Files
UnrealEngineUWP/Engine/Source/Runtime/OpenGLDrv/Private/OpenGLTexture.cpp
Nick Darnell 924baec97b Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3341527)
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3280282 on 2017/01/31 by Matt.Kuhlenschmidt

	GitHub 3171 : fix 'memoreport -full' causes ensure condition fail on particle object

Change 3281111 on 2017/02/01 by Michael.Dupuis

	#jira UE-36318 : was'nt notifying that we changed the current level in the case where you add/create new level in the Level window

Change 3281225 on 2017/02/01 by Jamie.Dale

	Several improvements to culture switching and LocRes files

	 - LocRes files now de-duplicate translations when they're generated, which can result in smaller LocRes files.
	 - The localization compilation step now produces a LocNat file, which contains meta-data specifying the native culture during compile, and where the native LocRes file can be found.
	 - Changing cultures now loads the native localization data prior to loading the non-native translations to ensure that translations are always applied to a consistent base.
	 - The "leet" culture (available when localization testing is enabled) is now always applied against the native translation, and correctly restores non-translated text when switching away from the "leet" culture.
	 - "-culture=leet" now works correctly on the command line ("-leet" also works).
	 - LoadLocalizationResourcesForCulture is no longer called multiple times during initialization of the text localization manager.
	 - General clean-up of localization code to favor using LocKeyFuncs with maps and sets, rather than rolling their own key funcs.

Change 3281291 on 2017/02/01 by Alexis.Matte

	Make sure the sections material slot assignation is persist correctly for staticmesh and for skeletal mesh
	#jira UE-39639

Change 3281718 on 2017/02/01 by Michael.Dupuis

	#jira UE-34186: invert processing order of special character, to take into account that key name could be considered a special character and would cause the assumption done to no longer be valid

Change 3281861 on 2017/02/01 by Alexis.Matte

	Fix import of morph target when there is no animation
	#jira UE-41383

Change 3282791 on 2017/02/02 by Chris.Wood

	Split crash analytics methods to fix comment parsing issues.
	[UE-32787] - Document Crash Report Client analytics events in code

Change 3283316 on 2017/02/02 by Alexis.Matte

	Make sure we do not import more then the maximum allowed node
	#jira UE-41405

Change 3283349 on 2017/02/02 by Jamie.Dale

	Updated Portal to stage its .locnat files

Change 3283927 on 2017/02/02 by Matt.Kuhlenschmidt

	Fix component/actor selection becoming out of sync after undo/redo

	#jira UE-41416

Change 3284061 on 2017/02/02 by Alexis.Matte

	Fix the scene importer front x axis import
	#jira UE-41318

Change 3284280 on 2017/02/02 by Alex.Delesky

	#jira UE-41060 - Placing blocking volumes in the level via the Content Menu's "Place Actor" command will now place a blocking volume in the level and not generate an empty warning in the output log

Change 3285053 on 2017/02/03 by Michael.Dupuis

	#jira UE-33777: Handle the global landscape editor ui command  list so specified shortcut will be treated

Change 3285444 on 2017/02/03 by Jamie.Dale

	Updated FastDecimalFormat to support the correct 0-9 numerals for the current locale

	These are typically still Latin, but Middle Eastern languages have some variants.

	This addresses an inconsistency between FText formatting of numbers and dates (since numbers always used Latin, but dates used the culture correct numerals).

Change 3287422 on 2017/02/06 by Michael.Dupuis

	#jira UE-36580: Improved the whole word algo to take into consideration localisation

Change 3287455 on 2017/02/06 by Alexis.Matte

	When swaping the mesh point by the mesh component, we noe clean up the override material instead of empty it.
	#jira UE-41397

Change 3287745 on 2017/02/06 by Alexis.Matte

	Merge from orion dev-general cl:3286668
	Fix a crash when importing a LOD containing different material with less sections

Change 3287996 on 2017/02/06 by Michael.Dupuis

	#jira UE-37290: fixed naming to be "move to level" instead of "move level"

Change 3288090 on 2017/02/06 by Jamie.Dale

	Fixing missing include breaking the FText natvis

Change 3288105 on 2017/02/06 by Jamie.Dale

	FTextStringHelper::ReadFromString_ComplexText now only looks at the start of the buffer when matching the complex text macros

Change 3288150 on 2017/02/06 by Jamie.Dale

	Fixing display names for tutorial categories so that they can be localized

	They were already FText, but the config wasn't defining them in a localizable way.

	#jira UE-37926

Change 3288469 on 2017/02/06 by Alex.Delesky

	#jira UE-35464 - Enables the editor to parse SubRip Subtitles files to create subtitle assets.

	This also introduces the Subtitles module.

Change 3288540 on 2017/02/06 by Alex.Delesky

	Backing out changelist 3288469 due to build issue with module includes

	#jira none

Change 3289074 on 2017/02/06 by Alex.Delesky

	Back out changelist 3288540 - reintroducing Subtitles module to parse SubRip Subtitles files

	#jira UE-35464

Change 3289753 on 2017/02/07 by Michael.Dupuis

	#jira UE-34599: Take into consideration UMaterialExpressionMaterialFunctionCall when getting the GUID

Change 3290097 on 2017/02/07 by Nick.Darnell

	Automation - The automation framework no longer buckets errors, warnings and log statements into a seperate set of buckets.  There is now only one log, and all entries go into it to provide some context when things fail.  Continued working on the styling of the reports.

Change 3290182 on 2017/02/07 by Michael.Trepka

	Added missing initialization for SWindow::bIsMirrorWindow

Change 3290472 on 2017/02/07 by Michael.Dupuis

	#jira UE-37358: Add reference list in the dialog for all delete type

Change 3290513 on 2017/02/07 by Michael.Dupuis

	#jira UE-37958: was testing the trailing number 0 twice and never testing the 1

Change 3290543 on 2017/02/07 by Michael.Dupuis

	#jira UE-35931: Refresh detail panel on selection lost

Change 3290581 on 2017/02/07 by Michael.Dupuis

	Fixed possible crash if we have no level blueprint specified (was crashing during the delete of an actor)

Change 3290721 on 2017/02/07 by Michael.Dupuis

	#jira UE-40360: Pass the custom spawning struct which contain the level override into to the spawn function

Change 3291958 on 2017/02/08 by Alexis.Matte

	Back out revision 26 from //UE4/Dev-Editor/Engine/Source/Developer/AssetTools/Private/AssetTools.cpp

Change 3292017 on 2017/02/08 by Alexis.Matte

	Add some fbx automation tests to validate material re-import

Change 3292030 on 2017/02/08 by Michael.Dupuis

	#jira UE-37958: was testing the trailing number 0 twice and never testing the 1

Change 3293062 on 2017/02/08 by Jamie.Dale

	Reduced the number of allocations that happen when rebuilding text

	This change removes the wasteful FTextHistory::ToText function and replaces it with two more specialized functions; FTextHistory::BuildLocalizedDisplayString and FTextHistory::BuildInvariantDisplayString.

	These new functions return an FString (for the display string), rather than an FText (which was simply mined for its display string). Simply avoiding going via an FText saves at least two allocations per-rebuild.

	Changes:
	 - Removed FTextHistory::ToText and replaced it with FTextHistory::BuildLocalizedDisplayString and FTextHistory::BuildInvariantDisplayString.
	 - Moved the localization aware chronological and transformation implementations into FTextChronoFormatter and FTextTransformer. These return an FString which avoids an FText allocation during rebuild, and is simply passed into an FText during normal FText usage.
	 - Moved FText::AsDate, FText::AsDateTime, FText::AsTime, FText::ToUpper, and FText::ToLower into Text.cpp, and these now use FTextChronoFormatter and FTextTransformer from the common text implementation.
	 - Moved FText::AsTimespan into Text.cpp. This had no dependency on ICU, so this is now the common text implementation.
	 - Added FTextFormatter::FormatStr variants. FTextFormatter::Format calls these FTextFormatter::FormatStr versions internally, and they're also used during text rebuilding (saving not only an FText allocation, but also a container copy).
	 - Removed FText::CreateNumericalText and FText::CreateChronologicalText as they were mostly superfluous.
	 - General update from using MakeShareable to MakeShared (saving 1 allocation).
	 - General clean-up of L10N/I18N class friendship.

	#jira UE-41533

Change 3293292 on 2017/02/08 by Alex.Delesky

	Performing some cleanup in the Subtitles module, and creating a SubtitlesEditor module for the subtitles asset factories since it causes issue in client builds.

Change 3293477 on 2017/02/08 by Jamie.Dale

	Fixed TProperty::InitializeValueInternal and TProperty::DestroyValueInternal mismatch when dealing with fixed size arrays

	#jira UE-41007

Change 3293571 on 2017/02/08 by Matt.Kuhlenschmidt

	Fix lots of outline data being added to the font cache due to wrongly hashing outline material and color data.

Change 3293572 on 2017/02/08 by Matt.Kuhlenschmidt

	Fix details panel categories in the static mesh editor

Change 3294216 on 2017/02/09 by Michael.Dupuis

	#jira UE-40609: manually position the window based on it'S max possible size
	#3128 GitHub

Change 3294430 on 2017/02/09 by Jamie.Dale

	Kerning-only text shaping no longer draws characters to get their metrics

	It now goes via the low-level FT caches like HarfBuzz does.

Change 3294588 on 2017/02/09 by Alexis.Matte

	If we remove a LODGroup from baseengine.ini, the fbx importer UI will now be able to recover in case the last fbx import was done with the just removed LODGroup

Change 3294847 on 2017/02/09 by Matt.Kuhlenschmidt

	Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)

Change 3295093 on 2017/02/09 by Arciel.Rekman

	Linux: fix Setup.sh not working in paths with space (UE-41819).

Change 3295205 on 2017/02/09 by Matt.Kuhlenschmidt

	Fix material UV's no longer working om 9 slice elements

Change 3295816 on 2017/02/09 by Arciel.Rekman

	Linux: fix starting programs from a path with space.

Change 3296129 on 2017/02/09 by Arciel.Rekman

	Linux i686: changes necessary to compile BlankProgram.

	- Added new architecture to UBT.
	- Fixed system headers.
	- Added third party libs for i686:
	  - jemalloc
	  - elftoolchain
	  - zlib
	  - SDL2
	  - libc++

Change 3296564 on 2017/02/10 by Jamie.Dale

	Cleaned up PO comment preservation

Change 3296694 on 2017/02/10 by Jamie.Dale

	AllocateNameEntry now takes TCharType* rather than void* and cast

Change 3296744 on 2017/02/10 by Jamie.Dale

	Moved the PO DOM from UnrealEd to Internationalization

Change 3297250 on 2017/02/10 by Jamie.Dale

	Split the PO import/export pipeline out of the commandlet

Change 3297420 on 2017/02/10 by Alexis.Matte

	Add Isolate and highlight feature for the material panel in the staticmesh and the skeletal editor.
	#jira UE-38985

Change 3297594 on 2017/02/10 by Alexis.Matte

	When importing from fbx a static mesh with find material anywhere, the next LODs import by the user will create new material entries instead of using the existing one.

Change 3297752 on 2017/02/10 by Arciel.Rekman

	i686 support: more third party libs.

	- libcurl
	- OpenSSL
	- libpng
	- libvorbis
	- libogg
	- libopus

Change 3297754 on 2017/02/10 by Arciel.Rekman

	i686 support: PhysX

Change 3297922 on 2017/02/10 by Alexis.Matte

	When importing a new LOD to a staticmesh, the data source file is not anymore wipe or change to the last fbx import filename.

Change 3298330 on 2017/02/10 by Arciel.Rekman

	i686: missing libcurl.

Change 3298620 on 2017/02/11 by Jamie.Dale

	FLocTextHelper improvements

	- It can now support non-standard target layouts (where the native and foreign cultures are in different locations - see FLocTextTargetPaths).
	- The XForeignArchive functions are now more strict, and *only* accept foreign cultures (use the XArchive functions instead if you're using both native and foreign cultures as parameters).

Change 3299293 on 2017/02/13 by Matt.Kuhlenschmidt

	PR #3241: UE-41870: Add quotes when passing through the directory path (Contributed by projectgheist)

Change 3299299 on 2017/02/13 by Matt.Kuhlenschmidt

	PR #3224: Git plugin: fix git autodetection and add error message (Contributed by SRombauts)

Change 3299391 on 2017/02/13 by Matt.Kuhlenschmidt

	Fix material instances being marked dirty when opening

	#jira UE-41721, UE-41719

Change 3299441 on 2017/02/13 by Nick.Darnell

	PR #3243: Fix bug that UWidget::GetOwningPlayer doesn't return (Contributed by yeonseok-yi)

Change 3299567 on 2017/02/13 by Nick.Darnell

	Slate - The Checkbox no longer just passes visibility down to the internal widgets it creates, that prevents future changes to effect it if it starts collapsed.

	#jira UE-41904

Change 3299870 on 2017/02/13 by Jamie.Dale

	Added cycle counters for font rendering/shaping

Change 3300116 on 2017/02/13 by Michael.Dupuis

	#jira UE-41866: Update cache when performing an undo

Change 3300178 on 2017/02/13 by Alexis.Matte

	Fix a crash when re-importing a LOD with more sections then the base LOD

Change 3300191 on 2017/02/13 by Alexis.Matte

	Make sure we do not loose castshadow and recomputetangents section flags when we re-import a skeletal mesh.

Change 3300351 on 2017/02/13 by Alexis.Matte

	Remove the clean up of unused material for the staticmesh editor. Unused material can be delete manually in the UI
	#jira UE-39639

Change 3302138 on 2017/02/14 by Nick.Darnell

	Automation - Adding support for -DeveloperReportOutputPath and -DeveloperReportUrl to permit local runs of the automation tool to generate reports on the report server, and launch the browser window to view them.

Change 3302139 on 2017/02/14 by Nick.Darnell

	UMG - Additional fixes to the way we migrate changes from the preview to the serialized version of the widget tree.  This fixes several issues with edit-inline objects on UWidgets.

Change 3302281 on 2017/02/14 by Nick.Darnell

	Slate - Bringing over changes to the invalidation panel from one of the game streams.  This fixes issues with animations in volatile widgets, as well as some issues with cache relative offset, and offers a method for enabling a different caching method to preserve batching through a commandline, but at the cost of not being able to use GPU buffers, possibly a better option on mobile in some cases.

Change 3302415 on 2017/02/14 by Nick.Darnell

	Disabling the open asset editor test.

Change 3302976 on 2017/02/14 by Nick.Darnell

	Automation - Updating one of the tests to open 70 different known asset types, and ensure that they open without dirtying the package.  AutomationTestSettings are now defaultengine, not sure why they setup to be user specific previously.  Most of these settings need to be removed, or split off into the modules that own them, rather than being in Engine.  TODO.

Change 3303724 on 2017/02/15 by Matt.Kuhlenschmidt

	Removed hard coded list of thumbnails, preventing objects with valid thumbnails from showing up.  Thumbnails are now shown by default.  Use meta=(DisplayThumbnail=false) to remove

	#jira UE-41958

Change 3303729 on 2017/02/15 by Matt.Kuhlenschmidt

	PR #3253: UE-34539: (Bugfix) Allow binary files in git stored via git-fat, git-lfs, etc to be diffed (take 2) (Contributed by rpav)

Change 3303733 on 2017/02/15 by Matt.Kuhlenschmidt

	PR #3248: Fix for TAssetSubClassOf properties reset on undo. (Contributed by StefanoProsperi)

Change 3303823 on 2017/02/15 by Nick.Darnell

	Automation - Continued improvements on screenshots.  Added some fixes to turn off the tonemapper when visualizing buffers.  Fixed several screenshots due to this change.  Adding lightboxes to the reports.  Adding some styling to make things sweeter.

Change 3303937 on 2017/02/15 by Matt.Kuhlenschmidt

	Fix build error

Change 3303982 on 2017/02/15 by Nick.Darnell

	Automation - Making the opening of the image no longer threaded, not really helpful for the IO operation and just makes it harder to follow.

Change 3304058 on 2017/02/15 by Matt.Kuhlenschmidt

	Fix build attempt #2 (not reproducible locally)

Change 3304393 on 2017/02/15 by Matt.Barnes

	Submitting test content for UEQATC-3548

Change 3304517 on 2017/02/15 by Nick.Darnell

	Slate - Making some fixes to the automatic disabling of the pixel snapping code with render transforms.  Sometimes it gets confused, we may want to move to a seperate transform stack for layout and render, and make sure the element drawer has access to both.

Change 3304560 on 2017/02/15 by Nick.Darnell

	UMG - SA fix.

Change 3304890 on 2017/02/15 by Matt.Kuhlenschmidt

	PR #3220: UE-41243: Force resolution in standalone if large than primary workin. (Contributed by projectgheist)

Change 3305360 on 2017/02/15 by Arciel.Rekman

	Linux: fix crash on exit (UE-41907).

	- It is not safe to dereference UAnimGraphNode_PoseDriver::StaticClass during the final shutdown sequence since the instance has already been destroyed in StaticExit().

Change 3306023 on 2017/02/16 by Nick.Darnell

	Paper2D - Adding a method to create SlateBrushes from PaperSprites the same way we can for materials and textures in blueprints.

Change 3306030 on 2017/02/16 by Nick.Darnell

	Slate - Making some additional fixes to invalidation panels from a game branch.  Adding a RoundToVector function to FVector2D, fixing the 3 places we defined a RoundToInt (which wasn't a great name since the convention wasn't meant to be used that way).

Change 3306031 on 2017/02/16 by Nick.Darnell

	Slate - Retainer widgets no longer tick using PreTick on SlateApplication, they now paint during their normal paint.

Change 3306046 on 2017/02/16 by Nick.Darnell

	UMG - Adding CanEditChange to WidgetComponent to gray out the CylinderArcAngle property unless you select the right geometry mode.

Change 3308887 on 2017/02/17 by Matt.Kuhlenschmidt

	Fix crash if blurs are rotated

	#jira UE-42037

Change 3309114 on 2017/02/17 by Jamie.Dale

	Unifying non-shaped text to use the same atlas cache as shaped text

Change 3310044 on 2017/02/17 by Matt.Kuhlenschmidt

	Outline color on text elements is now inherited properly

	#jira UE-40691

Change 3310268 on 2017/02/17 by Matt.Kuhlenschmidt

	Guard against rendering MIDs with potentially no parent in slate.

	#jira UE-42047

Change 3311531 on 2017/02/20 by Michael.Dupuis

	#jira UETOOL-1100:
	Add the possibility to have dynamic min/max slider value
	Synchonize all Color vector together when changing the min/max slider value

Change 3311534 on 2017/02/20 by Michael.Dupuis

	incremental build fix

Change 3311535 on 2017/02/20 by Michael.Dupuis

	incremental build fix take 2...

Change 3311743 on 2017/02/20 by Michael.Dupuis

	buildfix lunix incremental

Change 3312496 on 2017/02/20 by Arciel.Rekman

	Linux: fix PhysX crash in i686.

	- Changed layout to one that works.

Change 3313127 on 2017/02/20 by Jamie.Dale

	Fixed crash when performing a non-async cooked package save

	It isn't safe to call TotalSize on the BulkArchive when it's not a FBufferArchive (as used during async save) once the archive has been closed.

Change 3313990 on 2017/02/21 by Nick.Darnell

	Automation - Added a summary area at the top of the report.

Change 3314034 on 2017/02/21 by Jamie.Dale

	Fixed crash when deleting a streamed font

Change 3314942 on 2017/02/21 by Nick.Darnell

	Automation - More templating styling work.

Change 3315080 on 2017/02/21 by Nick.Darnell

	Automation - Providing a way for users to remove explict events from the event log when automated tests run.  Needed for other systems linked into the automation system like google mock.

Change 3315452 on 2017/02/21 by Nick.Darnell

	Json - Adding support for Map and Set properties to the JsonObjectConverter.  Can now save out map and sets.  No support for loading them yet.

Change 3315614 on 2017/02/21 by Nick.Darnell

	Json - Adding support for loading sets and map json data.

Change 3315924 on 2017/02/21 by Arciel.Rekman

	Vulkan: edigrating various Linux fixes by Josh.

	- This is to make Linux Vulkan work in Dev-Editor easier (for the contractor and myself).

	Original descriptions:

	CL 3313445
	- Various Vulkan fixes:
	  - Compiles in Linux
	  - Many cubemap bugs squashed
	  - Changed the scratch reflection cubemap clear to SetRenderTargestsAndClear, instead of SetRenderTarget() / Clear()
	  - Added compute fences

	CL 3314152
	- Fixed compile error on Mac, but I am pretty sure we can just remote VulkanRHI from Mac building entirely, but needs to be tested.

Change 3316741 on 2017/02/22 by Jamie.Dale

	Ensure that enums used by BP nodes have been PostLoaded so they have the correct display names

	#jira UE-42253

Change 3316800 on 2017/02/22 by Matt.Kuhlenschmidt

	Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)

Change 3317058 on 2017/02/22 by Alexis.Matte

	Fix the scene importer to support correctly the obj file format
	#jira UE-35606

Change 3318039 on 2017/02/22 by Arciel.Rekman

	i686 support: added missing libwebsockets.

Change 3318095 on 2017/02/22 by Arciel.Rekman

	i686 support: Oodle.

Change 3319002 on 2017/02/23 by Michael.Dupuis

	#jira UE-41794 : Do not exit the landscape mode when doing undo from the creation of the landscape

Change 3319012 on 2017/02/23 by Alexis.Matte

	PR #3066: Improve asset import by permitted relative paths and easing editing of mapped mount points. (Contributed by paulevans)
	#jira UE-40039

Change 3319035 on 2017/02/23 by Nick.Darnell

	UMG - Adding a note about the font sizes in UE4 in Slate, using 96 dpi.

	#jira UE-42170

Change 3319040 on 2017/02/23 by Matt.Kuhlenschmidt

	PR #3278: Git plugin: fix revision number for blueprint diff menu (Contributed by SRombauts)

	#jira UE-42129

Change 3319072 on 2017/02/23 by Michael.Dupuis

	#jira UETOOL-1101: Add support for DetailGroup reset to default
	Right now it's only enable for the color grading

Change 3319077 on 2017/02/23 by Nick.Darnell

	Automation - Moving away from most of the templating being done in C++.  Moving to dust.js to just do it in the browser window.  The json report file is now the actual source of the information we use to template the resulting report html.  Maaay have to move to doing the templating server side in the future to stream it to the client better, but avoiding that so we don't have to ship a server.  Disabling several places we were taking editor screenshots, none of that code was actually comparing screenshots, it was a hold-over from earlier days.

	PhysX - Fixing a problem with Physx FillInlinePxShapeArray.  Deprecating it, adding FillInlinePxShapeArray_AssumesLocked, and locking places we were assuming it was already locked in the landscape component.

Change 3319088 on 2017/02/23 by Nick.Darnell

	PR #3245: UE-41707: Re-order includes correctly (Contributed by projectgheist)

	#jira UE-41914

Change 3319104 on 2017/02/23 by Michael.Dupuis

	fix incremental build

Change 3319146 on 2017/02/23 by Matt.Kuhlenschmidt

	PR #3292: Git plugin: fix update status on directories broken since UE4.12 (Contributed by SRombauts)

	#jira UE-42272

Change 3319252 on 2017/02/23 by Michael.Dupuis

	fix warning with missing #undef LOCTEXT_NAMESPACE

Change 3319298 on 2017/02/23 by Alex.Delesky

	Removing the Subtitles and SubtitlesEditor modules (it'll eventually be brought back as the Overlay and OverlayEditor modules)

Change 3319388 on 2017/02/23 by Alexis.Matte

	Fbx Importer now find collision model under fbx LOD Group
	#jira UE-42141

Change 3319528 on 2017/02/23 by Michael.Dupuis

	Fixed Undo/Redo to be consistent with other vector modifcation behavior

Change 3319583 on 2017/02/23 by Alexis.Matte

	Fix the sample rate to use the least common multiplier of all keys
	#jira UE-42012

Change 3319705 on 2017/02/23 by Nick.Darnell

	Static Analysis - Fixing sonobjectconverter.cpp(460) : warning C6011: Dereferencing NULL pointer 'ArrayProperty'.

Change 3319711 on 2017/02/23 by Nick.Darnell

	Editor - Adding some checks to make sure the struct we're accessing is still a valid handle.

	#jira UE-42262

Change 3319736 on 2017/02/23 by Alex.Delesky

	Adding Subtitles and SubtitlesEditor to the JunkManifest file.

Change 3319919 on 2017/02/23 by Nick.Darnell

	Automation - Fixing an issue with moving a location that doesn't exist.

Change 3319932 on 2017/02/23 by Alexis.Matte

	Fbx importer, do not apply more then one time the transform option to the scene node.
	#jira UE-42277

Change 3320105 on 2017/02/23 by Nick.Darnell

	Editor - Adding some additional checks to the margin customization.

	#jira UE-42262

Change 3321577 on 2017/02/24 by Jamie.Dale

	Moving Internationalization module from Runtime to Developer

Change 3321625 on 2017/02/24 by Jamie.Dale

	Moving InternationalizationSettings module from Developer to Editor

Change 3321642 on 2017/02/24 by Jamie.Dale

	Moving SCulturePicker from the Localization module to the InternationalizationSettings module

Change 3321734 on 2017/02/24 by Alexis.Matte

	PR #2979: Fix extra root bone for Blender exported FBX. (Contributed by manmohanbishnoi)
	We fix the extra root only when the file creator is from blender and the root node is named armature. We cannot simply remove all dummy node, since this is use by the rigid mesh workflow.

	#jira UE-39050

Change 3321912 on 2017/02/24 by Jamie.Dale

	Split LocalizationCommandletExecution out of the Localization module to remove some editor dependencies

Change 3322274 on 2017/02/24 by Jamie.Dale

	Moving Localization module from Editor to Developer, and merging the Internationalization module into it

	Removed hard-dependency between Engine and Localization/Internationalization via an interface.

Change 3322774 on 2017/02/25 by Jamie.Dale

	Unifying LocRes and LocNat file format between generation and loading

	This lets the code in Core be shared by Localization, and allows some code that was proxying via archives (due to the code being logically identical, but different C++ types) to use these new types directly.

	#tests Built Debug, Shipping, and Editor. Verified that LocNat and LocRes generation and loading worked as before.

Change 3322795 on 2017/02/25 by Jamie.Dale

	Fixing mismatch between SOURCE_CONTROL_WITH_SLATE and its .Build.cs file

	The define was set to disable Slate for Linux program targets only, but the .Build.cs disabled Slate for all Linux targets.

	Since the define was touched most recently (CL# 2534983), I updated the .Build.cs file to match its logic, and moved the definition of the define to the .Build.cs file so that they stay in sync with one another.

Change 3322853 on 2017/02/25 by Jamie.Dale

	Moved the conflict and word count reporting to FLocTextHelper

Change 3323089 on 2017/02/26 by Jamie.Dale

	Added functions to get the target name and path from FLocTextHelper

Change 3323391 on 2017/02/27 by Ben.Cosh

	This fixes an issue with blueprint config variables having their value destroyed by CDO serialization
	#Jira UE-40586 Blueprint variable defaults set from config files value are overwritten by CDO serialization
	#Proj Engine, CoreUObject

Change 3323406 on 2017/02/27 by Ben.Cosh

	Fixed a problem that caused UK2Node::ExpandSplitPin to destroy pins it didn't own in when expanding a collapsed graph during compilation.
	#jira UE-41211 - Crash when splitting a UDS pin on a collapsed graph
	#Proj BlueprintGraph

Change 3323572 on 2017/02/27 by Nick.Darnell

	Automation - Continued itteration on the style of the automation reports, now with attentional info, like where the log came from.

	Automation - Fixing a bug in the functional actor tests, navigating to the actors sometimes opened other objects in the package, now it only opens the map.  Also improved the way we focus the actor so that the level editor is also brought to the foreground.

	Automation - Fixing a bug in how the automation system was registering for capturing logging.  It was swapping out GWarn for its own version, but GWarn isn't called for anything that isn't an error or warning, meaning that none of the Display/Logging or analytics capture attempts were actually working.  Suddenly a flood of informations started being captured during tests.  For now - only going to capture 'Display' logs instead of 'Log' level.

	Automation - Successful comparisons now print more information so that the automation logs do a better job of tracking the flow of the test.

	Automation - The screenshot comparison test now prints more information even during successful comparisons.

	Editor - The message log no longer emits a SetSelection, just because the selection is updated the categoriry view model.  This was causing things like the automation tool, which sets the selection every time (which may itself be an issue) to completely rebuild the message log every time a new automation message was emited.  The message log now checks if the selection would actually change the viewstate before it does it.

	Domino Test - Adding an arrow to visualize the state of the up vector the test is looking for; playing with idea for test visualizers that may help with debugging in the future.

Change 3323580 on 2017/02/27 by Michael.Trepka

	Fixed some Xcode 8.3 compile errors

Change 3323634 on 2017/02/27 by Nick.Darnell

	Build - Fix incremental build.

Change 3323740 on 2017/02/27 by Jamie.Dale

	Adding #error if the SOURCE_CONTROL_WITH_SLATE define is missing

Change 3323865 on 2017/02/27 by Nick.Darnell

	Automation - Disabling the screenshot from the small editor icons test, until the editor screenshot method starts comparing things, and the screenshots we take are better / more scoped.

Change 3324228 on 2017/02/27 by Jamie.Dale

	Can no longer name assets or folders with a leading underscore

	#jira UE-40541

Change 3324429 on 2017/02/27 by Jamie.Dale

	Removing FLocTextTargetPaths

	It was added to support something that I'm now going to do a different way.

Change 3324473 on 2017/02/27 by Jamie.Dale

	Moved the GatherText SCC utils into the Localization module

Change 3324481 on 2017/02/27 by Jamie.Dale

	Moving the localized asset utils out of GatherText base

Change 3324485 on 2017/02/27 by Jamie.Dale

	Cleaning up some includes now that the localization SCC is no longer in GatherText

Change 3324910 on 2017/02/28 by Nick.Darnell

	Slate - Moving the SlateRotatedRect into its own file, and removing FSlateRotatedClipRectType, since there's no longer a difference and we only use FSlateRotatedRect.

Change 3325329 on 2017/02/28 by Michael.Dupuis

	#jira UE-42083: Removed various Modify(true) that would force user to save the levels even if they did'nt really modified them
	Replace TMap<TLazyObjectPtr,...> as it would dirty the level at every Find performed

Change 3325410 on 2017/02/28 by Michael.Dupuis

	missing include for incremental build

Change 3325415 on 2017/02/28 by Nick.Darnell

	UMG - Adding some setters and getters for RedrawTime to the WidgetComponent.

Change 3325418 on 2017/02/28 by Nick.Darnell

	Automation  - Fixing the warnings on startup about smoke tests taking longer than 2s.  Had to add an option to disable capturing the callstack when running smokes, it adds a bit too much overhead during startup.

Change 3325698 on 2017/02/28 by Alexis.Matte

	Put back the code to isolate material versus section in the skeletal mesh. The code was override by a temporary hack done in paragon branch

Change 3325790 on 2017/02/28 by Michael.Trepka

	Copy of CL 3319588

	Fixed address sanitizer support in MacToolChain (Apple changed the name of the env variable Xcode uses to enable it) and added support for thread sanitizer

Change 3326118 on 2017/02/28 by Alexis.Matte

	Add LOD settings LOD distances to fbx import dialog option. The option are not supported yet by the scene importer
	#jira UE-41291

Change 3326183 on 2017/02/28 by Alexis.Matte

	PR #3298: Import SpecularFactor for Roughness and Shininess for Metallic textures (Contributed by VladimirPobedinskiy)

	#jira UE-42301

Change 3326196 on 2017/02/28 by Jamie.Dale

	Force the correct package localization ID when duplicating a BP for nativization

Change 3327037 on 2017/03/01 by Michael.Dupuis

	fixed fortnite mac non editor build

Change 3327483 on 2017/03/01 by Jamie.Dale

	Renaming LocNat to LocMeta

Change 3327486 on 2017/03/01 by Jamie.Dale

	Renaming LocNat to LocMeta

Change 3327541 on 2017/03/01 by Michael.Trepka

	Removed Mac OpenGL RHI files and disabled building of OpenGL RHI on Mac

Change 3328000 on 2017/03/01 by Nick.Darnell

	Automation - Noisy rendering features are now disabled by default when taking screenshots.

Change 3328323 on 2017/03/01 by Michael.Trepka

	Copy of CL 3307526

	Fixed mouse position issues in fullscreen mode on Mac

Change 3328410 on 2017/03/01 by Alexis.Matte

	Remove unwanted option when importing skeletal mesh
	Make the FBX tests uptodate with the new ImportUI options

	#jira UE-41291

Change 3329586 on 2017/03/02 by Jamie.Dale

	Adding missing includes when running with bUseMallocProfiler enabled

Change 3329999 on 2017/03/02 by Nick.Darnell

	UMG - Removing a deprecated 4.8 function to get the label on UWidget.

Change 3330004 on 2017/03/02 by Nick.Darnell

	UMG - Adding TargetPlatform to the dependencies of UMGEditor module.

Change 3330021 on 2017/03/02 by Nick.Darnell

	UMG - Adding TargetPlatform to the private include path of the UMG module.

Change 3330041 on 2017/03/02 by Nick.Darnell

	Engine - Adding a comment to the PreLoadMap call so people know what the string being passed in is.

Change 3330048 on 2017/03/02 by Nick.Darnell

	Editor - Don't allow querying the cursor in the editor viewport while saving packages.  Depending upon the code that gets triggered, it may cause packages to load, or things to be initialized while saving is occuring.

Change 3330602 on 2017/03/02 by mason.seay

	Map for Functional Screenshot Test Bug

Change 3330632 on 2017/03/02 by Alexis.Matte

	Fix fbx crash when there is only one UVChannel but using the naming convention to place it further then the first index

Change 3330862 on 2017/03/02 by Jamie.Dale

	Adding FPaths::SetExtension

	This is like FPaths::ChangeExtension, but also applies the extension if the file doesn't have one.

Change 3331491 on 2017/03/03 by Nick.Darnell

	Automation - Fixing a threading issue in the SAsyncImage, it was accessing potentially bogus memory if the Widget had been deleted before the task ran.

Change 3331498 on 2017/03/03 by Nick.Darnell

	Build - Fixing a build warning.

Change 3331807 on 2017/03/03 by Nick.Darnell

	Automation - Making the Disable Noisy Rendering Features more robust, disabling a few more markers.  Adding a better way of rolling back the changes.

Change 3331999 on 2017/03/03 by Michael.Trepka

	Fixed a memory leak on texture creation with BulkData in OpenGLTexture.cpp

Change 3332481 on 2017/03/03 by Arciel.Rekman

	Fix building lighting in commandlet (UE-42551).

	- Process task graph while running as commandlet.
	- Also, if for any reason - like the lack of -messaging - local swarm interface fails to initialize or takes too much time to send the message, bail out.

Change 3332606 on 2017/03/04 by Jamie.Dale

	Fixing crash reporting loc word counts when the report is starting empty

Change 3332614 on 2017/03/04 by Jamie.Dale

	Fixed text namespaces being treated as case-insensitive when export to JSON manifests and archives

Change 3332619 on 2017/03/04 by Jamie.Dale

	Fixing CIS error

Change 3333000 on 2017/03/06 by Matt.Kuhlenschmidt

	PR #3295: Non-editable FStringAssetReference using VisibleAnywhere (Contributed by projectgheist)

	#jira UE-42284

Change 3333039 on 2017/03/06 by Alexis.Matte

	Make custom ui for FbxSceneImportData object
	#jira UE-37896

Change 3333047 on 2017/03/06 by Nick.Darnell

	UMG - Removing an extra assignment in WidgetSwitcher.

Change 3333056 on 2017/03/06 by Alexis.Matte

	Build fix

Change 3333073 on 2017/03/06 by Matt.Kuhlenschmidt

	Added more logging for when window creation fails due to too many windows.

	#jira UE-42478

Change 3333081 on 2017/03/06 by Matt.Kuhlenschmidt

	PR #3327: Git Plugin: fix RunDumpToFile() to check git ReturnCode (Contributed by SRombauts)

	#jira UE-42535

Change 3333103 on 2017/03/06 by Matt.Kuhlenschmidt

	PR #3336: UE-42407: using GetWindowMode instead of switching on IsFullscreenViewport (Contributed by stefanzimecki)

	#jira UE-42407, UE-42565

Change 3333142 on 2017/03/06 by Jamie.Dale

	Added a way to view/copy a list references (including those that aren't loaded) to the reference viewer

Change 3333443 on 2017/03/06 by Matt.Kuhlenschmidt

	Eliminate the usage of SWebBrowser to show viewport controls in level viewports. There is an non-trivial startup cost initializing CEF and is not worth paying that cost on editor startup for one tiny control.  The button now opens a web page on click.

	#jira UE-42461
	PR #3314: Drop UE4Editor -> CEF dependency to 2x speedup Linux UE4Editor startup (Contributed by slonopotamus)

Change 3333914 on 2017/03/06 by Matt.Kuhlenschmidt

	Remove double middle mouse click to change to perspective view

	#jira UE-42444

Change 3333936 on 2017/03/06 by Matt.Kuhlenschmidt

	Fixed excessive fname initialization in these files

Change 3334063 on 2017/03/06 by Alexis.Matte

	fix build linux

Change 3334166 on 2017/03/06 by Jamie.Dale

	Adding Data Table export/import support for TMap and TSet

	#jira UE-42415

Change 3334459 on 2017/03/06 by Alexis.Matte

	PR #3334: Respect bForceFrontXAxis option when exporting to FBX (Contributed by rajkosto)

	#jira UE-42563

Change 3335132 on 2017/03/07 by Jamie.Dale

	Fixing typo

Change 3335140 on 2017/03/07 by Jamie.Dale

	Fixing CSV import warnings in GameplayEffects test

Change 3335164 on 2017/03/07 by Alexis.Matte

	Avoid selecting skeletal mesh section in the level when high light them in persona editor
	#jira UE-20151

Change 3335186 on 2017/03/07 by Jamie.Dale

	Fixed CSV parser missing empty cells at the end of the string

Change 3335218 on 2017/03/07 by Arciel.Rekman

	SDL2: delete unused project/build files.

Change 3335222 on 2017/03/07 by Arciel.Rekman

	SDL2: delete more unused project/build files.

Change 3335230 on 2017/03/07 by Matt.Kuhlenschmidt

	Additional fixes for blur and blur slot not propagating padding to each other

	#jira UE-42553

Change 3335896 on 2017/03/07 by Jamie.Dale

	ToolTips and Engine were double gathering the same meta-data

	#jira UE-36480

Change 3336009 on 2017/03/07 by Matt.Kuhlenschmidt

	Fix details panels becoming unusable if "Show only Modified Properties" is enabled and there are no modified properties

Change 3336247 on 2017/03/07 by Jamie.Dale

	Selection height is now the max of the line height and text height to account for negative line scaling

	#jira UE-40673

Change 3336253 on 2017/03/07 by Jamie.Dale

	Added a setting to control whether we should use the font metrics or the bounding box when laying out a font

	#jira UE-41074

Change 3336303 on 2017/03/07 by Arciel.Rekman

	Refactor of OS memory allocation functions.

	- Bring PageSize/OSAllocationGranularity in line with the established definitions.
	  - PageSize is a hardware mapping granularity that is also used for PageProtect() and any other functions that involve setting virtual memory properties.
	  - OSAllocationGranularity is a virtual address allocation granularity that on some platforms may be applied on top of that (notably VirtualAlloc in Windows only returns addresses that are 16 page aligned).
	  - BinnedPageSize and BinnedAllocationGranularity are the values expected by Binned and Binned2 for size and the alignment of OS allocations.

	- Disable the logic in CachedOSPageAllocator that allowed buffers larger than the requested size to be returned.
	   - This caused wrong allocation size to be passed in BinnedFreeToOS() from Binned2.

	- Make Binned2 work on Linux
	    - Addresses returned from BinnedAllocFromOS() need to be BinnedPageSize (minimum 64KB) aligned for Binned2 to work. This results in the need to artificially align mmap()'d addresses, at some performance cost.
	    - The same function can be used on other systems with mmap()/munmap() (Mac, Android, iOS)

	- Switch Linux to Binned2 by default.

	- Add ability to sanity-check OS memory allocations.
	   - Debug and Development build will store a descriptor to check that values passed to BinnedFreeToOS() are the same (mmap-based allocation only).

Change 3337098 on 2017/03/08 by Michael.Dupuis

	#jira UE-42589: Added a guard if the mesh component is not attached, this can happen when moving a component out of the screen

Change 3337183 on 2017/03/08 by Matt.Kuhlenschmidt

	Hide the preview toolbar button, it is not being used

Change 3337801 on 2017/03/08 by Michael.Trepka

	Fixed some module dependencies to make sure we don't build OpenGLDrv on Mac

Change 3338373 on 2017/03/08 by Joe.Graf

	Fixed external plugin cooking and deployment by remapping plugin directories upon cook & deployment
	Tested directory structures:
	    D:\SomePluginDir
	    D:\UE4\AnotherPluginDir
	    D:\UE4\Engine\Plugins
	    D:\UE4\MyProject\Plugins

Change 3338482 on 2017/03/08 by Alexis.Matte

	Remove "BlueprinReadOnly" flag on "WITH_EDITORONLY_DATA" class variable

Change 3338679 on 2017/03/08 by Matt.Kuhlenschmidt

	Fixed arrow keys not working to navigate between elements in the details panel

Change 3339086 on 2017/03/09 by Dmitriy.Dyomin

	Added: Mobile friendly slate settings

Change 3339366 on 2017/03/09 by Nick.Darnell

	Build - Attempting to fix build.

	#jira UE-42675

Change 3339506 on 2017/03/09 by Jamie.Dale

	Fixing Linux Server build error

	#jira UE-42675

Change 3340450 on 2017/03/09 by Cody.Albert

	Ensure that the hittest grid is valid before trying to find a focusable widget

Change 3340492 on 2017/03/09 by Arciel.Rekman

	Fix IOS compile error (UE-42695).

Change 3340565 on 2017/03/09 by Arciel.Rekman

	Fix another compile error (UE-42695).

Change 3341527 on 2017/03/10 by Alexis.Matte

	Fix crash when dragging a re-import scene and there is new asset created
	#jira UE-42766

[CL 3341914 by Nick Darnell in Main branch]
2017-03-10 15:37:02 -05:00

2305 lines
80 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
OpenGLVertexBuffer.cpp: OpenGL texture RHI implementation.
=============================================================================*/
#include "CoreMinimal.h"
#include "Containers/ResourceArray.h"
#include "Stats/Stats.h"
#include "RHI.h"
#include "RenderUtils.h"
#include "ShaderCache.h"
#include "OpenGLDrv.h"
#include "OpenGLDrvPrivate.h"
/*-----------------------------------------------------------------------------
Texture allocator support.
-----------------------------------------------------------------------------*/
/** Caching it here, to avoid getting it every time we create a texture. 0 is no multisampling. */
GLint GMaxOpenGLColorSamples = 0;
GLint GMaxOpenGLDepthSamples = 0;
GLint GMaxOpenGLIntegerSamples = 0;
// in bytes, never change after RHI, needed to scale game features
int64 GOpenGLDedicatedVideoMemory = 0;
// In bytes. Never changed after RHI init. Our estimate of the amount of memory that we can use for graphics resources in total.
int64 GOpenGLTotalGraphicsMemory = 0;
static bool ShouldCountAsTextureMemory(uint32 Flags)
{
return (Flags & (TexCreate_RenderTargetable | TexCreate_ResolveTargetable | TexCreate_DepthStencilTargetable)) == 0;
}
void OpenGLTextureAllocated(FRHITexture* Texture, uint32 Flags)
{
int32 TextureSize = 0;
FOpenGLTextureCube* TextureCube = 0;
FOpenGLTexture2D* Texture2D = 0;
FOpenGLTexture2DArray* Texture2DArray = 0;
FOpenGLTexture3D* Texture3D = 0;
bool bRenderTarget = !ShouldCountAsTextureMemory(Flags);
if (( TextureCube = (FOpenGLTextureCube*)Texture->GetTextureCube()) != NULL)
{
TextureSize = CalcTextureSize( TextureCube->GetSize(), TextureCube->GetSize(), TextureCube->GetFormat(), TextureCube->GetNumMips() );
TextureSize *= TextureCube->GetArraySize() * (TextureCube->GetArraySize() == 1 ? 6 : 1);
TextureCube->SetMemorySize( TextureSize );
TextureCube->SetIsPowerOfTwo(FMath::IsPowerOfTwo(TextureCube->GetSizeX()) && FMath::IsPowerOfTwo(TextureCube->GetSizeY()));
if (bRenderTarget)
{
INC_MEMORY_STAT_BY(STAT_RenderTargetMemoryCube,TextureSize);
}
else
{
INC_MEMORY_STAT_BY(STAT_TextureMemoryCube,TextureSize);
}
}
else if ((Texture2D = (FOpenGLTexture2D*)Texture->GetTexture2D()) != NULL)
{
TextureSize = CalcTextureSize( Texture2D->GetSizeX(), Texture2D->GetSizeY(), Texture2D->GetFormat(), Texture2D->GetNumMips() )*Texture2D->GetNumSamples();
Texture2D->SetMemorySize( TextureSize );
Texture2D->SetIsPowerOfTwo(FMath::IsPowerOfTwo(Texture2D->GetSizeX()) && FMath::IsPowerOfTwo(Texture2D->GetSizeY()));
if (bRenderTarget)
{
INC_MEMORY_STAT_BY(STAT_RenderTargetMemory2D,TextureSize);
}
else
{
INC_MEMORY_STAT_BY(STAT_TextureMemory2D,TextureSize);
}
}
else if ((Texture3D = (FOpenGLTexture3D*)Texture->GetTexture3D()) != NULL)
{
TextureSize = CalcTextureSize3D( Texture3D->GetSizeX(), Texture3D->GetSizeY(), Texture3D->GetSizeZ(), Texture3D->GetFormat(), Texture3D->GetNumMips() );
Texture3D->SetMemorySize( TextureSize );
Texture3D->SetIsPowerOfTwo(FMath::IsPowerOfTwo(Texture3D->GetSizeX()) && FMath::IsPowerOfTwo(Texture3D->GetSizeY()) && FMath::IsPowerOfTwo(Texture3D->GetSizeZ()));
if (bRenderTarget)
{
INC_MEMORY_STAT_BY(STAT_RenderTargetMemory3D,TextureSize);
}
else
{
INC_MEMORY_STAT_BY(STAT_TextureMemory3D,TextureSize);
}
}
else if ((Texture2DArray = (FOpenGLTexture2DArray*)Texture->GetTexture2DArray()) != NULL)
{
TextureSize = Texture2DArray->GetSizeZ() * CalcTextureSize( Texture2DArray->GetSizeX(), Texture2DArray->GetSizeY(), Texture2DArray->GetFormat(), Texture2DArray->GetNumMips() );
Texture2DArray->SetMemorySize( TextureSize );
Texture2DArray->SetIsPowerOfTwo(FMath::IsPowerOfTwo(Texture2DArray->GetSizeX()) && FMath::IsPowerOfTwo(Texture2DArray->GetSizeY()));
if (bRenderTarget)
{
INC_MEMORY_STAT_BY(STAT_RenderTargetMemory2D,TextureSize);
}
else
{
INC_MEMORY_STAT_BY(STAT_TextureMemory2D,TextureSize);
}
}
else
{
check(0); // Add handling of other texture types
}
if( bRenderTarget )
{
GCurrentRendertargetMemorySize += Align(TextureSize, 1024) / 1024;
}
else
{
GCurrentTextureMemorySize += Align(TextureSize, 1024) / 1024;
}
}
void OpenGLTextureDeleted( FRHITexture* Texture )
{
FShaderCache::RemoveTexture(Texture);
bool bRenderTarget = !ShouldCountAsTextureMemory(Texture->GetFlags());
int32 TextureSize = 0;
if (Texture->GetTextureCube())
{
TextureSize = ((FOpenGLTextureCube*)Texture->GetTextureCube())->GetMemorySize();
if (bRenderTarget)
{
DEC_MEMORY_STAT_BY(STAT_RenderTargetMemory3D,TextureSize);
}
else
{
DEC_MEMORY_STAT_BY(STAT_TextureMemory3D,TextureSize);
}
}
else if (Texture->GetTexture2D())
{
TextureSize = ((FOpenGLTexture2D*)Texture->GetTexture2D())->GetMemorySize();
if (bRenderTarget)
{
DEC_MEMORY_STAT_BY(STAT_RenderTargetMemory2D,TextureSize);
}
else
{
DEC_MEMORY_STAT_BY(STAT_TextureMemory2D,TextureSize);
}
}
else if (Texture->GetTexture3D())
{
TextureSize = ((FOpenGLTexture3D*)Texture->GetTexture3D())->GetMemorySize();
if (bRenderTarget)
{
DEC_MEMORY_STAT_BY(STAT_RenderTargetMemory3D,TextureSize);
}
else
{
DEC_MEMORY_STAT_BY(STAT_TextureMemory3D,TextureSize);
}
}
else if (Texture->GetTexture2DArray())
{
TextureSize = ((FOpenGLTexture2DArray*)Texture->GetTexture2DArray())->GetMemorySize();
if (bRenderTarget)
{
DEC_MEMORY_STAT_BY(STAT_RenderTargetMemory2D,TextureSize);
}
else
{
DEC_MEMORY_STAT_BY(STAT_TextureMemory2D,TextureSize);
}
}
else
{
check(0); // Add handling of other texture types
}
if( bRenderTarget )
{
GCurrentRendertargetMemorySize -= Align(TextureSize, 1024) / 1024;
}
else
{
GCurrentTextureMemorySize -= Align(TextureSize, 1024) / 1024;
}
}
uint64 FOpenGLDynamicRHI::RHICalcTexture2DPlatformSize(uint32 SizeX, uint32 SizeY, uint8 Format, uint32 NumMips, uint32 NumSamples, uint32 Flags, uint32& OutAlign)
{
OutAlign = 0;
return CalcTextureSize(SizeX, SizeY, (EPixelFormat)Format, NumMips);
}
uint64 FOpenGLDynamicRHI::RHICalcTexture3DPlatformSize(uint32 SizeX, uint32 SizeY, uint32 SizeZ, uint8 Format, uint32 NumMips, uint32 Flags, uint32& OutAlign)
{
OutAlign = 0;
return CalcTextureSize3D(SizeX, SizeY, SizeZ, (EPixelFormat)Format, NumMips);
}
uint64 FOpenGLDynamicRHI::RHICalcTextureCubePlatformSize(uint32 Size, uint8 Format, uint32 NumMips, uint32 Flags, uint32& OutAlign)
{
OutAlign = 0;
return CalcTextureSize(Size, Size, (EPixelFormat)Format, NumMips) * 6;
}
/**
* Retrieves texture memory stats. Unsupported with this allocator.
*
* @return false, indicating that out variables were left unchanged.
*/
void FOpenGLDynamicRHI::RHIGetTextureMemoryStats(FTextureMemoryStats& OutStats)
{
OutStats.DedicatedVideoMemory = GOpenGLDedicatedVideoMemory;
OutStats.DedicatedSystemMemory = 0;
OutStats.SharedSystemMemory = 0;
OutStats.TotalGraphicsMemory = GOpenGLTotalGraphicsMemory ? GOpenGLTotalGraphicsMemory : -1;
OutStats.AllocatedMemorySize = int64(GCurrentTextureMemorySize) * 1024;
OutStats.LargestContiguousAllocation = OutStats.AllocatedMemorySize;
OutStats.TexturePoolSize = GTexturePoolSize;
OutStats.PendingMemoryAdjustment = 0;
}
/**
* Fills a texture with to visualize the texture pool memory.
*
* @param TextureData Start address
* @param SizeX Number of pixels along X
* @param SizeY Number of pixels along Y
* @param Pitch Number of bytes between each row
* @param PixelSize Number of bytes each pixel represents
*
* @return true if successful, false otherwise
*/
bool FOpenGLDynamicRHI::RHIGetTextureMemoryVisualizeData( FColor* /*TextureData*/, int32 /*SizeX*/, int32 /*SizeY*/, int32 /*Pitch*/, int32 /*PixelSize*/ )
{
return false;
}
FRHITexture* FOpenGLDynamicRHI::CreateOpenGLTexture(uint32 SizeX, uint32 SizeY, bool bCubeTexture, bool bArrayTexture, uint8 Format, uint32 NumMips, uint32 NumSamples, uint32 ArraySize, uint32 Flags, const FClearValueBinding& InClearValue, FResourceBulkDataInterface* BulkData)
{
VERIFY_GL_SCOPE();
SCOPE_CYCLE_COUNTER(STAT_OpenGLCreateTextureTime);
bool bAllocatedStorage = false;
if(NumMips == 0)
{
if(NumSamples <= 1)
{
NumMips = FindMaxMipmapLevel(SizeX, SizeY);
}
else
{
NumMips = 1;
}
}
#if UE_BUILD_DEBUG
check( !( NumSamples > 1 && bCubeTexture) );
check( bArrayTexture != (ArraySize == 1));
#endif
// Move NumSamples to on-chip MSAA if supported
uint32 NumSamplesTileMem = 1;
GLint MaxSamplesTileMem = FOpenGL::GetMaxMSAASamplesTileMem(); /* RHIs which do not support tiled GPU MSAA return 0 */
if (MaxSamplesTileMem > 0)
{
NumSamplesTileMem = FMath::Min<uint32>(NumSamples, MaxSamplesTileMem);
NumSamples = 1;
}
bool bNoSRGBSupport = (GMaxRHIFeatureLevel <= ERHIFeatureLevel::ES3_1);
if ((Flags & TexCreate_RenderTargetable) && Format == PF_B8G8R8A8 && !FOpenGL::SupportsBGRA8888RenderTarget())
{
// Some android devices does not support BGRA as a color attachment
Format = PF_R8G8B8A8;
}
if (bNoSRGBSupport)
{
// Remove sRGB read flag when not supported
Flags &= ~TexCreate_SRGB;
}
GLuint TextureID = 0;
FOpenGL::GenTextures(1, &TextureID);
GLenum Target = GL_NONE;
if(bCubeTexture)
{
if ( FOpenGL::SupportsTexture3D() )
{
Target = bArrayTexture ? GL_TEXTURE_CUBE_MAP_ARRAY : GL_TEXTURE_CUBE_MAP;
}
else
{
check(!bArrayTexture);
Target = GL_TEXTURE_CUBE_MAP;
}
check(SizeX == SizeY);
}
else
{
Target = (NumSamples > 1) ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D;
// @todo: refactor 2d texture array support here?
check(!bArrayTexture);
}
check(Target != GL_NONE);
const bool bSRGB = (Flags&TexCreate_SRGB) != 0;
const FOpenGLTextureFormat& GLFormat = GOpenGLTextureFormats[Format];
if (GLFormat.InternalFormat[bSRGB] == GL_NONE)
{
UE_LOG(LogRHI, Fatal,TEXT("Texture format '%s' not supported (sRGB=%d)."), GPixelFormats[Format].Name, bSRGB);
}
FOpenGLContextState& ContextState = GetContextStateForCurrentContext();
// Make sure PBO is disabled
CachedBindPixelUnpackBuffer(ContextState,0);
// Use a texture stage that's not likely to be used for draws, to avoid waiting
CachedSetupTextureStage(ContextState, FOpenGL::GetMaxCombinedTextureImageUnits() - 1, Target, TextureID, 0, NumMips);
// For client storage textures we allocate a single backing store buffer.
uint8* TextureRange = nullptr;
if (NumSamples == 1)
{
if (!FMath::IsPowerOfTwo(SizeX) || !FMath::IsPowerOfTwo(SizeY))
{
glTexParameteri(Target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(Target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if ( FOpenGL::SupportsTexture3D() )
{
glTexParameteri(Target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
}
}
else
{
glTexParameteri(Target, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(Target, GL_TEXTURE_WRAP_T, GL_REPEAT);
if ( FOpenGL::SupportsTexture3D() )
{
glTexParameteri(Target, GL_TEXTURE_WRAP_R, GL_REPEAT);
}
}
glTexParameteri(Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
if( FOpenGL::SupportsTextureFilterAnisotropic() )
{
glTexParameteri(Target, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
}
if ( FOpenGL::SupportsTextureBaseLevel() )
{
glTexParameteri(Target, GL_TEXTURE_BASE_LEVEL, 0);
}
if ( FOpenGL::SupportsTextureMaxLevel() )
{
glTexParameteri(Target, GL_TEXTURE_MAX_LEVEL, NumMips - 1);
}
TextureMipLimits.Add(TextureID, TPair<GLenum, GLenum>(0, NumMips - 1));
if (FOpenGL::SupportsTextureSwizzle() && GLFormat.bBGRA && !(Flags & TexCreate_RenderTargetable))
{
glTexParameteri(Target, GL_TEXTURE_SWIZZLE_R, GL_BLUE);
glTexParameteri(Target, GL_TEXTURE_SWIZZLE_B, GL_RED);
}
if (bArrayTexture)
{
FOpenGL::TexStorage3D( Target, NumMips, GLFormat.InternalFormat[bSRGB], SizeX, SizeY, ArraySize, GLFormat.Format, GLFormat.Type);
}
else
{
// Should we use client-storage to improve update time on platforms that require it
bool const bRenderable = (Flags & (TexCreate_RenderTargetable|TexCreate_ResolveTargetable|TexCreate_DepthStencilTargetable|TexCreate_CPUReadback)) != 0;
bool const bUseClientStorage = (FOpenGL::SupportsClientStorage() && !FOpenGL::SupportsTextureView() && !bRenderable && !GLFormat.bCompressed);
if(bUseClientStorage)
{
const bool bIsCubeTexture = Target == GL_TEXTURE_CUBE_MAP;
const uint32 TextureSize = CalcTextureSize(SizeX, SizeY, (EPixelFormat)Format, NumMips) * (bIsCubeTexture ? 6 : 1);
const GLenum FirstTarget = bIsCubeTexture ? GL_TEXTURE_CUBE_MAP_POSITIVE_X : Target;
const uint32 NumTargets = bIsCubeTexture ? 6 : 1;
TextureRange = new uint8[TextureSize];
check(TextureRange);
if(FOpenGL::SupportsTextureRange())
{
FOpenGL::TextureRange(Target, TextureSize, TextureRange);
glTexParameteri(Target, GL_TEXTURE_STORAGE_HINT_APPLE, GL_STORAGE_CACHED_APPLE);
}
glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
uint8* MipPointer = TextureRange;
for(uint32 MipIndex = 0; MipIndex < uint32(NumMips); MipIndex++)
{
const uint32 MipSize = CalcTextureMipMapSize(SizeX, SizeY, (EPixelFormat)Format, MipIndex);
for(uint32 TargetIndex = 0; TargetIndex < NumTargets; TargetIndex++)
{
glTexImage2D(
FirstTarget + TargetIndex,
MipIndex,
GLFormat.InternalFormat[bSRGB],
FMath::Max<uint32>(1,(SizeX >> MipIndex)),
FMath::Max<uint32>(1,(SizeY >> MipIndex)),
0,
GLFormat.Format,
GLFormat.Type,
MipPointer
);
MipPointer += MipSize;
}
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
if(FOpenGL::SupportsTextureRange())
{
FOpenGL::TextureRange(Target, 0, 0);
glTexParameteri(Target, GL_TEXTURE_STORAGE_HINT_APPLE, GL_STORAGE_PRIVATE_APPLE);
}
// Leave bAllocatedStorage as false, so that the client storage buffers are setup only when the texture is locked
}
// Try to allocate using TexStorage2D
else if( FOpenGL::TexStorage2D( Target, NumMips, GLFormat.SizedInternalFormat[bSRGB], SizeX, SizeY, GLFormat.Format, GLFormat.Type, Flags) )
{
bAllocatedStorage = true;
}
else if (!GLFormat.bCompressed)
{
// Otherwise, allocate storage for each mip using TexImage2D
// We can't do so for compressed textures because we can't pass NULL in to CompressedTexImage2D!
bAllocatedStorage = true;
const bool bIsCubeTexture = Target == GL_TEXTURE_CUBE_MAP;
const GLenum FirstTarget = bIsCubeTexture ? GL_TEXTURE_CUBE_MAP_POSITIVE_X : Target;
const uint32 NumTargets = bIsCubeTexture ? 6 : 1;
for(uint32 MipIndex = 0; MipIndex < uint32(NumMips); MipIndex++)
{
for(uint32 TargetIndex = 0; TargetIndex < NumTargets; TargetIndex++)
{
glTexImage2D(
FirstTarget + TargetIndex,
MipIndex,
GLFormat.InternalFormat[bSRGB],
FMath::Max<uint32>(1,(SizeX >> MipIndex)),
FMath::Max<uint32>(1,(SizeY >> MipIndex)),
0,
GLFormat.Format,
GLFormat.Type,
NULL
);
}
}
}
}
if (BulkData != NULL)
{
uint8* Data = (uint8*)BulkData->GetResourceBulkData();
uint32 MipOffset = 0;
const uint32 BlockSizeX = GPixelFormats[Format].BlockSizeX;
const uint32 BlockSizeY = GPixelFormats[Format].BlockSizeY;
for(uint32 MipIndex = 0; MipIndex < NumMips; MipIndex++)
{
uint32 NumBlocksX = AlignArbitrary(FMath::Max<uint32>(1,(SizeX >> MipIndex)), BlockSizeX) / BlockSizeX;
uint32 NumBlocksY = AlignArbitrary(FMath::Max<uint32>(1,(SizeY >> MipIndex)), BlockSizeY) / BlockSizeY;
uint32 NumLayers = FMath::Max<uint32>(1,ArraySize);
if(bArrayTexture )
{
if(bCubeTexture)
{
check(FOpenGL::SupportsTexture3D());
FOpenGL::TexSubImage3D(
/*Target=*/ Target,
/*Level=*/ MipIndex,
/* XOffset */ 0,
/* YOffset */ 0,
/* ZOffset */ 0,
/*SizeX=*/ FMath::Max<uint32>(1,(SizeX >> MipIndex)),
/*SizeY=*/ FMath::Max<uint32>(1,(SizeY >> MipIndex)),
/*SizeZ=*/ ArraySize,
/*Format=*/ GLFormat.Format,
/*Type=*/ GLFormat.Type,
/*Data=*/ &Data[MipOffset]
);
}
else
{
// @todo: refactor 2d texture arrays here?
check(!bCubeTexture);
}
MipOffset += NumBlocksX * NumBlocksY * NumLayers * GPixelFormats[Format].BlockBytes;
}
else
{
GLenum FirstTarget = bCubeTexture ? GL_TEXTURE_CUBE_MAP_POSITIVE_X : Target;
uint32 NumTargets = bCubeTexture ? 6 : 1;
for(uint32 TargetIndex = 0; TargetIndex < NumTargets; TargetIndex++)
{
glTexSubImage2D(
/*Target=*/ FirstTarget + TargetIndex,
/*Level=*/ MipIndex,
/*XOffset*/ 0,
/*YOffset*/ 0,
/*SizeX=*/ FMath::Max<uint32>(1,(SizeX >> MipIndex)),
/*SizeY=*/ FMath::Max<uint32>(1,(SizeY >> MipIndex)),
/*Format=*/ GLFormat.Format,
/*Type=*/ GLFormat.Type,
/*Data=*/ &Data[MipOffset]
);
MipOffset += NumBlocksX * NumBlocksY * NumLayers * GPixelFormats[Format].BlockBytes;
}
}
}
BulkData->Discard();
}
}
else
{
check( FOpenGL::SupportsMultisampledTextures() );
check( BulkData == NULL);
// Try to create an immutable texture and fallback if it fails
if (!FOpenGL::TexStorage2DMultisample( Target, NumSamples, GLFormat.InternalFormat[bSRGB], SizeX, SizeY, true))
{
FOpenGL::TexImage2DMultisample(
Target,
NumSamples,
GLFormat.InternalFormat[bSRGB],
SizeX,
SizeY,
true
);
}
}
// Determine the attachment point for the texture.
GLenum Attachment = GL_NONE;
if((Flags & TexCreate_RenderTargetable) || (Flags & TexCreate_CPUReadback))
{
Attachment = GL_COLOR_ATTACHMENT0;
}
else if(Flags & TexCreate_DepthStencilTargetable)
{
Attachment = (Format == PF_DepthStencil && FOpenGL::SupportsPackedDepthStencil()) ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT;
}
else if(Flags & TexCreate_ResolveTargetable)
{
Attachment = (Format == PF_DepthStencil && FOpenGL::SupportsPackedDepthStencil())
? GL_DEPTH_STENCIL_ATTACHMENT
: ((Format == PF_ShadowDepth || Format == PF_D24)
? GL_DEPTH_ATTACHMENT
: GL_COLOR_ATTACHMENT0);
}
switch(Attachment)
{
case GL_COLOR_ATTACHMENT0:
check(GMaxOpenGLColorSamples>=(GLint)NumSamples);
break;
case GL_DEPTH_ATTACHMENT:
case GL_DEPTH_STENCIL_ATTACHMENT:
check(GMaxOpenGLDepthSamples>=(GLint)NumSamples);
break;
default:
break;
}
// @todo: If integer pixel format
//check(GMaxOpenGLIntegerSamples>=NumSamples);
FRHITexture* Texture;
if (bCubeTexture)
{
FOpenGLTextureCube* TextureCube = new FOpenGLTextureCube(this, TextureID, Target, Attachment, SizeX, SizeY, 0, NumMips, 1, 1, ArraySize, (EPixelFormat)Format, true, bAllocatedStorage, Flags, TextureRange, InClearValue);
Texture = TextureCube;
}
else
{
FOpenGLTexture2D* Texture2D = new FOpenGLTexture2D(this,TextureID,Target,Attachment,SizeX,SizeY,0,NumMips,NumSamples, NumSamplesTileMem, 1, (EPixelFormat)Format,false,bAllocatedStorage,Flags,TextureRange, InClearValue);
Texture = Texture2D;
}
OpenGLTextureAllocated( Texture, Flags );
// No need to restore texture stage; leave it like this,
// and the next draw will take care of cleaning it up; or
// next operation that needs the stage will switch something else in on it.
return Texture;
}
#if PLATFORM_MAC || PLATFORM_ANDROIDESDEFERRED // Flithy hack to workaround radr://16011763
GLuint FOpenGLTextureBase::GetOpenGLFramebuffer(uint32 ArrayIndices, uint32 MipmapLevels)
{
GLuint FBO = 0;
switch(Attachment)
{
case GL_COLOR_ATTACHMENT0:
{
FOpenGLTextureBase* RenderTarget[] = {this};
FBO = OpenGLRHI->GetOpenGLFramebuffer(1, RenderTarget, &ArrayIndices, &MipmapLevels, NULL);
break;
}
case GL_DEPTH_ATTACHMENT:
case GL_DEPTH_STENCIL_ATTACHMENT:
{
FBO = OpenGLRHI->GetOpenGLFramebuffer(1, NULL, &ArrayIndices, &MipmapLevels, this);
break;
}
default:
break;
}
return FBO;
}
#endif
void FOpenGLTextureBase::InvalidateTextureResourceInCache()
{
OpenGLRHI->InvalidateTextureResourceInCache(Resource);
if (SRVResource)
{
OpenGLRHI->InvalidateTextureResourceInCache(SRVResource);
}
}
template<typename RHIResourceType>
void TOpenGLTexture<RHIResourceType>::Resolve(uint32 MipIndex,uint32 ArrayIndex)
{
VERIFY_GL_SCOPE();
#if UE_BUILD_DEBUG
if((FOpenGLTexture2D*)this->GetTexture2D())
{
check( ((FOpenGLTexture2D*)this->GetTexture2D())->GetNumSamples() == 1 );
}
#endif
// Calculate the dimensions of the mip-map.
EPixelFormat PixelFormat = this->GetFormat();
const uint32 BlockSizeX = GPixelFormats[PixelFormat].BlockSizeX;
const uint32 BlockSizeY = GPixelFormats[PixelFormat].BlockSizeY;
const uint32 BlockBytes = GPixelFormats[PixelFormat].BlockBytes;
const uint32 MipSizeX = FMath::Max(this->GetSizeX() >> MipIndex,BlockSizeX);
const uint32 MipSizeY = FMath::Max(this->GetSizeY() >> MipIndex,BlockSizeY);
uint32 NumBlocksX = (MipSizeX + BlockSizeX - 1) / BlockSizeX;
uint32 NumBlocksY = (MipSizeY + BlockSizeY - 1) / BlockSizeY;
if ( PixelFormat == PF_PVRTC2 || PixelFormat == PF_PVRTC4 )
{
// PVRTC has minimum 2 blocks width and height
NumBlocksX = FMath::Max<uint32>(NumBlocksX, 2);
NumBlocksY = FMath::Max<uint32>(NumBlocksY, 2);
}
const uint32 MipBytes = NumBlocksX * NumBlocksY * BlockBytes;
const int32 BufferIndex = MipIndex * (bCubemap ? 6 : 1) * this->GetEffectiveSizeZ() + ArrayIndex;
// Standard path with a PBO mirroring ever slice of a texture to allow multiple simulataneous maps
if (!IsValidRef(PixelBuffers[BufferIndex]))
{
PixelBuffers[BufferIndex] = new FOpenGLPixelBuffer(0, MipBytes, BUF_Dynamic);
}
TRefCountPtr<FOpenGLPixelBuffer> PixelBuffer = PixelBuffers[BufferIndex];
check(PixelBuffer->GetSize() == MipBytes);
check(!PixelBuffer->IsLocked());
check( FOpenGL::SupportsPixelBuffers() );
// Transfer data from texture to pixel buffer.
// This may be further optimized by caching information if surface content was changed since last lock.
const FOpenGLTextureFormat& GLFormat = GOpenGLTextureFormats[PixelFormat];
const bool bSRGB = (this->GetFlags() & TexCreate_SRGB) != 0;
// Use a texture stage that's not likely to be used for draws, to avoid waiting
FOpenGLContextState& ContextState = OpenGLRHI->GetContextStateForCurrentContext();
OpenGLRHI->CachedSetupTextureStage(ContextState, FOpenGL::GetMaxCombinedTextureImageUnits() - 1, Target, Resource, -1, this->GetNumMips());
glBindBuffer( GL_PIXEL_PACK_BUFFER, PixelBuffer->Resource );
#if PLATFORM_MAC || PLATFORM_ANDROIDESDEFERRED // glReadPixels is async with PBOs - glGetTexImage is not: radr://16011763
if(Attachment == GL_COLOR_ATTACHMENT0 && !GLFormat.bCompressed)
{
GLuint SourceFBO = GetOpenGLFramebuffer(ArrayIndex, MipIndex);
check(SourceFBO > 0);
glBindFramebuffer(UGL_READ_FRAMEBUFFER, SourceFBO);
FOpenGL::ReadBuffer(Attachment);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0, 0, MipSizeX, MipSizeY, GLFormat.Format, GLFormat.Type, 0 );
glPixelStorei(GL_PACK_ALIGNMENT, 4);
ContextState.Framebuffer = (GLuint)-1;
}
else
#endif
{
if( this->GetSizeZ() )
{
// apparently it's not possible to retrieve compressed image from GL_TEXTURE_2D_ARRAY in OpenGL for compressed images
// and for uncompressed ones it's not possible to specify the image index
check(0);
}
else
{
if (GLFormat.bCompressed)
{
FOpenGL::GetCompressedTexImage(
bCubemap ? GL_TEXTURE_CUBE_MAP_POSITIVE_X + ArrayIndex : Target,
MipIndex,
0); // offset into PBO
}
else
{
glPixelStorei(GL_PACK_ALIGNMENT, 1);
FOpenGL::GetTexImage(
bCubemap ? GL_TEXTURE_CUBE_MAP_POSITIVE_X + ArrayIndex : Target,
MipIndex,
GLFormat.Format,
GLFormat.Type,
0); // offset into PBO
glPixelStorei(GL_PACK_ALIGNMENT, 4);
}
}
}
glBindBuffer( GL_PIXEL_PACK_BUFFER, 0 );
// No need to restore texture stage; leave it like this,
// and the next draw will take care of cleaning it up; or
// next operation that needs the stage will switch something else in on it.
}
template<typename RHIResourceType>
void* TOpenGLTexture<RHIResourceType>::Lock(uint32 InMipIndex,uint32 ArrayIndex,EResourceLockMode LockMode,uint32& DestStride)
{
VERIFY_GL_SCOPE();
#if UE_BUILD_DEBUG
if((FOpenGLTexture2D*)this->GetTexture2D())
{
check( ((FOpenGLTexture2D*)this->GetTexture2D())->GetNumSamples() == 1 );
}
#endif
SCOPE_CYCLE_COUNTER(STAT_OpenGLLockTextureTime);
void* result = NULL;
// Calculate the dimensions of the mip-map.
EPixelFormat PixelFormat = this->GetFormat();
const uint32 BlockSizeX = GPixelFormats[PixelFormat].BlockSizeX;
const uint32 BlockSizeY = GPixelFormats[PixelFormat].BlockSizeY;
const uint32 BlockBytes = GPixelFormats[PixelFormat].BlockBytes;
const uint32 MipSizeX = FMath::Max(this->GetSizeX() >> InMipIndex,BlockSizeX);
const uint32 MipSizeY = FMath::Max(this->GetSizeY() >> InMipIndex,BlockSizeY);
uint32 NumBlocksX = (MipSizeX + BlockSizeX - 1) / BlockSizeX;
uint32 NumBlocksY = (MipSizeY + BlockSizeY - 1) / BlockSizeY;
if ( PixelFormat == PF_PVRTC2 || PixelFormat == PF_PVRTC4 )
{
// PVRTC has minimum 2 blocks width and height
NumBlocksX = FMath::Max<uint32>(NumBlocksX, 2);
NumBlocksY = FMath::Max<uint32>(NumBlocksY, 2);
}
const uint32 MipBytes = NumBlocksX * NumBlocksY * BlockBytes;
DestStride = NumBlocksX * BlockBytes;
const int32 BufferIndex = InMipIndex * (bCubemap ? 6 : 1) * this->GetEffectiveSizeZ() + ArrayIndex;
// Should we use client-storage to improve update time on platforms that require it
const FOpenGLTextureFormat& GLFormat = GOpenGLTextureFormats[PixelFormat];
bool const bRenderable = (this->GetFlags() & (TexCreate_RenderTargetable|TexCreate_ResolveTargetable|TexCreate_DepthStencilTargetable|TexCreate_CPUReadback)) != 0;
bool const bUseClientStorage = FOpenGL::SupportsClientStorage() && !FOpenGL::SupportsTextureView() && !bRenderable && !this->GetSizeZ() && !GLFormat.bCompressed;
if(!bUseClientStorage)
{
// Standard path with a PBO mirroring ever slice of a texture to allow multiple simulataneous maps
bool bBufferExists = true;
if (!IsValidRef(PixelBuffers[BufferIndex]))
{
bBufferExists = false;
PixelBuffers[BufferIndex] = new FOpenGLPixelBuffer(0, MipBytes, BUF_Dynamic);
}
TRefCountPtr<FOpenGLPixelBuffer> PixelBuffer = PixelBuffers[BufferIndex];
check(PixelBuffer->GetSize() == MipBytes);
check(!PixelBuffer->IsLocked());
// If the buffer already exists & the flags are such that the texture cannot be rendered to & is CPU accessible then we can skip the internal resolve for read locks. This makes HZB occlusion faster.
const bool bCPUTexResolved = bBufferExists && (this->GetFlags() & TexCreate_CPUReadback) && !(this->GetFlags() & (TexCreate_RenderTargetable|TexCreate_DepthStencilTargetable));
if( LockMode != RLM_WriteOnly && !bCPUTexResolved && FOpenGL::SupportsPixelBuffers() )
{
Resolve(InMipIndex, ArrayIndex);
}
result = PixelBuffer->Lock(0, PixelBuffer->GetSize(), LockMode == RLM_ReadOnly, LockMode != RLM_ReadOnly);
}
else
{
// Use APPLE_client_storage to reduce memory usage and improve performance
// GL's which support this extension only need copy a pointer, not the memory contents
check( FOpenGL::SupportsClientStorage() && !FOpenGL::SupportsTextureView() );
if(GetAllocatedStorageForMip(InMipIndex,ArrayIndex))
{
result = ClientStorageBuffers[BufferIndex].Data;
}
else
{
// The assumption at present is that this only applies to 2D & cubemap textures
// Array, 3D and variants thereof aren't supported.
const bool bIsCubeTexture = Target == GL_TEXTURE_CUBE_MAP;
const GLenum FirstTarget = bIsCubeTexture ? GL_TEXTURE_CUBE_MAP_POSITIVE_X : Target;
const uint32 NumTargets = bIsCubeTexture ? 6 : 1;
uint8* MipPointer = TextureRange;
for(uint32 MipIndex = 0; MipIndex < FOpenGLTextureBase::NumMips; MipIndex++)
{
const uint32 MipSize = CalcTextureMipMapSize(this->GetSizeX(), this->GetSizeY(), PixelFormat, MipIndex);
for(uint32 TargetIndex = 0; TargetIndex < NumTargets; TargetIndex++)
{
const int32 ClientIndex = (MipIndex * NumTargets) + TargetIndex;
ClientStorageBuffers[ClientIndex].Data = MipPointer;
ClientStorageBuffers[ClientIndex].Size = MipSize;
ClientStorageBuffers[ClientIndex].bReadOnly = false;
MipPointer += MipSize;
SetAllocatedStorageForMip(MipIndex,TargetIndex);
}
}
result = ClientStorageBuffers[BufferIndex].Data;
}
ClientStorageBuffers[BufferIndex].bReadOnly = (LockMode == RLM_ReadOnly);
}
return result;
}
// Copied from OpenGLDebugFrameDump.
inline uint32 HalfFloatToFloatInteger(uint16 HalfFloat)
{
uint32 Sign = (HalfFloat >> 15) & 0x00000001;
uint32 Exponent = (HalfFloat >> 10) & 0x0000001f;
uint32 Mantiss = HalfFloat & 0x000003ff;
if (Exponent == 0)
{
if (Mantiss == 0) // Plus or minus zero
{
return Sign << 31;
}
else // Denormalized number -- renormalize it
{
while ((Mantiss & 0x00000400) == 0)
{
Mantiss <<= 1;
Exponent -= 1;
}
Exponent += 1;
Mantiss &= ~0x00000400;
}
}
else if (Exponent == 31)
{
if (Mantiss == 0) // Inf
return (Sign << 31) | 0x7f800000;
else // NaN
return (Sign << 31) | 0x7f800000 | (Mantiss << 13);
}
Exponent = Exponent + (127 - 15);
Mantiss = Mantiss << 13;
return (Sign << 31) | (Exponent << 23) | Mantiss;
}
inline float HalfFloatToFloat(uint16 HalfFloat)
{
union
{
float F;
uint32 I;
} Convert;
Convert.I = HalfFloatToFloatInteger(HalfFloat);
return Convert.F;
}
template<typename RHIResourceType>
void TOpenGLTexture<RHIResourceType>::Unlock(uint32 MipIndex,uint32 ArrayIndex)
{
VERIFY_GL_SCOPE();
SCOPE_CYCLE_COUNTER(STAT_OpenGLUnlockTextureTime);
const int32 BufferIndex = MipIndex * (bCubemap ? 6 : 1) * this->GetEffectiveSizeZ() + ArrayIndex;
TRefCountPtr<FOpenGLPixelBuffer> PixelBuffer = PixelBuffers[BufferIndex];
const FOpenGLTextureFormat& GLFormat = GOpenGLTextureFormats[this->GetFormat()];
const bool bSRGB = (this->GetFlags() & TexCreate_SRGB) != 0;
// Should we use client-storage to improve update time on platforms that require it
bool const bRenderable = (this->GetFlags() & (TexCreate_RenderTargetable|TexCreate_ResolveTargetable|TexCreate_DepthStencilTargetable|TexCreate_CPUReadback)) != 0;
bool const bUseClientStorage = FOpenGL::SupportsClientStorage() && !FOpenGL::SupportsTextureView() && !bRenderable && !this->GetSizeZ() && !GLFormat.bCompressed;
check(bUseClientStorage || IsValidRef(PixelBuffers[BufferIndex]));
#if PLATFORM_ANDROID
// check for FloatRGBA to RGBA8 conversion needed
if (this->GetFormat() == PF_FloatRGBA && GLFormat.Type == GL_UNSIGNED_BYTE)
{
UE_LOG(LogRHI, Warning, TEXT("Converting texture from PF_FloatRGBA to RGBA8! Only supported for limited cases of 0.0 to 1.0 values (clamped)"));
// Code path for non-PBO: and always uncompressed!
// Volume/array textures are currently only supported if PixelBufferObjects are also supported.
check(this->GetSizeZ() == 0);
// Use a texture stage that's not likely to be used for draws, to avoid waiting
FOpenGLContextState& ContextState = OpenGLRHI->GetContextStateForCurrentContext();
OpenGLRHI->CachedSetupTextureStage(ContextState, FOpenGL::GetMaxCombinedTextureImageUnits() - 1, Target, Resource, -1, this->GetNumMips());
CachedBindPixelUnpackBuffer(0);
// get the source data and size
uint16* floatData = (uint16*)PixelBuffer->GetLockedBuffer();
int32 texWidth = FMath::Max<uint32>(1, (this->GetSizeX() >> MipIndex));
int32 texHeight = FMath::Max<uint32>(1, (this->GetSizeY() >> MipIndex));
// always RGBA8 so 4 bytes / pixel
int nValues = texWidth * texHeight * 4;
uint8* rgbaData = (uint8*)FMemory::Malloc(nValues);
// convert to GL_BYTE (saturate)
uint8* outPtr = rgbaData;
while (nValues--)
{
int32 pixelValue = (int32)(HalfFloatToFloat(*floatData++) * 255.0f);
*outPtr++ = (uint8)(pixelValue < 0 ? 0 : (pixelValue < 256 ? pixelValue : 255));
}
// All construction paths should have called TexStorage2D or TexImage2D. So we will
// always call TexSubImage2D.
check(GetAllocatedStorageForMip(MipIndex, ArrayIndex) == true);
glTexSubImage2D(
bCubemap ? GL_TEXTURE_CUBE_MAP_POSITIVE_X + ArrayIndex : Target,
MipIndex,
0,
0,
texWidth,
texHeight,
GLFormat.Format,
GLFormat.Type,
rgbaData);
// free temporary conversion buffer
FMemory::Free(rgbaData);
// Unlock "PixelBuffer" and free the temp memory after the texture upload.
PixelBuffer->Unlock();
// No need to restore texture stage; leave it like this,
// and the next draw will take care of cleaning it up; or
// next operation that needs the stage will switch something else in on it.
CachedBindPixelUnpackBuffer(0);
return;
}
#endif
if ( !bUseClientStorage && FOpenGL::SupportsPixelBuffers() )
{
// Code path for PBO per slice
check(IsValidRef(PixelBuffers[BufferIndex]));
PixelBuffer->Unlock();
// Modify permission?
if (!PixelBuffer->IsLockReadOnly())
{
// Use a texture stage that's not likely to be used for draws, to avoid waiting
FOpenGLContextState& ContextState = OpenGLRHI->GetContextStateForCurrentContext();
OpenGLRHI->CachedSetupTextureStage(ContextState, FOpenGL::GetMaxCombinedTextureImageUnits() - 1, Target, Resource, -1, this->GetNumMips());
if( this->GetSizeZ() )
{
// texture 2D array
if (GLFormat.bCompressed)
{
FOpenGL::CompressedTexSubImage3D(
Target,
MipIndex,
0,
0,
ArrayIndex,
FMath::Max<uint32>(1,(this->GetSizeX() >> MipIndex)),
FMath::Max<uint32>(1,(this->GetSizeY() >> MipIndex)),
1,
GLFormat.InternalFormat[bSRGB],
PixelBuffer->GetSize(),
0);
}
else
{
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
check( FOpenGL::SupportsTexture3D() );
FOpenGL::TexSubImage3D(
Target,
MipIndex,
0,
0,
ArrayIndex,
FMath::Max<uint32>(1,(this->GetSizeX() >> MipIndex)),
FMath::Max<uint32>(1,(this->GetSizeY() >> MipIndex)),
1,
GLFormat.Format,
GLFormat.Type,
0); // offset into PBO
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
}
}
else
{
if (GLFormat.bCompressed)
{
if (GetAllocatedStorageForMip(MipIndex,ArrayIndex))
{
glCompressedTexSubImage2D(
bCubemap ? GL_TEXTURE_CUBE_MAP_POSITIVE_X + ArrayIndex : Target,
MipIndex,
0,
0,
FMath::Max<uint32>(1,(this->GetSizeX() >> MipIndex)),
FMath::Max<uint32>(1,(this->GetSizeY() >> MipIndex)),
GLFormat.InternalFormat[bSRGB],
PixelBuffer->GetSize(),
0); // offset into PBO
}
else
{
glCompressedTexImage2D(
bCubemap ? GL_TEXTURE_CUBE_MAP_POSITIVE_X + ArrayIndex : Target,
MipIndex,
GLFormat.InternalFormat[bSRGB],
FMath::Max<uint32>(1,(this->GetSizeX() >> MipIndex)),
FMath::Max<uint32>(1,(this->GetSizeY() >> MipIndex)),
0,
PixelBuffer->GetSize(),
0); // offset into PBO
SetAllocatedStorageForMip(MipIndex,ArrayIndex);
}
}
else
{
// All construction paths should have called TexStorage2D or TexImage2D. So we will
// always call TexSubImage2D.
check(GetAllocatedStorageForMip(MipIndex,ArrayIndex) == true);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexSubImage2D(
bCubemap ? GL_TEXTURE_CUBE_MAP_POSITIVE_X + ArrayIndex : Target,
MipIndex,
0,
0,
FMath::Max<uint32>(1,(this->GetSizeX() >> MipIndex)),
FMath::Max<uint32>(1,(this->GetSizeY() >> MipIndex)),
GLFormat.Format,
GLFormat.Type,
0); // offset into PBO
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
}
}
}
//need to free PBO if we aren't keeping shadow copies
if(!PLATFORM_MAC || !GLFormat.bCompressed || Target != GL_TEXTURE_2D)
{
PixelBuffers[BufferIndex] = NULL;
}
}
else if(!bUseClientStorage || !ClientStorageBuffers[BufferIndex].bReadOnly)
{
// Code path for non-PBO:
// Volume/array textures are currently only supported if PixelBufferObjects are also supported.
check(this->GetSizeZ() == 0);
// Use a texture stage that's not likely to be used for draws, to avoid waiting
FOpenGLContextState& ContextState = OpenGLRHI->GetContextStateForCurrentContext();
OpenGLRHI->CachedSetupTextureStage(ContextState, FOpenGL::GetMaxCombinedTextureImageUnits() - 1, Target, Resource, -1, this->GetNumMips());
CachedBindPixelUnpackBuffer( 0 );
uint32 LockedSize = 0;
void* LockedBuffer = nullptr;
if(bUseClientStorage)
{
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
LockedSize = ClientStorageBuffers[BufferIndex].Size;
LockedBuffer = ClientStorageBuffers[BufferIndex].Data;
}
else
{
LockedSize = PixelBuffer->GetSize();
LockedBuffer = PixelBuffer->GetLockedBuffer();
}
if (GLFormat.bCompressed)
{
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
if (GetAllocatedStorageForMip(MipIndex,ArrayIndex))
{
glCompressedTexSubImage2D(
bCubemap ? GL_TEXTURE_CUBE_MAP_POSITIVE_X + ArrayIndex : Target,
MipIndex,
0,
0,
FMath::Max<uint32>(1,(this->GetSizeX() >> MipIndex)),
FMath::Max<uint32>(1,(this->GetSizeY() >> MipIndex)),
GLFormat.InternalFormat[bSRGB],
LockedSize,
LockedBuffer);
}
else
{
glCompressedTexImage2D(
bCubemap ? GL_TEXTURE_CUBE_MAP_POSITIVE_X + ArrayIndex : Target,
MipIndex,
GLFormat.InternalFormat[bSRGB],
FMath::Max<uint32>(1,(this->GetSizeX() >> MipIndex)),
FMath::Max<uint32>(1,(this->GetSizeY() >> MipIndex)),
0,
LockedSize,
LockedBuffer);
SetAllocatedStorageForMip(MipIndex,ArrayIndex);
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
}
else
{
if (GetAllocatedStorageForMip(MipIndex,ArrayIndex))
{
glTexSubImage2D(
bCubemap ? GL_TEXTURE_CUBE_MAP_POSITIVE_X + ArrayIndex : Target,
MipIndex,
0,
0,
FMath::Max<uint32>(1,(this->GetSizeX() >> MipIndex)),
FMath::Max<uint32>(1,(this->GetSizeY() >> MipIndex)),
GLFormat.Format,
GLFormat.Type,
LockedBuffer);
}
else
{
glTexImage2D(
bCubemap ? GL_TEXTURE_CUBE_MAP_POSITIVE_X + ArrayIndex : Target,
MipIndex,
GLFormat.InternalFormat[bSRGB],
FMath::Max<uint32>(1,(this->GetSizeX() >> MipIndex)),
FMath::Max<uint32>(1,(this->GetSizeY() >> MipIndex)),
0,
GLFormat.Format,
GLFormat.Type,
LockedBuffer);
SetAllocatedStorageForMip(MipIndex,ArrayIndex);
}
}
if(bUseClientStorage)
{
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
}
else
{
// Unlock "PixelBuffer" and free the temp memory after the texture upload.
PixelBuffer->Unlock();
}
}
// No need to restore texture stage; leave it like this,
// and the next draw will take care of cleaning it up; or
// next operation that needs the stage will switch something else in on it.
CachedBindPixelUnpackBuffer(0);
}
template<typename RHIResourceType>
void TOpenGLTexture<RHIResourceType>::CloneViaCopyImage( TOpenGLTexture<RHIResourceType>* Src, uint32 NumMips, int32 SrcOffset, int32 DstOffset)
{
VERIFY_GL_SCOPE();
check(FOpenGL::SupportsCopyImage());
for (uint32 ArrayIndex = 0; ArrayIndex < this->GetEffectiveSizeZ(); ArrayIndex++)
{
// use the Copy Image functionality to copy mip level by mip level
for(uint32 MipIndex = 0;MipIndex < NumMips;++MipIndex)
{
// Calculate the dimensions of the mip-map.
const uint32 DstMipIndex = MipIndex + DstOffset;
const uint32 SrcMipIndex = MipIndex + SrcOffset;
const uint32 MipSizeX = FMath::Max(this->GetSizeX() >> DstMipIndex,uint32(1));
const uint32 MipSizeY = FMath::Max(this->GetSizeY() >> DstMipIndex,uint32(1));
if(FOpenGL::AmdWorkaround() && ((MipSizeX < 4) || (MipSizeY < 4))) break;
// copy the texture data
FOpenGL::CopyImageSubData( Src->Resource, Src->Target, SrcMipIndex, 0, 0, ArrayIndex,
Resource, Target, DstMipIndex, 0, 0, ArrayIndex, MipSizeX, MipSizeY, 1);
}
}
}
template<typename RHIResourceType>
void TOpenGLTexture<RHIResourceType>::CloneViaPBO( TOpenGLTexture<RHIResourceType>* Src, uint32 NumMips, int32 SrcOffset, int32 DstOffset)
{
VERIFY_GL_SCOPE();
// apparently it's not possible to retrieve compressed image from GL_TEXTURE_2D_ARRAY in OpenGL for compressed images
// and for uncompressed ones it's not possible to specify the image index
check(this->GetSizeZ() == 0);
// only PBO path is supported here
check( FOpenGL::SupportsPixelBuffers() );
EPixelFormat PixelFormat = this->GetFormat();
check(PixelFormat == Src->GetFormat());
const FOpenGLTextureFormat& GLFormat = GOpenGLTextureFormats[PixelFormat];
const bool bSRGB = (this->GetFlags() & TexCreate_SRGB) != 0;
check(bSRGB == ((Src->GetFlags() & TexCreate_SRGB) != 0));
const uint32 BlockSizeX = GPixelFormats[PixelFormat].BlockSizeX;
const uint32 BlockSizeY = GPixelFormats[PixelFormat].BlockSizeY;
const uint32 BlockBytes = GPixelFormats[PixelFormat].BlockBytes;
FOpenGLContextState& ContextState = OpenGLRHI->GetContextStateForCurrentContext();
for (uint32 ArrayIndex = 0; ArrayIndex < this->GetEffectiveSizeZ(); ArrayIndex++)
{
// use PBO functionality to copy mip level by mip level
for(uint32 MipIndex = 0;MipIndex < NumMips;++MipIndex)
{
// Actual mip levels
const uint32 DstMipIndex = MipIndex + DstOffset;
const uint32 SrcMipIndex = MipIndex + SrcOffset;
// Calculate the dimensions of the mip-map.
const uint32 MipSizeX = FMath::Max(this->GetSizeX() >> DstMipIndex,1u);
const uint32 MipSizeY = FMath::Max(this->GetSizeY() >> DstMipIndex,1u);
// Then the rounded PBO size required to capture this mip
const uint32 DataSizeX = FMath::Max(MipSizeX,BlockSizeX);
const uint32 DataSizeY = FMath::Max(MipSizeY,BlockSizeY);
uint32 NumBlocksX = (DataSizeX + BlockSizeX - 1) / BlockSizeX;
uint32 NumBlocksY = (DataSizeY + BlockSizeY - 1) / BlockSizeY;
if ( PixelFormat == PF_PVRTC2 || PixelFormat == PF_PVRTC4 )
{
// PVRTC has minimum 2 blocks width and height
NumBlocksX = FMath::Max<uint32>(NumBlocksX, 2);
NumBlocksY = FMath::Max<uint32>(NumBlocksY, 2);
}
const uint32 MipBytes = NumBlocksX * NumBlocksY * BlockBytes;
const int32 BufferIndex = DstMipIndex * (bCubemap ? 6 : 1) * this->GetEffectiveSizeZ() + ArrayIndex;
const int32 SrcBufferIndex = SrcMipIndex * (Src->bCubemap ? 6 : 1) * Src->GetEffectiveSizeZ() + ArrayIndex;
// Retain the existing PBO for this texture data - as it is compressed it won't change
if(PLATFORM_MAC && GLFormat.bCompressed && Target == GL_TEXTURE_2D)
{
PixelBuffers[BufferIndex] = Src->PixelBuffers[SrcBufferIndex];
check(PixelBuffers[BufferIndex]->GetSize() == MipBytes);
check(!PixelBuffers[BufferIndex]->IsLocked());
}
// Standard path with a PBO mirroring ever slice of a texture to allow multiple simulataneous maps
if (!IsValidRef(PixelBuffers[BufferIndex]))
{
PixelBuffers[BufferIndex] = new FOpenGLPixelBuffer(0, MipBytes, BUF_Dynamic);
}
TRefCountPtr<FOpenGLPixelBuffer> PixelBuffer = PixelBuffers[BufferIndex];
check(PixelBuffer->GetSize() == MipBytes);
check(!PixelBuffer->IsLocked());
// Transfer data from texture to pixel buffer.
// This may be further optimized by caching information if surface content was changed since last lock.
if(!PLATFORM_MAC || !GLFormat.bCompressed || !IsValidRef(Src->PixelBuffers[SrcBufferIndex]))
{
// Use a texture stage that's not likely to be used for draws, to avoid waiting
OpenGLRHI->CachedSetupTextureStage(ContextState, FOpenGL::GetMaxCombinedTextureImageUnits() - 1, Src->Target, Src->Resource, -1, this->GetNumMips());
glBindBuffer( GL_PIXEL_PACK_BUFFER, PixelBuffer->Resource );
#if PLATFORM_MAC || PLATFORM_ANDROIDESDEFERRED // glReadPixels is async with PBOs - glGetTexImage is not: radr://16011763
if(Attachment == GL_COLOR_ATTACHMENT0 && !GLFormat.bCompressed)
{
GLuint SourceFBO = Src->GetOpenGLFramebuffer(ArrayIndex, SrcMipIndex);
check(SourceFBO > 0);
glBindFramebuffer(UGL_READ_FRAMEBUFFER, SourceFBO);
FOpenGL::ReadBuffer(Attachment);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0, 0, MipSizeX, MipSizeY, GLFormat.Format, GLFormat.Type, 0 );
glPixelStorei(GL_PACK_ALIGNMENT, 4);
ContextState.Framebuffer = (GLuint)-1;
}
else
#endif
if (GLFormat.bCompressed)
{
FOpenGL::GetCompressedTexImage(Src->bCubemap ? GL_TEXTURE_CUBE_MAP_POSITIVE_X + ArrayIndex : Src->Target,
SrcMipIndex,
0); // offset into PBO
}
else
{
glPixelStorei(GL_PACK_ALIGNMENT, 1);
FOpenGL::GetTexImage(Src->bCubemap ? GL_TEXTURE_CUBE_MAP_POSITIVE_X + ArrayIndex : Src->Target,
SrcMipIndex,
GLFormat.Format,
GLFormat.Type,
0); // offset into PBO
glPixelStorei(GL_PACK_ALIGNMENT, 4);
}
}
// copy the texture data
// Upload directly into Dst to avoid out-of-band synchronization caused by glMapBuffer!
{
CachedBindPixelUnpackBuffer( PixelBuffer->Resource );
// Use a texture stage that's not likely to be used for draws, to avoid waiting
OpenGLRHI->CachedSetupTextureStage(ContextState, FOpenGL::GetMaxCombinedTextureImageUnits() - 1, Target, Resource, -1, this->GetNumMips());
if( this->GetSizeZ() )
{
// texture 2D array
if (GLFormat.bCompressed)
{
FOpenGL::CompressedTexSubImage3D(Target,
DstMipIndex,
0,
0,
ArrayIndex,
MipSizeX,
MipSizeY,
1,
GLFormat.InternalFormat[bSRGB],
PixelBuffer->GetSize(),
0);
}
else
{
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
check( FOpenGL::SupportsTexture3D() );
FOpenGL::TexSubImage3D(Target,
DstMipIndex,
0,
0,
ArrayIndex,
MipSizeX,
MipSizeY,
1,
GLFormat.Format,
GLFormat.Type,
0); // offset into PBO
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
}
}
else
{
if (GLFormat.bCompressed)
{
if (GetAllocatedStorageForMip(DstMipIndex,ArrayIndex))
{
glCompressedTexSubImage2D(bCubemap ? GL_TEXTURE_CUBE_MAP_POSITIVE_X + ArrayIndex : Target,
DstMipIndex,
0,
0,
MipSizeX,
MipSizeY,
GLFormat.InternalFormat[bSRGB],
PixelBuffer->GetSize(),
0); // offset into PBO
}
else
{
glCompressedTexImage2D(bCubemap ? GL_TEXTURE_CUBE_MAP_POSITIVE_X + ArrayIndex : Target,
DstMipIndex,
GLFormat.InternalFormat[bSRGB],
MipSizeX,
MipSizeY,
0,
PixelBuffer->GetSize(),
0); // offset into PBO
SetAllocatedStorageForMip(DstMipIndex,ArrayIndex);
}
}
else
{
// All construction paths should have called TexStorage2D or TexImage2D. So we will
// always call TexSubImage2D.
check(GetAllocatedStorageForMip(DstMipIndex,ArrayIndex) == true);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexSubImage2D(bCubemap ? GL_TEXTURE_CUBE_MAP_POSITIVE_X + ArrayIndex : Target,
DstMipIndex,
0,
0,
MipSizeX,
MipSizeY,
GLFormat.Format,
GLFormat.Type,
0); // offset into PBO
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
}
}
}
if(!PLATFORM_MAC || !GLFormat.bCompressed || Target != GL_TEXTURE_2D)
{
// need to free PBO if we aren't keeping shadow copies
PixelBuffers[BufferIndex] = NULL;
}
// No need to restore texture stage; leave it like this,
// and the next draw will take care of cleaning it up; or
// next operation that needs the stage will switch something else in on it.
}
}
// Reset the buffer bindings on exit only
glBindBuffer( GL_PIXEL_PACK_BUFFER, 0 );
CachedBindPixelUnpackBuffer(0);
}
/*-----------------------------------------------------------------------------
2D texture support.
-----------------------------------------------------------------------------*/
/**
* Creates a 2D RHI texture resource
* @param SizeX - width of the texture to create
* @param SizeY - height of the texture to create
* @param Format - EPixelFormat texture format
* @param NumMips - number of mips to generate or 0 for full mip pyramid
* @param Flags - ETextureCreateFlags creation flags
*/
FTexture2DRHIRef FOpenGLDynamicRHI::RHICreateTexture2D(uint32 SizeX,uint32 SizeY,uint8 Format,uint32 NumMips,uint32 NumSamples,uint32 Flags,FRHIResourceCreateInfo& Info)
{
return (FRHITexture2D*)CreateOpenGLTexture(SizeX,SizeY,false,false,Format,NumMips,NumSamples,1,Flags,Info.ClearValueBinding,Info.BulkData);
}
FTexture2DRHIRef FOpenGLDynamicRHI::RHIAsyncCreateTexture2D(uint32 SizeX, uint32 SizeY, uint8 Format, uint32 NumMips, uint32 Flags, void** InitialMipData, uint32 NumInitialMips)
{
check(0);
return FTexture2DRHIRef();
}
void FOpenGLDynamicRHI::RHICopySharedMips(FTexture2DRHIParamRef DestTexture2D,FTexture2DRHIParamRef SrcTexture2D)
{
check(0);
}
FTexture2DArrayRHIRef FOpenGLDynamicRHI::RHICreateTexture2DArray(uint32 SizeX,uint32 SizeY,uint32 SizeZ,uint8 Format,uint32 NumMips,uint32 Flags, FRHIResourceCreateInfo& Info)
{
VERIFY_GL_SCOPE();
SCOPE_CYCLE_COUNTER(STAT_OpenGLCreateTextureTime);
check( FOpenGL::SupportsTexture3D() );
if(NumMips == 0)
{
NumMips = FindMaxMipmapLevel(SizeX, SizeY);
}
if (GMaxRHIFeatureLevel <= ERHIFeatureLevel::ES3_1)
{
// Remove sRGB read flag when not supported
Flags &= ~TexCreate_SRGB;
}
GLuint TextureID = 0;
FOpenGL::GenTextures(1, &TextureID);
const GLenum Target = GL_TEXTURE_2D_ARRAY;
// Use a texture stage that's not likely to be used for draws, to avoid waiting
FOpenGLContextState& ContextState = GetContextStateForCurrentContext();
CachedSetupTextureStage(ContextState, FOpenGL::GetMaxCombinedTextureImageUnits() - 1, Target, TextureID, 0, NumMips);
glTexParameteri(Target, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(Target, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(Target, GL_TEXTURE_MIN_FILTER, NumMips > 1 ? GL_NEAREST_MIPMAP_NEAREST : GL_NEAREST);
if( FOpenGL::SupportsTextureFilterAnisotropic() )
{
glTexParameteri(Target, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
}
glTexParameteri(Target, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(Target, GL_TEXTURE_MAX_LEVEL, NumMips - 1);
TextureMipLimits.Add(TextureID, TPair<GLenum, GLenum>(0, NumMips - 1));
const bool bSRGB = (Flags&TexCreate_SRGB) != 0;
const FOpenGLTextureFormat& GLFormat = GOpenGLTextureFormats[Format];
if (GLFormat.InternalFormat[bSRGB] == GL_NONE)
{
UE_LOG(LogRHI, Fatal,TEXT("Texture format '%s' not supported."), GPixelFormats[Format].Name);
}
checkf(!GLFormat.bCompressed, TEXT("%s compressed 2D texture arrays not currently supported by the OpenGL RHI"), GPixelFormats[Format].Name);
// Make sure PBO is disabled
CachedBindPixelUnpackBuffer(ContextState, 0);
uint8* Data = Info.BulkData ? (uint8*)Info.BulkData->GetResourceBulkData() : NULL;
uint32 MipOffset = 0;
FOpenGL::TexStorage3D( Target, NumMips, GLFormat.InternalFormat[bSRGB], SizeX, SizeY, SizeZ, GLFormat.Format, GLFormat.Type );
if (Data)
{
for(uint32 MipIndex = 0; MipIndex < NumMips; MipIndex++)
{
FOpenGL::TexSubImage3D(
/*Target=*/ Target,
/*Level=*/ MipIndex,
0,
0,
0,
/*SizeX=*/ FMath::Max<uint32>(1,(SizeX >> MipIndex)),
/*SizeY=*/ FMath::Max<uint32>(1,(SizeY >> MipIndex)),
/*SizeZ=*/ SizeZ,
/*Format=*/ GLFormat.Format,
/*Type=*/ GLFormat.Type,
/*Data=*/ Data ? &Data[MipOffset] : NULL
);
uint32 SysMemPitch = FMath::Max<uint32>(1,SizeX >> MipIndex) * GPixelFormats[Format].BlockBytes;
uint32 SysMemSlicePitch = FMath::Max<uint32>(1,SizeY >> MipIndex) * SysMemPitch;
MipOffset += SizeZ * SysMemSlicePitch;
}
Info.BulkData->Discard();
}
// Determine the attachment point for the texture.
GLenum Attachment = GL_NONE;
if(Flags & TexCreate_RenderTargetable)
{
Attachment = GL_COLOR_ATTACHMENT0;
}
else if(Flags & TexCreate_DepthStencilTargetable)
{
Attachment = (FOpenGL::SupportsPackedDepthStencil() && Format == PF_DepthStencil) ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT;
}
else if(Flags & TexCreate_ResolveTargetable)
{
Attachment = (Format == PF_DepthStencil && FOpenGL::SupportsPackedDepthStencil())
? GL_DEPTH_STENCIL_ATTACHMENT
: ((Format == PF_ShadowDepth || Format == PF_D24)
? GL_DEPTH_ATTACHMENT
: GL_COLOR_ATTACHMENT0);
}
FOpenGLTexture2DArray* Texture = new FOpenGLTexture2DArray(this,TextureID,Target,Attachment,SizeX,SizeY,SizeZ,NumMips,1, 1, SizeZ, (EPixelFormat)Format,false,true,Flags,nullptr,Info.ClearValueBinding);
OpenGLTextureAllocated( Texture, Flags );
// No need to restore texture stage; leave it like this,
// and the next draw will take care of cleaning it up; or
// next operation that needs the stage will switch something else in on it.
return Texture;
}
FTexture3DRHIRef FOpenGLDynamicRHI::RHICreateTexture3D(uint32 SizeX,uint32 SizeY,uint32 SizeZ,uint8 Format,uint32 NumMips,uint32 Flags,FRHIResourceCreateInfo& CreateInfo)
{
VERIFY_GL_SCOPE();
SCOPE_CYCLE_COUNTER(STAT_OpenGLCreateTextureTime);
check( FOpenGL::SupportsTexture3D() );
if(NumMips == 0)
{
NumMips = FindMaxMipmapLevel(SizeX, SizeY, SizeZ);
}
if (GMaxRHIFeatureLevel <= ERHIFeatureLevel::ES3_1)
{
// Remove sRGB read flag when not supported
Flags &= ~TexCreate_SRGB;
}
GLuint TextureID = 0;
FOpenGL::GenTextures(1, &TextureID);
const GLenum Target = GL_TEXTURE_3D;
// Use a texture stage that's not likely to be used for draws, to avoid waiting
FOpenGLContextState& ContextState = GetContextStateForCurrentContext();
CachedSetupTextureStage(ContextState, FOpenGL::GetMaxCombinedTextureImageUnits() - 1, Target, TextureID, 0, NumMips);
glTexParameteri(Target, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(Target, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(Target, GL_TEXTURE_WRAP_R, GL_REPEAT);
glTexParameteri(Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
if( FOpenGL::SupportsTextureFilterAnisotropic() )
{
glTexParameteri(Target, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
}
glTexParameteri(Target, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(Target, GL_TEXTURE_MAX_LEVEL, NumMips - 1);
TextureMipLimits.Add(TextureID, TPair<GLenum, GLenum>(0, NumMips - 1));
const bool bSRGB = (Flags&TexCreate_SRGB) != 0;
const FOpenGLTextureFormat& GLFormat = GOpenGLTextureFormats[Format];
if (GLFormat.InternalFormat[bSRGB] == GL_NONE)
{
UE_LOG(LogRHI, Fatal,TEXT("Texture format '%s' not supported."), GPixelFormats[Format].Name);
}
// Make sure PBO is disabled
CachedBindPixelUnpackBuffer(ContextState,0);
uint8* Data = CreateInfo.BulkData ? (uint8*)CreateInfo.BulkData->GetResourceBulkData() : NULL;
uint32 MipOffset = 0;
FOpenGL::TexStorage3D( Target, NumMips, GLFormat.InternalFormat[bSRGB], SizeX, SizeY, SizeZ, GLFormat.Format, GLFormat.Type );
if (Data)
{
for(uint32 MipIndex = 0; MipIndex < NumMips; MipIndex++)
{
FOpenGL::TexSubImage3D(
/*Target=*/ Target,
/*Level=*/ MipIndex,
0,
0,
0,
/*SizeX=*/ FMath::Max<uint32>(1,(SizeX >> MipIndex)),
/*SizeY=*/ FMath::Max<uint32>(1,(SizeY >> MipIndex)),
/*SizeZ=*/ FMath::Max<uint32>(1,(SizeZ >> MipIndex)),
/*Format=*/ GLFormat.Format,
/*Type=*/ GLFormat.Type,
/*Data=*/ Data ? &Data[MipOffset] : NULL
);
uint32 SysMemPitch = FMath::Max<uint32>(1,SizeX >> MipIndex) * GPixelFormats[Format].BlockBytes;
uint32 SysMemSlicePitch = FMath::Max<uint32>(1,SizeY >> MipIndex) * SysMemPitch;
MipOffset += FMath::Max<uint32>(1,SizeZ >> MipIndex) * SysMemSlicePitch;
}
CreateInfo.BulkData->Discard();
}
// Determine the attachment point for the texture.
GLenum Attachment = GL_NONE;
if(Flags & TexCreate_RenderTargetable)
{
Attachment = GL_COLOR_ATTACHMENT0;
}
else if(Flags & TexCreate_DepthStencilTargetable)
{
Attachment = Format == PF_DepthStencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT;
}
else if(Flags & TexCreate_ResolveTargetable)
{
Attachment = (Format == PF_DepthStencil && FOpenGL::SupportsCombinedDepthStencilAttachment())
? GL_DEPTH_STENCIL_ATTACHMENT
: ((Format == PF_ShadowDepth || Format == PF_D24)
? GL_DEPTH_ATTACHMENT
: GL_COLOR_ATTACHMENT0);
}
FOpenGLTexture3D* Texture = new FOpenGLTexture3D(this,TextureID,Target,Attachment,SizeX,SizeY,SizeZ,NumMips,1,1,1, (EPixelFormat)Format,false,true,Flags,nullptr,CreateInfo.ClearValueBinding);
OpenGLTextureAllocated( Texture, Flags );
// No need to restore texture stage; leave it like this,
// and the next draw will take care of cleaning it up; or
// next operation that needs the stage will switch something else in on it.
return Texture;
}
void FOpenGLDynamicRHI::RHIGetResourceInfo(FTextureRHIParamRef Ref, FRHIResourceInfo& OutInfo)
{
}
FShaderResourceViewRHIRef FOpenGLDynamicRHI::RHICreateShaderResourceView(FTexture2DRHIParamRef Texture2DRHI, uint8 MipLevel)
{
FOpenGLTexture2D* Texture2D = ResourceCast(Texture2DRHI);
FOpenGLShaderResourceView *View = 0;
if (FOpenGL::SupportsTextureView())
{
VERIFY_GL_SCOPE();
GLuint Resource = 0;
FOpenGL::GenTextures( 1, &Resource);
const FOpenGLTextureFormat& GLFormat = GOpenGLTextureFormats[Texture2D->GetFormat()];
const bool bSRGB = (Texture2D->GetFlags()&TexCreate_SRGB) != 0;
FOpenGL::TextureView( Resource, Texture2D->Target, Texture2D->Resource, GLFormat.InternalFormat[bSRGB], MipLevel, 1, 0, 1);
View = new FOpenGLShaderResourceView(this, Resource, Texture2D->Target, MipLevel, true);
}
else
{
View = new FOpenGLShaderResourceView(this, Texture2D->Resource, Texture2D->Target, MipLevel, false);
}
FShaderCache::LogSRV(View, Texture2DRHI, MipLevel, 1, PF_Unknown);
return View;
}
FShaderResourceViewRHIRef FOpenGLDynamicRHI::RHICreateShaderResourceView(FTexture2DRHIParamRef Texture2DRHI, uint8 MipLevel, uint8 NumMipLevels, uint8 Format)
{
FOpenGLTexture2D* Texture2D = ResourceCast(Texture2DRHI);
FOpenGLShaderResourceView *View = 0;
if (FOpenGL::SupportsTextureView())
{
VERIFY_GL_SCOPE();
GLuint Resource = 0;
FOpenGL::GenTextures( 1, &Resource);
if (Format != PF_X24_G8)
{
const FOpenGLTextureFormat& GLFormat = GOpenGLTextureFormats[Format];
const bool bSRGB = (Texture2D->GetFlags()&TexCreate_SRGB) != 0;
FOpenGL::TextureView( Resource, Texture2D->Target, Texture2D->Resource, GLFormat.InternalFormat[bSRGB], MipLevel, NumMipLevels, 0, 1);
}
else
{
// PF_X24_G8 doesn't correspond to a real format under OpenGL
// The solution is to create a view with the original format, and convert it to return the stencil index
// To match component locations, texture swizzle needs to be setup too
const FOpenGLTextureFormat& GLFormat = GOpenGLTextureFormats[Texture2D->GetFormat()];
// create a second depth/stencil view
FOpenGL::TextureView( Resource, Texture2D->Target, Texture2D->Resource, GLFormat.InternalFormat[0], MipLevel, NumMipLevels, 0, 1);
// Use a texture stage that's not likely to be used for draws, to avoid waiting
FOpenGLContextState& ContextState = GetContextStateForCurrentContext();
CachedSetupTextureStage(ContextState, FOpenGL::GetMaxCombinedTextureImageUnits() - 1, Texture2D->Target, Resource, 0, NumMipLevels);
//set the texture to return the stencil index, and then force the components to match D3D
glTexParameteri( Texture2D->Target, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_STENCIL_INDEX);
glTexParameteri( Texture2D->Target, GL_TEXTURE_SWIZZLE_R, GL_ZERO);
glTexParameteri( Texture2D->Target, GL_TEXTURE_SWIZZLE_G, GL_RED);
glTexParameteri( Texture2D->Target, GL_TEXTURE_SWIZZLE_B, GL_ZERO);
glTexParameteri( Texture2D->Target, GL_TEXTURE_SWIZZLE_A, GL_ZERO);
}
View = new FOpenGLShaderResourceView(this, Resource, Texture2D->Target, MipLevel, true);
}
else
{
uint32 const Target = Texture2D->Target;
GLuint Resource = Texture2D->Resource;
FTexture2DRHIParamRef DepthStencilTex = nullptr;
// For stencil sampling we have to use a separate single channel texture to blit stencil data into
#if PLATFORM_DESKTOP || PLATFORM_ANDROIDESDEFERRED
if (FOpenGL::GetFeatureLevel() >= ERHIFeatureLevel::SM4 && Format == PF_X24_G8 && FOpenGL::SupportsPixelBuffers())
{
check(NumMipLevels == 1 && MipLevel == 0);
if (!Texture2D->SRVResource)
{
FOpenGL::GenTextures(1, &Texture2D->SRVResource);
GLenum const InternalFormat = GL_R8UI;
GLenum const ChannelFormat = GL_RED_INTEGER;
uint32 const SizeX = Texture2D->GetSizeX();
uint32 const SizeY = Texture2D->GetSizeY();
GLenum const Type = GL_UNSIGNED_BYTE;
uint32 const Flags = 0;
FOpenGLContextState& ContextState = GetContextStateForCurrentContext();
CachedSetupTextureStage(ContextState, FOpenGL::GetMaxCombinedTextureImageUnits() - 1, Target, Texture2D->SRVResource, MipLevel, NumMipLevels);
if (!FOpenGL::TexStorage2D(Target, NumMipLevels, InternalFormat, SizeX, SizeY, ChannelFormat, Type, Flags))
{
glTexImage2D(Target, 0, InternalFormat, SizeX, SizeY, 0, ChannelFormat, Type, nullptr);
}
TArray<uint8> ZeroData;
ZeroData.AddZeroed(SizeX * SizeY);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexSubImage2D(
Target,
0,
0,
0,
SizeX,
SizeY,
ChannelFormat,
Type,
ZeroData.GetData());
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
//set the texture to return the stencil index, and then force the components to match D3D
glTexParameteri( Target, GL_TEXTURE_SWIZZLE_R, GL_ZERO);
glTexParameteri( Target, GL_TEXTURE_SWIZZLE_G, GL_RED);
glTexParameteri( Target, GL_TEXTURE_SWIZZLE_B, GL_ZERO);
glTexParameteri( Target, GL_TEXTURE_SWIZZLE_A, GL_ZERO);
}
check(Texture2D->SRVResource);
Resource = Texture2D->SRVResource;
DepthStencilTex = Texture2DRHI;
}
#endif
View = new FOpenGLShaderResourceView(this, Resource, Target, MipLevel, false);
View->Texture2D = DepthStencilTex;
}
FShaderCache::LogSRV(View, Texture2DRHI, MipLevel, NumMipLevels, Format);
return View;
}
FShaderResourceViewRHIRef FOpenGLDynamicRHI::RHICreateShaderResourceView(FTexture3DRHIParamRef Texture3DRHI, uint8 MipLevel)
{
FOpenGLTexture3D* Texture3D = ResourceCast(Texture3DRHI);
FOpenGLShaderResourceView *View = 0;
if (FOpenGL::SupportsTextureView())
{
VERIFY_GL_SCOPE();
GLuint Resource = 0;
FOpenGL::GenTextures( 1, &Resource);
const FOpenGLTextureFormat& GLFormat = GOpenGLTextureFormats[Texture3D->GetFormat()];
const bool bSRGB = (Texture3D->GetFlags()&TexCreate_SRGB) != 0;
FOpenGL::TextureView( Resource, Texture3D->Target, Texture3D->Resource, GLFormat.InternalFormat[bSRGB], MipLevel, 1, 0, 1);
View = new FOpenGLShaderResourceView(this, Resource, Texture3D->Target, MipLevel, true);
}
else
{
View = new FOpenGLShaderResourceView(this, Texture3D->Resource, Texture3D->Target, MipLevel, false);
}
FShaderCache::LogSRV(View, Texture3DRHI, MipLevel, Texture3DRHI->GetNumMips(), Texture3DRHI->GetFormat());
return View;
}
FShaderResourceViewRHIRef FOpenGLDynamicRHI::RHICreateShaderResourceView(FTexture2DArrayRHIParamRef Texture2DArrayRHI, uint8 MipLevel)
{
FOpenGLTexture2DArray* Texture2DArray = ResourceCast(Texture2DArrayRHI);
FOpenGLShaderResourceView *View = 0;
if (FOpenGL::SupportsTextureView())
{
VERIFY_GL_SCOPE();
GLuint Resource = 0;
FOpenGL::GenTextures( 1, &Resource);
const FOpenGLTextureFormat& GLFormat = GOpenGLTextureFormats[Texture2DArray->GetFormat()];
const bool bSRGB = (Texture2DArray->GetFlags()&TexCreate_SRGB) != 0;
FOpenGL::TextureView( Resource, Texture2DArray->Target, Texture2DArray->Resource, GLFormat.InternalFormat[bSRGB], MipLevel, 1, 0, 1);
View = new FOpenGLShaderResourceView(this, Resource, Texture2DArray->Target, MipLevel, true);
}
else
{
View = new FOpenGLShaderResourceView(this, Texture2DArray->Resource, Texture2DArray->Target, MipLevel, false);
}
FShaderCache::LogSRV(View, Texture2DArrayRHI, MipLevel, Texture2DArrayRHI->GetNumMips(), Texture2DArrayRHI->GetFormat());
return View;
}
FShaderResourceViewRHIRef FOpenGLDynamicRHI::RHICreateShaderResourceView(FTextureCubeRHIParamRef TextureCubeRHI, uint8 MipLevel)
{
FOpenGLTextureCube* TextureCube = ResourceCast(TextureCubeRHI);
FOpenGLShaderResourceView *View = 0;
if (FOpenGL::SupportsTextureView())
{
VERIFY_GL_SCOPE();
GLuint Resource = 0;
FOpenGL::GenTextures( 1, &Resource);
const FOpenGLTextureFormat& GLFormat = GOpenGLTextureFormats[TextureCube->GetFormat()];
const bool bSRGB = (TextureCube->GetFlags()&TexCreate_SRGB) != 0;
FOpenGL::TextureView( Resource, TextureCube->Target, TextureCube->Resource, GLFormat.InternalFormat[bSRGB], MipLevel, 1, 0, 6);
View = new FOpenGLShaderResourceView(this, Resource, TextureCube->Target, MipLevel, true);
}
else
{
View = new FOpenGLShaderResourceView(this, TextureCube->Resource, TextureCube->Target, MipLevel, false);
}
FShaderCache::LogSRV(View, TextureCube, MipLevel, TextureCubeRHI->GetNumMips(), TextureCubeRHI->GetFormat());
return View;
}
/** Generates mip maps for the surface. */
void FOpenGLDynamicRHI::RHIGenerateMips(FTextureRHIParamRef SurfaceRHI)
{
VERIFY_GL_SCOPE();
FOpenGLTextureBase* Texture = GetOpenGLTextureFromRHITexture(SurfaceRHI);
if ( FOpenGL::SupportsGenerateMipmap())
{
GPUProfilingData.RegisterGPUWork(0);
FOpenGLContextState& ContextState = GetContextStateForCurrentContext();
// Setup the texture on a disused unit
// need to figure out how to setup mips properly in no views case
CachedSetupTextureStage(ContextState, FOpenGL::GetMaxCombinedTextureImageUnits() - 1, Texture->Target, Texture->Resource, -1, 1);
FOpenGL::GenerateMipmap( Texture->Target);
}
else
{
UE_LOG( LogRHI, Fatal, TEXT("Generate Mipmaps unsupported on this OpenGL version"));
}
}
/**
* Computes the size in memory required by a given texture.
*
* @param TextureRHI - Texture we want to know the size of
* @return - Size in Bytes
*/
uint32 FOpenGLDynamicRHI::RHIComputeMemorySize(FTextureRHIParamRef TextureRHI)
{
if(!TextureRHI)
{
return 0;
}
FOpenGLTextureBase* Texture = GetOpenGLTextureFromRHITexture(TextureRHI);
return Texture->GetMemorySize();
}
/**
* Starts an asynchronous texture reallocation. It may complete immediately if the reallocation
* could be performed without any reshuffling of texture memory, or if there isn't enough memory.
* The specified status counter will be decremented by 1 when the reallocation is complete (success or failure).
*
* Returns a new reference to the texture, which will represent the new mip count when the reallocation is complete.
* RHIGetAsyncReallocateTexture2DStatus() can be used to check the status of an ongoing or completed reallocation.
*
* @param Texture2D - Texture to reallocate
* @param NewMipCount - New number of mip-levels
* @param RequestStatus - Will be decremented by 1 when the reallocation is complete (success or failure).
* @return - New reference to the texture, or an invalid reference upon failure
*/
FTexture2DRHIRef FOpenGLDynamicRHI::RHIAsyncReallocateTexture2D(FTexture2DRHIParamRef Texture2DRHI, int32 NewMipCount, int32 NewSizeX, int32 NewSizeY, FThreadSafeCounter* RequestStatus)
{
VERIFY_GL_SCOPE();
FOpenGLTexture2D* Texture2D = ResourceCast(Texture2DRHI);
// Allocate a new texture.
FOpenGLTexture2D* NewTexture2D = (FOpenGLTexture2D*)CreateOpenGLTexture(NewSizeX,NewSizeY,false,false, Texture2D->GetFormat(),NewMipCount,1,1, Texture2D->GetFlags(), Texture2DRHI->GetClearBinding());
const uint32 BlockSizeX = GPixelFormats[Texture2D->GetFormat()].BlockSizeX;
const uint32 BlockSizeY = GPixelFormats[Texture2D->GetFormat()].BlockSizeY;
const uint32 NumBytesPerBlock = GPixelFormats[Texture2D->GetFormat()].BlockBytes;
// Should we use client-storage to improve update time on platforms that require it
const bool bCompressed = GOpenGLTextureFormats[Texture2D->GetFormat()].bCompressed;
bool const bRenderable = (Texture2D->GetFlags() & (TexCreate_RenderTargetable|TexCreate_ResolveTargetable|TexCreate_DepthStencilTargetable|TexCreate_CPUReadback)) != 0;
const bool bUseClientStorage = (FOpenGL::SupportsClientStorage() && !FOpenGL::SupportsTextureView() && !bRenderable && !bCompressed);
// Use the GPU to asynchronously copy the old mip-maps into the new texture.
const uint32 NumSharedMips = FMath::Min(Texture2D->GetNumMips(),NewTexture2D->GetNumMips());
const uint32 SourceMipOffset = Texture2D->GetNumMips() - NumSharedMips;
const uint32 DestMipOffset = NewTexture2D->GetNumMips() - NumSharedMips;
if (FOpenGL::SupportsCopyImage())
{
FOpenGLTexture2D *NewOGLTexture2D = (FOpenGLTexture2D*)NewTexture2D;
FOpenGLTexture2D *OGLTexture2D = (FOpenGLTexture2D*)Texture2D;
NewOGLTexture2D->CloneViaCopyImage( OGLTexture2D, NumSharedMips, SourceMipOffset, DestMipOffset);
}
else if (FOpenGL::SupportsCopyTextureLevels())
{
FOpenGL::CopyTextureLevels( NewTexture2D->Resource, Texture2D->Resource, SourceMipOffset, NumSharedMips);
}
else if (FOpenGL::SupportsPixelBuffers() && !bUseClientStorage)
{
FOpenGLTexture2D *NewOGLTexture2D = (FOpenGLTexture2D*)NewTexture2D;
FOpenGLTexture2D *OGLTexture2D = (FOpenGLTexture2D*)Texture2D;
NewOGLTexture2D->CloneViaPBO( OGLTexture2D, NumSharedMips, SourceMipOffset, DestMipOffset);
}
else
{
for(uint32 MipIndex = 0;MipIndex < NumSharedMips;++MipIndex)
{
const uint32 MipSizeX = FMath::Max<uint32>(1,NewSizeX >> (MipIndex+DestMipOffset));
const uint32 MipSizeY = FMath::Max<uint32>(1,NewSizeY >> (MipIndex+DestMipOffset));
const uint32 NumBlocksX = AlignArbitrary(MipSizeX, BlockSizeX) / BlockSizeX;
const uint32 NumBlocksY = AlignArbitrary(MipSizeY, BlockSizeY) / BlockSizeY;
const uint32 NumMipBlocks = NumBlocksX * NumBlocksY;
// Lock old and new texture.
uint32 SrcStride;
uint32 DestStride;
void* Src = RHILockTexture2D( Texture2D, MipIndex + SourceMipOffset, RLM_ReadOnly, SrcStride, false );
void* Dst = RHILockTexture2D( NewTexture2D, MipIndex + DestMipOffset, RLM_WriteOnly, DestStride, false );
check(SrcStride == DestStride);
FMemory::Memcpy( Dst, Src, NumMipBlocks * NumBytesPerBlock );
RHIUnlockTexture2D( Texture2D, MipIndex + SourceMipOffset, false );
RHIUnlockTexture2D( NewTexture2D, MipIndex + DestMipOffset, false );
}
}
// Decrement the thread-safe counter used to track the completion of the reallocation, since D3D handles sequencing the
// async mip copies with other D3D calls.
RequestStatus->Decrement();
return NewTexture2D;
}
/**
* Returns the status of an ongoing or completed texture reallocation:
* TexRealloc_Succeeded - The texture is ok, reallocation is not in progress.
* TexRealloc_Failed - The texture is bad, reallocation is not in progress.
* TexRealloc_InProgress - The texture is currently being reallocated async.
*
* @param Texture2D - Texture to check the reallocation status for
* @return - Current reallocation status
*/
ETextureReallocationStatus FOpenGLDynamicRHI::RHIFinalizeAsyncReallocateTexture2D( FTexture2DRHIParamRef Texture2D, bool bBlockUntilCompleted )
{
return TexRealloc_Succeeded;
}
/**
* Cancels an async reallocation for the specified texture.
* This should be called for the new texture, not the original.
*
* @param Texture Texture to cancel
* @param bBlockUntilCompleted If true, blocks until the cancellation is fully completed
* @return Reallocation status
*/
ETextureReallocationStatus FOpenGLDynamicRHI::RHICancelAsyncReallocateTexture2D( FTexture2DRHIParamRef Texture2D, bool bBlockUntilCompleted )
{
return TexRealloc_Succeeded;
}
void* FOpenGLDynamicRHI::RHILockTexture2D(FTexture2DRHIParamRef TextureRHI,uint32 MipIndex,EResourceLockMode LockMode,uint32& DestStride,bool bLockWithinMiptail)
{
FOpenGLTexture2D* Texture = ResourceCast(TextureRHI);
return Texture->Lock(MipIndex,0,LockMode,DestStride);
}
void FOpenGLDynamicRHI::RHIUnlockTexture2D(FTexture2DRHIParamRef TextureRHI,uint32 MipIndex,bool bLockWithinMiptail)
{
FOpenGLTexture2D* Texture = ResourceCast(TextureRHI);
Texture->Unlock(MipIndex, 0);
}
void* FOpenGLDynamicRHI::RHILockTexture2DArray(FTexture2DArrayRHIParamRef TextureRHI,uint32 TextureIndex,uint32 MipIndex,EResourceLockMode LockMode,uint32& DestStride,bool bLockWithinMiptail)
{
FOpenGLTexture2DArray* Texture = ResourceCast(TextureRHI);
return Texture->Lock(MipIndex,TextureIndex,LockMode,DestStride);
}
void FOpenGLDynamicRHI::RHIUnlockTexture2DArray(FTexture2DArrayRHIParamRef TextureRHI,uint32 TextureIndex,uint32 MipIndex,bool bLockWithinMiptail)
{
FOpenGLTexture2DArray* Texture = ResourceCast(TextureRHI);
Texture->Unlock(MipIndex, TextureIndex);
}
void FOpenGLDynamicRHI::RHIUpdateTexture2D(FTexture2DRHIParamRef TextureRHI,uint32 MipIndex,const FUpdateTextureRegion2D& UpdateRegion,uint32 SourcePitch,const uint8* SourceData)
{
VERIFY_GL_SCOPE();
FOpenGLTexture2D* Texture = ResourceCast(TextureRHI);
// Use a texture stage that's not likely to be used for draws, to avoid waiting
FOpenGLContextState& ContextState = GetContextStateForCurrentContext();
CachedSetupTextureStage(ContextState, FOpenGL::GetMaxCombinedTextureImageUnits() - 1, Texture->Target, Texture->Resource, 0, Texture->GetNumMips());
CachedBindPixelUnpackBuffer(ContextState, 0);
EPixelFormat PixelFormat = Texture->GetFormat();
check(GPixelFormats[PixelFormat].BlockSizeX == 1);
check(GPixelFormats[PixelFormat].BlockSizeY == 1);
const FOpenGLTextureFormat& GLFormat = GOpenGLTextureFormats[PixelFormat];
const uint32 FormatBPP = GPixelFormats[PixelFormat].BlockBytes;
checkf(!GLFormat.bCompressed, TEXT("RHIUpdateTexture2D not currently supported for compressed (%s) textures by the OpenGL RHI"), GPixelFormats[PixelFormat].Name);
glPixelStorei(GL_UNPACK_ROW_LENGTH, SourcePitch / FormatBPP);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexSubImage2D(Texture->Target, MipIndex, UpdateRegion.DestX, UpdateRegion.DestY, UpdateRegion.Width, UpdateRegion.Height,
GLFormat.Format, GLFormat.Type, SourceData);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
// No need to restore texture stage; leave it like this,
// and the next draw will take care of cleaning it up; or
// next operation that needs the stage will switch something else in on it.
}
void FOpenGLDynamicRHI::RHIUpdateTexture3D(FTexture3DRHIParamRef TextureRHI,uint32 MipIndex,const FUpdateTextureRegion3D& UpdateRegion,uint32 SourceRowPitch,uint32 SourceDepthPitch,const uint8* SourceData)
{
VERIFY_GL_SCOPE();
check( FOpenGL::SupportsTexture3D() );
FOpenGLTexture3D* Texture = ResourceCast(TextureRHI);
// Use a texture stage that's not likely to be used for draws, to avoid waiting
FOpenGLContextState& ContextState = GetContextStateForCurrentContext();
CachedSetupTextureStage(ContextState, FOpenGL::GetMaxCombinedTextureImageUnits() - 1, Texture->Target, Texture->Resource, 0, Texture->GetNumMips());
CachedBindPixelUnpackBuffer(ContextState, 0);
EPixelFormat PixelFormat = Texture->GetFormat();
check(GPixelFormats[PixelFormat].BlockSizeX == 1);
check(GPixelFormats[PixelFormat].BlockSizeY == 1);
// TO DO - add appropriate offsets to source data when necessary
check(UpdateRegion.SrcX == 0);
check(UpdateRegion.SrcY == 0);
check(UpdateRegion.SrcZ == 0);
const FOpenGLTextureFormat& GLFormat = GOpenGLTextureFormats[PixelFormat];
const uint32 FormatBPP = GPixelFormats[PixelFormat].BlockBytes;
checkf(!GLFormat.bCompressed, TEXT("RHIUpdateTexture3D not currently supported for compressed (%s) textures by the OpenGL RHI"), GPixelFormats[PixelFormat].Name);
glPixelStorei(GL_UNPACK_ROW_LENGTH, SourceRowPitch / FormatBPP);
check( SourceDepthPitch % ( FormatBPP * UpdateRegion.Width ) == 0 );
glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, SourceDepthPitch / UpdateRegion.Width / FormatBPP);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
FOpenGL::TexSubImage3D(Texture->Target, MipIndex, UpdateRegion.DestX, UpdateRegion.DestY, UpdateRegion.DestZ, UpdateRegion.Width, UpdateRegion.Height, UpdateRegion.Depth,
GLFormat.Format, GLFormat.Type, SourceData);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
// No need to restore texture stage; leave it like this,
// and the next draw will take care of cleaning it up; or
// next operation that needs the stage will switch something else in on it.
}
void FOpenGLDynamicRHI::InvalidateTextureResourceInCache(GLuint Resource)
{
for (int32 SamplerIndex = 0; SamplerIndex < FOpenGL::GetMaxCombinedTextureImageUnits(); ++SamplerIndex)
{
if (SharedContextState.Textures[SamplerIndex].Resource == Resource)
{
SharedContextState.Textures[SamplerIndex].Target = GL_NONE;
SharedContextState.Textures[SamplerIndex].Resource = 0;
}
if (RenderingContextState.Textures[SamplerIndex].Resource == Resource)
{
RenderingContextState.Textures[SamplerIndex].Target = GL_NONE;
RenderingContextState.Textures[SamplerIndex].Resource = 0;
}
}
TextureMipLimits.Remove(Resource);
if (PendingState.DepthStencil && PendingState.DepthStencil->Resource == Resource)
{
PendingState.DepthStencil = nullptr;
}
}
void FOpenGLDynamicRHI::InvalidateUAVResourceInCache(GLuint Resource)
{
for (int32 UAVIndex = 0; UAVIndex < OGL_MAX_COMPUTE_STAGE_UAV_UNITS; ++UAVIndex)
{
if (SharedContextState.UAVs[UAVIndex].Resource == Resource)
{
SharedContextState.UAVs[UAVIndex].Format = GL_NONE;
SharedContextState.UAVs[UAVIndex].Resource = 0;
}
if (RenderingContextState.UAVs[UAVIndex].Resource == Resource)
{
RenderingContextState.UAVs[UAVIndex].Format = GL_NONE;
RenderingContextState.UAVs[UAVIndex].Resource = 0;
}
}
}
/*-----------------------------------------------------------------------------
Cubemap texture support.
-----------------------------------------------------------------------------*/
FTextureCubeRHIRef FOpenGLDynamicRHI::RHICreateTextureCube( uint32 Size, uint8 Format, uint32 NumMips, uint32 Flags, FRHIResourceCreateInfo& CreateInfo )
{
// not yet supported
check(!CreateInfo.BulkData);
return (FRHITextureCube*)CreateOpenGLTexture(Size,Size,true, false, Format, NumMips, 1, 1, Flags, CreateInfo.ClearValueBinding);
}
FTextureCubeRHIRef FOpenGLDynamicRHI::RHICreateTextureCubeArray( uint32 Size, uint32 ArraySize, uint8 Format, uint32 NumMips, uint32 Flags, FRHIResourceCreateInfo& CreateInfo )
{
// not yet supported
check(!CreateInfo.BulkData);
return (FRHITextureCube*)CreateOpenGLTexture(Size, Size, true, true, Format, NumMips, 1, 6 * ArraySize, Flags, CreateInfo.ClearValueBinding);
}
void* FOpenGLDynamicRHI::RHILockTextureCubeFace(FTextureCubeRHIParamRef TextureCubeRHI,uint32 FaceIndex,uint32 ArrayIndex,uint32 MipIndex,EResourceLockMode LockMode,uint32& DestStride,bool bLockWithinMiptail)
{
FOpenGLTextureCube* TextureCube = ResourceCast(TextureCubeRHI);
return TextureCube->Lock(MipIndex,FaceIndex + 6 * ArrayIndex,LockMode,DestStride);
}
void FOpenGLDynamicRHI::RHIUnlockTextureCubeFace(FTextureCubeRHIParamRef TextureCubeRHI,uint32 FaceIndex,uint32 ArrayIndex,uint32 MipIndex,bool bLockWithinMiptail)
{
FOpenGLTextureCube* TextureCube = ResourceCast(TextureCubeRHI);
TextureCube->Unlock(MipIndex,FaceIndex + ArrayIndex * 6);
}
void FOpenGLDynamicRHI::RHIBindDebugLabelName(FTextureRHIParamRef TextureRHI, const TCHAR* Name)
{
FOpenGLTextureBase* Texture = GetOpenGLTextureFromRHITexture(TextureRHI);
FOpenGL::LabelObject(GL_TEXTURE, Texture->Resource, TCHAR_TO_ANSI(Name));
}
void FOpenGLDynamicRHI::RHIVirtualTextureSetFirstMipInMemory(FTexture2DRHIParamRef TextureRHI, uint32 FirstMip)
{
}
void FOpenGLDynamicRHI::RHIVirtualTextureSetFirstMipVisible(FTexture2DRHIParamRef TextureRHI, uint32 FirstMip)
{
}
FTextureReferenceRHIRef FOpenGLDynamicRHI::RHICreateTextureReference(FLastRenderTimeContainer* InLastRenderTime)
{
return new FOpenGLTextureReference(InLastRenderTime);
}
void FOpenGLTextureReference::SetReferencedTexture(FRHITexture* InTexture)
{
FRHITextureReference::SetReferencedTexture(InTexture);
TexturePtr = GetOpenGLTextureFromRHITexture(InTexture);
}
void FOpenGLDynamicRHI::RHIUpdateTextureReference(FTextureReferenceRHIParamRef TextureRefRHI, FTextureRHIParamRef NewTextureRHI)
{
auto* TextureRef = (FOpenGLTextureReference*)TextureRefRHI;
if (TextureRef)
{
TextureRef->SetReferencedTexture(NewTextureRHI);
}
}