opengl: Simplify GLTexture::update()
Use the unpack code path by default, it lets us to simplify the code and also fix texture uploading when the image stride is not "width * bytes per pixel".
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1 changed files with 15 additions and 28 deletions
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@ -182,45 +182,32 @@ void GLTexture::update(const QImage &image, const QPoint &offset, const QRect &s
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uploadFormat = QImage::Format_RGBA8888_Premultiplied;
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}
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}
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bool useUnpack = image.format() == uploadFormat && !src.isNull();
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QImage im;
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if (useUnpack) {
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im = image;
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Q_ASSERT(im.depth() % 8 == 0);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, im.bytesPerLine() / (im.depth() / 8));
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glPixelStorei(GL_UNPACK_SKIP_PIXELS, src.x());
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glPixelStorei(GL_UNPACK_SKIP_ROWS, src.y());
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} else {
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if (src.isNull()) {
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im = image;
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} else {
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im = image.copy(src);
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}
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QImage im = image;
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if (im.format() != uploadFormat) {
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im.convertTo(uploadFormat);
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}
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QRect rect = src;
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if (rect.isEmpty()) {
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rect = im.rect();
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}
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int width = image.width();
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int height = image.height();
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if (!src.isNull()) {
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width = src.width();
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height = src.height();
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}
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Q_ASSERT(im.depth() % 8 == 0);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, im.bytesPerLine() / (im.depth() / 8));
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glPixelStorei(GL_UNPACK_SKIP_PIXELS, rect.x());
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glPixelStorei(GL_UNPACK_SKIP_ROWS, rect.y());
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bind();
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glTexSubImage2D(d->m_target, 0, offset.x(), offset.y(), width, height, glFormat, type, im.constBits());
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glTexSubImage2D(d->m_target, 0, offset.x(), offset.y(), rect.width(), rect.height(), glFormat, type, im.constBits());
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unbind();
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if (useUnpack) {
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
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glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
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}
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}
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void GLTexture::bind()
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{
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