yolobs-studio/libobs-opengl/gl-texture3d.c

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2020-03-25 08:07:22 +00:00
/******************************************************************************
Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
******************************************************************************/
#include "gl-subsystem.h"
static bool gl_init_volume(GLenum type, uint32_t num_levels, GLenum format,
GLint internal_format, bool compressed,
uint32_t width, uint32_t height, uint32_t depth,
const uint8_t *const **p_data)
{
bool success = true;
const uint8_t *const *data = p_data ? *p_data : NULL;
uint32_t i;
const uint32_t bpp = gs_get_format_bpp(format);
for (i = 0; i < num_levels; i++) {
if (compressed) {
uint32_t mip_size = width * height * depth * bpp / 8;
glCompressedTexImage3D(GL_TEXTURE_3D, i,
internal_format, width, height,
depth, 0, mip_size,
data ? *data : NULL);
if (!gl_success("glCompressedTexImage3D"))
success = false;
} else {
glTexImage3D(GL_TEXTURE_3D, i, internal_format, width,
height, depth, 0, format, type,
data ? *data : NULL);
if (!gl_success("glTexImage3D"))
success = false;
}
if (data)
data++;
if (width > 1)
width /= 2;
if (height > 1)
height /= 2;
if (depth > 1)
depth /= 2;
}
if (data)
*p_data = data;
return success;
}
static bool upload_texture_3d(struct gs_texture_3d *tex,
const uint8_t *const *data)
{
uint32_t num_levels = tex->base.levels;
bool compressed = gs_is_compressed_format(tex->base.format);
bool success;
if (!num_levels)
num_levels = gs_get_total_levels(tex->width, tex->height,
tex->depth);
if (!gl_bind_texture(GL_TEXTURE_3D, tex->base.texture))
return false;
success = gl_init_volume(tex->base.gl_type, num_levels,
tex->base.gl_format,
tex->base.gl_internal_format, compressed,
tex->width, tex->height, tex->depth, &data);
if (!gl_tex_param_i(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL,
num_levels - 1))
success = false;
if (!gl_bind_texture(GL_TEXTURE_3D, 0))
success = false;
return success;
}
static bool create_pixel_unpack_buffer(struct gs_texture_3d *tex)
{
GLsizeiptr size;
bool success = true;
if (!gl_gen_buffers(1, &tex->unpack_buffer))
return false;
if (!gl_bind_buffer(GL_PIXEL_UNPACK_BUFFER, tex->unpack_buffer))
return false;
size = tex->width * gs_get_format_bpp(tex->base.format);
if (!gs_is_compressed_format(tex->base.format)) {
size /= 8;
size = (size + 3) & 0xFFFFFFFC;
size *= tex->height;
size *= tex->depth;
} else {
size *= tex->height;
size *= tex->depth;
size /= 8;
}
glBufferData(GL_PIXEL_UNPACK_BUFFER, size, 0, GL_DYNAMIC_DRAW);
if (!gl_success("glBufferData"))
success = false;
if (!gl_bind_buffer(GL_PIXEL_UNPACK_BUFFER, 0))
success = false;
return success;
}
gs_texture_t *device_voltexture_create(gs_device_t *device, uint32_t width,
uint32_t height, uint32_t depth,
enum gs_color_format color_format,
uint32_t levels,
const uint8_t *const *data,
uint32_t flags)
{
struct gs_texture_3d *tex = bzalloc(sizeof(struct gs_texture_3d));
tex->base.device = device;
tex->base.type = GS_TEXTURE_3D;
tex->base.format = color_format;
tex->base.levels = levels;
tex->base.gl_format = convert_gs_format(color_format);
tex->base.gl_internal_format = convert_gs_internal_format(color_format);
tex->base.gl_type = get_gl_format_type(color_format);
tex->base.gl_target = GL_TEXTURE_3D;
tex->base.is_dynamic = (flags & GS_DYNAMIC) != 0;
tex->base.is_render_target = false;
tex->base.is_dummy = (flags & GS_GL_DUMMYTEX) != 0;
tex->base.gen_mipmaps = (flags & GS_BUILD_MIPMAPS) != 0;
tex->width = width;
tex->height = height;
tex->depth = depth;
if (!gl_gen_textures(1, &tex->base.texture))
goto fail;
if (!tex->base.is_dummy) {
if (tex->base.is_dynamic && !create_pixel_unpack_buffer(tex))
goto fail;
if (!upload_texture_3d(tex, data))
goto fail;
} else {
if (!gl_bind_texture(GL_TEXTURE_3D, tex->base.texture))
goto fail;
bool compressed = gs_is_compressed_format(tex->base.format);
bool did_init = gl_init_volume(tex->base.gl_type, 1,
tex->base.gl_format,
tex->base.gl_internal_format,
compressed, tex->width,
tex->height, tex->depth, NULL);
did_init =
gl_tex_param_i(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0);
bool did_unbind = gl_bind_texture(GL_TEXTURE_3D, 0);
if (!did_init || !did_unbind)
goto fail;
}
return (gs_texture_t *)tex;
fail:
gs_texture_destroy((gs_texture_t *)tex);
blog(LOG_ERROR, "device_voltexture_create (GL) failed");
return NULL;
}
void gs_voltexture_destroy(gs_texture_t *voltex)
{
gs_texture_destroy(voltex);
}