Evas gl: Remove hack around CompressedTexImage2D
A compressed texture should be created with glCompressedTexImage2D only, and not with glTexImage2D (This returns GL_INVALID_VALUE).
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b0f353cc38
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644de1f93f
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@ -572,7 +572,6 @@ struct _Evas_GL_Texture_Pool
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Eina_Bool render : 1;
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Eina_Bool native : 1;
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Eina_Bool dynamic : 1;
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Eina_Bool comptex_ready : 1;
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};
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struct _Evas_GL_Texture_Alloca
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@ -224,16 +224,57 @@ _tex_format_index(GLuint format)
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return 0;
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}
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static inline int
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_evas_gl_texture_size_get(int w, int h, int intfmt, Eina_Bool *comp)
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{
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if (comp) *comp = EINA_FALSE;
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switch (intfmt)
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{
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case GL_RGBA:
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case GL_BGRA:
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case GL_RGB:
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return w * h * 4;
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case GL_ALPHA:
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return w * h * 1;
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case GL_ALPHA4:
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return w * h / 2; // TODO: Check this
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case GL_LUMINANCE:
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return w * h * 1;
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case GL_LUMINANCE_ALPHA:
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return w * h * 2;
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case GL_ETC1_RGB8_OES:
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case GL_COMPRESSED_RGB8_ETC2:
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case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
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case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
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if (comp) *comp = EINA_TRUE;
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return ((w + 3) >> 2) * ((h + 3) >> 2) * 8;
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case GL_COMPRESSED_RGBA8_ETC2_EAC:
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case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
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case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
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if (comp) *comp = EINA_TRUE;
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return ((w + 3) >> 2) * ((h + 3) >> 2) * 16;
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default:
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return 0;
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}
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}
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static Eina_Bool
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_tex_2d(Evas_Engine_GL_Context *gc, int intfmt, int w, int h, int fmt, int type)
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{
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Eina_Bool comp;
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int sz;
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if ((w > gc->shared->info.max_texture_size) ||
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(h > gc->shared->info.max_texture_size))
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{
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ERR("Fail tex too big %ix%i", w, h);
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return EINA_FALSE;
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}
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glTexImage2D(GL_TEXTURE_2D, 0, intfmt, w, h, 0, fmt, type, NULL);
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sz = _evas_gl_texture_size_get(w, h, intfmt, &comp);
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if (!comp)
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glTexImage2D(GL_TEXTURE_2D, 0, intfmt, w, h, 0, fmt, type, NULL);
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else
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glCompressedTexImage2D(GL_TEXTURE_2D, 0, intfmt, w, h, 0, sz, NULL);
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GLERR(__FUNCTION__, __FILE__, __LINE__, "");
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#ifdef GL_TEXTURE_INTERNAL_FORMAT
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# ifdef GL_GLES
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@ -1072,7 +1113,7 @@ evas_gl_common_texture_upload(Evas_GL_Texture *tex, RGBA_Image *im, unsigned int
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void
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evas_gl_common_texture_update(Evas_GL_Texture *tex, RGBA_Image *im)
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{
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unsigned int bytes_count;
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unsigned int bytes_count, bsize = 8;
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if (tex->alpha != im->cache_entry.flags.alpha)
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{
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@ -1099,9 +1140,11 @@ evas_gl_common_texture_update(Evas_GL_Texture *tex, RGBA_Image *im)
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case EVAS_COLORSPACE_ARGB8888: bytes_count = 4; break;
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case EVAS_COLORSPACE_GRY8: bytes_count = 1; break;
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case EVAS_COLORSPACE_AGRY88: bytes_count = 2; break;
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case EVAS_COLORSPACE_RGBA8_ETC2_EAC:
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bsize = 16;
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// fallthrough
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case EVAS_COLORSPACE_ETC1:
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case EVAS_COLORSPACE_RGB8_ETC2:
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case EVAS_COLORSPACE_RGBA8_ETC2_EAC:
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{
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/*
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ETC1/2 can't be scaled down on the fly and interpolated, like it is
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@ -1112,10 +1155,6 @@ evas_gl_common_texture_update(Evas_GL_Texture *tex, RGBA_Image *im)
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*/
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GLsizei width, height;
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GLint x, y;
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int etc_block_size = 8;
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if (im->cache_entry.space == EVAS_COLORSPACE_RGBA8_ETC2_EAC)
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etc_block_size = 16;
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x = tex->x - im->cache_entry.borders.l;
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y = tex->y - im->cache_entry.borders.t;
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@ -1130,32 +1169,19 @@ evas_gl_common_texture_update(Evas_GL_Texture *tex, RGBA_Image *im)
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(im->cache_entry.space != EVAS_COLORSPACE_ETC1))
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&& (tex->pt->w != width || tex->pt->h != height))
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{
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int glerr;
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glerr = glGetError();
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if (!tex->pt->comptex_ready)
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{
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GLsizei tw, th;
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tw = ((tex->pt->w >> 2) + (tex->pt->w & 0x3 ? 1 : 0)) << 2;
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th = ((tex->pt->h >> 2) + (tex->pt->h & 0x3 ? 1 : 0)) << 2;
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glCompressedTexImage2D(GL_TEXTURE_2D, 0, tex->pt->format,
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tw, th, 0,
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((tw * th) >> 4) * etc_block_size,
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NULL);
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GLERR(__FUNCTION__, __FILE__, __LINE__, "");
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tex->pt->comptex_ready = EINA_TRUE;
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}
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int err;
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err = glGetError();
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glCompressedTexSubImage2D(GL_TEXTURE_2D, 0,
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x, y, width, height,
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tex->pt->format,
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((width * height) >> 4) * etc_block_size,
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((width * height) >> 4) * bsize,
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im->image.data);
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glerr = glGetError();
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if (glerr != GL_NO_ERROR)
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err = glGetError();
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if (err != GL_NO_ERROR)
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{
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ERR("glCompressedTexSubImage2D failed with ETC1/2: %d", glerr);
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glerr(err, __FILE__, __FUNCTION__, __LINE__, "glCompressedTexSubImage2D");
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// FIXME: Changing settings on the fly.
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// The first texture will be black.
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@ -1168,7 +1194,7 @@ evas_gl_common_texture_update(Evas_GL_Texture *tex, RGBA_Image *im)
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{
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glCompressedTexImage2D(GL_TEXTURE_2D, 0, tex->pt->format,
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width, height, 0,
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((width * height) >> 4) * etc_block_size,
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((width * height) >> 4) * bsize,
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im->image.data);
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GLERR(__FUNCTION__, __FILE__, __LINE__, "");
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}
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