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/**
* @file llimagegl.h
* @brief Object for managing images and their textures
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#ifndef LL_LLIMAGEGL_H
#define LL_LLIMAGEGL_H
#include "llimage.h"
#include "llgltypes.h"
#include "llpointer.h"
#include "llrefcount.h"
#include "v2math.h"
#include "llunits.h"
#include "llthreadsafequeue.h"
#include "llrender.h"
#include "threadpool.h"
#include "workqueue.h"
#define LL_IMAGEGL_THREAD_CHECK 0 //set to 1 to enable thread debugging for ImageGL
class LLWindow;
#define BYTES_TO_MEGA_BYTES(x) ((x) >> 20)
#define MEGA_BYTES_TO_BYTES(x) ((x) << 20)
//============================================================================
class LLImageGL : public LLRefCount
{
friend class LLTexUnit;
public:
// Get an estimate of how many bytes have been allocated in vram for textures.
// Does not include mipmaps.
// NOTE: multiplying this number by two gives a good estimate for total
// video memory usage based on testing in lagland against an NVIDIA GPU.
static U64 getTextureBytesAllocated();
// These 2 functions replace glGenTextures() and glDeleteTextures()
static void generateTextures(S32 numTextures, U32 *textures);
static void deleteTextures(S32 numTextures, const U32 *textures);
// Size calculation
static S32 dataFormatBits(S32 dataformat);
static S32 dataFormatBytes(S32 dataformat, S32 width, S32 height);
static S32 dataFormatComponents(S32 dataformat);
BOOL updateBindStats() const ;
F32 getTimePassedSinceLastBound();
void forceUpdateBindStats(void) const;
// needs to be called every frame
static void updateStats(F32 current_time);
// Save off / restore GL textures
static void destroyGL(BOOL save_state = TRUE);
static void restoreGL();
static void dirtyTexOptions();
static bool checkSize(S32 width, S32 height);
//for server side use only.
// Not currently necessary for LLImageGL, but required in some derived classes,
// so include for compatability
static BOOL create(LLPointer<LLImageGL>& dest, BOOL usemipmaps = TRUE);
static BOOL create(LLPointer<LLImageGL>& dest, U32 width, U32 height, U8 components, BOOL usemipmaps = TRUE);
static BOOL create(LLPointer<LLImageGL>& dest, const LLImageRaw* imageraw, BOOL usemipmaps = TRUE);
public:
LLImageGL(BOOL usemipmaps = TRUE);
LLImageGL(U32 width, U32 height, U8 components, BOOL usemipmaps = TRUE);
LLImageGL(const LLImageRaw* imageraw, BOOL usemipmaps = TRUE);
// For wrapping textures created via GL elsewhere with our API only. Use with caution.
LLImageGL(LLGLuint mTexName, U32 components, LLGLenum target, LLGLint formatInternal, LLGLenum formatPrimary, LLGLenum formatType, LLTexUnit::eTextureAddressMode addressMode);
protected:
virtual ~LLImageGL();
void analyzeAlpha(const void* data_in, U32 w, U32 h);
void calcAlphaChannelOffsetAndStride();
public:
virtual void dump(); // debugging info to LL_INFOS()
bool setSize(S32 width, S32 height, S32 ncomponents, S32 discard_level = -1);
void setComponents(S32 ncomponents) { mComponents = (S8)ncomponents ;}
void setAllowCompression(bool allow) { mAllowCompression = allow; }
static void setManualImage(U32 target, S32 miplevel, S32 intformat, S32 width, S32 height, U32 pixformat, U32 pixtype, const void *pixels, bool allow_compression = true);
BOOL createGLTexture() ;
BOOL createGLTexture(S32 discard_level, const LLImageRaw* imageraw, S32 usename = 0, BOOL to_create = TRUE,
S32 category = sMaxCategories-1, bool defer_copy = false, LLGLuint* tex_name = nullptr);
BOOL createGLTexture(S32 discard_level, const U8* data, BOOL data_hasmips = FALSE, S32 usename = 0, bool defer_copy = false, LLGLuint* tex_name = nullptr);
void setImage(const LLImageRaw* imageraw);
BOOL setImage(const U8* data_in, BOOL data_hasmips = FALSE, S32 usename = 0);
// *TODO: This function may not work if the textures is compressed (i.e.
// RenderCompressTextures is 0). Partial image updates do not work on
// compressed textures.
BOOL setSubImage(const LLImageRaw* imageraw, S32 x_pos, S32 y_pos, S32 width, S32 height, BOOL force_fast_update = FALSE, LLGLuint use_name = 0);
BOOL setSubImage(const U8* datap, S32 data_width, S32 data_height, S32 x_pos, S32 y_pos, S32 width, S32 height, BOOL force_fast_update = FALSE, LLGLuint use_name = 0);
BOOL setSubImageFromFrameBuffer(S32 fb_x, S32 fb_y, S32 x_pos, S32 y_pos, S32 width, S32 height);
// wait for gl commands to finish on current thread and push
// a lambda to main thread to swap mNewTexName and mTexName
void syncToMainThread(LLGLuint new_tex_name);
// Read back a raw image for this discard level, if it exists
BOOL readBackRaw(S32 discard_level, LLImageRaw* imageraw, bool compressed_ok) const;
void destroyGLTexture();
void forceToInvalidateGLTexture();
void setExplicitFormat(LLGLint internal_format, LLGLenum primary_format, LLGLenum type_format = 0, BOOL swap_bytes = FALSE);
void setComponents(S8 ncomponents) { mComponents = ncomponents; }
S32 getDiscardLevel() const { return mCurrentDiscardLevel; }
S32 getMaxDiscardLevel() const { return mMaxDiscardLevel; }
S32 getCurrentWidth() const { return mWidth ;}
S32 getCurrentHeight() const { return mHeight ;}
S32 getWidth(S32 discard_level = -1) const;
S32 getHeight(S32 discard_level = -1) const;
U8 getComponents() const { return mComponents; }
S32 getBytes(S32 discard_level = -1) const;
S32 getMipBytes(S32 discard_level = -1) const;
BOOL getBoundRecently() const;
BOOL isJustBound() const;
BOOL getHasExplicitFormat() const { return mHasExplicitFormat; }
LLGLenum getPrimaryFormat() const { return mFormatPrimary; }
LLGLenum getFormatType() const { return mFormatType; }
BOOL getHasGLTexture() const { return mTexName != 0; }
LLGLuint getTexName() const { return mTexName; }
BOOL getIsAlphaMask() const;
BOOL getIsResident(BOOL test_now = FALSE); // not const
void setTarget(const LLGLenum target, const LLTexUnit::eTextureType bind_target);
LLTexUnit::eTextureType getTarget(void) const { return mBindTarget; }
bool isGLTextureCreated(void) const { return mGLTextureCreated ; }
void setGLTextureCreated (bool initialized) { mGLTextureCreated = initialized; }
BOOL getUseMipMaps() const { return mUseMipMaps; }
void setUseMipMaps(BOOL usemips) { mUseMipMaps = usemips; }
void setHasMipMaps(BOOL hasmips) { mHasMipMaps = hasmips; }
void updatePickMask(S32 width, S32 height, const U8* data_in);
BOOL getMask(const LLVector2 &tc);
void checkTexSize(bool forced = false) const ;
// Sets the addressing mode used to sample the texture
// (such as wrapping, mirrored wrapping, and clamp)
// Note: this actually gets set the next time the texture is bound.
void setAddressMode(LLTexUnit::eTextureAddressMode mode);
LLTexUnit::eTextureAddressMode getAddressMode(void) const { return mAddressMode; }
// Sets the filtering options used to sample the texture
// (such as point sampling, bilinear interpolation, mipmapping, and anisotropic filtering)
// Note: this actually gets set the next time the texture is bound.
void setFilteringOption(LLTexUnit::eTextureFilterOptions option);
LLTexUnit::eTextureFilterOptions getFilteringOption(void) const { return mFilterOption; }
LLGLenum getTexTarget()const { return mTarget ;}
S8 getDiscardLevelInAtlas()const {return mDiscardLevelInAtlas;}
U32 getTexelsInAtlas()const { return mTexelsInAtlas ;}
U32 getTexelsInGLTexture()const {return mTexelsInGLTexture;}
void init(BOOL usemipmaps);
virtual void cleanup(); // Clean up the LLImageGL so it can be reinitialized. Be careful when using this in derived class destructors
void setNeedsAlphaAndPickMask(BOOL need_mask);
BOOL preAddToAtlas(S32 discard_level, const LLImageRaw* raw_image);
void postAddToAtlas() ;
#if LL_IMAGEGL_THREAD_CHECK
// thread debugging
std::thread::id mActiveThread;
void checkActiveThread();
#endif
public:
// Various GL/Rendering options
S32Bytes mTextureMemory;
mutable F32 mLastBindTime; // last time this was bound, by discard level
private:
U32 createPickMask(S32 pWidth, S32 pHeight);
void freePickMask();
bool isCompressed();
LLPointer<LLImageRaw> mSaveData; // used for destroyGL/restoreGL
LL::WorkQueue::weak_t mMainQueue;
U8* mPickMask; //downsampled bitmap approximation of alpha channel. NULL if no alpha channel
U16 mPickMaskWidth;
U16 mPickMaskHeight;
S8 mUseMipMaps;
BOOL mHasExplicitFormat; // If false (default), GL format is f(mComponents)
bool mAutoGenMips = false;
BOOL mIsMask;
BOOL mNeedsAlphaAndPickMask;
S8 mAlphaStride ;
S8 mAlphaOffset ;
bool mGLTextureCreated ;
LLGLuint mTexName;
//LLGLuint mNewTexName = 0; // tex name set by background thread to be applied in main thread
U16 mWidth;
U16 mHeight;
S8 mCurrentDiscardLevel;
S8 mDiscardLevelInAtlas;
U32 mTexelsInAtlas ;
U32 mTexelsInGLTexture;
bool mAllowCompression;
protected:
LLGLenum mTarget; // Normally GL_TEXTURE2D, sometimes something else (ex. cube maps)
LLTexUnit::eTextureType mBindTarget; // Normally TT_TEXTURE, sometimes something else (ex. cube maps)
bool mHasMipMaps;
S32 mMipLevels;
LLGLboolean mIsResident;
S8 mComponents;
S8 mMaxDiscardLevel;
bool mTexOptionsDirty;
LLTexUnit::eTextureAddressMode mAddressMode; // Defaults to TAM_WRAP
LLTexUnit::eTextureFilterOptions mFilterOption; // Defaults to TFO_ANISOTROPIC
LLGLint mFormatInternal; // = GL internalformat
LLGLenum mFormatPrimary; // = GL format (pixel data format)
LLGLenum mFormatType;
BOOL mFormatSwapBytes;// if true, use glPixelStorei(GL_UNPACK_SWAP_BYTES, 1)
BOOL mExternalTexture;
// STATICS
public:
static std::set<LLImageGL*> sImageList;
static S32 sCount;
static F32 sLastFrameTime;
// Global memory statistics
static U32 sBindCount; // Tracks number of texture binds for current frame
static U32 sUniqueCount; // Tracks number of unique texture binds for current frame
static BOOL sGlobalUseAnisotropic;
static LLImageGL* sDefaultGLTexture ;
static BOOL sAutomatedTest;
static bool sCompressTextures; //use GL texture compression
#if DEBUG_MISS
BOOL mMissed; // Missed on last bind?
BOOL getMissed() const { return mMissed; };
#else
BOOL getMissed() const { return FALSE; };
#endif
public:
static void initClass(LLWindow* window, S32 num_catagories, BOOL skip_analyze_alpha = false, bool multi_threaded = false);
static void cleanupClass() ;
private:
static S32 sMaxCategories;
static BOOL sSkipAnalyzeAlpha;
//the flag to allow to call readBackRaw(...).
//can be removed if we do not use that function at all.
static BOOL sAllowReadBackRaw ;
//
//****************************************************************************************************
//The below for texture auditing use only
//****************************************************************************************************
private:
S32 mCategory ;
public:
void setCategory(S32 category) {mCategory = category;}
S32 getCategory()const {return mCategory;}
void setTexName(GLuint texName) { mTexName = texName; }
//similar to setTexName, but will call deleteTextures on mTexName if mTexName is not 0 or texname
void syncTexName(LLGLuint texname);
//for debug use: show texture size distribution
//----------------------------------------
static S32 sCurTexSizeBar ;
static S32 sCurTexPickSize ;
static void setCurTexSizebar(S32 index, BOOL set_pick_size = TRUE) ;
static void resetCurTexSizebar();
//****************************************************************************************************
//End of definitions for texture auditing use only
//****************************************************************************************************
};
class LLImageGLThread : public LLSimpleton<LLImageGLThread>, LL::ThreadPool
{
public:
// follows gSavedSettings "RenderGLMultiThreaded"
static bool sEnabled;
LLImageGLThread(LLWindow* window);
// post a function to be executed on the LLImageGL background thread
template <typename CALLABLE>
bool post(CALLABLE&& func)
{
return getQueue().postIfOpen(std::forward<CALLABLE>(func));
}
void run() override;
private:
LLWindow* mWindow;
void* mContext = nullptr;
LLAtomicBool mFinished;
};
#endif // LL_LLIMAGEGL_H
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