#ifndef Magnum_GL_Implementation_TextureState_h #define Magnum_GL_Implementation_TextureState_h /* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, 2020, 2021, 2022 Vladimír Vondruš 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 /* std::pair */ #include #include "Magnum/Magnum.h" #include "Magnum/GL/GL.h" #include "Magnum/GL/OpenGL.h" #ifdef _MSC_VER #include "Magnum/GL/AbstractTexture.h" #ifndef MAGNUM_TARGET_GLES2 /* Otherwise the member function pointers will have different size based on whether the header was included or not. CAUSES SERIOUS MEMORY CORRUPTION AND IS NOT CAUGHT BY ANY WARNING WHATSOEVER! AARGH! */ #include "Magnum/GL/BufferTexture.h" #include "Magnum/GL/CubeMapTexture.h" #endif #endif #if defined(CORRADE_TARGET_APPLE) && !defined(MAGNUM_TARGET_GLES) #include "Magnum/Math/BoolVector.h" #endif namespace Magnum { namespace GL { namespace Implementation { struct TextureState { #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) struct ImageBinding { GLuint id; GLint level; GLboolean layered; GLint layer; GLenum access; /* Used inside AbstractTexture to check if the state changed */ bool operator==(const ImageBinding& other) { return other.id == id && other.level == level && other.layered == layered && other.layer == layer && other.access == access; } bool operator!=(const ImageBinding& other) { return !operator==(other); } }; #endif explicit TextureState(Context& context, Containers::ArrayView> bindings, #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) Containers::ArrayView imageBindings, #endif Containers::StaticArrayView extensions); void reset(); Int(*compressedBlockDataSizeImplementation)(GLenum, TextureFormat); void(*unbindImplementation)(GLint); void(*bindMultiImplementation)(GLint, Containers::ArrayView); void(AbstractTexture::*createImplementation)(); void(AbstractTexture::*bindImplementation)(GLint); void(AbstractTexture::*bindInternalImplementation)(GLint); void(AbstractTexture::*parameteriImplementation)(GLenum, GLint); void(AbstractTexture::*parameterfImplementation)(GLenum, GLfloat); #ifndef MAGNUM_TARGET_GLES2 void(AbstractTexture::*parameterivImplementation)(GLenum, const GLint*); #endif void(AbstractTexture::*parameterfvImplementation)(GLenum, const GLfloat*); #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) void(AbstractTexture::*parameterIuivImplementation)(GLenum, const GLuint*); void(AbstractTexture::*parameterIivImplementation)(GLenum, const GLint*); #endif void(AbstractTexture::*setMaxAnisotropyImplementation)(GLfloat); #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) void(AbstractTexture::*getLevelParameterivImplementation)(GLint, GLenum, GLint*); #endif void(AbstractTexture::*mipmapImplementation)(); #ifndef MAGNUM_TARGET_GLES void(AbstractTexture::*storage1DImplementation)(GLsizei, TextureFormat, const Math::Vector<1, GLsizei>&); #endif void(AbstractTexture::*storage2DImplementation)(GLsizei, TextureFormat, const Vector2i&); #if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2)) void(AbstractTexture::*storage3DImplementation)(GLsizei, TextureFormat, const Vector3i&); #endif #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) void(AbstractTexture::*storage2DMultisampleImplementation)(GLsizei, TextureFormat, const Vector2i&, GLboolean); void(AbstractTexture::*storage3DMultisampleImplementation)(GLsizei, TextureFormat, const Vector3i&, GLboolean); #endif #ifndef MAGNUM_TARGET_GLES void(AbstractTexture::*getImageImplementation)(GLint, PixelFormat, PixelType, std::size_t, GLvoid*); void(AbstractTexture::*getCompressedImageImplementation)(GLint, std::size_t, GLvoid*); #endif #ifndef MAGNUM_TARGET_GLES void(AbstractTexture::*subImage1DImplementation)(GLint, const Math::Vector<1, GLint>&, const Math::Vector<1, GLsizei>&, PixelFormat, PixelType, const GLvoid*); void(AbstractTexture::*compressedSubImage1DImplementation)(GLint, const Math::Vector<1, GLint>&, const Math::Vector<1, GLsizei>&, CompressedPixelFormat, const GLvoid*, GLsizei); #endif void (AbstractTexture::*image2DImplementation)(GLenum, GLint, TextureFormat, const Vector2i&, PixelFormat, PixelType, const GLvoid*, const PixelStorage&); void(AbstractTexture::*subImage2DImplementation)(GLint, const Vector2i&, const Vector2i&, PixelFormat, PixelType, const GLvoid*, const PixelStorage&); void(AbstractTexture::*compressedSubImage2DImplementation)(GLint, const Vector2i&, const Vector2i&, CompressedPixelFormat, const GLvoid*, GLsizei); #if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2)) void (AbstractTexture::*image3DImplementation)(GLint, TextureFormat, const Vector3i&, PixelFormat, PixelType, const GLvoid*, const PixelStorage&); void(AbstractTexture::*subImage3DImplementation)(GLint, const Vector3i&, const Vector3i&, PixelFormat, PixelType, const GLvoid*, const PixelStorage&); void(AbstractTexture::*compressedSubImage3DImplementation)(GLint, const Vector3i&, const Vector3i&, CompressedPixelFormat, const GLvoid*, GLsizei); #endif void(AbstractTexture::*invalidateImageImplementation)(GLint); void(AbstractTexture::*invalidateSubImageImplementation)(GLint, const Vector3i&, const Vector3i&); #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) void(BufferTexture::*setBufferImplementation)(BufferTextureFormat, Buffer*); void(BufferTexture::*setBufferRangeImplementation)(BufferTextureFormat, Buffer&, GLintptr, GLsizeiptr); #endif #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) void(CubeMapTexture::*getCubeLevelParameterivImplementation)(GLint, GLenum, GLint*); #endif #ifndef MAGNUM_TARGET_GLES GLint(CubeMapTexture::*getCubeLevelCompressedImageSizeImplementation)(GLint); void(CubeMapTexture::*getCubeImageImplementation)(CubeMapCoordinate, GLint, const Vector2i&, PixelFormat, PixelType, std::size_t, GLvoid*); void(CubeMapTexture::*getCubeImage3DImplementation)(GLint, const Vector3i&, PixelFormat, PixelType, std::size_t, GLvoid*, const PixelStorage&); void(CubeMapTexture::*getCompressedCubeImage3DImplementation)(GLint, const Vector2i&, std::size_t, std::size_t, GLvoid*); void(CubeMapTexture::*getCompressedCubeImageImplementation)(CubeMapCoordinate, GLint, const Vector2i&, std::size_t, GLvoid*); #endif void(CubeMapTexture::*cubeSubImage3DImplementation)(GLint, const Vector3i&, const Vector3i&, PixelFormat, PixelType, const GLvoid*, const PixelStorage&); void(CubeMapTexture::*cubeSubImageImplementation)(CubeMapCoordinate, GLint, const Vector2i&, const Vector2i&, PixelFormat, PixelType, const GLvoid*); void(CubeMapTexture::*cubeCompressedSubImageImplementation)(CubeMapCoordinate, GLint, const Vector2i&, const Vector2i&, CompressedPixelFormat, const GLvoid*, GLsizei); GLint maxSize, #if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2)) max3DSize, #endif maxCubeMapSize; #ifndef MAGNUM_TARGET_GLES2 GLint maxArrayLayers; #endif #ifndef MAGNUM_TARGET_GLES GLint maxRectangleSize; #endif #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) GLint maxBufferSize; #endif GLint maxTextureUnits; #ifndef MAGNUM_TARGET_GLES2 GLfloat maxLodBias; #endif GLfloat maxMaxAnisotropy; GLint currentTextureUnit; #ifndef MAGNUM_TARGET_GLES2 GLint maxColorSamples, maxDepthSamples, maxIntegerSamples; #endif #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) GLint bufferOffsetAlignment; #endif /* These arrays get allocated in State in a single allocation and views to them are passed here via the constructor. */ /* Texture type, texture object ID. While not true, for simplicity this assumes that each slot can have just one ID bound, not one ID per texture type. */ Containers::ArrayView> bindings; #if defined(CORRADE_TARGET_APPLE) && !defined(MAGNUM_TARGET_GLES) Math::BoolVector<80> bufferTextureBound; #endif #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) /* Texture object ID, level, layered, layer, access */ Containers::ArrayView imageBindings; #endif }; }}} #endif