/* * 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 #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); } } } }