/**************************************************************************** ** ** 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 #include #include #include 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: default: break; } 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