Same thing as dmabuf and GL texture builders. Preparation for adding
color state support to texture constructors.
As a bonus, we can now do update regions with memory textures.
... and plumb the color state through the downloading machinery, where
no matter what path it takes it ends up in
gdk_memory_convert_color_state() or gdk_memory_convert().
The 2nd of those has been expanded to optionally do colorstate
conversion when the 2 colorstates are different.
There were several mistakes here.
The width of subtextures was set to the width of
the main texture, the data size wasn't properly
calculated, and the preconditions were inverted.
Yay us!
Don't pass texture + rect, but instead have
gdk_memory_texture_new_subtexture()
and use it to generate subtextures and pass them.
This has the advantage of downloading the a too large texture only once
instead of N times.
Pass a format do GdkTextureClass::download(). That way we can download
data in any format.
Also replace gdk_texture_download_texture() with
gdk_memory_texture_from_texture() which again takes a format.
The old functionality is still there for code that wants it: Just pass
gdk_texture_get_format (texture) as the format argument.
For MemoryTexture, this is a simple change.
For GLTexture, we need to query the format at texture creation. This
sounds like a bad idea and extra work until one realizes that we'd
need to do that anyway when using the texure the first time - either
when downloading, or when trying to use it in a rendernode, where we
will soon need that information to determine if the texture prefers high
depth.
Also, now make gdk_memory_convert() the only conversion functions
and allow conversions between any 2 formats by going via a float[4].
This could be optimized via fast-paths, but so far it isn't.
A private vfunc that downloads a texture as a GdkMemoryTexture in
whatever format the texture deems best.
There are multiple reasons for this:
* GLES cannot download the Cairo format. But it can download some
format and then just delegate to the GdkMemoryTexture implementation.
* All the other download vfuncs (including the ones still coming) can
be implemented via download_texture() and delegation, making the
interface easier.
* We want to implement image loading and saving support. By using
download_texture(), we can save in the actual format of the texture.
* A potential GdkCompressedTexture could be implemented by just
providing this one vfunc as a compress() step.
Do custom uploads rather than using gdk_cairo_surface_upload_to_gl(),
because this way we avoids a roundtrip (memcpy and possibly conversion)
to the cairo image surface format.
This is the default OpenGL format, and in fact the only pixel format
that GLES supports uploading as. Actually, the premultiplied part is
really just about how we use the textures, but all textures in GTK
are premultiplied.
A problem with textures is that they can become too big for GPU memory,
which would require tiling. But for tiling we only need to download
the pixels needed by the tile.
Similarly, there might be interest to not upload full textures if a
renderer knows it only needs a small part.
Both of these methods require the ability to specify an area of the
texture to be downloaded. So change the download vfunc to include
this parameter now before we add even more textures later.
A private gdk_texture_download_area() function has also been added, but
nobody is using it yet.
GdkMemoryTexture is a texture implementation for holding data in memory
(read: GBytes). You specify the GdkMemoryFormat that data is in and off
you go.
Renderers can use this to add uploads in various different formats and
don't need to fallback to GDK doing the conersion on the CPU.
Supported formats can be extended if we need new ones, for now I just
added the relevant ones for Cairo and GdkPixbuf.
The constructor is also private still, because I'm not sure we want to
export GdkMemoryFormat.
Wrappers that do from_cairo_surface() and for_pixbuf() do exist though.