CTexture: Make use of unsigned stream helpers where applicable

This commit is contained in:
Lioncash 2020-06-20 02:44:11 -04:00
parent 4672b75ec1
commit 5363799228
1 changed files with 105 additions and 102 deletions

View File

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