Input::Input(ImageFormat image_format, unsigned width, unsigned height)
: image_format(image_format),
needs_update(false),
+ finalized(false),
use_srgb_texture_format(false),
needs_mipmaps(false),
width(width),
- height(height)
+ height(height),
+ pitch(width)
{
register_int("use_srgb_texture_format", &use_srgb_texture_format);
register_int("needs_mipmaps", &needs_mipmaps);
check_error();
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbo);
check_error();
- glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, width * height * bytes_per_pixel, NULL, GL_STREAM_DRAW);
+ glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, pitch * height * bytes_per_pixel, NULL, GL_STREAM_DRAW);
check_error();
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
check_error();
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
check_error();
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch);
+ check_error();
// Intel/Mesa seems to have a broken glGenerateMipmap() for non-FBO textures, so do it here
// instead of calling glGenerateMipmap().
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, needs_mipmaps);
check_error();
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, GL_UNSIGNED_BYTE, NULL);
check_error();
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+ check_error();
needs_update = false;
+ finalized = true;
}
void Input::set_gl_state(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num)
{
+ glActiveTexture(GL_TEXTURE0 + *sampler_num);
+ check_error();
+ glBindTexture(GL_TEXTURE_2D, texture_num);
+ check_error();
+
if (needs_update) {
// Copy the pixel data into the PBO.
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbo);
check_error();
void *mapped_pbo = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY);
- memcpy(mapped_pbo, pixel_data, width * height * bytes_per_pixel);
+ memcpy(mapped_pbo, pixel_data, pitch * height * bytes_per_pixel);
glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB);
check_error();
// Re-upload the texture from the PBO.
- glActiveTexture(GL_TEXTURE0);
- check_error();
- glBindTexture(GL_TEXTURE_2D, texture_num);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch);
check_error();
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, format, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0));
check_error();
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+ check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);