Torque3D Documentation / _generateds / gfxGLTextureObject.cpp

gfxGLTextureObject.cpp

Engine/source/gfx/gl/gfxGLTextureObject.cpp

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Detailed Description

  1
  2//-----------------------------------------------------------------------------
  3// Copyright (c) 2012 GarageGames, LLC
  4//
  5// Permission is hereby granted, free of charge, to any person obtaining a copy
  6// of this software and associated documentation files (the "Software"), to
  7// deal in the Software without restriction, including without limitation the
  8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  9// sell copies of the Software, and to permit persons to whom the Software is
 10// furnished to do so, subject to the following conditions:
 11//
 12// The above copyright notice and this permission notice shall be included in
 13// all copies or substantial portions of the Software.
 14//
 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
 21// IN THE SOFTWARE.
 22//-----------------------------------------------------------------------------
 23
 24#include "console/console.h"
 25#include "gfx/gl/tGL/tGL.h"
 26#include "math/mRect.h"
 27#include "gfx/gl/gfxGLTextureObject.h"
 28#include "gfx/gfxDevice.h"
 29#include "gfx/gl/gfxGLEnumTranslate.h"
 30#include "gfx/gl/gfxGLTextureManager.h"
 31#include "gfx/gl/gfxGLUtils.h"
 32#include "gfx/gfxCardProfile.h"
 33
 34
 35GFXGLTextureObject::GFXGLTextureObject(GFXDevice * aDevice, GFXTextureProfile *profile) :
 36   GFXTextureObject(aDevice, profile),
 37   mIsNPoT2(false),
 38   mBinding(GL_TEXTURE_2D),
 39   mBytesPerTexel(4),
 40   mLockedRectRect(0, 0, 0, 0),
 41   mGLDevice(static_cast<GFXGLDevice*>(mDevice)),
 42   mIsZombie(false),
 43   mZombieCache(NULL),
 44   mNeedInitSamplerState(true),
 45   mFrameAllocatorMark(0),
 46   mFrameAllocatorPtr(NULL)
 47{
 48
 49#if TORQUE_DEBUG
 50   mFrameAllocatorMarkGuard == FrameAllocator::getWaterMark();
 51#endif
 52
 53   dMemset(&mLockedRect, 0, sizeof(mLockedRect));
 54
 55   AssertFatal(dynamic_cast<GFXGLDevice*>(mDevice), "GFXGLTextureObject::GFXGLTextureObject - Invalid device type, expected GFXGLDevice!");
 56   glGenTextures(1, &mHandle);
 57   glGenBuffers(1, &mBuffer);
 58}
 59
 60GFXGLTextureObject::~GFXGLTextureObject() 
 61{ 
 62   glDeleteTextures(1, &mHandle);
 63   glDeleteBuffers(1, &mBuffer);
 64   delete[] mZombieCache;
 65   kill();
 66}
 67
 68GFXLockedRect* GFXGLTextureObject::lock(U32 mipLevel, RectI *inRect)
 69{
 70   //AssertFatal(mBinding != GL_TEXTURE_3D, "GFXGLTextureObject::lock - We don't support locking 3D textures yet");
 71   U32 width = mTextureSize.x >> mipLevel;
 72   U32 height = mTextureSize.y >> mipLevel;
 73
 74   if(inRect)
 75   {
 76      if((inRect->point.x + inRect->extent.x > width) || (inRect->point.y + inRect->extent.y > height))
 77         AssertFatal(false, "GFXGLTextureObject::lock - Rectangle too big!");
 78
 79      mLockedRectRect = *inRect;
 80   }
 81   else
 82   {
 83      mLockedRectRect = RectI(0, 0, width, height);
 84   }
 85   
 86   mLockedRect.pitch = mLockedRectRect.extent.x * mBytesPerTexel;
 87
 88   // CodeReview [ags 12/19/07] This one texel boundary is necessary to keep the clipmap code from crashing.  Figure out why.
 89   U32 size = (mLockedRectRect.extent.x + 1) * (mLockedRectRect.extent.y + 1) * getDepth() * mBytesPerTexel;
 90   AssertFatal(!mFrameAllocatorMark && !mFrameAllocatorPtr, "");
 91   mFrameAllocatorMark = FrameAllocator::getWaterMark();
 92   mFrameAllocatorPtr = (U8*)FrameAllocator::alloc( size );
 93   mLockedRect.bits = mFrameAllocatorPtr;
 94#if TORQUE_DEBUG
 95   mFrameAllocatorMarkGuard = FrameAllocator::getWaterMark();
 96#endif
 97   
 98   if( !mLockedRect.bits )
 99      return NULL;
100
101   return &mLockedRect;
102}
103
104void GFXGLTextureObject::unlock(U32 mipLevel)
105{
106   if(!mLockedRect.bits)
107      return;
108
109   // I know this is in unlock, but in GL we actually do our submission in unlock.
110   PROFILE_SCOPE(GFXGLTextureObject_lockRT);
111
112   PRESERVE_TEXTURE(mBinding);
113   glBindTexture(mBinding, mHandle);
114   glBindBuffer(GL_PIXEL_UNPACK_BUFFER, mBuffer);
115   glBufferData(GL_PIXEL_UNPACK_BUFFER, (mLockedRectRect.extent.x + 1) * (mLockedRectRect.extent.y + 1) * mBytesPerTexel, mFrameAllocatorPtr, GL_STREAM_DRAW);
116   S32 z = getDepth();
117   if (mBinding == GL_TEXTURE_3D)
118      glTexSubImage3D(mBinding, mipLevel, mLockedRectRect.point.x, mLockedRectRect.point.y, z,
119      mLockedRectRect.extent.x, mLockedRectRect.extent.y, z, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], NULL);
120   else if(mBinding == GL_TEXTURE_2D)
121      glTexSubImage2D(mBinding, mipLevel, mLockedRectRect.point.x, mLockedRectRect.point.y, 
122        mLockedRectRect.extent.x, mLockedRectRect.extent.y, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], NULL);
123   else if(mBinding == GL_TEXTURE_1D)
124      glTexSubImage1D(mBinding, mipLevel, (mLockedRectRect.point.x > 1 ? mLockedRectRect.point.x : mLockedRectRect.point.y), 
125        (mLockedRectRect.extent.x > 1 ? mLockedRectRect.extent.x : mLockedRectRect.extent.y), GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], NULL);
126   
127   glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
128
129   mLockedRect.bits = NULL;
130#if TORQUE_DEBUG
131   AssertFatal(mFrameAllocatorMarkGuard == FrameAllocator::getWaterMark(), "");
132#endif
133   FrameAllocator::setWaterMark(mFrameAllocatorMark);
134   mFrameAllocatorMark = 0;
135   mFrameAllocatorPtr = NULL;
136}
137
138void GFXGLTextureObject::release()
139{
140   glDeleteTextures(1, &mHandle);
141   glDeleteBuffers(1, &mBuffer);
142   
143   mHandle = 0;
144   mBuffer = 0;
145}
146
147void GFXGLTextureObject::reInit()
148{
149   AssertFatal(!mHandle && !mBuffer,"Must release before reInit");
150   glGenTextures(1, &mHandle);
151   glGenBuffers(1, &mBuffer);
152}
153
154bool GFXGLTextureObject::copyToBmp(GBitmap * bmp)
155{
156   if (!bmp)
157      return false;
158
159   // check format limitations
160   // at the moment we only support RGBA for the source (other 4 byte formats should
161   // be easy to add though)
162   AssertFatal(mFormat == GFXFormatR16G16B16A16F || mFormat == GFXFormatR8G8B8A8 || mFormat == GFXFormatR8G8B8A8_LINEAR_FORCE || mFormat == GFXFormatR8G8B8A8_SRGB, "copyToBmp: invalid format");
163   if (mFormat != GFXFormatR16G16B16A16F && mFormat != GFXFormatR8G8B8A8 && mFormat != GFXFormatR8G8B8A8_LINEAR_FORCE && mFormat != GFXFormatR8G8B8A8_SRGB)
164      return false;
165
166   AssertFatal(bmp->getWidth() == getWidth(), "GFXGLTextureObject::copyToBmp - invalid size");
167   AssertFatal(bmp->getHeight() == getHeight(), "GFXGLTextureObject::copyToBmp - invalid size");
168
169   PROFILE_SCOPE(GFXGLTextureObject_copyToBmp);
170
171   PRESERVE_TEXTURE(mBinding);
172   glBindTexture(mBinding, mHandle);
173
174   U8 dstBytesPerPixel = GFXFormat_getByteSize( bmp->getFormat() );
175   U8 srcBytesPerPixel = GFXFormat_getByteSize( mFormat );
176
177   FrameAllocatorMarker mem;
178   
179
180   U32 mipLevels = getMipLevels();
181   for (U32 mip = 0; mip < mipLevels; mip++)
182   {
183      U32 srcPixelCount = bmp->getSurfaceSize(mip)/ srcBytesPerPixel;
184
185      U8* dest = bmp->getWritableBits(mip);
186      U8* orig = (U8*)mem.alloc(srcPixelCount * srcBytesPerPixel);
187
188      glGetTexImage(mBinding, mip, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], orig);
189      if (mFormat == GFXFormatR16G16B16A16F)
190      {
191         dMemcpy(dest, orig, srcPixelCount * srcBytesPerPixel);
192      }
193      else
194      {
195         for (int i = 0; i < srcPixelCount; ++i)
196         {
197            dest[0] = orig[0];
198            dest[1] = orig[1];
199            dest[2] = orig[2];
200            if (dstBytesPerPixel == 4)
201               dest[3] = orig[3];
202
203            orig += srcBytesPerPixel;
204            dest += dstBytesPerPixel;
205         }
206      }
207   }
208   glBindTexture(mBinding, NULL);
209
210   return true;
211}
212
213void GFXGLTextureObject::initSamplerState(const GFXSamplerStateDesc &ssd)
214{
215   glTexParameteri(mBinding, GL_TEXTURE_MIN_FILTER, minificationFilter(ssd.minFilter, ssd.mipFilter, mMipLevels));
216   glTexParameteri(mBinding, GL_TEXTURE_MAG_FILTER, GFXGLTextureFilter[ssd.magFilter]);
217   glTexParameteri(mBinding, GL_TEXTURE_WRAP_S, !mIsNPoT2 ? GFXGLTextureAddress[ssd.addressModeU] : GL_CLAMP_TO_EDGE);
218   glTexParameteri(mBinding, GL_TEXTURE_WRAP_T, !mIsNPoT2 ? GFXGLTextureAddress[ssd.addressModeV] : GL_CLAMP_TO_EDGE);
219   if(mBinding == GL_TEXTURE_3D)
220      glTexParameteri(mBinding, GL_TEXTURE_WRAP_R, GFXGLTextureAddress[ssd.addressModeW]);
221   if(static_cast< GFXGLDevice* >( GFX )->supportsAnisotropic() )
222      glTexParameterf(mBinding, GL_TEXTURE_MAX_ANISOTROPY_EXT, ssd.maxAnisotropy);
223
224   mNeedInitSamplerState = false;
225   mSampler = ssd;
226}
227
228void GFXGLTextureObject::bind(U32 textureUnit)
229{
230   glActiveTexture(GL_TEXTURE0 + textureUnit);
231   glBindTexture(mBinding, mHandle);
232   GFXGL->getOpenglCache()->setCacheBindedTex(textureUnit, mBinding, mHandle);
233}
234
235U8* GFXGLTextureObject::getTextureData( U32 mip )
236{
237   AssertFatal( mMipLevels, "");
238   mip = (mip < mMipLevels) ? mip : 0;
239
240   const U32 dataSize = ImageUtil::isCompressedFormat(mFormat) 
241       ? getCompressedSurfaceSize( mFormat, mTextureSize.x, mTextureSize.y, mip ) 
242       : (mTextureSize.x >> mip) * (mTextureSize.y >> mip) * mBytesPerTexel;
243
244   U8* data = new U8[dataSize];
245   PRESERVE_TEXTURE(mBinding);
246   glBindTexture(mBinding, mHandle);
247
248   if( ImageUtil::isCompressedFormat(mFormat) )
249      glGetCompressedTexImage( mBinding, mip, data );
250   else
251      glGetTexImage(mBinding, mip, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], data);
252   return data;
253}
254
255void GFXGLTextureObject::copyIntoCache()
256{
257   PRESERVE_TEXTURE(mBinding);
258   glBindTexture(mBinding, mHandle);
259   U32 cacheSize = mTextureSize.x * mTextureSize.y;
260   if(mBinding == GL_TEXTURE_3D)
261      cacheSize *= mTextureSize.z;
262      
263   cacheSize *= mBytesPerTexel;
264   mZombieCache = new U8[cacheSize];
265   
266   glGetTexImage(mBinding, 0, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], mZombieCache);
267}
268
269void GFXGLTextureObject::reloadFromCache()
270{
271   if(!mZombieCache)
272      return;
273      
274   if(mBinding == GL_TEXTURE_3D)
275   {
276      static_cast<GFXGLTextureManager*>(TEXMGR)->_loadTexture(this, mZombieCache);
277      delete[] mZombieCache;
278      mZombieCache = NULL;
279      return;
280   }
281   
282   PRESERVE_TEXTURE(mBinding);
283   glBindTexture(mBinding, mHandle);
284
285   if(mBinding == GL_TEXTURE_2D)
286      glTexSubImage2D(mBinding, 0, 0, 0, mTextureSize.x, mTextureSize.y, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], mZombieCache);
287   else if(mBinding == GL_TEXTURE_1D)
288      glTexSubImage1D(mBinding, 0, 0, (mTextureSize.x > 1 ? mTextureSize.x : mTextureSize.y), GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], mZombieCache);
289   
290   if(mMipLevels != 1)
291      glGenerateMipmap(mBinding);
292      
293   delete[] mZombieCache;
294   mZombieCache = NULL;
295   mIsZombie = false;
296}
297
298void GFXGLTextureObject::zombify()
299{
300   if(mIsZombie)
301      return;
302      
303   mIsZombie = true;
304   if(!mProfile->doStoreBitmap() && !mProfile->isRenderTarget() && !mProfile->isDynamic() && !mProfile->isZTarget())
305      copyIntoCache();
306      
307   release();
308}
309
310void GFXGLTextureObject::resurrect()
311{
312   if(!mIsZombie)
313      return;
314      
315   glGenTextures(1, &mHandle);
316   glGenBuffers(1, &mBuffer);
317}
318
319F32 GFXGLTextureObject::getMaxUCoord() const
320{
321   return mBinding == GL_TEXTURE_2D ? 1.0f : (F32)getWidth();
322}
323
324F32 GFXGLTextureObject::getMaxVCoord() const
325{
326   return mBinding == GL_TEXTURE_2D ? 1.0f : (F32)getHeight();
327}
328
329const String GFXGLTextureObject::describeSelf() const
330{
331   String ret = Parent::describeSelf();
332   ret += String::ToString("   GL Handle: %i", mHandle);
333   
334   return ret;
335}
336