Merge branch 'OpenSceneGraph-3.6-TexStorage' into OpenSceneGraph-3.6
This commit is contained in:
commit
61967a7d1a
@ -365,11 +365,21 @@ class OSG_EXPORT GLExtensions : public osg::Referenced
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void (GL_APIENTRY * glUniformMatrix4x3dv)( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value );
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void (GL_APIENTRY * glGetActiveAtomicCounterBufferiv)( GLuint program, GLuint bufferIndex, GLenum pname, GLint* params );
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void (GL_APIENTRY * glDispatchCompute)( GLuint numGroupsX, GLuint numGroupsY, GLuint numGroupsZ );
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GLuint64 (GL_APIENTRY* glGetTextureHandle)(GLint texture);
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void (GL_APIENTRY* glMakeTextureHandleResident)(GLuint64 handle);
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void (GL_APIENTRY* glMakeTextureHandleNonResident)(GLuint64 handle);
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void (GL_APIENTRY* glUniformHandleui64)(GLint location, GLuint64 handle);
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GLboolean (GL_APIENTRY* glIsTextureHandleResident)(GLuint64 handle);
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// ARB_bindless_texture
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GLuint64 (GL_APIENTRY* glGetTextureHandle)(GLuint texture);
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GLuint64 (GL_APIENTRY* glGetTextureSamplerHandle)(GLuint texture, GLuint sampler);
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void (GL_APIENTRY* glMakeTextureHandleResident)(GLuint64 handle);
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void (GL_APIENTRY* glMakeTextureHandleNonResident)(GLuint64 handle);
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GLboolean (GL_APIENTRY* glIsTextureHandleResident)(GLuint64 handle);
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GLuint64 (GL_APIENTRY* glGetImageHandle)(GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum format);
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void (GL_APIENTRY* glMakeImageHandleResident)(GLuint64 handle);
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void (GL_APIENTRY* glMakeImageHandleNonResident)(GLuint64 handle);
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GLboolean (GL_APIENTRY* glIsImageHandleResident)(GLuint64 handle);
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void (GL_APIENTRY* glUniformHandleui64)(GLint location, GLuint64 handle);
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void (GL_APIENTRY* glUniformHandleuiv64)(GLint location, GLsizei count, GLuint64 *handles);
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void (GL_APIENTRY* glProgramUniformHandleui64)(GLuint program, GLint location, GLuint64 handle);
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void (GL_APIENTRY* glProgramUniformHandleuiv64)(GLuint program, GLint location, GLsizei count, GLuint64 *handles);
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// Buffer Object extensions
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bool isBufferObjectSupported;
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@ -538,7 +548,17 @@ class OSG_EXPORT GLExtensions : public osg::Referenced
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isNonPowerOfTwoTextureMipMappedSupported;
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}
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void (GL_APIENTRY * glTexStorage2D) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
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///immutable texture storage and texture view
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void (GL_APIENTRY * glTexStorage1D) (GLenum target, GLsizei numMipmapLevels, GLenum internalformat, GLsizei width);
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void (GL_APIENTRY * glTextureStorage1D) (GLuint texture, GLsizei numMipmapLevels, GLenum internalformat, GLsizei width);
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void (GL_APIENTRY * glTexStorage2D) (GLenum target, GLsizei numMipmapLevels, GLenum internalformat, GLsizei width, GLsizei height);
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void (GL_APIENTRY * glTextureStorage2D) (GLuint texture, GLsizei numMipmapLevels, GLenum internalformat, GLsizei width, GLsizei height);
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void (GL_APIENTRY * glTexStorage3D) ( GLenum target, GLsizei numMipmapLevels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
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void (GL_APIENTRY * glTextureStorage3D) ( GLuint texture, GLsizei numMipmapLevels,GLenum internalformat,GLsizei width,GLsizei height,GLsizei depth);
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void (GL_APIENTRY * glTexStorage2DMultisample) ( GLenum target, GLsizei numSamples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
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void (GL_APIENTRY * glTexStorage3DMultisample) ( GLenum target, GLsizei numSamples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
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void (GL_APIENTRY * glTextureView) ( GLuint texture, GLenum target, GLuint orig, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers);
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void (GL_APIENTRY * glCompressedTexImage2D) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data);
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void (GL_APIENTRY * glCompressedTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data);
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void (GL_APIENTRY * glGetCompressedTexImage) (GLenum target, GLint level, GLvoid *data);
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@ -557,8 +577,6 @@ class OSG_EXPORT GLExtensions : public osg::Referenced
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void (GL_APIENTRY * glTexImage3D) ( GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
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void (GL_APIENTRY * glTexSubImage3D) ( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels);
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void (GL_APIENTRY * glTexStorage3D) ( GLenum target, GLsizei numMipmapLevels,GLenum sizedInternalFormat,GLsizei width,GLsizei height,GLsizei depth);
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void (GL_APIENTRY * glTextureStorage3D) ( GLuint texture, GLsizei numMipmapLevels,GLenum sizedInternalFormat,GLsizei width,GLsizei height,GLsizei depth);
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void (GL_APIENTRY * glCopyTexSubImage3D) ( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height );
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void (GL_APIENTRY * glCompressedTexImage3D) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data);
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@ -902,18 +902,6 @@ GLExtensions::GLExtensions(unsigned int in_contextID):
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{
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maxTextureSize = osg_max_size;
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}
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setGLExtensionFuncPtr(glTexStorage2D,"glTexStorage2D","glTexStorage2DARB", validContext);
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setGLExtensionFuncPtr(glCompressedTexImage2D,"glCompressedTexImage2D","glCompressedTexImage2DARB", validContext);
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setGLExtensionFuncPtr(glCompressedTexSubImage2D,"glCompressedTexSubImage2D","glCompressedTexSubImage2DARB", validContext);
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setGLExtensionFuncPtr(glGetCompressedTexImage,"glGetCompressedTexImage","glGetCompressedTexImageARB", validContext);;
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setGLExtensionFuncPtr(glTexImage2DMultisample, "glTexImage2DMultisample", "glTexImage2DMultisampleARB", validContext);
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setGLExtensionFuncPtr(glTexParameterIiv, "glTexParameterIiv", "glTexParameterIivARB", "glTexParameterIivEXT", validContext);
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setGLExtensionFuncPtr(glTexParameterIuiv, "glTexParameterIuiv", "glTexParameterIuivARB", "glTexParameterIuivEXT", validContext);
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setGLExtensionFuncPtr(glBindImageTexture, "glBindImageTexture", "glBindImageTextureARB", validContext);
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isTextureMaxLevelSupported = (glVersion >= 1.2f);
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isTextureStorageEnabled = validContext && ((glVersion >= 4.2f) || isGLExtensionSupported(contextID, "GL_ARB_texture_storage"));
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@ -928,6 +916,27 @@ GLExtensions::GLExtensions(unsigned int in_contextID):
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}
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}
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setGLExtensionFuncPtr(glTexStorage1D,"glTexStorage1D","glTexStorage1DARB", validContext);
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setGLExtensionFuncPtr(glTextureStorage1D,"glTextureStorage1D","glTextureStorage1DARB", validContext);
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setGLExtensionFuncPtr(glTexStorage2D,"glTexStorage2D","glTexStorage2DARB", validContext);
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setGLExtensionFuncPtr(glTextureStorage2D,"glTextureStorage2D","glTextureStorage2DARB", validContext);
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setGLExtensionFuncPtr(glTexStorage3D, "glTexStorage3D","glTexStorage3DEXT", validContext);
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setGLExtensionFuncPtr(glTextureStorage3D, "glTextureStorage3D","glTextureStorage3DEXT", validContext);
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setGLExtensionFuncPtr(glTexStorage2DMultisample, "glTextureStorage2DMultisample","glTextureStorage2DMultisampleEXT", validContext);
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setGLExtensionFuncPtr(glTexStorage3DMultisample, "glTextureStorage3DMultisample","glTextureStorage3DMultisampleEXT", validContext);
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setGLExtensionFuncPtr(glTextureView, "glTextureView","glTextureViewEXT", validContext);
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setGLExtensionFuncPtr(glCompressedTexImage2D,"glCompressedTexImage2D","glCompressedTexImage2DARB", validContext);
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setGLExtensionFuncPtr(glCompressedTexSubImage2D,"glCompressedTexSubImage2D","glCompressedTexSubImage2DARB", validContext);
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setGLExtensionFuncPtr(glGetCompressedTexImage,"glGetCompressedTexImage","glGetCompressedTexImageARB", validContext);;
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setGLExtensionFuncPtr(glTexImage2DMultisample, "glTexImage2DMultisample", "glTexImage2DMultisampleARB", validContext);
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setGLExtensionFuncPtr(glTexParameterIiv, "glTexParameterIiv", "glTexParameterIivARB", "glTexParameterIivEXT", validContext);
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setGLExtensionFuncPtr(glTexParameterIuiv, "glTexParameterIuiv", "glTexParameterIuivARB", "glTexParameterIuivEXT", validContext);
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setGLExtensionFuncPtr(glBindImageTexture, "glBindImageTexture", "glBindImageTextureARB", validContext);
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// Texture3D extensions
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isTexture3DFast = validContext && (OSG_GL3_FEATURES || isGLExtensionSupported(contextID,"GL_EXT_texture3D"));
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@ -939,8 +948,6 @@ GLExtensions::GLExtensions(unsigned int in_contextID):
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setGLExtensionFuncPtr(glTexImage3D, "glTexImage3D","glTexImage3DEXT", validContext);
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setGLExtensionFuncPtr(glTexSubImage3D, "glTexSubImage3D","glTexSubImage3DEXT", validContext);
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setGLExtensionFuncPtr(glTexStorage3D, "glTexStorage3D","glTexStorage3DEXT", validContext);
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setGLExtensionFuncPtr(glTextureStorage3D, "glTextureStorage3D","glTextureStorage3DEXT", validContext);
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setGLExtensionFuncPtr(glCompressedTexImage3D, "glCompressedTexImage3D","glCompressedTexImage3DARB", validContext);
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setGLExtensionFuncPtr(glCompressedTexSubImage3D, "glCompressedTexSubImage3D","glCompressedTexSubImage3DARB", validContext);
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@ -960,12 +967,21 @@ GLExtensions::GLExtensions(unsigned int in_contextID):
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maxLayerCount = 0;
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if (validContext) glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &maxLayerCount);
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// Bindless textures
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// ARB_bindless_texture
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setGLExtensionFuncPtr(glGetTextureHandle, "glGetTextureHandle", "glGetTextureHandleARB","glGetTextureHandleNV", validContext);
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setGLExtensionFuncPtr(glGetTextureSamplerHandle, "glGetTextureSamplerHandle","glGetTextureSamplerHandleARB", "glGetTextureSamplerHandleNV", validContext);
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setGLExtensionFuncPtr(glMakeTextureHandleResident, "glMakeTextureHandleResident", "glMakeTextureHandleResidentARB","glMakeTextureHandleResidentNV", validContext);
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setGLExtensionFuncPtr(glMakeTextureHandleNonResident, "glMakeTextureHandleNonResident", "glMakeTextureHandleNonResidentARB", "glMakeTextureHandleNonResidentNV",validContext);
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setGLExtensionFuncPtr(glUniformHandleui64, "glUniformHandleui64", "glUniformHandleui64ARB","glUniformHandleui64NV", validContext);
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setGLExtensionFuncPtr(glIsTextureHandleResident, "glIsTextureHandleResident","glIsTextureHandleResidentARB", "glIsTextureHandleResidentNV", validContext);
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setGLExtensionFuncPtr(glGetImageHandle, "glGetImageHandle","glGetImageHandleARB", "glGetImageHandleNV", validContext);
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setGLExtensionFuncPtr(glMakeImageHandleResident, "glMakeImageHandleResident","glMakeImageHandleResidentARB", "glMakeImageHandleResidentNV", validContext);
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setGLExtensionFuncPtr(glMakeImageHandleNonResident, "glMakeImageHandleNonResident","glMakeImageHandleNonResidentARB", "glMakeImageHandleNonResidentNV", validContext);
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setGLExtensionFuncPtr(glIsImageHandleResident, "glIsImageHandleResident","glIsImageHandleResidentARB", "glIsImageHandleResidentNV", validContext);
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setGLExtensionFuncPtr(glUniformHandleui64, "glUniformHandleui64", "glUniformHandleui64ARB","glUniformHandleui64NV", validContext);
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setGLExtensionFuncPtr(glUniformHandleuiv64, "glUniformHandleuiv64","glUniformHandleuiv64ARB", "glUniformHandleuiv64NV", validContext);
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setGLExtensionFuncPtr(glProgramUniformHandleui64, "glProgramUniformHandleui64","glProgramUniformHandleui64ARB", "glProgramUniformHandleui64NV", validContext);
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setGLExtensionFuncPtr(glProgramUniformHandleuiv64, "glProgramUniformHandleuiv64","glProgramUniformHandleuiv64ARB", "glProgramUniformHandleuiv64NV", validContext);
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// Blending
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isBlendColorSupported = validContext &&
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@ -1043,9 +1059,7 @@ GLExtensions::GLExtensions(unsigned int in_contextID):
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isPointSpriteSupported = validContext && (OSG_GLES2_FEATURES || OSG_GLES3_FEATURES || OSG_GL3_FEATURES || isGLExtensionSupported(contextID, "GL_ARB_point_sprite") || isGLExtensionSupported(contextID, "GL_OES_point_sprite") || isGLExtensionSupported(contextID, "GL_NV_point_sprite"));
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isPointSpriteModeSupported = isPointSpriteSupported && !OSG_GL3_FEATURES;
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isPointSpriteCoordOriginSupported = validContext && (OSG_GL3_FEATURES || (glVersion >= 2.0f));
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@ -2310,22 +2310,21 @@ void Texture::applyTexImage2D_load(State& state, GLenum target, const Image* ima
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int width = inwidth;
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int height = inheight;
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bool useTexStorage = extensions->isTextureStorageEnabled && extensions->isTexStorage2DSupported() && (_borderWidth==0);
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GLenum sizedInternalFormat = useTexStorage ? selectSizedInternalFormat(image) : 0;
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OSG_NOTICE<<"New path useTexStorage="<<useTexStorage<<", sizedInternalFormat="<<sizedInternalFormat<<std::endl;
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GLenum texStoragesizedInternalFormat = extensions->isTextureStorageEnabled && extensions->isTexStorage2DSupported() && (_borderWidth==0) ? selectSizedInternalFormat(image) : 0;
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if (useTexStorage && sizedInternalFormat!=0)
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if (texStoragesizedInternalFormat!=0)
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{
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if (getTextureTarget()==GL_TEXTURE_CUBE_MAP)
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{
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if (target==GL_TEXTURE_CUBE_MAP_POSITIVE_X)
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{
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extensions->glTexStorage2D(GL_TEXTURE_CUBE_MAP, numMipmapLevels, sizedInternalFormat, width, height);
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// only allocate on first face image
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extensions->glTexStorage2D(GL_TEXTURE_CUBE_MAP, numMipmapLevels, texStoragesizedInternalFormat, width, height);
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}
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}
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else
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{
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extensions->glTexStorage2D(target, numMipmapLevels, sizedInternalFormat, width, height);
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extensions->glTexStorage2D(target, numMipmapLevels, texStoragesizedInternalFormat, width, height);
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}
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if( !compressed_image )
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@ -230,18 +230,30 @@ void Texture1D::apply(State& state) const
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}
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else if ( (_textureWidth!=0) && (_internalFormat!=0) )
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{
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textureObject = generateAndAssignTextureObject(contextID, GL_TEXTURE_1D,_numMipmapLevels,_internalFormat,_textureWidth,1,1,0);
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// no image present, but dimensions at set so lets create the texture
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GLExtensions * extensions = state.get<GLExtensions>();
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GLenum texStorageSizedInternalFormat = extensions->isTextureStorageEnabled ? selectSizedInternalFormat() : 0;
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if (texStorageSizedInternalFormat!=0)
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{
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textureObject = generateAndAssignTextureObject(contextID, GL_TEXTURE_1D, _numMipmapLevels, texStorageSizedInternalFormat, _textureWidth, 1, 1, 0);
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textureObject->bind();
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applyTexParameters(GL_TEXTURE_1D, state);
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textureObject->bind();
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extensions->glTexStorage1D( GL_TEXTURE_1D, (_numMipmapLevels >0)?_numMipmapLevels:1, texStorageSizedInternalFormat, _textureWidth);
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}
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else
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{
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GLenum internalFormat = _sourceFormat ? _sourceFormat : _internalFormat;
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textureObject = generateAndAssignTextureObject(contextID, GL_TEXTURE_1D, _numMipmapLevels, internalFormat, _textureWidth, 1, 1, 0);
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textureObject->bind();
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applyTexParameters(GL_TEXTURE_1D, state);
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applyTexParameters(GL_TEXTURE_1D,state);
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// no image present, but dimensions are set so lets create the texture
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glTexImage1D( GL_TEXTURE_1D, 0, _internalFormat,
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glTexImage1D( GL_TEXTURE_1D, 0, _internalFormat,
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_textureWidth, _borderWidth,
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_sourceFormat ? _sourceFormat : _internalFormat,
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internalFormat,
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_sourceType ? _sourceType : GL_UNSIGNED_BYTE,
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0);
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}
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if (_readPBuffer.valid())
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{
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@ -243,6 +243,7 @@ void Texture2D::apply(State& state) const
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}
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else if (_image.valid() && _image->data())
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{
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GLExtensions * extensions = state.get<GLExtensions>();
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// keep the image around at least till we go out of scope.
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osg::ref_ptr<osg::Image> image = _image;
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@ -253,7 +254,10 @@ void Texture2D::apply(State& state) const
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// compute the dimensions of the texture.
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computeRequiredTextureDimensions(state,*image,_textureWidth, _textureHeight, _numMipmapLevels);
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textureObject = generateAndAssignTextureObject(contextID,GL_TEXTURE_2D,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,_borderWidth);
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GLenum texStorageSizedInternalFormat = extensions->isTextureStorageEnabled && (_borderWidth==0) ? selectSizedInternalFormat(_image) : 0;
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textureObject = generateAndAssignTextureObject(contextID, GL_TEXTURE_2D, _numMipmapLevels,
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texStorageSizedInternalFormat!=0 ? texStorageSizedInternalFormat : _internalFormat,
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_textureWidth, _textureHeight, 1, _borderWidth);
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textureObject->bind();
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@ -293,18 +297,30 @@ void Texture2D::apply(State& state) const
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}
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else if ( (_textureWidth!=0) && (_textureHeight!=0) && (_internalFormat!=0) )
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{
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textureObject = generateAndAssignTextureObject(contextID,GL_TEXTURE_2D,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,_borderWidth);
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textureObject->bind();
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applyTexParameters(GL_TEXTURE_2D,state);
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// no image present, but dimensions at set so lets create the texture
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glTexImage2D( GL_TEXTURE_2D, 0, _internalFormat,
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_textureWidth, _textureHeight, _borderWidth,
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_sourceFormat ? _sourceFormat : _internalFormat,
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_sourceType ? _sourceType : GL_UNSIGNED_BYTE,
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0);
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GLExtensions * extensions = state.get<GLExtensions>();
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GLenum texStorageSizedInternalFormat = extensions->isTextureStorageEnabled && (_borderWidth==0) ? selectSizedInternalFormat() : 0;
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if (texStorageSizedInternalFormat!=0)
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{
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textureObject = generateAndAssignTextureObject(contextID, GL_TEXTURE_2D, _numMipmapLevels, texStorageSizedInternalFormat, _textureWidth, _textureHeight, 1, _borderWidth);
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textureObject->bind();
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applyTexParameters(GL_TEXTURE_2D, state);
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extensions->glTexStorage2D( GL_TEXTURE_2D, (_numMipmapLevels >0)?_numMipmapLevels:1, texStorageSizedInternalFormat,
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_textureWidth, _textureHeight);
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}
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else
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{
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GLenum internalFormat = _sourceFormat ? _sourceFormat : _internalFormat;
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textureObject = generateAndAssignTextureObject(contextID, GL_TEXTURE_2D, _numMipmapLevels, internalFormat, _textureWidth, _textureHeight, 1, _borderWidth);
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textureObject->bind();
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applyTexParameters(GL_TEXTURE_2D, state);
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glTexImage2D( GL_TEXTURE_2D, 0, _internalFormat,
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_textureWidth, _textureHeight, _borderWidth,
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internalFormat,
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_sourceType ? _sourceType : GL_UNSIGNED_BYTE,
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0);
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}
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if (_readPBuffer.valid())
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{
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@ -336,42 +336,53 @@ void Texture2DArray::apply(State& state) const
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// compute the internal texture format, this set the _internalFormat to an appropriate value.
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computeInternalFormat();
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GLenum texStorageSizedInternalFormat = extensions->isTextureStorageEnabled && (_borderWidth==0) ? selectSizedInternalFormat(_images[0]) : 0;
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// compute the dimensions of the texture.
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computeRequiredTextureDimensions(state,*_images[0],_textureWidth, _textureHeight, _numMipmapLevels);
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// create texture object
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textureObject = generateAndAssignTextureObject(
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contextID, GL_TEXTURE_2D_ARRAY,_numMipmapLevels, _internalFormat, _textureWidth, _textureHeight, textureDepth,0);
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contextID, GL_TEXTURE_2D_ARRAY, _numMipmapLevels,
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texStorageSizedInternalFormat!=0 ? texStorageSizedInternalFormat : _internalFormat,
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_textureWidth, _textureHeight, textureDepth,0);
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// bind texture
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textureObject->bind();
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applyTexParameters(GL_TEXTURE_2D_ARRAY, state);
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// First we need to allocate the texture memory
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int sourceFormat = _sourceFormat ? _sourceFormat : _internalFormat;
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if( isCompressedInternalFormat( sourceFormat ) &&
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sourceFormat == _internalFormat &&
|
||||
extensions->isCompressedTexImage3DSupported() )
|
||||
if(texStorageSizedInternalFormat!=0)
|
||||
{
|
||||
extensions->glCompressedTexImage3D( GL_TEXTURE_2D_ARRAY, 0, _internalFormat,
|
||||
_textureWidth, _textureHeight, textureDepth, _borderWidth,
|
||||
_images[0]->getImageSizeInBytes() * textureDepth,
|
||||
0);
|
||||
extensions->glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, texStorageSizedInternalFormat, _textureWidth, _textureHeight, textureDepth);
|
||||
}
|
||||
else
|
||||
{
|
||||
int sourceFormat = _sourceFormat ? _sourceFormat : _internalFormat;
|
||||
|
||||
if( isCompressedInternalFormat( sourceFormat ) &&
|
||||
sourceFormat == _internalFormat &&
|
||||
extensions->isCompressedTexImage3DSupported() )
|
||||
{
|
||||
extensions->glCompressedTexImage3D( GL_TEXTURE_2D_ARRAY, 0, _internalFormat,
|
||||
_textureWidth, _textureHeight, textureDepth, _borderWidth,
|
||||
_images[0]->getImageSizeInBytes() * textureDepth,
|
||||
0);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Override compressed source format with safe GL_RGBA value which not generate error
|
||||
// We can safely do this as source format is not important when source data is NULL
|
||||
if( isCompressedInternalFormat( sourceFormat ) )
|
||||
sourceFormat = GL_RGBA;
|
||||
|
||||
extensions->glTexImage3D( GL_TEXTURE_2D_ARRAY, 0, _internalFormat,
|
||||
_textureWidth, _textureHeight, textureDepth, _borderWidth,
|
||||
sourceFormat, _sourceType ? _sourceType : GL_UNSIGNED_BYTE,
|
||||
0);
|
||||
extensions->glTexImage3D( GL_TEXTURE_2D_ARRAY, 0, _internalFormat,
|
||||
_textureWidth, _textureHeight, textureDepth, _borderWidth,
|
||||
sourceFormat, _sourceType ? _sourceType : GL_UNSIGNED_BYTE,
|
||||
0);
|
||||
}
|
||||
}
|
||||
|
||||
// For certain we have to manually allocate memory for mipmaps if images are compressed
|
||||
// if not allocated OpenGL will produce errors on mipmap upload.
|
||||
// I have not tested if this is necessary for plain texture formats but
|
||||
@ -430,19 +441,28 @@ void Texture2DArray::apply(State& state) const
|
||||
else if ( (_textureWidth > 0) && (_textureHeight > 0) && (_textureDepth > 0) && (_internalFormat!=0) )
|
||||
{
|
||||
// generate texture
|
||||
GLenum texStorageSizedInternalFormat = extensions->isTextureStorageEnabled ? selectSizedInternalFormat() : 0;
|
||||
|
||||
textureObject = generateAndAssignTextureObject(
|
||||
contextID, GL_TEXTURE_2D_ARRAY,_numMipmapLevels,_internalFormat, _textureWidth, _textureHeight, _textureDepth,0);
|
||||
contextID, GL_TEXTURE_2D_ARRAY, _numMipmapLevels,
|
||||
texStorageSizedInternalFormat!=0 ? texStorageSizedInternalFormat :_internalFormat,
|
||||
_textureWidth, _textureHeight, _textureDepth, 0);
|
||||
|
||||
textureObject->bind();
|
||||
|
||||
applyTexParameters(GL_TEXTURE_2D_ARRAY,state);
|
||||
|
||||
extensions->glTexImage3D( GL_TEXTURE_2D_ARRAY, 0, _internalFormat,
|
||||
if (texStorageSizedInternalFormat!=0)
|
||||
{
|
||||
extensions->glTexStorage3D( GL_TEXTURE_2D_ARRAY, (_numMipmapLevels >0)?_numMipmapLevels:1, texStorageSizedInternalFormat, _textureWidth, _textureHeight, _textureDepth);
|
||||
}
|
||||
else
|
||||
extensions->glTexImage3D( GL_TEXTURE_2D_ARRAY, 0, _internalFormat,
|
||||
_textureWidth, _textureHeight, _textureDepth,
|
||||
_borderWidth,
|
||||
_sourceFormat ? _sourceFormat : _internalFormat,
|
||||
_sourceType ? _sourceType : GL_UNSIGNED_BYTE,
|
||||
0);
|
||||
|
||||
}
|
||||
|
||||
// nothing before, so just unbind the texture target
|
||||
|
@ -102,29 +102,32 @@ void Texture2DMultisample::apply(State& state) const
|
||||
}
|
||||
else if ( (_textureWidth!=0) && (_textureHeight!=0) && (_numSamples!=0) )
|
||||
{
|
||||
textureObject = generateAndAssignTextureObject(
|
||||
contextID,
|
||||
getTextureTarget(),
|
||||
1,
|
||||
_internalFormat,
|
||||
_textureWidth,
|
||||
_textureHeight,
|
||||
1,
|
||||
_borderWidth);
|
||||
// no image present, but dimensions at set so lets create the texture
|
||||
GLenum texStorageSizedInternalFormat = extensions->isTextureStorageEnabled && (_borderWidth==0) ? selectSizedInternalFormat() : 0;
|
||||
if (texStorageSizedInternalFormat!=0)
|
||||
{
|
||||
textureObject = generateAndAssignTextureObject(contextID, getTextureTarget(), 1, texStorageSizedInternalFormat, _textureWidth, _textureHeight, 1, 0);
|
||||
textureObject->bind();
|
||||
|
||||
textureObject->bind();
|
||||
extensions->glTexStorage2DMultisample( GL_TEXTURE_2D_MULTISAMPLE, _numSamples, texStorageSizedInternalFormat, _textureWidth, _textureHeight, _fixedsamplelocations);
|
||||
}
|
||||
else
|
||||
{
|
||||
textureObject = generateAndAssignTextureObject(contextID, getTextureTarget(), 1, _internalFormat, _textureWidth, _textureHeight, 1, _borderWidth);
|
||||
textureObject->bind();
|
||||
|
||||
extensions->glTexImage2DMultisample( getTextureTarget(),
|
||||
extensions->glTexImage2DMultisample( GL_TEXTURE_2D_MULTISAMPLE,
|
||||
_numSamples,
|
||||
_internalFormat,
|
||||
_textureWidth,
|
||||
_textureHeight,
|
||||
_fixedsamplelocations );
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
glBindTexture( getTextureTarget(), 0 );
|
||||
glBindTexture( GL_TEXTURE_2D_MULTISAMPLE, 0 );
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -315,20 +315,30 @@ void Texture3D::apply(State& state) const
|
||||
}
|
||||
else if ( (_textureWidth!=0) && (_textureHeight!=0) && (_textureDepth!=0) && (_internalFormat!=0) )
|
||||
{
|
||||
textureObject = generateAndAssignTextureObject(
|
||||
contextID,GL_TEXTURE_3D,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,_textureDepth,0);
|
||||
|
||||
textureObject->bind();
|
||||
|
||||
applyTexParameters(GL_TEXTURE_3D,state);
|
||||
|
||||
// no image present, but dimensions at set so lets create the texture
|
||||
extensions->glTexImage3D( GL_TEXTURE_3D, 0, _internalFormat,
|
||||
GLenum texStorageSizedInternalFormat = extensions->isTextureStorageEnabled ? selectSizedInternalFormat() : 0;
|
||||
if (texStorageSizedInternalFormat!=0)
|
||||
{
|
||||
textureObject = generateAndAssignTextureObject(contextID, GL_TEXTURE_3D, _numMipmapLevels, texStorageSizedInternalFormat, _textureWidth, _textureHeight, _textureDepth,0);
|
||||
textureObject->bind();
|
||||
applyTexParameters(GL_TEXTURE_3D, state);
|
||||
|
||||
extensions->glTexStorage3D( GL_TEXTURE_3D, (_numMipmapLevels >0)?_numMipmapLevels:1, texStorageSizedInternalFormat, _textureWidth, _textureHeight, _textureDepth);
|
||||
}
|
||||
else
|
||||
{
|
||||
GLenum internalFormat = _sourceFormat ? _sourceFormat : _internalFormat;
|
||||
textureObject = generateAndAssignTextureObject(contextID, GL_TEXTURE_3D, _numMipmapLevels, internalFormat, _textureWidth, _textureHeight, _textureDepth,0);
|
||||
textureObject->bind();
|
||||
applyTexParameters(GL_TEXTURE_3D, state);
|
||||
|
||||
extensions->glTexImage3D( GL_TEXTURE_3D, 0, _internalFormat,
|
||||
_textureWidth, _textureHeight, _textureDepth,
|
||||
_borderWidth,
|
||||
_sourceFormat ? _sourceFormat : _internalFormat,
|
||||
internalFormat,
|
||||
_sourceType ? _sourceType : GL_UNSIGNED_BYTE,
|
||||
0);
|
||||
}
|
||||
|
||||
if (_readPBuffer.valid())
|
||||
{
|
||||
|
@ -293,8 +293,12 @@ void TextureCubeMap::apply(State& state) const
|
||||
_textureWidth = _textureHeight = minimum( _textureWidth , _textureHeight );
|
||||
}
|
||||
|
||||
GLenum texStorageSizedInternalFormat = extensions->isTextureStorageEnabled && (_borderWidth==0) ? selectSizedInternalFormat(_images[0]) : 0;
|
||||
|
||||
textureObject = generateAndAssignTextureObject(
|
||||
contextID,GL_TEXTURE_CUBE_MAP,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,0);
|
||||
contextID, GL_TEXTURE_CUBE_MAP, _numMipmapLevels,
|
||||
texStorageSizedInternalFormat!=0 ? texStorageSizedInternalFormat : _internalFormat,
|
||||
_textureWidth, _textureHeight, 1, 0);
|
||||
|
||||
textureObject->bind();
|
||||
|
||||
@ -335,22 +339,33 @@ void TextureCubeMap::apply(State& state) const
|
||||
}
|
||||
else if ( (_textureWidth!=0) && (_textureHeight!=0) && (_internalFormat!=0) )
|
||||
{
|
||||
|
||||
GLenum texStorageSizedInternalFormat = extensions->isTextureStorageEnabled && (_borderWidth==0) ? selectSizedInternalFormat() : 0;
|
||||
|
||||
textureObject = generateAndAssignTextureObject(
|
||||
contextID,GL_TEXTURE_CUBE_MAP,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,0);
|
||||
contextID, GL_TEXTURE_CUBE_MAP, _numMipmapLevels,
|
||||
texStorageSizedInternalFormat!=0 ? texStorageSizedInternalFormat : _internalFormat,
|
||||
_textureWidth, _textureHeight, 1, 0);
|
||||
|
||||
textureObject->bind();
|
||||
|
||||
applyTexParameters(GL_TEXTURE_CUBE_MAP,state);
|
||||
|
||||
for (int n=0; n<6; n++)
|
||||
if(texStorageSizedInternalFormat!=0)
|
||||
{
|
||||
// no image present, but dimensions at set so less create the texture
|
||||
glTexImage2D( faceTarget[n], 0, _internalFormat,
|
||||
_textureWidth, _textureHeight, _borderWidth,
|
||||
_sourceFormat ? _sourceFormat : _internalFormat,
|
||||
_sourceType ? _sourceType : GL_UNSIGNED_BYTE,
|
||||
0);
|
||||
extensions->glTexStorage2D(GL_TEXTURE_CUBE_MAP, _numMipmapLevels==0 ? 1 : _numMipmapLevels, texStorageSizedInternalFormat, _textureWidth, _textureHeight);
|
||||
|
||||
}
|
||||
else
|
||||
for (int n=0; n<6; n++)
|
||||
{
|
||||
// no image present, but dimensions at set so less create the texture
|
||||
glTexImage2D( faceTarget[n], 0, _internalFormat,
|
||||
_textureWidth, _textureHeight, _borderWidth,
|
||||
_sourceFormat ? _sourceFormat : _internalFormat,
|
||||
_sourceType ? _sourceType : GL_UNSIGNED_BYTE,
|
||||
0);
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
|
@ -231,7 +231,7 @@ void TextureRectangle::apply(State& state) const
|
||||
}
|
||||
else if (_image.valid() && _image->data())
|
||||
{
|
||||
|
||||
GLExtensions * extensions = state.get<GLExtensions>();
|
||||
|
||||
// keep the image around at least till we go out of scope.
|
||||
osg::ref_ptr<osg::Image> image = _image;
|
||||
@ -239,11 +239,16 @@ void TextureRectangle::apply(State& state) const
|
||||
// compute the internal texture format, this set the _internalFormat to an appropriate value.
|
||||
computeInternalFormat();
|
||||
|
||||
//get sizedInternalFormat if TexStorage available
|
||||
GLenum texStorageSizedInternalFormat = extensions->isTextureStorageEnabled && (_borderWidth==0) ? selectSizedInternalFormat(image) : 0;
|
||||
|
||||
_textureWidth = image->s();
|
||||
_textureHeight = image->t();
|
||||
|
||||
textureObject = generateAndAssignTextureObject(
|
||||
contextID,GL_TEXTURE_RECTANGLE,1,_internalFormat,_textureWidth,_textureHeight,1,0);
|
||||
contextID, GL_TEXTURE_RECTANGLE, 1,
|
||||
texStorageSizedInternalFormat!=0 ? texStorageSizedInternalFormat : _internalFormat,
|
||||
_textureWidth, _textureHeight, 1, 0);
|
||||
|
||||
textureObject->bind();
|
||||
|
||||
@ -268,19 +273,30 @@ void TextureRectangle::apply(State& state) const
|
||||
}
|
||||
else if ( (_textureWidth!=0) && (_textureHeight!=0) && (_internalFormat!=0) )
|
||||
{
|
||||
textureObject = generateAndAssignTextureObject(
|
||||
contextID,GL_TEXTURE_RECTANGLE,0,_internalFormat,_textureWidth,_textureHeight,1,0);
|
||||
|
||||
textureObject->bind();
|
||||
|
||||
applyTexParameters(GL_TEXTURE_RECTANGLE,state);
|
||||
|
||||
// no image present, but dimensions at set so lets create the texture
|
||||
glTexImage2D( GL_TEXTURE_RECTANGLE, 0, _internalFormat,
|
||||
GLExtensions * extensions = state.get<GLExtensions>();
|
||||
GLenum texStorageSizedInternalFormat = extensions->isTextureStorageEnabled ? selectSizedInternalFormat() : 0;
|
||||
if (texStorageSizedInternalFormat!=0)
|
||||
{
|
||||
textureObject = generateAndAssignTextureObject(contextID, GL_TEXTURE_RECTANGLE, 0, texStorageSizedInternalFormat, _textureWidth, _textureHeight, 1, 0);
|
||||
textureObject->bind();
|
||||
applyTexParameters(GL_TEXTURE_RECTANGLE, state);
|
||||
|
||||
extensions->glTexStorage2D( GL_TEXTURE_RECTANGLE, 1, texStorageSizedInternalFormat, _textureWidth, _textureHeight);
|
||||
}
|
||||
else
|
||||
{
|
||||
GLenum internalFormat = _sourceFormat ? _sourceFormat : _internalFormat;
|
||||
textureObject = generateAndAssignTextureObject(contextID, GL_TEXTURE_RECTANGLE, 0, internalFormat, _textureWidth, _textureHeight, 1, 0);
|
||||
textureObject->bind();
|
||||
applyTexParameters(GL_TEXTURE_RECTANGLE, state);
|
||||
|
||||
glTexImage2D( GL_TEXTURE_RECTANGLE, 0, _internalFormat,
|
||||
_textureWidth, _textureHeight, _borderWidth,
|
||||
_sourceFormat ? _sourceFormat : _internalFormat,
|
||||
internalFormat,
|
||||
_sourceType ? _sourceType : GL_UNSIGNED_BYTE,
|
||||
0);
|
||||
}
|
||||
|
||||
if (_readPBuffer.valid())
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user