/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018 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" #include #include "Magnum/Array.h" #include "Magnum/Image.h" #ifndef MAGNUM_TARGET_GLES2 #include "Magnum/GL/BufferImage.h" #endif #include "Magnum/GL/Context.h" #include "Magnum/GL/Extensions.h" #include "Magnum/GL/PixelFormat.h" #include "Magnum/GL/TextureFormat.h" #ifndef MAGNUM_TARGET_WEBGL #include "Magnum/GL/Implementation/DebugState.h" #endif #include "Magnum/GL/Implementation/RendererState.h" #include "Magnum/GL/Implementation/State.h" #include "Magnum/GL/Implementation/TextureState.h" #include "Magnum/Math/Color.h" #include "Magnum/Math/Range.h" namespace Magnum { namespace GL { #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 #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) 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& 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); /* libstdc++ since GCC 6.3 can't handle just = {} (ambiguous overload of operator=) */ textureState.bindings[textureUnit] = std::pair{}; } void AbstractTexture::unbindImplementationDefault(const GLint textureUnit) { Implementation::TextureState& 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) { CORRADE_INTERNAL_ASSERT(Context::current().state().texture->bindings[textureUnit].first != 0); glBindTextureUnit(textureUnit, 0); } void AbstractTexture::unbindImplementationDSAEXT(const GLint textureUnit) { Implementation::TextureState& 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::unbind(const Int firstTextureUnit, const std::size_t count) { /* State tracker is updated in the implementations */ Context::current().state().texture->bindMultiImplementation(firstTextureUnit, {nullptr, count}); } /** @todoc const std::initializer_list makes Doxygen grumpy */ void AbstractTexture::bind(const Int firstTextureUnit, std::initializer_list textures) { /* State tracker is updated in the implementations */ Context::current().state().texture->bindMultiImplementation(firstTextureUnit, {textures.begin(), textures.size()}); } void AbstractTexture::bindImplementationFallback(const GLint firstTextureUnit, const Containers::ArrayView textures) { for(std::size_t i = 0; i != textures.size(); ++i) textures && textures[i] ? textures[i]->bind(firstTextureUnit + i) : unbind(firstTextureUnit + i); } #ifndef MAGNUM_TARGET_GLES /** @todoc const Containers::ArrayView makes Doxygen grumpy */ void AbstractTexture::bindImplementationMulti(const GLint firstTextureUnit, Containers::ArrayView textures) { Implementation::TextureState& textureState = *Context::current().state().texture; /* Create array of IDs and also update bindings in state tracker */ /** @todo VLAs */ Containers::Array ids{textures ? textures.size() : 0}; bool different = false; for(std::size_t i = 0; i != textures.size(); ++i) { const GLuint id = textures && textures[i] ? textures[i]->_id : 0; if(textures) { if(textures[i]) textures[i]->createIfNotAlready(); ids[i] = id; } if(textureState.bindings[firstTextureUnit + i].second != id) { different = true; textureState.bindings[firstTextureUnit + i].second = id; } } /* Avoid doing the binding if there is nothing different */ if(different) glBindTextures(firstTextureUnit, textures.size(), ids); } #endif #ifndef MAGNUM_TARGET_GLES Int AbstractTexture::compressedBlockDataSize(const GLenum target, const TextureFormat format) { return (Context::current().state().texture->compressedBlockDataSizeImplementation)(target, format); } Int AbstractTexture::compressedBlockDataSizeImplementationDefault(const GLenum target, const TextureFormat format) { GLint value; glGetInternalformativ(target, GLenum(format), GL_TEXTURE_COMPRESSED_BLOCK_SIZE, 1, &value); return value; } Int AbstractTexture::compressedBlockDataSizeImplementationBitsWorkaround(const GLenum target, const TextureFormat format) { /* NVidia (358.16) reports the value in bits instead of bytes */ return compressedBlockDataSizeImplementationDefault(target, format)/8; } #endif AbstractTexture::AbstractTexture(GLenum target): _target{target}, _flags{ObjectFlag::DeleteOnDestruction} { (this->*Context::current().state().texture->createImplementation)(); CORRADE_INTERNAL_ASSERT(_id != Implementation::State::DisengagedBinding); } void AbstractTexture::createImplementationDefault() { glGenTextures(1, &_id); } #ifndef MAGNUM_TARGET_GLES void AbstractTexture::createImplementationDSA() { glCreateTextures(_target, 1, &_id); _flags |= ObjectFlag::Created; } #endif AbstractTexture::~AbstractTexture() { /* Moved out or not deleting on destruction, nothing to do */ if(!_id || !(_flags & ObjectFlag::DeleteOnDestruction)) return; /* Remove all bindings */ for(auto& binding: Context::current().state().texture->bindings) { /* MSVC 2015 needs the parentheses around */ /* libstdc++ since GCC 6.3 can't handle just = {} (ambiguous overload of operator=) */ if(binding.second == _id) binding = std::pair{}; } #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) /* Remove all image bindings */ for(auto& binding: Context::current().state().texture->imageBindings) { /* MSVC 2015 needs the parentheses around */ if(std::get<0>(binding) == _id) binding = {}; } #endif glDeleteTextures(1, &_id); } void AbstractTexture::createIfNotAlready() { if(_flags & ObjectFlag::Created) return; /* glGen*() does not create the object, just reserves the name. Some commands (such as glBindTextures() or glObjectLabel()) operate with IDs directly and they require the object to be created. Binding the texture to desired target finally creates it. Also all EXT DSA functions implicitly create it. */ bindInternal(); CORRADE_INTERNAL_ASSERT(_flags & ObjectFlag::Created); } #ifndef MAGNUM_TARGET_WEBGL std::string AbstractTexture::label() { createIfNotAlready(); return Context::current().state().debug->getLabelImplementation(GL_TEXTURE, _id); } AbstractTexture& AbstractTexture::setLabelInternal(const Containers::ArrayView label) { createIfNotAlready(); Context::current().state().debug->labelImplementation(GL_TEXTURE, _id, label); return *this; } #endif #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) void AbstractTexture::unbindImage(const Int imageUnit) { Implementation::TextureState& textureState = *Context::current().state().texture; /* If already unbound in given image unit, nothing to do */ if(std::get<0>(textureState.imageBindings[imageUnit]) == 0) return; /* Update state tracker, bind the texture to the unit */ std::get<0>(textureState.imageBindings[imageUnit]) = 0; glBindImageTexture(imageUnit, 0, 0, false, 0, GL_READ_ONLY, GL_R8); } #ifndef MAGNUM_TARGET_GLES /** @todoc const Containers::ArrayView makes Doxygen grumpy */ void AbstractTexture::bindImagesInternal(const Int firstImageUnit, Containers::ArrayView textures) { Implementation::TextureState& textureState = *Context::current().state().texture; /* Create array of IDs and also update bindings in state tracker */ Containers::Array ids{textures ? textures.size() : 0}; bool different = false; for(std::size_t i = 0; i != textures.size(); ++i) { const std::tuple state = textures && textures[i] ? std::tuple(textures[i]->_id, 0, true, 0, GL_READ_WRITE) : std::tuple(0, 0, false, 0, GL_READ_ONLY); if(textures) { if(textures[i]) { textures[i]->createIfNotAlready(); } ids[i] = std::get<0>(state); } if(textureState.imageBindings[firstImageUnit + i] != state) { different = true; textureState.imageBindings[firstImageUnit + i] = state; } } /* Avoid doing the binding if there is nothing different */ if(different) glBindImageTextures(firstImageUnit, textures.size(), ids); } #endif void AbstractTexture::bindImageInternal(const Int imageUnit, const Int level, const bool layered, const Int layer, const ImageAccess access, const ImageFormat format) { Implementation::TextureState& textureState = *Context::current().state().texture; const std::tuple state{_id, level, layered, layer, GLenum(access)}; /* If already bound in given texture unit, nothing to do */ if(textureState.imageBindings[imageUnit] == state) return; /* Update state tracker, bind the texture to the unit */ textureState.imageBindings[imageUnit] = state; glBindImageTexture(imageUnit, _id, level, layered, layer, GLenum(access), GLenum(format)); } #endif void AbstractTexture::bind(Int textureUnit) { Implementation::TextureState& 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->*textureState.bindImplementation)(textureUnit); } void AbstractTexture::bindImplementationDefault(GLint textureUnit) { Implementation::TextureState& 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)); /* Binding the texture finally creates it */ _flags |= ObjectFlag::Created; glBindTexture(_target, _id); } #ifndef MAGNUM_TARGET_GLES void AbstractTexture::bindImplementationMulti(GLint textureUnit) { createIfNotAlready(); glBindTextures(textureUnit, 1, &_id); } void AbstractTexture::bindImplementationDSA(const GLint textureUnit) { glBindTextureUnit(textureUnit, _id); } void AbstractTexture::bindImplementationDSAEXT(GLint textureUnit) { _flags |= ObjectFlag::Created; 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 #if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2)) 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); } #endif 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 #ifndef MAGNUM_TARGET_WEBGL void AbstractTexture::setBorderColor(const Color4& color) { (this->*Context::current().state().texture->parameterfvImplementation)( #ifndef MAGNUM_TARGET_GLES2 GL_TEXTURE_BORDER_COLOR, #else GL_TEXTURE_BORDER_COLOR_EXT, #endif color.data()); } #ifndef MAGNUM_TARGET_GLES2 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 #endif void AbstractTexture::setMaxAnisotropy(const Float anisotropy) { (this->*Context::current().state().texture->setMaxAnisotropyImplementation)(anisotropy); } #ifndef MAGNUM_TARGET_WEBGL void AbstractTexture::setSRGBDecode(bool decode) { (this->*Context::current().state().texture->parameteriImplementation)(GL_TEXTURE_SRGB_DECODE_EXT, decode ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT); } #endif #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) 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 #if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2)) 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)); } #endif #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) 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() { glGenerateTextureMipmap(_id); } void AbstractTexture::mipmapImplementationDSAEXT() { _flags |= ObjectFlag::Created; 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& 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}; /* Binding the texture finally creates it */ _flags |= ObjectFlag::Created; glBindTexture(_target, _id); } #if !defined(MAGNUM_TARGET_GLES) || defined(MAGNUM_TARGET_GLES2) namespace { PixelFormat pixelFormatForInternalFormat(const TextureFormat internalFormat) { switch(internalFormat) { #if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2)) 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 #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::CompressedR11Eac: case TextureFormat::CompressedSignedR11Eac: #endif return PixelFormat::Red; #endif #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::R8UI: case TextureFormat::R8I: case TextureFormat::R16UI: case TextureFormat::R16I: case TextureFormat::R32UI: case TextureFormat::R32I: return PixelFormat::RedInteger; #endif #if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2)) 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 #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::CompressedRG11Eac: case TextureFormat::CompressedSignedRG11Eac: #endif return PixelFormat::RG; #endif #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::RG8UI: case TextureFormat::RG8I: case TextureFormat::RG16UI: case TextureFormat::RG16I: case TextureFormat::RG32UI: case TextureFormat::RG32I: return PixelFormat::RGInteger; #endif case TextureFormat::RGB: #if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2)) case TextureFormat::RGB8: #endif #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: #if !defined(MAGNUM_TARGET_GLES) || (defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)) case TextureFormat::RGB10: #endif #ifndef MAGNUM_TARGET_GLES case TextureFormat::RGB12: #endif #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::R11FG11FB10F: case TextureFormat::RGB9E5: #endif #ifndef MAGNUM_TARGET_GLES case TextureFormat::CompressedRGB: case TextureFormat::CompressedRGBBptcUnsignedFloat: case TextureFormat::CompressedRGBBptcSignedFloat: #endif #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::CompressedRGB8Etc2: case TextureFormat::CompressedSRGB8Etc2: #endif case TextureFormat::CompressedRGBS3tcDxt1: return PixelFormat::RGB; #if !defined(MAGNUM_TARGET_GLES) || defined(MAGNUM_TARGET_GLES2) case TextureFormat::SRGB: #endif #if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2)) case TextureFormat::SRGB8: #endif #ifndef MAGNUM_TARGET_GLES2 return PixelFormat::RGB; #else return PixelFormat::SRGB; #endif #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::RGB8UI: case TextureFormat::RGB8I: case TextureFormat::RGB16UI: case TextureFormat::RGB16I: case TextureFormat::RGB32UI: case TextureFormat::RGB32I: return PixelFormat::RGBInteger; #endif case TextureFormat::RGBA: #if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2)) case TextureFormat::RGBA8: #endif #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: #if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2)) case TextureFormat::RGB10A2: #endif #ifndef MAGNUM_TARGET_GLES case TextureFormat::RGBA12: #endif #ifndef MAGNUM_TARGET_GLES case TextureFormat::CompressedRGBA: case TextureFormat::CompressedRGBABptcUnorm: case TextureFormat::CompressedSRGBAlphaBptcUnorm: #endif #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::CompressedRGB8PunchthroughAlpha1Etc2: case TextureFormat::CompressedSRGB8PunchthroughAlpha1Etc2: case TextureFormat::CompressedRGBA8Etc2Eac: case TextureFormat::CompressedSRGB8Alpha8Etc2Eac: #endif case TextureFormat::CompressedRGBAS3tcDxt1: case TextureFormat::CompressedRGBAS3tcDxt3: case TextureFormat::CompressedRGBAS3tcDxt5: #ifndef MAGNUM_TARGET_WEBGL case TextureFormat::CompressedRGBAAstc4x4: case TextureFormat::CompressedSRGB8Alpha8Astc4x4: case TextureFormat::CompressedRGBAAstc5x4: case TextureFormat::CompressedSRGB8Alpha8Astc5x4: case TextureFormat::CompressedRGBAAstc5x5: case TextureFormat::CompressedSRGB8Alpha8Astc5x5: case TextureFormat::CompressedRGBAAstc6x5: case TextureFormat::CompressedSRGB8Alpha8Astc6x5: case TextureFormat::CompressedRGBAAstc6x6: case TextureFormat::CompressedSRGB8Alpha8Astc6x6: case TextureFormat::CompressedRGBAAstc8x5: case TextureFormat::CompressedSRGB8Alpha8Astc8x5: case TextureFormat::CompressedRGBAAstc8x6: case TextureFormat::CompressedSRGB8Alpha8Astc8x6: case TextureFormat::CompressedRGBAAstc8x8: case TextureFormat::CompressedSRGB8Alpha8Astc8x8: case TextureFormat::CompressedRGBAAstc10x5: case TextureFormat::CompressedSRGB8Alpha8Astc10x5: case TextureFormat::CompressedRGBAAstc10x6: case TextureFormat::CompressedSRGB8Alpha8Astc10x6: case TextureFormat::CompressedRGBAAstc10x8: case TextureFormat::CompressedSRGB8Alpha8Astc10x8: case TextureFormat::CompressedRGBAAstc10x10: case TextureFormat::CompressedSRGB8Alpha8Astc10x10: case TextureFormat::CompressedRGBAAstc12x10: case TextureFormat::CompressedSRGB8Alpha8Astc12x10: case TextureFormat::CompressedRGBAAstc12x12: case TextureFormat::CompressedSRGB8Alpha8Astc12x12: #endif return PixelFormat::RGBA; #if !defined(MAGNUM_TARGET_GLES) || defined(MAGNUM_TARGET_GLES2) case TextureFormat::SRGBAlpha: #endif #if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2)) case TextureFormat::SRGB8Alpha8: #endif #ifndef MAGNUM_TARGET_GLES2 return PixelFormat::RGBA; #else return PixelFormat::SRGBAlpha; #endif #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 PixelFormat::RGBAInteger; #endif #ifdef MAGNUM_TARGET_GLES2 case TextureFormat::Luminance: return PixelFormat::Luminance; case TextureFormat::LuminanceAlpha: return PixelFormat::LuminanceAlpha; #endif case TextureFormat::DepthComponent: #if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2)) case TextureFormat::DepthComponent16: case TextureFormat::DepthComponent24: #endif #ifndef MAGNUM_TARGET_WEBGL case TextureFormat::DepthComponent32: #endif #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::DepthComponent32F: #endif return PixelFormat::DepthComponent; #ifndef MAGNUM_TARGET_WEBGL case TextureFormat::StencilIndex8: return PixelFormat::StencilIndex; #endif case TextureFormat::DepthStencil: #if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2)) case TextureFormat::Depth24Stencil8: #endif #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::Depth32FStencil8: #endif return PixelFormat::DepthStencil; } CORRADE_ASSERT_UNREACHABLE(); /* LCOV_EXCL_LINE */ } PixelType pixelTypeForInternalFormat(const TextureFormat internalFormat) { switch(internalFormat) { #if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2)) case TextureFormat::Red: case TextureFormat::RG: #endif case TextureFormat::RGB: case TextureFormat::RGBA: #if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2)) case TextureFormat::R8: case TextureFormat::RG8: case TextureFormat::RGB8: case TextureFormat::RGBA8: #endif #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 #if !defined(MAGNUM_TARGET_GLES) || defined(MAGNUM_TARGET_GLES2) case TextureFormat::SRGB: case TextureFormat::SRGBAlpha: #endif #if !(defined(MAGNUM_TARGET_WEBGL) && defined(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 #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::CompressedRGB8Etc2: case TextureFormat::CompressedSRGB8Etc2: case TextureFormat::CompressedRGB8PunchthroughAlpha1Etc2: case TextureFormat::CompressedSRGB8PunchthroughAlpha1Etc2: case TextureFormat::CompressedRGBA8Etc2Eac: case TextureFormat::CompressedSRGB8Alpha8Etc2Eac: case TextureFormat::CompressedR11Eac: case TextureFormat::CompressedSignedR11Eac: case TextureFormat::CompressedRG11Eac: case TextureFormat::CompressedSignedRG11Eac: #endif case TextureFormat::CompressedRGBS3tcDxt1: case TextureFormat::CompressedRGBAS3tcDxt1: case TextureFormat::CompressedRGBAS3tcDxt3: case TextureFormat::CompressedRGBAS3tcDxt5: #ifndef MAGNUM_TARGET_WEBGL case TextureFormat::CompressedRGBAAstc4x4: case TextureFormat::CompressedSRGB8Alpha8Astc4x4: case TextureFormat::CompressedRGBAAstc5x4: case TextureFormat::CompressedSRGB8Alpha8Astc5x4: case TextureFormat::CompressedRGBAAstc5x5: case TextureFormat::CompressedSRGB8Alpha8Astc5x5: case TextureFormat::CompressedRGBAAstc6x5: case TextureFormat::CompressedSRGB8Alpha8Astc6x5: case TextureFormat::CompressedRGBAAstc6x6: case TextureFormat::CompressedSRGB8Alpha8Astc6x6: case TextureFormat::CompressedRGBAAstc8x5: case TextureFormat::CompressedSRGB8Alpha8Astc8x5: case TextureFormat::CompressedRGBAAstc8x6: case TextureFormat::CompressedSRGB8Alpha8Astc8x6: case TextureFormat::CompressedRGBAAstc8x8: case TextureFormat::CompressedSRGB8Alpha8Astc8x8: case TextureFormat::CompressedRGBAAstc10x5: case TextureFormat::CompressedSRGB8Alpha8Astc10x5: case TextureFormat::CompressedRGBAAstc10x6: case TextureFormat::CompressedSRGB8Alpha8Astc10x6: case TextureFormat::CompressedRGBAAstc10x8: case TextureFormat::CompressedSRGB8Alpha8Astc10x8: case TextureFormat::CompressedRGBAAstc10x10: case TextureFormat::CompressedSRGB8Alpha8Astc10x10: case TextureFormat::CompressedRGBAAstc12x10: case TextureFormat::CompressedSRGB8Alpha8Astc12x10: case TextureFormat::CompressedRGBAAstc12x12: case TextureFormat::CompressedSRGB8Alpha8Astc12x12: #endif return PixelType::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 PixelType::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 PixelType::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 PixelType::Short; #endif #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::R16F: case TextureFormat::RG16F: case TextureFormat::RGB16F: case TextureFormat::RGBA16F: return PixelType::HalfFloat; case TextureFormat::R32UI: case TextureFormat::RG32UI: case TextureFormat::RGB32UI: case TextureFormat::RGBA32UI: return PixelType::UnsignedInt; case TextureFormat::R32I: case TextureFormat::RG32I: case TextureFormat::RGB32I: case TextureFormat::RGBA32I: return PixelType::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 PixelType::Float; #endif #ifndef MAGNUM_TARGET_GLES case TextureFormat::R3B3G2: return PixelType::UnsignedByte332; case TextureFormat::RGB4: return PixelType::UnsignedShort4444; #endif #ifndef MAGNUM_TARGET_GLES case TextureFormat::RGB5: #endif case TextureFormat::RGB5A1: return PixelType::UnsignedShort5551; case TextureFormat::RGB565: return PixelType::UnsignedShort565; #if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2)) #if !defined(MAGNUM_TARGET_GLES) || defined(MAGNUM_TARGET_GLES2) case TextureFormat::RGB10: #endif case TextureFormat::RGB10A2: #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::RGB10A2UI: #endif return PixelType::UnsignedInt2101010Rev; /**< @todo Rev for all? */ #endif #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::R11FG11FB10F: return PixelType::UnsignedInt10F11F11FRev; case TextureFormat::RGB9E5: return PixelType::UnsignedInt5999Rev; #endif #if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2)) case TextureFormat::DepthComponent16: return PixelType::UnsignedShort; #endif case TextureFormat::DepthComponent: #if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2)) case TextureFormat::DepthComponent24: #endif #ifndef MAGNUM_TARGET_WEBGL case TextureFormat::DepthComponent32: #endif return PixelType::UnsignedInt; #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::DepthComponent32F: return PixelType::Float; #endif #ifndef MAGNUM_TARGET_WEBGL case TextureFormat::StencilIndex8: return PixelType::UnsignedByte; #endif case TextureFormat::DepthStencil: #if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2)) case TextureFormat::Depth24Stencil8: #endif return PixelType::UnsignedInt248; #ifndef MAGNUM_TARGET_GLES2 case TextureFormat::Depth32FStencil8: return PixelType::Float32UnsignedInt248Rev; #endif } CORRADE_ASSERT_UNREACHABLE(); /* LCOV_EXCL_LINE */ } } #endif void AbstractTexture::parameterImplementationDefault(GLenum parameter, GLint value) { bindInternal(); glTexParameteri(_target, parameter, value); } #ifndef MAGNUM_TARGET_GLES void AbstractTexture::parameterImplementationDSA(const GLenum parameter, const GLint value) { glTextureParameteri(_id, parameter, value); } void AbstractTexture::parameterImplementationDSAEXT(GLenum parameter, GLint value) { _flags |= ObjectFlag::Created; 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(const GLenum parameter, const GLfloat value) { glTextureParameterf(_id, parameter, value); } void AbstractTexture::parameterImplementationDSAEXT(GLenum parameter, GLfloat value) { _flags |= ObjectFlag::Created; 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(const GLenum parameter, const GLint* const values) { glTextureParameteriv(_id, parameter, values); } void AbstractTexture::parameterImplementationDSAEXT(GLenum parameter, const GLint* values) { _flags |= ObjectFlag::Created; 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(const GLenum parameter, const GLfloat* const values) { glTextureParameterfv(_id, parameter, values); } void AbstractTexture::parameterImplementationDSAEXT(GLenum parameter, const GLfloat* values) { _flags |= ObjectFlag::Created; glTextureParameterfvEXT(_id, _target, parameter, values); } #endif #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) void AbstractTexture::parameterIImplementationDefault(GLenum parameter, const GLuint* values) { bindInternal(); glTexParameterIuiv(_target, parameter, values); } #ifdef MAGNUM_TARGET_GLES void AbstractTexture::parameterIImplementationEXT(GLenum parameter, const GLuint* values) { bindInternal(); glTexParameterIuivEXT(_target, parameter, values); } #endif #ifndef MAGNUM_TARGET_GLES void AbstractTexture::parameterIImplementationDSA(const GLenum parameter, const GLuint* const values) { glTextureParameterIuiv(_id, parameter, values); } void AbstractTexture::parameterIImplementationDSAEXT(GLenum parameter, const GLuint* values) { _flags |= ObjectFlag::Created; glTextureParameterIuivEXT(_id, _target, parameter, values); } #endif void AbstractTexture::parameterIImplementationDefault(GLenum parameter, const GLint* values) { bindInternal(); glTexParameterIiv(_target, parameter, values); } #ifdef MAGNUM_TARGET_GLES void AbstractTexture::parameterIImplementationEXT(GLenum parameter, const GLint* values) { bindInternal(); glTexParameterIivEXT(_target, parameter, values); } #endif #ifndef MAGNUM_TARGET_GLES void AbstractTexture::parameterIImplementationDSA(const GLenum parameter, const GLint* const values) { glTextureParameterIiv(_id, parameter, values); } void AbstractTexture::parameterIImplementationDSAEXT(GLenum parameter, const GLint* values) { _flags |= ObjectFlag::Created; glTextureParameterIivEXT(_id, _target, parameter, values); } #endif #endif void AbstractTexture::setMaxAnisotropyImplementationNoOp(GLfloat) {} #ifndef MAGNUM_TARGET_GLES void AbstractTexture::setMaxAnisotropyImplementationArb(GLfloat anisotropy) { (this->*Context::current().state().texture->parameterfImplementation)(GL_TEXTURE_MAX_ANISOTROPY, anisotropy); } #endif void AbstractTexture::setMaxAnisotropyImplementationExt(GLfloat anisotropy) { (this->*Context::current().state().texture->parameterfImplementation)(GL_TEXTURE_MAX_ANISOTROPY_EXT, anisotropy); } #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) void AbstractTexture::getLevelParameterImplementationDefault(const GLint level, const GLenum parameter, GLint* const values) { bindInternal(); glGetTexLevelParameteriv(_target, level, parameter, values); } #ifndef MAGNUM_TARGET_GLES void AbstractTexture::getLevelParameterImplementationDSA(const GLint level, const GLenum parameter, GLint* const values) { glGetTextureLevelParameteriv(_id, level, parameter, values); } void AbstractTexture::getLevelParameterImplementationDSAEXT(const GLint level, const GLenum parameter, GLint* const values) { _flags |= ObjectFlag::Created; glGetTextureLevelParameterivEXT(_id, _target, level, parameter, values); } #endif #endif #ifndef MAGNUM_TARGET_GLES void AbstractTexture::storageImplementationFallback(const GLsizei levels, const TextureFormat internalFormat, const Math::Vector<1, GLsizei>& size) { const PixelFormat format = pixelFormatForInternalFormat(internalFormat); const PixelType type = pixelTypeForInternalFormat(internalFormat); for(GLsizei level = 0; level != levels; ++level) DataHelper<1>::setImage(*this, level, internalFormat, ImageView1D{format, type, Math::max(Math::Vector<1, GLsizei>(1), size >> level)}); } void AbstractTexture::storageImplementationDefault(GLsizei levels, TextureFormat internalFormat, const Math::Vector<1, GLsizei>& size) { bindInternal(); glTexStorage1D(_target, levels, GLenum(internalFormat), size[0]); } void AbstractTexture::storageImplementationDSA(const GLsizei levels, const TextureFormat internalFormat, const Math::Vector<1, GLsizei>& size) { glTextureStorage1D(_id, levels, GLenum(internalFormat), size[0]); } void AbstractTexture::storageImplementationDSAEXT(GLsizei levels, TextureFormat internalFormat, const Math::Vector<1, GLsizei>& size) { _flags |= ObjectFlag::Created; glTextureStorage1DEXT(_id, _target, levels, GLenum(internalFormat), size[0]); } #endif #if !defined(MAGNUM_TARGET_GLES) || defined(MAGNUM_TARGET_GLES2) void AbstractTexture::storageImplementationFallback(const GLsizei levels, const TextureFormat internalFormat, const Vector2i& size) { const PixelFormat format = pixelFormatForInternalFormat(internalFormat); const PixelType type = pixelTypeForInternalFormat(internalFormat); /* If EXT_texture_storage is not available on ES2, passing e.g. TextureFormat::RGBA8 would cause an error. On ES2 it's required to have internalFormat equal to format, so we do exactly that. */ #ifndef MAGNUM_TARGET_GLES2 const TextureFormat finalInternalFormat = internalFormat; #else const TextureFormat finalInternalFormat = TextureFormat(GLenum(format)); #endif /* 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) DataHelper<2>::setImage(*this, level, finalInternalFormat, ImageView2D{format, type, Math::max(Vector2i(1), size >> level)}); /* 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}) DataHelper<2>::setImage(*this, face, level, finalInternalFormat, ImageView2D{format, type, Math::max(Vector2i(1), size >> level)}); } #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) DataHelper<2>::setImage(*this, level, internalFormat, ImageView2D{format, type, Vector2i{Math::max(1, size.x() >> level), size.y()}}); #endif /* No other targets are available */ } else CORRADE_ASSERT_UNREACHABLE(); /* LCOV_EXCL_LINE */ } #endif #if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2)) void AbstractTexture::storageImplementationDefault(GLsizei levels, TextureFormat internalFormat, const Vector2i& size) { bindInternal(); #ifndef MAGNUM_TARGET_GLES2 glTexStorage2D(_target, levels, GLenum(internalFormat), size.x(), size.y()); #else glTexStorage2DEXT(_target, levels, GLenum(internalFormat), size.x(), size.y()); #endif } #endif #ifndef MAGNUM_TARGET_GLES void AbstractTexture::storageImplementationDSA(const GLsizei levels, const TextureFormat internalFormat, const Vector2i& size) { glTextureStorage2D(_id, levels, GLenum(internalFormat), size.x(), size.y()); } void AbstractTexture::storageImplementationDSAEXT(GLsizei levels, TextureFormat internalFormat, const Vector2i& size) { _flags |= ObjectFlag::Created; glTextureStorage2DEXT(_id, _target, levels, GLenum(internalFormat), size.x(), size.y()); } #endif #if !defined(MAGNUM_TARGET_GLES) || (defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)) void AbstractTexture::storageImplementationFallback(GLsizei levels, TextureFormat internalFormat, const Vector3i& size) { const PixelFormat format = pixelFormatForInternalFormat(internalFormat); const PixelType type = pixelTypeForInternalFormat(internalFormat); /* If EXT_texture_storage is not available on ES2, passing e.g. TextureFormat::RGBA8 would cause an error. On ES2 it's required to have internalFormat equal to format, so we do exactly that. */ #ifndef MAGNUM_TARGET_GLES2 const TextureFormat finalInternalFormat = internalFormat; #else const TextureFormat finalInternalFormat = TextureFormat(GLenum(format)); #endif /* 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) DataHelper<3>::setImage(*this, level, finalInternalFormat, ImageView3D{format, type, Math::max(Vector3i(1), size >> level)}); #ifndef MAGNUM_TARGET_GLES2 /* Array texture is not scaled in "layer" dimension */ else if(_target == GL_TEXTURE_2D_ARRAY || _target == #ifndef MAGNUM_TARGET_GLES GL_TEXTURE_CUBE_MAP_ARRAY #else GL_TEXTURE_CUBE_MAP_ARRAY_EXT #endif ) { for(GLsizei level = 0; level != levels; ++level) DataHelper<3>::setImage(*this, level, internalFormat, ImageView3D{format, type, Vector3i{Math::max(Vector2i{1}, size.xy() >> level), size.z()}}); } #endif /* No other targets are available */ else CORRADE_ASSERT_UNREACHABLE(); /* LCOV_EXCL_LINE */ } #endif #if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2)) void AbstractTexture::storageImplementationDefault(GLsizei levels, TextureFormat internalFormat, const Vector3i& size) { bindInternal(); #ifndef MAGNUM_TARGET_GLES2 glTexStorage3D(_target, levels, GLenum(internalFormat), size.x(), size.y(), size.z()); #else glTexStorage3DEXT(_target, levels, GLenum(internalFormat), size.x(), size.y(), size.z()); #endif } #endif #ifndef MAGNUM_TARGET_GLES void AbstractTexture::storageImplementationDSA(const GLsizei levels, const TextureFormat internalFormat, const Vector3i& size) { glTextureStorage3D(_id, levels, GLenum(internalFormat), size.x(), size.y(), size.z()); } void AbstractTexture::storageImplementationDSAEXT(GLsizei levels, TextureFormat internalFormat, const Vector3i& size) { _flags |= ObjectFlag::Created; glTextureStorage3DEXT(_id, _target, levels, GLenum(internalFormat), size.x(), size.y(), size.z()); } #endif #ifndef MAGNUM_TARGET_GLES void AbstractTexture::storageMultisampleImplementationFallback(const GLsizei samples, const TextureFormat internalFormat, const Vector2i& size, const GLboolean fixedSampleLocations) { bindInternal(); glTexImage2DMultisample(_target, samples, GLenum(internalFormat), size.x(), size.y(), fixedSampleLocations); } #endif #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) void AbstractTexture::storageMultisampleImplementationDefault(const GLsizei samples, const TextureFormat internalFormat, const Vector2i& size, const GLboolean fixedSampleLocations) { bindInternal(); glTexStorage2DMultisample(_target, samples, GLenum(internalFormat), size.x(), size.y(), fixedSampleLocations); } #endif #ifndef MAGNUM_TARGET_GLES void AbstractTexture::storageMultisampleImplementationDSA(const GLsizei samples, const TextureFormat internalFormat, const Vector2i& size, const GLboolean fixedSampleLocations) { glTextureStorage2DMultisample(_id, samples, GLenum(internalFormat), size.x(), size.y(), fixedSampleLocations); } void AbstractTexture::storageMultisampleImplementationDSAEXT(const GLsizei samples, const TextureFormat internalFormat, const Vector2i& size, const GLboolean fixedSampleLocations) { _flags |= ObjectFlag::Created; glTextureStorage2DMultisampleEXT(_id, _target, samples, GLenum(internalFormat), size.x(), size.y(), fixedSampleLocations); } void AbstractTexture::storageMultisampleImplementationFallback(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); } #endif #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) void AbstractTexture::storageMultisampleImplementationDefault(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); } #ifdef MAGNUM_TARGET_GLES void AbstractTexture::storageMultisampleImplementationOES(const GLsizei samples, const TextureFormat internalFormat, const Vector3i& size, const GLboolean fixedSampleLocations) { bindInternal(); glTexStorage3DMultisampleOES(_target, samples, GLenum(internalFormat), size.x(), size.y(), size.z(), fixedSampleLocations); } #endif #endif #ifndef MAGNUM_TARGET_GLES void AbstractTexture::storageMultisampleImplementationDSA(const GLsizei samples, const TextureFormat internalFormat, const Vector3i& size, const GLboolean fixedSampleLocations) { glTextureStorage3DMultisample(_id, samples, GLenum(internalFormat), size.x(), size.y(), size.z(), fixedSampleLocations); } void AbstractTexture::storageMultisampleImplementationDSAEXT(const GLsizei samples, const TextureFormat internalFormat, const Vector3i& size, const GLboolean fixedSampleLocations) { _flags |= ObjectFlag::Created; glTextureStorage3DMultisampleEXT(_id, _target, samples, GLenum(internalFormat), size.x(), size.y(), size.z(), fixedSampleLocations); } #endif #ifndef MAGNUM_TARGET_GLES void AbstractTexture::getImageImplementationDefault(const GLint level, const PixelFormat format, const PixelType type, const std::size_t, GLvoid* const data) { bindInternal(); glGetTexImage(_target, level, GLenum(format), GLenum(type), data); } void AbstractTexture::getCompressedImageImplementationDefault(const GLint level, std::size_t, GLvoid* const data) { bindInternal(); glGetCompressedTexImage(_target, level, data); } void AbstractTexture::getImageImplementationDSA(const GLint level, const PixelFormat format, const PixelType type, const std::size_t dataSize, GLvoid* const data) { glGetTextureImage(_id, level, GLenum(format), GLenum(type), dataSize, data); } void AbstractTexture::getCompressedImageImplementationDSA(const GLint level, const std::size_t dataSize, GLvoid* const data) { glGetCompressedTextureImage(_id, level, dataSize, data); } void AbstractTexture::getImageImplementationDSAEXT(const GLint level, const PixelFormat format, const PixelType type, const std::size_t, GLvoid* const data) { _flags |= ObjectFlag::Created; glGetTextureImageEXT(_id, _target, level, GLenum(format), GLenum(type), data); } void AbstractTexture::getCompressedImageImplementationDSAEXT(const GLint level, std::size_t, GLvoid* const data) { _flags |= ObjectFlag::Created; glGetCompressedTextureImageEXT(_id, _target, level, data); } void AbstractTexture::getImageImplementationRobustness(const GLint level, const PixelFormat format, const PixelType type, const std::size_t dataSize, GLvoid* const data) { bindInternal(); glGetnTexImageARB(_target, level, GLenum(format), GLenum(type), dataSize, data); } void AbstractTexture::getCompressedImageImplementationRobustness(const GLint level, const std::size_t dataSize, GLvoid* const data) { bindInternal(); glGetnCompressedTexImageARB(_target, level, dataSize, data); } #endif #ifndef MAGNUM_TARGET_GLES void AbstractTexture::subImageImplementationDefault(GLint level, const Math::Vector<1, GLint>& offset, const Math::Vector<1, GLsizei>& size, PixelFormat format, PixelType type, const GLvoid* data) { bindInternal(); glTexSubImage1D(_target, level, offset[0], size[0], GLenum(format), GLenum(type), data); } void AbstractTexture::compressedSubImageImplementationDefault(const GLint level, const Math::Vector<1, GLint>& offset, const Math::Vector<1, GLsizei>& size, const CompressedPixelFormat format, const GLvoid* const data, const GLsizei dataSize) { bindInternal(); glCompressedTexSubImage1D(_target, level, offset[0], size[0], GLenum(format), dataSize, data); } void AbstractTexture::subImageImplementationDSA(const GLint level, const Math::Vector<1, GLint>& offset, const Math::Vector<1, GLsizei>& size, const PixelFormat format, const PixelType type, const GLvoid* const data) { glTextureSubImage1D(_id, level, offset[0], size[0], GLenum(format), GLenum(type), data); } void AbstractTexture::compressedSubImageImplementationDSA(const GLint level, const Math::Vector<1, GLint>& offset, const Math::Vector<1, GLsizei>& size, const CompressedPixelFormat format, const GLvoid* const data, const GLsizei dataSize) { glCompressedTextureSubImage1D(_id, level, offset[0], size[0], GLenum(format), dataSize, data); } void AbstractTexture::subImageImplementationDSAEXT(GLint level, const Math::Vector<1, GLint>& offset, const Math::Vector<1, GLsizei>& size, PixelFormat format, PixelType type, const GLvoid* data) { _flags |= ObjectFlag::Created; glTextureSubImage1DEXT(_id, _target, level, offset[0], size[0], GLenum(format), GLenum(type), data); } void AbstractTexture::compressedSubImageImplementationDSAEXT(const GLint level, const Math::Vector<1, GLint>& offset, const Math::Vector<1, GLsizei>& size, const CompressedPixelFormat format, const GLvoid* const data, const GLsizei dataSize) { _flags |= ObjectFlag::Created; glCompressedTextureSubImage1DEXT(_id, _target, level, offset[0], size[0], GLenum(format), dataSize, data); } #endif void AbstractTexture::imageImplementationDefault(const GLenum target, const GLint level, const TextureFormat internalFormat, const Vector2i& size, const PixelFormat format, const PixelType type, const GLvoid* const data, const PixelStorage&) { bindInternal(); glTexImage2D(target, level, GLint(internalFormat), size.x(), size.y(), 0, GLenum(format), GLenum(type), data); } #ifndef MAGNUM_TARGET_GLES void AbstractTexture::imageImplementationSvga3DSliceBySlice(const GLenum target, const GLint level, const TextureFormat internalFormat, const Vector2i& size, const PixelFormat format, const PixelType type, const GLvoid* const data, const PixelStorage& storage) { /* Allocate and upload the first slice */ imageImplementationDefault(target, level, internalFormat, size, format, type, data, storage); /* Upload the next slices slice by slice only if this is an array texture with more than one slice and we are copying from user memory (not from a buffer). The hard work is done by the subImage() implementation. Moreover, I am simply calling the default implementation and not the DSA one as just using glTexImage() pollutes the state already anyway so the DSA cleanness is not worth it. */ /** @todo this will break when we support uploading from buffer offset (i.e. data != nullptr) */ if(target == GL_TEXTURE_1D_ARRAY && data && size.y() > 1) subImageImplementationSvga3DSliceBySlice<&AbstractTexture::subImage2DImplementationDefault>(level, {0, 1}, {size.x(), size.y() - 1}, format, type, static_cast(data) + std::get<1>(storage.dataProperties(format, type, {size, 1})).x(), storage); } #endif void AbstractTexture::subImage2DImplementationDefault(GLint level, const Vector2i& offset, const Vector2i& size, PixelFormat format, PixelType type, const GLvoid* data, const PixelStorage&) { bindInternal(); glTexSubImage2D(_target, level, offset.x(), offset.y(), size.x(), size.y(), GLenum(format), GLenum(type), data); } /* Doxygen gets confused by the template parameter */ #if !defined(DOXYGEN_GENERATING_OUTPUT) && !defined(MAGNUM_TARGET_GLES) template void AbstractTexture::subImageImplementationSvga3DSliceBySlice(GLint level, const Vector2i& offset, const Vector2i& size, PixelFormat format, PixelType type, const GLvoid* const data, const PixelStorage& storage) { /* Upload the data slice by slice only if this is an array texture and we are copying from user memory (not from a buffer) */ if(_target == GL_TEXTURE_1D_ARRAY && data) { const std::size_t stride = std::get<1>(storage.dataProperties(format, type, {size, 1})).x(); for(Int i = 0; i != size.y(); ++i) (this->*original)(level, {offset.x(), offset.y() + i}, {size.x(), 1}, format, type, static_cast(data) + stride*i, storage); /* Otherwise just pass-though to the default implementation */ } else (this->*original)(level, offset, size, format, type, data, storage); } template void AbstractTexture::subImageImplementationSvga3DSliceBySlice<&AbstractTexture::subImage2DImplementationDefault>(GLint, const Vector2i&, const Vector2i&, PixelFormat, PixelType, const GLvoid*, const PixelStorage&); template void AbstractTexture::subImageImplementationSvga3DSliceBySlice<&AbstractTexture::subImage2DImplementationDSA>(GLint, const Vector2i&, const Vector2i&, PixelFormat, PixelType, const GLvoid*, const PixelStorage&); #endif void AbstractTexture::compressedSubImageImplementationDefault(const GLint level, const Vector2i& offset, const Vector2i& size, const CompressedPixelFormat format, const GLvoid* const data, const GLsizei dataSize) { bindInternal(); glCompressedTexSubImage2D(_target, level, offset.x(), offset.y(), size.x(), size.y(), GLenum(format), dataSize, data); } #ifndef MAGNUM_TARGET_GLES void AbstractTexture::subImage2DImplementationDSA(const GLint level, const Vector2i& offset, const Vector2i& size, const PixelFormat format, const PixelType type, const GLvoid* const data, const PixelStorage&) { glTextureSubImage2D(_id, level, offset.x(), offset.y(), size.x(), size.y(), GLenum(format), GLenum(type), data); } void AbstractTexture::compressedSubImageImplementationDSA(const GLint level, const Vector2i& offset, const Vector2i& size, const CompressedPixelFormat format, const GLvoid* const data, const GLsizei dataSize) { glCompressedTextureSubImage2D(_id, level, offset.x(), offset.y(), size.x(), size.y(), GLenum(format), dataSize, data); } void AbstractTexture::subImageImplementationDSAEXT(GLint level, const Vector2i& offset, const Vector2i& size, PixelFormat format, PixelType type, const GLvoid* data, const PixelStorage&) { _flags |= ObjectFlag::Created; glTextureSubImage2DEXT(_id, _target, level, offset.x(), offset.y(), size.x(), size.y(), GLenum(format), GLenum(type), data); } void AbstractTexture::compressedSubImageImplementationDSAEXT(GLint level, const Vector2i& offset, const Vector2i& size, const CompressedPixelFormat format, const GLvoid* const data, const GLsizei dataSize) { _flags |= ObjectFlag::Created; glCompressedTextureSubImage2DEXT(_id, _target, level, offset.x(), offset.y(), size.x(), size.y(), GLenum(format), dataSize, data); } #endif #if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2)) void AbstractTexture::imageImplementationDefault(GLint level, TextureFormat internalFormat, const Vector3i& size, PixelFormat format, PixelType type, const GLvoid* data, const PixelStorage&) { bindInternal(); #ifndef MAGNUM_TARGET_GLES2 glTexImage3D #else glTexImage3DOES #endif (_target, level, GLint(internalFormat), size.x(), size.y(), size.z(), 0, GLenum(format), GLenum(type), data); } #ifndef MAGNUM_TARGET_WEBGL void AbstractTexture::imageImplementationSvga3DSliceBySlice(GLint level, TextureFormat internalFormat, const Vector3i& size, PixelFormat format, PixelType type, const GLvoid* data, const PixelStorage& storage) { /* Allocate and upload the first slice */ imageImplementationDefault(level, internalFormat, size, format, type, data, storage); /* Upload the next slices slice by slice only if this is an array texture with more than one slice or a 3D texture and we are copying from user memory (not from a buffer). The hard work is done by the subImage() implementation. Moreover, I am simply calling the default implementation and not the DSA one as just using glTexImage() pollutes the state already anyway so the DSA cleanness is not worth it. */ /** @todo this will break when we support uploading from buffer offset (i.e. data != nullptr) */ if(( #ifndef MAGNUM_TARGET_GLES2 _target == GL_TEXTURE_2D_ARRAY || _target == GL_TEXTURE_3D #else _target == GL_TEXTURE_3D_OES #endif ) && data && size.z() > 1) { subImageImplementationSvga3DSliceBySlice<&AbstractTexture::subImage3DImplementationDefault>(level, {0, 0, 1}, {size.xy(), size.z() - 1}, format, type, static_cast(data) + std::get<1>(storage.dataProperties(format, type, size)).xy().product(), storage); } } #endif void AbstractTexture::subImage3DImplementationDefault(GLint level, const Vector3i& offset, const Vector3i& size, PixelFormat format, PixelType type, const GLvoid* data, const PixelStorage&) { 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); #else glTexSubImage3DOES(_target, level, offset.x(), offset.y(), offset.z(), size.x(), size.y(), size.z(), GLenum(format), GLenum(type), data); #endif } /* Doxygen gets confused by the template parameter */ #if !defined(DOXYGEN_GENERATING_OUTPUT) && !defined(MAGNUM_TARGET_WEBGL) template void AbstractTexture::subImageImplementationSvga3DSliceBySlice(GLint level, const Vector3i& offset, const Vector3i& size, PixelFormat format, PixelType type, const GLvoid* const data, const PixelStorage& storage) { /* Upload the data slice by slice only if this is an array texture and we are copying from user memory (not from a buffer) */ if( #ifndef MAGNUM_TARGET_GLES2 _target == GL_TEXTURE_2D_ARRAY || _target == GL_TEXTURE_3D #else _target == GL_TEXTURE_3D_OES #endif ) { const std::size_t stride = std::get<1>(storage.dataProperties(format, type, size)).xy().product(); for(Int i = 0; i != size.z(); ++i) (this->*original)(level, {offset.xy(), offset.z() + i}, {size.xy(), 1}, format, type, static_cast(data) + stride*i, storage); /* Otherwise just pass-though to the default implementation */ } else (this->*original)(level, offset, size, format, type, data, storage); } template void AbstractTexture::subImageImplementationSvga3DSliceBySlice<&AbstractTexture::subImage3DImplementationDefault>(GLint, const Vector3i&, const Vector3i&, PixelFormat, PixelType, const GLvoid*, const PixelStorage&); #ifndef MAGNUM_TARGET_GLES template void AbstractTexture::subImageImplementationSvga3DSliceBySlice<&AbstractTexture::subImage3DImplementationDSA>(GLint, const Vector3i&, const Vector3i&, PixelFormat, PixelType, const GLvoid*, const PixelStorage&); #endif #endif void AbstractTexture::compressedSubImageImplementationDefault(const GLint level, const Vector3i& offset, const Vector3i& size, const CompressedPixelFormat format, const GLvoid* const data, const GLsizei dataSize) { bindInternal(); #ifndef MAGNUM_TARGET_GLES2 glCompressedTexSubImage3D(_target, level, offset.x(), offset.y(), offset.z(), size.x(), size.y(), size.z(), GLenum(format), dataSize, data); #else glCompressedTexSubImage3DOES(_target, level, offset.x(), offset.y(), offset.z(), size.x(), size.y(), size.z(), GLenum(format), dataSize, data); #endif } #endif #ifndef MAGNUM_TARGET_GLES void AbstractTexture::subImage3DImplementationDSA(const GLint level, const Vector3i& offset, const Vector3i& size, const PixelFormat format, const PixelType type, const GLvoid* const data, const PixelStorage&) { glTextureSubImage3D(_id, level, offset.x(), offset.y(), offset.z(), size.x(), size.y(), size.z(), GLenum(format), GLenum(type), data); } void AbstractTexture::compressedSubImageImplementationDSA(const GLint level, const Vector3i& offset, const Vector3i& size, const CompressedPixelFormat format, const GLvoid* const data, const GLsizei dataSize) { glCompressedTextureSubImage3D(_id, level, offset.x(), offset.y(), offset.z(), size.x(), size.y(), size.z(), GLenum(format), dataSize, data); } void AbstractTexture::subImageImplementationDSAEXT(GLint level, const Vector3i& offset, const Vector3i& size, PixelFormat format, PixelType type, const GLvoid* data, const PixelStorage&) { _flags |= ObjectFlag::Created; glTextureSubImage3DEXT(_id, _target, level, offset.x(), offset.y(), offset.z(), size.x(), size.y(), size.z(), GLenum(format), GLenum(type), data); } void AbstractTexture::compressedSubImageImplementationDSAEXT(const GLint level, const Vector3i& offset, const Vector3i& size, const CompressedPixelFormat format, const GLvoid* const data, const GLsizei dataSize) { _flags |= ObjectFlag::Created; glCompressedTextureSubImage3DEXT(_id, _target, level, offset.x(), offset.y(), offset.z(), size.x(), size.y(), size.z(), GLenum(format), dataSize, data); } #endif void AbstractTexture::invalidateImageImplementationNoOp(GLint) {} #ifndef MAGNUM_TARGET_GLES void AbstractTexture::invalidateImageImplementationARB(GLint level) { createIfNotAlready(); 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) { createIfNotAlready(); 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(GLint level, Image& image) { const Math::Vector size = DataHelper::imageSize(*this, level); const std::size_t dataSize = Magnum::Implementation::imageDataSizeFor(image, size); /* Reallocate only if needed */ Containers::Array data{image.release()}; if(data.size() < dataSize) data = Containers::Array{dataSize}; Buffer::unbindInternal(Buffer::TargetHint::PixelPack); Context::current().state().renderer->applyPixelStoragePack(image.storage()); (this->*Context::current().state().texture->getImageImplementation)(level, image.format(), image.type(), data.size(), data); image = Image{image.storage(), image.format(), image.type(), size, std::move(data)}; } template void MAGNUM_GL_EXPORT AbstractTexture::image<1>(GLint, Image<1>&); template void MAGNUM_GL_EXPORT AbstractTexture::image<2>(GLint, Image<2>&); template void MAGNUM_GL_EXPORT AbstractTexture::image<3>(GLint, Image<3>&); template void AbstractTexture::image(GLint level, BufferImage& image, BufferUsage usage) { const Math::Vector size = DataHelper::imageSize(*this, level); const std::size_t dataSize = Magnum::Implementation::imageDataSizeFor(image, size); /* Reallocate only if needed */ if(image.dataSize() < dataSize) image.setData(image.storage(), image.format(), image.type(), size, {nullptr, dataSize}, usage); else image.setData(image.storage(), image.format(), image.type(), size, nullptr, usage); image.buffer().bindInternal(Buffer::TargetHint::PixelPack); Context::current().state().renderer->applyPixelStoragePack(image.storage()); (this->*Context::current().state().texture->getImageImplementation)(level, image.format(), image.type(), dataSize, nullptr); } template void MAGNUM_GL_EXPORT AbstractTexture::image<1>(GLint, BufferImage<1>&, BufferUsage); template void MAGNUM_GL_EXPORT AbstractTexture::image<2>(GLint, BufferImage<2>&, BufferUsage); template void MAGNUM_GL_EXPORT AbstractTexture::image<3>(GLint, BufferImage<3>&, BufferUsage); template void AbstractTexture::compressedImage(const GLint level, CompressedImage& image) { const Math::Vector size = DataHelper::imageSize(*this, level); /* If the user-provided pixel storage doesn't tell us all properties about the compression, we need to ask GL for it */ std::size_t dataSize; if(!image.storage().compressedBlockSize().product() || !image.storage().compressedBlockDataSize()) { GLint textureDataSize; (this->*Context::current().state().texture->getLevelParameterivImplementation)(level, GL_TEXTURE_COMPRESSED_IMAGE_SIZE, &textureDataSize); dataSize = textureDataSize; } else dataSize = Magnum::Implementation::compressedImageDataSizeFor(image, size); /* Internal texture format */ GLint format; (this->*Context::current().state().texture->getLevelParameterivImplementation)(level, GL_TEXTURE_INTERNAL_FORMAT, &format); /* Reallocate only if needed */ Containers::Array data{image.release()}; if(data.size() < dataSize) data = Containers::Array{dataSize}; Buffer::unbindInternal(Buffer::TargetHint::PixelPack); Context::current().state().renderer->applyPixelStoragePack(image.storage()); (this->*Context::current().state().texture->getCompressedImageImplementation)(level, data.size(), data); image = CompressedImage{image.storage(), CompressedPixelFormat(format), size, std::move(data)}; } template void MAGNUM_GL_EXPORT AbstractTexture::compressedImage<1>(GLint, CompressedImage<1>&); template void MAGNUM_GL_EXPORT AbstractTexture::compressedImage<2>(GLint, CompressedImage<2>&); template void MAGNUM_GL_EXPORT AbstractTexture::compressedImage<3>(GLint, CompressedImage<3>&); template void AbstractTexture::compressedImage(const GLint level, CompressedBufferImage& image, BufferUsage usage) { const Math::Vector size = DataHelper::imageSize(*this, level); /* If the user-provided pixel storage doesn't tell us all properties about the compression, we need to ask GL for it */ std::size_t dataSize; if(!image.storage().compressedBlockSize().product() || !image.storage().compressedBlockDataSize()) { GLint textureDataSize; (this->*Context::current().state().texture->getLevelParameterivImplementation)(level, GL_TEXTURE_COMPRESSED_IMAGE_SIZE, &textureDataSize); dataSize = textureDataSize; } else dataSize = Magnum::Implementation::compressedImageDataSizeFor(image, size); /* Internal texture format */ GLint format; (this->*Context::current().state().texture->getLevelParameterivImplementation)(level, GL_TEXTURE_INTERNAL_FORMAT, &format); /* Reallocate only if needed */ if(image.dataSize() < dataSize) image.setData(image.storage(), CompressedPixelFormat(format), size, {nullptr, dataSize}, usage); else image.setData(image.storage(), CompressedPixelFormat(format), size, nullptr, usage); image.buffer().bindInternal(Buffer::TargetHint::PixelPack); Context::current().state().renderer->applyPixelStoragePack(image.storage()); (this->*Context::current().state().texture->getCompressedImageImplementation)(level, dataSize, nullptr); } template void MAGNUM_GL_EXPORT AbstractTexture::compressedImage<1>(GLint, CompressedBufferImage<1>&, BufferUsage); template void MAGNUM_GL_EXPORT AbstractTexture::compressedImage<2>(GLint, CompressedBufferImage<2>&, BufferUsage); template void MAGNUM_GL_EXPORT AbstractTexture::compressedImage<3>(GLint, CompressedBufferImage<3>&, BufferUsage); template void AbstractTexture::subImage(const GLint level, const RangeTypeFor& range, Image& image) { createIfNotAlready(); const Math::Vector size = range.size(); const std::size_t dataSize = Magnum::Implementation::imageDataSizeFor(image, size); const Vector3i paddedOffset = Vector3i::pad(range.min()); const Vector3i paddedSize = Vector3i::pad(size, 1); /* Reallocate only if needed */ Containers::Array data{image.release()}; if(data.size() < dataSize) data = Containers::Array{dataSize}; Buffer::unbindInternal(Buffer::TargetHint::PixelPack); Context::current().state().renderer->applyPixelStoragePack(image.storage()); glGetTextureSubImage(_id, level, paddedOffset.x(), paddedOffset.y(), paddedOffset.z(), paddedSize.x(), paddedSize.y(), paddedSize.z(), GLenum(image.format()), GLenum(image.type()), data.size(), data); image = Image{image.storage(), image.format(), image.type(), size, std::move(data)}; } template void MAGNUM_GL_EXPORT AbstractTexture::subImage<1>(GLint, const Range1Di&, Image<1>&); template void MAGNUM_GL_EXPORT AbstractTexture::subImage<2>(GLint, const Range2Di&, Image<2>&); template void MAGNUM_GL_EXPORT AbstractTexture::subImage<3>(GLint, const Range3Di&, Image<3>&); template void AbstractTexture::subImage(const GLint level, const RangeTypeFor& range, BufferImage& image, const BufferUsage usage) { createIfNotAlready(); const Math::Vector size = range.size(); const std::size_t dataSize = Magnum::Implementation::imageDataSizeFor(image, size); const Vector3i paddedOffset = Vector3i::pad(range.min()); const Vector3i paddedSize = Vector3i::pad(size, 1); /* Reallocate only if needed */ if(image.dataSize() < dataSize) image.setData(image.storage(), image.format(), image.type(), size, {nullptr, dataSize}, usage); else image.setData(image.storage(), image.format(), image.type(), size, nullptr, usage); image.buffer().bindInternal(Buffer::TargetHint::PixelPack); Context::current().state().renderer->applyPixelStoragePack(image.storage()); glGetTextureSubImage(_id, level, paddedOffset.x(), paddedOffset.y(), paddedOffset.z(), paddedSize.x(), paddedSize.y(), paddedSize.z(), GLenum(image.format()), GLenum(image.type()), dataSize, nullptr); } template void MAGNUM_GL_EXPORT AbstractTexture::subImage<1>(GLint, const Range1Di&, BufferImage<1>&, BufferUsage); template void MAGNUM_GL_EXPORT AbstractTexture::subImage<2>(GLint, const Range2Di&, BufferImage<2>&, BufferUsage); template void MAGNUM_GL_EXPORT AbstractTexture::subImage<3>(GLint, const Range3Di&, BufferImage<3>&, BufferUsage); template std::size_t AbstractTexture::compressedSubImageSize(TextureFormat format, const Math::Vector& size) { /* Amount of blocks in given range (rounded up) multiplied by block data size. The user is responsible for proper block-aligned size. */ const Math::Vector blockSize = DataHelper::compressedBlockSize(_target, format); return ((size + blockSize - Math::Vector{1})/blockSize).product()* compressedBlockDataSize(_target, format); } template void AbstractTexture::compressedSubImage(const GLint level, const RangeTypeFor& range, CompressedImage& image) { createIfNotAlready(); const Math::Vector size = range.size(); const Vector3i paddedOffset = Vector3i::pad(range.min()); const Vector3i paddedSize = Vector3i::pad(size, 1); /* Internal texture format */ GLint format; (this->*Context::current().state().texture->getLevelParameterivImplementation)(level, GL_TEXTURE_INTERNAL_FORMAT, &format); /* Calculate compressed subimage size. If the user-provided pixel storage doesn't tell us all properties about the compression, we need to ask GL for it. That requires GL_ARB_internalformat_query2. */ std::size_t dataSize; if(!image.storage().compressedBlockSize().product() || !image.storage().compressedBlockDataSize()) dataSize = compressedSubImageSize(TextureFormat(format), size); else dataSize = Magnum::Implementation::compressedImageDataSizeFor(image, size); /* Reallocate only if needed */ Containers::Array data{image.release()}; if(data.size() < dataSize) data = Containers::Array{dataSize}; Buffer::unbindInternal(Buffer::TargetHint::PixelPack); Context::current().state().renderer->applyPixelStoragePack(image.storage()); glGetCompressedTextureSubImage(_id, level, paddedOffset.x(), paddedOffset.y(), paddedOffset.z(), paddedSize.x(), paddedSize.y(), paddedSize.z(), data.size(), data); image = CompressedImage{CompressedPixelFormat(format), size, std::move(data)}; } template void MAGNUM_GL_EXPORT AbstractTexture::compressedSubImage<1>(GLint, const Range1Di&, CompressedImage<1>&); template void MAGNUM_GL_EXPORT AbstractTexture::compressedSubImage<2>(GLint, const Range2Di&, CompressedImage<2>&); template void MAGNUM_GL_EXPORT AbstractTexture::compressedSubImage<3>(GLint, const Range3Di&, CompressedImage<3>&); template void AbstractTexture::compressedSubImage(const GLint level, const RangeTypeFor& range, CompressedBufferImage& image, const BufferUsage usage) { createIfNotAlready(); const Math::Vector size = range.size(); const Vector3i paddedOffset = Vector3i::pad(range.min()); const Vector3i paddedSize = Vector3i::pad(size, 1); /* Internal texture format */ GLint format; (this->*Context::current().state().texture->getLevelParameterivImplementation)(level, GL_TEXTURE_INTERNAL_FORMAT, &format); /* Calculate compressed subimage size. If the user-provided pixel storage doesn't tell us all properties about the compression, we need to ask GL for it. That requires GL_ARB_internalformat_query2. */ std::size_t dataSize; if(!image.storage().compressedBlockSize().product() || !image.storage().compressedBlockDataSize()) dataSize = compressedSubImageSize(TextureFormat(format), size); else dataSize = Magnum::Implementation::compressedImageDataSizeFor(image, size); /* Reallocate only if needed */ if(image.dataSize() < dataSize) image.setData(image.storage(), CompressedPixelFormat(format), size, {nullptr, dataSize}, usage); else image.setData(image.storage(), CompressedPixelFormat(format), size, nullptr, usage); image.buffer().bindInternal(Buffer::TargetHint::PixelPack); Context::current().state().renderer->applyPixelStoragePack(image.storage()); glGetCompressedTextureSubImage(_id, level, paddedOffset.x(), paddedOffset.y(), paddedOffset.z(), paddedSize.x(), paddedSize.y(), paddedSize.z(), dataSize, nullptr); } template void MAGNUM_GL_EXPORT AbstractTexture::compressedSubImage<1>(GLint, const Range1Di&, CompressedBufferImage<1>&, BufferUsage); template void MAGNUM_GL_EXPORT AbstractTexture::compressedSubImage<2>(GLint, const Range2Di&, CompressedBufferImage<2>&, BufferUsage); template void MAGNUM_GL_EXPORT AbstractTexture::compressedSubImage<3>(GLint, const Range3Di&, CompressedBufferImage<3>&, BufferUsage); #endif #endif #ifndef DOXYGEN_GENERATING_OUTPUT #ifndef MAGNUM_TARGET_GLES Math::Vector<1, GLint> AbstractTexture::DataHelper<1>::compressedBlockSize(const GLenum target, const TextureFormat format) { GLint value; glGetInternalformativ(target, GLenum(format), GL_TEXTURE_COMPRESSED_BLOCK_WIDTH, 1, &value); return value; } Vector2i AbstractTexture::DataHelper<2>::compressedBlockSize(const GLenum target, const TextureFormat format) { Vector2i value{Math::NoInit}; glGetInternalformativ(target, GLenum(format), GL_TEXTURE_COMPRESSED_BLOCK_WIDTH, 1, &value.x()); glGetInternalformativ(target, GLenum(format), GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT, 1, &value.y()); return value; } Vector3i AbstractTexture::DataHelper<3>::compressedBlockSize(const GLenum target, const TextureFormat format) { /** @todo use real value when OpenGL has proper queries for 3D compression formats */ return Vector3i{DataHelper<2>::compressedBlockSize(target, format), 1}; } #endif #ifndef MAGNUM_TARGET_GLES Math::Vector<1, GLint> AbstractTexture::DataHelper<1>::imageSize(AbstractTexture& texture, const GLint level) { Math::Vector<1, GLint> value; (texture.*Context::current().state().texture->getLevelParameterivImplementation)(level, GL_TEXTURE_WIDTH, &value[0]); return value; } #endif #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) Vector2i AbstractTexture::DataHelper<2>::imageSize(AbstractTexture& texture, const GLint level) { const Implementation::TextureState& state = *Context::current().state().texture; Vector2i value; (texture.*state.getLevelParameterivImplementation)(level, GL_TEXTURE_WIDTH, &value[0]); (texture.*state.getLevelParameterivImplementation)(level, GL_TEXTURE_HEIGHT, &value[1]); return value; } Vector3i AbstractTexture::DataHelper<3>::imageSize(AbstractTexture& texture, const GLint level) { const Implementation::TextureState& state = *Context::current().state().texture; Vector3i value; (texture.*state.getLevelParameterivImplementation)(level, GL_TEXTURE_WIDTH, &value[0]); (texture.*state.getLevelParameterivImplementation)(level, GL_TEXTURE_HEIGHT, &value[1]); (texture.*state.getLevelParameterivImplementation)(level, GL_TEXTURE_DEPTH, &value[2]); return value; } #endif #ifndef MAGNUM_TARGET_GLES void AbstractTexture::DataHelper<1>::setStorage(AbstractTexture& texture, const GLsizei levels, const TextureFormat internalFormat, const Math::Vector< 1, GLsizei >& size) { (texture.*Context::current().state().texture->storage1DImplementation)(levels, internalFormat, size); } #endif void AbstractTexture::DataHelper<2>::setStorage(AbstractTexture& texture, const GLsizei levels, const TextureFormat internalFormat, const Vector2i& size) { (texture.*Context::current().state().texture->storage2DImplementation)(levels, internalFormat, size); } #if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2)) void AbstractTexture::DataHelper<3>::setStorage(AbstractTexture& texture, const GLsizei levels, const TextureFormat internalFormat, const Vector3i& size) { (texture.*Context::current().state().texture->storage3DImplementation)(levels, internalFormat, size); } #endif #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) void AbstractTexture::DataHelper<2>::setStorageMultisample(AbstractTexture& texture, const GLsizei samples, const TextureFormat internalFormat, const Vector2i& size, const GLboolean fixedSampleLocations) { (texture.*Context::current().state().texture->storage2DMultisampleImplementation)(samples, internalFormat, size, fixedSampleLocations); } void AbstractTexture::DataHelper<3>::setStorageMultisample(AbstractTexture& texture, const GLsizei samples, const TextureFormat internalFormat, const Vector3i& size, const GLboolean fixedSampleLocations) { (texture.*Context::current().state().texture->storage3DMultisampleImplementation)(samples, internalFormat, size, fixedSampleLocations); } #endif #ifndef MAGNUM_TARGET_GLES void AbstractTexture::DataHelper<1>::setImage(AbstractTexture& texture, const GLint level, const TextureFormat internalFormat, const ImageView1D& image) { Buffer::unbindInternal(Buffer::TargetHint::PixelUnpack); Context::current().state().renderer->applyPixelStorageUnpack(image.storage()); texture.bindInternal(); glTexImage1D(texture._target, level, GLint(internalFormat), image.size()[0], 0, GLenum(image.format()), GLenum(image.type()), image.data()); } void AbstractTexture::DataHelper<1>::setCompressedImage(AbstractTexture& texture, const GLint level, const CompressedImageView1D& image) { Buffer::unbindInternal(Buffer::TargetHint::PixelUnpack); Context::current().state().renderer->applyPixelStorageUnpack(image.storage()); texture.bindInternal(); glCompressedTexImage1D(texture._target, level, GLenum(image.format()), image.size()[0], 0, Magnum::Implementation::occupiedCompressedImageDataSize(image, image.data().size()), image.data()); } void AbstractTexture::DataHelper<1>::setImage(AbstractTexture& texture, const GLint level, const TextureFormat internalFormat, BufferImage1D& image) { image.buffer().bindInternal(Buffer::TargetHint::PixelUnpack); Context::current().state().renderer->applyPixelStorageUnpack(image.storage()); texture.bindInternal(); glTexImage1D(texture._target, level, GLint(internalFormat), image.size()[0], 0, GLenum(image.format()), GLenum(image.type()), nullptr); } void AbstractTexture::DataHelper<1>::setCompressedImage(AbstractTexture& texture, const GLint level, CompressedBufferImage1D& image) { image.buffer().bindInternal(Buffer::TargetHint::PixelUnpack); Context::current().state().renderer->applyPixelStorageUnpack(image.storage()); texture.bindInternal(); glCompressedTexImage1D(texture._target, level, GLenum(image.format()), image.size()[0], 0, Magnum::Implementation::occupiedCompressedImageDataSize(image, image.dataSize()), nullptr); } void AbstractTexture::DataHelper<1>::setSubImage(AbstractTexture& texture, const GLint level, const Math::Vector<1, GLint>& offset, const ImageView1D& image) { Buffer::unbindInternal(Buffer::TargetHint::PixelUnpack); Context::current().state().renderer->applyPixelStorageUnpack(image.storage()); (texture.*Context::current().state().texture->subImage1DImplementation)(level, offset, image.size(), image.format(), image.type(), image.data()); } void AbstractTexture::DataHelper<1>::setCompressedSubImage(AbstractTexture& texture, const GLint level, const Math::Vector<1, GLint>& offset, const CompressedImageView1D& image) { Buffer::unbindInternal(Buffer::TargetHint::PixelUnpack); Context::current().state().renderer->applyPixelStorageUnpack(image.storage()); (texture.*Context::current().state().texture->compressedSubImage1DImplementation)(level, offset, image.size(), image.format(), image.data(), Magnum::Implementation::occupiedCompressedImageDataSize(image, image.data().size())); } void AbstractTexture::DataHelper<1>::setSubImage(AbstractTexture& texture, const GLint level, const Math::Vector<1, GLint>& offset, BufferImage1D& image) { image.buffer().bindInternal(Buffer::TargetHint::PixelUnpack); Context::current().state().renderer->applyPixelStorageUnpack(image.storage()); (texture.*Context::current().state().texture->subImage1DImplementation)(level, offset, image.size(), image.format(), image.type(), nullptr); } void AbstractTexture::DataHelper<1>::setCompressedSubImage(AbstractTexture& texture, const GLint level, const Math::Vector<1, GLint>& offset, CompressedBufferImage1D& image) { image.buffer().bindInternal(Buffer::TargetHint::PixelUnpack); Context::current().state().renderer->applyPixelStorageUnpack(image.storage()); (texture.*Context::current().state().texture->compressedSubImage1DImplementation)(level, offset, image.size(), image.format(), nullptr, Magnum::Implementation::occupiedCompressedImageDataSize(image, image.dataSize())); } #endif void AbstractTexture::DataHelper<2>::setImage(AbstractTexture& texture, const GLenum target, const GLint level, const TextureFormat internalFormat, const ImageView2D& image) { #ifndef MAGNUM_TARGET_GLES2 Buffer::unbindInternal(Buffer::TargetHint::PixelUnpack); #endif Context::current().state().renderer->applyPixelStorageUnpack(image.storage()); (texture.*Context::current().state().texture->image2DImplementation)(target, level, internalFormat, image.size(), image.format(), image.type(), image.data() #ifdef MAGNUM_TARGET_GLES2 + Magnum::Implementation::pixelStorageSkipOffset(image) #endif , image.storage()); } void AbstractTexture::DataHelper<2>::setCompressedImage(AbstractTexture& texture, const GLenum target, const GLint level, const CompressedImageView2D& image) { #ifndef MAGNUM_TARGET_GLES2 Buffer::unbindInternal(Buffer::TargetHint::PixelUnpack); #endif #ifndef MAGNUM_TARGET_GLES /* Pixel storage is completely ignored for compressed images on ES, no need to reset anything */ Context::current().state().renderer->applyPixelStorageUnpack(image.storage()); #endif texture.bindInternal(); glCompressedTexImage2D(target, level, GLenum(image.format()), image.size().x(), image.size().y(), 0, Magnum::Implementation::occupiedCompressedImageDataSize(image, image.data().size()), 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().bindInternal(Buffer::TargetHint::PixelUnpack); Context::current().state().renderer->applyPixelStorageUnpack(image.storage()); texture.bindInternal(); glTexImage2D(target, level, GLint(internalFormat), image.size().x(), image.size().y(), 0, GLenum(image.format()), GLenum(image.type()), nullptr); } void AbstractTexture::DataHelper<2>::setCompressedImage(AbstractTexture& texture, const GLenum target, const GLint level, CompressedBufferImage2D& image) { image.buffer().bindInternal(Buffer::TargetHint::PixelUnpack); #ifndef MAGNUM_TARGET_GLES /* Pixel storage is completely ignored for compressed images on ES, no need to reset anything */ Context::current().state().renderer->applyPixelStorageUnpack(image.storage()); #endif texture.bindInternal(); glCompressedTexImage2D(target, level, GLenum(image.format()), image.size().x(), image.size().y(), 0, Magnum::Implementation::occupiedCompressedImageDataSize(image, image.dataSize()), nullptr); } #endif void AbstractTexture::DataHelper<2>::setSubImage(AbstractTexture& texture, const GLint level, const Vector2i& offset, const ImageView2D& image) { #ifndef MAGNUM_TARGET_GLES2 Buffer::unbindInternal(Buffer::TargetHint::PixelUnpack); #endif Context::current().state().renderer->applyPixelStorageUnpack(image.storage()); (texture.*Context::current().state().texture->subImage2DImplementation)(level, offset, image.size(), image.format(), image.type(), image.data() #ifdef MAGNUM_TARGET_GLES2 + Magnum::Implementation::pixelStorageSkipOffset(image) #endif , image.storage()); } void AbstractTexture::DataHelper<2>::setCompressedSubImage(AbstractTexture& texture, const GLint level, const Vector2i& offset, const CompressedImageView2D& image) { #ifndef MAGNUM_TARGET_GLES2 Buffer::unbindInternal(Buffer::TargetHint::PixelUnpack); #endif #ifndef MAGNUM_TARGET_GLES /* Pixel storage is completely ignored for compressed images on ES, no need to reset anything */ Context::current().state().renderer->applyPixelStorageUnpack(image.storage()); #endif (texture.*Context::current().state().texture->compressedSubImage2DImplementation)(level, offset, image.size(), image.format(), image.data(), Magnum::Implementation::occupiedCompressedImageDataSize(image, image.data().size())); } #ifndef MAGNUM_TARGET_GLES2 void AbstractTexture::DataHelper<2>::setSubImage(AbstractTexture& texture, const GLint level, const Vector2i& offset, BufferImage2D& image) { image.buffer().bindInternal(Buffer::TargetHint::PixelUnpack); Context::current().state().renderer->applyPixelStorageUnpack(image.storage()); (texture.*Context::current().state().texture->subImage2DImplementation)(level, offset, image.size(), image.format(), image.type(), nullptr, image.storage()); } void AbstractTexture::DataHelper<2>::setCompressedSubImage(AbstractTexture& texture, const GLint level, const Vector2i& offset, CompressedBufferImage2D& image) { image.buffer().bindInternal(Buffer::TargetHint::PixelUnpack); #ifndef MAGNUM_TARGET_GLES /* Pixel storage is completely ignored for compressed images on ES, no need to reset anything */ Context::current().state().renderer->applyPixelStorageUnpack(image.storage()); #endif (texture.*Context::current().state().texture->compressedSubImage2DImplementation)(level, offset, image.size(), image.format(), nullptr, Magnum::Implementation::occupiedCompressedImageDataSize(image, image.dataSize())); } #endif #if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2)) void AbstractTexture::DataHelper<3>::setImage(AbstractTexture& texture, const GLint level, const TextureFormat internalFormat, const ImageView3D& image) { #ifndef MAGNUM_TARGET_GLES2 Buffer::unbindInternal(Buffer::TargetHint::PixelUnpack); #endif Context::current().state().renderer->applyPixelStorageUnpack(image.storage()); (texture.*Context::current().state().texture->image3DImplementation)(level, internalFormat, image.size(), image.format(), image.type(), image.data() #ifdef MAGNUM_TARGET_GLES2 + Magnum::Implementation::pixelStorageSkipOffset(image) #endif , image.storage()); } void AbstractTexture::DataHelper<3>::setCompressedImage(AbstractTexture& texture, const GLint level, const CompressedImageView3D& image) { #ifndef MAGNUM_TARGET_GLES2 Buffer::unbindInternal(Buffer::TargetHint::PixelUnpack); #endif #ifndef MAGNUM_TARGET_GLES /* Pixel storage is completely ignored for compressed images on ES, no need to reset anything */ Context::current().state().renderer->applyPixelStorageUnpack(image.storage()); #endif texture.bindInternal(); #ifndef MAGNUM_TARGET_GLES2 glCompressedTexImage3D(texture._target, level, GLenum(image.format()), image.size().x(), image.size().y(), image.size().z(), 0, Magnum::Implementation::occupiedCompressedImageDataSize(image, image.data().size()), image.data()); #else glCompressedTexImage3DOES(texture._target, level, GLenum(image.format()), image.size().x(), image.size().y(), image.size().z(), 0, Magnum::Implementation::occupiedCompressedImageDataSize(image, image.data().size()), image.data()); #endif } #endif #ifndef MAGNUM_TARGET_GLES2 void AbstractTexture::DataHelper<3>::setImage(AbstractTexture& texture, const GLint level, const TextureFormat internalFormat, BufferImage3D& image) { image.buffer().bindInternal(Buffer::TargetHint::PixelUnpack); Context::current().state().renderer->applyPixelStorageUnpack(image.storage()); texture.bindInternal(); glTexImage3D(texture._target, level, GLint(internalFormat), image.size().x(), image.size().y(), image.size().z(), 0, GLenum(image.format()), GLenum(image.type()), nullptr); } void AbstractTexture::DataHelper<3>::setCompressedImage(AbstractTexture& texture, const GLint level, CompressedBufferImage3D& image) { image.buffer().bindInternal(Buffer::TargetHint::PixelUnpack); #ifndef MAGNUM_TARGET_GLES /* Pixel storage is completely ignored for compressed images on ES, no need to reset anything */ Context::current().state().renderer->applyPixelStorageUnpack(image.storage()); #endif texture.bindInternal(); glCompressedTexImage3D(texture._target, level, GLenum(image.format()), image.size().x(), image.size().y(), image.size().z(), 0, Magnum::Implementation::occupiedCompressedImageDataSize(image, image.dataSize()), nullptr); } #endif #if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2)) void AbstractTexture::DataHelper<3>::setSubImage(AbstractTexture& texture, const GLint level, const Vector3i& offset, const ImageView3D& image) { #ifndef MAGNUM_TARGET_GLES2 Buffer::unbindInternal(Buffer::TargetHint::PixelUnpack); #endif Context::current().state().renderer->applyPixelStorageUnpack(image.storage()); (texture.*Context::current().state().texture->subImage3DImplementation)(level, offset, image.size(), image.format(), image.type(), image.data() #ifdef MAGNUM_TARGET_GLES2 + Magnum::Implementation::pixelStorageSkipOffset(image) #endif , image.storage()); } void AbstractTexture::DataHelper<3>::setCompressedSubImage(AbstractTexture& texture, const GLint level, const Vector3i& offset, const CompressedImageView3D& image) { #ifndef MAGNUM_TARGET_GLES2 Buffer::unbindInternal(Buffer::TargetHint::PixelUnpack); #endif #ifndef MAGNUM_TARGET_GLES /* Pixel storage is completely ignored for compressed images on ES, no need to reset anything */ Context::current().state().renderer->applyPixelStorageUnpack(image.storage()); #endif (texture.*Context::current().state().texture->compressedSubImage3DImplementation)(level, offset, image.size(), image.format(), image.data(), Magnum::Implementation::occupiedCompressedImageDataSize(image, image.data().size())); } #endif #ifndef MAGNUM_TARGET_GLES2 void AbstractTexture::DataHelper<3>::setSubImage(AbstractTexture& texture, const GLint level, const Vector3i& offset, BufferImage3D& image) { image.buffer().bindInternal(Buffer::TargetHint::PixelUnpack); Context::current().state().renderer->applyPixelStorageUnpack(image.storage()); (texture.*Context::current().state().texture->subImage3DImplementation)(level, offset, image.size(), image.format(), image.type(), nullptr, image.storage()); } void AbstractTexture::DataHelper<3>::setCompressedSubImage(AbstractTexture& texture, const GLint level, const Vector3i& offset, CompressedBufferImage3D& image) { image.buffer().bindInternal(Buffer::TargetHint::PixelUnpack); #ifndef MAGNUM_TARGET_GLES /* Pixel storage is completely ignored for compressed images on ES, no need to reset anything */ Context::current().state().renderer->applyPixelStorageUnpack(image.storage()); #endif (texture.*Context::current().state().texture->compressedSubImage3DImplementation)(level, offset, image.size(), image.format(), nullptr, Magnum::Implementation::occupiedCompressedImageDataSize(image, image.dataSize())); } #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())); } #if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2)) 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_GLES2 (texture.*state.parameteriImplementation)(GL_TEXTURE_WRAP_R, GLint(wrapping.z())); #else (texture.*state.parameteriImplementation)(GL_TEXTURE_WRAP_R_OES, GLint(wrapping.z())); #endif } #endif #endif }}