diff options
Diffstat (limited to 'source/blender/gpu/GPU_texture.h')
-rw-r--r-- | source/blender/gpu/GPU_texture.h | 171 |
1 files changed, 149 insertions, 22 deletions
diff --git a/source/blender/gpu/GPU_texture.h b/source/blender/gpu/GPU_texture.h index 1ae3d73991e..07880df9dc0 100644 --- a/source/blender/gpu/GPU_texture.h +++ b/source/blender/gpu/GPU_texture.h @@ -39,6 +39,7 @@ extern "C" { struct Image; struct ImageUser; struct PreviewImage; +struct Gwn_VertBuf; struct GPUFrameBuffer; typedef struct GPUTexture GPUTexture; @@ -55,49 +56,175 @@ typedef struct GPUTexture GPUTexture; * - if created with from_blender, will not free the texture */ -typedef enum GPUHDRType { - GPU_HDR_NONE = 0, - GPU_HDR_HALF_FLOAT = 1, - GPU_HDR_FULL_FLOAT = (1 << 1), -} GPUHDRType; - -GPUTexture *GPU_texture_create_1D(int w, const float *pixels, char err_out[256]); -GPUTexture *GPU_texture_create_2D(int w, int h, const float *pixels, GPUHDRType hdr, char err_out[256]); -GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, const float *fpixels); -GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256]); -GPUTexture *GPU_texture_create_vsm_shadow_map(int size, char err_out[256]); -GPUTexture *GPU_texture_create_2D_procedural(int w, int h, const float *pixels, bool repeat, char err_out[256]); -GPUTexture *GPU_texture_create_1D_procedural(int w, const float *pixels, char err_out[256]); +/* Wrapper to supported OpenGL/Vulkan texture internal storage + * If you need a type just uncomment it. Be aware that some formats + * are not supported by renderbuffers. All of the following formats + * are part of the OpenGL 3.3 core + * specification. */ +typedef enum GPUTextureFormat { + /* Formats texture & renderbuffer */ + GPU_RGBA8UI, + GPU_RGBA8I, + GPU_RGBA8, + GPU_RGBA32UI, + GPU_RGBA32I, + GPU_RGBA32F, + GPU_RGBA16UI, + GPU_RGBA16I, + GPU_RGBA16F, + GPU_RGBA16, + GPU_RG8UI, + GPU_RG8I, + GPU_RG8, + GPU_RG32UI, + GPU_RG32I, + GPU_RG32F, + GPU_RG16UI, + GPU_RG16I, + GPU_RG16F, + GPU_RG16, + GPU_R8UI, + GPU_R8I, + GPU_R8, + GPU_R32UI, + GPU_R32I, + GPU_R32F, + GPU_R16UI, + GPU_R16I, + GPU_R16F, + GPU_R16, /* Max texture buffer format. */ + + /* Special formats texture & renderbuffer */ +#if 0 + GPU_RGB10_A2, + GPU_RGB10_A2UI, + GPU_DEPTH32F_STENCIL8, +#endif + GPU_R11F_G11F_B10F, + GPU_DEPTH24_STENCIL8, + + /* Texture only format */ + GPU_RGB16F, +#if 0 + GPU_RGBA16_SNORM, + GPU_RGBA8_SNORM, + GPU_RGB32F, + GPU_RGB32I, + GPU_RGB32UI, + GPU_RGB16_SNORM, + GPU_RGB16I, + GPU_RGB16UI, + GPU_RGB16, + GPU_RGB8_SNORM, + GPU_RGB8, + GPU_RGB8I, + GPU_RGB8UI, + GPU_RG16_SNORM, + GPU_RG8_SNORM, + GPU_R16_SNORM, + GPU_R8_SNORM, +#endif + + /* Special formats texture only */ +#if 0 + GPU_SRGB8_A8, + GPU_SRGB8, + GPU_RGB9_E5, + GPU_COMPRESSED_RG_RGTC2, + GPU_COMPRESSED_SIGNED_RG_RGTC2, + GPU_COMPRESSED_RED_RGTC1, + GPU_COMPRESSED_SIGNED_RED_RGTC1, +#endif + + /* Depth Formats */ + GPU_DEPTH_COMPONENT32F, + GPU_DEPTH_COMPONENT24, + GPU_DEPTH_COMPONENT16, +} GPUTextureFormat; + +/* These map directly to the GL_ blend functions, to minimize API add as needed*/ +typedef enum GPUBlendFunction { + GPU_ONE, + GPU_SRC_ALPHA, + GPU_ONE_MINUS_SRC_ALPHA +} GPUBlendFunction; + +/* These map directly to the GL_ filter functions, to minimize API add as needed*/ +typedef enum GPUFilterFunction { + GPU_NEAREST, + GPU_LINEAR +} GPUFilterFunction; + +unsigned int GPU_texture_memory_usage_get(void); + +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, const float *pixels, GPUHDRType hdr, int samples, char err_out[256]); -GPUTexture *GPU_texture_create_depth_multisample(int w, int h, int samples, char err_out[256]); + 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_create_from_vertbuf( + struct Gwn_VertBuf *vert); +GPUTexture *GPU_texture_create_buffer( + GPUTextureFormat data_type, const uint buffer); + +GPUTexture *GPU_texture_from_bindcode(int textarget, int bindcode); GPUTexture *GPU_texture_from_blender( - struct Image *ima, struct ImageUser *iuser, int textarget, bool is_data, double time, int mipmap); + struct Image *ima, struct ImageUser *iuser, int textarget, bool is_data, double time); GPUTexture *GPU_texture_from_preview(struct PreviewImage *prv, int mipmap); + +void GPU_texture_update(GPUTexture *tex, const void *pixels); +void GPU_texture_update_sub( + GPUTexture *tex, const void *pixels, + int offset_x, int offset_y, int offset_z, int width, int height, int depth); + void GPU_invalid_tex_init(void); void GPU_invalid_tex_bind(int mode); void GPU_invalid_tex_free(void); void GPU_texture_free(GPUTexture *tex); -void GPU_texture_ref(GPUTexture *tex); +void GPU_texture_orphans_init(void); +void GPU_texture_orphans_exit(void); +/* This has to be called from a thread with an ogl context bound. */ +void GPU_texture_orphans_delete(void); +void GPU_texture_ref(GPUTexture *tex); void GPU_texture_bind(GPUTexture *tex, int number); void GPU_texture_unbind(GPUTexture *tex); int GPU_texture_bound_number(GPUTexture *tex); -void GPU_texture_filter_mode(GPUTexture *tex, bool compare, bool use_filter); +void GPU_texture_generate_mipmap(GPUTexture *tex); +void GPU_texture_compare_mode(GPUTexture *tex, bool use_compare); +void GPU_texture_filter_mode(GPUTexture *tex, bool use_filter); +void GPU_texture_mipmap_mode(GPUTexture *tex, bool use_mipmap, bool use_filter); +void GPU_texture_wrap_mode(GPUTexture *tex, bool use_repeat); +void GPU_texture_filters(GPUTexture *tex, GPUFilterFunction min_filter, GPUFilterFunction mag_filter); -struct GPUFrameBuffer *GPU_texture_framebuffer(GPUTexture *tex); -int GPU_texture_framebuffer_attachment(GPUTexture *tex); -void GPU_texture_framebuffer_set(GPUTexture *tex, struct GPUFrameBuffer *fb, int attachment); +void GPU_texture_attach_framebuffer(GPUTexture *tex, struct GPUFrameBuffer *fb, int attachment); +int GPU_texture_detach_framebuffer(GPUTexture *tex, struct GPUFrameBuffer *fb); int GPU_texture_target(const GPUTexture *tex); int GPU_texture_width(const GPUTexture *tex); int GPU_texture_height(const GPUTexture *tex); -int GPU_texture_depth(const GPUTexture *tex); +GPUTextureFormat GPU_texture_format(const GPUTexture *tex); +int GPU_texture_samples(const GPUTexture *tex); +bool GPU_texture_cube(const GPUTexture *tex); +bool GPU_texture_depth(const GPUTexture *tex); +bool GPU_texture_stencil(const GPUTexture *tex); +bool GPU_texture_integer(const GPUTexture *tex); int GPU_texture_opengl_bindcode(const GPUTexture *tex); +void GPU_blend(bool enable); +void GPU_blend_set_func_separate(GPUBlendFunction src_rgb, GPUBlendFunction dst_rgb, GPUBlendFunction src_alpha, GPUBlendFunction dst_alpha); +void GPU_blend_set_func(GPUBlendFunction sfactor, GPUBlendFunction dfactor); + #ifdef __cplusplus } #endif |