axmol/cocos/platform/CCImage.cpp

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/****************************************************************************
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2013-2016 Chukong Technologies Inc.
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
Squashed commit of the following: commit a794d107ad85667e3d754f0b6251fc864dfbf288 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 14:33:49 2014 -0700 Yeah... everything compiles on win32 and wp8 commit 4740be6e4a0d16f742c27996e7ab2c100adc76af Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 13:58:38 2014 -0700 CCIME moved to base and compiles on Android commit ff3e1bf1eb27a01019f4e1b56d1aebbe2d385f72 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 13:02:57 2014 -0700 compiles Ok for Windows Phone 8 commit 8160a4eb2ecdc61b5bd1cf56b90d2da6f11e3ebd Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 12:25:31 2014 -0700 fixes for Windows Phone 8 commit 418197649efc93032aee0adc205e502101cdb53d Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 11:15:13 2014 -0700 Compiles on Win32 commit 08813ed7cf8ac1079ffadeb1ce78ea9e833e1a33 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 10:08:31 2014 -0700 Compiles on linux! commit 118896521e5b335a5257090b6863f1fb2a2002fe Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 09:30:42 2014 -0700 moves cocos/2d/platform -> cocos/platform commit 4fe9319d7717b0c1bccb2db0156eeb86255a89e0 Merge: bd68ec2 511295e Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 08:24:41 2014 -0700 Merge remote-tracking branch 'cocos2d/v3' into files commit bd68ec2f0e3a826d8b2f4b60564ba65ce766bc56 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu May 15 19:36:23 2014 -0700 files in the correct directory
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#include "platform/CCImage.h"
#include <string>
#include <ctype.h>
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#include "base/ccConfig.h" // CC_USE_JPEG, CC_USE_WEBP
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#define STBI_NO_JPEG
#define STBI_NO_PNG
#define STBI_NO_GIF
#define STBI_NO_PSD
#define STBI_NO_PIC
#define STBI_NO_PNM
#define STBI_NO_HDR
#define STBI_NO_TGA
#define STB_IMAGE_IMPLEMENTATION
#include "stb/stb_image.h"
Squashed commit of the following: commit a794d107ad85667e3d754f0b6251fc864dfbf288 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 14:33:49 2014 -0700 Yeah... everything compiles on win32 and wp8 commit 4740be6e4a0d16f742c27996e7ab2c100adc76af Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 13:58:38 2014 -0700 CCIME moved to base and compiles on Android commit ff3e1bf1eb27a01019f4e1b56d1aebbe2d385f72 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 13:02:57 2014 -0700 compiles Ok for Windows Phone 8 commit 8160a4eb2ecdc61b5bd1cf56b90d2da6f11e3ebd Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 12:25:31 2014 -0700 fixes for Windows Phone 8 commit 418197649efc93032aee0adc205e502101cdb53d Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 11:15:13 2014 -0700 Compiles on Win32 commit 08813ed7cf8ac1079ffadeb1ce78ea9e833e1a33 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 10:08:31 2014 -0700 Compiles on linux! commit 118896521e5b335a5257090b6863f1fb2a2002fe Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 09:30:42 2014 -0700 moves cocos/2d/platform -> cocos/platform commit 4fe9319d7717b0c1bccb2db0156eeb86255a89e0 Merge: bd68ec2 511295e Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 08:24:41 2014 -0700 Merge remote-tracking branch 'cocos2d/v3' into files commit bd68ec2f0e3a826d8b2f4b60564ba65ce766bc56 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu May 15 19:36:23 2014 -0700 files in the correct directory
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extern "C"
{
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// To resolve link error when building 32bits with Xcode 6.
// More information please refer to the discussion in https://github.com/cocos2d/cocos2d-x/pull/6986
#if defined (__unix) || (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
#ifndef __ENABLE_COMPATIBILITY_WITH_UNIX_2003__
#define __ENABLE_COMPATIBILITY_WITH_UNIX_2003__
#include <stdio.h>
#include <dirent.h>
FILE *fopen$UNIX2003( const char *filename, const char *mode )
{
return fopen(filename, mode);
}
size_t fwrite$UNIX2003( const void *a, size_t b, size_t c, FILE *d )
{
return fwrite(a, b, c, d);
}
int fputs$UNIX2003(const char *res1, FILE *res2){
return fputs(res1,res2);
}
char *strerror$UNIX2003( int errnum )
{
return strerror(errnum);
}
DIR * opendir$INODE64$UNIX2003( char * dirName )
{
return opendir( dirName );
}
DIR * opendir$INODE64( char * dirName )
{
return opendir( dirName );
}
int closedir$UNIX2003(DIR * dir)
{
return closedir(dir);
}
struct dirent * readdir$INODE64( DIR * dir )
{
return readdir( dir );
}
#endif
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#endif
#if CC_USE_PNG
#include "png.h"
#endif //CC_USE_PNG
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#include "base/etc1.h"
#if CC_USE_JPEG
#include "jpeglib.h"
V3 android cmake support, add mac/ios support (#18646) * CMake build improvements * android cmake support * Enable proguard for cocos2d * examples & test cmake support * add android build type param to gradle.properties file * less warnings * update all android configs to recomended settings * fix network cmake error * fix js-tests cmake error * android build config, add cmake * android build config, add cmake * add lua share lib * android lua cmake build fix * fix * luajit test * run fail, still * fix js-warning * correct lua main include * lua test project cmake support android * try to add lua-template cmake support * lua template fix * js_tests support cmake on android * js-tests improve * cmake support js-template * test to realise prebuild * cmake improve, no feature * improve templates cmake * refactor cmake struct * correct cpp-tests cmake * cpp-templates cmake improve * typo fix * cmake struct refator * change default option * adapt new project struct * uniform cmake test style * add_dependencies to support make -j * little struct improve * little fix * adapt cmake bin dir * little improve about cmake version * change build all tests condition * add source_group for Xcode * add mark source files * add more mark source code * add template project to test * add macos info.plist template * add pak macos for all project * lua test icon fix * not consider lua project for now * modify pak method * add another ios toolchain * add ios system library * update ios toolchain, and reduce ios compile errors * reduce error * make ios engine lib compile pass * cpp-empty-test ios bundle * cpp-tests ios support * js-tests ios support * templates project support ios * fix the way of lua-tests package * try to fix lua-template on macOS * comment lua-template sim file * improve display on xcode * update cmake readme * check android compile again * fix android compile error * fix linux cmake res error * update deps version, for cmake * fix lua_template linux compile error * close android cmake support for now * review template android share library name * change PROP_BUILD_TOOLS_VERSION version to 27.0.1 * change android compile version * make `PROP_APP_PLATFORM` back, add comments for android native build * Revert "make `PROP_APP_PLATFORM` back, add comments for android native build" This reverts commit 272ddc19886891b9502cde070753a870c0fdb588.
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#include <setjmp.h>
#endif // CC_USE_JPEG
}
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#include "base/s3tc.h"
#include "base/atitc.h"
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#include "base/pvr.h"
Squashed commit of the following: commit a794d107ad85667e3d754f0b6251fc864dfbf288 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 14:33:49 2014 -0700 Yeah... everything compiles on win32 and wp8 commit 4740be6e4a0d16f742c27996e7ab2c100adc76af Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 13:58:38 2014 -0700 CCIME moved to base and compiles on Android commit ff3e1bf1eb27a01019f4e1b56d1aebbe2d385f72 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 13:02:57 2014 -0700 compiles Ok for Windows Phone 8 commit 8160a4eb2ecdc61b5bd1cf56b90d2da6f11e3ebd Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 12:25:31 2014 -0700 fixes for Windows Phone 8 commit 418197649efc93032aee0adc205e502101cdb53d Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 11:15:13 2014 -0700 Compiles on Win32 commit 08813ed7cf8ac1079ffadeb1ce78ea9e833e1a33 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 10:08:31 2014 -0700 Compiles on linux! commit 118896521e5b335a5257090b6863f1fb2a2002fe Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 09:30:42 2014 -0700 moves cocos/2d/platform -> cocos/platform commit 4fe9319d7717b0c1bccb2db0156eeb86255a89e0 Merge: bd68ec2 511295e Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 08:24:41 2014 -0700 Merge remote-tracking branch 'cocos2d/v3' into files commit bd68ec2f0e3a826d8b2f4b60564ba65ce766bc56 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu May 15 19:36:23 2014 -0700 files in the correct directory
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#include "base/TGAlib.h"
#if CC_USE_WEBP
#include "decode.h"
#endif // CC_USE_WEBP
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#include "base/ccMacros.h"
#include "platform/CCCommon.h"
#include "platform/CCStdC.h"
#include "platform/CCFileUtils.h"
Squashed commit of the following: commit c16dcfaaea0922039aad05bce1f4efed18e04871 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 19:05:18 2014 -0700 more linux fixes commit 1553795976c9090a1b46deb53d12910fe0676008 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 19:04:04 2014 -0700 more linux fixes commit 1e43a8cabff33cbf25aa5eb5412f53a878222d83 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 19:02:07 2014 -0700 fixes linux isuses commit 723a445dd6411f91846da2b801248ad8298174f1 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:58:50 2014 -0700 more linux fixes commit 533c8025e794fc76cef02f396b3a93b3d7f4cfc8 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:57:33 2014 -0700 more linux fixes commit 4ba1e84959670bcbf044f18d1c0d4b3cb3be4090 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:53:43 2014 -0700 more linux fixes commit 1f8e011f306a47ed4134224e5e349929201f0539 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:49:28 2014 -0700 more linux fixes commit 3e2033100822ff6d532a1b4f012337491dc11920 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:47:43 2014 -0700 more linux fixes commit 2e708863c75fd032f1b2396dfdf1d31f7a62b713 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:46:00 2014 -0700 more linux fixes commit 861b5b92a6efd4de7b926c20d636ce9d749b293f Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:43:15 2014 -0700 more linux fixes commit 2a43365a0c1755e9b9cada53301be1a20adb31cf Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:36:06 2014 -0700 more fixes for linux commit 7d332bf911892f87c7824d2a5da7bf73ce7ec411 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:35:29 2014 -0700 more fixes for linux commit f1becc17d3316dfe3678c23c9dcedb7a447d9235 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:34:44 2014 -0700 more fixes for linux commit d2e5959bb0dde921dd5e73be1d8acc3b3f50e51d Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:33:45 2014 -0700 fixes for linux commit ad9b633c352107cf0e8b060a0e23d6e6a3f5e80f Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:16:48 2014 -0700 compiles on Windows commit 4425ee8e5de8f42a2d6050e4470109600dce8b5d Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:07:20 2014 -0700 fix builder
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#include "base/CCConfiguration.h"
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#include "base/ccUtils.h"
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#include "base/ZipUtils.h"
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
#include "platform/android/CCFileUtils-android.h"
#endif
#define CC_GL_ATC_RGB_AMD 0x8C92
#define CC_GL_ATC_RGBA_EXPLICIT_ALPHA_AMD 0x8C93
#define CC_GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD 0x87EE
NS_CC_BEGIN
//////////////////////////////////////////////////////////////////////////
//struct and data for pvr structure
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namespace
{
static const int PVR_TEXTURE_FLAG_TYPE_MASK = 0xff;
static bool _PVRHaveAlphaPremultiplied = false;
// Values taken from PVRTexture.h from http://www.imgtec.com
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enum class PVR2TextureFlag
{
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Mipmap = (1<<8), // has mip map levels
Twiddle = (1<<9), // is twiddled
Bumpmap = (1<<10), // has normals encoded for a bump map
Tiling = (1<<11), // is bordered for tiled pvr
Cubemap = (1<<12), // is a cubemap/skybox
FalseMipCol = (1<<13), // are there false colored MIP levels
Volume = (1<<14), // is this a volume texture
Alpha = (1<<15), // v2.1 is there transparency info in the texture
VerticalFlip = (1<<16), // v2.1 is the texture vertically flipped
};
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enum class PVR3TextureFlag
{
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PremultipliedAlpha = (1<<1) // has premultiplied alpha
};
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static const char gPVRTexIdentifier[5] = "PVR!";
// v2
enum class PVR2TexturePixelFormat : unsigned char
{
RGBA4444 = 0x10,
RGBA5551,
RGBA8888,
RGB565,
RGB555, // unsupported
RGB888,
I8,
AI88,
PVRTC2BPP_RGBA,
PVRTC4BPP_RGBA,
BGRA8888,
A8,
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};
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// v3
enum class PVR3TexturePixelFormat : uint64_t
{
PVRTC2BPP_RGB = 0ULL,
PVRTC2BPP_RGBA = 1ULL,
PVRTC4BPP_RGB = 2ULL,
PVRTC4BPP_RGBA = 3ULL,
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PVRTC2_2BPP_RGBA = 4ULL,
PVRTC2_4BPP_RGBA = 5ULL,
ETC1 = 6ULL,
DXT1 = 7ULL,
DXT2 = 8ULL,
DXT3 = 9ULL,
DXT4 = 10ULL,
DXT5 = 11ULL,
BC1 = 7ULL,
BC2 = 9ULL,
BC3 = 11ULL,
BC4 = 12ULL,
BC5 = 13ULL,
BC6 = 14ULL,
BC7 = 15ULL,
UYVY = 16ULL,
YUY2 = 17ULL,
BW1bpp = 18ULL,
R9G9B9E5 = 19ULL,
RGBG8888 = 20ULL,
GRGB8888 = 21ULL,
ETC2_RGB = 22ULL,
ETC2_RGBA = 23ULL,
ETC2_RGBA1 = 24ULL,
EAC_R11_Unsigned = 25ULL,
EAC_R11_Signed = 26ULL,
EAC_RG11_Unsigned = 27ULL,
EAC_RG11_Signed = 28ULL,
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BGRA8888 = 0x0808080861726762ULL,
RGBA8888 = 0x0808080861626772ULL,
RGBA4444 = 0x0404040461626772ULL,
RGBA5551 = 0x0105050561626772ULL,
RGB565 = 0x0005060500626772ULL,
RGB888 = 0x0008080800626772ULL,
A8 = 0x0000000800000061ULL,
L8 = 0x000000080000006cULL,
LA88 = 0x000008080000616cULL,
};
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// v2
typedef const std::map<PVR2TexturePixelFormat, backend::PixelFormat> _pixel2_formathash;
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static const _pixel2_formathash::value_type v2_pixel_formathash_value[] =
{
_pixel2_formathash::value_type(PVR2TexturePixelFormat::BGRA8888, backend::PixelFormat::BGRA8888),
_pixel2_formathash::value_type(PVR2TexturePixelFormat::RGBA8888, backend::PixelFormat::RGBA8888),
_pixel2_formathash::value_type(PVR2TexturePixelFormat::RGBA4444, backend::PixelFormat::RGBA4444),
_pixel2_formathash::value_type(PVR2TexturePixelFormat::RGBA5551, backend::PixelFormat::RGB5A1),
_pixel2_formathash::value_type(PVR2TexturePixelFormat::RGB565, backend::PixelFormat::RGB565),
_pixel2_formathash::value_type(PVR2TexturePixelFormat::RGB888, backend::PixelFormat::RGB888),
_pixel2_formathash::value_type(PVR2TexturePixelFormat::A8, backend::PixelFormat::A8),
_pixel2_formathash::value_type(PVR2TexturePixelFormat::I8, backend::PixelFormat::I8),
_pixel2_formathash::value_type(PVR2TexturePixelFormat::AI88, backend::PixelFormat::AI88),
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_pixel2_formathash::value_type(PVR2TexturePixelFormat::PVRTC2BPP_RGBA, backend::PixelFormat::PVRTC2A),
_pixel2_formathash::value_type(PVR2TexturePixelFormat::PVRTC4BPP_RGBA, backend::PixelFormat::PVRTC4A),
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};
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static const int PVR2_MAX_TABLE_ELEMENTS = sizeof(v2_pixel_formathash_value) / sizeof(v2_pixel_formathash_value[0]);
static const _pixel2_formathash v2_pixel_formathash(v2_pixel_formathash_value, v2_pixel_formathash_value + PVR2_MAX_TABLE_ELEMENTS);
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// v3
typedef const std::map<PVR3TexturePixelFormat, backend::PixelFormat> _pixel3_formathash;
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static _pixel3_formathash::value_type v3_pixel_formathash_value[] =
{
_pixel3_formathash::value_type(PVR3TexturePixelFormat::BGRA8888, backend::PixelFormat::BGRA8888),
_pixel3_formathash::value_type(PVR3TexturePixelFormat::RGBA8888, backend::PixelFormat::RGBA8888),
_pixel3_formathash::value_type(PVR3TexturePixelFormat::RGBA4444, backend::PixelFormat::RGBA4444),
_pixel3_formathash::value_type(PVR3TexturePixelFormat::RGBA5551, backend::PixelFormat::RGB5A1),
_pixel3_formathash::value_type(PVR3TexturePixelFormat::RGB565, backend::PixelFormat::RGB565),
_pixel3_formathash::value_type(PVR3TexturePixelFormat::RGB888, backend::PixelFormat::RGB888),
_pixel3_formathash::value_type(PVR3TexturePixelFormat::A8, backend::PixelFormat::A8),
_pixel3_formathash::value_type(PVR3TexturePixelFormat::L8, backend::PixelFormat::I8),
_pixel3_formathash::value_type(PVR3TexturePixelFormat::LA88, backend::PixelFormat::AI88),
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_pixel3_formathash::value_type(PVR3TexturePixelFormat::PVRTC2BPP_RGB, backend::PixelFormat::PVRTC2),
_pixel3_formathash::value_type(PVR3TexturePixelFormat::PVRTC2BPP_RGBA, backend::PixelFormat::PVRTC2A),
_pixel3_formathash::value_type(PVR3TexturePixelFormat::PVRTC4BPP_RGB, backend::PixelFormat::PVRTC4),
_pixel3_formathash::value_type(PVR3TexturePixelFormat::PVRTC4BPP_RGBA, backend::PixelFormat::PVRTC4A),
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_pixel3_formathash::value_type(PVR3TexturePixelFormat::ETC1, backend::PixelFormat::ETC),
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};
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static const int PVR3_MAX_TABLE_ELEMENTS = sizeof(v3_pixel_formathash_value) / sizeof(v3_pixel_formathash_value[0]);
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static const _pixel3_formathash v3_pixel_formathash(v3_pixel_formathash_value, v3_pixel_formathash_value + PVR3_MAX_TABLE_ELEMENTS);
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typedef struct _PVRTexHeader
{
unsigned int headerLength;
unsigned int height;
unsigned int width;
unsigned int numMipmaps;
unsigned int flags;
unsigned int dataLength;
unsigned int bpp;
unsigned int bitmaskRed;
unsigned int bitmaskGreen;
unsigned int bitmaskBlue;
unsigned int bitmaskAlpha;
unsigned int pvrTag;
unsigned int numSurfs;
} PVRv2TexHeader;
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#ifdef _MSC_VER
#pragma pack(push,1)
#endif
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typedef struct
{
uint32_t version;
uint32_t flags;
uint64_t pixelFormat;
uint32_t colorSpace;
uint32_t channelType;
uint32_t height;
uint32_t width;
uint32_t depth;
uint32_t numberOfSurfaces;
uint32_t numberOfFaces;
uint32_t numberOfMipmaps;
uint32_t metadataLength;
#ifdef _MSC_VER
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} PVRv3TexHeader;
#pragma pack(pop)
#else
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} __attribute__((packed)) PVRv3TexHeader;
#endif
}
//pvr structure end
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//////////////////////////////////////////////////////////////////////////
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//struct and data for s3tc(dds) struct
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namespace
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{
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struct DDColorKey
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{
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uint32_t colorSpaceLowValue;
uint32_t colorSpaceHighValue;
};
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struct DDSCaps
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{
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uint32_t caps;
uint32_t caps2;
uint32_t caps3;
uint32_t caps4;
};
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struct DDPixelFormat
{
uint32_t size;
uint32_t flags;
uint32_t fourCC;
uint32_t RGBBitCount;
uint32_t RBitMask;
uint32_t GBitMask;
uint32_t BBitMask;
uint32_t ABitMask;
};
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struct DDSURFACEDESC2
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{
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uint32_t size;
uint32_t flags;
uint32_t height;
uint32_t width;
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union
{
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uint32_t pitch;
uint32_t linearSize;
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} DUMMYUNIONNAMEN1;
union
{
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uint32_t backBufferCount;
uint32_t depth;
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} DUMMYUNIONNAMEN5;
union
{
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uint32_t mipMapCount;
uint32_t refreshRate;
uint32_t srcVBHandle;
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} DUMMYUNIONNAMEN2;
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uint32_t alphaBitDepth;
uint32_t reserved;
uint32_t surface;
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union
{
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DDColorKey ddckCKDestOverlay;
uint32_t emptyFaceColor;
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} DUMMYUNIONNAMEN3;
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DDColorKey ddckCKDestBlt;
DDColorKey ddckCKSrcOverlay;
DDColorKey ddckCKSrcBlt;
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union
{
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DDPixelFormat ddpfPixelFormat;
uint32_t FVF;
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} DUMMYUNIONNAMEN4;
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DDSCaps ddsCaps;
uint32_t textureStage;
} ;
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#pragma pack(push,1)
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struct S3TCTexHeader
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{
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char fileCode[4];
DDSURFACEDESC2 ddsd;
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};
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#pragma pack(pop)
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}
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//s3tc struct end
//////////////////////////////////////////////////////////////////////////
//struct and data for atitc(ktx) struct
namespace
{
struct ATITCTexHeader
{
//HEADER
char identifier[12];
uint32_t endianness;
uint32_t glType;
uint32_t glTypeSize;
uint32_t glFormat;
uint32_t glInternalFormat;
uint32_t glBaseInternalFormat;
uint32_t pixelWidth;
uint32_t pixelHeight;
uint32_t pixelDepth;
uint32_t numberOfArrayElements;
uint32_t numberOfFaces;
uint32_t numberOfMipmapLevels;
uint32_t bytesOfKeyValueData;
};
}
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//atitc struct end
//////////////////////////////////////////////////////////////////////////
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namespace
{
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typedef struct
{
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const unsigned char * data;
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ssize_t size;
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int offset;
}tImageSource;
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#if CC_USE_PNG
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static void pngReadCallback(png_structp png_ptr, png_bytep data, png_size_t length)
{
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tImageSource* isource = (tImageSource*)png_get_io_ptr(png_ptr);
if((int)(isource->offset + length) <= isource->size)
{
memcpy(data, isource->data+isource->offset, length);
isource->offset += length;
}
else
{
png_error(png_ptr, "pngReaderCallback failed");
}
}
#endif //CC_USE_PNG
}
backend::PixelFormat getDevicePixelFormat(backend::PixelFormat format)
{
switch (format) {
case backend::PixelFormat::PVRTC4:
case backend::PixelFormat::PVRTC4A:
case backend::PixelFormat::PVRTC2:
case backend::PixelFormat::PVRTC2A:
if(Configuration::getInstance()->supportsPVRTC())
return format;
else
return backend::PixelFormat::RGBA8888;
case backend::PixelFormat::ETC:
if(Configuration::getInstance()->supportsETC())
return format;
else
return backend::PixelFormat::RGB888;
default:
return format;
}
}
//////////////////////////////////////////////////////////////////////////
// Implement Image
//////////////////////////////////////////////////////////////////////////
bool Image::PNG_PREMULTIPLIED_ALPHA_ENABLED = true;
Image::Image()
: _data(nullptr)
, _dataLen(0)
, _offset(0)
, _width(0)
, _height(0)
, _unpack(false)
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, _fileType(Format::UNKNOWN)
, _pixelFormat(backend::PixelFormat::NONE)
, _numberOfMipmaps(0)
, _hasPremultipliedAlpha(false)
{
}
Image::~Image()
{
if(_unpack)
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{
for (int i = 0; i < _numberOfMipmaps; ++i)
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CC_SAFE_DELETE_ARRAY(_mipmaps[i].address);
}
else
CC_SAFE_FREE(_data);
}
bool Image::initWithImageFile(const std::string& path)
{
bool ret = false;
_filePath = FileUtils::getInstance()->fullPathForFilename(path);
Data data = FileUtils::getInstance()->getDataFromFile(_filePath);
if (!data.isNull())
{
ssize_t n = 0;
auto buf = data.takeBuffer(&n);
ret = initWithImageData(buf, n, true);
}
return ret;
}
bool Image::initWithImageFileThreadSafe(const std::string& fullpath)
{
bool ret = false;
_filePath = fullpath;
Data data = FileUtils::getInstance()->getDataFromFile(fullpath);
if (!data.isNull())
{
ssize_t n = 0;
auto buf = data.takeBuffer(&n);
ret = initWithImageData(buf, n, true);
}
return ret;
}
bool Image::initWithImageData(const unsigned char* data, ssize_t dataLen, bool ownData)
{
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bool ret = false;
do
{
CC_BREAK_IF(!data || dataLen == 0);
unsigned char* unpackedData = nullptr;
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ssize_t unpackedLen = 0;
//detect and unzip the compress file
if (ZipUtils::isCCZBuffer(data, dataLen))
{
unpackedLen = ZipUtils::inflateCCZBuffer(data, dataLen, &unpackedData);
}
else if (ZipUtils::isGZipBuffer(data, dataLen))
{
unpackedLen = ZipUtils::inflateMemory(const_cast<unsigned char*>(data), dataLen, &unpackedData);
}
else
{
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unpackedData = const_cast<unsigned char*>(data);
unpackedLen = dataLen;
}
_fileType = detectFormat(unpackedData, unpackedLen);
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switch (_fileType)
{
case Format::PNG:
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ret = initWithPngData(unpackedData, unpackedLen);
break;
case Format::JPG:
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ret = initWithJpgData(unpackedData, unpackedLen);
break;
case Format::WEBP:
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ret = initWithWebpData(unpackedData, unpackedLen);
break;
case Format::PVR:
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ret = initWithPVRData(unpackedData, unpackedLen);
break;
case Format::ETC:
ret = initWithETCData(unpackedData, unpackedLen, ownData);
break;
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case Format::S3TC:
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ret = initWithS3TCData(unpackedData, unpackedLen);
break;
case Format::ATITC:
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ret = initWithATITCData(unpackedData, unpackedLen);
break;
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case Format::BMP:
ret = initWithBmpData(unpackedData, unpackedLen);
break;
default:
{
// load and detect image format
tImageTGA* tgaData = tgaLoadBuffer(unpackedData, unpackedLen);
if (tgaData != nullptr && tgaData->status == TGA_OK)
{
ret = initWithTGAData(tgaData);
}
else
{
CCLOG("cocos2d: unsupported image format!");
}
free(tgaData);
break;
}
}
if(unpackedData != data)
{
free(unpackedData);
}
} while (0);
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return ret;
}
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bool Image::isPng(const unsigned char * data, ssize_t dataLen)
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{
if (dataLen <= 8)
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{
return false;
}
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static const unsigned char PNG_SIGNATURE[] = {0x89, 0x50, 0x4e, 0x47, 0x0d, 0x0a, 0x1a, 0x0a};
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return memcmp(PNG_SIGNATURE, data, sizeof(PNG_SIGNATURE)) == 0;
}
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bool Image::isBmp(const unsigned char * data, ssize_t dataLen)
{
return dataLen > 54 && data[0] == 'B' && data[1] == 'M';
}
bool Image::isEtc(const unsigned char * data, ssize_t /*dataLen*/)
{
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return etc1_pkm_is_valid((etc1_byte*)data) ? true : false;
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}
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bool Image::isS3TC(const unsigned char * data, ssize_t /*dataLen*/)
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{
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S3TCTexHeader *header = (S3TCTexHeader *)data;
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if (strncmp(header->fileCode, "DDS", 3) != 0)
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{
return false;
}
return true;
}
bool Image::isATITC(const unsigned char *data, ssize_t /*dataLen*/)
{
ATITCTexHeader *header = (ATITCTexHeader *)data;
if (strncmp(&header->identifier[1], "KTX", 3) != 0)
{
return false;
}
return true;
}
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bool Image::isJpg(const unsigned char * data, ssize_t dataLen)
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{
if (dataLen <= 4)
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{
return false;
}
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static const unsigned char JPG_SOI[] = {0xFF, 0xD8};
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return memcmp(data, JPG_SOI, 2) == 0;
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}
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bool Image::isWebp(const unsigned char * data, ssize_t dataLen)
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{
if (dataLen <= 12)
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{
return false;
}
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static const char* WEBP_RIFF = "RIFF";
static const char* WEBP_WEBP = "WEBP";
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return memcmp(data, WEBP_RIFF, 4) == 0
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&& memcmp(static_cast<const unsigned char*>(data) + 8, WEBP_WEBP, 4) == 0;
}
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bool Image::isPvr(const unsigned char * data, ssize_t dataLen)
{
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if (static_cast<size_t>(dataLen) < sizeof(PVRv2TexHeader) || static_cast<size_t>(dataLen) < sizeof(PVRv3TexHeader))
{
return false;
}
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const PVRv2TexHeader* headerv2 = static_cast<const PVRv2TexHeader*>(static_cast<const void*>(data));
const PVRv3TexHeader* headerv3 = static_cast<const PVRv3TexHeader*>(static_cast<const void*>(data));
return memcmp(&headerv2->pvrTag, gPVRTexIdentifier, strlen(gPVRTexIdentifier)) == 0 || CC_SWAP_INT32_BIG_TO_HOST(headerv3->version) == 0x50565203;
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}
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Image::Format Image::detectFormat(const unsigned char * data, ssize_t dataLen)
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{
if (isPng(data, dataLen))
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{
return Format::PNG;
}
else if (isJpg(data, dataLen))
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{
return Format::JPG;
}
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else if (isBmp(data, dataLen))
{
return Format::BMP;
}
else if (isWebp(data, dataLen))
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{
return Format::WEBP;
}
else if (isPvr(data, dataLen))
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{
return Format::PVR;
}
else if (isEtc(data, dataLen))
{
return Format::ETC;
}
else if (isS3TC(data, dataLen))
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{
return Format::S3TC;
}
else if (isATITC(data, dataLen))
{
return Format::ATITC;
}
else
{
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return Format::UNKNOWN;
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}
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}
int Image::getBitPerPixel()
{
metal support for cocos2d-x (#19305) * remove deprecated files * remove some deprecated codes * remove more deprecated codes * remove ui deprecated codes * remove more deprecated codes * remove deprecated codes in ccmenuitem * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes * remove more deprecated codes * remove more deprecated codes * remove vr related codes and ignore some modules * remove allocator * remove some config * 【Feature】add back-end project file * [Feature] add back-end file * add pipeline descriptor and shader cache * [Feature] support sprite for backend * [Feature] remove unneeded code * [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture * [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture * [Feature] remove macro define to .cpp file * [Feature] add log info * [Feature] add PipelineDescriptor for TriangleCommand * [Feature] add PipelineDescriptor object as member of TriangleCommand * [Feature] add getPipelineDescriptor method * add renderbackend * complete pipeline descriptor * [Feature] add viewport in RenderCommand * set viewport when rendrering * [Feature] occur error when using RendererBackend, to be fixed. * a workaround to fix black screen on macOS 10.14 (#19090) * add rendererbackend init function * fix typo * [Feature] modify testFile * [BugFix] modify shader path * [Feature] set default viewport * fix projection * [Feature] modify log info * [BugFix] change viewport data type to int * [BugFix] add BindGroup to PipelienDescriptor * [BugFix] change a_position to vec3 in sprite.vert * [BugFix] set vertexLayout according to V3F_C4B_T2F structure * [Feature] revert a_position to vec4 * [Feature] renderer should not use gl codes directly * [Feature] it's better not use default value parameter * fix depth test setting * rendererbackend -> renderer * clear color and depth at begin * add metal backend * metal support normalized attribute * simplify codes * update external * add render pass desctriptor in pipeline descriptor * fix warnings * fix crash and memeory leak * refactor Texture2D * put pipeline descriptor into render command * simplify codes * [Feature] update Sprite * fix crash when closing app * [Feature] update SpriteBatchNode and TextureAtlas * support render texture(not finish) * [Feature] remove unused code * make tests work on mac * fix download-deps path error * make tests work on iOS * [Feature] support ttf under normal label effect * refactor triangle command processing * let renderer handle more common commands * refactor backend * make render texture work * [Feature] refactor backend for GL * [Feature]Renaming to make it easy to understand * [Feature] change warp mode to CLAMP_TO_EDGE * fix ghost * simplify visit render queue logic * support progress timer without rial mode * support partcile system * Feature/update label (#149) * [BugFix] fix compile error * [Feature] support outline effect in ios * [Feature] add shader file * [BugFix] fix begin and end RenderPass * [Feature] update CustomCommand * [Feature] revert project.pbxproj * [Feature] simplify codes * [BugFix] pack AI88 to RGBA8888 only when outline enable * [Feature] support shadow effect in Label * [Feature] support BMFont * [Feature] support glow effect * [Feature] simplify shader files * LabelAtlas work * handle blend function correctly * support tile map * don't share buffer in metal * alloc buffer size as needed * support more tilemap * Merge branch 'minggo/metal-support' into feature/updateLabel * minggo/metal-support: support tile map handle blend function correctly LabelAtlas work Feature/update label (#149) support partcile system # Conflicts: # cocos/2d/CCLabel.cpp # cocos/2d/CCSprite.cpp # cocos/2d/CCSpriteBatchNode.cpp # cocos/renderer/CCQuadCommand.cpp # cocos/renderer/CCQuadCommand.h * render texture work without saving file * use global viewport * grid3d works * remove grabber * tiled3d works * [BugFix] fix label bug * [Feature] add updateSubData for buffer * [Feature] remove setVertexCount * support depth test * add callback command * [Feature] add UITest * [Feature] update UITest * [Feature] remove unneeded codes * fix custom command issue * fix layer color blend issue * [BugFix] fix iOS compile error * [Feature] remove unneeded codes * [Feature] fix updateVertexBuffer * layerradial works * add draw test back * fix batch issue * fix compiling error * [BugFix] support ETC1 * [BugFix] get the correct pipelineDescriptor * [BugFix] skip draw when backendTexture nullptr * clipping node support * [Feature] add shader files * fix stencil issue in metal * [Feature] update UILayoutTest * [BugFix] skip drawing when vertexCount is zero * refactor renderer * add set global z order for stencil manager commands * fix warnings caused by type * remove viewport in render command * [Feature] fix warnings caused by type * [BugFix] clear vertexCount and indexCount for CustomComand when needed * [Feature] update clear for CustomCommand * ios use metal * fix viewport issue * fix LayerColorGradient crash * [cmake] transport to android and windows (#160) * save point 1 * compile on windows * run on android * revert useless change * android set CC_ENABLE_CACHE_TEXTURE_DATA to 1 * add initGlew * fix android crash * add TODO new-renderer * review update * revert onGLFWWindowPosCallback * fix android compiling error * Impl progress radial (#162) * progresstimer add radial impl * default drawType to element * dec invoke times of createVertexBuffer (#163) * support depth/stencil format for gl backend * simplify progress timer codes * support motionstreak, effect is wrong * fix motionstreak issue * [Feature] update Scissor Test (#161) * [Feature] update Scissor Test * [Feature] update ScissorTest * [Feature] rename function * [Feature] get constant reference if needed * [Feature] show render status (#164) * improve performance * fix depth state * fill error that triangle vertex/index number bigger than buffer * fix compiline error in release mode * fix buffer conflict between CPU and GPU on iOS/macOS * Renderer refactor (#165) * use one vertes/index buffer with opengl * fix error on windows * custom command support index format config * CCLayer: compact vertex data structure * update comment * fix doc * support fast tilemap * pass index format instead * fix some wrong effect * fix render texture error * fix texture per-element size * fix texture format error * BlendFunc type refactor, GLenum -> backend::BlendFactor (#167) * BlendFunc use backend::BlendFactor as inner field * update comments * use int to replace GLenum * update xcode project fiel * rename to GLBlendConst * add ccConstants.h * update xcode project file * update copyright * remove primitive command * remove CCPrimitive.cpp/.h * remove deprecated files * remove unneeded files * remove multiple view support * remove multiple view support * remove the usage of frame buffer in camera * director don't use frame buffer * remove FrameBuffer * remove BatchCommand * add some api reference * add physics2d back * fix crash when close app on mac * improve render texture * fix rendertexture issue * fix rendertexture issue * simplify codes * CMake support for mac & ios (#169) * update cmake * fix compile error * update 3rd libs version * remove CCThread.h/.cpp * remove ccthread * use audio engine to implement simple audio engine * remove unneeded codes * remove deprecated codes * remove winrt macro * remove CC_USE_WIC * set partcile blend function in more elegant way * remove unneeded codes * remove unneeded codes * cmake works on windows * update project setting * improve performance * GLFloat -> float * sync v3 cmake improvements into metal-support (#172) * pick: modern cmake, compile definitions improvement (#19139) * modern cmake, use target_compile_definitions partly * simplify macro define, remove USE_* * modern cmake, macro define * add physics 2d macro define into ccConfig.h * remove USE_CHIPMUNK macro in build.gradle * remove CocosSelectModule.cmake * shrink useless define * simplify compile options config, re-add if necessary * update external for tmp CI test * un-quote target_compile_options value * add "-g" parameter only when debug mode * keep single build type when generator Xcode & VS projecy * update external for tmp CI tes * add static_cast<char>(-1), fix -Wc++11-narrowing * simplify win32 compile define * not modify code, only improve compile options # Conflicts: # .gitignore # cmake/Modules/CocosConfigDepend.cmake # cocos/CMakeLists.txt # external/config.json # tests/cpp-tests/CMakeLists.txt * modern cmake, improve cmake_compiler_flags (#19145) * cmake_compiler_flags * Fix typo * Fix typo2 * Remove chanages from Android.mk * correct lua template cmake build (#19149) * don't add -Wno-deprecated into jsb target * correct lua template cmake build * fix win32 lua template compile error * prevent cmake in-source-build friendly (#19151) * pick: Copy resources to "Resources/" on win32 like in linux configuration * add "/Z7" for cpp-tests on windows * [cmake] fix iOS xcode property setting failed (#19208) * fix iOS xcode property setting failed * use search_depend_libs_recursive at dlls collect * fix typo * [cmake] add find_host_library into iOS toolchain file (#19230) * pick: [lua android] use luajit & template cmake update (#19239) * increase cmake stability , remove tests/CMakeLists.txt (#19261) * cmake win32 Precompiled header (#19273) * Precompiled header * Fix * Precompiled header for cocos * Precompiled header jscocos2d * Fix for COCOS2D_DEBUG is always 1 on Android (#19291) Related #19289 * little build fix, tests cpp-tests works on mac * sync v3 build related codes into metal-support (#173) * strict initialization for std::array * remove proj.win32 project configs * modern cmake, cmake_cleanup_remove_unused_variables (#19146) * Switch travis CI to xenial (#19207) * Switch travis CI to xenial * Remove language: android * Set language: cpp * Fix java problem * Update sdkmanager * Fix sdkmanger * next sdkmanager fix * Remove xenial from android * revert to sdk-tools-{system}-3859397 * Remove linux cmake install * Update before-install.sh * Update .travis.yml * Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212) * Simplify install-deps-linux.sh * Cleanup * pick: install ninja * update cocos2d-console submodule * for metal-support alpha release, we only test cpp * add HelloCpp into project(Cocos2d-x) for tmp test * update extenal metal-support-4 * update uniform setting * [Feature] update BindGroup * [Feature] empty-test * [Feature] cpp-test * [Feature] fix GL compiler error * [Feature] fix GL crash * [Feature] empty-test * [Feature] cpp-tests * [feature] improve frameRate * [feature] fix opengl compile error * [feature] fix opengl compile error * [BugFix] fix compute maxLocation error * [Feature] update setting unifrom * [Feature] fix namespace * [Feature] remove unneeded code * [Bugfix] fix project file * [Feature] update review * [texture2d] impl texture format support (#175) * texture update * update * update texture * commit * compile on windows * ddd * rename * rename methods * no crash * save gl * save * save * rename * move out pixel format convert functions * metal crash * update * update android * support gles compressed texture format * support more compress format * add more conversion methods * ss * save * update conversion methods * add PVRTC format support * reformat * add marco linux * fix GL marcro * pvrtc supported only by ios 8.0+ * remove unused cmake * revert change * refactor Texture2D::initWithData * fix conversion log * refactor Texture2D::initWithData * remove some OpenGL constants for PVRTC * add todo * fix typo * AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174) * review cpp-tests, and fix part issues on start auto test * sync png format fix: Node:Particle3D abnormal texture effects #19204 * fix cpp-tests SpritePolygon crash, wrong png format (#19170) * fix wrong png convert format from sRGB to Gray * erase plist index if all frames was erased * test_A8.png have I8 format, fix it * [CCSpriteCache] allow re-add plist & add testcase (#19175) * allow re-add plist & add testcase * remove comments/rename method/update testcase * fix isSpriteFramesWithFileLoaded & add testcase * remove used variable * remove unused variable * fix double free issues when js/lua-tests exit on iOS (#19236) * disable part cases, AutoTest works without crash on mac * update cocos2dx files json, to test cocos new next * fix spritecache plist parsing issue (#19269) * [linux] Fix FileUtils::getContents with folder (#19157) * fix FileUtils::getContents on linux/mac * use stat.st_mode * simplify * [CCFileUtils] win32 getFileSize (#19176) * win32 getFileSize * fix stat * [cpp test-Android]20:FileUtils/2 change title (#19197) * sync #19200 * sync #19231 * [android lua] improve performance of lua loader (#19234) * [lua] improve performance of lua loader * remove cache fix * Revert "fix spritecache plist parsing issue (#19269)" This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf. * remove win32 project files ref in template.json * add metal framework lnk ref into cpp template * test on iOS, and disable part cases * alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227) * changes AudioCache to use alBufferData instead of alBufferDataStatic (also makes test 19 faster to trigger openal bugs faster) The original problem: CrashIfClientProvidedBogusAudioBufferList https://github.com/cocos2d/cocos2d-x/issues/18948 is not happening anymore, but there's still a not very frequent issue that makes OpenAL crash with a call stack like this. AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList It happes more frequently when the device is "cold", which means after half an hour of not using the device (locked). I could not find the actual source code for iOS OpenAL, so I used the macOS versions: https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html They seem to use CAGuard.h to make sure the dead buffer list has no threading issues. I'm worried because the CAGuard code I found has macos and win32 define but no iOS, so I'm not sure. I guess the iOS version is different and has the guard. I could not find a place in the code that's unprotected by the locks except the InitializeBufferMap() which should not be called more than once from cocos, and there's a workaround in AudioEngine-impl for it. I reduced the occurence of the CleanUpDeadBufferList crash by moving the guard in ~AudioCache to cover the alDeleteBuffers call. * remove hack method "setTimeout" on audio * AutoTest works on iOS * support set ios deployment target for root project * enable all texture2d cases, since Jiang have fixed * add CCTextureUtils to xcode project file (#176) * add leak cases for SpriteFrameCache (#177) * re-add SpriteFrameCache cases * update template file json * Update SpriteFrameCacheTest.cpp * fix compiling error
2019-01-18 15:08:25 +08:00
return Texture2D::getPixelFormatInfoMap().at(_pixelFormat).bpp;
}
bool Image::hasAlpha()
{
metal support for cocos2d-x (#19305) * remove deprecated files * remove some deprecated codes * remove more deprecated codes * remove ui deprecated codes * remove more deprecated codes * remove deprecated codes in ccmenuitem * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes * remove more deprecated codes * remove more deprecated codes * remove vr related codes and ignore some modules * remove allocator * remove some config * 【Feature】add back-end project file * [Feature] add back-end file * add pipeline descriptor and shader cache * [Feature] support sprite for backend * [Feature] remove unneeded code * [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture * [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture * [Feature] remove macro define to .cpp file * [Feature] add log info * [Feature] add PipelineDescriptor for TriangleCommand * [Feature] add PipelineDescriptor object as member of TriangleCommand * [Feature] add getPipelineDescriptor method * add renderbackend * complete pipeline descriptor * [Feature] add viewport in RenderCommand * set viewport when rendrering * [Feature] occur error when using RendererBackend, to be fixed. * a workaround to fix black screen on macOS 10.14 (#19090) * add rendererbackend init function * fix typo * [Feature] modify testFile * [BugFix] modify shader path * [Feature] set default viewport * fix projection * [Feature] modify log info * [BugFix] change viewport data type to int * [BugFix] add BindGroup to PipelienDescriptor * [BugFix] change a_position to vec3 in sprite.vert * [BugFix] set vertexLayout according to V3F_C4B_T2F structure * [Feature] revert a_position to vec4 * [Feature] renderer should not use gl codes directly * [Feature] it's better not use default value parameter * fix depth test setting * rendererbackend -> renderer * clear color and depth at begin * add metal backend * metal support normalized attribute * simplify codes * update external * add render pass desctriptor in pipeline descriptor * fix warnings * fix crash and memeory leak * refactor Texture2D * put pipeline descriptor into render command * simplify codes * [Feature] update Sprite * fix crash when closing app * [Feature] update SpriteBatchNode and TextureAtlas * support render texture(not finish) * [Feature] remove unused code * make tests work on mac * fix download-deps path error * make tests work on iOS * [Feature] support ttf under normal label effect * refactor triangle command processing * let renderer handle more common commands * refactor backend * make render texture work * [Feature] refactor backend for GL * [Feature]Renaming to make it easy to understand * [Feature] change warp mode to CLAMP_TO_EDGE * fix ghost * simplify visit render queue logic * support progress timer without rial mode * support partcile system * Feature/update label (#149) * [BugFix] fix compile error * [Feature] support outline effect in ios * [Feature] add shader file * [BugFix] fix begin and end RenderPass * [Feature] update CustomCommand * [Feature] revert project.pbxproj * [Feature] simplify codes * [BugFix] pack AI88 to RGBA8888 only when outline enable * [Feature] support shadow effect in Label * [Feature] support BMFont * [Feature] support glow effect * [Feature] simplify shader files * LabelAtlas work * handle blend function correctly * support tile map * don't share buffer in metal * alloc buffer size as needed * support more tilemap * Merge branch 'minggo/metal-support' into feature/updateLabel * minggo/metal-support: support tile map handle blend function correctly LabelAtlas work Feature/update label (#149) support partcile system # Conflicts: # cocos/2d/CCLabel.cpp # cocos/2d/CCSprite.cpp # cocos/2d/CCSpriteBatchNode.cpp # cocos/renderer/CCQuadCommand.cpp # cocos/renderer/CCQuadCommand.h * render texture work without saving file * use global viewport * grid3d works * remove grabber * tiled3d works * [BugFix] fix label bug * [Feature] add updateSubData for buffer * [Feature] remove setVertexCount * support depth test * add callback command * [Feature] add UITest * [Feature] update UITest * [Feature] remove unneeded codes * fix custom command issue * fix layer color blend issue * [BugFix] fix iOS compile error * [Feature] remove unneeded codes * [Feature] fix updateVertexBuffer * layerradial works * add draw test back * fix batch issue * fix compiling error * [BugFix] support ETC1 * [BugFix] get the correct pipelineDescriptor * [BugFix] skip draw when backendTexture nullptr * clipping node support * [Feature] add shader files * fix stencil issue in metal * [Feature] update UILayoutTest * [BugFix] skip drawing when vertexCount is zero * refactor renderer * add set global z order for stencil manager commands * fix warnings caused by type * remove viewport in render command * [Feature] fix warnings caused by type * [BugFix] clear vertexCount and indexCount for CustomComand when needed * [Feature] update clear for CustomCommand * ios use metal * fix viewport issue * fix LayerColorGradient crash * [cmake] transport to android and windows (#160) * save point 1 * compile on windows * run on android * revert useless change * android set CC_ENABLE_CACHE_TEXTURE_DATA to 1 * add initGlew * fix android crash * add TODO new-renderer * review update * revert onGLFWWindowPosCallback * fix android compiling error * Impl progress radial (#162) * progresstimer add radial impl * default drawType to element * dec invoke times of createVertexBuffer (#163) * support depth/stencil format for gl backend * simplify progress timer codes * support motionstreak, effect is wrong * fix motionstreak issue * [Feature] update Scissor Test (#161) * [Feature] update Scissor Test * [Feature] update ScissorTest * [Feature] rename function * [Feature] get constant reference if needed * [Feature] show render status (#164) * improve performance * fix depth state * fill error that triangle vertex/index number bigger than buffer * fix compiline error in release mode * fix buffer conflict between CPU and GPU on iOS/macOS * Renderer refactor (#165) * use one vertes/index buffer with opengl * fix error on windows * custom command support index format config * CCLayer: compact vertex data structure * update comment * fix doc * support fast tilemap * pass index format instead * fix some wrong effect * fix render texture error * fix texture per-element size * fix texture format error * BlendFunc type refactor, GLenum -> backend::BlendFactor (#167) * BlendFunc use backend::BlendFactor as inner field * update comments * use int to replace GLenum * update xcode project fiel * rename to GLBlendConst * add ccConstants.h * update xcode project file * update copyright * remove primitive command * remove CCPrimitive.cpp/.h * remove deprecated files * remove unneeded files * remove multiple view support * remove multiple view support * remove the usage of frame buffer in camera * director don't use frame buffer * remove FrameBuffer * remove BatchCommand * add some api reference * add physics2d back * fix crash when close app on mac * improve render texture * fix rendertexture issue * fix rendertexture issue * simplify codes * CMake support for mac & ios (#169) * update cmake * fix compile error * update 3rd libs version * remove CCThread.h/.cpp * remove ccthread * use audio engine to implement simple audio engine * remove unneeded codes * remove deprecated codes * remove winrt macro * remove CC_USE_WIC * set partcile blend function in more elegant way * remove unneeded codes * remove unneeded codes * cmake works on windows * update project setting * improve performance * GLFloat -> float * sync v3 cmake improvements into metal-support (#172) * pick: modern cmake, compile definitions improvement (#19139) * modern cmake, use target_compile_definitions partly * simplify macro define, remove USE_* * modern cmake, macro define * add physics 2d macro define into ccConfig.h * remove USE_CHIPMUNK macro in build.gradle * remove CocosSelectModule.cmake * shrink useless define * simplify compile options config, re-add if necessary * update external for tmp CI test * un-quote target_compile_options value * add "-g" parameter only when debug mode * keep single build type when generator Xcode & VS projecy * update external for tmp CI tes * add static_cast<char>(-1), fix -Wc++11-narrowing * simplify win32 compile define * not modify code, only improve compile options # Conflicts: # .gitignore # cmake/Modules/CocosConfigDepend.cmake # cocos/CMakeLists.txt # external/config.json # tests/cpp-tests/CMakeLists.txt * modern cmake, improve cmake_compiler_flags (#19145) * cmake_compiler_flags * Fix typo * Fix typo2 * Remove chanages from Android.mk * correct lua template cmake build (#19149) * don't add -Wno-deprecated into jsb target * correct lua template cmake build * fix win32 lua template compile error * prevent cmake in-source-build friendly (#19151) * pick: Copy resources to "Resources/" on win32 like in linux configuration * add "/Z7" for cpp-tests on windows * [cmake] fix iOS xcode property setting failed (#19208) * fix iOS xcode property setting failed * use search_depend_libs_recursive at dlls collect * fix typo * [cmake] add find_host_library into iOS toolchain file (#19230) * pick: [lua android] use luajit & template cmake update (#19239) * increase cmake stability , remove tests/CMakeLists.txt (#19261) * cmake win32 Precompiled header (#19273) * Precompiled header * Fix * Precompiled header for cocos * Precompiled header jscocos2d * Fix for COCOS2D_DEBUG is always 1 on Android (#19291) Related #19289 * little build fix, tests cpp-tests works on mac * sync v3 build related codes into metal-support (#173) * strict initialization for std::array * remove proj.win32 project configs * modern cmake, cmake_cleanup_remove_unused_variables (#19146) * Switch travis CI to xenial (#19207) * Switch travis CI to xenial * Remove language: android * Set language: cpp * Fix java problem * Update sdkmanager * Fix sdkmanger * next sdkmanager fix * Remove xenial from android * revert to sdk-tools-{system}-3859397 * Remove linux cmake install * Update before-install.sh * Update .travis.yml * Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212) * Simplify install-deps-linux.sh * Cleanup * pick: install ninja * update cocos2d-console submodule * for metal-support alpha release, we only test cpp * add HelloCpp into project(Cocos2d-x) for tmp test * update extenal metal-support-4 * update uniform setting * [Feature] update BindGroup * [Feature] empty-test * [Feature] cpp-test * [Feature] fix GL compiler error * [Feature] fix GL crash * [Feature] empty-test * [Feature] cpp-tests * [feature] improve frameRate * [feature] fix opengl compile error * [feature] fix opengl compile error * [BugFix] fix compute maxLocation error * [Feature] update setting unifrom * [Feature] fix namespace * [Feature] remove unneeded code * [Bugfix] fix project file * [Feature] update review * [texture2d] impl texture format support (#175) * texture update * update * update texture * commit * compile on windows * ddd * rename * rename methods * no crash * save gl * save * save * rename * move out pixel format convert functions * metal crash * update * update android * support gles compressed texture format * support more compress format * add more conversion methods * ss * save * update conversion methods * add PVRTC format support * reformat * add marco linux * fix GL marcro * pvrtc supported only by ios 8.0+ * remove unused cmake * revert change * refactor Texture2D::initWithData * fix conversion log * refactor Texture2D::initWithData * remove some OpenGL constants for PVRTC * add todo * fix typo * AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174) * review cpp-tests, and fix part issues on start auto test * sync png format fix: Node:Particle3D abnormal texture effects #19204 * fix cpp-tests SpritePolygon crash, wrong png format (#19170) * fix wrong png convert format from sRGB to Gray * erase plist index if all frames was erased * test_A8.png have I8 format, fix it * [CCSpriteCache] allow re-add plist & add testcase (#19175) * allow re-add plist & add testcase * remove comments/rename method/update testcase * fix isSpriteFramesWithFileLoaded & add testcase * remove used variable * remove unused variable * fix double free issues when js/lua-tests exit on iOS (#19236) * disable part cases, AutoTest works without crash on mac * update cocos2dx files json, to test cocos new next * fix spritecache plist parsing issue (#19269) * [linux] Fix FileUtils::getContents with folder (#19157) * fix FileUtils::getContents on linux/mac * use stat.st_mode * simplify * [CCFileUtils] win32 getFileSize (#19176) * win32 getFileSize * fix stat * [cpp test-Android]20:FileUtils/2 change title (#19197) * sync #19200 * sync #19231 * [android lua] improve performance of lua loader (#19234) * [lua] improve performance of lua loader * remove cache fix * Revert "fix spritecache plist parsing issue (#19269)" This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf. * remove win32 project files ref in template.json * add metal framework lnk ref into cpp template * test on iOS, and disable part cases * alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227) * changes AudioCache to use alBufferData instead of alBufferDataStatic (also makes test 19 faster to trigger openal bugs faster) The original problem: CrashIfClientProvidedBogusAudioBufferList https://github.com/cocos2d/cocos2d-x/issues/18948 is not happening anymore, but there's still a not very frequent issue that makes OpenAL crash with a call stack like this. AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList It happes more frequently when the device is "cold", which means after half an hour of not using the device (locked). I could not find the actual source code for iOS OpenAL, so I used the macOS versions: https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html They seem to use CAGuard.h to make sure the dead buffer list has no threading issues. I'm worried because the CAGuard code I found has macos and win32 define but no iOS, so I'm not sure. I guess the iOS version is different and has the guard. I could not find a place in the code that's unprotected by the locks except the InitializeBufferMap() which should not be called more than once from cocos, and there's a workaround in AudioEngine-impl for it. I reduced the occurence of the CleanUpDeadBufferList crash by moving the guard in ~AudioCache to cover the alDeleteBuffers call. * remove hack method "setTimeout" on audio * AutoTest works on iOS * support set ios deployment target for root project * enable all texture2d cases, since Jiang have fixed * add CCTextureUtils to xcode project file (#176) * add leak cases for SpriteFrameCache (#177) * re-add SpriteFrameCache cases * update template file json * Update SpriteFrameCacheTest.cpp * fix compiling error
2019-01-18 15:08:25 +08:00
return Texture2D::getPixelFormatInfoMap().at(_pixelFormat).alpha;
}
bool Image::isCompressed()
{
metal support for cocos2d-x (#19305) * remove deprecated files * remove some deprecated codes * remove more deprecated codes * remove ui deprecated codes * remove more deprecated codes * remove deprecated codes in ccmenuitem * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes * remove more deprecated codes * remove more deprecated codes * remove vr related codes and ignore some modules * remove allocator * remove some config * 【Feature】add back-end project file * [Feature] add back-end file * add pipeline descriptor and shader cache * [Feature] support sprite for backend * [Feature] remove unneeded code * [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture * [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture * [Feature] remove macro define to .cpp file * [Feature] add log info * [Feature] add PipelineDescriptor for TriangleCommand * [Feature] add PipelineDescriptor object as member of TriangleCommand * [Feature] add getPipelineDescriptor method * add renderbackend * complete pipeline descriptor * [Feature] add viewport in RenderCommand * set viewport when rendrering * [Feature] occur error when using RendererBackend, to be fixed. * a workaround to fix black screen on macOS 10.14 (#19090) * add rendererbackend init function * fix typo * [Feature] modify testFile * [BugFix] modify shader path * [Feature] set default viewport * fix projection * [Feature] modify log info * [BugFix] change viewport data type to int * [BugFix] add BindGroup to PipelienDescriptor * [BugFix] change a_position to vec3 in sprite.vert * [BugFix] set vertexLayout according to V3F_C4B_T2F structure * [Feature] revert a_position to vec4 * [Feature] renderer should not use gl codes directly * [Feature] it's better not use default value parameter * fix depth test setting * rendererbackend -> renderer * clear color and depth at begin * add metal backend * metal support normalized attribute * simplify codes * update external * add render pass desctriptor in pipeline descriptor * fix warnings * fix crash and memeory leak * refactor Texture2D * put pipeline descriptor into render command * simplify codes * [Feature] update Sprite * fix crash when closing app * [Feature] update SpriteBatchNode and TextureAtlas * support render texture(not finish) * [Feature] remove unused code * make tests work on mac * fix download-deps path error * make tests work on iOS * [Feature] support ttf under normal label effect * refactor triangle command processing * let renderer handle more common commands * refactor backend * make render texture work * [Feature] refactor backend for GL * [Feature]Renaming to make it easy to understand * [Feature] change warp mode to CLAMP_TO_EDGE * fix ghost * simplify visit render queue logic * support progress timer without rial mode * support partcile system * Feature/update label (#149) * [BugFix] fix compile error * [Feature] support outline effect in ios * [Feature] add shader file * [BugFix] fix begin and end RenderPass * [Feature] update CustomCommand * [Feature] revert project.pbxproj * [Feature] simplify codes * [BugFix] pack AI88 to RGBA8888 only when outline enable * [Feature] support shadow effect in Label * [Feature] support BMFont * [Feature] support glow effect * [Feature] simplify shader files * LabelAtlas work * handle blend function correctly * support tile map * don't share buffer in metal * alloc buffer size as needed * support more tilemap * Merge branch 'minggo/metal-support' into feature/updateLabel * minggo/metal-support: support tile map handle blend function correctly LabelAtlas work Feature/update label (#149) support partcile system # Conflicts: # cocos/2d/CCLabel.cpp # cocos/2d/CCSprite.cpp # cocos/2d/CCSpriteBatchNode.cpp # cocos/renderer/CCQuadCommand.cpp # cocos/renderer/CCQuadCommand.h * render texture work without saving file * use global viewport * grid3d works * remove grabber * tiled3d works * [BugFix] fix label bug * [Feature] add updateSubData for buffer * [Feature] remove setVertexCount * support depth test * add callback command * [Feature] add UITest * [Feature] update UITest * [Feature] remove unneeded codes * fix custom command issue * fix layer color blend issue * [BugFix] fix iOS compile error * [Feature] remove unneeded codes * [Feature] fix updateVertexBuffer * layerradial works * add draw test back * fix batch issue * fix compiling error * [BugFix] support ETC1 * [BugFix] get the correct pipelineDescriptor * [BugFix] skip draw when backendTexture nullptr * clipping node support * [Feature] add shader files * fix stencil issue in metal * [Feature] update UILayoutTest * [BugFix] skip drawing when vertexCount is zero * refactor renderer * add set global z order for stencil manager commands * fix warnings caused by type * remove viewport in render command * [Feature] fix warnings caused by type * [BugFix] clear vertexCount and indexCount for CustomComand when needed * [Feature] update clear for CustomCommand * ios use metal * fix viewport issue * fix LayerColorGradient crash * [cmake] transport to android and windows (#160) * save point 1 * compile on windows * run on android * revert useless change * android set CC_ENABLE_CACHE_TEXTURE_DATA to 1 * add initGlew * fix android crash * add TODO new-renderer * review update * revert onGLFWWindowPosCallback * fix android compiling error * Impl progress radial (#162) * progresstimer add radial impl * default drawType to element * dec invoke times of createVertexBuffer (#163) * support depth/stencil format for gl backend * simplify progress timer codes * support motionstreak, effect is wrong * fix motionstreak issue * [Feature] update Scissor Test (#161) * [Feature] update Scissor Test * [Feature] update ScissorTest * [Feature] rename function * [Feature] get constant reference if needed * [Feature] show render status (#164) * improve performance * fix depth state * fill error that triangle vertex/index number bigger than buffer * fix compiline error in release mode * fix buffer conflict between CPU and GPU on iOS/macOS * Renderer refactor (#165) * use one vertes/index buffer with opengl * fix error on windows * custom command support index format config * CCLayer: compact vertex data structure * update comment * fix doc * support fast tilemap * pass index format instead * fix some wrong effect * fix render texture error * fix texture per-element size * fix texture format error * BlendFunc type refactor, GLenum -> backend::BlendFactor (#167) * BlendFunc use backend::BlendFactor as inner field * update comments * use int to replace GLenum * update xcode project fiel * rename to GLBlendConst * add ccConstants.h * update xcode project file * update copyright * remove primitive command * remove CCPrimitive.cpp/.h * remove deprecated files * remove unneeded files * remove multiple view support * remove multiple view support * remove the usage of frame buffer in camera * director don't use frame buffer * remove FrameBuffer * remove BatchCommand * add some api reference * add physics2d back * fix crash when close app on mac * improve render texture * fix rendertexture issue * fix rendertexture issue * simplify codes * CMake support for mac & ios (#169) * update cmake * fix compile error * update 3rd libs version * remove CCThread.h/.cpp * remove ccthread * use audio engine to implement simple audio engine * remove unneeded codes * remove deprecated codes * remove winrt macro * remove CC_USE_WIC * set partcile blend function in more elegant way * remove unneeded codes * remove unneeded codes * cmake works on windows * update project setting * improve performance * GLFloat -> float * sync v3 cmake improvements into metal-support (#172) * pick: modern cmake, compile definitions improvement (#19139) * modern cmake, use target_compile_definitions partly * simplify macro define, remove USE_* * modern cmake, macro define * add physics 2d macro define into ccConfig.h * remove USE_CHIPMUNK macro in build.gradle * remove CocosSelectModule.cmake * shrink useless define * simplify compile options config, re-add if necessary * update external for tmp CI test * un-quote target_compile_options value * add "-g" parameter only when debug mode * keep single build type when generator Xcode & VS projecy * update external for tmp CI tes * add static_cast<char>(-1), fix -Wc++11-narrowing * simplify win32 compile define * not modify code, only improve compile options # Conflicts: # .gitignore # cmake/Modules/CocosConfigDepend.cmake # cocos/CMakeLists.txt # external/config.json # tests/cpp-tests/CMakeLists.txt * modern cmake, improve cmake_compiler_flags (#19145) * cmake_compiler_flags * Fix typo * Fix typo2 * Remove chanages from Android.mk * correct lua template cmake build (#19149) * don't add -Wno-deprecated into jsb target * correct lua template cmake build * fix win32 lua template compile error * prevent cmake in-source-build friendly (#19151) * pick: Copy resources to "Resources/" on win32 like in linux configuration * add "/Z7" for cpp-tests on windows * [cmake] fix iOS xcode property setting failed (#19208) * fix iOS xcode property setting failed * use search_depend_libs_recursive at dlls collect * fix typo * [cmake] add find_host_library into iOS toolchain file (#19230) * pick: [lua android] use luajit & template cmake update (#19239) * increase cmake stability , remove tests/CMakeLists.txt (#19261) * cmake win32 Precompiled header (#19273) * Precompiled header * Fix * Precompiled header for cocos * Precompiled header jscocos2d * Fix for COCOS2D_DEBUG is always 1 on Android (#19291) Related #19289 * little build fix, tests cpp-tests works on mac * sync v3 build related codes into metal-support (#173) * strict initialization for std::array * remove proj.win32 project configs * modern cmake, cmake_cleanup_remove_unused_variables (#19146) * Switch travis CI to xenial (#19207) * Switch travis CI to xenial * Remove language: android * Set language: cpp * Fix java problem * Update sdkmanager * Fix sdkmanger * next sdkmanager fix * Remove xenial from android * revert to sdk-tools-{system}-3859397 * Remove linux cmake install * Update before-install.sh * Update .travis.yml * Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212) * Simplify install-deps-linux.sh * Cleanup * pick: install ninja * update cocos2d-console submodule * for metal-support alpha release, we only test cpp * add HelloCpp into project(Cocos2d-x) for tmp test * update extenal metal-support-4 * update uniform setting * [Feature] update BindGroup * [Feature] empty-test * [Feature] cpp-test * [Feature] fix GL compiler error * [Feature] fix GL crash * [Feature] empty-test * [Feature] cpp-tests * [feature] improve frameRate * [feature] fix opengl compile error * [feature] fix opengl compile error * [BugFix] fix compute maxLocation error * [Feature] update setting unifrom * [Feature] fix namespace * [Feature] remove unneeded code * [Bugfix] fix project file * [Feature] update review * [texture2d] impl texture format support (#175) * texture update * update * update texture * commit * compile on windows * ddd * rename * rename methods * no crash * save gl * save * save * rename * move out pixel format convert functions * metal crash * update * update android * support gles compressed texture format * support more compress format * add more conversion methods * ss * save * update conversion methods * add PVRTC format support * reformat * add marco linux * fix GL marcro * pvrtc supported only by ios 8.0+ * remove unused cmake * revert change * refactor Texture2D::initWithData * fix conversion log * refactor Texture2D::initWithData * remove some OpenGL constants for PVRTC * add todo * fix typo * AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174) * review cpp-tests, and fix part issues on start auto test * sync png format fix: Node:Particle3D abnormal texture effects #19204 * fix cpp-tests SpritePolygon crash, wrong png format (#19170) * fix wrong png convert format from sRGB to Gray * erase plist index if all frames was erased * test_A8.png have I8 format, fix it * [CCSpriteCache] allow re-add plist & add testcase (#19175) * allow re-add plist & add testcase * remove comments/rename method/update testcase * fix isSpriteFramesWithFileLoaded & add testcase * remove used variable * remove unused variable * fix double free issues when js/lua-tests exit on iOS (#19236) * disable part cases, AutoTest works without crash on mac * update cocos2dx files json, to test cocos new next * fix spritecache plist parsing issue (#19269) * [linux] Fix FileUtils::getContents with folder (#19157) * fix FileUtils::getContents on linux/mac * use stat.st_mode * simplify * [CCFileUtils] win32 getFileSize (#19176) * win32 getFileSize * fix stat * [cpp test-Android]20:FileUtils/2 change title (#19197) * sync #19200 * sync #19231 * [android lua] improve performance of lua loader (#19234) * [lua] improve performance of lua loader * remove cache fix * Revert "fix spritecache plist parsing issue (#19269)" This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf. * remove win32 project files ref in template.json * add metal framework lnk ref into cpp template * test on iOS, and disable part cases * alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227) * changes AudioCache to use alBufferData instead of alBufferDataStatic (also makes test 19 faster to trigger openal bugs faster) The original problem: CrashIfClientProvidedBogusAudioBufferList https://github.com/cocos2d/cocos2d-x/issues/18948 is not happening anymore, but there's still a not very frequent issue that makes OpenAL crash with a call stack like this. AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList It happes more frequently when the device is "cold", which means after half an hour of not using the device (locked). I could not find the actual source code for iOS OpenAL, so I used the macOS versions: https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html They seem to use CAGuard.h to make sure the dead buffer list has no threading issues. I'm worried because the CAGuard code I found has macos and win32 define but no iOS, so I'm not sure. I guess the iOS version is different and has the guard. I could not find a place in the code that's unprotected by the locks except the InitializeBufferMap() which should not be called more than once from cocos, and there's a workaround in AudioEngine-impl for it. I reduced the occurence of the CleanUpDeadBufferList crash by moving the guard in ~AudioCache to cover the alDeleteBuffers call. * remove hack method "setTimeout" on audio * AutoTest works on iOS * support set ios deployment target for root project * enable all texture2d cases, since Jiang have fixed * add CCTextureUtils to xcode project file (#176) * add leak cases for SpriteFrameCache (#177) * re-add SpriteFrameCache cases * update template file json * Update SpriteFrameCacheTest.cpp * fix compiling error
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return Texture2D::getPixelFormatInfoMap().at(_pixelFormat).compressed;
}
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namespace
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{
/*
* ERROR HANDLING:
*
* The JPEG library's standard error handler (jerror.c) is divided into
* several "methods" which you can override individually. This lets you
* adjust the behavior without duplicating a lot of code, which you might
* have to update with each future release.
*
* We override the "error_exit" method so that control is returned to the
* library's caller when a fatal error occurs, rather than calling exit()
* as the standard error_exit method does.
*
* We use C's setjmp/longjmp facility to return control. This means that the
* routine which calls the JPEG library must first execute a setjmp() call to
* establish the return point. We want the replacement error_exit to do a
* longjmp(). But we need to make the setjmp buffer accessible to the
* error_exit routine. To do this, we make a private extension of the
* standard JPEG error handler object. (If we were using C++, we'd say we
* were making a subclass of the regular error handler.)
*
* Here's the extended error handler struct:
*/
#if CC_USE_JPEG
struct MyErrorMgr
{
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struct jpeg_error_mgr pub; /* "public" fields */
jmp_buf setjmp_buffer; /* for return to caller */
};
typedef struct MyErrorMgr * MyErrorPtr;
/*
* Here's the routine that will replace the standard error_exit method:
*/
METHODDEF(void)
myErrorExit(j_common_ptr cinfo)
{
/* cinfo->err really points to a MyErrorMgr struct, so coerce pointer */
MyErrorPtr myerr = (MyErrorPtr) cinfo->err;
/* Always display the message. */
/* We could postpone this until after returning, if we chose. */
/* internal message function can't show error message in some platforms, so we rewrite it here.
* edit it if has version conflict.
*/
//(*cinfo->err->output_message) (cinfo);
char buffer[JMSG_LENGTH_MAX];
(*cinfo->err->format_message) (cinfo, buffer);
CCLOG("jpeg error: %s", buffer);
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/* Return control to the setjmp point */
longjmp(myerr->setjmp_buffer, 1);
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}
#endif // CC_USE_JPEG
}
bool Image::initWithJpgData(const unsigned char * data, ssize_t dataLen)
{
metal support for cocos2d-x (#19305) * remove deprecated files * remove some deprecated codes * remove more deprecated codes * remove ui deprecated codes * remove more deprecated codes * remove deprecated codes in ccmenuitem * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes * remove more deprecated codes * remove more deprecated codes * remove vr related codes and ignore some modules * remove allocator * remove some config * 【Feature】add back-end project file * [Feature] add back-end file * add pipeline descriptor and shader cache * [Feature] support sprite for backend * [Feature] remove unneeded code * [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture * [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture * [Feature] remove macro define to .cpp file * [Feature] add log info * [Feature] add PipelineDescriptor for TriangleCommand * [Feature] add PipelineDescriptor object as member of TriangleCommand * [Feature] add getPipelineDescriptor method * add renderbackend * complete pipeline descriptor * [Feature] add viewport in RenderCommand * set viewport when rendrering * [Feature] occur error when using RendererBackend, to be fixed. * a workaround to fix black screen on macOS 10.14 (#19090) * add rendererbackend init function * fix typo * [Feature] modify testFile * [BugFix] modify shader path * [Feature] set default viewport * fix projection * [Feature] modify log info * [BugFix] change viewport data type to int * [BugFix] add BindGroup to PipelienDescriptor * [BugFix] change a_position to vec3 in sprite.vert * [BugFix] set vertexLayout according to V3F_C4B_T2F structure * [Feature] revert a_position to vec4 * [Feature] renderer should not use gl codes directly * [Feature] it's better not use default value parameter * fix depth test setting * rendererbackend -> renderer * clear color and depth at begin * add metal backend * metal support normalized attribute * simplify codes * update external * add render pass desctriptor in pipeline descriptor * fix warnings * fix crash and memeory leak * refactor Texture2D * put pipeline descriptor into render command * simplify codes * [Feature] update Sprite * fix crash when closing app * [Feature] update SpriteBatchNode and TextureAtlas * support render texture(not finish) * [Feature] remove unused code * make tests work on mac * fix download-deps path error * make tests work on iOS * [Feature] support ttf under normal label effect * refactor triangle command processing * let renderer handle more common commands * refactor backend * make render texture work * [Feature] refactor backend for GL * [Feature]Renaming to make it easy to understand * [Feature] change warp mode to CLAMP_TO_EDGE * fix ghost * simplify visit render queue logic * support progress timer without rial mode * support partcile system * Feature/update label (#149) * [BugFix] fix compile error * [Feature] support outline effect in ios * [Feature] add shader file * [BugFix] fix begin and end RenderPass * [Feature] update CustomCommand * [Feature] revert project.pbxproj * [Feature] simplify codes * [BugFix] pack AI88 to RGBA8888 only when outline enable * [Feature] support shadow effect in Label * [Feature] support BMFont * [Feature] support glow effect * [Feature] simplify shader files * LabelAtlas work * handle blend function correctly * support tile map * don't share buffer in metal * alloc buffer size as needed * support more tilemap * Merge branch 'minggo/metal-support' into feature/updateLabel * minggo/metal-support: support tile map handle blend function correctly LabelAtlas work Feature/update label (#149) support partcile system # Conflicts: # cocos/2d/CCLabel.cpp # cocos/2d/CCSprite.cpp # cocos/2d/CCSpriteBatchNode.cpp # cocos/renderer/CCQuadCommand.cpp # cocos/renderer/CCQuadCommand.h * render texture work without saving file * use global viewport * grid3d works * remove grabber * tiled3d works * [BugFix] fix label bug * [Feature] add updateSubData for buffer * [Feature] remove setVertexCount * support depth test * add callback command * [Feature] add UITest * [Feature] update UITest * [Feature] remove unneeded codes * fix custom command issue * fix layer color blend issue * [BugFix] fix iOS compile error * [Feature] remove unneeded codes * [Feature] fix updateVertexBuffer * layerradial works * add draw test back * fix batch issue * fix compiling error * [BugFix] support ETC1 * [BugFix] get the correct pipelineDescriptor * [BugFix] skip draw when backendTexture nullptr * clipping node support * [Feature] add shader files * fix stencil issue in metal * [Feature] update UILayoutTest * [BugFix] skip drawing when vertexCount is zero * refactor renderer * add set global z order for stencil manager commands * fix warnings caused by type * remove viewport in render command * [Feature] fix warnings caused by type * [BugFix] clear vertexCount and indexCount for CustomComand when needed * [Feature] update clear for CustomCommand * ios use metal * fix viewport issue * fix LayerColorGradient crash * [cmake] transport to android and windows (#160) * save point 1 * compile on windows * run on android * revert useless change * android set CC_ENABLE_CACHE_TEXTURE_DATA to 1 * add initGlew * fix android crash * add TODO new-renderer * review update * revert onGLFWWindowPosCallback * fix android compiling error * Impl progress radial (#162) * progresstimer add radial impl * default drawType to element * dec invoke times of createVertexBuffer (#163) * support depth/stencil format for gl backend * simplify progress timer codes * support motionstreak, effect is wrong * fix motionstreak issue * [Feature] update Scissor Test (#161) * [Feature] update Scissor Test * [Feature] update ScissorTest * [Feature] rename function * [Feature] get constant reference if needed * [Feature] show render status (#164) * improve performance * fix depth state * fill error that triangle vertex/index number bigger than buffer * fix compiline error in release mode * fix buffer conflict between CPU and GPU on iOS/macOS * Renderer refactor (#165) * use one vertes/index buffer with opengl * fix error on windows * custom command support index format config * CCLayer: compact vertex data structure * update comment * fix doc * support fast tilemap * pass index format instead * fix some wrong effect * fix render texture error * fix texture per-element size * fix texture format error * BlendFunc type refactor, GLenum -> backend::BlendFactor (#167) * BlendFunc use backend::BlendFactor as inner field * update comments * use int to replace GLenum * update xcode project fiel * rename to GLBlendConst * add ccConstants.h * update xcode project file * update copyright * remove primitive command * remove CCPrimitive.cpp/.h * remove deprecated files * remove unneeded files * remove multiple view support * remove multiple view support * remove the usage of frame buffer in camera * director don't use frame buffer * remove FrameBuffer * remove BatchCommand * add some api reference * add physics2d back * fix crash when close app on mac * improve render texture * fix rendertexture issue * fix rendertexture issue * simplify codes * CMake support for mac & ios (#169) * update cmake * fix compile error * update 3rd libs version * remove CCThread.h/.cpp * remove ccthread * use audio engine to implement simple audio engine * remove unneeded codes * remove deprecated codes * remove winrt macro * remove CC_USE_WIC * set partcile blend function in more elegant way * remove unneeded codes * remove unneeded codes * cmake works on windows * update project setting * improve performance * GLFloat -> float * sync v3 cmake improvements into metal-support (#172) * pick: modern cmake, compile definitions improvement (#19139) * modern cmake, use target_compile_definitions partly * simplify macro define, remove USE_* * modern cmake, macro define * add physics 2d macro define into ccConfig.h * remove USE_CHIPMUNK macro in build.gradle * remove CocosSelectModule.cmake * shrink useless define * simplify compile options config, re-add if necessary * update external for tmp CI test * un-quote target_compile_options value * add "-g" parameter only when debug mode * keep single build type when generator Xcode & VS projecy * update external for tmp CI tes * add static_cast<char>(-1), fix -Wc++11-narrowing * simplify win32 compile define * not modify code, only improve compile options # Conflicts: # .gitignore # cmake/Modules/CocosConfigDepend.cmake # cocos/CMakeLists.txt # external/config.json # tests/cpp-tests/CMakeLists.txt * modern cmake, improve cmake_compiler_flags (#19145) * cmake_compiler_flags * Fix typo * Fix typo2 * Remove chanages from Android.mk * correct lua template cmake build (#19149) * don't add -Wno-deprecated into jsb target * correct lua template cmake build * fix win32 lua template compile error * prevent cmake in-source-build friendly (#19151) * pick: Copy resources to "Resources/" on win32 like in linux configuration * add "/Z7" for cpp-tests on windows * [cmake] fix iOS xcode property setting failed (#19208) * fix iOS xcode property setting failed * use search_depend_libs_recursive at dlls collect * fix typo * [cmake] add find_host_library into iOS toolchain file (#19230) * pick: [lua android] use luajit & template cmake update (#19239) * increase cmake stability , remove tests/CMakeLists.txt (#19261) * cmake win32 Precompiled header (#19273) * Precompiled header * Fix * Precompiled header for cocos * Precompiled header jscocos2d * Fix for COCOS2D_DEBUG is always 1 on Android (#19291) Related #19289 * little build fix, tests cpp-tests works on mac * sync v3 build related codes into metal-support (#173) * strict initialization for std::array * remove proj.win32 project configs * modern cmake, cmake_cleanup_remove_unused_variables (#19146) * Switch travis CI to xenial (#19207) * Switch travis CI to xenial * Remove language: android * Set language: cpp * Fix java problem * Update sdkmanager * Fix sdkmanger * next sdkmanager fix * Remove xenial from android * revert to sdk-tools-{system}-3859397 * Remove linux cmake install * Update before-install.sh * Update .travis.yml * Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212) * Simplify install-deps-linux.sh * Cleanup * pick: install ninja * update cocos2d-console submodule * for metal-support alpha release, we only test cpp * add HelloCpp into project(Cocos2d-x) for tmp test * update extenal metal-support-4 * update uniform setting * [Feature] update BindGroup * [Feature] empty-test * [Feature] cpp-test * [Feature] fix GL compiler error * [Feature] fix GL crash * [Feature] empty-test * [Feature] cpp-tests * [feature] improve frameRate * [feature] fix opengl compile error * [feature] fix opengl compile error * [BugFix] fix compute maxLocation error * [Feature] update setting unifrom * [Feature] fix namespace * [Feature] remove unneeded code * [Bugfix] fix project file * [Feature] update review * [texture2d] impl texture format support (#175) * texture update * update * update texture * commit * compile on windows * ddd * rename * rename methods * no crash * save gl * save * save * rename * move out pixel format convert functions * metal crash * update * update android * support gles compressed texture format * support more compress format * add more conversion methods * ss * save * update conversion methods * add PVRTC format support * reformat * add marco linux * fix GL marcro * pvrtc supported only by ios 8.0+ * remove unused cmake * revert change * refactor Texture2D::initWithData * fix conversion log * refactor Texture2D::initWithData * remove some OpenGL constants for PVRTC * add todo * fix typo * AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174) * review cpp-tests, and fix part issues on start auto test * sync png format fix: Node:Particle3D abnormal texture effects #19204 * fix cpp-tests SpritePolygon crash, wrong png format (#19170) * fix wrong png convert format from sRGB to Gray * erase plist index if all frames was erased * test_A8.png have I8 format, fix it * [CCSpriteCache] allow re-add plist & add testcase (#19175) * allow re-add plist & add testcase * remove comments/rename method/update testcase * fix isSpriteFramesWithFileLoaded & add testcase * remove used variable * remove unused variable * fix double free issues when js/lua-tests exit on iOS (#19236) * disable part cases, AutoTest works without crash on mac * update cocos2dx files json, to test cocos new next * fix spritecache plist parsing issue (#19269) * [linux] Fix FileUtils::getContents with folder (#19157) * fix FileUtils::getContents on linux/mac * use stat.st_mode * simplify * [CCFileUtils] win32 getFileSize (#19176) * win32 getFileSize * fix stat * [cpp test-Android]20:FileUtils/2 change title (#19197) * sync #19200 * sync #19231 * [android lua] improve performance of lua loader (#19234) * [lua] improve performance of lua loader * remove cache fix * Revert "fix spritecache plist parsing issue (#19269)" This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf. * remove win32 project files ref in template.json * add metal framework lnk ref into cpp template * test on iOS, and disable part cases * alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227) * changes AudioCache to use alBufferData instead of alBufferDataStatic (also makes test 19 faster to trigger openal bugs faster) The original problem: CrashIfClientProvidedBogusAudioBufferList https://github.com/cocos2d/cocos2d-x/issues/18948 is not happening anymore, but there's still a not very frequent issue that makes OpenAL crash with a call stack like this. AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList It happes more frequently when the device is "cold", which means after half an hour of not using the device (locked). I could not find the actual source code for iOS OpenAL, so I used the macOS versions: https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html They seem to use CAGuard.h to make sure the dead buffer list has no threading issues. I'm worried because the CAGuard code I found has macos and win32 define but no iOS, so I'm not sure. I guess the iOS version is different and has the guard. I could not find a place in the code that's unprotected by the locks except the InitializeBufferMap() which should not be called more than once from cocos, and there's a workaround in AudioEngine-impl for it. I reduced the occurence of the CleanUpDeadBufferList crash by moving the guard in ~AudioCache to cover the alDeleteBuffers call. * remove hack method "setTimeout" on audio * AutoTest works on iOS * support set ios deployment target for root project * enable all texture2d cases, since Jiang have fixed * add CCTextureUtils to xcode project file (#176) * add leak cases for SpriteFrameCache (#177) * re-add SpriteFrameCache cases * update template file json * Update SpriteFrameCacheTest.cpp * fix compiling error
2019-01-18 15:08:25 +08:00
#if CC_USE_JPEG
/* these are standard libjpeg structures for reading(decompression) */
struct jpeg_decompress_struct cinfo;
/* We use our private extension JPEG error handler.
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* Note that this struct must live as long as the main JPEG parameter
* struct, to avoid dangling-pointer problems.
*/
struct MyErrorMgr jerr;
/* libjpeg data structure for storing one row, that is, scanline of an image */
JSAMPROW row_pointer[1] = {0};
unsigned long location = 0;
bool ret = false;
do
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{
/* We set up the normal JPEG error routines, then override error_exit. */
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cinfo.err = jpeg_std_error(&jerr.pub);
jerr.pub.error_exit = myErrorExit;
/* Establish the setjmp return context for MyErrorExit to use. */
if (setjmp(jerr.setjmp_buffer))
{
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/* If we get here, the JPEG code has signaled an error.
* We need to clean up the JPEG object, close the input file, and return.
*/
jpeg_destroy_decompress(&cinfo);
break;
}
/* setup decompression process and source, then read JPEG header */
jpeg_create_decompress( &cinfo );
#ifndef CC_TARGET_QT5
jpeg_mem_src(&cinfo, const_cast<unsigned char*>(data), dataLen);
#endif /* CC_TARGET_QT5 */
/* reading the image header which contains image information */
#if (JPEG_LIB_VERSION >= 90)
// libjpeg 0.9 adds stricter types.
jpeg_read_header(&cinfo, TRUE);
#else
jpeg_read_header(&cinfo, TRUE);
metal support for cocos2d-x (#19305) * remove deprecated files * remove some deprecated codes * remove more deprecated codes * remove ui deprecated codes * remove more deprecated codes * remove deprecated codes in ccmenuitem * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes * remove more deprecated codes * remove more deprecated codes * remove vr related codes and ignore some modules * remove allocator * remove some config * 【Feature】add back-end project file * [Feature] add back-end file * add pipeline descriptor and shader cache * [Feature] support sprite for backend * [Feature] remove unneeded code * [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture * [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture * [Feature] remove macro define to .cpp file * [Feature] add log info * [Feature] add PipelineDescriptor for TriangleCommand * [Feature] add PipelineDescriptor object as member of TriangleCommand * [Feature] add getPipelineDescriptor method * add renderbackend * complete pipeline descriptor * [Feature] add viewport in RenderCommand * set viewport when rendrering * [Feature] occur error when using RendererBackend, to be fixed. * a workaround to fix black screen on macOS 10.14 (#19090) * add rendererbackend init function * fix typo * [Feature] modify testFile * [BugFix] modify shader path * [Feature] set default viewport * fix projection * [Feature] modify log info * [BugFix] change viewport data type to int * [BugFix] add BindGroup to PipelienDescriptor * [BugFix] change a_position to vec3 in sprite.vert * [BugFix] set vertexLayout according to V3F_C4B_T2F structure * [Feature] revert a_position to vec4 * [Feature] renderer should not use gl codes directly * [Feature] it's better not use default value parameter * fix depth test setting * rendererbackend -> renderer * clear color and depth at begin * add metal backend * metal support normalized attribute * simplify codes * update external * add render pass desctriptor in pipeline descriptor * fix warnings * fix crash and memeory leak * refactor Texture2D * put pipeline descriptor into render command * simplify codes * [Feature] update Sprite * fix crash when closing app * [Feature] update SpriteBatchNode and TextureAtlas * support render texture(not finish) * [Feature] remove unused code * make tests work on mac * fix download-deps path error * make tests work on iOS * [Feature] support ttf under normal label effect * refactor triangle command processing * let renderer handle more common commands * refactor backend * make render texture work * [Feature] refactor backend for GL * [Feature]Renaming to make it easy to understand * [Feature] change warp mode to CLAMP_TO_EDGE * fix ghost * simplify visit render queue logic * support progress timer without rial mode * support partcile system * Feature/update label (#149) * [BugFix] fix compile error * [Feature] support outline effect in ios * [Feature] add shader file * [BugFix] fix begin and end RenderPass * [Feature] update CustomCommand * [Feature] revert project.pbxproj * [Feature] simplify codes * [BugFix] pack AI88 to RGBA8888 only when outline enable * [Feature] support shadow effect in Label * [Feature] support BMFont * [Feature] support glow effect * [Feature] simplify shader files * LabelAtlas work * handle blend function correctly * support tile map * don't share buffer in metal * alloc buffer size as needed * support more tilemap * Merge branch 'minggo/metal-support' into feature/updateLabel * minggo/metal-support: support tile map handle blend function correctly LabelAtlas work Feature/update label (#149) support partcile system # Conflicts: # cocos/2d/CCLabel.cpp # cocos/2d/CCSprite.cpp # cocos/2d/CCSpriteBatchNode.cpp # cocos/renderer/CCQuadCommand.cpp # cocos/renderer/CCQuadCommand.h * render texture work without saving file * use global viewport * grid3d works * remove grabber * tiled3d works * [BugFix] fix label bug * [Feature] add updateSubData for buffer * [Feature] remove setVertexCount * support depth test * add callback command * [Feature] add UITest * [Feature] update UITest * [Feature] remove unneeded codes * fix custom command issue * fix layer color blend issue * [BugFix] fix iOS compile error * [Feature] remove unneeded codes * [Feature] fix updateVertexBuffer * layerradial works * add draw test back * fix batch issue * fix compiling error * [BugFix] support ETC1 * [BugFix] get the correct pipelineDescriptor * [BugFix] skip draw when backendTexture nullptr * clipping node support * [Feature] add shader files * fix stencil issue in metal * [Feature] update UILayoutTest * [BugFix] skip drawing when vertexCount is zero * refactor renderer * add set global z order for stencil manager commands * fix warnings caused by type * remove viewport in render command * [Feature] fix warnings caused by type * [BugFix] clear vertexCount and indexCount for CustomComand when needed * [Feature] update clear for CustomCommand * ios use metal * fix viewport issue * fix LayerColorGradient crash * [cmake] transport to android and windows (#160) * save point 1 * compile on windows * run on android * revert useless change * android set CC_ENABLE_CACHE_TEXTURE_DATA to 1 * add initGlew * fix android crash * add TODO new-renderer * review update * revert onGLFWWindowPosCallback * fix android compiling error * Impl progress radial (#162) * progresstimer add radial impl * default drawType to element * dec invoke times of createVertexBuffer (#163) * support depth/stencil format for gl backend * simplify progress timer codes * support motionstreak, effect is wrong * fix motionstreak issue * [Feature] update Scissor Test (#161) * [Feature] update Scissor Test * [Feature] update ScissorTest * [Feature] rename function * [Feature] get constant reference if needed * [Feature] show render status (#164) * improve performance * fix depth state * fill error that triangle vertex/index number bigger than buffer * fix compiline error in release mode * fix buffer conflict between CPU and GPU on iOS/macOS * Renderer refactor (#165) * use one vertes/index buffer with opengl * fix error on windows * custom command support index format config * CCLayer: compact vertex data structure * update comment * fix doc * support fast tilemap * pass index format instead * fix some wrong effect * fix render texture error * fix texture per-element size * fix texture format error * BlendFunc type refactor, GLenum -> backend::BlendFactor (#167) * BlendFunc use backend::BlendFactor as inner field * update comments * use int to replace GLenum * update xcode project fiel * rename to GLBlendConst * add ccConstants.h * update xcode project file * update copyright * remove primitive command * remove CCPrimitive.cpp/.h * remove deprecated files * remove unneeded files * remove multiple view support * remove multiple view support * remove the usage of frame buffer in camera * director don't use frame buffer * remove FrameBuffer * remove BatchCommand * add some api reference * add physics2d back * fix crash when close app on mac * improve render texture * fix rendertexture issue * fix rendertexture issue * simplify codes * CMake support for mac & ios (#169) * update cmake * fix compile error * update 3rd libs version * remove CCThread.h/.cpp * remove ccthread * use audio engine to implement simple audio engine * remove unneeded codes * remove deprecated codes * remove winrt macro * remove CC_USE_WIC * set partcile blend function in more elegant way * remove unneeded codes * remove unneeded codes * cmake works on windows * update project setting * improve performance * GLFloat -> float * sync v3 cmake improvements into metal-support (#172) * pick: modern cmake, compile definitions improvement (#19139) * modern cmake, use target_compile_definitions partly * simplify macro define, remove USE_* * modern cmake, macro define * add physics 2d macro define into ccConfig.h * remove USE_CHIPMUNK macro in build.gradle * remove CocosSelectModule.cmake * shrink useless define * simplify compile options config, re-add if necessary * update external for tmp CI test * un-quote target_compile_options value * add "-g" parameter only when debug mode * keep single build type when generator Xcode & VS projecy * update external for tmp CI tes * add static_cast<char>(-1), fix -Wc++11-narrowing * simplify win32 compile define * not modify code, only improve compile options # Conflicts: # .gitignore # cmake/Modules/CocosConfigDepend.cmake # cocos/CMakeLists.txt # external/config.json # tests/cpp-tests/CMakeLists.txt * modern cmake, improve cmake_compiler_flags (#19145) * cmake_compiler_flags * Fix typo * Fix typo2 * Remove chanages from Android.mk * correct lua template cmake build (#19149) * don't add -Wno-deprecated into jsb target * correct lua template cmake build * fix win32 lua template compile error * prevent cmake in-source-build friendly (#19151) * pick: Copy resources to "Resources/" on win32 like in linux configuration * add "/Z7" for cpp-tests on windows * [cmake] fix iOS xcode property setting failed (#19208) * fix iOS xcode property setting failed * use search_depend_libs_recursive at dlls collect * fix typo * [cmake] add find_host_library into iOS toolchain file (#19230) * pick: [lua android] use luajit & template cmake update (#19239) * increase cmake stability , remove tests/CMakeLists.txt (#19261) * cmake win32 Precompiled header (#19273) * Precompiled header * Fix * Precompiled header for cocos * Precompiled header jscocos2d * Fix for COCOS2D_DEBUG is always 1 on Android (#19291) Related #19289 * little build fix, tests cpp-tests works on mac * sync v3 build related codes into metal-support (#173) * strict initialization for std::array * remove proj.win32 project configs * modern cmake, cmake_cleanup_remove_unused_variables (#19146) * Switch travis CI to xenial (#19207) * Switch travis CI to xenial * Remove language: android * Set language: cpp * Fix java problem * Update sdkmanager * Fix sdkmanger * next sdkmanager fix * Remove xenial from android * revert to sdk-tools-{system}-3859397 * Remove linux cmake install * Update before-install.sh * Update .travis.yml * Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212) * Simplify install-deps-linux.sh * Cleanup * pick: install ninja * update cocos2d-console submodule * for metal-support alpha release, we only test cpp * add HelloCpp into project(Cocos2d-x) for tmp test * update extenal metal-support-4 * update uniform setting * [Feature] update BindGroup * [Feature] empty-test * [Feature] cpp-test * [Feature] fix GL compiler error * [Feature] fix GL crash * [Feature] empty-test * [Feature] cpp-tests * [feature] improve frameRate * [feature] fix opengl compile error * [feature] fix opengl compile error * [BugFix] fix compute maxLocation error * [Feature] update setting unifrom * [Feature] fix namespace * [Feature] remove unneeded code * [Bugfix] fix project file * [Feature] update review * [texture2d] impl texture format support (#175) * texture update * update * update texture * commit * compile on windows * ddd * rename * rename methods * no crash * save gl * save * save * rename * move out pixel format convert functions * metal crash * update * update android * support gles compressed texture format * support more compress format * add more conversion methods * ss * save * update conversion methods * add PVRTC format support * reformat * add marco linux * fix GL marcro * pvrtc supported only by ios 8.0+ * remove unused cmake * revert change * refactor Texture2D::initWithData * fix conversion log * refactor Texture2D::initWithData * remove some OpenGL constants for PVRTC * add todo * fix typo * AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174) * review cpp-tests, and fix part issues on start auto test * sync png format fix: Node:Particle3D abnormal texture effects #19204 * fix cpp-tests SpritePolygon crash, wrong png format (#19170) * fix wrong png convert format from sRGB to Gray * erase plist index if all frames was erased * test_A8.png have I8 format, fix it * [CCSpriteCache] allow re-add plist & add testcase (#19175) * allow re-add plist & add testcase * remove comments/rename method/update testcase * fix isSpriteFramesWithFileLoaded & add testcase * remove used variable * remove unused variable * fix double free issues when js/lua-tests exit on iOS (#19236) * disable part cases, AutoTest works without crash on mac * update cocos2dx files json, to test cocos new next * fix spritecache plist parsing issue (#19269) * [linux] Fix FileUtils::getContents with folder (#19157) * fix FileUtils::getContents on linux/mac * use stat.st_mode * simplify * [CCFileUtils] win32 getFileSize (#19176) * win32 getFileSize * fix stat * [cpp test-Android]20:FileUtils/2 change title (#19197) * sync #19200 * sync #19231 * [android lua] improve performance of lua loader (#19234) * [lua] improve performance of lua loader * remove cache fix * Revert "fix spritecache plist parsing issue (#19269)" This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf. * remove win32 project files ref in template.json * add metal framework lnk ref into cpp template * test on iOS, and disable part cases * alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227) * changes AudioCache to use alBufferData instead of alBufferDataStatic (also makes test 19 faster to trigger openal bugs faster) The original problem: CrashIfClientProvidedBogusAudioBufferList https://github.com/cocos2d/cocos2d-x/issues/18948 is not happening anymore, but there's still a not very frequent issue that makes OpenAL crash with a call stack like this. AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList It happes more frequently when the device is "cold", which means after half an hour of not using the device (locked). I could not find the actual source code for iOS OpenAL, so I used the macOS versions: https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html They seem to use CAGuard.h to make sure the dead buffer list has no threading issues. I'm worried because the CAGuard code I found has macos and win32 define but no iOS, so I'm not sure. I guess the iOS version is different and has the guard. I could not find a place in the code that's unprotected by the locks except the InitializeBufferMap() which should not be called more than once from cocos, and there's a workaround in AudioEngine-impl for it. I reduced the occurence of the CleanUpDeadBufferList crash by moving the guard in ~AudioCache to cover the alDeleteBuffers call. * remove hack method "setTimeout" on audio * AutoTest works on iOS * support set ios deployment target for root project * enable all texture2d cases, since Jiang have fixed * add CCTextureUtils to xcode project file (#176) * add leak cases for SpriteFrameCache (#177) * re-add SpriteFrameCache cases * update template file json * Update SpriteFrameCacheTest.cpp * fix compiling error
2019-01-18 15:08:25 +08:00
#endif //(JPEG_LIB_VERSION >= 90)
// we only support RGB or grayscale
if (cinfo.jpeg_color_space == JCS_GRAYSCALE)
{
_pixelFormat = backend::PixelFormat::I8;
}else
{
cinfo.out_color_space = JCS_RGB;
_pixelFormat = backend::PixelFormat::RGB888;
}
/* Start decompression jpeg here */
jpeg_start_decompress( &cinfo );
/* init image info */
_width = cinfo.output_width;
_height = cinfo.output_height;
_dataLen = cinfo.output_width*cinfo.output_height*cinfo.output_components;
_data = static_cast<unsigned char*>(malloc(_dataLen * sizeof(unsigned char)));
CC_BREAK_IF(! _data);
/* now actually read the jpeg into the raw buffer */
/* read one scan line at a time */
while (cinfo.output_scanline < cinfo.output_height)
{
row_pointer[0] = _data + location;
location += cinfo.output_width*cinfo.output_components;
jpeg_read_scanlines(&cinfo, row_pointer, 1);
}
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/* When read image file with broken data, jpeg_finish_decompress() may cause error.
* Besides, jpeg_destroy_decompress() shall deallocate and release all memory associated
* with the decompression object.
* So it doesn't need to call jpeg_finish_decompress().
*/
//jpeg_finish_decompress( &cinfo );
jpeg_destroy_decompress( &cinfo );
/* wrap up decompression, destroy objects, free pointers and close open files */
ret = true;
} while (0);
return ret;
#else
CCLOG("jpeg is not enabled, please enable it in ccConfig.h");
return false;
#endif // CC_USE_JPEG
}
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bool Image::initWithPngData(const unsigned char * data, ssize_t dataLen)
{
metal support for cocos2d-x (#19305) * remove deprecated files * remove some deprecated codes * remove more deprecated codes * remove ui deprecated codes * remove more deprecated codes * remove deprecated codes in ccmenuitem * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes * remove more deprecated codes * remove more deprecated codes * remove vr related codes and ignore some modules * remove allocator * remove some config * 【Feature】add back-end project file * [Feature] add back-end file * add pipeline descriptor and shader cache * [Feature] support sprite for backend * [Feature] remove unneeded code * [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture * [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture * [Feature] remove macro define to .cpp file * [Feature] add log info * [Feature] add PipelineDescriptor for TriangleCommand * [Feature] add PipelineDescriptor object as member of TriangleCommand * [Feature] add getPipelineDescriptor method * add renderbackend * complete pipeline descriptor * [Feature] add viewport in RenderCommand * set viewport when rendrering * [Feature] occur error when using RendererBackend, to be fixed. * a workaround to fix black screen on macOS 10.14 (#19090) * add rendererbackend init function * fix typo * [Feature] modify testFile * [BugFix] modify shader path * [Feature] set default viewport * fix projection * [Feature] modify log info * [BugFix] change viewport data type to int * [BugFix] add BindGroup to PipelienDescriptor * [BugFix] change a_position to vec3 in sprite.vert * [BugFix] set vertexLayout according to V3F_C4B_T2F structure * [Feature] revert a_position to vec4 * [Feature] renderer should not use gl codes directly * [Feature] it's better not use default value parameter * fix depth test setting * rendererbackend -> renderer * clear color and depth at begin * add metal backend * metal support normalized attribute * simplify codes * update external * add render pass desctriptor in pipeline descriptor * fix warnings * fix crash and memeory leak * refactor Texture2D * put pipeline descriptor into render command * simplify codes * [Feature] update Sprite * fix crash when closing app * [Feature] update SpriteBatchNode and TextureAtlas * support render texture(not finish) * [Feature] remove unused code * make tests work on mac * fix download-deps path error * make tests work on iOS * [Feature] support ttf under normal label effect * refactor triangle command processing * let renderer handle more common commands * refactor backend * make render texture work * [Feature] refactor backend for GL * [Feature]Renaming to make it easy to understand * [Feature] change warp mode to CLAMP_TO_EDGE * fix ghost * simplify visit render queue logic * support progress timer without rial mode * support partcile system * Feature/update label (#149) * [BugFix] fix compile error * [Feature] support outline effect in ios * [Feature] add shader file * [BugFix] fix begin and end RenderPass * [Feature] update CustomCommand * [Feature] revert project.pbxproj * [Feature] simplify codes * [BugFix] pack AI88 to RGBA8888 only when outline enable * [Feature] support shadow effect in Label * [Feature] support BMFont * [Feature] support glow effect * [Feature] simplify shader files * LabelAtlas work * handle blend function correctly * support tile map * don't share buffer in metal * alloc buffer size as needed * support more tilemap * Merge branch 'minggo/metal-support' into feature/updateLabel * minggo/metal-support: support tile map handle blend function correctly LabelAtlas work Feature/update label (#149) support partcile system # Conflicts: # cocos/2d/CCLabel.cpp # cocos/2d/CCSprite.cpp # cocos/2d/CCSpriteBatchNode.cpp # cocos/renderer/CCQuadCommand.cpp # cocos/renderer/CCQuadCommand.h * render texture work without saving file * use global viewport * grid3d works * remove grabber * tiled3d works * [BugFix] fix label bug * [Feature] add updateSubData for buffer * [Feature] remove setVertexCount * support depth test * add callback command * [Feature] add UITest * [Feature] update UITest * [Feature] remove unneeded codes * fix custom command issue * fix layer color blend issue * [BugFix] fix iOS compile error * [Feature] remove unneeded codes * [Feature] fix updateVertexBuffer * layerradial works * add draw test back * fix batch issue * fix compiling error * [BugFix] support ETC1 * [BugFix] get the correct pipelineDescriptor * [BugFix] skip draw when backendTexture nullptr * clipping node support * [Feature] add shader files * fix stencil issue in metal * [Feature] update UILayoutTest * [BugFix] skip drawing when vertexCount is zero * refactor renderer * add set global z order for stencil manager commands * fix warnings caused by type * remove viewport in render command * [Feature] fix warnings caused by type * [BugFix] clear vertexCount and indexCount for CustomComand when needed * [Feature] update clear for CustomCommand * ios use metal * fix viewport issue * fix LayerColorGradient crash * [cmake] transport to android and windows (#160) * save point 1 * compile on windows * run on android * revert useless change * android set CC_ENABLE_CACHE_TEXTURE_DATA to 1 * add initGlew * fix android crash * add TODO new-renderer * review update * revert onGLFWWindowPosCallback * fix android compiling error * Impl progress radial (#162) * progresstimer add radial impl * default drawType to element * dec invoke times of createVertexBuffer (#163) * support depth/stencil format for gl backend * simplify progress timer codes * support motionstreak, effect is wrong * fix motionstreak issue * [Feature] update Scissor Test (#161) * [Feature] update Scissor Test * [Feature] update ScissorTest * [Feature] rename function * [Feature] get constant reference if needed * [Feature] show render status (#164) * improve performance * fix depth state * fill error that triangle vertex/index number bigger than buffer * fix compiline error in release mode * fix buffer conflict between CPU and GPU on iOS/macOS * Renderer refactor (#165) * use one vertes/index buffer with opengl * fix error on windows * custom command support index format config * CCLayer: compact vertex data structure * update comment * fix doc * support fast tilemap * pass index format instead * fix some wrong effect * fix render texture error * fix texture per-element size * fix texture format error * BlendFunc type refactor, GLenum -> backend::BlendFactor (#167) * BlendFunc use backend::BlendFactor as inner field * update comments * use int to replace GLenum * update xcode project fiel * rename to GLBlendConst * add ccConstants.h * update xcode project file * update copyright * remove primitive command * remove CCPrimitive.cpp/.h * remove deprecated files * remove unneeded files * remove multiple view support * remove multiple view support * remove the usage of frame buffer in camera * director don't use frame buffer * remove FrameBuffer * remove BatchCommand * add some api reference * add physics2d back * fix crash when close app on mac * improve render texture * fix rendertexture issue * fix rendertexture issue * simplify codes * CMake support for mac & ios (#169) * update cmake * fix compile error * update 3rd libs version * remove CCThread.h/.cpp * remove ccthread * use audio engine to implement simple audio engine * remove unneeded codes * remove deprecated codes * remove winrt macro * remove CC_USE_WIC * set partcile blend function in more elegant way * remove unneeded codes * remove unneeded codes * cmake works on windows * update project setting * improve performance * GLFloat -> float * sync v3 cmake improvements into metal-support (#172) * pick: modern cmake, compile definitions improvement (#19139) * modern cmake, use target_compile_definitions partly * simplify macro define, remove USE_* * modern cmake, macro define * add physics 2d macro define into ccConfig.h * remove USE_CHIPMUNK macro in build.gradle * remove CocosSelectModule.cmake * shrink useless define * simplify compile options config, re-add if necessary * update external for tmp CI test * un-quote target_compile_options value * add "-g" parameter only when debug mode * keep single build type when generator Xcode & VS projecy * update external for tmp CI tes * add static_cast<char>(-1), fix -Wc++11-narrowing * simplify win32 compile define * not modify code, only improve compile options # Conflicts: # .gitignore # cmake/Modules/CocosConfigDepend.cmake # cocos/CMakeLists.txt # external/config.json # tests/cpp-tests/CMakeLists.txt * modern cmake, improve cmake_compiler_flags (#19145) * cmake_compiler_flags * Fix typo * Fix typo2 * Remove chanages from Android.mk * correct lua template cmake build (#19149) * don't add -Wno-deprecated into jsb target * correct lua template cmake build * fix win32 lua template compile error * prevent cmake in-source-build friendly (#19151) * pick: Copy resources to "Resources/" on win32 like in linux configuration * add "/Z7" for cpp-tests on windows * [cmake] fix iOS xcode property setting failed (#19208) * fix iOS xcode property setting failed * use search_depend_libs_recursive at dlls collect * fix typo * [cmake] add find_host_library into iOS toolchain file (#19230) * pick: [lua android] use luajit & template cmake update (#19239) * increase cmake stability , remove tests/CMakeLists.txt (#19261) * cmake win32 Precompiled header (#19273) * Precompiled header * Fix * Precompiled header for cocos * Precompiled header jscocos2d * Fix for COCOS2D_DEBUG is always 1 on Android (#19291) Related #19289 * little build fix, tests cpp-tests works on mac * sync v3 build related codes into metal-support (#173) * strict initialization for std::array * remove proj.win32 project configs * modern cmake, cmake_cleanup_remove_unused_variables (#19146) * Switch travis CI to xenial (#19207) * Switch travis CI to xenial * Remove language: android * Set language: cpp * Fix java problem * Update sdkmanager * Fix sdkmanger * next sdkmanager fix * Remove xenial from android * revert to sdk-tools-{system}-3859397 * Remove linux cmake install * Update before-install.sh * Update .travis.yml * Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212) * Simplify install-deps-linux.sh * Cleanup * pick: install ninja * update cocos2d-console submodule * for metal-support alpha release, we only test cpp * add HelloCpp into project(Cocos2d-x) for tmp test * update extenal metal-support-4 * update uniform setting * [Feature] update BindGroup * [Feature] empty-test * [Feature] cpp-test * [Feature] fix GL compiler error * [Feature] fix GL crash * [Feature] empty-test * [Feature] cpp-tests * [feature] improve frameRate * [feature] fix opengl compile error * [feature] fix opengl compile error * [BugFix] fix compute maxLocation error * [Feature] update setting unifrom * [Feature] fix namespace * [Feature] remove unneeded code * [Bugfix] fix project file * [Feature] update review * [texture2d] impl texture format support (#175) * texture update * update * update texture * commit * compile on windows * ddd * rename * rename methods * no crash * save gl * save * save * rename * move out pixel format convert functions * metal crash * update * update android * support gles compressed texture format * support more compress format * add more conversion methods * ss * save * update conversion methods * add PVRTC format support * reformat * add marco linux * fix GL marcro * pvrtc supported only by ios 8.0+ * remove unused cmake * revert change * refactor Texture2D::initWithData * fix conversion log * refactor Texture2D::initWithData * remove some OpenGL constants for PVRTC * add todo * fix typo * AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174) * review cpp-tests, and fix part issues on start auto test * sync png format fix: Node:Particle3D abnormal texture effects #19204 * fix cpp-tests SpritePolygon crash, wrong png format (#19170) * fix wrong png convert format from sRGB to Gray * erase plist index if all frames was erased * test_A8.png have I8 format, fix it * [CCSpriteCache] allow re-add plist & add testcase (#19175) * allow re-add plist & add testcase * remove comments/rename method/update testcase * fix isSpriteFramesWithFileLoaded & add testcase * remove used variable * remove unused variable * fix double free issues when js/lua-tests exit on iOS (#19236) * disable part cases, AutoTest works without crash on mac * update cocos2dx files json, to test cocos new next * fix spritecache plist parsing issue (#19269) * [linux] Fix FileUtils::getContents with folder (#19157) * fix FileUtils::getContents on linux/mac * use stat.st_mode * simplify * [CCFileUtils] win32 getFileSize (#19176) * win32 getFileSize * fix stat * [cpp test-Android]20:FileUtils/2 change title (#19197) * sync #19200 * sync #19231 * [android lua] improve performance of lua loader (#19234) * [lua] improve performance of lua loader * remove cache fix * Revert "fix spritecache plist parsing issue (#19269)" This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf. * remove win32 project files ref in template.json * add metal framework lnk ref into cpp template * test on iOS, and disable part cases * alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227) * changes AudioCache to use alBufferData instead of alBufferDataStatic (also makes test 19 faster to trigger openal bugs faster) The original problem: CrashIfClientProvidedBogusAudioBufferList https://github.com/cocos2d/cocos2d-x/issues/18948 is not happening anymore, but there's still a not very frequent issue that makes OpenAL crash with a call stack like this. AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList It happes more frequently when the device is "cold", which means after half an hour of not using the device (locked). I could not find the actual source code for iOS OpenAL, so I used the macOS versions: https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html They seem to use CAGuard.h to make sure the dead buffer list has no threading issues. I'm worried because the CAGuard code I found has macos and win32 define but no iOS, so I'm not sure. I guess the iOS version is different and has the guard. I could not find a place in the code that's unprotected by the locks except the InitializeBufferMap() which should not be called more than once from cocos, and there's a workaround in AudioEngine-impl for it. I reduced the occurence of the CleanUpDeadBufferList crash by moving the guard in ~AudioCache to cover the alDeleteBuffers call. * remove hack method "setTimeout" on audio * AutoTest works on iOS * support set ios deployment target for root project * enable all texture2d cases, since Jiang have fixed * add CCTextureUtils to xcode project file (#176) * add leak cases for SpriteFrameCache (#177) * re-add SpriteFrameCache cases * update template file json * Update SpriteFrameCacheTest.cpp * fix compiling error
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#if CC_USE_PNG
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// length of bytes to check if it is a valid png file
#define PNGSIGSIZE 8
bool ret = false;
png_byte header[PNGSIGSIZE] = {0};
png_structp png_ptr = 0;
png_infop info_ptr = 0;
do
{
// png header len is 8 bytes
CC_BREAK_IF(dataLen < PNGSIGSIZE);
// check the data is png or not
memcpy(header, data, PNGSIGSIZE);
CC_BREAK_IF(png_sig_cmp(header, 0, PNGSIGSIZE));
// init png_struct
png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, 0, 0, 0);
CC_BREAK_IF(! png_ptr);
// init png_info
info_ptr = png_create_info_struct(png_ptr);
CC_BREAK_IF(!info_ptr);
CC_BREAK_IF(setjmp(png_jmpbuf(png_ptr)));
// set the read call back function
tImageSource imageSource;
imageSource.data = (unsigned char*)data;
imageSource.size = dataLen;
imageSource.offset = 0;
png_set_read_fn(png_ptr, &imageSource, pngReadCallback);
// read png header info
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// read png file info
png_read_info(png_ptr, info_ptr);
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_width = png_get_image_width(png_ptr, info_ptr);
_height = png_get_image_height(png_ptr, info_ptr);
png_byte bit_depth = png_get_bit_depth(png_ptr, info_ptr);
png_uint_32 color_type = png_get_color_type(png_ptr, info_ptr);
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//CCLOG("color type %u", color_type);
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// force palette images to be expanded to 24-bit RGB
// it may include alpha channel
if (color_type == PNG_COLOR_TYPE_PALETTE)
{
png_set_palette_to_rgb(png_ptr);
}
// low-bit-depth grayscale images are to be expanded to 8 bits
if (color_type == PNG_COLOR_TYPE_GRAY && bit_depth < 8)
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{
bit_depth = 8;
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png_set_expand_gray_1_2_4_to_8(png_ptr);
}
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// expand any tRNS chunk data into a full alpha channel
if (png_get_valid(png_ptr, info_ptr, PNG_INFO_tRNS))
{
png_set_tRNS_to_alpha(png_ptr);
}
// reduce images with 16-bit samples to 8 bits
if (bit_depth == 16)
{
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png_set_strip_16(png_ptr);
}
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// Expanded earlier for grayscale, now take care of palette and rgb
if (bit_depth < 8)
{
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png_set_packing(png_ptr);
}
// update info
png_read_update_info(png_ptr, info_ptr);
color_type = png_get_color_type(png_ptr, info_ptr);
switch (color_type)
{
case PNG_COLOR_TYPE_GRAY:
_pixelFormat = backend::PixelFormat::I8;
break;
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case PNG_COLOR_TYPE_GRAY_ALPHA:
_pixelFormat = backend::PixelFormat::AI88;
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break;
case PNG_COLOR_TYPE_RGB:
_pixelFormat = backend::PixelFormat::RGB888;
break;
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case PNG_COLOR_TYPE_RGB_ALPHA:
_pixelFormat = backend::PixelFormat::RGBA8888;
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break;
default:
break;
}
// read png data
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png_size_t rowbytes;
png_bytep* row_pointers = (png_bytep*)malloc( sizeof(png_bytep) * _height );
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rowbytes = png_get_rowbytes(png_ptr, info_ptr);
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_dataLen = rowbytes * _height;
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_data = static_cast<unsigned char*>(malloc(_dataLen * sizeof(unsigned char)));
if (!_data)
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{
if (row_pointers != nullptr)
{
free(row_pointers);
}
break;
}
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for (unsigned short i = 0; i < _height; ++i)
{
row_pointers[i] = _data + i*rowbytes;
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}
png_read_image(png_ptr, row_pointers);
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png_read_end(png_ptr, nullptr);
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// premultiplied alpha for RGBA8888
if (color_type == PNG_COLOR_TYPE_RGB_ALPHA)
{
if (PNG_PREMULTIPLIED_ALPHA_ENABLED)
{
premultiplyAlpha();
}
else
{
#if CC_ENABLE_PREMULTIPLIED_ALPHA != 0
_hasPremultipliedAlpha = true;
#endif
}
}
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if (row_pointers != nullptr)
{
free(row_pointers);
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}
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ret = true;
} while (0);
if (png_ptr)
{
png_destroy_read_struct(&png_ptr, (info_ptr) ? &info_ptr : 0, 0);
}
return ret;
#else
CCLOG("png is not enabled, please enable it in ccConfig.h");
return false;
#endif //CC_USE_PNG
}
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bool Image::initWithBmpData(const unsigned char* data, ssize_t dataLen)
{
const int nrChannels = 3;
_data = stbi_load_from_memory(data, dataLen, &_width, &_height, nullptr, nrChannels);
if (_data) {
_dataLen = _width * _height * nrChannels;
_fileType = Format::BMP;
_pixelFormat = backend::PixelFormat::RGB888;
}
return true;
}
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namespace
{
bool testFormatForPvr2TCSupport(PVR2TexturePixelFormat /*format*/)
{
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return true;
}
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bool testFormatForPvr3TCSupport(PVR3TexturePixelFormat format)
{
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switch (format) {
case PVR3TexturePixelFormat::DXT1:
case PVR3TexturePixelFormat::DXT3:
case PVR3TexturePixelFormat::DXT5:
return Configuration::getInstance()->supportsS3TC();
case PVR3TexturePixelFormat::BGRA8888:
return Configuration::getInstance()->supportsBGRA8888();
case PVR3TexturePixelFormat::PVRTC2BPP_RGB:
case PVR3TexturePixelFormat::PVRTC2BPP_RGBA:
case PVR3TexturePixelFormat::PVRTC4BPP_RGB:
case PVR3TexturePixelFormat::PVRTC4BPP_RGBA:
case PVR3TexturePixelFormat::ETC1:
case PVR3TexturePixelFormat::RGBA8888:
case PVR3TexturePixelFormat::RGBA4444:
case PVR3TexturePixelFormat::RGBA5551:
case PVR3TexturePixelFormat::RGB565:
case PVR3TexturePixelFormat::RGB888:
case PVR3TexturePixelFormat::A8:
case PVR3TexturePixelFormat::L8:
case PVR3TexturePixelFormat::LA88:
return true;
default:
return false;
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}
}
}
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bool Image::initWithPVRv2Data(const unsigned char * data, ssize_t dataLen)
{
int dataLength = 0, dataOffset = 0, dataSize = 0;
int blockSize = 0, widthBlocks = 0, heightBlocks = 0;
int width = 0, height = 0;
//Cast first sizeof(PVRTexHeader) bytes of data stream as PVRTexHeader
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const PVRv2TexHeader *header = static_cast<const PVRv2TexHeader *>(static_cast<const void*>(data));
//Make sure that tag is in correct formatting
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if (memcmp(&header->pvrTag, gPVRTexIdentifier, strlen(gPVRTexIdentifier)) != 0)
{
return false;
}
Configuration *configuration = Configuration::getInstance();
//can not detect the premultiplied alpha from pvr file, use _PVRHaveAlphaPremultiplied instead.
_hasPremultipliedAlpha = _PVRHaveAlphaPremultiplied;
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unsigned int flags = CC_SWAP_INT32_LITTLE_TO_HOST(header->flags);
PVR2TexturePixelFormat formatFlags = static_cast<PVR2TexturePixelFormat>(flags & PVR_TEXTURE_FLAG_TYPE_MASK);
bool flipped = (flags & (unsigned int)PVR2TextureFlag::VerticalFlip) ? true : false;
if (flipped)
{
CCLOG("cocos2d: WARNING: Image is flipped. Regenerate it using PVRTexTool");
}
if (! configuration->supportsNPOT() &&
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(static_cast<int>(header->width) != ccNextPOT(header->width)
|| static_cast<int>(header->height) != ccNextPOT(header->height)))
{
CCLOG("cocos2d: ERROR: Loading an NPOT texture (%dx%d) but is not supported on this device", header->width, header->height);
return false;
}
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if (!testFormatForPvr2TCSupport(formatFlags))
{
CCLOG("cocos2d: WARNING: Unsupported PVR Pixel Format: 0x%02X. Re-encode it with a OpenGL pixel format variant", (int)formatFlags);
return false;
}
if (v2_pixel_formathash.find(formatFlags) == v2_pixel_formathash.end())
{
CCLOG("cocos2d: WARNING: Unsupported PVR Pixel Format: 0x%02X. Re-encode it with a OpenGL pixel format variant", (int)formatFlags);
return false;
}
auto it = Texture2D::getPixelFormatInfoMap().find(getDevicePixelFormat(v2_pixel_formathash.at(formatFlags)));
if (it == Texture2D::getPixelFormatInfoMap().end())
{
CCLOG("cocos2d: WARNING: Unsupported PVR Pixel Format: 0x%02X. Re-encode it with a OpenGL pixel format variant", (int)formatFlags);
return false;
}
metal support for cocos2d-x (#19305) * remove deprecated files * remove some deprecated codes * remove more deprecated codes * remove ui deprecated codes * remove more deprecated codes * remove deprecated codes in ccmenuitem * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes * remove more deprecated codes * remove more deprecated codes * remove vr related codes and ignore some modules * remove allocator * remove some config * 【Feature】add back-end project file * [Feature] add back-end file * add pipeline descriptor and shader cache * [Feature] support sprite for backend * [Feature] remove unneeded code * [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture * [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture * [Feature] remove macro define to .cpp file * [Feature] add log info * [Feature] add PipelineDescriptor for TriangleCommand * [Feature] add PipelineDescriptor object as member of TriangleCommand * [Feature] add getPipelineDescriptor method * add renderbackend * complete pipeline descriptor * [Feature] add viewport in RenderCommand * set viewport when rendrering * [Feature] occur error when using RendererBackend, to be fixed. * a workaround to fix black screen on macOS 10.14 (#19090) * add rendererbackend init function * fix typo * [Feature] modify testFile * [BugFix] modify shader path * [Feature] set default viewport * fix projection * [Feature] modify log info * [BugFix] change viewport data type to int * [BugFix] add BindGroup to PipelienDescriptor * [BugFix] change a_position to vec3 in sprite.vert * [BugFix] set vertexLayout according to V3F_C4B_T2F structure * [Feature] revert a_position to vec4 * [Feature] renderer should not use gl codes directly * [Feature] it's better not use default value parameter * fix depth test setting * rendererbackend -> renderer * clear color and depth at begin * add metal backend * metal support normalized attribute * simplify codes * update external * add render pass desctriptor in pipeline descriptor * fix warnings * fix crash and memeory leak * refactor Texture2D * put pipeline descriptor into render command * simplify codes * [Feature] update Sprite * fix crash when closing app * [Feature] update SpriteBatchNode and TextureAtlas * support render texture(not finish) * [Feature] remove unused code * make tests work on mac * fix download-deps path error * make tests work on iOS * [Feature] support ttf under normal label effect * refactor triangle command processing * let renderer handle more common commands * refactor backend * make render texture work * [Feature] refactor backend for GL * [Feature]Renaming to make it easy to understand * [Feature] change warp mode to CLAMP_TO_EDGE * fix ghost * simplify visit render queue logic * support progress timer without rial mode * support partcile system * Feature/update label (#149) * [BugFix] fix compile error * [Feature] support outline effect in ios * [Feature] add shader file * [BugFix] fix begin and end RenderPass * [Feature] update CustomCommand * [Feature] revert project.pbxproj * [Feature] simplify codes * [BugFix] pack AI88 to RGBA8888 only when outline enable * [Feature] support shadow effect in Label * [Feature] support BMFont * [Feature] support glow effect * [Feature] simplify shader files * LabelAtlas work * handle blend function correctly * support tile map * don't share buffer in metal * alloc buffer size as needed * support more tilemap * Merge branch 'minggo/metal-support' into feature/updateLabel * minggo/metal-support: support tile map handle blend function correctly LabelAtlas work Feature/update label (#149) support partcile system # Conflicts: # cocos/2d/CCLabel.cpp # cocos/2d/CCSprite.cpp # cocos/2d/CCSpriteBatchNode.cpp # cocos/renderer/CCQuadCommand.cpp # cocos/renderer/CCQuadCommand.h * render texture work without saving file * use global viewport * grid3d works * remove grabber * tiled3d works * [BugFix] fix label bug * [Feature] add updateSubData for buffer * [Feature] remove setVertexCount * support depth test * add callback command * [Feature] add UITest * [Feature] update UITest * [Feature] remove unneeded codes * fix custom command issue * fix layer color blend issue * [BugFix] fix iOS compile error * [Feature] remove unneeded codes * [Feature] fix updateVertexBuffer * layerradial works * add draw test back * fix batch issue * fix compiling error * [BugFix] support ETC1 * [BugFix] get the correct pipelineDescriptor * [BugFix] skip draw when backendTexture nullptr * clipping node support * [Feature] add shader files * fix stencil issue in metal * [Feature] update UILayoutTest * [BugFix] skip drawing when vertexCount is zero * refactor renderer * add set global z order for stencil manager commands * fix warnings caused by type * remove viewport in render command * [Feature] fix warnings caused by type * [BugFix] clear vertexCount and indexCount for CustomComand when needed * [Feature] update clear for CustomCommand * ios use metal * fix viewport issue * fix LayerColorGradient crash * [cmake] transport to android and windows (#160) * save point 1 * compile on windows * run on android * revert useless change * android set CC_ENABLE_CACHE_TEXTURE_DATA to 1 * add initGlew * fix android crash * add TODO new-renderer * review update * revert onGLFWWindowPosCallback * fix android compiling error * Impl progress radial (#162) * progresstimer add radial impl * default drawType to element * dec invoke times of createVertexBuffer (#163) * support depth/stencil format for gl backend * simplify progress timer codes * support motionstreak, effect is wrong * fix motionstreak issue * [Feature] update Scissor Test (#161) * [Feature] update Scissor Test * [Feature] update ScissorTest * [Feature] rename function * [Feature] get constant reference if needed * [Feature] show render status (#164) * improve performance * fix depth state * fill error that triangle vertex/index number bigger than buffer * fix compiline error in release mode * fix buffer conflict between CPU and GPU on iOS/macOS * Renderer refactor (#165) * use one vertes/index buffer with opengl * fix error on windows * custom command support index format config * CCLayer: compact vertex data structure * update comment * fix doc * support fast tilemap * pass index format instead * fix some wrong effect * fix render texture error * fix texture per-element size * fix texture format error * BlendFunc type refactor, GLenum -> backend::BlendFactor (#167) * BlendFunc use backend::BlendFactor as inner field * update comments * use int to replace GLenum * update xcode project fiel * rename to GLBlendConst * add ccConstants.h * update xcode project file * update copyright * remove primitive command * remove CCPrimitive.cpp/.h * remove deprecated files * remove unneeded files * remove multiple view support * remove multiple view support * remove the usage of frame buffer in camera * director don't use frame buffer * remove FrameBuffer * remove BatchCommand * add some api reference * add physics2d back * fix crash when close app on mac * improve render texture * fix rendertexture issue * fix rendertexture issue * simplify codes * CMake support for mac & ios (#169) * update cmake * fix compile error * update 3rd libs version * remove CCThread.h/.cpp * remove ccthread * use audio engine to implement simple audio engine * remove unneeded codes * remove deprecated codes * remove winrt macro * remove CC_USE_WIC * set partcile blend function in more elegant way * remove unneeded codes * remove unneeded codes * cmake works on windows * update project setting * improve performance * GLFloat -> float * sync v3 cmake improvements into metal-support (#172) * pick: modern cmake, compile definitions improvement (#19139) * modern cmake, use target_compile_definitions partly * simplify macro define, remove USE_* * modern cmake, macro define * add physics 2d macro define into ccConfig.h * remove USE_CHIPMUNK macro in build.gradle * remove CocosSelectModule.cmake * shrink useless define * simplify compile options config, re-add if necessary * update external for tmp CI test * un-quote target_compile_options value * add "-g" parameter only when debug mode * keep single build type when generator Xcode & VS projecy * update external for tmp CI tes * add static_cast<char>(-1), fix -Wc++11-narrowing * simplify win32 compile define * not modify code, only improve compile options # Conflicts: # .gitignore # cmake/Modules/CocosConfigDepend.cmake # cocos/CMakeLists.txt # external/config.json # tests/cpp-tests/CMakeLists.txt * modern cmake, improve cmake_compiler_flags (#19145) * cmake_compiler_flags * Fix typo * Fix typo2 * Remove chanages from Android.mk * correct lua template cmake build (#19149) * don't add -Wno-deprecated into jsb target * correct lua template cmake build * fix win32 lua template compile error * prevent cmake in-source-build friendly (#19151) * pick: Copy resources to "Resources/" on win32 like in linux configuration * add "/Z7" for cpp-tests on windows * [cmake] fix iOS xcode property setting failed (#19208) * fix iOS xcode property setting failed * use search_depend_libs_recursive at dlls collect * fix typo * [cmake] add find_host_library into iOS toolchain file (#19230) * pick: [lua android] use luajit & template cmake update (#19239) * increase cmake stability , remove tests/CMakeLists.txt (#19261) * cmake win32 Precompiled header (#19273) * Precompiled header * Fix * Precompiled header for cocos * Precompiled header jscocos2d * Fix for COCOS2D_DEBUG is always 1 on Android (#19291) Related #19289 * little build fix, tests cpp-tests works on mac * sync v3 build related codes into metal-support (#173) * strict initialization for std::array * remove proj.win32 project configs * modern cmake, cmake_cleanup_remove_unused_variables (#19146) * Switch travis CI to xenial (#19207) * Switch travis CI to xenial * Remove language: android * Set language: cpp * Fix java problem * Update sdkmanager * Fix sdkmanger * next sdkmanager fix * Remove xenial from android * revert to sdk-tools-{system}-3859397 * Remove linux cmake install * Update before-install.sh * Update .travis.yml * Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212) * Simplify install-deps-linux.sh * Cleanup * pick: install ninja * update cocos2d-console submodule * for metal-support alpha release, we only test cpp * add HelloCpp into project(Cocos2d-x) for tmp test * update extenal metal-support-4 * update uniform setting * [Feature] update BindGroup * [Feature] empty-test * [Feature] cpp-test * [Feature] fix GL compiler error * [Feature] fix GL crash * [Feature] empty-test * [Feature] cpp-tests * [feature] improve frameRate * [feature] fix opengl compile error * [feature] fix opengl compile error * [BugFix] fix compute maxLocation error * [Feature] update setting unifrom * [Feature] fix namespace * [Feature] remove unneeded code * [Bugfix] fix project file * [Feature] update review * [texture2d] impl texture format support (#175) * texture update * update * update texture * commit * compile on windows * ddd * rename * rename methods * no crash * save gl * save * save * rename * move out pixel format convert functions * metal crash * update * update android * support gles compressed texture format * support more compress format * add more conversion methods * ss * save * update conversion methods * add PVRTC format support * reformat * add marco linux * fix GL marcro * pvrtc supported only by ios 8.0+ * remove unused cmake * revert change * refactor Texture2D::initWithData * fix conversion log * refactor Texture2D::initWithData * remove some OpenGL constants for PVRTC * add todo * fix typo * AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174) * review cpp-tests, and fix part issues on start auto test * sync png format fix: Node:Particle3D abnormal texture effects #19204 * fix cpp-tests SpritePolygon crash, wrong png format (#19170) * fix wrong png convert format from sRGB to Gray * erase plist index if all frames was erased * test_A8.png have I8 format, fix it * [CCSpriteCache] allow re-add plist & add testcase (#19175) * allow re-add plist & add testcase * remove comments/rename method/update testcase * fix isSpriteFramesWithFileLoaded & add testcase * remove used variable * remove unused variable * fix double free issues when js/lua-tests exit on iOS (#19236) * disable part cases, AutoTest works without crash on mac * update cocos2dx files json, to test cocos new next * fix spritecache plist parsing issue (#19269) * [linux] Fix FileUtils::getContents with folder (#19157) * fix FileUtils::getContents on linux/mac * use stat.st_mode * simplify * [CCFileUtils] win32 getFileSize (#19176) * win32 getFileSize * fix stat * [cpp test-Android]20:FileUtils/2 change title (#19197) * sync #19200 * sync #19231 * [android lua] improve performance of lua loader (#19234) * [lua] improve performance of lua loader * remove cache fix * Revert "fix spritecache plist parsing issue (#19269)" This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf. * remove win32 project files ref in template.json * add metal framework lnk ref into cpp template * test on iOS, and disable part cases * alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227) * changes AudioCache to use alBufferData instead of alBufferDataStatic (also makes test 19 faster to trigger openal bugs faster) The original problem: CrashIfClientProvidedBogusAudioBufferList https://github.com/cocos2d/cocos2d-x/issues/18948 is not happening anymore, but there's still a not very frequent issue that makes OpenAL crash with a call stack like this. AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList It happes more frequently when the device is "cold", which means after half an hour of not using the device (locked). I could not find the actual source code for iOS OpenAL, so I used the macOS versions: https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html They seem to use CAGuard.h to make sure the dead buffer list has no threading issues. I'm worried because the CAGuard code I found has macos and win32 define but no iOS, so I'm not sure. I guess the iOS version is different and has the guard. I could not find a place in the code that's unprotected by the locks except the InitializeBufferMap() which should not be called more than once from cocos, and there's a workaround in AudioEngine-impl for it. I reduced the occurence of the CleanUpDeadBufferList crash by moving the guard in ~AudioCache to cover the alDeleteBuffers call. * remove hack method "setTimeout" on audio * AutoTest works on iOS * support set ios deployment target for root project * enable all texture2d cases, since Jiang have fixed * add CCTextureUtils to xcode project file (#176) * add leak cases for SpriteFrameCache (#177) * re-add SpriteFrameCache cases * update template file json * Update SpriteFrameCacheTest.cpp * fix compiling error
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_pixelFormat = it->first;
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int bpp = it->second.bpp;
//Reset num of mipmaps
_numberOfMipmaps = 0;
//Get size of mipmap
_width = width = CC_SWAP_INT32_LITTLE_TO_HOST(header->width);
_height = height = CC_SWAP_INT32_LITTLE_TO_HOST(header->height);
//Get ptr to where data starts..
dataLength = CC_SWAP_INT32_LITTLE_TO_HOST(header->dataLength);
//Move by size of header
_dataLen = dataLen - sizeof(PVRv2TexHeader);
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_data = static_cast<unsigned char*>(malloc(_dataLen * sizeof(unsigned char)));
memcpy(_data, (unsigned char*)data + sizeof(PVRv2TexHeader), _dataLen);
// Calculate the data size for each texture level and respect the minimum number of blocks
while (dataOffset < dataLength)
{
switch (formatFlags) {
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case PVR2TexturePixelFormat::PVRTC2BPP_RGBA:
if (!Configuration::getInstance()->supportsPVRTC())
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{
CCLOG("cocos2d: Hardware PVR decoder not present. Using software decoder");
_unpack = true;
_mipmaps[_numberOfMipmaps].len = width*height*4;
_mipmaps[_numberOfMipmaps].address = new (std::nothrow) unsigned char[width*height*4];
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PVRTDecompressPVRTC(_data+dataOffset,width,height,_mipmaps[_numberOfMipmaps].address, true);
bpp = 2;
}
blockSize = 8 * 4; // Pixel by pixel block size for 2bpp
widthBlocks = width / 8;
heightBlocks = height / 4;
break;
case PVR2TexturePixelFormat::PVRTC4BPP_RGBA:
if (!Configuration::getInstance()->supportsPVRTC())
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{
CCLOG("cocos2d: Hardware PVR decoder not present. Using software decoder");
_unpack = true;
_mipmaps[_numberOfMipmaps].len = width*height*4;
_mipmaps[_numberOfMipmaps].address = new (std::nothrow) unsigned char[width*height*4];
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PVRTDecompressPVRTC(_data+dataOffset,width,height,_mipmaps[_numberOfMipmaps].address, false);
bpp = 4;
}
blockSize = 4 * 4; // Pixel by pixel block size for 4bpp
widthBlocks = width / 4;
heightBlocks = height / 4;
break;
case PVR2TexturePixelFormat::BGRA8888:
if (Configuration::getInstance()->supportsBGRA8888() == false)
{
CCLOG("cocos2d: Image. BGRA8888 not supported on this device");
return false;
}
default:
blockSize = 1;
widthBlocks = width;
heightBlocks = height;
break;
}
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// Clamp to minimum number of blocks
if (widthBlocks < 2)
{
widthBlocks = 2;
}
if (heightBlocks < 2)
{
heightBlocks = 2;
}
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dataSize = widthBlocks * heightBlocks * ((blockSize * bpp) / 8);
int packetLength = (dataLength - dataOffset);
packetLength = packetLength > dataSize ? dataSize : packetLength;
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//Make record to the mipmaps array and increment counter
if(!_unpack)
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{
_mipmaps[_numberOfMipmaps].address = _data + dataOffset;
_mipmaps[_numberOfMipmaps].len = packetLength;
}
_numberOfMipmaps++;
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dataOffset += packetLength;
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//Update width and height to the next lower power of two
width = MAX(width >> 1, 1);
height = MAX(height >> 1, 1);
}
if(_unpack)
{
_data = _mipmaps[0].address;
_dataLen = _mipmaps[0].len;
}
return true;
}
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bool Image::initWithPVRv3Data(const unsigned char * data, ssize_t dataLen)
{
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if (static_cast<size_t>(dataLen) < sizeof(PVRv3TexHeader))
{
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return false;
}
const PVRv3TexHeader *header = static_cast<const PVRv3TexHeader *>(static_cast<const void*>(data));
// validate version
if (CC_SWAP_INT32_BIG_TO_HOST(header->version) != 0x50565203)
{
CCLOG("cocos2d: WARNING: pvr file version mismatch");
return false;
}
// parse pixel format
PVR3TexturePixelFormat pixelFormat = static_cast<PVR3TexturePixelFormat>(header->pixelFormat);
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if (!testFormatForPvr3TCSupport(pixelFormat))
{
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CCLOG("cocos2d: WARNING: Unsupported PVR Pixel Format: 0x%016llX. Re-encode it with a OpenGL pixel format variant",
static_cast<unsigned long long>(pixelFormat));
return false;
}
if (v3_pixel_formathash.find(pixelFormat) == v3_pixel_formathash.end())
{
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CCLOG("cocos2d: WARNING: Unsupported PVR Pixel Format: 0x%016llX. Re-encode it with a OpenGL pixel format variant",
static_cast<unsigned long long>(pixelFormat));
return false;
}
auto it = Texture2D::getPixelFormatInfoMap().find(getDevicePixelFormat(v3_pixel_formathash.at(pixelFormat)));
if (it == Texture2D::getPixelFormatInfoMap().end())
{
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CCLOG("cocos2d: WARNING: Unsupported PVR Pixel Format: 0x%016llX. Re-encode it with a OpenGL pixel format variant",
static_cast<unsigned long long>(pixelFormat));
return false;
}
metal support for cocos2d-x (#19305) * remove deprecated files * remove some deprecated codes * remove more deprecated codes * remove ui deprecated codes * remove more deprecated codes * remove deprecated codes in ccmenuitem * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes * remove more deprecated codes * remove more deprecated codes * remove vr related codes and ignore some modules * remove allocator * remove some config * 【Feature】add back-end project file * [Feature] add back-end file * add pipeline descriptor and shader cache * [Feature] support sprite for backend * [Feature] remove unneeded code * [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture * [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture * [Feature] remove macro define to .cpp file * [Feature] add log info * [Feature] add PipelineDescriptor for TriangleCommand * [Feature] add PipelineDescriptor object as member of TriangleCommand * [Feature] add getPipelineDescriptor method * add renderbackend * complete pipeline descriptor * [Feature] add viewport in RenderCommand * set viewport when rendrering * [Feature] occur error when using RendererBackend, to be fixed. * a workaround to fix black screen on macOS 10.14 (#19090) * add rendererbackend init function * fix typo * [Feature] modify testFile * [BugFix] modify shader path * [Feature] set default viewport * fix projection * [Feature] modify log info * [BugFix] change viewport data type to int * [BugFix] add BindGroup to PipelienDescriptor * [BugFix] change a_position to vec3 in sprite.vert * [BugFix] set vertexLayout according to V3F_C4B_T2F structure * [Feature] revert a_position to vec4 * [Feature] renderer should not use gl codes directly * [Feature] it's better not use default value parameter * fix depth test setting * rendererbackend -> renderer * clear color and depth at begin * add metal backend * metal support normalized attribute * simplify codes * update external * add render pass desctriptor in pipeline descriptor * fix warnings * fix crash and memeory leak * refactor Texture2D * put pipeline descriptor into render command * simplify codes * [Feature] update Sprite * fix crash when closing app * [Feature] update SpriteBatchNode and TextureAtlas * support render texture(not finish) * [Feature] remove unused code * make tests work on mac * fix download-deps path error * make tests work on iOS * [Feature] support ttf under normal label effect * refactor triangle command processing * let renderer handle more common commands * refactor backend * make render texture work * [Feature] refactor backend for GL * [Feature]Renaming to make it easy to understand * [Feature] change warp mode to CLAMP_TO_EDGE * fix ghost * simplify visit render queue logic * support progress timer without rial mode * support partcile system * Feature/update label (#149) * [BugFix] fix compile error * [Feature] support outline effect in ios * [Feature] add shader file * [BugFix] fix begin and end RenderPass * [Feature] update CustomCommand * [Feature] revert project.pbxproj * [Feature] simplify codes * [BugFix] pack AI88 to RGBA8888 only when outline enable * [Feature] support shadow effect in Label * [Feature] support BMFont * [Feature] support glow effect * [Feature] simplify shader files * LabelAtlas work * handle blend function correctly * support tile map * don't share buffer in metal * alloc buffer size as needed * support more tilemap * Merge branch 'minggo/metal-support' into feature/updateLabel * minggo/metal-support: support tile map handle blend function correctly LabelAtlas work Feature/update label (#149) support partcile system # Conflicts: # cocos/2d/CCLabel.cpp # cocos/2d/CCSprite.cpp # cocos/2d/CCSpriteBatchNode.cpp # cocos/renderer/CCQuadCommand.cpp # cocos/renderer/CCQuadCommand.h * render texture work without saving file * use global viewport * grid3d works * remove grabber * tiled3d works * [BugFix] fix label bug * [Feature] add updateSubData for buffer * [Feature] remove setVertexCount * support depth test * add callback command * [Feature] add UITest * [Feature] update UITest * [Feature] remove unneeded codes * fix custom command issue * fix layer color blend issue * [BugFix] fix iOS compile error * [Feature] remove unneeded codes * [Feature] fix updateVertexBuffer * layerradial works * add draw test back * fix batch issue * fix compiling error * [BugFix] support ETC1 * [BugFix] get the correct pipelineDescriptor * [BugFix] skip draw when backendTexture nullptr * clipping node support * [Feature] add shader files * fix stencil issue in metal * [Feature] update UILayoutTest * [BugFix] skip drawing when vertexCount is zero * refactor renderer * add set global z order for stencil manager commands * fix warnings caused by type * remove viewport in render command * [Feature] fix warnings caused by type * [BugFix] clear vertexCount and indexCount for CustomComand when needed * [Feature] update clear for CustomCommand * ios use metal * fix viewport issue * fix LayerColorGradient crash * [cmake] transport to android and windows (#160) * save point 1 * compile on windows * run on android * revert useless change * android set CC_ENABLE_CACHE_TEXTURE_DATA to 1 * add initGlew * fix android crash * add TODO new-renderer * review update * revert onGLFWWindowPosCallback * fix android compiling error * Impl progress radial (#162) * progresstimer add radial impl * default drawType to element * dec invoke times of createVertexBuffer (#163) * support depth/stencil format for gl backend * simplify progress timer codes * support motionstreak, effect is wrong * fix motionstreak issue * [Feature] update Scissor Test (#161) * [Feature] update Scissor Test * [Feature] update ScissorTest * [Feature] rename function * [Feature] get constant reference if needed * [Feature] show render status (#164) * improve performance * fix depth state * fill error that triangle vertex/index number bigger than buffer * fix compiline error in release mode * fix buffer conflict between CPU and GPU on iOS/macOS * Renderer refactor (#165) * use one vertes/index buffer with opengl * fix error on windows * custom command support index format config * CCLayer: compact vertex data structure * update comment * fix doc * support fast tilemap * pass index format instead * fix some wrong effect * fix render texture error * fix texture per-element size * fix texture format error * BlendFunc type refactor, GLenum -> backend::BlendFactor (#167) * BlendFunc use backend::BlendFactor as inner field * update comments * use int to replace GLenum * update xcode project fiel * rename to GLBlendConst * add ccConstants.h * update xcode project file * update copyright * remove primitive command * remove CCPrimitive.cpp/.h * remove deprecated files * remove unneeded files * remove multiple view support * remove multiple view support * remove the usage of frame buffer in camera * director don't use frame buffer * remove FrameBuffer * remove BatchCommand * add some api reference * add physics2d back * fix crash when close app on mac * improve render texture * fix rendertexture issue * fix rendertexture issue * simplify codes * CMake support for mac & ios (#169) * update cmake * fix compile error * update 3rd libs version * remove CCThread.h/.cpp * remove ccthread * use audio engine to implement simple audio engine * remove unneeded codes * remove deprecated codes * remove winrt macro * remove CC_USE_WIC * set partcile blend function in more elegant way * remove unneeded codes * remove unneeded codes * cmake works on windows * update project setting * improve performance * GLFloat -> float * sync v3 cmake improvements into metal-support (#172) * pick: modern cmake, compile definitions improvement (#19139) * modern cmake, use target_compile_definitions partly * simplify macro define, remove USE_* * modern cmake, macro define * add physics 2d macro define into ccConfig.h * remove USE_CHIPMUNK macro in build.gradle * remove CocosSelectModule.cmake * shrink useless define * simplify compile options config, re-add if necessary * update external for tmp CI test * un-quote target_compile_options value * add "-g" parameter only when debug mode * keep single build type when generator Xcode & VS projecy * update external for tmp CI tes * add static_cast<char>(-1), fix -Wc++11-narrowing * simplify win32 compile define * not modify code, only improve compile options # Conflicts: # .gitignore # cmake/Modules/CocosConfigDepend.cmake # cocos/CMakeLists.txt # external/config.json # tests/cpp-tests/CMakeLists.txt * modern cmake, improve cmake_compiler_flags (#19145) * cmake_compiler_flags * Fix typo * Fix typo2 * Remove chanages from Android.mk * correct lua template cmake build (#19149) * don't add -Wno-deprecated into jsb target * correct lua template cmake build * fix win32 lua template compile error * prevent cmake in-source-build friendly (#19151) * pick: Copy resources to "Resources/" on win32 like in linux configuration * add "/Z7" for cpp-tests on windows * [cmake] fix iOS xcode property setting failed (#19208) * fix iOS xcode property setting failed * use search_depend_libs_recursive at dlls collect * fix typo * [cmake] add find_host_library into iOS toolchain file (#19230) * pick: [lua android] use luajit & template cmake update (#19239) * increase cmake stability , remove tests/CMakeLists.txt (#19261) * cmake win32 Precompiled header (#19273) * Precompiled header * Fix * Precompiled header for cocos * Precompiled header jscocos2d * Fix for COCOS2D_DEBUG is always 1 on Android (#19291) Related #19289 * little build fix, tests cpp-tests works on mac * sync v3 build related codes into metal-support (#173) * strict initialization for std::array * remove proj.win32 project configs * modern cmake, cmake_cleanup_remove_unused_variables (#19146) * Switch travis CI to xenial (#19207) * Switch travis CI to xenial * Remove language: android * Set language: cpp * Fix java problem * Update sdkmanager * Fix sdkmanger * next sdkmanager fix * Remove xenial from android * revert to sdk-tools-{system}-3859397 * Remove linux cmake install * Update before-install.sh * Update .travis.yml * Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212) * Simplify install-deps-linux.sh * Cleanup * pick: install ninja * update cocos2d-console submodule * for metal-support alpha release, we only test cpp * add HelloCpp into project(Cocos2d-x) for tmp test * update extenal metal-support-4 * update uniform setting * [Feature] update BindGroup * [Feature] empty-test * [Feature] cpp-test * [Feature] fix GL compiler error * [Feature] fix GL crash * [Feature] empty-test * [Feature] cpp-tests * [feature] improve frameRate * [feature] fix opengl compile error * [feature] fix opengl compile error * [BugFix] fix compute maxLocation error * [Feature] update setting unifrom * [Feature] fix namespace * [Feature] remove unneeded code * [Bugfix] fix project file * [Feature] update review * [texture2d] impl texture format support (#175) * texture update * update * update texture * commit * compile on windows * ddd * rename * rename methods * no crash * save gl * save * save * rename * move out pixel format convert functions * metal crash * update * update android * support gles compressed texture format * support more compress format * add more conversion methods * ss * save * update conversion methods * add PVRTC format support * reformat * add marco linux * fix GL marcro * pvrtc supported only by ios 8.0+ * remove unused cmake * revert change * refactor Texture2D::initWithData * fix conversion log * refactor Texture2D::initWithData * remove some OpenGL constants for PVRTC * add todo * fix typo * AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174) * review cpp-tests, and fix part issues on start auto test * sync png format fix: Node:Particle3D abnormal texture effects #19204 * fix cpp-tests SpritePolygon crash, wrong png format (#19170) * fix wrong png convert format from sRGB to Gray * erase plist index if all frames was erased * test_A8.png have I8 format, fix it * [CCSpriteCache] allow re-add plist & add testcase (#19175) * allow re-add plist & add testcase * remove comments/rename method/update testcase * fix isSpriteFramesWithFileLoaded & add testcase * remove used variable * remove unused variable * fix double free issues when js/lua-tests exit on iOS (#19236) * disable part cases, AutoTest works without crash on mac * update cocos2dx files json, to test cocos new next * fix spritecache plist parsing issue (#19269) * [linux] Fix FileUtils::getContents with folder (#19157) * fix FileUtils::getContents on linux/mac * use stat.st_mode * simplify * [CCFileUtils] win32 getFileSize (#19176) * win32 getFileSize * fix stat * [cpp test-Android]20:FileUtils/2 change title (#19197) * sync #19200 * sync #19231 * [android lua] improve performance of lua loader (#19234) * [lua] improve performance of lua loader * remove cache fix * Revert "fix spritecache plist parsing issue (#19269)" This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf. * remove win32 project files ref in template.json * add metal framework lnk ref into cpp template * test on iOS, and disable part cases * alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227) * changes AudioCache to use alBufferData instead of alBufferDataStatic (also makes test 19 faster to trigger openal bugs faster) The original problem: CrashIfClientProvidedBogusAudioBufferList https://github.com/cocos2d/cocos2d-x/issues/18948 is not happening anymore, but there's still a not very frequent issue that makes OpenAL crash with a call stack like this. AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList It happes more frequently when the device is "cold", which means after half an hour of not using the device (locked). I could not find the actual source code for iOS OpenAL, so I used the macOS versions: https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html They seem to use CAGuard.h to make sure the dead buffer list has no threading issues. I'm worried because the CAGuard code I found has macos and win32 define but no iOS, so I'm not sure. I guess the iOS version is different and has the guard. I could not find a place in the code that's unprotected by the locks except the InitializeBufferMap() which should not be called more than once from cocos, and there's a workaround in AudioEngine-impl for it. I reduced the occurence of the CleanUpDeadBufferList crash by moving the guard in ~AudioCache to cover the alDeleteBuffers call. * remove hack method "setTimeout" on audio * AutoTest works on iOS * support set ios deployment target for root project * enable all texture2d cases, since Jiang have fixed * add CCTextureUtils to xcode project file (#176) * add leak cases for SpriteFrameCache (#177) * re-add SpriteFrameCache cases * update template file json * Update SpriteFrameCacheTest.cpp * fix compiling error
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_pixelFormat = it->first;
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int bpp = it->second.bpp;
// flags
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int flags = CC_SWAP_INT32_LITTLE_TO_HOST(header->flags);
// PVRv3 specifies premultiply alpha in a flag -- should always respect this in PVRv3 files
if (flags & (unsigned int)PVR3TextureFlag::PremultipliedAlpha)
{
_hasPremultipliedAlpha = true;
}
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// sizing
int width = CC_SWAP_INT32_LITTLE_TO_HOST(header->width);
int height = CC_SWAP_INT32_LITTLE_TO_HOST(header->height);
_width = width;
_height = height;
int dataOffset = 0, dataSize = 0;
int blockSize = 0, widthBlocks = 0, heightBlocks = 0;
_dataLen = dataLen - (sizeof(PVRv3TexHeader) + header->metadataLength);
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_data = static_cast<unsigned char*>(malloc(_dataLen * sizeof(unsigned char)));
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memcpy(_data, static_cast<const unsigned char*>(data) + sizeof(PVRv3TexHeader) + header->metadataLength, _dataLen);
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_numberOfMipmaps = header->numberOfMipmaps;
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CCASSERT(_numberOfMipmaps < MIPMAP_MAX, "Image: Maximum number of mimpaps reached. Increase the CC_MIPMAP_MAX value");
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for (int i = 0; i < _numberOfMipmaps; i++)
{
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switch ((PVR3TexturePixelFormat)pixelFormat)
{
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case PVR3TexturePixelFormat::PVRTC2BPP_RGB :
case PVR3TexturePixelFormat::PVRTC2BPP_RGBA :
if (!Configuration::getInstance()->supportsPVRTC())
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{
CCLOG("cocos2d: Hardware PVR decoder not present. Using software decoder");
_unpack = true;
_mipmaps[i].len = width*height*4;
_mipmaps[i].address = new (std::nothrow) unsigned char[width*height*4];
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PVRTDecompressPVRTC(_data+dataOffset,width,height,_mipmaps[i].address, true);
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bpp = 2;
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}
blockSize = 8 * 4; // Pixel by pixel block size for 2bpp
widthBlocks = width / 8;
heightBlocks = height / 4;
break;
case PVR3TexturePixelFormat::PVRTC4BPP_RGB :
case PVR3TexturePixelFormat::PVRTC4BPP_RGBA :
if (!Configuration::getInstance()->supportsPVRTC())
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{
CCLOG("cocos2d: Hardware PVR decoder not present. Using software decoder");
_unpack = true;
_mipmaps[i].len = width*height*4;
_mipmaps[i].address = new (std::nothrow) unsigned char[width*height*4];
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PVRTDecompressPVRTC(_data+dataOffset,width,height,_mipmaps[i].address, false);
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bpp = 4;
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}
blockSize = 4 * 4; // Pixel by pixel block size for 4bpp
widthBlocks = width / 4;
heightBlocks = height / 4;
break;
case PVR3TexturePixelFormat::ETC1:
if (!Configuration::getInstance()->supportsETC())
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{
CCLOG("cocos2d: Hardware ETC1 decoder not present. Using software decoder");
int bytePerPixel = 3;
unsigned int stride = width * bytePerPixel;
_unpack = true;
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_mipmaps[i].len = width*height*bytePerPixel;
_mipmaps[i].address = new (std::nothrow) unsigned char[width*height*bytePerPixel];
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if (etc1_decode_image(static_cast<const unsigned char*>(_data+dataOffset), static_cast<etc1_byte*>(_mipmaps[i].address), width, height, bytePerPixel, stride) != 0)
{
return false;
}
}
blockSize = 4 * 4; // Pixel by pixel block size for 4bpp
widthBlocks = width / 4;
heightBlocks = height / 4;
break;
case PVR3TexturePixelFormat::BGRA8888:
if (! Configuration::getInstance()->supportsBGRA8888())
{
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CCLOG("cocos2d: Image. BGRA8888 not supported on this device");
return false;
}
default:
blockSize = 1;
widthBlocks = width;
heightBlocks = height;
break;
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}
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// Clamp to minimum number of blocks
if (widthBlocks < 2)
{
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widthBlocks = 2;
}
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if (heightBlocks < 2)
{
heightBlocks = 2;
}
dataSize = widthBlocks * heightBlocks * ((blockSize * bpp) / 8);
auto packetLength = _dataLen - dataOffset;
packetLength = packetLength > dataSize ? dataSize : packetLength;
if(!_unpack)
{
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_mipmaps[i].address = _data + dataOffset;
_mipmaps[i].len = static_cast<int>(packetLength);
}
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dataOffset += packetLength;
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CCASSERT(dataOffset <= _dataLen, "Image: Invalid length");
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width = MAX(width >> 1, 1);
height = MAX(height >> 1, 1);
}
if (_unpack)
{
_data = _mipmaps[0].address;
_dataLen = _mipmaps[0].len;
}
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return true;
}
bool Image::initWithETCData(const unsigned char* data, ssize_t dataLen, bool ownData)
{
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const etc1_byte* header = static_cast<const etc1_byte*>(data);
//check the data
if (! etc1_pkm_is_valid(header))
{
return false;
}
_width = etc1_pkm_get_width(header);
_height = etc1_pkm_get_height(header);
if (0 == _width || 0 == _height)
{
return false;
}
if (Configuration::getInstance()->supportsETC())
{
//old opengl version has no define for GL_ETC1_RGB8_OES, add macro to make compiler happy.
#if defined(GL_ETC1_RGB8_OES) || defined(CC_USE_METAL)
_pixelFormat = backend::PixelFormat::ETC;
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if(ownData) _data = (unsigned char*)data;
else {
_data = (unsigned char*)malloc(dataLen);
if(_data) memcpy(_data, data, dataLen);
}
_dataLen = dataLen;
_offset = ETC_PKM_HEADER_SIZE;
return true;
#endif
}
else
{
CCLOG("cocos2d: Hardware ETC1 decoder not present. Using software decoder");
bool ret = true;
//if it is not gles or device do not support ETC, decode texture by software
int bytePerPixel = 3;
unsigned int stride = _width * bytePerPixel;
_pixelFormat = backend::PixelFormat::RGB888;
_dataLen = _width * _height * bytePerPixel;
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_data = static_cast<unsigned char*>(malloc(_dataLen * sizeof(unsigned char)));
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if (etc1_decode_image(static_cast<const unsigned char*>(data) + ETC_PKM_HEADER_SIZE, static_cast<etc1_byte*>(_data), _width, _height, bytePerPixel, stride) != 0)
{
_dataLen = 0;
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if (_data != nullptr)
{
free(_data);
_data = nullptr;
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}
ret = false;
}
if (ownData) free((void*)data);
return ret;
}
if (ownData) free((void*)data);
return false;
}
bool Image::initWithTGAData(tImageTGA* tgaData)
{
bool ret = false;
do
{
CC_BREAK_IF(tgaData == nullptr);
// tgaLoadBuffer only support type 2, 3, 10
if (2 == tgaData->type || 10 == tgaData->type)
{
// true color
// unsupported RGB555
if (tgaData->pixelDepth == 16)
{
_pixelFormat = backend::PixelFormat::RGB5A1;
}
else if(tgaData->pixelDepth == 24)
{
_pixelFormat = backend::PixelFormat::RGB888;
}
else if(tgaData->pixelDepth == 32)
{
_pixelFormat = backend::PixelFormat::RGBA8888;
}
else
{
CCLOG("Image WARNING: unsupported true color tga data pixel format. FILE: %s", _filePath.c_str());
break;
}
}
else if(3 == tgaData->type)
{
// gray
if (8 == tgaData->pixelDepth)
{
_pixelFormat = backend::PixelFormat::I8;
}
else
{
// actually this won't happen, if it happens, maybe the image file is not a tga
CCLOG("Image WARNING: unsupported gray tga data pixel format. FILE: %s", _filePath.c_str());
break;
}
}
_width = tgaData->width;
_height = tgaData->height;
_data = tgaData->imageData;
_dataLen = _width * _height * tgaData->pixelDepth / 8;
_fileType = Format::TGA;
ret = true;
}while(false);
if (ret)
{
if (FileUtils::getInstance()->getFileExtension(_filePath) != ".tga")
{
CCLOG("Image WARNING: the image file suffix is not tga, but parsed as a tga image file. FILE: %s", _filePath.c_str());
}
}
else
{
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if (tgaData && tgaData->imageData != nullptr)
{
free(tgaData->imageData);
_data = nullptr;
}
}
return ret;
}
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namespace
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{
static uint32_t makeFourCC(char ch0, char ch1, char ch2, char ch3)
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{
const uint32_t fourCC = ((uint32_t)(char)(ch0) | ((uint32_t)(char)(ch1) << 8) | ((uint32_t)(char)(ch2) << 16) | ((uint32_t)(char)(ch3) << 24 ));
return fourCC;
}
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}
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bool Image::initWithS3TCData(const unsigned char * data, ssize_t dataLen)
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{
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const uint32_t FOURCC_DXT1 = makeFourCC('D', 'X', 'T', '1');
const uint32_t FOURCC_DXT3 = makeFourCC('D', 'X', 'T', '3');
const uint32_t FOURCC_DXT5 = makeFourCC('D', 'X', 'T', '5');
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/* load the .dds file */
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S3TCTexHeader *header = (S3TCTexHeader *)data;
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unsigned char *pixelData = static_cast<unsigned char*>(malloc((dataLen - sizeof(S3TCTexHeader)) * sizeof(unsigned char)));
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memcpy((void *)pixelData, data + sizeof(S3TCTexHeader), dataLen - sizeof(S3TCTexHeader));
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_width = header->ddsd.width;
_height = header->ddsd.height;
_numberOfMipmaps = MAX(1, header->ddsd.DUMMYUNIONNAMEN2.mipMapCount); //if dds header reports 0 mipmaps, set to 1 to force correct software decoding (if needed).
_dataLen = 0;
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int blockSize = (FOURCC_DXT1 == header->ddsd.DUMMYUNIONNAMEN4.ddpfPixelFormat.fourCC) ? 8 : 16;
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/* calculate the dataLen */
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int width = _width;
int height = _height;
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if (Configuration::getInstance()->supportsS3TC()) //compressed data length
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{
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_dataLen = dataLen - sizeof(S3TCTexHeader);
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_data = static_cast<unsigned char*>(malloc(_dataLen * sizeof(unsigned char)));
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memcpy((void *)_data,(void *)pixelData , _dataLen);
}
else //decompressed data length
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{
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for (int i = 0; i < _numberOfMipmaps && (width || height); ++i)
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{
if (width == 0) width = 1;
if (height == 0) height = 1;
_dataLen += (height * width *4);
width >>= 1;
height >>= 1;
}
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_data = static_cast<unsigned char*>(malloc(_dataLen * sizeof(unsigned char)));
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}
/* if hardware supports s3tc, set pixelformat before loading mipmaps, to support non-mipmapped textures */
if (Configuration::getInstance()->supportsS3TC())
{ //decode texture through hardware
if (FOURCC_DXT1 == header->ddsd.DUMMYUNIONNAMEN4.ddpfPixelFormat.fourCC)
{
_pixelFormat = backend::PixelFormat::S3TC_DXT1;
}
else if (FOURCC_DXT3 == header->ddsd.DUMMYUNIONNAMEN4.ddpfPixelFormat.fourCC)
{
_pixelFormat = backend::PixelFormat::S3TC_DXT3;
}
else if (FOURCC_DXT5 == header->ddsd.DUMMYUNIONNAMEN4.ddpfPixelFormat.fourCC)
{
_pixelFormat = backend::PixelFormat::S3TC_DXT5;
}
} else { //will software decode
_pixelFormat = backend::PixelFormat::RGBA8888;
}
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/* load the mipmaps */
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int encodeOffset = 0;
int decodeOffset = 0;
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width = _width; height = _height;
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for (int i = 0; i < _numberOfMipmaps && (width || height); ++i)
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{
if (width == 0) width = 1;
if (height == 0) height = 1;
int size = ((width+3)/4)*((height+3)/4)*blockSize;
if (Configuration::getInstance()->supportsS3TC())
{ //decode texture through hardware
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_mipmaps[i].address = (unsigned char *)_data + encodeOffset;
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_mipmaps[i].len = size;
}
else
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{ //if it is not gles or device do not support S3TC, decode texture by software
CCLOG("cocos2d: Hardware S3TC decoder not present. Using software decoder");
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int bytePerPixel = 4;
unsigned int stride = width * bytePerPixel;
std::vector<unsigned char> decodeImageData(stride * height);
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if (FOURCC_DXT1 == header->ddsd.DUMMYUNIONNAMEN4.ddpfPixelFormat.fourCC)
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{
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s3tc_decode(pixelData + encodeOffset, &decodeImageData[0], width, height, S3TCDecodeFlag::DXT1);
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}
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else if (FOURCC_DXT3 == header->ddsd.DUMMYUNIONNAMEN4.ddpfPixelFormat.fourCC)
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{
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s3tc_decode(pixelData + encodeOffset, &decodeImageData[0], width, height, S3TCDecodeFlag::DXT3);
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}
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else if (FOURCC_DXT5 == header->ddsd.DUMMYUNIONNAMEN4.ddpfPixelFormat.fourCC)
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{
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s3tc_decode(pixelData + encodeOffset, &decodeImageData[0], width, height, S3TCDecodeFlag::DXT5);
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}
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_mipmaps[i].address = (unsigned char *)_data + decodeOffset;
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_mipmaps[i].len = (stride * height);
memcpy((void *)_mipmaps[i].address, (void *)&decodeImageData[0], _mipmaps[i].len);
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decodeOffset += stride * height;
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}
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encodeOffset += size;
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width >>= 1;
height >>= 1;
}
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/* end load the mipmaps */
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if (pixelData != nullptr)
{
free(pixelData);
};
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return true;
}
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bool Image::initWithATITCData(const unsigned char *data, ssize_t dataLen)
{
/* load the .ktx file */
ATITCTexHeader *header = (ATITCTexHeader *)data;
_width = header->pixelWidth;
_height = header->pixelHeight;
_numberOfMipmaps = header->numberOfMipmapLevels;
int blockSize = 0;
switch (header->glInternalFormat)
{
case CC_GL_ATC_RGB_AMD:
blockSize = 8;
break;
case CC_GL_ATC_RGBA_EXPLICIT_ALPHA_AMD:
blockSize = 16;
break;
case CC_GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD:
blockSize = 16;
break;
default:
break;
}
/* pixelData point to the compressed data address */
unsigned char *pixelData = (unsigned char *)data + sizeof(ATITCTexHeader) + header->bytesOfKeyValueData + 4;
/* calculate the dataLen */
int width = _width;
int height = _height;
if (Configuration::getInstance()->supportsATITC()) //compressed data length
{
_dataLen = dataLen - sizeof(ATITCTexHeader) - header->bytesOfKeyValueData - 4;
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_data = static_cast<unsigned char*>(malloc(_dataLen * sizeof(unsigned char)));
memcpy((void *)_data,(void *)pixelData , _dataLen);
}
else //decompressed data length
{
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for (int i = 0; i < _numberOfMipmaps && (width || height); ++i)
{
if (width == 0) width = 1;
if (height == 0) height = 1;
_dataLen += (height * width *4);
width >>= 1;
height >>= 1;
}
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_data = static_cast<unsigned char*>(malloc(_dataLen * sizeof(unsigned char)));
}
/* load the mipmaps */
int encodeOffset = 0;
int decodeOffset = 0;
width = _width; height = _height;
2013-09-08 11:26:38 +08:00
for (int i = 0; i < _numberOfMipmaps && (width || height); ++i)
{
if (width == 0) width = 1;
if (height == 0) height = 1;
int size = ((width+3)/4)*((height+3)/4)*blockSize;
if (Configuration::getInstance()->supportsATITC())
{
/* decode texture through hardware */
CCLOG("this is atitc H decode");
switch (header->glInternalFormat)
{
case CC_GL_ATC_RGB_AMD:
_pixelFormat = backend::PixelFormat::ATC_RGB;
break;
case CC_GL_ATC_RGBA_EXPLICIT_ALPHA_AMD:
_pixelFormat = backend::PixelFormat::ATC_EXPLICIT_ALPHA;
break;
case CC_GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD:
_pixelFormat = backend::PixelFormat::ATC_INTERPOLATED_ALPHA;
break;
default:
break;
}
_mipmaps[i].address = (unsigned char *)_data + encodeOffset;
_mipmaps[i].len = size;
}
else
{
/* if it is not gles or device do not support ATITC, decode texture by software */
CCLOG("cocos2d: Hardware ATITC decoder not present. Using software decoder");
int bytePerPixel = 4;
unsigned int stride = width * bytePerPixel;
_pixelFormat = backend::PixelFormat::RGBA8888;
std::vector<unsigned char> decodeImageData(stride * height);
switch (header->glInternalFormat)
{
case CC_GL_ATC_RGB_AMD:
atitc_decode(pixelData + encodeOffset, &decodeImageData[0], width, height, ATITCDecodeFlag::ATC_RGB);
break;
case CC_GL_ATC_RGBA_EXPLICIT_ALPHA_AMD:
atitc_decode(pixelData + encodeOffset, &decodeImageData[0], width, height, ATITCDecodeFlag::ATC_EXPLICIT_ALPHA);
break;
case CC_GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD:
atitc_decode(pixelData + encodeOffset, &decodeImageData[0], width, height, ATITCDecodeFlag::ATC_INTERPOLATED_ALPHA);
break;
default:
break;
}
_mipmaps[i].address = (unsigned char *)_data + decodeOffset;
_mipmaps[i].len = (stride * height);
memcpy((void *)_mipmaps[i].address, (void *)&decodeImageData[0], _mipmaps[i].len);
decodeOffset += stride * height;
}
encodeOffset += (size + 4);
width >>= 1;
height >>= 1;
}
/* end load the mipmaps */
return true;
}
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bool Image::initWithPVRData(const unsigned char * data, ssize_t dataLen)
{
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return initWithPVRv2Data(data, dataLen) || initWithPVRv3Data(data, dataLen);
}
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bool Image::initWithWebpData(const unsigned char * data, ssize_t dataLen)
{
#if CC_USE_WEBP
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bool ret = false;
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do
{
WebPDecoderConfig config;
if (WebPInitDecoderConfig(&config) == 0) break;
if (WebPGetFeatures(static_cast<const uint8_t*>(data), dataLen, &config.input) != VP8_STATUS_OK) break;
if (config.input.width == 0 || config.input.height == 0) break;
config.output.colorspace = config.input.has_alpha?MODE_rgbA:MODE_RGB;
_pixelFormat = config.input.has_alpha?backend::PixelFormat::RGBA8888:backend::PixelFormat::RGB888;
_width = config.input.width;
_height = config.input.height;
//we ask webp to give data with premultiplied alpha
2016-05-13 10:44:17 +08:00
_hasPremultipliedAlpha = (config.input.has_alpha != 0);
_dataLen = _width * _height * (config.input.has_alpha?4:3);
_data = static_cast<unsigned char*>(malloc(_dataLen * sizeof(unsigned char)));
config.output.u.RGBA.rgba = static_cast<uint8_t*>(_data);
config.output.u.RGBA.stride = _width * (config.input.has_alpha?4:3);
config.output.u.RGBA.size = _dataLen;
config.output.is_external_memory = 1;
if (WebPDecode(static_cast<const uint8_t*>(data), dataLen, &config) != VP8_STATUS_OK)
{
free(_data);
_data = nullptr;
break;
}
ret = true;
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} while (0);
return ret;
#else
CCLOG("webp is not enabled, please enable it in ccConfig.h");
return false;
#endif // CC_USE_WEBP
}
2014-03-22 20:51:39 +08:00
bool Image::initWithRawData(const unsigned char * data, ssize_t /*dataLen*/, int width, int height, int /*bitsPerComponent*/, bool preMulti)
{
bool ret = false;
do
{
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CC_BREAK_IF(0 == width || 0 == height);
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_height = height;
_width = width;
_hasPremultipliedAlpha = preMulti;
_pixelFormat = backend::PixelFormat::RGBA8888;
// only RGBA8888 supported
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int bytesPerComponent = 4;
_dataLen = height * width * bytesPerComponent;
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_data = static_cast<unsigned char*>(malloc(_dataLen * sizeof(unsigned char)));
CC_BREAK_IF(! _data);
memcpy(_data, data, _dataLen);
ret = true;
} while (0);
return ret;
}
2013-08-08 14:11:22 +08:00
#if (CC_TARGET_PLATFORM != CC_PLATFORM_IOS)
bool Image::saveToFile(const std::string& filename, bool isToRGB)
{
//only support for backend::PixelFormat::RGB888 or backend::PixelFormat::RGBA8888 uncompressed data
if (isCompressed() || (_pixelFormat != backend::PixelFormat::RGB888 && _pixelFormat != backend::PixelFormat::RGBA8888))
{
CCLOG("cocos2d: Image: saveToFile is only support for backend::PixelFormat::RGB888 or backend::PixelFormat::RGBA8888 uncompressed data for now");
return false;
}
std::string fileExtension = FileUtils::getInstance()->getFileExtension(filename);
if (fileExtension == ".png")
{
return saveImageToPNG(filename, isToRGB);
}
else if (fileExtension == ".jpg")
{
return saveImageToJPG(filename);
}
else
{
CCLOG("cocos2d: Image: saveToFile no support file extension(only .png or .jpg) for file: %s", filename.c_str());
return false;
}
}
#endif
bool Image::saveImageToPNG(const std::string& filePath, bool isToRGB)
{
metal support for cocos2d-x (#19305) * remove deprecated files * remove some deprecated codes * remove more deprecated codes * remove ui deprecated codes * remove more deprecated codes * remove deprecated codes in ccmenuitem * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes * remove more deprecated codes * remove more deprecated codes * remove vr related codes and ignore some modules * remove allocator * remove some config * 【Feature】add back-end project file * [Feature] add back-end file * add pipeline descriptor and shader cache * [Feature] support sprite for backend * [Feature] remove unneeded code * [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture * [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture * [Feature] remove macro define to .cpp file * [Feature] add log info * [Feature] add PipelineDescriptor for TriangleCommand * [Feature] add PipelineDescriptor object as member of TriangleCommand * [Feature] add getPipelineDescriptor method * add renderbackend * complete pipeline descriptor * [Feature] add viewport in RenderCommand * set viewport when rendrering * [Feature] occur error when using RendererBackend, to be fixed. * a workaround to fix black screen on macOS 10.14 (#19090) * add rendererbackend init function * fix typo * [Feature] modify testFile * [BugFix] modify shader path * [Feature] set default viewport * fix projection * [Feature] modify log info * [BugFix] change viewport data type to int * [BugFix] add BindGroup to PipelienDescriptor * [BugFix] change a_position to vec3 in sprite.vert * [BugFix] set vertexLayout according to V3F_C4B_T2F structure * [Feature] revert a_position to vec4 * [Feature] renderer should not use gl codes directly * [Feature] it's better not use default value parameter * fix depth test setting * rendererbackend -> renderer * clear color and depth at begin * add metal backend * metal support normalized attribute * simplify codes * update external * add render pass desctriptor in pipeline descriptor * fix warnings * fix crash and memeory leak * refactor Texture2D * put pipeline descriptor into render command * simplify codes * [Feature] update Sprite * fix crash when closing app * [Feature] update SpriteBatchNode and TextureAtlas * support render texture(not finish) * [Feature] remove unused code * make tests work on mac * fix download-deps path error * make tests work on iOS * [Feature] support ttf under normal label effect * refactor triangle command processing * let renderer handle more common commands * refactor backend * make render texture work * [Feature] refactor backend for GL * [Feature]Renaming to make it easy to understand * [Feature] change warp mode to CLAMP_TO_EDGE * fix ghost * simplify visit render queue logic * support progress timer without rial mode * support partcile system * Feature/update label (#149) * [BugFix] fix compile error * [Feature] support outline effect in ios * [Feature] add shader file * [BugFix] fix begin and end RenderPass * [Feature] update CustomCommand * [Feature] revert project.pbxproj * [Feature] simplify codes * [BugFix] pack AI88 to RGBA8888 only when outline enable * [Feature] support shadow effect in Label * [Feature] support BMFont * [Feature] support glow effect * [Feature] simplify shader files * LabelAtlas work * handle blend function correctly * support tile map * don't share buffer in metal * alloc buffer size as needed * support more tilemap * Merge branch 'minggo/metal-support' into feature/updateLabel * minggo/metal-support: support tile map handle blend function correctly LabelAtlas work Feature/update label (#149) support partcile system # Conflicts: # cocos/2d/CCLabel.cpp # cocos/2d/CCSprite.cpp # cocos/2d/CCSpriteBatchNode.cpp # cocos/renderer/CCQuadCommand.cpp # cocos/renderer/CCQuadCommand.h * render texture work without saving file * use global viewport * grid3d works * remove grabber * tiled3d works * [BugFix] fix label bug * [Feature] add updateSubData for buffer * [Feature] remove setVertexCount * support depth test * add callback command * [Feature] add UITest * [Feature] update UITest * [Feature] remove unneeded codes * fix custom command issue * fix layer color blend issue * [BugFix] fix iOS compile error * [Feature] remove unneeded codes * [Feature] fix updateVertexBuffer * layerradial works * add draw test back * fix batch issue * fix compiling error * [BugFix] support ETC1 * [BugFix] get the correct pipelineDescriptor * [BugFix] skip draw when backendTexture nullptr * clipping node support * [Feature] add shader files * fix stencil issue in metal * [Feature] update UILayoutTest * [BugFix] skip drawing when vertexCount is zero * refactor renderer * add set global z order for stencil manager commands * fix warnings caused by type * remove viewport in render command * [Feature] fix warnings caused by type * [BugFix] clear vertexCount and indexCount for CustomComand when needed * [Feature] update clear for CustomCommand * ios use metal * fix viewport issue * fix LayerColorGradient crash * [cmake] transport to android and windows (#160) * save point 1 * compile on windows * run on android * revert useless change * android set CC_ENABLE_CACHE_TEXTURE_DATA to 1 * add initGlew * fix android crash * add TODO new-renderer * review update * revert onGLFWWindowPosCallback * fix android compiling error * Impl progress radial (#162) * progresstimer add radial impl * default drawType to element * dec invoke times of createVertexBuffer (#163) * support depth/stencil format for gl backend * simplify progress timer codes * support motionstreak, effect is wrong * fix motionstreak issue * [Feature] update Scissor Test (#161) * [Feature] update Scissor Test * [Feature] update ScissorTest * [Feature] rename function * [Feature] get constant reference if needed * [Feature] show render status (#164) * improve performance * fix depth state * fill error that triangle vertex/index number bigger than buffer * fix compiline error in release mode * fix buffer conflict between CPU and GPU on iOS/macOS * Renderer refactor (#165) * use one vertes/index buffer with opengl * fix error on windows * custom command support index format config * CCLayer: compact vertex data structure * update comment * fix doc * support fast tilemap * pass index format instead * fix some wrong effect * fix render texture error * fix texture per-element size * fix texture format error * BlendFunc type refactor, GLenum -> backend::BlendFactor (#167) * BlendFunc use backend::BlendFactor as inner field * update comments * use int to replace GLenum * update xcode project fiel * rename to GLBlendConst * add ccConstants.h * update xcode project file * update copyright * remove primitive command * remove CCPrimitive.cpp/.h * remove deprecated files * remove unneeded files * remove multiple view support * remove multiple view support * remove the usage of frame buffer in camera * director don't use frame buffer * remove FrameBuffer * remove BatchCommand * add some api reference * add physics2d back * fix crash when close app on mac * improve render texture * fix rendertexture issue * fix rendertexture issue * simplify codes * CMake support for mac & ios (#169) * update cmake * fix compile error * update 3rd libs version * remove CCThread.h/.cpp * remove ccthread * use audio engine to implement simple audio engine * remove unneeded codes * remove deprecated codes * remove winrt macro * remove CC_USE_WIC * set partcile blend function in more elegant way * remove unneeded codes * remove unneeded codes * cmake works on windows * update project setting * improve performance * GLFloat -> float * sync v3 cmake improvements into metal-support (#172) * pick: modern cmake, compile definitions improvement (#19139) * modern cmake, use target_compile_definitions partly * simplify macro define, remove USE_* * modern cmake, macro define * add physics 2d macro define into ccConfig.h * remove USE_CHIPMUNK macro in build.gradle * remove CocosSelectModule.cmake * shrink useless define * simplify compile options config, re-add if necessary * update external for tmp CI test * un-quote target_compile_options value * add "-g" parameter only when debug mode * keep single build type when generator Xcode & VS projecy * update external for tmp CI tes * add static_cast<char>(-1), fix -Wc++11-narrowing * simplify win32 compile define * not modify code, only improve compile options # Conflicts: # .gitignore # cmake/Modules/CocosConfigDepend.cmake # cocos/CMakeLists.txt # external/config.json # tests/cpp-tests/CMakeLists.txt * modern cmake, improve cmake_compiler_flags (#19145) * cmake_compiler_flags * Fix typo * Fix typo2 * Remove chanages from Android.mk * correct lua template cmake build (#19149) * don't add -Wno-deprecated into jsb target * correct lua template cmake build * fix win32 lua template compile error * prevent cmake in-source-build friendly (#19151) * pick: Copy resources to "Resources/" on win32 like in linux configuration * add "/Z7" for cpp-tests on windows * [cmake] fix iOS xcode property setting failed (#19208) * fix iOS xcode property setting failed * use search_depend_libs_recursive at dlls collect * fix typo * [cmake] add find_host_library into iOS toolchain file (#19230) * pick: [lua android] use luajit & template cmake update (#19239) * increase cmake stability , remove tests/CMakeLists.txt (#19261) * cmake win32 Precompiled header (#19273) * Precompiled header * Fix * Precompiled header for cocos * Precompiled header jscocos2d * Fix for COCOS2D_DEBUG is always 1 on Android (#19291) Related #19289 * little build fix, tests cpp-tests works on mac * sync v3 build related codes into metal-support (#173) * strict initialization for std::array * remove proj.win32 project configs * modern cmake, cmake_cleanup_remove_unused_variables (#19146) * Switch travis CI to xenial (#19207) * Switch travis CI to xenial * Remove language: android * Set language: cpp * Fix java problem * Update sdkmanager * Fix sdkmanger * next sdkmanager fix * Remove xenial from android * revert to sdk-tools-{system}-3859397 * Remove linux cmake install * Update before-install.sh * Update .travis.yml * Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212) * Simplify install-deps-linux.sh * Cleanup * pick: install ninja * update cocos2d-console submodule * for metal-support alpha release, we only test cpp * add HelloCpp into project(Cocos2d-x) for tmp test * update extenal metal-support-4 * update uniform setting * [Feature] update BindGroup * [Feature] empty-test * [Feature] cpp-test * [Feature] fix GL compiler error * [Feature] fix GL crash * [Feature] empty-test * [Feature] cpp-tests * [feature] improve frameRate * [feature] fix opengl compile error * [feature] fix opengl compile error * [BugFix] fix compute maxLocation error * [Feature] update setting unifrom * [Feature] fix namespace * [Feature] remove unneeded code * [Bugfix] fix project file * [Feature] update review * [texture2d] impl texture format support (#175) * texture update * update * update texture * commit * compile on windows * ddd * rename * rename methods * no crash * save gl * save * save * rename * move out pixel format convert functions * metal crash * update * update android * support gles compressed texture format * support more compress format * add more conversion methods * ss * save * update conversion methods * add PVRTC format support * reformat * add marco linux * fix GL marcro * pvrtc supported only by ios 8.0+ * remove unused cmake * revert change * refactor Texture2D::initWithData * fix conversion log * refactor Texture2D::initWithData * remove some OpenGL constants for PVRTC * add todo * fix typo * AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174) * review cpp-tests, and fix part issues on start auto test * sync png format fix: Node:Particle3D abnormal texture effects #19204 * fix cpp-tests SpritePolygon crash, wrong png format (#19170) * fix wrong png convert format from sRGB to Gray * erase plist index if all frames was erased * test_A8.png have I8 format, fix it * [CCSpriteCache] allow re-add plist & add testcase (#19175) * allow re-add plist & add testcase * remove comments/rename method/update testcase * fix isSpriteFramesWithFileLoaded & add testcase * remove used variable * remove unused variable * fix double free issues when js/lua-tests exit on iOS (#19236) * disable part cases, AutoTest works without crash on mac * update cocos2dx files json, to test cocos new next * fix spritecache plist parsing issue (#19269) * [linux] Fix FileUtils::getContents with folder (#19157) * fix FileUtils::getContents on linux/mac * use stat.st_mode * simplify * [CCFileUtils] win32 getFileSize (#19176) * win32 getFileSize * fix stat * [cpp test-Android]20:FileUtils/2 change title (#19197) * sync #19200 * sync #19231 * [android lua] improve performance of lua loader (#19234) * [lua] improve performance of lua loader * remove cache fix * Revert "fix spritecache plist parsing issue (#19269)" This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf. * remove win32 project files ref in template.json * add metal framework lnk ref into cpp template * test on iOS, and disable part cases * alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227) * changes AudioCache to use alBufferData instead of alBufferDataStatic (also makes test 19 faster to trigger openal bugs faster) The original problem: CrashIfClientProvidedBogusAudioBufferList https://github.com/cocos2d/cocos2d-x/issues/18948 is not happening anymore, but there's still a not very frequent issue that makes OpenAL crash with a call stack like this. AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList It happes more frequently when the device is "cold", which means after half an hour of not using the device (locked). I could not find the actual source code for iOS OpenAL, so I used the macOS versions: https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html They seem to use CAGuard.h to make sure the dead buffer list has no threading issues. I'm worried because the CAGuard code I found has macos and win32 define but no iOS, so I'm not sure. I guess the iOS version is different and has the guard. I could not find a place in the code that's unprotected by the locks except the InitializeBufferMap() which should not be called more than once from cocos, and there's a workaround in AudioEngine-impl for it. I reduced the occurence of the CleanUpDeadBufferList crash by moving the guard in ~AudioCache to cover the alDeleteBuffers call. * remove hack method "setTimeout" on audio * AutoTest works on iOS * support set ios deployment target for root project * enable all texture2d cases, since Jiang have fixed * add CCTextureUtils to xcode project file (#176) * add leak cases for SpriteFrameCache (#177) * re-add SpriteFrameCache cases * update template file json * Update SpriteFrameCacheTest.cpp * fix compiling error
2019-01-18 15:08:25 +08:00
#if CC_USE_PNG
bool ret = false;
do
{
FILE *fp;
png_structp png_ptr;
png_infop info_ptr;
png_bytep *row_pointers;
fp = fopen(filePath.c_str(), "wb");
CC_BREAK_IF(nullptr == fp);
png_ptr = png_create_write_struct(PNG_LIBPNG_VER_STRING, nullptr, nullptr, nullptr);
if (nullptr == png_ptr)
{
fclose(fp);
break;
}
info_ptr = png_create_info_struct(png_ptr);
if (nullptr == info_ptr)
{
fclose(fp);
png_destroy_write_struct(&png_ptr, nullptr);
break;
}
if (setjmp(png_jmpbuf(png_ptr)))
{
fclose(fp);
png_destroy_write_struct(&png_ptr, &info_ptr);
break;
}
png_init_io(png_ptr, fp);
2013-08-06 16:14:36 +08:00
if (!isToRGB && hasAlpha())
{
png_set_IHDR(png_ptr, info_ptr, _width, _height, 8, PNG_COLOR_TYPE_RGB_ALPHA,
PNG_INTERLACE_NONE, PNG_COMPRESSION_TYPE_BASE, PNG_FILTER_TYPE_BASE);
}
else
{
png_set_IHDR(png_ptr, info_ptr, _width, _height, 8, PNG_COLOR_TYPE_RGB,
PNG_INTERLACE_NONE, PNG_COMPRESSION_TYPE_BASE, PNG_FILTER_TYPE_BASE);
}
png_write_info(png_ptr, info_ptr);
png_set_packing(png_ptr);
row_pointers = (png_bytep *)malloc(_height * sizeof(png_bytep));
if(row_pointers == nullptr)
{
fclose(fp);
png_destroy_write_struct(&png_ptr, &info_ptr);
break;
}
if (!hasAlpha())
{
for (int i = 0; i < (int)_height; i++)
{
row_pointers[i] = (png_bytep)_data + i * _width * 3;
}
png_write_image(png_ptr, row_pointers);
free(row_pointers);
row_pointers = nullptr;
}
else
{
2013-08-06 16:14:36 +08:00
if (isToRGB)
{
unsigned char *tempData = static_cast<unsigned char*>(malloc(_width * _height * 3 * sizeof(unsigned char)));
if (nullptr == tempData)
{
fclose(fp);
png_destroy_write_struct(&png_ptr, &info_ptr);
2014-04-13 06:13:58 +08:00
free(row_pointers);
row_pointers = nullptr;
break;
}
for (int i = 0; i < _height; ++i)
{
for (int j = 0; j < _width; ++j)
{
tempData[(i * _width + j) * 3] = _data[(i * _width + j) * 4];
tempData[(i * _width + j) * 3 + 1] = _data[(i * _width + j) * 4 + 1];
tempData[(i * _width + j) * 3 + 2] = _data[(i * _width + j) * 4 + 2];
}
}
for (int i = 0; i < (int)_height; i++)
{
row_pointers[i] = (png_bytep)tempData + i * _width * 3;
}
png_write_image(png_ptr, row_pointers);
free(row_pointers);
row_pointers = nullptr;
if (tempData != nullptr)
2013-11-29 15:13:16 +08:00
{
free(tempData);
2013-11-29 15:13:16 +08:00
}
}
else
{
for (int i = 0; i < (int)_height; i++)
{
row_pointers[i] = (png_bytep)_data + i * _width * 4;
}
png_write_image(png_ptr, row_pointers);
free(row_pointers);
row_pointers = nullptr;
}
}
png_write_end(png_ptr, info_ptr);
png_destroy_write_struct(&png_ptr, &info_ptr);
fclose(fp);
ret = true;
} while (0);
return ret;
#else
CCLOG("png is not enabled, please enable it in ccConfig.h");
return false;
#endif // CC_USE_PNG
}
bool Image::saveImageToJPG(const std::string& filePath)
{
metal support for cocos2d-x (#19305) * remove deprecated files * remove some deprecated codes * remove more deprecated codes * remove ui deprecated codes * remove more deprecated codes * remove deprecated codes in ccmenuitem * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes * remove more deprecated codes * remove more deprecated codes * remove vr related codes and ignore some modules * remove allocator * remove some config * 【Feature】add back-end project file * [Feature] add back-end file * add pipeline descriptor and shader cache * [Feature] support sprite for backend * [Feature] remove unneeded code * [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture * [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture * [Feature] remove macro define to .cpp file * [Feature] add log info * [Feature] add PipelineDescriptor for TriangleCommand * [Feature] add PipelineDescriptor object as member of TriangleCommand * [Feature] add getPipelineDescriptor method * add renderbackend * complete pipeline descriptor * [Feature] add viewport in RenderCommand * set viewport when rendrering * [Feature] occur error when using RendererBackend, to be fixed. * a workaround to fix black screen on macOS 10.14 (#19090) * add rendererbackend init function * fix typo * [Feature] modify testFile * [BugFix] modify shader path * [Feature] set default viewport * fix projection * [Feature] modify log info * [BugFix] change viewport data type to int * [BugFix] add BindGroup to PipelienDescriptor * [BugFix] change a_position to vec3 in sprite.vert * [BugFix] set vertexLayout according to V3F_C4B_T2F structure * [Feature] revert a_position to vec4 * [Feature] renderer should not use gl codes directly * [Feature] it's better not use default value parameter * fix depth test setting * rendererbackend -> renderer * clear color and depth at begin * add metal backend * metal support normalized attribute * simplify codes * update external * add render pass desctriptor in pipeline descriptor * fix warnings * fix crash and memeory leak * refactor Texture2D * put pipeline descriptor into render command * simplify codes * [Feature] update Sprite * fix crash when closing app * [Feature] update SpriteBatchNode and TextureAtlas * support render texture(not finish) * [Feature] remove unused code * make tests work on mac * fix download-deps path error * make tests work on iOS * [Feature] support ttf under normal label effect * refactor triangle command processing * let renderer handle more common commands * refactor backend * make render texture work * [Feature] refactor backend for GL * [Feature]Renaming to make it easy to understand * [Feature] change warp mode to CLAMP_TO_EDGE * fix ghost * simplify visit render queue logic * support progress timer without rial mode * support partcile system * Feature/update label (#149) * [BugFix] fix compile error * [Feature] support outline effect in ios * [Feature] add shader file * [BugFix] fix begin and end RenderPass * [Feature] update CustomCommand * [Feature] revert project.pbxproj * [Feature] simplify codes * [BugFix] pack AI88 to RGBA8888 only when outline enable * [Feature] support shadow effect in Label * [Feature] support BMFont * [Feature] support glow effect * [Feature] simplify shader files * LabelAtlas work * handle blend function correctly * support tile map * don't share buffer in metal * alloc buffer size as needed * support more tilemap * Merge branch 'minggo/metal-support' into feature/updateLabel * minggo/metal-support: support tile map handle blend function correctly LabelAtlas work Feature/update label (#149) support partcile system # Conflicts: # cocos/2d/CCLabel.cpp # cocos/2d/CCSprite.cpp # cocos/2d/CCSpriteBatchNode.cpp # cocos/renderer/CCQuadCommand.cpp # cocos/renderer/CCQuadCommand.h * render texture work without saving file * use global viewport * grid3d works * remove grabber * tiled3d works * [BugFix] fix label bug * [Feature] add updateSubData for buffer * [Feature] remove setVertexCount * support depth test * add callback command * [Feature] add UITest * [Feature] update UITest * [Feature] remove unneeded codes * fix custom command issue * fix layer color blend issue * [BugFix] fix iOS compile error * [Feature] remove unneeded codes * [Feature] fix updateVertexBuffer * layerradial works * add draw test back * fix batch issue * fix compiling error * [BugFix] support ETC1 * [BugFix] get the correct pipelineDescriptor * [BugFix] skip draw when backendTexture nullptr * clipping node support * [Feature] add shader files * fix stencil issue in metal * [Feature] update UILayoutTest * [BugFix] skip drawing when vertexCount is zero * refactor renderer * add set global z order for stencil manager commands * fix warnings caused by type * remove viewport in render command * [Feature] fix warnings caused by type * [BugFix] clear vertexCount and indexCount for CustomComand when needed * [Feature] update clear for CustomCommand * ios use metal * fix viewport issue * fix LayerColorGradient crash * [cmake] transport to android and windows (#160) * save point 1 * compile on windows * run on android * revert useless change * android set CC_ENABLE_CACHE_TEXTURE_DATA to 1 * add initGlew * fix android crash * add TODO new-renderer * review update * revert onGLFWWindowPosCallback * fix android compiling error * Impl progress radial (#162) * progresstimer add radial impl * default drawType to element * dec invoke times of createVertexBuffer (#163) * support depth/stencil format for gl backend * simplify progress timer codes * support motionstreak, effect is wrong * fix motionstreak issue * [Feature] update Scissor Test (#161) * [Feature] update Scissor Test * [Feature] update ScissorTest * [Feature] rename function * [Feature] get constant reference if needed * [Feature] show render status (#164) * improve performance * fix depth state * fill error that triangle vertex/index number bigger than buffer * fix compiline error in release mode * fix buffer conflict between CPU and GPU on iOS/macOS * Renderer refactor (#165) * use one vertes/index buffer with opengl * fix error on windows * custom command support index format config * CCLayer: compact vertex data structure * update comment * fix doc * support fast tilemap * pass index format instead * fix some wrong effect * fix render texture error * fix texture per-element size * fix texture format error * BlendFunc type refactor, GLenum -> backend::BlendFactor (#167) * BlendFunc use backend::BlendFactor as inner field * update comments * use int to replace GLenum * update xcode project fiel * rename to GLBlendConst * add ccConstants.h * update xcode project file * update copyright * remove primitive command * remove CCPrimitive.cpp/.h * remove deprecated files * remove unneeded files * remove multiple view support * remove multiple view support * remove the usage of frame buffer in camera * director don't use frame buffer * remove FrameBuffer * remove BatchCommand * add some api reference * add physics2d back * fix crash when close app on mac * improve render texture * fix rendertexture issue * fix rendertexture issue * simplify codes * CMake support for mac & ios (#169) * update cmake * fix compile error * update 3rd libs version * remove CCThread.h/.cpp * remove ccthread * use audio engine to implement simple audio engine * remove unneeded codes * remove deprecated codes * remove winrt macro * remove CC_USE_WIC * set partcile blend function in more elegant way * remove unneeded codes * remove unneeded codes * cmake works on windows * update project setting * improve performance * GLFloat -> float * sync v3 cmake improvements into metal-support (#172) * pick: modern cmake, compile definitions improvement (#19139) * modern cmake, use target_compile_definitions partly * simplify macro define, remove USE_* * modern cmake, macro define * add physics 2d macro define into ccConfig.h * remove USE_CHIPMUNK macro in build.gradle * remove CocosSelectModule.cmake * shrink useless define * simplify compile options config, re-add if necessary * update external for tmp CI test * un-quote target_compile_options value * add "-g" parameter only when debug mode * keep single build type when generator Xcode & VS projecy * update external for tmp CI tes * add static_cast<char>(-1), fix -Wc++11-narrowing * simplify win32 compile define * not modify code, only improve compile options # Conflicts: # .gitignore # cmake/Modules/CocosConfigDepend.cmake # cocos/CMakeLists.txt # external/config.json # tests/cpp-tests/CMakeLists.txt * modern cmake, improve cmake_compiler_flags (#19145) * cmake_compiler_flags * Fix typo * Fix typo2 * Remove chanages from Android.mk * correct lua template cmake build (#19149) * don't add -Wno-deprecated into jsb target * correct lua template cmake build * fix win32 lua template compile error * prevent cmake in-source-build friendly (#19151) * pick: Copy resources to "Resources/" on win32 like in linux configuration * add "/Z7" for cpp-tests on windows * [cmake] fix iOS xcode property setting failed (#19208) * fix iOS xcode property setting failed * use search_depend_libs_recursive at dlls collect * fix typo * [cmake] add find_host_library into iOS toolchain file (#19230) * pick: [lua android] use luajit & template cmake update (#19239) * increase cmake stability , remove tests/CMakeLists.txt (#19261) * cmake win32 Precompiled header (#19273) * Precompiled header * Fix * Precompiled header for cocos * Precompiled header jscocos2d * Fix for COCOS2D_DEBUG is always 1 on Android (#19291) Related #19289 * little build fix, tests cpp-tests works on mac * sync v3 build related codes into metal-support (#173) * strict initialization for std::array * remove proj.win32 project configs * modern cmake, cmake_cleanup_remove_unused_variables (#19146) * Switch travis CI to xenial (#19207) * Switch travis CI to xenial * Remove language: android * Set language: cpp * Fix java problem * Update sdkmanager * Fix sdkmanger * next sdkmanager fix * Remove xenial from android * revert to sdk-tools-{system}-3859397 * Remove linux cmake install * Update before-install.sh * Update .travis.yml * Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212) * Simplify install-deps-linux.sh * Cleanup * pick: install ninja * update cocos2d-console submodule * for metal-support alpha release, we only test cpp * add HelloCpp into project(Cocos2d-x) for tmp test * update extenal metal-support-4 * update uniform setting * [Feature] update BindGroup * [Feature] empty-test * [Feature] cpp-test * [Feature] fix GL compiler error * [Feature] fix GL crash * [Feature] empty-test * [Feature] cpp-tests * [feature] improve frameRate * [feature] fix opengl compile error * [feature] fix opengl compile error * [BugFix] fix compute maxLocation error * [Feature] update setting unifrom * [Feature] fix namespace * [Feature] remove unneeded code * [Bugfix] fix project file * [Feature] update review * [texture2d] impl texture format support (#175) * texture update * update * update texture * commit * compile on windows * ddd * rename * rename methods * no crash * save gl * save * save * rename * move out pixel format convert functions * metal crash * update * update android * support gles compressed texture format * support more compress format * add more conversion methods * ss * save * update conversion methods * add PVRTC format support * reformat * add marco linux * fix GL marcro * pvrtc supported only by ios 8.0+ * remove unused cmake * revert change * refactor Texture2D::initWithData * fix conversion log * refactor Texture2D::initWithData * remove some OpenGL constants for PVRTC * add todo * fix typo * AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174) * review cpp-tests, and fix part issues on start auto test * sync png format fix: Node:Particle3D abnormal texture effects #19204 * fix cpp-tests SpritePolygon crash, wrong png format (#19170) * fix wrong png convert format from sRGB to Gray * erase plist index if all frames was erased * test_A8.png have I8 format, fix it * [CCSpriteCache] allow re-add plist & add testcase (#19175) * allow re-add plist & add testcase * remove comments/rename method/update testcase * fix isSpriteFramesWithFileLoaded & add testcase * remove used variable * remove unused variable * fix double free issues when js/lua-tests exit on iOS (#19236) * disable part cases, AutoTest works without crash on mac * update cocos2dx files json, to test cocos new next * fix spritecache plist parsing issue (#19269) * [linux] Fix FileUtils::getContents with folder (#19157) * fix FileUtils::getContents on linux/mac * use stat.st_mode * simplify * [CCFileUtils] win32 getFileSize (#19176) * win32 getFileSize * fix stat * [cpp test-Android]20:FileUtils/2 change title (#19197) * sync #19200 * sync #19231 * [android lua] improve performance of lua loader (#19234) * [lua] improve performance of lua loader * remove cache fix * Revert "fix spritecache plist parsing issue (#19269)" This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf. * remove win32 project files ref in template.json * add metal framework lnk ref into cpp template * test on iOS, and disable part cases * alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227) * changes AudioCache to use alBufferData instead of alBufferDataStatic (also makes test 19 faster to trigger openal bugs faster) The original problem: CrashIfClientProvidedBogusAudioBufferList https://github.com/cocos2d/cocos2d-x/issues/18948 is not happening anymore, but there's still a not very frequent issue that makes OpenAL crash with a call stack like this. AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList It happes more frequently when the device is "cold", which means after half an hour of not using the device (locked). I could not find the actual source code for iOS OpenAL, so I used the macOS versions: https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html They seem to use CAGuard.h to make sure the dead buffer list has no threading issues. I'm worried because the CAGuard code I found has macos and win32 define but no iOS, so I'm not sure. I guess the iOS version is different and has the guard. I could not find a place in the code that's unprotected by the locks except the InitializeBufferMap() which should not be called more than once from cocos, and there's a workaround in AudioEngine-impl for it. I reduced the occurence of the CleanUpDeadBufferList crash by moving the guard in ~AudioCache to cover the alDeleteBuffers call. * remove hack method "setTimeout" on audio * AutoTest works on iOS * support set ios deployment target for root project * enable all texture2d cases, since Jiang have fixed * add CCTextureUtils to xcode project file (#176) * add leak cases for SpriteFrameCache (#177) * re-add SpriteFrameCache cases * update template file json * Update SpriteFrameCacheTest.cpp * fix compiling error
2019-01-18 15:08:25 +08:00
#if CC_USE_JPEG
bool ret = false;
do
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{
struct jpeg_compress_struct cinfo;
struct jpeg_error_mgr jerr;
FILE * outfile; /* target file */
JSAMPROW row_pointer[1]; /* pointer to JSAMPLE row[s] */
int row_stride; /* physical row width in image buffer */
cinfo.err = jpeg_std_error(&jerr);
/* Now we can initialize the JPEG compression object. */
jpeg_create_compress(&cinfo);
CC_BREAK_IF((outfile = fopen(filePath.c_str(), "wb")) == nullptr);
jpeg_stdio_dest(&cinfo, outfile);
cinfo.image_width = _width; /* image width and height, in pixels */
cinfo.image_height = _height;
cinfo.input_components = 3; /* # of color components per pixel */
cinfo.in_color_space = JCS_RGB; /* colorspace of input image */
jpeg_set_defaults(&cinfo);
jpeg_set_quality(&cinfo, 90, TRUE);
jpeg_start_compress(&cinfo, TRUE);
row_stride = _width * 3; /* JSAMPLEs per row in image_buffer */
if (hasAlpha())
{
unsigned char *tempData = static_cast<unsigned char*>(malloc(_width * _height * 3 * sizeof(unsigned char)));
if (nullptr == tempData)
{
jpeg_finish_compress(&cinfo);
jpeg_destroy_compress(&cinfo);
fclose(outfile);
break;
}
for (int i = 0; i < _height; ++i)
{
for (int j = 0; j < _width; ++j)
{
tempData[(i * _width + j) * 3] = _data[(i * _width + j) * 4];
tempData[(i * _width + j) * 3 + 1] = _data[(i * _width + j) * 4 + 1];
tempData[(i * _width + j) * 3 + 2] = _data[(i * _width + j) * 4 + 2];
}
}
while (cinfo.next_scanline < cinfo.image_height)
{
row_pointer[0] = & tempData[cinfo.next_scanline * row_stride];
(void) jpeg_write_scanlines(&cinfo, row_pointer, 1);
}
if (tempData != nullptr)
{
free(tempData);
}
}
else
{
while (cinfo.next_scanline < cinfo.image_height) {
row_pointer[0] = & _data[cinfo.next_scanline * row_stride];
(void) jpeg_write_scanlines(&cinfo, row_pointer, 1);
}
}
jpeg_finish_compress(&cinfo);
fclose(outfile);
jpeg_destroy_compress(&cinfo);
ret = true;
} while (0);
return ret;
#else
CCLOG("jpeg is not enabled, please enable it in ccConfig.h");
return false;
#endif // CC_USE_JPEG
}
void Image::premultiplyAlpha()
{
#if CC_ENABLE_PREMULTIPLIED_ALPHA == 0
_hasPremultipliedAlpha = false;
return;
#else
CCASSERT(_pixelFormat == backend::PixelFormat::RGBA8888, "The pixel format should be RGBA8888!");
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unsigned int* fourBytes = (unsigned int*)_data;
for(int i = 0; i < _width * _height; i++)
{
unsigned char* p = _data + i * 4;
fourBytes[i] = CC_RGB_PREMULTIPLY_ALPHA(p[0], p[1], p[2], p[3]);
}
_hasPremultipliedAlpha = true;
#endif
}
static inline unsigned char clamp(int x) {
return (unsigned char)(x >= 0 ? (x < 255 ? x : 255) : 0);
}
void Image::reversePremultipliedAlpha()
{
CCASSERT(_pixelFormat == backend::PixelFormat::RGBA8888, "The pixel format should be RGBA8888!");
unsigned int* fourBytes = (unsigned int*)_data;
for (int i = 0; i < _width * _height; i++)
{
unsigned char* p = _data + i * 4;
if (p[3] > 0)
{
fourBytes[i] = clamp(int(std::ceil((p[0] * 255.0f) / p[3]))) |
clamp(int(std::ceil((p[1] * 255.0f) / p[3]))) << 8 |
clamp(int(std::ceil((p[2] * 255.0f) / p[3]))) << 16 |
p[3] << 24;
}
}
_hasPremultipliedAlpha = false;
}
void Image::setPVRImagesHavePremultipliedAlpha(bool haveAlphaPremultiplied)
{
_PVRHaveAlphaPremultiplied = haveAlphaPremultiplied;
}
NS_CC_END