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Use texture compression on GPU
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parent
5afd0b4ee2
commit
efd247fc58
6 changed files with 102 additions and 21 deletions
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@ -864,7 +864,14 @@ bool GLCanvas3D::WarningTexture::_generate(const std::string& msg_utf8, const GL
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glsafe(::glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
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glsafe(::glGenTextures(1, &m_id));
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glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)m_id));
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#if ENABLE_COMPRESSED_TEXTURES
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if (GLEW_EXT_texture_compression_s3tc)
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
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else
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
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#else
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
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#endif // ENABLE_COMPRESSED_TEXTURES
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0));
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@ -1147,7 +1154,14 @@ bool GLCanvas3D::LegendTexture::generate(const GCodePreviewData& preview_data, c
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glsafe(::glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
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glsafe(::glGenTextures(1, &m_id));
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glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)m_id));
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#if ENABLE_COMPRESSED_TEXTURES
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if (GLEW_EXT_texture_compression_s3tc)
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
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else
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
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#else
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
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#endif // ENABLE_COMPRESSED_TEXTURES
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0));
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@ -1691,11 +1705,17 @@ void GLCanvas3D::render()
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ImGuiWrapper& imgui = *wxGetApp().imgui();
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imgui.set_next_window_bg_alpha(0.5f);
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imgui.begin(std::string("Render statistics"), ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse);
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imgui.text(_(L("Last frame")) +": ");
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imgui.text("Last frame: ");
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ImGui::SameLine();
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imgui.text(std::to_string(m_render_stats.last_frame));
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ImGui::SameLine();
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imgui.text(" "+_(L("ms")));
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imgui.text(" ms");
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#if ENABLE_COMPRESSED_TEXTURES
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ImGui::Separator();
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imgui.text("Textures: ");
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ImGui::SameLine();
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imgui.text(GLCanvas3DManager::are_compressed_textures_supported() ? "Compressed" : "Uncompressed");
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#endif // ENABLE_COMPRESSED_TEXTURES
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imgui.end();
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#endif // ENABLE_RENDER_STATISTICS
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