/* * Copyright 2016, Blender Foundation. * * 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. * * Contributor(s): Blender Institute * */ /** \file blender/draw/intern/draw_manager_texture.c * \ingroup draw */ #include "draw_manager.h" #ifndef NDEBUG /* Maybe gpu_texture.c is a better place for this. */ static bool drw_texture_format_supports_framebuffer(GPUTextureFormat format) { /* Some formats do not work with framebuffers. */ switch (format) { /* Only add formats that are COMPATIBLE with FB. * Generally they are multiple of 16bit. */ case GPU_R16F: case GPU_R16I: case GPU_R16UI: case GPU_R32F: case GPU_R32UI: case GPU_RG8: case GPU_RG16: case GPU_RG16F: case GPU_RG16I: case GPU_RG32F: case GPU_R11F_G11F_B10F: case GPU_RGBA8: case GPU_RGBA16F: case GPU_RGBA32F: case GPU_DEPTH_COMPONENT16: case GPU_DEPTH_COMPONENT24: case GPU_DEPTH24_STENCIL8: case GPU_DEPTH_COMPONENT32F: return true; default: return false; } } #endif void drw_texture_set_parameters(GPUTexture *tex, DRWTextureFlag flags) { GPU_texture_bind(tex, 0); if (flags & DRW_TEX_MIPMAP) { GPU_texture_mipmap_mode(tex, true, flags & DRW_TEX_FILTER); GPU_texture_generate_mipmap(tex); } else { GPU_texture_filter_mode(tex, flags & DRW_TEX_FILTER); } GPU_texture_wrap_mode(tex, flags & DRW_TEX_WRAP); GPU_texture_compare_mode(tex, flags & DRW_TEX_COMPARE); GPU_texture_unbind(tex); } GPUTexture *DRW_texture_create_1D(int w, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels) { GPUTexture *tex = GPU_texture_create_1D(w, format, fpixels, NULL); drw_texture_set_parameters(tex, flags); return tex; } GPUTexture *DRW_texture_create_2D(int w, int h, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels) { GPUTexture *tex = GPU_texture_create_2D(w, h, format, fpixels, NULL); drw_texture_set_parameters(tex, flags); return tex; } GPUTexture *DRW_texture_create_2D_array( int w, int h, int d, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels) { GPUTexture *tex = GPU_texture_create_2D_array(w, h, d, format, fpixels, NULL); drw_texture_set_parameters(tex, flags); return tex; } GPUTexture *DRW_texture_create_3D( int w, int h, int d, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels) { GPUTexture *tex = GPU_texture_create_3D(w, h, d, format, fpixels, NULL); drw_texture_set_parameters(tex, flags); return tex; } GPUTexture *DRW_texture_create_cube(int w, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels) { GPUTexture *tex = GPU_texture_create_cube(w, format, fpixels, NULL); drw_texture_set_parameters(tex, flags); return tex; } GPUTexture *DRW_texture_pool_query_2D(int w, int h, GPUTextureFormat format, DrawEngineType *engine_type) { BLI_assert(drw_texture_format_supports_framebuffer(format)); GPUTexture *tex = GPU_viewport_texture_pool_query(DST.viewport, engine_type, w, h, format); return tex; } void DRW_texture_ensure_fullscreen_2D(GPUTexture **tex, GPUTextureFormat format, DRWTextureFlag flags) { if (*(tex) == NULL) { const float *size = DRW_viewport_size_get(); *(tex) = DRW_texture_create_2D((int)size[0], (int)size[1], format, flags, NULL); } } void DRW_texture_ensure_2D(GPUTexture **tex, int w, int h, GPUTextureFormat format, DRWTextureFlag flags) { if (*(tex) == NULL) { *(tex) = DRW_texture_create_2D(w, h, format, flags, NULL); } } void DRW_texture_generate_mipmaps(GPUTexture *tex) { GPU_texture_bind(tex, 0); GPU_texture_generate_mipmap(tex); GPU_texture_unbind(tex); } void DRW_texture_free(GPUTexture *tex) { GPU_texture_free(tex); }