/* ** gl_hwtexture.cpp ** GL texture abstraction ** **--------------------------------------------------------------------------- ** Copyright 2019 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** ** */ #include "gles_system.h" #include "c_cvars.h" #include "hw_material.h" #include "hw_cvars.h" #include "gles_renderer.h" #include "gles_samplers.h" #include "gles_renderstate.h" #include "gles_hwtexture.h" namespace OpenGLESRenderer { TexFilter_s TexFilter[] = { {GL_NEAREST, GL_NEAREST, false}, {GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST, true}, {GL_LINEAR, GL_LINEAR, false}, {GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR, true}, {GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, true}, {GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST, true}, {GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST, true}, }; //=========================================================================== // // Static texture data // //=========================================================================== unsigned int FHardwareTexture::lastbound[FHardwareTexture::MAX_TEXTURES]; //=========================================================================== // // Loads the texture image into the hardware // // NOTE: For some strange reason I was unable to find the source buffer // should be one line higher than the actual texture. I got extremely // strange crashes deep inside the GL driver when I didn't do it! // //=========================================================================== unsigned int FHardwareTexture::CreateTexture(unsigned char * buffer, int w, int h, int texunit, bool mipmap, const char *name) { int rh,rw; int texformat = GL_RGBA;// TexFormat[gl_texture_format]; bool deletebuffer=false; // When running in SW mode buffer will be null, so set it to the texBuffer already created // There could be other use cases I do not know about which means this is a bad idea.. if (buffer == nullptr) buffer = texBuffer; bool firstCall = glTexID == 0; if (firstCall) { glGenTextures(1, &glTexID); } int textureBinding = UINT_MAX; if (texunit == -1) glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding); if (texunit > 0) glActiveTexture(GL_TEXTURE0+texunit); if (texunit >= 0) lastbound[texunit] = glTexID; glBindTexture(GL_TEXTURE_2D, glTexID); rw = GetTexDimension(w); rh = GetTexDimension(h); if (!buffer) { // The texture must at least be initialized if no data is present. mipmapped = false; buffer=(unsigned char *)calloc(4,rw * (rh+1)); deletebuffer=true; //texheight=-h; } else { if (rw < w || rh < h) { // The texture is larger than what the hardware can handle so scale it down. unsigned char * scaledbuffer=(unsigned char *)calloc(4,rw * (rh+1)); if (scaledbuffer) { Resize(w, h, rw, rh, buffer, scaledbuffer); deletebuffer=true; buffer=scaledbuffer; } } } // store the physical size. int sourcetype; if (gles.glesMode == GLES_MODE_GLES) { if (glTextureBytes == 1) { glPixelStorei(GL_UNPACK_ALIGNMENT, 1); sourcetype = GL_ALPHA; texformat = GL_ALPHA; } else { sourcetype = GL_BGRA; // These two must be the same texformat = GL_BGRA; } } else { if (glTextureBytes == 1) //Use Red channel instread becuase Alpha does not work in OpenGL, swizzle later { glPixelStorei(GL_UNPACK_ALIGNMENT, 1); sourcetype = GL_RED; texformat = GL_RED; } else { sourcetype = GL_BGRA; texformat = GL_RGBA; } } glTexImage2D(GL_TEXTURE_2D, 0, texformat, rw, rh, 0, sourcetype, GL_UNSIGNED_BYTE, buffer); if (gles.glesMode != GLES_MODE_GLES) { // The shader is using the alpha channel instead of red, this work on GLES but not on GL // So the texture uses GL_RED and this swizzels the red channel into the alpha channel if (glTextureBytes == 1) { GLint swizzleMask[] = { GL_ZERO, GL_ZERO, GL_ZERO, GL_RED }; glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); } } if (deletebuffer && buffer) free(buffer); if (mipmap && TexFilter[gl_texture_filter].mipmapping) { glGenerateMipmap(GL_TEXTURE_2D); mipmapped = true; } if (texunit > 0) glActiveTexture(GL_TEXTURE0); else if (texunit == -1) glBindTexture(GL_TEXTURE_2D, textureBinding); return glTexID; } void FHardwareTexture::AllocateBuffer(int w, int h, int texelsize) { if (texelsize < 1 || texelsize > 4) texelsize = 4; glTextureBytes = texelsize; bufferpitch = w; if (texBuffer) delete[] texBuffer; texBuffer = new uint8_t[(w * h) * texelsize]; return; } uint8_t* FHardwareTexture::MapBuffer() { return texBuffer; } //=========================================================================== // // Destroys the texture // //=========================================================================== FHardwareTexture::~FHardwareTexture() { if (glTexID != 0) glDeleteTextures(1, &glTexID); if (texBuffer) delete[] texBuffer; } //=========================================================================== // // Binds this patch // //=========================================================================== unsigned int FHardwareTexture::Bind(int texunit, bool needmipmap) { if (glTexID != 0) { if (lastbound[texunit] == glTexID) return glTexID; lastbound[texunit] = glTexID; if (texunit != 0) glActiveTexture(GL_TEXTURE0 + texunit); glBindTexture(GL_TEXTURE_2D, glTexID); // Check if we need mipmaps on a texture that was creted without them. if (needmipmap && !mipmapped && TexFilter[gl_texture_filter].mipmapping) { glGenerateMipmap(GL_TEXTURE_2D); mipmapped = true; } if (texunit != 0) glActiveTexture(GL_TEXTURE0); return glTexID; } return 0; } void FHardwareTexture::Unbind(int texunit) { if (lastbound[texunit] != 0) { if (texunit != 0) glActiveTexture(GL_TEXTURE0+texunit); glBindTexture(GL_TEXTURE_2D, 0); if (texunit != 0) glActiveTexture(GL_TEXTURE0); lastbound[texunit] = 0; } } void FHardwareTexture::UnbindAll() { for(int texunit = 0; texunit < 16; texunit++) { Unbind(texunit); } } //=========================================================================== // // Creates a depth buffer for this texture // //=========================================================================== int FHardwareTexture::GetDepthBuffer(int width, int height) { if (glDepthID == 0) { glGenRenderbuffers(1, &glDepthID); glBindRenderbuffer(GL_RENDERBUFFER, glDepthID); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, GetTexDimension(width), GetTexDimension(height)); glBindRenderbuffer(GL_RENDERBUFFER, 0); } return glDepthID; } //=========================================================================== // // Binds this texture's surfaces to the current framrbuffer // //=========================================================================== void FHardwareTexture::BindToFrameBuffer(int width, int height) { width = GetTexDimension(width); height = GetTexDimension(height); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glTexID, 0); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, GetDepthBuffer(width, height)); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, GetDepthBuffer(width, height)); } //=========================================================================== // // Binds a texture to the renderer // //=========================================================================== bool FHardwareTexture::BindOrCreate(FTexture *tex, int texunit, int clampmode, int translation, int flags) { bool needmipmap = (clampmode <= CLAMP_XY) && !forcenofilter; // Bind it to the system. if (!Bind(texunit, needmipmap)) { if (flags & CTF_Indexed) { glTextureBytes = 1; forcenofilter = true; needmipmap = false; } int w = 0, h = 0; // Create this texture FTextureBuffer texbuffer; if (!tex->isHardwareCanvas()) { texbuffer = tex->CreateTexBuffer(translation, flags | CTF_ProcessData); w = texbuffer.mWidth; h = texbuffer.mHeight; } else { w = tex->GetWidth(); h = tex->GetHeight(); } if (!CreateTexture(texbuffer.mBuffer, w, h, texunit, needmipmap, "FHardwareTexture.BindOrCreate")) { // could not create texture return false; } } if (forcenofilter && clampmode <= CLAMP_XY) clampmode += CLAMP_NOFILTER - CLAMP_NONE; GLRenderer->mSamplerManager->Bind(texunit, clampmode, 255); return true; } }