prevent immutability resetting when textureobject is taken from orphans
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c29e2e4f40
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b8416a7aa2
@ -238,13 +238,15 @@ void Texture1D::apply(State& state) const
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textureObject = generateAndAssignTextureObject(contextID, GL_TEXTURE_1D, _numMipmapLevels, texStorageSizedInternalFormat, _textureWidth, 1, 1, 0);
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textureObject->bind(state);
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applyTexParameters(GL_TEXTURE_1D, state);
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if(!textureObject->_allocated)
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{
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extensions->glTexStorage1D( GL_TEXTURE_1D, osg::maximum(_numMipmapLevels,1), texStorageSizedInternalFormat, _textureWidth);
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}
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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 = generateAndAssignTextureObject(contextID, GL_TEXTURE_1D, _numMipmapLevels, internalFormat, _textureWidth, 1, 1, _borderWidth);
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textureObject->bind(state);
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applyTexParameters(GL_TEXTURE_1D, state);
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@ -260,6 +262,8 @@ void Texture1D::apply(State& state) const
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_readPBuffer->bindPBufferToTexture(GL_FRONT);
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}
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textureObject->setAllocated(_numMipmapLevels, texStorageSizedInternalFormat!=0? texStorageSizedInternalFormat: _internalFormat, _textureWidth, 1, 1, _borderWidth);
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}
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else
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{
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@ -305,9 +305,12 @@ void Texture2D::apply(State& state) const
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textureObject = generateAndAssignTextureObject(contextID, GL_TEXTURE_2D, _numMipmapLevels, texStorageSizedInternalFormat, _textureWidth, _textureHeight, 1, _borderWidth);
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textureObject->bind(state);
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applyTexParameters(GL_TEXTURE_2D, state);
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if(!textureObject->_allocated)
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{
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extensions->glTexStorage2D( GL_TEXTURE_2D, osg::maximum(_numMipmapLevels,1), texStorageSizedInternalFormat,
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_textureWidth, _textureHeight);
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}
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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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@ -326,6 +329,7 @@ void Texture2D::apply(State& state) const
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_readPBuffer->bindPBufferToTexture(GL_FRONT);
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}
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textureObject->setAllocated(_numMipmapLevels, texStorageSizedInternalFormat!=0? texStorageSizedInternalFormat: _internalFormat, _textureWidth, _textureHeight, 1, _borderWidth);
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}
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else
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{
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@ -353,7 +353,7 @@ void Texture2DArray::apply(State& state) const
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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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if(texStorageSizedInternalFormat!=0)
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if(texStorageSizedInternalFormat!=0 && !textureObject->_allocated)
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{
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extensions->glTexStorage3D(GL_TEXTURE_2D_ARRAY, osg::maximum(_numMipmapLevels,1), texStorageSizedInternalFormat, _textureWidth, _textureHeight, textureDepth);
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}
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@ -452,7 +452,7 @@ void Texture2DArray::apply(State& state) const
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applyTexParameters(GL_TEXTURE_2D_ARRAY,state);
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if (texStorageSizedInternalFormat!=0)
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if (texStorageSizedInternalFormat!=0 && !textureObject->_allocated)
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{
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extensions->glTexStorage3D( GL_TEXTURE_2D_ARRAY, osg::maximum(_numMipmapLevels,1), texStorageSizedInternalFormat, _textureWidth, _textureHeight, _textureDepth);
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}
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@ -463,6 +463,8 @@ void Texture2DArray::apply(State& state) const
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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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textureObject->setAllocated(_numMipmapLevels, texStorageSizedInternalFormat!=0 ? texStorageSizedInternalFormat :_internalFormat, _textureWidth, _textureHeight, _textureDepth, 0);
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}
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// nothing before, so just unbind the texture target
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@ -108,9 +108,11 @@ void Texture2DMultisample::apply(State& state) const
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{
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textureObject = generateAndAssignTextureObject(contextID, getTextureTarget(), 1, texStorageSizedInternalFormat, _textureWidth, _textureHeight, 1, 0);
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textureObject->bind(state);
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if(!textureObject->_allocated)
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{
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extensions->glTexStorage2DMultisample( GL_TEXTURE_2D_MULTISAMPLE, _numSamples, texStorageSizedInternalFormat, _textureWidth, _textureHeight, _fixedsamplelocations);
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}
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}
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else
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{
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textureObject = generateAndAssignTextureObject(contextID, getTextureTarget(), 1, _internalFormat, _textureWidth, _textureHeight, 1, _borderWidth);
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@ -123,6 +125,7 @@ void Texture2DMultisample::apply(State& state) const
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_textureHeight,
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_fixedsamplelocations );
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}
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textureObject->setAllocated(1, texStorageSizedInternalFormat!=0? texStorageSizedInternalFormat: _internalFormat, _textureWidth, _textureHeight, 1, _borderWidth);
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}
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else
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@ -322,9 +322,11 @@ void Texture3D::apply(State& state) const
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textureObject = generateAndAssignTextureObject(contextID, GL_TEXTURE_3D, _numMipmapLevels, texStorageSizedInternalFormat, _textureWidth, _textureHeight, _textureDepth,0);
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textureObject->bind(state);
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applyTexParameters(GL_TEXTURE_3D, state);
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if(!textureObject->_allocated)
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{
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extensions->glTexStorage3D( GL_TEXTURE_3D, osg::maximum(_numMipmapLevels,1), texStorageSizedInternalFormat, _textureWidth, _textureHeight, _textureDepth);
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}
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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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@ -345,6 +347,7 @@ void Texture3D::apply(State& state) const
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_readPBuffer->bindPBufferToTexture(GL_FRONT);
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}
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textureObject->setAllocated(_numMipmapLevels, texStorageSizedInternalFormat!=0? texStorageSizedInternalFormat : _internalFormat, _textureWidth, _textureHeight, _textureDepth, _borderWidth);
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}
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else
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{
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@ -352,8 +352,11 @@ void TextureCubeMap::apply(State& state) const
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applyTexParameters(GL_TEXTURE_CUBE_MAP,state);
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if(texStorageSizedInternalFormat!=0)
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{
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if(!textureObject->_allocated)
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{
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extensions->glTexStorage2D(GL_TEXTURE_CUBE_MAP, osg::maximum(_numMipmapLevels,1), texStorageSizedInternalFormat, _textureWidth, _textureHeight);
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}
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}
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else
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@ -367,6 +370,7 @@ void TextureCubeMap::apply(State& state) const
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0);
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}
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textureObject->setAllocated(_numMipmapLevels, texStorageSizedInternalFormat!=0? texStorageSizedInternalFormat : _internalFormat, _textureWidth, _textureHeight, 1, 0);
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}
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else
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{
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@ -281,9 +281,11 @@ void TextureRectangle::apply(State& state) const
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textureObject = generateAndAssignTextureObject(contextID, GL_TEXTURE_RECTANGLE, 0, texStorageSizedInternalFormat, _textureWidth, _textureHeight, 1, 0);
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textureObject->bind(state);
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applyTexParameters(GL_TEXTURE_RECTANGLE, state);
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if(!textureObject->_allocated)
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{
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extensions->glTexStorage2D( GL_TEXTURE_RECTANGLE, 1, texStorageSizedInternalFormat, _textureWidth, _textureHeight);
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}
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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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@ -303,6 +305,7 @@ void TextureRectangle::apply(State& state) const
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_readPBuffer->bindPBufferToTexture(GL_FRONT);
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}
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textureObject->setAllocated(0, texStorageSizedInternalFormat!=0? texStorageSizedInternalFormat : _internalFormat, _textureWidth, _textureHeight, 1, 0);
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}
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else
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{
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