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); } } }
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; } }