procedural-3d-engine/external/ktx/lib/checkheader.c

173 lines
4.9 KiB
C
Raw Normal View History

Merge glTF branch (#747) * Added helper function for easy pipeline vertex input state create info structure setup from glTF model vertex class * Split glTF loader into header and implementation * Updated sample to use glTF * Removed collada files Replaced assets are now part of the asset pack * Return value for glTF model vertex input state create info helper * Removed unused assets * Use glTF assets * Added default material for glTF node's without materials * Use glTF assets * Apply pre-transforms to normals * Use glTF assets * Use glTF assets * Use vertex input state from glTF model class * Scene setup * Use glTF assets * Use glTF assets * Display error message and exit if glTF file could not be loaded * Use glTF assets * Use glTF assets * Use glTF assets * Remove unused buffer binds * Use glTF assets * Remove no longer used model files * Remove no longer used model files * Added support for rendering glTF models with images * glTF model normal pre-transform ignores translation * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Only add combined image samplers to pool if actually used in the scene * Use global descriptor set layouts * Use global descriptor set layouts * Use glTF assets * Use glTF assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Remove no-longer used model * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used model * Use glTF assets Code cleanup Use RGBA texture instead of different compressed formats Removed no-longer used assets * Adnrdoid build file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders * Added vertex count and way of passing additional memory property type flags to glTF loader * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders * Remove unfinished sample * Completely reworked push constants sample Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Android CMake build files * Removed un-used asset * Explicit buffer binding function * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Removed no-longer used assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used assets * Remove no-longer used asset * Use glTF assets Code cleanup and refactoring Performance optimizations Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Pass vertex size and calculate multiplier in shaders instead of hard-coding With this, changes to the glTF vertex structure won't break the ray tracing samples * Load tangents (if present) * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code * Android build * Normal mapping fixes Udpated HLSL shaders * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Code cleanup, comments * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Added sample count to framebuffer create info * Removed no-longer used assets * Android build Removed no-longer used assets * Code cleanup and heavy refactoring Updated GLSL and HLSL shaders Use tangents stored in GLSL instead of calculating them in the fragment shader * Renamed textured PBR sample main cpp file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Removed no-longer used assets * Android build files * Android build files * Use glTF assets Removed no-longer used assets * Fixed HLSL shaders * Android build files * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Added flag to disable glTF image loading Useful for samples that use their own textures or don't use textures at all to speed up loading * Use glTF assets Code cleanup Use Sponza scene instead of Sibenik to better highlight the effect Updated GLSL and HLSL shaders * Updated Android build files * Removed left-over comment * Use Sponza scene for the SSAO sample * Removed unused code * Removed ASSIMP No longer required as all samples now use the glTF file format * Added missing vertex shader stage * Removed old ASSIMP-based model loader * Added support for loading external glTF images from ktx Android fixes for loading external buffer files * Scene setup * Added missing shader stages * Removed ASSIMP from build files * Fixed compiler warning * Removed ASSIMP from readmes * Android build files cleanup * Replaced ktx submodule with only the files required for this repo The ktx submodule was a tad too big and contained lots of files not required for this repo * Moved ktx build files into base project * Use glTF assets * Use glTF assets * Removed license files, will be moved to asset pack * Use RGBA textures * Use RGBA cubemp texture with face assignment based on original images Refs #679 * Android build files * Removed textures All textures will be moved to the asset pack * Ignore asset folders * Removed font Fonts will be moved to the asset pack * Link to gltf asset pack * Updated gitignore * Android build file
2020-07-28 20:20:38 +02:00
/* -*- tab-width: 4; -*- */
/* vi: set sw=2 ts=4 expandtab: */
/* $Id: df002b39ae6b9b3b995e7633ff96acf0d285edcc $ */
/*
* ©2010-2018 The khronos Group, Inc.
*
* 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.
*/
/**
* @internal
* @file checkheader.c
* @~English
*
* @brief Function to verify a KTX file header
*
* @author Mark Callow, HI Corporation
*/
/*
* Author: Georg Kolling, Imagination Technology with modifications
* by Mark Callow, HI Corporation.
*/
#include <assert.h>
#include <string.h>
#include "ktx.h"
#include "ktxint.h"
/**
* @internal
* @~English
* @brief Check a KTX file header.
*
* As well as checking that the header identifies a KTX file, the function
* sanity checks the values and returns information about the texture in a
* struct KTX_supplementary_info.
*
* @param pHeader pointer to the KTX header to check
* @param pSuppInfo pointer to a KTX_supplementary_info structure in which to
* return information about the texture.
*
* @author Georg Kolling, Imagination Technology
* @author Mark Callow, HI Corporation
*/
KTX_error_code _ktxCheckHeader(KTX_header* pHeader,
KTX_supplemental_info* pSuppInfo)
{
ktx_uint8_t identifier_reference[12] = KTX_IDENTIFIER_REF;
ktx_uint32_t max_dim;
assert(pHeader != NULL && pSuppInfo != NULL);
/* Compare identifier, is this a KTX file? */
if (memcmp(pHeader->identifier, identifier_reference, 12) != 0)
{
return KTX_UNKNOWN_FILE_FORMAT;
}
if (pHeader->endianness == KTX_ENDIAN_REF_REV)
{
/* Convert endianness of pHeader fields. */
_ktxSwapEndian32(&pHeader->glType, 12);
if (pHeader->glTypeSize != 1 &&
pHeader->glTypeSize != 2 &&
pHeader->glTypeSize != 4)
{
/* Only 8-, 16-, and 32-bit types supported so far. */
return KTX_FILE_DATA_ERROR;
}
}
else if (pHeader->endianness != KTX_ENDIAN_REF)
{
return KTX_FILE_DATA_ERROR;
}
/* Check glType and glFormat */
pSuppInfo->compressed = 0;
if (pHeader->glType == 0 || pHeader->glFormat == 0)
{
if (pHeader->glType + pHeader->glFormat != 0)
{
/* either both or none of glType, glFormat must be zero */
return KTX_FILE_DATA_ERROR;
}
pSuppInfo->compressed = 1;
}
if (pHeader->glFormat == pHeader->glInternalformat) {
// glInternalFormat is either unsized (which is no longer and should
// never have been supported by libktx) or glFormat is sized.
return KTX_FILE_DATA_ERROR;
}
/* Check texture dimensions. KTX files can store 8 types of textures:
1D, 2D, 3D, cube, and array variants of these. There is currently
no GL extension for 3D array textures. */
if ((pHeader->pixelWidth == 0) ||
(pHeader->pixelDepth > 0 && pHeader->pixelHeight == 0))
{
/* texture must have width */
/* texture must have height if it has depth */
return KTX_FILE_DATA_ERROR;
}
if (pHeader->pixelDepth > 0)
{
if (pHeader->numberOfArrayElements > 0)
{
/* No 3D array textures yet. */
return KTX_UNSUPPORTED_TEXTURE_TYPE;
}
pSuppInfo->textureDimension = 3;
}
else if (pHeader->pixelHeight > 0)
{
pSuppInfo->textureDimension = 2;
}
else
{
pSuppInfo->textureDimension = 1;
}
if (pHeader->numberOfFaces == 6)
{
if (pSuppInfo->textureDimension != 2)
{
/* cube map needs 2D faces */
return KTX_FILE_DATA_ERROR;
}
}
else if (pHeader->numberOfFaces != 1)
{
/* numberOfFaces must be either 1 or 6 */
return KTX_FILE_DATA_ERROR;
}
/* Check number of mipmap levels */
if (pHeader->numberOfMipmapLevels == 0)
{
pSuppInfo->generateMipmaps = 1;
pHeader->numberOfMipmapLevels = 1;
}
else
{
pSuppInfo->generateMipmaps = 0;
}
/* This test works for arrays too because height or depth will be 0. */
max_dim = MAX(MAX(pHeader->pixelWidth, pHeader->pixelHeight), pHeader->pixelDepth);
if (max_dim < ((ktx_uint32_t)1 << (pHeader->numberOfMipmapLevels - 1)))
{
/* Can't have more mip levels than 1 + log2(max(width, height, depth)) */
return KTX_FILE_DATA_ERROR;
}
return KTX_SUCCESS;
}