BsGLPixelBuffer.cpp 12 KB

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