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Use a shared copy of placeholder textures, tweak placeholder appearance
This reduces memory usage a bit in case multiple placeholders were requested, e.g. when using multiple NoiseTextures with no noise property defined. The placeholder texture's appearance was also changed from a plain magenta color to a checkerboard alternating between magenta and black pixels. This makes it easier to spot when the placeholder texture ends up being used in a complex scene (usually by accident). The texture's dimensions remain identical to keep the physical size identical in 2D.
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@ -230,6 +230,32 @@ TextureStorage::TextureStorage() {
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sdf_shader.shader_version = sdf_shader.shader.version_create();
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}
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// Initialize texture placeholder data for the `texture_*_placeholder_initialize()` methods.
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constexpr int placeholder_size = 4;
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texture_2d_placeholder = Image::create_empty(placeholder_size, placeholder_size, false, Image::FORMAT_RGBA8);
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// Draw a magenta/black checkerboard pattern.
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for (int i = 0; i < placeholder_size * placeholder_size; i++) {
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const int x = i % placeholder_size;
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const int y = i / placeholder_size;
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texture_2d_placeholder->set_pixel(x, y, (x + y) % 2 == 0 ? Color(1, 0, 1) : Color(0, 0, 0));
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}
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texture_2d_array_placeholder.push_back(texture_2d_placeholder);
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for (int i = 0; i < 6; i++) {
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cubemap_placeholder.push_back(texture_2d_placeholder);
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}
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Ref<Image> texture_2d_placeholder_rotated;
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texture_2d_placeholder_rotated.instantiate();
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texture_2d_placeholder_rotated->copy_from(texture_2d_placeholder);
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texture_2d_placeholder_rotated->rotate_90(CLOCKWISE);
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for (int i = 0; i < 4; i++) {
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// Alternate checkerboard pattern on odd layers (by using a copy that is rotated 90 degrees).
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texture_3d_placeholder.push_back(i % 2 == 0 ? texture_2d_placeholder : texture_2d_placeholder_rotated);
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}
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#ifdef GL_API_ENABLED
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if (RasterizerGLES3::is_gles_over_gl()) {
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glEnable(GL_PROGRAM_POINT_SIZE);
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@ -1014,46 +1040,19 @@ void TextureStorage::texture_proxy_update(RID p_texture, RID p_proxy_to) {
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}
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void TextureStorage::texture_2d_placeholder_initialize(RID p_texture) {
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//this could be better optimized to reuse an existing image , done this way
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//for now to get it working
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Ref<Image> image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8);
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image->fill(Color(1, 0, 1, 1));
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texture_2d_initialize(p_texture, image);
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texture_2d_initialize(p_texture, texture_2d_placeholder);
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}
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void TextureStorage::texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) {
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//this could be better optimized to reuse an existing image , done this way
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//for now to get it working
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Ref<Image> image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8);
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image->fill(Color(1, 0, 1, 1));
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Vector<Ref<Image>> images;
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void TextureStorage::texture_2d_layered_placeholder_initialize(RID p_texture, RS::TextureLayeredType p_layered_type) {
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if (p_layered_type == RS::TEXTURE_LAYERED_2D_ARRAY) {
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images.push_back(image);
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texture_2d_layered_initialize(p_texture, texture_2d_array_placeholder, p_layered_type);
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} else {
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//cube
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for (int i = 0; i < 6; i++) {
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images.push_back(image);
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}
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texture_2d_layered_initialize(p_texture, cubemap_placeholder, p_layered_type);
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}
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texture_2d_layered_initialize(p_texture, images, p_layered_type);
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}
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void TextureStorage::texture_3d_placeholder_initialize(RID p_texture) {
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//this could be better optimized to reuse an existing image , done this way
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//for now to get it working
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Ref<Image> image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8);
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image->fill(Color(1, 0, 1, 1));
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Vector<Ref<Image>> images;
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//cube
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for (int i = 0; i < 4; i++) {
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images.push_back(image);
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}
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texture_3d_initialize(p_texture, Image::FORMAT_RGBA8, 4, 4, 4, false, images);
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texture_3d_initialize(p_texture, Image::FORMAT_RGBA8, 4, 4, 4, false, texture_3d_placeholder);
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}
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Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const {
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@ -521,6 +521,11 @@ public:
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virtual void texture_external_update(RID p_texture, int p_width, int p_height, uint64_t p_external_buffer) override;
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virtual void texture_proxy_update(RID p_proxy, RID p_base) override;
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Ref<Image> texture_2d_placeholder;
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Vector<Ref<Image>> texture_2d_array_placeholder;
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Vector<Ref<Image>> cubemap_placeholder;
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Vector<Ref<Image>> texture_3d_placeholder;
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//these two APIs can be used together or in combination with the others.
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virtual void texture_2d_placeholder_initialize(RID p_texture) override;
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virtual void texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) override;
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@ -518,6 +518,32 @@ TextureStorage::TextureStorage() {
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rt_sdf.pipelines[i] = RD::get_singleton()->compute_pipeline_create(rt_sdf.shader.version_get_shader(rt_sdf.shader_version, i));
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}
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}
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// Initialize texture placeholder data for the `texture_*_placeholder_initialize()` methods.
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constexpr int placeholder_size = 4;
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texture_2d_placeholder = Image::create_empty(placeholder_size, placeholder_size, false, Image::FORMAT_RGBA8);
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// Draw a magenta/black checkerboard pattern.
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for (int i = 0; i < placeholder_size * placeholder_size; i++) {
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const int x = i % placeholder_size;
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const int y = i / placeholder_size;
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texture_2d_placeholder->set_pixel(x, y, (x + y) % 2 == 0 ? Color(1, 0, 1) : Color(0, 0, 0));
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}
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texture_2d_array_placeholder.push_back(texture_2d_placeholder);
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for (int i = 0; i < 6; i++) {
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cubemap_placeholder.push_back(texture_2d_placeholder);
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}
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Ref<Image> texture_2d_placeholder_rotated;
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texture_2d_placeholder_rotated.instantiate();
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texture_2d_placeholder_rotated->copy_from(texture_2d_placeholder);
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texture_2d_placeholder_rotated->rotate_90(CLOCKWISE);
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for (int i = 0; i < 4; i++) {
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// Alternate checkerboard pattern on odd layers (by using a copy that is rotated 90 degrees).
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texture_3d_placeholder.push_back(i % 2 == 0 ? texture_2d_placeholder : texture_2d_placeholder_rotated);
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}
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}
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TextureStorage::~TextureStorage() {
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@ -1365,46 +1391,19 @@ void TextureStorage::texture_proxy_update(RID p_texture, RID p_proxy_to) {
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//these two APIs can be used together or in combination with the others.
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void TextureStorage::texture_2d_placeholder_initialize(RID p_texture) {
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//this could be better optimized to reuse an existing image , done this way
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//for now to get it working
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Ref<Image> image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8);
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image->fill(Color(1, 0, 1, 1));
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texture_2d_initialize(p_texture, image);
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texture_2d_initialize(p_texture, texture_2d_placeholder);
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}
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void TextureStorage::texture_2d_layered_placeholder_initialize(RID p_texture, RS::TextureLayeredType p_layered_type) {
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//this could be better optimized to reuse an existing image , done this way
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//for now to get it working
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Ref<Image> image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8);
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image->fill(Color(1, 0, 1, 1));
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Vector<Ref<Image>> images;
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if (p_layered_type == RS::TEXTURE_LAYERED_2D_ARRAY) {
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images.push_back(image);
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texture_2d_layered_initialize(p_texture, texture_2d_array_placeholder, p_layered_type);
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} else {
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//cube
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for (int i = 0; i < 6; i++) {
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images.push_back(image);
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}
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texture_2d_layered_initialize(p_texture, cubemap_placeholder, p_layered_type);
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}
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texture_2d_layered_initialize(p_texture, images, p_layered_type);
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}
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void TextureStorage::texture_3d_placeholder_initialize(RID p_texture) {
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//this could be better optimized to reuse an existing image , done this way
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//for now to get it working
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Ref<Image> image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8);
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image->fill(Color(1, 0, 1, 1));
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Vector<Ref<Image>> images;
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//cube
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for (int i = 0; i < 4; i++) {
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images.push_back(image);
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}
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texture_3d_initialize(p_texture, Image::FORMAT_RGBA8, 4, 4, 4, false, images);
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texture_3d_initialize(p_texture, Image::FORMAT_RGBA8, 4, 4, 4, false, texture_3d_placeholder);
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}
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Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const {
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@ -520,6 +520,11 @@ public:
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virtual void texture_external_update(RID p_texture, int p_width, int p_height, uint64_t p_external_buffer) override;
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virtual void texture_proxy_update(RID p_proxy, RID p_base) override;
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Ref<Image> texture_2d_placeholder;
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Vector<Ref<Image>> texture_2d_array_placeholder;
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Vector<Ref<Image>> cubemap_placeholder;
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Vector<Ref<Image>> texture_3d_placeholder;
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//these two APIs can be used together or in combination with the others.
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virtual void texture_2d_placeholder_initialize(RID p_texture) override;
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virtual void texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) override;
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