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authorCampbell Barton <ideasman42@gmail.com>2019-04-17 07:17:24 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-04-17 07:21:24 +0300
commite12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch)
tree8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/gpu/intern/gpu_draw.c
parentb3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff)
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'source/blender/gpu/intern/gpu_draw.c')
-rw-r--r--source/blender/gpu/intern/gpu_draw.c2200
1 files changed, 1118 insertions, 1082 deletions
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index c9989703d5b..fec96b18dac 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -81,442 +81,441 @@ static void gpu_free_image_immediate(Image *ima);
#ifdef WITH_DDS
static bool is_power_of_2_resolution(int w, int h)
{
- return is_power_of_2_i(w) && is_power_of_2_i(h);
+ return is_power_of_2_i(w) && is_power_of_2_i(h);
}
#endif
static bool is_over_resolution_limit(GLenum textarget, int w, int h)
{
- int size = (textarget == GL_TEXTURE_2D) ?
- GPU_max_texture_size() : GPU_max_cube_map_size();
- int reslimit = (U.glreslimit != 0) ?
- min_ii(U.glreslimit, size) : size;
+ int size = (textarget == GL_TEXTURE_2D) ? GPU_max_texture_size() : GPU_max_cube_map_size();
+ int reslimit = (U.glreslimit != 0) ? min_ii(U.glreslimit, size) : size;
- return (w > reslimit || h > reslimit);
+ return (w > reslimit || h > reslimit);
}
static int smaller_power_of_2_limit(int num)
{
- int reslimit = (U.glreslimit != 0) ?
- min_ii(U.glreslimit, GPU_max_texture_size()) :
- GPU_max_texture_size();
- /* take texture clamping into account */
- if (num > reslimit)
- return reslimit;
-
- return power_of_2_min_i(num);
+ int reslimit = (U.glreslimit != 0) ? min_ii(U.glreslimit, GPU_max_texture_size()) :
+ GPU_max_texture_size();
+ /* take texture clamping into account */
+ if (num > reslimit)
+ return reslimit;
+
+ return power_of_2_min_i(num);
}
/* Current OpenGL state caching for GPU_set_tpage */
static struct GPUTextureState {
- /* also controls min/mag filtering */
- bool domipmap;
- /* only use when 'domipmap' is set */
- bool linearmipmap;
- /* store this so that new images created while texture painting won't be set to mipmapped */
- bool texpaint;
-
- float anisotropic;
+ /* also controls min/mag filtering */
+ bool domipmap;
+ /* only use when 'domipmap' is set */
+ bool linearmipmap;
+ /* store this so that new images created while texture painting won't be set to mipmapped */
+ bool texpaint;
+
+ float anisotropic;
} GTS = {1, 0, 0, 1.0f};
/* Mipmap settings */
void GPU_set_mipmap(Main *bmain, bool mipmap)
{
- if (GTS.domipmap != mipmap) {
- GPU_free_images(bmain);
- GTS.domipmap = mipmap;
- }
+ if (GTS.domipmap != mipmap) {
+ GPU_free_images(bmain);
+ GTS.domipmap = mipmap;
+ }
}
void GPU_set_linear_mipmap(bool linear)
{
- if (GTS.linearmipmap != linear) {
- GTS.linearmipmap = linear;
- }
+ if (GTS.linearmipmap != linear) {
+ GTS.linearmipmap = linear;
+ }
}
bool GPU_get_mipmap(void)
{
- return GTS.domipmap && !GTS.texpaint;
+ return GTS.domipmap && !GTS.texpaint;
}
bool GPU_get_linear_mipmap(void)
{
- return GTS.linearmipmap;
+ return GTS.linearmipmap;
}
static GLenum gpu_get_mipmap_filter(bool mag)
{
- /* linearmipmap is off by default *when mipmapping is off,
- * use unfiltered display */
- if (mag) {
- if (GTS.domipmap)
- return GL_LINEAR;
- else
- return GL_NEAREST;
- }
- else {
- if (GTS.domipmap) {
- if (GTS.linearmipmap) {
- return GL_LINEAR_MIPMAP_LINEAR;
- }
- else {
- return GL_LINEAR_MIPMAP_NEAREST;
- }
- }
- else {
- return GL_NEAREST;
- }
- }
+ /* linearmipmap is off by default *when mipmapping is off,
+ * use unfiltered display */
+ if (mag) {
+ if (GTS.domipmap)
+ return GL_LINEAR;
+ else
+ return GL_NEAREST;
+ }
+ else {
+ if (GTS.domipmap) {
+ if (GTS.linearmipmap) {
+ return GL_LINEAR_MIPMAP_LINEAR;
+ }
+ else {
+ return GL_LINEAR_MIPMAP_NEAREST;
+ }
+ }
+ else {
+ return GL_NEAREST;
+ }
+ }
}
/* Anisotropic filtering settings */
void GPU_set_anisotropic(Main *bmain, float value)
{
- if (GTS.anisotropic != value) {
- GPU_free_images(bmain);
+ if (GTS.anisotropic != value) {
+ GPU_free_images(bmain);
- /* Clamp value to the maximum value the graphics card supports */
- const float max = GPU_max_texture_anisotropy();
- if (value > max)
- value = max;
+ /* Clamp value to the maximum value the graphics card supports */
+ const float max = GPU_max_texture_anisotropy();
+ if (value > max)
+ value = max;
- GTS.anisotropic = value;
- }
+ GTS.anisotropic = value;
+ }
}
float GPU_get_anisotropic(void)
{
- return GTS.anisotropic;
+ return GTS.anisotropic;
}
/* Set OpenGL state for an MTFace */
static GPUTexture **gpu_get_image_gputexture(Image *ima, GLenum textarget)
{
- if (textarget == GL_TEXTURE_2D)
- return &ima->gputexture[TEXTARGET_TEXTURE_2D];
- else if (textarget == GL_TEXTURE_CUBE_MAP)
- return &ima->gputexture[TEXTARGET_TEXTURE_CUBE_MAP];
+ if (textarget == GL_TEXTURE_2D)
+ return &ima->gputexture[TEXTARGET_TEXTURE_2D];
+ else if (textarget == GL_TEXTURE_CUBE_MAP)
+ return &ima->gputexture[TEXTARGET_TEXTURE_CUBE_MAP];
- return NULL;
+ return NULL;
}
typedef struct VerifyThreadData {
- ImBuf *ibuf;
- float *srgb_frect;
+ ImBuf *ibuf;
+ float *srgb_frect;
} VerifyThreadData;
-static void gpu_verify_high_bit_srgb_buffer_slice(
- float *srgb_frect,
- ImBuf *ibuf,
- const int start_line,
- const int height)
+static void gpu_verify_high_bit_srgb_buffer_slice(float *srgb_frect,
+ ImBuf *ibuf,
+ const int start_line,
+ const int height)
{
- size_t offset = ibuf->channels * start_line * ibuf->x;
- float *current_srgb_frect = srgb_frect + offset;
- float *current_rect_float = ibuf->rect_float + offset;
- IMB_buffer_float_from_float(
- current_srgb_frect,
- current_rect_float,
- ibuf->channels,
- IB_PROFILE_SRGB,
- IB_PROFILE_LINEAR_RGB, true,
- ibuf->x, height,
- ibuf->x, ibuf->x);
- IMB_buffer_float_unpremultiply(current_srgb_frect, ibuf->x, height);
+ size_t offset = ibuf->channels * start_line * ibuf->x;
+ float *current_srgb_frect = srgb_frect + offset;
+ float *current_rect_float = ibuf->rect_float + offset;
+ IMB_buffer_float_from_float(current_srgb_frect,
+ current_rect_float,
+ ibuf->channels,
+ IB_PROFILE_SRGB,
+ IB_PROFILE_LINEAR_RGB,
+ true,
+ ibuf->x,
+ height,
+ ibuf->x,
+ ibuf->x);
+ IMB_buffer_float_unpremultiply(current_srgb_frect, ibuf->x, height);
}
-static void verify_thread_do(
- void *data_v,
- int start_scanline,
- int num_scanlines)
+static void verify_thread_do(void *data_v, int start_scanline, int num_scanlines)
{
- VerifyThreadData *data = (VerifyThreadData *)data_v;
- gpu_verify_high_bit_srgb_buffer_slice(
- data->srgb_frect,
- data->ibuf,
- start_scanline,
- num_scanlines);
+ VerifyThreadData *data = (VerifyThreadData *)data_v;
+ gpu_verify_high_bit_srgb_buffer_slice(
+ data->srgb_frect, data->ibuf, start_scanline, num_scanlines);
}
-static void gpu_verify_high_bit_srgb_buffer(
- float *srgb_frect,
- ImBuf *ibuf)
+static void gpu_verify_high_bit_srgb_buffer(float *srgb_frect, ImBuf *ibuf)
{
- if (ibuf->y < 64) {
- gpu_verify_high_bit_srgb_buffer_slice(
- srgb_frect,
- ibuf,
- 0, ibuf->y);
- }
- else {
- VerifyThreadData data;
- data.ibuf = ibuf;
- data.srgb_frect = srgb_frect;
- IMB_processor_apply_threaded_scanlines(ibuf->y, verify_thread_do, &data);
- }
+ if (ibuf->y < 64) {
+ gpu_verify_high_bit_srgb_buffer_slice(srgb_frect, ibuf, 0, ibuf->y);
+ }
+ else {
+ VerifyThreadData data;
+ data.ibuf = ibuf;
+ data.srgb_frect = srgb_frect;
+ IMB_processor_apply_threaded_scanlines(ibuf->y, verify_thread_do, &data);
+ }
}
-GPUTexture *GPU_texture_from_blender(
- Image *ima,
- ImageUser *iuser,
- int textarget,
- bool is_data)
+GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, int textarget, bool is_data)
{
- if (ima == NULL) {
- return NULL;
- }
-
- /* currently, gpu refresh tagging is used by ima sequences */
- if (ima->gpuflag & IMA_GPU_REFRESH) {
- gpu_free_image_immediate(ima);
- ima->gpuflag &= ~IMA_GPU_REFRESH;
- }
-
- /* Test if we already have a texture. */
- GPUTexture **tex = gpu_get_image_gputexture(ima, textarget);
- if (*tex) {
- return *tex;
- }
-
- /* Check if we have a valid image. If not, we return a dummy
- * texture with zero bindcode so we don't keep trying. */
- uint bindcode = 0;
- if (ima->ok == 0) {
- *tex = GPU_texture_from_bindcode(textarget, bindcode);
- return *tex;
- }
-
- /* check if we have a valid image buffer */
- ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
- if (ibuf == NULL) {
- *tex = GPU_texture_from_bindcode(textarget, bindcode);
- return *tex;
- }
-
- /* flag to determine whether deep format is used */
- bool use_high_bit_depth = false, do_color_management = false;
-
- if (ibuf->rect_float) {
- use_high_bit_depth = true;
-
- /* TODO unneeded when float images are correctly treated as linear always */
- if (!is_data) {
- do_color_management = true;
- }
- }
-
- const int rectw = ibuf->x;
- const int recth = ibuf->y;
- uint *rect = ibuf->rect;
- float *frect = NULL;
- float *srgb_frect = NULL;
-
- if (use_high_bit_depth) {
- if (do_color_management) {
- frect = srgb_frect = MEM_mallocN(ibuf->x * ibuf->y * sizeof(*srgb_frect) * 4, "floar_buf_col_cor");
- gpu_verify_high_bit_srgb_buffer(srgb_frect, ibuf);
- }
- else {
- frect = ibuf->rect_float;
- }
- }
-
- const bool mipmap = GPU_get_mipmap();
+ if (ima == NULL) {
+ return NULL;
+ }
+
+ /* currently, gpu refresh tagging is used by ima sequences */
+ if (ima->gpuflag & IMA_GPU_REFRESH) {
+ gpu_free_image_immediate(ima);
+ ima->gpuflag &= ~IMA_GPU_REFRESH;
+ }
+
+ /* Test if we already have a texture. */
+ GPUTexture **tex = gpu_get_image_gputexture(ima, textarget);
+ if (*tex) {
+ return *tex;
+ }
+
+ /* Check if we have a valid image. If not, we return a dummy
+ * texture with zero bindcode so we don't keep trying. */
+ uint bindcode = 0;
+ if (ima->ok == 0) {
+ *tex = GPU_texture_from_bindcode(textarget, bindcode);
+ return *tex;
+ }
+
+ /* check if we have a valid image buffer */
+ ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
+ if (ibuf == NULL) {
+ *tex = GPU_texture_from_bindcode(textarget, bindcode);
+ return *tex;
+ }
+
+ /* flag to determine whether deep format is used */
+ bool use_high_bit_depth = false, do_color_management = false;
+
+ if (ibuf->rect_float) {
+ use_high_bit_depth = true;
+
+ /* TODO unneeded when float images are correctly treated as linear always */
+ if (!is_data) {
+ do_color_management = true;
+ }
+ }
+
+ const int rectw = ibuf->x;
+ const int recth = ibuf->y;
+ uint *rect = ibuf->rect;
+ float *frect = NULL;
+ float *srgb_frect = NULL;
+
+ if (use_high_bit_depth) {
+ if (do_color_management) {
+ frect = srgb_frect = MEM_mallocN(ibuf->x * ibuf->y * sizeof(*srgb_frect) * 4,
+ "floar_buf_col_cor");
+ gpu_verify_high_bit_srgb_buffer(srgb_frect, ibuf);
+ }
+ else {
+ frect = ibuf->rect_float;
+ }
+ }
+
+ const bool mipmap = GPU_get_mipmap();
#ifdef WITH_DDS
- if (ibuf->ftype == IMB_FTYPE_DDS) {
- GPU_create_gl_tex_compressed(&bindcode, rect, rectw, recth, textarget, mipmap, ima, ibuf);
- }
- else
+ if (ibuf->ftype == IMB_FTYPE_DDS) {
+ GPU_create_gl_tex_compressed(&bindcode, rect, rectw, recth, textarget, mipmap, ima, ibuf);
+ }
+ else
#endif
- {
- GPU_create_gl_tex(&bindcode, rect, frect, rectw, recth, textarget, mipmap, use_high_bit_depth, ima);
- }
-
- /* mark as non-color data texture */
- if (bindcode) {
- if (is_data)
- ima->gpuflag |= IMA_GPU_IS_DATA;
- else
- ima->gpuflag &= ~IMA_GPU_IS_DATA;
- }
-
- /* clean up */
- if (srgb_frect)
- MEM_freeN(srgb_frect);
-
- BKE_image_release_ibuf(ima, ibuf, NULL);
-
- *tex = GPU_texture_from_bindcode(textarget, bindcode);
- return *tex;
+ {
+ GPU_create_gl_tex(
+ &bindcode, rect, frect, rectw, recth, textarget, mipmap, use_high_bit_depth, ima);
+ }
+
+ /* mark as non-color data texture */
+ if (bindcode) {
+ if (is_data)
+ ima->gpuflag |= IMA_GPU_IS_DATA;
+ else
+ ima->gpuflag &= ~IMA_GPU_IS_DATA;
+ }
+
+ /* clean up */
+ if (srgb_frect)
+ MEM_freeN(srgb_frect);
+
+ BKE_image_release_ibuf(ima, ibuf, NULL);
+
+ *tex = GPU_texture_from_bindcode(textarget, bindcode);
+ return *tex;
}
-static void **gpu_gen_cube_map(uint *rect, float *frect, int rectw, int recth, bool use_high_bit_depth)
+static void **gpu_gen_cube_map(
+ uint *rect, float *frect, int rectw, int recth, bool use_high_bit_depth)
{
- size_t block_size = use_high_bit_depth ? sizeof(float[4]) : sizeof(uchar[4]);
- void **sides = NULL;
- int h = recth / 2;
- int w = rectw / 3;
-
- if ((use_high_bit_depth && frect == NULL) || (!use_high_bit_depth && rect == NULL) || w != h)
- return sides;
-
- /* PosX, NegX, PosY, NegY, PosZ, NegZ */
- sides = MEM_mallocN(sizeof(void *) * 6, "");
- for (int i = 0; i < 6; i++)
- sides[i] = MEM_mallocN(block_size * w * h, "");
-
- /* divide image into six parts */
- /* ______________________
- * | | | |
- * | NegX | NegY | PosX |
- * |______|______|______|
- * | | | |
- * | NegZ | PosZ | PosY |
- * |______|______|______|
- */
- if (use_high_bit_depth) {
- float (*frectb)[4] = (float(*)[4])frect;
- float (**fsides)[4] = (float(**)[4])sides;
-
- for (int y = 0; y < h; y++) {
- for (int x = 0; x < w; x++) {
- memcpy(&fsides[0][x * h + y], &frectb[(recth - y - 1) * rectw + 2 * w + x], block_size);
- memcpy(&fsides[1][x * h + y], &frectb[(y + h) * rectw + w - 1 - x], block_size);
- memcpy(&fsides[3][y * w + x], &frectb[(recth - y - 1) * rectw + 2 * w - 1 - x], block_size);
- memcpy(&fsides[5][y * w + x], &frectb[(h - y - 1) * rectw + w - 1 - x], block_size);
- }
- memcpy(&fsides[2][y * w], frectb[y * rectw + 2 * w], block_size * w);
- memcpy(&fsides[4][y * w], frectb[y * rectw + w], block_size * w);
- }
- }
- else {
- uint **isides = (uint **)sides;
-
- for (int y = 0; y < h; y++) {
- for (int x = 0; x < w; x++) {
- isides[0][x * h + y] = rect[(recth - y - 1) * rectw + 2 * w + x];
- isides[1][x * h + y] = rect[(y + h) * rectw + w - 1 - x];
- isides[3][y * w + x] = rect[(recth - y - 1) * rectw + 2 * w - 1 - x];
- isides[5][y * w + x] = rect[(h - y - 1) * rectw + w - 1 - x];
- }
- memcpy(&isides[2][y * w], &rect[y * rectw + 2 * w], block_size * w);
- memcpy(&isides[4][y * w], &rect[y * rectw + w], block_size * w);
- }
- }
-
- return sides;
+ size_t block_size = use_high_bit_depth ? sizeof(float[4]) : sizeof(uchar[4]);
+ void **sides = NULL;
+ int h = recth / 2;
+ int w = rectw / 3;
+
+ if ((use_high_bit_depth && frect == NULL) || (!use_high_bit_depth && rect == NULL) || w != h)
+ return sides;
+
+ /* PosX, NegX, PosY, NegY, PosZ, NegZ */
+ sides = MEM_mallocN(sizeof(void *) * 6, "");
+ for (int i = 0; i < 6; i++)
+ sides[i] = MEM_mallocN(block_size * w * h, "");
+
+ /* divide image into six parts */
+ /* ______________________
+ * | | | |
+ * | NegX | NegY | PosX |
+ * |______|______|______|
+ * | | | |
+ * | NegZ | PosZ | PosY |
+ * |______|______|______|
+ */
+ if (use_high_bit_depth) {
+ float(*frectb)[4] = (float(*)[4])frect;
+ float(**fsides)[4] = (float(**)[4])sides;
+
+ for (int y = 0; y < h; y++) {
+ for (int x = 0; x < w; x++) {
+ memcpy(&fsides[0][x * h + y], &frectb[(recth - y - 1) * rectw + 2 * w + x], block_size);
+ memcpy(&fsides[1][x * h + y], &frectb[(y + h) * rectw + w - 1 - x], block_size);
+ memcpy(
+ &fsides[3][y * w + x], &frectb[(recth - y - 1) * rectw + 2 * w - 1 - x], block_size);
+ memcpy(&fsides[5][y * w + x], &frectb[(h - y - 1) * rectw + w - 1 - x], block_size);
+ }
+ memcpy(&fsides[2][y * w], frectb[y * rectw + 2 * w], block_size * w);
+ memcpy(&fsides[4][y * w], frectb[y * rectw + w], block_size * w);
+ }
+ }
+ else {
+ uint **isides = (uint **)sides;
+
+ for (int y = 0; y < h; y++) {
+ for (int x = 0; x < w; x++) {
+ isides[0][x * h + y] = rect[(recth - y - 1) * rectw + 2 * w + x];
+ isides[1][x * h + y] = rect[(y + h) * rectw + w - 1 - x];
+ isides[3][y * w + x] = rect[(recth - y - 1) * rectw + 2 * w - 1 - x];
+ isides[5][y * w + x] = rect[(h - y - 1) * rectw + w - 1 - x];
+ }
+ memcpy(&isides[2][y * w], &rect[y * rectw + 2 * w], block_size * w);
+ memcpy(&isides[4][y * w], &rect[y * rectw + w], block_size * w);
+ }
+ }
+
+ return sides;
}
static void gpu_del_cube_map(void **cube_map)
{
- int i;
- if (cube_map == NULL)
- return;
- for (i = 0; i < 6; i++)
- MEM_freeN(cube_map[i]);
- MEM_freeN(cube_map);
+ int i;
+ if (cube_map == NULL)
+ return;
+ for (i = 0; i < 6; i++)
+ MEM_freeN(cube_map[i]);
+ MEM_freeN(cube_map);
}
/* Image *ima can be NULL */
-void GPU_create_gl_tex(
- uint *bind, uint *rect, float *frect, int rectw, int recth,
- int textarget, bool mipmap, bool use_high_bit_depth, Image *ima)
+void GPU_create_gl_tex(uint *bind,
+ uint *rect,
+ float *frect,
+ int rectw,
+ int recth,
+ int textarget,
+ bool mipmap,
+ bool use_high_bit_depth,
+ Image *ima)
{
- ImBuf *ibuf = NULL;
-
- if (textarget == GL_TEXTURE_2D &&
- is_over_resolution_limit(textarget, rectw, recth))
- {
- int tpx = rectw;
- int tpy = recth;
- rectw = smaller_power_of_2_limit(rectw);
- recth = smaller_power_of_2_limit(recth);
-
- if (use_high_bit_depth) {
- ibuf = IMB_allocFromBuffer(NULL, frect, tpx, tpy);
- IMB_scaleImBuf(ibuf, rectw, recth);
-
- frect = ibuf->rect_float;
- }
- else {
- ibuf = IMB_allocFromBuffer(rect, NULL, tpx, tpy);
- IMB_scaleImBuf(ibuf, rectw, recth);
-
- rect = ibuf->rect;
- }
- }
-
- /* create image */
- glGenTextures(1, (GLuint *)bind);
- glBindTexture(textarget, *bind);
-
- if (textarget == GL_TEXTURE_2D) {
- if (use_high_bit_depth) {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, rectw, recth, 0, GL_RGBA, GL_FLOAT, frect);
- }
- else {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, rect);
- }
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
-
- if (GPU_get_mipmap() && mipmap) {
- glGenerateMipmap(GL_TEXTURE_2D);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
- if (ima)
- ima->gpuflag |= IMA_GPU_MIPMAP_COMPLETE;
- }
- else {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- }
- }
- else if (textarget == GL_TEXTURE_CUBE_MAP) {
- int w = rectw / 3, h = recth / 2;
-
- if (h == w && is_power_of_2_i(h) && !is_over_resolution_limit(textarget, h, w)) {
- void **cube_map = gpu_gen_cube_map(rect, frect, rectw, recth, use_high_bit_depth);
- GLenum informat = use_high_bit_depth ? GL_RGBA16F : GL_RGBA8;
- GLenum type = use_high_bit_depth ? GL_FLOAT : GL_UNSIGNED_BYTE;
-
- if (cube_map)
- for (int i = 0; i < 6; i++)
- glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, informat, w, h, 0, GL_RGBA, type, cube_map[i]);
-
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
-
- if (GPU_get_mipmap() && mipmap) {
- glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
-
- if (ima)
- ima->gpuflag |= IMA_GPU_MIPMAP_COMPLETE;
- }
- else {
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- }
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
-
- gpu_del_cube_map(cube_map);
- }
- else {
- printf("Incorrect envmap size\n");
- }
- }
-
- if (GLEW_EXT_texture_filter_anisotropic)
- glTexParameterf(textarget, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
-
- glBindTexture(textarget, 0);
-
- if (ibuf)
- IMB_freeImBuf(ibuf);
+ ImBuf *ibuf = NULL;
+
+ if (textarget == GL_TEXTURE_2D && is_over_resolution_limit(textarget, rectw, recth)) {
+ int tpx = rectw;
+ int tpy = recth;
+ rectw = smaller_power_of_2_limit(rectw);
+ recth = smaller_power_of_2_limit(recth);
+
+ if (use_high_bit_depth) {
+ ibuf = IMB_allocFromBuffer(NULL, frect, tpx, tpy);
+ IMB_scaleImBuf(ibuf, rectw, recth);
+
+ frect = ibuf->rect_float;
+ }
+ else {
+ ibuf = IMB_allocFromBuffer(rect, NULL, tpx, tpy);
+ IMB_scaleImBuf(ibuf, rectw, recth);
+
+ rect = ibuf->rect;
+ }
+ }
+
+ /* create image */
+ glGenTextures(1, (GLuint *)bind);
+ glBindTexture(textarget, *bind);
+
+ if (textarget == GL_TEXTURE_2D) {
+ if (use_high_bit_depth) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, rectw, recth, 0, GL_RGBA, GL_FLOAT, frect);
+ }
+ else {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, rect);
+ }
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
+
+ if (GPU_get_mipmap() && mipmap) {
+ glGenerateMipmap(GL_TEXTURE_2D);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
+ if (ima)
+ ima->gpuflag |= IMA_GPU_MIPMAP_COMPLETE;
+ }
+ else {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ }
+ }
+ else if (textarget == GL_TEXTURE_CUBE_MAP) {
+ int w = rectw / 3, h = recth / 2;
+
+ if (h == w && is_power_of_2_i(h) && !is_over_resolution_limit(textarget, h, w)) {
+ void **cube_map = gpu_gen_cube_map(rect, frect, rectw, recth, use_high_bit_depth);
+ GLenum informat = use_high_bit_depth ? GL_RGBA16F : GL_RGBA8;
+ GLenum type = use_high_bit_depth ? GL_FLOAT : GL_UNSIGNED_BYTE;
+
+ if (cube_map)
+ for (int i = 0; i < 6; i++)
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
+ 0,
+ informat,
+ w,
+ h,
+ 0,
+ GL_RGBA,
+ type,
+ cube_map[i]);
+
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
+
+ if (GPU_get_mipmap() && mipmap) {
+ glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
+
+ if (ima)
+ ima->gpuflag |= IMA_GPU_MIPMAP_COMPLETE;
+ }
+ else {
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ }
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+
+ gpu_del_cube_map(cube_map);
+ }
+ else {
+ printf("Incorrect envmap size\n");
+ }
+ }
+
+ if (GLEW_EXT_texture_filter_anisotropic)
+ glTexParameterf(textarget, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
+
+ glBindTexture(textarget, 0);
+
+ if (ibuf)
+ IMB_freeImBuf(ibuf);
}
/**
@@ -527,83 +526,83 @@ void GPU_create_gl_tex(
bool GPU_upload_dxt_texture(ImBuf *ibuf)
{
#ifdef WITH_DDS
- GLint format = 0;
- int blocksize, height, width, i, size, offset = 0;
-
- width = ibuf->x;
- height = ibuf->y;
-
- if (GLEW_EXT_texture_compression_s3tc) {
- if (ibuf->dds_data.fourcc == FOURCC_DXT1)
- format = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
- else if (ibuf->dds_data.fourcc == FOURCC_DXT3)
- format = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
- else if (ibuf->dds_data.fourcc == FOURCC_DXT5)
- format = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
- }
-
- if (format == 0) {
- fprintf(stderr, "Unable to find a suitable DXT compression, falling back to uncompressed\n");
- return false;
- }
-
- if (!is_power_of_2_resolution(width, height)) {
- fprintf(stderr, "Unable to load non-power-of-two DXT image resolution, falling back to uncompressed\n");
- return false;
- }
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
-
- if (GLEW_EXT_texture_filter_anisotropic)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
-
- blocksize = (ibuf->dds_data.fourcc == FOURCC_DXT1) ? 8 : 16;
- for (i = 0; i < ibuf->dds_data.nummipmaps && (width || height); ++i) {
- if (width == 0)
- width = 1;
- if (height == 0)
- height = 1;
-
- size = ((width + 3) / 4) * ((height + 3) / 4) * blocksize;
-
- glCompressedTexImage2D(
- GL_TEXTURE_2D, i, format, width, height,
- 0, size, ibuf->dds_data.data + offset);
-
- offset += size;
- width >>= 1;
- height >>= 1;
- }
-
- /* set number of mipmap levels we have, needed in case they don't go down to 1x1 */
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, i - 1);
-
- return true;
+ GLint format = 0;
+ int blocksize, height, width, i, size, offset = 0;
+
+ width = ibuf->x;
+ height = ibuf->y;
+
+ if (GLEW_EXT_texture_compression_s3tc) {
+ if (ibuf->dds_data.fourcc == FOURCC_DXT1)
+ format = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
+ else if (ibuf->dds_data.fourcc == FOURCC_DXT3)
+ format = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
+ else if (ibuf->dds_data.fourcc == FOURCC_DXT5)
+ format = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
+ }
+
+ if (format == 0) {
+ fprintf(stderr, "Unable to find a suitable DXT compression, falling back to uncompressed\n");
+ return false;
+ }
+
+ if (!is_power_of_2_resolution(width, height)) {
+ fprintf(
+ stderr,
+ "Unable to load non-power-of-two DXT image resolution, falling back to uncompressed\n");
+ return false;
+ }
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
+
+ if (GLEW_EXT_texture_filter_anisotropic)
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
+
+ blocksize = (ibuf->dds_data.fourcc == FOURCC_DXT1) ? 8 : 16;
+ for (i = 0; i < ibuf->dds_data.nummipmaps && (width || height); ++i) {
+ if (width == 0)
+ width = 1;
+ if (height == 0)
+ height = 1;
+
+ size = ((width + 3) / 4) * ((height + 3) / 4) * blocksize;
+
+ glCompressedTexImage2D(
+ GL_TEXTURE_2D, i, format, width, height, 0, size, ibuf->dds_data.data + offset);
+
+ offset += size;
+ width >>= 1;
+ height >>= 1;
+ }
+
+ /* set number of mipmap levels we have, needed in case they don't go down to 1x1 */
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, i - 1);
+
+ return true;
#else
- (void)ibuf;
- return false;
+ (void)ibuf;
+ return false;
#endif
}
void GPU_create_gl_tex_compressed(
- uint *bind, uint *pix, int x, int y,
- int textarget, int mipmap, Image *ima, ImBuf *ibuf)
+ uint *bind, uint *pix, int x, int y, int textarget, int mipmap, Image *ima, ImBuf *ibuf)
{
#ifndef WITH_DDS
- (void)ibuf;
- /* Fall back to uncompressed if DDS isn't enabled */
- GPU_create_gl_tex(bind, pix, NULL, x, y, textarget, mipmap, 0, ima);
+ (void)ibuf;
+ /* Fall back to uncompressed if DDS isn't enabled */
+ GPU_create_gl_tex(bind, pix, NULL, x, y, textarget, mipmap, 0, ima);
#else
- glGenTextures(1, (GLuint *)bind);
- glBindTexture(textarget, *bind);
+ glGenTextures(1, (GLuint *)bind);
+ glBindTexture(textarget, *bind);
- if (textarget == GL_TEXTURE_2D && GPU_upload_dxt_texture(ibuf) == 0) {
- glDeleteTextures(1, (GLuint *)bind);
- GPU_create_gl_tex(bind, pix, NULL, x, y, textarget, mipmap, 0, ima);
- }
+ if (textarget == GL_TEXTURE_2D && GPU_upload_dxt_texture(ibuf) == 0) {
+ glDeleteTextures(1, (GLuint *)bind);
+ GPU_create_gl_tex(bind, pix, NULL, x, y, textarget, mipmap, 0, ima);
+ }
- glBindTexture(textarget, 0);
+ glBindTexture(textarget, 0);
#endif
}
@@ -613,208 +612,201 @@ void GPU_create_gl_tex_compressed(
* re-uploaded to OpenGL */
void GPU_paint_set_mipmap(Main *bmain, bool mipmap)
{
- if (!GTS.domipmap)
- return;
-
- GTS.texpaint = !mipmap;
-
- if (mipmap) {
- for (Image *ima = bmain->images.first; ima; ima = ima->id.next) {
- if (BKE_image_has_opengl_texture(ima)) {
- if (ima->gpuflag & IMA_GPU_MIPMAP_COMPLETE) {
- if (ima->gputexture[TEXTARGET_TEXTURE_2D]) {
- GPU_texture_bind(ima->gputexture[TEXTARGET_TEXTURE_2D], 0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
- GPU_texture_unbind(ima->gputexture[TEXTARGET_TEXTURE_2D]);
- }
- }
- else
- GPU_free_image(ima);
- }
- else
- ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE;
- }
-
- }
- else {
- for (Image *ima = bmain->images.first; ima; ima = ima->id.next) {
- if (BKE_image_has_opengl_texture(ima)) {
- if (ima->gputexture[TEXTARGET_TEXTURE_2D]) {
- GPU_texture_bind(ima->gputexture[TEXTARGET_TEXTURE_2D], 0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
- GPU_texture_unbind(ima->gputexture[TEXTARGET_TEXTURE_2D]);
- }
- }
- else
- ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE;
- }
- }
+ if (!GTS.domipmap)
+ return;
+
+ GTS.texpaint = !mipmap;
+
+ if (mipmap) {
+ for (Image *ima = bmain->images.first; ima; ima = ima->id.next) {
+ if (BKE_image_has_opengl_texture(ima)) {
+ if (ima->gpuflag & IMA_GPU_MIPMAP_COMPLETE) {
+ if (ima->gputexture[TEXTARGET_TEXTURE_2D]) {
+ GPU_texture_bind(ima->gputexture[TEXTARGET_TEXTURE_2D], 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
+ GPU_texture_unbind(ima->gputexture[TEXTARGET_TEXTURE_2D]);
+ }
+ }
+ else
+ GPU_free_image(ima);
+ }
+ else
+ ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE;
+ }
+ }
+ else {
+ for (Image *ima = bmain->images.first; ima; ima = ima->id.next) {
+ if (BKE_image_has_opengl_texture(ima)) {
+ if (ima->gputexture[TEXTARGET_TEXTURE_2D]) {
+ GPU_texture_bind(ima->gputexture[TEXTARGET_TEXTURE_2D], 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
+ GPU_texture_unbind(ima->gputexture[TEXTARGET_TEXTURE_2D]);
+ }
+ }
+ else
+ ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE;
+ }
+ }
}
-
/* check if image has been downscaled and do scaled partial update */
-static bool gpu_check_scaled_image(ImBuf *ibuf, Image *ima, float *frect, int x, int y, int w, int h)
+static bool gpu_check_scaled_image(
+ ImBuf *ibuf, Image *ima, float *frect, int x, int y, int w, int h)
{
- if (is_over_resolution_limit(GL_TEXTURE_2D, ibuf->x, ibuf->y)) {
- int x_limit = smaller_power_of_2_limit(ibuf->x);
- int y_limit = smaller_power_of_2_limit(ibuf->y);
-
- float xratio = x_limit / (float)ibuf->x;
- float yratio = y_limit / (float)ibuf->y;
-
- /* find new width, height and x,y gpu texture coordinates */
-
- /* take ceiling because we will be losing 1 pixel due to rounding errors in x,y... */
- int rectw = (int)ceil(xratio * w);
- int recth = (int)ceil(yratio * h);
-
- x *= xratio;
- y *= yratio;
-
- /* ...but take back if we are over the limit! */
- if (rectw + x > x_limit) rectw--;
- if (recth + y > y_limit) recth--;
-
- GPU_texture_bind(ima->gputexture[TEXTARGET_TEXTURE_2D], 0);
-
- /* float rectangles are already continuous in memory so we can use IMB_scaleImBuf */
- if (frect) {
- ImBuf *ibuf_scale = IMB_allocFromBuffer(NULL, frect, w, h);
- IMB_scaleImBuf(ibuf_scale, rectw, recth);
-
- glTexSubImage2D(
- GL_TEXTURE_2D, 0, x, y, rectw, recth, GL_RGBA,
- GL_FLOAT, ibuf_scale->rect_float);
-
- IMB_freeImBuf(ibuf_scale);
- }
- /* byte images are not continuous in memory so do manual interpolation */
- else {
- uchar *scalerect = MEM_mallocN(rectw * recth * sizeof(*scalerect) * 4, "scalerect");
- uint *p = (uint *)scalerect;
- int i, j;
- float inv_xratio = 1.0f / xratio;
- float inv_yratio = 1.0f / yratio;
- for (i = 0; i < rectw; i++) {
- float u = (x + i) * inv_xratio;
- for (j = 0; j < recth; j++) {
- float v = (y + j) * inv_yratio;
- bilinear_interpolation_color_wrap(ibuf, (uchar *)(p + i + j * (rectw)), NULL, u, v);
- }
- }
-
- glTexSubImage2D(
- GL_TEXTURE_2D, 0, x, y, rectw, recth, GL_RGBA,
- GL_UNSIGNED_BYTE, scalerect);
-
- MEM_freeN(scalerect);
- }
-
- if (GPU_get_mipmap()) {
- glGenerateMipmap(GL_TEXTURE_2D);
- }
- else {
- ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE;
- }
-
- GPU_texture_unbind(ima->gputexture[TEXTARGET_TEXTURE_2D]);
-
- return true;
- }
-
- return false;
+ if (is_over_resolution_limit(GL_TEXTURE_2D, ibuf->x, ibuf->y)) {
+ int x_limit = smaller_power_of_2_limit(ibuf->x);
+ int y_limit = smaller_power_of_2_limit(ibuf->y);
+
+ float xratio = x_limit / (float)ibuf->x;
+ float yratio = y_limit / (float)ibuf->y;
+
+ /* find new width, height and x,y gpu texture coordinates */
+
+ /* take ceiling because we will be losing 1 pixel due to rounding errors in x,y... */
+ int rectw = (int)ceil(xratio * w);
+ int recth = (int)ceil(yratio * h);
+
+ x *= xratio;
+ y *= yratio;
+
+ /* ...but take back if we are over the limit! */
+ if (rectw + x > x_limit)
+ rectw--;
+ if (recth + y > y_limit)
+ recth--;
+
+ GPU_texture_bind(ima->gputexture[TEXTARGET_TEXTURE_2D], 0);
+
+ /* float rectangles are already continuous in memory so we can use IMB_scaleImBuf */
+ if (frect) {
+ ImBuf *ibuf_scale = IMB_allocFromBuffer(NULL, frect, w, h);
+ IMB_scaleImBuf(ibuf_scale, rectw, recth);
+
+ glTexSubImage2D(
+ GL_TEXTURE_2D, 0, x, y, rectw, recth, GL_RGBA, GL_FLOAT, ibuf_scale->rect_float);
+
+ IMB_freeImBuf(ibuf_scale);
+ }
+ /* byte images are not continuous in memory so do manual interpolation */
+ else {
+ uchar *scalerect = MEM_mallocN(rectw * recth * sizeof(*scalerect) * 4, "scalerect");
+ uint *p = (uint *)scalerect;
+ int i, j;
+ float inv_xratio = 1.0f / xratio;
+ float inv_yratio = 1.0f / yratio;
+ for (i = 0; i < rectw; i++) {
+ float u = (x + i) * inv_xratio;
+ for (j = 0; j < recth; j++) {
+ float v = (y + j) * inv_yratio;
+ bilinear_interpolation_color_wrap(ibuf, (uchar *)(p + i + j * (rectw)), NULL, u, v);
+ }
+ }
+
+ glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, rectw, recth, GL_RGBA, GL_UNSIGNED_BYTE, scalerect);
+
+ MEM_freeN(scalerect);
+ }
+
+ if (GPU_get_mipmap()) {
+ glGenerateMipmap(GL_TEXTURE_2D);
+ }
+ else {
+ ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE;
+ }
+
+ GPU_texture_unbind(ima->gputexture[TEXTARGET_TEXTURE_2D]);
+
+ return true;
+ }
+
+ return false;
}
void GPU_paint_update_image(Image *ima, ImageUser *iuser, int x, int y, int w, int h)
{
- ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
-
- if ((ima->gputexture[TEXTARGET_TEXTURE_2D] == NULL) ||
- (ibuf == NULL) ||
- (w == 0) || (h == 0))
- {
- /* these cases require full reload still */
- GPU_free_image(ima);
- }
- else {
- /* for the special case, we can do a partial update
- * which is much quicker for painting */
- GLint row_length, skip_pixels, skip_rows;
-
- /* if color correction is needed, we must update the part that needs updating. */
- if (ibuf->rect_float) {
- float *buffer = MEM_mallocN(w * h * sizeof(float) * 4, "temp_texpaint_float_buf");
- bool is_data = (ima->gpuflag & IMA_GPU_IS_DATA) != 0;
- IMB_partial_rect_from_float(ibuf, buffer, x, y, w, h, is_data);
-
- if (gpu_check_scaled_image(ibuf, ima, buffer, x, y, w, h)) {
- MEM_freeN(buffer);
- BKE_image_release_ibuf(ima, ibuf, NULL);
- return;
- }
-
- GPU_texture_bind(ima->gputexture[TEXTARGET_TEXTURE_2D], 0);
- glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, GL_FLOAT, buffer);
-
- MEM_freeN(buffer);
-
- if (GPU_get_mipmap()) {
- glGenerateMipmap(GL_TEXTURE_2D);
- }
- else {
- ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE;
- }
-
- GPU_texture_unbind(ima->gputexture[TEXTARGET_TEXTURE_2D]);
-
- BKE_image_release_ibuf(ima, ibuf, NULL);
- return;
- }
-
- if (gpu_check_scaled_image(ibuf, ima, NULL, x, y, w, h)) {
- BKE_image_release_ibuf(ima, ibuf, NULL);
- return;
- }
-
- GPU_texture_bind(ima->gputexture[TEXTARGET_TEXTURE_2D], 0);
-
- glGetIntegerv(GL_UNPACK_ROW_LENGTH, &row_length);
- glGetIntegerv(GL_UNPACK_SKIP_PIXELS, &skip_pixels);
- glGetIntegerv(GL_UNPACK_SKIP_ROWS, &skip_rows);
-
- glPixelStorei(GL_UNPACK_ROW_LENGTH, ibuf->x);
- glPixelStorei(GL_UNPACK_SKIP_PIXELS, x);
- glPixelStorei(GL_UNPACK_SKIP_ROWS, y);
-
- glTexSubImage2D(
- GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA,
- GL_UNSIGNED_BYTE, ibuf->rect);
-
- glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
- glPixelStorei(GL_UNPACK_SKIP_PIXELS, skip_pixels);
- glPixelStorei(GL_UNPACK_SKIP_ROWS, skip_rows);
-
- /* see comment above as to why we are using gpu mipmap generation here */
- if (GPU_get_mipmap()) {
- glGenerateMipmap(GL_TEXTURE_2D);
- }
- else {
- ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE;
- }
-
- GPU_texture_unbind(ima->gputexture[TEXTARGET_TEXTURE_2D]);
- }
-
- BKE_image_release_ibuf(ima, ibuf, NULL);
+ ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
+
+ if ((ima->gputexture[TEXTARGET_TEXTURE_2D] == NULL) || (ibuf == NULL) || (w == 0) || (h == 0)) {
+ /* these cases require full reload still */
+ GPU_free_image(ima);
+ }
+ else {
+ /* for the special case, we can do a partial update
+ * which is much quicker for painting */
+ GLint row_length, skip_pixels, skip_rows;
+
+ /* if color correction is needed, we must update the part that needs updating. */
+ if (ibuf->rect_float) {
+ float *buffer = MEM_mallocN(w * h * sizeof(float) * 4, "temp_texpaint_float_buf");
+ bool is_data = (ima->gpuflag & IMA_GPU_IS_DATA) != 0;
+ IMB_partial_rect_from_float(ibuf, buffer, x, y, w, h, is_data);
+
+ if (gpu_check_scaled_image(ibuf, ima, buffer, x, y, w, h)) {
+ MEM_freeN(buffer);
+ BKE_image_release_ibuf(ima, ibuf, NULL);
+ return;
+ }
+
+ GPU_texture_bind(ima->gputexture[TEXTARGET_TEXTURE_2D], 0);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, GL_FLOAT, buffer);
+
+ MEM_freeN(buffer);
+
+ if (GPU_get_mipmap()) {
+ glGenerateMipmap(GL_TEXTURE_2D);
+ }
+ else {
+ ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE;
+ }
+
+ GPU_texture_unbind(ima->gputexture[TEXTARGET_TEXTURE_2D]);
+
+ BKE_image_release_ibuf(ima, ibuf, NULL);
+ return;
+ }
+
+ if (gpu_check_scaled_image(ibuf, ima, NULL, x, y, w, h)) {
+ BKE_image_release_ibuf(ima, ibuf, NULL);
+ return;
+ }
+
+ GPU_texture_bind(ima->gputexture[TEXTARGET_TEXTURE_2D], 0);
+
+ glGetIntegerv(GL_UNPACK_ROW_LENGTH, &row_length);
+ glGetIntegerv(GL_UNPACK_SKIP_PIXELS, &skip_pixels);
+ glGetIntegerv(GL_UNPACK_SKIP_ROWS, &skip_rows);
+
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, ibuf->x);
+ glPixelStorei(GL_UNPACK_SKIP_PIXELS, x);
+ glPixelStorei(GL_UNPACK_SKIP_ROWS, y);
+
+ glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
+
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
+ glPixelStorei(GL_UNPACK_SKIP_PIXELS, skip_pixels);
+ glPixelStorei(GL_UNPACK_SKIP_ROWS, skip_rows);
+
+ /* see comment above as to why we are using gpu mipmap generation here */
+ if (GPU_get_mipmap()) {
+ glGenerateMipmap(GL_TEXTURE_2D);
+ }
+ else {
+ ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE;
+ }
+
+ GPU_texture_unbind(ima->gputexture[TEXTARGET_TEXTURE_2D]);
+ }
+
+ BKE_image_release_ibuf(ima, ibuf, NULL);
}
/* *************************** Transfer functions *************************** */
enum {
- TFUNC_FLAME_SPECTRUM = 0,
- TFUNC_COLOR_RAMP = 1,
+ TFUNC_FLAME_SPECTRUM = 0,
+ TFUNC_COLOR_RAMP = 1,
};
#define TFUNC_WIDTH 256
@@ -822,436 +814,481 @@ enum {
#ifdef WITH_SMOKE
static void create_flame_spectrum_texture(float *data)
{
-#define FIRE_THRESH 7
-#define MAX_FIRE_ALPHA 0.06f
-#define FULL_ON_FIRE 100
-
- float *spec_pixels = MEM_mallocN(TFUNC_WIDTH * 4 * 16 * 16 * sizeof(float), "spec_pixels");
-
- blackbody_temperature_to_rgb_table(data, TFUNC_WIDTH, 1500, 3000);
-
- for (int i = 0; i < 16; i++) {
- for (int j = 0; j < 16; j++) {
- for (int k = 0; k < TFUNC_WIDTH; k++) {
- int index = (j * TFUNC_WIDTH * 16 + i * TFUNC_WIDTH + k) * 4;
- if (k >= FIRE_THRESH) {
- spec_pixels[index] = (data[k * 4]);
- spec_pixels[index + 1] = (data[k * 4 + 1]);
- spec_pixels[index + 2] = (data[k * 4 + 2]);
- spec_pixels[index + 3] = MAX_FIRE_ALPHA * (
- (k > FULL_ON_FIRE) ? 1.0f : (k - FIRE_THRESH) / ((float)FULL_ON_FIRE - FIRE_THRESH));
- }
- else {
- zero_v4(&spec_pixels[index]);
- }
- }
- }
- }
-
- memcpy(data, spec_pixels, sizeof(float) * 4 * TFUNC_WIDTH);
-
- MEM_freeN(spec_pixels);
-
-#undef FIRE_THRESH
-#undef MAX_FIRE_ALPHA
-#undef FULL_ON_FIRE
+# define FIRE_THRESH 7
+# define MAX_FIRE_ALPHA 0.06f
+# define FULL_ON_FIRE 100
+
+ float *spec_pixels = MEM_mallocN(TFUNC_WIDTH * 4 * 16 * 16 * sizeof(float), "spec_pixels");
+
+ blackbody_temperature_to_rgb_table(data, TFUNC_WIDTH, 1500, 3000);
+
+ for (int i = 0; i < 16; i++) {
+ for (int j = 0; j < 16; j++) {
+ for (int k = 0; k < TFUNC_WIDTH; k++) {
+ int index = (j * TFUNC_WIDTH * 16 + i * TFUNC_WIDTH + k) * 4;
+ if (k >= FIRE_THRESH) {
+ spec_pixels[index] = (data[k * 4]);
+ spec_pixels[index + 1] = (data[k * 4 + 1]);
+ spec_pixels[index + 2] = (data[k * 4 + 2]);
+ spec_pixels[index + 3] = MAX_FIRE_ALPHA *
+ ((k > FULL_ON_FIRE) ?
+ 1.0f :
+ (k - FIRE_THRESH) / ((float)FULL_ON_FIRE - FIRE_THRESH));
+ }
+ else {
+ zero_v4(&spec_pixels[index]);
+ }
+ }
+ }
+ }
+
+ memcpy(data, spec_pixels, sizeof(float) * 4 * TFUNC_WIDTH);
+
+ MEM_freeN(spec_pixels);
+
+# undef FIRE_THRESH
+# undef MAX_FIRE_ALPHA
+# undef FULL_ON_FIRE
}
static void create_color_ramp(const ColorBand *coba, float *data)
{
- for (int i = 0; i < TFUNC_WIDTH; i++) {
- BKE_colorband_evaluate(coba, (float)i / TFUNC_WIDTH, &data[i * 4]);
- }
+ for (int i = 0; i < TFUNC_WIDTH; i++) {
+ BKE_colorband_evaluate(coba, (float)i / TFUNC_WIDTH, &data[i * 4]);
+ }
}
static GPUTexture *create_transfer_function(int type, const ColorBand *coba)
{
- float *data = MEM_mallocN(sizeof(float) * 4 * TFUNC_WIDTH, __func__);
+ float *data = MEM_mallocN(sizeof(float) * 4 * TFUNC_WIDTH, __func__);
- switch (type) {
- case TFUNC_FLAME_SPECTRUM:
- create_flame_spectrum_texture(data);
- break;
- case TFUNC_COLOR_RAMP:
- create_color_ramp(coba, data);
- break;
- }
+ switch (type) {
+ case TFUNC_FLAME_SPECTRUM:
+ create_flame_spectrum_texture(data);
+ break;
+ case TFUNC_COLOR_RAMP:
+ create_color_ramp(coba, data);
+ break;
+ }
- GPUTexture *tex = GPU_texture_create_1d(TFUNC_WIDTH, GPU_RGBA8, data, NULL);
+ GPUTexture *tex = GPU_texture_create_1d(TFUNC_WIDTH, GPU_RGBA8, data, NULL);
- MEM_freeN(data);
+ MEM_freeN(data);
- return tex;
+ return tex;
}
static void swizzle_texture_channel_rrrr(GPUTexture *tex)
{
- GPU_texture_bind(tex, 0);
- glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_R, GL_RED);
- glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_G, GL_RED);
- glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_B, GL_RED);
- glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_A, GL_RED);
- GPU_texture_unbind(tex);
+ GPU_texture_bind(tex, 0);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_R, GL_RED);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_G, GL_RED);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_B, GL_RED);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_A, GL_RED);
+ GPU_texture_unbind(tex);
}
static GPUTexture *create_field_texture(SmokeDomainSettings *sds)
{
- float *field = NULL;
-
- switch (sds->coba_field) {
- case FLUID_FIELD_DENSITY: field = smoke_get_density(sds->fluid); break;
- case FLUID_FIELD_HEAT: field = smoke_get_heat(sds->fluid); break;
- case FLUID_FIELD_FUEL: field = smoke_get_fuel(sds->fluid); break;
- case FLUID_FIELD_REACT: field = smoke_get_react(sds->fluid); break;
- case FLUID_FIELD_FLAME: field = smoke_get_flame(sds->fluid); break;
- case FLUID_FIELD_VELOCITY_X: field = smoke_get_velocity_x(sds->fluid); break;
- case FLUID_FIELD_VELOCITY_Y: field = smoke_get_velocity_y(sds->fluid); break;
- case FLUID_FIELD_VELOCITY_Z: field = smoke_get_velocity_z(sds->fluid); break;
- case FLUID_FIELD_COLOR_R: field = smoke_get_color_r(sds->fluid); break;
- case FLUID_FIELD_COLOR_G: field = smoke_get_color_g(sds->fluid); break;
- case FLUID_FIELD_COLOR_B: field = smoke_get_color_b(sds->fluid); break;
- case FLUID_FIELD_FORCE_X: field = smoke_get_force_x(sds->fluid); break;
- case FLUID_FIELD_FORCE_Y: field = smoke_get_force_y(sds->fluid); break;
- case FLUID_FIELD_FORCE_Z: field = smoke_get_force_z(sds->fluid); break;
- default: return NULL;
- }
-
- GPUTexture *tex = GPU_texture_create_nD(
- sds->res[0], sds->res[1], sds->res[2], 3,
- field, GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
-
- swizzle_texture_channel_rrrr(tex);
- return tex;
+ float *field = NULL;
+
+ switch (sds->coba_field) {
+ case FLUID_FIELD_DENSITY:
+ field = smoke_get_density(sds->fluid);
+ break;
+ case FLUID_FIELD_HEAT:
+ field = smoke_get_heat(sds->fluid);
+ break;
+ case FLUID_FIELD_FUEL:
+ field = smoke_get_fuel(sds->fluid);
+ break;
+ case FLUID_FIELD_REACT:
+ field = smoke_get_react(sds->fluid);
+ break;
+ case FLUID_FIELD_FLAME:
+ field = smoke_get_flame(sds->fluid);
+ break;
+ case FLUID_FIELD_VELOCITY_X:
+ field = smoke_get_velocity_x(sds->fluid);
+ break;
+ case FLUID_FIELD_VELOCITY_Y:
+ field = smoke_get_velocity_y(sds->fluid);
+ break;
+ case FLUID_FIELD_VELOCITY_Z:
+ field = smoke_get_velocity_z(sds->fluid);
+ break;
+ case FLUID_FIELD_COLOR_R:
+ field = smoke_get_color_r(sds->fluid);
+ break;
+ case FLUID_FIELD_COLOR_G:
+ field = smoke_get_color_g(sds->fluid);
+ break;
+ case FLUID_FIELD_COLOR_B:
+ field = smoke_get_color_b(sds->fluid);
+ break;
+ case FLUID_FIELD_FORCE_X:
+ field = smoke_get_force_x(sds->fluid);
+ break;
+ case FLUID_FIELD_FORCE_Y:
+ field = smoke_get_force_y(sds->fluid);
+ break;
+ case FLUID_FIELD_FORCE_Z:
+ field = smoke_get_force_z(sds->fluid);
+ break;
+ default:
+ return NULL;
+ }
+
+ GPUTexture *tex = GPU_texture_create_nD(
+ sds->res[0], sds->res[1], sds->res[2], 3, field, GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
+
+ swizzle_texture_channel_rrrr(tex);
+ return tex;
}
static GPUTexture *create_density_texture(SmokeDomainSettings *sds, int highres)
{
- float *data = NULL, *source;
- int cell_count = (highres) ? smoke_turbulence_get_cells(sds->wt) : sds->total_cells;
- const bool has_color = (highres) ? smoke_turbulence_has_colors(sds->wt) : smoke_has_colors(sds->fluid);
- int *dim = (highres) ? sds->res_wt : sds->res;
- eGPUTextureFormat format = (has_color) ? GPU_RGBA8 : GPU_R8;
-
- if (has_color) {
- data = MEM_callocN(sizeof(float) * cell_count * 4, "smokeColorTexture");
- }
-
- if (highres) {
- if (has_color) {
- smoke_turbulence_get_rgba(sds->wt, data, 0);
- }
- else {
- source = smoke_turbulence_get_density(sds->wt);
- }
- }
- else {
- if (has_color) {
- smoke_get_rgba(sds->fluid, data, 0);
- }
- else {
- source = smoke_get_density(sds->fluid);
- }
- }
-
- GPUTexture *tex = GPU_texture_create_nD(
- dim[0], dim[1], dim[2], 3,
- (has_color) ? data : source,
- format, GPU_DATA_FLOAT, 0, true, NULL);
- if (data) {
- MEM_freeN(data);
- }
-
- if (format == GPU_R8) {
- /* Swizzle the RGBA components to read the Red channel so
- * that the shader stay the same for colored and non color
- * density textures. */
- swizzle_texture_channel_rrrr(tex);
- }
- return tex;
+ float *data = NULL, *source;
+ int cell_count = (highres) ? smoke_turbulence_get_cells(sds->wt) : sds->total_cells;
+ const bool has_color = (highres) ? smoke_turbulence_has_colors(sds->wt) :
+ smoke_has_colors(sds->fluid);
+ int *dim = (highres) ? sds->res_wt : sds->res;
+ eGPUTextureFormat format = (has_color) ? GPU_RGBA8 : GPU_R8;
+
+ if (has_color) {
+ data = MEM_callocN(sizeof(float) * cell_count * 4, "smokeColorTexture");
+ }
+
+ if (highres) {
+ if (has_color) {
+ smoke_turbulence_get_rgba(sds->wt, data, 0);
+ }
+ else {
+ source = smoke_turbulence_get_density(sds->wt);
+ }
+ }
+ else {
+ if (has_color) {
+ smoke_get_rgba(sds->fluid, data, 0);
+ }
+ else {
+ source = smoke_get_density(sds->fluid);
+ }
+ }
+
+ GPUTexture *tex = GPU_texture_create_nD(dim[0],
+ dim[1],
+ dim[2],
+ 3,
+ (has_color) ? data : source,
+ format,
+ GPU_DATA_FLOAT,
+ 0,
+ true,
+ NULL);
+ if (data) {
+ MEM_freeN(data);
+ }
+
+ if (format == GPU_R8) {
+ /* Swizzle the RGBA components to read the Red channel so
+ * that the shader stay the same for colored and non color
+ * density textures. */
+ swizzle_texture_channel_rrrr(tex);
+ }
+ return tex;
}
static GPUTexture *create_flame_texture(SmokeDomainSettings *sds, int highres)
{
- float *source = NULL;
- const bool has_fuel = (highres) ? smoke_turbulence_has_fuel(sds->wt) : smoke_has_fuel(sds->fluid);
- int *dim = (highres) ? sds->res_wt : sds->res;
+ float *source = NULL;
+ const bool has_fuel = (highres) ? smoke_turbulence_has_fuel(sds->wt) :
+ smoke_has_fuel(sds->fluid);
+ int *dim = (highres) ? sds->res_wt : sds->res;
- if (!has_fuel)
- return NULL;
+ if (!has_fuel)
+ return NULL;
- if (highres) {
- source = smoke_turbulence_get_flame(sds->wt);
- }
- else {
- source = smoke_get_flame(sds->fluid);
- }
+ if (highres) {
+ source = smoke_turbulence_get_flame(sds->wt);
+ }
+ else {
+ source = smoke_get_flame(sds->fluid);
+ }
- GPUTexture *tex = GPU_texture_create_nD(
- dim[0], dim[1], dim[2], 3,
- source, GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
+ GPUTexture *tex = GPU_texture_create_nD(
+ dim[0], dim[1], dim[2], 3, source, GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
- swizzle_texture_channel_rrrr(tex);
+ swizzle_texture_channel_rrrr(tex);
- return tex;
+ return tex;
}
-#endif /* WITH_SMOKE */
+#endif /* WITH_SMOKE */
void GPU_free_smoke(SmokeModifierData *smd)
{
- if (smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain) {
- if (smd->domain->tex)
- GPU_texture_free(smd->domain->tex);
- smd->domain->tex = NULL;
-
- if (smd->domain->tex_shadow)
- GPU_texture_free(smd->domain->tex_shadow);
- smd->domain->tex_shadow = NULL;
-
- if (smd->domain->tex_flame)
- GPU_texture_free(smd->domain->tex_flame);
- smd->domain->tex_flame = NULL;
-
- if (smd->domain->tex_flame_coba)
- GPU_texture_free(smd->domain->tex_flame_coba);
- smd->domain->tex_flame_coba = NULL;
-
- if (smd->domain->tex_coba)
- GPU_texture_free(smd->domain->tex_coba);
- smd->domain->tex_coba = NULL;
-
- if (smd->domain->tex_field)
- GPU_texture_free(smd->domain->tex_field);
- smd->domain->tex_field = NULL;
- }
+ if (smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain) {
+ if (smd->domain->tex)
+ GPU_texture_free(smd->domain->tex);
+ smd->domain->tex = NULL;
+
+ if (smd->domain->tex_shadow)
+ GPU_texture_free(smd->domain->tex_shadow);
+ smd->domain->tex_shadow = NULL;
+
+ if (smd->domain->tex_flame)
+ GPU_texture_free(smd->domain->tex_flame);
+ smd->domain->tex_flame = NULL;
+
+ if (smd->domain->tex_flame_coba)
+ GPU_texture_free(smd->domain->tex_flame_coba);
+ smd->domain->tex_flame_coba = NULL;
+
+ if (smd->domain->tex_coba)
+ GPU_texture_free(smd->domain->tex_coba);
+ smd->domain->tex_coba = NULL;
+
+ if (smd->domain->tex_field)
+ GPU_texture_free(smd->domain->tex_field);
+ smd->domain->tex_field = NULL;
+ }
}
void GPU_create_smoke_coba_field(SmokeModifierData *smd)
{
#ifdef WITH_SMOKE
- if (smd->type & MOD_SMOKE_TYPE_DOMAIN) {
- SmokeDomainSettings *sds = smd->domain;
-
- if (!sds->tex_field) {
- sds->tex_field = create_field_texture(sds);
- }
- if (!sds->tex_coba) {
- sds->tex_coba = create_transfer_function(TFUNC_COLOR_RAMP, sds->coba);
- }
- }
-#else // WITH_SMOKE
- smd->domain->tex_field = NULL;
-#endif // WITH_SMOKE
+ if (smd->type & MOD_SMOKE_TYPE_DOMAIN) {
+ SmokeDomainSettings *sds = smd->domain;
+
+ if (!sds->tex_field) {
+ sds->tex_field = create_field_texture(sds);
+ }
+ if (!sds->tex_coba) {
+ sds->tex_coba = create_transfer_function(TFUNC_COLOR_RAMP, sds->coba);
+ }
+ }
+#else // WITH_SMOKE
+ smd->domain->tex_field = NULL;
+#endif // WITH_SMOKE
}
void GPU_create_smoke(SmokeModifierData *smd, int highres)
{
#ifdef WITH_SMOKE
- if (smd->type & MOD_SMOKE_TYPE_DOMAIN) {
- SmokeDomainSettings *sds = smd->domain;
-
- if (!sds->tex) {
- sds->tex = create_density_texture(sds, highres);
- }
- if (!sds->tex_flame) {
- sds->tex_flame = create_flame_texture(sds, highres);
- }
- if (!sds->tex_flame_coba && sds->tex_flame) {
- sds->tex_flame_coba = create_transfer_function(TFUNC_FLAME_SPECTRUM, NULL);
- }
- if (!sds->tex_shadow) {
- sds->tex_shadow = GPU_texture_create_nD(
- sds->res[0], sds->res[1], sds->res[2], 3,
- sds->shadow,
- GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
- }
- }
-#else // WITH_SMOKE
- (void)highres;
- smd->domain->tex = NULL;
- smd->domain->tex_flame = NULL;
- smd->domain->tex_flame_coba = NULL;
- smd->domain->tex_shadow = NULL;
-#endif // WITH_SMOKE
+ if (smd->type & MOD_SMOKE_TYPE_DOMAIN) {
+ SmokeDomainSettings *sds = smd->domain;
+
+ if (!sds->tex) {
+ sds->tex = create_density_texture(sds, highres);
+ }
+ if (!sds->tex_flame) {
+ sds->tex_flame = create_flame_texture(sds, highres);
+ }
+ if (!sds->tex_flame_coba && sds->tex_flame) {
+ sds->tex_flame_coba = create_transfer_function(TFUNC_FLAME_SPECTRUM, NULL);
+ }
+ if (!sds->tex_shadow) {
+ sds->tex_shadow = GPU_texture_create_nD(sds->res[0],
+ sds->res[1],
+ sds->res[2],
+ 3,
+ sds->shadow,
+ GPU_R8,
+ GPU_DATA_FLOAT,
+ 0,
+ true,
+ NULL);
+ }
+ }
+#else // WITH_SMOKE
+ (void)highres;
+ smd->domain->tex = NULL;
+ smd->domain->tex_flame = NULL;
+ smd->domain->tex_flame_coba = NULL;
+ smd->domain->tex_shadow = NULL;
+#endif // WITH_SMOKE
}
void GPU_create_smoke_velocity(SmokeModifierData *smd)
{
#ifdef WITH_SMOKE
- if (smd->type & MOD_SMOKE_TYPE_DOMAIN) {
- SmokeDomainSettings *sds = smd->domain;
-
- const float *vel_x = smoke_get_velocity_x(sds->fluid);
- const float *vel_y = smoke_get_velocity_y(sds->fluid);
- const float *vel_z = smoke_get_velocity_z(sds->fluid);
-
- if (ELEM(NULL, vel_x, vel_y, vel_z)) {
- return;
- }
-
- if (!sds->tex_velocity_x) {
- sds->tex_velocity_x = GPU_texture_create_3d(sds->res[0], sds->res[1], sds->res[2], GPU_R16F, vel_x, NULL);
- sds->tex_velocity_y = GPU_texture_create_3d(sds->res[0], sds->res[1], sds->res[2], GPU_R16F, vel_y, NULL);
- sds->tex_velocity_z = GPU_texture_create_3d(sds->res[0], sds->res[1], sds->res[2], GPU_R16F, vel_z, NULL);
- }
- }
-#else // WITH_SMOKE
- smd->domain->tex_velocity_x = NULL;
- smd->domain->tex_velocity_y = NULL;
- smd->domain->tex_velocity_z = NULL;
-#endif // WITH_SMOKE
+ if (smd->type & MOD_SMOKE_TYPE_DOMAIN) {
+ SmokeDomainSettings *sds = smd->domain;
+
+ const float *vel_x = smoke_get_velocity_x(sds->fluid);
+ const float *vel_y = smoke_get_velocity_y(sds->fluid);
+ const float *vel_z = smoke_get_velocity_z(sds->fluid);
+
+ if (ELEM(NULL, vel_x, vel_y, vel_z)) {
+ return;
+ }
+
+ if (!sds->tex_velocity_x) {
+ sds->tex_velocity_x = GPU_texture_create_3d(
+ sds->res[0], sds->res[1], sds->res[2], GPU_R16F, vel_x, NULL);
+ sds->tex_velocity_y = GPU_texture_create_3d(
+ sds->res[0], sds->res[1], sds->res[2], GPU_R16F, vel_y, NULL);
+ sds->tex_velocity_z = GPU_texture_create_3d(
+ sds->res[0], sds->res[1], sds->res[2], GPU_R16F, vel_z, NULL);
+ }
+ }
+#else // WITH_SMOKE
+ smd->domain->tex_velocity_x = NULL;
+ smd->domain->tex_velocity_y = NULL;
+ smd->domain->tex_velocity_z = NULL;
+#endif // WITH_SMOKE
}
/* TODO Unify with the other GPU_free_smoke. */
void GPU_free_smoke_velocity(SmokeModifierData *smd)
{
- if (smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain) {
- if (smd->domain->tex_velocity_x)
- GPU_texture_free(smd->domain->tex_velocity_x);
+ if (smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain) {
+ if (smd->domain->tex_velocity_x)
+ GPU_texture_free(smd->domain->tex_velocity_x);
- if (smd->domain->tex_velocity_y)
- GPU_texture_free(smd->domain->tex_velocity_y);
+ if (smd->domain->tex_velocity_y)
+ GPU_texture_free(smd->domain->tex_velocity_y);
- if (smd->domain->tex_velocity_z)
- GPU_texture_free(smd->domain->tex_velocity_z);
+ if (smd->domain->tex_velocity_z)
+ GPU_texture_free(smd->domain->tex_velocity_z);
- smd->domain->tex_velocity_x = NULL;
- smd->domain->tex_velocity_y = NULL;
- smd->domain->tex_velocity_z = NULL;
- }
+ smd->domain->tex_velocity_x = NULL;
+ smd->domain->tex_velocity_y = NULL;
+ smd->domain->tex_velocity_z = NULL;
+ }
}
static LinkNode *image_free_queue = NULL;
static void gpu_queue_image_for_free(Image *ima)
{
- BLI_thread_lock(LOCK_OPENGL);
- BLI_linklist_prepend(&image_free_queue, ima);
- BLI_thread_unlock(LOCK_OPENGL);
+ BLI_thread_lock(LOCK_OPENGL);
+ BLI_linklist_prepend(&image_free_queue, ima);
+ BLI_thread_unlock(LOCK_OPENGL);
}
void GPU_free_unused_buffers(Main *bmain)
{
- if (!BLI_thread_is_main())
- return;
+ if (!BLI_thread_is_main())
+ return;
- BLI_thread_lock(LOCK_OPENGL);
+ BLI_thread_lock(LOCK_OPENGL);
- /* images */
- for (LinkNode *node = image_free_queue; node; node = node->next) {
- Image *ima = node->link;
+ /* images */
+ for (LinkNode *node = image_free_queue; node; node = node->next) {
+ Image *ima = node->link;
- /* check in case it was freed in the meantime */
- if (bmain && BLI_findindex(&bmain->images, ima) != -1)
- GPU_free_image(ima);
- }
+ /* check in case it was freed in the meantime */
+ if (bmain && BLI_findindex(&bmain->images, ima) != -1)
+ GPU_free_image(ima);
+ }
- BLI_linklist_free(image_free_queue, NULL);
- image_free_queue = NULL;
+ BLI_linklist_free(image_free_queue, NULL);
+ image_free_queue = NULL;
- BLI_thread_unlock(LOCK_OPENGL);
+ BLI_thread_unlock(LOCK_OPENGL);
}
static void gpu_free_image_immediate(Image *ima)
{
- for (int i = 0; i < TEXTARGET_COUNT; i++) {
- /* free glsl image binding */
- if (ima->gputexture[i]) {
- GPU_texture_free(ima->gputexture[i]);
- ima->gputexture[i] = NULL;
- }
- }
-
- ima->gpuflag &= ~(IMA_GPU_MIPMAP_COMPLETE | IMA_GPU_IS_DATA);
+ for (int i = 0; i < TEXTARGET_COUNT; i++) {
+ /* free glsl image binding */
+ if (ima->gputexture[i]) {
+ GPU_texture_free(ima->gputexture[i]);
+ ima->gputexture[i] = NULL;
+ }
+ }
+
+ ima->gpuflag &= ~(IMA_GPU_MIPMAP_COMPLETE | IMA_GPU_IS_DATA);
}
void GPU_free_image(Image *ima)
{
- if (!BLI_thread_is_main()) {
- gpu_queue_image_for_free(ima);
- return;
- }
+ if (!BLI_thread_is_main()) {
+ gpu_queue_image_for_free(ima);
+ return;
+ }
- gpu_free_image_immediate(ima);
+ gpu_free_image_immediate(ima);
}
void GPU_free_images(Main *bmain)
{
- if (bmain) {
- for (Image *ima = bmain->images.first; ima; ima = ima->id.next) {
- GPU_free_image(ima);
- }
- }
+ if (bmain) {
+ for (Image *ima = bmain->images.first; ima; ima = ima->id.next) {
+ GPU_free_image(ima);
+ }
+ }
}
/* same as above but only free animated images */
void GPU_free_images_anim(Main *bmain)
{
- if (bmain) {
- for (Image *ima = bmain->images.first; ima; ima = ima->id.next) {
- if (BKE_image_is_animated(ima)) {
- GPU_free_image(ima);
- }
- }
- }
+ if (bmain) {
+ for (Image *ima = bmain->images.first; ima; ima = ima->id.next) {
+ if (BKE_image_is_animated(ima)) {
+ GPU_free_image(ima);
+ }
+ }
+ }
}
-
void GPU_free_images_old(Main *bmain)
{
- static int lasttime = 0;
- int ctime = (int)PIL_check_seconds_timer();
-
- /*
- * Run garbage collector once for every collecting period of time
- * if textimeout is 0, that's the option to NOT run the collector
- */
- if (U.textimeout == 0 || ctime % U.texcollectrate || ctime == lasttime)
- return;
-
- /* of course not! */
- if (G.is_rendering)
- return;
-
- lasttime = ctime;
-
- Image *ima = bmain->images.first;
- while (ima) {
- if ((ima->flag & IMA_NOCOLLECT) == 0 && ctime - ima->lastused > U.textimeout) {
- /* If it's in GL memory, deallocate and set time tag to current time
- * This gives textures a "second chance" to be used before dying. */
- if (BKE_image_has_opengl_texture(ima)) {
- GPU_free_image(ima);
- ima->lastused = ctime;
- }
- /* Otherwise, just kill the buffers */
- else {
- BKE_image_free_buffers(ima);
- }
- }
- ima = ima->id.next;
- }
+ static int lasttime = 0;
+ int ctime = (int)PIL_check_seconds_timer();
+
+ /*
+ * Run garbage collector once for every collecting period of time
+ * if textimeout is 0, that's the option to NOT run the collector
+ */
+ if (U.textimeout == 0 || ctime % U.texcollectrate || ctime == lasttime)
+ return;
+
+ /* of course not! */
+ if (G.is_rendering)
+ return;
+
+ lasttime = ctime;
+
+ Image *ima = bmain->images.first;
+ while (ima) {
+ if ((ima->flag & IMA_NOCOLLECT) == 0 && ctime - ima->lastused > U.textimeout) {
+ /* If it's in GL memory, deallocate and set time tag to current time
+ * This gives textures a "second chance" to be used before dying. */
+ if (BKE_image_has_opengl_texture(ima)) {
+ GPU_free_image(ima);
+ ima->lastused = ctime;
+ }
+ /* Otherwise, just kill the buffers */
+ else {
+ BKE_image_free_buffers(ima);
+ }
+ }
+ ima = ima->id.next;
+ }
}
static void gpu_disable_multisample(void)
{
#ifdef __linux__
- /* changing multisample from the default (enabled) causes problems on some
- * systems (NVIDIA/Linux) when the pixel format doesn't have a multisample buffer */
- bool toggle_ok = true;
+ /* changing multisample from the default (enabled) causes problems on some
+ * systems (NVIDIA/Linux) when the pixel format doesn't have a multisample buffer */
+ bool toggle_ok = true;
- if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_UNIX, GPU_DRIVER_ANY)) {
- int samples = 0;
- glGetIntegerv(GL_SAMPLES, &samples);
+ if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_UNIX, GPU_DRIVER_ANY)) {
+ int samples = 0;
+ glGetIntegerv(GL_SAMPLES, &samples);
- if (samples == 0)
- toggle_ok = false;
- }
+ if (samples == 0)
+ toggle_ok = false;
+ }
- if (toggle_ok) {
- glDisable(GL_MULTISAMPLE);
- }
+ if (toggle_ok) {
+ glDisable(GL_MULTISAMPLE);
+ }
#else
- glDisable(GL_MULTISAMPLE);
+ glDisable(GL_MULTISAMPLE);
#endif
}
@@ -1264,85 +1301,84 @@ static void gpu_disable_multisample(void)
void GPU_state_init(void)
{
- GPU_disable_program_point_size();
+ GPU_disable_program_point_size();
- glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
+ glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
- glDepthFunc(GL_LEQUAL);
+ glDepthFunc(GL_LEQUAL);
- glDisable(GL_BLEND);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_COLOR_LOGIC_OP);
- glDisable(GL_STENCIL_TEST);
+ glDisable(GL_BLEND);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_COLOR_LOGIC_OP);
+ glDisable(GL_STENCIL_TEST);
- glDepthRange(0.0, 1.0);
+ glDepthRange(0.0, 1.0);
- glFrontFace(GL_CCW);
- glCullFace(GL_BACK);
- glDisable(GL_CULL_FACE);
+ glFrontFace(GL_CCW);
+ glCullFace(GL_BACK);
+ glDisable(GL_CULL_FACE);
- gpu_disable_multisample();
+ gpu_disable_multisample();
}
void GPU_enable_program_point_size(void)
{
- glEnable(GL_PROGRAM_POINT_SIZE);
+ glEnable(GL_PROGRAM_POINT_SIZE);
}
void GPU_disable_program_point_size(void)
{
- glDisable(GL_PROGRAM_POINT_SIZE);
+ glDisable(GL_PROGRAM_POINT_SIZE);
}
/** \name Framebuffer color depth, for selection codes
* \{ */
-
#define STATE_STACK_DEPTH 16
typedef struct {
- eGPUAttrMask mask;
-
- /* GL_ENABLE_BIT */
- uint is_blend : 1;
- uint is_cull_face : 1;
- uint is_depth_test : 1;
- uint is_dither : 1;
- uint is_lighting : 1;
- uint is_line_smooth : 1;
- uint is_color_logic_op : 1;
- uint is_multisample : 1;
- uint is_polygon_offset_line : 1;
- uint is_polygon_offset_fill : 1;
- uint is_polygon_smooth : 1;
- uint is_sample_alpha_to_coverage : 1;
- uint is_scissor_test : 1;
- uint is_stencil_test : 1;
-
- bool is_clip_plane[6];
-
- /* GL_DEPTH_BUFFER_BIT */
- /* uint is_depth_test : 1; */
- int depth_func;
- double depth_clear_value;
- bool depth_write_mask;
-
- /* GL_SCISSOR_BIT */
- int scissor_box[4];
- /* uint is_scissor_test : 1; */
-
- /* GL_VIEWPORT_BIT */
- int viewport[4];
- double near_far[2];
-} GPUAttrValues;
+ eGPUAttrMask mask;
+
+ /* GL_ENABLE_BIT */
+ uint is_blend : 1;
+ uint is_cull_face : 1;
+ uint is_depth_test : 1;
+ uint is_dither : 1;
+ uint is_lighting : 1;
+ uint is_line_smooth : 1;
+ uint is_color_logic_op : 1;
+ uint is_multisample : 1;
+ uint is_polygon_offset_line : 1;
+ uint is_polygon_offset_fill : 1;
+ uint is_polygon_smooth : 1;
+ uint is_sample_alpha_to_coverage : 1;
+ uint is_scissor_test : 1;
+ uint is_stencil_test : 1;
+
+ bool is_clip_plane[6];
+
+ /* GL_DEPTH_BUFFER_BIT */
+ /* uint is_depth_test : 1; */
+ int depth_func;
+ double depth_clear_value;
+ bool depth_write_mask;
+
+ /* GL_SCISSOR_BIT */
+ int scissor_box[4];
+ /* uint is_scissor_test : 1; */
+
+ /* GL_VIEWPORT_BIT */
+ int viewport[4];
+ double near_far[2];
+} GPUAttrValues;
typedef struct {
- GPUAttrValues attr_stack[STATE_STACK_DEPTH];
- uint top;
+ GPUAttrValues attr_stack[STATE_STACK_DEPTH];
+ uint top;
} GPUAttrStack;
static GPUAttrStack state = {
- .top = 0,
+ .top = 0,
};
#define AttrStack state
@@ -1356,112 +1392,112 @@ static GPUAttrStack state = {
*/
void gpuPushAttr(eGPUAttrMask mask)
{
- Attr.mask = mask;
-
- if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) {
- Attr.is_depth_test = glIsEnabled(GL_DEPTH_TEST);
- glGetIntegerv(GL_DEPTH_FUNC, &Attr.depth_func);
- glGetDoublev(GL_DEPTH_CLEAR_VALUE, &Attr.depth_clear_value);
- glGetBooleanv(GL_DEPTH_WRITEMASK, (GLboolean *)&Attr.depth_write_mask);
- }
-
- if ((mask & GPU_ENABLE_BIT) != 0) {
- Attr.is_blend = glIsEnabled(GL_BLEND);
-
- for (int i = 0; i < 6; i++) {
- Attr.is_clip_plane[i] = glIsEnabled(GL_CLIP_PLANE0 + i);
- }
-
- Attr.is_cull_face = glIsEnabled(GL_CULL_FACE);
- Attr.is_depth_test = glIsEnabled(GL_DEPTH_TEST);
- Attr.is_dither = glIsEnabled(GL_DITHER);
- Attr.is_line_smooth = glIsEnabled(GL_LINE_SMOOTH);
- Attr.is_color_logic_op = glIsEnabled(GL_COLOR_LOGIC_OP);
- Attr.is_multisample = glIsEnabled(GL_MULTISAMPLE);
- Attr.is_polygon_offset_line = glIsEnabled(GL_POLYGON_OFFSET_LINE);
- Attr.is_polygon_offset_fill = glIsEnabled(GL_POLYGON_OFFSET_FILL);
- Attr.is_polygon_smooth = glIsEnabled(GL_POLYGON_SMOOTH);
- Attr.is_sample_alpha_to_coverage = glIsEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE);
- Attr.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
- Attr.is_stencil_test = glIsEnabled(GL_STENCIL_TEST);
- }
-
- if ((mask & GPU_SCISSOR_BIT) != 0) {
- Attr.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
- glGetIntegerv(GL_SCISSOR_BOX, (GLint *)&Attr.scissor_box);
- }
-
- if ((mask & GPU_VIEWPORT_BIT) != 0) {
- glGetDoublev(GL_DEPTH_RANGE, (GLdouble *)&Attr.near_far);
- glGetIntegerv(GL_VIEWPORT, (GLint *)&Attr.viewport);
- }
-
- if ((mask & GPU_BLEND_BIT) != 0) {
- Attr.is_blend = glIsEnabled(GL_BLEND);
- }
-
- BLI_assert(AttrStack.top < STATE_STACK_DEPTH);
- AttrStack.top++;
+ Attr.mask = mask;
+
+ if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) {
+ Attr.is_depth_test = glIsEnabled(GL_DEPTH_TEST);
+ glGetIntegerv(GL_DEPTH_FUNC, &Attr.depth_func);
+ glGetDoublev(GL_DEPTH_CLEAR_VALUE, &Attr.depth_clear_value);
+ glGetBooleanv(GL_DEPTH_WRITEMASK, (GLboolean *)&Attr.depth_write_mask);
+ }
+
+ if ((mask & GPU_ENABLE_BIT) != 0) {
+ Attr.is_blend = glIsEnabled(GL_BLEND);
+
+ for (int i = 0; i < 6; i++) {
+ Attr.is_clip_plane[i] = glIsEnabled(GL_CLIP_PLANE0 + i);
+ }
+
+ Attr.is_cull_face = glIsEnabled(GL_CULL_FACE);
+ Attr.is_depth_test = glIsEnabled(GL_DEPTH_TEST);
+ Attr.is_dither = glIsEnabled(GL_DITHER);
+ Attr.is_line_smooth = glIsEnabled(GL_LINE_SMOOTH);
+ Attr.is_color_logic_op = glIsEnabled(GL_COLOR_LOGIC_OP);
+ Attr.is_multisample = glIsEnabled(GL_MULTISAMPLE);
+ Attr.is_polygon_offset_line = glIsEnabled(GL_POLYGON_OFFSET_LINE);
+ Attr.is_polygon_offset_fill = glIsEnabled(GL_POLYGON_OFFSET_FILL);
+ Attr.is_polygon_smooth = glIsEnabled(GL_POLYGON_SMOOTH);
+ Attr.is_sample_alpha_to_coverage = glIsEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE);
+ Attr.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
+ Attr.is_stencil_test = glIsEnabled(GL_STENCIL_TEST);
+ }
+
+ if ((mask & GPU_SCISSOR_BIT) != 0) {
+ Attr.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
+ glGetIntegerv(GL_SCISSOR_BOX, (GLint *)&Attr.scissor_box);
+ }
+
+ if ((mask & GPU_VIEWPORT_BIT) != 0) {
+ glGetDoublev(GL_DEPTH_RANGE, (GLdouble *)&Attr.near_far);
+ glGetIntegerv(GL_VIEWPORT, (GLint *)&Attr.viewport);
+ }
+
+ if ((mask & GPU_BLEND_BIT) != 0) {
+ Attr.is_blend = glIsEnabled(GL_BLEND);
+ }
+
+ BLI_assert(AttrStack.top < STATE_STACK_DEPTH);
+ AttrStack.top++;
}
static void restore_mask(GLenum cap, const bool value)
{
- if (value) {
- glEnable(cap);
- }
- else {
- glDisable(cap);
- }
+ if (value) {
+ glEnable(cap);
+ }
+ else {
+ glDisable(cap);
+ }
}
void gpuPopAttr(void)
{
- BLI_assert(AttrStack.top > 0);
- AttrStack.top--;
-
- GLint mask = Attr.mask;
-
- if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) {
- restore_mask(GL_DEPTH_TEST, Attr.is_depth_test);
- glDepthFunc(Attr.depth_func);
- glClearDepth(Attr.depth_clear_value);
- glDepthMask(Attr.depth_write_mask);
- }
-
- if ((mask & GPU_ENABLE_BIT) != 0) {
- restore_mask(GL_BLEND, Attr.is_blend);
-
- for (int i = 0; i < 6; i++) {
- restore_mask(GL_CLIP_PLANE0 + i, Attr.is_clip_plane[i]);
- }
-
- restore_mask(GL_CULL_FACE, Attr.is_cull_face);
- restore_mask(GL_DEPTH_TEST, Attr.is_depth_test);
- restore_mask(GL_DITHER, Attr.is_dither);
- restore_mask(GL_LINE_SMOOTH, Attr.is_line_smooth);
- restore_mask(GL_COLOR_LOGIC_OP, Attr.is_color_logic_op);
- restore_mask(GL_MULTISAMPLE, Attr.is_multisample);
- restore_mask(GL_POLYGON_OFFSET_LINE, Attr.is_polygon_offset_line);
- restore_mask(GL_POLYGON_OFFSET_FILL, Attr.is_polygon_offset_fill);
- restore_mask(GL_POLYGON_SMOOTH, Attr.is_polygon_smooth);
- restore_mask(GL_SAMPLE_ALPHA_TO_COVERAGE, Attr.is_sample_alpha_to_coverage);
- restore_mask(GL_SCISSOR_TEST, Attr.is_scissor_test);
- restore_mask(GL_STENCIL_TEST, Attr.is_stencil_test);
- }
-
- if ((mask & GPU_VIEWPORT_BIT) != 0) {
- glViewport(Attr.viewport[0], Attr.viewport[1], Attr.viewport[2], Attr.viewport[3]);
- glDepthRange(Attr.near_far[0], Attr.near_far[1]);
- }
-
- if ((mask & GPU_SCISSOR_BIT) != 0) {
- restore_mask(GL_SCISSOR_TEST, Attr.is_scissor_test);
- glScissor(Attr.scissor_box[0], Attr.scissor_box[1], Attr.scissor_box[2], Attr.scissor_box[3]);
- }
-
- if ((mask & GPU_BLEND_BIT) != 0) {
- restore_mask(GL_BLEND, Attr.is_blend);
- }
+ BLI_assert(AttrStack.top > 0);
+ AttrStack.top--;
+
+ GLint mask = Attr.mask;
+
+ if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) {
+ restore_mask(GL_DEPTH_TEST, Attr.is_depth_test);
+ glDepthFunc(Attr.depth_func);
+ glClearDepth(Attr.depth_clear_value);
+ glDepthMask(Attr.depth_write_mask);
+ }
+
+ if ((mask & GPU_ENABLE_BIT) != 0) {
+ restore_mask(GL_BLEND, Attr.is_blend);
+
+ for (int i = 0; i < 6; i++) {
+ restore_mask(GL_CLIP_PLANE0 + i, Attr.is_clip_plane[i]);
+ }
+
+ restore_mask(GL_CULL_FACE, Attr.is_cull_face);
+ restore_mask(GL_DEPTH_TEST, Attr.is_depth_test);
+ restore_mask(GL_DITHER, Attr.is_dither);
+ restore_mask(GL_LINE_SMOOTH, Attr.is_line_smooth);
+ restore_mask(GL_COLOR_LOGIC_OP, Attr.is_color_logic_op);
+ restore_mask(GL_MULTISAMPLE, Attr.is_multisample);
+ restore_mask(GL_POLYGON_OFFSET_LINE, Attr.is_polygon_offset_line);
+ restore_mask(GL_POLYGON_OFFSET_FILL, Attr.is_polygon_offset_fill);
+ restore_mask(GL_POLYGON_SMOOTH, Attr.is_polygon_smooth);
+ restore_mask(GL_SAMPLE_ALPHA_TO_COVERAGE, Attr.is_sample_alpha_to_coverage);
+ restore_mask(GL_SCISSOR_TEST, Attr.is_scissor_test);
+ restore_mask(GL_STENCIL_TEST, Attr.is_stencil_test);
+ }
+
+ if ((mask & GPU_VIEWPORT_BIT) != 0) {
+ glViewport(Attr.viewport[0], Attr.viewport[1], Attr.viewport[2], Attr.viewport[3]);
+ glDepthRange(Attr.near_far[0], Attr.near_far[1]);
+ }
+
+ if ((mask & GPU_SCISSOR_BIT) != 0) {
+ restore_mask(GL_SCISSOR_TEST, Attr.is_scissor_test);
+ glScissor(Attr.scissor_box[0], Attr.scissor_box[1], Attr.scissor_box[2], Attr.scissor_box[3]);
+ }
+
+ if ((mask & GPU_BLEND_BIT) != 0) {
+ restore_mask(GL_BLEND, Attr.is_blend);
+ }
}
#undef Attr