godot/drivers/gles3/storage/texture_storage.h
Rémi Verschelde f8ab79e68a Zero initialize all pointer class and struct members
This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
2022-04-04 19:49:50 +02:00

390 lines
13 KiB
C++

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