215 lines
5.9 KiB
C++
215 lines
5.9 KiB
C++
/**
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* PANDA 3D SOFTWARE
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* Copyright (c) Carnegie Mellon University. All rights reserved.
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*
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* All use of this software is subject to the terms of the revised BSD
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* license. You should have received a copy of this license along
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* with this source code in a file named "LICENSE."
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*
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* @file glTextureContext_src.cxx
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* @author drose
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* @date 1999-10-07
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*/
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#include "pnotify.h"
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TypeHandle CLP(TextureContext)::_type_handle;
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/**
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*
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*/
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CLP(TextureContext)::
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~CLP(TextureContext)() {
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// Don't call glDeleteTextures; we may not have an active context.
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}
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/**
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* Evicts the page from the LRU. Called internally when the LRU determines
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* that it is full. May also be called externally when necessary to
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* explicitly evict the page.
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*
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* It is legal for this method to either evict the page as requested, do
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* nothing (in which case the eviction will be requested again at the next
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* epoch), or requeue itself on the tail of the queue (in which case the
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* eviction will be requested again much later).
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*/
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void CLP(TextureContext)::
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evict_lru() {
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dequeue_lru();
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reset_data(_target);
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update_data_size_bytes(0);
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mark_unloaded();
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}
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/**
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* Resets the texture object to a new one so a new GL texture object can be
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* uploaded. This call also allows the texture target to be changed.
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*/
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void CLP(TextureContext)::
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reset_data(GLenum target, int num_views) {
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// Free the texture resources.
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set_num_views(0);
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_target = target;
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// We still need a valid index number, though, in case we want to re-load
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// the texture later.
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set_num_views(num_views);
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_has_storage = false;
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_immutable = false;
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_may_reload_with_mipmaps = false;
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#ifndef OPENGLES_1
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// Mark the texture as coherent.
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if (gl_enable_memory_barriers) {
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_glgsg->_textures_needing_fetch_barrier.erase(this);
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_glgsg->_textures_needing_image_access_barrier.erase(this);
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_glgsg->_textures_needing_update_barrier.erase(this);
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_glgsg->_textures_needing_framebuffer_barrier.erase(this);
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}
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#endif
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}
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/**
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* Returns an implementation-defined handle or pointer that can be used
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* to interface directly with the underlying API.
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* Returns 0 if the underlying implementation does not support this.
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*/
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uint64_t CLP(TextureContext)::
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get_native_id() const {
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return _index;
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}
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/**
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* Similar to get_native_id, but some implementations use a separate
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* identifier for the buffer object associated with buffer textures.
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* Returns 0 if the underlying implementation does not support this, or
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* if this is not a buffer texture.
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*/
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uint64_t CLP(TextureContext)::
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get_native_buffer_id() const {
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return _buffer;
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}
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/**
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* Changes the number of views in the texture.
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*/
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void CLP(TextureContext)::
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set_num_views(int num_views) {
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if (_num_views > num_views) {
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glDeleteTextures(_num_views - num_views, _indices + _num_views);
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if (_buffers != nullptr) {
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_glgsg->_glDeleteBuffers(_num_views - num_views, _buffers + num_views);
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}
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if (num_views <= 1) {
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_index = _indices[0];
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if (_indices != &_index) {
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delete[] _indices;
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_indices = &_index;
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}
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#ifndef OPENGLES_1
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if (_buffers != nullptr) {
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_buffer = _buffers[0];
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if (_buffers != &_buffer) {
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delete[] _buffers;
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_buffers = &_buffer;
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}
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if (num_views == 0) {
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_buffers = nullptr;
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}
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}
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#endif
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}
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}
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else if (_num_views == 0 && num_views == 1) {
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glGenTextures(1, &_index);
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_indices = &_index;
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#ifndef OPENGLES_1
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if (_target == GL_TEXTURE_BUFFER) {
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_glgsg->_glGenBuffers(1, &_buffer);
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_buffers = &_buffer;
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}
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#endif
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}
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else if (_num_views < num_views) {
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GLuint *new_indices = new GLuint[num_views];
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memcpy(new_indices, _indices, sizeof(GLuint) * _num_views);
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glGenTextures(num_views - _num_views, new_indices + _num_views);
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if (_indices != &_index) {
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delete[] _indices;
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}
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_indices = new_indices;
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#ifndef OPENGLES_1
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if (_target == GL_TEXTURE_BUFFER) {
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GLuint *new_buffers = new GLuint[num_views];
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if (_buffers != nullptr) {
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memcpy(new_buffers, _buffers, sizeof(GLuint) * _num_views);
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_glgsg->_glGenBuffers(num_views - _num_views, new_buffers + _num_views);
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if (_buffers != &_buffer) {
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delete[] _buffers;
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}
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} else {
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_glgsg->_glGenBuffers(num_views, new_buffers);
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}
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_buffers = new_buffers;
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}
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#endif
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}
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_num_views = num_views;
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}
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#ifndef OPENGLES_1
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/**
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*
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*/
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bool CLP(TextureContext)::
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needs_barrier(GLbitfield barrier) {
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if (!gl_enable_memory_barriers) {
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return false;
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}
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return (((barrier & GL_TEXTURE_FETCH_BARRIER_BIT) &&
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_glgsg->_textures_needing_fetch_barrier.count(this)))
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|| (((barrier & GL_SHADER_IMAGE_ACCESS_BARRIER_BIT) &&
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_glgsg->_textures_needing_image_access_barrier.count(this)))
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|| (((barrier & GL_TEXTURE_UPDATE_BARRIER_BIT) &&
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_glgsg->_textures_needing_update_barrier.count(this)))
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|| (((barrier & GL_FRAMEBUFFER_BARRIER_BIT) &&
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_glgsg->_textures_needing_framebuffer_barrier.count(this)));
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}
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/**
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* Mark a texture as needing a memory barrier, since a non-coherent read or
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* write just happened to it. If 'wrote' is true, it was written to.
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*/
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void CLP(TextureContext)::
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mark_incoherent(bool wrote) {
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if (!gl_enable_memory_barriers) {
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return;
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}
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// If we only read from it, the next read operation won't need another
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// barrier, since it'll be reading the same data.
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if (wrote) {
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_glgsg->_textures_needing_fetch_barrier.insert(this);
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}
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// We could still write to it before we read from it, so we have to always
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// insert these barriers. This could be slightly optimized so that we don't
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// issue a barrier between consecutive image reads, but that may not be
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// worth the trouble.
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_glgsg->_textures_needing_image_access_barrier.insert(this);
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_glgsg->_textures_needing_update_barrier.insert(this);
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_glgsg->_textures_needing_framebuffer_barrier.insert(this);
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}
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#endif // !OPENGLES_1
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