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/*
* 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
*/
#pragma once
#include "BLI_assert.h"
#include "gpu_framebuffer_private.hh"
namespace blender {
namespace gpu {
typedef enum eGPUTextureFlag {
GPU_TEXFORMAT_DEPTH = (1 << 0),
GPU_TEXFORMAT_STENCIL = (1 << 1),
GPU_TEXFORMAT_INTEGER = (1 << 2),
GPU_TEXFORMAT_FLOAT = (1 << 3),
GPU_TEXTURE_1D = (1 << 10),
GPU_TEXTURE_2D = (1 << 11),
GPU_TEXTURE_3D = (1 << 12),
GPU_TEXTURE_CUBE = (1 << 13),
GPU_TEXTURE_ARRAY = (1 << 14),
GPU_TEXTURE_BUFFER = (1 << 15),
GPU_TEXTURE_1D_ARRAY = (GPU_TEXTURE_1D | GPU_TEXTURE_ARRAY),
GPU_TEXTURE_2D_ARRAY = (GPU_TEXTURE_2D | GPU_TEXTURE_ARRAY),
GPU_TEXTURE_CUBE_ARRAY = (GPU_TEXTURE_CUBE | GPU_TEXTURE_ARRAY),
GPU_TEXTURE_TARGET = (GPU_TEXTURE_1D | GPU_TEXTURE_2D | GPU_TEXTURE_3D | GPU_TEXTURE_CUBE |
GPU_TEXTURE_ARRAY),
} eGPUTextureFlag;
ENUM_OPERATORS(eGPUTextureFlag)
#ifdef DEBUG
# define DEBUG_NAME_LEN 64
#else
# define DEBUG_NAME_LEN 8
#endif
/* Maximum number of FBOs a texture can be attached to. */
#define GPU_TEX_MAX_FBO_ATTACHED 12
class Texture {
public:
/** Width & Height & Depth. */
int w = 0, h = 0, d = 0;
/** Number of color/alpha channels. */
int components = 0;
/** Internal data format and it's characteristics. */
eGPUTextureFormat format;
eGPUTextureFlag flag;
/** Internal Sampler state. */
eGPUSamplerState sampler_state;
/** Number of mipmaps this texture has. */
int mipmaps = 0;
/** Reference counter. */
int refcount = 0;
/** Width & Height (of source data), optional. */
int src_w = 0, src_h = 0;
/** Framebuffer references to update on deletion. */
GPUAttachmentType fb_attachment[GPU_TEX_MAX_FBO_ATTACHED];
FrameBuffer *fb[GPU_TEX_MAX_FBO_ATTACHED];
protected:
/** For debugging */
char name_[DEBUG_NAME_LEN];
public:
Texture(const char *name);
virtual ~Texture();
virtual void bind(int slot) = 0;
virtual void update(void *data) = 0;
virtual void update_sub(void *data, int offset[3], int size[3]) = 0;
virtual void generate_mipmap(void) = 0;
virtual void copy_to(Texture *tex) = 0;
virtual void swizzle_set(char swizzle_mask[4]) = 0;
/* TODO(fclem) Legacy. Should be removed at some point. */
virtual uint gl_bindcode_get(void) = 0;
void attach_to(FrameBuffer *fb);
GPUAttachmentType attachment_type(int slot) const
{
switch (format) {
case GPU_DEPTH_COMPONENT32F:
case GPU_DEPTH_COMPONENT24:
case GPU_DEPTH_COMPONENT16:
BLI_assert(slot == 0);
return GPU_FB_DEPTH_ATTACHMENT;
case GPU_DEPTH24_STENCIL8:
case GPU_DEPTH32F_STENCIL8:
BLI_assert(slot == 0);
return GPU_FB_DEPTH_STENCIL_ATTACHMENT;
default:
return GPU_FB_COLOR_ATTACHMENT0 + slot;
}
}
};
#undef DEBUG_NAME_LEN
} // namespace gpu
} // namespace blender
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