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blender-archive/source/blender/gpu/GPU_texture.h

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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) 2005 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*/
#ifndef __GPU_TEXTURE_H__
#define __GPU_TEXTURE_H__
#include "GPU_state.h"
#ifdef __cplusplus
extern "C" {
#endif
struct GPUVertBuf;
struct Image;
struct ImageUser;
struct PreviewImage;
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struct rcti;
struct GPUFrameBuffer;
typedef struct GPUTexture GPUTexture;
/* GPU Texture
* - always returns unsigned char RGBA textures
* - if texture with non square dimensions is created, depending on the
* graphics card capabilities the texture may actually be stored in a
* larger texture with power of two dimensions.
* - can use reference counting:
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* - reference counter after GPU_texture_create is 1
* - GPU_texture_ref increases by one
* - GPU_texture_free decreases by one, and frees if 0
* - if created with from_blender, will not free the texture
*/
/* Wrapper to supported OpenGL/Vulkan texture internal storage
* If you need a type just uncomment it. Be aware that some formats
* are not supported by renderbuffers. All of the following formats
* are part of the OpenGL 3.3 core
* specification. */
typedef enum eGPUTextureFormat {
/* Formats texture & renderbuffer */
GPU_RGBA8UI,
GPU_RGBA8I,
GPU_RGBA8,
GPU_RGBA32UI,
GPU_RGBA32I,
GPU_RGBA32F,
GPU_RGBA16UI,
GPU_RGBA16I,
GPU_RGBA16F,
GPU_RGBA16,
GPU_RG8UI,
GPU_RG8I,
GPU_RG8,
GPU_RG32UI,
GPU_RG32I,
GPU_RG32F,
GPU_RG16UI,
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GPU_RG16I,
GPU_RG16F,
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GPU_RG16,
GPU_R8UI,
GPU_R8I,
GPU_R8,
GPU_R32UI,
GPU_R32I,
GPU_R32F,
GPU_R16UI,
GPU_R16I,
GPU_R16F,
GPU_R16, /* Max texture buffer format. */
/* Special formats texture & renderbuffer */
#if 0
GPU_RGB10_A2,
GPU_RGB10_A2UI,
#endif
GPU_R11F_G11F_B10F,
GPU_DEPTH32F_STENCIL8,
GPU_DEPTH24_STENCIL8,
/* Texture only format */
GPU_RGB16F,
#if 0
GPU_RGBA16_SNORM,
GPU_RGBA8_SNORM,
GPU_RGB32F,
GPU_RGB32I,
GPU_RGB32UI,
GPU_RGB16_SNORM,
GPU_RGB16I,
GPU_RGB16UI,
GPU_RGB16,
GPU_RGB8_SNORM,
GPU_RGB8,
GPU_RGB8I,
GPU_RGB8UI,
GPU_RG16_SNORM,
GPU_RG8_SNORM,
GPU_R16_SNORM,
GPU_R8_SNORM,
#endif
/* Special formats texture only */
#if 0
GPU_SRGB8_A8,
GPU_SRGB8,
GPU_RGB9_E5,
GPU_COMPRESSED_RG_RGTC2,
GPU_COMPRESSED_SIGNED_RG_RGTC2,
GPU_COMPRESSED_RED_RGTC1,
GPU_COMPRESSED_SIGNED_RED_RGTC1,
#endif
/* Depth Formats */
GPU_DEPTH_COMPONENT32F,
GPU_DEPTH_COMPONENT24,
GPU_DEPTH_COMPONENT16,
} eGPUTextureFormat;
typedef enum eGPUDataFormat {
GPU_DATA_FLOAT,
GPU_DATA_INT,
GPU_DATA_UNSIGNED_INT,
GPU_DATA_UNSIGNED_BYTE,
GPU_DATA_UNSIGNED_INT_24_8,
GPU_DATA_10_11_11_REV,
} eGPUDataFormat;
unsigned int GPU_texture_memory_usage_get(void);
/* TODO make it static function again. (create function with eGPUDataFormat exposed) */
GPUTexture *GPU_texture_create_nD(
int w, int h, int d, int n, const void *pixels,
eGPUTextureFormat tex_format, eGPUDataFormat gpu_data_format, int samples,
const bool can_rescale, char err_out[256]);
GPUTexture *GPU_texture_create_1d(
int w, eGPUTextureFormat data_type, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_1d_array(
int w, int h, eGPUTextureFormat data_type, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_2d(
int w, int h, eGPUTextureFormat data_type, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_2d_multisample(
int w, int h, eGPUTextureFormat data_type, const float *pixels, int samples, char err_out[256]);
GPUTexture *GPU_texture_create_2d_array(
int w, int h, int d, eGPUTextureFormat data_type, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_3d(
int w, int h, int d, eGPUTextureFormat data_type, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_cube(
int w, eGPUTextureFormat data_type, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_from_vertbuf(
struct GPUVertBuf *vert);
GPUTexture *GPU_texture_create_buffer(
eGPUTextureFormat data_type, const uint buffer);
GPUTexture *GPU_texture_from_bindcode(int textarget, int bindcode);
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GPUTexture *GPU_texture_from_blender(
struct Image *ima, struct ImageUser *iuser, int textarget, bool is_data);
GPUTexture *GPU_texture_from_preview(struct PreviewImage *prv, int mipmap);
void GPU_texture_add_mipmap(GPUTexture *tex, eGPUDataFormat gpu_data_format, int miplvl, const void *pixels);
void GPU_texture_update(GPUTexture *tex, eGPUDataFormat data_format, const void *pixels);
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void GPU_texture_update_sub(
GPUTexture *tex, eGPUDataFormat gpu_data_format, const void *pixels,
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int offset_x, int offset_y, int offset_z, int width, int height, int depth);
void *GPU_texture_read(GPUTexture *tex, eGPUDataFormat gpu_data_format, int miplvl);
void GPU_texture_read_rect(
GPUTexture *tex, eGPUDataFormat gpu_data_format,
const struct rcti *rect, void *r_buf);
void GPU_invalid_tex_init(void);
void GPU_invalid_tex_bind(int mode);
void GPU_invalid_tex_free(void);
void GPU_texture_free(GPUTexture *tex);
void GPU_texture_ref(GPUTexture *tex);
void GPU_texture_bind(GPUTexture *tex, int number);
void GPU_texture_unbind(GPUTexture *tex);
int GPU_texture_bound_number(GPUTexture *tex);
void GPU_texture_generate_mipmap(GPUTexture *tex);
void GPU_texture_compare_mode(GPUTexture *tex, bool use_compare);
void GPU_texture_filter_mode(GPUTexture *tex, bool use_filter);
void GPU_texture_mipmap_mode(GPUTexture *tex, bool use_mipmap, bool use_filter);
void GPU_texture_wrap_mode(GPUTexture *tex, bool use_repeat);
void GPU_texture_filters(GPUTexture *tex, eGPUFilterFunction min_filter, eGPUFilterFunction mag_filter);
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
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void GPU_texture_attach_framebuffer(GPUTexture *tex, struct GPUFrameBuffer *fb, int attachment);
int GPU_texture_detach_framebuffer(GPUTexture *tex, struct GPUFrameBuffer *fb);
int GPU_texture_target(const GPUTexture *tex);
int GPU_texture_width(const GPUTexture *tex);
int GPU_texture_height(const GPUTexture *tex);
int GPU_texture_layers(const GPUTexture *tex);
eGPUTextureFormat GPU_texture_format(const GPUTexture *tex);
int GPU_texture_samples(const GPUTexture *tex);
bool GPU_texture_cube(const GPUTexture *tex);
bool GPU_texture_depth(const GPUTexture *tex);
bool GPU_texture_stencil(const GPUTexture *tex);
bool GPU_texture_integer(const GPUTexture *tex);
int GPU_texture_opengl_bindcode(const GPUTexture *tex);
void GPU_texture_get_mipmap_size(GPUTexture *tex, int lvl, int *size);
#ifdef __cplusplus
}
#endif
#endif /* __GPU_TEXTURE_H__ */