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#include "imagesubmissioncontext_p.h"
#include <Qt3DRender/private/shaderimage_p.h>
#include <Qt3DRender/qshaderimage.h>
#include <graphicscontext_p.h>
#include <gltexture_p.h>
#include <logging_p.h>
QT_BEGIN_NAMESPACE
// ES 3.1+ or GL 4.2+
#ifndef GL_READ_ONLY
#define GL_READ_ONLY 0x88B8
#endif
#ifndef GL_WRITE_ONLY
#define GL_WRITE_ONLY 0x88B9
#endif
#ifndef GL_READ_WRITE
#define GL_READ_WRITE 0x88BA
#endif
namespace Qt3DRender {
namespace Render {
namespace OpenGL {
class GraphicsContext;
class GLTexture;
namespace {
GLenum glAccessEnumForShaderImageAccess(QShaderImage::Access access)
{
switch (access) {
case QShaderImage::ReadOnly:
return GL_READ_ONLY;
case QShaderImage::WriteOnly:
return GL_WRITE_ONLY;
case QShaderImage::ReadWrite:
default:
break;
}
return GL_READ_WRITE;
}
GLenum glImageFormatToGL(QShaderImage::ImageFormat format)
{
// Right now we can abuse from the fact that the ImageFormat enum values
// have been assigned the same value as the GL enum
return GLenum(format);
}
GLenum glImageFormatForShaderImageFormat(QShaderImage::ImageFormat format,
QAbstractTexture::TextureFormat textureFormat)
{
Q_ASSERT_X(format != QShaderImage::NoFormat, Q_FUNC_INFO, "Valid image format or Automatic expected");
if (format != QShaderImage::Automatic)
return glImageFormatToGL(format);
// Otherwise try to mind to best texture format
switch (textureFormat) {
case QAbstractTexture::R8_UNorm:
return glImageFormatToGL(QShaderImage::R8_UNorm);
case QAbstractTexture::RG8_UNorm:
return glImageFormatToGL(QShaderImage::RG8_UNorm);
case QAbstractTexture::RGBA8_UNorm:
return glImageFormatToGL(QShaderImage::RGBA8_UNorm);
case QAbstractTexture::R16_UNorm:
return glImageFormatToGL(QShaderImage::R16_UNorm);
case QAbstractTexture::RG16_UNorm:
return glImageFormatToGL(QShaderImage::RG16_UNorm);
case QAbstractTexture::RGBA16_UNorm:
return glImageFormatToGL(QShaderImage::RGBA16_UNorm);
case QAbstractTexture::R8_SNorm:
return glImageFormatToGL(QShaderImage::R8_SNorm);
case QAbstractTexture::RG8_SNorm:
return glImageFormatToGL(QShaderImage::RG8_SNorm);
case QAbstractTexture::RGBA8_SNorm:
return glImageFormatToGL(QShaderImage::RGBA8_SNorm);
case QAbstractTexture::R16_SNorm:
return glImageFormatToGL(QShaderImage::R16_SNorm);
case QAbstractTexture::RG16_SNorm:
return glImageFormatToGL(QShaderImage::RG16_SNorm);
case QAbstractTexture::RGBA16_SNorm:
return glImageFormatToGL(QShaderImage::RGBA16_SNorm);
case QAbstractTexture::R8U:
return glImageFormatToGL(QShaderImage::R8U);
case QAbstractTexture::RG8U:
return glImageFormatToGL(QShaderImage::RG8U);
case QAbstractTexture::RGBA8U:
return glImageFormatToGL(QShaderImage::RGBA8U);
case QAbstractTexture::R16U:
return glImageFormatToGL(QShaderImage::R16U);
case QAbstractTexture::RG16U:
return glImageFormatToGL(QShaderImage::RG16U);
case QAbstractTexture::RGBA16U:
return glImageFormatToGL(QShaderImage::RGBA16U);
case QAbstractTexture::R32U:
return glImageFormatToGL(QShaderImage::R32U);
case QAbstractTexture::RG32U:
return glImageFormatToGL(QShaderImage::RG32U);
case QAbstractTexture::RGBA32U:
return glImageFormatToGL(QShaderImage::RGBA32U);
case QAbstractTexture::R8I:
return glImageFormatToGL(QShaderImage::R8I);
case QAbstractTexture::RG8I:
return glImageFormatToGL(QShaderImage::RG8I);
case QAbstractTexture::RGBA8I:
return glImageFormatToGL(QShaderImage::RGBA8I);
case QAbstractTexture::R16I:
return glImageFormatToGL(QShaderImage::R16I);
case QAbstractTexture::RG16I:
return glImageFormatToGL(QShaderImage::RG16I);
case QAbstractTexture::RGBA16I:
return glImageFormatToGL(QShaderImage::RGBA16I);
case QAbstractTexture::R32I:
return glImageFormatToGL(QShaderImage::R32I);
case QAbstractTexture::RG32I:
return glImageFormatToGL(QShaderImage::RG32I);
case QAbstractTexture::RGBA32I:
return glImageFormatToGL(QShaderImage::RGBA32I);
case QAbstractTexture::R16F:
return glImageFormatToGL(QShaderImage::R16F);
case QAbstractTexture::RG16F:
return glImageFormatToGL(QShaderImage::RG16F);
case QAbstractTexture::RGBA16F:
return glImageFormatToGL(QShaderImage::RGBA16F);
case QAbstractTexture::R32F:
return glImageFormatToGL(QShaderImage::R32F);
case QAbstractTexture::RG32F:
return glImageFormatToGL(QShaderImage::RG32F);
case QAbstractTexture::RGBA32F:
return glImageFormatToGL(QShaderImage::RGBA32F);
case QAbstractTexture::RG11B10F:
return glImageFormatToGL(QShaderImage::RG11B10F);
case QAbstractTexture::RGB10A2:
return glImageFormatToGL(QShaderImage::RGB10A2);
case QAbstractTexture::RGB10A2U:
return glImageFormatToGL(QShaderImage::RGB10A2U);
default:
qWarning() << "Cannot map Texture format" << textureFormat << "to a valid Image Format";
Q_UNREACHABLE();
return GL_NONE;
}
}
} // anonymous
ImageSubmissionContext::ImageSubmissionContext()
: m_ctx(nullptr)
{
}
void ImageSubmissionContext::initialize(GraphicsContext *context)
{
m_ctx = context;
m_activeImages.resize(m_ctx->maxImageUnitsCount());
}
void ImageSubmissionContext::endDrawing()
{
// Reduce score of all active Images
decayImageScores();
}
// Return Image Unit for Image
// If Image was used previously and recently, it will return the last used unit
// for that image. Otherwise it will try to return the image unit the least used.
int ImageSubmissionContext::activateImage(ShaderImage *image, GLTexture *tex)
{
const int onUnit = assignUnitForImage(image->peerId());
if (onUnit < 0) {
qWarning() << "Unable to find available image unit";
return -1;
}
QOpenGLTexture *glTex = tex->getGLTexture();
if (glTex == nullptr) {
qWarning() << "Unable to retrieve valid texture for Image";
return -1;
}
// Bind Image against Texture and resolve Image Format
m_ctx->bindImageTexture(onUnit,
glTex->textureId(),
image->mipLevel(),
image->layered(),
image->layer(),
glAccessEnumForShaderImageAccess(image->access()),
glImageFormatForShaderImageFormat(image->format(),
tex->properties().format));
// Store information about the Texture/Image on ActiveImage for given
// image unit
m_activeImages[onUnit].shaderImageId = image->peerId();
m_activeImages[onUnit].texture = tex;
m_activeImages[onUnit].score = 200;
m_activeImages[onUnit].pinned = true;
return onUnit;
}
// Unset pinned Active Image and reduce their score
void ImageSubmissionContext::deactivateImages()
{
for (int u = 0, m = m_activeImages.size(); u < m; ++u) {
if (m_activeImages[u].pinned) {
m_activeImages[u].pinned = false;
m_activeImages[u].score = qMax(m_activeImages[u].score - 1, 0);
return;
}
}
}
// Reduce score of all active images (pinned or not)
void ImageSubmissionContext::decayImageScores()
{
for (int u = 0, m = m_activeImages.size(); u < m; ++u)
m_activeImages[u].score = qMax(m_activeImages[u].score - 1, 0);
}
int ImageSubmissionContext::assignUnitForImage(Qt3DCore::QNodeId shaderImageId)
{
int lowestScoredUnit = -1;
int lowestScore = 0xfffffff;
const int m = m_activeImages.size();
for (int u = 0; u < m; ++u) {
if (m_activeImages[u].shaderImageId == shaderImageId)
return u;
}
for (int u = 0; u < m; ++u) {
// No image is currently active on the image unit
// we save the image unit with the texture that has been on there
// the longest time while not being used
if (!m_activeImages[u].pinned) {
const int score = m_activeImages[u].score;
if (score < lowestScore) {
lowestScore = score;
lowestScoredUnit = u;
}
}
}
if (lowestScoredUnit == -1)
qCWarning(Backend) << Q_FUNC_INFO << "No free image units!";
return lowestScoredUnit;
}
} // namespace OpenGL
} // namespace Render
} // namespace Qt3DRender
QT_END_NAMESPACE