diff --git a/Engine/source/environment/scatterSky.cpp b/Engine/source/environment/scatterSky.cpp index 40d0e5137..394b9769b 100644 --- a/Engine/source/environment/scatterSky.cpp +++ b/Engine/source/environment/scatterSky.cpp @@ -1094,7 +1094,7 @@ void ScatterSky::_render( ObjectRenderInst *ri, SceneRenderState *state, BaseMat } else { - GFX->setCubeTexture( 0, NULL ); + GFX->setTexture( 0, NULL ); mShaderConsts->setSafe( mUseCubemapSC, 0.0f ); } diff --git a/Engine/source/gfx/gl/gfxGLDevice.cpp b/Engine/source/gfx/gl/gfxGLDevice.cpp index 8ec644b8a..c5b166a0e 100644 --- a/Engine/source/gfx/gl/gfxGLDevice.cpp +++ b/Engine/source/gfx/gl/gfxGLDevice.cpp @@ -640,6 +640,10 @@ void GFXGLDevice::copyResource(GFXTextureObject* pDst, GFXCubemap* pSrc, const U void GFXGLDevice::clear(U32 flags, const LinearColorF& color, F32 z, U32 stencil) { + glUseProgram(0); + mCurrentShader = NULL; + mCurrentConstBuffer = NULL; + // Make sure we have flushed our render target state. _updateRenderTargets(); diff --git a/Engine/source/gfx/gl/gfxGLTextureManager.cpp b/Engine/source/gfx/gl/gfxGLTextureManager.cpp index c6c73fbee..5e769dbd7 100644 --- a/Engine/source/gfx/gl/gfxGLTextureManager.cpp +++ b/Engine/source/gfx/gl/gfxGLTextureManager.cpp @@ -480,10 +480,9 @@ bool GFXGLTextureManager::_loadTexture(GFXTextureObject *aTexture, GBitmap *pDL) } } - if(!ImageUtil::isCompressedFormat(pDL->getFormat())) + if (mipLevels > 1 && !ImageUtil::isCompressedFormat(pDL->getFormat())) glGenerateMipmap(texture->getBinding()); - glBindTexture(target, 0); return true; } @@ -560,10 +559,9 @@ bool GFXGLTextureManager::_loadTexture(GFXTextureObject *aTexture, DDSFile *dds) } } - if (numMips != 1 && !isCompressed) + if (numMips > 1 && !isCompressed) glGenerateMipmap(texture->getBinding()); - glBindTexture(target, 0); return true; } @@ -608,7 +606,7 @@ bool GFXGLTextureManager::_refreshTexture(GFXTextureObject *texture) _loadTexture(texture, texture->mBitmap); if(texture->mDDS) - return false; + _loadTexture(texture, texture->mDDS); usedStrategies++; } diff --git a/Engine/source/gfx/gl/gfxGLTextureObject.cpp b/Engine/source/gfx/gl/gfxGLTextureObject.cpp index 81ca6fa9d..0b58c19b6 100644 --- a/Engine/source/gfx/gl/gfxGLTextureObject.cpp +++ b/Engine/source/gfx/gl/gfxGLTextureObject.cpp @@ -102,79 +102,36 @@ GFXLockedRect* GFXGLTextureObject::lock(U32 mipLevel /*= 0*/, RectI* inRect /*= void GFXGLTextureObject::unlock(U32 mipLevel /*= 0*/, U32 faceIndex /*= 0*/) { - if (!mLockedRect.bits) - return; + if (!mLockedRect.bits) + return; - PROFILE_SCOPE(GFXGLTextureObject_unlock); + // I know this is in unlock, but in GL we actually do our submission in unlock. + PROFILE_SCOPE(GFXGLTextureObject_lockRT); - PRESERVE_TEXTURE(mBinding); - glBindTexture(mBinding, mHandle); + PRESERVE_TEXTURE(mBinding); + glBindTexture(mBinding, mHandle); + glBindBuffer(GL_PIXEL_UNPACK_BUFFER, mBuffer); + glBufferData(GL_PIXEL_UNPACK_BUFFER, (mLockedRectRect.extent.x + 1) * (mLockedRectRect.extent.y + 1) * mBytesPerTexel, mFrameAllocatorPtr, GL_STREAM_DRAW); + S32 z = getDepth(); + if (mBinding == GL_TEXTURE_3D) + glTexSubImage3D(mBinding, mipLevel, mLockedRectRect.point.x, mLockedRectRect.point.y, z, + mLockedRectRect.extent.x, mLockedRectRect.extent.y, z, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], NULL); + else if (mBinding == GL_TEXTURE_2D) + glTexSubImage2D(mBinding, mipLevel, mLockedRectRect.point.x, mLockedRectRect.point.y, + mLockedRectRect.extent.x, mLockedRectRect.extent.y, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], NULL); + else if (mBinding == GL_TEXTURE_1D) + glTexSubImage1D(mBinding, mipLevel, (mLockedRectRect.point.x > 1 ? mLockedRectRect.point.x : mLockedRectRect.point.y), + (mLockedRectRect.extent.x > 1 ? mLockedRectRect.extent.x : mLockedRectRect.extent.y), GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], NULL); - // --- Save pixel store state --- - GLint prevUnpackAlign; - glGetIntegerv(GL_UNPACK_ALIGNMENT, &prevUnpackAlign); + glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); - glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - - const U32 width = mLockedRectRect.extent.x; - const U32 height = mLockedRectRect.extent.y; - const U32 depth = getDepth(); - - if (mBinding == GL_TEXTURE_3D) - { - glTexSubImage3D( - mBinding, - mipLevel, - mLockedRectRect.point.x, - mLockedRectRect.point.y, - 0, - width, - height, - depth, - GFXGLTextureFormat[mFormat], - GFXGLTextureType[mFormat], - mLockedRect.bits - ); - } - else if (mBinding == GL_TEXTURE_2D) - { - glTexSubImage2D( - mBinding, - mipLevel, - mLockedRectRect.point.x, - mLockedRectRect.point.y, - width, - height, - GFXGLTextureFormat[mFormat], - GFXGLTextureType[mFormat], - mLockedRect.bits - ); - } - else if (mBinding == GL_TEXTURE_1D) - { - glTexSubImage1D( - mBinding, - mipLevel, - mLockedRectRect.point.x, - width, - GFXGLTextureFormat[mFormat], - GFXGLTextureType[mFormat], - mLockedRect.bits - ); - } - - // --- Restore state --- - glPixelStorei(GL_UNPACK_ALIGNMENT, prevUnpackAlign); - - mLockedRect.bits = NULL; - - FrameAllocator::setWaterMark(mFrameAllocatorMark); - mFrameAllocatorMark = 0; - mFrameAllocatorPtr = NULL; - -#ifdef TORQUE_DEBUG - glCheckErrors(); + mLockedRect.bits = NULL; +#if TORQUE_DEBUG + AssertFatal(mFrameAllocatorMarkGuard == FrameAllocator::getWaterMark(), ""); #endif + FrameAllocator::setWaterMark(mFrameAllocatorMark); + mFrameAllocatorMark = 0; + mFrameAllocatorPtr = NULL; } void GFXGLTextureObject::release() @@ -281,7 +238,6 @@ bool GFXGLTextureObject::copyToBmp(GBitmap * bmp) } // face } // mip - glBindTexture(mBinding, 0); return true; } @@ -298,6 +254,9 @@ void GFXGLTextureObject::updateTextureSlot(const GFXTexHandle& texHandle, const const GLenum srcTarget = srcTex->getBinding(); // source binding const bool srcIsCube = (srcTarget == GL_TEXTURE_CUBE_MAP || srcTarget == GL_TEXTURE_CUBE_MAP_ARRAY); + PRESERVE_TEXTURE(srcTarget); + PRESERVE_TEXTURE(dstTarget); + // Determine list of faces to copy from source U32 firstFace = 0; U32 faceCount = 1; @@ -435,9 +394,6 @@ void GFXGLTextureObject::updateTextureSlot(const GFXTexHandle& texHandle, const GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], buffer); } } - - glBindTexture(dstTarget, 0); - glBindTexture(srcTarget, 0); } } @@ -462,6 +418,9 @@ void GFXGLTextureObject::initSamplerState(const GFXSamplerStateDesc &ssd) void GFXGLTextureObject::bind(U32 textureUnit) { + if (!mHandle || mIsZombie) + return; + glActiveTexture(GL_TEXTURE0 + textureUnit); glBindTexture(mBinding, mHandle); GFXGL->getOpenglCache()->setCacheBindedTex(textureUnit, mBinding, mHandle);