dolphin/Source/Core/VideoBackends/OGL/OGLTexture.cpp
Martino Fontana a14c88ba67 Remove unused imports
Yellow squiggly lines begone!
Done automatically on .cpp files through `run-clang-tidy`, with manual corrections to the mistakes.
If an import is directly used, but is technically unnecessary since it's recursively imported by something else, it is *not* removed.
The tool doesn't touch .h files, so I did some of them by hand while fixing errors due to old recursive imports.
Not everything is removed, but the cleanup should be substantial enough.
Because this done on Linux, code that isn't used on it is mostly untouched.
(Hopefully no open PR is depending on these imports...)
2026-01-25 16:12:15 +01:00

762 lines
27 KiB
C++

// Copyright 2017 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoBackends/OGL/OGLTexture.h"
#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "Common/GL/GLUtil.h"
#include "Common/MsgHandler.h"
#include "VideoBackends/OGL/OGLConfig.h"
#include "VideoBackends/OGL/OGLGfx.h"
#include "VideoCommon/VideoConfig.h"
namespace OGL
{
GLenum OGLTexture::GetGLInternalFormatForTextureFormat(AbstractTextureFormat format, bool storage)
{
switch (format)
{
case AbstractTextureFormat::DXT1:
return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
case AbstractTextureFormat::DXT3:
return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
case AbstractTextureFormat::DXT5:
return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
case AbstractTextureFormat::BPTC:
return GL_COMPRESSED_RGBA_BPTC_UNORM_ARB;
case AbstractTextureFormat::RGBA8:
return storage ? GL_RGBA8 : GL_RGBA;
case AbstractTextureFormat::BGRA8:
return storage ? GL_RGBA8 : GL_BGRA;
case AbstractTextureFormat::RGB10_A2:
return GL_RGB10_A2;
case AbstractTextureFormat::RGBA16F:
return GL_RGBA16F;
case AbstractTextureFormat::R16:
return GL_R16;
case AbstractTextureFormat::R32F:
return GL_R32F;
case AbstractTextureFormat::D16:
return GL_DEPTH_COMPONENT16;
case AbstractTextureFormat::D24_S8:
return GL_DEPTH24_STENCIL8;
case AbstractTextureFormat::D32F:
return GL_DEPTH_COMPONENT32F;
case AbstractTextureFormat::D32F_S8:
return GL_DEPTH32F_STENCIL8;
default:
PanicAlertFmt("Unhandled texture format.");
return storage ? GL_RGBA8 : GL_RGBA;
}
}
namespace
{
GLenum GetGLFormatForTextureFormat(AbstractTextureFormat format)
{
switch (format)
{
case AbstractTextureFormat::RGBA8:
return GL_RGBA;
case AbstractTextureFormat::BGRA8:
return GL_BGRA;
case AbstractTextureFormat::RGB10_A2:
return GL_RGB10_A2;
case AbstractTextureFormat::RGBA16F:
return GL_RGBA16F;
case AbstractTextureFormat::R16:
case AbstractTextureFormat::R32F:
return GL_RED;
case AbstractTextureFormat::D16:
case AbstractTextureFormat::D32F:
return GL_DEPTH_COMPONENT;
case AbstractTextureFormat::D24_S8:
case AbstractTextureFormat::D32F_S8:
return GL_DEPTH_STENCIL;
// Compressed texture formats don't use this parameter.
default:
return GL_UNSIGNED_BYTE;
}
}
GLenum GetGLTypeForTextureFormat(AbstractTextureFormat format)
{
switch (format)
{
case AbstractTextureFormat::RGBA8:
case AbstractTextureFormat::BGRA8:
return GL_UNSIGNED_BYTE;
case AbstractTextureFormat::RGB10_A2:
return GL_UNSIGNED_INT_2_10_10_10_REV;
case AbstractTextureFormat::RGBA16F:
return GL_HALF_FLOAT;
case AbstractTextureFormat::R16:
return GL_UNSIGNED_SHORT;
case AbstractTextureFormat::R32F:
return GL_FLOAT;
case AbstractTextureFormat::D16:
return GL_UNSIGNED_SHORT;
case AbstractTextureFormat::D24_S8:
return GL_UNSIGNED_INT_24_8;
case AbstractTextureFormat::D32F:
return GL_FLOAT;
case AbstractTextureFormat::D32F_S8:
return GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
// Compressed texture formats don't use this parameter.
default:
return GL_UNSIGNED_BYTE;
}
}
bool UsePersistentStagingBuffers()
{
// We require ARB_buffer_storage to create the persistent mapped buffer,
// ARB_shader_image_load_store for glMemoryBarrier, and ARB_sync to ensure
// the GPU has finished the copy before reading the buffer from the CPU.
return g_ogl_config.bSupportsGLBufferStorage && g_ogl_config.bSupportsImageLoadStore &&
g_ogl_config.bSupportsGLSync;
}
} // Anonymous namespace
OGLTexture::OGLTexture(const TextureConfig& tex_config, std::string_view name)
: AbstractTexture(tex_config), m_name(name)
{
DEBUG_ASSERT_MSG(VIDEO, !tex_config.IsMultisampled() || tex_config.levels == 1,
"OpenGL does not support multisampled textures with mip levels");
const GLenum target = GetGLTarget();
glGenTextures(1, &m_texId);
glActiveTexture(GL_MUTABLE_TEXTURE_INDEX);
glBindTexture(target, m_texId);
if (!m_name.empty() && g_backend_info.bSupportsSettingObjectNames)
{
glObjectLabel(GL_TEXTURE, m_texId, (GLsizei)m_name.size(), m_name.c_str());
}
glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, m_config.levels - 1);
GLenum gl_internal_format = GetGLInternalFormatForTextureFormat(m_config.format, true);
if (g_ogl_config.bSupportsTextureStorage && m_config.type == AbstractTextureType::Texture_CubeMap)
{
glTexStorage2D(target, m_config.levels, gl_internal_format, m_config.width, m_config.height);
}
else if (tex_config.IsMultisampled())
{
ASSERT(g_ogl_config.bSupportsMSAA);
if (m_config.type == AbstractTextureType::Texture_2DArray)
{
if (g_ogl_config.SupportedMultisampleTexStorage != MultisampleTexStorageType::TexStorageNone)
{
glTexStorage3DMultisample(target, tex_config.samples, gl_internal_format, m_config.width,
m_config.height, m_config.layers, GL_FALSE);
}
else
{
ASSERT(!g_ogl_config.bIsES);
glTexImage3DMultisample(target, tex_config.samples, gl_internal_format, m_config.width,
m_config.height, m_config.layers, GL_FALSE);
}
}
else if (m_config.type == AbstractTextureType::Texture_2D)
{
if (g_ogl_config.SupportedMultisampleTexStorage != MultisampleTexStorageType::TexStorageNone)
{
glTexStorage2DMultisample(target, tex_config.samples, gl_internal_format, m_config.width,
m_config.height, GL_FALSE);
}
else
{
ASSERT(!g_ogl_config.bIsES);
glTexImage2DMultisample(target, tex_config.samples, gl_internal_format, m_config.width,
m_config.height, GL_FALSE);
}
}
else
{
ASSERT(false);
}
}
else if (g_ogl_config.bSupportsTextureStorage)
{
if (m_config.type == AbstractTextureType::Texture_2DArray)
{
glTexStorage3D(target, m_config.levels, gl_internal_format, m_config.width, m_config.height,
m_config.layers);
}
else if (m_config.type == AbstractTextureType::Texture_2D)
{
glTexStorage2D(target, m_config.levels, gl_internal_format, m_config.width, m_config.height);
}
else
{
ASSERT(false);
}
}
if (m_config.IsRenderTarget())
{
// We can't render to compressed formats.
ASSERT(!IsCompressedFormat(m_config.format));
if (!g_ogl_config.bSupportsTextureStorage && !tex_config.IsMultisampled())
{
for (u32 level = 0; level < m_config.levels; level++)
{
glTexImage3D(target, level, gl_internal_format, std::max(m_config.width >> level, 1u),
std::max(m_config.height >> level, 1u), m_config.layers, 0,
GetGLFormatForTextureFormat(m_config.format),
GetGLTypeForTextureFormat(m_config.format), nullptr);
}
}
}
}
OGLTexture::~OGLTexture()
{
GetOGLGfx()->UnbindTexture(this);
glDeleteTextures(1, &m_texId);
}
void OGLTexture::CopyRectangleFromTexture(const AbstractTexture* src,
const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
u32 src_level, const MathUtil::Rectangle<int>& dst_rect,
u32 dst_layer, u32 dst_level)
{
const OGLTexture* src_gltex = static_cast<const OGLTexture*>(src);
ASSERT(src_rect.GetWidth() == dst_rect.GetWidth() &&
src_rect.GetHeight() == dst_rect.GetHeight());
if (g_ogl_config.bSupportsCopySubImage)
{
glCopyImageSubData(src_gltex->m_texId, src_gltex->GetGLTarget(), src_level, src_rect.left,
src_rect.top, src_layer, m_texId, GetGLTarget(), dst_level, dst_rect.left,
dst_rect.top, dst_layer, dst_rect.GetWidth(), dst_rect.GetHeight(), 1);
}
else
{
BlitFramebuffer(const_cast<OGLTexture*>(src_gltex), src_rect, src_layer, src_level, dst_rect,
dst_layer, dst_level);
}
}
void OGLTexture::BlitFramebuffer(OGLTexture* srcentry, const MathUtil::Rectangle<int>& src_rect,
u32 src_layer, u32 src_level,
const MathUtil::Rectangle<int>& dst_rect, u32 dst_layer,
u32 dst_level)
{
GetOGLGfx()->BindSharedReadFramebuffer();
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, srcentry->m_texId, src_level,
src_layer);
GetOGLGfx()->BindSharedDrawFramebuffer();
glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_texId, dst_level,
dst_layer);
// glBlitFramebuffer is still affected by the scissor test, which is enabled by default.
glDisable(GL_SCISSOR_TEST);
glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom, dst_rect.left,
dst_rect.top, dst_rect.right, dst_rect.bottom, GL_COLOR_BUFFER_BIT, GL_NEAREST);
// The default state for the scissor test is enabled. We don't need to do a full state
// restore, as the framebuffer and scissor test are the only things we changed.
glEnable(GL_SCISSOR_TEST);
GetOGLGfx()->RestoreFramebufferBinding();
}
void OGLTexture::ResolveFromTexture(const AbstractTexture* src,
const MathUtil::Rectangle<int>& rect, u32 layer, u32 level)
{
const OGLTexture* srcentry = static_cast<const OGLTexture*>(src);
DEBUG_ASSERT(m_config.samples > 1 && m_config.width == srcentry->m_config.width &&
m_config.height == srcentry->m_config.height && m_config.samples == 1);
DEBUG_ASSERT(rect.left + rect.GetWidth() <= static_cast<int>(srcentry->m_config.width) &&
rect.top + rect.GetHeight() <= static_cast<int>(srcentry->m_config.height));
BlitFramebuffer(const_cast<OGLTexture*>(srcentry), rect, layer, level, rect, layer, level);
}
void OGLTexture::Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
size_t buffer_size, u32 layer)
{
if (level >= m_config.levels)
PanicAlertFmt("Texture only has {} levels, can't update level {}", m_config.levels, level);
if (layer >= m_config.layers)
PanicAlertFmt("Texture only has {} layer, can't update layer {}", m_config.layers, layer);
const auto expected_width = std::max(1U, m_config.width >> level);
const auto expected_height = std::max(1U, m_config.height >> level);
if (width != expected_width || height != expected_height)
{
PanicAlertFmt("Size of level {} must be {}x{}, but {}x{} requested", level, expected_width,
expected_height, width, height);
}
const GLenum target = GetGLTarget();
glActiveTexture(GL_MUTABLE_TEXTURE_INDEX);
glBindTexture(target, m_texId);
if (row_length != width)
glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
GLenum gl_internal_format = GetGLInternalFormatForTextureFormat(m_config.format, false);
if (IsCompressedFormat(m_config.format))
{
if (m_config.type == AbstractTextureType::Texture_CubeMap)
{
if (g_ogl_config.bSupportsTextureStorage)
{
glCompressedTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + layer, level, 0, 0, width,
height, gl_internal_format, static_cast<GLsizei>(buffer_size),
buffer);
}
else
{
glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + layer, level, gl_internal_format,
width, height, 0, static_cast<GLsizei>(buffer_size), buffer);
}
}
else if (m_config.type == AbstractTextureType::Texture_2D)
{
if (g_ogl_config.bSupportsTextureStorage)
{
glCompressedTexSubImage2D(target, level, 0, 0, width, height, gl_internal_format,
static_cast<GLsizei>(buffer_size), buffer);
}
else
{
glCompressedTexImage2D(target, level, gl_internal_format, width, height, 0,
static_cast<GLsizei>(buffer_size), buffer);
}
}
else if (m_config.type == AbstractTextureType::Texture_2DArray)
{
if (g_ogl_config.bSupportsTextureStorage)
{
glCompressedTexSubImage3D(target, level, 0, 0, layer, width, height, 1, gl_internal_format,
static_cast<GLsizei>(buffer_size), buffer);
}
else
{
glCompressedTexImage3D(target, level, gl_internal_format, width, height, 1, 0,
static_cast<GLsizei>(buffer_size), buffer);
}
}
else
{
PanicAlertFmt("Failed to handle compressed texture load - unhandled type");
}
}
else
{
GLenum gl_format = GetGLFormatForTextureFormat(m_config.format);
GLenum gl_type = GetGLTypeForTextureFormat(m_config.format);
if (m_config.type == AbstractTextureType::Texture_CubeMap)
{
if (g_ogl_config.bSupportsTextureStorage)
{
glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + layer, level, 0, 0, width, height,
gl_format, gl_type, buffer);
}
else
{
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + layer, level, gl_internal_format, width,
height, 0, gl_format, gl_type, buffer);
}
}
else if (m_config.type == AbstractTextureType::Texture_2D)
{
if (g_ogl_config.bSupportsTextureStorage)
{
glTexSubImage2D(target, level, 0, 0, width, height, gl_format, gl_type, buffer);
}
else
{
glTexImage2D(target, level, gl_internal_format, width, height, 0, gl_format, gl_type,
buffer);
}
}
else if (m_config.type == AbstractTextureType::Texture_2DArray)
{
if (g_ogl_config.bSupportsTextureStorage)
{
glTexSubImage3D(target, level, 0, 0, layer, width, height, 1, gl_format, gl_type, buffer);
}
else
{
glTexImage3D(target, level, gl_internal_format, width, height, 1, 0, gl_format, gl_type,
buffer);
}
}
else
{
PanicAlertFmt("Failed to handle texture load - unhandled type");
}
}
if (row_length != width)
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
}
GLenum OGLTexture::GetGLFormatForImageTexture() const
{
return GetGLInternalFormatForTextureFormat(m_config.format, true);
}
OGLStagingTexture::OGLStagingTexture(StagingTextureType type, const TextureConfig& config,
GLenum target, GLuint buffer_name, size_t buffer_size,
char* map_ptr, size_t map_stride)
: AbstractStagingTexture(type, config), m_target(target), m_buffer_name(buffer_name),
m_buffer_size(buffer_size)
{
m_map_pointer = map_ptr;
m_map_stride = map_stride;
}
OGLStagingTexture::~OGLStagingTexture()
{
if (m_fence != nullptr)
glDeleteSync(m_fence);
if (m_map_pointer)
{
glBindBuffer(GL_PIXEL_PACK_BUFFER, m_buffer_name);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
}
if (m_buffer_name != 0)
glDeleteBuffers(1, &m_buffer_name);
}
std::unique_ptr<OGLStagingTexture> OGLStagingTexture::Create(StagingTextureType type,
const TextureConfig& config)
{
size_t stride = config.GetStride();
size_t buffer_size = stride * config.height;
GLenum target =
type == StagingTextureType::Readback ? GL_PIXEL_PACK_BUFFER : GL_PIXEL_UNPACK_BUFFER;
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(target, buffer);
// Prefer using buffer_storage where possible. This allows us to skip the map/unmap steps.
char* buffer_ptr;
if (UsePersistentStagingBuffers())
{
GLenum buffer_flags;
GLenum map_flags;
if (type == StagingTextureType::Readback)
{
buffer_flags = GL_MAP_READ_BIT | GL_MAP_PERSISTENT_BIT;
map_flags = GL_MAP_READ_BIT | GL_MAP_PERSISTENT_BIT;
}
else if (type == StagingTextureType::Upload)
{
buffer_flags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT;
map_flags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
}
else
{
buffer_flags = GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT;
map_flags = GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT;
}
glBufferStorage(target, buffer_size, nullptr, buffer_flags);
buffer_ptr = static_cast<char*>(glMapBufferRange(target, 0, buffer_size, map_flags));
ASSERT(buffer_ptr != nullptr);
}
else
{
// Otherwise, fallback to mapping the buffer each time.
glBufferData(target, buffer_size, nullptr,
type == StagingTextureType::Readback ? GL_STREAM_READ : GL_STREAM_DRAW);
buffer_ptr = nullptr;
}
glBindBuffer(target, 0);
return std::unique_ptr<OGLStagingTexture>(
new OGLStagingTexture(type, config, target, buffer, buffer_size, buffer_ptr, stride));
}
void OGLStagingTexture::CopyFromTexture(const AbstractTexture* src,
const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
u32 src_level, const MathUtil::Rectangle<int>& dst_rect)
{
ASSERT(m_type == StagingTextureType::Readback || m_type == StagingTextureType::Mutable);
ASSERT(src_rect.GetWidth() == dst_rect.GetWidth() &&
src_rect.GetHeight() == dst_rect.GetHeight());
ASSERT(src_rect.left >= 0 && static_cast<u32>(src_rect.right) <= src->GetConfig().width &&
src_rect.top >= 0 && static_cast<u32>(src_rect.bottom) <= src->GetConfig().height);
ASSERT(dst_rect.left >= 0 && static_cast<u32>(dst_rect.right) <= m_config.width &&
dst_rect.top >= 0 && static_cast<u32>(dst_rect.bottom) <= m_config.height);
// Unmap the buffer before writing when not using persistent mappings.
if (!UsePersistentStagingBuffers())
OGLStagingTexture::Unmap();
// Copy from the texture object to the staging buffer.
glBindBuffer(GL_PIXEL_PACK_BUFFER, m_buffer_name);
glPixelStorei(GL_PACK_ROW_LENGTH, m_config.width);
const OGLTexture* gltex = static_cast<const OGLTexture*>(src);
const size_t dst_offset = dst_rect.top * m_config.GetStride() + dst_rect.left * m_texel_size;
// Prefer glGetTextureSubImage(), when available.
if (g_ogl_config.bSupportsTextureSubImage)
{
glGetTextureSubImage(
gltex->GetGLTextureId(), src_level, src_rect.left, src_rect.top, src_layer,
src_rect.GetWidth(), src_rect.GetHeight(), 1, GetGLFormatForTextureFormat(src->GetFormat()),
GetGLTypeForTextureFormat(src->GetFormat()),
static_cast<GLsizei>(m_buffer_size - dst_offset), reinterpret_cast<void*>(dst_offset));
}
else
{
// Mutate the shared framebuffer.
GetOGLGfx()->BindSharedReadFramebuffer();
if (AbstractTexture::IsDepthFormat(gltex->GetFormat()))
{
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 0, 0, 0);
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, gltex->GetGLTextureId(),
src_level, src_layer);
}
else
{
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, gltex->GetGLTextureId(),
src_level, src_layer);
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, 0, 0, 0);
}
glReadPixels(src_rect.left, src_rect.top, src_rect.GetWidth(), src_rect.GetHeight(),
GetGLFormatForTextureFormat(src->GetFormat()),
GetGLTypeForTextureFormat(src->GetFormat()), reinterpret_cast<void*>(dst_offset));
GetOGLGfx()->RestoreFramebufferBinding();
}
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
// If we support buffer storage, create a fence for synchronization.
if (UsePersistentStagingBuffers())
{
if (m_fence != nullptr)
glDeleteSync(m_fence);
glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
m_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
glFlush();
}
m_needs_flush = true;
}
void OGLStagingTexture::CopyToTexture(const MathUtil::Rectangle<int>& src_rect,
AbstractTexture* dst,
const MathUtil::Rectangle<int>& dst_rect, u32 dst_layer,
u32 dst_level)
{
ASSERT(m_type == StagingTextureType::Upload || m_type == StagingTextureType::Mutable);
ASSERT(src_rect.GetWidth() == dst_rect.GetWidth() &&
src_rect.GetHeight() == dst_rect.GetHeight());
ASSERT(src_rect.left >= 0 && static_cast<u32>(src_rect.right) <= m_config.width &&
src_rect.top >= 0 && static_cast<u32>(src_rect.bottom) <= m_config.height);
ASSERT(dst_rect.left >= 0 && static_cast<u32>(dst_rect.right) <= dst->GetConfig().width &&
dst_rect.top >= 0 && static_cast<u32>(dst_rect.bottom) <= dst->GetConfig().height);
const OGLTexture* gltex = static_cast<const OGLTexture*>(dst);
const size_t src_offset = src_rect.top * m_config.GetStride() + src_rect.left * m_texel_size;
const size_t copy_size = src_rect.GetHeight() * m_config.GetStride();
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, m_buffer_name);
glPixelStorei(GL_UNPACK_ROW_LENGTH, m_config.width);
if (!UsePersistentStagingBuffers())
{
// Unmap the buffer before writing when not using persistent mappings.
if (m_map_pointer)
{
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
m_map_pointer = nullptr;
}
}
else
{
// Since we're not using coherent mapping, we must flush the range explicitly.
if (m_type == StagingTextureType::Upload)
glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, src_offset, copy_size);
glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
}
// Copy from the staging buffer to the texture object.
const GLenum target = gltex->GetGLTarget();
glActiveTexture(GL_MUTABLE_TEXTURE_INDEX);
glBindTexture(target, gltex->GetGLTextureId());
glTexSubImage3D(target, 0, dst_rect.left, dst_rect.top, dst_layer, dst_rect.GetWidth(),
dst_rect.GetHeight(), 1, GetGLFormatForTextureFormat(dst->GetFormat()),
GetGLTypeForTextureFormat(dst->GetFormat()), reinterpret_cast<void*>(src_offset));
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
// If we support buffer storage, create a fence for synchronization.
if (UsePersistentStagingBuffers())
{
if (m_fence != nullptr)
glDeleteSync(m_fence);
m_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
glFlush();
}
m_needs_flush = true;
}
void OGLStagingTexture::Flush()
{
// No-op when not using buffer storage, as the transfers happen on Map().
// m_fence will always be zero in this case.
if (m_fence == nullptr)
{
m_needs_flush = false;
return;
}
glClientWaitSync(m_fence, 0, GL_TIMEOUT_IGNORED);
glDeleteSync(m_fence);
m_fence = nullptr;
m_needs_flush = false;
}
bool OGLStagingTexture::Map()
{
if (m_map_pointer)
return true;
// Slow path, map the texture, unmap it later.
GLenum flags;
if (m_type == StagingTextureType::Readback)
flags = GL_MAP_READ_BIT;
else if (m_type == StagingTextureType::Upload)
flags = GL_MAP_WRITE_BIT;
else
flags = GL_MAP_READ_BIT | GL_MAP_WRITE_BIT;
glBindBuffer(m_target, m_buffer_name);
m_map_pointer = static_cast<char*>(glMapBufferRange(m_target, 0, m_buffer_size, flags));
glBindBuffer(m_target, 0);
return m_map_pointer != nullptr;
}
void OGLStagingTexture::Unmap()
{
// No-op with persistent mapped buffers.
if (!m_map_pointer || UsePersistentStagingBuffers())
return;
glBindBuffer(m_target, m_buffer_name);
glUnmapBuffer(m_target);
glBindBuffer(m_target, 0);
m_map_pointer = nullptr;
}
OGLFramebuffer::OGLFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
std::vector<AbstractTexture*> additional_color_attachments,
AbstractTextureFormat color_format,
AbstractTextureFormat depth_format, u32 width, u32 height,
u32 layers, u32 samples, GLuint fbo)
: AbstractFramebuffer(color_attachment, depth_attachment,
std::move(additional_color_attachments), color_format, depth_format,
width, height, layers, samples),
m_fbo(fbo)
{
}
OGLFramebuffer::~OGLFramebuffer()
{
glDeleteFramebuffers(1, &m_fbo);
}
std::unique_ptr<OGLFramebuffer>
OGLFramebuffer::Create(OGLTexture* color_attachment, OGLTexture* depth_attachment,
std::vector<AbstractTexture*> additional_color_attachments)
{
if (!ValidateConfig(color_attachment, depth_attachment, additional_color_attachments))
return nullptr;
const AbstractTextureFormat color_format =
color_attachment ? color_attachment->GetFormat() : AbstractTextureFormat::Undefined;
const AbstractTextureFormat depth_format =
depth_attachment ? depth_attachment->GetFormat() : AbstractTextureFormat::Undefined;
const OGLTexture* either_attachment = color_attachment ? color_attachment : depth_attachment;
const u32 width = either_attachment->GetWidth();
const u32 height = either_attachment->GetHeight();
const u32 layers = either_attachment->GetLayers();
const u32 samples = either_attachment->GetSamples();
GLuint fbo;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
std::vector<GLenum> buffers;
if (color_attachment)
{
if (color_attachment->GetConfig().layers > 1)
{
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, color_attachment->GetGLTextureId(),
0);
}
else
{
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
color_attachment->GetGLTextureId(), 0, 0);
}
buffers.push_back(GL_COLOR_ATTACHMENT0);
}
if (depth_attachment)
{
GLenum attachment = AbstractTexture::IsStencilFormat(depth_format) ?
GL_DEPTH_STENCIL_ATTACHMENT :
GL_DEPTH_ATTACHMENT;
if (depth_attachment->GetConfig().layers > 1)
{
glFramebufferTexture(GL_FRAMEBUFFER, attachment, depth_attachment->GetGLTextureId(), 0);
}
else
{
glFramebufferTextureLayer(GL_FRAMEBUFFER, attachment, depth_attachment->GetGLTextureId(), 0,
0);
}
}
for (std::size_t i = 0; i < additional_color_attachments.size(); i++)
{
const auto attachment_enum = static_cast<GLenum>(GL_COLOR_ATTACHMENT0 + i + 1);
OGLTexture* attachment = static_cast<OGLTexture*>(additional_color_attachments[i]);
if (attachment->GetConfig().layers > 1)
{
glFramebufferTexture(GL_FRAMEBUFFER, attachment_enum, attachment->GetGLTextureId(), 0);
}
else
{
glFramebufferTextureLayer(GL_FRAMEBUFFER, attachment_enum, attachment->GetGLTextureId(), 0,
0);
}
buffers.push_back(attachment_enum);
}
glDrawBuffers(static_cast<GLsizei>(buffers.size()), buffers.data());
DEBUG_ASSERT(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
GetOGLGfx()->RestoreFramebufferBinding();
return std::make_unique<OGLFramebuffer>(color_attachment, depth_attachment,
std::move(additional_color_attachments), color_format,
depth_format, width, height, layers, samples, fbo);
}
void OGLFramebuffer::UpdateDimensions(u32 width, u32 height)
{
m_width = width;
m_height = height;
}
} // namespace OGL