/* * 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 */ #include #include "MEM_guardedalloc.h" #include "DNA_image_types.h" #include "BLI_blenlib.h" #include "BLI_math_base.h" #include "BLI_utildefines.h" #include "BKE_global.h" #include "GPU_batch.h" #include "GPU_context.h" #include "GPU_debug.h" #include "GPU_draw.h" #include "GPU_extensions.h" #include "GPU_framebuffer.h" #include "GPU_glew.h" #include "GPU_platform.h" #include "GPU_texture.h" #include "gpu_context_private.h" static struct GPUTextureGlobal { /** Texture used in place of invalid textures (not loaded correctly, missing). */ GPUTexture *invalid_tex_1D; GPUTexture *invalid_tex_2D; GPUTexture *invalid_tex_3D; /** Sampler objects used to replace internal texture parameters. */ GLuint samplers[GPU_SAMPLER_MAX]; } GG = {NULL}; /* Maximum number of FBOs a texture can be attached to. */ #define GPU_TEX_MAX_FBO_ATTACHED 12 typedef enum eGPUTextureFormatFlag { GPU_FORMAT_DEPTH = (1 << 0), GPU_FORMAT_STENCIL = (1 << 1), GPU_FORMAT_INTEGER = (1 << 2), GPU_FORMAT_FLOAT = (1 << 3), GPU_FORMAT_1D = (1 << 10), GPU_FORMAT_2D = (1 << 11), GPU_FORMAT_3D = (1 << 12), GPU_FORMAT_CUBE = (1 << 13), GPU_FORMAT_ARRAY = (1 << 14), } eGPUTextureFormatFlag; /* GPUTexture */ struct GPUTexture { int w, h, d; /* width/height/depth */ int orig_w, orig_h; /* width/height (of source data), optional. */ int number; /* Texture unit to which this texture is bound. */ int refcount; /* reference count */ GLenum target; /* GL_TEXTURE_* */ GLenum target_base; /* same as target, (but no multisample) * use it for unbinding */ GLuint bindcode; /* opengl identifier for texture */ eGPUTextureFormat format; eGPUTextureFormatFlag format_flag; eGPUSamplerState sampler_state; /* Internal Sampler state. */ int mipmaps; /* number of mipmaps */ int components; /* number of color/alpha channels */ int samples; /* number of samples for multisamples textures. 0 if not multisample target */ int fb_attachment[GPU_TEX_MAX_FBO_ATTACHED]; GPUFrameBuffer *fb[GPU_TEX_MAX_FBO_ATTACHED]; /* Legacy workaround for texture copy. */ GLuint copy_fb; GPUContext *copy_fb_ctx; }; static uint gpu_get_bytesize(eGPUTextureFormat data_type); static void gpu_texture_framebuffer_ensure(GPUTexture *tex); /* ------ Memory Management ------- */ /* Records every texture allocation / free * to estimate the Texture Pool Memory consumption */ static uint memory_usage; static uint gpu_texture_memory_footprint_compute(GPUTexture *tex) { uint memsize; const uint bytesize = gpu_get_bytesize(tex->format); const int samp = max_ii(tex->samples, 1); switch (tex->target_base) { case GL_TEXTURE_1D: case GL_TEXTURE_BUFFER: memsize = bytesize * tex->w * samp; break; case GL_TEXTURE_1D_ARRAY: case GL_TEXTURE_2D: memsize = bytesize * tex->w * tex->h * samp; break; case GL_TEXTURE_2D_ARRAY: case GL_TEXTURE_3D: memsize = bytesize * tex->w * tex->h * tex->d * samp; break; case GL_TEXTURE_CUBE_MAP: memsize = bytesize * 6 * tex->w * tex->h * samp; break; case GL_TEXTURE_CUBE_MAP_ARRAY_ARB: memsize = bytesize * 6 * tex->w * tex->h * tex->d * samp; break; default: BLI_assert(0); return 0; } if (tex->mipmaps != 0) { /* Just to get an idea of the memory used here is computed * as if the maximum number of mipmaps was generated. */ memsize += memsize / 3; } return memsize; } static void gpu_texture_memory_footprint_add(GPUTexture *tex) { memory_usage += gpu_texture_memory_footprint_compute(tex); } static void gpu_texture_memory_footprint_remove(GPUTexture *tex) { memory_usage -= gpu_texture_memory_footprint_compute(tex); } uint GPU_texture_memory_usage_get(void) { return memory_usage; } /* -------------------------------- */ static const char *gl_enum_to_str(GLenum e) { #define ENUM_TO_STRING(e) [GL_##e] = STRINGIFY_ARG(e) static const char *enum_strings[] = { ENUM_TO_STRING(TEXTURE_CUBE_MAP), ENUM_TO_STRING(TEXTURE_CUBE_MAP_ARRAY), ENUM_TO_STRING(TEXTURE_2D), ENUM_TO_STRING(TEXTURE_2D_ARRAY), ENUM_TO_STRING(TEXTURE_1D), ENUM_TO_STRING(TEXTURE_1D_ARRAY), ENUM_TO_STRING(TEXTURE_3D), ENUM_TO_STRING(TEXTURE_2D_MULTISAMPLE), ENUM_TO_STRING(RGBA32F), ENUM_TO_STRING(RGBA16F), ENUM_TO_STRING(RGBA16UI), ENUM_TO_STRING(RGBA16I), ENUM_TO_STRING(RGBA16), ENUM_TO_STRING(RGBA8UI), ENUM_TO_STRING(RGBA8I), ENUM_TO_STRING(RGBA8), ENUM_TO_STRING(RGB16F), ENUM_TO_STRING(RG32F), ENUM_TO_STRING(RG16F), ENUM_TO_STRING(RG16UI), ENUM_TO_STRING(RG16I), ENUM_TO_STRING(RG16), ENUM_TO_STRING(RG8UI), ENUM_TO_STRING(RG8I), ENUM_TO_STRING(RG8), ENUM_TO_STRING(R8UI), ENUM_TO_STRING(R8I), ENUM_TO_STRING(R8), ENUM_TO_STRING(R32F), ENUM_TO_STRING(R32UI), ENUM_TO_STRING(R32I), ENUM_TO_STRING(R16F), ENUM_TO_STRING(R16UI), ENUM_TO_STRING(R16I), ENUM_TO_STRING(R16), ENUM_TO_STRING(R11F_G11F_B10F), ENUM_TO_STRING(SRGB8_ALPHA8), ENUM_TO_STRING(DEPTH24_STENCIL8), ENUM_TO_STRING(DEPTH32F_STENCIL8), ENUM_TO_STRING(DEPTH_COMPONENT32F), ENUM_TO_STRING(DEPTH_COMPONENT24), ENUM_TO_STRING(DEPTH_COMPONENT16), }; #undef ENUM_TO_STRING return enum_strings[e]; } static int gpu_get_component_count(eGPUTextureFormat format) { switch (format) { case GPU_RGBA8: case GPU_RGBA8UI: case GPU_RGBA16F: case GPU_RGBA16: case GPU_RGBA32F: case GPU_SRGB8_A8: return 4; case GPU_RGB16F: case GPU_R11F_G11F_B10F: return 3; case GPU_RG8: case GPU_RG16: case GPU_RG16F: case GPU_RG16I: case GPU_RG16UI: case GPU_RG32F: return 2; default: return 1; } } static uint gpu_get_data_format_bytesize(int comp, eGPUDataFormat data_format) { switch (data_format) { case GPU_DATA_FLOAT: return sizeof(float) * comp; case GPU_DATA_INT: case GPU_DATA_UNSIGNED_INT: return sizeof(int) * comp; case GPU_DATA_UNSIGNED_INT_24_8: case GPU_DATA_10_11_11_REV: return sizeof(int); case GPU_DATA_UNSIGNED_BYTE: return sizeof(char) * comp; default: BLI_assert(0); return 0; } } /* Definitely not complete, edit according to the gl specification. */ static void gpu_validate_data_format(eGPUTextureFormat tex_format, eGPUDataFormat data_format) { (void)data_format; if (ELEM(tex_format, GPU_DEPTH_COMPONENT24, GPU_DEPTH_COMPONENT16, GPU_DEPTH_COMPONENT32F)) { BLI_assert(data_format == GPU_DATA_FLOAT); } else if (ELEM(tex_format, GPU_DEPTH24_STENCIL8, GPU_DEPTH32F_STENCIL8)) { BLI_assert(data_format == GPU_DATA_UNSIGNED_INT_24_8); } else { /* Integer formats */ if (ELEM(tex_format, GPU_RG16I, GPU_R16I, GPU_RG16UI, GPU_R16UI, GPU_R8UI, GPU_R32UI)) { if (ELEM(tex_format, GPU_R8UI, GPU_R16UI, GPU_RG16UI, GPU_R32UI)) { BLI_assert(data_format == GPU_DATA_UNSIGNED_INT); } else { BLI_assert(data_format == GPU_DATA_INT); } } /* Byte formats */ else if (ELEM(tex_format, GPU_R8, GPU_RG8, GPU_RGBA8, GPU_RGBA8UI, GPU_SRGB8_A8)) { BLI_assert(ELEM(data_format, GPU_DATA_UNSIGNED_BYTE, GPU_DATA_FLOAT)); } /* Special case */ else if (ELEM(tex_format, GPU_R11F_G11F_B10F)) { BLI_assert(ELEM(data_format, GPU_DATA_10_11_11_REV, GPU_DATA_FLOAT)); } /* Float formats */ else { BLI_assert(ELEM(data_format, GPU_DATA_FLOAT)); } } } static eGPUDataFormat gpu_get_data_format_from_tex_format(eGPUTextureFormat tex_format) { if (ELEM(tex_format, GPU_DEPTH_COMPONENT24, GPU_DEPTH_COMPONENT16, GPU_DEPTH_COMPONENT32F)) { return GPU_DATA_FLOAT; } else if (ELEM(tex_format, GPU_DEPTH24_STENCIL8, GPU_DEPTH32F_STENCIL8)) { return GPU_DATA_UNSIGNED_INT_24_8; } else { /* Integer formats */ if (ELEM(tex_format, GPU_RG16I, GPU_R16I, GPU_RG16UI, GPU_R8UI, GPU_R16UI, GPU_R32UI)) { if (ELEM(tex_format, GPU_R8UI, GPU_R16UI, GPU_RG16UI, GPU_R32UI)) { return GPU_DATA_UNSIGNED_INT; } else { return GPU_DATA_INT; } } /* Byte formats */ else if (ELEM(tex_format, GPU_R8)) { return GPU_DATA_UNSIGNED_BYTE; } /* Special case */ else if (ELEM(tex_format, GPU_R11F_G11F_B10F)) { return GPU_DATA_10_11_11_REV; } else { return GPU_DATA_FLOAT; } } } /* Definitely not complete, edit according to the gl specification. */ static GLenum gpu_get_gl_dataformat(eGPUTextureFormat data_type, eGPUTextureFormatFlag *format_flag) { if (ELEM(data_type, GPU_DEPTH_COMPONENT24, GPU_DEPTH_COMPONENT16, GPU_DEPTH_COMPONENT32F)) { *format_flag |= GPU_FORMAT_DEPTH; return GL_DEPTH_COMPONENT; } else if (ELEM(data_type, GPU_DEPTH24_STENCIL8, GPU_DEPTH32F_STENCIL8)) { *format_flag |= GPU_FORMAT_DEPTH | GPU_FORMAT_STENCIL; return GL_DEPTH_STENCIL; } else { /* Integer formats */ if (ELEM(data_type, GPU_R8UI, GPU_RG16I, GPU_R16I, GPU_RG16UI, GPU_R16UI, GPU_R32UI)) { *format_flag |= GPU_FORMAT_INTEGER; switch (gpu_get_component_count(data_type)) { case 1: return GL_RED_INTEGER; break; case 2: return GL_RG_INTEGER; break; case 3: return GL_RGB_INTEGER; break; case 4: return GL_RGBA_INTEGER; break; } } else if (ELEM(data_type, GPU_R8)) { *format_flag |= GPU_FORMAT_FLOAT; return GL_RED; } else { *format_flag |= GPU_FORMAT_FLOAT; switch (gpu_get_component_count(data_type)) { case 1: return GL_RED; break; case 2: return GL_RG; break; case 3: return GL_RGB; break; case 4: return GL_RGBA; break; } } } BLI_assert(0); *format_flag |= GPU_FORMAT_FLOAT; return GL_RGBA; } static uint gpu_get_bytesize(eGPUTextureFormat data_type) { switch (data_type) { case GPU_RGBA32F: return 32; case GPU_RG32F: case GPU_RGBA16F: case GPU_RGBA16: return 16; case GPU_RGB16F: return 12; case GPU_DEPTH32F_STENCIL8: /* 32-bit depth, 8 bits stencil, and 24 unused bits. */ return 8; case GPU_RG16F: case GPU_RG16I: case GPU_RG16UI: case GPU_RG16: case GPU_DEPTH24_STENCIL8: case GPU_DEPTH_COMPONENT32F: case GPU_RGBA8UI: case GPU_RGBA8: case GPU_SRGB8_A8: case GPU_R11F_G11F_B10F: case GPU_R32F: case GPU_R32UI: case GPU_R32I: return 4; case GPU_DEPTH_COMPONENT24: return 3; case GPU_DEPTH_COMPONENT16: case GPU_R16F: case GPU_R16UI: case GPU_R16I: case GPU_RG8: case GPU_R16: return 2; case GPU_R8: case GPU_R8UI: return 1; default: BLI_assert(!"Texture format incorrect or unsupported\n"); return 0; } } static GLenum gpu_format_to_gl_internalformat(eGPUTextureFormat format) { /* You can add any of the available type to this list * For available types see GPU_texture.h */ switch (format) { /* Formats texture & renderbuffer */ case GPU_RGBA8UI: return GL_RGBA8UI; case GPU_RGBA8I: return GL_RGBA8I; case GPU_RGBA8: return GL_RGBA8; case GPU_RGBA32UI: return GL_RGBA32UI; case GPU_RGBA32I: return GL_RGBA32I; case GPU_RGBA32F: return GL_RGBA32F; case GPU_RGBA16UI: return GL_RGBA16UI; case GPU_RGBA16I: return GL_RGBA16I; case GPU_RGBA16F: return GL_RGBA16F; case GPU_RGBA16: return GL_RGBA16; case GPU_RG8UI: return GL_RG8UI; case GPU_RG8I: return GL_RG8I; case GPU_RG8: return GL_RG8; case GPU_RG32UI: return GL_RG32UI; case GPU_RG32I: return GL_RG32I; case GPU_RG32F: return GL_RG32F; case GPU_RG16UI: return GL_RG16UI; case GPU_RG16I: return GL_RG16I; case GPU_RG16F: return GL_RG16F; case GPU_RG16: return GL_RG16; case GPU_R8UI: return GL_R8UI; case GPU_R8I: return GL_R8I; case GPU_R8: return GL_R8; case GPU_R32UI: return GL_R32UI; case GPU_R32I: return GL_R32I; case GPU_R32F: return GL_R32F; case GPU_R16UI: return GL_R16UI; case GPU_R16I: return GL_R16I; case GPU_R16F: return GL_R16F; case GPU_R16: return GL_R16; /* Special formats texture & renderbuffer */ case GPU_R11F_G11F_B10F: return GL_R11F_G11F_B10F; case GPU_DEPTH32F_STENCIL8: return GL_DEPTH32F_STENCIL8; case GPU_DEPTH24_STENCIL8: return GL_DEPTH24_STENCIL8; case GPU_SRGB8_A8: return GL_SRGB8_ALPHA8; /* Texture only format */ case GPU_RGB16F: return GL_RGB16F; /* Special formats texture only */ /* ** Add Format here */ /* Depth Formats */ case GPU_DEPTH_COMPONENT32F: return GL_DEPTH_COMPONENT32F; case GPU_DEPTH_COMPONENT24: return GL_DEPTH_COMPONENT24; case GPU_DEPTH_COMPONENT16: return GL_DEPTH_COMPONENT16; default: BLI_assert(!"Texture format incorrect or unsupported\n"); return 0; } } static eGPUTextureFormat gl_internalformat_to_gpu_format(const GLint glformat) { /* You can add any of the available type to this list * For available types see GPU_texture.h */ switch (glformat) { /* Formats texture & renderbuffer */ case GL_RGBA8UI: return GPU_RGBA8UI; case GL_RGBA8I: return GPU_RGBA8I; case GL_RGBA8: return GPU_RGBA8; case GL_RGBA32UI: return GPU_RGBA32UI; case GL_RGBA32I: return GPU_RGBA32I; case GL_RGBA32F: return GPU_RGBA32F; case GL_RGBA16UI: return GPU_RGBA16UI; case GL_RGBA16I: return GPU_RGBA16I; case GL_RGBA16F: return GPU_RGBA16F; case GL_RGBA16: return GPU_RGBA16; case GL_RG8UI: return GPU_RG8UI; case GL_RG8I: return GPU_RG8I; case GL_RG8: return GPU_RG8; case GL_RG32UI: return GPU_RG32UI; case GL_RG32I: return GPU_RG32I; case GL_RG32F: return GPU_RG32F; case GL_RG16UI: return GPU_RG16UI; case GL_RG16I: return GPU_RG16I; case GL_RG16F: return GPU_RGBA32F; case GL_RG16: return GPU_RG16; case GL_R8UI: return GPU_R8UI; case GL_R8I: return GPU_R8I; case GL_R8: return GPU_R8; case GL_R32UI: return GPU_R32UI; case GL_R32I: return GPU_R32I; case GL_R32F: return GPU_R32F; case GL_R16UI: return GPU_R16UI; case GL_R16I: return GPU_R16I; case GL_R16F: return GPU_R16F; case GL_R16: return GPU_R16; /* Special formats texture & renderbuffer */ case GL_R11F_G11F_B10F: return GPU_R11F_G11F_B10F; case GL_DEPTH32F_STENCIL8: return GPU_DEPTH32F_STENCIL8; case GL_DEPTH24_STENCIL8: return GPU_DEPTH24_STENCIL8; case GL_SRGB8_ALPHA8: return GPU_SRGB8_A8; /* Texture only format */ case GL_RGB16F: return GPU_RGB16F; /* Special formats texture only */ /* ** Add Format here */ /* Depth Formats */ case GL_DEPTH_COMPONENT32F: return GPU_DEPTH_COMPONENT32F; case GL_DEPTH_COMPONENT24: return GPU_DEPTH_COMPONENT24; case GL_DEPTH_COMPONENT16: return GPU_DEPTH_COMPONENT16; default: BLI_assert(!"Internal format incorrect or unsupported\n"); } return -1; } static GLenum gpu_get_gl_datatype(eGPUDataFormat format) { switch (format) { case GPU_DATA_FLOAT: return GL_FLOAT; case GPU_DATA_INT: return GL_INT; case GPU_DATA_UNSIGNED_INT: return GL_UNSIGNED_INT; case GPU_DATA_UNSIGNED_BYTE: return GL_UNSIGNED_BYTE; case GPU_DATA_UNSIGNED_INT_24_8: return GL_UNSIGNED_INT_24_8; case GPU_DATA_10_11_11_REV: return GL_UNSIGNED_INT_10F_11F_11F_REV; default: BLI_assert(!"Unhandled data format"); return GL_FLOAT; } } static float *GPU_texture_rescale_3d( GPUTexture *tex, int w, int h, int d, int channels, const float *fpixels) { const uint xf = w / tex->w, yf = h / tex->h, zf = d / tex->d; float *nfpixels = MEM_mallocN(channels * sizeof(float) * tex->w * tex->h * tex->d, "GPUTexture Rescaled 3Dtex"); if (nfpixels) { GPU_print_error_debug("You need to scale a 3D texture, feel the pain!"); for (uint k = 0; k < tex->d; k++) { for (uint j = 0; j < tex->h; j++) { for (uint i = 0; i < tex->w; i++) { /* obviously doing nearest filtering here, * it's going to be slow in any case, let's not make it worse */ float xb = i * xf; float yb = j * yf; float zb = k * zf; uint offset = k * (tex->w * tex->h) + i * tex->h + j; uint offset_orig = (zb) * (w * h) + (xb)*h + (yb); if (channels == 4) { nfpixels[offset * 4] = fpixels[offset_orig * 4]; nfpixels[offset * 4 + 1] = fpixels[offset_orig * 4 + 1]; nfpixels[offset * 4 + 2] = fpixels[offset_orig * 4 + 2]; nfpixels[offset * 4 + 3] = fpixels[offset_orig * 4 + 3]; } else { nfpixels[offset] = fpixels[offset_orig]; } } } } } return nfpixels; } static bool gpu_texture_check_capacity( GPUTexture *tex, GLenum proxy, GLenum internalformat, GLenum data_format, GLenum data_type) { if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_WIN, GPU_DRIVER_ANY) || GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_MAC, GPU_DRIVER_OFFICIAL) || GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_OFFICIAL)) { /* Some AMD drivers have a faulty `GL_PROXY_TEXTURE_..` check. * (see T55888, T56185, T59351). * Checking with `GL_PROXY_TEXTURE_..` doesn't prevent `Out Of Memory` issue, * it just states that the OGL implementation can support the texture. * So manually check the maximum size and maximum number of layers. * Same thing happens on Nvidia/macOS 10.15 (T78175). */ switch (proxy) { case GL_PROXY_TEXTURE_2D_ARRAY: if ((tex->d < 0) || (tex->d > GPU_max_texture_layers())) { return false; } break; case GL_PROXY_TEXTURE_1D_ARRAY: if ((tex->h < 0) || (tex->h > GPU_max_texture_layers())) { return false; } break; } switch (proxy) { case GL_PROXY_TEXTURE_3D: if ((tex->d < 0) || (tex->d > GPU_max_texture_size())) { return false; } ATTR_FALLTHROUGH; case GL_PROXY_TEXTURE_2D: case GL_PROXY_TEXTURE_2D_ARRAY: if ((tex->h < 0) || (tex->h > GPU_max_texture_size())) { return false; } ATTR_FALLTHROUGH; case GL_PROXY_TEXTURE_1D: case GL_PROXY_TEXTURE_1D_ARRAY: if ((tex->w < 0) || (tex->w > GPU_max_texture_size())) { return false; } ATTR_FALLTHROUGH; default: break; } return true; } else { switch (proxy) { case GL_PROXY_TEXTURE_1D: glTexImage1D(proxy, 0, internalformat, tex->w, 0, data_format, data_type, NULL); break; case GL_PROXY_TEXTURE_1D_ARRAY: case GL_PROXY_TEXTURE_2D: glTexImage2D(proxy, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, NULL); break; case GL_PROXY_TEXTURE_2D_ARRAY: case GL_PROXY_TEXTURE_3D: glTexImage3D( proxy, 0, internalformat, tex->w, tex->h, tex->d, 0, data_format, data_type, NULL); break; } int width = 0; glGetTexLevelParameteriv(proxy, 0, GL_TEXTURE_WIDTH, &width); return (width > 0); } } /* This tries to allocate video memory for a given texture * If alloc fails, lower the resolution until it fits. */ static bool gpu_texture_try_alloc(GPUTexture *tex, GLenum proxy, GLenum internalformat, GLenum data_format, GLenum data_type, int channels, bool try_rescale, const float *fpixels, float **rescaled_fpixels) { bool ret; ret = gpu_texture_check_capacity(tex, proxy, internalformat, data_format, data_type); if (!ret && try_rescale) { BLI_assert( !ELEM(proxy, GL_PROXY_TEXTURE_1D_ARRAY, GL_PROXY_TEXTURE_2D_ARRAY)); // not implemented const int w = tex->w, h = tex->h, d = tex->d; /* Find largest texture possible */ do { tex->w /= 2; tex->h /= 2; tex->d /= 2; /* really unlikely to happen but keep this just in case */ if (tex->w == 0) { break; } if (tex->h == 0 && proxy != GL_PROXY_TEXTURE_1D) { break; } if (tex->d == 0 && proxy == GL_PROXY_TEXTURE_3D) { break; } ret = gpu_texture_check_capacity(tex, proxy, internalformat, data_format, data_type); } while (ret == false); /* Rescale */ if (ret) { switch (proxy) { case GL_PROXY_TEXTURE_1D: case GL_PROXY_TEXTURE_2D: /* Do nothing for now */ return false; case GL_PROXY_TEXTURE_3D: BLI_assert(data_type == GL_FLOAT); *rescaled_fpixels = GPU_texture_rescale_3d(tex, w, h, d, channels, fpixels); return (bool)*rescaled_fpixels; } } } return ret; } GPUTexture *GPU_texture_create_nD(int w, int h, int d, int n, const void *pixels, eGPUTextureFormat tex_format, eGPUDataFormat gpu_data_format, int samples, const bool can_rescale, char err_out[256]) { if (samples) { CLAMP_MAX(samples, GPU_max_color_texture_samples()); } if ((tex_format == GPU_DEPTH24_STENCIL8) && GPU_depth_blitting_workaround()) { /* MacOS + Radeon Pro fails to blit depth on GPU_DEPTH24_STENCIL8 * but works on GPU_DEPTH32F_STENCIL8. */ tex_format = GPU_DEPTH32F_STENCIL8; } GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture"); tex->w = w; tex->h = h; tex->d = d; tex->samples = samples; tex->refcount = 1; tex->format = tex_format; tex->components = gpu_get_component_count(tex_format); tex->mipmaps = 0; tex->format_flag = 0; tex->number = -1; if (n == 2) { if (d == 0) { tex->target_base = tex->target = GL_TEXTURE_2D; } else { tex->target_base = tex->target = GL_TEXTURE_2D_ARRAY; tex->format_flag |= GPU_FORMAT_ARRAY; } } else if (n == 1) { if (h == 0) { tex->target_base = tex->target = GL_TEXTURE_1D; } else { tex->target_base = tex->target = GL_TEXTURE_1D_ARRAY; tex->format_flag |= GPU_FORMAT_ARRAY; } } else if (n == 3) { tex->target_base = tex->target = GL_TEXTURE_3D; } else { /* should never happen */ MEM_freeN(tex); return NULL; } gpu_validate_data_format(tex_format, gpu_data_format); if (samples && n == 2 && d == 0) { tex->target = GL_TEXTURE_2D_MULTISAMPLE; } GLenum internalformat = gpu_format_to_gl_internalformat(tex_format); GLenum data_format = gpu_get_gl_dataformat(tex_format, &tex->format_flag); GLenum data_type = gpu_get_gl_datatype(gpu_data_format); /* Generate Texture object */ tex->bindcode = GPU_tex_alloc(); if (!tex->bindcode) { if (err_out) { BLI_strncpy(err_out, "GPUTexture: texture create failed\n", 256); } else { fprintf(stderr, "GPUTexture: texture create failed\n"); } GPU_texture_free(tex); return NULL; } glBindTexture(tex->target, tex->bindcode); /* Check if texture fit in VRAM */ GLenum proxy = GL_PROXY_TEXTURE_2D; if (n == 2) { if (d > 1) { proxy = GL_PROXY_TEXTURE_2D_ARRAY; } } else if (n == 1) { if (h == 0) { proxy = GL_PROXY_TEXTURE_1D; } else { proxy = GL_PROXY_TEXTURE_1D_ARRAY; } } else if (n == 3) { proxy = GL_PROXY_TEXTURE_3D; } float *rescaled_pixels = NULL; bool valid = gpu_texture_try_alloc(tex, proxy, internalformat, data_format, data_type, tex->components, can_rescale, pixels, &rescaled_pixels); if (G.debug & G_DEBUG_GPU || !valid) { printf("GPUTexture: create : %s, %s, w : %d, h : %d, d : %d, comp : %d, size : %.2f MiB\n", gl_enum_to_str(tex->target), gl_enum_to_str(internalformat), w, h, d, tex->components, gpu_texture_memory_footprint_compute(tex) / 1048576.0f); } if (!valid) { if (err_out) { BLI_strncpy(err_out, "GPUTexture: texture alloc failed\n", 256); } else { fprintf(stderr, "GPUTexture: texture alloc failed. Likely not enough Video Memory.\n"); fprintf(stderr, "Current texture memory usage : %.2f MiB.\n", gpu_texture_memory_footprint_compute(tex) / 1048576.0f); } GPU_texture_free(tex); return NULL; } gpu_texture_memory_footprint_add(tex); /* Upload Texture */ const float *pix = (rescaled_pixels) ? rescaled_pixels : pixels; if (tex->target == GL_TEXTURE_2D || tex->target == GL_TEXTURE_2D_MULTISAMPLE || tex->target == GL_TEXTURE_1D_ARRAY) { if (samples) { glTexImage2DMultisample(tex->target, samples, internalformat, tex->w, tex->h, true); if (pix) { glTexSubImage2D(tex->target, 0, 0, 0, tex->w, tex->h, data_format, data_type, pix); } } else { glTexImage2D(tex->target, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, pix); } } else if (tex->target == GL_TEXTURE_1D) { glTexImage1D(tex->target, 0, internalformat, tex->w, 0, data_format, data_type, pix); } else { glTexImage3D( tex->target, 0, internalformat, tex->w, tex->h, tex->d, 0, data_format, data_type, pix); } if (rescaled_pixels) { MEM_freeN(rescaled_pixels); } /* Texture Parameters */ if (GPU_texture_stencil(tex) || /* Does not support filtering */ GPU_texture_integer(tex) || /* Does not support filtering */ GPU_texture_depth(tex)) { tex->sampler_state = GPU_SAMPLER_DEFAULT & ~GPU_SAMPLER_FILTER; } else { tex->sampler_state = GPU_SAMPLER_DEFAULT; } /* Avoid issue with incomplete textures. */ glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glBindTexture(tex->target, 0); return tex; } GPUTexture *GPU_texture_cube_create(int w, int d, const void *pixels, eGPUTextureFormat tex_format, eGPUDataFormat gpu_data_format, char err_out[256]) { GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture"); tex->w = w; tex->h = w; tex->d = d; tex->samples = 0; tex->refcount = 1; tex->format = tex_format; tex->components = gpu_get_component_count(tex_format); tex->mipmaps = 0; tex->format_flag = GPU_FORMAT_CUBE; tex->number = -1; if (d == 0) { tex->target_base = tex->target = GL_TEXTURE_CUBE_MAP; } else { tex->target_base = tex->target = GL_TEXTURE_CUBE_MAP_ARRAY_ARB; tex->format_flag |= GPU_FORMAT_ARRAY; if (!GPU_arb_texture_cube_map_array_is_supported()) { fprintf(stderr, "ERROR: Attempt to create a cubemap array without hardware support!\n"); BLI_assert(0); GPU_texture_free(tex); return NULL; } if (d > GPU_max_texture_layers() / 6) { BLI_assert(0); GPU_texture_free(tex); return NULL; } } GLenum internalformat = gpu_format_to_gl_internalformat(tex_format); GLenum data_format = gpu_get_gl_dataformat(tex_format, &tex->format_flag); GLenum data_type = gpu_get_gl_datatype(gpu_data_format); /* Generate Texture object */ tex->bindcode = GPU_tex_alloc(); if (!tex->bindcode) { if (err_out) { BLI_strncpy(err_out, "GPUTexture: texture create failed\n", 256); } else { fprintf(stderr, "GPUTexture: texture create failed\n"); } GPU_texture_free(tex); return NULL; } if (G.debug & G_DEBUG_GPU) { printf("GPUTexture: create : %s, %s, w : %d, h : %d, d : %d, comp : %d, size : %.2f MiB\n", gl_enum_to_str(tex->target), gl_enum_to_str(internalformat), w, w, d, tex->components, gpu_texture_memory_footprint_compute(tex) / 1048576.0f); } gpu_texture_memory_footprint_add(tex); glBindTexture(tex->target, tex->bindcode); /* Upload Texture */ if (d == 0) { const char *pixels_px, *pixels_py, *pixels_pz, *pixels_nx, *pixels_ny, *pixels_nz; if (pixels) { size_t face_ofs = w * w * gpu_get_data_format_bytesize(tex->components, gpu_data_format); pixels_px = (char *)pixels + 0 * face_ofs; pixels_nx = (char *)pixels + 1 * face_ofs; pixels_py = (char *)pixels + 2 * face_ofs; pixels_ny = (char *)pixels + 3 * face_ofs; pixels_pz = (char *)pixels + 4 * face_ofs; pixels_nz = (char *)pixels + 5 * face_ofs; } else { pixels_px = pixels_py = pixels_pz = pixels_nx = pixels_ny = pixels_nz = NULL; } GLuint face = GL_TEXTURE_CUBE_MAP_POSITIVE_X; glTexImage2D(face++, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, pixels_px); glTexImage2D(face++, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, pixels_nx); glTexImage2D(face++, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, pixels_py); glTexImage2D(face++, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, pixels_ny); glTexImage2D(face++, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, pixels_pz); glTexImage2D(face++, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, pixels_nz); } else { glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->d * 6, 0, data_format, data_type, pixels); } /* Texture Parameters */ if (GPU_texture_stencil(tex) || /* Does not support filtering */ GPU_texture_integer(tex) || /* Does not support filtering */ GPU_texture_depth(tex)) { tex->sampler_state = GPU_SAMPLER_DEFAULT & ~GPU_SAMPLER_FILTER; } else { tex->sampler_state = GPU_SAMPLER_DEFAULT; } /* Avoid issue with incomplete textures. */ glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glBindTexture(tex->target, 0); return tex; } /* Special buffer textures. tex_format must be compatible with the buffer content. */ GPUTexture *GPU_texture_create_buffer(eGPUTextureFormat tex_format, const GLuint buffer) { GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture"); tex->refcount = 1; tex->format = tex_format; tex->components = gpu_get_component_count(tex_format); tex->format_flag = 0; tex->target_base = tex->target = GL_TEXTURE_BUFFER; tex->mipmaps = 0; tex->number = -1; GLenum internalformat = gpu_format_to_gl_internalformat(tex_format); gpu_get_gl_dataformat(tex_format, &tex->format_flag); if (!(ELEM(tex_format, GPU_R8, GPU_R16) || ELEM(tex_format, GPU_R16F, GPU_R32F) || ELEM(tex_format, GPU_R8I, GPU_R16I, GPU_R32I) || ELEM(tex_format, GPU_R8UI, GPU_R16UI, GPU_R32UI) || ELEM(tex_format, GPU_RG8, GPU_RG16) || ELEM(tex_format, GPU_RG16F, GPU_RG32F) || ELEM(tex_format, GPU_RG8I, GPU_RG16I, GPU_RG32I) || ELEM(tex_format, GPU_RG8UI, GPU_RG16UI, GPU_RG32UI) || /* Not available until gl 4.0 */ // ELEM(tex_format, GPU_RGB32F, GPU_RGB32I, GPU_RGB32UI) || ELEM(tex_format, GPU_RGBA8, GPU_RGBA16) || ELEM(tex_format, GPU_RGBA16F, GPU_RGBA32F) || ELEM(tex_format, GPU_RGBA8I, GPU_RGBA16I, GPU_RGBA32I) || ELEM(tex_format, GPU_RGBA8UI, GPU_RGBA16UI, GPU_RGBA32UI))) { fprintf(stderr, "GPUTexture: invalid format for texture buffer\n"); GPU_texture_free(tex); return NULL; } /* Generate Texture object */ tex->bindcode = GPU_tex_alloc(); if (!tex->bindcode) { fprintf(stderr, "GPUTexture: texture create failed\n"); GPU_texture_free(tex); BLI_assert( 0 && "glGenTextures failed: Are you sure a valid OGL context is active on this thread?\n"); return NULL; } glBindTexture(tex->target, tex->bindcode); glTexBuffer(tex->target, internalformat, buffer); glGetTexLevelParameteriv(tex->target, 0, GL_TEXTURE_WIDTH, &tex->w); glBindTexture(tex->target, 0); gpu_texture_memory_footprint_add(tex); return tex; } GPUTexture *GPU_texture_from_bindcode(int textarget, int bindcode) { GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture"); tex->bindcode = bindcode; tex->refcount = 1; tex->target = textarget; tex->target_base = textarget; tex->samples = 0; tex->sampler_state = GPU_SAMPLER_REPEAT | GPU_SAMPLER_ANISO; if (GPU_get_mipmap()) { tex->sampler_state |= (GPU_SAMPLER_MIPMAP | GPU_SAMPLER_FILTER); } tex->number = -1; if (!glIsTexture(tex->bindcode)) { GPU_print_error_debug("Blender Texture Not Loaded"); } else { GLint w, h, gl_format; GLenum gettarget; gettarget = (textarget == GL_TEXTURE_CUBE_MAP) ? GL_TEXTURE_CUBE_MAP_POSITIVE_X : textarget; glBindTexture(textarget, tex->bindcode); glGetTexLevelParameteriv(gettarget, 0, GL_TEXTURE_WIDTH, &w); glGetTexLevelParameteriv(gettarget, 0, GL_TEXTURE_HEIGHT, &h); glGetTexLevelParameteriv(gettarget, 0, GL_TEXTURE_INTERNAL_FORMAT, &gl_format); tex->w = w; tex->h = h; tex->format = gl_internalformat_to_gpu_format(gl_format); tex->components = gpu_get_component_count(tex->format); glBindTexture(textarget, 0); /* Depending on how this bindcode was obtained, the memory used here could * already have been computed. * But that is not the case currently. */ gpu_texture_memory_footprint_add(tex); } return tex; } GPUTexture *GPU_texture_create_1d(int w, eGPUTextureFormat tex_format, const float *pixels, char err_out[256]) { BLI_assert(w > 0); eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format); return GPU_texture_create_nD(w, 0, 0, 1, pixels, tex_format, data_format, 0, false, err_out); } GPUTexture *GPU_texture_create_1d_array( int w, int h, eGPUTextureFormat tex_format, const float *pixels, char err_out[256]) { BLI_assert(w > 0 && h > 0); eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format); return GPU_texture_create_nD(w, h, 0, 1, pixels, tex_format, data_format, 0, false, err_out); } GPUTexture *GPU_texture_create_2d( int w, int h, eGPUTextureFormat tex_format, const float *pixels, char err_out[256]) { BLI_assert(w > 0 && h > 0); eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format); return GPU_texture_create_nD(w, h, 0, 2, pixels, tex_format, data_format, 0, false, err_out); } GPUTexture *GPU_texture_create_2d_multisample(int w, int h, eGPUTextureFormat tex_format, const float *pixels, int samples, char err_out[256]) { BLI_assert(w > 0 && h > 0); eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format); return GPU_texture_create_nD( w, h, 0, 2, pixels, tex_format, data_format, samples, false, err_out); } GPUTexture *GPU_texture_create_2d_array( int w, int h, int d, eGPUTextureFormat tex_format, const float *pixels, char err_out[256]) { BLI_assert(w > 0 && h > 0 && d > 0); eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format); return GPU_texture_create_nD(w, h, d, 2, pixels, tex_format, data_format, 0, false, err_out); } GPUTexture *GPU_texture_create_3d( int w, int h, int d, eGPUTextureFormat tex_format, const float *pixels, char err_out[256]) { BLI_assert(w > 0 && h > 0 && d > 0); eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format); return GPU_texture_create_nD(w, h, d, 3, pixels, tex_format, data_format, 0, true, err_out); } GPUTexture *GPU_texture_create_cube(int w, eGPUTextureFormat tex_format, const float *fpixels, char err_out[256]) { BLI_assert(w > 0); eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format); return GPU_texture_cube_create(w, 0, fpixels, tex_format, data_format, err_out); } GPUTexture *GPU_texture_create_cube_array( int w, int d, eGPUTextureFormat tex_format, const float *fpixels, char err_out[256]) { BLI_assert(w > 0 && d > 0); eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format); return GPU_texture_cube_create(w, d, fpixels, tex_format, data_format, err_out); } GPUTexture *GPU_texture_create_from_vertbuf(GPUVertBuf *vert) { GPUVertFormat *format = &vert->format; GPUVertAttr *attr = &format->attrs[0]; /* Detect incompatible cases (not supported by texture buffers) */ BLI_assert(format->attr_len == 1 && vert->vbo_id != 0); BLI_assert(attr->comp_len != 3); /* Not until OGL 4.0 */ BLI_assert(attr->comp_type != GPU_COMP_I10); BLI_assert(attr->fetch_mode != GPU_FETCH_INT_TO_FLOAT); uint byte_per_comp = attr->sz / attr->comp_len; bool is_uint = ELEM(attr->comp_type, GPU_COMP_U8, GPU_COMP_U16, GPU_COMP_U32); /* Cannot fetch signed int or 32bit ints as normalized float. */ if (attr->fetch_mode == GPU_FETCH_INT_TO_FLOAT_UNIT) { BLI_assert(is_uint || byte_per_comp <= 2); } eGPUTextureFormat data_type; switch (attr->fetch_mode) { case GPU_FETCH_FLOAT: switch (attr->comp_len) { case 1: data_type = GPU_R32F; break; case 2: data_type = GPU_RG32F; break; // case 3: data_type = GPU_RGB32F; break; /* Not supported */ default: data_type = GPU_RGBA32F; break; } break; case GPU_FETCH_INT: switch (attr->comp_len) { case 1: switch (byte_per_comp) { case 1: data_type = (is_uint) ? GPU_R8UI : GPU_R8I; break; case 2: data_type = (is_uint) ? GPU_R16UI : GPU_R16I; break; default: data_type = (is_uint) ? GPU_R32UI : GPU_R32I; break; } break; case 2: switch (byte_per_comp) { case 1: data_type = (is_uint) ? GPU_RG8UI : GPU_RG8I; break; case 2: data_type = (is_uint) ? GPU_RG16UI : GPU_RG16I; break; default: data_type = (is_uint) ? GPU_RG32UI : GPU_RG32I; break; } break; default: switch (byte_per_comp) { case 1: data_type = (is_uint) ? GPU_RGBA8UI : GPU_RGBA8I; break; case 2: data_type = (is_uint) ? GPU_RGBA16UI : GPU_RGBA16I; break; default: data_type = (is_uint) ? GPU_RGBA32UI : GPU_RGBA32I; break; } break; } break; case GPU_FETCH_INT_TO_FLOAT_UNIT: switch (attr->comp_len) { case 1: data_type = (byte_per_comp == 1) ? GPU_R8 : GPU_R16; break; case 2: data_type = (byte_per_comp == 1) ? GPU_RG8 : GPU_RG16; break; default: data_type = (byte_per_comp == 1) ? GPU_RGBA8 : GPU_RGBA16; break; } break; default: BLI_assert(0); return NULL; } return GPU_texture_create_buffer(data_type, vert->vbo_id); } void GPU_texture_add_mipmap(GPUTexture *tex, eGPUDataFormat gpu_data_format, int miplvl, const void *pixels) { BLI_assert((int)tex->format > -1); BLI_assert(tex->components > -1); BLI_assert(miplvl > tex->mipmaps); gpu_validate_data_format(tex->format, gpu_data_format); GLenum internalformat = gpu_format_to_gl_internalformat(tex->format); GLenum data_format = gpu_get_gl_dataformat(tex->format, &tex->format_flag); GLenum data_type = gpu_get_gl_datatype(gpu_data_format); glBindTexture(tex->target, tex->bindcode); int size[3]; GPU_texture_get_mipmap_size(tex, miplvl, size); switch (tex->target) { case GL_TEXTURE_1D: glTexImage1D( tex->target, miplvl, internalformat, size[0], 0, data_format, data_type, pixels); break; case GL_TEXTURE_2D: case GL_TEXTURE_1D_ARRAY: glTexImage2D(tex->target, miplvl, internalformat, size[0], size[1], 0, data_format, data_type, pixels); break; case GL_TEXTURE_3D: case GL_TEXTURE_2D_ARRAY: case GL_TEXTURE_CUBE_MAP_ARRAY_ARB: glTexImage3D(tex->target, miplvl, internalformat, size[0], size[1], size[2], 0, data_format, data_type, pixels); break; case GL_TEXTURE_2D_MULTISAMPLE: /* Multisample textures cannot have mipmaps. */ default: BLI_assert(!"tex->target mode not supported"); } tex->mipmaps = miplvl; glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_MAX_LEVEL, miplvl); glBindTexture(tex->target, 0); } void GPU_texture_update_sub(GPUTexture *tex, eGPUDataFormat gpu_data_format, const void *pixels, int offset_x, int offset_y, int offset_z, int width, int height, int depth) { BLI_assert((int)tex->format > -1); BLI_assert(tex->components > -1); const uint bytesize = gpu_get_bytesize(tex->format); GLenum data_format = gpu_get_gl_dataformat(tex->format, &tex->format_flag); GLenum data_type = gpu_get_gl_datatype(gpu_data_format); GLint alignment; /* The default pack size for textures is 4, which won't work for byte based textures */ if (bytesize == 1) { glGetIntegerv(GL_UNPACK_ALIGNMENT, &alignment); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); } glBindTexture(tex->target, tex->bindcode); switch (tex->target) { case GL_TEXTURE_1D: glTexSubImage1D(tex->target, 0, offset_x, width, data_format, data_type, pixels); break; case GL_TEXTURE_2D: case GL_TEXTURE_2D_MULTISAMPLE: case GL_TEXTURE_1D_ARRAY: glTexSubImage2D( tex->target, 0, offset_x, offset_y, width, height, data_format, data_type, pixels); break; case GL_TEXTURE_3D: case GL_TEXTURE_2D_ARRAY: glTexSubImage3D(tex->target, 0, offset_x, offset_y, offset_z, width, height, depth, data_format, data_type, pixels); break; default: BLI_assert(!"tex->target mode not supported"); } if (bytesize == 1) { glPixelStorei(GL_UNPACK_ALIGNMENT, alignment); } glBindTexture(tex->target, 0); } void *GPU_texture_read(GPUTexture *tex, eGPUDataFormat gpu_data_format, int miplvl) { BLI_assert(miplvl <= tex->mipmaps); int size[3] = {0, 0, 0}; GPU_texture_get_mipmap_size(tex, miplvl, size); gpu_validate_data_format(tex->format, gpu_data_format); size_t samples_count = max_ii(1, tex->samples); samples_count *= size[0]; samples_count *= max_ii(1, size[1]); samples_count *= max_ii(1, size[2]); samples_count *= (GPU_texture_cube(tex) && !GPU_texture_array(tex)) ? 6 : 1; size_t buf_size = samples_count * gpu_get_data_format_bytesize(tex->components, gpu_data_format); /* AMD Pro driver have a bug that write 8 bytes past buffer size * if the texture is big. (see T66573) */ void *buf = MEM_mallocN(buf_size + 8, "GPU_texture_read"); GLenum data_format = gpu_get_gl_dataformat(tex->format, &tex->format_flag); GLenum data_type = gpu_get_gl_datatype(gpu_data_format); glBindTexture(tex->target, tex->bindcode); if (GPU_texture_cube(tex) && !GPU_texture_array(tex)) { int cube_face_size = buf_size / 6; for (int i = 0; i < 6; i++) { glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, miplvl, data_format, data_type, ((char *)buf) + cube_face_size * i); } } else { glGetTexImage(tex->target, miplvl, data_format, data_type, buf); } glBindTexture(tex->target, 0); return buf; } void GPU_texture_clear(GPUTexture *tex, eGPUDataFormat gpu_data_format, const void *color) { BLI_assert(color != NULL); /* Do not accept NULL as parameter. */ gpu_validate_data_format(tex->format, gpu_data_format); if (false && GLEW_ARB_clear_texture) { GLenum data_type = gpu_get_gl_datatype(gpu_data_format); GLenum data_format = gpu_get_gl_dataformat(tex->format, &tex->format_flag); glClearTexImage(tex->bindcode, 0, data_format, data_type, color); if (GPU_texture_stencil(tex) && GPU_texture_depth(tex)) { /* TODO(clem) implement in fallback. */ BLI_assert(0); } else if (GPU_texture_depth(tex)) { switch (gpu_data_format) { case GPU_DATA_FLOAT: case GPU_DATA_UNSIGNED_INT: break; default: /* TODO(clem) implement in fallback. */ BLI_assert(0); break; } } else { switch (gpu_data_format) { case GPU_DATA_FLOAT: case GPU_DATA_UNSIGNED_INT: case GPU_DATA_UNSIGNED_BYTE: break; default: /* TODO(clem) implement in fallback. */ BLI_assert(0); break; } } } else { /* Fallback for older GL. */ GPUFrameBuffer *prev_fb = GPU_framebuffer_active_get(); gpu_texture_framebuffer_ensure(tex); /* This means that this function can only be used in one context for each texture. */ BLI_assert(tex->copy_fb_ctx == GPU_context_active_get()); glBindFramebuffer(GL_FRAMEBUFFER, tex->copy_fb); glViewport(0, 0, tex->w, tex->h); /* Watch: Write mask could prevent the clear. * glClearTexImage does not change the state so we don't do it here either. */ if (GPU_texture_stencil(tex) && GPU_texture_depth(tex)) { /* TODO(clem) implement. */ BLI_assert(0); } else if (GPU_texture_depth(tex)) { float depth; switch (gpu_data_format) { case GPU_DATA_FLOAT: { depth = *(float *)color; break; } case GPU_DATA_UNSIGNED_INT: { depth = *(uint *)color / (float)UINT_MAX; break; } default: BLI_assert(!"Unhandled data format"); depth = 0.0f; break; } glClearDepth(depth); glClear(GL_DEPTH_BUFFER_BIT); } else { float r, g, b, a; switch (gpu_data_format) { case GPU_DATA_FLOAT: { float *f_color = (float *)color; r = f_color[0]; g = (tex->components > 1) ? f_color[1] : 0.0f; b = (tex->components > 2) ? f_color[2] : 0.0f; a = (tex->components > 3) ? f_color[3] : 0.0f; break; } case GPU_DATA_UNSIGNED_INT: { uint *u_color = (uint *)color; r = u_color[0] / (float)UINT_MAX; g = (tex->components > 1) ? u_color[1] / (float)UINT_MAX : 0.0f; b = (tex->components > 2) ? u_color[2] / (float)UINT_MAX : 0.0f; a = (tex->components > 3) ? u_color[3] / (float)UINT_MAX : 0.0f; break; } case GPU_DATA_UNSIGNED_BYTE: { uchar *ub_color = (uchar *)color; r = ub_color[0] / 255.0f; g = (tex->components > 1) ? ub_color[1] / 255.0f : 0.0f; b = (tex->components > 2) ? ub_color[2] / 255.0f : 0.0f; a = (tex->components > 3) ? ub_color[3] / 255.0f : 0.0f; break; } default: BLI_assert(!"Unhandled data format"); r = g = b = a = 0.0f; break; } glClearColor(r, g, b, a); glClear(GL_COLOR_BUFFER_BIT); } if (prev_fb) { GPU_framebuffer_bind(prev_fb); } } } void GPU_texture_update(GPUTexture *tex, eGPUDataFormat data_format, const void *pixels) { GPU_texture_update_sub(tex, data_format, pixels, 0, 0, 0, tex->w, tex->h, tex->d); } void GPU_invalid_tex_init(void) { memory_usage = 0; const float color[4] = {1.0f, 0.0f, 1.0f, 1.0f}; GG.invalid_tex_1D = GPU_texture_create_1d(1, GPU_RGBA8, color, NULL); GG.invalid_tex_2D = GPU_texture_create_2d(1, 1, GPU_RGBA8, color, NULL); GG.invalid_tex_3D = GPU_texture_create_3d(1, 1, 1, GPU_RGBA8, color, NULL); } void GPU_invalid_tex_bind(int mode) { switch (mode) { case GL_TEXTURE_1D: glBindTexture(GL_TEXTURE_1D, GG.invalid_tex_1D->bindcode); break; case GL_TEXTURE_2D: glBindTexture(GL_TEXTURE_2D, GG.invalid_tex_2D->bindcode); break; case GL_TEXTURE_3D: glBindTexture(GL_TEXTURE_3D, GG.invalid_tex_3D->bindcode); break; } } void GPU_invalid_tex_free(void) { if (GG.invalid_tex_1D) { GPU_texture_free(GG.invalid_tex_1D); } if (GG.invalid_tex_2D) { GPU_texture_free(GG.invalid_tex_2D); } if (GG.invalid_tex_3D) { GPU_texture_free(GG.invalid_tex_3D); } } /* set_number is to save the the texture unit for setting texture parameters. */ void GPU_texture_bind_ex(GPUTexture *tex, eGPUSamplerState state, int unit, const bool set_number) { BLI_assert(unit >= 0); if (unit >= GPU_max_textures()) { fprintf(stderr, "Not enough texture slots.\n"); return; } if (G.debug & G_DEBUG) { for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; i++) { if (tex->fb[i] && GPU_framebuffer_bound(tex->fb[i])) { fprintf(stderr, "Feedback loop warning!: Attempting to bind " "texture attached to current framebuffer!\n"); BLI_assert(0); /* Should never happen! */ break; } } } if (set_number) { tex->number = unit; } glActiveTexture(GL_TEXTURE0 + unit); state = (state < GPU_SAMPLER_MAX) ? state : tex->sampler_state; if (tex->bindcode != 0) { glBindTexture(tex->target, tex->bindcode); glBindSampler(unit, GG.samplers[state]); } else { GPU_invalid_tex_bind(tex->target_base); glBindSampler(unit, 0); } } void GPU_texture_bind(GPUTexture *tex, int unit) { GPU_texture_bind_ex(tex, GPU_SAMPLER_MAX, unit, true); } void GPU_texture_unbind(GPUTexture *tex) { if (tex->number == -1) { return; } glActiveTexture(GL_TEXTURE0 + tex->number); glBindTexture(tex->target, 0); glBindSampler(tex->number, 0); tex->number = -1; } void GPU_texture_unbind_all(void) { if (GLEW_ARB_multi_bind) { /* Some drivers crash because of the NULL array even if that's explicitly * allowed by the spec... *sigh* (see T77549). */ GLuint texs[32] = {0}; int count = min_ii(32, GPU_max_textures()); glBindTextures(0, count, texs); glBindSamplers(0, count, texs); return; } for (int i = 0; i < GPU_max_textures(); i++) { glActiveTexture(GL_TEXTURE0 + i); glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D_ARRAY, 0); glBindTexture(GL_TEXTURE_1D, 0); glBindTexture(GL_TEXTURE_1D_ARRAY, 0); glBindTexture(GL_TEXTURE_3D, 0); glBindTexture(GL_TEXTURE_CUBE_MAP, 0); glBindTexture(GL_TEXTURE_BUFFER, 0); if (GPU_arb_texture_cube_map_array_is_supported()) { glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY_ARB, 0); } glBindSampler(i, 0); } glActiveTexture(GL_TEXTURE0); } #define WARN_NOT_BOUND(_tex) \ { \ if (_tex->number == -1) { \ fprintf(stderr, "Warning : Trying to set parameter on a texture not bound.\n"); \ BLI_assert(0); \ return; \ } \ } \ ((void)0) void GPU_texture_generate_mipmap(GPUTexture *tex) { WARN_NOT_BOUND(tex); gpu_texture_memory_footprint_remove(tex); int levels = 1 + floor(log2(max_ii(tex->w, tex->h))); glActiveTexture(GL_TEXTURE0 + tex->number); if (GPU_texture_depth(tex)) { /* Some drivers have bugs when using glGenerateMipmap with depth textures (see T56789). * In this case we just create a complete texture with mipmaps manually without * down-sampling. You must initialize the texture levels using other methods like * GPU_framebuffer_recursive_downsample(). */ eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex->format); for (int i = 1; i < levels; i++) { GPU_texture_add_mipmap(tex, data_format, i, NULL); } glBindTexture(tex->target, tex->bindcode); } else { glGenerateMipmap(tex->target_base); } tex->mipmaps = levels; gpu_texture_memory_footprint_add(tex); } static GLenum gpu_texture_default_attachment(GPUTexture *tex) { return !GPU_texture_depth(tex) ? GL_COLOR_ATTACHMENT0 : (GPU_texture_stencil(tex) ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT); } static void gpu_texture_framebuffer_ensure(GPUTexture *tex) { if (tex->copy_fb == 0) { tex->copy_fb = GPU_fbo_alloc(); tex->copy_fb_ctx = GPU_context_active_get(); GLenum attachment = gpu_texture_default_attachment(tex); glBindFramebuffer(GL_FRAMEBUFFER, tex->copy_fb); glFramebufferTexture(GL_FRAMEBUFFER, attachment, tex->bindcode, 0); if (!GPU_texture_depth(tex)) { glReadBuffer(GL_COLOR_ATTACHMENT0); glDrawBuffer(GL_COLOR_ATTACHMENT0); } BLI_assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE); glBindFramebuffer(GL_FRAMEBUFFER, 0); } } /* Copy a texture content to a similar texture. Only Mip 0 is copied. */ void GPU_texture_copy(GPUTexture *dst, GPUTexture *src) { BLI_assert(dst->target == src->target); BLI_assert(dst->w == src->w); BLI_assert(dst->h == src->h); BLI_assert(!GPU_texture_cube(src) && !GPU_texture_cube(dst)); /* TODO support array / 3D textures. */ BLI_assert(dst->d == 0); BLI_assert(dst->format == src->format); if (GLEW_ARB_copy_image && !GPU_texture_copy_workaround()) { /* Opengl 4.3 */ glCopyImageSubData(src->bindcode, src->target, 0, 0, 0, 0, dst->bindcode, dst->target, 0, 0, 0, 0, src->w, src->h, 1); } else { /* Fallback for older GL. */ GPUFrameBuffer *prev_fb = GPU_framebuffer_active_get(); gpu_texture_framebuffer_ensure(src); gpu_texture_framebuffer_ensure(dst); /* This means that this function can only be used in one context for each texture. */ BLI_assert(src->copy_fb_ctx == GPU_context_active_get()); BLI_assert(dst->copy_fb_ctx == GPU_context_active_get()); glBindFramebuffer(GL_READ_FRAMEBUFFER, src->copy_fb); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dst->copy_fb); GLbitfield mask = 0; if (GPU_texture_stencil(src)) { mask |= GL_STENCIL_BUFFER_BIT; } if (GPU_texture_depth(src)) { mask |= GL_DEPTH_BUFFER_BIT; } else { mask |= GL_COLOR_BUFFER_BIT; } glBlitFramebuffer(0, 0, src->w, src->h, 0, 0, src->w, src->h, mask, GL_NEAREST); if (prev_fb) { GPU_framebuffer_bind(prev_fb); } } } void GPU_texture_compare_mode(GPUTexture *tex, bool use_compare) { /* Could become an assertion ? (fclem) */ if (!GPU_texture_depth(tex)) { return; } SET_FLAG_FROM_TEST(tex->sampler_state, use_compare, GPU_SAMPLER_COMPARE); } void GPU_texture_filter_mode(GPUTexture *tex, bool use_filter) { /* Stencil and integer format does not support filtering. */ BLI_assert(!use_filter || !(GPU_texture_stencil(tex) || GPU_texture_integer(tex))); SET_FLAG_FROM_TEST(tex->sampler_state, use_filter, GPU_SAMPLER_FILTER); } void GPU_texture_mipmap_mode(GPUTexture *tex, bool use_mipmap, bool use_filter) { /* Stencil and integer format does not support filtering. */ BLI_assert(!(use_filter || use_mipmap) || !(GPU_texture_stencil(tex) || GPU_texture_integer(tex))); SET_FLAG_FROM_TEST(tex->sampler_state, use_mipmap, GPU_SAMPLER_MIPMAP); SET_FLAG_FROM_TEST(tex->sampler_state, use_filter, GPU_SAMPLER_FILTER); } void GPU_texture_wrap_mode(GPUTexture *tex, bool use_repeat, bool use_clamp) { SET_FLAG_FROM_TEST(tex->sampler_state, use_repeat, GPU_SAMPLER_REPEAT); SET_FLAG_FROM_TEST(tex->sampler_state, !use_clamp, GPU_SAMPLER_CLAMP_BORDER); } void GPU_texture_swizzle_channel_auto(GPUTexture *tex, int channels) { WARN_NOT_BOUND(tex); glActiveTexture(GL_TEXTURE0 + tex->number); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_R, GL_RED); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_G, (channels >= 2) ? GL_GREEN : GL_RED); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_B, (channels >= 3) ? GL_BLUE : GL_RED); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_A, (channels >= 4) ? GL_ALPHA : GL_ONE); } void GPU_texture_free(GPUTexture *tex) { tex->refcount--; if (tex->refcount < 0) { fprintf(stderr, "GPUTexture: negative refcount\n"); } if (tex->refcount == 0) { for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; i++) { if (tex->fb[i] != NULL) { GPU_framebuffer_texture_detach_slot(tex->fb[i], tex, tex->fb_attachment[i]); } } if (tex->bindcode) { GPU_tex_free(tex->bindcode); } if (tex->copy_fb) { GPU_fbo_free(tex->copy_fb, tex->copy_fb_ctx); } gpu_texture_memory_footprint_remove(tex); MEM_freeN(tex); } } void GPU_texture_ref(GPUTexture *tex) { tex->refcount++; } int GPU_texture_target(const GPUTexture *tex) { return tex->target; } int GPU_texture_width(const GPUTexture *tex) { return tex->w; } int GPU_texture_height(const GPUTexture *tex) { return tex->h; } int GPU_texture_orig_width(const GPUTexture *tex) { return tex->orig_w; } int GPU_texture_orig_height(const GPUTexture *tex) { return tex->orig_h; } void GPU_texture_orig_size_set(GPUTexture *tex, int w, int h) { tex->orig_w = w; tex->orig_h = h; } int GPU_texture_layers(const GPUTexture *tex) { return tex->d; } eGPUTextureFormat GPU_texture_format(const GPUTexture *tex) { return tex->format; } int GPU_texture_samples(const GPUTexture *tex) { return tex->samples; } bool GPU_texture_array(const GPUTexture *tex) { return (tex->format_flag & GPU_FORMAT_ARRAY) != 0; } bool GPU_texture_depth(const GPUTexture *tex) { return (tex->format_flag & GPU_FORMAT_DEPTH) != 0; } bool GPU_texture_stencil(const GPUTexture *tex) { return (tex->format_flag & GPU_FORMAT_STENCIL) != 0; } bool GPU_texture_integer(const GPUTexture *tex) { return (tex->format_flag & GPU_FORMAT_INTEGER) != 0; } bool GPU_texture_cube(const GPUTexture *tex) { return (tex->format_flag & GPU_FORMAT_CUBE) != 0; } int GPU_texture_opengl_bindcode(const GPUTexture *tex) { return tex->bindcode; } void GPU_texture_attach_framebuffer(GPUTexture *tex, GPUFrameBuffer *fb, int attachment) { for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; i++) { if (tex->fb[i] == NULL) { tex->fb[i] = fb; tex->fb_attachment[i] = attachment; return; } } BLI_assert(!"Error: Texture: Not enough Framebuffer slots"); } /* Return previous attachment point */ int GPU_texture_detach_framebuffer(GPUTexture *tex, GPUFrameBuffer *fb) { for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; i++) { if (tex->fb[i] == fb) { tex->fb[i] = NULL; return tex->fb_attachment[i]; } } BLI_assert(!"Error: Texture: Framebuffer is not attached"); return 0; } void GPU_texture_get_mipmap_size(GPUTexture *tex, int lvl, int *size) { /* TODO assert if lvl is below the limit of 1px in each dimension. */ int div = 1 << lvl; size[0] = max_ii(1, tex->w / div); if (tex->target == GL_TEXTURE_1D_ARRAY) { size[1] = tex->h; } else if (tex->h > 0) { size[1] = max_ii(1, tex->h / div); } if (GPU_texture_array(tex)) { size[2] = tex->d; /* Return the number of face layers. */ if (GPU_texture_cube(tex)) { size[2] *= 6; } } else if (tex->d > 0) { size[2] = max_ii(1, tex->d / div); } } /* -------------------------------------------------------------------- */ /** \name GPU Sampler Objects * * Simple wrapper around opengl sampler objects. * Override texture sampler state for one sampler unit only. * \{ */ void GPU_samplers_init(void) { glGenSamplers(GPU_SAMPLER_MAX, GG.samplers); for (int i = 0; i < GPU_SAMPLER_MAX; i++) { eGPUSamplerState state = i; GLenum clamp_type = (state & GPU_SAMPLER_CLAMP_BORDER) ? GL_CLAMP_TO_BORDER : GL_CLAMP_TO_EDGE; GLenum wrap_s = (state & GPU_SAMPLER_REPEAT_S) ? GL_REPEAT : clamp_type; GLenum wrap_t = (state & GPU_SAMPLER_REPEAT_T) ? GL_REPEAT : clamp_type; GLenum wrap_r = (state & GPU_SAMPLER_REPEAT_R) ? GL_REPEAT : clamp_type; GLenum mag_filter = (state & GPU_SAMPLER_FILTER) ? GL_LINEAR : GL_NEAREST; GLenum min_filter = (state & GPU_SAMPLER_FILTER) ? ((state & GPU_SAMPLER_MIPMAP) ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR) : ((state & GPU_SAMPLER_MIPMAP) ? GL_NEAREST_MIPMAP_LINEAR : GL_NEAREST); GLenum compare_mode = (state & GPU_SAMPLER_COMPARE) ? GL_COMPARE_REF_TO_TEXTURE : GL_NONE; float aniso_filter = ((state & GPU_SAMPLER_MIPMAP) && (state & GPU_SAMPLER_ANISO)) ? GPU_get_anisotropic() : 1.0f; glSamplerParameteri(GG.samplers[i], GL_TEXTURE_WRAP_S, wrap_s); glSamplerParameteri(GG.samplers[i], GL_TEXTURE_WRAP_T, wrap_t); glSamplerParameteri(GG.samplers[i], GL_TEXTURE_WRAP_R, wrap_r); glSamplerParameteri(GG.samplers[i], GL_TEXTURE_MIN_FILTER, min_filter); glSamplerParameteri(GG.samplers[i], GL_TEXTURE_MAG_FILTER, mag_filter); glSamplerParameteri(GG.samplers[i], GL_TEXTURE_COMPARE_MODE, compare_mode); glSamplerParameteri(GG.samplers[i], GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); if (GLEW_EXT_texture_filter_anisotropic) { glSamplerParameterf(GG.samplers[i], GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso_filter); } /** Other states are left to default: * - GL_TEXTURE_BORDER_COLOR is {0, 0, 0, 0}. * - GL_TEXTURE_MIN_LOD is -1000. * - GL_TEXTURE_MAX_LOD is 1000. * - GL_TEXTURE_LOD_BIAS is 0.0f. **/ } } void GPU_samplers_free(void) { glDeleteSamplers(GPU_SAMPLER_MAX, GG.samplers); } /** \} */