Fixed crash in texture compression
This commit is contained in:
parent
b2951cb43e
commit
709404ce3e
1 changed files with 49 additions and 92 deletions
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@ -75,11 +75,9 @@ void GLTexture::Compressor::send_compressed_data_to_gpu()
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glsafe(::glBindTexture(GL_TEXTURE_2D, m_texture.m_id));
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// Querying the atomic m_num_levels_compressed value synchronizes processor caches, so that the dat of m_levels modified by the worker thread are accessible to the calling thread.
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int num_compressed = (int)m_num_levels_compressed;
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for (int i = 0; i < num_compressed; ++ i)
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{
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for (int i = 0; i < num_compressed; ++ i) {
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Level& level = m_levels[i];
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if (! level.sent_to_gpu && ! level.compressed_data.empty())
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{
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if (! level.sent_to_gpu && ! level.compressed_data.empty()) {
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glsafe(::glCompressedTexSubImage2D(GL_TEXTURE_2D, (GLint)i, 0, 0, (GLsizei)level.w, (GLsizei)level.h, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, (GLsizei)level.compressed_data.size(), (const GLvoid*)level.compressed_data.data()));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, i));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (i > 0) ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR));
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@ -102,14 +100,13 @@ void GLTexture::Compressor::compress()
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assert(m_num_levels_compressed == 0);
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assert(m_abort_compressing == false);
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for (Level& level : m_levels)
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{
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for (Level& level : m_levels) {
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if (m_abort_compressing)
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break;
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// stb_dxt library, despite claiming that the needed size of the destination buffer is equal to (source buffer size)/4,
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// crashes if doing so, requiring a minimum of 16 bytes and up to a third of the source buffer size, so we set the destination buffer initial size to be half the source buffer size
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level.compressed_data = std::vector<unsigned char>(std::max((unsigned int)16, level.w * level.h * 2), 0);
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// crashes if doing so, requiring a minimum of 64 bytes and up to a third of the source buffer size, so we set the destination buffer initial size to be half the source buffer size
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level.compressed_data = std::vector<unsigned char>(std::max((unsigned int)64, (unsigned int)level.src_data.size() / 2), 0);
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int compressed_size = 0;
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rygCompress(level.compressed_data.data(), level.src_data.data(), level.w, level.h, 1, compressed_size);
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level.compressed_data.resize(compressed_size);
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@ -166,7 +163,7 @@ bool GLTexture::load_from_svg_files_as_sprites_array(const std::vector<std::stri
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{
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reset();
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if (filenames.empty() || states.empty() || (sprite_size_px == 0))
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if (filenames.empty() || states.empty() || sprite_size_px == 0)
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return false;
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// every tile needs to have a 1px border around it to avoid artifacts when linear sampling on its edges
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@ -180,8 +177,7 @@ bool GLTexture::load_from_svg_files_as_sprites_array(const std::vector<std::stri
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int sprite_stride = sprite_size_px_ex * 4;
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int sprite_bytes = sprite_n_pixels * 4;
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if (n_pixels <= 0)
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{
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if (n_pixels <= 0) {
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reset();
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return false;
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}
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@ -193,15 +189,13 @@ bool GLTexture::load_from_svg_files_as_sprites_array(const std::vector<std::stri
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std::vector<unsigned char> output_data(sprite_bytes, 0);
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NSVGrasterizer* rast = nsvgCreateRasterizer();
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if (rast == nullptr)
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{
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if (rast == nullptr) {
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reset();
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return false;
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}
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int sprite_id = -1;
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for (const std::string& filename : filenames)
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{
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for (const std::string& filename : filenames) {
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++sprite_id;
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if (!boost::filesystem::exists(filename))
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@ -221,8 +215,7 @@ bool GLTexture::load_from_svg_files_as_sprites_array(const std::vector<std::stri
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// makes white only copy of the sprite
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::memcpy((void*)sprite_white_only_data.data(), (const void*)sprite_data.data(), sprite_bytes);
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for (int i = 0; i < sprite_n_pixels; ++i)
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{
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for (int i = 0; i < sprite_n_pixels; ++i) {
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int offset = i * 4;
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if (sprite_white_only_data.data()[offset] != 0)
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::memset((void*)&sprite_white_only_data.data()[offset], 255, 3);
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@ -230,8 +223,7 @@ bool GLTexture::load_from_svg_files_as_sprites_array(const std::vector<std::stri
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// makes gray only copy of the sprite
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::memcpy((void*)sprite_gray_only_data.data(), (const void*)sprite_data.data(), sprite_bytes);
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for (int i = 0; i < sprite_n_pixels; ++i)
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{
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for (int i = 0; i < sprite_n_pixels; ++i) {
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int offset = i * 4;
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if (sprite_gray_only_data.data()[offset] != 0)
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::memset((void*)&sprite_gray_only_data.data()[offset], 128, 3);
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@ -239,30 +231,26 @@ bool GLTexture::load_from_svg_files_as_sprites_array(const std::vector<std::stri
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int sprite_offset_px = sprite_id * (int)sprite_size_px_ex * m_width;
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int state_id = -1;
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for (const std::pair<int, bool>& state : states)
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{
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for (const std::pair<int, bool>& state : states) {
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++state_id;
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// select the sprite variant
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std::vector<unsigned char>* src = nullptr;
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switch (state.first)
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{
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case 1: { src = &sprite_white_only_data; break; }
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case 2: { src = &sprite_gray_only_data; break; }
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case 1: { src = &sprite_white_only_data; break; }
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case 2: { src = &sprite_gray_only_data; break; }
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default: { src = &sprite_data; break; }
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}
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::memcpy((void*)output_data.data(), (const void*)src->data(), sprite_bytes);
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// applies background, if needed
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if (state.second)
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{
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if (state.second) {
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float inv_255 = 1.0f / 255.0f;
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// offset by 1 to leave the first pixel empty (both in x and y)
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for (unsigned int r = 1; r <= sprite_size_px; ++r)
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{
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for (unsigned int r = 1; r <= sprite_size_px; ++r) {
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unsigned int offset_r = r * sprite_size_px_ex;
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for (unsigned int c = 1; c <= sprite_size_px; ++c)
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{
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for (unsigned int c = 1; c <= sprite_size_px; ++c) {
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unsigned int offset = (offset_r + c) * 4;
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float alpha = (float)output_data.data()[offset + 3] * inv_255;
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output_data.data()[offset + 0] = (unsigned char)(output_data.data()[offset + 0] * alpha);
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@ -274,8 +262,7 @@ bool GLTexture::load_from_svg_files_as_sprites_array(const std::vector<std::stri
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}
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int state_offset_px = sprite_offset_px + state_id * sprite_size_px_ex;
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for (int j = 0; j < (int)sprite_size_px_ex; ++j)
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{
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for (int j = 0; j < (int)sprite_size_px_ex; ++j) {
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::memcpy((void*)&data.data()[(state_offset_px + j * m_width) * 4], (const void*)&output_data.data()[j * sprite_stride], sprite_stride);
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}
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}
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@ -309,11 +296,9 @@ bool GLTexture::load_from_svg_files_as_sprites_array(const std::vector<std::stri
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wxImage output(m_width, m_height);
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output.InitAlpha();
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for (int h = 0; h < m_height; ++h)
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{
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for (int h = 0; h < m_height; ++h) {
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int px_h = h * m_width;
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for (int w = 0; w < m_width; ++w)
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{
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for (int w = 0; w < m_width; ++w) {
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int offset = (px_h + w) * 4;
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output.SetRGB(w, h, data.data()[offset + 0], data.data()[offset + 1], data.data()[offset + 2]);
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output.SetAlpha(w, h, data.data()[offset + 3]);
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@ -373,8 +358,7 @@ bool GLTexture::load_from_png(const std::string& filename, bool use_mipmaps, ECo
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// Load a PNG with an alpha channel.
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wxImage image;
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if (!image.LoadFile(wxString::FromUTF8(filename.c_str()), wxBITMAP_TYPE_PNG))
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{
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if (!image.LoadFile(wxString::FromUTF8(filename.c_str()), wxBITMAP_TYPE_PNG)) {
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reset();
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return false;
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}
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@ -384,20 +368,17 @@ bool GLTexture::load_from_png(const std::string& filename, bool use_mipmaps, ECo
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bool requires_rescale = false;
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if (compression_enabled && (compression_type == MultiThreaded))
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{
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if (compression_enabled && compression_type == MultiThreaded) {
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// the stb_dxt compression library seems to like only texture sizes which are a multiple of 4
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int width_rem = m_width % 4;
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int height_rem = m_height % 4;
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if (width_rem != 0)
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{
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if (width_rem != 0) {
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m_width += (4 - width_rem);
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requires_rescale = true;
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}
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if (height_rem != 0)
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{
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if (height_rem != 0) {
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m_height += (4 - height_rem);
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requires_rescale = true;
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}
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@ -407,16 +388,14 @@ bool GLTexture::load_from_png(const std::string& filename, bool use_mipmaps, ECo
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image = image.ResampleBicubic(m_width, m_height);
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int n_pixels = m_width * m_height;
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if (n_pixels <= 0)
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{
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if (n_pixels <= 0) {
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reset();
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return false;
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}
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// Get RGB & alpha raw data from wxImage, pack them into an array.
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unsigned char* img_rgb = image.GetData();
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if (img_rgb == nullptr)
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{
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if (img_rgb == nullptr) {
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reset();
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return false;
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}
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@ -424,8 +403,7 @@ bool GLTexture::load_from_png(const std::string& filename, bool use_mipmaps, ECo
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unsigned char* img_alpha = image.GetAlpha();
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std::vector<unsigned char> data(n_pixels * 4, 0);
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for (int i = 0; i < n_pixels; ++i)
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{
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for (int i = 0; i < n_pixels; ++i) {
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int data_id = i * 4;
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int img_id = i * 3;
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data[data_id + 0] = img_rgb[img_id + 0];
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@ -439,19 +417,16 @@ bool GLTexture::load_from_png(const std::string& filename, bool use_mipmaps, ECo
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glsafe(::glGenTextures(1, &m_id));
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glsafe(::glBindTexture(GL_TEXTURE_2D, m_id));
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if (apply_anisotropy)
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{
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if (apply_anisotropy) {
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GLfloat max_anisotropy = OpenGLManager::get_gl_info().get_max_anisotropy();
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if (max_anisotropy > 1.0f)
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glsafe(::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_anisotropy));
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}
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if (compression_enabled)
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{
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if (compression_enabled) {
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if (compression_type == SingleThreaded)
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
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else
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{
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else {
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// initializes the texture on GPU
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0));
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// and send the uncompressed data to the compressor
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@ -461,14 +436,12 @@ bool GLTexture::load_from_png(const std::string& filename, bool use_mipmaps, ECo
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else
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
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if (use_mipmaps)
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{
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if (use_mipmaps) {
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// we manually generate mipmaps because glGenerateMipmap() function is not reliable on all graphics cards
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int lod_w = m_width;
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int lod_h = m_height;
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GLint level = 0;
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while ((lod_w > 1) || (lod_h > 1))
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{
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while (lod_w > 1 || lod_h > 1) {
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++level;
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lod_w = std::max(lod_w / 2, 1);
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@ -482,8 +455,7 @@ bool GLTexture::load_from_png(const std::string& filename, bool use_mipmaps, ECo
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img_rgb = image.GetData();
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img_alpha = image.GetAlpha();
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for (int i = 0; i < n_pixels; ++i)
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{
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for (int i = 0; i < n_pixels; ++i) {
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int data_id = i * 4;
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int img_id = i * 3;
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data[data_id + 0] = img_rgb[img_id + 0];
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@ -492,12 +464,10 @@ bool GLTexture::load_from_png(const std::string& filename, bool use_mipmaps, ECo
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data[data_id + 3] = (img_alpha != nullptr) ? img_alpha[i] : 255;
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}
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if (compression_enabled)
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{
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if (compression_enabled) {
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if (compression_type == SingleThreaded)
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glsafe(::glTexImage2D(GL_TEXTURE_2D, level, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
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else
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{
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else {
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// initializes the texture on GPU
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glsafe(::glTexImage2D(GL_TEXTURE_2D, level, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, (GLsizei)lod_w, (GLsizei)lod_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0));
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// and send the uncompressed data to the compressor
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@ -508,14 +478,12 @@ bool GLTexture::load_from_png(const std::string& filename, bool use_mipmaps, ECo
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glsafe(::glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, (GLsizei)lod_w, (GLsizei)lod_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
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}
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if (!compression_enabled)
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{
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if (!compression_enabled) {
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR));
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}
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}
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else
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{
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else {
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0));
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}
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@ -526,7 +494,7 @@ bool GLTexture::load_from_png(const std::string& filename, bool use_mipmaps, ECo
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m_source = filename;
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if (compression_enabled && (compression_type == MultiThreaded))
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if (compression_enabled && compression_type == MultiThreaded)
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// start asynchronous compression
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m_compressor.start_compressing();
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@ -538,8 +506,7 @@ bool GLTexture::load_from_svg(const std::string& filename, bool use_mipmaps, boo
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bool compression_enabled = compress && GLEW_EXT_texture_compression_s3tc;
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NSVGimage* image = nsvgParseFromFile(filename.c_str(), "px", 96.0f);
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if (image == nullptr)
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{
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if (image == nullptr) {
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reset();
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return false;
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}
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@ -549,8 +516,7 @@ bool GLTexture::load_from_svg(const std::string& filename, bool use_mipmaps, boo
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m_width = (int)(scale * image->width);
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m_height = (int)(scale * image->height);
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if (compression_enabled)
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{
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if (compression_enabled) {
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// the stb_dxt compression library seems to like only texture sizes which are a multiple of 4
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int width_rem = m_width % 4;
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int height_rem = m_height % 4;
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@ -564,16 +530,14 @@ bool GLTexture::load_from_svg(const std::string& filename, bool use_mipmaps, boo
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int n_pixels = m_width * m_height;
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if (n_pixels <= 0)
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{
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if (n_pixels <= 0) {
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reset();
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nsvgDelete(image);
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return false;
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}
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NSVGrasterizer* rast = nsvgCreateRasterizer();
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if (rast == nullptr)
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{
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if (rast == nullptr) {
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nsvgDelete(image);
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reset();
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return false;
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@ -588,15 +552,13 @@ bool GLTexture::load_from_svg(const std::string& filename, bool use_mipmaps, boo
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glsafe(::glGenTextures(1, &m_id));
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glsafe(::glBindTexture(GL_TEXTURE_2D, m_id));
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if (apply_anisotropy)
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{
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if (apply_anisotropy) {
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GLfloat max_anisotropy = OpenGLManager::get_gl_info().get_max_anisotropy();
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if (max_anisotropy > 1.0f)
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glsafe(::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_anisotropy));
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}
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if (compression_enabled)
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{
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if (compression_enabled) {
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// initializes the texture on GPU
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0));
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// and send the uncompressed data to the compressor
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@ -605,14 +567,12 @@ bool GLTexture::load_from_svg(const std::string& filename, bool use_mipmaps, boo
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else
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
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if (use_mipmaps)
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{
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if (use_mipmaps) {
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// we manually generate mipmaps because glGenerateMipmap() function is not reliable on all graphics cards
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||||
int lod_w = m_width;
|
||||
int lod_h = m_height;
|
||||
GLint level = 0;
|
||||
while ((lod_w > 1) || (lod_h > 1))
|
||||
{
|
||||
while (lod_w > 1 || lod_h > 1) {
|
||||
++level;
|
||||
|
||||
lod_w = std::max(lod_w / 2, 1);
|
||||
|
@ -622,8 +582,7 @@ bool GLTexture::load_from_svg(const std::string& filename, bool use_mipmaps, boo
|
|||
data.resize(lod_w * lod_h * 4);
|
||||
|
||||
nsvgRasterize(rast, image, 0, 0, scale, data.data(), lod_w, lod_h, lod_w * 4);
|
||||
if (compression_enabled)
|
||||
{
|
||||
if (compression_enabled) {
|
||||
// initializes the texture on GPU
|
||||
glsafe(::glTexImage2D(GL_TEXTURE_2D, level, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, (GLsizei)lod_w, (GLsizei)lod_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0));
|
||||
// and send the uncompressed data to the compressor
|
||||
|
@ -633,14 +592,12 @@ bool GLTexture::load_from_svg(const std::string& filename, bool use_mipmaps, boo
|
|||
glsafe(::glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, (GLsizei)lod_w, (GLsizei)lod_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
|
||||
}
|
||||
|
||||
if (!compression_enabled)
|
||||
{
|
||||
if (!compression_enabled) {
|
||||
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level));
|
||||
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
else {
|
||||
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
|
||||
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0));
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue