diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2015-12-06 23:20:19 +0300 |
---|---|---|
committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2015-12-08 21:00:56 +0300 |
commit | 0dfc8d69392a57e0210644428571dd455cb61241 (patch) | |
tree | df3bdd30f3bbae7693a786b1aa6a8ab0b8921805 /source/blender/gpu/intern/gpu_extensions.c | |
parent | b25e4b310f87fc86942acd29fccf1474ea5120df (diff) |
OpenGL: split off framebuffer, shader and texture code into separate files.
Diffstat (limited to 'source/blender/gpu/intern/gpu_extensions.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_extensions.c | 2145 |
1 files changed, 14 insertions, 2131 deletions
diff --git a/source/blender/gpu/intern/gpu_extensions.c b/source/blender/gpu/intern/gpu_extensions.c index 3aab5f5421f..c855c53ace4 100644 --- a/source/blender/gpu/intern/gpu_extensions.c +++ b/source/blender/gpu/intern/gpu_extensions.c @@ -32,9 +32,6 @@ * with checks for drivers and GPU support. */ - -#include "DNA_image_types.h" - #include "MEM_guardedalloc.h" #include "BLI_blenlib.h" @@ -44,12 +41,11 @@ #include "BKE_global.h" -#include "GPU_glew.h" -#include "GPU_debug.h" +#include "GPU_basic_shader.h" #include "GPU_draw.h" #include "GPU_extensions.h" -#include "GPU_compositing.h" -#include "GPU_basic_shader.h" +#include "GPU_glew.h" +#include "GPU_texture.h" #include "intern/gpu_private.h" @@ -61,10 +57,6 @@ # include "BLI_winstuff.h" #endif -/* TODO(sergey): Find better default values for this constants. */ -#define MAX_DEFINE_LENGTH 1024 -#define MAX_EXT_DEFINE_LENGTH 1024 - /* Extensions support */ /* -- extension: version of GL that absorbs it @@ -80,61 +72,20 @@ * ARB_texture_query_lod: 4.0 */ -/* Non-generated shaders */ -extern char datatoc_gpu_program_smoke_frag_glsl[]; -extern char datatoc_gpu_program_smoke_color_frag_glsl[]; -extern char datatoc_gpu_shader_vsm_store_vert_glsl[]; -extern char datatoc_gpu_shader_vsm_store_frag_glsl[]; -extern char datatoc_gpu_shader_sep_gaussian_blur_vert_glsl[]; -extern char datatoc_gpu_shader_sep_gaussian_blur_frag_glsl[]; -extern char datatoc_gpu_shader_fx_vert_glsl[]; -extern char datatoc_gpu_shader_fx_ssao_frag_glsl[]; -extern char datatoc_gpu_shader_fx_dof_frag_glsl[]; -extern char datatoc_gpu_shader_fx_dof_vert_glsl[]; -extern char datatoc_gpu_shader_fx_dof_hq_frag_glsl[]; -extern char datatoc_gpu_shader_fx_dof_hq_vert_glsl[]; -extern char datatoc_gpu_shader_fx_dof_hq_geo_glsl[]; -extern char datatoc_gpu_shader_fx_depth_resolve_glsl[]; -extern char datatoc_gpu_shader_fx_lib_glsl[]; - -typedef struct GPUShaders { - GPUShader *vsm_store; - GPUShader *sep_gaussian_blur; - GPUProgram *smoke; - GPUProgram *smoke_colored; - /* cache for shader fx. Those can exist in combinations so store them here */ - GPUShader *fx_shaders[MAX_FX_SHADERS * 2]; -} GPUShaders; - static struct GPUGlobal { GLint maxtexsize; GLint maxtextures; - GLuint currentfb; bool extdisabled; int colordepth; int samples_color_texture_max; GPUDeviceType device; GPUOSType os; GPUDriverType driver; - GPUShaders shaders; - GPUTexture *invalid_tex_1D; /* texture used in place of invalid textures (not loaded correctly, missing) */ - GPUTexture *invalid_tex_2D; - GPUTexture *invalid_tex_3D; float dfdyfactors[2]; /* workaround for different calculation of dfdy factors on GPUs. Some GPUs/drivers calculate dfdy in shader differently when drawing to an offscreen buffer. First number is factor on screen and second is off-screen */ } GG = {1, 0}; -/* Number of maximum output slots. We support 4 outputs for now (usually we wouldn't need more to preserve fill rate) */ -#define GPU_FB_MAX_SLOTS 4 - -struct GPUFrameBuffer { - GLuint object; - GPUTexture *colortex[GPU_FB_MAX_SLOTS]; - GPUTexture *depthtex; -}; - - /* GPU Types */ bool GPU_type_matches(GPUDeviceType device, GPUOSType os, GPUDriverType driver) @@ -154,6 +105,16 @@ int GPU_max_texture_size(void) return GG.maxtexsize; } +int GPU_max_textures(void) +{ + return GG.maxtextures; +} + +int GPU_max_color_texture_samples(void) +{ + return GG.samples_color_texture_max; +} + void GPU_get_dfdy_factors(float fac[2]) { copy_v2_v2(fac, GG.dfdyfactors); @@ -323,7 +284,7 @@ bool GPU_geometry_shader_support(void) return (GLEW_VERSION_3_2 && GPU_legacy_support()) || GLEW_EXT_geometry_shader4; } -static bool GPU_geometry_shader_support_via_extension(void) +bool GPU_geometry_shader_support_via_extension(void) { return GLEW_EXT_geometry_shader4 && !(GLEW_VERSION_3_2 && GPU_legacy_support()); } @@ -338,1970 +299,6 @@ int GPU_color_depth(void) return GG.colordepth; } -static void GPU_print_framebuffer_error(GLenum status, char err_out[256]) -{ - const char *err = "unknown"; - - switch (status) { - case GL_FRAMEBUFFER_COMPLETE_EXT: - break; - case GL_INVALID_OPERATION: - err = "Invalid operation"; - break; - case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT: - err = "Incomplete attachment"; - break; - case GL_FRAMEBUFFER_UNSUPPORTED_EXT: - err = "Unsupported framebuffer format"; - break; - case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT: - err = "Missing attachment"; - break; - case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT: - err = "Attached images must have same dimensions"; - break; - case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT: - err = "Attached images must have same format"; - break; - case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT: - err = "Missing draw buffer"; - break; - case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT: - err = "Missing read buffer"; - break; - } - - if (err_out) { - BLI_snprintf(err_out, 256, "GPUFrameBuffer: framebuffer incomplete error %d '%s'", - (int)status, err); - } - else { - fprintf(stderr, "GPUFrameBuffer: framebuffer incomplete error %d '%s'\n", - (int)status, err); - } -} - -/* GPUTexture */ - -struct GPUTexture { - int w, h; /* width/height */ - int number; /* number for multitexture binding */ - int refcount; /* reference count */ - GLenum target; /* GL_TEXTURE_* */ - GLenum target_base; /* same as target, (but no multisample) */ - GLuint bindcode; /* opengl identifier for texture */ - int fromblender; /* we got the texture from Blender */ - - GPUFrameBuffer *fb; /* GPUFramebuffer this texture is attached to */ - int fb_attachment; /* slot the texture is attached to */ - int depth; /* is a depth texture? if 3D how deep? */ -}; - -static unsigned char *GPU_texture_convert_pixels(int length, const float *fpixels) -{ - unsigned char *pixels, *p; - const float *fp = fpixels; - const int len = 4 * length; - int a; - - p = pixels = MEM_callocN(sizeof(unsigned char) * len, "GPUTexturePixels"); - - for (a = 0; a < len; a++, p++, fp++) - *p = FTOCHAR((*fp)); - - return pixels; -} - -static void GPU_glTexSubImageEmpty(GLenum target, GLenum format, int x, int y, int w, int h) -{ - void *pixels = MEM_callocN(sizeof(char) * 4 * w * h, "GPUTextureEmptyPixels"); - - if (target == GL_TEXTURE_1D) - glTexSubImage1D(target, 0, x, w, format, GL_UNSIGNED_BYTE, pixels); - else - glTexSubImage2D(target, 0, x, y, w, h, format, GL_UNSIGNED_BYTE, pixels); - - MEM_freeN(pixels); -} - -static GPUTexture *GPU_texture_create_nD( - int w, int h, int n, const float *fpixels, int depth, - GPUHDRType hdr_type, int components, int samples, - char err_out[256]) -{ - GPUTexture *tex; - GLenum type, format, internalformat; - void *pixels = NULL; - - if (samples) { - CLAMP_MAX(samples, GG.samples_color_texture_max); - } - - tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture"); - tex->w = w; - tex->h = h; - tex->number = -1; - tex->refcount = 1; - tex->target = (n == 1) ? GL_TEXTURE_1D : (samples ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D); - tex->target_base = (n == 1) ? GL_TEXTURE_1D : GL_TEXTURE_2D; - tex->depth = depth; - tex->fb_attachment = -1; - - glGenTextures(1, &tex->bindcode); - - if (!tex->bindcode) { - if (err_out) { - BLI_snprintf(err_out, 256, "GPUTexture: texture create failed: %d", - (int)glGetError()); - } - else { - fprintf(stderr, "GPUTexture: texture create failed: %d\n", - (int)glGetError()); - } - GPU_texture_free(tex); - return NULL; - } - - if (!GPU_full_non_power_of_two_support()) { - tex->w = power_of_2_max_i(tex->w); - tex->h = power_of_2_max_i(tex->h); - } - - tex->number = 0; - glBindTexture(tex->target, tex->bindcode); - - if (depth) { - type = GL_UNSIGNED_BYTE; - format = GL_DEPTH_COMPONENT; - internalformat = GL_DEPTH_COMPONENT; - } - else { - type = GL_FLOAT; - - if (components == 4) { - format = GL_RGBA; - switch (hdr_type) { - case GPU_HDR_NONE: - internalformat = GL_RGBA8; - break; - /* the following formats rely on ARB_texture_float or OpenGL 3.0 */ - case GPU_HDR_HALF_FLOAT: - internalformat = GL_RGBA16F_ARB; - break; - case GPU_HDR_FULL_FLOAT: - internalformat = GL_RGBA32F_ARB; - break; - default: - break; - } - } - else if (components == 2) { - /* these formats rely on ARB_texture_rg or OpenGL 3.0 */ - format = GL_RG; - switch (hdr_type) { - case GPU_HDR_NONE: - internalformat = GL_RG8; - break; - case GPU_HDR_HALF_FLOAT: - internalformat = GL_RG16F; - break; - case GPU_HDR_FULL_FLOAT: - internalformat = GL_RG32F; - break; - default: - break; - } - } - - if (fpixels && hdr_type == GPU_HDR_NONE) { - type = GL_UNSIGNED_BYTE; - pixels = GPU_texture_convert_pixels(w*h, fpixels); - } - } - - if (tex->target == GL_TEXTURE_1D) { - glTexImage1D(tex->target, 0, internalformat, tex->w, 0, format, type, NULL); - - if (fpixels) { - glTexSubImage1D(tex->target, 0, 0, w, format, type, - pixels ? pixels : fpixels); - - if (tex->w > w) - GPU_glTexSubImageEmpty(tex->target, format, w, 0, - tex->w-w, 1); - } - } - else { - if (samples) { - glTexImage2DMultisample(tex->target, samples, internalformat, tex->w, tex->h, true); - } - else { - glTexImage2D(tex->target, 0, internalformat, tex->w, tex->h, 0, - format, type, NULL); - } - - if (fpixels) { - glTexSubImage2D(tex->target, 0, 0, 0, w, h, - format, type, pixels ? pixels : fpixels); - - if (tex->w > w) - GPU_glTexSubImageEmpty(tex->target, format, w, 0, tex->w-w, tex->h); - if (tex->h > h) - GPU_glTexSubImageEmpty(tex->target, format, 0, h, w, tex->h-h); - } - } - - if (pixels) - MEM_freeN(pixels); - - if (depth) { - glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE); - glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); - glTexParameteri(tex->target_base, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY); - } - else { - glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - } - - if (tex->target_base != GL_TEXTURE_1D) { - glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - } - else - glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - - return tex; -} - - -GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, const float *fpixels) -{ - GPUTexture *tex; - GLenum type, format, internalformat; - void *pixels = NULL; - int r_width; - bool rescale = false; - - tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture"); - tex->w = w; - tex->h = h; - tex->depth = depth; - tex->number = -1; - tex->refcount = 1; - tex->target = GL_TEXTURE_3D; - tex->target_base = GL_TEXTURE_3D; - - glGenTextures(1, &tex->bindcode); - - if (!tex->bindcode) { - fprintf(stderr, "GPUTexture: texture create failed: %d\n", - (int)glGetError()); - GPU_texture_free(tex); - return NULL; - } - - tex->number = 0; - glBindTexture(tex->target, tex->bindcode); - - GPU_ASSERT_NO_GL_ERRORS("3D glBindTexture"); - - type = GL_FLOAT; - if (channels == 4) { - format = GL_RGBA; - internalformat = GL_RGBA8; - } - else { - format = GL_RED; - internalformat = GL_INTENSITY8; - } - - /* 3D textures are quite heavy, test if it's possible to create them first */ - glTexImage3D(GL_PROXY_TEXTURE_3D, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, NULL); - glGetTexLevelParameteriv(GL_PROXY_TEXTURE_3D, 0, GL_TEXTURE_WIDTH, &r_width); - - while (r_width == 0) { - rescale = true; - tex->w /= 2; - tex->h /= 2; - tex->depth /= 2; - glTexImage3D(GL_PROXY_TEXTURE_3D, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, NULL); - glGetTexLevelParameteriv(GL_PROXY_TEXTURE_3D, 0, GL_TEXTURE_WIDTH, &r_width); - } - - /* really unlikely to happen but keep this just in case */ - tex->w = max_ii(tex->w, 1); - tex->h = max_ii(tex->h, 1); - tex->depth = max_ii(tex->depth, 1); - -#if 0 - if (fpixels) - pixels = GPU_texture_convert_pixels(w*h*depth, fpixels); -#endif - - GPU_ASSERT_NO_GL_ERRORS("3D glTexImage3D"); - - /* hardcore stuff, 3D texture rescaling - warning, this is gonna hurt your performance a lot, but we need it - * for gooseberry */ - if (rescale && fpixels) { - unsigned int i, j, k; - unsigned int xf = w / tex->w, yf = h / tex->h, zf = depth / tex->depth; - float *tex3d = MEM_mallocN(channels * sizeof(float)*tex->w*tex->h*tex->depth, "tex3d"); - - GPU_print_error_debug("You need to scale a 3D texture, feel the pain!"); - - for (k = 0; k < tex->depth; k++) { - for (j = 0; j < tex->h; j++) { - for (i = 0; i < tex->w; i++) { - /* obviously doing nearest filtering here, it's going to be slow in any case, let's not make it worse */ - float xb = i * xf; - float yb = j * yf; - float zb = k * zf; - unsigned int offset = k * (tex->w * tex->h) + i * tex->h + j; - unsigned int offset_orig = (zb) * (w * h) + (xb) * h + (yb); - - if (channels == 4) { - tex3d[offset * 4] = fpixels[offset_orig * 4]; - tex3d[offset * 4 + 1] = fpixels[offset_orig * 4 + 1]; - tex3d[offset * 4 + 2] = fpixels[offset_orig * 4 + 2]; - tex3d[offset * 4 + 3] = fpixels[offset_orig * 4 + 3]; - } - else - tex3d[offset] = fpixels[offset_orig]; - } - } - } - - glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, tex3d); - - MEM_freeN(tex3d); - } - else { - if (fpixels) { - glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, fpixels); - GPU_ASSERT_NO_GL_ERRORS("3D glTexSubImage3D"); - } - } - - - glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); - - if (pixels) - MEM_freeN(pixels); - - GPU_texture_unbind(tex); - - return tex; -} - -GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, bool is_data, double time, int mipmap) -{ - GPUTexture *tex; - GLint w, h, border, bindcode; - - GPU_update_image_time(ima, time); - /* this binds a texture, so that's why to restore it to 0 */ - bindcode = GPU_verify_image(ima, iuser, 0, 0, mipmap, is_data); - - if (ima->gputexture) { - ima->gputexture->bindcode = bindcode; - glBindTexture(GL_TEXTURE_2D, 0); - return ima->gputexture; - } - - tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture"); - tex->bindcode = bindcode; - tex->number = -1; - tex->refcount = 1; - tex->target = GL_TEXTURE_2D; - tex->target_base = GL_TEXTURE_2D; - tex->fromblender = 1; - - ima->gputexture= tex; - - if (!glIsTexture(tex->bindcode)) { - GPU_ASSERT_NO_GL_ERRORS("Blender Texture Not Loaded"); - } - else { - glBindTexture(GL_TEXTURE_2D, tex->bindcode); - glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w); - glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h); - glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_BORDER, &border); - - tex->w = w - border; - tex->h = h - border; - } - - glBindTexture(GL_TEXTURE_2D, 0); - - return tex; -} - -GPUTexture *GPU_texture_from_preview(PreviewImage *prv, int mipmap) -{ - GPUTexture *tex = prv->gputexture[0]; - GLint w, h; - GLuint bindcode = 0; - - if (tex) - bindcode = tex->bindcode; - - /* this binds a texture, so that's why we restore it to 0 */ - if (bindcode == 0) { - GPU_create_gl_tex(&bindcode, prv->rect[0], NULL, prv->w[0], prv->h[0], mipmap, 0, NULL); - } - if (tex) { - tex->bindcode = bindcode; - glBindTexture(GL_TEXTURE_2D, 0); - return tex; - } - - tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture"); - tex->bindcode = bindcode; - tex->number = -1; - tex->refcount = 1; - tex->target = GL_TEXTURE_2D; - tex->target_base = GL_TEXTURE_2D; - - prv->gputexture[0] = tex; - - if (!glIsTexture(tex->bindcode)) { - GPU_ASSERT_NO_GL_ERRORS("Blender Texture Not Loaded"); - } - else { - glBindTexture(GL_TEXTURE_2D, tex->bindcode); - glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w); - glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h); - - tex->w = w; - tex->h = h; - } - - glBindTexture(GL_TEXTURE_2D, 0); - - return tex; -} - -GPUTexture *GPU_texture_create_1D(int w, const float *fpixels, char err_out[256]) -{ - GPUTexture *tex = GPU_texture_create_nD(w, 1, 1, fpixels, 0, GPU_HDR_NONE, 4, 0, err_out); - - if (tex) - GPU_texture_unbind(tex); - - return tex; -} - -GPUTexture *GPU_texture_create_2D(int w, int h, const float *fpixels, GPUHDRType hdr, char err_out[256]) -{ - GPUTexture *tex = GPU_texture_create_nD(w, h, 2, fpixels, 0, hdr, 4, 0, err_out); - - if (tex) - GPU_texture_unbind(tex); - - return tex; -} -GPUTexture *GPU_texture_create_2D_multisample(int w, int h, const float *fpixels, GPUHDRType hdr, int samples, char err_out[256]) -{ - GPUTexture *tex = GPU_texture_create_nD(w, h, 2, fpixels, 0, hdr, 4, samples, err_out); - - if (tex) - GPU_texture_unbind(tex); - - return tex; -} - -GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256]) -{ - GPUTexture *tex = GPU_texture_create_nD(w, h, 2, NULL, 1, GPU_HDR_NONE, 1, 0, err_out); - - if (tex) - GPU_texture_unbind(tex); - - return tex; -} -GPUTexture *GPU_texture_create_depth_multisample(int w, int h, int samples, char err_out[256]) -{ - GPUTexture *tex = GPU_texture_create_nD(w, h, 2, NULL, 1, GPU_HDR_NONE, 1, samples, err_out); - - if (tex) - GPU_texture_unbind(tex); - - return tex; -} - -/** - * A shadow map for VSM needs two components (depth and depth^2) - */ -GPUTexture *GPU_texture_create_vsm_shadow_map(int size, char err_out[256]) -{ - GPUTexture *tex = GPU_texture_create_nD(size, size, 2, NULL, 0, GPU_HDR_FULL_FLOAT, 2, 0, err_out); - - if (tex) { - /* Now we tweak some of the settings */ - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - - GPU_texture_unbind(tex); - } - - return tex; -} - -GPUTexture *GPU_texture_create_2D_procedural(int w, int h, const float *pixels, bool repeat, char err_out[256]) -{ - GPUTexture *tex = GPU_texture_create_nD(w, h, 2, pixels, 0, GPU_HDR_HALF_FLOAT, 2, 0, err_out); - - if (tex) { - /* Now we tweak some of the settings */ - if (repeat) { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); - } - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - - GPU_texture_unbind(tex); - } - - return tex; -} - -GPUTexture *GPU_texture_create_1D_procedural(int w, const float *pixels, char err_out[256]) -{ - GPUTexture *tex = GPU_texture_create_nD(w, 0, 1, pixels, 0, GPU_HDR_HALF_FLOAT, 2, 0, err_out); - - if (tex) { - /* Now we tweak some of the settings */ - glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT); - glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - - GPU_texture_unbind(tex); - } - - return tex; -} - -void GPU_invalid_tex_init(void) -{ - const float color[4] = {1.0f, 0.0f, 1.0f, 1.0f}; - GG.invalid_tex_1D = GPU_texture_create_1D(1, color, NULL); - GG.invalid_tex_2D = GPU_texture_create_2D(1, 1, color, GPU_HDR_NONE, NULL); - GG.invalid_tex_3D = GPU_texture_create_3D(1, 1, 1, 4, color); -} - -void GPU_invalid_tex_bind(int mode) -{ - switch (mode) { - case GL_TEXTURE_1D: - glBindTexture(GL_TEXTURE_1D, GG.invalid_tex_1D->bindcode); - break; - case GL_TEXTURE_2D: - glBindTexture(GL_TEXTURE_2D, GG.invalid_tex_2D->bindcode); - break; - case GL_TEXTURE_3D: - glBindTexture(GL_TEXTURE_3D, GG.invalid_tex_3D->bindcode); - break; - } -} - -void GPU_invalid_tex_free(void) -{ - if (GG.invalid_tex_1D) - GPU_texture_free(GG.invalid_tex_1D); - if (GG.invalid_tex_2D) - GPU_texture_free(GG.invalid_tex_2D); - if (GG.invalid_tex_3D) - GPU_texture_free(GG.invalid_tex_3D); -} - - -void GPU_texture_bind(GPUTexture *tex, int number) -{ - GLenum arbnumber; - - if (number >= GG.maxtextures) { - fprintf(stderr, "Not enough texture slots.\n"); - return; - } - - if ((G.debug & G_DEBUG)) { - if (tex->fb && tex->fb->object == GG.currentfb) { - fprintf(stderr, "Feedback loop warning!: Attempting to bind texture attached to current framebuffer!\n"); - } - } - - if (number < 0) - return; - - GPU_ASSERT_NO_GL_ERRORS("Pre Texture Bind"); - - arbnumber = (GLenum)((GLuint)GL_TEXTURE0 + number); - if (number != 0) glActiveTexture(arbnumber); - if (tex->bindcode != 0) { - glBindTexture(tex->target, tex->bindcode); - } - else - GPU_invalid_tex_bind(tex->target); - glEnable(tex->target); - if (number != 0) glActiveTexture(GL_TEXTURE0); - - tex->number = number; - - GPU_ASSERT_NO_GL_ERRORS("Post Texture Bind"); -} - -void GPU_texture_unbind(GPUTexture *tex) -{ - GLenum arbnumber; - - if (tex->number >= GG.maxtextures) { - fprintf(stderr, "Not enough texture slots.\n"); - return; - } - - if (tex->number == -1) - return; - - GPU_ASSERT_NO_GL_ERRORS("Pre Texture Unbind"); - - arbnumber = (GLenum)((GLuint)GL_TEXTURE0 + tex->number); - if (tex->number != 0) glActiveTexture(arbnumber); - glBindTexture(tex->target, 0); - glDisable(tex->target_base); - if (tex->number != 0) glActiveTexture(GL_TEXTURE0); - - tex->number = -1; - - GPU_ASSERT_NO_GL_ERRORS("Post Texture Unbind"); -} - -void GPU_texture_filter_mode(GPUTexture *tex, bool compare, bool use_filter) -{ - GLenum arbnumber; - - if (tex->number >= GG.maxtextures) { - fprintf(stderr, "Not enough texture slots.\n"); - return; - } - - if (tex->number == -1) - return; - - GPU_ASSERT_NO_GL_ERRORS("Pre Texture Unbind"); - - arbnumber = (GLenum)((GLuint)GL_TEXTURE0 + tex->number); - if (tex->number != 0) glActiveTexture(arbnumber); - - if (tex->depth) { - if (compare) - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE); - else - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); - } - - if (use_filter) { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - } - else { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - } - if (tex->number != 0) glActiveTexture(GL_TEXTURE0); - - GPU_ASSERT_NO_GL_ERRORS("Post Texture Unbind"); -} - -void GPU_texture_free(GPUTexture *tex) -{ - tex->refcount--; - - if (tex->refcount < 0) - fprintf(stderr, "GPUTexture: negative refcount\n"); - - if (tex->refcount == 0) { - if (tex->fb) - GPU_framebuffer_texture_detach(tex); - if (tex->bindcode && !tex->fromblender) - glDeleteTextures(1, &tex->bindcode); - - MEM_freeN(tex); - } -} - -void GPU_texture_ref(GPUTexture *tex) -{ - tex->refcount++; -} - -int GPU_texture_target(const GPUTexture *tex) -{ - return tex->target; -} - -int GPU_texture_width(const GPUTexture *tex) -{ - return tex->w; -} - -int GPU_texture_height(const GPUTexture *tex) -{ - return tex->h; -} - -int GPU_texture_opengl_bindcode(const GPUTexture *tex) -{ - return tex->bindcode; -} - -GPUFrameBuffer *GPU_texture_framebuffer(GPUTexture *tex) -{ - return tex->fb; -} - -/* GPUFrameBuffer */ - -GPUFrameBuffer *GPU_framebuffer_create(void) -{ - GPUFrameBuffer *fb; - - if (!(GLEW_VERSION_3_0 || GLEW_ARB_framebuffer_object || (GLEW_EXT_framebuffer_object && GLEW_EXT_framebuffer_blit))) - return NULL; - - fb = MEM_callocN(sizeof(GPUFrameBuffer), "GPUFrameBuffer"); - glGenFramebuffersEXT(1, &fb->object); - - if (!fb->object) { - fprintf(stderr, "GPUFFrameBuffer: framebuffer gen failed. %d\n", - (int)glGetError()); - GPU_framebuffer_free(fb); - return NULL; - } - - /* make sure no read buffer is enabled, so completeness check will not fail. We set those at binding time */ - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object); - glReadBuffer(GL_NONE); - glDrawBuffer(GL_NONE); - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); - - return fb; -} - -int GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot, char err_out[256]) -{ - GLenum attachment; - GLenum error; - - if (slot >= GPU_FB_MAX_SLOTS) { - fprintf(stderr, - "Attaching to index %d framebuffer slot unsupported. " - "Use at most %d\n", slot, GPU_FB_MAX_SLOTS); - return 0; - } - - if ((G.debug & G_DEBUG)) { - if (tex->number != -1) { - fprintf(stderr, - "Feedback loop warning!: " - "Attempting to attach texture to framebuffer while still bound to texture unit for drawing!\n"); - } - } - - if (tex->depth) - attachment = GL_DEPTH_ATTACHMENT_EXT; - else - attachment = GL_COLOR_ATTACHMENT0_EXT + slot; - - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object); - GG.currentfb = fb->object; - - /* Clean glError buffer. */ - while (glGetError() != GL_NO_ERROR) {} - - glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment, - tex->target, tex->bindcode, 0); - - error = glGetError(); - - if (error == GL_INVALID_OPERATION) { - GPU_framebuffer_restore(); - GPU_print_framebuffer_error(error, err_out); - return 0; - } - - if (tex->depth) - fb->depthtex = tex; - else - fb->colortex[slot] = tex; - - tex->fb= fb; - tex->fb_attachment = slot; - - return 1; -} - -void GPU_framebuffer_texture_detach(GPUTexture *tex) -{ - GLenum attachment; - GPUFrameBuffer *fb; - - if (!tex->fb) - return; - - fb = tex->fb; - - if (GG.currentfb != fb->object) { - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object); - GG.currentfb = tex->fb->object; - } - - if (tex->depth) { - fb->depthtex = NULL; - attachment = GL_DEPTH_ATTACHMENT_EXT; - } - else { - BLI_assert(fb->colortex[tex->fb_attachment] == tex); - fb->colortex[tex->fb_attachment] = NULL; - attachment = GL_COLOR_ATTACHMENT0_EXT + tex->fb_attachment; - } - - glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment, tex->target, 0, 0); - - tex->fb = NULL; - tex->fb_attachment = -1; -} - -void GPU_texture_bind_as_framebuffer(GPUTexture *tex) -{ - if (!tex->fb) { - fprintf(stderr, "Error, texture not bound to framebuffer!\n"); - return; - } - - /* push attributes */ - glPushAttrib(GL_ENABLE_BIT | GL_VIEWPORT_BIT); - glDisable(GL_SCISSOR_TEST); - - /* bind framebuffer */ - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, tex->fb->object); - - if (tex->depth) { - glDrawBuffer(GL_NONE); - glReadBuffer(GL_NONE); - } - else { - /* last bound prevails here, better allow explicit control here too */ - glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT + tex->fb_attachment); - glReadBuffer(GL_COLOR_ATTACHMENT0_EXT + tex->fb_attachment); - } - - if (tex->target == GL_TEXTURE_2D_MULTISAMPLE) { - glEnable(GL_MULTISAMPLE); - } - - /* push matrices and set default viewport and matrix */ - glViewport(0, 0, tex->w, tex->h); - GG.currentfb = tex->fb->object; - - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); -} - -void GPU_framebuffer_slots_bind(GPUFrameBuffer *fb, int slot) -{ - int numslots = 0, i; - GLenum attachments[4]; - - if (!fb->colortex[slot]) { - fprintf(stderr, "Error, framebuffer slot empty!\n"); - return; - } - - for (i = 0; i < 4; i++) { - if (fb->colortex[i]) { - attachments[numslots] = GL_COLOR_ATTACHMENT0_EXT + i; - numslots++; - } - } - - /* push attributes */ - glPushAttrib(GL_ENABLE_BIT | GL_VIEWPORT_BIT); - glDisable(GL_SCISSOR_TEST); - - /* bind framebuffer */ - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object); - - /* last bound prevails here, better allow explicit control here too */ - glDrawBuffers(numslots, attachments); - glReadBuffer(GL_COLOR_ATTACHMENT0_EXT + slot); - - /* push matrices and set default viewport and matrix */ - glViewport(0, 0, fb->colortex[slot]->w, fb->colortex[slot]->h); - GG.currentfb = fb->object; - - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); -} - - -void GPU_framebuffer_texture_unbind(GPUFrameBuffer *UNUSED(fb), GPUTexture *UNUSED(tex)) -{ - /* restore matrix */ - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); - - /* restore attributes */ - glPopAttrib(); -} - -void GPU_framebuffer_bind_no_save(GPUFrameBuffer *fb, int slot) -{ - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object); - /* last bound prevails here, better allow explicit control here too */ - glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT + slot); - glReadBuffer(GL_COLOR_ATTACHMENT0_EXT + slot); - - /* push matrices and set default viewport and matrix */ - glViewport(0, 0, fb->colortex[slot]->w, fb->colortex[slot]->h); - GG.currentfb = fb->object; - GG.currentfb = fb->object; -} - -bool GPU_framebuffer_check_valid(GPUFrameBuffer *fb, char err_out[256]) -{ - GLenum status; - - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object); - GG.currentfb = fb->object; - - /* Clean glError buffer. */ - while (glGetError() != GL_NO_ERROR) {} - - status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); - - if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { - GPU_framebuffer_restore(); - GPU_print_framebuffer_error(status, err_out); - return false; - } - - return true; -} - -void GPU_framebuffer_free(GPUFrameBuffer *fb) -{ - int i; - if (fb->depthtex) - GPU_framebuffer_texture_detach(fb->depthtex); - - for (i = 0; i < GPU_FB_MAX_SLOTS; i++) { - if (fb->colortex[i]) { - GPU_framebuffer_texture_detach(fb->colortex[i]); - } - } - - if (fb->object) { - glDeleteFramebuffersEXT(1, &fb->object); - - if (GG.currentfb == fb->object) { - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); - GG.currentfb = 0; - } - } - - MEM_freeN(fb); -} - -void GPU_framebuffer_restore(void) -{ - if (GG.currentfb != 0) { - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); - GG.currentfb = 0; - } -} - -void GPU_framebuffer_blur(GPUFrameBuffer *fb, GPUTexture *tex, GPUFrameBuffer *blurfb, GPUTexture *blurtex) -{ - const float scaleh[2] = {1.0f / blurtex->w, 0.0f}; - const float scalev[2] = {0.0f, 1.0f / tex->h}; - - GPUShader *blur_shader = GPU_shader_get_builtin_shader(GPU_SHADER_SEP_GAUSSIAN_BLUR); - int scale_uniform, texture_source_uniform; - - if (!blur_shader) - return; - - scale_uniform = GPU_shader_get_uniform(blur_shader, "ScaleU"); - texture_source_uniform = GPU_shader_get_uniform(blur_shader, "textureSource"); - - /* Blurring horizontally */ - - /* We do the bind ourselves rather than using GPU_framebuffer_texture_bind() to avoid - * pushing unnecessary matrices onto the OpenGL stack. */ - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, blurfb->object); - glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); - - /* avoid warnings from texture binding */ - GG.currentfb = blurfb->object; - - GPU_shader_bind(blur_shader); - GPU_shader_uniform_vector(blur_shader, scale_uniform, 2, 1, scaleh); - GPU_shader_uniform_texture(blur_shader, texture_source_uniform, tex); - glViewport(0, 0, blurtex->w, blurtex->h); - - /* Peparing to draw quad */ - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - glMatrixMode(GL_TEXTURE); - glLoadIdentity(); - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - - glDisable(GL_DEPTH_TEST); - - GPU_texture_bind(tex, 0); - - /* Drawing quad */ - glBegin(GL_QUADS); - glTexCoord2d(0, 0); glVertex2f(1, 1); - glTexCoord2d(1, 0); glVertex2f(-1, 1); - glTexCoord2d(1, 1); glVertex2f(-1, -1); - glTexCoord2d(0, 1); glVertex2f(1, -1); - glEnd(); - - /* Blurring vertically */ - - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object); - glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); - - GG.currentfb = fb->object; - - glViewport(0, 0, tex->w, tex->h); - GPU_shader_uniform_vector(blur_shader, scale_uniform, 2, 1, scalev); - GPU_shader_uniform_texture(blur_shader, texture_source_uniform, blurtex); - GPU_texture_bind(blurtex, 0); - - glBegin(GL_QUADS); - glTexCoord2d(0, 0); glVertex2f(1, 1); - glTexCoord2d(1, 0); glVertex2f(-1, 1); - glTexCoord2d(1, 1); glVertex2f(-1, -1); - glTexCoord2d(0, 1); glVertex2f(1, -1); - glEnd(); - - GPU_shader_unbind(); -} - -/* GPUOffScreen */ - -struct GPUOffScreen { - GPUFrameBuffer *fb; - GPUTexture *color; - GPUTexture *depth; -}; - -GPUOffScreen *GPU_offscreen_create(int width, int height, int samples, char err_out[256]) -{ - GPUOffScreen *ofs; - - ofs = MEM_callocN(sizeof(GPUOffScreen), "GPUOffScreen"); - - ofs->fb = GPU_framebuffer_create(); - if (!ofs->fb) { - GPU_offscreen_free(ofs); - return NULL; - } - - if (samples) { - if (!GLEW_EXT_framebuffer_multisample || - !GLEW_ARB_texture_multisample || - /* Only needed for GPU_offscreen_read_pixels. - * We could add an arg if we intend to use multi-sample - * offscreen buffers w/o reading their pixels */ - !GLEW_EXT_framebuffer_blit || - /* This is required when blitting from a multi-sampled buffers, - * even though we're not scaling. */ - !GLEW_EXT_framebuffer_multisample_blit_scaled) - { - samples = 0; - } - } - - ofs->depth = GPU_texture_create_depth_multisample(width, height, samples, err_out); - if (!ofs->depth) { - GPU_offscreen_free(ofs); - return NULL; - } - - if (!GPU_framebuffer_texture_attach(ofs->fb, ofs->depth, 0, err_out)) { - GPU_offscreen_free(ofs); - return NULL; - } - - ofs->color = GPU_texture_create_2D_multisample(width, height, NULL, GPU_HDR_NONE, samples, err_out); - if (!ofs->color) { - GPU_offscreen_free(ofs); - return NULL; - } - - if (!GPU_framebuffer_texture_attach(ofs->fb, ofs->color, 0, err_out)) { - GPU_offscreen_free(ofs); - return NULL; - } - - /* check validity at the very end! */ - if (!GPU_framebuffer_check_valid(ofs->fb, err_out)) { - GPU_offscreen_free(ofs); - return NULL; - } - - GPU_framebuffer_restore(); - - return ofs; -} - -void GPU_offscreen_free(GPUOffScreen *ofs) -{ - if (ofs->fb) - GPU_framebuffer_free(ofs->fb); - if (ofs->color) - GPU_texture_free(ofs->color); - if (ofs->depth) - GPU_texture_free(ofs->depth); - - MEM_freeN(ofs); -} - -void GPU_offscreen_bind(GPUOffScreen *ofs, bool save) -{ - glDisable(GL_SCISSOR_TEST); - if (save) - GPU_texture_bind_as_framebuffer(ofs->color); - else { - GPU_framebuffer_bind_no_save(ofs->fb, 0); - } -} - -void GPU_offscreen_unbind(GPUOffScreen *ofs, bool restore) -{ - if (restore) - GPU_framebuffer_texture_unbind(ofs->fb, ofs->color); - GPU_framebuffer_restore(); - glEnable(GL_SCISSOR_TEST); -} - -void GPU_offscreen_read_pixels(GPUOffScreen *ofs, int type, void *pixels) -{ - const int w = ofs->color->w; - const int h = ofs->color->h; - - if (ofs->color->target == GL_TEXTURE_2D_MULTISAMPLE) { - /* For a multi-sample texture, - * we need to create an intermediate buffer to blit to, - * before its copied using 'glReadPixels' */ - - /* not needed since 'ofs' needs to be bound to the framebuffer already */ -// #define USE_FBO_CTX_SWITCH - - GLuint fbo_blit = 0; - GLuint tex_blit = 0; - GLenum status; - - /* create texture for new 'fbo_blit' */ - glGenTextures(1, &tex_blit); - if (!tex_blit) { - goto finally; - } - - glBindTexture(GL_TEXTURE_2D, tex_blit); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_RGBA, type, 0); - -#ifdef USE_FBO_CTX_SWITCH - /* read from multi-sample buffer */ - glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, ofs->color->fb->object); - glFramebufferTexture2DEXT( - GL_READ_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + ofs->color->fb_attachment, - GL_TEXTURE_2D_MULTISAMPLE, ofs->color->bindcode, 0); - status = glCheckFramebufferStatusEXT(GL_READ_FRAMEBUFFER_EXT); - if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { - goto finally; - } -#endif - - /* write into new single-sample buffer */ - glGenFramebuffersEXT(1, &fbo_blit); - glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, fbo_blit); - glFramebufferTexture2DEXT( - GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, - GL_TEXTURE_2D, tex_blit, 0); - status = glCheckFramebufferStatusEXT(GL_DRAW_FRAMEBUFFER_EXT); - if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { - goto finally; - } - - /* perform the copy */ - glBlitFramebufferEXT(0, 0, w, h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST); - - /* read the results */ - glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, fbo_blit); - glReadPixels(0, 0, w, h, GL_RGBA, type, pixels); - -#ifdef USE_FBO_CTX_SWITCH - /* restore the original frame-bufer */ - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, ofs->color->fb->object); -#undef USE_FBO_CTX_SWITCH -#endif - - -finally: - /* cleanup */ - if (tex_blit) { - glDeleteTextures(1, &tex_blit); - } - if (fbo_blit) { - glDeleteFramebuffersEXT(1, &fbo_blit); - } - - GPU_ASSERT_NO_GL_ERRORS("Read Multi-Sample Pixels"); - } - else { - glReadPixels(0, 0, w, h, GL_RGBA, type, pixels); - } -} - -int GPU_offscreen_width(const GPUOffScreen *ofs) -{ - return ofs->color->w; -} - -int GPU_offscreen_height(const GPUOffScreen *ofs) -{ - return ofs->color->h; -} - -int GPU_offscreen_color_texture(const GPUOffScreen *ofs) -{ - return ofs->color->bindcode; -} - -/* GPUShader */ - -struct GPUShader { - GLuint program; /* handle for full program (links shader stages below) */ - - GLuint vertex; /* handle for vertex shader */ - GLuint geometry; /* handle for geometry shader */ - GLuint fragment; /* handle for fragment shader */ - - int totattrib; /* total number of attributes */ - int uniforms; /* required uniforms */ -}; - -struct GPUProgram { - GPUProgramType type; - GLuint prog; -}; - - -static void shader_print_errors(const char *task, const char *log, const char **code, int totcode) -{ - int i; - int line = 1; - - fprintf(stderr, "GPUShader: %s error:\n", task); - - for (i = 0; i < totcode; i++) { - const char *c, *pos, *end = code[i] + strlen(code[i]); - - if (G.debug & G_DEBUG) { - fprintf(stderr, "===== shader string %d ====\n", i + 1); - - c = code[i]; - while ((c < end) && (pos = strchr(c, '\n'))) { - fprintf(stderr, "%2d ", line); - fwrite(c, (pos + 1) - c, 1, stderr); - c = pos + 1; - line++; - } - - fprintf(stderr, "%s", c); - } - } - - fprintf(stderr, "%s\n", log); -} - -static const char *gpu_shader_version(void) -{ - if (GLEW_VERSION_3_2) { - if (GPU_legacy_support()) { - return "#version 150 compatibility\n"; - /* highest version that is widely supported - * gives us native geometry shaders! - * use compatibility profile so we can continue using builtin shader input/output names - */ - } - else { - return "#version 130\n"; - /* latest version that is compatible with existing shaders */ - } - } - else if (GLEW_VERSION_3_1) { - if (GLEW_ARB_compatibility) { - return "#version 140\n"; - /* also need the ARB_compatibility extension, handled below */ - } - else { - return "#version 130\n"; - /* latest version that is compatible with existing shaders */ - } - } - else if (GLEW_VERSION_3_0) { - return "#version 130\n"; - /* GLSL 1.3 has modern syntax/keywords/datatypes so use if available - * older features are deprecated but still available without compatibility extension or profile - */ - } - else { - return "#version 120\n"; - /* minimum supported */ - } -} - - -static void gpu_shader_standard_extensions(char defines[MAX_EXT_DEFINE_LENGTH], bool use_geometry_shader) -{ - /* enable extensions for features that are not part of our base GLSL version - * don't use an extension for something already available! - */ - - if (GLEW_ARB_texture_query_lod) { - /* a #version 400 feature, but we use #version 150 maximum so use extension */ - strcat(defines, "#extension GL_ARB_texture_query_lod: enable\n"); - } - - if (use_geometry_shader && GPU_geometry_shader_support_via_extension()) { - strcat(defines, "#extension GL_EXT_geometry_shader4: enable\n"); - } - - if (GLEW_VERSION_3_1 && !GLEW_VERSION_3_2 && GLEW_ARB_compatibility) { - strcat(defines, "#extension GL_ARB_compatibility: enable\n"); - } - - if (!GLEW_VERSION_3_1) { - if (GLEW_ARB_draw_instanced) { - strcat(defines, "#extension GL_ARB_draw_instanced: enable\n"); - } - - if (!GLEW_VERSION_3_0 && GLEW_EXT_gpu_shader4) { - strcat(defines, "#extension GL_EXT_gpu_shader4: enable\n"); - /* TODO: maybe require this? shaders become so much nicer */ - } - } -} - -static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH], bool use_opensubdiv) -{ - /* some useful defines to detect GPU type */ - if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)) { - strcat(defines, "#define GPU_ATI\n"); - if (GLEW_VERSION_3_0) { - /* TODO(merwin): revisit this version check; GLEW_VERSION_3_0 means GL 3.0 or newer */ - strcat(defines, "#define CLIP_WORKAROUND\n"); - } - } - else if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY)) - strcat(defines, "#define GPU_NVIDIA\n"); - else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY)) - strcat(defines, "#define GPU_INTEL\n"); - - if (GPU_bicubic_bump_support()) - strcat(defines, "#define BUMP_BICUBIC\n"); - -#ifdef WITH_OPENSUBDIV - /* TODO(sergey): Check whether we actually compiling shader for - * the OpenSubdiv mesh. - */ - if (use_opensubdiv) { - strcat(defines, "#define USE_OPENSUBDIV\n"); - - /* TODO(sergey): not strictly speaking a define, but this is - * a global typedef which we don't have better place to define - * in yet. - */ - strcat(defines, "struct VertexData {\n" - " vec4 position;\n" - " vec3 normal;\n" - " vec2 uv;" - "};\n"); - } -#else - UNUSED_VARS(use_opensubdiv); -#endif - - return; -} - -void GPU_program_bind(GPUProgram *program) -{ - glEnable(program->type); - glBindProgramARB(program->type, program->prog); -} - -void GPU_program_unbind(GPUProgram *program) -{ - glDisable(program->type); - glBindProgramARB(program->type, 0); -} - - -GPUProgram *GPU_program_shader_create(GPUProgramType type, const char *code) -{ - /* TODO(merwin): remove ARB program support (recode smoke shader in GLSL) */ - - GPUProgram *program; - GLint error_pos, is_native; - - if (!(GLEW_ARB_fragment_program && type == GPU_PROGRAM_TYPE_FRAGMENT)) - return NULL; - - program = MEM_callocN(sizeof(GPUProgram), "GPUProgram"); - - switch (type) { - case GPU_PROGRAM_TYPE_FRAGMENT: - program->type = GL_FRAGMENT_PROGRAM_ARB; - break; - } - - /* create the object and set its code string */ - glGenProgramsARB(1, &program->prog); - glBindProgramARB(program->type, program->prog); - - glProgramStringARB(program->type, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(code), code); - - glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &error_pos); - glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &is_native); - if ((error_pos == -1) && (is_native == 1)) { - return program; - } - else { - /* glGetError is set before that, clear it */ - while (glGetError() != GL_NO_ERROR) - ; - shader_print_errors("compile", (const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB), &code, 1); - MEM_freeN(program); - } - - return NULL; -} - -void GPU_program_free(GPUProgram *program) -{ - glDeleteProgramsARB(1, &program->prog); - MEM_freeN(program); -} - -void GPU_program_parameter_4f(GPUProgram *program, unsigned int location, float x, float y, float z, float w) -{ - glProgramLocalParameter4fARB(program->type, location, x, y, z, w); -} - -GPUShader *GPU_shader_create(const char *vertexcode, - const char *fragcode, - const char *geocode, - const char *libcode, - const char *defines, - int input, - int output, - int number) -{ - return GPU_shader_create_ex(vertexcode, - fragcode, - geocode, - libcode, - defines, - input, - output, - number, - GPU_SHADER_FLAGS_NONE); -} - -GPUShader *GPU_shader_create_ex(const char *vertexcode, - const char *fragcode, - const char *geocode, - const char *libcode, - const char *defines, - int input, - int output, - int number, - const int flags) -{ -#ifdef WITH_OPENSUBDIV - /* TODO(sergey): used to add #version 150 to the geometry shader. - * Could safely be renamed to "use_geometry_code" since it's very - * likely any of geometry code will want to use GLSL 1.5. - */ - bool use_opensubdiv = (flags & GPU_SHADER_FLAGS_SPECIAL_OPENSUBDIV) != 0; -#else - UNUSED_VARS(flags); - bool use_opensubdiv = false; -#endif - GLint status; - GLchar log[5000]; - GLsizei length = 0; - GPUShader *shader; - char standard_defines[MAX_DEFINE_LENGTH] = ""; - char standard_extensions[MAX_EXT_DEFINE_LENGTH] = ""; - - if (geocode && !GPU_geometry_shader_support()) - return NULL; - - shader = MEM_callocN(sizeof(GPUShader), "GPUShader"); - - if (vertexcode) - shader->vertex = glCreateShader(GL_VERTEX_SHADER); - if (fragcode) - shader->fragment = glCreateShader(GL_FRAGMENT_SHADER); - if (geocode) - shader->geometry = glCreateShader(GL_GEOMETRY_SHADER_EXT); - - shader->program = glCreateProgram(); - - if (!shader->program || - (vertexcode && !shader->vertex) || - (fragcode && !shader->fragment) || - (geocode && !shader->geometry)) - { - fprintf(stderr, "GPUShader, object creation failed.\n"); - GPU_shader_free(shader); - return NULL; - } - - gpu_shader_standard_defines(standard_defines, use_opensubdiv); - gpu_shader_standard_extensions(standard_extensions, geocode != NULL); - - if (vertexcode) { - const char *source[5]; - /* custom limit, may be too small, beware */ - int num_source = 0; - - source[num_source++] = gpu_shader_version(); - source[num_source++] = standard_extensions; - source[num_source++] = standard_defines; - - if (defines) source[num_source++] = defines; - source[num_source++] = vertexcode; - - glAttachShader(shader->program, shader->vertex); - glShaderSource(shader->vertex, num_source, source, NULL); - - glCompileShader(shader->vertex); - glGetShaderiv(shader->vertex, GL_COMPILE_STATUS, &status); - - if (!status) { - glGetShaderInfoLog(shader->vertex, sizeof(log), &length, log); - shader_print_errors("compile", log, source, num_source); - - GPU_shader_free(shader); - return NULL; - } - } - - if (fragcode) { - const char *source[7]; - int num_source = 0; - - source[num_source++] = gpu_shader_version(); - source[num_source++] = standard_extensions; - source[num_source++] = standard_defines; - -#ifdef WITH_OPENSUBDIV - /* TODO(sergey): Move to fragment shader source code generation. */ - if (use_opensubdiv) { - source[num_source++] = - "#ifdef USE_OPENSUBDIV\n" - "in block {\n" - " VertexData v;\n" - "} inpt;\n" - "#endif\n"; - } -#endif - - if (defines) source[num_source++] = defines; - if (libcode) source[num_source++] = libcode; - source[num_source++] = fragcode; - - glAttachShader(shader->program, shader->fragment); - glShaderSource(shader->fragment, num_source, source, NULL); - - glCompileShader(shader->fragment); - glGetShaderiv(shader->fragment, GL_COMPILE_STATUS, &status); - - if (!status) { - glGetShaderInfoLog(shader->fragment, sizeof(log), &length, log); - shader_print_errors("compile", log, source, num_source); - - GPU_shader_free(shader); - return NULL; - } - } - - if (geocode) { - const char *source[6]; - int num_source = 0; - - source[num_source++] = gpu_shader_version(); - source[num_source++] = standard_extensions; - source[num_source++] = standard_defines; - - if (defines) source[num_source++] = defines; - source[num_source++] = geocode; - - glAttachShader(shader->program, shader->geometry); - glShaderSource(shader->geometry, num_source, source, NULL); - - glCompileShader(shader->geometry); - glGetShaderiv(shader->geometry, GL_COMPILE_STATUS, &status); - - if (!status) { - glGetShaderInfoLog(shader->geometry, sizeof(log), &length, log); - shader_print_errors("compile", log, source, num_source); - - GPU_shader_free(shader); - return NULL; - } - - if (!use_opensubdiv) { - GPU_shader_geometry_stage_primitive_io(shader, input, output, number); - } - } - -#ifdef WITH_OPENSUBDIV - if (use_opensubdiv) { - glBindAttribLocation(shader->program, 0, "position"); - glBindAttribLocation(shader->program, 1, "normal"); - GPU_shader_geometry_stage_primitive_io(shader, - GL_LINES_ADJACENCY_EXT, - GL_TRIANGLE_STRIP, - 4); - } -#endif - - glLinkProgram(shader->program); - glGetProgramiv(shader->program, GL_LINK_STATUS, &status); - if (!status) { - glGetProgramInfoLog(shader->program, sizeof(log), &length, log); - /* print attached shaders in pipeline order */ - if (vertexcode) shader_print_errors("linking", log, &vertexcode, 1); - if (geocode) shader_print_errors("linking", log, &geocode, 1); - if (libcode) shader_print_errors("linking", log, &libcode, 1); - if (fragcode) shader_print_errors("linking", log, &fragcode, 1); - - GPU_shader_free(shader); - return NULL; - } - -#ifdef WITH_OPENSUBDIV - /* TODO(sergey): Find a better place for this. */ - if (use_opensubdiv && GLEW_VERSION_4_1) { - glProgramUniform1i(shader->program, - glGetUniformLocation(shader->program, "FVarDataBuffer"), - 31); /* GL_TEXTURE31 */ - } -#endif - - return shader; -} - -void GPU_shader_bind(GPUShader *shader) -{ - GPU_ASSERT_NO_GL_ERRORS("Pre Shader Bind"); - glUseProgram(shader->program); - GPU_ASSERT_NO_GL_ERRORS("Post Shader Bind"); -} - -void GPU_shader_unbind(void) -{ - GPU_ASSERT_NO_GL_ERRORS("Pre Shader Unbind"); - glUseProgram(0); - GPU_ASSERT_NO_GL_ERRORS("Post Shader Unbind"); -} - -void GPU_shader_free(GPUShader *shader) -{ - if (shader->vertex) - glDeleteShader(shader->vertex); - if (shader->geometry) - glDeleteShader(shader->geometry); - if (shader->fragment) - glDeleteShader(shader->fragment); - if (shader->program) - glDeleteProgram(shader->program); - MEM_freeN(shader); -} - -int GPU_shader_get_uniform(GPUShader *shader, const char *name) -{ - return glGetUniformLocation(shader->program, name); -} - -void GPU_shader_uniform_vector(GPUShader *UNUSED(shader), int location, int length, int arraysize, const float *value) -{ - if (location == -1 || value == NULL) - return; - - GPU_ASSERT_NO_GL_ERRORS("Pre Uniform Vector"); - - if (length == 1) glUniform1fv(location, arraysize, value); - else if (length == 2) glUniform2fv(location, arraysize, value); - else if (length == 3) glUniform3fv(location, arraysize, value); - else if (length == 4) glUniform4fv(location, arraysize, value); - else if (length == 9) glUniformMatrix3fv(location, arraysize, 0, value); - else if (length == 16) glUniformMatrix4fv(location, arraysize, 0, value); - - GPU_ASSERT_NO_GL_ERRORS("Post Uniform Vector"); -} - -void GPU_shader_uniform_vector_int(GPUShader *UNUSED(shader), int location, int length, int arraysize, const int *value) -{ - if (location == -1) - return; - - GPU_ASSERT_NO_GL_ERRORS("Pre Uniform Vector"); - - if (length == 1) glUniform1iv(location, arraysize, value); - else if (length == 2) glUniform2iv(location, arraysize, value); - else if (length == 3) glUniform3iv(location, arraysize, value); - else if (length == 4) glUniform4iv(location, arraysize, value); - - GPU_ASSERT_NO_GL_ERRORS("Post Uniform Vector"); -} - -void GPU_shader_uniform_int(GPUShader *UNUSED(shader), int location, int value) -{ - if (location == -1) - return; - - GPU_CHECK_ERRORS_AROUND(glUniform1i(location, value)); -} - -void GPU_shader_geometry_stage_primitive_io(GPUShader *shader, int input, int output, int number) -{ - if (GPU_geometry_shader_support_via_extension()) { - /* geometry shaders must provide this info themselves for #version 150 and up */ - glProgramParameteriEXT(shader->program, GL_GEOMETRY_INPUT_TYPE_EXT, input); - glProgramParameteriEXT(shader->program, GL_GEOMETRY_OUTPUT_TYPE_EXT, output); - glProgramParameteriEXT(shader->program, GL_GEOMETRY_VERTICES_OUT_EXT, number); - } -} - -void GPU_shader_uniform_texture(GPUShader *UNUSED(shader), int location, GPUTexture *tex) -{ - GLenum arbnumber; - - if (tex->number >= GG.maxtextures) { - fprintf(stderr, "Not enough texture slots.\n"); - return; - } - - if (tex->number == -1) - return; - - if (location == -1) - return; - - GPU_ASSERT_NO_GL_ERRORS("Pre Uniform Texture"); - - arbnumber = (GLenum)((GLuint)GL_TEXTURE0 + tex->number); - - if (tex->number != 0) glActiveTexture(arbnumber); - if (tex->bindcode != 0) - glBindTexture(tex->target, tex->bindcode); - else - GPU_invalid_tex_bind(tex->target); - glUniform1i(location, tex->number); - glEnable(tex->target); - if (tex->number != 0) glActiveTexture(GL_TEXTURE0); - - GPU_ASSERT_NO_GL_ERRORS("Post Uniform Texture"); -} - -int GPU_shader_get_attribute(GPUShader *shader, const char *name) -{ - int index; - - GPU_CHECK_ERRORS_AROUND(index = glGetAttribLocation(shader->program, name)); - - return index; -} - -GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader) -{ - GPUShader *retval = NULL; - - switch (shader) { - case GPU_SHADER_VSM_STORE: - if (!GG.shaders.vsm_store) - GG.shaders.vsm_store = GPU_shader_create(datatoc_gpu_shader_vsm_store_vert_glsl, datatoc_gpu_shader_vsm_store_frag_glsl, NULL, NULL, NULL, 0, 0, 0); - retval = GG.shaders.vsm_store; - break; - case GPU_SHADER_SEP_GAUSSIAN_BLUR: - if (!GG.shaders.sep_gaussian_blur) - GG.shaders.sep_gaussian_blur = GPU_shader_create(datatoc_gpu_shader_sep_gaussian_blur_vert_glsl, datatoc_gpu_shader_sep_gaussian_blur_frag_glsl, NULL, NULL, NULL, 0, 0, 0); - retval = GG.shaders.sep_gaussian_blur; - break; - } - - if (retval == NULL) - printf("Unable to create a GPUShader for builtin shader: %u\n", shader); - - return retval; -} - -GPUProgram *GPU_shader_get_builtin_program(GPUBuiltinProgram program) -{ - GPUProgram *retval = NULL; - - switch (program) { - case GPU_PROGRAM_SMOKE: - if (!GG.shaders.smoke) - GG.shaders.smoke = GPU_program_shader_create(GPU_PROGRAM_TYPE_FRAGMENT, datatoc_gpu_program_smoke_frag_glsl); - retval = GG.shaders.smoke; - break; - case GPU_PROGRAM_SMOKE_COLORED: - if (!GG.shaders.smoke_colored) - GG.shaders.smoke_colored = GPU_program_shader_create(GPU_PROGRAM_TYPE_FRAGMENT, datatoc_gpu_program_smoke_color_frag_glsl); - retval = GG.shaders.smoke_colored; - break; - } - - if (retval == NULL) - printf("Unable to create a GPUProgram for builtin program: %u\n", program); - - return retval; -} - -#define MAX_DEFINES 100 - -GPUShader *GPU_shader_get_builtin_fx_shader(int effects, bool persp) -{ - int offset; - char defines[MAX_DEFINES] = ""; - /* avoid shaders out of range */ - if (effects >= MAX_FX_SHADERS) - return NULL; - - offset = 2 * effects; - - if (persp) { - offset += 1; - strcat(defines, "#define PERSP_MATRIX\n"); - } - - if (!GG.shaders.fx_shaders[offset]) { - GPUShader *shader; - - switch (effects) { - case GPU_SHADER_FX_SSAO: - GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_vert_glsl, datatoc_gpu_shader_fx_ssao_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0); - break; - - case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_ONE: - strcat(defines, "#define FIRST_PASS\n"); - GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0); - break; - - case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_TWO: - strcat(defines, "#define SECOND_PASS\n"); - GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0); - break; - - case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_THREE: - strcat(defines, "#define THIRD_PASS\n"); - GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0); - break; - - case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FOUR: - strcat(defines, "#define FOURTH_PASS\n"); - GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0); - break; - - case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FIVE: - strcat(defines, "#define FIFTH_PASS\n"); - GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0); - break; - - case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_ONE: - strcat(defines, "#define FIRST_PASS\n"); - GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0); - break; - - case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_TWO: - strcat(defines, "#define SECOND_PASS\n"); - shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, datatoc_gpu_shader_fx_dof_hq_geo_glsl, datatoc_gpu_shader_fx_lib_glsl, - defines, GL_POINTS, GL_TRIANGLE_STRIP, 4); - GG.shaders.fx_shaders[offset] = shader; - break; - - case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_THREE: - strcat(defines, "#define THIRD_PASS\n"); - GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0); - break; - - case GPU_SHADER_FX_DEPTH_RESOLVE: - GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_vert_glsl, datatoc_gpu_shader_fx_depth_resolve_glsl, NULL, NULL, defines, 0, 0, 0); - } - } - - return GG.shaders.fx_shaders[offset]; -} - - -void GPU_shader_free_builtin_shaders(void) -{ - int i; - - if (GG.shaders.vsm_store) { - GPU_shader_free(GG.shaders.vsm_store); - GG.shaders.vsm_store = NULL; - } - - if (GG.shaders.sep_gaussian_blur) { - GPU_shader_free(GG.shaders.sep_gaussian_blur); - GG.shaders.sep_gaussian_blur = NULL; - } - - if (GG.shaders.smoke) { - GPU_program_free(GG.shaders.smoke); - GG.shaders.smoke = NULL; - } - - if (GG.shaders.smoke_colored) { - GPU_program_free(GG.shaders.smoke_colored); - GG.shaders.smoke_colored = NULL; - } - - for (i = 0; i < 2 * MAX_FX_SHADERS; i++) { - if (GG.shaders.fx_shaders[i]) { - GPU_shader_free(GG.shaders.fx_shaders[i]); - GG.shaders.fx_shaders[i] = NULL; - } - } -} - bool GPU_mem_stats_supported(void) { return (GLEW_NVX_gpu_memory_info || (GLEW_ATI_meminfo)) && (G.debug & G_DEBUG_GPU_MEM); @@ -2329,117 +326,3 @@ void GPU_mem_stats_get(int *totalmem, int *freemem) } } - -#if 0 /* unused */ - -/* GPUPixelBuffer */ - -typedef struct GPUPixelBuffer { - GLuint bindcode[2]; - GLuint current; - int datasize; - int numbuffers; - int halffloat; -} GPUPixelBuffer; - -void GPU_pixelbuffer_free(GPUPixelBuffer *pb) -{ - if (pb->bindcode[0]) - glDeleteBuffers(pb->numbuffers, pb->bindcode); - MEM_freeN(pb); -} - -GPUPixelBuffer *gpu_pixelbuffer_create(int x, int y, int halffloat, int numbuffers) -{ - GPUPixelBuffer *pb; - - pb = MEM_callocN(sizeof(GPUPixelBuffer), "GPUPBO"); - pb->datasize = x * y * 4 * (halffloat ? 16 : 8); - pb->numbuffers = numbuffers; - pb->halffloat = halffloat; - - glGenBuffers(pb->numbuffers, pb->bindcode); - - if (!pb->bindcode[0]) { - fprintf(stderr, "GPUPixelBuffer allocation failed\n"); - GPU_pixelbuffer_free(pb); - return NULL; - } - - return pb; -} - -void GPU_pixelbuffer_texture(GPUTexture *tex, GPUPixelBuffer *pb) -{ - void *pixels; - int i; - - glBindTexture(GL_TEXTURE_RECTANGLE, tex->bindcode); - - for (i = 0; i < pb->numbuffers; i++) { - glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pb->bindcode[pb->current]); - glBufferData(GL_PIXEL_UNPACK_BUFFER, pb->datasize, NULL, - GL_STREAM_DRAW); - - pixels = glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY); - -# if 0 - memcpy(pixels, _oImage.data(), pb->datasize); -# endif - - if (!glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER)) { - fprintf(stderr, "Could not unmap OpenGL PBO\n"); - break; - } - } - - glBindTexture(GL_TEXTURE_RECTANGLE, 0); -} - -static int pixelbuffer_map_into_gpu(GLuint bindcode) -{ - void *pixels; - - glBindBuffer(GL_PIXEL_UNPACK_BUFFER, bindcode); - pixels = glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY); - - /* do stuff in pixels */ - - if (!glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER)) { - fprintf(stderr, "Could not unmap OpenGL PBO\n"); - return 0; - } - - return 1; -} - -static void pixelbuffer_copy_to_texture(GPUTexture *tex, GPUPixelBuffer *pb, GLuint bindcode) -{ - GLenum type = (pb->halffloat)? GL_HALF_FLOAT_NV: GL_UNSIGNED_BYTE; - glBindTexture(GL_TEXTURE_RECTANGLE, tex->bindcode); - glBindBuffer(GL_PIXEL_UNPACK_BUFFER, bindcode); - - glTexSubImage2D(GL_TEXTURE_RECTANGLE, 0, 0, 0, tex->w, tex->h, GL_RGBA, type, NULL); - - glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); - glBindTexture(GL_TEXTURE_RECTANGLE, 0); -} - -void GPU_pixelbuffer_async_to_gpu(GPUTexture *tex, GPUPixelBuffer *pb) -{ - int newbuffer; - - if (pb->numbuffers == 1) { - pixelbuffer_copy_to_texture(tex, pb, pb->bindcode[0]); - pixelbuffer_map_into_gpu(pb->bindcode[0]); - } - else { - pb->current = (pb->current + 1) % pb->numbuffers; - newbuffer = (pb->current + 1) % pb->numbuffers; - - pixelbuffer_map_into_gpu(pb->bindcode[newbuffer]); - pixelbuffer_copy_to_texture(tex, pb, pb->bindcode[pb->current]); - } -} -#endif /* unused */ - |