overte-HifiExperiments/libraries/gpu-gl-common/src/gpu/gl/GLBackendTexture.cpp
2018-09-12 15:04:35 -07:00

81 lines
2.8 KiB
C++

//
// GLBackendTexture.cpp
// libraries/gpu/src/gpu
//
// Created by Sam Gateau on 1/19/2015.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "GLBackend.h"
#include "GLTexture.h"
using namespace gpu;
using namespace gpu::gl;
GLuint GLBackend::getTextureID(const TexturePointer& texture) {
GLTexture* object = syncGPUObject(texture);
if (!object) {
return 0;
}
return object->_id;
}
GLTexture* GLBackend::syncGPUObject(const TexturePointer& texturePointer) {
const Texture& texture = *texturePointer;
// Special case external textures
if (TextureUsageType::EXTERNAL == texture.getUsageType()) {
Texture::ExternalUpdates updates = texture.getUpdates();
if (!updates.empty()) {
Texture::ExternalRecycler recycler = texture.getExternalRecycler();
Q_ASSERT(recycler);
// Discard any superfluous updates
while (updates.size() > 1) {
const auto& update = updates.front();
// Superfluous updates will never have been read, but we want to ensure the previous
// writes to them are complete before they're written again, so return them with the
// same fences they arrived with. This can happen on any thread because no GL context
// work is involved
recycler(update.first, update.second);
updates.pop_front();
}
// The last texture remaining is the one we'll use to create the GLTexture
const auto& update = updates.front();
// Check for a fence, and if it exists, inject a wait into the command stream, then destroy the fence
if (update.second) {
GLsync fence = static_cast<GLsync>(update.second);
glWaitSync(fence, 0, GL_TIMEOUT_IGNORED);
glDeleteSync(fence);
}
// Create the new texture object (replaces any previous texture object)
new GLExternalTexture(shared_from_this(), texture, update.first);
}
// Return the texture object (if any) associated with the texture, without extensive logic
// (external textures are
return Backend::getGPUObject<GLTexture>(texture);
}
return nullptr;
}
void GLBackend::do_generateTextureMips(const Batch& batch, size_t paramOffset) {
const auto& resourceTexture = batch._textures.get(batch._params[paramOffset + 0]._uint);
if (!resourceTexture) {
return;
}
// DO not transfer the texture, this call is expected for rendering texture
GLTexture* object = syncGPUObject(resourceTexture);
if (!object) {
return;
}
object->generateMips();
}