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 bs
  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. /** All mesh data will also be cached in CPU memory, making it available for fast read access from the CPU. */
  23. TU_CPUCACHED = 0x1000,
  24. TU_CPUREADABLE = 0x2000, /**< Allows the CPU to directly read the texture data buffers from the GPU. */
  25. TU_DEFAULT = TU_STATIC
  26. };
  27. /** Available texture types. */
  28. enum TextureType
  29. {
  30. TEX_TYPE_1D = 1, /**< One dimensional texture. Just a row of pixels. */
  31. TEX_TYPE_2D = 2, /**< Two dimensional texture. */
  32. TEX_TYPE_3D = 3, /**< Three dimensional texture. */
  33. TEX_TYPE_CUBE_MAP = 4 /**< Texture consisting out of six 2D textures describing an inside of a cube. Allows special sampling. */
  34. };
  35. /** Texture mipmap options. */
  36. enum TextureMipmap
  37. {
  38. MIP_UNLIMITED = 0x7FFFFFFF /**< Create all mip maps down to 1x1. */
  39. };
  40. /** Descriptor structure used for initialization of a Texture. */
  41. struct TEXTURE_DESC
  42. {
  43. /** Type of the texture. */
  44. TextureType type = TEX_TYPE_2D;
  45. /** Format of pixels in the texture. */
  46. PixelFormat format = PF_R8G8B8A8;
  47. /** Width of the texture in pixels. */
  48. UINT32 width = 1;
  49. /** Height of the texture in pixels. */
  50. UINT32 height = 1;
  51. /** Depth of the texture in pixels (Must be 1 for 2D textures). */
  52. UINT32 depth = 1;
  53. /** Number of mip-maps the texture has. This number excludes the full resolution map. */
  54. UINT32 numMips = 0;
  55. /** Describes how the caller plans on using the texture in the pipeline. */
  56. INT32 usage = TU_DEFAULT;
  57. /**
  58. * If true the texture data is assumed to have been gamma corrected and will be converted back to linear space when
  59. * sampled on GPU.
  60. */
  61. bool hwGamma = false;
  62. /** Number of samples per pixel. Set to 1 or 0 to use the default of a single sample per pixel. */
  63. UINT32 numSamples = 0;
  64. /** Number of texture slices to create if creating a texture array. Ignored for 3D textures. */
  65. UINT32 numArraySlices = 1;
  66. };
  67. /** Properties of a Texture. Shared between sim and core thread versions of a Texture. */
  68. class BS_CORE_EXPORT TextureProperties
  69. {
  70. public:
  71. TextureProperties();
  72. TextureProperties(const TEXTURE_DESC& desc);
  73. /** Gets the type of texture. */
  74. TextureType getTextureType() const { return mDesc.type; }
  75. /**
  76. * Gets the number of mipmaps to be used for this texture. This number excludes the top level map (which is always
  77. * assumed to be present).
  78. */
  79. UINT32 getNumMipmaps() const {return mDesc.numMips;}
  80. /** Gets whether this texture will be set up so that on sampling it, hardware gamma correction is applied. */
  81. bool isHardwareGammaEnabled() const { return mDesc.hwGamma; }
  82. /** Gets the number of samples used for multisampling (0 if multisampling is not used). */
  83. UINT32 getNumSamples() const { return mDesc.numSamples; }
  84. /** Returns the height of the texture. */
  85. UINT32 getHeight() const { return mDesc.height; }
  86. /** Returns the width of the texture. */
  87. UINT32 getWidth() const { return mDesc.width; }
  88. /** Returns the depth of the texture (only applicable for 3D textures). */
  89. UINT32 getDepth() const { return mDesc.depth; }
  90. /** Returns texture usage (TextureUsage) of this texture. */
  91. int getUsage() const { return mDesc.usage; }
  92. /** Returns the pixel format for the texture surface. */
  93. PixelFormat getFormat() const { return mDesc.format; }
  94. /** Returns true if the texture has an alpha layer. */
  95. bool hasAlpha() const;
  96. /**
  97. * Returns the number of faces this texture has. This includes array slices (if texture is an array texture),
  98. * as well as cube-map faces.
  99. */
  100. UINT32 getNumFaces() const;
  101. /** Returns the number of array slices of the texture (if the texture is an array texture). */
  102. UINT32 getNumArraySlices() const { return mDesc.numArraySlices; }
  103. /**
  104. * Allocates a buffer that exactly matches the format of the texture described by these properties, for the provided
  105. * face and mip level. This is a helper function, primarily meant for creating buffers when reading from, or writing
  106. * to a texture.
  107. *
  108. * @note Thread safe.
  109. */
  110. SPtr<PixelData> allocBuffer(UINT32 face, UINT32 mipLevel) const;
  111. protected:
  112. friend class TextureRTTI;
  113. friend class Texture;
  114. /**
  115. * Maps a sub-resource index to an exact face and mip level. Sub-resource indexes are used when reading or writing
  116. * to the resource.
  117. */
  118. void mapFromSubresourceIdx(UINT32 subresourceIdx, UINT32& face, UINT32& mip) const;
  119. /**
  120. * Map a face and a mip level to a sub-resource index you can use for updating or reading a specific sub-resource.
  121. */
  122. UINT32 mapToSubresourceIdx(UINT32 face, UINT32 mip) const;
  123. TEXTURE_DESC mDesc;
  124. };
  125. /**
  126. * Abstract class representing a texture. Specific render systems have their own Texture implementations. Internally
  127. * represented as one or more surfaces with pixels in a certain number of dimensions, backed by a hardware buffer.
  128. *
  129. * @note Sim thread.
  130. */
  131. class BS_CORE_EXPORT Texture : public Resource
  132. {
  133. public:
  134. /**
  135. * Updates the texture with new data. Provided data buffer will be locked until the operation completes.
  136. *
  137. * @param[in] data Pixel data to write. User must ensure it is in format and size compatible with
  138. * the texture.
  139. * @param[in] face Texture face to write to.
  140. * @param[in] mipLevel Mipmap level to write to.
  141. * @param[in] discardEntireBuffer When true the existing contents of the resource you are updating will be
  142. * discarded. This can make the operation faster. Resources with certain buffer
  143. * types might require this flag to be in a specific state otherwise the operation
  144. * will fail.
  145. * @return Async operation object you can use to track operation completion.
  146. *
  147. * @note This is an @ref asyncMethod "asynchronous method".
  148. */
  149. AsyncOp writeData(const SPtr<PixelData>& data, UINT32 face = 0, UINT32 mipLevel = 0,
  150. bool discardEntireBuffer = false);
  151. /**
  152. * Reads internal texture data to the provided previously allocated buffer. Provided data buffer will be locked
  153. * until the operation completes.
  154. *
  155. * @param[out] data Pre-allocated buffer of proper size and format where data will be read to. You can use
  156. * TextureProperties::allocBuffer() to allocate a buffer of a correct format and size.
  157. * @param[in] face Texture face to read from.
  158. * @param[in] mipLevel Mipmap level to read from.
  159. * @return Async operation object you can use to track operation completion.
  160. *
  161. * @note This is an @ref asyncMethod "asynchronous method".
  162. */
  163. AsyncOp readData(const SPtr<PixelData>& data, UINT32 face = 0, UINT32 mipLevel = 0);
  164. /**
  165. * Reads data from the cached system memory texture buffer into the provided buffer.
  166. *
  167. * @param[out] data Pre-allocated buffer of proper size and format where data will be read to. You can use
  168. * TextureProperties::allocBuffer() to allocate a buffer of a correct format and size.
  169. * @param[in] face Texture face to read from.
  170. * @param[in] mipLevel Mipmap level to read from.
  171. *
  172. * @note
  173. * The data read is the cached texture data. Any data written to the texture from the GPU or core thread will not
  174. * be reflected in this data. Use readData() if you require those changes.
  175. * @note
  176. * The texture must have been created with TU_CPUCACHED usage otherwise this method will not return any data.
  177. */
  178. void readCachedData(PixelData& data, UINT32 face = 0, UINT32 mipLevel = 0);
  179. /** Returns properties that contain information about the texture. */
  180. const TextureProperties& getProperties() const { return mProperties; }
  181. /** Retrieves a core implementation of a texture usable only from the core thread. */
  182. SPtr<TextureCore> getCore() const;
  183. /************************************************************************/
  184. /* STATICS */
  185. /************************************************************************/
  186. /**
  187. * Creates a new empty texture.
  188. *
  189. * @param[in] desc Description of the texture to create.
  190. */
  191. static HTexture create(const TEXTURE_DESC& desc);
  192. /**
  193. * Creates a new 2D or 3D texture initialized using the provided pixel data. Texture will not have any mipmaps.
  194. *
  195. * @param[in] pixelData Data to initialize the texture width.
  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. */
  200. static HTexture create(const SPtr<PixelData>& pixelData, int usage = TU_DEFAULT, bool hwGammaCorrection = false);
  201. /** @name Internal
  202. * @{
  203. */
  204. /**
  205. * @copydoc create(const TEXTURE_DESC&)
  206. *
  207. * @note Internal method. Creates a texture pointer without a handle. Use create() for normal usage.
  208. */
  209. static SPtr<Texture> _createPtr(const TEXTURE_DESC& desc);
  210. /**
  211. * @copydoc create(const SPtr<PixelData>&, int, bool)
  212. *
  213. * @note Internal method. Creates a texture pointer without a handle. Use create() for normal usage.
  214. */
  215. static SPtr<Texture> _createPtr(const SPtr<PixelData>& pixelData, int usage = TU_DEFAULT,
  216. bool hwGammaCorrection = false);
  217. /** @} */
  218. protected:
  219. friend class TextureManager;
  220. Texture(const TEXTURE_DESC& desc);
  221. Texture(const TEXTURE_DESC& desc, const SPtr<PixelData>& pixelData);
  222. /** @copydoc Resource::initialize */
  223. void initialize() override;
  224. /** @copydoc CoreObject::createCore */
  225. SPtr<CoreObjectCore> createCore() const override;
  226. /** Calculates the size of the texture, in bytes. */
  227. UINT32 calculateSize() const;
  228. /**
  229. * Creates buffers used for caching of CPU texture data.
  230. *
  231. * @note Make sure to initialize all texture properties before calling this.
  232. */
  233. void createCPUBuffers();
  234. /** Updates the cached CPU buffers with new data. */
  235. void updateCPUBuffers(UINT32 subresourceIdx, const PixelData& data);
  236. protected:
  237. Vector<SPtr<PixelData>> mCPUSubresourceData;
  238. TextureProperties mProperties;
  239. mutable SPtr<PixelData> mInitData;
  240. /************************************************************************/
  241. /* SERIALIZATION */
  242. /************************************************************************/
  243. public:
  244. Texture(); // Serialization only
  245. friend class TextureRTTI;
  246. static RTTITypeBase* getRTTIStatic();
  247. RTTITypeBase* getRTTI() const override;
  248. };
  249. /** @} */
  250. /** @addtogroup Resources-Internal
  251. * @{
  252. */
  253. /**
  254. * Core thread version of a Texture.
  255. *
  256. * @note Core thread.
  257. */
  258. class BS_CORE_EXPORT TextureCore : public CoreObjectCore
  259. {
  260. public:
  261. TextureCore(const TEXTURE_DESC& desc, const SPtr<PixelData>& initData, GpuDeviceFlags deviceMask);
  262. virtual ~TextureCore() {}
  263. /** @copydoc CoreObjectCore::initialize */
  264. void initialize() override;
  265. /**
  266. * Locks the buffer for reading or writing.
  267. *
  268. * @param[in] options Options for controlling what you may do with the locked data.
  269. * @param[in] mipLevel (optional) Mipmap level to lock.
  270. * @param[in] face (optional) Texture face to lock.
  271. * @param[in] deviceIdx Index of the device whose memory to map. If the buffer doesn't exist on this device,
  272. * the method returns null.
  273. * @param[in] queueIdx Device queue to perform the read/write operations on. See @ref queuesDoc.
  274. *
  275. * @note
  276. * If you are just reading or writing one block of data use readData()/writeData() methods as they can be much faster
  277. * in certain situations.
  278. */
  279. PixelData lock(GpuLockOptions options, UINT32 mipLevel = 0, UINT32 face = 0, UINT32 deviceIdx = 0,
  280. UINT32 queueIdx = 0);
  281. /**
  282. * Unlocks a previously locked buffer. After the buffer is unlocked, any data returned by lock becomes invalid.
  283. *
  284. * @see lock()
  285. */
  286. void unlock();
  287. /**
  288. * Copies the contents a subresource in this texture to another texture. Texture format and size of the subresource
  289. * must match.
  290. *
  291. * You are allowed to copy from a multisampled to non-multisampled surface, which will resolve the multisampled
  292. * surface before copying.
  293. *
  294. * @param[in] target Texture that contains the destination subresource.
  295. * @param[in] srcFace Face to copy from.
  296. * @param[in] srcMipLevel Mip level to copy from.
  297. * @param[in] dstFace Face to copy to.
  298. * @param[in] dstMipLevel Mip level to copy to.
  299. * @param[in] queueIdx Device queue to perform the copy operation on. See @ref queuesDoc.
  300. */
  301. void copy(const SPtr<TextureCore>& target, UINT32 srcFace = 0, UINT32 srcMipLevel = 0, UINT32 dstFace = 0,
  302. UINT32 dstMipLevel = 0, UINT32 queueIdx = 0);
  303. /**
  304. * Reads data from the texture buffer into the provided buffer.
  305. *
  306. * @param[out] dest Previously allocated buffer to read data into.
  307. * @param[in] mipLevel (optional) Mipmap level to read from.
  308. * @param[in] face (optional) Texture face to read from.
  309. * @param[in] deviceIdx Index of the device whose memory to read. If the buffer doesn't exist on this device,
  310. * no data will be read.
  311. * @param[in] queueIdx Device queue to perform the read operation on. See @ref queuesDoc.
  312. */
  313. void readData(PixelData& dest, UINT32 mipLevel = 0, UINT32 face = 0, UINT32 deviceIdx = 0,
  314. UINT32 queueIdx = 0);
  315. /**
  316. * Writes data from the provided buffer into the texture buffer.
  317. *
  318. * @param[in] src Buffer to retrieve the data from.
  319. * @param[in] mipLevel (optional) Mipmap level to write into.
  320. * @param[in] face (optional) Texture face to write into.
  321. * @param[in] discardWholeBuffer (optional) If true any existing texture data will be discard. This can improve
  322. * performance of the write operation.
  323. * @param[in] queueIdx Device queue to perform the write operation on. See @ref queuesDoc.
  324. */
  325. void writeData(const PixelData& src, UINT32 mipLevel = 0, UINT32 face = 0, bool discardWholeBuffer = false,
  326. UINT32 queueIdx = 0);
  327. /** Returns properties that contain information about the texture. */
  328. const TextureProperties& getProperties() const { return mProperties; }
  329. /************************************************************************/
  330. /* STATICS */
  331. /************************************************************************/
  332. /**
  333. * @copydoc Texture::create(const TEXTURE_DESC&)
  334. * @param[in] deviceMask Mask that determines on which GPU devices should the object be created on.
  335. */
  336. static SPtr<TextureCore> create(const TEXTURE_DESC& desc, GpuDeviceFlags deviceMask = GDF_DEFAULT);
  337. /**
  338. * @copydoc Texture::create(const SPtr<PixelData>&, int, bool)
  339. * @param[in] deviceMask Mask that determines on which GPU devices should the object be created on.
  340. */
  341. static SPtr<TextureCore> create(const SPtr<PixelData>& pixelData, int usage = TU_DEFAULT,
  342. bool hwGammaCorrection = false, GpuDeviceFlags deviceMask = GDF_DEFAULT);
  343. /************************************************************************/
  344. /* TEXTURE VIEW */
  345. /************************************************************************/
  346. /**
  347. * Requests a texture view for the specified mip and array ranges. Returns an existing view of one for the specified
  348. * ranges already exists, otherwise creates a new one. You must release all views by calling releaseView() when done.
  349. *
  350. * @note Core thread only.
  351. */
  352. static SPtr<TextureView> requestView(const SPtr<TextureCore>& texture, UINT32 mostDetailMip, UINT32 numMips,
  353. UINT32 firstArraySlice, UINT32 numArraySlices, GpuViewUsage usage);
  354. /**
  355. * Releases the view. View won't actually get destroyed until all references to it are released.
  356. *
  357. * @note Core thread only.
  358. */
  359. static void releaseView(const SPtr<TextureView>& view);
  360. /** Returns a plain white texture. */
  361. static SPtr<TextureCore> WHITE;
  362. /** Returns a plain black texture. */
  363. static SPtr<TextureCore> BLACK;
  364. /** Returns a plain normal map texture with normal pointing up (in Y direction). */
  365. static SPtr<TextureCore> NORMAL;
  366. protected:
  367. /** @copydoc lock */
  368. virtual PixelData lockImpl(GpuLockOptions options, UINT32 mipLevel = 0, UINT32 face = 0, UINT32 deviceIdx = 0,
  369. UINT32 queueIdx = 0) = 0;
  370. /** @copydoc unlock */
  371. virtual void unlockImpl() = 0;
  372. /** @copydoc copy */
  373. virtual void copyImpl(UINT32 srcFace, UINT32 srcMipLevel, UINT32 dstFace, UINT32 dstMipLevel,
  374. const SPtr<TextureCore>& target, UINT32 queueIdx = 0) = 0;
  375. /** @copydoc readData */
  376. virtual void readDataImpl(PixelData& dest, UINT32 mipLevel = 0, UINT32 face = 0, UINT32 deviceIdx = 0,
  377. UINT32 queueIdx = 0) = 0;
  378. /** @copydoc writeData */
  379. virtual void writeDataImpl(const PixelData& src, UINT32 mipLevel = 0, UINT32 face = 0,
  380. bool discardWholeBuffer = false, UINT32 queueIdx = 0) = 0;
  381. /************************************************************************/
  382. /* TEXTURE VIEW */
  383. /************************************************************************/
  384. /** Creates a new empty/undefined texture view. */
  385. virtual SPtr<TextureView> createView(const SPtr<TextureCore>& texture, const TEXTURE_VIEW_DESC& desc);
  386. /**
  387. * Releases all internal texture view references. Views won't get destroyed if there are external references still
  388. * held.
  389. */
  390. void clearBufferViews();
  391. /** Holds a single texture view with a usage reference count. */
  392. struct TextureViewReference
  393. {
  394. TextureViewReference(SPtr<TextureView> _view)
  395. :view(_view), refCount(0)
  396. { }
  397. SPtr<TextureView> view;
  398. UINT32 refCount;
  399. };
  400. UnorderedMap<TEXTURE_VIEW_DESC, TextureViewReference*, TextureView::HashFunction, TextureView::EqualFunction> mTextureViews;
  401. TextureProperties mProperties;
  402. SPtr<PixelData> mInitData;
  403. };
  404. /** @} */
  405. }