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blender-archive/source/blender/gpu/opengl/gl_texture.cc

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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
*/
#include "BKE_global.h"
#include "DNA_userdef_types.h"
#include "GPU_capabilities.h"
#include "GPU_framebuffer.h"
#include "GPU_platform.h"
#include "gl_backend.hh"
#include "gl_debug.hh"
#include "gl_state.hh"
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#include "gpu_vertex_buffer_private.hh" /* TODO should be `gl_vertex_buffer.hh` */
#include "gl_texture.hh"
namespace blender::gpu {
/* -------------------------------------------------------------------- */
/** \name Creation & Deletion
* \{ */
GLTexture::GLTexture(const char *name) : Texture(name)
{
BLI_assert(GLContext::get() != nullptr);
glGenTextures(1, &tex_id_);
}
GLTexture::~GLTexture()
{
if (framebuffer_) {
GPU_framebuffer_free(framebuffer_);
}
GLContext *ctx = GLContext::get();
if (ctx != nullptr && is_bound_) {
/* This avoid errors when the texture is still inside the bound texture array. */
ctx->state_manager->texture_unbind(this);
}
GLContext::tex_free(tex_id_);
}
/* Return true on success. */
bool GLTexture::init_internal()
{
if ((format_ == GPU_DEPTH24_STENCIL8) && GPU_depth_blitting_workaround()) {
/* MacOS + Radeon Pro fails to blit depth on GPU_DEPTH24_STENCIL8
* but works on GPU_DEPTH32F_STENCIL8. */
format_ = GPU_DEPTH32F_STENCIL8;
}
if ((type_ == GPU_TEXTURE_CUBE_ARRAY) && (GLContext::texture_cube_map_array_support == false)) {
/* Silently fail and let the caller handle the error. */
// debug::raise_gl_error("Attempt to create a cubemap array without hardware support!");
return false;
}
target_ = to_gl_target(type_);
/* We need to bind once to define the texture type. */
GLContext::state_manager_active_get()->texture_bind_temp(this);
if (!this->proxy_check(0)) {
return false;
}
this->ensure_mipmaps(0);
/* Avoid issue with incomplete textures. */
if (GLContext::direct_state_access_support) {
glTextureParameteri(tex_id_, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
else {
glTexParameteri(target_, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
debug::object_label(GL_TEXTURE, tex_id_, name_);
return true;
}
/* Return true on success. */
bool GLTexture::init_internal(GPUVertBuf *vbo)
{
GLVertBuf *gl_vbo = static_cast<GLVertBuf *>(unwrap(vbo));
target_ = to_gl_target(type_);
/* We need to bind once to define the texture type. */
GLContext::state_manager_active_get()->texture_bind_temp(this);
GLenum internal_format = to_gl_internal_format(format_);
if (GLContext::direct_state_access_support) {
glTextureBuffer(tex_id_, internal_format, gl_vbo->vbo_id_);
}
else {
glTexBuffer(target_, internal_format, gl_vbo->vbo_id_);
}
debug::object_label(GL_TEXTURE, tex_id_, name_);
return true;
}
/* Will create enough mipmaps up to get to the given level. */
void GLTexture::ensure_mipmaps(int miplvl)
{
int effective_h = (type_ == GPU_TEXTURE_1D_ARRAY) ? 0 : h_;
int effective_d = (type_ != GPU_TEXTURE_3D) ? 0 : d_;
int max_dimension = max_iii(w_, effective_h, effective_d);
int max_miplvl = floor(log2(max_dimension));
miplvl = min_ii(miplvl, max_miplvl);
while (mipmaps_ < miplvl) {
int mip = ++mipmaps_;
const int dimensions = this->dimensions_count();
int w = mip_width_get(mip);
int h = mip_height_get(mip);
int d = mip_depth_get(mip);
GLenum internal_format = to_gl_internal_format(format_);
GLenum gl_format = to_gl_data_format(format_);
GLenum gl_type = to_gl(to_data_format(format_));
GLContext::state_manager_active_get()->texture_bind_temp(this);
if (type_ == GPU_TEXTURE_CUBE) {
for (int i = 0; i < d; i++) {
GLenum target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + i;
glTexImage2D(target, mip, internal_format, w, h, 0, gl_format, gl_type, nullptr);
}
}
else if (format_flag_ & GPU_FORMAT_COMPRESSED) {
size_t size = ((w + 3) / 4) * ((h + 3) / 4) * to_block_size(format_);
switch (dimensions) {
default:
case 1:
glCompressedTexImage1D(target_, mip, internal_format, w, 0, size, nullptr);
break;
case 2:
glCompressedTexImage2D(target_, mip, internal_format, w, h, 0, size, nullptr);
break;
case 3:
glCompressedTexImage3D(target_, mip, internal_format, w, h, d, 0, size, nullptr);
break;
}
}
else {
switch (dimensions) {
default:
case 1:
glTexImage1D(target_, mip, internal_format, w, 0, gl_format, gl_type, nullptr);
break;
case 2:
glTexImage2D(target_, mip, internal_format, w, h, 0, gl_format, gl_type, nullptr);
break;
case 3:
glTexImage3D(target_, mip, internal_format, w, h, d, 0, gl_format, gl_type, nullptr);
break;
}
}
}
this->mip_range_set(0, mipmaps_);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Operations
* \{ */
void GLTexture::update_sub_direct_state_access(
int mip, int offset[3], int extent[3], GLenum format, GLenum type, const void *data)
{
if (format_flag_ & GPU_FORMAT_COMPRESSED) {
size_t size = ((extent[0] + 3) / 4) * ((extent[1] + 3) / 4) * to_block_size(format_);
switch (this->dimensions_count()) {
default:
case 1:
glCompressedTextureSubImage1D(tex_id_, mip, offset[0], extent[0], format, size, data);
break;
case 2:
glCompressedTextureSubImage2D(
tex_id_, mip, UNPACK2(offset), UNPACK2(extent), format, size, data);
break;
case 3:
glCompressedTextureSubImage3D(
tex_id_, mip, UNPACK3(offset), UNPACK3(extent), format, size, data);
break;
}
}
else {
switch (this->dimensions_count()) {
default:
case 1:
glTextureSubImage1D(tex_id_, mip, offset[0], extent[0], format, type, data);
break;
case 2:
glTextureSubImage2D(tex_id_, mip, UNPACK2(offset), UNPACK2(extent), format, type, data);
break;
case 3:
glTextureSubImage3D(tex_id_, mip, UNPACK3(offset), UNPACK3(extent), format, type, data);
break;
}
}
}
void GLTexture::update_sub(
int mip, int offset[3], int extent[3], eGPUDataFormat type, const void *data)
{
BLI_assert(validate_data_format(format_, type));
BLI_assert(data != nullptr);
this->ensure_mipmaps(mip);
if (mip > mipmaps_) {
debug::raise_gl_error("Updating a miplvl on a texture too small to have this many levels.");
return;
}
const int dimensions = this->dimensions_count();
GLenum gl_format = to_gl_data_format(format_);
GLenum gl_type = to_gl(type);
/* Some drivers have issues with cubemap & glTextureSubImage3D even if it is correct. */
if (GLContext::direct_state_access_support && (type_ != GPU_TEXTURE_CUBE)) {
this->update_sub_direct_state_access(mip, offset, extent, gl_format, gl_type, data);
return;
}
GLContext::state_manager_active_get()->texture_bind_temp(this);
if (type_ == GPU_TEXTURE_CUBE) {
for (int i = 0; i < extent[2]; i++) {
GLenum target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + offset[2] + i;
glTexSubImage2D(target, mip, UNPACK2(offset), UNPACK2(extent), gl_format, gl_type, data);
}
}
else if (format_flag_ & GPU_FORMAT_COMPRESSED) {
size_t size = ((extent[0] + 3) / 4) * ((extent[1] + 3) / 4) * to_block_size(format_);
switch (dimensions) {
default:
case 1:
glCompressedTexSubImage1D(target_, mip, offset[0], extent[0], gl_format, size, data);
break;
case 2:
glCompressedTexSubImage2D(
target_, mip, UNPACK2(offset), UNPACK2(extent), gl_format, size, data);
break;
case 3:
glCompressedTexSubImage3D(
target_, mip, UNPACK3(offset), UNPACK3(extent), gl_format, size, data);
break;
}
}
else {
switch (dimensions) {
default:
case 1:
glTexSubImage1D(target_, mip, offset[0], extent[0], gl_format, gl_type, data);
break;
case 2:
glTexSubImage2D(target_, mip, UNPACK2(offset), UNPACK2(extent), gl_format, gl_type, data);
break;
case 3:
glTexSubImage3D(target_, mip, UNPACK3(offset), UNPACK3(extent), gl_format, gl_type, data);
break;
}
}
}
/** This will create the mipmap images and populate them with filtered data from base level.
* WARNING: Depth textures are not populated but they have their mips correctly defined.
* WARNING: This resets the mipmap range.
*/
void GLTexture::generate_mipmap()
{
this->ensure_mipmaps(9999);
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/* Some drivers have bugs when using #glGenerateMipmap with depth textures (see T56789).
* In this case we just create a complete texture with mipmaps manually without
* down-sampling. You must initialize the texture levels using other methods like
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* #GPU_framebuffer_recursive_downsample(). */
if (format_flag_ & GPU_FORMAT_DEPTH) {
return;
}
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/* Down-sample from mip 0 using implementation. */
if (GLContext::direct_state_access_support) {
glGenerateTextureMipmap(tex_id_);
}
else {
GLContext::state_manager_active_get()->texture_bind_temp(this);
glGenerateMipmap(target_);
}
}
void GLTexture::clear(eGPUDataFormat data_format, const void *data)
{
BLI_assert(validate_data_format(format_, data_format));
if (GLContext::clear_texture_support) {
int mip = 0;
GLenum gl_format = to_gl_data_format(format_);
GLenum gl_type = to_gl(data_format);
glClearTexImage(tex_id_, mip, gl_format, gl_type, data);
}
else {
/* Fallback for older GL. */
GPUFrameBuffer *prev_fb = GPU_framebuffer_active_get();
FrameBuffer *fb = reinterpret_cast<FrameBuffer *>(this->framebuffer_get());
fb->bind(true);
fb->clear_attachment(this->attachment_type(0), data_format, data);
GPU_framebuffer_bind(prev_fb);
}
}
void GLTexture::copy_to(Texture *dst_)
{
GLTexture *dst = static_cast<GLTexture *>(dst_);
GLTexture *src = this;
BLI_assert((dst->w_ == src->w_) && (dst->h_ == src->h_) && (dst->d_ == src->d_));
BLI_assert(dst->format_ == src->format_);
BLI_assert(dst->type_ == src->type_);
/* TODO support array / 3D textures. */
BLI_assert(dst->d_ == 0);
if (GLContext::copy_image_support) {
int mip = 0;
/* NOTE: mip_size_get() won't override any dimension that is equal to 0. */
int extent[3] = {1, 1, 1};
this->mip_size_get(mip, extent);
glCopyImageSubData(
src->tex_id_, target_, mip, 0, 0, 0, dst->tex_id_, target_, mip, 0, 0, 0, UNPACK3(extent));
}
else {
/* Fallback for older GL. */
GPU_framebuffer_blit(
src->framebuffer_get(), 0, dst->framebuffer_get(), 0, to_framebuffer_bits(format_));
}
}
void *GLTexture::read(int mip, eGPUDataFormat type)
{
BLI_assert(!(format_flag_ & GPU_FORMAT_COMPRESSED));
BLI_assert(mip <= mipmaps_);
BLI_assert(validate_data_format(format_, type));
/* NOTE: mip_size_get() won't override any dimension that is equal to 0. */
int extent[3] = {1, 1, 1};
this->mip_size_get(mip, extent);
size_t sample_len = extent[0] * extent[1] * extent[2];
size_t sample_size = to_bytesize(format_, type);
size_t texture_size = sample_len * sample_size;
/* AMD Pro driver have a bug that write 8 bytes past buffer size
* if the texture is big. (see T66573) */
void *data = MEM_mallocN(texture_size + 8, "GPU_texture_read");
GLenum gl_format = to_gl_data_format(format_);
GLenum gl_type = to_gl(type);
if (GLContext::direct_state_access_support) {
glGetTextureImage(tex_id_, mip, gl_format, gl_type, texture_size, data);
}
else {
GLContext::state_manager_active_get()->texture_bind_temp(this);
if (type_ == GPU_TEXTURE_CUBE) {
size_t cube_face_size = texture_size / 6;
char *face_data = (char *)data;
for (int i = 0; i < 6; i++, face_data += cube_face_size) {
glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, mip, gl_format, gl_type, face_data);
}
}
else {
glGetTexImage(target_, mip, gl_format, gl_type, data);
}
}
return data;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Getters & setters
* \{ */
void GLTexture::swizzle_set(const char swizzle[4])
{
GLint gl_swizzle[4] = {(GLint)swizzle_to_gl(swizzle[0]),
(GLint)swizzle_to_gl(swizzle[1]),
(GLint)swizzle_to_gl(swizzle[2]),
(GLint)swizzle_to_gl(swizzle[3])};
if (GLContext::direct_state_access_support) {
glTextureParameteriv(tex_id_, GL_TEXTURE_SWIZZLE_RGBA, gl_swizzle);
}
else {
GLContext::state_manager_active_get()->texture_bind_temp(this);
glTexParameteriv(target_, GL_TEXTURE_SWIZZLE_RGBA, gl_swizzle);
}
}
void GLTexture::mip_range_set(int min, int max)
{
BLI_assert(min <= max && min >= 0 && max <= mipmaps_);
mip_min_ = min;
mip_max_ = max;
if (GLContext::direct_state_access_support) {
glTextureParameteri(tex_id_, GL_TEXTURE_BASE_LEVEL, min);
glTextureParameteri(tex_id_, GL_TEXTURE_MAX_LEVEL, max);
}
else {
GLContext::state_manager_active_get()->texture_bind_temp(this);
glTexParameteri(target_, GL_TEXTURE_BASE_LEVEL, min);
glTexParameteri(target_, GL_TEXTURE_MAX_LEVEL, max);
}
}
struct GPUFrameBuffer *GLTexture::framebuffer_get()
{
if (framebuffer_) {
return framebuffer_;
}
BLI_assert(!(type_ & (GPU_TEXTURE_ARRAY | GPU_TEXTURE_CUBE | GPU_TEXTURE_1D | GPU_TEXTURE_3D)));
/* TODO(fclem): cleanup this. Don't use GPU object but blender::gpu ones. */
GPUTexture *gputex = reinterpret_cast<GPUTexture *>(static_cast<Texture *>(this));
framebuffer_ = GPU_framebuffer_create(name_);
GPU_framebuffer_texture_attach(framebuffer_, gputex, 0, 0);
return framebuffer_;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Sampler objects
* \{ */
GLuint GLTexture::samplers_[GPU_SAMPLER_MAX] = {0};
void GLTexture::samplers_init()
{
glGenSamplers(GPU_SAMPLER_MAX, samplers_);
for (int i = 0; i <= GPU_SAMPLER_ICON - 1; i++) {
eGPUSamplerState state = static_cast<eGPUSamplerState>(i);
GLenum clamp_type = (state & GPU_SAMPLER_CLAMP_BORDER) ? GL_CLAMP_TO_BORDER : GL_CLAMP_TO_EDGE;
GLenum wrap_s = (state & GPU_SAMPLER_REPEAT_S) ? GL_REPEAT : clamp_type;
GLenum wrap_t = (state & GPU_SAMPLER_REPEAT_T) ? GL_REPEAT : clamp_type;
GLenum wrap_r = (state & GPU_SAMPLER_REPEAT_R) ? GL_REPEAT : clamp_type;
GLenum mag_filter = (state & GPU_SAMPLER_FILTER) ? GL_LINEAR : GL_NEAREST;
GLenum min_filter = (state & GPU_SAMPLER_FILTER) ?
((state & GPU_SAMPLER_MIPMAP) ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR) :
((state & GPU_SAMPLER_MIPMAP) ? GL_NEAREST_MIPMAP_LINEAR : GL_NEAREST);
GLenum compare_mode = (state & GPU_SAMPLER_COMPARE) ? GL_COMPARE_REF_TO_TEXTURE : GL_NONE;
glSamplerParameteri(samplers_[i], GL_TEXTURE_WRAP_S, wrap_s);
glSamplerParameteri(samplers_[i], GL_TEXTURE_WRAP_T, wrap_t);
glSamplerParameteri(samplers_[i], GL_TEXTURE_WRAP_R, wrap_r);
glSamplerParameteri(samplers_[i], GL_TEXTURE_MIN_FILTER, min_filter);
glSamplerParameteri(samplers_[i], GL_TEXTURE_MAG_FILTER, mag_filter);
glSamplerParameteri(samplers_[i], GL_TEXTURE_COMPARE_MODE, compare_mode);
glSamplerParameteri(samplers_[i], GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
/** Other states are left to default:
* - GL_TEXTURE_BORDER_COLOR is {0, 0, 0, 0}.
* - GL_TEXTURE_MIN_LOD is -1000.
* - GL_TEXTURE_MAX_LOD is 1000.
* - GL_TEXTURE_LOD_BIAS is 0.0f.
*/
char sampler_name[128] = "\0\0";
SNPRINTF(sampler_name,
"%s%s%s%s%s%s%s%s%s%s",
(state == GPU_SAMPLER_DEFAULT) ? "_default" : "",
(state & GPU_SAMPLER_FILTER) ? "_filter" : "",
(state & GPU_SAMPLER_MIPMAP) ? "_mipmap" : "",
(state & GPU_SAMPLER_REPEAT) ? "_repeat-" : "",
(state & GPU_SAMPLER_REPEAT_S) ? "S" : "",
(state & GPU_SAMPLER_REPEAT_T) ? "T" : "",
(state & GPU_SAMPLER_REPEAT_R) ? "R" : "",
(state & GPU_SAMPLER_CLAMP_BORDER) ? "_clamp_border" : "",
(state & GPU_SAMPLER_COMPARE) ? "_compare" : "",
(state & GPU_SAMPLER_ANISO) ? "_aniso" : "");
debug::object_label(GL_SAMPLER, samplers_[i], &sampler_name[1]);
}
samplers_update();
/* Custom sampler for icons. */
GLuint icon_sampler = samplers_[GPU_SAMPLER_ICON];
glSamplerParameteri(icon_sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glSamplerParameteri(icon_sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameterf(icon_sampler, GL_TEXTURE_LOD_BIAS, -0.5f);
debug::object_label(GL_SAMPLER, icon_sampler, "icons");
}
void GLTexture::samplers_update()
{
if (!GLContext::texture_filter_anisotropic_support) {
return;
}
float max_anisotropy = 1.0f;
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &max_anisotropy);
float aniso_filter = max_ff(max_anisotropy, U.anisotropic_filter);
for (int i = 0; i <= GPU_SAMPLER_ICON - 1; i++) {
eGPUSamplerState state = static_cast<eGPUSamplerState>(i);
if ((state & GPU_SAMPLER_ANISO) && (state & GPU_SAMPLER_MIPMAP)) {
glSamplerParameterf(samplers_[i], GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso_filter);
}
}
}
void GLTexture::samplers_free()
{
glDeleteSamplers(GPU_SAMPLER_MAX, samplers_);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Proxy texture
*
* Dummy texture to see if the implementation supports the requested size.
* \{ */
/* NOTE: This only checks if this mipmap is valid / supported.
* TODO(fclem): make the check cover the whole mipmap chain. */
bool GLTexture::proxy_check(int mip)
{
/* Manual validation first, since some implementation have issues with proxy creation. */
int max_size = GPU_max_texture_size();
int max_3d_size = GLContext::max_texture_3d_size;
int max_cube_size = GLContext::max_cubemap_size;
int size[3] = {1, 1, 1};
this->mip_size_get(mip, size);
if (type_ & GPU_TEXTURE_ARRAY) {
if (this->layer_count() > GPU_max_texture_layers()) {
return false;
}
}
if (type_ == GPU_TEXTURE_3D) {
if (size[0] > max_3d_size || size[1] > max_3d_size || size[2] > max_3d_size) {
return false;
}
}
else if ((type_ & ~GPU_TEXTURE_ARRAY) == GPU_TEXTURE_2D) {
if (size[0] > max_size || size[1] > max_size) {
return false;
}
}
else if ((type_ & ~GPU_TEXTURE_ARRAY) == GPU_TEXTURE_1D) {
if (size[0] > max_size) {
return false;
}
}
else if ((type_ & ~GPU_TEXTURE_ARRAY) == GPU_TEXTURE_CUBE) {
if (size[0] > max_cube_size) {
return false;
}
}
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_WIN, GPU_DRIVER_ANY) ||
GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_MAC, GPU_DRIVER_OFFICIAL) ||
GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_OFFICIAL)) {
/* Some AMD drivers have a faulty `GL_PROXY_TEXTURE_..` check.
* (see T55888, T56185, T59351).
* Checking with `GL_PROXY_TEXTURE_..` doesn't prevent `Out Of Memory` issue,
* it just states that the OGL implementation can support the texture.
* So we already manually check the maximum size and maximum number of layers.
* Same thing happens on Nvidia/macOS 10.15 (T78175). */
return true;
}
if ((type_ == GPU_TEXTURE_CUBE_ARRAY) &&
GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_MAC, GPU_DRIVER_ANY)) {
/* Special fix for T79703. */
return true;
}
GLenum gl_proxy = to_gl_proxy(type_);
GLenum internal_format = to_gl_internal_format(format_);
GLenum gl_format = to_gl_data_format(format_);
GLenum gl_type = to_gl(to_data_format(format_));
/* Small exception. */
int dimensions = (type_ == GPU_TEXTURE_CUBE) ? 2 : this->dimensions_count();
if (format_flag_ & GPU_FORMAT_COMPRESSED) {
size_t img_size = ((size[0] + 3) / 4) * ((size[1] + 3) / 4) * to_block_size(format_);
switch (dimensions) {
default:
case 1:
glCompressedTexImage1D(gl_proxy, mip, size[0], 0, gl_format, img_size, nullptr);
break;
case 2:
glCompressedTexImage2D(gl_proxy, mip, UNPACK2(size), 0, gl_format, img_size, nullptr);
break;
case 3:
glCompressedTexImage3D(gl_proxy, mip, UNPACK3(size), 0, gl_format, img_size, nullptr);
break;
}
}
else {
switch (dimensions) {
default:
case 1:
glTexImage1D(gl_proxy, mip, internal_format, size[0], 0, gl_format, gl_type, nullptr);
break;
case 2:
glTexImage2D(
gl_proxy, mip, internal_format, UNPACK2(size), 0, gl_format, gl_type, nullptr);
break;
case 3:
glTexImage3D(
gl_proxy, mip, internal_format, UNPACK3(size), 0, gl_format, gl_type, nullptr);
break;
}
}
int width = 0;
glGetTexLevelParameteriv(gl_proxy, 0, GL_TEXTURE_WIDTH, &width);
return (width > 0);
}
/** \} */
void GLTexture::check_feedback_loop()
{
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/* Recursive down sample workaround break this check.
* See #recursive_downsample() for more information. */
if (GPU_mip_render_workaround()) {
return;
}
GLFrameBuffer *fb = static_cast<GLFrameBuffer *>(GLContext::get()->active_fb);
for (int i = 0; i < ARRAY_SIZE(fb_); i++) {
if (fb_[i] == fb) {
GPUAttachmentType type = fb_attachment_[i];
GPUAttachment attachment = fb->attachments_[type];
if (attachment.mip <= mip_max_ && attachment.mip >= mip_min_) {
char msg[256];
SNPRINTF(msg,
"Feedback loop: Trying to bind a texture (%s) with mip range %d-%d but mip %d is "
"attached to the active framebuffer (%s)",
name_,
mip_min_,
mip_max_,
attachment.mip,
fb->name_);
debug::raise_gl_error(msg);
}
return;
}
}
}
/* TODO(fclem): Legacy. Should be removed at some point. */
uint GLTexture::gl_bindcode_get() const
{
return tex_id_;
}
} // namespace blender::gpu