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Moved BufferTextureFormat enum before the class.

Just to make merging into the compatibility branch easier.
pull/278/head
Vladimír Vondruš 13 years ago
parent
commit
392dc54635
  1. 214
      src/BufferTexture.h

214
src/BufferTexture.h

@ -35,113 +35,6 @@
#ifndef MAGNUM_TARGET_GLES
namespace Magnum {
/**
@brief %Buffer texture
This texture is, unlike classic textures such as Texture or CubeMapTexture,
used as simple data source, without any unnecessary interpolation and
wrapping methods.
@section BufferTexture-usage Usage
%Texture data are stored in buffer and after binding the buffer to the texture
using setBuffer(), you can fill the buffer at any time using data setting
functions in Buffer itself.
Note that the buffer is not managed (e.g. deleted on destruction) by the
texture, so you have to manage it on your own. On the other hand it allows you
to use one buffer for more textures or store more than one data in it.
Example usage:
@code
Buffer* buffer;
BufferTexture texture;
texture.setBuffer(BufferTextureFormat::RGB32F, buffer);
constexpr static Vector3 data[] = {
// ...
};
buffer.setData(data, Buffer::Usage::StaticDraw);
@endcode
The texture is bound to layer specified by shader via bind(). In shader, the
texture is used via `samplerBuffer`, `isamplerBuffer` or `usamplerBuffer`.
Unlike in classic textures, coordinates for buffer textures are integer
coordinates passed to `texelFetch()`. See also AbstractShaderProgram
documentation for more information.
@section BufferTexture-performance-optimization Performance optimizations
If extension @extension{EXT,direct_state_access} is available, setBuffer()
functions use DSA to avoid unnecessary calls to @fn_gl{ActiveTexture} and
@fn_gl{BindTexture}. See @ref AbstractTexture-performance-optimization
"relevant section in AbstractTexture documentation" and respective function
documentation for more information.
@see Texture, CubeMapTexture, CubeMapTextureArray
@requires_gl31 %Extension @extension{ARB,texture_buffer_object}
@requires_gl Texture buffers are not available in OpenGL ES.
*/
class MAGNUM_EXPORT BufferTexture: private AbstractTexture {
friend class Context;
BufferTexture(const BufferTexture&) = delete;
BufferTexture(BufferTexture&&) = delete;
BufferTexture& operator=(const BufferTexture&) = delete;
BufferTexture& operator=(BufferTexture&&) = delete;
public:
explicit BufferTexture(): AbstractTexture(GL_TEXTURE_BUFFER) {}
/** @copydoc AbstractTexture::bind() */
void bind(Int layer) { AbstractTexture::bind(layer); }
/**
* @brief Set texture buffer
* @param internalFormat Internal format
* @param buffer %Buffer with data
*
* Binds given buffer to this texture. The buffer itself can be then
* filled with data of proper format at any time using Buffer own data
* setting functions.
* @see @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and @fn_gl{TexBuffer}
* or @fn_gl_extension{TextureBuffer,EXT,direct_state_access}
*/
void setBuffer(BufferTextureFormat internalFormat, Buffer* buffer) {
(this->*setBufferImplementation)(internalFormat, buffer);
}
/**
* @brief Set texture buffer
* @param internalFormat Internal format
* @param buffer %Buffer
* @param offset Offset
* @param size Data size
*
* Binds range of given buffer to this texture. The buffer itself can
* be then filled with data of proper format at any time using Buffer
* own data setting functions.
* @requires_gl43 %Extension @extension{ARB,texture_buffer_range}
* @see @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and @fn_gl{TexBufferRange}
* or @fn_gl_extension{TextureBufferRange,EXT,direct_state_access}
*/
void setBuffer(BufferTextureFormat internalFormat, Buffer* buffer, GLintptr offset, GLsizeiptr size) {
(this->*setBufferRangeImplementation)(internalFormat, buffer, offset, size);
}
private:
static void MAGNUM_LOCAL initializeContextBasedFunctionality(Context* context);
typedef void(BufferTexture::*SetBufferImplementation)(BufferTextureFormat, Buffer*);
void MAGNUM_LOCAL setBufferImplementationDefault(BufferTextureFormat internalFormat, Buffer* buffer);
void MAGNUM_LOCAL setBufferImplementationDSA(BufferTextureFormat internalFormat, Buffer* buffer);
static SetBufferImplementation setBufferImplementation;
typedef void(BufferTexture::*SetBufferRangeImplementation)(BufferTextureFormat, Buffer*, GLintptr, GLsizeiptr);
void MAGNUM_LOCAL setBufferRangeImplementationDefault(BufferTextureFormat internalFormat, Buffer* buffer, GLintptr offset, GLsizeiptr size);
void MAGNUM_LOCAL setBufferRangeImplementationDSA(BufferTextureFormat internalFormat, Buffer* buffer, GLintptr offset, GLsizeiptr size);
static SetBufferRangeImplementation setBufferRangeImplementation;
};
/**
@brief Internal buffer texture format
@ -257,6 +150,113 @@ enum class BufferTextureFormat: GLenum {
RGBA32F = GL_RGBA32F
};
/**
@brief %Buffer texture
This texture is, unlike classic textures such as Texture or CubeMapTexture,
used as simple data source, without any unnecessary interpolation and
wrapping methods.
@section BufferTexture-usage Usage
%Texture data are stored in buffer and after binding the buffer to the texture
using setBuffer(), you can fill the buffer at any time using data setting
functions in Buffer itself.
Note that the buffer is not managed (e.g. deleted on destruction) by the
texture, so you have to manage it on your own. On the other hand it allows you
to use one buffer for more textures or store more than one data in it.
Example usage:
@code
Buffer* buffer;
BufferTexture texture;
texture.setBuffer(BufferTextureFormat::RGB32F, buffer);
constexpr static Vector3 data[] = {
// ...
};
buffer.setData(data, Buffer::Usage::StaticDraw);
@endcode
The texture is bound to layer specified by shader via bind(). In shader, the
texture is used via `samplerBuffer`, `isamplerBuffer` or `usamplerBuffer`.
Unlike in classic textures, coordinates for buffer textures are integer
coordinates passed to `texelFetch()`. See also AbstractShaderProgram
documentation for more information.
@section BufferTexture-performance-optimization Performance optimizations
If extension @extension{EXT,direct_state_access} is available, setBuffer()
functions use DSA to avoid unnecessary calls to @fn_gl{ActiveTexture} and
@fn_gl{BindTexture}. See @ref AbstractTexture-performance-optimization
"relevant section in AbstractTexture documentation" and respective function
documentation for more information.
@see Texture, CubeMapTexture, CubeMapTextureArray
@requires_gl31 %Extension @extension{ARB,texture_buffer_object}
@requires_gl Texture buffers are not available in OpenGL ES.
*/
class MAGNUM_EXPORT BufferTexture: private AbstractTexture {
friend class Context;
BufferTexture(const BufferTexture&) = delete;
BufferTexture(BufferTexture&&) = delete;
BufferTexture& operator=(const BufferTexture&) = delete;
BufferTexture& operator=(BufferTexture&&) = delete;
public:
explicit BufferTexture(): AbstractTexture(GL_TEXTURE_BUFFER) {}
/** @copydoc AbstractTexture::bind() */
void bind(Int layer) { AbstractTexture::bind(layer); }
/**
* @brief Set texture buffer
* @param internalFormat Internal format
* @param buffer %Buffer with data
*
* Binds given buffer to this texture. The buffer itself can be then
* filled with data of proper format at any time using Buffer own data
* setting functions.
* @see @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and @fn_gl{TexBuffer}
* or @fn_gl_extension{TextureBuffer,EXT,direct_state_access}
*/
void setBuffer(BufferTextureFormat internalFormat, Buffer* buffer) {
(this->*setBufferImplementation)(internalFormat, buffer);
}
/**
* @brief Set texture buffer
* @param internalFormat Internal format
* @param buffer %Buffer
* @param offset Offset
* @param size Data size
*
* Binds range of given buffer to this texture. The buffer itself can
* be then filled with data of proper format at any time using Buffer
* own data setting functions.
* @requires_gl43 %Extension @extension{ARB,texture_buffer_range}
* @see @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and @fn_gl{TexBufferRange}
* or @fn_gl_extension{TextureBufferRange,EXT,direct_state_access}
*/
void setBuffer(BufferTextureFormat internalFormat, Buffer* buffer, GLintptr offset, GLsizeiptr size) {
(this->*setBufferRangeImplementation)(internalFormat, buffer, offset, size);
}
private:
static void MAGNUM_LOCAL initializeContextBasedFunctionality(Context* context);
typedef void(BufferTexture::*SetBufferImplementation)(BufferTextureFormat, Buffer*);
void MAGNUM_LOCAL setBufferImplementationDefault(BufferTextureFormat internalFormat, Buffer* buffer);
void MAGNUM_LOCAL setBufferImplementationDSA(BufferTextureFormat internalFormat, Buffer* buffer);
static SetBufferImplementation setBufferImplementation;
typedef void(BufferTexture::*SetBufferRangeImplementation)(BufferTextureFormat, Buffer*, GLintptr, GLsizeiptr);
void MAGNUM_LOCAL setBufferRangeImplementationDefault(BufferTextureFormat internalFormat, Buffer* buffer, GLintptr offset, GLsizeiptr size);
void MAGNUM_LOCAL setBufferRangeImplementationDSA(BufferTextureFormat internalFormat, Buffer* buffer, GLintptr offset, GLsizeiptr size);
static SetBufferRangeImplementation setBufferRangeImplementation;
};
}
#endif

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