assume constant dimensions for created textures, shaves a lot of time in uploading
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322fbf6bbd
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@ -119,11 +119,14 @@ GLuint get_scratch_vertex_array(void) {
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}
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GPUTexture create_gpu_texture(TextureFilter filter, bool generate_mipmaps) {
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GPUTexture create_gpu_texture(TextureFilter filter, bool generate_mipmaps, int channels, int width, int height) {
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GLuint texture;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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SDL_assert(width > 0 && height > 0);
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SDL_assert(channels > 0 && channels <= 4);
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#if !defined(EMSCRIPTEN)
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glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, (GLboolean)generate_mipmaps);
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#else
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@ -146,19 +149,6 @@ GPUTexture create_gpu_texture(TextureFilter filter, bool generate_mipmaps) {
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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#endif
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glBindTexture(GL_TEXTURE_2D, 0);
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return texture;
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}
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void delete_gpu_texture(GPUTexture texture) {
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glDeleteTextures(1, &texture);
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}
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void upload_gpu_texture(GPUTexture texture, void *pixels, int channels, int width, int height) {
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glBindTexture(GL_TEXTURE_2D, texture);
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int format_internal, format;
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if (channels == 4) {
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#ifdef EMSCRIPTEN
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@ -179,9 +169,11 @@ void upload_gpu_texture(GPUTexture texture, void *pixels, int channels, int widt
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format = GL_ALPHA;
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} else {
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CRY("upload_gpu_texture", "Unsupported channel count");
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return;
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format_internal = GL_ALPHA;
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format = GL_ALPHA;
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}
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/* preallocate texture storage in advance */
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glTexImage2D(GL_TEXTURE_2D,
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0,
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format_internal,
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@ -190,7 +182,46 @@ void upload_gpu_texture(GPUTexture texture, void *pixels, int channels, int widt
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0,
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format,
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GL_UNSIGNED_BYTE,
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pixels);
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NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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return texture;
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}
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void delete_gpu_texture(GPUTexture texture) {
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glDeleteTextures(1, &texture);
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}
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void upload_gpu_texture(GPUTexture texture, void *pixels, int channels, int width, int height) {
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glBindTexture(GL_TEXTURE_2D, texture);
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int format;
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if (channels == 4) {
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format = GL_RGBA;
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} else if (channels == 3) {
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format = GL_RGB;
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} else if (channels == 1) {
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format = GL_ALPHA;
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} else {
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CRY("upload_gpu_texture", "Unsupported channel count");
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return;
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}
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profile_start("texture upload");
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glTexSubImage2D(GL_TEXTURE_2D,
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0,
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0,
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0,
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width,
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height,
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format,
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GL_UNSIGNED_BYTE,
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pixels);
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profile_end("texture upload");
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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@ -11,7 +11,8 @@ typedef enum TextureFilter {
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TEXTURE_FILTER_LINEAR,
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} TextureFilter;
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GPUTexture create_gpu_texture(TextureFilter filter, bool generate_mipmaps);
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/* allocate a texture storage with constant parameters */
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GPUTexture create_gpu_texture(TextureFilter filter, bool generate_mipmaps, int channels, int width, int height);
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void delete_gpu_texture(GPUTexture texture);
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@ -150,7 +150,7 @@ static FontData *text_load_font_data(const char *path, int height_px) {
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stbtt_PackEnd(&pctx);
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}
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font_data->texture = create_gpu_texture(ctx.font_filtering, true);
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font_data->texture = create_gpu_texture(ctx.font_filtering, true, 1, (int)ctx.font_texture_size, (int)ctx.font_texture_size);
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upload_gpu_texture(
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font_data->texture,
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bitmap,
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@ -193,7 +193,7 @@ static SDL_Surface *create_surface(int width, int height) {
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static void add_new_atlas(TextureCache *cache) {
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SDL_Surface *new_atlas = create_surface((int)ctx.texture_atlas_size, (int)ctx.texture_atlas_size);
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arrput(cache->atlas_surfaces, new_atlas);
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arrput(cache->atlas_textures, create_gpu_texture(TEXTURE_FILTER_NEAREAST, true));
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arrput(cache->atlas_textures, create_gpu_texture(TEXTURE_FILTER_NEAREAST, true, 4, (int)ctx.texture_atlas_size, (int)ctx.texture_atlas_size));
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}
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@ -510,7 +510,7 @@ void textures_update_atlas(TextureCache *cache) {
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if (!is_power_of_two(response.data->w) || !is_power_of_two(response.data->h))
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log_warn("Unportable texture dimensions for %s, should be powers of 2", cache->hash[texture_load_queue[i].index].key);
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}
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response.loner_texture = create_gpu_texture(TEXTURE_FILTER_NEAREAST, true);
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response.loner_texture = create_gpu_texture(TEXTURE_FILTER_NEAREAST, true, response.data->format->BytesPerPixel, response.data->w, response.data->h);
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upload_texture_from_surface(response.loner_texture, response.data);
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response.srcrect = (Rect) { .w = (float)response.data->w, .h = (float)response.data->h };
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@ -642,7 +642,11 @@ void textures_bind_repeating(const TextureCache *cache, TextureKey key) {
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const Texture texture = cache->hash[key.id].value;
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const GPUTexture repeating_texture = create_gpu_texture(TEXTURE_FILTER_NEAREAST, false);
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const GPUTexture repeating_texture = create_gpu_texture(TEXTURE_FILTER_NEAREAST,
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false,
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texture.data->format->BytesPerPixel,
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texture.data->w,
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texture.data->h);
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SDL_LockSurface(texture.data);
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