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

@@ -205,12 +205,13 @@ void TextureCubeMap::apply(State& state) const
if (!extensions->isCubeMapSupported())
return;
// get the globj for the current contextID.
GLuint& handle = getTextureObject(contextID);
// get the texture object for the current contextID.
TextureObject* textureObject = getTextureObject(contextID);
if (handle != 0)
if (textureObject != 0)
{
glBindTexture( GL_TEXTURE_CUBE_MAP, handle );
textureObject->bind();
if (getTextureParameterDirty(state.getContextID())) applyTexParameters(GL_TEXTURE_CUBE_MAP,state);
if (_subloadCallback.valid())
@@ -224,7 +225,7 @@ void TextureCubeMap::apply(State& state) const
const osg::Image* image = _images[n].get();
if (image && getModifiedTag((Face)n,contextID) != image->getModifiedTag())
{
applyTexImage2D_subload( faceTarget[n], _images[n].get(), state, _textureWidth, _textureHeight, _numMipmapLevels);
applyTexImage2D_subload( state, faceTarget[n], _images[n].get(), _textureWidth, _textureHeight, _numMipmapLevels);
getModifiedTag((Face)n,contextID) = image->getModifiedTag();
}
}
@@ -233,8 +234,9 @@ void TextureCubeMap::apply(State& state) const
}
else if (_subloadCallback.valid())
{
glGenTextures( 1L, (GLuint *)&handle );
glBindTexture( GL_TEXTURE_CUBE_MAP, handle );
_textureObjectBuffer[contextID] = textureObject = getTextureObjectManager()->generateTextureObject(contextID,GL_TEXTURE_CUBE_MAP);
textureObject->bind();
applyTexParameters(GL_TEXTURE_CUBE_MAP,state);
@@ -244,14 +246,22 @@ void TextureCubeMap::apply(State& state) const
// 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_CUBE_MAP, handle );
//glBindTexture( GL_TEXTURE_CUBE_MAP, handle );
}
else if (imagesValid())
{
glGenTextures( 1L, (GLuint *)&handle );
glBindTexture( GL_TEXTURE_CUBE_MAP, handle );
// compute the internal texture format, this set the _internalFormat to an appropriate value.
computeInternalFormat();
// compute the dimensions of the texture.
computeRequiredTextureDimensions(state,*_images[0],_textureWidth, _textureHeight, _numMipmapLevels);
_textureObjectBuffer[contextID] = textureObject = getTextureObjectManager()->reuseOrGenerateTextureObject(
contextID,GL_TEXTURE_CUBE_MAP,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,0);
textureObject->bind();
applyTexParameters(GL_TEXTURE_CUBE_MAP,state);
@@ -260,28 +270,26 @@ void TextureCubeMap::apply(State& state) const
const osg::Image* image = _images[n].get();
if (image)
{
applyTexImage2D_load( faceTarget[n], image, state, _textureWidth, _textureHeight, _numMipmapLevels);
if (textureObject->isAllocated())
{
applyTexImage2D_subload( state, faceTarget[n], image, _textureWidth, _textureHeight, _numMipmapLevels);
}
else
{
applyTexImage2D_load( state, faceTarget[n], image, _textureWidth, _textureHeight, _numMipmapLevels);
}
getModifiedTag((Face)n,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)
TextureCubeMap* non_const_this = const_cast<TextureCubeMap*>(this);
for (int n=0; n<6; n++)
{
if (_handleList[i]==0) ++numLeftToBind;
}
if (numLeftToBind==0)
{
TextureCubeMap* non_const_this = const_cast<TextureCubeMap*>(this);
for (int n=0; n<6; n++)
{
non_const_this->_images[n] = 0;
}
non_const_this->_images[n] = 0;
}
}
@@ -289,7 +297,7 @@ void TextureCubeMap::apply(State& state) const
// 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_CUBE_MAP, handle );
//glBindTexture( GL_TEXTURE_CUBE_MAP, handle );
}
else