return sub_image(level, 0, 0, w, h, fmt, type, data);
BindRestore _bind(this);
+
+ if(!allocated)
+ glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, levels-1);
glTexImage2D(target, level, ifmt, w, h, 0, get_upload_format(fmt), type, data);
allocated |= 1<<level;
if(auto_gen_mipmap && level==0)
{
generate_mipmap();
- allocated |= (1<<get_n_levels())-1;
+ allocated |= (1<<levels)-1;
}
}
generate_mipmap();
}
-void Texture2D::image(const Graphics::Image &img, bool srgb)
+void Texture2D::image(const Graphics::Image &img, unsigned lv, bool srgb)
{
- image(img, srgb, false);
+ image(img, lv, srgb, false);
}
-void Texture2D::image(const Graphics::Image &img, bool srgb, bool from_buffer)
+void Texture2D::image(const Graphics::Image &img, unsigned lv, bool srgb, bool from_buffer)
{
unsigned w = img.get_width();
unsigned h = img.get_height();
PixelFormat fmt = pixelformat_from_graphics(img.get_format());
if(width==0)
- {
- unsigned l = (is_mipmapped(min_filter) ? mipmap_levels ? mipmap_levels : 0 : 1);
- storage(storage_pixelformat_from_graphics(img.get_format(), srgb), w, h, l);
- }
- else if(w!=width || h!=height)
+ storage(storage_pixelformat_from_graphics(img.get_format(), srgb), w, h, lv);
+ else if(w!=width || h!=height || (lv && lv!=levels))
throw incompatible_data("Texture2D::image");
PixelStore pstore = PixelStore::from_image(img);
{
glDeleteTextures(1, &id);
id = 0;
+ allocated = 0;
// TODO check which params actually need refreshing
dirty_params = -1;
}
{
add("raw_data", &Loader::raw_data);
add("storage", &Loader::storage);
+ add("storage", &Loader::storage_levels);
}
void Texture2D::Loader::raw_data(const string &data)
obj.storage(fmt, w, h);
}
+void Texture2D::Loader::storage_levels(PixelFormat fmt, unsigned w, unsigned h, unsigned l)
+{
+ obj.storage(fmt, w, h, l);
+}
+
Texture2D::AsyncLoader::AsyncLoader(Texture2D &t, IO::Seekable &i):
texture(t),
}
if(!texture.id)
- glGenTextures(1, &texture.id);
- texture.image(image, srgb_conversion, true);
+ {
+ if(ARB_direct_state_access)
+ glCreateTextures(texture.target, 1, &texture.id);
+ else
+ glGenTextures(1, &texture.id);
+ }
+ texture.image(image, 0, srgb_conversion, true);
}
++phase;