1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
|
/*
* 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.
*
* Copyright 2021, Blender Foundation.
*/
/** \file
* \ingroup draw
*/
#include "BKE_global.h"
#include "BLI_vector.hh"
#include "draw_texture_pool.h"
using namespace blender;
typedef struct DRWTexturePoolHandle {
uint64_t users_bits;
GPUTexture *texture;
} DRWTexturePoolHandle;
struct DRWTexturePool {
Vector<void *, 16> users;
Vector<DRWTexturePoolHandle> handles;
/* Cache last result to avoid linear search each time. */
int last_user_id = -1;
};
DRWTexturePool *DRW_texture_pool_create(void)
{
return new DRWTexturePool();
}
void DRW_texture_pool_free(DRWTexturePool *pool)
{
/* Reseting the pool twice will effectively free all textures. */
DRW_texture_pool_reset(pool);
DRW_texture_pool_reset(pool);
delete pool;
}
/**
* Try to find a texture corresponding to params into the texture pool.
* If no texture was found, create one and add it to the pool.
*/
GPUTexture *DRW_texture_pool_query(
DRWTexturePool *pool, int width, int height, eGPUTextureFormat format, void *user)
{
int user_id = pool->last_user_id;
/* Try cached value. */
if (user_id != -1) {
if (pool->users[user_id] != user) {
user_id = -1;
}
}
/* Try to find inside previous users. */
if (user_id == -1) {
user_id = pool->users.first_index_of_try(user);
}
/* No chance, needs to add it to the user list. */
if (user_id == -1) {
user_id = pool->users.size();
pool->users.append(user);
/* If there is more than 63 users, better refactor this system. */
BLI_assert(user_id < 64);
}
pool->last_user_id = user_id;
uint64_t user_bit = 1llu << user_id;
for (DRWTexturePoolHandle &handle : pool->handles) {
/* Skip if the user is already using this texture. */
if (user_bit & handle.users_bits) {
continue;
}
/* If everthing matches reuse the texture. */
if ((GPU_texture_format(handle.texture) == format) &&
(GPU_texture_width(handle.texture) == width) &&
(GPU_texture_height(handle.texture) == height)) {
handle.users_bits |= user_bit;
return handle.texture;
}
}
char name[16] = "DRW_tex_pool";
if (G.debug & G_DEBUG_GPU) {
int texture_id = pool->handles.size();
SNPRINTF(name, "DRW_tex_pool_%d", texture_id);
}
DRWTexturePoolHandle handle;
handle.users_bits = user_bit;
handle.texture = GPU_texture_create_2d(name, width, height, 1, format, nullptr);
pool->handles.append(handle);
/* Doing filtering for depth does not make sense when not doing shadow mapping,
* and enabling texture filtering on integer texture make them unreadable. */
bool do_filter = !GPU_texture_depth(handle.texture) && !GPU_texture_integer(handle.texture);
GPU_texture_filter_mode(handle.texture, do_filter);
return handle.texture;
}
/* Resets the user bits for each texture in the pool and delete unused ones. */
void DRW_texture_pool_reset(DRWTexturePool *pool)
{
pool->last_user_id = -1;
for (auto it = pool->handles.rbegin(); it != pool->handles.rend(); ++it) {
DRWTexturePoolHandle &handle = *it;
if (handle.users_bits == 0) {
if (handle.texture) {
GPU_texture_free(handle.texture);
handle.texture = nullptr;
}
}
else {
handle.users_bits = 0;
}
}
/* Reverse iteration to make sure we only reorder with known good handles. */
for (int i = pool->handles.size() - 1; i >= 0; i--) {
if (!pool->handles[i].texture) {
pool->handles.remove_and_reorder(i);
}
}
}
|