CTexture: Make use of unsigned stream helpers where applicable
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4672b75ec1
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5363799228
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@ -21,7 +21,7 @@ CTexture::~CTexture()
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bool CTexture::BufferGL()
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{
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GLenum BindTarget = (mEnableMultisampling ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D);
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const GLenum BindTarget = (mEnableMultisampling ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D);
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glGenTextures(1, &mTextureID);
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glBindTexture(BindTarget, mTextureID);
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@ -30,31 +30,32 @@ bool CTexture::BufferGL()
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switch (mTexelFormat)
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{
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case ETexelFormat::Luminance:
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GLFormat = GL_R;
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GLType = GL_UNSIGNED_BYTE;
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break;
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case ETexelFormat::LuminanceAlpha:
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GLFormat = GL_RG;
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GLType = GL_UNSIGNED_BYTE;
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break;
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case ETexelFormat::RGB565:
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GLFormat = GL_RGB;
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GLType = GL_UNSIGNED_SHORT_5_6_5;
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break;
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case ETexelFormat::RGBA4:
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GLFormat = GL_RGBA;
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GLType = GL_UNSIGNED_SHORT_4_4_4_4;
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break;
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case ETexelFormat::RGBA8:
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GLFormat = GL_RGBA;
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GLType = GL_UNSIGNED_BYTE;
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break;
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case ETexelFormat::DXT1:
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GLFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
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IsCompressed = true;
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break;
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default: break;
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case ETexelFormat::Luminance:
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GLFormat = GL_R;
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GLType = GL_UNSIGNED_BYTE;
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break;
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case ETexelFormat::LuminanceAlpha:
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GLFormat = GL_RG;
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GLType = GL_UNSIGNED_BYTE;
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break;
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case ETexelFormat::RGB565:
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GLFormat = GL_RGB;
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GLType = GL_UNSIGNED_SHORT_5_6_5;
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break;
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case ETexelFormat::RGBA4:
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GLFormat = GL_RGBA;
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GLType = GL_UNSIGNED_SHORT_4_4_4_4;
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break;
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case ETexelFormat::RGBA8:
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GLFormat = GL_RGBA;
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GLType = GL_UNSIGNED_BYTE;
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break;
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case ETexelFormat::DXT1:
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GLFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
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IsCompressed = true;
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break;
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default:
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break;
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}
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// The smallest mipmaps are probably not being loaded correctly, because mipmaps in GX textures have a minimum size depending on the format, and these don't.
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@ -75,7 +76,9 @@ bool CTexture::BufferGL()
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glTexImage2D(BindTarget, iMip, GLFormat, MipW, MipH, 0, GLFormat, GLType, pData);
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}
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else
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{
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glCompressedTexImage2D(BindTarget, iMip, GLFormat, MipW, MipH, 0, MipSize, pData);
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}
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MipW /= 2;
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MipH /= 2;
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@ -89,7 +92,7 @@ bool CTexture::BufferGL()
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// Swizzling for luminance textures:
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if (mTexelFormat == ETexelFormat::Luminance || mTexelFormat == ETexelFormat::LuminanceAlpha)
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{
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GLint SwizzleMask[] = {GL_RED, GL_RED, GL_RED, GLFormat == GL_RG ? GL_GREEN : GL_ONE};
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const GLint SwizzleMask[] = {GL_RED, GL_RED, GL_RED, GLFormat == GL_RG ? GL_GREEN : GL_ONE};
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glTexParameteriv(BindTarget, GL_TEXTURE_SWIZZLE_RGBA, SwizzleMask);
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}
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@ -113,7 +116,7 @@ void CTexture::Bind(uint32 GLTextureUnit)
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if (!mGLBufferExists)
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BufferGL();
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GLenum BindTarget = (mEnableMultisampling ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D);
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const GLenum BindTarget = (mEnableMultisampling ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D);
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glBindTexture(BindTarget, mTextureID);
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}
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@ -122,8 +125,8 @@ void CTexture::Resize(uint32 Width, uint32 Height)
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if ((mWidth != Width) || (mHeight != Height))
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{
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DeleteBuffers();
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mWidth = (uint16) Width;
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mHeight = (uint16) Height;
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mWidth = static_cast<uint16>(Width);
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mHeight = static_cast<uint16>(Height);
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mNumMipMaps = 1;
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CalcLinearSize();
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}
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@ -133,23 +136,23 @@ float CTexture::ReadTexelAlpha(const CVector2f& rkTexCoord)
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{
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// todo: support texel formats other than DXT1
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// DXT1 is definitely the most complicated one anyway; try reusing CTextureDecoder functions for other formats
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uint32 TexelX = (uint32) ((mWidth - 1) * rkTexCoord.X);
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uint32 TexelY = (uint32) ((mHeight - 1) * (1.f - std::fmod(rkTexCoord.Y, 1.f)));
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const auto TexelX = static_cast<uint32>((mWidth - 1) * rkTexCoord.X);
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const auto TexelY = static_cast<uint32>((mHeight - 1) * (1.f - std::fmod(rkTexCoord.Y, 1.f)));
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if (mTexelFormat == ETexelFormat::DXT1 && mBufferExists)
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{
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CMemoryInStream Buffer(mpImgDataBuffer, mImgDataSize, EEndian::SystemEndian);
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// 8 bytes per 4x4 16-pixel block, left-to-right top-to-bottom
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uint32 BlockIdxX = TexelX / 4;
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uint32 BlockIdxY = TexelY / 4;
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uint32 BlocksPerRow = mWidth / 4;
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const uint32 BlockIdxX = TexelX / 4;
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const uint32 BlockIdxY = TexelY / 4;
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const uint32 BlocksPerRow = mWidth / 4;
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uint32 BufferPos = (8 * BlockIdxX) + (8 * BlockIdxY * BlocksPerRow);
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const uint32 BufferPos = (8 * BlockIdxX) + (8 * BlockIdxY * BlocksPerRow);
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Buffer.Seek(BufferPos, SEEK_SET);
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uint16 PaletteA = Buffer.ReadShort();
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uint16 PaletteB = Buffer.ReadShort();
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const uint16 PaletteA = Buffer.ReadUShort();
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const uint16 PaletteB = Buffer.ReadUShort();
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if (PaletteA > PaletteB)
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{
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@ -159,13 +162,13 @@ float CTexture::ReadTexelAlpha(const CVector2f& rkTexCoord)
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// We only care about alpha, which is only present on palette index 3.
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// We don't need to calculate/decode the actual palette colors.
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uint32 BlockCol = (TexelX & 0xF) / 4;
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uint32 BlockRow = (TexelY & 0xF) / 4;
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const uint32 BlockCol = (TexelX & 0xF) / 4;
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const uint32 BlockRow = (TexelY & 0xF) / 4;
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Buffer.Seek(BlockRow, SEEK_CUR);
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uint8 Row = Buffer.ReadByte();
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uint8 Shift = (uint8) (6 - (BlockCol * 2));
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uint8 PaletteIndex = (Row >> Shift) & 0x3;
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const uint8 Row = Buffer.ReadUByte();
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const uint8 Shift = static_cast<uint8>(6 - (BlockCol * 2));
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const uint8 PaletteIndex = (Row >> Shift) & 0x3;
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return (PaletteIndex == 3 ? 0.f : 1.f);
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}
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@ -179,13 +182,13 @@ bool CTexture::WriteDDS(IOutputStream& rOut)
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CopyGLBuffer();
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rOut.WriteFourCC(FOURCC('DDS ')); // "DDS " fourCC
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rOut.WriteLong(0x7C); // dwSize
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rOut.WriteLong(0x21007); // dwFlags
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rOut.WriteLong(mHeight); // dwHeight
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rOut.WriteLong(mWidth); // dwWidth
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rOut.WriteLong(mLinearSize); // dwPitchOrLinearSize
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rOut.WriteLong(0); // dwDepth
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rOut.WriteLong(mNumMipMaps - 1); // dwMipMapCount
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rOut.WriteULong(0x7C); // dwSize
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rOut.WriteULong(0x21007); // dwFlags
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rOut.WriteULong(mHeight); // dwHeight
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rOut.WriteULong(mWidth); // dwWidth
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rOut.WriteULong(mLinearSize); // dwPitchOrLinearSize
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rOut.WriteULong(0); // dwDepth
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rOut.WriteULong(mNumMipMaps - 1); // dwMipMapCount
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for (uint32 iRes = 0; iRes < 11; iRes++)
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rOut.WriteLong(0); // dwReserved1[11]
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@ -196,54 +199,54 @@ bool CTexture::WriteDDS(IOutputStream& rOut)
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switch (mTexelFormat)
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{
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case ETexelFormat::Luminance:
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PFFlags = 0x20000;
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PFBpp = 0x8;
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PFRBitMask = 0xFF;
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break;
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case ETexelFormat::LuminanceAlpha:
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PFFlags = 0x20001;
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PFBpp = 0x10;
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PFRBitMask = 0x00FF;
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PFABitMask = 0xFF00;
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break;
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case ETexelFormat::RGBA4:
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PFFlags = 0x41;
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PFBpp = 0x10;
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PFRBitMask = 0x0F00;
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PFGBitMask = 0x00F0;
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PFBBitMask = 0x000F;
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PFABitMask = 0xF000;
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break;
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case ETexelFormat::RGB565:
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PFFlags = 0x40;
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PFBpp = 0x10;
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PFRBitMask = 0xF800;
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PFGBitMask = 0x7E0;
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PFBBitMask = 0x1F;
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break;
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case ETexelFormat::RGBA8:
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PFFlags = 0x41;
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PFBpp = 0x20;
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PFRBitMask = 0x00FF0000;
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PFGBitMask = 0x0000FF00;
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PFBBitMask = 0x000000FF;
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PFABitMask = 0xFF000000;
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break;
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case ETexelFormat::DXT1:
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PFFlags = 0x4;
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break;
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default:
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break;
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case ETexelFormat::Luminance:
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PFFlags = 0x20000;
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PFBpp = 0x8;
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PFRBitMask = 0xFF;
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break;
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case ETexelFormat::LuminanceAlpha:
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PFFlags = 0x20001;
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PFBpp = 0x10;
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PFRBitMask = 0x00FF;
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PFABitMask = 0xFF00;
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break;
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case ETexelFormat::RGBA4:
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PFFlags = 0x41;
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PFBpp = 0x10;
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PFRBitMask = 0x0F00;
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PFGBitMask = 0x00F0;
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PFBBitMask = 0x000F;
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PFABitMask = 0xF000;
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break;
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case ETexelFormat::RGB565:
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PFFlags = 0x40;
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PFBpp = 0x10;
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PFRBitMask = 0xF800;
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PFGBitMask = 0x7E0;
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PFBBitMask = 0x1F;
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break;
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case ETexelFormat::RGBA8:
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PFFlags = 0x41;
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PFBpp = 0x20;
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PFRBitMask = 0x00FF0000;
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PFGBitMask = 0x0000FF00;
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PFBBitMask = 0x000000FF;
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PFABitMask = 0xFF000000;
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break;
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case ETexelFormat::DXT1:
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PFFlags = 0x4;
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break;
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default:
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break;
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}
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rOut.WriteLong(PFFlags); // DDS_PIXELFORMAT.dwFlags
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rOut.WriteULong(PFFlags); // DDS_PIXELFORMAT.dwFlags
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(mTexelFormat == ETexelFormat::DXT1) ? rOut.WriteFourCC(FOURCC('DXT1')) : rOut.WriteLong(0); // DDS_PIXELFORMAT.dwFourCC
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rOut.WriteLong(PFBpp); // DDS_PIXELFORMAT.dwRGBBitCount
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rOut.WriteLong(PFRBitMask); // DDS_PIXELFORMAT.dwRBitMask
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rOut.WriteLong(PFGBitMask); // DDS_PIXELFORMAT.dwGBitMask
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rOut.WriteLong(PFBBitMask); // DDS_PIXELFORMAT.dwBBitMask
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rOut.WriteLong(PFABitMask); // DDS_PIXELFORMAT.dwABitMask
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rOut.WriteULong(PFBpp); // DDS_PIXELFORMAT.dwRGBBitCount
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rOut.WriteULong(PFRBitMask); // DDS_PIXELFORMAT.dwRBitMask
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rOut.WriteULong(PFGBitMask); // DDS_PIXELFORMAT.dwGBitMask
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rOut.WriteULong(PFBBitMask); // DDS_PIXELFORMAT.dwBBitMask
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rOut.WriteULong(PFABitMask); // DDS_PIXELFORMAT.dwABitMask
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rOut.WriteLong(0x401000); // dwCaps
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rOut.WriteLong(0); // dwCaps2
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@ -283,19 +286,19 @@ uint32 CTexture::FormatBPP(ETexelFormat Format)
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// ************ PRIVATE ************
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void CTexture::CalcLinearSize()
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{
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float BytesPerPixel = FormatBPP(mTexelFormat) / 8.f;
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mLinearSize = (uint32) (mWidth * mHeight * BytesPerPixel);
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const float BytesPerPixel = FormatBPP(mTexelFormat) / 8.f;
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mLinearSize = static_cast<uint32>(mWidth * mHeight * BytesPerPixel);
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}
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uint32 CTexture::CalcTotalSize()
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{
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float BytesPerPixel = FormatBPP(mTexelFormat) / 8.f;
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const float BytesPerPixel = FormatBPP(mTexelFormat) / 8.f;
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uint32 MipW = mWidth, MipH = mHeight;
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uint32 Size = 0;
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for (uint32 iMip = 0; iMip < mNumMipMaps; iMip++)
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{
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Size += (uint32) (MipW * MipH * BytesPerPixel);
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Size += static_cast<uint32>(MipW * MipH * BytesPerPixel);
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MipW /= 2;
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MipH /= 2;
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}
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@ -323,9 +326,9 @@ void CTexture::CopyGLBuffer()
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// Get texture
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uint32 MipW = mWidth, MipH = mHeight, MipOffset = 0;
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float BytesPerPixel = FormatBPP(mTexelFormat) / 8.f;
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const float BytesPerPixel = FormatBPP(mTexelFormat) / 8.f;
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GLenum BindTarget = (mEnableMultisampling ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D);
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const GLenum BindTarget = (mEnableMultisampling ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D);
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glBindTexture(BindTarget, mTextureID);
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for (uint32 iMip = 0; iMip < mNumMipMaps; iMip++)
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@ -334,7 +337,7 @@ void CTexture::CopyGLBuffer()
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glGetTexImage(BindTarget, iMip, GL_RGBA, GL_UNSIGNED_BYTE, pData);
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MipOffset += (uint32) (MipW * MipH * BytesPerPixel);
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MipOffset += static_cast<uint32>(MipW * MipH * BytesPerPixel);
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MipW /= 2;
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MipH /= 2;
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}
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