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/*
* Copyright (C) 2005-2018 Team Kodi
* This file is part of Kodi - https://kodi.tv
*
* SPDX-License-Identifier: GPL-2.0-or-later
* See LICENSES/README.md for more information.
*/
#include "TextureGL.h"
#include "ServiceBroker.h"
#include "guilib/TextureManager.h"
#include "rendering/RenderSystem.h"
#include "settings/AdvancedSettings.h"
#include "utils/GLUtils.h"
#include "utils/MemUtils.h"
#include "utils/log.h"
#include <memory>
std::unique_ptr<CTexture> CTexture::CreateTexture(unsigned int width,
unsigned int height,
unsigned int format)
{
return std::make_unique<CGLTexture>(width, height, format);
}
CGLTexture::CGLTexture(unsigned int width, unsigned int height, unsigned int format)
: CTexture(width, height, format)
{
unsigned int major, minor;
CServiceBroker::GetRenderSystem()->GetRenderVersion(major, minor);
if (major >= 3)
m_isOglVersion3orNewer = true;
}
CGLTexture::~CGLTexture()
{
DestroyTextureObject();
}
void CGLTexture::CreateTextureObject()
{
glGenTextures(1, (GLuint*) &m_texture);
}
void CGLTexture::DestroyTextureObject()
{
if (m_texture)
CServiceBroker::GetGUI()->GetTextureManager().ReleaseHwTexture(m_texture);
}
void CGLTexture::LoadToGPU()
{
if (!m_pixels)
{
// nothing to load - probably same image (no change)
return;
}
if (m_texture == 0)
{
// Have OpenGL generate a texture object handle for us
// this happens only one time - the first time the texture is loaded
CreateTextureObject();
}
// Bind the texture object
glBindTexture(GL_TEXTURE_2D, m_texture);
GLenum filter = (m_scalingMethod == TEXTURE_SCALING::NEAREST ? GL_NEAREST : GL_LINEAR);
// Set the texture's stretching properties
if (IsMipmapped())
{
GLenum mipmapFilter = (m_scalingMethod == TEXTURE_SCALING::NEAREST ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, mipmapFilter);
#ifndef HAS_GLES
// Lower LOD bias equals more sharpness, but less smooth animation
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, -0.5f);
if (!m_isOglVersion3orNewer)
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
#endif
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
unsigned int maxSize = CServiceBroker::GetRenderSystem()->GetMaxTextureSize();
if (m_textureHeight > maxSize)
{
CLog::Log(LOGERROR,
"GL: Image height {} too big to fit into single texture unit, truncating to {}",
m_textureHeight, maxSize);
m_textureHeight = maxSize;
}
if (m_textureWidth > maxSize)
{
CLog::Log(LOGERROR,
"GL: Image width {} too big to fit into single texture unit, truncating to {}",
m_textureWidth, maxSize);
#ifndef HAS_GLES
glPixelStorei(GL_UNPACK_ROW_LENGTH, m_textureWidth);
#endif
m_textureWidth = maxSize;
}
#ifndef HAS_GLES
GLenum format = GL_BGRA;
GLint numcomponents = GL_RGBA;
switch (m_format)
{
case XB_FMT_DXT1:
format = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
break;
case XB_FMT_DXT3:
format = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
break;
case XB_FMT_DXT5:
case XB_FMT_DXT5_YCoCg:
format = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
break;
case XB_FMT_RGB8:
format = GL_RGB;
numcomponents = GL_RGB;
break;
case XB_FMT_A8R8G8B8:
default:
break;
}
if ((m_format & XB_FMT_DXT_MASK) == 0)
{
glTexImage2D(GL_TEXTURE_2D, 0, numcomponents,
m_textureWidth, m_textureHeight, 0,
format, GL_UNSIGNED_BYTE, m_pixels);
}
else
{
glCompressedTexImage2D(GL_TEXTURE_2D, 0, format,
m_textureWidth, m_textureHeight, 0,
GetPitch() * GetRows(), m_pixels);
}
if (IsMipmapped() && m_isOglVersion3orNewer)
{
glGenerateMipmap(GL_TEXTURE_2D);
}
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
#else // GLES version
// All incoming textures are BGRA, which GLES does not necessarily support.
// Some (most?) hardware supports BGRA textures via an extension.
// If not, we convert to RGBA first to avoid having to swizzle in shaders.
// Explicitly define GL_BGRA_EXT here in the case that it's not defined by
// system headers, and trust the extension list instead.
#ifndef GL_BGRA_EXT
#define GL_BGRA_EXT 0x80E1
#endif
GLint internalformat;
GLenum pixelformat;
switch (m_format)
{
default:
case XB_FMT_RGBA8:
internalformat = pixelformat = GL_RGBA;
break;
case XB_FMT_RGB8:
internalformat = pixelformat = GL_RGB;
break;
case XB_FMT_A8R8G8B8:
if (CServiceBroker::GetRenderSystem()->IsExtSupported("GL_EXT_texture_format_BGRA8888") ||
CServiceBroker::GetRenderSystem()->IsExtSupported("GL_IMG_texture_format_BGRA8888"))
{
internalformat = pixelformat = GL_BGRA_EXT;
}
else if (CServiceBroker::GetRenderSystem()->IsExtSupported("GL_APPLE_texture_format_BGRA8888"))
{
// Apple's implementation does not conform to spec. Instead, they require
// differing format/internalformat, more like GL.
internalformat = GL_RGBA;
pixelformat = GL_BGRA_EXT;
}
else
{
SwapBlueRed(m_pixels, m_textureHeight, GetPitch());
internalformat = pixelformat = GL_RGBA;
}
break;
}
glTexImage2D(GL_TEXTURE_2D, 0, internalformat, m_textureWidth, m_textureHeight, 0,
pixelformat, GL_UNSIGNED_BYTE, m_pixels);
if (IsMipmapped())
{
glGenerateMipmap(GL_TEXTURE_2D);
}
#endif
VerifyGLState();
if (!m_bCacheMemory)
{
KODI::MEMORY::AlignedFree(m_pixels);
m_pixels = NULL;
}
m_loadedToGPU = true;
}
void CGLTexture::BindToUnit(unsigned int unit)
{
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(GL_TEXTURE_2D, m_texture);
}
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