rearrange/cleanup GL texture stuff, and fill out GL cubemap texture functions (still need FBOs)
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@@ -17,7 +17,7 @@
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#include "gl-subsystem.h"
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static inline uint32_t num_actual_levels(struct gs_texture_2d *tex)
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static uint32_t num_actual_levels(struct gs_texture_2d *tex)
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{
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uint32_t num_levels;
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uint32_t size;
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@@ -36,41 +36,20 @@ static inline uint32_t num_actual_levels(struct gs_texture_2d *tex)
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return num_levels;
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}
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static inline bool upload_texture_data(struct gs_texture_2d *tex, void **data)
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static bool upload_texture_2d(struct gs_texture_2d *tex, void **data)
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{
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uint32_t row_size = tex->width * get_format_bpp(tex->base.format);
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uint32_t tex_size = tex->height * row_size / 8;
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uint32_t num_levels = num_actual_levels(tex);
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bool success = true;
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bool compressed = is_compressed_format(tex->base.format);
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uint32_t i;
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bool success;
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if (!gl_bind_texture(GL_TEXTURE_2D, tex->base.texture))
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return false;
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for (i = 0; i < num_levels; i++) {
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uint32_t size = tex_size;
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if (compressed) {
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glCompressedTexImage2D(GL_TEXTURE_2D, i,
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tex->base.gl_internal_format,
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tex->width, tex->height, 0,
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size, *data);
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if (!gl_success("glCompressedTexImage2D"))
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success = false;
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} else {
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glTexImage2D(GL_TEXTURE_2D, i,
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tex->base.gl_internal_format,
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tex->width, tex->height, 0,
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tex->base.gl_format, GL_UNSIGNED_BYTE,
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*data);
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if (!gl_success("glTexImage2D"))
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success = false;
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}
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data++;
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}
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success = upload_face(GL_TEXTURE_2D, num_levels,
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tex->base.gl_format, tex->base.gl_internal_format,
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compressed, tex->width, tex->height, tex_size, &data);
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if (!gl_bind_texture(GL_TEXTURE_2D, 0))
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success = false;
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@@ -78,6 +57,29 @@ static inline bool upload_texture_data(struct gs_texture_2d *tex, void **data)
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return success;
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}
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static bool create_pixel_unpack_buffer(struct gs_texture_2d *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 * tex->height * get_format_bpp(tex->base.format) / 8;
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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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texture_t device_create_texture(device_t device, uint32_t width,
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uint32_t height, enum gs_color_format color_format,
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uint32_t levels, void **data, uint32_t flags)
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@@ -90,12 +92,17 @@ texture_t device_create_texture(device_t device, uint32_t width,
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tex->base.format = color_format;
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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.is_dynamic = flags & GS_DYNAMIC;
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tex->base.is_render_target = flags & GS_RENDERTARGET;
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tex->base.gen_mipmaps = flags & GS_BUILDMIPMAPS;
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tex->width = width;
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tex->height = height;
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if (!gl_gen_textures(1, &tex->base.texture))
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goto fail;
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if (data && !upload_texture_data(tex, data))
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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 (data && !upload_texture_2d(tex, data))
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goto fail;
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return (texture_t)tex;
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@@ -114,3 +121,79 @@ void texture_destroy(texture_t tex)
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glDeleteTextures(1, &tex->texture);
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bfree(tex);
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}
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static inline bool is_texture_2d(texture_t tex, const char *func)
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{
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bool is_tex2d = tex->type == GS_TEXTURE_2D;
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if (!is_tex2d)
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blog(LOG_ERROR, "%s (GL) failed: Not a 2D texture", func);
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return is_tex2d;
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}
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uint32_t texture_getwidth(texture_t tex)
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{
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struct gs_texture_2d *tex2d = (struct gs_texture_2d*)tex;
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if (!is_texture_2d(tex, "texture_getwidth"))
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return 0;
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return tex2d->width;
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}
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uint32_t texture_getheight(texture_t tex)
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{
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struct gs_texture_2d *tex2d = (struct gs_texture_2d*)tex;
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if (!is_texture_2d(tex, "texture_getheight"))
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return 0;
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return tex2d->height;
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}
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enum gs_color_format texture_getcolorformat(texture_t tex)
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{
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return tex->format;
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}
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bool texture_map(texture_t tex, void **ptr, uint32_t *byte_width)
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{
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struct gs_texture_2d *tex2d = (struct gs_texture_2d*)tex;
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if (!is_texture_2d(tex, "texture_map"))
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goto fail;
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if (!tex2d->base.is_dynamic) {
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blog(LOG_ERROR, "Texture is not dynamic");
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goto fail;
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}
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if (!gl_bind_buffer(GL_PIXEL_UNPACK_BUFFER, tex2d->unpack_buffer))
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goto fail;
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*ptr = glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY);
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if (!*ptr) {
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gl_success("glMapBuffer");
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goto fail;
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}
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gl_bind_buffer(GL_PIXEL_UNPACK_BUFFER, 0);
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*byte_width = tex2d->width * get_format_bpp(tex->format) / 8;
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return true;
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fail:
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blog(LOG_ERROR, "texture_map (GL) failed");
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return false;
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}
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void texture_unmap(texture_t tex)
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{
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struct gs_texture_2d *tex2d = (struct gs_texture_2d*)tex;
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if (!is_texture_2d(tex, "texture_unmap"))
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return;
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if (!gl_bind_buffer(GL_PIXEL_UNPACK_BUFFER, tex2d->unpack_buffer))
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return;
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glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
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gl_success("glUnmapBuffer");
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gl_bind_buffer(GL_PIXEL_UNPACK_BUFFER, 0);
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}
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