diff options
Diffstat (limited to 'source/blender/gpu/intern/gpu_texture.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_texture.c | 877 |
1 files changed, 541 insertions, 336 deletions
diff --git a/source/blender/gpu/intern/gpu_texture.c b/source/blender/gpu/intern/gpu_texture.c index 1c97c2ce811..3ac1571bf82 100644 --- a/source/blender/gpu/intern/gpu_texture.c +++ b/source/blender/gpu/intern/gpu_texture.c @@ -49,9 +49,8 @@ static struct GPUTextureGlobal { } GG = {NULL, NULL, NULL}; /* 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_* */ @@ -62,43 +61,257 @@ struct GPUTexture { 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? */ + bool depth; /* is a depth texture? */ + bool stencil; /* is a stencil texture? */ + + unsigned int bytesize; /* number of byte for one pixel */ + int format; /* GPUTextureFormat */ }; -static unsigned char *GPU_texture_convert_pixels(int length, const float *fpixels) +/* ------ Memory Management ------- */ +/* Records every texture allocation / free + * to estimate the Texture Pool Memory consumption */ +static unsigned int memory_usage; + +static unsigned int gpu_texture_memory_footprint_compute(GPUTexture *tex) { - unsigned char *pixels, *p; - const float *fp = fpixels; - const int len = 4 * length; + switch (tex->target) { + case GL_TEXTURE_1D: + return tex->bytesize * tex->w; + case GL_TEXTURE_1D_ARRAY: + case GL_TEXTURE_2D: + return tex->bytesize * tex->w * tex->h; + case GL_TEXTURE_2D_ARRAY: + case GL_TEXTURE_3D: + return tex->bytesize * tex->w * tex->h * tex->d; + case GL_TEXTURE_CUBE_MAP: + return tex->bytesize * 6 * tex->w * tex->h; + case GL_TEXTURE_CUBE_MAP_ARRAY: + return tex->bytesize * 6 * tex->w * tex->h * tex->d; + default: + return 0; + } +} - p = pixels = MEM_callocN(sizeof(unsigned char) * len, "GPUTexturePixels"); +static void gpu_texture_memory_footprint_add(GPUTexture *tex) +{ + memory_usage += gpu_texture_memory_footprint_compute(tex); +} - for (int a = 0; a < len; a++, p++, fp++) - *p = FTOCHAR((*fp)); +static void gpu_texture_memory_footprint_remove(GPUTexture *tex) +{ + memory_usage -= gpu_texture_memory_footprint_compute(tex); +} - return pixels; +unsigned int GPU_texture_memory_usage_get(void) +{ + return memory_usage; } -static void gpu_glTexSubImageEmpty(GLenum target, GLenum format, int x, int y, int w, int h) +/* -------------------------------- */ + +static GLenum gpu_texture_get_format( + int components, GPUTextureFormat data_type, + GLenum *format, GLenum *data_format, bool *is_depth, bool *is_stencil, unsigned int *bytesize) { - void *pixels = MEM_callocN(sizeof(char) * 4 * w * h, "GPUTextureEmptyPixels"); + if (data_type == GPU_DEPTH_COMPONENT24 || + data_type == GPU_DEPTH_COMPONENT16 || + data_type == GPU_DEPTH_COMPONENT32F) + { + *is_depth = true; + *is_stencil = false; + *data_format = GL_FLOAT; + *format = GL_DEPTH_COMPONENT; + } + else if (data_type == GPU_DEPTH24_STENCIL8) { + *is_depth = true; + *is_stencil = true; + *data_format = GL_UNSIGNED_INT_24_8; + *format = GL_DEPTH_STENCIL; + } + else { + *is_depth = false; + *is_stencil = false; + *data_format = GL_FLOAT; + + switch (components) { + case 1: *format = GL_RED; break; + case 2: *format = GL_RG; break; + case 3: *format = GL_RGB; break; + case 4: *format = GL_RGBA; break; + default: break; + } + } - 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); - - MEM_freeN(pixels); + switch (data_type) { + case GPU_RGBA32F: + *bytesize = 32; + break; + case GPU_RG32F: + case GPU_RGBA16F: + *bytesize = 16; + break; + case GPU_RGB16F: + *bytesize = 12; + break; + case GPU_RG16F: + case GPU_DEPTH24_STENCIL8: + case GPU_DEPTH_COMPONENT32F: + case GPU_RGBA8: + case GPU_R11F_G11F_B10F: + case GPU_R32F: + *bytesize = 4; + break; + case GPU_DEPTH_COMPONENT24: + *bytesize = 3; + break; + case GPU_DEPTH_COMPONENT16: + case GPU_R16F: + *bytesize = 2; + break; + case GPU_R8: + *bytesize = 1; + break; + default: + *bytesize = 0; + break; + } + + /* You can add any of the available type to this list + * For available types see GPU_texture.h */ + switch (data_type) { + /* Formats texture & renderbuffer */ + case GPU_RGBA32F: return GL_RGBA32F; + case GPU_RGBA16F: return GL_RGBA16F; + case GPU_RG32F: return GL_RG32F; + case GPU_RGB16F: return GL_RGB16F; + case GPU_RG16F: return GL_RG16F; + case GPU_RGBA8: return GL_RGBA8; + case GPU_R32F: return GL_R32F; + case GPU_R16F: return GL_R16F; + 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; + /* 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: + fprintf(stderr, "Texture format incorrect or unsupported\n"); + return 0; + } } -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]) +static float *GPU_texture_3D_rescale(GPUTexture *tex, int w, int h, int d, int channels, const float *fpixels) +{ + const unsigned int xf = w / tex->w, yf = h / tex->h, zf = d / tex->d; + 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 (unsigned k = 0; k < tex->d; 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); + + 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 format, GLenum data_format, + int channels, bool try_rescale, const float *fpixels, float **rescaled_fpixels) { - GLenum type, format, internalformat; - void *pixels = NULL; + int r_width; + + switch (proxy) { + case GL_PROXY_TEXTURE_1D: + glTexImage1D(proxy, 0, internalformat, tex->w, 0, format, data_format, NULL); + break; + case GL_PROXY_TEXTURE_1D_ARRAY: + case GL_PROXY_TEXTURE_2D: + glTexImage2D(proxy, 0, internalformat, tex->w, tex->h, 0, format, data_format, NULL); + break; + case GL_PROXY_TEXTURE_2D_ARRAY: + case GL_PROXY_TEXTURE_3D: + glTexImage3D(proxy, 0, internalformat, tex->w, tex->h, tex->d, 0, format, data_format, 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, format, data_format, NULL); + else if (proxy == GL_PROXY_TEXTURE_2D) + glTexImage2D(proxy, 0, internalformat, tex->w, tex->h, 0, format, data_format, NULL); + else if (proxy == GL_PROXY_TEXTURE_3D) + glTexImage3D(proxy, 0, internalformat, tex->w, tex->h, tex->d, 0, format, data_format, 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: + *rescaled_fpixels = GPU_texture_3D_rescale(tex, w, h, d, channels, fpixels); + return (bool)*rescaled_fpixels; + } + } + } + + return (r_width > 0); +} +static GPUTexture *GPU_texture_create_nD( + int w, int h, int d, int n, const float *fpixels, + GPUTextureFormat data_type, int components, int samples, + const bool can_rescale, char err_out[256]) +{ if (samples) { CLAMP_MAX(samples, GPU_max_color_texture_samples()); } @@ -106,264 +319,204 @@ static GPUTexture *GPU_texture_create_nD( GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture"); tex->w = w; tex->h = h; + tex->d = d; 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; + tex->format = data_type; + 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; + } + + if (samples && n == 2 && d == 0) + tex->target = GL_TEXTURE_2D_MULTISAMPLE; + + GLenum format, internalformat, data_format; + internalformat = gpu_texture_get_format(components, data_type, &format, &data_format, &tex->depth, &tex->stencil, &tex->bytesize); + + gpu_texture_memory_footprint_add(tex); + + /* Generate Texture object */ glGenTextures(1, &tex->bindcode); if (!tex->bindcode) { - if (err_out) { - BLI_snprintf(err_out, 256, "GPUTexture: texture create failed: %d", - (int)glGetError()); - } - else { - fprintf(stderr, "GPUTexture: texture create failed: %d\n", - (int)glGetError()); - } + if (err_out) + BLI_snprintf(err_out, 256, "GPUTexture: texture create failed"); + else + fprintf(stderr, "GPUTexture: texture create failed"); 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); - } - tex->number = 0; glBindTexture(tex->target, tex->bindcode); - if (depth) { - type = GL_UNSIGNED_BYTE; - format = GL_DEPTH_COMPONENT; - internalformat = GL_DEPTH_COMPONENT; - } - 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; - } - } - 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; - } - } + /* Check if texture fit in VRAM */ + GLenum proxy = GL_PROXY_TEXTURE_2D; - if (fpixels && hdr_type == GPU_HDR_NONE) { - type = GL_UNSIGNED_BYTE; - pixels = GPU_texture_convert_pixels(w * h, fpixels); - } + 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; } - if (tex->target == GL_TEXTURE_1D) { - glTexImage1D(tex->target, 0, internalformat, tex->w, 0, format, type, NULL); + float *rescaled_fpixels = NULL; + bool valid = gpu_texture_try_alloc(tex, proxy, internalformat, format, data_format, components, can_rescale, + fpixels, &rescaled_fpixels); + 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; + } - if (fpixels) { - glTexSubImage1D(tex->target, 0, 0, w, format, type, - pixels ? pixels : fpixels); + /* Upload Texture */ + const float *pix = (rescaled_fpixels) ? rescaled_fpixels : fpixels; - if (tex->w > w) { - gpu_glTexSubImageEmpty(tex->target, format, w, 0, tex->w - w, 1); - } - } - } - else { + 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, format, data_format, pix); } else { - glTexImage2D(tex->target, 0, internalformat, tex->w, tex->h, 0, - format, type, NULL); - } - - 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); - } + glTexImage2D(tex->target, 0, internalformat, tex->w, tex->h, 0, format, data_format, pix); } } + else if (tex->target == GL_TEXTURE_1D) { + glTexImage1D(tex->target, 0, internalformat, tex->w, 0, format, data_format, pix); + } + else { + glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->d, 0, format, data_format, pix); + } - if (pixels) - MEM_freeN(pixels); + if (rescaled_fpixels) + MEM_freeN(rescaled_fpixels); - if (depth) { + /* Texture Parameters */ + if (tex->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); } else { glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } - 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_S, GL_CLAMP_TO_EDGE); + if (n > 1) { glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } - else - glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + if (n > 2) { + glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); + } + + GPU_texture_unbind(tex); return tex; } - -GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, const float *fpixels) +static GPUTexture *GPU_texture_cube_create( + int w, int d, + const float *fpixels_px, const float *fpixels_py, const float *fpixels_pz, + const float *fpixels_nx, const float *fpixels_ny, const float *fpixels_nz, + GPUTextureFormat data_type, int components, + char err_out[256]) { - GLenum type, format, internalformat; - void *pixels = NULL; + GLenum format, internalformat, data_format; GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture"); tex->w = w; - tex->h = h; - tex->depth = depth; + tex->h = w; + tex->d = d; tex->number = -1; tex->refcount = 1; - tex->target = GL_TEXTURE_3D; - tex->target_base = GL_TEXTURE_3D; - - glGenTextures(1, &tex->bindcode); - - if (!tex->bindcode) { - fprintf(stderr, "GPUTexture: texture create failed: %d\n", - (int)glGetError()); - GPU_texture_free(tex); - return NULL; - } - - tex->number = 0; - glBindTexture(tex->target, tex->bindcode); - - GPU_ASSERT_NO_GL_ERRORS("3D glBindTexture"); + tex->fb_attachment = -1; + tex->format = data_type; - type = GL_FLOAT; - if (channels == 4) { - format = GL_RGBA; - internalformat = GL_RGBA8; + if (d == 0) { + tex->target_base = tex->target = GL_TEXTURE_CUBE_MAP; } else { - format = GL_RED; - internalformat = GL_INTENSITY8; + BLI_assert(false && "Cubemap array Not implemented yet"); + // tex->target_base = tex->target = GL_TEXTURE_CUBE_MAP_ARRAY; } - /* 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); + internalformat = gpu_texture_get_format(components, data_type, &format, &data_format, &tex->depth, &tex->stencil, &tex->bytesize); - bool rescale = false; - int r_width; + gpu_texture_memory_footprint_add(tex); - glGetTexLevelParameteriv(GL_PROXY_TEXTURE_3D, 0, GL_TEXTURE_WIDTH, &r_width); + /* Generate Texture object */ + glGenTextures(1, &tex->bindcode); - 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); + if (!tex->bindcode) { + if (err_out) + BLI_snprintf(err_out, 256, "GPUTexture: texture create failed"); + else + fprintf(stderr, "GPUTexture: texture create failed"); + GPU_texture_free(tex); + return NULL; } - /* 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); - -#if 0 - if (fpixels) - pixels = GPU_texture_convert_pixels(w*h*depth, fpixels); -#endif - - GPU_ASSERT_NO_GL_ERRORS("3D glTexImage3D"); - - /* 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"); - - GPU_print_error_debug("You need to scale a 3D texture, feel the pain!"); - - 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); - - 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]; - } - } - } + tex->number = 0; + glBindTexture(tex->target, tex->bindcode); - glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, tex3d); + /* Upload Texture */ + glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_px); + glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_py); + glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_pz); + glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_nx); + glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_ny); + glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_nz); - MEM_freeN(tex3d); + /* Texture Parameters */ + if (tex->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); } 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); } - - 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); @@ -380,6 +533,7 @@ GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, int textarget /* 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?) */ if (textarget == GL_TEXTURE_2D) gputt = TEXTARGET_TEXTURE_2D; else @@ -398,14 +552,15 @@ GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, int textarget tex->target = textarget; tex->target_base = textarget; tex->fromblender = 1; + tex->format = -1; ima->gputexture[gputt] = 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, border; + GLint w, h; GLenum gettarget; @@ -417,10 +572,8 @@ 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); @@ -452,11 +605,12 @@ 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; 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 +629,88 @@ 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, 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; + return GPU_texture_create_nD(w, 0, 0, 1, pixels, GPU_RGBA8, 4, 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_custom( + int w, int channels, GPUTextureFormat data_type, 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); - - return tex; + return GPU_texture_create_nD(w, 0, 0, 1, pixels, data_type, channels, 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]) -{ - GPUTexture *tex = GPU_texture_create_nD(w, h, 2, fpixels, 0, hdr, 4, samples, err_out); - if (tex) - GPU_texture_unbind(tex); - - return tex; +GPUTexture *GPU_texture_create_2D(int w, int h, const float *pixels, char err_out[256]) +{ + return GPU_texture_create_nD(w, h, 0, 2, pixels, GPU_RGBA8, 4, 0, false, err_out); } -GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256]) +GPUTexture *GPU_texture_create_2D_custom( + int w, int h, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256]) { - GPUTexture *tex = GPU_texture_create_nD(w, h, 2, NULL, 1, GPU_HDR_NONE, 1, 0, err_out); - - if (tex) - GPU_texture_unbind(tex); - - return tex; + return GPU_texture_create_nD(w, h, 0, 2, pixels, data_type, channels, 0, false, err_out); } -GPUTexture *GPU_texture_create_depth_multisample(int w, int h, int samples, char err_out[256]) -{ - GPUTexture *tex = GPU_texture_create_nD(w, h, 2, NULL, 1, GPU_HDR_NONE, 1, samples, err_out); - if (tex) - GPU_texture_unbind(tex); - - return tex; +GPUTexture *GPU_texture_create_2D_multisample(int w, int h, const float *pixels, int samples, char err_out[256]) +{ + return GPU_texture_create_nD(w, h, 0, 2, pixels, GPU_RGBA8, 4, samples, false, err_out); } -/** - * 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]) +GPUTexture *GPU_texture_create_2D_array_custom(int w, int h, int d, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256]) { - GPUTexture *tex = GPU_texture_create_nD(size, size, 2, NULL, 0, GPU_HDR_FULL_FLOAT, 2, 0, err_out); - - 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_texture_unbind(tex); - } - - return tex; + return GPU_texture_create_nD(w, h, d, 2, pixels, data_type, channels, 0, false, err_out); } -GPUTexture *GPU_texture_create_2D_procedural(int w, int h, const float *pixels, bool repeat, char err_out[256]) +GPUTexture *GPU_texture_create_3D(int w, int h, int d, const float *pixels, char err_out[256]) { - GPUTexture *tex = GPU_texture_create_nD(w, h, 2, pixels, 0, GPU_HDR_HALF_FLOAT, 2, 0, err_out); + return GPU_texture_create_nD(w, h, d, 3, pixels, GPU_RGBA8, 4, 0, true, err_out); +} - 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); +GPUTexture *GPU_texture_create_3D_custom(int w, int h, int d, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256]) +{ + return GPU_texture_create_nD(w, h, d, 3, pixels, data_type, channels, 0, true, err_out); +} +GPUTexture *GPU_texture_create_cube_custom(int w, int channels, GPUTextureFormat data_type, const float *fpixels, char err_out[256]) +{ + const float *fpixels_px, *fpixels_py, *fpixels_pz, *fpixels_nx, *fpixels_ny, *fpixels_nz; - GPU_texture_unbind(tex); + if (fpixels) { + fpixels_px = fpixels + 0 * w * w * channels; + fpixels_nx = fpixels + 1 * w * w * channels; + fpixels_py = fpixels + 2 * w * w * channels; + fpixels_ny = fpixels + 3 * w * w * channels; + fpixels_pz = fpixels + 4 * w * w * channels; + fpixels_nz = fpixels + 5 * w * w * channels; + } + 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, data_type, channels, err_out); } -GPUTexture *GPU_texture_create_1D_procedural(int w, const float *pixels, char err_out[256]) +GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256]) { - GPUTexture *tex = GPU_texture_create_nD(w, 0, 1, pixels, 0, GPU_HDR_HALF_FLOAT, 2, 0, err_out); - - 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); + return GPU_texture_create_nD(w, h, 0, 2, NULL, GPU_DEPTH_COMPONENT24, 1, 0, false, err_out); +} - GPU_texture_unbind(tex); - } +GPUTexture *GPU_texture_create_depth_with_stencil(int w, int h, char err_out[256]) +{ + return GPU_texture_create_nD(w, h, 0, 2, NULL, GPU_DEPTH24_STENCIL8, 1, 0, false, err_out); +} - return tex; +GPUTexture *GPU_texture_create_depth_multisample(int w, int h, int samples, char err_out[256]) +{ + return GPU_texture_create_nD(w, h, 0, 2, NULL, GPU_DEPTH_COMPONENT24, 1, samples, false, err_out); } 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_2D = GPU_texture_create_2D(1, 1, color, NULL); + GG.invalid_tex_3D = GPU_texture_create_3D(1, 1, 1, color, NULL); } void GPU_invalid_tex_bind(int mode) @@ -627,21 +755,18 @@ void GPU_texture_bind(GPUTexture *tex, int number) if (number < 0) return; - GPU_ASSERT_NO_GL_ERRORS("Pre Texture Bind"); + if (number != 0) + glActiveTexture(GL_TEXTURE0 + number); - GLenum arbnumber = (GLenum)((GLuint)GL_TEXTURE0 + number); - if (number != 0) glActiveTexture(arbnumber); - if (tex->bindcode != 0) { + if (tex->bindcode != 0) glBindTexture(tex->target_base, tex->bindcode); - } else GPU_invalid_tex_bind(tex->target_base); - glEnable(tex->target_base); - if (number != 0) glActiveTexture(GL_TEXTURE0); - tex->number = number; + if (number != 0) + glActiveTexture(GL_TEXTURE0); - GPU_ASSERT_NO_GL_ERRORS("Post Texture Bind"); + tex->number = number; } void GPU_texture_unbind(GPUTexture *tex) @@ -653,18 +778,16 @@ void GPU_texture_unbind(GPUTexture *tex) 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); + if (tex->number != 0) + glActiveTexture(GL_TEXTURE0 + tex->number); + glBindTexture(tex->target_base, 0); - glDisable(tex->target_base); - if (tex->number != 0) glActiveTexture(GL_TEXTURE0); - tex->number = -1; + if (tex->number != 0) + glActiveTexture(GL_TEXTURE0); - GPU_ASSERT_NO_GL_ERRORS("Post Texture Unbind"); + tex->number = -1; } int GPU_texture_bound_number(GPUTexture *tex) @@ -672,7 +795,7 @@ int GPU_texture_bound_number(GPUTexture *tex) return tex->number; } -void GPU_texture_filter_mode(GPUTexture *tex, bool compare, bool use_filter) +void GPU_texture_generate_mipmap(GPUTexture *tex) { if (tex->number >= GPU_max_textures()) { fprintf(stderr, "Not enough texture slots.\n"); @@ -682,29 +805,99 @@ void GPU_texture_filter_mode(GPUTexture *tex, bool compare, bool use_filter) if (tex->number == -1) return; - GPU_ASSERT_NO_GL_ERRORS("Pre Texture Unbind"); + if (tex->number != 0) + glActiveTexture(GL_TEXTURE0 + tex->number); - GLenum arbnumber = (GLenum)((GLuint)GL_TEXTURE0 + tex->number); - if (tex->number != 0) glActiveTexture(arbnumber); + glGenerateMipmap(tex->target_base); - 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); + if (tex->number != 0) + glActiveTexture(GL_TEXTURE0); +} + +void GPU_texture_compare_mode(GPUTexture *tex, bool use_compare) +{ + if (tex->number >= GPU_max_textures()) { + fprintf(stderr, "Not enough texture slots.\n"); + return; } - if (use_filter) { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + if (tex->number == -1) + return; + + if (tex->number != 0) + glActiveTexture(GL_TEXTURE0 + tex->number); + + /* TODO viewport: use GL_COMPARE_REF_TO_TEXTURE after we switch to core profile */ + if (tex->depth) + glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, use_compare ? GL_COMPARE_R_TO_TEXTURE : GL_NONE); + + if (tex->number != 0) + glActiveTexture(GL_TEXTURE0); +} + +void GPU_texture_filter_mode(GPUTexture *tex, bool use_filter) +{ + if (tex->number >= GPU_max_textures()) { + fprintf(stderr, "Not enough texture slots.\n"); + return; } - else { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + + if (tex->number == -1) + return; + + if (tex->number != 0) + glActiveTexture(GL_TEXTURE0 + tex->number); + + GLenum filter = use_filter ? GL_LINEAR : GL_NEAREST; + glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, filter); + glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, filter); + + if (tex->number != 0) + glActiveTexture(GL_TEXTURE0); +} + +void GPU_texture_mipmap_mode(GPUTexture *tex, bool use_mipmap) +{ + if (tex->number >= GPU_max_textures()) { + fprintf(stderr, "Not enough texture slots.\n"); + return; } - if (tex->number != 0) glActiveTexture(GL_TEXTURE0); - GPU_ASSERT_NO_GL_ERRORS("Post Texture Unbind"); + if (tex->number == -1) + return; + + if (tex->number != 0) + glActiveTexture(GL_TEXTURE0 + tex->number); + + GLenum mipmap = use_mipmap ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR; + glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, mipmap); + + if (tex->number != 0) + glActiveTexture(GL_TEXTURE0); +} + +void GPU_texture_wrap_mode(GPUTexture *tex, bool use_repeat) +{ + if (tex->number >= GPU_max_textures()) { + fprintf(stderr, "Not enough texture slots.\n"); + return; + } + + if (tex->number == -1) + return; + + if (tex->number != 0) + glActiveTexture(GL_TEXTURE0 + tex->number); + + GLenum repeat = use_repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE; + 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); + + if (tex->number != 0) + glActiveTexture(GL_TEXTURE0); } void GPU_texture_free(GPUTexture *tex) @@ -720,6 +913,8 @@ void GPU_texture_free(GPUTexture *tex) if (tex->bindcode && !tex->fromblender) glDeleteTextures(1, &tex->bindcode); + gpu_texture_memory_footprint_remove(tex); + MEM_freeN(tex); } } @@ -744,11 +939,21 @@ int GPU_texture_height(const GPUTexture *tex) return tex->h; } -int GPU_texture_depth(const GPUTexture *tex) +int GPU_texture_format(const GPUTexture *tex) +{ + return tex->format; +} + +bool GPU_texture_depth(const GPUTexture *tex) { return tex->depth; } +bool GPU_texture_stencil(const GPUTexture *tex) +{ + return tex->stencil; +} + int GPU_texture_opengl_bindcode(const GPUTexture *tex) { return tex->bindcode; |