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547 lines
22 KiB
547 lines
22 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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// TOGL CODE LICENSE
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//
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// Copyright 2011-2014 Valve Corporation
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// All Rights Reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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// cglmtex.h
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// GLMgr textures
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//
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//===============================================================================
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#ifndef CGLMTEX_H
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#define CGLMTEX_H
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#pragma once
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#ifdef OSX
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#include "glmgrbasics.h"
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#endif
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#include "tier1/utlhash.h"
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#include "tier1/utlmap.h"
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//===============================================================================
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// forward declarations
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class GLMContext;
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class GLMTester;
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class CGLMTexLayoutTable;
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class CGLMTex;
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class CGLMFBO;
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struct IDirect3DSurface9;
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#if GLMDEBUG
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extern CGLMTex *g_pFirstCGMLTex;
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#endif
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// For GL_EXT_texture_sRGB_decode
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#ifndef GL_TEXTURE_SRGB_DECODE_EXT
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#define GL_TEXTURE_SRGB_DECODE_EXT 0x8A48
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#endif
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#ifndef GL_DECODE_EXT
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#define GL_DECODE_EXT 0x8A49
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#endif
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#ifndef GL_SKIP_DECODE_EXT
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#define GL_SKIP_DECODE_EXT 0x8A4A
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#endif
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//===============================================================================
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struct GLMTexFormatDesc
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{
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const char *m_formatSummary; // for debug visibility
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D3DFORMAT m_d3dFormat; // what D3D knows it as; see public/bitmap/imageformat.h
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GLenum m_glIntFormat; // GL internal format
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GLenum m_glIntFormatSRGB; // internal format if SRGB flavor
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GLenum m_glDataFormat; // GL data format
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GLenum m_glDataType; // GL data type
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int m_chunkSize; // 1 or 4 - 4 is used for compressed textures
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int m_bytesPerSquareChunk; // how many bytes for the smallest quantum (m_chunkSize x m_chunkSize)
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// this description lets us calculate size cleanly without conditional logic for compression
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};
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const GLMTexFormatDesc *GetFormatDesc( D3DFORMAT format );
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//===============================================================================
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// utility function for generating slabs of texels. mostly for test.
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typedef struct
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{
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// in
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D3DFORMAT m_format;
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void *m_dest; // dest address
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int m_chunkCount; // square chunk count (single texels or compressed blocks)
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int m_byteCountLimit; // caller expectation of max number of bytes to write out
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float r,g,b,a; // color desired
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// out
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int m_bytesWritten;
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} GLMGenTexelParams;
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// return true if successful
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bool GLMGenTexels( GLMGenTexelParams *params );
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//===============================================================================
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struct GLMTexLayoutSlice
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{
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int m_xSize,m_ySize,m_zSize; //texel dimensions of this slice
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int m_storageOffset; //where in the storage slab does this slice live
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int m_storageSize; //how much storage does this slice occupy
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};
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enum EGLMTexFlags
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{
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kGLMTexMipped = 0x01,
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kGLMTexMippedAuto = 0x02,
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kGLMTexRenderable = 0x04,
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kGLMTexIsStencil = 0x08,
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kGLMTexIsDepth = 0x10,
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kGLMTexSRGB = 0x20,
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kGLMTexMultisampled = 0x40, // has an RBO backing it. Cannot combine with Mipped, MippedAuto. One slice maximum, only targeting GL_TEXTURE_2D.
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// actually not 100% positive on the mipmapping, the RBO itself can't be mipped, but the resulting texture could
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// have mipmaps generated.
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};
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//===============================================================================
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struct GLMTexLayoutKey
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{
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// input values: held const, these are the hash key for the form map
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GLenum m_texGLTarget; // flavor of texture: GL_TEXTURE_2D, GL_TEXTURE_3D, GLTEXTURE_CUBE_MAP
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D3DFORMAT m_texFormat; // D3D texel format
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unsigned long m_texFlags; // mipped, autogen mips, render target, ... ?
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unsigned long m_texSamples; // zero for a plain tex, 2/4/6/8 for "MSAA tex" (RBO backed)
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int m_xSize,m_ySize,m_zSize; // size of base mip
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};
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bool LessFunc_GLMTexLayoutKey( const GLMTexLayoutKey &a, const GLMTexLayoutKey &b );
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#define GLM_TEX_MAX_MIPS 14
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#define GLM_TEX_MAX_FACES 6
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#define GLM_TEX_MAX_SLICES (GLM_TEX_MAX_MIPS * GLM_TEX_MAX_FACES)
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#pragma warning( push )
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#pragma warning( disable : 4200 )
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struct GLMTexLayout
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{
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char *m_layoutSummary; // for debug visibility
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// const inputs used for hashing
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GLMTexLayoutKey m_key;
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// refcount
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int m_refCount;
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// derived values:
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GLMTexFormatDesc *m_format; // format specific info
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int m_mipCount; // derived by starying at base size and working down towards 1x1
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int m_faceCount; // 1 for 2d/3d, 6 for cubemap
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int m_sliceCount; // product of faces and mips
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int m_storageTotalSize; // size of storage slab required
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// slice array
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GLMTexLayoutSlice m_slices[0]; // dynamically allocated 2-d array [faces][mips]
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};
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#pragma warning( pop )
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class CGLMTexLayoutTable
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{
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public:
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CGLMTexLayoutTable();
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GLMTexLayout *NewLayoutRef( GLMTexLayoutKey *pDesiredKey ); // pass in a pointer to layout key - receive ptr to completed layout
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void DelLayoutRef( GLMTexLayout *layout ); // pass in pointer to completed layout. refcount is dropped.
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void DumpStats( void );
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protected:
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CUtlMap< GLMTexLayoutKey, GLMTexLayout* > m_layoutMap;
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};
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//===============================================================================
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// a sampler specifies desired state for drawing on a given sampler index
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// this is the combination of a texture choice and a set of sampler parameters
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// see http://msdn.microsoft.com/en-us/library/bb172602(VS.85).aspx
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struct GLMTexLockParams
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{
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// input params which identify the slice of interest
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CGLMTex *m_tex;
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int m_face;
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int m_mip;
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// identifies the region of the slice
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GLMRegion m_region;
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// tells GLM to force re-read of the texels back from GL
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// i.e. "I know I stepped on those texels with a draw or blit - the GLM copy is stale"
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bool m_readback;
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};
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struct GLMTexLockDesc
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{
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GLMTexLockParams m_req; // form of the lock request
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bool m_active; // set true at lock time. cleared at unlock time.
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int m_sliceIndex; // which slice in the layout
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int m_sliceBaseOffset; // where is that in the texture data
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int m_sliceRegionOffset; // offset to the start (lowest address corner) of the region requested
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};
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//===============================================================================
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#define GLM_SAMPLER_COUNT 16
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#define GLM_MAX_PIXEL_TEX_SAMPLERS 16
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#define GLM_MAX_VERTEX_TEX_SAMPLERS 0
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typedef CBitVec<GLM_SAMPLER_COUNT> CTexBindMask;
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enum EGLMTexSliceFlag
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{
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kSliceValid = 0x01, // slice has been teximage'd in whole at least once - set to 0 initially
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kSliceStorageValid = 0x02, // if backing store is available, this slice's data is a valid copy - set to 0 initially
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kSliceLocked = 0x04, // are one or more locks outstanding on this slice
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kSliceFullyDirty = 0x08, // does the slice need to be fully downloaded at unlock time (disregard dirty rects)
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};
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//===============================================================================
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#define GLM_PACKED_SAMPLER_PARAMS_ADDRESS_BITS (2)
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#define GLM_PACKED_SAMPLER_PARAMS_MIN_FILTER_BITS (2)
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#define GLM_PACKED_SAMPLER_PARAMS_MAG_FILTER_BITS (2)
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#define GLM_PACKED_SAMPLER_PARAMS_MIP_FILTER_BITS (2)
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#define GLM_PACKED_SAMPLER_PARAMS_MIN_LOD_BITS (4)
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#define GLM_PACKED_SAMPLER_PARAMS_MAX_ANISO_BITS (5)
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#define GLM_PACKED_SAMPLER_PARAMS_COMPARE_MODE_BITS (1)
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#define GLM_PACKED_SAMPLER_PARAMS_SRGB_BITS (1)
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struct GLMTexPackedSamplingParams
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{
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uint32 m_addressU : GLM_PACKED_SAMPLER_PARAMS_ADDRESS_BITS;
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uint32 m_addressV : GLM_PACKED_SAMPLER_PARAMS_ADDRESS_BITS;
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uint32 m_addressW : GLM_PACKED_SAMPLER_PARAMS_ADDRESS_BITS;
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uint32 m_minFilter : GLM_PACKED_SAMPLER_PARAMS_MIN_FILTER_BITS;
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uint32 m_magFilter : GLM_PACKED_SAMPLER_PARAMS_MAG_FILTER_BITS;
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uint32 m_mipFilter : GLM_PACKED_SAMPLER_PARAMS_MIP_FILTER_BITS;
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uint32 m_minLOD : GLM_PACKED_SAMPLER_PARAMS_MIN_LOD_BITS;
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uint32 m_maxAniso : GLM_PACKED_SAMPLER_PARAMS_MAX_ANISO_BITS;
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uint32 m_compareMode : GLM_PACKED_SAMPLER_PARAMS_COMPARE_MODE_BITS;
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uint32 m_srgb : GLM_PACKED_SAMPLER_PARAMS_SRGB_BITS;
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uint32 m_isValid : 1;
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};
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struct GLMTexSamplingParams
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{
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union
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{
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GLMTexPackedSamplingParams m_packed;
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uint32 m_bits;
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};
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uint32 m_borderColor;
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float m_lodBias;
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FORCEINLINE bool operator== (const GLMTexSamplingParams& rhs ) const
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{
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return ( m_bits == rhs.m_bits ) && ( m_borderColor == rhs.m_borderColor ) && ( m_lodBias == rhs.m_lodBias );
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}
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FORCEINLINE void SetToDefaults()
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{
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m_bits = 0;
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m_borderColor = 0;
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m_lodBias = 0.0f;
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m_packed.m_addressU = D3DTADDRESS_WRAP;
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m_packed.m_addressV = D3DTADDRESS_WRAP;
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m_packed.m_addressW = D3DTADDRESS_WRAP;
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m_packed.m_minFilter = D3DTEXF_POINT;
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m_packed.m_magFilter = D3DTEXF_POINT;
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m_packed.m_mipFilter = D3DTEXF_NONE;
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m_packed.m_maxAniso = 1;
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m_packed.m_compareMode = 0;
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m_packed.m_isValid = true;
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}
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#ifndef OSX
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FORCEINLINE void SetToSamplerObject( GLuint nSamplerObject ) const
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{
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static const GLenum dxtogl_addressMode[] = { GL_REPEAT, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER, (GLenum)-1 };
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static const GLenum dxtogl_magFilter[4] = { GL_NEAREST, GL_NEAREST, GL_LINEAR, GL_LINEAR };
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static const GLenum dxtogl_minFilter[4][4] = // indexed by _D3DTEXTUREFILTERTYPE on both axes: [row is min filter][col is mip filter].
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{
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/* min = D3DTEXF_NONE */ { GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, (GLenum)-1 }, // D3DTEXF_NONE we just treat like POINT
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/* min = D3DTEXF_POINT */ { GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, (GLenum)-1 },
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/* min = D3DTEXF_LINEAR */ { GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, (GLenum)-1 },
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/* min = D3DTEXF_ANISOTROPIC */ { GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, (GLenum)-1 }, // no diff from prior row, set maxAniso to effect the sampling
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};
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gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_WRAP_S, dxtogl_addressMode[m_packed.m_addressU] );
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gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_WRAP_T, dxtogl_addressMode[m_packed.m_addressV] );
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gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_WRAP_R, dxtogl_addressMode[m_packed.m_addressW] );
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gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_MIN_FILTER, dxtogl_minFilter[m_packed.m_minFilter][m_packed.m_mipFilter] );
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gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_MAG_FILTER, dxtogl_magFilter[m_packed.m_magFilter] );
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gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_MAX_ANISOTROPY_EXT, m_packed.m_maxAniso );
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float flBorderColor[4] = { 0, 0, 0, 0 };
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if ( m_borderColor )
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{
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flBorderColor[0] = ((m_borderColor >> 16) & 0xFF) * (1.0f/255.0f); //R
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flBorderColor[1] = ((m_borderColor >> 8) & 0xFF) * (1.0f/255.0f); //G
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flBorderColor[2] = ((m_borderColor ) & 0xFF) * (1.0f/255.0f); //B
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flBorderColor[3] = ((m_borderColor >> 24) & 0xFF) * (1.0f/255.0f); //A
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}
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gGL->glSamplerParameterfv( nSamplerObject, GL_TEXTURE_BORDER_COLOR, flBorderColor ); // <-- this crashes ATI's driver, remark it out
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gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_MIN_LOD, m_packed.m_minLOD );
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gGL->glSamplerParameterfv( nSamplerObject, GL_TEXTURE_LOD_BIAS, &m_lodBias );
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gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_COMPARE_MODE_ARB, m_packed.m_compareMode ? GL_COMPARE_R_TO_TEXTURE_ARB : GL_NONE );
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gGL->glSamplerParameterf( nSamplerObject, GL_TEXTURE_LOD_BIAS, m_lodBias );
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if ( m_packed.m_compareMode )
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{
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gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL );
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}
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if ( gGL->m_bHave_GL_EXT_texture_sRGB_decode )
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{
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gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_SRGB_DECODE_EXT, m_packed.m_srgb ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT );
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}
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}
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#endif // !OSX
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inline void DeltaSetToTarget( GLenum target, const GLMTexSamplingParams &curState )
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{
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static const GLenum dxtogl_addressMode[] = { GL_REPEAT, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER, (GLenum)-1 };
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static const GLenum dxtogl_magFilter[4] = { GL_NEAREST, GL_NEAREST, GL_LINEAR, GL_LINEAR };
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static const GLenum dxtogl_minFilter[4][4] = // indexed by _D3DTEXTUREFILTERTYPE on both axes: [row is min filter][col is mip filter].
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{
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/* min = D3DTEXF_NONE */ { GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, (GLenum)-1 }, // D3DTEXF_NONE we just treat like POINT
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/* min = D3DTEXF_POINT */ { GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, (GLenum)-1 },
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/* min = D3DTEXF_LINEAR */ { GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, (GLenum)-1 },
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/* min = D3DTEXF_ANISOTROPIC */ { GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, (GLenum)-1 }, // no diff from prior row, set maxAniso to effect the sampling
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};
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if ( m_packed.m_addressU != curState.m_packed.m_addressU )
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{
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gGL->glTexParameteri( target, GL_TEXTURE_WRAP_S, dxtogl_addressMode[m_packed.m_addressU] );
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}
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if ( m_packed.m_addressV != curState.m_packed.m_addressV )
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{
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gGL->glTexParameteri( target, GL_TEXTURE_WRAP_T, dxtogl_addressMode[m_packed.m_addressV] );
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}
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if ( m_packed.m_addressW != curState.m_packed.m_addressW )
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{
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gGL->glTexParameteri( target, GL_TEXTURE_WRAP_R, dxtogl_addressMode[m_packed.m_addressW] );
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}
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if ( ( m_packed.m_minFilter != curState.m_packed.m_minFilter ) ||
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( m_packed.m_magFilter != curState.m_packed.m_magFilter ) ||
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( m_packed.m_mipFilter != curState.m_packed.m_mipFilter ) ||
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( m_packed.m_maxAniso != curState.m_packed.m_maxAniso ) )
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{
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gGL->glTexParameteri( target, GL_TEXTURE_MIN_FILTER, dxtogl_minFilter[m_packed.m_minFilter][m_packed.m_mipFilter] );
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gGL->glTexParameteri( target, GL_TEXTURE_MAG_FILTER, dxtogl_magFilter[m_packed.m_magFilter] );
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gGL->glTexParameteri( target, GL_TEXTURE_MAX_ANISOTROPY_EXT, m_packed.m_maxAniso );
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}
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if ( m_borderColor != curState.m_borderColor )
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{
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float flBorderColor[4] = { 0, 0, 0, 0 };
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if ( m_borderColor )
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{
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flBorderColor[0] = ((m_borderColor >> 16) & 0xFF) * (1.0f/255.0f); //R
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flBorderColor[1] = ((m_borderColor >> 8) & 0xFF) * (1.0f/255.0f); //G
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flBorderColor[2] = ((m_borderColor ) & 0xFF) * (1.0f/255.0f); //B
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flBorderColor[3] = ((m_borderColor >> 24) & 0xFF) * (1.0f/255.0f); //A
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}
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gGL->glTexParameterfv( target, GL_TEXTURE_BORDER_COLOR, flBorderColor ); // <-- this crashes ATI's driver, remark it out
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}
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if ( m_packed.m_minLOD != curState.m_packed.m_minLOD )
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{
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gGL->glTexParameteri( target, GL_TEXTURE_MIN_LOD, m_packed.m_minLOD );
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}
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if ( m_lodBias != curState.m_lodBias )
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{
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// Could use TexParameterf instead, but we don't currently grab it. This works fine, too.
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gGL->glTexParameterfv( target, GL_TEXTURE_LOD_BIAS, &m_lodBias );
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}
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if ( m_packed.m_compareMode != curState.m_packed.m_compareMode )
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{
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gGL->glTexParameteri( target, GL_TEXTURE_COMPARE_MODE_ARB, m_packed.m_compareMode ? GL_COMPARE_R_TO_TEXTURE_ARB : GL_NONE );
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if ( m_packed.m_compareMode )
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{
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gGL->glTexParameteri( target, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL );
|
|
}
|
|
}
|
|
|
|
if ( ( gGL->m_bHave_GL_EXT_texture_sRGB_decode ) && ( m_packed.m_srgb != curState.m_packed.m_srgb ) )
|
|
{
|
|
gGL->glTexParameteri( target, GL_TEXTURE_SRGB_DECODE_EXT, m_packed.m_srgb ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT );
|
|
}
|
|
}
|
|
|
|
inline void SetToTarget( GLenum target )
|
|
{
|
|
static const GLenum dxtogl_addressMode[] = { GL_REPEAT, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER, (GLenum)-1 };
|
|
static const GLenum dxtogl_magFilter[4] = { GL_NEAREST, GL_NEAREST, GL_LINEAR, GL_LINEAR };
|
|
static const GLenum dxtogl_minFilter[4][4] = // indexed by _D3DTEXTUREFILTERTYPE on both axes: [row is min filter][col is mip filter].
|
|
{
|
|
/* min = D3DTEXF_NONE */ { GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, (GLenum)-1 }, // D3DTEXF_NONE we just treat like POINT
|
|
/* min = D3DTEXF_POINT */ { GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, (GLenum)-1 },
|
|
/* min = D3DTEXF_LINEAR */ { GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, (GLenum)-1 },
|
|
/* min = D3DTEXF_ANISOTROPIC */ { GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, (GLenum)-1 }, // no diff from prior row, set maxAniso to effect the sampling
|
|
};
|
|
|
|
gGL->glTexParameteri( target, GL_TEXTURE_WRAP_S, dxtogl_addressMode[m_packed.m_addressU] );
|
|
gGL->glTexParameteri( target, GL_TEXTURE_WRAP_T, dxtogl_addressMode[m_packed.m_addressV] );
|
|
gGL->glTexParameteri( target, GL_TEXTURE_WRAP_R, dxtogl_addressMode[m_packed.m_addressW] );
|
|
gGL->glTexParameteri( target, GL_TEXTURE_MIN_FILTER, dxtogl_minFilter[m_packed.m_minFilter][m_packed.m_mipFilter] );
|
|
gGL->glTexParameteri( target, GL_TEXTURE_MAG_FILTER, dxtogl_magFilter[m_packed.m_magFilter] );
|
|
gGL->glTexParameteri( target, GL_TEXTURE_MAX_ANISOTROPY_EXT, m_packed.m_maxAniso );
|
|
|
|
float flBorderColor[4] = { 0, 0, 0, 0 };
|
|
if ( m_borderColor )
|
|
{
|
|
flBorderColor[0] = ((m_borderColor >> 16) & 0xFF) * (1.0f/255.0f); //R
|
|
flBorderColor[1] = ((m_borderColor >> 8) & 0xFF) * (1.0f/255.0f); //G
|
|
flBorderColor[2] = ((m_borderColor ) & 0xFF) * (1.0f/255.0f); //B
|
|
flBorderColor[3] = ((m_borderColor >> 24) & 0xFF) * (1.0f/255.0f); //A
|
|
}
|
|
gGL->glTexParameterfv( target, GL_TEXTURE_BORDER_COLOR, flBorderColor ); // <-- this crashes ATI's driver, remark it out
|
|
gGL->glTexParameteri( target, GL_TEXTURE_MIN_LOD, m_packed.m_minLOD );
|
|
gGL->glTexParameterfv( target, GL_TEXTURE_LOD_BIAS, &m_lodBias );
|
|
gGL->glTexParameteri( target, GL_TEXTURE_COMPARE_MODE_ARB, m_packed.m_compareMode ? GL_COMPARE_R_TO_TEXTURE_ARB : GL_NONE );
|
|
if ( m_packed.m_compareMode )
|
|
{
|
|
gGL->glTexParameteri( target, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL );
|
|
}
|
|
if ( gGL->m_bHave_GL_EXT_texture_sRGB_decode )
|
|
{
|
|
gGL->glTexParameteri( target, GL_TEXTURE_SRGB_DECODE_EXT, m_packed.m_srgb ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT );
|
|
}
|
|
}
|
|
};
|
|
|
|
//===============================================================================
|
|
|
|
class CGLMTex
|
|
{
|
|
|
|
public:
|
|
|
|
void Lock( GLMTexLockParams *params, char** addressOut, int* yStrideOut, int *zStrideOut );
|
|
void Unlock( GLMTexLockParams *params );
|
|
GLuint GetTexName() { return m_texName; }
|
|
|
|
protected:
|
|
friend class GLMContext; // only GLMContext can make CGLMTex objects
|
|
friend class GLMTester;
|
|
friend class CGLMFBO;
|
|
|
|
friend struct IDirect3DDevice9;
|
|
friend struct IDirect3DBaseTexture9;
|
|
friend struct IDirect3DTexture9;
|
|
friend struct IDirect3DSurface9;
|
|
friend struct IDirect3DCubeTexture9;
|
|
friend struct IDirect3DVolumeTexture9;
|
|
|
|
CGLMTex( GLMContext *ctx, GLMTexLayout *layout, uint levels, const char *debugLabel = NULL );
|
|
~CGLMTex( );
|
|
|
|
int CalcSliceIndex( int face, int mip );
|
|
void CalcTexelDataOffsetAndStrides( int sliceIndex, int x, int y, int z, int *offsetOut, int *yStrideOut, int *zStrideOut );
|
|
|
|
void ReadTexels( GLMTexLockDesc *desc, bool readWholeSlice=true );
|
|
void WriteTexels( GLMTexLockDesc *desc, bool writeWholeSlice=true, bool noDataWrite=false );
|
|
// last param lets us send NULL data ptr (only legal with uncompressed formats, beware)
|
|
// this helps out ResetSRGB.
|
|
|
|
#if defined( OSX )
|
|
void HandleSRGBMismatch( bool srgb, int &srgbFlipCount );
|
|
void ResetSRGB( bool srgb, bool noDataWrite );
|
|
// re-specify texture format to match desired sRGB form
|
|
// noWrite means send NULL for texel source addresses instead of actual data - ideal for RT's
|
|
#endif
|
|
|
|
bool IsRBODirty() const;
|
|
void ForceRBONonDirty();
|
|
void ForceRBODirty();
|
|
|
|
// re-specify texture format to match desired sRGB form
|
|
// noWrite means send NULL for texel source addresses instead of actual data - ideal for RT's
|
|
|
|
GLuint m_texName; // name of this texture in the context
|
|
GLenum m_texGLTarget;
|
|
uint m_nSamplerType; // SAMPLER_2D, etc.
|
|
|
|
GLMTexSamplingParams m_SamplingParams;
|
|
|
|
GLMTexLayout *m_layout; // layout of texture (shared across all tex with same layout)
|
|
|
|
uint m_nLastResolvedBatchCounter;
|
|
|
|
int m_minActiveMip;//index of lowest mip that has been written. used to drive setting of GL_TEXTURE_MAX_LEVEL.
|
|
int m_maxActiveMip;//index of highest mip that has been written. used to drive setting of GL_TEXTURE_MAX_LEVEL.
|
|
|
|
GLMContext *m_ctx; // link back to parent context
|
|
|
|
|
|
CGLMFBO *m_pBlitSrcFBO;
|
|
CGLMFBO *m_pBlitDstFBO;
|
|
GLuint m_rboName; // name of MSAA RBO backing the tex if MSAA enabled (or zero)
|
|
|
|
int m_rtAttachCount; // how many RT's have this texture attached somewhere
|
|
|
|
char *m_backing; // backing storage if available
|
|
|
|
int m_lockCount; // lock reqs are stored in the GLMContext for tracking
|
|
|
|
CUtlVector<unsigned char> m_sliceFlags;
|
|
|
|
char *m_debugLabel; // strdup() of debugLabel passed in, or NULL
|
|
|
|
bool m_texClientStorage; // was CS selected for texture
|
|
bool m_texPreloaded; // has it been kicked into VRAM with GLMContext::PreloadTex yet
|
|
|
|
int m_srgbFlipCount;
|
|
#if GLMDEBUG
|
|
CGLMTex *m_pPrevTex;
|
|
CGLMTex *m_pNextTex;
|
|
#endif
|
|
};
|
|
|
|
#endif
|