mirror of
https://github.com/MobileGL-Dev/MobileGL
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132 lines
7.8 KiB
C++
132 lines
7.8 KiB
C++
// MobileGL - MobileGL/MG_State/GLState/TextureState/TextureState.h
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// Copyright (c) 2025-2026 MobileGL-Dev
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// Licensed under the GNU Lesser General Public License v3.0:
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// https://www.gnu.org/licenses/gpl-3.0.txt
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// https://www.gnu.org/licenses/lgpl-3.0.txt
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// SPDX-License-Identifier: LGPL-3.0-only
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// End of Source File Header
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#pragma once
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#include <Includes.h>
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#include <MG_Util/Miscellany/IndexGenerator.h>
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#include "MG_State/GLState/TextureState/TextureObject.h"
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#include "MG_Util/Types.h"
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#include "TextureUnit.h"
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namespace MobileGL::MG_State::GLState {
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struct ImageTextureBinding {
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SharedPtr<ITextureObject> Texture;
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GLint Level = 0;
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GLboolean Layered = GL_FALSE;
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GLint Layer = 0;
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GLenum Access = GL_READ_ONLY;
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GLenum Format = GL_R8;
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Uint16 Version = 0;
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void Bind(SharedPtr<ITextureObject> texture, GLint level, GLboolean layered, GLint layer, GLenum access,
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GLenum format) {
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Texture = Move(texture);
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Level = level;
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Layered = layered;
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Layer = layer;
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Access = access;
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Format = format;
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++Version;
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}
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};
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class TextureState {
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public:
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// Capacity of the combined texture-unit state arrays (indexed by glActiveTexture unit).
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static constexpr int MAX_TEXTURE_IMAGE_UNITS = 192;
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// Per-stage sampler limit advertised through GL_MAX_TEXTURE_IMAGE_UNITS /
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// GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS. Held at the desktop-driver value (32) so it never exceeds
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// host-side fixed arrays sized off this query -- e.g. Minecraft's 128-entry Blaze3D
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// GlStateManager.TEXTURES[], which Iris iterates over in CompositeRenderer.renderAll.
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static constexpr int MAX_PER_STAGE_TEXTURE_IMAGE_UNITS = 32;
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TextureState();
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void GenerateNames(Uint number, Vector<Uint>& textures);
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const SharedPtr<ITextureObject>& CreateTextureObject(Uint index, TextureTarget target);
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// glTextureView (GL 4.6 core 8.18). `storageOwner` must already be a texture with
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// immutable storage and must NOT itself be a view - the caller composes a view-of-a-view
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// onto the root first, and passes the composed (root-relative) level/layer range here.
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const SharedPtr<ITextureObject>& CreateTextureViewObject(Uint index, TextureTarget target,
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const SharedPtr<ITextureObject>& storageOwner,
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Uint minLevel, Uint numLevels, Uint minLayer,
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Uint numLayers);
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const SharedPtr<ITextureObject>& GetTextureObject(Uint index);
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// The context's default texture object (name 0) for `target`. GL 3.3 core 3.8: texture
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// zero names a real, per-target texture object shared by every texture unit; binding 0
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// binds it, and image/parameter calls on it must work like on any texture. It is not a
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// GenTextures name: it lives outside m_textureObjects (so glIsTexture(0) stays GL_FALSE
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// and by-name lookups keep failing for 0) and can never be deleted.
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const SharedPtr<ITextureObject>& GetDefaultTextureObject(TextureTarget target) const;
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TextureUnit& GetUnitObject(Int unit);
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ImageTextureBinding& GetImageTextureBinding(Int unit);
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const ImageTextureBinding& GetImageTextureBinding(Int unit) const;
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Int GetActiveTextureUnit() const;
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void SetActiveTextureUnit(Int unit);
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void MarkTextureObjectForDeletion(Uint index, Bool keepUnboundReservation);
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Bool ValidateName(Uint index) const;
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Bool ValidateTextureObject(Uint index) const;
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// High-water mark of texture units ever touched by a texture or sampler bind.
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// Units above it have provably-empty binding slots, so per-draw backend scans
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// can stop there instead of walking all MAX_TEXTURE_IMAGE_UNITS units.
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void NoteUnitTouched(Int unit, Bool bindingChanged = true) {
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if (unit > m_maxTouchedUnit && unit < MAX_TEXTURE_IMAGE_UNITS) m_maxTouchedUnit = unit;
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// Every texture/sampler bind entry point (glBindTexture / glBindTextureUnit /
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// glBindTextures / glBindSampler) routes through here, so bumping the generation here
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// - plus in MarkTextureObjectForDeletion for delete-unbind - covers every change to
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// which texture is bound at which unit. A backend that has cached the per-draw
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// sampled-texture set can compare this against a snapshot to skip re-resolving it when
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// no bind changed (the block atlas + lightmap stay bound across a whole terrain batch).
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// Re-binding the object a slot already holds changes nothing that the generation
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// guards; such callers pass bindingChanged=false so only the high-water mark advances
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// and the backend fast path survives the redundant re-binds apps issue every frame.
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if (bindingChanged) ++m_textureBindGeneration;
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}
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Int GetMaxTouchedUnit() const { return m_maxTouchedUnit; }
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Uint64 GetTextureBindGeneration() const { return m_textureBindGeneration; }
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void BumpTextureBindGeneration() { ++m_textureBindGeneration; }
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// Sibling of the bind generation for everything that changes WHICH native texture a
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// backend ends up putting on a unit WITHOUT any binding moving. Two families feed it:
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// a texture's SHAPE (internal format, stored level set, level range - all that
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// mipmap-completeness is computed from) and any sampler object's parameters (MIN_FILTER
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// decides whether the mip chain is read at all, and an incomplete-for-the-filter texture
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// is deliberately left unbound so it samples as (0,0,0,1)). Deliberately coarse - ANY
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// texture, ANY sampler - so that no mutation can slip past a per-unit binding memo; the
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// setters that feed it all early-out when the value is unchanged, so the redundant
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// glTexParameteri calls applications issue every frame do not churn it. Kept separate
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// from the bind generation because the sampled texture SET is unaffected by these, and
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// the Vulkan backend's set memo keys on that one.
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Uint64 GetSamplingResolutionGeneration() const { return m_samplingResolutionGeneration; }
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void BumpSamplingResolutionGeneration() { ++m_samplingResolutionGeneration; }
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// Globally-unique, never-reused id of THIS texture state, i.e. of the context that owns
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// it. Both generations above restart at 0 with a new context, so a backend memo keyed on
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// them alone would accept a destroyed-and-recreated context whose counters happen to line
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// up - and the heap address is no help, since a context freed and remade lands on it
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// again (the unit tests do exactly that between cases).
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Uint64 GetContextId() const { return m_contextId; }
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private:
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static Uint64 AllocateContextId();
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const Uint64 m_contextId;
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Uint64 m_textureBindGeneration = 0;
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Uint64 m_samplingResolutionGeneration = 0;
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Int m_maxTouchedUnit = -1;
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Int m_activeTextureUnit = 0;
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Array<TextureUnit, MAX_TEXTURE_IMAGE_UNITS> m_textureUnits;
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Array<ImageTextureBinding, MAX_TEXTURE_IMAGE_UNITS> m_imageTextureBindings;
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IndexGenerator<Uint> m_indexGenerator;
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UnorderedMap<GLuint, SharedPtr<ITextureObject>> m_textureObjects;
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// One default texture object (external name 0) per target, created with the context and
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// immortal for its lifetime; the initial binding of every unit/target slot.
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Array<SharedPtr<ITextureObject>, (int)TextureTarget::TextureTargetCount> m_defaultTextureObjects;
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};
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} // namespace MobileGL::MG_State::GLState
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