[osg-users] minor change: move assumeSizedInternallFormat from Texture to Image
Julien Valentin
julienvalentin51 at gmail.com
Thu Aug 16 11:04:47 PDT 2018
..But my question was
If I'd make a pr with this fix for all Textures
Code:
if( useTexStorrage)
{
//ensure _internalFormat is sized
GLenum sized_internalFormat = _internalFormat;
if(!isSizedInternalFormat( sized_internalFormat))
sized_internalFormat = assumeSizedInternalFormat( sized_internalFormat, _sourceType==0 ? _sourceType : GL_UNSIGNED_BYTE);
if(!sized_internalFormat)
OSG_WARN<<"Texture2D : can't generate TextureStorage for internalFormat: "<<_internalFormat<<" and SourceType: "<<_sourceType==0 ? _sourceType : GL_UNSIGNED_BYTE<<std::endl;
extensions->glTexStorage2D( GL_TEXTURE_2D, (_numMipmapLevels >0)?_numMipmapLevels:1, sized_internalFormat, _textureWidth, _textureHeight);
};
Would you accept it?
mp3butcher wrote:
> testing enum as bool is sure bad practice but the first error was to set 0 as default for _sourceFormat...
>
>
> robertosfield wrote:
> > Hi julien,
> >
> > On Thu, 16 Aug 2018 at 17:45, Julien Valentin
> > <> wrote:
> >
> > > Ho I haven't realized the root of existence of this function was the previous contribution to the implementation of glTexStorage.
> > > So Now I can see where the contributor (sure it's Pawel Ksiezopolski) wanted to do.
> > >
> > > I don't know why there's so many comments and misses in sizedInternalFormats but it's same to add them at the end
> > >
> > > So my proposal is a 2 way process:
> > > -add missing sizedInternalFormats (ex:I found internalformat GL_RGBA16 never mentionned)
> > > -Fix the image less glTexStorage use case with
> > >
> > >
> > > Code:
> > > if( useTexStorrage)
> > > {
> > > //ensure _internalFormat is sized
> > > GLenum sized_internalFormat = _internalFormat;
> > > if(!isSizedInternalFormat( sized_internalFormat))
> > > sized_internalFormat = assumeSizedInternalFormat( sized_internalFormat, _sourceType ? _sourceType : GL_UNSIGNED_BYTE);
> > > if(!sized_internalFormat)
> > > OSG_FATAL<<"Texture2D : can't generate TextureStorage setup fails: "<<std::endl;
> > > extensions->glTexStorage2D( GL_TEXTURE_2D, (_numMipmapLevels >0)?_numMipmapLevels:1, sized_internalFormat, _textureWidth, _textureHeight);
> > > };
> > >
> >
> > I did a quick look through Texture.cpp, and there is this entry:
> >
> > if(useTexStorrage)
> > {
> > if(extensions->isTexStorage2DSupported() && _borderWidth == 0)
> > {
> > //calculate sized internal format
> > if(!compressed_image)
> > {
> > if(isSizedInternalFormat(_internalFormat))
> > {
> > sizedInternalFormat = _internalFormat;
> > }
> > else
> > {
> > sizedInternalFormat =
> > assumeSizedInternalFormat((GLenum)image->getInternalTextureFormat(),
> > (GLenum)image->getDataType());
> > }
> > }
> > else
> > {
> >
> > if(isCompressedInternalFormatSupportedByTexStorrage(_internalFormat))
> > {
> > sizedInternalFormat = _internalFormat;
> > }
> > }
> > }
> >
> > useTexStorrage &= sizedInternalFormat != 0;
> > }
> >
> > if(useTexStorrage)
> > {
> >
> > It's handling the case of having an osg::Image but does illustrate
> > some of previous PR's introduced (I'm not the author of this
> > particular set of code so I'm learning by reading...) What it does
> > have is attempt to select an appropriate sizeInternalFormat, but if
> > this fails then switch off use of glTexSorage.
> >
> > It would be good to avoid having different code paths having different
> > combinations of ways of setting up the sizeInternalFormat and
> > different ways of falling back when it's not supported, My
> > inclination would be to have a selectSizeInernalFormat(Image*) method
> > that can take an optional image pointer, then have this have it's own
> > with Image and witout image internal logical to do the mapping, and
> > then have the code be something like:
> >
> >
> > GLenum useTexStorageWithWithSizedInternalFormat =
> > extensions->isTextureStorageEnabled ?
> > selectSizedInternalFormat(optional_image) : 0;
> > if (useTexStorageWithWithSizedInternalFormat)
> > {
> > // glTexStorage code path
> > }
> > else
> > {
> > // glTexImage code path
> > }
> >
> > I'm not 100% sure conflating the bool and internal format in this way
> > is perfect coding practice but suggest it as just having lots of code
> > and different variables in play just complicates the code. The code
> > we are talking about is already overloaded with different code paths
> > so it's really important to avoid this code becoming even more
> > spaghetti like, opportunities to untangle the existing spaghetti is
> > worth a few compromises like reusing an enum as the bool and the size.
> >
> > Robert.
> > _______________________________________________
> > osg-users mailing list
> >
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> > ------------------
> > Post generated by Mail2Forum
>
Code:
------------------------
Twirling twirling twirling toward freedom
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