godot/editor/import/resource_importer_texture.h
Pedro J. Estébanez 18fbdbb456 Reimplement Mutex with C++'s <mutex>
Main:
- It's now implemented thanks to `<mutex>`. No more platform-specific implementations.
- `BinaryMutex` (non-recursive) is added, as an alternative for special cases.
- Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes.
- Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts.
- A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this.
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- Thread-safe utilities are therefore simpler now.

Misc.:
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock).
- `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-26 20:40:10 +01:00

119 lines
5.2 KiB
C++

/*************************************************************************/
/* resource_importer_texture.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* "Software"), to deal in the Software without restriction, including */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
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/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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#ifndef RESOURCEIMPORTTEXTURE_H
#define RESOURCEIMPORTTEXTURE_H
#include "core/image.h"
#include "core/io/resource_importer.h"
#include "core/os/file_access.h"
#include "scene/resources/texture.h"
#include "servers/visual_server.h"
class StreamTexture;
class ResourceImporterTexture : public ResourceImporter {
GDCLASS(ResourceImporterTexture, ResourceImporter);
public:
enum CompressMode {
COMPRESS_LOSSLESS,
COMPRESS_LOSSY,
COMPRESS_VRAM_COMPRESSED,
COMPRESS_VRAM_UNCOMPRESSED,
COMPRESS_BASIS_UNIVERSAL
};
protected:
enum {
MAKE_3D_FLAG = 1,
MAKE_ROUGHNESS_FLAG = 2,
MAKE_NORMAL_FLAG = 4
};
Mutex mutex;
struct MakeInfo {
int flags;
String normal_path_for_roughness;
VS::TextureDetectRoughnessChannel channel_for_roughness;
MakeInfo() {
flags = 0;
channel_for_roughness = VS::TEXTURE_DETECT_ROUGNHESS_R;
}
};
Map<StringName, MakeInfo> make_flags;
static void _texture_reimport_roughness(const Ref<StreamTexture> &p_tex, const String &p_normal_path, VisualServer::TextureDetectRoughnessChannel p_channel);
static void _texture_reimport_3d(const Ref<StreamTexture> &p_tex);
static void _texture_reimport_normal(const Ref<StreamTexture> &p_tex);
static ResourceImporterTexture *singleton;
static const char *compression_formats[];
void _save_stex(const Ref<Image> &p_image, const String &p_to_path, CompressMode p_compress_mode, float p_lossy_quality, Image::CompressMode p_vram_compression, bool p_mipmaps, bool p_streamable, bool p_detect_3d, bool p_detect_srgb, bool p_force_rgbe, bool p_detect_normal, bool p_force_normal, bool p_srgb_friendly, bool p_force_po2_for_compressed, uint32_t p_limit_mipmap, const Ref<Image> &p_normal, Image::RoughnessChannel p_roughness_channel);
public:
void save_to_stex_format(FileAccess *f, const Ref<Image> &p_image, CompressMode p_compress_mode, Image::UsedChannels p_channels, Image::CompressMode p_compress_format, float p_lossy_quality, bool p_force_rgbe);
static ResourceImporterTexture *get_singleton() { return singleton; }
virtual String get_importer_name() const;
virtual String get_visible_name() const;
virtual void get_recognized_extensions(List<String> *p_extensions) const;
virtual String get_save_extension() const;
virtual String get_resource_type() const;
enum Preset {
PRESET_DETECT,
PRESET_2D,
PRESET_2D_PIXEL,
PRESET_3D,
};
virtual int get_preset_count() const;
virtual String get_preset_name(int p_idx) const;
virtual void get_import_options(List<ImportOption> *r_options, int p_preset = 0) const;
virtual bool get_option_visibility(const String &p_option, const Map<StringName, Variant> &p_options) const;
virtual Error import(const String &p_source_file, const String &p_save_path, const Map<StringName, Variant> &p_options, List<String> *r_platform_variants, List<String> *r_gen_files = NULL, Variant *r_metadata = NULL);
void update_imports();
virtual bool are_import_settings_valid(const String &p_path) const;
virtual String get_import_settings_string() const;
ResourceImporterTexture();
~ResourceImporterTexture();
};
#endif // RESOURCEIMPORTTEXTURE_H