Torque3D/Engine/source/gfx/gl/gfxGLUtils.h

258 lines
10 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef TORQUE_GFX_GL_GFXGLUTILS_H_
#define TORQUE_GFX_GL_GFXGLUTILS_H_
#include "core/util/preprocessorHelpers.h"
#include "gfx/gl/gfxGLEnumTranslate.h"
#include "gfx/gl/gfxGLStateCache.h"
inline U32 getMaxMipmaps(U32 width, U32 height, U32 depth)
{
return getMax( getBinLog2(depth), getMax(getBinLog2(width), getBinLog2(height)));
}
inline GLenum minificationFilter(U32 minFilter, U32 mipFilter, U32 /*mipLevels*/)
{
// the compiler should interpret this as array lookups
switch( minFilter )
{
case GFXTextureFilterLinear:
switch( mipFilter )
{
case GFXTextureFilterLinear:
return GL_LINEAR_MIPMAP_LINEAR;
case GFXTextureFilterPoint:
return GL_LINEAR_MIPMAP_NEAREST;
default:
return GL_LINEAR;
}
default:
switch( mipFilter ) {
case GFXTextureFilterLinear:
return GL_NEAREST_MIPMAP_LINEAR;
case GFXTextureFilterPoint:
return GL_NEAREST_MIPMAP_NEAREST;
default:
return GL_NEAREST;
}
}
}
// Check if format is compressed format.
// Even though dxt2/4 are not supported, they are included because they are a compressed format.
// Assert checks on supported formats are done elsewhere.
inline bool isCompressedFormat( GFXFormat format )
{
bool compressed = false;
if(format == GFXFormatDXT1 || format == GFXFormatDXT2
|| format == GFXFormatDXT3
|| format == GFXFormatDXT4
|| format == GFXFormatDXT5 )
{
compressed = true;
}
return compressed;
}
//Get the surface size of a compressed mip map level - see ddsLoader.cpp
inline U32 getCompressedSurfaceSize(GFXFormat format,U32 width, U32 height, U32 mipLevel=0 )
{
if(!isCompressedFormat(format))
return 0;
// Bump by the mip level.
height = getMax(U32(1), height >> mipLevel);
width = getMax(U32(1), width >> mipLevel);
U32 sizeMultiple = 0;
if(format == GFXFormatDXT1)
sizeMultiple = 8;
else
sizeMultiple = 16;
return getMax(U32(1), width/4) * getMax(U32(1), height/4) * sizeMultiple;
}
/// Simple class which preserves a given GL integer.
/// This class determines the integer to preserve on construction and restores
/// it on destruction.
class GFXGLPreserveInteger
{
public:
typedef void(STDCALL *BindFn)(GLenum, GLuint);
/// Preserve the integer.
/// @param binding The binding which should be set on destruction.
/// @param getBinding The parameter to be passed to glGetIntegerv to determine
/// the integer to be preserved.
/// @param binder The gl function to call to restore the integer.
GFXGLPreserveInteger(GLenum binding, GLint getBinding, BindFn binder) :
mBinding(binding), mPreserved(0), mBinder(binder)
{
AssertFatal(mBinder, "GFXGLPreserveInteger - Need a valid binder function");
mPreserved = GFXGL->getOpenglCache()->getCacheBinded(mBinding);
#if defined(TORQUE_DEBUG) && defined(TORQUE_DEBUG_GFX)
GLint bindedOnOpenglDriver;
glGetIntegerv(getBinding, &bindedOnOpenglDriver);
AssertFatal( mPreserved == bindedOnOpenglDriver, "GFXGLPreserveInteger - GFXGLDevice/OpenGL mismatch on cache binded resource.");
#endif
}
/// Restores the integer.
~GFXGLPreserveInteger()
{
mBinder(mBinding, mPreserved);
}
private:
GLenum mBinding;
GLint mPreserved;
BindFn mBinder;
};
class GFXGLPreserveTexture
{
public:
typedef void(STDCALL *BindFn)(GLenum, GLuint);
GFXGLPreserveTexture(GLenum binding, GLint getBinding, BindFn binder) :
mBinding(binding), mPreserved(0), mBinder(binder)
{
AssertFatal(mBinder, "GFXGLPreserveTexture - Need a valid binder function");
GFXGLDevice *gfx = GFXGL;
mPreserved = gfx->getOpenglCache()->getCacheBinded(mBinding);
mActiveTexture = gfx->getOpenglCache()->getCacheActiveTexture();
#if defined(TORQUE_DEBUG) && defined(TORQUE_DEBUG_GFX)
GLint activeTextureOnOpenglDriver, bindedTextureOnOpenglDriver;
glGetIntegerv(getBinding, &bindedTextureOnOpenglDriver);
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTextureOnOpenglDriver);
activeTextureOnOpenglDriver -= GL_TEXTURE0;
AssertFatal( mPreserved == bindedTextureOnOpenglDriver, "GFXGLPreserveTexture - GFXGLDevice/OpenGL mismatch on cache binded resource.");
AssertFatal( activeTextureOnOpenglDriver == mActiveTexture, "GFXGLPreserveTexture - GFXGLDevice/OpenGL mismatch on cache binded resource.");
#endif
}
/// Restores the texture.
~GFXGLPreserveTexture()
{
#if defined(TORQUE_DEBUG) && defined(TORQUE_DEBUG_GFX)
GLint activeTextureOnOpenglDriver;
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTextureOnOpenglDriver);
activeTextureOnOpenglDriver -= GL_TEXTURE0;
GLint cacheActiveTexture = GFXGL->getOpenglCache()->getCacheActiveTexture();
AssertFatal( cacheActiveTexture == activeTextureOnOpenglDriver, "GFXGLPreserveTexture - GFXGLDevice/OpenGL mismatch on cache ActiveTexture.");
#endif
mBinder(mBinding, mPreserved);
}
private:
GLenum mBinding;
GLint mPreserved;
BindFn mBinder;
S16 mActiveTexture;
};
/// Helper macro to preserve the current VBO binding.
#define PRESERVE_VERTEX_BUFFER() \
GFXGLPreserveInteger TORQUE_CONCAT(preserve_, __LINE__) (GL_ARRAY_BUFFER, GL_ARRAY_BUFFER_BINDING, (GFXGLPreserveInteger::BindFn)glBindBuffer)
/// Helper macro to preserve the current element array binding.
#define PRESERVE_INDEX_BUFFER() \
GFXGLPreserveInteger TORQUE_CONCAT(preserve_, __LINE__) (GL_ELEMENT_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER_BINDING, (GFXGLPreserveInteger::BindFn)glBindBuffer)
#define _GET_BUFFER_BINDING( BINDING ) \
BINDING == GL_ARRAY_BUFFER ? GL_ARRAY_BUFFER_BINDING : ( BINDING == GL_ELEMENT_ARRAY_BUFFER ? GL_ELEMENT_ARRAY_BUFFER_BINDING : 0 )
/// Helper macro to preserve the current element array binding.
#define PRESERVE_BUFFER( BINDING ) \
GFXGLPreserveInteger TORQUE_CONCAT(preserve_, __LINE__) (BINDING, _GET_BUFFER_BINDING(BINDING), (GFXGLPreserveInteger::BindFn)glBindBuffer)
/// ASSERT: Never call glActiveTexture for a "bind to modify" or in a PRESERVER_TEXTURE MACRO scope.
/// Helper macro to preserve the current 1D texture binding.
#define PRESERVE_1D_TEXTURE() \
GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_1D, GL_TEXTURE_BINDING_1D, (GFXGLPreserveInteger::BindFn)glBindTexture)
/// Helper macro to preserve the current 2D texture binding.
#define PRESERVE_2D_TEXTURE() \
GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_2D, GL_TEXTURE_BINDING_2D, (GFXGLPreserveInteger::BindFn)glBindTexture)
/// Helper macro to preserve the current 3D texture binding.
#define PRESERVE_3D_TEXTURE() \
GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_3D, GL_TEXTURE_BINDING_3D, (GFXGLPreserveInteger::BindFn)glBindTexture)
/// Helper macro to preserve the current 3D texture binding.
#define PRESERVE_CUBEMAP_TEXTURE() \
GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BINDING_CUBE_MAP, (GFXGLPreserveInteger::BindFn)glBindTexture)
#define _GET_TEXTURE_BINDING(binding) \
binding == GL_TEXTURE_2D ? GL_TEXTURE_BINDING_2D : (binding == GL_TEXTURE_3D ? GL_TEXTURE_BINDING_3D : GL_TEXTURE_BINDING_1D )
#define PRESERVE_TEXTURE(binding) \
GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (binding, _GET_TEXTURE_BINDING(binding), (GFXGLPreserveInteger::BindFn)glBindTexture)
#define PRESERVE_FRAMEBUFFER() \
GFXGLPreserveInteger TORQUE_CONCAT(preserve_, __LINE__) (GL_READ_FRAMEBUFFER, GL_READ_FRAMEBUFFER_BINDING, (GFXGLPreserveInteger::BindFn)glBindFramebuffer);\
GFXGLPreserveInteger TORQUE_CONCAT(preserve2_, __LINE__) (GL_DRAW_FRAMEBUFFER, GL_DRAW_FRAMEBUFFER_BINDING, (GFXGLPreserveInteger::BindFn)glBindFramebuffer)
#if TORQUE_DEBUG
// Handy macro for checking the status of a framebuffer. Framebuffers can fail in
// all sorts of interesting ways, these are just the most common. Further, no existing GL profiling
// tool catches framebuffer errors when the framebuffer is created, so we actually need this.
#define CHECK_FRAMEBUFFER_STATUS()\
{\
GLenum status;\
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);\
switch(status) {\
case GL_FRAMEBUFFER_COMPLETE:\
break;\
case GL_FRAMEBUFFER_UNSUPPORTED:\
AssertFatal(false, "Unsupported FBO");\
break;\
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:\
AssertFatal(false, "Incomplete FBO Attachment");\
break;\
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:\
AssertFatal(false, "Incomplete FBO Missing Attachment");\
break;\
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:\
AssertFatal(false, "Incomplete FBO Draw buffer");\
break;\
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:\
AssertFatal(false, "Incomplete FBO Read buffer");\
break;\
default:\
/* programming error; will fail on all hardware */\
AssertFatal(false, "Something really bad happened with an FBO");\
}\
}
#else
#define CHECK_FRAMEBUFFER_STATUS()
#endif //TORQUE_DEBUG
#endif