/* * Copyright 2019-2021 Diligent Graphics LLC * Copyright 2015-2019 Egor Yusov * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * * In no event and under no legal theory, whether in tort (including negligence), * contract, or otherwise, unless required by applicable law (such as deliberate * and grossly negligent acts) or agreed to in writing, shall any Contributor be * liable for any damages, including any direct, indirect, special, incidental, * or consequential damages of any character arising as a result of this License or * out of the use or inability to use the software (including but not limited to damages * for loss of goodwill, work stoppage, computer failure or malfunction, or any and * all other commercial damages or losses), even if such Contributor has been advised * of the possibility of such damages. */ #pragma once #include "EngineGLImplTraits.hpp" #include "TextureBase.hpp" #include "TextureViewGLImpl.hpp" // Required by TextureBase #include "GLObjectWrapper.hpp" #include "AsyncWritableResource.hpp" #include "GLContextState.hpp" namespace Diligent { /// Base implementation of a texture object in OpenGL backend. class TextureBaseGL : public TextureBase, public AsyncWritableResource { public: using TTextureBase = TextureBase; using ViewImplType = TextureViewGLImpl; TextureBaseGL(IReferenceCounters* pRefCounters, FixedBlockMemoryAllocator& TexViewObjAllocator, RenderDeviceGLImpl* pDeviceGL, const TextureDesc& TexDesc, GLenum BindTarget, const TextureData* pInitData = nullptr, bool bIsDeviceInternal = false); TextureBaseGL(IReferenceCounters* pRefCounters, FixedBlockMemoryAllocator& TexViewObjAllocator, RenderDeviceGLImpl* pDeviceGL, GLContextState& GLState, const TextureDesc& TexDesc, GLuint GLTextureHandle, GLenum BindTarget, bool bIsDeviceInternal); /// Initializes a dummy texture (dummy textures are used by the swap chain to /// proxy default framebuffer). TextureBaseGL(IReferenceCounters* pRefCounters, FixedBlockMemoryAllocator& TexViewObjAllocator, RenderDeviceGLImpl* pDeviceGL, const TextureDesc& TexDesc, bool bIsDeviceInternal); ~TextureBaseGL(); virtual void DILIGENT_CALL_TYPE QueryInterface(const INTERFACE_ID& IID, IObject** ppInterface) override; const GLObjectWrappers::GLTextureObj& GetGLHandle() const { return m_GlTexture; } /// Implementation of ITextureGL::GetBindTarget(). virtual GLenum DILIGENT_CALL_TYPE GetBindTarget() const override final { return m_BindTarget; } GLenum GetGLTexFormat() const { return m_GLTexFormat; } __forceinline void TextureMemoryBarrier(MEMORY_BARRIER RequiredBarriers, class GLContextState& GLContextState); virtual void AttachToFramebuffer(const struct TextureViewDesc& ViewDesc, GLenum AttachmentPoint) = 0; void CopyData(DeviceContextGLImpl* pDeviceCtxGL, TextureBaseGL* pSrcTextureGL, Uint32 SrcMipLevel, Uint32 SrcSlice, const Box* pSrcBox, Uint32 DstMipLevel, Uint32 DstSlice, Uint32 DstX, Uint32 DstY, Uint32 DstZ); /// Implementation of ITextureGL::GetGLTextureHandle(). virtual GLuint DILIGENT_CALL_TYPE GetGLTextureHandle() override final { return GetGLHandle(); } /// Implementation of ITexture::GetNativeHandle() in OpenGL backend. virtual void* DILIGENT_CALL_TYPE GetNativeHandle() override final { return reinterpret_cast(static_cast(GetGLTextureHandle())); } virtual void UpdateData(class GLContextState& CtxState, Uint32 MipLevel, Uint32 Slice, const Box& DstBox, const TextureSubResData& SubresData) = 0; static constexpr Uint32 PBOOffsetAlignment = 4; IBuffer* GetPBO() { return m_pPBO; } protected: virtual void CreateViewInternal(const struct TextureViewDesc& ViewDesc, ITextureView** ppView, bool bIsDefaultView) override; void SetDefaultGLParameters(); GLObjectWrappers::GLTextureObj m_GlTexture; RefCntAutoPtr m_pPBO; // For staging textures const GLenum m_BindTarget; const GLenum m_GLTexFormat; //Uint32 m_uiMapTarget; }; void TextureBaseGL::TextureMemoryBarrier(MEMORY_BARRIER RequiredBarriers, GLContextState& GLContextState) { #if GL_ARB_shader_image_load_store # ifdef DILIGENT_DEBUG { constexpr Uint32 TextureBarriers = MEMORY_BARRIER_ALL_TEXTURE_BARRIERS; VERIFY((RequiredBarriers & TextureBarriers) != 0, "At least one texture memory barrier flag should be set"); VERIFY((RequiredBarriers & ~TextureBarriers) == 0, "Inappropriate texture memory barrier flag"); } # endif GLContextState.EnsureMemoryBarrier(RequiredBarriers, this); #endif } } // namespace Diligent