BsGLPixelBuffer.cpp 12 KB

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  1. #include "BsGLPixelBuffer.h"
  2. #include "BsGLTexture.h"
  3. #include "BsGLSupport.h"
  4. #include "BsGLPixelFormat.h"
  5. #include "BsException.h"
  6. #include "BsBitwise.h"
  7. #include "BsGLRenderTexture.h"
  8. #include "BsRenderStats.h"
  9. namespace BansheeEngine
  10. {
  11. GLPixelBuffer::GLPixelBuffer(UINT32 inWidth, UINT32 inHeight, UINT32 inDepth,
  12. PixelFormat inFormat, GpuBufferUsage usage)
  13. : PixelBuffer(inWidth, inHeight, inDepth, inFormat, usage, false),
  14. mBuffer(inWidth, inHeight, inDepth, inFormat),
  15. mGLInternalFormat(GL_NONE)
  16. {
  17. mCurrentLockOptions = (GpuLockOptions)0;
  18. }
  19. GLPixelBuffer::~GLPixelBuffer()
  20. {
  21. mBuffer.freeInternalBuffer();
  22. }
  23. void GLPixelBuffer::allocateBuffer()
  24. {
  25. if(mBuffer.getData())
  26. return;
  27. mBuffer.allocateInternalBuffer();
  28. // TODO: use PBO if we're HBU_DYNAMIC
  29. }
  30. void GLPixelBuffer::freeBuffer()
  31. {
  32. if(mUsage & GBU_STATIC)
  33. {
  34. mBuffer.freeInternalBuffer();
  35. }
  36. }
  37. PixelData GLPixelBuffer::lockImpl(PixelVolume lockBox, GpuLockOptions options)
  38. {
  39. allocateBuffer();
  40. if(options != GBL_WRITE_ONLY_DISCARD)
  41. {
  42. // Download the old contents of the texture
  43. download(mBuffer);
  44. }
  45. mCurrentLockOptions = options;
  46. mLockedBox = lockBox;
  47. return mBuffer.getSubVolume(lockBox);
  48. }
  49. void GLPixelBuffer::unlockImpl(void)
  50. {
  51. if (mCurrentLockOptions != GBL_READ_ONLY)
  52. {
  53. // From buffer to card, only upload if was locked for writing
  54. upload(mCurrentLock, mLockedBox);
  55. }
  56. freeBuffer();
  57. }
  58. void GLPixelBuffer::upload(const PixelData& data, const PixelVolume& dest)
  59. {
  60. BS_EXCEPT(RenderingAPIException, "Upload not possible for this pixel buffer type");
  61. }
  62. void GLPixelBuffer::download(const PixelData& data)
  63. {
  64. BS_EXCEPT(RenderingAPIException, "Download not possible for this pixel buffer type");
  65. }
  66. void GLPixelBuffer::blitFromTexture(GLTextureBuffer* src)
  67. {
  68. blitFromTexture(src,
  69. PixelVolume(0, 0, 0, src->getWidth(), src->getHeight(), src->getDepth()),
  70. PixelVolume(0, 0, 0, mWidth, mHeight, mDepth)
  71. );
  72. }
  73. void GLPixelBuffer::blitFromTexture(GLTextureBuffer* src, const PixelVolume& srcBox, const PixelVolume& dstBox)
  74. {
  75. BS_EXCEPT(RenderingAPIException, "BlitFromTexture not possible for this pixel buffer type");
  76. }
  77. void GLPixelBuffer::bindToFramebuffer(GLenum attachment, UINT32 zoffset)
  78. {
  79. BS_EXCEPT(RenderingAPIException, "Framebuffer bind not possible for this pixel buffer type");
  80. }
  81. GLTextureBuffer::GLTextureBuffer(GLenum target, GLuint id,
  82. GLint face, GLint level, GpuBufferUsage usage,
  83. bool writeGamma, UINT32 multisampleCount):
  84. GLPixelBuffer(0, 0, 0, PF_UNKNOWN, usage),
  85. mTarget(target), mFaceTarget(0), mTextureID(id), mFace(face), mLevel(level)
  86. {
  87. GLint value = 0;
  88. glBindTexture(mTarget, mTextureID);
  89. // Get face identifier
  90. mFaceTarget = mTarget;
  91. if(mTarget == GL_TEXTURE_CUBE_MAP)
  92. mFaceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + face;
  93. // Get width
  94. glGetTexLevelParameteriv(mFaceTarget, level, GL_TEXTURE_WIDTH, &value);
  95. mWidth = value;
  96. // Get height
  97. if(target == GL_TEXTURE_1D)
  98. value = 1; // Height always 1 for 1D textures
  99. else
  100. glGetTexLevelParameteriv(mFaceTarget, level, GL_TEXTURE_HEIGHT, &value);
  101. mHeight = value;
  102. // Get depth
  103. if(target != GL_TEXTURE_3D)
  104. value = 1; // Depth always 1 for non-3D textures
  105. else
  106. glGetTexLevelParameteriv(mFaceTarget, level, GL_TEXTURE_DEPTH, &value);
  107. mDepth = value;
  108. // Get format
  109. glGetTexLevelParameteriv(mFaceTarget, level, GL_TEXTURE_INTERNAL_FORMAT, &value);
  110. mGLInternalFormat = value;
  111. mFormat = GLPixelUtil::getClosestEngineFormat(value);
  112. // Default
  113. mRowPitch = mWidth;
  114. mSlicePitch = mHeight*mWidth;
  115. mSizeInBytes = PixelUtil::getMemorySize(mWidth, mHeight, mDepth, mFormat);
  116. // Set up pixel box
  117. mBuffer = PixelData(mWidth, mHeight, mDepth, mFormat);
  118. }
  119. GLTextureBuffer::~GLTextureBuffer()
  120. { }
  121. void GLTextureBuffer::upload(const PixelData &data, const PixelVolume &dest)
  122. {
  123. if((mUsage & TU_RENDERTARGET) != 0)
  124. BS_EXCEPT(NotImplementedException, "Writing to render texture from CPU not supported.");
  125. glBindTexture( mTarget, mTextureID );
  126. if(PixelUtil::isCompressed(data.getFormat()))
  127. {
  128. if(data.getFormat() != mFormat || !data.isConsecutive())
  129. BS_EXCEPT(InvalidParametersException,
  130. "Compressed images must be consecutive, in the source format");
  131. GLenum format = GLPixelUtil::getClosestGLInternalFormat(mFormat);
  132. switch(mTarget) {
  133. case GL_TEXTURE_1D:
  134. if (dest.left == 0)
  135. {
  136. glCompressedTexImage1D(GL_TEXTURE_1D, mLevel,
  137. format,
  138. dest.getWidth(),
  139. 0,
  140. data.getConsecutiveSize(),
  141. data.getData());
  142. }
  143. else
  144. {
  145. glCompressedTexSubImage1D(GL_TEXTURE_1D, mLevel,
  146. dest.left,
  147. dest.getWidth(),
  148. format, data.getConsecutiveSize(),
  149. data.getData());
  150. }
  151. break;
  152. case GL_TEXTURE_2D:
  153. case GL_TEXTURE_CUBE_MAP:
  154. if (dest.left == 0 && dest.top == 0)
  155. {
  156. glCompressedTexImage2D(mFaceTarget, mLevel,
  157. format,
  158. dest.getWidth(),
  159. dest.getHeight(),
  160. 0,
  161. data.getConsecutiveSize(),
  162. data.getData());
  163. }
  164. else
  165. {
  166. glCompressedTexSubImage2D(mFaceTarget, mLevel,
  167. dest.left, dest.top,
  168. dest.getWidth(), dest.getHeight(),
  169. format, data.getConsecutiveSize(),
  170. data.getData());
  171. }
  172. break;
  173. case GL_TEXTURE_3D:
  174. if (dest.left == 0 && dest.top == 0 && dest.front == 0)
  175. {
  176. glCompressedTexImage3D(GL_TEXTURE_3D, mLevel,
  177. format,
  178. dest.getWidth(),
  179. dest.getHeight(),
  180. dest.getDepth(),
  181. 0,
  182. data.getConsecutiveSize(),
  183. data.getData());
  184. }
  185. else
  186. {
  187. glCompressedTexSubImage3D(GL_TEXTURE_3D, mLevel,
  188. dest.left, dest.top, dest.front,
  189. dest.getWidth(), dest.getHeight(), dest.getDepth(),
  190. format, data.getConsecutiveSize(),
  191. data.getData());
  192. }
  193. break;
  194. }
  195. }
  196. else
  197. {
  198. if(data.getWidth() != data.getRowPitch())
  199. glPixelStorei(GL_UNPACK_ROW_LENGTH, data.getRowPitch());
  200. if(data.getHeight()*data.getWidth() != data.getSlicePitch())
  201. glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, (data.getSlicePitch()/data.getWidth()));
  202. if(data.getLeft() > 0 || data.getTop() > 0 || data.getFront() > 0)
  203. glPixelStorei(GL_UNPACK_SKIP_PIXELS, data.getLeft() + data.getRowPitch() * data.getTop() + data.getSlicePitch() * data.getFront());
  204. if((data.getWidth()*PixelUtil::getNumElemBytes(data.getFormat())) & 3)
  205. glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  206. switch(mTarget) {
  207. case GL_TEXTURE_1D:
  208. glTexSubImage1D(GL_TEXTURE_1D, mLevel,
  209. dest.left,
  210. dest.getWidth(),
  211. GLPixelUtil::getGLOriginFormat(data.getFormat()), GLPixelUtil::getGLOriginDataType(data.getFormat()),
  212. data.getData());
  213. break;
  214. case GL_TEXTURE_2D:
  215. case GL_TEXTURE_CUBE_MAP:
  216. glTexSubImage2D(mFaceTarget, mLevel,
  217. dest.left, dest.top,
  218. dest.getWidth(), dest.getHeight(),
  219. GLPixelUtil::getGLOriginFormat(data.getFormat()), GLPixelUtil::getGLOriginDataType(data.getFormat()),
  220. data.getData());
  221. break;
  222. case GL_TEXTURE_3D:
  223. glTexSubImage3D(
  224. GL_TEXTURE_3D, mLevel,
  225. dest.left, dest.top, dest.front,
  226. dest.getWidth(), dest.getHeight(), dest.getDepth(),
  227. GLPixelUtil::getGLOriginFormat(data.getFormat()), GLPixelUtil::getGLOriginDataType(data.getFormat()),
  228. data.getData());
  229. break;
  230. }
  231. }
  232. // Restore defaults
  233. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  234. glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0);
  235. glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
  236. glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
  237. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_Texture);
  238. }
  239. void GLTextureBuffer::download(const PixelData &data)
  240. {
  241. if((mUsage & TU_RENDERTARGET) != 0)
  242. BS_EXCEPT(NotImplementedException, "Reading from render texture to CPU not supported."); // TODO: This needs to be implemented
  243. if((mUsage & TU_DEPTHSTENCIL) != 0)
  244. BS_EXCEPT(NotImplementedException, "Reading from depth stencil texture to CPU not supported."); // TODO: This needs to be implemented
  245. if(data.getWidth() != getWidth() || data.getHeight() != getHeight() || data.getDepth() != getDepth())
  246. BS_EXCEPT(InvalidParametersException, "only download of entire buffer is supported by GL");
  247. glBindTexture( mTarget, mTextureID );
  248. if(PixelUtil::isCompressed(data.getFormat()))
  249. {
  250. if(data.getFormat() != mFormat || !data.isConsecutive())
  251. BS_EXCEPT(InvalidParametersException,
  252. "Compressed images must be consecutive, in the source format");
  253. // Data must be consecutive and at beginning of buffer as PixelStorei not allowed
  254. // for compressed formate
  255. glGetCompressedTexImage(mFaceTarget, mLevel, data.getData());
  256. }
  257. else
  258. {
  259. if(data.getWidth() != data.getRowPitch())
  260. glPixelStorei(GL_PACK_ROW_LENGTH, data.getRowPitch());
  261. if(data.getHeight()*data.getWidth() != data.getSlicePitch())
  262. glPixelStorei(GL_PACK_IMAGE_HEIGHT, (data.getSlicePitch()/data.getWidth()));
  263. if(data.getLeft() > 0 || data.getTop() > 0 || data.getFront() > 0)
  264. glPixelStorei(GL_PACK_SKIP_PIXELS, data.getLeft() + data.getRowPitch() * data.getTop() + data.getSlicePitch() * data.getFront());
  265. if((data.getWidth()*PixelUtil::getNumElemBytes(data.getFormat())) & 3)
  266. glPixelStorei(GL_PACK_ALIGNMENT, 1);
  267. // We can only get the entire texture
  268. glGetTexImage(mFaceTarget, mLevel, GLPixelUtil::getGLOriginFormat(data.getFormat()),
  269. GLPixelUtil::getGLOriginDataType(data.getFormat()), data.getData());
  270. // Restore defaults
  271. glPixelStorei(GL_PACK_ROW_LENGTH, 0);
  272. glPixelStorei(GL_PACK_IMAGE_HEIGHT, 0);
  273. glPixelStorei(GL_PACK_SKIP_PIXELS, 0);
  274. glPixelStorei(GL_PACK_ALIGNMENT, 4);
  275. }
  276. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_Texture);
  277. }
  278. void GLTextureBuffer::bindToFramebuffer(GLenum attachment, UINT32 zoffset)
  279. {
  280. assert(zoffset < mDepth);
  281. switch(mTarget)
  282. {
  283. case GL_TEXTURE_1D:
  284. glFramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT, attachment,
  285. mFaceTarget, mTextureID, mLevel);
  286. break;
  287. case GL_TEXTURE_2D:
  288. case GL_TEXTURE_CUBE_MAP:
  289. glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment,
  290. mFaceTarget, mTextureID, mLevel);
  291. break;
  292. case GL_TEXTURE_2D_MULTISAMPLE:
  293. glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment,
  294. mFaceTarget, mTextureID, 0);
  295. break;
  296. case GL_TEXTURE_3D:
  297. glFramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT, attachment,
  298. mFaceTarget, mTextureID, mLevel, zoffset);
  299. break;
  300. }
  301. }
  302. void GLTextureBuffer::copyFromFramebuffer(UINT32 zoffset)
  303. {
  304. glBindTexture(mTarget, mTextureID);
  305. switch(mTarget)
  306. {
  307. case GL_TEXTURE_1D:
  308. glCopyTexSubImage1D(mFaceTarget, mLevel, 0, 0, 0, mWidth);
  309. break;
  310. case GL_TEXTURE_2D:
  311. case GL_TEXTURE_CUBE_MAP:
  312. glCopyTexSubImage2D(mFaceTarget, mLevel, 0, 0, 0, 0, mWidth, mHeight);
  313. break;
  314. case GL_TEXTURE_3D:
  315. glCopyTexSubImage3D(mFaceTarget, mLevel, 0, 0, zoffset, 0, 0, mWidth, mHeight);
  316. break;
  317. }
  318. }
  319. void GLTextureBuffer::blitFromTexture(GLTextureBuffer* src, const PixelVolume& srcBox, const PixelVolume& dstBox)
  320. {
  321. BS_EXCEPT(NotImplementedException, "Not implemented.");
  322. }
  323. GLRenderBuffer::GLRenderBuffer(GLenum format, UINT32 width, UINT32 height, GLsizei numSamples):
  324. GLPixelBuffer(width, height, 1, GLPixelUtil::getClosestEngineFormat(format), GBU_DYNAMIC),
  325. mRenderbufferID(0)
  326. {
  327. mGLInternalFormat = format;
  328. glGenRenderbuffersEXT(1, &mRenderbufferID);
  329. glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, mRenderbufferID);
  330. /// Allocate storage for depth buffer
  331. if (numSamples > 0)
  332. {
  333. glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT,
  334. numSamples, format, width, height);
  335. }
  336. else
  337. {
  338. glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, format,
  339. width, height);
  340. }
  341. }
  342. GLRenderBuffer::~GLRenderBuffer()
  343. {
  344. glDeleteRenderbuffersEXT(1, &mRenderbufferID);
  345. }
  346. void GLRenderBuffer::bindToFramebuffer(GLenum attachment, UINT32 zoffset)
  347. {
  348. assert(zoffset < mDepth);
  349. glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, attachment,
  350. GL_RENDERBUFFER_EXT, mRenderbufferID);
  351. }
  352. };