overte/libraries/gpu-gl/src/gpu/gl/GLTexture.cpp
2017-04-26 19:08:04 -07:00

561 lines
19 KiB
C++

//
// Created by Bradley Austin Davis on 2016/05/15
// 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 "GLTexture.h"
#include <QtCore/QThread>
#include <NumericalConstants.h>
#include "GLBackend.h"
using namespace gpu;
using namespace gpu::gl;
const GLenum GLTexture::CUBE_FACE_LAYOUT[GLTexture::TEXTURE_CUBE_NUM_FACES] = {
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
};
const GLenum GLTexture::WRAP_MODES[Sampler::NUM_WRAP_MODES] = {
GL_REPEAT, // WRAP_REPEAT,
GL_MIRRORED_REPEAT, // WRAP_MIRROR,
GL_CLAMP_TO_EDGE, // WRAP_CLAMP,
GL_CLAMP_TO_BORDER, // WRAP_BORDER,
GL_MIRROR_CLAMP_TO_EDGE_EXT // WRAP_MIRROR_ONCE,
};
const GLFilterMode GLTexture::FILTER_MODES[Sampler::NUM_FILTERS] = {
{ 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_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,
};
GLenum GLTexture::getGLTextureType(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;
}
uint8_t GLTexture::getFaceCount(GLenum target) {
switch (target) {
case GL_TEXTURE_2D:
return TEXTURE_2D_NUM_FACES;
case GL_TEXTURE_CUBE_MAP:
return TEXTURE_CUBE_NUM_FACES;
default:
Q_UNREACHABLE();
break;
}
}
const std::vector<GLenum>& GLTexture::getFaceTargets(GLenum target) {
static std::vector<GLenum> cubeFaceTargets {
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
};
static std::vector<GLenum> faceTargets {
GL_TEXTURE_2D
};
switch (target) {
case GL_TEXTURE_2D:
return faceTargets;
case GL_TEXTURE_CUBE_MAP:
return cubeFaceTargets;
default:
Q_UNREACHABLE();
break;
}
Q_UNREACHABLE();
return faceTargets;
}
GLTexture::GLTexture(const std::weak_ptr<GLBackend>& backend, const Texture& texture, GLuint id) :
GLObject(backend, texture, id),
_source(texture.source()),
_target(getGLTextureType(texture))
{
Backend::setGPUObject(texture, this);
}
GLTexture::~GLTexture() {
auto backend = _backend.lock();
if (backend && _id) {
backend->releaseTexture(_id, 0);
}
}
void GLTexture::copyMipFaceFromTexture(uint16_t sourceMip, uint16_t targetMip, uint8_t face) const {
if (!_gpuObject.isStoredMipFaceAvailable(sourceMip)) {
return;
}
auto size = _gpuObject.evalMipDimensions(sourceMip);
auto mipData = _gpuObject.accessStoredMipFace(sourceMip, face);
auto mipSize = _gpuObject.getStoredMipFaceSize(sourceMip, face);
if (mipData) {
GLTexelFormat texelFormat = GLTexelFormat::evalGLTexelFormat(_gpuObject.getTexelFormat(), _gpuObject.getStoredMipFormat());
copyMipFaceLinesFromTexture(targetMip, face, size, 0, texelFormat.internalFormat, texelFormat.format, texelFormat.type, mipSize, mipData->readData());
} else {
qCDebug(gpugllogging) << "Missing mipData level=" << sourceMip << " face=" << (int)face << " for texture " << _gpuObject.source().c_str();
}
}
GLExternalTexture::GLExternalTexture(const std::weak_ptr<GLBackend>& backend, const Texture& texture, GLuint id)
: Parent(backend, texture, id) { }
GLExternalTexture::~GLExternalTexture() {
auto backend = _backend.lock();
if (backend) {
auto recycler = _gpuObject.getExternalRecycler();
if (recycler) {
backend->releaseExternalTexture(_id, recycler);
} else {
qCWarning(gpugllogging) << "No recycler available for texture " << _id << " possible leak";
}
const_cast<GLuint&>(_id) = 0;
}
}
// Variable sized textures
using MemoryPressureState = GLVariableAllocationSupport::MemoryPressureState;
using WorkQueue = GLVariableAllocationSupport::WorkQueue;
std::list<TextureWeakPointer> GLVariableAllocationSupport::_memoryManagedTextures;
MemoryPressureState GLVariableAllocationSupport::_memoryPressureState { MemoryPressureState::Idle };
std::atomic<bool> GLVariableAllocationSupport::_memoryPressureStateStale { false };
const uvec3 GLVariableAllocationSupport::INITIAL_MIP_TRANSFER_DIMENSIONS { 64, 64, 1 };
WorkQueue GLVariableAllocationSupport::_transferQueue;
WorkQueue GLVariableAllocationSupport::_promoteQueue;
WorkQueue GLVariableAllocationSupport::_demoteQueue;
TexturePointer GLVariableAllocationSupport::_currentTransferTexture;
size_t GLVariableAllocationSupport::_frameTexturesCreated { 0 };
#define OVERSUBSCRIBED_PRESSURE_VALUE 0.95f
#define UNDERSUBSCRIBED_PRESSURE_VALUE 0.85f
#define DEFAULT_ALLOWED_TEXTURE_MEMORY_MB ((size_t)1024)
static const size_t DEFAULT_ALLOWED_TEXTURE_MEMORY = MB_TO_BYTES(DEFAULT_ALLOWED_TEXTURE_MEMORY_MB);
using TransferJob = GLVariableAllocationSupport::TransferJob;
const uvec3 GLVariableAllocationSupport::MAX_TRANSFER_DIMENSIONS { 1024, 1024, 1 };
const size_t GLVariableAllocationSupport::MAX_TRANSFER_SIZE = GLVariableAllocationSupport::MAX_TRANSFER_DIMENSIONS.x * GLVariableAllocationSupport::MAX_TRANSFER_DIMENSIONS.y * 4;
#if THREADED_TEXTURE_BUFFERING
std::shared_ptr<std::thread> TransferJob::_bufferThread { nullptr };
std::atomic<bool> TransferJob::_shutdownBufferingThread { false };
Mutex TransferJob::_mutex;
TransferJob::VoidLambdaQueue TransferJob::_bufferLambdaQueue;
void TransferJob::startTransferLoop() {
if (_bufferThread) {
return;
}
_shutdownBufferingThread = false;
_bufferThread = std::make_shared<std::thread>([] {
TransferJob::bufferLoop();
});
}
void TransferJob::stopTransferLoop() {
if (!_bufferThread) {
return;
}
_shutdownBufferingThread = true;
_bufferThread->join();
_bufferThread.reset();
_shutdownBufferingThread = false;
}
#endif
TransferJob::TransferJob(const GLTexture& parent, uint16_t sourceMip, uint16_t targetMip, uint8_t face, uint32_t lines, uint32_t lineOffset)
: _parent(parent) {
auto transferDimensions = _parent._gpuObject.evalMipDimensions(sourceMip);
GLenum format;
GLenum internalFormat;
GLenum type;
GLTexelFormat texelFormat = GLTexelFormat::evalGLTexelFormat(_parent._gpuObject.getTexelFormat(), _parent._gpuObject.getStoredMipFormat());
format = texelFormat.format;
internalFormat = texelFormat.internalFormat;
type = texelFormat.type;
_transferSize = _parent._gpuObject.getStoredMipFaceSize(sourceMip, face);
// If we're copying a subsection of the mip, do additional calculations to find the size and offset of the segment
if (0 != lines) {
transferDimensions.y = lines;
auto dimensions = _parent._gpuObject.evalMipDimensions(sourceMip);
auto bytesPerLine = (uint32_t)_transferSize / dimensions.y;
_transferOffset = bytesPerLine * lineOffset;
_transferSize = bytesPerLine * lines;
}
Backend::updateTextureTransferPendingSize(0, _transferSize);
if (_transferSize > GLVariableAllocationSupport::MAX_TRANSFER_SIZE) {
qCWarning(gpugllogging) << "Transfer size of " << _transferSize << " exceeds theoretical maximum transfer size";
}
// Buffering can invoke disk IO, so it should be off of the main and render threads
_bufferingLambda = [=] {
_mipData = _parent._gpuObject.accessStoredMipFace(sourceMip, face)->createView(_transferSize, _transferOffset);
_bufferingCompleted = true;
};
_transferLambda = [=] {
_parent.copyMipFaceLinesFromTexture(targetMip, face, transferDimensions, lineOffset, internalFormat, format, type, _mipData->size(), _mipData->readData());
_mipData.reset();
};
}
TransferJob::TransferJob(const GLTexture& parent, std::function<void()> transferLambda)
: _parent(parent), _bufferingCompleted(true), _transferLambda(transferLambda) {
}
TransferJob::~TransferJob() {
Backend::updateTextureTransferPendingSize(_transferSize, 0);
}
bool TransferJob::tryTransfer() {
// Disable threaded texture transfer for now
#if THREADED_TEXTURE_BUFFERING
// Are we ready to transfer
if (_bufferingCompleted) {
_transferLambda();
return true;
}
startBuffering();
return false;
#else
if (!_bufferingCompleted) {
_bufferingLambda();
_bufferingCompleted = true;
}
_transferLambda();
return true;
#endif
}
#if THREADED_TEXTURE_BUFFERING
void TransferJob::startBuffering() {
if (_bufferingStarted) {
return;
}
_bufferingStarted = true;
{
Lock lock(_mutex);
_bufferLambdaQueue.push(_bufferingLambda);
}
}
void TransferJob::bufferLoop() {
while (!_shutdownBufferingThread) {
VoidLambdaQueue workingQueue;
{
Lock lock(_mutex);
_bufferLambdaQueue.swap(workingQueue);
}
if (workingQueue.empty()) {
QThread::msleep(5);
continue;
}
while (!workingQueue.empty()) {
workingQueue.front()();
workingQueue.pop();
}
}
}
#endif
GLVariableAllocationSupport::GLVariableAllocationSupport() {
_memoryPressureStateStale = true;
}
GLVariableAllocationSupport::~GLVariableAllocationSupport() {
_memoryPressureStateStale = true;
}
void GLVariableAllocationSupport::addMemoryManagedTexture(const TexturePointer& texturePointer) {
_memoryManagedTextures.push_back(texturePointer);
addToWorkQueue(texturePointer);
}
void GLVariableAllocationSupport::addToWorkQueue(const TexturePointer& texturePointer) {
GLTexture* gltexture = Backend::getGPUObject<GLTexture>(*texturePointer);
GLVariableAllocationSupport* vargltexture = dynamic_cast<GLVariableAllocationSupport*>(gltexture);
switch (_memoryPressureState) {
case MemoryPressureState::Oversubscribed:
if (vargltexture->canDemote()) {
// Demote largest first
_demoteQueue.push({ texturePointer, (float)gltexture->size() });
}
break;
case MemoryPressureState::Undersubscribed:
if (vargltexture->canPromote()) {
// Promote smallest first
_promoteQueue.push({ texturePointer, 1.0f / (float)gltexture->size() });
}
break;
case MemoryPressureState::Transfer:
if (vargltexture->hasPendingTransfers()) {
// Transfer priority given to smaller mips first
_transferQueue.push({ texturePointer, 1.0f / (float)gltexture->_gpuObject.evalMipSize(vargltexture->_populatedMip) });
}
break;
case MemoryPressureState::Idle:
break;
default:
Q_UNREACHABLE();
}
}
WorkQueue& GLVariableAllocationSupport::getActiveWorkQueue() {
static WorkQueue empty;
switch (_memoryPressureState) {
case MemoryPressureState::Oversubscribed:
return _demoteQueue;
case MemoryPressureState::Undersubscribed:
return _promoteQueue;
case MemoryPressureState::Transfer:
return _transferQueue;
default:
break;
}
Q_UNREACHABLE();
return empty;
}
// FIXME hack for stats display
QString getTextureMemoryPressureModeString() {
switch (GLVariableAllocationSupport::_memoryPressureState) {
case MemoryPressureState::Oversubscribed:
return "Oversubscribed";
case MemoryPressureState::Undersubscribed:
return "Undersubscribed";
case MemoryPressureState::Transfer:
return "Transfer";
case MemoryPressureState::Idle:
return "Idle";
}
Q_UNREACHABLE();
return "Unknown";
}
void GLVariableAllocationSupport::updateMemoryPressure() {
static size_t lastAllowedMemoryAllocation = gpu::Texture::getAllowedGPUMemoryUsage();
size_t allowedMemoryAllocation = gpu::Texture::getAllowedGPUMemoryUsage();
if (0 == allowedMemoryAllocation) {
allowedMemoryAllocation = DEFAULT_ALLOWED_TEXTURE_MEMORY;
}
// If the user explicitly changed the allowed memory usage, we need to mark ourselves stale
// so that we react
if (allowedMemoryAllocation != lastAllowedMemoryAllocation) {
_memoryPressureStateStale = true;
lastAllowedMemoryAllocation = allowedMemoryAllocation;
}
if (!_memoryPressureStateStale.exchange(false)) {
return;
}
PROFILE_RANGE(render_gpu_gl, __FUNCTION__);
// Clear any defunct textures (weak pointers that no longer have a valid texture)
_memoryManagedTextures.remove_if([&](const TextureWeakPointer& weakPointer) {
return weakPointer.expired();
});
// Convert weak pointers to strong. This new list may still contain nulls if a texture was
// deleted on another thread between the previous line and this one
std::vector<TexturePointer> strongTextures; {
strongTextures.reserve(_memoryManagedTextures.size());
std::transform(
_memoryManagedTextures.begin(), _memoryManagedTextures.end(),
std::back_inserter(strongTextures),
[](const TextureWeakPointer& p) { return p.lock(); });
}
size_t totalVariableMemoryAllocation = 0;
size_t idealMemoryAllocation = 0;
bool canDemote = false;
bool canPromote = false;
bool hasTransfers = false;
for (const auto& texture : strongTextures) {
// Race conditions can still leave nulls in the list, so we need to check
if (!texture) {
continue;
}
GLTexture* gltexture = Backend::getGPUObject<GLTexture>(*texture);
GLVariableAllocationSupport* vartexture = dynamic_cast<GLVariableAllocationSupport*>(gltexture);
// Track how much the texture thinks it should be using
idealMemoryAllocation += texture->evalTotalSize();
// Track how much we're actually using
totalVariableMemoryAllocation += gltexture->size();
canDemote |= vartexture->canDemote();
canPromote |= vartexture->canPromote();
hasTransfers |= vartexture->hasPendingTransfers();
}
size_t unallocated = idealMemoryAllocation - totalVariableMemoryAllocation;
float pressure = (float)totalVariableMemoryAllocation / (float)allowedMemoryAllocation;
auto newState = MemoryPressureState::Idle;
if (pressure < UNDERSUBSCRIBED_PRESSURE_VALUE && (unallocated != 0 && canPromote)) {
newState = MemoryPressureState::Undersubscribed;
} else if (pressure > OVERSUBSCRIBED_PRESSURE_VALUE && canDemote) {
newState = MemoryPressureState::Oversubscribed;
} else if (hasTransfers) {
newState = MemoryPressureState::Transfer;
}
if (newState != _memoryPressureState) {
#if THREADED_TEXTURE_BUFFERING
if (MemoryPressureState::Transfer == _memoryPressureState) {
TransferJob::stopTransferLoop();
}
_memoryPressureState = newState;
if (MemoryPressureState::Transfer == _memoryPressureState) {
TransferJob::startTransferLoop();
}
#else
_memoryPressureState = newState;
#endif
// Clear the existing queue
_transferQueue = WorkQueue();
_promoteQueue = WorkQueue();
_demoteQueue = WorkQueue();
// Populate the existing textures into the queue
for (const auto& texture : strongTextures) {
// Race conditions can still leave nulls in the list, so we need to check
if (!texture) {
continue;
}
addToWorkQueue(texture);
}
}
}
void GLVariableAllocationSupport::processWorkQueues() {
if (MemoryPressureState::Idle == _memoryPressureState) {
return;
}
auto& workQueue = getActiveWorkQueue();
PROFILE_RANGE(render_gpu_gl, __FUNCTION__);
while (!workQueue.empty()) {
auto workTarget = workQueue.top();
workQueue.pop();
auto texture = workTarget.first.lock();
if (!texture) {
continue;
}
// Grab the first item off the demote queue
GLTexture* gltexture = Backend::getGPUObject<GLTexture>(*texture);
GLVariableAllocationSupport* vartexture = dynamic_cast<GLVariableAllocationSupport*>(gltexture);
if (MemoryPressureState::Oversubscribed == _memoryPressureState) {
if (!vartexture->canDemote()) {
continue;
}
vartexture->demote();
_memoryPressureStateStale = true;
} else if (MemoryPressureState::Undersubscribed == _memoryPressureState) {
if (!vartexture->canPromote()) {
continue;
}
vartexture->promote();
_memoryPressureStateStale = true;
} else if (MemoryPressureState::Transfer == _memoryPressureState) {
if (!vartexture->hasPendingTransfers()) {
continue;
}
vartexture->executeNextTransfer(texture);
} else {
Q_UNREACHABLE();
}
// Reinject into the queue if more work to be done
addToWorkQueue(texture);
break;
}
if (workQueue.empty()) {
_memoryPressureState = MemoryPressureState::Idle;
_memoryPressureStateStale = true;
}
}
void GLVariableAllocationSupport::manageMemory() {
PROFILE_RANGE(render_gpu_gl, __FUNCTION__);
updateMemoryPressure();
processWorkQueues();
}
void GLVariableAllocationSupport::executeNextTransfer(const TexturePointer& currentTexture) {
if (_populatedMip <= _allocatedMip) {
return;
}
if (_pendingTransfers.empty()) {
populateTransferQueue();
}
if (!_pendingTransfers.empty()) {
// Keeping hold of a strong pointer during the transfer ensures that the transfer thread cannot try to access a destroyed texture
_currentTransferTexture = currentTexture;
if (_pendingTransfers.front()->tryTransfer()) {
_pendingTransfers.pop();
_currentTransferTexture.reset();
}
}
}