367 lines
14 KiB
C++
367 lines
14 KiB
C++
/**
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* @file llimagegl.h
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* @brief Object for managing images and their textures
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*
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* $LicenseInfo:firstyear=2001&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#ifndef LL_LLIMAGEGL_H
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#define LL_LLIMAGEGL_H
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#include "llimage.h"
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#include "llgltypes.h"
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#include "llpointer.h"
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#include "llrefcount.h"
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#include "v2math.h"
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#include "llunits.h"
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#include "llthreadsafequeue.h"
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#include "llrender.h"
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#include "threadpool.h"
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#include "workqueue.h"
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#include <unordered_set>
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#define LL_IMAGEGL_THREAD_CHECK 0 //set to 1 to enable thread debugging for ImageGL
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class LLWindow;
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#define BYTES_TO_MEGA_BYTES(x) ((x) >> 20)
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#define MEGA_BYTES_TO_BYTES(x) ((x) << 20)
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namespace LLImageGLMemory
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{
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void alloc_tex_image(U32 width, U32 height, U32 pixformat);
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void free_tex_image(U32 texName);
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void free_tex_images(U32 count, const U32* texNames);
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void free_cur_tex_image();
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}
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//============================================================================
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class LLImageGL : public LLRefCount
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{
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friend class LLTexUnit;
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public:
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// Get an estimate of how many bytes have been allocated in vram for textures.
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// Does not include mipmaps.
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// NOTE: multiplying this number by two gives a good estimate for total
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// video memory usage based on testing in lagland against an NVIDIA GPU.
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static U64 getTextureBytesAllocated();
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// These 2 functions replace glGenTextures() and glDeleteTextures()
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static void generateTextures(S32 numTextures, U32 *textures);
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static void deleteTextures(S32 numTextures, const U32 *textures);
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// Size calculation
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static S32 dataFormatBits(S32 dataformat);
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static S64 dataFormatBytes(S32 dataformat, S32 width, S32 height);
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static S32 dataFormatComponents(S32 dataformat);
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bool updateBindStats() const ;
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F32 getTimePassedSinceLastBound();
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void forceUpdateBindStats(void) const;
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// needs to be called every frame
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static void updateStats(F32 current_time);
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// cleanup GL state
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static void destroyGL();
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static void dirtyTexOptions();
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static bool checkSize(S32 width, S32 height);
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//for server side use only.
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// Not currently necessary for LLImageGL, but required in some derived classes,
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// so include for compatability
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static bool create(LLPointer<LLImageGL>& dest, bool usemipmaps = true);
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static bool create(LLPointer<LLImageGL>& dest, U32 width, U32 height, U8 components, bool usemipmaps = true);
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static bool create(LLPointer<LLImageGL>& dest, const LLImageRaw* imageraw, bool usemipmaps = true);
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public:
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LLImageGL(bool usemipmaps = true);
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LLImageGL(U32 width, U32 height, U8 components, bool usemipmaps = true);
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LLImageGL(const LLImageRaw* imageraw, bool usemipmaps = true);
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// For wrapping textures created via GL elsewhere with our API only. Use with caution.
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LLImageGL(LLGLuint mTexName, U32 components, LLGLenum target, LLGLint formatInternal, LLGLenum formatPrimary, LLGLenum formatType, LLTexUnit::eTextureAddressMode addressMode);
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protected:
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virtual ~LLImageGL();
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void analyzeAlpha(const void* data_in, U32 w, U32 h);
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void calcAlphaChannelOffsetAndStride();
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public:
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virtual void dump(); // debugging info to LL_INFOS()
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bool setSize(S32 width, S32 height, S32 ncomponents, S32 discard_level = -1);
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void setComponents(S32 ncomponents) { mComponents = (S8)ncomponents ;}
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void setAllowCompression(bool allow) { mAllowCompression = allow; }
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static void setManualImage(U32 target, S32 miplevel, S32 intformat, S32 width, S32 height, U32 pixformat, U32 pixtype, const void *pixels, bool allow_compression = true);
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bool createGLTexture() ;
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bool createGLTexture(S32 discard_level, const LLImageRaw* imageraw, S32 usename = 0, bool to_create = true,
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S32 category = sMaxCategories-1, bool defer_copy = false, LLGLuint* tex_name = nullptr);
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bool createGLTexture(S32 discard_level, const U8* data, bool data_hasmips = false, S32 usename = 0, bool defer_copy = false, LLGLuint* tex_name = nullptr);
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void setImage(const LLImageRaw* imageraw);
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bool setImage(const U8* data_in, bool data_hasmips = false, S32 usename = 0);
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// *TODO: This function may not work if the textures is compressed (i.e.
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// RenderCompressTextures is 0). Partial image updates do not work on
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// compressed textures.
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bool setSubImage(const LLImageRaw* imageraw, S32 x_pos, S32 y_pos, S32 width, S32 height, bool force_fast_update = false, LLGLuint use_name = 0);
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bool setSubImage(const U8* datap, S32 data_width, S32 data_height, S32 x_pos, S32 y_pos, S32 width, S32 height, bool force_fast_update = false, LLGLuint use_name = 0);
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bool setSubImageFromFrameBuffer(S32 fb_x, S32 fb_y, S32 x_pos, S32 y_pos, S32 width, S32 height);
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// wait for gl commands to finish on current thread and push
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// a lambda to main thread to swap mNewTexName and mTexName
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void syncToMainThread(LLGLuint new_tex_name);
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// Read back a raw image for this discard level, if it exists
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bool readBackRaw(S32 discard_level, LLImageRaw* imageraw, bool compressed_ok) const;
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void destroyGLTexture();
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void forceToInvalidateGLTexture();
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void setExplicitFormat(LLGLint internal_format, LLGLenum primary_format, LLGLenum type_format = 0, bool swap_bytes = false);
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void setComponents(S8 ncomponents) { mComponents = ncomponents; }
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S32 getDiscardLevel() const { return mCurrentDiscardLevel; }
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S32 getMaxDiscardLevel() const { return mMaxDiscardLevel; }
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// override the current discard level
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// should only be used for local textures where you know exactly what you're doing
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void setDiscardLevel(S32 level) { mCurrentDiscardLevel = level; }
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S32 getCurrentWidth() const { return mWidth ;}
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S32 getCurrentHeight() const { return mHeight ;}
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S32 getWidth(S32 discard_level = -1) const;
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S32 getHeight(S32 discard_level = -1) const;
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U8 getComponents() const { return mComponents; }
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S64 getBytes(S32 discard_level = -1) const;
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S64 getMipBytes(S32 discard_level = -1) const;
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bool getBoundRecently() const;
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bool isJustBound() const;
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bool getHasExplicitFormat() const { return mHasExplicitFormat; }
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LLGLenum getPrimaryFormat() const { return mFormatPrimary; }
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LLGLenum getFormatType() const { return mFormatType; }
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bool getHasGLTexture() const { return mTexName != 0; }
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LLGLuint getTexName() const { return mTexName; }
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bool getIsAlphaMask() const;
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bool getIsResident(bool test_now = false); // not const
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void setTarget(const LLGLenum target, const LLTexUnit::eTextureType bind_target);
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LLTexUnit::eTextureType getTarget(void) const { return mBindTarget; }
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bool isGLTextureCreated(void) const { return mGLTextureCreated ; }
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void setGLTextureCreated (bool initialized) { mGLTextureCreated = initialized; }
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bool getUseMipMaps() const { return mUseMipMaps; }
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void setUseMipMaps(bool usemips) { mUseMipMaps = usemips; }
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void setHasMipMaps(bool hasmips) { mHasMipMaps = hasmips; }
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void updatePickMask(S32 width, S32 height, const U8* data_in);
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// [RLVa:KB] - Checked: RLVa-2.2 (@setoverlay)
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bool getMask(const LLVector2 &tc) const;
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// [/RLVa:KB]
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// bool getMask(const LLVector2 &tc);
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void checkTexSize(bool forced = false) const ;
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// Sets the addressing mode used to sample the texture
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// (such as wrapping, mirrored wrapping, and clamp)
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// Note: this actually gets set the next time the texture is bound.
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void setAddressMode(LLTexUnit::eTextureAddressMode mode);
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LLTexUnit::eTextureAddressMode getAddressMode(void) const { return mAddressMode; }
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// Sets the filtering options used to sample the texture
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// (such as point sampling, bilinear interpolation, mipmapping, and anisotropic filtering)
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// Note: this actually gets set the next time the texture is bound.
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void setFilteringOption(LLTexUnit::eTextureFilterOptions option);
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LLTexUnit::eTextureFilterOptions getFilteringOption(void) const { return mFilterOption; }
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LLGLenum getTexTarget()const { return mTarget; }
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void init(bool usemipmaps);
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virtual void cleanup(); // Clean up the LLImageGL so it can be reinitialized. Be careful when using this in derived class destructors
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void setNeedsAlphaAndPickMask(bool need_mask);
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#if LL_IMAGEGL_THREAD_CHECK
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// thread debugging
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std::thread::id mActiveThread;
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void checkActiveThread();
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#endif
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// scale down to the desired discard level using GPU
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// returns true if texture was scaled down
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// desired discard will be clamped to max discard
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// if desired discard is less than or equal to current discard, no scaling will occur
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// only works for GL_TEXTURE_2D target
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bool scaleDown(S32 desired_discard);
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public:
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// Various GL/Rendering options
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S64Bytes mTextureMemory;
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mutable F32 mLastBindTime; // last time this was bound, by discard level
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private:
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U32 createPickMask(S32 pWidth, S32 pHeight);
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void freePickMask();
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bool isCompressed();
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LLPointer<LLImageRaw> mSaveData; // used for destroyGL/restoreGL
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LL::WorkQueue::weak_t mMainQueue;
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U8* mPickMask; //downsampled bitmap approximation of alpha channel. NULL if no alpha channel
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U16 mPickMaskWidth;
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U16 mPickMaskHeight;
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S8 mUseMipMaps;
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bool mHasExplicitFormat; // If false (default), GL format is f(mComponents)
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bool mAutoGenMips = false;
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bool mIsMask;
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bool mNeedsAlphaAndPickMask;
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S8 mAlphaStride ;
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S8 mAlphaOffset ;
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bool mGLTextureCreated ;
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LLGLuint mTexName;
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U16 mWidth;
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U16 mHeight;
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S8 mCurrentDiscardLevel;
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bool mAllowCompression;
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protected:
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LLGLenum mTarget; // Normally GL_TEXTURE2D, sometimes something else (ex. cube maps)
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LLTexUnit::eTextureType mBindTarget; // Normally TT_TEXTURE, sometimes something else (ex. cube maps)
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bool mHasMipMaps;
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S32 mMipLevels;
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LLGLboolean mIsResident;
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S8 mComponents;
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S8 mMaxDiscardLevel;
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bool mTexOptionsDirty;
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LLTexUnit::eTextureAddressMode mAddressMode; // Defaults to TAM_WRAP
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LLTexUnit::eTextureFilterOptions mFilterOption; // Defaults to TFO_ANISOTROPIC
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LLGLint mFormatInternal; // = GL internalformat
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LLGLenum mFormatPrimary; // = GL format (pixel data format)
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LLGLenum mFormatType;
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bool mFormatSwapBytes;// if true, use glPixelStorei(GL_UNPACK_SWAP_BYTES, 1)
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bool mExternalTexture;
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// STATICS
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public:
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static std::unordered_set<LLImageGL*> sImageList;
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static S32 sCount;
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static F32 sLastFrameTime;
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// Global memory statistics
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static U32 sBindCount; // Tracks number of texture binds for current frame
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static U32 sUniqueCount; // Tracks number of unique texture binds for current frame
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static bool sGlobalUseAnisotropic;
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static LLImageGL* sDefaultGLTexture ;
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static bool sAutomatedTest;
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static bool sCompressTextures; //use GL texture compression
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#if DEBUG_MISS
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bool mMissed; // Missed on last bind?
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bool getMissed() const { return mMissed; };
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#else
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bool getMissed() const { return false; };
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#endif
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public:
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static void initClass(LLWindow* window, S32 num_catagories, bool skip_analyze_alpha = false, bool thread_texture_loads = false, bool thread_media_updates = false);
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static void cleanupClass() ;
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private:
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static S32 sMaxCategories;
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static bool sSkipAnalyzeAlpha;
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static U32 sScratchPBO;
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static U32 sScratchPBOSize;
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//the flag to allow to call readBackRaw(...).
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//can be removed if we do not use that function at all.
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static bool sAllowReadBackRaw ;
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//
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//****************************************************************************************************
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//The below for texture auditing use only
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//****************************************************************************************************
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private:
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S32 mCategory ;
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public:
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void setCategory(S32 category) {mCategory = category;}
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S32 getCategory()const {return mCategory;}
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void setTexName(GLuint texName) { mTexName = texName; }
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//similar to setTexName, but will call deleteTextures on mTexName if mTexName is not 0 or texname
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void syncTexName(LLGLuint texname);
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//for debug use: show texture size distribution
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//----------------------------------------
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static S32 sCurTexSizeBar ;
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static S32 sCurTexPickSize ;
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static void setCurTexSizebar(S32 index, bool set_pick_size = true) ;
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static void resetCurTexSizebar();
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//****************************************************************************************************
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//End of definitions for texture auditing use only
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//****************************************************************************************************
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};
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class LLImageGLThread : public LLSimpleton<LLImageGLThread>, LL::ThreadPool
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{
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public:
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// follows gSavedSettings "RenderGLMultiThreadedTextures"
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static bool sEnabledTextures;
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// follows gSavedSettings "RenderGLMultiThreadedMedia"
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static bool sEnabledMedia;
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LLImageGLThread(LLWindow* window);
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// post a function to be executed on the LLImageGL background thread
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template <typename CALLABLE>
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bool post(CALLABLE&& func)
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{
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return getQueue().post(std::forward<CALLABLE>(func));
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}
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void run() override;
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private:
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LLWindow* mWindow;
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void* mContext = nullptr;
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LLAtomicBool mFinished;
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};
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#endif // LL_LLIMAGEGL_H
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