/*
 * Cogl
 *
 * A Low Level GPU Graphics and Utilities API
 *
 * Copyright (C) 2007,2008,2009 Intel Corporation.
 *
 * Permission is hereby granted, free of charge, to any person
 * obtaining a copy of this software and associated documentation
 * files (the "Software"), to deal in the Software without
 * restriction, including without limitation the rights to use, copy,
 * modify, merge, publish, distribute, sublicense, and/or sell copies
 * of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be
 * included in all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
 * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
 * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
 * SOFTWARE.
 *
 *
 */

#ifndef __COGL_TEXTURE_PRIVATE_H
#define __COGL_TEXTURE_PRIVATE_H

#include "cogl-bitmap-private.h"
#include "cogl-object-private.h"
#include "cogl-pipeline-private.h"
#include "cogl-spans.h"
#include "cogl-meta-texture.h"
#include "cogl-framebuffer.h"

#ifdef COGL_HAS_EGL_SUPPORT
#include "cogl-egl-defines.h"
#endif

typedef struct _CoglTextureVtable     CoglTextureVtable;

/* Encodes three possibiloities result of transforming a quad */
typedef enum {
  /* quad doesn't cross the boundaries of a texture */
  COGL_TRANSFORM_NO_REPEAT,
  /* quad crosses boundaries, hardware wrap mode can handle */
  COGL_TRANSFORM_HARDWARE_REPEAT,
  /* quad crosses boundaries, needs software fallback;
   * for a sliced texture, this might not actually involve
   * repeating, just a quad crossing multiple slices */
  COGL_TRANSFORM_SOFTWARE_REPEAT,
} CoglTransformResult;

/* Flags given to the pre_paint method */
typedef enum {
  /* The texture is going to be used with filters that require
     mipmapping. This gives the texture the opportunity to
     automatically update the mipmap tree */
  COGL_TEXTURE_NEEDS_MIPMAP = 1
} CoglTexturePrePaintFlags;

struct _CoglTextureVtable
{
  /* Virtual functions that must be implemented for a texture
     backend */

  CoglBool is_primitive;

  CoglBool (* allocate) (CoglTexture *tex,
                         CoglError **error);

  /* This should update the specified sub region of the texture with a
     sub region of the given bitmap. The bitmap is not converted
     before being set so the caller is expected to have called
     _cogl_bitmap_convert_for_upload with a suitable internal_format
     before passing here */
  CoglBool (* set_region) (CoglTexture *tex,
                           int src_x,
                           int src_y,
                           int dst_x,
                           int dst_y,
                           int dst_width,
                           int dst_height,
                           int level,
                           CoglBitmap *bitmap,
                           CoglError **error);

  /* This should copy the image data of the texture into @data. The
     requested format will have been first passed through
     ctx->texture_driver->find_best_gl_get_data_format so it should
     always be a format that is valid for GL (ie, no conversion should
     be necessary). */
  CoglBool (* get_data) (CoglTexture *tex,
                         CoglPixelFormat format,
                         int rowstride,
                         uint8_t *data);

  void (* foreach_sub_texture_in_region) (CoglTexture *tex,
                                          float virtual_tx_1,
                                          float virtual_ty_1,
                                          float virtual_tx_2,
                                          float virtual_ty_2,
                                          CoglMetaTextureCallback callback,
                                          void *user_data);

  int (* get_max_waste) (CoglTexture *tex);

  CoglBool (* is_sliced) (CoglTexture *tex);

  CoglBool (* can_hardware_repeat) (CoglTexture *tex);

  void (* transform_coords_to_gl) (CoglTexture *tex,
                                   float *s,
                                   float *t);
  CoglTransformResult (* transform_quad_coords_to_gl) (CoglTexture *tex,
						       float *coords);

  CoglBool (* get_gl_texture) (CoglTexture *tex,
                               GLuint *out_gl_handle,
                               GLenum *out_gl_target);

  /* OpenGL driver specific virtual function */
  void (* gl_flush_legacy_texobj_filters) (CoglTexture *tex,
                                           GLenum min_filter,
                                           GLenum mag_filter);

  void (* pre_paint) (CoglTexture *tex, CoglTexturePrePaintFlags flags);
  void (* ensure_non_quad_rendering) (CoglTexture *tex);

  /* OpenGL driver specific virtual function */
  void (* gl_flush_legacy_texobj_wrap_modes) (CoglTexture *tex,
                                              GLenum wrap_mode_s,
                                              GLenum wrap_mode_t,
                                              GLenum wrap_mode_p);

  CoglPixelFormat (* get_format) (CoglTexture *tex);
  GLenum (* get_gl_format) (CoglTexture *tex);

  CoglTextureType (* get_type) (CoglTexture *tex);

  CoglBool (* is_foreign) (CoglTexture *tex);

  /* Only needs to be implemented if is_primitive == TRUE */
  void (* set_auto_mipmap) (CoglTexture *texture,
                            CoglBool value);
};

typedef enum _CoglTextureSoureType {
  COGL_TEXTURE_SOURCE_TYPE_SIZED = 1,
  COGL_TEXTURE_SOURCE_TYPE_BITMAP,
  COGL_TEXTURE_SOURCE_TYPE_EGL_IMAGE,
  COGL_TEXTURE_SOURCE_TYPE_GL_FOREIGN
} CoglTextureSourceType;

typedef struct _CoglTextureLoader
{
  CoglTextureSourceType src_type;
  union {
    struct {
      int width;
      int height;
      int depth; /* for 3d textures */
    } sized;
    struct {
      CoglBitmap *bitmap;
      int height; /* for 3d textures */
      int depth; /* for 3d textures */
      CoglBool can_convert_in_place;
    } bitmap;
#if defined (COGL_HAS_EGL_SUPPORT) && defined (EGL_KHR_image_base)
    struct {
      EGLImageKHR image;
      int width;
      int height;
      CoglPixelFormat format;
    } egl_image;
#endif
    struct {
      int width;
      int height;
      unsigned int gl_handle;
      CoglPixelFormat format;
    } gl_foreign;
  } src;
} CoglTextureLoader;

struct _CoglTexture
{
  CoglObject _parent;
  CoglContext *context;
  CoglTextureLoader *loader;
  GList *framebuffers;
  int max_level;
  int width;
  int height;
  CoglBool allocated;

  /*
   * Internal format
   */
  CoglTextureComponents components;
  unsigned int premultiplied:1;

  const CoglTextureVtable *vtable;
};

typedef enum _CoglTextureChangeFlags
{
  /* Whenever the internals of a texture are changed such that the
   * underlying GL textures that represent the CoglTexture change then
   * we notify cogl-material.c via
   * _cogl_pipeline_texture_pre_change_notify
   */
  COGL_TEXTURE_CHANGE_GL_TEXTURES

} CoglTextureChangeFlags;

typedef struct _CoglTexturePixel  CoglTexturePixel;

/* This is used by the texture backends to store the first pixel of
   each GL texture. This is only used when glGenerateMipmap is not
   available so that we can temporarily set GL_GENERATE_MIPMAP and
   reupload a pixel */
struct _CoglTexturePixel
{
  /* We need to store the format of the pixel because we store the
     data in the source format which might end up being different for
     each slice if a subregion is updated with a different format */
  GLenum gl_format;
  GLenum gl_type;
  uint8_t data[4];
};

void
_cogl_texture_init (CoglTexture *texture,
                    CoglContext *ctx,
                    int width,
                    int height,
                    CoglPixelFormat src_format,
                    CoglTextureLoader *loader,
                    const CoglTextureVtable *vtable);

void
_cogl_texture_free (CoglTexture *texture);

/* This is used to register a type to the list of handle types that
   will be considered a texture in cogl_is_texture() */
void
_cogl_texture_register_texture_type (const CoglObjectClass *klass);

#define COGL_TEXTURE_DEFINE(TypeName, type_name)                        \
  COGL_OBJECT_DEFINE_WITH_CODE_GTYPE                                    \
  (TypeName, type_name,                                                 \
   _cogl_texture_register_texture_type (&_cogl_##type_name##_class))

#define COGL_TEXTURE_INTERNAL_DEFINE(TypeName, type_name)               \
  COGL_OBJECT_INTERNAL_DEFINE_WITH_CODE                                 \
  (TypeName, type_name,                                                 \
   _cogl_texture_register_texture_type (&_cogl_##type_name##_class))

CoglBool
_cogl_texture_can_hardware_repeat (CoglTexture *texture);

void
_cogl_texture_transform_coords_to_gl (CoglTexture *texture,
                                      float *s,
                                      float *t);
CoglTransformResult
_cogl_texture_transform_quad_coords_to_gl (CoglTexture *texture,
                                           float *coords);

void
_cogl_texture_pre_paint (CoglTexture *texture, CoglTexturePrePaintFlags flags);

void
_cogl_texture_ensure_non_quad_rendering (CoglTexture *texture);

/*
 * This determines a CoglPixelFormat according to texture::components
 * and texture::premultiplied (i.e. the user required components and
 * whether the texture should be considered premultiplied)
 *
 * A reference/source format can be given (or COGL_PIXEL_FORMAT_ANY)
 * and wherever possible this function tries to simply return the
 * given source format if its compatible with the required components.
 *
 * Texture backends can call this when allocating a texture to know
 * how to convert a source image in preparation for uploading.
 */
CoglPixelFormat
_cogl_texture_determine_internal_format (CoglTexture *texture,
                                         CoglPixelFormat src_format);

/* This is called by texture backends when they have successfully
 * allocated a texture.
 *
 * Most texture backends currently track the internal layout of
 * textures using a CoglPixelFormat which will be finalized when a
 * texture is allocated. At this point we need to update
 * texture::components and texture::premultiplied according to the
 * determined layout.
 *
 * XXX: Going forward we should probably aim to stop using
 * CoglPixelFormat at all for tracking the internal layout of
 * textures.
 */
void
_cogl_texture_set_internal_format (CoglTexture *texture,
                                   CoglPixelFormat internal_format);

CoglBool
_cogl_texture_is_foreign (CoglTexture *texture);

void
_cogl_texture_associate_framebuffer (CoglTexture *texture,
                                     CoglFramebuffer *framebuffer);

const GList *
_cogl_texture_get_associated_framebuffers (CoglTexture *texture);

void
_cogl_texture_flush_journal_rendering (CoglTexture *texture);

void
_cogl_texture_spans_foreach_in_region (CoglSpan *x_spans,
                                       int n_x_spans,
                                       CoglSpan *y_spans,
                                       int n_y_spans,
                                       CoglTexture **textures,
                                       float *virtual_coords,
                                       float x_normalize_factor,
                                       float y_normalize_factor,
                                       CoglPipelineWrapMode wrap_x,
                                       CoglPipelineWrapMode wrap_y,
                                       CoglMetaTextureCallback callback,
                                       void *user_data);

/*
 * _cogl_texture_get_type:
 * @texture: a #CoglTexture pointer
 *
 * Retrieves the texture type of the underlying hardware texture that
 * this #CoglTexture will use.
 *
 * Return value: The type of the hardware texture.
 */
CoglTextureType
_cogl_texture_get_type (CoglTexture *texture);

CoglBool
_cogl_texture_set_region (CoglTexture *texture,
                          int width,
                          int height,
                          CoglPixelFormat format,
                          int rowstride,
                          const uint8_t *data,
                          int dst_x,
                          int dst_y,
                          int level,
                          CoglError **error);

CoglBool
_cogl_texture_set_region_from_bitmap (CoglTexture *texture,
                                      int src_x,
                                      int src_y,
                                      int width,
                                      int height,
                                      CoglBitmap *bmp,
                                      int dst_x,
                                      int dst_y,
                                      int level,
                                      CoglError **error);

CoglBool
_cogl_texture_needs_premult_conversion (CoglPixelFormat src_format,
                                        CoglPixelFormat dst_format);

int
_cogl_texture_get_n_levels (CoglTexture *texture);

void
_cogl_texture_get_level_size (CoglTexture *texture,
                              int level,
                              int *width,
                              int *height,
                              int *depth);

void
_cogl_texture_set_allocated (CoglTexture *texture,
                             CoglPixelFormat internal_format,
                             int width,
                             int height);

CoglPixelFormat
_cogl_texture_get_format (CoglTexture *texture);

CoglTextureLoader *
_cogl_texture_create_loader (void);

void
_cogl_texture_copy_internal_format (CoglTexture *src,
                                    CoglTexture *dest);

#endif /* __COGL_TEXTURE_PRIVATE_H */
