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/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019
Vladimír Vondruš <mosra@centrum.cz>
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.
*/
#include "TextureImage.h"
#include "Magnum/Image.h"
#ifndef MAGNUM_TARGET_GLES2
#include "Magnum/GL/BufferImage.h"
#endif
#include "Magnum/GL/Context.h"
#include "Magnum/GL/Extensions.h"
#include "Magnum/GL/Framebuffer.h"
#include "Magnum/GL/Texture.h"
#if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_GLES2)
#include <Corrade/Containers/Reference.h>
#include <Corrade/Utility/Resource.h>
#include "Magnum/GL/AbstractShaderProgram.h"
#include "Magnum/GL/Mesh.h"
#include "Magnum/GL/PixelFormat.h"
#include "Magnum/GL/Shader.h"
#include "Magnum/GL/TextureFormat.h"
#include "Magnum/GL/Version.h"
#ifdef MAGNUM_BUILD_STATIC
static void importDebugToolsResources() {
CORRADE_RESOURCE_INITIALIZE(MagnumDebugTools_RESOURCES)
}
#endif
#endif
namespace Magnum { namespace DebugTools {
#if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_GLES2)
namespace {
class FloatReinterpretShader: public GL::AbstractShaderProgram {
public:
explicit FloatReinterpretShader();
FloatReinterpretShader& setTexture(GL::Texture2D& texture, Int level) {
texture.bind(0);
setUniform(levelUniform, level);
return *this;
}
private:
Int levelUniform;
};
FloatReinterpretShader::FloatReinterpretShader() {
#ifdef MAGNUM_BUILD_STATIC
/* Import resources on static build, if not already */
if(!Utility::Resource::hasGroup("MagnumDebugTools"))
importDebugToolsResources();
#endif
Utility::Resource rs{"MagnumDebugTools"};
GL::Shader vert{GL::Version::GLES300, GL::Shader::Type::Vertex};
GL::Shader frag{GL::Version::GLES300, GL::Shader::Type::Fragment};
vert.addSource(rs.get("TextureImage.vert"));
frag.addSource(rs.get("TextureImage.frag"));
CORRADE_INTERNAL_ASSERT(GL::Shader::compile({vert, frag}));
attachShaders({vert, frag});
CORRADE_INTERNAL_ASSERT(link());
levelUniform = uniformLocation("level");
setUniform(uniformLocation("textureData"), 0);
}
}
#endif
void textureSubImage(GL::Texture2D& texture, const Int level, const Range2Di& range, Image2D& image) {
#ifndef MAGNUM_TARGET_GLES
if(GL::Context::current().isExtensionSupported<GL::Extensions::ARB::get_texture_sub_image>()) {
texture.subImage(level, range, image);
return;
}
#endif
#if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_GLES2)
GL::PixelType type = GL::pixelType(image.format(), image.formatExtra());
if(type == GL::PixelType::Float) {
GL::TextureFormat textureFormat;
GL::PixelFormat reinterpretFormat;
GL::PixelFormat format = GL::pixelFormat(image.format());
switch(format) {
case GL::PixelFormat::Red:
textureFormat = GL::TextureFormat::R32UI;
reinterpretFormat = GL::PixelFormat::RedInteger;
break;
case GL::PixelFormat::RG:
textureFormat = GL::TextureFormat::RG32UI;
reinterpretFormat = GL::PixelFormat::RGInteger;
break;
case GL::PixelFormat::RGB:
textureFormat = GL::TextureFormat::RGB32UI;
reinterpretFormat = GL::PixelFormat::RGBInteger;
break;
case GL::PixelFormat::RGBA:
textureFormat = GL::TextureFormat::RGBA32UI;
reinterpretFormat = GL::PixelFormat::RGBAInteger;
break;
default:
CORRADE_ASSERT(false, "DebugTools::textureSubImage(): unsupported pixel format" << format, );
}
GL::Texture2D output;
output.setStorage(1, textureFormat, range.max());
GL::Framebuffer fb{range};
fb.attachTexture(GL::Framebuffer::ColorAttachment{0}, output, 0)
.bind();
CORRADE_INTERNAL_ASSERT(fb.checkStatus(GL::FramebufferTarget::Draw) == GL::Framebuffer::Status::Complete);
CORRADE_INTERNAL_ASSERT(fb.checkStatus(GL::FramebufferTarget::Read) == GL::Framebuffer::Status::Complete);
FloatReinterpretShader shader;
shader.setTexture(texture, level);
GL::Mesh mesh;
mesh.setCount(3)
.draw(shader);
/* release() needs to be called after querying the size to avoid zeroing it out */
const Vector2i imageSize = image.size();
Image2D temp{image.storage(), reinterpretFormat, GL::PixelType::UnsignedInt, imageSize, image.release()};
fb.read(range, temp);
image = Image2D{image.storage(), image.format(), image.formatExtra(), image.pixelSize(), imageSize, temp.release()};
return;
}
#endif
GL::Framebuffer fb{range};
fb.attachTexture(GL::Framebuffer::ColorAttachment{0}, texture, level)
.read(range, image);
}
Image2D textureSubImage(GL::Texture2D& texture, const Int level, const Range2Di& range, Image2D&& image) {
textureSubImage(texture, level, range, image);
return std::move(image);
}
#ifndef MAGNUM_TARGET_GLES2
void textureSubImage(GL::Texture2D& texture, const Int level, const Range2Di& range, GL::BufferImage2D& image, const GL::BufferUsage usage) {
#ifndef MAGNUM_TARGET_GLES
if(GL::Context::current().isExtensionSupported<GL::Extensions::ARB::get_texture_sub_image>()) {
texture.subImage(level, range, image, usage);
return;
}
#endif
GL::Framebuffer fb{range};
fb.attachTexture(GL::Framebuffer::ColorAttachment{0}, texture, level)
.read(range, image, usage);
}
GL::BufferImage2D textureSubImage(GL::Texture2D& texture, const Int level, const Range2Di& range, GL::BufferImage2D&& image, const GL::BufferUsage usage) {
textureSubImage(texture, level, range, image, usage);
return std::move(image);
}
#endif
void textureSubImage(GL::CubeMapTexture& texture, const GL::CubeMapCoordinate coordinate, const Int level, const Range2Di& range, Image2D& image) {
GL::Framebuffer fb{range};
fb.attachCubeMapTexture(GL::Framebuffer::ColorAttachment{0}, texture, coordinate, level)
.read(range, image);
}
Image2D textureSubImage(GL::CubeMapTexture& texture, const GL::CubeMapCoordinate coordinate, const Int level, const Range2Di& range, Image2D&& image) {
textureSubImage(texture, coordinate, level, range, image);
return std::move(image);
}
#ifndef MAGNUM_TARGET_GLES2
void textureSubImage(GL::CubeMapTexture& texture, const GL::CubeMapCoordinate coordinate, const Int level, const Range2Di& range, GL::BufferImage2D& image, const GL::BufferUsage usage) {
GL::Framebuffer fb{range};
fb.attachCubeMapTexture(GL::Framebuffer::ColorAttachment{0}, texture, coordinate, level)
.read(range, image, usage);
}
GL::BufferImage2D textureSubImage(GL::CubeMapTexture& texture, const GL::CubeMapCoordinate coordinate, const Int level, const Range2Di& range, GL::BufferImage2D&& image, const GL::BufferUsage usage) {
textureSubImage(texture, coordinate, level, range, image, usage);
return std::move(image);
}
#endif
}}