[core] move Texture to the gfx namespace

This commit is contained in:
Konstantin Käfer
2019-03-06 18:26:32 +01:00
parent 2a25270298
commit a7f151ab48
21 changed files with 182 additions and 137 deletions

View File

@@ -2,6 +2,7 @@
#include <mbgl/gl/enum.hpp>
#include <mbgl/gl/vertex_buffer_resource.hpp>
#include <mbgl/gl/index_buffer_resource.hpp>
#include <mbgl/gl/texture_resource.hpp>
#include <mbgl/gl/debugging_extension.hpp>
#include <mbgl/gl/vertex_array_extension.hpp>
#include <mbgl/gl/program_binary_extension.hpp>
@@ -266,7 +267,7 @@ void Context::updateIndexBufferResource(const gfx::IndexBufferResource& resource
}
UniqueTexture Context::createTexture() {
UniqueTexture Context::createUniqueTexture() {
if (pooledTextures.empty()) {
pooledTextures.resize(TextureMax);
MBGL_CHECK_ERROR(glGenTextures(TextureMax, pooledTextures.data()));
@@ -468,83 +469,91 @@ Framebuffer Context::createFramebuffer(const Renderbuffer<RenderbufferType::RGBA
}
Framebuffer
Context::createFramebuffer(const Texture& color,
Context::createFramebuffer(const gfx::Texture& color,
const Renderbuffer<RenderbufferType::DepthStencil>& depthStencil) {
if (color.size != depthStencil.size) {
throw std::runtime_error("Renderbuffer size mismatch");
}
auto fbo = createFramebuffer();
bindFramebuffer = fbo;
MBGL_CHECK_ERROR(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
color.texture, 0));
MBGL_CHECK_ERROR(glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
reinterpret_cast<const gl::TextureResource&>(*color.resource).texture, 0));
bindDepthStencilRenderbuffer(depthStencil);
checkFramebuffer();
return { color.size, std::move(fbo) };
}
Framebuffer Context::createFramebuffer(const Texture& color) {
Framebuffer Context::createFramebuffer(const gfx::Texture& color) {
auto fbo = createFramebuffer();
bindFramebuffer = fbo;
MBGL_CHECK_ERROR(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
color.texture, 0));
MBGL_CHECK_ERROR(glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
reinterpret_cast<const gl::TextureResource&>(*color.resource).texture, 0));
checkFramebuffer();
return { color.size, std::move(fbo) };
}
Framebuffer
Context::createFramebuffer(const Texture& color,
Context::createFramebuffer(const gfx::Texture& color,
const Renderbuffer<RenderbufferType::DepthComponent>& depthTarget) {
if (color.size != depthTarget.size) {
throw std::runtime_error("Renderbuffer size mismatch");
}
auto fbo = createFramebuffer();
bindFramebuffer = fbo;
MBGL_CHECK_ERROR(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color.texture, 0));
MBGL_CHECK_ERROR(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthTarget.renderbuffer));
MBGL_CHECK_ERROR(glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
reinterpret_cast<const gl::TextureResource&>(*color.resource).texture, 0));
MBGL_CHECK_ERROR(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER,
depthTarget.renderbuffer));
checkFramebuffer();
return { depthTarget.size, std::move(fbo) };
}
UniqueTexture Context::createTexture(const Size size,
const void* data,
gfx::TexturePixelType format,
TextureUnit unit,
gfx::TextureChannelDataType type) {
auto obj = createTexture();
std::unique_ptr<const gfx::TextureResource>
Context::createTextureResource(const Size size,
const void* data,
gfx::TexturePixelType format,
uint8_t unit,
gfx::TextureChannelDataType type) {
auto obj = createUniqueTexture();
std::unique_ptr<const gfx::TextureResource> resource = std::make_unique<gl::TextureResource>(std::move(obj));
pixelStoreUnpack = { 1 };
updateTexture(obj, size, data, format, unit, type);
updateTextureResource(*resource, size, data, format, unit, type);
// We are using clamp to edge here since OpenGL ES doesn't allow GL_REPEAT on NPOT textures.
// We use those when the pixelRatio isn't a power of two, e.g. on iPhone 6 Plus.
MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST));
MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST));
return obj;
return resource;
}
void Context::updateTexture(TextureID id,
const Size size,
const void* data,
gfx::TexturePixelType format,
TextureUnit unit,
gfx::TextureChannelDataType type) {
void Context::updateTextureResource(const gfx::TextureResource& resource,
const Size size,
const void* data,
gfx::TexturePixelType format,
uint8_t unit,
gfx::TextureChannelDataType type) {
activeTextureUnit = unit;
texture[unit] = id;
texture[unit] = reinterpret_cast<const gl::TextureResource&>(resource).texture;
MBGL_CHECK_ERROR(glTexImage2D(GL_TEXTURE_2D, 0, Enum<gfx::TexturePixelType>::to(format),
size.width, size.height, 0,
Enum<gfx::TexturePixelType>::to(format),
Enum<gfx::TextureChannelDataType>::to(type), data));
}
void Context::bindTexture(Texture& obj,
TextureUnit unit,
void Context::bindTexture(gfx::Texture& obj,
uint8_t unit,
gfx::TextureFilterType filter,
gfx::TextureMipMapType mipmap,
gfx::TextureWrapType wrapX,
gfx::TextureWrapType wrapY) {
TextureID id = reinterpret_cast<const gl::TextureResource&>(*obj.resource).texture;
if (filter != obj.filter || mipmap != obj.mipmap || wrapX != obj.wrapX || wrapY != obj.wrapY) {
activeTextureUnit = unit;
texture[unit] = obj.texture;
texture[unit] = id;
if (filter != obj.filter || mipmap != obj.mipmap) {
MBGL_CHECK_ERROR(glTexParameteri(
@@ -571,11 +580,11 @@ void Context::bindTexture(Texture& obj,
wrapY == gfx::TextureWrapType::Clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT));
obj.wrapY = wrapY;
}
} else if (texture[unit] != obj.texture) {
} else if (texture[unit] != id) {
// We are checking first to avoid setting the active texture without a subsequent
// texture bind.
activeTextureUnit = unit;
texture[unit] = obj.texture;
texture[unit] = id;
}
}