//============================================================================== void TextureResource::loadInternal(const CString& filename, ResourceInitializer& rinit) { GlDevice& gl = rinit.m_resources._getGlDevice(); GlCommandBufferHandle cmdb; cmdb.create(&gl); // Always first to avoid assertions ( // because of the check of the allocator) GlTextureHandle::Initializer init; U layers = 0; Bool driverShouldGenMipmaps = false; // Load image Image* imgPtr = rinit.m_alloc.newInstance<Image>(rinit.m_alloc); Image& img = *imgPtr; img.load(filename, rinit.m_resources.getMaxTextureSize()); // width + height init.m_width = img.getSurface(0, 0).m_width; init.m_height = img.getSurface(0, 0).m_height; // depth if(img.getTextureType() == Image::TextureType::_2D_ARRAY || img.getTextureType() == Image::TextureType::_3D) { init.m_depth = img.getDepth(); } else { init.m_depth = 0; } // target switch(img.getTextureType()) { case Image::TextureType::_2D: init.m_target = GL_TEXTURE_2D; layers = 1; break; case Image::TextureType::CUBE: init.m_target = GL_TEXTURE_CUBE_MAP; layers = 6; break; case Image::TextureType::_2D_ARRAY: init.m_target = GL_TEXTURE_2D_ARRAY; layers = init.m_depth; break; case Image::TextureType::_3D: init.m_target = GL_TEXTURE_3D; layers = init.m_depth; default: ANKI_ASSERT(0); } // Internal format if(img.getColorFormat() == Image::ColorFormat::RGB8) { switch(img.getCompression()) { case Image::DataCompression::RAW: #if DRIVER_CAN_COMPRESS init.m_internalFormat = GL_COMPRESSED_RGB; #else init.m_internalFormat = GL_RGB; #endif driverShouldGenMipmaps = true; break; #if ANKI_GL == ANKI_GL_DESKTOP case Image::DataCompression::S3TC: init.m_internalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break; #else case Image::DataCompression::ETC: init.m_internalFormat = GL_COMPRESSED_RGB8_ETC2; break; #endif default: ANKI_ASSERT(0); } } else if(img.getColorFormat() == Image::ColorFormat::RGBA8) { switch(img.getCompression()) { case Image::DataCompression::RAW: #if DRIVER_CAN_COMPRESS init.m_internalFormat = GL_COMPRESSED_RGBA; #else init.m_internalFormat = GL_RGBA; #endif driverShouldGenMipmaps = true; break; #if ANKI_GL == ANKI_GL_DESKTOP case Image::DataCompression::S3TC: init.m_internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break; #else case Image::DataCompression::ETC: init.m_internalFormat = GL_COMPRESSED_RGBA8_ETC2_EAC; break; #endif default: ANKI_ASSERT(0); } } else { ANKI_ASSERT(0); } // format switch(img.getColorFormat()) { case Image::ColorFormat::RGB8: init.m_format = GL_RGB; break; case Image::ColorFormat::RGBA8: init.m_format = GL_RGBA; break; default: ANKI_ASSERT(0); } // type init.m_type = GL_UNSIGNED_BYTE; // mipmapsCount init.m_mipmapsCount = img.getMipLevelsCount(); // filteringType init.m_filterType = GlTextureHandle::Filter::TRILINEAR; // repeat init.m_repeat = true; // anisotropyLevel init.m_anisotropyLevel = rinit.m_resources.getTextureAnisotropy(); // genMipmaps if(init.m_mipmapsCount == 1 || driverShouldGenMipmaps) { init.m_genMipmaps = true; } else { init.m_genMipmaps = false; } // Now assign the data for(U layer = 0; layer < layers; layer++) { for(U level = 0; level < init.m_mipmapsCount; level++) { GlClientBufferHandle& buff = init.m_data[level][layer]; buff.create( cmdb, img.getSurface(level, layer).m_data.size(), (void*)&img.getSurface(level, layer).m_data[0]); } } // Add the GL job to create the texture m_tex.create(cmdb, init); // Add cleanup job cmdb.pushBackUserCommand(deleteImageCallback, imgPtr); // Finaly enque the GL job chain cmdb.flush(); m_size = UVec3(init.m_width, init.m_height, init.m_depth); }