/* * Copyright (c) 2021, Jesse Buhagiar * Copyright (c) 2021, Stephan Unverwerth * * SPDX-License-Identifier: BSD-2-Clause */ #include #include namespace GL { void Texture2D::upload_texture_data(GLuint lod, GLint internal_format, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid const* pixels, GLsizei pixels_per_row, u8 byte_alignment) { // NOTE: Some target, format, and internal formats are currently unsupported. // Considering we control this library, and `gl.h` itself, we don't need to add any // checks here to see if we support them; the program will simply fail to compile.. auto& mip = m_mipmaps[lod]; mip.set_width(width); mip.set_height(height); // No pixel data was supplied leave the texture memory uninitialized. if (pixels == nullptr) return; m_internal_format = internal_format; replace_sub_texture_data(lod, 0, 0, width, height, format, type, pixels, pixels_per_row, byte_alignment); } void Texture2D::replace_sub_texture_data(GLuint lod, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid const* pixels, GLsizei pixels_per_row, u8 byte_alignment) { auto& mip = m_mipmaps[lod]; // FIXME: We currently only support GL_UNSIGNED_BYTE and GL_UNSIGNED_SHORT_5_6_5 pixel data VERIFY(type == GL_UNSIGNED_BYTE || type == GL_UNSIGNED_SHORT_5_6_5); VERIFY(xoffset >= 0 && yoffset >= 0 && xoffset + width <= mip.width() && yoffset + height <= mip.height()); VERIFY(pixels_per_row == 0 || pixels_per_row >= xoffset + width); // FIXME: We currently depend on the first glTexImage2D call to attach an image to mipmap level 0, which initializes the GPU image // Ideally we would create separate GPU images for each level and merge them into a final image // once used for rendering for the first time. if (device_image().is_null()) return; u8 pixel_size_bytes; switch (type) { case GL_UNSIGNED_BYTE: pixel_size_bytes = (format == GL_RGBA || format == GL_BGRA) ? 4 : 3; break; case GL_UNSIGNED_SHORT_5_6_5: pixel_size_bytes = sizeof(u16); break; default: VERIFY_NOT_REACHED(); } // Calculate row offset at end to fit alignment int const physical_width = pixels_per_row > 0 ? pixels_per_row : width; size_t const physical_width_bytes = physical_width * pixel_size_bytes; SoftGPU::ImageDataLayout layout; layout.column_stride = pixel_size_bytes; layout.row_stride = physical_width_bytes + (byte_alignment - physical_width_bytes % byte_alignment) % byte_alignment; layout.depth_stride = 0; if (type == GL_UNSIGNED_SHORT_5_6_5) { layout.format = SoftGPU::ImageFormat::RGB565; } else if (type == GL_UNSIGNED_BYTE) { if (format == GL_RGB) layout.format = SoftGPU::ImageFormat::RGB888; else if (format == GL_BGR) layout.format = SoftGPU::ImageFormat::BGR888; else if (format == GL_RGBA) layout.format = SoftGPU::ImageFormat::RGBA8888; else if (format == GL_BGRA) layout.format = SoftGPU::ImageFormat::BGRA8888; } Vector3 offset { static_cast(xoffset), static_cast(yoffset), 0 }; Vector3 size { static_cast(width), static_cast(height), 1 }; device_image()->write_texels(0, lod, offset, size, pixels, layout); } }