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1 /* | 1 /* |
2 * Copyright (C) 2009 Apple Inc. All rights reserved. | 2 * Copyright (C) 2009 Apple Inc. All rights reserved. |
3 * | 3 * |
4 * Redistribution and use in source and binary forms, with or without | 4 * Redistribution and use in source and binary forms, with or without |
5 * modification, are permitted provided that the following conditions | 5 * modification, are permitted provided that the following conditions |
6 * are met: | 6 * are met: |
7 * 1. Redistributions of source code must retain the above copyright | 7 * 1. Redistributions of source code must retain the above copyright |
8 * notice, this list of conditions and the following disclaimer. | 8 * notice, this list of conditions and the following disclaimer. |
9 * 2. Redistributions in binary form must reproduce the above copyright | 9 * 2. Redistributions in binary form must reproduce the above copyright |
10 * notice, this list of conditions and the following disclaimer in the | 10 * notice, this list of conditions and the following disclaimer in the |
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41 WebGLTexture::WebGLTexture(WebGLRenderingContext* ctx) | 41 WebGLTexture::WebGLTexture(WebGLRenderingContext* ctx) |
42 : WebGLSharedObject(ctx) | 42 : WebGLSharedObject(ctx) |
43 , m_target(0) | 43 , m_target(0) |
44 , m_minFilter(GraphicsContext3D::NEAREST_MIPMAP_LINEAR) | 44 , m_minFilter(GraphicsContext3D::NEAREST_MIPMAP_LINEAR) |
45 , m_magFilter(GraphicsContext3D::LINEAR) | 45 , m_magFilter(GraphicsContext3D::LINEAR) |
46 , m_wrapS(GraphicsContext3D::REPEAT) | 46 , m_wrapS(GraphicsContext3D::REPEAT) |
47 , m_wrapT(GraphicsContext3D::REPEAT) | 47 , m_wrapT(GraphicsContext3D::REPEAT) |
48 , m_isNPOT(false) | 48 , m_isNPOT(false) |
49 , m_isComplete(false) | 49 , m_isComplete(false) |
50 , m_needToUseBlackTexture(false) | 50 , m_needToUseBlackTexture(false) |
51 , m_isFloatType(false) | |
52 , m_isHalfFloatType(false) | |
51 { | 53 { |
52 setObject(ctx->graphicsContext3D()->createTexture()); | 54 setObject(ctx->graphicsContext3D()->createTexture()); |
53 } | 55 } |
54 | 56 |
55 WebGLTexture::~WebGLTexture() | 57 WebGLTexture::~WebGLTexture() |
56 { | 58 { |
57 deleteObject(0); | 59 deleteObject(0); |
58 } | 60 } |
59 | 61 |
60 void WebGLTexture::setTarget(GC3Denum target, GC3Dint maxLevel) | 62 void WebGLTexture::setTarget(GC3Denum target, GC3Dint maxLevel) |
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223 return false; | 225 return false; |
224 } | 226 } |
225 | 227 |
226 bool WebGLTexture::isNPOT() const | 228 bool WebGLTexture::isNPOT() const |
227 { | 229 { |
228 if (!object()) | 230 if (!object()) |
229 return false; | 231 return false; |
230 return m_isNPOT; | 232 return m_isNPOT; |
231 } | 233 } |
232 | 234 |
233 bool WebGLTexture::needToUseBlackTexture() const | 235 bool WebGLTexture::needToUseBlackTexture(TextureExtensionFlag flag) const |
234 { | 236 { |
235 if (!object()) | 237 if (!object()) |
236 return false; | 238 return false; |
239 if ((m_isFloatType && !(flag & TextureFloatLinearExtensionEnabled)) || (m_is HalfFloatType && !(flag && TextureHalfFloatLinearExtensionEnabled))) { | |
240 if (m_magFilter != GraphicsContext3D::NEAREST || (m_minFilter != Graphic sContext3D::NEAREST && m_minFilter != GraphicsContext3D::NEAREST_MIPMAP_NEAREST) ) | |
241 return true; | |
242 } | |
Ken Russell (switch to Gerrit)
2013/05/15 23:25:10
Per the comment below, I would write this for clar
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237 return m_needToUseBlackTexture; | 243 return m_needToUseBlackTexture; |
238 } | 244 } |
239 | 245 |
240 void WebGLTexture::deleteObjectImpl(GraphicsContext3D* context3d, Platform3DObje ct object) | 246 void WebGLTexture::deleteObjectImpl(GraphicsContext3D* context3d, Platform3DObje ct object) |
241 { | 247 { |
242 context3d->deleteTexture(object); | 248 context3d->deleteTexture(object); |
243 } | 249 } |
244 | 250 |
245 int WebGLTexture::mapTargetToIndex(GC3Denum target) const | 251 int WebGLTexture::mapTargetToIndex(GC3Denum target) const |
246 { | 252 { |
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303 | 309 |
304 void WebGLTexture::update() | 310 void WebGLTexture::update() |
305 { | 311 { |
306 m_isNPOT = false; | 312 m_isNPOT = false; |
307 for (size_t ii = 0; ii < m_info.size(); ++ii) { | 313 for (size_t ii = 0; ii < m_info.size(); ++ii) { |
308 if (isNPOT(m_info[ii][0].width, m_info[ii][0].height)) { | 314 if (isNPOT(m_info[ii][0].width, m_info[ii][0].height)) { |
309 m_isNPOT = true; | 315 m_isNPOT = true; |
310 break; | 316 break; |
311 } | 317 } |
312 } | 318 } |
319 m_isFloatType = false; | |
320 for (size_t ii = 0; ii < m_info.size(); ++ii) { | |
321 if (m_info[ii][0].type == GraphicsContext3D::FLOAT) { | |
322 m_isFloatType = true; | |
323 break; | |
324 } | |
325 } | |
326 m_isHalfFloatType = false; | |
327 for (size_t ii = 0; ii < m_info.size(); ++ii) { | |
328 if (m_info[ii][0].type == GraphicsContext3D::HALF_FLOAT_OES) { | |
329 m_isHalfFloatType = true; | |
330 break; | |
331 } | |
332 } | |
Ken Russell (switch to Gerrit)
2013/05/15 23:25:10
It isn't necessary to scan all the mip levels. If
Jun Jiang
2013/05/16 02:25:43
Here only mip level 0 is checked. The "for" loop h
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313 m_isComplete = true; | 333 m_isComplete = true; |
314 const LevelInfo& first = m_info[0][0]; | 334 const LevelInfo& first = m_info[0][0]; |
315 GC3Dint levelCount = computeLevelCount(first.width, first.height); | 335 GC3Dint levelCount = computeLevelCount(first.width, first.height); |
316 if (levelCount < 1) | 336 if (levelCount < 1) |
317 m_isComplete = false; | 337 m_isComplete = false; |
318 else { | 338 else { |
319 for (size_t ii = 0; ii < m_info.size() && m_isComplete; ++ii) { | 339 for (size_t ii = 0; ii < m_info.size() && m_isComplete; ++ii) { |
320 const LevelInfo& info0 = m_info[ii][0]; | 340 const LevelInfo& info0 = m_info[ii][0]; |
321 if (!info0.valid | 341 if (!info0.valid |
322 || info0.width != first.width || info0.height != first.height | 342 || info0.width != first.width || info0.height != first.height |
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357 return 0; | 377 return 0; |
358 int targetIndex = mapTargetToIndex(target); | 378 int targetIndex = mapTargetToIndex(target); |
359 if (targetIndex < 0 || targetIndex >= static_cast<int>(m_info.size())) | 379 if (targetIndex < 0 || targetIndex >= static_cast<int>(m_info.size())) |
360 return 0; | 380 return 0; |
361 if (level < 0 || level >= static_cast<GC3Dint>(m_info[targetIndex].size())) | 381 if (level < 0 || level >= static_cast<GC3Dint>(m_info[targetIndex].size())) |
362 return 0; | 382 return 0; |
363 return &(m_info[targetIndex][level]); | 383 return &(m_info[targetIndex][level]); |
364 } | 384 } |
365 | 385 |
366 } | 386 } |
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