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#ifndef Magnum_AbstractTexture_h
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#define Magnum_AbstractTexture_h
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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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/** @file
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* @brief Class @ref Magnum::AbstractTexture
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*/
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#include <Corrade/Containers/Array.h>
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#include "Magnum/AbstractObject.h"
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#include "Magnum/DimensionTraits.h"
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#include "Magnum/Sampler.h"
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namespace Magnum {
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namespace Implementation {
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struct TextureState;
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#ifndef MAGNUM_TARGET_GLES2
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template<char> struct TextureSwizzle;
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template<> struct TextureSwizzle<'r'> { enum: GLint { Value = GL_RED }; };
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template<> struct TextureSwizzle<'g'> { enum: GLint { Value = GL_GREEN }; };
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template<> struct TextureSwizzle<'b'> { enum: GLint { Value = GL_BLUE }; };
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template<> struct TextureSwizzle<'a'> { enum: GLint { Value = GL_ALPHA }; };
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template<> struct TextureSwizzle<'0'> { enum: GLint { Value = GL_ZERO }; };
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template<> struct TextureSwizzle<'1'> { enum: GLint { Value = GL_ONE }; };
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#endif
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}
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/**
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@brief Base for textures
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Encapsulates one OpenGL texture object. See @ref Texture, @ref TextureArray,
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@ref CubeMapTexture, @ref CubeMapTextureArray, @ref RectangleTexture,
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@ref BufferTexture and @ref MultisampleTexture documentation for more
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information and usage examples.
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## WebGL restrictions
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@ref MAGNUM_TARGET_WEBGL "WebGL" puts some restrictions on type of data
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submitted to @ref Texture::setSubImage() "*Texture::setSubImage()", see its
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documentation for details.
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@anchor AbstractTexture-performance-optimization
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## Performance optimizations and security
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The engine tracks currently bound textures in all available texture units to
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avoid unnecessary calls to @fn_gl{ActiveTexture} and @fn_gl{BindTexture}.
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Texture configuration functions use dedicated highest available texture unit
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to not affect active bindings in user units. Texture limits and
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implementation-defined values (such as @ref maxColorSamples()) are cached, so
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repeated queries don't result in repeated @fn_gl{Get} calls.
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If on desktop GL and @extension{ARB,direct_state_access} (part of OpenGL 4.5)
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is available, @ref bind(Int) and @ref unbind(Int) use @fn_gl{BindTextureUnit}.
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Otherwise, if @extension{ARB,multi_bind} (part of OpenGL 4.4) is available,
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@ref bind(Int) and @ref unbind() uses @fn_gl{BindTextures}. Lastly, if
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@extension{EXT,direct_state_access} is available, @fn_gl_extension{BindNamedTexture,EXT,direct_state_access}
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function is used to avoid unnecessary calls to @fn_gl{ActiveTexture}.
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In addition, if either @extension{ARB,direct_state_access} (part of OpenGL 4.5)
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or @extension{EXT,direct_state_access} is available, also all texture
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configuration and data updating functions use DSA functions to avoid
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unnecessary calls to @fn_gl{ActiveTexture} and @fn_gl{BindTexture}. See
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respective function documentation for more information.
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If @extension{ARB,multi_bind} (part of OpenGL 4.5) is available,
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@ref bind(Int, std::initializer_list<AbstractTexture*>) and @ref unbind(Int, std::size_t)
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use @fn_gl{BindTextures} to avoid unnecessary calls to @fn_gl{ActiveTexture}.
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Otherwise the feature is emulated with sequence of @ref bind(Int)/@ref unbind(Int)
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calls.
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If either @extension{ARB,direct_state_access} or @extension{ARB,robustness} is
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available, image reading operations (such as @ref Texture::image()) are
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protected from buffer overflow. However, if @extension{ARB,direct_state_access}
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is not available and both @extension{EXT,direct_state_access} and
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@extension{ARB,robustness} are available, the robust version is preferred over
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DSA.
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To achieve least state changes, fully configure each texture in one run --
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method chaining comes in handy -- and try to have often used textures in
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dedicated units, not occupied by other textures. First configure the texture
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and *then* set the data, so OpenGL can optimize them to match the settings. To
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avoid redundant consistency checks and memory reallocations when updating
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texture data, set texture storage at once using @ref Texture::setStorage() "setStorage()"
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and then set data using @ref Texture::setSubImage() "setSubImage()".
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Function @ref Texture::setStorage() "setStorage()" creates immutable texture
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storage, removing the need for additional consistency checks and memory
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reallocations when updating the data later. If OpenGL 4.2, @extension{ARB,texture_storage},
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OpenGL ES 3.0 or @es_extension{EXT,texture_storage} in OpenGL ES 2.0 is not
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available, the feature is emulated with sequence of @ref Texture::setImage() "setImage()"
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calls.
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You can use functions @ref Texture::invalidateImage() "invalidateImage()" and
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@ref Texture::invalidateSubImage() "invalidateSubImage()" if you don't need
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texture data anymore to avoid unnecessary memory operations performed by OpenGL
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in order to preserve the data. If running on OpenGL ES or extension
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@extension{ARB,invalidate_subdata} (part of OpenGL 4.3) is not available, these
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functions do nothing.
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@todo all texture [level] parameters, global texture parameters
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@todo Add glPixelStore encapsulation
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@todo Texture copying
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@todo Move constructor/assignment - how to avoid creation of empty texture and
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then deleting it immediately?
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@todo ES2 - proper support for pixel unpack buffer when extension is in headers
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@todo `GL_NUM_COMPRESSED_TEXTURE_FORMATS` when compressed textures are implemented
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@todo `GL_MAX_SAMPLE_MASK_WORDS` when @extension{ARB,texture_multisample} is done
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@todo Query for immutable levels (@extension{ARB,ES3_compatibility})
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*/
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class MAGNUM_EXPORT AbstractTexture: public AbstractObject {
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friend Implementation::TextureState;
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friend CubeMapTexture;
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public:
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#ifdef MAGNUM_BUILD_DEPRECATED
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/**
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* @copybrief Shader::maxCombinedTextureImageUnits()
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* @deprecated Use @ref Magnum::Shader::maxCombinedTextureImageUnits() "Shader::maxCombinedTextureImageUnits()"
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* instead.
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*/
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static CORRADE_DEPRECATED("use Shader::maxCombinedTextureImageUnits() instead") Int maxLayers();
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#endif
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#ifndef MAGNUM_TARGET_GLES2
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/**
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* @brief Max level-of-detail bias
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*
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* The result is cached, repeated queries don't result in repeated
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* OpenGL calls.
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* @see @fn_gl{Get} with @def_gl{MAX_TEXTURE_LOD_BIAS}
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* @requires_gles30 Texture LOD bias doesn't have
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* implementation-defined range in OpenGL ES 2.0.
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*/
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static Float maxLodBias();
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#endif
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#ifndef MAGNUM_TARGET_GLES2
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/**
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* @brief Max supported color sample count
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*
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* The result is cached, repeated queries don't result in repeated
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* OpenGL calls. If neither extension @extension{ARB,texture_multisample}
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* (part of OpenGL 3.2) nor OpenGL ES 3.1 is available, returns `0`.
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* @see @fn_gl{Get} with @def_gl{MAX_COLOR_TEXTURE_SAMPLES}
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* @requires_gles30 Not defined in OpenGL ES 2.0
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*/
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static Int maxColorSamples();
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/**
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* @brief Max supported depth sample count
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*
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* The result is cached, repeated queries don't result in repeated
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* OpenGL calls. If neither extension @extension{ARB,texture_multisample}
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* (part of OpenGL 3.2) nor OpenGL ES 3.1 is available, returns `0`.
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* @see @fn_gl{Get} with @def_gl{MAX_DEPTH_TEXTURE_SAMPLES}
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* @requires_gles30 Not defined in OpenGL ES 2.0
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*/
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static Int maxDepthSamples();
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/**
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* @brief Max supported integer sample count
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*
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* The result is cached, repeated queries don't result in repeated
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* OpenGL calls. If neither extension @extension{ARB,texture_multisample}
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* (part of OpenGL 3.2) nor OpenGL ES 3.1 is available, returns `0`.
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* @see @fn_gl{Get} with @def_gl{MAX_INTEGER_SAMPLES}
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* @requires_gles30 Not defined in OpenGL ES 2.0
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*/
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static Int maxIntegerSamples();
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#endif
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/**
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* @brief Unbind any texture from given texture unit
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*
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* If on OpenGL ES or neither @extension{ARB,direct_state_access} (part
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* of OpenGL 4.5), @extension{ARB,multi_bind} (part of OpenGL 4.4) nor
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* @extension{EXT,direct_state_access} is available, the texture unit
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* is made active before unbinding the texture.
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* @note This function is meant to be used only internally from
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* @ref AbstractShaderProgram subclasses. See its documentation
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* for more information.
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* @see @ref bind(), @ref Shader::maxCombinedTextureImageUnits(),
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* @fn_gl{BindTextureUnit}, @fn_gl{BindTextures},
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* @fn_gl_extension{BindMultiTexture,EXT,direct_state_access},
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* eventually @fn_gl{ActiveTexture} and @fn_gl{BindTexture}
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*/
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static void unbind(Int textureUnit);
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/**
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* @brief Unbind textures in given range of texture units
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*
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* Unbinds all texture in the range @f$ [ firstTextureUnit ; firstTextureUnit + count ) @f$.
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* If @extension{ARB,multi_bind} (part of OpenGL 4.4) is not available,
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* the feature is emulated with sequence of @ref unbind(Int) calls.
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* @note This function is meant to be used only internally from
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* @ref AbstractShaderProgram subclasses. See its documentation
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* for more information.
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* @see @ref Shader::maxCombinedTextureImageUnits(), @fn_gl{BindTextures}
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*/
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static void unbind(Int firstTextureUnit, std::size_t count);
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/**
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* @brief Bind textures to given range of texture units
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*
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* Binds first texture in the list to @p firstTextureUnit, second to
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* `firstTextureUnit + 1` etc. If any texture is `nullptr`, given
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* texture unit is unbound. If @extension{ARB,multi_bind} (part of
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* OpenGL 4.4) is not available, the feature is emulated with sequence
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* of @ref bind(Int) / @ref unbind(Int) calls.
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* @note This function is meant to be used only internally from
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* @ref AbstractShaderProgram subclasses. See its documentation
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* for more information.
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* @see @ref Shader::maxCombinedTextureImageUnits(), @fn_gl{BindTextures}
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*/
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static void bind(Int firstTextureUnit, std::initializer_list<AbstractTexture*> textures);
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/** @brief Copying is not allowed */
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AbstractTexture(const AbstractTexture&) = delete;
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/** @brief Move constructor */
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AbstractTexture(AbstractTexture&& other) noexcept;
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/**
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* @brief Destructor
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*
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* Deletes associated OpenGL texture.
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* @see @fn_gl{DeleteTextures}
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*/
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~AbstractTexture();
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/** @brief Copying is not allowed */
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AbstractTexture& operator=(const AbstractTexture&) = delete;
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/** @brief Move assignment */
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AbstractTexture& operator=(AbstractTexture&& other) noexcept;
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/**
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* @brief Texture label
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*
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* The result is *not* cached, repeated queries will result in repeated
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* OpenGL calls. If OpenGL 4.3 is not supported and neither
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* @extension{KHR,debug} nor @extension2{EXT,debug_label} desktop or ES
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* extension is available, this function returns empty string.
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* @see @fn_gl{GetObjectLabel} or
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* @fn_gl_extension2{GetObjectLabel,EXT,debug_label} with
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* @def_gl{TEXTURE}
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*/
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std::string label();
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/**
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* @brief Set texture label
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* @return Reference to self (for method chaining)
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*
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* Default is empty string. If OpenGL 4.3 is not supported and neither
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* @extension{KHR,debug} nor @extension2{EXT,debug_label} desktop or ES
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* extension is available, this function does nothing.
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* @see @ref maxLabelLength(), @fn_gl{ObjectLabel} or
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* @fn_gl_extension2{LabelObject,EXT,debug_label} with
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* @def_gl{TEXTURE}
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*/
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AbstractTexture& setLabel(const std::string& label) {
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return setLabelInternal({label.data(), label.size()});
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}
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/** @overload */
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template<std::size_t size> AbstractTexture& setLabel(const char(&label)[size]) {
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return setLabelInternal({label, size - 1});
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}
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/** @brief OpenGL texture ID */
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GLuint id() const { return _id; }
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/**
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* @brief Bind texture to given texture unit
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*
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* If on OpenGL ES or neither @extension{ARB,direct_state_access} (part
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* of OpenGL 4.5), @extension{ARB,multi_bind} (part of OpenGL 4.4) nor
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* @extension{EXT,direct_state_access} is available, the texture unit
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* is made active before binding the texture.
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* @note This function is meant to be used only internally from
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* @ref AbstractShaderProgram subclasses. See its documentation
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* for more information.
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* @see @ref bind(Int, std::initializer_list<AbstractTexture*>),
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* @ref unbind(), @ref Shader::maxCombinedTextureImageUnits(),
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* @fn_gl{BindTextureUnit}, @fn_gl{BindTextures},
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* @fn_gl_extension{BindMultiTexture,EXT,direct_state_access},
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* eventually @fn_gl{ActiveTexture} and @fn_gl{BindTexture}
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*/
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void bind(Int textureUnit);
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#ifdef DOXYGEN_GENERATING_OUTPUT
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private:
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#else
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protected:
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#endif
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template<UnsignedInt textureDimensions> struct DataHelper {};
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explicit AbstractTexture(GLenum target);
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AbstractTexture& setLabelInternal(Containers::ArrayReference<const char> label);
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/* Unlike bind() this also sets the texture binding unit as active */
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void MAGNUM_LOCAL bindInternal();
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#ifndef MAGNUM_TARGET_GLES2
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void setBaseLevel(Int level);
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#endif
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void setMaxLevel(Int level);
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void setMinificationFilter(Sampler::Filter filter, Sampler::Mipmap mipmap);
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void setMagnificationFilter(Sampler::Filter filter);
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#ifndef MAGNUM_TARGET_GLES2
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void setMinLod(Float lod);
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void setMaxLod(Float lod);
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#endif
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#ifndef MAGNUM_TARGET_GLES
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void setLodBias(Float bias);
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#endif
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void setBorderColor(const Color4& color);
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#ifndef MAGNUM_TARGET_GLES
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void setBorderColor(const Vector4i& color);
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void setBorderColor(const Vector4ui& color);
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#endif
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void setMaxAnisotropy(Float anisotropy);
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void setSRGBDecode(bool decode);
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#ifndef MAGNUM_TARGET_GLES2
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template<char r, char g, char b, char a> void setSwizzle() {
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setSwizzleInternal(Implementation::TextureSwizzle<r>::Value,
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Implementation::TextureSwizzle<g>::Value,
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Implementation::TextureSwizzle<b>::Value,
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Implementation::TextureSwizzle<a>::Value);
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}
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void setSwizzleInternal(GLint r, GLint g, GLint b, GLint a);
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#endif
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void setCompareMode(Sampler::CompareMode mode);
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void setCompareFunction(Sampler::CompareFunction function);
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#ifndef MAGNUM_TARGET_GLES2
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void setDepthStencilMode(Sampler::DepthStencilMode mode);
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#endif
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void invalidateImage(Int level);
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void generateMipmap();
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#ifndef MAGNUM_TARGET_GLES
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template<UnsignedInt dimensions> void image(GLint level, Image<dimensions>& image);
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template<UnsignedInt dimensions> void image(GLint level, BufferImage<dimensions>& image, BufferUsage usage);
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template<UnsignedInt dimensions> void subImage(GLint level, const RangeTypeFor<dimensions, Int>& range, Image<dimensions>& image);
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template<UnsignedInt dimensions> void subImage(GLint level, const RangeTypeFor<dimensions, Int>& range, BufferImage<dimensions>& image, BufferUsage usage);
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#endif
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GLenum _target;
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private:
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static void MAGNUM_LOCAL unbindImplementationDefault(GLint textureUnit);
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#ifndef MAGNUM_TARGET_GLES
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static void MAGNUM_LOCAL unbindImplementationMulti(GLint textureUnit);
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static void MAGNUM_LOCAL unbindImplementationDSA(GLint textureUnit);
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static void MAGNUM_LOCAL unbindImplementationDSAEXT(GLint textureUnit);
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#endif
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static void MAGNUM_LOCAL bindImplementationFallback(GLint firstTextureUnit, Containers::ArrayReference<AbstractTexture* const> textures);
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#ifndef MAGNUM_TARGET_GLES
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static void MAGNUM_LOCAL bindImplementationMulti(GLint firstTextureUnit, Containers::ArrayReference<AbstractTexture* const> textures);
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#endif
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void MAGNUM_LOCAL createImplementationDefault();
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#ifndef MAGNUM_TARGET_GLES
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void MAGNUM_LOCAL createImplementationDSA();
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#endif
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void MAGNUM_LOCAL createIfNotAlready();
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void MAGNUM_LOCAL bindImplementationDefault(GLint textureUnit);
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#ifndef MAGNUM_TARGET_GLES
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void MAGNUM_LOCAL bindImplementationMulti(GLint textureUnit);
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void MAGNUM_LOCAL bindImplementationDSA(GLint textureUnit);
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void MAGNUM_LOCAL bindImplementationDSAEXT(GLint textureUnit);
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#endif
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void MAGNUM_LOCAL parameterImplementationDefault(GLenum parameter, GLint value);
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void MAGNUM_LOCAL parameterImplementationDefault(GLenum parameter, GLfloat value);
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#ifndef MAGNUM_TARGET_GLES2
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void MAGNUM_LOCAL parameterImplementationDefault(GLenum parameter, const GLint* values);
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#endif
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void MAGNUM_LOCAL parameterImplementationDefault(GLenum parameter, const GLfloat* values);
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#ifndef MAGNUM_TARGET_GLES
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void MAGNUM_LOCAL parameterIImplementationDefault(GLenum parameter, const GLuint* values);
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void MAGNUM_LOCAL parameterIImplementationDefault(GLenum parameter, const GLint* values);
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#endif
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#ifndef MAGNUM_TARGET_GLES
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void MAGNUM_LOCAL parameterImplementationDSA(GLenum parameter, GLint value);
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void MAGNUM_LOCAL parameterImplementationDSAEXT(GLenum parameter, GLint value);
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void MAGNUM_LOCAL parameterImplementationDSA(GLenum parameter, GLfloat value);
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void MAGNUM_LOCAL parameterImplementationDSAEXT(GLenum parameter, GLfloat value);
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void MAGNUM_LOCAL parameterImplementationDSA(GLenum parameter, const GLint* values);
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void MAGNUM_LOCAL parameterImplementationDSAEXT(GLenum parameter, const GLint* values);
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void MAGNUM_LOCAL parameterImplementationDSA(GLenum parameter, const GLfloat* values);
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void MAGNUM_LOCAL parameterImplementationDSAEXT(GLenum parameter, const GLfloat* values);
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void MAGNUM_LOCAL parameterIImplementationDSA(GLenum parameter, const GLuint* values);
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void MAGNUM_LOCAL parameterIImplementationDSAEXT(GLenum parameter, const GLuint* values);
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void MAGNUM_LOCAL parameterIImplementationDSA(GLenum parameter, const GLint* values);
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void MAGNUM_LOCAL parameterIImplementationDSAEXT(GLenum parameter, const GLint* values);
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#endif
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void MAGNUM_LOCAL setMaxAnisotropyImplementationNoOp(GLfloat);
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void MAGNUM_LOCAL setMaxAnisotropyImplementationExt(GLfloat anisotropy);
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#ifndef MAGNUM_TARGET_GLES2
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void MAGNUM_LOCAL getLevelParameterImplementationDefault(GLint level, GLenum parameter, GLint* values);
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#ifndef MAGNUM_TARGET_GLES
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void MAGNUM_LOCAL getLevelParameterImplementationDSA(GLint level, GLenum parameter, GLint* values);
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void MAGNUM_LOCAL getLevelParameterImplementationDSAEXT(GLint level, GLenum parameter, GLint* values);
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#endif
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#endif
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void MAGNUM_LOCAL mipmapImplementationDefault();
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#ifndef MAGNUM_TARGET_GLES
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void MAGNUM_LOCAL mipmapImplementationDSA();
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void MAGNUM_LOCAL mipmapImplementationDSAEXT();
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#endif
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#ifndef MAGNUM_TARGET_GLES
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void MAGNUM_LOCAL storageImplementationFallback(GLsizei levels, TextureFormat internalFormat, const Math::Vector<1, GLsizei>& size);
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void MAGNUM_LOCAL storageImplementationDefault(GLsizei levels, TextureFormat internalFormat, const Math::Vector<1, GLsizei>& size);
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void MAGNUM_LOCAL storageImplementationDSA(GLsizei levels, TextureFormat internalFormat, const Math::Vector<1, GLsizei>& size);
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void MAGNUM_LOCAL storageImplementationDSAEXT(GLsizei levels, TextureFormat internalFormat, const Math::Vector<1, GLsizei>& size);
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#endif
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void MAGNUM_LOCAL storageImplementationFallback(GLsizei levels, TextureFormat internalFormat, const Vector2i& size);
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void MAGNUM_LOCAL storageImplementationDefault(GLsizei levels, TextureFormat internalFormat, const Vector2i& size);
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#ifndef MAGNUM_TARGET_GLES
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void MAGNUM_LOCAL storageImplementationDSA(GLsizei levels, TextureFormat internalFormat, const Vector2i& size);
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void MAGNUM_LOCAL storageImplementationDSAEXT(GLsizei levels, TextureFormat internalFormat, const Vector2i& size);
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#endif
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void MAGNUM_LOCAL storageImplementationFallback(GLsizei levels, TextureFormat internalFormat, const Vector3i& size);
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void MAGNUM_LOCAL storageImplementationDefault(GLsizei levels, TextureFormat internalFormat, const Vector3i& size);
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#ifndef MAGNUM_TARGET_GLES
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void MAGNUM_LOCAL storageImplementationDSA(GLsizei levels, TextureFormat internalFormat, const Vector3i& size);
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void MAGNUM_LOCAL storageImplementationDSAEXT(GLsizei levels, TextureFormat internalFormat, const Vector3i& size);
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#endif
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#ifndef MAGNUM_TARGET_GLES
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void MAGNUM_LOCAL storageMultisampleImplementationFallback(GLsizei samples, TextureFormat internalFormat, const Vector2i& size, GLboolean fixedsamplelocations);
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#endif
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#ifndef MAGNUM_TARGET_GLES2
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void MAGNUM_LOCAL storageMultisampleImplementationDefault(GLsizei samples, TextureFormat internalFormat, const Vector2i& size, GLboolean fixedsamplelocations);
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#endif
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#ifndef MAGNUM_TARGET_GLES
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void MAGNUM_LOCAL storageMultisampleImplementationDSA(GLsizei samples, TextureFormat internalFormat, const Vector2i& size, GLboolean fixedsamplelocations);
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void MAGNUM_LOCAL storageMultisampleImplementationDSAEXT(GLsizei samples, TextureFormat internalFormat, const Vector2i& size, GLboolean fixedsamplelocations);
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#endif
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#ifndef MAGNUM_TARGET_GLES
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void MAGNUM_LOCAL storageMultisampleImplementationFallback(GLsizei samples, TextureFormat internalFormat, const Vector3i& size, GLboolean fixedsamplelocations);
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void MAGNUM_LOCAL storageMultisampleImplementationDefault(GLsizei samples, TextureFormat internalFormat, const Vector3i& size, GLboolean fixedsamplelocations);
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void MAGNUM_LOCAL storageMultisampleImplementationDSA(GLsizei samples, TextureFormat internalFormat, const Vector3i& size, GLboolean fixedsamplelocations);
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void MAGNUM_LOCAL storageMultisampleImplementationDSAEXT(GLsizei samples, TextureFormat internalFormat, const Vector3i& size, GLboolean fixedsamplelocations);
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#endif
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#ifndef MAGNUM_TARGET_GLES
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void MAGNUM_LOCAL getImageImplementationDefault(GLint level, ColorFormat format, ColorType type, std::size_t dataSize, GLvoid* data);
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void MAGNUM_LOCAL getImageImplementationDSA(GLint level, ColorFormat format, ColorType type, std::size_t dataSize, GLvoid* data);
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void MAGNUM_LOCAL getImageImplementationDSAEXT(GLint level, ColorFormat format, ColorType type, std::size_t dataSize, GLvoid* data);
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void MAGNUM_LOCAL getImageImplementationRobustness(GLint level, ColorFormat format, ColorType type, std::size_t dataSize, GLvoid* data);
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#endif
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#ifndef MAGNUM_TARGET_GLES
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void MAGNUM_LOCAL subImageImplementationDefault(GLint level, const Math::Vector<1, GLint>& offset, const Math::Vector<1, GLsizei>& size, ColorFormat format, ColorType type, const GLvoid* data);
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void MAGNUM_LOCAL subImageImplementationDSA(GLint level, const Math::Vector<1, GLint>& offset, const Math::Vector<1, GLsizei>& size, ColorFormat format, ColorType type, const GLvoid* data);
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void MAGNUM_LOCAL subImageImplementationDSAEXT(GLint level, const Math::Vector<1, GLint>& offset, const Math::Vector<1, GLsizei>& size, ColorFormat format, ColorType type, const GLvoid* data);
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#endif
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void MAGNUM_LOCAL subImageImplementationDefault(GLint level, const Vector2i& offset, const Vector2i& size, ColorFormat format, ColorType type, const GLvoid* data);
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#ifndef MAGNUM_TARGET_GLES
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void MAGNUM_LOCAL subImageImplementationDSA(GLint level, const Vector2i& offset, const Vector2i& size, ColorFormat format, ColorType type, const GLvoid* data);
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void MAGNUM_LOCAL subImageImplementationDSAEXT(GLint level, const Vector2i& offset, const Vector2i& size, ColorFormat format, ColorType type, const GLvoid* data);
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#endif
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void MAGNUM_LOCAL subImageImplementationDefault(GLint level, const Vector3i& offset, const Vector3i& size, ColorFormat format, ColorType type, const GLvoid* data);
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#ifndef MAGNUM_TARGET_GLES
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void MAGNUM_LOCAL subImageImplementationDSA(GLint level, const Vector3i& offset, const Vector3i& size, ColorFormat format, ColorType type, const GLvoid* data);
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void MAGNUM_LOCAL subImageImplementationDSAEXT(GLint level, const Vector3i& offset, const Vector3i& size, ColorFormat format, ColorType type, const GLvoid* data);
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#endif
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void MAGNUM_LOCAL invalidateImageImplementationNoOp(GLint level);
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#ifndef MAGNUM_TARGET_GLES
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void MAGNUM_LOCAL invalidateImageImplementationARB(GLint level);
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#endif
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void MAGNUM_LOCAL invalidateSubImageImplementationNoOp(GLint level, const Vector3i& offset, const Vector3i& size);
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#ifndef MAGNUM_TARGET_GLES
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void MAGNUM_LOCAL invalidateSubImageImplementationARB(GLint level, const Vector3i& offset, const Vector3i& size);
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#endif
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ColorFormat MAGNUM_LOCAL imageFormatForInternalFormat(TextureFormat internalFormat);
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ColorType MAGNUM_LOCAL imageTypeForInternalFormat(TextureFormat internalFormat);
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GLuint _id;
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bool _created; /* see createIfNotAlready() for details */
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};
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#ifndef DOXYGEN_GENERATING_OUTPUT
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#ifndef MAGNUM_TARGET_GLES
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template<> struct MAGNUM_EXPORT AbstractTexture::DataHelper<1> {
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#ifdef MAGNUM_BUILD_DEPRECATED
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enum class Target: GLenum {
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Texture1D = GL_TEXTURE_1D
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};
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#endif
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static Math::Vector<1, GLint> imageSize(AbstractTexture& texture, GLint level);
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static void setWrapping(AbstractTexture& texture, const Array1D<Sampler::Wrapping>& wrapping);
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static void setStorage(AbstractTexture& texture, GLsizei levels, TextureFormat internalFormat, const Math::Vector<1, GLsizei>& size);
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static void setImage(AbstractTexture& texture, GLint level, TextureFormat internalFormat, const ImageReference1D& image);
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static void setImage(AbstractTexture& texture, GLint level, TextureFormat internalFormat, BufferImage1D& image);
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static void setSubImage(AbstractTexture& texture, GLint level, const Math::Vector<1, GLint>& offset, const ImageReference1D& image);
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static void setSubImage(AbstractTexture& texture, GLint level, const Math::Vector<1, GLint>& offset, BufferImage1D& image);
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static void invalidateSubImage(AbstractTexture& texture, GLint level, const Math::Vector<1, GLint>& offset, const Math::Vector<1, GLint>& size);
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};
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#endif
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template<> struct MAGNUM_EXPORT AbstractTexture::DataHelper<2> {
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#ifdef MAGNUM_BUILD_DEPRECATED
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enum class Target: GLenum {
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Texture2D = GL_TEXTURE_2D,
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#ifndef MAGNUM_TARGET_GLES
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Texture2DMultisample = GL_TEXTURE_2D_MULTISAMPLE,
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Texture1DArray = GL_TEXTURE_1D_ARRAY,
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Rectangle = GL_TEXTURE_RECTANGLE
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#endif
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};
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#endif
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#ifndef MAGNUM_TARGET_GLES2
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static Vector2i imageSize(AbstractTexture& texture, GLint level);
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#endif
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static void setWrapping(AbstractTexture& texture, const Array2D<Sampler::Wrapping>& wrapping);
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static void setStorage(AbstractTexture& texture, GLsizei levels, TextureFormat internalFormat, const Vector2i& size);
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#ifndef MAGNUM_TARGET_GLES2
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static void setStorageMultisample(AbstractTexture& texture, GLsizei samples, TextureFormat internalFormat, const Vector2i& size, GLboolean fixedSampleLocations);
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#endif
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static void setImage(AbstractTexture& texture, GLint level, TextureFormat internalFormat, const ImageReference2D& image) {
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setImage(texture, texture._target, level, internalFormat, image);
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}
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static void setImage(AbstractTexture& texture, GLenum target, GLint level, TextureFormat internalFormat, const ImageReference2D& image);
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#ifndef MAGNUM_TARGET_GLES2
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static void setImage(AbstractTexture& texture, GLint level, TextureFormat internalFormat, BufferImage2D& image) {
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setImage(texture, texture._target, level, internalFormat, image);
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}
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static void setImage(AbstractTexture& texture, GLenum target, GLint level, TextureFormat internalFormat, BufferImage2D& image);
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#endif
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static void setSubImage(AbstractTexture& texture, GLint level, const Vector2i& offset, const ImageReference2D& image);
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#ifndef MAGNUM_TARGET_GLES2
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static void setSubImage(AbstractTexture& texture, GLint level, const Vector2i& offset, BufferImage2D& image);
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#endif
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static void invalidateSubImage(AbstractTexture& texture, GLint level, const Vector2i& offset, const Vector2i& size);
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};
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template<> struct MAGNUM_EXPORT AbstractTexture::DataHelper<3> {
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#ifdef MAGNUM_BUILD_DEPRECATED
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enum class Target: GLenum {
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#ifndef MAGNUM_TARGET_GLES2
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Texture3D = GL_TEXTURE_3D,
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Texture2DArray = GL_TEXTURE_2D_ARRAY,
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#ifndef MAGNUM_TARGET_GLES
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Texture2DMultisampleArray = GL_TEXTURE_2D_MULTISAMPLE_ARRAY
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#endif
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#else
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Texture3D = GL_TEXTURE_3D_OES
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#endif
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};
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#endif
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#ifndef MAGNUM_TARGET_GLES2
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static Vector3i imageSize(AbstractTexture& texture, GLint level);
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#endif
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static void setWrapping(AbstractTexture& texture, const Array3D<Sampler::Wrapping>& wrapping);
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static void setStorage(AbstractTexture& texture, GLsizei levels, TextureFormat internalFormat, const Vector3i& size);
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#ifndef MAGNUM_TARGET_GLES
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static void setStorageMultisample(AbstractTexture& texture, GLsizei samples, TextureFormat internalFormat, const Vector3i& size, GLboolean fixedSampleLocations);
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#endif
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static void setImage(AbstractTexture& texture, GLint level, TextureFormat internalFormat, const ImageReference3D& image);
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#ifndef MAGNUM_TARGET_GLES2
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static void setImage(AbstractTexture& texture, GLint level, TextureFormat internalFormat, BufferImage3D& image);
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#endif
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static void setSubImage(AbstractTexture& texture, GLint level, const Vector3i& offset, const ImageReference3D& image);
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#ifndef MAGNUM_TARGET_GLES2
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static void setSubImage(AbstractTexture& texture, GLint level, const Vector3i& offset, BufferImage3D& image);
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#endif
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static void invalidateSubImage(AbstractTexture& texture, GLint level, const Vector3i& offset, const Vector3i& size);
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};
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#endif
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inline AbstractTexture::AbstractTexture(AbstractTexture&& other) noexcept: _target{other._target}, _id{other._id}, _created{other._created} {
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other._id = 0;
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}
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inline AbstractTexture& AbstractTexture::operator=(AbstractTexture&& other) noexcept {
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std::swap(_target, other._target);
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std::swap(_id, other._id);
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std::swap(_created, other._created);
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return *this;
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}
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}
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#endif
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