if(ARB_texture_storage)
{
if(ARB_direct_state_access)
- glTextureStorage2D(id, self.levels, gl_fmt, self.width, self.height);
+ glTextureStorage2D(id, n_levels, gl_fmt, self.width, self.height);
else
{
bind_scratch();
- glTexStorage2D(target, self.levels, gl_fmt, self.width, self.height);
+ glTexStorage2D(target, n_levels, gl_fmt, self.width, self.height);
}
}
else
{
bind_scratch();
- glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, self.levels-1);
+ glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, n_levels-1);
GLenum comp = get_gl_components(get_components(storage_fmt));
GLenum type = get_gl_type(get_component_type(storage_fmt));
- for(unsigned i=0; i<self.levels; ++i)
+ for(unsigned i=0; i<n_levels; ++i)
{
auto lv_size = self.get_level_size(i);
glTexImage2D(target, i, gl_fmt, lv_size.x, lv_size.y, 0, comp, type, 0);
size_t level_size = self.width*self.height*get_pixel_size(format);
size_t total_size = level_size;
- for(unsigned i=0; i<self.levels; ++i, level_size>>=2)
+ for(unsigned i=0; i<n_levels; ++i, level_size>>=2)
total_size += level_size;
return total_size;
}
}
+OpenGLTexture2D::AsyncTransfer::AsyncTransfer(AsyncTransfer &&other):
+ pixel_buffer(other.pixel_buffer)
+{
+ other.pixel_buffer = 0;
+}
+
+OpenGLTexture2D::AsyncTransfer &OpenGLTexture2D::AsyncTransfer::operator=(AsyncTransfer &&other)
+{
+ delete pixel_buffer;
+ pixel_buffer = other.pixel_buffer;
+ other.pixel_buffer = 0;
+
+ return *this;
+}
+
+OpenGLTexture2D::AsyncTransfer::~AsyncTransfer()
+{
+ delete pixel_buffer;
+}
+
+void *OpenGLTexture2D::AsyncTransfer::allocate()
+{
+ const Texture2D::AsyncTransfer &self = *static_cast<const Texture2D::AsyncTransfer *>(this);
+
+ pixel_buffer = new Buffer;
+ pixel_buffer->storage(self.data_size, STREAMING);
+ return pixel_buffer->map();
+}
+
+void OpenGLTexture2D::AsyncTransfer::finalize()
+{
+ const Texture2D::AsyncTransfer &self = *static_cast<const Texture2D::AsyncTransfer *>(this);
+
+ pixel_buffer->unmap();
+
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pixel_buffer->id);
+ self.texture->OpenGLTexture2D::sub_image(self.level, self.x, self.y, self.width, self.height, 0);
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
+}
+
+
OpenGLTexture2D::AsyncLoader::AsyncLoader(Texture2D &t, IO::Seekable &i):
texture(t),
io(i)