In the case of the report a GL_PROXY_TEXTURE_2D_ARRAY of 2509x2509x1 failed to be allocated. This is a work around as the GL_PROXY_TEXTURE_* is not reliable. Reviewed By: brecht, fclem Maniphest Tasks: T63223 Differential Revision: https://developer.blender.org/D4651
		
			
				
	
	
		
			1634 lines
		
	
	
		
			47 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			1634 lines
		
	
	
		
			47 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
 | 
						|
 * 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.
 | 
						|
 */
 | 
						|
 | 
						|
/** \file
 | 
						|
 * \ingroup gpu
 | 
						|
 */
 | 
						|
 | 
						|
#include "MEM_guardedalloc.h"
 | 
						|
 | 
						|
#include "DNA_image_types.h"
 | 
						|
 | 
						|
#include "BLI_blenlib.h"
 | 
						|
#include "BLI_utildefines.h"
 | 
						|
#include "BLI_math_base.h"
 | 
						|
 | 
						|
#include "BKE_global.h"
 | 
						|
 | 
						|
#include "GPU_batch.h"
 | 
						|
#include "GPU_context.h"
 | 
						|
#include "GPU_debug.h"
 | 
						|
#include "GPU_draw.h"
 | 
						|
#include "GPU_extensions.h"
 | 
						|
#include "GPU_glew.h"
 | 
						|
#include "GPU_framebuffer.h"
 | 
						|
#include "GPU_texture.h"
 | 
						|
 | 
						|
#include "gpu_context_private.h"
 | 
						|
 | 
						|
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};
 | 
						|
 | 
						|
/* Maximum number of FBOs a texture can be attached to. */
 | 
						|
#define GPU_TEX_MAX_FBO_ATTACHED 10
 | 
						|
 | 
						|
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_1D        = (1 << 10),
 | 
						|
	GPU_FORMAT_2D        = (1 << 11),
 | 
						|
	GPU_FORMAT_3D        = (1 << 12),
 | 
						|
	GPU_FORMAT_CUBE      = (1 << 13),
 | 
						|
	GPU_FORMAT_ARRAY     = (1 << 14),
 | 
						|
} eGPUTextureFormatFlag;
 | 
						|
 | 
						|
/* GPUTexture */
 | 
						|
struct GPUTexture {
 | 
						|
	int w, h, d;        /* width/height/depth */
 | 
						|
	int number;         /* number for multitexture binding */
 | 
						|
	int refcount;       /* reference count */
 | 
						|
	GLenum target;      /* GL_TEXTURE_* */
 | 
						|
	GLenum target_base; /* same as target, (but no multisample)
 | 
						|
	                     * use it for unbinding */
 | 
						|
	GLuint bindcode;    /* opengl identifier for texture */
 | 
						|
 | 
						|
	eGPUTextureFormat format;
 | 
						|
	eGPUTextureFormatFlag format_flag;
 | 
						|
 | 
						|
	uint bytesize;      /* number of byte for one pixel */
 | 
						|
	int components;     /* number of color/alpha channels */
 | 
						|
	int samples;        /* number of samples for multisamples textures. 0 if not multisample target */
 | 
						|
 | 
						|
	int fb_attachment[GPU_TEX_MAX_FBO_ATTACHED];
 | 
						|
	GPUFrameBuffer *fb[GPU_TEX_MAX_FBO_ATTACHED];
 | 
						|
};
 | 
						|
 | 
						|
/* ------ Memory Management ------- */
 | 
						|
/* Records every texture allocation / free
 | 
						|
 * to estimate the Texture Pool Memory consumption */
 | 
						|
static uint memory_usage;
 | 
						|
 | 
						|
static uint gpu_texture_memory_footprint_compute(GPUTexture *tex)
 | 
						|
{
 | 
						|
	int samp = max_ii(tex->samples, 1);
 | 
						|
	switch (tex->target_base) {
 | 
						|
		case GL_TEXTURE_1D:
 | 
						|
			return tex->bytesize * tex->w * samp;
 | 
						|
		case GL_TEXTURE_1D_ARRAY:
 | 
						|
		case GL_TEXTURE_2D:
 | 
						|
			return tex->bytesize * tex->w * tex->h * samp;
 | 
						|
		case GL_TEXTURE_2D_ARRAY:
 | 
						|
		case GL_TEXTURE_3D:
 | 
						|
			return tex->bytesize * tex->w * tex->h * tex->d * samp;
 | 
						|
		case GL_TEXTURE_CUBE_MAP:
 | 
						|
			return tex->bytesize * 6 * tex->w * tex->h * samp;
 | 
						|
		case GL_TEXTURE_CUBE_MAP_ARRAY:
 | 
						|
			return tex->bytesize * 6 * tex->w * tex->h * tex->d * samp;
 | 
						|
		default:
 | 
						|
			return 0;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void gpu_texture_memory_footprint_add(GPUTexture *tex)
 | 
						|
{
 | 
						|
	memory_usage += gpu_texture_memory_footprint_compute(tex);
 | 
						|
}
 | 
						|
 | 
						|
static void gpu_texture_memory_footprint_remove(GPUTexture *tex)
 | 
						|
{
 | 
						|
	memory_usage -= gpu_texture_memory_footprint_compute(tex);
 | 
						|
}
 | 
						|
 | 
						|
uint GPU_texture_memory_usage_get(void)
 | 
						|
{
 | 
						|
	return memory_usage;
 | 
						|
}
 | 
						|
 | 
						|
/* -------------------------------- */
 | 
						|
 | 
						|
static const char *gl_enum_to_str(GLenum e)
 | 
						|
{
 | 
						|
#define ENUM_TO_STRING(e) [GL_##e] = STRINGIFY_ARG(e)
 | 
						|
	static const char *enum_strings[] = {
 | 
						|
		ENUM_TO_STRING(TEXTURE_CUBE_MAP),
 | 
						|
		ENUM_TO_STRING(TEXTURE_2D),
 | 
						|
		ENUM_TO_STRING(TEXTURE_2D_ARRAY),
 | 
						|
		ENUM_TO_STRING(TEXTURE_1D),
 | 
						|
		ENUM_TO_STRING(TEXTURE_1D_ARRAY),
 | 
						|
		ENUM_TO_STRING(TEXTURE_3D),
 | 
						|
		ENUM_TO_STRING(TEXTURE_2D_MULTISAMPLE),
 | 
						|
		ENUM_TO_STRING(RGBA32F),
 | 
						|
		ENUM_TO_STRING(RGBA16F),
 | 
						|
		ENUM_TO_STRING(RGBA16),
 | 
						|
		ENUM_TO_STRING(RG32F),
 | 
						|
		ENUM_TO_STRING(RGB16F),
 | 
						|
		ENUM_TO_STRING(RG16F),
 | 
						|
		ENUM_TO_STRING(RG16I),
 | 
						|
		ENUM_TO_STRING(RG16),
 | 
						|
		ENUM_TO_STRING(RGBA8),
 | 
						|
		ENUM_TO_STRING(RGBA8UI),
 | 
						|
		ENUM_TO_STRING(R32F),
 | 
						|
		ENUM_TO_STRING(R32UI),
 | 
						|
		ENUM_TO_STRING(R32I),
 | 
						|
		ENUM_TO_STRING(R16F),
 | 
						|
		ENUM_TO_STRING(R16I),
 | 
						|
		ENUM_TO_STRING(R16UI),
 | 
						|
		ENUM_TO_STRING(RG8),
 | 
						|
		ENUM_TO_STRING(RG16UI),
 | 
						|
		ENUM_TO_STRING(R16),
 | 
						|
		ENUM_TO_STRING(R8),
 | 
						|
		ENUM_TO_STRING(R8UI),
 | 
						|
		ENUM_TO_STRING(R11F_G11F_B10F),
 | 
						|
		ENUM_TO_STRING(DEPTH24_STENCIL8),
 | 
						|
		ENUM_TO_STRING(DEPTH32F_STENCIL8),
 | 
						|
		ENUM_TO_STRING(DEPTH_COMPONENT32F),
 | 
						|
		ENUM_TO_STRING(DEPTH_COMPONENT24),
 | 
						|
		ENUM_TO_STRING(DEPTH_COMPONENT16),
 | 
						|
	};
 | 
						|
#undef ENUM_TO_STRING
 | 
						|
 | 
						|
	return enum_strings[e];
 | 
						|
}
 | 
						|
 | 
						|
static int gpu_get_component_count(eGPUTextureFormat format)
 | 
						|
{
 | 
						|
	switch (format) {
 | 
						|
		case GPU_RGBA8:
 | 
						|
		case GPU_RGBA8UI:
 | 
						|
		case GPU_RGBA16F:
 | 
						|
		case GPU_RGBA16:
 | 
						|
		case GPU_RGBA32F:
 | 
						|
			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;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/* Definitely not complete, edit according to the gl specification. */
 | 
						|
static void gpu_validate_data_format(eGPUTextureFormat tex_format, eGPUDataFormat data_format)
 | 
						|
{
 | 
						|
	(void)data_format;
 | 
						|
 | 
						|
	if (ELEM(tex_format,
 | 
						|
	         GPU_DEPTH_COMPONENT24,
 | 
						|
	         GPU_DEPTH_COMPONENT16,
 | 
						|
	         GPU_DEPTH_COMPONENT32F))
 | 
						|
	{
 | 
						|
		BLI_assert(data_format == GPU_DATA_FLOAT);
 | 
						|
	}
 | 
						|
	else if (ELEM(tex_format,
 | 
						|
	              GPU_DEPTH24_STENCIL8,
 | 
						|
	              GPU_DEPTH32F_STENCIL8))
 | 
						|
	{
 | 
						|
		BLI_assert(data_format == GPU_DATA_UNSIGNED_INT_24_8);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		/* Integer formats */
 | 
						|
		if (ELEM(tex_format, GPU_RG16I, GPU_R16I, GPU_RG16UI, GPU_R16UI, GPU_R8UI, GPU_R32UI)) {
 | 
						|
			if (ELEM(tex_format, GPU_R8UI, GPU_R16UI, GPU_RG16UI, GPU_R32UI)) {
 | 
						|
				BLI_assert(data_format == GPU_DATA_UNSIGNED_INT);
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				BLI_assert(data_format == GPU_DATA_INT);
 | 
						|
			}
 | 
						|
		}
 | 
						|
		/* Byte formats */
 | 
						|
		else if (ELEM(tex_format, GPU_R8, GPU_RG8, GPU_RGBA8, GPU_RGBA8UI)) {
 | 
						|
			BLI_assert(ELEM(data_format, GPU_DATA_UNSIGNED_BYTE, GPU_DATA_FLOAT));
 | 
						|
		}
 | 
						|
		/* Special case */
 | 
						|
		else if (ELEM(tex_format, GPU_R11F_G11F_B10F)) {
 | 
						|
			BLI_assert(ELEM(data_format, GPU_DATA_10_11_11_REV, GPU_DATA_FLOAT));
 | 
						|
		}
 | 
						|
		/* Float formats */
 | 
						|
		else {
 | 
						|
			BLI_assert(ELEM(data_format, GPU_DATA_FLOAT));
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static eGPUDataFormat gpu_get_data_format_from_tex_format(eGPUTextureFormat tex_format)
 | 
						|
{
 | 
						|
	if (ELEM(tex_format,
 | 
						|
	         GPU_DEPTH_COMPONENT24,
 | 
						|
	         GPU_DEPTH_COMPONENT16,
 | 
						|
	         GPU_DEPTH_COMPONENT32F))
 | 
						|
	{
 | 
						|
		return GPU_DATA_FLOAT;
 | 
						|
	}
 | 
						|
	else if (ELEM(tex_format,
 | 
						|
	              GPU_DEPTH24_STENCIL8,
 | 
						|
	              GPU_DEPTH32F_STENCIL8))
 | 
						|
	{
 | 
						|
		return GPU_DATA_UNSIGNED_INT_24_8;
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		/* Integer formats */
 | 
						|
		if (ELEM(tex_format, GPU_RG16I, GPU_R16I, GPU_RG16UI, GPU_R8UI, GPU_R16UI, GPU_R32UI)) {
 | 
						|
			if (ELEM(tex_format, GPU_R8UI, GPU_R16UI, GPU_RG16UI, GPU_R32UI)) {
 | 
						|
				return GPU_DATA_UNSIGNED_INT;
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				return GPU_DATA_INT;
 | 
						|
			}
 | 
						|
		}
 | 
						|
		/* Byte formats */
 | 
						|
		else if (ELEM(tex_format, GPU_R8)) {
 | 
						|
			return GPU_DATA_UNSIGNED_BYTE;
 | 
						|
		}
 | 
						|
		/* Special case */
 | 
						|
		else if (ELEM(tex_format, GPU_R11F_G11F_B10F)) {
 | 
						|
			return GPU_DATA_10_11_11_REV;
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			return GPU_DATA_FLOAT;
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/* Definitely not complete, edit according to the gl specification. */
 | 
						|
static GLenum gpu_get_gl_dataformat(eGPUTextureFormat data_type, eGPUTextureFormatFlag *format_flag)
 | 
						|
{
 | 
						|
	if (ELEM(data_type,
 | 
						|
	         GPU_DEPTH_COMPONENT24,
 | 
						|
	         GPU_DEPTH_COMPONENT16,
 | 
						|
	         GPU_DEPTH_COMPONENT32F))
 | 
						|
	{
 | 
						|
		*format_flag |= GPU_FORMAT_DEPTH;
 | 
						|
		return GL_DEPTH_COMPONENT;
 | 
						|
	}
 | 
						|
	else if (ELEM(data_type,
 | 
						|
	              GPU_DEPTH24_STENCIL8,
 | 
						|
	              GPU_DEPTH32F_STENCIL8))
 | 
						|
	{
 | 
						|
		*format_flag |= GPU_FORMAT_DEPTH | GPU_FORMAT_STENCIL;
 | 
						|
		return GL_DEPTH_STENCIL;
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		/* Integer formats */
 | 
						|
		if (ELEM(data_type, GPU_R8UI, GPU_RG16I, GPU_R16I, GPU_RG16UI, GPU_R16UI, GPU_R32UI)) {
 | 
						|
			*format_flag |= GPU_FORMAT_INTEGER;
 | 
						|
 | 
						|
			switch (gpu_get_component_count(data_type)) {
 | 
						|
				case 1: return GL_RED_INTEGER; break;
 | 
						|
				case 2: return GL_RG_INTEGER; break;
 | 
						|
				case 3: return GL_RGB_INTEGER; break;
 | 
						|
				case 4: return GL_RGBA_INTEGER; break;
 | 
						|
			}
 | 
						|
		}
 | 
						|
		else if (ELEM(data_type, GPU_R8)) {
 | 
						|
			*format_flag |= GPU_FORMAT_FLOAT;
 | 
						|
			return GL_RED;
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			*format_flag |= GPU_FORMAT_FLOAT;
 | 
						|
 | 
						|
			switch (gpu_get_component_count(data_type)) {
 | 
						|
				case 1: return GL_RED; break;
 | 
						|
				case 2: return GL_RG; break;
 | 
						|
				case 3: return GL_RGB; break;
 | 
						|
				case 4: return GL_RGBA; break;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	BLI_assert(0);
 | 
						|
	*format_flag |= GPU_FORMAT_FLOAT;
 | 
						|
	return GL_RGBA;
 | 
						|
}
 | 
						|
 | 
						|
static uint gpu_get_bytesize(eGPUTextureFormat data_type)
 | 
						|
{
 | 
						|
	switch (data_type) {
 | 
						|
		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:
 | 
						|
			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_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;
 | 
						|
		default:
 | 
						|
			BLI_assert(!"Texture format incorrect or unsupported\n");
 | 
						|
			return 0;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static GLenum gpu_get_gl_internalformat(eGPUTextureFormat format)
 | 
						|
{
 | 
						|
	/* 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_RGBA32F: return GL_RGBA32F;
 | 
						|
		case GPU_RGBA16F: return GL_RGBA16F;
 | 
						|
		case GPU_RGBA16: return GL_RGBA16;
 | 
						|
		case GPU_RG32F: return GL_RG32F;
 | 
						|
		case GPU_RGB16F: return GL_RGB16F;
 | 
						|
		case GPU_RG16F: return GL_RG16F;
 | 
						|
		case GPU_RG16I: return GL_RG16I;
 | 
						|
		case GPU_RG16: return GL_RG16;
 | 
						|
		case GPU_RGBA8: return GL_RGBA8;
 | 
						|
		case GPU_RGBA8UI: return GL_RGBA8UI;
 | 
						|
		case GPU_R32F: return GL_R32F;
 | 
						|
		case GPU_R32UI: return GL_R32UI;
 | 
						|
		case GPU_R32I: return GL_R32I;
 | 
						|
		case GPU_R16F: return GL_R16F;
 | 
						|
		case GPU_R16I: return GL_R16I;
 | 
						|
		case GPU_R16UI: return GL_R16UI;
 | 
						|
		case GPU_RG8: return GL_RG8;
 | 
						|
		case GPU_RG16UI: return GL_RG16UI;
 | 
						|
		case GPU_R16: return GL_R16;
 | 
						|
		case GPU_R8: return GL_R8;
 | 
						|
		case GPU_R8UI: return GL_R8UI;
 | 
						|
		/* Special formats texture & renderbuffer */
 | 
						|
		case GPU_R11F_G11F_B10F: return GL_R11F_G11F_B10F;
 | 
						|
		case GPU_DEPTH24_STENCIL8: return GL_DEPTH24_STENCIL8;
 | 
						|
		case GPU_DEPTH32F_STENCIL8: return GL_DEPTH32F_STENCIL8;
 | 
						|
		/* Texture only format */
 | 
						|
		/* ** Add Format here */
 | 
						|
		/* Special formats texture only */
 | 
						|
		/* ** Add Format here */
 | 
						|
		/* 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;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static GLenum gpu_get_gl_datatype(eGPUDataFormat format)
 | 
						|
{
 | 
						|
	switch (format) {
 | 
						|
		case GPU_DATA_FLOAT:
 | 
						|
			return GL_FLOAT;
 | 
						|
		case GPU_DATA_INT:
 | 
						|
			return GL_INT;
 | 
						|
		case GPU_DATA_UNSIGNED_INT:
 | 
						|
			return GL_UNSIGNED_INT;
 | 
						|
		case GPU_DATA_UNSIGNED_BYTE:
 | 
						|
			return GL_UNSIGNED_BYTE;
 | 
						|
		case GPU_DATA_UNSIGNED_INT_24_8:
 | 
						|
			return GL_UNSIGNED_INT_24_8;
 | 
						|
		case GPU_DATA_10_11_11_REV:
 | 
						|
			return GL_UNSIGNED_INT_10F_11F_11F_REV;
 | 
						|
		default:
 | 
						|
			BLI_assert(!"Unhandled data format");
 | 
						|
			return GL_FLOAT;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static float *GPU_texture_rescale_3d(GPUTexture *tex, int w, int h, int d, int channels, const float *fpixels)
 | 
						|
{
 | 
						|
	const uint xf = w / tex->w, yf = h / tex->h, zf = d / tex->d;
 | 
						|
	float *nfpixels = MEM_mallocN(channels * sizeof(float) * tex->w * tex->h * tex->d, "GPUTexture Rescaled 3Dtex");
 | 
						|
 | 
						|
	if (nfpixels) {
 | 
						|
		GPU_print_error_debug("You need to scale a 3D texture, feel the pain!");
 | 
						|
 | 
						|
		for (uint k = 0; k < tex->d; k++) {
 | 
						|
			for (uint j = 0; j < tex->h; j++) {
 | 
						|
				for (uint i = 0; i < tex->w; i++) {
 | 
						|
					/* obviously doing nearest filtering here,
 | 
						|
					 * it's going to be slow in any case, let's not make it worse */
 | 
						|
					float xb = i * xf;
 | 
						|
					float yb = j * yf;
 | 
						|
					float zb = k * zf;
 | 
						|
					uint offset = k * (tex->w * tex->h) + i * tex->h + j;
 | 
						|
					uint offset_orig = (zb) * (w * h) + (xb) * h + (yb);
 | 
						|
 | 
						|
					if (channels == 4) {
 | 
						|
						nfpixels[offset * 4] = fpixels[offset_orig * 4];
 | 
						|
						nfpixels[offset * 4 + 1] = fpixels[offset_orig * 4 + 1];
 | 
						|
						nfpixels[offset * 4 + 2] = fpixels[offset_orig * 4 + 2];
 | 
						|
						nfpixels[offset * 4 + 3] = fpixels[offset_orig * 4 + 3];
 | 
						|
					}
 | 
						|
					else
 | 
						|
						nfpixels[offset] = fpixels[offset_orig];
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	return nfpixels;
 | 
						|
}
 | 
						|
 | 
						|
static bool gpu_texture_check_capacity(
 | 
						|
        GPUTexture *tex, GLenum proxy, GLenum internalformat,
 | 
						|
        GLenum data_format, GLenum data_type)
 | 
						|
{
 | 
						|
	if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_WIN, GPU_DRIVER_ANY)) {
 | 
						|
		/* Some AMD drivers have a faulty `GL_PROXY_TEXTURE_..` check.
 | 
						|
		 * (see T55888, T56185, T59351).
 | 
						|
		 * Checking with `GL_PROXY_TEXTURE_..` doesn't prevent `Out Of Memory` issue,
 | 
						|
		 * it just states that the OGL implementation can support the texture.
 | 
						|
		 * So manually check the maximum size and maximum number of layers. */
 | 
						|
		switch (proxy) {
 | 
						|
			case GL_PROXY_TEXTURE_2D_ARRAY:
 | 
						|
				if ((tex->d < 0) || (tex->d > GPU_max_texture_layers()))
 | 
						|
					return false;
 | 
						|
				break;
 | 
						|
 | 
						|
			case GL_PROXY_TEXTURE_1D_ARRAY:
 | 
						|
				if ((tex->h < 0) || (tex->h > GPU_max_texture_layers()))
 | 
						|
					return false;
 | 
						|
				break;
 | 
						|
		}
 | 
						|
 | 
						|
		switch (proxy) {
 | 
						|
			case GL_PROXY_TEXTURE_3D:
 | 
						|
				if ((tex->d < 0) || (tex->d > GPU_max_texture_size()))
 | 
						|
					return false;
 | 
						|
				ATTR_FALLTHROUGH;
 | 
						|
 | 
						|
			case GL_PROXY_TEXTURE_2D:
 | 
						|
			case GL_PROXY_TEXTURE_2D_ARRAY:
 | 
						|
				if ((tex->h < 0) || (tex->h > GPU_max_texture_size()))
 | 
						|
					return false;
 | 
						|
				ATTR_FALLTHROUGH;
 | 
						|
 | 
						|
			case GL_PROXY_TEXTURE_1D:
 | 
						|
			case GL_PROXY_TEXTURE_1D_ARRAY:
 | 
						|
				if ((tex->w < 0) || (tex->w > GPU_max_texture_size()))
 | 
						|
					return false;
 | 
						|
				ATTR_FALLTHROUGH;
 | 
						|
		}
 | 
						|
 | 
						|
		return true;
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		switch (proxy) {
 | 
						|
			case GL_PROXY_TEXTURE_1D:
 | 
						|
				glTexImage1D(proxy, 0, internalformat, tex->w, 0, data_format, data_type, NULL);
 | 
						|
				break;
 | 
						|
			case GL_PROXY_TEXTURE_1D_ARRAY:
 | 
						|
			case GL_PROXY_TEXTURE_2D:
 | 
						|
				glTexImage2D(proxy, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, NULL);
 | 
						|
				break;
 | 
						|
			case GL_PROXY_TEXTURE_2D_ARRAY:
 | 
						|
			case GL_PROXY_TEXTURE_3D:
 | 
						|
				glTexImage3D(proxy, 0, internalformat, tex->w, tex->h, tex->d, 0, data_format, data_type, NULL);
 | 
						|
				break;
 | 
						|
		}
 | 
						|
		int width = 0;
 | 
						|
		glGetTexLevelParameteriv(proxy, 0, GL_TEXTURE_WIDTH, &width);
 | 
						|
 | 
						|
		return (width > 0);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/* This tries to allocate video memory for a given texture
 | 
						|
 * If alloc fails, lower the resolution until it fits. */
 | 
						|
static bool gpu_texture_try_alloc(
 | 
						|
        GPUTexture *tex, GLenum proxy, GLenum internalformat, GLenum data_format, GLenum data_type,
 | 
						|
        int channels, bool try_rescale, const float *fpixels, float **rescaled_fpixels)
 | 
						|
{
 | 
						|
	bool ret;
 | 
						|
	ret = gpu_texture_check_capacity(tex, proxy, internalformat, data_format, data_type);
 | 
						|
 | 
						|
	if (!ret && try_rescale) {
 | 
						|
		BLI_assert(!ELEM(proxy, GL_PROXY_TEXTURE_1D_ARRAY, GL_PROXY_TEXTURE_2D_ARRAY)); // not implemented
 | 
						|
 | 
						|
		const int w = tex->w, h = tex->h, d = tex->d;
 | 
						|
 | 
						|
		/* Find largest texture possible */
 | 
						|
		do {
 | 
						|
			tex->w /= 2;
 | 
						|
			tex->h /= 2;
 | 
						|
			tex->d /= 2;
 | 
						|
 | 
						|
			/* really unlikely to happen but keep this just in case */
 | 
						|
			if (tex->w == 0) break;
 | 
						|
			if (tex->h == 0 && proxy != GL_PROXY_TEXTURE_1D) break;
 | 
						|
			if (tex->d == 0 && proxy == GL_PROXY_TEXTURE_3D) break;
 | 
						|
 | 
						|
			ret = gpu_texture_check_capacity(tex, proxy, internalformat, data_format, data_type);
 | 
						|
		} while (ret == false);
 | 
						|
 | 
						|
		/* Rescale */
 | 
						|
		if (ret) {
 | 
						|
			switch (proxy) {
 | 
						|
				case GL_PROXY_TEXTURE_1D:
 | 
						|
				case GL_PROXY_TEXTURE_2D:
 | 
						|
					/* Do nothing for now */
 | 
						|
					return false;
 | 
						|
				case GL_PROXY_TEXTURE_3D:
 | 
						|
					BLI_assert(data_type == GL_FLOAT);
 | 
						|
					*rescaled_fpixels = GPU_texture_rescale_3d(tex, w, h, d, channels, fpixels);
 | 
						|
					return (bool)*rescaled_fpixels;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	return ret;
 | 
						|
}
 | 
						|
 | 
						|
GPUTexture *GPU_texture_create_nD(
 | 
						|
        int w, int h, int d, int n, const void *pixels,
 | 
						|
        eGPUTextureFormat tex_format, eGPUDataFormat gpu_data_format, int samples,
 | 
						|
        const bool can_rescale, char err_out[256])
 | 
						|
{
 | 
						|
	if (samples) {
 | 
						|
		CLAMP_MAX(samples, GPU_max_color_texture_samples());
 | 
						|
	}
 | 
						|
 | 
						|
	if ((tex_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. */
 | 
						|
		tex_format = GPU_DEPTH32F_STENCIL8;
 | 
						|
	}
 | 
						|
 | 
						|
	GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
 | 
						|
	tex->w = w;
 | 
						|
	tex->h = h;
 | 
						|
	tex->d = d;
 | 
						|
	tex->samples = samples;
 | 
						|
	tex->number = -1;
 | 
						|
	tex->refcount = 1;
 | 
						|
	tex->format = tex_format;
 | 
						|
	tex->components = gpu_get_component_count(tex_format);
 | 
						|
	tex->bytesize = gpu_get_bytesize(tex_format);
 | 
						|
	tex->format_flag = 0;
 | 
						|
 | 
						|
	if (n == 2) {
 | 
						|
		if (d == 0)
 | 
						|
			tex->target_base = tex->target = GL_TEXTURE_2D;
 | 
						|
		else
 | 
						|
			tex->target_base = tex->target = GL_TEXTURE_2D_ARRAY;
 | 
						|
	}
 | 
						|
	else if (n == 1) {
 | 
						|
		if (h == 0)
 | 
						|
			tex->target_base = tex->target = GL_TEXTURE_1D;
 | 
						|
		else
 | 
						|
			tex->target_base = tex->target = GL_TEXTURE_1D_ARRAY;
 | 
						|
	}
 | 
						|
	else if (n == 3) {
 | 
						|
		tex->target_base = tex->target = GL_TEXTURE_3D;
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		/* should never happen */
 | 
						|
		MEM_freeN(tex);
 | 
						|
		return NULL;
 | 
						|
	}
 | 
						|
 | 
						|
	gpu_validate_data_format(tex_format, gpu_data_format);
 | 
						|
 | 
						|
	if (samples && n == 2 && d == 0)
 | 
						|
		tex->target = GL_TEXTURE_2D_MULTISAMPLE;
 | 
						|
 | 
						|
	GLenum internalformat = gpu_get_gl_internalformat(tex_format);
 | 
						|
	GLenum data_format = gpu_get_gl_dataformat(tex_format, &tex->format_flag);
 | 
						|
	GLenum data_type = gpu_get_gl_datatype(gpu_data_format);
 | 
						|
 | 
						|
	/* Generate Texture object */
 | 
						|
	tex->bindcode = GPU_tex_alloc();
 | 
						|
 | 
						|
	if (!tex->bindcode) {
 | 
						|
		if (err_out) {
 | 
						|
			BLI_strncpy(err_out, "GPUTexture: texture create failed\n", 256);
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			fprintf(stderr, "GPUTexture: texture create failed\n");
 | 
						|
		}
 | 
						|
		GPU_texture_free(tex);
 | 
						|
		return NULL;
 | 
						|
	}
 | 
						|
 | 
						|
	glBindTexture(tex->target, tex->bindcode);
 | 
						|
 | 
						|
	/* Check if texture fit in VRAM */
 | 
						|
	GLenum proxy = GL_PROXY_TEXTURE_2D;
 | 
						|
 | 
						|
	if (n == 2) {
 | 
						|
		if (d > 1)
 | 
						|
			proxy = GL_PROXY_TEXTURE_2D_ARRAY;
 | 
						|
	}
 | 
						|
	else if (n == 1) {
 | 
						|
		if (h == 0)
 | 
						|
			proxy = GL_PROXY_TEXTURE_1D;
 | 
						|
		else
 | 
						|
			proxy = GL_PROXY_TEXTURE_1D_ARRAY;
 | 
						|
	}
 | 
						|
	else if (n == 3) {
 | 
						|
		proxy = GL_PROXY_TEXTURE_3D;
 | 
						|
	}
 | 
						|
 | 
						|
	float *rescaled_pixels = NULL;
 | 
						|
	bool valid = gpu_texture_try_alloc(tex, proxy, internalformat, data_format, data_type, tex->components, can_rescale,
 | 
						|
	                                   pixels, &rescaled_pixels);
 | 
						|
 | 
						|
	if (G.debug & G_DEBUG_GPU || !valid) {
 | 
						|
		printf("GPUTexture: create : %s, %s, w : %d, h : %d, d : %d, comp : %d, size : %.2f MiB\n",
 | 
						|
		       gl_enum_to_str(tex->target), gl_enum_to_str(internalformat),
 | 
						|
		       w, h, d, tex->components,
 | 
						|
		       gpu_texture_memory_footprint_compute(tex) / 1048576.0f);
 | 
						|
	}
 | 
						|
 | 
						|
	if (!valid) {
 | 
						|
		if (err_out) {
 | 
						|
			BLI_strncpy(err_out, "GPUTexture: texture alloc failed\n", 256);
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			fprintf(stderr, "GPUTexture: texture alloc failed. Likely not enough Video Memory.\n");
 | 
						|
			fprintf(stderr, "Current texture memory usage : %.2f MiB.\n",
 | 
						|
			                gpu_texture_memory_footprint_compute(tex) / 1048576.0f);
 | 
						|
		}
 | 
						|
		GPU_texture_free(tex);
 | 
						|
		return NULL;
 | 
						|
	}
 | 
						|
 | 
						|
	gpu_texture_memory_footprint_add(tex);
 | 
						|
 | 
						|
	/* Upload Texture */
 | 
						|
	const float *pix = (rescaled_pixels) ? rescaled_pixels : pixels;
 | 
						|
 | 
						|
	if (tex->target == GL_TEXTURE_2D ||
 | 
						|
	    tex->target == GL_TEXTURE_2D_MULTISAMPLE ||
 | 
						|
	    tex->target == GL_TEXTURE_1D_ARRAY)
 | 
						|
	{
 | 
						|
		if (samples) {
 | 
						|
			glTexImage2DMultisample(tex->target, samples, internalformat, tex->w, tex->h, true);
 | 
						|
			if (pix)
 | 
						|
				glTexSubImage2D(tex->target, 0, 0, 0, tex->w, tex->h, data_format, data_type, pix);
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			glTexImage2D(tex->target, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, pix);
 | 
						|
		}
 | 
						|
	}
 | 
						|
	else if (tex->target == GL_TEXTURE_1D) {
 | 
						|
		glTexImage1D(tex->target, 0, internalformat, tex->w, 0, data_format, data_type, pix);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->d, 0, data_format, data_type, pix);
 | 
						|
	}
 | 
						|
 | 
						|
	if (rescaled_pixels)
 | 
						|
		MEM_freeN(rescaled_pixels);
 | 
						|
 | 
						|
	/* Texture Parameters */
 | 
						|
	if (GPU_texture_stencil(tex) || /* Does not support filtering */
 | 
						|
	    GPU_texture_integer(tex) || /* Does not support filtering */
 | 
						|
	    GPU_texture_depth(tex))
 | 
						|
	{
 | 
						|
		glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 | 
						|
		glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
 | 
						|
		glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
 | 
						|
	}
 | 
						|
 | 
						|
	if (GPU_texture_depth(tex)) {
 | 
						|
		glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, GL_NONE);
 | 
						|
		glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
 | 
						|
	}
 | 
						|
 | 
						|
	glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 | 
						|
	if (n > 1) {
 | 
						|
		glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 | 
						|
	}
 | 
						|
	if (n > 2) {
 | 
						|
		glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
 | 
						|
	}
 | 
						|
 | 
						|
	glBindTexture(tex->target, 0);
 | 
						|
 | 
						|
	return tex;
 | 
						|
}
 | 
						|
 | 
						|
static GPUTexture *GPU_texture_cube_create(
 | 
						|
        int w, int d,
 | 
						|
        const float *fpixels_px, const float *fpixels_py, const float *fpixels_pz,
 | 
						|
        const float *fpixels_nx, const float *fpixels_ny, const float *fpixels_nz,
 | 
						|
        eGPUTextureFormat tex_format, eGPUDataFormat gpu_data_format,
 | 
						|
        char err_out[256])
 | 
						|
{
 | 
						|
	GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
 | 
						|
	tex->w = w;
 | 
						|
	tex->h = w;
 | 
						|
	tex->d = d;
 | 
						|
	tex->samples = 0;
 | 
						|
	tex->number = -1;
 | 
						|
	tex->refcount = 1;
 | 
						|
	tex->format = tex_format;
 | 
						|
	tex->components = gpu_get_component_count(tex_format);
 | 
						|
	tex->bytesize = gpu_get_bytesize(tex_format);
 | 
						|
	tex->format_flag = GPU_FORMAT_CUBE;
 | 
						|
 | 
						|
	if (d == 0) {
 | 
						|
		tex->target_base = tex->target = GL_TEXTURE_CUBE_MAP;
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		BLI_assert(false && "Cubemap array Not implemented yet");
 | 
						|
		// tex->target_base = tex->target = GL_TEXTURE_CUBE_MAP_ARRAY;
 | 
						|
	}
 | 
						|
 | 
						|
	GLenum internalformat = gpu_get_gl_internalformat(tex_format);
 | 
						|
	GLenum data_format = gpu_get_gl_dataformat(tex_format, &tex->format_flag);
 | 
						|
	GLenum data_type = gpu_get_gl_datatype(gpu_data_format);
 | 
						|
 | 
						|
	/* Generate Texture object */
 | 
						|
	tex->bindcode = GPU_tex_alloc();
 | 
						|
 | 
						|
	if (!tex->bindcode) {
 | 
						|
		if (err_out) {
 | 
						|
			BLI_strncpy(err_out, "GPUTexture: texture create failed\n", 256);
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			fprintf(stderr, "GPUTexture: texture create failed\n");
 | 
						|
		}
 | 
						|
		GPU_texture_free(tex);
 | 
						|
		return NULL;
 | 
						|
	}
 | 
						|
 | 
						|
	if (G.debug & G_DEBUG_GPU) {
 | 
						|
		printf("GPUTexture: create : %s, %s, w : %d, h : %d, d : %d, comp : %d, size : %.2f MiB\n",
 | 
						|
		       gl_enum_to_str(tex->target), gl_enum_to_str(internalformat),
 | 
						|
		       w, w, d, tex->components,
 | 
						|
		       gpu_texture_memory_footprint_compute(tex) / 1048576.0f);
 | 
						|
	}
 | 
						|
 | 
						|
	gpu_texture_memory_footprint_add(tex);
 | 
						|
 | 
						|
	glBindTexture(tex->target, tex->bindcode);
 | 
						|
 | 
						|
	/* Upload Texture */
 | 
						|
	glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, fpixels_px);
 | 
						|
	glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, fpixels_py);
 | 
						|
	glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, fpixels_pz);
 | 
						|
	glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, fpixels_nx);
 | 
						|
	glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, fpixels_ny);
 | 
						|
	glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, fpixels_nz);
 | 
						|
 | 
						|
	/* Texture Parameters */
 | 
						|
	if (GPU_texture_stencil(tex) || /* Does not support filtering */
 | 
						|
	    GPU_texture_integer(tex) || /* Does not support filtering */
 | 
						|
	    GPU_texture_depth(tex))
 | 
						|
	{
 | 
						|
		glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 | 
						|
		glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
 | 
						|
		glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
 | 
						|
	}
 | 
						|
 | 
						|
	if (GPU_texture_depth(tex)) {
 | 
						|
		glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, GL_NONE);
 | 
						|
		glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
 | 
						|
	}
 | 
						|
 | 
						|
	glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 | 
						|
	glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 | 
						|
	glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
 | 
						|
 | 
						|
	glBindTexture(tex->target, 0);
 | 
						|
 | 
						|
	return tex;
 | 
						|
}
 | 
						|
 | 
						|
/* Special buffer textures. tex_format must be compatible with the buffer content. */
 | 
						|
GPUTexture *GPU_texture_create_buffer(eGPUTextureFormat tex_format, const GLuint buffer)
 | 
						|
{
 | 
						|
	GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
 | 
						|
	tex->number = -1;
 | 
						|
	tex->refcount = 1;
 | 
						|
	tex->format = tex_format;
 | 
						|
	tex->components = gpu_get_component_count(tex_format);
 | 
						|
	tex->format_flag = 0;
 | 
						|
	tex->target_base = tex->target = GL_TEXTURE_BUFFER;
 | 
						|
	tex->bytesize = gpu_get_bytesize(tex_format);
 | 
						|
 | 
						|
	GLenum internalformat = gpu_get_gl_internalformat(tex_format);
 | 
						|
 | 
						|
	gpu_get_gl_dataformat(tex_format, &tex->format_flag);
 | 
						|
 | 
						|
	if (!(ELEM(tex_format, GPU_R8, GPU_R16) ||
 | 
						|
	      ELEM(tex_format, GPU_R16F, GPU_R32F) ||
 | 
						|
	      ELEM(tex_format, GPU_R8I, GPU_R16I, GPU_R32I) ||
 | 
						|
	      ELEM(tex_format, GPU_R8UI, GPU_R16UI, GPU_R32UI) ||
 | 
						|
	      ELEM(tex_format, GPU_RG8, GPU_RG16) ||
 | 
						|
	      ELEM(tex_format, GPU_RG16F, GPU_RG32F) ||
 | 
						|
	      ELEM(tex_format, GPU_RG8I, GPU_RG16I, GPU_RG32I) ||
 | 
						|
	      ELEM(tex_format, GPU_RG8UI, GPU_RG16UI, GPU_RG32UI) ||
 | 
						|
	      //ELEM(tex_format, GPU_RGB32F, GPU_RGB32I, GPU_RGB32UI) || /* Not available until gl 4.0 */
 | 
						|
	      ELEM(tex_format, GPU_RGBA8, GPU_RGBA16) ||
 | 
						|
	      ELEM(tex_format, GPU_RGBA16F, GPU_RGBA32F) ||
 | 
						|
	      ELEM(tex_format, GPU_RGBA8I, GPU_RGBA16I, GPU_RGBA32I) ||
 | 
						|
	      ELEM(tex_format, GPU_RGBA8UI, GPU_RGBA16UI, GPU_RGBA32UI)))
 | 
						|
	{
 | 
						|
		fprintf(stderr, "GPUTexture: invalid format for texture buffer\n");
 | 
						|
		GPU_texture_free(tex);
 | 
						|
		return NULL;
 | 
						|
	}
 | 
						|
 | 
						|
	/* Generate Texture object */
 | 
						|
	tex->bindcode = GPU_tex_alloc();
 | 
						|
 | 
						|
	if (!tex->bindcode) {
 | 
						|
		fprintf(stderr, "GPUTexture: texture create failed\n");
 | 
						|
		GPU_texture_free(tex);
 | 
						|
		BLI_assert(0 && "glGenTextures failed: Are you sure a valid OGL context is active on this thread?\n");
 | 
						|
		return NULL;
 | 
						|
	}
 | 
						|
 | 
						|
	glBindTexture(tex->target, tex->bindcode);
 | 
						|
	glTexBuffer(tex->target, internalformat, buffer);
 | 
						|
	glBindTexture(tex->target, 0);
 | 
						|
 | 
						|
	return tex;
 | 
						|
}
 | 
						|
 | 
						|
GPUTexture *GPU_texture_from_bindcode(int textarget, int bindcode)
 | 
						|
{
 | 
						|
	/* see GPUInput::textarget: it can take two values - GL_TEXTURE_2D and GL_TEXTURE_CUBE_MAP
 | 
						|
	 * these values are correct for glDisable, so textarget can be safely used in
 | 
						|
	 * GPU_texture_bind/GPU_texture_unbind through tex->target_base */
 | 
						|
	/* (is any of this obsolete now that we don't glEnable/Disable textures?) */
 | 
						|
	GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
 | 
						|
	tex->bindcode = bindcode;
 | 
						|
	tex->number = -1;
 | 
						|
	tex->refcount = 1;
 | 
						|
	tex->target = textarget;
 | 
						|
	tex->target_base = textarget;
 | 
						|
	tex->format = -1;
 | 
						|
	tex->components = -1;
 | 
						|
	tex->samples = 0;
 | 
						|
 | 
						|
	if (!glIsTexture(tex->bindcode)) {
 | 
						|
		GPU_print_error_debug("Blender Texture Not Loaded");
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		GLint w, h;
 | 
						|
 | 
						|
		GLenum gettarget;
 | 
						|
 | 
						|
		if (textarget == GL_TEXTURE_2D)
 | 
						|
			gettarget = GL_TEXTURE_2D;
 | 
						|
		else
 | 
						|
			gettarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X;
 | 
						|
 | 
						|
		glBindTexture(textarget, tex->bindcode);
 | 
						|
		glGetTexLevelParameteriv(gettarget, 0, GL_TEXTURE_WIDTH, &w);
 | 
						|
		glGetTexLevelParameteriv(gettarget, 0, GL_TEXTURE_HEIGHT, &h);
 | 
						|
		tex->w = w;
 | 
						|
		tex->h = h;
 | 
						|
		glBindTexture(textarget, 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], GL_TEXTURE_2D, 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;
 | 
						|
	tex->format = -1;
 | 
						|
	tex->components = -1;
 | 
						|
 | 
						|
	prv->gputexture[0] = tex;
 | 
						|
 | 
						|
	if (!glIsTexture(tex->bindcode)) {
 | 
						|
		GPU_print_error_debug("Blender Texture Not Loaded");
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		GLint w, h;
 | 
						|
 | 
						|
		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, eGPUTextureFormat tex_format, const float *pixels, char err_out[256])
 | 
						|
{
 | 
						|
	BLI_assert(w > 0);
 | 
						|
	eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format);
 | 
						|
	return GPU_texture_create_nD(w, 0, 0, 1, pixels, tex_format, data_format, 0, false, err_out);
 | 
						|
}
 | 
						|
 | 
						|
GPUTexture *GPU_texture_create_1d_array(
 | 
						|
        int w, int h, eGPUTextureFormat tex_format, const float *pixels, char err_out[256])
 | 
						|
{
 | 
						|
	BLI_assert(w > 0 && h > 0);
 | 
						|
	eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format);
 | 
						|
	return GPU_texture_create_nD(w, h, 0, 1, pixels, tex_format, data_format, 0, false, err_out);
 | 
						|
}
 | 
						|
 | 
						|
GPUTexture *GPU_texture_create_2d(
 | 
						|
        int w, int h, eGPUTextureFormat tex_format, const float *pixels, char err_out[256])
 | 
						|
{
 | 
						|
	BLI_assert(w > 0 && h > 0);
 | 
						|
	eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format);
 | 
						|
	return GPU_texture_create_nD(w, h, 0, 2, pixels, tex_format, data_format, 0, false, err_out);
 | 
						|
}
 | 
						|
 | 
						|
GPUTexture *GPU_texture_create_2d_multisample(
 | 
						|
        int w, int h, eGPUTextureFormat tex_format, const float *pixels, int samples, char err_out[256])
 | 
						|
{
 | 
						|
	BLI_assert(w > 0 && h > 0);
 | 
						|
	eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format);
 | 
						|
	return GPU_texture_create_nD(w, h, 0, 2, pixels, tex_format, data_format, samples, false, err_out);
 | 
						|
}
 | 
						|
 | 
						|
GPUTexture *GPU_texture_create_2d_array(
 | 
						|
        int w, int h, int d, eGPUTextureFormat tex_format, const float *pixels, char err_out[256])
 | 
						|
{
 | 
						|
	BLI_assert(w > 0 && h > 0 && d > 0);
 | 
						|
	eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format);
 | 
						|
	return GPU_texture_create_nD(w, h, d, 2, pixels, tex_format, data_format, 0, false, err_out);
 | 
						|
}
 | 
						|
 | 
						|
GPUTexture *GPU_texture_create_3d(
 | 
						|
        int w, int h, int d, eGPUTextureFormat tex_format, const float *pixels, char err_out[256])
 | 
						|
{
 | 
						|
	BLI_assert(w > 0 && h > 0 && d > 0);
 | 
						|
	eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format);
 | 
						|
	return GPU_texture_create_nD(w, h, d, 3, pixels, tex_format, data_format, 0, true, err_out);
 | 
						|
}
 | 
						|
 | 
						|
GPUTexture *GPU_texture_create_cube(
 | 
						|
        int w, eGPUTextureFormat tex_format, const float *fpixels, char err_out[256])
 | 
						|
{
 | 
						|
	BLI_assert(w > 0);
 | 
						|
	const float *fpixels_px, *fpixels_py, *fpixels_pz, *fpixels_nx, *fpixels_ny, *fpixels_nz;
 | 
						|
	const int channels = gpu_get_component_count(tex_format);
 | 
						|
 | 
						|
	if (fpixels) {
 | 
						|
		int face_ofs = w * w * channels;
 | 
						|
		fpixels_px = fpixels + 0 * face_ofs;
 | 
						|
		fpixels_nx = fpixels + 1 * face_ofs;
 | 
						|
		fpixels_py = fpixels + 2 * face_ofs;
 | 
						|
		fpixels_ny = fpixels + 3 * face_ofs;
 | 
						|
		fpixels_pz = fpixels + 4 * face_ofs;
 | 
						|
		fpixels_nz = fpixels + 5 * face_ofs;
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		fpixels_px = fpixels_py = fpixels_pz = fpixels_nx = fpixels_ny = fpixels_nz = NULL;
 | 
						|
	}
 | 
						|
 | 
						|
	return GPU_texture_cube_create(w, 0, fpixels_px, fpixels_py, fpixels_pz, fpixels_nx, fpixels_ny, fpixels_nz,
 | 
						|
	                               tex_format, GPU_DATA_FLOAT, err_out);
 | 
						|
}
 | 
						|
 | 
						|
GPUTexture *GPU_texture_create_from_vertbuf(GPUVertBuf *vert)
 | 
						|
{
 | 
						|
	GPUVertFormat *format = &vert->format;
 | 
						|
	GPUVertAttr *attr = &format->attrs[0];
 | 
						|
 | 
						|
	/* Detect incompatible cases (not supported by texture buffers) */
 | 
						|
	BLI_assert(format->attr_len == 1 && vert->vbo_id != 0);
 | 
						|
	BLI_assert(attr->comp_len != 3); /* Not until OGL 4.0 */
 | 
						|
	BLI_assert(attr->comp_type != GPU_COMP_I10);
 | 
						|
	BLI_assert(attr->fetch_mode != GPU_FETCH_INT_TO_FLOAT);
 | 
						|
 | 
						|
	uint byte_per_comp = attr->sz / attr->comp_len;
 | 
						|
	bool is_uint = ELEM(attr->comp_type, GPU_COMP_U8, GPU_COMP_U16, GPU_COMP_U32);
 | 
						|
 | 
						|
	/* Cannot fetch signed int or 32bit ints as normalized float. */
 | 
						|
	if (attr->fetch_mode == GPU_FETCH_INT_TO_FLOAT_UNIT) {
 | 
						|
		BLI_assert(is_uint || byte_per_comp <= 2);
 | 
						|
	}
 | 
						|
 | 
						|
	eGPUTextureFormat data_type;
 | 
						|
	switch (attr->fetch_mode) {
 | 
						|
		case GPU_FETCH_FLOAT:
 | 
						|
			switch (attr->comp_len) {
 | 
						|
				case 1: data_type = GPU_R32F; break;
 | 
						|
				case 2: data_type = GPU_RG32F; break;
 | 
						|
				// case 3: data_type = GPU_RGB32F; break; /* Not supported */
 | 
						|
				default: data_type = GPU_RGBA32F; break;
 | 
						|
			}
 | 
						|
			break;
 | 
						|
		case GPU_FETCH_INT:
 | 
						|
			switch (attr->comp_len) {
 | 
						|
				case 1:
 | 
						|
					switch (byte_per_comp) {
 | 
						|
						case 1: data_type = (is_uint) ? GPU_R8UI : GPU_R8I; break;
 | 
						|
						case 2: data_type = (is_uint) ? GPU_R16UI : GPU_R16I; break;
 | 
						|
						default: data_type = (is_uint) ? GPU_R32UI : GPU_R32I; break;
 | 
						|
					}
 | 
						|
					break;
 | 
						|
				case 2:
 | 
						|
					switch (byte_per_comp) {
 | 
						|
						case 1: data_type = (is_uint) ? GPU_RG8UI : GPU_RG8I; break;
 | 
						|
						case 2: data_type = (is_uint) ? GPU_RG16UI : GPU_RG16I; break;
 | 
						|
						default: data_type = (is_uint) ? GPU_RG32UI : GPU_RG32I; break;
 | 
						|
					}
 | 
						|
					break;
 | 
						|
				default:
 | 
						|
					switch (byte_per_comp) {
 | 
						|
						case 1: data_type = (is_uint) ? GPU_RGBA8UI : GPU_RGBA8I; break;
 | 
						|
						case 2: data_type = (is_uint) ? GPU_RGBA16UI : GPU_RGBA16I; break;
 | 
						|
						default: data_type = (is_uint) ? GPU_RGBA32UI : GPU_RGBA32I; break;
 | 
						|
					}
 | 
						|
					break;
 | 
						|
			}
 | 
						|
			break;
 | 
						|
		case GPU_FETCH_INT_TO_FLOAT_UNIT:
 | 
						|
			switch (attr->comp_len) {
 | 
						|
				case 1: data_type = (byte_per_comp == 1) ? GPU_R8 : GPU_R16; break;
 | 
						|
				case 2: data_type = (byte_per_comp == 1) ? GPU_RG8 : GPU_RG16; break;
 | 
						|
				default: data_type = (byte_per_comp == 1) ? GPU_RGBA8 : GPU_RGBA16; break;
 | 
						|
			}
 | 
						|
			break;
 | 
						|
		default:
 | 
						|
			BLI_assert(0);
 | 
						|
			return NULL;
 | 
						|
	}
 | 
						|
 | 
						|
	return GPU_texture_create_buffer(data_type, vert->vbo_id);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_texture_add_mipmap(
 | 
						|
        GPUTexture *tex, eGPUDataFormat gpu_data_format, int miplvl, const void *pixels)
 | 
						|
{
 | 
						|
	BLI_assert((int)tex->format > -1);
 | 
						|
	BLI_assert(tex->components > -1);
 | 
						|
 | 
						|
	gpu_validate_data_format(tex->format, gpu_data_format);
 | 
						|
 | 
						|
	GLenum internalformat = gpu_get_gl_internalformat(tex->format);
 | 
						|
	GLenum data_format = gpu_get_gl_dataformat(tex->format, &tex->format_flag);
 | 
						|
	GLenum data_type = gpu_get_gl_datatype(gpu_data_format);
 | 
						|
 | 
						|
	glBindTexture(tex->target, tex->bindcode);
 | 
						|
 | 
						|
	int size[3];
 | 
						|
	GPU_texture_get_mipmap_size(tex, miplvl, size);
 | 
						|
 | 
						|
	switch (tex->target) {
 | 
						|
		case GL_TEXTURE_1D:
 | 
						|
			glTexImage1D(tex->target, miplvl, internalformat, size[0], 0, data_format, data_type, pixels);
 | 
						|
			break;
 | 
						|
		case GL_TEXTURE_2D:
 | 
						|
		case GL_TEXTURE_1D_ARRAY:
 | 
						|
			glTexImage2D(tex->target, miplvl, internalformat, size[0], size[1], 0, data_format, data_type, pixels);
 | 
						|
			break;
 | 
						|
		case GL_TEXTURE_3D:
 | 
						|
		case GL_TEXTURE_2D_ARRAY:
 | 
						|
			glTexImage3D(tex->target, miplvl, internalformat, size[0], size[1], size[2], 0, data_format, data_type, pixels);
 | 
						|
			break;
 | 
						|
		case GL_TEXTURE_2D_MULTISAMPLE:
 | 
						|
			/* Multisample textures cannot have mipmaps. */
 | 
						|
		default:
 | 
						|
			BLI_assert(!"tex->target mode not supported");
 | 
						|
	}
 | 
						|
 | 
						|
	glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_MAX_LEVEL, miplvl);
 | 
						|
 | 
						|
	glBindTexture(tex->target, 0);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_texture_update_sub(
 | 
						|
        GPUTexture *tex, eGPUDataFormat gpu_data_format, const void *pixels,
 | 
						|
        int offset_x, int offset_y, int offset_z, int width, int height, int depth)
 | 
						|
{
 | 
						|
	BLI_assert((int)tex->format > -1);
 | 
						|
	BLI_assert(tex->components > -1);
 | 
						|
 | 
						|
	GLenum data_format = gpu_get_gl_dataformat(tex->format, &tex->format_flag);
 | 
						|
	GLenum data_type = gpu_get_gl_datatype(gpu_data_format);
 | 
						|
	GLint alignment;
 | 
						|
 | 
						|
	/* The default pack size for textures is 4, which won't work for byte based textures */
 | 
						|
	if (tex->bytesize == 1) {
 | 
						|
		glGetIntegerv(GL_UNPACK_ALIGNMENT, &alignment);
 | 
						|
		glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
 | 
						|
	}
 | 
						|
 | 
						|
	glBindTexture(tex->target, tex->bindcode);
 | 
						|
	switch (tex->target) {
 | 
						|
		case GL_TEXTURE_1D:
 | 
						|
			glTexSubImage1D(tex->target, 0, offset_x, width, data_format, data_type, pixels);
 | 
						|
			break;
 | 
						|
		case GL_TEXTURE_2D:
 | 
						|
		case GL_TEXTURE_2D_MULTISAMPLE:
 | 
						|
		case GL_TEXTURE_1D_ARRAY:
 | 
						|
			glTexSubImage2D(
 | 
						|
			        tex->target, 0, offset_x, offset_y,
 | 
						|
			        width, height, data_format, data_type, pixels);
 | 
						|
			break;
 | 
						|
		case GL_TEXTURE_3D:
 | 
						|
		case GL_TEXTURE_2D_ARRAY:
 | 
						|
			glTexSubImage3D(
 | 
						|
			        tex->target, 0, offset_x, offset_y, offset_z,
 | 
						|
			        width, height, depth, data_format, data_type, pixels);
 | 
						|
			break;
 | 
						|
		default:
 | 
						|
			BLI_assert(!"tex->target mode not supported");
 | 
						|
	}
 | 
						|
 | 
						|
	if (tex->bytesize == 1) {
 | 
						|
		glPixelStorei(GL_UNPACK_ALIGNMENT, alignment);
 | 
						|
	}
 | 
						|
 | 
						|
	glBindTexture(tex->target, 0);
 | 
						|
}
 | 
						|
 | 
						|
void *GPU_texture_read(GPUTexture *tex, eGPUDataFormat gpu_data_format, int miplvl)
 | 
						|
{
 | 
						|
	int size[3] = {0, 0, 0};
 | 
						|
	GPU_texture_get_mipmap_size(tex, miplvl, size);
 | 
						|
 | 
						|
	gpu_validate_data_format(tex->format, gpu_data_format);
 | 
						|
 | 
						|
	size_t buf_size = gpu_texture_memory_footprint_compute(tex);
 | 
						|
	size_t samples_count = max_ii(1, tex->samples);
 | 
						|
 | 
						|
	samples_count *= size[0];
 | 
						|
	samples_count *= max_ii(1, size[1]);
 | 
						|
	samples_count *= max_ii(1, size[2]);
 | 
						|
	samples_count *= (GPU_texture_cube(tex)) ? 6 : 1;
 | 
						|
 | 
						|
	switch (gpu_data_format) {
 | 
						|
		case GPU_DATA_FLOAT:
 | 
						|
			buf_size = sizeof(float) * samples_count * tex->components;
 | 
						|
			break;
 | 
						|
		case GPU_DATA_INT:
 | 
						|
		case GPU_DATA_UNSIGNED_INT:
 | 
						|
			buf_size = sizeof(int) * samples_count * tex->components;
 | 
						|
			break;
 | 
						|
		case GPU_DATA_UNSIGNED_INT_24_8:
 | 
						|
		case GPU_DATA_10_11_11_REV:
 | 
						|
			buf_size = sizeof(int) * samples_count;
 | 
						|
			break;
 | 
						|
		case GPU_DATA_UNSIGNED_BYTE:
 | 
						|
			break;
 | 
						|
	}
 | 
						|
 | 
						|
	void *buf = MEM_mallocN(buf_size, "GPU_texture_read");
 | 
						|
 | 
						|
	GLenum data_format = gpu_get_gl_dataformat(tex->format, &tex->format_flag);
 | 
						|
	GLenum data_type = gpu_get_gl_datatype(gpu_data_format);
 | 
						|
 | 
						|
	glBindTexture(tex->target, tex->bindcode);
 | 
						|
 | 
						|
	if (GPU_texture_cube(tex)) {
 | 
						|
		int cube_face_size = buf_size / 6;
 | 
						|
		for (int i = 0; i < 6; ++i) {
 | 
						|
			glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, miplvl, data_format, data_type,
 | 
						|
			              ((char *)buf) + cube_face_size * i);
 | 
						|
		}
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		glGetTexImage(tex->target, miplvl, data_format, data_type, buf);
 | 
						|
	}
 | 
						|
 | 
						|
	glBindTexture(tex->target, 0);
 | 
						|
 | 
						|
	return buf;
 | 
						|
}
 | 
						|
 | 
						|
void GPU_texture_read_rect(
 | 
						|
        GPUTexture *tex, eGPUDataFormat gpu_data_format,
 | 
						|
        const rcti *rect, void *r_buf)
 | 
						|
{
 | 
						|
	gpu_validate_data_format(tex->format, gpu_data_format);
 | 
						|
 | 
						|
	GPUFrameBuffer *cur_fb = GPU_framebuffer_active_get();
 | 
						|
	GPUFrameBuffer *tmp_fb = GPU_framebuffer_create();
 | 
						|
	GPU_framebuffer_texture_attach(tmp_fb, tex, 0, 0);
 | 
						|
 | 
						|
	GPU_framebuffer_bind(tmp_fb);
 | 
						|
	glReadBuffer(GL_COLOR_ATTACHMENT0);
 | 
						|
 | 
						|
	GLenum data_format = gpu_get_gl_dataformat(tex->format, &tex->format_flag);
 | 
						|
	GLenum data_type = gpu_get_gl_datatype(gpu_data_format);
 | 
						|
 | 
						|
	glReadPixels(rect->xmin, rect->ymin,
 | 
						|
	             BLI_rcti_size_x(rect), BLI_rcti_size_y(rect),
 | 
						|
	             data_format, data_type, r_buf);
 | 
						|
 | 
						|
	if (cur_fb) {
 | 
						|
		GPU_framebuffer_bind(cur_fb);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		GPU_framebuffer_restore();
 | 
						|
	}
 | 
						|
	GPU_framebuffer_free(tmp_fb);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_texture_update(GPUTexture *tex, eGPUDataFormat data_format, const void *pixels)
 | 
						|
{
 | 
						|
	GPU_texture_update_sub(tex, data_format, pixels, 0, 0, 0, tex->w, tex->h, tex->d);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_invalid_tex_init(void)
 | 
						|
{
 | 
						|
	memory_usage = 0;
 | 
						|
	const float color[4] = {1.0f, 0.0f, 1.0f, 1.0f};
 | 
						|
	GG.invalid_tex_1D = GPU_texture_create_1d(1, GPU_RGBA8, color, NULL);
 | 
						|
	GG.invalid_tex_2D = GPU_texture_create_2d(1, 1, GPU_RGBA8, color, NULL);
 | 
						|
	GG.invalid_tex_3D = GPU_texture_create_3d(1, 1, 1, GPU_RGBA8, color, NULL);
 | 
						|
}
 | 
						|
 | 
						|
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)
 | 
						|
{
 | 
						|
	BLI_assert(number >= 0);
 | 
						|
 | 
						|
	if (number >= GPU_max_textures()) {
 | 
						|
		fprintf(stderr, "Not enough texture slots.\n");
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	if ((G.debug & G_DEBUG)) {
 | 
						|
		for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; ++i) {
 | 
						|
			if (tex->fb[i] && GPU_framebuffer_bound(tex->fb[i])) {
 | 
						|
				fprintf(stderr,
 | 
						|
				        "Feedback loop warning!: Attempting to bind "
 | 
						|
				        "texture attached to current framebuffer!\n");
 | 
						|
				BLI_assert(0); /* Should never happen! */
 | 
						|
				break;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	glActiveTexture(GL_TEXTURE0 + number);
 | 
						|
 | 
						|
	if (tex->bindcode != 0)
 | 
						|
		glBindTexture(tex->target, tex->bindcode);
 | 
						|
	else
 | 
						|
		GPU_invalid_tex_bind(tex->target_base);
 | 
						|
 | 
						|
	tex->number = number;
 | 
						|
}
 | 
						|
 | 
						|
void GPU_texture_unbind(GPUTexture *tex)
 | 
						|
{
 | 
						|
	if (tex->number == -1)
 | 
						|
		return;
 | 
						|
 | 
						|
	glActiveTexture(GL_TEXTURE0 + tex->number);
 | 
						|
	glBindTexture(tex->target, 0);
 | 
						|
 | 
						|
	tex->number = -1;
 | 
						|
}
 | 
						|
 | 
						|
int GPU_texture_bound_number(GPUTexture *tex)
 | 
						|
{
 | 
						|
	return tex->number;
 | 
						|
}
 | 
						|
 | 
						|
#define WARN_NOT_BOUND(_tex) { \
 | 
						|
	if (_tex->number == -1) { \
 | 
						|
		fprintf(stderr, "Warning : Trying to set parameter on a texture not bound.\n"); \
 | 
						|
		BLI_assert(0); \
 | 
						|
		return; \
 | 
						|
	} \
 | 
						|
} ((void)0)
 | 
						|
 | 
						|
void GPU_texture_generate_mipmap(GPUTexture *tex)
 | 
						|
{
 | 
						|
	WARN_NOT_BOUND(tex);
 | 
						|
 | 
						|
	glActiveTexture(GL_TEXTURE0 + tex->number);
 | 
						|
 | 
						|
	if (GPU_texture_depth(tex)) {
 | 
						|
		/* 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 downsampling.
 | 
						|
		 * You must initialize the texture levels using other methods like GPU_framebuffer_recursive_downsample(). */
 | 
						|
		int levels = 1 + floor(log2(max_ii(tex->w, tex->h)));
 | 
						|
		eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex->format);
 | 
						|
		for (int i = 1; i < levels; ++i) {
 | 
						|
			GPU_texture_add_mipmap(tex, data_format, i, NULL);
 | 
						|
		}
 | 
						|
		glBindTexture(tex->target, tex->bindcode);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		glGenerateMipmap(tex->target_base);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void GPU_texture_compare_mode(GPUTexture *tex, bool use_compare)
 | 
						|
{
 | 
						|
	WARN_NOT_BOUND(tex);
 | 
						|
 | 
						|
	/* Could become an assertion ? (fclem) */
 | 
						|
	if (!GPU_texture_depth(tex))
 | 
						|
		return;
 | 
						|
 | 
						|
	GLenum mode = (use_compare) ? GL_COMPARE_REF_TO_TEXTURE : GL_NONE;
 | 
						|
 | 
						|
	glActiveTexture(GL_TEXTURE0 + tex->number);
 | 
						|
	glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, mode);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_texture_filter_mode(GPUTexture *tex, bool use_filter)
 | 
						|
{
 | 
						|
	WARN_NOT_BOUND(tex);
 | 
						|
 | 
						|
	/* Stencil and integer format does not support filtering. */
 | 
						|
	BLI_assert(!use_filter || !(GPU_texture_stencil(tex) || GPU_texture_integer(tex)));
 | 
						|
 | 
						|
	GLenum filter = (use_filter) ? GL_LINEAR : GL_NEAREST;
 | 
						|
 | 
						|
	glActiveTexture(GL_TEXTURE0 + tex->number);
 | 
						|
	glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, filter);
 | 
						|
	glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, filter);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_texture_mipmap_mode(GPUTexture *tex, bool use_mipmap, bool use_filter)
 | 
						|
{
 | 
						|
	WARN_NOT_BOUND(tex);
 | 
						|
 | 
						|
	/* Stencil and integer format does not support filtering. */
 | 
						|
	BLI_assert((!use_filter && !use_mipmap) || !(GPU_texture_stencil(tex) || GPU_texture_integer(tex)));
 | 
						|
 | 
						|
	GLenum filter = (use_filter) ? GL_LINEAR : GL_NEAREST;
 | 
						|
	GLenum mipmap = (
 | 
						|
	        (use_filter) ?
 | 
						|
	        (use_mipmap) ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR :
 | 
						|
	        (use_mipmap) ? GL_NEAREST_MIPMAP_LINEAR : GL_NEAREST);
 | 
						|
 | 
						|
	glActiveTexture(GL_TEXTURE0 + tex->number);
 | 
						|
	glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, mipmap);
 | 
						|
	glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, filter);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_texture_wrap_mode(GPUTexture *tex, bool use_repeat)
 | 
						|
{
 | 
						|
	WARN_NOT_BOUND(tex);
 | 
						|
 | 
						|
	GLenum repeat = (use_repeat) ? GL_REPEAT : GL_CLAMP_TO_EDGE;
 | 
						|
 | 
						|
	glActiveTexture(GL_TEXTURE0 + tex->number);
 | 
						|
	glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, repeat);
 | 
						|
	if (tex->target_base != GL_TEXTURE_1D)
 | 
						|
		glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_T, repeat);
 | 
						|
	if (tex->target_base == GL_TEXTURE_3D)
 | 
						|
		glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_R, repeat);
 | 
						|
}
 | 
						|
 | 
						|
static GLenum gpu_get_gl_filterfunction(eGPUFilterFunction filter)
 | 
						|
{
 | 
						|
	switch (filter) {
 | 
						|
		case GPU_NEAREST:
 | 
						|
			return GL_NEAREST;
 | 
						|
		case GPU_LINEAR:
 | 
						|
			return GL_LINEAR;
 | 
						|
		default:
 | 
						|
			BLI_assert(!"Unhandled filter mode");
 | 
						|
			return GL_NEAREST;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void GPU_texture_filters(GPUTexture *tex, eGPUFilterFunction min_filter, eGPUFilterFunction mag_filter)
 | 
						|
{
 | 
						|
	WARN_NOT_BOUND(tex);
 | 
						|
 | 
						|
	/* Stencil and integer format does not support filtering. */
 | 
						|
	BLI_assert(!(GPU_texture_stencil(tex) || GPU_texture_integer(tex)));
 | 
						|
	BLI_assert(mag_filter == GPU_NEAREST || mag_filter == GPU_LINEAR);
 | 
						|
 | 
						|
	glActiveTexture(GL_TEXTURE0 + tex->number);
 | 
						|
	glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, gpu_get_gl_filterfunction(min_filter));
 | 
						|
	glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, gpu_get_gl_filterfunction(mag_filter));
 | 
						|
}
 | 
						|
 | 
						|
void GPU_texture_free(GPUTexture *tex)
 | 
						|
{
 | 
						|
	tex->refcount--;
 | 
						|
 | 
						|
	if (tex->refcount < 0)
 | 
						|
		fprintf(stderr, "GPUTexture: negative refcount\n");
 | 
						|
 | 
						|
	if (tex->refcount == 0) {
 | 
						|
		for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; ++i) {
 | 
						|
			if (tex->fb[i] != NULL) {
 | 
						|
				GPU_framebuffer_texture_detach_slot(tex->fb[i], tex, tex->fb_attachment[i]);
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		if (tex->bindcode)
 | 
						|
			GPU_tex_free(tex->bindcode);
 | 
						|
 | 
						|
		gpu_texture_memory_footprint_remove(tex);
 | 
						|
 | 
						|
		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_layers(const GPUTexture *tex)
 | 
						|
{
 | 
						|
	return tex->d;
 | 
						|
}
 | 
						|
 | 
						|
eGPUTextureFormat GPU_texture_format(const GPUTexture *tex)
 | 
						|
{
 | 
						|
	return tex->format;
 | 
						|
}
 | 
						|
 | 
						|
int GPU_texture_samples(const GPUTexture *tex)
 | 
						|
{
 | 
						|
	return tex->samples;
 | 
						|
}
 | 
						|
 | 
						|
bool GPU_texture_depth(const GPUTexture *tex)
 | 
						|
{
 | 
						|
	return (tex->format_flag & GPU_FORMAT_DEPTH) != 0;
 | 
						|
}
 | 
						|
 | 
						|
bool GPU_texture_stencil(const GPUTexture *tex)
 | 
						|
{
 | 
						|
	return (tex->format_flag & GPU_FORMAT_STENCIL) != 0;
 | 
						|
}
 | 
						|
 | 
						|
bool GPU_texture_integer(const GPUTexture *tex)
 | 
						|
{
 | 
						|
	return (tex->format_flag & GPU_FORMAT_INTEGER) != 0;
 | 
						|
}
 | 
						|
 | 
						|
bool GPU_texture_cube(const GPUTexture *tex)
 | 
						|
{
 | 
						|
	return (tex->format_flag & GPU_FORMAT_CUBE) != 0;
 | 
						|
}
 | 
						|
 | 
						|
int GPU_texture_opengl_bindcode(const GPUTexture *tex)
 | 
						|
{
 | 
						|
	return tex->bindcode;
 | 
						|
}
 | 
						|
 | 
						|
void GPU_texture_attach_framebuffer(GPUTexture *tex, GPUFrameBuffer *fb, int attachment)
 | 
						|
{
 | 
						|
	for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; ++i) {
 | 
						|
		if (tex->fb[i] == NULL) {
 | 
						|
			tex->fb[i] = fb;
 | 
						|
			tex->fb_attachment[i] = attachment;
 | 
						|
			return;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	BLI_assert(!"Error: Texture: Not enough Framebuffer slots");
 | 
						|
}
 | 
						|
 | 
						|
/* Return previous attachment point */
 | 
						|
int GPU_texture_detach_framebuffer(GPUTexture *tex, GPUFrameBuffer *fb)
 | 
						|
{
 | 
						|
	for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; ++i) {
 | 
						|
		if (tex->fb[i] == fb) {
 | 
						|
			tex->fb[i] = NULL;
 | 
						|
			return tex->fb_attachment[i];
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	BLI_assert(!"Error: Texture: Framebuffer is not attached");
 | 
						|
	return 0;
 | 
						|
}
 | 
						|
 | 
						|
void GPU_texture_get_mipmap_size(GPUTexture *tex, int lvl, int *size)
 | 
						|
{
 | 
						|
	/* TODO assert if lvl is below the limit of 1px in each dimension. */
 | 
						|
	int div = 1 << lvl;
 | 
						|
	size[0] = max_ii(1, tex->w / div);
 | 
						|
 | 
						|
	if (tex->target == GL_TEXTURE_1D_ARRAY) {
 | 
						|
		size[1] = tex->h;
 | 
						|
	}
 | 
						|
	else if (tex->h > 0) {
 | 
						|
		size[1] = max_ii(1, tex->h / div);
 | 
						|
	}
 | 
						|
 | 
						|
	if (tex->target == GL_TEXTURE_2D_ARRAY) {
 | 
						|
		size[2] = tex->d;
 | 
						|
	}
 | 
						|
	else if (tex->d > 0) {
 | 
						|
		size[2] = max_ii(1, tex->d / div);
 | 
						|
	}
 | 
						|
}
 |