complete TexStorage support

This commit is contained in:
mp3butcher 2018-08-20 05:10:11 +02:00
parent 587e65e674
commit e043c3db33
7 changed files with 169 additions and 77 deletions

View File

@ -230,18 +230,30 @@ void Texture1D::apply(State& state) const
}
else if ( (_textureWidth!=0) && (_internalFormat!=0) )
{
textureObject = generateAndAssignTextureObject(contextID, GL_TEXTURE_1D,_numMipmapLevels,_internalFormat,_textureWidth,1,1,0);
// no image present, but dimensions at set so lets create the texture
GLExtensions * extensions = state.get<GLExtensions>();
GLenum texStorageSizedInternalFormat = extensions->isTextureStorageEnabled ? selectSizedInternalFormat() : 0;
if (texStorageSizedInternalFormat!=0)
{
textureObject = generateAndAssignTextureObject(contextID, GL_TEXTURE_1D, _numMipmapLevels, texStorageSizedInternalFormat, _textureWidth, 1, 1, 0);
textureObject->bind();
applyTexParameters(GL_TEXTURE_1D, state);
textureObject->bind();
extensions->glTexStorage1D( GL_TEXTURE_1D, (_numMipmapLevels >0)?_numMipmapLevels:1, texStorageSizedInternalFormat, _textureWidth);
}
else
{
GLenum internalFormat = _sourceFormat ? _sourceFormat : _internalFormat;
textureObject = generateAndAssignTextureObject(contextID, GL_TEXTURE_1D, _numMipmapLevels, internalFormat, _textureWidth, 1, 1, 0);
textureObject->bind();
applyTexParameters(GL_TEXTURE_1D, state);
applyTexParameters(GL_TEXTURE_1D,state);
// no image present, but dimensions are set so lets create the texture
glTexImage1D( GL_TEXTURE_1D, 0, _internalFormat,
glTexImage1D( GL_TEXTURE_1D, 0, _internalFormat,
_textureWidth, _borderWidth,
_sourceFormat ? _sourceFormat : _internalFormat,
internalFormat,
_sourceType ? _sourceType : GL_UNSIGNED_BYTE,
0);
}
if (_readPBuffer.valid())
{

View File

@ -243,6 +243,7 @@ void Texture2D::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;
@ -253,7 +254,10 @@ void Texture2D::apply(State& state) const
// compute the dimensions of the texture.
computeRequiredTextureDimensions(state,*image,_textureWidth, _textureHeight, _numMipmapLevels);
textureObject = generateAndAssignTextureObject(contextID,GL_TEXTURE_2D,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,_borderWidth);
GLenum texStorageSizedInternalFormat = extensions->isTextureStorageEnabled && (_borderWidth==0) ? selectSizedInternalFormat(_image) : 0;
textureObject = generateAndAssignTextureObject(contextID, GL_TEXTURE_2D, _numMipmapLevels,
texStorageSizedInternalFormat!=0 ? texStorageSizedInternalFormat : _internalFormat,
_textureWidth, _textureHeight, 1, _borderWidth);
textureObject->bind();
@ -293,18 +297,30 @@ void Texture2D::apply(State& state) const
}
else if ( (_textureWidth!=0) && (_textureHeight!=0) && (_internalFormat!=0) )
{
textureObject = generateAndAssignTextureObject(contextID,GL_TEXTURE_2D,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,_borderWidth);
textureObject->bind();
applyTexParameters(GL_TEXTURE_2D,state);
// no image present, but dimensions at set so lets create the texture
glTexImage2D( GL_TEXTURE_2D, 0, _internalFormat,
_textureWidth, _textureHeight, _borderWidth,
_sourceFormat ? _sourceFormat : _internalFormat,
_sourceType ? _sourceType : GL_UNSIGNED_BYTE,
0);
GLExtensions * extensions = state.get<GLExtensions>();
GLenum texStorageSizedInternalFormat = extensions->isTextureStorageEnabled && (_borderWidth==0) ? selectSizedInternalFormat() : 0;
if (texStorageSizedInternalFormat!=0)
{
textureObject = generateAndAssignTextureObject(contextID, GL_TEXTURE_2D, _numMipmapLevels, texStorageSizedInternalFormat, _textureWidth, _textureHeight, 1, _borderWidth);
textureObject->bind();
applyTexParameters(GL_TEXTURE_2D, state);
extensions->glTexStorage2D( GL_TEXTURE_2D, (_numMipmapLevels >0)?_numMipmapLevels:1, texStorageSizedInternalFormat,
_textureWidth, _textureHeight);
}
else
{
GLenum internalFormat = _sourceFormat ? _sourceFormat : _internalFormat;
textureObject = generateAndAssignTextureObject(contextID, GL_TEXTURE_2D, _numMipmapLevels, internalFormat, _textureWidth, _textureHeight, 1, _borderWidth);
textureObject->bind();
applyTexParameters(GL_TEXTURE_2D, state);
glTexImage2D( GL_TEXTURE_2D, 0, _internalFormat,
_textureWidth, _textureHeight, _borderWidth,
internalFormat,
_sourceType ? _sourceType : GL_UNSIGNED_BYTE,
0);
}
if (_readPBuffer.valid())
{

View File

@ -336,42 +336,53 @@ void Texture2DArray::apply(State& state) const
// compute the internal texture format, this set the _internalFormat to an appropriate value.
computeInternalFormat();
GLenum texStorageSizedInternalFormat = extensions->isTextureStorageEnabled && (_borderWidth==0) ? selectSizedInternalFormat(_images[0]) : 0;
// compute the dimensions of the texture.
computeRequiredTextureDimensions(state,*_images[0],_textureWidth, _textureHeight, _numMipmapLevels);
// create texture object
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);
// bind texture
textureObject->bind();
applyTexParameters(GL_TEXTURE_2D_ARRAY, state);
// First we need to allocate the texture memory
int sourceFormat = _sourceFormat ? _sourceFormat : _internalFormat;
if( isCompressedInternalFormat( sourceFormat ) &&
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

View File

@ -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 );
}
}

View File

@ -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())
{

View File

@ -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

View File

@ -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())
{