/**************************************************************************** ** ** Copyright (C) 2020 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. 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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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QT3DRENDER_RENDER_RHI_GLTEXTURE_H #define QT3DRENDER_RENDER_RHI_GLTEXTURE_H // // W A R N I N G // ------------- // // This file is not part of the Qt API. It exists for the convenience // of other Qt classes. This header file may change from version to // version without notice, or even be removed. // // We mean it. // #include #include #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE class QRhiTexture; class QRhiSampler; namespace Qt3DRender { namespace Render { template class APITextureManager; class TextureImageManager; class TextureDataManager; class TextureImageDataManager; namespace Rhi { class RenderBuffer; class SubmissionContext; /** * @brief * Actual implementation of the OpenGL texture object. Makes sure the * QOpenGLTexture is up-to-date with the generators, properties and parameters * that were set for this RHITexture. * * Can be shared among multiple QTexture backend nodes through the * RHITextureManager, which will make sure that there are no two GLTextures * sharing the same texture data. * * A RHITexture can be unique though. In that case, it will not be shared * between QTextures, but private to one QTexture only. * * A RHITexture can also represent an OpenGL renderbuffer object. This is used * only in certain special cases, mainly to provide a packed depth-stencil * renderbuffer suitable as an FBO attachment with OpenGL ES 3.1 and earlier. * Such a RHITexture will have no texture object under the hood, and therefore * the only valid operation is getOrCreateRenderBuffer(). */ class Q_AUTOTEST_EXPORT RHITexture { public: RHITexture(); ~RHITexture(); enum DirtyFlag { None = 0, TextureData = (1 << 0), // texture data needs uploading to GPU Properties = (1 << 1), // texture needs to be (re-)created Parameters = (1 << 2), // texture parameters need to be (re-)set SharedTextureId = (1 << 3), // texture id from shared context TextureImageData = (1 << 4) // texture image data needs uploading }; /** * Helper class to hold the defining properties of TextureImages */ struct Image { QTextureImageDataGeneratorPtr generator; int layer; int mipLevel; QAbstractTexture::CubeMapFace face; inline bool operator==(const Image &o) const { bool sameGenerators = (generator == o.generator) || (!generator.isNull() && !o.generator.isNull() && *generator == *o.generator); return sameGenerators && layer == o.layer && mipLevel == o.mipLevel && face == o.face; } inline bool operator!=(const Image &o) const { return !(*this == o); } }; inline TextureProperties properties() const { return m_properties; } inline TextureParameters parameters() const { return m_parameters; } inline QTextureGeneratorPtr textureGenerator() const { return m_dataFunctor; } inline int sharedTextureId() const { return m_sharedTextureId; } inline QVector images() const { return m_images; } inline QSize size() const { return QSize(m_properties.width, m_properties.height); } inline QRhiTexture *getRhiTexture() const { return m_rhi; } inline QRhiSampler *getRhiSampler() const { return m_rhiSampler; } /** * @brief * Returns the QOpenGLTexture for this RHITexture. If necessary, * the GL texture will be created from the TextureImageDatas associated * with the texture and image functors. If no functors are provided, * the texture will be created without images. * * If the texture properties or parameters have changed, these changes * will be applied to the resulting OpenGL texture. */ struct TextureUpdateInfo { QRhiTexture *texture = nullptr; bool wasUpdated = false; TextureProperties properties; }; TextureUpdateInfo createOrUpdateRhiTexture(SubmissionContext *ctx); /** * @brief * Returns the RenderBuffer for this RHITexture. If this is the first * call, the OpenGL renderbuffer object will be created. */ RenderBuffer *getOrCreateRenderBuffer(); void destroy(); void cleanup(); bool isDirty() const { return m_dirtyFlags != None; } bool hasTextureData() const { return !m_textureData.isNull(); } bool hasImagesData() const { return !m_imageData.isEmpty(); } QFlags dirtyFlags() const { return m_dirtyFlags; } QMutex *externalRenderingLock() { return &m_externalRenderingMutex; } void setExternalRenderingEnabled(bool enable) { m_externalRendering = enable; } bool isExternalRenderingEnabled() const { return m_externalRendering; } // Purely for unit testing purposes bool wasTextureRecreated() const { return m_wasTextureRecreated; } void setParameters(const TextureParameters ¶ms); void setProperties(const TextureProperties &props); void setImages(const QVector &images); void setGenerator(const QTextureGeneratorPtr &generator); void setSharedTextureId(int textureId); void addTextureDataUpdates(const QVector &updates); QVector textureDataUpdates() const { return m_pendingTextureDataUpdates; } QTextureGeneratorPtr dataGenerator() const { return m_dataFunctor; } private: void requestImageUpload() { m_dirtyFlags |= TextureImageData; } void requestUpload() { m_dirtyFlags |= TextureData; } bool testDirtyFlag(DirtyFlag flag) { return m_dirtyFlags.testFlag(flag); } void setDirtyFlag(DirtyFlag flag, bool value = true) { m_dirtyFlags.setFlag(flag, value); } QRhiTexture *buildRhiTexture(SubmissionContext *ctx); bool loadTextureDataFromGenerator(); void loadTextureDataFromImages(); void uploadRhiTextureData(SubmissionContext *ctx); void updateRhiTextureParameters(SubmissionContext *ctx); void introspectPropertiesFromSharedTextureId(); void destroyResources(); QFlags m_dirtyFlags; QMutex m_externalRenderingMutex; QRhiTexture *m_rhi; QRhiSampler *m_rhiSampler; RenderBuffer *m_renderBuffer; // target which is actually used for GL texture TextureProperties m_properties; TextureParameters m_parameters; QTextureGeneratorPtr m_dataFunctor; QTextureGenerator *m_pendingDataFunctor; QVector m_images; // cache actual image data generated by the functors QTextureDataPtr m_textureData; QVector m_imageData; QVector m_pendingTextureDataUpdates; int m_sharedTextureId; bool m_externalRendering; bool m_wasTextureRecreated; }; } // namespace Rhi } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE #endif // QT3DRENDER_RENDER_RHI_GLTEXTURE_H