/****************************************************************************** Copyright (C) 2013 by Hugh Bailey 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 . ******************************************************************************/ #include "gl-subsystem.h" bool gl_init_face(GLenum target, GLenum type, uint32_t num_levels, GLenum format, GLint internal_format, bool compressed, uint32_t width, uint32_t height, uint32_t size, const uint8_t ***p_data) { bool success = true; const uint8_t **data = p_data ? *p_data : NULL; uint32_t i; for (i = 0; i < num_levels; i++) { if (compressed) { glCompressedTexImage2D(target, i, internal_format, width, height, 0, size, data ? *data : NULL); if (!gl_success("glCompressedTexImage2D")) success = false; } else { glTexImage2D(target, i, internal_format, width, height, 0, format, type, data ? *data : NULL); if (!gl_success("glTexImage2D")) success = false; } if (data) data++; size /= 4; width /= 2; height /= 2; if (width == 0) width = 1; if (height == 0) height = 1; } if (data) *p_data = data; return success; } static bool gl_copy_fbo(struct gs_texture *dst, uint32_t dst_x, uint32_t dst_y, struct gs_texture *src, uint32_t src_x, uint32_t src_y, uint32_t width, uint32_t height) { struct fbo_info *fbo = get_fbo(src, width, height); GLint last_fbo; bool success = false; if (!fbo) return false; if (!gl_get_integer_v(GL_READ_FRAMEBUFFER_BINDING, &last_fbo)) return false; if (!gl_bind_framebuffer(GL_READ_FRAMEBUFFER, fbo->fbo)) return false; if (!gl_bind_texture(dst->gl_target, dst->texture)) goto fail; glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + 0, src->gl_target, src->texture, 0); if (!gl_success("glFrameBufferTexture2D")) goto fail; glReadBuffer(GL_COLOR_ATTACHMENT0 + 0); if (!gl_success("glReadBuffer")) goto fail; glCopyTexSubImage2D(dst->gl_target, 0, dst_x, dst_y, src_x, src_y, width, height); if (!gl_success("glCopyTexSubImage2D")) goto fail; success = true; fail: if (!gl_bind_texture(dst->gl_target, 0)) success = false; if (!gl_bind_framebuffer(GL_READ_FRAMEBUFFER, last_fbo)) success = false; return success; } bool gl_copy_texture(struct gs_device *device, struct gs_texture *dst, uint32_t dst_x, uint32_t dst_y, struct gs_texture *src, uint32_t src_x, uint32_t src_y, uint32_t width, uint32_t height) { bool success = false; if (device->copy_type == COPY_TYPE_ARB) { glCopyImageSubData(src->texture, src->gl_target, 0, src_x, src_y, 0, dst->texture, dst->gl_target, 0, dst_x, dst_y, 0, width, height, 1); success = gl_success("glCopyImageSubData"); } else if (device->copy_type == COPY_TYPE_NV) { glCopyImageSubDataNV(src->texture, src->gl_target, 0, src_x, src_y, 0, dst->texture, dst->gl_target, 0, dst_x, dst_y, 0, width, height, 1); success = gl_success("glCopyImageSubDataNV"); } else if (device->copy_type == COPY_TYPE_FBO_BLIT) { success = gl_copy_fbo(dst, dst_x, dst_y, src, src_x, src_y, width, height); if (!success) blog(LOG_ERROR, "gl_copy_texture failed"); } return success; } bool gl_create_buffer(GLenum target, GLuint *buffer, GLsizeiptr size, const GLvoid *data, GLenum usage) { bool success; if (!gl_gen_buffers(1, buffer)) return false; if (!gl_bind_buffer(target, *buffer)) return false; glBufferData(target, size, data, usage); success = gl_success("glBufferData"); gl_bind_buffer(target, 0); return success; } bool update_buffer(GLenum target, GLuint buffer, const void *data, size_t size) { void *ptr; bool success = true; if (!gl_bind_buffer(target, buffer)) return false; /* glMapBufferRange with these flags will actually give far better * performance than a plain glMapBuffer call */ ptr = glMapBufferRange(target, 0, size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); success = gl_success("glMapBufferRange"); if (success && ptr) { memcpy(ptr, data, size); glUnmapBuffer(target); } gl_bind_buffer(target, 0); return success; }