Add support for 16 bit floating point textures.

This commit is contained in:
Paul Chote
2021-04-23 22:38:11 +01:00
committed by reaperrr
parent 95f5d162ef
commit bb15bd20c0
4 changed files with 45 additions and 0 deletions

View File

@@ -125,6 +125,7 @@ namespace OpenRA
{
void SetData(uint[,] colors);
void SetData(byte[] colors, int width, int height);
void SetFloatData(float[] data, int width, int height);
byte[] GetData();
Size Size { get; }
TextureScaleFilter ScaleFilter { get; set; }

View File

@@ -144,6 +144,8 @@ namespace OpenRA.Platforms.Default
public const int GL_INFO_LOG_LENGTH = 0x8B84;
public const int GL_ACTIVE_UNIFORMS = 0x8B86;
public const int GL_RGBA16F = 0x881A;
// OpenGL 4.3
public const int GL_DEBUG_OUTPUT = 0x92E0;
public const int GL_DEBUG_OUTPUT_SYNCHRONOUS = 0x8242;

View File

@@ -110,6 +110,25 @@ namespace OpenRA.Platforms.Default
}
}
public void SetFloatData(float[] data, int width, int height)
{
VerifyThreadAffinity();
if (!Exts.IsPowerOf2(width) || !Exts.IsPowerOf2(height))
throw new InvalidDataException("Non-power-of-two array {0}x{1}".F(width, height));
Size = new Size(width, height);
unsafe
{
fixed (float* ptr = &data[0])
{
PrepareTexture();
OpenGL.glTexImage2D(OpenGL.GL_TEXTURE_2D, 0, OpenGL.GL_RGBA16F, width, height,
0, OpenGL.GL_RGBA, OpenGL.GL_FLOAT, new IntPtr(ptr));
OpenGL.CheckGLError();
}
}
}
public byte[] GetData()
{
VerifyThreadAffinity();

View File

@@ -560,6 +560,8 @@ namespace OpenRA.Platforms.Default
readonly Func<object, object> setData1;
readonly Action<object> setData2;
readonly Func<object, object> setData3;
readonly Action<object> setData4;
readonly Func<object, object> setData5;
readonly Action dispose;
public ThreadedTexture(ThreadedGraphicsContext device, ITextureInternal texture)
@@ -574,6 +576,8 @@ namespace OpenRA.Platforms.Default
setData1 = colors => { texture.SetData((uint[,])colors); return null; };
setData2 = tuple => { var t = (ValueTuple<byte[], int, int>)tuple; texture.SetData(t.Item1, t.Item2, t.Item3); };
setData3 = tuple => { setData2(tuple); return null; };
setData4 = tuple => { var t = (ValueTuple<float[], int, int>)tuple; texture.SetFloatData(t.Item1, t.Item2, t.Item3); };
setData5 = tuple => { setData4(tuple); return null; };
dispose = texture.Dispose;
}
@@ -623,6 +627,25 @@ namespace OpenRA.Platforms.Default
}
}
public void SetFloatData(float[] data, int width, int height)
{
// Objects 85000 bytes or more will be directly allocated in the Large Object Heap (LOH).
// https://docs.microsoft.com/en-us/dotnet/standard/garbage-collection/large-object-heap
if (data.Length < 21250)
{
// If we are able to create a small array the GC can collect easily, post a message to avoid blocking.
var temp = new float[data.Length];
Array.Copy(data, temp, temp.Length);
device.Post(setData4, (temp, width, height));
}
else
{
// If the length is large and would result in an array on the Large Object Heap (LOH),
// send a message and block to avoid LOH allocation as this requires a Gen2 collection.
device.Send(setData5, (data, width, height));
}
}
public void Dispose()
{
device.Post(dispose);