Files
OpenRA/OpenRA.Platforms.Default/Texture.cs
RoosterDragon bb536ee4fc Run graphics rendering on a dedicated thread.
The main game thread can offload some of the CPU cost to the rendering thread, freeing up its time to run more logic and render ticks.
2018-06-22 18:40:16 +01:00

205 lines
5.2 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Drawing;
using System.Drawing.Imaging;
using System.IO;
namespace OpenRA.Platforms.Default
{
sealed class Texture : ThreadAffine, ITextureInternal
{
uint texture;
TextureScaleFilter scaleFilter;
public uint ID { get { return texture; } }
public Size Size { get; private set; }
bool disposed;
public TextureScaleFilter ScaleFilter
{
get
{
return scaleFilter;
}
set
{
VerifyThreadAffinity();
if (scaleFilter == value)
return;
scaleFilter = value;
PrepareTexture();
}
}
public Texture()
{
OpenGL.glGenTextures(1, out texture);
OpenGL.CheckGLError();
}
public Texture(Bitmap bitmap)
{
OpenGL.glGenTextures(1, out texture);
OpenGL.CheckGLError();
SetData(bitmap);
}
void PrepareTexture()
{
OpenGL.CheckGLError();
OpenGL.glBindTexture(OpenGL.GL_TEXTURE_2D, texture);
OpenGL.CheckGLError();
var filter = scaleFilter == TextureScaleFilter.Linear ? OpenGL.GL_LINEAR : OpenGL.GL_NEAREST;
OpenGL.glTexParameteri(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MAG_FILTER, filter);
OpenGL.CheckGLError();
OpenGL.glTexParameteri(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MIN_FILTER, filter);
OpenGL.CheckGLError();
OpenGL.glTexParameterf(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_WRAP_S, OpenGL.GL_CLAMP_TO_EDGE);
OpenGL.CheckGLError();
OpenGL.glTexParameterf(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_WRAP_T, OpenGL.GL_CLAMP_TO_EDGE);
OpenGL.CheckGLError();
OpenGL.glTexParameteri(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_BASE_LEVEL, 0);
OpenGL.CheckGLError();
OpenGL.glTexParameteri(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MAX_LEVEL, 0);
OpenGL.CheckGLError();
}
public void SetData(byte[] colors, 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 (byte* ptr = &colors[0])
{
var intPtr = new IntPtr((void*)ptr);
PrepareTexture();
OpenGL.glTexImage2D(OpenGL.GL_TEXTURE_2D, 0, OpenGL.GL_RGBA8, width, height,
0, OpenGL.GL_BGRA, OpenGL.GL_UNSIGNED_BYTE, intPtr);
OpenGL.CheckGLError();
}
}
}
// An array of RGBA
public void SetData(uint[,] colors)
{
VerifyThreadAffinity();
var width = colors.GetUpperBound(1) + 1;
var height = colors.GetUpperBound(0) + 1;
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 (uint* ptr = &colors[0, 0])
{
var intPtr = new IntPtr((void*)ptr);
PrepareTexture();
OpenGL.glTexImage2D(OpenGL.GL_TEXTURE_2D, 0, OpenGL.GL_RGBA8, width, height,
0, OpenGL.GL_BGRA, OpenGL.GL_UNSIGNED_BYTE, intPtr);
OpenGL.CheckGLError();
}
}
}
public void SetData(Bitmap bitmap)
{
VerifyThreadAffinity();
var allocatedBitmap = false;
if (!Exts.IsPowerOf2(bitmap.Width) || !Exts.IsPowerOf2(bitmap.Height))
{
bitmap = new Bitmap(bitmap, bitmap.Size.NextPowerOf2());
allocatedBitmap = true;
}
try
{
Size = new Size(bitmap.Width, bitmap.Height);
var bits = bitmap.LockBits(bitmap.Bounds(),
ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
PrepareTexture();
OpenGL.glTexImage2D(OpenGL.GL_TEXTURE_2D, 0, OpenGL.GL_RGBA8, bits.Width, bits.Height,
0, OpenGL.GL_BGRA, OpenGL.GL_UNSIGNED_BYTE, bits.Scan0); // TODO: weird strides
OpenGL.CheckGLError();
bitmap.UnlockBits(bits);
}
finally
{
if (allocatedBitmap)
bitmap.Dispose();
}
}
public byte[] GetData()
{
VerifyThreadAffinity();
var data = new byte[4 * Size.Width * Size.Height];
OpenGL.CheckGLError();
OpenGL.glBindTexture(OpenGL.GL_TEXTURE_2D, texture);
unsafe
{
fixed (byte* ptr = &data[0])
{
var intPtr = new IntPtr((void*)ptr);
OpenGL.glGetTexImage(OpenGL.GL_TEXTURE_2D, 0, OpenGL.GL_BGRA,
OpenGL.GL_UNSIGNED_BYTE, intPtr);
}
}
OpenGL.CheckGLError();
return data;
}
public void SetEmpty(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);
PrepareTexture();
OpenGL.glTexImage2D(OpenGL.GL_TEXTURE_2D, 0, OpenGL.GL_RGBA8, width, height,
0, OpenGL.GL_BGRA, OpenGL.GL_UNSIGNED_BYTE, IntPtr.Zero);
OpenGL.CheckGLError();
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
void Dispose(bool disposing)
{
if (disposed)
return;
disposed = true;
OpenGL.glDeleteTextures(1, ref texture);
}
}
}