#include "BsRenderTexture.h" #include "BsException.h" #include "BsPixelBuffer.h" #include "BsTexture.h" #include "BsTextureManager.h" #include "BsResources.h" #include "BsCoreThread.h" #include "BsFrameAlloc.h" namespace BansheeEngine { RenderTextureProperties::RenderTextureProperties(const RENDER_TEXTURE_DESC& desc, bool requiresFlipping) { TexturePtr texture = desc.colorSurface.texture; if (texture != nullptr) { mWidth = texture->getWidth(); mHeight = texture->getHeight(); mColorDepth = BansheeEngine::PixelUtil::getNumElemBits(texture->getFormat()); mHwGamma = texture->isHardwareGammaEnabled(); mMultisampleCount = texture->getMultisampleCount(); } mActive = true; mIsWindow = false; mRequiresTextureFlipping = requiresFlipping; } RenderTextureCore::RenderTextureCore(const RENDER_TEXTURE_DESC& desc) :mColorSurface(nullptr), mDepthStencilSurface(nullptr), mDesc(desc) { } RenderTextureCore::~RenderTextureCore() { } void RenderTextureCore::initialize() { RenderTargetCore::initialize(); const RENDER_SURFACE_DESC& colorSurface = mDesc.colorSurface; if (colorSurface.texture != nullptr) { TexturePtr texture = colorSurface.texture; if (texture->getUsage() != TU_RENDERTARGET) BS_EXCEPT(InvalidParametersException, "Provided texture is not created with render target usage."); mColorSurface = Texture::requestView(texture, colorSurface.mipLevel, 1, colorSurface.face, 1, GVU_RENDERTARGET); } const RENDER_SURFACE_DESC& depthStencilSurface = mDesc.depthStencilSurface; if (depthStencilSurface.texture != nullptr) { TexturePtr texture = depthStencilSurface.texture; if (texture->getUsage() != TU_DEPTHSTENCIL) BS_EXCEPT(InvalidParametersException, "Provided texture is not created with depth stencil usage."); mDepthStencilSurface = Texture::requestView(texture, depthStencilSurface.mipLevel, 1, depthStencilSurface.face, 1, GVU_DEPTHSTENCIL); } throwIfBuffersDontMatch(); assert(mColorSurface != nullptr); assert(mColorSurface->getTexture() != nullptr); if (mColorSurface->getTexture()->getTextureType() != TEX_TYPE_2D) BS_EXCEPT(NotImplementedException, "Render textures are currently only implemented for 2D surfaces."); if ((mColorSurface->getFirstArraySlice() + mColorSurface->getNumArraySlices()) > mColorSurface->getTexture()->getNumFaces()) { BS_EXCEPT(InvalidParametersException, "Provided number of faces is out of range. Face: " + toString(mColorSurface->getFirstArraySlice() + mColorSurface->getNumArraySlices()) + ". Max num faces: " + toString(mColorSurface->getTexture()->getNumFaces())); } if (mColorSurface->getMostDetailedMip() > mColorSurface->getTexture()->getNumMipmaps()) { BS_EXCEPT(InvalidParametersException, "Provided number of mip maps is out of range. Mip level: " + toString(mColorSurface->getMostDetailedMip()) + ". Max num mipmaps: " + toString(mColorSurface->getTexture()->getNumMipmaps())); } } void RenderTextureCore::destroy() { if (mColorSurface != nullptr) Texture::releaseView(mColorSurface); if (mDepthStencilSurface != nullptr) Texture::releaseView(mDepthStencilSurface); RenderTargetCore::destroy(); } CoreSyncData RenderTextureCore::syncFromCore(FrameAlloc* allocator) { UINT32 size = sizeof(RenderTextureProperties); UINT8* buffer = allocator->alloc(size); RenderTextureProperties& props = const_cast(getProperties()); memcpy(buffer, &props, size); return CoreSyncData(buffer, size); } void RenderTextureCore::syncToCore(const CoreSyncData& data) { RenderTextureProperties& props = const_cast(getProperties()); props = data.getData(); } const RenderTextureProperties& RenderTextureCore::getProperties() const { return static_cast(getPropertiesInternal()); } void RenderTextureCore::throwIfBuffersDontMatch() const { if (mColorSurface == nullptr || mDepthStencilSurface == nullptr) return; if (mColorSurface->getTexture()->getWidth() != mDepthStencilSurface->getTexture()->getWidth() || mColorSurface->getTexture()->getHeight() != mDepthStencilSurface->getTexture()->getHeight() || mColorSurface->getTexture()->getMultisampleCount() != mDepthStencilSurface->getTexture()->getMultisampleCount()) { String errorInfo = "\nWidth: " + toString(mColorSurface->getTexture()->getWidth()) + "/" + toString(mDepthStencilSurface->getTexture()->getWidth()); errorInfo += "\nHeight: " + toString(mColorSurface->getTexture()->getHeight()) + "/" + toString(mDepthStencilSurface->getTexture()->getHeight()); errorInfo += "\nMultisample Count: " + toString(mColorSurface->getTexture()->getMultisampleCount()) + "/" + toString(mDepthStencilSurface->getTexture()->getMultisampleCount()); BS_EXCEPT(InvalidParametersException, "Provided texture and depth stencil buffer don't match!" + errorInfo); } } RenderTexturePtr RenderTexture::create(TextureType textureType, UINT32 width, UINT32 height, PixelFormat format, bool hwGamma, UINT32 multisampleCount, bool createDepth, PixelFormat depthStencilFormat) { return TextureManager::instance().createRenderTexture(textureType, width, height, format, hwGamma, multisampleCount, createDepth, depthStencilFormat); } RenderTexturePtr RenderTexture::create(const RENDER_TEXTURE_DESC& desc) { return TextureManager::instance().createRenderTexture(desc); } SPtr RenderTexture::getCore() const { return std::static_pointer_cast(mCoreSpecific); } RenderTexture::RenderTexture(const RENDER_TEXTURE_DESC& desc) { mDesc = desc; // Create non-persistent resource handles for the used textures (we only need them because a lot of the code accepts only handles, // since they're non persistent they don't really have any benefit over shared pointers) if (desc.colorSurface.texture != nullptr) mBindableColorTex = static_resource_cast(gResources()._createResourceHandle(desc.colorSurface.texture)); if (desc.depthStencilSurface.texture != nullptr) mBindableDepthStencilTex = static_resource_cast(gResources()._createResourceHandle(desc.depthStencilSurface.texture)); } SPtr RenderTexture::createCore() const { return TextureCoreManager::instance().createRenderTextureInternal(mDesc); } CoreSyncData RenderTexture::syncToCore(FrameAlloc* allocator) { UINT32 size = sizeof(RenderTextureProperties); UINT8* buffer = allocator->alloc(size); RenderTextureProperties& props = const_cast(getProperties()); memcpy(buffer, &props, size); return CoreSyncData(buffer, size); } void RenderTexture::syncFromCore(const CoreSyncData& data) { RenderTextureProperties& props = const_cast(getProperties()); props = data.getData(); } const RenderTextureProperties& RenderTexture::getProperties() const { return static_cast(getPropertiesInternal()); } }