BsTexture.h 19 KB

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  1. #pragma once
  2. #include "BsCorePrerequisites.h"
  3. #include "BsResource.h"
  4. #include "BsHardwareBuffer.h"
  5. #include "BsPixelUtil.h"
  6. #include "BsTextureView.h"
  7. namespace BansheeEngine
  8. {
  9. /** @addtogroup Resources
  10. * @{
  11. */
  12. /** Flags that describe how is a texture used. */
  13. enum TextureUsage
  14. {
  15. TU_STATIC = GBU_STATIC, /**< A regular texture that is not often or ever updated from the CPU. */
  16. TU_DYNAMIC = GBU_DYNAMIC, /**< A regular texture that is often updated by the CPU. */
  17. TU_RENDERTARGET = 0x200, /**< Texture that can be rendered to by the GPU. */
  18. TU_DEPTHSTENCIL = 0x400, /**< Texture used as a depth/stencil buffer by the GPU. */
  19. TU_LOADSTORE = 0x800, /**< Texture that allows load/store operations from the GPU program. */
  20. TU_CPUCACHED = 0x1000, /**< Ensures all texture data will also be cached in system memory. */
  21. TU_DEFAULT = TU_STATIC
  22. };
  23. /** Available texture types. */
  24. enum TextureType
  25. {
  26. TEX_TYPE_1D = 1, /**< One dimensional texture. Just a row of pixels. */
  27. TEX_TYPE_2D = 2, /**< Two dimensional texture. */
  28. TEX_TYPE_3D = 3, /**< Three dimensional texture. */
  29. TEX_TYPE_CUBE_MAP = 4 /**< Texture consisting out of six 2D textures describing an inside of a cube. Allows special sampling. */
  30. };
  31. /** Texture mipmap options. */
  32. enum TextureMipmap
  33. {
  34. MIP_UNLIMITED = 0x7FFFFFFF /**< Create all mip maps down to 1x1. */
  35. };
  36. /** Properties of a Texture. Shared between sim and core thread versions of a Texture. */
  37. class BS_CORE_EXPORT TextureProperties
  38. {
  39. public:
  40. TextureProperties();
  41. TextureProperties(TextureType textureType, UINT32 width, UINT32 height, UINT32 depth, UINT32 numMipmaps,
  42. PixelFormat format, int usage, bool hwGamma, UINT32 multisampleCount);
  43. /** Gets the type of texture. */
  44. TextureType getTextureType() const { return mTextureType; }
  45. /**
  46. * Gets the number of mipmaps to be used for this texture. This number excludes the top level map (which is always
  47. * assumed to be present).
  48. */
  49. UINT32 getNumMipmaps() const {return mNumMipmaps;}
  50. /** Gets whether this texture will be set up so that on sampling it, hardware gamma correction is applied. */
  51. bool isHardwareGammaEnabled() const { return mHwGamma; }
  52. /** Gets the number of samples used for multisampling (0 if multisampling is not used). */
  53. UINT32 getMultisampleCount() const { return mMultisampleCount; }
  54. /** Returns the height of the texture. */
  55. UINT32 getHeight() const { return mHeight; }
  56. /** Returns the width of the texture. */
  57. UINT32 getWidth() const { return mWidth; }
  58. /** Returns the depth of the texture (only applicable for 3D textures). */
  59. UINT32 getDepth() const { return mDepth; }
  60. /** Returns texture usage (TextureUsage) of this texture. */
  61. int getUsage() const { return mUsage; }
  62. /** Returns the pixel format for the texture surface. */
  63. PixelFormat getFormat() const { return mFormat; }
  64. /** Returns true if the texture has an alpha layer. */
  65. bool hasAlpha() const;
  66. /** Return the number of faces this texture has. */
  67. UINT32 getNumFaces() const;
  68. /**
  69. * Maps a sub-resource index to an exact face and mip level. Sub-resource indexes are used when reading or writing
  70. * to the resource.
  71. *
  72. * @note
  73. * Sub-resource index is only valid for the instance it was created on. You cannot use a sub-resource index from a
  74. * different texture and expect to get valid result. Modifying the resource so the number of sub-resources changes
  75. * invalidates all sub-resource indexes.
  76. */
  77. void mapFromSubresourceIdx(UINT32 subresourceIdx, UINT32& face, UINT32& mip) const;
  78. /**
  79. * Map a face and a mip level to a sub-resource index you can use for updating or reading a specific sub-resource.
  80. *
  81. * @note
  82. * Generated sub-resource index is only valid for the instance it was created on. Modifying the resource so the
  83. * number of sub-resources changes, invalidates all sub-resource indexes.
  84. */
  85. UINT32 mapToSubresourceIdx(UINT32 face, UINT32 mip) const;
  86. /**
  87. * Allocates a buffer you may use for storage when reading or writing a sub-resource. You need to allocate such a
  88. * buffer if you are calling readSubresource().
  89. *
  90. * You can retrieve a sub-resource index by calling mapToSubresourceIdx().
  91. *
  92. * @note Thread safe.
  93. */
  94. PixelDataPtr allocateSubresourceBuffer(UINT32 subresourceIdx) const;
  95. protected:
  96. friend class TextureRTTI;
  97. UINT32 mHeight;
  98. UINT32 mWidth;
  99. UINT32 mDepth;
  100. UINT32 mNumMipmaps;
  101. bool mHwGamma;
  102. UINT32 mMultisampleCount;
  103. TextureType mTextureType;
  104. PixelFormat mFormat;
  105. int mUsage;
  106. };
  107. /** @cond INTERNAL */
  108. /**
  109. * Core thread version of a Texture.
  110. *
  111. * @note Core thread.
  112. */
  113. class BS_CORE_EXPORT TextureCore : public CoreObjectCore
  114. {
  115. public:
  116. TextureCore(TextureType textureType, UINT32 width, UINT32 height, UINT32 depth, UINT32 numMipmaps,
  117. PixelFormat format, int usage, bool hwGamma, UINT32 multisampleCount, const PixelDataPtr& initData);
  118. virtual ~TextureCore() {}
  119. /** @copydoc CoreObjectCore::initialize */
  120. virtual void initialize() override;
  121. /**
  122. * Updates a part of the texture with the provided data.
  123. *
  124. * @param[in] subresourceIdx Index of the subresource to update, if the texture has more than one.
  125. * @param[in] data Data to update the texture with.
  126. * @param[in] discardEntireBuffer When true the existing contents of the resource you are updating will be
  127. * discarded. This can make the operation faster. Resources with certain buffer
  128. * types might require this flag to be in a specific state otherwise the operation
  129. * will fail.
  130. */
  131. virtual void writeSubresource(UINT32 subresourceIdx, const PixelData& data, bool discardEntireBuffer);
  132. /**
  133. * Reads a part of the current resource into the provided @p data parameter.
  134. * Data buffer needs to be pre-allocated.
  135. *
  136. * @param[in] subresourceIdx Index of the subresource to update, if the texture has more than one.
  137. * @param[out] data Buffer that will receive the data. Should be allocated with
  138. * allocateSubresourceBuffer() to ensure it is of valid type and size.
  139. */
  140. virtual void readSubresource(UINT32 subresourceIdx, PixelData& data);
  141. /**
  142. * Locks the buffer for reading or writing.
  143. *
  144. * @param[in] options Options for controlling what you may do with the locked data.
  145. * @param[in] mipLevel (optional) Mipmap level to lock.
  146. * @param[in] face (optional) Texture face to lock.
  147. * @return Pointer to the buffer data. Only valid until you call unlock().
  148. *
  149. * @note
  150. * If you are just reading or writing one block of data use readData()/writeData() methods as they can be much faster
  151. * in certain situations.
  152. */
  153. PixelData lock(GpuLockOptions options, UINT32 mipLevel = 0, UINT32 face = 0);
  154. /**
  155. * Unlocks a previously locked buffer. After the buffer is unlocked, any data returned by lock becomes invalid.
  156. *
  157. * @see lock()
  158. */
  159. void unlock();
  160. /**
  161. * Copies the contents a subresource in this texture to another texture. Texture format and size of the subresource
  162. * must match.
  163. *
  164. * You are allowed to copy from a multisampled to non-multisampled surface, which will resolve the multisampled
  165. * surface before copying.
  166. *
  167. * @param[in] srcSubresourceIdx Index of the subresource to copy from.
  168. * @param[in] destSubresourceIdx Index of the subresource to copy to.
  169. * @param[in] target Texture that contains the destination subresource.
  170. */
  171. void copy(UINT32 srcSubresourceIdx, UINT32 destSubresourceIdx, const SPtr<TextureCore>& target);
  172. /**
  173. * Reads data from the texture buffer into the provided buffer.
  174. *
  175. * @param[out] dest Previously allocated buffer to read data into.
  176. * @param[in] mipLevel (optional) Mipmap level to read from.
  177. * @param[in] face (optional) Texture face to read from.
  178. */
  179. virtual void readData(PixelData& dest, UINT32 mipLevel = 0, UINT32 face = 0) = 0;
  180. /**
  181. * Writes data from the provided buffer into the texture buffer.
  182. *
  183. * @param[in] dest Buffer to retrieve the data from.
  184. * @param[in] mipLevel (optional) Mipmap level to write into.
  185. * @param[in] face (optional) Texture face to write into.
  186. * @param[in] discardWholeBuffer (optional) If true any existing texture data will be discard. This can improve
  187. * performance of the write operation.
  188. */
  189. virtual void writeData(const PixelData& src, UINT32 mipLevel = 0, UINT32 face = 0, bool discardWholeBuffer = false) = 0;
  190. /**
  191. * Returns true if the texture can be bound to a shader.
  192. *
  193. * @note This is only false for some rare special cases (e.g. AA render texture in DX9). Internal method.
  194. */
  195. virtual bool isBindableAsShaderResource() const { return true; }
  196. /** Returns properties that contain information about the texture. */
  197. const TextureProperties& getProperties() const { return mProperties; }
  198. /************************************************************************/
  199. /* TEXTURE VIEW */
  200. /************************************************************************/
  201. /**
  202. * Requests a texture view for the specified mip and array ranges. Returns an existing view of one for the specified
  203. * ranges already exists, otherwise creates a new one. You must release all views by calling releaseView() when done.
  204. *
  205. * @note Core thread only.
  206. */
  207. static TextureViewPtr requestView(const SPtr<TextureCore>& texture, UINT32 mostDetailMip, UINT32 numMips,
  208. UINT32 firstArraySlice, UINT32 numArraySlices, GpuViewUsage usage);
  209. /**
  210. * Releases the view. View won't actually get destroyed until all references to it are released.
  211. *
  212. * @note Core thread only.
  213. */
  214. static void releaseView(const TextureViewPtr& view);
  215. protected:
  216. /** @copydoc lock */
  217. virtual PixelData lockImpl(GpuLockOptions options, UINT32 mipLevel = 0, UINT32 face = 0) = 0;
  218. /** @copydoc unlock */
  219. virtual void unlockImpl() = 0;
  220. /** @copydoc copy */
  221. virtual void copyImpl(UINT32 srcFace, UINT32 srcMipLevel, UINT32 destFace, UINT32 destMipLevel,
  222. const SPtr<TextureCore>& target) = 0;
  223. /************************************************************************/
  224. /* TEXTURE VIEW */
  225. /************************************************************************/
  226. /** Creates a new empty/undefined texture view. */
  227. virtual TextureViewPtr createView(const SPtr<TextureCore>& texture, const TEXTURE_VIEW_DESC& desc);
  228. /**
  229. * Releases all internal texture view references. Views won't get destroyed if there are external references still
  230. * held.
  231. */
  232. void clearBufferViews();
  233. /** Holds a single texture view with a usage reference count. */
  234. struct TextureViewReference
  235. {
  236. TextureViewReference(TextureViewPtr _view)
  237. :view(_view), refCount(0)
  238. { }
  239. TextureViewPtr view;
  240. UINT32 refCount;
  241. };
  242. UnorderedMap<TEXTURE_VIEW_DESC, TextureViewReference*, TextureView::HashFunction, TextureView::EqualFunction> mTextureViews;
  243. TextureProperties mProperties;
  244. PixelDataPtr mInitData;
  245. };
  246. /** @endcond */
  247. /**
  248. * Abstract class representing a texture. Specific render systems have their own Texture implementations. Internally
  249. * represented as one or more surfaces with pixels in a certain number of dimensions, backed by a hardware buffer.
  250. *
  251. * @note Sim thread.
  252. */
  253. class BS_CORE_EXPORT Texture : public Resource
  254. {
  255. public:
  256. /**
  257. * Updates the texture with new data. The actual write will be queued for later execution on the core thread.
  258. * Provided data buffer will be locked until the operation completes.
  259. *
  260. * @param[in] accessor Accessor to queue the operation on.
  261. * @return Async operation object you can use to track operation completion.
  262. *
  263. * @see TextureCore::writeSubresource
  264. */
  265. AsyncOp writeSubresource(CoreAccessor& accessor, UINT32 subresourceIdx, const PixelDataPtr& data,
  266. bool discardEntireBuffer);
  267. /**
  268. * Reads internal texture data to the provided previously allocated buffer. The read is queued for execution on the
  269. * core thread and not executed immediately. Provided data buffer will be locked until the operation completes.
  270. *
  271. * @param[in] accessor Accessor to queue the operation on.
  272. * @return Async operation object you can use to track operation completion.
  273. *
  274. * @see TextureCore::readSubresource
  275. */
  276. AsyncOp readSubresource(CoreAccessor& accessor, UINT32 subresourceIdx, const PixelDataPtr& data);
  277. /**
  278. * Reads data from the cached system memory texture buffer into the provided buffer.
  279. *
  280. * @param[out] dest Previously allocated buffer to read data into.
  281. * @param[in] mipLevel (optional) Mipmap level to read from.
  282. * @param[in] face (optional) Texture face to read from.
  283. *
  284. * @note
  285. * The data read is the cached texture data. Any data written to the texture from the GPU or core thread will not
  286. * be reflected in this data. Use readSubresource() if you require those changes.
  287. * @note
  288. * The texture must have been created with TU_CPUCACHED usage otherwise this method will not return any data.
  289. */
  290. void readData(PixelData& dest, UINT32 mipLevel = 0, UINT32 face = 0);
  291. /** Returns properties that contain information about the texture. */
  292. const TextureProperties& getProperties() const { return mProperties; }
  293. /** Retrieves a core implementation of a texture usable only from the core thread. */
  294. SPtr<TextureCore> getCore() const;
  295. /************************************************************************/
  296. /* STATICS */
  297. /************************************************************************/
  298. /**
  299. * Creates a new empty texture.
  300. *
  301. * @param[in] texType Type of the texture.
  302. * @param[in] width Width of the texture in pixels.
  303. * @param[in] height Height of the texture in pixels.
  304. * @param[in] depth Depth of the texture in pixels (Must be 1 for 2D textures).
  305. * @param[in] numMips Number of mip-maps the texture has. This number excludes the full resolution map.
  306. * @param[in] format Format of the pixels.
  307. * @param[in] usage Describes how we plan on using the texture in the pipeline.
  308. * @param[in] hwGammaCorrection If true the texture data is assumed to have been gamma corrected and will be
  309. * converted back to linear space when sampled on GPU.
  310. * @param[in] multisampleCount If higher than 1, texture containing multiple samples per pixel is created.
  311. */
  312. static HTexture create(TextureType texType, UINT32 width, UINT32 height, UINT32 depth,
  313. int numMips, PixelFormat format, int usage = TU_DEFAULT,
  314. bool hwGammaCorrection = false, UINT32 multisampleCount = 0);
  315. /**
  316. * Creates a new empty texture.
  317. *
  318. * @param[in] texType Type of the texture.
  319. * @param[in] width Width of the texture in pixels.
  320. * @param[in] height Height of the texture in pixels.
  321. * @param[in] numMips Number of mip-maps the texture has. This number excludes the full resolution map.
  322. * @param[in] format Format of the pixels.
  323. * @param[in] usage Describes planned texture use.
  324. * @param[in] hwGammaCorrection If true the texture data is assumed to have been gamma corrected and will be
  325. * converted back to linear space when sampled on GPU.
  326. * @param[in] multisampleCount If higher than 1, texture containing multiple samples per pixel is created.
  327. */
  328. static HTexture create(TextureType texType, UINT32 width, UINT32 height, int numMips,
  329. PixelFormat format, int usage = TU_DEFAULT,
  330. bool hwGammaCorrection = false, UINT32 multisampleCount = 0);
  331. /**
  332. * Creates a new 2D or 3D texture initialized using the provided pixel data. Texture will not have any mipmaps.
  333. *
  334. * @param[in] pixelData Data to initialize the texture width.
  335. * @param[in] usage Describes planned texture use.
  336. * @param[in] hwGammaCorrection If true the texture data is assumed to have been gamma corrected and will be
  337. * converted back to linear space when sampled on GPU.
  338. */
  339. static HTexture create(const PixelDataPtr& pixelData, int usage = TU_DEFAULT, bool hwGammaCorrection = false);
  340. /**
  341. * @copydoc create(TextureType, UINT32, UINT32, UINT32, int, PixelFormat, int, bool, UINT32)
  342. *
  343. * @note Internal method. Creates a texture pointer without a handle. Use create() for normal usage.
  344. */
  345. static TexturePtr _createPtr(TextureType texType, UINT32 width, UINT32 height, UINT32 depth,
  346. int num_mips, PixelFormat format, int usage = TU_DEFAULT,
  347. bool hwGammaCorrection = false, UINT32 multisampleCount = 0);
  348. /**
  349. * @copydoc create(TextureType, UINT32, UINT32, int, PixelFormat, int, bool, UINT32)
  350. *
  351. * @note Internal method. Creates a texture pointer without a handle. Use create() for normal usage.
  352. */
  353. static TexturePtr _createPtr(TextureType texType, UINT32 width, UINT32 height, int num_mips,
  354. PixelFormat format, int usage = TU_DEFAULT, bool hwGammaCorrection = false, UINT32 multisampleCount = 0);
  355. /**
  356. * @copydoc create(const PixelDataPtr&, int, bool)
  357. *
  358. * @note Internal method. Creates a texture pointer without a handle. Use create() for normal usage.
  359. */
  360. static TexturePtr _createPtr(const PixelDataPtr& pixelData, int usage = TU_DEFAULT, bool hwGammaCorrection = false);
  361. protected:
  362. friend class TextureManager;
  363. Texture(TextureType textureType, UINT32 width, UINT32 height, UINT32 depth, UINT32 numMipmaps,
  364. PixelFormat format, int usage, bool hwGamma, UINT32 multisampleCount);
  365. Texture(const PixelDataPtr& pixelData, int usage, bool hwGamma);
  366. /** @copydoc Resource::initialize */
  367. void initialize() override;
  368. /** @copydoc CoreObject::createCore */
  369. SPtr<CoreObjectCore> createCore() const override;
  370. /** @copydoc Resource::calculateSize */
  371. UINT32 calculateSize() const;
  372. /**
  373. * Creates buffers used for caching of CPU texture data.
  374. *
  375. * @note Make sure to initialize all texture properties before calling this.
  376. */
  377. void createCPUBuffers();
  378. /** Updates the cached CPU buffers with new data. */
  379. void updateCPUBuffers(UINT32 subresourceIdx, const PixelData& data);
  380. protected:
  381. Vector<PixelDataPtr> mCPUSubresourceData;
  382. TextureProperties mProperties;
  383. mutable PixelDataPtr mInitData;
  384. /************************************************************************/
  385. /* SERIALIZATION */
  386. /************************************************************************/
  387. public:
  388. Texture(); // Serialization only
  389. friend class TextureRTTI;
  390. static RTTITypeBase* getRTTIStatic();
  391. virtual RTTITypeBase* getRTTI() const override;
  392. };
  393. /** @} */
  394. }