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- // Copyright (C) 2009-2021, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #include <AnKi/Gr/gl/TextureImpl.h>
- #include <AnKi/Gr/Texture.h>
- #include <AnKi/Gr/gl/Error.h>
- #include <AnKi/Util/Functions.h>
- #include <AnKi/Gr/GrManager.h>
- #include <AnKi/Gr/gl/GrManagerImpl.h>
- #include <AnKi/Gr/gl/TextureViewImpl.h>
- #include <AnKi/Gr/gl/RenderingThread.h>
- #include <AnKi/Gr/gl/CommandBufferImpl.h>
- namespace anki
- {
- static GLenum convertTextureType(TextureType type)
- {
- GLenum out = GL_NONE;
- switch(type)
- {
- case TextureType::_1D:
- out = GL_TEXTURE_1D;
- break;
- case TextureType::_2D:
- out = GL_TEXTURE_2D;
- break;
- case TextureType::_3D:
- out = GL_TEXTURE_3D;
- break;
- case TextureType::_2D_ARRAY:
- out = GL_TEXTURE_2D_ARRAY;
- break;
- case TextureType::CUBE:
- out = GL_TEXTURE_CUBE_MAP;
- break;
- case TextureType::CUBE_ARRAY:
- out = GL_TEXTURE_CUBE_MAP_ARRAY;
- break;
- default:
- ANKI_ASSERT(0);
- };
- return out;
- }
- class DeleteTextureCommand final : public GlCommand
- {
- public:
- GLuint m_tex;
- HashMap<TextureSubresourceInfo, MicroTextureView> m_views;
- GrAllocator<U8> m_alloc;
- DeleteTextureCommand(GLuint tex, HashMap<TextureSubresourceInfo, MicroTextureView>& views, GrAllocator<U8> alloc)
- : m_tex(tex)
- , m_views(std::move(views))
- , m_alloc(alloc)
- {
- }
- Error operator()(GlState& state)
- {
- // Delete views
- auto it = m_views.getBegin();
- auto end = m_views.getEnd();
- while(it != end)
- {
- const MicroTextureView& view = *it;
- glDeleteTextures(1, &view.m_glName);
- ++it;
- }
- m_views.destroy(m_alloc);
- // Delete texture
- if(m_tex != 0)
- {
- glDeleteTextures(1, &m_tex);
- }
- return Error::NONE;
- }
- };
- TextureImpl::~TextureImpl()
- {
- GrManager& manager = getManager();
- RenderingThread& thread = static_cast<GrManagerImpl&>(manager).getRenderingThread();
- if(!thread.isServerThread())
- {
- CommandBufferPtr commands;
- commands = manager.newCommandBuffer(CommandBufferInitInfo());
- static_cast<CommandBufferImpl&>(*commands).pushBackNewCommand<DeleteTextureCommand>(m_glName, m_viewsMap,
- getAllocator());
- static_cast<CommandBufferImpl&>(*commands).flush();
- }
- else
- {
- DeleteTextureCommand cmd(m_glName, m_viewsMap, getAllocator());
- cmd(static_cast<GrManagerImpl&>(manager).getState());
- }
- m_glName = 0;
- }
- void TextureImpl::bind() const
- {
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(m_target, m_glName);
- }
- void TextureImpl::preInit(const TextureInitInfo& init)
- {
- ANKI_ASSERT(init.isValid());
- m_width = init.m_width;
- m_height = init.m_height;
- m_depth = init.m_depth;
- m_layerCount = init.m_layerCount;
- m_target = convertTextureType(init.m_type);
- m_texType = init.m_type;
- m_format = init.m_format;
- m_usage = init.m_usage;
- convertTextureInformation(init.m_format, m_compressed, m_glFormat, m_internalFormat, m_glType, m_aspect);
- if(m_target != GL_TEXTURE_3D)
- {
- m_mipCount = min<U>(init.m_mipmapCount, computeMaxMipmapCount2d(m_width, m_height));
- }
- else
- {
- m_mipCount = min<U>(init.m_mipmapCount, computeMaxMipmapCount3d(m_width, m_height, m_depth));
- }
- // Surface count
- switch(m_target)
- {
- case GL_TEXTURE_1D:
- case GL_TEXTURE_2D:
- case GL_TEXTURE_2D_MULTISAMPLE:
- m_surfaceCountPerLevel = 1;
- m_faceCount = 1;
- break;
- case GL_TEXTURE_CUBE_MAP:
- m_surfaceCountPerLevel = 6;
- m_faceCount = 6;
- break;
- case GL_TEXTURE_CUBE_MAP_ARRAY:
- m_surfaceCountPerLevel = m_layerCount * 6;
- m_faceCount = 6;
- break;
- case GL_TEXTURE_2D_ARRAY:
- m_surfaceCountPerLevel = m_layerCount;
- m_faceCount = 1;
- break;
- case GL_TEXTURE_3D:
- m_surfaceCountPerLevel = m_depth;
- m_faceCount = 1;
- break;
- default:
- ANKI_ASSERT(0);
- }
- }
- void TextureImpl::init(const TextureInitInfo& init)
- {
- ANKI_ASSERT(!isCreated());
- GrAllocator<U8> alloc = getAllocator();
- // Create
- //
- glGenTextures(1, &m_glName);
- ANKI_ASSERT(m_glName != 0);
- bind();
- // Create storage
- switch(m_target)
- {
- case GL_TEXTURE_2D:
- case GL_TEXTURE_CUBE_MAP:
- glTexStorage2D(m_target, m_mipCount, m_internalFormat, m_width, m_height);
- break;
- case GL_TEXTURE_CUBE_MAP_ARRAY:
- glTexStorage3D(m_target, m_mipCount, m_internalFormat, m_width, m_height, m_layerCount * 6);
- break;
- case GL_TEXTURE_2D_ARRAY:
- glTexStorage3D(m_target, m_mipCount, m_internalFormat, m_width, m_height, m_layerCount);
- break;
- case GL_TEXTURE_3D:
- glTexStorage3D(m_target, m_mipCount, m_internalFormat, m_width, m_height, m_depth);
- break;
- case GL_TEXTURE_2D_MULTISAMPLE:
- glTexStorage2DMultisample(m_target, init.m_samples, m_internalFormat, m_width, m_height, GL_FALSE);
- break;
- default:
- ANKI_ASSERT(0);
- }
- // Make sure that the texture is complete
- glTexParameteri(m_target, GL_TEXTURE_MAX_LEVEL, m_mipCount - 1);
- ANKI_CHECK_GL_ERROR();
- }
- void TextureImpl::copyFromBuffer(const TextureSubresourceInfo& subresource, GLuint pbo, PtrSize offset,
- PtrSize dataSize) const
- {
- ANKI_ASSERT(isSubresourceGoodForCopyFromBuffer(subresource));
- ANKI_ASSERT(dataSize > 0);
- const U mipmap = subresource.m_firstMipmap;
- const U w = m_width >> mipmap;
- const U h = m_height >> mipmap;
- const U d = m_depth >> mipmap;
- ANKI_ASSERT(w > 0);
- ANKI_ASSERT(h > 0);
- bind();
- glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo);
- const void* ptrOffset = numberToPtr<const void*>(offset);
- switch(m_target)
- {
- case GL_TEXTURE_2D:
- if(!m_compressed)
- {
- glTexSubImage2D(m_target, mipmap, 0, 0, w, h, m_glFormat, m_glType, ptrOffset);
- }
- else
- {
- glCompressedTexSubImage2D(m_target, mipmap, 0, 0, w, h, m_glFormat, dataSize, ptrOffset);
- }
- break;
- case GL_TEXTURE_CUBE_MAP:
- {
- const U surfIdx = computeSurfaceIdx(TextureSurfaceInfo(mipmap, 0, subresource.m_firstFace, 0));
- if(!m_compressed)
- {
- glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + surfIdx, mipmap, 0, 0, w, h, m_glFormat, m_glType,
- ptrOffset);
- }
- else
- {
- glCompressedTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + surfIdx, mipmap, 0, 0, w, h, m_glFormat,
- dataSize, ptrOffset);
- }
- break;
- }
- case GL_TEXTURE_2D_ARRAY:
- {
- const U surfIdx = computeSurfaceIdx(TextureSurfaceInfo(mipmap, 0, 0, subresource.m_firstLayer));
- if(!m_compressed)
- {
- glTexSubImage3D(m_target, mipmap, 0, 0, surfIdx, w, h, 1, m_glFormat, m_glType, ptrOffset);
- }
- else
- {
- glCompressedTexSubImage3D(m_target, mipmap, 0, 0, surfIdx, w, h, 1, m_glFormat, dataSize, ptrOffset);
- }
- break;
- }
- case GL_TEXTURE_3D:
- ANKI_ASSERT(d > 0);
- if(!m_compressed)
- {
- glTexSubImage3D(m_target, mipmap, 0, 0, 0, w, h, d, m_glFormat, m_glType, ptrOffset);
- }
- else
- {
- glCompressedTexSubImage3D(m_target, mipmap, 0, 0, 0, w, h, d, m_glFormat, dataSize, ptrOffset);
- }
- break;
- default:
- ANKI_ASSERT(0);
- }
- glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
- ANKI_CHECK_GL_ERROR();
- }
- void TextureImpl::generateMipmaps2d(const TextureViewImpl& view) const
- {
- ANKI_ASSERT(view.m_tex.get() == this);
- ANKI_ASSERT(isSubresourceGoodForMipmapGeneration(view.getSubresource()));
- ANKI_ASSERT(!m_compressed);
- if(m_surfaceCountPerLevel > 1)
- {
- glGenerateTextureMipmap(view.m_view.m_glName);
- }
- else
- {
- glGenerateTextureMipmap(m_glName);
- }
- }
- void TextureImpl::clear(const TextureSubresourceInfo& subresource, const ClearValue& clearValue) const
- {
- ANKI_ASSERT(isCreated());
- ANKI_ASSERT(isSubresourceValid(subresource));
- ANKI_ASSERT(m_texType != TextureType::_3D && "TODO");
- // Find the aspect to clear
- const DepthStencilAspectBit aspect = subresource.m_depthStencilAspect;
- GLenum format;
- if(aspect == DepthStencilAspectBit::DEPTH)
- {
- ANKI_ASSERT(m_glFormat == GL_DEPTH_COMPONENT || m_glFormat == GL_DEPTH_STENCIL);
- format = GL_DEPTH_COMPONENT;
- }
- else if(aspect == DepthStencilAspectBit::STENCIL)
- {
- ANKI_ASSERT(m_glFormat == GL_STENCIL_INDEX || m_glFormat == GL_DEPTH_STENCIL);
- format = GL_STENCIL_INDEX;
- }
- else if(aspect == DepthStencilAspectBit::DEPTH_STENCIL)
- {
- ANKI_ASSERT(m_glFormat == GL_DEPTH_STENCIL);
- format = GL_DEPTH_STENCIL;
- }
- else
- {
- format = m_glFormat;
- }
- for(U mip = subresource.m_firstMipmap; mip < subresource.m_firstMipmap + subresource.m_mipmapCount; ++mip)
- {
- for(U face = subresource.m_firstFace; face < subresource.m_firstFace + subresource.m_faceCount; ++face)
- {
- for(U layer = subresource.m_firstLayer; layer < subresource.m_firstLayer + subresource.m_layerCount;
- ++layer)
- {
- const U surfaceIdx = computeSurfaceIdx(TextureSurfaceInfo(mip, 0, face, layer));
- const U width = m_width >> mip;
- const U height = m_height >> mip;
- glClearTexSubImage(m_glName, mip, 0, 0, surfaceIdx, width, height, 1, format, GL_FLOAT,
- &clearValue.m_colorf[0]);
- }
- }
- }
- }
- U TextureImpl::computeSurfaceIdx(const TextureSurfaceInfo& surf) const
- {
- U out;
- if(m_target == GL_TEXTURE_3D)
- {
- // Check depth for this level
- ANKI_ASSERT(surf.m_depth < (m_depth >> surf.m_level));
- out = surf.m_depth;
- }
- else
- {
- out = m_faceCount * surf.m_layer + surf.m_face;
- }
- ANKI_ASSERT(out < m_surfaceCountPerLevel);
- return out;
- }
- MicroTextureView TextureImpl::getOrCreateView(const TextureSubresourceInfo& subresource) const
- {
- // Quick opt: Check if the subresource refers to the whole tex
- TextureSubresourceInfo wholeTexSubresource;
- wholeTexSubresource.m_mipmapCount = getMipmapCount();
- wholeTexSubresource.m_faceCount = textureTypeIsCube(getTextureType()) ? 6 : 1;
- wholeTexSubresource.m_layerCount = getLayerCount();
- wholeTexSubresource.m_depthStencilAspect = getDepthStencilAspect();
- if(subresource == wholeTexSubresource)
- {
- MicroTextureView view{getGlName(), wholeTexSubresource.m_depthStencilAspect};
- return view;
- }
- // Continue with the regular init
- LockGuard<Mutex> lock(m_viewsMapMtx);
- auto it = m_viewsMap.find(subresource);
- if(it != m_viewsMap.getEnd())
- {
- return *it;
- }
- else
- {
- // Create a new view
- // Compute the new target if needed
- const TextureType newTexType = computeNewTexTypeOfSubresource(subresource);
- GLenum glTarget = m_target;
- if(newTexType == TextureType::_2D)
- {
- // Change that anyway
- glTarget = GL_TEXTURE_2D;
- }
- const U firstSurf = computeSurfaceIdx(
- TextureSurfaceInfo(subresource.m_firstMipmap, 0, subresource.m_firstFace, subresource.m_firstLayer));
- const U lastSurf = computeSurfaceIdx(
- TextureSurfaceInfo(subresource.m_firstMipmap, 0, subresource.m_firstFace + subresource.m_faceCount - 1,
- subresource.m_firstLayer + subresource.m_layerCount - 1));
- ANKI_ASSERT(firstSurf <= lastSurf);
- MicroTextureView view;
- view.m_aspect = subresource.m_depthStencilAspect;
- glGenTextures(1, &view.m_glName);
- glTextureView(view.m_glName, glTarget, m_glName, m_internalFormat, subresource.m_firstMipmap,
- subresource.m_mipmapCount, firstSurf, lastSurf - firstSurf + 1);
- m_viewsMap.emplace(getAllocator(), subresource, view);
- return view;
- }
- }
- } // end namespace anki
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