//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // 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. //----------------------------------------------------------------------------- #ifndef TORQUE_GFX_GL_GFXGLUTILS_H_ #define TORQUE_GFX_GL_GFXGLUTILS_H_ #include "core/util/preprocessorHelpers.h" #include "gfx/gl/gfxGLEnumTranslate.h" #include "gfx/gl/gfxGLStateCache.h" #include "gfx/bitmap/imageUtils.h" inline U32 getMaxMipmaps(U32 width, U32 height, U32 depth) { return getMax( getBinLog2(depth), getMax(getBinLog2(width), getBinLog2(height))) + 1; } inline GLenum minificationFilter(U32 minFilter, U32 mipFilter, U32 /*mipLevels*/) { // the compiler should interpret this as array lookups switch( minFilter ) { case GFXTextureFilterLinear: switch( mipFilter ) { case GFXTextureFilterLinear: return GL_LINEAR_MIPMAP_LINEAR; case GFXTextureFilterPoint: return GL_LINEAR_MIPMAP_NEAREST; default: return GL_LINEAR; } default: switch( mipFilter ) { case GFXTextureFilterLinear: return GL_NEAREST_MIPMAP_LINEAR; case GFXTextureFilterPoint: return GL_NEAREST_MIPMAP_NEAREST; default: return GL_NEAREST; } } } //Get the surface size of a compressed mip map level - see ddsLoader.cpp inline U32 getCompressedSurfaceSize(GFXFormat format,U32 width, U32 height, U32 mipLevel=0 ) { if(!ImageUtil::isCompressedFormat(format)) return 0; // Bump by the mip level. height = getMax(U32(1), height >> mipLevel); width = getMax(U32(1), width >> mipLevel); U32 sizeMultiple = 0; if(format == GFXFormatBC1 || format == GFXFormatBC1_SRGB) sizeMultiple = 8; else sizeMultiple = 16; return getMax(U32(1), width/4) * getMax(U32(1), height/4) * sizeMultiple; } /// Simple class which preserves a given GL integer. /// This class determines the integer to preserve on construction and restores /// it on destruction. class GFXGLPreserveInteger { public: typedef void(STDCALL *BindFn)(GLenum, GLuint); /// Preserve the integer. /// @param binding The binding which should be set on destruction. /// @param getBinding The parameter to be passed to glGetIntegerv to determine /// the integer to be preserved. /// @param binder The gl function to call to restore the integer. GFXGLPreserveInteger(GLenum binding, GLint getBinding, BindFn binder) : mBinding(binding), mPreserved(0), mBinder(binder) { AssertFatal(mBinder, "GFXGLPreserveInteger - Need a valid binder function"); mPreserved = GFXGL->getOpenglCache()->getCacheBinded(mBinding); #if defined(TORQUE_DEBUG) && defined(TORQUE_DEBUG_GFX) GLint bindedOnOpenglDriver; glGetIntegerv(getBinding, &bindedOnOpenglDriver); AssertFatal( mPreserved == bindedOnOpenglDriver, "GFXGLPreserveInteger - GFXGLDevice/OpenGL mismatch on cache binded resource."); #endif } /// Restores the integer. ~GFXGLPreserveInteger() { mBinder(mBinding, mPreserved); } private: GLenum mBinding; GLint mPreserved; BindFn mBinder; }; class GFXGLPreserveTexture { public: typedef void(STDCALL *BindFn)(GLenum, GLuint); GFXGLPreserveTexture(GLenum binding, GLint getBinding, BindFn binder) : mBinding(binding), mPreserved(0), mBinder(binder) { AssertFatal(mBinder, "GFXGLPreserveTexture - Need a valid binder function"); GFXGLDevice *gfx = GFXGL; mPreserved = gfx->getOpenglCache()->getCacheBinded(mBinding); mActiveTexture = gfx->getOpenglCache()->getCacheActiveTexture(); #if defined(TORQUE_DEBUG) && defined(TORQUE_DEBUG_GFX) GLint activeTextureOnOpenglDriver, bindedTextureOnOpenglDriver; glGetIntegerv(getBinding, &bindedTextureOnOpenglDriver); glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTextureOnOpenglDriver); activeTextureOnOpenglDriver -= GL_TEXTURE0; AssertFatal( mPreserved == bindedTextureOnOpenglDriver, "GFXGLPreserveTexture - GFXGLDevice/OpenGL mismatch on cache binded resource."); AssertFatal( activeTextureOnOpenglDriver == mActiveTexture, "GFXGLPreserveTexture - GFXGLDevice/OpenGL mismatch on cache binded resource."); #endif } /// Restores the texture. ~GFXGLPreserveTexture() { #if defined(TORQUE_DEBUG) && defined(TORQUE_DEBUG_GFX) GLint activeTextureOnOpenglDriver; glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTextureOnOpenglDriver); activeTextureOnOpenglDriver -= GL_TEXTURE0; GLint cacheActiveTexture = GFXGL->getOpenglCache()->getCacheActiveTexture(); AssertFatal( cacheActiveTexture == activeTextureOnOpenglDriver, "GFXGLPreserveTexture - GFXGLDevice/OpenGL mismatch on cache ActiveTexture."); #endif mBinder(mBinding, mPreserved); } private: GLenum mBinding; GLint mPreserved; BindFn mBinder; S16 mActiveTexture; }; /// Helper macro to preserve the current VBO binding. #define PRESERVE_VERTEX_BUFFER() \ GFXGLPreserveInteger TORQUE_CONCAT(preserve_, __LINE__) (GL_ARRAY_BUFFER, GL_ARRAY_BUFFER_BINDING, (GFXGLPreserveInteger::BindFn)glBindBuffer) /// Helper macro to preserve the current element array binding. #define PRESERVE_INDEX_BUFFER() \ GFXGLPreserveInteger TORQUE_CONCAT(preserve_, __LINE__) (GL_ELEMENT_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER_BINDING, (GFXGLPreserveInteger::BindFn)glBindBuffer) #define _GET_BUFFER_BINDING( BINDING ) \ BINDING == GL_ARRAY_BUFFER ? GL_ARRAY_BUFFER_BINDING : ( BINDING == GL_ELEMENT_ARRAY_BUFFER ? GL_ELEMENT_ARRAY_BUFFER_BINDING : 0 ) /// Helper macro to preserve the current element array binding. #define PRESERVE_BUFFER( BINDING ) \ GFXGLPreserveInteger TORQUE_CONCAT(preserve_, __LINE__) (BINDING, _GET_BUFFER_BINDING(BINDING), (GFXGLPreserveInteger::BindFn)glBindBuffer) /// ASSERT: Never call glActiveTexture for a "bind to modify" or in a PRESERVER_TEXTURE MACRO scope. /// Helper macro to preserve the current 1D texture binding. #define PRESERVE_1D_TEXTURE() \ GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_1D, GL_TEXTURE_BINDING_1D, (GFXGLPreserveInteger::BindFn)glBindTexture) /// Helper macro to preserve the current 2D texture binding. #define PRESERVE_2D_TEXTURE() \ GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_2D, GL_TEXTURE_BINDING_2D, (GFXGLPreserveInteger::BindFn)glBindTexture) /// Helper macro to preserve the current 3D texture binding. #define PRESERVE_3D_TEXTURE() \ GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_3D, GL_TEXTURE_BINDING_3D, (GFXGLPreserveInteger::BindFn)glBindTexture) /// Helper macro to preserve the current 3D texture binding. #define PRESERVE_CUBEMAP_TEXTURE() \ GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BINDING_CUBE_MAP, (GFXGLPreserveInteger::BindFn)glBindTexture) #define PRESERVE_CUBEMAP_ARRAY_TEXTURE() \ GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_BINDING_CUBE_MAP_ARRAY, (GFXGLPreserveInteger::BindFn)glBindTexture) #define PRESERVE_2D_TEXTURE_ARRAY() \ GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BINDING_2D_ARRAY, (GFXGLPreserveInteger::BindFn)glBindTexture) #define _GET_TEXTURE_BINDING(binding) \ binding == GL_TEXTURE_2D ? GL_TEXTURE_BINDING_2D : (binding == GL_TEXTURE_3D ? GL_TEXTURE_BINDING_3D : GL_TEXTURE_BINDING_1D ) #define PRESERVE_TEXTURE(binding) \ GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (binding, _GET_TEXTURE_BINDING(binding), (GFXGLPreserveInteger::BindFn)glBindTexture) #define PRESERVE_FRAMEBUFFER() \ GFXGLPreserveInteger TORQUE_CONCAT(preserve_, __LINE__) (GL_READ_FRAMEBUFFER, GL_READ_FRAMEBUFFER_BINDING, (GFXGLPreserveInteger::BindFn)glBindFramebuffer);\ GFXGLPreserveInteger TORQUE_CONCAT(preserve2_, __LINE__) (GL_DRAW_FRAMEBUFFER, GL_DRAW_FRAMEBUFFER_BINDING, (GFXGLPreserveInteger::BindFn)glBindFramebuffer) #ifdef TORQUE_DEBUG // Handy macro for checking the status of a framebuffer. Framebuffers can fail in // all sorts of interesting ways, these are just the most common. Further, no existing GL profiling // tool catches framebuffer errors when the framebuffer is created, so we actually need this. #define CHECK_FRAMEBUFFER_STATUS()\ {\ GLenum status;\ status = glCheckFramebufferStatus(GL_FRAMEBUFFER);\ switch(status) {\ case GL_FRAMEBUFFER_COMPLETE:\ break;\ case GL_FRAMEBUFFER_UNSUPPORTED:\ AssertFatal(false, "Unsupported FBO");\ break;\ case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:\ AssertFatal(false, "Incomplete FBO Attachment");\ break;\ case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:\ AssertFatal(false, "Incomplete FBO Missing Attachment");\ break;\ case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:\ AssertFatal(false, "Incomplete FBO Draw buffer");\ break;\ case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:\ AssertFatal(false, "Incomplete FBO Read buffer");\ break;\ default:\ /* programming error; will fail on all hardware */\ AssertFatal(false, "Something really bad happened with an FBO");\ }\ } #else #define CHECK_FRAMEBUFFER_STATUS() #endif //TORQUE_DEBUG #endif