#include <msp/gl/extensions/ext_texture3d.h>
#include <msp/gl/extensions/ext_texture_array.h>
#include <msp/graphics/image.h>
-#include "bindable.h"
#include "error.h"
-#include "pixelstore.h"
#include "texture3d.h"
using namespace std;
throw invalid_operation("Texture3D::allocate");
if(level>=levels)
throw invalid_argument("Texture3D::allocate");
+
+ bool direct = ARB_texture_storage && ARB_direct_state_access;
+ if(!direct)
+ {
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(target, id);
+ }
+
+ allocate_(level);
+
+ if(!direct)
+ glBindTexture(target, 0);
+}
+
+void Texture3D::allocate_(unsigned level)
+{
if(allocated&(1<<level))
return;
if(ARB_texture_storage)
{
- Conditional<BindRestore> _bind(!ARB_direct_state_access, this);
+ GLenum fmt = get_gl_pixelformat(storage_fmt);
if(ARB_direct_state_access)
- glTextureStorage3D(id, levels, storage_fmt, width, height, depth);
+ glTextureStorage3D(id, levels, fmt, width, height, depth);
else
- glTexStorage3D(target, levels, storage_fmt, width, height, depth);
+ glTexStorage3D(target, levels, fmt, width, height, depth);
apply_swizzle();
allocated |= (1<<levels)-1;
}
else
- image(level, 0);
+ image_(level, 0);
}
void Texture3D::image(unsigned level, const void *data)
{
if(width==0 || height==0 || depth==0)
throw invalid_operation("Texture3D::image");
-
- unsigned w = width;
- unsigned h = height;
- unsigned d = depth;
- get_level_size(level, w, h, d);
+ if(level>=levels)
+ throw out_of_range("Texture3D::image");
if(ARB_texture_storage)
- return sub_image(level, 0, 0, 0, w, h, d, data);
+ {
+ LinAl::Vector<unsigned, 3> size = get_level_size(level);
+ return sub_image(level, 0, 0, 0, size.x, size.y, size.z, data);
+ }
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(target, id);
- BindRestore _bind(this);
+ image_(level, data);
+ if(auto_gen_mipmap && level==0)
+ {
+ generate_mipmap_();
+ allocated |= (1<<levels)-1;
+ }
+
+ glBindTexture(target, 0);
+}
+
+void Texture3D::image_(unsigned level, const void *data)
+{
if(!allocated)
{
glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, levels-1);
apply_swizzle();
}
- PixelComponents comp = get_components(storage_fmt);
+ LinAl::Vector<unsigned, 3> size = get_level_size(level);
+ GLenum fmt = get_gl_pixelformat(storage_fmt);
+ GLenum comp = get_gl_components(get_components(storage_fmt));
GLenum type = get_gl_type(get_component_type(storage_fmt));
- glTexImage3D(target, level, storage_fmt, width, height, depth, 0, comp, type, data);
+ glTexImage3D(target, level, fmt, size.x, size.y, size.z, 0, comp, type, data);
allocated |= 1<<level;
- if(auto_gen_mipmap && level==0)
- {
- generate_mipmap();
- allocated |= (1<<levels)-1;
- }
}
void Texture3D::image(unsigned level, PixelComponents comp, DataType type, const void *data)
void Texture3D::sub_image(unsigned level, int x, int y, int z, unsigned wd, unsigned ht, unsigned dp, const void *data)
{
if(width==0 || height==0 || depth==0)
- throw invalid_operation("Texture3D::image");
+ throw invalid_operation("Texture3D::sub_image");
+ if(level>=levels)
+ throw out_of_range("Texture3D::sub_image");
+
+ bool direct = (ARB_direct_state_access && (ARB_texture_storage || (allocated&(1<<level))));
+ if(!direct)
+ {
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(target, id);
+ }
- Conditional<BindRestore> _bind(!ARB_direct_state_access, this);
- allocate(level);
+ allocate_(level);
- PixelComponents comp = get_components(storage_fmt);
+ GLenum comp = get_gl_components(get_components(storage_fmt));
GLenum type = get_gl_type(get_component_type(storage_fmt));
if(ARB_direct_state_access)
glTextureSubImage3D(id, level, x, y, z, wd, ht, dp, comp, type, data);
glTexSubImage3D(target, level, x, y, z, wd, ht, dp, comp, type, data);
if(auto_gen_mipmap && level==0)
- generate_mipmap();
+ generate_mipmap_();
+
+ if(!direct)
+ glBindTexture(target, 0);
}
void Texture3D::sub_image(unsigned level, int x, int y, int z, unsigned wd, unsigned ht, unsigned dp, PixelComponents comp, DataType type, const void *data)
PixelFormat fmt = pixelformat_from_image(img);
storage(make_pixelformat(get_components(fmt), get_component_type(fmt), use_srgb_format), w, h, d, lv);
- PixelStore pstore = PixelStore::from_image(img);
- BindRestore _bind_ps(pstore);
-
image(0, img.get_pixels());
}
return n;
}
-void Texture3D::get_level_size(unsigned level, unsigned &w, unsigned &h, unsigned &d) const
+LinAl::Vector<unsigned, 3> Texture3D::get_level_size(unsigned level) const
{
- w >>= level;
- h >>= level;
+ unsigned w = width>>level;
+ unsigned h = height>>level;
+ unsigned d = depth;
if(target!=GL_TEXTURE_2D_ARRAY)
d >>= level;
h = 1;
if(!d && (w || h))
d = 1;
+
+ return LinAl::Vector<unsigned, 3>(w, h, d);
}
UInt64 Texture3D::get_data_size() const