57e5a33623
Split canvas_texture_storage and texture_storage from render_storage class
389 lines
13 KiB
C++
389 lines
13 KiB
C++
/*************************************************************************/
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/* texture_storage.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef TEXTURE_STORAGE_GLES3_H
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#define TEXTURE_STORAGE_GLES3_H
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#ifdef GLES3_ENABLED
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#include "canvas_texture_storage.h"
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#include "config.h"
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#include "core/os/os.h"
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#include "core/templates/rid_owner.h"
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#include "render_target_storage.h"
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#include "servers/rendering/storage/texture_storage.h"
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namespace GLES3 {
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#define _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
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#define _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
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#define _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
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#define _EXT_COMPRESSED_RED_RGTC1_EXT 0x8DBB
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#define _EXT_COMPRESSED_RED_RGTC1 0x8DBB
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#define _EXT_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC
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#define _EXT_COMPRESSED_RG_RGTC2 0x8DBD
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#define _EXT_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE
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#define _EXT_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC
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#define _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD
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#define _EXT_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE
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#define _EXT_ETC1_RGB8_OES 0x8D64
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#define _EXT_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C
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#define _EXT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D
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#define _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E
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#define _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F
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#define _GL_TEXTURE_EXTERNAL_OES 0x8D65
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#ifdef GLES_OVER_GL
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#define _GL_HALF_FLOAT_OES 0x140B
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#else
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#define _GL_HALF_FLOAT_OES 0x8D61
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#endif
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#define _EXT_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
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#define _RED_OES 0x1903
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#define _DEPTH_COMPONENT24_OES 0x81A6
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#ifndef GLES_OVER_GL
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#define glClearDepth glClearDepthf
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#endif //!GLES_OVER_GL
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enum OpenGLTextureFlags {
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TEXTURE_FLAG_MIPMAPS = 1, /// Enable automatic mipmap generation - when available
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TEXTURE_FLAG_REPEAT = 2, /// Repeat texture (Tiling), otherwise Clamping
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TEXTURE_FLAG_FILTER = 4, /// Create texture with linear (or available) filter
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TEXTURE_FLAG_ANISOTROPIC_FILTER = 8,
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TEXTURE_FLAG_CONVERT_TO_LINEAR = 16,
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TEXTURE_FLAG_MIRRORED_REPEAT = 32, /// Repeat texture, with alternate sections mirrored
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TEXTURE_FLAG_USED_FOR_STREAMING = 2048,
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TEXTURE_FLAGS_DEFAULT = TEXTURE_FLAG_REPEAT | TEXTURE_FLAG_MIPMAPS | TEXTURE_FLAG_FILTER
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};
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struct Texture {
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RID self;
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Texture *proxy;
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Set<Texture *> proxy_owners;
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String path;
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uint32_t flags;
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int width, height, depth;
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int alloc_width, alloc_height;
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Image::Format format;
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RenderingDevice::TextureType type;
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GLenum target;
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GLenum gl_format_cache;
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GLenum gl_internal_format_cache;
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GLenum gl_type_cache;
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int data_size;
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int total_data_size;
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bool ignore_mipmaps;
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bool compressed;
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bool srgb;
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int mipmaps;
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bool resize_to_po2;
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bool active;
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GLenum tex_id;
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uint16_t stored_cube_sides;
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RenderTarget *render_target;
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Vector<Ref<Image>> images;
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bool redraw_if_visible;
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RS::TextureDetectCallback detect_3d;
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void *detect_3d_ud;
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RS::TextureDetectCallback detect_srgb;
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void *detect_srgb_ud;
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RS::TextureDetectCallback detect_normal;
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void *detect_normal_ud;
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CanvasTexture *canvas_texture = nullptr;
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// some silly opengl shenanigans where
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// texture coords start from bottom left, means we need to draw render target textures upside down
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// to be compatible with vulkan etc.
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bool is_upside_down() const {
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if (proxy) {
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return proxy->is_upside_down();
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}
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return render_target != nullptr;
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}
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Texture() {
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create();
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}
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_ALWAYS_INLINE_ Texture *get_ptr() {
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if (proxy) {
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return proxy; //->get_ptr(); only one level of indirection, else not inlining possible.
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} else {
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return this;
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}
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}
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~Texture() {
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destroy();
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if (tex_id != 0) {
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glDeleteTextures(1, &tex_id);
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}
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}
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void copy_from(const Texture &o) {
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proxy = o.proxy;
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flags = o.flags;
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width = o.width;
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height = o.height;
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alloc_width = o.alloc_width;
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alloc_height = o.alloc_height;
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format = o.format;
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type = o.type;
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target = o.target;
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data_size = o.data_size;
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total_data_size = o.total_data_size;
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ignore_mipmaps = o.ignore_mipmaps;
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compressed = o.compressed;
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mipmaps = o.mipmaps;
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resize_to_po2 = o.resize_to_po2;
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active = o.active;
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tex_id = o.tex_id;
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stored_cube_sides = o.stored_cube_sides;
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render_target = o.render_target;
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redraw_if_visible = o.redraw_if_visible;
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detect_3d = o.detect_3d;
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detect_3d_ud = o.detect_3d_ud;
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detect_srgb = o.detect_srgb;
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detect_srgb_ud = o.detect_srgb_ud;
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detect_normal = o.detect_normal;
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detect_normal_ud = o.detect_normal_ud;
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images.clear();
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}
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void create() {
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proxy = nullptr;
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flags = 0;
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width = 0;
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height = 0;
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alloc_width = 0;
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alloc_height = 0;
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format = Image::FORMAT_L8;
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type = RenderingDevice::TEXTURE_TYPE_2D;
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target = 0;
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data_size = 0;
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total_data_size = 0;
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ignore_mipmaps = false;
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compressed = false;
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mipmaps = 0;
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resize_to_po2 = false;
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active = false;
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tex_id = 0;
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stored_cube_sides = 0;
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render_target = nullptr;
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redraw_if_visible = false;
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detect_3d = nullptr;
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detect_3d_ud = nullptr;
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detect_srgb = nullptr;
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detect_srgb_ud = nullptr;
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detect_normal = nullptr;
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detect_normal_ud = nullptr;
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}
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void destroy() {
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images.clear();
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for (Set<Texture *>::Element *E = proxy_owners.front(); E; E = E->next()) {
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E->get()->proxy = nullptr;
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}
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if (proxy) {
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proxy->proxy_owners.erase(this);
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}
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}
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// texture state
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void GLSetFilter(GLenum p_target, RS::CanvasItemTextureFilter p_filter) {
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if (p_filter == state_filter) {
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return;
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}
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state_filter = p_filter;
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GLint pmin = GL_LINEAR; // param min
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GLint pmag = GL_LINEAR; // param mag
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switch (state_filter) {
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default: {
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} break;
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case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
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pmin = GL_LINEAR_MIPMAP_LINEAR;
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pmag = GL_LINEAR;
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} break;
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case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: {
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pmin = GL_NEAREST;
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pmag = GL_NEAREST;
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} break;
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case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: {
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pmin = GL_NEAREST_MIPMAP_NEAREST;
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pmag = GL_NEAREST;
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} break;
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}
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glTexParameteri(p_target, GL_TEXTURE_MIN_FILTER, pmin);
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glTexParameteri(p_target, GL_TEXTURE_MAG_FILTER, pmag);
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}
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void GLSetRepeat(GLenum p_target, RS::CanvasItemTextureRepeat p_repeat) {
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if (p_repeat == state_repeat) {
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return;
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}
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state_repeat = p_repeat;
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GLint prep = GL_CLAMP_TO_EDGE; // parameter repeat
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switch (state_repeat) {
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default: {
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} break;
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case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: {
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prep = GL_REPEAT;
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} break;
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case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: {
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prep = GL_MIRRORED_REPEAT;
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} break;
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}
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glTexParameteri(p_target, GL_TEXTURE_WRAP_S, prep);
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glTexParameteri(p_target, GL_TEXTURE_WRAP_T, prep);
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}
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private:
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RS::CanvasItemTextureFilter state_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
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RS::CanvasItemTextureRepeat state_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
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};
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class TextureStorage : public RendererTextureStorage {
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private:
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static TextureStorage *singleton;
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Thread::ID _main_thread_id = 0;
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bool _is_main_thread();
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mutable RID_PtrOwner<Texture> texture_owner;
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Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const;
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void _texture_set_state_from_flags(Texture *p_tex);
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void texture_set_proxy(RID p_texture, RID p_proxy);
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public:
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static TextureStorage *get_singleton();
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TextureStorage();
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virtual ~TextureStorage();
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Texture *get_texture(RID p_rid) { return texture_owner.get_or_null(p_rid); };
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bool owns_texture(RID p_rid) { return texture_owner.owns(p_rid); };
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RID make_rid(Texture *p_texture) { return texture_owner.make_rid(p_texture); };
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void set_main_thread_id(Thread::ID p_id);
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virtual bool can_create_resources_async() const override;
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RID texture_create();
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void _texture_allocate_internal(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, RenderingDevice::TextureType p_type, uint32_t p_flags = TEXTURE_FLAGS_DEFAULT);
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virtual RID texture_allocate() override;
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virtual void texture_free(RID p_rid) override;
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virtual void texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) override;
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virtual void texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) override;
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virtual void texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) override;
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virtual void texture_proxy_initialize(RID p_texture, RID p_base) override; //all slices, then all the mipmaps, must be coherent
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virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) override;
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virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) override{};
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virtual void texture_proxy_update(RID p_proxy, RID p_base) override{};
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//these two APIs can be used together or in combination with the others.
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virtual void texture_2d_placeholder_initialize(RID p_texture) override;
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virtual void texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) override;
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virtual void texture_3d_placeholder_initialize(RID p_texture) override;
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virtual Ref<Image> texture_2d_get(RID p_texture) const override;
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virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const override { return Ref<Image>(); };
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virtual Vector<Ref<Image>> texture_3d_get(RID p_texture) const override { return Vector<Ref<Image>>(); };
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virtual void texture_replace(RID p_texture, RID p_by_texture) override;
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virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) override;
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virtual void texture_set_path(RID p_texture, const String &p_path) override;
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virtual String texture_get_path(RID p_texture) const override;
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virtual void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override;
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void texture_set_detect_srgb_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata);
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virtual void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override;
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virtual void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) override{};
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virtual void texture_debug_usage(List<RS::TextureInfo> *r_info) override;
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virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) override;
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virtual Size2 texture_size_with_proxy(RID p_proxy) override;
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void texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer = 0);
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void texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_layer = 0);
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//Ref<Image> texture_get_data(RID p_texture, int p_layer = 0) const;
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void texture_set_flags(RID p_texture, uint32_t p_flags);
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uint32_t texture_get_flags(RID p_texture) const;
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Image::Format texture_get_format(RID p_texture) const;
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RenderingDevice::TextureType texture_get_type(RID p_texture) const;
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uint32_t texture_get_texid(RID p_texture) const;
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uint32_t texture_get_width(RID p_texture) const;
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uint32_t texture_get_height(RID p_texture) const;
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uint32_t texture_get_depth(RID p_texture) const;
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void texture_bind(RID p_texture, uint32_t p_texture_no);
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void texture_set_shrink_all_x2_on_set_data(bool p_enable);
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RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const;
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void textures_keep_original(bool p_enable);
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};
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} // namespace GLES3
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#endif // !GLES3_ENABLED
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#endif // !TEXTURE_STORAGE_GLES3_H
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