OGRE
2.2.4
Object-Oriented Graphics Rendering Engine
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#include <OgreMetalTextureGpu.h>
Public Member Functions | |
MetalTextureGpu (GpuPageOutStrategy::GpuPageOutStrategy pageOutStrategy, VaoManager *vaoManager, IdString name, uint32 textureFlags, TextureTypes::TextureTypes initialType, TextureGpuManager *textureManager) | |
virtual | ~MetalTextureGpu () |
void | _addPendingResidencyChanges (uint32 value) |
virtual void | _autogenerateMipmaps (void) |
Tells the API to let the HW autogenerate mipmaps. More... | |
uint8 * | _getSysRamCopy (uint8 mipLevel) |
TextureBox | _getSysRamCopyAsBox (uint8 mipLevel) |
size_t | _getSysRamCopyBytesPerImage (uint8 mipLevel) |
Note: Returns non-zero even if there is no system ram copy. More... | |
size_t | _getSysRamCopyBytesPerRow (uint8 mipLevel) |
Note: Returns non-zero even if there is no system ram copy. More... | |
virtual bool | _isDataReadyImpl (void) const |
For internal use. More... | |
bool | _isManualTextureFlagPresent (void) const |
void | _notifySysRamDownloadIsReady (uint8 *sysRamPtr, bool resyncOnly) |
Do not call directly. More... | |
virtual void | _notifyTextureSlotChanged (const TexturePool *newPool, uint16 slice) |
void | _resetTextureManager (void) |
void | _resolveTo (TextureGpu *resolveTexture) |
Immediately resolves this texture to the resolveTexture argument. More... | |
virtual void | _setDepthBufferDefaults (uint16 depthBufferPoolId, bool preferDepthTexture, PixelFormatGpu desiredDepthBufferFormat) |
These 3 values are used as defaults for the compositor to use, but they may be explicitly overriden by a RenderPassDescriptor. More... | |
void | _setNextResidencyStatus (GpuResidency::GpuResidency nextResidency) |
void | _setSampleDescription (SampleDescription desc, SampleDescription validatedSampleDesc) |
For internal use. More... | |
void | _setSourceType (uint8 type) |
virtual void | _setToDisplayDummyTexture (void) |
void | _syncGpuResidentToSystemRam (void) |
Forces downloading data from GPU to CPU, usually because the data on GPU changed and we're in strategy AlwaysKeepSystemRamCopy. More... | |
void | _transitionTo (GpuResidency::GpuResidency newResidency, uint8 *sysRamCopy, bool autoDeleteSysRamCopy=true) |
This function may be called manually (if user is manually managing a texture) or automatically (e.g. More... | |
void | addListener (TextureGpuListener *listener) |
bool | allowsAutoMipmaps (void) const |
void | copyContentsToMemory (TextureBox src, TextureBox dst, PixelFormatGpu dstFormat, bool automaticResolve=true) |
Writes the current contents of the render target to the memory. More... | |
void | copyParametersFrom (TextureGpu *src) |
virtual void | copyTo (TextureGpu *dst, const TextureBox &dstBox, uint8 dstMipLevel, const TextureBox &srcBox, uint8 srcMipLevel, bool keepResolvedTexSynced=true) |
virtual void | getCustomAttribute (IdString name, void *pData) |
uint32 | getDepth (void) const |
For TypeCube & TypeCubeArray, this value returns 1. More... | |
virtual uint16 | getDepthBufferPoolId (void) const |
uint32 | getDepthOrSlices (void) const |
virtual PixelFormatGpu | getDesiredDepthBufferFormat (void) const |
id< MTLTexture > | getDisplayTextureName (void) const |
TextureBox | getEmptyBox (uint8 mipLevel) |
id< MTLTexture > | getFinalTextureName (void) const |
GpuPageOutStrategy::GpuPageOutStrategy | getGpuPageOutStrategy (void) const |
uint32 | getHeight (void) const |
uint32 | getInternalSliceStart (void) const |
TextureTypes::TextureTypes | getInternalTextureType (void) const |
const vector< TextureGpuListener * >::type & | getListeners (void) const |
id< MTLTexture > | getMsaaFramebufferName (void) const |
IdString | getName (void) const |
virtual String | getNameStr (void) const |
Note: This returns the alias name of the texture. More... | |
GpuResidency::GpuResidency | getNextResidencyStatus (void) const |
When getResidencyStatus() != getNextResidencyStatus(), residency changes happen in the main thread, while some preparation may be happening in the background. More... | |
uint8 | getNumMipmaps (void) const |
uint32 | getNumSlices (void) const |
For TypeCube this value returns 6. More... | |
uint32 | getPendingResidencyChanges (void) const |
Returns the number of pending residency changes. More... | |
PixelFormatGpu | getPixelFormat (void) const |
virtual bool | getPreferDepthTexture (void) const |
virtual String | getRealResourceNameStr (void) const |
Returns the real name (e.g. disk in file) of the resource. More... | |
SampleDescription | getRequestedSampleDescription (void) const |
Returns original requested sample description, i.e. the raw input to setSampleDescription. More... | |
GpuResidency::GpuResidency | getResidencyStatus (void) const |
virtual String | getResourceGroupStr (void) const |
SampleDescription | getSampleDescription (void) const |
Returns effective sample description supported by the API. More... | |
String | getSettingsDesc (void) const |
size_t | getSizeBytes (void) const |
Returns total size in bytes used in GPU by this texture (not by its pool) including mipmaps. More... | |
uint8 | getSourceType (void) const |
virtual void | getSubsampleLocations (vector< Vector2 >::type locations) |
Get the MSAA subsample locations. More... | |
TextureGpuManager * | getTextureManager (void) const |
const TexturePool * | getTexturePool (void) const |
uint32 | getTexturePoolId (void) const |
TextureTypes::TextureTypes | getTextureType (void) const |
id< MTLTexture > | getView (PixelFormatGpu pixelFormat, uint8 mipLevel, uint8 numMipmaps, uint16 arraySlice, bool cubemapsAs2DArrays, bool forUav) |
id< MTLTexture > | getView (DescriptorSetTexture2::TextureSlot texSlot) |
id< MTLTexture > | getView (DescriptorSetUav::TextureSlot uavSlot) |
uint32 | getWidth (void) const |
bool | hasAutomaticBatching (void) const |
bool | hasAutoMipmapAuto (void) const |
bool | hasEquivalentParameters (TextureGpu *other) const |
bool | hasMsaaExplicitResolves (void) const |
bool | isDataReady (void) |
True if this texture is fully ready to be used for displaying. More... | |
bool | isManualTexture (void) const |
bool | isMetadataReady (void) const |
It is threadsafe to call this function from main thread. More... | |
virtual bool | isMsaaPatternSupported (MsaaPatterns::MsaaPatterns pattern) |
bool | isMultisample (void) const |
virtual bool | isOpenGLRenderWindow (void) const |
OpenGL RenderWindows are a bit specific: More... | |
bool | isPoolOwner (void) const |
bool | isReinterpretable (void) const |
bool | isRenderToTexture (void) const |
bool | isRenderWindowSpecific (void) const |
bool | isTexture (void) const |
bool | isUav (void) const |
void | notifyAllListenersTextureChanged (uint32 reason, void *extraData=0) |
virtual void | notifyDataIsReady (void) |
Notifies it is safe to use the real data. Everything has been uploaded. More... | |
void | operator delete (void *ptr) |
void | operator delete (void *ptr, void *) |
void | operator delete (void *ptr, const char *, int, const char *) |
void | operator delete[] (void *ptr) |
void | operator delete[] (void *ptr, const char *, int, const char *) |
void * | operator new (size_t sz, const char *file, int line, const char *func) |
operator new, with debug line info More... | |
void * | operator new (size_t sz) |
void * | operator new (size_t sz, void *ptr) |
placement operator new More... | |
void * | operator new[] (size_t sz, const char *file, int line, const char *func) |
array operator new, with debug line info More... | |
void * | operator new[] (size_t sz) |
bool | prefersLoadingFromFileAsSRGB (void) const |
void | removeListener (TextureGpuListener *listener) |
bool | requiresTextureFlipping (void) const |
void | scheduleTransitionTo (GpuResidency::GpuResidency nextResidency, Image2 *image=0, bool autoDeleteImage=true) |
Same as unsafeScheduleTransitionTo, but first checks if we're already in the residency state we want to go to, or if it has already been scheduled; thus it can be called multiple times. More... | |
void | setNumMipmaps (uint8 numMipmaps) |
void | setPixelFormat (PixelFormatGpu pixelFormat) |
Sets the pixel format. More... | |
void | setResolution (uint32 width, uint32 height, uint32 depthOrSlices=1u) |
void | setSampleDescription (SampleDescription desc) |
void | setTexturePoolId (uint32 poolId) |
2D Texture with automatic batching will be merged with other textures into the same pool as one big 2D Array texture behind the scenes. More... | |
virtual void | setTextureType (TextureTypes::TextureTypes textureType) |
virtual bool | supportsAsDepthBufferFor (TextureGpu *colourTarget) const |
virtual void | swapBuffers (void) |
Only valid for TextureGpu classes. More... | |
void | unsafeScheduleTransitionTo (GpuResidency::GpuResidency nextResidency, Image2 *image=0, bool autoDeleteImage=true) |
Schedules an async transition in residency. More... | |
void | waitForData (void) |
Blocks main thread until data is ready. More... | |
void | waitForMetadata (void) |
Blocks main thread until metadata is ready. More... | |
void | writeContentsToFile (const String &filename, uint8 minMip, uint8 maxMip, bool automaticResolve=true) |
Writes the current contents of the render target to the named file. More... | |
Static Public Attributes | |
static const IdString | msFinalTextureBuffer |
static const IdString | msMsaaTextureBuffer |
Ogre::MetalTextureGpu::MetalTextureGpu | ( | GpuPageOutStrategy::GpuPageOutStrategy | pageOutStrategy, |
VaoManager * | vaoManager, | ||
IdString | name, | ||
uint32 | textureFlags, | ||
TextureTypes::TextureTypes | initialType, | ||
TextureGpuManager * | textureManager | ||
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Tells the API to let the HW autogenerate mipmaps.
Assumes the allowsAutoMipmaps() == true and isRenderToTexture() == true
Implements Ogre::TextureGpu.
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Note: Returns non-zero even if there is no system ram copy.
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Note: Returns non-zero even if there is no system ram copy.
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For internal use.
Do not call directly.
This function is the same isDataReady except it ignores pending residency changes, which is important when TextureGpuManager needs to know this information but the TextureGpu is transitioning (thus mPendingResidencyChanges is in an inconsistent state)
Implements Ogre::TextureGpu.
Reimplemented in Ogre::MetalTextureGpuWindow.
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Do not call directly.
Will change mResidencyStatus from GpuResidency::Resident to GpuResidency::OnSystemRam
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Reimplemented from Ogre::TextureGpu.
Reimplemented in Ogre::MetalTextureGpuWindow.
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Immediately resolves this texture to the resolveTexture argument.
Source must be MSAA texture, destination must be non-MSAA.
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These 3 values are used as defaults for the compositor to use, but they may be explicitly overriden by a RenderPassDescriptor.
Particularly required when passing the textures between nodes as input and output (since only the TextureGpu pointer is passed, and thus this information is lost)
depthBufferPoolId | Sets the pool ID this RenderTarget should query from. Default value is POOL_DEFAULT. Set to POOL_NO_DEPTH to avoid using a DepthBuffer (or manually controlling it) |
preferDepthTexture | Whether this RT should be attached to a depth texture, or a regular depth buffer. On older GPUs, preferring depth textures may result in certain depth precisions to not be available (or use integer precision instead of floating point, etc). True to use depth textures. False otherwise (default). |
desiredDepthBufferFormat | Ogre will try to honour this request, but if it's not supported, you may get lower precision. All formats will try to fallback to PF_D24_UNORM_S8_UINT if not supported. Must be one of the following: PFG_D24_UNORM_S8_UINT PFG_D16_UNORM PFG_D32_FLOAT PFG_D32_FLOAT_X24_S8_UINT |
Reimplemented in Ogre::GL3PlusTextureGpuRenderTarget, Ogre::D3D11TextureGpuRenderTarget, Ogre::MetalTextureGpuRenderTarget, and Ogre::NULLTextureGpuRenderTarget.
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For internal use.
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Implements Ogre::TextureGpu.
Reimplemented in Ogre::MetalTextureGpuWindow.
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Forces downloading data from GPU to CPU, usually because the data on GPU changed and we're in strategy AlwaysKeepSystemRamCopy.
May stall.
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This function may be called manually (if user is manually managing a texture) or automatically (e.g.
loading from file, or automatic batching is enabled) Once you call this function, you're no longer in OnStorage mode; and will transition to either OnSystemRam or Resident depending on whether auto batching is enabled.
Make sure you're done using mSysRamCopy before calling this function, as we may free that pointer (unless autoDeleteSysRamCopyOnResident = false).
If you're calling _transitionTo yourself (i.e. you're not using scheduleTransitionTo) then you'll need to call _setNextResidencyStatus too, so that both getResidencyStatus and getNextResidencyStatus agree.
sysRamCopy | System RAM copy that backs this GPU data. May be null. Must've been allocated with OGRE_MALLOC_SIMD( size, MEMCATEGORY_RESOURCE ); We will deallocate it. MUST respect _getSysRamCopyBytesPerRow & _getSysRamCopyBytesPerImage. If in doubt, use PixelFormatGpuUtils::getSizeBytes with rowAlignment = 4u; |
This param must be nullptr or equal to get_getSysRamCopy when going from Resident to OnSystemRam and strategy is not AlwaysKeepSystemRamCopy; as we will async download the content from the GPU.
autoDeleteSysRamCopy | When true, we free mSysRamCopy as we should. When false, caller is responsible for deleting this pointer else it will leak! |
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Writes the current contents of the render target to the memory.
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dst | |
dstBox | |
dstMipLevel | |
srcBox | |
srcMipLevel | |
keepResolvedTexSynced | When true, if dst is an MSAA texture and is implicitly resolved (i.e. dst->hasMsaaExplicitResolves() == false); the resolved texture is also kept up to date. |
Typically the reason to set this to false is if you plane on rendering more stuff to dst texture and then resolve.
Reimplemented from Ogre::TextureGpu.
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For TypeCube & TypeCubeArray, this value returns 1.
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Note: This returns the alias name of the texture.
See TextureGpuManager::createOrRetrieveTexture
Reimplemented from Ogre::GpuResource.
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When getResidencyStatus() != getNextResidencyStatus(), residency changes happen in the main thread, while some preparation may be happening in the background.
For example when a texture is not resident but getNextResidencyStatus says it will, a background thread is loading the texture file from disk, but the actual transition won't happen until the main thread changes it. You can call texture->waitForData() which will stall, as the main thread will be communicating back and forth with the background to see if it's ready; and when it is, the main thread will perform the transition inside waitForData
Likewise, if that texture is resident but will soon not be, it is still legal to access its contents as long as you access them from the main thread before that main thread changes the residency. This gives you a strong serialization guarantee, but be careful with async tickets such as AsyncTextureTickets:
If you call AsyncTextureTicket *asyncTicket = textureManager->createAsyncTextureTicket( ... ); assert( texture->getResidencyStatus() == GpuResidency::Resident ); ... do something else that calls Ogre functionality ... assert( texture->getResidencyStatus() == GpuResidency::Resident ); asyncTicket->download( texture, mip, true ); Then the second assert may trigger because that "do something else" ended up calling a function inside Ogre that finalized the transition. Once you've called download and the resource was still Resident, you are safe that your data integrity will be kept.
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For TypeCube this value returns 6.
For TypeCubeArray, value returns numSlices * 6u.
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Returns the number of pending residency changes.
Residency changes may not be immediate and thus be delayed (e.g. see TextureGpu::scheduleTransitionTo).
When this value is 0 it implies that mResidencyStatus == mNextResidencyStatus
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Returns the real name (e.g. disk in file) of the resource.
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Returns original requested sample description, i.e. the raw input to setSampleDescription.
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Returns effective sample description supported by the API.
Note it's only useful after having transitioned to resident.
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Returns total size in bytes used in GPU by this texture (not by its pool) including mipmaps.
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Get the MSAA subsample locations.
mSampleDescription.pattern must not be MsaaPatterns::Undefined.
locations | Outputs an array with the locations for each subsample. Values are in range [-1; 1] |
Implements Ogre::TextureGpu.
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id<MTLTexture> Ogre::MetalTextureGpu::getView | ( | PixelFormatGpu | pixelFormat, |
uint8 | mipLevel, | ||
uint8 | numMipmaps, | ||
uint16 | arraySlice, | ||
bool | cubemapsAs2DArrays, | ||
bool | forUav | ||
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id<MTLTexture> Ogre::MetalTextureGpu::getView | ( | DescriptorSetTexture2::TextureSlot | texSlot | ) |
id<MTLTexture> Ogre::MetalTextureGpu::getView | ( | DescriptorSetUav::TextureSlot | uavSlot | ) |
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True if this texture is fully ready to be used for displaying.
IMPORTANT: Always returns true if getResidencyStatus != GpuResidency::Resident and there are no pending residency transitions.
Returns false while there are pending residency status
If this is true, then isMetadataReady is also true. See isMetadataReady.
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It is threadsafe to call this function from main thread.
If this returns false, then the following functions are not threadsafe: Setters must not be called, and getters may change from a worker thread: setResolution getWidth, getHeight, getDepth, getDepthOrSlices, getNumSlices set/getPixelFormat set/getNumMipmaps set/getTextureType getTexturePool Note that this function may return true but the worker thread may still be uploading to this texture. Use isDataReady to see if the worker thread is fully done with this texture.
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Reimplemented in Ogre::D3D11TextureGpu.
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OpenGL RenderWindows are a bit specific:
Reimplemented in Ogre::GL3PlusTextureGpuWindow.
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Notifies it is safe to use the real data. Everything has been uploaded.
Implements Ogre::TextureGpu.
Reimplemented in Ogre::MetalTextureGpuWindow.
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operator new, with debug line info
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placement operator new
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array operator new, with debug line info
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Same as unsafeScheduleTransitionTo, but first checks if we're already in the residency state we want to go to, or if it has already been scheduled; thus it can be called multiple times.
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Sets the pixel format.
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2D Texture with automatic batching will be merged with other textures into the same pool as one big 2D Array texture behind the scenes.
For two textures to be placed in the same pool (assuming it's not full) the following must match: Width, Height, PixelFormat, number of mipmaps, poolID
Pool ID is an arbitrary value with no actual meaning. This is ID allows you to prevent certain textures from being group together. For example, you may want all textures from Level 0 to be grouped together while Level 1 gets grouped together in a different pool
poolId | Arbitrary value. Default value is 0. |
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Reimplemented from Ogre::TextureGpu.
Reimplemented in Ogre::MetalTextureGpuWindow.
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Only valid for TextureGpu classes.
TODO: This may be moved to a different class.
Reimplemented in Ogre::MetalTextureGpuWindow, Ogre::D3D11TextureGpuWindow, and Ogre::GL3PlusTextureGpuWindow.
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Schedules an async transition in residency.
If transitioning from OnStorage to Resident, it will read from file (ResourceGroup was set in createTexture) If transitioning from OnSystemRam to Resident, it will read from the pointer it has. Multiple transitions can be stack together.
nextResidency | The residency to change to. |
image | Pointer to image if you want to load the texture from memory instead of loading it from file or a listener. Pointer must be null if this is a manual texture. Pointer must NOT be a stack variable nor be deleted immediately. The actual loading is postponed until the request reaches the worker thread. That means the image pointer is safe to delete once you receive the TextureGpuListener::Reason::ReadyForRendering message. |
autoDeleteImage | Whether we should call "delete image" once we're done using the image. Otherwise you must listen for TextureGpuListener::ReadyForRendering message to know when we're done using the image. |
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Blocks main thread until data is ready.
Afterwards isDataReady should return true. If it doesn't, then there was a problem loading the texture. See isMetadataReady remarks.
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Blocks main thread until metadata is ready.
Afterwards isMetadataReady should return true. If it doesn't, then there was a problem loading the texture. See isMetadataReady remarks.
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Writes the current contents of the render target to the named file.
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