/****************************************************************************** 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" 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); }