added ability to read texture and render_target; added region instead of size and offset to update_texture, added g8 and ga8 pixel_type

This commit is contained in:
andrey.zhirnov
2019-07-22 18:24:42 +03:00
parent f27e0f6e6e
commit 72da243995
10 changed files with 438 additions and 66 deletions

View File

@@ -49,6 +49,8 @@ namespace e2d
depth32,
depth24_stencil8,
g8,
ga8,
rgb8,
rgba8,
@@ -956,9 +958,25 @@ namespace e2d
render& update_texture(
const texture_ptr& tex,
buffer_view data,
v2u size,
v2u offset);
buffer_view pixels,
const b2u& region);
// very slow
render& grab_texture(
const texture_ptr& tex,
const b2u& region,
image& result);
// very slow
render& grab_render_target(
const render_target_ptr& rt,
const b2u& region,
image& result);
// very slow
render& grab_screen(
const b2u& region,
image& result);
const device_caps& device_capabilities() const noexcept;
bool is_pixel_supported(const pixel_declaration& decl) const noexcept;

View File

@@ -37,6 +37,11 @@ namespace e2d
u8* data() noexcept;
const u8* data() const noexcept;
std::size_t size() const noexcept;
const u8* begin() const noexcept;
const u8* end() const noexcept;
u8* begin() noexcept;
u8* end() noexcept;
private:
using data_t = std::unique_ptr<u8[]>;
data_t data_;

View File

@@ -27,6 +27,8 @@ namespace
{"depth32", 32, false, true, false, pixel_declaration::pixel_type::depth32, false, v2u(1)},
{"depth24_stencil8", 32, false, true, true, pixel_declaration::pixel_type::depth24_stencil8, false, v2u(1)},
{"g8", 8, true, false, false, pixel_declaration::pixel_type::g8, false, v2u(1)},
{"ga8", 16, true, false, false, pixel_declaration::pixel_type::ga8, false, v2u(1)},
{"rgb8", 24, true, false, false, pixel_declaration::pixel_type::rgb8, false, v2u(1)},
{"rgba8", 32, true, false, false, pixel_declaration::pixel_type::rgba8, false, v2u(1)},

View File

@@ -280,11 +280,39 @@ namespace e2d
render& render::update_texture(
const texture_ptr& tex,
buffer_view data,
v2u size,
v2u offset)
buffer_view pixels,
const b2u& region)
{
E2D_UNUSED(tex, img, size, offset);
E2D_UNUSED(tex, pixels, region);
return *this;
}
render& render::grab_texture(
const texture_ptr& tex,
const b2u& region,
image& result)
{
E2D_UNUSED(tex, region);
result.clear();
return *this;
}
render& render::grab_render_target(
const render_target_ptr& rt,
const b2u& region,
image& result)
{
E2D_UNUSED(rt, region);
result.clear();
return *this;
}
render& render::grab_screen(
const b2u& region,
image& result)
{
E2D_UNUSED(tex);
result.clear();
return *this;
}

View File

@@ -1032,57 +1032,161 @@ namespace e2d
pixel_declaration::pixel_type_to_cstr(decl.type()));
throw bad_render_operation();
}
return update_texture(tex, img.data(), img.size(), offset);
return update_texture(tex, img.data(), b2u(offset, img.size()));
}
render& render::update_texture(
const texture_ptr& tex,
buffer_view data,
v2u size,
v2u offset)
buffer_view pixels,
const b2u& region)
{
E2D_ASSERT(is_in_main_thread());
E2D_ASSERT(tex);
E2D_ASSERT(offset.x < tex->size().x && offset.y < tex->size().y);
E2D_ASSERT(offset.x + size.x <= tex->size().x);
E2D_ASSERT(offset.y + size.y <= tex->size().y);
E2D_ASSERT(data.size() * 8u == size.y * size.x * tex->decl().bits_per_pixel());
E2D_ASSERT(region.position.x < tex->size().x && region.position.y < tex->size().y);
E2D_ASSERT(region.position.x + region.size.x <= tex->size().x);
E2D_ASSERT(region.position.y + region.size.y <= tex->size().y);
E2D_ASSERT(pixels.size() == region.size.y * ((region.size.x * tex->decl().bits_per_pixel()) / 8u));
if ( tex->decl().is_compressed() ) {
const v2u block_size = tex->decl().compressed_block_size();
E2D_ASSERT(offset.x % block_size.x == 0 && offset.y % block_size.y == 0);
E2D_ASSERT(size.x % block_size.x == 0 && size.y % block_size.y == 0);
E2D_ASSERT(region.position.x % block_size.x == 0 && region.position.y % block_size.y == 0);
E2D_ASSERT(region.size.x % block_size.x == 0 && region.size.y % block_size.y == 0);
opengl::with_gl_bind_texture(state_->dbg(), tex->state().id(),
[&tex, &data, &size, &offset]() noexcept {
[&tex, &pixels, &region]() noexcept {
GL_CHECK_CODE(tex->state().dbg(), glCompressedTexSubImage2D(
tex->state().id().target(),
0,
math::numeric_cast<GLint>(offset.x),
math::numeric_cast<GLint>(offset.y),
math::numeric_cast<GLsizei>(size.x),
math::numeric_cast<GLsizei>(size.y),
math::numeric_cast<GLint>(region.position.x),
math::numeric_cast<GLint>(region.position.y),
math::numeric_cast<GLsizei>(region.size.x),
math::numeric_cast<GLsizei>(region.size.y),
convert_pixel_type_to_external_format(tex->state().decl().type()),
math::numeric_cast<GLsizei>(data.size()),
data.data()));
math::numeric_cast<GLsizei>(pixels.size()),
pixels.data()));
});
} else {
opengl::with_gl_bind_texture(state_->dbg(), tex->state().id(),
[&tex, &data, &size, &offset]() noexcept {
[&tex, &pixels, &region]() noexcept {
GL_CHECK_CODE(tex->state().dbg(), glTexSubImage2D(
tex->state().id().target(),
0,
math::numeric_cast<GLint>(offset.x),
math::numeric_cast<GLint>(offset.y),
math::numeric_cast<GLsizei>(size.x),
math::numeric_cast<GLsizei>(size.y),
math::numeric_cast<GLint>(region.position.x),
math::numeric_cast<GLint>(region.position.y),
math::numeric_cast<GLsizei>(region.size.x),
math::numeric_cast<GLsizei>(region.size.y),
convert_pixel_type_to_external_format(tex->state().decl().type()),
convert_pixel_type_to_external_data_type(tex->state().decl().type()),
data.data()));
pixels.data()));
});
}
return *this;
}
static void grab_framebuffer_content(
debug& debug,
const opengl::gl_framebuffer_id& fb,
const b2u& region,
image& result)
{
with_gl_bind_framebuffer(debug, fb,
[&debug, &region, &result]() {
GLint format;
GLint type;
GL_CHECK_CODE(debug, glGetIntegerv(
GL_IMPLEMENTATION_COLOR_READ_FORMAT,
&format));
GL_CHECK_CODE(debug, glGetIntegerv(
GL_IMPLEMENTATION_COLOR_READ_TYPE,
&type));
image_data_format img_format;
if ( (format == GL_ALPHA || format == GL_LUMINANCE) && type == GL_UNSIGNED_BYTE ) {
img_format = image_data_format::g8;
} else if ( format == GL_RGB && type == GL_UNSIGNED_BYTE ) {
img_format = image_data_format::rgb8;
} else if ( format == GL_RGBA && type == GL_UNSIGNED_BYTE ) {
img_format = image_data_format::rgba8;
} else {
E2D_ASSERT_MSG(false, "unsupported pixel format");
// OpenGL ES 2 already supports RGBA8 format for glReadPixels
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
img_format = image_data_format::rgba8;
}
pixel_declaration decl = convert_image_data_format_to_pixel_declaration(img_format);
buffer pixels;
pixels.resize(((decl.bits_per_pixel() * region.size.x) / 8u) * region.size.y);
GL_CHECK_CODE(debug, glReadPixels(
math::numeric_cast<GLint>(region.position.x),
math::numeric_cast<GLint>(region.position.y),
math::numeric_cast<GLsizei>(region.size.x),
math::numeric_cast<GLsizei>(region.size.y),
format,
type,
pixels.data()));
result = image(region.size, img_format, std::move(pixels));
});
}
render& render::grab_texture(
const texture_ptr& tex,
const b2u& region,
image& result)
{
E2D_ASSERT(tex);
E2D_ASSERT(tex->decl().is_color() && !tex->decl().is_compressed());
E2D_ASSERT(region.position.x + region.size.x <= tex->size().x);
E2D_ASSERT(region.position.y + region.size.y <= tex->size().y);
gl_framebuffer_id id = gl_framebuffer_id::create(state_->dbg(), GL_FRAMEBUFFER);
if ( id.empty() ) {
throw bad_render_operation();
}
gl_attach_texture(state_->dbg(), id, tex->state().id(), GL_COLOR_ATTACHMENT0);
GLenum fb_status = GL_FRAMEBUFFER_COMPLETE;
if ( !gl_check_framebuffer(state_->dbg(), id, &fb_status) ) {
throw bad_render_operation();
}
grab_framebuffer_content(
state_->dbg(),
id,
region,
result);
return *this;
}
render& render::grab_render_target(
const render_target_ptr& rt,
const b2u& region,
image& result)
{
E2D_ASSERT(rt);
E2D_ASSERT(region.position.x + region.size.x <= rt->size().x);
E2D_ASSERT(region.position.y + region.size.y <= rt->size().y);
grab_framebuffer_content(
state_->dbg(),
rt->state().id(),
region,
result);
return *this;
}
render& render::grab_screen(
const b2u& region,
image& result)
{
E2D_ASSERT(region.position.x + region.size.x <= state_->wnd().real_size().x);
E2D_ASSERT(region.position.y + region.size.y <= state_->wnd().real_size().y);
grab_framebuffer_content(
state_->dbg(),
state_->default_fb(),
region,
result);
return *this;
}
const render::device_caps& render::device_capabilities() const noexcept {
E2D_ASSERT(is_in_main_thread());
return state_->device_capabilities();
@@ -1100,6 +1204,8 @@ namespace e2d
case pixel_declaration::pixel_type::depth24_stencil8:
return GLEW_OES_packed_depth_stencil
|| GLEW_EXT_packed_depth_stencil;
case pixel_declaration::pixel_type::g8:
case pixel_declaration::pixel_type::ga8:
case pixel_declaration::pixel_type::rgb8:
case pixel_declaration::pixel_type::rgba8:
return true;

View File

@@ -723,6 +723,8 @@ namespace e2d::opengl
DEFINE_CASE(depth24, GL_DEPTH_COMPONENT);
DEFINE_CASE(depth32, GL_DEPTH_COMPONENT);
DEFINE_CASE(depth24_stencil8, GL_DEPTH_STENCIL);
DEFINE_CASE(g8, GL_ALPHA);
DEFINE_CASE(ga8, GL_LUMINANCE_ALPHA);
DEFINE_CASE(rgb8, GL_RGB);
DEFINE_CASE(rgba8, GL_RGBA);
default:
@@ -739,6 +741,8 @@ namespace e2d::opengl
DEFINE_CASE(depth24, GL_UNSIGNED_INT);
DEFINE_CASE(depth32, GL_UNSIGNED_INT);
DEFINE_CASE(depth24_stencil8, GL_UNSIGNED_INT_24_8);
DEFINE_CASE(g8, GL_UNSIGNED_BYTE);
DEFINE_CASE(ga8, GL_UNSIGNED_BYTE);
DEFINE_CASE(rgb8, GL_UNSIGNED_BYTE);
DEFINE_CASE(rgba8, GL_UNSIGNED_BYTE);
default:
@@ -756,6 +760,8 @@ namespace e2d::opengl
DEFINE_CASE(depth32, GL_DEPTH_COMPONENT32);
DEFINE_CASE(depth24_stencil8, GL_DEPTH24_STENCIL8);
DEFINE_CASE(g8, GL_ALPHA);
DEFINE_CASE(ga8, GL_LUMINANCE_ALPHA);
DEFINE_CASE(rgb8, GL_RGB);
DEFINE_CASE(rgba8, GL_RGBA);
@@ -786,8 +792,8 @@ namespace e2d::opengl
pixel_declaration convert_image_data_format_to_pixel_declaration(image_data_format f) noexcept {
#define DEFINE_CASE(x,y) case image_data_format::x: return pixel_declaration::pixel_type::y
switch ( f ) {
DEFINE_CASE(g8, rgb8);
DEFINE_CASE(ga8, rgba8);
DEFINE_CASE(g8, g8);
DEFINE_CASE(ga8, ga8);
DEFINE_CASE(rgb8, rgb8);
DEFINE_CASE(rgba8, rgba8);

View File

@@ -217,9 +217,7 @@ namespace e2d
GL_CHECK_CODE(debug_, glPixelStorei(GL_PACK_ALIGNMENT, 1));
GL_CHECK_CODE(debug_, glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
set_states(state_block_);
set_shader_program(shader_program_);
set_render_target(render_target_);
reset_states();
}
debug& render::internal_state::dbg() const noexcept {
@@ -238,6 +236,19 @@ namespace e2d
return render_target_;
}
const opengl::gl_framebuffer_id& render::internal_state::default_fb() const noexcept {
return default_fb_;
}
render::internal_state& render::internal_state::reset_states() noexcept {
set_depth_state_(state_block_.depth());
set_stencil_state_(state_block_.stencil());
set_culling_state_(state_block_.culling());
set_blending_state_(state_block_.blending());
set_capabilities_state_(state_block_.capabilities());
return *this;
}
render::internal_state& render::internal_state::set_states(const state_block& sb) noexcept {
set_depth_state(sb.depth());
set_stencil_state(sb.stencil());
@@ -247,11 +258,7 @@ namespace e2d
return *this;
}
render::internal_state& render::internal_state::set_depth_state(const depth_state& ds) noexcept {
if ( ds == state_block_.depth() ) {
return *this;
}
void render::internal_state::set_depth_state_(const depth_state& ds) noexcept {
GL_CHECK_CODE(debug_, glDepthRange(
math::numeric_cast<GLclampd>(math::saturate(ds.range_near())),
math::numeric_cast<GLclampd>(math::saturate(ds.range_far()))));
@@ -259,16 +266,19 @@ namespace e2d
ds.write() ? GL_TRUE : GL_FALSE));
GL_CHECK_CODE(debug_, glDepthFunc(
convert_compare_func(ds.func())));
}
render::internal_state& render::internal_state::set_depth_state(const depth_state& ds) noexcept {
if ( ds == state_block_.depth() ) {
return *this;
}
set_depth_state_(ds);
state_block_.depth(ds);
return *this;
}
render::internal_state& render::internal_state::set_stencil_state(const stencil_state& ss) noexcept {
if ( ss == state_block_.stencil() ) {
return *this;
}
void render::internal_state::set_stencil_state_(const stencil_state& ss) noexcept {
GL_CHECK_CODE(debug_, glStencilMask(
math::numeric_cast<GLuint>(ss.write())));
GL_CHECK_CODE(debug_, glStencilFunc(
@@ -279,30 +289,36 @@ namespace e2d
convert_stencil_op(ss.sfail()),
convert_stencil_op(ss.zfail()),
convert_stencil_op(ss.pass())));
}
render::internal_state& render::internal_state::set_stencil_state(const stencil_state& ss) noexcept {
if ( ss == state_block_.stencil() ) {
return *this;
}
set_stencil_state_(ss);
state_block_.stencil(ss);
return *this;
}
void render::internal_state::set_culling_state_(const culling_state& cs) noexcept {
GL_CHECK_CODE(debug_, glFrontFace(
convert_culling_mode(cs.mode())));
GL_CHECK_CODE(debug_, glCullFace(
convert_culling_face(cs.face())));
}
render::internal_state& render::internal_state::set_culling_state(const culling_state& cs) noexcept {
if ( cs == state_block_.culling() ) {
return *this;
}
GL_CHECK_CODE(debug_, glFrontFace(
convert_culling_mode(cs.mode())));
GL_CHECK_CODE(debug_, glCullFace(
convert_culling_face(cs.face())));
set_culling_state_(cs);
state_block_.culling(cs);
return *this;
}
render::internal_state& render::internal_state::set_blending_state(const blending_state& bs) noexcept {
if ( bs == state_block_.blending() ) {
return *this;
}
void render::internal_state::set_blending_state_(const blending_state& bs) noexcept {
GL_CHECK_CODE(debug_, glBlendColor(
math::numeric_cast<GLclampf>(math::saturate(bs.constant_color().r)),
math::numeric_cast<GLclampf>(math::saturate(bs.constant_color().g)),
@@ -321,12 +337,19 @@ namespace e2d
(utils::enum_to_underlying(bs.color_mask()) & utils::enum_to_underlying(blending_color_mask::g)) != 0,
(utils::enum_to_underlying(bs.color_mask()) & utils::enum_to_underlying(blending_color_mask::b)) != 0,
(utils::enum_to_underlying(bs.color_mask()) & utils::enum_to_underlying(blending_color_mask::a)) != 0));
}
render::internal_state& render::internal_state::set_blending_state(const blending_state& bs) noexcept {
if ( bs == state_block_.blending() ) {
return *this;
}
set_blending_state_(bs);
state_block_.blending(bs);
return *this;
}
render::internal_state& render::internal_state::set_capabilities_state(const capabilities_state& cs) noexcept {
void render::internal_state::set_capabilities_state_(const capabilities_state& cs) noexcept {
const auto enable_or_disable = [](GLenum cap, bool enable) noexcept {
if ( enable ) {
glEnable(cap);
@@ -335,15 +358,18 @@ namespace e2d
}
};
if ( cs == state_block_.capabilities() ) {
return *this;
}
GL_CHECK_CODE(debug_, enable_or_disable(GL_CULL_FACE, cs.culling()));
GL_CHECK_CODE(debug_, enable_or_disable(GL_BLEND, cs.blending()));
GL_CHECK_CODE(debug_, enable_or_disable(GL_DEPTH_TEST, cs.depth_test()));
GL_CHECK_CODE(debug_, enable_or_disable(GL_STENCIL_TEST, cs.stencil_test()));
}
render::internal_state& render::internal_state::set_capabilities_state(const capabilities_state& cs) noexcept {
if ( cs == state_block_.capabilities() ) {
return *this;
}
set_capabilities_state_(cs);
state_block_.capabilities(cs);
return *this;
}
@@ -362,6 +388,14 @@ namespace e2d
return *this;
}
render::internal_state& render::internal_state::reset_shader_program() noexcept {
const gl_program_id& sp_id = shader_program_
? shader_program_->state().id()
: default_sp_;
GL_CHECK_CODE(debug_, glUseProgram(*sp_id));
return *this;
}
render::internal_state& render::internal_state::set_render_target(const render_target_ptr& rt) noexcept {
if ( rt == render_target_ ) {
return *this;
@@ -375,6 +409,14 @@ namespace e2d
render_target_ = rt;
return *this;
}
render::internal_state& render::internal_state::reset_render_target() noexcept {
const gl_framebuffer_id& rt_id = render_target_
? render_target_->state().id()
: default_fb_;
GL_CHECK_CODE(debug_, glBindFramebuffer(rt_id.target(), *rt_id));
return *this;
}
}
#endif

View File

@@ -175,7 +175,9 @@ namespace e2d
window& wnd() const noexcept;
const device_caps& device_capabilities() const noexcept;
const render_target_ptr& render_target() const noexcept;
const opengl::gl_framebuffer_id& default_fb() const noexcept;
public:
internal_state& reset_states() noexcept;
internal_state& set_states(const state_block& sb) noexcept;
internal_state& set_depth_state(const depth_state& ds) noexcept;
internal_state& set_stencil_state(const stencil_state& ss) noexcept;
@@ -183,8 +185,17 @@ namespace e2d
internal_state& set_blending_state(const blending_state& bs) noexcept;
internal_state& set_capabilities_state(const capabilities_state& cs) noexcept;
internal_state& reset_shader_program() noexcept;
internal_state& set_shader_program(const shader_ptr& sp) noexcept;
internal_state& reset_render_target() noexcept;
internal_state& set_render_target(const render_target_ptr& rt) noexcept;
private:
void set_depth_state_(const depth_state& ds) noexcept;
void set_stencil_state_(const stencil_state& ss) noexcept;
void set_culling_state_(const culling_state& cs) noexcept;
void set_blending_state_(const blending_state& bs) noexcept;
void set_capabilities_state_(const capabilities_state& cs) noexcept;
private:
debug& debug_;
window& window_;

View File

@@ -107,6 +107,22 @@ namespace e2d
std::size_t buffer::size() const noexcept {
return size_;
}
const u8* buffer::begin() const noexcept {
return data_.get();
}
const u8* buffer::end() const noexcept {
return data_.get() + size_;
}
u8* buffer::begin() noexcept {
return data_.get();
}
u8* buffer::end() noexcept {
return data_.get() + size_;
}
}
namespace e2d

View File

@@ -7,6 +7,23 @@
#include "_core.hpp"
using namespace e2d;
namespace
{
class safe_engine_initializer final : private noncopyable {
public:
safe_engine_initializer() {
modules::initialize<engine>(0, nullptr,
engine::parameters("renderer_untests", "enduro2d")
.without_audio(true)
.without_network(true));
}
~safe_engine_initializer() noexcept {
modules::shutdown<engine>();
}
};
}
TEST_CASE("render"){
SECTION("sampler_state"){
{
@@ -169,4 +186,125 @@ TEST_CASE("render"){
REQUIRE(vd4 != vd);
REQUIRE(vd4 == vd3);
}
SECTION("update_texture"){
safe_engine_initializer initializer;
render& r = the<render>();
{
texture_ptr tex = r.create_texture(v2u(128,128), pixel_declaration::pixel_type::rgba8);
REQUIRE(tex != nullptr);
buffer src;
src.resize(((tex->size().x * tex->decl().bits_per_pixel()) / 8u) * tex->size().y);
for (auto& c : src) {
c = rand() % 255;
}
r.update_texture(tex, src, b2u(0, 0, 128, 128));
image dst;
r.grab_texture(tex, b2u(0, 0, 128, 128), dst);
REQUIRE(dst.format() == image_data_format::rgba8);
REQUIRE(src == dst.data());
}
{
texture_ptr tex = r.create_texture(v2u(128,128), pixel_declaration::pixel_type::g8);
REQUIRE(tex != nullptr);
buffer src;
src.resize(((tex->size().x * tex->decl().bits_per_pixel()) / 8u) * tex->size().y);
for (auto& c : src) {
c = rand() % 255;
}
r.update_texture(tex, src, b2u(0, 0, 128, 128));
image dst;
r.grab_texture(tex, b2u(0, 0, 128, 128), dst);
if ( dst.format() == image_data_format::g8 ) {
REQUIRE(src == dst.data());
} else {
// OpenGL ES 2 may not support Alpha8 format
REQUIRE(dst.format() == image_data_format::rgba8);
REQUIRE(dst.data().size() == src.size()*4);
bool equal = true;
for (size_t i = 0; i < src.size(); ++i) {
equal &= (src.data()[i] == dst.data().data()[i*4+3]);
}
REQUIRE(equal);
}
}
{
texture_ptr tex = r.create_texture(v2u(128,128), pixel_declaration::pixel_type::rgb8);
REQUIRE(tex != nullptr);
buffer src;
src.resize(((tex->size().x * tex->decl().bits_per_pixel()) / 8u) * tex->size().y);
for (auto& c : src) {
c = rand() % 255;
}
r.update_texture(tex, src, b2u(0, 0, 128, 128));
image dst;
r.grab_texture(tex, b2u(0, 0, 128, 128), dst);
if ( dst.format() == image_data_format::rgb8 ) {
REQUIRE(src == dst.data());
} else {
// OpenGL ES 2 may not support Alpha8 format
REQUIRE(dst.format() == image_data_format::rgba8);
REQUIRE(dst.data().size() == src.size()*4/3);
bool equal = true;
for (size_t i = 0, j = 0; i < src.size(); i += 3, j += 4) {
equal &= (src.data()[i+0] == dst.data().data()[j+0]);
equal &= (src.data()[i+1] == dst.data().data()[j+1]);
equal &= (src.data()[i+2] == dst.data().data()[j+2]);
}
REQUIRE(equal);
}
}
{
texture_ptr tex = r.create_texture(v2u(57,31), pixel_declaration::pixel_type::rgba8);
REQUIRE(tex != nullptr);
buffer src;
src.resize(((tex->size().x * tex->decl().bits_per_pixel()) / 8u) * tex->size().y);
for (auto& c : src) {
c = rand() % 255;
}
r.update_texture(tex, src, b2u(0, 0, 57, 31));
image dst;
r.grab_texture(tex, b2u(0, 0, 57, 31), dst);
REQUIRE(dst.format() == image_data_format::rgba8);
REQUIRE(src == dst.data());
}
{
texture_ptr tex = r.create_texture(v2u(128,128), pixel_declaration::pixel_type::rgba8);
REQUIRE(tex != nullptr);
buffer src;
src.resize(((31 * tex->decl().bits_per_pixel()) / 8u) * 44);
for (auto& c : src) {
c = rand() % 255;
}
r.update_texture(tex, src, b2u(22, 17, 31, 44));
image dst;
r.grab_texture(tex, b2u(0, 0, 128, 128), dst);
REQUIRE(dst.format() == image_data_format::rgba8);
const size_t data_size = ((tex->size().x * tex->decl().bits_per_pixel()) / 8u) * tex->size().y;
REQUIRE(data_size == dst.data().size());
bool equal = true;
const size_t bpp = tex->decl().bits_per_pixel() / 8;
for (u32 y = 0; y < 44; ++y) {
const u8* dst_row = dst.data().data() + ((y + 17) * 128 + 22) * bpp;
const u8* src_row = src.data() + (y * 31 * bpp);
for (u32 x = 0; x < 31 * bpp; ++x) {
auto s = src_row[x];
auto d = dst_row[x];
equal &= (s == d);
}
}
REQUIRE(equal);
}
}
}