obs-studio/libobs-opengl/gl-helpers.c
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2019-06-23 23:49:10 -07:00

171 lines
4.7 KiB
C

/******************************************************************************
Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>
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 <http://www.gnu.org/licenses/>.
******************************************************************************/
#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;
}