Files
UltraGrid/dxt_compress/dxt_decoder.c
2023-04-11 14:14:16 +02:00

551 lines
21 KiB
C

/**
* Copyright (c) 2011, Martin Srom
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "dxt_common.h"
#include "dxt_decoder.h"
#include "dxt_util.h"
#include "dxt_glsl.h"
#if defined __APPLE__
#include <Availability.h>
#if defined __MAC_10_11
#define GL_DO_NOT_WARN_IF_MULTI_GL_VERSION_HEADERS_INCLUDED
#include <OpenGL/gl3.h>
#endif // defined __MAC_10_11
#endif // defined __APPLE__
#if defined __APPLE__ && !defined __MAC_10_11
#define glGenFramebuffers glGenFramebuffersEXT
#define glBindFramebuffer glBindFramebufferEXT
#define GL_FRAMEBUFFER GL_FRAMEBUFFER_EXT
#define glFramebufferTexture2D glFramebufferTexture2DEXT
#define glDeleteFramebuffers glDeleteFramebuffersEXT
#endif
static GLfloat points[] = { -1.0f, -1.0f, 0.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 0.0f, 1.0f,
/* second triangle */
1.0f, -1.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f
};
/** Documented at declaration */
struct dxt_decoder
{
// DXT type
enum dxt_type type;
enum dxt_format out_format;
// Width in pixels
int width;
// Height in pixels
int height;
// Texture id
GLuint compressed_tex; /* compressed */
GLuint uncompressed_rgba_tex; /* decompressed */
GLuint uncompressed_yuv422_tex;
// Framebuffer
GLuint fbo_rgba;
GLuint fbo_yuv422;
// Program and shader handles
GLuint program_display;
GLuint shader_fragment_display;
GLuint shader_vertex_display;
GLuint program_rgba_to_yuv422;
GLuint shader_fragment_rgba_to_yuv422;
GLuint shader_vertex_rgba_to_yuv422;
/**
* The VAO for the vertices etc.
*/
GLuint g_vao;
GLuint g_vao_422;
#ifdef USE_PBO_DXT_DECODER
GLuint pbo_in;
GLuint pbo_out;
#endif
unsigned int legacy:1;
};
/** Documented at declaration */
struct dxt_decoder*
dxt_decoder_create(enum dxt_type type, int width, int height, enum dxt_format out_format, int legacy)
{
struct dxt_decoder* decoder = (struct dxt_decoder*)malloc(sizeof(struct dxt_decoder));
#ifndef HAVE_MACOSX
glewExperimental = GL_TRUE;
GLenum err = glewInit();
assert(err == GLEW_OK);
#endif
assert(out_format == DXT_FORMAT_RGBA || out_format == DXT_FORMAT_YUV422);
assert(out_format == DXT_FORMAT_RGBA ||
(out_format == DXT_FORMAT_YUV422 && width % 2 == 0)); /* width % 2 for YUV422 */
if ( decoder == NULL )
return NULL;
decoder->type = type;
decoder->width = width;
decoder->height = height;
decoder->out_format = out_format;
decoder->legacy = legacy;
//glutReshapeWindow(1, 1);
if(legacy) {
glEnable(GL_TEXTURE_2D);
}
// Create empty texture
glGenTextures(1, &decoder->compressed_tex);
glBindTexture(GL_TEXTURE_2D, decoder->compressed_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GLenum internalformat;
size_t size;
if ( decoder->type == DXT_TYPE_DXT5_YCOCG ) {
internalformat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
size = ((decoder->width + 3) / 4 * 4) * ((decoder->height + 3) / 4 * 4);
} else {
internalformat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
size = ((decoder->width + 3) / 4 * 4) * ((decoder->height + 3) / 4 * 4) / 2;
}
GLvoid *tmp_data = malloc(size); // data pointer to glCompressedTexImage2D shouldn't be 0
glCompressedTexImage2DARB(GL_TEXTURE_2D, 0, internalformat, decoder->width, decoder->height, 0,
size, tmp_data);
free(tmp_data);
// Create fbo
glGenFramebuffers(1, &decoder->fbo_rgba);
glBindFramebuffer(GL_FRAMEBUFFER, decoder->fbo_rgba);
glGenTextures(1, &decoder->uncompressed_rgba_tex);
glBindTexture(GL_TEXTURE_2D, decoder->uncompressed_rgba_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0 , DXT_IMAGE_GL_FORMAT, decoder->width, decoder->height, 0, GL_RGBA, DXT_IMAGE_GL_TYPE, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, decoder->uncompressed_rgba_tex, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Create program [display] and its shader
decoder->program_display = glCreateProgram();
// Create shader from file
decoder->shader_fragment_display = 0;
switch(decoder->type)
{
case DXT_TYPE_DXT5_YCOCG:
if(legacy)
decoder->shader_fragment_display = dxt_shader_create_from_source(fp_display_dxt5ycocg_legacy, GL_FRAGMENT_SHADER);
else
decoder->shader_fragment_display = dxt_shader_create_from_source(fp_display_dxt5ycocg, GL_FRAGMENT_SHADER);
break;
case DXT_TYPE_DXT1:
if(legacy)
decoder->shader_fragment_display = dxt_shader_create_from_source(fp_display_legacy, GL_FRAGMENT_SHADER);
else
decoder->shader_fragment_display = dxt_shader_create_from_source(fp_display, GL_FRAGMENT_SHADER);
break;
case DXT_TYPE_DXT1_YUV:
if(legacy)
decoder->shader_fragment_display = dxt_shader_create_from_source(fp_display_dxt1_yuv_legacy, GL_FRAGMENT_SHADER);
else
decoder->shader_fragment_display = dxt_shader_create_from_source(fp_display_dxt1_yuv, GL_FRAGMENT_SHADER);
break;
}
if(legacy) {
decoder->shader_vertex_display = dxt_shader_create_from_source(vp_compress_legacy, GL_VERTEX_SHADER);
} else {
decoder->shader_vertex_display = dxt_shader_create_from_source(vp_compress, GL_VERTEX_SHADER);
}
if ( decoder->shader_fragment_display == 0 || decoder->shader_vertex_display == 0 ) {
/// @todo Free other stuff as well
free(decoder);
return NULL;
}
// Attach shader to program and link the program
glAttachShader(decoder->program_display, decoder->shader_fragment_display);
glAttachShader(decoder->program_display, decoder->shader_vertex_display);
glLinkProgram(decoder->program_display);
if(out_format == DXT_FORMAT_YUV422) {
glGenTextures(1, &decoder->uncompressed_yuv422_tex);
glBindTexture(GL_TEXTURE_2D, decoder->uncompressed_yuv422_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0 , GL_RGBA, decoder->width / 2, decoder->height, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
glGenFramebuffers(1, &decoder->fbo_yuv422);
if(legacy) {
decoder->shader_fragment_rgba_to_yuv422 = dxt_shader_create_from_source(fp_display_rgba_to_yuv422_legacy, GL_FRAGMENT_SHADER);
decoder->shader_vertex_rgba_to_yuv422 = dxt_shader_create_from_source(vp_compress_legacy, GL_VERTEX_SHADER);
} else {
decoder->shader_fragment_rgba_to_yuv422 = dxt_shader_create_from_source(fp_display_rgba_to_yuv422, GL_FRAGMENT_SHADER);
decoder->shader_vertex_rgba_to_yuv422 = dxt_shader_create_from_source(vp_compress, GL_VERTEX_SHADER);
}
decoder->program_rgba_to_yuv422 = glCreateProgram();
glAttachShader(decoder->program_rgba_to_yuv422, decoder->shader_fragment_rgba_to_yuv422);
glAttachShader(decoder->program_rgba_to_yuv422, decoder->shader_vertex_rgba_to_yuv422);
glLinkProgram(decoder->program_rgba_to_yuv422);
glUseProgram(decoder->program_rgba_to_yuv422);
glUniform1i(glGetUniformLocation(decoder->program_rgba_to_yuv422, "image"), 0);
glUniform1f(glGetUniformLocation(decoder->program_rgba_to_yuv422, "imageWidth"),
(GLfloat) decoder->width);
if(!decoder->legacy) {
#if ! defined __APPLE__ || defined __MAC_10_11
GLint g_vertexLocation;
GLuint g_vertices;
// ToDo:
glGenVertexArrays(1, &decoder->g_vao_422);
// ToDo:
glBindVertexArray(decoder->g_vao_422);
// http://www.opengl.org/sdk/docs/man/xhtml/glGetAttribLocation.xml
g_vertexLocation = glGetAttribLocation(decoder->program_rgba_to_yuv422, "position");
// http://www.opengl.org/sdk/docs/man/xhtml/glGenBuffers.xml
glGenBuffers(1, &g_vertices);
// http://www.opengl.org/sdk/docs/man/xhtml/glBindBuffer.xml
glBindBuffer(GL_ARRAY_BUFFER, g_vertices);
// http://www.opengl.org/sdk/docs/man/xhtml/glBufferData.xml
//glBufferData(GL_ARRAY_BUFFER, 3 * 4 * sizeof(GLfloat), (GLfloat*) points, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, 8 * 4 * sizeof(GLfloat), (GLfloat*) points, GL_STATIC_DRAW);
// http://www.opengl.org/sdk/docs/man/xhtml/glUseProgram.xml
glUseProgram(decoder->program_rgba_to_yuv422);
// http://www.opengl.org/sdk/docs/man/xhtml/glVertexAttribPointer.xml
glVertexAttribPointer(g_vertexLocation, 4, GL_FLOAT, GL_FALSE, 0, 0);
// http://www.opengl.org/sdk/docs/man/xhtml/glEnableVertexAttribArray.xml
glEnableVertexAttribArray(g_vertexLocation);
glBindFragDataLocation(decoder->program_rgba_to_yuv422, 0, "colorOut");
#endif
}
glUseProgram(0);
}
if(!decoder->legacy) {
#if ! defined __APPLE__ || defined __MAC_10_11
GLint g_vertexLocation;
GLuint g_vertices;
// ToDo:
glGenVertexArrays(1, &decoder->g_vao);
// ToDo:
glBindVertexArray(decoder->g_vao);
// http://www.opengl.org/sdk/docs/man/xhtml/glGetAttribLocation.xml
g_vertexLocation = glGetAttribLocation(decoder->program_display, "position");
// http://www.opengl.org/sdk/docs/man/xhtml/glGenBuffers.xml
glGenBuffers(1, &g_vertices);
// http://www.opengl.org/sdk/docs/man/xhtml/glBindBuffer.xml
glBindBuffer(GL_ARRAY_BUFFER, g_vertices);
// http://www.opengl.org/sdk/docs/man/xhtml/glBufferData.xml
//glBufferData(GL_ARRAY_BUFFER, 3 * 4 * sizeof(GLfloat), (GLfloat*) points, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, 8 * 4 * sizeof(GLfloat), (GLfloat*) points, GL_STATIC_DRAW);
// http://www.opengl.org/sdk/docs/man/xhtml/glUseProgram.xml
glUseProgram(decoder->program_display);
// http://www.opengl.org/sdk/docs/man/xhtml/glVertexAttribPointer.xml
glVertexAttribPointer(g_vertexLocation, 4, GL_FLOAT, GL_FALSE, 0, 0);
// http://www.opengl.org/sdk/docs/man/xhtml/glEnableVertexAttribArray.xml
glEnableVertexAttribArray(g_vertexLocation);
glBindFragDataLocation(decoder->program_display, 0, "colorOut");
glUseProgram(0);
#endif
#ifdef USE_PBO_DXT_DECODER
glGenBuffersARB(1, &decoder->pbo_in); //Allocate PBO
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, decoder->pbo_in);
glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB,
((width + 3) / 4 * 4) * ((height + 3) / 4 * 4) / (decoder->type == DXT_TYPE_DXT5_YCOCG ? 1 : 2),
0,
GL_STREAM_DRAW_ARB);
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
glGenBuffersARB(1, &decoder->pbo_out); //Allocate PBO
glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, decoder->pbo_out);
glBufferDataARB(GL_PIXEL_PACK_BUFFER_ARB, ((width + 3) / 4 * 4) * ((height + 3) / 4 * 4) * (out_format == DXT_FORMAT_YUV422 ? 2 : 4), 0, GL_STREAM_READ_ARB);
glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0);
#endif
}
return decoder;
}
/** Documented at declaration */
int
dxt_decoder_buffer_allocate(struct dxt_decoder* decoder, unsigned char** image, int* image_size)
{
*image_size = decoder->width * decoder->height * 4 * sizeof(DXT_IMAGE_TYPE);
*image = (DXT_IMAGE_TYPE*)malloc(*image_size);
if ( *image == NULL )
return -1;
return 0;
}
/** Documented at declaration */
int
dxt_decoder_decompress(struct dxt_decoder* decoder, unsigned char* image_compressed, DXT_IMAGE_TYPE* image)
{
#ifdef USE_PBO_DXT_DECODER
GLubyte *ptr;
#endif
#ifdef RTDXT_DEBUG
TIMER_INIT();
TIMER_START();
#endif
glBindTexture(GL_TEXTURE_2D, decoder->compressed_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
int data_size = ((decoder->width + 3) / 4 * 4) * ((decoder->height + 3) / 4 * 4) /
(decoder->type == DXT_TYPE_DXT5_YCOCG ? 1 : 2);
#ifdef USE_PBO_DXT_DECODER
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, decoder->pbo_in); // current pbo
glCompressedTexSubImage2DARB (GL_TEXTURE_2D, 0, 0, 0,
(decoder->width + 3) / 4 * 4,
(decoder->height + 3) / 4 * 4,
decoder->type == DXT_TYPE_DXT5_YCOCG ? GL_COMPRESSED_RGBA_S3TC_DXT5_EXT : GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
data_size,
0);
glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, data_size, 0, GL_STREAM_DRAW_ARB);
ptr = (GLubyte*)glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY_ARB);
if(ptr)
{
// update data directly on the mapped buffer
memcpy(ptr, image_compressed, data_size);
glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB); // release pointer to mapping buffer
}
#else
glCompressedTexSubImage2DARB (GL_TEXTURE_2D, 0, 0, 0,
(decoder->width + 3) / 4 * 4,
(decoder->height + 3) / 4 * 4,
decoder->type == DXT_TYPE_DXT5_YCOCG ? GL_COMPRESSED_RGBA_S3TC_DXT5_EXT : GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
data_size,
image_compressed);
#endif
#ifdef RTDXT_DEBUG
glFinish();
TIMER_STOP_PRINT("Texture Load: ");
TIMER_START();
#endif
// Render to framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, decoder->fbo_rgba);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, decoder->width, decoder->height);
glUseProgram(decoder->program_display);
glBindTexture(GL_TEXTURE_2D, decoder->compressed_tex);
if(decoder->legacy) {
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0); glVertex2f(-1.0, -1.0);
glTexCoord2f(1.0, 0.0); glVertex2f(1.0, -1.0);
glTexCoord2f(1.0, 1.0); glVertex2f(1.0, 1.0);
glTexCoord2f(0.0, 1.0); glVertex2f(-1.0, 1.0);
glEnd();
} else {
#if ! defined __APPLE__ || defined __MAC_10_11
glBindVertexArray(decoder->g_vao);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
#endif
}
glUseProgram(0);
#ifdef RTDXT_DEBUG
glFinish();
TIMER_STOP_PRINT("Texture Decompress:");
TIMER_START();
#endif
if(decoder->out_format != DXT_FORMAT_YUV422) { /* so RGBA */
// Disable framebuffer
#ifdef USE_PBO_DXT_DECODER
// glReadPixels() should return immediately.
glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, decoder->pbo_out);
glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
glReadPixels(0, 0, decoder->width, decoder->height, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
// map the PBO to process its data by CPU
glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, decoder->pbo_out);
ptr = (GLubyte*)glMapBufferARB(GL_PIXEL_PACK_BUFFER_ARB,
GL_READ_ONLY_ARB);
if(ptr)
{
memcpy(image, ptr, decoder->width * decoder->height * 4);
glUnmapBufferARB(GL_PIXEL_PACK_BUFFER_ARB);
}
// back to conventional pixel operation
glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0);
#else
glReadPixels(0, 0, decoder->width, decoder->height, GL_RGBA, DXT_IMAGE_GL_TYPE, image);
#endif
glBindFramebuffer(GL_FRAMEBUFFER, 0);
} else {
glBindFramebuffer(GL_FRAMEBUFFER, decoder->fbo_yuv422);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, decoder->uncompressed_yuv422_tex, 0);
glBindTexture(GL_TEXTURE_2D, decoder->uncompressed_rgba_tex); /* to texturing unit 0 */
glPushAttrib(GL_VIEWPORT_BIT);
glViewport( 0, 0, decoder->width / 2, decoder->height);
glUseProgram(decoder->program_rgba_to_yuv422);
if(decoder->legacy) {
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0); glVertex2f(-1.0, -1.0);
glTexCoord2f(1.0, 0.0); glVertex2f(1.0, -1.0);
glTexCoord2f(1.0, 1.0); glVertex2f(1.0, 1.0);
glTexCoord2f(0.0, 1.0); glVertex2f(-1.0, 1.0);
glEnd();
} else {
#if ! defined __APPLE__ || defined __MAC_10_11
glBindVertexArray(decoder->g_vao_422);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
#endif
}
glPopAttrib();
#ifdef USE_PBO_DXT_DECODER
// glReadPixels() should return immediately.
glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, decoder->pbo_out);
glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
glReadPixels(0, 0, decoder->width / 2, decoder->height, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
// map the PBO to process its data by CPU
glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, decoder->pbo_out);
ptr = (GLubyte*)glMapBufferARB(GL_PIXEL_PACK_BUFFER_ARB,
GL_READ_ONLY_ARB);
if(ptr)
{
memcpy(image, ptr, decoder->width * decoder->height * (decoder->out_format == DXT_FORMAT_YUV422 ? 2 : 4));
glUnmapBufferARB(GL_PIXEL_PACK_BUFFER_ARB);
}
// back to conventional pixel operation
glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0);
#else
glReadPixels(0, 0, decoder->width / 2, decoder->height, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, image);
#endif
//glReadPixels(0, 0, decoder->width / 2, decoder->height, GL_RGBA, DXT_IMAGE_GL_TYPE, image);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glUseProgram(0);
}
#ifdef RTDXT_DEBUG
glFinish();
TIMER_STOP_PRINT("Texture Save: ");
#endif
return 0;
}
/** Documented at declaration */
int
dxt_decoder_buffer_free(unsigned char* image)
{
free(image);
return 0;
}
/** Documented at declaration */
int
dxt_decoder_destroy(struct dxt_decoder* decoder)
{
glDeleteShader(decoder->shader_fragment_display);
glDeleteProgram(decoder->program_display);
glDeleteTextures(1, &decoder->compressed_tex);
glDeleteTextures(1, &decoder->uncompressed_rgba_tex);
glDeleteFramebuffers(1, &decoder->fbo_rgba);
if(decoder->out_format == DXT_FORMAT_YUV422) {
glDeleteTextures(1, &decoder->uncompressed_yuv422_tex);
glDeleteFramebuffers(1, &decoder->fbo_yuv422);
}
free(decoder);
return 0;
}