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blender-archive/source/blender/gpu/intern/gpu_extensions.c
Antonis Ryakiotakis 3ae0126f86 GPUFramebuffer API cleanup:
* read buffers are set at texture binding time
* change naming when setting a texture as framebuffer
* add function to set slot of framebuffer as current target instead of
texture.
* Binding a buffer reuses the dimensions of the texture at bind time
(can use viewport to set to arbitrary range later)
* Removed offscreen buffer width/height, use the generated texture
dimensions instead. Those were supposed to be checked to see if
generated texture had the requested size but were never actually changed
to the texture dimensions (and it's redundant to store twice).
2014-11-18 12:37:55 +01:00

1683 lines
41 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* The Original Code is: all of this file.
*
* Contributor(s): Brecht Van Lommel.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/gpu/intern/gpu_extensions.c
* \ingroup gpu
*
* Wrap OpenGL features such as textures, shaders and GLSL
* with checks for drivers and GPU support.
*/
#include "GPU_glew.h"
#include "DNA_image_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BLI_math_base.h"
#include "BKE_global.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_simple_shader.h"
#include "intern/gpu_codegen.h"
#include "intern/gpu_extensions_private.h"
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#ifdef WIN32
# include "BLI_winstuff.h"
#endif
#define MAX_DEFINE_LENGTH 72
/* Extensions support */
/* extensions used:
* - texture border clamp: 1.3 core
* - fragment shader: 2.0 core
* - framebuffer object: ext specification
* - multitexture 1.3 core
* - arb non power of two: 2.0 core
* - pixel buffer objects? 2.1 core
* - arb draw buffers? 2.0 core
*/
/* Non-generated shaders */
extern char datatoc_gpu_shader_vsm_store_vert_glsl[];
extern char datatoc_gpu_shader_vsm_store_frag_glsl[];
extern char datatoc_gpu_shader_sep_gaussian_blur_vert_glsl[];
extern char datatoc_gpu_shader_sep_gaussian_blur_frag_glsl[];
typedef struct GPUShaders {
GPUShader *vsm_store;
GPUShader *sep_gaussian_blur;
} GPUShaders;
static struct GPUGlobal {
GLint maxtexsize;
GLint maxtextures;
GLuint currentfb;
int glslsupport;
int extdisabled;
int colordepth;
int npotdisabled; /* ATI 3xx-5xx (and more) chipsets support NPoT partially (== not enough) */
int dlistsdisabled; /* Legacy ATI driver does not support display lists well */
GPUDeviceType device;
GPUOSType os;
GPUDriverType driver;
GPUShaders shaders;
GPUTexture *invalid_tex_1D; /* texture used in place of invalid textures (not loaded correctly, missing) */
GPUTexture *invalid_tex_2D;
GPUTexture *invalid_tex_3D;
} GG = {1, 0};
/* Number of maximum output slots. We support 4 outputs for now (usually we wouldn't need more to preserve fill rate) */
#define GPU_FB_MAX_SLOTS 4
struct GPUFrameBuffer {
GLuint object;
GPUTexture *colortex[GPU_FB_MAX_SLOTS];
GPUTexture *depthtex;
};
/* GPU Types */
int GPU_type_matches(GPUDeviceType device, GPUOSType os, GPUDriverType driver)
{
return (GG.device & device) && (GG.os & os) && (GG.driver & driver);
}
/* GPU Extensions */
void GPU_extensions_disable(void)
{
GG.extdisabled = 1;
}
int GPU_max_texture_size(void)
{
return GG.maxtexsize;
}
void gpu_extensions_init(void)
{
GLint r, g, b;
const char *vendor, *renderer;
/* glewIsSupported("GL_VERSION_2_0") */
if (GLEW_ARB_multitexture)
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &GG.maxtextures);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &GG.maxtexsize);
GG.glslsupport = 1;
if (!GLEW_ARB_multitexture) GG.glslsupport = 0;
if (!GLEW_ARB_vertex_shader) GG.glslsupport = 0;
if (!GLEW_ARB_fragment_shader) GG.glslsupport = 0;
glGetIntegerv(GL_RED_BITS, &r);
glGetIntegerv(GL_GREEN_BITS, &g);
glGetIntegerv(GL_BLUE_BITS, &b);
GG.colordepth = r+g+b; /* assumes same depth for RGB */
vendor = (const char *)glGetString(GL_VENDOR);
renderer = (const char *)glGetString(GL_RENDERER);
if (strstr(vendor, "ATI")) {
GG.device = GPU_DEVICE_ATI;
GG.driver = GPU_DRIVER_OFFICIAL;
}
else if (strstr(vendor, "NVIDIA")) {
GG.device = GPU_DEVICE_NVIDIA;
GG.driver = GPU_DRIVER_OFFICIAL;
}
else if (strstr(vendor, "Intel") ||
/* src/mesa/drivers/dri/intel/intel_context.c */
strstr(renderer, "Mesa DRI Intel") ||
strstr(renderer, "Mesa DRI Mobile Intel")) {
GG.device = GPU_DEVICE_INTEL;
GG.driver = GPU_DRIVER_OFFICIAL;
}
else if (strstr(renderer, "Mesa DRI R") || (strstr(renderer, "Gallium ") && strstr(renderer, " on ATI "))) {
GG.device = GPU_DEVICE_ATI;
GG.driver = GPU_DRIVER_OPENSOURCE;
}
else if (strstr(renderer, "Nouveau") || strstr(vendor, "nouveau")) {
GG.device = GPU_DEVICE_NVIDIA;
GG.driver = GPU_DRIVER_OPENSOURCE;
}
else if (strstr(vendor, "Mesa")) {
GG.device = GPU_DEVICE_SOFTWARE;
GG.driver = GPU_DRIVER_SOFTWARE;
}
else if (strstr(vendor, "Microsoft")) {
GG.device = GPU_DEVICE_SOFTWARE;
GG.driver = GPU_DRIVER_SOFTWARE;
}
else if (strstr(renderer, "Apple Software Renderer")) {
GG.device = GPU_DEVICE_SOFTWARE;
GG.driver = GPU_DRIVER_SOFTWARE;
}
else {
GG.device = GPU_DEVICE_ANY;
GG.driver = GPU_DRIVER_ANY;
}
if (GG.device == GPU_DEVICE_ATI) {
/* ATI 9500 to X2300 cards support NPoT textures poorly
* Incomplete list http://dri.freedesktop.org/wiki/ATIRadeon
* New IDs from MESA's src/gallium/drivers/r300/r300_screen.c
*/
/* This list is close enough to those using the legacy driver which
* has a bug with display lists and glVertexAttrib
*/
if (strstr(renderer, "R3") || strstr(renderer, "RV3") ||
strstr(renderer, "R4") || strstr(renderer, "RV4") ||
strstr(renderer, "RS4") || strstr(renderer, "RC4") ||
strstr(renderer, "R5") || strstr(renderer, "RV5") ||
strstr(renderer, "RS600") || strstr(renderer, "RS690") ||
strstr(renderer, "RS740") || strstr(renderer, "X1") ||
strstr(renderer, "X2") || strstr(renderer, "Radeon 9") ||
strstr(renderer, "RADEON 9"))
{
GG.npotdisabled = 1;
GG.dlistsdisabled = 1;
}
}
/* make sure double side isn't used by default and only getting enabled in places where it's
* really needed to prevent different unexpected behaviors like with intel gme965 card (sergey) */
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
#ifdef _WIN32
GG.os = GPU_OS_WIN;
#elif defined(__APPLE__)
GG.os = GPU_OS_MAC;
#else
GG.os = GPU_OS_UNIX;
#endif
GPU_invalid_tex_init();
GPU_simple_shaders_init();
}
void gpu_extensions_exit(void)
{
GPU_simple_shaders_exit();
GPU_invalid_tex_free();
}
int GPU_glsl_support(void)
{
return !GG.extdisabled && GG.glslsupport;
}
int GPU_non_power_of_two_support(void)
{
if (GG.npotdisabled)
return 0;
return GLEW_ARB_texture_non_power_of_two;
}
int GPU_display_list_support(void)
{
return !GG.dlistsdisabled;
}
int GPU_color_depth(void)
{
return GG.colordepth;
}
int GPU_print_error(const char *str)
{
GLenum errCode;
if (G.debug & G_DEBUG) {
if ((errCode = glGetError()) != GL_NO_ERROR) {
fprintf(stderr, "%s opengl error: %s\n", str, gluErrorString(errCode));
return 1;
}
}
return 0;
}
static void GPU_print_framebuffer_error(GLenum status, char err_out[256])
{
const char *err= "unknown";
switch (status) {
case GL_FRAMEBUFFER_COMPLETE_EXT:
break;
case GL_INVALID_OPERATION:
err= "Invalid operation";
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
err= "Incomplete attachment";
break;
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
err= "Unsupported framebuffer format";
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
err= "Missing attachment";
break;
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
err= "Attached images must have same dimensions";
break;
case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
err= "Attached images must have same format";
break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
err= "Missing draw buffer";
break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
err= "Missing read buffer";
break;
}
if (err_out) {
BLI_snprintf(err_out, 256, "GPUFrameBuffer: framebuffer incomplete error %d '%s'",
(int)status, err);
}
else {
fprintf(stderr, "GPUFrameBuffer: framebuffer incomplete error %d '%s'\n",
(int)status, err);
}
}
/* GPUTexture */
struct GPUTexture {
int w, h; /* width/height */
int number; /* number for multitexture binding */
int refcount; /* reference count */
GLenum target; /* GL_TEXTURE_* */
GLuint bindcode; /* opengl identifier for texture */
int fromblender; /* we got the texture from Blender */
GPUFrameBuffer *fb; /* GPUFramebuffer this texture is attached to */
int fb_attachment; /* slot the texture is attached to */
int depth; /* is a depth texture? */
};
static unsigned char *GPU_texture_convert_pixels(int length, float *fpixels)
{
unsigned char *pixels, *p;
const float *fp;
int a, len;
len = 4*length;
fp = fpixels;
p = pixels = MEM_callocN(sizeof(unsigned char)*len, "GPUTexturePixels");
for (a=0; a<len; a++, p++, fp++)
*p = FTOCHAR((*fp));
return pixels;
}
static void GPU_glTexSubImageEmpty(GLenum target, GLenum format, int x, int y, int w, int h)
{
void *pixels = MEM_callocN(sizeof(char)*4*w*h, "GPUTextureEmptyPixels");
if (target == GL_TEXTURE_1D)
glTexSubImage1D(target, 0, x, w, format, GL_UNSIGNED_BYTE, pixels);
else
glTexSubImage2D(target, 0, x, y, w, h, format, GL_UNSIGNED_BYTE, pixels);
MEM_freeN(pixels);
}
static GPUTexture *GPU_texture_create_nD(int w, int h, int n, float *fpixels, int depth, char err_out[256])
{
GPUTexture *tex;
GLenum type, format, internalformat;
void *pixels = NULL;
if (depth && !GLEW_ARB_depth_texture)
return NULL;
tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->w = w;
tex->h = h;
tex->number = -1;
tex->refcount = 1;
tex->target = (n == 1)? GL_TEXTURE_1D: GL_TEXTURE_2D;
tex->depth = depth;
tex->fb_attachment = -1;
glGenTextures(1, &tex->bindcode);
if (!tex->bindcode) {
if (err_out) {
BLI_snprintf(err_out, 256, "GPUTexture: texture create failed: %d",
(int)glGetError());
}
else {
fprintf(stderr, "GPUTexture: texture create failed: %d\n",
(int)glGetError());
}
GPU_texture_free(tex);
return NULL;
}
if (!GPU_non_power_of_two_support()) {
tex->w = power_of_2_max_i(tex->w);
tex->h = power_of_2_max_i(tex->h);
}
tex->number = 0;
glBindTexture(tex->target, tex->bindcode);
if (depth) {
type = GL_UNSIGNED_BYTE;
format = GL_DEPTH_COMPONENT;
internalformat = GL_DEPTH_COMPONENT;
}
else {
type = GL_UNSIGNED_BYTE;
format = GL_RGBA;
internalformat = GL_RGBA8;
if (fpixels)
pixels = GPU_texture_convert_pixels(w*h, fpixels);
}
if (tex->target == GL_TEXTURE_1D) {
glTexImage1D(tex->target, 0, internalformat, tex->w, 0, format, type, NULL);
if (fpixels) {
glTexSubImage1D(tex->target, 0, 0, w, format, type,
pixels ? pixels : fpixels);
if (tex->w > w)
GPU_glTexSubImageEmpty(tex->target, format, w, 0,
tex->w-w, 1);
}
}
else {
glTexImage2D(tex->target, 0, internalformat, tex->w, tex->h, 0,
format, type, NULL);
if (fpixels) {
glTexSubImage2D(tex->target, 0, 0, 0, w, h,
format, type, pixels ? pixels : fpixels);
if (tex->w > w)
GPU_glTexSubImageEmpty(tex->target, format, w, 0, tex->w-w, tex->h);
if (tex->h > h)
GPU_glTexSubImageEmpty(tex->target, format, 0, h, w, tex->h-h);
}
}
if (pixels)
MEM_freeN(pixels);
if (depth) {
glTexParameteri(tex->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(tex->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(tex->target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE);
glTexParameteri(tex->target, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
glTexParameteri(tex->target, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY);
}
else {
glTexParameteri(tex->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(tex->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
if (tex->target != GL_TEXTURE_1D) {
/* CLAMP_TO_BORDER is an OpenGL 1.3 core feature */
GLenum wrapmode = (depth || tex->h == 1)? GL_CLAMP_TO_EDGE: GL_CLAMP_TO_BORDER;
glTexParameteri(tex->target, GL_TEXTURE_WRAP_S, wrapmode);
glTexParameteri(tex->target, GL_TEXTURE_WRAP_T, wrapmode);
#if 0
float borderColor[] = { 1.0f, 1.0f, 1.0f, 1.0f };
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
#endif
}
else
glTexParameteri(tex->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
return tex;
}
GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, float *fpixels)
{
GPUTexture *tex;
GLenum type, format, internalformat;
void *pixels = NULL;
float vfBorderColor[4] = {0.0f, 0.0f, 0.0f, 0.0f};
if (!GLEW_VERSION_1_2)
return NULL;
tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->w = w;
tex->h = h;
tex->depth = depth;
tex->number = -1;
tex->refcount = 1;
tex->target = GL_TEXTURE_3D;
glGenTextures(1, &tex->bindcode);
if (!tex->bindcode) {
fprintf(stderr, "GPUTexture: texture create failed: %d\n",
(int)glGetError());
GPU_texture_free(tex);
return NULL;
}
if (!GPU_non_power_of_two_support()) {
tex->w = power_of_2_max_i(tex->w);
tex->h = power_of_2_max_i(tex->h);
tex->depth = power_of_2_max_i(tex->depth);
}
tex->number = 0;
glBindTexture(tex->target, tex->bindcode);
GPU_print_error("3D glBindTexture");
type = GL_FLOAT;
if (channels == 4) {
format = GL_RGBA;
internalformat = GL_RGBA;
}
else {
format = GL_RED;
internalformat = GL_INTENSITY;
}
//if (fpixels)
// pixels = GPU_texture_convert_pixels(w*h*depth, fpixels);
glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, NULL);
GPU_print_error("3D glTexImage3D");
if (fpixels) {
if (!GPU_non_power_of_two_support() && (w != tex->w || h != tex->h || depth != tex->depth)) {
/* clear first to avoid unitialized pixels */
float *zero= MEM_callocN(sizeof(float)*tex->w*tex->h*tex->depth, "zero");
glTexSubImage3D(tex->target, 0, 0, 0, 0, tex->w, tex->h, tex->depth, format, type, zero);
MEM_freeN(zero);
}
glTexSubImage3D(tex->target, 0, 0, 0, 0, w, h, depth, format, type, fpixels);
GPU_print_error("3D glTexSubImage3D");
}
glTexParameterfv(GL_TEXTURE_3D, GL_TEXTURE_BORDER_COLOR, vfBorderColor);
GPU_print_error("3D GL_TEXTURE_BORDER_COLOR");
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
GPU_print_error("3D GL_LINEAR");
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
GPU_print_error("3D GL_CLAMP_TO_BORDER");
if (pixels)
MEM_freeN(pixels);
GPU_texture_unbind(tex);
return tex;
}
GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, bool is_data, double time, int mipmap)
{
GPUTexture *tex;
GLint w, h, border, lastbindcode, bindcode;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &lastbindcode);
GPU_update_image_time(ima, time);
/* this binds a texture, so that's why to restore it with lastbindcode */
bindcode = GPU_verify_image(ima, iuser, 0, 0, mipmap, is_data);
if (ima->gputexture) {
ima->gputexture->bindcode = bindcode;
glBindTexture(GL_TEXTURE_2D, lastbindcode);
return ima->gputexture;
}
tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->bindcode = bindcode;
tex->number = -1;
tex->refcount = 1;
tex->target = GL_TEXTURE_2D;
tex->fromblender = 1;
ima->gputexture= tex;
if (!glIsTexture(tex->bindcode)) {
GPU_print_error("Blender Texture Not Loaded");
}
else {
glBindTexture(GL_TEXTURE_2D, tex->bindcode);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_BORDER, &border);
tex->w = w - border;
tex->h = h - border;
}
glBindTexture(GL_TEXTURE_2D, lastbindcode);
return tex;
}
GPUTexture *GPU_texture_from_preview(PreviewImage *prv, int mipmap)
{
GPUTexture *tex = prv->gputexture[0];
GLint w, h, lastbindcode;
GLuint bindcode = 0;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &lastbindcode);
if (tex)
bindcode = tex->bindcode;
/* this binds a texture, so that's why to restore it */
if (bindcode == 0) {
GPU_create_gl_tex(&bindcode, prv->rect[0], NULL, prv->w[0], prv->h[0], mipmap, 0, NULL);
}
if (tex) {
tex->bindcode = bindcode;
glBindTexture(GL_TEXTURE_2D, lastbindcode);
return tex;
}
tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->bindcode = bindcode;
tex->number = -1;
tex->refcount = 1;
tex->target = GL_TEXTURE_2D;
prv->gputexture[0]= tex;
if (!glIsTexture(tex->bindcode)) {
GPU_print_error("Blender Texture Not Loaded");
}
else {
glBindTexture(GL_TEXTURE_2D, tex->bindcode);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h);
tex->w = w;
tex->h = h;
}
glBindTexture(GL_TEXTURE_2D, lastbindcode);
return tex;
}
GPUTexture *GPU_texture_create_1D(int w, float *fpixels, char err_out[256])
{
GPUTexture *tex = GPU_texture_create_nD(w, 1, 1, fpixels, 0, err_out);
if (tex)
GPU_texture_unbind(tex);
return tex;
}
GPUTexture *GPU_texture_create_2D(int w, int h, float *fpixels, char err_out[256])
{
GPUTexture *tex = GPU_texture_create_nD(w, h, 2, fpixels, 0, err_out);
if (tex)
GPU_texture_unbind(tex);
return tex;
}
GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256])
{
GPUTexture *tex = GPU_texture_create_nD(w, h, 2, NULL, 1, err_out);
if (tex)
GPU_texture_unbind(tex);
return tex;
}
/**
* A shadow map for VSM needs two components (depth and depth^2)
*/
GPUTexture *GPU_texture_create_vsm_shadow_map(int size, char err_out[256])
{
GPUTexture *tex = GPU_texture_create_nD(size, size, 2, NULL, 0, err_out);
if (tex) {
/* Now we tweak some of the settings */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F, size, size, 0, GL_RG, GL_FLOAT, NULL);
GPU_texture_unbind(tex);
}
return tex;
}
void GPU_invalid_tex_init(void)
{
float color[4] = {1.0f, 0.0f, 1.0f, 1.0};
GG.invalid_tex_1D = GPU_texture_create_1D(1, color, NULL);
GG.invalid_tex_2D = GPU_texture_create_2D(1, 1, color, NULL);
GG.invalid_tex_3D = GPU_texture_create_3D(1, 1, 1, 4, color);
}
void GPU_invalid_tex_bind(int mode)
{
switch (mode) {
case GL_TEXTURE_1D:
glBindTexture(GL_TEXTURE_1D, GG.invalid_tex_1D->bindcode);
break;
case GL_TEXTURE_2D:
glBindTexture(GL_TEXTURE_2D, GG.invalid_tex_2D->bindcode);
break;
case GL_TEXTURE_3D:
glBindTexture(GL_TEXTURE_3D, GG.invalid_tex_3D->bindcode);
break;
}
}
void GPU_invalid_tex_free(void)
{
if (GG.invalid_tex_1D)
GPU_texture_free(GG.invalid_tex_1D);
if (GG.invalid_tex_2D)
GPU_texture_free(GG.invalid_tex_2D);
if (GG.invalid_tex_3D)
GPU_texture_free(GG.invalid_tex_3D);
}
void GPU_texture_bind(GPUTexture *tex, int number)
{
GLenum arbnumber;
if (number >= GG.maxtextures) {
GPU_print_error("Not enough texture slots.");
return;
}
if (tex->fb) {
if (tex->fb->object == GG.currentfb) {
fprintf(stderr, "Feedback loop warning!: Attempting to bind texture attached to current framebuffer!\n");
}
}
if (number < 0)
return;
GPU_print_error("Pre Texture Bind");
arbnumber = (GLenum)((GLuint)GL_TEXTURE0_ARB + number);
if (number != 0) glActiveTextureARB(arbnumber);
if (tex->bindcode != 0) {
glBindTexture(tex->target, tex->bindcode);
}
else
GPU_invalid_tex_bind(tex->target);
glEnable(tex->target);
if (number != 0) glActiveTextureARB(GL_TEXTURE0_ARB);
tex->number = number;
GPU_print_error("Post Texture Bind");
}
void GPU_texture_unbind(GPUTexture *tex)
{
GLenum arbnumber;
if (tex->number >= GG.maxtextures) {
GPU_print_error("Not enough texture slots.");
return;
}
if (tex->number == -1)
return;
GPU_print_error("Pre Texture Unbind");
arbnumber = (GLenum)((GLuint)GL_TEXTURE0_ARB + tex->number);
if (tex->number != 0) glActiveTextureARB(arbnumber);
glBindTexture(tex->target, 0);
glDisable(tex->target);
if (tex->number != 0) glActiveTextureARB(GL_TEXTURE0_ARB);
tex->number = -1;
GPU_print_error("Post Texture Unbind");
}
void GPU_texture_free(GPUTexture *tex)
{
tex->refcount--;
if (tex->refcount < 0)
fprintf(stderr, "GPUTexture: negative refcount\n");
if (tex->refcount == 0) {
if (tex->fb)
GPU_framebuffer_texture_detach(tex);
if (tex->bindcode && !tex->fromblender)
glDeleteTextures(1, &tex->bindcode);
MEM_freeN(tex);
}
}
void GPU_texture_ref(GPUTexture *tex)
{
tex->refcount++;
}
int GPU_texture_target(GPUTexture *tex)
{
return tex->target;
}
int GPU_texture_opengl_width(GPUTexture *tex)
{
return tex->w;
}
int GPU_texture_opengl_height(GPUTexture *tex)
{
return tex->h;
}
int GPU_texture_opengl_bindcode(GPUTexture *tex)
{
return tex->bindcode;
}
GPUFrameBuffer *GPU_texture_framebuffer(GPUTexture *tex)
{
return tex->fb;
}
/* GPUFrameBuffer */
GPUFrameBuffer *GPU_framebuffer_create(void)
{
GPUFrameBuffer *fb;
if (!GLEW_EXT_framebuffer_object)
return NULL;
fb= MEM_callocN(sizeof(GPUFrameBuffer), "GPUFrameBuffer");
glGenFramebuffersEXT(1, &fb->object);
if (!fb->object) {
fprintf(stderr, "GPUFFrameBuffer: framebuffer gen failed. %d\n",
(int)glGetError());
GPU_framebuffer_free(fb);
return NULL;
}
return fb;
}
int GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot, char err_out[256])
{
GLenum status;
GLenum attachment;
GLenum error;
if (slot >= GPU_FB_MAX_SLOTS) {
fprintf(stderr, "Attaching to index %d framebuffer slot unsupported in blender use at most %d\n", slot, GPU_FB_MAX_SLOTS);
return 0;
}
if (tex->target != -1) {
fprintf(stderr, "Feedback loop warning!: Attempting to attach texture to framebuffer while still bound to texture unit for drawing!");
}
if (tex->depth)
attachment = GL_DEPTH_ATTACHMENT_EXT;
else
attachment = GL_COLOR_ATTACHMENT0_EXT + slot;
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
GG.currentfb = fb->object;
/* Clean glError buffer. */
while (glGetError() != GL_NO_ERROR) {}
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment,
tex->target, tex->bindcode, 0);
error = glGetError();
if (error == GL_INVALID_OPERATION) {
GPU_framebuffer_restore();
GPU_print_framebuffer_error(error, err_out);
return 0;
}
status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
GPU_framebuffer_restore();
GPU_print_framebuffer_error(status, err_out);
return 0;
}
if (tex->depth)
fb->depthtex = tex;
else
fb->colortex[slot] = tex;
tex->fb= fb;
tex->fb_attachment = slot;
return 1;
}
void GPU_framebuffer_texture_detach(GPUTexture *tex)
{
GLenum attachment;
GPUFrameBuffer *fb;
if (!tex->fb)
return;
fb = tex->fb;
if (GG.currentfb != fb->object) {
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
GG.currentfb = tex->fb->object;
}
if (tex->depth) {
fb->depthtex = NULL;
attachment = GL_DEPTH_ATTACHMENT_EXT;
}
else {
BLI_assert(fb->colortex[tex->fb_attachment] == tex);
fb->colortex[tex->fb_attachment] = NULL;
attachment = GL_COLOR_ATTACHMENT0_EXT + tex->fb_attachment;
}
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment,
tex->target, 0, 0);
tex->fb = NULL;
tex->fb_attachment = -1;
}
void GPU_texture_bind_as_framebuffer(GPUTexture *tex)
{
if (!tex->fb) {
fprintf(stderr, "Error, texture not bound to framebuffer!");
return;
}
/* push attributes */
glPushAttrib(GL_ENABLE_BIT | GL_VIEWPORT_BIT);
glDisable(GL_SCISSOR_TEST);
/* bind framebuffer */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, tex->fb->object);
/* last bound prevails here, better allow explicit control here too */
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT + tex->fb_attachment);
glReadBuffer(GL_COLOR_ATTACHMENT0_EXT + tex->fb_attachment);
/* push matrices and set default viewport and matrix */
glViewport(0, 0, tex->w, tex->h);
GG.currentfb = tex->fb->object;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
}
void GPU_framebuffer_slot_bind(GPUFrameBuffer *fb, int slot)
{
if (!fb->colortex[slot]) {
fprintf(stderr, "Error, framebuffer slot empty!");
return;
}
/* push attributes */
glPushAttrib(GL_ENABLE_BIT | GL_VIEWPORT_BIT);
glDisable(GL_SCISSOR_TEST);
/* bind framebuffer */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
/* last bound prevails here, better allow explicit control here too */
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT + slot);
glReadBuffer(GL_COLOR_ATTACHMENT0_EXT + slot);
/* push matrices and set default viewport and matrix */
glViewport(0, 0, fb->colortex[slot]->w, fb->colortex[slot]->h);
GG.currentfb = fb->object;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
}
void GPU_framebuffer_texture_unbind(GPUFrameBuffer *UNUSED(fb), GPUTexture *UNUSED(tex))
{
/* restore matrix */
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
/* restore attributes */
glPopAttrib();
}
void GPU_framebuffer_free(GPUFrameBuffer *fb)
{
int i;
if (fb->depthtex)
GPU_framebuffer_texture_detach(fb->depthtex);
for (i = 0; i < GPU_FB_MAX_SLOTS; i++) {
if (fb->colortex[i]) {
GPU_framebuffer_texture_detach(fb->colortex[i]);
}
}
if (fb->object) {
glDeleteFramebuffersEXT(1, &fb->object);
if (GG.currentfb == fb->object) {
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
GG.currentfb = 0;
}
}
MEM_freeN(fb);
}
void GPU_framebuffer_restore(void)
{
if (GG.currentfb != 0) {
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
GG.currentfb = 0;
}
}
void GPU_framebuffer_blur(GPUFrameBuffer *fb, GPUTexture *tex, GPUFrameBuffer *blurfb, GPUTexture *blurtex)
{
float scaleh[2] = {1.0f/GPU_texture_opengl_width(blurtex), 0.0f};
float scalev[2] = {0.0f, 1.0f/GPU_texture_opengl_height(tex)};
GPUShader *blur_shader = GPU_shader_get_builtin_shader(GPU_SHADER_SEP_GAUSSIAN_BLUR);
int scale_uniform, texture_source_uniform;
if (!blur_shader)
return;
scale_uniform = GPU_shader_get_uniform(blur_shader, "ScaleU");
texture_source_uniform = GPU_shader_get_uniform(blur_shader, "textureSource");
/* Blurring horizontally */
/* We do the bind ourselves rather than using GPU_framebuffer_texture_bind() to avoid
* pushing unnecessary matrices onto the OpenGL stack. */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, blurfb->object);
GPU_shader_bind(blur_shader);
GPU_shader_uniform_vector(blur_shader, scale_uniform, 2, 1, (float *)scaleh);
GPU_shader_uniform_texture(blur_shader, texture_source_uniform, tex);
glViewport(0, 0, GPU_texture_opengl_width(blurtex), GPU_texture_opengl_height(blurtex));
/* Peparing to draw quad */
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glDisable(GL_DEPTH_TEST);
GPU_texture_bind(tex, 0);
/* Drawing quad */
glBegin(GL_QUADS);
glTexCoord2d(0, 0); glVertex2f(1, 1);
glTexCoord2d(1, 0); glVertex2f(-1, 1);
glTexCoord2d(1, 1); glVertex2f(-1, -1);
glTexCoord2d(0, 1); glVertex2f(1, -1);
glEnd();
/* Blurring vertically */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
glViewport(0, 0, GPU_texture_opengl_width(tex), GPU_texture_opengl_height(tex));
GPU_shader_uniform_vector(blur_shader, scale_uniform, 2, 1, (float *)scalev);
GPU_shader_uniform_texture(blur_shader, texture_source_uniform, blurtex);
GPU_texture_bind(blurtex, 0);
glBegin(GL_QUADS);
glTexCoord2d(0, 0); glVertex2f(1, 1);
glTexCoord2d(1, 0); glVertex2f(-1, 1);
glTexCoord2d(1, 1); glVertex2f(-1, -1);
glTexCoord2d(0, 1); glVertex2f(1, -1);
glEnd();
GPU_shader_unbind();
}
/* GPUOffScreen */
struct GPUOffScreen {
GPUFrameBuffer *fb;
GPUTexture *color;
GPUTexture *depth;
};
GPUOffScreen *GPU_offscreen_create(int width, int height, char err_out[256])
{
GPUOffScreen *ofs;
ofs= MEM_callocN(sizeof(GPUOffScreen), "GPUOffScreen");
ofs->fb = GPU_framebuffer_create();
if (!ofs->fb) {
GPU_offscreen_free(ofs);
return NULL;
}
ofs->depth = GPU_texture_create_depth(width, height, err_out);
if (!ofs->depth) {
GPU_offscreen_free(ofs);
return NULL;
}
if (!GPU_framebuffer_texture_attach(ofs->fb, ofs->depth, 0, err_out)) {
GPU_offscreen_free(ofs);
return NULL;
}
ofs->color = GPU_texture_create_2D(width, height, NULL, err_out);
if (!ofs->color) {
GPU_offscreen_free(ofs);
return NULL;
}
if (!GPU_framebuffer_texture_attach(ofs->fb, ofs->color, 0, err_out)) {
GPU_offscreen_free(ofs);
return NULL;
}
GPU_framebuffer_restore();
return ofs;
}
void GPU_offscreen_free(GPUOffScreen *ofs)
{
if (ofs->fb)
GPU_framebuffer_free(ofs->fb);
if (ofs->color)
GPU_texture_free(ofs->color);
if (ofs->depth)
GPU_texture_free(ofs->depth);
MEM_freeN(ofs);
}
void GPU_offscreen_bind(GPUOffScreen *ofs)
{
glDisable(GL_SCISSOR_TEST);
GPU_texture_bind_as_framebuffer(ofs->color);
}
void GPU_offscreen_unbind(GPUOffScreen *ofs)
{
GPU_framebuffer_texture_unbind(ofs->fb, ofs->color);
GPU_framebuffer_restore();
glEnable(GL_SCISSOR_TEST);
}
void GPU_offscreen_read_pixels(GPUOffScreen *ofs, int type, void *pixels)
{
glReadPixels(0, 0, ofs->color->w, ofs->color->h, GL_RGBA, type, pixels);
}
int GPU_offscreen_width(GPUOffScreen *ofs)
{
return ofs->color->w;
}
int GPU_offscreen_height(GPUOffScreen *ofs)
{
return ofs->color->h;
}
/* GPUShader */
struct GPUShader {
GLhandleARB object; /* handle for full shader */
GLhandleARB vertex; /* handle for vertex shader */
GLhandleARB fragment; /* handle for fragment shader */
GLhandleARB lib; /* handle for libment shader */
int totattrib; /* total number of attributes */
};
static void shader_print_errors(const char *task, char *log, const char **code, int totcode)
{
int i;
fprintf(stderr, "GPUShader: %s error:\n", task);
for (i = 0; i < totcode; i++) {
const char *c, *pos, *end = code[i] + strlen(code[i]);
int line = 1;
if (G.debug & G_DEBUG) {
fprintf(stderr, "===== shader string %d ====\n", i + 1);
c = code[i];
while ((c < end) && (pos = strchr(c, '\n'))) {
fprintf(stderr, "%2d ", line);
fwrite(c, (pos+1)-c, 1, stderr);
c = pos+1;
line++;
}
fprintf(stderr, "%s", c);
}
}
fprintf(stderr, "%s\n", log);
}
static const char *gpu_shader_version(void)
{
/* turn on glsl 1.30 for bicubic bump mapping and ATI clipping support */
if (GLEW_VERSION_3_0 &&
(GPU_bicubic_bump_support() || GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)))
{
return "#version 130\n";
}
return "";
}
static const char *gpu_shader_standard_extensions(void)
{
/* need this extensions for high quality bump mapping */
if (GPU_bicubic_bump_support())
return "#extension GL_ARB_texture_query_lod: enable\n";
return "";
}
static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH])
{
/* some useful defines to detect GPU type */
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)) {
strcat(defines, "#define GPU_ATI\n");
if (GLEW_VERSION_3_0)
strcat(defines, "#define CLIP_WORKAROUND\n");
}
else if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY))
strcat(defines, "#define GPU_NVIDIA\n");
else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY))
strcat(defines, "#define GPU_INTEL\n");
if (GPU_bicubic_bump_support())
strcat(defines, "#define BUMP_BICUBIC\n");
return;
}
GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, const char *libcode, const char *defines)
{
GLint status;
GLcharARB log[5000];
GLsizei length = 0;
GPUShader *shader;
char standard_defines[MAX_DEFINE_LENGTH] = "";
if (!GLEW_ARB_vertex_shader || !GLEW_ARB_fragment_shader)
return NULL;
shader = MEM_callocN(sizeof(GPUShader), "GPUShader");
if (vertexcode)
shader->vertex = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
if (fragcode)
shader->fragment = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
shader->object = glCreateProgramObjectARB();
if (!shader->object ||
(vertexcode && !shader->vertex) ||
(fragcode && !shader->fragment))
{
fprintf(stderr, "GPUShader, object creation failed.\n");
GPU_shader_free(shader);
return NULL;
}
gpu_shader_standard_defines(standard_defines);
if (vertexcode) {
const char *source[5];
/* custom limit, may be too small, beware */
int num_source = 0;
source[num_source++] = gpu_shader_version();
source[num_source++] = gpu_shader_standard_extensions();
source[num_source++] = standard_defines;
if (defines) source[num_source++] = defines;
if (vertexcode) source[num_source++] = vertexcode;
glAttachObjectARB(shader->object, shader->vertex);
glShaderSourceARB(shader->vertex, num_source, source, NULL);
glCompileShaderARB(shader->vertex);
glGetObjectParameterivARB(shader->vertex, GL_OBJECT_COMPILE_STATUS_ARB, &status);
if (!status) {
glGetInfoLogARB(shader->vertex, sizeof(log), &length, log);
shader_print_errors("compile", log, source, num_source);
GPU_shader_free(shader);
return NULL;
}
}
if (fragcode) {
const char *source[6];
int num_source = 0;
source[num_source++] = gpu_shader_version();
source[num_source++] = gpu_shader_standard_extensions();
source[num_source++] = standard_defines;
if (defines) source[num_source++] = defines;
if (libcode) source[num_source++] = libcode;
if (fragcode) source[num_source++] = fragcode;
glAttachObjectARB(shader->object, shader->fragment);
glShaderSourceARB(shader->fragment, num_source, source, NULL);
glCompileShaderARB(shader->fragment);
glGetObjectParameterivARB(shader->fragment, GL_OBJECT_COMPILE_STATUS_ARB, &status);
if (!status) {
glGetInfoLogARB(shader->fragment, sizeof(log), &length, log);
shader_print_errors("compile", log, source, num_source);
GPU_shader_free(shader);
return NULL;
}
}
#if 0
if (lib && lib->lib)
glAttachObjectARB(shader->object, lib->lib);
#endif
glLinkProgramARB(shader->object);
glGetObjectParameterivARB(shader->object, GL_OBJECT_LINK_STATUS_ARB, &status);
if (!status) {
glGetInfoLogARB(shader->object, sizeof(log), &length, log);
if (fragcode) shader_print_errors("linking", log, &fragcode, 1);
else if (vertexcode) shader_print_errors("linking", log, &vertexcode, 1);
else if (libcode) shader_print_errors("linking", log, &libcode, 1);
GPU_shader_free(shader);
return NULL;
}
return shader;
}
#if 0
GPUShader *GPU_shader_create_lib(const char *code)
{
GLint status;
GLcharARB log[5000];
GLsizei length = 0;
GPUShader *shader;
if (!GLEW_ARB_vertex_shader || !GLEW_ARB_fragment_shader)
return NULL;
shader = MEM_callocN(sizeof(GPUShader), "GPUShader");
shader->lib = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
if (!shader->lib) {
fprintf(stderr, "GPUShader, object creation failed.\n");
GPU_shader_free(shader);
return NULL;
}
glShaderSourceARB(shader->lib, 1, (const char**)&code, NULL);
glCompileShaderARB(shader->lib);
glGetObjectParameterivARB(shader->lib, GL_OBJECT_COMPILE_STATUS_ARB, &status);
if (!status) {
glGetInfoLogARB(shader->lib, sizeof(log), &length, log);
shader_print_errors("compile", log, code);
GPU_shader_free(shader);
return NULL;
}
return shader;
}
#endif
void GPU_shader_bind(GPUShader *shader)
{
GPU_print_error("Pre Shader Bind");
glUseProgramObjectARB(shader->object);
GPU_print_error("Post Shader Bind");
}
void GPU_shader_unbind(void)
{
GPU_print_error("Pre Shader Unbind");
glUseProgramObjectARB(0);
GPU_print_error("Post Shader Unbind");
}
void GPU_shader_free(GPUShader *shader)
{
if (shader->lib)
glDeleteObjectARB(shader->lib);
if (shader->vertex)
glDeleteObjectARB(shader->vertex);
if (shader->fragment)
glDeleteObjectARB(shader->fragment);
if (shader->object)
glDeleteObjectARB(shader->object);
MEM_freeN(shader);
}
int GPU_shader_get_uniform(GPUShader *shader, const char *name)
{
return glGetUniformLocationARB(shader->object, name);
}
void GPU_shader_uniform_vector(GPUShader *UNUSED(shader), int location, int length, int arraysize, float *value)
{
if (location == -1)
return;
GPU_print_error("Pre Uniform Vector");
if (length == 1) glUniform1fvARB(location, arraysize, value);
else if (length == 2) glUniform2fvARB(location, arraysize, value);
else if (length == 3) glUniform3fvARB(location, arraysize, value);
else if (length == 4) glUniform4fvARB(location, arraysize, value);
else if (length == 9) glUniformMatrix3fvARB(location, arraysize, 0, value);
else if (length == 16) glUniformMatrix4fvARB(location, arraysize, 0, value);
GPU_print_error("Post Uniform Vector");
}
void GPU_shader_uniform_int(GPUShader *UNUSED(shader), int location, int value)
{
if (location == -1)
return;
GPU_print_error("Pre Uniform Int");
glUniform1iARB(location, value);
GPU_print_error("Post Uniform Int");
}
void GPU_shader_uniform_texture(GPUShader *UNUSED(shader), int location, GPUTexture *tex)
{
GLenum arbnumber;
if (tex->number >= GG.maxtextures) {
GPU_print_error("Not enough texture slots.");
return;
}
if (tex->number == -1)
return;
if (location == -1)
return;
GPU_print_error("Pre Uniform Texture");
arbnumber = (GLenum)((GLuint)GL_TEXTURE0_ARB + tex->number);
if (tex->number != 0) glActiveTextureARB(arbnumber);
if (tex->bindcode != 0)
glBindTexture(tex->target, tex->bindcode);
else
GPU_invalid_tex_bind(tex->target);
glUniform1iARB(location, tex->number);
glEnable(tex->target);
if (tex->number != 0) glActiveTextureARB(GL_TEXTURE0_ARB);
GPU_print_error("Post Uniform Texture");
}
int GPU_shader_get_attribute(GPUShader *shader, const char *name)
{
int index;
GPU_print_error("Pre Get Attribute");
index = glGetAttribLocationARB(shader->object, name);
GPU_print_error("Post Get Attribute");
return index;
}
GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
{
GPUShader *retval = NULL;
switch (shader) {
case GPU_SHADER_VSM_STORE:
if (!GG.shaders.vsm_store)
GG.shaders.vsm_store = GPU_shader_create(datatoc_gpu_shader_vsm_store_vert_glsl, datatoc_gpu_shader_vsm_store_frag_glsl, NULL, NULL);
retval = GG.shaders.vsm_store;
break;
case GPU_SHADER_SEP_GAUSSIAN_BLUR:
if (!GG.shaders.sep_gaussian_blur)
GG.shaders.sep_gaussian_blur = GPU_shader_create(datatoc_gpu_shader_sep_gaussian_blur_vert_glsl, datatoc_gpu_shader_sep_gaussian_blur_frag_glsl, NULL, NULL);
retval = GG.shaders.sep_gaussian_blur;
break;
}
if (retval == NULL)
printf("Unable to create a GPUShader for builtin shader: %d\n", shader);
return retval;
}
void GPU_shader_free_builtin_shaders(void)
{
if (GG.shaders.vsm_store) {
MEM_freeN(GG.shaders.vsm_store);
GG.shaders.vsm_store = NULL;
}
if (GG.shaders.sep_gaussian_blur) {
MEM_freeN(GG.shaders.sep_gaussian_blur);
GG.shaders.sep_gaussian_blur = NULL;
}
}
#if 0
/* GPUPixelBuffer */
typedef struct GPUPixelBuffer {
GLuint bindcode[2];
GLuint current;
int datasize;
int numbuffers;
int halffloat;
} GPUPixelBuffer;
void GPU_pixelbuffer_free(GPUPixelBuffer *pb)
{
if (pb->bindcode[0])
glDeleteBuffersARB(pb->numbuffers, pb->bindcode);
MEM_freeN(pb);
}
GPUPixelBuffer *gpu_pixelbuffer_create(int x, int y, int halffloat, int numbuffers)
{
GPUPixelBuffer *pb;
if (!GLEW_ARB_multitexture || !GLEW_EXT_pixel_buffer_object)
return NULL;
pb = MEM_callocN(sizeof(GPUPixelBuffer), "GPUPBO");
pb->datasize = x*y*4*((halffloat)? 16: 8);
pb->numbuffers = numbuffers;
pb->halffloat = halffloat;
glGenBuffersARB(pb->numbuffers, pb->bindcode);
if (!pb->bindcode[0]) {
fprintf(stderr, "GPUPixelBuffer allocation failed\n");
GPU_pixelbuffer_free(pb);
return NULL;
}
return pb;
}
void GPU_pixelbuffer_texture(GPUTexture *tex, GPUPixelBuffer *pb)
{
void *pixels;
int i;
glBindTexture(GL_TEXTURE_RECTANGLE_EXT, tex->bindcode);
for (i = 0; i < pb->numbuffers; i++) {
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, pb->bindcode[pb->current]);
glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_EXT, pb->datasize, NULL,
GL_STREAM_DRAW_ARB);
pixels = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, GL_WRITE_ONLY);
/*memcpy(pixels, _oImage.data(), pb->datasize);*/
if (!glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT)) {
fprintf(stderr, "Could not unmap opengl PBO\n");
break;
}
}
glBindTexture(GL_TEXTURE_RECTANGLE_EXT, 0);
}
static int pixelbuffer_map_into_gpu(GLuint bindcode)
{
void *pixels;
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, bindcode);
pixels = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, GL_WRITE_ONLY);
/* do stuff in pixels */
if (!glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT)) {
fprintf(stderr, "Could not unmap opengl PBO\n");
return 0;
}
return 1;
}
static void pixelbuffer_copy_to_texture(GPUTexture *tex, GPUPixelBuffer *pb, GLuint bindcode)
{
GLenum type = (pb->halffloat)? GL_HALF_FLOAT_NV: GL_UNSIGNED_BYTE;
glBindTexture(GL_TEXTURE_RECTANGLE_EXT, tex->bindcode);
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, bindcode);
glTexSubImage2D(GL_TEXTURE_RECTANGLE_EXT, 0, 0, 0, tex->w, tex->h,
GL_RGBA, type, NULL);
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, 0);
glBindTexture(GL_TEXTURE_RECTANGLE_EXT, 0);
}
void GPU_pixelbuffer_async_to_gpu(GPUTexture *tex, GPUPixelBuffer *pb)
{
int newbuffer;
if (pb->numbuffers == 1) {
pixelbuffer_copy_to_texture(tex, pb, pb->bindcode[0]);
pixelbuffer_map_into_gpu(pb->bindcode[0]);
}
else {
pb->current = (pb->current+1)%pb->numbuffers;
newbuffer = (pb->current+1)%pb->numbuffers;
pixelbuffer_map_into_gpu(pb->bindcode[newbuffer]);
pixelbuffer_copy_to_texture(tex, pb, pb->bindcode[pb->current]);
}
}
#endif