mirror of
https://github.com/JulianGro/overte.git
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Merge pull request #7554 from jherico/load_stutter2
Addressing stuttering in the frame while loading content - Part 2
This commit is contained in:
commit
08a19c0471
18 changed files with 554 additions and 234 deletions
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@ -1253,6 +1253,9 @@ void Application::initializeGL() {
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// Where the gpuContext is initialized and where the TRUE Backend is created and assigned
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gpu::Context::init<gpu::GLBackend>();
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_gpuContext = std::make_shared<gpu::Context>();
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// The gpu context can make child contexts for transfers, so
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// we need to restore primary rendering context
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_offscreenContext->makeCurrent();
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initDisplay();
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qCDebug(interfaceapp, "Initialized Display.");
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@ -12,7 +12,7 @@ const QSurfaceFormat& getDefaultOpenGLSurfaceFormat() {
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// Qt Quick may need a depth and stencil buffer. Always make sure these are available.
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format.setDepthBufferSize(DEFAULT_GL_DEPTH_BUFFER_BITS);
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format.setStencilBufferSize(DEFAULT_GL_STENCIL_BUFFER_BITS);
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format.setVersion(4, 1);
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format.setVersion(4, 5);
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#ifdef DEBUG
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format.setOption(QSurfaceFormat::DebugContext);
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#endif
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@ -27,7 +27,7 @@ const QGLFormat& getDefaultGLFormat() {
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static QGLFormat glFormat;
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static std::once_flag once;
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std::call_once(once, [] {
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glFormat.setVersion(4, 1);
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glFormat.setVersion(4, 5);
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glFormat.setProfile(QGLFormat::CoreProfile); // Requires >=Qt-4.8.0
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glFormat.setSampleBuffers(false);
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glFormat.setDepth(false);
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@ -83,3 +83,8 @@ void OffscreenGLCanvas::doneCurrent() {
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QObject* OffscreenGLCanvas::getContextObject() {
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return _context;
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}
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void OffscreenGLCanvas::moveToThreadWithContext(QThread* thread) {
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moveToThread(thread);
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_context->moveToThread(thread);
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}
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@ -26,6 +26,7 @@ public:
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bool create(QOpenGLContext* sharedContext = nullptr);
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bool makeCurrent();
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void doneCurrent();
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void moveToThreadWithContext(QThread* thread);
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QOpenGLContext* getContext() {
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return _context;
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}
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@ -6,8 +6,10 @@
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "OglplusHelpers.h"
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#include <QSharedPointer>
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#include <set>
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#include <oglplus/shapes/plane.hpp>
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#include <oglplus/shapes/sky_box.hpp>
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using namespace oglplus;
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using namespace oglplus::shapes;
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@ -20,11 +22,13 @@ uniform mat4 mvp = mat4(1);
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in vec3 Position;
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in vec2 TexCoord;
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out vec3 vPosition;
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out vec2 vTexCoord;
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void main() {
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gl_Position = mvp * vec4(Position, 1);
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vTexCoord = TexCoord ;
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vTexCoord = TexCoord;
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vPosition = Position;
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}
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)VS";
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@ -35,7 +39,9 @@ static const char * SIMPLE_TEXTURED_FS = R"FS(#version 410 core
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uniform sampler2D sampler;
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uniform float alpha = 1.0;
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in vec3 vPosition;
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in vec2 vTexCoord;
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out vec4 FragColor;
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void main() {
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@ -47,12 +53,38 @@ void main() {
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)FS";
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static const char * SIMPLE_TEXTURED_CUBEMAP_FS = R"FS(#version 410 core
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#pragma line __LINE__
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uniform samplerCube sampler;
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uniform float alpha = 1.0;
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in vec3 vPosition;
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in vec3 vTexCoord;
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out vec4 FragColor;
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void main() {
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FragColor = texture(sampler, vPosition);
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FragColor.a *= alpha;
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}
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)FS";
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ProgramPtr loadDefaultShader() {
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ProgramPtr result;
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compileProgram(result, SIMPLE_TEXTURED_VS, SIMPLE_TEXTURED_FS);
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return result;
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}
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ProgramPtr loadCubemapShader() {
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ProgramPtr result;
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compileProgram(result, SIMPLE_TEXTURED_VS, SIMPLE_TEXTURED_CUBEMAP_FS);
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return result;
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}
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void compileProgram(ProgramPtr & result, const std::string& vs, const std::string& fs) {
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using namespace oglplus;
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try {
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@ -93,6 +125,10 @@ ShapeWrapperPtr loadPlane(ProgramPtr program, float aspect) {
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);
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}
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ShapeWrapperPtr loadSkybox(ProgramPtr program) {
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return ShapeWrapperPtr(new shapes::ShapeWrapper({ { "Position" } }, shapes::SkyBox(), *program));
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}
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// Return a point's cartesian coordinates on a sphere from pitch and yaw
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static glm::vec3 getPoint(float yaw, float pitch) {
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return glm::vec3(glm::cos(-pitch) * (-glm::sin(yaw)),
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@ -37,7 +37,6 @@
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#include <oglplus/bound/framebuffer.hpp>
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#include <oglplus/bound/renderbuffer.hpp>
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#include <oglplus/shapes/wrapper.hpp>
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#include <oglplus/shapes/plane.hpp>
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#ifdef _WIN32
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#pragma warning(pop)
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@ -55,7 +54,9 @@ using ProgramPtr = std::shared_ptr<oglplus::Program>;
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using Mat4Uniform = oglplus::Uniform<mat4>;
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ProgramPtr loadDefaultShader();
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ProgramPtr loadCubemapShader();
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void compileProgram(ProgramPtr & result, const std::string& vs, const std::string& fs);
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ShapeWrapperPtr loadSkybox(ProgramPtr program);
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ShapeWrapperPtr loadPlane(ProgramPtr program, float aspect = 1.0f);
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ShapeWrapperPtr loadSphereSection(ProgramPtr program, float fov = PI / 3.0f * 2.0f, float aspect = 16.0f / 9.0f, int slices = 32, int stacks = 32);
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@ -13,6 +13,9 @@
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#include <QOpenGLContext>
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QOpenGLContext* QOpenGLContextWrapper::currentContext() {
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return QOpenGLContext::currentContext();
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}
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QOpenGLContextWrapper::QOpenGLContextWrapper() :
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_context(new QOpenGLContext)
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@ -19,7 +19,6 @@ class QSurfaceFormat;
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class QOpenGLContextWrapper {
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public:
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QOpenGLContextWrapper();
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void setFormat(const QSurfaceFormat& format);
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bool create();
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void swapBuffers(QSurface* surface);
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@ -27,6 +26,8 @@ public:
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void doneCurrent();
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void setShareContext(QOpenGLContext* otherContext);
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static QOpenGLContext* currentContext();
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QOpenGLContext* getContext() {
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return _context;
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}
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@ -125,6 +125,7 @@ GLBackend::GLBackend() {
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glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &_uboAlignment);
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initInput();
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initTransform();
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initTextureTransferHelper();
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}
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GLBackend::~GLBackend() {
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@ -24,6 +24,8 @@
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namespace gpu {
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class GLTextureTransferHelper;
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class GLBackend : public Backend {
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// Context Backend static interface required
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@ -35,7 +37,6 @@ class GLBackend : public Backend {
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explicit GLBackend(bool syncCache);
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GLBackend();
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public:
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virtual ~GLBackend();
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virtual void render(Batch& batch);
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@ -75,25 +76,63 @@ public:
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class GLTexture : public GPUObject {
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public:
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Stamp _storageStamp;
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Stamp _contentStamp;
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GLuint _texture;
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GLenum _target;
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const Stamp _storageStamp;
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Stamp _contentStamp { 0 };
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const GLuint _texture;
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const GLenum _target;
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GLTexture();
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GLTexture(const gpu::Texture& gpuTexture);
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~GLTexture();
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void setSize(GLuint size);
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GLuint size() const { return _size; }
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enum SyncState {
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// The texture is currently undergoing no processing, although it's content
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// may be out of date, or it's storage may be invalid relative to the
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// owning GPU texture
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Idle,
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// The texture has been queued for transfer to the GPU
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Pending,
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// The texture has been transferred to the GPU, but is awaiting
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// any post transfer operations that may need to occur on the
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// primary rendering thread
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Transferred,
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};
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void setSyncState(SyncState syncState) { _syncState = syncState; }
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SyncState getSyncState() const { return _syncState; }
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// Is the storage out of date relative to the gpu texture?
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bool isInvalid() const;
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// Is the content out of date relative to the gpu texture?
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bool isOutdated() const;
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// Is the texture in a state where it can be rendered with no work?
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bool isReady() const;
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// Move the image bits from the CPU to the GPU
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void transfer() const;
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// Execute any post-move operations that must occur only on the main thread
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void postTransfer();
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static const size_t CUBE_NUM_FACES = 6;
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static const GLenum CUBE_FACE_LAYOUT[6];
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private:
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GLuint _size;
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void transferMip(GLenum target, const Texture::PixelsPointer& mip) const;
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const GLuint _size;
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// The owning texture
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const Texture& _gpuTexture;
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std::atomic<SyncState> _syncState { SyncState::Idle };
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};
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static GLTexture* syncGPUObject(const Texture& texture);
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static GLTexture* syncGPUObject(const TexturePointer& texture);
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static GLuint getTextureID(const TexturePointer& texture, bool sync = true);
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// very specific for now
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static void syncSampler(const Sampler& sampler, Texture::Type type, GLTexture* object);
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static void syncSampler(const Sampler& sampler, Texture::Type type, const GLTexture* object);
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class GLShader : public GPUObject {
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public:
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@ -241,6 +280,11 @@ protected:
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void renderPassTransfer(Batch& batch);
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void renderPassDraw(Batch& batch);
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void initTextureTransferHelper();
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static void transferGPUObject(const TexturePointer& texture);
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static std::shared_ptr<GLTextureTransferHelper> _textureTransferHelper;
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// Draw Stage
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void do_draw(Batch& batch, size_t paramOffset);
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void do_drawIndexed(Batch& batch, size_t paramOffset);
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@ -484,6 +528,7 @@ protected:
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typedef void (GLBackend::*CommandCall)(Batch&, size_t);
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static CommandCall _commandCalls[Batch::NUM_COMMANDS];
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};
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};
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@ -83,7 +83,7 @@ GLBackend::GLFramebuffer* GLBackend::syncGPUObject(const Framebuffer& framebuffe
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for (auto& b : framebuffer.getRenderBuffers()) {
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surface = b._texture;
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if (surface) {
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gltexture = GLBackend::syncGPUObject(*surface);
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gltexture = GLBackend::syncGPUObject(surface);
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} else {
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gltexture = nullptr;
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}
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@ -123,7 +123,7 @@ GLBackend::GLFramebuffer* GLBackend::syncGPUObject(const Framebuffer& framebuffe
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if (framebuffer.getDepthStamp() != object->_depthStamp) {
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auto surface = framebuffer.getDepthStencilBuffer();
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if (framebuffer.hasDepthStencil() && surface) {
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gltexture = GLBackend::syncGPUObject(*surface);
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gltexture = GLBackend::syncGPUObject(surface);
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}
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if (gltexture) {
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@ -255,7 +255,7 @@ void GLBackend::do_setResourceTexture(Batch& batch, size_t paramOffset) {
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_stats._RSNumTextureBounded++;
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// Always make sure the GLObject is in sync
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GLTexture* object = GLBackend::syncGPUObject(*resourceTexture);
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GLTexture* object = GLBackend::syncGPUObject(resourceTexture);
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if (object) {
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GLuint to = object->_texture;
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GLuint target = object->_target;
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@ -9,19 +9,79 @@
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "GPULogging.h"
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#include <QtCore/QThread>
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#include "GLBackendShared.h"
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#include "GLTexelFormat.h"
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#include "GLBackendTextureTransfer.h"
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using namespace gpu;
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GLBackend::GLTexture::GLTexture() :
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_storageStamp(0),
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_contentStamp(0),
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_texture(0),
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_target(GL_TEXTURE_2D),
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_size(0)
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GLenum gpuToGLTextureType(const Texture& texture) {
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switch (texture.getType()) {
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case Texture::TEX_2D:
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return GL_TEXTURE_2D;
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break;
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case Texture::TEX_CUBE:
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return GL_TEXTURE_CUBE_MAP;
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break;
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default:
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qFatal("Unsupported texture type");
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}
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Q_UNREACHABLE();
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return GL_TEXTURE_2D;
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}
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GLuint allocateSingleTexture() {
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GLuint result;
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glGenTextures(1, &result);
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return result;
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}
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const GLenum GLBackend::GLTexture::CUBE_FACE_LAYOUT[6] = {
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GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
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};
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// Create the texture and allocate storage
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GLBackend::GLTexture::GLTexture(const Texture& texture) :
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_storageStamp(texture.getStamp()), _texture(allocateSingleTexture()),
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_target(gpuToGLTextureType(texture)), _size((GLuint)texture.getSize()), _gpuTexture(texture)
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{
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Backend::incrementTextureGPUCount();
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Backend::updateTextureGPUMemoryUsage(0, _size);
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Backend::setGPUObject(texture, this);
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GLsizei width = texture.getWidth();
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GLsizei height = texture.getHeight();
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GLsizei levels = 1;
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if (texture.maxMip() > 0) {
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if (texture.isAutogenerateMips()) {
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while ((width | height) >> levels) {
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++levels;
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}
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}
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levels = std::max(1, std::min(texture.maxMip() + 1, levels));
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}
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GLTexelFormat texelFormat = GLTexelFormat::evalGLTexelFormat(texture.getTexelFormat());
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withPreservedTexture(_target, [&] {
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glBindTexture(_target, _texture);
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(void)CHECK_GL_ERROR();
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// GO through the process of allocating the correct storage
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if (GLEW_VERSION_4_2) {
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glTexStorage2D(_target, levels, texelFormat.internalFormat, width, height);
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} else {
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glTexImage2D(_target, 0, texelFormat.internalFormat, width, height, 0, texelFormat.format, texelFormat.type, 0);
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}
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(void)CHECK_GL_ERROR();
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syncSampler(texture.getSampler(), texture.getType(), this);
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(void)CHECK_GL_ERROR();
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});
|
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}
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GLBackend::GLTexture::~GLTexture() {
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|
@ -32,199 +92,163 @@ GLBackend::GLTexture::~GLTexture() {
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Backend::decrementTextureGPUCount();
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}
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void GLBackend::GLTexture::setSize(GLuint size) {
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Backend::updateTextureGPUMemoryUsage(_size, size);
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_size = size;
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bool GLBackend::GLTexture::isInvalid() const {
|
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return _storageStamp < _gpuTexture.getStamp();
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}
|
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|
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GLBackend::GLTexture* GLBackend::syncGPUObject(const Texture& texture) {
|
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GLTexture* object = Backend::getGPUObject<GLBackend::GLTexture>(texture);
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bool GLBackend::GLTexture::isOutdated() const {
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return _contentStamp < _gpuTexture.getDataStamp();
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}
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// If GPU object already created and in sync
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bool needUpdate = false;
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if (object && (object->_storageStamp == texture.getStamp())) {
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// If gpu object info is in sync with sysmem version
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if (object->_contentStamp >= texture.getDataStamp()) {
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// Then all good, GPU object is ready to be used
|
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return object;
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} else {
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// Need to update the content of the GPU object from the source sysmem of the texture
|
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needUpdate = true;
|
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}
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} else if (!texture.isDefined()) {
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bool GLBackend::GLTexture::isReady() const {
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// If we have an invalid texture, we're never ready
|
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if (isInvalid()) {
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return false;
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}
|
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|
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// If we're out of date, but the transfer is in progress, report ready
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// as a special case
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auto syncState = _syncState.load();
|
||||
|
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if (isOutdated()) {
|
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return Pending == syncState;
|
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}
|
||||
|
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return Idle == syncState;
|
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}
|
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|
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//#define USE_PBO
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|
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// Move content bits from the CPU to the GPU for a given mip / face
|
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void GLBackend::GLTexture::transferMip(GLenum target, const Texture::PixelsPointer& mip) const {
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GLTexelFormat texelFormat = GLTexelFormat::evalGLTexelFormat(_gpuTexture.getTexelFormat(), mip->getFormat());
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#ifdef USE_PBO
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GLuint pixelBufferID;
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glGenBuffers(1, &pixelBufferID);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pixelBufferID);
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//if (GLEW_VERSION_4_4) {
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// glBufferStorage(GL_PIXEL_UNPACK_BUFFER, mip->getSize(), nullptr, GL_STREAM_DRAW);
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||||
//} else {
|
||||
glBufferData(GL_PIXEL_UNPACK_BUFFER, mip->getSize(), nullptr, GL_STREAM_DRAW);
|
||||
//}
|
||||
void* mappedBuffer = glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY);
|
||||
memcpy(mappedBuffer, mip->readData(), mip->getSize());
|
||||
//// use while PBO is still bound, assumes GL_TEXTURE_2D and offset 0
|
||||
glTexSubImage2D(target, 0, 0, 0, _gpuTexture.getWidth(), _gpuTexture.getHeight(), texelFormat.format, texelFormat.type, 0);
|
||||
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
|
||||
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
|
||||
glDeleteBuffers(1, &pixelBufferID);
|
||||
#else
|
||||
//glTexImage2D(target, 0, internalFormat, texture.getWidth(), texture.getHeight(), 0, texelFormat.format, texelFormat.type, bytes);
|
||||
glTexSubImage2D(target, 0, 0, 0, _gpuTexture.getWidth(), _gpuTexture.getHeight(), texelFormat.format, texelFormat.type, mip->readData());
|
||||
(void)CHECK_GL_ERROR();
|
||||
#endif
|
||||
}
|
||||
|
||||
// Move content bits from the CPU to the GPU
|
||||
void GLBackend::GLTexture::transfer() const {
|
||||
PROFILE_RANGE(__FUNCTION__);
|
||||
qDebug() << "Transferring texture: " << _texture;
|
||||
// Need to update the content of the GPU object from the source sysmem of the texture
|
||||
if (_contentStamp >= _gpuTexture.getDataStamp()) {
|
||||
return;
|
||||
}
|
||||
|
||||
glBindTexture(_target, _texture);
|
||||
// GO through the process of allocating the correct storage and/or update the content
|
||||
switch (_gpuTexture.getType()) {
|
||||
case Texture::TEX_2D:
|
||||
if (_gpuTexture.isStoredMipFaceAvailable(0)) {
|
||||
transferMip(GL_TEXTURE_2D, _gpuTexture.accessStoredMipFace(0));
|
||||
}
|
||||
break;
|
||||
|
||||
case Texture::TEX_CUBE:
|
||||
// transfer pixels from each faces
|
||||
for (uint8_t f = 0; f < CUBE_NUM_FACES; f++) {
|
||||
if (_gpuTexture.isStoredMipFaceAvailable(0, f)) {
|
||||
transferMip(CUBE_FACE_LAYOUT[f], _gpuTexture.accessStoredMipFace(0, f));
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
qCWarning(gpulogging) << __FUNCTION__ << " case for Texture Type " << _gpuTexture.getType() << " not supported";
|
||||
break;
|
||||
}
|
||||
|
||||
if (_gpuTexture.isAutogenerateMips()) {
|
||||
glGenerateMipmap(_target);
|
||||
(void)CHECK_GL_ERROR();
|
||||
}
|
||||
}
|
||||
|
||||
// Do any post-transfer operations that might be required on the main context / rendering thread
|
||||
void GLBackend::GLTexture::postTransfer() {
|
||||
setSyncState(GLTexture::Idle);
|
||||
// At this point the mip pixels have been loaded, we can notify the gpu texture to abandon it's memory
|
||||
switch (_gpuTexture.getType()) {
|
||||
case Texture::TEX_2D:
|
||||
_gpuTexture.notifyMipFaceGPULoaded(0, 0);
|
||||
break;
|
||||
|
||||
case Texture::TEX_CUBE:
|
||||
for (uint8_t f = 0; f < CUBE_NUM_FACES; ++f) {
|
||||
_gpuTexture.notifyMipFaceGPULoaded(0, f);
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
qCWarning(gpulogging) << __FUNCTION__ << " case for Texture Type " << _gpuTexture.getType() << " not supported";
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
GLBackend::GLTexture* GLBackend::syncGPUObject(const TexturePointer& texturePointer) {
|
||||
const Texture& texture = *texturePointer;
|
||||
if (!texture.isDefined()) {
|
||||
// NO texture definition yet so let's avoid thinking
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// If the object hasn't been created, or the object definition is out of date, drop and re-create
|
||||
GLTexture* object = Backend::getGPUObject<GLBackend::GLTexture>(texture);
|
||||
if (object && object->isReady()) {
|
||||
return object;
|
||||
}
|
||||
|
||||
// Object isn't ready, check what we need to do...
|
||||
|
||||
// Create the texture if need be (force re-creation if the storage stamp changes
|
||||
// for easier use of immutable storage)
|
||||
if (!object || object->isInvalid()) {
|
||||
// This automatically destroys the old texture
|
||||
object = new GLTexture(texture);
|
||||
}
|
||||
|
||||
// need to have a gpu object?
|
||||
if (!object) {
|
||||
object = new GLTexture();
|
||||
glGenTextures(1, &object->_texture);
|
||||
(void) CHECK_GL_ERROR();
|
||||
Backend::setGPUObject(texture, object);
|
||||
if (texture.getNumSlices() != 1) {
|
||||
return object;
|
||||
}
|
||||
|
||||
// GO through the process of allocating the correct storage and/or update the content
|
||||
switch (texture.getType()) {
|
||||
case Texture::TEX_2D: {
|
||||
if (texture.getNumSlices() == 1) {
|
||||
GLint boundTex = -1;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &boundTex);
|
||||
glBindTexture(GL_TEXTURE_2D, object->_texture);
|
||||
|
||||
if (needUpdate) {
|
||||
if (texture.isStoredMipFaceAvailable(0)) {
|
||||
Texture::PixelsPointer mip = texture.accessStoredMipFace(0);
|
||||
const GLvoid* bytes = mip->readData();
|
||||
Element srcFormat = mip->getFormat();
|
||||
|
||||
GLTexelFormat texelFormat = GLTexelFormat::evalGLTexelFormat(texture.getTexelFormat(), srcFormat);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, object->_texture);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0,
|
||||
texelFormat.internalFormat, texture.getWidth(), texture.getHeight(), 0,
|
||||
texelFormat.format, texelFormat.type, bytes);
|
||||
|
||||
if (texture.isAutogenerateMips()) {
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
}
|
||||
|
||||
object->_target = GL_TEXTURE_2D;
|
||||
|
||||
syncSampler(texture.getSampler(), texture.getType(), object);
|
||||
|
||||
|
||||
// At this point the mip piels have been loaded, we can notify
|
||||
texture.notifyMipFaceGPULoaded(0, 0);
|
||||
|
||||
object->_contentStamp = texture.getDataStamp();
|
||||
}
|
||||
} else {
|
||||
const GLvoid* bytes = 0;
|
||||
Element srcFormat = texture.getTexelFormat();
|
||||
if (texture.isStoredMipFaceAvailable(0)) {
|
||||
Texture::PixelsPointer mip = texture.accessStoredMipFace(0);
|
||||
|
||||
bytes = mip->readData();
|
||||
srcFormat = mip->getFormat();
|
||||
|
||||
object->_contentStamp = texture.getDataStamp();
|
||||
}
|
||||
|
||||
GLTexelFormat texelFormat = GLTexelFormat::evalGLTexelFormat(texture.getTexelFormat(), srcFormat);
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0,
|
||||
texelFormat.internalFormat, texture.getWidth(), texture.getHeight(), 0,
|
||||
texelFormat.format, texelFormat.type, bytes);
|
||||
|
||||
if (bytes && texture.isAutogenerateMips()) {
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
}
|
||||
object->_target = GL_TEXTURE_2D;
|
||||
|
||||
syncSampler(texture.getSampler(), texture.getType(), object);
|
||||
|
||||
// At this point the mip pixels have been loaded, we can notify
|
||||
texture.notifyMipFaceGPULoaded(0, 0);
|
||||
|
||||
object->_storageStamp = texture.getStamp();
|
||||
object->_contentStamp = texture.getDataStamp();
|
||||
object->setSize((GLuint)texture.getSize());
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, boundTex);
|
||||
}
|
||||
break;
|
||||
// Object might be outdated, if so, start the transfer
|
||||
// (outdated objects that are already in transfer will have reported 'true' for ready()
|
||||
if (object->isOutdated()) {
|
||||
_textureTransferHelper->transferTexture(texturePointer);
|
||||
}
|
||||
case Texture::TEX_CUBE: {
|
||||
if (texture.getNumSlices() == 1) {
|
||||
GLint boundTex = -1;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &boundTex);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, object->_texture);
|
||||
const int NUM_FACES = 6;
|
||||
const GLenum FACE_LAYOUT[] = {
|
||||
GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
|
||||
GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
|
||||
GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z };
|
||||
if (needUpdate) {
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, object->_texture);
|
||||
|
||||
// transfer pixels from each faces
|
||||
for (int f = 0; f < NUM_FACES; f++) {
|
||||
if (texture.isStoredMipFaceAvailable(0, f)) {
|
||||
Texture::PixelsPointer mipFace = texture.accessStoredMipFace(0, f);
|
||||
Element srcFormat = mipFace->getFormat();
|
||||
GLTexelFormat texelFormat = GLTexelFormat::evalGLTexelFormat(texture.getTexelFormat(), srcFormat);
|
||||
|
||||
glTexSubImage2D(FACE_LAYOUT[f], 0, texelFormat.internalFormat, texture.getWidth(), texture.getWidth(), 0,
|
||||
texelFormat.format, texelFormat.type, (GLvoid*) (mipFace->readData()));
|
||||
|
||||
// At this point the mip pixels have been loaded, we can notify
|
||||
texture.notifyMipFaceGPULoaded(0, f);
|
||||
}
|
||||
}
|
||||
|
||||
if (texture.isAutogenerateMips()) {
|
||||
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
}
|
||||
|
||||
object->_target = GL_TEXTURE_CUBE_MAP;
|
||||
|
||||
syncSampler(texture.getSampler(), texture.getType(), object);
|
||||
|
||||
object->_contentStamp = texture.getDataStamp();
|
||||
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, object->_texture);
|
||||
|
||||
// transfer pixels from each faces
|
||||
for (int f = 0; f < NUM_FACES; f++) {
|
||||
if (texture.isStoredMipFaceAvailable(0, f)) {
|
||||
Texture::PixelsPointer mipFace = texture.accessStoredMipFace(0, f);
|
||||
Element srcFormat = mipFace->getFormat();
|
||||
GLTexelFormat texelFormat = GLTexelFormat::evalGLTexelFormat(texture.getTexelFormat(), srcFormat);
|
||||
|
||||
glTexImage2D(FACE_LAYOUT[f], 0, texelFormat.internalFormat, texture.getWidth(), texture.getWidth(), 0,
|
||||
texelFormat.format, texelFormat.type, (GLvoid*) (mipFace->readData()));
|
||||
|
||||
// At this point the mip pixels have been loaded, we can notify
|
||||
texture.notifyMipFaceGPULoaded(0, f);
|
||||
}
|
||||
}
|
||||
|
||||
if (texture.isAutogenerateMips()) {
|
||||
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
} else {
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
}
|
||||
|
||||
object->_target = GL_TEXTURE_CUBE_MAP;
|
||||
|
||||
syncSampler(texture.getSampler(), texture.getType(), object);
|
||||
|
||||
object->_storageStamp = texture.getStamp();
|
||||
object->_contentStamp = texture.getDataStamp();
|
||||
object->setSize((GLuint)texture.getSize());
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, boundTex);
|
||||
}
|
||||
break;
|
||||
if (GLTexture::Transferred == object->getSyncState()) {
|
||||
object->postTransfer();
|
||||
}
|
||||
default:
|
||||
qCDebug(gpulogging) << "GLBackend::syncGPUObject(const Texture&) case for Texture Type " << texture.getType() << " not supported";
|
||||
}
|
||||
(void) CHECK_GL_ERROR();
|
||||
|
||||
return object;
|
||||
}
|
||||
|
||||
std::shared_ptr<GLTextureTransferHelper> GLBackend::_textureTransferHelper;
|
||||
|
||||
void GLBackend::initTextureTransferHelper() {
|
||||
_textureTransferHelper = std::make_shared<GLTextureTransferHelper>();
|
||||
}
|
||||
|
||||
GLuint GLBackend::getTextureID(const TexturePointer& texture, bool sync) {
|
||||
if (!texture) {
|
||||
|
@ -232,7 +256,7 @@ GLuint GLBackend::getTextureID(const TexturePointer& texture, bool sync) {
|
|||
}
|
||||
GLTexture* object { nullptr };
|
||||
if (sync) {
|
||||
object = GLBackend::syncGPUObject(*texture);
|
||||
object = GLBackend::syncGPUObject(texture);
|
||||
} else {
|
||||
object = Backend::getGPUObject<GLBackend::GLTexture>(*texture);
|
||||
}
|
||||
|
@ -243,38 +267,37 @@ GLuint GLBackend::getTextureID(const TexturePointer& texture, bool sync) {
|
|||
}
|
||||
}
|
||||
|
||||
void GLBackend::syncSampler(const Sampler& sampler, Texture::Type type, GLTexture* object) {
|
||||
void GLBackend::syncSampler(const Sampler& sampler, Texture::Type type, const GLTexture* object) {
|
||||
if (!object) return;
|
||||
if (!object->_texture) return;
|
||||
|
||||
class GLFilterMode {
|
||||
public:
|
||||
GLint minFilter;
|
||||
GLint magFilter;
|
||||
};
|
||||
static const GLFilterMode filterModes[] = {
|
||||
{GL_NEAREST, GL_NEAREST}, //FILTER_MIN_MAG_POINT,
|
||||
{GL_NEAREST, GL_LINEAR}, //FILTER_MIN_POINT_MAG_LINEAR,
|
||||
{GL_LINEAR, GL_NEAREST}, //FILTER_MIN_LINEAR_MAG_POINT,
|
||||
{GL_LINEAR, GL_LINEAR}, //FILTER_MIN_MAG_LINEAR,
|
||||
|
||||
{GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST}, //FILTER_MIN_MAG_MIP_POINT,
|
||||
{GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST}, //FILTER_MIN_MAG_MIP_POINT,
|
||||
{GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST}, //FILTER_MIN_MAG_POINT_MIP_LINEAR,
|
||||
{GL_NEAREST_MIPMAP_NEAREST, GL_LINEAR}, //FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT,
|
||||
{GL_NEAREST_MIPMAP_LINEAR, GL_LINEAR}, //FILTER_MIN_POINT_MAG_MIP_LINEAR,
|
||||
{GL_LINEAR_MIPMAP_NEAREST, GL_NEAREST}, //FILTER_MIN_LINEAR_MAG_MIP_POINT,
|
||||
{GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST}, //FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR,
|
||||
{GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR}, //FILTER_MIN_MAG_LINEAR_MIP_POINT,
|
||||
{GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR}, //FILTER_MIN_MAG_MIP_LINEAR,
|
||||
{GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR} //FILTER_ANISOTROPIC,
|
||||
static const GLFilterMode filterModes[] = {
|
||||
{ GL_NEAREST, GL_NEAREST }, //FILTER_MIN_MAG_POINT,
|
||||
{ GL_NEAREST, GL_LINEAR }, //FILTER_MIN_POINT_MAG_LINEAR,
|
||||
{ GL_LINEAR, GL_NEAREST }, //FILTER_MIN_LINEAR_MAG_POINT,
|
||||
{ GL_LINEAR, GL_LINEAR }, //FILTER_MIN_MAG_LINEAR,
|
||||
|
||||
{ GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST }, //FILTER_MIN_MAG_MIP_POINT,
|
||||
{ GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST }, //FILTER_MIN_MAG_MIP_POINT,
|
||||
{ GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST }, //FILTER_MIN_MAG_POINT_MIP_LINEAR,
|
||||
{ GL_NEAREST_MIPMAP_NEAREST, GL_LINEAR }, //FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT,
|
||||
{ GL_NEAREST_MIPMAP_LINEAR, GL_LINEAR }, //FILTER_MIN_POINT_MAG_MIP_LINEAR,
|
||||
{ GL_LINEAR_MIPMAP_NEAREST, GL_NEAREST }, //FILTER_MIN_LINEAR_MAG_MIP_POINT,
|
||||
{ GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST }, //FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR,
|
||||
{ GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR }, //FILTER_MIN_MAG_LINEAR_MIP_POINT,
|
||||
{ GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR }, //FILTER_MIN_MAG_MIP_LINEAR,
|
||||
{ GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR } //FILTER_ANISOTROPIC,
|
||||
};
|
||||
|
||||
auto fm = filterModes[sampler.getFilter()];
|
||||
glTexParameteri(object->_target, GL_TEXTURE_MIN_FILTER, fm.minFilter);
|
||||
glTexParameteri(object->_target, GL_TEXTURE_MAG_FILTER, fm.magFilter);
|
||||
|
||||
static const GLenum comparisonFuncs[] = {
|
||||
static const GLenum comparisonFuncs[] = {
|
||||
GL_NEVER,
|
||||
GL_LESS,
|
||||
GL_EQUAL,
|
||||
|
@ -291,7 +314,7 @@ void GLBackend::syncSampler(const Sampler& sampler, Texture::Type type, GLTextur
|
|||
glTexParameteri(object->_target, GL_TEXTURE_COMPARE_MODE, GL_NONE);
|
||||
}
|
||||
|
||||
static const GLenum wrapModes[] = {
|
||||
static const GLenum wrapModes[] = {
|
||||
GL_REPEAT, // WRAP_REPEAT,
|
||||
GL_MIRRORED_REPEAT, // WRAP_MIRROR,
|
||||
GL_CLAMP_TO_EDGE, // WRAP_CLAMP,
|
||||
|
@ -302,23 +325,20 @@ void GLBackend::syncSampler(const Sampler& sampler, Texture::Type type, GLTextur
|
|||
glTexParameteri(object->_target, GL_TEXTURE_WRAP_T, wrapModes[sampler.getWrapModeV()]);
|
||||
glTexParameteri(object->_target, GL_TEXTURE_WRAP_R, wrapModes[sampler.getWrapModeW()]);
|
||||
|
||||
glTexParameterfv(object->_target, GL_TEXTURE_BORDER_COLOR, (const float*) &sampler.getBorderColor());
|
||||
glTexParameterfv(object->_target, GL_TEXTURE_BORDER_COLOR, (const float*)&sampler.getBorderColor());
|
||||
glTexParameteri(object->_target, GL_TEXTURE_BASE_LEVEL, sampler.getMipOffset());
|
||||
glTexParameterf(object->_target, GL_TEXTURE_MIN_LOD, (float) sampler.getMinMip());
|
||||
glTexParameterf(object->_target, GL_TEXTURE_MIN_LOD, (float)sampler.getMinMip());
|
||||
glTexParameterf(object->_target, GL_TEXTURE_MAX_LOD, (sampler.getMaxMip() == Sampler::MAX_MIP_LEVEL ? 1000.f : sampler.getMaxMip()));
|
||||
glTexParameterf(object->_target, GL_TEXTURE_MAX_ANISOTROPY_EXT, sampler.getMaxAnisotropy());
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
void GLBackend::do_generateTextureMips(Batch& batch, size_t paramOffset) {
|
||||
TexturePointer resourceTexture = batch._textures.get(batch._params[paramOffset + 0]._uint);
|
||||
if (!resourceTexture) {
|
||||
return;
|
||||
}
|
||||
|
||||
GLTexture* object = GLBackend::syncGPUObject(*resourceTexture);
|
||||
GLTexture* object = GLBackend::syncGPUObject(resourceTexture);
|
||||
if (!object) {
|
||||
return;
|
||||
}
|
||||
|
@ -333,7 +353,7 @@ void GLBackend::do_generateTextureMips(Batch& batch, size_t paramOffset) {
|
|||
|
||||
if (freeSlot < 0) {
|
||||
// If had to use slot 0 then restore state
|
||||
GLTexture* boundObject = GLBackend::syncGPUObject(*_resource._textures[0]);
|
||||
GLTexture* boundObject = GLBackend::syncGPUObject(_resource._textures[0]);
|
||||
if (boundObject) {
|
||||
glBindTexture(boundObject->_target, boundObject->_texture);
|
||||
}
|
||||
|
|
126
libraries/gpu/src/gpu/GLBackendTextureTransfer.cpp
Normal file
126
libraries/gpu/src/gpu/GLBackendTextureTransfer.cpp
Normal file
|
@ -0,0 +1,126 @@
|
|||
//
|
||||
// Created by Bradley Austin Davis on 2016/04/03
|
||||
// Copyright 2013-2016 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 "GLBackendTextureTransfer.h"
|
||||
|
||||
#include "GLBackendShared.h"
|
||||
#include "GLTexelFormat.h"
|
||||
|
||||
#ifdef THREADED_TEXTURE_TRANSFER
|
||||
|
||||
#include <gl/OffscreenGLCanvas.h>
|
||||
#include <gl/QOpenGLContextWrapper.h>
|
||||
|
||||
//#define FORCE_DRAW_AFTER_TRANSFER
|
||||
|
||||
#ifdef FORCE_DRAW_AFTER_TRANSFER
|
||||
|
||||
#include <gl/OglplusHelpers.h>
|
||||
|
||||
static ProgramPtr _program;
|
||||
static ProgramPtr _cubeProgram;
|
||||
static ShapeWrapperPtr _plane;
|
||||
static ShapeWrapperPtr _skybox;
|
||||
static BasicFramebufferWrapperPtr _framebuffer;
|
||||
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
using namespace gpu;
|
||||
|
||||
GLTextureTransferHelper::GLTextureTransferHelper() {
|
||||
#ifdef THREADED_TEXTURE_TRANSFER
|
||||
_canvas = std::make_shared<OffscreenGLCanvas>();
|
||||
_canvas->create(QOpenGLContextWrapper::currentContext());
|
||||
if (!_canvas->makeCurrent()) {
|
||||
qFatal("Unable to create texture transfer context");
|
||||
}
|
||||
_canvas->doneCurrent();
|
||||
initialize(true, QThread::LowPriority);
|
||||
_canvas->moveToThreadWithContext(_thread);
|
||||
#endif
|
||||
}
|
||||
|
||||
void GLTextureTransferHelper::transferTexture(const gpu::TexturePointer& texturePointer) {
|
||||
GLBackend::GLTexture* object = Backend::getGPUObject<GLBackend::GLTexture>(*texturePointer);
|
||||
#ifdef THREADED_TEXTURE_TRANSFER
|
||||
TextureTransferPackage package { texturePointer, glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0) };
|
||||
glFlush();
|
||||
object->setSyncState(GLBackend::GLTexture::Pending);
|
||||
queueItem(package);
|
||||
#else
|
||||
object->transfer();
|
||||
object->postTransfer();
|
||||
#endif
|
||||
}
|
||||
|
||||
void GLTextureTransferHelper::setup() {
|
||||
#ifdef THREADED_TEXTURE_TRANSFER
|
||||
_canvas->makeCurrent();
|
||||
|
||||
#ifdef FORCE_DRAW_AFTER_TRANSFER
|
||||
_program = loadDefaultShader();
|
||||
_plane = loadPlane(_program);
|
||||
_cubeProgram = loadCubemapShader();
|
||||
_skybox = loadSkybox(_cubeProgram);
|
||||
_framebuffer = std::make_shared<BasicFramebufferWrapper>();
|
||||
_framebuffer->Init({ 100, 100 });
|
||||
_framebuffer->fbo.Bind(oglplus::FramebufferTarget::Draw);
|
||||
#endif
|
||||
|
||||
#endif
|
||||
}
|
||||
|
||||
bool GLTextureTransferHelper::processQueueItems(const Queue& messages) {
|
||||
for (auto package : messages) {
|
||||
glWaitSync(package.fence, 0, GL_TIMEOUT_IGNORED);
|
||||
glDeleteSync(package.fence);
|
||||
TexturePointer texturePointer = package.texture.lock();
|
||||
// Texture no longer exists, move on to the next
|
||||
if (!texturePointer) {
|
||||
continue;
|
||||
}
|
||||
|
||||
GLBackend::GLTexture* object = Backend::getGPUObject<GLBackend::GLTexture>(*texturePointer);
|
||||
object->transfer();
|
||||
|
||||
#ifdef FORCE_DRAW_AFTER_TRANSFER
|
||||
// Now force a draw using the texture
|
||||
try {
|
||||
switch (texturePointer->getType()) {
|
||||
case Texture::TEX_2D:
|
||||
_program->Use();
|
||||
_plane->Use();
|
||||
_plane->Draw();
|
||||
break;
|
||||
|
||||
case Texture::TEX_CUBE:
|
||||
_cubeProgram->Use();
|
||||
_skybox->Use();
|
||||
_skybox->Draw();
|
||||
break;
|
||||
|
||||
default:
|
||||
qCWarning(gpulogging) << __FUNCTION__ << " case for Texture Type " << texturePointer->getType() << " not supported";
|
||||
break;
|
||||
}
|
||||
} catch (const std::runtime_error& error) {
|
||||
qWarning() << "Failed to render texture on background thread: " << error.what();
|
||||
}
|
||||
#endif
|
||||
|
||||
glBindTexture(object->_target, 0);
|
||||
auto writeSync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
||||
glClientWaitSync(writeSync, GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
|
||||
glDeleteSync(writeSync);
|
||||
object->_contentStamp = texturePointer->getDataStamp();
|
||||
object->setSyncState(GLBackend::GLTexture::Transferred);
|
||||
}
|
||||
return true;
|
||||
}
|
61
libraries/gpu/src/gpu/GLBackendTextureTransfer.h
Normal file
61
libraries/gpu/src/gpu/GLBackendTextureTransfer.h
Normal file
|
@ -0,0 +1,61 @@
|
|||
//
|
||||
// Created by Bradley Austin Davis on 2016/04/03
|
||||
// Copyright 2013-2016 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 <GenericQueueThread.h>
|
||||
#include "GLBackendShared.h"
|
||||
|
||||
#define THREADED_TEXTURE_TRANSFER
|
||||
|
||||
class OffscreenGLCanvas;
|
||||
|
||||
namespace gpu {
|
||||
|
||||
struct TextureTransferPackage {
|
||||
std::weak_ptr<Texture> texture;
|
||||
GLsync fence;
|
||||
};
|
||||
|
||||
class GLTextureTransferHelper : public GenericQueueThread<TextureTransferPackage> {
|
||||
public:
|
||||
GLTextureTransferHelper();
|
||||
void transferTexture(const gpu::TexturePointer& texturePointer);
|
||||
void postTransfer(const gpu::TexturePointer& texturePointer);
|
||||
|
||||
protected:
|
||||
void setup() override;
|
||||
bool processQueueItems(const Queue& messages) override;
|
||||
void transferTextureSynchronous(const gpu::Texture& texture);
|
||||
|
||||
private:
|
||||
std::shared_ptr<OffscreenGLCanvas> _canvas;
|
||||
};
|
||||
|
||||
template <typename F>
|
||||
void withPreservedTexture(GLenum target, F f) {
|
||||
GLint boundTex = -1;
|
||||
switch (target) {
|
||||
case GL_TEXTURE_2D:
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &boundTex);
|
||||
break;
|
||||
|
||||
case GL_TEXTURE_CUBE_MAP:
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &boundTex);
|
||||
break;
|
||||
|
||||
default:
|
||||
qFatal("Unsupported texture type");
|
||||
}
|
||||
(void)CHECK_GL_ERROR();
|
||||
|
||||
f();
|
||||
|
||||
glBindTexture(target, boundTex);
|
||||
(void)CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
}
|
|
@ -14,6 +14,9 @@ public:
|
|||
GLenum format;
|
||||
GLenum type;
|
||||
|
||||
static GLTexelFormat evalGLTexelFormat(const gpu::Element& dstFormat) {
|
||||
return evalGLTexelFormat(dstFormat, dstFormat);
|
||||
}
|
||||
static GLTexelFormat evalGLTexelFormat(const gpu::Element& dstFormat, const gpu::Element& srcFormat) {
|
||||
using namespace gpu;
|
||||
if (dstFormat != srcFormat) {
|
||||
|
|
|
@ -46,6 +46,8 @@ void GenericThread::initialize(bool isThreaded, QThread::Priority priority) {
|
|||
_thread->start();
|
||||
|
||||
_thread->setPriority(priority);
|
||||
} else {
|
||||
setup();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -60,10 +62,16 @@ void GenericThread::terminate() {
|
|||
_thread->deleteLater();
|
||||
_thread = NULL;
|
||||
}
|
||||
} else {
|
||||
shutdown();
|
||||
}
|
||||
}
|
||||
|
||||
void GenericThread::threadRoutine() {
|
||||
if (_isThreaded) {
|
||||
setup();
|
||||
}
|
||||
|
||||
while (!_stopThread) {
|
||||
|
||||
// override this function to do whatever your class actually does, return false to exit thread early
|
||||
|
@ -78,8 +86,13 @@ void GenericThread::threadRoutine() {
|
|||
}
|
||||
}
|
||||
|
||||
// If we were on a thread, then quit our thread
|
||||
if (_isThreaded && _thread) {
|
||||
_thread->quit();
|
||||
if (_isThreaded) {
|
||||
shutdown();
|
||||
|
||||
// If we were on a thread, then quit our thread
|
||||
if (_thread) {
|
||||
_thread->quit();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -33,9 +33,6 @@ public:
|
|||
/// Call to stop the thread
|
||||
void terminate();
|
||||
|
||||
/// Override this function to do whatever your class actually does, return false to exit thread early.
|
||||
virtual bool process() = 0;
|
||||
|
||||
virtual void terminating() { }; // lets your subclass know we're terminating, and it should respond appropriately
|
||||
|
||||
bool isThreaded() const { return _isThreaded; }
|
||||
|
@ -48,6 +45,10 @@ signals:
|
|||
void finished();
|
||||
|
||||
protected:
|
||||
/// Override this function to do whatever your class actually does, return false to exit thread early.
|
||||
virtual bool process() = 0;
|
||||
virtual void setup() {};
|
||||
virtual void shutdown() {};
|
||||
|
||||
/// Locks all the resources of the thread.
|
||||
void lock() { _mutex.lock(); }
|
||||
|
|
Loading…
Reference in a new issue