint bpp;
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@ -250,6 +251,7 @@ gdk_gl_context_upload_texture (GdkGLContext *context,
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}
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bpp = 4;
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gl_internalformat = GL_RGBA8;
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gl_format = GL_RGBA;
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gl_type = GL_UNSIGNED_BYTE;
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}
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@ -257,18 +259,21 @@ gdk_gl_context_upload_texture (GdkGLContext *context,
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{
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if (data_format == GDK_MEMORY_DEFAULT) /* Cairo surface format */
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{
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gl_internalformat = GL_RGBA8;
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gl_format = GL_BGRA;
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gl_type = GL_UNSIGNED_INT_8_8_8_8_REV;
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bpp = 4;
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}
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else if (data_format == GDK_MEMORY_R8G8B8) /* Pixmap non-alpha data */
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{
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gl_internalformat = GL_RGBA8;
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gl_format = GL_RGB;
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gl_type = GL_UNSIGNED_BYTE;
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bpp = 3;
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}
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else if (data_format == GDK_MEMORY_B8G8R8)
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{
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gl_internalformat = GL_RGBA8;
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gl_format = GL_BGR;
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gl_type = GL_UNSIGNED_BYTE;
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bpp = 3;
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@ -283,6 +288,7 @@ gdk_gl_context_upload_texture (GdkGLContext *context,
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stride = width * 4;
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bpp = 4;
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data = copy;
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gl_internalformat = GL_RGBA8;
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gl_format = GL_BGRA;
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gl_type = GL_UNSIGNED_INT_8_8_8_8_REV;
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}
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@ -295,7 +301,7 @@ gdk_gl_context_upload_texture (GdkGLContext *context,
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{
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glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D (texture_target, 0, GL_RGBA, width, height, 0, gl_format, gl_type, data);
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glTexImage2D (texture_target, 0, gl_internalformat, width, height, 0, gl_format, gl_type, data);
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glPixelStorei (GL_UNPACK_ALIGNMENT, 4);
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}
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else if ((!priv->use_es ||
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@ -303,14 +309,14 @@ gdk_gl_context_upload_texture (GdkGLContext *context,
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{
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glPixelStorei (GL_UNPACK_ROW_LENGTH, stride / bpp);
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glTexImage2D (texture_target, 0, GL_RGBA, width, height, 0, gl_format, gl_type, data);
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glTexImage2D (texture_target, 0, gl_internalformat, width, height, 0, gl_format, gl_type, data);
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glPixelStorei (GL_UNPACK_ROW_LENGTH, 0);
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}
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else
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{
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int i;
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glTexImage2D (texture_target, 0, GL_RGBA, width, height, 0, gl_format, gl_type, NULL);
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glTexImage2D (texture_target, 0, gl_internalformat, width, height, 0, gl_format, gl_type, NULL);
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for (i = 0; i < height; i++)
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glTexSubImage2D (texture_target, 0, 0, i, width, 1, gl_format, gl_type, data + (i * stride));
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}
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