diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2015-12-06 23:41:21 +0300 |
---|---|---|
committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2015-12-08 20:58:52 +0300 |
commit | b25e4b310f87fc86942acd29fccf1474ea5120df (patch) | |
tree | 03b1b681faa42b99468f1ffa0d3da0f114ab8209 /source/blender/gpu | |
parent | af5784312a1bb8079d2e1edffdb6d8f607029f9e (diff) |
OpenGL: remove non-power-of-two texture check, where even ES 2.0 does not need it.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/GPU_extensions.h | 10 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_compositing.c | 12 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_draw.c | 4 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_extensions.c | 74 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_material.c | 2 |
5 files changed, 41 insertions, 61 deletions
diff --git a/source/blender/gpu/GPU_extensions.h b/source/blender/gpu/GPU_extensions.h index a5bcedb5f0e..ef582b6d97f 100644 --- a/source/blender/gpu/GPU_extensions.h +++ b/source/blender/gpu/GPU_extensions.h @@ -61,7 +61,7 @@ void GPU_extensions_disable(void); bool GPU_legacy_support(void); bool GPU_glsl_support(void); -bool GPU_non_power_of_two_support(void); +bool GPU_full_non_power_of_two_support(void); bool GPU_display_list_support(void); bool GPU_bicubic_bump_support(void); bool GPU_geometry_shader_support(void); @@ -107,9 +107,7 @@ bool GPU_type_matches(GPUDeviceType device, GPUOSType os, GPUDriverType driver); * - always returns unsigned char RGBA textures * - if texture with non square dimensions is created, depending on the * graphics card capabilities the texture may actually be stored in a - * larger texture with power of two dimensions. the actual dimensions - * may be queried with GPU_texture_opengl_width/height. GPU_texture_coord_2f - * calls glTexCoord2f with the coordinates adjusted for this. + * larger texture with power of two dimensions. * - can use reference counting: * - reference counter after GPU_texture_create is 1 * - GPU_texture_ref increases by one @@ -151,8 +149,8 @@ void GPU_texture_filter_mode(GPUTexture *tex, bool compare, bool use_filter); GPUFrameBuffer *GPU_texture_framebuffer(GPUTexture *tex); int GPU_texture_target(const GPUTexture *tex); -int GPU_texture_opengl_width(const GPUTexture *tex); -int GPU_texture_opengl_height(const GPUTexture *tex); +int GPU_texture_width(const GPUTexture *tex); +int GPU_texture_height(const GPUTexture *tex); int GPU_texture_opengl_bindcode(const GPUTexture *tex); /* GPU Framebuffer diff --git a/source/blender/gpu/intern/gpu_compositing.c b/source/blender/gpu/intern/gpu_compositing.c index 1ad35c1edae..dfea4a5a72b 100644 --- a/source/blender/gpu/intern/gpu_compositing.c +++ b/source/blender/gpu/intern/gpu_compositing.c @@ -304,7 +304,7 @@ bool GPU_fx_compositor_initialize_passes( fx->effects = 0; - if (!GPU_non_power_of_two_support() || !GLEW_EXT_framebuffer_object) + if (!GLEW_EXT_framebuffer_object) return false; if (!fx_settings) { @@ -1082,12 +1082,12 @@ bool GPU_fx_do_composite_pass(GPUFX *fx, float projmat[4][4], bool is_persp, str { int invrendertargetdim_uniform, color_uniform, depth_uniform, dof_uniform; int viewvecs_uniform; - float invrendertargetdim[2] = {1.0f / GPU_texture_opengl_width(fx->dof_near_coc_blurred_buffer), - 1.0f / GPU_texture_opengl_height(fx->dof_near_coc_blurred_buffer)}; + float invrendertargetdim[2] = {1.0f / GPU_texture_width(fx->dof_near_coc_blurred_buffer), + 1.0f / GPU_texture_height(fx->dof_near_coc_blurred_buffer)}; float tmp = invrendertargetdim[0]; invrendertargetdim[0] = 0.0f; - dof_params[2] = GPU_texture_opengl_width(fx->dof_near_coc_blurred_buffer) / (scale_camera * fx_dof->sensor); + dof_params[2] = GPU_texture_width(fx->dof_near_coc_blurred_buffer) / (scale_camera * fx_dof->sensor); dof_uniform = GPU_shader_get_uniform(dof_shader_pass2, "dof_params"); invrendertargetdim_uniform = GPU_shader_get_uniform(dof_shader_pass2, "invrendertargetdim"); @@ -1174,8 +1174,8 @@ bool GPU_fx_do_composite_pass(GPUFX *fx, float projmat[4][4], bool is_persp, str { int near_coc_downsampled; int invrendertargetdim_uniform; - float invrendertargetdim[2] = {1.0f / GPU_texture_opengl_width(fx->dof_near_coc_blurred_buffer), - 1.0f / GPU_texture_opengl_height(fx->dof_near_coc_blurred_buffer)}; + float invrendertargetdim[2] = {1.0f / GPU_texture_width(fx->dof_near_coc_blurred_buffer), + 1.0f / GPU_texture_height(fx->dof_near_coc_blurred_buffer)}; near_coc_downsampled = GPU_shader_get_uniform(dof_shader_pass4, "colorbuffer"); invrendertargetdim_uniform = GPU_shader_get_uniform(dof_shader_pass4, "invrendertargetdim"); diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c index 719dc53f9fe..469e2aebad2 100644 --- a/source/blender/gpu/intern/gpu_draw.c +++ b/source/blender/gpu/intern/gpu_draw.c @@ -730,7 +730,7 @@ void GPU_create_gl_tex(unsigned int *bind, unsigned int *rect, float *frect, int /* scale if not a power of two. this is not strictly necessary for newer * GPUs (OpenGL version >= 2.0) since they support non-power-of-two-textures * Then don't bother scaling for hardware that supports NPOT textures! */ - if ((!GPU_non_power_of_two_support() && !is_power_of_2_resolution(rectw, recth)) || + if ((!GPU_full_non_power_of_two_support() && !is_power_of_2_resolution(rectw, recth)) || is_over_resolution_limit(rectw, recth)) { rectw = smaller_power_of_2_limit(rectw); recth = smaller_power_of_2_limit(recth); @@ -1000,7 +1000,7 @@ void GPU_paint_set_mipmap(bool mipmap) /* check if image has been downscaled and do scaled partial update */ static bool GPU_check_scaled_image(ImBuf *ibuf, Image *ima, float *frect, int x, int y, int w, int h) { - if ((!GPU_non_power_of_two_support() && !is_power_of_2_resolution(ibuf->x, ibuf->y)) || + if ((!GPU_full_non_power_of_two_support() && !is_power_of_2_resolution(ibuf->x, ibuf->y)) || is_over_resolution_limit(ibuf->x, ibuf->y)) { int x_limit = smaller_power_of_2_limit(ibuf->x); diff --git a/source/blender/gpu/intern/gpu_extensions.c b/source/blender/gpu/intern/gpu_extensions.c index 01f8b16243f..3aab5f5421f 100644 --- a/source/blender/gpu/intern/gpu_extensions.c +++ b/source/blender/gpu/intern/gpu_extensions.c @@ -293,9 +293,10 @@ bool GPU_glsl_support(void) return true; } -bool GPU_non_power_of_two_support(void) +bool GPU_full_non_power_of_two_support(void) { - /* always supported on full GL but still relevant for OpenGL ES */ + /* always supported on full GL but still relevant for OpenGL ES 2.0 where + * NPOT textures can't use mipmaps or repeat wrap mode */ return true; } @@ -384,7 +385,6 @@ static void GPU_print_framebuffer_error(GLenum status, char err_out[256]) struct GPUTexture { int w, h; /* width/height */ - int w_orig, h_orig; /* width/height (before power of 2 is applied) */ int number; /* number for multitexture binding */ int refcount; /* reference count */ GLenum target; /* GL_TEXTURE_* */ @@ -395,7 +395,6 @@ struct GPUTexture { GPUFrameBuffer *fb; /* GPUFramebuffer this texture is attached to */ int fb_attachment; /* slot the texture is attached to */ int depth; /* is a depth texture? if 3D how deep? */ - int depth_orig; /* depth (before power of 2 is applied) */ }; static unsigned char *GPU_texture_convert_pixels(int length, const float *fpixels) @@ -439,13 +438,13 @@ static GPUTexture *GPU_texture_create_nD( } tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture"); - tex->w = tex->w_orig = w; - tex->h = tex->h_orig = h; + tex->w = w; + tex->h = h; tex->number = -1; tex->refcount = 1; tex->target = (n == 1) ? GL_TEXTURE_1D : (samples ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D); tex->target_base = (n == 1) ? GL_TEXTURE_1D : GL_TEXTURE_2D; - tex->depth = tex->depth_orig = depth; + tex->depth = depth; tex->fb_attachment = -1; glGenTextures(1, &tex->bindcode); @@ -463,7 +462,7 @@ static GPUTexture *GPU_texture_create_nD( return NULL; } - if (!GPU_non_power_of_two_support()) { + if (!GPU_full_non_power_of_two_support()) { tex->w = power_of_2_max_i(tex->w); tex->h = power_of_2_max_i(tex->h); } @@ -587,9 +586,9 @@ GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, const f bool rescale = false; tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture"); - tex->w = tex->w_orig = w; - tex->h = tex->h_orig = h; - tex->depth = tex->depth_orig = depth; + tex->w = w; + tex->h = h; + tex->depth = depth; tex->number = -1; tex->refcount = 1; tex->target = GL_TEXTURE_3D; @@ -604,12 +603,6 @@ GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, const f return NULL; } - if (!GPU_non_power_of_two_support()) { - tex->w = power_of_2_max_i(tex->w); - tex->h = power_of_2_max_i(tex->h); - tex->depth = power_of_2_max_i(tex->depth); - } - tex->number = 0; glBindTexture(tex->target, tex->bindcode); @@ -687,18 +680,7 @@ GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, const f } else { if (fpixels) { - if (!GPU_non_power_of_two_support() && (w != tex->w || h != tex->h || depth != tex->depth)) { - /* clear first to avoid unitialized pixels */ - float *zero= MEM_callocN(sizeof(float)*tex->w*tex->h*tex->depth, "zero"); - glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, NULL); - glTexSubImage3D(tex->target, 0, 0, 0, 0, tex->w, tex->h, tex->depth, GL_INTENSITY, GL_FLOAT, zero); - glTexSubImage3D(tex->target, 0, 0, 0, 0, w, h, depth, format, type, fpixels); - MEM_freeN(zero); - } - else { - glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, fpixels); - } - + glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, fpixels); GPU_ASSERT_NO_GL_ERRORS("3D glTexSubImage3D"); } } @@ -752,8 +734,8 @@ GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, bool is_data, glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h); glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_BORDER, &border); - tex->w = tex->w_orig = w - border; - tex->h = tex->h_orig = h - border; + tex->w = w - border; + tex->h = h - border; } glBindTexture(GL_TEXTURE_2D, 0); @@ -797,8 +779,8 @@ GPUTexture *GPU_texture_from_preview(PreviewImage *prv, int mipmap) glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w); glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h); - tex->w = tex->w_orig = w; - tex->h = tex->h_orig = h; + tex->w = w; + tex->h = h; } glBindTexture(GL_TEXTURE_2D, 0); @@ -1065,12 +1047,12 @@ int GPU_texture_target(const GPUTexture *tex) return tex->target; } -int GPU_texture_opengl_width(const GPUTexture *tex) +int GPU_texture_width(const GPUTexture *tex) { return tex->w; } -int GPU_texture_opengl_height(const GPUTexture *tex) +int GPU_texture_height(const GPUTexture *tex) { return tex->h; } @@ -1226,7 +1208,7 @@ void GPU_texture_bind_as_framebuffer(GPUTexture *tex) } /* push matrices and set default viewport and matrix */ - glViewport(0, 0, tex->w_orig, tex->h_orig); + glViewport(0, 0, tex->w, tex->h); GG.currentfb = tex->fb->object; glMatrixMode(GL_PROJECTION); @@ -1264,7 +1246,7 @@ void GPU_framebuffer_slots_bind(GPUFrameBuffer *fb, int slot) glReadBuffer(GL_COLOR_ATTACHMENT0_EXT + slot); /* push matrices and set default viewport and matrix */ - glViewport(0, 0, fb->colortex[slot]->w_orig, fb->colortex[slot]->h_orig); + glViewport(0, 0, fb->colortex[slot]->w, fb->colortex[slot]->h); GG.currentfb = fb->object; glMatrixMode(GL_PROJECTION); @@ -1294,7 +1276,7 @@ void GPU_framebuffer_bind_no_save(GPUFrameBuffer *fb, int slot) glReadBuffer(GL_COLOR_ATTACHMENT0_EXT + slot); /* push matrices and set default viewport and matrix */ - glViewport(0, 0, fb->colortex[slot]->w_orig, fb->colortex[slot]->h_orig); + glViewport(0, 0, fb->colortex[slot]->w, fb->colortex[slot]->h); GG.currentfb = fb->object; GG.currentfb = fb->object; } @@ -1354,8 +1336,8 @@ void GPU_framebuffer_restore(void) void GPU_framebuffer_blur(GPUFrameBuffer *fb, GPUTexture *tex, GPUFrameBuffer *blurfb, GPUTexture *blurtex) { - const float scaleh[2] = {1.0f / blurtex->w_orig, 0.0f}; - const float scalev[2] = {0.0f, 1.0f / tex->h_orig}; + const float scaleh[2] = {1.0f / blurtex->w, 0.0f}; + const float scalev[2] = {0.0f, 1.0f / tex->h}; GPUShader *blur_shader = GPU_shader_get_builtin_shader(GPU_SHADER_SEP_GAUSSIAN_BLUR); int scale_uniform, texture_source_uniform; @@ -1379,7 +1361,7 @@ void GPU_framebuffer_blur(GPUFrameBuffer *fb, GPUTexture *tex, GPUFrameBuffer *b GPU_shader_bind(blur_shader); GPU_shader_uniform_vector(blur_shader, scale_uniform, 2, 1, scaleh); GPU_shader_uniform_texture(blur_shader, texture_source_uniform, tex); - glViewport(0, 0, blurtex->w_orig, blurtex->h_orig); + glViewport(0, 0, blurtex->w, blurtex->h); /* Peparing to draw quad */ glMatrixMode(GL_MODELVIEW); @@ -1408,7 +1390,7 @@ void GPU_framebuffer_blur(GPUFrameBuffer *fb, GPUTexture *tex, GPUFrameBuffer *b GG.currentfb = fb->object; - glViewport(0, 0, tex->w_orig, tex->h_orig); + glViewport(0, 0, tex->w, tex->h); GPU_shader_uniform_vector(blur_shader, scale_uniform, 2, 1, scalev); GPU_shader_uniform_texture(blur_shader, texture_source_uniform, blurtex); GPU_texture_bind(blurtex, 0); @@ -1523,8 +1505,8 @@ void GPU_offscreen_unbind(GPUOffScreen *ofs, bool restore) void GPU_offscreen_read_pixels(GPUOffScreen *ofs, int type, void *pixels) { - const int w = ofs->color->w_orig; - const int h = ofs->color->h_orig; + const int w = ofs->color->w; + const int h = ofs->color->h; if (ofs->color->target == GL_TEXTURE_2D_MULTISAMPLE) { /* For a multi-sample texture, @@ -1602,12 +1584,12 @@ finally: int GPU_offscreen_width(const GPUOffScreen *ofs) { - return ofs->color->w_orig; + return ofs->color->w; } int GPU_offscreen_height(const GPUOffScreen *ofs) { - return ofs->color->h_orig; + return ofs->color->h; } int GPU_offscreen_color_texture(const GPUOffScreen *ofs) diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c index a28a659efbb..8926e6914ec 100644 --- a/source/blender/gpu/intern/gpu_material.c +++ b/source/blender/gpu/intern/gpu_material.c @@ -2310,7 +2310,7 @@ GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma) if (GPU_texture_opengl_bindcode(input->tex)) { uniform->type = GPU_DYNAMIC_SAMPLER_2DBUFFER; glBindTexture(GL_TEXTURE_2D, GPU_texture_opengl_bindcode(input->tex)); - uniform->texsize = GPU_texture_opengl_width(input->tex) * GPU_texture_opengl_height(input->tex); + uniform->texsize = GPU_texture_width(input->tex) * GPU_texture_height(input->tex); uniform->texpixels = MEM_mallocN(uniform->texsize*4, "RGBApixels"); glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, uniform->texpixels); glBindTexture(GL_TEXTURE_2D, 0); |