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blender-archive/source/blender/gpu/GPU_texture.h
2019-03-22 13:20:54 -03:00

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/*
* 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
*/
#ifndef __GPU_TEXTURE_H__
#define __GPU_TEXTURE_H__
#include "GPU_state.h"
#ifdef __cplusplus
extern "C" {
#endif
struct GPUVertBuf;
struct Image;
struct ImageUser;
struct PreviewImage;
struct rcti;
struct GPUFrameBuffer;
typedef struct GPUTexture GPUTexture;
/* GPU Texture
* - always returns unsigned char RGBA textures
* - if texture with non square dimensions is created, depending on the
* graphics card capabilities the texture may actually be stored in a
* larger texture with power of two dimensions.
* - can use reference counting:
* - reference counter after GPU_texture_create is 1
* - GPU_texture_ref increases by one
* - GPU_texture_free decreases by one, and frees if 0
* - if created with from_blender, will not free the texture
*/
/* Wrapper to supported OpenGL/Vulkan texture internal storage
* If you need a type just uncomment it. Be aware that some formats
* are not supported by renderbuffers. All of the following formats
* are part of the OpenGL 3.3 core
* specification. */
typedef enum eGPUTextureFormat {
/* Formats texture & renderbuffer */
GPU_RGBA8UI,
GPU_RGBA8I,
GPU_RGBA8,
GPU_RGBA32UI,
GPU_RGBA32I,
GPU_RGBA32F,
GPU_RGBA16UI,
GPU_RGBA16I,
GPU_RGBA16F,
GPU_RGBA16,
GPU_RG8UI,
GPU_RG8I,
GPU_RG8,
GPU_RG32UI,
GPU_RG32I,
GPU_RG32F,
GPU_RG16UI,
GPU_RG16I,
GPU_RG16F,
GPU_RG16,
GPU_R8UI,
GPU_R8I,
GPU_R8,
GPU_R32UI,
GPU_R32I,
GPU_R32F,
GPU_R16UI,
GPU_R16I,
GPU_R16F,
GPU_R16, /* Max texture buffer format. */
/* Special formats texture & renderbuffer */
#if 0
GPU_RGB10_A2,
GPU_RGB10_A2UI,
#endif
GPU_R11F_G11F_B10F,
GPU_DEPTH32F_STENCIL8,
GPU_DEPTH24_STENCIL8,
/* Texture only format */
GPU_RGB16F,
#if 0
GPU_RGBA16_SNORM,
GPU_RGBA8_SNORM,
GPU_RGB32F,
GPU_RGB32I,
GPU_RGB32UI,
GPU_RGB16_SNORM,
GPU_RGB16I,
GPU_RGB16UI,
GPU_RGB16,
GPU_RGB8_SNORM,
GPU_RGB8,
GPU_RGB8I,
GPU_RGB8UI,
GPU_RG16_SNORM,
GPU_RG8_SNORM,
GPU_R16_SNORM,
GPU_R8_SNORM,
#endif
/* Special formats texture only */
#if 0
GPU_SRGB8_A8,
GPU_SRGB8,
GPU_RGB9_E5,
GPU_COMPRESSED_RG_RGTC2,
GPU_COMPRESSED_SIGNED_RG_RGTC2,
GPU_COMPRESSED_RED_RGTC1,
GPU_COMPRESSED_SIGNED_RED_RGTC1,
#endif
/* Depth Formats */
GPU_DEPTH_COMPONENT32F,
GPU_DEPTH_COMPONENT24,
GPU_DEPTH_COMPONENT16,
} eGPUTextureFormat;
typedef enum eGPUDataFormat {
GPU_DATA_FLOAT,
GPU_DATA_INT,
GPU_DATA_UNSIGNED_INT,
GPU_DATA_UNSIGNED_BYTE,
GPU_DATA_UNSIGNED_INT_24_8,
GPU_DATA_10_11_11_REV,
} eGPUDataFormat;
unsigned int GPU_texture_memory_usage_get(void);
/* TODO make it static function again. (create function with eGPUDataFormat exposed) */
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]);
GPUTexture *GPU_texture_create_1d(
int w, eGPUTextureFormat data_type, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_1d_array(
int w, int h, eGPUTextureFormat data_type, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_2d(
int w, int h, eGPUTextureFormat data_type, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_2d_multisample(
int w, int h, eGPUTextureFormat data_type, const float *pixels, int samples, char err_out[256]);
GPUTexture *GPU_texture_create_2d_array(
int w, int h, int d, eGPUTextureFormat data_type, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_3d(
int w, int h, int d, eGPUTextureFormat data_type, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_cube(
int w, eGPUTextureFormat data_type, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_from_vertbuf(
struct GPUVertBuf *vert);
GPUTexture *GPU_texture_create_buffer(
eGPUTextureFormat data_type, const uint buffer);
GPUTexture *GPU_texture_from_bindcode(int textarget, int bindcode);
GPUTexture *GPU_texture_from_blender(
struct Image *ima, struct ImageUser *iuser, int textarget, bool is_data);
GPUTexture *GPU_texture_from_preview(struct PreviewImage *prv, int mipmap);
void GPU_texture_add_mipmap(GPUTexture *tex, eGPUDataFormat gpu_data_format, int miplvl, const void *pixels);
void GPU_texture_update(GPUTexture *tex, eGPUDataFormat data_format, const void *pixels);
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);
void *GPU_texture_read(GPUTexture *tex, eGPUDataFormat gpu_data_format, int miplvl);
void GPU_texture_read_rect(
GPUTexture *tex, eGPUDataFormat gpu_data_format,
const struct rcti *rect, void *r_buf);
void GPU_invalid_tex_init(void);
void GPU_invalid_tex_bind(int mode);
void GPU_invalid_tex_free(void);
void GPU_texture_free(GPUTexture *tex);
void GPU_texture_ref(GPUTexture *tex);
void GPU_texture_bind(GPUTexture *tex, int number);
void GPU_texture_unbind(GPUTexture *tex);
int GPU_texture_bound_number(GPUTexture *tex);
void GPU_texture_generate_mipmap(GPUTexture *tex);
void GPU_texture_compare_mode(GPUTexture *tex, bool use_compare);
void GPU_texture_filter_mode(GPUTexture *tex, bool use_filter);
void GPU_texture_mipmap_mode(GPUTexture *tex, bool use_mipmap, bool use_filter);
void GPU_texture_wrap_mode(GPUTexture *tex, bool use_repeat);
void GPU_texture_filters(GPUTexture *tex, eGPUFilterFunction min_filter, eGPUFilterFunction mag_filter);
void GPU_texture_attach_framebuffer(GPUTexture *tex, struct GPUFrameBuffer *fb, int attachment);
int GPU_texture_detach_framebuffer(GPUTexture *tex, struct GPUFrameBuffer *fb);
int GPU_texture_target(const GPUTexture *tex);
int GPU_texture_width(const GPUTexture *tex);
int GPU_texture_height(const GPUTexture *tex);
int GPU_texture_layers(const GPUTexture *tex);
eGPUTextureFormat GPU_texture_format(const GPUTexture *tex);
int GPU_texture_samples(const GPUTexture *tex);
bool GPU_texture_cube(const GPUTexture *tex);
bool GPU_texture_depth(const GPUTexture *tex);
bool GPU_texture_stencil(const GPUTexture *tex);
bool GPU_texture_integer(const GPUTexture *tex);
int GPU_texture_opengl_bindcode(const GPUTexture *tex);
void GPU_texture_get_mipmap_size(GPUTexture *tex, int lvl, int *size);
#ifdef __cplusplus
}
#endif
#endif /* __GPU_TEXTURE_H__ */