Merge branch 'master' of https://github.com/highfidelity/hifi into red

This commit is contained in:
samcake 2016-04-05 09:45:45 -07:00
commit 71fa898654
21 changed files with 613 additions and 272 deletions

View file

@ -107,12 +107,15 @@ elseif(WIN32)
# add an executable that also has the icon itself and the configured rc file as resources
add_executable(${TARGET_NAME} WIN32 ${INTERFACE_SRCS} ${QM} ${CONFIGURE_ICON_RC_OUTPUT})
if ( NOT DEV_BUILD )
add_custom_command(
TARGET ${TARGET_NAME}
POST_BUILD
COMMAND "mt.exe" -manifest "${CMAKE_CURRENT_SOURCE_DIR}/interface.exe.manifest" -inputresource:"$<TARGET_FILE:${TARGET_NAME}>"\;\#1 -outputresource:"$<TARGET_FILE:${TARGET_NAME}>"\;\#1
COMMENT "Adding OS version support manifest to exe"
)
endif()
else()
add_executable(${TARGET_NAME} ${INTERFACE_SRCS} ${QM})
endif()

View file

@ -1253,6 +1253,9 @@ void Application::initializeGL() {
// Where the gpuContext is initialized and where the TRUE Backend is created and assigned
gpu::Context::init<gpu::GLBackend>();
_gpuContext = std::make_shared<gpu::Context>();
// The gpu context can make child contexts for transfers, so
// we need to restore primary rendering context
_offscreenContext->makeCurrent();
initDisplay();
qCDebug(interfaceapp, "Initialized Display.");

View file

@ -12,7 +12,7 @@ const QSurfaceFormat& getDefaultOpenGLSurfaceFormat() {
// Qt Quick may need a depth and stencil buffer. Always make sure these are available.
format.setDepthBufferSize(DEFAULT_GL_DEPTH_BUFFER_BITS);
format.setStencilBufferSize(DEFAULT_GL_STENCIL_BUFFER_BITS);
format.setVersion(4, 1);
format.setVersion(4, 5);
#ifdef DEBUG
format.setOption(QSurfaceFormat::DebugContext);
#endif
@ -27,7 +27,7 @@ const QGLFormat& getDefaultGLFormat() {
static QGLFormat glFormat;
static std::once_flag once;
std::call_once(once, [] {
glFormat.setVersion(4, 1);
glFormat.setVersion(4, 5);
glFormat.setProfile(QGLFormat::CoreProfile); // Requires >=Qt-4.8.0
glFormat.setSampleBuffers(false);
glFormat.setDepth(false);

View file

@ -83,3 +83,8 @@ void OffscreenGLCanvas::doneCurrent() {
QObject* OffscreenGLCanvas::getContextObject() {
return _context;
}
void OffscreenGLCanvas::moveToThreadWithContext(QThread* thread) {
moveToThread(thread);
_context->moveToThread(thread);
}

View file

@ -26,6 +26,7 @@ public:
bool create(QOpenGLContext* sharedContext = nullptr);
bool makeCurrent();
void doneCurrent();
void moveToThreadWithContext(QThread* thread);
QOpenGLContext* getContext() {
return _context;
}

View file

@ -6,8 +6,10 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "OglplusHelpers.h"
#include <QSharedPointer>
#include <set>
#include <oglplus/shapes/plane.hpp>
#include <oglplus/shapes/sky_box.hpp>
using namespace oglplus;
using namespace oglplus::shapes;
@ -20,11 +22,13 @@ uniform mat4 mvp = mat4(1);
in vec3 Position;
in vec2 TexCoord;
out vec3 vPosition;
out vec2 vTexCoord;
void main() {
gl_Position = mvp * vec4(Position, 1);
vTexCoord = TexCoord ;
vTexCoord = TexCoord;
vPosition = Position;
}
)VS";
@ -35,7 +39,9 @@ static const char * SIMPLE_TEXTURED_FS = R"FS(#version 410 core
uniform sampler2D sampler;
uniform float alpha = 1.0;
in vec3 vPosition;
in vec2 vTexCoord;
out vec4 FragColor;
void main() {
@ -47,12 +53,38 @@ void main() {
)FS";
static const char * SIMPLE_TEXTURED_CUBEMAP_FS = R"FS(#version 410 core
#pragma line __LINE__
uniform samplerCube sampler;
uniform float alpha = 1.0;
in vec3 vPosition;
in vec3 vTexCoord;
out vec4 FragColor;
void main() {
FragColor = texture(sampler, vPosition);
FragColor.a *= alpha;
}
)FS";
ProgramPtr loadDefaultShader() {
ProgramPtr result;
compileProgram(result, SIMPLE_TEXTURED_VS, SIMPLE_TEXTURED_FS);
return result;
}
ProgramPtr loadCubemapShader() {
ProgramPtr result;
compileProgram(result, SIMPLE_TEXTURED_VS, SIMPLE_TEXTURED_CUBEMAP_FS);
return result;
}
void compileProgram(ProgramPtr & result, const std::string& vs, const std::string& fs) {
using namespace oglplus;
try {
@ -93,6 +125,10 @@ ShapeWrapperPtr loadPlane(ProgramPtr program, float aspect) {
);
}
ShapeWrapperPtr loadSkybox(ProgramPtr program) {
return ShapeWrapperPtr(new shapes::ShapeWrapper({ { "Position" } }, shapes::SkyBox(), *program));
}
// Return a point's cartesian coordinates on a sphere from pitch and yaw
static glm::vec3 getPoint(float yaw, float pitch) {
return glm::vec3(glm::cos(-pitch) * (-glm::sin(yaw)),

View file

@ -37,7 +37,6 @@
#include <oglplus/bound/framebuffer.hpp>
#include <oglplus/bound/renderbuffer.hpp>
#include <oglplus/shapes/wrapper.hpp>
#include <oglplus/shapes/plane.hpp>
#ifdef _WIN32
#pragma warning(pop)
@ -55,7 +54,9 @@ using ProgramPtr = std::shared_ptr<oglplus::Program>;
using Mat4Uniform = oglplus::Uniform<mat4>;
ProgramPtr loadDefaultShader();
ProgramPtr loadCubemapShader();
void compileProgram(ProgramPtr & result, const std::string& vs, const std::string& fs);
ShapeWrapperPtr loadSkybox(ProgramPtr program);
ShapeWrapperPtr loadPlane(ProgramPtr program, float aspect = 1.0f);
ShapeWrapperPtr loadSphereSection(ProgramPtr program, float fov = PI / 3.0f * 2.0f, float aspect = 16.0f / 9.0f, int slices = 32, int stacks = 32);

View file

@ -13,6 +13,9 @@
#include <QOpenGLContext>
QOpenGLContext* QOpenGLContextWrapper::currentContext() {
return QOpenGLContext::currentContext();
}
QOpenGLContextWrapper::QOpenGLContextWrapper() :
_context(new QOpenGLContext)

View file

@ -19,7 +19,6 @@ class QSurfaceFormat;
class QOpenGLContextWrapper {
public:
QOpenGLContextWrapper();
void setFormat(const QSurfaceFormat& format);
bool create();
void swapBuffers(QSurface* surface);
@ -27,6 +26,8 @@ public:
void doneCurrent();
void setShareContext(QOpenGLContext* otherContext);
static QOpenGLContext* currentContext();
QOpenGLContext* getContext() {
return _context;
}

View file

@ -125,6 +125,7 @@ GLBackend::GLBackend() {
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &_uboAlignment);
initInput();
initTransform();
initTextureTransferHelper();
}
GLBackend::~GLBackend() {

View file

@ -25,6 +25,8 @@
namespace gpu {
class GLTextureTransferHelper;
class GLBackend : public Backend {
// Context Backend static interface required
@ -36,7 +38,6 @@ class GLBackend : public Backend {
explicit GLBackend(bool syncCache);
GLBackend();
public:
virtual ~GLBackend();
virtual void render(Batch& batch);
@ -76,25 +77,63 @@ public:
class GLTexture : public GPUObject {
public:
Stamp _storageStamp;
Stamp _contentStamp;
GLuint _texture;
GLenum _target;
const Stamp _storageStamp;
Stamp _contentStamp { 0 };
const GLuint _texture;
const GLenum _target;
GLTexture();
GLTexture(const gpu::Texture& gpuTexture);
~GLTexture();
void setSize(GLuint size);
GLuint size() const { return _size; }
private:
GLuint _size;
enum SyncState {
// The texture is currently undergoing no processing, although it's content
// may be out of date, or it's storage may be invalid relative to the
// owning GPU texture
Idle,
// The texture has been queued for transfer to the GPU
Pending,
// The texture has been transferred to the GPU, but is awaiting
// any post transfer operations that may need to occur on the
// primary rendering thread
Transferred,
};
static GLTexture* syncGPUObject(const Texture& texture);
void setSyncState(SyncState syncState) { _syncState = syncState; }
SyncState getSyncState() const { return _syncState; }
// Is the storage out of date relative to the gpu texture?
bool isInvalid() const;
// Is the content out of date relative to the gpu texture?
bool isOutdated() const;
// Is the texture in a state where it can be rendered with no work?
bool isReady() const;
// Move the image bits from the CPU to the GPU
void transfer() const;
// Execute any post-move operations that must occur only on the main thread
void postTransfer();
static const size_t CUBE_NUM_FACES = 6;
static const GLenum CUBE_FACE_LAYOUT[6];
private:
void transferMip(GLenum target, const Texture::PixelsPointer& mip) const;
const GLuint _size;
// The owning texture
const Texture& _gpuTexture;
std::atomic<SyncState> _syncState { SyncState::Idle };
};
static GLTexture* syncGPUObject(const TexturePointer& texture);
static GLuint getTextureID(const TexturePointer& texture, bool sync = true);
// very specific for now
static void syncSampler(const Sampler& sampler, Texture::Type type, GLTexture* object);
static void syncSampler(const Sampler& sampler, Texture::Type type, const GLTexture* object);
class GLShader : public GPUObject {
public:
@ -261,6 +300,11 @@ protected:
void renderPassTransfer(Batch& batch);
void renderPassDraw(Batch& batch);
void initTextureTransferHelper();
static void transferGPUObject(const TexturePointer& texture);
static std::shared_ptr<GLTextureTransferHelper> _textureTransferHelper;
// Draw Stage
void do_draw(Batch& batch, size_t paramOffset);
void do_drawIndexed(Batch& batch, size_t paramOffset);
@ -504,6 +548,7 @@ protected:
typedef void (GLBackend::*CommandCall)(Batch&, size_t);
static CommandCall _commandCalls[Batch::NUM_COMMANDS];
};
};

View file

@ -83,7 +83,7 @@ GLBackend::GLFramebuffer* GLBackend::syncGPUObject(const Framebuffer& framebuffe
for (auto& b : framebuffer.getRenderBuffers()) {
surface = b._texture;
if (surface) {
gltexture = GLBackend::syncGPUObject(*surface);
gltexture = GLBackend::syncGPUObject(surface);
} else {
gltexture = nullptr;
}
@ -123,7 +123,7 @@ GLBackend::GLFramebuffer* GLBackend::syncGPUObject(const Framebuffer& framebuffe
if (framebuffer.getDepthStamp() != object->_depthStamp) {
auto surface = framebuffer.getDepthStencilBuffer();
if (framebuffer.hasDepthStencil() && surface) {
gltexture = GLBackend::syncGPUObject(*surface);
gltexture = GLBackend::syncGPUObject(surface);
}
if (gltexture) {

View file

@ -257,7 +257,7 @@ void GLBackend::do_setResourceTexture(Batch& batch, size_t paramOffset) {
_stats._RSNumTextureBounded++;
// Always make sure the GLObject is in sync
GLTexture* object = GLBackend::syncGPUObject(*resourceTexture);
GLTexture* object = GLBackend::syncGPUObject(resourceTexture);
if (object) {
GLuint to = object->_texture;
GLuint target = object->_target;

View file

@ -9,19 +9,79 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "GPULogging.h"
#include <QtCore/QThread>
#include "GLBackendShared.h"
#include "GLTexelFormat.h"
#include "GLBackendTextureTransfer.h"
using namespace gpu;
GLBackend::GLTexture::GLTexture() :
_storageStamp(0),
_contentStamp(0),
_texture(0),
_target(GL_TEXTURE_2D),
_size(0)
GLenum gpuToGLTextureType(const Texture& texture) {
switch (texture.getType()) {
case Texture::TEX_2D:
return GL_TEXTURE_2D;
break;
case Texture::TEX_CUBE:
return GL_TEXTURE_CUBE_MAP;
break;
default:
qFatal("Unsupported texture type");
}
Q_UNREACHABLE();
return GL_TEXTURE_2D;
}
GLuint allocateSingleTexture() {
GLuint result;
glGenTextures(1, &result);
return result;
}
const GLenum GLBackend::GLTexture::CUBE_FACE_LAYOUT[6] = {
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
};
// Create the texture and allocate storage
GLBackend::GLTexture::GLTexture(const Texture& texture) :
_storageStamp(texture.getStamp()), _texture(allocateSingleTexture()),
_target(gpuToGLTextureType(texture)), _size((GLuint)texture.getSize()), _gpuTexture(texture)
{
Backend::incrementTextureGPUCount();
Backend::updateTextureGPUMemoryUsage(0, _size);
Backend::setGPUObject(texture, this);
GLsizei width = texture.getWidth();
GLsizei height = texture.getHeight();
GLsizei levels = 1;
if (texture.maxMip() > 0) {
if (texture.isAutogenerateMips()) {
while ((width | height) >> levels) {
++levels;
}
}
levels = std::max(1, std::min(texture.maxMip() + 1, levels));
}
GLTexelFormat texelFormat = GLTexelFormat::evalGLTexelFormat(texture.getTexelFormat());
withPreservedTexture(_target, [&] {
glBindTexture(_target, _texture);
(void)CHECK_GL_ERROR();
// GO through the process of allocating the correct storage
if (GLEW_VERSION_4_2) {
glTexStorage2D(_target, levels, texelFormat.internalFormat, width, height);
} else {
glTexImage2D(_target, 0, texelFormat.internalFormat, width, height, 0, texelFormat.format, texelFormat.type, 0);
}
(void)CHECK_GL_ERROR();
syncSampler(texture.getSampler(), texture.getType(), this);
(void)CHECK_GL_ERROR();
});
}
GLBackend::GLTexture::~GLTexture() {
@ -32,199 +92,163 @@ GLBackend::GLTexture::~GLTexture() {
Backend::decrementTextureGPUCount();
}
void GLBackend::GLTexture::setSize(GLuint size) {
Backend::updateTextureGPUMemoryUsage(_size, size);
_size = size;
bool GLBackend::GLTexture::isInvalid() const {
return _storageStamp < _gpuTexture.getStamp();
}
GLBackend::GLTexture* GLBackend::syncGPUObject(const Texture& texture) {
GLTexture* object = Backend::getGPUObject<GLBackend::GLTexture>(texture);
bool GLBackend::GLTexture::isOutdated() const {
return _contentStamp < _gpuTexture.getDataStamp();
}
// If GPU object already created and in sync
bool needUpdate = false;
if (object && (object->_storageStamp == texture.getStamp())) {
// If gpu object info is in sync with sysmem version
if (object->_contentStamp >= texture.getDataStamp()) {
// Then all good, GPU object is ready to be used
return object;
} else {
// Need to update the content of the GPU object from the source sysmem of the texture
needUpdate = true;
bool GLBackend::GLTexture::isReady() const {
// If we have an invalid texture, we're never ready
if (isInvalid()) {
return false;
}
} else if (!texture.isDefined()) {
// If we're out of date, but the transfer is in progress, report ready
// as a special case
auto syncState = _syncState.load();
if (isOutdated()) {
return Pending == syncState;
}
return Idle == syncState;
}
//#define USE_PBO
// Move content bits from the CPU to the GPU for a given mip / face
void GLBackend::GLTexture::transferMip(GLenum target, const Texture::PixelsPointer& mip) const {
GLTexelFormat texelFormat = GLTexelFormat::evalGLTexelFormat(_gpuTexture.getTexelFormat(), mip->getFormat());
#ifdef USE_PBO
GLuint pixelBufferID;
glGenBuffers(1, &pixelBufferID);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pixelBufferID);
//if (GLEW_VERSION_4_4) {
// glBufferStorage(GL_PIXEL_UNPACK_BUFFER, mip->getSize(), nullptr, GL_STREAM_DRAW);
//} 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 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);
}
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();
if (GLTexture::Transferred == object->getSyncState()) {
object->postTransfer();
}
} 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;
}
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;
}
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);
}
@ -243,9 +267,8 @@ 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:
@ -253,21 +276,21 @@ void GLBackend::syncSampler(const Sampler& sampler, Texture::Type type, GLTextur
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, 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,
{ 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()];
@ -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);
}

View 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;
}

View 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();
}
}

View file

@ -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) {

View file

@ -13,20 +13,22 @@
#include <mutex>
#include <glm/glm.hpp>
#include <glm/gtc/random.hpp>
#include <QNetworkReply>
#include <QPainter>
#include <QRunnable>
#include <QThreadPool>
#include <qimagereader.h>
#include <QImageReader>
#include <shared/NsightHelpers.h>
#include <PathUtils.h>
#include <glm/glm.hpp>
#include <glm/gtc/random.hpp>
#include <gpu/Batch.h>
#include <shared/NsightHelpers.h>
#include <Finally.h>
#include <PathUtils.h>
#include "ModelNetworkingLogging.h"
TextureCache::TextureCache() {
@ -242,14 +244,14 @@ NetworkTexture::TextureLoaderFunc NetworkTexture::getTextureLoader() const {
class ImageReader : public QRunnable {
public:
ImageReader(const QWeakPointer<Resource>& texture, const QByteArray& data, const QUrl& url = QUrl());
ImageReader(const QWeakPointer<Resource>& resource, const QByteArray& data, const QUrl& url = QUrl());
virtual void run();
private:
static void listSupportedImageFormats();
QWeakPointer<Resource> _texture;
QWeakPointer<Resource> _resource;
QUrl _url;
QByteArray _content;
};
@ -263,9 +265,9 @@ void NetworkTexture::loadContent(const QByteArray& content) {
QThreadPool::globalInstance()->start(new ImageReader(_self, content, _url));
}
ImageReader::ImageReader(const QWeakPointer<Resource>& texture, const QByteArray& data,
ImageReader::ImageReader(const QWeakPointer<Resource>& resource, const QByteArray& data,
const QUrl& url) :
_texture(texture),
_resource(resource),
_url(url),
_content(data)
{
@ -286,17 +288,19 @@ void ImageReader::run() {
originalPriority = QThread::NormalPriority;
}
QThread::currentThread()->setPriority(QThread::LowPriority);
Finally restorePriority([originalPriority]{
QThread::currentThread()->setPriority(originalPriority);
});
auto texture = _texture.toStrongRef();
if (!texture) {
qCWarning(modelnetworking) << "Could not get strong ref";
if (!_resource.data()) {
qCWarning(modelnetworking) << "Abandoning load of" << _url << "; could not get strong ref";
return;
}
listSupportedImageFormats();
// try to help the QImage loader by extracting the image file format from the url filename ext
// Some tga are not created properly for example without it
// Help the QImage loader by extracting the image file format from the url filename ext.
// Some tga are not created properly without it.
auto filename = _url.fileName().toStdString();
auto filenameExtension = filename.substr(filename.find_last_of('.') + 1);
QImage image = QImage::fromData(_content, filenameExtension.c_str());
@ -315,17 +319,31 @@ void ImageReader::run() {
return;
}
gpu::Texture* theTexture = nullptr;
auto ntex = texture.dynamicCast<NetworkTexture>();
if (ntex) {
PROFILE_RANGE_EX(__FUNCTION__"::textureLoader", 0xffffff00, nullptr);
theTexture = ntex->getTextureLoader()(image, _url.toString().toStdString());
gpu::Texture* texture = nullptr;
{
// Double-check the resource still exists between long operations.
auto resource = _resource.toStrongRef();
if (!resource) {
qCWarning(modelnetworking) << "Abandoning load of" << _url << "; could not get strong ref";
return;
}
QMetaObject::invokeMethod(texture.data(), "setImage",
Q_ARG(void*, theTexture),
auto url = _url.toString().toStdString();
PROFILE_RANGE_EX(__FUNCTION__"::textureLoader", 0xffffff00, nullptr);
texture = resource.dynamicCast<NetworkTexture>()->getTextureLoader()(image, url);
}
// Ensure the resource has not been deleted, and won't be while invokeMethod is in flight.
auto resource = _resource.toStrongRef();
if (!resource) {
qCWarning(modelnetworking) << "Abandoning load of" << _url << "; could not get strong ref";
delete texture;
} else {
QMetaObject::invokeMethod(resource.data(), "setImage", Qt::BlockingQueuedConnection,
Q_ARG(void*, texture),
Q_ARG(int, originalWidth), Q_ARG(int, originalHeight));
QThread::currentThread()->setPriority(originalPriority);
}
}
void NetworkTexture::setImage(void* voidTexture, int originalWidth,

View file

@ -384,9 +384,10 @@ int Octree::readElementData(OctreeElementPointer destinationElement, const unsig
// check the exists mask to see if we have a child to traverse into
if (oneAtBit(childInBufferMask, childIndex)) {
if (!destinationElement->getChildAtIndex(childIndex)) {
auto childAt = destinationElement->getChildAtIndex(childIndex);
if (!childAt) {
// add a child at that index, if it doesn't exist
destinationElement->addChildAtIndex(childIndex);
childAt = destinationElement->addChildAtIndex(childIndex);
bool nodeIsDirty = destinationElement->isDirty();
if (nodeIsDirty) {
_isDirty = true;
@ -394,8 +395,7 @@ int Octree::readElementData(OctreeElementPointer destinationElement, const unsig
}
// tell the child to read the subsequent data
int lowerLevelBytes = readElementData(destinationElement->getChildAtIndex(childIndex),
nodeData + bytesRead, bytesLeftToRead, args);
int lowerLevelBytes = readElementData(childAt, nodeData + bytesRead, bytesLeftToRead, args);
bytesRead += lowerLevelBytes;
bytesLeftToRead -= lowerLevelBytes;

View file

@ -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 (_isThreaded) {
shutdown();
// If we were on a thread, then quit our thread
if (_isThreaded && _thread) {
if (_thread) {
_thread->quit();
}
}
}

View file

@ -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(); }