GL_GENERATE_MIPMAP_SGIS is very slow (over half a second for a 720*576 texture). However, glGenerateMipmapEXT() performs well (16ms for the same texture), so I have modified the attached files to use Texture::generateMipmap() if glGenerateMipmapEXT is supported, instead of enabling & disabling GL_GENERATE_MIPMAP_SGIS." Notes, from Robert Osfield, I've tested the out of the previous path using GL_GENERATE_MIPMAP_SGIS and non power of two textures on NVidia 7800GT and Nvidia linux drivers with the image size 720x576 and only get compile times of 56ms, so the above half second speed looks to be a driver bug. With Muchael's changes the cost goes done to less than 5ms, so it's certainly an effective change, even given that Michael's poor expereiences with GL_GENERATE_MIP_SGIS do look to be a driver bug.
431 lines
14 KiB
C++
431 lines
14 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#include <osg/GLExtensions>
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#include <osg/Texture2D>
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#include <osg/State>
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#include <osg/Notify>
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#include <osg/GLU>
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using namespace osg;
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Texture2D::Texture2D():
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_textureWidth(0),
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_textureHeight(0),
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_numMipmapLevels(0)
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{
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setUseHardwareMipMapGeneration(true);
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}
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Texture2D::Texture2D(Image* image):
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_textureWidth(0),
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_textureHeight(0),
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_numMipmapLevels(0)
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{
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setUseHardwareMipMapGeneration(true);
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setImage(image);
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}
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Texture2D::Texture2D(const Texture2D& text,const CopyOp& copyop):
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Texture(text,copyop),
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_image(copyop(text._image.get())),
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_textureWidth(text._textureWidth),
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_textureHeight(text._textureHeight),
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_numMipmapLevels(text._numMipmapLevels),
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_subloadCallback(text._subloadCallback)
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{
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}
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Texture2D::~Texture2D()
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{
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}
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int Texture2D::compare(const StateAttribute& sa) const
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{
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// check the types are equal and then create the rhs variable
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// used by the COMPARE_StateAttribute_Parameter macro's below.
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COMPARE_StateAttribute_Types(Texture2D,sa)
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if (_image!=rhs._image) // smart pointer comparison.
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{
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if (_image.valid())
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{
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if (rhs._image.valid())
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{
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int result = _image->compare(*rhs._image);
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if (result!=0) return result;
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}
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else
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{
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return 1; // valid lhs._image is greater than null.
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}
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}
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else if (rhs._image.valid())
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{
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return -1; // valid rhs._image is greater than null.
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}
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}
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if (!_image && !rhs._image)
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{
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// no image attached to either Texture2D
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// but could these textures already be downloaded?
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// check the _textureObjectBuffer to see if they have been
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// downloaded
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int result = compareTextureObjects(rhs);
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if (result!=0) return result;
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}
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int result = compareTexture(rhs);
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if (result!=0) return result;
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// compare each parameter in turn against the rhs.
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#if 1
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if (_textureWidth != 0 && rhs._textureWidth != 0)
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{
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COMPARE_StateAttribute_Parameter(_textureWidth)
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}
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if (_textureHeight != 0 && rhs._textureHeight != 0)
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{
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COMPARE_StateAttribute_Parameter(_textureHeight)
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}
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#endif
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COMPARE_StateAttribute_Parameter(_subloadCallback)
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return 0; // passed all the above comparison macro's, must be equal.
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}
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void Texture2D::setImage(Image* image)
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{
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_image = image;
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_modifiedCount.setAllElementsTo(0);
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}
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void Texture2D::apply(State& state) const
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{
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//state.setReportGLErrors(true);
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// get the contextID (user defined ID of 0 upwards) for the
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// current OpenGL context.
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const unsigned int contextID = state.getContextID();
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// get the texture object for the current contextID.
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TextureObject* textureObject = getTextureObject(contextID);
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if (textureObject != 0)
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{
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textureObject->bind();
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if (getTextureParameterDirty(state.getContextID()))
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applyTexParameters(GL_TEXTURE_2D,state);
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if (_subloadCallback.valid())
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{
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_subloadCallback->subload(*this,state);
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}
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else if (_image.valid() && getModifiedCount(contextID) != _image->getModifiedCount())
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{
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applyTexImage2D_subload(state,GL_TEXTURE_2D,_image.get(),
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_textureWidth, _textureHeight, _internalFormat, _numMipmapLevels);
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// update the modified tag to show that it is up to date.
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getModifiedCount(contextID) = _image->getModifiedCount();
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}
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else if (_readPBuffer.valid())
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{
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_readPBuffer->bindPBufferToTexture(GL_FRONT);
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}
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}
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else if (_subloadCallback.valid())
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{
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_textureObjectBuffer[contextID] = textureObject = generateTextureObject(contextID,GL_TEXTURE_2D);
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textureObject->bind();
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applyTexParameters(GL_TEXTURE_2D,state);
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_subloadCallback->load(*this,state);
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textureObject->setAllocated(_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,0);
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// in theory the following line is redundent, but in practice
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// have found that the first frame drawn doesn't apply the textures
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// unless a second bind is called?!!
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// perhaps it is the first glBind which is not required...
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//glBindTexture( GL_TEXTURE_2D, handle );
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}
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else if (_image.valid() && _image->data())
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{
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// keep the image around at least till we go out of scope.
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osg::ref_ptr<osg::Image> image = _image;
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// compute the internal texture format, this set the _internalFormat to an appropriate value.
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computeInternalFormat();
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// compute the dimensions of the texture.
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computeRequiredTextureDimensions(state,*image,_textureWidth, _textureHeight, _numMipmapLevels);
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_textureObjectBuffer[contextID] = textureObject = generateTextureObject(
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contextID,GL_TEXTURE_2D,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,0);
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textureObject->bind();
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applyTexParameters(GL_TEXTURE_2D,state);
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if (textureObject->isAllocated())
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{
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//notify(NOTICE)<<"Reusing texture object"<<std::endl;
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applyTexImage2D_subload(state,GL_TEXTURE_2D,image.get(),
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_textureWidth, _textureHeight, _internalFormat, _numMipmapLevels);
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}
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else
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{
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//notify(NOTICE)<<"Creating new texture object"<<std::endl;
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applyTexImage2D_load(state,GL_TEXTURE_2D,image.get(),
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_textureWidth, _textureHeight, _numMipmapLevels);
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textureObject->setAllocated(true);
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}
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// update the modified tag to show that it is upto date.
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getModifiedCount(contextID) = image->getModifiedCount();
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if (_unrefImageDataAfterApply && areAllTextureObjectsLoaded() && image->getDataVariance()==STATIC)
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{
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Texture2D* non_const_this = const_cast<Texture2D*>(this);
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non_const_this->_image = 0;
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}
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// in theory the following line is redundent, but in practice
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// have found that the first frame drawn doesn't apply the textures
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// unless a second bind is called?!!
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// perhaps it is the first glBind which is not required...
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//glBindTexture( GL_TEXTURE_2D, handle );
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}
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else if ( (_textureWidth!=0) && (_textureHeight!=0) && (_internalFormat!=0) )
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{
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_textureObjectBuffer[contextID] = textureObject = generateTextureObject(
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contextID,GL_TEXTURE_2D,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,0);
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textureObject->bind();
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applyTexParameters(GL_TEXTURE_2D,state);
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// no image present, but dimensions at set so lets create the texture
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glTexImage2D( GL_TEXTURE_2D, 0, _internalFormat,
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_textureWidth, _textureHeight, _borderWidth,
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_sourceFormat ? _sourceFormat : _internalFormat,
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_sourceType ? _sourceType : GL_UNSIGNED_BYTE,
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0);
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if (_readPBuffer.valid())
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{
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_readPBuffer->bindPBufferToTexture(GL_FRONT);
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}
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}
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else
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{
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glBindTexture( GL_TEXTURE_2D, 0 );
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}
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// if texture object is now valid and we have to allocate mipmap levels, then
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if (textureObject != 0 && _texMipmapGenerationDirtyList[contextID])
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{
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generateMipmap(state);
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}
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}
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void Texture2D::computeInternalFormat() const
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{
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if (_image.valid()) computeInternalFormatWithImage(*_image);
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else computeInternalFormatType();
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}
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void Texture2D::copyTexImage2D(State& state, int x, int y, int width, int height )
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{
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const unsigned int contextID = state.getContextID();
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if (_internalFormat==0) _internalFormat=GL_RGBA;
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// get the globj for the current contextID.
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TextureObject* textureObject = getTextureObject(contextID);
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if (textureObject)
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{
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if (width==(int)_textureWidth && height==(int)_textureHeight)
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{
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// we have a valid texture object which is the right size
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// so lets play clever and use copyTexSubImage2D instead.
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// this allows use to reuse the texture object and avoid
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// expensive memory allocations.
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copyTexSubImage2D(state,0 ,0, x, y, width, height);
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return;
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}
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// the relevent texture object is not of the right size so
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// needs to been deleted
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// remove previously bound textures.
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dirtyTextureObject();
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// note, dirtyTextureObject() dirties all the texture objects for
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// this texture, is this right? Perhaps we should dirty just the
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// one for this context. Note sure yet will leave till later.
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// RO July 2001.
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}
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// remove any previously assigned images as these are nolonger valid.
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_image = NULL;
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// switch off mip-mapping.
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//
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_textureObjectBuffer[contextID] = textureObject = generateTextureObject(contextID,GL_TEXTURE_2D);
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textureObject->bind();
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applyTexParameters(GL_TEXTURE_2D,state);
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bool needHardwareMipMap = (_min_filter != LINEAR && _min_filter != NEAREST);
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bool hardwareMipMapOn = false;
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if (needHardwareMipMap)
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{
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hardwareMipMapOn = isHardwareMipmapGenerationEnabled(state);
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if (!hardwareMipMapOn)
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{
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// have to switch off mip mapping
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notify(NOTICE)<<"Warning: Texture2D::copyTexImage2D(,,,,) switch off mip mapping as hardware support not available."<<std::endl;
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_min_filter = LINEAR;
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}
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}
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GenerateMipmapMode mipmapResult = mipmapBeforeTexImage(state, hardwareMipMapOn);
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glCopyTexImage2D( GL_TEXTURE_2D, 0, _internalFormat, x, y, width, height, 0 );
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mipmapAfterTexImage(state, mipmapResult);
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_textureWidth = width;
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_textureHeight = height;
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_numMipmapLevels = 1;
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textureObject->setAllocated(_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,0);
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// inform state that this texture is the current one bound.
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state.haveAppliedTextureAttribute(state.getActiveTextureUnit(), this);
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}
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void Texture2D::copyTexSubImage2D(State& state, int xoffset, int yoffset, int x, int y, int width, int height )
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{
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const unsigned int contextID = state.getContextID();
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if (_internalFormat==0) _internalFormat=GL_RGBA;
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// get the texture object for the current contextID.
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TextureObject* textureObject = getTextureObject(contextID);
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if (textureObject)
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{
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// we have a valid image
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textureObject->bind();
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applyTexParameters(GL_TEXTURE_2D,state);
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bool needHardwareMipMap = (_min_filter != LINEAR && _min_filter != NEAREST);
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bool hardwareMipMapOn = false;
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if (needHardwareMipMap)
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{
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hardwareMipMapOn = isHardwareMipmapGenerationEnabled(state);
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if (!hardwareMipMapOn)
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{
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// have to switch off mip mapping
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notify(NOTICE)<<"Warning: Texture2D::copyTexImage2D(,,,,) switch off mip mapping as hardware support not available."<<std::endl;
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_min_filter = LINEAR;
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}
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}
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GenerateMipmapMode mipmapResult = mipmapBeforeTexImage(state, hardwareMipMapOn);
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glCopyTexSubImage2D( GL_TEXTURE_2D, 0, xoffset, yoffset, x, y, width, height);
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mipmapAfterTexImage(state, mipmapResult);
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// inform state that this texture is the current one bound.
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state.haveAppliedTextureAttribute(state.getActiveTextureUnit(), this);
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}
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else
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{
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// no texture object already exsits for this context so need to
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// create it upfront - simply call copyTexImage2D.
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copyTexImage2D(state,x,y,width,height);
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}
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}
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void Texture2D::allocateMipmap(State& state) const
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{
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const unsigned int contextID = state.getContextID();
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// get the texture object for the current contextID.
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TextureObject* textureObject = getTextureObject(contextID);
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if (textureObject && _textureWidth != 0 && _textureHeight != 0)
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{
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// bind texture
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textureObject->bind();
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// compute number of mipmap levels
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int width = _textureWidth;
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int height = _textureHeight;
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int numMipmapLevels = Image::computeNumberOfMipmapLevels(width, height);
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// we do not reallocate the level 0, since it was already allocated
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width >>= 1;
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height >>= 1;
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for( GLsizei k = 1; k < numMipmapLevels && (width || height); k++)
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{
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if (width == 0)
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width = 1;
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if (height == 0)
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height = 1;
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glTexImage2D( GL_TEXTURE_2D, k, _internalFormat,
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width, height, _borderWidth,
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_sourceFormat ? _sourceFormat : _internalFormat,
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_sourceType ? _sourceType : GL_UNSIGNED_BYTE, NULL);
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width >>= 1;
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height >>= 1;
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}
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// inform state that this texture is the current one bound.
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state.haveAppliedTextureAttribute(state.getActiveTextureUnit(), this);
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}
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}
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