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blender-archive/source/blender/draw/intern/draw_texture_pool.h
Jason Fielder 2e61c446ac GPU: Explicit Texture Usage Flags for enabling GPU Backend optimizations.
Texture usage flags can now be provided during texture creation specifying
the ways in which a texture can be used. This allows the GPU backends to
perform contextual optimizations which were not previously possible. This
includes enablement of hardware lossless compression which can result in
a 15%+ performance uplift for bandwidth-limited scenes on hardware such
as Apple-Silicon using Metal.

GPU_TEXTURE_USAGE_GENERAL can be used by default if usage is not known
ahead of time. Patch will also be relevant for the Vulkan backend.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem
Differential Revision: https://developer.blender.org/D15967
2022-12-08 23:31:05 +01:00

71 lines
2.4 KiB
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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2021 Blender Foundation. */
/** \file
* \ingroup draw
*
* Texture pool
* A pool that gives temporary render targets that can be reused through other parts of the
* render pipeline.
* Expect texture data is garbage when acquiring it.
*/
#pragma once
#include "GPU_texture.h"
typedef struct DRWTexturePool DRWTexturePool;
#ifdef __cplusplus
extern "C" {
#endif
DRWTexturePool *DRW_texture_pool_create(void);
void DRW_texture_pool_free(DRWTexturePool *pool);
/**
* Try to find a texture corresponding to params into the texture pool.
* If no texture was found, create one and add it to the pool.
* DEPRECATED: Use DRW_texture_pool_texture_acquire instead and do it just before rendering.
*/
GPUTexture *DRW_texture_pool_query(DRWTexturePool *pool,
int width,
int height,
eGPUTextureFormat format,
eGPUTextureUsage usage,
void *user);
/**
* Returns a temporary texture that needs to be released after use. Texture content is undefined.
*/
GPUTexture *DRW_texture_pool_texture_acquire(
DRWTexturePool *pool, int width, int height, eGPUTextureFormat format, eGPUTextureUsage usage);
/**
* Releases a previously acquired texture.
*/
void DRW_texture_pool_texture_release(DRWTexturePool *pool, GPUTexture *tmp_tex);
/**
* This effectively remove a texture from the texture pool, giving full ownership to the caller.
* The given texture needs to be been acquired through DRW_texture_pool_texture_acquire().
* IMPORTANT: This removes the need for a DRW_texture_pool_texture_release() call on this texture.
*/
void DRW_texture_pool_take_texture_ownership(DRWTexturePool *pool, GPUTexture *tex);
/**
* This Inserts a texture into the texture pool, giving full ownership to the texture pool.
* The texture needs not to be in the pool already.
* The texture may be reused in a latter call to DRW_texture_pool_texture_acquire();
* IMPORTANT: DRW_texture_pool_texture_release() still needs to be called on this texture
* after usage.
*/
void DRW_texture_pool_give_texture_ownership(DRWTexturePool *pool, GPUTexture *tex);
/**
* Resets the user bits for each texture in the pool and delete unused ones.
*/
void DRW_texture_pool_reset(DRWTexturePool *pool);
#ifdef __cplusplus
}
#endif