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authorClément Foucault <foucault.clem@gmail.com>2018-04-30 17:02:24 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-04-30 17:39:26 +0300
commiteb7188802daf5909351d8a3c01b68303b655c1bc (patch)
tree137c2c43be509c07efa96ba49c63b5632974cceb /source/blender
parent41431eacfa1afc66533f5d27cc21dfa58024e26c (diff)
DRW: Remove DRWTextureFormat in favor or GPUTextureFormat.
Because: - Less redundancy. - Better suffixes. Also a few modification to GPU_texture_create_* to simplify the API: - make the format explicit to the texture creation process. - remove the component count as it's specified in the GPUTextureFormat.
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/draw/engines/clay/clay_engine.c12
-rw-r--r--source/blender/draw/engines/eevee/eevee_bloom.c6
-rw-r--r--source/blender/draw/engines/eevee/eevee_depth_of_field.c8
-rw-r--r--source/blender/draw/engines/eevee/eevee_effects.c14
-rw-r--r--source/blender/draw/engines/eevee/eevee_engine.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightprobes.c26
-rw-r--r--source/blender/draw/engines/eevee/eevee_lights.c10
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c12
-rw-r--r--source/blender/draw/engines/eevee/eevee_mist.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_occlusion.c6
-rw-r--r--source/blender/draw/engines/eevee/eevee_render.c4
-rw-r--r--source/blender/draw/engines/eevee/eevee_screen_raytrace.c8
-rw-r--r--source/blender/draw/engines/eevee/eevee_subsurface.c12
-rw-r--r--source/blender/draw/engines/eevee/eevee_volumes.c16
-rw-r--r--source/blender/draw/engines/workbench/workbench_materials.c8
-rw-r--r--source/blender/draw/intern/DRW_render.h44
-rw-r--r--source/blender/draw/intern/draw_common.c2
-rw-r--r--source/blender/draw/intern/draw_manager.c2
-rw-r--r--source/blender/draw/intern/draw_manager.h2
-rw-r--r--source/blender/draw/intern/draw_manager_texture.c169
-rw-r--r--source/blender/draw/modes/edit_curve_mode.c4
-rw-r--r--source/blender/draw/modes/edit_lattice_mode.c4
-rw-r--r--source/blender/draw/modes/edit_mesh_mode.c4
-rw-r--r--source/blender/draw/modes/edit_surface_mode.c4
-rw-r--r--source/blender/draw/modes/edit_text_mode.c4
-rw-r--r--source/blender/draw/modes/object_mode.c10
-rw-r--r--source/blender/draw/modes/paint_texture_mode.c4
-rw-r--r--source/blender/draw/modes/particle_mode.c4
-rw-r--r--source/blender/draw/modes/sculpt_mode.c4
-rw-r--r--source/blender/editors/space_view3d/drawvolume.c4
-rw-r--r--source/blender/gpu/GPU_texture.h32
-rw-r--r--source/blender/gpu/GPU_viewport.h2
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c2
-rw-r--r--source/blender/gpu/intern/gpu_draw.c14
-rw-r--r--source/blender/gpu/intern/gpu_framebuffer.c4
-rw-r--r--source/blender/gpu/intern/gpu_material.c2
-rw-r--r--source/blender/gpu/intern/gpu_texture.c116
-rw-r--r--source/blender/gpu/intern/gpu_viewport.c12
38 files changed, 225 insertions, 370 deletions
diff --git a/source/blender/draw/engines/clay/clay_engine.c b/source/blender/draw/engines/clay/clay_engine.c
index 0b0549e0782..e9e24b348f9 100644
--- a/source/blender/draw/engines/clay/clay_engine.c
+++ b/source/blender/draw/engines/clay/clay_engine.c
@@ -264,7 +264,7 @@ static struct GPUTexture *load_matcaps(PreviewImage *prv[24], int nbr)
BKE_previewimg_free(&prv[i]);
}
- tex = DRW_texture_create_2D_array(w, h, nbr, DRW_TEX_RGBA_8, DRW_TEX_FILTER, final_rect);
+ tex = DRW_texture_create_2D_array(w, h, nbr, GPU_RGBA8, DRW_TEX_FILTER, final_rect);
MEM_freeN(final_rect);
return tex;
@@ -343,7 +343,7 @@ static struct GPUTexture *create_jitter_texture(int num_samples)
UNUSED_VARS(bsdf_split_sum_ggx, btdf_split_sum_ggx, ltc_mag_ggx, ltc_mat_ggx, ltc_disk_integral);
- return DRW_texture_create_2D(64, 64, DRW_TEX_RGB_16, DRW_TEX_FILTER | DRW_TEX_WRAP, &jitter[0][0]);
+ return DRW_texture_create_2D(64, 64, GPU_RGB16F, DRW_TEX_FILTER | DRW_TEX_WRAP, &jitter[0][0]);
}
static void clay_engine_init(void *vedata)
@@ -460,8 +460,8 @@ static void clay_engine_init(void *vedata)
const float *viewport_size = DRW_viewport_size_get();
const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
- g_data->normal_tx = DRW_texture_pool_query_2D(size[0], size[1], DRW_TEX_RG_8, &draw_engine_clay_type);
- g_data->id_tx = DRW_texture_pool_query_2D(size[0], size[1], DRW_TEX_R_16I, &draw_engine_clay_type);
+ g_data->normal_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RG8, &draw_engine_clay_type);
+ g_data->id_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_R16UI, &draw_engine_clay_type);
GPU_framebuffer_ensure_config(&fbl->prepass_fb, {
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
@@ -470,9 +470,9 @@ static void clay_engine_init(void *vedata)
});
/* For FXAA */
- /* TODO(fclem): OPTI: we could merge normal_tx and id_tx into a DRW_TEX_RGBA_8
+ /* TODO(fclem): OPTI: we could merge normal_tx and id_tx into a GPU_RGBA8
* and reuse it for the fxaa target. */
- g_data->color_copy = DRW_texture_pool_query_2D(size[0], size[1], DRW_TEX_RGBA_8, &draw_engine_clay_type);
+ g_data->color_copy = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8, &draw_engine_clay_type);
GPU_framebuffer_ensure_config(&fbl->antialias_fb, {
GPU_ATTACHMENT_NONE,
diff --git a/source/blender/draw/engines/eevee/eevee_bloom.c b/source/blender/draw/engines/eevee/eevee_bloom.c
index 89a7aeab4b2..3648a56cd8b 100644
--- a/source/blender/draw/engines/eevee/eevee_bloom.c
+++ b/source/blender/draw/engines/eevee/eevee_bloom.c
@@ -111,7 +111,7 @@ int EEVEE_bloom_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
effects->blit_texel_size[0] = 1.0f / (float)blitsize[0];
effects->blit_texel_size[1] = 1.0f / (float)blitsize[1];
- effects->bloom_blit = DRW_texture_pool_query_2D(blitsize[0], blitsize[1], DRW_TEX_RGB_11_11_10,
+ effects->bloom_blit = DRW_texture_pool_query_2D(blitsize[0], blitsize[1], GPU_R11F_G11F_B10F,
&draw_engine_eevee_type);
GPU_framebuffer_ensure_config(&fbl->bloom_blit_fb, {
@@ -153,7 +153,7 @@ int EEVEE_bloom_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
effects->downsamp_texel_size[i][0] = 1.0f / (float)texsize[0];
effects->downsamp_texel_size[i][1] = 1.0f / (float)texsize[1];
- effects->bloom_downsample[i] = DRW_texture_pool_query_2D(texsize[0], texsize[1], DRW_TEX_RGB_11_11_10,
+ effects->bloom_downsample[i] = DRW_texture_pool_query_2D(texsize[0], texsize[1], GPU_R11F_G11F_B10F,
&draw_engine_eevee_type);
GPU_framebuffer_ensure_config(&fbl->bloom_down_fb[i], {
GPU_ATTACHMENT_NONE,
@@ -169,7 +169,7 @@ int EEVEE_bloom_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
texsize[0] = MAX2(texsize[0], 2);
texsize[1] = MAX2(texsize[1], 2);
- effects->bloom_upsample[i] = DRW_texture_pool_query_2D(texsize[0], texsize[1], DRW_TEX_RGB_11_11_10,
+ effects->bloom_upsample[i] = DRW_texture_pool_query_2D(texsize[0], texsize[1], GPU_R11F_G11F_B10F,
&draw_engine_eevee_type);
GPU_framebuffer_ensure_config(&fbl->bloom_accum_fb[i], {
GPU_ATTACHMENT_NONE,
diff --git a/source/blender/draw/engines/eevee/eevee_depth_of_field.c b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
index c7a94a877a7..be7b51f7018 100644
--- a/source/blender/draw/engines/eevee/eevee_depth_of_field.c
+++ b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
@@ -103,11 +103,11 @@ int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *v
int buffer_size[2] = {(int)viewport_size[0] / 2, (int)viewport_size[1] / 2};
- effects->dof_down_near = DRW_texture_pool_query_2D(buffer_size[0], buffer_size[1], DRW_TEX_RGB_11_11_10,
+ effects->dof_down_near = DRW_texture_pool_query_2D(buffer_size[0], buffer_size[1], GPU_R11F_G11F_B10F,
&draw_engine_eevee_type);
- effects->dof_down_far = DRW_texture_pool_query_2D(buffer_size[0], buffer_size[1], DRW_TEX_RGB_11_11_10,
+ effects->dof_down_far = DRW_texture_pool_query_2D(buffer_size[0], buffer_size[1], GPU_R11F_G11F_B10F,
&draw_engine_eevee_type);
- effects->dof_coc = DRW_texture_pool_query_2D(buffer_size[0], buffer_size[1], DRW_TEX_RG_16,
+ effects->dof_coc = DRW_texture_pool_query_2D(buffer_size[0], buffer_size[1], GPU_RG16F,
&draw_engine_eevee_type);
GPU_framebuffer_ensure_config(&fbl->dof_down_fb, {
@@ -118,7 +118,7 @@ int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *v
});
/* Go full 32bits for rendering and reduce the color artifacts. */
- DRWTextureFormat fb_format = DRW_state_is_image_render() ? DRW_TEX_RGBA_32 : DRW_TEX_RGBA_16;
+ GPUTextureFormat fb_format = DRW_state_is_image_render() ? GPU_RGBA32F : GPU_RGBA16F;
effects->dof_far_blur = DRW_texture_pool_query_2D(buffer_size[0], buffer_size[1], fb_format,
&draw_engine_eevee_type);
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
index ccb61d3e328..18a2198aa32 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -166,7 +166,7 @@ void EEVEE_effects_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object
* Ping Pong buffer
*/
if ((effects->enabled_effects & EFFECT_POST_BUFFER) != 0) {
- DRW_texture_ensure_fullscreen_2D(&txl->color_post, DRW_TEX_RGBA_16, DRW_TEX_FILTER | DRW_TEX_MIPMAP);
+ DRW_texture_ensure_fullscreen_2D(&txl->color_post, GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_MIPMAP);
GPU_framebuffer_ensure_config(&fbl->effect_fb, {
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
@@ -193,10 +193,10 @@ void EEVEE_effects_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object
if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY)) {
/* Intel gpu seems to have problem rendering to only depth format */
- DRW_texture_ensure_2D(&txl->maxzbuffer, size[0], size[1], DRW_TEX_R_32, DRW_TEX_MIPMAP);
+ DRW_texture_ensure_2D(&txl->maxzbuffer, size[0], size[1], GPU_R32F, DRW_TEX_MIPMAP);
}
else {
- DRW_texture_ensure_2D(&txl->maxzbuffer, size[0], size[1], DRW_TEX_DEPTH_24, DRW_TEX_MIPMAP);
+ DRW_texture_ensure_2D(&txl->maxzbuffer, size[0], size[1], GPU_DEPTH_COMPONENT24, DRW_TEX_MIPMAP);
}
if (fbl->downsample_fb == NULL) {
@@ -221,7 +221,7 @@ void EEVEE_effects_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object
* Normal buffer for deferred passes.
*/
if ((effects->enabled_effects & EFFECT_NORMAL_BUFFER) != 0) {
- effects->ssr_normal_input = DRW_texture_pool_query_2D(size_fs[0], size_fs[1], DRW_TEX_RG_16,
+ effects->ssr_normal_input = DRW_texture_pool_query_2D(size_fs[0], size_fs[1], GPU_RG16F,
&draw_engine_eevee_type);
GPU_framebuffer_texture_attach(fbl->main_fb, effects->ssr_normal_input, 1, 0);
@@ -235,7 +235,7 @@ void EEVEE_effects_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object
*/
if ((effects->enabled_effects & EFFECT_VELOCITY_BUFFER) != 0) {
/* TODO use RG16_UNORM */
- effects->velocity_tx = DRW_texture_pool_query_2D(size_fs[0], size_fs[1], DRW_TEX_RG_32,
+ effects->velocity_tx = DRW_texture_pool_query_2D(size_fs[0], size_fs[1], GPU_RG32F,
&draw_engine_eevee_type);
/* TODO output objects velocity during the mainpass. */
@@ -254,7 +254,7 @@ void EEVEE_effects_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object
* Setup depth double buffer.
*/
if ((effects->enabled_effects & EFFECT_DEPTH_DOUBLE_BUFFER) != 0) {
- DRW_texture_ensure_fullscreen_2D(&txl->depth_double_buffer, DRW_TEX_DEPTH_24_STENCIL_8, 0);
+ DRW_texture_ensure_fullscreen_2D(&txl->depth_double_buffer, GPU_DEPTH24_STENCIL8, 0);
GPU_framebuffer_ensure_config(&fbl->double_buffer_depth_fb, {
GPU_ATTACHMENT_TEXTURE(txl->depth_double_buffer)
@@ -270,7 +270,7 @@ void EEVEE_effects_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object
* Setup double buffer so we can access last frame as it was before post processes.
*/
if ((effects->enabled_effects & EFFECT_DOUBLE_BUFFER) != 0) {
- DRW_texture_ensure_fullscreen_2D(&txl->color_double_buffer, DRW_TEX_RGBA_16, DRW_TEX_FILTER | DRW_TEX_MIPMAP);
+ DRW_texture_ensure_fullscreen_2D(&txl->color_double_buffer, GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_MIPMAP);
GPU_framebuffer_ensure_config(&fbl->double_buffer_fb, {
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c
index 4fa7561e6c4..3b48a8fa106 100644
--- a/source/blender/draw/engines/eevee/eevee_engine.c
+++ b/source/blender/draw/engines/eevee/eevee_engine.c
@@ -70,7 +70,7 @@ static void eevee_engine_init(void *ved)
stl->g_data->valid_double_buffer = (txl->color_double_buffer != NULL);
/* Main Buffer */
- DRW_texture_ensure_fullscreen_2D(&txl->color, DRW_TEX_RGBA_16, DRW_TEX_FILTER | DRW_TEX_MIPMAP);
+ DRW_texture_ensure_fullscreen_2D(&txl->color, GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_MIPMAP);
GPU_framebuffer_ensure_config(&fbl->main_fb, {
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c
index 2a36c4b9e6a..ee9a70d5eab 100644
--- a/source/blender/draw/engines/eevee/eevee_lightprobes.c
+++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c
@@ -146,7 +146,7 @@ static struct GPUTexture *create_hammersley_sample_texture(int samples)
texels[i][1] = sinf(phi);
}
- tex = DRW_texture_create_1D(samples, DRW_TEX_RG_16, DRW_TEX_WRAP, (float *)texels);
+ tex = DRW_texture_create_1D(samples, GPU_RG16F, DRW_TEX_WRAP, (float *)texels);
MEM_freeN(texels);
return tex;
}
@@ -172,14 +172,14 @@ static void planar_pool_ensure_alloc(EEVEE_Data *vedata, int num_planar_ref)
if (!txl->planar_pool) {
if (num_planar_ref > 0) {
txl->planar_pool = DRW_texture_create_2D_array(width, height, max_ff(1, num_planar_ref),
- DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL);
+ GPU_R11F_G11F_B10F, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL);
txl->planar_depth = DRW_texture_create_2D_array(width, height, max_ff(1, num_planar_ref),
- DRW_TEX_DEPTH_24, 0, NULL);
+ GPU_DEPTH_COMPONENT24, 0, NULL);
}
else if (num_planar_ref == 0) {
/* Makes Opengl Happy : Create a placeholder texture that will never be sampled but still bound to shader. */
- txl->planar_pool = DRW_texture_create_2D_array(1, 1, 1, DRW_TEX_RGBA_8, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL);
- txl->planar_depth = DRW_texture_create_2D_array(1, 1, 1, DRW_TEX_DEPTH_24, 0, NULL);
+ txl->planar_pool = DRW_texture_create_2D_array(1, 1, 1, GPU_RGBA8, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL);
+ txl->planar_depth = DRW_texture_create_2D_array(1, 1, 1, GPU_DEPTH_COMPONENT24, 0, NULL);
}
}
}
@@ -356,8 +356,8 @@ void EEVEE_lightprobes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *UNUSED(veda
/* Setup Render Target Cubemap */
if (!sldata->probe_rt) {
- sldata->probe_depth_rt = DRW_texture_create_cube(sldata->probes->target_size, DRW_TEX_DEPTH_24, 0, NULL);
- sldata->probe_rt = DRW_texture_create_cube(sldata->probes->target_size, DRW_TEX_RGBA_16, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL);
+ sldata->probe_depth_rt = DRW_texture_create_cube(sldata->probes->target_size, GPU_DEPTH_COMPONENT24, 0, NULL);
+ sldata->probe_rt = DRW_texture_create_cube(sldata->probes->target_size, GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL);
}
for (int i = 0; i < 6; ++i) {
@@ -369,14 +369,14 @@ void EEVEE_lightprobes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *UNUSED(veda
/* Placeholder planar pool: used when rendering planar reflections (avoid dependency loop). */
if (!e_data.planar_pool_placeholder) {
- e_data.planar_pool_placeholder = DRW_texture_create_2D_array(1, 1, 1, DRW_TEX_RGBA_8, DRW_TEX_FILTER, NULL);
+ e_data.planar_pool_placeholder = DRW_texture_create_2D_array(1, 1, 1, GPU_RGBA8, DRW_TEX_FILTER, NULL);
}
if (!e_data.depth_placeholder) {
- e_data.depth_placeholder = DRW_texture_create_2D(1, 1, DRW_TEX_DEPTH_24, 0, NULL);
+ e_data.depth_placeholder = DRW_texture_create_2D(1, 1, GPU_DEPTH_COMPONENT24, 0, NULL);
}
if (!e_data.depth_array_placeholder) {
- e_data.depth_array_placeholder = DRW_texture_create_2D_array(1, 1, 1, DRW_TEX_DEPTH_24, 0, NULL);
+ e_data.depth_array_placeholder = DRW_texture_create_2D_array(1, 1, 1, GPU_DEPTH_COMPONENT24, 0, NULL);
}
}
@@ -971,7 +971,7 @@ void EEVEE_lightprobes_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *ved
if (!sldata->probe_pool) {
sldata->probe_pool = DRW_texture_create_2D_array(pinfo->cubemap_res, pinfo->cubemap_res, max_ff(1, pinfo->num_cube),
- DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL);
+ GPU_R11F_G11F_B10F, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL);
if (sldata->probe_filter_fb) {
GPU_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->probe_pool, 0, 0);
}
@@ -991,9 +991,9 @@ void EEVEE_lightprobes_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *ved
#ifdef IRRADIANCE_SH_L2
/* we need a signed format for Spherical Harmonics */
- int irradiance_format = DRW_TEX_RGBA_16;
+ int irradiance_format = GPU_RGBA16F;
#else
- int irradiance_format = DRW_TEX_RGBA_8;
+ int irradiance_format = GPU_RGBA8;
#endif
if (!sldata->irradiance_pool || !sldata->irradiance_rt) {
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c
index 190f489ca50..76e8fe83f0a 100644
--- a/source/blender/draw/engines/eevee/eevee_lights.c
+++ b/source/blender/draw/engines/eevee/eevee_lights.c
@@ -472,7 +472,7 @@ void EEVEE_lights_cache_shcaster_object_add(EEVEE_ViewLayerData *sldata, Object
void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata)
{
EEVEE_LampsInfo *linfo = sldata->lamps;
- DRWTextureFormat shadow_pool_format = DRW_TEX_R_32;
+ GPUTextureFormat shadow_pool_format = GPU_R32F;
sldata->common_data.la_num_light = linfo->num_light;
@@ -485,8 +485,8 @@ void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata)
}
switch (linfo->shadow_method) {
- case SHADOW_ESM: shadow_pool_format = ((linfo->shadow_high_bitdepth) ? DRW_TEX_R_32 : DRW_TEX_R_16); break;
- case SHADOW_VSM: shadow_pool_format = ((linfo->shadow_high_bitdepth) ? DRW_TEX_RG_32 : DRW_TEX_RG_16); break;
+ case SHADOW_ESM: shadow_pool_format = ((linfo->shadow_high_bitdepth) ? GPU_R32F : GPU_R16F); break;
+ case SHADOW_VSM: shadow_pool_format = ((linfo->shadow_high_bitdepth) ? GPU_RG32F : GPU_RG16F); break;
default:
BLI_assert(!"Incorrect Shadow Method");
break;
@@ -496,7 +496,7 @@ void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata)
/* TODO render everything on the same 2d render target using clip planes and no Geom Shader. */
/* Cubemaps */
sldata->shadow_cube_target = DRW_texture_create_cube(
- linfo->shadow_cube_target_size, DRW_TEX_DEPTH_24, 0, NULL);
+ linfo->shadow_cube_target_size, GPU_DEPTH_COMPONENT24, 0, NULL);
sldata->shadow_cube_blur = DRW_texture_create_cube(
linfo->shadow_cube_target_size, shadow_pool_format, DRW_TEX_FILTER, NULL);
}
@@ -504,7 +504,7 @@ void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata)
if (!sldata->shadow_cascade_target) {
/* CSM */
sldata->shadow_cascade_target = DRW_texture_create_2D_array(
- linfo->shadow_size, linfo->shadow_size, MAX_CASCADE_NUM, DRW_TEX_DEPTH_24, 0, NULL);
+ linfo->shadow_size, linfo->shadow_size, MAX_CASCADE_NUM, GPU_DEPTH_COMPONENT24, 0, NULL);
sldata->shadow_cascade_blur = DRW_texture_create_2D_array(
linfo->shadow_size, linfo->shadow_size, MAX_CASCADE_NUM, shadow_pool_format, DRW_TEX_FILTER, NULL);
}
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index 9a53bafa91f..61c577d4d9c 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -133,9 +133,9 @@ static struct GPUTexture *create_ggx_lut_texture(int UNUSED(w), int UNUSED(h))
float *texels = MEM_mallocN(sizeof(float[2]) * w * h, "lut");
- tex = DRW_texture_create_2D(w, h, DRW_TEX_RG_16, DRW_TEX_FILTER, (float *)texels);
+ tex = DRW_texture_create_2D(w, h, GPU_RG16F, DRW_TEX_FILTER, (float *)texels);
- DRWFboTexture tex_filter = {&tex, DRW_TEX_RG_16, DRW_TEX_FILTER};
+ DRWFboTexture tex_filter = {&tex, GPU_RG16F, DRW_TEX_FILTER};
GPU_framebuffer_init(&fb, &draw_engine_eevee_type, w, h, &tex_filter, 1);
GPU_framebuffer_bind(fb);
@@ -195,9 +195,9 @@ static struct GPUTexture *create_ggx_refraction_lut_texture(int w, int h)
float *texels = MEM_mallocN(sizeof(float[2]) * w * h, "lut");
- tex = DRW_texture_create_2D(w, h, DRW_TEX_R_16, DRW_TEX_FILTER, (float *)texels);
+ tex = DRW_texture_create_2D(w, h, GPU_R16F, DRW_TEX_FILTER, (float *)texels);
- DRWFboTexture tex_filter = {&tex, DRW_TEX_R_16, DRW_TEX_FILTER};
+ DRWFboTexture tex_filter = {&tex, GPU_R16F, DRW_TEX_FILTER};
GPU_framebuffer_init(&fb, &draw_engine_eevee_type, w, h, &tex_filter, 1);
GPU_framebuffer_bind(fb);
@@ -423,7 +423,7 @@ static void create_default_shader(int options)
static void eevee_init_noise_texture(void)
{
- e_data.noise_tex = DRW_texture_create_2D(64, 64, DRW_TEX_RGBA_16, 0, (float *)blue_noise);
+ e_data.noise_tex = DRW_texture_create_2D(64, 64, GPU_RGBA16F, 0, (float *)blue_noise);
}
static void eevee_init_util_texture(void)
@@ -467,7 +467,7 @@ static void eevee_init_util_texture(void)
}
e_data.util_tex = DRW_texture_create_2D_array(
- 64, 64, layers, DRW_TEX_RGBA_16, DRW_TEX_FILTER | DRW_TEX_WRAP, (float *)texels);
+ 64, 64, layers, GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_WRAP, (float *)texels);
MEM_freeN(texels);
}
diff --git a/source/blender/draw/engines/eevee/eevee_mist.c b/source/blender/draw/engines/eevee/eevee_mist.c
index 1675142613d..de9582611ec 100644
--- a/source/blender/draw/engines/eevee/eevee_mist.c
+++ b/source/blender/draw/engines/eevee/eevee_mist.c
@@ -70,7 +70,7 @@ void EEVEE_mist_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
}
/* Create FrameBuffer. */
- DRW_texture_ensure_fullscreen_2D(&txl->mist_accum, DRW_TEX_R_32, 0); /* Should be enough precision for many samples. */
+ DRW_texture_ensure_fullscreen_2D(&txl->mist_accum, GPU_R32F, 0); /* Should be enough precision for many samples. */
GPU_framebuffer_ensure_config(&fbl->mist_accum_fb, {
GPU_ATTACHMENT_NONE,
diff --git a/source/blender/draw/engines/eevee/eevee_occlusion.c b/source/blender/draw/engines/eevee/eevee_occlusion.c
index 9fd7f6d4126..f4eca07a3d8 100644
--- a/source/blender/draw/engines/eevee/eevee_occlusion.c
+++ b/source/blender/draw/engines/eevee/eevee_occlusion.c
@@ -101,7 +101,7 @@ int EEVEE_occlusion_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
common_data->ao_bounce_fac = (float)BKE_collection_engine_property_value_get_bool(props, "gtao_bounce");
- effects->gtao_horizons = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], DRW_TEX_RGBA_8,
+ effects->gtao_horizons = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], GPU_RGBA8,
&draw_engine_eevee_type);
GPU_framebuffer_ensure_config(&fbl->gtao_fb, {
GPU_ATTACHMENT_NONE,
@@ -109,7 +109,7 @@ int EEVEE_occlusion_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
});
if (G.debug_value == 6) {
- effects->gtao_horizons_debug = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], DRW_TEX_RGBA_8,
+ effects->gtao_horizons_debug = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], GPU_RGBA8,
&draw_engine_eevee_type);
GPU_framebuffer_ensure_config(&fbl->gtao_debug_fb, {
GPU_ATTACHMENT_NONE,
@@ -147,7 +147,7 @@ void EEVEE_occlusion_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
- DRW_texture_ensure_fullscreen_2D(&txl->ao_accum, DRW_TEX_R_32, 0); /* Should be enough precision for many samples. */
+ DRW_texture_ensure_fullscreen_2D(&txl->ao_accum, GPU_R32F, 0); /* Should be enough precision for many samples. */
GPU_framebuffer_ensure_config(&fbl->ao_accum_fb, {
GPU_ATTACHMENT_NONE,
diff --git a/source/blender/draw/engines/eevee/eevee_render.c b/source/blender/draw/engines/eevee/eevee_render.c
index 6d9824f7ca9..317d211c4e6 100644
--- a/source/blender/draw/engines/eevee/eevee_render.c
+++ b/source/blender/draw/engines/eevee/eevee_render.c
@@ -62,8 +62,8 @@ void EEVEE_render_init(EEVEE_Data *ved, RenderEngine *engine, struct Depsgraph *
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
/* TODO 32 bit depth */
- DRW_texture_ensure_fullscreen_2D(&dtxl->depth, DRW_TEX_DEPTH_24_STENCIL_8, 0);
- DRW_texture_ensure_fullscreen_2D(&txl->color, DRW_TEX_RGBA_32, DRW_TEX_FILTER | DRW_TEX_MIPMAP);
+ DRW_texture_ensure_fullscreen_2D(&dtxl->depth, GPU_DEPTH24_STENCIL8, 0);
+ DRW_texture_ensure_fullscreen_2D(&txl->color, GPU_RGBA32F, DRW_TEX_FILTER | DRW_TEX_MIPMAP);
GPU_framebuffer_ensure_config(&dfbl->default_fb, {
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
diff --git a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c
index 7d4860ea1b5..55d9484c213 100644
--- a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c
+++ b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c
@@ -125,7 +125,7 @@ int EEVEE_screen_raytrace_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
if (use_refraction) {
/* TODO: Opti: Could be shared. */
- DRW_texture_ensure_fullscreen_2D(&txl->refract_color, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER | DRW_TEX_MIPMAP);
+ DRW_texture_ensure_fullscreen_2D(&txl->refract_color, GPU_R11F_G11F_B10F, DRW_TEX_FILTER | DRW_TEX_MIPMAP);
GPU_framebuffer_ensure_config(&fbl->refract_fb, {
GPU_ATTACHMENT_NONE,
@@ -149,7 +149,7 @@ int EEVEE_screen_raytrace_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
int tracing_res[2] = {(int)viewport_size[0] / divisor, (int)viewport_size[1] / divisor};
int size_fs[2] = {(int)viewport_size[0], (int)viewport_size[1]};
const bool high_qual_input = true; /* TODO dither low quality input */
- const DRWTextureFormat format = (high_qual_input) ? DRW_TEX_RGBA_16 : DRW_TEX_RGBA_8;
+ const GPUTextureFormat format = (high_qual_input) ? GPU_RGBA16F : GPU_RGBA8;
/* MRT for the shading pass in order to output needed data for the SSR pass. */
effects->ssr_specrough_input = DRW_texture_pool_query_2D(size_fs[0], size_fs[1], format,
@@ -158,9 +158,9 @@ int EEVEE_screen_raytrace_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
GPU_framebuffer_texture_attach(fbl->main_fb, effects->ssr_specrough_input, 2, 0);
/* Raytracing output */
- effects->ssr_hit_output = DRW_texture_pool_query_2D(tracing_res[0], tracing_res[1], DRW_TEX_RG_16I,
+ effects->ssr_hit_output = DRW_texture_pool_query_2D(tracing_res[0], tracing_res[1], GPU_RG16I,
&draw_engine_eevee_type);
- effects->ssr_pdf_output = DRW_texture_pool_query_2D(tracing_res[0], tracing_res[1], DRW_TEX_R_16,
+ effects->ssr_pdf_output = DRW_texture_pool_query_2D(tracing_res[0], tracing_res[1], GPU_R16F,
&draw_engine_eevee_type);
GPU_framebuffer_ensure_config(&fbl->screen_tracing_fb, {
diff --git a/source/blender/draw/engines/eevee/eevee_subsurface.c b/source/blender/draw/engines/eevee/eevee_subsurface.c
index ebaf559d22b..b69b05a917b 100644
--- a/source/blender/draw/engines/eevee/eevee_subsurface.c
+++ b/source/blender/draw/engines/eevee/eevee_subsurface.c
@@ -91,11 +91,11 @@ int EEVEE_subsurface_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
* as the depth buffer we are sampling from. This could be avoided if the stencil is
* a separate texture but that needs OpenGL 4.4 or ARB_texture_stencil8.
* OR OpenGL 4.3 / ARB_ES3_compatibility if using a renderbuffer instead */
- effects->sss_stencil = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], DRW_TEX_DEPTH_24_STENCIL_8,
+ effects->sss_stencil = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], GPU_DEPTH24_STENCIL8,
&draw_engine_eevee_type);
- effects->sss_blur = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], DRW_TEX_RGBA_16,
+ effects->sss_blur = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], GPU_RGBA16F,
&draw_engine_eevee_type);
- effects->sss_data = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], DRW_TEX_RGBA_16,
+ effects->sss_data = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], GPU_RGBA16F,
&draw_engine_eevee_type);
GPU_framebuffer_ensure_config(&fbl->sss_blur_fb, {
@@ -114,7 +114,7 @@ int EEVEE_subsurface_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
});
if (effects->sss_separate_albedo) {
- effects->sss_albedo = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], DRW_TEX_RGB_11_11_10,
+ effects->sss_albedo = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], GPU_R11F_G11F_B10F,
&draw_engine_eevee_type);
}
else {
@@ -151,8 +151,8 @@ void EEVEE_subsurface_output_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Dat
IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE);
if (BKE_collection_engine_property_value_get_bool(props, "sss_enable")) {
- DRW_texture_ensure_fullscreen_2D(&txl->sss_dir_accum, DRW_TEX_RGBA_16, 0);
- DRW_texture_ensure_fullscreen_2D(&txl->sss_col_accum, DRW_TEX_RGBA_16, 0);
+ DRW_texture_ensure_fullscreen_2D(&txl->sss_dir_accum, GPU_RGBA16F, 0);
+ DRW_texture_ensure_fullscreen_2D(&txl->sss_col_accum, GPU_RGBA16F, 0);
GPU_framebuffer_ensure_config(&fbl->sss_accum_fb, {
GPU_ATTACHMENT_TEXTURE(effects->sss_stencil),
diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c
index 17e7a71a0b3..7793764b230 100644
--- a/source/blender/draw/engines/eevee/eevee_volumes.c
+++ b/source/blender/draw/engines/eevee/eevee_volumes.c
@@ -214,30 +214,30 @@ int EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
/* Volume properties: We evaluate all volumetric objects
* and store their final properties into each froxel */
txl->volume_prop_scattering = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
- DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER, NULL);
+ GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
txl->volume_prop_extinction = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
- DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER, NULL);
+ GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
txl->volume_prop_emission = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
- DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER, NULL);
+ GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
txl->volume_prop_phase = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
- DRW_TEX_RG_16, DRW_TEX_FILTER, NULL);
+ GPU_RG16F, DRW_TEX_FILTER, NULL);
/* Volume scattering: We compute for each froxel the
* Scattered light towards the view. We also resolve temporal
* super sampling during this stage. */
txl->volume_scatter = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
- DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER, NULL);
+ GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
txl->volume_transmittance = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
- DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER, NULL);
+ GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
/* Final integration: We compute for each froxel the
* amount of scattered light and extinction coef at this
* given depth. We use theses textures as double buffer
* for the volumetric history. */
txl->volume_scatter_history = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
- DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER, NULL);
+ GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
txl->volume_transmittance_history = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
- DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER, NULL);
+ GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
}
/* Temporal Super sampling jitter */
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c
index 5dd2c1e9c01..261c1a1e8ac 100644
--- a/source/blender/draw/engines/workbench/workbench_materials.c
+++ b/source/blender/draw/engines/workbench/workbench_materials.c
@@ -209,12 +209,12 @@ void workbench_materials_engine_init(WORKBENCH_Data *vedata)
{
const float *viewport_size = DRW_viewport_size_get();
const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
- e_data.object_id_tx = DRW_texture_pool_query_2D(size[0], size[1], DRW_TEX_R_32U, &draw_engine_workbench_solid);
- e_data.color_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], DRW_TEX_RGBA_8, &draw_engine_workbench_solid);
+ e_data.object_id_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_R32UI, &draw_engine_workbench_solid);
+ e_data.color_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8, &draw_engine_workbench_solid);
#ifdef WORKBENCH_ENCODE_NORMALS
- e_data.normal_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], DRW_TEX_RG_8, &draw_engine_workbench_solid);
+ e_data.normal_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RG8, &draw_engine_workbench_solid);
#else
- e_data.normal_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], DRW_TEX_RGBA_32, &draw_engine_workbench_solid);
+ e_data.normal_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA32F, &draw_engine_workbench_solid);
#endif
GPU_framebuffer_ensure_config(&fbl->prepass_fb, {
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index e287bcc99df..a9c14762a04 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -46,6 +46,7 @@
#include "DNA_scene_types.h"
#include "GPU_framebuffer.h"
+#include "GPU_texture.h"
#include "draw_common.h"
#include "draw_cache.h"
@@ -169,33 +170,6 @@ typedef struct DefaultTextureList {
#endif
/* Textures */
-/* NOTE naming in this struct is broken.
- * There should either be suffixes for Normalized int formats or float formats.
- * Right now every 8bit texture is Normalized int and others are Floating point. */
-typedef enum {
- DRW_TEX_RGBA_8,
- DRW_TEX_RGBA_16,
- DRW_TEX_RGBA_32,
- DRW_TEX_RGB_11_11_10,
- DRW_TEX_RGB_8,
- DRW_TEX_RGB_16,
- DRW_TEX_RGB_32,
- DRW_TEX_RG_8,
- DRW_TEX_RG_16,
- DRW_TEX_RG_16I,
- DRW_TEX_RG_32,
- DRW_TEX_R_8,
- DRW_TEX_R_16,
- DRW_TEX_R_16I,
- DRW_TEX_R_16U,
- DRW_TEX_R_32,
- DRW_TEX_R_32U,
- DRW_TEX_DEPTH_16,
- DRW_TEX_DEPTH_24,
- DRW_TEX_DEPTH_24_STENCIL_8,
- DRW_TEX_DEPTH_32,
-} DRWTextureFormat;
-
typedef enum {
DRW_TEX_FILTER = (1 << 0),
DRW_TEX_WRAP = (1 << 1),
@@ -206,23 +180,23 @@ typedef enum {
/* Textures from DRW_texture_pool_query_* have the options
* DRW_TEX_FILTER for color float textures, and no options
* for depth textures and integer textures. */
-struct GPUTexture *DRW_texture_pool_query_2D(int w, int h, DRWTextureFormat format, DrawEngineType *engine_type);
+struct GPUTexture *DRW_texture_pool_query_2D(int w, int h, GPUTextureFormat format, DrawEngineType *engine_type);
struct GPUTexture *DRW_texture_create_1D(
- int w, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels);
+ int w, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
struct GPUTexture *DRW_texture_create_2D(
- int w, int h, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels);
+ int w, int h, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
struct GPUTexture *DRW_texture_create_2D_array(
- int w, int h, int d, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels);
+ int w, int h, int d, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
struct GPUTexture *DRW_texture_create_3D(
- int w, int h, int d, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels);
+ int w, int h, int d, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
struct GPUTexture *DRW_texture_create_cube(
- int w, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels);
+ int w, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
void DRW_texture_ensure_fullscreen_2D(
- struct GPUTexture **tex, DRWTextureFormat format, DRWTextureFlag flags);
+ struct GPUTexture **tex, GPUTextureFormat format, DRWTextureFlag flags);
void DRW_texture_ensure_2D(
- struct GPUTexture **tex, int w, int h, DRWTextureFormat format, DRWTextureFlag flags);
+ struct GPUTexture **tex, int w, int h, GPUTextureFormat format, DRWTextureFlag flags);
void DRW_texture_generate_mipmaps(struct GPUTexture *tex);
void DRW_texture_free(struct GPUTexture *tex);
diff --git a/source/blender/draw/intern/draw_common.c b/source/blender/draw/intern/draw_common.c
index 765e3f05848..6bcf7fd6531 100644
--- a/source/blender/draw/intern/draw_common.c
+++ b/source/blender/draw/intern/draw_common.c
@@ -149,7 +149,7 @@ void DRW_globals_update(void)
if (globals_ramp) {
GPU_texture_free(globals_ramp);
}
- globals_ramp = GPU_texture_create_1D(col_size, colors, NULL);
+ globals_ramp = GPU_texture_create_1D(col_size, GPU_RGBA8, colors, NULL);
MEM_freeN(colors);
}
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index faa056d884a..d752e64101e 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -1447,7 +1447,7 @@ static void draw_select_framebuffer_setup(const rcti *rect)
}
if (g_select_buffer.texture_depth == NULL) {
- g_select_buffer.texture_depth = GPU_texture_create_depth(BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), NULL);
+ g_select_buffer.texture_depth = GPU_texture_create_2D(BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), GPU_DEPTH_COMPONENT24, NULL, NULL);
GPU_framebuffer_texture_attach(g_select_buffer.framebuffer, g_select_buffer.texture_depth, 0, 0);
diff --git a/source/blender/draw/intern/draw_manager.h b/source/blender/draw/intern/draw_manager.h
index 60ee003f25c..c6c2d5928d8 100644
--- a/source/blender/draw/intern/draw_manager.h
+++ b/source/blender/draw/intern/draw_manager.h
@@ -353,7 +353,7 @@ extern DRWManager DST; /* TODO : get rid of this and allow multithreaded renderi
void drw_texture_set_parameters(GPUTexture *tex, DRWTextureFlag flags);
void drw_texture_get_format(
- DRWTextureFormat format, bool is_framebuffer,
+ GPUTextureFormat format, bool is_framebuffer,
GPUTextureFormat *r_data_type, int *r_channels, bool *r_is_depth);
void *drw_viewport_engine_data_ensure(void *engine_type);
diff --git a/source/blender/draw/intern/draw_manager_texture.c b/source/blender/draw/intern/draw_manager_texture.c
index f531f73d3fa..5b4bc765807 100644
--- a/source/blender/draw/intern/draw_manager_texture.c
+++ b/source/blender/draw/intern/draw_manager_texture.c
@@ -25,97 +25,33 @@
#include "draw_manager.h"
-void drw_texture_get_format(
- DRWTextureFormat format, bool is_framebuffer,
- GPUTextureFormat *r_data_type, int *r_channels, bool *r_is_depth)
+/* Maybe gpu_texture.c is a better place for this. */
+static bool drw_texture_format_supports_framebuffer(GPUTextureFormat format)
{
/* Some formats do not work with framebuffers. */
- if (is_framebuffer) {
- switch (format) {
- /* Only add formats that are COMPATIBLE with FB.
- * Generally they are multiple of 16bit. */
- case DRW_TEX_R_16:
- case DRW_TEX_R_16I:
- case DRW_TEX_R_16U:
- case DRW_TEX_R_32:
- case DRW_TEX_R_32U:
- case DRW_TEX_RG_8:
- case DRW_TEX_RG_16:
- case DRW_TEX_RG_16I:
- case DRW_TEX_RG_32:
- case DRW_TEX_RGBA_8:
- case DRW_TEX_RGBA_16:
- case DRW_TEX_RGBA_32:
- case DRW_TEX_DEPTH_16:
- case DRW_TEX_DEPTH_24:
- case DRW_TEX_DEPTH_24_STENCIL_8:
- case DRW_TEX_DEPTH_32:
- case DRW_TEX_RGB_11_11_10:
- break;
- default:
- BLI_assert(false && "Texture format unsupported as render target!");
- *r_channels = 4;
- *r_data_type = GPU_RGBA8;
- *r_is_depth = false;
- return;
- }
- }
-
switch (format) {
- case DRW_TEX_RGBA_8: *r_data_type = GPU_RGBA8; break;
- case DRW_TEX_RGBA_16: *r_data_type = GPU_RGBA16F; break;
- case DRW_TEX_RGBA_32: *r_data_type = GPU_RGBA32F; break;
- case DRW_TEX_RGB_16: *r_data_type = GPU_RGB16F; break;
- case DRW_TEX_RGB_11_11_10: *r_data_type = GPU_R11F_G11F_B10F; break;
- case DRW_TEX_RG_8: *r_data_type = GPU_RG8; break;
- case DRW_TEX_RG_16: *r_data_type = GPU_RG16F; break;
- case DRW_TEX_RG_16I: *r_data_type = GPU_RG16I; break;
- case DRW_TEX_RG_32: *r_data_type = GPU_RG32F; break;
- case DRW_TEX_R_8: *r_data_type = GPU_R8; break;
- case DRW_TEX_R_16: *r_data_type = GPU_R16F; break;
- case DRW_TEX_R_16I: *r_data_type = GPU_R16I; break;
- case DRW_TEX_R_16U: *r_data_type = GPU_R16UI; break;
- case DRW_TEX_R_32: *r_data_type = GPU_R32F; break;
- case DRW_TEX_R_32U: *r_data_type = GPU_R32UI; break;
-#if 0
- case DRW_TEX_RGB_8: *r_data_type = GPU_RGB8; break;
- case DRW_TEX_RGB_32: *r_data_type = GPU_RGB32F; break;
-#endif
- case DRW_TEX_DEPTH_16: *r_data_type = GPU_DEPTH_COMPONENT16; break;
- case DRW_TEX_DEPTH_24: *r_data_type = GPU_DEPTH_COMPONENT24; break;
- case DRW_TEX_DEPTH_24_STENCIL_8: *r_data_type = GPU_DEPTH24_STENCIL8; break;
- case DRW_TEX_DEPTH_32: *r_data_type = GPU_DEPTH_COMPONENT32F; break;
- default :
- /* file type not supported you must uncomment it from above */
- BLI_assert(false);
- break;
- }
-
- switch (format) {
- case DRW_TEX_RGBA_8:
- case DRW_TEX_RGBA_16:
- case DRW_TEX_RGBA_32:
- *r_channels = 4;
- break;
- case DRW_TEX_RGB_8:
- case DRW_TEX_RGB_16:
- case DRW_TEX_RGB_32:
- case DRW_TEX_RGB_11_11_10:
- *r_channels = 3;
- break;
- case DRW_TEX_RG_8:
- case DRW_TEX_RG_16:
- case DRW_TEX_RG_16I:
- case DRW_TEX_RG_32:
- *r_channels = 2;
- break;
+ /* Only add formats that are COMPATIBLE with FB.
+ * Generally they are multiple of 16bit. */
+ case GPU_R16F:
+ case GPU_R16I:
+ case GPU_R16UI:
+ case GPU_R32F:
+ case GPU_R32UI:
+ case GPU_RG8:
+ case GPU_RG16F:
+ case GPU_RG16I:
+ case GPU_RG32F:
+ case GPU_R11F_G11F_B10F:
+ case GPU_RGBA8:
+ case GPU_RGBA16F:
+ case GPU_RGBA32F:
+ case GPU_DEPTH_COMPONENT16:
+ case GPU_DEPTH_COMPONENT24:
+ case GPU_DEPTH24_STENCIL8:
+ case GPU_DEPTH_COMPONENT32F:
+ return true;
default:
- *r_channels = 1;
- break;
- }
-
- if (r_is_depth) {
- *r_is_depth = ELEM(format, DRW_TEX_DEPTH_16, DRW_TEX_DEPTH_24, DRW_TEX_DEPTH_24_STENCIL_8);
+ return false;
}
}
@@ -134,86 +70,57 @@ void drw_texture_set_parameters(GPUTexture *tex, DRWTextureFlag flags)
GPU_texture_unbind(tex);
}
-GPUTexture *DRW_texture_create_1D(int w, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels)
+GPUTexture *DRW_texture_create_1D(int w, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
{
- GPUTexture *tex;
- GPUTextureFormat data_type;
- int channels;
-
- drw_texture_get_format(format, false, &data_type, &channels, NULL);
- tex = GPU_texture_create_1D_custom(w, channels, data_type, fpixels, NULL);
+ GPUTexture *tex = GPU_texture_create_1D(w, format, fpixels, NULL);
drw_texture_set_parameters(tex, flags);
return tex;
}
-GPUTexture *DRW_texture_create_2D(int w, int h, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels)
+GPUTexture *DRW_texture_create_2D(int w, int h, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
{
- GPUTexture *tex;
- GPUTextureFormat data_type;
- int channels;
-
- drw_texture_get_format(format, false, &data_type, &channels, NULL);
- tex = GPU_texture_create_2D_custom(w, h, channels, data_type, fpixels, NULL);
+ GPUTexture *tex = GPU_texture_create_2D(w, h, format, fpixels, NULL);
drw_texture_set_parameters(tex, flags);
return tex;
}
GPUTexture *DRW_texture_create_2D_array(
- int w, int h, int d, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels)
+ int w, int h, int d, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
{
- GPUTexture *tex;
- GPUTextureFormat data_type;
- int channels;
-
- drw_texture_get_format(format, false, &data_type, &channels, NULL);
- tex = GPU_texture_create_2D_array_custom(w, h, d, channels, data_type, fpixels, NULL);
+ GPUTexture *tex = GPU_texture_create_2D_array(w, h, d, format, fpixels, NULL);
drw_texture_set_parameters(tex, flags);
return tex;
}
GPUTexture *DRW_texture_create_3D(
- int w, int h, int d, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels)
+ int w, int h, int d, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
{
- GPUTexture *tex;
- GPUTextureFormat data_type;
- int channels;
-
- drw_texture_get_format(format, false, &data_type, &channels, NULL);
- tex = GPU_texture_create_3D_custom(w, h, d, channels, data_type, fpixels, NULL);
+ GPUTexture *tex = GPU_texture_create_3D(w, h, d, format, fpixels, NULL);
drw_texture_set_parameters(tex, flags);
return tex;
}
-GPUTexture *DRW_texture_create_cube(int w, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels)
+GPUTexture *DRW_texture_create_cube(int w, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
{
- GPUTexture *tex;
- GPUTextureFormat data_type;
- int channels;
-
- drw_texture_get_format(format, false, &data_type, &channels, NULL);
- tex = GPU_texture_create_cube_custom(w, channels, data_type, fpixels, NULL);
+ GPUTexture *tex = GPU_texture_create_cube(w, format, fpixels, NULL);
drw_texture_set_parameters(tex, flags);
return tex;
}
-GPUTexture *DRW_texture_pool_query_2D(int w, int h, DRWTextureFormat format, DrawEngineType *engine_type)
+GPUTexture *DRW_texture_pool_query_2D(int w, int h, GPUTextureFormat format, DrawEngineType *engine_type)
{
- GPUTexture *tex;
- GPUTextureFormat data_type;
- int channels;
-
- drw_texture_get_format(format, true, &data_type, &channels, NULL);
- tex = GPU_viewport_texture_pool_query(DST.viewport, engine_type, w, h, channels, data_type);
+ BLI_assert(drw_texture_format_supports_framebuffer(format));
+ GPUTexture *tex = GPU_viewport_texture_pool_query(DST.viewport, engine_type, w, h, format);
return tex;
}
-void DRW_texture_ensure_fullscreen_2D(GPUTexture **tex, DRWTextureFormat format, DRWTextureFlag flags)
+void DRW_texture_ensure_fullscreen_2D(GPUTexture **tex, GPUTextureFormat format, DRWTextureFlag flags)
{
if (*(tex) == NULL) {
const float *size = DRW_viewport_size_get();
@@ -221,7 +128,7 @@ void DRW_texture_ensure_fullscreen_2D(GPUTexture **tex, DRWTextureFormat format,
}
}
-void DRW_texture_ensure_2D(GPUTexture **tex, int w, int h, DRWTextureFormat format, DRWTextureFlag flags)
+void DRW_texture_ensure_2D(GPUTexture **tex, int w, int h, GPUTextureFormat format, DRWTextureFlag flags)
{
if (*(tex) == NULL) {
*(tex) = DRW_texture_create_2D(w, h, format, flags, NULL);
diff --git a/source/blender/draw/modes/edit_curve_mode.c b/source/blender/draw/modes/edit_curve_mode.c
index b33ebd8ba60..02eef31ba45 100644
--- a/source/blender/draw/modes/edit_curve_mode.c
+++ b/source/blender/draw/modes/edit_curve_mode.c
@@ -144,8 +144,8 @@ static void EDIT_CURVE_engine_init(void *vedata)
/* Init Framebuffers like this: order is attachment order (for color texs) */
/*
- * DRWFboTexture tex[2] = {{&txl->depth, DRW_TEX_DEPTH_24, 0},
- * {&txl->color, DRW_TEX_RGBA_8, DRW_TEX_FILTER}};
+ * DRWFboTexture tex[2] = {{&txl->depth, GPU_DEPTH_COMPONENT24, 0},
+ * {&txl->color, GPU_RGBA8, DRW_TEX_FILTER}};
*/
/* DRW_framebuffer_init takes care of checking if
diff --git a/source/blender/draw/modes/edit_lattice_mode.c b/source/blender/draw/modes/edit_lattice_mode.c
index e8628711ffd..b3e5261e0a0 100644
--- a/source/blender/draw/modes/edit_lattice_mode.c
+++ b/source/blender/draw/modes/edit_lattice_mode.c
@@ -132,8 +132,8 @@ static void EDIT_LATTICE_engine_init(void *vedata)
/* Init Framebuffers like this: order is attachment order (for color texs) */
/*
- * DRWFboTexture tex[2] = {{&txl->depth, DRW_TEX_DEPTH_24, 0},
- * {&txl->color, DRW_TEX_RGBA_8, DRW_TEX_FILTER}};
+ * DRWFboTexture tex[2] = {{&txl->depth, GPU_DEPTH_COMPONENT24, 0},
+ * {&txl->color, GPU_RGBA8, DRW_TEX_FILTER}};
*/
/* DRW_framebuffer_init takes care of checking if
diff --git a/source/blender/draw/modes/edit_mesh_mode.c b/source/blender/draw/modes/edit_mesh_mode.c
index c465fa38f04..278f67e75bb 100644
--- a/source/blender/draw/modes/edit_mesh_mode.c
+++ b/source/blender/draw/modes/edit_mesh_mode.c
@@ -141,9 +141,9 @@ static void EDIT_MESH_engine_init(void *vedata)
const float *viewport_size = DRW_viewport_size_get();
const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
- e_data.occlude_wire_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], DRW_TEX_DEPTH_24,
+ e_data.occlude_wire_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH_COMPONENT24,
&draw_engine_edit_mesh_type);
- e_data.occlude_wire_color_tx = DRW_texture_pool_query_2D(size[0], size[1], DRW_TEX_RGBA_8,
+ e_data.occlude_wire_color_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8,
&draw_engine_edit_mesh_type);
GPU_framebuffer_ensure_config(&fbl->occlude_wire_fb, {
diff --git a/source/blender/draw/modes/edit_surface_mode.c b/source/blender/draw/modes/edit_surface_mode.c
index 8f0371925db..2856ec81053 100644
--- a/source/blender/draw/modes/edit_surface_mode.c
+++ b/source/blender/draw/modes/edit_surface_mode.c
@@ -117,8 +117,8 @@ static void EDIT_SURFACE_engine_init(void *vedata)
/* Init Framebuffers like this: order is attachment order (for color texs) */
/*
- * DRWFboTexture tex[2] = {{&txl->depth, DRW_TEX_DEPTH_24, 0},
- * {&txl->color, DRW_TEX_RGBA_8, DRW_TEX_FILTER}};
+ * DRWFboTexture tex[2] = {{&txl->depth, GPU_DEPTH_COMPONENT24, 0},
+ * {&txl->color, GPU_RGBA8, DRW_TEX_FILTER}};
*/
/* DRW_framebuffer_init takes care of checking if
diff --git a/source/blender/draw/modes/edit_text_mode.c b/source/blender/draw/modes/edit_text_mode.c
index 43c4a356279..bbe253b7982 100644
--- a/source/blender/draw/modes/edit_text_mode.c
+++ b/source/blender/draw/modes/edit_text_mode.c
@@ -127,8 +127,8 @@ static void EDIT_TEXT_engine_init(void *vedata)
/* Init Framebuffers like this: order is attachment order (for color texs) */
/*
- * DRWFboTexture tex[2] = {{&txl->depth, DRW_TEX_DEPTH_24, 0},
- * {&txl->color, DRW_TEX_RGBA_8, DRW_TEX_FILTER}};
+ * DRWFboTexture tex[2] = {{&txl->depth, GPU_DEPTH_COMPONENT24, 0},
+ * {&txl->color, GPU_RGBA8, DRW_TEX_FILTER}};
*/
/* DRW_framebuffer_init takes care of checking if
diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c
index 6bc59111b08..0ddbad27f7d 100644
--- a/source/blender/draw/modes/object_mode.c
+++ b/source/blender/draw/modes/object_mode.c
@@ -313,12 +313,12 @@ static void OBJECT_engine_init(void *vedata)
const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
if (DRW_state_is_fbo()) {
- e_data.outlines_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], DRW_TEX_DEPTH_24,
+ e_data.outlines_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH_COMPONENT24,
&draw_engine_object_type);
- /* XXX TODO DRW_TEX_R_16U can overflow, it would cause no harm
+ /* XXX TODO GPU_R16UI can overflow, it would cause no harm
* (only bad colored or missing outlines) but we should
* use 32bits only if the scene have that many objects */
- e_data.outlines_id_tx = DRW_texture_pool_query_2D(size[0], size[1], DRW_TEX_R_16U,
+ e_data.outlines_id_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_R16UI,
&draw_engine_object_type);
GPU_framebuffer_ensure_config(&fbl->outlines_fb, {
@@ -326,7 +326,7 @@ static void OBJECT_engine_init(void *vedata)
GPU_ATTACHMENT_TEXTURE(e_data.outlines_id_tx)
});
- e_data.outlines_color_tx = DRW_texture_pool_query_2D(size[0], size[1], DRW_TEX_RGBA_8,
+ e_data.outlines_color_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8,
&draw_engine_object_type);
GPU_framebuffer_ensure_config(&fbl->expand_fb, {
@@ -334,7 +334,7 @@ static void OBJECT_engine_init(void *vedata)
GPU_ATTACHMENT_TEXTURE(e_data.outlines_color_tx)
});
- e_data.outlines_blur_tx = DRW_texture_pool_query_2D(size[0], size[1], DRW_TEX_RGBA_8,
+ e_data.outlines_blur_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8,
&draw_engine_object_type);
GPU_framebuffer_ensure_config(&fbl->blur_fb, {
diff --git a/source/blender/draw/modes/paint_texture_mode.c b/source/blender/draw/modes/paint_texture_mode.c
index cf39b89d8f4..9f25818b272 100644
--- a/source/blender/draw/modes/paint_texture_mode.c
+++ b/source/blender/draw/modes/paint_texture_mode.c
@@ -140,8 +140,8 @@ static void PAINT_TEXTURE_engine_init(void *vedata)
/* Init Framebuffers like this: order is attachment order (for color texs) */
/*
- * DRWFboTexture tex[2] = {{&txl->depth, DRW_TEX_DEPTH_24, 0},
- * {&txl->color, DRW_TEX_RGBA_8, DRW_TEX_FILTER}};
+ * DRWFboTexture tex[2] = {{&txl->depth, GPU_DEPTH_COMPONENT24, 0},
+ * {&txl->color, GPU_RGBA8, DRW_TEX_FILTER}};
*/
/* DRW_framebuffer_init takes care of checking if
diff --git a/source/blender/draw/modes/particle_mode.c b/source/blender/draw/modes/particle_mode.c
index f92505a8778..f022a68aa8a 100644
--- a/source/blender/draw/modes/particle_mode.c
+++ b/source/blender/draw/modes/particle_mode.c
@@ -111,8 +111,8 @@ static void PARTICLE_engine_init(void *vedata)
/* Init Framebuffers like this: order is attachment order (for color texs) */
/*
- * DRWFboTexture tex[2] = {{&txl->depth, DRW_TEX_DEPTH_24, 0},
- * {&txl->color, DRW_TEX_RGBA_8, DRW_TEX_FILTER}};
+ * DRWFboTexture tex[2] = {{&txl->depth, GPU_DEPTH_COMPONENT24, 0},
+ * {&txl->color, GPU_RGBA8, DRW_TEX_FILTER}};
*/
/* DRW_framebuffer_init takes care of checking if
diff --git a/source/blender/draw/modes/sculpt_mode.c b/source/blender/draw/modes/sculpt_mode.c
index 4fb4464df06..70e40a83539 100644
--- a/source/blender/draw/modes/sculpt_mode.c
+++ b/source/blender/draw/modes/sculpt_mode.c
@@ -123,8 +123,8 @@ static void SCULPT_engine_init(void *vedata)
/* Init Framebuffers like this: order is attachment order (for color texs) */
/*
- * DRWFboTexture tex[2] = {{&txl->depth, DRW_TEX_DEPTH_24, 0},
- * {&txl->color, DRW_TEX_RGBA_8, DRW_TEX_FILTER}};
+ * DRWFboTexture tex[2] = {{&txl->depth, GPU_DEPTH_COMPONENT24, 0},
+ * {&txl->color, GPU_RGBA8, DRW_TEX_FILTER}};
*/
/* DRW_framebuffer_init takes care of checking if
diff --git a/source/blender/editors/space_view3d/drawvolume.c b/source/blender/editors/space_view3d/drawvolume.c
index d39f3937a9d..3b648e3b13a 100644
--- a/source/blender/editors/space_view3d/drawvolume.c
+++ b/source/blender/editors/space_view3d/drawvolume.c
@@ -128,7 +128,7 @@ static GPUTexture *create_transfer_function(int type, const ColorBand *coba)
break;
}
- GPUTexture *tex = GPU_texture_create_1D(TFUNC_WIDTH, data, NULL);
+ GPUTexture *tex = GPU_texture_create_1D(TFUNC_WIDTH, GPU_RGBA8, data, NULL);
MEM_freeN(data);
@@ -159,7 +159,7 @@ static GPUTexture *create_field_texture(SmokeDomainSettings *sds)
default: return NULL;
}
- return GPU_texture_create_3D_custom(sds->res[0], sds->res[1], sds->res[2], 1, GPU_R8, field, NULL);
+ return GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], GPU_R8, field, NULL);
}
typedef struct VolumeSlicer {
diff --git a/source/blender/gpu/GPU_texture.h b/source/blender/gpu/GPU_texture.h
index a783a69ae6b..f6fe4fe28e5 100644
--- a/source/blender/gpu/GPU_texture.h
+++ b/source/blender/gpu/GPU_texture.h
@@ -145,26 +145,18 @@ typedef enum GPUTextureFormat {
unsigned int GPU_texture_memory_usage_get(void);
-GPUTexture *GPU_texture_create_1D(int w, const float *pixels, char err_out[256]);
-GPUTexture *GPU_texture_create_1D_custom(
- int w, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
-GPUTexture *GPU_texture_create_2D(int w, int h, const float *pixels, char err_out[256]);
-GPUTexture *GPU_texture_create_2D_custom(
- int w, int h, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
-GPUTexture *GPU_texture_create_2D_multisample(int w, int h, const float *pixels, int samples, char err_out[256]);
-GPUTexture *GPU_texture_create_2D_custom_multisample(
- int w, int h, int channels, GPUTextureFormat data_type, const float *pixels, int samples, char err_out[256]);
-GPUTexture *GPU_texture_create_2D_array_custom(
- int w, int h, int d, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
-GPUTexture *GPU_texture_create_3D(int w, int h, int d, const float *pixels, char err_out[256]);
-GPUTexture *GPU_texture_create_3D_custom(
- int w, int h, int d, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
-GPUTexture *GPU_texture_create_cube_custom(
- int w, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
-GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256]);
-GPUTexture *GPU_texture_create_depth_with_stencil(int w, int h, char err_out[256]);
-GPUTexture *GPU_texture_create_depth_multisample(int w, int h, int samples, char err_out[256]);
-GPUTexture *GPU_texture_create_depth_with_stencil_multisample(int w, int h, int samples, char err_out[256]);
+GPUTexture *GPU_texture_create_1D(
+ int w, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
+GPUTexture *GPU_texture_create_2D(
+ int w, int h, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
+GPUTexture *GPU_texture_create_2D_multisample(
+ int w, int h, GPUTextureFormat data_type, const float *pixels, int samples, char err_out[256]);
+GPUTexture *GPU_texture_create_2D_array(
+ int w, int h, int d, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
+GPUTexture *GPU_texture_create_3D(
+ int w, int h, int d, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
+GPUTexture *GPU_texture_create_cube(
+ int w, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_from_blender(
struct Image *ima, struct ImageUser *iuser, int textarget, bool is_data, double time, int mipmap);
diff --git a/source/blender/gpu/GPU_viewport.h b/source/blender/gpu/GPU_viewport.h
index d63911374ae..921cd0e7369 100644
--- a/source/blender/gpu/GPU_viewport.h
+++ b/source/blender/gpu/GPU_viewport.h
@@ -122,7 +122,7 @@ bool GPU_viewport_do_update(GPUViewport *viewport);
GPUTexture *GPU_viewport_color_texture(GPUViewport *viewport);
/* Texture pool */
-GPUTexture *GPU_viewport_texture_pool_query(GPUViewport *viewport, void *engine, int width, int height, int channels, int format);
+GPUTexture *GPU_viewport_texture_pool_query(GPUViewport *viewport, void *engine, int width, int height, int format);
bool GPU_viewport_engines_data_validate(GPUViewport *viewport, unsigned int hash);
void GPU_viewport_cache_release(GPUViewport *viewport);
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index da69d9cdb16..d66aaf0a33d 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -1272,7 +1272,7 @@ static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, const GPUType
#if 0
input->tex = GPU_texture_create_2D(link->texturesize, link->texturesize, link->ptr2, NULL);
#endif
- input->tex = GPU_texture_create_2D(link->texturesize, 1, link->ptr1, NULL);
+ input->tex = GPU_texture_create_2D(link->texturesize, 1, GPU_RGBA8, link->ptr1, NULL);
input->textarget = GL_TEXTURE_2D;
MEM_freeN(link->ptr1);
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index 8b23cf6f936..7bfebb702a1 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -914,12 +914,12 @@ void GPU_create_smoke(SmokeModifierData *smd, int highres)
if (smoke_has_colors(sds->fluid)) {
float *data = MEM_callocN(sizeof(float) * sds->total_cells * 4, "smokeColorTexture");
smoke_get_rgba(sds->fluid, data, 0);
- sds->tex = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], data, NULL);
+ sds->tex = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], GPU_RGBA8, data, NULL);
MEM_freeN(data);
}
/* density only */
else {
- sds->tex = GPU_texture_create_3D_custom(sds->res[0], sds->res[1], sds->res[2], 1,
+ sds->tex = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2],
GPU_R8, smoke_get_density(sds->fluid), NULL);
/* Swizzle the RGBA components to read the Red channel so
@@ -933,7 +933,7 @@ void GPU_create_smoke(SmokeModifierData *smd, int highres)
GPU_texture_unbind(sds->tex);
}
sds->tex_flame = (smoke_has_fuel(sds->fluid)) ?
- GPU_texture_create_3D_custom(sds->res[0], sds->res[1], sds->res[2], 1,
+ GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2],
GPU_R8, smoke_get_flame(sds->fluid), NULL) :
NULL;
}
@@ -942,12 +942,12 @@ void GPU_create_smoke(SmokeModifierData *smd, int highres)
if (smoke_turbulence_has_colors(sds->wt)) {
float *data = MEM_callocN(sizeof(float) * smoke_turbulence_get_cells(sds->wt) * 4, "smokeColorTexture");
smoke_turbulence_get_rgba(sds->wt, data, 0);
- sds->tex = GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], data, NULL);
+ sds->tex = GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], GPU_RGBA8, data, NULL);
MEM_freeN(data);
}
/* density only */
else {
- sds->tex = GPU_texture_create_3D_custom(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 1,
+ sds->tex = GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2],
GPU_R8, smoke_turbulence_get_density(sds->wt), NULL);
/* Swizzle the RGBA components to read the Red channel so
@@ -961,12 +961,12 @@ void GPU_create_smoke(SmokeModifierData *smd, int highres)
GPU_texture_unbind(sds->tex);
}
sds->tex_flame = (smoke_turbulence_has_fuel(sds->wt)) ?
- GPU_texture_create_3D_custom(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 1,
+ GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2],
GPU_R8, smoke_turbulence_get_flame(sds->wt), NULL) :
NULL;
}
- sds->tex_shadow = GPU_texture_create_3D_custom(sds->res[0], sds->res[1], sds->res[2], 1,
+ sds->tex_shadow = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2],
GPU_R8, sds->shadow, NULL);
}
#else // WITH_SMOKE
diff --git a/source/blender/gpu/intern/gpu_framebuffer.c b/source/blender/gpu/intern/gpu_framebuffer.c
index 3f89adfd8a5..75576c35f51 100644
--- a/source/blender/gpu/intern/gpu_framebuffer.c
+++ b/source/blender/gpu/intern/gpu_framebuffer.c
@@ -657,11 +657,11 @@ GPUOffScreen *GPU_offscreen_create(int width, int height, int samples, bool dept
ofs = MEM_callocN(sizeof(GPUOffScreen), "GPUOffScreen");
- ofs->color = GPU_texture_create_2D_custom_multisample(width, height, 4,
+ ofs->color = GPU_texture_create_2D_multisample(width, height,
(high_bitdepth) ? GPU_RGBA16F : GPU_RGBA8, NULL, samples, err_out);
if (depth) {
- ofs->depth = GPU_texture_create_depth_with_stencil_multisample(width, height, samples, err_out);
+ ofs->depth = GPU_texture_create_2D_multisample(width, height, GPU_DEPTH24_STENCIL8, NULL, samples, err_out);
}
if ((depth && !ofs->depth) || !ofs->color) {
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index d5f4f3269ed..c346d20632b 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -523,7 +523,7 @@ struct GPUUniformBuffer *GPU_material_sss_profile_get(GPUMaterial *material, int
GPU_texture_free(material->sss_tex_profile);
}
- material->sss_tex_profile = GPU_texture_create_1D_custom(64, 4, GPU_RGBA16F, translucence_profile, NULL);
+ material->sss_tex_profile = GPU_texture_create_1D(64, GPU_RGBA16F, translucence_profile, NULL);
MEM_freeN(translucence_profile);
diff --git a/source/blender/gpu/intern/gpu_texture.c b/source/blender/gpu/intern/gpu_texture.c
index bbb26756bf1..3f2fc52b4d6 100644
--- a/source/blender/gpu/intern/gpu_texture.c
+++ b/source/blender/gpu/intern/gpu_texture.c
@@ -252,6 +252,26 @@ static GLenum gpu_texture_get_format(
}
}
+static int gpu_texture_get_component_count(GPUTextureFormat format)
+{
+ switch (format) {
+ case GPU_RGBA8:
+ case GPU_RGBA16F:
+ case GPU_RGBA32F:
+ return 4;
+ case GPU_RGB16F:
+ case GPU_R11F_G11F_B10F:
+ return 3;
+ case GPU_RG8:
+ case GPU_RG16F:
+ case GPU_RG16I:
+ case GPU_RG32F:
+ return 2;
+ default:
+ return 1;
+ }
+}
+
static float *GPU_texture_3D_rescale(GPUTexture *tex, int w, int h, int d, int channels, const float *fpixels)
{
const unsigned int xf = w / tex->w, yf = h / tex->h, zf = d / tex->d;
@@ -354,7 +374,7 @@ static bool gpu_texture_try_alloc(
static GPUTexture *GPU_texture_create_nD(
int w, int h, int d, int n, const float *fpixels,
- GPUTextureFormat data_type, int components, int samples,
+ GPUTextureFormat data_type, int samples,
const bool can_rescale, char err_out[256])
{
if (samples) {
@@ -369,7 +389,7 @@ static GPUTexture *GPU_texture_create_nD(
tex->number = -1;
tex->refcount = 1;
tex->format = data_type;
- tex->components = components;
+ tex->components = gpu_texture_get_component_count(data_type);
tex->format_flag = 0;
if (n == 2) {
@@ -397,7 +417,7 @@ static GPUTexture *GPU_texture_create_nD(
tex->target = GL_TEXTURE_2D_MULTISAMPLE;
GLenum format, internalformat, data_format;
- internalformat = gpu_texture_get_format(components, data_type, &format, &data_format,
+ internalformat = gpu_texture_get_format(tex->components, data_type, &format, &data_format,
&tex->format_flag, &tex->bytesize);
gpu_texture_memory_footprint_add(tex);
@@ -434,7 +454,7 @@ static GPUTexture *GPU_texture_create_nD(
}
float *rescaled_fpixels = NULL;
- bool valid = gpu_texture_try_alloc(tex, proxy, internalformat, format, data_format, components, can_rescale,
+ bool valid = gpu_texture_try_alloc(tex, proxy, internalformat, format, data_format, tex->components, can_rescale,
fpixels, &rescaled_fpixels);
if (!valid) {
if (err_out)
@@ -506,7 +526,7 @@ static GPUTexture *GPU_texture_cube_create(
int w, int d,
const float *fpixels_px, const float *fpixels_py, const float *fpixels_pz,
const float *fpixels_nx, const float *fpixels_ny, const float *fpixels_nz,
- GPUTextureFormat data_type, int components,
+ GPUTextureFormat data_type,
char err_out[256])
{
GLenum format, internalformat, data_format;
@@ -519,7 +539,7 @@ static GPUTexture *GPU_texture_cube_create(
tex->number = -1;
tex->refcount = 1;
tex->format = data_type;
- tex->components = components;
+ tex->components = gpu_texture_get_component_count(data_type);
tex->format_flag = GPU_FORMAT_CUBE;
if (d == 0) {
@@ -530,7 +550,7 @@ static GPUTexture *GPU_texture_cube_create(
// tex->target_base = tex->target = GL_TEXTURE_CUBE_MAP_ARRAY;
}
- internalformat = gpu_texture_get_format(components, data_type, &format, &data_format,
+ internalformat = gpu_texture_get_format(tex->components, data_type, &format, &data_format,
&tex->format_flag, &tex->bytesize);
gpu_texture_memory_footprint_add(tex);
@@ -692,59 +712,41 @@ GPUTexture *GPU_texture_from_preview(PreviewImage *prv, int mipmap)
}
-GPUTexture *GPU_texture_create_1D(int w, const float *pixels, char err_out[256])
+GPUTexture *GPU_texture_create_1D(
+ int w, GPUTextureFormat data_type, const float *pixels, char err_out[256])
{
- return GPU_texture_create_nD(w, 0, 0, 1, pixels, GPU_RGBA8, 4, 0, false, err_out);
+ return GPU_texture_create_nD(w, 0, 0, 1, pixels, data_type, 0, false, err_out);
}
-GPUTexture *GPU_texture_create_1D_custom(
- int w, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256])
+GPUTexture *GPU_texture_create_2D(
+ int w, int h, GPUTextureFormat data_type, const float *pixels, char err_out[256])
{
- return GPU_texture_create_nD(w, 0, 0, 1, pixels, data_type, channels, 0, false, err_out);
+ return GPU_texture_create_nD(w, h, 0, 2, pixels, data_type, 0, false, err_out);
}
-GPUTexture *GPU_texture_create_2D(int w, int h, const float *pixels, char err_out[256])
+GPUTexture *GPU_texture_create_2D_multisample(
+ int w, int h, GPUTextureFormat data_type, const float *pixels, int samples, char err_out[256])
{
- return GPU_texture_create_nD(w, h, 0, 2, pixels, GPU_RGBA8, 4, 0, false, err_out);
+ return GPU_texture_create_nD(w, h, 0, 2, pixels, data_type, samples, false, err_out);
}
-GPUTexture *GPU_texture_create_2D_custom(
- int w, int h, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256])
+GPUTexture *GPU_texture_create_2D_array(
+ int w, int h, int d, GPUTextureFormat data_type, const float *pixels, char err_out[256])
{
- return GPU_texture_create_nD(w, h, 0, 2, pixels, data_type, channels, 0, false, err_out);
+ return GPU_texture_create_nD(w, h, d, 2, pixels, data_type, 0, false, err_out);
}
-GPUTexture *GPU_texture_create_2D_multisample(int w, int h, const float *pixels, int samples, char err_out[256])
+GPUTexture *GPU_texture_create_3D(
+ int w, int h, int d, GPUTextureFormat data_type, const float *pixels, char err_out[256])
{
- return GPU_texture_create_nD(w, h, 0, 2, pixels, GPU_RGBA8, 4, samples, false, err_out);
+ return GPU_texture_create_nD(w, h, d, 3, pixels, data_type, 0, true, err_out);
}
-GPUTexture *GPU_texture_create_2D_custom_multisample(
- int w, int h, int channels, GPUTextureFormat data_type, const float *pixels, int samples, char err_out[256])
-{
- return GPU_texture_create_nD(w, h, 0, 2, pixels, data_type, channels, samples, false, err_out);
-}
-
-GPUTexture *GPU_texture_create_2D_array_custom(
- int w, int h, int d, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256])
-{
- return GPU_texture_create_nD(w, h, d, 2, pixels, data_type, channels, 0, false, err_out);
-}
-
-GPUTexture *GPU_texture_create_3D(int w, int h, int d, const float *pixels, char err_out[256])
-{
- return GPU_texture_create_nD(w, h, d, 3, pixels, GPU_RGBA8, 4, 0, true, err_out);
-}
-
-GPUTexture *GPU_texture_create_3D_custom(
- int w, int h, int d, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256])
-{
- return GPU_texture_create_nD(w, h, d, 3, pixels, data_type, channels, 0, true, err_out);
-}
-GPUTexture *GPU_texture_create_cube_custom(
- int w, int channels, GPUTextureFormat data_type, const float *fpixels, char err_out[256])
+GPUTexture *GPU_texture_create_cube(
+ int w, GPUTextureFormat data_type, const float *fpixels, char err_out[256])
{
const float *fpixels_px, *fpixels_py, *fpixels_pz, *fpixels_nx, *fpixels_ny, *fpixels_nz;
+ const int channels = gpu_texture_get_component_count(data_type);
if (fpixels) {
fpixels_px = fpixels + 0 * w * w * channels;
@@ -759,27 +761,7 @@ GPUTexture *GPU_texture_create_cube_custom(
}
return GPU_texture_cube_create(w, 0, fpixels_px, fpixels_py, fpixels_pz, fpixels_nx, fpixels_ny, fpixels_nz,
- data_type, channels, err_out);
-}
-
-GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256])
-{
- return GPU_texture_create_nD(w, h, 0, 2, NULL, GPU_DEPTH_COMPONENT24, 1, 0, false, err_out);
-}
-
-GPUTexture *GPU_texture_create_depth_with_stencil(int w, int h, char err_out[256])
-{
- return GPU_texture_create_nD(w, h, 0, 2, NULL, GPU_DEPTH24_STENCIL8, 1, 0, false, err_out);
-}
-
-GPUTexture *GPU_texture_create_depth_multisample(int w, int h, int samples, char err_out[256])
-{
- return GPU_texture_create_nD(w, h, 0, 2, NULL, GPU_DEPTH_COMPONENT24, 1, samples, false, err_out);
-}
-
-GPUTexture *GPU_texture_create_depth_with_stencil_multisample(int w, int h, int samples, char err_out[256])
-{
- return GPU_texture_create_nD(w, h, 0, 2, NULL, GPU_DEPTH24_STENCIL8, 1, samples, false, err_out);
+ data_type, err_out);
}
void GPU_texture_update(GPUTexture *tex, const float *pixels)
@@ -817,9 +799,9 @@ 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, color, NULL);
- GG.invalid_tex_2D = GPU_texture_create_2D(1, 1, color, NULL);
- GG.invalid_tex_3D = GPU_texture_create_3D(1, 1, 1, color, NULL);
+ GG.invalid_tex_1D = GPU_texture_create_1D(1, GPU_RGBA8, color, NULL);
+ GG.invalid_tex_2D = GPU_texture_create_2D(1, 1, GPU_RGBA8, color, NULL);
+ GG.invalid_tex_3D = GPU_texture_create_3D(1, 1, 1, GPU_RGBA8, color, NULL);
}
void GPU_invalid_tex_bind(int mode)
diff --git a/source/blender/gpu/intern/gpu_viewport.c b/source/blender/gpu/intern/gpu_viewport.c
index dc898c85773..0bf215f31a8 100644
--- a/source/blender/gpu/intern/gpu_viewport.c
+++ b/source/blender/gpu/intern/gpu_viewport.c
@@ -291,7 +291,7 @@ double *GPU_viewport_cache_time_get(GPUViewport *viewport)
* Try to find a texture coresponding to params into the texture pool.
* If no texture was found, create one and add it to the pool.
*/
-GPUTexture *GPU_viewport_texture_pool_query(GPUViewport *viewport, void *engine, int width, int height, int channels, int format)
+GPUTexture *GPU_viewport_texture_pool_query(GPUViewport *viewport, void *engine, int width, int height, int format)
{
GPUTexture *tex;
@@ -314,7 +314,7 @@ GPUTexture *GPU_viewport_texture_pool_query(GPUViewport *viewport, void *engine,
}
}
- tex = GPU_texture_create_2D_custom(width, height, channels, format, NULL, NULL);
+ tex = GPU_texture_create_2D(width, height, format, NULL, NULL);
GPU_texture_bind(tex, 0);
/* Doing filtering for depth does not make sense when not doing shadow mapping,
* and enabling texture filtering on integer texture make them unreadable. */
@@ -391,8 +391,8 @@ static void gpu_viewport_default_fb_create(GPUViewport *viewport)
int *size = viewport->size;
bool ok = true;
- dtxl->color = GPU_texture_create_2D(size[0], size[1], NULL, NULL);
- dtxl->depth = GPU_texture_create_depth_with_stencil(size[0], size[1], NULL);
+ dtxl->color = GPU_texture_create_2D(size[0], size[1], GPU_RGBA8, NULL, NULL);
+ dtxl->depth = GPU_texture_create_2D(size[0], size[1], GPU_DEPTH24_STENCIL8, NULL, NULL);
if (!(dtxl->depth && dtxl->color)) {
ok = false;
@@ -436,8 +436,8 @@ static void gpu_viewport_default_multisample_fb_create(GPUViewport *viewport)
int samples = viewport->samples;
bool ok = true;
- dtxl->multisample_color = GPU_texture_create_2D_multisample(size[0], size[1], NULL, samples, NULL);
- dtxl->multisample_depth = GPU_texture_create_depth_with_stencil_multisample(size[0], size[1], samples, NULL);
+ dtxl->multisample_color = GPU_texture_create_2D_multisample(size[0], size[1], GPU_RGBA8, NULL, samples, NULL);
+ dtxl->multisample_depth = GPU_texture_create_2D_multisample(size[0], size[1], GPU_DEPTH24_STENCIL8, NULL, samples, NULL);
if (!(dtxl->multisample_depth && dtxl->multisample_color)) {
ok = false;