Added support for texture object manager, which provides an automatic mechansim

for reusing deleted textures.
This commit is contained in:
Robert Osfield
2003-07-14 14:42:10 +00:00
parent 94d8e72ad3
commit 1b9d7d458a
18 changed files with 795 additions and 387 deletions

View File

@@ -98,16 +98,19 @@ void Texture2D::setImage(Image* image)
void Texture2D::apply(State& state) const
{
state.setReportGLErrors(true);
// get the contextID (user defined ID of 0 upwards) for the
// current OpenGL context.
const unsigned int contextID = state.getContextID();
// get the globj for the current contextID.
GLuint& handle = getTextureObject(contextID);
// get the texture object for the current contextID.
TextureObject* textureObject = getTextureObject(contextID);
if (handle != 0)
if (textureObject != 0)
{
glBindTexture( GL_TEXTURE_2D, handle );
textureObject->bind();
if (getTextureParameterDirty(state.getContextID()))
applyTexParameters(GL_TEXTURE_2D,state);
@@ -117,7 +120,7 @@ void Texture2D::apply(State& state) const
}
else if (_image.valid() && getModifiedTag(contextID) != _image->getModifiedTag())
{
applyTexImage2D_subload(GL_TEXTURE_2D,_image.get(),state,
applyTexImage2D_subload(state,GL_TEXTURE_2D,_image.get(),
_textureWidth, _textureHeight, _numMipmapLevels);
// update the modified tag to show that it is upto date.
@@ -129,55 +132,71 @@ void Texture2D::apply(State& state) const
else if (_subloadCallback.valid())
{
glGenTextures( 1L, (GLuint *)&handle );
glBindTexture( GL_TEXTURE_2D, handle );
_textureObjectBuffer[contextID] = textureObject = getTextureObjectManager()->generateTextureObject(contextID,GL_TEXTURE_2D);
textureObject->bind();
applyTexParameters(GL_TEXTURE_2D,state);
_subloadCallback->load(*this,state);
textureObject->setAllocated(_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,0);
// in theory the following line is redundent, but in practice
// have found that the first frame drawn doesn't apply the textures
// unless a second bind is called?!!
// perhaps it is the first glBind which is not required...
glBindTexture( GL_TEXTURE_2D, handle );
//glBindTexture( GL_TEXTURE_2D, handle );
}
else if (_image.valid() && _image->data())
{
glGenTextures( 1L, (GLuint *)&handle );
glBindTexture( GL_TEXTURE_2D, handle );
// compute the internal texture format, this set the _internalFormat to an appropriate value.
computeInternalFormat();
// compute the dimensions of the texture.
computeRequiredTextureDimensions(state,*_image,_textureWidth, _textureHeight, _numMipmapLevels);
_textureObjectBuffer[contextID] = textureObject = getTextureObjectManager()->reuseOrGenerateTextureObject(
contextID,GL_TEXTURE_2D,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,0);
textureObject->bind();
applyTexParameters(GL_TEXTURE_2D,state);
applyTexImage2D_load(GL_TEXTURE_2D,_image.get(),state,
_textureWidth, _textureHeight, _numMipmapLevels);
if (textureObject->isAllocated())
{
//std::cout<<"Reusing texture object"<<std::endl;
applyTexImage2D_subload(state,GL_TEXTURE_2D,_image.get(),
_textureWidth, _textureHeight, _numMipmapLevels);
}
else
{
//std::cout<<"Creating new texture object"<<std::endl;
applyTexImage2D_load(state,GL_TEXTURE_2D,_image.get(),
_textureWidth, _textureHeight, _numMipmapLevels);
textureObject->setAllocated(true);
}
// update the modified tag to show that it is upto date.
getModifiedTag(contextID) = _image->getModifiedTag();
if (_unrefImageDataAfterApply)
if (_unrefImageDataAfterApply && areAllTextureObjectsLoaded())
{
// only unref image once all the graphics contexts has been set up.
unsigned int numLeftToBind=0;
for(unsigned int i=0;i<DisplaySettings::instance()->getMaxNumberOfGraphicsContexts();++i)
{
if (_handleList[i]==0) ++numLeftToBind;
}
if (numLeftToBind==0)
{
Texture2D* non_const_this = const_cast<Texture2D*>(this);
non_const_this->_image = 0;
}
Texture2D* non_const_this = const_cast<Texture2D*>(this);
non_const_this->_image = 0;
}
// in theory the following line is redundent, but in practice
// have found that the first frame drawn doesn't apply the textures
// unless a second bind is called?!!
// perhaps it is the first glBind which is not required...
glBindTexture( GL_TEXTURE_2D, handle );
//glBindTexture( GL_TEXTURE_2D, handle );
}
else
@@ -197,9 +216,9 @@ void Texture2D::copyTexImage2D(State& state, int x, int y, int width, int height
const unsigned int contextID = state.getContextID();
// get the globj for the current contextID.
GLuint& handle = getTextureObject(contextID);
TextureObject* textureObject = getTextureObject(contextID);
if (handle)
if (textureObject)
{
if (width==(int)_textureWidth && height==(int)_textureHeight)
{
@@ -228,15 +247,19 @@ void Texture2D::copyTexImage2D(State& state, int x, int y, int width, int height
_min_filter = LINEAR;
_mag_filter = LINEAR;
// Get a new 2d texture handle.
glGenTextures( 1, &handle );
_textureObjectBuffer[contextID] = textureObject = getTextureObjectManager()->generateTextureObject(contextID,GL_TEXTURE_2D);
glBindTexture( GL_TEXTURE_2D, handle );
textureObject->bind();
applyTexParameters(GL_TEXTURE_2D,state);
glCopyTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, x, y, width, height, 0 );
_textureWidth = width;
_textureHeight = height;
_numMipmapLevels = 1;
textureObject->setAllocated(_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,0);
// inform state that this texture is the current one bound.
state.haveAppliedAttribute(this);
@@ -246,19 +269,19 @@ void Texture2D::copyTexSubImage2D(State& state, int xoffset, int yoffset, int x,
{
const unsigned int contextID = state.getContextID();
// get the globj for the current contextID.
GLuint& handle = getTextureObject(contextID);
// get the texture object for the current contextID.
TextureObject* textureObject = getTextureObject(contextID);
if (handle)
if (textureObject)
{
// we have a valid image
glBindTexture( GL_TEXTURE_2D, handle );
textureObject->bind();
applyTexParameters(GL_TEXTURE_2D,state);
glCopyTexSubImage2D( GL_TEXTURE_2D, 0, xoffset,yoffset, x, y, width, height);
/* Redundant, delete later */
glBindTexture( GL_TEXTURE_2D, handle );
//glBindTexture( GL_TEXTURE_2D, handle );
// inform state that this texture is the current one bound.
state.haveAppliedAttribute(this);