diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2020-07-29 15:50:20 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2020-07-29 16:03:02 +0300 |
commit | 45d61bdc03f77dad91dfc988b6c1c43a7dcb06da (patch) | |
tree | 4306da0dcebe765335a689d80df9c91a8ad1ddc2 /source/blender/gpu/intern/gpu_texture.cc | |
parent | 56d0a554a86e7ff3269ba9f1c4201559d5944b71 (diff) |
GPU: Move gpu_texture.c to C++
# Conflicts:
# source/blender/gpu/GPU_texture.h
Diffstat (limited to 'source/blender/gpu/intern/gpu_texture.cc')
-rw-r--r-- | source/blender/gpu/intern/gpu_texture.cc | 2238 |
1 files changed, 2238 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_texture.cc b/source/blender/gpu/intern/gpu_texture.cc new file mode 100644 index 00000000000..2afba122cfd --- /dev/null +++ b/source/blender/gpu/intern/gpu_texture.cc @@ -0,0 +1,2238 @@ +/* + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2005 Blender Foundation. + * All rights reserved. + */ + +/** \file + * \ingroup gpu + */ + +#include <string.h> + +#include "MEM_guardedalloc.h" + +#include "DNA_image_types.h" + +#include "BLI_blenlib.h" +#include "BLI_math_base.h" +#include "BLI_utildefines.h" + +#include "BKE_global.h" + +#include "GPU_batch.h" +#include "GPU_context.h" +#include "GPU_debug.h" +#include "GPU_draw.h" +#include "GPU_extensions.h" +#include "GPU_framebuffer.h" +#include "GPU_glew.h" +#include "GPU_platform.h" +#include "GPU_texture.h" + +#include "gpu_context_private.h" + +#define WARN_NOT_BOUND(_tex) \ + { \ + if (_tex->number == -1) { \ + fprintf(stderr, "Warning : Trying to set parameter on a texture not bound.\n"); \ + BLI_assert(0); \ + return; \ + } \ + } \ + ((void)0) + +static struct GPUTextureGlobal { + /** Texture used in place of invalid textures (not loaded correctly, missing). */ + GPUTexture *invalid_tex_1D; + GPUTexture *invalid_tex_2D; + GPUTexture *invalid_tex_3D; + /** Sampler objects used to replace internal texture parameters. */ + GLuint samplers[GPU_SAMPLER_MAX]; + GLuint icon_sampler; +} GG = {NULL}; + +/* Maximum number of FBOs a texture can be attached to. */ +#define GPU_TEX_MAX_FBO_ATTACHED 12 + +typedef enum eGPUTextureFormatFlag { + GPU_FORMAT_DEPTH = (1 << 0), + GPU_FORMAT_STENCIL = (1 << 1), + GPU_FORMAT_INTEGER = (1 << 2), + GPU_FORMAT_FLOAT = (1 << 3), + + GPU_FORMAT_1D = (1 << 10), + GPU_FORMAT_2D = (1 << 11), + GPU_FORMAT_3D = (1 << 12), + GPU_FORMAT_CUBE = (1 << 13), + GPU_FORMAT_ARRAY = (1 << 14), +} eGPUTextureFormatFlag; + +ENUM_OPERATORS(eGPUTextureFormatFlag) + +/* GPUTexture */ +struct GPUTexture { + int w, h, d; /* width/height/depth */ + int orig_w, orig_h; /* width/height (of source data), optional. */ + int number; /* Texture unit to which this texture is bound. */ + int refcount; /* reference count */ + GLenum target; /* GL_TEXTURE_* */ + GLenum target_base; /* same as target, (but no multisample) + * use it for unbinding */ + GLuint bindcode; /* opengl identifier for texture */ + + eGPUTextureFormat format; + eGPUTextureFormatFlag format_flag; + eGPUSamplerState sampler_state; /* Internal Sampler state. */ + + int mipmaps; /* number of mipmaps */ + int components; /* number of color/alpha channels */ + int samples; /* number of samples for multisamples textures. 0 if not multisample target */ + + int fb_attachment[GPU_TEX_MAX_FBO_ATTACHED]; + GPUFrameBuffer *fb[GPU_TEX_MAX_FBO_ATTACHED]; + /* Legacy workaround for texture copy. */ + GLuint copy_fb; + GPUContext *copy_fb_ctx; +}; + +static uint gpu_get_bytesize(eGPUTextureFormat data_type); +static void gpu_texture_framebuffer_ensure(GPUTexture *tex); + +/* ------ Memory Management ------- */ +/* Records every texture allocation / free + * to estimate the Texture Pool Memory consumption */ +static uint memory_usage = 0; + +static uint gpu_texture_memory_footprint_compute(GPUTexture *tex) +{ + uint memsize; + const uint bytesize = gpu_get_bytesize(tex->format); + const int samp = max_ii(tex->samples, 1); + switch (tex->target_base) { + case GL_TEXTURE_1D: + case GL_TEXTURE_BUFFER: + memsize = bytesize * tex->w * samp; + break; + case GL_TEXTURE_1D_ARRAY: + case GL_TEXTURE_2D: + memsize = bytesize * tex->w * tex->h * samp; + break; + case GL_TEXTURE_2D_ARRAY: + case GL_TEXTURE_3D: + memsize = bytesize * tex->w * tex->h * tex->d * samp; + break; + case GL_TEXTURE_CUBE_MAP: + memsize = bytesize * 6 * tex->w * tex->h * samp; + break; + case GL_TEXTURE_CUBE_MAP_ARRAY_ARB: + memsize = bytesize * 6 * tex->w * tex->h * tex->d * samp; + break; + default: + BLI_assert(0); + return 0; + } + if (tex->mipmaps != 0) { + /* Just to get an idea of the memory used here is computed + * as if the maximum number of mipmaps was generated. */ + memsize += memsize / 3; + } + + return memsize; +} + +static void gpu_texture_memory_footprint_add(GPUTexture *tex) +{ + memory_usage += gpu_texture_memory_footprint_compute(tex); +} + +static void gpu_texture_memory_footprint_remove(GPUTexture *tex) +{ + memory_usage -= gpu_texture_memory_footprint_compute(tex); +} + +uint GPU_texture_memory_usage_get(void) +{ + return memory_usage; +} + +/* -------------------------------- */ + +static const char *gl_enum_to_str(GLenum e) +{ +#define ENUM_TO_STRING(e) \ + case GL_##e: { \ + return STRINGIFY_ARG(e); \ + } + + switch (e) { + ENUM_TO_STRING(TEXTURE_CUBE_MAP); + ENUM_TO_STRING(TEXTURE_CUBE_MAP_ARRAY); + ENUM_TO_STRING(TEXTURE_2D); + ENUM_TO_STRING(TEXTURE_2D_ARRAY); + ENUM_TO_STRING(TEXTURE_1D); + ENUM_TO_STRING(TEXTURE_1D_ARRAY); + ENUM_TO_STRING(TEXTURE_3D); + ENUM_TO_STRING(TEXTURE_2D_MULTISAMPLE); + ENUM_TO_STRING(RGBA32F); + ENUM_TO_STRING(RGBA16F); + ENUM_TO_STRING(RGBA16UI); + ENUM_TO_STRING(RGBA16I); + ENUM_TO_STRING(RGBA16); + ENUM_TO_STRING(RGBA8UI); + ENUM_TO_STRING(RGBA8I); + ENUM_TO_STRING(RGBA8); + ENUM_TO_STRING(RGB16F); + ENUM_TO_STRING(RG32F); + ENUM_TO_STRING(RG16F); + ENUM_TO_STRING(RG16UI); + ENUM_TO_STRING(RG16I); + ENUM_TO_STRING(RG16); + ENUM_TO_STRING(RG8UI); + ENUM_TO_STRING(RG8I); + ENUM_TO_STRING(RG8); + ENUM_TO_STRING(R8UI); + ENUM_TO_STRING(R8I); + ENUM_TO_STRING(R8); + ENUM_TO_STRING(R32F); + ENUM_TO_STRING(R32UI); + ENUM_TO_STRING(R32I); + ENUM_TO_STRING(R16F); + ENUM_TO_STRING(R16UI); + ENUM_TO_STRING(R16I); + ENUM_TO_STRING(R16); + ENUM_TO_STRING(R11F_G11F_B10F); + ENUM_TO_STRING(SRGB8_ALPHA8); + ENUM_TO_STRING(DEPTH24_STENCIL8); + ENUM_TO_STRING(DEPTH32F_STENCIL8); + ENUM_TO_STRING(DEPTH_COMPONENT32F); + ENUM_TO_STRING(DEPTH_COMPONENT24); + ENUM_TO_STRING(DEPTH_COMPONENT16); + default: + return "Unkown enum"; + }; +#undef ENUM_TO_STRING +} + +static int gpu_get_component_count(eGPUTextureFormat format) +{ + switch (format) { + case GPU_RGBA8: + case GPU_RGBA8UI: + case GPU_RGBA16F: + case GPU_RGBA16: + case GPU_RGBA32F: + case GPU_SRGB8_A8: + return 4; + case GPU_RGB16F: + case GPU_R11F_G11F_B10F: + return 3; + case GPU_RG8: + case GPU_RG16: + case GPU_RG16F: + case GPU_RG16I: + case GPU_RG16UI: + case GPU_RG32F: + return 2; + default: + return 1; + } +} + +static uint gpu_get_data_format_bytesize(int comp, eGPUDataFormat data_format) +{ + switch (data_format) { + case GPU_DATA_FLOAT: + return sizeof(float) * comp; + case GPU_DATA_INT: + case GPU_DATA_UNSIGNED_INT: + return sizeof(int) * comp; + case GPU_DATA_UNSIGNED_INT_24_8: + case GPU_DATA_10_11_11_REV: + return sizeof(int); + case GPU_DATA_UNSIGNED_BYTE: + return sizeof(char) * comp; + default: + BLI_assert(0); + return 0; + } +} + +/* Definitely not complete, edit according to the gl specification. */ +static void gpu_validate_data_format(eGPUTextureFormat tex_format, eGPUDataFormat data_format) +{ + (void)data_format; + + if (ELEM(tex_format, GPU_DEPTH_COMPONENT24, GPU_DEPTH_COMPONENT16, GPU_DEPTH_COMPONENT32F)) { + BLI_assert(data_format == GPU_DATA_FLOAT); + } + else if (ELEM(tex_format, GPU_DEPTH24_STENCIL8, GPU_DEPTH32F_STENCIL8)) { + BLI_assert(data_format == GPU_DATA_UNSIGNED_INT_24_8); + } + else { + /* Integer formats */ + if (ELEM(tex_format, GPU_RG16I, GPU_R16I, GPU_RG16UI, GPU_R16UI, GPU_R8UI, GPU_R32UI)) { + if (ELEM(tex_format, GPU_R8UI, GPU_R16UI, GPU_RG16UI, GPU_R32UI)) { + BLI_assert(data_format == GPU_DATA_UNSIGNED_INT); + } + else { + BLI_assert(data_format == GPU_DATA_INT); + } + } + /* Byte formats */ + else if (ELEM(tex_format, GPU_R8, GPU_RG8, GPU_RGBA8, GPU_RGBA8UI, GPU_SRGB8_A8)) { + BLI_assert(ELEM(data_format, GPU_DATA_UNSIGNED_BYTE, GPU_DATA_FLOAT)); + } + /* Special case */ + else if (ELEM(tex_format, GPU_R11F_G11F_B10F)) { + BLI_assert(ELEM(data_format, GPU_DATA_10_11_11_REV, GPU_DATA_FLOAT)); + } + /* Float formats */ + else { + BLI_assert(ELEM(data_format, GPU_DATA_FLOAT)); + } + } +} + +static eGPUDataFormat gpu_get_data_format_from_tex_format(eGPUTextureFormat tex_format) +{ + if (ELEM(tex_format, GPU_DEPTH_COMPONENT24, GPU_DEPTH_COMPONENT16, GPU_DEPTH_COMPONENT32F)) { + return GPU_DATA_FLOAT; + } + else if (ELEM(tex_format, GPU_DEPTH24_STENCIL8, GPU_DEPTH32F_STENCIL8)) { + return GPU_DATA_UNSIGNED_INT_24_8; + } + else { + /* Integer formats */ + if (ELEM(tex_format, GPU_RG16I, GPU_R16I, GPU_RG16UI, GPU_R8UI, GPU_R16UI, GPU_R32UI)) { + if (ELEM(tex_format, GPU_R8UI, GPU_R16UI, GPU_RG16UI, GPU_R32UI)) { + return GPU_DATA_UNSIGNED_INT; + } + else { + return GPU_DATA_INT; + } + } + /* Byte formats */ + else if (ELEM(tex_format, GPU_R8)) { + return GPU_DATA_UNSIGNED_BYTE; + } + /* Special case */ + else if (ELEM(tex_format, GPU_R11F_G11F_B10F)) { + return GPU_DATA_10_11_11_REV; + } + else { + return GPU_DATA_FLOAT; + } + } +} + +/* Definitely not complete, edit according to the gl specification. */ +static GLenum gpu_get_gl_dataformat(eGPUTextureFormat data_type, + eGPUTextureFormatFlag *format_flag) +{ + if (ELEM(data_type, GPU_DEPTH_COMPONENT24, GPU_DEPTH_COMPONENT16, GPU_DEPTH_COMPONENT32F)) { + *format_flag |= GPU_FORMAT_DEPTH; + return GL_DEPTH_COMPONENT; + } + else if (ELEM(data_type, GPU_DEPTH24_STENCIL8, GPU_DEPTH32F_STENCIL8)) { + *format_flag |= GPU_FORMAT_DEPTH | GPU_FORMAT_STENCIL; + return GL_DEPTH_STENCIL; + } + else { + /* Integer formats */ + if (ELEM(data_type, GPU_R8UI, GPU_RG16I, GPU_R16I, GPU_RG16UI, GPU_R16UI, GPU_R32UI)) { + *format_flag |= GPU_FORMAT_INTEGER; + + switch (gpu_get_component_count(data_type)) { + case 1: + return GL_RED_INTEGER; + break; + case 2: + return GL_RG_INTEGER; + break; + case 3: + return GL_RGB_INTEGER; + break; + case 4: + return GL_RGBA_INTEGER; + break; + } + } + else if (ELEM(data_type, GPU_R8)) { + *format_flag |= GPU_FORMAT_FLOAT; + return GL_RED; + } + else { + *format_flag |= GPU_FORMAT_FLOAT; + + switch (gpu_get_component_count(data_type)) { + case 1: + return GL_RED; + break; + case 2: + return GL_RG; + break; + case 3: + return GL_RGB; + break; + case 4: + return GL_RGBA; + break; + } + } + } + + BLI_assert(0); + *format_flag |= GPU_FORMAT_FLOAT; + return GL_RGBA; +} + +static uint gpu_get_bytesize(eGPUTextureFormat data_type) +{ + switch (data_type) { + case GPU_RGBA32F: + return 32; + case GPU_RG32F: + case GPU_RGBA16F: + case GPU_RGBA16: + return 16; + case GPU_RGB16F: + return 12; + case GPU_DEPTH32F_STENCIL8: /* 32-bit depth, 8 bits stencil, and 24 unused bits. */ + return 8; + case GPU_RG16F: + case GPU_RG16I: + case GPU_RG16UI: + case GPU_RG16: + case GPU_DEPTH24_STENCIL8: + case GPU_DEPTH_COMPONENT32F: + case GPU_RGBA8UI: + case GPU_RGBA8: + case GPU_SRGB8_A8: + case GPU_R11F_G11F_B10F: + case GPU_R32F: + case GPU_R32UI: + case GPU_R32I: + return 4; + case GPU_DEPTH_COMPONENT24: + return 3; + case GPU_DEPTH_COMPONENT16: + case GPU_R16F: + case GPU_R16UI: + case GPU_R16I: + case GPU_RG8: + case GPU_R16: + return 2; + case GPU_R8: + case GPU_R8UI: + return 1; + default: + BLI_assert(!"Texture format incorrect or unsupported\n"); + return 0; + } +} + +static GLenum gpu_format_to_gl_internalformat(eGPUTextureFormat format) +{ + /* You can add any of the available type to this list + * For available types see GPU_texture.h */ + switch (format) { + /* Formats texture & renderbuffer */ + case GPU_RGBA8UI: + return GL_RGBA8UI; + case GPU_RGBA8I: + return GL_RGBA8I; + case GPU_RGBA8: + return GL_RGBA8; + case GPU_RGBA32UI: + return GL_RGBA32UI; + case GPU_RGBA32I: + return GL_RGBA32I; + case GPU_RGBA32F: + return GL_RGBA32F; + case GPU_RGBA16UI: + return GL_RGBA16UI; + case GPU_RGBA16I: + return GL_RGBA16I; + case GPU_RGBA16F: + return GL_RGBA16F; + case GPU_RGBA16: + return GL_RGBA16; + case GPU_RG8UI: + return GL_RG8UI; + case GPU_RG8I: + return GL_RG8I; + case GPU_RG8: + return GL_RG8; + case GPU_RG32UI: + return GL_RG32UI; + case GPU_RG32I: + return GL_RG32I; + case GPU_RG32F: + return GL_RG32F; + case GPU_RG16UI: + return GL_RG16UI; + case GPU_RG16I: + return GL_RG16I; + case GPU_RG16F: + return GL_RG16F; + case GPU_RG16: + return GL_RG16; + case GPU_R8UI: + return GL_R8UI; + case GPU_R8I: + return GL_R8I; + case GPU_R8: + return GL_R8; + case GPU_R32UI: + return GL_R32UI; + case GPU_R32I: + return GL_R32I; + case GPU_R32F: + return GL_R32F; + case GPU_R16UI: + return GL_R16UI; + case GPU_R16I: + return GL_R16I; + case GPU_R16F: + return GL_R16F; + case GPU_R16: + return GL_R16; + /* Special formats texture & renderbuffer */ + case GPU_R11F_G11F_B10F: + return GL_R11F_G11F_B10F; + case GPU_DEPTH32F_STENCIL8: + return GL_DEPTH32F_STENCIL8; + case GPU_DEPTH24_STENCIL8: + return GL_DEPTH24_STENCIL8; + case GPU_SRGB8_A8: + return GL_SRGB8_ALPHA8; + /* Texture only format */ + case GPU_RGB16F: + return GL_RGB16F; + /* Special formats texture only */ + /* ** Add Format here */ + /* Depth Formats */ + case GPU_DEPTH_COMPONENT32F: + return GL_DEPTH_COMPONENT32F; + case GPU_DEPTH_COMPONENT24: + return GL_DEPTH_COMPONENT24; + case GPU_DEPTH_COMPONENT16: + return GL_DEPTH_COMPONENT16; + default: + BLI_assert(!"Texture format incorrect or unsupported\n"); + return 0; + } +} + +static eGPUTextureFormat gl_internalformat_to_gpu_format(const GLint glformat) +{ + /* You can add any of the available type to this list + * For available types see GPU_texture.h */ + switch (glformat) { + /* Formats texture & renderbuffer */ + case GL_RGBA8UI: + return GPU_RGBA8UI; + case GL_RGBA8I: + return GPU_RGBA8I; + case GL_RGBA8: + return GPU_RGBA8; + case GL_RGBA32UI: + return GPU_RGBA32UI; + case GL_RGBA32I: + return GPU_RGBA32I; + case GL_RGBA32F: + return GPU_RGBA32F; + case GL_RGBA16UI: + return GPU_RGBA16UI; + case GL_RGBA16I: + return GPU_RGBA16I; + case GL_RGBA16F: + return GPU_RGBA16F; + case GL_RGBA16: + return GPU_RGBA16; + case GL_RG8UI: + return GPU_RG8UI; + case GL_RG8I: + return GPU_RG8I; + case GL_RG8: + return GPU_RG8; + case GL_RG32UI: + return GPU_RG32UI; + case GL_RG32I: + return GPU_RG32I; + case GL_RG32F: + return GPU_RG32F; + case GL_RG16UI: + return GPU_RG16UI; + case GL_RG16I: + return GPU_RG16I; + case GL_RG16F: + return GPU_RGBA32F; + case GL_RG16: + return GPU_RG16; + case GL_R8UI: + return GPU_R8UI; + case GL_R8I: + return GPU_R8I; + case GL_R8: + return GPU_R8; + case GL_R32UI: + return GPU_R32UI; + case GL_R32I: + return GPU_R32I; + case GL_R32F: + return GPU_R32F; + case GL_R16UI: + return GPU_R16UI; + case GL_R16I: + return GPU_R16I; + case GL_R16F: + return GPU_R16F; + case GL_R16: + return GPU_R16; + /* Special formats texture & renderbuffer */ + case GL_R11F_G11F_B10F: + return GPU_R11F_G11F_B10F; + case GL_DEPTH32F_STENCIL8: + return GPU_DEPTH32F_STENCIL8; + case GL_DEPTH24_STENCIL8: + return GPU_DEPTH24_STENCIL8; + case GL_SRGB8_ALPHA8: + return GPU_SRGB8_A8; + /* Texture only format */ + case GL_RGB16F: + return GPU_RGB16F; + /* Special formats texture only */ + /* ** Add Format here */ + /* Depth Formats */ + case GL_DEPTH_COMPONENT32F: + return GPU_DEPTH_COMPONENT32F; + case GL_DEPTH_COMPONENT24: + return GPU_DEPTH_COMPONENT24; + case GL_DEPTH_COMPONENT16: + return GPU_DEPTH_COMPONENT16; + default: + BLI_assert(!"Internal format incorrect or unsupported\n"); + return GPU_RGBA8; + } +} + +static GLenum gpu_get_gl_datatype(eGPUDataFormat format) +{ + switch (format) { + case GPU_DATA_FLOAT: + return GL_FLOAT; + case GPU_DATA_INT: + return GL_INT; + case GPU_DATA_UNSIGNED_INT: + return GL_UNSIGNED_INT; + case GPU_DATA_UNSIGNED_BYTE: + return GL_UNSIGNED_BYTE; + case GPU_DATA_UNSIGNED_INT_24_8: + return GL_UNSIGNED_INT_24_8; + case GPU_DATA_10_11_11_REV: + return GL_UNSIGNED_INT_10F_11F_11F_REV; + default: + BLI_assert(!"Unhandled data format"); + return GL_FLOAT; + } +} + +static float *GPU_texture_rescale_3d( + GPUTexture *tex, int w, int h, int d, int channels, const float *fpixels) +{ + const uint xf = w / tex->w, yf = h / tex->h, zf = d / tex->d; + float *nfpixels = (float *)MEM_mallocN(channels * sizeof(float) * tex->w * tex->h * tex->d, + "GPUTexture Rescaled 3Dtex"); + + if (nfpixels) { + GPU_print_error_debug("You need to scale a 3D texture, feel the pain!"); + + for (uint k = 0; k < tex->d; k++) { + for (uint j = 0; j < tex->h; j++) { + for (uint 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; + uint offset = k * (tex->w * tex->h) + i * tex->h + j; + uint offset_orig = (zb) * (w * h) + (xb)*h + (yb); + + if (channels == 4) { + nfpixels[offset * 4] = fpixels[offset_orig * 4]; + nfpixels[offset * 4 + 1] = fpixels[offset_orig * 4 + 1]; + nfpixels[offset * 4 + 2] = fpixels[offset_orig * 4 + 2]; + nfpixels[offset * 4 + 3] = fpixels[offset_orig * 4 + 3]; + } + else { + nfpixels[offset] = fpixels[offset_orig]; + } + } + } + } + } + + return nfpixels; +} + +static bool gpu_texture_check_capacity( + GPUTexture *tex, GLenum proxy, GLenum internalformat, GLenum data_format, GLenum data_type) +{ + if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_WIN, GPU_DRIVER_ANY) || + GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_MAC, GPU_DRIVER_OFFICIAL) || + GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_OFFICIAL)) { + /* Some AMD drivers have a faulty `GL_PROXY_TEXTURE_..` check. + * (see T55888, T56185, T59351). + * Checking with `GL_PROXY_TEXTURE_..` doesn't prevent `Out Of Memory` issue, + * it just states that the OGL implementation can support the texture. + * So manually check the maximum size and maximum number of layers. + * Same thing happens on Nvidia/macOS 10.15 (T78175). */ + switch (proxy) { + case GL_PROXY_TEXTURE_2D_ARRAY: + if ((tex->d < 0) || (tex->d > GPU_max_texture_layers())) { + return false; + } + break; + + case GL_PROXY_TEXTURE_1D_ARRAY: + if ((tex->h < 0) || (tex->h > GPU_max_texture_layers())) { + return false; + } + break; + } + + switch (proxy) { + case GL_PROXY_TEXTURE_3D: + if ((tex->d < 0) || (tex->d > GPU_max_texture_size())) { + return false; + } + ATTR_FALLTHROUGH; + + case GL_PROXY_TEXTURE_2D: + case GL_PROXY_TEXTURE_2D_ARRAY: + if ((tex->h < 0) || (tex->h > GPU_max_texture_size())) { + return false; + } + ATTR_FALLTHROUGH; + + case GL_PROXY_TEXTURE_1D: + case GL_PROXY_TEXTURE_1D_ARRAY: + if ((tex->w < 0) || (tex->w > GPU_max_texture_size())) { + return false; + } + ATTR_FALLTHROUGH; + default: + break; + } + + return true; + } + else { + switch (proxy) { + case GL_PROXY_TEXTURE_1D: + glTexImage1D(proxy, 0, internalformat, tex->w, 0, data_format, data_type, NULL); + break; + case GL_PROXY_TEXTURE_1D_ARRAY: + case GL_PROXY_TEXTURE_2D: + glTexImage2D(proxy, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, NULL); + break; + case GL_PROXY_TEXTURE_2D_ARRAY: + case GL_PROXY_TEXTURE_3D: + glTexImage3D( + proxy, 0, internalformat, tex->w, tex->h, tex->d, 0, data_format, data_type, NULL); + break; + } + int width = 0; + glGetTexLevelParameteriv(proxy, 0, GL_TEXTURE_WIDTH, &width); + + return (width > 0); + } +} + +/* This tries to allocate video memory for a given texture + * If alloc fails, lower the resolution until it fits. */ +static bool gpu_texture_try_alloc(GPUTexture *tex, + GLenum proxy, + GLenum internalformat, + GLenum data_format, + GLenum data_type, + int channels, + bool try_rescale, + const float *fpixels, + float **rescaled_fpixels) +{ + bool ret; + ret = gpu_texture_check_capacity(tex, proxy, internalformat, data_format, data_type); + + if (!ret && try_rescale) { + BLI_assert( + !ELEM(proxy, GL_PROXY_TEXTURE_1D_ARRAY, GL_PROXY_TEXTURE_2D_ARRAY)); // not implemented + + const int w = tex->w, h = tex->h, d = tex->d; + + /* Find largest texture possible */ + do { + tex->w /= 2; + tex->h /= 2; + tex->d /= 2; + + /* really unlikely to happen but keep this just in case */ + if (tex->w == 0) { + break; + } + if (tex->h == 0 && proxy != GL_PROXY_TEXTURE_1D) { + break; + } + if (tex->d == 0 && proxy == GL_PROXY_TEXTURE_3D) { + break; + } + + ret = gpu_texture_check_capacity(tex, proxy, internalformat, data_format, data_type); + } while (ret == false); + + /* Rescale */ + if (ret) { + switch (proxy) { + case GL_PROXY_TEXTURE_1D: + case GL_PROXY_TEXTURE_2D: + /* Do nothing for now */ + return false; + case GL_PROXY_TEXTURE_3D: + BLI_assert(data_type == GL_FLOAT); + *rescaled_fpixels = GPU_texture_rescale_3d(tex, w, h, d, channels, fpixels); + return (bool)*rescaled_fpixels; + } + } + } + + return ret; +} + +GPUTexture *GPU_texture_create_nD(int w, + int h, + int d, + int n, + const void *pixels, + eGPUTextureFormat tex_format, + eGPUDataFormat gpu_data_format, + int samples, + const bool can_rescale, + char err_out[256]) +{ + if (samples) { + CLAMP_MAX(samples, GPU_max_color_texture_samples()); + } + + if ((tex_format == GPU_DEPTH24_STENCIL8) && GPU_depth_blitting_workaround()) { + /* MacOS + Radeon Pro fails to blit depth on GPU_DEPTH24_STENCIL8 + * but works on GPU_DEPTH32F_STENCIL8. */ + tex_format = GPU_DEPTH32F_STENCIL8; + } + + GPUTexture *tex = (GPUTexture *)MEM_callocN(sizeof(GPUTexture), __func__); + tex->w = w; + tex->h = h; + tex->d = d; + tex->samples = samples; + tex->refcount = 1; + tex->format = tex_format; + tex->components = gpu_get_component_count(tex_format); + tex->mipmaps = 0; + tex->format_flag = static_cast<eGPUTextureFormatFlag>(0); + tex->number = -1; + + if (n == 2) { + if (d == 0) { + tex->target_base = tex->target = GL_TEXTURE_2D; + } + else { + tex->target_base = tex->target = GL_TEXTURE_2D_ARRAY; + tex->format_flag |= GPU_FORMAT_ARRAY; + } + } + else if (n == 1) { + if (h == 0) { + tex->target_base = tex->target = GL_TEXTURE_1D; + } + else { + tex->target_base = tex->target = GL_TEXTURE_1D_ARRAY; + tex->format_flag |= GPU_FORMAT_ARRAY; + } + } + else if (n == 3) { + tex->target_base = tex->target = GL_TEXTURE_3D; + } + else { + /* should never happen */ + MEM_freeN(tex); + return NULL; + } + + gpu_validate_data_format(tex_format, gpu_data_format); + + if (samples && n == 2 && d == 0) { + tex->target = GL_TEXTURE_2D_MULTISAMPLE; + } + + GLenum internalformat = gpu_format_to_gl_internalformat(tex_format); + GLenum data_format = gpu_get_gl_dataformat(tex_format, &tex->format_flag); + GLenum data_type = gpu_get_gl_datatype(gpu_data_format); + + /* Generate Texture object */ + tex->bindcode = GPU_tex_alloc(); + + if (!tex->bindcode) { + if (err_out) { + BLI_strncpy(err_out, "GPUTexture: texture create failed\n", 256); + } + else { + fprintf(stderr, "GPUTexture: texture create failed\n"); + } + GPU_texture_free(tex); + return NULL; + } + + glBindTexture(tex->target, tex->bindcode); + + /* Check if texture fit in VRAM */ + GLenum proxy = GL_PROXY_TEXTURE_2D; + + if (n == 2) { + if (d > 1) { + proxy = GL_PROXY_TEXTURE_2D_ARRAY; + } + } + else if (n == 1) { + if (h == 0) { + proxy = GL_PROXY_TEXTURE_1D; + } + else { + proxy = GL_PROXY_TEXTURE_1D_ARRAY; + } + } + else if (n == 3) { + proxy = GL_PROXY_TEXTURE_3D; + } + + float *rescaled_pixels = NULL; + bool valid = gpu_texture_try_alloc(tex, + proxy, + internalformat, + data_format, + data_type, + tex->components, + can_rescale, + (float *)pixels, + &rescaled_pixels); + + if (G.debug & G_DEBUG_GPU || !valid) { + printf("GPUTexture: create : %s, %s, w : %d, h : %d, d : %d, comp : %d, size : %.2f MiB\n", + gl_enum_to_str(tex->target), + gl_enum_to_str(internalformat), + w, + h, + d, + tex->components, + gpu_texture_memory_footprint_compute(tex) / 1048576.0f); + } + + if (!valid) { + if (err_out) { + BLI_strncpy(err_out, "GPUTexture: texture alloc failed\n", 256); + } + else { + fprintf(stderr, "GPUTexture: texture alloc failed. Likely not enough Video Memory.\n"); + fprintf(stderr, + "Current texture memory usage : %.2f MiB.\n", + gpu_texture_memory_footprint_compute(tex) / 1048576.0f); + } + GPU_texture_free(tex); + return NULL; + } + + gpu_texture_memory_footprint_add(tex); + + /* Upload Texture */ + const void *pix = (rescaled_pixels) ? rescaled_pixels : pixels; + + if (tex->target == GL_TEXTURE_2D || tex->target == GL_TEXTURE_2D_MULTISAMPLE || + tex->target == GL_TEXTURE_1D_ARRAY) { + if (samples) { + glTexImage2DMultisample(tex->target, samples, internalformat, tex->w, tex->h, true); + if (pix) { + glTexSubImage2D(tex->target, 0, 0, 0, tex->w, tex->h, data_format, data_type, pix); + } + } + else { + glTexImage2D(tex->target, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, pix); + } + } + else if (tex->target == GL_TEXTURE_1D) { + glTexImage1D(tex->target, 0, internalformat, tex->w, 0, data_format, data_type, pix); + } + else { + glTexImage3D( + tex->target, 0, internalformat, tex->w, tex->h, tex->d, 0, data_format, data_type, pix); + } + + if (rescaled_pixels) { + MEM_freeN(rescaled_pixels); + } + + /* Texture Parameters */ + if (GPU_texture_stencil(tex) || /* Does not support filtering */ + GPU_texture_integer(tex) || /* Does not support filtering */ + GPU_texture_depth(tex)) { + tex->sampler_state = GPU_SAMPLER_DEFAULT & ~GPU_SAMPLER_FILTER; + } + else { + tex->sampler_state = GPU_SAMPLER_DEFAULT; + } + /* Avoid issue with incomplete textures. */ + glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + + glBindTexture(tex->target, 0); + + return tex; +} + +GPUTexture *GPU_texture_cube_create(int w, + int d, + const void *pixels, + eGPUTextureFormat tex_format, + eGPUDataFormat gpu_data_format, + char err_out[256]) +{ + GPUTexture *tex = (GPUTexture *)MEM_callocN(sizeof(GPUTexture), __func__); + tex->w = w; + tex->h = w; + tex->d = d; + tex->samples = 0; + tex->refcount = 1; + tex->format = tex_format; + tex->components = gpu_get_component_count(tex_format); + tex->mipmaps = 0; + tex->format_flag = GPU_FORMAT_CUBE; + tex->number = -1; + + if (d == 0) { + tex->target_base = tex->target = GL_TEXTURE_CUBE_MAP; + } + else { + tex->target_base = tex->target = GL_TEXTURE_CUBE_MAP_ARRAY_ARB; + tex->format_flag |= GPU_FORMAT_ARRAY; + + if (!GPU_arb_texture_cube_map_array_is_supported()) { + fprintf(stderr, "ERROR: Attempt to create a cubemap array without hardware support!\n"); + BLI_assert(0); + GPU_texture_free(tex); + return NULL; + } + + if (d > GPU_max_texture_layers() / 6) { + BLI_assert(0); + GPU_texture_free(tex); + return NULL; + } + } + + GLenum internalformat = gpu_format_to_gl_internalformat(tex_format); + GLenum data_format = gpu_get_gl_dataformat(tex_format, &tex->format_flag); + GLenum data_type = gpu_get_gl_datatype(gpu_data_format); + + /* Generate Texture object */ + tex->bindcode = GPU_tex_alloc(); + + if (!tex->bindcode) { + if (err_out) { + BLI_strncpy(err_out, "GPUTexture: texture create failed\n", 256); + } + else { + fprintf(stderr, "GPUTexture: texture create failed\n"); + } + GPU_texture_free(tex); + return NULL; + } + + if (G.debug & G_DEBUG_GPU) { + printf("GPUTexture: create : %s, %s, w : %d, h : %d, d : %d, comp : %d, size : %.2f MiB\n", + gl_enum_to_str(tex->target), + gl_enum_to_str(internalformat), + w, + w, + d, + tex->components, + gpu_texture_memory_footprint_compute(tex) / 1048576.0f); + } + + gpu_texture_memory_footprint_add(tex); + + glBindTexture(tex->target, tex->bindcode); + + /* Upload Texture */ + if (d == 0) { + const char *pixels_px, *pixels_py, *pixels_pz, *pixels_nx, *pixels_ny, *pixels_nz; + + if (pixels) { + size_t face_ofs = w * w * gpu_get_data_format_bytesize(tex->components, gpu_data_format); + pixels_px = (char *)pixels + 0 * face_ofs; + pixels_nx = (char *)pixels + 1 * face_ofs; + pixels_py = (char *)pixels + 2 * face_ofs; + pixels_ny = (char *)pixels + 3 * face_ofs; + pixels_pz = (char *)pixels + 4 * face_ofs; + pixels_nz = (char *)pixels + 5 * face_ofs; + } + else { + pixels_px = pixels_py = pixels_pz = pixels_nx = pixels_ny = pixels_nz = NULL; + } + + GLuint face = GL_TEXTURE_CUBE_MAP_POSITIVE_X; + glTexImage2D(face++, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, pixels_px); + glTexImage2D(face++, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, pixels_nx); + glTexImage2D(face++, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, pixels_py); + glTexImage2D(face++, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, pixels_ny); + glTexImage2D(face++, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, pixels_pz); + glTexImage2D(face++, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, pixels_nz); + } + else { + glTexImage3D(tex->target, + 0, + internalformat, + tex->w, + tex->h, + tex->d * 6, + 0, + data_format, + data_type, + pixels); + } + + /* Texture Parameters */ + if (GPU_texture_stencil(tex) || /* Does not support filtering */ + GPU_texture_integer(tex) || /* Does not support filtering */ + GPU_texture_depth(tex)) { + tex->sampler_state = GPU_SAMPLER_DEFAULT & ~GPU_SAMPLER_FILTER; + } + else { + tex->sampler_state = GPU_SAMPLER_DEFAULT; + } + /* Avoid issue with incomplete textures. */ + glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + + glBindTexture(tex->target, 0); + + return tex; +} + +/* Special buffer textures. tex_format must be compatible with the buffer content. */ +GPUTexture *GPU_texture_create_buffer(eGPUTextureFormat tex_format, const GLuint buffer) +{ + GPUTexture *tex = (GPUTexture *)MEM_callocN(sizeof(GPUTexture), __func__); + tex->refcount = 1; + tex->format = tex_format; + tex->components = gpu_get_component_count(tex_format); + tex->format_flag = static_cast<eGPUTextureFormatFlag>(0); + tex->target_base = tex->target = GL_TEXTURE_BUFFER; + tex->mipmaps = 0; + tex->number = -1; + + GLenum internalformat = gpu_format_to_gl_internalformat(tex_format); + + gpu_get_gl_dataformat(tex_format, &tex->format_flag); + + if (!(ELEM(tex_format, GPU_R8, GPU_R16) || ELEM(tex_format, GPU_R16F, GPU_R32F) || + ELEM(tex_format, GPU_R8I, GPU_R16I, GPU_R32I) || + ELEM(tex_format, GPU_R8UI, GPU_R16UI, GPU_R32UI) || ELEM(tex_format, GPU_RG8, GPU_RG16) || + ELEM(tex_format, GPU_RG16F, GPU_RG32F) || + ELEM(tex_format, GPU_RG8I, GPU_RG16I, GPU_RG32I) || + ELEM(tex_format, GPU_RG8UI, GPU_RG16UI, GPU_RG32UI) || + /* Not available until gl 4.0 */ + // ELEM(tex_format, GPU_RGB32F, GPU_RGB32I, GPU_RGB32UI) || + ELEM(tex_format, GPU_RGBA8, GPU_RGBA16) || ELEM(tex_format, GPU_RGBA16F, GPU_RGBA32F) || + ELEM(tex_format, GPU_RGBA8I, GPU_RGBA16I, GPU_RGBA32I) || + ELEM(tex_format, GPU_RGBA8UI, GPU_RGBA16UI, GPU_RGBA32UI))) { + fprintf(stderr, "GPUTexture: invalid format for texture buffer\n"); + GPU_texture_free(tex); + return NULL; + } + + /* Generate Texture object */ + tex->bindcode = GPU_tex_alloc(); + + if (!tex->bindcode) { + fprintf(stderr, "GPUTexture: texture create failed\n"); + GPU_texture_free(tex); + BLI_assert( + 0 && "glGenTextures failed: Are you sure a valid OGL context is active on this thread?\n"); + return NULL; + } + + glBindTexture(tex->target, tex->bindcode); + glTexBuffer(tex->target, internalformat, buffer); + glGetTexLevelParameteriv(tex->target, 0, GL_TEXTURE_WIDTH, &tex->w); + glBindTexture(tex->target, 0); + + gpu_texture_memory_footprint_add(tex); + + return tex; +} + +static GLenum convert_target_to_gl(eGPUTextureTarget target) +{ + switch (target) { + case TEXTARGET_2D: + return GL_TEXTURE_2D; + case TEXTARGET_CUBE_MAP: + return GL_TEXTURE_CUBE_MAP; + case TEXTARGET_2D_ARRAY: + return GL_TEXTURE_2D_ARRAY; + case TEXTARGET_TILE_MAPPING: + return GL_TEXTURE_1D_ARRAY; + default: + BLI_assert(0); + return GL_TEXTURE_2D; + } +} + +/* TODO(fclem) This function should be remove and gpu_texture_image rewritten to not use any GL + * commands. */ +GPUTexture *GPU_texture_from_bindcode(eGPUTextureTarget target, int bindcode) +{ + GLenum textarget = convert_target_to_gl(target); + + GPUTexture *tex = (GPUTexture *)MEM_callocN(sizeof(GPUTexture), __func__); + tex->bindcode = bindcode; + tex->refcount = 1; + tex->target = textarget; + tex->target_base = textarget; + tex->samples = 0; + tex->sampler_state = GPU_SAMPLER_REPEAT | GPU_SAMPLER_ANISO; + if (GPU_get_mipmap()) { + tex->sampler_state |= (GPU_SAMPLER_MIPMAP | GPU_SAMPLER_FILTER); + } + tex->number = -1; + + if (!glIsTexture(tex->bindcode)) { + GPU_print_error_debug("Blender Texture Not Loaded"); + } + else { + GLint w, h, gl_format; + GLenum gettarget; + gettarget = (textarget == GL_TEXTURE_CUBE_MAP) ? GL_TEXTURE_CUBE_MAP_POSITIVE_X : textarget; + + glBindTexture(textarget, tex->bindcode); + glGetTexLevelParameteriv(gettarget, 0, GL_TEXTURE_WIDTH, &w); + glGetTexLevelParameteriv(gettarget, 0, GL_TEXTURE_HEIGHT, &h); + glGetTexLevelParameteriv(gettarget, 0, GL_TEXTURE_INTERNAL_FORMAT, &gl_format); + tex->w = w; + tex->h = h; + tex->format = gl_internalformat_to_gpu_format(gl_format); + tex->components = gpu_get_component_count(tex->format); + glBindTexture(textarget, 0); + + /* Depending on how this bindcode was obtained, the memory used here could + * already have been computed. + * But that is not the case currently. */ + gpu_texture_memory_footprint_add(tex); + } + + return tex; +} + +GPUTexture *GPU_texture_create_1d(int w, + eGPUTextureFormat tex_format, + const float *pixels, + char err_out[256]) +{ + BLI_assert(w > 0); + eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format); + return GPU_texture_create_nD(w, 0, 0, 1, pixels, tex_format, data_format, 0, false, err_out); +} + +GPUTexture *GPU_texture_create_1d_array( + int w, int h, eGPUTextureFormat tex_format, const float *pixels, char err_out[256]) +{ + BLI_assert(w > 0 && h > 0); + eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format); + return GPU_texture_create_nD(w, h, 0, 1, pixels, tex_format, data_format, 0, false, err_out); +} + +GPUTexture *GPU_texture_create_2d( + int w, int h, eGPUTextureFormat tex_format, const float *pixels, char err_out[256]) +{ + BLI_assert(w > 0 && h > 0); + eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format); + return GPU_texture_create_nD(w, h, 0, 2, pixels, tex_format, data_format, 0, false, err_out); +} + +GPUTexture *GPU_texture_create_2d_multisample(int w, + int h, + eGPUTextureFormat tex_format, + const float *pixels, + int samples, + char err_out[256]) +{ + BLI_assert(w > 0 && h > 0); + eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format); + return GPU_texture_create_nD( + w, h, 0, 2, pixels, tex_format, data_format, samples, false, err_out); +} + +GPUTexture *GPU_texture_create_2d_array( + int w, int h, int d, eGPUTextureFormat tex_format, const float *pixels, char err_out[256]) +{ + BLI_assert(w > 0 && h > 0 && d > 0); + eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format); + return GPU_texture_create_nD(w, h, d, 2, pixels, tex_format, data_format, 0, false, err_out); +} + +GPUTexture *GPU_texture_create_3d( + int w, int h, int d, eGPUTextureFormat tex_format, const float *pixels, char err_out[256]) +{ + BLI_assert(w > 0 && h > 0 && d > 0); + eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format); + return GPU_texture_create_nD(w, h, d, 3, pixels, tex_format, data_format, 0, true, err_out); +} + +GPUTexture *GPU_texture_create_cube(int w, + eGPUTextureFormat tex_format, + const float *fpixels, + char err_out[256]) +{ + BLI_assert(w > 0); + eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format); + return GPU_texture_cube_create(w, 0, fpixels, tex_format, data_format, err_out); +} + +GPUTexture *GPU_texture_create_cube_array( + int w, int d, eGPUTextureFormat tex_format, const float *fpixels, char err_out[256]) +{ + BLI_assert(w > 0 && d > 0); + eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format); + return GPU_texture_cube_create(w, d, fpixels, tex_format, data_format, err_out); +} + +GPUTexture *GPU_texture_create_from_vertbuf(GPUVertBuf *vert) +{ + GPUVertFormat *format = &vert->format; + GPUVertAttr *attr = &format->attrs[0]; + + /* Detect incompatible cases (not supported by texture buffers) */ + BLI_assert(format->attr_len == 1 && vert->vbo_id != 0); + BLI_assert(attr->comp_len != 3); /* Not until OGL 4.0 */ + BLI_assert(attr->comp_type != GPU_COMP_I10); + BLI_assert(attr->fetch_mode != GPU_FETCH_INT_TO_FLOAT); + + uint byte_per_comp = attr->sz / attr->comp_len; + bool is_uint = ELEM(attr->comp_type, GPU_COMP_U8, GPU_COMP_U16, GPU_COMP_U32); + + /* Cannot fetch signed int or 32bit ints as normalized float. */ + if (attr->fetch_mode == GPU_FETCH_INT_TO_FLOAT_UNIT) { + BLI_assert(is_uint || byte_per_comp <= 2); + } + + eGPUTextureFormat data_type; + switch (attr->fetch_mode) { + case GPU_FETCH_FLOAT: + switch (attr->comp_len) { + case 1: + data_type = GPU_R32F; + break; + case 2: + data_type = GPU_RG32F; + break; + // case 3: data_type = GPU_RGB32F; break; /* Not supported */ + default: + data_type = GPU_RGBA32F; + break; + } + break; + case GPU_FETCH_INT: + switch (attr->comp_len) { + case 1: + switch (byte_per_comp) { + case 1: + data_type = (is_uint) ? GPU_R8UI : GPU_R8I; + break; + case 2: + data_type = (is_uint) ? GPU_R16UI : GPU_R16I; + break; + default: + data_type = (is_uint) ? GPU_R32UI : GPU_R32I; + break; + } + break; + case 2: + switch (byte_per_comp) { + case 1: + data_type = (is_uint) ? GPU_RG8UI : GPU_RG8I; + break; + case 2: + data_type = (is_uint) ? GPU_RG16UI : GPU_RG16I; + break; + default: + data_type = (is_uint) ? GPU_RG32UI : GPU_RG32I; + break; + } + break; + default: + switch (byte_per_comp) { + case 1: + data_type = (is_uint) ? GPU_RGBA8UI : GPU_RGBA8I; + break; + case 2: + data_type = (is_uint) ? GPU_RGBA16UI : GPU_RGBA16I; + break; + default: + data_type = (is_uint) ? GPU_RGBA32UI : GPU_RGBA32I; + break; + } + break; + } + break; + case GPU_FETCH_INT_TO_FLOAT_UNIT: + switch (attr->comp_len) { + case 1: + data_type = (byte_per_comp == 1) ? GPU_R8 : GPU_R16; + break; + case 2: + data_type = (byte_per_comp == 1) ? GPU_RG8 : GPU_RG16; + break; + default: + data_type = (byte_per_comp == 1) ? GPU_RGBA8 : GPU_RGBA16; + break; + } + break; + default: + BLI_assert(0); + return NULL; + } + + return GPU_texture_create_buffer(data_type, vert->vbo_id); +} + +void GPU_texture_add_mipmap(GPUTexture *tex, + eGPUDataFormat gpu_data_format, + int miplvl, + const void *pixels) +{ + BLI_assert((int)tex->format > -1); + BLI_assert(tex->components > -1); + BLI_assert(miplvl > tex->mipmaps); + + gpu_validate_data_format(tex->format, gpu_data_format); + + GLenum internalformat = gpu_format_to_gl_internalformat(tex->format); + GLenum data_format = gpu_get_gl_dataformat(tex->format, &tex->format_flag); + GLenum data_type = gpu_get_gl_datatype(gpu_data_format); + + glBindTexture(tex->target, tex->bindcode); + + int size[3]; + GPU_texture_get_mipmap_size(tex, miplvl, size); + + switch (tex->target) { + case GL_TEXTURE_1D: + glTexImage1D( + tex->target, miplvl, internalformat, size[0], 0, data_format, data_type, pixels); + break; + case GL_TEXTURE_2D: + case GL_TEXTURE_1D_ARRAY: + glTexImage2D(tex->target, + miplvl, + internalformat, + size[0], + size[1], + 0, + data_format, + data_type, + pixels); + break; + case GL_TEXTURE_3D: + case GL_TEXTURE_2D_ARRAY: + case GL_TEXTURE_CUBE_MAP_ARRAY_ARB: + glTexImage3D(tex->target, + miplvl, + internalformat, + size[0], + size[1], + size[2], + 0, + data_format, + data_type, + pixels); + break; + case GL_TEXTURE_2D_MULTISAMPLE: + /* Multisample textures cannot have mipmaps. */ + default: + BLI_assert(!"tex->target mode not supported"); + } + + tex->mipmaps = miplvl; + glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_MAX_LEVEL, miplvl); + + glBindTexture(tex->target, 0); +} + +void GPU_texture_update_sub(GPUTexture *tex, + eGPUDataFormat gpu_data_format, + const void *pixels, + int offset_x, + int offset_y, + int offset_z, + int width, + int height, + int depth) +{ + BLI_assert((int)tex->format > -1); + BLI_assert(tex->components > -1); + + GLenum data_format = gpu_get_gl_dataformat(tex->format, &tex->format_flag); + GLenum data_type = gpu_get_gl_datatype(gpu_data_format); + + WARN_NOT_BOUND(tex); + + switch (tex->target) { + case GL_TEXTURE_1D: + glTexSubImage1D(tex->target, 0, offset_x, width, data_format, data_type, pixels); + break; + case GL_TEXTURE_2D: + case GL_TEXTURE_2D_MULTISAMPLE: + case GL_TEXTURE_1D_ARRAY: + glTexSubImage2D( + tex->target, 0, offset_x, offset_y, width, height, data_format, data_type, pixels); + break; + case GL_TEXTURE_3D: + case GL_TEXTURE_2D_ARRAY: + glTexSubImage3D(tex->target, + 0, + offset_x, + offset_y, + offset_z, + width, + height, + depth, + data_format, + data_type, + pixels); + break; + default: + BLI_assert(!"tex->target mode not supported"); + } +} + +void *GPU_texture_read(GPUTexture *tex, eGPUDataFormat gpu_data_format, int miplvl) +{ + BLI_assert(miplvl <= tex->mipmaps); + + int size[3] = {0, 0, 0}; + GPU_texture_get_mipmap_size(tex, miplvl, size); + + gpu_validate_data_format(tex->format, gpu_data_format); + + size_t samples_count = max_ii(1, tex->samples); + samples_count *= size[0]; + samples_count *= max_ii(1, size[1]); + samples_count *= max_ii(1, size[2]); + samples_count *= (GPU_texture_cube(tex) && !GPU_texture_array(tex)) ? 6 : 1; + + size_t buf_size = samples_count * gpu_get_data_format_bytesize(tex->components, gpu_data_format); + + /* AMD Pro driver have a bug that write 8 bytes past buffer size + * if the texture is big. (see T66573) */ + void *buf = MEM_mallocN(buf_size + 8, "GPU_texture_read"); + + GLenum data_format = gpu_get_gl_dataformat(tex->format, &tex->format_flag); + GLenum data_type = gpu_get_gl_datatype(gpu_data_format); + + glBindTexture(tex->target, tex->bindcode); + + if (GPU_texture_cube(tex) && !GPU_texture_array(tex)) { + int cube_face_size = buf_size / 6; + for (int i = 0; i < 6; i++) { + glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, + miplvl, + data_format, + data_type, + ((char *)buf) + cube_face_size * i); + } + } + else { + glGetTexImage(tex->target, miplvl, data_format, data_type, buf); + } + + glBindTexture(tex->target, 0); + + return buf; +} + +void GPU_texture_clear(GPUTexture *tex, eGPUDataFormat gpu_data_format, const void *color) +{ + BLI_assert(color != NULL); /* Do not accept NULL as parameter. */ + gpu_validate_data_format(tex->format, gpu_data_format); + + if (false && GLEW_ARB_clear_texture) { + GLenum data_type = gpu_get_gl_datatype(gpu_data_format); + GLenum data_format = gpu_get_gl_dataformat(tex->format, &tex->format_flag); + glClearTexImage(tex->bindcode, 0, data_format, data_type, color); + + if (GPU_texture_stencil(tex) && GPU_texture_depth(tex)) { + /* TODO(clem) implement in fallback. */ + BLI_assert(0); + } + else if (GPU_texture_depth(tex)) { + switch (gpu_data_format) { + case GPU_DATA_FLOAT: + case GPU_DATA_UNSIGNED_INT: + break; + default: + /* TODO(clem) implement in fallback. */ + BLI_assert(0); + break; + } + } + else { + switch (gpu_data_format) { + case GPU_DATA_FLOAT: + case GPU_DATA_UNSIGNED_INT: + case GPU_DATA_UNSIGNED_BYTE: + break; + default: + /* TODO(clem) implement in fallback. */ + BLI_assert(0); + break; + } + } + } + else { + /* Fallback for older GL. */ + GPUFrameBuffer *prev_fb = GPU_framebuffer_active_get(); + + gpu_texture_framebuffer_ensure(tex); + /* This means that this function can only be used in one context for each texture. */ + BLI_assert(tex->copy_fb_ctx == GPU_context_active_get()); + + glBindFramebuffer(GL_FRAMEBUFFER, tex->copy_fb); + glViewport(0, 0, tex->w, tex->h); + + /* Watch: Write mask could prevent the clear. + * glClearTexImage does not change the state so we don't do it here either. */ + if (GPU_texture_stencil(tex) && GPU_texture_depth(tex)) { + /* TODO(clem) implement. */ + BLI_assert(0); + } + else if (GPU_texture_depth(tex)) { + float depth; + switch (gpu_data_format) { + case GPU_DATA_FLOAT: { + depth = *(float *)color; + break; + } + case GPU_DATA_UNSIGNED_INT: { + depth = *(uint *)color / (float)UINT_MAX; + break; + } + default: + BLI_assert(!"Unhandled data format"); + depth = 0.0f; + break; + } + glClearDepth(depth); + glClear(GL_DEPTH_BUFFER_BIT); + } + else { + float r, g, b, a; + switch (gpu_data_format) { + case GPU_DATA_FLOAT: { + float *f_color = (float *)color; + r = f_color[0]; + g = (tex->components > 1) ? f_color[1] : 0.0f; + b = (tex->components > 2) ? f_color[2] : 0.0f; + a = (tex->components > 3) ? f_color[3] : 0.0f; + break; + } + case GPU_DATA_UNSIGNED_INT: { + uint *u_color = (uint *)color; + r = u_color[0] / (float)UINT_MAX; + g = (tex->components > 1) ? u_color[1] / (float)UINT_MAX : 0.0f; + b = (tex->components > 2) ? u_color[2] / (float)UINT_MAX : 0.0f; + a = (tex->components > 3) ? u_color[3] / (float)UINT_MAX : 0.0f; + break; + } + case GPU_DATA_UNSIGNED_BYTE: { + uchar *ub_color = (uchar *)color; + r = ub_color[0] / 255.0f; + g = (tex->components > 1) ? ub_color[1] / 255.0f : 0.0f; + b = (tex->components > 2) ? ub_color[2] / 255.0f : 0.0f; + a = (tex->components > 3) ? ub_color[3] / 255.0f : 0.0f; + break; + } + default: + BLI_assert(!"Unhandled data format"); + r = g = b = a = 0.0f; + break; + } + glClearColor(r, g, b, a); + glClear(GL_COLOR_BUFFER_BIT); + } + + if (prev_fb) { + GPU_framebuffer_bind(prev_fb); + } + } +} + +void GPU_texture_update(GPUTexture *tex, eGPUDataFormat data_format, const void *pixels) +{ + GPU_texture_update_sub(tex, data_format, pixels, 0, 0, 0, tex->w, tex->h, tex->d); +} + +void GPU_invalid_tex_init(void) +{ + memory_usage = 0; + const float color[4] = {1.0f, 0.0f, 1.0f, 1.0f}; + GG.invalid_tex_1D = GPU_texture_create_1d(1, GPU_RGBA8, color, NULL); + GG.invalid_tex_2D = GPU_texture_create_2d(1, 1, GPU_RGBA8, color, NULL); + GG.invalid_tex_3D = GPU_texture_create_3d(1, 1, 1, GPU_RGBA8, color, NULL); +} + +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); + } +} + +/* set_number is to save the the texture unit for setting texture parameters. */ +void GPU_texture_bind_ex(GPUTexture *tex, eGPUSamplerState state, int unit, const bool set_number) +{ + BLI_assert(unit >= 0); + + if (unit >= GPU_max_textures()) { + fprintf(stderr, "Not enough texture slots.\n"); + return; + } + + if (G.debug & G_DEBUG) { + for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; i++) { + if (tex->fb[i] && GPU_framebuffer_bound(tex->fb[i])) { + fprintf(stderr, + "Feedback loop warning!: Attempting to bind " + "texture attached to current framebuffer!\n"); + BLI_assert(0); /* Should never happen! */ + break; + } + } + } + + if (set_number) { + tex->number = unit; + } + + glActiveTexture(GL_TEXTURE0 + unit); + + state = (state < GPU_SAMPLER_MAX) ? state : tex->sampler_state; + + if (tex->bindcode != 0) { + glBindTexture(tex->target, tex->bindcode); + glBindSampler(unit, GG.samplers[state]); + } + else { + GPU_invalid_tex_bind(tex->target_base); + glBindSampler(unit, 0); + } +} + +void GPU_texture_bind(GPUTexture *tex, int unit) +{ + GPU_texture_bind_ex(tex, GPU_SAMPLER_MAX, unit, true); +} + +void GPU_texture_unbind(GPUTexture *tex) +{ + if (tex->number == -1) { + return; + } + + glActiveTexture(GL_TEXTURE0 + tex->number); + glBindTexture(tex->target, 0); + glBindSampler(tex->number, 0); + tex->number = -1; +} + +void GPU_texture_unbind_all(void) +{ + if (GLEW_ARB_multi_bind) { + /* Some drivers crash because of the NULL array even if that's explicitly + * allowed by the spec... *sigh* (see T77549). */ + GLuint texs[32] = {0}; + int count = min_ii(32, GPU_max_textures()); + + glBindTextures(0, count, texs); + glBindSamplers(0, count, texs); + return; + } + + for (int i = 0; i < GPU_max_textures(); i++) { + glActiveTexture(GL_TEXTURE0 + i); + glBindTexture(GL_TEXTURE_2D, 0); + glBindTexture(GL_TEXTURE_2D_ARRAY, 0); + glBindTexture(GL_TEXTURE_1D, 0); + glBindTexture(GL_TEXTURE_1D_ARRAY, 0); + glBindTexture(GL_TEXTURE_3D, 0); + glBindTexture(GL_TEXTURE_CUBE_MAP, 0); + glBindTexture(GL_TEXTURE_BUFFER, 0); + if (GPU_arb_texture_cube_map_array_is_supported()) { + glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY_ARB, 0); + } + glBindSampler(i, 0); + } + + glActiveTexture(GL_TEXTURE0); +} + +void GPU_texture_generate_mipmap(GPUTexture *tex) +{ + WARN_NOT_BOUND(tex); + + gpu_texture_memory_footprint_remove(tex); + int levels = 1 + floor(log2(max_ii(tex->w, tex->h))); + + glActiveTexture(GL_TEXTURE0 + tex->number); + + if (GPU_texture_depth(tex)) { + /* Some drivers have bugs when using glGenerateMipmap with depth textures (see T56789). + * In this case we just create a complete texture with mipmaps manually without + * down-sampling. You must initialize the texture levels using other methods like + * GPU_framebuffer_recursive_downsample(). */ + eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex->format); + for (int i = 1; i < levels; i++) { + GPU_texture_add_mipmap(tex, data_format, i, NULL); + } + glBindTexture(tex->target, tex->bindcode); + } + else { + glGenerateMipmap(tex->target_base); + } + + tex->mipmaps = levels; + gpu_texture_memory_footprint_add(tex); +} + +static GLenum gpu_texture_default_attachment(GPUTexture *tex) +{ + return !GPU_texture_depth(tex) ? + GL_COLOR_ATTACHMENT0 : + (GPU_texture_stencil(tex) ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT); +} + +static void gpu_texture_framebuffer_ensure(GPUTexture *tex) +{ + if (tex->copy_fb == 0) { + tex->copy_fb = GPU_fbo_alloc(); + tex->copy_fb_ctx = GPU_context_active_get(); + + GLenum attachment = gpu_texture_default_attachment(tex); + + glBindFramebuffer(GL_FRAMEBUFFER, tex->copy_fb); + glFramebufferTexture(GL_FRAMEBUFFER, attachment, tex->bindcode, 0); + if (!GPU_texture_depth(tex)) { + glReadBuffer(GL_COLOR_ATTACHMENT0); + glDrawBuffer(GL_COLOR_ATTACHMENT0); + } + BLI_assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + } +} + +/* Copy a texture content to a similar texture. Only Mip 0 is copied. */ +void GPU_texture_copy(GPUTexture *dst, GPUTexture *src) +{ + BLI_assert(dst->target == src->target); + BLI_assert(dst->w == src->w); + BLI_assert(dst->h == src->h); + BLI_assert(!GPU_texture_cube(src) && !GPU_texture_cube(dst)); + /* TODO support array / 3D textures. */ + BLI_assert(dst->d == 0); + BLI_assert(dst->format == src->format); + + if (GLEW_ARB_copy_image && !GPU_texture_copy_workaround()) { + /* Opengl 4.3 */ + glCopyImageSubData(src->bindcode, + src->target, + 0, + 0, + 0, + 0, + dst->bindcode, + dst->target, + 0, + 0, + 0, + 0, + src->w, + src->h, + 1); + } + else { + /* Fallback for older GL. */ + GPUFrameBuffer *prev_fb = GPU_framebuffer_active_get(); + + gpu_texture_framebuffer_ensure(src); + gpu_texture_framebuffer_ensure(dst); + + /* This means that this function can only be used in one context for each texture. */ + BLI_assert(src->copy_fb_ctx == GPU_context_active_get()); + BLI_assert(dst->copy_fb_ctx == GPU_context_active_get()); + + glBindFramebuffer(GL_READ_FRAMEBUFFER, src->copy_fb); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dst->copy_fb); + + GLbitfield mask = 0; + if (GPU_texture_stencil(src)) { + mask |= GL_STENCIL_BUFFER_BIT; + } + if (GPU_texture_depth(src)) { + mask |= GL_DEPTH_BUFFER_BIT; + } + else { + mask |= GL_COLOR_BUFFER_BIT; + } + + glBlitFramebuffer(0, 0, src->w, src->h, 0, 0, src->w, src->h, mask, GL_NEAREST); + + if (prev_fb) { + GPU_framebuffer_bind(prev_fb); + } + } +} + +void GPU_texture_compare_mode(GPUTexture *tex, bool use_compare) +{ + /* Could become an assertion ? (fclem) */ + if (!GPU_texture_depth(tex)) { + return; + } + SET_FLAG_FROM_TEST(tex->sampler_state, use_compare, GPU_SAMPLER_COMPARE); +} + +void GPU_texture_filter_mode(GPUTexture *tex, bool use_filter) +{ + /* Stencil and integer format does not support filtering. */ + BLI_assert(!use_filter || !(GPU_texture_stencil(tex) || GPU_texture_integer(tex))); + + SET_FLAG_FROM_TEST(tex->sampler_state, use_filter, GPU_SAMPLER_FILTER); +} + +void GPU_texture_mipmap_mode(GPUTexture *tex, bool use_mipmap, bool use_filter) +{ + /* Stencil and integer format does not support filtering. */ + BLI_assert(!(use_filter || use_mipmap) || + !(GPU_texture_stencil(tex) || GPU_texture_integer(tex))); + + SET_FLAG_FROM_TEST(tex->sampler_state, use_mipmap, GPU_SAMPLER_MIPMAP); + SET_FLAG_FROM_TEST(tex->sampler_state, use_filter, GPU_SAMPLER_FILTER); +} + +void GPU_texture_wrap_mode(GPUTexture *tex, bool use_repeat, bool use_clamp) +{ + SET_FLAG_FROM_TEST(tex->sampler_state, use_repeat, GPU_SAMPLER_REPEAT); + SET_FLAG_FROM_TEST(tex->sampler_state, !use_clamp, GPU_SAMPLER_CLAMP_BORDER); +} + +static int gpu_texture_swizzle_to_enum(const char swizzle) +{ + switch (swizzle) { + case 'w': + case 'a': + return GL_ALPHA; + case 'z': + case 'b': + return GL_BLUE; + case 'y': + case 'g': + return GL_GREEN; + case '0': + return GL_ZERO; + case '1': + return GL_ONE; + case 'x': + case 'r': + default: + return GL_RED; + } +} + +void GPU_texture_swizzle_set(GPUTexture *tex, const char swizzle[4]) +{ + WARN_NOT_BOUND(tex); + + GLint gl_swizzle[4] = {gpu_texture_swizzle_to_enum(swizzle[0]), + gpu_texture_swizzle_to_enum(swizzle[1]), + gpu_texture_swizzle_to_enum(swizzle[2]), + gpu_texture_swizzle_to_enum(swizzle[3])}; + + glActiveTexture(GL_TEXTURE0 + tex->number); + glTexParameteriv(tex->target_base, GL_TEXTURE_SWIZZLE_RGBA, gl_swizzle); +} + +void GPU_texture_free(GPUTexture *tex) +{ + tex->refcount--; + + if (tex->refcount < 0) { + fprintf(stderr, "GPUTexture: negative refcount\n"); + } + + if (tex->refcount == 0) { + for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; i++) { + if (tex->fb[i] != NULL) { + GPU_framebuffer_texture_detach_slot(tex->fb[i], tex, tex->fb_attachment[i]); + } + } + + if (tex->bindcode) { + GPU_tex_free(tex->bindcode); + } + if (tex->copy_fb) { + GPU_fbo_free(tex->copy_fb, tex->copy_fb_ctx); + } + + gpu_texture_memory_footprint_remove(tex); + + 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_orig_width(const GPUTexture *tex) +{ + return tex->orig_w; +} + +int GPU_texture_orig_height(const GPUTexture *tex) +{ + return tex->orig_h; +} + +void GPU_texture_orig_size_set(GPUTexture *tex, int w, int h) +{ + tex->orig_w = w; + tex->orig_h = h; +} + +int GPU_texture_layers(const GPUTexture *tex) +{ + return tex->d; +} + +eGPUTextureFormat GPU_texture_format(const GPUTexture *tex) +{ + return tex->format; +} + +int GPU_texture_samples(const GPUTexture *tex) +{ + return tex->samples; +} + +bool GPU_texture_array(const GPUTexture *tex) +{ + return (tex->format_flag & GPU_FORMAT_ARRAY) != 0; +} + +bool GPU_texture_depth(const GPUTexture *tex) +{ + return (tex->format_flag & GPU_FORMAT_DEPTH) != 0; +} + +bool GPU_texture_stencil(const GPUTexture *tex) +{ + return (tex->format_flag & GPU_FORMAT_STENCIL) != 0; +} + +bool GPU_texture_integer(const GPUTexture *tex) +{ + return (tex->format_flag & GPU_FORMAT_INTEGER) != 0; +} + +bool GPU_texture_cube(const GPUTexture *tex) +{ + return (tex->format_flag & GPU_FORMAT_CUBE) != 0; +} + +int GPU_texture_opengl_bindcode(const GPUTexture *tex) +{ + return tex->bindcode; +} + +void GPU_texture_attach_framebuffer(GPUTexture *tex, GPUFrameBuffer *fb, int attachment) +{ + for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; i++) { + if (tex->fb[i] == NULL) { + tex->fb[i] = fb; + tex->fb_attachment[i] = attachment; + return; + } + } + + BLI_assert(!"Error: Texture: Not enough Framebuffer slots"); +} + +/* Return previous attachment point */ +int GPU_texture_detach_framebuffer(GPUTexture *tex, GPUFrameBuffer *fb) +{ + for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; i++) { + if (tex->fb[i] == fb) { + tex->fb[i] = NULL; + return tex->fb_attachment[i]; + } + } + + BLI_assert(!"Error: Texture: Framebuffer is not attached"); + return 0; +} + +void GPU_texture_get_mipmap_size(GPUTexture *tex, int lvl, int *size) +{ + /* TODO assert if lvl is below the limit of 1px in each dimension. */ + int div = 1 << lvl; + size[0] = max_ii(1, tex->w / div); + + if (tex->target == GL_TEXTURE_1D_ARRAY) { + size[1] = tex->h; + } + else if (tex->h > 0) { + size[1] = max_ii(1, tex->h / div); + } + + if (GPU_texture_array(tex)) { + size[2] = tex->d; + /* Return the number of face layers. */ + if (GPU_texture_cube(tex)) { + size[2] *= 6; + } + } + else if (tex->d > 0) { + size[2] = max_ii(1, tex->d / div); + } +} + +/* -------------------------------------------------------------------- */ +/** \name GPU Sampler Objects + * + * Simple wrapper around opengl sampler objects. + * Override texture sampler state for one sampler unit only. + * \{ */ + +void GPU_samplers_init(void) +{ + glGenSamplers(GPU_SAMPLER_MAX, GG.samplers); + for (int i = 0; i < GPU_SAMPLER_MAX; i++) { + eGPUSamplerState state = static_cast<eGPUSamplerState>(i); + GLenum clamp_type = (state & GPU_SAMPLER_CLAMP_BORDER) ? GL_CLAMP_TO_BORDER : GL_CLAMP_TO_EDGE; + GLenum wrap_s = (state & GPU_SAMPLER_REPEAT_S) ? GL_REPEAT : clamp_type; + GLenum wrap_t = (state & GPU_SAMPLER_REPEAT_T) ? GL_REPEAT : clamp_type; + GLenum wrap_r = (state & GPU_SAMPLER_REPEAT_R) ? GL_REPEAT : clamp_type; + GLenum mag_filter = (state & GPU_SAMPLER_FILTER) ? GL_LINEAR : GL_NEAREST; + GLenum min_filter = (state & GPU_SAMPLER_FILTER) ? + ((state & GPU_SAMPLER_MIPMAP) ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR) : + ((state & GPU_SAMPLER_MIPMAP) ? GL_NEAREST_MIPMAP_LINEAR : GL_NEAREST); + GLenum compare_mode = (state & GPU_SAMPLER_COMPARE) ? GL_COMPARE_REF_TO_TEXTURE : GL_NONE; + float aniso_filter = ((state & GPU_SAMPLER_MIPMAP) && (state & GPU_SAMPLER_ANISO)) ? + GPU_get_anisotropic() : + 1.0f; + + glSamplerParameteri(GG.samplers[i], GL_TEXTURE_WRAP_S, wrap_s); + glSamplerParameteri(GG.samplers[i], GL_TEXTURE_WRAP_T, wrap_t); + glSamplerParameteri(GG.samplers[i], GL_TEXTURE_WRAP_R, wrap_r); + glSamplerParameteri(GG.samplers[i], GL_TEXTURE_MIN_FILTER, min_filter); + glSamplerParameteri(GG.samplers[i], GL_TEXTURE_MAG_FILTER, mag_filter); + glSamplerParameteri(GG.samplers[i], GL_TEXTURE_COMPARE_MODE, compare_mode); + glSamplerParameteri(GG.samplers[i], GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); + if (GLEW_EXT_texture_filter_anisotropic) { + glSamplerParameterf(GG.samplers[i], GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso_filter); + } + + /** Other states are left to default: + * - GL_TEXTURE_BORDER_COLOR is {0, 0, 0, 0}. + * - GL_TEXTURE_MIN_LOD is -1000. + * - GL_TEXTURE_MAX_LOD is 1000. + * - GL_TEXTURE_LOD_BIAS is 0.0f. + **/ + } + + /* Custom sampler for icons. */ + glGenSamplers(1, &GG.icon_sampler); + glSamplerParameteri(GG.icon_sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); + glSamplerParameteri(GG.icon_sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glSamplerParameteri(GG.icon_sampler, GL_TEXTURE_LOD_BIAS, -0.5f); +} + +void GPU_sampler_icon_bind(int unit) +{ + glBindSampler(unit, GG.icon_sampler); +} + +void GPU_samplers_free(void) +{ + glDeleteSamplers(GPU_SAMPLER_MAX, GG.samplers); + glDeleteSamplers(1, &GG.icon_sampler); +} + +/** \} */ |