procedural-3d-engine/external/ktx/lib/checkheader.c
Sascha Willems feb939096f
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

172 lines
4.9 KiB
C

/* -*- 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;
}