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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -06:00
VideoBackends: add support for cube maps for OGL, Vulkan, and D3D
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@ -140,7 +140,11 @@ OGLTexture::OGLTexture(const TextureConfig& tex_config, std::string_view name)
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glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, m_config.levels - 1);
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GLenum gl_internal_format = GetGLInternalFormatForTextureFormat(m_config.format, true);
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if (tex_config.IsMultisampled())
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if (g_ogl_config.bSupportsTextureStorage && m_config.IsCubeMap())
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{
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glTexStorage2D(target, m_config.levels, gl_internal_format, m_config.width, m_config.height);
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}
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else if (tex_config.IsMultisampled())
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{
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ASSERT(g_ogl_config.bSupportsMSAA);
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if (g_ogl_config.SupportedMultisampleTexStorage != MultisampleTexStorageType::TexStorageNone)
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@ -267,29 +271,62 @@ void OGLTexture::Load(u32 level, u32 width, u32 height, u32 row_length, const u8
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GLenum gl_internal_format = GetGLInternalFormatForTextureFormat(m_config.format, false);
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if (IsCompressedFormat(m_config.format))
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{
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if (g_ogl_config.bSupportsTextureStorage)
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if (m_config.IsCubeMap())
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{
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glCompressedTexSubImage3D(target, level, 0, 0, layer, width, height, 1, gl_internal_format,
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static_cast<GLsizei>(buffer_size), buffer);
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if (g_ogl_config.bSupportsTextureStorage)
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{
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glCompressedTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + layer, level, 0, 0, width,
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height, gl_internal_format, static_cast<GLsizei>(buffer_size),
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buffer);
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}
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else
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{
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glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + layer, level, gl_internal_format,
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width, height, 0, static_cast<GLsizei>(buffer_size), buffer);
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}
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}
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else
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{
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glCompressedTexImage3D(target, level, gl_internal_format, width, height, 1, 0,
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static_cast<GLsizei>(buffer_size), buffer);
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if (g_ogl_config.bSupportsTextureStorage)
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{
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glCompressedTexSubImage3D(target, level, 0, 0, layer, width, height, 1, gl_internal_format,
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static_cast<GLsizei>(buffer_size), buffer);
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}
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else
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{
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glCompressedTexImage3D(target, level, gl_internal_format, width, height, 1, 0,
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static_cast<GLsizei>(buffer_size), buffer);
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}
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}
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}
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else
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{
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GLenum gl_format = GetGLFormatForTextureFormat(m_config.format);
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GLenum gl_type = GetGLTypeForTextureFormat(m_config.format);
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if (g_ogl_config.bSupportsTextureStorage)
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if (m_config.IsCubeMap())
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{
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glTexSubImage3D(target, level, 0, 0, layer, width, height, 1, gl_format, gl_type, buffer);
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if (g_ogl_config.bSupportsTextureStorage)
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{
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glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + layer, level, 0, 0, width, height,
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gl_format, gl_type, buffer);
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}
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else
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{
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + layer, level, gl_internal_format, width,
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height, 0, gl_format, gl_type, buffer);
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}
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}
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else
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{
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glTexImage3D(target, level, gl_internal_format, width, height, 1, 0, gl_format, gl_type,
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buffer);
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if (g_ogl_config.bSupportsTextureStorage)
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{
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glTexSubImage3D(target, level, 0, 0, layer, width, height, 1, gl_format, gl_type, buffer);
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}
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else
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{
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glTexImage3D(target, level, gl_internal_format, width, height, 1, 0, gl_format, gl_type,
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buffer);
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}
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}
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}
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