Пример #1
0
	Error operator()(CommandBufferImpl* cmdb)
	{
		ANKI_ASSERT(cmdb);

		m_tex.get().create(m_init);

		GlObject::State oldState = m_tex.get().setStateAtomically(
			GlObject::State::CREATED);
		ANKI_ASSERT(oldState == GlObject::State::TO_BE_CREATED);
		(void)oldState;

		if(m_cleanup)
		{
			for(U layer = 0; layer < MAX_TEXTURE_LAYERS; ++layer)
			{
				for(U level = 0; level < MAX_MIPMAPS; ++level)
				{
					SurfaceData& surf = m_init.m_data[level][layer];
					if(surf.m_ptr)
					{
						cmdb->getInternalAllocator().deallocate(
							const_cast<void*>(surf.m_ptr), 1);
					}
				}
			}
		}

		return ErrorCode::NONE;
	}
Пример #2
0
bool GLES2Video::BeginTargetScene(const Color& dwBGColor, const bool clear)
{
	// explicit static cast for better performance
	TexturePtr texturePtr = m_currentTarget.lock();
	if (texturePtr)
	{
		Texture *pTexture = texturePtr.get(); // safety compile-time error checking
		GLES2Texture *pGLES2Texture = static_cast<GLES2Texture*>(pTexture); // safer direct cast
		const GLuint target = pGLES2Texture->GetFrameBufferID();
		glBindFramebuffer(GL_FRAMEBUFFER, target);

		CheckFrameBufferStatus(m_logger, target, pGLES2Texture->GetTextureID(), false);

		if (clear)
		{
			Vector4 color;
			color.SetColor(dwBGColor);
			glClearColor(color.x, color.y, color.z, color.w);
			glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
		}

		const Texture::PROFILE& profile = pGLES2Texture->GetProfile();
		Enable2D(static_cast<int>(profile.width), static_cast<int>(profile.height), true);
		m_shaderContext->ResetViewConstants(m_orthoMatrix, GetCurrentTargetSize());
	}
	else
	{
		Message(GS_L("There's no render target"), GSMT_ERROR);
	}
	m_rendering = true;
	return true;
}
Пример #3
0
bool GLVideo::BeginTargetScene(const Color& dwBGColor, const bool clear)
{
	// explicit static cast for better performance
	TexturePtr texturePtr = m_currentTarget.lock();
	if (!texturePtr)
	{
		Message(GS_L("There's no render target"), GSMT_ERROR);
	}
	Texture *pTexture = texturePtr.get(); // safety compile-time error checking
	GLTexture *pGLTexture = static_cast<GLTexture*>(pTexture); // safer direct cast
	const GLuint target = pGLTexture->GetTextureInfo().m_frameBuffer;
	glBindFramebuffer(GL_FRAMEBUFFER, target);

	CheckFrameBufferStatus(target, pGLTexture->GetTextureInfo().m_texture, false);

	if (clear)
	{
		math::Vector4 color;
		color.SetColor(dwBGColor);
		glClearColor(color.x, color.y, color.z, color.w);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	}

	UpdateInternalShadersViewData(GetScreenSizeF(), true);
	m_rendering = true;
	return true;
}
Пример #4
0
//---------------------------------------------------------------------()
bool CompositorManager::isInputToOutputTarget(CompositorInstance* inst, TexturePtr tex)
{
    CompositionTargetPass* tp = inst->getTechnique()->getOutputTargetPass();
    CompositionTargetPass::PassIterator pit = tp->getPassIterator();

    while(pit.hasMoreElements())
    {
        CompositionPass* p = pit.getNext();
        for (size_t i = 0; i < p->getNumInputs(); ++i)
        {
            TexturePtr t = inst->getTextureInstance(p->getInput(i).name, 0);
            if (!t.isNull() && t.get() == tex.get())
                return true;
        }
    }

    return false;

}
Пример #5
0
//---------------------------------------------------------------------
bool CompositorManager::isInputPreviousTarget(CompositorInstance* inst, TexturePtr tex)
{
    CompositionTechnique::TargetPassIterator tpit = inst->getTechnique()->getTargetPassIterator();
    while(tpit.hasMoreElements())
    {
        CompositionTargetPass* tp = tpit.getNext();
        if (tp->getInputMode() == CompositionTargetPass::IM_PREVIOUS)
        {
            // Don't have to worry about an MRT, because no MRT can be input previous
            TexturePtr t = inst->getTextureInstance(tp->getOutputName(), 0);
            if (!t.isNull() && t.get() == tex.get())
                return true;
        }

    }

    return false;

}
Пример #6
0
	void D3D11EffectMaterial::SetTextureBySemantic(const char* szName, TexturePtr pTex)
	{
		ID3D11ShaderResourceView* pView = NULL;

		pView = ((D3D11Texture*)pTex.get())->GetShaderResourceView();

		ID3DX11EffectVariable* pVal = m_pEffect->GetVariableBySemantic(szName);
		if(pVal)
		{
			pVal->AsShaderResource()->SetResource(pView);
		}
	}
Пример #7
0
void UINode::renderImage (const TexturePtr& texture, int x, int y, int w, int h, float alpha) const
{
	if (!texture || !texture->isValid())
		return;

	if (w == -1)
		w = texture->getWidth();
	if (h == -1)
		h = texture->getHeight();

	_frontend->renderImage(texture.get(), x, y, w, h, 0, alpha);
}
	Error operator()(CommandBufferImpl* cmd)
	{
		TextureImpl& tex = m_tex.get();
		BufferImpl& buff = m_buff.get();

		// Bind
		GLuint copyFbo = cmd->getManager().getImplementation().
			getRenderingThread().getCopyFbo();
		glBindFramebuffer(GL_FRAMEBUFFER, copyFbo);

		// Attach texture
		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
			tex.getTarget(), tex.getGlName(), 0);

		// Set draw buffers
		GLuint drawBuff = GL_COLOR_ATTACHMENT0;
		glDrawBuffers(1, &drawBuff);

		// Bind buffer
		ANKI_ASSERT(m_buff.getTarget() == GL_PIXEL_PACK_BUFFER);
		buff.bind();

		// Read pixels
		GLuint format = GL_NONE, type = GL_NONE;
		if(tex.getInternalFormat() == GL_RG32UI)
		{
			format = GL_RG_INTEGER;
			type = GL_UNSIGNED_INT;
		}
		else if(tex.getInternalFormat() == GL_RG32F)
		{
			format = GL_RG;
			type = GL_FLOAT;
		}
		else
		{
			ANKI_ASSERT(0 && "Not implemented");
		}

		glReadPixels(0, 0, tex.getWidth(), tex.getHeight(),
			format, type, nullptr);

		// End
		buff.unbind();
		glBindFramebuffer(GL_FRAMEBUFFER, 0);

		return ErrorCode::NONE;
	}
Пример #9
0
	void OutdoorEnv::setSkyBoxTexture(const String& matname) {
		if (m_skyBoxMatName == matname)
			return;

		m_skyBoxMatName = matname;
		{
			MaterialPtr skymat = m_skybox12->getMaterial();
			if (!skymat) {
				skymat = UniqueAsset_<Material>("_skybox");
			}
			TexturePtr tex = FindAsset_<Texture>(matname + "_12");
			AX_ASSERT(tex);
			skymat->setTexture(SamplerType::Diffuse, tex.get());

			m_skybox12->setMaterial(skymat.get());
		}
		{
			MaterialPtr skymat = m_skybox34->getMaterial();
			if (!skymat) {
				skymat = UniqueAsset_<Material>("_skybox");
			}
			TexturePtr tex = FindAsset_<Texture>(matname + "_34");
			AX_ASSERT(tex);
			skymat->setTexture(SamplerType::Diffuse, tex);

			m_skybox34->setMaterial(skymat);
		}
		{
			MaterialPtr skymat = m_skybox5->getMaterial();
			if (!skymat) {
				skymat = UniqueAsset_<Material>("_skybox");
			}
			TexturePtr tex = FindAsset_<Texture>(matname + "_5");
			AX_ASSERT(tex);
			skymat->setTexture(SamplerType::Diffuse, tex);

			m_skybox5->setMaterial(skymat);
		}
	}
Пример #10
0
//---------------------------------------------------------------------
TexturePtr CompositorManager::getPooledTexture(const String& name, 
    const String& localName,
    size_t w, size_t h, PixelFormat f, uint aa, const String& aaHint, bool srgb, 
    CompositorManager::UniqueTextureSet& texturesAssigned, 
    CompositorInstance* inst, CompositionTechnique::TextureScope scope)
{
    if (scope == CompositionTechnique::TS_GLOBAL) 
    {
        OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
            "Global scope texture can not be pooled.",
            "CompositorManager::getPooledTexture");
    }

    TextureDef def(w, h, f, aa, aaHint, srgb);

    if (scope == CompositionTechnique::TS_CHAIN)
    {
        StringPair pair = std::make_pair(inst->getCompositor()->getName(), localName);
        TextureDefMap& defMap = mChainTexturesByDef[pair];
        TextureDefMap::iterator it = defMap.find(def);
        if (it != defMap.end())
        {
            return it->second;
        }
        // ok, we need to create a new one
        TexturePtr newTex = TextureManager::getSingleton().createManual(
            name, 
            ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME, TEX_TYPE_2D, 
            (uint)w, (uint)h, 0, f, TU_RENDERTARGET, 0,
            srgb, aa, aaHint);
        defMap.insert(TextureDefMap::value_type(def, newTex));
        return newTex;
    }

    TexturesByDef::iterator i = mTexturesByDef.find(def);
    if (i == mTexturesByDef.end())
    {
        TextureList* texList = OGRE_NEW_T(TextureList, MEMCATEGORY_GENERAL);
        i = mTexturesByDef.insert(TexturesByDef::value_type(def, texList)).first;
    }
    CompositorInstance* previous = inst->getChain()->getPreviousInstance(inst);
    CompositorInstance* next = inst->getChain()->getNextInstance(inst);

    TexturePtr ret;
    TextureList* texList = i->second;
    // iterate over the existing textures and check if we can re-use
    for (TextureList::iterator t = texList->begin(); t != texList->end(); ++t)
    {
        TexturePtr& tex = *t;
        // check not already used
        if (texturesAssigned.find(tex.get()) == texturesAssigned.end())
        {
            bool allowReuse = true;
            // ok, we didn't use this one already
            // however, there is an edge case where if we re-use a texture
            // which has an 'input previous' pass, and it is chained from another
            // compositor, we can end up trying to use the same texture for both
            // so, never allow a texture with an input previous pass to be 
            // shared with its immediate predecessor in the chain
            if (isInputPreviousTarget(inst, localName))
            {
                // Check whether this is also an input to the output target of previous
                // can't use CompositorInstance::mPreviousInstance, only set up
                // during compile
                if (previous && isInputToOutputTarget(previous, tex))
                    allowReuse = false;
            }
            // now check the other way around since we don't know what order they're bound in
            if (isInputToOutputTarget(inst, localName))
            {
                
                if (next && isInputPreviousTarget(next, tex))
                    allowReuse = false;
            }
            
            if (allowReuse)
            {
                ret = tex;
                break;
            }

        }
    }

    if (ret.isNull())
    {
        // ok, we need to create a new one
        ret = TextureManager::getSingleton().createManual(
            name, 
            ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME, TEX_TYPE_2D, 
            (uint)w, (uint)h, 0, f, TU_RENDERTARGET, 0,
            srgb, aa, aaHint); 

        texList->push_back(ret);

    }

    // record that we used this one in the requester's list
    texturesAssigned.insert(ret.get());


    return ret;
}
Пример #11
0
	Error operator()(CommandBufferImpl*)
	{
		m_tex.get().generateMipmaps();
		return ErrorCode::NONE;
	}
Пример #12
0
	Error operator()(CommandBufferImpl*)
	{
		m_tex.get().bind(m_unit);
		return ErrorCode::NONE;
	}
Пример #13
0
	void UGraphicsDevice::SetPSTexture(TexturePtr inTexture, int inSlot)
	{
		auto texture = inTexture.get();
		mD3dDeviceCtx->PSSetShaderResources(inSlot, 1, &texture);
	}
void GraphicsDriver::SetPSTexture( TexturePtr inTexture, int inStartSlot )
{
	auto texture = inTexture.get();
	g_pImmediateContext->PSSetShaderResources( inStartSlot, 1, &texture );
}