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