BsGLPixelBuffer.cpp 12 KB

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  1. //__________________________ Banshee Project - A modern game development toolkit _________________________________//
  2. //_____________________________________ www.banshee-project.com __________________________________________________//
  3. //________________________ Copyright (c) 2014 Marko Pintera. All rights reserved. ________________________________//
  4. #include "BsGLPixelBuffer.h"
  5. #include "BsGLTexture.h"
  6. #include "BsGLSupport.h"
  7. #include "BsGLPixelFormat.h"
  8. #include "BsException.h"
  9. #include "BsBitwise.h"
  10. #include "BsGLRenderTexture.h"
  11. #include "BsRenderStats.h"
  12. namespace BansheeEngine
  13. {
  14. GLPixelBuffer::GLPixelBuffer(UINT32 inWidth, UINT32 inHeight, UINT32 inDepth,
  15. PixelFormat inFormat, GpuBufferUsage usage)
  16. : PixelBuffer(inWidth, inHeight, inDepth, inFormat, usage, false),
  17. mBuffer(inWidth, inHeight, inDepth, inFormat),
  18. mGLInternalFormat(GL_NONE)
  19. {
  20. mCurrentLockOptions = (GpuLockOptions)0;
  21. }
  22. GLPixelBuffer::~GLPixelBuffer()
  23. {
  24. mBuffer.freeInternalBuffer();
  25. }
  26. void GLPixelBuffer::allocateBuffer()
  27. {
  28. if(mBuffer.getData())
  29. return;
  30. mBuffer.allocateInternalBuffer();
  31. // TODO: use PBO if we're HBU_DYNAMIC
  32. }
  33. void GLPixelBuffer::freeBuffer()
  34. {
  35. if(mUsage & GBU_STATIC)
  36. {
  37. mBuffer.freeInternalBuffer();
  38. }
  39. }
  40. PixelData GLPixelBuffer::lockImpl(PixelVolume lockBox, GpuLockOptions options)
  41. {
  42. allocateBuffer();
  43. if(options != GBL_WRITE_ONLY_DISCARD)
  44. {
  45. // Download the old contents of the texture
  46. download(mBuffer);
  47. }
  48. mCurrentLockOptions = options;
  49. mLockedBox = lockBox;
  50. return mBuffer.getSubVolume(lockBox);
  51. }
  52. void GLPixelBuffer::unlockImpl(void)
  53. {
  54. if (mCurrentLockOptions != GBL_READ_ONLY)
  55. {
  56. // From buffer to card, only upload if was locked for writing
  57. upload(mCurrentLock, mLockedBox);
  58. }
  59. freeBuffer();
  60. }
  61. void GLPixelBuffer::upload(const PixelData& data, const PixelVolume& dest)
  62. {
  63. BS_EXCEPT(RenderingAPIException, "Upload not possible for this pixel buffer type");
  64. }
  65. void GLPixelBuffer::download(const PixelData& data)
  66. {
  67. BS_EXCEPT(RenderingAPIException, "Download not possible for this pixel buffer type");
  68. }
  69. void GLPixelBuffer::blitFromTexture(GLTextureBuffer* src)
  70. {
  71. blitFromTexture(src,
  72. PixelVolume(0, 0, 0, src->getWidth(), src->getHeight(), src->getDepth()),
  73. PixelVolume(0, 0, 0, mWidth, mHeight, mDepth)
  74. );
  75. }
  76. void GLPixelBuffer::blitFromTexture(GLTextureBuffer* src, const PixelVolume& srcBox, const PixelVolume& dstBox)
  77. {
  78. BS_EXCEPT(RenderingAPIException, "BlitFromTexture not possible for this pixel buffer type");
  79. }
  80. void GLPixelBuffer::bindToFramebuffer(GLenum attachment, UINT32 zoffset)
  81. {
  82. BS_EXCEPT(RenderingAPIException, "Framebuffer bind not possible for this pixel buffer type");
  83. }
  84. GLTextureBuffer::GLTextureBuffer(GLenum target, GLuint id,
  85. GLint face, GLint level, GpuBufferUsage usage,
  86. bool writeGamma, UINT32 multisampleCount):
  87. GLPixelBuffer(0, 0, 0, PF_UNKNOWN, usage),
  88. mTarget(target), mFaceTarget(0), mTextureID(id), mFace(face), mLevel(level)
  89. {
  90. GLint value = 0;
  91. glBindTexture(mTarget, mTextureID);
  92. // Get face identifier
  93. mFaceTarget = mTarget;
  94. if(mTarget == GL_TEXTURE_CUBE_MAP)
  95. mFaceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + face;
  96. // Get width
  97. glGetTexLevelParameteriv(mFaceTarget, level, GL_TEXTURE_WIDTH, &value);
  98. mWidth = value;
  99. // Get height
  100. if(target == GL_TEXTURE_1D)
  101. value = 1; // Height always 1 for 1D textures
  102. else
  103. glGetTexLevelParameteriv(mFaceTarget, level, GL_TEXTURE_HEIGHT, &value);
  104. mHeight = value;
  105. // Get depth
  106. if(target != GL_TEXTURE_3D)
  107. value = 1; // Depth always 1 for non-3D textures
  108. else
  109. glGetTexLevelParameteriv(mFaceTarget, level, GL_TEXTURE_DEPTH, &value);
  110. mDepth = value;
  111. // Get format
  112. glGetTexLevelParameteriv(mFaceTarget, level, GL_TEXTURE_INTERNAL_FORMAT, &value);
  113. mGLInternalFormat = value;
  114. mFormat = GLPixelUtil::getClosestEngineFormat(value);
  115. // Default
  116. mRowPitch = mWidth;
  117. mSlicePitch = mHeight*mWidth;
  118. mSizeInBytes = PixelUtil::getMemorySize(mWidth, mHeight, mDepth, mFormat);
  119. // Set up pixel box
  120. mBuffer = PixelData(mWidth, mHeight, mDepth, mFormat);
  121. }
  122. GLTextureBuffer::~GLTextureBuffer()
  123. { }
  124. void GLTextureBuffer::upload(const PixelData &data, const PixelVolume &dest)
  125. {
  126. if((mUsage & TU_RENDERTARGET) != 0)
  127. BS_EXCEPT(NotImplementedException, "Writing to render texture from CPU not supported.");
  128. glBindTexture( mTarget, mTextureID );
  129. if(PixelUtil::isCompressed(data.getFormat()))
  130. {
  131. if(data.getFormat() != mFormat || !data.isConsecutive())
  132. BS_EXCEPT(InvalidParametersException,
  133. "Compressed images must be consecutive, in the source format");
  134. GLenum format = GLPixelUtil::getClosestGLInternalFormat(mFormat);
  135. switch(mTarget) {
  136. case GL_TEXTURE_1D:
  137. if (dest.left == 0)
  138. {
  139. glCompressedTexImage1D(GL_TEXTURE_1D, mLevel,
  140. format,
  141. dest.getWidth(),
  142. 0,
  143. data.getConsecutiveSize(),
  144. data.getData());
  145. }
  146. else
  147. {
  148. glCompressedTexSubImage1D(GL_TEXTURE_1D, mLevel,
  149. dest.left,
  150. dest.getWidth(),
  151. format, data.getConsecutiveSize(),
  152. data.getData());
  153. }
  154. break;
  155. case GL_TEXTURE_2D:
  156. case GL_TEXTURE_CUBE_MAP:
  157. if (dest.left == 0 && dest.top == 0)
  158. {
  159. glCompressedTexImage2D(mFaceTarget, mLevel,
  160. format,
  161. dest.getWidth(),
  162. dest.getHeight(),
  163. 0,
  164. data.getConsecutiveSize(),
  165. data.getData());
  166. }
  167. else
  168. {
  169. glCompressedTexSubImage2D(mFaceTarget, mLevel,
  170. dest.left, dest.top,
  171. dest.getWidth(), dest.getHeight(),
  172. format, data.getConsecutiveSize(),
  173. data.getData());
  174. }
  175. break;
  176. case GL_TEXTURE_3D:
  177. if (dest.left == 0 && dest.top == 0 && dest.front == 0)
  178. {
  179. glCompressedTexImage3D(GL_TEXTURE_3D, mLevel,
  180. format,
  181. dest.getWidth(),
  182. dest.getHeight(),
  183. dest.getDepth(),
  184. 0,
  185. data.getConsecutiveSize(),
  186. data.getData());
  187. }
  188. else
  189. {
  190. glCompressedTexSubImage3D(GL_TEXTURE_3D, mLevel,
  191. dest.left, dest.top, dest.front,
  192. dest.getWidth(), dest.getHeight(), dest.getDepth(),
  193. format, data.getConsecutiveSize(),
  194. data.getData());
  195. }
  196. break;
  197. }
  198. }
  199. else
  200. {
  201. if(data.getWidth() != data.getRowPitch())
  202. glPixelStorei(GL_UNPACK_ROW_LENGTH, data.getRowPitch());
  203. if(data.getHeight()*data.getWidth() != data.getSlicePitch())
  204. glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, (data.getSlicePitch()/data.getWidth()));
  205. if(data.getLeft() > 0 || data.getTop() > 0 || data.getFront() > 0)
  206. glPixelStorei(GL_UNPACK_SKIP_PIXELS, data.getLeft() + data.getRowPitch() * data.getTop() + data.getSlicePitch() * data.getFront());
  207. if((data.getWidth()*PixelUtil::getNumElemBytes(data.getFormat())) & 3)
  208. glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  209. switch(mTarget) {
  210. case GL_TEXTURE_1D:
  211. glTexSubImage1D(GL_TEXTURE_1D, mLevel,
  212. dest.left,
  213. dest.getWidth(),
  214. GLPixelUtil::getGLOriginFormat(data.getFormat()), GLPixelUtil::getGLOriginDataType(data.getFormat()),
  215. data.getData());
  216. break;
  217. case GL_TEXTURE_2D:
  218. case GL_TEXTURE_CUBE_MAP:
  219. glTexSubImage2D(mFaceTarget, mLevel,
  220. dest.left, dest.top,
  221. dest.getWidth(), dest.getHeight(),
  222. GLPixelUtil::getGLOriginFormat(data.getFormat()), GLPixelUtil::getGLOriginDataType(data.getFormat()),
  223. data.getData());
  224. break;
  225. case GL_TEXTURE_3D:
  226. glTexSubImage3D(
  227. GL_TEXTURE_3D, mLevel,
  228. dest.left, dest.top, dest.front,
  229. dest.getWidth(), dest.getHeight(), dest.getDepth(),
  230. GLPixelUtil::getGLOriginFormat(data.getFormat()), GLPixelUtil::getGLOriginDataType(data.getFormat()),
  231. data.getData());
  232. break;
  233. }
  234. }
  235. // Restore defaults
  236. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  237. glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0);
  238. glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
  239. glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
  240. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_Texture);
  241. }
  242. void GLTextureBuffer::download(const PixelData &data)
  243. {
  244. if((mUsage & TU_RENDERTARGET) != 0)
  245. BS_EXCEPT(NotImplementedException, "Reading from render texture to CPU not supported."); // TODO: This needs to be implemented
  246. if((mUsage & TU_DEPTHSTENCIL) != 0)
  247. BS_EXCEPT(NotImplementedException, "Reading from depth stencil texture to CPU not supported."); // TODO: This needs to be implemented
  248. if(data.getWidth() != getWidth() || data.getHeight() != getHeight() || data.getDepth() != getDepth())
  249. BS_EXCEPT(InvalidParametersException, "only download of entire buffer is supported by GL");
  250. glBindTexture( mTarget, mTextureID );
  251. if(PixelUtil::isCompressed(data.getFormat()))
  252. {
  253. if(data.getFormat() != mFormat || !data.isConsecutive())
  254. BS_EXCEPT(InvalidParametersException,
  255. "Compressed images must be consecutive, in the source format");
  256. // Data must be consecutive and at beginning of buffer as PixelStorei not allowed
  257. // for compressed formate
  258. glGetCompressedTexImage(mFaceTarget, mLevel, data.getData());
  259. }
  260. else
  261. {
  262. if(data.getWidth() != data.getRowPitch())
  263. glPixelStorei(GL_PACK_ROW_LENGTH, data.getRowPitch());
  264. if(data.getHeight()*data.getWidth() != data.getSlicePitch())
  265. glPixelStorei(GL_PACK_IMAGE_HEIGHT, (data.getSlicePitch()/data.getWidth()));
  266. if(data.getLeft() > 0 || data.getTop() > 0 || data.getFront() > 0)
  267. glPixelStorei(GL_PACK_SKIP_PIXELS, data.getLeft() + data.getRowPitch() * data.getTop() + data.getSlicePitch() * data.getFront());
  268. if((data.getWidth()*PixelUtil::getNumElemBytes(data.getFormat())) & 3)
  269. glPixelStorei(GL_PACK_ALIGNMENT, 1);
  270. // We can only get the entire texture
  271. glGetTexImage(mFaceTarget, mLevel, GLPixelUtil::getGLOriginFormat(data.getFormat()),
  272. GLPixelUtil::getGLOriginDataType(data.getFormat()), data.getData());
  273. // Restore defaults
  274. glPixelStorei(GL_PACK_ROW_LENGTH, 0);
  275. glPixelStorei(GL_PACK_IMAGE_HEIGHT, 0);
  276. glPixelStorei(GL_PACK_SKIP_PIXELS, 0);
  277. glPixelStorei(GL_PACK_ALIGNMENT, 4);
  278. }
  279. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_Texture);
  280. }
  281. void GLTextureBuffer::bindToFramebuffer(GLenum attachment, UINT32 zoffset)
  282. {
  283. assert(zoffset < mDepth);
  284. switch(mTarget)
  285. {
  286. case GL_TEXTURE_1D:
  287. glFramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT, attachment,
  288. mFaceTarget, mTextureID, mLevel);
  289. break;
  290. case GL_TEXTURE_2D:
  291. case GL_TEXTURE_CUBE_MAP:
  292. glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment,
  293. mFaceTarget, mTextureID, mLevel);
  294. break;
  295. case GL_TEXTURE_2D_MULTISAMPLE:
  296. glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment,
  297. mFaceTarget, mTextureID, 0);
  298. break;
  299. case GL_TEXTURE_3D:
  300. glFramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT, attachment,
  301. mFaceTarget, mTextureID, mLevel, zoffset);
  302. break;
  303. }
  304. }
  305. void GLTextureBuffer::copyFromFramebuffer(UINT32 zoffset)
  306. {
  307. glBindTexture(mTarget, mTextureID);
  308. switch(mTarget)
  309. {
  310. case GL_TEXTURE_1D:
  311. glCopyTexSubImage1D(mFaceTarget, mLevel, 0, 0, 0, mWidth);
  312. break;
  313. case GL_TEXTURE_2D:
  314. case GL_TEXTURE_CUBE_MAP:
  315. glCopyTexSubImage2D(mFaceTarget, mLevel, 0, 0, 0, 0, mWidth, mHeight);
  316. break;
  317. case GL_TEXTURE_3D:
  318. glCopyTexSubImage3D(mFaceTarget, mLevel, 0, 0, zoffset, 0, 0, mWidth, mHeight);
  319. break;
  320. }
  321. }
  322. void GLTextureBuffer::blitFromTexture(GLTextureBuffer* src, const PixelVolume& srcBox, const PixelVolume& dstBox)
  323. {
  324. BS_EXCEPT(NotImplementedException, "Not implemented.");
  325. }
  326. GLRenderBuffer::GLRenderBuffer(GLenum format, UINT32 width, UINT32 height, GLsizei numSamples):
  327. GLPixelBuffer(width, height, 1, GLPixelUtil::getClosestEngineFormat(format), GBU_DYNAMIC),
  328. mRenderbufferID(0)
  329. {
  330. mGLInternalFormat = format;
  331. glGenRenderbuffersEXT(1, &mRenderbufferID);
  332. glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, mRenderbufferID);
  333. /// Allocate storage for depth buffer
  334. if (numSamples > 0)
  335. {
  336. glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT,
  337. numSamples, format, width, height);
  338. }
  339. else
  340. {
  341. glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, format,
  342. width, height);
  343. }
  344. }
  345. GLRenderBuffer::~GLRenderBuffer()
  346. {
  347. glDeleteRenderbuffersEXT(1, &mRenderbufferID);
  348. }
  349. void GLRenderBuffer::bindToFramebuffer(GLenum attachment, UINT32 zoffset)
  350. {
  351. assert(zoffset < mDepth);
  352. glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, attachment,
  353. GL_RENDERBUFFER_EXT, mRenderbufferID);
  354. }
  355. };