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										 |  |  | /*
 | 
					
						
							|  |  |  |  * ***** BEGIN GPL LICENSE BLOCK ***** | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * 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. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * The Original Code is: all of this file. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * Contributor(s): Brecht Van Lommel. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * ***** END GPL LICENSE BLOCK ***** | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | 
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							|  |  |  | #include "MEM_guardedalloc.h"
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							|  |  |  | 
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							|  |  |  | #include "DNA_image_types.h"
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							|  |  |  | 
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							|  |  |  | #include "BLI_blenlib.h"
 | 
					
						
							|  |  |  | #include "BLI_utildefines.h"
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							|  |  |  | #include "BLI_math_base.h"
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							|  |  |  | #include "BLI_math_vector.h"
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							|  |  |  | 
 | 
					
						
							|  |  |  | #include "BKE_global.h"
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							|  |  |  | 
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							|  |  |  | #include "GPU_debug.h"
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							|  |  |  | #include "GPU_draw.h"
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							|  |  |  | #include "GPU_extensions.h"
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							|  |  |  | #include "GPU_framebuffer.h"
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							|  |  |  | #include "GPU_glew.h"
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							|  |  |  | #include "GPU_texture.h"
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							|  |  |  | 
 | 
					
						
							|  |  |  | static struct GPUTextureGlobal { | 
					
						
							|  |  |  | 	GPUTexture *invalid_tex_1D; /* texture used in place of invalid textures (not loaded correctly, missing) */ | 
					
						
							|  |  |  | 	GPUTexture *invalid_tex_2D; | 
					
						
							|  |  |  | 	GPUTexture *invalid_tex_3D; | 
					
						
							|  |  |  | } GG = {NULL, NULL, NULL}; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /* GPUTexture */ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | struct GPUTexture { | 
					
						
							|  |  |  | 	int w, h;           /* width/height */ | 
					
						
							|  |  |  | 	int number;         /* number for multitexture binding */ | 
					
						
							|  |  |  | 	int refcount;       /* reference count */ | 
					
						
							|  |  |  | 	GLenum target;      /* GL_TEXTURE_* */ | 
					
						
							|  |  |  | 	GLenum target_base; /* same as target, (but no multisample) */ | 
					
						
							|  |  |  | 	GLuint bindcode;    /* opengl identifier for texture */ | 
					
						
							|  |  |  | 	int fromblender;    /* we got the texture from Blender */ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	GPUFrameBuffer *fb; /* GPUFramebuffer this texture is attached to */ | 
					
						
							|  |  |  | 	int fb_attachment;  /* slot the texture is attached to */ | 
					
						
							|  |  |  | 	int depth;          /* is a depth texture? if 3D how deep? */ | 
					
						
							|  |  |  | }; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | static unsigned char *GPU_texture_convert_pixels(int length, const float *fpixels) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	unsigned char *pixels, *p; | 
					
						
							|  |  |  | 	const float *fp = fpixels; | 
					
						
							|  |  |  | 	const int len = 4 * length; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	p = pixels = MEM_callocN(sizeof(unsigned char) * len, "GPUTexturePixels"); | 
					
						
							|  |  |  | 
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										 |  |  | 	for (int a = 0; a < len; a++, p++, fp++) | 
					
						
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										 |  |  | 		*p = FTOCHAR((*fp)); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	return pixels; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | static void GPU_glTexSubImageEmpty(GLenum target, GLenum format, int x, int y, int w, int h) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	void *pixels = MEM_callocN(sizeof(char) * 4 * w * h, "GPUTextureEmptyPixels"); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (target == GL_TEXTURE_1D) | 
					
						
							|  |  |  | 		glTexSubImage1D(target, 0, x, w, format, GL_UNSIGNED_BYTE, pixels); | 
					
						
							|  |  |  | 	else | 
					
						
							|  |  |  | 		glTexSubImage2D(target, 0, x, y, w, h, format, GL_UNSIGNED_BYTE, pixels); | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	MEM_freeN(pixels); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | static GPUTexture *GPU_texture_create_nD( | 
					
						
							|  |  |  |         int w, int h, int n, const float *fpixels, int depth, | 
					
						
							|  |  |  |         GPUHDRType hdr_type, int components, int samples, | 
					
						
							|  |  |  |         char err_out[256]) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	GLenum type, format, internalformat; | 
					
						
							|  |  |  | 	void *pixels = NULL; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (samples) { | 
					
						
							|  |  |  | 		CLAMP_MAX(samples, GPU_max_color_texture_samples()); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
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										 |  |  | 	GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture"); | 
					
						
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										 |  |  | 	tex->w = w; | 
					
						
							|  |  |  | 	tex->h = h; | 
					
						
							|  |  |  | 	tex->number = -1; | 
					
						
							|  |  |  | 	tex->refcount = 1; | 
					
						
							|  |  |  | 	tex->target = (n == 1) ? GL_TEXTURE_1D : (samples ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D); | 
					
						
							|  |  |  | 	tex->target_base = (n == 1) ? GL_TEXTURE_1D : GL_TEXTURE_2D; | 
					
						
							|  |  |  | 	tex->depth = depth; | 
					
						
							|  |  |  | 	tex->fb_attachment = -1; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	glGenTextures(1, &tex->bindcode); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (!tex->bindcode) { | 
					
						
							|  |  |  | 		if (err_out) { | 
					
						
							|  |  |  | 			BLI_snprintf(err_out, 256, "GPUTexture: texture create failed: %d", | 
					
						
							|  |  |  | 				(int)glGetError()); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		else { | 
					
						
							|  |  |  | 			fprintf(stderr, "GPUTexture: texture create failed: %d\n", | 
					
						
							|  |  |  | 				(int)glGetError()); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		GPU_texture_free(tex); | 
					
						
							|  |  |  | 		return NULL; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (!GPU_full_non_power_of_two_support()) { | 
					
						
							|  |  |  | 		tex->w = power_of_2_max_i(tex->w); | 
					
						
							|  |  |  | 		tex->h = power_of_2_max_i(tex->h); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	tex->number = 0; | 
					
						
							|  |  |  | 	glBindTexture(tex->target, tex->bindcode); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (depth) { | 
					
						
							|  |  |  | 		type = GL_UNSIGNED_BYTE; | 
					
						
							|  |  |  | 		format = GL_DEPTH_COMPONENT; | 
					
						
							|  |  |  | 		internalformat = GL_DEPTH_COMPONENT; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	else { | 
					
						
							|  |  |  | 		type = GL_FLOAT; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		if (components == 4) { | 
					
						
							|  |  |  | 			format = GL_RGBA; | 
					
						
							|  |  |  | 			switch (hdr_type) { | 
					
						
							|  |  |  | 				case GPU_HDR_NONE: | 
					
						
							|  |  |  | 					internalformat = GL_RGBA8; | 
					
						
							|  |  |  | 					break; | 
					
						
							|  |  |  | 				/* the following formats rely on ARB_texture_float or OpenGL 3.0 */ | 
					
						
							|  |  |  | 				case GPU_HDR_HALF_FLOAT: | 
					
						
							|  |  |  | 					internalformat = GL_RGBA16F_ARB; | 
					
						
							|  |  |  | 					break; | 
					
						
							|  |  |  | 				case GPU_HDR_FULL_FLOAT: | 
					
						
							|  |  |  | 					internalformat = GL_RGBA32F_ARB; | 
					
						
							|  |  |  | 					break; | 
					
						
							|  |  |  | 				default: | 
					
						
							|  |  |  | 					break; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		else if (components == 2) { | 
					
						
							|  |  |  | 			/* these formats rely on ARB_texture_rg or OpenGL 3.0 */ | 
					
						
							|  |  |  | 			format = GL_RG; | 
					
						
							|  |  |  | 			switch (hdr_type) { | 
					
						
							|  |  |  | 				case GPU_HDR_NONE: | 
					
						
							|  |  |  | 					internalformat = GL_RG8; | 
					
						
							|  |  |  | 					break; | 
					
						
							|  |  |  | 				case GPU_HDR_HALF_FLOAT: | 
					
						
							|  |  |  | 					internalformat = GL_RG16F; | 
					
						
							|  |  |  | 					break; | 
					
						
							|  |  |  | 				case GPU_HDR_FULL_FLOAT: | 
					
						
							|  |  |  | 					internalformat = GL_RG32F; | 
					
						
							|  |  |  | 					break; | 
					
						
							|  |  |  | 				default: | 
					
						
							|  |  |  | 					break; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		if (fpixels && hdr_type == GPU_HDR_NONE) { | 
					
						
							|  |  |  | 			type = GL_UNSIGNED_BYTE; | 
					
						
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										 |  |  | 			pixels = GPU_texture_convert_pixels(w * h, fpixels); | 
					
						
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										 |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (tex->target == GL_TEXTURE_1D) { | 
					
						
							|  |  |  | 		glTexImage1D(tex->target, 0, internalformat, tex->w, 0, format, type, NULL); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		if (fpixels) { | 
					
						
							|  |  |  | 			glTexSubImage1D(tex->target, 0, 0, w, format, type, | 
					
						
							|  |  |  | 				pixels ? pixels : fpixels); | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | 			if (tex->w > w) { | 
					
						
							|  |  |  | 				GPU_glTexSubImageEmpty(tex->target, format, w, 0, tex->w - w, 1); | 
					
						
							|  |  |  | 			} | 
					
						
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										 |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	else { | 
					
						
							|  |  |  | 		if (samples) { | 
					
						
							|  |  |  | 			glTexImage2DMultisample(tex->target, samples, internalformat, tex->w, tex->h, true); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		else { | 
					
						
							|  |  |  | 			glTexImage2D(tex->target, 0, internalformat, tex->w, tex->h, 0, | 
					
						
							|  |  |  | 			             format, type, NULL); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		if (fpixels) { | 
					
						
							|  |  |  | 			glTexSubImage2D(tex->target, 0, 0, 0, w, h, | 
					
						
							|  |  |  | 				format, type, pixels ? pixels : fpixels); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			if (tex->w > w) | 
					
						
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										 |  |  | 				GPU_glTexSubImageEmpty(tex->target, format, w, 0, tex->w - w, tex->h); | 
					
						
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										 |  |  | 			if (tex->h > h) | 
					
						
							| 
									
										
										
										
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										 |  |  | 				GPU_glTexSubImageEmpty(tex->target, format, 0, h, w, tex->h - h); | 
					
						
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										 |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (pixels) | 
					
						
							|  |  |  | 		MEM_freeN(pixels); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (depth) { | 
					
						
							|  |  |  | 		glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | 
					
						
							|  |  |  | 		glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | 
					
						
							|  |  |  | 		glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE); | 
					
						
							|  |  |  | 		glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); | 
					
						
							|  |  |  | 		glTexParameteri(tex->target_base, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	else { | 
					
						
							|  |  |  | 		glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | 
					
						
							|  |  |  | 		glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (tex->target_base != GL_TEXTURE_1D) { | 
					
						
							|  |  |  | 		glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | 
					
						
							|  |  |  | 		glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	else | 
					
						
							|  |  |  | 		glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	return tex; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, const float *fpixels) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	GLenum type, format, internalformat; | 
					
						
							|  |  |  | 	void *pixels = NULL; | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | 	GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture"); | 
					
						
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										 |  |  | 	tex->w = w; | 
					
						
							|  |  |  | 	tex->h = h; | 
					
						
							|  |  |  | 	tex->depth = depth; | 
					
						
							|  |  |  | 	tex->number = -1; | 
					
						
							|  |  |  | 	tex->refcount = 1; | 
					
						
							|  |  |  | 	tex->target = GL_TEXTURE_3D; | 
					
						
							|  |  |  | 	tex->target_base = GL_TEXTURE_3D; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	glGenTextures(1, &tex->bindcode); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (!tex->bindcode) { | 
					
						
							|  |  |  | 		fprintf(stderr, "GPUTexture: texture create failed: %d\n", | 
					
						
							|  |  |  | 			(int)glGetError()); | 
					
						
							|  |  |  | 		GPU_texture_free(tex); | 
					
						
							|  |  |  | 		return NULL; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	tex->number = 0; | 
					
						
							|  |  |  | 	glBindTexture(tex->target, tex->bindcode); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	GPU_ASSERT_NO_GL_ERRORS("3D glBindTexture"); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	type = GL_FLOAT; | 
					
						
							|  |  |  | 	if (channels == 4) { | 
					
						
							|  |  |  | 		format = GL_RGBA; | 
					
						
							|  |  |  | 		internalformat = GL_RGBA8; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	else { | 
					
						
							|  |  |  | 		format = GL_RED; | 
					
						
							|  |  |  | 		internalformat = GL_INTENSITY8; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	/* 3D textures are quite heavy, test if it's possible to create them first */ | 
					
						
							|  |  |  | 	glTexImage3D(GL_PROXY_TEXTURE_3D, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, NULL); | 
					
						
							| 
									
										
										
										
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										 |  |  | 
 | 
					
						
							|  |  |  | 	bool rescale = false; | 
					
						
							|  |  |  | 	int r_width; | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | 	glGetTexLevelParameteriv(GL_PROXY_TEXTURE_3D, 0, GL_TEXTURE_WIDTH, &r_width); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	while (r_width == 0) { | 
					
						
							|  |  |  | 		rescale = true; | 
					
						
							|  |  |  | 		tex->w /= 2; | 
					
						
							|  |  |  | 		tex->h /= 2; | 
					
						
							|  |  |  | 		tex->depth /= 2; | 
					
						
							|  |  |  | 		glTexImage3D(GL_PROXY_TEXTURE_3D, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, NULL); | 
					
						
							|  |  |  | 		glGetTexLevelParameteriv(GL_PROXY_TEXTURE_3D, 0, GL_TEXTURE_WIDTH, &r_width); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	/* really unlikely to happen but keep this just in case */ | 
					
						
							|  |  |  | 	tex->w = max_ii(tex->w, 1); | 
					
						
							|  |  |  | 	tex->h = max_ii(tex->h, 1); | 
					
						
							|  |  |  | 	tex->depth = max_ii(tex->depth, 1); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #if 0
 | 
					
						
							|  |  |  | 	if (fpixels) | 
					
						
							|  |  |  | 		pixels = GPU_texture_convert_pixels(w*h*depth, fpixels); | 
					
						
							|  |  |  | #endif
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	GPU_ASSERT_NO_GL_ERRORS("3D glTexImage3D"); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	/* hardcore stuff, 3D texture rescaling - warning, this is gonna hurt your performance a lot, but we need it
 | 
					
						
							|  |  |  | 	 * for gooseberry */ | 
					
						
							|  |  |  | 	if (rescale && fpixels) { | 
					
						
							| 
									
										
										
										
											2016-01-07 16:32:02 -05:00
										 |  |  | 		/* FIXME: should these be floating point? */ | 
					
						
							|  |  |  | 		const unsigned int xf = w / tex->w, yf = h / tex->h, zf = depth / tex->depth; | 
					
						
							| 
									
										
										
										
											2016-01-10 07:12:10 +11:00
										 |  |  | 		float *tex3d = MEM_mallocN(channels * sizeof(float) * tex->w * tex->h * tex->depth, "tex3d"); | 
					
						
							| 
									
										
										
										
											2015-12-06 21:20:19 +01:00
										 |  |  | 
 | 
					
						
							|  |  |  | 		GPU_print_error_debug("You need to scale a 3D texture, feel the pain!"); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-01-07 16:32:02 -05:00
										 |  |  | 		for (unsigned k = 0; k < tex->depth; k++) { | 
					
						
							|  |  |  | 			for (unsigned j = 0; j < tex->h; j++) { | 
					
						
							|  |  |  | 				for (unsigned i = 0; i < tex->w; i++) { | 
					
						
							| 
									
										
										
										
											2016-01-10 07:12:10 +11:00
										 |  |  | 					/* obviously doing nearest filtering here,
 | 
					
						
							|  |  |  | 					 * it's going to be slow in any case, let's not make it worse */ | 
					
						
							| 
									
										
										
										
											2015-12-06 21:20:19 +01:00
										 |  |  | 					float xb = i * xf; | 
					
						
							|  |  |  | 					float yb = j * yf; | 
					
						
							|  |  |  | 					float zb = k * zf; | 
					
						
							|  |  |  | 					unsigned int offset = k * (tex->w * tex->h) + i * tex->h + j; | 
					
						
							|  |  |  | 					unsigned int offset_orig = (zb) * (w * h) + (xb) * h + (yb); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					if (channels == 4) { | 
					
						
							|  |  |  | 						tex3d[offset * 4] = fpixels[offset_orig * 4]; | 
					
						
							|  |  |  | 						tex3d[offset * 4 + 1] = fpixels[offset_orig * 4 + 1]; | 
					
						
							|  |  |  | 						tex3d[offset * 4 + 2] = fpixels[offset_orig * 4 + 2]; | 
					
						
							|  |  |  | 						tex3d[offset * 4 + 3] = fpixels[offset_orig * 4 + 3]; | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 					else | 
					
						
							|  |  |  | 						tex3d[offset] = fpixels[offset_orig]; | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, tex3d); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		MEM_freeN(tex3d); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	else { | 
					
						
							|  |  |  | 		if (fpixels) { | 
					
						
							|  |  |  | 			glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, fpixels); | 
					
						
							|  |  |  | 			GPU_ASSERT_NO_GL_ERRORS("3D glTexSubImage3D"); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | 
					
						
							|  |  |  | 	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | 
					
						
							|  |  |  | 	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | 
					
						
							|  |  |  | 	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | 
					
						
							|  |  |  | 	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (pixels) | 
					
						
							|  |  |  | 		MEM_freeN(pixels); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	GPU_texture_unbind(tex); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	return tex; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, bool is_data, double time, int mipmap) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	GPU_update_image_time(ima, time); | 
					
						
							|  |  |  | 	/* this binds a texture, so that's why to restore it to 0 */ | 
					
						
							| 
									
										
										
										
											2016-01-07 16:32:02 -05:00
										 |  |  | 	GLint bindcode = GPU_verify_image(ima, iuser, 0, 0, mipmap, is_data); | 
					
						
							| 
									
										
										
										
											2015-12-06 21:20:19 +01:00
										 |  |  | 
 | 
					
						
							|  |  |  | 	if (ima->gputexture) { | 
					
						
							|  |  |  | 		ima->gputexture->bindcode = bindcode; | 
					
						
							|  |  |  | 		glBindTexture(GL_TEXTURE_2D, 0); | 
					
						
							|  |  |  | 		return ima->gputexture; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-01-07 16:32:02 -05:00
										 |  |  | 	GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture"); | 
					
						
							| 
									
										
										
										
											2015-12-06 21:20:19 +01:00
										 |  |  | 	tex->bindcode = bindcode; | 
					
						
							|  |  |  | 	tex->number = -1; | 
					
						
							|  |  |  | 	tex->refcount = 1; | 
					
						
							|  |  |  | 	tex->target = GL_TEXTURE_2D; | 
					
						
							|  |  |  | 	tex->target_base = GL_TEXTURE_2D; | 
					
						
							|  |  |  | 	tex->fromblender = 1; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-01-10 07:12:10 +11:00
										 |  |  | 	ima->gputexture = tex; | 
					
						
							| 
									
										
										
										
											2015-12-06 21:20:19 +01:00
										 |  |  | 
 | 
					
						
							|  |  |  | 	if (!glIsTexture(tex->bindcode)) { | 
					
						
							|  |  |  | 		GPU_ASSERT_NO_GL_ERRORS("Blender Texture Not Loaded"); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	else { | 
					
						
							| 
									
										
										
										
											2016-01-07 16:32:02 -05:00
										 |  |  | 		GLint w, h, border; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2015-12-06 21:20:19 +01:00
										 |  |  | 		glBindTexture(GL_TEXTURE_2D, tex->bindcode); | 
					
						
							|  |  |  | 		glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w); | 
					
						
							|  |  |  | 		glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h); | 
					
						
							|  |  |  | 		glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_BORDER, &border); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		tex->w = w - border; | 
					
						
							|  |  |  | 		tex->h = h - border; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	glBindTexture(GL_TEXTURE_2D, 0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	return tex; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | GPUTexture *GPU_texture_from_preview(PreviewImage *prv, int mipmap) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	GPUTexture *tex = prv->gputexture[0]; | 
					
						
							|  |  |  | 	GLuint bindcode = 0; | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	if (tex) | 
					
						
							|  |  |  | 		bindcode = tex->bindcode; | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	/* this binds a texture, so that's why we restore it to 0 */ | 
					
						
							|  |  |  | 	if (bindcode == 0) { | 
					
						
							|  |  |  | 		GPU_create_gl_tex(&bindcode, prv->rect[0], NULL, prv->w[0], prv->h[0], mipmap, 0, NULL); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	if (tex) { | 
					
						
							|  |  |  | 		tex->bindcode = bindcode; | 
					
						
							|  |  |  | 		glBindTexture(GL_TEXTURE_2D, 0); | 
					
						
							|  |  |  | 		return tex; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture"); | 
					
						
							|  |  |  | 	tex->bindcode = bindcode; | 
					
						
							|  |  |  | 	tex->number = -1; | 
					
						
							|  |  |  | 	tex->refcount = 1; | 
					
						
							|  |  |  | 	tex->target = GL_TEXTURE_2D; | 
					
						
							|  |  |  | 	tex->target_base = GL_TEXTURE_2D; | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	prv->gputexture[0] = tex; | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	if (!glIsTexture(tex->bindcode)) { | 
					
						
							|  |  |  | 		GPU_ASSERT_NO_GL_ERRORS("Blender Texture Not Loaded"); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	else { | 
					
						
							| 
									
										
										
										
											2016-01-07 16:32:02 -05:00
										 |  |  | 		GLint w, h; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2015-12-06 21:20:19 +01:00
										 |  |  | 		glBindTexture(GL_TEXTURE_2D, tex->bindcode); | 
					
						
							|  |  |  | 		glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w); | 
					
						
							|  |  |  | 		glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h); | 
					
						
							|  |  |  | 		 | 
					
						
							|  |  |  | 		tex->w = w; | 
					
						
							|  |  |  | 		tex->h = h; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	glBindTexture(GL_TEXTURE_2D, 0); | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	return tex; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | GPUTexture *GPU_texture_create_1D(int w, const float *fpixels, char err_out[256]) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	GPUTexture *tex = GPU_texture_create_nD(w, 1, 1, fpixels, 0, GPU_HDR_NONE, 4, 0, err_out); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (tex) | 
					
						
							|  |  |  | 		GPU_texture_unbind(tex); | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	return tex; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | GPUTexture *GPU_texture_create_2D(int w, int h, const float *fpixels, GPUHDRType hdr, char err_out[256]) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	GPUTexture *tex = GPU_texture_create_nD(w, h, 2, fpixels, 0, hdr, 4, 0, err_out); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (tex) | 
					
						
							|  |  |  | 		GPU_texture_unbind(tex); | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	return tex; | 
					
						
							|  |  |  | } | 
					
						
							| 
									
										
										
										
											2016-01-10 07:12:10 +11:00
										 |  |  | GPUTexture *GPU_texture_create_2D_multisample( | 
					
						
							|  |  |  |         int w, int h, const float *fpixels, GPUHDRType hdr, int samples, char err_out[256]) | 
					
						
							| 
									
										
										
										
											2015-12-06 21:20:19 +01:00
										 |  |  | { | 
					
						
							|  |  |  | 	GPUTexture *tex = GPU_texture_create_nD(w, h, 2, fpixels, 0, hdr, 4, samples, err_out); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (tex) | 
					
						
							|  |  |  | 		GPU_texture_unbind(tex); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	return tex; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256]) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	GPUTexture *tex = GPU_texture_create_nD(w, h, 2, NULL, 1, GPU_HDR_NONE, 1, 0, err_out); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (tex) | 
					
						
							|  |  |  | 		GPU_texture_unbind(tex); | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	return tex; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | GPUTexture *GPU_texture_create_depth_multisample(int w, int h, int samples, char err_out[256]) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	GPUTexture *tex = GPU_texture_create_nD(w, h, 2, NULL, 1, GPU_HDR_NONE, 1, samples, err_out); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (tex) | 
					
						
							|  |  |  | 		GPU_texture_unbind(tex); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	return tex; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  |  * A shadow map for VSM needs two components (depth and depth^2) | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | GPUTexture *GPU_texture_create_vsm_shadow_map(int size, char err_out[256]) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	GPUTexture *tex = GPU_texture_create_nD(size, size, 2, NULL, 0, GPU_HDR_FULL_FLOAT, 2, 0, err_out); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (tex) { | 
					
						
							|  |  |  | 		/* Now we tweak some of the settings */ | 
					
						
							|  |  |  | 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | 
					
						
							|  |  |  | 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		GPU_texture_unbind(tex); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	return tex; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | GPUTexture *GPU_texture_create_2D_procedural(int w, int h, const float *pixels, bool repeat, char err_out[256]) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	GPUTexture *tex = GPU_texture_create_nD(w, h, 2, pixels, 0, GPU_HDR_HALF_FLOAT, 2, 0, err_out); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (tex) { | 
					
						
							|  |  |  | 		/* Now we tweak some of the settings */ | 
					
						
							|  |  |  | 		if (repeat) { | 
					
						
							|  |  |  | 			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); | 
					
						
							|  |  |  | 			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | 
					
						
							|  |  |  | 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		GPU_texture_unbind(tex); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	return tex; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | GPUTexture *GPU_texture_create_1D_procedural(int w, const float *pixels, char err_out[256]) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	GPUTexture *tex = GPU_texture_create_nD(w, 0, 1, pixels, 0, GPU_HDR_HALF_FLOAT, 2, 0, err_out); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (tex) { | 
					
						
							|  |  |  | 		/* Now we tweak some of the settings */ | 
					
						
							|  |  |  | 		glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT); | 
					
						
							|  |  |  | 		glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | 
					
						
							|  |  |  | 		glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		GPU_texture_unbind(tex); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	return tex; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void GPU_invalid_tex_init(void) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	const float color[4] = {1.0f, 0.0f, 1.0f, 1.0f}; | 
					
						
							|  |  |  | 	GG.invalid_tex_1D = GPU_texture_create_1D(1, color, NULL); | 
					
						
							|  |  |  | 	GG.invalid_tex_2D = GPU_texture_create_2D(1, 1, color, GPU_HDR_NONE, NULL); | 
					
						
							|  |  |  | 	GG.invalid_tex_3D = GPU_texture_create_3D(1, 1, 1, 4, color); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void GPU_invalid_tex_bind(int mode) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	switch (mode) { | 
					
						
							|  |  |  | 		case GL_TEXTURE_1D: | 
					
						
							|  |  |  | 			glBindTexture(GL_TEXTURE_1D, GG.invalid_tex_1D->bindcode); | 
					
						
							|  |  |  | 			break; | 
					
						
							|  |  |  | 		case GL_TEXTURE_2D: | 
					
						
							|  |  |  | 			glBindTexture(GL_TEXTURE_2D, GG.invalid_tex_2D->bindcode); | 
					
						
							|  |  |  | 			break; | 
					
						
							|  |  |  | 		case GL_TEXTURE_3D: | 
					
						
							|  |  |  | 			glBindTexture(GL_TEXTURE_3D, GG.invalid_tex_3D->bindcode); | 
					
						
							|  |  |  | 			break; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void GPU_invalid_tex_free(void) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	if (GG.invalid_tex_1D) | 
					
						
							|  |  |  | 		GPU_texture_free(GG.invalid_tex_1D); | 
					
						
							|  |  |  | 	if (GG.invalid_tex_2D) | 
					
						
							|  |  |  | 		GPU_texture_free(GG.invalid_tex_2D); | 
					
						
							|  |  |  | 	if (GG.invalid_tex_3D) | 
					
						
							|  |  |  | 		GPU_texture_free(GG.invalid_tex_3D); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void GPU_texture_bind(GPUTexture *tex, int number) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	if (number >= GPU_max_textures()) { | 
					
						
							|  |  |  | 		fprintf(stderr, "Not enough texture slots.\n"); | 
					
						
							|  |  |  | 		return; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if ((G.debug & G_DEBUG)) { | 
					
						
							|  |  |  | 		if (tex->fb && GPU_framebuffer_bound(tex->fb)) { | 
					
						
							|  |  |  | 			fprintf(stderr, "Feedback loop warning!: Attempting to bind texture attached to current framebuffer!\n"); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (number < 0) | 
					
						
							|  |  |  | 		return; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	GPU_ASSERT_NO_GL_ERRORS("Pre Texture Bind"); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-01-07 16:32:02 -05:00
										 |  |  | 	GLenum arbnumber = (GLenum)((GLuint)GL_TEXTURE0 + number); | 
					
						
							| 
									
										
										
										
											2015-12-06 21:20:19 +01:00
										 |  |  | 	if (number != 0) glActiveTexture(arbnumber); | 
					
						
							|  |  |  | 	if (tex->bindcode != 0) { | 
					
						
							|  |  |  | 		glBindTexture(tex->target, tex->bindcode); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	else | 
					
						
							|  |  |  | 		GPU_invalid_tex_bind(tex->target); | 
					
						
							|  |  |  | 	glEnable(tex->target); | 
					
						
							|  |  |  | 	if (number != 0) glActiveTexture(GL_TEXTURE0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	tex->number = number; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	GPU_ASSERT_NO_GL_ERRORS("Post Texture Bind"); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void GPU_texture_unbind(GPUTexture *tex) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	if (tex->number >= GPU_max_textures()) { | 
					
						
							|  |  |  | 		fprintf(stderr, "Not enough texture slots.\n"); | 
					
						
							|  |  |  | 		return; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (tex->number == -1) | 
					
						
							|  |  |  | 		return; | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	GPU_ASSERT_NO_GL_ERRORS("Pre Texture Unbind"); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-01-07 16:32:02 -05:00
										 |  |  | 	GLenum arbnumber = (GLenum)((GLuint)GL_TEXTURE0 + tex->number); | 
					
						
							| 
									
										
										
										
											2015-12-06 21:20:19 +01:00
										 |  |  | 	if (tex->number != 0) glActiveTexture(arbnumber); | 
					
						
							|  |  |  | 	glBindTexture(tex->target, 0); | 
					
						
							|  |  |  | 	glDisable(tex->target_base); | 
					
						
							|  |  |  | 	if (tex->number != 0) glActiveTexture(GL_TEXTURE0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	tex->number = -1; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	GPU_ASSERT_NO_GL_ERRORS("Post Texture Unbind"); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | int GPU_texture_bound_number(GPUTexture *tex) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	return tex->number; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void GPU_texture_filter_mode(GPUTexture *tex, bool compare, bool use_filter) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	if (tex->number >= GPU_max_textures()) { | 
					
						
							|  |  |  | 		fprintf(stderr, "Not enough texture slots.\n"); | 
					
						
							|  |  |  | 		return; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (tex->number == -1) | 
					
						
							|  |  |  | 		return; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	GPU_ASSERT_NO_GL_ERRORS("Pre Texture Unbind"); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-01-07 16:32:02 -05:00
										 |  |  | 	GLenum arbnumber = (GLenum)((GLuint)GL_TEXTURE0 + tex->number); | 
					
						
							| 
									
										
										
										
											2015-12-06 21:20:19 +01:00
										 |  |  | 	if (tex->number != 0) glActiveTexture(arbnumber); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (tex->depth) { | 
					
						
							|  |  |  | 		if (compare) | 
					
						
							|  |  |  | 			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE); | 
					
						
							|  |  |  | 		else | 
					
						
							|  |  |  | 			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (use_filter) { | 
					
						
							|  |  |  | 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | 
					
						
							|  |  |  | 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	else { | 
					
						
							|  |  |  | 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | 
					
						
							|  |  |  | 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	if (tex->number != 0) glActiveTexture(GL_TEXTURE0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	GPU_ASSERT_NO_GL_ERRORS("Post Texture Unbind"); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void GPU_texture_free(GPUTexture *tex) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	tex->refcount--; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (tex->refcount < 0) | 
					
						
							|  |  |  | 		fprintf(stderr, "GPUTexture: negative refcount\n"); | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	if (tex->refcount == 0) { | 
					
						
							|  |  |  | 		if (tex->fb) | 
					
						
							|  |  |  | 			GPU_framebuffer_texture_detach(tex); | 
					
						
							|  |  |  | 		if (tex->bindcode && !tex->fromblender) | 
					
						
							|  |  |  | 			glDeleteTextures(1, &tex->bindcode); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		MEM_freeN(tex); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void GPU_texture_ref(GPUTexture *tex) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	tex->refcount++; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | int GPU_texture_target(const GPUTexture *tex) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	return tex->target; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | int GPU_texture_width(const GPUTexture *tex) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	return tex->w; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | int GPU_texture_height(const GPUTexture *tex) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	return tex->h; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | int GPU_texture_depth(const GPUTexture *tex) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	return tex->depth; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | int GPU_texture_opengl_bindcode(const GPUTexture *tex) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	return tex->bindcode; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | GPUFrameBuffer *GPU_texture_framebuffer(GPUTexture *tex) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	return tex->fb; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | int GPU_texture_framebuffer_attachment(GPUTexture *tex) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	return tex->fb_attachment; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void GPU_texture_framebuffer_set(GPUTexture *tex, GPUFrameBuffer *fb, int attachment) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	tex->fb = fb; | 
					
						
							|  |  |  | 	tex->fb_attachment = attachment; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 |