open_toontown_panda3d/panda/src/glstuff/glTextureContext_src.cxx

209 lines
6.6 KiB
C++

// Filename: glTextureContext.cxx
// Created by: drose (07Oct99)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
#include "pnotify.h"
TypeHandle CLP(TextureContext)::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: CLP(TextureContext)::Denstructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
CLP(TextureContext)::
~CLP(TextureContext)() {
#ifndef OPENGLES
if (gl_enable_memory_barriers) {
_glgsg->_textures_needing_fetch_barrier.erase(this);
_glgsg->_textures_needing_image_access_barrier.erase(this);
_glgsg->_textures_needing_update_barrier.erase(this);
_glgsg->_textures_needing_framebuffer_barrier.erase(this);
}
#endif
// Don't call glDeleteTextures; we may not have an active context.
}
////////////////////////////////////////////////////////////////////
// Function: GLTextureContext::evict_lru
// Access: Public, Virtual
// Description: Evicts the page from the LRU. Called internally when
// the LRU determines that it is full. May also be
// called externally when necessary to explicitly evict
// the page.
//
// It is legal for this method to either evict the page
// as requested, do nothing (in which case the eviction
// will be requested again at the next epoch), or
// requeue itself on the tail of the queue (in which
// case the eviction will be requested again much
// later).
////////////////////////////////////////////////////////////////////
void CLP(TextureContext)::
evict_lru() {
dequeue_lru();
#ifndef OPENGLES
if (_handle != 0) {
if (_handle_resident) {
_glgsg->_glMakeTextureHandleNonResident(_handle);
}
_handle_resident = false;
} else
#endif
{
reset_data();
}
update_data_size_bytes(0);
mark_unloaded();
}
////////////////////////////////////////////////////////////////////
// Function: GLTextureContext::reset_data
// Access: Public
// Description: Resets the texture object to a new one so a new GL
// texture object can be uploaded.
////////////////////////////////////////////////////////////////////
void CLP(TextureContext)::
reset_data() {
#ifndef OPENGLES
if (_handle != 0 && _handle_resident) {
_glgsg->_glMakeTextureHandleNonResident(_handle);
}
#endif
// Free the texture resources.
glDeleteTextures(1, &_index);
if (_buffer != 0) {
_glgsg->_glDeleteBuffers(1, &_buffer);
_buffer = 0;
}
// We still need a valid index number, though, in case we want to
// re-load the texture later.
glGenTextures(1, &_index);
_handle = 0;
_handle_resident = false;
_has_storage = false;
_immutable = false;
#ifndef OPENGLES
// Mark the texture as coherent.
if (gl_enable_memory_barriers) {
_glgsg->_textures_needing_fetch_barrier.erase(this);
_glgsg->_textures_needing_image_access_barrier.erase(this);
_glgsg->_textures_needing_update_barrier.erase(this);
_glgsg->_textures_needing_framebuffer_barrier.erase(this);
}
#endif
}
////////////////////////////////////////////////////////////////////
// Function: GLTextureContext::make_handle_resident
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
void CLP(TextureContext)::
make_handle_resident() {
#ifndef OPENGLES
if (_handle != 0) {
if (!_handle_resident) {
_glgsg->_glMakeTextureHandleResident(_handle);
_handle_resident = true;
}
set_resident(true);
}
#endif
}
////////////////////////////////////////////////////////////////////
// Function: CLP(TextureContext)::get_handle
// Access: Public
// Description: Returns a handle for this texture. Once this has
// been created, the texture data may still be updated,
// but its properties may not.
////////////////////////////////////////////////////////////////////
INLINE GLuint64 CLP(TextureContext)::
get_handle() {
#ifdef OPENGLES
return 0;
#else
if (!_glgsg->_supports_bindless_texture) {
return false;
}
if (_handle == 0) {
_handle = _glgsg->_glGetTextureHandle(_index);
}
_immutable = true;
return _handle;
#endif
}
#ifndef OPENGLES
////////////////////////////////////////////////////////////////////
// Function: GLTextureContext::needs_barrier
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
bool CLP(TextureContext)::
needs_barrier(GLbitfield barrier) {
if (!gl_enable_memory_barriers) {
return false;
}
return (((barrier & GL_TEXTURE_FETCH_BARRIER_BIT) &&
_glgsg->_textures_needing_fetch_barrier.count(this)))
|| (((barrier & GL_SHADER_IMAGE_ACCESS_BARRIER_BIT) &&
_glgsg->_textures_needing_image_access_barrier.count(this)))
|| (((barrier & GL_TEXTURE_UPDATE_BARRIER_BIT) &&
_glgsg->_textures_needing_update_barrier.count(this)))
|| (((barrier & GL_FRAMEBUFFER_BARRIER_BIT) &&
_glgsg->_textures_needing_framebuffer_barrier.count(this)));
}
////////////////////////////////////////////////////////////////////
// Function: GLTextureContext::mark_incoherent
// Access: Public
// Description: Mark a texture as needing a memory barrier, since
// a non-coherent read or write just happened to it.
// If 'wrote' is true, it was written to.
////////////////////////////////////////////////////////////////////
void CLP(TextureContext)::
mark_incoherent(bool wrote) {
if (!gl_enable_memory_barriers) {
return;
}
// If we only read from it, the next read operation won't need
// another barrier, since it'll be reading the same data.
if (wrote) {
_glgsg->_textures_needing_fetch_barrier.insert(this);
}
// We could still write to it before we read from it, so we have
// to always insert these barriers. This could be slightly
// optimized so that we don't issue a barrier between consecutive
// image reads, but that may not be worth the trouble.
_glgsg->_textures_needing_image_access_barrier.insert(this);
_glgsg->_textures_needing_update_barrier.insert(this);
_glgsg->_textures_needing_framebuffer_barrier.insert(this);
}
#endif // OPENGLES