blob: d089ec6c946b134bb9adc64d32f47d407bb7c816 [file] [log] [blame]
//
// Copyright 2015 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// TextureGL.cpp: Implements the class methods for TextureGL.
#include "libANGLE/renderer/gl/TextureGL.h"
#include "common/debug.h"
#include "common/utilities.h"
#include "libANGLE/State.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/gl/BlitGL.h"
#include "libANGLE/renderer/gl/BufferGL.h"
#include "libANGLE/renderer/gl/FramebufferGL.h"
#include "libANGLE/renderer/gl/FunctionsGL.h"
#include "libANGLE/renderer/gl/StateManagerGL.h"
#include "libANGLE/renderer/gl/WorkaroundsGL.h"
#include "libANGLE/renderer/gl/formatutilsgl.h"
namespace rx
{
static bool UseTexImage2D(GLenum textureType)
{
return textureType == GL_TEXTURE_2D || textureType == GL_TEXTURE_CUBE_MAP;
}
static bool UseTexImage3D(GLenum textureType)
{
return textureType == GL_TEXTURE_2D_ARRAY || textureType == GL_TEXTURE_3D;
}
static bool CompatibleTextureTarget(GLenum textureType, GLenum textureTarget)
{
if (textureType != GL_TEXTURE_CUBE_MAP)
{
return textureType == textureTarget;
}
else
{
return gl::IsCubeMapTextureTarget(textureTarget);
}
}
static bool IsLUMAFormat(GLenum format)
{
return format == GL_LUMINANCE || format == GL_ALPHA || format == GL_LUMINANCE_ALPHA;
}
static LUMAWorkaroundGL GetLUMAWorkaroundInfo(const gl::InternalFormat &originalFormatInfo,
GLenum destinationFormat)
{
if (IsLUMAFormat(originalFormatInfo.format))
{
const gl::InternalFormat &destinationFormatInfo =
gl::GetInternalFormatInfo(destinationFormat);
return LUMAWorkaroundGL(!IsLUMAFormat(destinationFormatInfo.format),
destinationFormatInfo.format);
}
else
{
return LUMAWorkaroundGL(false, GL_NONE);
}
}
static bool IsDepthStencilFormat(GLenum format)
{
return format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL;
}
static bool GetDepthStencilWorkaround(const gl::InternalFormat &originalFormatInfo)
{
return IsDepthStencilFormat(originalFormatInfo.format);
}
static LevelInfoGL GetLevelInfo(GLenum originalFormat, GLenum destinationFormat)
{
const gl::InternalFormat &originalFormatInfo = gl::GetInternalFormatInfo(originalFormat);
return LevelInfoGL(originalFormat, GetDepthStencilWorkaround(originalFormatInfo),
GetLUMAWorkaroundInfo(originalFormatInfo, destinationFormat));
}
LUMAWorkaroundGL::LUMAWorkaroundGL() : LUMAWorkaroundGL(false, GL_NONE)
{
}
LUMAWorkaroundGL::LUMAWorkaroundGL(bool enabled_, GLenum workaroundFormat_)
: enabled(enabled_), workaroundFormat(workaroundFormat_)
{
}
LevelInfoGL::LevelInfoGL() : LevelInfoGL(GL_NONE, false, LUMAWorkaroundGL())
{
}
LevelInfoGL::LevelInfoGL(GLenum sourceFormat_,
bool depthStencilWorkaround_,
const LUMAWorkaroundGL &lumaWorkaround_)
: sourceFormat(sourceFormat_),
depthStencilWorkaround(depthStencilWorkaround_),
lumaWorkaround(lumaWorkaround_)
{
}
TextureGL::TextureGL(GLenum type,
const FunctionsGL *functions,
const WorkaroundsGL &workarounds,
StateManagerGL *stateManager,
BlitGL *blitter)
: TextureImpl(),
mTextureType(type),
mFunctions(functions),
mWorkarounds(workarounds),
mStateManager(stateManager),
mBlitter(blitter),
mLevelInfo(gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS + 1),
mAppliedTextureState(),
mTextureID(0)
{
ASSERT(mFunctions);
ASSERT(mStateManager);
ASSERT(mBlitter);
mFunctions->genTextures(1, &mTextureID);
mStateManager->bindTexture(mTextureType, mTextureID);
}
TextureGL::~TextureGL()
{
mStateManager->deleteTexture(mTextureID);
mTextureID = 0;
}
void TextureGL::setUsage(GLenum usage)
{
// GL_ANGLE_texture_usage not implemented for desktop GL
UNREACHABLE();
}
gl::Error TextureGL::setImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type,
const gl::PixelUnpackState &unpack, const uint8_t *pixels)
{
UNUSED_ASSERTION_VARIABLE(&CompatibleTextureTarget); // Reference this function to avoid warnings.
ASSERT(CompatibleTextureTarget(mTextureType, target));
nativegl::TexImageFormat texImageFormat =
nativegl::GetTexImageFormat(mFunctions, mWorkarounds, internalFormat, format, type);
mStateManager->bindTexture(mTextureType, mTextureID);
if (UseTexImage2D(mTextureType))
{
ASSERT(size.depth == 1);
mFunctions->texImage2D(target, static_cast<GLint>(level), texImageFormat.internalFormat,
size.width, size.height, 0, texImageFormat.format,
texImageFormat.type, pixels);
}
else if (UseTexImage3D(mTextureType))
{
mFunctions->texImage3D(target, static_cast<GLint>(level), texImageFormat.internalFormat,
size.width, size.height, size.depth, 0, texImageFormat.format,
texImageFormat.type, pixels);
}
else
{
UNREACHABLE();
}
mLevelInfo[level] = GetLevelInfo(internalFormat, texImageFormat.internalFormat);
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureGL::setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type,
const gl::PixelUnpackState &unpack, const uint8_t *pixels)
{
ASSERT(CompatibleTextureTarget(mTextureType, target));
nativegl::TexSubImageFormat texSubImageFormat =
nativegl::GetTexSubImageFormat(mFunctions, mWorkarounds, format, type);
mStateManager->bindTexture(mTextureType, mTextureID);
if (UseTexImage2D(mTextureType))
{
ASSERT(area.z == 0 && area.depth == 1);
mFunctions->texSubImage2D(target, static_cast<GLint>(level), area.x, area.y, area.width,
area.height, texSubImageFormat.format, texSubImageFormat.type,
pixels);
}
else if (UseTexImage3D(mTextureType))
{
mFunctions->texSubImage3D(target, static_cast<GLint>(level), area.x, area.y, area.z,
area.width, area.height, area.depth, texSubImageFormat.format,
texSubImageFormat.type, pixels);
}
else
{
UNREACHABLE();
}
ASSERT(mLevelInfo[level].lumaWorkaround.enabled ==
GetLevelInfo(format, texSubImageFormat.format).lumaWorkaround.enabled);
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureGL::setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size,
const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels)
{
ASSERT(CompatibleTextureTarget(mTextureType, target));
nativegl::CompressedTexImageFormat compressedTexImageFormat =
nativegl::GetCompressedTexImageFormat(mFunctions, mWorkarounds, internalFormat);
mStateManager->bindTexture(mTextureType, mTextureID);
if (UseTexImage2D(mTextureType))
{
ASSERT(size.depth == 1);
mFunctions->compressedTexImage2D(target, static_cast<GLint>(level),
compressedTexImageFormat.internalFormat, size.width,
size.height, 0, static_cast<GLsizei>(imageSize), pixels);
}
else if (UseTexImage3D(mTextureType))
{
mFunctions->compressedTexImage3D(
target, static_cast<GLint>(level), compressedTexImageFormat.internalFormat, size.width,
size.height, size.depth, 0, static_cast<GLsizei>(imageSize), pixels);
}
else
{
UNREACHABLE();
}
mLevelInfo[level] = GetLevelInfo(internalFormat, compressedTexImageFormat.internalFormat);
ASSERT(!mLevelInfo[level].lumaWorkaround.enabled);
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureGL::setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format,
const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels)
{
ASSERT(CompatibleTextureTarget(mTextureType, target));
nativegl::CompressedTexSubImageFormat compressedTexSubImageFormat =
nativegl::GetCompressedSubTexImageFormat(mFunctions, mWorkarounds, format);
mStateManager->bindTexture(mTextureType, mTextureID);
if (UseTexImage2D(mTextureType))
{
ASSERT(area.z == 0 && area.depth == 1);
mFunctions->compressedTexSubImage2D(
target, static_cast<GLint>(level), area.x, area.y, area.width, area.height,
compressedTexSubImageFormat.format, static_cast<GLsizei>(imageSize), pixels);
}
else if (UseTexImage3D(mTextureType))
{
mFunctions->compressedTexSubImage3D(target, static_cast<GLint>(level), area.x, area.y,
area.z, area.width, area.height, area.depth,
compressedTexSubImageFormat.format,
static_cast<GLsizei>(imageSize), pixels);
}
else
{
UNREACHABLE();
}
ASSERT(!mLevelInfo[level].lumaWorkaround.enabled &&
!GetLevelInfo(format, compressedTexSubImageFormat.format).lumaWorkaround.enabled);
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureGL::copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat,
const gl::Framebuffer *source)
{
nativegl::CopyTexImageImageFormat copyTexImageFormat = nativegl::GetCopyTexImageImageFormat(
mFunctions, mWorkarounds, internalFormat, source->getImplementationColorReadType());
LevelInfoGL levelInfo = GetLevelInfo(internalFormat, copyTexImageFormat.internalFormat);
if (levelInfo.lumaWorkaround.enabled)
{
gl::Error error = mBlitter->copyImageToLUMAWorkaroundTexture(
mTextureID, mTextureType, target, levelInfo.sourceFormat, level, sourceArea,
copyTexImageFormat.internalFormat, source);
if (error.isError())
{
return error;
}
}
else
{
const FramebufferGL *sourceFramebufferGL = GetImplAs<FramebufferGL>(source);
mStateManager->bindTexture(mTextureType, mTextureID);
mStateManager->bindFramebuffer(GL_READ_FRAMEBUFFER,
sourceFramebufferGL->getFramebufferID());
if (UseTexImage2D(mTextureType))
{
mFunctions->copyTexImage2D(target, static_cast<GLint>(level),
copyTexImageFormat.internalFormat, sourceArea.x,
sourceArea.y, sourceArea.width, sourceArea.height, 0);
}
else
{
UNREACHABLE();
}
}
mLevelInfo[level] = levelInfo;
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureGL::copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea,
const gl::Framebuffer *source)
{
const FramebufferGL *sourceFramebufferGL = GetImplAs<FramebufferGL>(source);
mStateManager->bindTexture(mTextureType, mTextureID);
mStateManager->bindFramebuffer(GL_READ_FRAMEBUFFER, sourceFramebufferGL->getFramebufferID());
const LevelInfoGL &levelInfo = mLevelInfo[level];
if (levelInfo.lumaWorkaround.enabled)
{
gl::Error error = mBlitter->copySubImageToLUMAWorkaroundTexture(
mTextureID, mTextureType, target, levelInfo.sourceFormat, level, destOffset, sourceArea,
source);
if (error.isError())
{
return error;
}
}
else
{
if (UseTexImage2D(mTextureType))
{
ASSERT(destOffset.z == 0);
mFunctions->copyTexSubImage2D(target, static_cast<GLint>(level), destOffset.x,
destOffset.y, sourceArea.x, sourceArea.y,
sourceArea.width, sourceArea.height);
}
else if (UseTexImage3D(mTextureType))
{
mFunctions->copyTexSubImage3D(target, static_cast<GLint>(level), destOffset.x,
destOffset.y, destOffset.z, sourceArea.x, sourceArea.y,
sourceArea.width, sourceArea.height);
}
else
{
UNREACHABLE();
}
}
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureGL::setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size)
{
// TODO: emulate texture storage with TexImage calls if on GL version <4.2 or the
// ARB_texture_storage extension is not available.
nativegl::TexStorageFormat texStorageFormat =
nativegl::GetTexStorageFormat(mFunctions, mWorkarounds, internalFormat);
mStateManager->bindTexture(mTextureType, mTextureID);
if (UseTexImage2D(mTextureType))
{
ASSERT(size.depth == 1);
if (mFunctions->texStorage2D)
{
mFunctions->texStorage2D(target, static_cast<GLsizei>(levels),
texStorageFormat.internalFormat, size.width, size.height);
}
else
{
// Make sure no pixel unpack buffer is bound
mStateManager->bindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat);
// Internal format must be sized
ASSERT(internalFormatInfo.pixelBytes != 0);
for (size_t level = 0; level < levels; level++)
{
gl::Extents levelSize(std::max(size.width >> level, 1),
std::max(size.height >> level, 1),
1);
if (mTextureType == GL_TEXTURE_2D)
{
if (internalFormatInfo.compressed)
{
size_t dataSize = internalFormatInfo.computeBlockSize(GL_UNSIGNED_BYTE, levelSize.width, levelSize.height);
mFunctions->compressedTexImage2D(target, static_cast<GLint>(level),
texStorageFormat.internalFormat,
levelSize.width, levelSize.height, 0,
static_cast<GLsizei>(dataSize), nullptr);
}
else
{
mFunctions->texImage2D(target, static_cast<GLint>(level),
texStorageFormat.internalFormat, levelSize.width,
levelSize.height, 0, internalFormatInfo.format,
internalFormatInfo.type, nullptr);
}
}
else if (mTextureType == GL_TEXTURE_CUBE_MAP)
{
for (GLenum face = gl::FirstCubeMapTextureTarget; face <= gl::LastCubeMapTextureTarget; face++)
{
if (internalFormatInfo.compressed)
{
size_t dataSize = internalFormatInfo.computeBlockSize(GL_UNSIGNED_BYTE, levelSize.width, levelSize.height);
mFunctions->compressedTexImage2D(
face, static_cast<GLint>(level), texStorageFormat.internalFormat,
levelSize.width, levelSize.height, 0,
static_cast<GLsizei>(dataSize), nullptr);
}
else
{
mFunctions->texImage2D(face, static_cast<GLint>(level),
texStorageFormat.internalFormat, levelSize.width,
levelSize.height, 0, internalFormatInfo.format,
internalFormatInfo.type, nullptr);
}
}
}
else
{
UNREACHABLE();
}
}
}
}
else if (UseTexImage3D(mTextureType))
{
if (mFunctions->texStorage3D)
{
mFunctions->texStorage3D(target, static_cast<GLsizei>(levels),
texStorageFormat.internalFormat, size.width, size.height,
size.depth);
}
else
{
// Make sure no pixel unpack buffer is bound
mStateManager->bindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat);
// Internal format must be sized
ASSERT(internalFormatInfo.pixelBytes != 0);
for (GLsizei i = 0; i < static_cast<GLsizei>(levels); i++)
{
gl::Extents levelSize(std::max(size.width >> i, 1),
std::max(size.height >> i, 1),
mTextureType == GL_TEXTURE_3D ? std::max(size.depth >> i, 1) : size.depth);
if (internalFormatInfo.compressed)
{
GLsizei dataSize = static_cast<GLsizei>(internalFormatInfo.computeBlockSize(
GL_UNSIGNED_BYTE, levelSize.width, levelSize.height)) *
levelSize.depth;
mFunctions->compressedTexImage3D(target, i, texStorageFormat.internalFormat,
levelSize.width, levelSize.height,
levelSize.depth, 0, dataSize, nullptr);
}
else
{
mFunctions->texImage3D(target, i, texStorageFormat.internalFormat,
levelSize.width, levelSize.height, levelSize.depth, 0,
internalFormatInfo.format, internalFormatInfo.type,
nullptr);
}
}
}
}
else
{
UNREACHABLE();
}
LevelInfoGL levelInfo = GetLevelInfo(internalFormat, texStorageFormat.internalFormat);
for (size_t level = 0; level < mLevelInfo.size(); level++)
{
mLevelInfo[level] = levelInfo;
}
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureGL::setImageExternal(GLenum target,
egl::Stream *stream,
const egl::Stream::GLTextureDescription &desc)
{
UNIMPLEMENTED();
return gl::Error(GL_INVALID_OPERATION);
}
gl::Error TextureGL::generateMipmaps(const gl::TextureState &textureState)
{
mStateManager->bindTexture(mTextureType, mTextureID);
mFunctions->generateMipmap(mTextureType);
for (size_t level = textureState.baseLevel; level < mLevelInfo.size(); level++)
{
mLevelInfo[level] = mLevelInfo[textureState.baseLevel];
}
return gl::Error(GL_NO_ERROR);
}
void TextureGL::bindTexImage(egl::Surface *surface)
{
ASSERT(mTextureType == GL_TEXTURE_2D);
// Make sure this texture is bound
mStateManager->bindTexture(mTextureType, mTextureID);
mLevelInfo[0] = LevelInfoGL();
}
void TextureGL::releaseTexImage()
{
// Not all Surface implementations reset the size of mip 0 when releasing, do it manually
ASSERT(mTextureType == GL_TEXTURE_2D);
mStateManager->bindTexture(mTextureType, mTextureID);
if (UseTexImage2D(mTextureType))
{
mFunctions->texImage2D(mTextureType, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
}
else
{
UNREACHABLE();
}
}
gl::Error TextureGL::setEGLImageTarget(GLenum target, egl::Image *image)
{
UNIMPLEMENTED();
return gl::Error(GL_INVALID_OPERATION);
}
template <typename T, typename ApplyTextureFuncType>
static inline void SyncSamplerStateMember(const FunctionsGL *functions,
ApplyTextureFuncType applyTextureFunc,
const gl::SamplerState &newState,
gl::SamplerState &curState,
GLenum textureType,
GLenum name,
T(gl::SamplerState::*samplerMember))
{
if (curState.*samplerMember != newState.*samplerMember)
{
applyTextureFunc();
curState.*samplerMember = newState.*samplerMember;
functions->texParameterf(textureType, name, static_cast<GLfloat>(curState.*samplerMember));
}
}
template <typename T, typename ApplyTextureFuncType>
static inline void SyncTextureStateMember(const FunctionsGL *functions,
ApplyTextureFuncType applyTextureFunc,
const gl::TextureState &newState,
gl::TextureState &curState,
GLenum textureType,
GLenum name,
T(gl::TextureState::*stateMember))
{
if (curState.*stateMember != newState.*stateMember)
{
applyTextureFunc();
curState.*stateMember = newState.*stateMember;
functions->texParameterf(textureType, name, static_cast<GLfloat>(curState.*stateMember));
}
}
template <typename T, typename ApplyTextureFuncType>
static inline void SyncTextureStateSwizzle(const FunctionsGL *functions,
ApplyTextureFuncType applyTextureFunc,
const LevelInfoGL &levelInfo,
const gl::TextureState &newState,
gl::TextureState &curState,
GLenum textureType,
GLenum name,
T(gl::TextureState::*stateMember))
{
if (levelInfo.lumaWorkaround.enabled || levelInfo.depthStencilWorkaround)
{
GLenum resultSwizzle = GL_NONE;
if (levelInfo.lumaWorkaround.enabled)
{
UNUSED_ASSERTION_VARIABLE(levelInfo.lumaWorkaround.workaroundFormat);
switch (newState.*stateMember)
{
case GL_RED:
case GL_GREEN:
case GL_BLUE:
if (levelInfo.sourceFormat == GL_LUMINANCE ||
levelInfo.sourceFormat == GL_LUMINANCE_ALPHA)
{
// Texture is backed by a RED or RG texture, point all color channels at the red
// channel.
ASSERT(levelInfo.lumaWorkaround.workaroundFormat == GL_RED ||
levelInfo.lumaWorkaround.workaroundFormat == GL_RG);
resultSwizzle = GL_RED;
}
else if (levelInfo.sourceFormat == GL_ALPHA)
{
// Color channels are not supposed to exist, make them always sample 0.
resultSwizzle = GL_ZERO;
}
else
{
UNREACHABLE();
}
break;
case GL_ALPHA:
if (levelInfo.sourceFormat == GL_LUMINANCE)
{
// Alpha channel is not supposed to exist, make it always sample 1.
resultSwizzle = GL_ONE;
}
else if (levelInfo.sourceFormat == GL_ALPHA)
{
// Texture is backed by a RED texture, point the alpha channel at the red
// channel.
ASSERT(levelInfo.lumaWorkaround.workaroundFormat == GL_RED);
resultSwizzle = GL_RED;
}
else if (levelInfo.sourceFormat == GL_LUMINANCE_ALPHA)
{
// Texture is backed by an RG texture, point the alpha channel at the green
// channel.
ASSERT(levelInfo.lumaWorkaround.workaroundFormat == GL_RG);
resultSwizzle = GL_GREEN;
}
else
{
UNREACHABLE();
}
break;
case GL_ZERO:
case GL_ONE:
// Don't modify the swizzle state when requesting ZERO or ONE.
resultSwizzle = newState.*stateMember;
break;
default:
UNREACHABLE();
break;
}
}
else if (levelInfo.depthStencilWorkaround)
{
switch (newState.*stateMember)
{
case GL_RED:
// Don't modify the swizzle state when requesting the red channel.
resultSwizzle = newState.*stateMember;
break;
case GL_GREEN:
case GL_BLUE:
// Depth textures should sample 0 from the green and blue channels.
resultSwizzle = GL_ZERO;
break;
case GL_ALPHA:
// Depth textures should sample 1 from the alpha channel.
resultSwizzle = GL_ONE;
break;
case GL_ZERO:
case GL_ONE:
// Don't modify the swizzle state when requesting ZERO or ONE.
resultSwizzle = newState.*stateMember;
break;
default:
UNREACHABLE();
break;
}
}
else
{
UNREACHABLE();
}
// Apply the new swizzle state if needed
if (curState.*stateMember != resultSwizzle)
{
applyTextureFunc();
curState.*stateMember = resultSwizzle;
functions->texParameterf(textureType, name, static_cast<GLfloat>(resultSwizzle));
}
}
else
{
SyncTextureStateMember(functions, applyTextureFunc, newState, curState, textureType, name,
stateMember);
}
}
void TextureGL::syncState(size_t textureUnit,
const gl::TextureState &textureState,
const GLuint effectiveBaseLevel) const
{
// Callback lamdba to bind this texture only if needed.
bool textureApplied = false;
auto applyTextureFunc = [&]()
{
if (!textureApplied)
{
mStateManager->activeTexture(textureUnit);
mStateManager->bindTexture(mTextureType, mTextureID);
textureApplied = true;
}
};
// clang-format off
// Sync texture state
SyncTextureStateMember(mFunctions, applyTextureFunc, textureState, mAppliedTextureState, mTextureType, GL_TEXTURE_BASE_LEVEL, &gl::TextureState::baseLevel);
SyncTextureStateMember(mFunctions, applyTextureFunc, textureState, mAppliedTextureState, mTextureType, GL_TEXTURE_MAX_LEVEL, &gl::TextureState::maxLevel);
const LevelInfoGL &levelInfo = mLevelInfo[effectiveBaseLevel];
SyncTextureStateSwizzle(mFunctions, applyTextureFunc, levelInfo, textureState, mAppliedTextureState, mTextureType, GL_TEXTURE_SWIZZLE_R, &gl::TextureState::swizzleRed);
SyncTextureStateSwizzle(mFunctions, applyTextureFunc, levelInfo, textureState, mAppliedTextureState, mTextureType, GL_TEXTURE_SWIZZLE_G, &gl::TextureState::swizzleGreen);
SyncTextureStateSwizzle(mFunctions, applyTextureFunc, levelInfo, textureState, mAppliedTextureState, mTextureType, GL_TEXTURE_SWIZZLE_B, &gl::TextureState::swizzleBlue);
SyncTextureStateSwizzle(mFunctions, applyTextureFunc, levelInfo, textureState, mAppliedTextureState, mTextureType, GL_TEXTURE_SWIZZLE_A, &gl::TextureState::swizzleAlpha);
// Sync sampler state
SyncSamplerStateMember(mFunctions, applyTextureFunc, textureState.samplerState, mAppliedTextureState.samplerState, mTextureType, GL_TEXTURE_MIN_FILTER, &gl::SamplerState::minFilter);
SyncSamplerStateMember(mFunctions, applyTextureFunc, textureState.samplerState, mAppliedTextureState.samplerState, mTextureType, GL_TEXTURE_MAG_FILTER, &gl::SamplerState::magFilter);
SyncSamplerStateMember(mFunctions, applyTextureFunc, textureState.samplerState, mAppliedTextureState.samplerState, mTextureType, GL_TEXTURE_WRAP_S, &gl::SamplerState::wrapS);
SyncSamplerStateMember(mFunctions, applyTextureFunc, textureState.samplerState, mAppliedTextureState.samplerState, mTextureType, GL_TEXTURE_WRAP_T, &gl::SamplerState::wrapT);
SyncSamplerStateMember(mFunctions, applyTextureFunc, textureState.samplerState, mAppliedTextureState.samplerState, mTextureType, GL_TEXTURE_WRAP_R, &gl::SamplerState::wrapR);
SyncSamplerStateMember(mFunctions, applyTextureFunc, textureState.samplerState, mAppliedTextureState.samplerState, mTextureType, GL_TEXTURE_MAX_ANISOTROPY_EXT, &gl::SamplerState::maxAnisotropy);
SyncSamplerStateMember(mFunctions, applyTextureFunc, textureState.samplerState, mAppliedTextureState.samplerState, mTextureType, GL_TEXTURE_MIN_LOD, &gl::SamplerState::minLod);
SyncSamplerStateMember(mFunctions, applyTextureFunc, textureState.samplerState, mAppliedTextureState.samplerState, mTextureType, GL_TEXTURE_MAX_LOD, &gl::SamplerState::maxLod);
SyncSamplerStateMember(mFunctions, applyTextureFunc, textureState.samplerState, mAppliedTextureState.samplerState, mTextureType, GL_TEXTURE_COMPARE_MODE, &gl::SamplerState::compareMode);
SyncSamplerStateMember(mFunctions, applyTextureFunc, textureState.samplerState, mAppliedTextureState.samplerState, mTextureType, GL_TEXTURE_COMPARE_FUNC, &gl::SamplerState::compareFunc);
// clang-format on
}
GLuint TextureGL::getTextureID() const
{
return mTextureID;
}
}