Torque3D/Engine/source/gfx/gfxTextureProfile.cpp

193 lines
7.8 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.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "gfx/gfxTextureProfile.h"
#include "gfx/gfxTextureObject.h"
#include "gfx/bitmap/gBitmap.h"
#include "core/strings/stringFunctions.h"
#include "console/console.h"
#include "console/engineAPI.h"
// Set up defaults...
GFX_ImplementTextureProfile(GFXRenderTargetProfile,
GFXTextureProfile::DiffuseMap,
GFXTextureProfile::PreserveSize | GFXTextureProfile::NoMipmap | GFXTextureProfile::RenderTarget,
GFXTextureProfile::NONE);
GFX_ImplementTextureProfile(GFXRenderTargetSRGBProfile,
GFXTextureProfile::DiffuseMap,
GFXTextureProfile::PreserveSize | GFXTextureProfile::NoMipmap | GFXTextureProfile::RenderTarget | GFXTextureProfile::SRGB,
GFXTextureProfile::NONE);
GFX_ImplementTextureProfile(GFXStaticTextureProfile, GFXTextureProfile::DiffuseMap,
GFXTextureProfile::Static,
GFXTextureProfile::NONE);
GFX_ImplementTextureProfile(GFXStaticTextureSRGBProfile,
GFXTextureProfile::DiffuseMap,
GFXTextureProfile::Static | GFXTextureProfile::SRGB,
GFXTextureProfile::NONE);
GFX_ImplementTextureProfile(GFXTexturePersistentProfile,
GFXTextureProfile::DiffuseMap,
GFXTextureProfile::PreserveSize | GFXTextureProfile::Static | GFXTextureProfile::KeepBitmap,
GFXTextureProfile::NONE);
GFX_ImplementTextureProfile(GFXTexturePersistentSRGBProfile,
GFXTextureProfile::DiffuseMap,
GFXTextureProfile::PreserveSize | GFXTextureProfile::Static | GFXTextureProfile::KeepBitmap | GFXTextureProfile::SRGB,
GFXTextureProfile::NONE);
GFX_ImplementTextureProfile(GFXSystemMemTextureProfile,
GFXTextureProfile::DiffuseMap,
GFXTextureProfile::PreserveSize | GFXTextureProfile::NoMipmap | GFXTextureProfile::SystemMemory,
GFXTextureProfile::NONE);
GFX_ImplementTextureProfile(GFXNormalMapProfile,
GFXTextureProfile::NormalMap,
GFXTextureProfile::Static,
GFXTextureProfile::NONE);
GFX_ImplementTextureProfile(GFXNormalMapBC3Profile,
GFXTextureProfile::NormalMap,
GFXTextureProfile::Static,
GFXTextureProfile::BC3);
GFX_ImplementTextureProfile(GFXNormalMapBC5Profile,
GFXTextureProfile::NormalMap,
GFXTextureProfile::Static,
GFXTextureProfile::BC5);
GFX_ImplementTextureProfile(GFXZTargetProfile,
GFXTextureProfile::DiffuseMap,
GFXTextureProfile::PreserveSize | GFXTextureProfile::NoMipmap | GFXTextureProfile::ZTarget | GFXTextureProfile::NoDiscard,
GFXTextureProfile::NONE);
GFX_ImplementTextureProfile(GFXDynamicTextureProfile,
GFXTextureProfile::DiffuseMap,
GFXTextureProfile::Dynamic,
GFXTextureProfile::NONE);
GFX_ImplementTextureProfile(GFXDynamicTextureSRGBProfile,
GFXTextureProfile::DiffuseMap,
GFXTextureProfile::Dynamic | GFXTextureProfile::SRGB,
GFXTextureProfile::NONE);
//-----------------------------------------------------------------------------
GFXTextureProfile *GFXTextureProfile::smHead = NULL;
U32 GFXTextureProfile::smProfileCount = 0;
GFXTextureProfile::GFXTextureProfile(const String &name, Types type, U32 flag, Compression compression)
: mName( name )
{
// Take type, flag, and compression and produce a munged profile word.
mProfile = (type & (BIT(TypeBits + 1) - 1)) |
((flag & (BIT(FlagBits + 1) - 1)) << TypeBits) |
((compression & (BIT(CompressionBits + 1) - 1)) << (FlagBits + TypeBits));
// Stick us on the linked list.
mNext = smHead;
smHead = this;
++smProfileCount;
// Now do some sanity checking. (Ben is not proud of this code.)
AssertFatal( (testFlag(Dynamic) && !testFlag(Static))
|| (!testFlag(Dynamic) && !testFlag(Static))
|| (!testFlag(Dynamic) && testFlag(Static)),
"GFXTextureProfile::GFXTextureProfile - Cannot have a texture profile be both static and dynamic!");
mDownscale = 0;
}
void GFXTextureProfile::init()
{
// Do something, anything?
}
GFXTextureProfile * GFXTextureProfile::find(const String &name)
{
// Not really necessary at this time.
return NULL;
}
void GFXTextureProfile::collectStats( Flags flags, GFXTextureProfileStats *stats )
{
// Walk the profile list.
GFXTextureProfile *curr = smHead;
while ( curr )
{
if ( curr->testFlag( flags ) )
(*stats) += curr->getStats();
curr = curr->mNext;
}
}
void GFXTextureProfile::updateStatsForCreation(GFXTextureObject *t)
{
if(t->mProfile)
{
t->mProfile->incActiveCopies();
t->mProfile->mStats.allocatedTextures++;
U32 texSize = t->getHeight() * t->getWidth();
U32 byteSize = t->getEstimatedSizeInBytes();
t->mProfile->mStats.allocatedTexels += texSize;
t->mProfile->mStats.allocatedBytes += byteSize;
t->mProfile->mStats.activeTexels += texSize;
t->mProfile->mStats.activeBytes += byteSize;
}
}
void GFXTextureProfile::updateStatsForDeletion(GFXTextureObject *t)
{
if(t->mProfile)
{
t->mProfile->decActiveCopies();
U32 texSize = t->getHeight() * t->getWidth();
U32 byteSize = t->getEstimatedSizeInBytes();
t->mProfile->mStats.activeTexels -= texSize;
t->mProfile->mStats.activeBytes -= byteSize;
}
}
DefineEngineFunction( getTextureProfileStats, String, (),,
"Returns a list of texture profiles in the format: ProfileName TextureCount TextureMB\n"
"@ingroup GFX\n" )
{
StringBuilder result;
GFXTextureProfile *profile = GFXTextureProfile::getHead();
while ( profile )
{
const GFXTextureProfileStats &stats = profile->getStats();
F32 mb = ( stats.activeBytes / 1024.0f ) / 1024.0f;
result.format( "%s %d %0.2f\n",
profile->getName().c_str(),
stats.activeCount,
mb );
profile = profile->getNext();
}
return result.end();
}