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Diffstat (limited to 'source/blender/gpu/intern/gpu_texture.c')
-rw-r--r--source/blender/gpu/intern/gpu_texture.c1486
1 files changed, 1104 insertions, 382 deletions
diff --git a/source/blender/gpu/intern/gpu_texture.c b/source/blender/gpu/intern/gpu_texture.c
index c201254ffae..4641bde74b9 100644
--- a/source/blender/gpu/intern/gpu_texture.c
+++ b/source/blender/gpu/intern/gpu_texture.c
@@ -32,380 +32,791 @@
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BLI_math_base.h"
+#include "BLI_listbase.h"
+#include "BLI_threads.h"
#include "BKE_global.h"
+#include "GPU_batch.h"
+#include "GPU_context.h"
#include "GPU_debug.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
-#include "GPU_framebuffer.h"
#include "GPU_glew.h"
+#include "GPU_framebuffer.h"
#include "GPU_texture.h"
+#include "gpu_context_private.h"
+
static struct GPUTextureGlobal {
GPUTexture *invalid_tex_1D; /* texture used in place of invalid textures (not loaded correctly, missing) */
GPUTexture *invalid_tex_2D;
GPUTexture *invalid_tex_3D;
} GG = {NULL, NULL, NULL};
-/* GPUTexture */
+/* Maximum number of FBOs a texture can be attached to. */
+#define GPU_TEX_MAX_FBO_ATTACHED 10
+typedef enum GPUTextureFormatFlag {
+ GPU_FORMAT_DEPTH = (1 << 0),
+ GPU_FORMAT_STENCIL = (1 << 1),
+ GPU_FORMAT_INTEGER = (1 << 2),
+ GPU_FORMAT_FLOAT = (1 << 3),
+
+ GPU_FORMAT_1D = (1 << 10),
+ GPU_FORMAT_2D = (1 << 11),
+ GPU_FORMAT_3D = (1 << 12),
+ GPU_FORMAT_CUBE = (1 << 13),
+ GPU_FORMAT_ARRAY = (1 << 14),
+} GPUTextureFormatFlag;
+
+/* GPUTexture */
struct GPUTexture {
- int w, h; /* width/height */
+ int w, h, d; /* width/height/depth */
int number; /* number for multitexture binding */
int refcount; /* reference count */
GLenum target; /* GL_TEXTURE_* */
GLenum target_base; /* same as target, (but no multisample)
* use it for unbinding */
GLuint bindcode; /* opengl identifier for texture */
- int fromblender; /* we got the texture from Blender */
- GPUFrameBuffer *fb; /* GPUFramebuffer this texture is attached to */
- int fb_attachment; /* slot the texture is attached to */
- int depth; /* is a depth texture? if 3D how deep? */
-};
+ GPUTextureFormat format;
+ GPUTextureFormatFlag format_flag;
-static unsigned char *GPU_texture_convert_pixels(int length, const float *fpixels)
-{
- unsigned char *pixels, *p;
- const float *fp = fpixels;
- const int len = 4 * length;
+ uint bytesize; /* number of byte for one pixel */
+ int components; /* number of color/alpha channels */
+ int samples; /* number of samples for multisamples textures. 0 if not multisample target */
- p = pixels = MEM_callocN(sizeof(unsigned char) * len, "GPUTexturePixels");
+ int fb_attachment[GPU_TEX_MAX_FBO_ATTACHED];
+ GPUFrameBuffer *fb[GPU_TEX_MAX_FBO_ATTACHED];
+};
- for (int a = 0; a < len; a++, p++, fp++)
- *p = unit_float_to_uchar_clamp((*fp));
+/* ------ Memory Management ------- */
+/* Records every texture allocation / free
+ * to estimate the Texture Pool Memory consumption */
+static uint memory_usage;
- return pixels;
+static uint gpu_texture_memory_footprint_compute(GPUTexture *tex)
+{
+ int samp = max_ii(tex->samples, 1);
+ switch (tex->target) {
+ case GL_TEXTURE_1D:
+ return tex->bytesize * tex->w * samp;
+ case GL_TEXTURE_1D_ARRAY:
+ case GL_TEXTURE_2D:
+ return tex->bytesize * tex->w * tex->h * samp;
+ case GL_TEXTURE_2D_ARRAY:
+ case GL_TEXTURE_3D:
+ return tex->bytesize * tex->w * tex->h * tex->d * samp;
+ case GL_TEXTURE_CUBE_MAP:
+ return tex->bytesize * 6 * tex->w * tex->h * samp;
+ case GL_TEXTURE_CUBE_MAP_ARRAY:
+ return tex->bytesize * 6 * tex->w * tex->h * tex->d * samp;
+ default:
+ return 0;
+ }
}
-static void gpu_glTexSubImageEmpty(GLenum target, GLenum format, int x, int y, int w, int h)
+static void gpu_texture_memory_footprint_add(GPUTexture *tex)
{
- void *pixels = MEM_callocN(sizeof(char) * 4 * w * h, "GPUTextureEmptyPixels");
-
- if (target == GL_TEXTURE_1D)
- glTexSubImage1D(target, 0, x, w, format, GL_UNSIGNED_BYTE, pixels);
- else
- glTexSubImage2D(target, 0, x, y, w, h, format, GL_UNSIGNED_BYTE, pixels);
+ memory_usage += gpu_texture_memory_footprint_compute(tex);
+}
- MEM_freeN(pixels);
+static void gpu_texture_memory_footprint_remove(GPUTexture *tex)
+{
+ memory_usage -= gpu_texture_memory_footprint_compute(tex);
}
-static GPUTexture *GPU_texture_create_nD(
- int w, int h, int n, const float *fpixels, int depth,
- GPUHDRType hdr_type, int components, int samples,
- char err_out[256])
+uint GPU_texture_memory_usage_get(void)
{
- GLenum type, format, internalformat;
- void *pixels = NULL;
+ return memory_usage;
+}
- if (samples) {
- CLAMP_MAX(samples, GPU_max_color_texture_samples());
- }
+/* -------------------------------- */
- GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
- tex->w = w;
- tex->h = h;
- tex->number = -1;
- tex->refcount = 1;
- tex->target = (n == 1) ? GL_TEXTURE_1D : (samples ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D);
- tex->target_base = (n == 1) ? GL_TEXTURE_1D : GL_TEXTURE_2D;
- tex->depth = depth;
- tex->fb_attachment = -1;
-
- glGenTextures(1, &tex->bindcode);
+static int gpu_get_component_count(GPUTextureFormat format)
+{
+ switch (format) {
+ case GPU_RGBA8:
+ case GPU_RGBA8UI:
+ case GPU_RGBA16F:
+ case GPU_RGBA16:
+ case GPU_RGBA32F:
+ return 4;
+ case GPU_RGB16F:
+ case GPU_R11F_G11F_B10F:
+ return 3;
+ case GPU_RG8:
+ case GPU_RG16:
+ case GPU_RG16F:
+ case GPU_RG16I:
+ case GPU_RG16UI:
+ case GPU_RG32F:
+ return 2;
+ default:
+ return 1;
+ }
+}
- if (!tex->bindcode) {
- if (err_out) {
- BLI_snprintf(err_out, 256, "GPUTexture: texture create failed: %d",
- (int)glGetError());
+/* Definitely not complete, edit according to the gl specification. */
+static void gpu_validate_data_format(GPUTextureFormat tex_format, GPUDataFormat data_format)
+{
+ (void)data_format;
+
+ if (ELEM(tex_format,
+ GPU_DEPTH_COMPONENT24,
+ GPU_DEPTH_COMPONENT16,
+ GPU_DEPTH_COMPONENT32F))
+ {
+ BLI_assert(data_format == GPU_DATA_FLOAT);
+ }
+ else if (ELEM(tex_format,
+ GPU_DEPTH24_STENCIL8,
+ GPU_DEPTH32F_STENCIL8))
+ {
+ BLI_assert(data_format == GPU_DATA_UNSIGNED_INT_24_8);
+ }
+ else {
+ /* Integer formats */
+ if (ELEM(tex_format, GPU_RG16I, GPU_R16I, GPU_RG16UI, GPU_R16UI, GPU_R32UI)) {
+ if (ELEM(tex_format, GPU_R16UI, GPU_RG16UI, GPU_R32UI)) {
+ BLI_assert(data_format == GPU_DATA_UNSIGNED_INT);
+ }
+ else {
+ BLI_assert(data_format == GPU_DATA_INT);
+ }
}
+ /* Byte formats */
+ else if (ELEM(tex_format, GPU_R8, GPU_RG8, GPU_RGBA8, GPU_RGBA8UI)) {
+ BLI_assert(ELEM(data_format, GPU_DATA_UNSIGNED_BYTE, GPU_DATA_FLOAT));
+ }
+ /* Special case */
+ else if (ELEM(tex_format, GPU_R11F_G11F_B10F)) {
+ BLI_assert(ELEM(data_format, GPU_DATA_10_11_11_REV, GPU_DATA_FLOAT));
+ }
+ /* Float formats */
else {
- fprintf(stderr, "GPUTexture: texture create failed: %d\n",
- (int)glGetError());
+ BLI_assert(ELEM(data_format, GPU_DATA_FLOAT));
}
- GPU_texture_free(tex);
- return NULL;
}
+}
- if (!GPU_full_non_power_of_two_support()) {
- tex->w = power_of_2_max_i(tex->w);
- tex->h = power_of_2_max_i(tex->h);
+static GPUDataFormat gpu_get_data_format_from_tex_format(GPUTextureFormat tex_format)
+{
+ if (ELEM(tex_format,
+ GPU_DEPTH_COMPONENT24,
+ GPU_DEPTH_COMPONENT16,
+ GPU_DEPTH_COMPONENT32F))
+ {
+ return GPU_DATA_FLOAT;
}
-
- tex->number = 0;
- glBindTexture(tex->target, tex->bindcode);
-
- if (depth) {
- type = GL_UNSIGNED_BYTE;
- format = GL_DEPTH_COMPONENT;
- internalformat = GL_DEPTH_COMPONENT;
+ else if (ELEM(tex_format,
+ GPU_DEPTH24_STENCIL8,
+ GPU_DEPTH32F_STENCIL8))
+ {
+ return GPU_DATA_UNSIGNED_INT_24_8;
}
else {
- type = GL_FLOAT;
-
- if (components == 4) {
- format = GL_RGBA;
- switch (hdr_type) {
- case GPU_HDR_NONE:
- internalformat = GL_RGBA8;
- break;
- /* the following formats rely on ARB_texture_float or OpenGL 3.0 */
- case GPU_HDR_HALF_FLOAT:
- internalformat = GL_RGBA16F_ARB;
- break;
- case GPU_HDR_FULL_FLOAT:
- internalformat = GL_RGBA32F_ARB;
- break;
- default:
- break;
+ /* Integer formats */
+ if (ELEM(tex_format, GPU_RG16I, GPU_R16I, GPU_RG16UI, GPU_R16UI, GPU_R32UI)) {
+ if (ELEM(tex_format, GPU_R16UI, GPU_RG16UI, GPU_R32UI)) {
+ return GPU_DATA_UNSIGNED_INT;
}
- }
- else if (components == 2) {
- /* these formats rely on ARB_texture_rg or OpenGL 3.0 */
- format = GL_RG;
- switch (hdr_type) {
- case GPU_HDR_NONE:
- internalformat = GL_RG8;
- break;
- case GPU_HDR_HALF_FLOAT:
- internalformat = GL_RG16F;
- break;
- case GPU_HDR_FULL_FLOAT:
- internalformat = GL_RG32F;
- break;
- default:
- break;
+ else {
+ return GPU_DATA_INT;
}
}
-
- if (fpixels && hdr_type == GPU_HDR_NONE) {
- type = GL_UNSIGNED_BYTE;
- pixels = GPU_texture_convert_pixels(w * h, fpixels);
+ /* Byte formats */
+ else if (ELEM(tex_format, GPU_R8)) {
+ return GPU_DATA_UNSIGNED_BYTE;
+ }
+ /* Special case */
+ else if (ELEM(tex_format, GPU_R11F_G11F_B10F)) {
+ return GPU_DATA_10_11_11_REV;
+ }
+ else {
+ return GPU_DATA_FLOAT;
}
}
+}
- if (tex->target == GL_TEXTURE_1D) {
- glTexImage1D(tex->target, 0, internalformat, tex->w, 0, format, type, NULL);
-
- if (fpixels) {
- glTexSubImage1D(tex->target, 0, 0, w, format, type,
- pixels ? pixels : fpixels);
-
- if (tex->w > w) {
- gpu_glTexSubImageEmpty(tex->target, format, w, 0, tex->w - w, 1);
- }
- }
+/* Definitely not complete, edit according to the gl specification. */
+static GLenum gpu_get_gl_dataformat(GPUTextureFormat data_type, GPUTextureFormatFlag *format_flag)
+{
+ if (ELEM(data_type,
+ GPU_DEPTH_COMPONENT24,
+ GPU_DEPTH_COMPONENT16,
+ GPU_DEPTH_COMPONENT32F))
+ {
+ *format_flag |= GPU_FORMAT_DEPTH;
+ return GL_DEPTH_COMPONENT;
+ }
+ else if (ELEM(data_type,
+ GPU_DEPTH24_STENCIL8,
+ GPU_DEPTH32F_STENCIL8))
+ {
+ *format_flag |= GPU_FORMAT_DEPTH | GPU_FORMAT_STENCIL;
+ return GL_DEPTH_STENCIL;
}
else {
- if (samples) {
- glTexImage2DMultisample(tex->target, samples, internalformat, tex->w, tex->h, true);
+ /* Integer formats */
+ if (ELEM(data_type, GPU_RG16I, GPU_R16I, GPU_RG16UI, GPU_R16UI, GPU_R32UI)) {
+ *format_flag |= GPU_FORMAT_INTEGER;
+
+ switch (gpu_get_component_count(data_type)) {
+ case 1: return GL_RED_INTEGER; break;
+ case 2: return GL_RG_INTEGER; break;
+ case 3: return GL_RGB_INTEGER; break;
+ case 4: return GL_RGBA_INTEGER; break;
+ }
}
- else {
- glTexImage2D(tex->target, 0, internalformat, tex->w, tex->h, 0,
- format, type, NULL);
+ else if (ELEM(data_type, GPU_R8)) {
+ *format_flag |= GPU_FORMAT_FLOAT;
+ return GL_RED;
}
+ else {
+ *format_flag |= GPU_FORMAT_FLOAT;
- if (fpixels) {
- glTexSubImage2D(tex->target, 0, 0, 0, w, h,
- format, type, pixels ? pixels : fpixels);
-
- if (tex->w > w) {
- gpu_glTexSubImageEmpty(tex->target, format, w, 0, tex->w - w, tex->h);
- }
- if (tex->h > h) {
- gpu_glTexSubImageEmpty(tex->target, format, 0, h, w, tex->h - h);
+ switch (gpu_get_component_count(data_type)) {
+ case 1: return GL_RED; break;
+ case 2: return GL_RG; break;
+ case 3: return GL_RGB; break;
+ case 4: return GL_RGBA; break;
}
}
}
- if (pixels)
- MEM_freeN(pixels);
+ BLI_assert(0);
+ *format_flag |= GPU_FORMAT_FLOAT;
+ return GL_RGBA;
+}
- if (depth) {
- glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
- glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
- glTexParameteri(tex->target_base, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
+static uint gpu_get_bytesize(GPUTextureFormat data_type)
+{
+ switch (data_type) {
+ case GPU_RGBA32F:
+ return 32;
+ case GPU_RG32F:
+ case GPU_RGBA16F:
+ case GPU_RGBA16:
+ return 16;
+ case GPU_RGB16F:
+ return 12;
+ case GPU_DEPTH32F_STENCIL8:
+ return 8;
+ case GPU_RG16F:
+ case GPU_RG16I:
+ case GPU_RG16UI:
+ case GPU_RG16:
+ case GPU_DEPTH24_STENCIL8:
+ case GPU_DEPTH_COMPONENT32F:
+ case GPU_RGBA8UI:
+ case GPU_RGBA8:
+ case GPU_R11F_G11F_B10F:
+ case GPU_R32F:
+ case GPU_R32UI:
+ case GPU_R32I:
+ return 4;
+ case GPU_DEPTH_COMPONENT24:
+ return 3;
+ case GPU_DEPTH_COMPONENT16:
+ case GPU_R16F:
+ case GPU_R16UI:
+ case GPU_R16I:
+ case GPU_RG8:
+ return 2;
+ case GPU_R8:
+ return 1;
+ default:
+ BLI_assert(!"Texture format incorrect or unsupported\n");
+ return 0;
}
- else {
- glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+}
+
+static GLenum gpu_get_gl_internalformat(GPUTextureFormat format)
+{
+ /* You can add any of the available type to this list
+ * For available types see GPU_texture.h */
+ switch (format) {
+ /* Formats texture & renderbuffer */
+ case GPU_RGBA32F: return GL_RGBA32F;
+ case GPU_RGBA16F: return GL_RGBA16F;
+ case GPU_RGBA16: return GL_RGBA16;
+ case GPU_RG32F: return GL_RG32F;
+ case GPU_RGB16F: return GL_RGB16F;
+ case GPU_RG16F: return GL_RG16F;
+ case GPU_RG16I: return GL_RG16I;
+ case GPU_RG16: return GL_RG16;
+ case GPU_RGBA8: return GL_RGBA8;
+ case GPU_RGBA8UI: return GL_RGBA8UI;
+ case GPU_R32F: return GL_R32F;
+ case GPU_R32UI: return GL_R32UI;
+ case GPU_R32I: return GL_R32I;
+ case GPU_R16F: return GL_R16F;
+ case GPU_R16I: return GL_R16I;
+ case GPU_R16UI: return GL_R16UI;
+ case GPU_RG8: return GL_RG8;
+ case GPU_RG16UI: return GL_RG16UI;
+ case GPU_R8: return GL_R8;
+ /* Special formats texture & renderbuffer */
+ case GPU_R11F_G11F_B10F: return GL_R11F_G11F_B10F;
+ case GPU_DEPTH24_STENCIL8: return GL_DEPTH24_STENCIL8;
+ case GPU_DEPTH32F_STENCIL8: return GL_DEPTH32F_STENCIL8;
+ /* Texture only format */
+ /* ** Add Format here **/
+ /* Special formats texture only */
+ /* ** Add Format here **/
+ /* Depth Formats */
+ case GPU_DEPTH_COMPONENT32F: return GL_DEPTH_COMPONENT32F;
+ case GPU_DEPTH_COMPONENT24: return GL_DEPTH_COMPONENT24;
+ case GPU_DEPTH_COMPONENT16: return GL_DEPTH_COMPONENT16;
+ default:
+ BLI_assert(!"Texture format incorrect or unsupported\n");
+ return 0;
}
+}
- if (tex->target_base != GL_TEXTURE_1D) {
- glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+static GLenum gpu_get_gl_datatype(GPUDataFormat format)
+{
+ switch (format) {
+ case GPU_DATA_FLOAT:
+ return GL_FLOAT;
+ case GPU_DATA_INT:
+ return GL_INT;
+ case GPU_DATA_UNSIGNED_INT:
+ return GL_UNSIGNED_INT;
+ case GPU_DATA_UNSIGNED_BYTE:
+ return GL_UNSIGNED_BYTE;
+ case GPU_DATA_UNSIGNED_INT_24_8:
+ return GL_UNSIGNED_INT_24_8;
+ case GPU_DATA_10_11_11_REV:
+ return GL_UNSIGNED_INT_10F_11F_11F_REV;
+ default:
+ BLI_assert(!"Unhandled data format");
+ return GL_FLOAT;
}
- else
- glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+}
- return tex;
+static float *GPU_texture_3D_rescale(GPUTexture *tex, int w, int h, int d, int channels, const float *fpixels)
+{
+ const uint xf = w / tex->w, yf = h / tex->h, zf = d / tex->d;
+ float *nfpixels = MEM_mallocN(channels * sizeof(float) * tex->w * tex->h * tex->d, "GPUTexture Rescaled 3Dtex");
+
+ if (nfpixels) {
+ GPU_print_error_debug("You need to scale a 3D texture, feel the pain!");
+
+ for (uint k = 0; k < tex->d; k++) {
+ for (uint j = 0; j < tex->h; j++) {
+ for (uint i = 0; i < tex->w; i++) {
+ /* obviously doing nearest filtering here,
+ * it's going to be slow in any case, let's not make it worse */
+ float xb = i * xf;
+ float yb = j * yf;
+ float zb = k * zf;
+ uint offset = k * (tex->w * tex->h) + i * tex->h + j;
+ uint offset_orig = (zb) * (w * h) + (xb) * h + (yb);
+
+ if (channels == 4) {
+ nfpixels[offset * 4] = fpixels[offset_orig * 4];
+ nfpixels[offset * 4 + 1] = fpixels[offset_orig * 4 + 1];
+ nfpixels[offset * 4 + 2] = fpixels[offset_orig * 4 + 2];
+ nfpixels[offset * 4 + 3] = fpixels[offset_orig * 4 + 3];
+ }
+ else
+ nfpixels[offset] = fpixels[offset_orig];
+ }
+ }
+ }
+ }
+
+ return nfpixels;
}
+/* This tries to allocate video memory for a given texture
+ * If alloc fails, lower the resolution until it fits. */
+static bool gpu_texture_try_alloc(
+ GPUTexture *tex, GLenum proxy, GLenum internalformat, GLenum data_format, GLenum data_type,
+ int channels, bool try_rescale, const float *fpixels, float **rescaled_fpixels)
+{
+ int r_width;
-GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, const float *fpixels)
+ switch (proxy) {
+ case GL_PROXY_TEXTURE_1D:
+ glTexImage1D(proxy, 0, internalformat, tex->w, 0, data_format, data_type, NULL);
+ break;
+ case GL_PROXY_TEXTURE_1D_ARRAY:
+ case GL_PROXY_TEXTURE_2D:
+ glTexImage2D(proxy, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, NULL);
+ break;
+ case GL_PROXY_TEXTURE_2D_ARRAY:
+ /* HACK: Some driver wrongly check GL_PROXY_TEXTURE_2D_ARRAY as a GL_PROXY_TEXTURE_3D
+ * checking all dimensions against GPU_max_texture_layers (see T55888). */
+ return (tex->w > 0) && (tex->w <= GPU_max_texture_size()) &&
+ (tex->h > 0) && (tex->h <= GPU_max_texture_size()) &&
+ (tex->d > 0) && (tex->d <= GPU_max_texture_layers());
+ case GL_PROXY_TEXTURE_3D:
+ glTexImage3D(proxy, 0, internalformat, tex->w, tex->h, tex->d, 0, data_format, data_type, NULL);
+ break;
+ }
+
+ glGetTexLevelParameteriv(proxy, 0, GL_TEXTURE_WIDTH, &r_width);
+
+ if (r_width == 0 && try_rescale) {
+ const int w = tex->w, h = tex->h, d = tex->d;
+
+ /* Find largest texture possible */
+ while (r_width == 0) {
+ tex->w /= 2;
+ tex->h /= 2;
+ tex->d /= 2;
+
+ /* really unlikely to happen but keep this just in case */
+ if (tex->w == 0) break;
+ if (tex->h == 0 && proxy != GL_PROXY_TEXTURE_1D) break;
+ if (tex->d == 0 && proxy == GL_PROXY_TEXTURE_3D) break;
+
+ if (proxy == GL_PROXY_TEXTURE_1D)
+ glTexImage1D(proxy, 0, internalformat, tex->w, 0, data_format, data_type, NULL);
+ else if (proxy == GL_PROXY_TEXTURE_2D)
+ glTexImage2D(proxy, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, NULL);
+ else if (proxy == GL_PROXY_TEXTURE_3D)
+ glTexImage3D(proxy, 0, internalformat, tex->w, tex->h, tex->d, 0, data_format, data_type, NULL);
+
+ glGetTexLevelParameteriv(GL_PROXY_TEXTURE_3D, 0, GL_TEXTURE_WIDTH, &r_width);
+ }
+
+ /* Rescale */
+ if (r_width > 0) {
+ switch (proxy) {
+ case GL_PROXY_TEXTURE_1D:
+ case GL_PROXY_TEXTURE_2D:
+ /* Do nothing for now */
+ return false;
+ case GL_PROXY_TEXTURE_3D:
+ BLI_assert(data_type == GL_FLOAT);
+ *rescaled_fpixels = GPU_texture_3D_rescale(tex, w, h, d, channels, fpixels);
+ return (bool)*rescaled_fpixels;
+ }
+ }
+ }
+
+ return (r_width > 0);
+}
+
+GPUTexture *GPU_texture_create_nD(
+ int w, int h, int d, int n, const void *pixels,
+ GPUTextureFormat tex_format, GPUDataFormat gpu_data_format, int samples,
+ const bool can_rescale, char err_out[256])
{
- GLenum type, format, internalformat;
- void *pixels = NULL;
+ if (samples) {
+ CLAMP_MAX(samples, GPU_max_color_texture_samples());
+ }
+
+ if ((tex_format == GPU_DEPTH24_STENCIL8) && GPU_depth_blitting_workaround()) {
+ /* MacOS + Radeon Pro fails to blit depth on GPU_DEPTH24_STENCIL8
+ * but works on GPU_DEPTH32F_STENCIL8. */
+ tex_format = GPU_DEPTH32F_STENCIL8;
+ }
GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->w = w;
tex->h = h;
- tex->depth = depth;
+ tex->d = d;
+ tex->samples = samples;
tex->number = -1;
tex->refcount = 1;
- tex->target = GL_TEXTURE_3D;
- tex->target_base = GL_TEXTURE_3D;
+ tex->format = tex_format;
+ tex->components = gpu_get_component_count(tex_format);
+ tex->bytesize = gpu_get_bytesize(tex_format);
+ tex->format_flag = 0;
+
+ if (n == 2) {
+ if (d == 0)
+ tex->target_base = tex->target = GL_TEXTURE_2D;
+ else
+ tex->target_base = tex->target = GL_TEXTURE_2D_ARRAY;
+ }
+ else if (n == 1) {
+ if (h == 0)
+ tex->target_base = tex->target = GL_TEXTURE_1D;
+ else
+ tex->target_base = tex->target = GL_TEXTURE_1D_ARRAY;
+ }
+ else if (n == 3) {
+ tex->target_base = tex->target = GL_TEXTURE_3D;
+ }
+ else {
+ /* should never happen */
+ MEM_freeN(tex);
+ return NULL;
+ }
+
+ gpu_validate_data_format(tex_format, gpu_data_format);
+
+ if (samples && n == 2 && d == 0)
+ tex->target = GL_TEXTURE_2D_MULTISAMPLE;
- glGenTextures(1, &tex->bindcode);
+ GLenum internalformat = gpu_get_gl_internalformat(tex_format);
+ GLenum data_format = gpu_get_gl_dataformat(tex_format, &tex->format_flag);
+ GLenum data_type = gpu_get_gl_datatype(gpu_data_format);
+
+ gpu_texture_memory_footprint_add(tex);
+
+ /* Generate Texture object */
+ tex->bindcode = GPU_tex_alloc();
if (!tex->bindcode) {
- fprintf(stderr, "GPUTexture: texture create failed: %d\n",
- (int)glGetError());
+ if (err_out)
+ BLI_snprintf(err_out, 256, "GPUTexture: texture create failed\n");
+ else
+ fprintf(stderr, "GPUTexture: texture create failed\n");
GPU_texture_free(tex);
return NULL;
}
- tex->number = 0;
glBindTexture(tex->target, tex->bindcode);
- GPU_ASSERT_NO_GL_ERRORS("3D glBindTexture");
+ /* Check if texture fit in VRAM */
+ GLenum proxy = GL_PROXY_TEXTURE_2D;
+
+ if (n == 2) {
+ if (d > 0)
+ proxy = GL_PROXY_TEXTURE_2D_ARRAY;
+ }
+ else if (n == 1) {
+ if (h == 0)
+ proxy = GL_PROXY_TEXTURE_1D;
+ else
+ proxy = GL_PROXY_TEXTURE_1D_ARRAY;
+ }
+ else if (n == 3) {
+ proxy = GL_PROXY_TEXTURE_3D;
+ }
+
+ float *rescaled_pixels = NULL;
+ bool valid = gpu_texture_try_alloc(tex, proxy, internalformat, data_format, data_type, tex->components, can_rescale,
+ pixels, &rescaled_pixels);
+ if (!valid) {
+ if (err_out)
+ BLI_snprintf(err_out, 256, "GPUTexture: texture alloc failed");
+ else
+ fprintf(stderr, "GPUTexture: texture alloc failed. Not enough Video Memory.");
+ GPU_texture_free(tex);
+ return NULL;
+ }
- type = GL_FLOAT;
- if (channels == 4) {
- format = GL_RGBA;
- internalformat = GL_RGBA8;
+ /* Upload Texture */
+ const float *pix = (rescaled_pixels) ? rescaled_pixels : pixels;
+
+ if (tex->target == GL_TEXTURE_2D ||
+ tex->target == GL_TEXTURE_2D_MULTISAMPLE ||
+ tex->target == GL_TEXTURE_1D_ARRAY)
+ {
+ if (samples) {
+ glTexImage2DMultisample(tex->target, samples, internalformat, tex->w, tex->h, true);
+ if (pix)
+ glTexSubImage2D(tex->target, 0, 0, 0, tex->w, tex->h, data_format, data_type, pix);
+ }
+ else {
+ glTexImage2D(tex->target, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, pix);
+ }
+ }
+ else if (tex->target == GL_TEXTURE_1D) {
+ glTexImage1D(tex->target, 0, internalformat, tex->w, 0, data_format, data_type, pix);
}
else {
- format = GL_RED;
- internalformat = GL_INTENSITY8;
+ glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->d, 0, data_format, data_type, pix);
}
- /* 3D textures are quite heavy, test if it's possible to create them first */
- glTexImage3D(GL_PROXY_TEXTURE_3D, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, NULL);
+ if (rescaled_pixels)
+ MEM_freeN(rescaled_pixels);
- bool rescale = false;
- int r_width;
+ /* Texture Parameters */
+ if (GPU_texture_stencil(tex) || /* Does not support filtering */
+ GPU_texture_integer(tex) || /* Does not support filtering */
+ GPU_texture_depth(tex))
+ {
+ glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ }
+ else {
+ glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ }
- glGetTexLevelParameteriv(GL_PROXY_TEXTURE_3D, 0, GL_TEXTURE_WIDTH, &r_width);
+ if (GPU_texture_depth(tex)) {
+ glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, GL_NONE);
+ glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
+ }
- while (r_width == 0) {
- rescale = true;
- tex->w /= 2;
- tex->h /= 2;
- tex->depth /= 2;
- glTexImage3D(GL_PROXY_TEXTURE_3D, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, NULL);
- glGetTexLevelParameteriv(GL_PROXY_TEXTURE_3D, 0, GL_TEXTURE_WIDTH, &r_width);
+ glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ if (n > 1) {
+ glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ }
+ if (n > 2) {
+ glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
}
- /* really unlikely to happen but keep this just in case */
- tex->w = max_ii(tex->w, 1);
- tex->h = max_ii(tex->h, 1);
- tex->depth = max_ii(tex->depth, 1);
+ glBindTexture(tex->target, 0);
-#if 0
- if (fpixels)
- pixels = GPU_texture_convert_pixels(w*h*depth, fpixels);
-#endif
+ return tex;
+}
- GPU_ASSERT_NO_GL_ERRORS("3D glTexImage3D");
+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 tex_format, GPUDataFormat gpu_data_format,
+ char err_out[256])
+{
+ GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
+ tex->w = w;
+ tex->h = w;
+ tex->d = d;
+ tex->samples = 0;
+ tex->number = -1;
+ tex->refcount = 1;
+ tex->format = tex_format;
+ tex->components = gpu_get_component_count(tex_format);
+ tex->bytesize = gpu_get_bytesize(tex_format);
+ tex->format_flag = GPU_FORMAT_CUBE;
- /* hardcore stuff, 3D texture rescaling - warning, this is gonna hurt your performance a lot, but we need it
- * for gooseberry */
- if (rescale && fpixels) {
- /* FIXME: should these be floating point? */
- const unsigned int xf = w / tex->w, yf = h / tex->h, zf = depth / tex->depth;
- float *tex3d = MEM_mallocN(channels * sizeof(float) * tex->w * tex->h * tex->depth, "tex3d");
+ if (d == 0) {
+ tex->target_base = tex->target = GL_TEXTURE_CUBE_MAP;
+ }
+ else {
+ BLI_assert(false && "Cubemap array Not implemented yet");
+ // tex->target_base = tex->target = GL_TEXTURE_CUBE_MAP_ARRAY;
+ }
- GPU_print_error_debug("You need to scale a 3D texture, feel the pain!");
+ GLenum internalformat = gpu_get_gl_internalformat(tex_format);
+ GLenum data_format = gpu_get_gl_dataformat(tex_format, &tex->format_flag);
+ GLenum data_type = gpu_get_gl_datatype(gpu_data_format);
- for (unsigned k = 0; k < tex->depth; k++) {
- for (unsigned j = 0; j < tex->h; j++) {
- for (unsigned i = 0; i < tex->w; i++) {
- /* obviously doing nearest filtering here,
- * it's going to be slow in any case, let's not make it worse */
- float xb = i * xf;
- float yb = j * yf;
- float zb = k * zf;
- unsigned int offset = k * (tex->w * tex->h) + i * tex->h + j;
- unsigned int offset_orig = (zb) * (w * h) + (xb) * h + (yb);
+ gpu_texture_memory_footprint_add(tex);
- if (channels == 4) {
- tex3d[offset * 4] = fpixels[offset_orig * 4];
- tex3d[offset * 4 + 1] = fpixels[offset_orig * 4 + 1];
- tex3d[offset * 4 + 2] = fpixels[offset_orig * 4 + 2];
- tex3d[offset * 4 + 3] = fpixels[offset_orig * 4 + 3];
- }
- else
- tex3d[offset] = fpixels[offset_orig];
- }
- }
- }
+ /* Generate Texture object */
+ tex->bindcode = GPU_tex_alloc();
- glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, tex3d);
+ if (!tex->bindcode) {
+ if (err_out)
+ BLI_snprintf(err_out, 256, "GPUTexture: texture create failed\n");
+ else
+ fprintf(stderr, "GPUTexture: texture create failed\n");
+ GPU_texture_free(tex);
+ return NULL;
+ }
- MEM_freeN(tex3d);
+ glBindTexture(tex->target, tex->bindcode);
+
+ /* Upload Texture */
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, fpixels_px);
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, fpixels_py);
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, fpixels_pz);
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, fpixels_nx);
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, fpixels_ny);
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, fpixels_nz);
+
+ /* Texture Parameters */
+ if (GPU_texture_stencil(tex) || /* Does not support filtering */
+ GPU_texture_integer(tex) || /* Does not support filtering */
+ GPU_texture_depth(tex))
+ {
+ glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
else {
- if (fpixels) {
- glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, fpixels);
- GPU_ASSERT_NO_GL_ERRORS("3D glTexSubImage3D");
- }
+ glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
+ if (GPU_texture_depth(tex)) {
+ glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, GL_NONE);
+ glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
+ }
- glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
-
- if (pixels)
- MEM_freeN(pixels);
+ glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
- GPU_texture_unbind(tex);
+ glBindTexture(tex->target, 0);
return tex;
}
-GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, int textarget, bool is_data, double time, int mipmap)
+/* Special buffer textures. tex_format must be compatible with the buffer content. */
+GPUTexture *GPU_texture_create_buffer(GPUTextureFormat tex_format, const GLuint buffer)
{
- int gputt;
- /* this binds a texture, so that's why to restore it to 0 */
- GLint bindcode = GPU_verify_image(ima, iuser, textarget, 0, 0, mipmap, is_data);
- GPU_update_image_time(ima, time);
+ GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
+ tex->number = -1;
+ tex->refcount = 1;
+ tex->format = tex_format;
+ tex->components = gpu_get_component_count(tex_format);
+ tex->format_flag = 0;
+ tex->target_base = tex->target = GL_TEXTURE_BUFFER;
+ tex->bytesize = gpu_get_bytesize(tex_format);
+
+ GLenum internalformat = gpu_get_gl_internalformat(tex_format);
+
+ gpu_get_gl_dataformat(tex_format, &tex->format_flag);
+
+ if (!(ELEM(tex_format, GPU_R8, GPU_R16) ||
+ ELEM(tex_format, GPU_R16F, GPU_R32F) ||
+ ELEM(tex_format, GPU_R8I, GPU_R16I, GPU_R32I) ||
+ ELEM(tex_format, GPU_R8UI, GPU_R16UI, GPU_R32UI) ||
+ ELEM(tex_format, GPU_RG8, GPU_RG16) ||
+ ELEM(tex_format, GPU_RG16F, GPU_RG32F) ||
+ ELEM(tex_format, GPU_RG8I, GPU_RG16I, GPU_RG32I) ||
+ ELEM(tex_format, GPU_RG8UI, GPU_RG16UI, GPU_RG32UI) ||
+ //ELEM(tex_format, GPU_RGB32F, GPU_RGB32I, GPU_RGB32UI) || /* Not available until gl 4.0 */
+ ELEM(tex_format, GPU_RGBA8, GPU_RGBA16) ||
+ ELEM(tex_format, GPU_RGBA16F, GPU_RGBA32F) ||
+ ELEM(tex_format, GPU_RGBA8I, GPU_RGBA16I, GPU_RGBA32I) ||
+ ELEM(tex_format, GPU_RGBA8UI, GPU_RGBA16UI, GPU_RGBA32UI)))
+ {
+ fprintf(stderr, "GPUTexture: invalid format for texture buffer\n");
+ GPU_texture_free(tex);
+ return NULL;
+ }
- /* see GPUInput::textarget: it can take two values - GL_TEXTURE_2D and GL_TEXTURE_CUBE_MAP
- * these values are correct for glDisable, so textarget can be safely used in
- * GPU_texture_bind/GPU_texture_unbind through tex->target_base */
- if (textarget == GL_TEXTURE_2D)
- gputt = TEXTARGET_TEXTURE_2D;
- else
- gputt = TEXTARGET_TEXTURE_CUBE_MAP;
+ /* Generate Texture object */
+ tex->bindcode = GPU_tex_alloc();
- if (ima->gputexture[gputt]) {
- ima->gputexture[gputt]->bindcode = bindcode;
- glBindTexture(textarget, 0);
- return ima->gputexture[gputt];
+ if (!tex->bindcode) {
+ fprintf(stderr, "GPUTexture: texture create failed\n");
+ GPU_texture_free(tex);
+ BLI_assert(0 && "glGenTextures failed: Are you sure a valid OGL context is active on this thread?\n");
+ return NULL;
}
+ glBindTexture(tex->target, tex->bindcode);
+ glTexBuffer(tex->target, internalformat, buffer);
+ glBindTexture(tex->target, 0);
+
+ return tex;
+}
+
+GPUTexture *GPU_texture_from_bindcode(int textarget, int bindcode)
+{
+ /* see GPUInput::textarget: it can take two values - GL_TEXTURE_2D and GL_TEXTURE_CUBE_MAP
+ * these values are correct for glDisable, so textarget can be safely used in
+ * GPU_texture_bind/GPU_texture_unbind through tex->target_base */
+ /* (is any of this obsolete now that we don't glEnable/Disable textures?) */
GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->bindcode = bindcode;
tex->number = -1;
tex->refcount = 1;
tex->target = textarget;
tex->target_base = textarget;
- tex->fromblender = 1;
-
- ima->gputexture[gputt] = tex;
+ tex->format = -1;
+ tex->components = -1;
+ tex->samples = 0;
if (!glIsTexture(tex->bindcode)) {
- GPU_ASSERT_NO_GL_ERRORS("Blender Texture Not Loaded");
+ GPU_print_error_debug("Blender Texture Not Loaded");
}
else {
- GLint w, h, border;
+ GLint w, h;
GLenum gettarget;
@@ -417,14 +828,11 @@ GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, int textarget
glBindTexture(textarget, tex->bindcode);
glGetTexLevelParameteriv(gettarget, 0, GL_TEXTURE_WIDTH, &w);
glGetTexLevelParameteriv(gettarget, 0, GL_TEXTURE_HEIGHT, &h);
- glGetTexLevelParameteriv(gettarget, 0, GL_TEXTURE_BORDER, &border);
-
- tex->w = w - border;
- tex->h = h - border;
+ tex->w = w;
+ tex->h = h;
+ glBindTexture(textarget, 0);
}
- glBindTexture(textarget, 0);
-
return tex;
}
@@ -452,11 +860,13 @@ GPUTexture *GPU_texture_from_preview(PreviewImage *prv, int mipmap)
tex->refcount = 1;
tex->target = GL_TEXTURE_2D;
tex->target_base = GL_TEXTURE_2D;
+ tex->format = -1;
+ tex->components = -1;
prv->gputexture[0] = tex;
if (!glIsTexture(tex->bindcode)) {
- GPU_ASSERT_NO_GL_ERRORS("Blender Texture Not Loaded");
+ GPU_print_error_debug("Blender Texture Not Loaded");
}
else {
GLint w, h;
@@ -475,114 +885,292 @@ GPUTexture *GPU_texture_from_preview(PreviewImage *prv, int mipmap)
}
-GPUTexture *GPU_texture_create_1D(int w, const float *fpixels, char err_out[256])
+GPUTexture *GPU_texture_create_1D(
+ int w, GPUTextureFormat tex_format, const float *pixels, char err_out[256])
{
- GPUTexture *tex = GPU_texture_create_nD(w, 1, 1, fpixels, 0, GPU_HDR_NONE, 4, 0, err_out);
-
- if (tex)
- GPU_texture_unbind(tex);
-
- return tex;
+ GPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format);
+ return GPU_texture_create_nD(w, 0, 0, 1, pixels, tex_format, data_format, 0, false, err_out);
}
-GPUTexture *GPU_texture_create_2D(int w, int h, const float *fpixels, GPUHDRType hdr, char err_out[256])
+GPUTexture *GPU_texture_create_1D_array(
+ int w, int h, GPUTextureFormat tex_format, const float *pixels, char err_out[256])
{
- GPUTexture *tex = GPU_texture_create_nD(w, h, 2, fpixels, 0, hdr, 4, 0, err_out);
-
- if (tex)
- GPU_texture_unbind(tex);
+ GPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format);
+ return GPU_texture_create_nD(w, h, 0, 1, pixels, tex_format, data_format, 0, false, err_out);
+}
- return tex;
+GPUTexture *GPU_texture_create_2D(
+ int w, int h, GPUTextureFormat tex_format, const float *pixels, char err_out[256])
+{
+ GPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format);
+ return GPU_texture_create_nD(w, h, 0, 2, pixels, tex_format, data_format, 0, false, err_out);
}
+
GPUTexture *GPU_texture_create_2D_multisample(
- int w, int h, const float *fpixels, GPUHDRType hdr, int samples, char err_out[256])
+ int w, int h, GPUTextureFormat tex_format, const float *pixels, int samples, char err_out[256])
{
- GPUTexture *tex = GPU_texture_create_nD(w, h, 2, fpixels, 0, hdr, 4, samples, err_out);
-
- if (tex)
- GPU_texture_unbind(tex);
+ GPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format);
+ return GPU_texture_create_nD(w, h, 0, 2, pixels, tex_format, data_format, samples, false, err_out);
+}
- return tex;
+GPUTexture *GPU_texture_create_2D_array(
+ int w, int h, int d, GPUTextureFormat tex_format, const float *pixels, char err_out[256])
+{
+ GPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format);
+ return GPU_texture_create_nD(w, h, d, 2, pixels, tex_format, data_format, 0, false, err_out);
}
-GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256])
+GPUTexture *GPU_texture_create_3D(
+ int w, int h, int d, GPUTextureFormat tex_format, const float *pixels, char err_out[256])
{
- GPUTexture *tex = GPU_texture_create_nD(w, h, 2, NULL, 1, GPU_HDR_NONE, 1, 0, err_out);
+ GPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format);
+ return GPU_texture_create_nD(w, h, d, 3, pixels, tex_format, data_format, 0, true, err_out);
+}
- if (tex)
- GPU_texture_unbind(tex);
+GPUTexture *GPU_texture_create_cube(
+ int w, GPUTextureFormat tex_format, 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_get_component_count(tex_format);
+
+ if (fpixels) {
+ int face_ofs = w * w * channels;
+ fpixels_px = fpixels + 0 * face_ofs;
+ fpixels_nx = fpixels + 1 * face_ofs;
+ fpixels_py = fpixels + 2 * face_ofs;
+ fpixels_ny = fpixels + 3 * face_ofs;
+ fpixels_pz = fpixels + 4 * face_ofs;
+ fpixels_nz = fpixels + 5 * face_ofs;
+ }
+ else {
+ fpixels_px = fpixels_py = fpixels_pz = fpixels_nx = fpixels_ny = fpixels_nz = NULL;
+ }
- return tex;
+ return GPU_texture_cube_create(w, 0, fpixels_px, fpixels_py, fpixels_pz, fpixels_nx, fpixels_ny, fpixels_nz,
+ tex_format, GPU_DATA_FLOAT, err_out);
}
-GPUTexture *GPU_texture_create_depth_multisample(int w, int h, int samples, char err_out[256])
+
+GPUTexture *GPU_texture_create_from_vertbuf(GPUVertBuf *vert)
{
- GPUTexture *tex = GPU_texture_create_nD(w, h, 2, NULL, 1, GPU_HDR_NONE, 1, samples, err_out);
+ GPUVertFormat *format = &vert->format;
+ GPUVertAttr *attr = &format->attribs[0];
- if (tex)
- GPU_texture_unbind(tex);
+ /* Detect incompatible cases (not supported by texture buffers) */
+ BLI_assert(format->attr_len == 1 && vert->vbo_id != 0);
+ BLI_assert(attr->comp_len != 3); /* Not until OGL 4.0 */
+ BLI_assert(attr->comp_type != GPU_COMP_I10);
+ BLI_assert(attr->fetch_mode != GPU_FETCH_INT_TO_FLOAT);
- return tex;
+ uint byte_per_comp = attr->sz / attr->comp_len;
+ bool is_uint = ELEM(attr->comp_type, GPU_COMP_U8, GPU_COMP_U16, GPU_COMP_U32);
+
+ /* Cannot fetch signed int or 32bit ints as normalized float. */
+ if (attr->fetch_mode == GPU_FETCH_INT_TO_FLOAT_UNIT) {
+ BLI_assert(is_uint || byte_per_comp <= 2);
+ }
+
+ GPUTextureFormat data_type;
+ switch (attr->fetch_mode) {
+ case GPU_FETCH_FLOAT:
+ switch (attr->comp_len) {
+ case 1: data_type = GPU_R32F; break;
+ case 2: data_type = GPU_RG32F; break;
+ // case 3: data_type = GPU_RGB32F; break; /* Not supported */
+ default: data_type = GPU_RGBA32F; break;
+ }
+ break;
+ case GPU_FETCH_INT:
+ switch (attr->comp_len) {
+ case 1:
+ switch (byte_per_comp) {
+ case 1: data_type = (is_uint) ? GPU_R8UI : GPU_R8I; break;
+ case 2: data_type = (is_uint) ? GPU_R16UI : GPU_R16I; break;
+ default: data_type = (is_uint) ? GPU_R32UI : GPU_R32I; break;
+ }
+ break;
+ case 2:
+ switch (byte_per_comp) {
+ case 1: data_type = (is_uint) ? GPU_RG8UI : GPU_RG8I; break;
+ case 2: data_type = (is_uint) ? GPU_RG16UI : GPU_RG16I; break;
+ default: data_type = (is_uint) ? GPU_RG32UI : GPU_RG32I; break;
+ }
+ break;
+ default:
+ switch (byte_per_comp) {
+ case 1: data_type = (is_uint) ? GPU_RGBA8UI : GPU_RGBA8I; break;
+ case 2: data_type = (is_uint) ? GPU_RGBA16UI : GPU_RGBA16I; break;
+ default: data_type = (is_uint) ? GPU_RGBA32UI : GPU_RGBA32I; break;
+ }
+ break;
+ }
+ break;
+ case GPU_FETCH_INT_TO_FLOAT_UNIT:
+ switch (attr->comp_len) {
+ case 1: data_type = (byte_per_comp == 1) ? GPU_R8 : GPU_R16; break;
+ case 2: data_type = (byte_per_comp == 1) ? GPU_RG8 : GPU_RG16; break;
+ default: data_type = (byte_per_comp == 1) ? GPU_RGBA8 : GPU_RGBA16; break;
+ }
+ break;
+ default:
+ BLI_assert(0);
+ return NULL;
+ }
+
+ return GPU_texture_create_buffer(data_type, vert->vbo_id);
}
-/**
- * A shadow map for VSM needs two components (depth and depth^2)
- */
-GPUTexture *GPU_texture_create_vsm_shadow_map(int size, char err_out[256])
+void GPU_texture_add_mipmap(
+ GPUTexture *tex, GPUDataFormat gpu_data_format, int miplvl, const void *pixels)
{
- GPUTexture *tex = GPU_texture_create_nD(size, size, 2, NULL, 0, GPU_HDR_FULL_FLOAT, 2, 0, err_out);
+ BLI_assert((int)tex->format > -1);
+ BLI_assert(tex->components > -1);
- if (tex) {
- /* Now we tweak some of the settings */
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ gpu_validate_data_format(tex->format, gpu_data_format);
+
+ GLenum internalformat = gpu_get_gl_internalformat(tex->format);
+ GLenum data_format = gpu_get_gl_dataformat(tex->format, &tex->format_flag);
+ GLenum data_type = gpu_get_gl_datatype(gpu_data_format);
+
+ glBindTexture(tex->target, tex->bindcode);
- GPU_texture_unbind(tex);
+ int size[3];
+ GPU_texture_get_mipmap_size(tex, miplvl, size);
+
+ switch (tex->target) {
+ case GL_TEXTURE_1D:
+ glTexImage1D(tex->target, miplvl, internalformat, size[0], 0, data_format, data_type, pixels);
+ break;
+ case GL_TEXTURE_2D:
+ case GL_TEXTURE_1D_ARRAY:
+ glTexImage2D(tex->target, miplvl, internalformat, size[0], size[1], 0, data_format, data_type, pixels);
+ break;
+ case GL_TEXTURE_3D:
+ case GL_TEXTURE_2D_ARRAY:
+ glTexImage3D(tex->target, miplvl, internalformat, size[0], size[1], size[2], 0, data_format, data_type, pixels);
+ break;
+ case GL_TEXTURE_2D_MULTISAMPLE:
+ /* Multisample textures cannot have mipmaps. */
+ default:
+ BLI_assert(!"tex->target mode not supported");
}
- return tex;
+ glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_MAX_LEVEL, miplvl);
+
+ glBindTexture(tex->target, 0);
}
-GPUTexture *GPU_texture_create_2D_procedural(int w, int h, const float *pixels, bool repeat, char err_out[256])
+void GPU_texture_update_sub(
+ GPUTexture *tex, GPUDataFormat gpu_data_format, const void *pixels,
+ int offset_x, int offset_y, int offset_z, int width, int height, int depth)
{
- GPUTexture *tex = GPU_texture_create_nD(w, h, 2, pixels, 0, GPU_HDR_HALF_FLOAT, 2, 0, err_out);
+ BLI_assert((int)tex->format > -1);
+ BLI_assert(tex->components > -1);
- if (tex) {
- /* Now we tweak some of the settings */
- if (repeat) {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- }
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ GLenum data_format = gpu_get_gl_dataformat(tex->format, &tex->format_flag);
+ GLenum data_type = gpu_get_gl_datatype(gpu_data_format);
+ GLint alignment;
- GPU_texture_unbind(tex);
+ /* The default pack size for textures is 4, which won't work for byte based textures */
+ if (tex->bytesize == 1) {
+ glGetIntegerv(GL_UNPACK_ALIGNMENT, &alignment);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
}
- return tex;
+ glBindTexture(tex->target, tex->bindcode);
+ switch (tex->target) {
+ case GL_TEXTURE_1D:
+ glTexSubImage1D(tex->target, 0, offset_x, width, data_format, data_type, pixels);
+ break;
+ case GL_TEXTURE_2D:
+ case GL_TEXTURE_2D_MULTISAMPLE:
+ case GL_TEXTURE_1D_ARRAY:
+ glTexSubImage2D(
+ tex->target, 0, offset_x, offset_y,
+ width, height, data_format, data_type, pixels);
+ break;
+ case GL_TEXTURE_3D:
+ case GL_TEXTURE_2D_ARRAY:
+ glTexSubImage3D(
+ tex->target, 0, offset_x, offset_y, offset_z,
+ width, height, depth, data_format, data_type, pixels);
+ break;
+ default:
+ BLI_assert(!"tex->target mode not supported");
+ }
+
+ if (tex->bytesize == 1) {
+ glPixelStorei(GL_UNPACK_ALIGNMENT, alignment);
+ }
+
+ glBindTexture(tex->target, 0);
}
-GPUTexture *GPU_texture_create_1D_procedural(int w, const float *pixels, char err_out[256])
+void *GPU_texture_read(GPUTexture *tex, GPUDataFormat gpu_data_format, int miplvl)
{
- GPUTexture *tex = GPU_texture_create_nD(w, 0, 1, pixels, 0, GPU_HDR_HALF_FLOAT, 2, 0, err_out);
+ int size[3] = {0, 0, 0};
+ GPU_texture_get_mipmap_size(tex, miplvl, size);
- if (tex) {
- /* Now we tweak some of the settings */
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ gpu_validate_data_format(tex->format, gpu_data_format);
+
+ size_t buf_size = gpu_texture_memory_footprint_compute(tex);
+ size_t samples_count = max_ii(1, tex->samples);
+
+ samples_count *= size[0];
+ samples_count *= max_ii(1, size[1]);
+ samples_count *= max_ii(1, size[2]);
+ samples_count *= (GPU_texture_cube(tex)) ? 6 : 1;
- GPU_texture_unbind(tex);
+ switch (gpu_data_format) {
+ case GPU_DATA_FLOAT:
+ buf_size = sizeof(float) * samples_count * tex->components;
+ break;
+ case GPU_DATA_INT:
+ case GPU_DATA_UNSIGNED_INT:
+ buf_size = sizeof(int) * samples_count * tex->components;
+ break;
+ case GPU_DATA_UNSIGNED_INT_24_8:
+ case GPU_DATA_10_11_11_REV:
+ buf_size = sizeof(int) * samples_count;
+ break;
+ case GPU_DATA_UNSIGNED_BYTE:
+ break;
}
- return tex;
+ void *buf = MEM_mallocN(buf_size, "GPU_texture_read");
+
+ GLenum data_format = gpu_get_gl_dataformat(tex->format, &tex->format_flag);
+ GLenum data_type = gpu_get_gl_datatype(gpu_data_format);
+
+ glBindTexture(tex->target, tex->bindcode);
+
+ if (GPU_texture_cube(tex)) {
+ int cube_face_size = buf_size / 6;
+ for (int i = 0; i < 6; ++i) {
+ glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, miplvl, data_format, data_type,
+ ((char *)buf) + cube_face_size * i);
+ }
+ }
+ else {
+ glGetTexImage(tex->target, miplvl, data_format, data_type, buf);
+ }
+
+ glBindTexture(tex->target, 0);
+
+ return buf;
+}
+
+void GPU_texture_update(GPUTexture *tex, GPUDataFormat data_format, const void *pixels)
+{
+ GPU_texture_update_sub(tex, data_format, pixels, 0, 0, 0, tex->w, tex->h, tex->d);
}
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, GPU_HDR_NONE, NULL);
- GG.invalid_tex_3D = GPU_texture_create_3D(1, 1, 1, 4, color);
+ 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)
@@ -610,61 +1198,46 @@ void GPU_invalid_tex_free(void)
GPU_texture_free(GG.invalid_tex_3D);
}
-
void GPU_texture_bind(GPUTexture *tex, int number)
{
+ BLI_assert(number >= 0);
+
if (number >= GPU_max_textures()) {
fprintf(stderr, "Not enough texture slots.\n");
return;
}
if ((G.debug & G_DEBUG)) {
- if (tex->fb && GPU_framebuffer_bound(tex->fb)) {
- fprintf(stderr, "Feedback loop warning!: Attempting to bind texture attached to current framebuffer!\n");
+ for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; ++i) {
+ if (tex->fb[i] && GPU_framebuffer_bound(tex->fb[i])) {
+ fprintf(stderr,
+ "Feedback loop warning!: Attempting to bind "
+ "texture attached to current framebuffer!\n");
+ BLI_assert(0); /* Should never happen! */
+ break;
+ }
}
}
- if (number < 0)
- return;
-
- GPU_ASSERT_NO_GL_ERRORS("Pre Texture Bind");
+ glActiveTexture(GL_TEXTURE0 + number);
- GLenum arbnumber = (GLenum)((GLuint)GL_TEXTURE0 + number);
- if (number != 0) glActiveTexture(arbnumber);
- if (tex->bindcode != 0) {
- glBindTexture(tex->target_base, tex->bindcode);
- }
+ if (tex->bindcode != 0)
+ glBindTexture(tex->target, tex->bindcode);
else
GPU_invalid_tex_bind(tex->target_base);
- glEnable(tex->target_base);
- if (number != 0) glActiveTexture(GL_TEXTURE0);
tex->number = number;
-
- GPU_ASSERT_NO_GL_ERRORS("Post Texture Bind");
}
void GPU_texture_unbind(GPUTexture *tex)
{
- if (tex->number >= GPU_max_textures()) {
- fprintf(stderr, "Not enough texture slots.\n");
- return;
- }
-
if (tex->number == -1)
return;
- GPU_ASSERT_NO_GL_ERRORS("Pre Texture Unbind");
-
- GLenum arbnumber = (GLenum)((GLuint)GL_TEXTURE0 + tex->number);
- if (tex->number != 0) glActiveTexture(arbnumber);
- glBindTexture(tex->target_base, 0);
- glDisable(tex->target_base);
- if (tex->number != 0) glActiveTexture(GL_TEXTURE0);
+ glActiveTexture(GL_TEXTURE0 + tex->number);
+ glBindTexture(tex->target, 0);
tex->number = -1;
-
- GPU_ASSERT_NO_GL_ERRORS("Post Texture Unbind");
}
int GPU_texture_bound_number(GPUTexture *tex)
@@ -672,39 +1245,120 @@ int GPU_texture_bound_number(GPUTexture *tex)
return tex->number;
}
-void GPU_texture_filter_mode(GPUTexture *tex, bool compare, bool use_filter)
+#define WARN_NOT_BOUND(_tex) do { \
+ if (_tex->number == -1) { \
+ fprintf(stderr, "Warning : Trying to set parameter on a texture not bound.\n"); \
+ BLI_assert(0); \
+ return; \
+ } \
+} while (0);
+
+void GPU_texture_generate_mipmap(GPUTexture *tex)
{
- if (tex->number >= GPU_max_textures()) {
- fprintf(stderr, "Not enough texture slots.\n");
- return;
+ WARN_NOT_BOUND(tex);
+
+ glActiveTexture(GL_TEXTURE0 + tex->number);
+
+ if (GPU_texture_depth(tex)) {
+ /* Some drivers have bugs when using glGenerateMipmap with depth textures (see T56789).
+ * In this case we just create a complete texture with mipmaps manually without downsampling.
+ * You must initialize the texture levels using other methods like GPU_framebuffer_recursive_downsample(). */
+ int levels = 1 + floor(log2(max_ii(tex->w, tex->h)));
+ GPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex->format);
+ for (int i = 1; i < levels; ++i) {
+ GPU_texture_add_mipmap(tex, data_format, i, NULL);
+ }
+ glBindTexture(tex->target, tex->bindcode);
+ }
+ else {
+ glGenerateMipmap(tex->target_base);
}
+}
- if (tex->number == -1)
+void GPU_texture_compare_mode(GPUTexture *tex, bool use_compare)
+{
+ WARN_NOT_BOUND(tex);
+
+ /* Could become an assertion ? (fclem) */
+ if (!GPU_texture_depth(tex))
return;
- GPU_ASSERT_NO_GL_ERRORS("Pre Texture Unbind");
+ GLenum mode = (use_compare) ? GL_COMPARE_REF_TO_TEXTURE : GL_NONE;
- GLenum arbnumber = (GLenum)((GLuint)GL_TEXTURE0 + tex->number);
- if (tex->number != 0) glActiveTexture(arbnumber);
+ glActiveTexture(GL_TEXTURE0 + tex->number);
+ glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, mode);
+}
- if (tex->depth) {
- if (compare)
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
- else
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
- }
+void GPU_texture_filter_mode(GPUTexture *tex, bool use_filter)
+{
+ WARN_NOT_BOUND(tex);
- if (use_filter) {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- }
- else {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ /* Stencil and integer format does not support filtering. */
+ BLI_assert(!use_filter || !(GPU_texture_stencil(tex) || GPU_texture_integer(tex)));
+
+ GLenum filter = (use_filter) ? GL_LINEAR : GL_NEAREST;
+
+ glActiveTexture(GL_TEXTURE0 + tex->number);
+ glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, filter);
+ glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, filter);
+}
+
+void GPU_texture_mipmap_mode(GPUTexture *tex, bool use_mipmap, bool use_filter)
+{
+ WARN_NOT_BOUND(tex);
+
+ /* Stencil and integer format does not support filtering. */
+ BLI_assert((!use_filter && !use_mipmap) || !(GPU_texture_stencil(tex) || GPU_texture_integer(tex)));
+
+ GLenum filter = (use_filter) ? GL_LINEAR : GL_NEAREST;
+ GLenum mipmap = (
+ (use_filter) ?
+ (use_mipmap) ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR :
+ (use_mipmap) ? GL_NEAREST_MIPMAP_LINEAR : GL_NEAREST);
+
+ glActiveTexture(GL_TEXTURE0 + tex->number);
+ glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, mipmap);
+ glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, filter);
+}
+
+void GPU_texture_wrap_mode(GPUTexture *tex, bool use_repeat)
+{
+ WARN_NOT_BOUND(tex);
+
+ GLenum repeat = (use_repeat) ? GL_REPEAT : GL_CLAMP_TO_EDGE;
+
+ glActiveTexture(GL_TEXTURE0 + tex->number);
+ glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, repeat);
+ if (tex->target_base != GL_TEXTURE_1D)
+ glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_T, repeat);
+ if (tex->target_base == GL_TEXTURE_3D)
+ glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_R, repeat);
+}
+
+static GLenum gpu_get_gl_filterfunction(GPUFilterFunction filter)
+{
+ switch (filter) {
+ case GPU_NEAREST:
+ return GL_NEAREST;
+ case GPU_LINEAR:
+ return GL_LINEAR;
+ default:
+ BLI_assert(!"Unhandled filter mode");
+ return GL_NEAREST;
}
- if (tex->number != 0) glActiveTexture(GL_TEXTURE0);
+}
+
+void GPU_texture_filters(GPUTexture *tex, GPUFilterFunction min_filter, GPUFilterFunction mag_filter)
+{
+ WARN_NOT_BOUND(tex);
- GPU_ASSERT_NO_GL_ERRORS("Post Texture Unbind");
+ /* Stencil and integer format does not support filtering. */
+ BLI_assert(!(GPU_texture_stencil(tex) || GPU_texture_integer(tex)));
+ BLI_assert(mag_filter == GPU_NEAREST || mag_filter == GPU_LINEAR);
+
+ glActiveTexture(GL_TEXTURE0 + tex->number);
+ glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, gpu_get_gl_filterfunction(min_filter));
+ glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, gpu_get_gl_filterfunction(mag_filter));
}
void GPU_texture_free(GPUTexture *tex)
@@ -715,10 +1369,16 @@ void GPU_texture_free(GPUTexture *tex)
fprintf(stderr, "GPUTexture: negative refcount\n");
if (tex->refcount == 0) {
- if (tex->fb)
- GPU_framebuffer_texture_detach(tex);
- if (tex->bindcode && !tex->fromblender)
- glDeleteTextures(1, &tex->bindcode);
+ for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; ++i) {
+ if (tex->fb[i] != NULL) {
+ GPU_framebuffer_texture_detach_slot(tex->fb[i], tex, tex->fb_attachment[i]);
+ }
+ }
+
+ if (tex->bindcode)
+ GPU_tex_free(tex->bindcode);
+
+ gpu_texture_memory_footprint_remove(tex);
MEM_freeN(tex);
}
@@ -744,9 +1404,39 @@ int GPU_texture_height(const GPUTexture *tex)
return tex->h;
}
-int GPU_texture_depth(const GPUTexture *tex)
+int GPU_texture_layers(const GPUTexture *tex)
+{
+ return tex->d;
+}
+
+GPUTextureFormat GPU_texture_format(const GPUTexture *tex)
+{
+ return tex->format;
+}
+
+int GPU_texture_samples(const GPUTexture *tex)
+{
+ return tex->samples;
+}
+
+bool GPU_texture_depth(const GPUTexture *tex)
+{
+ return (tex->format_flag & GPU_FORMAT_DEPTH) != 0;
+}
+
+bool GPU_texture_stencil(const GPUTexture *tex)
+{
+ return (tex->format_flag & GPU_FORMAT_STENCIL) != 0;
+}
+
+bool GPU_texture_integer(const GPUTexture *tex)
+{
+ return (tex->format_flag & GPU_FORMAT_INTEGER) != 0;
+}
+
+bool GPU_texture_cube(const GPUTexture *tex)
{
- return tex->depth;
+ return (tex->format_flag & GPU_FORMAT_CUBE) != 0;
}
int GPU_texture_opengl_bindcode(const GPUTexture *tex)
@@ -754,18 +1444,50 @@ int GPU_texture_opengl_bindcode(const GPUTexture *tex)
return tex->bindcode;
}
-GPUFrameBuffer *GPU_texture_framebuffer(GPUTexture *tex)
+void GPU_texture_attach_framebuffer(GPUTexture *tex, GPUFrameBuffer *fb, int attachment)
{
- return tex->fb;
+ for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; ++i) {
+ if (tex->fb[i] == NULL) {
+ tex->fb[i] = fb;
+ tex->fb_attachment[i] = attachment;
+ return;
+ }
+ }
+
+ BLI_assert(!"Error: Texture: Not enough Framebuffer slots");
}
-int GPU_texture_framebuffer_attachment(GPUTexture *tex)
+/* Return previous attachment point */
+int GPU_texture_detach_framebuffer(GPUTexture *tex, GPUFrameBuffer *fb)
{
- return tex->fb_attachment;
+ for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; ++i) {
+ if (tex->fb[i] == fb) {
+ tex->fb[i] = NULL;
+ return tex->fb_attachment[i];
+ }
+ }
+
+ BLI_assert(!"Error: Texture: Framebuffer is not attached");
+ return 0;
}
-void GPU_texture_framebuffer_set(GPUTexture *tex, GPUFrameBuffer *fb, int attachment)
+void GPU_texture_get_mipmap_size(GPUTexture *tex, int lvl, int *size)
{
- tex->fb = fb;
- tex->fb_attachment = attachment;
+ /* TODO assert if lvl is below the limit of 1px in each dimension. */
+ int div = 1 << lvl;
+ size[0] = max_ii(1, tex->w / div);
+
+ if (tex->target == GL_TEXTURE_1D_ARRAY) {
+ size[1] = tex->h;
+ }
+ else if (tex->h > 0) {
+ size[1] = max_ii(1, tex->h / div);
+ }
+
+ if (tex->target == GL_TEXTURE_2D_ARRAY) {
+ size[2] = tex->d;
+ }
+ else if (tex->d > 0) {
+ size[2] = max_ii(1, tex->d / div);
+ }
}