Added support for texture object manager, which provides an automatic mechansim

for reusing deleted textures.
This commit is contained in:
Robert Osfield
2003-07-14 14:42:10 +00:00
parent 94d8e72ad3
commit 1b9d7d458a
18 changed files with 795 additions and 387 deletions

View File

@@ -26,7 +26,7 @@ Texture3D::Texture3D():
_textureWidth(0),
_textureHeight(0),
_textureDepth(0),
_numMimpmapLevels(0)
_numMipmapLevels(0)
{
}
@@ -36,7 +36,7 @@ Texture3D::Texture3D(const Texture3D& text,const CopyOp& copyop):
_textureWidth(text._textureWidth),
_textureHeight(text._textureHeight),
_textureDepth(text._textureDepth),
_numMimpmapLevels(text._numMimpmapLevels),
_numMipmapLevels(text._numMipmapLevels),
_subloadCallback(text._subloadCallback)
{
}
@@ -109,13 +109,14 @@ void Texture3D::apply(State& state) const
return;
}
// get the globj for the current contextID.
GLuint& handle = getTextureObject(contextID);
if (handle != 0)
// get the texture object for the current contextID.
TextureObject* textureObject = getTextureObject(contextID);
if (textureObject)
{
// we have a valid image
textureObject->bind();
glBindTexture( GL_TEXTURE_3D, handle );
if (getTextureParameterDirty(state.getContextID())) applyTexParameters(GL_TEXTURE_3D,state);
if (_subloadCallback.valid())
@@ -124,7 +125,7 @@ void Texture3D::apply(State& state) const
}
else if (_image.get() && getModifiedTag(contextID) != _image->getModifiedTag())
{
applyTexImage3D(GL_TEXTURE_3D,_image.get(),state, _textureWidth, _textureHeight, _textureDepth,_numMimpmapLevels);
applyTexImage3D(GL_TEXTURE_3D,_image.get(),state, _textureWidth, _textureHeight, _textureDepth,_numMipmapLevels);
// update the modified tag to show that it is upto date.
getModifiedTag(contextID) = _image->getModifiedTag();
@@ -134,53 +135,50 @@ void Texture3D::apply(State& state) const
else if (_subloadCallback.valid())
{
glGenTextures( 1L, (GLuint *)&handle );
glBindTexture( GL_TEXTURE_3D, handle );
_textureObjectBuffer[contextID] = textureObject = getTextureObjectManager()->generateTextureObject(contextID,GL_TEXTURE_2D);
textureObject->bind();
applyTexParameters(GL_TEXTURE_3D,state);
_subloadCallback->load(*this,state);
textureObject->setAllocated(_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,_textureDepth,0);
// in theory the following line is redundent, but in practice
// have found that the first frame drawn doesn't apply the textures
// unless a second bind is called?!!
// perhaps it is the first glBind which is not required...
glBindTexture( GL_TEXTURE_3D, handle );
//glBindTexture( GL_TEXTURE_3D, handle );
}
else if (_image.valid() && _image->data())
{
glGenTextures( 1L, (GLuint *)&handle );
glBindTexture( GL_TEXTURE_3D, handle );
_textureObjectBuffer[contextID] = textureObject = getTextureObjectManager()->generateTextureObject(contextID,GL_TEXTURE_2D);
textureObject->bind();
applyTexParameters(GL_TEXTURE_3D,state);
applyTexImage3D(GL_TEXTURE_3D,_image.get(),state, _textureWidth, _textureHeight, _textureDepth,_numMimpmapLevels);
applyTexImage3D(GL_TEXTURE_3D,_image.get(),state, _textureWidth, _textureHeight, _textureDepth,_numMipmapLevels);
textureObject->setAllocated(_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,_textureDepth,0);
// update the modified tag to show that it is upto date.
getModifiedTag(contextID) = _image->getModifiedTag();
if (_unrefImageDataAfterApply)
if (_unrefImageDataAfterApply && areAllTextureObjectsLoaded())
{
// only unref image once all the graphics contexts has been set up.
unsigned int numLeftToBind=0;
for(unsigned int i=0;i<DisplaySettings::instance()->getMaxNumberOfGraphicsContexts();++i)
{
if (_handleList[i]==0) ++numLeftToBind;
}
if (numLeftToBind==0)
{
Texture3D* non_const_this = const_cast<Texture3D*>(this);
non_const_this->_image = 0;
}
Texture3D* non_const_this = const_cast<Texture3D*>(this);
non_const_this->_image = 0;
}
// in theory the following line is redundent, but in practice
// have found that the first frame drawn doesn't apply the textures
// unless a second bind is called?!!
// perhaps it is the first glBind which is not required...
glBindTexture( GL_TEXTURE_3D, handle );
//glBindTexture( GL_TEXTURE_3D, handle );
}
else
@@ -194,7 +192,7 @@ void Texture3D::computeInternalFormat() const
if (_image.valid()) computeInternalFormatWithImage(*_image);
}
void Texture3D::applyTexImage3D(GLenum target, Image* image, State& state, GLsizei& inwidth, GLsizei& inheight, GLsizei& indepth, GLsizei& numMimpmapLevels) const
void Texture3D::applyTexImage3D(GLenum target, Image* image, State& state, GLsizei& inwidth, GLsizei& inheight, GLsizei& indepth, GLsizei& numMipmapLevels) const
{
// if we don't have a valid image we can't create a texture!
if (!image || !image->data())
@@ -223,7 +221,7 @@ void Texture3D::applyTexImage3D(GLenum target, Image* image, State& state, GLsiz
if( _min_filter == LINEAR || _min_filter == NEAREST )
{
numMimpmapLevels = 1;
numMipmapLevels = 1;
extensions->glTexImage3D( target, 0, _internalFormat,
image->s(), image->t(), image->r(), 0,
(GLenum)image->getPixelFormat(),
@@ -235,7 +233,7 @@ void Texture3D::applyTexImage3D(GLenum target, Image* image, State& state, GLsiz
if(!image->isMipmap())
{
numMimpmapLevels = 1;
numMipmapLevels = 1;
extensions->gluBuild3DMipmaps( target, _internalFormat,
image->s(),image->t(),image->r(),
@@ -245,13 +243,13 @@ void Texture3D::applyTexImage3D(GLenum target, Image* image, State& state, GLsiz
}
else
{
numMimpmapLevels = image->getNumMipmapLevels();
numMipmapLevels = image->getNumMipmapLevels();
int width = image->s();
int height = image->t();
int depth = image->r();
for( GLsizei k = 0 ; k < numMimpmapLevels && (width || height || depth) ;k++)
for( GLsizei k = 0 ; k < numMipmapLevels && (width || height || depth) ;k++)
{
if (width == 0)
@@ -284,21 +282,20 @@ void Texture3D::applyTexImage3D(GLenum target, Image* image, State& state, GLsiz
void Texture3D::copyTexSubImage3D(State& state, int xoffset, int yoffset, int zoffset, int x, int y, int width, int height )
{
const unsigned int contextID = state.getContextID();
// get the globj for the current contextID.
GLuint& handle = getTextureObject(contextID);
const Extensions* extensions = getExtensions(contextID,true);
if (handle)
{
// we have a valid image
glBindTexture( GL_TEXTURE_3D, handle );
// get the texture object for the current contextID.
TextureObject* textureObject = getTextureObject(contextID);
if (textureObject != 0)
{
textureObject->bind();
applyTexParameters(GL_TEXTURE_3D,state);
extensions->glCopyTexSubImage3D( GL_TEXTURE_3D, 0, xoffset,yoffset,zoffset, x, y, width, height);
/* Redundant, delete later */
glBindTexture( GL_TEXTURE_3D, handle );
//glBindTexture( GL_TEXTURE_3D, handle );
// inform state that this texture is the current one bound.
state.haveAppliedAttribute(this);