/* * 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 /// \file /// Declaration of DynamicTextureAtlas interface and related data structures #include "../../GraphicsEngine/interface/RenderDevice.h" #include "../../GraphicsEngine/interface/DeviceContext.h" #include "../../GraphicsEngine/interface/Texture.h" #include "../../../Common/interface/BasicMath.hpp" namespace Diligent { struct IDynamicTextureAtlas; // {F7ACDCFB-074F-4E31-94C5-DD4C988E4532} static const INTERFACE_ID IID_TextureAtlasSuballocation = {0xf7acdcfb, 0x74f, 0x4e31, {0x94, 0xc5, 0xdd, 0x4c, 0x98, 0x8e, 0x45, 0x32}}; // {00E1D6FA-47B4-4062-B96C-D3E191A02351} static const INTERFACE_ID IID_DynamicTextureAtlas = {0xe1d6fa, 0x47b4, 0x4062, {0xb9, 0x6c, 0xd3, 0xe1, 0x91, 0xa0, 0x23, 0x51}}; /// Dynamic texture atlas suballocation. struct ITextureAtlasSuballocation : public IObject { /// Returns the suballocation origin. virtual uint2 GetOrigin() const = 0; /// Returns the suballocation slice. virtual Uint32 GetSlice() const = 0; /// Returns the suballocation size. virtual uint2 GetSize() const = 0; /// Returns the texture coordinate scale (xy) and bias (zw). virtual float4 GetUVScaleBias() const = 0; /// Returns the pointer to the parent texture atlas. virtual IDynamicTextureAtlas* GetAtlas() = 0; /// Stores a pointer to the user-provided data object, which /// may later be retreived through GetUserData(). /// /// \param [in] pUserData - Pointer to the user data object to store. /// /// \note The method is not thread-safe and an application /// must externally synchronize the access. virtual void SetUserData(IObject* pUserData) = 0; /// Returns the pointer to the user data object previously /// set with SetUserData() method. /// /// \return Pointer to the user data object virtual IObject* GetUserData() const = 0; }; /// Dynamic texture atlas. struct IDynamicTextureAtlas : public IObject { /// Returns the pointer to the internal texture object. /// \param[in] pDevice - Pointer to the render device that will be used to /// create a new internal texture array, if necessary. /// \param[in] pContext - Pointer to the device context that will be used to /// copy existing contents to the new texture array, if /// necessary. /// /// \remarks If the internal texture needs to be resized, pDevice and pContext will /// be used to create a new texture and copy existing contents to it. /// /// The method is not thread safe. An application must externally synchronize /// the access. virtual ITexture* GetTexture(IRenderDevice* pDevice, IDeviceContext* pContext) = 0; /// Performs suballocation from the atlas. /// \param[in] Width - Suballocation width. /// \param[in] Height - Suballocation height. /// \param[out] ppSuballocation - Memory location where pointer to the new suballocation will be /// stored. /// /// \remarks The method is thread-safe and can be called from multiple threads simultaneously. /// /// Internal texture array may need to be extended after the allocation happend. /// An application may call GetTexture() to ensure that the texture is resized and old /// contents is copied. virtual void Allocate(Uint32 Width, Uint32 Height, ITextureAtlasSuballocation** ppSuballocation) = 0; /// Returns the texture atlas description virtual const TextureDesc& GetAtlasDesc() const = 0; /// Returns internal texture array version. The version is incremented every time /// the array is expanded. virtual Uint32 GetVersion() const = 0; }; /// Dynamic texture atlas create information. struct DynamicTextureAtlasCreateInfo { /// Texture description /// Texture type must be 2D or 2D array. When the type is /// texture 2D, resizes will be disabled. TextureDesc Desc; /// Texture region allocation granularity. /// The width and height of the texture region will be aligned to the /// TextureGranularity value. /// Texture granularity must be power of two. Uint32 TextureGranularity = 128; /// The number of extra slices. /// When non-zero, the array will be expanded by the specified number of slices every time /// there is insufficient space. If zero, the array size will be doubled when /// more space is needed. Uint32 ExtraSliceCount = 0; /// Maximum number of slices in texture array. Uint32 MaxSliceCount = 2048; /// Allocation granularity for ITextureAtlasSuballocation objects. /// Texture atlas uses FixedBlockMemoryAllocator to allocate instances /// of ITextureAtlasSuballocation implementation class. This memeber defines /// the number of objects in one page. Uint32 SuballocationObjAllocationGranularity = 64; }; /// Creates a new dynamic texture atlas. /// \param[in] pDevice - Pointer to the render device that will be used to create internal /// texture array. If this parameter is null, the texture will be created /// when GetTexture() is called. /// \param[in] CreateInfo - Atlas create info, see Diligent::DynamicTextureAtlasCreateInfo. /// \param[in] ppAtlas - Memory location where pointer to the texture atlas object will be written. void CreateDynamicTextureAtlas(IRenderDevice* pDevice, const DynamicTextureAtlasCreateInfo& CreateInfo, IDynamicTextureAtlas** ppAtlas); } // namespace Diligent