| 1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
| 2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
| 3 | #pragma once |
| 4 | |
| 5 | #include "BsCorePrerequisites.h" |
| 6 | #include "Image/BsTexture.h" |
| 7 | #include "RenderAPI/BsRenderTexture.h" |
| 8 | #include "Utility/BsModule.h" |
| 9 | |
| 10 | namespace bs |
| 11 | { |
| 12 | /** @addtogroup Resources-Internal |
| 13 | * @{ |
| 14 | */ |
| 15 | |
| 16 | /** |
| 17 | * Defines interface for creation of textures. Render systems provide their own implementations. |
| 18 | * |
| 19 | * @note Sim thread only. |
| 20 | */ |
| 21 | class BS_CORE_EXPORT TextureManager : public Module<TextureManager> |
| 22 | { |
| 23 | public: |
| 24 | virtual ~TextureManager() = default; |
| 25 | |
| 26 | /** @copydoc Texture::create(const TEXTURE_DESC&) */ |
| 27 | SPtr<Texture> createTexture(const TEXTURE_DESC& desc); |
| 28 | |
| 29 | /** |
| 30 | * Creates a new 2D or 3D texture initialized using the provided pixel data. Texture will not have any mipmaps. |
| 31 | * |
| 32 | * @param[in] desc Description of the texture to create. Must match the pixel data. |
| 33 | * @param[in] pixelData Data to initialize the texture width. |
| 34 | */ |
| 35 | SPtr<Texture> createTexture(const TEXTURE_DESC& desc, const SPtr<PixelData>& pixelData); |
| 36 | |
| 37 | /** |
| 38 | * Creates a completely empty and uninitialized Texture. |
| 39 | * |
| 40 | * @note |
| 41 | * Internal method. Should only be used for very specific purposes, like deserialization, as it requires additional |
| 42 | * manual initialization that is not required normally. |
| 43 | */ |
| 44 | SPtr<Texture> _createEmpty(); |
| 45 | |
| 46 | /** |
| 47 | * Creates a new RenderTexture and automatically generates a single color surface and (optionally) a depth/stencil |
| 48 | * surface. |
| 49 | * |
| 50 | * @param[in] colorDesc Description of the color surface to create. |
| 51 | * @param[in] createDepth Determines will a depth/stencil buffer of the same size as the color buffer be |
| 52 | * created for the render texture. |
| 53 | * @param[in] depthStencilFormat Format of the depth/stencil buffer if enabled. |
| 54 | */ |
| 55 | virtual SPtr<RenderTexture> createRenderTexture(const TEXTURE_DESC& colorDesc, |
| 56 | bool createDepth = true, PixelFormat depthStencilFormat = PF_D32); |
| 57 | |
| 58 | /** |
| 59 | * Creates a RenderTexture using the description struct. |
| 60 | * |
| 61 | * @param[in] desc Description of the render texture to create. |
| 62 | */ |
| 63 | virtual SPtr<RenderTexture> createRenderTexture(const RENDER_TEXTURE_DESC& desc); |
| 64 | |
| 65 | /** |
| 66 | * Gets the format which will be natively used for a requested format given the constraints of the current device. |
| 67 | * |
| 68 | * @note Thread safe. |
| 69 | */ |
| 70 | virtual PixelFormat getNativeFormat(TextureType ttype, PixelFormat format, int usage, bool hwGamma) = 0; |
| 71 | |
| 72 | protected: |
| 73 | /** |
| 74 | * Creates an empty and uninitialized render texture of a specific type. This is to be implemented by render |
| 75 | * systems with their own implementations. |
| 76 | */ |
| 77 | virtual SPtr<RenderTexture> createRenderTextureImpl(const RENDER_TEXTURE_DESC& desc) = 0; |
| 78 | |
| 79 | mutable HTexture mDummyTexture; |
| 80 | }; |
| 81 | |
| 82 | namespace ct |
| 83 | { |
| 84 | /** |
| 85 | * Defines interface for creation of textures. Render systems provide their own implementations. |
| 86 | * |
| 87 | * @note Core thread only. |
| 88 | */ |
| 89 | class BS_CORE_EXPORT TextureManager : public Module<TextureManager> |
| 90 | { |
| 91 | public: |
| 92 | virtual ~TextureManager() = default; |
| 93 | |
| 94 | /** @copydoc Module::onStartUp */ |
| 95 | void onStartUp() override; |
| 96 | |
| 97 | /** @copydoc Module::onShutDown */ |
| 98 | void onShutDown() override; |
| 99 | |
| 100 | /** |
| 101 | * @copydoc bs::TextureManager::createTexture(const TEXTURE_DESC&) |
| 102 | * @param[in] deviceMask Mask that determines on which GPU devices should the object be created on. |
| 103 | */ |
| 104 | SPtr<Texture> createTexture(const TEXTURE_DESC& desc, GpuDeviceFlags deviceMask = GDF_DEFAULT); |
| 105 | |
| 106 | /** |
| 107 | * @copydoc bs::TextureManager::createRenderTexture(const RENDER_TEXTURE_DESC&) |
| 108 | * @param[in] deviceIdx Index of the GPU device to create the object on. |
| 109 | */ |
| 110 | SPtr<RenderTexture> createRenderTexture(const RENDER_TEXTURE_DESC& desc, UINT32 deviceIdx = 0); |
| 111 | |
| 112 | protected: |
| 113 | friend class bs::Texture; |
| 114 | friend class Texture; |
| 115 | friend class bs::RenderTexture; |
| 116 | |
| 117 | /** |
| 118 | * Creates an empty and uninitialized texture of a specific type. This is to be implemented by render systems with |
| 119 | * their own implementations. |
| 120 | */ |
| 121 | virtual SPtr<Texture> createTextureInternal(const TEXTURE_DESC& desc, |
| 122 | const SPtr<PixelData>& initialData = nullptr, GpuDeviceFlags deviceMask = GDF_DEFAULT) = 0; |
| 123 | |
| 124 | /** @copydoc createRenderTexture */ |
| 125 | virtual SPtr<RenderTexture> createRenderTextureInternal(const RENDER_TEXTURE_DESC& desc, |
| 126 | UINT32 deviceIdx = 0) = 0; |
| 127 | }; |
| 128 | } |
| 129 | |
| 130 | /** @} */ |
| 131 | } |