X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=resource_pool.cpp;h=9beae1b507bd623fe7c9e6e93038f9b713cc5619;hp=4f2cc2b9ade1e6cc98ec50b50eb30fccbd550a55;hb=a5f32397f9c23fa8644fe195865d6c36685cf866;hpb=cfc161e0289c2169d4835c48751ff56b97355eb2 diff --git a/resource_pool.cpp b/resource_pool.cpp index 4f2cc2b..9beae1b 100644 --- a/resource_pool.cpp +++ b/resource_pool.cpp @@ -6,8 +6,8 @@ #include #include #include +#include -#include "glew.h" #include "init.h" #include "resource_pool.h" #include "util.h" @@ -105,6 +105,15 @@ GLuint ResourcePool::compile_glsl_program(const string& vertex_shader, const str glLinkProgram(glsl_program_num); check_error(); + GLint success; + glGetProgramiv(glsl_program_num, GL_LINK_STATUS, &success); + if (success == GL_FALSE) { + GLchar error_log[1024] = {0}; + glGetProgramInfoLog(glsl_program_num, 1024, NULL, error_log); + fprintf(stderr, "Error linking program: %s\n", error_log); + exit(1); + } + if (movit_debug_level == MOVIT_DEBUG_ON) { // Output shader to a temporary file, for easier debugging. static int compiled_shader_num = 0; @@ -177,24 +186,58 @@ GLuint ResourcePool::create_2d_texture(GLint internal_format, GLsizei width, GLs case GL_SRGB8_ALPHA8: format = GL_RGBA; break; + case GL_RGB32F: + case GL_RGB16F: + case GL_RGB8: + format = GL_RGB; + break; case GL_RG32F: case GL_RG16F: + case GL_RG8: format = GL_RG; break; - case GL_LUMINANCE8: - format = GL_LUMINANCE; + case GL_R32F: + case GL_R16F: + case GL_R8: + format = GL_RED; + break; + default: + // TODO: Add more here as needed. + assert(false); + } + + // Same with type; GLES is stricter than desktop OpenGL here. + GLenum type; + switch (internal_format) { + case GL_RGBA32F_ARB: + case GL_RGBA16F_ARB: + case GL_RGB32F: + case GL_RGB16F: + case GL_RG32F: + case GL_RG16F: + case GL_R32F: + case GL_R16F: + type = GL_FLOAT; + break; + case GL_SRGB8_ALPHA8: + case GL_RGBA8: + case GL_RGB8: + case GL_RG8: + case GL_R8: + type = GL_UNSIGNED_BYTE; break; default: // TODO: Add more here as needed. assert(false); } + GLuint texture_num; glGenTextures(1, &texture_num); check_error(); glBindTexture(GL_TEXTURE_2D, texture_num); check_error(); - glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, GL_UNSIGNED_BYTE, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, type, NULL); check_error(); glBindTexture(GL_TEXTURE_2D, 0); check_error(); @@ -240,17 +283,33 @@ size_t ResourcePool::estimate_texture_size(const Texture2D &texture_format) case GL_RGBA16F_ARB: bytes_per_pixel = 8; break; + case GL_RGB32F_ARB: + bytes_per_pixel = 12; + break; + case GL_RGB16F_ARB: + bytes_per_pixel = 6; + break; case GL_RGBA8: case GL_SRGB8_ALPHA8: bytes_per_pixel = 4; break; + case GL_RGB8: + case GL_SRGB8: + bytes_per_pixel = 3; + break; case GL_RG32F: bytes_per_pixel = 8; break; case GL_RG16F: bytes_per_pixel = 4; break; - case GL_LUMINANCE8: + case GL_R32F: + bytes_per_pixel = 4; + break; + case GL_R16F: + bytes_per_pixel = 2; + break; + case GL_R8: bytes_per_pixel = 1; break; default: