2010-05-06 00:08:41 +00:00
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/async_texture_manager.h"
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#include "nel/3d/async_file_manager_3d.h"
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#include "nel/3d/mesh_base_instance.h"
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#include "nel/3d/driver.h"
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using namespace std;
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using namespace NLMISC;
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namespace NL3D
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{
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// ***************************************************************************
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#define NL3D_ATM_MIN_DISTANCE 1.0f
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// ***************************************************************************
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CAsyncTextureManager::CTextureEntry::CTextureEntry()
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{
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IsTextureEntry= true;
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Loaded= false;
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UpLoaded= false;
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CanHaveLOD= false;
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BuildFromHLSManager= false;
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HLSManagerTextId= -1;
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BaseSize= 0;
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TotalTextureSizeAsked= 0;
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}
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// ***************************************************************************
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void CAsyncTextureManager::CTextureEntry::createCoarseBitmap()
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{
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// the texture must exist.
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nlassert(Texture);
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nlassert(Texture->getSize()>0);
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// copy the bitmap.
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CoarseBitmap= *Texture;
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// remove all mipmaps, and convert to DXTC1 (if possible, ie if was DXTC5 or DXTC3 as example)
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CoarseBitmap.releaseMipMaps();
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// TODODO: consersion to DXTC1
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CoarseBitmap.convertToType(CBitmap::DXTC1);
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}
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// ***************************************************************************
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CAsyncTextureManager::CTextureLod::CTextureLod()
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{
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IsTextureEntry= false;
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TextureEntry= NULL;
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Weight= 0;
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Level= 0;
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Loaded= false;
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UpLoaded= false;
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ExtraSize= 0;
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}
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// ***************************************************************************
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CAsyncTextureManager::~CAsyncTextureManager()
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{
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// For all remaining textures, delete them.
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for(uint i=0;i<_TextureEntries.size();i++)
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{
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if(_TextureEntries[i])
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deleteTexture(i);
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}
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// there must be no waitting textures, nor map, nor current upload texture
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nlassert(_WaitingTextures.empty() && _TextureEntryMap.empty() && _CurrentUploadTexture==NULL
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&& _CurrentTextureLodLoaded==NULL);
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}
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// ***************************************************************************
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CAsyncTextureManager::CAsyncTextureManager()
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{
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_BaseLodLevel= 3;
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_MaxLodLevel= 1;
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_MaxUploadPerFrame= 65536;
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_MaxHLSColoringPerFrame= 20*1024;
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_CurrentUploadTexture= NULL;
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_MaxTotalTextureSize= 10*1024*1024;
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_TotalTextureSizeAsked= 0;
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_LastTextureSizeGot= 0;
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// Do not share this texture, to force uploading of the lods.
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_CurrentTextureLodLoaded= NULL;
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// For Texture profiling
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_TextureCategory= new ITexture::CTextureCategory("ASYNC ENTITY MANAGER");
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}
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// ***************************************************************************
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void CAsyncTextureManager::setupLod(uint baseLevel, uint maxLevel)
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{
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nlassert(baseLevel>=maxLevel);
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_BaseLodLevel= baseLevel;
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_MaxLodLevel= maxLevel;
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}
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// ***************************************************************************
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void CAsyncTextureManager::setupMaxUploadPerFrame(uint maxup)
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{
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if(maxup>0)
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_MaxUploadPerFrame= maxup;
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}
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// ***************************************************************************
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void CAsyncTextureManager::setupMaxHLSColoringPerFrame(uint maxCol)
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{
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if(maxCol>0)
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_MaxHLSColoringPerFrame= maxCol;
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}
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// ***************************************************************************
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void CAsyncTextureManager::setupMaxTotalTextureSize(uint maxText)
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{
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_MaxTotalTextureSize= maxText;
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}
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// ***************************************************************************
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uint CAsyncTextureManager::addTextureRef(const string &textNameNotLwr, CMeshBaseInstance *instance, const NLMISC::CVector &position)
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{
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uint ret;
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// lower case name
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string textName = toLower(textNameNotLwr);
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// find the texture in map
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ItTextureEntryMap it;
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it= _TextureEntryMap.find(textName);
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// not found, create.
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if(it==_TextureEntryMap.end())
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{
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// search a free id.
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2010-05-13 20:14:36 +00:00
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uint i= (uint)_TextureEntries.size();
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2010-05-06 00:08:41 +00:00
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if(!_FreeTextureIds.empty())
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{
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i= _FreeTextureIds.back();
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_FreeTextureIds.pop_back();
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}
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// resize if needed.
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if(i>=_TextureEntries.size())
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{
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_TextureEntries.push_back(NULL);
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_FreeTextureIds.reserve(_TextureEntries.capacity());
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}
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// alloc new.
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CTextureEntry *text= new CTextureEntry();
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_TextureEntries[i]= text;
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text->Texture= new CTextureFile;
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// Do not allow degradation.
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text->Texture->setAllowDegradation(false);
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// For Profiling
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text->Texture->setTextureCategory(_TextureCategory);
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// add to map.
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it= _TextureEntryMap.insert(make_pair(textName, i)).first;
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// bkup the it for deletion
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text->ItMap= it;
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// Start Color or Async loading.
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text->Texture->setFileName(textName);
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// First try with the HLSManager
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sint colorTextId= HLSManager.findTexture(textName);
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// If found
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if(colorTextId!=-1)
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{
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// Mark the texture as Loaded, and ready to colorize (done in update()).
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text->Loaded= true;
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text->BuildFromHLSManager= true;
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text->HLSManagerTextId= colorTextId;
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}
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// else must async load it.
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else
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{
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// start to load a small DDS version if possible
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text->Texture->setMipMapSkipAtLoad(_BaseLodLevel);
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// load it async.
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CAsyncFileManager3D::getInstance().loadTexture(text->Texture, &text->Loaded, position);
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}
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// Add to a list so we can check each frame if it has ended.
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_WaitingTextures.push_back(i);
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}
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// get the id of the text entry.
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ret= it->second;
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// add this instance to the list of ones which use this texture.
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CTextureEntry *text= _TextureEntries[ret];
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text->Instances.push_back(instance);
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// if the texture is not yet ready, must increment the instance refCount.
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if(!text->UpLoaded)
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instance->_AsyncTextureToLoadRefCount++;
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return ret;
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}
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// ***************************************************************************
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void CAsyncTextureManager::deleteTexture(uint id)
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{
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CTextureEntry *text= _TextureEntries[id];
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// **** Stop AsyncLoading/UpLoading of main texture.
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// stop async loading if not ended
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if(!text->Loaded)
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{
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CAsyncFileManager3D::getInstance().cancelLoadTexture(text->Texture);
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}
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// remove map entry
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_TextureEntryMap.erase(text->ItMap);
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// remove in list of waiting textures
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vector<uint>::iterator itWait= find(_WaitingTextures.begin(),_WaitingTextures.end(), id);
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if(itWait!=_WaitingTextures.end())
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_WaitingTextures.erase(itWait);
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// If it was the currently uploaded one, abort
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if(_CurrentUploadTexture==text)
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{
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_CurrentUploadTexture= NULL;
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}
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// If not uploaded.
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if(!text->UpLoaded)
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{
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// For all its remainding instances, dec refcount
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for(uint i=0;i<text->Instances.size();i++)
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{
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text->Instances[i]->_AsyncTextureToLoadRefCount--;
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}
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}
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// remove from bench
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_TotalTextureSizeAsked-= text->TotalTextureSizeAsked;
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// **** Stop AsyncLoading/UpLoading of HDLod 's texture.
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// Check if must stop TextureLod loading/uploading.
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CTextureLod *textLod= &text->HDLod;
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if(textLod==_CurrentTextureLodLoaded)
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{
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// stop the async loading if not ended.
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if(!textLod->Loaded)
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{
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CAsyncFileManager3D::getInstance().cancelLoadTexture(textLod->Texture);
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}
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// stop uploading if was me
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if(_CurrentUploadTexture==textLod)
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{
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_CurrentUploadTexture= NULL;
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}
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// stop loading me.
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_CurrentTextureLodLoaded= NULL;
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}
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// At last delete texture entry.
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delete text;
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_TextureEntries[id]= NULL;
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// add a new free id.
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_FreeTextureIds.push_back(id);
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}
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// ***************************************************************************
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void CAsyncTextureManager::releaseTexture(uint id, CMeshBaseInstance *instance)
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{
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nlassert(id<_TextureEntries.size());
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nlassert(_TextureEntries[id]);
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// find an instance in this texture an remove it.
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CTextureEntry *text= _TextureEntries[id];
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uint instSize= (uint)text->Instances.size();
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for(uint i=0;i<instSize;i++)
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{
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if(text->Instances[i]== instance)
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{
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// Must first release the refCount if the texture is not uploaded
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if(!text->UpLoaded)
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text->Instances[i]->_AsyncTextureToLoadRefCount--;
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// remove it by swapping with last texture
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text->Instances[i]= text->Instances[instSize-1];
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text->Instances.pop_back();
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// must stop: remove only the first occurence of instance.
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break;
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}
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}
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// if no more instance occurence, the texture is no more used => release it.
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if(text->Instances.empty())
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{
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// do all the good stuff
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deleteTexture(id);
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}
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}
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// ***************************************************************************
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bool CAsyncTextureManager::isTextureUpLoaded(uint id) const
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{
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nlassert(id<_TextureEntries.size());
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nlassert(_TextureEntries[id]);
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return _TextureEntries[id]->UpLoaded;
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}
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// ***************************************************************************
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const NLMISC::CBitmap *CAsyncTextureManager::getCoarseBitmap(uint id) const
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{
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if(id>=_TextureEntries.size())
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return NULL;
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CTextureEntry *textEntry= _TextureEntries[id];
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if(!textEntry)
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return NULL;
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// if the textEntry not uploaded, return NULL
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if(!textEntry->UpLoaded)
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return NULL;
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// ok return the CoarseBitmap
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return &textEntry->CoarseBitmap;
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}
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// ***************************************************************************
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void CAsyncTextureManager::update(IDriver *pDriver)
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{
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uint nTotalUploaded = 0;
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uint nTotalColored = 0;
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// if no texture to upload, get the next one
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if(_CurrentUploadTexture==NULL)
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getNextTextureToUpLoad(nTotalColored, pDriver);
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// while some texture to upload
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while(_CurrentUploadTexture)
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{
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ITexture *pText= _CurrentUploadTexture->Texture;
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if(uploadTexturePart(pText, pDriver, nTotalUploaded))
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{
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// Stuff for TextureEntry
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if(_CurrentUploadTexture->isTextureEntry())
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{
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uint i;
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CTextureEntry *textEntry= static_cast<CTextureEntry*>(_CurrentUploadTexture);
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// If we are here, the texture is finally entirely uploaded. Compile it!
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textEntry->UpLoaded= true;
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// Can Have lod if texture is DXTC and have mipMaps! Also disalbe if system disable it
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textEntry->CanHaveLOD= validDXTCMipMap(pText) && _BaseLodLevel>_MaxLodLevel;
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// compute the size it takes in VRAM
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uint baseMipMapSize= pText->getSize(0)*CBitmap::bitPerPixels[pText->getPixelFormat()]/8;
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// full size with mipmap
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textEntry->BaseSize= (uint)(baseMipMapSize*1.33f);
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// UpLoaded !! => signal all instances.
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for(i=0;i<textEntry->Instances.size();i++)
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{
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textEntry->Instances[i]->_AsyncTextureToLoadRefCount--;
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}
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// Create the coarse bitmap with the text (NB: still in memory here)
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textEntry->createCoarseBitmap();
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// If CanHaveLOD, create now the lods entries.
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if(textEntry->CanHaveLOD)
|
|
|
|
{
|
|
|
|
/* Allow only the MaxLod to be loaded async
|
|
|
|
This is supposed to be faster since a fseek is much longer than a texture Read.
|
|
|
|
Then it is more intelligent to read only One texture (the High Def), than to try to
|
|
|
|
read intermediate ones (512, 256, 128) because this made 3 more fseek.
|
|
|
|
*/
|
|
|
|
// create only the MaxLod possible entry
|
|
|
|
CTextureLod &textLod= textEntry->HDLod;
|
|
|
|
// fill textLod
|
|
|
|
textLod.TextureEntry= textEntry;
|
|
|
|
textLod.Level= _MaxLodLevel;
|
|
|
|
// extra size of the lod only (important for LoadBalacing in updateTextureLodSystem())
|
|
|
|
textLod.ExtraSize= textEntry->BaseSize*(1<<(2*(_BaseLodLevel-_MaxLodLevel))) - textEntry->BaseSize;
|
|
|
|
// not yet loaded/upLoaded
|
|
|
|
textLod.Loaded= false;
|
|
|
|
textLod.UpLoaded= false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// compute texture size for bench
|
|
|
|
textEntry->TotalTextureSizeAsked= textEntry->BaseSize + textEntry->HDLod.ExtraSize;
|
|
|
|
|
|
|
|
// Add texture size to global texture size
|
|
|
|
_TotalTextureSizeAsked+= textEntry->TotalTextureSizeAsked;
|
|
|
|
}
|
|
|
|
// else, stuff for textureLod.
|
|
|
|
else
|
|
|
|
{
|
|
|
|
CTextureLod *textLod= static_cast<CTextureLod*>(_CurrentUploadTexture);
|
|
|
|
// Swap the uploaded Driver Handle with the Main texture.
|
|
|
|
pDriver->swapTextureHandle(*textLod->Texture, *textLod->TextureEntry->Texture);
|
|
|
|
// Flag the Lod.
|
|
|
|
textLod->UpLoaded= true;
|
|
|
|
// Ok, ended to completly load this textureLod.
|
|
|
|
_CurrentTextureLodLoaded= NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
// finally uploaded in VRAM, can release the RAM texture memory
|
|
|
|
pText->release();
|
|
|
|
|
|
|
|
// if not break because can't upload all parts, get next texture to upload
|
|
|
|
_CurrentUploadTexture= NULL;
|
|
|
|
getNextTextureToUpLoad(nTotalColored, pDriver);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
// Fail to upload all, abort.
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
bool CAsyncTextureManager::uploadTexturePart(ITexture *pText, IDriver *pDriver, uint &nTotalUploaded)
|
|
|
|
{
|
|
|
|
uint nMipMap;
|
|
|
|
nMipMap = pText->getMipMapCount();
|
|
|
|
|
|
|
|
|
|
|
|
// If this is the start of uploading, setup the texture in driver.
|
|
|
|
if(_CurrentUploadTextureMipMap==0 && _CurrentUploadTextureLine==0)
|
|
|
|
{
|
|
|
|
// If the texture is not a valid DXTC with mipmap
|
|
|
|
if(!validDXTCMipMap(pText))
|
|
|
|
{
|
|
|
|
/* For now, prefer do nothing, because this may be an error (texture not found)
|
|
|
|
and the texture may not be used at all, so don't take VRAM for nothing.
|
|
|
|
=> if the texture is used, it will be loaded synchronously by the caller later in the process
|
|
|
|
=> frame freeze.
|
|
|
|
*/
|
|
|
|
/*
|
|
|
|
// upload All now.
|
|
|
|
// MipMap generation and compression may be done here => Maybe Big Freeze.
|
|
|
|
// approximate*2 instead of *1.33 for mipmaps.
|
|
|
|
uint nWeight = pText->getSize (0) * 2;
|
|
|
|
nWeight= (nWeight*CBitmap::bitPerPixels[pText->getPixelFormat()])/8;
|
|
|
|
nTotalUploaded+= nWeight;
|
|
|
|
pDriver->setupTexture(*pText);
|
|
|
|
return true;*/
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Create the texture only and do not upload anything
|
|
|
|
bool isRel = pText->getReleasable ();
|
|
|
|
pText->setReleasable (false);
|
|
|
|
bool isAllUploaded = false;
|
|
|
|
/* Even if the shared texture is still referenced and so still exist in driver, we MUST recreate with good size
|
|
|
|
the texture. This is important for Texture Memory Load Balancing
|
|
|
|
(this may means that is used elsewhere than in the CAsyncTextureManager)
|
|
|
|
Hence: bMustRecreateSharedTexture==true
|
|
|
|
*/
|
|
|
|
pDriver->setupTextureEx (*pText, false, isAllUploaded, true);
|
|
|
|
pText->setReleasable (isRel);
|
|
|
|
// if the texture is already uploaded, abort partial uploading.
|
|
|
|
if (isAllUploaded)
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// try to upload all mipmap
|
|
|
|
for(; _CurrentUploadTextureMipMap<nMipMap; _CurrentUploadTextureMipMap++)
|
|
|
|
{
|
|
|
|
CRect zeRect;
|
|
|
|
uint nMM= _CurrentUploadTextureMipMap;
|
|
|
|
|
|
|
|
// What is left to upload ?
|
|
|
|
uint nWeight = pText->getSize (nMM) - _CurrentUploadTextureLine*pText->getWidth(nMM);
|
|
|
|
nWeight= (nWeight*CBitmap::bitPerPixels[pText->getPixelFormat()])/8;
|
|
|
|
|
|
|
|
if ((nTotalUploaded + nWeight) > _MaxUploadPerFrame)
|
|
|
|
{
|
|
|
|
// We cannot upload the whole mipmap -> we have to cut it
|
|
|
|
uint nSizeToUpload = _MaxUploadPerFrame - nTotalUploaded ;
|
|
|
|
// DXTC => min block of 4x4
|
|
|
|
uint nLineWeight = (max(pText->getWidth(nMM), (uint32)4)*CBitmap::bitPerPixels[pText->getPixelFormat()])/8;
|
|
|
|
uint nNbLineToUpload = nSizeToUpload / nLineWeight;
|
|
|
|
// Upload 4 line by 4 line, and upload at leat one 4*line.
|
|
|
|
nNbLineToUpload = nNbLineToUpload / 4;
|
|
|
|
nNbLineToUpload= max(nNbLineToUpload, 1U);
|
|
|
|
nNbLineToUpload *= 4;
|
|
|
|
// comput rect to upload
|
|
|
|
uint32 nNewLine = _CurrentUploadTextureLine + nNbLineToUpload;
|
|
|
|
nNewLine= min(nNewLine, pText->getHeight(nMM));
|
|
|
|
zeRect.set (0, _CurrentUploadTextureLine, pText->getWidth(nMM), nNewLine);
|
|
|
|
_CurrentUploadTextureLine = nNewLine;
|
|
|
|
// if fill all the mipmap, must go to next
|
|
|
|
if (_CurrentUploadTextureLine == pText->getHeight(nMM))
|
|
|
|
{
|
|
|
|
_CurrentUploadTextureLine = 0;
|
|
|
|
_CurrentUploadTextureMipMap++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// We can upload the whole mipmap (or the whole rest of the mipmap)
|
|
|
|
zeRect.set (0, _CurrentUploadTextureLine, pText->getWidth(nMM), pText->getHeight(nMM));
|
|
|
|
_CurrentUploadTextureLine= 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// upload the texture
|
|
|
|
pDriver->uploadTexture (*pText, zeRect, (uint8)nMM);
|
|
|
|
|
|
|
|
nTotalUploaded += nWeight;
|
|
|
|
// If outpass max allocated upload, abort.
|
|
|
|
if (nTotalUploaded > _MaxUploadPerFrame)
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CAsyncTextureManager::getNextTextureToUpLoad(uint &nTotalColored, IDriver *pDriver)
|
|
|
|
{
|
|
|
|
// Reset texture uploading
|
|
|
|
_CurrentUploadTexture= NULL;
|
|
|
|
_CurrentUploadTextureMipMap= 0;
|
|
|
|
_CurrentUploadTextureLine= 0;
|
|
|
|
|
|
|
|
// Search in WaitingTextures if one has ended async loading
|
|
|
|
vector<uint>::iterator it;
|
|
|
|
for(it=_WaitingTextures.begin();it!=_WaitingTextures.end();it++)
|
|
|
|
{
|
|
|
|
CTextureEntry *text= _TextureEntries[*it];
|
|
|
|
// If Async loading done.
|
|
|
|
if(text->Loaded)
|
|
|
|
{
|
|
|
|
// Is it a "texture to color" with HLSManager? yes=> color it now.
|
|
|
|
if(text->BuildFromHLSManager)
|
|
|
|
{
|
|
|
|
// If not beyond the max coloring texture
|
|
|
|
if(nTotalColored<_MaxHLSColoringPerFrame)
|
|
|
|
{
|
|
|
|
// Build the texture directly in the TextureFile.
|
|
|
|
nlverify(HLSManager.buildTexture(text->HLSManagerTextId, *text->Texture));
|
|
|
|
// Must validate the textureFile generation. NB: little weird since this is not really a textureFile.
|
|
|
|
// But it is the easier way to do it.
|
|
|
|
text->Texture->validateGenerateFlag();
|
|
|
|
// compute the texture size (approx). NB: DXTC5 means 1 pixel==1 byte.
|
|
|
|
uint size= (uint)(text->Texture->getSize(0)*1.33);
|
|
|
|
// Add it to the num of colorised texture done in current update().
|
|
|
|
nTotalColored+= size;
|
|
|
|
}
|
|
|
|
// Else must quit and don't update any more texture this frame (_CurrentUploadTexture==NULL)
|
|
|
|
else
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// upload this one
|
|
|
|
_CurrentUploadTexture= text;
|
|
|
|
// remove it from list of waiting textures
|
|
|
|
_WaitingTextures.erase(it);
|
|
|
|
// found => end.
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// If here, and if no more waiting textures, update the Lod system.
|
|
|
|
if(_WaitingTextures.empty())
|
|
|
|
{
|
|
|
|
// if end to load the current lod.
|
|
|
|
if(_CurrentTextureLodLoaded && _CurrentTextureLodLoaded->Loaded)
|
|
|
|
{
|
|
|
|
// upload this one
|
|
|
|
_CurrentUploadTexture= _CurrentTextureLodLoaded;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// if no Lod texture currently loading, try to load/unload one
|
|
|
|
if(_CurrentTextureLodLoaded == NULL)
|
|
|
|
{
|
|
|
|
updateTextureLodSystem(pDriver);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
bool CAsyncTextureManager::validDXTCMipMap(ITexture *pText)
|
|
|
|
{
|
|
|
|
return pText->getMipMapCount()>1 && (
|
|
|
|
pText->getPixelFormat() == CBitmap::DXTC1 ||
|
|
|
|
pText->getPixelFormat() == CBitmap::DXTC1Alpha ||
|
|
|
|
pText->getPixelFormat() == CBitmap::DXTC3 ||
|
|
|
|
pText->getPixelFormat() == CBitmap::DXTC5 );
|
|
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CAsyncTextureManager::updateTextureLodSystem(IDriver *pDriver)
|
|
|
|
{
|
|
|
|
sint i;
|
|
|
|
|
|
|
|
// the array to sort
|
|
|
|
static vector<CTextureLodToSort> lodArray;
|
|
|
|
lodArray.clear();
|
|
|
|
uint reserveSize= 0;
|
|
|
|
|
|
|
|
// for each texture entry compute min distance of use
|
|
|
|
//=============
|
|
|
|
uint currentBaseSize= 0;
|
|
|
|
for(i=0;i<(sint)_TextureEntries.size();i++)
|
|
|
|
{
|
|
|
|
if(!_TextureEntries[i])
|
|
|
|
continue;
|
|
|
|
CTextureEntry &text= *_TextureEntries[i];
|
|
|
|
// do it only for Lodable textures
|
|
|
|
if(text.CanHaveLOD)
|
|
|
|
{
|
|
|
|
text.MinDistance= FLT_MAX;
|
|
|
|
// for all instances.
|
|
|
|
for(uint j=0;j<text.Instances.size();j++)
|
|
|
|
{
|
|
|
|
float instDist= text.Instances[j]->getAsyncTextureDistance();
|
|
|
|
|
|
|
|
if (instDist<text.MinDistance)
|
|
|
|
{
|
|
|
|
text.MinPosition = text.Instances[j]->getPos();
|
|
|
|
text.MinDistance = instDist;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// avoid /0
|
|
|
|
text.MinDistance= max(NL3D_ATM_MIN_DISTANCE, text.MinDistance);
|
|
|
|
|
|
|
|
// how many textLods to add
|
|
|
|
reserveSize++;
|
|
|
|
|
|
|
|
// the minimum mem size the system take with base lod.
|
|
|
|
currentBaseSize+= text.BaseSize;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// reserve space
|
|
|
|
lodArray.reserve(reserveSize);
|
|
|
|
|
|
|
|
|
|
|
|
// for each texture lod compute weight, and append
|
|
|
|
//=============
|
|
|
|
for(i=0;i<(sint)_TextureEntries.size();i++)
|
|
|
|
{
|
|
|
|
if(!_TextureEntries[i])
|
|
|
|
continue;
|
|
|
|
CTextureEntry &text= *_TextureEntries[i];
|
|
|
|
// do it only for Lodable textures
|
|
|
|
if(text.CanHaveLOD)
|
|
|
|
{
|
|
|
|
// This Weight is actually a screen Pixel Ratio! (divide by distance)
|
|
|
|
CTextureLod *textLod= &text.HDLod;
|
|
|
|
textLod->Weight= (1<<textLod->Level) / text.MinDistance;
|
|
|
|
// add to array
|
|
|
|
CTextureLodToSort toSort;
|
|
|
|
toSort.Lod = textLod;
|
|
|
|
toSort.Position = text.MinPosition;
|
|
|
|
lodArray.push_back(toSort);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// sort
|
|
|
|
//=============
|
|
|
|
sort(lodArray.begin(), lodArray.end());
|
|
|
|
|
|
|
|
|
|
|
|
// Compute lod to load/unload
|
|
|
|
//=============
|
|
|
|
// Compute Pivot, ie what lods have to be loaded, and what lods do not
|
|
|
|
uint pivot= 0;
|
|
|
|
uint currentWantedSize= currentBaseSize;
|
|
|
|
uint currentLoadedSize= currentBaseSize;
|
2010-05-13 20:14:36 +00:00
|
|
|
for(i=(sint)lodArray.size()-1;i>=0;i--)
|
2010-05-06 00:08:41 +00:00
|
|
|
{
|
|
|
|
uint lodSize= lodArray[i].Lod->ExtraSize;
|
|
|
|
currentWantedSize+= lodSize;
|
|
|
|
if(lodArray[i].Lod->UpLoaded)
|
|
|
|
currentLoadedSize+= lodSize;
|
|
|
|
// if > max allowed, stop the pivot here. NB: the pivot is included in the "must load them" part.
|
|
|
|
if(currentWantedSize > _MaxTotalTextureSize)
|
|
|
|
{
|
|
|
|
pivot= i;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// continue to count currentLoadedSize
|
|
|
|
for(;i>=0;i--)
|
|
|
|
{
|
|
|
|
if(lodArray[i].Lod->UpLoaded)
|
|
|
|
currentLoadedSize+= lodArray[i].Lod->ExtraSize;
|
|
|
|
}
|
|
|
|
// save bench.
|
|
|
|
_LastTextureSizeGot= currentLoadedSize;
|
|
|
|
|
|
|
|
|
|
|
|
// if the loadedSize is inferior to the wanted size, we can load a new LOD
|
|
|
|
CTextureLodToSort *textLod= NULL;
|
|
|
|
bool unload;
|
|
|
|
if(currentLoadedSize<currentWantedSize)
|
|
|
|
{
|
|
|
|
unload= false;
|
|
|
|
// search from end of the list to pivot (included), the first LOD (ie the most important) to load.
|
2010-05-13 20:14:36 +00:00
|
|
|
for(i=(sint)lodArray.size()-1;i>=(sint)pivot;i--)
|
2010-05-06 00:08:41 +00:00
|
|
|
{
|
|
|
|
if(!lodArray[i].Lod->UpLoaded)
|
|
|
|
{
|
|
|
|
textLod= &(lodArray[i]);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// One must have been found, since currentLoadedSize<currentWantedSize
|
|
|
|
nlassert(textLod);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
unload= true;
|
|
|
|
// search from start to pivot (exclued), the first LOD (ie the less important) to unload.
|
|
|
|
for(i=0;i<(sint)pivot;i++)
|
|
|
|
{
|
|
|
|
if(lodArray[i].Lod->UpLoaded)
|
|
|
|
{
|
|
|
|
textLod= &(lodArray[i]);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// it is possible that not found here. It means that All is Ok!!
|
|
|
|
if(textLod==NULL)
|
|
|
|
// no-op.
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// load/unload
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//=============
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if(!unload)
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{
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// create a new TextureFile, with no sharing system.
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nlassert(textLod->Lod->Texture==NULL);
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textLod->Lod->Texture= new CTextureFile;
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// Do not allow degradation.
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textLod->Lod->Texture->setAllowDegradation(false);
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textLod->Lod->Texture->enableSharing(false);
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textLod->Lod->Texture->setFileName(textLod->Lod->TextureEntry->Texture->getFileName());
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textLod->Lod->Texture->setMipMapSkipAtLoad(textLod->Lod->Level);
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// For Profiling
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textLod->Lod->Texture->setTextureCategory(_TextureCategory);
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// setup async loading
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_CurrentTextureLodLoaded= textLod->Lod;
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// load it async.
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CAsyncFileManager3D::getInstance().loadTexture(textLod->Lod->Texture, &textLod->Lod->Loaded, textLod->Position);
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}
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else
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{
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// Swap now the lod.
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nlassert(textLod->Lod->Texture!=NULL);
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// Swap the uploaded Driver Handle with the Main texture (ot get the Ugly one)
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pDriver->swapTextureHandle(*textLod->Lod->Texture, *textLod->Lod->TextureEntry->Texture);
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// Flag the Lod.
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textLod->Lod->UpLoaded= false;
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textLod->Lod->Loaded= false;
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// Release completly the texture in driver. (SmartPtr delete)
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textLod->Lod->Texture= NULL;
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}
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}
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} // NL3D
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