| 1 | /**************************************************************************** |
| 2 | ** |
| 3 | ** Copyright (C) 2019 Klaralvdalens Datakonsult AB (KDAB). |
| 4 | ** Contact: https://www.qt.io/licensing/ |
| 5 | ** |
| 6 | ** This file is part of the Qt3D module of the Qt Toolkit. |
| 7 | ** |
| 8 | ** $QT_BEGIN_LICENSE:LGPL$ |
| 9 | ** Commercial License Usage |
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| 15 | ** information use the contact form at https://www.qt.io/contact-us. |
| 16 | ** |
| 17 | ** GNU Lesser General Public License Usage |
| 18 | ** Alternatively, this file may be used under the terms of the GNU Lesser |
| 19 | ** General Public License version 3 as published by the Free Software |
| 20 | ** Foundation and appearing in the file LICENSE.LGPL3 included in the |
| 21 | ** packaging of this file. Please review the following information to |
| 22 | ** ensure the GNU Lesser General Public License version 3 requirements |
| 23 | ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. |
| 24 | ** |
| 25 | ** GNU General Public License Usage |
| 26 | ** Alternatively, this file may be used under the terms of the GNU |
| 27 | ** General Public License version 2.0 or (at your option) the GNU General |
| 28 | ** Public license version 3 or any later version approved by the KDE Free |
| 29 | ** Qt Foundation. The licenses are as published by the Free Software |
| 30 | ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 |
| 31 | ** included in the packaging of this file. Please review the following |
| 32 | ** information to ensure the GNU General Public License requirements will |
| 33 | ** be met: https://www.gnu.org/licenses/gpl-2.0.html and |
| 34 | ** https://www.gnu.org/licenses/gpl-3.0.html. |
| 35 | ** |
| 36 | ** $QT_END_LICENSE$ |
| 37 | ** |
| 38 | ****************************************************************************/ |
| 39 | |
| 40 | #include "imagesubmissioncontext_p.h" |
| 41 | #include <Qt3DRender/private/shaderimage_p.h> |
| 42 | #include <Qt3DRender/qshaderimage.h> |
| 43 | #include <graphicscontext_p.h> |
| 44 | #include <gltexture_p.h> |
| 45 | #include <logging_p.h> |
| 46 | |
| 47 | QT_BEGIN_NAMESPACE |
| 48 | |
| 49 | // ES 3.1+ or GL 4.2+ |
| 50 | #ifndef GL_READ_ONLY |
| 51 | #define GL_READ_ONLY 0x88B8 |
| 52 | #endif |
| 53 | #ifndef GL_WRITE_ONLY |
| 54 | #define GL_WRITE_ONLY 0x88B9 |
| 55 | #endif |
| 56 | #ifndef GL_READ_WRITE |
| 57 | #define GL_READ_WRITE 0x88BA |
| 58 | #endif |
| 59 | |
| 60 | namespace Qt3DRender { |
| 61 | namespace Render { |
| 62 | namespace OpenGL { |
| 63 | |
| 64 | class GraphicsContext; |
| 65 | class GLTexture; |
| 66 | |
| 67 | namespace { |
| 68 | |
| 69 | GLenum glAccessEnumForShaderImageAccess(QShaderImage::Access access) |
| 70 | { |
| 71 | switch (access) { |
| 72 | case QShaderImage::ReadOnly: |
| 73 | return GL_READ_ONLY; |
| 74 | case QShaderImage::WriteOnly: |
| 75 | return GL_WRITE_ONLY; |
| 76 | case QShaderImage::ReadWrite: |
| 77 | default: |
| 78 | break; |
| 79 | } |
| 80 | return GL_READ_WRITE; |
| 81 | } |
| 82 | |
| 83 | GLenum glImageFormatToGL(QShaderImage::ImageFormat format) |
| 84 | { |
| 85 | // Right now we can abuse from the fact that the ImageFormat enum values |
| 86 | // have been assigned the same value as the GL enum |
| 87 | return GLenum(format); |
| 88 | } |
| 89 | |
| 90 | GLenum glImageFormatForShaderImageFormat(QShaderImage::ImageFormat format, |
| 91 | QAbstractTexture::TextureFormat textureFormat) |
| 92 | { |
| 93 | Q_ASSERT_X(format != QShaderImage::NoFormat, Q_FUNC_INFO, "Valid image format or Automatic expected" ); |
| 94 | |
| 95 | if (format != QShaderImage::Automatic) |
| 96 | return glImageFormatToGL(format); |
| 97 | |
| 98 | // Otherwise try to mind to best texture format |
| 99 | switch (textureFormat) { |
| 100 | case QAbstractTexture::R8_UNorm: |
| 101 | return glImageFormatToGL(format: QShaderImage::R8_UNorm); |
| 102 | case QAbstractTexture::RG8_UNorm: |
| 103 | return glImageFormatToGL(format: QShaderImage::RG8_UNorm); |
| 104 | case QAbstractTexture::RGBA8_UNorm: |
| 105 | return glImageFormatToGL(format: QShaderImage::RGBA8_UNorm); |
| 106 | |
| 107 | case QAbstractTexture::R16_UNorm: |
| 108 | return glImageFormatToGL(format: QShaderImage::R16_UNorm); |
| 109 | case QAbstractTexture::RG16_UNorm: |
| 110 | return glImageFormatToGL(format: QShaderImage::RG16_UNorm); |
| 111 | case QAbstractTexture::RGBA16_UNorm: |
| 112 | return glImageFormatToGL(format: QShaderImage::RGBA16_UNorm); |
| 113 | |
| 114 | case QAbstractTexture::R8_SNorm: |
| 115 | return glImageFormatToGL(format: QShaderImage::R8_SNorm); |
| 116 | case QAbstractTexture::RG8_SNorm: |
| 117 | return glImageFormatToGL(format: QShaderImage::RG8_SNorm); |
| 118 | case QAbstractTexture::RGBA8_SNorm: |
| 119 | return glImageFormatToGL(format: QShaderImage::RGBA8_SNorm); |
| 120 | |
| 121 | case QAbstractTexture::R16_SNorm: |
| 122 | return glImageFormatToGL(format: QShaderImage::R16_SNorm); |
| 123 | case QAbstractTexture::RG16_SNorm: |
| 124 | return glImageFormatToGL(format: QShaderImage::RG16_SNorm); |
| 125 | case QAbstractTexture::RGBA16_SNorm: |
| 126 | return glImageFormatToGL(format: QShaderImage::RGBA16_SNorm); |
| 127 | |
| 128 | case QAbstractTexture::R8U: |
| 129 | return glImageFormatToGL(format: QShaderImage::R8U); |
| 130 | case QAbstractTexture::RG8U: |
| 131 | return glImageFormatToGL(format: QShaderImage::RG8U); |
| 132 | case QAbstractTexture::RGBA8U: |
| 133 | return glImageFormatToGL(format: QShaderImage::RGBA8U); |
| 134 | |
| 135 | case QAbstractTexture::R16U: |
| 136 | return glImageFormatToGL(format: QShaderImage::R16U); |
| 137 | case QAbstractTexture::RG16U: |
| 138 | return glImageFormatToGL(format: QShaderImage::RG16U); |
| 139 | case QAbstractTexture::RGBA16U: |
| 140 | return glImageFormatToGL(format: QShaderImage::RGBA16U); |
| 141 | |
| 142 | case QAbstractTexture::R32U: |
| 143 | return glImageFormatToGL(format: QShaderImage::R32U); |
| 144 | case QAbstractTexture::RG32U: |
| 145 | return glImageFormatToGL(format: QShaderImage::RG32U); |
| 146 | case QAbstractTexture::RGBA32U: |
| 147 | return glImageFormatToGL(format: QShaderImage::RGBA32U); |
| 148 | |
| 149 | case QAbstractTexture::R8I: |
| 150 | return glImageFormatToGL(format: QShaderImage::R8I); |
| 151 | case QAbstractTexture::RG8I: |
| 152 | return glImageFormatToGL(format: QShaderImage::RG8I); |
| 153 | case QAbstractTexture::RGBA8I: |
| 154 | return glImageFormatToGL(format: QShaderImage::RGBA8I); |
| 155 | |
| 156 | case QAbstractTexture::R16I: |
| 157 | return glImageFormatToGL(format: QShaderImage::R16I); |
| 158 | case QAbstractTexture::RG16I: |
| 159 | return glImageFormatToGL(format: QShaderImage::RG16I); |
| 160 | case QAbstractTexture::RGBA16I: |
| 161 | return glImageFormatToGL(format: QShaderImage::RGBA16I); |
| 162 | |
| 163 | case QAbstractTexture::R32I: |
| 164 | return glImageFormatToGL(format: QShaderImage::R32I); |
| 165 | case QAbstractTexture::RG32I: |
| 166 | return glImageFormatToGL(format: QShaderImage::RG32I); |
| 167 | case QAbstractTexture::RGBA32I: |
| 168 | return glImageFormatToGL(format: QShaderImage::RGBA32I); |
| 169 | |
| 170 | case QAbstractTexture::R16F: |
| 171 | return glImageFormatToGL(format: QShaderImage::R16F); |
| 172 | case QAbstractTexture::RG16F: |
| 173 | return glImageFormatToGL(format: QShaderImage::RG16F); |
| 174 | case QAbstractTexture::RGBA16F: |
| 175 | return glImageFormatToGL(format: QShaderImage::RGBA16F); |
| 176 | |
| 177 | case QAbstractTexture::R32F: |
| 178 | return glImageFormatToGL(format: QShaderImage::R32F); |
| 179 | case QAbstractTexture::RG32F: |
| 180 | return glImageFormatToGL(format: QShaderImage::RG32F); |
| 181 | case QAbstractTexture::RGBA32F: |
| 182 | return glImageFormatToGL(format: QShaderImage::RGBA32F); |
| 183 | |
| 184 | case QAbstractTexture::RG11B10F: |
| 185 | return glImageFormatToGL(format: QShaderImage::RG11B10F); |
| 186 | case QAbstractTexture::RGB10A2: |
| 187 | return glImageFormatToGL(format: QShaderImage::RGB10A2); |
| 188 | case QAbstractTexture::RGB10A2U: |
| 189 | return glImageFormatToGL(format: QShaderImage::RGB10A2U); |
| 190 | |
| 191 | default: |
| 192 | qWarning() << "Cannot map Texture format" << textureFormat << "to a valid Image Format" ; |
| 193 | Q_UNREACHABLE(); |
| 194 | return GL_NONE; |
| 195 | } |
| 196 | } |
| 197 | |
| 198 | } // anonymous |
| 199 | |
| 200 | ImageSubmissionContext::ImageSubmissionContext() |
| 201 | : m_ctx(nullptr) |
| 202 | { |
| 203 | } |
| 204 | |
| 205 | void ImageSubmissionContext::initialize(GraphicsContext *context) |
| 206 | { |
| 207 | m_ctx = context; |
| 208 | m_activeImages.resize(asize: m_ctx->maxImageUnitsCount()); |
| 209 | } |
| 210 | |
| 211 | void ImageSubmissionContext::endDrawing() |
| 212 | { |
| 213 | // Reduce score of all active Images |
| 214 | decayImageScores(); |
| 215 | } |
| 216 | |
| 217 | // Return Image Unit for Image |
| 218 | // If Image was used previously and recently, it will return the last used unit |
| 219 | // for that image. Otherwise it will try to return the image unit the least used. |
| 220 | int ImageSubmissionContext::activateImage(ShaderImage *image, GLTexture *tex) |
| 221 | { |
| 222 | const int onUnit = assignUnitForImage(shaderImageId: image->peerId()); |
| 223 | |
| 224 | if (onUnit < 0) { |
| 225 | qWarning() << "Unable to find available image unit" ; |
| 226 | return -1; |
| 227 | } |
| 228 | |
| 229 | QOpenGLTexture *glTex = tex->getGLTexture(); |
| 230 | if (glTex == nullptr) { |
| 231 | qWarning() << "Unable to retrieve valid texture for Image" ; |
| 232 | return -1; |
| 233 | } |
| 234 | |
| 235 | // Bind Image against Texture and resolve Image Format |
| 236 | m_ctx->bindImageTexture(imageUnit: onUnit, |
| 237 | texture: glTex->textureId(), |
| 238 | mipLevel: image->mipLevel(), |
| 239 | layered: image->layered(), |
| 240 | layer: image->layer(), |
| 241 | access: glAccessEnumForShaderImageAccess(access: image->access()), |
| 242 | format: glImageFormatForShaderImageFormat(format: image->format(), |
| 243 | textureFormat: tex->properties().format)); |
| 244 | |
| 245 | // Store information about the Texture/Image on ActiveImage for given |
| 246 | // image unit |
| 247 | m_activeImages[onUnit].shaderImageId = image->peerId(); |
| 248 | m_activeImages[onUnit].texture = tex; |
| 249 | m_activeImages[onUnit].score = 200; |
| 250 | m_activeImages[onUnit].pinned = true; |
| 251 | |
| 252 | return onUnit; |
| 253 | } |
| 254 | |
| 255 | // Unset pinned Active Image and reduce their score |
| 256 | void ImageSubmissionContext::deactivateImages() |
| 257 | { |
| 258 | for (int u = 0, m = m_activeImages.size(); u < m; ++u) { |
| 259 | if (m_activeImages[u].pinned) { |
| 260 | m_activeImages[u].pinned = false; |
| 261 | m_activeImages[u].score = qMax(a: m_activeImages[u].score - 1, b: 0); |
| 262 | return; |
| 263 | } |
| 264 | } |
| 265 | } |
| 266 | |
| 267 | // Reduce score of all active images (pinned or not) |
| 268 | void ImageSubmissionContext::decayImageScores() |
| 269 | { |
| 270 | for (int u = 0, m = m_activeImages.size(); u < m; ++u) |
| 271 | m_activeImages[u].score = qMax(a: m_activeImages[u].score - 1, b: 0); |
| 272 | } |
| 273 | |
| 274 | int ImageSubmissionContext::assignUnitForImage(Qt3DCore::QNodeId shaderImageId) |
| 275 | { |
| 276 | int lowestScoredUnit = -1; |
| 277 | int lowestScore = 0xfffffff; |
| 278 | |
| 279 | const int m = m_activeImages.size(); |
| 280 | for (int u = 0; u < m; ++u) { |
| 281 | if (m_activeImages[u].shaderImageId == shaderImageId) |
| 282 | return u; |
| 283 | } |
| 284 | |
| 285 | for (int u = 0; u < m; ++u) { |
| 286 | // No image is currently active on the image unit |
| 287 | // we save the image unit with the texture that has been on there |
| 288 | // the longest time while not being used |
| 289 | if (!m_activeImages[u].pinned) { |
| 290 | const int score = m_activeImages[u].score; |
| 291 | if (score < lowestScore) { |
| 292 | lowestScore = score; |
| 293 | lowestScoredUnit = u; |
| 294 | } |
| 295 | } |
| 296 | } |
| 297 | |
| 298 | if (lowestScoredUnit == -1) |
| 299 | qCWarning(Backend) << Q_FUNC_INFO << "No free image units!" ; |
| 300 | |
| 301 | return lowestScoredUnit; |
| 302 | } |
| 303 | |
| 304 | } // namespace OpenGL |
| 305 | } // namespace Render |
| 306 | } // namespace Qt3DRender |
| 307 | |
| 308 | QT_END_NAMESPACE |
| 309 | |