Index: ps/trunk/source/renderer/backend/gl/DeviceCommandContext.cpp
===================================================================
--- ps/trunk/source/renderer/backend/gl/DeviceCommandContext.cpp (revision 26188)
+++ ps/trunk/source/renderer/backend/gl/DeviceCommandContext.cpp (revision 26189)
@@ -1,123 +1,123 @@
/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
#include "precompiled.h"
#include "DeviceCommandContext.h"
#include "renderer/backend/gl/Texture.h"
namespace Renderer
{
namespace Backend
{
namespace GL
{
// static
std::unique_ptr CDeviceCommandContext::Create()
{
std::unique_ptr deviceCommandContext(new CDeviceCommandContext());
return deviceCommandContext;
}
CDeviceCommandContext::CDeviceCommandContext() = default;
CDeviceCommandContext::~CDeviceCommandContext() = default;
void CDeviceCommandContext::UploadTexture(
CTexture* texture, const Format format,
const void* data, const size_t dataSize,
const uint32_t level, const uint32_t layer)
{
UploadTextureRegion(texture, format, data, dataSize,
0, 0, texture->GetWidth(), texture->GetHeight(), level, layer);
}
void CDeviceCommandContext::UploadTextureRegion(
- CTexture* texture, const Format format,
+ CTexture* texture, const Format dataFormat,
const void* data, const size_t dataSize,
const uint32_t xOffset, const uint32_t yOffset,
const uint32_t width, const uint32_t height,
const uint32_t level, const uint32_t layer)
{
if (texture->GetType() == CTexture::Type::TEXTURE_2D)
{
ENSURE(level == 0 && layer == 0);
if (texture->GetFormat() == Format::R8G8B8A8 || texture->GetFormat() == Format::A8)
{
ENSURE(width > 0 && height > 0);
- ENSURE(texture->GetFormat() == format);
- const size_t bpp = format == Format::R8G8B8A8 ? 4 : 1;
+ ENSURE(texture->GetFormat() == dataFormat);
+ const size_t bpp = dataFormat == Format::R8G8B8A8 ? 4 : 1;
ENSURE(dataSize == width * height * bpp);
ENSURE(xOffset + width <= texture->GetWidth());
ENSURE(yOffset + height <= texture->GetHeight());
glBindTexture(GL_TEXTURE_2D, texture->GetHandle());
glTexSubImage2D(GL_TEXTURE_2D, level,
xOffset, yOffset, width, height,
- format == Format::R8G8B8A8 ? GL_RGBA : GL_ALPHA, GL_UNSIGNED_BYTE, data);
+ dataFormat == Format::R8G8B8A8 ? GL_RGBA : GL_ALPHA, GL_UNSIGNED_BYTE, data);
glBindTexture(GL_TEXTURE_2D, 0);
ogl_WarnIfError();
}
else
debug_warn("Unsupported format");
}
else if (texture->GetType() == CTexture::Type::TEXTURE_CUBE)
{
if (texture->GetFormat() == Format::R8G8B8A8)
{
- ENSURE(texture->GetFormat() == format);
- ENSURE(level == 0 && 0 <= layer && layer < 6);
+ ENSURE(texture->GetFormat() == dataFormat);
+ ENSURE(level == 0 && layer < 6);
ENSURE(xOffset == 0 && yOffset == 0 && texture->GetWidth() == width && texture->GetHeight() == height);
const size_t bpp = 4;
ENSURE(dataSize == width * height * bpp);
// The order of layers should be the following:
// front, back, top, bottom, right, left
static const GLenum targets[6] =
{
GL_TEXTURE_CUBE_MAP_POSITIVE_X,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
};
glBindTexture(GL_TEXTURE_CUBE_MAP, texture->GetHandle());
glTexImage2D(targets[layer], level, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
ogl_WarnIfError();
}
else
debug_warn("Unsupported format");
}
else
debug_warn("Unsupported type");
}
} // namespace GL
} // namespace Backend
} // namespace Renderer
Index: ps/trunk/source/renderer/backend/gl/DeviceCommandContext.h
===================================================================
--- ps/trunk/source/renderer/backend/gl/DeviceCommandContext.h (revision 26188)
+++ ps/trunk/source/renderer/backend/gl/DeviceCommandContext.h (revision 26189)
@@ -1,62 +1,62 @@
/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
#ifndef INCLUDED_RENDERER_GL_DEVICECOMMANDCONTEXT
#define INCLUDED_RENDERER_GL_DEVICECOMMANDCONTEXT
#include "renderer/backend/Format.h"
#include
namespace Renderer
{
namespace Backend
{
namespace GL
{
class CTexture;
class CDeviceCommandContext
{
public:
~CDeviceCommandContext();
static std::unique_ptr Create();
- void UploadTexture(CTexture* texture, const Format format,
+ void UploadTexture(CTexture* texture, const Format dataFormat,
const void* data, const size_t dataSize,
const uint32_t level = 0, const uint32_t layer = 0);
- void UploadTextureRegion(CTexture* texture, const Format format,
+ void UploadTextureRegion(CTexture* texture, const Format dataFormat,
const void* data, const size_t dataSize,
const uint32_t xOffset, const uint32_t yOffset,
const uint32_t width, const uint32_t height,
const uint32_t level = 0, const uint32_t layer = 0);
private:
CDeviceCommandContext();
};
} // namespace GL
} // namespace Backend
} // namespace Renderer
#endif // INCLUDED_RENDERER_GL_DEVICECOMMANDCONTEXT