99 lines
2.1 KiB
C++
99 lines
2.1 KiB
C++
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/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2020 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup gpu
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*/
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#include "BKE_global.h"
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#include "gl_backend.hh"
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#include "gl_texture.hh"
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namespace blender::gpu {
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/* -------------------------------------------------------------------- */
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/** \name Creation & Deletion
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* \{ */
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GLTexture::GLTexture(const char *name) : Texture(name)
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{
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BLI_assert(GPU_context_active_get() != NULL);
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glGenTextures(1, &tex_id_);
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#ifndef __APPLE__
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if ((G.debug & G_DEBUG_GPU) && (GLEW_VERSION_4_3 || GLEW_KHR_debug)) {
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char sh_name[64];
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SNPRINTF(sh_name, "Texture-%s", name);
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glObjectLabel(GL_TEXTURE, tex_id_, -1, sh_name);
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}
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#endif
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}
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GLTexture::~GLTexture()
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{
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GLBackend::get()->tex_free(tex_id_);
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}
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void GLTexture::init(void)
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{
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Operations
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* \{ */
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void GLTexture::bind(int /*slot*/)
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{
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}
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void GLTexture::update(void * /*data*/)
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{
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}
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void GLTexture::update_sub(void * /*data*/, int /*offset*/[3], int /*size*/[3])
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{
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}
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void GLTexture::generate_mipmap(void)
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{
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}
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void GLTexture::copy_to(Texture * /*tex*/)
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{
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}
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void GLTexture::swizzle_set(char /*swizzle_mask*/[4])
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{
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}
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/** \} */
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/* TODO(fclem) Legacy. Should be removed at some point. */
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uint GLTexture::gl_bindcode_get(void)
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{
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return tex_id_;
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}
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} // namespace blender::gpu
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