From 2840782d8478f1c37c2aa91cc7f12c8e1f4dca0a Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Thu, 16 Jul 2020 20:56:17 +0200 Subject: Cleanup: GPU: Make icon drawing use GPUTexture This remove all gl function calls. Adds a new sampler only for icon drawing. --- source/blender/editors/interface/interface_icons.c | 134 +++++++++------------ 1 file changed, 56 insertions(+), 78 deletions(-) (limited to 'source/blender/editors') diff --git a/source/blender/editors/interface/interface_icons.c b/source/blender/editors/interface/interface_icons.c index e1f72cd2898..bac86adbabb 100644 --- a/source/blender/editors/interface/interface_icons.c +++ b/source/blender/editors/interface/interface_icons.c @@ -31,6 +31,7 @@ #include "GPU_immediate.h" #include "GPU_matrix.h" #include "GPU_state.h" +#include "GPU_texture.h" #include "BLI_blenlib.h" #include "BLI_fileops_types.h" @@ -134,7 +135,7 @@ typedef struct DrawInfo { } DrawInfo; typedef struct IconTexture { - GLuint id[2]; + struct GPUTexture *tex[2]; int num_textures; int w; int h; @@ -151,7 +152,7 @@ typedef struct IconType { /* Static here to cache results of icon directory scan, so it's not * scanning the file-system each time the menu is drawn. */ static struct ListBase iconfilelist = {NULL, NULL}; -static IconTexture icongltex = {{0, 0}, 0, 0, 0, 0.0f, 0.0f}; +static IconTexture icongltex = {{NULL, NULL}, 0, 0, 0, 0.0f, 0.0f}; #ifndef WITH_HEADLESS @@ -802,9 +803,12 @@ static ImBuf *create_mono_icon_with_border(ImBuf *buf, static void free_icons_textures(void) { if (icongltex.num_textures > 0) { - glDeleteTextures(icongltex.num_textures, icongltex.id); - icongltex.id[0] = 0; - icongltex.id[1] = 0; + for (int i = 0; i < 2; i++) { + if (icongltex.tex[i]) { + GPU_texture_free(icongltex.tex[i]); + icongltex.tex[i] = NULL; + } + } icongltex.num_textures = 0; } } @@ -854,69 +858,40 @@ void UI_icons_reload_internal_textures(void) /* Allocate OpenGL texture. */ icongltex.num_textures = need_icons_with_border ? 2 : 1; - glGenTextures(icongltex.num_textures, icongltex.id); /* Note the filter and LOD bias were tweaked to better preserve icon * sharpness at different UI scales. */ - if (icongltex.id[0]) { + if (icongltex.tex[0] == NULL) { icongltex.w = b32buf->x; icongltex.h = b32buf->y; icongltex.invw = 1.0f / b32buf->x; icongltex.invh = 1.0f / b32buf->y; - glBindTexture(GL_TEXTURE_2D, icongltex.id[0]); - glTexImage2D(GL_TEXTURE_2D, - 0, - GL_RGBA8, - b32buf->x, - b32buf->y, - 0, - GL_RGBA, - GL_UNSIGNED_BYTE, - b32buf->rect); - glTexImage2D(GL_TEXTURE_2D, - 1, - GL_RGBA8, - b16buf->x, - b16buf->y, - 0, - GL_RGBA, - GL_UNSIGNED_BYTE, - b16buf->rect); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, -0.5f); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1); - glBindTexture(GL_TEXTURE_2D, 0); + icongltex.tex[0] = GPU_texture_create_nD(b32buf->x, + b32buf->y, + 0, + 2, + b32buf->rect, + GPU_RGBA8, + GPU_DATA_UNSIGNED_BYTE, + 0, + false, + NULL); + GPU_texture_add_mipmap(icongltex.tex[0], GPU_DATA_UNSIGNED_BYTE, 1, b16buf->rect); } - if (need_icons_with_border && icongltex.id[1]) { - glBindTexture(GL_TEXTURE_2D, icongltex.id[1]); - glTexImage2D(GL_TEXTURE_2D, - 0, - GL_RGBA8, - b32buf_border->x, - b32buf_border->y, - 0, - GL_RGBA, - GL_UNSIGNED_BYTE, - b32buf_border->rect); - glTexImage2D(GL_TEXTURE_2D, - 1, - GL_RGBA8, - b16buf_border->x, - b16buf_border->y, - 0, - GL_RGBA, - GL_UNSIGNED_BYTE, - b16buf_border->rect); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, -0.5f); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1); - glBindTexture(GL_TEXTURE_2D, 0); + if (need_icons_with_border && icongltex.tex[1] == NULL) { + icongltex.tex[0] = GPU_texture_create_nD(b32buf_border->x, + b32buf_border->y, + 0, + 2, + b32buf_border->rect, + GPU_RGBA8, + GPU_DATA_UNSIGNED_BYTE, + 0, + false, + NULL); + GPU_texture_add_mipmap(icongltex.tex[0], GPU_DATA_UNSIGNED_BYTE, 1, b16buf_border->rect); } } @@ -1590,28 +1565,27 @@ void UI_icon_draw_cache_begin(void) g_icon_draw_cache.enabled = true; } -static void icon_draw_cache_texture_flush_ex(GLuint texture, +static void icon_draw_cache_texture_flush_ex(GPUTexture *texture, IconTextureDrawCall *texture_draw_calls) { if (texture_draw_calls->calls == 0) { return; } - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, texture); - GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR); GPU_shader_bind(shader); - int img_loc = GPU_shader_get_uniform(shader, "image"); + int img_binding = GPU_shader_get_texture_binding(shader, "image"); int data_loc = GPU_shader_get_uniform(shader, "calls_data"); - glUniform1i(img_loc, 0); - glUniform4fv(data_loc, ICON_DRAW_CACHE_SIZE * 3, (float *)texture_draw_calls->drawcall_cache); + GPU_texture_bind(texture, img_binding); + GPU_sampler_icon_bind(img_binding); + GPU_shader_uniform_vector( + shader, data_loc, 4, ICON_DRAW_CACHE_SIZE * 3, (float *)texture_draw_calls->drawcall_cache); GPU_draw_primitive(GPU_PRIM_TRIS, 6 * texture_draw_calls->calls); - glBindTexture(GL_TEXTURE_2D, 0); + GPU_texture_unbind(texture); texture_draw_calls->calls = 0; } @@ -1634,11 +1608,11 @@ static void icon_draw_cache_flush_ex(bool only_full_caches) GPU_blend_set_func(GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); if (!only_full_caches || g_icon_draw_cache.normal.calls == ICON_DRAW_CACHE_SIZE) { - icon_draw_cache_texture_flush_ex(icongltex.id[0], &g_icon_draw_cache.normal); + icon_draw_cache_texture_flush_ex(icongltex.tex[0], &g_icon_draw_cache.normal); } if (!only_full_caches || g_icon_draw_cache.border.calls == ICON_DRAW_CACHE_SIZE) { - icon_draw_cache_texture_flush_ex(icongltex.id[1], &g_icon_draw_cache.border); + icon_draw_cache_texture_flush_ex(icongltex.tex[1], &g_icon_draw_cache.border); } GPU_blend_set_func_separate( @@ -1735,28 +1709,32 @@ static void icon_draw_texture(float x, y1 = iy * icongltex.invh; y2 = (iy + ih) * icongltex.invh; - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, with_border ? icongltex.id[1] : icongltex.id[0]); + GPUTexture *texture = with_border ? icongltex.tex[1] : icongltex.tex[0]; GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_IMAGE_RECT_COLOR); GPU_shader_bind(shader); + int img_binding = GPU_shader_get_texture_binding(shader, "image"); + int color_loc = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_COLOR); + int rect_tex_loc = GPU_shader_get_uniform(shader, "rect_icon"); + int rect_geom_loc = GPU_shader_get_uniform(shader, "rect_geom"); + if (rgb) { - glUniform4f( - GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_COLOR), rgb[0], rgb[1], rgb[2], alpha); + GPU_shader_uniform_vector(shader, color_loc, 4, 1, (float[4]){UNPACK3(rgb), alpha}); } else { - glUniform4f( - GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_COLOR), alpha, alpha, alpha, alpha); + GPU_shader_uniform_vector(shader, color_loc, 4, 1, (float[4]){alpha, alpha, alpha, alpha}); } - glUniform1i(GPU_shader_get_uniform(shader, "image"), 0); - glUniform4f(GPU_shader_get_uniform(shader, "rect_icon"), x1, y1, x2, y2); - glUniform4f(GPU_shader_get_uniform(shader, "rect_geom"), x, y, x + w, y + h); + GPU_shader_uniform_vector(shader, rect_tex_loc, 4, 1, (float[4]){x1, y1, x2, y2}); + GPU_shader_uniform_vector(shader, rect_geom_loc, 4, 1, (float[4]){x, y, x + w, y + h}); + + GPU_texture_bind(texture, img_binding); + GPU_sampler_icon_bind(img_binding); GPU_draw_primitive(GPU_PRIM_TRI_STRIP, 4); - glBindTexture(GL_TEXTURE_2D, 0); + GPU_texture_unbind(texture); GPU_blend_set_func_separate( GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); -- cgit v1.2.3