#define GLTEXTURETYPE_CUBEMAP 3
static int gltexturetypeenums[4] = {GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP_ARB};
+static int gltexturetypebindingenums[4] = {GL_TEXTURE_BINDING_1D, GL_TEXTURE_BINDING_2D, GL_TEXTURE_BINDING_3D, GL_TEXTURE_BINDING_CUBE_MAP_ARB};
static int gltexturetypedimensions[4] = {1, 2, 3, 2};
static int cubemapside[6] =
{
{"GL_LINEAR_MIPMAP_LINEAR", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR}
};
-extern int gl_backend_rebindtextures;
-
static void GL_TextureMode_f (void)
{
int i;
+ GLint oldbindtexnum;
gltextureimage_t *image;
gltexturepool_t *pool;
// only update already uploaded images
if (!(image->flags & GLTEXF_UPLOAD))
{
- qglBindTexture(GL_TEXTURE_2D, image->texnum);
+ qglGetIntegerv(gltexturetypebindingenums[image->texturetype], &oldbindtexnum);
+ qglBindTexture(gltexturetypeenums[image->texturetype], image->texnum);
if (image->flags & TEXF_MIPMAP)
- qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
+ qglTexParameteri(gltexturetypeenums[image->texturetype], GL_TEXTURE_MIN_FILTER, gl_filter_min);
else
- qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_mag);
- qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_mag);
+ qglTexParameteri(gltexturetypeenums[image->texturetype], GL_TEXTURE_MIN_FILTER, gl_filter_mag);
+ qglTexParameteri(gltexturetypeenums[image->texturetype], GL_TEXTURE_MAG_FILTER, gl_filter_mag);
+ qglBindTexture(gltexturetypeenums[image->texturetype], oldbindtexnum);
}
}
}
static void R_Upload(gltexture_t *glt, qbyte *data)
{
- int i, mip, width, height, depth, internalformat;
+ int i, mip, width, height, depth;
+ GLint oldbindtexnum;
qbyte *prevbuffer;
prevbuffer = data;
- R_Mesh_EndBatch();
-
CHECKGLERROR
glt->texnum = glt->image->texnum;
+ // we need to restore the texture binding after finishing the upload
+ qglGetIntegerv(gltexturetypebindingenums[glt->image->texturetype], &oldbindtexnum);
qglBindTexture(gltexturetypeenums[glt->image->texturetype], glt->image->texnum);
CHECKGLERROR
glt->flags &= ~GLTEXF_UPLOAD;
- gl_backend_rebindtextures = true;
if (glt->flags & TEXF_FRAGMENT)
{
Host_Error("R_Upload: fragment texture of type other than 1D, 2D, or 3D\n");
break;
}
- glt->texnum = glt->image->texnum;
- return;
- }
-
- glt->image->flags &= ~GLTEXF_UPLOAD;
-
- // these are rounded up versions of the size to do better resampling
- for (width = 1;width < glt->width ;width <<= 1);
- for (height = 1;height < glt->height;height <<= 1);
- for (depth = 1;depth < glt->depth ;depth <<= 1);
-
- R_MakeResizeBufferBigger(width * height * depth * glt->image->sides * glt->image->bytesperpixel);
-
- if (prevbuffer == NULL)
- {
- width = glt->image->width;
- height = glt->image->height;
- depth = glt->image->depth;
- memset(resizebuffer, 255, width * height * depth * glt->image->bytesperpixel);
- prevbuffer = resizebuffer;
}
else
{
- if (glt->textype->textype == TEXTYPE_PALETTE)
- {
- // promote paletted to RGBA, so we only have to worry about RGB and
- // RGBA in the rest of this code
- Image_Copy8bitRGBA(prevbuffer, colorconvertbuffer, glt->width * glt->height * glt->depth * glt->image->sides, glt->palette);
- prevbuffer = colorconvertbuffer;
- }
- }
+ glt->image->flags &= ~GLTEXF_UPLOAD;
- // 3 and 4 are converted by the driver to it's preferred format for the current display mode
- internalformat = 3;
- if (glt->flags & TEXF_ALPHA)
- internalformat = 4;
+ // these are rounded up versions of the size to do better resampling
+ for (width = 1;width < glt->width ;width <<= 1);
+ for (height = 1;height < glt->height;height <<= 1);
+ for (depth = 1;depth < glt->depth ;depth <<= 1);
- // cubemaps contain multiple images and thus get processed a bit differently
- if (glt->image->texturetype != GLTEXTURETYPE_CUBEMAP)
- {
- if (glt->width != width || glt->height != height || glt->depth != depth)
- {
- Image_Resample(prevbuffer, glt->width, glt->height, glt->depth, resizebuffer, width, height, depth, glt->image->bytesperpixel, r_lerpimages.integer);
- prevbuffer = resizebuffer;
- }
- // picmip/max_size
- while (width > glt->image->width || height > glt->image->height || depth > glt->image->depth)
+ R_MakeResizeBufferBigger(width * height * depth * glt->image->sides * glt->image->bytesperpixel);
+
+ if (prevbuffer == NULL)
{
- Image_MipReduce(prevbuffer, resizebuffer, &width, &height, &depth, glt->image->width, glt->image->height, glt->image->depth, glt->image->bytesperpixel);
+ width = glt->image->width;
+ height = glt->image->height;
+ depth = glt->image->depth;
+ memset(resizebuffer, 255, width * height * depth * glt->image->bytesperpixel);
prevbuffer = resizebuffer;
}
- }
- mip = 0;
- switch(glt->image->texturetype)
- {
- case GLTEXTURETYPE_1D:
- qglTexImage1D(GL_TEXTURE_1D, mip++, internalformat, width, 0, glt->image->glformat, GL_UNSIGNED_BYTE, prevbuffer);
- CHECKGLERROR
- if (glt->flags & TEXF_MIPMAP)
+ else
{
- while (width > 1 || height > 1 || depth > 1)
+ if (glt->textype->textype == TEXTYPE_PALETTE)
{
- Image_MipReduce(prevbuffer, resizebuffer, &width, &height, &depth, 1, 1, 1, glt->image->bytesperpixel);
- prevbuffer = resizebuffer;
- qglTexImage1D(GL_TEXTURE_1D, mip++, internalformat, width, 0, glt->image->glformat, GL_UNSIGNED_BYTE, prevbuffer);
- CHECKGLERROR
+ // promote paletted to RGBA, so we only have to worry about RGB and
+ // RGBA in the rest of this code
+ Image_Copy8bitRGBA(prevbuffer, colorconvertbuffer, glt->width * glt->height * glt->depth * glt->image->sides, glt->palette);
+ prevbuffer = colorconvertbuffer;
}
}
- break;
- case GLTEXTURETYPE_2D:
- qglTexImage2D(GL_TEXTURE_2D, mip++, internalformat, width, height, 0, glt->image->glformat, GL_UNSIGNED_BYTE, prevbuffer);
- CHECKGLERROR
- if (glt->flags & TEXF_MIPMAP)
+
+ // cubemaps contain multiple images and thus get processed a bit differently
+ if (glt->image->texturetype != GLTEXTURETYPE_CUBEMAP)
{
- while (width > 1 || height > 1 || depth > 1)
+ if (glt->width != width || glt->height != height || glt->depth != depth)
{
- Image_MipReduce(prevbuffer, resizebuffer, &width, &height, &depth, 1, 1, 1, glt->image->bytesperpixel);
+ Image_Resample(prevbuffer, glt->width, glt->height, glt->depth, resizebuffer, width, height, depth, glt->image->bytesperpixel, r_lerpimages.integer);
prevbuffer = resizebuffer;
- qglTexImage2D(GL_TEXTURE_2D, mip++, internalformat, width, height, 0, glt->image->glformat, GL_UNSIGNED_BYTE, prevbuffer);
- CHECKGLERROR
}
- }
- break;
- case GLTEXTURETYPE_3D:
- qglTexImage3D(GL_TEXTURE_3D, mip++, internalformat, width, height, depth, 0, glt->image->glformat, GL_UNSIGNED_BYTE, prevbuffer);
- CHECKGLERROR
- if (glt->flags & TEXF_MIPMAP)
- {
- while (width > 1 || height > 1 || depth > 1)
+ // picmip/max_size
+ while (width > glt->image->width || height > glt->image->height || depth > glt->image->depth)
{
- Image_MipReduce(prevbuffer, resizebuffer, &width, &height, &depth, 1, 1, 1, glt->image->bytesperpixel);
+ Image_MipReduce(prevbuffer, resizebuffer, &width, &height, &depth, glt->image->width, glt->image->height, glt->image->depth, glt->image->bytesperpixel);
prevbuffer = resizebuffer;
- qglTexImage3D(GL_TEXTURE_3D, mip++, internalformat, width, height, depth, 0, glt->image->glformat, GL_UNSIGNED_BYTE, prevbuffer);
- CHECKGLERROR
}
}
- break;
- case GLTEXTURETYPE_CUBEMAP:
- // convert and upload each side in turn,
- // from a continuous block of input texels
- texturebuffer = prevbuffer;
- for (i = 0;i < 6;i++)
+ mip = 0;
+ switch(glt->image->texturetype)
{
- prevbuffer = texturebuffer;
- texturebuffer += width * height * depth * glt->textype->inputbytesperpixel;
- if (glt->width != width || glt->height != height || glt->depth != depth)
+ case GLTEXTURETYPE_1D:
+ qglTexImage1D(GL_TEXTURE_1D, mip++, glt->image->glinternalformat, width, 0, glt->image->glformat, GL_UNSIGNED_BYTE, prevbuffer);
+ CHECKGLERROR
+ if (glt->flags & TEXF_MIPMAP)
{
- Image_Resample(prevbuffer, glt->width, glt->height, glt->depth, resizebuffer, width, height, depth, glt->image->bytesperpixel, r_lerpimages.integer);
- prevbuffer = resizebuffer;
+ while (width > 1 || height > 1 || depth > 1)
+ {
+ Image_MipReduce(prevbuffer, resizebuffer, &width, &height, &depth, 1, 1, 1, glt->image->bytesperpixel);
+ prevbuffer = resizebuffer;
+ qglTexImage1D(GL_TEXTURE_1D, mip++, glt->image->glinternalformat, width, 0, glt->image->glformat, GL_UNSIGNED_BYTE, prevbuffer);
+ CHECKGLERROR
+ }
}
- // picmip/max_size
- while (width > glt->image->width || height > glt->image->height || depth > glt->image->depth)
+ break;
+ case GLTEXTURETYPE_2D:
+ qglTexImage2D(GL_TEXTURE_2D, mip++, glt->image->glinternalformat, width, height, 0, glt->image->glformat, GL_UNSIGNED_BYTE, prevbuffer);
+ CHECKGLERROR
+ if (glt->flags & TEXF_MIPMAP)
{
- Image_MipReduce(prevbuffer, resizebuffer, &width, &height, &depth, glt->image->width, glt->image->height, glt->image->depth, glt->image->bytesperpixel);
- prevbuffer = resizebuffer;
+ while (width > 1 || height > 1 || depth > 1)
+ {
+ Image_MipReduce(prevbuffer, resizebuffer, &width, &height, &depth, 1, 1, 1, glt->image->bytesperpixel);
+ prevbuffer = resizebuffer;
+ qglTexImage2D(GL_TEXTURE_2D, mip++, glt->image->glinternalformat, width, height, 0, glt->image->glformat, GL_UNSIGNED_BYTE, prevbuffer);
+ CHECKGLERROR
+ }
}
- mip = 0;
- qglTexImage2D(cubemapside[i], mip++, internalformat, width, height, 0, glt->image->glformat, GL_UNSIGNED_BYTE, prevbuffer);
+ break;
+ case GLTEXTURETYPE_3D:
+ qglTexImage3D(GL_TEXTURE_3D, mip++, glt->image->glinternalformat, width, height, depth, 0, glt->image->glformat, GL_UNSIGNED_BYTE, prevbuffer);
CHECKGLERROR
if (glt->flags & TEXF_MIPMAP)
{
{
Image_MipReduce(prevbuffer, resizebuffer, &width, &height, &depth, 1, 1, 1, glt->image->bytesperpixel);
prevbuffer = resizebuffer;
- qglTexImage2D(cubemapside[i], mip++, internalformat, width, height, 0, glt->image->glformat, GL_UNSIGNED_BYTE, prevbuffer);
+ qglTexImage3D(GL_TEXTURE_3D, mip++, glt->image->glinternalformat, width, height, depth, 0, glt->image->glformat, GL_UNSIGNED_BYTE, prevbuffer);
CHECKGLERROR
}
}
+ break;
+ case GLTEXTURETYPE_CUBEMAP:
+ // convert and upload each side in turn,
+ // from a continuous block of input texels
+ texturebuffer = prevbuffer;
+ for (i = 0;i < 6;i++)
+ {
+ prevbuffer = texturebuffer;
+ texturebuffer += width * height * depth * glt->textype->inputbytesperpixel;
+ if (glt->width != width || glt->height != height || glt->depth != depth)
+ {
+ Image_Resample(prevbuffer, glt->width, glt->height, glt->depth, resizebuffer, width, height, depth, glt->image->bytesperpixel, r_lerpimages.integer);
+ prevbuffer = resizebuffer;
+ }
+ // picmip/max_size
+ while (width > glt->image->width || height > glt->image->height || depth > glt->image->depth)
+ {
+ Image_MipReduce(prevbuffer, resizebuffer, &width, &height, &depth, glt->image->width, glt->image->height, glt->image->depth, glt->image->bytesperpixel);
+ prevbuffer = resizebuffer;
+ }
+ mip = 0;
+ qglTexImage2D(cubemapside[i], mip++, glt->image->glinternalformat, width, height, 0, glt->image->glformat, GL_UNSIGNED_BYTE, prevbuffer);
+ CHECKGLERROR
+ if (glt->flags & TEXF_MIPMAP)
+ {
+ while (width > 1 || height > 1 || depth > 1)
+ {
+ Image_MipReduce(prevbuffer, resizebuffer, &width, &height, &depth, 1, 1, 1, glt->image->bytesperpixel);
+ prevbuffer = resizebuffer;
+ qglTexImage2D(cubemapside[i], mip++, glt->image->glinternalformat, width, height, 0, glt->image->glformat, GL_UNSIGNED_BYTE, prevbuffer);
+ CHECKGLERROR
+ }
+ }
+ }
+ break;
}
- break;
+ GL_SetupTextureParameters(glt->image->flags, glt->image->texturetype);
}
- GL_SetupTextureParameters(glt->image->flags, glt->image->texturetype);
+ qglBindTexture(gltexturetypeenums[glt->image->texturetype], oldbindtexnum);
}
static void R_FindImageForTexture(gltexture_t *glt)