diff options
Diffstat (limited to 'drivers/gles3/rasterizer_storage_gles3.cpp')
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 53 |
1 files changed, 53 insertions, 0 deletions
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index 77ac962e37..945df35456 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -828,6 +828,58 @@ void RasterizerStorageGLES3::texture_set_data(RID p_texture, const Ref<Image> &p //texture_set_flags(p_texture,texture->flags); } +// Uploads pixel data to a sub-region of a texture, for the specified mipmap. +// The texture pixels must have been allocated before, because most features seen in texture_set_data() make no sense in a partial update. +// TODO If we want this to be usable without pre-filling pixels with a full image, we have to call glTexImage2D() with null data. +void RasterizerStorageGLES3::texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, VS::CubeMapSide p_cube_side) { + + Texture *texture = texture_owner.get(p_texture); + + ERR_FAIL_COND(!texture); + ERR_FAIL_COND(!texture->active); + ERR_FAIL_COND(texture->render_target); + ERR_FAIL_COND(texture->format != p_image->get_format()); + ERR_FAIL_COND(p_image.is_null()); + ERR_FAIL_COND(src_w <= 0 || src_h <= 0); + ERR_FAIL_COND(src_x < 0 || src_y < 0 || src_x + src_w > p_image->get_width() || src_y + src_h > p_image->get_height()); + ERR_FAIL_COND(dst_x < 0 || dst_y < 0 || dst_x + src_w > texture->alloc_width || dst_y + src_h > texture->alloc_height); + ERR_FAIL_COND(p_dst_mip < 0 || p_dst_mip >= texture->mipmaps); + + GLenum type; + GLenum format; + GLenum internal_format; + bool compressed; + bool srgb; + + // Because OpenGL wants data as a dense array, we have to extract the sub-image if the source rect isn't the full image + Ref<Image> p_sub_img = p_image; + if (src_x > 0 || src_y > 0 || src_w != p_image->get_width() || src_h != p_image->get_height()) { + p_sub_img = p_image->get_rect(Rect2(src_x, src_y, src_w, src_h)); + } + + Ref<Image> img = _get_gl_image_and_format(p_sub_img, p_sub_img->get_format(), texture->flags, format, internal_format, type, compressed, srgb); + + GLenum blit_target = (texture->target == GL_TEXTURE_CUBE_MAP) ? _cube_side_enum[p_cube_side] : GL_TEXTURE_2D; + + PoolVector<uint8_t>::Read read = img->get_data().read(); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(texture->target, texture->tex_id); + + int src_data_size = img->get_data().size(); + int src_ofs = 0; + + if (texture->compressed) { + glPixelStorei(GL_UNPACK_ALIGNMENT, 4); + glCompressedTexSubImage2D(blit_target, p_dst_mip, dst_x, dst_y, src_w, src_h, internal_format, src_data_size, &read[src_ofs]); + + } else { + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + // `format` has to match the internal_format used when the texture was created + glTexSubImage2D(blit_target, p_dst_mip, dst_x, dst_y, src_w, src_h, format, type, &read[src_ofs]); + } +} + Ref<Image> RasterizerStorageGLES3::texture_get_data(RID p_texture, VS::CubeMapSide p_cube_side) const { Texture *texture = texture_owner.get(p_texture); @@ -1615,6 +1667,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const { shaders.actions_canvas.render_mode_values["blend_sub"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_SUB); shaders.actions_canvas.render_mode_values["blend_mul"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_MUL); shaders.actions_canvas.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_PMALPHA); + shaders.actions_canvas.render_mode_values["blend_disabled"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_DISABLED); shaders.actions_canvas.render_mode_values["unshaded"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_UNSHADED); shaders.actions_canvas.render_mode_values["light_only"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY); |