Example #1
0
        private void CreateImmutableStorage()
        {
            TextureTarget target = _info.Target.Convert();

            GL.ActiveTexture(TextureUnit.Texture0);

            GL.BindTexture(target, Handle);

            FormatInfo format = FormatTable.GetFormatInfo(_info.Format);

            SizedInternalFormat internalFormat;

            if (format.IsCompressed)
            {
                internalFormat = (SizedInternalFormat)format.PixelFormat;
            }
            else
            {
                internalFormat = (SizedInternalFormat)format.PixelInternalFormat;
            }

            switch (_info.Target)
            {
            case Target.Texture1D:
                GL.TexStorage1D(
                    TextureTarget1d.Texture1D,
                    _info.Levels,
                    internalFormat,
                    _info.Width);
                break;

            case Target.Texture1DArray:
                GL.TexStorage2D(
                    TextureTarget2d.Texture1DArray,
                    _info.Levels,
                    internalFormat,
                    _info.Width,
                    _info.Height);
                break;

            case Target.Texture2D:
                GL.TexStorage2D(
                    TextureTarget2d.Texture2D,
                    _info.Levels,
                    internalFormat,
                    _info.Width,
                    _info.Height);
                break;

            case Target.Texture2DArray:
                GL.TexStorage3D(
                    TextureTarget3d.Texture2DArray,
                    _info.Levels,
                    internalFormat,
                    _info.Width,
                    _info.Height,
                    _info.Depth);
                break;

            case Target.Texture2DMultisample:
                GL.TexStorage2DMultisample(
                    TextureTargetMultisample2d.Texture2DMultisample,
                    _info.Samples,
                    internalFormat,
                    _info.Width,
                    _info.Height,
                    true);
                break;

            case Target.Texture2DMultisampleArray:
                GL.TexStorage3DMultisample(
                    TextureTargetMultisample3d.Texture2DMultisampleArray,
                    _info.Samples,
                    internalFormat,
                    _info.Width,
                    _info.Height,
                    _info.Depth,
                    true);
                break;

            case Target.Texture3D:
                GL.TexStorage3D(
                    TextureTarget3d.Texture3D,
                    _info.Levels,
                    internalFormat,
                    _info.Width,
                    _info.Height,
                    _info.Depth);
                break;

            case Target.Cubemap:
                GL.TexStorage2D(
                    TextureTarget2d.TextureCubeMap,
                    _info.Levels,
                    internalFormat,
                    _info.Width,
                    _info.Height);
                break;

            case Target.CubemapArray:
                GL.TexStorage3D(
                    (TextureTarget3d)All.TextureCubeMapArray,
                    _info.Levels,
                    internalFormat,
                    _info.Width,
                    _info.Height,
                    _info.Depth);
                break;

            default:
                Logger.PrintDebug(LogClass.Gpu, $"Invalid or unsupported texture target: {target}.");
                break;
            }
        }
Example #2
0
 private static void Add(Format format, FormatInfo info)
 {
     Table[(int)format] = info;
 }
Example #3
0
        private void SetData(IntPtr data, int size)
        {
            TextureTarget target = Target.Convert();

            Bind(target, 0);

            FormatInfo format = FormatTable.GetFormatInfo(Info.Format);

            int width  = Info.Width;
            int height = Info.Height;
            int depth  = Info.Depth;

            int offset = 0;

            for (int level = 0; level < Info.Levels; level++)
            {
                int mipSize = Info.GetMipSize(level);

                int endOffset = offset + mipSize;

                if ((uint)endOffset > (uint)size)
                {
                    return;
                }

                switch (Info.Target)
                {
                case Target.Texture1D:
                    if (format.IsCompressed)
                    {
                        GL.CompressedTexSubImage1D(
                            target,
                            level,
                            0,
                            width,
                            format.PixelFormat,
                            mipSize,
                            data);
                    }
                    else
                    {
                        GL.TexSubImage1D(
                            target,
                            level,
                            0,
                            width,
                            format.PixelFormat,
                            format.PixelType,
                            data);
                    }
                    break;

                case Target.Texture1DArray:
                case Target.Texture2D:
                    if (format.IsCompressed)
                    {
                        GL.CompressedTexSubImage2D(
                            target,
                            level,
                            0,
                            0,
                            width,
                            height,
                            format.PixelFormat,
                            mipSize,
                            data);
                    }
                    else
                    {
                        GL.TexSubImage2D(
                            target,
                            level,
                            0,
                            0,
                            width,
                            height,
                            format.PixelFormat,
                            format.PixelType,
                            data);
                    }
                    break;

                case Target.Texture2DArray:
                case Target.Texture3D:
                case Target.CubemapArray:
                    if (format.IsCompressed)
                    {
                        GL.CompressedTexSubImage3D(
                            target,
                            level,
                            0,
                            0,
                            0,
                            width,
                            height,
                            depth,
                            format.PixelFormat,
                            mipSize,
                            data);
                    }
                    else
                    {
                        GL.TexSubImage3D(
                            target,
                            level,
                            0,
                            0,
                            0,
                            width,
                            height,
                            depth,
                            format.PixelFormat,
                            format.PixelType,
                            data);
                    }
                    break;

                case Target.Cubemap:
                    int faceOffset = 0;

                    for (int face = 0; face < 6; face++, faceOffset += mipSize / 6)
                    {
                        if (format.IsCompressed)
                        {
                            GL.CompressedTexSubImage2D(
                                TextureTarget.TextureCubeMapPositiveX + face,
                                level,
                                0,
                                0,
                                width,
                                height,
                                format.PixelFormat,
                                mipSize / 6,
                                data + faceOffset);
                        }
                        else
                        {
                            GL.TexSubImage2D(
                                TextureTarget.TextureCubeMapPositiveX + face,
                                level,
                                0,
                                0,
                                width,
                                height,
                                format.PixelFormat,
                                format.PixelType,
                                data + faceOffset);
                        }
                    }
                    break;
                }

                data   += mipSize;
                offset += mipSize;

                width  = Math.Max(1, width >> 1);
                height = Math.Max(1, height >> 1);

                if (Target == Target.Texture3D)
                {
                    depth = Math.Max(1, depth >> 1);
                }
            }
        }