summaryrefslogtreecommitdiffstats
path: root/LibOVR/Src/CAPI/GL/CAPI_GL_Util.cpp
blob: 910e28c9554c9e0b2227967daa54f0cc9e03e0d3 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
/************************************************************************************

Filename    :   Render_GL_Device.cpp
Content     :   RenderDevice implementation for OpenGL
Created     :   September 10, 2012
Authors     :   David Borel, Andrew Reisse

Copyright   :   Copyright 2012 Oculus VR, Inc. All Rights reserved.

Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at

http://www.apache.org/licenses/LICENSE-2.0

Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.

************************************************************************************/

#include "CAPI_GL_Util.h"
#include "../../Kernel/OVR_Log.h"
#include <string.h>

namespace OVR { namespace CAPI { namespace GL {



// GL Hooks for non-Mac.
#if !defined(OVR_OS_MAC)

#if defined(OVR_OS_WIN32)

PFNWGLGETPROCADDRESS                     wglGetProcAddress;

PFNGLENABLEPROC                          glEnable;
PFNGLDISABLEPROC                         glDisable;
PFNGLGETFLOATVPROC                       glGetFloatv;
PFNGLGETINTEGERVPROC                     glGetIntegerv;
PFNGLGETSTRINGPROC                       glGetString;
PFNGLCOLORMASKPROC                       glColorMask;
PFNGLCLEARPROC                           glClear;
PFNGLCLEARCOLORPROC                      glClearColor;
PFNGLCLEARDEPTHPROC                      glClearDepth;
PFNGLVIEWPORTPROC                        glViewport;
PFNGLDRAWELEMENTSPROC                    glDrawElements;
PFNGLTEXPARAMETERIPROC                   glTexParameteri;
PFNGLFLUSHPROC                           glFlush;
PFNGLFINISHPROC                          glFinish;
PFNGLDRAWARRAYSPROC                      glDrawArrays;
PFNGLGENTEXTURESPROC                     glGenTextures;
PFNGLDELETETEXTURESPROC                  glDeleteTextures;
PFNGLBINDTEXTUREPROC                     glBindTexture;

PFNWGLGETSWAPINTERVALEXTPROC             wglGetSwapIntervalEXT;
PFNWGLSWAPINTERVALEXTPROC                wglSwapIntervalEXT;

#elif defined(OVR_OS_LINUX)

PFNGLXSWAPINTERVALEXTPROC                glXSwapIntervalEXT;

#endif

PFNGLDELETESHADERPROC                    glDeleteShader;
PFNGLBINDFRAMEBUFFERPROC                 glBindFramebuffer;
PFNGLACTIVETEXTUREPROC                   glActiveTexture;
PFNGLDISABLEVERTEXATTRIBARRAYPROC        glDisableVertexAttribArray;
PFNGLVERTEXATTRIBPOINTERPROC             glVertexAttribPointer;
PFNGLENABLEVERTEXATTRIBARRAYPROC         glEnableVertexAttribArray;
PFNGLBINDBUFFERPROC                      glBindBuffer;
PFNGLUNIFORMMATRIX3FVPROC                glUniformMatrix3fv;
PFNGLUNIFORMMATRIX4FVPROC                glUniformMatrix4fv;
PFNGLDELETEBUFFERSPROC                   glDeleteBuffers;
PFNGLBUFFERDATAPROC                      glBufferData;
PFNGLGENBUFFERSPROC                      glGenBuffers;
PFNGLMAPBUFFERPROC                       glMapBuffer;
PFNGLUNMAPBUFFERPROC                     glUnmapBuffer;
PFNGLGETSHADERINFOLOGPROC                glGetShaderInfoLog;
PFNGLGETSHADERIVPROC                     glGetShaderiv;
PFNGLCOMPILESHADERPROC                   glCompileShader;
PFNGLSHADERSOURCEPROC                    glShaderSource;
PFNGLCREATESHADERPROC                    glCreateShader;
PFNGLCREATEPROGRAMPROC                   glCreateProgram;
PFNGLATTACHSHADERPROC                    glAttachShader;
PFNGLDETACHSHADERPROC                    glDetachShader;
PFNGLDELETEPROGRAMPROC                   glDeleteProgram;
PFNGLUNIFORM1IPROC                       glUniform1i;
PFNGLGETUNIFORMLOCATIONPROC              glGetUniformLocation;
PFNGLGETACTIVEUNIFORMPROC                glGetActiveUniform;
PFNGLUSEPROGRAMPROC                      glUseProgram;
PFNGLGETPROGRAMINFOLOGPROC               glGetProgramInfoLog;
PFNGLGETPROGRAMIVPROC                    glGetProgramiv;
PFNGLLINKPROGRAMPROC                     glLinkProgram;
PFNGLBINDATTRIBLOCATIONPROC              glBindAttribLocation;
PFNGLGETATTRIBLOCATIONPROC               glGetAttribLocation;
PFNGLUNIFORM4FVPROC                      glUniform4fv;
PFNGLUNIFORM3FVPROC                      glUniform3fv;
PFNGLUNIFORM2FVPROC                      glUniform2fv;
PFNGLUNIFORM1FVPROC                      glUniform1fv;
PFNGLGENVERTEXARRAYSPROC                 glGenVertexArrays;
PFNGLDELETEVERTEXARRAYSPROC              glDeleteVertexArrays;
PFNGLBINDVERTEXARRAYPROC                 glBindVertexArray;


#if defined(OVR_OS_WIN32)

void* GetFunction(const char* functionName)
{
    return wglGetProcAddress(functionName);
}

#else

void (*GetFunction(const char *functionName))( void )
{
    return glXGetProcAddress((GLubyte*)functionName);
}

#endif

void InitGLExtensions()
{
    if (glGenVertexArrays)
        return;

#if defined(OVR_OS_WIN32)
	HINSTANCE hInst = LoadLibrary(L"Opengl32.dll");
	if (!hInst)
		return;

	glGetFloatv =                       (PFNGLGETFLOATVPROC)                       GetProcAddress(hInst, "glGetFloatv");
	glGetIntegerv =                     (PFNGLGETINTEGERVPROC)                     GetProcAddress(hInst, "glGetIntegerv");
	glGetString =                       (PFNGLGETSTRINGPROC)                       GetProcAddress(hInst, "glGetString");
	glEnable =                          (PFNGLENABLEPROC)                          GetProcAddress(hInst, "glEnable");
	glDisable =                         (PFNGLDISABLEPROC)                         GetProcAddress(hInst, "glDisable");
	glColorMask =                       (PFNGLCOLORMASKPROC)                       GetProcAddress(hInst, "glColorMask");
	glClear =                           (PFNGLCLEARPROC)                           GetProcAddress(hInst, "glClear" );
	glClearColor =                      (PFNGLCLEARCOLORPROC)                      GetProcAddress(hInst, "glClearColor");
	glClearDepth =                      (PFNGLCLEARDEPTHPROC)                      GetProcAddress(hInst, "glClearDepth");
	glViewport =                        (PFNGLVIEWPORTPROC)                        GetProcAddress(hInst, "glViewport");
	glFlush =                           (PFNGLFLUSHPROC)                           GetProcAddress(hInst, "glFlush");
	glFinish =                          (PFNGLFINISHPROC)                          GetProcAddress(hInst, "glFinish");
    glDrawArrays =                      (PFNGLDRAWARRAYSPROC)                      GetProcAddress(hInst, "glDrawArrays");
	glDrawElements =                    (PFNGLDRAWELEMENTSPROC)                    GetProcAddress(hInst, "glDrawElements");
    glGenTextures =                     (PFNGLGENTEXTURESPROC)                     GetProcAddress(hInst,"glGenTextures");
    glDeleteTextures =                  (PFNGLDELETETEXTURESPROC)                  GetProcAddress(hInst,"glDeleteTextures");
    glBindTexture =                     (PFNGLBINDTEXTUREPROC)                     GetProcAddress(hInst,"glBindTexture");
	glTexParameteri =                   (PFNGLTEXPARAMETERIPROC)                   GetProcAddress(hInst, "glTexParameteri");

    wglGetProcAddress =                 (PFNWGLGETPROCADDRESS)                     GetProcAddress(hInst, "wglGetProcAddress");

    wglGetSwapIntervalEXT =             (PFNWGLGETSWAPINTERVALEXTPROC)             GetFunction("wglGetSwapIntervalEXT");
    wglSwapIntervalEXT =                (PFNWGLSWAPINTERVALEXTPROC)                GetFunction("wglSwapIntervalEXT");
#elif defined(OVR_OS_LINUX)
    glXSwapIntervalEXT =                (PFNGLXSWAPINTERVALEXTPROC)                GetFunction("glXSwapIntervalEXT");
#endif

    glBindFramebuffer =                 (PFNGLBINDFRAMEBUFFERPROC)                 GetFunction("glBindFramebufferEXT");
    glGenVertexArrays =                 (PFNGLGENVERTEXARRAYSPROC)                 GetFunction("glGenVertexArrays");
    glDeleteVertexArrays =              (PFNGLDELETEVERTEXARRAYSPROC)              GetFunction("glDeleteVertexArrays");
    glBindVertexArray =                 (PFNGLBINDVERTEXARRAYPROC)                 GetFunction("glBindVertexArray");
    glGenBuffers =                      (PFNGLGENBUFFERSPROC)                      GetFunction("glGenBuffers");
    glDeleteBuffers =                   (PFNGLDELETEBUFFERSPROC)                   GetFunction("glDeleteBuffers");
    glBindBuffer =                      (PFNGLBINDBUFFERPROC)                      GetFunction("glBindBuffer");	
    glBufferData =                      (PFNGLBUFFERDATAPROC)                      GetFunction("glBufferData");
    glMapBuffer =                       (PFNGLMAPBUFFERPROC)                       GetFunction("glMapBuffer");
    glUnmapBuffer =                     (PFNGLUNMAPBUFFERPROC)                     GetFunction("glUnmapBuffer");
    glDisableVertexAttribArray =        (PFNGLDISABLEVERTEXATTRIBARRAYPROC)        GetFunction("glDisableVertexAttribArray");
    glVertexAttribPointer =             (PFNGLVERTEXATTRIBPOINTERPROC)             GetFunction("glVertexAttribPointer");
    glEnableVertexAttribArray =         (PFNGLENABLEVERTEXATTRIBARRAYPROC)         GetFunction("glEnableVertexAttribArray");
    glActiveTexture =                   (PFNGLACTIVETEXTUREPROC)                   GetFunction("glActiveTexture");
    glUniformMatrix3fv =                (PFNGLUNIFORMMATRIX3FVPROC)                GetFunction("glUniformMatrix3fv");
    glUniformMatrix4fv =                (PFNGLUNIFORMMATRIX4FVPROC)                GetFunction("glUniformMatrix4fv");
    glUniform1i =                       (PFNGLUNIFORM1IPROC)                       GetFunction("glUniform1i");
    glUniform1fv =                      (PFNGLUNIFORM1FVPROC)                      GetFunction("glUniform1fv");
    glUniform2fv =                      (PFNGLUNIFORM2FVPROC)                      GetFunction("glUniform2fv");
    glUniform3fv =                      (PFNGLUNIFORM3FVPROC)                      GetFunction("glUniform3fv");
    glUniform2fv =                      (PFNGLUNIFORM2FVPROC)                      GetFunction("glUniform2fv");
    glUniform4fv =                      (PFNGLUNIFORM4FVPROC)                      GetFunction("glUniform4fv");
    glGetUniformLocation =              (PFNGLGETUNIFORMLOCATIONPROC)              GetFunction("glGetUniformLocation");
    glGetActiveUniform =                (PFNGLGETACTIVEUNIFORMPROC)                GetFunction("glGetActiveUniform");
    glGetShaderInfoLog =                (PFNGLGETSHADERINFOLOGPROC)                GetFunction("glGetShaderInfoLog");
    glGetShaderiv =                     (PFNGLGETSHADERIVPROC)                     GetFunction("glGetShaderiv");
    glCompileShader =                   (PFNGLCOMPILESHADERPROC)                   GetFunction("glCompileShader");
    glShaderSource =                    (PFNGLSHADERSOURCEPROC)                    GetFunction("glShaderSource");
    glCreateShader =                    (PFNGLCREATESHADERPROC)                    GetFunction("glCreateShader");
    glDeleteShader =                    (PFNGLDELETESHADERPROC)                    GetFunction("glDeleteShader");
    glCreateProgram =                   (PFNGLCREATEPROGRAMPROC)                   GetFunction("glCreateProgram");
    glDeleteProgram =                   (PFNGLDELETEPROGRAMPROC)                   GetFunction("glDeleteProgram");
    glUseProgram =                      (PFNGLUSEPROGRAMPROC)                      GetFunction("glUseProgram");
    glGetProgramInfoLog =               (PFNGLGETPROGRAMINFOLOGPROC)               GetFunction("glGetProgramInfoLog");
    glGetProgramiv =                    (PFNGLGETPROGRAMIVPROC)                    GetFunction("glGetProgramiv");
    glLinkProgram =                     (PFNGLLINKPROGRAMPROC)                     GetFunction("glLinkProgram");
    glAttachShader =                    (PFNGLATTACHSHADERPROC)                    GetFunction("glAttachShader");
    glDetachShader =                    (PFNGLDETACHSHADERPROC)                    GetFunction("glDetachShader");
    glBindAttribLocation =              (PFNGLBINDATTRIBLOCATIONPROC)              GetFunction("glBindAttribLocation");
    glGetAttribLocation =               (PFNGLGETATTRIBLOCATIONPROC)               GetFunction("glGetAttribLocation");
}
    
#endif
    
Buffer::Buffer(RenderParams* rp) : pParams(rp), Size(0), Use(0), GLBuffer(0)
{
}

Buffer::~Buffer()
{
    if (GLBuffer)
        glDeleteBuffers(1, &GLBuffer);
}

bool Buffer::Data(int use, const void* buffer, size_t size)
{
	Size = size;

    switch (use & Buffer_TypeMask)
    {
    case Buffer_Index:     Use = GL_ELEMENT_ARRAY_BUFFER; break;
    default:               Use = GL_ARRAY_BUFFER; break;
    }

    if (!GLBuffer)
        glGenBuffers(1, &GLBuffer);

    int mode = GL_DYNAMIC_DRAW;
    if (use & Buffer_ReadOnly)
        mode = GL_STATIC_DRAW;

    glBindBuffer(Use, GLBuffer);
    glBufferData(Use, size, buffer, mode);
    return 1;
}

void* Buffer::Map(size_t, size_t, int)
{
    int mode = GL_WRITE_ONLY;
    //if (flags & Map_Unsynchronized)
    //    mode |= GL_MAP_UNSYNCHRONIZED;
    
    glBindBuffer(Use, GLBuffer);
    void* v = glMapBuffer(Use, mode);
    return v;
}

bool Buffer::Unmap(void*)
{
    glBindBuffer(Use, GLBuffer);
    int r = glUnmapBuffer(Use);
    return r != 0;
}

ShaderSet::ShaderSet()
{
    Prog = glCreateProgram();
}
ShaderSet::~ShaderSet()
{
    glDeleteProgram(Prog);
}

GLint ShaderSet::GetGLShader(Shader* s)
{
	switch (s->Stage)
	{
	case Shader_Vertex: {
		ShaderImpl<Shader_Vertex, GL_VERTEX_SHADER>* gls = (ShaderImpl<Shader_Vertex, GL_VERTEX_SHADER>*)s;
		return gls->GLShader;
	} break;
	case Shader_Fragment: {
		ShaderImpl<Shader_Fragment, GL_FRAGMENT_SHADER>* gls = (ShaderImpl<Shader_Fragment, GL_FRAGMENT_SHADER>*)s;
		return gls->GLShader;
	} break;
    default: break;
	}

	return -1;
}

void ShaderSet::SetShader(Shader *s)
{
    Shaders[s->Stage] = s;
	GLint GLShader = GetGLShader(s);
    glAttachShader(Prog, GLShader);
    if (Shaders[Shader_Vertex] && Shaders[Shader_Fragment])
        Link();
}

void ShaderSet::UnsetShader(int stage)
{
    if (Shaders[stage] == NULL)
		return;

	GLint GLShader = GetGLShader(Shaders[stage]);
    glDetachShader(Prog, GLShader);

    Shaders[stage] = NULL;
}

bool ShaderSet::SetUniform(const char* name, int n, const float* v)
{
    for (unsigned int i = 0; i < UniformInfo.GetSize(); i++)
        if (!strcmp(UniformInfo[i].Name.ToCStr(), name))
        {
            OVR_ASSERT(UniformInfo[i].Location >= 0);
            glUseProgram(Prog);
            switch (UniformInfo[i].Type)
            {
            case 1:   glUniform1fv(UniformInfo[i].Location, n, v); break;
            case 2:   glUniform2fv(UniformInfo[i].Location, n/2, v); break;
            case 3:   glUniform3fv(UniformInfo[i].Location, n/3, v); break;
            case 4:   glUniform4fv(UniformInfo[i].Location, n/4, v); break;
            case 12:  glUniformMatrix3fv(UniformInfo[i].Location, 1, 1, v); break;
            case 16:  glUniformMatrix4fv(UniformInfo[i].Location, 1, 1, v); break;
            default: OVR_ASSERT(0);
            }
            return 1;
        }

    OVR_DEBUG_LOG(("Warning: uniform %s not present in selected shader", name));
    return 0;
}

bool ShaderSet::Link()
{
    glLinkProgram(Prog);
    GLint r;
    glGetProgramiv(Prog, GL_LINK_STATUS, &r);
    if (!r)
    {
        GLchar msg[1024];
        glGetProgramInfoLog(Prog, sizeof(msg), 0, msg);
        OVR_DEBUG_LOG(("Linking shaders failed: %s\n", msg));
        if (!r)
            return 0;
    }
    glUseProgram(Prog);

    UniformInfo.Clear();
    LightingVer = 0;
    UsesLighting = 0;

	GLint uniformCount = 0;
	glGetProgramiv(Prog, GL_ACTIVE_UNIFORMS, &uniformCount);
	OVR_ASSERT(uniformCount >= 0);

    for(GLuint i = 0; i < (GLuint)uniformCount; i++)
    {
        GLsizei namelen;
        GLint size = 0;
        GLenum type;
        GLchar name[32];
        glGetActiveUniform(Prog, i, sizeof(name), &namelen, &size, &type, name);

        if (size)
        {
            int l = glGetUniformLocation(Prog, name);
            char *np = name;
            while (*np)
            {
                if (*np == '[')
                    *np = 0;
                np++;
            }
            Uniform u;
            u.Name = name;
            u.Location = l;
            u.Size = size;
            switch (type)
            {
            case GL_FLOAT:      u.Type = 1; break;
            case GL_FLOAT_VEC2: u.Type = 2; break;
            case GL_FLOAT_VEC3: u.Type = 3; break;
            case GL_FLOAT_VEC4: u.Type = 4; break;
            case GL_FLOAT_MAT3: u.Type = 12; break;
            case GL_FLOAT_MAT4: u.Type = 16; break;
            default:
                continue;
            }
            UniformInfo.PushBack(u);
            if (!strcmp(name, "LightCount"))
                UsesLighting = 1;
        }
        else
            break;
    }

    ProjLoc = glGetUniformLocation(Prog, "Proj");
    ViewLoc = glGetUniformLocation(Prog, "View");
    for (int i = 0; i < 8; i++)
    {
        char texv[32];
        OVR_sprintf(texv, 10, "Texture%d", i);
        TexLoc[i] = glGetUniformLocation(Prog, texv);
        if (TexLoc[i] < 0)
            break;

        glUniform1i(TexLoc[i], i);
    }
    if (UsesLighting)
        OVR_ASSERT(ProjLoc >= 0 && ViewLoc >= 0);
    return 1;
}

bool ShaderBase::SetUniform(const char* name, int n, const float* v)
{
    for(unsigned i = 0; i < UniformReflSize; i++)
    {
        if (!strcmp(UniformRefl[i].Name, name))
        {
            memcpy(UniformData + UniformRefl[i].Offset, v, n * sizeof(float));
            return 1;
        }
    }
    return 0;
}

bool ShaderBase::SetUniformBool(const char* name, int n, const bool* v) 
{
    OVR_UNUSED(n);
    for(unsigned i = 0; i < UniformReflSize; i++)
    {
        if (!strcmp(UniformRefl[i].Name, name))
        {
            memcpy(UniformData + UniformRefl[i].Offset, v, UniformRefl[i].Size);
            return 1;
        }
    }
    return 0;
}

void ShaderBase::InitUniforms(const Uniform* refl, size_t reflSize)
{
    if(!refl)
    {
        UniformRefl = NULL;
        UniformReflSize = 0;

        UniformsSize = 0;
        if (UniformData)
        {
            OVR_FREE(UniformData);
            UniformData = 0;
        }
        return; // no reflection data
    }

    UniformRefl = refl;
    UniformReflSize = reflSize;
    
    UniformsSize = UniformRefl[UniformReflSize-1].Offset + UniformRefl[UniformReflSize-1].Size;
    UniformData = (unsigned char*)OVR_ALLOC(UniformsSize);
}

Texture::Texture(RenderParams* rp, int w, int h) : IsUserAllocated(true), pParams(rp), TexId(0), Width(w), Height(h)
{
	if (w && h)
		glGenTextures(1, &TexId);
}

Texture::~Texture()
{
    if (TexId && !IsUserAllocated)
        glDeleteTextures(1, &TexId);
}

void Texture::Set(int slot, ShaderStage) const
{
	glActiveTexture(GL_TEXTURE0 + slot);
	glBindTexture(GL_TEXTURE_2D, TexId);
}

void Texture::SetSampleMode(int sm)
{
    glBindTexture(GL_TEXTURE_2D, TexId);
    switch (sm & Sample_FilterMask)
    {
    case Sample_Linear:
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
        break;

    case Sample_Anisotropic:
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 8);
        break;

    case Sample_Nearest:
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
        break;
    }

    switch (sm & Sample_AddressMask)
    {
    case Sample_Repeat:
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        break;

    case Sample_Clamp:
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        break;

    case Sample_ClampBorder:
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
        break;
    }
}

void Texture::UpdatePlaceholderTexture(GLuint texId, const Sizei& textureSize)
{
	if (!IsUserAllocated && TexId && texId != TexId)
		glDeleteTextures(1, &TexId);

    TexId = texId;
	Width = textureSize.w;
	Height = textureSize.h;

	IsUserAllocated = true;
}

}}}