BsTexture.h 18 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 "Resources/BsResource.h"
  6. #include "RenderAPI/BsHardwareBuffer.h"
  7. #include "Image/BsPixelUtil.h"
  8. #include "RenderAPI/BsTextureView.h"
  9. namespace bs
  10. {
  11. /** @addtogroup Resources
  12. * @{
  13. */
  14. /** Flags that describe how is a texture used. */
  15. enum BS_SCRIPT_EXPORT() TextureUsage
  16. {
  17. /** A regular texture that is not often or ever updated from the CPU. */
  18. TU_STATIC BS_SCRIPT_EXPORT(n:Default) = GBU_STATIC,
  19. /** A regular texture that is often updated by the CPU. */
  20. TU_DYNAMIC BS_SCRIPT_EXPORT(n:Dynamic) = GBU_DYNAMIC,
  21. /** Texture that can be rendered to by the GPU. */
  22. TU_RENDERTARGET BS_SCRIPT_EXPORT(n:Render) = 0x200,
  23. /** Texture used as a depth/stencil buffer by the GPU. */
  24. TU_DEPTHSTENCIL BS_SCRIPT_EXPORT(n:DepthStencil) = 0x400,
  25. /** Texture that allows load/store operations from the GPU program. */
  26. TU_LOADSTORE BS_SCRIPT_EXPORT(n:LoadStore) = 0x800,
  27. /** All mesh data will also be cached in CPU memory, making it available for fast read access from the CPU. */
  28. TU_CPUCACHED BS_SCRIPT_EXPORT(n:CPUCached) = 0x1000,
  29. /** Allows the CPU to directly read the texture data buffers from the GPU. */
  30. TU_CPUREADABLE BS_SCRIPT_EXPORT(n:CPUReadable) = 0x2000,
  31. /** Default (most common) texture usage. */
  32. TU_DEFAULT BS_SCRIPT_EXPORT(ex:true) = TU_STATIC
  33. };
  34. /** Texture mipmap options. */
  35. enum TextureMipmap
  36. {
  37. MIP_UNLIMITED = 0x7FFFFFFF /**< Create all mip maps down to 1x1. */
  38. };
  39. /** Descriptor structure used for initialization of a Texture. */
  40. struct TEXTURE_DESC
  41. {
  42. /** Type of the texture. */
  43. TextureType type = TEX_TYPE_2D;
  44. /** Format of pixels in the texture. */
  45. PixelFormat format = PF_RGBA8;
  46. /** Width of the texture in pixels. */
  47. UINT32 width = 1;
  48. /** Height of the texture in pixels. */
  49. UINT32 height = 1;
  50. /** Depth of the texture in pixels (Must be 1 for 2D textures). */
  51. UINT32 depth = 1;
  52. /** Number of mip-maps the texture has. This number excludes the full resolution map. */
  53. UINT32 numMips = 0;
  54. /** Describes how the caller plans on using the texture in the pipeline. */
  55. INT32 usage = TU_DEFAULT;
  56. /**
  57. * If true the texture data is assumed to have been gamma corrected and will be converted back to linear space when
  58. * sampled on GPU.
  59. */
  60. bool hwGamma = false;
  61. /** Number of samples per pixel. Set to 1 or 0 to use the default of a single sample per pixel. */
  62. UINT32 numSamples = 0;
  63. /** Number of texture slices to create if creating a texture array. Ignored for 3D textures. */
  64. UINT32 numArraySlices = 1;
  65. };
  66. /** Properties of a Texture. Shared between sim and core thread versions of a Texture. */
  67. class BS_CORE_EXPORT TextureProperties
  68. {
  69. public:
  70. TextureProperties();
  71. TextureProperties(const TEXTURE_DESC& desc);
  72. /** Gets the type of texture. */
  73. TextureType getTextureType() const { return mDesc.type; }
  74. /**
  75. * Gets the number of mipmaps to be used for this texture. This number excludes the top level map (which is always
  76. * assumed to be present).
  77. */
  78. UINT32 getNumMipmaps() const {return mDesc.numMips;}
  79. /**
  80. * Determines does the texture contain gamma corrected data. If true then the GPU will automatically convert the
  81. * pixels to linear space before reading from the texture, and convert them to gamma space when writing to the
  82. * texture.
  83. */
  84. bool isHardwareGammaEnabled() const { return mDesc.hwGamma; }
  85. /** Gets the number of samples used for multisampling (0 or 1 if multisampling is not used). */
  86. UINT32 getNumSamples() const { return mDesc.numSamples; }
  87. /** Returns the height of the texture. */
  88. UINT32 getHeight() const { return mDesc.height; }
  89. /** Returns the width of the texture. */
  90. UINT32 getWidth() const { return mDesc.width; }
  91. /** Returns the depth of the texture (only applicable for 3D textures). */
  92. UINT32 getDepth() const { return mDesc.depth; }
  93. /** Returns a value that signals the engine in what way is the texture expected to be used. */
  94. int getUsage() const { return mDesc.usage; }
  95. /** Returns the pixel format for the texture surface. */
  96. PixelFormat getFormat() const { return mDesc.format; }
  97. /** Returns true if the texture has an alpha layer. */
  98. bool hasAlpha() const;
  99. /**
  100. * Returns the number of faces this texture has. This includes array slices (if texture is an array texture),
  101. * as well as cube-map faces.
  102. */
  103. UINT32 getNumFaces() const;
  104. /** Returns the number of array slices of the texture (if the texture is an array texture). */
  105. UINT32 getNumArraySlices() const { return mDesc.numArraySlices; }
  106. /**
  107. * Allocates a buffer that exactly matches the format of the texture described by these properties, for the provided
  108. * face and mip level. This is a helper function, primarily meant for creating buffers when reading from, or writing
  109. * to a texture.
  110. *
  111. * @note Thread safe.
  112. */
  113. SPtr<PixelData> allocBuffer(UINT32 face, UINT32 mipLevel) const;
  114. protected:
  115. friend class TextureRTTI;
  116. friend class Texture;
  117. /**
  118. * Maps a sub-resource index to an exact face and mip level. Sub-resource indexes are used when reading or writing
  119. * to the resource.
  120. */
  121. void mapFromSubresourceIdx(UINT32 subresourceIdx, UINT32& face, UINT32& mip) const;
  122. /**
  123. * Map a face and a mip level to a sub-resource index you can use for updating or reading a specific sub-resource.
  124. */
  125. UINT32 mapToSubresourceIdx(UINT32 face, UINT32 mip) const;
  126. TEXTURE_DESC mDesc;
  127. };
  128. /**
  129. * Abstract class representing a texture. Specific render systems have their own Texture implementations. Internally
  130. * represented as one or more surfaces with pixels in a certain number of dimensions, backed by a hardware buffer.
  131. *
  132. * @note Sim thread.
  133. */
  134. class BS_CORE_EXPORT BS_SCRIPT_EXPORT() Texture : public Resource
  135. {
  136. public:
  137. /**
  138. * Updates the texture with new data. Provided data buffer will be locked until the operation completes.
  139. *
  140. * @param[in] data Pixel data to write. User must ensure it is in format and size compatible with
  141. * the texture.
  142. * @param[in] face Texture face to write to.
  143. * @param[in] mipLevel Mipmap level to write to.
  144. * @param[in] discardEntireBuffer When true the existing contents of the resource you are updating will be
  145. * discarded. This can make the operation faster. Resources with certain buffer
  146. * types might require this flag to be in a specific state otherwise the operation
  147. * will fail.
  148. * @return Async operation object you can use to track operation completion.
  149. *
  150. * @note This is an @ref asyncMethod "asynchronous method".
  151. */
  152. AsyncOp writeData(const SPtr<PixelData>& data, UINT32 face = 0, UINT32 mipLevel = 0,
  153. bool discardEntireBuffer = false);
  154. /**
  155. * Reads internal texture data to the provided previously allocated buffer. Provided data buffer will be locked
  156. * until the operation completes.
  157. *
  158. * @param[out] data Pre-allocated buffer of proper size and format where data will be read to. You can use
  159. * TextureProperties::allocBuffer() to allocate a buffer of a correct format and size.
  160. * @param[in] face Texture face to read from.
  161. * @param[in] mipLevel Mipmap level to read from.
  162. * @return Async operation object you can use to track operation completion.
  163. *
  164. * @note This is an @ref asyncMethod "asynchronous method".
  165. */
  166. AsyncOp readData(const SPtr<PixelData>& data, UINT32 face = 0, UINT32 mipLevel = 0);
  167. /**
  168. * Reads data from the cached system memory texture buffer into the provided buffer.
  169. *
  170. * @param[out] data Pre-allocated buffer of proper size and format where data will be read to. You can use
  171. * TextureProperties::allocBuffer() to allocate a buffer of a correct format and size.
  172. * @param[in] face Texture face to read from.
  173. * @param[in] mipLevel Mipmap level to read from.
  174. *
  175. * @note
  176. * The data read is the cached texture data. Any data written to the texture from the GPU or core thread will not
  177. * be reflected in this data. Use readData() if you require those changes.
  178. * @note
  179. * The texture must have been created with TU_CPUCACHED usage otherwise this method will not return any data.
  180. */
  181. void readCachedData(PixelData& data, UINT32 face = 0, UINT32 mipLevel = 0);
  182. /** Returns properties that contain information about the texture. */
  183. const TextureProperties& getProperties() const { return mProperties; }
  184. /** Retrieves a core implementation of a texture usable only from the core thread. */
  185. SPtr<ct::Texture> getCore() const;
  186. /************************************************************************/
  187. /* STATICS */
  188. /************************************************************************/
  189. /**
  190. * Creates a new empty texture.
  191. *
  192. * @param[in] desc Description of the texture to create.
  193. */
  194. static HTexture create(const TEXTURE_DESC& desc);
  195. /**
  196. * Creates a new 2D or 3D texture initialized using the provided pixel data. Texture will not have any mipmaps.
  197. *
  198. * @param[in] pixelData Data to initialize the texture width.
  199. * @param[in] usage Describes planned texture use.
  200. * @param[in] hwGammaCorrection If true the texture data is assumed to have been gamma corrected and will be
  201. * converted back to linear space when sampled on GPU.
  202. */
  203. static HTexture create(const SPtr<PixelData>& pixelData, int usage = TU_DEFAULT, bool hwGammaCorrection = false);
  204. /** @name Internal
  205. * @{
  206. */
  207. /**
  208. * @copydoc create(const TEXTURE_DESC&)
  209. *
  210. * @note Internal method. Creates a texture pointer without a handle. Use create() for normal usage.
  211. */
  212. static SPtr<Texture> _createPtr(const TEXTURE_DESC& desc);
  213. /**
  214. * @copydoc create(const SPtr<PixelData>&, int, bool)
  215. *
  216. * @note Internal method. Creates a texture pointer without a handle. Use create() for normal usage.
  217. */
  218. static SPtr<Texture> _createPtr(const SPtr<PixelData>& pixelData, int usage = TU_DEFAULT,
  219. bool hwGammaCorrection = false);
  220. /** @} */
  221. protected:
  222. friend class TextureManager;
  223. Texture(const TEXTURE_DESC& desc);
  224. Texture(const TEXTURE_DESC& desc, const SPtr<PixelData>& pixelData);
  225. /** @copydoc Resource::initialize */
  226. void initialize() override;
  227. /** @copydoc CoreObject::createCore */
  228. SPtr<ct::CoreObject> createCore() const override;
  229. /** Calculates the size of the texture, in bytes. */
  230. UINT32 calculateSize() const;
  231. /**
  232. * Creates buffers used for caching of CPU texture data.
  233. *
  234. * @note Make sure to initialize all texture properties before calling this.
  235. */
  236. void createCPUBuffers();
  237. /** Updates the cached CPU buffers with new data. */
  238. void updateCPUBuffers(UINT32 subresourceIdx, const PixelData& data);
  239. protected:
  240. Vector<SPtr<PixelData>> mCPUSubresourceData;
  241. TextureProperties mProperties;
  242. mutable SPtr<PixelData> mInitData;
  243. /************************************************************************/
  244. /* SERIALIZATION */
  245. /************************************************************************/
  246. public:
  247. Texture(); // Serialization only
  248. friend class TextureRTTI;
  249. static RTTITypeBase* getRTTIStatic();
  250. RTTITypeBase* getRTTI() const override;
  251. };
  252. /** @} */
  253. namespace ct
  254. {
  255. /** @addtogroup Resources-Internal
  256. * @{
  257. */
  258. /**
  259. * Core thread version of a bs::Texture.
  260. *
  261. * @note Core thread.
  262. */
  263. class BS_CORE_EXPORT Texture : public CoreObject
  264. {
  265. public:
  266. Texture(const TEXTURE_DESC& desc, const SPtr<PixelData>& initData, GpuDeviceFlags deviceMask);
  267. virtual ~Texture() {}
  268. /** @copydoc CoreObject::initialize */
  269. void initialize() override;
  270. /**
  271. * Locks the buffer for reading or writing.
  272. *
  273. * @param[in] options Options for controlling what you may do with the locked data.
  274. * @param[in] mipLevel (optional) Mipmap level to lock.
  275. * @param[in] face (optional) Texture face to lock.
  276. * @param[in] deviceIdx Index of the device whose memory to map. If the buffer doesn't exist on this device,
  277. * the method returns null.
  278. * @param[in] queueIdx Device queue to perform the read/write operations on. See @ref queuesDoc.
  279. *
  280. * @note
  281. * If you are just reading or writing one block of data use readData()/writeData() methods as they can be much faster
  282. * in certain situations.
  283. */
  284. PixelData lock(GpuLockOptions options, UINT32 mipLevel = 0, UINT32 face = 0, UINT32 deviceIdx = 0,
  285. UINT32 queueIdx = 0);
  286. /**
  287. * Unlocks a previously locked buffer. After the buffer is unlocked, any data returned by lock becomes invalid.
  288. *
  289. * @see lock()
  290. */
  291. void unlock();
  292. /**
  293. * Copies the contents a subresource in this texture to another texture. Texture format and size of the subresource
  294. * must match.
  295. *
  296. * You are allowed to copy from a multisampled to non-multisampled surface, which will resolve the multisampled
  297. * surface before copying.
  298. *
  299. * @param[in] target Texture that contains the destination subresource.
  300. * @param[in] srcFace Face to copy from.
  301. * @param[in] srcMipLevel Mip level to copy from.
  302. * @param[in] dstFace Face to copy to.
  303. * @param[in] dstMipLevel Mip level to copy to.
  304. * @param[in] commandBuffer Command buffer to queue the copy operation on. If null, main command buffer is
  305. * used.
  306. */
  307. void copy(const SPtr<Texture>& target, UINT32 srcFace = 0, UINT32 srcMipLevel = 0, UINT32 dstFace = 0,
  308. UINT32 dstMipLevel = 0, const SPtr<CommandBuffer>& commandBuffer = nullptr);
  309. /**
  310. * Reads data from the texture buffer into the provided buffer.
  311. *
  312. * @param[out] dest Previously allocated buffer to read data into.
  313. * @param[in] mipLevel (optional) Mipmap level to read from.
  314. * @param[in] face (optional) Texture face to read from.
  315. * @param[in] deviceIdx Index of the device whose memory to read. If the buffer doesn't exist on this device,
  316. * no data will be read.
  317. * @param[in] queueIdx Device queue to perform the read operation on. See @ref queuesDoc.
  318. */
  319. void readData(PixelData& dest, UINT32 mipLevel = 0, UINT32 face = 0, UINT32 deviceIdx = 0,
  320. UINT32 queueIdx = 0);
  321. /**
  322. * Writes data from the provided buffer into the texture buffer.
  323. *
  324. * @param[in] src Buffer to retrieve the data from.
  325. * @param[in] mipLevel (optional) Mipmap level to write into.
  326. * @param[in] face (optional) Texture face to write into.
  327. * @param[in] discardWholeBuffer (optional) If true any existing texture data will be discard. This can improve
  328. * performance of the write operation.
  329. * @param[in] queueIdx Device queue to perform the write operation on. See @ref queuesDoc.
  330. */
  331. void writeData(const PixelData& src, UINT32 mipLevel = 0, UINT32 face = 0, bool discardWholeBuffer = false,
  332. UINT32 queueIdx = 0);
  333. /** Returns properties that contain information about the texture. */
  334. const TextureProperties& getProperties() const { return mProperties; }
  335. /************************************************************************/
  336. /* STATICS */
  337. /************************************************************************/
  338. /**
  339. * @copydoc bs::Texture::create(const TEXTURE_DESC&)
  340. * @param[in] deviceMask Mask that determines on which GPU devices should the object be created on.
  341. */
  342. static SPtr<Texture> create(const TEXTURE_DESC& desc, GpuDeviceFlags deviceMask = GDF_DEFAULT);
  343. /**
  344. * @copydoc bs::Texture::create(const SPtr<PixelData>&, int, bool)
  345. * @param[in] deviceMask Mask that determines on which GPU devices should the object be created on.
  346. */
  347. static SPtr<Texture> create(const SPtr<PixelData>& pixelData, int usage = TU_DEFAULT,
  348. bool hwGammaCorrection = false, GpuDeviceFlags deviceMask = GDF_DEFAULT);
  349. /************************************************************************/
  350. /* TEXTURE VIEW */
  351. /************************************************************************/
  352. /**
  353. * Requests a texture view for the specified mip and array ranges. Returns an existing view of one for the specified
  354. * ranges already exists, otherwise creates a new one. You must release all views by calling releaseView() when done.
  355. *
  356. * @note Core thread only.
  357. */
  358. SPtr<TextureView> requestView(UINT32 mostDetailMip, UINT32 numMips, UINT32 firstArraySlice, UINT32 numArraySlices,
  359. GpuViewUsage usage);
  360. /** Returns a plain white texture. */
  361. static SPtr<Texture> WHITE;
  362. /** Returns a plain black texture. */
  363. static SPtr<Texture> BLACK;
  364. /** Returns a plain normal map texture with normal pointing up (in Y direction). */
  365. static SPtr<Texture> NORMAL;
  366. protected:
  367. /** @copydoc lock */
  368. virtual PixelData lockImpl(GpuLockOptions options, UINT32 mipLevel = 0, UINT32 face = 0, UINT32 deviceIdx = 0,
  369. UINT32 queueIdx = 0) = 0;
  370. /** @copydoc unlock */
  371. virtual void unlockImpl() = 0;
  372. /** @copydoc copy */
  373. virtual void copyImpl(UINT32 srcFace, UINT32 srcMipLevel, UINT32 dstFace, UINT32 dstMipLevel,
  374. const SPtr<Texture>& target, const SPtr<CommandBuffer>& commandBuffer) = 0;
  375. /** @copydoc readData */
  376. virtual void readDataImpl(PixelData& dest, UINT32 mipLevel = 0, UINT32 face = 0, UINT32 deviceIdx = 0,
  377. UINT32 queueIdx = 0) = 0;
  378. /** @copydoc writeData */
  379. virtual void writeDataImpl(const PixelData& src, UINT32 mipLevel = 0, UINT32 face = 0,
  380. bool discardWholeBuffer = false, UINT32 queueIdx = 0) = 0;
  381. /************************************************************************/
  382. /* TEXTURE VIEW */
  383. /************************************************************************/
  384. /** Creates a view of a specific subresource in a texture. */
  385. virtual SPtr<TextureView> createView(const TEXTURE_VIEW_DESC& desc);
  386. /** Releases all internal texture view references. */
  387. void clearBufferViews();
  388. UnorderedMap<TEXTURE_VIEW_DESC, SPtr<TextureView>, TextureView::HashFunction, TextureView::EqualFunction> mTextureViews;
  389. TextureProperties mProperties;
  390. SPtr<PixelData> mInitData;
  391. };
  392. /** @} */
  393. }
  394. }