//============ Copyright (c) Valve Corporation, All rights reserved. ============ // // cglmtex.cpp // //=============================================================================== #include "togl/rendermechanism.h" #include "tier0/icommandline.h" #include "glmtexinlines.h" // memdbgon -must- be the last include file in a .cpp file. #include "tier0/memdbgon.h" #if defined(OSX) #include "appframework/ilaunchermgr.h" extern ILauncherMgr *g_pLauncherMgr; #endif //=============================================================================== #if GLMDEBUG CGLMTex *g_pFirstCGMLTex; #endif #define TEXSPACE_LOGGING 0 // encoding layout to an index where the bits read // 4 : 1 if compressed // 2 : 1 if not power of two // 1 : 1 if mipmapped bool pwroftwo (int val ) { return (val & (val-1)) == 0; } int sEncodeLayoutAsIndex( GLMTexLayoutKey *key ) { int index = 0; if (key->m_texFlags & kGLMTexMipped) { index |= 1; } if ( ! ( pwroftwo(key->m_xSize) && pwroftwo(key->m_ySize) && pwroftwo(key->m_zSize) ) ) { // if not all power of two index |= 2; } if (GetFormatDesc( key->m_texFormat )->m_chunkSize >1 ) { index |= 4; } return index; } static unsigned long g_texGlobalBytes[8]; //=============================================================================== const GLMTexFormatDesc g_formatDescTable[] = { // not yet handled by this table: // D3DFMT_INDEX16, D3DFMT_VERTEXDATA // D3DFMT_INDEX32, // WTF { D3DFMT_R5G6R5 ???, GL_RGB, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 1, 2 }, // WTF { D3DFMT_A ???, GL_ALPHA8, GL_ALPHA, GL_UNSIGNED_BYTE, 1, 1 }, // ??? D3DFMT_V8U8, // ??? D3DFMT_Q8W8V8U8, // ??? D3DFMT_X8L8V8U8, // ??? D3DFMT_R32F, // ??? D3DFMT_D24X4S4 unsure how to handle or if it is ever used.. // ??? D3DFMT_D15S1 ever used ? // ??? D3DFMT_D24X8 ever used? // summ-name d3d-format gl-int-format gl-int-format-srgb gl-data-format gl-data-type chunksize, bytes-per-sqchunk { "_D16", D3DFMT_D16, GL_DEPTH_COMPONENT16, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 1, 2 }, { "_D24X8", D3DFMT_D24X8, GL_DEPTH_COMPONENT24, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 1, 4 }, // ??? unsure on this one { "_D24S8", D3DFMT_D24S8, GL_DEPTH24_STENCIL8_EXT, 0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 1, 4 }, { "_A8R8G8B8", D3DFMT_A8R8G8B8, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 1, 4 }, { "_A4R4G4B4", D3DFMT_A4R4G4B4, GL_RGBA4, 0, GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 1, 2 }, { "_X8R8G8B8", D3DFMT_X8R8G8B8, GL_RGB8, GL_SRGB8_EXT, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 1, 4 }, { "_X1R5G5B5", D3DFMT_X1R5G5B5, GL_RGB5, 0, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 1, 2 }, { "_A1R5G5B5", D3DFMT_A1R5G5B5, GL_RGB5_A1, 0, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 1, 2 }, { "_L8", D3DFMT_L8, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, GL_LUMINANCE, GL_UNSIGNED_BYTE, 1, 1 }, { "_A8L8", D3DFMT_A8L8, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 1, 2 }, { "_DXT1", D3DFMT_DXT1, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_S3TC_DXT1_EXT, GL_RGB, GL_UNSIGNED_BYTE, 4, 8 }, { "_DXT3", D3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, GL_RGBA, GL_UNSIGNED_BYTE, 4, 16 }, { "_DXT5", D3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, GL_RGBA, GL_UNSIGNED_BYTE, 4, 16 }, { "_A16B16G16R16F", D3DFMT_A16B16G16R16F, GL_RGBA16F_ARB, 0, GL_RGBA, GL_HALF_FLOAT_ARB, 1, 8 }, { "_A16B16G16R16", D3DFMT_A16B16G16R16, GL_RGBA16, 0, GL_RGBA, GL_UNSIGNED_SHORT, 1, 8 }, // 16bpc integer tex { "_A32B32G32R32F", D3DFMT_A32B32G32R32F, GL_RGBA32F_ARB, 0, GL_RGBA, GL_FLOAT, 1, 16 }, { "_R8G8B8", D3DFMT_R8G8B8, GL_RGB8, GL_SRGB8_EXT, GL_BGR, GL_UNSIGNED_BYTE, 1, 3 }, { "_A8", D3DFMT_A8, GL_ALPHA8, 0, GL_ALPHA, GL_UNSIGNED_BYTE, 1, 1 }, { "_R5G6B5", D3DFMT_R5G6B5, GL_RGB, GL_SRGB_EXT, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 1, 2 }, // fakey tex formats: the stated GL format and the memory layout may not agree (U8V8 for example) // _Q8W8V8U8 we just pass through as RGBA bytes. Shader does scale/bias fix { "_Q8W8V8U8", D3DFMT_Q8W8V8U8, GL_RGBA8, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 1, 4 }, // straight ripoff of D3DFMT_A8R8G8B8 // U8V8 is exposed to the client as 2-bytes per texel, but we download it as 3-byte RGB. // WriteTexels needs to do that conversion from rg8 to rgb8 in order to be able to download it correctly { "_V8U8", D3DFMT_V8U8, GL_RGB8, 0, GL_RG, GL_BYTE, 1, 2 }, { "_R32F", D3DFMT_R32F, GL_R32F, GL_R32F, GL_RED, GL_FLOAT, 1, 4 }, { "_A2R10G10B10", D3DFMT_A2R10G10B10, GL_RGB10_A2, GL_RGB10_A2, GL_RGBA, GL_UNSIGNED_INT_10_10_10_2, 1, 4 }, { "_A2B10G10R10", D3DFMT_A2B10G10R10, GL_RGB10_A2, GL_RGB10_A2, GL_BGRA, GL_UNSIGNED_INT_10_10_10_2, 1, 4 }, /* // NV shadow depth tex D3DFMT_NV_INTZ = 0x5a544e49, // MAKEFOURCC('I','N','T','Z') D3DFMT_NV_RAWZ = 0x5a574152, // MAKEFOURCC('R','A','W','Z') // NV null tex D3DFMT_NV_NULL = 0x4c4c554e, // MAKEFOURCC('N','U','L','L') // ATI shadow depth tex D3DFMT_ATI_D16 = 0x36314644, // MAKEFOURCC('D','F','1','6') D3DFMT_ATI_D24S8 = 0x34324644, // MAKEFOURCC('D','F','2','4') // ATI 1N and 2N compressed tex D3DFMT_ATI_2N = 0x32495441, // MAKEFOURCC('A', 'T', 'I', '2') D3DFMT_ATI_1N = 0x31495441, // MAKEFOURCC('A', 'T', 'I', '1') */ }; int g_formatDescTableCount = sizeof(g_formatDescTable) / sizeof( g_formatDescTable[0] ); const GLMTexFormatDesc *GetFormatDesc( D3DFORMAT format ) { for( int i=0; i= range) DebuggerBreak(); *valuebuf = (*valuebuf << width) | scaled; } // return true if successful bool GLMGenTexels( GLMGenTexelParams *params ) { unsigned char chunkbuf[256]; // can't think of any chunk this big.. const GLMTexFormatDesc *format = GetFormatDesc( params->m_format ); if (!format) { return FALSE; // fail } // this section just generates one square chunk in the desired format unsigned long *temp32 = (unsigned long*)chunkbuf; unsigned int chunksize = 0; // we can sanity check against the format table with this switch( params->m_format ) { // comment shows byte order in RAM // lowercase is bit arrangement in a byte case D3DFMT_A8R8G8B8: // B G R A InsertTexelComponentFixed( params->a, 8, temp32 ); // A is inserted first and winds up at most significant bits after insertions follow InsertTexelComponentFixed( params->r, 8, temp32 ); InsertTexelComponentFixed( params->g, 8, temp32 ); InsertTexelComponentFixed( params->b, 8, temp32 ); chunksize = 4; break; case D3DFMT_A4R4G4B4: // [ggggbbbb] [aaaarrrr] RA (nibbles) InsertTexelComponentFixed( params->a, 4, temp32 ); InsertTexelComponentFixed( params->r, 4, temp32 ); InsertTexelComponentFixed( params->g, 4, temp32 ); InsertTexelComponentFixed( params->b, 4, temp32 ); chunksize = 2; break; case D3DFMT_X8R8G8B8: // B G R X InsertTexelComponentFixed( 0.0, 8, temp32 ); InsertTexelComponentFixed( params->r, 8, temp32 ); InsertTexelComponentFixed( params->g, 8, temp32 ); InsertTexelComponentFixed( params->b, 8, temp32 ); chunksize = 4; break; case D3DFMT_X1R5G5B5: // [gggbbbbb] [xrrrrrgg] InsertTexelComponentFixed( 0.0, 1, temp32 ); InsertTexelComponentFixed( params->r, 5, temp32 ); InsertTexelComponentFixed( params->g, 5, temp32 ); InsertTexelComponentFixed( params->b, 5, temp32 ); chunksize = 2; break; case D3DFMT_A1R5G5B5: // [gggbbbbb] [arrrrrgg] InsertTexelComponentFixed( params->a, 1, temp32 ); InsertTexelComponentFixed( params->r, 5, temp32 ); InsertTexelComponentFixed( params->g, 5, temp32 ); InsertTexelComponentFixed( params->b, 5, temp32 ); chunksize = 2; break; case D3DFMT_L8: // L // caller, use R for L InsertTexelComponentFixed( params->r, 8, temp32 ); chunksize = 1; break; case D3DFMT_A8L8: // L A // caller, use R for L and A for A InsertTexelComponentFixed( params->a, 8, temp32 ); InsertTexelComponentFixed( params->r, 8, temp32 ); chunksize = 2; break; case D3DFMT_R8G8B8: // B G R InsertTexelComponentFixed( params->r, 8, temp32 ); InsertTexelComponentFixed( params->g, 8, temp32 ); InsertTexelComponentFixed( params->b, 8, temp32 ); chunksize = 3; break; case D3DFMT_A8: // A InsertTexelComponentFixed( params->a, 8, temp32 ); chunksize = 1; break; case D3DFMT_R5G6B5: // [gggbbbbb] [rrrrrggg] InsertTexelComponentFixed( params->r, 5, temp32 ); InsertTexelComponentFixed( params->g, 6, temp32 ); InsertTexelComponentFixed( params->b, 5, temp32 ); chunksize = 2; break; case D3DFMT_DXT1: { memset( temp32, 0, 8 ); // zap 8 bytes // two 565 RGB words followed by 32 bits of 2-bit interp values for a 4x4 block // we write the same color to both slots and all zeroes for the mask (one color total) unsigned long dxt1_color = 0; // generate one such word and clone it InsertTexelComponentFixed( params->r, 5, &dxt1_color ); InsertTexelComponentFixed( params->g, 6, &dxt1_color ); InsertTexelComponentFixed( params->b, 5, &dxt1_color ); // dupe dxt1_color = dxt1_color | (dxt1_color<<16); // write into chunkbuf *(unsigned long*)&chunkbuf[0] = dxt1_color; // color mask bits after that are already set to all zeroes. chunk is done. chunksize = 8; } break; case D3DFMT_DXT3: { memset( temp32, 0, 16 ); // zap 16 bytes // eight bytes of alpha (16 4-bit alpha nibbles) // followed by a DXT1 block unsigned long dxt3_alpha = 0; for( int i=0; i<8; i++) { // splat same alpha through block InsertTexelComponentFixed( params->a, 4, &dxt3_alpha ); } unsigned long dxt3_color = 0; // generate one such word and clone it InsertTexelComponentFixed( params->r, 5, &dxt3_color ); InsertTexelComponentFixed( params->g, 6, &dxt3_color ); InsertTexelComponentFixed( params->b, 5, &dxt3_color ); // dupe dxt3_color = dxt3_color | (dxt3_color<<16); // write into chunkbuf *(unsigned long*)&chunkbuf[0] = dxt3_alpha; *(unsigned long*)&chunkbuf[4] = dxt3_alpha; *(unsigned long*)&chunkbuf[8] = dxt3_color; *(unsigned long*)&chunkbuf[12] = dxt3_color; chunksize = 16; } break; case D3DFMT_DXT5: { memset( temp32, 0, 16 ); // zap 16 bytes // DXT5 has 8 bytes of compressed alpha, then 8 bytes of compressed RGB like DXT1. // the 8 alpha bytes are 2 bytes of endpoint alpha values, then 16x3 bits of interpolants. // so to write a single alpha value, just figure out the value, store it in both the first two bytes then store zeroes. InsertTexelComponentFixed( params->a, 8, (unsigned long*)&chunkbuf[0] ); InsertTexelComponentFixed( params->a, 8, (unsigned long*)&chunkbuf[0] ); // rest of the alpha mask was already zeroed. // now do colors unsigned long dxt5_color = 0; // generate one such word and clone it InsertTexelComponentFixed( params->r, 5, &dxt5_color ); InsertTexelComponentFixed( params->g, 6, &dxt5_color ); InsertTexelComponentFixed( params->b, 5, &dxt5_color ); // dupe dxt5_color = dxt5_color | (dxt5_color<<16); // write into chunkbuf *(unsigned long*)&chunkbuf[8] = dxt5_color; *(unsigned long*)&chunkbuf[12] = dxt5_color; chunksize = 16; } break; case D3DFMT_A32B32G32R32F: { *(float*)&chunkbuf[0] = params->r; *(float*)&chunkbuf[4] = params->g; *(float*)&chunkbuf[8] = params->b; *(float*)&chunkbuf[12] = params->a; chunksize = 16; } break; case D3DFMT_A16B16G16R16: memset( chunkbuf, 0, 8 ); // R and G wind up in the first 32 bits // B and A wind up in the second 32 bits InsertTexelComponentFixed( params->a, 16, (unsigned long*)&chunkbuf[4] ); // winds up as MSW of second word (note [4]) - thus last in RAM InsertTexelComponentFixed( params->b, 16, (unsigned long*)&chunkbuf[4] ); InsertTexelComponentFixed( params->g, 16, (unsigned long*)&chunkbuf[0] ); InsertTexelComponentFixed( params->r, 16, (unsigned long*)&chunkbuf[0] ); // winds up as LSW of first word, thus first in RAM chunksize = 8; break; // not done yet //case D3DFMT_D16: //case D3DFMT_D24X8: //case D3DFMT_D24S8: //case D3DFMT_A16B16G16R16F: default: return FALSE; // fail break; } // once the chunk buffer is filled.. // sanity check the reported chunk size. if (static_cast(chunksize) != format->m_bytesPerSquareChunk) { DebuggerBreak(); return FALSE; } // verify that the amount you want to write will not exceed the limit byte count unsigned long destByteCount = chunksize * params->m_chunkCount; if (static_cast(destByteCount) > params->m_byteCountLimit) { DebuggerBreak(); return FALSE; } // write the bytes. unsigned char *destP = (unsigned char*)params->m_dest; for( int chunk=0; chunk < params->m_chunkCount; chunk++) { for( uint byteindex = 0; byteindex < chunksize; byteindex++) { *destP++ = chunkbuf[byteindex]; } } params->m_bytesWritten = destP - (unsigned char*)params->m_dest; return TRUE; } //=============================================================================== bool LessFunc_GLMTexLayoutKey( const GLMTexLayoutKey &a, const GLMTexLayoutKey &b ) { #define DO_LESS(fff) if (a.fff != b.fff) { return (a.fff< b.fff); } DO_LESS(m_texGLTarget); DO_LESS(m_texFormat); DO_LESS(m_texFlags); DO_LESS(m_texSamples); DO_LESS(m_xSize); DO_LESS(m_ySize) DO_LESS(m_zSize); #undef DO_LESS 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; im_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. // for MTGL friendliness, we should generate our own names at some point.. gGL->glGenTextures( 1, &m_texName ); m_pBlitSrcFBO = NULL; m_pBlitDstFBO = NULL; // 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. // if not an RT, create backing storage and fill it if ( !(layout->m_key.m_texFlags & kGLMTexRenderable) ) { m_backing = (char *)malloc( m_layout->m_storageTotalSize ); memset( m_backing, 0, 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 == m_layout->m_mipCount ) ) ) { for( int face=0; face m_faceCount; face++) { for( int mip=0; mip 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 ) { gGL->glDeleteTextures( 1, &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; } 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 values into chunks. Z isn't chunked. // assert if any of them are not multiples of a chunk. int chunkx = x / format->m_chunkSize; int chunky = y / format->m_chunkSize; if ( (chunkx * format->m_chunkSize) != x) { GLMStop(); } if ( (chunky * format->m_chunkSize) != y) { GLMStop(); } offset = chunkx * format->m_bytesPerSquareChunk; // lateral offset offset += (chunky * yStride); // chunk row offset offset += (z * zStride); // should be zero for 2D tex } *offsetOut = offset; *yStrideOut = yStride; *zStrideOut = zStride; } void CGLMTex::ReadTexels( GLMTexLockDesc *desc, bool readWholeSlice ) { GLMRegion readBox; 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; void *sliceAddress = 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 sliceAddress ); // 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 sliceAddress ); // destination } } break; } } else { GLMStop(); } m_ctx->BindTexToTMU( pPrevTex, 0 ); } // 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 = m_backing ? (m_backing + slice->m_storageOffset) : NULL; // this would change for PBO // 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) { 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(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 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 ); /* //http://www.opengl.org/sdk/docs/man/xhtml/glTexSubImage2D.xml glTexSubImage2D( target, desc->m_req.m_mip, // level 0, // xoffset 0, // yoffset slice->m_xSize, // width slice->m_ySize, // height glDataFormat, // format glDataType, // type sliceAddress // data ); */ } 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 { // uncompressed path // http://www.opengl.org/sdk/docs/man/xhtml/glTexImage3D.xml 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) { m_backing = (char *)malloc( m_layout->m_storageTotalSize ); memset( m_backing, 0, m_layout->m_storageTotalSize ); // clear the kSliceStorageValid bit on all slices for( int i=0; im_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) { // read the whole slice // (odds are we'll never request anything but a whole slice to be read..) ReadTexels( desc, true ); } // this would be a good place to fill with scrub value if in debug... *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 && (im_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( jm_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); 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++; //policy: print the ones that have flipped 1 or N times bool print_allflips = CommandLine()->FindParm("-glmspewallsrgbflips"); bool print_firstflips = CommandLine()->FindParm("-glmspewfirstsrgbflips"); bool print_freqflips = CommandLine()->FindParm("-glmspewfreqsrgbflips"); bool print_crawls = CommandLine()->FindParm("-glmspewsrgbcrawls"); 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 } #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 if (!CommandLine()->FindParm( "-glmnosrgbflips" )) { 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_faceCount; face++) { for( int mip=0; mip 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; }