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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #pragma once
- #include "BsCorePrerequisites.h"
- #include "BsResource.h"
- #include "BsHardwareBuffer.h"
- #include "BsPixelUtil.h"
- #include "BsTextureView.h"
- namespace BansheeEngine
- {
- /** @addtogroup Resources
- * @{
- */
- /** Flags that describe how is a texture used. */
- enum TextureUsage
- {
- TU_STATIC = GBU_STATIC, /**< A regular texture that is not often or ever updated from the CPU. */
- TU_DYNAMIC = GBU_DYNAMIC, /**< A regular texture that is often updated by the CPU. */
- TU_RENDERTARGET = 0x200, /**< Texture that can be rendered to by the GPU. */
- TU_DEPTHSTENCIL = 0x400, /**< Texture used as a depth/stencil buffer by the GPU. */
- TU_LOADSTORE = 0x800, /**< Texture that allows load/store operations from the GPU program. */
- TU_CPUCACHED = 0x1000, /**< Ensures all texture data will also be cached in system memory. */
- TU_DEFAULT = TU_STATIC
- };
- /** Available texture types. */
- enum TextureType
- {
- TEX_TYPE_1D = 1, /**< One dimensional texture. Just a row of pixels. */
- TEX_TYPE_2D = 2, /**< Two dimensional texture. */
- TEX_TYPE_3D = 3, /**< Three dimensional texture. */
- TEX_TYPE_CUBE_MAP = 4 /**< Texture consisting out of six 2D textures describing an inside of a cube. Allows special sampling. */
- };
- /** Texture mipmap options. */
- enum TextureMipmap
- {
- MIP_UNLIMITED = 0x7FFFFFFF /**< Create all mip maps down to 1x1. */
- };
- /** Descriptor structure used for initialization of a Texture. */
- struct TEXTURE_DESC
- {
- /** Type of the texture. */
- TextureType type = TEX_TYPE_2D;
- /** Format of pixels in the texture. */
- PixelFormat format = PF_R8G8B8A8;
- /** Width of the texture in pixels. */
- UINT32 width = 1;
- /** Height of the texture in pixels. */
- UINT32 height = 1;
- /** Depth of the texture in pixels (Must be 1 for 2D textures). */
- UINT32 depth = 1;
- /** Number of mip-maps the texture has. This number excludes the full resolution map. */
- UINT32 numMips = 0;
- /** Describes how the caller plans on using the texture in the pipeline. */
- INT32 usage = TU_DEFAULT;
- /**
- * If true the texture data is assumed to have been gamma corrected and will be converted back to linear space when
- * sampled on GPU.
- */
- bool hwGamma = false;
- /** Number of samples per pixel. Set to 1 or 0 to use the default of a single sample per pixel. */
- UINT32 numSamples = 0;
- /** Number of texture slices to create if creating a texture array. Ignored for 3D textures. */
- UINT32 numArraySlices = 1;
- };
- /** Properties of a Texture. Shared between sim and core thread versions of a Texture. */
- class BS_CORE_EXPORT TextureProperties
- {
- public:
- TextureProperties();
- TextureProperties(const TEXTURE_DESC& desc);
- /** Gets the type of texture. */
- TextureType getTextureType() const { return mDesc.type; }
- /**
- * Gets the number of mipmaps to be used for this texture. This number excludes the top level map (which is always
- * assumed to be present).
- */
- UINT32 getNumMipmaps() const {return mDesc.numMips;}
- /** Gets whether this texture will be set up so that on sampling it, hardware gamma correction is applied. */
- bool isHardwareGammaEnabled() const { return mDesc.hwGamma; }
- /** Gets the number of samples used for multisampling (0 if multisampling is not used). */
- UINT32 getNumSamples() const { return mDesc.numSamples; }
- /** Returns the height of the texture. */
- UINT32 getHeight() const { return mDesc.height; }
- /** Returns the width of the texture. */
- UINT32 getWidth() const { return mDesc.width; }
- /** Returns the depth of the texture (only applicable for 3D textures). */
- UINT32 getDepth() const { return mDesc.depth; }
- /** Returns texture usage (TextureUsage) of this texture. */
- int getUsage() const { return mDesc.usage; }
- /** Returns the pixel format for the texture surface. */
- PixelFormat getFormat() const { return mDesc.format; }
- /** Returns true if the texture has an alpha layer. */
- bool hasAlpha() const;
- /** Returns the number of faces this texture has. */
- UINT32 getNumFaces() const;
- /** Returns the number of array slices of the texture (if the texture is an array texture). */
- UINT32 getNumArraySlices() const { return mDesc.numArraySlices; }
- /**
- * Maps a sub-resource index to an exact face and mip level. Sub-resource indexes are used when reading or writing
- * to the resource.
- *
- * @note
- * Sub-resource index is only valid for the instance it was created on. You cannot use a sub-resource index from a
- * different texture and expect to get valid result. Modifying the resource so the number of sub-resources changes
- * invalidates all sub-resource indexes.
- */
- void mapFromSubresourceIdx(UINT32 subresourceIdx, UINT32& face, UINT32& mip) const;
- /**
- * Map a face and a mip level to a sub-resource index you can use for updating or reading a specific sub-resource.
- *
- * @note
- * Generated sub-resource index is only valid for the instance it was created on. Modifying the resource so the
- * number of sub-resources changes, invalidates all sub-resource indexes.
- */
- UINT32 mapToSubresourceIdx(UINT32 face, UINT32 mip) const;
- /**
- * Allocates a buffer you may use for storage when reading or writing a sub-resource. You need to allocate such a
- * buffer if you are calling readSubresource().
- *
- * You can retrieve a sub-resource index by calling mapToSubresourceIdx().
- *
- * @note Thread safe.
- */
- SPtr<PixelData> allocateSubresourceBuffer(UINT32 subresourceIdx) const;
- protected:
- friend class TextureRTTI;
- friend class Texture;
- TEXTURE_DESC mDesc;
- };
- /**
- * Abstract class representing a texture. Specific render systems have their own Texture implementations. Internally
- * represented as one or more surfaces with pixels in a certain number of dimensions, backed by a hardware buffer.
- *
- * @note Sim thread.
- */
- class BS_CORE_EXPORT Texture : public Resource
- {
- public:
- /**
- * Updates the texture with new data. The actual write will be queued for later execution on the core thread.
- * Provided data buffer will be locked until the operation completes.
- *
- * @param[in] accessor Accessor to queue the operation on.
- * @param[in] subresourceIdx Index of the subresource to write. Retrieved from
- * TextureProperties::mapToSubresourceIdx().
- * @param[in] data Pixel data to write. User must ensure it is in format and size compatible with
- * the texture.
- * @param[in] discardEntireBuffer When true the existing contents of the resource you are updating will be
- * discarded. This can make the operation faster. Resources with certain buffer
- * types might require this flag to be in a specific state otherwise the operation
- * will fail.
- * @return Async operation object you can use to track operation completion.
- */
- AsyncOp writeSubresource(CoreAccessor& accessor, UINT32 subresourceIdx, const SPtr<PixelData>& data,
- bool discardEntireBuffer);
- /**
- * Reads internal texture data to the provided previously allocated buffer. The read is queued for execution on the
- * core thread and not executed immediately. Provided data buffer will be locked until the operation completes.
- *
- * @param[in] accessor Accessor to queue the operation on.
- * @param[in] subresourceIdx Index of the subresource to read. Retrieved from
- * TextureProperties::mapToSubresourceIdx().
- * @param[out] data Pre-allocated buffer of proper size and format where data will be read to. You
- * can use TextureProperties::allocateSubresourceBuffer() to allocate a valid
- * buffer.
- * @return Async operation object you can use to track operation completion.
- *
- * @see TextureCore::readSubresource
- */
- AsyncOp readSubresource(CoreAccessor& accessor, UINT32 subresourceIdx, const SPtr<PixelData>& data);
- /**
- * Reads data from the cached system memory texture buffer into the provided buffer.
- *
- * @param[out] dest Previously allocated buffer to read data into.
- * @param[in] mipLevel (optional) Mipmap level to read from.
- * @param[in] face (optional) Texture face to read from.
- *
- * @note
- * The data read is the cached texture data. Any data written to the texture from the GPU or core thread will not
- * be reflected in this data. Use readSubresource() if you require those changes.
- * @note
- * The texture must have been created with TU_CPUCACHED usage otherwise this method will not return any data.
- */
- void readData(PixelData& dest, UINT32 mipLevel = 0, UINT32 face = 0);
- /** Returns properties that contain information about the texture. */
- const TextureProperties& getProperties() const { return mProperties; }
- /** Retrieves a core implementation of a texture usable only from the core thread. */
- SPtr<TextureCore> getCore() const;
- /************************************************************************/
- /* STATICS */
- /************************************************************************/
- /**
- * Creates a new empty texture.
- *
- * @param[in] desc Description of the texture to create.
- */
- static HTexture create(const TEXTURE_DESC& desc);
- /**
- * Creates a new 2D or 3D texture initialized using the provided pixel data. Texture will not have any mipmaps.
- *
- * @param[in] pixelData Data to initialize the texture width.
- * @param[in] usage Describes planned texture use.
- * @param[in] hwGammaCorrection If true the texture data is assumed to have been gamma corrected and will be
- * converted back to linear space when sampled on GPU.
- */
- static HTexture create(const SPtr<PixelData>& pixelData, int usage = TU_DEFAULT, bool hwGammaCorrection = false);
- /** @name Internal
- * @{
- */
- /**
- * @copydoc create(const TEXTURE_DESC&)
- *
- * @note Internal method. Creates a texture pointer without a handle. Use create() for normal usage.
- */
- static SPtr<Texture> _createPtr(const TEXTURE_DESC& desc);
- /**
- * @copydoc create(const SPtr<PixelData>&, int, bool)
- *
- * @note Internal method. Creates a texture pointer without a handle. Use create() for normal usage.
- */
- static SPtr<Texture> _createPtr(const SPtr<PixelData>& pixelData, int usage = TU_DEFAULT,
- bool hwGammaCorrection = false);
- /** @} */
- protected:
- friend class TextureManager;
- Texture(const TEXTURE_DESC& desc);
- Texture(const TEXTURE_DESC& desc, const SPtr<PixelData>& pixelData);
- /** @copydoc Resource::initialize */
- void initialize() override;
- /** @copydoc CoreObject::createCore */
- SPtr<CoreObjectCore> createCore() const override;
- /** Calculates the size of the texture, in bytes. */
- UINT32 calculateSize() const;
- /**
- * Creates buffers used for caching of CPU texture data.
- *
- * @note Make sure to initialize all texture properties before calling this.
- */
- void createCPUBuffers();
- /** Updates the cached CPU buffers with new data. */
- void updateCPUBuffers(UINT32 subresourceIdx, const PixelData& data);
- protected:
- Vector<SPtr<PixelData>> mCPUSubresourceData;
- TextureProperties mProperties;
- mutable SPtr<PixelData> mInitData;
- /************************************************************************/
- /* SERIALIZATION */
- /************************************************************************/
- public:
- Texture(); // Serialization only
- friend class TextureRTTI;
- static RTTITypeBase* getRTTIStatic();
- RTTITypeBase* getRTTI() const override;
- };
- /** @} */
- /** @addtogroup Resources-Internal
- * @{
- */
- /**
- * Core thread version of a Texture.
- *
- * @note Core thread.
- */
- class BS_CORE_EXPORT TextureCore : public CoreObjectCore
- {
- public:
- TextureCore(const TEXTURE_DESC& desc, const SPtr<PixelData>& initData, GpuDeviceFlags deviceMask);
- virtual ~TextureCore() {}
- /** @copydoc CoreObjectCore::initialize */
- void initialize() override;
- /**
- * Updates a part of the texture with the provided data.
- *
- * @param[in] subresourceIdx Index of the subresource to update, if the texture has more than one.
- * @param[in] data Data to update the texture with.
- * @param[in] discardEntireBuffer When true the existing contents of the resource you are updating will be
- * discarded. This can make the operation faster. Resources with certain buffer
- * types might require this flag to be in a specific state otherwise the operation
- * will fail.
- */
- virtual void writeSubresource(UINT32 subresourceIdx, const PixelData& data, bool discardEntireBuffer);
- /**
- * Reads a part of the current resource into the provided @p data parameter. Data buffer needs to be pre-allocated.
- *
- * @param[in] subresourceIdx Index of the subresource to update, if the texture has more than one.
- * @param[out] data Buffer that will receive the data. Should be allocated with
- * allocateSubresourceBuffer() to ensure it is of valid type and size.
- */
- virtual void readSubresource(UINT32 subresourceIdx, PixelData& data);
- /**
- * Locks the buffer for reading or writing.
- *
- * @param[in] options Options for controlling what you may do with the locked data.
- * @param[in] mipLevel (optional) Mipmap level to lock.
- * @param[in] face (optional) Texture face to lock.
- * @return Pointer to the buffer data. Only valid until you call unlock().
- *
- * @note
- * If you are just reading or writing one block of data use readData()/writeData() methods as they can be much faster
- * in certain situations.
- */
- PixelData lock(GpuLockOptions options, UINT32 mipLevel = 0, UINT32 face = 0);
- /**
- * Unlocks a previously locked buffer. After the buffer is unlocked, any data returned by lock becomes invalid.
- *
- * @see lock()
- */
- void unlock();
- /**
- * Copies the contents a subresource in this texture to another texture. Texture format and size of the subresource
- * must match.
- *
- * You are allowed to copy from a multisampled to non-multisampled surface, which will resolve the multisampled
- * surface before copying.
- *
- * @param[in] srcSubresourceIdx Index of the subresource to copy from.
- * @param[in] destSubresourceIdx Index of the subresource to copy to.
- * @param[in] target Texture that contains the destination subresource.
- */
- void copy(UINT32 srcSubresourceIdx, UINT32 destSubresourceIdx, const SPtr<TextureCore>& target);
- /**
- * Reads data from the texture buffer into the provided buffer.
- *
- * @param[out] dest Previously allocated buffer to read data into.
- * @param[in] mipLevel (optional) Mipmap level to read from.
- * @param[in] face (optional) Texture face to read from.
- */
- virtual void readData(PixelData& dest, UINT32 mipLevel = 0, UINT32 face = 0) = 0;
- /**
- * Writes data from the provided buffer into the texture buffer.
- *
- * @param[in] src Buffer to retrieve the data from.
- * @param[in] mipLevel (optional) Mipmap level to write into.
- * @param[in] face (optional) Texture face to write into.
- * @param[in] discardWholeBuffer (optional) If true any existing texture data will be discard. This can improve
- * performance of the write operation.
- */
- virtual void writeData(const PixelData& src, UINT32 mipLevel = 0, UINT32 face = 0, bool discardWholeBuffer = false) = 0;
- /** Returns properties that contain information about the texture. */
- const TextureProperties& getProperties() const { return mProperties; }
- /************************************************************************/
- /* STATICS */
- /************************************************************************/
- /**
- * @copydoc Texture::create(const TEXTURE_DESC&)
- * @param[in] deviceMask Mask that determines on which GPU devices should the object be created on.
- */
- static SPtr<TextureCore> create(const TEXTURE_DESC& desc, GpuDeviceFlags deviceMask = GDF_DEFAULT);
- /**
- * @copydoc Texture::create(const SPtr<PixelData>&, int, bool)
- * @param[in] deviceMask Mask that determines on which GPU devices should the object be created on.
- */
- static SPtr<TextureCore> create(const SPtr<PixelData>& pixelData, int usage = TU_DEFAULT,
- bool hwGammaCorrection = false, GpuDeviceFlags deviceMask = GDF_DEFAULT);
- /************************************************************************/
- /* TEXTURE VIEW */
- /************************************************************************/
- /**
- * Requests a texture view for the specified mip and array ranges. Returns an existing view of one for the specified
- * ranges already exists, otherwise creates a new one. You must release all views by calling releaseView() when done.
- *
- * @note Core thread only.
- */
- static SPtr<TextureView> requestView(const SPtr<TextureCore>& texture, UINT32 mostDetailMip, UINT32 numMips,
- UINT32 firstArraySlice, UINT32 numArraySlices, GpuViewUsage usage);
- /**
- * Releases the view. View won't actually get destroyed until all references to it are released.
- *
- * @note Core thread only.
- */
- static void releaseView(const SPtr<TextureView>& view);
- /** Returns a plain white texture. */
- static SPtr<TextureCore> WHITE;
- /** Returns a plain black texture. */
- static SPtr<TextureCore> BLACK;
- /** Returns a plain normal map texture with normal pointing up (in Y direction). */
- static SPtr<TextureCore> NORMAL;
- protected:
- /** @copydoc lock */
- virtual PixelData lockImpl(GpuLockOptions options, UINT32 mipLevel = 0, UINT32 face = 0) = 0;
- /** @copydoc unlock */
- virtual void unlockImpl() = 0;
- /**
- * API specific implementation of copy().
- *
- * @param[in] srcFace Face index to copy from.
- * @param[in] srcMipLevel Mip level to copy from.
- * @param[in] destFace Face index to copy to.
- * @param[in] destMipLevel Mip level to copy to.
- * @param[in] target Texture to copy to.
- */
- virtual void copyImpl(UINT32 srcFace, UINT32 srcMipLevel, UINT32 destFace, UINT32 destMipLevel,
- const SPtr<TextureCore>& target) = 0;
- /************************************************************************/
- /* TEXTURE VIEW */
- /************************************************************************/
- /** Creates a new empty/undefined texture view. */
- virtual SPtr<TextureView> createView(const SPtr<TextureCore>& texture, const TEXTURE_VIEW_DESC& desc);
- /**
- * Releases all internal texture view references. Views won't get destroyed if there are external references still
- * held.
- */
- void clearBufferViews();
- /** Holds a single texture view with a usage reference count. */
- struct TextureViewReference
- {
- TextureViewReference(SPtr<TextureView> _view)
- :view(_view), refCount(0)
- { }
- SPtr<TextureView> view;
- UINT32 refCount;
- };
- UnorderedMap<TEXTURE_VIEW_DESC, TextureViewReference*, TextureView::HashFunction, TextureView::EqualFunction> mTextureViews;
- TextureProperties mProperties;
- SPtr<PixelData> mInitData;
- };
- /** @} */
- }
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