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