/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014 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 "AbstractTexture.h" #ifndef MAGNUM_TARGET_GLES2 #include "Magnum/BufferImage.h" #endif #include "Magnum/Array.h" #include "Magnum/Color.h" #include "Magnum/ColorFormat.h" #include "Magnum/Context.h" #include "Magnum/Extensions.h" #include "Magnum/Image.h" #include "Magnum/TextureFormat.h" #ifdef MAGNUM_BUILD_DEPRECATED #include "Magnum/Shader.h" #endif #include "Implementation/DebugState.h" #include "Implementation/State.h" #include "Implementation/TextureState.h" namespace Magnum { #ifdef MAGNUM_BUILD_DEPRECATED Int AbstractTexture::maxLayers() { return Shader::maxCombinedTextureImageUnits(); } #endif #ifndef MAGNUM_TARGET_GLES2 Float AbstractTexture::maxLodBias() { GLfloat& value = Context::current()->state().texture->maxLodBias; /* Get the value, if not already cached */ if(value == 0.0f) glGetFloatv(GL_MAX_TEXTURE_LOD_BIAS, &value); return value; } #endif #ifndef MAGNUM_TARGET_GLES2 Int AbstractTexture::maxColorSamples() { #ifndef MAGNUM_TARGET_GLES if(!Context::current()->isExtensionSupported()) #else if(!Context::current()->isVersionSupported(Version::GLES310)) #endif return 0; GLint& value = Context::current()->state().texture->maxColorSamples; /* Get the value, if not already cached */ if(value == 0) glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &value); return value; } Int AbstractTexture::maxDepthSamples() { #ifndef MAGNUM_TARGET_GLES if(!Context::current()->isExtensionSupported()) #else if(!Context::current()->isVersionSupported(Version::GLES310)) #endif return 0; GLint& value = Context::current()->state().texture->maxDepthSamples; /* Get the value, if not already cached */ if(value == 0) glGetIntegerv(GL_MAX_DEPTH_TEXTURE_SAMPLES, &value); return value; } Int AbstractTexture::maxIntegerSamples() { #ifndef MAGNUM_TARGET_GLES if(!Context::current()->isExtensionSupported()) #else if(!Context::current()->isVersionSupported(Version::GLES310)) #endif return 0; GLint& value = Context::current()->state().texture->maxIntegerSamples; /* Get the value, if not already cached */ if(value == 0) glGetIntegerv(GL_MAX_INTEGER_SAMPLES, &value); return value; } #endif void AbstractTexture::unbind(const Int textureUnit) { Implementation::TextureState* const textureState = Context::current()->state().texture; /* If given texture unit is already unbound, nothing to do */ if(textureState->bindings[textureUnit].second == 0) return; /* Unbind the texture, reset state tracker */ Context::current()->state().texture->unbindImplementation(textureUnit); textureState->bindings[textureUnit] = {}; } void AbstractTexture::unbindImplementationDefault(const GLint textureUnit) { Implementation::TextureState* const textureState = Context::current()->state().texture; /* Activate given texture unit if not already active, update state tracker */ if(textureState->currentTextureUnit != textureUnit) glActiveTexture(GL_TEXTURE0 + (textureState->currentTextureUnit = textureUnit)); CORRADE_INTERNAL_ASSERT(textureState->bindings[textureUnit].first != 0); glBindTexture(textureState->bindings[textureUnit].first, 0); } #ifndef MAGNUM_TARGET_GLES void AbstractTexture::unbindImplementationMulti(const GLint textureUnit) { constexpr static GLuint zero = 0; glBindTextures(textureUnit, 1, &zero); } void AbstractTexture::unbindImplementationDSA(const GLint textureUnit) { Implementation::TextureState* const textureState = Context::current()->state().texture; CORRADE_INTERNAL_ASSERT(textureState->bindings[textureUnit].first != 0); glBindMultiTextureEXT(GL_TEXTURE0 + textureUnit, textureState->bindings[textureUnit].first, 0); } #endif void AbstractTexture::bind(const Int firstTextureUnit, std::initializer_list textures) { /* State tracker is updated in the implementations */ Context::current()->state().texture->bindMultiImplementation(firstTextureUnit, textures); } void AbstractTexture::bindImplementationFallback(const GLint firstTextureUnit, std::initializer_list textures) { Int unit = firstTextureUnit; for(AbstractTexture* const texture: textures) { if(texture) texture->bind(unit); else unbind(unit); ++unit; } } #ifndef MAGNUM_TARGET_GLES void AbstractTexture::bindImplementationMulti(const GLint firstTextureUnit, std::initializer_list textures) { Implementation::TextureState* const textureState = Context::current()->state().texture; /* Create array of IDs and also update bindings in state tracker */ Containers::Array ids{textures.size()}; Int i{}; for(const AbstractTexture* const texture: textures) { textureState->bindings[firstTextureUnit + i].second = ids[i] = texture ? texture->id() : 0; ++i; } glBindTextures(firstTextureUnit, ids.size(), ids); } #endif AbstractTexture::AbstractTexture(GLenum target): _target(target) { glGenTextures(1, &_id); CORRADE_INTERNAL_ASSERT(_id != Implementation::State::DisengagedBinding); } AbstractTexture::~AbstractTexture() { /* Moved out, nothing to do */ if(!_id) return; /* Remove all bindings */ for(auto& binding: Context::current()->state().texture->bindings) if(binding.second == _id) binding = {}; glDeleteTextures(1, &_id); } std::string AbstractTexture::label() const { return Context::current()->state().debug->getLabelImplementation(GL_TEXTURE, _id); } AbstractTexture& AbstractTexture::setLabelInternal(const Containers::ArrayReference label) { Context::current()->state().debug->labelImplementation(GL_TEXTURE, _id, label); return *this; } void AbstractTexture::bind(Int textureUnit) { Implementation::TextureState* const textureState = Context::current()->state().texture; /* If already bound in given texture unit, nothing to do */ if(textureState->bindings[textureUnit].second == _id) return; /* Update state tracker, bind the texture to the unit */ textureState->bindings[textureUnit] = {_target, _id}; (this->*Context::current()->state().texture->bindImplementation)(textureUnit); } void AbstractTexture::bindImplementationDefault(GLint textureUnit) { Implementation::TextureState* const textureState = Context::current()->state().texture; /* Activate given texture unit if not already active, update state tracker */ if(textureState->currentTextureUnit != textureUnit) glActiveTexture(GL_TEXTURE0 + (textureState->currentTextureUnit = textureUnit)); glBindTexture(_target, _id); } #ifndef MAGNUM_TARGET_GLES void AbstractTexture::bindImplementationMulti(GLint textureUnit) { glBindTextures(textureUnit, 1, &_id); } void AbstractTexture::bindImplementationDSA(GLint textureUnit) { glBindMultiTextureEXT(GL_TEXTURE0 + textureUnit, _target, _id); } #endif #ifndef MAGNUM_TARGET_GLES2 void AbstractTexture::setBaseLevel(Int level) { (this->*Context::current()->state().texture->parameteriImplementation)(GL_TEXTURE_BASE_LEVEL, level); } #endif void AbstractTexture::setMaxLevel(Int level) { (this->*Context::current()->state().texture->parameteriImplementation)( #ifndef MAGNUM_TARGET_GLES2 GL_TEXTURE_MAX_LEVEL #else GL_TEXTURE_MAX_LEVEL_APPLE #endif , level); } void AbstractTexture::setMinificationFilter(Sampler::Filter filter, Sampler::Mipmap mipmap) { (this->*Context::current()->state().texture->parameteriImplementation)(GL_TEXTURE_MIN_FILTER, GLint(filter)|GLint(mipmap)); } void AbstractTexture::setMagnificationFilter(const Sampler::Filter filter) { (this->*Context::current()->state().texture->parameteriImplementation)(GL_TEXTURE_MAG_FILTER, GLint(filter)); } #ifndef MAGNUM_TARGET_GLES2 void AbstractTexture::setMinLod(const Float lod) { (this->*Context::current()->state().texture->parameterfImplementation)(GL_TEXTURE_MIN_LOD, lod); } void AbstractTexture::setMaxLod(const Float lod) { (this->*Context::current()->state().texture->parameterfImplementation)(GL_TEXTURE_MAX_LOD, lod); } #endif #ifndef MAGNUM_TARGET_GLES void AbstractTexture::setLodBias(const Float bias) { (this->*Context::current()->state().texture->parameterfImplementation)(GL_TEXTURE_LOD_BIAS, bias); } #endif void AbstractTexture::setBorderColor(const Color4& color) { #ifndef MAGNUM_TARGET_GLES (this->*Context::current()->state().texture->parameterfvImplementation)(GL_TEXTURE_BORDER_COLOR, color.data()); #else (this->*Context::current()->state().texture->parameterfvImplementation)(GL_TEXTURE_BORDER_COLOR_NV, color.data()); #endif } #ifndef MAGNUM_TARGET_GLES void AbstractTexture::setBorderColor(const Vector4ui& color) { (this->*Context::current()->state().texture->parameterIuivImplementation)(GL_TEXTURE_BORDER_COLOR, color.data()); } void AbstractTexture::setBorderColor(const Vector4i& color) { (this->*Context::current()->state().texture->parameterIivImplementation)(GL_TEXTURE_BORDER_COLOR, color.data()); } #endif void AbstractTexture::setMaxAnisotropy(const Float anisotropy) { (this->*Context::current()->state().texture->setMaxAnisotropyImplementation)(anisotropy); } void AbstractTexture::setSRGBDecode(bool decode) { (this->*Context::current()->state().texture->parameteriImplementation)(GL_TEXTURE_SRGB_DECODE_EXT, decode ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT); } #ifndef MAGNUM_TARGET_GLES2 void AbstractTexture::setSwizzleInternal(const GLint r, const GLint g, const GLint b, const GLint a) { #ifndef MAGNUM_TARGET_GLES const GLint rgba[] = {r, g, b, a}; (this->*Context::current()->state().texture->parameterivImplementation)(GL_TEXTURE_SWIZZLE_RGBA, rgba); #else (this->*Context::current()->state().texture->parameteriImplementation)(GL_TEXTURE_SWIZZLE_R, r); (this->*Context::current()->state().texture->parameteriImplementation)(GL_TEXTURE_SWIZZLE_G, g); (this->*Context::current()->state().texture->parameteriImplementation)(GL_TEXTURE_SWIZZLE_B, b); (this->*Context::current()->state().texture->parameteriImplementation)(GL_TEXTURE_SWIZZLE_A, a); #endif } #endif void AbstractTexture::setCompareMode(const Sampler::CompareMode mode) { (this->*Context::current()->state().texture->parameteriImplementation)( #ifndef MAGNUM_TARGET_GLES2 GL_TEXTURE_COMPARE_MODE #else GL_TEXTURE_COMPARE_MODE_EXT #endif , GLenum(mode)); } void AbstractTexture::setCompareFunction(const Sampler::CompareFunction function) { (this->*Context::current()->state().texture->parameteriImplementation)( #ifndef MAGNUM_TARGET_GLES2 GL_TEXTURE_COMPARE_FUNC #else GL_TEXTURE_COMPARE_FUNC_EXT #endif , GLenum(function)); } #ifndef MAGNUM_TARGET_GLES2 void AbstractTexture::setDepthStencilMode(const Sampler::DepthStencilMode mode) { (this->*Context::current()->state().texture->parameteriImplementation)(GL_DEPTH_STENCIL_TEXTURE_MODE, GLenum(mode)); } #endif void AbstractTexture::invalidateImage(const Int level) { (this->*Context::current()->state().texture->invalidateImageImplementation)(level); } void AbstractTexture::generateMipmap() { (this->*Context::current()->state().texture->mipmapImplementation)(); } void AbstractTexture::mipmapImplementationDefault() { bindInternal(); glGenerateMipmap(_target); } #ifndef MAGNUM_TARGET_GLES void AbstractTexture::mipmapImplementationDSA() { glGenerateTextureMipmapEXT(_id, _target); } #endif void AbstractTexture::bindInternal() { /* Using glBindTextures() here is meaningless, because the non-DSA functions need to have the texture bound in *currently active* unit, so we would need to call glActiveTexture() afterwards anyway. */ Implementation::TextureState* const textureState = Context::current()->state().texture; /* If the texture is already bound in current unit, nothing to do */ if(textureState->bindings[textureState->currentTextureUnit].second == _id) return; /* Set internal unit as active if not already, update state tracker */ CORRADE_INTERNAL_ASSERT(textureState->maxTextureUnits > 1); const GLint internalTextureUnit = textureState->maxTextureUnits-1; if(textureState->currentTextureUnit != internalTextureUnit) glActiveTexture(GL_TEXTURE0 + (textureState->currentTextureUnit = internalTextureUnit)); /* Bind the texture to internal unit if not already, update state tracker */ if(textureState->bindings[internalTextureUnit].second == _id) return; textureState->bindings[internalTextureUnit] = {_target, _id}; glBindTexture(_target, _id); } ColorFormat AbstractTexture::imageFormatForInternalFormat(const TextureFormat internalFormat) { switch(internalFormat) { case TextureFormat::Red: case TextureFormat::R8: #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::R8Snorm: #endif #ifndef MAGNUM_TARGET_GLES case TextureFormat::R16: case TextureFormat::R16Snorm: #endif #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::R16F: case TextureFormat::R32F: #endif #ifndef MAGNUM_TARGET_GLES case TextureFormat::CompressedRed: case TextureFormat::CompressedRedRgtc1: case TextureFormat::CompressedSignedRedRgtc1: #endif return ColorFormat::Red; #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::R8UI: case TextureFormat::R8I: case TextureFormat::R16UI: case TextureFormat::R16I: case TextureFormat::R32UI: case TextureFormat::R32I: return ColorFormat::RedInteger; #endif case TextureFormat::RG: case TextureFormat::RG8: #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::RG8Snorm: #endif #ifndef MAGNUM_TARGET_GLES case TextureFormat::RG16: case TextureFormat::RG16Snorm: #endif #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::RG16F: case TextureFormat::RG32F: #endif #ifndef MAGNUM_TARGET_GLES case TextureFormat::CompressedRG: case TextureFormat::CompressedRGRgtc2: case TextureFormat::CompressedSignedRGRgtc2: #endif return ColorFormat::RG; #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::RG8UI: case TextureFormat::RG8I: case TextureFormat::RG16UI: case TextureFormat::RG16I: case TextureFormat::RG32UI: case TextureFormat::RG32I: return ColorFormat::RGInteger; #endif case TextureFormat::RGB: case TextureFormat::RGB8: #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::RGB8Snorm: #endif #ifndef MAGNUM_TARGET_GLES case TextureFormat::RGB16: case TextureFormat::RGB16Snorm: #endif #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::RGB16F: case TextureFormat::RGB32F: #endif #ifndef MAGNUM_TARGET_GLES case TextureFormat::R3B3G2: case TextureFormat::RGB4: case TextureFormat::RGB5: #endif case TextureFormat::RGB565: #ifndef MAGNUM_TARGET_GLES3 case TextureFormat::RGB10: #endif #ifndef MAGNUM_TARGET_GLES case TextureFormat::RGB12: #endif #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::R11FG11FB10F: case TextureFormat::RGB9E5: #endif case TextureFormat::SRGB: #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::SRGB8: #endif #ifndef MAGNUM_TARGET_GLES case TextureFormat::CompressedRGB: case TextureFormat::CompressedRGBBptcUnsignedFloat: case TextureFormat::CompressedRGBBptcSignedFloat: #endif return ColorFormat::RGB; #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::RGB8UI: case TextureFormat::RGB8I: case TextureFormat::RGB16UI: case TextureFormat::RGB16I: case TextureFormat::RGB32UI: case TextureFormat::RGB32I: return ColorFormat::RGBInteger; #endif case TextureFormat::RGBA: case TextureFormat::RGBA8: #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::RGBA8Snorm: #endif #ifndef MAGNUM_TARGET_GLES case TextureFormat::RGBA16: case TextureFormat::RGBA16Snorm: #endif #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::RGBA16F: case TextureFormat::RGBA32F: #endif #ifndef MAGNUM_TARGET_GLES case TextureFormat::RGBA2: #endif case TextureFormat::RGBA4: case TextureFormat::RGB5A1: case TextureFormat::RGB10A2: #ifndef MAGNUM_TARGET_GLES case TextureFormat::RGBA12: #endif case TextureFormat::SRGBAlpha: #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::SRGB8Alpha8: #endif #ifndef MAGNUM_TARGET_GLES case TextureFormat::CompressedRGBA: case TextureFormat::CompressedRGBABptcUnorm: case TextureFormat::CompressedSRGBAlphaBptcUnorm: #endif return ColorFormat::RGBA; #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::RGBA8UI: case TextureFormat::RGBA8I: case TextureFormat::RGBA16UI: case TextureFormat::RGBA16I: case TextureFormat::RGBA32UI: case TextureFormat::RGBA32I: case TextureFormat::RGB10A2UI: return ColorFormat::RGBAInteger; #endif #ifdef MAGNUM_TARGET_GLES2 case TextureFormat::Luminance: return ColorFormat::Luminance; case TextureFormat::LuminanceAlpha: return ColorFormat::LuminanceAlpha; #endif case TextureFormat::DepthComponent: case TextureFormat::DepthComponent16: case TextureFormat::DepthComponent24: case TextureFormat::DepthComponent32: #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::DepthComponent32F: #endif return ColorFormat::DepthComponent; #ifndef MAGNUM_TARGET_GLES case TextureFormat::StencilIndex8: return ColorFormat::StencilIndex; #endif case TextureFormat::DepthStencil: case TextureFormat::Depth24Stencil8: #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::Depth32FStencil8: #endif return ColorFormat::DepthStencil; } CORRADE_ASSERT_UNREACHABLE(); } ColorType AbstractTexture::imageTypeForInternalFormat(const TextureFormat internalFormat) { switch(internalFormat) { case TextureFormat::Red: case TextureFormat::RG: case TextureFormat::RGB: case TextureFormat::RGBA: case TextureFormat::R8: case TextureFormat::RG8: case TextureFormat::RGB8: case TextureFormat::RGBA8: #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::R8UI: case TextureFormat::RG8UI: case TextureFormat::RGB8UI: case TextureFormat::RGBA8UI: #endif #ifdef MAGNUM_TARGET_GLES2 case TextureFormat::Luminance: case TextureFormat::LuminanceAlpha: #endif case TextureFormat::SRGB: case TextureFormat::SRGBAlpha: #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::SRGB8: case TextureFormat::SRGB8Alpha8: #endif #ifndef MAGNUM_TARGET_GLES case TextureFormat::RGBA2: /**< @todo really? */ case TextureFormat::CompressedRed: case TextureFormat::CompressedRG: case TextureFormat::CompressedRGB: case TextureFormat::CompressedRGBA: case TextureFormat::CompressedRedRgtc1: case TextureFormat::CompressedRGRgtc2: case TextureFormat::CompressedRGBABptcUnorm: case TextureFormat::CompressedSRGBAlphaBptcUnorm: #endif return ColorType::UnsignedByte; #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::R8Snorm: case TextureFormat::RG8Snorm: case TextureFormat::RGB8Snorm: case TextureFormat::RGBA8Snorm: case TextureFormat::R8I: case TextureFormat::RG8I: case TextureFormat::RGB8I: case TextureFormat::RGBA8I: #ifndef MAGNUM_TARGET_GLES case TextureFormat::CompressedSignedRedRgtc1: case TextureFormat::CompressedSignedRGRgtc2: #endif return ColorType::Byte; #endif #ifndef MAGNUM_TARGET_GLES case TextureFormat::R16: case TextureFormat::RG16: case TextureFormat::RGB16: case TextureFormat::RGBA16: #endif #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::R16UI: case TextureFormat::RG16UI: case TextureFormat::RGB16UI: case TextureFormat::RGBA16UI: #endif #ifndef MAGNUM_TARGET_GLES case TextureFormat::RGB12: /**< @todo really? */ #endif case TextureFormat::RGBA4: /**< @todo really? */ #ifndef MAGNUM_TARGET_GLES case TextureFormat::RGBA12: /**< @todo really? */ #endif return ColorType::UnsignedShort; #ifndef MAGNUM_TARGET_GLES2 #ifndef MAGNUM_TARGET_GLES case TextureFormat::R16Snorm: case TextureFormat::RG16Snorm: case TextureFormat::RGB16Snorm: case TextureFormat::RGBA16Snorm: #endif case TextureFormat::R16I: case TextureFormat::RG16I: case TextureFormat::RGB16I: case TextureFormat::RGBA16I: return ColorType::Short; #endif #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::R16F: case TextureFormat::RG16F: case TextureFormat::RGB16F: case TextureFormat::RGBA16F: return ColorType::HalfFloat; case TextureFormat::R32UI: case TextureFormat::RG32UI: case TextureFormat::RGB32UI: case TextureFormat::RGBA32UI: return ColorType::UnsignedInt; case TextureFormat::R32I: case TextureFormat::RG32I: case TextureFormat::RGB32I: case TextureFormat::RGBA32I: return ColorType::Int; case TextureFormat::R32F: case TextureFormat::RG32F: case TextureFormat::RGB32F: case TextureFormat::RGBA32F: #ifndef MAGNUM_TARGET_GLES case TextureFormat::CompressedRGBBptcUnsignedFloat: case TextureFormat::CompressedRGBBptcSignedFloat: #endif return ColorType::Float; #endif #ifndef MAGNUM_TARGET_GLES case TextureFormat::R3B3G2: return ColorType::UnsignedByte332; case TextureFormat::RGB4: return ColorType::UnsignedShort4444; #endif #ifndef MAGNUM_TARGET_GLES case TextureFormat::RGB5: #endif case TextureFormat::RGB5A1: return ColorType::UnsignedShort5551; case TextureFormat::RGB565: return ColorType::UnsignedShort565; #ifndef MAGNUM_TARGET_GLES3 case TextureFormat::RGB10: #endif case TextureFormat::RGB10A2: #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::RGB10A2UI: #endif return ColorType::UnsignedInt2101010Rev; /**< @todo Rev for all? */ #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::R11FG11FB10F: return ColorType::UnsignedInt10F11F11FRev; case TextureFormat::RGB9E5: return ColorType::UnsignedInt5999Rev; #endif case TextureFormat::DepthComponent16: return ColorType::UnsignedShort; case TextureFormat::DepthComponent: case TextureFormat::DepthComponent24: case TextureFormat::DepthComponent32: return ColorType::UnsignedInt; #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::DepthComponent32F: return ColorType::Float; #endif #ifndef MAGNUM_TARGET_GLES case TextureFormat::StencilIndex8: return ColorType::UnsignedByte; #endif case TextureFormat::DepthStencil: case TextureFormat::Depth24Stencil8: return ColorType::UnsignedInt248; #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::Depth32FStencil8: return ColorType::Float32UnsignedInt248Rev; #endif } CORRADE_ASSERT_UNREACHABLE(); } void AbstractTexture::parameterImplementationDefault(GLenum parameter, GLint value) { bindInternal(); glTexParameteri(_target, parameter, value); } #ifndef MAGNUM_TARGET_GLES void AbstractTexture::parameterImplementationDSA(GLenum parameter, GLint value) { glTextureParameteriEXT(_id, _target, parameter, value); } #endif void AbstractTexture::parameterImplementationDefault(GLenum parameter, GLfloat value) { bindInternal(); glTexParameterf(_target, parameter, value); } #ifndef MAGNUM_TARGET_GLES void AbstractTexture::parameterImplementationDSA(GLenum parameter, GLfloat value) { glTextureParameterfEXT(_id, _target, parameter, value); } #endif #ifndef MAGNUM_TARGET_GLES2 void AbstractTexture::parameterImplementationDefault(GLenum parameter, const GLint* values) { bindInternal(); glTexParameteriv(_target, parameter, values); } #ifndef MAGNUM_TARGET_GLES void AbstractTexture::parameterImplementationDSA(GLenum parameter, const GLint* values) { glTextureParameterivEXT(_id, _target, parameter, values); } #endif #endif void AbstractTexture::parameterImplementationDefault(GLenum parameter, const GLfloat* values) { bindInternal(); glTexParameterfv(_target, parameter, values); } #ifndef MAGNUM_TARGET_GLES void AbstractTexture::parameterImplementationDSA(GLenum parameter, const GLfloat* values) { glTextureParameterfvEXT(_id, _target, parameter, values); } #endif #ifndef MAGNUM_TARGET_GLES void AbstractTexture::parameterIImplementationDefault(GLenum parameter, const GLuint* values) { bindInternal(); glTexParameterIuiv(_target, parameter, values); } void AbstractTexture::parameterIImplementationDSA(GLenum parameter, const GLuint* values) { glTextureParameterIuivEXT(_id, _target, parameter, values); } void AbstractTexture::parameterIImplementationDefault(GLenum parameter, const GLint* values) { bindInternal(); glTexParameterIiv(_target, parameter, values); } void AbstractTexture::parameterIImplementationDSA(GLenum parameter, const GLint* values) { glTextureParameterIivEXT(_id, _target, parameter, values); } #endif void AbstractTexture::setMaxAnisotropyImplementationNoOp(GLfloat) {} void AbstractTexture::setMaxAnisotropyImplementationExt(GLfloat anisotropy) { (this->*Context::current()->state().texture->parameterfImplementation)(GL_TEXTURE_MAX_ANISOTROPY_EXT, anisotropy); } #ifndef MAGNUM_TARGET_GLES2 void AbstractTexture::getLevelParameterImplementationDefault(GLenum target, GLint level, GLenum parameter, GLint* values) { bindInternal(); glGetTexLevelParameteriv(target, level, parameter, values); } #ifndef MAGNUM_TARGET_GLES void AbstractTexture::getLevelParameterImplementationDSA(GLenum target, GLint level, GLenum parameter, GLint* values) { glGetTextureLevelParameterivEXT(_id, target, level, parameter, values); } #endif #endif #ifndef MAGNUM_TARGET_GLES void AbstractTexture::storageImplementationFallback(const GLenum target, const GLsizei levels, const TextureFormat internalFormat, const Math::Vector<1, GLsizei>& size) { CORRADE_INTERNAL_ASSERT(target == GL_TEXTURE_1D); const ColorFormat format = imageFormatForInternalFormat(internalFormat); const ColorType type = imageTypeForInternalFormat(internalFormat); for(GLsizei level = 0; level != levels; ++level) { (this->*Context::current()->state().texture->image1DImplementation)(target, level, internalFormat, Math::max(Math::Vector<1, GLsizei>(1), size >> level), format, type, nullptr); } } void AbstractTexture::storageImplementationDefault(GLenum target, GLsizei levels, TextureFormat internalFormat, const Math::Vector<1, GLsizei>& size) { bindInternal(); glTexStorage1D(target, levels, GLenum(internalFormat), size[0]); } void AbstractTexture::storageImplementationDSA(GLenum target, GLsizei levels, TextureFormat internalFormat, const Math::Vector<1, GLsizei>& size) { glTextureStorage1DEXT(_id, target, levels, GLenum(internalFormat), size[0]); } #endif void AbstractTexture::storageImplementationFallback(const GLenum target, const GLsizei levels, const TextureFormat internalFormat, const Vector2i& size) { const ColorFormat format = imageFormatForInternalFormat(internalFormat); const ColorType type = imageTypeForInternalFormat(internalFormat); /* Common code for classic types */ #ifndef MAGNUM_TARGET_GLES if(target == GL_TEXTURE_2D || target == GL_TEXTURE_RECTANGLE) #else if(target == GL_TEXTURE_2D) #endif { for(GLsizei level = 0; level != levels; ++level) { (this->*Context::current()->state().texture->image2DImplementation)(target, level, internalFormat, Math::max(Vector2i(1), size >> level), format, type, nullptr); } /* Cube map additionally needs to specify all faces */ } else if(target == GL_TEXTURE_CUBE_MAP) { for(GLsizei level = 0; level != levels; ++level) { for(GLenum face: {GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z}) (this->*Context::current()->state().texture->image2DImplementation)(face, level, internalFormat, Math::max(Vector2i(1), size >> level), format, type, nullptr); } #ifndef MAGNUM_TARGET_GLES /* Array texture is not scaled in "layer" dimension */ } else if(target == GL_TEXTURE_1D_ARRAY) { for(GLsizei level = 0; level != levels; ++level) { (this->*Context::current()->state().texture->image2DImplementation)(target, level, internalFormat, Math::max(Vector2i(1), size >> level), format, type, nullptr); } #endif /* No other targets are available */ } else CORRADE_ASSERT_UNREACHABLE(); } void AbstractTexture::storageImplementationDefault(GLenum target, GLsizei levels, TextureFormat internalFormat, const Vector2i& size) { bindInternal(); #ifndef MAGNUM_TARGET_GLES2 glTexStorage2D(target, levels, GLenum(internalFormat), size.x(), size.y()); #elif !defined(CORRADE_TARGET_EMSCRIPTEN) && !defined(CORRADE_TARGET_NACL) glTexStorage2DEXT(target, levels, GLenum(internalFormat), size.x(), size.y()); #else static_cast(target); static_cast(levels); static_cast(internalFormat); static_cast(size); CORRADE_ASSERT_UNREACHABLE(); #endif } #ifndef MAGNUM_TARGET_GLES void AbstractTexture::storageImplementationDSA(GLenum target, GLsizei levels, TextureFormat internalFormat, const Vector2i& size) { glTextureStorage2DEXT(_id, target, levels, GLenum(internalFormat), size.x(), size.y()); } #endif void AbstractTexture::storageImplementationFallback(GLenum target, GLsizei levels, TextureFormat internalFormat, const Vector3i& size) { const ColorFormat format = imageFormatForInternalFormat(internalFormat); const ColorType type = imageTypeForInternalFormat(internalFormat); /* Common code for classic type */ #ifndef MAGNUM_TARGET_GLES2 if(target == GL_TEXTURE_3D) #else if(target == GL_TEXTURE_3D_OES) #endif { for(GLsizei level = 0; level != levels; ++level) { (this->*Context::current()->state().texture->image3DImplementation)(target, level, internalFormat, Math::max(Vector3i(1), size >> level), format, type, nullptr); } #ifndef MAGNUM_TARGET_GLES2 /* Array texture is not scaled in "layer" dimension */ } #ifndef MAGNUM_TARGET_GLES else if(target == GL_TEXTURE_2D_ARRAY || target == GL_TEXTURE_CUBE_MAP_ARRAY) #else else if(target == GL_TEXTURE_2D_ARRAY) #endif { for(GLsizei level = 0; level != levels; ++level) { (this->*Context::current()->state().texture->image3DImplementation)(target, level, internalFormat, Math::max(Vector3i(1), size >> level), format, type, nullptr); } #endif /* No other targets are available */ } else CORRADE_ASSERT_UNREACHABLE(); } void AbstractTexture::storageImplementationDefault(GLenum target, GLsizei levels, TextureFormat internalFormat, const Vector3i& size) { bindInternal(); #ifndef MAGNUM_TARGET_GLES2 glTexStorage3D(target, levels, GLenum(internalFormat), size.x(), size.y(), size.z()); #elif !defined(CORRADE_TARGET_EMSCRIPTEN) && !defined(CORRADE_TARGET_NACL) glTexStorage3DEXT(target, levels, GLenum(internalFormat), size.x(), size.y(), size.z()); #else static_cast(target); static_cast(levels); static_cast(internalFormat); static_cast(size); CORRADE_ASSERT_UNREACHABLE(); #endif } #ifndef MAGNUM_TARGET_GLES void AbstractTexture::storageImplementationDSA(GLenum target, GLsizei levels, TextureFormat internalFormat, const Vector3i& size) { glTextureStorage3DEXT(_id, target, levels, GLenum(internalFormat), size.x(), size.y(), size.z()); } #endif #ifndef MAGNUM_TARGET_GLES void AbstractTexture::storageMultisampleImplementationFallback(const GLenum target, const GLsizei samples, const TextureFormat internalFormat, const Vector2i& size, const GLboolean fixedSampleLocations) { bindInternal(); glTexImage2DMultisample(target, samples, GLenum(internalFormat), size.x(), size.y(), fixedSampleLocations); } void AbstractTexture::storageMultisampleImplementationDefault(const GLenum target, const GLsizei samples, const TextureFormat internalFormat, const Vector2i& size, const GLboolean fixedSampleLocations) { bindInternal(); glTexStorage2DMultisample(target, samples, GLenum(internalFormat), size.x(), size.y(), fixedSampleLocations); } void AbstractTexture::storageMultisampleImplementationDSA(const GLenum target, const GLsizei samples, const TextureFormat internalFormat, const Vector2i& size, const GLboolean fixedSampleLocations) { glTextureStorage2DMultisampleEXT(_id, target, samples, GLenum(internalFormat), size.x(), size.y(), fixedSampleLocations); } void AbstractTexture::storageMultisampleImplementationFallback(const GLenum target, const GLsizei samples, const TextureFormat internalFormat, const Vector3i& size, const GLboolean fixedSampleLocations) { bindInternal(); glTexImage3DMultisample(target, samples, GLenum(internalFormat), size.x(), size.y(), size.z(), fixedSampleLocations); } void AbstractTexture::storageMultisampleImplementationDefault(const GLenum target, const GLsizei samples, const TextureFormat internalFormat, const Vector3i& size, const GLboolean fixedSampleLocations) { bindInternal(); glTexStorage3DMultisample(target, samples, GLenum(internalFormat), size.x(), size.y(), size.z(), fixedSampleLocations); } void AbstractTexture::storageMultisampleImplementationDSA(const GLenum target, const GLsizei samples, const TextureFormat internalFormat, const Vector3i& size, const GLboolean fixedSampleLocations) { glTextureStorage3DMultisampleEXT(_id, target, samples, GLenum(internalFormat), size.x(), size.y(), size.z(), fixedSampleLocations); } #endif #ifndef MAGNUM_TARGET_GLES void AbstractTexture::getImageImplementationDefault(const GLenum target, const GLint level, const ColorFormat format, const ColorType type, const std::size_t, GLvoid* const data) { bindInternal(); glGetTexImage(target, level, GLenum(format), GLenum(type), data); } void AbstractTexture::getImageImplementationDSA(const GLenum target, const GLint level, const ColorFormat format, const ColorType type, const std::size_t, GLvoid* const data) { glGetTextureImageEXT(_id, target, level, GLenum(format), GLenum(type), data); } void AbstractTexture::getImageImplementationRobustness(const GLenum target, const GLint level, const ColorFormat format, const ColorType type, const std::size_t dataSize, GLvoid* const data) { bindInternal(); glGetnTexImageARB(target, level, GLenum(format), GLenum(type), dataSize, data); } #endif #ifndef MAGNUM_TARGET_GLES void AbstractTexture::imageImplementationDefault(GLenum target, GLint level, TextureFormat internalFormat, const Math::Vector<1, GLsizei>& size, ColorFormat format, ColorType type, const GLvoid* data) { bindInternal(); glTexImage1D(target, level, GLint(internalFormat), size[0], 0, GLenum(format), GLenum(type), data); } void AbstractTexture::imageImplementationDSA(GLenum target, GLint level, TextureFormat internalFormat, const Math::Vector<1, GLsizei>& size, ColorFormat format, ColorType type, const GLvoid* data) { glTextureImage1DEXT(_id, target, level, GLint(internalFormat), size[0], 0, GLenum(format), GLenum(type), data); } #endif void AbstractTexture::imageImplementationDefault(GLenum target, GLint level, TextureFormat internalFormat, const Vector2i& size, ColorFormat format, ColorType type, const GLvoid* data) { bindInternal(); glTexImage2D(target, level, GLint(internalFormat), size.x(), size.y(), 0, GLenum(format), GLenum(type), data); } #ifndef MAGNUM_TARGET_GLES void AbstractTexture::imageImplementationDSA(GLenum target, GLint level, TextureFormat internalFormat, const Vector2i& size, ColorFormat format, ColorType type, const GLvoid* data) { glTextureImage2DEXT(_id, target, level, GLint(internalFormat), size.x(), size.y(), 0, GLenum(format), GLenum(type), data); } #endif void AbstractTexture::imageImplementationDefault(GLenum target, GLint level, TextureFormat internalFormat, const Vector3i& size, ColorFormat format, ColorType type, const GLvoid* data) { bindInternal(); #ifndef MAGNUM_TARGET_GLES2 glTexImage3D(target, level, GLint(internalFormat), size.x(), size.y(), size.z(), 0, GLenum(format), GLenum(type), data); #elif !defined(CORRADE_TARGET_EMSCRIPTEN) && !defined(CORRADE_TARGET_NACL) glTexImage3DOES(target, level, GLint(internalFormat), size.x(), size.y(), size.z(), 0, GLenum(format), GLenum(type), data); #else static_cast(target); static_cast(level); static_cast(internalFormat); static_cast(size); static_cast(format); static_cast(type); static_cast(data); CORRADE_ASSERT_UNREACHABLE(); #endif } #ifndef MAGNUM_TARGET_GLES void AbstractTexture::imageImplementationDSA(GLenum target, GLint level, TextureFormat internalFormat, const Vector3i& size, ColorFormat format, ColorType type, const GLvoid* data) { glTextureImage3DEXT(_id, target, level, GLint(internalFormat), size.x(), size.y(), size.z(), 0, GLenum(format), GLenum(type), data); } #endif #ifndef MAGNUM_TARGET_GLES void AbstractTexture::subImageImplementationDefault(GLenum target, GLint level, const Math::Vector<1, GLint>& offset, const Math::Vector<1, GLsizei>& size, ColorFormat format, ColorType type, const GLvoid* data) { bindInternal(); glTexSubImage1D(target, level, offset[0], size[0], GLenum(format), GLenum(type), data); } void AbstractTexture::subImageImplementationDSA(GLenum target, GLint level, const Math::Vector<1, GLint>& offset, const Math::Vector<1, GLsizei>& size, ColorFormat format, ColorType type, const GLvoid* data) { glTextureSubImage1DEXT(_id, target, level, offset[0], size[0], GLenum(format), GLenum(type), data); } #endif void AbstractTexture::subImageImplementationDefault(GLenum target, GLint level, const Vector2i& offset, const Vector2i& size, ColorFormat format, ColorType type, const GLvoid* data) { bindInternal(); glTexSubImage2D(target, level, offset.x(), offset.y(), size.x(), size.y(), GLenum(format), GLenum(type), data); } #ifndef MAGNUM_TARGET_GLES void AbstractTexture::subImageImplementationDSA(GLenum target, GLint level, const Vector2i& offset, const Vector2i& size, ColorFormat format, ColorType type, const GLvoid* data) { glTextureSubImage2DEXT(_id, target, level, offset.x(), offset.y(), size.x(), size.y(), GLenum(format), GLenum(type), data); } #endif void AbstractTexture::subImageImplementationDefault(GLenum target, GLint level, const Vector3i& offset, const Vector3i& size, ColorFormat format, ColorType type, const GLvoid* data) { bindInternal(); #ifndef MAGNUM_TARGET_GLES2 glTexSubImage3D(target, level, offset.x(), offset.y(), offset.z(), size.x(), size.y(), size.z(), GLenum(format), GLenum(type), data); #elif !defined(CORRADE_TARGET_EMSCRIPTEN) && !defined(CORRADE_TARGET_NACL) glTexSubImage3DOES(target, level, offset.x(), offset.y(), offset.z(), size.x(), size.y(), size.z(), GLenum(format), GLenum(type), data); #else static_cast(target); static_cast(level); static_cast(offset); static_cast(size); static_cast(format); static_cast(type); static_cast(data); CORRADE_ASSERT_UNREACHABLE(); #endif } #ifndef MAGNUM_TARGET_GLES void AbstractTexture::subImageImplementationDSA(GLenum target, GLint level, const Vector3i& offset, const Vector3i& size, ColorFormat format, ColorType type, const GLvoid* data) { glTextureSubImage3DEXT(_id, target, level, offset.x(), offset.y(), offset.z(), size.x(), size.y(), size.z(), GLenum(format), GLenum(type), data); } #endif void AbstractTexture::invalidateImageImplementationNoOp(GLint) {} #ifndef MAGNUM_TARGET_GLES void AbstractTexture::invalidateImageImplementationARB(GLint level) { glInvalidateTexImage(_id, level); } #endif void AbstractTexture::invalidateSubImageImplementationNoOp(GLint, const Vector3i&, const Vector3i&) {} #ifndef MAGNUM_TARGET_GLES void AbstractTexture::invalidateSubImageImplementationARB(GLint level, const Vector3i& offset, const Vector3i& size) { glInvalidateTexSubImage(_id, level, offset.x(), offset.y(), offset.z(), size.x(), size.y(), size.z()); } #endif #ifndef DOXYGEN_GENERATING_OUTPUT #ifndef MAGNUM_TARGET_GLES template void AbstractTexture::image(GLenum target, GLint level, Image& image) { const Math::Vector size = DataHelper::imageSize(*this, target, level); const std::size_t dataSize = image.dataSize(size); char* data = new char[dataSize]; (this->*Context::current()->state().texture->getImageImplementation)(target, level, image.format(), image.type(), dataSize, data); image.setData(image.format(), image.type(), size, data); } template void MAGNUM_EXPORT AbstractTexture::image<1>(GLenum, GLint, Image<1>&); template void MAGNUM_EXPORT AbstractTexture::image<2>(GLenum, GLint, Image<2>&); template void MAGNUM_EXPORT AbstractTexture::image<3>(GLenum, GLint, Image<3>&); template void AbstractTexture::image(GLenum target, GLint level, BufferImage& image, BufferUsage usage) { const Math::Vector size = DataHelper::imageSize(*this, target, level); const std::size_t dataSize = image.dataSize(size); if(image.size() != size) image.setData(image.format(), image.type(), size, nullptr, usage); image.buffer().bind(Buffer::Target::PixelPack); (this->*Context::current()->state().texture->getImageImplementation)(target, level, image.format(), image.type(), dataSize, nullptr); } template void MAGNUM_EXPORT AbstractTexture::image<1>(GLenum, GLint, BufferImage<1>&, BufferUsage); template void MAGNUM_EXPORT AbstractTexture::image<2>(GLenum, GLint, BufferImage<2>&, BufferUsage); template void MAGNUM_EXPORT AbstractTexture::image<3>(GLenum, GLint, BufferImage<3>&, BufferUsage); #endif #endif #ifndef DOXYGEN_GENERATING_OUTPUT #ifndef MAGNUM_TARGET_GLES Math::Vector<1, GLint> AbstractTexture::DataHelper<1>::imageSize(AbstractTexture& texture, const GLenum target, const GLint level) { Math::Vector<1, GLint> value; (texture.*Context::current()->state().texture->getLevelParameterivImplementation)(target, level, GL_TEXTURE_WIDTH, &value[0]); return value; } #endif #ifndef MAGNUM_TARGET_GLES2 Vector2i AbstractTexture::DataHelper<2>::imageSize(AbstractTexture& texture, const GLenum target, const GLint level) { const Implementation::TextureState& state = *Context::current()->state().texture; Vector2i value; (texture.*state.getLevelParameterivImplementation)(target, level, GL_TEXTURE_WIDTH, &value[0]); (texture.*state.getLevelParameterivImplementation)(target, level, GL_TEXTURE_HEIGHT, &value[1]); return value; } Vector3i AbstractTexture::DataHelper<3>::imageSize(AbstractTexture& texture, const GLenum target, const GLint level) { const Implementation::TextureState& state = *Context::current()->state().texture; Vector3i value; (texture.*state.getLevelParameterivImplementation)(target, level, GL_TEXTURE_WIDTH, &value[0]); (texture.*state.getLevelParameterivImplementation)(target, level, GL_TEXTURE_HEIGHT, &value[1]); (texture.*state.getLevelParameterivImplementation)(target, level, GL_TEXTURE_DEPTH, &value[2]); return value; } #endif #ifndef MAGNUM_TARGET_GLES void AbstractTexture::DataHelper<1>::setStorage(AbstractTexture& texture, const GLenum target, const GLsizei levels, const TextureFormat internalFormat, const Math::Vector< 1, GLsizei >& size) { (texture.*Context::current()->state().texture->storage1DImplementation)(target, levels, internalFormat, size); } #endif void AbstractTexture::DataHelper<2>::setStorage(AbstractTexture& texture, const GLenum target, const GLsizei levels, const TextureFormat internalFormat, const Vector2i& size) { (texture.*Context::current()->state().texture->storage2DImplementation)(target, levels, internalFormat, size); } void AbstractTexture::DataHelper<3>::setStorage(AbstractTexture& texture, const GLenum target, const GLsizei levels, const TextureFormat internalFormat, const Vector3i& size) { (texture.*Context::current()->state().texture->storage3DImplementation)(target, levels, internalFormat, size); } #ifndef MAGNUM_TARGET_GLES void AbstractTexture::DataHelper<2>::setStorageMultisample(AbstractTexture& texture, const GLenum target, const GLsizei samples, const TextureFormat internalFormat, const Vector2i& size, const GLboolean fixedSampleLocations) { (texture.*Context::current()->state().texture->storage2DMultisampleImplementation)(target, samples, internalFormat, size, fixedSampleLocations); } void AbstractTexture::DataHelper<3>::setStorageMultisample(AbstractTexture& texture, const GLenum target, const GLsizei samples, const TextureFormat internalFormat, const Vector3i& size, const GLboolean fixedSampleLocations) { (texture.*Context::current()->state().texture->storage3DMultisampleImplementation)(target, samples, internalFormat, size, fixedSampleLocations); } #endif #ifndef MAGNUM_TARGET_GLES void AbstractTexture::DataHelper<1>::setImage(AbstractTexture& texture, const GLenum target, const GLint level, const TextureFormat internalFormat, const ImageReference1D& image) { Buffer::unbind(Buffer::Target::PixelUnpack); (texture.*Context::current()->state().texture->image1DImplementation)(target, level, internalFormat, image.size(), image.format(), image.type(), image.data()); } void AbstractTexture::DataHelper<1>::setImage(AbstractTexture& texture, const GLenum target, const GLint level, const TextureFormat internalFormat, BufferImage1D& image) { image.buffer().bind(Buffer::Target::PixelUnpack); (texture.*Context::current()->state().texture->image1DImplementation)(target, level, internalFormat, image.size(), image.format(), image.type(), nullptr); } void AbstractTexture::DataHelper<1>::setSubImage(AbstractTexture& texture, const GLenum target, const GLint level, const Math::Vector<1, GLint>& offset, const ImageReference1D& image) { Buffer::unbind(Buffer::Target::PixelUnpack); (texture.*Context::current()->state().texture->subImage1DImplementation)(target, level, offset, image.size(), image.format(), image.type(), image.data()); } void AbstractTexture::DataHelper<1>::setSubImage(AbstractTexture& texture, const GLenum target, const GLint level, const Math::Vector<1, GLint>& offset, BufferImage1D& image) { image.buffer().bind(Buffer::Target::PixelUnpack); (texture.*Context::current()->state().texture->subImage1DImplementation)(target, level, offset, image.size(), image.format(), image.type(), nullptr); } #endif void AbstractTexture::DataHelper<2>::setImage(AbstractTexture& texture, const GLenum target, const GLint level, const TextureFormat internalFormat, const ImageReference2D& image) { #ifndef MAGNUM_TARGET_GLES2 Buffer::unbind(Buffer::Target::PixelUnpack); #endif (texture.*Context::current()->state().texture->image2DImplementation)(target, level, internalFormat, image.size(), image.format(), image.type(), image.data()); } #ifndef MAGNUM_TARGET_GLES2 void AbstractTexture::DataHelper<2>::setImage(AbstractTexture& texture, const GLenum target, const GLint level, const TextureFormat internalFormat, BufferImage2D& image) { image.buffer().bind(Buffer::Target::PixelUnpack); (texture.*Context::current()->state().texture->image2DImplementation)(target, level, internalFormat, image.size(), image.format(), image.type(), nullptr); } #endif void AbstractTexture::DataHelper<2>::setSubImage(AbstractTexture& texture, const GLenum target, const GLint level, const Vector2i& offset, const ImageReference2D& image) { #ifndef MAGNUM_TARGET_GLES2 Buffer::unbind(Buffer::Target::PixelUnpack); #endif (texture.*Context::current()->state().texture->subImage2DImplementation)(target, level, offset, image.size(), image.format(), image.type(), image.data()); } #ifndef MAGNUM_TARGET_GLES2 void AbstractTexture::DataHelper<2>::setSubImage(AbstractTexture& texture, const GLenum target, const GLint level, const Vector2i& offset, BufferImage2D& image) { image.buffer().bind(Buffer::Target::PixelUnpack); (texture.*Context::current()->state().texture->subImage2DImplementation)(target, level, offset, image.size(), image.format(), image.type(), nullptr); } #endif void AbstractTexture::DataHelper<3>::setImage(AbstractTexture& texture, const GLenum target, const GLint level, const TextureFormat internalFormat, const ImageReference3D& image) { #ifndef MAGNUM_TARGET_GLES2 Buffer::unbind(Buffer::Target::PixelUnpack); #endif (texture.*Context::current()->state().texture->image3DImplementation)(target, level, internalFormat, image.size(), image.format(), image.type(), image.data()); } #ifndef MAGNUM_TARGET_GLES2 void AbstractTexture::DataHelper<3>::setImage(AbstractTexture& texture, const GLenum target, const GLint level, const TextureFormat internalFormat, BufferImage3D& image) { image.buffer().bind(Buffer::Target::PixelUnpack); (texture.*Context::current()->state().texture->image3DImplementation)(target, level, internalFormat, image.size(), image.format(), image.type(), nullptr); } #endif void AbstractTexture::DataHelper<3>::setSubImage(AbstractTexture& texture, const GLenum target, const GLint level, const Vector3i& offset, const ImageReference3D& image) { #ifndef MAGNUM_TARGET_GLES2 Buffer::unbind(Buffer::Target::PixelUnpack); #endif (texture.*Context::current()->state().texture->subImage3DImplementation)(target, level, offset, image.size(), image.format(), image.type(), image.data()); } #ifndef MAGNUM_TARGET_GLES2 void AbstractTexture::DataHelper<3>::setSubImage(AbstractTexture& texture, const GLenum target, const GLint level, const Vector3i& offset, BufferImage3D& image) { image.buffer().bind(Buffer::Target::PixelUnpack); (texture.*Context::current()->state().texture->subImage3DImplementation)(target, level, offset, image.size(), image.format(), image.type(), nullptr); } #endif #ifndef MAGNUM_TARGET_GLES void AbstractTexture::DataHelper<1>::invalidateSubImage(AbstractTexture& texture, const GLint level, const Math::Vector<1, GLint>& offset, const Math::Vector<1, GLint>& size) { (texture.*Context::current()->state().texture->invalidateSubImageImplementation)(level, {offset[0], 0, 0}, {size[0], 1, 1}); } #endif void AbstractTexture::DataHelper<2>::invalidateSubImage(AbstractTexture& texture, const GLint level, const Vector2i& offset, const Vector2i& size) { (texture.*Context::current()->state().texture->invalidateSubImageImplementation)(level, {offset, 0}, {size, 1}); } void AbstractTexture::DataHelper<3>::invalidateSubImage(AbstractTexture& texture, const GLint level, const Vector3i& offset, const Vector3i& size) { (texture.*Context::current()->state().texture->invalidateSubImageImplementation)(level, offset, size); } #ifndef MAGNUM_TARGET_GLES void AbstractTexture::DataHelper<1>::setWrapping(AbstractTexture& texture, const Array1D& wrapping) { (texture.*Context::current()->state().texture->parameteriImplementation)(GL_TEXTURE_WRAP_S, GLint(wrapping.x())); } #endif void AbstractTexture::DataHelper<2>::setWrapping(AbstractTexture& texture, const Array2D& wrapping) { const Implementation::TextureState& state = *Context::current()->state().texture; (texture.*state.parameteriImplementation)(GL_TEXTURE_WRAP_S, GLint(wrapping.x())); (texture.*state.parameteriImplementation)(GL_TEXTURE_WRAP_T, GLint(wrapping.y())); } void AbstractTexture::DataHelper<3>::setWrapping(AbstractTexture& texture, const Array3D& wrapping) { const Implementation::TextureState& state = *Context::current()->state().texture; (texture.*state.parameteriImplementation)(GL_TEXTURE_WRAP_S, GLint(wrapping.x())); (texture.*state.parameteriImplementation)(GL_TEXTURE_WRAP_T, GLint(wrapping.y())); #ifndef MAGNUM_TARGET_GLES (texture.*state.parameteriImplementation)(GL_TEXTURE_WRAP_R, GLint(wrapping.z())); #endif } #endif }