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#ifndef Magnum_BufferTexture_h
#define Magnum_BufferTexture_h
/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015
Vladimír Vondruš <mosra@centrum.cz>
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
#ifndef MAGNUM_TARGET_GLES
/** @file
* @brief Class @ref Magnum::BufferTexture, enum @ref Magnum::BufferTextureFormat
*/
#endif
#include "Magnum/AbstractTexture.h"
#ifndef MAGNUM_TARGET_GLES
namespace Magnum {
/**
@brief Internal buffer texture format
@see @ref BufferTexture
*/
enum class BufferTextureFormat: GLenum {
/** Red component, normalized unsigned byte. */
R8 = GL_R8,
/** Red and green component, each normalized unsigned byte. */
RG8 = GL_RG8,
/** RGBA, each component normalized unsigned byte. */
RGBA8 = GL_RGBA8,
/** Red component, normalized unsigned short. */
R16 = GL_R16,
/** Red and green component, each normalized unsigned short. */
RG16 = GL_RG16,
/** RGBA, each component normalized unsigned short. */
RGBA16 = GL_RGBA16,
/** Red component, non-normalized unsigned byte. */
R8UI = GL_R8UI,
/** Red and green component, each non-normalized unsigned byte. */
RG8UI = GL_RG8UI,
/** RGBA, each component non-normalized unsigned byte. */
RGBA8UI = GL_RGBA8UI,
/** Red component, non-normalized signed byte. */
R8I = GL_R8I,
/** Red and green component, each non-normalized signed byte. */
RG8I = GL_RG8I,
/** RGBA, each component non-normalized signed byte. */
RGBA8I = GL_RGBA8I,
/** Red component, non-normalized unsigned short. */
R16UI = GL_R16UI,
/** Red and green component, each non-normalized unsigned short. */
RG16UI = GL_RG16UI,
/** RGBA, each component non-normalized unsigned short. */
RGBA16UI = GL_RGBA16UI,
/** Red component, non-normalized signed short. */
R16I = GL_R16I,
/** Red and green component, each non-normalized signed short. */
RG16I = GL_RG16I,
/** RGBA, each component non-normalized signed short. */
RGBA16I = GL_RGBA16I,
/** Red component, non-normalized unsigned int. */
R32UI = GL_R32UI,
/** Red and green component, each non-normalized unsigned int. */
RG32UI = GL_RG32UI,
/**
* RGB, each component non-normalized unsigned int.
* @requires_gl40 Extension @extension{ARB,texture_buffer_object_rgb32}
*/
RGB32UI = GL_RGB32UI,
/** RGBA, each component non-normalized unsigned int. */
RGBA32UI = GL_RGBA32UI,
/** Red component, non-normalized signed int. */
R32I = GL_R32I,
/** Red and green component, each non-normalized signed int. */
RG32I = GL_RG32I,
/**
* RGB, each component non-normalized signed int.
* @requires_gl40 Extension @extension{ARB,texture_buffer_object_rgb32}
*/
RGB32I = GL_RGB32I,
/** RGBA, each component non-normalized signed int. */
RGBA32I = GL_RGBA32I,
/** Red component, half float. */
R16F = GL_R16F,
/** Red and green component, each half float. */
RG16F = GL_RG16F,
/** RGBA, each component half float. */
RGBA16F = GL_RGBA16F,
/** Red component, float. */
R32F = GL_R32F,
/** Red and green component, each float. */
RG32F = GL_RG32F,
/**
* RGB, each component float.
* @requires_gl40 Extension @extension{ARB,texture_buffer_object_rgb32}
*/
RGB32F = GL_RGB32F,
/** RGBA, each component float. */
RGBA32F = GL_RGBA32F
};
/**
@brief Buffer texture
Full ARB_direct_state_access support in textures. ARB_DSA is now preferred in single-bind cases, as it is easier to use than passing pointers to ARB_multi_bind. ARB_multi_bind was preferred for single-bind previously simply because EXT_DSA was not in core. Because there is a lot to say about feature selection for each function, I took this as a opportunity to remove redundant documentation blocks, just refer to Texture documentation from everywhere and add extension requirements and deprecation where needed, so it's clear for each class what needs what. ARB_DSA also took the opportunity to finally remove all target enum values from function calls and because of that the CubeMapTexture has to handle a bunch of special cases. In order: - CubeMapTexture::imageSize() now doesn't take face parameter and returns one value for all faces. I'm thus now also assuming that the user is sane and called either setStorage() or setImage() with the same size for all faces. In non-ARB_DSA path I'm thus querying only size of +X face and returning it as size for all faces. The old imageSize(Coordinate, Int) overload is still present, but ignores the first parameter and calls imageSize(Int). It is marked as deprecated and will be removed in some future release. - CubeMapTexture::image() now needs to call glTextureSubImage() in ARB_DSA path to make it possible to extract single face. Other code paths (EXT_DSA, Robustness and "default") remain the same. - CubeMapTexture::setSubImage() calls glTextureSubImage3D() in ARB_DSA, because it is not possible to specify face index in glTextureSubImage2D(). Other code paths (EXT_DSA and "default") remain the same. Implementation of these special cases is extracted into CubeMapTexture class to avoid pollution of AbstractTexture with incompatible nonsense.
12 years ago
This texture is, unlike classic textures such as @ref Texture, used as simple
data source, without any unnecessary interpolation and wrapping methods.
## Usage
Texture data are stored in buffer and after binding the buffer to the texture
using @ref setBuffer(), you can fill the buffer at any time using data setting
functions in Buffer itself.
Note that the buffer is not managed (e.g. deleted on destruction) by the
texture, so you have to manage it on your own and ensure that it is available
for whole texture lifetime. On the other hand it allows you to use one buffer
for more textures or store more than one data in it.
Example usage:
@code
Buffer buffer;
BufferTexture texture;
texture.setBuffer(BufferTextureFormat::RGB32F, buffer);
constexpr static Vector3 data[] = {
// ...
};
buffer.setData(data, BufferUsage::StaticDraw);
@endcode
In shader, the texture is used via `samplerBuffer`, `isamplerBuffer` or
`usamplerBuffer`. Unlike in classic textures, coordinates for buffer textures
are integer coordinates passed to `texelFetch()`. See @ref AbstractShaderProgram
documentation for more information about usage in shaders.
## Performance optimizations
Full ARB_direct_state_access support in textures. ARB_DSA is now preferred in single-bind cases, as it is easier to use than passing pointers to ARB_multi_bind. ARB_multi_bind was preferred for single-bind previously simply because EXT_DSA was not in core. Because there is a lot to say about feature selection for each function, I took this as a opportunity to remove redundant documentation blocks, just refer to Texture documentation from everywhere and add extension requirements and deprecation where needed, so it's clear for each class what needs what. ARB_DSA also took the opportunity to finally remove all target enum values from function calls and because of that the CubeMapTexture has to handle a bunch of special cases. In order: - CubeMapTexture::imageSize() now doesn't take face parameter and returns one value for all faces. I'm thus now also assuming that the user is sane and called either setStorage() or setImage() with the same size for all faces. In non-ARB_DSA path I'm thus querying only size of +X face and returning it as size for all faces. The old imageSize(Coordinate, Int) overload is still present, but ignores the first parameter and calls imageSize(Int). It is marked as deprecated and will be removed in some future release. - CubeMapTexture::image() now needs to call glTextureSubImage() in ARB_DSA path to make it possible to extract single face. Other code paths (EXT_DSA, Robustness and "default") remain the same. - CubeMapTexture::setSubImage() calls glTextureSubImage3D() in ARB_DSA, because it is not possible to specify face index in glTextureSubImage2D(). Other code paths (EXT_DSA and "default") remain the same. Implementation of these special cases is extracted into CubeMapTexture class to avoid pollution of AbstractTexture with incompatible nonsense.
12 years ago
If on desktop GL and either @extension{ARB,direct_state_access} (part of OpenGL
4.5) or @extension{EXT,direct_state_access} is available, @ref setBuffer()
functions use DSA to avoid unnecessary calls to @fn_gl{ActiveTexture} and
@fn_gl{BindTexture}. See
@ref AbstractTexture-performance-optimization "relevant section in AbstractTexture documentation"
and respective function documentation for more information.
@see @ref Texture, @ref TextureArray, @ref CubeMapTexture,
@ref CubeMapTextureArray, @ref RectangleTexture, @ref MultisampleTexture
@requires_gl31 Extension @extension{ARB,texture_buffer_object}
@requires_gl Texture buffers are not available in OpenGL ES.
*/
class MAGNUM_EXPORT BufferTexture: public AbstractTexture {
friend Implementation::TextureState;
public:
/**
* @brief Max supported buffer texture size
*
* The result is cached, repeated queries don't result in repeated
* OpenGL calls. If @extension{ARB,texture_buffer_object} (part of
* OpenGL 3.1) is not available, returns `0`.
* @see @fn_gl{Get} with @def_gl{MAX_TEXTURE_BUFFER_SIZE}
*/
static Int maxSize();
/**
* @brief Minimum required alignment for texture buffer offsets
*
* The result is cached, repeated queries don't result in repeated
* OpenGL calls. If extension @extension{ARB,texture_buffer_range}
* (part of OpenGL 4.3) is not available, returns `1`.
* @see @fn_gl{Get} with @def_gl{TEXTURE_BUFFER_OFFSET_ALIGNMENT}
*/
static Int offsetAlignment();
/**
* @brief Constructor
*
* Creates new OpenGL texture object. If @extension{ARB,direct_state_access}
* (part of OpenGL 4.5) is not supported, the texture is created on
* first use.
* @see @fn_gl{CreateTextures} with @def_gl{TEXTURE_BUFFER}, eventually
* @fn_gl{GenTextures}
*/
explicit BufferTexture(): AbstractTexture(GL_TEXTURE_BUFFER) {}
/**
* @brief Set texture buffer
* @param internalFormat Internal format
* @param buffer Buffer with data
* @return Reference to self (for method chaining)
*
* Binds given buffer to this texture. The buffer itself can be then
* filled with data of proper format at any time using @ref Buffer "Buffer"'s
Full ARB_direct_state_access support in textures. ARB_DSA is now preferred in single-bind cases, as it is easier to use than passing pointers to ARB_multi_bind. ARB_multi_bind was preferred for single-bind previously simply because EXT_DSA was not in core. Because there is a lot to say about feature selection for each function, I took this as a opportunity to remove redundant documentation blocks, just refer to Texture documentation from everywhere and add extension requirements and deprecation where needed, so it's clear for each class what needs what. ARB_DSA also took the opportunity to finally remove all target enum values from function calls and because of that the CubeMapTexture has to handle a bunch of special cases. In order: - CubeMapTexture::imageSize() now doesn't take face parameter and returns one value for all faces. I'm thus now also assuming that the user is sane and called either setStorage() or setImage() with the same size for all faces. In non-ARB_DSA path I'm thus querying only size of +X face and returning it as size for all faces. The old imageSize(Coordinate, Int) overload is still present, but ignores the first parameter and calls imageSize(Int). It is marked as deprecated and will be removed in some future release. - CubeMapTexture::image() now needs to call glTextureSubImage() in ARB_DSA path to make it possible to extract single face. Other code paths (EXT_DSA, Robustness and "default") remain the same. - CubeMapTexture::setSubImage() calls glTextureSubImage3D() in ARB_DSA, because it is not possible to specify face index in glTextureSubImage2D(). Other code paths (EXT_DSA and "default") remain the same. Implementation of these special cases is extracted into CubeMapTexture class to avoid pollution of AbstractTexture with incompatible nonsense.
12 years ago
* own data setting functions. If neither @extension{ARB,direct_state_access}
* (part of OpenGL 4.5) nor @extension{EXT,direct_state_access} is
* available, the texture is bound before the operation (if not
* already).
* @see @ref maxSize(), @fn_gl2{TextureBuffer,TexBuffer},
* @fn_gl_extension{TextureBuffer,EXT,direct_state_access},
* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl{TexBuffer}
*/
BufferTexture& setBuffer(BufferTextureFormat internalFormat, Buffer& buffer);
/**
* @brief Set texture buffer
* @param internalFormat Internal format
* @param buffer Buffer
* @param offset Offset
* @param size Data size
* @return Reference to self (for method chaining)
*
* Binds range of given buffer to this texture. The buffer itself can
* be then filled with data of proper format at any time using @ref Buffer "Buffer"'s
Full ARB_direct_state_access support in textures. ARB_DSA is now preferred in single-bind cases, as it is easier to use than passing pointers to ARB_multi_bind. ARB_multi_bind was preferred for single-bind previously simply because EXT_DSA was not in core. Because there is a lot to say about feature selection for each function, I took this as a opportunity to remove redundant documentation blocks, just refer to Texture documentation from everywhere and add extension requirements and deprecation where needed, so it's clear for each class what needs what. ARB_DSA also took the opportunity to finally remove all target enum values from function calls and because of that the CubeMapTexture has to handle a bunch of special cases. In order: - CubeMapTexture::imageSize() now doesn't take face parameter and returns one value for all faces. I'm thus now also assuming that the user is sane and called either setStorage() or setImage() with the same size for all faces. In non-ARB_DSA path I'm thus querying only size of +X face and returning it as size for all faces. The old imageSize(Coordinate, Int) overload is still present, but ignores the first parameter and calls imageSize(Int). It is marked as deprecated and will be removed in some future release. - CubeMapTexture::image() now needs to call glTextureSubImage() in ARB_DSA path to make it possible to extract single face. Other code paths (EXT_DSA, Robustness and "default") remain the same. - CubeMapTexture::setSubImage() calls glTextureSubImage3D() in ARB_DSA, because it is not possible to specify face index in glTextureSubImage2D(). Other code paths (EXT_DSA and "default") remain the same. Implementation of these special cases is extracted into CubeMapTexture class to avoid pollution of AbstractTexture with incompatible nonsense.
12 years ago
* own data setting functions. If neither @extension{ARB,direct_state_access}
* (part of OpenGL 4.5) nor @extension{EXT,direct_state_access} is
* available, the texture is bound before the operation (if not
* already).
* @see @ref maxSize(), @fn_gl2{TextureBufferRange,TexBufferRange},
* @fn_gl_extension{TextureBufferRange,EXT,direct_state_access},
* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl{TexBufferRange}
* @requires_gl43 Extension @extension{ARB,texture_buffer_range}
*/
BufferTexture& setBuffer(BufferTextureFormat internalFormat, Buffer& buffer, GLintptr offset, GLsizeiptr size);
/* Overloads to remove WTF-factor from method chaining order */
#ifndef DOXYGEN_GENERATING_OUTPUT
BufferTexture& setLabel(const std::string& label) {
AbstractTexture::setLabel(label);
return *this;
}
template<std::size_t size> BufferTexture& setLabel(const char(&label)[size]) {
AbstractTexture::setLabel<size>(label);
return *this;
}
#endif
private:
void MAGNUM_LOCAL setBufferImplementationDefault(BufferTextureFormat internalFormat, Buffer& buffer);
Full ARB_direct_state_access support in textures. ARB_DSA is now preferred in single-bind cases, as it is easier to use than passing pointers to ARB_multi_bind. ARB_multi_bind was preferred for single-bind previously simply because EXT_DSA was not in core. Because there is a lot to say about feature selection for each function, I took this as a opportunity to remove redundant documentation blocks, just refer to Texture documentation from everywhere and add extension requirements and deprecation where needed, so it's clear for each class what needs what. ARB_DSA also took the opportunity to finally remove all target enum values from function calls and because of that the CubeMapTexture has to handle a bunch of special cases. In order: - CubeMapTexture::imageSize() now doesn't take face parameter and returns one value for all faces. I'm thus now also assuming that the user is sane and called either setStorage() or setImage() with the same size for all faces. In non-ARB_DSA path I'm thus querying only size of +X face and returning it as size for all faces. The old imageSize(Coordinate, Int) overload is still present, but ignores the first parameter and calls imageSize(Int). It is marked as deprecated and will be removed in some future release. - CubeMapTexture::image() now needs to call glTextureSubImage() in ARB_DSA path to make it possible to extract single face. Other code paths (EXT_DSA, Robustness and "default") remain the same. - CubeMapTexture::setSubImage() calls glTextureSubImage3D() in ARB_DSA, because it is not possible to specify face index in glTextureSubImage2D(). Other code paths (EXT_DSA and "default") remain the same. Implementation of these special cases is extracted into CubeMapTexture class to avoid pollution of AbstractTexture with incompatible nonsense.
12 years ago
void MAGNUM_LOCAL setBufferImplementationDSA(BufferTextureFormat internalFormat, Buffer& buffer);
void MAGNUM_LOCAL setBufferImplementationDSAEXT(BufferTextureFormat internalFormat, Buffer& buffer);
void MAGNUM_LOCAL setBufferRangeImplementationDefault(BufferTextureFormat internalFormat, Buffer& buffer, GLintptr offset, GLsizeiptr size);
Full ARB_direct_state_access support in textures. ARB_DSA is now preferred in single-bind cases, as it is easier to use than passing pointers to ARB_multi_bind. ARB_multi_bind was preferred for single-bind previously simply because EXT_DSA was not in core. Because there is a lot to say about feature selection for each function, I took this as a opportunity to remove redundant documentation blocks, just refer to Texture documentation from everywhere and add extension requirements and deprecation where needed, so it's clear for each class what needs what. ARB_DSA also took the opportunity to finally remove all target enum values from function calls and because of that the CubeMapTexture has to handle a bunch of special cases. In order: - CubeMapTexture::imageSize() now doesn't take face parameter and returns one value for all faces. I'm thus now also assuming that the user is sane and called either setStorage() or setImage() with the same size for all faces. In non-ARB_DSA path I'm thus querying only size of +X face and returning it as size for all faces. The old imageSize(Coordinate, Int) overload is still present, but ignores the first parameter and calls imageSize(Int). It is marked as deprecated and will be removed in some future release. - CubeMapTexture::image() now needs to call glTextureSubImage() in ARB_DSA path to make it possible to extract single face. Other code paths (EXT_DSA, Robustness and "default") remain the same. - CubeMapTexture::setSubImage() calls glTextureSubImage3D() in ARB_DSA, because it is not possible to specify face index in glTextureSubImage2D(). Other code paths (EXT_DSA and "default") remain the same. Implementation of these special cases is extracted into CubeMapTexture class to avoid pollution of AbstractTexture with incompatible nonsense.
12 years ago
void MAGNUM_LOCAL setBufferRangeImplementationDSA(BufferTextureFormat internalFormat, Buffer& buffer, GLintptr offset, GLsizeiptr size);
void MAGNUM_LOCAL setBufferRangeImplementationDSAEXT(BufferTextureFormat internalFormat, Buffer& buffer, GLintptr offset, GLsizeiptr size);
};
}
#else
#error this header is available only on desktop OpenGL build
#endif
#endif