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Diffstat (limited to 'source/blender/gpu/intern/gpu_texture_image.cc')
-rw-r--r--source/blender/gpu/intern/gpu_texture_image.cc1480
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
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--- /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);
+ }
+ }
+ }
+}