//========= Copyright Valve Corporation, All rights reserved. ============// // TOGL CODE LICENSE // // Copyright 2011-2014 Valve Corporation // All Rights Reserved. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // // cglmtex.h // GLMgr textures // //=============================================================================== #ifndef CGLMTEX_H #define CGLMTEX_H #pragma once #ifdef OSX #include "glmgrbasics.h" #endif #include "tier1/utlhash.h" #include "tier1/utlmap.h" //=============================================================================== // forward declarations class GLMContext; class GLMTester; class CGLMTexLayoutTable; class CGLMTex; class CGLMFBO; struct IDirect3DSurface9; #if GLMDEBUG extern CGLMTex *g_pFirstCGMLTex; #endif // For GL_EXT_texture_sRGB_decode #ifndef GL_TEXTURE_SRGB_DECODE_EXT #define GL_TEXTURE_SRGB_DECODE_EXT 0x8A48 #endif #ifndef GL_DECODE_EXT #define GL_DECODE_EXT 0x8A49 #endif #ifndef GL_SKIP_DECODE_EXT #define GL_SKIP_DECODE_EXT 0x8A4A #endif //=============================================================================== struct GLMTexFormatDesc { const char *m_formatSummary; // for debug visibility D3DFORMAT m_d3dFormat; // what D3D knows it as; see public/bitmap/imageformat.h GLenum m_glIntFormat; // GL internal format GLenum m_glIntFormatSRGB; // internal format if SRGB flavor GLenum m_glDataFormat; // GL data format GLenum m_glDataType; // GL data type int m_chunkSize; // 1 or 4 - 4 is used for compressed textures int m_bytesPerSquareChunk; // how many bytes for the smallest quantum (m_chunkSize x m_chunkSize) // this description lets us calculate size cleanly without conditional logic for compression }; const GLMTexFormatDesc *GetFormatDesc( D3DFORMAT format ); //=============================================================================== // utility function for generating slabs of texels. mostly for test. typedef struct { // in D3DFORMAT m_format; void *m_dest; // dest address int m_chunkCount; // square chunk count (single texels or compressed blocks) int m_byteCountLimit; // caller expectation of max number of bytes to write out float r,g,b,a; // color desired // out int m_bytesWritten; } GLMGenTexelParams; // return true if successful bool GLMGenTexels( GLMGenTexelParams *params ); //=============================================================================== struct GLMTexLayoutSlice { int m_xSize,m_ySize,m_zSize; //texel dimensions of this slice int m_storageOffset; //where in the storage slab does this slice live int m_storageSize; //how much storage does this slice occupy }; enum EGLMTexFlags { kGLMTexMipped = 0x01, kGLMTexMippedAuto = 0x02, kGLMTexRenderable = 0x04, kGLMTexIsStencil = 0x08, kGLMTexIsDepth = 0x10, kGLMTexSRGB = 0x20, kGLMTexMultisampled = 0x40, // has an RBO backing it. Cannot combine with Mipped, MippedAuto. One slice maximum, only targeting GL_TEXTURE_2D. // actually not 100% positive on the mipmapping, the RBO itself can't be mipped, but the resulting texture could // have mipmaps generated. }; //=============================================================================== struct GLMTexLayoutKey { // input values: held const, these are the hash key for the form map GLenum m_texGLTarget; // flavor of texture: GL_TEXTURE_2D, GL_TEXTURE_3D, GLTEXTURE_CUBE_MAP D3DFORMAT m_texFormat; // D3D texel format unsigned long m_texFlags; // mipped, autogen mips, render target, ... ? unsigned long m_texSamples; // zero for a plain tex, 2/4/6/8 for "MSAA tex" (RBO backed) int m_xSize,m_ySize,m_zSize; // size of base mip }; bool LessFunc_GLMTexLayoutKey( const GLMTexLayoutKey &a, const GLMTexLayoutKey &b ); #define GLM_TEX_MAX_MIPS 14 #define GLM_TEX_MAX_FACES 6 #define GLM_TEX_MAX_SLICES (GLM_TEX_MAX_MIPS * GLM_TEX_MAX_FACES) #pragma warning( push ) #pragma warning( disable : 4200 ) struct GLMTexLayout { char *m_layoutSummary; // for debug visibility // const inputs used for hashing GLMTexLayoutKey m_key; // refcount int m_refCount; // derived values: GLMTexFormatDesc *m_format; // format specific info int m_mipCount; // derived by starying at base size and working down towards 1x1 int m_faceCount; // 1 for 2d/3d, 6 for cubemap int m_sliceCount; // product of faces and mips int m_storageTotalSize; // size of storage slab required // slice array GLMTexLayoutSlice m_slices[0]; // dynamically allocated 2-d array [faces][mips] }; #pragma warning( pop ) class CGLMTexLayoutTable { public: CGLMTexLayoutTable(); GLMTexLayout *NewLayoutRef( GLMTexLayoutKey *pDesiredKey ); // pass in a pointer to layout key - receive ptr to completed layout void DelLayoutRef( GLMTexLayout *layout ); // pass in pointer to completed layout. refcount is dropped. void DumpStats( void ); protected: CUtlMap< GLMTexLayoutKey, GLMTexLayout* > m_layoutMap; }; //=============================================================================== // a sampler specifies desired state for drawing on a given sampler index // this is the combination of a texture choice and a set of sampler parameters // see http://msdn.microsoft.com/en-us/library/bb172602(VS.85).aspx struct GLMTexLockParams { // input params which identify the slice of interest CGLMTex *m_tex; int m_face; int m_mip; // identifies the region of the slice GLMRegion m_region; // tells GLM to force re-read of the texels back from GL // i.e. "I know I stepped on those texels with a draw or blit - the GLM copy is stale" bool m_readback; }; struct GLMTexLockDesc { GLMTexLockParams m_req; // form of the lock request bool m_active; // set true at lock time. cleared at unlock time. int m_sliceIndex; // which slice in the layout int m_sliceBaseOffset; // where is that in the texture data int m_sliceRegionOffset; // offset to the start (lowest address corner) of the region requested }; //=============================================================================== #define GLM_SAMPLER_COUNT 16 #define GLM_MAX_PIXEL_TEX_SAMPLERS 16 #define GLM_MAX_VERTEX_TEX_SAMPLERS 0 typedef CBitVec CTexBindMask; enum EGLMTexSliceFlag { kSliceValid = 0x01, // slice has been teximage'd in whole at least once - set to 0 initially kSliceStorageValid = 0x02, // if backing store is available, this slice's data is a valid copy - set to 0 initially kSliceLocked = 0x04, // are one or more locks outstanding on this slice kSliceFullyDirty = 0x08, // does the slice need to be fully downloaded at unlock time (disregard dirty rects) }; //=============================================================================== #define GLM_PACKED_SAMPLER_PARAMS_ADDRESS_BITS (2) #define GLM_PACKED_SAMPLER_PARAMS_MIN_FILTER_BITS (2) #define GLM_PACKED_SAMPLER_PARAMS_MAG_FILTER_BITS (2) #define GLM_PACKED_SAMPLER_PARAMS_MIP_FILTER_BITS (2) #define GLM_PACKED_SAMPLER_PARAMS_MIN_LOD_BITS (4) #define GLM_PACKED_SAMPLER_PARAMS_MAX_ANISO_BITS (5) #define GLM_PACKED_SAMPLER_PARAMS_COMPARE_MODE_BITS (1) #define GLM_PACKED_SAMPLER_PARAMS_SRGB_BITS (1) struct GLMTexPackedSamplingParams { uint32 m_addressU : GLM_PACKED_SAMPLER_PARAMS_ADDRESS_BITS; uint32 m_addressV : GLM_PACKED_SAMPLER_PARAMS_ADDRESS_BITS; uint32 m_addressW : GLM_PACKED_SAMPLER_PARAMS_ADDRESS_BITS; uint32 m_minFilter : GLM_PACKED_SAMPLER_PARAMS_MIN_FILTER_BITS; uint32 m_magFilter : GLM_PACKED_SAMPLER_PARAMS_MAG_FILTER_BITS; uint32 m_mipFilter : GLM_PACKED_SAMPLER_PARAMS_MIP_FILTER_BITS; uint32 m_minLOD : GLM_PACKED_SAMPLER_PARAMS_MIN_LOD_BITS; uint32 m_maxAniso : GLM_PACKED_SAMPLER_PARAMS_MAX_ANISO_BITS; uint32 m_compareMode : GLM_PACKED_SAMPLER_PARAMS_COMPARE_MODE_BITS; uint32 m_srgb : GLM_PACKED_SAMPLER_PARAMS_SRGB_BITS; uint32 m_isValid : 1; }; struct GLMTexSamplingParams { union { GLMTexPackedSamplingParams m_packed; uint32 m_bits; }; uint32 m_borderColor; float m_lodBias; FORCEINLINE bool operator== (const GLMTexSamplingParams& rhs ) const { return ( m_bits == rhs.m_bits ) && ( m_borderColor == rhs.m_borderColor ) && ( m_lodBias == rhs.m_lodBias ); } FORCEINLINE void SetToDefaults() { m_bits = 0; m_borderColor = 0; m_lodBias = 0.0f; m_packed.m_addressU = D3DTADDRESS_WRAP; m_packed.m_addressV = D3DTADDRESS_WRAP; m_packed.m_addressW = D3DTADDRESS_WRAP; m_packed.m_minFilter = D3DTEXF_POINT; m_packed.m_magFilter = D3DTEXF_POINT; m_packed.m_mipFilter = D3DTEXF_NONE; m_packed.m_maxAniso = 1; m_packed.m_compareMode = 0; m_packed.m_isValid = true; } #ifndef OSX FORCEINLINE void SetToSamplerObject( GLuint nSamplerObject ) const { static const GLenum dxtogl_addressMode[] = { GL_REPEAT, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER, (GLenum)-1 }; static const GLenum dxtogl_magFilter[4] = { GL_NEAREST, GL_NEAREST, GL_LINEAR, GL_LINEAR }; static const GLenum dxtogl_minFilter[4][4] = // indexed by _D3DTEXTUREFILTERTYPE on both axes: [row is min filter][col is mip filter]. { /* min = D3DTEXF_NONE */ { GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, (GLenum)-1 }, // D3DTEXF_NONE we just treat like POINT /* min = D3DTEXF_POINT */ { GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, (GLenum)-1 }, /* min = D3DTEXF_LINEAR */ { GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, (GLenum)-1 }, /* min = D3DTEXF_ANISOTROPIC */ { GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, (GLenum)-1 }, // no diff from prior row, set maxAniso to effect the sampling }; gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_WRAP_S, dxtogl_addressMode[m_packed.m_addressU] ); gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_WRAP_T, dxtogl_addressMode[m_packed.m_addressV] ); gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_WRAP_R, dxtogl_addressMode[m_packed.m_addressW] ); gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_MIN_FILTER, dxtogl_minFilter[m_packed.m_minFilter][m_packed.m_mipFilter] ); gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_MAG_FILTER, dxtogl_magFilter[m_packed.m_magFilter] ); gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_MAX_ANISOTROPY_EXT, m_packed.m_maxAniso ); float flBorderColor[4] = { 0, 0, 0, 0 }; if ( m_borderColor ) { flBorderColor[0] = ((m_borderColor >> 16) & 0xFF) * (1.0f/255.0f); //R flBorderColor[1] = ((m_borderColor >> 8) & 0xFF) * (1.0f/255.0f); //G flBorderColor[2] = ((m_borderColor ) & 0xFF) * (1.0f/255.0f); //B flBorderColor[3] = ((m_borderColor >> 24) & 0xFF) * (1.0f/255.0f); //A } gGL->glSamplerParameterfv( nSamplerObject, GL_TEXTURE_BORDER_COLOR, flBorderColor ); // <-- this crashes ATI's driver, remark it out gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_MIN_LOD, m_packed.m_minLOD ); // gGL->glSamplerParameterfv( nSamplerObject, GL_TEXTURE_LOD_BIAS, &m_lodBias ); gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_COMPARE_MODE_ARB, m_packed.m_compareMode ? GL_COMPARE_R_TO_TEXTURE_ARB : GL_NONE ); // gGL->glSamplerParameterf( nSamplerObject, GL_TEXTURE_LOD_BIAS, m_lodBias ); if ( m_packed.m_compareMode ) { gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL ); } if ( gGL->m_bHave_GL_EXT_texture_sRGB_decode ) { gGL->glSamplerParameteri( nSamplerObject, GL_TEXTURE_SRGB_DECODE_EXT, m_packed.m_srgb ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT ); } } #endif // !OSX inline void DeltaSetToTarget( GLenum target, const GLMTexSamplingParams &curState ) { static const GLenum dxtogl_addressMode[] = { GL_REPEAT, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER, (GLenum)-1 }; static const GLenum dxtogl_magFilter[4] = { GL_NEAREST, GL_NEAREST, GL_LINEAR, GL_LINEAR }; static const GLenum dxtogl_minFilter[4][4] = // indexed by _D3DTEXTUREFILTERTYPE on both axes: [row is min filter][col is mip filter]. { /* min = D3DTEXF_NONE */ { GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, (GLenum)-1 }, // D3DTEXF_NONE we just treat like POINT /* min = D3DTEXF_POINT */ { GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, (GLenum)-1 }, /* min = D3DTEXF_LINEAR */ { GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, (GLenum)-1 }, /* min = D3DTEXF_ANISOTROPIC */ { GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, (GLenum)-1 }, // no diff from prior row, set maxAniso to effect the sampling }; if ( m_packed.m_addressU != curState.m_packed.m_addressU ) { gGL->glTexParameteri( target, GL_TEXTURE_WRAP_S, dxtogl_addressMode[m_packed.m_addressU] ); } if ( m_packed.m_addressV != curState.m_packed.m_addressV ) { gGL->glTexParameteri( target, GL_TEXTURE_WRAP_T, dxtogl_addressMode[m_packed.m_addressV] ); } if ( m_packed.m_addressW != curState.m_packed.m_addressW ) { gGL->glTexParameteri( target, GL_TEXTURE_WRAP_R, dxtogl_addressMode[m_packed.m_addressW] ); } if ( ( m_packed.m_minFilter != curState.m_packed.m_minFilter ) || ( m_packed.m_magFilter != curState.m_packed.m_magFilter ) || ( m_packed.m_mipFilter != curState.m_packed.m_mipFilter ) || ( m_packed.m_maxAniso != curState.m_packed.m_maxAniso ) ) { gGL->glTexParameteri( target, GL_TEXTURE_MIN_FILTER, dxtogl_minFilter[m_packed.m_minFilter][m_packed.m_mipFilter] ); gGL->glTexParameteri( target, GL_TEXTURE_MAG_FILTER, dxtogl_magFilter[m_packed.m_magFilter] ); gGL->glTexParameteri( target, GL_TEXTURE_MAX_ANISOTROPY_EXT, m_packed.m_maxAniso ); } if ( m_borderColor != curState.m_borderColor ) { float flBorderColor[4] = { 0, 0, 0, 0 }; if ( m_borderColor ) { flBorderColor[0] = ((m_borderColor >> 16) & 0xFF) * (1.0f/255.0f); //R flBorderColor[1] = ((m_borderColor >> 8) & 0xFF) * (1.0f/255.0f); //G flBorderColor[2] = ((m_borderColor ) & 0xFF) * (1.0f/255.0f); //B flBorderColor[3] = ((m_borderColor >> 24) & 0xFF) * (1.0f/255.0f); //A } gGL->glTexParameterfv( target, GL_TEXTURE_BORDER_COLOR, flBorderColor ); // <-- this crashes ATI's driver, remark it out } if ( m_packed.m_minLOD != curState.m_packed.m_minLOD ) { gGL->glTexParameteri( target, GL_TEXTURE_MIN_LOD, m_packed.m_minLOD ); } if ( m_lodBias != curState.m_lodBias ) { // Could use TexParameterf instead, but we don't currently grab it. This works fine, too. gGL->glTexParameterfv( target, GL_TEXTURE_LOD_BIAS, &m_lodBias ); } if ( m_packed.m_compareMode != curState.m_packed.m_compareMode ) { gGL->glTexParameteri( target, GL_TEXTURE_COMPARE_MODE_ARB, m_packed.m_compareMode ? GL_COMPARE_R_TO_TEXTURE_ARB : GL_NONE ); if ( m_packed.m_compareMode ) { gGL->glTexParameteri( target, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL ); } } if ( ( gGL->m_bHave_GL_EXT_texture_sRGB_decode ) && ( m_packed.m_srgb != curState.m_packed.m_srgb ) ) { gGL->glTexParameteri( target, GL_TEXTURE_SRGB_DECODE_EXT, m_packed.m_srgb ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT ); } } inline void SetToTarget( GLenum target ) { static const GLenum dxtogl_addressMode[] = { GL_REPEAT, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER, (GLenum)-1 }; static const GLenum dxtogl_magFilter[4] = { GL_NEAREST, GL_NEAREST, GL_LINEAR, GL_LINEAR }; static const GLenum dxtogl_minFilter[4][4] = // indexed by _D3DTEXTUREFILTERTYPE on both axes: [row is min filter][col is mip filter]. { /* min = D3DTEXF_NONE */ { GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, (GLenum)-1 }, // D3DTEXF_NONE we just treat like POINT /* min = D3DTEXF_POINT */ { GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, (GLenum)-1 }, /* min = D3DTEXF_LINEAR */ { GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, (GLenum)-1 }, /* min = D3DTEXF_ANISOTROPIC */ { GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, (GLenum)-1 }, // no diff from prior row, set maxAniso to effect the sampling }; gGL->glTexParameteri( target, GL_TEXTURE_WRAP_S, dxtogl_addressMode[m_packed.m_addressU] ); gGL->glTexParameteri( target, GL_TEXTURE_WRAP_T, dxtogl_addressMode[m_packed.m_addressV] ); gGL->glTexParameteri( target, GL_TEXTURE_WRAP_R, dxtogl_addressMode[m_packed.m_addressW] ); gGL->glTexParameteri( target, GL_TEXTURE_MIN_FILTER, dxtogl_minFilter[m_packed.m_minFilter][m_packed.m_mipFilter] ); gGL->glTexParameteri( target, GL_TEXTURE_MAG_FILTER, dxtogl_magFilter[m_packed.m_magFilter] ); gGL->glTexParameteri( target, GL_TEXTURE_MAX_ANISOTROPY_EXT, m_packed.m_maxAniso ); float flBorderColor[4] = { 0, 0, 0, 0 }; if ( m_borderColor ) { flBorderColor[0] = ((m_borderColor >> 16) & 0xFF) * (1.0f/255.0f); //R flBorderColor[1] = ((m_borderColor >> 8) & 0xFF) * (1.0f/255.0f); //G flBorderColor[2] = ((m_borderColor ) & 0xFF) * (1.0f/255.0f); //B flBorderColor[3] = ((m_borderColor >> 24) & 0xFF) * (1.0f/255.0f); //A } gGL->glTexParameterfv( target, GL_TEXTURE_BORDER_COLOR, flBorderColor ); // <-- this crashes ATI's driver, remark it out gGL->glTexParameteri( target, GL_TEXTURE_MIN_LOD, m_packed.m_minLOD ); // gGL->glTexParameterfv( target, GL_TEXTURE_LOD_BIAS, &m_lodBias ); gGL->glTexParameteri( target, GL_TEXTURE_COMPARE_MODE_ARB, m_packed.m_compareMode ? GL_COMPARE_R_TO_TEXTURE_ARB : GL_NONE ); if ( m_packed.m_compareMode ) { gGL->glTexParameteri( target, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL ); } if ( gGL->m_bHave_GL_EXT_texture_sRGB_decode ) { gGL->glTexParameteri( target, GL_TEXTURE_SRGB_DECODE_EXT, m_packed.m_srgb ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT ); } } }; //=============================================================================== class CGLMTex { public: void Lock( GLMTexLockParams *params, char** addressOut, int* yStrideOut, int *zStrideOut ); void Unlock( GLMTexLockParams *params ); GLuint GetTexName() { return m_texName; } protected: friend class GLMContext; // only GLMContext can make CGLMTex objects friend class GLMTester; friend class CGLMFBO; friend struct IDirect3DDevice9; friend struct IDirect3DBaseTexture9; friend struct IDirect3DTexture9; friend struct IDirect3DSurface9; friend struct IDirect3DCubeTexture9; friend struct IDirect3DVolumeTexture9; CGLMTex( GLMContext *ctx, GLMTexLayout *layout, uint levels, const char *debugLabel = NULL ); ~CGLMTex( ); int CalcSliceIndex( int face, int mip ); void CalcTexelDataOffsetAndStrides( int sliceIndex, int x, int y, int z, int *offsetOut, int *yStrideOut, int *zStrideOut ); void ReadTexels( GLMTexLockDesc *desc, bool readWholeSlice=true ); void WriteTexels( GLMTexLockDesc *desc, bool writeWholeSlice=true, bool noDataWrite=false ); // last param lets us send NULL data ptr (only legal with uncompressed formats, beware) // this helps out ResetSRGB. #if defined( OSX ) void HandleSRGBMismatch( bool srgb, int &srgbFlipCount ); void ResetSRGB( bool srgb, bool noDataWrite ); // re-specify texture format to match desired sRGB form // noWrite means send NULL for texel source addresses instead of actual data - ideal for RT's #endif bool IsRBODirty() const; void ForceRBONonDirty(); void ForceRBODirty(); // re-specify texture format to match desired sRGB form // noWrite means send NULL for texel source addresses instead of actual data - ideal for RT's GLuint m_texName; // name of this texture in the context GLenum m_texGLTarget; uint m_nSamplerType; // SAMPLER_2D, etc. GLMTexSamplingParams m_SamplingParams; GLMTexLayout *m_layout; // layout of texture (shared across all tex with same layout) uint m_nLastResolvedBatchCounter; int m_minActiveMip;//index of lowest mip that has been written. used to drive setting of GL_TEXTURE_MAX_LEVEL. int m_maxActiveMip;//index of highest mip that has been written. used to drive setting of GL_TEXTURE_MAX_LEVEL. GLMContext *m_ctx; // link back to parent context CGLMFBO *m_pBlitSrcFBO; CGLMFBO *m_pBlitDstFBO; GLuint m_rboName; // name of MSAA RBO backing the tex if MSAA enabled (or zero) int m_rtAttachCount; // how many RT's have this texture attached somewhere char *m_backing; // backing storage if available int m_lockCount; // lock reqs are stored in the GLMContext for tracking CUtlVector m_sliceFlags; char *m_debugLabel; // strdup() of debugLabel passed in, or NULL bool m_texClientStorage; // was CS selected for texture bool m_texPreloaded; // has it been kicked into VRAM with GLMContext::PreloadTex yet int m_srgbFlipCount; #if GLMDEBUG CGLMTex *m_pPrevTex; CGLMTex *m_pNextTex; #endif }; #endif