diff options
Diffstat (limited to 'source/blender/gpu/intern')
-rw-r--r-- | source/blender/gpu/intern/gpu_backend.hh | 6 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_batch.cc | 2 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_capabilities.cc | 4 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_context.cc | 40 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_context_private.hh | 51 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_framebuffer.cc | 22 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_immediate.cc | 2 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_matrix.cc | 16 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_shader.cc | 4 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_state.cc | 40 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_texture.cc | 10 |
11 files changed, 107 insertions, 90 deletions
diff --git a/source/blender/gpu/intern/gpu_backend.hh b/source/blender/gpu/intern/gpu_backend.hh index 1a6a6668b42..04ec82a9213 100644 --- a/source/blender/gpu/intern/gpu_backend.hh +++ b/source/blender/gpu/intern/gpu_backend.hh @@ -25,11 +25,11 @@ #pragma once -struct GPUContext; - namespace blender { namespace gpu { +class Context; + class Batch; class DrawList; class FrameBuffer; @@ -48,7 +48,7 @@ class GPUBackend { virtual void samplers_update(void) = 0; - virtual GPUContext *context_alloc(void *ghost_window) = 0; + virtual Context *context_alloc(void *ghost_window) = 0; virtual Batch *batch_alloc(void) = 0; virtual DrawList *drawlist_alloc(int list_length) = 0; diff --git a/source/blender/gpu/intern/gpu_batch.cc b/source/blender/gpu/intern/gpu_batch.cc index d6f4f223a83..de079a89de7 100644 --- a/source/blender/gpu/intern/gpu_batch.cc +++ b/source/blender/gpu/intern/gpu_batch.cc @@ -258,7 +258,7 @@ void GPU_batch_draw_instanced(GPUBatch *batch, int i_count) void GPU_batch_draw_advanced( GPUBatch *gpu_batch, int v_first, int v_count, int i_first, int i_count) { - BLI_assert(GPU_context_active_get()->shader != NULL); + BLI_assert(Context::get()->shader != NULL); Batch *batch = static_cast<Batch *>(gpu_batch); if (v_count == 0) { diff --git a/source/blender/gpu/intern/gpu_capabilities.cc b/source/blender/gpu/intern/gpu_capabilities.cc index 0ee25ea2569..a79ce27ba63 100644 --- a/source/blender/gpu/intern/gpu_capabilities.cc +++ b/source/blender/gpu/intern/gpu_capabilities.cc @@ -115,13 +115,13 @@ bool GPU_mem_stats_supported(void) void GPU_mem_stats_get(int *totalmem, int *freemem) { - GPU_context_active_get()->memory_statistics_get(totalmem, freemem); + Context::get()->memory_statistics_get(totalmem, freemem); } /* Return support for the active context + window. */ bool GPU_stereo_quadbuffer_support(void) { - return GPU_context_active_get()->front_right != nullptr; + return Context::get()->front_right != nullptr; } /** \} */ diff --git a/source/blender/gpu/intern/gpu_context.cc b/source/blender/gpu/intern/gpu_context.cc index 8ebd49a658e..188225b3eed 100644 --- a/source/blender/gpu/intern/gpu_context.cc +++ b/source/blender/gpu/intern/gpu_context.cc @@ -54,20 +54,22 @@ using namespace blender::gpu; -static thread_local GPUContext *active_ctx = NULL; +static thread_local Context *active_ctx = NULL; /* -------------------------------------------------------------------- */ -/** \name GPUContext methods +/** \name gpu::Context methods * \{ */ -GPUContext::GPUContext() +namespace blender::gpu { + +Context::Context() { thread_ = pthread_self(); is_active_ = false; matrix_state = GPU_matrix_state_create(); } -GPUContext::~GPUContext() +Context::~Context() { GPU_matrix_state_discard(matrix_state); delete state_manager; @@ -78,11 +80,18 @@ GPUContext::~GPUContext() delete imm; } -bool GPUContext::is_active_on_thread(void) +bool Context::is_active_on_thread(void) { return (this == active_ctx) && pthread_equal(pthread_self(), thread_); } +Context *Context::get(void) +{ + return active_ctx; +} + +} // namespace blender::gpu + /** \} */ /* -------------------------------------------------------------------- */ @@ -94,22 +103,25 @@ GPUContext *GPU_context_create(void *ghost_window) GPU_backend_init(GPU_BACKEND_OPENGL); } - GPUContext *ctx = GPUBackend::get()->context_alloc(ghost_window); + Context *ctx = GPUBackend::get()->context_alloc(ghost_window); - GPU_context_active_set(ctx); - return ctx; + GPU_context_active_set(wrap(ctx)); + return wrap(ctx); } /* to be called after GPU_context_active_set(ctx_to_destroy) */ -void GPU_context_discard(GPUContext *ctx) +void GPU_context_discard(GPUContext *ctx_) { + Context *ctx = unwrap(ctx_); delete ctx; active_ctx = NULL; } /* ctx can be NULL */ -void GPU_context_active_set(GPUContext *ctx) +void GPU_context_active_set(GPUContext *ctx_) { + Context *ctx = unwrap(ctx_); + if (active_ctx) { active_ctx->deactivate(); } @@ -123,13 +135,7 @@ void GPU_context_active_set(GPUContext *ctx) GPUContext *GPU_context_active_get(void) { - return active_ctx; -} - -struct GPUMatrixState *gpu_context_active_matrix_state_get() -{ - BLI_assert(active_ctx); - return active_ctx->matrix_state; + return wrap(Context::get()); } /* -------------------------------------------------------------------- */ diff --git a/source/blender/gpu/intern/gpu_context_private.hh b/source/blender/gpu/intern/gpu_context_private.hh index 5344cc6fb87..bc07bea4bb1 100644 --- a/source/blender/gpu/intern/gpu_context_private.hh +++ b/source/blender/gpu/intern/gpu_context_private.hh @@ -34,22 +34,20 @@ #include "gpu_shader_private.hh" #include "gpu_state_private.hh" -#include <mutex> #include <pthread.h> -#include <string.h> -#include <unordered_set> -#include <vector> struct GPUMatrixState; -struct GPUContext { +namespace blender::gpu { + +class Context { public: /** State management */ - blender::gpu::Shader *shader = NULL; - blender::gpu::FrameBuffer *active_fb = NULL; + Shader *shader = NULL; + FrameBuffer *active_fb = NULL; GPUMatrixState *matrix_state = NULL; - blender::gpu::GPUStateManager *state_manager = NULL; - blender::gpu::Immediate *imm = NULL; + GPUStateManager *state_manager = NULL; + Immediate *imm = NULL; /** * All 4 window frame-buffers. @@ -58,10 +56,10 @@ struct GPUContext { * Front frame-buffers contains (in principle, but not always) the last frame color. * Default frame-buffer is back_left. */ - blender::gpu::FrameBuffer *back_left = NULL; - blender::gpu::FrameBuffer *front_left = NULL; - blender::gpu::FrameBuffer *back_right = NULL; - blender::gpu::FrameBuffer *front_right = NULL; + FrameBuffer *back_left = NULL; + FrameBuffer *front_left = NULL; + FrameBuffer *back_right = NULL; + FrameBuffer *front_right = NULL; protected: /** Thread on which this context is active. */ @@ -71,8 +69,10 @@ struct GPUContext { void *ghost_window_; public: - GPUContext(); - virtual ~GPUContext(); + Context(); + virtual ~Context(); + + static Context *get(void); virtual void activate(void) = 0; virtual void deactivate(void) = 0; @@ -85,11 +85,20 @@ struct GPUContext { virtual void memory_statistics_get(int *total_mem, int *free_mem) = 0; bool is_active_on_thread(void); - - MEM_CXX_CLASS_ALLOC_FUNCS("GPUContext") }; -void gpu_context_active_framebuffer_set(GPUContext *ctx, struct GPUFrameBuffer *fb); -struct GPUFrameBuffer *gpu_context_active_framebuffer_get(GPUContext *ctx); - -struct GPUMatrixState *gpu_context_active_matrix_state_get(void); +/* Syntacting suggar. */ +static inline GPUContext *wrap(Context *ctx) +{ + return reinterpret_cast<GPUContext *>(ctx); +} +static inline Context *unwrap(GPUContext *ctx) +{ + return reinterpret_cast<Context *>(ctx); +} +static inline const Context *unwrap(const GPUContext *ctx) +{ + return reinterpret_cast<const Context *>(ctx); +} + +} // namespace blender::gpu
\ No newline at end of file diff --git a/source/blender/gpu/intern/gpu_framebuffer.cc b/source/blender/gpu/intern/gpu_framebuffer.cc index e548eb241cf..88779dead28 100644 --- a/source/blender/gpu/intern/gpu_framebuffer.cc +++ b/source/blender/gpu/intern/gpu_framebuffer.cc @@ -224,7 +224,7 @@ void GPU_framebuffer_bind_no_srgb(GPUFrameBuffer *gpu_fb) */ void GPU_backbuffer_bind(eGPUBackBuffer buffer) { - GPUContext *ctx = GPU_context_active_get(); + Context *ctx = Context::get(); if (buffer == GPU_BACKBUFFER_LEFT) { ctx->back_left->bind(false); @@ -236,19 +236,19 @@ void GPU_backbuffer_bind(eGPUBackBuffer buffer) void GPU_framebuffer_restore(void) { - GPU_context_active_get()->back_left->bind(false); + Context::get()->back_left->bind(false); } GPUFrameBuffer *GPU_framebuffer_active_get(void) { - GPUContext *ctx = GPU_context_active_get(); + Context *ctx = Context::get(); return wrap(ctx ? ctx->active_fb : NULL); } /* Returns the default frame-buffer. Will always exists even if it's just a dummy. */ GPUFrameBuffer *GPU_framebuffer_back_get(void) { - GPUContext *ctx = GPU_context_active_get(); + Context *ctx = Context::get(); return wrap(ctx ? ctx->back_left : NULL); } @@ -381,13 +381,13 @@ void GPU_framebuffer_multi_clear(GPUFrameBuffer *gpu_fb, const float (*clear_col void GPU_clear_color(float red, float green, float blue, float alpha) { float clear_col[4] = {red, green, blue, alpha}; - GPU_context_active_get()->active_fb->clear(GPU_COLOR_BIT, clear_col, 0.0f, 0x0); + Context::get()->active_fb->clear(GPU_COLOR_BIT, clear_col, 0.0f, 0x0); } void GPU_clear_depth(float depth) { float clear_col[4] = {0}; - GPU_context_active_get()->active_fb->clear(GPU_DEPTH_BIT, clear_col, depth, 0x0); + Context::get()->active_fb->clear(GPU_DEPTH_BIT, clear_col, depth, 0x0); } void GPU_framebuffer_read_depth( @@ -416,7 +416,7 @@ void GPU_frontbuffer_read_pixels( int x, int y, int w, int h, int channels, eGPUDataFormat format, void *data) { int rect[4] = {x, y, w, h}; - GPU_context_active_get()->front_left->read(GPU_COLOR_BIT, format, rect, channels, 0, data); + Context::get()->front_left->read(GPU_COLOR_BIT, format, rect, channels, 0, data); } /* read_slot and write_slot are only used for color buffers. */ @@ -431,7 +431,7 @@ void GPU_framebuffer_blit(GPUFrameBuffer *gpufb_read, FrameBuffer *fb_write = unwrap(gpufb_write); BLI_assert(blit_buffers != 0); - FrameBuffer *prev_fb = GPU_context_active_get()->active_fb; + FrameBuffer *prev_fb = Context::get()->active_fb; #ifndef NDEBUG GPUTexture *read_tex, *write_tex; @@ -509,7 +509,7 @@ static GPUFrameBuffer *gpuPopFrameBuffer(void) struct GPUOffScreen { struct { - GPUContext *ctx; + Context *ctx; GPUFrameBuffer *fb; } framebuffers[MAX_CTX_FB_LEN]; @@ -522,7 +522,7 @@ struct GPUOffScreen { */ static GPUFrameBuffer *gpu_offscreen_fb_get(GPUOffScreen *ofs) { - GPUContext *ctx = GPU_context_active_get(); + Context *ctx = Context::get(); BLI_assert(ctx); for (int i = 0; i < MAX_CTX_FB_LEN; i++) { @@ -635,7 +635,7 @@ void GPU_offscreen_unbind(GPUOffScreen *UNUSED(ofs), bool restore) void GPU_offscreen_draw_to_screen(GPUOffScreen *ofs, int x, int y) { - GPUContext *ctx = GPU_context_active_get(); + Context *ctx = Context::get(); FrameBuffer *ofs_fb = unwrap(gpu_offscreen_fb_get(ofs)); ofs_fb->blit_to(GPU_COLOR_BIT, 0, ctx->active_fb, 0, x, y); } diff --git a/source/blender/gpu/intern/gpu_immediate.cc b/source/blender/gpu/intern/gpu_immediate.cc index 9fc5e03a796..0a488c0dfc0 100644 --- a/source/blender/gpu/intern/gpu_immediate.cc +++ b/source/blender/gpu/intern/gpu_immediate.cc @@ -43,7 +43,7 @@ static thread_local Immediate *imm = NULL; void immActivate(void) { - imm = GPU_context_active_get()->imm; + imm = Context::get()->imm; } void immDeactivate(void) diff --git a/source/blender/gpu/intern/gpu_matrix.cc b/source/blender/gpu/intern/gpu_matrix.cc index cdb6d303588..0274966d4b9 100644 --- a/source/blender/gpu/intern/gpu_matrix.cc +++ b/source/blender/gpu/intern/gpu_matrix.cc @@ -35,6 +35,8 @@ #include "MEM_guardedalloc.h" +using namespace blender::gpu; + #define MATRIX_STACK_DEPTH 32 typedef float Mat4[4][4]; @@ -59,10 +61,10 @@ typedef struct GPUMatrixState { */ } GPUMatrixState; -#define ModelViewStack gpu_context_active_matrix_state_get()->model_view_stack +#define ModelViewStack Context::get()->matrix_state->model_view_stack #define ModelView ModelViewStack.stack[ModelViewStack.top] -#define ProjectionStack gpu_context_active_matrix_state_get()->projection_stack +#define ProjectionStack Context::get()->matrix_state->projection_stack #define Projection ProjectionStack.stack[ProjectionStack.top] GPUMatrixState *GPU_matrix_state_create(void) @@ -93,13 +95,13 @@ void GPU_matrix_state_discard(GPUMatrixState *state) static void gpu_matrix_state_active_set_dirty(bool value) { - GPUMatrixState *state = gpu_context_active_matrix_state_get(); + GPUMatrixState *state = Context::get()->matrix_state; state->dirty = value; } void GPU_matrix_reset(void) { - GPUMatrixState *state = gpu_context_active_matrix_state_get(); + GPUMatrixState *state = Context::get()->matrix_state; state->model_view_stack.top = 0; state->projection_stack.top = 0; unit_m4(ModelView); @@ -686,7 +688,7 @@ void GPU_matrix_bind(GPUShader *shader) bool GPU_matrix_dirty_get(void) { - GPUMatrixState *state = gpu_context_active_matrix_state_get(); + GPUMatrixState *state = Context::get()->matrix_state; return state->dirty; } @@ -699,13 +701,13 @@ BLI_STATIC_ASSERT(GPU_PY_MATRIX_STACK_LEN + 1 == MATRIX_STACK_DEPTH, "define mis int GPU_matrix_stack_level_get_model_view(void) { - GPUMatrixState *state = gpu_context_active_matrix_state_get(); + GPUMatrixState *state = Context::get()->matrix_state; return (int)state->model_view_stack.top; } int GPU_matrix_stack_level_get_projection(void) { - GPUMatrixState *state = gpu_context_active_matrix_state_get(); + GPUMatrixState *state = Context::get()->matrix_state; return (int)state->projection_stack.top; } diff --git a/source/blender/gpu/intern/gpu_shader.cc b/source/blender/gpu/intern/gpu_shader.cc index eb0f7935b63..1bd076f96f8 100644 --- a/source/blender/gpu/intern/gpu_shader.cc +++ b/source/blender/gpu/intern/gpu_shader.cc @@ -457,7 +457,7 @@ void GPU_shader_bind(GPUShader *gpu_shader) { Shader *shader = unwrap(gpu_shader); - GPUContext *ctx = GPU_context_active_get(); + Context *ctx = Context::get(); if (ctx->shader != shader) { ctx->shader = shader; @@ -474,7 +474,7 @@ void GPU_shader_bind(GPUShader *gpu_shader) void GPU_shader_unbind(void) { #ifndef NDEBUG - GPUContext *ctx = GPU_context_active_get(); + Context *ctx = Context::get(); if (ctx->shader) { ctx->shader->unbind(); } diff --git a/source/blender/gpu/intern/gpu_state.cc b/source/blender/gpu/intern/gpu_state.cc index 68f0c290bc6..529c8795327 100644 --- a/source/blender/gpu/intern/gpu_state.cc +++ b/source/blender/gpu/intern/gpu_state.cc @@ -41,7 +41,7 @@ using namespace blender::gpu; #define SET_STATE(_prefix, _state, _value) \ do { \ - GPUStateManager *stack = GPU_context_active_get()->state_manager; \ + GPUStateManager *stack = Context::get()->state_manager; \ auto &state_object = stack->_prefix##state; \ state_object._state = (_value); \ } while (0) @@ -105,7 +105,7 @@ void GPU_write_mask(eGPUWriteMask mask) void GPU_color_mask(bool r, bool g, bool b, bool a) { - GPUStateManager *stack = GPU_context_active_get()->state_manager; + GPUStateManager *stack = Context::get()->state_manager; auto &state = stack->state; uint32_t write_mask = state.write_mask; SET_FLAG_FROM_TEST(write_mask, r, (uint32_t)GPU_WRITE_RED); @@ -117,7 +117,7 @@ void GPU_color_mask(bool r, bool g, bool b, bool a) void GPU_depth_mask(bool depth) { - GPUStateManager *stack = GPU_context_active_get()->state_manager; + GPUStateManager *stack = Context::get()->state_manager; auto &state = stack->state; uint32_t write_mask = state.write_mask; SET_FLAG_FROM_TEST(write_mask, depth, (uint32_t)GPU_WRITE_DEPTH); @@ -142,7 +142,7 @@ void GPU_state_set(eGPUWriteMask write_mask, eGPUStencilOp stencil_op, eGPUProvokingVertex provoking_vert) { - GPUStateManager *stack = GPU_context_active_get()->state_manager; + GPUStateManager *stack = Context::get()->state_manager; auto &state = stack->state; state.write_mask = (uint32_t)write_mask; state.blend = (uint32_t)blend; @@ -161,7 +161,7 @@ void GPU_state_set(eGPUWriteMask write_mask, void GPU_depth_range(float near, float far) { - GPUStateManager *stack = GPU_context_active_get()->state_manager; + GPUStateManager *stack = Context::get()->state_manager; auto &state = stack->mutable_state; copy_v2_fl2(state.depth_range, near, far); } @@ -182,7 +182,7 @@ void GPU_point_size(float size) /* TODO remove and use program point size everywhere */ void GPU_program_point_size(bool enable) { - GPUStateManager *stack = GPU_context_active_get()->state_manager; + GPUStateManager *stack = Context::get()->state_manager; auto &state = stack->mutable_state; /* Set point size sign negative to disable. */ state.point_size = fabsf(state.point_size) * (enable ? 1 : -1); @@ -190,19 +190,19 @@ void GPU_program_point_size(bool enable) void GPU_scissor_test(bool enable) { - GPU_context_active_get()->active_fb->scissor_test_set(enable); + Context::get()->active_fb->scissor_test_set(enable); } void GPU_scissor(int x, int y, int width, int height) { int scissor_rect[4] = {x, y, width, height}; - GPU_context_active_get()->active_fb->scissor_set(scissor_rect); + Context::get()->active_fb->scissor_set(scissor_rect); } void GPU_viewport(int x, int y, int width, int height) { int viewport_rect[4] = {x, y, width, height}; - GPU_context_active_get()->active_fb->viewport_set(viewport_rect); + Context::get()->active_fb->viewport_set(viewport_rect); } void GPU_stencil_reference_set(uint reference) @@ -228,43 +228,43 @@ void GPU_stencil_compare_mask_set(uint compare_mask) eGPUBlend GPU_blend_get() { - GPUState &state = GPU_context_active_get()->state_manager->state; + GPUState &state = Context::get()->state_manager->state; return (eGPUBlend)state.blend; } eGPUWriteMask GPU_write_mask_get() { - GPUState &state = GPU_context_active_get()->state_manager->state; + GPUState &state = Context::get()->state_manager->state; return (eGPUWriteMask)state.write_mask; } uint GPU_stencil_mask_get() { - GPUStateMutable &state = GPU_context_active_get()->state_manager->mutable_state; + GPUStateMutable &state = Context::get()->state_manager->mutable_state; return state.stencil_write_mask; } eGPUDepthTest GPU_depth_test_get() { - GPUState &state = GPU_context_active_get()->state_manager->state; + GPUState &state = Context::get()->state_manager->state; return (eGPUDepthTest)state.depth_test; } eGPUStencilTest GPU_stencil_test_get() { - GPUState &state = GPU_context_active_get()->state_manager->state; + GPUState &state = Context::get()->state_manager->state; return (eGPUStencilTest)state.stencil_test; } void GPU_scissor_get(int coords[4]) { - GPU_context_active_get()->active_fb->scissor_get(coords); + Context::get()->active_fb->scissor_get(coords); } void GPU_viewport_size_get_f(float coords[4]) { int viewport[4]; - GPU_context_active_get()->active_fb->viewport_get(viewport); + Context::get()->active_fb->viewport_get(viewport); for (int i = 0; i < 4; i++) { coords[i] = viewport[i]; } @@ -272,12 +272,12 @@ void GPU_viewport_size_get_f(float coords[4]) void GPU_viewport_size_get_i(int coords[4]) { - GPU_context_active_get()->active_fb->viewport_get(coords); + Context::get()->active_fb->viewport_get(coords); } bool GPU_depth_mask_get(void) { - GPUState &state = GPU_context_active_get()->state_manager->state; + GPUState &state = Context::get()->state_manager->state; return (state.write_mask & GPU_WRITE_DEPTH) != 0; } @@ -295,12 +295,12 @@ bool GPU_mipmap_enabled(void) void GPU_flush(void) { - GPU_context_active_get()->flush(); + Context::get()->flush(); } void GPU_finish(void) { - GPU_context_active_get()->finish(); + Context::get()->finish(); } /** \} */ diff --git a/source/blender/gpu/intern/gpu_texture.cc b/source/blender/gpu/intern/gpu_texture.cc index 05b97129f00..b22fd53f0f6 100644 --- a/source/blender/gpu/intern/gpu_texture.cc +++ b/source/blender/gpu/intern/gpu_texture.cc @@ -386,7 +386,7 @@ void GPU_texture_update(GPUTexture *tex, eGPUDataFormat data_format, const void * Skipping pixels correctly when changing rows when doing partial update.*/ void GPU_unpack_row_length_set(uint len) { - GPU_context_active_get()->state_manager->texture_unpack_row_length_set(len); + Context::get()->state_manager->texture_unpack_row_length_set(len); } /* ------ Binding ------ */ @@ -398,24 +398,24 @@ void GPU_texture_bind_ex(GPUTexture *tex_, { Texture *tex = reinterpret_cast<Texture *>(tex_); state = (state >= GPU_SAMPLER_MAX) ? tex->sampler_state : state; - GPU_context_active_get()->state_manager->texture_bind(tex, state, unit); + Context::get()->state_manager->texture_bind(tex, state, unit); } void GPU_texture_bind(GPUTexture *tex_, int unit) { Texture *tex = reinterpret_cast<Texture *>(tex_); - GPU_context_active_get()->state_manager->texture_bind(tex, tex->sampler_state, unit); + Context::get()->state_manager->texture_bind(tex, tex->sampler_state, unit); } void GPU_texture_unbind(GPUTexture *tex_) { Texture *tex = reinterpret_cast<Texture *>(tex_); - GPU_context_active_get()->state_manager->texture_unbind(tex); + Context::get()->state_manager->texture_unbind(tex); } void GPU_texture_unbind_all(void) { - GPU_context_active_get()->state_manager->texture_unbind_all(); + Context::get()->state_manager->texture_unbind_all(); } void GPU_texture_generate_mipmap(GPUTexture *tex) |