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