BsTexture.h 20 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsCorePrerequisites.h"
  5. #include "BsResource.h"
  6. #include "BsHardwareBuffer.h"
  7. #include "BsPixelUtil.h"
  8. #include "BsTextureView.h"
  9. namespace BansheeEngine
  10. {
  11. /** @addtogroup Resources
  12. * @{
  13. */
  14. /** Flags that describe how is a texture used. */
  15. enum TextureUsage
  16. {
  17. TU_STATIC = GBU_STATIC, /**< A regular texture that is not often or ever updated from the CPU. */
  18. TU_DYNAMIC = GBU_DYNAMIC, /**< A regular texture that is often updated by the CPU. */
  19. TU_RENDERTARGET = 0x200, /**< Texture that can be rendered to by the GPU. */
  20. TU_DEPTHSTENCIL = 0x400, /**< Texture used as a depth/stencil buffer by the GPU. */
  21. TU_LOADSTORE = 0x800, /**< Texture that allows load/store operations from the GPU program. */
  22. TU_CPUCACHED = 0x1000, /**< Ensures all texture data will also be cached in system memory. */
  23. TU_DEFAULT = TU_STATIC
  24. };
  25. /** Available texture types. */
  26. enum TextureType
  27. {
  28. TEX_TYPE_1D = 1, /**< One dimensional texture. Just a row of pixels. */
  29. TEX_TYPE_2D = 2, /**< Two dimensional texture. */
  30. TEX_TYPE_3D = 3, /**< Three dimensional texture. */
  31. TEX_TYPE_CUBE_MAP = 4 /**< Texture consisting out of six 2D textures describing an inside of a cube. Allows special sampling. */
  32. };
  33. /** Texture mipmap options. */
  34. enum TextureMipmap
  35. {
  36. MIP_UNLIMITED = 0x7FFFFFFF /**< Create all mip maps down to 1x1. */
  37. };
  38. /** Descriptor structure used for initialization of a Texture. */
  39. struct TEXTURE_DESC
  40. {
  41. /** Type of the texture. */
  42. TextureType type = TEX_TYPE_2D;
  43. /** Format of pixels in the texture. */
  44. PixelFormat format = PF_R8G8B8A8;
  45. /** Width of the texture in pixels. */
  46. UINT32 width = 1;
  47. /** Height of the texture in pixels. */
  48. UINT32 height = 1;
  49. /** Depth of the texture in pixels (Must be 1 for 2D textures). */
  50. UINT32 depth = 1;
  51. /** Number of mip-maps the texture has. This number excludes the full resolution map. */
  52. UINT32 numMips = 0;
  53. /** Describes how the caller plans on using the texture in the pipeline. */
  54. INT32 usage = TU_DEFAULT;
  55. /**
  56. * If true the texture data is assumed to have been gamma corrected and will be converted back to linear space when
  57. * sampled on GPU.
  58. */
  59. bool hwGamma = false;
  60. /** Number of samples per pixel. Set to 1 or 0 to use the default of a single sample per pixel. */
  61. UINT32 numSamples = 0;
  62. /** Number of texture slices to create if creating a texture array. Ignored for 3D textures. */
  63. UINT32 numArraySlices = 1;
  64. };
  65. /** Properties of a Texture. Shared between sim and core thread versions of a Texture. */
  66. class BS_CORE_EXPORT TextureProperties
  67. {
  68. public:
  69. TextureProperties();
  70. TextureProperties(const TEXTURE_DESC& desc);
  71. /** Gets the type of texture. */
  72. TextureType getTextureType() const { return mDesc.type; }
  73. /**
  74. * Gets the number of mipmaps to be used for this texture. This number excludes the top level map (which is always
  75. * assumed to be present).
  76. */
  77. UINT32 getNumMipmaps() const {return mDesc.numMips;}
  78. /** Gets whether this texture will be set up so that on sampling it, hardware gamma correction is applied. */
  79. bool isHardwareGammaEnabled() const { return mDesc.hwGamma; }
  80. /** Gets the number of samples used for multisampling (0 if multisampling is not used). */
  81. UINT32 getNumSamples() const { return mDesc.numSamples; }
  82. /** Returns the height of the texture. */
  83. UINT32 getHeight() const { return mDesc.height; }
  84. /** Returns the width of the texture. */
  85. UINT32 getWidth() const { return mDesc.width; }
  86. /** Returns the depth of the texture (only applicable for 3D textures). */
  87. UINT32 getDepth() const { return mDesc.depth; }
  88. /** Returns texture usage (TextureUsage) of this texture. */
  89. int getUsage() const { return mDesc.usage; }
  90. /** Returns the pixel format for the texture surface. */
  91. PixelFormat getFormat() const { return mDesc.format; }
  92. /** Returns true if the texture has an alpha layer. */
  93. bool hasAlpha() const;
  94. /**
  95. * Returns the number of faces this texture has. This includes array slices (if texture is an array texture),
  96. * as well as cube-map faces.
  97. */
  98. UINT32 getNumFaces() const;
  99. /** Returns the number of array slices of the texture (if the texture is an array texture). */
  100. UINT32 getNumArraySlices() const { return mDesc.numArraySlices; }
  101. /**
  102. * Maps a sub-resource index to an exact face and mip level. Sub-resource indexes are used when reading or writing
  103. * to the resource.
  104. *
  105. * @note
  106. * Sub-resource index is only valid for the instance it was created on. You cannot use a sub-resource index from a
  107. * different texture and expect to get valid result. Modifying the resource so the number of sub-resources changes
  108. * invalidates all sub-resource indexes.
  109. */
  110. void mapFromSubresourceIdx(UINT32 subresourceIdx, UINT32& face, UINT32& mip) const;
  111. /**
  112. * Map a face and a mip level to a sub-resource index you can use for updating or reading a specific sub-resource.
  113. *
  114. * @note
  115. * Generated sub-resource index is only valid for the instance it was created on. Modifying the resource so the
  116. * number of sub-resources changes, invalidates all sub-resource indexes.
  117. */
  118. UINT32 mapToSubresourceIdx(UINT32 face, UINT32 mip) const;
  119. /**
  120. * Allocates a buffer you may use for storage when reading or writing a sub-resource. You need to allocate such a
  121. * buffer if you are calling readSubresource().
  122. *
  123. * You can retrieve a sub-resource index by calling mapToSubresourceIdx().
  124. *
  125. * @note Thread safe.
  126. */
  127. SPtr<PixelData> allocateSubresourceBuffer(UINT32 subresourceIdx) const;
  128. protected:
  129. friend class TextureRTTI;
  130. friend class Texture;
  131. TEXTURE_DESC mDesc;
  132. };
  133. /**
  134. * Abstract class representing a texture. Specific render systems have their own Texture implementations. Internally
  135. * represented as one or more surfaces with pixels in a certain number of dimensions, backed by a hardware buffer.
  136. *
  137. * @note Sim thread.
  138. */
  139. class BS_CORE_EXPORT Texture : public Resource
  140. {
  141. public:
  142. /**
  143. * Updates the texture with new data. The actual write will be queued for later execution on the core thread.
  144. * Provided data buffer will be locked until the operation completes.
  145. *
  146. * @param[in] accessor Accessor to queue the operation on.
  147. * @param[in] subresourceIdx Index of the subresource to write. Retrieved from
  148. * TextureProperties::mapToSubresourceIdx().
  149. * @param[in] data Pixel data to write. User must ensure it is in format and size compatible with
  150. * the texture.
  151. * @param[in] discardEntireBuffer When true the existing contents of the resource you are updating will be
  152. * discarded. This can make the operation faster. Resources with certain buffer
  153. * types might require this flag to be in a specific state otherwise the operation
  154. * will fail.
  155. * @return Async operation object you can use to track operation completion.
  156. */
  157. AsyncOp writeSubresource(CoreAccessor& accessor, UINT32 subresourceIdx, const SPtr<PixelData>& data,
  158. bool discardEntireBuffer);
  159. /**
  160. * Reads internal texture data to the provided previously allocated buffer. The read is queued for execution on the
  161. * core thread and not executed immediately. Provided data buffer will be locked until the operation completes.
  162. *
  163. * @param[in] accessor Accessor to queue the operation on.
  164. * @param[in] subresourceIdx Index of the subresource to read. Retrieved from
  165. * TextureProperties::mapToSubresourceIdx().
  166. * @param[out] data Pre-allocated buffer of proper size and format where data will be read to. You
  167. * can use TextureProperties::allocateSubresourceBuffer() to allocate a valid
  168. * buffer.
  169. * @return Async operation object you can use to track operation completion.
  170. *
  171. * @see TextureCore::readSubresource
  172. */
  173. AsyncOp readSubresource(CoreAccessor& accessor, UINT32 subresourceIdx, const SPtr<PixelData>& data);
  174. /**
  175. * Reads data from the cached system memory texture buffer into the provided buffer.
  176. *
  177. * @param[out] dest Previously allocated buffer to read data into.
  178. * @param[in] mipLevel (optional) Mipmap level to read from.
  179. * @param[in] face (optional) Texture face to read from.
  180. *
  181. * @note
  182. * The data read is the cached texture data. Any data written to the texture from the GPU or core thread will not
  183. * be reflected in this data. Use readSubresource() if you require those changes.
  184. * @note
  185. * The texture must have been created with TU_CPUCACHED usage otherwise this method will not return any data.
  186. */
  187. void readData(PixelData& dest, UINT32 mipLevel = 0, UINT32 face = 0);
  188. /** Returns properties that contain information about the texture. */
  189. const TextureProperties& getProperties() const { return mProperties; }
  190. /** Retrieves a core implementation of a texture usable only from the core thread. */
  191. SPtr<TextureCore> getCore() const;
  192. /************************************************************************/
  193. /* STATICS */
  194. /************************************************************************/
  195. /**
  196. * Creates a new empty texture.
  197. *
  198. * @param[in] desc Description of the texture to create.
  199. */
  200. static HTexture create(const TEXTURE_DESC& desc);
  201. /**
  202. * Creates a new 2D or 3D texture initialized using the provided pixel data. Texture will not have any mipmaps.
  203. *
  204. * @param[in] pixelData Data to initialize the texture width.
  205. * @param[in] usage Describes planned texture use.
  206. * @param[in] hwGammaCorrection If true the texture data is assumed to have been gamma corrected and will be
  207. * converted back to linear space when sampled on GPU.
  208. */
  209. static HTexture create(const SPtr<PixelData>& pixelData, int usage = TU_DEFAULT, bool hwGammaCorrection = false);
  210. /** @name Internal
  211. * @{
  212. */
  213. /**
  214. * @copydoc create(const TEXTURE_DESC&)
  215. *
  216. * @note Internal method. Creates a texture pointer without a handle. Use create() for normal usage.
  217. */
  218. static SPtr<Texture> _createPtr(const TEXTURE_DESC& desc);
  219. /**
  220. * @copydoc create(const SPtr<PixelData>&, int, bool)
  221. *
  222. * @note Internal method. Creates a texture pointer without a handle. Use create() for normal usage.
  223. */
  224. static SPtr<Texture> _createPtr(const SPtr<PixelData>& pixelData, int usage = TU_DEFAULT,
  225. bool hwGammaCorrection = false);
  226. /** @} */
  227. protected:
  228. friend class TextureManager;
  229. Texture(const TEXTURE_DESC& desc);
  230. Texture(const TEXTURE_DESC& desc, const SPtr<PixelData>& pixelData);
  231. /** @copydoc Resource::initialize */
  232. void initialize() override;
  233. /** @copydoc CoreObject::createCore */
  234. SPtr<CoreObjectCore> createCore() const override;
  235. /** Calculates the size of the texture, in bytes. */
  236. UINT32 calculateSize() const;
  237. /**
  238. * Creates buffers used for caching of CPU texture data.
  239. *
  240. * @note Make sure to initialize all texture properties before calling this.
  241. */
  242. void createCPUBuffers();
  243. /** Updates the cached CPU buffers with new data. */
  244. void updateCPUBuffers(UINT32 subresourceIdx, const PixelData& data);
  245. protected:
  246. Vector<SPtr<PixelData>> mCPUSubresourceData;
  247. TextureProperties mProperties;
  248. mutable SPtr<PixelData> mInitData;
  249. /************************************************************************/
  250. /* SERIALIZATION */
  251. /************************************************************************/
  252. public:
  253. Texture(); // Serialization only
  254. friend class TextureRTTI;
  255. static RTTITypeBase* getRTTIStatic();
  256. RTTITypeBase* getRTTI() const override;
  257. };
  258. /** @} */
  259. /** @addtogroup Resources-Internal
  260. * @{
  261. */
  262. /**
  263. * Core thread version of a Texture.
  264. *
  265. * @note Core thread.
  266. */
  267. class BS_CORE_EXPORT TextureCore : public CoreObjectCore
  268. {
  269. public:
  270. TextureCore(const TEXTURE_DESC& desc, const SPtr<PixelData>& initData, GpuDeviceFlags deviceMask);
  271. virtual ~TextureCore() {}
  272. /** @copydoc CoreObjectCore::initialize */
  273. void initialize() override;
  274. /**
  275. * Updates a part of the texture with the provided data.
  276. *
  277. * @param[in] subresourceIdx Index of the subresource to update, if the texture has more than one.
  278. * @param[in] data Data to update the texture with.
  279. * @param[in] discardEntireBuffer When true the existing contents of the resource you are updating will be
  280. * discarded. This can make the operation faster. Resources with certain buffer
  281. * types might require this flag to be in a specific state otherwise the operation
  282. * will fail.
  283. */
  284. virtual void writeSubresource(UINT32 subresourceIdx, const PixelData& data, bool discardEntireBuffer);
  285. /**
  286. * Reads a part of the current resource into the provided @p data parameter. Data buffer needs to be pre-allocated.
  287. *
  288. * @param[in] subresourceIdx Index of the subresource to update, if the texture has more than one.
  289. * @param[out] data Buffer that will receive the data. Should be allocated with
  290. * allocateSubresourceBuffer() to ensure it is of valid type and size.
  291. */
  292. virtual void readSubresource(UINT32 subresourceIdx, PixelData& data);
  293. /**
  294. * Locks the buffer for reading or writing.
  295. *
  296. * @param[in] options Options for controlling what you may do with the locked data.
  297. * @param[in] mipLevel (optional) Mipmap level to lock.
  298. * @param[in] face (optional) Texture face to lock.
  299. * @return Pointer to the buffer data. Only valid until you call unlock().
  300. *
  301. * @note
  302. * If you are just reading or writing one block of data use readData()/writeData() methods as they can be much faster
  303. * in certain situations.
  304. */
  305. PixelData lock(GpuLockOptions options, UINT32 mipLevel = 0, UINT32 face = 0);
  306. /**
  307. * Unlocks a previously locked buffer. After the buffer is unlocked, any data returned by lock becomes invalid.
  308. *
  309. * @see lock()
  310. */
  311. void unlock();
  312. /**
  313. * Copies the contents a subresource in this texture to another texture. Texture format and size of the subresource
  314. * must match.
  315. *
  316. * You are allowed to copy from a multisampled to non-multisampled surface, which will resolve the multisampled
  317. * surface before copying.
  318. *
  319. * @param[in] srcSubresourceIdx Index of the subresource to copy from.
  320. * @param[in] destSubresourceIdx Index of the subresource to copy to.
  321. * @param[in] target Texture that contains the destination subresource.
  322. */
  323. void copy(UINT32 srcSubresourceIdx, UINT32 destSubresourceIdx, const SPtr<TextureCore>& target);
  324. /**
  325. * Reads data from the texture buffer into the provided buffer.
  326. *
  327. * @param[out] dest Previously allocated buffer to read data into.
  328. * @param[in] mipLevel (optional) Mipmap level to read from.
  329. * @param[in] face (optional) Texture face to read from.
  330. */
  331. virtual void readData(PixelData& dest, UINT32 mipLevel = 0, UINT32 face = 0) = 0;
  332. /**
  333. * Writes data from the provided buffer into the texture buffer.
  334. *
  335. * @param[in] src Buffer to retrieve the data from.
  336. * @param[in] mipLevel (optional) Mipmap level to write into.
  337. * @param[in] face (optional) Texture face to write into.
  338. * @param[in] discardWholeBuffer (optional) If true any existing texture data will be discard. This can improve
  339. * performance of the write operation.
  340. */
  341. virtual void writeData(const PixelData& src, UINT32 mipLevel = 0, UINT32 face = 0, bool discardWholeBuffer = false) = 0;
  342. /** Returns properties that contain information about the texture. */
  343. const TextureProperties& getProperties() const { return mProperties; }
  344. /************************************************************************/
  345. /* STATICS */
  346. /************************************************************************/
  347. /**
  348. * @copydoc Texture::create(const TEXTURE_DESC&)
  349. * @param[in] deviceMask Mask that determines on which GPU devices should the object be created on.
  350. */
  351. static SPtr<TextureCore> create(const TEXTURE_DESC& desc, GpuDeviceFlags deviceMask = GDF_DEFAULT);
  352. /**
  353. * @copydoc Texture::create(const SPtr<PixelData>&, int, bool)
  354. * @param[in] deviceMask Mask that determines on which GPU devices should the object be created on.
  355. */
  356. static SPtr<TextureCore> create(const SPtr<PixelData>& pixelData, int usage = TU_DEFAULT,
  357. bool hwGammaCorrection = false, GpuDeviceFlags deviceMask = GDF_DEFAULT);
  358. /************************************************************************/
  359. /* TEXTURE VIEW */
  360. /************************************************************************/
  361. /**
  362. * Requests a texture view for the specified mip and array ranges. Returns an existing view of one for the specified
  363. * ranges already exists, otherwise creates a new one. You must release all views by calling releaseView() when done.
  364. *
  365. * @note Core thread only.
  366. */
  367. static SPtr<TextureView> requestView(const SPtr<TextureCore>& texture, UINT32 mostDetailMip, UINT32 numMips,
  368. UINT32 firstArraySlice, UINT32 numArraySlices, GpuViewUsage usage);
  369. /**
  370. * Releases the view. View won't actually get destroyed until all references to it are released.
  371. *
  372. * @note Core thread only.
  373. */
  374. static void releaseView(const SPtr<TextureView>& view);
  375. /** Returns a plain white texture. */
  376. static SPtr<TextureCore> WHITE;
  377. /** Returns a plain black texture. */
  378. static SPtr<TextureCore> BLACK;
  379. /** Returns a plain normal map texture with normal pointing up (in Y direction). */
  380. static SPtr<TextureCore> NORMAL;
  381. protected:
  382. /** @copydoc lock */
  383. virtual PixelData lockImpl(GpuLockOptions options, UINT32 mipLevel = 0, UINT32 face = 0) = 0;
  384. /** @copydoc unlock */
  385. virtual void unlockImpl() = 0;
  386. /**
  387. * API specific implementation of copy().
  388. *
  389. * @param[in] srcFace Face index to copy from.
  390. * @param[in] srcMipLevel Mip level to copy from.
  391. * @param[in] destFace Face index to copy to.
  392. * @param[in] destMipLevel Mip level to copy to.
  393. * @param[in] target Texture to copy to.
  394. */
  395. virtual void copyImpl(UINT32 srcFace, UINT32 srcMipLevel, UINT32 destFace, UINT32 destMipLevel,
  396. const SPtr<TextureCore>& target) = 0;
  397. /************************************************************************/
  398. /* TEXTURE VIEW */
  399. /************************************************************************/
  400. /** Creates a new empty/undefined texture view. */
  401. virtual SPtr<TextureView> createView(const SPtr<TextureCore>& texture, const TEXTURE_VIEW_DESC& desc);
  402. /**
  403. * Releases all internal texture view references. Views won't get destroyed if there are external references still
  404. * held.
  405. */
  406. void clearBufferViews();
  407. /** Holds a single texture view with a usage reference count. */
  408. struct TextureViewReference
  409. {
  410. TextureViewReference(SPtr<TextureView> _view)
  411. :view(_view), refCount(0)
  412. { }
  413. SPtr<TextureView> view;
  414. UINT32 refCount;
  415. };
  416. UnorderedMap<TEXTURE_VIEW_DESC, TextureViewReference*, TextureView::HashFunction, TextureView::EqualFunction> mTextureViews;
  417. TextureProperties mProperties;
  418. SPtr<PixelData> mInitData;
  419. };
  420. /** @} */
  421. }