ref: ead025641075b0bffa3d918b94e05753403d6a7b
dir: /src/texture.c/
/* * Texture Manager */ #include "zgl.h" static GLTexture* find_texture(GLContext* c, GLint h) { GLTexture* t; t = c->shared_state.texture_hash_table[h % TEXTURE_HASH_TABLE_SIZE]; while (t != NULL) { if (t->handle == h) return t; t = t->next; } return NULL; } GLboolean glAreTexturesResident( GLsizei n, const GLuint * textures, GLboolean * residences){ GLContext* c = gl_get_context(); #define RETVAL GL_FALSE #include "error_check.h" GLboolean retval = GL_TRUE; for(GLint i = 0; i < n; i++) if(find_texture(c, textures[i])) {residences[i] = GL_TRUE;} else {residences[i] = GL_FALSE;retval = GL_FALSE;} return retval; } GLboolean glIsTexture( GLuint texture){ GLContext* c = gl_get_context(); #define RETVAL GL_FALSE #include "error_check.h" if(find_texture(c, texture)) return GL_TRUE; return GL_FALSE; } void* glGetTexturePixmap(GLint text, GLint level, GLint* xsize, GLint* ysize) { GLTexture* tex; GLContext* c = gl_get_context(); #if TGL_FEATURE_ERROR_CHECK == 1 if(!(text >= 0 && level < MAX_TEXTURE_LEVELS)) #define ERROR_FLAG GL_INVALID_ENUM #define RETVAL NULL #include "error_check.h" #else assert(text >= 0 && level < MAX_TEXTURE_LEVELS); #endif tex = find_texture(c, text); if (!tex) #if TGL_FEATURE_ERROR_CHECK == 1 #define ERROR_FLAG GL_INVALID_ENUM #define RETVAL NULL #include "error_check.h" #else return NULL; #endif *xsize = tex->images[level].xsize; *ysize = tex->images[level].ysize; return tex->images[level].pixmap; } static void free_texture(GLContext* c, GLint h) { GLTexture *t, **ht; GLImage* im; GLint i; t = find_texture(c, h); if (t->prev == NULL) { ht = &c->shared_state.texture_hash_table[t->handle % TEXTURE_HASH_TABLE_SIZE]; *ht = t->next; } else { t->prev->next = t->next; } if (t->next != NULL) t->next->prev = t->prev; for (i = 0; i < MAX_TEXTURE_LEVELS; i++) { im = &t->images[i]; if (im->pixmap != NULL) gl_free(im->pixmap); } gl_free(t); } GLTexture* alloc_texture(GLContext* c, GLint h) { GLTexture *t, **ht; #define RETVAL NULL #include "error_check.h" t = gl_zalloc(sizeof(GLTexture)); if(!t) #if TGL_FEATURE_ERROR_CHECK == 1 #define ERROR_FLAG GL_OUT_OF_MEMORY #define RETVAL NULL #include "error_check.h" #else gl_fatal_error("GL_OUT_OF_MEMORY"); #endif ht = &c->shared_state.texture_hash_table[h % TEXTURE_HASH_TABLE_SIZE]; t->next = *ht; t->prev = NULL; if (t->next != NULL) t->next->prev = t; *ht = t; t->handle = h; return t; } void glInitTextures(GLContext* c) { /* textures */ c->texture_2d_enabled = 0; c->current_texture = find_texture(c, 0); } void glGenTextures(GLint n, GLuint* textures) { GLContext* c = gl_get_context(); GLint max, i; GLTexture* t; #include "error_check.h" max = 0; for (i = 0; i < TEXTURE_HASH_TABLE_SIZE; i++) { t = c->shared_state.texture_hash_table[i]; while (t != NULL) { if (t->handle > max) max = t->handle; t = t->next; } } for (i = 0; i < n; i++) { textures[i] = max + i + 1; //MARK: How texture handles are created. } } void glDeleteTextures(GLint n, const GLuint* textures) { GLContext* c = gl_get_context(); GLint i; GLTexture* t; #include "error_check.h" for (i = 0; i < n; i++) { t = find_texture(c, textures[i]); if (t != NULL && t != 0) { if (t == c->current_texture) { glBindTexture(GL_TEXTURE_2D, 0); #include "error_check.h" } free_texture(c, textures[i]); } } } void glopBindTexture(GLContext* c, GLParam* p) { GLint target = p[1].i; GLint texture = p[2].i; GLTexture* t; #if TGL_FEATURE_ERROR_CHECK == 1 if(!(target == GL_TEXTURE_2D && target > 0)) #define ERROR_FLAG GL_INVALID_ENUM #include "error_check.h" #else assert(target == GL_TEXTURE_2D && target > 0); #endif t = find_texture(c, texture); if (t == NULL) { t = alloc_texture(c, texture); #include "error_check.h" } if(t == NULL) { //Failed malloc. #if TGL_FEATURE_ERROR_CHECK == 1 #define ERROR_FLAG GL_OUT_OF_MEMORY #include "error_check.h" #else {}//gl_fatal_error("GL_OUT_OF_MEMORY"); #endif } c->current_texture = t; } //TODO: Write this, then //Write something to test this. This function is useful for doing render targets in TinyGL //- not that you couldn't do that //already by manually copying pixels around. But, this is a nifty utility, eh? void glCopyTexImage2D( GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border){ GLContext* c = gl_get_context(); #include "error_check.h" //TODO } void glopCopyTexImage2D(GLContext* c, GLParam* p){ //TODO } void glopTexImage1D(GLContext* c, GLParam* p){ GLint target = p[1].i; GLint level = p[2].i; GLint components = p[3].i; GLint width = p[4].i; //GLint height = p[5].i; GLint height = 1; GLint border = p[5].i; GLint format = p[6].i; GLint type = p[7].i; void* pixels = p[8].p; GLImage* im; GLubyte* pixels1; GLint do_free; { #if TGL_FEATURE_ERROR_CHECK == 1 if (!(target == GL_TEXTURE_1D && level == 0 && components == 3 && border == 0 && format == GL_RGB && type == GL_UNSIGNED_BYTE)) #define ERROR_FLAG GL_INVALID_ENUM #include "error_check.h" #else if (!(target == GL_TEXTURE_1D && level == 0 && components == 3 && border == 0 && format == GL_RGB && type == GL_UNSIGNED_BYTE)) gl_fatal_error("glTexImage2D: combination of parameters not handled!!"); #endif } if (width != TGL_FEATURE_TEXTURE_DIM || height != TGL_FEATURE_TEXTURE_DIM) { pixels1 = gl_malloc(TGL_FEATURE_TEXTURE_DIM * TGL_FEATURE_TEXTURE_DIM * 3); /* no GLinterpolation is done here to respect the original image aliasing ! */ //TODO: Make this more efficient. gl_resizeImageNoInterpolate(pixels1, TGL_FEATURE_TEXTURE_DIM, TGL_FEATURE_TEXTURE_DIM, pixels, width, height); do_free = 1; width = TGL_FEATURE_TEXTURE_DIM; height = TGL_FEATURE_TEXTURE_DIM; //TODO: make this more efficient. } else { pixels1 = pixels; } im = &c->current_texture->images[level]; im->xsize = width; im->ysize = height; if (im->pixmap != NULL) gl_free(im->pixmap); #if TGL_FEATURE_RENDER_BITS == 32 im->pixmap = gl_malloc(width * height * 4); if (im->pixmap) { gl_convertRGB_to_8A8R8G8B(im->pixmap, pixels1, width, height); }else { #if TGL_FEATURE_ERROR_CHECK == 1 #define ERROR_FLAG GL_OUT_OF_MEMORY #include "error_check.h" #else gl_fatal_error("GL_OUT_OF_MEMORY"); #endif } #elif TGL_FEATURE_RENDER_BITS == 16 im->pixmap = gl_malloc(width * height * 2); if (im->pixmap) { gl_convertRGB_to_5R6G5B(im->pixmap, pixels1, width, height); }else { #if TGL_FEATURE_ERROR_CHECK == 1 #define ERROR_FLAG GL_OUT_OF_MEMORY #include "error_check.h" #else gl_fatal_error("GL_OUT_OF_MEMORY"); #endif } #else #error TODO #endif if (do_free) gl_free(pixels1); } void glopTexImage2D(GLContext* c, GLParam* p) { GLint target = p[1].i; GLint level = p[2].i; GLint components = p[3].i; GLint width = p[4].i; GLint height = p[5].i; GLint border = p[6].i; GLint format = p[7].i; GLint type = p[8].i; void* pixels = p[9].p; GLImage* im; GLubyte* pixels1; GLint do_free; { #if TGL_FEATURE_ERROR_CHECK == 1 if (!(target == GL_TEXTURE_2D && level == 0 && components == 3 && border == 0 && format == GL_RGB && type == GL_UNSIGNED_BYTE)) #define ERROR_FLAG GL_INVALID_ENUM #include "error_check.h" #else if (!(target == GL_TEXTURE_2D && level == 0 && components == 3 && border == 0 && format == GL_RGB && type == GL_UNSIGNED_BYTE)) gl_fatal_error("glTexImage2D: combination of parameters not handled!!"); #endif } do_free = 0; if (width != TGL_FEATURE_TEXTURE_DIM || height != TGL_FEATURE_TEXTURE_DIM) { pixels1 = gl_malloc(TGL_FEATURE_TEXTURE_DIM * TGL_FEATURE_TEXTURE_DIM * 3); /* no GLinterpolation is done here to respect the original image aliasing ! */ //printf("\nYes this is being called."); gl_resizeImageNoInterpolate(pixels1, TGL_FEATURE_TEXTURE_DIM, TGL_FEATURE_TEXTURE_DIM, pixels, width, height); do_free = 1; width = TGL_FEATURE_TEXTURE_DIM; height = TGL_FEATURE_TEXTURE_DIM; } else { pixels1 = pixels; } im = &c->current_texture->images[level]; im->xsize = width; im->ysize = height; if (im->pixmap != NULL) gl_free(im->pixmap); #if TGL_FEATURE_RENDER_BITS == 32 im->pixmap = gl_malloc(width * height * 4); if (im->pixmap) { gl_convertRGB_to_8A8R8G8B(im->pixmap, pixels1, width, height); }else { #if TGL_FEATURE_ERROR_CHECK == 1 #define ERROR_FLAG GL_OUT_OF_MEMORY #include "error_check.h" #else gl_fatal_error("GL_OUT_OF_MEMORY"); #endif } #elif TGL_FEATURE_RENDER_BITS == 16 im->pixmap = gl_malloc(width * height * 2); if (im->pixmap) { gl_convertRGB_to_5R6G5B(im->pixmap, pixels1, width, height); }else { #if TGL_FEATURE_ERROR_CHECK == 1 #define ERROR_FLAG GL_OUT_OF_MEMORY #include "error_check.h" #else gl_fatal_error("GL_OUT_OF_MEMORY"); #endif } #else #error TODO #endif if (do_free) gl_free(pixels1); } /* TODO: not all tests are done */ /* void glopTexEnv(GLContext* c, GLParam* p) { GLint target = p[1].i; GLint pname = p[2].i; GLint param = p[3].i; if (target != GL_TEXTURE_ENV) { error: #if TGL_FEATURE_ERROR_CHECK == 1 #define ERROR_FLAG GL_INVALID_ENUM #include "error_check.h" #else gl_fatal_error("glTexParameter: unsupported option"); #endif } if (pname != GL_TEXTURE_ENV_MODE) goto error; if (param != GL_DECAL) goto error; } */ /* TODO: not all tests are done */ /* void glopTexParameter(GLContext* c, GLParam* p) { GLint target = p[1].i; GLint pname = p[2].i; GLint param = p[3].i; if (target != GL_TEXTURE_2D && target != GL_TEXTURE_1D) { error: tgl_warning("glTexParameter: unsupported option"); return; } switch (pname) { case GL_TEXTURE_WRAP_S: case GL_TEXTURE_WRAP_T: if (param != GL_REPEAT) goto error; break; } } */ //TODO: implement pixel packing? /* void glopPixelStore(GLContext* c, GLParam* p) { GLint pname = p[1].i; GLint param = p[2].i; if (pname != GL_UNPACK_ALIGNMENT || param != 1) { gl_fatal_error("glPixelStore: unsupported option"); } } */