This adds a simple and more manageable temp texture behavior. The texture is garanteed to be available only between the acquire/release pair. This makes the same engine able to reuse the textures and even overlap the acquire & release calls.
51 lines
1.4 KiB
C++
51 lines
1.4 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2021 Blender Foundation. */
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/** \file
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* \ingroup draw
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*
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* Texture pool
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* A pool that gives temporary render targets that can be reused through other parts of the
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* render pipeline.
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* Expect texture data is garbage when acquiring it.
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*/
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#pragma once
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#include "GPU_texture.h"
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typedef struct DRWTexturePool DRWTexturePool;
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#ifdef __cplusplus
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extern "C" {
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#endif
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DRWTexturePool *DRW_texture_pool_create(void);
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void DRW_texture_pool_free(DRWTexturePool *pool);
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/**
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* Try to find a texture corresponding to params into the texture pool.
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* If no texture was found, create one and add it to the pool.
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*/
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GPUTexture *DRW_texture_pool_query(
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DRWTexturePool *pool, int width, int height, eGPUTextureFormat format, void *user);
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/**
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* Returns a temporary texture that needs to be released after use. Texture content is undefined.
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*/
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GPUTexture *DRW_texture_pool_texture_acquire(DRWTexturePool *pool,
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int width,
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int height,
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eGPUTextureFormat format);
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/**
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* Releases a previously acquired texture.
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*/
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void DRW_texture_pool_texture_release(DRWTexturePool *pool, GPUTexture *tmp_tex);
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/**
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* Resets the user bits for each texture in the pool and delete unused ones.
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*/
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void DRW_texture_pool_reset(DRWTexturePool *pool);
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#ifdef __cplusplus
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}
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#endif
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