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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #pragma once
- #include "BsCorePrerequisites.h"
- #include "Resources/BsResource.h"
- #include "RenderAPI/BsHardwareBuffer.h"
- #include "Image/BsPixelUtil.h"
- #include "RenderAPI/BsTextureView.h"
- namespace bs
- {
- /** @addtogroup Resources
- * @{
- */
- /** Flags that describe how is a texture used. */
- enum BS_SCRIPT_EXPORT(m:Rendering) TextureUsage
- {
- /** A regular texture that is not often or ever updated from the CPU. */
- TU_STATIC BS_SCRIPT_EXPORT(n:Default) = GBU_STATIC,
- /** A regular texture that is often updated by the CPU. */
- TU_DYNAMIC BS_SCRIPT_EXPORT(n:Dynamic) = GBU_DYNAMIC,
- /** Texture that can be rendered to by the GPU. */
- TU_RENDERTARGET BS_SCRIPT_EXPORT(n:Render) = 0x200,
- /** Texture used as a depth/stencil buffer by the GPU. */
- TU_DEPTHSTENCIL BS_SCRIPT_EXPORT(n:DepthStencil) = 0x400,
- /** Texture that allows load/store operations from the GPU program. */
- TU_LOADSTORE BS_SCRIPT_EXPORT(n:LoadStore) = 0x800,
- /** All mesh data will also be cached in CPU memory, making it available for fast read access from the CPU. */
- TU_CPUCACHED BS_SCRIPT_EXPORT(n:CPUCached) = 0x1000,
- /** Allows the CPU to directly read the texture data buffers from the GPU. */
- TU_CPUREADABLE BS_SCRIPT_EXPORT(n:CPUReadable) = 0x2000,
- /** Default (most common) texture usage. */
- TU_DEFAULT BS_SCRIPT_EXPORT(ex:true) = TU_STATIC
- };
- /** Texture mipmap options. */
- enum TextureMipmap
- {
- MIP_UNLIMITED = 0x7FFFFFFF /**< Create all mip maps down to 1x1. */
- };
- /** Descriptor structure used for initialization of a Texture. */
- struct TEXTURE_DESC
- {
- /** Type of the texture. */
- TextureType type = TEX_TYPE_2D;
- /** Format of pixels in the texture. */
- PixelFormat format = PF_RGBA8;
- /** Width of the texture in pixels. */
- UINT32 width = 1;
- /** Height of the texture in pixels. */
- UINT32 height = 1;
- /** Depth of the texture in pixels (Must be 1 for 2D textures). */
- UINT32 depth = 1;
- /** Number of mip-maps the texture has. This number excludes the full resolution map. */
- UINT32 numMips = 0;
- /** Describes how the caller plans on using the texture in the pipeline. */
- INT32 usage = TU_DEFAULT;
- /**
- * If true the texture data is assumed to have been gamma corrected and will be converted back to linear space when
- * sampled on GPU.
- */
- bool hwGamma = false;
- /** Number of samples per pixel. Set to 1 or 0 to use the default of a single sample per pixel. */
- UINT32 numSamples = 0;
- /** Number of texture slices to create if creating a texture array. Ignored for 3D textures. */
- UINT32 numArraySlices = 1;
- };
- /** Properties of a Texture. Shared between sim and core thread versions of a Texture. */
- class BS_CORE_EXPORT TextureProperties
- {
- public:
- TextureProperties();
- TextureProperties(const TEXTURE_DESC& desc);
- /** Gets the type of texture. */
- TextureType getTextureType() const { return mDesc.type; }
- /**
- * Gets the number of mipmaps to be used for this texture. This number excludes the top level map (which is always
- * assumed to be present).
- */
- UINT32 getNumMipmaps() const { return mDesc.numMips; }
- /**
- * Determines does the texture contain gamma corrected data. If true then the GPU will automatically convert the
- * pixels to linear space before reading from the texture, and convert them to gamma space when writing to the
- * texture.
- */
- bool isHardwareGammaEnabled() const { return mDesc.hwGamma; }
- /** Gets the number of samples used for multisampling (0 or 1 if multisampling is not used). */
- UINT32 getNumSamples() const { return mDesc.numSamples; }
- /** Returns the height of the texture. */
- UINT32 getHeight() const { return mDesc.height; }
- /** Returns the width of the texture. */
- UINT32 getWidth() const { return mDesc.width; }
- /** Returns the depth of the texture (only applicable for 3D textures). */
- UINT32 getDepth() const { return mDesc.depth; }
- /** Returns a value that signals the engine in what way is the texture expected to be used. */
- int getUsage() const { return mDesc.usage; }
- /** Returns the pixel format for the texture surface. */
- PixelFormat getFormat() const { return mDesc.format; }
- /** Returns true if the texture has an alpha layer. */
- bool hasAlpha() const;
- /**
- * Returns the number of faces this texture has. This includes array slices (if texture is an array texture),
- * as well as cube-map faces.
- */
- UINT32 getNumFaces() const;
- /** Returns the number of array slices of the texture (if the texture is an array texture). */
- UINT32 getNumArraySlices() const { return mDesc.numArraySlices; }
- /**
- * Allocates a buffer that exactly matches the format of the texture described by these properties, for the provided
- * face and mip level. This is a helper function, primarily meant for creating buffers when reading from, or writing
- * to a texture.
- *
- * @note Thread safe.
- */
- SPtr<PixelData> allocBuffer(UINT32 face, UINT32 mipLevel) const;
- protected:
- friend class TextureRTTI;
- friend class Texture;
- /**
- * Maps a sub-resource index to an exact face and mip level. Sub-resource indexes are used when reading or writing
- * to the resource.
- */
- void mapFromSubresourceIdx(UINT32 subresourceIdx, UINT32& face, UINT32& mip) const;
- /**
- * Map a face and a mip level to a sub-resource index you can use for updating or reading a specific sub-resource.
- */
- UINT32 mapToSubresourceIdx(UINT32 face, UINT32 mip) const;
- TEXTURE_DESC mDesc;
- };
- /**
- * Abstract class representing a texture. Specific render systems have their own Texture implementations. Internally
- * represented as one or more surfaces with pixels in a certain number of dimensions, backed by a hardware buffer.
- *
- * @note Sim thread.
- */
- class BS_CORE_EXPORT BS_SCRIPT_EXPORT(m:Rendering) Texture : public Resource
- {
- public:
- /**
- * Updates the texture with new data. Provided data buffer will be locked until the operation completes.
- *
- * @param[in] data Pixel data to write. User must ensure it is in format and size compatible with
- * the texture.
- * @param[in] face Texture face to write to.
- * @param[in] mipLevel Mipmap level to write to.
- * @param[in] discardEntireBuffer When true the existing contents of the resource you are updating will be
- * discarded. This can make the operation faster. Resources with certain buffer
- * types might require this flag to be in a specific state otherwise the operation
- * will fail.
- * @return Async operation object you can use to track operation completion.
- *
- * @note This is an @ref asyncMethod "asynchronous method".
- */
- AsyncOp writeData(const SPtr<PixelData>& data, UINT32 face = 0, UINT32 mipLevel = 0,
- bool discardEntireBuffer = false);
- /**
- * Reads internal texture data to the provided previously allocated buffer. Provided data buffer will be locked
- * until the operation completes.
- *
- * @param[out] data Pre-allocated buffer of proper size and format where data will be read to. You can use
- * TextureProperties::allocBuffer() to allocate a buffer of a correct format and size.
- * @param[in] face Texture face to read from.
- * @param[in] mipLevel Mipmap level to read from.
- * @return Async operation object you can use to track operation completion.
- *
- * @note This is an @ref asyncMethod "asynchronous method".
- */
- AsyncOp readData(const SPtr<PixelData>& data, UINT32 face = 0, UINT32 mipLevel = 0);
- /**
- * Reads data from the cached system memory texture buffer into the provided buffer.
- *
- * @param[out] data Pre-allocated buffer of proper size and format where data will be read to. You can use
- * TextureProperties::allocBuffer() to allocate a buffer of a correct format and size.
- * @param[in] face Texture face to read from.
- * @param[in] mipLevel Mipmap level to read from.
- *
- * @note
- * The data read is the cached texture data. Any data written to the texture from the GPU or core thread will not
- * be reflected in this data. Use readData() if you require those changes.
- * @note
- * The texture must have been created with TU_CPUCACHED usage otherwise this method will not return any data.
- */
- void readCachedData(PixelData& data, UINT32 face = 0, UINT32 mipLevel = 0);
- /** Returns properties that contain information about the texture. */
- const TextureProperties& getProperties() const { return mProperties; }
- /** Retrieves a core implementation of a texture usable only from the core thread. */
- SPtr<ct::Texture> getCore() const;
- /************************************************************************/
- /* STATICS */
- /************************************************************************/
- /**
- * Creates a new empty texture.
- *
- * @param[in] desc Description of the texture to create.
- */
- static HTexture create(const TEXTURE_DESC& desc);
- /**
- * Creates a new 2D or 3D texture initialized using the provided pixel data. Texture will not have any mipmaps.
- *
- * @param[in] pixelData Data to initialize the texture width.
- * @param[in] usage Describes planned texture use.
- * @param[in] hwGammaCorrection If true the texture data is assumed to have been gamma corrected and will be
- * converted back to linear space when sampled on GPU.
- */
- static HTexture create(const SPtr<PixelData>& pixelData, int usage = TU_DEFAULT, bool hwGammaCorrection = false);
- /** @name Internal
- * @{
- */
- /**
- * @copydoc create(const TEXTURE_DESC&)
- *
- * @note Internal method. Creates a texture pointer without a handle. Use create() for normal usage.
- */
- static SPtr<Texture> _createPtr(const TEXTURE_DESC& desc);
- /**
- * @copydoc create(const SPtr<PixelData>&, int, bool)
- *
- * @note Internal method. Creates a texture pointer without a handle. Use create() for normal usage.
- */
- static SPtr<Texture> _createPtr(const SPtr<PixelData>& pixelData, int usage = TU_DEFAULT,
- bool hwGammaCorrection = false);
- /** @} */
- protected:
- friend class TextureManager;
- Texture(const TEXTURE_DESC& desc);
- Texture(const TEXTURE_DESC& desc, const SPtr<PixelData>& pixelData);
- /** @copydoc Resource::initialize */
- void initialize() override;
- /** @copydoc CoreObject::createCore */
- SPtr<ct::CoreObject> createCore() const override;
- /** Calculates the size of the texture, in bytes. */
- UINT32 calculateSize() const;
- /**
- * Creates buffers used for caching of CPU texture data.
- *
- * @note Make sure to initialize all texture properties before calling this.
- */
- void createCPUBuffers();
- /** Updates the cached CPU buffers with new data. */
- void updateCPUBuffers(UINT32 subresourceIdx, const PixelData& data);
- protected:
- Vector<SPtr<PixelData>> mCPUSubresourceData;
- TextureProperties mProperties;
- mutable SPtr<PixelData> mInitData;
- /************************************************************************/
- /* SERIALIZATION */
- /************************************************************************/
- public:
- Texture(); // Serialization only
- friend class TextureRTTI;
- static RTTITypeBase* getRTTIStatic();
- RTTITypeBase* getRTTI() const override;
- };
- /** @} */
- namespace ct
- {
- /** @addtogroup Resources-Internal
- * @{
- */
- /**
- * Core thread version of a bs::Texture.
- *
- * @note Core thread.
- */
- class BS_CORE_EXPORT Texture : public CoreObject
- {
- public:
- Texture(const TEXTURE_DESC& desc, const SPtr<PixelData>& initData, GpuDeviceFlags deviceMask);
- virtual ~Texture() {}
- /** @copydoc CoreObject::initialize */
- void initialize() override;
- /**
- * Locks the buffer for reading or writing.
- *
- * @param[in] options Options for controlling what you may do with the locked data.
- * @param[in] mipLevel (optional) Mipmap level to lock.
- * @param[in] face (optional) Texture face to lock.
- * @param[in] deviceIdx Index of the device whose memory to map. If the buffer doesn't exist on this device,
- * the method returns null.
- * @param[in] queueIdx Device queue to perform the read/write operations on. See @ref queuesDoc.
- *
- * @note
- * If you are just reading or writing one block of data use readData()/writeData() methods as they can be much faster
- * in certain situations.
- */
- PixelData lock(GpuLockOptions options, UINT32 mipLevel = 0, UINT32 face = 0, UINT32 deviceIdx = 0,
- UINT32 queueIdx = 0);
- /**
- * Unlocks a previously locked buffer. After the buffer is unlocked, any data returned by lock becomes invalid.
- *
- * @see lock()
- */
- void unlock();
- /**
- * Copies the contents a subresource in this texture to another texture. Texture format and size of the subresource
- * must match.
- *
- * You are allowed to copy from a multisampled to non-multisampled surface, which will resolve the multisampled
- * surface before copying.
- *
- * @param[in] target Texture that contains the destination subresource.
- * @param[in] srcFace Face to copy from.
- * @param[in] srcMipLevel Mip level to copy from.
- * @param[in] dstFace Face to copy to.
- * @param[in] dstMipLevel Mip level to copy to.
- * @param[in] commandBuffer Command buffer to queue the copy operation on. If null, main command buffer is
- * used.
- */
- void copy(const SPtr<Texture>& target, UINT32 srcFace = 0, UINT32 srcMipLevel = 0, UINT32 dstFace = 0,
- UINT32 dstMipLevel = 0, const SPtr<CommandBuffer>& commandBuffer = nullptr);
- /**
- * Reads data from the texture buffer into the provided buffer.
- *
- * @param[out] dest Previously allocated buffer to read data into.
- * @param[in] mipLevel (optional) Mipmap level to read from.
- * @param[in] face (optional) Texture face to read from.
- * @param[in] deviceIdx Index of the device whose memory to read. If the buffer doesn't exist on this device,
- * no data will be read.
- * @param[in] queueIdx Device queue to perform the read operation on. See @ref queuesDoc.
- */
- void readData(PixelData& dest, UINT32 mipLevel = 0, UINT32 face = 0, UINT32 deviceIdx = 0,
- UINT32 queueIdx = 0);
- /**
- * Writes data from the provided buffer into the texture buffer.
- *
- * @param[in] src Buffer to retrieve the data from.
- * @param[in] mipLevel (optional) Mipmap level to write into.
- * @param[in] face (optional) Texture face to write into.
- * @param[in] discardWholeBuffer (optional) If true any existing texture data will be discard. This can improve
- * performance of the write operation.
- * @param[in] queueIdx Device queue to perform the write operation on. See @ref queuesDoc.
- */
- void writeData(const PixelData& src, UINT32 mipLevel = 0, UINT32 face = 0, bool discardWholeBuffer = false,
- UINT32 queueIdx = 0);
- /** Returns properties that contain information about the texture. */
- const TextureProperties& getProperties() const { return mProperties; }
- /************************************************************************/
- /* STATICS */
- /************************************************************************/
- /**
- * @copydoc bs::Texture::create(const TEXTURE_DESC&)
- * @param[in] deviceMask Mask that determines on which GPU devices should the object be created on.
- */
- static SPtr<Texture> create(const TEXTURE_DESC& desc, GpuDeviceFlags deviceMask = GDF_DEFAULT);
- /**
- * @copydoc bs::Texture::create(const SPtr<PixelData>&, int, bool)
- * @param[in] deviceMask Mask that determines on which GPU devices should the object be created on.
- */
- static SPtr<Texture> create(const SPtr<PixelData>& pixelData, int usage = TU_DEFAULT,
- bool hwGammaCorrection = false, GpuDeviceFlags deviceMask = GDF_DEFAULT);
- /************************************************************************/
- /* TEXTURE VIEW */
- /************************************************************************/
- /**
- * Requests a texture view for the specified mip and array ranges. Returns an existing view of one for the specified
- * ranges already exists, otherwise creates a new one. You must release all views by calling releaseView() when done.
- *
- * @note Core thread only.
- */
- SPtr<TextureView> requestView(UINT32 mostDetailMip, UINT32 numMips, UINT32 firstArraySlice, UINT32 numArraySlices,
- GpuViewUsage usage);
- /** Returns a plain white texture. */
- static SPtr<Texture> WHITE;
- /** Returns a plain black texture. */
- static SPtr<Texture> BLACK;
- /** Returns a plain normal map texture with normal pointing up (in Y direction). */
- static SPtr<Texture> NORMAL;
- protected:
- /** @copydoc lock */
- virtual PixelData lockImpl(GpuLockOptions options, UINT32 mipLevel = 0, UINT32 face = 0, UINT32 deviceIdx = 0,
- UINT32 queueIdx = 0) = 0;
- /** @copydoc unlock */
- virtual void unlockImpl() = 0;
- /** @copydoc copy */
- virtual void copyImpl(UINT32 srcFace, UINT32 srcMipLevel, UINT32 dstFace, UINT32 dstMipLevel,
- const SPtr<Texture>& target, const SPtr<CommandBuffer>& commandBuffer) = 0;
- /** @copydoc readData */
- virtual void readDataImpl(PixelData& dest, UINT32 mipLevel = 0, UINT32 face = 0, UINT32 deviceIdx = 0,
- UINT32 queueIdx = 0) = 0;
- /** @copydoc writeData */
- virtual void writeDataImpl(const PixelData& src, UINT32 mipLevel = 0, UINT32 face = 0,
- bool discardWholeBuffer = false, UINT32 queueIdx = 0) = 0;
- /************************************************************************/
- /* TEXTURE VIEW */
- /************************************************************************/
- /** Creates a view of a specific subresource in a texture. */
- virtual SPtr<TextureView> createView(const TEXTURE_VIEW_DESC& desc);
- /** Releases all internal texture view references. */
- void clearBufferViews();
- UnorderedMap<TEXTURE_VIEW_DESC, SPtr<TextureView>, TextureView::HashFunction, TextureView::EqualFunction> mTextureViews;
- TextureProperties mProperties;
- SPtr<PixelData> mInitData;
- };
- /** @} */
- }
- }
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