void FrameHistory::bind(gl::ObjectStore& store) { if (!texture) { texture = store.createTexture(); MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, *texture)); #ifndef GL_ES_VERSION_2_0 MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)); #endif MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)); MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)); } else { MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, *texture)); } }
void FrameHistory::bind(gl::ObjectStore& store, gl::Config& config, uint32_t unit) { if (!texture) { texture = store.createTexture(); config.activeTexture = unit; config.texture[unit] = *texture; #ifndef GL_ES_VERSION_2_0 MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)); #endif MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)); MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)); } else if (config.texture[unit] != *texture) { config.activeTexture = unit; config.texture[unit] = *texture; } }
void SpriteAtlas::bind(bool linear, gl::ObjectStore& objectStore) { if (!data) { return; // Empty atlas } if (!texture) { texture = objectStore.createTexture(); MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, *texture)); #ifndef GL_ES_VERSION_2_0 MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)); #endif // We are using clamp to edge here since OpenGL ES doesn't allow GL_REPEAT on NPOT textures. // We use those when the pixelRatio isn't a power of two, e.g. on iPhone 6 Plus. MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); fullUploadRequired = true; } else { MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, *texture)); } GLuint filter_val = linear ? GL_LINEAR : GL_NEAREST; if (filter_val != filter) { MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_val)); MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_val)); filter = filter_val; } if (dirty) { std::lock_guard<std::recursive_mutex> lock(mtx); if (fullUploadRequired) { MBGL_CHECK_ERROR(glTexImage2D( GL_TEXTURE_2D, // GLenum target 0, // GLint level GL_RGBA, // GLint internalformat pixelWidth, // GLsizei width pixelHeight, // GLsizei height 0, // GLint border GL_RGBA, // GLenum format GL_UNSIGNED_BYTE, // GLenum type data.get() // const GLvoid * data )); fullUploadRequired = false; } else { MBGL_CHECK_ERROR(glTexSubImage2D( GL_TEXTURE_2D, // GLenum target 0, // GLint level 0, // GLint xoffset 0, // GLint yoffset pixelWidth, // GLsizei width pixelHeight, // GLsizei height GL_RGBA, // GLenum format GL_UNSIGNED_BYTE, // GLenum type data.get() // const GLvoid *pixels )); } dirty = false; #ifndef GL_ES_VERSION_2_0 // platform::showColorDebugImage("Sprite Atlas", reinterpret_cast<const char*>(data.get()), // pixelWidth, pixelHeight, pixelWidth, pixelHeight); #endif } };