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+//========= Copyright Valve Corporation, All rights reserved. ============//
+// TOGL CODE LICENSE
+//
+// Copyright 2011-2014 Valve Corporation
+// All Rights Reserved.
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+// THE SOFTWARE.
+//
+// cglmtex.h
+// GLMgr textures
+//
+//===============================================================================
+
+#ifndef CGLMTEX_H
+#define CGLMTEX_H
+
+#pragma once
+
+#ifdef OSX
+#include "glmgrbasics.h"
+#endif
+#include "tier1/utlhash.h"
+#include "tier1/utlmap.h"
+
+//===============================================================================
+
+// forward declarations
+
+class GLMContext;
+class GLMTester;
+class CGLMTexLayoutTable;
+class CGLMTex;
+class CGLMFBO;
+
+struct IDirect3DSurface9;
+
+#if GLMDEBUG
+extern CGLMTex *g_pFirstCGMLTex;
+#endif
+
+// For GL_EXT_texture_sRGB_decode
+#ifndef GL_TEXTURE_SRGB_DECODE_EXT
+#define GL_TEXTURE_SRGB_DECODE_EXT 0x8A48
+#endif
+
+#ifndef GL_DECODE_EXT
+#define GL_DECODE_EXT 0x8A49
+#endif
+
+#ifndef GL_SKIP_DECODE_EXT
+#define GL_SKIP_DECODE_EXT 0x8A4A
+#endif
+
+//===============================================================================
+
+struct GLMTexFormatDesc
+{
+ const char *m_formatSummary; // for debug visibility
+
+ D3DFORMAT m_d3dFormat; // what D3D knows it as; see public/bitmap/imageformat.h
+
+ GLenum m_glIntFormat; // GL internal format
+ GLenum m_glIntFormatSRGB; // internal format if SRGB flavor
+ GLenum m_glDataFormat; // GL data format
+ GLenum m_glDataType; // GL data type
+
+ int m_chunkSize; // 1 or 4 - 4 is used for compressed textures
+ int m_bytesPerSquareChunk; // how many bytes for the smallest quantum (m_chunkSize x m_chunkSize)
+ // this description lets us calculate size cleanly without conditional logic for compression
+};
+const GLMTexFormatDesc *GetFormatDesc( D3DFORMAT format );
+
+//===============================================================================
+
+// utility function for generating slabs of texels. mostly for test.
+typedef struct
+{
+ // in
+ D3DFORMAT m_format;
+ void *m_dest; // dest address
+ int m_chunkCount; // square chunk count (single texels or compressed blocks)
+ int m_byteCountLimit; // caller expectation of max number of bytes to write out
+ float r,g,b,a; // color desired
+
+ // out
+ int m_bytesWritten;
+} GLMGenTexelParams;
+
+// return true if successful
+bool GLMGenTexels( GLMGenTexelParams *params );
+
+
+//===============================================================================
+
+struct GLMTexLayoutSlice
+{
+ int m_xSize,m_ySize,m_zSize; //texel dimensions of this slice
+ int m_storageOffset; //where in the storage slab does this slice live
+ int m_storageSize; //how much storage does this slice occupy
+};
+
+enum EGLMTexFlags
+{
+ kGLMTexMipped = 0x01,
+ kGLMTexMippedAuto = 0x02,
+ kGLMTexRenderable = 0x04,
+ kGLMTexIsStencil = 0x08,
+ kGLMTexIsDepth = 0x10,
+ kGLMTexSRGB = 0x20,
+ kGLMTexMultisampled = 0x40, // has an RBO backing it. Cannot combine with Mipped, MippedAuto. One slice maximum, only targeting GL_TEXTURE_2D.
+ // actually not 100% positive on the mipmapping, the RBO itself can't be mipped, but the resulting texture could
+ // have mipmaps generated.
+};
+
+//===============================================================================
+
+struct GLMTexLayoutKey
+{
+ // input values: held const, these are the hash key for the form map
+ GLenum m_texGLTarget; // flavor of texture: GL_TEXTURE_2D, GL_TEXTURE_3D, GLTEXTURE_CUBE_MAP
+ D3DFORMAT m_texFormat; // D3D texel format
+ unsigned long m_texFlags; // mipped, autogen mips, render target, ... ?
+ unsigned long m_texSamples; // zero for a plain tex, 2/4/6/8 for "MSAA tex" (RBO backed)
+ int m_xSize,m_ySize,m_zSize; // size of base mip
+};
+
+bool LessFunc_GLMTexLayoutKey( const GLMTexLayoutKey &a, const GLMTexLayoutKey &b );
+
+#define GLM_TEX_MAX_MIPS 14
+#define GLM_TEX_MAX_FACES 6
+#define GLM_TEX_MAX_SLICES (GLM_TEX_MAX_MIPS * GLM_TEX_MAX_FACES)
+
+#pragma warning( push )
+#pragma warning( disable : 4200 )
+
+struct GLMTexLayout
+{
+ char *m_layoutSummary; // for debug visibility
+
+ // const inputs used for hashing
+ GLMTexLayoutKey m_key;
+
+ // refcount
+ int m_refCount;
+
+ // derived values:
+ GLMTexFormatDesc *m_format; // format specific info
+ int m_mipCount; // derived by starying at base size and working down towards 1x1
+ int m_faceCount; // 1 for 2d/3d, 6 for cubemap
+ int m_sliceCount; // product of faces and mips
+ int m_storageTotalSize; // size of storage slab required
+
+ // slice array
+ GLMTexLayoutSlice m_slices[0]; // dynamically allocated 2-d array [faces][mips]
+};
+
+#pragma warning( pop )
+
+class CGLMTexLayoutTable
+{
+public:
+ CGLMTexLayoutTable();
+
+ GLMTexLayout *NewLayoutRef( GLMTexLayoutKey *pDesiredKey ); // pass in a pointer to layout key - receive ptr to completed layout
+ void DelLayoutRef( GLMTexLayout *layout ); // pass in pointer to completed layout. refcount is dropped.
+
+ void DumpStats( void );
+protected:
+ CUtlMap< GLMTexLayoutKey, GLMTexLayout* > m_layoutMap;
+};
+
+//===============================================================================
+
+// a sampler specifies desired state for drawing on a given sampler index
+// this is the combination of a texture choice and a set of sampler parameters
+// see http://msdn.microsoft.com/en-us/library/bb172602(VS.85).aspx
+
+struct GLMTexLockParams
+{
+ // input params which identify the slice of interest
+ CGLMTex *m_tex;
+ int m_face;
+ int m_mip;
+
+ // identifies the region of the slice
+ GLMRegion m_region;
+
+ // tells GLM to force re-read of the texels back from GL
+ // i.e. "I know I stepped on those texels with a draw or blit - the GLM copy is stale"
+ bool m_readback;
+};
+
+struct GLMTexLockDesc
+{
+ GLMTexLockParams m_req; // form of the lock request
+
+ bool m_active; // set true at lock time. cleared at unlock time.
+
+ int m_sliceIndex; // which slice in the layout
+ int m_sliceBaseOffset; // where is that in the texture data
+ int m_sliceRegionOffset; // offset to the start (lowest address corner) of the region requested
+};
+
+//===============================================================================
+
+#define GLM_SAMPLER_COUNT 16
+
+#define GLM_MAX_PIXEL_TEX_SAMPLERS 16
+#define GLM_MAX_VERTEX_TEX_SAMPLERS 0
+typedef CBitVec<GLM_SAMPLER_COUNT> CTexBindMask;
+
+enum EGLMTexSliceFlag
+{
+ kSliceValid = 0x01, // slice has been teximage'd in whole at least once - set to 0 initially
+ kSliceStorageValid = 0x02, // if backing store is available, this slice's data is a valid copy - set to 0 initially
+ kSliceLocked = 0x04, // are one or more locks outstanding on this slice
+ kSliceFullyDirty = 0x08, // does the slice need to be fully downloaded at unlock time (disregard dirty rects)
+};
+
+//===============================================================================
+
+#define GLM_PACKED_SAMPLER_PARAMS_ADDRESS_BITS (2)
+#define GLM_PACKED_SAMPLER_PARAMS_MIN_FILTER_BITS (2)
+#define GLM_PACKED_SAMPLER_PARAMS_MAG_FILTER_BITS (2)
+#define GLM_PACKED_SAMPLER_PARAMS_MIP_FILTER_BITS (2)
+#define GLM_PACKED_SAMPLER_PARAMS_MIN_LOD_BITS (4)
+#define GLM_PACKED_SAMPLER_PARAMS_MAX_ANISO_BITS (5)
+#define GLM_PACKED_SAMPLER_PARAMS_COMPARE_MODE_BITS (1)
+#define GLM_PACKED_SAMPLER_PARAMS_SRGB_BITS (1)
+
+struct GLMTexPackedSamplingParams
+{
+ uint32 m_addressU : GLM_PACKED_SAMPLER_PARAMS_ADDRESS_BITS;
+ uint32 m_addressV : GLM_PACKED_SAMPLER_PARAMS_ADDRESS_BITS;
+ uint32 m_addressW : GLM_PACKED_SAMPLER_PARAMS_ADDRESS_BITS;
+
+ uint32 m_minFilter : GLM_PACKED_SAMPLER_PARAMS_MIN_FILTER_BITS;
+ uint32 m_magFilter : GLM_PACKED_SAMPLER_PARAMS_MAG_FILTER_BITS;
+ uint32 m_mipFilter : GLM_PACKED_SAMPLER_PARAMS_MIP_FILTER_BITS;
+
+ uint32 m_minLOD : GLM_PACKED_SAMPLER_PARAMS_MIN_LOD_BITS;
+ uint32 m_maxAniso : GLM_PACKED_SAMPLER_PARAMS_MAX_ANISO_BITS;
+ uint32 m_compareMode : GLM_PACKED_SAMPLER_PARAMS_COMPARE_MODE_BITS;
+ uint32 m_srgb : GLM_PACKED_SAMPLER_PARAMS_SRGB_BITS;
+ uint32 m_isValid : 1;
+};
+
+struct GLMTexSamplingParams
+{
+ union
+ {
+ GLMTexPackedSamplingParams m_packed;
+ uint32 m_bits;
+ };
+
+ uint32 m_borderColor;
+ float m_lodBias;
+
+ FORCEINLINE bool operator== (const GLMTexSamplingParams& rhs ) const
+ {
+ return ( m_bits == rhs.m_bits ) && ( m_borderColor == rhs.m_borderColor ) && ( m_lodBias == rhs.m_lodBias );
+ }
+
+ FORCEINLINE void SetToDefaults()
+ {
+ m_bits = 0;
+ m_borderColor = 0;
+ m_lodBias = 0.0f;
+ m_packed.m_addressU = D3DTADDRESS_WRAP;
+ m_packed.m_addressV = D3DTADDRESS_WRAP;
+ m_packed.m_addressW = D3DTADDRESS_WRAP;
+ m_packed.m_minFilter = D3DTEXF_POINT;
+ m_packed.m_magFilter = D3DTEXF_POINT;
+ m_packed.m_mipFilter = D3DTEXF_NONE;
+ m_packed.m_maxAniso = 1;
+ m_packed.m_compareMode = 0;
+ m_packed.m_isValid = true;
+ }
+
+#ifndef OSX
+ FORCEINLINE void SetToSamplerObject( GLuint nSamplerObject ) const
+ {
+ static const GLenum dxtogl_addressMode[] = { GL_REPEAT, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER, (GLenum)-1 };
+ static const GLenum dxtogl_magFilter[4] = { GL_NEAREST, GL_NEAREST, GL_LINEAR, GL_LINEAR };
+ static const GLenum dxtogl_minFilter[4][4] = // indexed by _D3DTEXTUREFILTERTYPE on both axes: [row is min filter][col is mip filter].
+ {
+ /* min = D3DTEXF_NONE */ { GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, (GLenum)-1 }, // D3DTEXF_NONE we just treat like POINT
+ /* min = D3DTEXF_POINT */ { GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, (GLenum)-1 },
+ /* min = D3DTEXF_LINEAR */ { GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, (GLenum)-1 },
+ /* min = D3DTEXF_ANISOTROPIC */ { GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, (GLenum)-1 }, // no diff from prior row, set maxAniso to effect the sampling
+ };
+
+ gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_WRAP_S, dxtogl_addressMode[m_packed.m_addressU] );
+ gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_WRAP_T, dxtogl_addressMode[m_packed.m_addressV] );
+ gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_WRAP_R, dxtogl_addressMode[m_packed.m_addressW] );
+ gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_MIN_FILTER, dxtogl_minFilter[m_packed.m_minFilter][m_packed.m_mipFilter] );
+ gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_MAG_FILTER, dxtogl_magFilter[m_packed.m_magFilter] );
+ gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_MAX_ANISOTROPY_EXT, m_packed.m_maxAniso );
+
+ float flBorderColor[4] = { 0, 0, 0, 0 };
+ if ( m_borderColor )
+ {
+ flBorderColor[0] = ((m_borderColor >> 16) & 0xFF) * (1.0f/255.0f); //R
+ flBorderColor[1] = ((m_borderColor >> 8) & 0xFF) * (1.0f/255.0f); //G
+ flBorderColor[2] = ((m_borderColor ) & 0xFF) * (1.0f/255.0f); //B
+ flBorderColor[3] = ((m_borderColor >> 24) & 0xFF) * (1.0f/255.0f); //A
+ }
+ gGL->glSamplerParameterfv( nSamplerObject, GL_TEXTURE_BORDER_COLOR, flBorderColor ); // <-- this crashes ATI's driver, remark it out
+ gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_MIN_LOD, m_packed.m_minLOD );
+ gGL->glSamplerParameterfv( nSamplerObject, GL_TEXTURE_LOD_BIAS, &m_lodBias );
+ gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_COMPARE_MODE_ARB, m_packed.m_compareMode ? GL_COMPARE_R_TO_TEXTURE_ARB : GL_NONE );
+ gGL->glSamplerParameterf( nSamplerObject, GL_TEXTURE_LOD_BIAS, m_lodBias );
+ if ( m_packed.m_compareMode )
+ {
+ gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL );
+ }
+ if ( gGL->m_bHave_GL_EXT_texture_sRGB_decode )
+ {
+ gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_SRGB_DECODE_EXT, m_packed.m_srgb ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT );
+ }
+ }
+#endif // !OSX
+
+ inline void DeltaSetToTarget( GLenum target, const GLMTexSamplingParams &curState )
+ {
+ static const GLenum dxtogl_addressMode[] = { GL_REPEAT, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER, (GLenum)-1 };
+ static const GLenum dxtogl_magFilter[4] = { GL_NEAREST, GL_NEAREST, GL_LINEAR, GL_LINEAR };
+ static const GLenum dxtogl_minFilter[4][4] = // indexed by _D3DTEXTUREFILTERTYPE on both axes: [row is min filter][col is mip filter].
+ {
+ /* min = D3DTEXF_NONE */ { GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, (GLenum)-1 }, // D3DTEXF_NONE we just treat like POINT
+ /* min = D3DTEXF_POINT */ { GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, (GLenum)-1 },
+ /* min = D3DTEXF_LINEAR */ { GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, (GLenum)-1 },
+ /* min = D3DTEXF_ANISOTROPIC */ { GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, (GLenum)-1 }, // no diff from prior row, set maxAniso to effect the sampling
+ };
+
+ if ( m_packed.m_addressU != curState.m_packed.m_addressU )
+ {
+ gGL->glTexParameteri( target, GL_TEXTURE_WRAP_S, dxtogl_addressMode[m_packed.m_addressU] );
+ }
+
+ if ( m_packed.m_addressV != curState.m_packed.m_addressV )
+ {
+ gGL->glTexParameteri( target, GL_TEXTURE_WRAP_T, dxtogl_addressMode[m_packed.m_addressV] );
+ }
+
+ if ( m_packed.m_addressW != curState.m_packed.m_addressW )
+ {
+ gGL->glTexParameteri( target, GL_TEXTURE_WRAP_R, dxtogl_addressMode[m_packed.m_addressW] );
+ }
+
+ if ( ( m_packed.m_minFilter != curState.m_packed.m_minFilter ) ||
+ ( m_packed.m_magFilter != curState.m_packed.m_magFilter ) ||
+ ( m_packed.m_mipFilter != curState.m_packed.m_mipFilter ) ||
+ ( m_packed.m_maxAniso != curState.m_packed.m_maxAniso ) )
+ {
+ gGL->glTexParameteri( target, GL_TEXTURE_MIN_FILTER, dxtogl_minFilter[m_packed.m_minFilter][m_packed.m_mipFilter] );
+ gGL->glTexParameteri( target, GL_TEXTURE_MAG_FILTER, dxtogl_magFilter[m_packed.m_magFilter] );
+ gGL->glTexParameteri( target, GL_TEXTURE_MAX_ANISOTROPY_EXT, m_packed.m_maxAniso );
+ }
+
+ if ( m_borderColor != curState.m_borderColor )
+ {
+ float flBorderColor[4] = { 0, 0, 0, 0 };
+ if ( m_borderColor )
+ {
+ flBorderColor[0] = ((m_borderColor >> 16) & 0xFF) * (1.0f/255.0f); //R
+ flBorderColor[1] = ((m_borderColor >> 8) & 0xFF) * (1.0f/255.0f); //G
+ flBorderColor[2] = ((m_borderColor ) & 0xFF) * (1.0f/255.0f); //B
+ flBorderColor[3] = ((m_borderColor >> 24) & 0xFF) * (1.0f/255.0f); //A
+ }
+
+ gGL->glTexParameterfv( target, GL_TEXTURE_BORDER_COLOR, flBorderColor ); // <-- this crashes ATI's driver, remark it out
+ }
+
+ if ( m_packed.m_minLOD != curState.m_packed.m_minLOD )
+ {
+ gGL->glTexParameteri( target, GL_TEXTURE_MIN_LOD, m_packed.m_minLOD );
+ }
+
+ if ( m_lodBias != curState.m_lodBias )
+ {
+ // Could use TexParameterf instead, but we don't currently grab it. This works fine, too.
+ gGL->glTexParameterfv( target, GL_TEXTURE_LOD_BIAS, &m_lodBias );
+ }
+
+ if ( m_packed.m_compareMode != curState.m_packed.m_compareMode )
+ {
+ gGL->glTexParameteri( target, GL_TEXTURE_COMPARE_MODE_ARB, m_packed.m_compareMode ? GL_COMPARE_R_TO_TEXTURE_ARB : GL_NONE );
+ if ( m_packed.m_compareMode )
+ {
+ gGL->glTexParameteri( target, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL );
+ }
+ }
+
+ if ( ( gGL->m_bHave_GL_EXT_texture_sRGB_decode ) && ( m_packed.m_srgb != curState.m_packed.m_srgb ) )
+ {
+ gGL->glTexParameteri( target, GL_TEXTURE_SRGB_DECODE_EXT, m_packed.m_srgb ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT );
+ }
+ }
+
+ inline void SetToTarget( GLenum target )
+ {
+ static const GLenum dxtogl_addressMode[] = { GL_REPEAT, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER, (GLenum)-1 };
+ static const GLenum dxtogl_magFilter[4] = { GL_NEAREST, GL_NEAREST, GL_LINEAR, GL_LINEAR };
+ static const GLenum dxtogl_minFilter[4][4] = // indexed by _D3DTEXTUREFILTERTYPE on both axes: [row is min filter][col is mip filter].
+ {
+ /* min = D3DTEXF_NONE */ { GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, (GLenum)-1 }, // D3DTEXF_NONE we just treat like POINT
+ /* min = D3DTEXF_POINT */ { GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, (GLenum)-1 },
+ /* min = D3DTEXF_LINEAR */ { GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, (GLenum)-1 },
+ /* min = D3DTEXF_ANISOTROPIC */ { GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, (GLenum)-1 }, // no diff from prior row, set maxAniso to effect the sampling
+ };
+
+ gGL->glTexParameteri( target, GL_TEXTURE_WRAP_S, dxtogl_addressMode[m_packed.m_addressU] );
+ gGL->glTexParameteri( target, GL_TEXTURE_WRAP_T, dxtogl_addressMode[m_packed.m_addressV] );
+ gGL->glTexParameteri( target, GL_TEXTURE_WRAP_R, dxtogl_addressMode[m_packed.m_addressW] );
+ gGL->glTexParameteri( target, GL_TEXTURE_MIN_FILTER, dxtogl_minFilter[m_packed.m_minFilter][m_packed.m_mipFilter] );
+ gGL->glTexParameteri( target, GL_TEXTURE_MAG_FILTER, dxtogl_magFilter[m_packed.m_magFilter] );
+ gGL->glTexParameteri( target, GL_TEXTURE_MAX_ANISOTROPY_EXT, m_packed.m_maxAniso );
+
+ float flBorderColor[4] = { 0, 0, 0, 0 };
+ if ( m_borderColor )
+ {
+ flBorderColor[0] = ((m_borderColor >> 16) & 0xFF) * (1.0f/255.0f); //R
+ flBorderColor[1] = ((m_borderColor >> 8) & 0xFF) * (1.0f/255.0f); //G
+ flBorderColor[2] = ((m_borderColor ) & 0xFF) * (1.0f/255.0f); //B
+ flBorderColor[3] = ((m_borderColor >> 24) & 0xFF) * (1.0f/255.0f); //A
+ }
+ gGL->glTexParameterfv( target, GL_TEXTURE_BORDER_COLOR, flBorderColor ); // <-- this crashes ATI's driver, remark it out
+ gGL->glTexParameteri( target, GL_TEXTURE_MIN_LOD, m_packed.m_minLOD );
+ gGL->glTexParameterfv( target, GL_TEXTURE_LOD_BIAS, &m_lodBias );
+ gGL->glTexParameteri( target, GL_TEXTURE_COMPARE_MODE_ARB, m_packed.m_compareMode ? GL_COMPARE_R_TO_TEXTURE_ARB : GL_NONE );
+ if ( m_packed.m_compareMode )
+ {
+ gGL->glTexParameteri( target, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL );
+ }
+ if ( gGL->m_bHave_GL_EXT_texture_sRGB_decode )
+ {
+ gGL->glTexParameteri( target, GL_TEXTURE_SRGB_DECODE_EXT, m_packed.m_srgb ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT );
+ }
+ }
+};
+
+//===============================================================================
+
+class CGLMTex
+{
+
+public:
+
+ void Lock( GLMTexLockParams *params, char** addressOut, int* yStrideOut, int *zStrideOut );
+ void Unlock( GLMTexLockParams *params );
+ GLuint GetTexName() { return m_texName; }
+
+protected:
+ friend class GLMContext; // only GLMContext can make CGLMTex objects
+ friend class GLMTester;
+ friend class CGLMFBO;
+
+ friend struct IDirect3DDevice9;
+ friend struct IDirect3DBaseTexture9;
+ friend struct IDirect3DTexture9;
+ friend struct IDirect3DSurface9;
+ friend struct IDirect3DCubeTexture9;
+ friend struct IDirect3DVolumeTexture9;
+
+ CGLMTex( GLMContext *ctx, GLMTexLayout *layout, uint levels, const char *debugLabel = NULL );
+ ~CGLMTex( );
+
+ int CalcSliceIndex( int face, int mip );
+ void CalcTexelDataOffsetAndStrides( int sliceIndex, int x, int y, int z, int *offsetOut, int *yStrideOut, int *zStrideOut );
+
+ void ReadTexels( GLMTexLockDesc *desc, bool readWholeSlice=true );
+ void WriteTexels( GLMTexLockDesc *desc, bool writeWholeSlice=true, bool noDataWrite=false );
+ // last param lets us send NULL data ptr (only legal with uncompressed formats, beware)
+ // this helps out ResetSRGB.
+
+#if defined( OSX )
+ void HandleSRGBMismatch( bool srgb, int &srgbFlipCount );
+ void ResetSRGB( bool srgb, bool noDataWrite );
+ // re-specify texture format to match desired sRGB form
+ // noWrite means send NULL for texel source addresses instead of actual data - ideal for RT's
+#endif
+
+ bool IsRBODirty() const;
+ void ForceRBONonDirty();
+ void ForceRBODirty();
+
+ // re-specify texture format to match desired sRGB form
+ // noWrite means send NULL for texel source addresses instead of actual data - ideal for RT's
+
+ GLuint m_texName; // name of this texture in the context
+ GLenum m_texGLTarget;
+ uint m_nSamplerType; // SAMPLER_2D, etc.
+
+ GLMTexSamplingParams m_SamplingParams;
+
+ GLMTexLayout *m_layout; // layout of texture (shared across all tex with same layout)
+
+ uint m_nLastResolvedBatchCounter;
+
+ int m_minActiveMip;//index of lowest mip that has been written. used to drive setting of GL_TEXTURE_MAX_LEVEL.
+ int m_maxActiveMip;//index of highest mip that has been written. used to drive setting of GL_TEXTURE_MAX_LEVEL.
+
+ GLMContext *m_ctx; // link back to parent context
+
+
+ CGLMFBO *m_pBlitSrcFBO;
+ CGLMFBO *m_pBlitDstFBO;
+ GLuint m_rboName; // name of MSAA RBO backing the tex if MSAA enabled (or zero)
+
+ int m_rtAttachCount; // how many RT's have this texture attached somewhere
+
+ char *m_backing; // backing storage if available
+
+ int m_lockCount; // lock reqs are stored in the GLMContext for tracking
+
+ CUtlVector<unsigned char> m_sliceFlags;
+
+ char *m_debugLabel; // strdup() of debugLabel passed in, or NULL
+
+ bool m_texClientStorage; // was CS selected for texture
+ bool m_texPreloaded; // has it been kicked into VRAM with GLMContext::PreloadTex yet
+
+ int m_srgbFlipCount;
+#if GLMDEBUG
+ CGLMTex *m_pPrevTex;
+ CGLMTex *m_pNextTex;
+#endif
+};
+
+#endif