mirror of
https://github.com/panda3d/panda3d.git
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202 lines
5.1 KiB
C++
202 lines
5.1 KiB
C++
/**
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* PANDA 3D SOFTWARE
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* Copyright (c) Carnegie Mellon University. All rights reserved.
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*
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* All use of this software is subject to the terms of the revised BSD
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* license. You should have received a copy of this license along
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* with this source code in a file named "LICENSE."
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*
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* @file glTextureContext_src.cxx
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* @author drose
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* @date 1999-10-07
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*/
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#include "pnotify.h"
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TypeHandle CLP(TextureContext)::_type_handle;
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/**
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*
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*/
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CLP(TextureContext)::
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~CLP(TextureContext)() {
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// Don't call glDeleteTextures; we may not have an active context.
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}
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/**
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* Evicts the page from the LRU. Called internally when the LRU determines
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* that it is full. May also be called externally when necessary to
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* explicitly evict the page.
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*
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* It is legal for this method to either evict the page as requested, do
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* nothing (in which case the eviction will be requested again at the next
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* epoch), or requeue itself on the tail of the queue (in which case the
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* eviction will be requested again much later).
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*/
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void CLP(TextureContext)::
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evict_lru() {
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dequeue_lru();
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#ifndef OPENGLES
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if (_handle != 0) {
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if (_handle_resident) {
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_glgsg->_glMakeTextureHandleNonResident(_handle);
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}
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_handle_resident = false;
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} else
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#endif
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{
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reset_data();
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}
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update_data_size_bytes(0);
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mark_unloaded();
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}
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/**
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* Resets the texture object to a new one so a new GL texture object can be
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* uploaded.
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*/
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void CLP(TextureContext)::
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reset_data() {
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#ifndef OPENGLES
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if (_handle != 0 && _handle_resident) {
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_glgsg->_glMakeTextureHandleNonResident(_handle);
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}
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#endif
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// Free the texture resources.
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glDeleteTextures(1, &_index);
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if (_buffer != 0) {
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_glgsg->_glDeleteBuffers(1, &_buffer);
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_buffer = 0;
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}
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// We still need a valid index number, though, in case we want to re-load
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// the texture later.
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glGenTextures(1, &_index);
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#ifndef OPENGLES
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_handle = 0;
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_handle_resident = false;
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#endif
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_has_storage = false;
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_immutable = false;
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#ifndef OPENGLES_1
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// Mark the texture as coherent.
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if (gl_enable_memory_barriers) {
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_glgsg->_textures_needing_fetch_barrier.erase(this);
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_glgsg->_textures_needing_image_access_barrier.erase(this);
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_glgsg->_textures_needing_update_barrier.erase(this);
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_glgsg->_textures_needing_framebuffer_barrier.erase(this);
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}
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#endif
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}
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/**
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* Returns an implementation-defined handle or pointer that can be used
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* to interface directly with the underlying API.
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* Returns 0 if the underlying implementation does not support this.
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*/
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uint64_t CLP(TextureContext)::
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get_native_id() const {
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return _index;
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}
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/**
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* Similar to get_native_id, but some implementations use a separate
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* identifier for the buffer object associated with buffer textures.
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* Returns 0 if the underlying implementation does not support this, or
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* if this is not a buffer texture.
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*/
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uint64_t CLP(TextureContext)::
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get_native_buffer_id() const {
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return _buffer;
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}
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/**
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*
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*/
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#ifndef OPENGLES
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void CLP(TextureContext)::
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make_handle_resident() {
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if (_handle != 0) {
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if (!_handle_resident) {
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_glgsg->_glMakeTextureHandleResident(_handle);
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_handle_resident = true;
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}
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set_resident(true);
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}
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}
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#endif
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/**
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* Returns a handle for this texture. Once this has been created, the texture
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* data may still be updated, but its properties may not.
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*/
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#ifndef OPENGLES
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INLINE GLuint64 CLP(TextureContext)::
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get_handle() {
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return 0;
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if (!_glgsg->_supports_bindless_texture) {
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return false;
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}
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if (_handle == 0) {
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_handle = _glgsg->_glGetTextureHandle(_index);
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}
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_immutable = true;
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return _handle;
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}
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#endif
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#ifndef OPENGLES_1
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/**
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*
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*/
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bool CLP(TextureContext)::
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needs_barrier(GLbitfield barrier) {
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if (!gl_enable_memory_barriers) {
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return false;
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}
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return (((barrier & GL_TEXTURE_FETCH_BARRIER_BIT) &&
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_glgsg->_textures_needing_fetch_barrier.count(this)))
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|| (((barrier & GL_SHADER_IMAGE_ACCESS_BARRIER_BIT) &&
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_glgsg->_textures_needing_image_access_barrier.count(this)))
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|| (((barrier & GL_TEXTURE_UPDATE_BARRIER_BIT) &&
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_glgsg->_textures_needing_update_barrier.count(this)))
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|| (((barrier & GL_FRAMEBUFFER_BARRIER_BIT) &&
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_glgsg->_textures_needing_framebuffer_barrier.count(this)));
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}
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/**
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* Mark a texture as needing a memory barrier, since a non-coherent read or
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* write just happened to it. If 'wrote' is true, it was written to.
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*/
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void CLP(TextureContext)::
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mark_incoherent(bool wrote) {
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if (!gl_enable_memory_barriers) {
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return;
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}
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// If we only read from it, the next read operation won't need another
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// barrier, since it'll be reading the same data.
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if (wrote) {
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_glgsg->_textures_needing_fetch_barrier.insert(this);
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}
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// We could still write to it before we read from it, so we have to always
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// insert these barriers. This could be slightly optimized so that we don't
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// issue a barrier between consecutive image reads, but that may not be
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// worth the trouble.
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_glgsg->_textures_needing_image_access_barrier.insert(this);
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_glgsg->_textures_needing_update_barrier.insert(this);
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_glgsg->_textures_needing_framebuffer_barrier.insert(this);
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}
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#endif // !OPENGLES_1
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