Texture2D::Texture2D(ResourceManager *m):
Texture(GL_TEXTURE_2D, m),
width(0),
- height(0),
- allocated(0)
+ height(0)
{ }
Texture2D::~Texture2D()
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;
+ GLenum gl_fmt = get_gl_pixelformat(storage_fmt);
if(ARB_texture_storage)
{
- GLenum fmt = get_gl_pixelformat(storage_fmt);
if(ARB_direct_state_access)
- glTextureStorage2D(id, levels, fmt, width, height);
+ glTextureStorage2D(id, levels, gl_fmt, width, height);
else
{
bind_scratch();
- glTexStorage2D(target, levels, fmt, width, height);
+ glTexStorage2D(target, levels, gl_fmt, width, height);
}
- apply_swizzle();
- allocated |= (1<<levels)-1;
}
else
- image(level, 0);
-}
-
-void Texture2D::image(unsigned level, const void *data)
-{
- if(width==0 || height==0)
- throw invalid_operation("Texture2D::image");
- if(level>=levels)
- throw out_of_range("Texture2D::image");
-
- LinAl::Vector<unsigned, 2> size = get_level_size(level);
-
- if(ARB_texture_storage)
- return sub_image(level, 0, 0, size.x, size.y, data);
-
- bind_scratch();
-
- if(!allocated)
{
+ bind_scratch();
glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, levels-1);
- apply_swizzle();
+ GLenum comp = get_gl_components(get_components(storage_fmt));
+ GLenum type = get_gl_type(get_component_type(storage_fmt));
+ for(unsigned i=0; i<levels; ++i)
+ {
+ LinAl::Vector<unsigned, 2> lv_size = get_level_size(i);
+ glTexImage2D(target, i, gl_fmt, lv_size.x, lv_size.y, 0, comp, type, 0);
+ }
}
- 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));
- glTexImage2D(target, level, fmt, size.x, size.y, 0, comp, type, data);
+ apply_swizzle();
+}
- allocated |= 1<<level;
+void Texture2D::image(unsigned level, const void *data)
+{
+ LinAl::Vector<unsigned, 2> size = get_level_size(level);
+ return sub_image(level, 0, 0, size.x, size.y, data);
}
void Texture2D::sub_image(unsigned level, int x, int y, unsigned wd, unsigned ht, const void *data)
if(level>=levels)
throw out_of_range("Texture2D::sub_image");
- allocate(level);
-
GLenum comp = get_gl_components(get_components(storage_fmt));
GLenum type = get_gl_type(get_component_type(storage_fmt));
if(ARB_direct_state_access)
{
glDeleteTextures(1, &id);
id = 0;
- allocated = 0;
}