Added a render states cache to improve performances

This commit is contained in:
Laurent Gomila 2011-12-25 22:30:38 +01:00
parent b65b19343a
commit 191730ac0d
9 changed files with 435 additions and 67 deletions

View File

@ -36,12 +36,12 @@
#include <SFML/Graphics/BlendMode.hpp> #include <SFML/Graphics/BlendMode.hpp>
#include <SFML/Graphics/RenderStates.hpp> #include <SFML/Graphics/RenderStates.hpp>
#include <SFML/Graphics/PrimitiveType.hpp> #include <SFML/Graphics/PrimitiveType.hpp>
#include <SFML/Graphics/Vertex.hpp>
namespace sf namespace sf
{ {
class Drawable; class Drawable;
class Vertex;
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// \brief Base class for all render targets (window, texture, ...) /// \brief Base class for all render targets (window, texture, ...)
@ -303,6 +303,44 @@ protected :
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Initialize(); void Initialize();
////////////////////////////////////////////////////////////
/// \brief Apply the current view
///
////////////////////////////////////////////////////////////
void ApplyCurrentView();
////////////////////////////////////////////////////////////
/// \brief Apply a new blending mode
///
/// \param mode Blending mode to apply
///
////////////////////////////////////////////////////////////
void ApplyBlendMode(BlendMode mode);
////////////////////////////////////////////////////////////
/// \brief Apply a new transform
///
/// \param transform Transform to apply
///
////////////////////////////////////////////////////////////
void ApplyTransform(const Transform& transform);
////////////////////////////////////////////////////////////
/// \brief Apply a new texture
///
/// \param texture Texture to apply
///
////////////////////////////////////////////////////////////
void ApplyTexture(const Texture* texture);
////////////////////////////////////////////////////////////
/// \brief Apply a new shader
///
/// \param shader Shader to apply
///
////////////////////////////////////////////////////////////
void ApplyShader(const Shader* shader);
private : private :
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
@ -319,12 +357,27 @@ private :
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
virtual bool Activate(bool active) = 0; virtual bool Activate(bool active) = 0;
////////////////////////////////////////////////////////////
/// \brief Render states cache
///
////////////////////////////////////////////////////////////
struct StatesCache
{
enum {VertexCacheSize = 4};
bool ViewChanged; ///< Has the current view changed since last draw?
BlendMode LastBlendMode; ///< Cached blending mode
Uint64 LastTextureId; ///< Cached texture
bool UseVertexCache; ///< Did we previously use the vertex cache?
Vertex VertexCache[VertexCacheSize]; ///< Pre-transformed vertices cache
};
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
// Member data // Member data
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
View myDefaultView; ///< Default view View myDefaultView; ///< Default view
View myView; ///< Current view View myView; ///< Current view
bool myViewChanged; ///< Has the current view changed since last Draw? StatesCache myCache; ///< Render states cache
}; };
} // namespace sf } // namespace sf

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@ -35,6 +35,7 @@
namespace sf namespace sf
{ {
class Window; class Window;
class RenderTarget;
class RenderTexture; class RenderTexture;
class InputStream; class InputStream;
@ -467,6 +468,7 @@ public :
private : private :
friend class RenderTexture; friend class RenderTexture;
friend class RenderTarget;
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// \brief Get a valid image size according to hardware support /// \brief Get a valid image size according to hardware support
@ -494,6 +496,7 @@ private :
bool myIsSmooth; ///< Status of the smooth filter bool myIsSmooth; ///< Status of the smooth filter
bool myIsRepeated; ///< Is the texture in repeat mode? bool myIsRepeated; ///< Is the texture in repeat mode?
mutable bool myPixelsFlipped; ///< To work around the inconsistency in Y orientation mutable bool myPixelsFlipped; ///< To work around the inconsistency in Y orientation
Uint64 myCacheId; ///< Unique number that identifies the texture to the render target's cache
}; };
} // namespace sf } // namespace sf

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@ -51,6 +51,8 @@ set(SRC
${INCROOT}/Text.hpp ${INCROOT}/Text.hpp
${SRCROOT}/Texture.cpp ${SRCROOT}/Texture.cpp
${INCROOT}/Texture.hpp ${INCROOT}/Texture.hpp
${SRCROOT}/TextureSaver.cpp
${SRCROOT}/TextureSaver.hpp
${SRCROOT}/Transform.cpp ${SRCROOT}/Transform.cpp
${INCROOT}/Transform.hpp ${INCROOT}/Transform.hpp
${SRCROOT}/Transformable.cpp ${SRCROOT}/Transformable.cpp

View File

@ -40,7 +40,7 @@ namespace sf
RenderTarget::RenderTarget() : RenderTarget::RenderTarget() :
myDefaultView(), myDefaultView(),
myView (), myView (),
myViewChanged(false) myCache ()
{ {
} }
@ -66,7 +66,7 @@ void RenderTarget::Clear(const Color& color)
void RenderTarget::SetView(const View& view) void RenderTarget::SetView(const View& view)
{ {
myView = view; myView = view;
myViewChanged = true; myCache.ViewChanged = true;
} }
@ -136,81 +136,78 @@ void RenderTarget::Draw(const Vertex* vertices, unsigned int verticesCount,
if (Activate(true)) if (Activate(true))
{ {
// Apply the new view if needed // Check if the vertex count is low enough so that we can pre-transform them
if (myViewChanged) bool useVertexCache = (verticesCount <= StatesCache::VertexCacheSize);
if (useVertexCache)
{ {
// Set the viewport // Pre-transform the vertices and store them into the vertex cache
IntRect viewport = GetViewport(myView); for (unsigned int i = 0; i < verticesCount; ++i)
int top = GetHeight() - (viewport.Top + viewport.Height); {
GLCheck(glViewport(viewport.Left, top, viewport.Width, viewport.Height)); Vertex& vertex = myCache.VertexCache[i];
vertex.Position = states.Transform * vertices[i].Position;
// Set the projection matrix vertex.Color = vertices[i].Color;
GLCheck(glMatrixMode(GL_PROJECTION)); vertex.TexCoords = vertices[i].TexCoords;
GLCheck(glLoadMatrixf(myView.GetTransform().GetMatrix()));
myViewChanged = false;
} }
// Apply the transform // Since vertices are transformed, we must use an identity transform to render them
GLCheck(glMatrixMode(GL_MODELVIEW)); if (!myCache.UseVertexCache)
GLCheck(glLoadMatrixf(states.Transform.GetMatrix())); ApplyTransform(Transform::Identity);
}
else
{
ApplyTransform(states.Transform);
}
// Apply the view
if (myCache.ViewChanged)
ApplyCurrentView();
// Apply the blend mode // Apply the blend mode
switch (states.BlendMode) if (states.BlendMode != myCache.LastBlendMode)
{ ApplyBlendMode(states.BlendMode);
// Alpha blending
// glBlendFuncSeparateEXT is used when available to avoid an incorrect alpha value when the target
// is a RenderTexture -- in this case the alpha value must be written directly to the target buffer
default :
case BlendAlpha :
if (GLEW_EXT_blend_func_separate)
GLCheck(glBlendFuncSeparateEXT(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
else
GLCheck(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
break;
// Additive blending
case BlendAdd :
GLCheck(glBlendFunc(GL_SRC_ALPHA, GL_ONE));
break;
// Multiplicative blending
case BlendMultiply :
GLCheck(glBlendFunc(GL_DST_COLOR, GL_ZERO));
break;
// No blending
case BlendNone :
GLCheck(glBlendFunc(GL_ONE, GL_ZERO));
break;
}
// Apply the texture // Apply the texture
if (states.Texture) Uint64 textureId = states.Texture ? states.Texture->myCacheId : 0;
states.Texture->Bind(Texture::Pixels); if (textureId != myCache.LastTextureId)
else ApplyTexture(states.Texture);
GLCheck(glBindTexture(GL_TEXTURE_2D, 0));
// Apply the shader // Apply the shader
if (states.Shader) if (states.Shader)
states.Shader->Bind(); ApplyShader(states.Shader);
// If we pre-transform the vertices, we must use our internal vertex cache
if (useVertexCache)
{
// ... and if we already used it previously, we don't need to set the pointers again
if (!myCache.UseVertexCache)
vertices = myCache.VertexCache;
else else
GLCheck(glUseProgramObjectARB(0)); vertices = NULL;
}
// Setup the pointers to the vertices' components // Setup the pointers to the vertices' components
if (vertices)
{
const char* data = reinterpret_cast<const char*>(vertices); const char* data = reinterpret_cast<const char*>(vertices);
GLCheck(glVertexPointer(2, GL_FLOAT, sizeof(Vertex), data + 0)); GLCheck(glVertexPointer(2, GL_FLOAT, sizeof(Vertex), data + 0));
GLCheck(glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), data + 8)); GLCheck(glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), data + 8));
GLCheck(glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), data + 12)); GLCheck(glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), data + 12));
}
// Find the OpenGL primitive type // Find the OpenGL primitive type
static const GLenum modes[] = {GL_POINTS, GL_LINES, GL_LINE_STRIP, static const GLenum modes[] = {GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_TRIANGLES,
GL_TRIANGLES, GL_TRIANGLE_STRIP, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_QUADS};
GL_TRIANGLE_FAN, GL_QUADS};
GLenum mode = modes[type]; GLenum mode = modes[type];
// Draw the primitives // Draw the primitives
GLCheck(glDrawArrays(mode, 0, verticesCount)); GLCheck(glDrawArrays(mode, 0, verticesCount));
// Unbind the shader, if any
if (states.Shader)
ApplyShader(NULL);
// Update the cache
myCache.UseVertexCache = useVertexCache;
} }
} }
@ -257,16 +254,26 @@ void RenderTarget::ResetGLStates()
// Make sure that GLEW is initialized // Make sure that GLEW is initialized
priv::EnsureGlewInit(); priv::EnsureGlewInit();
// Define the default OpenGL states
GLCheck(glDisable(GL_LIGHTING)); GLCheck(glDisable(GL_LIGHTING));
GLCheck(glDisable(GL_DEPTH_TEST)); GLCheck(glDisable(GL_DEPTH_TEST));
GLCheck(glEnable(GL_TEXTURE_2D)); GLCheck(glEnable(GL_TEXTURE_2D));
GLCheck(glEnable(GL_ALPHA_TEST)); GLCheck(glEnable(GL_ALPHA_TEST));
GLCheck(glEnable(GL_BLEND)); GLCheck(glEnable(GL_BLEND));
GLCheck(glAlphaFunc(GL_GREATER, 0)); GLCheck(glAlphaFunc(GL_GREATER, 0));
GLCheck(glMatrixMode(GL_MODELVIEW));
GLCheck(glEnableClientState(GL_VERTEX_ARRAY)); GLCheck(glEnableClientState(GL_VERTEX_ARRAY));
GLCheck(glEnableClientState(GL_COLOR_ARRAY)); GLCheck(glEnableClientState(GL_COLOR_ARRAY));
GLCheck(glEnableClientState(GL_TEXTURE_COORD_ARRAY)); GLCheck(glEnableClientState(GL_TEXTURE_COORD_ARRAY));
// Apply the default SFML states
ApplyBlendMode(BlendAlpha);
ApplyTransform(Transform::Identity);
ApplyTexture(NULL);
ApplyShader(NULL);
myCache.UseVertexCache = false;
// Set the default view
SetView(GetView()); SetView(GetView());
} }
} }
@ -275,12 +282,135 @@ void RenderTarget::ResetGLStates()
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void RenderTarget::Initialize() void RenderTarget::Initialize()
{ {
// Setup the default view // Setup the default and current views
myDefaultView.Reset(FloatRect(0, 0, static_cast<float>(GetWidth()), static_cast<float>(GetHeight()))); myDefaultView.Reset(FloatRect(0, 0, static_cast<float>(GetWidth()), static_cast<float>(GetHeight())));
SetView(myDefaultView); myView = myDefaultView;
// Initialize the default OpenGL render-states // Initialize the default OpenGL render-states
ResetGLStates(); ResetGLStates();
} }
////////////////////////////////////////////////////////////
void RenderTarget::ApplyCurrentView()
{
// Set the viewport
IntRect viewport = GetViewport(myView);
int top = GetHeight() - (viewport.Top + viewport.Height);
GLCheck(glViewport(viewport.Left, top, viewport.Width, viewport.Height));
// Set the projection matrix
GLCheck(glMatrixMode(GL_PROJECTION));
GLCheck(glLoadMatrixf(myView.GetTransform().GetMatrix()));
// Go back to model-view mode
GLCheck(glMatrixMode(GL_MODELVIEW));
myCache.ViewChanged = false;
}
////////////////////////////////////////////////////////////
void RenderTarget::ApplyBlendMode(BlendMode mode)
{
switch (mode)
{
// Alpha blending
// glBlendFuncSeparateEXT is used when available to avoid an incorrect alpha value when the target
// is a RenderTexture -- in this case the alpha value must be written directly to the target buffer
default :
case BlendAlpha :
if (GLEW_EXT_blend_func_separate)
GLCheck(glBlendFuncSeparateEXT(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
else
GLCheck(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
break;
// Additive blending
case BlendAdd :
GLCheck(glBlendFunc(GL_SRC_ALPHA, GL_ONE));
break;
// Multiplicative blending
case BlendMultiply :
GLCheck(glBlendFunc(GL_DST_COLOR, GL_ZERO));
break;
// No blending
case BlendNone :
GLCheck(glBlendFunc(GL_ONE, GL_ZERO));
break;
}
myCache.LastBlendMode = mode;
}
////////////////////////////////////////////////////////////
void RenderTarget::ApplyTransform(const Transform& transform)
{
// No need to call glMatrixMode(GL_MODELVIEW), it is always the
// current mode (for optimization purpose, since it's the most used)
GLCheck(glLoadMatrixf(transform.GetMatrix()));
}
////////////////////////////////////////////////////////////
void RenderTarget::ApplyTexture(const Texture* texture)
{
if (texture)
texture->Bind(Texture::Pixels);
else
GLCheck(glBindTexture(GL_TEXTURE_2D, 0));
myCache.LastTextureId = texture ? texture->myCacheId : 0;
}
////////////////////////////////////////////////////////////
void RenderTarget::ApplyShader(const Shader* shader)
{
if (shader)
shader->Bind();
else
GLCheck(glUseProgramObjectARB(0));
}
} // namespace sf } // namespace sf
////////////////////////////////////////////////////////////
// Render states caching strategies
//
// * View
// If SetView was called since last draw, the projection
// matrix is updated. We don't need more, the view doesn't
// change frequently.
//
// * Transform
// The transform matrix is usually expensive because each
// entity will most likely use a different transform. This can
// lead, in worst case, to changing it every 4 vertices.
// To avoid that, when the vertex count is low enough, we
// pre-transform them and therefore use an identity transform
// to render them.
//
// * Blending mode
// It's a simple integral value, so we can easily check
// whether the value to apply is the same as before or not.
//
// * Texture
// Storing the pointer or OpenGL ID of the last used texture
// is not enough; if the sf::Texture instance is destroyed,
// both the pointer and the OpenGL ID might be recycled in
// a new texture instance. We need to use our own unique
// identifier system to ensure consistent caching.
//
// * Shader
// Shaders are very hard to optimize, because they have
// parameters that can be hard (if not impossible) to track,
// like matrices or textures. The only optimization that we
// do is that we avoid setting a null shader if there was
// already none for the previous draw.
//
////////////////////////////////////////////////////////////

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@ -27,6 +27,7 @@
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
#include <SFML/Graphics/RenderTextureImplDefault.hpp> #include <SFML/Graphics/RenderTextureImplDefault.hpp>
#include <SFML/Graphics/GLCheck.hpp> #include <SFML/Graphics/GLCheck.hpp>
#include <SFML/Graphics/TextureSaver.hpp>
#include <SFML/Window/Context.hpp> #include <SFML/Window/Context.hpp>
#include <SFML/System/Err.hpp> #include <SFML/System/Err.hpp>
@ -77,6 +78,9 @@ bool RenderTextureImplDefault::Activate(bool active)
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void RenderTextureImplDefault::UpdateTexture(unsigned int textureId) void RenderTextureImplDefault::UpdateTexture(unsigned int textureId)
{ {
// Make sure that the current texture binding will be preserved
priv::TextureSaver save;
// Copy the rendered pixels to the texture // Copy the rendered pixels to the texture
GLCheck(glBindTexture(GL_TEXTURE_2D, textureId)); GLCheck(glBindTexture(GL_TEXTURE_2D, textureId));
GLCheck(glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, myWidth, myHeight)); GLCheck(glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, myWidth, myHeight));

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@ -28,12 +28,33 @@
#include <SFML/Graphics/Texture.hpp> #include <SFML/Graphics/Texture.hpp>
#include <SFML/Graphics/Image.hpp> #include <SFML/Graphics/Image.hpp>
#include <SFML/Graphics/GLCheck.hpp> #include <SFML/Graphics/GLCheck.hpp>
#include <SFML/Graphics/TextureSaver.hpp>
#include <SFML/Window/Window.hpp> #include <SFML/Window/Window.hpp>
#include <SFML/System/Mutex.hpp>
#include <SFML/System/Lock.hpp>
#include <SFML/System/Err.hpp> #include <SFML/System/Err.hpp>
#include <cassert> #include <cassert>
#include <cstring> #include <cstring>
////////////////////////////////////////////////////////////
// Private data
////////////////////////////////////////////////////////////
namespace
{
// Thread-safe unique identifier generator,
// is used for states cache (see RenderTarget)
sf::Uint64 GetUniqueId()
{
static sf::Uint64 id = 1; // start at 1, zero is "no texture"
static sf::Mutex mutex;
sf::Lock lock(mutex);
return id++;
}
}
namespace sf namespace sf
{ {
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
@ -45,7 +66,8 @@ myTextureHeight(0),
myTexture (0), myTexture (0),
myIsSmooth (false), myIsSmooth (false),
myIsRepeated (false), myIsRepeated (false),
myPixelsFlipped(false) myPixelsFlipped(false),
myCacheId (GetUniqueId())
{ {
} }
@ -60,7 +82,8 @@ myTextureHeight(0),
myTexture (0), myTexture (0),
myIsSmooth (copy.myIsSmooth), myIsSmooth (copy.myIsSmooth),
myIsRepeated (copy.myIsRepeated), myIsRepeated (copy.myIsRepeated),
myPixelsFlipped(false) myPixelsFlipped(false),
myCacheId (GetUniqueId())
{ {
if (copy.myTexture) if (copy.myTexture)
LoadFromImage(copy.CopyToImage()); LoadFromImage(copy.CopyToImage());
@ -123,6 +146,9 @@ bool Texture::Create(unsigned int width, unsigned int height)
myTexture = static_cast<unsigned int>(texture); myTexture = static_cast<unsigned int>(texture);
} }
// Make sure that the current texture binding will be preserved
priv::TextureSaver save;
// Initialize the texture // Initialize the texture
GLCheck(glBindTexture(GL_TEXTURE_2D, myTexture)); GLCheck(glBindTexture(GL_TEXTURE_2D, myTexture));
GLCheck(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, myTextureWidth, myTextureHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL)); GLCheck(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, myTextureWidth, myTextureHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL));
@ -130,6 +156,7 @@ bool Texture::Create(unsigned int width, unsigned int height)
GLCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, myIsRepeated ? GL_REPEAT : GL_CLAMP_TO_EDGE)); GLCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, myIsRepeated ? GL_REPEAT : GL_CLAMP_TO_EDGE));
GLCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, myIsSmooth ? GL_LINEAR : GL_NEAREST)); GLCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, myIsSmooth ? GL_LINEAR : GL_NEAREST));
GLCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, myIsSmooth ? GL_LINEAR : GL_NEAREST)); GLCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, myIsSmooth ? GL_LINEAR : GL_NEAREST));
myCacheId = GetUniqueId();
return true; return true;
} }
@ -195,6 +222,9 @@ bool Texture::LoadFromImage(const Image& image, const IntRect& area)
// Create the texture and upload the pixels // Create the texture and upload the pixels
if (Create(rectangle.Width, rectangle.Height)) if (Create(rectangle.Width, rectangle.Height))
{ {
// Make sure that the current texture binding will be preserved
priv::TextureSaver save;
// Copy the pixels to the texture, row by row // Copy the pixels to the texture, row by row
const Uint8* pixels = image.GetPixelsPtr() + 4 * (rectangle.Left + (width * rectangle.Top)); const Uint8* pixels = image.GetPixelsPtr() + 4 * (rectangle.Left + (width * rectangle.Top));
GLCheck(glBindTexture(GL_TEXTURE_2D, myTexture)); GLCheck(glBindTexture(GL_TEXTURE_2D, myTexture));
@ -237,6 +267,9 @@ Image Texture::CopyToImage() const
EnsureGlContext(); EnsureGlContext();
// Make sure that the current texture binding will be preserved
priv::TextureSaver save;
// Create an array of pixels // Create an array of pixels
std::vector<Uint8> pixels(myWidth * myHeight * 4); std::vector<Uint8> pixels(myWidth * myHeight * 4);
@ -302,10 +335,14 @@ void Texture::Update(const Uint8* pixels, unsigned int width, unsigned int heigh
{ {
EnsureGlContext(); EnsureGlContext();
// Make sure that the current texture binding will be preserved
priv::TextureSaver save;
// Copy pixels from the given array to the texture // Copy pixels from the given array to the texture
GLCheck(glBindTexture(GL_TEXTURE_2D, myTexture)); GLCheck(glBindTexture(GL_TEXTURE_2D, myTexture));
GLCheck(glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels)); GLCheck(glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
myPixelsFlipped = false; myPixelsFlipped = false;
myCacheId = GetUniqueId();
} }
} }
@ -340,10 +377,14 @@ void Texture::Update(const Window& window, unsigned int x, unsigned int y)
if (myTexture && window.SetActive(true)) if (myTexture && window.SetActive(true))
{ {
// Make sure that the current texture binding will be preserved
priv::TextureSaver save;
// Copy pixels from the back-buffer to the texture // Copy pixels from the back-buffer to the texture
GLCheck(glBindTexture(GL_TEXTURE_2D, myTexture)); GLCheck(glBindTexture(GL_TEXTURE_2D, myTexture));
GLCheck(glCopyTexSubImage2D(GL_TEXTURE_2D, 0, x, y, 0, 0, window.GetWidth(), window.GetHeight())); GLCheck(glCopyTexSubImage2D(GL_TEXTURE_2D, 0, x, y, 0, 0, window.GetWidth(), window.GetHeight()));
myPixelsFlipped = true; myPixelsFlipped = true;
myCacheId = GetUniqueId();
} }
} }
@ -380,6 +421,9 @@ void Texture::Bind(CoordinateType coordinateType) const
// Load the matrix // Load the matrix
GLCheck(glMatrixMode(GL_TEXTURE)); GLCheck(glMatrixMode(GL_TEXTURE));
GLCheck(glLoadMatrixf(matrix)); GLCheck(glLoadMatrixf(matrix));
// Go back to model-view mode (sf::RenderTarget relies on it)
GLCheck(glMatrixMode(GL_MODELVIEW));
} }
} }
@ -395,6 +439,9 @@ void Texture::SetSmooth(bool smooth)
{ {
EnsureGlContext(); EnsureGlContext();
// Make sure that the current texture binding will be preserved
priv::TextureSaver save;
GLCheck(glBindTexture(GL_TEXTURE_2D, myTexture)); GLCheck(glBindTexture(GL_TEXTURE_2D, myTexture));
GLCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, myIsSmooth ? GL_LINEAR : GL_NEAREST)); GLCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, myIsSmooth ? GL_LINEAR : GL_NEAREST));
GLCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, myIsSmooth ? GL_LINEAR : GL_NEAREST)); GLCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, myIsSmooth ? GL_LINEAR : GL_NEAREST));
@ -421,6 +468,9 @@ void Texture::SetRepeated(bool repeated)
{ {
EnsureGlContext(); EnsureGlContext();
// Make sure that the current texture binding will be preserved
priv::TextureSaver save;
GLCheck(glBindTexture(GL_TEXTURE_2D, myTexture)); GLCheck(glBindTexture(GL_TEXTURE_2D, myTexture));
GLCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, myIsRepeated ? GL_REPEAT : GL_CLAMP_TO_EDGE)); GLCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, myIsRepeated ? GL_REPEAT : GL_CLAMP_TO_EDGE));
GLCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, myIsRepeated ? GL_REPEAT : GL_CLAMP_TO_EDGE)); GLCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, myIsRepeated ? GL_REPEAT : GL_CLAMP_TO_EDGE));
@ -461,6 +511,7 @@ Texture& Texture::operator =(const Texture& right)
std::swap(myIsSmooth, temp.myIsSmooth); std::swap(myIsSmooth, temp.myIsSmooth);
std::swap(myIsRepeated, temp.myIsRepeated); std::swap(myIsRepeated, temp.myIsRepeated);
std::swap(myPixelsFlipped, temp.myPixelsFlipped); std::swap(myPixelsFlipped, temp.myPixelsFlipped);
myCacheId = GetUniqueId();
return *this; return *this;
} }

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@ -0,0 +1,50 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics/TextureSaver.hpp>
namespace sf
{
namespace priv
{
////////////////////////////////////////////////////////////
TextureSaver::TextureSaver()
{
GLCheck(glGetIntegerv(GL_TEXTURE_BINDING_2D, &myTextureBinding));
}
////////////////////////////////////////////////////////////
TextureSaver::~TextureSaver()
{
GLCheck(glBindTexture(GL_TEXTURE_2D, myTextureBinding));
}
} // namespace priv
} // namespace sf

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@ -0,0 +1,75 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_TEXTURESAVER_HPP
#define SFML_TEXTURESAVER_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics/GLCheck.hpp>
namespace sf
{
namespace priv
{
////////////////////////////////////////////////////////////
/// \brief Automatic wrapper for saving and restoring the current texture binding
///
////////////////////////////////////////////////////////////
class TextureSaver
{
public :
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// The current texture binding is saved.
///
////////////////////////////////////////////////////////////
TextureSaver();
////////////////////////////////////////////////////////////
/// \brief Destructor
///
/// The previous texture binding is restored.
///
////////////////////////////////////////////////////////////
~TextureSaver();
private :
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
GLint myTextureBinding; ///< Texture binding to restore
};
} // namespace priv
} // namespace sf
#endif // SFML_TEXTURESAVER_HPP