X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;ds=sidebyside;f=dali%2Finternal%2Frender%2Frenderers%2Frender-texture.cpp;h=d6783a1fa6f8efb3a96f4cb7ac555d8857c70ddd;hb=481e9d8aefa1276909f0598d18c8533b93a2e31c;hp=99fca0d41701f1644e863b95d036a5f8bfeb95c2;hpb=ba99c2fc92c63f4a7a513813dfc5e76cc502b831;p=platform%2Fcore%2Fuifw%2Fdali-core.git diff --git a/dali/internal/render/renderers/render-texture.cpp b/dali/internal/render/renderers/render-texture.cpp index 99fca0d..d6783a1 100644 --- a/dali/internal/render/renderers/render-texture.cpp +++ b/dali/internal/render/renderers/render-texture.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2018 Samsung Electronics Co., Ltd. + * Copyright (c) 2020 Samsung Electronics Co., Ltd. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. @@ -517,6 +517,28 @@ void PixelFormatToGl( Pixel::Format pixelFormat, GLenum& glFormat, GLint& glInte break; } + // GLES 3.0 depth and stencil formats + case Pixel::DEPTH_UNSIGNED_INT: + { + glFormat = GL_DEPTH_COMPONENT; + pixelDataType = GL_UNSIGNED_INT; + break; + } + + case Pixel::DEPTH_FLOAT: + { + glFormat = GL_DEPTH_COMPONENT; + pixelDataType = GL_FLOAT; + break; + } + + case Pixel::DEPTH_STENCIL: + { + glFormat = GL_DEPTH_STENCIL; + pixelDataType = GL_UNSIGNED_INT_24_8; + break; + } + case Pixel::INVALID: { DALI_LOG_ERROR( "Invalid pixel format for bitmap\n" ); @@ -533,6 +555,16 @@ void PixelFormatToGl( Pixel::Format pixelFormat, GLenum& glFormat, GLint& glInte glInternalFormat = GL_R11F_G11F_B10F; break; } + case Pixel::DEPTH_FLOAT: + { + glInternalFormat = GL_DEPTH_COMPONENT32F; + break; + } + case Pixel::DEPTH_STENCIL: + { + glInternalFormat = GL_DEPTH24_STENCIL8; + break; + } default: { glInternalFormat = glFormat; @@ -568,6 +600,9 @@ bool IsCompressedFormat(Pixel::Format pixelFormat) case Pixel::BGRA8888: case Pixel::RGB16F: case Pixel::RGB32F: + case Pixel::DEPTH_UNSIGNED_INT: + case Pixel::DEPTH_FLOAT: + case Pixel::DEPTH_STENCIL: case Pixel::INVALID: { return false; @@ -767,7 +802,7 @@ void Texture::Upload( Context& context, PixelDataPtr pixelData, const Internal:: uint8_t* buffer( pixelData->GetBuffer() ); //This buffer is only used if manually converting from RGB to RGBA - uint8_t* tempBuffer(0); + std::vector< uint8_t > tempBuffer; //Retrieves the pixel data element type, the gl format and gl internal format of the data contained in the PixelData object. GLenum glFormat; @@ -784,16 +819,11 @@ void Texture::Upload( Context& context, PixelDataPtr pixelData, const Internal:: ( params.width != ( mWidth / ( 1 << params.mipmap ) ) ) || ( params.height != ( mHeight / ( 1 << params.mipmap ) ) ) ); - bool convert = ( ( glFormat == GL_RGB ) && ( mGlFormat == GL_RGBA ) ); -#if DALI_GLES_VERSION >= 30 - // Don't convert manually from RGB to RGBA if GLES >= 3.0 and a sub-image is uploaded. - convert = convert && !isSubImage; -#endif - - if( convert ) + if( context.TextureRequiresConverting( glFormat, mGlFormat, isSubImage ) ) { uint32_t dataSize = static_cast< uint32_t >( params.width ) * params.height; - tempBuffer = new uint8_t[dataSize*4u]; + //reserve() does not allocate the memory on some systems so can crash if not populated using push_back + tempBuffer.resize( dataSize * 4u ); for( uint32_t i = 0u; i < dataSize; ++i ) { tempBuffer[i*4u] = buffer[i*3u]; @@ -802,7 +832,7 @@ void Texture::Upload( Context& context, PixelDataPtr pixelData, const Internal:: tempBuffer[i*4u+3] = 0xFF; } - buffer = tempBuffer; + buffer = &tempBuffer[0]; glFormat = mGlFormat; // Set the glFormat to GL_RGBA } @@ -845,10 +875,6 @@ void Texture::Upload( Context& context, PixelDataPtr pixelData, const Internal:: glFormat, static_cast( pixelData->GetBufferSize() ), buffer ); } } - - - //Destroy temp buffer used for conversion RGB->RGBA - delete[] tempBuffer; } bool Texture::Bind( Context& context, uint32_t textureUnit, Render::Sampler* sampler ) @@ -914,18 +940,14 @@ void Texture::ApplySampler( Context& context, Render::Sampler* sampler ) } } -#if DALI_GLES_VERSION >= 30 - //In GLES 3.0 we do not need to upload all of the mipmap levels, but GL_TEXTURE_MAX_LEVEL must be set if(mMaxMipMapLevel) { context.TexParameteri( mTarget, GL_TEXTURE_MAX_LEVEL, mMaxMipMapLevel ); } -#endif - } } -bool Texture::HasAlphaChannel() +bool Texture::HasAlphaChannel() const { return mHasAlpha; }