GPUTexture: GL Backend Isolation

This is a massive cleanup needed for vulkan support T68990. It provides:

- More meaningful enums with conversion functions.
- Less hacky supports of arrays and cubemaps (all considered layered).
- More inline with the stateless design of vulkan and modern GL.
- Methods Fallbacks are using framebuffer functions that are wrapped
  instead of implementing inside the texture module.

What is not in there:
- API change.
- Samplers support (breaks a few effects).

# Conflicts:
#	source/blender/gpu/GPU_texture.h
This commit is contained in:
2020-09-05 17:29:51 +02:00
parent db21c12abe
commit c766d9b9dc
11 changed files with 1438 additions and 2101 deletions

View File

@@ -39,6 +39,8 @@
#include "glew-mx.h"
struct GPUFrameBuffer;
namespace blender {
namespace gpu {
@@ -53,62 +55,177 @@ class GLContext {
#endif
class GLTexture : public Texture {
friend class GLStateManager;
private:
/** Texture unit to which this texture is bound. */
int slot = -1;
/** Target to bind the texture to (GL_TEXTURE_1D, GL_TEXTURE_2D, etc...)*/
GLenum target_ = -1;
/** opengl identifier for texture. */
GLuint tex_id_ = 0;
/** Legacy workaround for texture copy. */
GLuint copy_fb = 0;
GPUContext *copy_fb_ctx = NULL;
/** Legacy workaround for texture copy. Created when using framebuffer_get(). */
struct GPUFrameBuffer *framebuffer_ = NULL;
/** True if this texture is bound to at least one texture unit. */
/* TODO(fclem) How do we ensure thread safety here? */
bool is_bound_;
public:
GLTexture(const char *name);
~GLTexture();
void bind(int slot) override;
void update(void *data) override;
void update_sub(void *data, int offset[3], int size[3]) override;
void update_sub(
int mip, int offset[3], int extent[3], eGPUDataFormat format, const void *data) override;
void generate_mipmap(void) override;
void copy_to(Texture *tex) override;
void swizzle_set(char swizzle_mask[4]) override;
void clear(eGPUDataFormat format, const void *data) override;
void swizzle_set(const char swizzle_mask[4]) override;
void mip_range_set(int min, int max) override;
void *read(int mip, eGPUDataFormat format) override;
/* TODO(fclem) Legacy. Should be removed at some point. */
uint gl_bindcode_get(void) override;
uint gl_bindcode_get(void) const override;
protected:
bool init_internal(void) override;
bool init_internal(GPUVertBuf *vbo) override;
private:
void init(void);
void ensure_mipmaps(int miplvl);
GPUFrameBuffer *framebuffer_get(void);
MEM_CXX_CLASS_ALLOC_FUNCS("GLTexture")
};
static inline GLenum target_to_gl(eGPUTextureFlag target)
inline GLenum to_gl_internal_format(eGPUTextureFormat format)
{
switch (target & GPU_TEXTURE_TARGET) {
/* You can add any of the available type to this list
* For available types see GPU_texture.h */
switch (format) {
/* Formats texture & renderbuffer */
case GPU_RGBA8UI:
return GL_RGBA8UI;
case GPU_RGBA8I:
return GL_RGBA8I;
case GPU_RGBA8:
return GL_RGBA8;
case GPU_RGBA32UI:
return GL_RGBA32UI;
case GPU_RGBA32I:
return GL_RGBA32I;
case GPU_RGBA32F:
return GL_RGBA32F;
case GPU_RGBA16UI:
return GL_RGBA16UI;
case GPU_RGBA16I:
return GL_RGBA16I;
case GPU_RGBA16F:
return GL_RGBA16F;
case GPU_RGBA16:
return GL_RGBA16;
case GPU_RG8UI:
return GL_RG8UI;
case GPU_RG8I:
return GL_RG8I;
case GPU_RG8:
return GL_RG8;
case GPU_RG32UI:
return GL_RG32UI;
case GPU_RG32I:
return GL_RG32I;
case GPU_RG32F:
return GL_RG32F;
case GPU_RG16UI:
return GL_RG16UI;
case GPU_RG16I:
return GL_RG16I;
case GPU_RG16F:
return GL_RG16F;
case GPU_RG16:
return GL_RG16;
case GPU_R8UI:
return GL_R8UI;
case GPU_R8I:
return GL_R8I;
case GPU_R8:
return GL_R8;
case GPU_R32UI:
return GL_R32UI;
case GPU_R32I:
return GL_R32I;
case GPU_R32F:
return GL_R32F;
case GPU_R16UI:
return GL_R16UI;
case GPU_R16I:
return GL_R16I;
case GPU_R16F:
return GL_R16F;
case GPU_R16:
return GL_R16;
/* Special formats texture & renderbuffer */
case GPU_R11F_G11F_B10F:
return GL_R11F_G11F_B10F;
case GPU_DEPTH32F_STENCIL8:
return GL_DEPTH32F_STENCIL8;
case GPU_DEPTH24_STENCIL8:
return GL_DEPTH24_STENCIL8;
case GPU_SRGB8_A8:
return GL_SRGB8_ALPHA8;
/* Texture only format */
case GPU_RGB16F:
return GL_RGB16F;
/* Special formats texture only */
case GPU_SRGB8_A8_DXT1:
return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
case GPU_SRGB8_A8_DXT3:
return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;
case GPU_SRGB8_A8_DXT5:
return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;
case GPU_RGBA8_DXT1:
return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
case GPU_RGBA8_DXT3:
return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
case GPU_RGBA8_DXT5:
return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
/* Depth Formats */
case GPU_DEPTH_COMPONENT32F:
return GL_DEPTH_COMPONENT32F;
case GPU_DEPTH_COMPONENT24:
return GL_DEPTH_COMPONENT24;
case GPU_DEPTH_COMPONENT16:
return GL_DEPTH_COMPONENT16;
default:
BLI_assert(!"Texture format incorrect or unsupported\n");
return 0;
}
}
inline GLenum to_gl_target(eGPUTextureType type)
{
switch (type) {
case GPU_TEXTURE_1D:
return GL_TEXTURE_1D;
case GPU_TEXTURE_1D | GPU_TEXTURE_ARRAY:
case GPU_TEXTURE_1D_ARRAY:
return GL_TEXTURE_1D_ARRAY;
case GPU_TEXTURE_2D:
return GL_TEXTURE_2D;
case GPU_TEXTURE_2D | GPU_TEXTURE_ARRAY:
case GPU_TEXTURE_2D_ARRAY:
return GL_TEXTURE_2D_ARRAY;
case GPU_TEXTURE_3D:
return GL_TEXTURE_3D;
case GPU_TEXTURE_CUBE:
return GL_TEXTURE_CUBE_MAP;
case GPU_TEXTURE_CUBE | GPU_TEXTURE_ARRAY:
case GPU_TEXTURE_CUBE_ARRAY:
return GL_TEXTURE_CUBE_MAP_ARRAY_ARB;
case GPU_TEXTURE_BUFFER:
return GL_TEXTURE_BUFFER;
default:
BLI_assert(0);
return GPU_TEXTURE_1D;
return GL_TEXTURE_1D;
}
}
static inline GLenum swizzle_to_gl(const char swizzle)
inline GLenum swizzle_to_gl(const char swizzle)
{
switch (swizzle) {
default:
@@ -131,7 +248,7 @@ static inline GLenum swizzle_to_gl(const char swizzle)
}
}
static inline GLenum to_gl(eGPUDataFormat format)
inline GLenum to_gl(eGPUDataFormat format)
{
switch (format) {
case GPU_DATA_FLOAT:
@@ -152,8 +269,67 @@ static inline GLenum to_gl(eGPUDataFormat format)
}
}
/* Definitely not complete, edit according to the gl specification. */
inline GLenum to_gl_data_format(eGPUTextureFormat format)
{
/* You can add any of the available type to this list
* For available types see GPU_texture.h */
switch (format) {
case GPU_R8I:
case GPU_R8UI:
case GPU_R16I:
case GPU_R16UI:
case GPU_R32I:
case GPU_R32UI:
return GL_RED_INTEGER;
case GPU_RG8I:
case GPU_RG8UI:
case GPU_RG16I:
case GPU_RG16UI:
case GPU_RG32I:
case GPU_RG32UI:
return GL_RG_INTEGER;
case GPU_RGBA8I:
case GPU_RGBA8UI:
case GPU_RGBA16I:
case GPU_RGBA16UI:
case GPU_RGBA32I:
case GPU_RGBA32UI:
return GL_RGBA_INTEGER;
case GPU_R8:
case GPU_R16:
case GPU_R16F:
case GPU_R32F:
return GL_RED;
case GPU_RG8:
case GPU_RG16:
case GPU_RG16F:
case GPU_RG32F:
return GL_RG;
case GPU_R11F_G11F_B10F:
case GPU_RGB16F:
return GL_RGB;
case GPU_RGBA8:
case GPU_SRGB8_A8:
case GPU_RGBA16:
case GPU_RGBA16F:
case GPU_RGBA32F:
return GL_RGBA;
case GPU_DEPTH24_STENCIL8:
case GPU_DEPTH32F_STENCIL8:
return GL_DEPTH_STENCIL;
case GPU_DEPTH_COMPONENT16:
case GPU_DEPTH_COMPONENT24:
case GPU_DEPTH_COMPONENT32F:
return GL_DEPTH_COMPONENT;
default:
BLI_assert(!"Texture format incorrect or unsupported\n");
return 0;
}
}
/* Assume Unorm / Float target. Used with glReadPixels. */
static inline GLenum channel_len_to_gl(int channel_len)
inline GLenum channel_len_to_gl(int channel_len)
{
switch (channel_len) {
case 1: