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authorClément Foucault <foucault.clem@gmail.com>2020-09-05 18:29:51 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-09-05 18:49:14 +0300
commitc766d9b9dc5661693a58e01a3637f15197c2fe59 (patch)
tree6905f0fc085af0eff5cfdf74d87c4ebed412e741 /source/blender/gpu/intern
parentdb21c12abedd7606a3aaf50f70e506a24d9f0e7a (diff)
GPUTexture: GL Backend Isolation
This is a massive cleanup needed for vulkan support T68990. It provides: - More meaningful enums with conversion functions. - Less hacky supports of arrays and cubemaps (all considered layered). - More inline with the stateless design of vulkan and modern GL. - Methods Fallbacks are using framebuffer functions that are wrapped instead of implementing inside the texture module. What is not in there: - API change. - Samplers support (breaks a few effects). # Conflicts: # source/blender/gpu/GPU_texture.h
Diffstat (limited to 'source/blender/gpu/intern')
-rw-r--r--source/blender/gpu/intern/gpu_state_private.hh6
-rw-r--r--source/blender/gpu/intern/gpu_texture.cc2344
-rw-r--r--source/blender/gpu/intern/gpu_texture_private.hh393
3 files changed, 726 insertions, 2017 deletions
diff --git a/source/blender/gpu/intern/gpu_state_private.hh b/source/blender/gpu/intern/gpu_state_private.hh
index 61234c4612c..6ce240df108 100644
--- a/source/blender/gpu/intern/gpu_state_private.hh
+++ b/source/blender/gpu/intern/gpu_state_private.hh
@@ -26,6 +26,8 @@
#include "GPU_state.h"
+#include "gpu_texture_private.hh"
+
#include <cstring>
namespace blender {
@@ -160,6 +162,10 @@ class GPUStateManager {
virtual ~GPUStateManager(){};
virtual void apply_state(void) = 0;
+
+ virtual void texture_bind(Texture *tex, eGPUSamplerState sampler, int unit) = 0;
+ virtual void texture_unbind(Texture *tex) = 0;
+ virtual void texture_unbind_all(void) = 0;
};
} // namespace gpu
diff --git a/source/blender/gpu/intern/gpu_texture.cc b/source/blender/gpu/intern/gpu_texture.cc
index ced9ea5a498..9d431ef4648 100644
--- a/source/blender/gpu/intern/gpu_texture.cc
+++ b/source/blender/gpu/intern/gpu_texture.cc
@@ -21,28 +21,12 @@
* \ingroup gpu
*/
-#include <string.h>
+#include "BLI_string.h"
-#include "MEM_guardedalloc.h"
-
-#include "DNA_image_types.h"
-#include "DNA_userdef_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_extensions.h"
#include "GPU_framebuffer.h"
-#include "GPU_glew.h"
-#include "GPU_platform.h"
#include "GPU_texture.h"
+#include "gpu_backend.hh"
#include "gpu_context_private.hh"
#include "gpu_framebuffer_private.hh"
@@ -62,1478 +46,380 @@ Texture::Texture(const char *name)
else {
name_[0] = '\0';
}
-}
-
-Texture::~Texture()
-{
-}
-
-/** \} */
-
-/* -------------------------------------------------------------------- */
-/** \name Operation
- * \{ */
-
-void Texture::attach_to(FrameBuffer *)
-{
-}
-
-/** \} */
-
-} // namespace blender::gpu
-
-/* -------------------------------------------------------------------- */
-/** \name C-API
- * \{ */
-
-using namespace blender::gpu;
-
-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;
-};
-using namespace blender;
-using namespace blender::gpu;
-
-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;
+ for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; i++) {
+ fb[i] = NULL;
}
-
- 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)
+Texture::~Texture()
{
-#define ENUM_TO_STRING(e) \
- case GL_##e: { \
- return STRINGIFY_ARG(e); \
+ for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; i++) {
+ if (fb[i] != NULL) {
+ FrameBuffer *framebuffer = reinterpret_cast<FrameBuffer *>(fb[i]);
+ framebuffer->attachment_set((GPUAttachmentType)fb_attachment[i], GPU_ATTACHMENT_NONE);
+ }
}
-
- 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 GLenum gl_enum_target_to_binding(GLenum target)
+bool Texture::init_1D(int w, int layers, eGPUTextureFormat format)
{
- switch (target) {
- default:
- BLI_assert(0);
- ATTR_FALLTHROUGH;
- case GL_TEXTURE_1D:
- return GL_TEXTURE_BINDING_1D;
- case GL_TEXTURE_1D_ARRAY:
- return GL_TEXTURE_BINDING_1D_ARRAY;
- case GL_TEXTURE_2D:
- return GL_TEXTURE_BINDING_2D;
- case GL_TEXTURE_2D_ARRAY:
- return GL_TEXTURE_BINDING_2D_ARRAY;
- case GL_TEXTURE_2D_MULTISAMPLE:
- return GL_TEXTURE_BINDING_2D_MULTISAMPLE;
- case GL_TEXTURE_3D:
- return GL_TEXTURE_BINDING_3D;
- case GL_TEXTURE_BUFFER:
- return GL_TEXTURE_BINDING_BUFFER;
- case GL_TEXTURE_CUBE_MAP:
- return GL_TEXTURE_BINDING_CUBE_MAP;
- case GL_TEXTURE_CUBE_MAP_ARRAY_ARB:
- return GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_ARB;
- }
-}
-
-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;
+ w_ = w;
+ h_ = layers;
+ d_ = 0;
+ format_ = format;
+ format_flag_ = to_format_flag(format);
+ type_ = (layers > 0) ? GPU_TEXTURE_1D_ARRAY : GPU_TEXTURE_1D;
+ if ((format_flag_ & (GPU_FORMAT_DEPTH_STENCIL | GPU_FORMAT_INTEGER)) == 0) {
+ sampler_state = GPU_SAMPLER_FILTER;
}
+ return this->init_internal();
}
-static uint gpu_get_data_format_bytesize(int comp, eGPUDataFormat data_format)
+bool Texture::init_2D(int w, int h, int layers, eGPUTextureFormat 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;
+ w_ = w;
+ h_ = h;
+ d_ = layers;
+ format_ = format;
+ format_flag_ = to_format_flag(format);
+ type_ = (layers > 0) ? GPU_TEXTURE_2D_ARRAY : GPU_TEXTURE_2D;
+ if ((format_flag_ & (GPU_FORMAT_DEPTH_STENCIL | GPU_FORMAT_INTEGER)) == 0) {
+ sampler_state = GPU_SAMPLER_FILTER;
}
+ return this->init_internal();
}
-/* Definitely not complete, edit according to the gl specification. */
-static void gpu_validate_data_format(eGPUTextureFormat tex_format, eGPUDataFormat data_format)
+bool Texture::init_3D(int w, int h, int d, eGPUTextureFormat 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));
- }
+ w_ = w;
+ h_ = h;
+ d_ = d;
+ format_ = format;
+ format_flag_ = to_format_flag(format);
+ type_ = GPU_TEXTURE_3D;
+ if ((format_flag_ & (GPU_FORMAT_DEPTH_STENCIL | GPU_FORMAT_INTEGER)) == 0) {
+ sampler_state = GPU_SAMPLER_FILTER;
}
+ return this->init_internal();
}
-static eGPUDataFormat gpu_get_data_format_from_tex_format(eGPUTextureFormat tex_format)
+bool Texture::init_cubemap(int w, int layers, eGPUTextureFormat format)
{
- if (ELEM(tex_format, GPU_DEPTH_COMPONENT24, GPU_DEPTH_COMPONENT16, GPU_DEPTH_COMPONENT32F)) {
- return GPU_DATA_FLOAT;
- }
- if (ELEM(tex_format, GPU_DEPTH24_STENCIL8, GPU_DEPTH32F_STENCIL8)) {
- return GPU_DATA_UNSIGNED_INT_24_8;
- }
-
- /* 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;
- }
-
- return GPU_DATA_INT;
- }
- /* Byte formats */
- if (ELEM(tex_format, GPU_R8)) {
- return GPU_DATA_UNSIGNED_BYTE;
+ w_ = w;
+ h_ = w;
+ d_ = max_ii(1, layers) * 6;
+ format_ = format;
+ format_flag_ = to_format_flag(format);
+ type_ = (layers > 0) ? GPU_TEXTURE_CUBE_ARRAY : GPU_TEXTURE_CUBE;
+ if ((format_flag_ & (GPU_FORMAT_DEPTH_STENCIL | GPU_FORMAT_INTEGER)) == 0) {
+ sampler_state = GPU_SAMPLER_FILTER;
}
- /* Special case */
- if (ELEM(tex_format, GPU_R11F_G11F_B10F)) {
- return GPU_DATA_10_11_11_REV;
- }
-
- return GPU_DATA_FLOAT;
+ return this->init_internal();
}
-/* Definitely not complete, edit according to the gl specification. */
-static GLenum gpu_get_gl_dataformat(eGPUTextureFormat data_type,
- eGPUTextureFormatFlag *format_flag)
+bool Texture::init_buffer(GPUVertBuf *vbo, eGPUTextureFormat format)
{
- if (ELEM(data_type, GPU_DEPTH_COMPONENT24, GPU_DEPTH_COMPONENT16, GPU_DEPTH_COMPONENT32F)) {
- *format_flag |= GPU_FORMAT_DEPTH;
- return GL_DEPTH_COMPONENT;
- }
- if (ELEM(data_type, GPU_DEPTH24_STENCIL8, GPU_DEPTH32F_STENCIL8)) {
- *format_flag |= GPU_FORMAT_DEPTH | GPU_FORMAT_STENCIL;
- return GL_DEPTH_STENCIL;
- }
-
- /* 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;
- 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;
- }
-}
-
-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 */
- 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;
- 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;
+ /* See to_texture_format(). */
+ if (format == GPU_DEPTH_COMPONENT24) {
+ return false;
}
+ w_ = vbo->vertex_len;
+ h_ = 0;
+ d_ = 0;
+ format_ = format;
+ format_flag_ = to_format_flag(format);
+ type_ = GPU_TEXTURE_BUFFER;
+ return this->init_internal(vbo);
}
-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];
- }
- }
- }
- }
- }
+/* -------------------------------------------------------------------- */
+/** \name Operation
+ * \{ */
- return nfpixels;
+void Texture::attach_to(FrameBuffer *)
+{
}
-static bool gpu_texture_check_capacity(
- GPUTexture *tex, GLenum proxy, GLenum internalformat, GLenum data_format, GLenum data_type)
+void Texture::update(eGPUDataFormat format, const void *data)
{
- if (proxy == GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB &&
- GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_MAC, GPU_DRIVER_ANY)) {
- /* Special fix for T79703. */
- /* Depth has already been checked. */
- return tex->w <= GPU_max_cube_map_size();
- }
+ int mip = 0;
+ int extent[3], offset[3] = {0, 0, 0};
+ this->mip_size_get(mip, extent);
+ this->update_sub(mip, offset, extent, format, data);
+}
- 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;
- }
+} // namespace blender::gpu
- return true;
- }
+/* -------------------------------------------------------------------- */
+/** \name C-API
+ * \{ */
- 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:
- case GL_PROXY_TEXTURE_CUBE_MAP:
- 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;
- case GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB:
- glTexImage3D(
- proxy, 0, internalformat, tex->w, tex->h, tex->d * 6, 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,
- GL_PROXY_TEXTURE_CUBE_MAP,
- GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB)); // 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;
- }
+using namespace blender;
+using namespace blender::gpu;
- 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;
- }
- }
- }
+/* ------ Memory Management ------- */
- return ret;
+uint GPU_texture_memory_usage_get(void)
+{
+ /* TODO(fclem) Do that inside the new Texture class. */
+ return 0;
}
+/* -------------------------------- */
+
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;
+ eGPUDataFormat data_format,
+ int UNUSED(samples),
+ const bool UNUSED(can_rescale),
+ char UNUSED(err_out[256]))
+{
+ Texture *tex = GPUBackend::get()->texture_alloc("nD");
+ bool success = false;
+ switch (n) {
+ case 1:
+ success = tex->init_1D(w, h, tex_format);
+ break;
+ case 2:
+ success = tex->init_2D(w, h, d, tex_format);
+ break;
+ case 3:
+ success = tex->init_3D(w, h, d, tex_format);
+ break;
+ default:
+ break;
}
- 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,\t w : %5d, h : %5d, d : %5d, comp : %4d, size : %.2f "
- "MiB,\t %s\n",
- gl_enum_to_str(tex->target),
- w,
- h,
- d,
- tex->components,
- gpu_texture_memory_footprint_compute(tex) / 1048576.0f,
- gl_enum_to_str(internalformat));
+#if 0 /* TODO */
+ if (can_rescale && n == 3) {
+ /* Search small enough supported texture on the system. */
+ /* Rescale input. */
}
+#endif
- 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);
+ if (!success) {
+ delete 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);
- }
+ if (pixels) {
+ tex->update(data_format, pixels);
}
- 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;
+ return reinterpret_cast<GPUTexture *>(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;
-
- GLenum proxy;
-
- if (d == 0) {
- proxy = GL_PROXY_TEXTURE_CUBE_MAP;
- tex->target_base = tex->target = GL_TEXTURE_CUBE_MAP;
- }
- else {
- proxy = GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB;
- 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();
+ eGPUDataFormat data_format,
+ char UNUSED(err_out[256]))
+{
+ Texture *tex = GPUBackend::get()->texture_alloc("Cube");
+ bool success = tex->init_cubemap(w, d, tex_format);
- 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);
+ if (!success) {
+ delete tex;
return NULL;
}
-
- bool valid = gpu_texture_try_alloc(
- tex, proxy, internalformat, data_format, data_type, tex->components, false, NULL, NULL);
-
- if (G.debug & G_DEBUG_GPU || !valid) {
- printf(
- "GPUTexture: create : %s,\t w : %5d, h : %5d, d : %5d, comp : %4d, size : %.2f "
- "MiB,\t %s\n",
- gl_enum_to_str(tex->target),
- w,
- w,
- d * 6,
- tex->components,
- gpu_texture_memory_footprint_compute(tex) / 1048576.0f,
- gl_enum_to_str(internalformat));
+ if (pixels) {
+ tex->update(data_format, pixels);
}
+ return reinterpret_cast<GPUTexture *>(tex);
+}
- 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 or the requested "
- "size is not supported by the implementation.\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);
-
- 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);
- }
+/* 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)
+{
+ Texture *tex = GPUBackend::get()->texture_alloc("Cube");
+ bool success = tex->init_2D(w, h, 0, tex_format);
- /* 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);
+ if (!success) {
+ delete tex;
return NULL;
}
+ if (data) {
+ size_t ofs = 0;
+ for (int mip = 0; mip < miplen; mip++) {
+ int extent[3], offset[3] = {0, 0, 0};
+ tex->mip_size_get(mip, extent);
- /* Generate Texture object */
- tex->bindcode = GPU_tex_alloc();
+ size_t size = ((extent[0] + 3) / 4) * ((extent[1] + 3) / 4) * to_block_size(tex_format);
+ tex->update_sub(mip, offset, extent, to_data_format(tex_format), (uchar *)data + ofs);
- 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;
+ ofs += size;
+ }
}
+ return reinterpret_cast<GPUTexture *>(tex);
+}
- 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);
+/* Create an error texture that will bind an invalid texture (pink) at draw time. */
+GPUTexture *GPU_texture_create_error(int dimension, bool is_array)
+{
+ float pixel[4] = {1.0f, 0.0f, 1.0f, 1.0f};
+ int w = 1;
+ int h = (dimension < 2 && !is_array) ? 0 : 1;
+ int d = (dimension < 3 && !is_array) ? 0 : 1;
- return tex;
+ fprintf(stderr, "GPUTexture: Blender Texture Not Loaded!");
+ return GPU_texture_create_nD(
+ w, h, d, dimension, pixel, GPU_RGBA8, GPU_DATA_FLOAT, 0, false, NULL);
}
-static GLenum convert_target_to_gl(int dimension, bool is_array)
+static inline eGPUTextureFormat to_texture_format(const GPUVertFormat *format)
{
- switch (dimension) {
+ if (format->attr_len > 1 || format->attr_len == 0) {
+ BLI_assert(!"Incorrect vertex format for buffer texture");
+ return GPU_DEPTH_COMPONENT24;
+ }
+ switch (format->attrs[0].comp_len) {
case 1:
- return is_array ? GL_TEXTURE_1D_ARRAY : GL_TEXTURE_1D;
+ switch (format->attrs[0].comp_type) {
+ case GPU_COMP_I8:
+ return GPU_R8I;
+ case GPU_COMP_U8:
+ return GPU_R8UI;
+ case GPU_COMP_I16:
+ return GPU_R16I;
+ case GPU_COMP_U16:
+ return GPU_R16UI;
+ case GPU_COMP_I32:
+ return GPU_R32I;
+ case GPU_COMP_U32:
+ return GPU_R32UI;
+ case GPU_COMP_F32:
+ return GPU_R32F;
+ default:
+ break;
+ }
+ break;
case 2:
- return is_array ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;
+ switch (format->attrs[0].comp_type) {
+ case GPU_COMP_I8:
+ return GPU_RG8I;
+ case GPU_COMP_U8:
+ return GPU_RG8UI;
+ case GPU_COMP_I16:
+ return GPU_RG16I;
+ case GPU_COMP_U16:
+ return GPU_RG16UI;
+ case GPU_COMP_I32:
+ return GPU_RG32I;
+ case GPU_COMP_U32:
+ return GPU_RG32UI;
+ case GPU_COMP_F32:
+ return GPU_RG32F;
+ default:
+ break;
+ }
+ break;
case 3:
- return GL_TEXTURE_3D;
+ /* Not supported until GL 4.0 */
+ break;
+ case 4:
+ switch (format->attrs[0].comp_type) {
+ case GPU_COMP_I8:
+ return GPU_RGBA8I;
+ case GPU_COMP_U8:
+ return GPU_RGBA8UI;
+ case GPU_COMP_I16:
+ return GPU_RGBA16I;
+ case GPU_COMP_U16:
+ return GPU_RGBA16UI;
+ case GPU_COMP_I32:
+ return GPU_RGBA32I;
+ case GPU_COMP_U32:
+ return GPU_RGBA32UI;
+ case GPU_COMP_F32:
+ return GPU_RGBA32F;
+ default:
+ break;
+ }
+ break;
default:
- BLI_assert(0);
- return GL_TEXTURE_2D;
+ break;
}
+ BLI_assert(!"Unsupported vertex format for buffer texture");
+ return GPU_DEPTH_COMPONENT24;
}
-/* Create an error texture that will bind an invalid texture (pink) at draw time. */
-GPUTexture *GPU_texture_create_error(int dimension, bool is_array)
+GPUTexture *GPU_texture_create_from_vertbuf(GPUVertBuf *vert)
{
- GLenum textarget = convert_target_to_gl(dimension, is_array);
-
- GPUTexture *tex = (GPUTexture *)MEM_callocN(sizeof(GPUTexture), __func__);
- tex->bindcode = 0;
- tex->refcount = 1;
- tex->target = textarget;
- tex->target_base = textarget;
- tex->samples = 0;
- tex->sampler_state = GPU_SAMPLER_DEFAULT;
- tex->number = -1;
-
- GPU_print_error_debug("Blender Texture Not Loaded");
- return tex;
-}
+ eGPUTextureFormat tex_format = to_texture_format(&vert->format);
+ Texture *tex = GPUBackend::get()->texture_alloc("Cube");
-/* 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) {
+ bool success = tex->init_buffer(vert, tex_format);
+ if (!success) {
+ delete tex;
return NULL;
}
-
- 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;
+ return reinterpret_cast<GPUTexture *>(tex);
}
GPUTexture *GPU_texture_create_1d(int w,
- eGPUTextureFormat tex_format,
+ eGPUTextureFormat format,
const float *pixels,
- char err_out[256])
+ char 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);
+ return GPU_texture_create_nD(w, 0, 0, 1, pixels, format, GPU_DATA_FLOAT, 0, false, out);
}
GPUTexture *GPU_texture_create_1d_array(
- int w, int h, eGPUTextureFormat tex_format, const float *pixels, char err_out[256])
+ int w, int h, eGPUTextureFormat format, const float *pixels, char 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);
+ return GPU_texture_create_nD(w, h, 0, 1, pixels, format, GPU_DATA_FLOAT, 0, false, out);
}
GPUTexture *GPU_texture_create_2d(
- int w, int h, eGPUTextureFormat tex_format, const float *pixels, char err_out[256])
+ int w, int h, eGPUTextureFormat format, const float *pixels, char 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);
+ return GPU_texture_create_nD(w, h, 0, 2, pixels, format, GPU_DATA_FLOAT, 0, false, out);
}
GPUTexture *GPU_texture_create_2d_array(
- int w, int h, int d, eGPUTextureFormat tex_format, const float *pixels, char err_out[256])
+ int w, int h, int d, eGPUTextureFormat format, const float *pixels, char 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);
+ return GPU_texture_create_nD(w, h, d, 2, pixels, format, GPU_DATA_FLOAT, 0, false, out);
}
GPUTexture *GPU_texture_create_3d(
- int w, int h, int d, eGPUTextureFormat tex_format, const float *pixels, char err_out[256])
+ int w, int h, int d, eGPUTextureFormat format, const float *pixels, char 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);
+ return GPU_texture_create_nD(w, h, d, 3, pixels, format, GPU_DATA_FLOAT, 0, true, out);
}
GPUTexture *GPU_texture_create_cube(int w,
- eGPUTextureFormat tex_format,
+ eGPUTextureFormat format,
const float *fpixels,
- char err_out[256])
+ char 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);
+ return GPU_texture_cube_create(w, 0, fpixels, format, GPU_DATA_FLOAT, 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)
+ int w, int d, eGPUTextureFormat format, const float *fpixels, char out[256])
{
- 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);
+ return GPU_texture_cube_create(w, d, fpixels, format, GPU_DATA_FLOAT, out);
}
-void GPU_texture_add_mipmap(GPUTexture *tex,
+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);
+ Texture *tex = reinterpret_cast<Texture *>(tex_);
+ int extent[3] = {1, 1, 1}, offset[3] = {0, 0, 0};
+ tex->mip_size_get(miplvl, extent);
+ reinterpret_cast<Texture *>(tex)->update_sub(miplvl, offset, extent, gpu_data_format, pixels);
}
void GPU_texture_update_sub(GPUTexture *tex,
@@ -1546,571 +432,144 @@ void GPU_texture_update_sub(GPUTexture *tex,
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);
-
- /* Save and restore. */
- GLint texture_bound = 0;
- if (tex->number == -1) {
- glActiveTexture(GL_TEXTURE0);
- glGetIntegerv(gl_enum_target_to_binding(tex->target), &texture_bound);
- glBindTexture(tex->target, tex->bindcode);
- }
- else {
- glActiveTexture(GL_TEXTURE0 + tex->number);
- }
-
- 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");
- }
-
- if (tex->number == -1) {
- glBindTexture(tex->target, texture_bound);
- }
+ int offset[3] = {offset_x, offset_y, offset_z};
+ int extent[3] = {width, height, depth};
+ reinterpret_cast<Texture *>(tex)->update_sub(0, offset, extent, gpu_data_format, pixels);
}
-void *GPU_texture_read(GPUTexture *tex, eGPUDataFormat gpu_data_format, int miplvl)
+void *GPU_texture_read(GPUTexture *tex_, eGPUDataFormat 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;
+ Texture *tex = reinterpret_cast<Texture *>(tex_);
+ return tex->read(miplvl, data_format);
}
-void GPU_texture_clear(GPUTexture *tex, eGPUDataFormat gpu_data_format, const void *color)
+/**
+ * Fills the whole texture with the same data for all pixels.
+ * \warning Only work for 2D texture for now.
+ * \warning Only clears the mip 0 of the texture.
+ * \param data_format data format of the pixel data.
+ * \param data 1 pixel worth of data to fill the texture with.
+ */
+void GPU_texture_clear(GPUTexture *tex, eGPUDataFormat data_format, const void *data)
{
- 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());
-
- int viewport[4];
- GPU_viewport_size_get_i(viewport);
-
- 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);
- }
-
- glViewport(UNPACK4(viewport));
-
- if (prev_fb) {
- GPU_framebuffer_bind(prev_fb);
- }
- }
+ BLI_assert(data != NULL); /* Do not accept NULL as parameter. */
+ reinterpret_cast<Texture *>(tex)->clear(data_format, data);
}
-void GPU_texture_update(GPUTexture *tex, eGPUDataFormat data_format, const void *pixels)
+void GPU_texture_update(GPUTexture *tex, eGPUDataFormat data_format, const void *data)
{
- GPU_texture_update_sub(tex, data_format, pixels, 0, 0, 0, tex->w, tex->h, tex->d);
+ reinterpret_cast<Texture *>(tex)->update(data_format, data);
}
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);
+ /* TODO remove */
}
-void GPU_invalid_tex_bind(int mode)
+void GPU_invalid_tex_bind(int UNUSED(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;
- }
+ /* TODO remove */
}
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);
- }
+ /* TODO remove */
}
-/* 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)
+void GPU_texture_bind_ex(GPUTexture *tex_,
+ eGPUSamplerState state,
+ int unit,
+ const bool UNUSED(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);
- }
+ Texture *tex = reinterpret_cast<Texture *>(tex_);
+ GPU_context_active_get()->state_manager->texture_bind(tex, state, unit);
}
-void GPU_texture_bind(GPUTexture *tex, int unit)
+void GPU_texture_bind(GPUTexture *tex_, int unit)
{
- GPU_texture_bind_ex(tex, GPU_SAMPLER_MAX, unit, true);
+ Texture *tex = reinterpret_cast<Texture *>(tex_);
+ GPU_context_active_get()->state_manager->texture_bind(tex, tex->sampler_state, unit);
}
-void GPU_texture_unbind(GPUTexture *tex)
+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;
+ Texture *tex = reinterpret_cast<Texture *>(tex_);
+ GPU_context_active_get()->state_manager->texture_unbind(tex);
}
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);
+ GPU_context_active_get()->state_manager->texture_unbind_all();
}
void GPU_texture_generate_mipmap(GPUTexture *tex)
{
- gpu_texture_memory_footprint_remove(tex);
- int levels = 1 + floor(log2(max_ii(tex->w, tex->h)));
+ // gpu_texture_memory_footprint_remove(tex);
- /* Save and restore. */
- GLint texture_bound = 0;
- if (tex->number == -1) {
- glActiveTexture(GL_TEXTURE0);
- glGetIntegerv(gl_enum_target_to_binding(tex->target), &texture_bound);
- glBindTexture(tex->target, tex->bindcode);
- }
- else {
- glActiveTexture(GL_TEXTURE0 + tex->number);
- }
+ reinterpret_cast<Texture *>(tex)->generate_mipmap();
- 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);
-
- if (tex->number == -1) {
- glBindTexture(tex->target, texture_bound);
- }
-}
-
-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);
- }
+ // gpu_texture_memory_footprint_add(tex);
}
/* 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_copy(GPUTexture *dst_, GPUTexture *src_)
+{
+ Texture *src = reinterpret_cast<Texture *>(src_);
+ Texture *dst = reinterpret_cast<Texture *>(dst_);
+ src->copy_to(dst);
}
-void GPU_texture_compare_mode(GPUTexture *tex, bool use_compare)
+void GPU_texture_compare_mode(GPUTexture *tex_, bool use_compare)
{
- /* Could become an assertion ? (fclem) */
- if (!GPU_texture_depth(tex)) {
- return;
- }
+ Texture *tex = reinterpret_cast<Texture *>(tex_);
+ /* Only depth formats does support compare mode. */
+ BLI_assert(!(use_compare) || (tex->format_flag_get() & GPU_FORMAT_DEPTH));
SET_FLAG_FROM_TEST(tex->sampler_state, use_compare, GPU_SAMPLER_COMPARE);
}
-void GPU_texture_filter_mode(GPUTexture *tex, bool use_filter)
+void GPU_texture_filter_mode(GPUTexture *tex_, bool use_filter)
{
+ Texture *tex = reinterpret_cast<Texture *>(tex_);
/* Stencil and integer format does not support filtering. */
- BLI_assert(!use_filter || !(GPU_texture_stencil(tex) || GPU_texture_integer(tex)));
-
+ BLI_assert(!(use_filter) ||
+ !(tex->format_flag_get() & (GPU_FORMAT_STENCIL | GPU_FORMAT_INTEGER)));
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)
+void GPU_texture_mipmap_mode(GPUTexture *tex_, bool use_mipmap, bool use_filter)
{
+ Texture *tex = reinterpret_cast<Texture *>(tex_);
/* Stencil and integer format does not support filtering. */
BLI_assert(!(use_filter || use_mipmap) ||
- !(GPU_texture_stencil(tex) || GPU_texture_integer(tex)));
-
+ !(tex->format_flag_get() & (GPU_FORMAT_STENCIL | GPU_FORMAT_INTEGER)));
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_anisotropic_filter(GPUTexture *tex, bool use_aniso)
+void GPU_texture_anisotropic_filter(GPUTexture *tex_, bool use_aniso)
{
+ Texture *tex = reinterpret_cast<Texture *>(tex_);
/* Stencil and integer format does not support filtering. */
- BLI_assert(!(use_aniso) || !(GPU_texture_stencil(tex) || GPU_texture_integer(tex)));
-
+ BLI_assert(!(use_aniso) ||
+ !(tex->format_flag_get() & (GPU_FORMAT_STENCIL | GPU_FORMAT_INTEGER)));
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)
+void GPU_texture_wrap_mode(GPUTexture *tex_, bool use_repeat, bool use_clamp)
{
+ Texture *tex = reinterpret_cast<Texture *>(tex_);
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])
{
- /* Save and restore. */
- GLint texture_bound = 0;
- if (tex->number == -1) {
- glActiveTexture(GL_TEXTURE0);
- glGetIntegerv(gl_enum_target_to_binding(tex->target), &texture_bound);
- glBindTexture(tex->target, tex->bindcode);
- }
- else {
- glActiveTexture(GL_TEXTURE0 + tex->number);
- }
-
- 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);
-
- if (tex->number == -1) {
- glBindTexture(tex->target, texture_bound);
- }
+ reinterpret_cast<Texture *>(tex)->swizzle_set(swizzle);
}
-void GPU_texture_free(GPUTexture *tex)
+void GPU_texture_free(GPUTexture *tex_)
{
+ Texture *tex = reinterpret_cast<Texture *>(tex_);
tex->refcount--;
if (tex->refcount < 0) {
@@ -2118,113 +577,98 @@ void GPU_texture_free(GPUTexture *tex)
}
if (tex->refcount == 0) {
- for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; i++) {
- if (tex->fb[i] != NULL) {
- FrameBuffer *framebuffer = reinterpret_cast<FrameBuffer *>(tex->fb[i]);
- framebuffer->attachment_set((GPUAttachmentType)tex->fb_attachment[i], GPU_ATTACHMENT_NONE);
- }
- }
-
- 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);
+ delete tex;
}
}
void GPU_texture_ref(GPUTexture *tex)
{
- tex->refcount++;
+ reinterpret_cast<Texture *>(tex)->refcount++;
}
-int GPU_texture_target(const GPUTexture *tex)
+/* TODO(fclem) Remove! This is broken as it is! */
+int GPU_texture_target(const GPUTexture *UNUSED(tex))
{
- return tex->target;
+ return GL_TEXTURE_2D;
}
int GPU_texture_width(const GPUTexture *tex)
{
- return tex->w;
+ return reinterpret_cast<const Texture *>(tex)->width_get();
}
int GPU_texture_height(const GPUTexture *tex)
{
- return tex->h;
+ return reinterpret_cast<const Texture *>(tex)->height_get();
}
int GPU_texture_orig_width(const GPUTexture *tex)
{
- return tex->orig_w;
+ return reinterpret_cast<const Texture *>(tex)->src_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;
+ return reinterpret_cast<const Texture *>(tex)->src_h;
}
-int GPU_texture_layers(const GPUTexture *tex)
+void GPU_texture_orig_size_set(GPUTexture *tex_, int w, int h)
{
- return tex->d;
+ Texture *tex = reinterpret_cast<Texture *>(tex_);
+ tex->src_w = w;
+ tex->src_h = h;
}
eGPUTextureFormat GPU_texture_format(const GPUTexture *tex)
{
- return tex->format;
-}
-
-int GPU_texture_samples(const GPUTexture *tex)
-{
- return tex->samples;
+ return reinterpret_cast<const Texture *>(tex)->format_get();
}
-bool GPU_texture_array(const GPUTexture *tex)
+/* TODO remove */
+int GPU_texture_samples(const GPUTexture *UNUSED(tex))
{
- return (tex->format_flag & GPU_FORMAT_ARRAY) != 0;
+ return 0;
}
bool GPU_texture_depth(const GPUTexture *tex)
{
- return (tex->format_flag & GPU_FORMAT_DEPTH) != 0;
+ return (reinterpret_cast<const Texture *>(tex)->format_flag_get() & GPU_FORMAT_DEPTH) != 0;
}
bool GPU_texture_stencil(const GPUTexture *tex)
{
- return (tex->format_flag & GPU_FORMAT_STENCIL) != 0;
+ return (reinterpret_cast<const Texture *>(tex)->format_flag_get() & GPU_FORMAT_STENCIL) != 0;
}
bool GPU_texture_integer(const GPUTexture *tex)
{
- return (tex->format_flag & GPU_FORMAT_INTEGER) != 0;
+ return (reinterpret_cast<const Texture *>(tex)->format_flag_get() & GPU_FORMAT_INTEGER) != 0;
}
bool GPU_texture_cube(const GPUTexture *tex)
{
- return (tex->format_flag & GPU_FORMAT_CUBE) != 0;
+ return (reinterpret_cast<const Texture *>(tex)->type_get() & GPU_TEXTURE_CUBE) != 0;
}
+bool GPU_texture_array(const GPUTexture *tex)
+{
+ return (reinterpret_cast<const Texture *>(tex)->type_get() & GPU_TEXTURE_ARRAY) != 0;
+}
+
+/* TODO remove */
int GPU_texture_opengl_bindcode(const GPUTexture *tex)
{
- return tex->bindcode;
+ return reinterpret_cast<const Texture *>(tex)->gl_bindcode_get();
}
-void GPU_texture_attach_framebuffer(GPUTexture *tex, GPUFrameBuffer *fb, int attachment)
+void GPU_texture_attach_framebuffer(GPUTexture *tex_, GPUFrameBuffer *fb, int attachment)
{
+ /* TODO cleanup casts */
+ Texture *tex = reinterpret_cast<Texture *>(tex_);
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;
+ tex->fb[i] = reinterpret_cast<FrameBuffer *>(fb);
+ tex->fb_attachment[i] = (GPUAttachmentType)attachment;
return;
}
}
@@ -2233,10 +677,12 @@ void GPU_texture_attach_framebuffer(GPUTexture *tex, GPUFrameBuffer *fb, int att
}
/* Return previous attachment point */
-void GPU_texture_detach_framebuffer(GPUTexture *tex, GPUFrameBuffer *fb)
+void GPU_texture_detach_framebuffer(GPUTexture *tex_, GPUFrameBuffer *fb)
{
+ /* TODO cleanup casts */
+ Texture *tex = reinterpret_cast<Texture *>(tex_);
for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; i++) {
- if (tex->fb[i] == fb) {
+ if (tex->fb[i] == reinterpret_cast<FrameBuffer *>(fb)) {
tex->fb[i] = NULL;
return;
}
@@ -2245,39 +691,21 @@ void GPU_texture_detach_framebuffer(GPUTexture *tex, GPUFrameBuffer *fb)
}
/* Return attachment type for the given framebuffer or -1 if not attached. */
-int GPU_texture_framebuffer_attachment_get(GPUTexture *tex, GPUFrameBuffer *fb)
+int GPU_texture_framebuffer_attachment_get(GPUTexture *tex_, GPUFrameBuffer *fb)
{
+ /* TODO cleanup casts */
+ Texture *tex = reinterpret_cast<Texture *>(tex_);
for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; i++) {
- if (tex->fb[i] == fb) {
+ if (tex->fb[i] == reinterpret_cast<FrameBuffer *>(fb)) {
return tex->fb_attachment[i];
}
}
return -1;
}
-void GPU_texture_get_mipmap_size(GPUTexture *tex, int lvl, int *size)
+void GPU_texture_get_mipmap_size(GPUTexture *tex, int lvl, int *r_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);
- }
+ return reinterpret_cast<Texture *>(tex)->mip_size_get(lvl, r_size);
}
/** \} */
@@ -2291,63 +719,17 @@ void GPU_texture_get_mipmap_size(GPUTexture *tex, int lvl, int *size)
void GPU_samplers_init(void)
{
- float max_anisotropy = 1.0f;
- if (GLEW_EXT_texture_filter_anisotropic) {
- glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &max_anisotropy);
- }
-
- 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;
- /* TODO(fclem) Anisotropic level should be a render engine parameter. */
- float aniso_filter = ((state & GPU_SAMPLER_MIPMAP) && (state & GPU_SAMPLER_ANISO)) ?
- max_ff(max_anisotropy, U.anisotropic_filter) :
- 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);
- glSamplerParameterf(GG.icon_sampler, GL_TEXTURE_LOD_BIAS, -0.5f);
+ /* TODO(fclem) port samplers to GLTextures. */
}
-void GPU_sampler_icon_bind(int unit)
+void GPU_sampler_icon_bind(int UNUSED(unit))
{
- glBindSampler(unit, GG.icon_sampler);
+ /* TODO(fclem) port samplers to GLTextures. */
}
void GPU_samplers_free(void)
{
- glDeleteSamplers(GPU_SAMPLER_MAX, GG.samplers);
- glDeleteSamplers(1, &GG.icon_sampler);
+ /* TODO(fclem) port samplers to GLTextures. */
}
/** \} */
diff --git a/source/blender/gpu/intern/gpu_texture_private.hh b/source/blender/gpu/intern/gpu_texture_private.hh
index 5eeb3d9e0f0..7b5aed9562e 100644
--- a/source/blender/gpu/intern/gpu_texture_private.hh
+++ b/source/blender/gpu/intern/gpu_texture_private.hh
@@ -30,28 +30,32 @@
namespace blender {
namespace gpu {
-typedef enum eGPUTextureFlag {
- GPU_TEXFORMAT_DEPTH = (1 << 0),
- GPU_TEXFORMAT_STENCIL = (1 << 1),
- GPU_TEXFORMAT_INTEGER = (1 << 2),
- GPU_TEXFORMAT_FLOAT = (1 << 3),
-
- GPU_TEXTURE_1D = (1 << 10),
- GPU_TEXTURE_2D = (1 << 11),
- GPU_TEXTURE_3D = (1 << 12),
- GPU_TEXTURE_CUBE = (1 << 13),
- GPU_TEXTURE_ARRAY = (1 << 14),
- GPU_TEXTURE_BUFFER = (1 << 15),
+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_COMPRESSED = (1 << 4),
+
+ GPU_FORMAT_DEPTH_STENCIL = (GPU_FORMAT_DEPTH | GPU_FORMAT_STENCIL),
+} eGPUTextureFormatFlag;
+
+ENUM_OPERATORS(eGPUTextureFormatFlag)
+
+typedef enum eGPUTextureType {
+ GPU_TEXTURE_1D = (1 << 0),
+ GPU_TEXTURE_2D = (1 << 1),
+ GPU_TEXTURE_3D = (1 << 2),
+ GPU_TEXTURE_CUBE = (1 << 3),
+ GPU_TEXTURE_ARRAY = (1 << 4),
+ GPU_TEXTURE_BUFFER = (1 << 5),
GPU_TEXTURE_1D_ARRAY = (GPU_TEXTURE_1D | GPU_TEXTURE_ARRAY),
GPU_TEXTURE_2D_ARRAY = (GPU_TEXTURE_2D | GPU_TEXTURE_ARRAY),
GPU_TEXTURE_CUBE_ARRAY = (GPU_TEXTURE_CUBE | GPU_TEXTURE_ARRAY),
+} eGPUTextureType;
- GPU_TEXTURE_TARGET = (GPU_TEXTURE_1D | GPU_TEXTURE_2D | GPU_TEXTURE_3D | GPU_TEXTURE_CUBE |
- GPU_TEXTURE_ARRAY),
-} eGPUTextureFlag;
-
-ENUM_OPERATORS(eGPUTextureFlag)
+ENUM_OPERATORS(eGPUTextureType)
#ifdef DEBUG
# define DEBUG_NAME_LEN 64
@@ -60,23 +64,14 @@ ENUM_OPERATORS(eGPUTextureFlag)
#endif
/* Maximum number of FBOs a texture can be attached to. */
-#define GPU_TEX_MAX_FBO_ATTACHED 12
+#define GPU_TEX_MAX_FBO_ATTACHED 13
class Texture {
public:
- /** Width & Height & Depth. */
- int w = 0, h = 0, d = 0;
- /** Number of color/alpha channels. */
- int components = 0;
- /** Internal data format and it's characteristics. */
- eGPUTextureFormat format;
- eGPUTextureFlag flag;
/** Internal Sampler state. */
- eGPUSamplerState sampler_state;
- /** Number of mipmaps this texture has. */
- int mipmaps = 0;
+ eGPUSamplerState sampler_state = GPU_SAMPLER_DEFAULT;
/** Reference counter. */
- int refcount = 0;
+ int refcount = 1;
/** Width & Height (of source data), optional. */
int src_w = 0, src_h = 0;
/** Framebuffer references to update on deletion. */
@@ -84,6 +79,20 @@ class Texture {
FrameBuffer *fb[GPU_TEX_MAX_FBO_ATTACHED];
protected:
+ /* ---- Texture format (immutable after init). ---- */
+ /** Width & Height & Depth. For cubemap arrays, d is number of facelayers. */
+ int w_, h_, d_;
+ /** Internal data format. */
+ eGPUTextureFormat format_;
+ /** Format caracteristics. */
+ eGPUTextureFormatFlag format_flag_;
+ /** Texture type. */
+ eGPUTextureType type_;
+
+ /** Number of mipmaps this texture has (Max miplvl). */
+ /* TODO(fclem) Should become immutable and the need for mipmaps should be specified upfront. */
+ int mipmaps_ = -1;
+
/** For debugging */
char name_[DEBUG_NAME_LEN];
@@ -91,22 +100,110 @@ class Texture {
Texture(const char *name);
virtual ~Texture();
- virtual void bind(int slot) = 0;
- virtual void update(void *data) = 0;
- virtual void update_sub(void *data, int offset[3], int size[3]) = 0;
+ /* Return true on success. */
+ bool init_1D(int w, int layers, eGPUTextureFormat format);
+ bool init_2D(int w, int h, int layers, eGPUTextureFormat format);
+ bool init_3D(int w, int h, int d, eGPUTextureFormat format);
+ bool init_cubemap(int w, int layers, eGPUTextureFormat format);
+ bool init_buffer(GPUVertBuf *vbo, eGPUTextureFormat format);
+
virtual void generate_mipmap(void) = 0;
virtual void copy_to(Texture *tex) = 0;
+ virtual void clear(eGPUDataFormat format, const void *data) = 0;
+ virtual void swizzle_set(const char swizzle_mask[4]) = 0;
+ virtual void mip_range_set(int min, int max) = 0;
+ virtual void *read(int mip, eGPUDataFormat format) = 0;
+
+ void attach_to(FrameBuffer *fb);
+ void update(eGPUDataFormat format, const void *data);
+ void update_mip(int mip, eGPUDataFormat format, const void *data);
- virtual void swizzle_set(char swizzle_mask[4]) = 0;
+ virtual void update_sub(
+ int mip, int offset[3], int extent[3], eGPUDataFormat format, const void *data) = 0;
/* TODO(fclem) Legacy. Should be removed at some point. */
- virtual uint gl_bindcode_get(void) = 0;
+ virtual uint gl_bindcode_get(void) const = 0;
- void attach_to(FrameBuffer *fb);
+ int width_get(void) const
+ {
+ return w_;
+ }
+ int height_get(void) const
+ {
+ return h_;
+ }
+ int depth_get(void) const
+ {
+ return d_;
+ }
+ void mip_size_get(int mip, int r_size[3]) const
+ {
+ /* TODO assert if lvl is below the limit of 1px in each dimension. */
+ int div = 1 << mip;
+ r_size[0] = max_ii(1, w_ / div);
+
+ if (type_ == GPU_TEXTURE_1D_ARRAY) {
+ r_size[1] = h_;
+ }
+ else if (h_ > 0) {
+ r_size[1] = max_ii(1, h_ / div);
+ }
+
+ if (type_ & (GPU_TEXTURE_ARRAY | GPU_TEXTURE_CUBE)) {
+ r_size[2] = d_;
+ }
+ else if (d_ > 0) {
+ r_size[2] = max_ii(1, d_ / div);
+ }
+ }
+
+ int mip_width_get(int mip) const
+ {
+ return max_ii(1, w_ / (1 << mip));
+ }
+ int mip_height_get(int mip) const
+ {
+ return (type_ == GPU_TEXTURE_1D_ARRAY) ? h_ : max_ii(1, h_ / (1 << mip));
+ }
+ int mip_depth_get(int mip) const
+ {
+ return (type_ & (GPU_TEXTURE_ARRAY | GPU_TEXTURE_CUBE)) ? d_ : max_ii(1, d_ / (1 << mip));
+ }
+
+ /* Return number of dimension taking the array type into account. */
+ int dimensions_count(void) const
+ {
+ const int array = (type_ & GPU_TEXTURE_ARRAY) ? 1 : 0;
+ switch (type_ & ~GPU_TEXTURE_ARRAY) {
+ case GPU_TEXTURE_BUFFER:
+ return 1;
+ case GPU_TEXTURE_1D:
+ return 1 + array;
+ case GPU_TEXTURE_2D:
+ return 2 + array;
+ case GPU_TEXTURE_CUBE:
+ case GPU_TEXTURE_3D:
+ default:
+ return 3;
+ }
+ }
+
+ eGPUTextureFormat format_get(void) const
+ {
+ return format_;
+ }
+ eGPUTextureFormatFlag format_flag_get(void) const
+ {
+ return format_flag_;
+ }
+ eGPUTextureType type_get(void) const
+ {
+ return type_;
+ }
GPUAttachmentType attachment_type(int slot) const
{
- switch (format) {
+ switch (format_) {
case GPU_DEPTH_COMPONENT32F:
case GPU_DEPTH_COMPONENT24:
case GPU_DEPTH_COMPONENT16:
@@ -120,9 +217,233 @@ class Texture {
return GPU_FB_COLOR_ATTACHMENT0 + slot;
}
}
+
+ protected:
+ virtual bool init_internal(void) = 0;
+ virtual bool init_internal(GPUVertBuf *vbo) = 0;
};
#undef DEBUG_NAME_LEN
+inline size_t to_bytesize(eGPUTextureFormat format)
+{
+ switch (format) {
+ 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;
+ 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;
+ }
+}
+
+inline size_t to_block_size(eGPUTextureFormat data_type)
+{
+ switch (data_type) {
+ case GPU_SRGB8_A8_DXT1:
+ case GPU_RGBA8_DXT1:
+ return 8;
+ case GPU_SRGB8_A8_DXT3:
+ case GPU_SRGB8_A8_DXT5:
+ case GPU_RGBA8_DXT3:
+ case GPU_RGBA8_DXT5:
+ return 16;
+ default:
+ BLI_assert(!"Texture format is not a compressed format\n");
+ return 0;
+ }
+}
+
+inline eGPUTextureFormatFlag to_format_flag(eGPUTextureFormat format)
+{
+ switch (format) {
+ case GPU_DEPTH_COMPONENT24:
+ case GPU_DEPTH_COMPONENT16:
+ case GPU_DEPTH_COMPONENT32F:
+ return GPU_FORMAT_DEPTH;
+ case GPU_DEPTH24_STENCIL8:
+ case GPU_DEPTH32F_STENCIL8:
+ return GPU_FORMAT_DEPTH_STENCIL;
+ case GPU_R8UI:
+ case GPU_RG16I:
+ case GPU_R16I:
+ case GPU_RG16UI:
+ case GPU_R16UI:
+ case GPU_R32UI:
+ return GPU_FORMAT_INTEGER;
+ 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 GPU_FORMAT_COMPRESSED;
+ default:
+ return GPU_FORMAT_FLOAT;
+ }
+}
+
+inline int to_component_len(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;
+ }
+}
+
+inline size_t to_bytesize(eGPUTextureFormat tex_format, eGPUDataFormat data_format)
+{
+ switch (data_format) {
+ case GPU_DATA_UNSIGNED_BYTE:
+ return 1 * to_component_len(tex_format);
+ case GPU_DATA_FLOAT:
+ case GPU_DATA_INT:
+ case GPU_DATA_UNSIGNED_INT:
+ return 4 * to_component_len(tex_format);
+ case GPU_DATA_UNSIGNED_INT_24_8:
+ case GPU_DATA_10_11_11_REV:
+ return 4;
+ default:
+ BLI_assert(!"Data format incorrect or unsupported\n");
+ return 0;
+ }
+}
+
+/* Definitely not complete, edit according to the gl specification. */
+inline bool validate_data_format(eGPUTextureFormat tex_format, eGPUDataFormat data_format)
+{
+ switch (tex_format) {
+ case GPU_DEPTH_COMPONENT24:
+ case GPU_DEPTH_COMPONENT16:
+ case GPU_DEPTH_COMPONENT32F:
+ return data_format == GPU_DATA_FLOAT;
+ case GPU_DEPTH24_STENCIL8:
+ case GPU_DEPTH32F_STENCIL8:
+ return data_format == GPU_DATA_UNSIGNED_INT_24_8;
+ case GPU_R8UI:
+ case GPU_R16UI:
+ case GPU_RG16UI:
+ case GPU_R32UI:
+ return data_format == GPU_DATA_UNSIGNED_INT;
+ case GPU_RG16I:
+ case GPU_R16I:
+ return data_format == GPU_DATA_INT;
+ case GPU_R8:
+ case GPU_RG8:
+ case GPU_RGBA8:
+ case GPU_RGBA8UI:
+ case GPU_SRGB8_A8:
+ return ELEM(data_format, GPU_DATA_UNSIGNED_BYTE, GPU_DATA_FLOAT);
+ case GPU_R11F_G11F_B10F:
+ return ELEM(data_format, GPU_DATA_10_11_11_REV, GPU_DATA_FLOAT);
+ default:
+ return data_format == GPU_DATA_FLOAT;
+ }
+}
+
+/* Definitely not complete, edit according to the gl specification. */
+inline eGPUDataFormat to_data_format(eGPUTextureFormat tex_format)
+{
+ switch (tex_format) {
+ case GPU_DEPTH_COMPONENT24:
+ case GPU_DEPTH_COMPONENT16:
+ case GPU_DEPTH_COMPONENT32F:
+ return GPU_DATA_FLOAT;
+ case GPU_DEPTH24_STENCIL8:
+ case GPU_DEPTH32F_STENCIL8:
+ return GPU_DATA_UNSIGNED_INT_24_8;
+ case GPU_R8UI:
+ case GPU_R16UI:
+ case GPU_RG16UI:
+ case GPU_R32UI:
+ return GPU_DATA_UNSIGNED_INT;
+ case GPU_RG16I:
+ case GPU_R16I:
+ return GPU_DATA_INT;
+ case GPU_R8:
+ case GPU_RG8:
+ case GPU_RGBA8:
+ case GPU_RGBA8UI:
+ case GPU_SRGB8_A8:
+ return GPU_DATA_UNSIGNED_BYTE;
+ case GPU_R11F_G11F_B10F:
+ return GPU_DATA_10_11_11_REV;
+ default:
+ return GPU_DATA_FLOAT;
+ }
+}
+
+inline eGPUFrameBufferBits to_framebuffer_bits(eGPUTextureFormat tex_format)
+{
+ switch (tex_format) {
+ case GPU_DEPTH_COMPONENT24:
+ case GPU_DEPTH_COMPONENT16:
+ case GPU_DEPTH_COMPONENT32F:
+ return GPU_DEPTH_BIT;
+ case GPU_DEPTH24_STENCIL8:
+ case GPU_DEPTH32F_STENCIL8:
+ return GPU_DEPTH_BIT | GPU_STENCIL_BIT;
+ default:
+ return GPU_COLOR_BIT;
+ }
+}
+
} // namespace gpu
} // namespace blender