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- //-----------------------------------------------------------------------------
- // 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.
- //-----------------------------------------------------------------------------
- #include "console/console.h"
- #include "gfx/gl/ggl/ggl.h"
- #include "math/mRect.h"
- #include "gfx/gl/gfxGLTextureObject.h"
- #include "gfx/gfxDevice.h"
- #include "gfx/gl/gfxGLEnumTranslate.h"
- #include "gfx/gl/gfxGLTextureManager.h"
- #include "gfx/gl/gfxGLUtils.h"
- #include "gfx/gfxCardProfile.h"
- GFXGLTextureObject::GFXGLTextureObject(GFXDevice * aDevice, GFXTextureProfile *profile) :
- GFXTextureObject(aDevice, profile),
- mBinding(GL_TEXTURE_2D),
- mBytesPerTexel(4),
- mLockedRectRect(0, 0, 0, 0),
- mGLDevice(static_cast<GFXGLDevice*>(mDevice)),
- mZombieCache(NULL)
- {
- AssertFatal(dynamic_cast<GFXGLDevice*>(mDevice), "GFXGLTextureObject::GFXGLTextureObject - Invalid device type, expected GFXGLDevice!");
- glGenTextures(1, &mHandle);
- glGenBuffers(1, &mBuffer);
- }
- GFXGLTextureObject::~GFXGLTextureObject()
- {
- glDeleteBuffers(1, &mBuffer);
- delete[] mZombieCache;
- kill();
- }
- GFXLockedRect* GFXGLTextureObject::lock(U32 mipLevel, RectI *inRect)
- {
- AssertFatal(mBinding != GL_TEXTURE_3D, "GFXGLTextureObject::lock - We don't support locking 3D textures yet");
- U32 width = mTextureSize.x >> mipLevel;
- U32 height = mTextureSize.y >> mipLevel;
- if(inRect)
- {
- if((inRect->point.x + inRect->extent.x > width) || (inRect->point.y + inRect->extent.y > height))
- AssertFatal(false, "GFXGLTextureObject::lock - Rectangle too big!");
- mLockedRectRect = *inRect;
- }
- else
- {
- mLockedRectRect = RectI(0, 0, width, height);
- }
-
- mLockedRect.pitch = mLockedRectRect.extent.x * mBytesPerTexel;
-
- glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, mBuffer);
- // CodeReview [ags 12/19/07] This one texel boundary is necessary to keep the clipmap code from crashing. Figure out why.
- glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, (mLockedRectRect.extent.x + 1) * (mLockedRectRect.extent.y + 1) * mBytesPerTexel, NULL, GL_STREAM_DRAW);
- mLockedRect.bits = (U8*)glMapBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY);
- glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
-
- if( !mLockedRect.bits )
- return NULL;
- return &mLockedRect;
- }
- void GFXGLTextureObject::unlock(U32 mipLevel)
- {
- if(!mLockedRect.bits)
- return;
- glActiveTexture(GL_TEXTURE0);
- U32 boundTexture;
- glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&boundTexture);
- glBindTexture(GL_TEXTURE_2D, mHandle);
- glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, mBuffer);
- glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER_ARB);
- glTexSubImage2D(GL_TEXTURE_2D, mipLevel, mLockedRectRect.point.x, mLockedRectRect.point.y,
- mLockedRectRect.extent.x, mLockedRectRect.extent.y, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
- glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
- mLockedRect.bits = NULL;
- glBindTexture(GL_TEXTURE_2D, boundTexture);
- }
- void GFXGLTextureObject::release()
- {
- glDeleteTextures(1, &mHandle);
- glDeleteBuffers(1, &mBuffer);
-
- mHandle = 0;
- mBuffer = 0;
- }
- bool GFXGLTextureObject::copyToBmp(GBitmap * bmp)
- {
- GLint oldTex;
- glGetIntegerv(0x8069, &oldTex);
- glBindTexture(GL_TEXTURE_2D, mHandle);
-
- GLint textureFormat = GFXGLTextureFormat[bmp->getFormat()];
- // Don't swizzle outgoing textures.
- if(textureFormat == GL_BGRA)
- textureFormat = GL_RGBA;
-
- glGetTexImage(GL_TEXTURE_2D, 0, textureFormat, GL_UNSIGNED_BYTE, bmp->getWritableBits());
-
- glBindTexture(GL_TEXTURE_2D, oldTex);
- return true;
- }
- void GFXGLTextureObject::bind(U32 textureUnit) const
- {
- glActiveTexture(GL_TEXTURE0 + textureUnit);
- glBindTexture(mBinding, mHandle);
- glEnable(mBinding);
-
- GFXGLStateBlockRef sb = mGLDevice->getCurrentStateBlock();
- AssertFatal(sb, "GFXGLTextureObject::bind - No active stateblock!");
- if (!sb)
- return;
-
- const GFXSamplerStateDesc ssd = sb->getDesc().samplers[textureUnit];
- glTexParameteri(mBinding, GL_TEXTURE_MIN_FILTER, minificationFilter(ssd.minFilter, ssd.mipFilter, mMipLevels));
- glTexParameteri(mBinding, GL_TEXTURE_MAG_FILTER, GFXGLTextureFilter[ssd.magFilter]);
- glTexParameteri(mBinding, GL_TEXTURE_WRAP_S, !mIsNPoT2 ? GFXGLTextureAddress[ssd.addressModeU] : GL_CLAMP_TO_EDGE);
- glTexParameteri(mBinding, GL_TEXTURE_WRAP_T, !mIsNPoT2 ? GFXGLTextureAddress[ssd.addressModeV] : GL_CLAMP_TO_EDGE);
- if(mBinding == GL_TEXTURE_3D)
- glTexParameteri(mBinding, GL_TEXTURE_WRAP_R, GFXGLTextureAddress[ssd.addressModeW]);
- glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, ssd.mipLODBias);
- }
- U8* GFXGLTextureObject::getTextureData()
- {
- U8* data = new U8[mTextureSize.x * mTextureSize.y * mBytesPerTexel];
- glBindTexture(GL_TEXTURE_2D, mHandle);
- glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
- return data;
- }
- void GFXGLTextureObject::copyIntoCache()
- {
- glBindTexture(mBinding, mHandle);
- U32 cacheSize = mTextureSize.x * mTextureSize.y;
- if(mBinding == GL_TEXTURE_3D)
- cacheSize *= mTextureSize.z;
-
- cacheSize *= mBytesPerTexel;
- mZombieCache = new U8[cacheSize];
-
- glGetTexImage(mBinding, 0, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], mZombieCache);
- glBindTexture(mBinding, 0);
- }
- void GFXGLTextureObject::reloadFromCache()
- {
- if(!mZombieCache)
- return;
-
- if(mBinding == GL_TEXTURE_3D)
- {
- static_cast<GFXGLTextureManager*>(TEXMGR)->_loadTexture(this, mZombieCache);
- delete[] mZombieCache;
- mZombieCache = NULL;
- return;
- }
-
- glBindTexture(mBinding, mHandle);
- glTexSubImage2D(mBinding, 0, 0, 0, mTextureSize.x, mTextureSize.y, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], mZombieCache);
-
- if(GFX->getCardProfiler()->queryProfile("GL::Workaround::needsExplicitGenerateMipmap") && mMipLevels != 1)
- glGenerateMipmapEXT(mBinding);
-
- delete[] mZombieCache;
- mZombieCache = NULL;
- mIsZombie = false;
- }
- void GFXGLTextureObject::zombify()
- {
- if(mIsZombie)
- return;
-
- mIsZombie = true;
- if(!mProfile->doStoreBitmap() && !mProfile->isRenderTarget() && !mProfile->isDynamic() && !mProfile->isZTarget())
- copyIntoCache();
-
- release();
- }
- void GFXGLTextureObject::resurrect()
- {
- if(!mIsZombie)
- return;
-
- glGenTextures(1, &mHandle);
- glGenBuffers(1, &mBuffer);
- }
- F32 GFXGLTextureObject::getMaxUCoord() const
- {
- return mBinding == GL_TEXTURE_2D ? 1.0f : (F32)getWidth();
- }
- F32 GFXGLTextureObject::getMaxVCoord() const
- {
- return mBinding == GL_TEXTURE_2D ? 1.0f : (F32)getHeight();
- }
- const String GFXGLTextureObject::describeSelf() const
- {
- String ret = Parent::describeSelf();
- ret += String::ToString(" GL Handle: %i", mHandle);
-
- return ret;
- }
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