diff options
Diffstat (limited to 'source/blender/gpu/intern/gpu_texture_image.cc')
-rw-r--r-- | source/blender/gpu/intern/gpu_texture_image.cc | 1480 |
1 files changed, 1480 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_texture_image.cc b/source/blender/gpu/intern/gpu_texture_image.cc new file mode 100644 index 00000000000..5b53ba0544b --- /dev/null +++ b/source/blender/gpu/intern/gpu_texture_image.cc @@ -0,0 +1,1480 @@ +/* + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2005 Blender Foundation. + * All rights reserved. + */ + +/** \file + * \ingroup gpu + * + * Utility functions for dealing with OpenGL texture & material context, + * mipmap generation and light objects. + * + * These are some obscure rendering functions shared between the game engine (not anymore) + * and the blender, in this module to avoid duplication + * and abstract them away from the rest a bit. + */ + +#include <string.h> + +#include "BLI_blenlib.h" +#include "BLI_boxpack_2d.h" +#include "BLI_linklist.h" +#include "BLI_math.h" +#include "BLI_threads.h" +#include "BLI_utildefines.h" + +#include "DNA_image_types.h" +#include "DNA_movieclip_types.h" +#include "DNA_userdef_types.h" + +#include "MEM_guardedalloc.h" + +#include "IMB_colormanagement.h" +#include "IMB_imbuf.h" +#include "IMB_imbuf_types.h" + +#include "BKE_global.h" +#include "BKE_image.h" +#include "BKE_main.h" +#include "BKE_movieclip.h" + +#include "GPU_draw.h" +#include "GPU_extensions.h" +#include "GPU_glew.h" +#include "GPU_matrix.h" +#include "GPU_platform.h" +#include "GPU_texture.h" + +#include "PIL_time.h" + +static void gpu_free_image(Image *ima, const bool immediate); +static void gpu_free_unused_buffers(void); +static void gpu_create_gl_tex_compressed(unsigned int *bind, + eGPUTextureTarget textarget, + Image *ima, + ImBuf *ibuf); +static void gpu_create_gl_tex(uint *bind, + uint *rect, + float *frect, + int rectw, + int recth, + eGPUTextureTarget textarget, + bool mipmap, + bool half_float, + bool use_srgb, + Image *ima); + +//* Checking powers of two for images since OpenGL ES requires it */ +#ifdef WITH_DDS +static bool is_power_of_2_resolution(int w, int h) +{ + return is_power_of_2_i(w) && is_power_of_2_i(h); +} +#endif + +static bool is_over_resolution_limit(GLenum textarget, int w, int h) +{ + int size = (textarget == GL_TEXTURE_CUBE_MAP) ? GPU_max_cube_map_size() : GPU_max_texture_size(); + int reslimit = (U.glreslimit != 0) ? min_ii(U.glreslimit, size) : size; + + return (w > reslimit || h > reslimit); +} + +static int smaller_power_of_2_limit(int num) +{ + int reslimit = (U.glreslimit != 0) ? min_ii(U.glreslimit, GPU_max_texture_size()) : + GPU_max_texture_size(); + /* take texture clamping into account */ + if (num > reslimit) { + return reslimit; + } + + return power_of_2_min_i(num); +} + +/* Current OpenGL state caching for GPU_set_tpage */ + +static struct GPUTextureState { + /* also controls min/mag filtering */ + bool domipmap; + /* only use when 'domipmap' is set */ + bool linearmipmap; + /* store this so that new images created while texture painting won't be set to mipmapped */ + bool texpaint; + + float anisotropic; +} GTS = {1, 0, 0, 1.0f}; + +/* Mipmap settings */ + +void GPU_set_mipmap(Main *bmain, bool mipmap) +{ + if (GTS.domipmap != mipmap) { + GPU_free_images(bmain); + GTS.domipmap = mipmap; + } +} + +void GPU_set_linear_mipmap(bool linear) +{ + if (GTS.linearmipmap != linear) { + GTS.linearmipmap = linear; + } +} + +bool GPU_get_mipmap(void) +{ + return GTS.domipmap && !GTS.texpaint; +} + +bool GPU_get_linear_mipmap(void) +{ + return GTS.linearmipmap; +} + +static GLenum gpu_get_mipmap_filter(bool mag) +{ + /* linearmipmap is off by default *when mipmapping is off, + * use unfiltered display */ + if (mag) { + if (GTS.domipmap) { + return GL_LINEAR; + } + else { + return GL_NEAREST; + } + } + else { + if (GTS.domipmap) { + if (GTS.linearmipmap) { + return GL_LINEAR_MIPMAP_LINEAR; + } + else { + return GL_LINEAR_MIPMAP_NEAREST; + } + } + else { + return GL_NEAREST; + } + } +} + +/* Anisotropic filtering settings */ +void GPU_set_anisotropic(float value) +{ + if (GTS.anisotropic != value) { + GPU_samplers_free(); + + /* Clamp value to the maximum value the graphics card supports */ + const float max = GPU_max_texture_anisotropy(); + if (value > max) { + value = max; + } + + GTS.anisotropic = value; + + GPU_samplers_init(); + } +} + +float GPU_get_anisotropic(void) +{ + return GTS.anisotropic; +} + +static GPUTexture **gpu_get_image_gputexture(Image *ima, int textarget, const int multiview_eye) +{ + const bool in_range = (textarget >= 0) && (textarget < TEXTARGET_COUNT); + BLI_assert(in_range); + + if (in_range) { + return &(ima->gputexture[textarget][multiview_eye]); + } + return NULL; +} + +static uint gpu_texture_create_tile_mapping(Image *ima, const int multiview_eye) +{ + GPUTexture *tilearray = ima->gputexture[TEXTARGET_2D_ARRAY][multiview_eye]; + + if (tilearray == NULL) { + return 0; + } + + float array_w = GPU_texture_width(tilearray); + float array_h = GPU_texture_height(tilearray); + + ImageTile *last_tile = (ImageTile *)ima->tiles.last; + /* Tiles are sorted by number. */ + int max_tile = last_tile->tile_number - 1001; + + /* create image */ + int bindcode; + glGenTextures(1, (GLuint *)&bindcode); + glBindTexture(GL_TEXTURE_1D_ARRAY, bindcode); + + int width = max_tile + 1; + float *data = (float *)MEM_callocN(width * 8 * sizeof(float), __func__); + for (int i = 0; i < width; i++) { + data[4 * i] = -1.0f; + } + LISTBASE_FOREACH (ImageTile *, tile, &ima->tiles) { + int i = tile->tile_number - 1001; + data[4 * i] = tile->runtime.tilearray_layer; + + float *tile_info = &data[4 * width + 4 * i]; + tile_info[0] = tile->runtime.tilearray_offset[0] / array_w; + tile_info[1] = tile->runtime.tilearray_offset[1] / array_h; + tile_info[2] = tile->runtime.tilearray_size[0] / array_w; + tile_info[3] = tile->runtime.tilearray_size[1] / array_h; + } + + glTexImage2D(GL_TEXTURE_1D_ARRAY, 0, GL_RGBA32F, width, 2, 0, GL_RGBA, GL_FLOAT, data); + MEM_freeN(data); + + glTexParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + + glBindTexture(GL_TEXTURE_1D_ARRAY, 0); + + return bindcode; +} + +typedef struct PackTile { + FixedSizeBoxPack boxpack; + ImageTile *tile; + float pack_score; +} PackTile; + +static int compare_packtile(const void *a, const void *b) +{ + const PackTile *tile_a = (const PackTile *)a; + const PackTile *tile_b = (const PackTile *)b; + + return tile_a->pack_score < tile_b->pack_score; +} + +static uint gpu_texture_create_tile_array(Image *ima, ImBuf *main_ibuf) +{ + int arraywidth = 0, arrayheight = 0; + + ListBase boxes = {NULL}; + + LISTBASE_FOREACH (ImageTile *, tile, &ima->tiles) { + ImageUser iuser; + BKE_imageuser_default(&iuser); + iuser.tile = tile->tile_number; + ImBuf *ibuf = BKE_image_acquire_ibuf(ima, &iuser, NULL); + + if (ibuf) { + PackTile *packtile = (PackTile *)MEM_callocN(sizeof(PackTile), __func__); + packtile->tile = tile; + packtile->boxpack.w = ibuf->x; + packtile->boxpack.h = ibuf->y; + + if (is_over_resolution_limit( + GL_TEXTURE_2D_ARRAY, packtile->boxpack.w, packtile->boxpack.h)) { + packtile->boxpack.w = smaller_power_of_2_limit(packtile->boxpack.w); + packtile->boxpack.h = smaller_power_of_2_limit(packtile->boxpack.h); + } + arraywidth = max_ii(arraywidth, packtile->boxpack.w); + arrayheight = max_ii(arrayheight, packtile->boxpack.h); + + /* We sort the tiles by decreasing size, with an additional penalty term + * for high aspect ratios. This improves packing efficiency. */ + float w = packtile->boxpack.w, h = packtile->boxpack.h; + packtile->pack_score = max_ff(w, h) / min_ff(w, h) * w * h; + + BKE_image_release_ibuf(ima, ibuf, NULL); + BLI_addtail(&boxes, packtile); + } + } + + BLI_assert(arraywidth > 0 && arrayheight > 0); + + BLI_listbase_sort(&boxes, compare_packtile); + int arraylayers = 0; + /* Keep adding layers until all tiles are packed. */ + while (boxes.first != NULL) { + ListBase packed = {NULL}; + BLI_box_pack_2d_fixedarea(&boxes, arraywidth, arrayheight, &packed); + BLI_assert(packed.first != NULL); + + LISTBASE_FOREACH (PackTile *, packtile, &packed) { + ImageTile *tile = packtile->tile; + int *tileoffset = tile->runtime.tilearray_offset; + int *tilesize = tile->runtime.tilearray_size; + + tileoffset[0] = packtile->boxpack.x; + tileoffset[1] = packtile->boxpack.y; + tilesize[0] = packtile->boxpack.w; + tilesize[1] = packtile->boxpack.h; + tile->runtime.tilearray_layer = arraylayers; + } + + BLI_freelistN(&packed); + arraylayers++; + } + + /* create image */ + int bindcode; + glGenTextures(1, (GLuint *)&bindcode); + glBindTexture(GL_TEXTURE_2D_ARRAY, bindcode); + + GLenum data_type, internal_format; + if (main_ibuf->rect_float) { + data_type = GL_FLOAT; + internal_format = (!(main_ibuf->flags & IB_halffloat) && (ima->flag & IMA_HIGH_BITDEPTH)) ? + GL_RGBA32F : + GL_RGBA16F; + } + else { + data_type = GL_UNSIGNED_BYTE; + internal_format = GL_RGBA8; + if (!IMB_colormanagement_space_is_data(main_ibuf->rect_colorspace) && + !IMB_colormanagement_space_is_scene_linear(main_ibuf->rect_colorspace)) { + internal_format = GL_SRGB8_ALPHA8; + } + } + + glTexImage3D(GL_TEXTURE_2D_ARRAY, + 0, + internal_format, + arraywidth, + arrayheight, + arraylayers, + 0, + GL_RGBA, + data_type, + NULL); + + LISTBASE_FOREACH (ImageTile *, tile, &ima->tiles) { + int tilelayer = tile->runtime.tilearray_layer; + int *tileoffset = tile->runtime.tilearray_offset; + int *tilesize = tile->runtime.tilearray_size; + + if (tilesize[0] == 0 || tilesize[1] == 0) { + continue; + } + + ImageUser iuser; + BKE_imageuser_default(&iuser); + iuser.tile = tile->tile_number; + ImBuf *ibuf = BKE_image_acquire_ibuf(ima, &iuser, NULL); + + if (ibuf) { + bool needs_scale = (ibuf->x != tilesize[0] || ibuf->y != tilesize[1]); + + ImBuf *scale_ibuf = NULL; + if (ibuf->rect_float) { + float *rect_float = ibuf->rect_float; + + const bool store_premultiplied = ima->alpha_mode != IMA_ALPHA_STRAIGHT; + if (ibuf->channels != 4 || !store_premultiplied) { + rect_float = (float *)MEM_mallocN(sizeof(float) * 4 * ibuf->x * ibuf->y, __func__); + IMB_colormanagement_imbuf_to_float_texture( + rect_float, 0, 0, ibuf->x, ibuf->y, ibuf, store_premultiplied); + } + + float *pixeldata = rect_float; + if (needs_scale) { + scale_ibuf = IMB_allocFromBuffer(NULL, rect_float, ibuf->x, ibuf->y, 4); + IMB_scaleImBuf(scale_ibuf, tilesize[0], tilesize[1]); + pixeldata = scale_ibuf->rect_float; + } + + glTexSubImage3D(GL_TEXTURE_2D_ARRAY, + 0, + tileoffset[0], + tileoffset[1], + tilelayer, + tilesize[0], + tilesize[1], + 1, + GL_RGBA, + GL_FLOAT, + pixeldata); + + if (rect_float != ibuf->rect_float) { + MEM_freeN(rect_float); + } + } + else { + unsigned int *rect = ibuf->rect; + + if (!IMB_colormanagement_space_is_data(ibuf->rect_colorspace)) { + rect = (uint *)MEM_mallocN(sizeof(uchar) * 4 * ibuf->x * ibuf->y, __func__); + IMB_colormanagement_imbuf_to_byte_texture((uchar *)rect, + 0, + 0, + ibuf->x, + ibuf->y, + ibuf, + internal_format == GL_SRGB8_ALPHA8, + ima->alpha_mode == IMA_ALPHA_PREMUL); + } + + unsigned int *pixeldata = rect; + if (needs_scale) { + scale_ibuf = IMB_allocFromBuffer(rect, NULL, ibuf->x, ibuf->y, 4); + IMB_scaleImBuf(scale_ibuf, tilesize[0], tilesize[1]); + pixeldata = scale_ibuf->rect; + } + glTexSubImage3D(GL_TEXTURE_2D_ARRAY, + 0, + tileoffset[0], + tileoffset[1], + tilelayer, + tilesize[0], + tilesize[1], + 1, + GL_RGBA, + GL_UNSIGNED_BYTE, + pixeldata); + + if (rect != ibuf->rect) { + MEM_freeN(rect); + } + } + if (scale_ibuf != NULL) { + IMB_freeImBuf(scale_ibuf); + } + } + + BKE_image_release_ibuf(ima, ibuf, NULL); + } + + if (GPU_get_mipmap()) { + glGenerateMipmap(GL_TEXTURE_2D_ARRAY); + if (ima) { + ima->gpuflag |= IMA_GPU_MIPMAP_COMPLETE; + } + } + + glBindTexture(GL_TEXTURE_2D_ARRAY, 0); + + return bindcode; +} + +static uint gpu_texture_create_from_ibuf(Image *ima, ImBuf *ibuf, eGPUTextureTarget textarget) +{ + uint bindcode = 0; + const bool mipmap = GPU_get_mipmap(); + const bool half_float = (ibuf->flags & IB_halffloat) != 0; + +#ifdef WITH_DDS + if (ibuf->ftype == IMB_FTYPE_DDS) { + /* DDS is loaded directly in compressed form. */ + gpu_create_gl_tex_compressed(&bindcode, textarget, ima, ibuf); + return bindcode; + } +#else + (void)gpu_create_gl_tex_compressed; +#endif + + /* Regular uncompressed texture. */ + float *rect_float = ibuf->rect_float; + uchar *rect = (uchar *)ibuf->rect; + bool compress_as_srgb = false; + + if (rect_float == NULL) { + /* Byte image is in original colorspace from the file. If the file is sRGB + * scene linear, or non-color data no conversion is needed. Otherwise we + * compress as scene linear + sRGB transfer function to avoid precision loss + * in common cases. + * + * We must also convert to premultiplied for correct texture interpolation + * and consistency with float images. */ + if (!IMB_colormanagement_space_is_data(ibuf->rect_colorspace)) { + compress_as_srgb = !IMB_colormanagement_space_is_scene_linear(ibuf->rect_colorspace); + + rect = (uchar *)MEM_mallocN(sizeof(uchar) * 4 * ibuf->x * ibuf->y, __func__); + if (rect == NULL) { + return bindcode; + } + + /* Texture storage of images is defined by the alpha mode of the image. The + * downside of this is that there can be artifacts near alpha edges. However, + * this allows us to use sRGB texture formats and preserves color values in + * zero alpha areas, and appears generally closer to what game engines that we + * want to be compatible with do. */ + const bool store_premultiplied = ima ? (ima->alpha_mode == IMA_ALPHA_PREMUL) : true; + IMB_colormanagement_imbuf_to_byte_texture( + rect, 0, 0, ibuf->x, ibuf->y, ibuf, compress_as_srgb, store_premultiplied); + } + } + else { + /* Float image is already in scene linear colorspace or non-color data by + * convention, no colorspace conversion needed. But we do require 4 channels + * currently. */ + const bool store_premultiplied = ima ? (ima->alpha_mode != IMA_ALPHA_STRAIGHT) : false; + + if (ibuf->channels != 4 || !store_premultiplied) { + rect_float = (float *)MEM_mallocN(sizeof(float) * 4 * ibuf->x * ibuf->y, __func__); + if (rect_float == NULL) { + return bindcode; + } + IMB_colormanagement_imbuf_to_float_texture( + rect_float, 0, 0, ibuf->x, ibuf->y, ibuf, store_premultiplied); + } + } + + /* Create OpenGL texture. */ + gpu_create_gl_tex(&bindcode, + (uint *)rect, + rect_float, + ibuf->x, + ibuf->y, + textarget, + mipmap, + half_float, + compress_as_srgb, + ima); + + /* Free buffers if needed. */ + if (rect && rect != (uchar *)ibuf->rect) { + MEM_freeN(rect); + } + if (rect_float && rect_float != ibuf->rect_float) { + MEM_freeN(rect_float); + } + + return bindcode; +} + +static GPUTexture **gpu_get_movieclip_gputexture(MovieClip *clip, + MovieClipUser *cuser, + eGPUTextureTarget textarget) +{ + LISTBASE_FOREACH (MovieClip_RuntimeGPUTexture *, tex, &clip->runtime.gputextures) { + if (memcmp(&tex->user, cuser, sizeof(MovieClipUser)) == 0) { + if (tex == NULL) { + tex = (MovieClip_RuntimeGPUTexture *)MEM_mallocN(sizeof(MovieClip_RuntimeGPUTexture), + __func__); + + for (int i = 0; i < TEXTARGET_COUNT; i++) { + tex->gputexture[i] = NULL; + } + + memcpy(&tex->user, cuser, sizeof(MovieClipUser)); + BLI_addtail(&clip->runtime.gputextures, tex); + } + + return &tex->gputexture[textarget]; + } + } + return NULL; +} + +static ImBuf *update_do_scale(uchar *rect, + float *rect_float, + int *x, + int *y, + int *w, + int *h, + int limit_w, + int limit_h, + int full_w, + int full_h) +{ + /* Partial update with scaling. */ + float xratio = limit_w / (float)full_w; + float yratio = limit_h / (float)full_h; + + int part_w = *w, part_h = *h; + + /* Find sub coordinates in scaled image. Take ceiling because we will be + * losing 1 pixel due to rounding errors in x,y. */ + *x *= xratio; + *y *= yratio; + *w = (int)ceil(xratio * (*w)); + *h = (int)ceil(yratio * (*h)); + + /* ...but take back if we are over the limit! */ + if (*x + *w > limit_w) { + (*w)--; + } + if (*y + *h > limit_h) { + (*h)--; + } + + /* Scale pixels. */ + ImBuf *ibuf = IMB_allocFromBuffer((uint *)rect, rect_float, part_w, part_h, 4); + IMB_scaleImBuf(ibuf, *w, *h); + + return ibuf; +} + +static void gpu_texture_update_scaled_array(uchar *rect, + float *rect_float, + int full_w, + int full_h, + int x, + int y, + int layer, + const int *tile_offset, + const int *tile_size, + int w, + int h) +{ + ImBuf *ibuf = update_do_scale( + rect, rect_float, &x, &y, &w, &h, tile_size[0], tile_size[1], full_w, full_h); + + /* Shift to account for tile packing. */ + x += tile_offset[0]; + y += tile_offset[1]; + + if (ibuf->rect_float) { + glTexSubImage3D( + GL_TEXTURE_2D_ARRAY, 0, x, y, layer, w, h, 1, GL_RGBA, GL_FLOAT, ibuf->rect_float); + } + else { + glTexSubImage3D( + GL_TEXTURE_2D_ARRAY, 0, x, y, layer, w, h, 1, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect); + } + + IMB_freeImBuf(ibuf); +} + +static void gpu_texture_update_scaled( + uchar *rect, float *rect_float, int full_w, int full_h, int x, int y, int w, int h) +{ + /* Partial update with scaling. */ + int limit_w = smaller_power_of_2_limit(full_w); + int limit_h = smaller_power_of_2_limit(full_h); + + ImBuf *ibuf = update_do_scale( + rect, rect_float, &x, &y, &w, &h, limit_w, limit_h, full_w, full_h); + + if (ibuf->rect_float) { + glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, GL_FLOAT, ibuf->rect_float); + } + else { + glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect); + } + + IMB_freeImBuf(ibuf); +} + +static void gpu_texture_update_unscaled(uchar *rect, + float *rect_float, + int x, + int y, + int layer, + int w, + int h, + GLint tex_stride, + GLint tex_offset) +{ + /* Partial update without scaling. Stride and offset are used to copy only a + * subset of a possible larger buffer than what we are updating. */ + GPU_unpack_row_length_set(tex_stride); + + if (layer >= 0) { + if (rect_float == NULL) { + glTexSubImage3D(GL_TEXTURE_2D_ARRAY, + 0, + x, + y, + layer, + w, + h, + 1, + GL_RGBA, + GL_UNSIGNED_BYTE, + rect + tex_offset); + } + else { + glTexSubImage3D(GL_TEXTURE_2D_ARRAY, + 0, + x, + y, + layer, + w, + h, + 1, + GL_RGBA, + GL_FLOAT, + rect_float + tex_offset); + } + } + else { + if (rect_float == NULL) { + glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, rect + tex_offset); + } + else { + glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, GL_FLOAT, rect_float + tex_offset); + } + } + + /* Restore default. */ + GPU_unpack_row_length_set(0); +} + +static void gpu_texture_update_from_ibuf( + GPUTexture *tex, Image *ima, ImBuf *ibuf, ImageTile *tile, int x, int y, int w, int h) +{ + /* Partial update of texture for texture painting. This is often much + * quicker than fully updating the texture for high resolution images. */ + GPU_texture_bind(tex, 0); + + bool scaled; + if (tile != NULL) { + int *tilesize = tile->runtime.tilearray_size; + scaled = (ibuf->x != tilesize[0]) || (ibuf->y != tilesize[1]); + } + else { + scaled = is_over_resolution_limit(GL_TEXTURE_2D, ibuf->x, ibuf->y); + } + + if (scaled) { + /* Extra padding to account for bleed from neighboring pixels. */ + const int padding = 4; + const int xmax = min_ii(x + w + padding, ibuf->x); + const int ymax = min_ii(y + h + padding, ibuf->y); + x = max_ii(x - padding, 0); + y = max_ii(y - padding, 0); + w = xmax - x; + h = ymax - y; + } + + /* Get texture data pointers. */ + float *rect_float = ibuf->rect_float; + uchar *rect = (uchar *)ibuf->rect; + GLint tex_stride = ibuf->x; + GLint tex_offset = ibuf->channels * (y * ibuf->x + x); + + if (rect_float == NULL) { + /* Byte pixels. */ + if (!IMB_colormanagement_space_is_data(ibuf->rect_colorspace)) { + const bool compress_as_srgb = !IMB_colormanagement_space_is_scene_linear( + ibuf->rect_colorspace); + + rect = (uchar *)MEM_mallocN(sizeof(uchar) * 4 * w * h, __func__); + if (rect == NULL) { + return; + } + + tex_stride = w; + tex_offset = 0; + + /* Convert to scene linear with sRGB compression, and premultiplied for + * correct texture interpolation. */ + const bool store_premultiplied = (ima->alpha_mode == IMA_ALPHA_PREMUL); + IMB_colormanagement_imbuf_to_byte_texture( + rect, x, y, w, h, ibuf, compress_as_srgb, store_premultiplied); + } + } + else { + /* Float pixels. */ + const bool store_premultiplied = (ima->alpha_mode != IMA_ALPHA_STRAIGHT); + + if (ibuf->channels != 4 || scaled || !store_premultiplied) { + rect_float = (float *)MEM_mallocN(sizeof(float) * 4 * w * h, __func__); + if (rect_float == NULL) { + return; + } + + tex_stride = w; + tex_offset = 0; + + IMB_colormanagement_imbuf_to_float_texture( + rect_float, x, y, w, h, ibuf, store_premultiplied); + } + } + + if (scaled) { + /* Slower update where we first have to scale the input pixels. */ + if (tile != NULL) { + int *tileoffset = tile->runtime.tilearray_offset; + int *tilesize = tile->runtime.tilearray_size; + int tilelayer = tile->runtime.tilearray_layer; + gpu_texture_update_scaled_array( + rect, rect_float, ibuf->x, ibuf->y, x, y, tilelayer, tileoffset, tilesize, w, h); + } + else { + gpu_texture_update_scaled(rect, rect_float, ibuf->x, ibuf->y, x, y, w, h); + } + } + else { + /* Fast update at same resolution. */ + if (tile != NULL) { + int *tileoffset = tile->runtime.tilearray_offset; + int tilelayer = tile->runtime.tilearray_layer; + gpu_texture_update_unscaled(rect, + rect_float, + x + tileoffset[0], + y + tileoffset[1], + tilelayer, + w, + h, + tex_stride, + tex_offset); + } + else { + gpu_texture_update_unscaled(rect, rect_float, x, y, -1, w, h, tex_stride, tex_offset); + } + } + + /* Free buffers if needed. */ + if (rect && rect != (uchar *)ibuf->rect) { + MEM_freeN(rect); + } + if (rect_float && rect_float != ibuf->rect_float) { + MEM_freeN(rect_float); + } + + if (GPU_get_mipmap()) { + glGenerateMipmap((tile != NULL) ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D); + } + else { + ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE; + } + + GPU_texture_unbind(tex); +} + +/* Get the GPUTexture for a given `Image`. + * + * `iuser` and `ibuf` are mutual exclusive parameters. The caller can pass the `ibuf` when already + * available. It is also required when requesting the GPUTexture for a render result. */ +GPUTexture *GPU_texture_from_blender(Image *ima, + ImageUser *iuser, + ImBuf *ibuf, + eGPUTextureTarget textarget) +{ +#ifndef GPU_STANDALONE + if (ima == NULL) { + return NULL; + } + + /* Free any unused GPU textures, since we know we are in a thread with OpenGL + * context and might as well ensure we have as much space free as possible. */ + gpu_free_unused_buffers(); + + /* currently, gpu refresh tagging is used by ima sequences */ + if (ima->gpuflag & IMA_GPU_REFRESH) { + gpu_free_image(ima, true); + ima->gpuflag &= ~IMA_GPU_REFRESH; + } + + /* Tag as in active use for garbage collector. */ + BKE_image_tag_time(ima); + + /* Test if we already have a texture. */ + GPUTexture **tex = gpu_get_image_gputexture(ima, textarget, iuser ? iuser->multiview_eye : 0); + if (*tex) { + return *tex; + } + + /* Check if we have a valid image. If not, we return a dummy + * texture with zero bindcode so we don't keep trying. */ + uint bindcode = 0; + ImageTile *tile = BKE_image_get_tile(ima, 0); + if (tile == NULL || tile->ok == 0) { + *tex = GPU_texture_from_bindcode(textarget, bindcode); + return *tex; + } + + /* check if we have a valid image buffer */ + ImBuf *ibuf_intern = ibuf; + if (ibuf_intern == NULL) { + ibuf_intern = BKE_image_acquire_ibuf(ima, iuser, NULL); + if (ibuf_intern == NULL) { + *tex = GPU_texture_from_bindcode(textarget, bindcode); + return *tex; + } + } + + if (textarget == TEXTARGET_2D_ARRAY) { + bindcode = gpu_texture_create_tile_array(ima, ibuf_intern); + } + else if (textarget == TEXTARGET_TILE_MAPPING) { + bindcode = gpu_texture_create_tile_mapping(ima, iuser ? iuser->multiview_eye : 0); + } + else { + bindcode = gpu_texture_create_from_ibuf(ima, ibuf_intern, textarget); + } + + /* if `ibuf` was given, we don't own the `ibuf_intern` */ + if (ibuf == NULL) { + BKE_image_release_ibuf(ima, ibuf_intern, NULL); + } + + *tex = GPU_texture_from_bindcode(textarget, bindcode); + + GPU_texture_orig_size_set(*tex, ibuf_intern->x, ibuf_intern->y); + + if (textarget == TEXTARGET_TILE_MAPPING) { + /* Special for tile mapping. */ + GPU_texture_mipmap_mode(*tex, false, false); + } + + return *tex; +#endif + return NULL; +} + +GPUTexture *GPU_texture_from_movieclip(MovieClip *clip, + MovieClipUser *cuser, + eGPUTextureTarget textarget) +{ +#ifndef GPU_STANDALONE + if (clip == NULL) { + return NULL; + } + + GPUTexture **tex = gpu_get_movieclip_gputexture(clip, cuser, textarget); + if (*tex) { + return *tex; + } + + /* check if we have a valid image buffer */ + uint bindcode = 0; + ImBuf *ibuf = BKE_movieclip_get_ibuf(clip, cuser); + if (ibuf == NULL) { + *tex = GPU_texture_from_bindcode(textarget, bindcode); + return *tex; + } + + bindcode = gpu_texture_create_from_ibuf(NULL, ibuf, textarget); + IMB_freeImBuf(ibuf); + + *tex = GPU_texture_from_bindcode(textarget, bindcode); + return *tex; +#else + return NULL; +#endif +} + +void GPU_free_texture_movieclip(struct MovieClip *clip) +{ + /* number of gpu textures to keep around as cache + * We don't want to keep too many GPU textures for + * movie clips around, as they can be large.*/ + const int MOVIECLIP_NUM_GPUTEXTURES = 1; + + while (BLI_listbase_count(&clip->runtime.gputextures) > MOVIECLIP_NUM_GPUTEXTURES) { + MovieClip_RuntimeGPUTexture *tex = (MovieClip_RuntimeGPUTexture *)BLI_pophead( + &clip->runtime.gputextures); + for (int i = 0; i < TEXTARGET_COUNT; i++) { + /* free glsl image binding */ + if (tex->gputexture[i]) { + GPU_texture_free(tex->gputexture[i]); + tex->gputexture[i] = NULL; + } + } + MEM_freeN(tex); + } +} + +static void **gpu_gen_cube_map(uint *rect, float *frect, int rectw, int recth) +{ + size_t block_size = frect ? sizeof(float[4]) : sizeof(uchar[4]); + void **sides = NULL; + int h = recth / 2; + int w = rectw / 3; + + if (w != h) { + return sides; + } + + /* PosX, NegX, PosY, NegY, PosZ, NegZ */ + sides = (void **)MEM_mallocN(sizeof(void *) * 6, ""); + for (int i = 0; i < 6; i++) { + sides[i] = MEM_mallocN(block_size * w * h, ""); + } + + /* divide image into six parts */ + /* ______________________ + * | | | | + * | NegX | NegY | PosX | + * |______|______|______| + * | | | | + * | NegZ | PosZ | PosY | + * |______|______|______| + */ + if (frect) { + float(*frectb)[4] = (float(*)[4])frect; + float(**fsides)[4] = (float(**)[4])sides; + + for (int y = 0; y < h; y++) { + for (int x = 0; x < w; x++) { + memcpy(&fsides[0][x * h + y], &frectb[(recth - y - 1) * rectw + 2 * w + x], block_size); + memcpy(&fsides[1][x * h + y], &frectb[(y + h) * rectw + w - 1 - x], block_size); + memcpy( + &fsides[3][y * w + x], &frectb[(recth - y - 1) * rectw + 2 * w - 1 - x], block_size); + memcpy(&fsides[5][y * w + x], &frectb[(h - y - 1) * rectw + w - 1 - x], block_size); + } + memcpy(&fsides[2][y * w], frectb[y * rectw + 2 * w], block_size * w); + memcpy(&fsides[4][y * w], frectb[y * rectw + w], block_size * w); + } + } + else { + uint **isides = (uint **)sides; + + for (int y = 0; y < h; y++) { + for (int x = 0; x < w; x++) { + isides[0][x * h + y] = rect[(recth - y - 1) * rectw + 2 * w + x]; + isides[1][x * h + y] = rect[(y + h) * rectw + w - 1 - x]; + isides[3][y * w + x] = rect[(recth - y - 1) * rectw + 2 * w - 1 - x]; + isides[5][y * w + x] = rect[(h - y - 1) * rectw + w - 1 - x]; + } + memcpy(&isides[2][y * w], &rect[y * rectw + 2 * w], block_size * w); + memcpy(&isides[4][y * w], &rect[y * rectw + w], block_size * w); + } + } + + return sides; +} + +static void gpu_del_cube_map(void **cube_map) +{ + int i; + if (cube_map == NULL) { + return; + } + for (i = 0; i < 6; i++) { + MEM_freeN(cube_map[i]); + } + MEM_freeN(cube_map); +} + +/* Image *ima can be NULL */ +static void gpu_create_gl_tex(uint *bind, + uint *rect, + float *frect, + int rectw, + int recth, + eGPUTextureTarget target, + bool mipmap, + bool half_float, + bool use_srgb, + Image *ima) +{ + GLenum textarget = (target == TEXTARGET_2D) ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP; + + ImBuf *ibuf = NULL; + + if (textarget == GL_TEXTURE_2D && is_over_resolution_limit(textarget, rectw, recth)) { + int tpx = rectw; + int tpy = recth; + rectw = smaller_power_of_2_limit(rectw); + recth = smaller_power_of_2_limit(recth); + + if (frect) { + ibuf = IMB_allocFromBuffer(NULL, frect, tpx, tpy, 4); + IMB_scaleImBuf(ibuf, rectw, recth); + + frect = ibuf->rect_float; + } + else { + ibuf = IMB_allocFromBuffer(rect, NULL, tpx, tpy, 4); + IMB_scaleImBuf(ibuf, rectw, recth); + + rect = ibuf->rect; + } + } + + /* create image */ + glGenTextures(1, (GLuint *)bind); + glBindTexture(textarget, *bind); + + GLenum float_format = (!half_float && (ima && (ima->flag & IMA_HIGH_BITDEPTH))) ? GL_RGBA32F : + GL_RGBA16F; + GLenum internal_format = (frect) ? float_format : (use_srgb) ? GL_SRGB8_ALPHA8 : GL_RGBA8; + + if (textarget == GL_TEXTURE_2D) { + if (frect) { + glTexImage2D(GL_TEXTURE_2D, 0, internal_format, rectw, recth, 0, GL_RGBA, GL_FLOAT, frect); + } + else { + glTexImage2D( + GL_TEXTURE_2D, 0, internal_format, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, rect); + } + + if (GPU_get_mipmap() && mipmap) { + glGenerateMipmap(GL_TEXTURE_2D); + if (ima) { + ima->gpuflag |= IMA_GPU_MIPMAP_COMPLETE; + } + } + } + else if (textarget == GL_TEXTURE_CUBE_MAP) { + int w = rectw / 3, h = recth / 2; + + if (h == w && is_power_of_2_i(h) && !is_over_resolution_limit(textarget, h, w)) { + void **cube_map = gpu_gen_cube_map(rect, frect, rectw, recth); + GLenum type = frect ? GL_FLOAT : GL_UNSIGNED_BYTE; + + if (cube_map) { + for (int i = 0; i < 6; i++) { + glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, + 0, + internal_format, + w, + h, + 0, + GL_RGBA, + type, + cube_map[i]); + } + } + + if (GPU_get_mipmap() && mipmap) { + glGenerateMipmap(GL_TEXTURE_CUBE_MAP); + + if (ima) { + ima->gpuflag |= IMA_GPU_MIPMAP_COMPLETE; + } + } + + gpu_del_cube_map(cube_map); + } + else { + printf("Incorrect envmap size\n"); + } + } + + glBindTexture(textarget, 0); + + if (ibuf) { + IMB_freeImBuf(ibuf); + } +} + +/** + * Returns false if the provided ImBuf doesn't have a supported DXT compression format + */ +bool GPU_upload_dxt_texture(ImBuf *ibuf, bool use_srgb, uint *bindcode) +{ +#ifdef WITH_DDS + glGenTextures(1, (GLuint *)bindcode); + glBindTexture(GL_TEXTURE_2D, *bindcode); + + GLint format = 0; + int blocksize, height, width, i, size, offset = 0; + + width = ibuf->x; + height = ibuf->y; + + if (GLEW_EXT_texture_compression_s3tc) { + if (ibuf->dds_data.fourcc == FOURCC_DXT1) { + format = (use_srgb) ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT : + GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; + } + else if (ibuf->dds_data.fourcc == FOURCC_DXT3) { + format = (use_srgb) ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT : + GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; + } + else if (ibuf->dds_data.fourcc == FOURCC_DXT5) { + format = (use_srgb) ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT : + GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; + } + } + + if (format == 0) { + fprintf(stderr, "Unable to find a suitable DXT compression, falling back to uncompressed\n"); + glDeleteTextures(1, (GLuint *)bindcode); + return false; + } + + if (!is_power_of_2_resolution(width, height)) { + fprintf( + stderr, + "Unable to load non-power-of-two DXT image resolution, falling back to uncompressed\n"); + glDeleteTextures(1, (GLuint *)bindcode); + return false; + } + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0)); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1)); + + /* Reset to opengl Defaults. (Untested, might not be needed) */ + glPixelStorei(GL_UNPACK_ALIGNMENT, 4); + + blocksize = (ibuf->dds_data.fourcc == FOURCC_DXT1) ? 8 : 16; + for (i = 0; i < ibuf->dds_data.nummipmaps && (width || height); i++) { + if (width == 0) { + width = 1; + } + if (height == 0) { + height = 1; + } + + size = ((width + 3) / 4) * ((height + 3) / 4) * blocksize; + + glCompressedTexImage2D( + GL_TEXTURE_2D, i, format, width, height, 0, size, ibuf->dds_data.data + offset); + + offset += size; + width >>= 1; + height >>= 1; + } + /* Restore Blender default. */ + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + + /* set number of mipmap levels we have, needed in case they don't go down to 1x1 */ + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, i - 1); + + glBindTexture(GL_TEXTURE_2D, 0); + return true; +#else + UNUSED_VARS(ibuf, use_srgb, bindcode); + return false; +#endif +} + +static void gpu_create_gl_tex_compressed(unsigned int *bind, + eGPUTextureTarget textarget, + Image *ima, + ImBuf *ibuf) +{ + /* For DDS we only support data, scene linear and sRGB. Converting to + * different colorspace would break the compression. */ + const bool use_srgb = !(IMB_colormanagement_space_is_data(ibuf->rect_colorspace) || + IMB_colormanagement_space_is_scene_linear(ibuf->rect_colorspace)); + const bool mipmap = GPU_get_mipmap(); + const bool half_float = (ibuf->flags & IB_halffloat) != 0; + +#ifndef WITH_DDS + (void)ibuf; + /* Fall back to uncompressed if DDS isn't enabled */ + gpu_create_gl_tex( + bind, ibuf->rect, NULL, ibuf->x, ibuf->y, textarget, mipmap, half_float, use_srgb, ima); +#else + + if (textarget == TEXTARGET_2D) { + if (GPU_upload_dxt_texture(ibuf, use_srgb, bind)) { + /* All went fine! */ + return; + } + } + /* Fallback. */ + gpu_create_gl_tex( + bind, ibuf->rect, NULL, ibuf->x, ibuf->y, textarget, mipmap, half_float, use_srgb, ima); +#endif +} + +/* these two functions are called on entering and exiting texture paint mode, + * temporary disabling/enabling mipmapping on all images for quick texture + * updates with glTexSubImage2D. images that didn't change don't have to be + * re-uploaded to OpenGL */ +void GPU_paint_set_mipmap(Main *bmain, bool mipmap) +{ +#ifndef GPU_STANDALONE + if (!GTS.domipmap) { + return; + } + + GTS.texpaint = !mipmap; + + if (mipmap) { + + LISTBASE_FOREACH (Image *, ima, &bmain->images) { + if (BKE_image_has_opengl_texture(ima)) { + if (ima->gpuflag & IMA_GPU_MIPMAP_COMPLETE) { + for (int eye = 0; eye < 2; eye++) { + for (int a = 0; a < TEXTARGET_COUNT; a++) { + if (ELEM(a, TEXTARGET_2D, TEXTARGET_2D_ARRAY)) { + GPUTexture *tex = ima->gputexture[a][eye]; + if (tex != NULL) { + GPU_texture_bind(tex, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0)); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1)); + GPU_texture_unbind(tex); + } + } + } + } + } + else { + GPU_free_image(ima); + } + } + else { + ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE; + } + } + } + else { + LISTBASE_FOREACH (Image *, ima, &bmain->images) { + if (BKE_image_has_opengl_texture(ima)) { + for (int eye = 0; eye < 2; eye++) { + for (int a = 0; a < TEXTARGET_COUNT; a++) { + if (ELEM(a, TEXTARGET_2D, TEXTARGET_2D_ARRAY)) { + GPUTexture *tex = ima->gputexture[a][eye]; + if (tex != NULL) { + GPU_texture_bind(tex, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1)); + GPU_texture_unbind(tex); + } + } + } + } + } + else { + ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE; + } + } + } +#endif /* GPU_STANDALONE */ +} + +void GPU_paint_update_image(Image *ima, ImageUser *iuser, int x, int y, int w, int h) +{ +#ifndef GPU_STANDALONE + ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL); + ImageTile *tile = BKE_image_get_tile_from_iuser(ima, iuser); + + if ((ibuf == NULL) || (w == 0) || (h == 0)) { + /* Full reload of texture. */ + GPU_free_image(ima); + } + + GPUTexture *tex = ima->gputexture[TEXTARGET_2D][0]; + /* Check if we need to update the main gputexture. */ + if (tex != NULL && tile == ima->tiles.first) { + gpu_texture_update_from_ibuf(tex, ima, ibuf, NULL, x, y, w, h); + } + + /* Check if we need to update the array gputexture. */ + tex = ima->gputexture[TEXTARGET_2D_ARRAY][0]; + if (tex != NULL) { + gpu_texture_update_from_ibuf(tex, ima, ibuf, tile, x, y, w, h); + } + + BKE_image_release_ibuf(ima, ibuf, NULL); +#endif +} + +/* Delayed GPU texture free. Image datablocks can be deleted by any thread, + * but there may not be any active OpenGL context. In that case we push them + * into a queue and free the buffers later. */ +static LinkNode *gpu_texture_free_queue = NULL; +static ThreadMutex gpu_texture_queue_mutex = BLI_MUTEX_INITIALIZER; + +static void gpu_free_unused_buffers() +{ + if (gpu_texture_free_queue == NULL) { + return; + } + + BLI_mutex_lock(&gpu_texture_queue_mutex); + + if (gpu_texture_free_queue != NULL) { + GPUTexture *tex; + while ((tex = (GPUTexture *)BLI_linklist_pop(&gpu_texture_free_queue))) { + GPU_texture_free(tex); + } + gpu_texture_free_queue = NULL; + } + + BLI_mutex_unlock(&gpu_texture_queue_mutex); +} + +static void gpu_free_image(Image *ima, const bool immediate) +{ + for (int eye = 0; eye < 2; eye++) { + for (int i = 0; i < TEXTARGET_COUNT; i++) { + if (ima->gputexture[i][eye] != NULL) { + if (immediate) { + GPU_texture_free(ima->gputexture[i][eye]); + } + else { + BLI_mutex_lock(&gpu_texture_queue_mutex); + BLI_linklist_prepend(&gpu_texture_free_queue, ima->gputexture[i][eye]); + BLI_mutex_unlock(&gpu_texture_queue_mutex); + } + + ima->gputexture[i][eye] = NULL; + } + } + } + + ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE; +} + +void GPU_free_unused_buffers() +{ + if (BLI_thread_is_main()) { + gpu_free_unused_buffers(); + } +} + +void GPU_free_image(Image *ima) +{ + gpu_free_image(ima, BLI_thread_is_main()); +} + +void GPU_free_images(Main *bmain) +{ + if (bmain) { + LISTBASE_FOREACH (Image *, ima, &bmain->images) { + GPU_free_image(ima); + } + } +} + +/* same as above but only free animated images */ +void GPU_free_images_anim(Main *bmain) +{ + if (bmain) { + LISTBASE_FOREACH (Image *, ima, &bmain->images) { + if (BKE_image_is_animated(ima)) { + GPU_free_image(ima); + } + } + } +} + +void GPU_free_images_old(Main *bmain) +{ + static int lasttime = 0; + int ctime = (int)PIL_check_seconds_timer(); + + /* + * Run garbage collector once for every collecting period of time + * if textimeout is 0, that's the option to NOT run the collector + */ + if (U.textimeout == 0 || ctime % U.texcollectrate || ctime == lasttime) { + return; + } + + /* of course not! */ + if (G.is_rendering) { + return; + } + + lasttime = ctime; + + LISTBASE_FOREACH (Image *, ima, &bmain->images) { + if ((ima->flag & IMA_NOCOLLECT) == 0 && ctime - ima->lastused > U.textimeout) { + /* If it's in GL memory, deallocate and set time tag to current time + * This gives textures a "second chance" to be used before dying. */ + if (BKE_image_has_opengl_texture(ima)) { + GPU_free_image(ima); + ima->lastused = ctime; + } + /* Otherwise, just kill the buffers */ + else { + BKE_image_free_buffers(ima); + } + } + } +} |