panda3d/panda/src/glstuff/glTextureContext_src.cxx

202 lines
5.1 KiB
C++

/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file glTextureContext_src.cxx
* @author drose
* @date 1999-10-07
*/
#include "pnotify.h"
TypeHandle CLP(TextureContext)::_type_handle;
/**
*
*/
CLP(TextureContext)::
~CLP(TextureContext)() {
// Don't call glDeleteTextures; we may not have an active context.
}
/**
* Evicts the page from the LRU. Called internally when the LRU determines
* that it is full. May also be called externally when necessary to
* explicitly evict the page.
*
* It is legal for this method to either evict the page as requested, do
* nothing (in which case the eviction will be requested again at the next
* epoch), or requeue itself on the tail of the queue (in which case the
* eviction will be requested again much later).
*/
void CLP(TextureContext)::
evict_lru() {
dequeue_lru();
#ifndef OPENGLES
if (_handle != 0) {
if (_handle_resident) {
_glgsg->_glMakeTextureHandleNonResident(_handle);
}
_handle_resident = false;
} else
#endif
{
reset_data();
}
update_data_size_bytes(0);
mark_unloaded();
}
/**
* Resets the texture object to a new one so a new GL texture object can be
* uploaded.
*/
void CLP(TextureContext)::
reset_data() {
#ifndef OPENGLES
if (_handle != 0 && _handle_resident) {
_glgsg->_glMakeTextureHandleNonResident(_handle);
}
#endif
// Free the texture resources.
glDeleteTextures(1, &_index);
if (_buffer != 0) {
_glgsg->_glDeleteBuffers(1, &_buffer);
_buffer = 0;
}
// We still need a valid index number, though, in case we want to re-load
// the texture later.
glGenTextures(1, &_index);
#ifndef OPENGLES
_handle = 0;
_handle_resident = false;
#endif
_has_storage = false;
_immutable = false;
#ifndef OPENGLES_1
// Mark the texture as coherent.
if (gl_enable_memory_barriers) {
_glgsg->_textures_needing_fetch_barrier.erase(this);
_glgsg->_textures_needing_image_access_barrier.erase(this);
_glgsg->_textures_needing_update_barrier.erase(this);
_glgsg->_textures_needing_framebuffer_barrier.erase(this);
}
#endif
}
/**
* Returns an implementation-defined handle or pointer that can be used
* to interface directly with the underlying API.
* Returns 0 if the underlying implementation does not support this.
*/
uint64_t CLP(TextureContext)::
get_native_id() const {
return _index;
}
/**
* Similar to get_native_id, but some implementations use a separate
* identifier for the buffer object associated with buffer textures.
* Returns 0 if the underlying implementation does not support this, or
* if this is not a buffer texture.
*/
uint64_t CLP(TextureContext)::
get_native_buffer_id() const {
return _buffer;
}
/**
*
*/
#ifndef OPENGLES
void CLP(TextureContext)::
make_handle_resident() {
if (_handle != 0) {
if (!_handle_resident) {
_glgsg->_glMakeTextureHandleResident(_handle);
_handle_resident = true;
}
set_resident(true);
}
}
#endif
/**
* Returns a handle for this texture. Once this has been created, the texture
* data may still be updated, but its properties may not.
*/
#ifndef OPENGLES
INLINE GLuint64 CLP(TextureContext)::
get_handle() {
return 0;
if (!_glgsg->_supports_bindless_texture) {
return false;
}
if (_handle == 0) {
_handle = _glgsg->_glGetTextureHandle(_index);
}
_immutable = true;
return _handle;
}
#endif
#ifndef OPENGLES_1
/**
*
*/
bool CLP(TextureContext)::
needs_barrier(GLbitfield barrier) {
if (!gl_enable_memory_barriers) {
return false;
}
return (((barrier & GL_TEXTURE_FETCH_BARRIER_BIT) &&
_glgsg->_textures_needing_fetch_barrier.count(this)))
|| (((barrier & GL_SHADER_IMAGE_ACCESS_BARRIER_BIT) &&
_glgsg->_textures_needing_image_access_barrier.count(this)))
|| (((barrier & GL_TEXTURE_UPDATE_BARRIER_BIT) &&
_glgsg->_textures_needing_update_barrier.count(this)))
|| (((barrier & GL_FRAMEBUFFER_BARRIER_BIT) &&
_glgsg->_textures_needing_framebuffer_barrier.count(this)));
}
/**
* Mark a texture as needing a memory barrier, since a non-coherent read or
* write just happened to it. If 'wrote' is true, it was written to.
*/
void CLP(TextureContext)::
mark_incoherent(bool wrote) {
if (!gl_enable_memory_barriers) {
return;
}
// If we only read from it, the next read operation won't need another
// barrier, since it'll be reading the same data.
if (wrote) {
_glgsg->_textures_needing_fetch_barrier.insert(this);
}
// We could still write to it before we read from it, so we have to always
// insert these barriers. This could be slightly optimized so that we don't
// issue a barrier between consecutive image reads, but that may not be
// worth the trouble.
_glgsg->_textures_needing_image_access_barrier.insert(this);
_glgsg->_textures_needing_update_barrier.insert(this);
_glgsg->_textures_needing_framebuffer_barrier.insert(this);
}
#endif // !OPENGLES_1