BsTexture.h 22 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. SPtr<PixelData> 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. /**
  110. * Abstract class representing a texture. Specific render systems have their own Texture implementations. Internally
  111. * represented as one or more surfaces with pixels in a certain number of dimensions, backed by a hardware buffer.
  112. *
  113. * @note Sim thread.
  114. */
  115. class BS_CORE_EXPORT Texture : public Resource
  116. {
  117. public:
  118. /**
  119. * Updates the texture with new data. The actual write will be queued for later execution on the core thread.
  120. * Provided data buffer will be locked until the operation completes.
  121. *
  122. * @param[in] accessor Accessor to queue the operation on.
  123. * @param[in] subresourceIdx Index of the subresource to write. Retrieved from
  124. * TextureProperties::mapToSubresourceIdx().
  125. * @param[in] data Pixel data to write. User must ensure it is in format and size compatible with
  126. * the texture.
  127. * @param[in] discardEntireBuffer When true the existing contents of the resource you are updating will be
  128. * discarded. This can make the operation faster. Resources with certain buffer
  129. * types might require this flag to be in a specific state otherwise the operation
  130. * will fail.
  131. * @return Async operation object you can use to track operation completion.
  132. */
  133. AsyncOp writeSubresource(CoreAccessor& accessor, UINT32 subresourceIdx, const SPtr<PixelData>& data,
  134. bool discardEntireBuffer);
  135. /**
  136. * Reads internal texture data to the provided previously allocated buffer. The read is queued for execution on the
  137. * core thread and not executed immediately. Provided data buffer will be locked until the operation completes.
  138. *
  139. * @param[in] accessor Accessor to queue the operation on.
  140. * @param[in] subresourceIdx Index of the subresource to read. Retrieved from
  141. * TextureProperties::mapToSubresourceIdx().
  142. * @param[out] data Pre-allocated buffer of proper size and format where data will be read to. You
  143. * can use TextureProperties::allocateSubresourceBuffer() to allocate a valid
  144. * buffer.
  145. * @return Async operation object you can use to track operation completion.
  146. *
  147. * @see TextureCore::readSubresource
  148. */
  149. AsyncOp readSubresource(CoreAccessor& accessor, UINT32 subresourceIdx, const SPtr<PixelData>& data);
  150. /**
  151. * Reads data from the cached system memory texture buffer into the provided buffer.
  152. *
  153. * @param[out] dest Previously allocated buffer to read data into.
  154. * @param[in] mipLevel (optional) Mipmap level to read from.
  155. * @param[in] face (optional) Texture face to read from.
  156. *
  157. * @note
  158. * The data read is the cached texture data. Any data written to the texture from the GPU or core thread will not
  159. * be reflected in this data. Use readSubresource() if you require those changes.
  160. * @note
  161. * The texture must have been created with TU_CPUCACHED usage otherwise this method will not return any data.
  162. */
  163. void readData(PixelData& dest, UINT32 mipLevel = 0, UINT32 face = 0);
  164. /** Returns properties that contain information about the texture. */
  165. const TextureProperties& getProperties() const { return mProperties; }
  166. /** Retrieves a core implementation of a texture usable only from the core thread. */
  167. SPtr<TextureCore> getCore() const;
  168. /************************************************************************/
  169. /* STATICS */
  170. /************************************************************************/
  171. /**
  172. * Creates a new empty texture.
  173. *
  174. * @param[in] texType Type of the texture.
  175. * @param[in] width Width of the texture in pixels.
  176. * @param[in] height Height of the texture in pixels.
  177. * @param[in] depth Depth of the texture in pixels (Must be 1 for 2D textures).
  178. * @param[in] numMips Number of mip-maps the texture has. This number excludes the full resolution map.
  179. * @param[in] format Format of the pixels.
  180. * @param[in] usage Describes how we plan on using the texture in the pipeline.
  181. * @param[in] hwGammaCorrection If true the texture data is assumed to have been gamma corrected and will be
  182. * converted back to linear space when sampled on GPU.
  183. * @param[in] multisampleCount If higher than 1, texture containing multiple samples per pixel is created.
  184. */
  185. static HTexture create(TextureType texType, UINT32 width, UINT32 height, UINT32 depth,
  186. int numMips, PixelFormat format, int usage = TU_DEFAULT,
  187. bool hwGammaCorrection = false, UINT32 multisampleCount = 0);
  188. /**
  189. * Creates a new empty texture.
  190. *
  191. * @param[in] texType Type of the texture.
  192. * @param[in] width Width of the texture in pixels.
  193. * @param[in] height Height of the texture in pixels.
  194. * @param[in] numMips Number of mip-maps the texture has. This number excludes the full resolution map.
  195. * @param[in] format Format of the pixels.
  196. * @param[in] usage Describes planned texture use.
  197. * @param[in] hwGammaCorrection If true the texture data is assumed to have been gamma corrected and will be
  198. * converted back to linear space when sampled on GPU.
  199. * @param[in] multisampleCount If higher than 1, texture containing multiple samples per pixel is created.
  200. */
  201. static HTexture create(TextureType texType, UINT32 width, UINT32 height, int numMips,
  202. PixelFormat format, int usage = TU_DEFAULT,
  203. bool hwGammaCorrection = false, UINT32 multisampleCount = 0);
  204. /**
  205. * Creates a new 2D or 3D texture initialized using the provided pixel data. Texture will not have any mipmaps.
  206. *
  207. * @param[in] pixelData Data to initialize the texture width.
  208. * @param[in] usage Describes planned texture use.
  209. * @param[in] hwGammaCorrection If true the texture data is assumed to have been gamma corrected and will be
  210. * converted back to linear space when sampled on GPU.
  211. */
  212. static HTexture create(const SPtr<PixelData>& pixelData, int usage = TU_DEFAULT, bool hwGammaCorrection = false);
  213. /** @name Internal
  214. * @{
  215. */
  216. /**
  217. * @copydoc create(TextureType, UINT32, UINT32, UINT32, int, PixelFormat, int, bool, UINT32)
  218. *
  219. * @note Internal method. Creates a texture pointer without a handle. Use create() for normal usage.
  220. */
  221. static SPtr<Texture> _createPtr(TextureType texType, UINT32 width, UINT32 height, UINT32 depth,
  222. int numMips, PixelFormat format, int usage = TU_DEFAULT,
  223. bool hwGammaCorrection = false, UINT32 multisampleCount = 0);
  224. /**
  225. * @copydoc create(TextureType, UINT32, UINT32, int, PixelFormat, int, bool, UINT32)
  226. *
  227. * @note Internal method. Creates a texture pointer without a handle. Use create() for normal usage.
  228. */
  229. static SPtr<Texture> _createPtr(TextureType texType, UINT32 width, UINT32 height, int numMips,
  230. PixelFormat format, int usage = TU_DEFAULT, bool hwGammaCorrection = false, UINT32 multisampleCount = 0);
  231. /**
  232. * @copydoc create(const SPtr<PixelData>&, int, bool)
  233. *
  234. * @note Internal method. Creates a texture pointer without a handle. Use create() for normal usage.
  235. */
  236. static SPtr<Texture> _createPtr(const SPtr<PixelData>& pixelData, int usage = TU_DEFAULT, bool hwGammaCorrection = false);
  237. /** @} */
  238. protected:
  239. friend class TextureManager;
  240. Texture(TextureType textureType, UINT32 width, UINT32 height, UINT32 depth, UINT32 numMipmaps,
  241. PixelFormat format, int usage, bool hwGamma, UINT32 multisampleCount);
  242. Texture(const SPtr<PixelData>& pixelData, int usage, bool hwGamma);
  243. /** @copydoc Resource::initialize */
  244. void initialize() override;
  245. /** @copydoc CoreObject::createCore */
  246. SPtr<CoreObjectCore> createCore() const override;
  247. /** Calculates the size of the texture, in bytes. */
  248. UINT32 calculateSize() const;
  249. /**
  250. * Creates buffers used for caching of CPU texture data.
  251. *
  252. * @note Make sure to initialize all texture properties before calling this.
  253. */
  254. void createCPUBuffers();
  255. /** Updates the cached CPU buffers with new data. */
  256. void updateCPUBuffers(UINT32 subresourceIdx, const PixelData& data);
  257. protected:
  258. Vector<SPtr<PixelData>> mCPUSubresourceData;
  259. TextureProperties mProperties;
  260. mutable SPtr<PixelData> mInitData;
  261. /************************************************************************/
  262. /* SERIALIZATION */
  263. /************************************************************************/
  264. public:
  265. Texture(); // Serialization only
  266. friend class TextureRTTI;
  267. static RTTITypeBase* getRTTIStatic();
  268. virtual RTTITypeBase* getRTTI() const override;
  269. };
  270. /** @} */
  271. /** @addtogroup Resources-Internal
  272. * @{
  273. */
  274. /**
  275. * Core thread version of a Texture.
  276. *
  277. * @note Core thread.
  278. */
  279. class BS_CORE_EXPORT TextureCore : public CoreObjectCore
  280. {
  281. public:
  282. TextureCore(TextureType textureType, UINT32 width, UINT32 height, UINT32 depth, UINT32 numMipmaps,
  283. PixelFormat format, int usage, bool hwGamma, UINT32 multisampleCount, const SPtr<PixelData>& initData);
  284. virtual ~TextureCore() {}
  285. /** @copydoc CoreObjectCore::initialize */
  286. virtual void initialize() override;
  287. /**
  288. * Updates a part of the texture with the provided data.
  289. *
  290. * @param[in] subresourceIdx Index of the subresource to update, if the texture has more than one.
  291. * @param[in] data Data to update the texture with.
  292. * @param[in] discardEntireBuffer When true the existing contents of the resource you are updating will be
  293. * discarded. This can make the operation faster. Resources with certain buffer
  294. * types might require this flag to be in a specific state otherwise the operation
  295. * will fail.
  296. */
  297. virtual void writeSubresource(UINT32 subresourceIdx, const PixelData& data, bool discardEntireBuffer);
  298. /**
  299. * Reads a part of the current resource into the provided @p data parameter. Data buffer needs to be pre-allocated.
  300. *
  301. * @param[in] subresourceIdx Index of the subresource to update, if the texture has more than one.
  302. * @param[out] data Buffer that will receive the data. Should be allocated with
  303. * allocateSubresourceBuffer() to ensure it is of valid type and size.
  304. */
  305. virtual void readSubresource(UINT32 subresourceIdx, PixelData& data);
  306. /**
  307. * Locks the buffer for reading or writing.
  308. *
  309. * @param[in] options Options for controlling what you may do with the locked data.
  310. * @param[in] mipLevel (optional) Mipmap level to lock.
  311. * @param[in] face (optional) Texture face to lock.
  312. * @return Pointer to the buffer data. Only valid until you call unlock().
  313. *
  314. * @note
  315. * If you are just reading or writing one block of data use readData()/writeData() methods as they can be much faster
  316. * in certain situations.
  317. */
  318. PixelData lock(GpuLockOptions options, UINT32 mipLevel = 0, UINT32 face = 0);
  319. /**
  320. * Unlocks a previously locked buffer. After the buffer is unlocked, any data returned by lock becomes invalid.
  321. *
  322. * @see lock()
  323. */
  324. void unlock();
  325. /**
  326. * Copies the contents a subresource in this texture to another texture. Texture format and size of the subresource
  327. * must match.
  328. *
  329. * You are allowed to copy from a multisampled to non-multisampled surface, which will resolve the multisampled
  330. * surface before copying.
  331. *
  332. * @param[in] srcSubresourceIdx Index of the subresource to copy from.
  333. * @param[in] destSubresourceIdx Index of the subresource to copy to.
  334. * @param[in] target Texture that contains the destination subresource.
  335. */
  336. void copy(UINT32 srcSubresourceIdx, UINT32 destSubresourceIdx, const SPtr<TextureCore>& target);
  337. /**
  338. * Reads data from the texture buffer into the provided buffer.
  339. *
  340. * @param[out] dest Previously allocated buffer to read data into.
  341. * @param[in] mipLevel (optional) Mipmap level to read from.
  342. * @param[in] face (optional) Texture face to read from.
  343. */
  344. virtual void readData(PixelData& dest, UINT32 mipLevel = 0, UINT32 face = 0) = 0;
  345. /**
  346. * Writes data from the provided buffer into the texture buffer.
  347. *
  348. * @param[in] src Buffer to retrieve the data from.
  349. * @param[in] mipLevel (optional) Mipmap level to write into.
  350. * @param[in] face (optional) Texture face to write into.
  351. * @param[in] discardWholeBuffer (optional) If true any existing texture data will be discard. This can improve
  352. * performance of the write operation.
  353. */
  354. virtual void writeData(const PixelData& src, UINT32 mipLevel = 0, UINT32 face = 0, bool discardWholeBuffer = false) = 0;
  355. /**
  356. * Returns true if the texture can be bound to a shader.
  357. *
  358. * @note This is only false for some rare special cases (for example AA render texture in DX9). Internal method.
  359. */
  360. virtual bool isBindableAsShaderResource() const { return true; }
  361. /** Returns properties that contain information about the texture. */
  362. const TextureProperties& getProperties() const { return mProperties; }
  363. /************************************************************************/
  364. /* STATICS */
  365. /************************************************************************/
  366. /** @copydoc Texture::create(TextureType, UINT32, UINT32, UINT32, int, PixelFormat, int, bool, UINT32) */
  367. static SPtr<TextureCore> create(TextureType texType, UINT32 width, UINT32 height, UINT32 depth,
  368. int numMips, PixelFormat format, int usage = TU_DEFAULT,
  369. bool hwGammaCorrection = false, UINT32 multisampleCount = 0);
  370. /** @copydoc Texture::create(TextureType, UINT32, UINT32, int, PixelFormat, int, bool, UINT32) */
  371. static SPtr<TextureCore> create(TextureType texType, UINT32 width, UINT32 height, int numMips,
  372. PixelFormat format, int usage = TU_DEFAULT,
  373. bool hwGammaCorrection = false, UINT32 multisampleCount = 0);
  374. /** @copydoc Texture::create(const SPtr<PixelData>&, int, bool) */
  375. static SPtr<TextureCore> create(const SPtr<PixelData>& pixelData, int usage = TU_DEFAULT, bool hwGammaCorrection = false);
  376. /************************************************************************/
  377. /* TEXTURE VIEW */
  378. /************************************************************************/
  379. /**
  380. * Requests a texture view for the specified mip and array ranges. Returns an existing view of one for the specified
  381. * ranges already exists, otherwise creates a new one. You must release all views by calling releaseView() when done.
  382. *
  383. * @note Core thread only.
  384. */
  385. static SPtr<TextureView> requestView(const SPtr<TextureCore>& texture, UINT32 mostDetailMip, UINT32 numMips,
  386. UINT32 firstArraySlice, UINT32 numArraySlices, GpuViewUsage usage);
  387. /**
  388. * Releases the view. View won't actually get destroyed until all references to it are released.
  389. *
  390. * @note Core thread only.
  391. */
  392. static void releaseView(const SPtr<TextureView>& view);
  393. /** Returns a plain white texture. */
  394. static SPtr<TextureCore> WHITE;
  395. /** Returns a plain black texture. */
  396. static SPtr<TextureCore> BLACK;
  397. /** Returns a plain normal map texture with normal pointing up (in Y direction). */
  398. static SPtr<TextureCore> NORMAL;
  399. protected:
  400. /** @copydoc lock */
  401. virtual PixelData lockImpl(GpuLockOptions options, UINT32 mipLevel = 0, UINT32 face = 0) = 0;
  402. /** @copydoc unlock */
  403. virtual void unlockImpl() = 0;
  404. /**
  405. * API specific implementation of copy().
  406. *
  407. * @param[in] srcFace Face index to copy from.
  408. * @param[in] srcMipLevel Mip level to copy from.
  409. * @param[in] destFace Face index to copy to.
  410. * @param[in] destMipLevel Mip level to copy to.
  411. * @param[in] target Texture to copy to.
  412. */
  413. virtual void copyImpl(UINT32 srcFace, UINT32 srcMipLevel, UINT32 destFace, UINT32 destMipLevel,
  414. const SPtr<TextureCore>& target) = 0;
  415. /************************************************************************/
  416. /* TEXTURE VIEW */
  417. /************************************************************************/
  418. /** Creates a new empty/undefined texture view. */
  419. virtual SPtr<TextureView> createView(const SPtr<TextureCore>& texture, const TEXTURE_VIEW_DESC& desc);
  420. /**
  421. * Releases all internal texture view references. Views won't get destroyed if there are external references still
  422. * held.
  423. */
  424. void clearBufferViews();
  425. /** Holds a single texture view with a usage reference count. */
  426. struct TextureViewReference
  427. {
  428. TextureViewReference(SPtr<TextureView> _view)
  429. :view(_view), refCount(0)
  430. { }
  431. SPtr<TextureView> view;
  432. UINT32 refCount;
  433. };
  434. UnorderedMap<TEXTURE_VIEW_DESC, TextureViewReference*, TextureView::HashFunction, TextureView::EqualFunction> mTextureViews;
  435. TextureProperties mProperties;
  436. SPtr<PixelData> mInitData;
  437. };
  438. /** @} */
  439. }