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

@@ -44,6 +44,7 @@ typedef struct GPUTexture GPUTexture;
* - All states are created at startup to avoid runtime costs.
*/
typedef enum eGPUSamplerState {
GPU_SAMPLER_DEFAULT = 0,
GPU_SAMPLER_FILTER = (1 << 0),
GPU_SAMPLER_MIPMAP = (1 << 1),
GPU_SAMPLER_REPEAT_S = (1 << 2),
@@ -52,8 +53,11 @@ typedef enum eGPUSamplerState {
GPU_SAMPLER_CLAMP_BORDER = (1 << 5), /* Clamp to border color instead of border texel. */
GPU_SAMPLER_COMPARE = (1 << 6),
GPU_SAMPLER_ANISO = (1 << 7),
GPU_SAMPLER_ICON = (1 << 8),
GPU_SAMPLER_REPEAT = (GPU_SAMPLER_REPEAT_S | GPU_SAMPLER_REPEAT_T | GPU_SAMPLER_REPEAT_R),
/* Don't use that. */
GPU_SAMPLER_MAX = (1 << 8),
GPU_SAMPLER_MAX = (GPU_SAMPLER_ICON + 1),
} eGPUSamplerState;
ENUM_OPERATORS(eGPUSamplerState)
@@ -209,12 +213,6 @@ GPUTexture *GPU_texture_create_1d_array(
int w, int h, eGPUTextureFormat tex_format, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_2d(
int w, int h, eGPUTextureFormat tex_format, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_2d_multisample(int w,
int h,
eGPUTextureFormat tex_format,
const float *pixels,
int samples,
char err_out[256]);
GPUTexture *GPU_texture_create_2d_array(
int w, int h, int d, eGPUTextureFormat tex_format, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_3d(
@@ -227,7 +225,6 @@ GPUTexture *GPU_texture_create_cube_array(
int w, int d, eGPUTextureFormat tex_format, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_from_vertbuf(struct GPUVertBuf *vert);
GPUTexture *GPU_texture_create_buffer(eGPUTextureFormat tex_format, const uint buffer);
GPUTexture *GPU_texture_create_compressed(
int w, int h, int miplen, eGPUTextureFormat format, const void *data);
@@ -286,7 +283,6 @@ int GPU_texture_height(const GPUTexture *tex);
int GPU_texture_orig_width(const GPUTexture *tex);
int GPU_texture_orig_height(const GPUTexture *tex);
void GPU_texture_orig_size_set(GPUTexture *tex, int w, int h);
int GPU_texture_layers(const GPUTexture *tex);
eGPUTextureFormat GPU_texture_format(const GPUTexture *tex);
int GPU_texture_samples(const GPUTexture *tex);
bool GPU_texture_array(const GPUTexture *tex);

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@@ -26,6 +26,8 @@
#include "GPU_state.h"
#include "gpu_texture_private.hh"
#include <cstring>
namespace blender {
@@ -160,6 +162,10 @@ class GPUStateManager {
virtual ~GPUStateManager(){};
virtual void apply_state(void) = 0;
virtual void texture_bind(Texture *tex, eGPUSamplerState sampler, int unit) = 0;
virtual void texture_unbind(Texture *tex) = 0;
virtual void texture_unbind_all(void) = 0;
};
} // namespace gpu

File diff suppressed because it is too large Load Diff

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@@ -30,28 +30,32 @@
namespace blender {
namespace gpu {
typedef enum eGPUTextureFlag {
GPU_TEXFORMAT_DEPTH = (1 << 0),
GPU_TEXFORMAT_STENCIL = (1 << 1),
GPU_TEXFORMAT_INTEGER = (1 << 2),
GPU_TEXFORMAT_FLOAT = (1 << 3),
typedef enum eGPUTextureFormatFlag {
GPU_FORMAT_DEPTH = (1 << 0),
GPU_FORMAT_STENCIL = (1 << 1),
GPU_FORMAT_INTEGER = (1 << 2),
GPU_FORMAT_FLOAT = (1 << 3),
GPU_FORMAT_COMPRESSED = (1 << 4),
GPU_TEXTURE_1D = (1 << 10),
GPU_TEXTURE_2D = (1 << 11),
GPU_TEXTURE_3D = (1 << 12),
GPU_TEXTURE_CUBE = (1 << 13),
GPU_TEXTURE_ARRAY = (1 << 14),
GPU_TEXTURE_BUFFER = (1 << 15),
GPU_FORMAT_DEPTH_STENCIL = (GPU_FORMAT_DEPTH | GPU_FORMAT_STENCIL),
} eGPUTextureFormatFlag;
ENUM_OPERATORS(eGPUTextureFormatFlag)
typedef enum eGPUTextureType {
GPU_TEXTURE_1D = (1 << 0),
GPU_TEXTURE_2D = (1 << 1),
GPU_TEXTURE_3D = (1 << 2),
GPU_TEXTURE_CUBE = (1 << 3),
GPU_TEXTURE_ARRAY = (1 << 4),
GPU_TEXTURE_BUFFER = (1 << 5),
GPU_TEXTURE_1D_ARRAY = (GPU_TEXTURE_1D | GPU_TEXTURE_ARRAY),
GPU_TEXTURE_2D_ARRAY = (GPU_TEXTURE_2D | GPU_TEXTURE_ARRAY),
GPU_TEXTURE_CUBE_ARRAY = (GPU_TEXTURE_CUBE | GPU_TEXTURE_ARRAY),
} eGPUTextureType;
GPU_TEXTURE_TARGET = (GPU_TEXTURE_1D | GPU_TEXTURE_2D | GPU_TEXTURE_3D | GPU_TEXTURE_CUBE |
GPU_TEXTURE_ARRAY),
} eGPUTextureFlag;
ENUM_OPERATORS(eGPUTextureFlag)
ENUM_OPERATORS(eGPUTextureType)
#ifdef DEBUG
# define DEBUG_NAME_LEN 64
@@ -60,23 +64,14 @@ ENUM_OPERATORS(eGPUTextureFlag)
#endif
/* Maximum number of FBOs a texture can be attached to. */
#define GPU_TEX_MAX_FBO_ATTACHED 12
#define GPU_TEX_MAX_FBO_ATTACHED 13
class Texture {
public:
/** Width & Height & Depth. */
int w = 0, h = 0, d = 0;
/** Number of color/alpha channels. */
int components = 0;
/** Internal data format and it's characteristics. */
eGPUTextureFormat format;
eGPUTextureFlag flag;
/** Internal Sampler state. */
eGPUSamplerState sampler_state;
/** Number of mipmaps this texture has. */
int mipmaps = 0;
eGPUSamplerState sampler_state = GPU_SAMPLER_DEFAULT;
/** Reference counter. */
int refcount = 0;
int refcount = 1;
/** Width & Height (of source data), optional. */
int src_w = 0, src_h = 0;
/** Framebuffer references to update on deletion. */
@@ -84,6 +79,20 @@ class Texture {
FrameBuffer *fb[GPU_TEX_MAX_FBO_ATTACHED];
protected:
/* ---- Texture format (immutable after init). ---- */
/** Width & Height & Depth. For cubemap arrays, d is number of facelayers. */
int w_, h_, d_;
/** Internal data format. */
eGPUTextureFormat format_;
/** Format caracteristics. */
eGPUTextureFormatFlag format_flag_;
/** Texture type. */
eGPUTextureType type_;
/** Number of mipmaps this texture has (Max miplvl). */
/* TODO(fclem) Should become immutable and the need for mipmaps should be specified upfront. */
int mipmaps_ = -1;
/** For debugging */
char name_[DEBUG_NAME_LEN];
@@ -91,22 +100,110 @@ class Texture {
Texture(const char *name);
virtual ~Texture();
virtual void bind(int slot) = 0;
virtual void update(void *data) = 0;
virtual void update_sub(void *data, int offset[3], int size[3]) = 0;
/* Return true on success. */
bool init_1D(int w, int layers, eGPUTextureFormat format);
bool init_2D(int w, int h, int layers, eGPUTextureFormat format);
bool init_3D(int w, int h, int d, eGPUTextureFormat format);
bool init_cubemap(int w, int layers, eGPUTextureFormat format);
bool init_buffer(GPUVertBuf *vbo, eGPUTextureFormat format);
virtual void generate_mipmap(void) = 0;
virtual void copy_to(Texture *tex) = 0;
virtual void swizzle_set(char swizzle_mask[4]) = 0;
/* TODO(fclem) Legacy. Should be removed at some point. */
virtual uint gl_bindcode_get(void) = 0;
virtual void clear(eGPUDataFormat format, const void *data) = 0;
virtual void swizzle_set(const char swizzle_mask[4]) = 0;
virtual void mip_range_set(int min, int max) = 0;
virtual void *read(int mip, eGPUDataFormat format) = 0;
void attach_to(FrameBuffer *fb);
void update(eGPUDataFormat format, const void *data);
void update_mip(int mip, eGPUDataFormat format, const void *data);
virtual void update_sub(
int mip, int offset[3], int extent[3], eGPUDataFormat format, const void *data) = 0;
/* TODO(fclem) Legacy. Should be removed at some point. */
virtual uint gl_bindcode_get(void) const = 0;
int width_get(void) const
{
return w_;
}
int height_get(void) const
{
return h_;
}
int depth_get(void) const
{
return d_;
}
void mip_size_get(int mip, int r_size[3]) const
{
/* TODO assert if lvl is below the limit of 1px in each dimension. */
int div = 1 << mip;
r_size[0] = max_ii(1, w_ / div);
if (type_ == GPU_TEXTURE_1D_ARRAY) {
r_size[1] = h_;
}
else if (h_ > 0) {
r_size[1] = max_ii(1, h_ / div);
}
if (type_ & (GPU_TEXTURE_ARRAY | GPU_TEXTURE_CUBE)) {
r_size[2] = d_;
}
else if (d_ > 0) {
r_size[2] = max_ii(1, d_ / div);
}
}
int mip_width_get(int mip) const
{
return max_ii(1, w_ / (1 << mip));
}
int mip_height_get(int mip) const
{
return (type_ == GPU_TEXTURE_1D_ARRAY) ? h_ : max_ii(1, h_ / (1 << mip));
}
int mip_depth_get(int mip) const
{
return (type_ & (GPU_TEXTURE_ARRAY | GPU_TEXTURE_CUBE)) ? d_ : max_ii(1, d_ / (1 << mip));
}
/* Return number of dimension taking the array type into account. */
int dimensions_count(void) const
{
const int array = (type_ & GPU_TEXTURE_ARRAY) ? 1 : 0;
switch (type_ & ~GPU_TEXTURE_ARRAY) {
case GPU_TEXTURE_BUFFER:
return 1;
case GPU_TEXTURE_1D:
return 1 + array;
case GPU_TEXTURE_2D:
return 2 + array;
case GPU_TEXTURE_CUBE:
case GPU_TEXTURE_3D:
default:
return 3;
}
}
eGPUTextureFormat format_get(void) const
{
return format_;
}
eGPUTextureFormatFlag format_flag_get(void) const
{
return format_flag_;
}
eGPUTextureType type_get(void) const
{
return type_;
}
GPUAttachmentType attachment_type(int slot) const
{
switch (format) {
switch (format_) {
case GPU_DEPTH_COMPONENT32F:
case GPU_DEPTH_COMPONENT24:
case GPU_DEPTH_COMPONENT16:
@@ -120,9 +217,233 @@ class Texture {
return GPU_FB_COLOR_ATTACHMENT0 + slot;
}
}
protected:
virtual bool init_internal(void) = 0;
virtual bool init_internal(GPUVertBuf *vbo) = 0;
};
#undef DEBUG_NAME_LEN
inline size_t to_bytesize(eGPUTextureFormat format)
{
switch (format) {
case GPU_RGBA32F:
return 32;
case GPU_RG32F:
case GPU_RGBA16F:
case GPU_RGBA16:
return 16;
case GPU_RGB16F:
return 12;
case GPU_DEPTH32F_STENCIL8: /* 32-bit depth, 8 bits stencil, and 24 unused bits. */
return 8;
case GPU_RG16F:
case GPU_RG16I:
case GPU_RG16UI:
case GPU_RG16:
case GPU_DEPTH24_STENCIL8:
case GPU_DEPTH_COMPONENT32F:
case GPU_RGBA8UI:
case GPU_RGBA8:
case GPU_SRGB8_A8:
case GPU_R11F_G11F_B10F:
case GPU_R32F:
case GPU_R32UI:
case GPU_R32I:
return 4;
case GPU_DEPTH_COMPONENT24:
return 3;
case GPU_DEPTH_COMPONENT16:
case GPU_R16F:
case GPU_R16UI:
case GPU_R16I:
case GPU_RG8:
case GPU_R16:
return 2;
case GPU_R8:
case GPU_R8UI:
return 1;
case GPU_SRGB8_A8_DXT1:
case GPU_SRGB8_A8_DXT3:
case GPU_SRGB8_A8_DXT5:
case GPU_RGBA8_DXT1:
case GPU_RGBA8_DXT3:
case GPU_RGBA8_DXT5:
return 1; /* Incorrect but actual size is fractional. */
default:
BLI_assert(!"Texture format incorrect or unsupported\n");
return 0;
}
}
inline size_t to_block_size(eGPUTextureFormat data_type)
{
switch (data_type) {
case GPU_SRGB8_A8_DXT1:
case GPU_RGBA8_DXT1:
return 8;
case GPU_SRGB8_A8_DXT3:
case GPU_SRGB8_A8_DXT5:
case GPU_RGBA8_DXT3:
case GPU_RGBA8_DXT5:
return 16;
default:
BLI_assert(!"Texture format is not a compressed format\n");
return 0;
}
}
inline eGPUTextureFormatFlag to_format_flag(eGPUTextureFormat format)
{
switch (format) {
case GPU_DEPTH_COMPONENT24:
case GPU_DEPTH_COMPONENT16:
case GPU_DEPTH_COMPONENT32F:
return GPU_FORMAT_DEPTH;
case GPU_DEPTH24_STENCIL8:
case GPU_DEPTH32F_STENCIL8:
return GPU_FORMAT_DEPTH_STENCIL;
case GPU_R8UI:
case GPU_RG16I:
case GPU_R16I:
case GPU_RG16UI:
case GPU_R16UI:
case GPU_R32UI:
return GPU_FORMAT_INTEGER;
case GPU_SRGB8_A8_DXT1:
case GPU_SRGB8_A8_DXT3:
case GPU_SRGB8_A8_DXT5:
case GPU_RGBA8_DXT1:
case GPU_RGBA8_DXT3:
case GPU_RGBA8_DXT5:
return GPU_FORMAT_COMPRESSED;
default:
return GPU_FORMAT_FLOAT;
}
}
inline int to_component_len(eGPUTextureFormat format)
{
switch (format) {
case GPU_RGBA8:
case GPU_RGBA8UI:
case GPU_RGBA16F:
case GPU_RGBA16:
case GPU_RGBA32F:
case GPU_SRGB8_A8:
return 4;
case GPU_RGB16F:
case GPU_R11F_G11F_B10F:
return 3;
case GPU_RG8:
case GPU_RG16:
case GPU_RG16F:
case GPU_RG16I:
case GPU_RG16UI:
case GPU_RG32F:
return 2;
default:
return 1;
}
}
inline size_t to_bytesize(eGPUTextureFormat tex_format, eGPUDataFormat data_format)
{
switch (data_format) {
case GPU_DATA_UNSIGNED_BYTE:
return 1 * to_component_len(tex_format);
case GPU_DATA_FLOAT:
case GPU_DATA_INT:
case GPU_DATA_UNSIGNED_INT:
return 4 * to_component_len(tex_format);
case GPU_DATA_UNSIGNED_INT_24_8:
case GPU_DATA_10_11_11_REV:
return 4;
default:
BLI_assert(!"Data format incorrect or unsupported\n");
return 0;
}
}
/* Definitely not complete, edit according to the gl specification. */
inline bool validate_data_format(eGPUTextureFormat tex_format, eGPUDataFormat data_format)
{
switch (tex_format) {
case GPU_DEPTH_COMPONENT24:
case GPU_DEPTH_COMPONENT16:
case GPU_DEPTH_COMPONENT32F:
return data_format == GPU_DATA_FLOAT;
case GPU_DEPTH24_STENCIL8:
case GPU_DEPTH32F_STENCIL8:
return data_format == GPU_DATA_UNSIGNED_INT_24_8;
case GPU_R8UI:
case GPU_R16UI:
case GPU_RG16UI:
case GPU_R32UI:
return data_format == GPU_DATA_UNSIGNED_INT;
case GPU_RG16I:
case GPU_R16I:
return data_format == GPU_DATA_INT;
case GPU_R8:
case GPU_RG8:
case GPU_RGBA8:
case GPU_RGBA8UI:
case GPU_SRGB8_A8:
return ELEM(data_format, GPU_DATA_UNSIGNED_BYTE, GPU_DATA_FLOAT);
case GPU_R11F_G11F_B10F:
return ELEM(data_format, GPU_DATA_10_11_11_REV, GPU_DATA_FLOAT);
default:
return data_format == GPU_DATA_FLOAT;
}
}
/* Definitely not complete, edit according to the gl specification. */
inline eGPUDataFormat to_data_format(eGPUTextureFormat tex_format)
{
switch (tex_format) {
case GPU_DEPTH_COMPONENT24:
case GPU_DEPTH_COMPONENT16:
case GPU_DEPTH_COMPONENT32F:
return GPU_DATA_FLOAT;
case GPU_DEPTH24_STENCIL8:
case GPU_DEPTH32F_STENCIL8:
return GPU_DATA_UNSIGNED_INT_24_8;
case GPU_R8UI:
case GPU_R16UI:
case GPU_RG16UI:
case GPU_R32UI:
return GPU_DATA_UNSIGNED_INT;
case GPU_RG16I:
case GPU_R16I:
return GPU_DATA_INT;
case GPU_R8:
case GPU_RG8:
case GPU_RGBA8:
case GPU_RGBA8UI:
case GPU_SRGB8_A8:
return GPU_DATA_UNSIGNED_BYTE;
case GPU_R11F_G11F_B10F:
return GPU_DATA_10_11_11_REV;
default:
return GPU_DATA_FLOAT;
}
}
inline eGPUFrameBufferBits to_framebuffer_bits(eGPUTextureFormat tex_format)
{
switch (tex_format) {
case GPU_DEPTH_COMPONENT24:
case GPU_DEPTH_COMPONENT16:
case GPU_DEPTH_COMPONENT32F:
return GPU_DEPTH_BIT;
case GPU_DEPTH24_STENCIL8:
case GPU_DEPTH32F_STENCIL8:
return GPU_DEPTH_BIT | GPU_STENCIL_BIT;
default:
return GPU_COLOR_BIT;
}
}
} // namespace gpu
} // namespace blender

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@@ -30,6 +30,8 @@
#include "BLI_set.hh"
#include "BLI_vector.hh"
#include "gl_state.hh"
#include "glew-mx.h"
#include <mutex>
@@ -83,6 +85,12 @@ class GLContext : public GPUContext {
void activate(void) override;
void deactivate(void) override;
static inline GLStateManager *state_manager_active_get()
{
GLContext *ctx = static_cast<GLContext *>(GPU_context_active_get());
return static_cast<GLStateManager *>(ctx->state_manager);
};
/* TODO(fclem) these needs to become private. */
public:
void orphans_add(Vector<GLuint> &orphan_list, std::mutex &list_mutex, GLuint id);

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@@ -202,6 +202,11 @@ void check_gl_resources(const char *info)
}
}
void raise_gl_error(const char *msg)
{
debug_callback(0, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, 0, msg, NULL);
}
/** \} */
} // namespace blender::gpu::debug

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@@ -37,6 +37,7 @@ namespace debug {
# define GL_CHECK_RESOURCES(info)
#endif
void raise_gl_error(const char *info);
void check_gl_error(const char *info);
void check_gl_resources(const char *info);
void init_gl_callbacks(void);

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@@ -28,9 +28,11 @@
#include "gl_context.hh"
#include "gl_framebuffer.hh"
#include "gl_texture.hh"
#include "gl_state.hh"
using namespace blender::gpu;
namespace blender::gpu {
/* -------------------------------------------------------------------- */
/** \name GLStateManager
@@ -69,6 +71,7 @@ void GLStateManager::apply_state(void)
{
this->set_state(this->state);
this->set_mutable_state(this->mutable_state);
this->texture_bind_apply();
active_fb->apply_state();
};
@@ -419,3 +422,85 @@ void GLStateManager::set_blend(const eGPUBlend value)
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Texture state managment
* \{ */
void GLStateManager::texture_bind(Texture *tex_, eGPUSamplerState sampler, int unit)
{
BLI_assert(unit < GPU_max_textures());
GLTexture *tex = static_cast<GLTexture *>(tex_);
targets_[unit] = tex->target_;
textures_[unit] = tex->tex_id_;
samplers_[unit] = sampler;
tex->is_bound_ = true;
dirty_texture_binds_ |= 1 << unit;
}
/* Bind the texture to slot 0 for editing purpose. Used by legacy pipeline. */
void GLStateManager::texture_bind_temp(GLTexture *tex)
{
// BLI_assert(!GLEW_ARB_direct_state_access);
glActiveTexture(GL_TEXTURE0);
glBindTexture(tex->target_, tex->tex_id_);
/* Will reset the first texture that was originaly bound to slot 0 back before drawing. */
dirty_texture_binds_ |= 1;
/* NOTE: This might leave this texture attached to this target even after update.
* In practice it is not causing problems as we have incorrect binding detection
* at higher level. */
}
void GLStateManager::texture_unbind(Texture *tex_)
{
GLTexture *tex = static_cast<GLTexture *>(tex_);
if (!tex->is_bound_) {
return;
}
GLuint tex_id = tex->tex_id_;
for (int i = 0; i < ARRAY_SIZE(textures_); i++) {
if (textures_[i] == tex_id) {
textures_[i] = 0;
dirty_texture_binds_ |= 1 << i;
}
}
tex->is_bound_ = false;
}
void GLStateManager::texture_unbind_all(void)
{
for (int i = 0; i < ARRAY_SIZE(textures_); i++) {
if (textures_[i] != 0) {
textures_[i] = 0;
dirty_texture_binds_ |= 1 << i;
}
}
this->texture_bind_apply();
}
void GLStateManager::texture_bind_apply(void)
{
if (dirty_texture_binds_ == 0) {
return;
}
if (false) {
/* TODO multibind */
}
else {
uint64_t dirty_bind = dirty_texture_binds_;
for (int unit = 0; dirty_bind != 0; dirty_bind >>= 1, unit++) {
if (dirty_bind & 1) {
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(targets_[unit], textures_[unit]);
// glBindSampler(unit, samplers_[unit]);
}
}
dirty_texture_binds_ = 0;
}
}
/** \} */
} // namespace blender::gpu

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@@ -20,6 +20,8 @@
* \ingroup gpu
*/
#pragma once
#include "MEM_guardedalloc.h"
#include "BLI_utildefines.h"
@@ -32,6 +34,7 @@ namespace blender {
namespace gpu {
class GLFrameBuffer;
class GLTexture;
/**
* State manager keeping track of the draw state and applying it before drawing.
@@ -49,11 +52,28 @@ class GLStateManager : public GPUStateManager {
/** Limits. */
float line_width_range_[2];
/** Texture state:
* We keep the full stack of textures and sampler bounds to use multi bind, and to be able to
* edit and restore texture binds on the fly without querying the context.
* Also this allows us to keep track of textures bounds to many texture units.
* Keep the targets to know what target to set to 0 for unbinding (legacy).
* Init first target to GL_TEXTURE_2D for texture_bind_temp to work.
*/
GLuint targets_[64] = {GL_TEXTURE_2D};
GLuint textures_[64] = {0};
GLuint samplers_[64] = {0};
uint64_t dirty_texture_binds_ = 0;
public:
GLStateManager();
void apply_state(void) override;
void texture_bind(Texture *tex, eGPUSamplerState sampler, int unit) override;
void texture_bind_temp(GLTexture *tex);
void texture_unbind(Texture *tex) override;
void texture_unbind_all(void) override;
private:
static void set_write_mask(const eGPUWriteMask value);
static void set_depth_test(const eGPUDepthTest value);
@@ -70,6 +90,8 @@ class GLStateManager : public GPUStateManager {
void set_state(const GPUState &state);
void set_mutable_state(const GPUStateMutable &state);
void texture_bind_apply(void);
MEM_CXX_CLASS_ALLOC_FUNCS("GLStateManager")
};

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@@ -23,7 +23,12 @@
#include "BKE_global.h"
#include "GPU_extensions.h"
#include "GPU_framebuffer.h"
#include "gl_backend.hh"
#include "gl_debug.hh"
#include "gl_state.hh"
#include "gl_texture.hh"
@@ -38,23 +43,153 @@ GLTexture::GLTexture(const char *name) : Texture(name)
BLI_assert(GPU_context_active_get() != NULL);
glGenTextures(1, &tex_id_);
#ifndef __APPLE__
if ((G.debug & G_DEBUG_GPU) && (GLEW_VERSION_4_3 || GLEW_KHR_debug)) {
char sh_name[64];
SNPRINTF(sh_name, "Texture-%s", name);
glObjectLabel(GL_TEXTURE, tex_id_, -1, sh_name);
}
#endif
}
GLTexture::~GLTexture()
{
if (framebuffer_) {
GPU_framebuffer_free(framebuffer_);
}
GPUContext *ctx = GPU_context_active_get();
if (ctx != NULL && is_bound_) {
/* This avoid errors when the texture is still inside the bound texture array. */
ctx->state_manager->texture_unbind(this);
}
GLBackend::get()->tex_free(tex_id_);
}
void GLTexture::init(void)
/* Return true on success. */
bool GLTexture::init_internal(void)
{
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) && !GPU_arb_texture_cube_map_array_is_supported()) {
debug::raise_gl_error("Attempt to create a cubemap array without hardware support!");
return false;
}
target_ = to_gl_target(type_);
/* TODO(fclem) Proxy check. */
this->ensure_mipmaps(0);
/* Avoid issue with incomplete textures. */
if (false) {
/* TODO(fclem) Direct State Access. */
}
else {
GLContext::state_manager_active_get()->texture_bind_temp(this);
glTexParameteri(target_, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
#ifndef __APPLE__
if ((G.debug & G_DEBUG_GPU) && (GLEW_VERSION_4_3 || GLEW_KHR_debug)) {
char sh_name[64];
SNPRINTF(sh_name, "Texture-%s", name_);
/* Binding before setting the label is needed on some drivers. */
glObjectLabel(GL_TEXTURE, tex_id_, -1, sh_name);
}
#endif
GL_CHECK_ERROR("Post-texture creation");
return true;
}
/* Return true on success. */
bool GLTexture::init_internal(GPUVertBuf *vbo)
{
target_ = to_gl_target(type_);
GLenum internal_format = to_gl_internal_format(format_);
if (false) {
/* TODO(fclem) Direct State Access. */
}
else {
GLContext::state_manager_active_get()->texture_bind_temp(this);
glTexBuffer(target_, internal_format, vbo->vbo_id);
}
#ifndef __APPLE__
if ((G.debug & G_DEBUG_GPU) && (GLEW_VERSION_4_3 || GLEW_KHR_debug)) {
char sh_name[64];
SNPRINTF(sh_name, "Texture-%s", name_);
/* Binding before setting the label is needed on some drivers. */
glObjectLabel(GL_TEXTURE, tex_id_, -1, sh_name);
}
#endif
GL_CHECK_ERROR("Post-texture buffer creation");
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, NULL);
}
}
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, NULL);
break;
case 2:
glCompressedTexImage2D(target_, mip, internal_format, w, h, 0, size, NULL);
break;
case 3:
glCompressedTexImage3D(target_, mip, internal_format, w, h, d, 0, size, NULL);
break;
}
}
else {
switch (dimensions) {
default:
case 1:
glTexImage1D(target_, mip, internal_format, w, 0, gl_format, gl_type, NULL);
break;
case 2:
glTexImage2D(target_, mip, internal_format, w, h, 0, gl_format, gl_type, NULL);
break;
case 3:
glTexImage3D(target_, mip, internal_format, w, h, d, 0, gl_format, gl_type, NULL);
break;
}
}
GL_CHECK_ERROR("Post-mipmap creation");
}
this->mip_range_set(0, mipmaps_);
}
/** \} */
@@ -63,34 +198,234 @@ void GLTexture::init(void)
/** \name Operations
* \{ */
void GLTexture::bind(int /*slot*/)
{
}
void GLTexture::update(void * /*data*/)
{
}
void GLTexture::update_sub(void * /*data*/, int /*offset*/[3], int /*size*/[3])
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 != NULL);
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);
GLContext::state_manager_active_get()->texture_bind_temp(this);
if (true && type_ == GPU_TEXTURE_CUBE) {
/* TODO(fclem) bypass if direct state access is available. */
/* Workaround when ARB_direct_state_access is not available. */
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;
}
}
GL_CHECK_ERROR("Post-update_sub");
}
/** 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(void)
{
this->ensure_mipmaps(9999);
/* 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
* GPU_framebuffer_recursive_downsample(). */
if (format_flag_ & GPU_FORMAT_DEPTH) {
return;
}
if (false) {
/* TODO(fclem) Direct State Access. */
}
else {
/* Downsample from mip 0 using implementation. */
GLContext::state_manager_active_get()->texture_bind_temp(this);
glGenerateMipmap(target_);
}
}
void GLTexture::copy_to(Texture * /*tex*/)
void GLTexture::clear(eGPUDataFormat data_format, const void *data)
{
BLI_assert(validate_data_format(format_, data_format));
if (GLEW_ARB_clear_texture && !(G.debug & G_DEBUG_GPU_FORCE_WORKAROUNDS)) {
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::swizzle_set(char /*swizzle_mask*/[4])
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 (GLEW_ARB_copy_image && !GPU_texture_copy_workaround()) {
/* Opengl 4.3 */
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 (false) {
/* TODO(fclem) Direct State Access. */
/* NOTE: DSA can read GL_TEXTURE_CUBE_MAP directly. */
}
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 (false) {
/* TODO(fclem) Direct State Access. */
}
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_);
if (false) {
/* TODO(fclem) Direct State Access. */
}
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(void)
{
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_;
}
/** \} */
/* TODO(fclem) Legacy. Should be removed at some point. */
uint GLTexture::gl_bindcode_get(void)
uint GLTexture::gl_bindcode_get(void) const
{
return tex_id_;
}

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: