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authorClément Foucault <foucault.clem@gmail.com>2020-07-29 05:55:21 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-07-29 16:03:02 +0300
commite749643793809248dfc6ffd078be04aec3eeab82 (patch)
treee9b12ab51205aeb344c17ebd0d38d21c76e7cd69 /source/blender/gpu/intern/gpu_texture.cc
parente4ee9de63899e2da58cdfdd9cbf2ac5bb2e3755a (diff)
GPU: Refactor gpu_texture_image to not use GL calls
This is also a bit of code cleanup, reorganisation. Tried to be DRYed but avoid too much code change to (hopefully) minimize breakage. - GPU: remove TEXTARGET_CUBE_MAP, this is no longer used in the codebase. - GPUTexture: Move compressed texture upload to gpu_texture.cc - GPUTexture: Add per texture Anisotropic filtering switch
Diffstat (limited to 'source/blender/gpu/intern/gpu_texture.cc')
-rw-r--r--source/blender/gpu/intern/gpu_texture.cc209
1 files changed, 83 insertions, 126 deletions
diff --git a/source/blender/gpu/intern/gpu_texture.cc b/source/blender/gpu/intern/gpu_texture.cc
index 2afba122cfd..db9d961e2e3 100644
--- a/source/blender/gpu/intern/gpu_texture.cc
+++ b/source/blender/gpu/intern/gpu_texture.cc
@@ -26,6 +26,7 @@
#include "MEM_guardedalloc.h"
#include "DNA_image_types.h"
+#include "DNA_userdef_types.h"
#include "BLI_blenlib.h"
#include "BLI_math_base.h"
@@ -439,6 +440,13 @@ static uint gpu_get_bytesize(eGPUTextureFormat data_type)
case GPU_R8:
case GPU_R8UI:
return 1;
+ case GPU_SRGB8_A8_DXT1:
+ case GPU_SRGB8_A8_DXT3:
+ case GPU_SRGB8_A8_DXT5:
+ case GPU_RGBA8_DXT1:
+ case GPU_RGBA8_DXT3:
+ case GPU_RGBA8_DXT5:
+ return 1; /* Incorrect but actual size is fractional. */
default:
BLI_assert(!"Texture format incorrect or unsupported\n");
return 0;
@@ -524,7 +532,18 @@ static GLenum gpu_format_to_gl_internalformat(eGPUTextureFormat format)
case GPU_RGB16F:
return GL_RGB16F;
/* Special formats texture only */
- /* ** Add Format here */
+ case GPU_SRGB8_A8_DXT1:
+ return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
+ case GPU_SRGB8_A8_DXT3:
+ return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;
+ case GPU_SRGB8_A8_DXT5:
+ return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;
+ case GPU_RGBA8_DXT1:
+ return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
+ case GPU_RGBA8_DXT3:
+ return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
+ case GPU_RGBA8_DXT5:
+ return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
/* Depth Formats */
case GPU_DEPTH_COMPONENT32F:
return GL_DEPTH_COMPONENT32F;
@@ -538,99 +557,6 @@ static GLenum gpu_format_to_gl_internalformat(eGPUTextureFormat format)
}
}
-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) {
@@ -1197,8 +1123,6 @@ 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:
@@ -1209,48 +1133,72 @@ static GLenum convert_target_to_gl(eGPUTextureTarget target)
}
}
-/* 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)
+/* Create an error texture that will bind an invalid texture (pink) at draw time. */
+GPUTexture *GPU_texture_create_error(eGPUTextureTarget target)
{
GLenum textarget = convert_target_to_gl(target);
GPUTexture *tex = (GPUTexture *)MEM_callocN(sizeof(GPUTexture), __func__);
- tex->bindcode = bindcode;
+ tex->bindcode = 0;
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->sampler_state = GPU_SAMPLER_DEFAULT;
tex->number = -1;
- if (!glIsTexture(tex->bindcode)) {
- GPU_print_error_debug("Blender Texture Not Loaded");
+ GPU_print_error_debug("Blender Texture Not Loaded");
+ return tex;
+}
+
+/* DDS texture loading. Return NULL if support is not available. */
+GPUTexture *GPU_texture_create_compressed(
+ int w, int h, int miplen, eGPUTextureFormat tex_format, const void *data)
+{
+ if (!GLEW_EXT_texture_compression_s3tc) {
+ return NULL;
}
- 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);
+
+ GPUTexture *tex = (GPUTexture *)MEM_callocN(sizeof(GPUTexture), __func__);
+ tex->w = w;
+ tex->h = h;
+ tex->refcount = 1;
+ tex->target = tex->target_base = GL_TEXTURE_2D;
+ tex->format_flag = static_cast<eGPUTextureFormatFlag>(0);
+ tex->components = gpu_get_component_count(tex_format);
+ tex->mipmaps = miplen - 1;
+ tex->sampler_state = GPU_SAMPLER_DEFAULT;
+ tex->number = -1;
+
+ GLenum internalformat = gpu_format_to_gl_internalformat(tex_format);
+
+ glGenTextures(1, &tex->bindcode);
+ glBindTexture(tex->target, tex->bindcode);
+
+ /* Reset to opengl Defaults. (Untested, might not be needed) */
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
+
+ int blocksize = (ELEM(tex_format, GPU_RGBA8_DXT1, GPU_SRGB8_A8_DXT1)) ? 8 : 16;
+
+ size_t ofs = 0;
+ for (int mip = 0; mip < miplen && (w || h); mip++, w >>= 1, h >>= 1) {
+ w = max_ii(1, w);
+ h = max_ii(1, h);
+ size_t size = ((w + 3) / 4) * ((h + 3) / 4) * blocksize;
+
+ glCompressedTexImage2D(tex->target, mip, internalformat, w, h, 0, size, (uchar *)data + ofs);
+
+ ofs += size;
}
+ /* Restore Blender default. */
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+
+ glTexParameteri(tex->target, GL_TEXTURE_MAX_LEVEL, tex->mipmaps);
+ glTexParameteri(tex->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+
+ glBindTexture(tex->target, 0);
+
return tex;
}
@@ -1970,6 +1918,14 @@ void GPU_texture_mipmap_mode(GPUTexture *tex, bool use_mipmap, bool use_filter)
SET_FLAG_FROM_TEST(tex->sampler_state, use_filter, GPU_SAMPLER_FILTER);
}
+void GPU_texture_anisotropic_filter(GPUTexture *tex, bool use_aniso)
+{
+ /* Stencil and integer format does not support filtering. */
+ BLI_assert(!(use_aniso) || !(GPU_texture_stencil(tex) || GPU_texture_integer(tex)));
+
+ SET_FLAG_FROM_TEST(tex->sampler_state, use_aniso, GPU_SAMPLER_ANISO);
+}
+
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);
@@ -2194,8 +2150,9 @@ void GPU_samplers_init(void)
((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;
+ /* TODO(fclem) Anisotropic level should be a render engine parameter. */
float aniso_filter = ((state & GPU_SAMPLER_MIPMAP) && (state & GPU_SAMPLER_ANISO)) ?
- GPU_get_anisotropic() :
+ U.anisotropic_filter :
1.0f;
glSamplerParameteri(GG.samplers[i], GL_TEXTURE_WRAP_S, wrap_s);