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diff --git a/src/render/renderers/opengl/graphicshelpers/imagesubmissioncontext.cpp b/src/render/renderers/opengl/graphicshelpers/imagesubmissioncontext.cpp
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+++ b/src/render/renderers/opengl/graphicshelpers/imagesubmissioncontext.cpp
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+/****************************************************************************
+**
+** Copyright (C) 2019 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "imagesubmissioncontext_p.h"
+#include <Qt3DRender/private/graphicscontext_p.h>
+#include <Qt3DRender/private/gltexture_p.h>
+#include <Qt3DRender/private/shaderimage_p.h>
+#include <Qt3DRender/qshaderimage.h>
+
+QT_BEGIN_NAMESPACE
+
+// ES 3.1+ or GL 4.2+
+#ifndef GL_READ_ONLY
+#define GL_READ_ONLY 0x88B8
+#endif
+#ifndef GL_WRITE_ONLY
+#define GL_WRITE_ONLY 0x88B9
+#endif
+#ifndef GL_READ_WRITE
+#define GL_READ_WRITE 0x88BA
+#endif
+
+namespace Qt3DRender {
+namespace Render {
+
+class GraphicsContext;
+class GLTexture;
+
+namespace {
+
+GLenum glAccessEnumForShaderImageAccess(QShaderImage::Access access)
+{
+ switch (access) {
+ case QShaderImage::ReadOnly:
+ return GL_READ_ONLY;
+ case QShaderImage::WriteOnly:
+ return GL_WRITE_ONLY;
+ case QShaderImage::ReadWrite:
+ return GL_READ_WRITE;
+ }
+}
+
+GLenum glImageFormatToGL(QShaderImage::ImageFormat format)
+{
+ // Right now we can abuse from the fact that the ImageFormat enum values
+ // have been assigned the same value as the GL enum
+ return GLenum(format);
+}
+
+GLenum glImageFormatForShaderImageFormat(QShaderImage::ImageFormat format,
+ QAbstractTexture::TextureFormat textureFormat)
+{
+ Q_ASSERT_X(format != QShaderImage::NoFormat, Q_FUNC_INFO, "Valid image format or Automatic expected");
+
+ if (format != QShaderImage::Automatic)
+ return glImageFormatToGL(format);
+
+ // Otherwise try to mind to best texture format
+ switch (textureFormat) {
+ case QAbstractTexture::R8_UNorm:
+ return glImageFormatToGL(QShaderImage::R8_UNorm);
+ case QAbstractTexture::RG8_UNorm:
+ return glImageFormatToGL(QShaderImage::RG8_UNorm);
+ case QAbstractTexture::RGBA8_UNorm:
+ return glImageFormatToGL(QShaderImage::RGBA8_UNorm);
+
+ case QAbstractTexture::R16_UNorm:
+ return glImageFormatToGL(QShaderImage::R16_UNorm);
+ case QAbstractTexture::RG16_UNorm:
+ return glImageFormatToGL(QShaderImage::RG16_UNorm);
+ case QAbstractTexture::RGBA16_UNorm:
+ return glImageFormatToGL(QShaderImage::RGBA16_UNorm);
+
+ case QAbstractTexture::R8_SNorm:
+ return glImageFormatToGL(QShaderImage::R8_SNorm);
+ case QAbstractTexture::RG8_SNorm:
+ return glImageFormatToGL(QShaderImage::RG8_SNorm);
+ case QAbstractTexture::RGBA8_SNorm:
+ return glImageFormatToGL(QShaderImage::RGBA8_SNorm);
+
+ case QAbstractTexture::R16_SNorm:
+ return glImageFormatToGL(QShaderImage::R16_SNorm);
+ case QAbstractTexture::RG16_SNorm:
+ return glImageFormatToGL(QShaderImage::RG16_SNorm);
+ case QAbstractTexture::RGBA16_SNorm:
+ return glImageFormatToGL(QShaderImage::RGBA16_SNorm);
+
+ case QAbstractTexture::R8U:
+ return glImageFormatToGL(QShaderImage::R8U);
+ case QAbstractTexture::RG8U:
+ return glImageFormatToGL(QShaderImage::RG8U);
+ case QAbstractTexture::RGBA8U:
+ return glImageFormatToGL(QShaderImage::RGBA8U);
+
+ case QAbstractTexture::R16U:
+ return glImageFormatToGL(QShaderImage::R16U);
+ case QAbstractTexture::RG16U:
+ return glImageFormatToGL(QShaderImage::RG16U);
+ case QAbstractTexture::RGBA16U:
+ return glImageFormatToGL(QShaderImage::RGBA16U);
+
+ case QAbstractTexture::R32U:
+ return glImageFormatToGL(QShaderImage::R32U);
+ case QAbstractTexture::RG32U:
+ return glImageFormatToGL(QShaderImage::RG32U);
+ case QAbstractTexture::RGBA32U:
+ return glImageFormatToGL(QShaderImage::RGBA32U);
+
+ case QAbstractTexture::R8I:
+ return glImageFormatToGL(QShaderImage::R8I);
+ case QAbstractTexture::RG8I:
+ return glImageFormatToGL(QShaderImage::RG8I);
+ case QAbstractTexture::RGBA8I:
+ return glImageFormatToGL(QShaderImage::RGBA8I);
+
+ case QAbstractTexture::R16I:
+ return glImageFormatToGL(QShaderImage::R16I);
+ case QAbstractTexture::RG16I:
+ return glImageFormatToGL(QShaderImage::RG16I);
+ case QAbstractTexture::RGBA16I:
+ return glImageFormatToGL(QShaderImage::RGBA16I);
+
+ case QAbstractTexture::R32I:
+ return glImageFormatToGL(QShaderImage::R32I);
+ case QAbstractTexture::RG32I:
+ return glImageFormatToGL(QShaderImage::RG32I);
+ case QAbstractTexture::RGBA32I:
+ return glImageFormatToGL(QShaderImage::RGBA32I);
+
+ case QAbstractTexture::R16F:
+ return glImageFormatToGL(QShaderImage::R16F);
+ case QAbstractTexture::RG16F:
+ return glImageFormatToGL(QShaderImage::RG16F);
+ case QAbstractTexture::RGBA16F:
+ return glImageFormatToGL(QShaderImage::RGBA16F);
+
+ case QAbstractTexture::R32F:
+ return glImageFormatToGL(QShaderImage::R32F);
+ case QAbstractTexture::RG32F:
+ return glImageFormatToGL(QShaderImage::RG32F);
+ case QAbstractTexture::RGBA32F:
+ return glImageFormatToGL(QShaderImage::RGBA32F);
+
+ case QAbstractTexture::RG11B10F:
+ return glImageFormatToGL(QShaderImage::RG11B10F);
+ case QAbstractTexture::RGB10A2:
+ return glImageFormatToGL(QShaderImage::RGB10A2);
+ case QAbstractTexture::RGB10A2U:
+ return glImageFormatToGL(QShaderImage::RGB10A2U);
+
+ default:
+ qWarning() << "Cannot map Texture format" << textureFormat << "to a valid Image Format";
+ Q_UNREACHABLE();
+ return GL_NONE;
+ }
+}
+
+} // anonymous
+
+ImageSubmissionContext::ImageSubmissionContext()
+ : m_ctx(nullptr)
+{
+}
+
+void ImageSubmissionContext::initialize(GraphicsContext *context)
+{
+ m_ctx = context;
+ m_activeImages.resize(m_ctx->maxImageUnitsCount());
+}
+
+void ImageSubmissionContext::endDrawing()
+{
+ // Reduce score of all active Images
+ decayImageScores();
+}
+
+// Return Image Unit for Image
+// If Image was used previously and recently, it will return the last used unit
+// for that image. Otherwise it will try to return the image unit the least used.
+int ImageSubmissionContext::activateImage(ShaderImage *image, GLTexture *tex)
+{
+ const int onUnit = assignUnitForImage(image->peerId());
+
+ if (onUnit < 0) {
+ qWarning() << "Unable to find available image unit";
+ return -1;
+ }
+
+ QOpenGLTexture *glTex = tex->getGLTexture();
+ if (glTex == nullptr) {
+ qWarning() << "Unable to retrieve valid texture for Image";
+ return -1;
+ }
+
+ // Bind Image against Texture and resolve Image Format
+ m_ctx->bindImageTexture(onUnit,
+ glTex->textureId(),
+ image->mipLevel(),
+ image->layered(),
+ image->layer(),
+ glAccessEnumForShaderImageAccess(image->access()),
+ glImageFormatForShaderImageFormat(image->format(),
+ tex->properties().format));
+
+ // Store information about the Texture/Image on ActiveImage for given
+ // image unit
+ m_activeImages[onUnit].shaderImageId = image->peerId();
+ m_activeImages[onUnit].texture = tex;
+ m_activeImages[onUnit].score = 200;
+ m_activeImages[onUnit].pinned = true;
+
+ return onUnit;
+}
+
+// Unset pinned Active Image and reduce their score
+void ImageSubmissionContext::deactivateImages()
+{
+ for (int u = 0, m = m_activeImages.size(); u < m; ++u) {
+ if (m_activeImages[u].pinned) {
+ m_activeImages[u].pinned = false;
+ m_activeImages[u].score = qMax(m_activeImages[u].score - 1, 0);
+ return;
+ }
+ }
+}
+
+// Reduce score of all active images (pinned or not)
+void ImageSubmissionContext::decayImageScores()
+{
+ for (int u = 0, m = m_activeImages.size(); u < m; ++u)
+ m_activeImages[u].score = qMax(m_activeImages[u].score - 1, 0);
+}
+
+int ImageSubmissionContext::assignUnitForImage(Qt3DCore::QNodeId shaderImageId)
+{
+ int lowestScoredUnit = -1;
+ int lowestScore = 0xfffffff;
+
+ const int m = m_activeImages.size();
+ for (int u = 0; u < m; ++u) {
+ if (m_activeImages[u].shaderImageId == shaderImageId)
+ return u;
+ }
+
+ for (int u = 0; u < m; ++u) {
+ // No image is currently active on the image unit
+ // we save the image unit with the texture that has been on there
+ // the longest time while not being used
+ if (!m_activeImages[u].pinned) {
+ const int score = m_activeImages[u].score;
+ if (score < lowestScore) {
+ lowestScore = score;
+ lowestScoredUnit = u;
+ }
+ }
+ }
+
+ if (lowestScoredUnit == -1)
+ qCWarning(Backend) << Q_FUNC_INFO << "No free image units!";
+
+ return lowestScoredUnit;
+}
+
+
+} // namespace Render
+} // namespace Qt3DRender
+
+QT_END_NAMESPACE