/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019 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 "CubeMapTexture.h" #include "Magnum/Image.h" #include "Magnum/ImageView.h" #ifndef MAGNUM_TARGET_GLES2 #include "Magnum/GL/BufferImage.h" #endif #include "Magnum/GL/Context.h" #include "Magnum/GL/PixelFormat.h" #include "Magnum/GL/Implementation/maxTextureSize.h" #include "Magnum/GL/Implementation/RendererState.h" #include "Magnum/GL/Implementation/State.h" #include "Magnum/GL/Implementation/TextureState.h" namespace Magnum { namespace GL { static_assert(GL_TEXTURE_CUBE_MAP_POSITIVE_X - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 0 && GL_TEXTURE_CUBE_MAP_NEGATIVE_X - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 1 && GL_TEXTURE_CUBE_MAP_POSITIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 2 && GL_TEXTURE_CUBE_MAP_NEGATIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 3 && GL_TEXTURE_CUBE_MAP_POSITIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 4 && GL_TEXTURE_CUBE_MAP_NEGATIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 5, "Unexpected GL enum values for cube faces"); Vector2i CubeMapTexture::maxSize() { return Vector2i{Implementation::maxCubeMapTextureSideSize()}; } #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) Vector2i CubeMapTexture::imageSize(const Int level) { const Implementation::TextureState& state = *Context::current().state().texture; Vector2i value; (this->*state.getCubeLevelParameterivImplementation)(level, GL_TEXTURE_WIDTH, &value[0]); (this->*state.getCubeLevelParameterivImplementation)(level, GL_TEXTURE_HEIGHT, &value[1]); return value; } #endif #ifndef MAGNUM_TARGET_GLES void CubeMapTexture::image(const Int level, Image3D& image) { createIfNotAlready(); const Vector3i size{imageSize(level), 6}; 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()); glGetTextureImage(_id, level, GLenum(pixelFormat(image.format())), GLenum(pixelType(image.format(), image.formatExtra())), data.size(), data); image = Image3D{image.storage(), image.format(), image.formatExtra(), image.pixelSize(), size, std::move(data)}; } Image3D CubeMapTexture::image(const Int level, Image3D&& image) { this->image(level, image); return std::move(image); } void CubeMapTexture::image(const Int level, const MutableImageView3D& image) { #ifndef CORRADE_NO_ASSERT const Vector3i size{imageSize(level), 6}; CORRADE_ASSERT(image.data().data() != nullptr || !size.product(), "GL::CubeMapTexture::image(): image view is nullptr", ); CORRADE_ASSERT(image.size() == size, "GL::CubeMapTexture::image(): expected image view size" << size << "but got" << image.size(), ); #endif Buffer::unbindInternal(Buffer::TargetHint::PixelPack); Context::current().state().renderer->applyPixelStoragePack(image.storage()); glGetTextureImage(_id, level, GLenum(pixelFormat(image.format())), GLenum(pixelType(image.format(), image.formatExtra())), image.data().size(), image.data()); } void CubeMapTexture::image(const Int level, BufferImage3D& image, const BufferUsage usage) { createIfNotAlready(); const Vector3i size{imageSize(level), 6}; 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()); glGetTextureImage(_id, level, GLenum(image.format()), GLenum(image.type()), dataSize, nullptr); } BufferImage3D CubeMapTexture::image(const Int level, BufferImage3D&& image, const BufferUsage usage) { this->image(level, image, usage); return std::move(image); } void CubeMapTexture::compressedImage(const Int level, CompressedImage3D& image) { createIfNotAlready(); const Vector3i size{imageSize(level), 6}; /* If the user-provided pixel storage doesn't tell us all properties about the compression, we need to ask GL for it */ std::pair dataOffsetSize; if(!image.storage().compressedBlockSize().product() || !image.storage().compressedBlockDataSize()) { dataOffsetSize.first = 0; dataOffsetSize.second = (this->*Context::current().state().texture->getCubeLevelCompressedImageSizeImplementation)(level)*6; } else dataOffsetSize = Magnum::Implementation::compressedImageDataOffsetSizeFor(image, size); /* Internal texture format */ GLint format; (this->*Context::current().state().texture->getCubeLevelParameterivImplementation)(level, GL_TEXTURE_INTERNAL_FORMAT, &format); /* Reallocate only if needed */ Containers::Array data{image.release()}; if(data.size() < dataOffsetSize.first + dataOffsetSize.second) data = Containers::Array{dataOffsetSize.first + dataOffsetSize.second}; Buffer::unbindInternal(Buffer::TargetHint::PixelPack); Context::current().state().renderer->applyPixelStoragePack(image.storage()); (this->*Context::current().state().texture->getFullCompressedCubeImageImplementation)(level, size.xy(), dataOffsetSize.first, dataOffsetSize.second, data); image = CompressedImage3D{image.storage(), CompressedPixelFormat(format), size, std::move(data)}; } CompressedImage3D CubeMapTexture::compressedImage(const Int level, CompressedImage3D&& image) { compressedImage(level, image); return std::move(image); } void CubeMapTexture::compressedImage(const Int level, const MutableCompressedImageView3D& image) { #ifndef CORRADE_NO_ASSERT const Vector3i size{imageSize(level), 6}; CORRADE_ASSERT(image.data().data() != nullptr || !size.product(), "GL::CubeMapTexture::compressedImage(): image view is nullptr", ); CORRADE_ASSERT(image.size() == size, "GL::CubeMapTexture::compressedImage(): expected image view size" << size << "but got" << image.size(), ); /* If the user-provided pixel storage doesn't tell us all properties about the compression, we need to ask GL for it */ std::pair dataOffsetSize; if(!image.storage().compressedBlockSize().product() || !image.storage().compressedBlockDataSize()) { dataOffsetSize.first = 0; dataOffsetSize.second = (this->*Context::current().state().texture->getCubeLevelCompressedImageSizeImplementation)(level)*6; } else dataOffsetSize = Magnum::Implementation::compressedImageDataOffsetSizeFor(image, size); CORRADE_ASSERT(image.data().size() == dataOffsetSize.first + dataOffsetSize.second, "GL::CubeMapTexture::compressedImage(): expected image view data size" << dataOffsetSize.first + dataOffsetSize.second << "bytes but got" << image.data().size(), ); /* Internal texture format */ GLint format; (this->*Context::current().state().texture->getCubeLevelParameterivImplementation)(level, GL_TEXTURE_INTERNAL_FORMAT, &format); CORRADE_ASSERT(compressedPixelFormat(image.format()) == CompressedPixelFormat(format), "GL::CubeMapTexture::compressedImage(): expected image view format" << CompressedPixelFormat(format) << "but got" << compressedPixelFormat(image.format()), ); #endif Buffer::unbindInternal(Buffer::TargetHint::PixelPack); Context::current().state().renderer->applyPixelStoragePack(image.storage()); (this->*Context::current().state().texture->getFullCompressedCubeImageImplementation)(level, size.xy(), dataOffsetSize.first, dataOffsetSize.second, image.data()); } void CubeMapTexture::compressedImage(const Int level, CompressedBufferImage3D& image, const BufferUsage usage) { createIfNotAlready(); const Vector3i size{imageSize(level), 6}; /* If the user-provided pixel storage doesn't tell us all properties about the compression, we need to ask GL for it */ std::pair dataOffsetSize; if(!image.storage().compressedBlockSize().product() || !image.storage().compressedBlockDataSize()) { dataOffsetSize.first = 0; dataOffsetSize.second = (this->*Context::current().state().texture->getCubeLevelCompressedImageSizeImplementation)(level)*6; } else dataOffsetSize = Magnum::Implementation::compressedImageDataOffsetSizeFor(image, size); /* Internal texture format */ GLint format; (this->*Context::current().state().texture->getCubeLevelParameterivImplementation)(level, GL_TEXTURE_INTERNAL_FORMAT, &format); /* Reallocate only if needed */ if(image.dataSize() < dataOffsetSize.first + dataOffsetSize.second) image.setData(image.storage(), CompressedPixelFormat(format), size, {nullptr, dataOffsetSize.first + dataOffsetSize.second}, 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->getFullCompressedCubeImageImplementation)(level, size.xy(), dataOffsetSize.first, dataOffsetSize.second, nullptr); } CompressedBufferImage3D CubeMapTexture::compressedImage(const Int level, CompressedBufferImage3D&& image, const BufferUsage usage) { compressedImage(level, image, usage); return std::move(image); } void CubeMapTexture::image(const CubeMapCoordinate coordinate, const Int level, Image2D& image) { const Vector2i size = imageSize(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->getCubeImageImplementation)(coordinate, level, size, pixelFormat(image.format()), pixelType(image.format(), image.formatExtra()), data.size(), data); image = Image2D{image.storage(), image.format(), image.formatExtra(), image.pixelSize(), size, std::move(data)}; } Image2D CubeMapTexture::image(const CubeMapCoordinate coordinate, const Int level, Image2D&& image) { this->image(coordinate, level, image); return std::move(image); } void CubeMapTexture::image(const CubeMapCoordinate coordinate, const Int level, const MutableImageView2D& image) { #ifndef CORRADE_NO_ASSERT const Vector2i size = imageSize(level); CORRADE_ASSERT(image.data().data() != nullptr || !size.product(), "GL::CubeMapTexture::image(): image view is nullptr", ); CORRADE_ASSERT(image.size() == size, "GL::CubeMapTexture::image(): expected image view size" << size << "but got" << image.size(), ); #endif Buffer::unbindInternal(Buffer::TargetHint::PixelPack); Context::current().state().renderer->applyPixelStoragePack(image.storage()); (this->*Context::current().state().texture->getCubeImageImplementation)(coordinate, level, size, pixelFormat(image.format()), pixelType(image.format(), image.formatExtra()), image.data().size(), image.data()); } void CubeMapTexture::image(const CubeMapCoordinate coordinate, const Int level, BufferImage2D& image, const BufferUsage usage) { const Vector2i size = imageSize(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->getCubeImageImplementation)(coordinate, level, size, image.format(), image.type(), dataSize, nullptr); } BufferImage2D CubeMapTexture::image(const CubeMapCoordinate coordinate, const Int level, BufferImage2D&& image, const BufferUsage usage) { this->image(coordinate, level, image, usage); return std::move(image); } void CubeMapTexture::compressedImage(const CubeMapCoordinate coordinate, const Int level, CompressedImage2D& image) { const Vector2i size = imageSize(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()) dataSize = (this->*Context::current().state().texture->getCubeLevelCompressedImageSizeImplementation)(level); else dataSize = Magnum::Implementation::compressedImageDataSizeFor(image, size); /* Internal texture format. Zero-init to avoid an assert about value already wrapped in compressedPixelFormatWrap() later if the drivers are extra shitty (Intel Windows drivers, I'm talking about you). */ GLint format{}; (this->*Context::current().state().texture->getCubeLevelParameterivImplementation)(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->getCompressedCubeImageImplementation)(coordinate, level, size, data.size(), data); image = CompressedImage2D{image.storage(), CompressedPixelFormat(format), size, std::move(data)}; } CompressedImage2D CubeMapTexture::compressedImage(const CubeMapCoordinate coordinate, const Int level, CompressedImage2D&& image) { compressedImage(coordinate, level, image); return std::move(image); } void CubeMapTexture::compressedImage(const CubeMapCoordinate coordinate, const Int level, const MutableCompressedImageView2D& image) { #ifndef CORRADE_NO_ASSERT const Vector2i size = imageSize(level); CORRADE_ASSERT(image.data().data() != nullptr || !size.product(), "GL::CubeMapTexture::compressedImage(): image view is nullptr", ); CORRADE_ASSERT(image.size() == size, "GL::CubeMapTexture::compressedImage(): expected image view size" << size << "but got" << image.size(), ); /* 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()) dataSize = (this->*Context::current().state().texture->getCubeLevelCompressedImageSizeImplementation)(level); else dataSize = Magnum::Implementation::compressedImageDataSizeFor(image, size); CORRADE_ASSERT(image.data().size() == dataSize, "GL::CubeMapTexture::compressedImage(): expected image view data size" << dataSize << "bytes but got" << image.data().size(), ); /* Internal texture format. Zero-init to avoid an assert about value already wrapped in compressedPixelFormatWrap() later if the drivers are extra shitty (Intel Windows drivers, I'm talking about you). */ GLint format{}; (this->*Context::current().state().texture->getCubeLevelParameterivImplementation)(level, GL_TEXTURE_INTERNAL_FORMAT, &format); CORRADE_ASSERT(compressedPixelFormat(image.format()) == CompressedPixelFormat(format), "GL::CubeMapTexture::compressedImage(): expected image view format" << CompressedPixelFormat(format) << "but got" << compressedPixelFormat(image.format()), ); #endif Buffer::unbindInternal(Buffer::TargetHint::PixelPack); Context::current().state().renderer->applyPixelStoragePack(image.storage()); (this->*Context::current().state().texture->getCompressedCubeImageImplementation)(coordinate, level, size, image.data().size(), image.data()); } void CubeMapTexture::compressedImage(const CubeMapCoordinate coordinate, const Int level, CompressedBufferImage2D& image, const BufferUsage usage) { const Vector2i size = imageSize(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()) dataSize = (this->*Context::current().state().texture->getCubeLevelCompressedImageSizeImplementation)(level); else dataSize = Magnum::Implementation::compressedImageDataSizeFor(image, size); /* Internal texture format. Zero-init to avoid an assert about value already wrapped in compressedPixelFormatWrap() later if the drivers are extra shitty (Intel Windows drivers, I'm talking about you). */ GLint format{}; (this->*Context::current().state().texture->getCubeLevelParameterivImplementation)(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->getCompressedCubeImageImplementation)(coordinate, level, size, dataSize, nullptr); } CompressedBufferImage2D CubeMapTexture::compressedImage(const CubeMapCoordinate coordinate, const Int level, CompressedBufferImage2D&& image, const BufferUsage usage) { compressedImage(coordinate, level, image, usage); return std::move(image); } Image3D CubeMapTexture::subImage(const Int level, const Range3Di& range, Image3D&& image) { this->subImage(level, range, image); return std::move(image); } BufferImage3D CubeMapTexture::subImage(const Int level, const Range3Di& range, BufferImage3D&& image, const BufferUsage usage) { this->subImage(level, range, image, usage); return std::move(image); } void CubeMapTexture::compressedSubImage(const Int level, const Range3Di& range, CompressedImage3D& image) { createIfNotAlready(); /* Internal texture format. Zero-init to avoid an assert about value already wrapped in compressedPixelFormatWrap() later if the drivers are extra shitty (Intel Windows drivers, I'm talking about you). */ GLint format{}; (this->*Context::current().state().texture->getCubeLevelParameterivImplementation)(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<3>(TextureFormat(format), range.size()); else dataSize = Magnum::Implementation::compressedImageDataSizeFor(image, range.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, range.min().x(), range.min().y(), range.min().z(), range.size().x(), range.size().y(), range.size().z(), data.size(), data); image = CompressedImage3D{CompressedPixelFormat(format), range.size(), std::move(data)}; } CompressedImage3D CubeMapTexture::compressedSubImage(const Int level, const Range3Di& range, CompressedImage3D&& image) { compressedSubImage(level, range, image); return std::move(image); } void CubeMapTexture::compressedSubImage(const Int level, const Range3Di& range, const MutableCompressedImageView3D& image) { #ifndef CORRADE_NO_ASSERT CORRADE_ASSERT(image.data().data() != nullptr || !range.size().product(), "GL::CubeMapTexture::compressedSubImage(): image view is nullptr", ); CORRADE_ASSERT(image.size() == range.size(), "GL::CubeMapTexture::compressedSubImage(): expected image view size" << range.size() << "but got" << image.size(), ); createIfNotAlready(); /* Internal texture format. Zero-init to avoid an assert about value already wrapped in compressedPixelFormatWrap() later if the drivers are extra shitty (Intel Windows drivers, I'm talking about you). */ GLint format{}; (this->*Context::current().state().texture->getCubeLevelParameterivImplementation)(level, GL_TEXTURE_INTERNAL_FORMAT, &format); CORRADE_ASSERT(compressedPixelFormat(image.format()) == CompressedPixelFormat(format), "GL::CubeMapTexture::compressedSubImage(): expected image view format" << CompressedPixelFormat(format) << "but got" << compressedPixelFormat(image.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<3>(TextureFormat(format), range.size()); else dataSize = Magnum::Implementation::compressedImageDataSizeFor(image, range.size()); CORRADE_ASSERT(image.data().size() == dataSize, "GL::CubeMapTexture::compressedSubImage(): expected image view data size" << dataSize << "bytes but got" << image.data().size(), ); #endif Buffer::unbindInternal(Buffer::TargetHint::PixelPack); Context::current().state().renderer->applyPixelStoragePack(image.storage()); glGetCompressedTextureSubImage(_id, level, range.min().x(), range.min().y(), range.min().z(), range.size().x(), range.size().y(), range.size().z(), image.data().size(), image.data()); } void CubeMapTexture::compressedSubImage(const Int level, const Range3Di& range, CompressedBufferImage3D& image, const BufferUsage usage) { createIfNotAlready(); /* Internal texture format. Zero-init to avoid an assert about value already wrapped in compressedPixelFormatWrap() later if the drivers are extra shitty (Intel Windows drivers, I'm talking about you). */ GLint format{}; (this->*Context::current().state().texture->getCubeLevelParameterivImplementation)(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<3>(TextureFormat(format), range.size()); else dataSize = Magnum::Implementation::compressedImageDataSizeFor(image, range.size()); /* Reallocate only if needed */ if(image.dataSize() < dataSize) image.setData(image.storage(), CompressedPixelFormat(format), range.size(), {nullptr, dataSize}, usage); else image.setData(image.storage(), CompressedPixelFormat(format), range.size(), nullptr, usage); image.buffer().bindInternal(Buffer::TargetHint::PixelPack); Context::current().state().renderer->applyPixelStoragePack(image.storage()); glGetCompressedTextureSubImage(_id, level, range.min().x(), range.min().y(), range.min().z(), range.size().x(), range.size().y(), range.size().z(), dataSize, nullptr); } CompressedBufferImage3D CubeMapTexture::compressedSubImage(const Int level, const Range3Di& range, CompressedBufferImage3D&& image, const BufferUsage usage) { compressedSubImage(level, range, image, usage); return std::move(image); } CubeMapTexture& CubeMapTexture::setSubImage(const Int level, const Vector3i& offset, const ImageView3D& image) { createIfNotAlready(); Buffer::unbindInternal(Buffer::TargetHint::PixelUnpack); Context::current().state().renderer->applyPixelStorageUnpack(image.storage()); (this->*Context::current().state().texture->cubeSubImage3DImplementation)(level, offset, image.size(), pixelFormat(image.format()), pixelType(image.format(), image.formatExtra()), image.data(), image.storage()); return *this; } CubeMapTexture& CubeMapTexture::setSubImage(const Int level, const Vector3i& offset, BufferImage3D& image) { createIfNotAlready(); image.buffer().bindInternal(Buffer::TargetHint::PixelUnpack); Context::current().state().renderer->applyPixelStorageUnpack(image.storage()); glTextureSubImage3D(_id, level, offset.x(), offset.y(), offset.z(), image.size().x(), image.size().y(), image.size().z(), GLenum(image.format()), GLenum(image.type()), nullptr); return *this; } CubeMapTexture& CubeMapTexture::setCompressedSubImage(const Int level, const Vector3i& offset, const CompressedImageView3D& image) { createIfNotAlready(); Buffer::unbindInternal(Buffer::TargetHint::PixelUnpack); Context::current().state().renderer->applyPixelStorageUnpack(image.storage()); glCompressedTextureSubImage3D(_id, level, offset.x(), offset.y(), offset.z(), image.size().x(), image.size().y(), image.size().z(), GLenum(compressedPixelFormat(image.format())), Magnum::Implementation::occupiedCompressedImageDataSize(image, image.data().size()), image.data()); return *this; } CubeMapTexture& CubeMapTexture::setCompressedSubImage(const Int level, const Vector3i& offset, CompressedBufferImage3D& image) { createIfNotAlready(); image.buffer().bindInternal(Buffer::TargetHint::PixelUnpack); Context::current().state().renderer->applyPixelStorageUnpack(image.storage()); glCompressedTextureSubImage3D(_id, level, offset.x(), offset.y(), offset.z(), image.size().x(), image.size().y(), image.size().z(), GLenum(image.format()), Magnum::Implementation::occupiedCompressedImageDataSize(image, image.dataSize()), nullptr); return *this; } #endif CubeMapTexture& CubeMapTexture::setSubImage(const CubeMapCoordinate coordinate, const Int level, const Vector2i& offset, const ImageView2D& image) { #ifndef MAGNUM_TARGET_GLES2 Buffer::unbindInternal(Buffer::TargetHint::PixelUnpack); #endif Context::current().state().renderer->applyPixelStorageUnpack(image.storage()); (this->*Context::current().state().texture->cubeSubImageImplementation)(coordinate, level, offset, image.size(), pixelFormat(image.format()), pixelType(image.format(), image.formatExtra()), image.data() #ifdef MAGNUM_TARGET_GLES2 + Magnum::Implementation::pixelStorageSkipOffset(image) #endif ); return *this; } #ifndef MAGNUM_TARGET_GLES2 CubeMapTexture& CubeMapTexture::setSubImage(const CubeMapCoordinate coordinate, const Int level, const Vector2i& offset, BufferImage2D& image) { image.buffer().bindInternal(Buffer::TargetHint::PixelUnpack); Context::current().state().renderer->applyPixelStorageUnpack(image.storage()); (this->*Context::current().state().texture->cubeSubImageImplementation)(coordinate, level, offset, image.size(), image.format(), image.type(), nullptr); return *this; } #endif CubeMapTexture& CubeMapTexture::setCompressedSubImage(const CubeMapCoordinate coordinate, const Int level, const Vector2i& offset, const CompressedImageView2D& image) { #ifndef MAGNUM_TARGET_GLES2 Buffer::unbindInternal(Buffer::TargetHint::PixelUnpack); #endif Context::current().state().renderer->applyPixelStorageUnpack(image.storage()); (this->*Context::current().state().texture->cubeCompressedSubImageImplementation)(coordinate, level, offset, image.size(), compressedPixelFormat(image.format()), image.data(), Magnum::Implementation::occupiedCompressedImageDataSize(image, image.data().size())); return *this; } #ifndef MAGNUM_TARGET_GLES2 CubeMapTexture& CubeMapTexture::setCompressedSubImage(const CubeMapCoordinate coordinate, const Int level, const Vector2i& offset, CompressedBufferImage2D& image) { image.buffer().bindInternal(Buffer::TargetHint::PixelUnpack); Context::current().state().renderer->applyPixelStorageUnpack(image.storage()); (this->*Context::current().state().texture->cubeCompressedSubImageImplementation)(coordinate, level, offset, image.size(), image.format(), nullptr, Magnum::Implementation::occupiedCompressedImageDataSize(image, image.dataSize())); return *this; } #endif #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) void CubeMapTexture::getLevelParameterImplementationDefault(const GLint level, const GLenum parameter, GLint* const values) { bindInternal(); /* Using only parameters of +X in pre-DSA code path and assuming that all other faces are the same */ glGetTexLevelParameteriv(GL_TEXTURE_CUBE_MAP_POSITIVE_X, level, parameter, values); } #ifndef MAGNUM_TARGET_GLES void CubeMapTexture::getLevelParameterImplementationDSA(const GLint level, const GLenum parameter, GLint* const values) { glGetTextureLevelParameteriv(_id, level, parameter, values); } #endif #endif #ifndef MAGNUM_TARGET_GLES GLint CubeMapTexture::getLevelCompressedImageSizeImplementationDefault(const GLint level) { bindInternal(); /* Using only parameters of +X in pre-DSA code path and assuming that all other faces are the same */ GLint value; glGetTexLevelParameteriv(GL_TEXTURE_CUBE_MAP_POSITIVE_X, level, GL_TEXTURE_COMPRESSED_IMAGE_SIZE, &value); return value; } GLint CubeMapTexture::getLevelCompressedImageSizeImplementationDefaultImmutableWorkaround(const GLint level) { const GLint value = getLevelCompressedImageSizeImplementationDefault(level); GLint immutable; glGetTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_IMMUTABLE_LEVELS, &immutable); return immutable ? value/6 : value; } GLint CubeMapTexture::getLevelCompressedImageSizeImplementationDSA(const GLint level) { GLint value; glGetTextureLevelParameteriv(_id, level, GL_TEXTURE_COMPRESSED_IMAGE_SIZE, &value); return value; } GLint CubeMapTexture::getLevelCompressedImageSizeImplementationDSANonImmutableWorkaround(const GLint level) { const GLint value = getLevelCompressedImageSizeImplementationDSA(level); GLint immutable; glGetTextureParameteriv(_id, GL_TEXTURE_IMMUTABLE_LEVELS, &immutable); return immutable ? value/6 : value; } #endif #ifndef MAGNUM_TARGET_GLES void CubeMapTexture::getCompressedImageImplementationDSA(const GLint level, const Vector2i&, const std::size_t dataOffset, const std::size_t dataSize, GLvoid* const data) { glGetCompressedTextureImage(_id, level, dataOffset + dataSize, data); } void CubeMapTexture::getCompressedImageImplementationDSASingleSliceWorkaround(const GLint level, const Vector2i& size, const std::size_t dataOffset, const std::size_t dataSize, GLvoid* const data) { /* On NVidia (358.16) calling glGetCompressedTextureImage() extracts only the first face */ for(Int face = 0; face != 6; ++face) glGetCompressedTextureSubImage(_id, level, 0, 0, face, size.x(), size.y(), 1, dataOffset + dataSize/6, static_cast(data) + dataSize*face/6); } void CubeMapTexture::getImageImplementationDefault(const CubeMapCoordinate coordinate, const GLint level, const Vector2i&, const PixelFormat format, const PixelType type, std::size_t, GLvoid* const data) { bindInternal(); glGetTexImage(GLenum(coordinate), level, GLenum(format), GLenum(type), data); } void CubeMapTexture::getCompressedImageImplementationDefault(const CubeMapCoordinate coordinate, const GLint level, const Vector2i&, std::size_t, GLvoid* const data) { bindInternal(); glGetCompressedTexImage(GLenum(coordinate), level, data); } void CubeMapTexture::getImageImplementationDSA(const CubeMapCoordinate coordinate, const GLint level, const Vector2i& size, const PixelFormat format, const PixelType type, const std::size_t dataSize, GLvoid* const data) { glGetTextureSubImage(_id, level, 0, 0, GLenum(coordinate) - GL_TEXTURE_CUBE_MAP_POSITIVE_X, size.x(), size.y(), 1, GLenum(format), GLenum(type), dataSize, data); } void CubeMapTexture::getCompressedImageImplementationDSA(const CubeMapCoordinate coordinate, const GLint level, const Vector2i& size, const std::size_t dataSize, GLvoid* const data) { glGetCompressedTextureSubImage(_id, level, 0, 0, GLenum(coordinate) - GL_TEXTURE_CUBE_MAP_POSITIVE_X, size.x(), size.y(), 1, dataSize, data); } void CubeMapTexture::getImageImplementationRobustness(const CubeMapCoordinate coordinate, const GLint level, const Vector2i&, const PixelFormat format, const PixelType type, const std::size_t dataSize, GLvoid* const data) { bindInternal(); glGetnTexImageARB(GLenum(coordinate), level, GLenum(format), GLenum(type), dataSize, data); } void CubeMapTexture::getCompressedImageImplementationRobustness(const CubeMapCoordinate coordinate, const GLint level, const Vector2i&, const std::size_t dataSize, GLvoid* const data) { bindInternal(); glGetnCompressedTexImageARB(GLenum(coordinate), level, dataSize, data); } #endif #ifndef MAGNUM_TARGET_GLES void CubeMapTexture::subImageImplementationDefault(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 CubeMapTexture::subImageImplementationSvga3DSliceBySlice(const GLint level, const Vector3i& offset, const Vector3i& size, const PixelFormat format, const PixelType type, const GLvoid* const data, const PixelStorage& storage) { const std::size_t stride = std::get<1>(storage.dataProperties(pixelSize(format, type), size)).xy().product(); for(Int i = 0; i != size.z(); ++i) subImageImplementationDefault(level, {offset.xy(), offset.z() + i}, {size.xy(), 1}, format, type, static_cast(data) + stride*i, storage); } #endif void CubeMapTexture::subImageImplementationDefault(const CubeMapCoordinate coordinate, const GLint level, const Vector2i& offset, const Vector2i& size, const PixelFormat format, const PixelType type, const GLvoid* const data) { bindInternal(); glTexSubImage2D(GLenum(coordinate), level, offset.x(), offset.y(), size.x(), size.y(), GLenum(format), GLenum(type), data); } void CubeMapTexture::compressedSubImageImplementationDefault(const CubeMapCoordinate coordinate, const GLint level, const Vector2i& offset, const Vector2i& size, const CompressedPixelFormat format, const GLvoid* const data, const GLsizei dataSize) { bindInternal(); glCompressedTexSubImage2D(GLenum(coordinate), level, offset.x(), offset.y(), size.x(), size.y(), GLenum(format), dataSize, data); } #ifndef MAGNUM_TARGET_GLES void CubeMapTexture::subImageImplementationDSA(const CubeMapCoordinate coordinate, const GLint level, const Vector2i& offset, const Vector2i& size, const PixelFormat format, const PixelType type, const GLvoid* const data) { glTextureSubImage3D(_id, level, offset.x(), offset.y(), GLenum(coordinate) - GL_TEXTURE_CUBE_MAP_POSITIVE_X, size.x(), size.y(), 1, GLenum(format), GLenum(type), data); } void CubeMapTexture::compressedSubImageImplementationDSA(const CubeMapCoordinate coordinate, const GLint level, const Vector2i& offset, const Vector2i& size, const CompressedPixelFormat format, const GLvoid* const data, const GLsizei dataSize) { glCompressedTextureSubImage3D(_id, level, offset.x(), offset.y(), GLenum(coordinate) - GL_TEXTURE_CUBE_MAP_POSITIVE_X, size.x(), size.y(), 1, GLenum(format), dataSize, data); } #endif }}