/*
* Copyright (c) 2002-2012 LWJGL Project
* All rights reserved.
*
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* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
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* its contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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package org.lwjgl.util.stream;
import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.ContextCapabilities;
import org.lwjgl.opengl.GLContext;
import org.lwjgl.util.stream.StreamUtil.TextureStreamFactory;
import java.nio.ByteBuffer;
import java.nio.IntBuffer;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL12.*;
import static org.lwjgl.opengl.GL30.*;
import static org.lwjgl.opengl.INTELMapTexture.*;
/**
* Optimized StreamPBOReader for Intel IGPs:
* <p/>
* - We render to a standard FBO.
* - We asynchronously blit to another FBO with INTEL_map_texture attachments (linear layout).
* - We synchronously map the linear textures.
* <p/>
*/
final class TextureStreamINTEL extends StreamBuffered implements TextureStream {
public static final TextureStreamFactory FACTORY = new TextureStreamFactory("INTEL_map_texture") {
public boolean isSupported(final ContextCapabilities caps) {
// TODO: We currently require BlitFramebuffer. Relax and implement manually?
return caps.GL_INTEL_map_texture && (caps.OpenGL30 || caps.GL_ARB_framebuffer_object || caps.GL_EXT_framebuffer_blit);
}
public TextureStream create(final StreamHandler handler, final int transfersToBuffer) {
return new TextureStreamINTEL(handler, transfersToBuffer);
}
};
private final IntBuffer strideBuffer;
private final IntBuffer layoutBuffer;
private final StreamUtil.FBOUtil fboUtil;
private final int texFBO;
private final int bufferFBO;
private int texID;
private int[] buffers;
private long currentIndex;
private boolean resetTexture;
TextureStreamINTEL(final StreamHandler handler, final int transfersToBuffer) {
super(handler, transfersToBuffer);
this.strideBuffer = BufferUtils.createIntBuffer(1);
this.layoutBuffer = BufferUtils.createIntBuffer(1);
fboUtil = StreamUtil.getFBOUtil(GLContext.getCapabilities());
texFBO = fboUtil.genFramebuffers();
bufferFBO = fboUtil.genFramebuffers();
buffers = new int[transfersToBuffer];
}
public StreamHandler getHandler() {
return handler;
}
public int getWidth() {
return width;
}
public int getHeight() {
return height;
}
private void resize(final int width, final int height) {
if ( width < 0 || height < 0 )
throw new IllegalArgumentException("Invalid dimensions: " + width + " x " + height);
destroyObjects();
this.width = width;
this.height = height;
this.stride = StreamUtil.getStride(width);
if ( width == 0 || height == 0 )
return;
bufferIndex = 0;
currentIndex = 0;
resetTexture = true;
texID = StreamUtil.createRenderTexture(width, height, GL_LINEAR);
fboUtil.bindFramebuffer(GL_DRAW_FRAMEBUFFER, texFBO);
fboUtil.framebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texID, 0);
fboUtil.bindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
for ( int i = 0; i < buffers.length; i++ )
buffers[i] = genLayoutLinearTexture(width, height);
glBindTexture(GL_TEXTURE_2D, 0);
}
private static int genLayoutLinearTexture(final int width, final int height) {
final int texID = glGenTextures();
glBindTexture(GL_TEXTURE_2D, texID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MEMORY_LAYOUT_INTEL, GL_LAYOUT_LINEAR_CPU_CACHED_INTEL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, (ByteBuffer)null);
return texID;
}
public void snapshot() {
if ( width != handler.getWidth() || height != handler.getHeight() )
resize(handler.getWidth(), handler.getHeight());
if ( width == 0 || height == 0 )
return;
final int trgPBO = (int)(bufferIndex % transfersToBuffer);
// Back-pressure. Make sure we never buffer more than <transfersToBuffer> frames ahead.
if ( processingState.get(trgPBO) )
syncCopy(trgPBO);
pinnedBuffers[trgPBO] = glMapTexture2DINTEL(buffers[trgPBO], 0, height * stride, GL_MAP_WRITE_BIT, strideBuffer, layoutBuffer, pinnedBuffers[trgPBO]);
// Send the buffer for processing
processingState.set(trgPBO, true);
semaphores[trgPBO].acquireUninterruptibly();
handler.process(
width, height,
pinnedBuffers[trgPBO],
stride,
semaphores[trgPBO]
);
bufferIndex++;
if ( resetTexture ) {
syncCopy(trgPBO);
resetTexture = true;
}
}
public void tick() {
final int srcPBO = (int)(currentIndex % transfersToBuffer);
if ( !processingState.get(srcPBO) )
return;
// Try again next frame
if ( !semaphores[srcPBO].tryAcquire() )
return;
semaphores[srcPBO].release(); // Give it back
postProcess(srcPBO);
processingState.set(srcPBO, false);
copyTexture(srcPBO);
}
private void syncCopy(final int index) {
waitForProcessingToComplete(index);
copyTexture(index);
}
private void copyTexture(final int index) {
fboUtil.bindFramebuffer(GL_READ_FRAMEBUFFER, bufferFBO);
fboUtil.bindFramebuffer(GL_DRAW_FRAMEBUFFER, texFBO);
fboUtil.framebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffers[index], 0);
fboUtil.blitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
fboUtil.framebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
fboUtil.bindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
fboUtil.bindFramebuffer(GL_READ_FRAMEBUFFER, 0);
currentIndex++;
}
protected void postProcess(final int index) {
glUnmapTexture2DINTEL(buffers[index], 0);
}
public void bind() {
glBindTexture(GL_TEXTURE_2D, texID);
}
private void destroyObjects() {
for ( int i = 0; i < semaphores.length; i++ ) {
if ( processingState.get(i) )
waitForProcessingToComplete(i);
}
for ( int i = 0; i < buffers.length; i++ ) {
glDeleteTextures(buffers[i]);
buffers[i] = 0;
}
glDeleteTextures(texID);
}
public void destroy() {
destroyObjects();
fboUtil.deleteFramebuffers(bufferFBO);
fboUtil.deleteFramebuffers(texFBO);
}
}