We exploit the fact that we are using the metallic workflow for material and pass the metallic parameter instead of the specular color. Pack the front facing bit in the color buffer only for matcap display. Change buffer formats to use less bytes as possible. Also don't request buffers that we won't use. Saved 40MB on 2K screen on StudioLight + Shadows + Specular Lighting. Includes several cleanups.
155 lines
4.3 KiB
C
155 lines
4.3 KiB
C
/*
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* Copyright 2016, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Blender Institute
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*
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*/
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/** \file blender/draw/intern/draw_manager_texture.c
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* \ingroup draw
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*/
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#include "draw_manager.h"
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#ifndef NDEBUG
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/* Maybe gpu_texture.c is a better place for this. */
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static bool drw_texture_format_supports_framebuffer(GPUTextureFormat format)
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{
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/* Some formats do not work with framebuffers. */
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switch (format) {
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/* Only add formats that are COMPATIBLE with FB.
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* Generally they are multiple of 16bit. */
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case GPU_R8:
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case GPU_R8UI:
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case GPU_R16F:
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case GPU_R16I:
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case GPU_R16UI:
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case GPU_R16:
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case GPU_R32F:
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case GPU_R32UI:
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case GPU_RG8:
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case GPU_RG16:
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case GPU_RG16F:
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case GPU_RG16I:
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case GPU_RG32F:
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case GPU_R11F_G11F_B10F:
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case GPU_RGBA8:
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case GPU_RGBA16F:
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case GPU_RGBA32F:
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case GPU_DEPTH_COMPONENT16:
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case GPU_DEPTH_COMPONENT24:
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case GPU_DEPTH24_STENCIL8:
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case GPU_DEPTH_COMPONENT32F:
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return true;
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default:
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return false;
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}
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}
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#endif
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void drw_texture_set_parameters(GPUTexture *tex, DRWTextureFlag flags)
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{
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GPU_texture_bind(tex, 0);
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if (flags & DRW_TEX_MIPMAP) {
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GPU_texture_mipmap_mode(tex, true, flags & DRW_TEX_FILTER);
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GPU_texture_generate_mipmap(tex);
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}
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else {
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GPU_texture_filter_mode(tex, flags & DRW_TEX_FILTER);
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}
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GPU_texture_wrap_mode(tex, flags & DRW_TEX_WRAP);
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GPU_texture_compare_mode(tex, flags & DRW_TEX_COMPARE);
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GPU_texture_unbind(tex);
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}
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GPUTexture *DRW_texture_create_1D(int w, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
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{
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GPUTexture *tex = GPU_texture_create_1D(w, format, fpixels, NULL);
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drw_texture_set_parameters(tex, flags);
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return tex;
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}
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GPUTexture *DRW_texture_create_2D(int w, int h, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
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{
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GPUTexture *tex = GPU_texture_create_2D(w, h, format, fpixels, NULL);
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drw_texture_set_parameters(tex, flags);
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return tex;
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}
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GPUTexture *DRW_texture_create_2D_array(
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int w, int h, int d, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
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{
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GPUTexture *tex = GPU_texture_create_2D_array(w, h, d, format, fpixels, NULL);
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drw_texture_set_parameters(tex, flags);
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return tex;
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}
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GPUTexture *DRW_texture_create_3D(
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int w, int h, int d, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
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{
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GPUTexture *tex = GPU_texture_create_3D(w, h, d, format, fpixels, NULL);
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drw_texture_set_parameters(tex, flags);
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return tex;
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}
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GPUTexture *DRW_texture_create_cube(int w, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
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{
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GPUTexture *tex = GPU_texture_create_cube(w, format, fpixels, NULL);
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drw_texture_set_parameters(tex, flags);
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return tex;
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}
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GPUTexture *DRW_texture_pool_query_2D(int w, int h, GPUTextureFormat format, DrawEngineType *engine_type)
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{
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BLI_assert(drw_texture_format_supports_framebuffer(format));
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GPUTexture *tex = GPU_viewport_texture_pool_query(DST.viewport, engine_type, w, h, format);
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return tex;
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}
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void DRW_texture_ensure_fullscreen_2D(GPUTexture **tex, GPUTextureFormat format, DRWTextureFlag flags)
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{
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if (*(tex) == NULL) {
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const float *size = DRW_viewport_size_get();
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*(tex) = DRW_texture_create_2D((int)size[0], (int)size[1], format, flags, NULL);
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}
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}
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void DRW_texture_ensure_2D(GPUTexture **tex, int w, int h, GPUTextureFormat format, DRWTextureFlag flags)
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{
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if (*(tex) == NULL) {
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*(tex) = DRW_texture_create_2D(w, h, format, flags, NULL);
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}
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}
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void DRW_texture_generate_mipmaps(GPUTexture *tex)
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{
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GPU_texture_bind(tex, 0);
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GPU_texture_generate_mipmap(tex);
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GPU_texture_unbind(tex);
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}
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void DRW_texture_free(GPUTexture *tex)
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{
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GPU_texture_free(tex);
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}
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