Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/gpu/intern/gpu_compositing.c')
-rw-r--r--source/blender/gpu/intern/gpu_compositing.c112
1 files changed, 75 insertions, 37 deletions
diff --git a/source/blender/gpu/intern/gpu_compositing.c b/source/blender/gpu/intern/gpu_compositing.c
index 13596f2a0de..528bdefc209 100644
--- a/source/blender/gpu/intern/gpu_compositing.c
+++ b/source/blender/gpu/intern/gpu_compositing.c
@@ -225,7 +225,13 @@ static GPUTexture * create_concentric_sample_texture(int side)
}
}
- tex = GPU_texture_create_1D_procedural(side * side, texels, NULL);
+ tex = GPU_texture_create_1D_custom(side * side, 2, GPU_RG16F, (float *)texels, NULL);
+
+ /* Set parameters */
+ GPU_texture_bind(tex, 0);
+ GPU_texture_filter_mode(tex, false);
+ GPU_texture_unbind(tex);
+
MEM_freeN(texels);
return tex;
}
@@ -247,7 +253,13 @@ static GPUTexture *create_spiral_sample_texture(int numsaples)
texels[i][1] = r * sinf(phi);
}
- tex = GPU_texture_create_1D_procedural(numsaples, (float *)texels, NULL);
+ tex = GPU_texture_create_1D_custom(numsaples, 2, GPU_RG16F, (float *)texels, NULL);
+
+ /* Set parameters */
+ GPU_texture_bind(tex, 0);
+ GPU_texture_filter_mode(tex, false);
+ GPU_texture_unbind(tex);
+
MEM_freeN(texels);
return tex;
}
@@ -358,6 +370,7 @@ void GPU_fx_compositor_destroy(GPUFX *fx)
static GPUTexture * create_jitter_texture(void)
{
+ GPUTexture *tex;
float jitter[64 * 64][2];
int i;
@@ -367,7 +380,15 @@ static GPUTexture * create_jitter_texture(void)
normalize_v2(jitter[i]);
}
- return GPU_texture_create_2D_procedural(64, 64, &jitter[0][0], true, NULL);
+ tex = GPU_texture_create_2D_custom(64, 64, 2, GPU_RG16F, &jitter[0][0], NULL);
+
+ /* Set parameters */
+ GPU_texture_bind(tex, 0);
+ GPU_texture_filter_mode(tex, false);
+ GPU_texture_wrap_mode(tex, true);
+ GPU_texture_unbind(tex);
+
+ return tex;
}
@@ -433,7 +454,7 @@ bool GPU_fx_compositor_initialize_passes(
if (!fx->color_buffer || !fx->depth_buffer || w != fx->gbuffer_dim[0] || h != fx->gbuffer_dim[1]) {
cleanup_fx_gl_data(fx, false);
- if (!(fx->color_buffer = GPU_texture_create_2D(w, h, NULL, GPU_HDR_NONE, err_out))) {
+ if (!(fx->color_buffer = GPU_texture_create_2D(w, h, NULL, err_out))) {
printf(".256%s\n", err_out);
cleanup_fx_gl_data(fx, true);
return false;
@@ -485,38 +506,42 @@ bool GPU_fx_compositor_initialize_passes(
{
if (!(fx->dof_half_downsampled_near = GPU_texture_create_2D(
- fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_NONE, err_out)))
+ fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, err_out)))
{
printf("%.256s\n", err_out);
cleanup_fx_gl_data(fx, true);
return false;
}
if (!(fx->dof_half_downsampled_far = GPU_texture_create_2D(
- fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_NONE, err_out)))
+ fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, err_out)))
{
printf("%.256s\n", err_out);
cleanup_fx_gl_data(fx, true);
return false;
}
- if (!(fx->dof_nearfar_coc = GPU_texture_create_2D_procedural(
- fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, false, err_out)))
+
+ if (!(fx->dof_nearfar_coc = GPU_texture_create_2D_custom(
+ fx->dof_downsampled_w, fx->dof_downsampled_h, 2, GPU_RG16F, NULL, err_out)))
{
printf("%.256s\n", err_out);
cleanup_fx_gl_data(fx, true);
return false;
}
+ GPU_texture_bind(fx->dof_nearfar_coc, 0);
+ GPU_texture_filter_mode(fx->dof_nearfar_coc, false);
+ GPU_texture_wrap_mode(fx->dof_nearfar_coc, false);
+ GPU_texture_unbind(fx->dof_nearfar_coc);
-
- if (!(fx->dof_near_blur = GPU_texture_create_2D(
- fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_HALF_FLOAT, err_out)))
+ if (!(fx->dof_near_blur = GPU_texture_create_2D_custom(
+ fx->dof_downsampled_w, fx->dof_downsampled_h, 2, GPU_RGBA16F, NULL, err_out)))
{
printf("%.256s\n", err_out);
cleanup_fx_gl_data(fx, true);
return false;
}
- if (!(fx->dof_far_blur = GPU_texture_create_2D(
- fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_HALF_FLOAT, err_out)))
+ if (!(fx->dof_far_blur = GPU_texture_create_2D_custom(
+ fx->dof_downsampled_w, fx->dof_downsampled_h, 2, GPU_RGBA16F, NULL, err_out)))
{
printf("%.256s\n", err_out);
cleanup_fx_gl_data(fx, true);
@@ -531,21 +556,21 @@ bool GPU_fx_compositor_initialize_passes(
if (!fx->dof_near_coc_buffer || !fx->dof_near_coc_blurred_buffer || !fx->dof_near_coc_final_buffer) {
if (!(fx->dof_near_coc_buffer = GPU_texture_create_2D(
- fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_NONE, err_out)))
+ fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, err_out)))
{
printf("%.256s\n", err_out);
cleanup_fx_gl_data(fx, true);
return false;
}
if (!(fx->dof_near_coc_blurred_buffer = GPU_texture_create_2D(
- fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_NONE, err_out)))
+ fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, err_out)))
{
printf("%.256s\n", err_out);
cleanup_fx_gl_data(fx, true);
return false;
}
if (!(fx->dof_near_coc_final_buffer = GPU_texture_create_2D(
- fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_NONE, err_out)))
+ fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, err_out)))
{
printf("%.256s\n", err_out);
cleanup_fx_gl_data(fx, true);
@@ -564,7 +589,7 @@ bool GPU_fx_compositor_initialize_passes(
/* we need to pass data between shader stages, allocate an extra color buffer */
if (num_passes > 1) {
if (!fx->color_buffer_sec) {
- if (!(fx->color_buffer_sec = GPU_texture_create_2D(w, h, NULL, GPU_HDR_NONE, err_out))) {
+ if (!(fx->color_buffer_sec = GPU_texture_create_2D(w, h, NULL, err_out))) {
printf(".256%s\n", err_out);
cleanup_fx_gl_data(fx, true);
return false;
@@ -692,14 +717,16 @@ void GPU_fx_compositor_XRay_resolve(GPUFX *fx)
GPU_shader_bind(depth_resolve_shader);
GPU_texture_bind(fx->depth_buffer_xray, 0);
- GPU_texture_filter_mode(fx->depth_buffer_xray, false, true);
+ GPU_texture_compare_mode(fx->depth_buffer_xray, false);
+ GPU_texture_filter_mode(fx->depth_buffer_xray, true);
GPU_shader_uniform_texture(depth_resolve_shader, interface->depth_uniform, fx->depth_buffer_xray);
/* draw */
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
/* disable bindings */
- GPU_texture_filter_mode(fx->depth_buffer_xray, true, false);
+ GPU_texture_compare_mode(fx->depth_buffer_xray, true);
+ GPU_texture_filter_mode(fx->depth_buffer_xray, false);
GPU_texture_unbind(fx->depth_buffer_xray);
GPU_shader_unbind();
@@ -814,7 +841,8 @@ bool GPU_fx_do_composite_pass(
GPU_shader_uniform_texture(ssao_shader, interface->color_uniform, src);
GPU_texture_bind(fx->depth_buffer, numslots++);
- GPU_texture_filter_mode(fx->depth_buffer, false, true);
+ GPU_texture_compare_mode(fx->depth_buffer, false);
+ GPU_texture_filter_mode(fx->depth_buffer, true);
GPU_shader_uniform_texture(ssao_shader, interface->depth_uniform, fx->depth_buffer);
GPU_texture_bind(fx->jitter_buffer, numslots++);
@@ -830,7 +858,8 @@ bool GPU_fx_do_composite_pass(
/* disable bindings */
GPU_texture_unbind(src);
- GPU_texture_filter_mode(fx->depth_buffer, true, false);
+ GPU_texture_compare_mode(fx->depth_buffer, true);
+ GPU_texture_filter_mode(fx->depth_buffer, false);
GPU_texture_unbind(fx->depth_buffer);
GPU_texture_unbind(fx->jitter_buffer);
GPU_texture_unbind(fx->ssao_spiral_samples_tex);
@@ -906,12 +935,13 @@ bool GPU_fx_do_composite_pass(
GPU_shader_uniform_vector(dof_shader_pass1, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim);
GPU_texture_bind(fx->depth_buffer, numslots++);
- GPU_texture_filter_mode(fx->depth_buffer, false, false);
+ GPU_texture_compare_mode(fx->depth_buffer, false);
+ GPU_texture_filter_mode(fx->depth_buffer, false);
GPU_shader_uniform_texture(dof_shader_pass1, interface->depth_uniform, fx->depth_buffer);
GPU_texture_bind(src, numslots++);
/* disable filtering for the texture so custom downsample can do the right thing */
- GPU_texture_filter_mode(src, false, false);
+ GPU_texture_filter_mode(src, false);
GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, src);
/* target is the downsampled coc buffer */
@@ -925,9 +955,10 @@ bool GPU_fx_do_composite_pass(
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
/* disable bindings */
- GPU_texture_filter_mode(src, false, true);
+ GPU_texture_filter_mode(src, true);
GPU_texture_unbind(src);
- GPU_texture_filter_mode(fx->depth_buffer, true, false);
+ GPU_texture_compare_mode(fx->depth_buffer, true);
+ GPU_texture_filter_mode(fx->depth_buffer, false);
GPU_texture_unbind(fx->depth_buffer);
GPU_framebuffer_texture_detach(fx->dof_half_downsampled_near);
@@ -958,7 +989,7 @@ bool GPU_fx_do_composite_pass(
GPU_texture_bind(fx->dof_half_downsampled_far, numslots++);
GPU_texture_bind(fx->dof_half_downsampled_near, numslots++);
GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, fx->dof_half_downsampled_far);
- GPU_texture_filter_mode(fx->dof_half_downsampled_far, false, false);
+ GPU_texture_filter_mode(fx->dof_half_downsampled_far, false);
/* target is the downsampled coc buffer */
GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_far_blur, 0);
@@ -978,7 +1009,7 @@ bool GPU_fx_do_composite_pass(
GPU_framebuffer_texture_detach(fx->dof_far_blur);
GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, fx->dof_half_downsampled_near);
- GPU_texture_filter_mode(fx->dof_half_downsampled_near, false, false);
+ GPU_texture_filter_mode(fx->dof_half_downsampled_near, false);
selection[0] = 1.0f;
selection[1] = 0.0f;
@@ -1018,14 +1049,15 @@ bool GPU_fx_do_composite_pass(
GPU_texture_bind(fx->dof_near_blur, numslots++);
GPU_shader_uniform_texture(dof_shader_pass3, interface->near_uniform, fx->dof_near_blur);
- GPU_texture_filter_mode(fx->dof_near_blur, false, true);
+ GPU_texture_filter_mode(fx->dof_near_blur, true);
GPU_texture_bind(fx->dof_far_blur, numslots++);
GPU_shader_uniform_texture(dof_shader_pass3, interface->far_uniform, fx->dof_far_blur);
- GPU_texture_filter_mode(fx->dof_far_blur, false, true);
+ GPU_texture_filter_mode(fx->dof_far_blur, true);
GPU_texture_bind(fx->depth_buffer, numslots++);
- GPU_texture_filter_mode(fx->depth_buffer, false, false);
+ GPU_texture_compare_mode(fx->depth_buffer, false);
+ GPU_texture_filter_mode(fx->depth_buffer, false);
GPU_shader_uniform_texture(dof_shader_pass3, interface->depth_uniform, fx->depth_buffer);
GPU_texture_bind(src, numslots++);
@@ -1040,7 +1072,7 @@ bool GPU_fx_do_composite_pass(
GPU_texture_unbind(fx->dof_near_blur);
GPU_texture_unbind(fx->dof_far_blur);
GPU_texture_unbind(src);
- GPU_texture_filter_mode(fx->depth_buffer, true, false);
+ GPU_texture_compare_mode(fx->depth_buffer, true);
GPU_texture_unbind(fx->depth_buffer);
/* may not be attached, in that case this just returns */
@@ -1100,7 +1132,8 @@ bool GPU_fx_do_composite_pass(
GPU_shader_uniform_texture(dof_shader_pass1, interface->color_uniform, src);
GPU_texture_bind(fx->depth_buffer, numslots++);
- GPU_texture_filter_mode(fx->depth_buffer, false, true);
+ GPU_texture_compare_mode(fx->depth_buffer, false);
+ GPU_texture_filter_mode(fx->depth_buffer, true);
GPU_shader_uniform_texture(dof_shader_pass1, interface->depth_uniform, fx->depth_buffer);
/* target is the downsampled coc buffer */
@@ -1111,7 +1144,8 @@ bool GPU_fx_do_composite_pass(
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
/* disable bindings */
GPU_texture_unbind(src);
- GPU_texture_filter_mode(fx->depth_buffer, true, false);
+ GPU_texture_compare_mode(fx->depth_buffer, true);
+ GPU_texture_filter_mode(fx->depth_buffer, false);
GPU_texture_unbind(fx->depth_buffer);
GPU_framebuffer_texture_detach(fx->dof_near_coc_buffer);
@@ -1137,7 +1171,8 @@ bool GPU_fx_do_composite_pass(
GPU_shader_uniform_vector(dof_shader_pass2, interface->viewvecs_uniform, 4, 3, viewvecs[0]);
GPU_texture_bind(fx->depth_buffer, numslots++);
- GPU_texture_filter_mode(fx->depth_buffer, false, true);
+ GPU_texture_compare_mode(fx->depth_buffer, false);
+ GPU_texture_filter_mode(fx->depth_buffer, true);
GPU_shader_uniform_texture(dof_shader_pass2, interface->depth_uniform, fx->depth_buffer);
GPU_texture_bind(fx->dof_near_coc_buffer, numslots++);
@@ -1165,7 +1200,8 @@ bool GPU_fx_do_composite_pass(
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
/* *unbind/detach */
- GPU_texture_filter_mode(fx->depth_buffer, true, false);
+ GPU_texture_compare_mode(fx->depth_buffer, true);
+ GPU_texture_filter_mode(fx->depth_buffer, false);
GPU_texture_unbind(fx->depth_buffer);
GPU_texture_unbind(fx->dof_near_coc_final_buffer);
@@ -1249,7 +1285,8 @@ bool GPU_fx_do_composite_pass(
GPU_shader_uniform_texture(dof_shader_pass5, interface->medium_blurred_uniform, fx->dof_near_coc_buffer);
GPU_texture_bind(fx->depth_buffer, numslots++);
- GPU_texture_filter_mode(fx->depth_buffer, false, true);
+ GPU_texture_compare_mode(fx->depth_buffer, false);
+ GPU_texture_filter_mode(fx->depth_buffer, true);
GPU_shader_uniform_texture(dof_shader_pass5, interface->depth_uniform, fx->depth_buffer);
/* if this is the last pass, prepare for rendering on the frambuffer */
@@ -1260,7 +1297,8 @@ bool GPU_fx_do_composite_pass(
GPU_texture_unbind(fx->dof_near_coc_buffer);
GPU_texture_unbind(fx->dof_near_coc_blurred_buffer);
GPU_texture_unbind(src);
- GPU_texture_filter_mode(fx->depth_buffer, true, false);
+ GPU_texture_compare_mode(fx->depth_buffer, true);
+ GPU_texture_filter_mode(fx->depth_buffer, false);
GPU_texture_unbind(fx->depth_buffer);
/* may not be attached, in that case this just returns */