#include <algorithm>
#include <cstring>
+#include <iostream>
#include <memory>
#include <stdexcept>
UnpackRowLength(0);
} else if (srf.w > (1 << 30) || srf.h > (1 << 30)) {
+ // That's at least one gigapixel in either or both dimensions.
+ // If this is not an error, that's an insanely large or high
+ // resolution texture.
#ifndef NDEBUG
- throw std::runtime_error("texture too large");
+ std::cerr << "texture size exceeds 2^30, aborting data import" << std::endl;
#endif
} else {
GLsizei width = 1, height = 1;
}
-void CubeMap::Data(Face f, const SDL_Surface &srf) noexcept {
- Data(f, srf.w, srf.h, Format(*srf.format), srf.pixels);
+void CubeMap::Data(Face f, const SDL_Surface &srf) {
+ Format format;
+ Format fmt(*srf.format);
+ if (format.Compatible(fmt)) {
+ Data(f, srf.w, srf.h, fmt, srf.pixels);
+ } else {
+ SDL_Surface *converted = SDL_ConvertSurface(
+ const_cast<SDL_Surface *>(&srf),
+ &format.sdl_format,
+ 0
+ );
+ if (!converted) {
+ throw SDLError("SDL_ConvertSurface");
+ }
+ Format new_fmt(*converted->format);
+ if (!format.Compatible(new_fmt)) {
+ SDL_FreeSurface(converted);
+ throw std::runtime_error("unable to convert texture input");
+ }
+ Data(f, converted->w, converted->h, new_fmt, converted->pixels);
+ SDL_FreeSurface(converted);
+ }
}
void CubeMap::Data(Face face, GLsizei w, GLsizei h, const Format &f, GLvoid *data) noexcept {