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2030 lines
64 KiB
2030 lines
64 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// TOGL CODE LICENSE |
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// |
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// Copyright 2011-2014 Valve Corporation |
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// All Rights Reserved. |
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// |
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// Permission is hereby granted, free of charge, to any person obtaining a copy |
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// of this software and associated documentation files (the "Software"), to deal |
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// in the Software without restriction, including without limitation the rights |
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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// copies of the Software, and to permit persons to whom the Software is |
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// furnished to do so, subject to the following conditions: |
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// |
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// The above copyright notice and this permission notice shall be included in |
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// 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, EXPRESS OR |
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
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// THE SOFTWARE. |
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// |
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// cglmtex.cpp |
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// |
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//=============================================================================== |
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#include "togl/rendermechanism.h" |
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#include "tier0/icommandline.h" |
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#include "glmtexinlines.h" |
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// memdbgon -must- be the last include file in a .cpp file. |
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#include "tier0/memdbgon.h" |
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#if defined(OSX) |
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#include "appframework/ilaunchermgr.h" |
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extern ILauncherMgr *g_pLauncherMgr; |
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#endif |
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//=============================================================================== |
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#if GLMDEBUG |
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CGLMTex *g_pFirstCGMLTex; |
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#endif |
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ConVar gl_pow2_tempmem( "gl_pow2_tempmem", "0", FCVAR_INTERNAL_USE, |
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"If set, use power-of-two allocations for temporary texture memory during uploads. " |
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"May help with fragmentation on certain systems caused by heavy churn of large allocations." ); |
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#define TEXSPACE_LOGGING 0 |
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// encoding layout to an index where the bits read |
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// 4 : 1 if compressed |
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// 2 : 1 if not power of two |
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// 1 : 1 if mipmapped |
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bool pwroftwo (int val ) |
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{ |
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return (val & (val-1)) == 0; |
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} |
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int sEncodeLayoutAsIndex( GLMTexLayoutKey *key ) |
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{ |
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int index = 0; |
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if (key->m_texFlags & kGLMTexMipped) |
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{ |
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index |= 1; |
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} |
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if ( ! ( pwroftwo(key->m_xSize) && pwroftwo(key->m_ySize) && pwroftwo(key->m_zSize) ) ) |
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{ |
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// if not all power of two |
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index |= 2; |
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} |
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if (GetFormatDesc( key->m_texFormat )->m_chunkSize >1 ) |
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{ |
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index |= 4; |
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} |
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return index; |
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} |
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static unsigned long g_texGlobalBytes[8]; |
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//=============================================================================== |
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const GLMTexFormatDesc g_formatDescTable[] = |
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{ |
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// not yet handled by this table: |
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// D3DFMT_INDEX16, D3DFMT_VERTEXDATA // D3DFMT_INDEX32, |
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// WTF { D3DFMT_R5G6R5 ???, GL_RGB, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 1, 2 }, |
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// WTF { D3DFMT_A ???, GL_ALPHA8, GL_ALPHA, GL_UNSIGNED_BYTE, 1, 1 }, |
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// ??? D3DFMT_V8U8, |
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// ??? D3DFMT_Q8W8V8U8, |
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// ??? D3DFMT_X8L8V8U8, |
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// ??? D3DFMT_R32F, |
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// ??? D3DFMT_D24X4S4 unsure how to handle or if it is ever used.. |
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// ??? D3DFMT_D15S1 ever used ? |
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// ??? D3DFMT_D24X8 ever used? |
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// summ-name d3d-format gl-int-format gl-int-format-srgb gl-data-format gl-data-type chunksize, bytes-per-sqchunk |
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{ "_D16", D3DFMT_D16, GL_DEPTH_COMPONENT16, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 1, 2 }, |
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{ "_D24X8", D3DFMT_D24X8, GL_DEPTH_COMPONENT24, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 1, 4 }, // ??? unsure on this one |
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{ "_D24S8", D3DFMT_D24S8, GL_DEPTH24_STENCIL8_EXT, 0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 1, 4 }, |
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{ "_A8R8G8B8", D3DFMT_A8R8G8B8, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 1, 4 }, |
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{ "_A4R4G4B4", D3DFMT_A4R4G4B4, GL_RGBA4, 0, GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 1, 2 }, |
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{ "_X8R8G8B8", D3DFMT_X8R8G8B8, GL_RGB8, GL_SRGB8_EXT, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 1, 4 }, |
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{ "_X1R5G5B5", D3DFMT_X1R5G5B5, GL_RGB5, 0, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 1, 2 }, |
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{ "_A1R5G5B5", D3DFMT_A1R5G5B5, GL_RGB5_A1, 0, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 1, 2 }, |
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{ "_L8", D3DFMT_L8, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, GL_LUMINANCE, GL_UNSIGNED_BYTE, 1, 1 }, |
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{ "_A8L8", D3DFMT_A8L8, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 1, 2 }, |
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{ "_DXT1", D3DFMT_DXT1, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_S3TC_DXT1_EXT, GL_RGB, GL_UNSIGNED_BYTE, 4, 8 }, |
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{ "_DXT3", D3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, GL_RGBA, GL_UNSIGNED_BYTE, 4, 16 }, |
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{ "_DXT5", D3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, GL_RGBA, GL_UNSIGNED_BYTE, 4, 16 }, |
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{ "_A16B16G16R16F", D3DFMT_A16B16G16R16F, GL_RGBA16F_ARB, 0, GL_RGBA, GL_HALF_FLOAT_ARB, 1, 8 }, |
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{ "_A16B16G16R16", D3DFMT_A16B16G16R16, GL_RGBA16, 0, GL_RGBA, GL_UNSIGNED_SHORT, 1, 8 }, // 16bpc integer tex |
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{ "_A32B32G32R32F", D3DFMT_A32B32G32R32F, GL_RGBA32F_ARB, 0, GL_RGBA, GL_FLOAT, 1, 16 }, |
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{ "_R8G8B8", D3DFMT_R8G8B8, GL_RGB8, GL_SRGB8_EXT, GL_BGR, GL_UNSIGNED_BYTE, 1, 3 }, |
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{ "_A8", D3DFMT_A8, GL_ALPHA8, 0, GL_ALPHA, GL_UNSIGNED_BYTE, 1, 1 }, |
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{ "_R5G6B5", D3DFMT_R5G6B5, GL_RGB, GL_SRGB_EXT, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 1, 2 }, |
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// fakey tex formats: the stated GL format and the memory layout may not agree (U8V8 for example) |
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// _Q8W8V8U8 we just pass through as RGBA bytes. Shader does scale/bias fix |
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{ "_Q8W8V8U8", D3DFMT_Q8W8V8U8, GL_RGBA8, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 1, 4 }, // straight ripoff of D3DFMT_A8R8G8B8 |
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// U8V8 is exposed to the client as 2-bytes per texel, but we download it as 3-byte RGB. |
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// WriteTexels needs to do that conversion from rg8 to rgb8 in order to be able to download it correctly |
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{ "_V8U8", D3DFMT_V8U8, GL_RGB8, 0, GL_RG, GL_BYTE, 1, 2 }, |
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{ "_R32F", D3DFMT_R32F, GL_R32F, GL_R32F, GL_RED, GL_FLOAT, 1, 4 }, |
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//$ TODO: Need to merge bitmap changes over from Dota to get these formats. |
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#if 0 |
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{ "_A2R10G10B10", D3DFMT_A2R10G10B10, GL_RGB10_A2, GL_RGB10_A2, GL_RGBA, GL_UNSIGNED_INT_10_10_10_2, 1, 4 }, |
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{ "_A2B10G10R10", D3DFMT_A2B10G10R10, GL_RGB10_A2, GL_RGB10_A2, GL_BGRA, GL_UNSIGNED_INT_10_10_10_2, 1, 4 }, |
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#endif |
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/* |
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// NV shadow depth tex |
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D3DFMT_NV_INTZ = 0x5a544e49, // MAKEFOURCC('I','N','T','Z') |
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D3DFMT_NV_RAWZ = 0x5a574152, // MAKEFOURCC('R','A','W','Z') |
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// NV null tex |
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D3DFMT_NV_NULL = 0x4c4c554e, // MAKEFOURCC('N','U','L','L') |
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// ATI shadow depth tex |
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D3DFMT_ATI_D16 = 0x36314644, // MAKEFOURCC('D','F','1','6') |
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D3DFMT_ATI_D24S8 = 0x34324644, // MAKEFOURCC('D','F','2','4') |
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// ATI 1N and 2N compressed tex |
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D3DFMT_ATI_2N = 0x32495441, // MAKEFOURCC('A', 'T', 'I', '2') |
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D3DFMT_ATI_1N = 0x31495441, // MAKEFOURCC('A', 'T', 'I', '1') |
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*/ |
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}; |
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int g_formatDescTableCount = sizeof(g_formatDescTable) / sizeof( g_formatDescTable[0] ); |
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const GLMTexFormatDesc *GetFormatDesc( D3DFORMAT format ) |
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{ |
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for( int i=0; i<g_formatDescTableCount; i++) |
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{ |
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if (g_formatDescTable[i].m_d3dFormat == format) |
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{ |
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return &g_formatDescTable[i]; |
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} |
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} |
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return (const GLMTexFormatDesc *)NULL; // not found |
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} |
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//=============================================================================== |
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void InsertTexelComponentFixed( float value, int width, unsigned long *valuebuf ) |
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{ |
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unsigned long range = (1<<width); |
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unsigned long scaled = (value * (float) range) * (range-1) / (range); |
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if (scaled >= range) DebuggerBreak(); |
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*valuebuf = (*valuebuf << width) | scaled; |
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} |
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// return true if successful |
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bool GLMGenTexels( GLMGenTexelParams *params ) |
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{ |
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unsigned char chunkbuf[256]; // can't think of any chunk this big.. |
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const GLMTexFormatDesc *format = GetFormatDesc( params->m_format ); |
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if (!format) |
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{ |
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return FALSE; // fail |
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} |
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// this section just generates one square chunk in the desired format |
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unsigned long *temp32 = (unsigned long*)chunkbuf; |
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unsigned int chunksize = 0; // we can sanity check against the format table with this |
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switch( params->m_format ) |
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{ |
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// comment shows byte order in RAM |
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// lowercase is bit arrangement in a byte |
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case D3DFMT_A8R8G8B8: // B G R A |
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InsertTexelComponentFixed( params->a, 8, temp32 ); // A is inserted first and winds up at most significant bits after insertions follow |
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InsertTexelComponentFixed( params->r, 8, temp32 ); |
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InsertTexelComponentFixed( params->g, 8, temp32 ); |
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InsertTexelComponentFixed( params->b, 8, temp32 ); |
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chunksize = 4; |
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break; |
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case D3DFMT_A4R4G4B4: // [ggggbbbb] [aaaarrrr] RA (nibbles) |
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InsertTexelComponentFixed( params->a, 4, temp32 ); |
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InsertTexelComponentFixed( params->r, 4, temp32 ); |
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InsertTexelComponentFixed( params->g, 4, temp32 ); |
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InsertTexelComponentFixed( params->b, 4, temp32 ); |
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chunksize = 2; |
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break; |
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case D3DFMT_X8R8G8B8: // B G R X |
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InsertTexelComponentFixed( 0.0, 8, temp32 ); |
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InsertTexelComponentFixed( params->r, 8, temp32 ); |
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InsertTexelComponentFixed( params->g, 8, temp32 ); |
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InsertTexelComponentFixed( params->b, 8, temp32 ); |
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chunksize = 4; |
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break; |
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case D3DFMT_X1R5G5B5: // [gggbbbbb] [xrrrrrgg] |
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InsertTexelComponentFixed( 0.0, 1, temp32 ); |
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InsertTexelComponentFixed( params->r, 5, temp32 ); |
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InsertTexelComponentFixed( params->g, 5, temp32 ); |
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InsertTexelComponentFixed( params->b, 5, temp32 ); |
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chunksize = 2; |
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break; |
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case D3DFMT_A1R5G5B5: // [gggbbbbb] [arrrrrgg] |
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InsertTexelComponentFixed( params->a, 1, temp32 ); |
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InsertTexelComponentFixed( params->r, 5, temp32 ); |
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InsertTexelComponentFixed( params->g, 5, temp32 ); |
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InsertTexelComponentFixed( params->b, 5, temp32 ); |
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chunksize = 2; |
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break; |
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case D3DFMT_L8: // L // caller, use R for L |
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InsertTexelComponentFixed( params->r, 8, temp32 ); |
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chunksize = 1; |
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break; |
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case D3DFMT_A8L8: // L A // caller, use R for L and A for A |
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InsertTexelComponentFixed( params->a, 8, temp32 ); |
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InsertTexelComponentFixed( params->r, 8, temp32 ); |
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chunksize = 2; |
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break; |
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case D3DFMT_R8G8B8: // B G R |
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InsertTexelComponentFixed( params->r, 8, temp32 ); |
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InsertTexelComponentFixed( params->g, 8, temp32 ); |
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InsertTexelComponentFixed( params->b, 8, temp32 ); |
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chunksize = 3; |
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break; |
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case D3DFMT_A8: // A |
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InsertTexelComponentFixed( params->a, 8, temp32 ); |
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chunksize = 1; |
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break; |
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case D3DFMT_R5G6B5: // [gggbbbbb] [rrrrrggg] |
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InsertTexelComponentFixed( params->r, 5, temp32 ); |
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InsertTexelComponentFixed( params->g, 6, temp32 ); |
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InsertTexelComponentFixed( params->b, 5, temp32 ); |
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chunksize = 2; |
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break; |
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case D3DFMT_DXT1: |
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{ |
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memset( temp32, 0, 8 ); // zap 8 bytes |
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// two 565 RGB words followed by 32 bits of 2-bit interp values for a 4x4 block |
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// we write the same color to both slots and all zeroes for the mask (one color total) |
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unsigned long dxt1_color = 0; |
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// generate one such word and clone it |
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InsertTexelComponentFixed( params->r, 5, &dxt1_color ); |
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InsertTexelComponentFixed( params->g, 6, &dxt1_color ); |
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InsertTexelComponentFixed( params->b, 5, &dxt1_color ); |
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// dupe |
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dxt1_color = dxt1_color | (dxt1_color<<16); |
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// write into chunkbuf |
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*(unsigned long*)&chunkbuf[0] = dxt1_color; |
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// color mask bits after that are already set to all zeroes. chunk is done. |
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chunksize = 8; |
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} |
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break; |
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case D3DFMT_DXT3: |
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{ |
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memset( temp32, 0, 16 ); // zap 16 bytes |
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// eight bytes of alpha (16 4-bit alpha nibbles) |
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// followed by a DXT1 block |
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unsigned long dxt3_alpha = 0; |
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for( int i=0; i<8; i++) |
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{ |
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// splat same alpha through block |
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InsertTexelComponentFixed( params->a, 4, &dxt3_alpha ); |
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} |
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unsigned long dxt3_color = 0; |
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// generate one such word and clone it |
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InsertTexelComponentFixed( params->r, 5, &dxt3_color ); |
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InsertTexelComponentFixed( params->g, 6, &dxt3_color ); |
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InsertTexelComponentFixed( params->b, 5, &dxt3_color ); |
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// dupe |
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dxt3_color = dxt3_color | (dxt3_color<<16); |
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// write into chunkbuf |
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*(unsigned long*)&chunkbuf[0] = dxt3_alpha; |
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*(unsigned long*)&chunkbuf[4] = dxt3_alpha; |
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*(unsigned long*)&chunkbuf[8] = dxt3_color; |
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*(unsigned long*)&chunkbuf[12] = dxt3_color; |
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chunksize = 16; |
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} |
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break; |
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case D3DFMT_DXT5: |
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{ |
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memset( temp32, 0, 16 ); // zap 16 bytes |
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// DXT5 has 8 bytes of compressed alpha, then 8 bytes of compressed RGB like DXT1. |
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// the 8 alpha bytes are 2 bytes of endpoint alpha values, then 16x3 bits of interpolants. |
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// so to write a single alpha value, just figure out the value, store it in both the first two bytes then store zeroes. |
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InsertTexelComponentFixed( params->a, 8, (unsigned long*)&chunkbuf[0] ); |
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InsertTexelComponentFixed( params->a, 8, (unsigned long*)&chunkbuf[0] ); |
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// rest of the alpha mask was already zeroed. |
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// now do colors |
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unsigned long dxt5_color = 0; |
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// generate one such word and clone it |
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InsertTexelComponentFixed( params->r, 5, &dxt5_color ); |
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InsertTexelComponentFixed( params->g, 6, &dxt5_color ); |
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InsertTexelComponentFixed( params->b, 5, &dxt5_color ); |
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// dupe |
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dxt5_color = dxt5_color | (dxt5_color<<16); |
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// write into chunkbuf |
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*(unsigned long*)&chunkbuf[8] = dxt5_color; |
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*(unsigned long*)&chunkbuf[12] = dxt5_color; |
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chunksize = 16; |
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} |
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break; |
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case D3DFMT_A32B32G32R32F: |
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{ |
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*(float*)&chunkbuf[0] = params->r; |
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*(float*)&chunkbuf[4] = params->g; |
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*(float*)&chunkbuf[8] = params->b; |
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*(float*)&chunkbuf[12] = params->a; |
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chunksize = 16; |
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} |
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break; |
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case D3DFMT_A16B16G16R16: |
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memset( chunkbuf, 0, 8 ); |
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// R and G wind up in the first 32 bits |
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// B and A wind up in the second 32 bits |
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InsertTexelComponentFixed( params->a, 16, (unsigned long*)&chunkbuf[4] ); // winds up as MSW of second word (note [4]) - thus last in RAM |
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InsertTexelComponentFixed( params->b, 16, (unsigned long*)&chunkbuf[4] ); |
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InsertTexelComponentFixed( params->g, 16, (unsigned long*)&chunkbuf[0] ); |
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InsertTexelComponentFixed( params->r, 16, (unsigned long*)&chunkbuf[0] ); // winds up as LSW of first word, thus first in RAM |
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chunksize = 8; |
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break; |
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// not done yet |
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//case D3DFMT_D16: |
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//case D3DFMT_D24X8: |
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//case D3DFMT_D24S8: |
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//case D3DFMT_A16B16G16R16F: |
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default: |
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return FALSE; // fail |
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break; |
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} |
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// once the chunk buffer is filled.. |
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// sanity check the reported chunk size. |
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if (static_cast<int>(chunksize) != format->m_bytesPerSquareChunk) |
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{ |
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DebuggerBreak(); |
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return FALSE; |
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} |
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// verify that the amount you want to write will not exceed the limit byte count |
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unsigned long destByteCount = chunksize * params->m_chunkCount; |
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if (static_cast<int>(destByteCount) > params->m_byteCountLimit) |
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{ |
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DebuggerBreak(); |
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return FALSE; |
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} |
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// write the bytes. |
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unsigned char *destP = (unsigned char*)params->m_dest; |
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for( int chunk=0; chunk < params->m_chunkCount; chunk++) |
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{ |
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for( uint byteindex = 0; byteindex < chunksize; byteindex++) |
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{ |
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*destP++ = chunkbuf[byteindex]; |
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} |
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} |
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params->m_bytesWritten = destP - (unsigned char*)params->m_dest; |
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return TRUE; |
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} |
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//=============================================================================== |
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bool LessFunc_GLMTexLayoutKey( const GLMTexLayoutKey &a, const GLMTexLayoutKey &b ) |
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{ |
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#define DO_LESS(fff) if (a.fff != b.fff) { return (a.fff< b.fff); } |
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DO_LESS(m_texGLTarget); |
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DO_LESS(m_texFormat); |
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DO_LESS(m_texFlags); |
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DO_LESS(m_texSamples); |
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DO_LESS(m_xSize); |
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DO_LESS(m_ySize) |
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DO_LESS(m_zSize); |
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#undef DO_LESS |
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return false; // they are equal |
|
} |
|
|
|
CGLMTexLayoutTable::CGLMTexLayoutTable() |
|
{ |
|
m_layoutMap.SetLessFunc( LessFunc_GLMTexLayoutKey ); |
|
} |
|
|
|
GLMTexLayout *CGLMTexLayoutTable::NewLayoutRef( GLMTexLayoutKey *pDesiredKey ) |
|
{ |
|
GLMTexLayoutKey tempKey; |
|
GLMTexLayoutKey *key = pDesiredKey; |
|
|
|
// look up 'key' in the map and see if it's a hit, if so, bump the refcount and return |
|
// if not, generate a completed layout based on the key, add to map, set refcount to 1, return that |
|
|
|
const GLMTexFormatDesc *formatDesc = GetFormatDesc( key->m_texFormat ); |
|
|
|
//bool compression = (formatDesc->m_chunkSize > 1) != 0; |
|
if (!formatDesc) |
|
{ |
|
GLMStop(); // bad news |
|
} |
|
|
|
if ( gGL->m_bHave_GL_EXT_texture_sRGB_decode ) |
|
{ |
|
if ( ( formatDesc->m_glIntFormatSRGB != 0 ) && ( ( key->m_texFlags & kGLMTexSRGB ) == 0 ) ) |
|
{ |
|
tempKey = *pDesiredKey; |
|
key = &tempKey; |
|
|
|
// Slam on SRGB texture flag, and we'll use GL_EXT_texture_sRGB_decode to selectively turn it off in the samplers |
|
key->m_texFlags |= kGLMTexSRGB; |
|
} |
|
} |
|
|
|
unsigned short index = m_layoutMap.Find( *key ); |
|
if (index != m_layoutMap.InvalidIndex()) |
|
{ |
|
// found it |
|
//printf(" -hit- "); |
|
GLMTexLayout *layout = m_layoutMap[ index ]; |
|
|
|
// bump ref count |
|
layout->m_refCount ++; |
|
|
|
return layout; |
|
} |
|
else |
|
{ |
|
//printf(" -miss- "); |
|
// need to make a new one |
|
// to allocate it, we need to know how big to make it (slice count) |
|
|
|
// figure out how many mip levels are in play |
|
int mipCount = 1; |
|
if (key->m_texFlags & kGLMTexMipped) |
|
{ |
|
int largestAxis = key->m_xSize; |
|
|
|
if (key->m_ySize > largestAxis) |
|
largestAxis = key->m_ySize; |
|
|
|
if (key->m_zSize > largestAxis) |
|
largestAxis = key->m_zSize; |
|
|
|
mipCount = 0; |
|
while( largestAxis > 0 ) |
|
{ |
|
mipCount ++; |
|
largestAxis >>= 1; |
|
} |
|
} |
|
|
|
int faceCount = 1; |
|
if (key->m_texGLTarget == GL_TEXTURE_CUBE_MAP) |
|
{ |
|
faceCount = 6; |
|
} |
|
|
|
int sliceCount = mipCount * faceCount; |
|
|
|
if (key->m_texFlags & kGLMTexMultisampled) |
|
{ |
|
Assert( (key->m_texGLTarget == GL_TEXTURE_2D) ); |
|
Assert( sliceCount == 1 ); |
|
|
|
// assume non mipped |
|
Assert( (key->m_texFlags & kGLMTexMipped) == 0 ); |
|
Assert( (key->m_texFlags & kGLMTexMippedAuto) == 0 ); |
|
|
|
// assume renderable and srgb |
|
Assert( (key->m_texFlags & kGLMTexRenderable) !=0 ); |
|
//Assert( (key->m_texFlags & kGLMTexSRGB) !=0 ); //FIXME don't assert on making depthstencil surfaces which are non srgb |
|
|
|
// double check sample count (FIXME need real limit check here against device/driver) |
|
Assert( (key->m_texSamples==2) || (key->m_texSamples==4) || (key->m_texSamples==6) || (key->m_texSamples==8) ); |
|
} |
|
|
|
// now we know enough to allocate and populate the new tex layout. |
|
|
|
// malloc the new layout |
|
int layoutSize = sizeof( GLMTexLayout ) + (sliceCount * sizeof( GLMTexLayoutSlice )); |
|
GLMTexLayout *layout = (GLMTexLayout *)malloc( layoutSize ); |
|
memset( layout, 0, layoutSize ); |
|
|
|
// clone the key in there |
|
memset( &layout->m_key, 0x00, sizeof(layout->m_key) ); |
|
layout->m_key = *key; |
|
|
|
// set refcount |
|
layout->m_refCount = 1; |
|
|
|
// save the format desc |
|
layout->m_format = (GLMTexFormatDesc *)formatDesc; |
|
|
|
// we know the mipcount from before |
|
layout->m_mipCount = mipCount; |
|
|
|
// we know the face count too |
|
layout->m_faceCount = faceCount; |
|
|
|
// slice count is the product |
|
layout->m_sliceCount = mipCount * faceCount; |
|
|
|
// we can now fill in the slices. |
|
GLMTexLayoutSlice *slicePtr = &layout->m_slices[0]; |
|
int storageOffset = 0; |
|
|
|
//bool compressed = (formatDesc->m_chunkSize > 1); // true if DXT |
|
|
|
for( int mip = 0; mip < mipCount; mip ++ ) |
|
{ |
|
for( int face = 0; face < faceCount; face++ ) |
|
{ |
|
// note application of chunk size which is 1 for uncompressed, and 4 for compressed tex (DXT) |
|
// note also that the *dimensions* must scale down to 1 |
|
// but that the *storage* cannot go below 4x4. |
|
// we introduce the "storage sizes" which are clamped, to compute the storage footprint. |
|
|
|
int storage_x,storage_y,storage_z; |
|
|
|
slicePtr->m_xSize = layout->m_key.m_xSize >> mip; |
|
slicePtr->m_xSize = MAX( slicePtr->m_xSize, 1 ); // dimension can't go to zero |
|
storage_x = MAX( slicePtr->m_xSize, formatDesc->m_chunkSize ); // storage extent can't go below chunk size |
|
|
|
slicePtr->m_ySize = layout->m_key.m_ySize >> mip; |
|
slicePtr->m_ySize = MAX( slicePtr->m_ySize, 1 ); // dimension can't go to zero |
|
storage_y = MAX( slicePtr->m_ySize, formatDesc->m_chunkSize ); // storage extent can't go below chunk size |
|
|
|
slicePtr->m_zSize = layout->m_key.m_zSize >> mip; |
|
slicePtr->m_zSize = MAX( slicePtr->m_zSize, 1 ); // dimension can't go to zero |
|
storage_z = MAX( slicePtr->m_zSize, 1); // storage extent for Z cannot go below '1'. |
|
|
|
//if (compressed) NO NO NO do not lie about the dimensionality, just fudge the storage. |
|
//{ |
|
// // round up to multiple of 4 in X and Y axes |
|
// slicePtr->m_xSize = (slicePtr->m_xSize+3) & (~3); |
|
// slicePtr->m_ySize = (slicePtr->m_ySize+3) & (~3); |
|
//} |
|
|
|
int xchunks = (storage_x / formatDesc->m_chunkSize ); |
|
int ychunks = (storage_y / formatDesc->m_chunkSize ); |
|
|
|
slicePtr->m_storageSize = (xchunks * ychunks * formatDesc->m_bytesPerSquareChunk) * storage_z; |
|
slicePtr->m_storageOffset = storageOffset; |
|
|
|
storageOffset += slicePtr->m_storageSize; |
|
storageOffset = ( (storageOffset+0x0F) & (~0x0F)); // keep each MIP starting on a 16 byte boundary. |
|
|
|
slicePtr++; |
|
} |
|
} |
|
|
|
layout->m_storageTotalSize = storageOffset; |
|
//printf("\n size %08x for key (x=%d y=%d z=%d, fmt=%08x, bpsc=%d)", layout->m_storageTotalSize, key->m_xSize, key->m_ySize, key->m_zSize, key->m_texFormat, formatDesc->m_bytesPerSquareChunk ); |
|
|
|
// generate summary |
|
// "target, format, +/- mips, base size" |
|
char scratch[1024]; |
|
|
|
char *targetname = "?"; |
|
switch( key->m_texGLTarget ) |
|
{ |
|
case GL_TEXTURE_2D: targetname = "2D "; break; |
|
case GL_TEXTURE_3D: targetname = "3D "; break; |
|
case GL_TEXTURE_CUBE_MAP: targetname = "CUBE"; break; |
|
} |
|
|
|
sprintf( scratch, "[%s %s %dx%dx%d mips=%d slices=%d flags=%02lX%s]", |
|
targetname, |
|
formatDesc->m_formatSummary, |
|
layout->m_key.m_xSize, layout->m_key.m_ySize, layout->m_key.m_zSize, |
|
mipCount, |
|
sliceCount, |
|
layout->m_key.m_texFlags, |
|
(layout->m_key.m_texFlags & kGLMTexSRGB) ? " SRGB" : "" |
|
); |
|
layout->m_layoutSummary = strdup( scratch ); |
|
//GLMPRINTF(("-D- new tex layout [ %s ]", scratch )); |
|
|
|
// then insert into map. disregard returned index. |
|
m_layoutMap.Insert( layout->m_key, layout ); |
|
|
|
return layout; |
|
} |
|
} |
|
|
|
void CGLMTexLayoutTable::DelLayoutRef( GLMTexLayout *layout ) |
|
{ |
|
// locate layout in hash, drop refcount |
|
// (some GC step later on will harvest expired layouts - not like it's any big challenge to re-generate them) |
|
|
|
unsigned short index = m_layoutMap.Find( layout->m_key ); |
|
if (index != m_layoutMap.InvalidIndex()) |
|
{ |
|
// found it |
|
GLMTexLayout *layout = m_layoutMap[ index ]; |
|
|
|
// drop ref count |
|
layout->m_refCount --; |
|
|
|
//assert( layout->m_refCount >= 0 ); |
|
} |
|
else |
|
{ |
|
// that's bad |
|
GLMStop(); |
|
} |
|
} |
|
|
|
void CGLMTexLayoutTable::DumpStats( ) |
|
{ |
|
for (uint i=0; i<m_layoutMap.Count(); i++ ) |
|
{ |
|
GLMTexLayout *layout = m_layoutMap[ i ]; |
|
|
|
// print it out |
|
printf("\n%05d instances %08d bytes %08d totbytes %s", layout->m_refCount, layout->m_storageTotalSize, (layout->m_refCount*layout->m_storageTotalSize), layout->m_layoutSummary ); |
|
} |
|
} |
|
|
|
ConVar gl_texmsaalog ( "gl_texmsaalog", "0"); |
|
|
|
ConVar gl_rt_forcergba ( "gl_rt_forcergba", "1" ); // on teximage of a renderable tex, pass GL_RGBA in place of GL_BGRA |
|
|
|
ConVar gl_minimize_rt_tex ( "gl_minimize_rt_tex", "0" ); // if 1, set the GL_TEXTURE_MINIMIZE_STORAGE_APPLE texture parameter to cut off mipmaps for RT's |
|
ConVar gl_minimize_all_tex ( "gl_minimize_all_tex", "1" ); // if 1, set the GL_TEXTURE_MINIMIZE_STORAGE_APPLE texture parameter to cut off mipmaps for textures which are unmipped |
|
ConVar gl_minimize_tex_log ( "gl_minimize_tex_log", "0" ); // if 1, printf the names of the tex that got minimized |
|
|
|
CGLMTex::CGLMTex( GLMContext *ctx, GLMTexLayout *layout, uint levels, const char *debugLabel ) |
|
{ |
|
#if GLMDEBUG |
|
m_pPrevTex = NULL; |
|
m_pNextTex = g_pFirstCGMLTex; |
|
if ( m_pNextTex ) |
|
{ |
|
Assert( m_pNextTex->m_pPrevTex == NULL ); |
|
m_pNextTex->m_pPrevTex = this; |
|
} |
|
g_pFirstCGMLTex = this; |
|
#endif |
|
|
|
// caller has responsibility to make 'ctx' current, but we check to be sure. |
|
ctx->CheckCurrent(); |
|
|
|
m_nLastResolvedBatchCounter = ctx->m_nBatchCounter; |
|
|
|
// note layout requested |
|
m_layout = layout; |
|
m_texGLTarget = m_layout->m_key.m_texGLTarget; |
|
|
|
m_nSamplerType = SAMPLER_TYPE_UNUSED; |
|
switch ( m_texGLTarget ) |
|
{ |
|
case GL_TEXTURE_CUBE_MAP: m_nSamplerType = SAMPLER_TYPE_CUBE; break; |
|
case GL_TEXTURE_2D: m_nSamplerType = SAMPLER_TYPE_2D; break; |
|
case GL_TEXTURE_3D: m_nSamplerType = SAMPLER_TYPE_3D; break; |
|
default: |
|
Assert( 0 ); |
|
break; |
|
} |
|
|
|
m_maxActiveMip = -1; //index of highest mip that has been written - increase as each mip arrives |
|
m_minActiveMip = 999; //index of lowest mip that has been written - lower it as each mip arrives |
|
|
|
// note context owner |
|
m_ctx = ctx; |
|
|
|
// clear the bind point flags |
|
//m_bindPoints.ClearAll(); |
|
|
|
// clear the RT attach count |
|
m_rtAttachCount = 0; |
|
|
|
// come up with a GL name for this texture. |
|
m_texName = ctx->CreateTex( m_texGLTarget, m_layout->m_format->m_glIntFormat ); |
|
|
|
m_pBlitSrcFBO = NULL; |
|
m_pBlitDstFBO = NULL; |
|
|
|
m_mapped = NULL; |
|
m_pbo = 0; |
|
|
|
if( m_layout->m_key.m_texFlags & kGLMTexDynamic ) |
|
{ |
|
gGL->glGenBuffersARB(1, &m_pbo); |
|
gGL->glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, m_pbo); |
|
gGL->glBufferDataARB(GL_PIXEL_UNPACK_BUFFER, m_layout->m_storageTotalSize, 0, GL_STATIC_DRAW); |
|
gGL->glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, 0); |
|
} |
|
|
|
// Sense whether to try and apply client storage upon teximage/subimage. |
|
// This should only be true if we're running on OSX 10.6 or it was explicitly |
|
// enabled with -gl_texclientstorage on the command line. |
|
m_texClientStorage = ctx->m_bTexClientStorage; |
|
|
|
// flag that we have not yet been explicitly kicked into VRAM.. |
|
m_texPreloaded = false; |
|
|
|
// clone the debug label if there is one. |
|
m_debugLabel = debugLabel ? strdup(debugLabel) : NULL; |
|
|
|
// if tex is MSAA renderable, make an RBO, else zero the RBO name and dirty bit |
|
if (layout->m_key.m_texFlags & kGLMTexMultisampled) |
|
{ |
|
gGL->glGenRenderbuffersEXT( 1, &m_rboName ); |
|
|
|
// so we have enough info to go ahead and bind the RBO and put storage on it? |
|
// try it. |
|
gGL->glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, m_rboName ); |
|
|
|
// quietly clamp if sample count exceeds known limit for the device |
|
int sampleCount = layout->m_key.m_texSamples; |
|
|
|
if (sampleCount > ctx->Caps().m_maxSamples) |
|
{ |
|
sampleCount = ctx->Caps().m_maxSamples; // clamp |
|
} |
|
|
|
GLenum msaaFormat = (layout->m_key.m_texFlags & kGLMTexSRGB) ? layout->m_format->m_glIntFormatSRGB : layout->m_format->m_glIntFormat; |
|
gGL->glRenderbufferStorageMultisampleEXT( GL_RENDERBUFFER_EXT, |
|
sampleCount, // not "layout->m_key.m_texSamples" |
|
msaaFormat, |
|
layout->m_key.m_xSize, |
|
layout->m_key.m_ySize ); |
|
|
|
if (gl_texmsaalog.GetInt()) |
|
{ |
|
printf( "\n == MSAA Tex %p %s : MSAA RBO is intformat %s (%x)", this, m_debugLabel?m_debugLabel:"", GLMDecode( eGL_ENUM, msaaFormat ), msaaFormat ); |
|
} |
|
|
|
gGL->glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, 0 ); |
|
} |
|
else |
|
{ |
|
m_rboName = 0; |
|
} |
|
|
|
// at this point we have the complete description of the texture, and a name for it, but no data and no actual GL object. |
|
// we know this name has bever seen duty before, so we're going to hard-bind it to TMU 0, displacing any other tex that might have been bound there. |
|
// any previously bound tex will be unbound and appropriately marked as a result. |
|
// the active TMU will be set as a side effect. |
|
CGLMTex *pPrevTex = ctx->m_samplers[0].m_pBoundTex; |
|
ctx->BindTexToTMU( this, 0 ); |
|
|
|
m_SamplingParams.SetToDefaults(); |
|
m_SamplingParams.SetToTarget( m_texGLTarget ); |
|
|
|
// OK, our texture now exists and is bound on the active TMU. Not drawable yet though. |
|
|
|
// Create backing storage and fill it |
|
if ( !(layout->m_key.m_texFlags & kGLMTexRenderable) && m_texClientStorage ) |
|
{ |
|
m_backing = (char *)malloc( m_layout->m_storageTotalSize ); |
|
|
|
// track bytes allocated for non-RT's |
|
int formindex = sEncodeLayoutAsIndex( &layout->m_key ); |
|
|
|
g_texGlobalBytes[ formindex ] += m_layout->m_storageTotalSize; |
|
|
|
#if TEXSPACE_LOGGING |
|
printf( "\n Tex %s added %d bytes in form %d which is now %d bytes", m_debugLabel ? m_debugLabel : "-", m_layout->m_storageTotalSize, formindex, g_texGlobalBytes[ formindex ] ); |
|
printf( "\n\t\t[ %d %d %d %d %d %d %d %d ]", |
|
g_texGlobalBytes[ 0 ],g_texGlobalBytes[ 1 ],g_texGlobalBytes[ 2 ],g_texGlobalBytes[ 3 ], |
|
g_texGlobalBytes[ 4 ],g_texGlobalBytes[ 5 ],g_texGlobalBytes[ 6 ],g_texGlobalBytes[ 7 ] |
|
); |
|
#endif |
|
} |
|
else |
|
{ |
|
m_backing = NULL; |
|
|
|
m_texClientStorage = false; |
|
} |
|
|
|
// init lock count |
|
// lock reqs are tracked by the owning context |
|
m_lockCount = 0; |
|
|
|
m_sliceFlags.SetCount( m_layout->m_sliceCount ); |
|
for( int i=0; i< m_layout->m_sliceCount; i++) |
|
{ |
|
m_sliceFlags[i] = 0; |
|
// kSliceValid = false (we have not teximaged each slice yet) |
|
// kSliceStorageValid = false (the storage allocated does not reflect what is in the tex) |
|
// kSliceLocked = false (the slices are not locked) |
|
// kSliceFullyDirty = false (this does not come true til first lock) |
|
} |
|
|
|
// texture minimize parameter keeps driver from allocing mips when it should not, by being explicit about the ones that have no mips. |
|
|
|
bool setMinimizeParameter = false; |
|
bool minimize_rt = (gl_minimize_rt_tex.GetInt()!=0); |
|
bool minimize_all = (gl_minimize_all_tex.GetInt()!=0); |
|
|
|
if (layout->m_key.m_texFlags & kGLMTexRenderable) |
|
{ |
|
// it's an RT. if mips were not explicitly requested, and "gl_minimize_rt_tex" is true, set the minimize parameter. |
|
if ( (minimize_rt || minimize_all) && ( !(layout->m_key.m_texFlags & kGLMTexMipped) ) ) |
|
{ |
|
setMinimizeParameter = true; |
|
} |
|
} |
|
else |
|
{ |
|
// not an RT. if mips were not requested, and "gl_minimize_all_tex" is true, set the minimize parameter. |
|
if ( minimize_all && ( !(layout->m_key.m_texFlags & kGLMTexMipped) ) ) |
|
{ |
|
setMinimizeParameter = true; |
|
} |
|
} |
|
|
|
if (setMinimizeParameter) |
|
{ |
|
if (gl_minimize_tex_log.GetInt()) |
|
{ |
|
printf("\n minimizing storage for tex '%s' [%s] ", m_debugLabel?m_debugLabel:"-", m_layout->m_layoutSummary ); |
|
} |
|
|
|
if (gGL->m_bHave_GL_APPLE_texture_range) |
|
gGL->glTexParameteri( m_layout->m_key.m_texGLTarget, GL_TEXTURE_MINIMIZE_STORAGE_APPLE, 1 ); |
|
} |
|
|
|
// after a lot of pain with texture completeness... |
|
// always push black into all slices of all newly created textures. |
|
|
|
#if 0 |
|
bool pushRenderableSlices = (m_layout->m_key.m_texFlags & kGLMTexRenderable) != 0; |
|
bool pushTexSlices = true; // just do it everywhere (m_layout->m_mipCount>1) && (m_layout->m_format->m_chunkSize !=1) ; |
|
if (pushTexSlices) |
|
{ |
|
// fill storage with mostly-opaque purple |
|
|
|
GLMGenTexelParams genp; |
|
memset( &genp, 0, sizeof(genp) ); |
|
|
|
genp.m_format = m_layout->m_format->m_d3dFormat; |
|
const GLMTexFormatDesc *format = GetFormatDesc( genp.m_format ); |
|
|
|
genp.m_dest = m_backing; // dest addr |
|
genp.m_chunkCount = m_layout->m_storageTotalSize / format->m_bytesPerSquareChunk; // fill the whole slab |
|
genp.m_byteCountLimit = m_layout->m_storageTotalSize; // limit writes to this amount |
|
|
|
genp.r = 1.0; |
|
genp.g = 0.0; |
|
genp.b = 1.0; |
|
genp.a = 0.75; |
|
|
|
GLMGenTexels( &genp ); |
|
} |
|
#endif |
|
|
|
//if (pushRenderableSlices || pushTexSlices) |
|
if ( !( ( layout->m_key.m_texFlags & kGLMTexMipped ) && ( levels == ( unsigned ) m_layout->m_mipCount ) ) ) |
|
{ |
|
for( int face=0; face <m_layout->m_faceCount; face++) |
|
{ |
|
for( int mip=0; mip <m_layout->m_mipCount; mip++) |
|
{ |
|
// we're not really going to lock, we're just going to write the blank data from the backing store we just made |
|
GLMTexLockDesc desc; |
|
|
|
desc.m_req.m_tex = this; |
|
desc.m_req.m_face = face; |
|
desc.m_req.m_mip = mip; |
|
|
|
desc.m_sliceIndex = CalcSliceIndex( face, mip ); |
|
|
|
GLMTexLayoutSlice *slice = &m_layout->m_slices[ desc.m_sliceIndex ]; |
|
|
|
desc.m_req.m_region.xmin = desc.m_req.m_region.ymin = desc.m_req.m_region.zmin = 0; |
|
desc.m_req.m_region.xmax = slice->m_xSize; |
|
desc.m_req.m_region.ymax = slice->m_ySize; |
|
desc.m_req.m_region.zmax = slice->m_zSize; |
|
|
|
desc.m_sliceBaseOffset = slice->m_storageOffset; // doesn't really matter... we're just pushing zeroes.. |
|
desc.m_sliceRegionOffset = 0; |
|
|
|
WriteTexels( &desc, true, (layout->m_key.m_texFlags & kGLMTexRenderable)!=0 ); // write whole slice - but disable data source if it's an RT, as there's no backing |
|
} |
|
} |
|
} |
|
GLMPRINTF(("-A- -**TEXNEW '%-60s' name=%06d size=%09d storage=%08x label=%s ", m_layout->m_layoutSummary, m_texName, m_layout->m_storageTotalSize, m_backing, m_debugLabel ? m_debugLabel : "-" )); |
|
|
|
ctx->BindTexToTMU( pPrevTex, 0 ); |
|
} |
|
|
|
CGLMTex::~CGLMTex( ) |
|
{ |
|
#if GLMDEBUG |
|
if ( m_pPrevTex ) |
|
{ |
|
Assert( m_pPrevTex->m_pNextTex == this ); |
|
m_pPrevTex->m_pNextTex = m_pNextTex; |
|
} |
|
else |
|
{ |
|
Assert( g_pFirstCGMLTex == this ); |
|
g_pFirstCGMLTex = m_pNextTex; |
|
} |
|
if ( m_pNextTex ) |
|
{ |
|
Assert( m_pNextTex->m_pPrevTex == this ); |
|
m_pNextTex->m_pPrevTex = m_pPrevTex; |
|
} |
|
m_pNextTex = m_pPrevTex = NULL; |
|
#endif |
|
|
|
if ( !(m_layout->m_key.m_texFlags & kGLMTexRenderable) ) |
|
{ |
|
int formindex = sEncodeLayoutAsIndex( &m_layout->m_key ); |
|
|
|
g_texGlobalBytes[ formindex ] -= m_layout->m_storageTotalSize; |
|
|
|
#if TEXSPACE_LOGGING |
|
printf( "\n Tex %s freed %d bytes in form %d which is now %d bytes", m_debugLabel ? m_debugLabel : "-", m_layout->m_storageTotalSize, formindex, g_texGlobalBytes[ formindex ] ); |
|
printf( "\n\t\t[ %d %d %d %d %d %d %d %d ]", |
|
g_texGlobalBytes[ 0 ],g_texGlobalBytes[ 1 ],g_texGlobalBytes[ 2 ],g_texGlobalBytes[ 3 ], |
|
g_texGlobalBytes[ 4 ],g_texGlobalBytes[ 5 ],g_texGlobalBytes[ 6 ],g_texGlobalBytes[ 7 ] |
|
); |
|
#endif |
|
} |
|
|
|
GLMPRINTF(("-A- -**TEXDEL '%-60s' name=%06d size=%09d storage=%08x label=%s ", m_layout->m_layoutSummary, m_texName, m_layout->m_storageTotalSize, m_backing, m_debugLabel ? m_debugLabel : "-" )); |
|
// check first to see if we were still bound anywhere or locked... these should be failures. |
|
|
|
if ( m_pBlitSrcFBO ) |
|
{ |
|
m_ctx->DelFBO( m_pBlitSrcFBO ); |
|
m_pBlitSrcFBO = NULL; |
|
} |
|
|
|
if ( m_pBlitDstFBO ) |
|
{ |
|
m_ctx->DelFBO( m_pBlitDstFBO ); |
|
m_pBlitDstFBO = NULL; |
|
} |
|
|
|
if ( m_rboName ) |
|
{ |
|
gGL->glDeleteRenderbuffersEXT( 1, &m_rboName ); |
|
m_rboName = 0; |
|
} |
|
|
|
// if all that is OK, then delete the underlying tex |
|
if ( m_texName ) |
|
{ |
|
m_ctx->DestroyTex( m_texGLTarget, m_layout, m_texName ); |
|
m_texName = 0; |
|
} |
|
|
|
// release our usage of the layout |
|
m_ctx->m_texLayoutTable->DelLayoutRef( m_layout ); |
|
m_layout = NULL; |
|
|
|
if (m_backing) |
|
{ |
|
free( m_backing ); |
|
m_backing = NULL; |
|
} |
|
|
|
if (m_debugLabel) |
|
{ |
|
free( m_debugLabel ); |
|
m_debugLabel = NULL; |
|
} |
|
|
|
if( m_pbo ) |
|
gGL->glDeleteBuffersARB( 1, &m_pbo ); |
|
|
|
m_ctx = NULL; |
|
} |
|
|
|
int CGLMTex::CalcSliceIndex( int face, int mip ) |
|
{ |
|
// faces of the same mip level are adjacent. "face major" storage |
|
int index = (mip * m_layout->m_faceCount) + face; |
|
|
|
return index; |
|
} |
|
|
|
void CGLMTex::CalcTexelDataOffsetAndStrides( int sliceIndex, int x, int y, int z, int *offsetOut, int *yStrideOut, int *zStrideOut ) |
|
{ |
|
int offset = 0; |
|
int yStride = 0; |
|
int zStride = 0; |
|
|
|
GLMTexFormatDesc *format = m_layout->m_format; |
|
if (format->m_chunkSize==1) |
|
{ |
|
// figure out row stride and layer stride |
|
yStride = format->m_bytesPerSquareChunk * m_layout->m_slices[sliceIndex].m_xSize; // bytes per texel row (y stride) |
|
zStride = yStride * m_layout->m_slices[sliceIndex].m_ySize; // bytes per texel layer (if 3D tex) |
|
|
|
offset = x * format->m_bytesPerSquareChunk; // lateral offset |
|
offset += (y * yStride); // scanline offset |
|
offset += (z * zStride); // should be zero for 2D tex |
|
} |
|
else |
|
{ |
|
yStride = format->m_bytesPerSquareChunk * (m_layout->m_slices[sliceIndex].m_xSize / format->m_chunkSize); |
|
zStride = yStride * (m_layout->m_slices[sliceIndex].m_ySize / format->m_chunkSize); |
|
|
|
// compressed format. scale the x,y,z values into chunks. |
|
// assert if any of them are not multiples of a chunk. |
|
int chunkx = x / format->m_chunkSize; |
|
int chunky = y / format->m_chunkSize; |
|
int chunkz = z / format->m_chunkSize; |
|
|
|
if ( (chunkx * format->m_chunkSize) != x) |
|
{ |
|
GLMStop(); |
|
} |
|
|
|
if ( (chunky * format->m_chunkSize) != y) |
|
{ |
|
GLMStop(); |
|
} |
|
|
|
if ( (chunkz * format->m_chunkSize) != z) |
|
{ |
|
GLMStop(); |
|
} |
|
|
|
offset = chunkx * format->m_bytesPerSquareChunk; // lateral offset |
|
offset += (chunky * yStride); // chunk row offset |
|
offset += (chunkz * zStride); // should be zero for 2D tex |
|
} |
|
|
|
*offsetOut = offset; |
|
*yStrideOut = yStride; |
|
*zStrideOut = zStride; |
|
} |
|
|
|
GLubyte *CGLMTex::ReadTexels( GLMTexLockDesc *desc, bool readWholeSlice, bool readOnly ) |
|
{ |
|
GLMRegion readBox; |
|
GLubyte* data = NULL; |
|
|
|
if (readWholeSlice) |
|
{ |
|
readBox.xmin = readBox.ymin = readBox.zmin = 0; |
|
|
|
readBox.xmax = m_layout->m_slices[ desc->m_sliceIndex ].m_xSize; |
|
readBox.ymax = m_layout->m_slices[ desc->m_sliceIndex ].m_ySize; |
|
readBox.zmax = m_layout->m_slices[ desc->m_sliceIndex ].m_zSize; |
|
} |
|
else |
|
{ |
|
readBox = desc->m_req.m_region; |
|
} |
|
|
|
CGLMTex *pPrevTex = m_ctx->m_samplers[0].m_pBoundTex; |
|
m_ctx->BindTexToTMU( this, 0 ); // SelectTMU(n) is a side effect |
|
|
|
if (readWholeSlice) |
|
{ |
|
// make this work first.... then write the partial path |
|
// (Hmmmm, I don't think we will ever actually need a partial path - |
|
// since we have no notion of a partially valid slice of storage |
|
|
|
GLMTexFormatDesc *format = m_layout->m_format; |
|
GLenum target = m_layout->m_key.m_texGLTarget; |
|
|
|
if( readOnly ) |
|
{ |
|
data = (GLubyte*)(m_backing + m_layout->m_slices[ desc->m_sliceIndex ].m_storageOffset); // this would change for PBO |
|
//int sliceSize = m_layout->m_slices[ desc->m_sliceIndex ].m_storageSize; |
|
|
|
// interestingly enough, we can use the same path for both 2D and 3D fetch |
|
|
|
switch( target ) |
|
{ |
|
case GL_TEXTURE_CUBE_MAP: |
|
|
|
// adjust target to steer to the proper face, then fall through to the 2D texture path. |
|
target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + desc->m_req.m_face; |
|
case GL_TEXTURE_2D: |
|
case GL_TEXTURE_3D: |
|
{ |
|
// check compressed or not |
|
if (format->m_chunkSize != 1) |
|
{ |
|
// compressed path |
|
// http://www.opengl.org/sdk/docs/man/xhtml/glGetCompressedTexImage.xml |
|
gGL->glGetCompressedTexImage( target, // target |
|
desc->m_req.m_mip, // level |
|
data ); // destination |
|
} |
|
else |
|
{ |
|
// uncompressed path |
|
// http://www.opengl.org/sdk/docs/man/xhtml/glGetTexImage.xml |
|
gGL->glGetTexImage( target, // target |
|
desc->m_req.m_mip, // level |
|
format->m_glDataFormat, // dataformat |
|
format->m_glDataType, // datatype |
|
data ); // destination |
|
} |
|
} |
|
break; |
|
} |
|
} |
|
else |
|
{ |
|
gGL->glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, m_pbo); |
|
data = (GLubyte*)gGL->glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, m_layout->m_slices[ desc->m_sliceIndex ].m_storageSize, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT); |
|
} |
|
|
|
} |
|
else |
|
{ |
|
GLMStop(); |
|
} |
|
|
|
m_ctx->BindTexToTMU( pPrevTex, 0 ); |
|
|
|
return data; |
|
} |
|
|
|
// TexSubImage should work properly on every driver stack and GPU--enabling by default. |
|
ConVar gl_enabletexsubimage( "gl_enabletexsubimage", "1" ); |
|
|
|
void CGLMTex::WriteTexels( GLMTexLockDesc *desc, bool writeWholeSlice, bool noDataWrite ) |
|
{ |
|
//if ( m_nBindlessHashNumEntries ) |
|
// return; |
|
|
|
GLMRegion writeBox; |
|
|
|
bool needsExpand = false; |
|
char *expandTemp = NULL; |
|
|
|
switch( m_layout->m_format->m_d3dFormat) |
|
{ |
|
case D3DFMT_V8U8: |
|
{ |
|
needsExpand = true; |
|
writeWholeSlice = true; |
|
|
|
// shoot down client storage if we have to generate a new flavor of the data |
|
m_texClientStorage = false; |
|
} |
|
break; |
|
} |
|
|
|
if (writeWholeSlice) |
|
{ |
|
writeBox.xmin = writeBox.ymin = writeBox.zmin = 0; |
|
|
|
writeBox.xmax = m_layout->m_slices[ desc->m_sliceIndex ].m_xSize; |
|
writeBox.ymax = m_layout->m_slices[ desc->m_sliceIndex ].m_ySize; |
|
writeBox.zmax = m_layout->m_slices[ desc->m_sliceIndex ].m_zSize; |
|
} |
|
else |
|
{ |
|
writeBox = desc->m_req.m_region; |
|
} |
|
|
|
// first thing is to get the GL texture bound to a TMU, or just select one if already bound |
|
// to get this running we will just always slam TMU 0 and let the draw time code fix it back |
|
// a later optimization would be to hoist the bind call to the caller, do it exactly once |
|
|
|
CGLMTex *pPrevTex = m_ctx->m_samplers[0].m_pBoundTex; |
|
m_ctx->BindTexToTMU( this, 0 ); // SelectTMU(n) is a side effect |
|
|
|
GLMTexFormatDesc *format = m_layout->m_format; |
|
|
|
GLenum target = m_layout->m_key.m_texGLTarget; |
|
GLenum glDataFormat = format->m_glDataFormat; // this could change if expansion kicks in |
|
GLenum glDataType = format->m_glDataType; |
|
|
|
GLMTexLayoutSlice *slice = &m_layout->m_slices[ desc->m_sliceIndex ]; |
|
|
|
void *sliceAddress = NULL; |
|
|
|
if( m_mapped ) |
|
sliceAddress = m_mapped; |
|
else if( m_backing ) |
|
sliceAddress = m_backing + slice->m_storageOffset; |
|
|
|
// allow use of subimage if the target is texture2D and it has already been teximage'd |
|
bool mayUseSubImage = false; |
|
if ( (target==GL_TEXTURE_2D) && (m_sliceFlags[ desc->m_sliceIndex ] & kSliceValid) ) |
|
{ |
|
mayUseSubImage = gl_enabletexsubimage.GetInt() != 0; |
|
} |
|
|
|
// check flavor, 2D, 3D, or cube map |
|
// we also have the choice to use subimage if this is a tex already created. (open question as to benefit) |
|
|
|
|
|
// SRGB select. At this level (writetexels) we firmly obey the m_texFlags. |
|
// (mechanism not policy) |
|
|
|
GLenum intformat = (m_layout->m_key.m_texFlags & kGLMTexSRGB) ? format->m_glIntFormatSRGB : format->m_glIntFormat; |
|
if (CommandLine()->FindParm("-disable_srgbtex")) |
|
{ |
|
// force non srgb flavor - experiment to make ATI r600 happy on 10.5.8 (maybe x1600 too!) |
|
intformat = format->m_glIntFormat; |
|
} |
|
|
|
Assert( intformat != 0 ); |
|
|
|
if (m_layout->m_key.m_texFlags & kGLMTexSRGB) |
|
{ |
|
Assert( m_layout->m_format->m_glDataFormat != GL_DEPTH_COMPONENT ); |
|
Assert( m_layout->m_format->m_glDataFormat != GL_DEPTH_STENCIL_EXT ); |
|
Assert( m_layout->m_format->m_glDataFormat != GL_ALPHA ); |
|
} |
|
|
|
// adjust min and max mip written |
|
if (desc->m_req.m_mip > m_maxActiveMip) |
|
{ |
|
m_maxActiveMip = desc->m_req.m_mip; |
|
|
|
gGL->glTexParameteri( target, GL_TEXTURE_MAX_LEVEL, desc->m_req.m_mip); |
|
} |
|
|
|
if (desc->m_req.m_mip < m_minActiveMip) |
|
{ |
|
m_minActiveMip = desc->m_req.m_mip; |
|
|
|
gGL->glTexParameteri( target, GL_TEXTURE_BASE_LEVEL, desc->m_req.m_mip); |
|
} |
|
|
|
if (needsExpand && !m_mapped) |
|
{ |
|
int expandSize = 0; |
|
|
|
switch( m_layout->m_format->m_d3dFormat) |
|
{ |
|
case D3DFMT_V8U8: |
|
{ |
|
// figure out new size based on 3byte RGB format |
|
// easy, just take the two byte size and grow it by 50% |
|
expandSize = (slice->m_storageSize * 3) / 2; |
|
expandTemp = (char*)malloc( expandSize ); |
|
|
|
char *src = (char*)sliceAddress; |
|
char *dst = expandTemp; |
|
|
|
// transfer RG's to RGB's |
|
while(expandSize>0) |
|
{ |
|
*dst = *src++; // move first byte |
|
*dst = *src++; // move second byte |
|
*reinterpret_cast<uint8*>(dst) = 0xBB; // pad third byte |
|
|
|
expandSize -= 3; |
|
} |
|
|
|
// move the slice pointer |
|
sliceAddress = expandTemp; |
|
|
|
// change the data format we tell GL about |
|
glDataFormat = GL_RGB; |
|
} |
|
break; |
|
|
|
default: Assert(!"Don't know how to expand that format.."); |
|
} |
|
|
|
} |
|
|
|
// set up the client storage now, one way or another |
|
// If this extension isn't supported, we just end up with two copies of the texture, one in the GL and one in app memory. |
|
// So it's safe to just go on as if this extension existed and hold the possibly-unnecessary extra RAM. |
|
if (gGL->m_bHave_GL_APPLE_client_storage) |
|
{ |
|
gGL->glPixelStorei( GL_UNPACK_CLIENT_STORAGE_APPLE, m_texClientStorage ); |
|
} |
|
|
|
switch( target ) |
|
{ |
|
case GL_TEXTURE_CUBE_MAP: |
|
|
|
// adjust target to steer to the proper face, then fall through to the 2D texture path. |
|
target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + desc->m_req.m_face; |
|
|
|
case GL_TEXTURE_2D: |
|
{ |
|
// check compressed or not |
|
if (format->m_chunkSize != 1) |
|
{ |
|
Assert( writeWholeSlice ); //subimage not implemented in this path yet |
|
|
|
// compressed path |
|
// http://www.opengl.org/sdk/docs/man/xhtml/glCompressedTexImage2D.xml |
|
gGL->glCompressedTexImage2D( target, // target |
|
desc->m_req.m_mip, // level |
|
intformat, // internalformat - don't use format->m_glIntFormat because we have the SRGB select going on above |
|
slice->m_xSize, // width |
|
slice->m_ySize, // height |
|
0, // border |
|
slice->m_storageSize, // imageSize |
|
sliceAddress ); // data |
|
|
|
|
|
} |
|
else |
|
{ |
|
if (mayUseSubImage) |
|
{ |
|
// go subimage2D if it's a replacement, not a creation |
|
|
|
if( !m_mapped ) |
|
{ |
|
gGL->glPixelStorei( GL_UNPACK_ROW_LENGTH, slice->m_xSize ); // in pixels |
|
gGL->glPixelStorei( GL_UNPACK_SKIP_PIXELS, writeBox.xmin ); // in pixels |
|
gGL->glPixelStorei( GL_UNPACK_SKIP_ROWS, writeBox.ymin ); // in pixels |
|
|
|
gGL->glTexSubImage2D( target, |
|
desc->m_req.m_mip, // level |
|
writeBox.xmin, // xoffset into dest |
|
writeBox.ymin, // yoffset into dest |
|
writeBox.xmax - writeBox.xmin, // width (was slice->m_xSize) |
|
writeBox.ymax - writeBox.ymin, // height (was slice->m_ySize) |
|
glDataFormat, // format |
|
glDataType, // type |
|
sliceAddress // data (will be offsetted by the SKIP_PIXELS and SKIP_ROWS - let GL do the math to find the first source texel) |
|
); |
|
|
|
gGL->glPixelStorei( GL_UNPACK_ROW_LENGTH, 0 ); |
|
gGL->glPixelStorei( GL_UNPACK_SKIP_PIXELS, 0 ); |
|
gGL->glPixelStorei( GL_UNPACK_SKIP_ROWS, 0 ); |
|
} |
|
else |
|
{ |
|
gGL->glTexSubImage2D( target, |
|
desc->m_req.m_mip, // level |
|
writeBox.xmin, // xoffset into dest |
|
writeBox.ymin, // yoffset into dest |
|
writeBox.xmax - writeBox.xmin, // width (was slice->m_xSize) |
|
writeBox.ymax - writeBox.ymin, // height (was slice->m_ySize) |
|
glDataFormat, // format |
|
glDataType, // type |
|
0 |
|
); |
|
} |
|
} |
|
else |
|
{ |
|
if (m_layout->m_key.m_texFlags & kGLMTexRenderable) |
|
{ |
|
if (gl_rt_forcergba.GetInt()) |
|
{ |
|
if (glDataFormat == GL_BGRA) |
|
{ |
|
// change it |
|
glDataFormat = GL_RGBA; |
|
} |
|
} |
|
} |
|
|
|
// uncompressed path |
|
// http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/teximage2d.html |
|
gGL->glTexImage2D( target, // target |
|
desc->m_req.m_mip, // level |
|
intformat, // internalformat - don't use format->m_glIntFormat because we have the SRGB select going on above |
|
slice->m_xSize, // width |
|
slice->m_ySize, // height |
|
0, // border |
|
glDataFormat, // dataformat |
|
glDataType, // datatype |
|
noDataWrite ? NULL : sliceAddress ); // data (optionally suppressed in case ResetSRGB desires) |
|
|
|
if (m_layout->m_key.m_texFlags & kGLMTexMultisampled) |
|
{ |
|
if (gl_texmsaalog.GetInt()) |
|
{ |
|
printf( "\n == MSAA Tex %p %s : glTexImage2D for flat tex using intformat %s (%x)", this, m_debugLabel?m_debugLabel:"", GLMDecode( eGL_ENUM, intformat ), intformat ); |
|
printf( "\n" ); |
|
} |
|
} |
|
|
|
m_sliceFlags[ desc->m_sliceIndex ] |= kSliceValid; // for next time, we can subimage.. |
|
} |
|
} |
|
} |
|
break; |
|
|
|
case GL_TEXTURE_3D: |
|
{ |
|
// check compressed or not |
|
if (format->m_chunkSize != 1) |
|
{ |
|
// compressed path |
|
// http://www.opengl.org/sdk/docs/man/xhtml/glCompressedTexImage3D.xml |
|
|
|
gGL->glCompressedTexImage3D( target, // target |
|
desc->m_req.m_mip, // level |
|
intformat, // internalformat |
|
slice->m_xSize, // width |
|
slice->m_ySize, // height |
|
slice->m_zSize, // depth |
|
0, // border |
|
slice->m_storageSize, // imageSize |
|
sliceAddress ); // data |
|
} |
|
else |
|
{ |
|
gGL->glTexImage3D( target, // target |
|
desc->m_req.m_mip, // level |
|
intformat, // internalformat |
|
slice->m_xSize, // width |
|
slice->m_ySize, // height |
|
slice->m_zSize, // depth |
|
0, // border |
|
glDataFormat, // dataformat |
|
glDataType, // datatype |
|
noDataWrite ? NULL : sliceAddress ); // data (optionally suppressed in case ResetSRGB desires) |
|
} |
|
} |
|
break; |
|
} |
|
|
|
if (gGL->m_bHave_GL_APPLE_client_storage) |
|
{ |
|
gGL->glPixelStorei( GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE ); |
|
} |
|
|
|
if ( expandTemp ) |
|
{ |
|
free( expandTemp ); |
|
} |
|
|
|
m_ctx->BindTexToTMU( pPrevTex, 0 ); |
|
} |
|
|
|
|
|
void CGLMTex::Lock( GLMTexLockParams *params, char** addressOut, int* yStrideOut, int *zStrideOut ) |
|
{ |
|
#if GL_TELEMETRY_GPU_ZONES |
|
CScopedGLMPIXEvent glmPIXEvent( "CGLMTex::Lock" ); |
|
g_TelemetryGPUStats.m_nTotalTexLocksAndUnlocks++; |
|
#endif |
|
|
|
// locate appropriate slice in layout record |
|
int sliceIndex = CalcSliceIndex( params->m_face, params->m_mip ); |
|
|
|
GLMTexLayoutSlice *slice = &m_layout->m_slices[sliceIndex]; |
|
|
|
// obtain offset |
|
//int sliceBaseOffset = slice->m_storageOffset; |
|
|
|
// cross check region req against slice bounds - figure out if it matches, exceeds, or is less than the whole slice. |
|
char exceed = (params->m_region.xmin < 0) || (params->m_region.xmax > slice->m_xSize) || |
|
(params->m_region.ymin < 0) || (params->m_region.ymax > slice->m_ySize) || |
|
(params->m_region.zmin < 0) || (params->m_region.zmax > slice->m_zSize); |
|
|
|
char partial = (params->m_region.xmin > 0) || (params->m_region.xmax < slice->m_xSize) || |
|
(params->m_region.ymin > 0) || (params->m_region.ymax < slice->m_ySize) || |
|
(params->m_region.zmin > 0) || (params->m_region.zmax < slice->m_zSize); |
|
|
|
bool copyout = false; // set if a readback of the texture slice from GL is needed |
|
|
|
if (exceed) |
|
{ |
|
// illegal rect, out of bounds |
|
GLMStop(); |
|
} |
|
|
|
// on return, these things need to be true |
|
|
|
// a - there needs to be storage allocated, which we will return an address within |
|
// b - the region corresponding to the slice being locked, will have valid data there for the whole slice. |
|
// c - the slice is marked as locked |
|
// d - the params of the lock request have been saved in the lock table (in the context) |
|
|
|
// so step 1 is unambiguous. If there's no backing storage, make some. |
|
if (!m_backing) |
|
{ |
|
if ( gl_pow2_tempmem.GetBool() ) |
|
{ |
|
uint32_t unStoragePow2 = m_layout->m_storageTotalSize; |
|
// Round up to next power of 2 |
|
unStoragePow2--; |
|
unStoragePow2 |= unStoragePow2 >> 1; |
|
unStoragePow2 |= unStoragePow2 >> 2; |
|
unStoragePow2 |= unStoragePow2 >> 4; |
|
unStoragePow2 |= unStoragePow2 >> 8; |
|
unStoragePow2 |= unStoragePow2 >> 16; |
|
unStoragePow2++; |
|
m_backing = (char *)malloc( unStoragePow2 ); |
|
} |
|
else |
|
{ |
|
m_backing = (char *)malloc( m_layout->m_storageTotalSize ); |
|
} |
|
|
|
// clear the kSliceStorageValid bit on all slices |
|
for( int i=0; i<m_layout->m_sliceCount; i++) |
|
{ |
|
m_sliceFlags[i] &= ~kSliceStorageValid; |
|
} |
|
} |
|
|
|
// work on this slice now |
|
|
|
// storage is known to exist at this point, but we need to check if its contents are valid for this slice. |
|
// this is tracked per-slice so we don't hoist all the texels back out of GL across all slices if caller only |
|
// wanted to lock some of them. |
|
|
|
// (i.e. if we just alloced it, it's blank) |
|
// if storage is invalid, but the texture itself is valid, hoist the texels back to the storage and mark it valid. |
|
// if storage is invalid, and texture itself is also invalid, go ahead and mark storage as valid and fully dirty... to force teximage. |
|
|
|
// ???????????? we need to go over this more carefully re "slice valid" (it has been teximaged) vs "storage valid" (it has been copied out). |
|
|
|
unsigned char *sliceFlags = &m_sliceFlags[ sliceIndex ]; |
|
|
|
if (params->m_readback) |
|
{ |
|
// caller is letting us know that it wants to readback the real texels. |
|
*sliceFlags |= kSliceStorageValid; |
|
*sliceFlags |= kSliceValid; |
|
*sliceFlags &= ~(kSliceFullyDirty); |
|
copyout = true; |
|
} |
|
else |
|
{ |
|
// caller is pushing texels. |
|
if (! (*sliceFlags & kSliceStorageValid) ) |
|
{ |
|
// storage is invalid. check texture state |
|
if ( *sliceFlags & kSliceValid ) |
|
{ |
|
// kSliceValid set: the texture itself has a valid slice, but we don't have it in our backing copy, so copy it out. |
|
copyout = true; |
|
} |
|
else |
|
{ |
|
// kSliceValid not set: the texture does not have a valid slice to copy out - it hasn't been teximage'd yet. |
|
// set the "full dirty" bit to make sure we teximage the whole thing on unlock. |
|
*sliceFlags |= kSliceFullyDirty; |
|
|
|
// assert if they did not ask to lock the full slice size on this go-round |
|
if (partial) |
|
{ |
|
// choice here - |
|
// 1 - stop cold, we don't know how to subimage yet. |
|
// 2 - grin and bear it, mark whole slice dirty (ah, we already did... so, do nothing). |
|
// choice 2: // GLMStop(); |
|
} |
|
} |
|
|
|
// one way or another, upon reaching here the slice storage is valid for read. |
|
*sliceFlags |= kSliceStorageValid; |
|
} |
|
} |
|
|
|
|
|
// when we arrive here, there is storage, and the content of the storage for this slice is valid |
|
// (or zeroes if it's the first lock) |
|
|
|
// log the lock request in the context. |
|
int newdesc = m_ctx->m_texLocks.AddToTail(); |
|
|
|
GLMTexLockDesc *desc = &m_ctx->m_texLocks[newdesc]; |
|
|
|
desc->m_req = *params; |
|
desc->m_active = true; |
|
desc->m_sliceIndex = sliceIndex; |
|
desc->m_sliceBaseOffset = m_layout->m_slices[sliceIndex].m_storageOffset; |
|
|
|
// to calculate the additional offset we need to look at the rect's min corner |
|
// combined with the per-texel size and Y/Z stride |
|
// also cross check it for 4x multiple if there is compression in play |
|
|
|
int offsetInSlice = 0; |
|
int yStride = 0; |
|
int zStride = 0; |
|
|
|
CalcTexelDataOffsetAndStrides( sliceIndex, params->m_region.xmin, params->m_region.ymin, params->m_region.zmin, &offsetInSlice, &yStride, &zStride ); |
|
|
|
// for compressed case... |
|
// since there is presently no way to texsubimage a DXT when the rect does not cover the whole width, |
|
// we will probably need to inflate the dirty rect in the recorded lock req so that the entire span is |
|
// pushed across at unlock time. |
|
|
|
desc->m_sliceRegionOffset = offsetInSlice + desc->m_sliceBaseOffset; |
|
|
|
if ( copyout && ( (m_layout->m_key.m_texFlags & kGLMTexDynamic) || params->m_readonly ) ) |
|
{ |
|
*addressOut = (char*)ReadTexels( desc, true, params->m_readonly ); |
|
|
|
if( params->m_readonly == false ) |
|
m_mapped = (GLubyte*)*addressOut; |
|
} |
|
else |
|
{ |
|
*addressOut = m_backing + desc->m_sliceRegionOffset; |
|
} |
|
|
|
*yStrideOut = yStride; |
|
*zStrideOut = zStride; |
|
|
|
m_lockCount++; |
|
} |
|
|
|
void CGLMTex::Unlock( GLMTexLockParams *params ) |
|
{ |
|
#if GL_TELEMETRY_GPU_ZONES |
|
CScopedGLMPIXEvent glmPIXEvent( "CGLMTex::Unlock" ); |
|
g_TelemetryGPUStats.m_nTotalTexLocksAndUnlocks++; |
|
#endif |
|
|
|
// look for an active lock request on this face and mip (doesn't necessarily matter which one, if more than one) |
|
// and mark it inactive. |
|
// --> if you can't find one, fail. first line of defense against mismatched locks/unlocks.. |
|
|
|
int i=0; |
|
bool found = false; |
|
while( !found && (i<m_ctx->m_texLocks.Count()) ) |
|
{ |
|
GLMTexLockDesc *desc = &m_ctx->m_texLocks[i]; |
|
|
|
// is lock at index 'i' targeted at the texture/face/mip in question? |
|
if ( (desc->m_req.m_tex == this) && (desc->m_req.m_face == params->m_face) & (desc->m_req.m_mip == params->m_mip) && (desc->m_active) ) |
|
{ |
|
// matched and active, so retire it |
|
desc->m_active = false; |
|
|
|
// stop searching |
|
found = true; |
|
} |
|
i++; |
|
} |
|
|
|
if (!found) |
|
{ |
|
GLMStop(); // bad news |
|
} |
|
|
|
// found - so drop lock count |
|
m_lockCount--; |
|
|
|
if (m_lockCount <0) |
|
{ |
|
GLMStop(); // bad news |
|
} |
|
|
|
if (m_lockCount==0) |
|
{ |
|
// there should not be any active locks remaining on this texture. |
|
|
|
// motivation to defer all texel pushing til *all* open locks are closed out - |
|
// if/when we back the texture with a PBO, we will need to unmap that PBO before teximaging from it; |
|
// by waiting for all the locks to clear this gives us an unambiguous signal to act on. |
|
|
|
// scan through all the retired locks for this texture and push the texels for each one. |
|
// after each one is dispatched, remove it from the pile. |
|
|
|
int j=0; |
|
while( j<m_ctx->m_texLocks.Count() ) |
|
{ |
|
GLMTexLockDesc *desc = &m_ctx->m_texLocks[j]; |
|
|
|
if ( desc->m_req.m_tex == this ) |
|
{ |
|
// if it's active, something is wrong |
|
if (desc->m_active) |
|
{ |
|
GLMStop(); |
|
} |
|
|
|
// write the texels |
|
bool fullyDirty = false; |
|
|
|
fullyDirty |= ((m_sliceFlags[ desc->m_sliceIndex ] & kSliceFullyDirty) != 0); |
|
|
|
// this is not optimal and will result in full downloads on any dirty. |
|
// we're papering over the fact that subimage isn't done yet. |
|
// but this is safe if the slice of storage is all valid. |
|
|
|
// at some point we'll need to actually compare the lock box against the slice bounds. |
|
|
|
// fullyDirty |= (m_sliceFlags[ desc->m_sliceIndex ] & kSliceStorageValid); |
|
|
|
if( m_layout->m_key.m_texFlags & kGLMTexDynamic && m_mapped ) |
|
{ |
|
gGL->glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER); |
|
|
|
WriteTexels( desc, fullyDirty ); |
|
m_mapped = NULL; |
|
gGL->glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, 0); |
|
} |
|
else |
|
WriteTexels( desc, fullyDirty ); |
|
|
|
// logical place to trigger preloading |
|
// only do it for an RT tex, if it is not yet attached to any FBO. |
|
// also, only do it if the slice number is the last slice in the tex. |
|
if ( desc->m_sliceIndex == (m_layout->m_sliceCount-1) ) |
|
{ |
|
if ( !(m_layout->m_key.m_texFlags & kGLMTexRenderable) || (m_rtAttachCount==0) ) |
|
{ |
|
m_ctx->PreloadTex( this ); |
|
// printf("( slice %d of %d )", desc->m_sliceIndex, m_layout->m_sliceCount ); |
|
} |
|
} |
|
|
|
m_ctx->m_texLocks.FastRemove( j ); // remove from the pile, don't advance index |
|
} |
|
else |
|
{ |
|
j++; // move on to next one |
|
} |
|
} |
|
|
|
// clear the locked and full-dirty flags for all slices |
|
for( int slice=0; slice < m_layout->m_sliceCount; slice++) |
|
{ |
|
m_sliceFlags[slice] &= ~( kSliceLocked | kSliceFullyDirty ); |
|
} |
|
|
|
// The 3D texture upload code seems to rely on the host copy, probably |
|
// because it reuploads the whole thing each slice; we only use 3D textures |
|
// for the 32x32x32 colorpsace conversion lookups and debugging the problem |
|
// would not save any more memory. |
|
if ( !m_texClientStorage && ( m_texGLTarget == GL_TEXTURE_2D ) ) |
|
{ |
|
free(m_backing); |
|
m_backing = NULL; |
|
} |
|
} |
|
} |
|
|
|
#if defined( OSX ) |
|
|
|
void CGLMTex::HandleSRGBMismatch( bool srgb, int &srgbFlipCount ) |
|
{ |
|
bool srgbCapableTex = false; // not yet known |
|
bool renderableTex = false; // not yet known. |
|
|
|
srgbCapableTex = m_layout->m_format->m_glIntFormatSRGB != 0; |
|
renderableTex = ( m_layout->m_key.m_texFlags & kGLMTexRenderable ) != 0; |
|
// we can fix it if it's not a renderable, and an sRGB enabled format variation is available. |
|
|
|
if ( srgbCapableTex && !renderableTex ) |
|
{ |
|
char *texname = m_debugLabel; |
|
if (!texname) texname = "-"; |
|
|
|
m_srgbFlipCount++; |
|
|
|
#if GLMDEBUG |
|
//policy: print the ones that have flipped 1 or N times |
|
static bool print_allflips = CommandLine()->FindParm("-glmspewallsrgbflips"); |
|
static bool print_firstflips = CommandLine()->FindParm("-glmspewfirstsrgbflips"); |
|
static bool print_freqflips = CommandLine()->FindParm("-glmspewfreqsrgbflips"); |
|
static bool print_crawls = CommandLine()->FindParm("-glmspewsrgbcrawls"); |
|
static bool print_maxcrawls = CommandLine()->FindParm("-glmspewsrgbmaxcrawls"); |
|
bool print_it = false; |
|
|
|
if (print_allflips) |
|
{ |
|
print_it = true; |
|
} |
|
if (print_firstflips) // report on first flip |
|
{ |
|
print_it |= m_srgbFlipCount==1; |
|
} |
|
if (print_freqflips) // report on 50th flip |
|
{ |
|
print_it |= m_srgbFlipCount==50; |
|
} |
|
|
|
if ( print_it ) |
|
{ |
|
char *formatStr; |
|
formatStr = "srgb change (samp=%d): tex '%-30s' %08x %s (srgb=%d, %d times)"; |
|
|
|
if (strlen(texname) >= 30) |
|
{ |
|
formatStr = "srgb change (samp=%d): tex '%s' %08x %s (srgb=%d, %d times)"; |
|
} |
|
|
|
printf( "\n" ); |
|
printf( formatStr, index, texname, m_layout->m_layoutSummary, (int)srgb, m_srgbFlipCount ); |
|
|
|
#ifdef POSIX |
|
if (print_crawls) |
|
{ |
|
static char *interesting_crawl_substrs[] = { "CShader::OnDrawElements", NULL }; // add more as needed |
|
|
|
CStackCrawlParams cp; |
|
memset( &cp, 0, sizeof(cp) ); |
|
cp.m_frameLimit = 20; |
|
|
|
g_pLauncherMgr->GetStackCrawl(&cp); |
|
|
|
for( int i=0; i< cp.m_frameCount; i++) |
|
{ |
|
// for each row of crawl, decide if name is interesting |
|
bool hit = print_maxcrawls; |
|
|
|
for( char **match = interesting_crawl_substrs; (!hit) && (*match != NULL); match++) |
|
{ |
|
if (strstr(cp.m_crawlNames[i], *match)) |
|
{ |
|
hit = true; |
|
} |
|
} |
|
|
|
if (hit) |
|
{ |
|
printf( "\n\t%s", cp.m_crawlNames[i] ); |
|
} |
|
} |
|
printf( "\n"); |
|
} |
|
#endif |
|
} |
|
#endif // GLMDEBUG |
|
|
|
#if GLMDEBUG && 0 |
|
//"toi" = texture of interest |
|
static char s_toi[256] = "colorcorrection"; |
|
if (strstr( texname, s_toi )) |
|
{ |
|
// breakpoint on this if you like |
|
GLMPRINTF(( "srgb change %d for %s", m_srgbFlipCount, texname )); |
|
} |
|
#endif |
|
|
|
// re-submit the tex unless we're stifling it |
|
static bool s_nosrgbflips = CommandLine()->FindParm( "-glmnosrgbflips" ); |
|
if ( !s_nosrgbflips ) |
|
{ |
|
ResetSRGB( srgb, false ); |
|
} |
|
} |
|
else |
|
{ |
|
//GLMPRINTF(("-Z- srgb sampling conflict: NOT fixing tex %08x [%s] (srgb req: %d) because (tex-srgb-capable=%d tex-renderable=%d)", m_textures[index], m_textures[index]->m_tex->m_layout->m_layoutSummary, (int)glsamp->m_srgb, (int)srgbCapableTex, (int)renderableTex )); |
|
// we just leave the sampler state where it is, and that's life |
|
} |
|
} |
|
|
|
|
|
void CGLMTex::ResetSRGB( bool srgb, bool noDataWrite ) |
|
{ |
|
// see if requested SRGB state differs from the known one |
|
bool wasSRGB = (m_layout->m_key.m_texFlags & kGLMTexSRGB); |
|
GLMTexLayout *oldLayout = m_layout; // need to m_ctx->m_texLayoutTable->DelLayoutRef on this one if we flip |
|
|
|
if (srgb != wasSRGB) |
|
{ |
|
// we're going to need a new layout (though the storage size should be the same - check it) |
|
GLMTexLayoutKey newKey = m_layout->m_key; |
|
|
|
newKey.m_texFlags &= (~kGLMTexSRGB); // turn off that bit |
|
newKey.m_texFlags |= srgb ? kGLMTexSRGB : 0; // turn on that bit if it should be so |
|
|
|
// get new layout |
|
GLMTexLayout *newLayout = m_ctx->m_texLayoutTable->NewLayoutRef( &newKey ); |
|
|
|
// if SRGB requested, verify that the layout we just got can do it. |
|
// if it can't, delete the new layout ref and bail. |
|
if (srgb && (newLayout->m_format->m_glIntFormatSRGB == 0)) |
|
{ |
|
Assert( !"Can't enable SRGB mode on this format" ); |
|
m_ctx->m_texLayoutTable->DelLayoutRef( newLayout ); |
|
return; |
|
} |
|
|
|
// check sizes and fail if no match |
|
if( newLayout->m_storageTotalSize != oldLayout->m_storageTotalSize ) |
|
{ |
|
Assert( !"Bug: layout sizes don't match on SRGB change" ); |
|
m_ctx->m_texLayoutTable->DelLayoutRef( newLayout ); |
|
return; |
|
} |
|
|
|
// commit to new layout |
|
m_layout = newLayout; |
|
m_texGLTarget = m_layout->m_key.m_texGLTarget; |
|
|
|
// check same size |
|
Assert( m_layout->m_storageTotalSize == oldLayout->m_storageTotalSize ); |
|
|
|
Assert( newLayout != oldLayout ); |
|
|
|
// release old |
|
m_ctx->m_texLayoutTable->DelLayoutRef( oldLayout ); |
|
oldLayout = NULL; |
|
|
|
// force texel re-DL |
|
|
|
// note this messes with TMU 0 as side effect of WriteTexels |
|
// so we save and restore the TMU 0 binding first |
|
|
|
// since we're likely to be called in dxabstract when it is syncing sampler state, we can't go trampling the bindings. |
|
// a refinement would be to have each texture make a note of which TMU they're bound on, and just use that active TMU for DL instead of 0. |
|
CGLMTex *tmu0save = m_ctx->m_samplers[0].m_pBoundTex; |
|
|
|
for( int face=0; face <m_layout->m_faceCount; face++) |
|
{ |
|
for( int mip=0; mip <m_layout->m_mipCount; mip++) |
|
{ |
|
// we're not really going to lock, we're just going to rewrite the orig data |
|
GLMTexLockDesc desc; |
|
|
|
desc.m_req.m_tex = this; |
|
desc.m_req.m_face = face; |
|
desc.m_req.m_mip = mip; |
|
|
|
desc.m_sliceIndex = CalcSliceIndex( face, mip ); |
|
|
|
GLMTexLayoutSlice *slice = &m_layout->m_slices[ desc.m_sliceIndex ]; |
|
|
|
desc.m_req.m_region.xmin = desc.m_req.m_region.ymin = desc.m_req.m_region.zmin = 0; |
|
desc.m_req.m_region.xmax = slice->m_xSize; |
|
desc.m_req.m_region.ymax = slice->m_ySize; |
|
desc.m_req.m_region.zmax = slice->m_zSize; |
|
|
|
desc.m_sliceBaseOffset = slice->m_storageOffset; // doesn't really matter... we're just pushing zeroes.. |
|
desc.m_sliceRegionOffset = 0; |
|
|
|
WriteTexels( &desc, true, noDataWrite ); // write whole slice. and avoid pushing real bits if the caller requests (RT's) |
|
} |
|
} |
|
|
|
// put it back |
|
m_ctx->BindTexToTMU( tmu0save, 0 ); |
|
} |
|
} |
|
#endif |
|
|
|
bool CGLMTex::IsRBODirty() const |
|
{ |
|
return m_nLastResolvedBatchCounter != m_ctx->m_nBatchCounter; |
|
} |
|
|
|
void CGLMTex::ForceRBONonDirty() |
|
{ |
|
m_nLastResolvedBatchCounter = m_ctx->m_nBatchCounter; |
|
} |
|
|
|
void CGLMTex::ForceRBODirty() |
|
{ |
|
m_nLastResolvedBatchCounter = m_ctx->m_nBatchCounter - 1; |
|
}
|
|
|