BsTexture.h 19 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. /** Properties of a Texture. Shared between sim and core thread versions of a Texture. */
  39. class BS_CORE_EXPORT TextureProperties
  40. {
  41. public:
  42. TextureProperties();
  43. TextureProperties(TextureType textureType, UINT32 width, UINT32 height, UINT32 depth, UINT32 numMipmaps,
  44. PixelFormat format, int usage, bool hwGamma, UINT32 multisampleCount);
  45. /** Gets the type of texture. */
  46. TextureType getTextureType() const { return mTextureType; }
  47. /**
  48. * Gets the number of mipmaps to be used for this texture. This number excludes the top level map (which is always
  49. * assumed to be present).
  50. */
  51. UINT32 getNumMipmaps() const {return mNumMipmaps;}
  52. /** Gets whether this texture will be set up so that on sampling it, hardware gamma correction is applied. */
  53. bool isHardwareGammaEnabled() const { return mHwGamma; }
  54. /** Gets the number of samples used for multisampling (0 if multisampling is not used). */
  55. UINT32 getMultisampleCount() const { return mMultisampleCount; }
  56. /** Returns the height of the texture. */
  57. UINT32 getHeight() const { return mHeight; }
  58. /** Returns the width of the texture. */
  59. UINT32 getWidth() const { return mWidth; }
  60. /** Returns the depth of the texture (only applicable for 3D textures). */
  61. UINT32 getDepth() const { return mDepth; }
  62. /** Returns texture usage (TextureUsage) of this texture. */
  63. int getUsage() const { return mUsage; }
  64. /** Returns the pixel format for the texture surface. */
  65. PixelFormat getFormat() const { return mFormat; }
  66. /** Returns true if the texture has an alpha layer. */
  67. bool hasAlpha() const;
  68. /** Return the number of faces this texture has. */
  69. UINT32 getNumFaces() const;
  70. /**
  71. * Maps a sub-resource index to an exact face and mip level. Sub-resource indexes are used when reading or writing
  72. * to the resource.
  73. *
  74. * @note
  75. * Sub-resource index is only valid for the instance it was created on. You cannot use a sub-resource index from a
  76. * different texture and expect to get valid result. Modifying the resource so the number of sub-resources changes
  77. * invalidates all sub-resource indexes.
  78. */
  79. void mapFromSubresourceIdx(UINT32 subresourceIdx, UINT32& face, UINT32& mip) const;
  80. /**
  81. * Map a face and a mip level to a sub-resource index you can use for updating or reading a specific sub-resource.
  82. *
  83. * @note
  84. * Generated sub-resource index is only valid for the instance it was created on. Modifying the resource so the
  85. * number of sub-resources changes, invalidates all sub-resource indexes.
  86. */
  87. UINT32 mapToSubresourceIdx(UINT32 face, UINT32 mip) const;
  88. /**
  89. * Allocates a buffer you may use for storage when reading or writing a sub-resource. You need to allocate such a
  90. * buffer if you are calling readSubresource().
  91. *
  92. * You can retrieve a sub-resource index by calling mapToSubresourceIdx().
  93. *
  94. * @note Thread safe.
  95. */
  96. PixelDataPtr allocateSubresourceBuffer(UINT32 subresourceIdx) const;
  97. protected:
  98. friend class TextureRTTI;
  99. UINT32 mHeight;
  100. UINT32 mWidth;
  101. UINT32 mDepth;
  102. UINT32 mNumMipmaps;
  103. bool mHwGamma;
  104. UINT32 mMultisampleCount;
  105. TextureType mTextureType;
  106. PixelFormat mFormat;
  107. int mUsage;
  108. };
  109. /** @cond INTERNAL */
  110. /**
  111. * Core thread version of a Texture.
  112. *
  113. * @note Core thread.
  114. */
  115. class BS_CORE_EXPORT TextureCore : public CoreObjectCore
  116. {
  117. public:
  118. TextureCore(TextureType textureType, UINT32 width, UINT32 height, UINT32 depth, UINT32 numMipmaps,
  119. PixelFormat format, int usage, bool hwGamma, UINT32 multisampleCount, const PixelDataPtr& initData);
  120. virtual ~TextureCore() {}
  121. /** @copydoc CoreObjectCore::initialize */
  122. virtual void initialize() override;
  123. /**
  124. * Updates a part of the texture with the provided data.
  125. *
  126. * @param[in] subresourceIdx Index of the subresource to update, if the texture has more than one.
  127. * @param[in] data Data to update the texture with.
  128. * @param[in] discardEntireBuffer When true the existing contents of the resource you are updating will be
  129. * discarded. This can make the operation faster. Resources with certain buffer
  130. * types might require this flag to be in a specific state otherwise the operation
  131. * will fail.
  132. */
  133. virtual void writeSubresource(UINT32 subresourceIdx, const PixelData& data, bool discardEntireBuffer);
  134. /**
  135. * Reads a part of the current resource into the provided @p data parameter.
  136. * Data buffer needs to be pre-allocated.
  137. *
  138. * @param[in] subresourceIdx Index of the subresource to update, if the texture has more than one.
  139. * @param[out] data Buffer that will receive the data. Should be allocated with
  140. * allocateSubresourceBuffer() to ensure it is of valid type and size.
  141. */
  142. virtual void readSubresource(UINT32 subresourceIdx, PixelData& data);
  143. /**
  144. * Locks the buffer for reading or writing.
  145. *
  146. * @param[in] options Options for controlling what you may do with the locked data.
  147. * @param[in] mipLevel (optional) Mipmap level to lock.
  148. * @param[in] face (optional) Texture face to lock.
  149. * @return Pointer to the buffer data. Only valid until you call unlock().
  150. *
  151. * @note
  152. * If you are just reading or writing one block of data use readData()/writeData() methods as they can be much faster
  153. * in certain situations.
  154. */
  155. PixelData lock(GpuLockOptions options, UINT32 mipLevel = 0, UINT32 face = 0);
  156. /**
  157. * Unlocks a previously locked buffer. After the buffer is unlocked, any data returned by lock becomes invalid.
  158. *
  159. * @see lock()
  160. */
  161. void unlock();
  162. /**
  163. * Copies the contents a subresource in this texture to another texture. Texture format and size of the subresource
  164. * must match.
  165. *
  166. * You are allowed to copy from a multisampled to non-multisampled surface, which will resolve the multisampled
  167. * surface before copying.
  168. *
  169. * @param[in] srcSubresourceIdx Index of the subresource to copy from.
  170. * @param[in] destSubresourceIdx Index of the subresource to copy to.
  171. * @param[in] target Texture that contains the destination subresource.
  172. */
  173. void copy(UINT32 srcSubresourceIdx, UINT32 destSubresourceIdx, const SPtr<TextureCore>& target);
  174. /**
  175. * Reads data from the 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. virtual void readData(PixelData& dest, UINT32 mipLevel = 0, UINT32 face = 0) = 0;
  182. /**
  183. * Writes data from the provided buffer into the texture buffer.
  184. *
  185. * @param[in] dest Buffer to retrieve the data from.
  186. * @param[in] mipLevel (optional) Mipmap level to write into.
  187. * @param[in] face (optional) Texture face to write into.
  188. * @param[in] discardWholeBuffer (optional) If true any existing texture data will be discard. This can improve
  189. * performance of the write operation.
  190. */
  191. virtual void writeData(const PixelData& src, UINT32 mipLevel = 0, UINT32 face = 0, bool discardWholeBuffer = false) = 0;
  192. /**
  193. * Returns true if the texture can be bound to a shader.
  194. *
  195. * @note This is only false for some rare special cases (e.g. AA render texture in DX9). Internal method.
  196. */
  197. virtual bool isBindableAsShaderResource() const { return true; }
  198. /** Returns properties that contain information about the texture. */
  199. const TextureProperties& getProperties() const { return mProperties; }
  200. /************************************************************************/
  201. /* TEXTURE VIEW */
  202. /************************************************************************/
  203. /**
  204. * Requests a texture view for the specified mip and array ranges. Returns an existing view of one for the specified
  205. * ranges already exists, otherwise creates a new one. You must release all views by calling releaseView() when done.
  206. *
  207. * @note Core thread only.
  208. */
  209. static TextureViewPtr requestView(const SPtr<TextureCore>& texture, UINT32 mostDetailMip, UINT32 numMips,
  210. UINT32 firstArraySlice, UINT32 numArraySlices, GpuViewUsage usage);
  211. /**
  212. * Releases the view. View won't actually get destroyed until all references to it are released.
  213. *
  214. * @note Core thread only.
  215. */
  216. static void releaseView(const TextureViewPtr& view);
  217. protected:
  218. /** @copydoc lock */
  219. virtual PixelData lockImpl(GpuLockOptions options, UINT32 mipLevel = 0, UINT32 face = 0) = 0;
  220. /** @copydoc unlock */
  221. virtual void unlockImpl() = 0;
  222. /** @copydoc copy */
  223. virtual void copyImpl(UINT32 srcFace, UINT32 srcMipLevel, UINT32 destFace, UINT32 destMipLevel,
  224. const SPtr<TextureCore>& target) = 0;
  225. /************************************************************************/
  226. /* TEXTURE VIEW */
  227. /************************************************************************/
  228. /** Creates a new empty/undefined texture view. */
  229. virtual TextureViewPtr createView(const SPtr<TextureCore>& texture, const TEXTURE_VIEW_DESC& desc);
  230. /**
  231. * Releases all internal texture view references. Views won't get destroyed if there are external references still
  232. * held.
  233. */
  234. void clearBufferViews();
  235. /** Holds a single texture view with a usage reference count. */
  236. struct TextureViewReference
  237. {
  238. TextureViewReference(TextureViewPtr _view)
  239. :view(_view), refCount(0)
  240. { }
  241. TextureViewPtr view;
  242. UINT32 refCount;
  243. };
  244. UnorderedMap<TEXTURE_VIEW_DESC, TextureViewReference*, TextureView::HashFunction, TextureView::EqualFunction> mTextureViews;
  245. TextureProperties mProperties;
  246. PixelDataPtr mInitData;
  247. };
  248. /** @endcond */
  249. /**
  250. * Abstract class representing a texture. Specific render systems have their own Texture implementations. Internally
  251. * represented as one or more surfaces with pixels in a certain number of dimensions, backed by a hardware buffer.
  252. *
  253. * @note Sim thread.
  254. */
  255. class BS_CORE_EXPORT Texture : public Resource
  256. {
  257. public:
  258. /**
  259. * Updates the texture with new data. The actual write will be queued for later execution on the core thread.
  260. * Provided data buffer will be locked until the operation completes.
  261. *
  262. * @param[in] accessor Accessor to queue the operation on.
  263. * @return Async operation object you can use to track operation completion.
  264. *
  265. * @see TextureCore::writeSubresource
  266. */
  267. AsyncOp writeSubresource(CoreAccessor& accessor, UINT32 subresourceIdx, const PixelDataPtr& data,
  268. bool discardEntireBuffer);
  269. /**
  270. * Reads internal texture data to the provided previously allocated buffer. The read is queued for execution on the
  271. * core thread and not executed immediately. Provided data buffer will be locked until the operation completes.
  272. *
  273. * @param[in] accessor Accessor to queue the operation on.
  274. * @return Async operation object you can use to track operation completion.
  275. *
  276. * @see TextureCore::readSubresource
  277. */
  278. AsyncOp readSubresource(CoreAccessor& accessor, UINT32 subresourceIdx, const PixelDataPtr& data);
  279. /**
  280. * Reads data from the cached system memory texture buffer into the provided buffer.
  281. *
  282. * @param[out] dest Previously allocated buffer to read data into.
  283. * @param[in] mipLevel (optional) Mipmap level to read from.
  284. * @param[in] face (optional) Texture face to read from.
  285. *
  286. * @note
  287. * The data read is the cached texture data. Any data written to the texture from the GPU or core thread will not
  288. * be reflected in this data. Use readSubresource() if you require those changes.
  289. * @note
  290. * The texture must have been created with TU_CPUCACHED usage otherwise this method will not return any data.
  291. */
  292. void readData(PixelData& dest, UINT32 mipLevel = 0, UINT32 face = 0);
  293. /** Returns properties that contain information about the texture. */
  294. const TextureProperties& getProperties() const { return mProperties; }
  295. /** Retrieves a core implementation of a texture usable only from the core thread. */
  296. SPtr<TextureCore> getCore() const;
  297. /************************************************************************/
  298. /* STATICS */
  299. /************************************************************************/
  300. /**
  301. * Creates a new empty texture.
  302. *
  303. * @param[in] texType Type of the texture.
  304. * @param[in] width Width of the texture in pixels.
  305. * @param[in] height Height of the texture in pixels.
  306. * @param[in] depth Depth of the texture in pixels (Must be 1 for 2D textures).
  307. * @param[in] numMips Number of mip-maps the texture has. This number excludes the full resolution map.
  308. * @param[in] format Format of the pixels.
  309. * @param[in] usage Describes how we plan on using the texture in the pipeline.
  310. * @param[in] hwGammaCorrection If true the texture data is assumed to have been gamma corrected and will be
  311. * converted back to linear space when sampled on GPU.
  312. * @param[in] multisampleCount If higher than 1, texture containing multiple samples per pixel is created.
  313. */
  314. static HTexture create(TextureType texType, UINT32 width, UINT32 height, UINT32 depth,
  315. int numMips, PixelFormat format, int usage = TU_DEFAULT,
  316. bool hwGammaCorrection = false, UINT32 multisampleCount = 0);
  317. /**
  318. * Creates a new empty texture.
  319. *
  320. * @param[in] texType Type of the texture.
  321. * @param[in] width Width of the texture in pixels.
  322. * @param[in] height Height of the texture in pixels.
  323. * @param[in] numMips Number of mip-maps the texture has. This number excludes the full resolution map.
  324. * @param[in] format Format of the pixels.
  325. * @param[in] usage Describes planned texture use.
  326. * @param[in] hwGammaCorrection If true the texture data is assumed to have been gamma corrected and will be
  327. * converted back to linear space when sampled on GPU.
  328. * @param[in] multisampleCount If higher than 1, texture containing multiple samples per pixel is created.
  329. */
  330. static HTexture create(TextureType texType, UINT32 width, UINT32 height, int numMips,
  331. PixelFormat format, int usage = TU_DEFAULT,
  332. bool hwGammaCorrection = false, UINT32 multisampleCount = 0);
  333. /**
  334. * Creates a new 2D or 3D texture initialized using the provided pixel data. Texture will not have any mipmaps.
  335. *
  336. * @param[in] pixelData Data to initialize the texture width.
  337. * @param[in] usage Describes planned texture use.
  338. * @param[in] hwGammaCorrection If true the texture data is assumed to have been gamma corrected and will be
  339. * converted back to linear space when sampled on GPU.
  340. */
  341. static HTexture create(const PixelDataPtr& pixelData, int usage = TU_DEFAULT, bool hwGammaCorrection = false);
  342. /**
  343. * @copydoc create(TextureType, UINT32, UINT32, UINT32, int, PixelFormat, int, bool, UINT32)
  344. *
  345. * @note Internal method. Creates a texture pointer without a handle. Use create() for normal usage.
  346. */
  347. static TexturePtr _createPtr(TextureType texType, UINT32 width, UINT32 height, UINT32 depth,
  348. int num_mips, PixelFormat format, int usage = TU_DEFAULT,
  349. bool hwGammaCorrection = false, UINT32 multisampleCount = 0);
  350. /**
  351. * @copydoc create(TextureType, UINT32, UINT32, int, PixelFormat, int, bool, UINT32)
  352. *
  353. * @note Internal method. Creates a texture pointer without a handle. Use create() for normal usage.
  354. */
  355. static TexturePtr _createPtr(TextureType texType, UINT32 width, UINT32 height, int num_mips,
  356. PixelFormat format, int usage = TU_DEFAULT, bool hwGammaCorrection = false, UINT32 multisampleCount = 0);
  357. /**
  358. * @copydoc create(const PixelDataPtr&, int, bool)
  359. *
  360. * @note Internal method. Creates a texture pointer without a handle. Use create() for normal usage.
  361. */
  362. static TexturePtr _createPtr(const PixelDataPtr& pixelData, int usage = TU_DEFAULT, bool hwGammaCorrection = false);
  363. protected:
  364. friend class TextureManager;
  365. Texture(TextureType textureType, UINT32 width, UINT32 height, UINT32 depth, UINT32 numMipmaps,
  366. PixelFormat format, int usage, bool hwGamma, UINT32 multisampleCount);
  367. Texture(const PixelDataPtr& pixelData, int usage, bool hwGamma);
  368. /** @copydoc Resource::initialize */
  369. void initialize() override;
  370. /** @copydoc CoreObject::createCore */
  371. SPtr<CoreObjectCore> createCore() const override;
  372. /** @copydoc Resource::calculateSize */
  373. UINT32 calculateSize() const;
  374. /**
  375. * Creates buffers used for caching of CPU texture data.
  376. *
  377. * @note Make sure to initialize all texture properties before calling this.
  378. */
  379. void createCPUBuffers();
  380. /** Updates the cached CPU buffers with new data. */
  381. void updateCPUBuffers(UINT32 subresourceIdx, const PixelData& data);
  382. protected:
  383. Vector<PixelDataPtr> mCPUSubresourceData;
  384. TextureProperties mProperties;
  385. mutable PixelDataPtr mInitData;
  386. /************************************************************************/
  387. /* SERIALIZATION */
  388. /************************************************************************/
  389. public:
  390. Texture(); // Serialization only
  391. friend class TextureRTTI;
  392. static RTTITypeBase* getRTTIStatic();
  393. virtual RTTITypeBase* getRTTI() const override;
  394. };
  395. /** @} */
  396. }