/* * 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) 2020 Blender Foundation. * All rights reserved. */ /** \file * \ingroup gpu * * GPU Framebuffer * - this is a wrapper for an OpenGL framebuffer object (FBO). in practice * multiple FBO's may be created. * - actual FBO creation & config is deferred until GPU_framebuffer_bind or * GPU_framebuffer_check_valid to allow creation & config while another * opengl context is bound (since FBOs are not shared between ogl contexts). */ #pragma once #include "MEM_guardedalloc.h" #include "BLI_assert.h" #include "gpu_texture_private.hh" #include "glew-mx.h" namespace blender { namespace gpu { #if 0 class GLContext { /** Currently bound textures. Updated before drawing. */ GLuint bound_textures[64]; GLuint bound_samplers[64]; /** All sampler objects. Last one is for icon sampling. */ GLuint samplers[GPU_SAMPLER_MAX + 1]; }; #endif class GLTexture : public Texture { private: /** Texture unit to which this texture is bound. */ int slot = -1; /** Target to bind the texture to (GL_TEXTURE_1D, GL_TEXTURE_2D, etc...)*/ GLenum target_ = -1; /** opengl identifier for texture. */ GLuint tex_id_ = 0; /** Legacy workaround for texture copy. */ GLuint copy_fb = 0; GPUContext *copy_fb_ctx = NULL; public: GLTexture(const char *name); ~GLTexture(); void bind(int slot) override; void update(void *data) override; void update_sub(void *data, int offset[3], int size[3]) override; void generate_mipmap(void) override; void copy_to(Texture *tex) override; void swizzle_set(char swizzle_mask[4]) override; /* TODO(fclem) Legacy. Should be removed at some point. */ uint gl_bindcode_get(void) override; private: void init(void); }; static inline GLenum target_to_gl(eGPUTextureFlag target) { switch (target & GPU_TEXTURE_TARGET) { case GPU_TEXTURE_1D: return GL_TEXTURE_1D; case GPU_TEXTURE_1D | GPU_TEXTURE_ARRAY: return GL_TEXTURE_1D_ARRAY; case GPU_TEXTURE_2D: return GL_TEXTURE_2D; case GPU_TEXTURE_2D | GPU_TEXTURE_ARRAY: return GL_TEXTURE_2D_ARRAY; case GPU_TEXTURE_3D: return GL_TEXTURE_3D; case GPU_TEXTURE_CUBE: return GL_TEXTURE_CUBE_MAP; case GPU_TEXTURE_CUBE | GPU_TEXTURE_ARRAY: return GL_TEXTURE_CUBE_MAP_ARRAY_ARB; case GPU_TEXTURE_BUFFER: return GL_TEXTURE_BUFFER; default: BLI_assert(0); return GPU_TEXTURE_1D; } } static inline GLenum swizzle_to_gl(const char swizzle) { switch (swizzle) { default: case 'x': case 'r': return GL_RED; case 'y': case 'g': return GL_GREEN; case 'z': case 'b': return GL_BLUE; case 'w': case 'a': return GL_ALPHA; case '0': return GL_ZERO; case '1': return GL_ONE; } } static inline GLenum to_gl(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; } } /* Assume Unorm / Float target. Used with glReadPixels. */ static inline GLenum channel_len_to_gl(int channel_len) { switch (channel_len) { case 1: return GL_RED; case 2: return GL_RG; case 3: return GL_RGB; case 4: return GL_RGBA; default: BLI_assert(!"Wrong number of texture channels"); return GL_RED; } } } // namespace gpu } // namespace blender