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/* SPDX-License-Identifier: GPL-2.0-or-later */
#include <cstdint>
#include "BLI_hash.hh"
#include "BLI_map.hh"
#include "BLI_math_vec_types.hh"
#include "BLI_vector.hh"
#include "GPU_texture.h"
#include "COM_texture_pool.hh"
namespace blender::realtime_compositor {
/* -------------------------------------------------------------------- */
/** \name Texture Pool Key
* \{ */
TexturePoolKey::TexturePoolKey(int2 size, eGPUTextureFormat format) : size(size), format(format)
{
}
TexturePoolKey::TexturePoolKey(const GPUTexture *texture)
{
size = int2(GPU_texture_width(texture), GPU_texture_height(texture));
format = GPU_texture_format(texture);
}
uint64_t TexturePoolKey::hash() const
{
return get_default_hash_3(size.x, size.y, format);
}
bool operator==(const TexturePoolKey &a, const TexturePoolKey &b)
{
return a.size == b.size && a.format == b.format;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Texture Pool
* \{ */
GPUTexture *TexturePool::acquire(int2 size, eGPUTextureFormat format)
{
/* Check if there is an available texture with the required specification, and if one exists,
* return it. */
const TexturePoolKey key = TexturePoolKey(size, format);
Vector<GPUTexture *> &available_textures = textures_.lookup_or_add_default(key);
if (!available_textures.is_empty()) {
return available_textures.pop_last();
}
/* Otherwise, allocate a new texture. */
return allocate_texture(size, format);
}
GPUTexture *TexturePool::acquire_color(int2 size)
{
return acquire(size, GPU_RGBA16F);
}
GPUTexture *TexturePool::acquire_vector(int2 size)
{
/* Vectors are stored in RGBA textures because RGB textures have limited support. */
return acquire(size, GPU_RGBA16F);
}
GPUTexture *TexturePool::acquire_float(int2 size)
{
return acquire(size, GPU_R16F);
}
void TexturePool::release(GPUTexture *texture)
{
textures_.lookup(TexturePoolKey(texture)).append(texture);
}
void TexturePool::reset()
{
textures_.clear();
}
/** \} */
} // namespace blender::realtime_compositor
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