This is useful to read/write to the textures directly using compute shaders and imageLoad/Store.
		
			
				
	
	
		
			347 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			347 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/* SPDX-License-Identifier: GPL-2.0-or-later
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 * Copyright 2005 Blender Foundation. All rights reserved. */
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/** \file
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 * \ingroup gpu
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 */
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#pragma once
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#include "BLI_utildefines.h"
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#include "GPU_state.h"
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struct GPUVertBuf;
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/** Opaque type hiding blender::gpu::Texture. */
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typedef struct GPUTexture GPUTexture;
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/**
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 * GPU Samplers state
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 * - Specify the sampler state to bind a texture with.
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 * - Internally used by textures.
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 * - All states are created at startup to avoid runtime costs.
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 */
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typedef enum eGPUSamplerState {
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  GPU_SAMPLER_DEFAULT = 0,
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  GPU_SAMPLER_FILTER = (1 << 0),
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  GPU_SAMPLER_MIPMAP = (1 << 1),
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  GPU_SAMPLER_REPEAT_S = (1 << 2),
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  GPU_SAMPLER_REPEAT_T = (1 << 3),
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  GPU_SAMPLER_REPEAT_R = (1 << 4),
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  GPU_SAMPLER_CLAMP_BORDER = (1 << 5), /* Clamp to border color instead of border texel. */
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  GPU_SAMPLER_COMPARE = (1 << 6),
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  GPU_SAMPLER_ANISO = (1 << 7),
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  GPU_SAMPLER_ICON = (1 << 8),
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  GPU_SAMPLER_REPEAT = (GPU_SAMPLER_REPEAT_S | GPU_SAMPLER_REPEAT_T | GPU_SAMPLER_REPEAT_R),
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} eGPUSamplerState;
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#define GPU_TEXTURE_FREE_SAFE(texture) \
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  do { \
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    if (texture != NULL) { \
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      GPU_texture_free(texture); \
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      texture = NULL; \
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    } \
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  } while (0)
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/**
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 * #GPU_SAMPLER_MAX is not a valid enum value, but only a limit.
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 * It also creates a bad mask for the `NOT` operator in #ENUM_OPERATORS.
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 */
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static const int GPU_SAMPLER_MAX = (GPU_SAMPLER_ICON + 1);
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ENUM_OPERATORS(eGPUSamplerState, GPU_SAMPLER_ICON)
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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 * Update user defined sampler states.
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 */
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void GPU_samplers_update(void);
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/* GPU Texture
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 * - always returns unsigned char RGBA textures
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 * - if texture with non square dimensions is created, depending on the
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 *   graphics card capabilities the texture may actually be stored in a
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 *   larger texture with power of two dimensions.
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 * - can use reference counting:
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 *   - reference counter after GPU_texture_create is 1
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 *   - GPU_texture_ref increases by one
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 *   - GPU_texture_free decreases by one, and frees if 0
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 * - if created with from_blender, will not free the texture
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 */
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/**
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 * Wrapper to supported OpenGL/Vulkan texture internal storage
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 * If you need a type just un-comment it. Be aware that some formats
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 * are not supported by render-buffers. All of the following formats
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 * are part of the OpenGL 3.3 core
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 * specification.
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 */
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typedef enum eGPUTextureFormat {
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  /* Formats texture & render-buffer. */
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  GPU_RGBA8UI,
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  GPU_RGBA8I,
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  GPU_RGBA8,
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  GPU_RGBA32UI,
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  GPU_RGBA32I,
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  GPU_RGBA32F,
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  GPU_RGBA16UI,
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  GPU_RGBA16I,
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  GPU_RGBA16F,
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  GPU_RGBA16,
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  GPU_RG8UI,
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  GPU_RG8I,
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  GPU_RG8,
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  GPU_RG32UI,
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  GPU_RG32I,
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  GPU_RG32F,
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  GPU_RG16UI,
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  GPU_RG16I,
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  GPU_RG16F,
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  GPU_RG16,
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  GPU_R8UI,
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  GPU_R8I,
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  GPU_R8,
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  GPU_R32UI,
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  GPU_R32I,
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  GPU_R32F,
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  GPU_R16UI,
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  GPU_R16I,
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  GPU_R16F,
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  GPU_R16, /* Max texture buffer format. */
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  /* Special formats texture & renderbuffer */
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  GPU_RGB10_A2,
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  GPU_R11F_G11F_B10F,
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  GPU_DEPTH32F_STENCIL8,
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  GPU_DEPTH24_STENCIL8,
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  GPU_SRGB8_A8,
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#if 0
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  GPU_RGB10_A2UI,
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#endif
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  /* Texture only format */
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  GPU_RGB16F,
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#if 0
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  GPU_RGBA16_SNORM,
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  GPU_RGBA8_SNORM,
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  GPU_RGB32F,
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  GPU_RGB32I,
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  GPU_RGB32UI,
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  GPU_RGB16_SNORM,
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  GPU_RGB16I,
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  GPU_RGB16UI,
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  GPU_RGB16,
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  GPU_RGB8_SNORM,
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  GPU_RGB8,
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  GPU_RGB8I,
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  GPU_RGB8UI,
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  GPU_RG16_SNORM,
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  GPU_RG8_SNORM,
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  GPU_R16_SNORM,
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  GPU_R8_SNORM,
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#endif
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  /* Special formats texture only */
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  GPU_SRGB8_A8_DXT1,
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  GPU_SRGB8_A8_DXT3,
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  GPU_SRGB8_A8_DXT5,
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  GPU_RGBA8_DXT1,
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  GPU_RGBA8_DXT3,
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  GPU_RGBA8_DXT5,
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#if 0
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  GPU_SRGB8,
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  GPU_RGB9_E5,
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  GPU_COMPRESSED_RG_RGTC2,
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  GPU_COMPRESSED_SIGNED_RG_RGTC2,
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  GPU_COMPRESSED_RED_RGTC1,
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  GPU_COMPRESSED_SIGNED_RED_RGTC1,
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#endif
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  /* Depth Formats */
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  GPU_DEPTH_COMPONENT32F,
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  GPU_DEPTH_COMPONENT24,
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  GPU_DEPTH_COMPONENT16,
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} eGPUTextureFormat;
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typedef enum eGPUDataFormat {
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  GPU_DATA_FLOAT,
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  GPU_DATA_INT,
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  GPU_DATA_UINT,
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  GPU_DATA_UBYTE,
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  GPU_DATA_UINT_24_8,
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  GPU_DATA_10_11_11_REV,
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  GPU_DATA_2_10_10_10_REV,
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} eGPUDataFormat;
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unsigned int GPU_texture_memory_usage_get(void);
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/**
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 * \note \a data is expected to be float. If the \a format is not compatible with float data or if
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 * the data is not in float format, use GPU_texture_update to upload the data with the right data
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 * format.
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 * \a mips is the number of mip level to allocate. It must be >= 1.
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 */
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GPUTexture *GPU_texture_create_1d(
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    const char *name, int w, int mip_len, eGPUTextureFormat format, const float *data);
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GPUTexture *GPU_texture_create_1d_array(
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    const char *name, int w, int h, int mip_len, eGPUTextureFormat format, const float *data);
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GPUTexture *GPU_texture_create_2d(
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    const char *name, int w, int h, int mip_len, eGPUTextureFormat format, const float *data);
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GPUTexture *GPU_texture_create_2d_array(const char *name,
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                                        int w,
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                                        int h,
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                                        int d,
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                                        int mip_len,
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                                        eGPUTextureFormat format,
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                                        const float *data);
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GPUTexture *GPU_texture_create_3d(const char *name,
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                                  int w,
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                                  int h,
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                                  int d,
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                                  int mip_len,
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                                  eGPUTextureFormat texture_format,
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                                  eGPUDataFormat data_format,
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                                  const void *data);
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GPUTexture *GPU_texture_create_cube(
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    const char *name, int w, int mip_len, eGPUTextureFormat format, const float *data);
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GPUTexture *GPU_texture_create_cube_array(
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    const char *name, int w, int d, int mip_len, eGPUTextureFormat format, const float *data);
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/* Special textures. */
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GPUTexture *GPU_texture_create_from_vertbuf(const char *name, struct GPUVertBuf *vert);
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/**
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 * \a data should hold all the data for all mipmaps.
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 */
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/**
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 * DDS texture loading. Return NULL if support is not available.
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 */
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GPUTexture *GPU_texture_create_compressed_2d(
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    const char *name, int w, int h, int miplen, eGPUTextureFormat format, const void *data);
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/**
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 * Create an error texture that will bind an invalid texture (pink) at draw time.
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 */
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GPUTexture *GPU_texture_create_error(int dimension, bool array);
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/**
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 * Create an alias of the source texture data.
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 * If \a src is freed, the texture view will continue to be valid.
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 * If \a mip_start or \a mip_len is bigger than available mips they will be clamped.
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 * If \a cube_as_array is true, then the texture cube (array) becomes a 2D array texture.
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 * TODO(@fclem): Target conversion is not implemented yet.
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 */
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GPUTexture *GPU_texture_create_view(const char *name,
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                                    const GPUTexture *src,
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                                    eGPUTextureFormat format,
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                                    int mip_start,
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                                    int mip_len,
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                                    int layer_start,
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                                    int layer_len,
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                                    bool cube_as_array);
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void GPU_texture_update_mipmap(GPUTexture *tex,
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                               int miplvl,
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                               eGPUDataFormat gpu_data_format,
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                               const void *pixels);
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/**
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 * \note Updates only mip 0.
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 */
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void GPU_texture_update(GPUTexture *tex, eGPUDataFormat data_format, const void *data);
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void GPU_texture_update_sub(GPUTexture *tex,
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                            eGPUDataFormat data_format,
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                            const void *pixels,
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                            int offset_x,
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                            int offset_y,
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                            int offset_z,
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                            int width,
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                            int height,
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                            int depth);
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/**
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 * Makes data interpretation aware of the source layout.
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 * Skipping pixels correctly when changing rows when doing partial update.
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 */
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void GPU_unpack_row_length_set(uint len);
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void *GPU_texture_read(GPUTexture *tex, eGPUDataFormat data_format, int miplvl);
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/**
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 * Fills the whole texture with the same data for all pixels.
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 * \warning Only work for 2D texture for now.
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 * \warning Only clears the mip 0 of the texture.
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 * \param data_format: data format of the pixel data.
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 * \note The format is float for unorm textures.
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 * \param data: 1 pixel worth of data to fill the texture with.
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 */
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void GPU_texture_clear(GPUTexture *tex, eGPUDataFormat data_format, const void *data);
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void GPU_texture_free(GPUTexture *tex);
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void GPU_texture_ref(GPUTexture *tex);
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void GPU_texture_bind(GPUTexture *tex, int unit);
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void GPU_texture_bind_ex(GPUTexture *tex, eGPUSamplerState state, int unit, bool set_number);
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void GPU_texture_unbind(GPUTexture *tex);
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void GPU_texture_unbind_all(void);
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void GPU_texture_image_bind(GPUTexture *tex, int unit);
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void GPU_texture_image_unbind(GPUTexture *tex);
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void GPU_texture_image_unbind_all(void);
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/**
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 * Copy a texture content to a similar texture. Only MIP 0 is copied.
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 */
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void GPU_texture_copy(GPUTexture *dst, GPUTexture *src);
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void GPU_texture_generate_mipmap(GPUTexture *tex);
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void GPU_texture_anisotropic_filter(GPUTexture *tex, bool use_aniso);
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void GPU_texture_compare_mode(GPUTexture *tex, bool use_compare);
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void GPU_texture_filter_mode(GPUTexture *tex, bool use_filter);
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void GPU_texture_mipmap_mode(GPUTexture *tex, bool use_mipmap, bool use_filter);
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void GPU_texture_wrap_mode(GPUTexture *tex, bool use_repeat, bool use_clamp);
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void GPU_texture_swizzle_set(GPUTexture *tex, const char swizzle[4]);
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/**
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 * Set depth stencil texture sampling behavior. Can work on texture views.
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 * If stencil sampling is enabled, an unsigned integer sampler is required.
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 */
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void GPU_texture_stencil_texture_mode_set(GPUTexture *tex, bool use_stencil);
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/**
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 * Return the number of dimensions of the texture ignoring dimension of layers (1, 2 or 3).
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 * Cube textures are considered 2D.
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 */
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int GPU_texture_dimensions(const GPUTexture *tex);
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int GPU_texture_width(const GPUTexture *tex);
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int GPU_texture_height(const GPUTexture *tex);
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int GPU_texture_layer_count(const GPUTexture *tex);
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int GPU_texture_mip_count(const GPUTexture *tex);
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int GPU_texture_orig_width(const GPUTexture *tex);
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int GPU_texture_orig_height(const GPUTexture *tex);
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void GPU_texture_orig_size_set(GPUTexture *tex, int w, int h);
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eGPUTextureFormat GPU_texture_format(const GPUTexture *tex);
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bool GPU_texture_array(const GPUTexture *tex);
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bool GPU_texture_cube(const GPUTexture *tex);
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bool GPU_texture_depth(const GPUTexture *tex);
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bool GPU_texture_stencil(const GPUTexture *tex);
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bool GPU_texture_integer(const GPUTexture *tex);
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#ifndef GPU_NO_USE_PY_REFERENCES
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void **GPU_texture_py_reference_get(GPUTexture *tex);
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void GPU_texture_py_reference_set(GPUTexture *tex, void **py_ref);
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#endif
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int GPU_texture_opengl_bindcode(const GPUTexture *tex);
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void GPU_texture_get_mipmap_size(GPUTexture *tex, int lvl, int *size);
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/* Utilities. */
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size_t GPU_texture_component_len(eGPUTextureFormat format);
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size_t GPU_texture_dataformat_size(eGPUDataFormat data_format);
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#ifdef __cplusplus
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}
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#endif
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