f53df7da64
Code submissions have continually suffered from formatting inconsistencies that constantly have to be addressed. Using clang-format simplifies this by making code formatting more consistent, and allows automation of the code formatting so that maintainers can focus more on the code itself instead of code formatting.
171 lines
4.7 KiB
C
171 lines
4.7 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)
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width = 1;
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if (height == 0)
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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 | 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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