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

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/gpu/intern/gpu_texture.c')
-rw-r--r--source/blender/gpu/intern/gpu_texture.c769
1 files changed, 769 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_texture.c b/source/blender/gpu/intern/gpu_texture.c
new file mode 100644
index 00000000000..294b08f155a
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_texture.c
@@ -0,0 +1,769 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Brecht Van Lommel.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include "MEM_guardedalloc.h"
+
+#include "DNA_image_types.h"
+
+#include "BLI_blenlib.h"
+#include "BLI_utildefines.h"
+#include "BLI_math_base.h"
+#include "BLI_math_vector.h"
+
+#include "BKE_global.h"
+
+#include "GPU_debug.h"
+#include "GPU_draw.h"
+#include "GPU_extensions.h"
+#include "GPU_framebuffer.h"
+#include "GPU_glew.h"
+#include "GPU_texture.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 */
+
+struct GPUTexture {
+ int w, h; /* width/height */
+ int number; /* number for multitexture binding */
+ int refcount; /* reference count */
+ GLenum target; /* GL_TEXTURE_* */
+ GLenum target_base; /* same as target, (but no multisample) */
+ 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? */
+};
+
+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;
+
+ p = pixels = MEM_callocN(sizeof(unsigned char) * len, "GPUTexturePixels");
+
+ for (int a = 0; a < len; a++, p++, fp++)
+ *p = FTOCHAR((*fp));
+
+ return pixels;
+}
+
+static void GPU_glTexSubImageEmpty(GLenum target, GLenum format, int x, int y, int w, int h)
+{
+ 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);
+
+ MEM_freeN(pixels);
+}
+
+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])
+{
+ GLenum type, format, internalformat;
+ void *pixels = NULL;
+
+ 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);
+
+ 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());
+ }
+ 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;
+ }
+ }
+
+ if (fpixels && hdr_type == GPU_HDR_NONE) {
+ type = GL_UNSIGNED_BYTE;
+ pixels = GPU_texture_convert_pixels(w * h, fpixels);
+ }
+ }
+
+ 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);
+ }
+ }
+ }
+ else {
+ if (samples) {
+ glTexImage2DMultisample(tex->target, samples, internalformat, tex->w, tex->h, true);
+ }
+ 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);
+ }
+ }
+
+ if (pixels)
+ MEM_freeN(pixels);
+
+ 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);
+ }
+ 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_T, GL_CLAMP_TO_EDGE);
+ }
+ else
+ glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+
+ return tex;
+}
+
+
+GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, const float *fpixels)
+{
+ GLenum type, format, internalformat;
+ void *pixels = NULL;
+
+ GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
+ tex->w = w;
+ tex->h = h;
+ tex->depth = depth;
+ 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");
+
+ type = GL_FLOAT;
+ if (channels == 4) {
+ format = GL_RGBA;
+ internalformat = GL_RGBA8;
+ }
+ else {
+ format = GL_RED;
+ internalformat = GL_INTENSITY8;
+ }
+
+ /* 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);
+
+ bool rescale = false;
+ int r_width;
+
+ glGetTexLevelParameteriv(GL_PROXY_TEXTURE_3D, 0, GL_TEXTURE_WIDTH, &r_width);
+
+ 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);
+ }
+
+ /* 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];
+ }
+ }
+ }
+
+ glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, tex3d);
+
+ MEM_freeN(tex3d);
+ }
+ 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(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);
+
+ GPU_texture_unbind(tex);
+
+ return tex;
+}
+
+GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, int textarget, bool is_data, double time, int mipmap)
+{
+ 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);
+
+ if (textarget == GL_TEXTURE_2D)
+ gputt = TEXTARGET_TEXTURE_2D;
+ else
+ gputt = TEXTARGET_TEXTURE_CUBE_MAP;
+
+ if (ima->gputexture[gputt]) {
+ ima->gputexture[gputt]->bindcode = bindcode;
+ glBindTexture(textarget, 0);
+ return ima->gputexture[gputt];
+ }
+
+ GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
+ tex->bindcode = bindcode;
+ tex->number = -1;
+ tex->refcount = 1;
+ tex->target = textarget;
+ tex->target_base = GL_TEXTURE_2D;
+ tex->fromblender = 1;
+
+ ima->gputexture[gputt] = tex;
+
+ if (!glIsTexture(tex->bindcode)) {
+ GPU_ASSERT_NO_GL_ERRORS("Blender Texture Not Loaded");
+ }
+ else {
+ GLint w, h, border;
+
+ GLenum gettarget;
+
+ if (textarget == GL_TEXTURE_2D)
+ gettarget = GL_TEXTURE_2D;
+ else
+ gettarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X;
+
+ 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;
+ }
+
+ glBindTexture(textarget, 0);
+
+ return tex;
+}
+
+GPUTexture *GPU_texture_from_preview(PreviewImage *prv, int mipmap)
+{
+ GPUTexture *tex = prv->gputexture[0];
+ GLuint bindcode = 0;
+
+ if (tex)
+ bindcode = tex->bindcode;
+
+ /* this binds a texture, so that's why we restore it to 0 */
+ if (bindcode == 0) {
+ GPU_create_gl_tex(&bindcode, prv->rect[0], NULL, prv->w[0], prv->h[0], GL_TEXTURE_2D, mipmap, 0, NULL);
+ }
+ if (tex) {
+ tex->bindcode = bindcode;
+ glBindTexture(GL_TEXTURE_2D, 0);
+ return tex;
+ }
+
+ tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
+ tex->bindcode = bindcode;
+ tex->number = -1;
+ tex->refcount = 1;
+ tex->target = GL_TEXTURE_2D;
+ tex->target_base = GL_TEXTURE_2D;
+
+ prv->gputexture[0] = tex;
+
+ if (!glIsTexture(tex->bindcode)) {
+ GPU_ASSERT_NO_GL_ERRORS("Blender Texture Not Loaded");
+ }
+ else {
+ GLint w, h;
+
+ glBindTexture(GL_TEXTURE_2D, tex->bindcode);
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w);
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h);
+
+ tex->w = w;
+ tex->h = h;
+ }
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ return tex;
+
+}
+
+GPUTexture *GPU_texture_create_1D(int w, const float *fpixels, 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;
+}
+
+GPUTexture *GPU_texture_create_2D(int w, int h, const float *fpixels, GPUHDRType hdr, 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;
+}
+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_depth(int w, int h, 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;
+}
+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;
+}
+
+/**
+ * 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 *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;
+}
+
+GPUTexture *GPU_texture_create_2D_procedural(int w, int h, const float *pixels, bool repeat, char err_out[256])
+{
+ GPUTexture *tex = GPU_texture_create_nD(w, h, 2, pixels, 0, GPU_HDR_HALF_FLOAT, 2, 0, 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);
+
+ GPU_texture_unbind(tex);
+ }
+
+ return tex;
+}
+
+GPUTexture *GPU_texture_create_1D_procedural(int w, const float *pixels, 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);
+
+ GPU_texture_unbind(tex);
+ }
+
+ return tex;
+}
+
+void GPU_invalid_tex_init(void)
+{
+ 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);
+}
+
+void GPU_invalid_tex_bind(int mode)
+{
+ switch (mode) {
+ case GL_TEXTURE_1D:
+ glBindTexture(GL_TEXTURE_1D, GG.invalid_tex_1D->bindcode);
+ break;
+ case GL_TEXTURE_2D:
+ glBindTexture(GL_TEXTURE_2D, GG.invalid_tex_2D->bindcode);
+ break;
+ case GL_TEXTURE_3D:
+ glBindTexture(GL_TEXTURE_3D, GG.invalid_tex_3D->bindcode);
+ break;
+ }
+}
+
+void GPU_invalid_tex_free(void)
+{
+ if (GG.invalid_tex_1D)
+ GPU_texture_free(GG.invalid_tex_1D);
+ if (GG.invalid_tex_2D)
+ GPU_texture_free(GG.invalid_tex_2D);
+ if (GG.invalid_tex_3D)
+ GPU_texture_free(GG.invalid_tex_3D);
+}
+
+
+void GPU_texture_bind(GPUTexture *tex, int number)
+{
+ 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");
+ }
+ }
+
+ if (number < 0)
+ return;
+
+ GPU_ASSERT_NO_GL_ERRORS("Pre Texture Bind");
+
+ GLenum arbnumber = (GLenum)((GLuint)GL_TEXTURE0 + number);
+ if (number != 0) glActiveTexture(arbnumber);
+ if (tex->bindcode != 0) {
+ glBindTexture(tex->target, tex->bindcode);
+ }
+ else
+ GPU_invalid_tex_bind(tex->target);
+ glEnable(tex->target);
+ 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, 0);
+ glDisable(tex->target);
+ glBindTexture(tex->target_base, 0);
+ glDisable(tex->target_base);
+ if (tex->number != 0) glActiveTexture(GL_TEXTURE0);
+
+ tex->number = -1;
+
+ GPU_ASSERT_NO_GL_ERRORS("Post Texture Unbind");
+}
+
+int GPU_texture_bound_number(GPUTexture *tex)
+{
+ return tex->number;
+}
+
+void GPU_texture_filter_mode(GPUTexture *tex, bool compare, bool use_filter)
+{
+ 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);
+
+ 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 (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);
+ }
+ if (tex->number != 0) glActiveTexture(GL_TEXTURE0);
+
+ GPU_ASSERT_NO_GL_ERRORS("Post Texture Unbind");
+}
+
+void GPU_texture_free(GPUTexture *tex)
+{
+ tex->refcount--;
+
+ if (tex->refcount < 0)
+ 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);
+
+ MEM_freeN(tex);
+ }
+}
+
+void GPU_texture_ref(GPUTexture *tex)
+{
+ tex->refcount++;
+}
+
+int GPU_texture_target(const GPUTexture *tex)
+{
+ return tex->target;
+}
+
+int GPU_texture_width(const GPUTexture *tex)
+{
+ return tex->w;
+}
+
+int GPU_texture_height(const GPUTexture *tex)
+{
+ return tex->h;
+}
+
+int GPU_texture_depth(const GPUTexture *tex)
+{
+ return tex->depth;
+}
+
+int GPU_texture_opengl_bindcode(const GPUTexture *tex)
+{
+ return tex->bindcode;
+}
+
+GPUFrameBuffer *GPU_texture_framebuffer(GPUTexture *tex)
+{
+ return tex->fb;
+}
+
+int GPU_texture_framebuffer_attachment(GPUTexture *tex)
+{
+ return tex->fb_attachment;
+}
+
+void GPU_texture_framebuffer_set(GPUTexture *tex, GPUFrameBuffer *fb, int attachment)
+{
+ tex->fb = fb;
+ tex->fb_attachment = attachment;
+}
+