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Diffstat (limited to 'source/blender/gpu/intern/gpu_draw.c')
-rw-r--r--source/blender/gpu/intern/gpu_draw.c1464
1 files changed, 0 insertions, 1464 deletions
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
deleted file mode 100644
index f07e3ed70d7..00000000000
--- a/source/blender/gpu/intern/gpu_draw.c
+++ /dev/null
@@ -1,1464 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2005 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- *
- * Utility functions for dealing with OpenGL texture & material context,
- * mipmap generation and light objects.
- *
- * These are some obscure rendering functions shared between the game engine (not anymore)
- * and the blender, in this module to avoid duplication
- * and abstract them away from the rest a bit.
- */
-
-#include <string.h>
-
-#include "BLI_blenlib.h"
-#include "BLI_boxpack_2d.h"
-#include "BLI_linklist.h"
-#include "BLI_math.h"
-#include "BLI_threads.h"
-#include "BLI_utildefines.h"
-
-#include "DNA_image_types.h"
-#include "DNA_movieclip_types.h"
-#include "DNA_userdef_types.h"
-
-#include "MEM_guardedalloc.h"
-
-#include "IMB_colormanagement.h"
-#include "IMB_imbuf.h"
-#include "IMB_imbuf_types.h"
-
-#include "BKE_global.h"
-#include "BKE_image.h"
-#include "BKE_main.h"
-#include "BKE_movieclip.h"
-
-#include "GPU_draw.h"
-#include "GPU_extensions.h"
-#include "GPU_glew.h"
-#include "GPU_platform.h"
-#include "GPU_texture.h"
-
-#include "PIL_time.h"
-
-static void gpu_free_image(Image *ima, const bool immediate);
-static void gpu_free_unused_buffers(void);
-
-//* Checking powers of two for images since OpenGL ES requires it */
-#ifdef WITH_DDS
-static bool is_power_of_2_resolution(int w, int h)
-{
- return is_power_of_2_i(w) && is_power_of_2_i(h);
-}
-#endif
-
-static bool is_over_resolution_limit(GLenum textarget, int w, int h)
-{
- int size = (textarget == GL_TEXTURE_CUBE_MAP) ? GPU_max_cube_map_size() : GPU_max_texture_size();
- int reslimit = (U.glreslimit != 0) ? min_ii(U.glreslimit, size) : size;
-
- return (w > reslimit || h > reslimit);
-}
-
-static int smaller_power_of_2_limit(int num)
-{
- int reslimit = (U.glreslimit != 0) ? min_ii(U.glreslimit, GPU_max_texture_size()) :
- GPU_max_texture_size();
- /* take texture clamping into account */
- if (num > reslimit) {
- return reslimit;
- }
-
- return power_of_2_min_i(num);
-}
-
-/* Current OpenGL state caching for GPU_set_tpage */
-
-static struct GPUTextureState {
- /* also controls min/mag filtering */
- bool domipmap;
- /* only use when 'domipmap' is set */
- bool linearmipmap;
- /* store this so that new images created while texture painting won't be set to mipmapped */
- bool texpaint;
-
- float anisotropic;
-} GTS = {1, 0, 0, 1.0f};
-
-/* Mipmap settings */
-
-void GPU_set_mipmap(Main *bmain, bool mipmap)
-{
- if (GTS.domipmap != mipmap) {
- GPU_free_images(bmain);
- GTS.domipmap = mipmap;
- }
-}
-
-void GPU_set_linear_mipmap(bool linear)
-{
- if (GTS.linearmipmap != linear) {
- GTS.linearmipmap = linear;
- }
-}
-
-bool GPU_get_mipmap(void)
-{
- return GTS.domipmap && !GTS.texpaint;
-}
-
-bool GPU_get_linear_mipmap(void)
-{
- return GTS.linearmipmap;
-}
-
-static GLenum gpu_get_mipmap_filter(bool mag)
-{
- /* linearmipmap is off by default *when mipmapping is off,
- * use unfiltered display */
- if (mag) {
- if (GTS.domipmap) {
- return GL_LINEAR;
- }
- else {
- return GL_NEAREST;
- }
- }
- else {
- if (GTS.domipmap) {
- if (GTS.linearmipmap) {
- return GL_LINEAR_MIPMAP_LINEAR;
- }
- else {
- return GL_LINEAR_MIPMAP_NEAREST;
- }
- }
- else {
- return GL_NEAREST;
- }
- }
-}
-
-/* Anisotropic filtering settings */
-void GPU_set_anisotropic(float value)
-{
- if (GTS.anisotropic != value) {
- GPU_samplers_free();
-
- /* Clamp value to the maximum value the graphics card supports */
- const float max = GPU_max_texture_anisotropy();
- if (value > max) {
- value = max;
- }
-
- GTS.anisotropic = value;
-
- GPU_samplers_init();
- }
-}
-
-float GPU_get_anisotropic(void)
-{
- return GTS.anisotropic;
-}
-
-/* Set OpenGL state for an MTFace */
-
-static GPUTexture **gpu_get_image_gputexture(Image *ima, GLenum textarget, const int multiview_eye)
-{
- if (textarget == GL_TEXTURE_2D) {
- return &(ima->gputexture[TEXTARGET_TEXTURE_2D][multiview_eye]);
- }
- else if (textarget == GL_TEXTURE_CUBE_MAP) {
- return &(ima->gputexture[TEXTARGET_TEXTURE_CUBE_MAP][multiview_eye]);
- }
- else if (textarget == GL_TEXTURE_2D_ARRAY) {
- return &(ima->gputexture[TEXTARGET_TEXTURE_2D_ARRAY][multiview_eye]);
- }
- else if (textarget == GL_TEXTURE_1D_ARRAY) {
- return &(ima->gputexture[TEXTARGET_TEXTURE_TILE_MAPPING][multiview_eye]);
- }
-
- return NULL;
-}
-
-static uint gpu_texture_create_tile_mapping(Image *ima, const int multiview_eye)
-{
- GPUTexture *tilearray = ima->gputexture[TEXTARGET_TEXTURE_2D_ARRAY][multiview_eye];
-
- if (tilearray == NULL) {
- return 0;
- }
-
- float array_w = GPU_texture_width(tilearray);
- float array_h = GPU_texture_height(tilearray);
-
- ImageTile *last_tile = ima->tiles.last;
- /* Tiles are sorted by number. */
- int max_tile = last_tile->tile_number - 1001;
-
- /* create image */
- int bindcode;
- glGenTextures(1, (GLuint *)&bindcode);
- glBindTexture(GL_TEXTURE_1D_ARRAY, bindcode);
-
- int width = max_tile + 1;
- float *data = MEM_callocN(width * 8 * sizeof(float), __func__);
- for (int i = 0; i < width; i++) {
- data[4 * i] = -1.0f;
- }
- LISTBASE_FOREACH (ImageTile *, tile, &ima->tiles) {
- int i = tile->tile_number - 1001;
- data[4 * i] = tile->runtime.tilearray_layer;
-
- float *tile_info = &data[4 * width + 4 * i];
- tile_info[0] = tile->runtime.tilearray_offset[0] / array_w;
- tile_info[1] = tile->runtime.tilearray_offset[1] / array_h;
- tile_info[2] = tile->runtime.tilearray_size[0] / array_w;
- tile_info[3] = tile->runtime.tilearray_size[1] / array_h;
- }
-
- glTexImage2D(GL_TEXTURE_1D_ARRAY, 0, GL_RGBA32F, width, 2, 0, GL_RGBA, GL_FLOAT, data);
- MEM_freeN(data);
-
- glTexParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-
- glBindTexture(GL_TEXTURE_1D_ARRAY, 0);
-
- return bindcode;
-}
-
-typedef struct PackTile {
- FixedSizeBoxPack boxpack;
- ImageTile *tile;
- float pack_score;
-} PackTile;
-
-static int compare_packtile(const void *a, const void *b)
-{
- const PackTile *tile_a = a;
- const PackTile *tile_b = b;
-
- return tile_a->pack_score < tile_b->pack_score;
-}
-
-static uint gpu_texture_create_tile_array(Image *ima, ImBuf *main_ibuf)
-{
- int arraywidth = 0, arrayheight = 0;
-
- ListBase boxes = {NULL};
-
- LISTBASE_FOREACH (ImageTile *, tile, &ima->tiles) {
- ImageUser iuser;
- BKE_imageuser_default(&iuser);
- iuser.tile = tile->tile_number;
- ImBuf *ibuf = BKE_image_acquire_ibuf(ima, &iuser, NULL);
-
- if (ibuf) {
- PackTile *packtile = MEM_callocN(sizeof(PackTile), __func__);
- packtile->tile = tile;
- packtile->boxpack.w = ibuf->x;
- packtile->boxpack.h = ibuf->y;
-
- if (is_over_resolution_limit(
- GL_TEXTURE_2D_ARRAY, packtile->boxpack.w, packtile->boxpack.h)) {
- packtile->boxpack.w = smaller_power_of_2_limit(packtile->boxpack.w);
- packtile->boxpack.h = smaller_power_of_2_limit(packtile->boxpack.h);
- }
- arraywidth = max_ii(arraywidth, packtile->boxpack.w);
- arrayheight = max_ii(arrayheight, packtile->boxpack.h);
-
- /* We sort the tiles by decreasing size, with an additional penalty term
- * for high aspect ratios. This improves packing efficiency. */
- float w = packtile->boxpack.w, h = packtile->boxpack.h;
- packtile->pack_score = max_ff(w, h) / min_ff(w, h) * w * h;
-
- BKE_image_release_ibuf(ima, ibuf, NULL);
- BLI_addtail(&boxes, packtile);
- }
- }
-
- BLI_assert(arraywidth > 0 && arrayheight > 0);
-
- BLI_listbase_sort(&boxes, compare_packtile);
- int arraylayers = 0;
- /* Keep adding layers until all tiles are packed. */
- while (boxes.first != NULL) {
- ListBase packed = {NULL};
- BLI_box_pack_2d_fixedarea(&boxes, arraywidth, arrayheight, &packed);
- BLI_assert(packed.first != NULL);
-
- LISTBASE_FOREACH (PackTile *, packtile, &packed) {
- ImageTile *tile = packtile->tile;
- int *tileoffset = tile->runtime.tilearray_offset;
- int *tilesize = tile->runtime.tilearray_size;
-
- tileoffset[0] = packtile->boxpack.x;
- tileoffset[1] = packtile->boxpack.y;
- tilesize[0] = packtile->boxpack.w;
- tilesize[1] = packtile->boxpack.h;
- tile->runtime.tilearray_layer = arraylayers;
- }
-
- BLI_freelistN(&packed);
- arraylayers++;
- }
-
- /* create image */
- int bindcode;
- glGenTextures(1, (GLuint *)&bindcode);
- glBindTexture(GL_TEXTURE_2D_ARRAY, bindcode);
-
- GLenum data_type, internal_format;
- if (main_ibuf->rect_float) {
- data_type = GL_FLOAT;
- internal_format = (!(main_ibuf->flags & IB_halffloat) && (ima->flag & IMA_HIGH_BITDEPTH)) ?
- GL_RGBA32F :
- GL_RGBA16F;
- }
- else {
- data_type = GL_UNSIGNED_BYTE;
- internal_format = GL_RGBA8;
- if (!IMB_colormanagement_space_is_data(main_ibuf->rect_colorspace) &&
- !IMB_colormanagement_space_is_scene_linear(main_ibuf->rect_colorspace)) {
- internal_format = GL_SRGB8_ALPHA8;
- }
- }
-
- glTexImage3D(GL_TEXTURE_2D_ARRAY,
- 0,
- internal_format,
- arraywidth,
- arrayheight,
- arraylayers,
- 0,
- GL_RGBA,
- data_type,
- NULL);
-
- LISTBASE_FOREACH (ImageTile *, tile, &ima->tiles) {
- int tilelayer = tile->runtime.tilearray_layer;
- int *tileoffset = tile->runtime.tilearray_offset;
- int *tilesize = tile->runtime.tilearray_size;
-
- if (tilesize[0] == 0 || tilesize[1] == 0) {
- continue;
- }
-
- ImageUser iuser;
- BKE_imageuser_default(&iuser);
- iuser.tile = tile->tile_number;
- ImBuf *ibuf = BKE_image_acquire_ibuf(ima, &iuser, NULL);
-
- if (ibuf) {
- bool needs_scale = (ibuf->x != tilesize[0] || ibuf->y != tilesize[1]);
-
- ImBuf *scale_ibuf = NULL;
- if (ibuf->rect_float) {
- float *rect_float = ibuf->rect_float;
-
- const bool store_premultiplied = ima->alpha_mode != IMA_ALPHA_STRAIGHT;
- if (ibuf->channels != 4 || !store_premultiplied) {
- rect_float = MEM_mallocN(sizeof(float) * 4 * ibuf->x * ibuf->y, __func__);
- IMB_colormanagement_imbuf_to_float_texture(
- rect_float, 0, 0, ibuf->x, ibuf->y, ibuf, store_premultiplied);
- }
-
- float *pixeldata = rect_float;
- if (needs_scale) {
- scale_ibuf = IMB_allocFromBuffer(NULL, rect_float, ibuf->x, ibuf->y, 4);
- IMB_scaleImBuf(scale_ibuf, tilesize[0], tilesize[1]);
- pixeldata = scale_ibuf->rect_float;
- }
-
- glTexSubImage3D(GL_TEXTURE_2D_ARRAY,
- 0,
- tileoffset[0],
- tileoffset[1],
- tilelayer,
- tilesize[0],
- tilesize[1],
- 1,
- GL_RGBA,
- GL_FLOAT,
- pixeldata);
-
- if (rect_float != ibuf->rect_float) {
- MEM_freeN(rect_float);
- }
- }
- else {
- unsigned int *rect = ibuf->rect;
-
- if (!IMB_colormanagement_space_is_data(ibuf->rect_colorspace)) {
- rect = MEM_mallocN(sizeof(uchar) * 4 * ibuf->x * ibuf->y, __func__);
- IMB_colormanagement_imbuf_to_byte_texture((uchar *)rect,
- 0,
- 0,
- ibuf->x,
- ibuf->y,
- ibuf,
- internal_format == GL_SRGB8_ALPHA8,
- ima->alpha_mode == IMA_ALPHA_PREMUL);
- }
-
- unsigned int *pixeldata = rect;
- if (needs_scale) {
- scale_ibuf = IMB_allocFromBuffer(rect, NULL, ibuf->x, ibuf->y, 4);
- IMB_scaleImBuf(scale_ibuf, tilesize[0], tilesize[1]);
- pixeldata = scale_ibuf->rect;
- }
- glTexSubImage3D(GL_TEXTURE_2D_ARRAY,
- 0,
- tileoffset[0],
- tileoffset[1],
- tilelayer,
- tilesize[0],
- tilesize[1],
- 1,
- GL_RGBA,
- GL_UNSIGNED_BYTE,
- pixeldata);
-
- if (rect != ibuf->rect) {
- MEM_freeN(rect);
- }
- }
- if (scale_ibuf != NULL) {
- IMB_freeImBuf(scale_ibuf);
- }
- }
-
- BKE_image_release_ibuf(ima, ibuf, NULL);
- }
-
- if (GPU_get_mipmap()) {
- glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
- if (ima) {
- ima->gpuflag |= IMA_GPU_MIPMAP_COMPLETE;
- }
- }
-
- glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
-
- return bindcode;
-}
-
-static uint gpu_texture_create_from_ibuf(Image *ima, ImBuf *ibuf, int textarget)
-{
- uint bindcode = 0;
- const bool mipmap = GPU_get_mipmap();
- const bool half_float = (ibuf->flags & IB_halffloat) != 0;
-
-#ifdef WITH_DDS
- if (ibuf->ftype == IMB_FTYPE_DDS) {
- /* DDS is loaded directly in compressed form. */
- GPU_create_gl_tex_compressed(&bindcode, textarget, ima, ibuf);
- return bindcode;
- }
-#endif
-
- /* Regular uncompressed texture. */
- float *rect_float = ibuf->rect_float;
- uchar *rect = (uchar *)ibuf->rect;
- bool compress_as_srgb = false;
-
- if (rect_float == NULL) {
- /* Byte image is in original colorspace from the file. If the file is sRGB
- * scene linear, or non-color data no conversion is needed. Otherwise we
- * compress as scene linear + sRGB transfer function to avoid precision loss
- * in common cases.
- *
- * We must also convert to premultiplied for correct texture interpolation
- * and consistency with float images. */
- if (!IMB_colormanagement_space_is_data(ibuf->rect_colorspace)) {
- compress_as_srgb = !IMB_colormanagement_space_is_scene_linear(ibuf->rect_colorspace);
-
- rect = MEM_mallocN(sizeof(uchar) * 4 * ibuf->x * ibuf->y, __func__);
- if (rect == NULL) {
- return bindcode;
- }
-
- /* Texture storage of images is defined by the alpha mode of the image. The
- * downside of this is that there can be artifacts near alpha edges. However,
- * this allows us to use sRGB texture formats and preserves color values in
- * zero alpha areas, and appears generally closer to what game engines that we
- * want to be compatible with do. */
- const bool store_premultiplied = ima ? (ima->alpha_mode == IMA_ALPHA_PREMUL) : true;
- IMB_colormanagement_imbuf_to_byte_texture(
- rect, 0, 0, ibuf->x, ibuf->y, ibuf, compress_as_srgb, store_premultiplied);
- }
- }
- else {
- /* Float image is already in scene linear colorspace or non-color data by
- * convention, no colorspace conversion needed. But we do require 4 channels
- * currently. */
- const bool store_premultiplied = ima ? (ima->alpha_mode != IMA_ALPHA_STRAIGHT) : false;
-
- if (ibuf->channels != 4 || !store_premultiplied) {
- rect_float = MEM_mallocN(sizeof(float) * 4 * ibuf->x * ibuf->y, __func__);
- if (rect_float == NULL) {
- return bindcode;
- }
- IMB_colormanagement_imbuf_to_float_texture(
- rect_float, 0, 0, ibuf->x, ibuf->y, ibuf, store_premultiplied);
- }
- }
-
- /* Create OpenGL texture. */
- GPU_create_gl_tex(&bindcode,
- (uint *)rect,
- rect_float,
- ibuf->x,
- ibuf->y,
- textarget,
- mipmap,
- half_float,
- compress_as_srgb,
- ima);
-
- /* Free buffers if needed. */
- if (rect && rect != (uchar *)ibuf->rect) {
- MEM_freeN(rect);
- }
- if (rect_float && rect_float != ibuf->rect_float) {
- MEM_freeN(rect_float);
- }
-
- return bindcode;
-}
-
-static GPUTexture **gpu_get_movieclip_gputexture(MovieClip *clip,
- MovieClipUser *cuser,
- GLenum textarget)
-{
- MovieClip_RuntimeGPUTexture *tex;
- for (tex = clip->runtime.gputextures.first; tex; tex = tex->next) {
- if (memcmp(&tex->user, cuser, sizeof(MovieClipUser)) == 0) {
- break;
- }
- }
-
- if (tex == NULL) {
- tex = MEM_mallocN(sizeof(MovieClip_RuntimeGPUTexture), __func__);
-
- for (int i = 0; i < TEXTARGET_COUNT; i++) {
- tex->gputexture[i] = NULL;
- }
-
- memcpy(&tex->user, cuser, sizeof(MovieClipUser));
- BLI_addtail(&clip->runtime.gputextures, tex);
- }
-
- if (textarget == GL_TEXTURE_2D) {
- return &tex->gputexture[TEXTARGET_TEXTURE_2D];
- }
- else if (textarget == GL_TEXTURE_CUBE_MAP) {
- return &tex->gputexture[TEXTARGET_TEXTURE_CUBE_MAP];
- }
-
- return NULL;
-}
-
-static ImBuf *update_do_scale(uchar *rect,
- float *rect_float,
- int *x,
- int *y,
- int *w,
- int *h,
- int limit_w,
- int limit_h,
- int full_w,
- int full_h)
-{
- /* Partial update with scaling. */
- float xratio = limit_w / (float)full_w;
- float yratio = limit_h / (float)full_h;
-
- int part_w = *w, part_h = *h;
-
- /* Find sub coordinates in scaled image. Take ceiling because we will be
- * losing 1 pixel due to rounding errors in x,y. */
- *x *= xratio;
- *y *= yratio;
- *w = (int)ceil(xratio * (*w));
- *h = (int)ceil(yratio * (*h));
-
- /* ...but take back if we are over the limit! */
- if (*x + *w > limit_w) {
- (*w)--;
- }
- if (*y + *h > limit_h) {
- (*h)--;
- }
-
- /* Scale pixels. */
- ImBuf *ibuf = IMB_allocFromBuffer((uint *)rect, rect_float, part_w, part_h, 4);
- IMB_scaleImBuf(ibuf, *w, *h);
-
- return ibuf;
-}
-
-static void gpu_texture_update_scaled_array(uchar *rect,
- float *rect_float,
- int full_w,
- int full_h,
- int x,
- int y,
- int layer,
- const int *tile_offset,
- const int *tile_size,
- int w,
- int h)
-{
- ImBuf *ibuf = update_do_scale(
- rect, rect_float, &x, &y, &w, &h, tile_size[0], tile_size[1], full_w, full_h);
-
- /* Shift to account for tile packing. */
- x += tile_offset[0];
- y += tile_offset[1];
-
- if (ibuf->rect_float) {
- glTexSubImage3D(
- GL_TEXTURE_2D_ARRAY, 0, x, y, layer, w, h, 1, GL_RGBA, GL_FLOAT, ibuf->rect_float);
- }
- else {
- glTexSubImage3D(
- GL_TEXTURE_2D_ARRAY, 0, x, y, layer, w, h, 1, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
- }
-
- IMB_freeImBuf(ibuf);
-}
-
-static void gpu_texture_update_scaled(
- uchar *rect, float *rect_float, int full_w, int full_h, int x, int y, int w, int h)
-{
- /* Partial update with scaling. */
- int limit_w = smaller_power_of_2_limit(full_w);
- int limit_h = smaller_power_of_2_limit(full_h);
-
- ImBuf *ibuf = update_do_scale(
- rect, rect_float, &x, &y, &w, &h, limit_w, limit_h, full_w, full_h);
-
- if (ibuf->rect_float) {
- glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, GL_FLOAT, ibuf->rect_float);
- }
- else {
- glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
- }
-
- IMB_freeImBuf(ibuf);
-}
-
-static void gpu_texture_update_unscaled(uchar *rect,
- float *rect_float,
- int x,
- int y,
- int layer,
- int w,
- int h,
- GLint tex_stride,
- GLint tex_offset)
-{
- /* Partial update without scaling. Stride and offset are used to copy only a
- * subset of a possible larger buffer than what we are updating. */
- GLint row_length;
- glGetIntegerv(GL_UNPACK_ROW_LENGTH, &row_length);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, tex_stride);
-
- if (layer >= 0) {
- if (rect_float == NULL) {
- glTexSubImage3D(GL_TEXTURE_2D_ARRAY,
- 0,
- x,
- y,
- layer,
- w,
- h,
- 1,
- GL_RGBA,
- GL_UNSIGNED_BYTE,
- rect + tex_offset);
- }
- else {
- glTexSubImage3D(GL_TEXTURE_2D_ARRAY,
- 0,
- x,
- y,
- layer,
- w,
- h,
- 1,
- GL_RGBA,
- GL_FLOAT,
- rect_float + tex_offset);
- }
- }
- else {
- if (rect_float == NULL) {
- glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, rect + tex_offset);
- }
- else {
- glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, GL_FLOAT, rect_float + tex_offset);
- }
- }
-
- glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
-}
-
-static void gpu_texture_update_from_ibuf(
- GPUTexture *tex, Image *ima, ImBuf *ibuf, ImageTile *tile, int x, int y, int w, int h)
-{
- /* Partial update of texture for texture painting. This is often much
- * quicker than fully updating the texture for high resolution images. */
- GPU_texture_bind(tex, 0);
-
- bool scaled;
- if (tile != NULL) {
- int *tilesize = tile->runtime.tilearray_size;
- scaled = (ibuf->x != tilesize[0]) || (ibuf->y != tilesize[1]);
- }
- else {
- scaled = is_over_resolution_limit(GL_TEXTURE_2D, ibuf->x, ibuf->y);
- }
-
- if (scaled) {
- /* Extra padding to account for bleed from neighboring pixels. */
- const int padding = 4;
- const int xmax = min_ii(x + w + padding, ibuf->x);
- const int ymax = min_ii(y + h + padding, ibuf->y);
- x = max_ii(x - padding, 0);
- y = max_ii(y - padding, 0);
- w = xmax - x;
- h = ymax - y;
- }
-
- /* Get texture data pointers. */
- float *rect_float = ibuf->rect_float;
- uchar *rect = (uchar *)ibuf->rect;
- GLint tex_stride = ibuf->x;
- GLint tex_offset = ibuf->channels * (y * ibuf->x + x);
-
- if (rect_float == NULL) {
- /* Byte pixels. */
- if (!IMB_colormanagement_space_is_data(ibuf->rect_colorspace)) {
- const bool compress_as_srgb = !IMB_colormanagement_space_is_scene_linear(
- ibuf->rect_colorspace);
-
- rect = MEM_mallocN(sizeof(uchar) * 4 * w * h, __func__);
- if (rect == NULL) {
- return;
- }
-
- tex_stride = w;
- tex_offset = 0;
-
- /* Convert to scene linear with sRGB compression, and premultiplied for
- * correct texture interpolation. */
- const bool store_premultiplied = (ima->alpha_mode == IMA_ALPHA_PREMUL);
- IMB_colormanagement_imbuf_to_byte_texture(
- rect, x, y, w, h, ibuf, compress_as_srgb, store_premultiplied);
- }
- }
- else {
- /* Float pixels. */
- const bool store_premultiplied = (ima->alpha_mode != IMA_ALPHA_STRAIGHT);
-
- if (ibuf->channels != 4 || scaled || !store_premultiplied) {
- rect_float = MEM_mallocN(sizeof(float) * 4 * w * h, __func__);
- if (rect_float == NULL) {
- return;
- }
-
- tex_stride = w;
- tex_offset = 0;
-
- IMB_colormanagement_imbuf_to_float_texture(
- rect_float, x, y, w, h, ibuf, store_premultiplied);
- }
- }
-
- if (scaled) {
- /* Slower update where we first have to scale the input pixels. */
- if (tile != NULL) {
- int *tileoffset = tile->runtime.tilearray_offset;
- int *tilesize = tile->runtime.tilearray_size;
- int tilelayer = tile->runtime.tilearray_layer;
- gpu_texture_update_scaled_array(
- rect, rect_float, ibuf->x, ibuf->y, x, y, tilelayer, tileoffset, tilesize, w, h);
- }
- else {
- gpu_texture_update_scaled(rect, rect_float, ibuf->x, ibuf->y, x, y, w, h);
- }
- }
- else {
- /* Fast update at same resolution. */
- if (tile != NULL) {
- int *tileoffset = tile->runtime.tilearray_offset;
- int tilelayer = tile->runtime.tilearray_layer;
- gpu_texture_update_unscaled(rect,
- rect_float,
- x + tileoffset[0],
- y + tileoffset[1],
- tilelayer,
- w,
- h,
- tex_stride,
- tex_offset);
- }
- else {
- gpu_texture_update_unscaled(rect, rect_float, x, y, -1, w, h, tex_stride, tex_offset);
- }
- }
-
- /* Free buffers if needed. */
- if (rect && rect != (uchar *)ibuf->rect) {
- MEM_freeN(rect);
- }
- if (rect_float && rect_float != ibuf->rect_float) {
- MEM_freeN(rect_float);
- }
-
- if (GPU_get_mipmap()) {
- glGenerateMipmap((tile != NULL) ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D);
- }
- else {
- ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE;
- }
-
- GPU_texture_unbind(tex);
-}
-
-/* Get the GPUTexture for a given `Image`.
- *
- * `iuser` and `ibuf` are mutual exclusive parameters. The caller can pass the `ibuf` when already
- * available. It is also required when requesting the GPUTexture for a render result. */
-GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, ImBuf *ibuf, int textarget)
-{
-#ifndef GPU_STANDALONE
- if (ima == NULL) {
- return NULL;
- }
-
- /* Free any unused GPU textures, since we know we are in a thread with OpenGL
- * context and might as well ensure we have as much space free as possible. */
- gpu_free_unused_buffers();
-
- /* currently, gpu refresh tagging is used by ima sequences */
- if (ima->gpuflag & IMA_GPU_REFRESH) {
- gpu_free_image(ima, true);
- ima->gpuflag &= ~IMA_GPU_REFRESH;
- }
-
- /* Tag as in active use for garbage collector. */
- BKE_image_tag_time(ima);
-
- /* Test if we already have a texture. */
- GPUTexture **tex = gpu_get_image_gputexture(ima, textarget, iuser ? iuser->multiview_eye : 0);
- if (*tex) {
- return *tex;
- }
-
- /* Check if we have a valid image. If not, we return a dummy
- * texture with zero bindcode so we don't keep trying. */
- uint bindcode = 0;
- ImageTile *tile = BKE_image_get_tile(ima, 0);
- if (tile == NULL || tile->ok == 0) {
- *tex = GPU_texture_from_bindcode(textarget, bindcode);
- return *tex;
- }
-
- /* check if we have a valid image buffer */
- ImBuf *ibuf_intern = ibuf;
- if (ibuf_intern == NULL) {
- ibuf_intern = BKE_image_acquire_ibuf(ima, iuser, NULL);
- if (ibuf_intern == NULL) {
- *tex = GPU_texture_from_bindcode(textarget, bindcode);
- return *tex;
- }
- }
-
- if (textarget == GL_TEXTURE_2D_ARRAY) {
- bindcode = gpu_texture_create_tile_array(ima, ibuf_intern);
- }
- else if (textarget == GL_TEXTURE_1D_ARRAY) {
- bindcode = gpu_texture_create_tile_mapping(ima, iuser ? iuser->multiview_eye : 0);
- }
- else {
- bindcode = gpu_texture_create_from_ibuf(ima, ibuf_intern, textarget);
- }
-
- /* if `ibuf` was given, we don't own the `ibuf_intern` */
- if (ibuf == NULL) {
- BKE_image_release_ibuf(ima, ibuf_intern, NULL);
- }
-
- *tex = GPU_texture_from_bindcode(textarget, bindcode);
-
- GPU_texture_orig_size_set(*tex, ibuf_intern->x, ibuf_intern->y);
-
- if (textarget == GL_TEXTURE_1D_ARRAY) {
- /* Special for tile mapping. */
- GPU_texture_mipmap_mode(*tex, false, false);
- }
-
- return *tex;
-#endif
- return NULL;
-}
-
-GPUTexture *GPU_texture_from_movieclip(MovieClip *clip, MovieClipUser *cuser, int textarget)
-{
-#ifndef GPU_STANDALONE
- if (clip == NULL) {
- return NULL;
- }
-
- GPUTexture **tex = gpu_get_movieclip_gputexture(clip, cuser, textarget);
- if (*tex) {
- return *tex;
- }
-
- /* check if we have a valid image buffer */
- uint bindcode = 0;
- ImBuf *ibuf = BKE_movieclip_get_ibuf(clip, cuser);
- if (ibuf == NULL) {
- *tex = GPU_texture_from_bindcode(textarget, bindcode);
- return *tex;
- }
-
- bindcode = gpu_texture_create_from_ibuf(NULL, ibuf, textarget);
- IMB_freeImBuf(ibuf);
-
- *tex = GPU_texture_from_bindcode(textarget, bindcode);
- return *tex;
-#else
- return NULL;
-#endif
-}
-
-void GPU_free_texture_movieclip(struct MovieClip *clip)
-{
- /* number of gpu textures to keep around as cache
- * We don't want to keep too many GPU textures for
- * movie clips around, as they can be large.*/
- const int MOVIECLIP_NUM_GPUTEXTURES = 1;
-
- while (BLI_listbase_count(&clip->runtime.gputextures) > MOVIECLIP_NUM_GPUTEXTURES) {
- MovieClip_RuntimeGPUTexture *tex = BLI_pophead(&clip->runtime.gputextures);
- for (int i = 0; i < TEXTARGET_COUNT; i++) {
- /* free glsl image binding */
- if (tex->gputexture[i]) {
- GPU_texture_free(tex->gputexture[i]);
- tex->gputexture[i] = NULL;
- }
- }
- MEM_freeN(tex);
- }
-}
-
-static void **gpu_gen_cube_map(uint *rect, float *frect, int rectw, int recth)
-{
- size_t block_size = frect ? sizeof(float[4]) : sizeof(uchar[4]);
- void **sides = NULL;
- int h = recth / 2;
- int w = rectw / 3;
-
- if (w != h) {
- return sides;
- }
-
- /* PosX, NegX, PosY, NegY, PosZ, NegZ */
- sides = MEM_mallocN(sizeof(void *) * 6, "");
- for (int i = 0; i < 6; i++) {
- sides[i] = MEM_mallocN(block_size * w * h, "");
- }
-
- /* divide image into six parts */
- /* ______________________
- * | | | |
- * | NegX | NegY | PosX |
- * |______|______|______|
- * | | | |
- * | NegZ | PosZ | PosY |
- * |______|______|______|
- */
- if (frect) {
- float(*frectb)[4] = (float(*)[4])frect;
- float(**fsides)[4] = (float(**)[4])sides;
-
- for (int y = 0; y < h; y++) {
- for (int x = 0; x < w; x++) {
- memcpy(&fsides[0][x * h + y], &frectb[(recth - y - 1) * rectw + 2 * w + x], block_size);
- memcpy(&fsides[1][x * h + y], &frectb[(y + h) * rectw + w - 1 - x], block_size);
- memcpy(
- &fsides[3][y * w + x], &frectb[(recth - y - 1) * rectw + 2 * w - 1 - x], block_size);
- memcpy(&fsides[5][y * w + x], &frectb[(h - y - 1) * rectw + w - 1 - x], block_size);
- }
- memcpy(&fsides[2][y * w], frectb[y * rectw + 2 * w], block_size * w);
- memcpy(&fsides[4][y * w], frectb[y * rectw + w], block_size * w);
- }
- }
- else {
- uint **isides = (uint **)sides;
-
- for (int y = 0; y < h; y++) {
- for (int x = 0; x < w; x++) {
- isides[0][x * h + y] = rect[(recth - y - 1) * rectw + 2 * w + x];
- isides[1][x * h + y] = rect[(y + h) * rectw + w - 1 - x];
- isides[3][y * w + x] = rect[(recth - y - 1) * rectw + 2 * w - 1 - x];
- isides[5][y * w + x] = rect[(h - y - 1) * rectw + w - 1 - x];
- }
- memcpy(&isides[2][y * w], &rect[y * rectw + 2 * w], block_size * w);
- memcpy(&isides[4][y * w], &rect[y * rectw + w], block_size * w);
- }
- }
-
- return sides;
-}
-
-static void gpu_del_cube_map(void **cube_map)
-{
- int i;
- if (cube_map == NULL) {
- return;
- }
- for (i = 0; i < 6; i++) {
- MEM_freeN(cube_map[i]);
- }
- MEM_freeN(cube_map);
-}
-
-/* Image *ima can be NULL */
-void GPU_create_gl_tex(uint *bind,
- uint *rect,
- float *frect,
- int rectw,
- int recth,
- int textarget,
- bool mipmap,
- bool half_float,
- bool use_srgb,
- Image *ima)
-{
- ImBuf *ibuf = NULL;
-
- if (textarget == GL_TEXTURE_2D && is_over_resolution_limit(textarget, rectw, recth)) {
- int tpx = rectw;
- int tpy = recth;
- rectw = smaller_power_of_2_limit(rectw);
- recth = smaller_power_of_2_limit(recth);
-
- if (frect) {
- ibuf = IMB_allocFromBuffer(NULL, frect, tpx, tpy, 4);
- IMB_scaleImBuf(ibuf, rectw, recth);
-
- frect = ibuf->rect_float;
- }
- else {
- ibuf = IMB_allocFromBuffer(rect, NULL, tpx, tpy, 4);
- IMB_scaleImBuf(ibuf, rectw, recth);
-
- rect = ibuf->rect;
- }
- }
-
- /* create image */
- glGenTextures(1, (GLuint *)bind);
- glBindTexture(textarget, *bind);
-
- GLenum float_format = (!half_float && (ima && (ima->flag & IMA_HIGH_BITDEPTH))) ? GL_RGBA32F :
- GL_RGBA16F;
- GLenum internal_format = (frect) ? float_format : (use_srgb) ? GL_SRGB8_ALPHA8 : GL_RGBA8;
-
- if (textarget == GL_TEXTURE_2D) {
- if (frect) {
- glTexImage2D(GL_TEXTURE_2D, 0, internal_format, rectw, recth, 0, GL_RGBA, GL_FLOAT, frect);
- }
- else {
- glTexImage2D(
- GL_TEXTURE_2D, 0, internal_format, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, rect);
- }
-
- if (GPU_get_mipmap() && mipmap) {
- glGenerateMipmap(GL_TEXTURE_2D);
- if (ima) {
- ima->gpuflag |= IMA_GPU_MIPMAP_COMPLETE;
- }
- }
- }
- else if (textarget == GL_TEXTURE_CUBE_MAP) {
- int w = rectw / 3, h = recth / 2;
-
- if (h == w && is_power_of_2_i(h) && !is_over_resolution_limit(textarget, h, w)) {
- void **cube_map = gpu_gen_cube_map(rect, frect, rectw, recth);
- GLenum type = frect ? GL_FLOAT : GL_UNSIGNED_BYTE;
-
- if (cube_map) {
- for (int i = 0; i < 6; i++) {
- glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
- 0,
- internal_format,
- w,
- h,
- 0,
- GL_RGBA,
- type,
- cube_map[i]);
- }
- }
-
- if (GPU_get_mipmap() && mipmap) {
- glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
-
- if (ima) {
- ima->gpuflag |= IMA_GPU_MIPMAP_COMPLETE;
- }
- }
-
- gpu_del_cube_map(cube_map);
- }
- else {
- printf("Incorrect envmap size\n");
- }
- }
-
- glBindTexture(textarget, 0);
-
- if (ibuf) {
- IMB_freeImBuf(ibuf);
- }
-}
-
-/**
- * GPU_upload_dxt_texture() assumes that the texture is already bound and ready to go.
- * This is so the viewport and the BGE can share some code.
- * Returns false if the provided ImBuf doesn't have a supported DXT compression format
- */
-bool GPU_upload_dxt_texture(ImBuf *ibuf, bool use_srgb)
-{
-#ifdef WITH_DDS
- GLint format = 0;
- int blocksize, height, width, i, size, offset = 0;
-
- width = ibuf->x;
- height = ibuf->y;
-
- if (GLEW_EXT_texture_compression_s3tc) {
- if (ibuf->dds_data.fourcc == FOURCC_DXT1) {
- format = (use_srgb) ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT :
- GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
- }
- else if (ibuf->dds_data.fourcc == FOURCC_DXT3) {
- format = (use_srgb) ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT :
- GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
- }
- else if (ibuf->dds_data.fourcc == FOURCC_DXT5) {
- format = (use_srgb) ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT :
- GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
- }
- }
-
- if (format == 0) {
- fprintf(stderr, "Unable to find a suitable DXT compression, falling back to uncompressed\n");
- return false;
- }
-
- if (!is_power_of_2_resolution(width, height)) {
- fprintf(
- stderr,
- "Unable to load non-power-of-two DXT image resolution, falling back to uncompressed\n");
- return false;
- }
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
-
- blocksize = (ibuf->dds_data.fourcc == FOURCC_DXT1) ? 8 : 16;
- for (i = 0; i < ibuf->dds_data.nummipmaps && (width || height); i++) {
- if (width == 0) {
- width = 1;
- }
- if (height == 0) {
- height = 1;
- }
-
- size = ((width + 3) / 4) * ((height + 3) / 4) * blocksize;
-
- glCompressedTexImage2D(
- GL_TEXTURE_2D, i, format, width, height, 0, size, ibuf->dds_data.data + offset);
-
- offset += size;
- width >>= 1;
- height >>= 1;
- }
-
- /* set number of mipmap levels we have, needed in case they don't go down to 1x1 */
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, i - 1);
-
- return true;
-#else
- UNUSED_VARS(ibuf, use_srgb);
- return false;
-#endif
-}
-
-void GPU_create_gl_tex_compressed(unsigned int *bind, int textarget, Image *ima, ImBuf *ibuf)
-{
- /* For DDS we only support data, scene linear and sRGB. Converting to
- * different colorspace would break the compression. */
- const bool use_srgb = !(IMB_colormanagement_space_is_data(ibuf->rect_colorspace) ||
- IMB_colormanagement_space_is_scene_linear(ibuf->rect_colorspace));
- const bool mipmap = GPU_get_mipmap();
- const bool half_float = (ibuf->flags & IB_halffloat) != 0;
-
-#ifndef WITH_DDS
- (void)ibuf;
- /* Fall back to uncompressed if DDS isn't enabled */
- GPU_create_gl_tex(
- bind, ibuf->rect, NULL, ibuf->x, ibuf->y, textarget, mipmap, half_float, use_srgb, ima);
-#else
- glGenTextures(1, (GLuint *)bind);
- glBindTexture(textarget, *bind);
-
- if (textarget == GL_TEXTURE_2D && GPU_upload_dxt_texture(ibuf, use_srgb) == 0) {
- glDeleteTextures(1, (GLuint *)bind);
- GPU_create_gl_tex(
- bind, ibuf->rect, NULL, ibuf->x, ibuf->y, textarget, mipmap, half_float, use_srgb, ima);
- }
-
- glBindTexture(textarget, 0);
-#endif
-}
-
-/* these two functions are called on entering and exiting texture paint mode,
- * temporary disabling/enabling mipmapping on all images for quick texture
- * updates with glTexSubImage2D. images that didn't change don't have to be
- * re-uploaded to OpenGL */
-void GPU_paint_set_mipmap(Main *bmain, bool mipmap)
-{
-#ifndef GPU_STANDALONE
- if (!GTS.domipmap) {
- return;
- }
-
- GTS.texpaint = !mipmap;
-
- if (mipmap) {
- for (Image *ima = bmain->images.first; ima; ima = ima->id.next) {
- if (BKE_image_has_opengl_texture(ima)) {
- if (ima->gpuflag & IMA_GPU_MIPMAP_COMPLETE) {
- for (int eye = 0; eye < 2; eye++) {
- for (int a = 0; a < TEXTARGET_COUNT; a++) {
- if (ELEM(a, TEXTARGET_TEXTURE_2D, TEXTARGET_TEXTURE_2D_ARRAY)) {
- GPUTexture *tex = ima->gputexture[a][eye];
- if (tex != NULL) {
- GPU_texture_bind(tex, 0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
- GPU_texture_unbind(tex);
- }
- }
- }
- }
- }
- else {
- GPU_free_image(ima);
- }
- }
- else {
- ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE;
- }
- }
- }
- else {
- for (Image *ima = bmain->images.first; ima; ima = ima->id.next) {
- if (BKE_image_has_opengl_texture(ima)) {
- for (int eye = 0; eye < 2; eye++) {
- for (int a = 0; a < TEXTARGET_COUNT; a++) {
- if (ELEM(a, TEXTARGET_TEXTURE_2D, TEXTARGET_TEXTURE_2D_ARRAY)) {
- GPUTexture *tex = ima->gputexture[a][eye];
- if (tex != NULL) {
- GPU_texture_bind(tex, 0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
- GPU_texture_unbind(tex);
- }
- }
- }
- }
- }
- else {
- ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE;
- }
- }
- }
-#endif /* GPU_STANDALONE */
-}
-
-void GPU_paint_update_image(Image *ima, ImageUser *iuser, int x, int y, int w, int h)
-{
-#ifndef GPU_STANDALONE
- ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
- ImageTile *tile = BKE_image_get_tile_from_iuser(ima, iuser);
-
- if ((ibuf == NULL) || (w == 0) || (h == 0)) {
- /* Full reload of texture. */
- GPU_free_image(ima);
- }
-
- GPUTexture *tex = ima->gputexture[TEXTARGET_TEXTURE_2D][0];
- /* Check if we need to update the main gputexture. */
- if (tex != NULL && tile == ima->tiles.first) {
- gpu_texture_update_from_ibuf(tex, ima, ibuf, NULL, x, y, w, h);
- }
-
- /* Check if we need to update the array gputexture. */
- tex = ima->gputexture[TEXTARGET_TEXTURE_2D_ARRAY][0];
- if (tex != NULL) {
- gpu_texture_update_from_ibuf(tex, ima, ibuf, tile, x, y, w, h);
- }
-
- BKE_image_release_ibuf(ima, ibuf, NULL);
-#endif
-}
-
-/* Delayed GPU texture free. Image datablocks can be deleted by any thread,
- * but there may not be any active OpenGL context. In that case we push them
- * into a queue and free the buffers later. */
-static LinkNode *gpu_texture_free_queue = NULL;
-static ThreadMutex gpu_texture_queue_mutex = BLI_MUTEX_INITIALIZER;
-
-static void gpu_free_unused_buffers()
-{
- if (gpu_texture_free_queue == NULL) {
- return;
- }
-
- BLI_mutex_lock(&gpu_texture_queue_mutex);
-
- if (gpu_texture_free_queue != NULL) {
- for (LinkNode *node = gpu_texture_free_queue; node; node = node->next) {
- GPUTexture *tex = node->link;
- GPU_texture_free(tex);
- }
-
- BLI_linklist_free(gpu_texture_free_queue, NULL);
- gpu_texture_free_queue = NULL;
- }
-
- BLI_mutex_unlock(&gpu_texture_queue_mutex);
-}
-
-static void gpu_free_image(Image *ima, const bool immediate)
-{
- for (int eye = 0; eye < 2; eye++) {
- for (int i = 0; i < TEXTARGET_COUNT; i++) {
- if (ima->gputexture[i][eye] != NULL) {
- if (immediate) {
- GPU_texture_free(ima->gputexture[i][eye]);
- }
- else {
- BLI_mutex_lock(&gpu_texture_queue_mutex);
- BLI_linklist_prepend(&gpu_texture_free_queue, ima->gputexture[i][eye]);
- BLI_mutex_unlock(&gpu_texture_queue_mutex);
- }
-
- ima->gputexture[i][eye] = NULL;
- }
- }
- }
-
- ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE;
-}
-
-void GPU_free_unused_buffers()
-{
- if (BLI_thread_is_main()) {
- gpu_free_unused_buffers();
- }
-}
-
-void GPU_free_image(Image *ima)
-{
- gpu_free_image(ima, BLI_thread_is_main());
-}
-
-void GPU_free_images(Main *bmain)
-{
- if (bmain) {
- for (Image *ima = bmain->images.first; ima; ima = ima->id.next) {
- GPU_free_image(ima);
- }
- }
-}
-
-/* same as above but only free animated images */
-void GPU_free_images_anim(Main *bmain)
-{
- if (bmain) {
- for (Image *ima = bmain->images.first; ima; ima = ima->id.next) {
- if (BKE_image_is_animated(ima)) {
- GPU_free_image(ima);
- }
- }
- }
-}
-
-void GPU_free_images_old(Main *bmain)
-{
- static int lasttime = 0;
- int ctime = (int)PIL_check_seconds_timer();
-
- /*
- * Run garbage collector once for every collecting period of time
- * if textimeout is 0, that's the option to NOT run the collector
- */
- if (U.textimeout == 0 || ctime % U.texcollectrate || ctime == lasttime) {
- return;
- }
-
- /* of course not! */
- if (G.is_rendering) {
- return;
- }
-
- lasttime = ctime;
-
- Image *ima = bmain->images.first;
- while (ima) {
- if ((ima->flag & IMA_NOCOLLECT) == 0 && ctime - ima->lastused > U.textimeout) {
- /* If it's in GL memory, deallocate and set time tag to current time
- * This gives textures a "second chance" to be used before dying. */
- if (BKE_image_has_opengl_texture(ima)) {
- GPU_free_image(ima);
- ima->lastused = ctime;
- }
- /* Otherwise, just kill the buffers */
- else {
- BKE_image_free_buffers(ima);
- }
- }
- ima = ima->id.next;
- }
-}