-#include <msp/io/memory.h>
+#include <msp/core/raii.h>
+#include <msp/gl/extensions/arb_direct_state_access.h>
+#include <msp/gl/extensions/arb_texture_storage.h>
+#include <msp/graphics/imageloader.h>
#include "bindable.h"
#include "buffer.h"
#include "error.h"
Buffer pixel_buffer;
char *mapped_address;
Graphics::Image image;
+ Graphics::ImageLoader *img_loader;
unsigned n_bytes;
int phase;
public:
AsyncLoader(Texture2D &, IO::Seekable &);
+ ~AsyncLoader();
virtual bool needs_sync() const;
virtual bool process();
allocated(0)
{ }
-void Texture2D::storage(PixelFormat fmt, unsigned wd, unsigned ht)
+Texture2D::~Texture2D()
+{
+ set_manager(0);
+}
+
+void Texture2D::storage(PixelFormat fmt, unsigned wd, unsigned ht, unsigned lv)
{
if(width>0)
throw invalid_operation("Texture2D::storage");
if(wd==0 || ht==0)
throw invalid_argument("Texture2D::storage");
- require_pixelformat(fmt);
- ifmt = fmt;
+ set_format(fmt);
width = wd;
height = ht;
+ levels = get_n_levels();
+ if(lv>0)
+ levels = min(levels, lv);
}
void Texture2D::allocate(unsigned level)
{
+ if(width==0 || height==0)
+ throw invalid_operation("Texture2D::allocate");
+ if(level>=levels)
+ throw invalid_argument("Texture2D::allocate");
if(allocated&(1<<level))
return;
- image(level, get_base_pixelformat(ifmt), UNSIGNED_BYTE, 0);
+ if(ARB_texture_storage)
+ {
+ Conditional<BindRestore> _bind(!ARB_direct_state_access, this);
+ if(ARB_direct_state_access)
+ glTextureStorage2D(id, levels, storage_fmt, width, height);
+ else
+ glTexStorage2D(target, levels, storage_fmt, width, height);
+ apply_swizzle();
+ allocated |= (1<<levels)-1;
+ }
+ else
+ image(level, 0);
}
-void Texture2D::image(unsigned level, PixelFormat fmt, DataType type, const void *data)
+void Texture2D::image(unsigned level, const void *data)
{
if(width==0 || height==0)
throw invalid_operation("Texture2D::image");
unsigned h = height;
get_level_size(level, w, h);
+ if(ARB_texture_storage)
+ return sub_image(level, 0, 0, w, h, data);
+
BindRestore _bind(this);
- glTexImage2D(target, level, ifmt, w, h, 0, fmt, type, data);
+
+ if(!allocated)
+ {
+ glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, levels-1);
+ apply_swizzle();
+ }
+
+ PixelComponents comp = get_components(storage_fmt);
+ DataType type = get_component_type(storage_fmt);
+ glTexImage2D(target, level, storage_fmt, w, h, 0, comp, type, data);
allocated |= 1<<level;
- if(gen_mipmap && level==0)
+ if(auto_gen_mipmap && level==0)
{
- for(; (w || h); w>>=1, h>>=1, ++level) ;
- allocated |= (1<<level)-1;
+ generate_mipmap();
+ allocated |= (1<<levels)-1;
}
}
-void Texture2D::sub_image(unsigned level, int x, int y, unsigned wd, unsigned ht, PixelFormat fmt, DataType type, const void *data)
+void Texture2D::image(unsigned level, PixelComponents comp, DataType type, const void *data)
+{
+ if(comp!=get_components(format) || type!=get_component_type(format))
+ throw incompatible_data("Texture2D::image");
+ image(level, data);
+}
+
+void Texture2D::sub_image(unsigned level, int x, int y, unsigned wd, unsigned ht, const void *data)
{
if(width==0 || height==0)
throw invalid_operation("Texture2D::sub_image");
+ Conditional<BindRestore> _bind(!ARB_direct_state_access, this);
allocate(level);
- BindRestore _bind(this);
- glTexSubImage2D(target, level, x, y, wd, ht, fmt, type, data);
+ PixelComponents comp = get_components(storage_fmt);
+ DataType type = get_component_type(storage_fmt);
+ if(ARB_direct_state_access)
+ glTextureSubImage2D(id, level, x, y, wd, ht, comp, type, data);
+ else
+ glTexSubImage2D(target, level, x, y, wd, ht, comp, type, data);
+
+ if(auto_gen_mipmap && level==0)
+ generate_mipmap();
}
-void Texture2D::load_image(const string &fn, bool srgb)
+void Texture2D::sub_image(unsigned level, int x, int y, unsigned wd, unsigned ht, PixelComponents comp, DataType type, const void *data)
{
- Graphics::Image img;
- img.load_file(fn);
-
- image(img, srgb);
+ if(comp!=get_components(format) || type!=get_component_type(format))
+ throw incompatible_data("Texture2D::sub_image");
+ sub_image(level, x, y, wd, ht, data);
}
-void Texture2D::image(const Graphics::Image &img, bool srgb)
+void Texture2D::image(const Graphics::Image &img, unsigned lv)
{
- image(img, srgb, false);
+ image(img, lv, false);
}
-void Texture2D::image(const Graphics::Image &img, bool srgb, bool from_buffer)
+void Texture2D::image(const Graphics::Image &img, unsigned lv, bool from_buffer)
{
unsigned w = img.get_width();
unsigned h = img.get_height();
- PixelFormat fmt = pixelformat_from_graphics(img.get_format());
+ PixelFormat fmt = pixelformat_from_image(img);
if(width==0)
- {
- PixelFormat f = storage_pixelformat_from_graphics(img.get_format());
- if(srgb)
- f = get_srgb_pixelformat(f);
- storage(f, w, h);
- }
- else if(w!=width || h!=height)
+ storage(make_pixelformat(get_components(fmt), get_component_type(fmt), use_srgb_format), w, h, lv);
+ else if(w!=width || h!=height || (lv && lv!=levels))
throw incompatible_data("Texture2D::image");
PixelStore pstore = PixelStore::from_image(img);
BindRestore _bind_ps(pstore);
- image(0, fmt, UNSIGNED_BYTE, from_buffer ? 0 : img.get_data());
+ image(0, from_buffer ? 0 : img.get_pixels());
+}
+
+unsigned Texture2D::get_n_levels() const
+{
+ unsigned n = 0;
+ for(unsigned s=max(width, height); s; s>>=1, ++n) ;
+ return n;
}
-void Texture2D::get_level_size(unsigned level, unsigned &w, unsigned &h)
+void Texture2D::get_level_size(unsigned level, unsigned &w, unsigned &h) const
{
w >>= level;
h >>= level;
h = 1;
}
-Resource::AsyncLoader *Texture2D::load(IO::Seekable &io)
+Resource::AsyncLoader *Texture2D::load(IO::Seekable &io, const Resources *)
{
- return new AsyncLoader(*this, io);
+ AsyncLoader *ldr = new AsyncLoader(*this, io);
+ return ldr;
+}
+
+UInt64 Texture2D::get_data_size() const
+{
+ return id ? width*height*get_pixel_size(format) : 0;
}
void Texture2D::unload()
{
glDeleteTextures(1, &id);
id = 0;
- // TODO check which params actually need refreshing
- dirty_params = -1;
+ allocated = 0;
+ default_sampler.unload();
}
void Texture2D::Loader::init()
{
- add("image_data", &Loader::image_data);
add("raw_data", &Loader::raw_data);
add("storage", &Loader::storage);
- add("storage", &Loader::storage_b);
-}
-
-void Texture2D::Loader::image_data(const string &data)
-{
- Graphics::Image img;
- IO::Memory mem(data.data(), data.size());
- img.load_io(mem);
-
- obj.image(img, srgb);
+ add("storage", &Loader::storage_levels);
}
void Texture2D::Loader::raw_data(const string &data)
{
- obj.image(0, get_base_pixelformat(obj.ifmt), UNSIGNED_BYTE, data.data());
+ obj.image(0, data.data());
}
void Texture2D::Loader::storage(PixelFormat fmt, unsigned w, unsigned h)
{
- if(srgb)
- fmt = get_srgb_pixelformat(fmt);
obj.storage(fmt, w, h);
}
-void Texture2D::Loader::storage_b(PixelFormat fmt, unsigned w, unsigned h, unsigned)
+void Texture2D::Loader::storage_levels(PixelFormat fmt, unsigned w, unsigned h, unsigned l)
{
- storage(fmt, w, h);
+ obj.storage(fmt, w, h, l);
}
io(i),
pixel_buffer(PIXEL_UNPACK_BUFFER),
mapped_address(0),
+ img_loader(Graphics::ImageLoader::open_io(io)),
phase(0)
+{ }
+
+Texture2D::AsyncLoader::~AsyncLoader()
{
- if(!texture.id)
- glGenTextures(1, &texture.id);
+ if(mapped_address)
+ pixel_buffer.unmap();
+ delete img_loader;
}
bool Texture2D::AsyncLoader::needs_sync() const
{
if(phase==0)
{
- /* TODO Enhance the ImageLoader system so that the image can be loaded
- directly to the buffer */
- image.load_io(io);
+ image.load_headers(*img_loader);
n_bytes = image.get_stride()*image.get_height();
}
else if(phase==1)
{
- pixel_buffer.data(n_bytes, 0);
- mapped_address = reinterpret_cast<char *>(pixel_buffer.map(WRITE_ONLY));
+ pixel_buffer.storage(n_bytes);
+ mapped_address = reinterpret_cast<char *>(pixel_buffer.map());
}
else if(phase==2)
- {
- const char *data = reinterpret_cast<const char *>(image.get_data());
- copy(data, data+n_bytes, mapped_address);
- }
+ image.load_into(*img_loader, mapped_address);
else if(phase==3)
{
Bind _bind_buf(pixel_buffer, PIXEL_UNPACK_BUFFER);
+ mapped_address = 0;
if(!pixel_buffer.unmap())
{
phase = 1;
return false;
}
- texture.image(image, false, true);
+ if(!texture.id)
+ {
+ if(ARB_direct_state_access)
+ glCreateTextures(texture.target, 1, &texture.id);
+ else
+ glGenTextures(1, &texture.id);
+ }
+ texture.image(image, 0, true);
}
++phase;