/**************************************************************************** ** ** Copyright (C) 2016 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 #include "gltexture_p.h" #include #include #include #include #include #include #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE using namespace Qt3DCore; namespace Qt3DRender { namespace Render { GLTexture::GLTexture(TextureDataManager *texDataMgr, TextureImageDataManager *texImgDataMgr, const QTextureGeneratorPtr &texGen, bool unique) : m_unique(unique) , m_gl(nullptr) , m_textureDataManager(texDataMgr) , m_textureImageDataManager(texImgDataMgr) , m_dataFunctor(texGen) { // make sure texture generator is executed // this is needed when Texture have the TargetAutomatic // to ensure they are loaded before trying to instantiate the QOpenGLTexture if (!texGen.isNull()) m_textureDataManager->requestData(texGen, this); } GLTexture::~GLTexture() { destroyGLTexture(); } void GLTexture::destroyResources() { // release texture data for (const Image &img : qAsConst(m_images)) m_textureImageDataManager->releaseData(img.generator, this); if (m_dataFunctor) m_textureDataManager->releaseData(m_dataFunctor, this); } void GLTexture::destroyGLTexture() { delete m_gl; m_gl = nullptr; QMutexLocker locker(&m_dirtyFlagMutex); m_dirty = 0; destroyResources(); } QOpenGLTexture* GLTexture::getOrCreateGLTexture() { QMutexLocker locker(&m_dirtyFlagMutex); bool needUpload = false; bool texturedDataInvalid = false; // on the first invocation in the render thread, make sure to // evaluate the texture data generator output // (this might change some property values) if (m_dataFunctor && !m_textureData) { m_textureData = m_textureDataManager->getData(m_dataFunctor); // if there is a texture generator, most properties will be defined by it if (m_textureData) { if (m_properties.target != QAbstractTexture::TargetAutomatic) qWarning() << "[Qt3DRender::GLTexture] When a texture provides a generator, it's target is expected to be TargetAutomatic"; m_actualTarget = m_textureData->target(); m_properties.width = m_textureData->width(); m_properties.height = m_textureData->height(); m_properties.depth = m_textureData->depth(); m_properties.layers = m_textureData->layers(); m_properties.format = m_textureData->format(); const QVector imageData = m_textureData->imageData(); if (imageData.size() > 0) { // Set the mips level based on the first image if autoMipMapGeneration is disabled if (!m_properties.generateMipMaps) m_properties.mipLevels = imageData.first()->mipLevels(); } m_dirty |= Properties; needUpload = true; } else { qWarning() << "[Qt3DRender::GLTexture] No QTextureData generated from Texture Generator yet. Texture will be invalid for this frame"; return nullptr; } } // additional texture images may be defined through image data generators if (m_dirty.testFlag(TextureData)) { m_imageData.clear(); needUpload = true; for (const Image &img : qAsConst(m_images)) { const QTextureImageDataPtr imgData = m_textureImageDataManager->getData(img.generator); if (imgData) { m_imageData << imgData; // If the texture doesn't have a texture generator, we will // derive some properties from the first TextureImage (layer=0, miplvl=0, face=0) if (!m_textureData && img.layer == 0 && img.mipLevel == 0 && img.face == QAbstractTexture::CubeMapPositiveX) { if (imgData->width() != -1 && imgData->height() != -1 && imgData->depth() != -1) { m_properties.width = imgData->width(); m_properties.height = imgData->height(); m_properties.depth = imgData->depth(); } // Set the format of the texture if the texture format is set to Automatic if (m_properties.format == QAbstractTexture::Automatic) { m_properties.format = static_cast(imgData->format()); } m_dirty |= Properties; } } else { qWarning() << "[Qt3DRender::GLTexture] No QTextureImageData generated from functor yet, texture will be invalid for this frame"; texturedDataInvalid = true; } } } if (texturedDataInvalid) return nullptr; // if the properties changed, we need to re-allocate the texture if (m_dirty.testFlag(Properties)) { delete m_gl; m_gl = nullptr; } if (!m_gl) { m_gl = buildGLTexture(); m_gl->allocateStorage(); if (!m_gl->isStorageAllocated()) { qWarning() << Q_FUNC_INFO << "texture storage allocation failed"; return nullptr; } } // need to (re-)upload texture data? if (needUpload && !texturedDataInvalid) { uploadGLTextureData(); } // need to set texture parameters? if (m_dirty.testFlag(Properties) || m_dirty.testFlag(Parameters)) { updateGLTextureParameters(); } m_dirty = 0; return m_gl; } void GLTexture::setParameters(const TextureParameters ¶ms) { if (m_parameters != params) { m_parameters = params; QMutexLocker locker(&m_dirtyFlagMutex); m_dirty |= Parameters; } } void GLTexture::setProperties(const TextureProperties &props) { if (m_properties != props) { m_properties = props; QMutexLocker locker(&m_dirtyFlagMutex); m_actualTarget = props.target; m_dirty |= Properties; } } void GLTexture::setImages(const QVector &images) { // check if something has changed at all bool same = (images.size() == m_images.size()); if (same) { for (int i = 0; i < images.size(); i++) { if (images[i] != m_images[i]) same = false; } } // de-reference all old texture image generators that will no longer be used. // we need to check all generators against each other to make sure we don't // de-ref a texture that would still be in use, thus maybe causing it to // be deleted if (!same) { for (const Image &oldImg : qAsConst(m_images)) { bool stillHaveThatImage = false; for (const Image &newImg : images) { if (oldImg.generator == newImg.generator) { stillHaveThatImage = true; break; } } if (!stillHaveThatImage) m_textureImageDataManager->releaseData(oldImg.generator, this); } m_images = images; // Don't mark the texture data as dirty yet. We defer this until the // generators have been executed and the data is made available to the // TextureDataManager. // make sure the generators are executed bool newEntriesCreated = false; for (const Image& img : qAsConst(images)) { newEntriesCreated |= m_textureImageDataManager->requestData(img.generator, this); } if (!newEntriesCreated) { // request a data upload (very important in case the image data already // exists and wouldn't trigger an update) requestUpload(); } } } void GLTexture::setGenerator(const QTextureGeneratorPtr &generator) { if (m_dataFunctor != generator) { if (m_dataFunctor) m_textureDataManager->releaseData(m_dataFunctor, this); m_textureData.reset(); m_dataFunctor = generator; if (m_dataFunctor) { m_textureDataManager->requestData(m_dataFunctor, this); requestUpload(); } } } QOpenGLTexture *GLTexture::buildGLTexture() { QOpenGLContext *ctx = QOpenGLContext::currentContext(); if (!ctx) { qWarning() << Q_FUNC_INFO << "requires an OpenGL context"; return nullptr; } if (m_actualTarget == QAbstractTexture::TargetAutomatic) { qWarning() << Q_FUNC_INFO << "something went wrong, target shouldn't be automatic at this point"; return nullptr; } QOpenGLTexture* glTex = new QOpenGLTexture(static_cast(m_actualTarget)); // m_format may not be ES2 compatible. Now it's time to convert it, if necessary. QAbstractTexture::TextureFormat format = m_properties.format; if (ctx->isOpenGLES() && ctx->format().majorVersion() < 3) { switch (m_properties.format) { case QOpenGLTexture::RGBA8_UNorm: case QOpenGLTexture::RGBAFormat: format = QAbstractTexture::RGBAFormat; break; case QOpenGLTexture::RGB8_UNorm: case QOpenGLTexture::RGBFormat: format = QAbstractTexture::RGBFormat; break; case QOpenGLTexture::DepthFormat: format = QAbstractTexture::DepthFormat; break; default: qWarning() << Q_FUNC_INFO << "could not find a matching OpenGL ES 2.0 unsized texture format"; break; } } // Map ETC1 to ETC2 when supported. This allows using features like // immutable storage as ETC2 is standard in GLES 3.0, while the ETC1 extension // is written against GLES 1.0. if (m_properties.format == QAbstractTexture::RGB8_ETC1) { if ((ctx->isOpenGLES() && ctx->format().majorVersion() >= 3) || ctx->hasExtension(QByteArrayLiteral("GL_OES_compressed_ETC2_RGB8_texture")) || ctx->hasExtension(QByteArrayLiteral("GL_ARB_ES3_compatibility"))) format = m_properties.format = QAbstractTexture::RGB8_ETC2; } glTex->setFormat(m_properties.format == QAbstractTexture::Automatic ? QOpenGLTexture::NoFormat : static_cast(format)); glTex->setSize(m_properties.width, m_properties.height, m_properties.depth); // Set layers count if texture array if (m_actualTarget == QAbstractTexture::Target1DArray || m_actualTarget == QAbstractTexture::Target2DArray || m_actualTarget == QAbstractTexture::Target3D || m_actualTarget == QAbstractTexture::Target2DMultisampleArray || m_actualTarget == QAbstractTexture::TargetCubeMapArray) { glTex->setLayers(m_properties.layers); } if (m_actualTarget == QAbstractTexture::Target2DMultisample || m_actualTarget == QAbstractTexture::Target2DMultisampleArray) { // Set samples count if multisampled texture // (multisampled textures don't have mipmaps) glTex->setSamples(m_properties.samples); } else if (m_properties.generateMipMaps) { glTex->setMipLevels(glTex->maximumMipLevels()); } else { glTex->setAutoMipMapGenerationEnabled(false); glTex->setMipBaseLevel(0); glTex->setMipMaxLevel(m_properties.mipLevels - 1); glTex->setMipLevels(m_properties.mipLevels); } if (!glTex->create()) { qWarning() << Q_FUNC_INFO << "creating QOpenGLTexture failed"; return nullptr; } return glTex; } static void uploadGLData(QOpenGLTexture *glTex, int level, int layer, QOpenGLTexture::CubeMapFace face, const QByteArray &bytes, const QTextureImageDataPtr &data) { if (data->isCompressed()) { glTex->setCompressedData(level, layer, face, bytes.size(), bytes.constData()); } else { QOpenGLPixelTransferOptions uploadOptions; uploadOptions.setAlignment(1); glTex->setData(level, layer, face, data->pixelFormat(), data->pixelType(), bytes.constData(), &uploadOptions); } } void GLTexture::uploadGLTextureData() { // Upload all QTexImageData set by the QTextureGenerator if (m_textureData) { const QVector imgData = m_textureData->imageData(); for (const QTextureImageDataPtr &data : imgData) { const int mipLevels = m_properties.generateMipMaps ? 1 : data->mipLevels(); for (int layer = 0; layer < data->layers(); layer++) { for (int face = 0; face < data->faces(); face++) { for (int level = 0; level < mipLevels; level++) { // ensure we don't accidently cause a detach / copy of the raw bytes const QByteArray bytes(data->data(layer, face, level)); uploadGLData(m_gl, level, layer, static_cast(QOpenGLTexture::CubeMapPositiveX + face), bytes, data); } } } } } // Upload all QTexImageData references by the TextureImages for (int i = 0; i < m_images.size(); i++) { const QTextureImageDataPtr &imgData = m_imageData.at(i); // ensure we don't accidently cause a detach / copy of the raw bytes const QByteArray bytes(imgData->data()); uploadGLData(m_gl, m_images[i].mipLevel, m_images[i].layer, static_cast(m_images[i].face), bytes, imgData); } } void GLTexture::updateGLTextureParameters() { m_gl->setWrapMode(QOpenGLTexture::DirectionS, static_cast(m_parameters.wrapModeX)); if (m_actualTarget != QAbstractTexture::Target1D && m_actualTarget != QAbstractTexture::Target1DArray && m_actualTarget != QAbstractTexture::TargetBuffer) m_gl->setWrapMode(QOpenGLTexture::DirectionT, static_cast(m_parameters.wrapModeY)); if (m_actualTarget == QAbstractTexture::Target3D) m_gl->setWrapMode(QOpenGLTexture::DirectionR, static_cast(m_parameters.wrapModeZ)); m_gl->setMinMagFilters(static_cast(m_parameters.minificationFilter), static_cast(m_parameters.magnificationFilter)); if (m_gl->hasFeature(QOpenGLTexture::AnisotropicFiltering)) m_gl->setMaximumAnisotropy(m_parameters.maximumAnisotropy); if (m_gl->hasFeature(QOpenGLTexture::TextureComparisonOperators)) { m_gl->setComparisonFunction(static_cast(m_parameters.comparisonFunction)); m_gl->setComparisonMode(static_cast(m_parameters.comparisonMode)); } } } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE