Create gl_renderchain_add_lut

This commit is contained in:
twinaphex 2016-08-02 00:31:04 +02:00
parent ec91878187
commit 188dd9bd69

View File

@ -3636,6 +3636,42 @@ unsigned *height_p, size_t *pitch_p)
}
#endif
static bool gl_renderchain_add_lut(const struct video_shader *shader,
unsigned i, GLuint *textures_lut)
{
struct texture_image img = {0};
enum texture_filter_type filter_type = TEXTURE_FILTER_LINEAR;
RARCH_LOG("Loading texture image from: \"%s\" ...\n",
shader->lut[i].path);
if (!image_texture_load(&img, shader->lut[i].path))
{
RARCH_ERR("Failed to load texture image from: \"%s\"\n",
shader->lut[i].path);
return false;
}
if (shader->lut[i].filter == RARCH_FILTER_NEAREST)
filter_type = TEXTURE_FILTER_NEAREST;
if (shader->lut[i].mipmap)
{
if (filter_type == TEXTURE_FILTER_NEAREST)
filter_type = TEXTURE_FILTER_MIPMAP_NEAREST;
else
filter_type = TEXTURE_FILTER_MIPMAP_LINEAR;
}
gl_load_texture_data(textures_lut[i],
shader->lut[i].wrap,
filter_type, 4,
img.width, img.height,
img.pixels, sizeof(uint32_t));
image_texture_free(&img);
return true;
}
bool gl_load_luts(const struct video_shader *shader,
GLuint *textures_lut)
@ -3650,36 +3686,8 @@ bool gl_load_luts(const struct video_shader *shader,
for (i = 0; i < num_luts; i++)
{
struct texture_image img = {0};
enum texture_filter_type filter_type = TEXTURE_FILTER_LINEAR;
RARCH_LOG("Loading texture image from: \"%s\" ...\n",
shader->lut[i].path);
if (!image_texture_load(&img, shader->lut[i].path))
{
RARCH_ERR("Failed to load texture image from: \"%s\"\n",
shader->lut[i].path);
if (!gl_renderchain_add_lut(shader, i, textures_lut))
return false;
}
if (shader->lut[i].filter == RARCH_FILTER_NEAREST)
filter_type = TEXTURE_FILTER_NEAREST;
if (shader->lut[i].mipmap)
{
if (filter_type == TEXTURE_FILTER_NEAREST)
filter_type = TEXTURE_FILTER_MIPMAP_NEAREST;
else
filter_type = TEXTURE_FILTER_MIPMAP_LINEAR;
}
gl_load_texture_data(textures_lut[i],
shader->lut[i].wrap,
filter_type, 4,
img.width, img.height,
img.pixels, sizeof(uint32_t));
image_texture_free(&img);
}
glBindTexture(GL_TEXTURE_2D, 0);