cgFx/cgfxTextureCache.cpp

cgFx/cgfxTextureCache.cpp
//-
// ==========================================================================
// Copyright 2011 Autodesk, Inc. All rights reserved.
//
// Use of this software is subject to the terms of the Autodesk
// license agreement provided at the time of installation or download,
// or which otherwise accompanies this software in either electronic
// or hard copy form.
// ==========================================================================
//+
#include "cgfxTextureCache.h"
#include "cgfxFindImage.h"
#include "cgfxProfile.h"
#include <maya/MHardwareRenderer.h>
#include <maya/MFileObject.h>
#include <maya/MGLFunctionTable.h>
#include "nv_dds.h"
#include <map>
namespace {
//==========================================================================
// Helper functions
//==========================================================================
bool textureInitPowerOfTwo(unsigned int val, unsigned int & retval)
{
unsigned int res = 0; // May be we should return 1 when val == 0
if (val)
{
// Muliply all values by 2, to simplify the testing:
// 3*(res/2) < val*2 <= 3*res
val <<= 1;
unsigned int low = 3;
res = 1;
while (val > low)
{
low <<= 1;
res <<= 1;
}
}
retval = res;
return (res == (val>>1)) ? 1 : 0;
}
MString computeTextureFilePath(
MString texFileName,
MString shaderFxFile
)
{
if (texFileName.length() == 0) {
return MString();
}
MString path = cgfxFindFile(texFileName);
// If that failed, try and resolve the texture path relative to the
// effect
//
if (path.length() == 0)
{
MFileObject effectFile;
effectFile.setRawFullName(shaderFxFile);
path = cgfxFindFile(effectFile.path() + texFileName);
}
return path;
}
bool allocateAndReadTexture(
MString path,
MObject textureNode,
cgfxAttrDef::cgfxAttrType attrType,
GLuint& textureId
)
{
static MGLFunctionTable *gGLFT = 0;
if ( 0 == gGLFT )
gGLFT = MHardwareRenderer::theRenderer()->glFunctionTable();
GLuint val;
gGLFT->glGenTextures(1, &val);
textureId = val;
nv_dds::CDDSImage image;
if (path.length() > 0)
{
switch (attrType)
{
case cgfxAttrDef::kAttrTypeEnvTexture:
case cgfxAttrDef::kAttrTypeCubeTexture:
case cgfxAttrDef::kAttrTypeNormalizationTexture:
// we don't want to flip cube maps...
image.load(path.asChar(),false);
break;
default:
// Only flip 2D textures if we're using right-handed texture
// coordinates. Most of the time, we want to do the flipping
// on the UV coordinates rather than the texture so that procedural
// texture coordinates generated inside the shader work as well
// (and if we just flip the texture to compensate for Maya's UV
// coordinate system, these will get inverted)
image.load(
path.asChar(),
cgfxProfile::getTexCoordOrientation() == cgfxProfile::TEXCOORD_OPENGL);
break;
}
}
// Our common stand-in "texture"
// The code below creates a separate stand-in GL texture
// for every attribute without a value (rather than sharing
// the default across all node/attributes of a given type.
// This is done because the current design does not support
// GL texture id sharing across nodes/attributes AND because
// we want to avoid checking disk every frame for missing
// textures. Once this plugin is re-factored to support a
// shared texture cache, we should revisit this to share
// default textures too
//
static unsigned char whitePixel[ 4] = { 255, 255, 255, 255};
bool imageLoaded = false;
switch (attrType)
{
case cgfxAttrDef::kAttrTypeColor1DTexture:
gGLFT->glBindTexture(GL_TEXTURE_1D,textureId);
if( image.is_valid())
{
// Load the image
gGLFT->glTexParameteri(
GL_TEXTURE_1D, GL_GENERATE_MIPMAP_SGIS, image.get_num_mipmaps() == 0);
image.upload_texture1D();
imageLoaded = true;
}
else
{
// Create a dummy stand-in texture
gGLFT->glTexImage1D(
GL_TEXTURE_1D, 0, GL_RGBA, 1, 0,
GL_RGBA, GL_UNSIGNED_BYTE, whitePixel);
}
break;
case cgfxAttrDef::kAttrTypeColor2DTexture:
case cgfxAttrDef::kAttrTypeNormalTexture:
case cgfxAttrDef::kAttrTypeBumpTexture:
#if !defined(WIN32) && !defined(LINUX)
case cgfxAttrDef::kAttrTypeColor2DRectTexture:
#endif
gGLFT->glBindTexture(GL_TEXTURE_2D,textureId);
if( image.is_valid())
{
// Load the image
gGLFT->glTexParameteri(
GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, image.get_num_mipmaps() == 0);
image.upload_texture2D();
imageLoaded = true;
}
else
{
// Try to use Maya's default file texture loading,
// if the DDS loader failed. For now all that
// we can support is 2D textures.
//
if (textureNode != MObject::kNullObj)
{
MImage img;
unsigned int width, height;
if (MS::kSuccess == img.readFromTextureNode(textureNode))
{
// If we're using left handed texture coordinates, flip it upside down
// (to undo the automatic flip it receives being read in by Maya)
if (cgfxProfile::getTexCoordOrientation() ==
cgfxProfile::TEXCOORD_DIRECTX)
{
img.verticalFlip();
}
MStatus status = img.getSize( width, height);
if (width > 0 && height > 0 && (status != MStatus::kFailure) )
{
// If not power of two and NPOT is not supported, then we need
// to resize the original system pixmap before binding.
//
if (width > 2 && height > 2)
{
unsigned int p2Width, p2Height;
bool widthPowerOfTwo = textureInitPowerOfTwo(width, p2Width);
bool heightPowerOfTwo = textureInitPowerOfTwo(height, p2Height);
if(!widthPowerOfTwo || !heightPowerOfTwo)
{
width = p2Width;
height = p2Height;
img.resize( p2Width, p2Height, false /* preserverAspectRatio */);
}
}
gGLFT->glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, true);
gGLFT->glTexImage2D(
GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, img.pixels());
imageLoaded = true;
}
}
}
}
if (!imageLoaded) {
// Create a dummy stand-in texture
gGLFT->glTexImage2D(
GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0,
GL_RGBA, GL_UNSIGNED_BYTE, whitePixel);
}
break;
case cgfxAttrDef::kAttrTypeEnvTexture:
case cgfxAttrDef::kAttrTypeCubeTexture:
case cgfxAttrDef::kAttrTypeNormalizationTexture:
{
gGLFT->glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, textureId);
if( image.is_valid()) {
gGLFT->glTexParameteri(
GL_TEXTURE_CUBE_MAP_ARB, GL_GENERATE_MIPMAP_SGIS,
image.get_num_mipmaps() == 0);
// loop through cubemap faces and load them as 2D textures
for (int n = 0; n < 6; ++n)
{
// specify cubemap face
GLenum target = GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB+n;
image.upload_texture2D(image.is_cubemap() ? n : 0, target);
}
imageLoaded = true;
}
else {
// Loop through cubemap faces and
// load a dummy stand-in texture
for (int n = 0; n < 6; ++n)
{
// specify cubemap face
GLenum target = GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB+n;
gGLFT->glTexImage2D(
target, 0, GL_RGBA, 1, 1, 0,
GL_RGBA, GL_UNSIGNED_BYTE, whitePixel);
}
}
break;
}
case cgfxAttrDef::kAttrTypeColor3DTexture:
gGLFT->glBindTexture(GL_TEXTURE_3D,textureId);
if( image.is_valid())
{
image.upload_texture3D();
imageLoaded = true;
}
else {
// Create a dummy stand-in texture
gGLFT->glTexImage3D(
GL_TEXTURE_3D, 0, GL_RGBA, 1, 1, 1, 0,
GL_RGBA, GL_UNSIGNED_BYTE, whitePixel);
}
break;
#if defined(WIN32) || defined(LINUX)
// No such thing as NV texture rectangle
// on Mac.
case cgfxAttrDef::kAttrTypeColor2DRectTexture:
gGLFT->glBindTexture(GL_TEXTURE_RECTANGLE_NV, textureId);
if( image.is_valid())
{
// Load the image
image.upload_textureRectangle();
imageLoaded = true;
}
else
{
// Create a dummy stand-in texture
gGLFT->glTexImage2D(
GL_TEXTURE_RECTANGLE_NV, 0, GL_RGBA, 1, 1, 0,
GL_RGBA, GL_UNSIGNED_BYTE, whitePixel);
}
break;
#endif
default:
assert(false);
}
return imageLoaded;
}
//==========================================================================
// Class EntryKey
//==========================================================================
struct EntryKey
{
EntryKey(
const std::string& textureFilePath,
const std::string& shaderFxFile,
const std::string& attrName,
cgfxAttrDef::cgfxAttrType attrType
)
: fTextureFilePath(textureFilePath),
fShaderFxFile(shaderFxFile),
fAttrName(attrName),
fAttrType(attrType)
{}
EntryKey(const EntryKey& rhs)
: fTextureFilePath(rhs.fTextureFilePath),
fShaderFxFile(rhs.fShaderFxFile),
fAttrName(rhs. fAttrName),
fAttrType(rhs.fAttrType)
{}
const std::string fTextureFilePath;
const std::string fShaderFxFile;
const std::string fAttrName;
const cgfxAttrDef::cgfxAttrType fAttrType;
private:
// Prohibited and not implemented.
const EntryKey& operator=(const EntryKey& rhs);
};
struct EntryKeyLessThan
{
bool operator()(const EntryKey& lhs, const EntryKey& rhs) const
{
if (lhs.fTextureFilePath < rhs.fTextureFilePath) {
return true;
}
if (lhs.fTextureFilePath > rhs.fTextureFilePath) {
return false;
}
if (lhs.fShaderFxFile < rhs.fShaderFxFile) {
return true;
}
if (lhs.fShaderFxFile > rhs.fShaderFxFile) {
return false;
}
if (lhs.fAttrName < rhs.fAttrName) {
return true;
}
if (lhs.fAttrName > rhs.fAttrName) {
return false;
}
if (lhs.fAttrType < rhs.fAttrType) {
return true;
}
return false;
}
};
}
//==============================================================================
// Implementation of the cache hash map.
//==============================================================================
class cgfxTextureCache::Imp : public cgfxTextureCache
{
public:
static Imp* sTheTextureCache;
Imp();
~Imp();
// Return the texture cache entry matching the parameters. If the
// texture is present in the cache, an entry will be created and
// an attempt to load the texture data from the texture file will
// be made.
virtual cgfxRCPtr<cgfxTextureCacheEntry> getTexture(
MString texFileName,
MObject textureNode,
MString shaderFxFile,
MString attrName,
cgfxAttrDef::cgfxAttrType attrType
);
virtual void dump() const
{
fprintf(stderr, "*** Dumping texture cache ***\n");
const Map::const_iterator end = fEntries.end();
for (Map::const_iterator it = fEntries.begin(); it != end; ++it) {
fprintf(stderr, " entry = 0x%p, refCount = %d\n",
it->second.operator->(),
it->second->getRefCount());
fprintf(stderr, " tex file = \"%s\"\n",
it->first.fTextureFilePath.c_str());
fprintf(stderr, " fx file = \"%s\"\n",
it->first.fShaderFxFile.c_str());
fprintf(stderr, " attrName = %s, attrType = %s\n\n",
it->first.fAttrName.c_str(),
cgfxAttrDef::typeName(it->first.fAttrType));
}
}
static void flushEntry(const EntryKey& key)
{
sTheTextureCache->fEntries.erase(key);
}
private:
typedef std::map<EntryKey, cgfxRCPtr<cgfxTextureCacheEntry>, EntryKeyLessThan> Map;
Map fEntries;
};
cgfxTextureCache::Imp* cgfxTextureCache::Imp::sTheTextureCache = 0;
cgfxTextureCache::Imp::Imp()
{}
cgfxTextureCache::Imp::~Imp()
{}
// Return the texture cache entry matching the parameters. If the
// texture is present in the cache, an entry will be created and
// an attempt to load the texture data from the texture file will
// be made.
cgfxRCPtr<cgfxTextureCacheEntry> cgfxTextureCache::Imp::getTexture(
MString texFileName,
MObject textureNode,
MString shaderFxFile,
MString attrName,
cgfxAttrDef::cgfxAttrType attrType
)
{
MString textureFilePath =
computeTextureFilePath(texFileName, shaderFxFile).asChar();
// Note that the texture node is not part of the key. We assume
// that all texture nodes with the same filename attribute are
// actually referencing the file...
EntryKey key(textureFilePath.asChar(), shaderFxFile.asChar(), attrName.asChar(), attrType);
const Map::const_iterator entryIt = fEntries.find(key);
if (entryIt != fEntries.end()) {
return entryIt->second;
}
GLuint textureId;
bool valid = allocateAndReadTexture(
textureFilePath, textureNode, attrType, textureId);
cgfxRCPtr<cgfxTextureCacheEntry> entry(
new cgfxTextureCacheEntry(
key.fTextureFilePath, key.fShaderFxFile, key.fAttrName, key.fAttrType,
textureId, valid));
fEntries.insert(std::make_pair(key,entry));
return entry;
}
//==============================================================================
// Class cgfxTextureCacheEntry
//==============================================================================
cgfxTextureCacheEntry::~cgfxTextureCacheEntry()
{
glDeleteTextures(1, &fTextureId);
fTextureId = 0;
}
void cgfxTextureCacheEntry::markAsStaled()
{
fStaled = true;
// During the flushEntry from the cache, it happens that the entry got deleted while still in use.
// Make sure do add 1 more ref and release it right after the flushEntry is done, so it can be deleted properly.
addRef();
// This texture entry has been marked as staled. We remove it from
// the texture cache so that it is relaoded from the texture file
// the next time a cgfxShader needs it. This is necessary to allow
// the user to update the content of the texture file and to
// manually force a relaod of the texture.
cgfxTextureCache::Imp::flushEntry(
EntryKey(fTextureFilePath, fShaderFxFile, fAttrName, fAttrType));
release();
}
void cgfxTextureCacheEntry::addRef()
{
++fRefCount;
};
void cgfxTextureCacheEntry::release()
{
-- fRefCount;
if (fRefCount == 1) {
// If the refCount is one, only 2 cases are possible. Either
// the last reference comes for the texture cache and we can
// safely remove it from the texture cache to save memory. Or,
// the last reference is for a staled texture cache entry and
// it is no longer referenced by the texture cache anyway.
//
cgfxTextureCache::Imp::flushEntry(
EntryKey(fTextureFilePath, fShaderFxFile, fAttrName, fAttrType));
}
else if (fRefCount == 0) {
delete this;
}
}
//==============================================================================
// Class cgfxTextureCache
//==============================================================================
void cgfxTextureCache::initialize()
{
Imp::sTheTextureCache = new cgfxTextureCache::Imp;
}
void cgfxTextureCache::uninitialize()
{
delete Imp::sTheTextureCache;
Imp::sTheTextureCache = 0;
}
cgfxTextureCache& cgfxTextureCache::instance()
{
return *Imp::sTheTextureCache;
}
cgfxTextureCache::cgfxTextureCache()
{}
cgfxTextureCache::~cgfxTextureCache()
{}