BsGLPixelBuffer.cpp 14 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsGLPixelBuffer.h"
  4. #include "BsGLTexture.h"
  5. #include "BsGLSupport.h"
  6. #include "BsGLPixelFormat.h"
  7. #include "Error/BsException.h"
  8. #include "Utility/BsBitwise.h"
  9. #include "BsGLRenderTexture.h"
  10. #include "Profiling/BsRenderStats.h"
  11. namespace bs { namespace ct
  12. {
  13. GLPixelBuffer::GLPixelBuffer(UINT32 inWidth, UINT32 inHeight, UINT32 inDepth, PixelFormat inFormat, GpuBufferUsage usage)
  14. : mUsage(usage), mIsLocked(false), mWidth(inWidth), mHeight(inHeight), mDepth(inDepth), mFormat(inFormat)
  15. , mBuffer(inWidth, inHeight, inDepth, inFormat)
  16. {
  17. mSizeInBytes = mHeight*mWidth*PixelUtil::getNumElemBytes(mFormat);
  18. mCurrentLockOptions = (GpuLockOptions)0;
  19. }
  20. GLPixelBuffer::~GLPixelBuffer()
  21. {
  22. mBuffer.freeInternalBuffer();
  23. }
  24. void GLPixelBuffer::allocateBuffer()
  25. {
  26. if(mBuffer.getData())
  27. return;
  28. mBuffer.allocateInternalBuffer();
  29. // TODO: use PBO if we're HBU_DYNAMIC
  30. }
  31. void GLPixelBuffer::freeBuffer()
  32. {
  33. if(mUsage & GBU_STATIC)
  34. {
  35. mBuffer.freeInternalBuffer();
  36. }
  37. }
  38. void* GLPixelBuffer::lock(UINT32 offset, UINT32 length, GpuLockOptions options)
  39. {
  40. assert(!mIsLocked && "Cannot lock this buffer, it is already locked!");
  41. assert(offset == 0 && length == mSizeInBytes && "Cannot lock memory region, most lock box or entire buffer");
  42. PixelVolume volume(0, 0, 0, mWidth, mHeight, mDepth);
  43. const PixelData& lockedData = lock(volume, options);
  44. return lockedData.getData();
  45. }
  46. const PixelData& GLPixelBuffer::lock(const PixelVolume& lockBox, GpuLockOptions options)
  47. {
  48. allocateBuffer();
  49. if (options != GBL_WRITE_ONLY_DISCARD)
  50. {
  51. // Download the old contents of the texture
  52. download(mBuffer);
  53. }
  54. mCurrentLockOptions = options;
  55. mLockedBox = lockBox;
  56. mCurrentLock = mBuffer.getSubVolume(lockBox);
  57. mIsLocked = true;
  58. return mCurrentLock;
  59. }
  60. void GLPixelBuffer::unlock()
  61. {
  62. assert(mIsLocked && "Cannot unlock this buffer, it is not locked!");
  63. if (mCurrentLockOptions != GBL_READ_ONLY)
  64. {
  65. // From buffer to card, only upload if was locked for writing
  66. upload(mCurrentLock, mLockedBox);
  67. }
  68. freeBuffer();
  69. mIsLocked = false;
  70. }
  71. void GLPixelBuffer::upload(const PixelData& data, const PixelVolume& dest)
  72. {
  73. BS_EXCEPT(RenderingAPIException, "Upload not possible for this pixel buffer type");
  74. }
  75. void GLPixelBuffer::download(const PixelData& data)
  76. {
  77. BS_EXCEPT(RenderingAPIException, "Download not possible for this pixel buffer type");
  78. }
  79. void GLPixelBuffer::blitFromTexture(GLTextureBuffer* src)
  80. {
  81. blitFromTexture(src,
  82. PixelVolume(0, 0, 0, src->getWidth(), src->getHeight(), src->getDepth()),
  83. PixelVolume(0, 0, 0, mWidth, mHeight, mDepth)
  84. );
  85. }
  86. void GLPixelBuffer::blitFromTexture(GLTextureBuffer* src, const PixelVolume& srcBox, const PixelVolume& dstBox)
  87. {
  88. BS_EXCEPT(RenderingAPIException, "BlitFromTexture not possible for this pixel buffer type");
  89. }
  90. void GLPixelBuffer::bindToFramebuffer(GLenum attachment, UINT32 zoffset, bool allLayers)
  91. {
  92. BS_EXCEPT(RenderingAPIException, "Framebuffer bind not possible for this pixel buffer type");
  93. }
  94. GLTextureBuffer::GLTextureBuffer(GLenum target, GLuint id,
  95. GLint face, GLint level, GpuBufferUsage usage,
  96. PixelFormat format, UINT32 multisampleCount):
  97. GLPixelBuffer(0, 0, 0, format, usage),
  98. mTarget(target), mFaceTarget(0), mTextureID(id), mFace(face), mLevel(level), mMultisampleCount(multisampleCount)
  99. {
  100. GLint value = 0;
  101. glBindTexture(mTarget, mTextureID);
  102. // Get face identifier
  103. mFaceTarget = mTarget;
  104. if(mTarget == GL_TEXTURE_CUBE_MAP)
  105. mFaceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + (face % 6);
  106. // Get width
  107. glGetTexLevelParameteriv(mFaceTarget, level, GL_TEXTURE_WIDTH, &value);
  108. mWidth = value;
  109. // Get height
  110. if(target == GL_TEXTURE_1D)
  111. value = 1; // Height always 1 for 1D textures
  112. else
  113. glGetTexLevelParameteriv(mFaceTarget, level, GL_TEXTURE_HEIGHT, &value);
  114. mHeight = value;
  115. // Get depth
  116. if(target != GL_TEXTURE_3D)
  117. value = 1; // Depth always 1 for non-3D textures
  118. else
  119. glGetTexLevelParameteriv(mFaceTarget, level, GL_TEXTURE_DEPTH, &value);
  120. mDepth = value;
  121. // Default
  122. mSizeInBytes = PixelUtil::getMemorySize(mWidth, mHeight, mDepth, mFormat);
  123. // Set up pixel box
  124. mBuffer = PixelData(mWidth, mHeight, mDepth, mFormat);
  125. }
  126. GLTextureBuffer::~GLTextureBuffer()
  127. { }
  128. void GLTextureBuffer::upload(const PixelData &data, const PixelVolume &dest)
  129. {
  130. if ((mUsage & TU_RENDERTARGET) != 0)
  131. {
  132. LOGERR("Writing to render texture from CPU not supported.");
  133. return;
  134. }
  135. if ((mUsage & TU_DEPTHSTENCIL) != 0)
  136. {
  137. LOGERR("Writing to depth stencil texture from CPU not supported.");
  138. return;
  139. }
  140. glBindTexture( mTarget, mTextureID );
  141. if(PixelUtil::isCompressed(data.getFormat()))
  142. {
  143. if (data.getFormat() != mFormat || !data.isConsecutive())
  144. {
  145. LOGERR("Compressed images must be consecutive, in the source format");
  146. return;
  147. }
  148. GLenum format = GLPixelUtil::getGLInternalFormat(mFormat);
  149. switch(mTarget) {
  150. case GL_TEXTURE_1D:
  151. if (dest.left == 0)
  152. {
  153. glCompressedTexImage1D(GL_TEXTURE_1D, mLevel,
  154. format,
  155. dest.getWidth(),
  156. 0,
  157. data.getConsecutiveSize(),
  158. data.getData());
  159. }
  160. else
  161. {
  162. glCompressedTexSubImage1D(GL_TEXTURE_1D, mLevel,
  163. dest.left,
  164. dest.getWidth(),
  165. format, data.getConsecutiveSize(),
  166. data.getData());
  167. }
  168. break;
  169. case GL_TEXTURE_2D:
  170. case GL_TEXTURE_CUBE_MAP:
  171. if (dest.left == 0 && dest.top == 0)
  172. {
  173. glCompressedTexImage2D(mFaceTarget, mLevel,
  174. format,
  175. dest.getWidth(),
  176. dest.getHeight(),
  177. 0,
  178. data.getConsecutiveSize(),
  179. data.getData());
  180. }
  181. else
  182. {
  183. glCompressedTexSubImage2D(mFaceTarget, mLevel,
  184. dest.left, dest.top,
  185. dest.getWidth(), dest.getHeight(),
  186. format, data.getConsecutiveSize(),
  187. data.getData());
  188. }
  189. break;
  190. case GL_TEXTURE_3D:
  191. if (dest.left == 0 && dest.top == 0 && dest.front == 0)
  192. {
  193. glCompressedTexImage3D(GL_TEXTURE_3D, mLevel,
  194. format,
  195. dest.getWidth(),
  196. dest.getHeight(),
  197. dest.getDepth(),
  198. 0,
  199. data.getConsecutiveSize(),
  200. data.getData());
  201. }
  202. else
  203. {
  204. glCompressedTexSubImage3D(GL_TEXTURE_3D, mLevel,
  205. dest.left, dest.top, dest.front,
  206. dest.getWidth(), dest.getHeight(), dest.getDepth(),
  207. format, data.getConsecutiveSize(),
  208. data.getData());
  209. }
  210. break;
  211. }
  212. }
  213. else
  214. {
  215. if(data.getWidth() != data.getRowPitch())
  216. glPixelStorei(GL_UNPACK_ROW_LENGTH, data.getRowPitch());
  217. if(data.getHeight()*data.getWidth() != data.getSlicePitch())
  218. glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, (data.getSlicePitch()/data.getWidth()));
  219. if(data.getLeft() > 0 || data.getTop() > 0 || data.getFront() > 0)
  220. glPixelStorei(GL_UNPACK_SKIP_PIXELS, data.getLeft() + data.getRowPitch() * data.getTop() + data.getSlicePitch() * data.getFront());
  221. if((data.getWidth()*PixelUtil::getNumElemBytes(data.getFormat())) & 3)
  222. glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  223. switch(mTarget) {
  224. case GL_TEXTURE_1D:
  225. glTexSubImage1D(GL_TEXTURE_1D, mLevel,
  226. dest.left,
  227. dest.getWidth(),
  228. GLPixelUtil::getGLOriginFormat(data.getFormat()), GLPixelUtil::getGLOriginDataType(data.getFormat()),
  229. data.getData());
  230. break;
  231. case GL_TEXTURE_2D:
  232. case GL_TEXTURE_CUBE_MAP:
  233. glTexSubImage2D(mFaceTarget, mLevel,
  234. dest.left, dest.top,
  235. dest.getWidth(), dest.getHeight(),
  236. GLPixelUtil::getGLOriginFormat(data.getFormat()), GLPixelUtil::getGLOriginDataType(data.getFormat()),
  237. data.getData());
  238. break;
  239. case GL_TEXTURE_3D:
  240. glTexSubImage3D(
  241. GL_TEXTURE_3D, mLevel,
  242. dest.left, dest.top, dest.front,
  243. dest.getWidth(), dest.getHeight(), dest.getDepth(),
  244. GLPixelUtil::getGLOriginFormat(data.getFormat()), GLPixelUtil::getGLOriginDataType(data.getFormat()),
  245. data.getData());
  246. break;
  247. }
  248. }
  249. // Restore defaults
  250. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  251. glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0);
  252. glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
  253. glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
  254. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_Texture);
  255. }
  256. void GLTextureBuffer::download(const PixelData &data)
  257. {
  258. if (data.getWidth() != getWidth() || data.getHeight() != getHeight() || data.getDepth() != getDepth())
  259. {
  260. LOGERR("Only download of entire buffer is supported by OpenGL.");
  261. return;
  262. }
  263. glBindTexture(mTarget, mTextureID);
  264. if(PixelUtil::isCompressed(data.getFormat()))
  265. {
  266. if (data.getFormat() != mFormat || !data.isConsecutive())
  267. {
  268. LOGERR("Compressed images must be consecutive, in the source format");
  269. return;
  270. }
  271. // Data must be consecutive and at beginning of buffer as PixelStorei not allowed
  272. // for compressed formate
  273. glGetCompressedTexImage(mFaceTarget, mLevel, data.getData());
  274. }
  275. else
  276. {
  277. if(data.getWidth() != data.getRowPitch())
  278. glPixelStorei(GL_PACK_ROW_LENGTH, data.getRowPitch());
  279. if(data.getHeight()*data.getWidth() != data.getSlicePitch())
  280. glPixelStorei(GL_PACK_IMAGE_HEIGHT, (data.getSlicePitch()/data.getWidth()));
  281. if(data.getLeft() > 0 || data.getTop() > 0 || data.getFront() > 0)
  282. glPixelStorei(GL_PACK_SKIP_PIXELS, data.getLeft() + data.getRowPitch() * data.getTop() + data.getSlicePitch() * data.getFront());
  283. if((data.getWidth()*PixelUtil::getNumElemBytes(data.getFormat())) & 3)
  284. glPixelStorei(GL_PACK_ALIGNMENT, 1);
  285. // We can only get the entire texture
  286. glGetTexImage(mFaceTarget, mLevel, GLPixelUtil::getGLOriginFormat(data.getFormat()),
  287. GLPixelUtil::getGLOriginDataType(data.getFormat()), data.getData());
  288. // Restore defaults
  289. glPixelStorei(GL_PACK_ROW_LENGTH, 0);
  290. glPixelStorei(GL_PACK_IMAGE_HEIGHT, 0);
  291. glPixelStorei(GL_PACK_SKIP_PIXELS, 0);
  292. glPixelStorei(GL_PACK_ALIGNMENT, 4);
  293. }
  294. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_Texture);
  295. }
  296. void GLTextureBuffer::bindToFramebuffer(GLenum attachment, UINT32 zoffset, bool allLayers)
  297. {
  298. if(allLayers)
  299. {
  300. switch (mTarget)
  301. {
  302. case GL_TEXTURE_1D:
  303. glFramebufferTexture1D(GL_FRAMEBUFFER, attachment,
  304. mFaceTarget, mTextureID, mLevel);
  305. break;
  306. case GL_TEXTURE_2D:
  307. glFramebufferTexture2D(GL_FRAMEBUFFER, attachment,
  308. mFaceTarget, mTextureID, mLevel);
  309. break;
  310. case GL_TEXTURE_2D_MULTISAMPLE:
  311. glFramebufferTexture2D(GL_FRAMEBUFFER, attachment,
  312. mFaceTarget, mTextureID, 0);
  313. break;
  314. case GL_TEXTURE_CUBE_MAP:
  315. case GL_TEXTURE_3D:
  316. default: // Texture arrays (binding all layers)
  317. glFramebufferTexture(GL_FRAMEBUFFER, attachment, mTextureID, mLevel);
  318. break;
  319. }
  320. }
  321. else
  322. {
  323. switch (mTarget)
  324. {
  325. case GL_TEXTURE_3D:
  326. glFramebufferTexture3D(GL_FRAMEBUFFER, attachment, mFaceTarget, mTextureID, mLevel, zoffset);
  327. break;
  328. default: // Texture arrays and cube maps
  329. glFramebufferTextureLayer(GL_FRAMEBUFFER, attachment, mTextureID, mLevel, mFace);
  330. break;
  331. }
  332. }
  333. }
  334. void GLTextureBuffer::copyFromFramebuffer(UINT32 zoffset)
  335. {
  336. glBindTexture(mTarget, mTextureID);
  337. switch(mTarget)
  338. {
  339. case GL_TEXTURE_1D:
  340. glCopyTexSubImage1D(mFaceTarget, mLevel, 0, 0, 0, mWidth);
  341. break;
  342. case GL_TEXTURE_2D:
  343. case GL_TEXTURE_CUBE_MAP:
  344. glCopyTexSubImage2D(mFaceTarget, mLevel, 0, 0, 0, 0, mWidth, mHeight);
  345. break;
  346. case GL_TEXTURE_3D:
  347. glCopyTexSubImage3D(mFaceTarget, mLevel, 0, 0, zoffset, 0, 0, mWidth, mHeight);
  348. break;
  349. }
  350. }
  351. void GLTextureBuffer::blitFromTexture(GLTextureBuffer* src, const PixelVolume& srcBox, const PixelVolume& dstBox)
  352. {
  353. if (src->mMultisampleCount > 1 && mMultisampleCount <= 1) // Resolving MS texture
  354. {
  355. if (mTarget != GL_TEXTURE_2D || mTarget != GL_TEXTURE_2D_MULTISAMPLE)
  356. BS_EXCEPT(InvalidParametersException, "Non-2D multisampled texture not supported.");
  357. GLint currentFBO = 0;
  358. glGetIntegerv(GL_FRAMEBUFFER_BINDING, &currentFBO);
  359. GLuint readFBO = GLRTTManager::instance().getBlitReadFBO();
  360. GLuint drawFBO = GLRTTManager::instance().getBlitDrawFBO();
  361. // Attach source texture
  362. glBindFramebuffer(GL_FRAMEBUFFER, readFBO);
  363. src->bindToFramebuffer(0, 0, true);
  364. // Attach destination texture
  365. glBindFramebuffer(GL_FRAMEBUFFER, drawFBO);
  366. bindToFramebuffer(0, 0, true);
  367. // Perform blit
  368. glBindFramebuffer(GL_READ_FRAMEBUFFER, readFBO);
  369. glBindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFBO);
  370. glReadBuffer(GL_COLOR_ATTACHMENT0);
  371. glDrawBuffer(GL_COLOR_ATTACHMENT0);
  372. glBlitFramebuffer(srcBox.left, srcBox.top, srcBox.right, srcBox.bottom,
  373. dstBox.left, dstBox.top, dstBox.right, dstBox.bottom, GL_COLOR_BUFFER_BIT, GL_NEAREST);
  374. // Restore the previously bound FBO
  375. glBindFramebuffer(GL_FRAMEBUFFER, currentFBO);
  376. }
  377. else // Just plain copy
  378. {
  379. if (mMultisampleCount != src->mMultisampleCount)
  380. BS_EXCEPT(InvalidParametersException, "When copying textures their multisample counts must match.");
  381. if (mTarget == GL_TEXTURE_3D) // 3D textures can't have arrays so their Z coordinate is handled differently
  382. {
  383. glCopyImageSubData(src->mTextureID, src->mTarget, src->mLevel, srcBox.left, srcBox.top, srcBox.front,
  384. mTextureID, mTarget, mLevel, dstBox.left, dstBox.top, dstBox.front, srcBox.getWidth(), srcBox.getHeight(), srcBox.getDepth());
  385. }
  386. else
  387. {
  388. glCopyImageSubData(src->mTextureID, src->mTarget, src->mLevel, srcBox.left, srcBox.top, src->mFace,
  389. mTextureID, mTarget, mLevel, dstBox.left, dstBox.top, mFace, srcBox.getWidth(), srcBox.getHeight(), 1);
  390. }
  391. }
  392. }
  393. }}