Axiom.RenderSystems.OpenGLES.GLESPixelUtil.OptionalPO2 C# (CSharp) Method

OptionalPO2() public static method

Returns next power-of-two size if required by render system, in case RSC_NON_POWER_OF_2_TEXTURES is supported it returns value as-is.
public static OptionalPO2 ( int value ) : int
value int
return int
		public static int OptionalPO2( int value )
		{
			RenderSystemCapabilities caps =
			Root.Instance.RenderSystem.HardwareCapabilities;
			if ( caps.HasCapability( Capabilities.NonPowerOf2Textures ) )
			{
				return value;
			}
			else
			{
				uint n = (uint)value;
				--n;
				n |= n >> 16;
				n |= n >> 8;
				n |= n >> 4;
				n |= n >> 2;
				n |= n >> 1;
				++n;
				return (int)n;
			}
		}

Usage Example

Example #1
0
        /// <summary>
        /// </summary>
        protected override void createInternalResources()
        {
            // Convert to nearest power-of-two size if required
            Width  = GLESPixelUtil.OptionalPO2(Width);
            Height = GLESPixelUtil.OptionalPO2(Height);
            Depth  = GLESPixelUtil.OptionalPO2(Depth);

            //adjust format if required
            Format = TextureManager.Instance.GetNativeFormat(Graphics.TextureType.TwoD, Format, Usage);
            // Check requested number of mipmaps
            int maxMips = GLESPixelUtil.GetMaxMipmaps(Width, Height, Depth, Format);

            if (PixelUtil.IsCompressed(Format) && _mipmapCount == 0)
            {
                RequestedMipmapCount = 0;
            }

            _mipmapCount = RequestedMipmapCount;
            if (_mipmapCount > maxMips)
            {
                _mipmapCount = maxMips;
            }

            // Generate texture name
            OpenGL.GenTextures(1, ref this._textureID);
            GLESConfig.GlCheckError(this);
            // Set texture type
            OpenGL.BindTexture(All.Texture2D, this._textureID);
            GLESConfig.GlCheckError(this);
            // Set some misc default parameters, these can of course be changed later
            OpenGL.TexParameter(All.Texture2D, All.TextureMinFilter, (int)All.LinearMipmapNearest);
            GLESConfig.GlCheckError(this);
            OpenGL.TexParameter(All.Texture2D, All.TextureMagFilter, (int)All.Nearest);
            GLESConfig.GlCheckError(this);
            OpenGL.TexParameter(All.Texture2D, All.TextureWrapS, (int)All.ClampToEdge);
            GLESConfig.GlCheckError(this);
            OpenGL.TexParameter(All.Texture2D, All.TextureWrapT, (int)All.ClampToEdge);
            GLESConfig.GlCheckError(this);
            // If we can do automip generation and the user desires this, do so
            MipmapsHardwareGenerated = Root.Instance.RenderSystem.HardwareCapabilities.HasCapability(Capabilities.HardwareMipMaps) && !PixelUtil.IsCompressed(Format);

            if ((Usage & TextureUsage.AutoMipMap) == TextureUsage.AutoMipMap && RequestedMipmapCount > 0 && MipmapsHardwareGenerated)
            {
                OpenGL.TexParameter(All.Texture2D, All.GenerateMipmap, (int)All.True);
                GLESConfig.GlCheckError(this);
            }

            // Allocate internal buffer so that TexSubImageXD can be used
            // Internal format
            All format = GLESPixelUtil.GetClosestGLInternalFormat(Format, HardwareGammaEnabled);
            int width  = Width;
            int height = Height;
            int depth  = Depth;

            if (PixelUtil.IsCompressed(Format))
            {
                // Compressed formats
                int size = PixelUtil.GetMemorySize(Width, Height, Depth, Format);

                // Provide temporary buffer filled with zeroes as glCompressedTexImageXD does not
                // accept a 0 pointer like normal glTexImageXD
                // Run through this process for every mipmap to pregenerate mipmap pyramid

                var    tmpData    = new byte[size];
                IntPtr tmpDataptr = Memory.PinObject(tmpData);
                for (int mip = 0; mip <= MipmapCount; mip++)
                {
                    size = PixelUtil.GetMemorySize(Width, Height, Depth, Format);
                    OpenGL.CompressedTexImage2D(All.Texture2D, mip, format, width, height, 0, size, tmpDataptr);

                    GLESConfig.GlCheckError(this);

                    if (width > 1)
                    {
                        width = width / 2;
                    }
                    if (height > 1)
                    {
                        height = height / 2;
                    }
                    if (depth > 1)
                    {
                        depth = depth / 2;
                    }
                }
                Memory.UnpinObject(tmpData);
            }
            else
            {
                // Run through this process to pregenerate mipmap pyramid
                for (int mip = 0; mip <= MipmapCount; mip++)
                {
                    OpenGL.TexImage2D(All.Texture2D, mip, (int)format, width, height, 0, format, All.UnsignedByte, IntPtr.Zero);
                    GLESConfig.GlCheckError(this);

                    if (width > 1)
                    {
                        width = width / 2;
                    }
                    if (height > 1)
                    {
                        height = height / 2;
                    }
                }
            }

            CreateSurfaceList();

            // Get final internal format
            Format = GetBuffer(0, 0).Format;
        }