402 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			402 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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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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|  * The Original Code is Copyright (C) 2020 Blender Foundation.
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|  * All rights reserved.
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|  */
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| 
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| /** \file
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|  * \ingroup gpu
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|  */
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| 
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| #pragma once
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| 
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| #include "MEM_guardedalloc.h"
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| 
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| #include "BLI_assert.h"
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| 
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| #include "gpu_texture_private.hh"
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| 
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| #include "glew-mx.h"
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| 
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| struct GPUFrameBuffer;
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| 
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| namespace blender {
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| namespace gpu {
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| 
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| class GLTexture : public Texture {
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|   friend class GLStateManager;
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|   friend class GLFrameBuffer;
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| 
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|  private:
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|   /** All samplers states. */
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|   static GLuint samplers_[GPU_SAMPLER_MAX];
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| 
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|   /** Target to bind the texture to (#GL_TEXTURE_1D, #GL_TEXTURE_2D, etc...). */
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|   GLenum target_ = -1;
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|   /** opengl identifier for texture. */
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|   GLuint tex_id_ = 0;
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|   /** Legacy workaround for texture copy. Created when using framebuffer_get(). */
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|   struct GPUFrameBuffer *framebuffer_ = NULL;
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|   /** True if this texture is bound to at least one texture unit. */
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|   /* TODO(fclem): How do we ensure thread safety here? */
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|   bool is_bound_ = false;
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|   /** True if pixels in the texture have been initialized. */
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|   bool has_pixels_ = false;
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| 
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|  public:
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|   GLTexture(const char *name);
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|   ~GLTexture();
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| 
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|   void update_sub(
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|       int mip, int offset[3], int extent[3], eGPUDataFormat type, const void *data) override;
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| 
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|   /**
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|    * This will create the mipmap images and populate them with filtered data from base level.
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|    *
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|    * \warning Depth textures are not populated but they have their mips correctly defined.
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|    * \warning This resets the mipmap range.
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|    */
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|   void generate_mipmap() override;
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|   void copy_to(Texture *dst) override;
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|   void clear(eGPUDataFormat format, const void *data) override;
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|   void swizzle_set(const char swizzle_mask[4]) override;
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|   void mip_range_set(int min, int max) override;
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|   void *read(int mip, eGPUDataFormat type) override;
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| 
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|   void check_feedback_loop();
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| 
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|   /* TODO(fclem): Legacy. Should be removed at some point. */
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|   uint gl_bindcode_get() const override;
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| 
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|   static void samplers_init();
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|   static void samplers_free();
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|   static void samplers_update();
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| 
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|  protected:
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|   /** Return true on success. */
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|   bool init_internal() override;
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|   /** Return true on success. */
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|   bool init_internal(GPUVertBuf *vbo) override;
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| 
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|  private:
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|   bool proxy_check(int mip);
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|   /** Will create enough mipmaps up to get to the given level. */
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|   void ensure_mipmaps(int mip);
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|   void update_sub_direct_state_access(
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|       int mip, int offset[3], int extent[3], GLenum gl_format, GLenum gl_type, const void *data);
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|   GPUFrameBuffer *framebuffer_get();
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| 
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|   MEM_CXX_CLASS_ALLOC_FUNCS("GLTexture")
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| };
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| 
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| inline GLenum to_gl_internal_format(eGPUTextureFormat format)
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| {
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|   /* You can add any of the available type to this list
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|    * For available types see GPU_texture.h */
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|   switch (format) {
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|     /* Formats texture & renderbuffer */
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|     case GPU_RGBA8UI:
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|       return GL_RGBA8UI;
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|     case GPU_RGBA8I:
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|       return GL_RGBA8I;
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|     case GPU_RGBA8:
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|       return GL_RGBA8;
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|     case GPU_RGBA32UI:
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|       return GL_RGBA32UI;
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|     case GPU_RGBA32I:
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|       return GL_RGBA32I;
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|     case GPU_RGBA32F:
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|       return GL_RGBA32F;
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|     case GPU_RGBA16UI:
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|       return GL_RGBA16UI;
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|     case GPU_RGBA16I:
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|       return GL_RGBA16I;
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|     case GPU_RGBA16F:
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|       return GL_RGBA16F;
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|     case GPU_RGBA16:
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|       return GL_RGBA16;
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|     case GPU_RG8UI:
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|       return GL_RG8UI;
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|     case GPU_RG8I:
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|       return GL_RG8I;
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|     case GPU_RG8:
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|       return GL_RG8;
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|     case GPU_RG32UI:
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|       return GL_RG32UI;
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|     case GPU_RG32I:
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|       return GL_RG32I;
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|     case GPU_RG32F:
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|       return GL_RG32F;
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|     case GPU_RG16UI:
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|       return GL_RG16UI;
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|     case GPU_RG16I:
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|       return GL_RG16I;
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|     case GPU_RG16F:
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|       return GL_RG16F;
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|     case GPU_RG16:
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|       return GL_RG16;
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|     case GPU_R8UI:
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|       return GL_R8UI;
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|     case GPU_R8I:
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|       return GL_R8I;
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|     case GPU_R8:
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|       return GL_R8;
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|     case GPU_R32UI:
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|       return GL_R32UI;
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|     case GPU_R32I:
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|       return GL_R32I;
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|     case GPU_R32F:
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|       return GL_R32F;
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|     case GPU_R16UI:
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|       return GL_R16UI;
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|     case GPU_R16I:
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|       return GL_R16I;
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|     case GPU_R16F:
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|       return GL_R16F;
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|     case GPU_R16:
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|       return GL_R16;
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|     /* Special formats texture & renderbuffer */
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|     case GPU_RGB10_A2:
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|       return GL_RGB10_A2;
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|     case GPU_R11F_G11F_B10F:
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|       return GL_R11F_G11F_B10F;
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|     case GPU_DEPTH32F_STENCIL8:
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|       return GL_DEPTH32F_STENCIL8;
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|     case GPU_DEPTH24_STENCIL8:
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|       return GL_DEPTH24_STENCIL8;
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|     case GPU_SRGB8_A8:
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|       return GL_SRGB8_ALPHA8;
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|     /* Texture only format */
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|     case GPU_RGB16F:
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|       return GL_RGB16F;
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|     /* Special formats texture only */
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|     case GPU_SRGB8_A8_DXT1:
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|       return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
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|     case GPU_SRGB8_A8_DXT3:
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|       return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;
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|     case GPU_SRGB8_A8_DXT5:
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|       return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;
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|     case GPU_RGBA8_DXT1:
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|       return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
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|     case GPU_RGBA8_DXT3:
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|       return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
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|     case GPU_RGBA8_DXT5:
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|       return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
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|     /* Depth Formats */
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|     case GPU_DEPTH_COMPONENT32F:
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|       return GL_DEPTH_COMPONENT32F;
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|     case GPU_DEPTH_COMPONENT24:
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|       return GL_DEPTH_COMPONENT24;
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|     case GPU_DEPTH_COMPONENT16:
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|       return GL_DEPTH_COMPONENT16;
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|     default:
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|       BLI_assert_msg(0, "Texture format incorrect or unsupported");
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|       return 0;
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|   }
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| }
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| 
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| inline GLenum to_gl_target(eGPUTextureType type)
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| {
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|   switch (type) {
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|     case GPU_TEXTURE_1D:
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|       return GL_TEXTURE_1D;
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|     case GPU_TEXTURE_1D_ARRAY:
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|       return GL_TEXTURE_1D_ARRAY;
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|     case GPU_TEXTURE_2D:
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|       return GL_TEXTURE_2D;
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|     case GPU_TEXTURE_2D_ARRAY:
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|       return GL_TEXTURE_2D_ARRAY;
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|     case GPU_TEXTURE_3D:
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|       return GL_TEXTURE_3D;
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|     case GPU_TEXTURE_CUBE:
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|       return GL_TEXTURE_CUBE_MAP;
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|     case GPU_TEXTURE_CUBE_ARRAY:
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|       return GL_TEXTURE_CUBE_MAP_ARRAY_ARB;
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|     case GPU_TEXTURE_BUFFER:
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|       return GL_TEXTURE_BUFFER;
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|     default:
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|       BLI_assert(0);
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|       return GL_TEXTURE_1D;
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|   }
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| }
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| 
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| inline GLenum to_gl_proxy(eGPUTextureType type)
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| {
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|   switch (type) {
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|     case GPU_TEXTURE_1D:
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|       return GL_PROXY_TEXTURE_1D;
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|     case GPU_TEXTURE_1D_ARRAY:
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|       return GL_PROXY_TEXTURE_1D_ARRAY;
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|     case GPU_TEXTURE_2D:
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|       return GL_PROXY_TEXTURE_2D;
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|     case GPU_TEXTURE_2D_ARRAY:
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|       return GL_PROXY_TEXTURE_2D_ARRAY;
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|     case GPU_TEXTURE_3D:
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|       return GL_PROXY_TEXTURE_3D;
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|     case GPU_TEXTURE_CUBE:
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|       return GL_PROXY_TEXTURE_CUBE_MAP;
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|     case GPU_TEXTURE_CUBE_ARRAY:
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|       return GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB;
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|     case GPU_TEXTURE_BUFFER:
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|     default:
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|       BLI_assert(0);
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|       return GL_TEXTURE_1D;
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|   }
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| }
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| 
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| inline GLenum swizzle_to_gl(const char swizzle)
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| {
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|   switch (swizzle) {
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|     default:
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|     case 'x':
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|     case 'r':
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|       return GL_RED;
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|     case 'y':
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|     case 'g':
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|       return GL_GREEN;
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|     case 'z':
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|     case 'b':
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|       return GL_BLUE;
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|     case 'w':
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|     case 'a':
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|       return GL_ALPHA;
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|     case '0':
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|       return GL_ZERO;
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|     case '1':
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|       return GL_ONE;
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|   }
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| }
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| 
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| inline GLenum to_gl(eGPUDataFormat format)
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| {
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|   switch (format) {
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|     case GPU_DATA_FLOAT:
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|       return GL_FLOAT;
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|     case GPU_DATA_INT:
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|       return GL_INT;
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|     case GPU_DATA_UINT:
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|       return GL_UNSIGNED_INT;
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|     case GPU_DATA_UBYTE:
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|       return GL_UNSIGNED_BYTE;
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|     case GPU_DATA_UINT_24_8:
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|       return GL_UNSIGNED_INT_24_8;
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|     case GPU_DATA_2_10_10_10_REV:
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|       return GL_UNSIGNED_INT_2_10_10_10_REV;
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|     case GPU_DATA_10_11_11_REV:
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|       return GL_UNSIGNED_INT_10F_11F_11F_REV;
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|     default:
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|       BLI_assert_msg(0, "Unhandled data format");
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|       return GL_FLOAT;
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|   }
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| }
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| 
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| /**
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|  * Definitely not complete, edit according to the OpenGL specification.
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|  */
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| inline GLenum to_gl_data_format(eGPUTextureFormat format)
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| {
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|   /* You can add any of the available type to this list
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|    * For available types see GPU_texture.h */
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|   switch (format) {
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|     case GPU_R8I:
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|     case GPU_R8UI:
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|     case GPU_R16I:
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|     case GPU_R16UI:
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|     case GPU_R32I:
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|     case GPU_R32UI:
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|       return GL_RED_INTEGER;
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|     case GPU_RG8I:
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|     case GPU_RG8UI:
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|     case GPU_RG16I:
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|     case GPU_RG16UI:
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|     case GPU_RG32I:
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|     case GPU_RG32UI:
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|       return GL_RG_INTEGER;
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|     case GPU_RGBA8I:
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|     case GPU_RGBA8UI:
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|     case GPU_RGBA16I:
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|     case GPU_RGBA16UI:
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|     case GPU_RGBA32I:
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|     case GPU_RGBA32UI:
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|       return GL_RGBA_INTEGER;
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|     case GPU_R8:
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|     case GPU_R16:
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|     case GPU_R16F:
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|     case GPU_R32F:
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|       return GL_RED;
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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_RG32F:
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|       return GL_RG;
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|     case GPU_R11F_G11F_B10F:
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|     case GPU_RGB16F:
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|       return GL_RGB;
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|     case GPU_RGBA8:
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|     case GPU_SRGB8_A8:
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|     case GPU_RGBA16:
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|     case GPU_RGBA16F:
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|     case GPU_RGBA32F:
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|     case GPU_RGB10_A2:
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|       return GL_RGBA;
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|     case GPU_DEPTH24_STENCIL8:
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|     case GPU_DEPTH32F_STENCIL8:
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|       return GL_DEPTH_STENCIL;
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|     case GPU_DEPTH_COMPONENT16:
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|     case GPU_DEPTH_COMPONENT24:
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|     case GPU_DEPTH_COMPONENT32F:
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|       return GL_DEPTH_COMPONENT;
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|     case GPU_SRGB8_A8_DXT1:
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|       return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
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|     case GPU_SRGB8_A8_DXT3:
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|       return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;
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|     case GPU_SRGB8_A8_DXT5:
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|       return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;
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|     case GPU_RGBA8_DXT1:
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|       return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
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|     case GPU_RGBA8_DXT3:
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|       return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
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|     case GPU_RGBA8_DXT5:
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|       return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
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|     default:
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|       BLI_assert_msg(0, "Texture format incorrect or unsupported\n");
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|       return 0;
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|   }
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| }
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| 
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| /**
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|  * Assume Unorm / Float target. Used with #glReadPixels.
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|  */
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| inline GLenum channel_len_to_gl(int channel_len)
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| {
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|   switch (channel_len) {
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|     case 1:
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|       return GL_RED;
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|     case 2:
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|       return GL_RG;
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|     case 3:
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|       return GL_RGB;
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|     case 4:
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|       return GL_RGBA;
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|     default:
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|       BLI_assert_msg(0, "Wrong number of texture channels");
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|       return GL_RED;
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|   }
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| }
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| 
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| }  // namespace gpu
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| }  // namespace blender
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