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Diffstat (limited to 'source/blender/gpu/intern/gpu_texture.cc')
-rw-r--r--source/blender/gpu/intern/gpu_texture.cc2229
1 files changed, 2229 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_texture.cc b/source/blender/gpu/intern/gpu_texture.cc
new file mode 100644
index 00000000000..49812abe605
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_texture.cc
@@ -0,0 +1,2229 @@
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2005 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#include <string.h>
+
+#include "MEM_guardedalloc.h"
+
+#include "DNA_image_types.h"
+#include "DNA_userdef_types.h"
+
+#include "BLI_blenlib.h"
+#include "BLI_math_base.h"
+#include "BLI_utildefines.h"
+
+#include "BKE_global.h"
+
+#include "GPU_batch.h"
+#include "GPU_context.h"
+#include "GPU_debug.h"
+#include "GPU_extensions.h"
+#include "GPU_framebuffer.h"
+#include "GPU_glew.h"
+#include "GPU_platform.h"
+#include "GPU_texture.h"
+
+#include "gpu_context_private.h"
+
+#define WARN_NOT_BOUND(_tex) \
+ { \
+ if (_tex->number == -1) { \
+ fprintf(stderr, "Warning : Trying to set parameter on a texture not bound.\n"); \
+ BLI_assert(0); \
+ return; \
+ } \
+ } \
+ ((void)0)
+
+static struct GPUTextureGlobal {
+ /** Texture used in place of invalid textures (not loaded correctly, missing). */
+ GPUTexture *invalid_tex_1D;
+ GPUTexture *invalid_tex_2D;
+ GPUTexture *invalid_tex_3D;
+ /** Sampler objects used to replace internal texture parameters. */
+ GLuint samplers[GPU_SAMPLER_MAX];
+ GLuint icon_sampler;
+} GG = {NULL};
+
+/* Maximum number of FBOs a texture can be attached to. */
+#define GPU_TEX_MAX_FBO_ATTACHED 12
+
+typedef enum eGPUTextureFormatFlag {
+ 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),
+} eGPUTextureFormatFlag;
+
+ENUM_OPERATORS(eGPUTextureFormatFlag)
+
+/* GPUTexture */
+struct GPUTexture {
+ int w, h, d; /* width/height/depth */
+ int orig_w, orig_h; /* width/height (of source data), optional. */
+ int number; /* Texture unit to which this texture is bound. */
+ 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 */
+
+ eGPUTextureFormat format;
+ eGPUTextureFormatFlag format_flag;
+ eGPUSamplerState sampler_state; /* Internal Sampler state. */
+
+ int mipmaps; /* number of mipmaps */
+ int components; /* number of color/alpha channels */
+ int samples; /* number of samples for multisamples textures. 0 if not multisample target */
+
+ int fb_attachment[GPU_TEX_MAX_FBO_ATTACHED];
+ GPUFrameBuffer *fb[GPU_TEX_MAX_FBO_ATTACHED];
+ /* Legacy workaround for texture copy. */
+ GLuint copy_fb;
+ GPUContext *copy_fb_ctx;
+};
+
+static uint gpu_get_bytesize(eGPUTextureFormat data_type);
+static void gpu_texture_framebuffer_ensure(GPUTexture *tex);
+
+/* ------ Memory Management ------- */
+/* Records every texture allocation / free
+ * to estimate the Texture Pool Memory consumption */
+static uint memory_usage = 0;
+
+static uint gpu_texture_memory_footprint_compute(GPUTexture *tex)
+{
+ uint memsize;
+ const uint bytesize = gpu_get_bytesize(tex->format);
+ const int samp = max_ii(tex->samples, 1);
+ switch (tex->target_base) {
+ case GL_TEXTURE_1D:
+ case GL_TEXTURE_BUFFER:
+ memsize = bytesize * tex->w * samp;
+ break;
+ case GL_TEXTURE_1D_ARRAY:
+ case GL_TEXTURE_2D:
+ memsize = bytesize * tex->w * tex->h * samp;
+ break;
+ case GL_TEXTURE_2D_ARRAY:
+ case GL_TEXTURE_3D:
+ memsize = bytesize * tex->w * tex->h * tex->d * samp;
+ break;
+ case GL_TEXTURE_CUBE_MAP:
+ memsize = bytesize * 6 * tex->w * tex->h * samp;
+ break;
+ case GL_TEXTURE_CUBE_MAP_ARRAY_ARB:
+ memsize = bytesize * 6 * tex->w * tex->h * tex->d * samp;
+ break;
+ default:
+ BLI_assert(0);
+ return 0;
+ }
+ if (tex->mipmaps != 0) {
+ /* Just to get an idea of the memory used here is computed
+ * as if the maximum number of mipmaps was generated. */
+ memsize += memsize / 3;
+ }
+
+ return memsize;
+}
+
+static void gpu_texture_memory_footprint_add(GPUTexture *tex)
+{
+ memory_usage += gpu_texture_memory_footprint_compute(tex);
+}
+
+static void gpu_texture_memory_footprint_remove(GPUTexture *tex)
+{
+ memory_usage -= gpu_texture_memory_footprint_compute(tex);
+}
+
+uint GPU_texture_memory_usage_get(void)
+{
+ return memory_usage;
+}
+
+/* -------------------------------- */
+
+static const char *gl_enum_to_str(GLenum e)
+{
+#define ENUM_TO_STRING(e) \
+ case GL_##e: { \
+ return STRINGIFY_ARG(e); \
+ }
+
+ switch (e) {
+ ENUM_TO_STRING(TEXTURE_CUBE_MAP);
+ ENUM_TO_STRING(TEXTURE_CUBE_MAP_ARRAY);
+ ENUM_TO_STRING(TEXTURE_2D);
+ ENUM_TO_STRING(TEXTURE_2D_ARRAY);
+ ENUM_TO_STRING(TEXTURE_1D);
+ ENUM_TO_STRING(TEXTURE_1D_ARRAY);
+ ENUM_TO_STRING(TEXTURE_3D);
+ ENUM_TO_STRING(TEXTURE_2D_MULTISAMPLE);
+ ENUM_TO_STRING(RGBA32F);
+ ENUM_TO_STRING(RGBA16F);
+ ENUM_TO_STRING(RGBA16UI);
+ ENUM_TO_STRING(RGBA16I);
+ ENUM_TO_STRING(RGBA16);
+ ENUM_TO_STRING(RGBA8UI);
+ ENUM_TO_STRING(RGBA8I);
+ ENUM_TO_STRING(RGBA8);
+ ENUM_TO_STRING(RGB16F);
+ ENUM_TO_STRING(RG32F);
+ ENUM_TO_STRING(RG16F);
+ ENUM_TO_STRING(RG16UI);
+ ENUM_TO_STRING(RG16I);
+ ENUM_TO_STRING(RG16);
+ ENUM_TO_STRING(RG8UI);
+ ENUM_TO_STRING(RG8I);
+ ENUM_TO_STRING(RG8);
+ ENUM_TO_STRING(R8UI);
+ ENUM_TO_STRING(R8I);
+ ENUM_TO_STRING(R8);
+ ENUM_TO_STRING(R32F);
+ ENUM_TO_STRING(R32UI);
+ ENUM_TO_STRING(R32I);
+ ENUM_TO_STRING(R16F);
+ ENUM_TO_STRING(R16UI);
+ ENUM_TO_STRING(R16I);
+ ENUM_TO_STRING(R16);
+ ENUM_TO_STRING(R11F_G11F_B10F);
+ ENUM_TO_STRING(SRGB8_ALPHA8);
+ ENUM_TO_STRING(DEPTH24_STENCIL8);
+ ENUM_TO_STRING(DEPTH32F_STENCIL8);
+ ENUM_TO_STRING(DEPTH_COMPONENT32F);
+ ENUM_TO_STRING(DEPTH_COMPONENT24);
+ ENUM_TO_STRING(DEPTH_COMPONENT16);
+ default:
+ return "Unkown enum";
+ };
+#undef ENUM_TO_STRING
+}
+
+static int gpu_get_component_count(eGPUTextureFormat format)
+{
+ switch (format) {
+ case GPU_RGBA8:
+ case GPU_RGBA8UI:
+ case GPU_RGBA16F:
+ case GPU_RGBA16:
+ case GPU_RGBA32F:
+ case GPU_SRGB8_A8:
+ 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;
+ }
+}
+
+static uint gpu_get_data_format_bytesize(int comp, eGPUDataFormat data_format)
+{
+ switch (data_format) {
+ case GPU_DATA_FLOAT:
+ return sizeof(float) * comp;
+ case GPU_DATA_INT:
+ case GPU_DATA_UNSIGNED_INT:
+ return sizeof(int) * comp;
+ case GPU_DATA_UNSIGNED_INT_24_8:
+ case GPU_DATA_10_11_11_REV:
+ return sizeof(int);
+ case GPU_DATA_UNSIGNED_BYTE:
+ return sizeof(char) * comp;
+ default:
+ BLI_assert(0);
+ return 0;
+ }
+}
+
+/* Definitely not complete, edit according to the gl specification. */
+static void gpu_validate_data_format(eGPUTextureFormat tex_format, eGPUDataFormat 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_R8UI, GPU_R32UI)) {
+ if (ELEM(tex_format, GPU_R8UI, 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, GPU_SRGB8_A8)) {
+ 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 {
+ BLI_assert(ELEM(data_format, GPU_DATA_FLOAT));
+ }
+ }
+}
+
+static eGPUDataFormat gpu_get_data_format_from_tex_format(eGPUTextureFormat tex_format)
+{
+ if (ELEM(tex_format, GPU_DEPTH_COMPONENT24, GPU_DEPTH_COMPONENT16, GPU_DEPTH_COMPONENT32F)) {
+ return GPU_DATA_FLOAT;
+ }
+ else if (ELEM(tex_format, GPU_DEPTH24_STENCIL8, GPU_DEPTH32F_STENCIL8)) {
+ return GPU_DATA_UNSIGNED_INT_24_8;
+ }
+ else {
+ /* Integer formats */
+ if (ELEM(tex_format, GPU_RG16I, GPU_R16I, GPU_RG16UI, GPU_R8UI, GPU_R16UI, GPU_R32UI)) {
+ if (ELEM(tex_format, GPU_R8UI, GPU_R16UI, GPU_RG16UI, GPU_R32UI)) {
+ return GPU_DATA_UNSIGNED_INT;
+ }
+ else {
+ return GPU_DATA_INT;
+ }
+ }
+ /* 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;
+ }
+ }
+}
+
+/* Definitely not complete, edit according to the gl specification. */
+static GLenum gpu_get_gl_dataformat(eGPUTextureFormat data_type,
+ eGPUTextureFormatFlag *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 {
+ /* Integer formats */
+ if (ELEM(data_type, GPU_R8UI, 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 if (ELEM(data_type, GPU_R8)) {
+ *format_flag |= GPU_FORMAT_FLOAT;
+ return GL_RED;
+ }
+ else {
+ *format_flag |= GPU_FORMAT_FLOAT;
+
+ 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;
+ }
+ }
+ }
+
+ BLI_assert(0);
+ *format_flag |= GPU_FORMAT_FLOAT;
+ return GL_RGBA;
+}
+
+static uint gpu_get_bytesize(eGPUTextureFormat 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: /* 32-bit depth, 8 bits stencil, and 24 unused bits. */
+ 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_SRGB8_A8:
+ 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:
+ case GPU_R16:
+ return 2;
+ case GPU_R8:
+ case GPU_R8UI:
+ return 1;
+ case GPU_SRGB8_A8_DXT1:
+ case GPU_SRGB8_A8_DXT3:
+ case GPU_SRGB8_A8_DXT5:
+ case GPU_RGBA8_DXT1:
+ case GPU_RGBA8_DXT3:
+ case GPU_RGBA8_DXT5:
+ return 1; /* Incorrect but actual size is fractional. */
+ default:
+ BLI_assert(!"Texture format incorrect or unsupported\n");
+ return 0;
+ }
+}
+
+static GLenum gpu_format_to_gl_internalformat(eGPUTextureFormat 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_RGBA8UI:
+ return GL_RGBA8UI;
+ case GPU_RGBA8I:
+ return GL_RGBA8I;
+ case GPU_RGBA8:
+ return GL_RGBA8;
+ case GPU_RGBA32UI:
+ return GL_RGBA32UI;
+ case GPU_RGBA32I:
+ return GL_RGBA32I;
+ case GPU_RGBA32F:
+ return GL_RGBA32F;
+ case GPU_RGBA16UI:
+ return GL_RGBA16UI;
+ case GPU_RGBA16I:
+ return GL_RGBA16I;
+ case GPU_RGBA16F:
+ return GL_RGBA16F;
+ case GPU_RGBA16:
+ return GL_RGBA16;
+ case GPU_RG8UI:
+ return GL_RG8UI;
+ case GPU_RG8I:
+ return GL_RG8I;
+ case GPU_RG8:
+ return GL_RG8;
+ case GPU_RG32UI:
+ return GL_RG32UI;
+ case GPU_RG32I:
+ return GL_RG32I;
+ case GPU_RG32F:
+ return GL_RG32F;
+ case GPU_RG16UI:
+ return GL_RG16UI;
+ case GPU_RG16I:
+ return GL_RG16I;
+ case GPU_RG16F:
+ return GL_RG16F;
+ case GPU_RG16:
+ return GL_RG16;
+ case GPU_R8UI:
+ return GL_R8UI;
+ case GPU_R8I:
+ return GL_R8I;
+ case GPU_R8:
+ return GL_R8;
+ case GPU_R32UI:
+ return GL_R32UI;
+ case GPU_R32I:
+ return GL_R32I;
+ case GPU_R32F:
+ return GL_R32F;
+ case GPU_R16UI:
+ return GL_R16UI;
+ case GPU_R16I:
+ return GL_R16I;
+ case GPU_R16F:
+ return GL_R16F;
+ case GPU_R16:
+ return GL_R16;
+ /* Special formats texture & renderbuffer */
+ case GPU_R11F_G11F_B10F:
+ return GL_R11F_G11F_B10F;
+ case GPU_DEPTH32F_STENCIL8:
+ return GL_DEPTH32F_STENCIL8;
+ case GPU_DEPTH24_STENCIL8:
+ return GL_DEPTH24_STENCIL8;
+ case GPU_SRGB8_A8:
+ return GL_SRGB8_ALPHA8;
+ /* Texture only format */
+ case GPU_RGB16F:
+ return GL_RGB16F;
+ /* Special formats texture only */
+ case GPU_SRGB8_A8_DXT1:
+ return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
+ case GPU_SRGB8_A8_DXT3:
+ return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;
+ case GPU_SRGB8_A8_DXT5:
+ return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;
+ case GPU_RGBA8_DXT1:
+ return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
+ case GPU_RGBA8_DXT3:
+ return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
+ case GPU_RGBA8_DXT5:
+ return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
+ /* 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;
+ }
+}
+
+static GLenum gpu_get_gl_datatype(eGPUDataFormat 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;
+ }
+}
+
+static float *GPU_texture_rescale_3d(
+ 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 = (float *)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;
+}
+
+static bool gpu_texture_check_capacity(
+ GPUTexture *tex, GLenum proxy, GLenum internalformat, GLenum data_format, GLenum data_type)
+{
+ if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_WIN, GPU_DRIVER_ANY) ||
+ GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_MAC, GPU_DRIVER_OFFICIAL) ||
+ GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_OFFICIAL)) {
+ /* Some AMD drivers have a faulty `GL_PROXY_TEXTURE_..` check.
+ * (see T55888, T56185, T59351).
+ * Checking with `GL_PROXY_TEXTURE_..` doesn't prevent `Out Of Memory` issue,
+ * it just states that the OGL implementation can support the texture.
+ * So manually check the maximum size and maximum number of layers.
+ * Same thing happens on Nvidia/macOS 10.15 (T78175). */
+ switch (proxy) {
+ case GL_PROXY_TEXTURE_2D_ARRAY:
+ if ((tex->d < 0) || (tex->d > GPU_max_texture_layers())) {
+ return false;
+ }
+ break;
+
+ case GL_PROXY_TEXTURE_1D_ARRAY:
+ if ((tex->h < 0) || (tex->h > GPU_max_texture_layers())) {
+ return false;
+ }
+ break;
+ }
+
+ switch (proxy) {
+ case GL_PROXY_TEXTURE_3D:
+ if ((tex->d < 0) || (tex->d > GPU_max_texture_size())) {
+ return false;
+ }
+ ATTR_FALLTHROUGH;
+
+ case GL_PROXY_TEXTURE_2D:
+ case GL_PROXY_TEXTURE_2D_ARRAY:
+ if ((tex->h < 0) || (tex->h > GPU_max_texture_size())) {
+ return false;
+ }
+ ATTR_FALLTHROUGH;
+
+ case GL_PROXY_TEXTURE_1D:
+ case GL_PROXY_TEXTURE_1D_ARRAY:
+ if ((tex->w < 0) || (tex->w > GPU_max_texture_size())) {
+ return false;
+ }
+ ATTR_FALLTHROUGH;
+ default:
+ break;
+ }
+
+ return true;
+ }
+ else {
+ 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:
+ case GL_PROXY_TEXTURE_CUBE_MAP:
+ glTexImage2D(proxy, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, NULL);
+ break;
+ case GL_PROXY_TEXTURE_2D_ARRAY:
+ case GL_PROXY_TEXTURE_3D:
+ glTexImage3D(
+ proxy, 0, internalformat, tex->w, tex->h, tex->d, 0, data_format, data_type, NULL);
+ break;
+ case GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB:
+ glTexImage3D(
+ proxy, 0, internalformat, tex->w, tex->h, tex->d * 6, 0, data_format, data_type, NULL);
+ break;
+ }
+ int width = 0;
+ glGetTexLevelParameteriv(proxy, 0, GL_TEXTURE_WIDTH, &width);
+
+ return (width > 0);
+ }
+}
+
+/* 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)
+{
+ bool ret;
+ ret = gpu_texture_check_capacity(tex, proxy, internalformat, data_format, data_type);
+
+ if (!ret && try_rescale) {
+ BLI_assert(!ELEM(proxy,
+ GL_PROXY_TEXTURE_1D_ARRAY,
+ GL_PROXY_TEXTURE_2D_ARRAY,
+ GL_PROXY_TEXTURE_CUBE_MAP,
+ GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB)); // not implemented
+
+ const int w = tex->w, h = tex->h, d = tex->d;
+
+ /* Find largest texture possible */
+ do {
+ 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;
+ }
+
+ ret = gpu_texture_check_capacity(tex, proxy, internalformat, data_format, data_type);
+ } while (ret == false);
+
+ /* Rescale */
+ if (ret) {
+ 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_rescale_3d(tex, w, h, d, channels, fpixels);
+ return (bool)*rescaled_fpixels;
+ }
+ }
+ }
+
+ return ret;
+}
+
+GPUTexture *GPU_texture_create_nD(int w,
+ int h,
+ int d,
+ int n,
+ const void *pixels,
+ eGPUTextureFormat tex_format,
+ eGPUDataFormat gpu_data_format,
+ int samples,
+ const bool can_rescale,
+ char err_out[256])
+{
+ 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 = (GPUTexture *)MEM_callocN(sizeof(GPUTexture), __func__);
+ tex->w = w;
+ tex->h = h;
+ tex->d = d;
+ tex->samples = samples;
+ tex->refcount = 1;
+ tex->format = tex_format;
+ tex->components = gpu_get_component_count(tex_format);
+ tex->mipmaps = 0;
+ tex->format_flag = static_cast<eGPUTextureFormatFlag>(0);
+ tex->number = -1;
+
+ if (n == 2) {
+ if (d == 0) {
+ tex->target_base = tex->target = GL_TEXTURE_2D;
+ }
+ else {
+ tex->target_base = tex->target = GL_TEXTURE_2D_ARRAY;
+ tex->format_flag |= GPU_FORMAT_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;
+ tex->format_flag |= GPU_FORMAT_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;
+ }
+
+ GLenum internalformat = gpu_format_to_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);
+
+ /* Generate Texture object */
+ tex->bindcode = GPU_tex_alloc();
+
+ if (!tex->bindcode) {
+ if (err_out) {
+ BLI_strncpy(err_out, "GPUTexture: texture create failed\n", 256);
+ }
+ else {
+ fprintf(stderr, "GPUTexture: texture create failed\n");
+ }
+ GPU_texture_free(tex);
+ return NULL;
+ }
+
+ glBindTexture(tex->target, tex->bindcode);
+
+ /* Check if texture fit in VRAM */
+ GLenum proxy = GL_PROXY_TEXTURE_2D;
+
+ if (n == 2) {
+ if (d > 1) {
+ 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,
+ (float *)pixels,
+ &rescaled_pixels);
+
+ if (G.debug & G_DEBUG_GPU || !valid) {
+ printf(
+ "GPUTexture: create : %s,\t w : %5d, h : %5d, d : %5d, comp : %4d, size : %.2f "
+ "MiB,\t %s\n",
+ gl_enum_to_str(tex->target),
+ w,
+ h,
+ d,
+ tex->components,
+ gpu_texture_memory_footprint_compute(tex) / 1048576.0f,
+ gl_enum_to_str(internalformat));
+ }
+
+ if (!valid) {
+ if (err_out) {
+ BLI_strncpy(err_out, "GPUTexture: texture alloc failed\n", 256);
+ }
+ else {
+ fprintf(stderr, "GPUTexture: texture alloc failed. Likely not enough Video Memory.\n");
+ fprintf(stderr,
+ "Current texture memory usage : %.2f MiB.\n",
+ gpu_texture_memory_footprint_compute(tex) / 1048576.0f);
+ }
+ GPU_texture_free(tex);
+ return NULL;
+ }
+
+ gpu_texture_memory_footprint_add(tex);
+
+ /* Upload Texture */
+ const void *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 {
+ glTexImage3D(
+ tex->target, 0, internalformat, tex->w, tex->h, tex->d, 0, data_format, data_type, pix);
+ }
+
+ if (rescaled_pixels) {
+ MEM_freeN(rescaled_pixels);
+ }
+
+ /* Texture Parameters */
+ if (GPU_texture_stencil(tex) || /* Does not support filtering */
+ GPU_texture_integer(tex) || /* Does not support filtering */
+ GPU_texture_depth(tex)) {
+ tex->sampler_state = GPU_SAMPLER_DEFAULT & ~GPU_SAMPLER_FILTER;
+ }
+ else {
+ tex->sampler_state = GPU_SAMPLER_DEFAULT;
+ }
+ /* Avoid issue with incomplete textures. */
+ glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+
+ glBindTexture(tex->target, 0);
+
+ return tex;
+}
+
+GPUTexture *GPU_texture_cube_create(int w,
+ int d,
+ const void *pixels,
+ eGPUTextureFormat tex_format,
+ eGPUDataFormat gpu_data_format,
+ char err_out[256])
+{
+ GPUTexture *tex = (GPUTexture *)MEM_callocN(sizeof(GPUTexture), __func__);
+ tex->w = w;
+ tex->h = w;
+ tex->d = d;
+ tex->samples = 0;
+ tex->refcount = 1;
+ tex->format = tex_format;
+ tex->components = gpu_get_component_count(tex_format);
+ tex->mipmaps = 0;
+ tex->format_flag = GPU_FORMAT_CUBE;
+ tex->number = -1;
+
+ GLenum proxy;
+
+ if (d == 0) {
+ proxy = GL_PROXY_TEXTURE_CUBE_MAP;
+ tex->target_base = tex->target = GL_TEXTURE_CUBE_MAP;
+ }
+ else {
+ proxy = GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB;
+ tex->target_base = tex->target = GL_TEXTURE_CUBE_MAP_ARRAY_ARB;
+ tex->format_flag |= GPU_FORMAT_ARRAY;
+
+ if (!GPU_arb_texture_cube_map_array_is_supported()) {
+ fprintf(stderr, "ERROR: Attempt to create a cubemap array without hardware support!\n");
+ BLI_assert(0);
+ GPU_texture_free(tex);
+ return NULL;
+ }
+
+ if (d > GPU_max_texture_layers() / 6) {
+ BLI_assert(0);
+ GPU_texture_free(tex);
+ return NULL;
+ }
+ }
+
+ GLenum internalformat = gpu_format_to_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);
+
+ /* Generate Texture object */
+ tex->bindcode = GPU_tex_alloc();
+
+ if (!tex->bindcode) {
+ if (err_out) {
+ BLI_strncpy(err_out, "GPUTexture: texture create failed\n", 256);
+ }
+ else {
+ fprintf(stderr, "GPUTexture: texture create failed\n");
+ }
+ GPU_texture_free(tex);
+ return NULL;
+ }
+
+ bool valid = gpu_texture_try_alloc(
+ tex, proxy, internalformat, data_format, data_type, tex->components, false, NULL, NULL);
+
+ if (G.debug & G_DEBUG_GPU || !valid) {
+ printf(
+ "GPUTexture: create : %s,\t w : %5d, h : %5d, d : %5d, comp : %4d, size : %.2f "
+ "MiB,\t %s\n",
+ gl_enum_to_str(tex->target),
+ w,
+ w,
+ d * 6,
+ tex->components,
+ gpu_texture_memory_footprint_compute(tex) / 1048576.0f,
+ gl_enum_to_str(internalformat));
+ }
+
+ if (!valid) {
+ if (err_out) {
+ BLI_strncpy(err_out, "GPUTexture: texture alloc failed\n", 256);
+ }
+ else {
+ fprintf(stderr,
+ "GPUTexture: texture alloc failed. Likely not enough Video Memory or the requested "
+ "size is not supported by the implementation.\n");
+ fprintf(stderr,
+ "Current texture memory usage : %.2f MiB.\n",
+ gpu_texture_memory_footprint_compute(tex) / 1048576.0f);
+ }
+ GPU_texture_free(tex);
+ return NULL;
+ }
+
+ gpu_texture_memory_footprint_add(tex);
+
+ glBindTexture(tex->target, tex->bindcode);
+
+ /* Upload Texture */
+ if (d == 0) {
+ const char *pixels_px, *pixels_py, *pixels_pz, *pixels_nx, *pixels_ny, *pixels_nz;
+
+ if (pixels) {
+ size_t face_ofs = w * w * gpu_get_data_format_bytesize(tex->components, gpu_data_format);
+ pixels_px = (char *)pixels + 0 * face_ofs;
+ pixels_nx = (char *)pixels + 1 * face_ofs;
+ pixels_py = (char *)pixels + 2 * face_ofs;
+ pixels_ny = (char *)pixels + 3 * face_ofs;
+ pixels_pz = (char *)pixels + 4 * face_ofs;
+ pixels_nz = (char *)pixels + 5 * face_ofs;
+ }
+ else {
+ pixels_px = pixels_py = pixels_pz = pixels_nx = pixels_ny = pixels_nz = NULL;
+ }
+
+ GLuint face = GL_TEXTURE_CUBE_MAP_POSITIVE_X;
+ glTexImage2D(face++, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, pixels_px);
+ glTexImage2D(face++, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, pixels_nx);
+ glTexImage2D(face++, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, pixels_py);
+ glTexImage2D(face++, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, pixels_ny);
+ glTexImage2D(face++, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, pixels_pz);
+ glTexImage2D(face++, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, pixels_nz);
+ }
+ else {
+ glTexImage3D(tex->target,
+ 0,
+ internalformat,
+ tex->w,
+ tex->h,
+ tex->d * 6,
+ 0,
+ data_format,
+ data_type,
+ pixels);
+ }
+
+ /* Texture Parameters */
+ if (GPU_texture_stencil(tex) || /* Does not support filtering */
+ GPU_texture_integer(tex) || /* Does not support filtering */
+ GPU_texture_depth(tex)) {
+ tex->sampler_state = GPU_SAMPLER_DEFAULT & ~GPU_SAMPLER_FILTER;
+ }
+ else {
+ tex->sampler_state = GPU_SAMPLER_DEFAULT;
+ }
+ /* Avoid issue with incomplete textures. */
+ glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+
+ glBindTexture(tex->target, 0);
+
+ return tex;
+}
+
+/* Special buffer textures. tex_format must be compatible with the buffer content. */
+GPUTexture *GPU_texture_create_buffer(eGPUTextureFormat tex_format, const GLuint buffer)
+{
+ GPUTexture *tex = (GPUTexture *)MEM_callocN(sizeof(GPUTexture), __func__);
+ tex->refcount = 1;
+ tex->format = tex_format;
+ tex->components = gpu_get_component_count(tex_format);
+ tex->format_flag = static_cast<eGPUTextureFormatFlag>(0);
+ tex->target_base = tex->target = GL_TEXTURE_BUFFER;
+ tex->mipmaps = 0;
+ tex->number = -1;
+
+ GLenum internalformat = gpu_format_to_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) ||
+ /* Not available until gl 4.0 */
+ // ELEM(tex_format, GPU_RGB32F, GPU_RGB32I, GPU_RGB32UI) ||
+ 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;
+ }
+
+ /* Generate Texture object */
+ tex->bindcode = GPU_tex_alloc();
+
+ 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);
+ glGetTexLevelParameteriv(tex->target, 0, GL_TEXTURE_WIDTH, &tex->w);
+ glBindTexture(tex->target, 0);
+
+ gpu_texture_memory_footprint_add(tex);
+
+ return tex;
+}
+
+static GLenum convert_target_to_gl(int dimension, bool is_array)
+{
+ switch (dimension) {
+ case 1:
+ return is_array ? GL_TEXTURE_1D : GL_TEXTURE_1D_ARRAY;
+ case 2:
+ return is_array ? GL_TEXTURE_2D : GL_TEXTURE_2D_ARRAY;
+ case 3:
+ return GL_TEXTURE_3D;
+ default:
+ BLI_assert(0);
+ return GL_TEXTURE_2D;
+ }
+}
+
+/* Create an error texture that will bind an invalid texture (pink) at draw time. */
+GPUTexture *GPU_texture_create_error(int dimension, bool is_array)
+{
+ GLenum textarget = convert_target_to_gl(dimension, is_array);
+
+ GPUTexture *tex = (GPUTexture *)MEM_callocN(sizeof(GPUTexture), __func__);
+ tex->bindcode = 0;
+ tex->refcount = 1;
+ tex->target = textarget;
+ tex->target_base = textarget;
+ tex->samples = 0;
+ tex->sampler_state = GPU_SAMPLER_DEFAULT;
+ tex->number = -1;
+
+ GPU_print_error_debug("Blender Texture Not Loaded");
+ return tex;
+}
+
+/* DDS texture loading. Return NULL if support is not available. */
+GPUTexture *GPU_texture_create_compressed(
+ int w, int h, int miplen, eGPUTextureFormat tex_format, const void *data)
+{
+ if (!GLEW_EXT_texture_compression_s3tc) {
+ return NULL;
+ }
+
+ GPUTexture *tex = (GPUTexture *)MEM_callocN(sizeof(GPUTexture), __func__);
+ tex->w = w;
+ tex->h = h;
+ tex->refcount = 1;
+ tex->target = tex->target_base = GL_TEXTURE_2D;
+ tex->format_flag = static_cast<eGPUTextureFormatFlag>(0);
+ tex->components = gpu_get_component_count(tex_format);
+ tex->mipmaps = miplen - 1;
+ tex->sampler_state = GPU_SAMPLER_DEFAULT;
+ tex->number = -1;
+
+ GLenum internalformat = gpu_format_to_gl_internalformat(tex_format);
+
+ glGenTextures(1, &tex->bindcode);
+ glBindTexture(tex->target, tex->bindcode);
+
+ /* Reset to opengl Defaults. (Untested, might not be needed) */
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
+
+ int blocksize = (ELEM(tex_format, GPU_RGBA8_DXT1, GPU_SRGB8_A8_DXT1)) ? 8 : 16;
+
+ size_t ofs = 0;
+ for (int mip = 0; mip < miplen && (w || h); mip++, w >>= 1, h >>= 1) {
+ w = max_ii(1, w);
+ h = max_ii(1, h);
+ size_t size = ((w + 3) / 4) * ((h + 3) / 4) * blocksize;
+
+ glCompressedTexImage2D(tex->target, mip, internalformat, w, h, 0, size, (uchar *)data + ofs);
+
+ ofs += size;
+ }
+
+ /* Restore Blender default. */
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+
+ glTexParameteri(tex->target, GL_TEXTURE_MAX_LEVEL, tex->mipmaps);
+ glTexParameteri(tex->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+
+ glBindTexture(tex->target, 0);
+
+ return tex;
+}
+
+GPUTexture *GPU_texture_create_1d(int w,
+ eGPUTextureFormat tex_format,
+ const float *pixels,
+ char err_out[256])
+{
+ BLI_assert(w > 0);
+ eGPUDataFormat 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_1d_array(
+ int w, int h, eGPUTextureFormat tex_format, const float *pixels, char err_out[256])
+{
+ BLI_assert(w > 0 && h > 0);
+ eGPUDataFormat 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);
+}
+
+GPUTexture *GPU_texture_create_2d(
+ int w, int h, eGPUTextureFormat tex_format, const float *pixels, char err_out[256])
+{
+ BLI_assert(w > 0 && h > 0);
+ eGPUDataFormat 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,
+ eGPUTextureFormat tex_format,
+ const float *pixels,
+ int samples,
+ char err_out[256])
+{
+ BLI_assert(w > 0 && h > 0);
+ eGPUDataFormat 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);
+}
+
+GPUTexture *GPU_texture_create_2d_array(
+ int w, int h, int d, eGPUTextureFormat tex_format, const float *pixels, char err_out[256])
+{
+ BLI_assert(w > 0 && h > 0 && d > 0);
+ eGPUDataFormat 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_3d(
+ int w, int h, int d, eGPUTextureFormat tex_format, const float *pixels, char err_out[256])
+{
+ BLI_assert(w > 0 && h > 0 && d > 0);
+ eGPUDataFormat 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);
+}
+
+GPUTexture *GPU_texture_create_cube(int w,
+ eGPUTextureFormat tex_format,
+ const float *fpixels,
+ char err_out[256])
+{
+ BLI_assert(w > 0);
+ eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format);
+ return GPU_texture_cube_create(w, 0, fpixels, tex_format, data_format, err_out);
+}
+
+GPUTexture *GPU_texture_create_cube_array(
+ int w, int d, eGPUTextureFormat tex_format, const float *fpixels, char err_out[256])
+{
+ BLI_assert(w > 0 && d > 0);
+ eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format);
+ return GPU_texture_cube_create(w, d, fpixels, tex_format, data_format, err_out);
+}
+
+GPUTexture *GPU_texture_create_from_vertbuf(GPUVertBuf *vert)
+{
+ GPUVertFormat *format = &vert->format;
+ GPUVertAttr *attr = &format->attrs[0];
+
+ /* 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);
+
+ 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);
+ }
+
+ eGPUTextureFormat 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);
+}
+
+void GPU_texture_add_mipmap(GPUTexture *tex,
+ eGPUDataFormat gpu_data_format,
+ int miplvl,
+ const void *pixels)
+{
+ BLI_assert((int)tex->format > -1);
+ BLI_assert(tex->components > -1);
+ BLI_assert(miplvl > tex->mipmaps);
+
+ gpu_validate_data_format(tex->format, gpu_data_format);
+
+ GLenum internalformat = gpu_format_to_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);
+
+ 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:
+ case GL_TEXTURE_CUBE_MAP_ARRAY_ARB:
+ 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");
+ }
+
+ tex->mipmaps = miplvl;
+ glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_MAX_LEVEL, miplvl);
+
+ glBindTexture(tex->target, 0);
+}
+
+void GPU_texture_update_sub(GPUTexture *tex,
+ eGPUDataFormat gpu_data_format,
+ const void *pixels,
+ int offset_x,
+ int offset_y,
+ int offset_z,
+ int width,
+ int height,
+ int depth)
+{
+ BLI_assert((int)tex->format > -1);
+ BLI_assert(tex->components > -1);
+
+ GLenum data_format = gpu_get_gl_dataformat(tex->format, &tex->format_flag);
+ GLenum data_type = gpu_get_gl_datatype(gpu_data_format);
+
+ WARN_NOT_BOUND(tex);
+
+ 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");
+ }
+}
+
+void *GPU_texture_read(GPUTexture *tex, eGPUDataFormat gpu_data_format, int miplvl)
+{
+ BLI_assert(miplvl <= tex->mipmaps);
+
+ int size[3] = {0, 0, 0};
+ GPU_texture_get_mipmap_size(tex, miplvl, size);
+
+ gpu_validate_data_format(tex->format, gpu_data_format);
+
+ 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) && !GPU_texture_array(tex)) ? 6 : 1;
+
+ size_t buf_size = samples_count * gpu_get_data_format_bytesize(tex->components, gpu_data_format);
+
+ /* AMD Pro driver have a bug that write 8 bytes past buffer size
+ * if the texture is big. (see T66573) */
+ void *buf = MEM_mallocN(buf_size + 8, "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) && !GPU_texture_array(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_clear(GPUTexture *tex, eGPUDataFormat gpu_data_format, const void *color)
+{
+ BLI_assert(color != NULL); /* Do not accept NULL as parameter. */
+ gpu_validate_data_format(tex->format, gpu_data_format);
+
+ if (false && GLEW_ARB_clear_texture) {
+ GLenum data_type = gpu_get_gl_datatype(gpu_data_format);
+ GLenum data_format = gpu_get_gl_dataformat(tex->format, &tex->format_flag);
+ glClearTexImage(tex->bindcode, 0, data_format, data_type, color);
+
+ if (GPU_texture_stencil(tex) && GPU_texture_depth(tex)) {
+ /* TODO(clem) implement in fallback. */
+ BLI_assert(0);
+ }
+ else if (GPU_texture_depth(tex)) {
+ switch (gpu_data_format) {
+ case GPU_DATA_FLOAT:
+ case GPU_DATA_UNSIGNED_INT:
+ break;
+ default:
+ /* TODO(clem) implement in fallback. */
+ BLI_assert(0);
+ break;
+ }
+ }
+ else {
+ switch (gpu_data_format) {
+ case GPU_DATA_FLOAT:
+ case GPU_DATA_UNSIGNED_INT:
+ case GPU_DATA_UNSIGNED_BYTE:
+ break;
+ default:
+ /* TODO(clem) implement in fallback. */
+ BLI_assert(0);
+ break;
+ }
+ }
+ }
+ else {
+ /* Fallback for older GL. */
+ GPUFrameBuffer *prev_fb = GPU_framebuffer_active_get();
+
+ gpu_texture_framebuffer_ensure(tex);
+ /* This means that this function can only be used in one context for each texture. */
+ BLI_assert(tex->copy_fb_ctx == GPU_context_active_get());
+
+ glBindFramebuffer(GL_FRAMEBUFFER, tex->copy_fb);
+ glViewport(0, 0, tex->w, tex->h);
+
+ /* Watch: Write mask could prevent the clear.
+ * glClearTexImage does not change the state so we don't do it here either. */
+ if (GPU_texture_stencil(tex) && GPU_texture_depth(tex)) {
+ /* TODO(clem) implement. */
+ BLI_assert(0);
+ }
+ else if (GPU_texture_depth(tex)) {
+ float depth;
+ switch (gpu_data_format) {
+ case GPU_DATA_FLOAT: {
+ depth = *(float *)color;
+ break;
+ }
+ case GPU_DATA_UNSIGNED_INT: {
+ depth = *(uint *)color / (float)UINT_MAX;
+ break;
+ }
+ default:
+ BLI_assert(!"Unhandled data format");
+ depth = 0.0f;
+ break;
+ }
+ glClearDepth(depth);
+ glClear(GL_DEPTH_BUFFER_BIT);
+ }
+ else {
+ float r, g, b, a;
+ switch (gpu_data_format) {
+ case GPU_DATA_FLOAT: {
+ float *f_color = (float *)color;
+ r = f_color[0];
+ g = (tex->components > 1) ? f_color[1] : 0.0f;
+ b = (tex->components > 2) ? f_color[2] : 0.0f;
+ a = (tex->components > 3) ? f_color[3] : 0.0f;
+ break;
+ }
+ case GPU_DATA_UNSIGNED_INT: {
+ uint *u_color = (uint *)color;
+ r = u_color[0] / (float)UINT_MAX;
+ g = (tex->components > 1) ? u_color[1] / (float)UINT_MAX : 0.0f;
+ b = (tex->components > 2) ? u_color[2] / (float)UINT_MAX : 0.0f;
+ a = (tex->components > 3) ? u_color[3] / (float)UINT_MAX : 0.0f;
+ break;
+ }
+ case GPU_DATA_UNSIGNED_BYTE: {
+ uchar *ub_color = (uchar *)color;
+ r = ub_color[0] / 255.0f;
+ g = (tex->components > 1) ? ub_color[1] / 255.0f : 0.0f;
+ b = (tex->components > 2) ? ub_color[2] / 255.0f : 0.0f;
+ a = (tex->components > 3) ? ub_color[3] / 255.0f : 0.0f;
+ break;
+ }
+ default:
+ BLI_assert(!"Unhandled data format");
+ r = g = b = a = 0.0f;
+ break;
+ }
+ glClearColor(r, g, b, a);
+ glClear(GL_COLOR_BUFFER_BIT);
+ }
+
+ if (prev_fb) {
+ GPU_framebuffer_bind(prev_fb);
+ }
+ }
+}
+
+void GPU_texture_update(GPUTexture *tex, eGPUDataFormat 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, 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)
+{
+ 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);
+ }
+}
+
+/* set_number is to save the the texture unit for setting texture parameters. */
+void GPU_texture_bind_ex(GPUTexture *tex, eGPUSamplerState state, int unit, const bool set_number)
+{
+ BLI_assert(unit >= 0);
+
+ if (unit >= GPU_max_textures()) {
+ fprintf(stderr, "Not enough texture slots.\n");
+ return;
+ }
+
+ if (G.debug & G_DEBUG) {
+ 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 (set_number) {
+ tex->number = unit;
+ }
+
+ glActiveTexture(GL_TEXTURE0 + unit);
+
+ state = (state < GPU_SAMPLER_MAX) ? state : tex->sampler_state;
+
+ if (tex->bindcode != 0) {
+ glBindTexture(tex->target, tex->bindcode);
+ glBindSampler(unit, GG.samplers[state]);
+ }
+ else {
+ GPU_invalid_tex_bind(tex->target_base);
+ glBindSampler(unit, 0);
+ }
+}
+
+void GPU_texture_bind(GPUTexture *tex, int unit)
+{
+ GPU_texture_bind_ex(tex, GPU_SAMPLER_MAX, unit, true);
+}
+
+void GPU_texture_unbind(GPUTexture *tex)
+{
+ if (tex->number == -1) {
+ return;
+ }
+
+ glActiveTexture(GL_TEXTURE0 + tex->number);
+ glBindTexture(tex->target, 0);
+ glBindSampler(tex->number, 0);
+ tex->number = -1;
+}
+
+void GPU_texture_unbind_all(void)
+{
+ if (GLEW_ARB_multi_bind) {
+ /* Some drivers crash because of the NULL array even if that's explicitly
+ * allowed by the spec... *sigh* (see T77549). */
+ GLuint texs[32] = {0};
+ int count = min_ii(32, GPU_max_textures());
+
+ glBindTextures(0, count, texs);
+ glBindSamplers(0, count, texs);
+ return;
+ }
+
+ for (int i = 0; i < GPU_max_textures(); i++) {
+ glActiveTexture(GL_TEXTURE0 + i);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
+ glBindTexture(GL_TEXTURE_1D, 0);
+ glBindTexture(GL_TEXTURE_1D_ARRAY, 0);
+ glBindTexture(GL_TEXTURE_3D, 0);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
+ glBindTexture(GL_TEXTURE_BUFFER, 0);
+ if (GPU_arb_texture_cube_map_array_is_supported()) {
+ glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY_ARB, 0);
+ }
+ glBindSampler(i, 0);
+ }
+
+ glActiveTexture(GL_TEXTURE0);
+}
+
+void GPU_texture_generate_mipmap(GPUTexture *tex)
+{
+ WARN_NOT_BOUND(tex);
+
+ gpu_texture_memory_footprint_remove(tex);
+ int levels = 1 + floor(log2(max_ii(tex->w, tex->h)));
+
+ 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
+ * down-sampling. You must initialize the texture levels using other methods like
+ * GPU_framebuffer_recursive_downsample(). */
+ eGPUDataFormat 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);
+ }
+
+ tex->mipmaps = levels;
+ gpu_texture_memory_footprint_add(tex);
+}
+
+static GLenum gpu_texture_default_attachment(GPUTexture *tex)
+{
+ return !GPU_texture_depth(tex) ?
+ GL_COLOR_ATTACHMENT0 :
+ (GPU_texture_stencil(tex) ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT);
+}
+
+static void gpu_texture_framebuffer_ensure(GPUTexture *tex)
+{
+ if (tex->copy_fb == 0) {
+ tex->copy_fb = GPU_fbo_alloc();
+ tex->copy_fb_ctx = GPU_context_active_get();
+
+ GLenum attachment = gpu_texture_default_attachment(tex);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, tex->copy_fb);
+ glFramebufferTexture(GL_FRAMEBUFFER, attachment, tex->bindcode, 0);
+ if (!GPU_texture_depth(tex)) {
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ glDrawBuffer(GL_COLOR_ATTACHMENT0);
+ }
+ BLI_assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ }
+}
+
+/* Copy a texture content to a similar texture. Only Mip 0 is copied. */
+void GPU_texture_copy(GPUTexture *dst, GPUTexture *src)
+{
+ BLI_assert(dst->target == src->target);
+ BLI_assert(dst->w == src->w);
+ BLI_assert(dst->h == src->h);
+ BLI_assert(!GPU_texture_cube(src) && !GPU_texture_cube(dst));
+ /* TODO support array / 3D textures. */
+ BLI_assert(dst->d == 0);
+ BLI_assert(dst->format == src->format);
+
+ if (GLEW_ARB_copy_image && !GPU_texture_copy_workaround()) {
+ /* Opengl 4.3 */
+ glCopyImageSubData(src->bindcode,
+ src->target,
+ 0,
+ 0,
+ 0,
+ 0,
+ dst->bindcode,
+ dst->target,
+ 0,
+ 0,
+ 0,
+ 0,
+ src->w,
+ src->h,
+ 1);
+ }
+ else {
+ /* Fallback for older GL. */
+ GPUFrameBuffer *prev_fb = GPU_framebuffer_active_get();
+
+ gpu_texture_framebuffer_ensure(src);
+ gpu_texture_framebuffer_ensure(dst);
+
+ /* This means that this function can only be used in one context for each texture. */
+ BLI_assert(src->copy_fb_ctx == GPU_context_active_get());
+ BLI_assert(dst->copy_fb_ctx == GPU_context_active_get());
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, src->copy_fb);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dst->copy_fb);
+
+ GLbitfield mask = 0;
+ if (GPU_texture_stencil(src)) {
+ mask |= GL_STENCIL_BUFFER_BIT;
+ }
+ if (GPU_texture_depth(src)) {
+ mask |= GL_DEPTH_BUFFER_BIT;
+ }
+ else {
+ mask |= GL_COLOR_BUFFER_BIT;
+ }
+
+ glBlitFramebuffer(0, 0, src->w, src->h, 0, 0, src->w, src->h, mask, GL_NEAREST);
+
+ if (prev_fb) {
+ GPU_framebuffer_bind(prev_fb);
+ }
+ }
+}
+
+void GPU_texture_compare_mode(GPUTexture *tex, bool use_compare)
+{
+ /* Could become an assertion ? (fclem) */
+ if (!GPU_texture_depth(tex)) {
+ return;
+ }
+ SET_FLAG_FROM_TEST(tex->sampler_state, use_compare, GPU_SAMPLER_COMPARE);
+}
+
+void GPU_texture_filter_mode(GPUTexture *tex, bool use_filter)
+{
+ /* Stencil and integer format does not support filtering. */
+ BLI_assert(!use_filter || !(GPU_texture_stencil(tex) || GPU_texture_integer(tex)));
+
+ SET_FLAG_FROM_TEST(tex->sampler_state, use_filter, GPU_SAMPLER_FILTER);
+}
+
+void GPU_texture_mipmap_mode(GPUTexture *tex, bool use_mipmap, bool use_filter)
+{
+ /* Stencil and integer format does not support filtering. */
+ BLI_assert(!(use_filter || use_mipmap) ||
+ !(GPU_texture_stencil(tex) || GPU_texture_integer(tex)));
+
+ SET_FLAG_FROM_TEST(tex->sampler_state, use_mipmap, GPU_SAMPLER_MIPMAP);
+ SET_FLAG_FROM_TEST(tex->sampler_state, use_filter, GPU_SAMPLER_FILTER);
+}
+
+void GPU_texture_anisotropic_filter(GPUTexture *tex, bool use_aniso)
+{
+ /* Stencil and integer format does not support filtering. */
+ BLI_assert(!(use_aniso) || !(GPU_texture_stencil(tex) || GPU_texture_integer(tex)));
+
+ SET_FLAG_FROM_TEST(tex->sampler_state, use_aniso, GPU_SAMPLER_ANISO);
+}
+
+void GPU_texture_wrap_mode(GPUTexture *tex, bool use_repeat, bool use_clamp)
+{
+ SET_FLAG_FROM_TEST(tex->sampler_state, use_repeat, GPU_SAMPLER_REPEAT);
+ SET_FLAG_FROM_TEST(tex->sampler_state, !use_clamp, GPU_SAMPLER_CLAMP_BORDER);
+}
+
+static int gpu_texture_swizzle_to_enum(const char swizzle)
+{
+ switch (swizzle) {
+ case 'w':
+ case 'a':
+ return GL_ALPHA;
+ case 'z':
+ case 'b':
+ return GL_BLUE;
+ case 'y':
+ case 'g':
+ return GL_GREEN;
+ case '0':
+ return GL_ZERO;
+ case '1':
+ return GL_ONE;
+ case 'x':
+ case 'r':
+ default:
+ return GL_RED;
+ }
+}
+
+void GPU_texture_swizzle_set(GPUTexture *tex, const char swizzle[4])
+{
+ WARN_NOT_BOUND(tex);
+
+ GLint gl_swizzle[4] = {gpu_texture_swizzle_to_enum(swizzle[0]),
+ gpu_texture_swizzle_to_enum(swizzle[1]),
+ gpu_texture_swizzle_to_enum(swizzle[2]),
+ gpu_texture_swizzle_to_enum(swizzle[3])};
+
+ glActiveTexture(GL_TEXTURE0 + tex->number);
+ glTexParameteriv(tex->target_base, GL_TEXTURE_SWIZZLE_RGBA, gl_swizzle);
+}
+
+void GPU_texture_free(GPUTexture *tex)
+{
+ tex->refcount--;
+
+ if (tex->refcount < 0) {
+ fprintf(stderr, "GPUTexture: negative refcount\n");
+ }
+
+ if (tex->refcount == 0) {
+ 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);
+ }
+ if (tex->copy_fb) {
+ GPU_fbo_free(tex->copy_fb, tex->copy_fb_ctx);
+ }
+
+ gpu_texture_memory_footprint_remove(tex);
+
+ 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_orig_width(const GPUTexture *tex)
+{
+ return tex->orig_w;
+}
+
+int GPU_texture_orig_height(const GPUTexture *tex)
+{
+ return tex->orig_h;
+}
+
+void GPU_texture_orig_size_set(GPUTexture *tex, int w, int h)
+{
+ tex->orig_w = w;
+ tex->orig_h = h;
+}
+
+int GPU_texture_layers(const GPUTexture *tex)
+{
+ return tex->d;
+}
+
+eGPUTextureFormat GPU_texture_format(const GPUTexture *tex)
+{
+ return tex->format;
+}
+
+int GPU_texture_samples(const GPUTexture *tex)
+{
+ return tex->samples;
+}
+
+bool GPU_texture_array(const GPUTexture *tex)
+{
+ return (tex->format_flag & GPU_FORMAT_ARRAY) != 0;
+}
+
+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->format_flag & GPU_FORMAT_CUBE) != 0;
+}
+
+int GPU_texture_opengl_bindcode(const GPUTexture *tex)
+{
+ return tex->bindcode;
+}
+
+void GPU_texture_attach_framebuffer(GPUTexture *tex, GPUFrameBuffer *fb, int attachment)
+{
+ 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");
+}
+
+/* Return previous attachment point */
+int GPU_texture_detach_framebuffer(GPUTexture *tex, GPUFrameBuffer *fb)
+{
+ 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_get_mipmap_size(GPUTexture *tex, int lvl, int *size)
+{
+ /* 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 (GPU_texture_array(tex)) {
+ size[2] = tex->d;
+ /* Return the number of face layers. */
+ if (GPU_texture_cube(tex)) {
+ size[2] *= 6;
+ }
+ }
+ else if (tex->d > 0) {
+ size[2] = max_ii(1, tex->d / div);
+ }
+}
+
+/* -------------------------------------------------------------------- */
+/** \name GPU Sampler Objects
+ *
+ * Simple wrapper around opengl sampler objects.
+ * Override texture sampler state for one sampler unit only.
+ * \{ */
+
+void GPU_samplers_init(void)
+{
+ glGenSamplers(GPU_SAMPLER_MAX, GG.samplers);
+ for (int i = 0; i < GPU_SAMPLER_MAX; i++) {
+ eGPUSamplerState state = static_cast<eGPUSamplerState>(i);
+ GLenum clamp_type = (state & GPU_SAMPLER_CLAMP_BORDER) ? GL_CLAMP_TO_BORDER : GL_CLAMP_TO_EDGE;
+ GLenum wrap_s = (state & GPU_SAMPLER_REPEAT_S) ? GL_REPEAT : clamp_type;
+ GLenum wrap_t = (state & GPU_SAMPLER_REPEAT_T) ? GL_REPEAT : clamp_type;
+ GLenum wrap_r = (state & GPU_SAMPLER_REPEAT_R) ? GL_REPEAT : clamp_type;
+ GLenum mag_filter = (state & GPU_SAMPLER_FILTER) ? GL_LINEAR : GL_NEAREST;
+ GLenum min_filter = (state & GPU_SAMPLER_FILTER) ?
+ ((state & GPU_SAMPLER_MIPMAP) ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR) :
+ ((state & GPU_SAMPLER_MIPMAP) ? GL_NEAREST_MIPMAP_LINEAR : GL_NEAREST);
+ GLenum compare_mode = (state & GPU_SAMPLER_COMPARE) ? GL_COMPARE_REF_TO_TEXTURE : GL_NONE;
+ /* TODO(fclem) Anisotropic level should be a render engine parameter. */
+ float aniso_filter = ((state & GPU_SAMPLER_MIPMAP) && (state & GPU_SAMPLER_ANISO)) ?
+ U.anisotropic_filter :
+ 1.0f;
+
+ glSamplerParameteri(GG.samplers[i], GL_TEXTURE_WRAP_S, wrap_s);
+ glSamplerParameteri(GG.samplers[i], GL_TEXTURE_WRAP_T, wrap_t);
+ glSamplerParameteri(GG.samplers[i], GL_TEXTURE_WRAP_R, wrap_r);
+ glSamplerParameteri(GG.samplers[i], GL_TEXTURE_MIN_FILTER, min_filter);
+ glSamplerParameteri(GG.samplers[i], GL_TEXTURE_MAG_FILTER, mag_filter);
+ glSamplerParameteri(GG.samplers[i], GL_TEXTURE_COMPARE_MODE, compare_mode);
+ glSamplerParameteri(GG.samplers[i], GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
+ if (GLEW_EXT_texture_filter_anisotropic) {
+ glSamplerParameterf(GG.samplers[i], GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso_filter);
+ }
+
+ /** Other states are left to default:
+ * - GL_TEXTURE_BORDER_COLOR is {0, 0, 0, 0}.
+ * - GL_TEXTURE_MIN_LOD is -1000.
+ * - GL_TEXTURE_MAX_LOD is 1000.
+ * - GL_TEXTURE_LOD_BIAS is 0.0f.
+ **/
+ }
+
+ /* Custom sampler for icons. */
+ glGenSamplers(1, &GG.icon_sampler);
+ glSamplerParameteri(GG.icon_sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
+ glSamplerParameteri(GG.icon_sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glSamplerParameterf(GG.icon_sampler, GL_TEXTURE_LOD_BIAS, -0.5f);
+}
+
+void GPU_sampler_icon_bind(int unit)
+{
+ glBindSampler(unit, GG.icon_sampler);
+}
+
+void GPU_samplers_free(void)
+{
+ glDeleteSamplers(GPU_SAMPLER_MAX, GG.samplers);
+ glDeleteSamplers(1, &GG.icon_sampler);
+}
+
+/** \} */