688 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			688 lines
		
	
	
		
			22 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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| #include "BKE_global.h"
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| 
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| #include "DNA_userdef_types.h"
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| 
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| #include "GPU_capabilities.h"
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| #include "GPU_framebuffer.h"
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| #include "GPU_platform.h"
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| 
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| #include "gl_backend.hh"
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| #include "gl_debug.hh"
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| #include "gl_state.hh"
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| #include "gpu_vertex_buffer_private.hh" /* TODO shoud be gl_vertex_buffer.hh */
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| 
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| #include "gl_texture.hh"
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| 
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| namespace blender::gpu {
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| 
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| /* -------------------------------------------------------------------- */
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| /** \name Creation & Deletion
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|  * \{ */
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| 
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| GLTexture::GLTexture(const char *name) : Texture(name)
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| {
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|   BLI_assert(GLContext::get() != NULL);
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| 
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|   glGenTextures(1, &tex_id_);
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| }
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| 
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| GLTexture::~GLTexture()
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| {
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|   if (framebuffer_) {
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|     GPU_framebuffer_free(framebuffer_);
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|   }
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|   GLContext *ctx = GLContext::get();
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|   if (ctx != NULL && is_bound_) {
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|     /* This avoid errors when the texture is still inside the bound texture array. */
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|     ctx->state_manager->texture_unbind(this);
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|   }
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|   GLContext::tex_free(tex_id_);
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| }
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| 
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| /* Return true on success. */
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| bool GLTexture::init_internal(void)
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| {
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|   if ((format_ == GPU_DEPTH24_STENCIL8) && GPU_depth_blitting_workaround()) {
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|     /* MacOS + Radeon Pro fails to blit depth on GPU_DEPTH24_STENCIL8
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|      * but works on GPU_DEPTH32F_STENCIL8. */
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|     format_ = GPU_DEPTH32F_STENCIL8;
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|   }
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| 
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|   if ((type_ == GPU_TEXTURE_CUBE_ARRAY) && (GLContext::texture_cube_map_array_support == false)) {
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|     /* Silently fail and let the caller handle the error. */
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|     // debug::raise_gl_error("Attempt to create a cubemap array without hardware support!");
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|     return false;
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|   }
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| 
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|   target_ = to_gl_target(type_);
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| 
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|   /* We need to bind once to define the texture type.  */
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|   GLContext::state_manager_active_get()->texture_bind_temp(this);
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| 
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|   if (!this->proxy_check(0)) {
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|     return false;
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|   }
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| 
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|   this->ensure_mipmaps(0);
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| 
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|   /* Avoid issue with incomplete textures. */
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|   if (GLContext::direct_state_access_support) {
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|     glTextureParameteri(tex_id_, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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|   }
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|   else {
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|     glTexParameteri(target_, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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|   }
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| 
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|   debug::object_label(GL_TEXTURE, tex_id_, name_);
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|   return true;
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| }
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| 
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| /* Return true on success. */
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| bool GLTexture::init_internal(GPUVertBuf *vbo)
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| {
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|   GLVertBuf *gl_vbo = static_cast<GLVertBuf *>(unwrap(vbo));
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|   target_ = to_gl_target(type_);
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| 
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|   /* We need to bind once to define the texture type.  */
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|   GLContext::state_manager_active_get()->texture_bind_temp(this);
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| 
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|   GLenum internal_format = to_gl_internal_format(format_);
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| 
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|   if (GLContext::direct_state_access_support) {
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|     glTextureBuffer(tex_id_, internal_format, gl_vbo->vbo_id_);
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|   }
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|   else {
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|     glTexBuffer(target_, internal_format, gl_vbo->vbo_id_);
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|   }
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| 
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|   debug::object_label(GL_TEXTURE, tex_id_, name_);
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| 
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|   return true;
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| }
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| 
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| /* Will create enough mipmaps up to get to the given level. */
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| void GLTexture::ensure_mipmaps(int miplvl)
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| {
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|   int effective_h = (type_ == GPU_TEXTURE_1D_ARRAY) ? 0 : h_;
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|   int effective_d = (type_ != GPU_TEXTURE_3D) ? 0 : d_;
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|   int max_dimension = max_iii(w_, effective_h, effective_d);
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|   int max_miplvl = floor(log2(max_dimension));
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|   miplvl = min_ii(miplvl, max_miplvl);
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| 
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|   while (mipmaps_ < miplvl) {
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|     int mip = ++mipmaps_;
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|     const int dimensions = this->dimensions_count();
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| 
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|     int w = mip_width_get(mip);
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|     int h = mip_height_get(mip);
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|     int d = mip_depth_get(mip);
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|     GLenum internal_format = to_gl_internal_format(format_);
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|     GLenum gl_format = to_gl_data_format(format_);
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|     GLenum gl_type = to_gl(to_data_format(format_));
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| 
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|     GLContext::state_manager_active_get()->texture_bind_temp(this);
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| 
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|     if (type_ == GPU_TEXTURE_CUBE) {
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|       for (int i = 0; i < d; i++) {
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|         GLenum target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + i;
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|         glTexImage2D(target, mip, internal_format, w, h, 0, gl_format, gl_type, NULL);
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|       }
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|     }
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|     else if (format_flag_ & GPU_FORMAT_COMPRESSED) {
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|       size_t size = ((w + 3) / 4) * ((h + 3) / 4) * to_block_size(format_);
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|       switch (dimensions) {
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|         default:
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|         case 1:
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|           glCompressedTexImage1D(target_, mip, internal_format, w, 0, size, NULL);
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|           break;
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|         case 2:
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|           glCompressedTexImage2D(target_, mip, internal_format, w, h, 0, size, NULL);
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|           break;
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|         case 3:
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|           glCompressedTexImage3D(target_, mip, internal_format, w, h, d, 0, size, NULL);
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|           break;
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|       }
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|     }
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|     else {
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|       switch (dimensions) {
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|         default:
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|         case 1:
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|           glTexImage1D(target_, mip, internal_format, w, 0, gl_format, gl_type, NULL);
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|           break;
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|         case 2:
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|           glTexImage2D(target_, mip, internal_format, w, h, 0, gl_format, gl_type, NULL);
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|           break;
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|         case 3:
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|           glTexImage3D(target_, mip, internal_format, w, h, d, 0, gl_format, gl_type, NULL);
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|           break;
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|       }
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|     }
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|   }
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| 
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|   this->mip_range_set(0, mipmaps_);
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| }
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| 
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| /** \} */
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| 
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| /* -------------------------------------------------------------------- */
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| /** \name Operations
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|  * \{ */
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| 
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| void GLTexture::update_sub_direct_state_access(
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|     int mip, int offset[3], int extent[3], GLenum format, GLenum type, const void *data)
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| {
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|   if (format_flag_ & GPU_FORMAT_COMPRESSED) {
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|     size_t size = ((extent[0] + 3) / 4) * ((extent[1] + 3) / 4) * to_block_size(format_);
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|     switch (this->dimensions_count()) {
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|       default:
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|       case 1:
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|         glCompressedTextureSubImage1D(tex_id_, mip, offset[0], extent[0], format, size, data);
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|         break;
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|       case 2:
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|         glCompressedTextureSubImage2D(
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|             tex_id_, mip, UNPACK2(offset), UNPACK2(extent), format, size, data);
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|         break;
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|       case 3:
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|         glCompressedTextureSubImage3D(
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|             tex_id_, mip, UNPACK3(offset), UNPACK3(extent), format, size, data);
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|         break;
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|     }
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|   }
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|   else {
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|     switch (this->dimensions_count()) {
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|       default:
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|       case 1:
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|         glTextureSubImage1D(tex_id_, mip, offset[0], extent[0], format, type, data);
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|         break;
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|       case 2:
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|         glTextureSubImage2D(tex_id_, mip, UNPACK2(offset), UNPACK2(extent), format, type, data);
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|         break;
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|       case 3:
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|         glTextureSubImage3D(tex_id_, mip, UNPACK3(offset), UNPACK3(extent), format, type, data);
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|         break;
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|     }
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|   }
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| }
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| 
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| void GLTexture::update_sub(
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|     int mip, int offset[3], int extent[3], eGPUDataFormat type, const void *data)
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| {
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|   BLI_assert(validate_data_format(format_, type));
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|   BLI_assert(data != NULL);
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| 
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|   this->ensure_mipmaps(mip);
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| 
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|   if (mip > mipmaps_) {
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|     debug::raise_gl_error("Updating a miplvl on a texture too small to have this many levels.");
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|     return;
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|   }
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| 
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|   const int dimensions = this->dimensions_count();
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|   GLenum gl_format = to_gl_data_format(format_);
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|   GLenum gl_type = to_gl(type);
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| 
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|   /* Some drivers have issues with cubemap & glTextureSubImage3D even if it is correct. */
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|   if (GLContext::direct_state_access_support && (type_ != GPU_TEXTURE_CUBE)) {
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|     this->update_sub_direct_state_access(mip, offset, extent, gl_format, gl_type, data);
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|     return;
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|   }
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| 
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|   GLContext::state_manager_active_get()->texture_bind_temp(this);
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|   if (type_ == GPU_TEXTURE_CUBE) {
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|     for (int i = 0; i < extent[2]; i++) {
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|       GLenum target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + offset[2] + i;
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|       glTexSubImage2D(target, mip, UNPACK2(offset), UNPACK2(extent), gl_format, gl_type, data);
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|     }
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|   }
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|   else if (format_flag_ & GPU_FORMAT_COMPRESSED) {
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|     size_t size = ((extent[0] + 3) / 4) * ((extent[1] + 3) / 4) * to_block_size(format_);
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|     switch (dimensions) {
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|       default:
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|       case 1:
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|         glCompressedTexSubImage1D(target_, mip, offset[0], extent[0], gl_format, size, data);
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|         break;
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|       case 2:
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|         glCompressedTexSubImage2D(
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|             target_, mip, UNPACK2(offset), UNPACK2(extent), gl_format, size, data);
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|         break;
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|       case 3:
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|         glCompressedTexSubImage3D(
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|             target_, mip, UNPACK3(offset), UNPACK3(extent), gl_format, size, data);
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|         break;
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|     }
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|   }
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|   else {
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|     switch (dimensions) {
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|       default:
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|       case 1:
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|         glTexSubImage1D(target_, mip, offset[0], extent[0], gl_format, gl_type, data);
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|         break;
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|       case 2:
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|         glTexSubImage2D(target_, mip, UNPACK2(offset), UNPACK2(extent), gl_format, gl_type, data);
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|         break;
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|       case 3:
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|         glTexSubImage3D(target_, mip, UNPACK3(offset), UNPACK3(extent), gl_format, gl_type, data);
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|         break;
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|     }
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|   }
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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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|  * 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 GLTexture::generate_mipmap(void)
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| {
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|   this->ensure_mipmaps(9999);
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|   /* Some drivers have bugs when using glGenerateMipmap with depth textures (see T56789).
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|    * In this case we just create a complete texture with mipmaps manually without
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|    * down-sampling. You must initialize the texture levels using other methods like
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|    * GPU_framebuffer_recursive_downsample(). */
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|   if (format_flag_ & GPU_FORMAT_DEPTH) {
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|     return;
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|   }
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| 
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|   /* Downsample from mip 0 using implementation. */
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|   if (GLContext::direct_state_access_support) {
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|     glGenerateTextureMipmap(tex_id_);
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|   }
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|   else {
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|     GLContext::state_manager_active_get()->texture_bind_temp(this);
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|     glGenerateMipmap(target_);
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|   }
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| }
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| 
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| void GLTexture::clear(eGPUDataFormat data_format, const void *data)
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| {
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|   BLI_assert(validate_data_format(format_, data_format));
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| 
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|   if (GLContext::clear_texture_support) {
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|     int mip = 0;
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|     GLenum gl_format = to_gl_data_format(format_);
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|     GLenum gl_type = to_gl(data_format);
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|     glClearTexImage(tex_id_, mip, gl_format, gl_type, data);
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|   }
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|   else {
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|     /* Fallback for older GL. */
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|     GPUFrameBuffer *prev_fb = GPU_framebuffer_active_get();
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| 
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|     FrameBuffer *fb = reinterpret_cast<FrameBuffer *>(this->framebuffer_get());
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|     fb->bind(true);
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|     fb->clear_attachment(this->attachment_type(0), data_format, data);
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| 
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|     GPU_framebuffer_bind(prev_fb);
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|   }
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| }
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| 
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| void GLTexture::copy_to(Texture *dst_)
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| {
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|   GLTexture *dst = static_cast<GLTexture *>(dst_);
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|   GLTexture *src = this;
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| 
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|   BLI_assert((dst->w_ == src->w_) && (dst->h_ == src->h_) && (dst->d_ == src->d_));
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|   BLI_assert(dst->format_ == src->format_);
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|   BLI_assert(dst->type_ == src->type_);
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|   /* TODO support array / 3D textures. */
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|   BLI_assert(dst->d_ == 0);
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| 
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|   if (GLContext::copy_image_support) {
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|     int mip = 0;
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|     /* NOTE: mip_size_get() won't override any dimension that is equal to 0. */
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|     int extent[3] = {1, 1, 1};
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|     this->mip_size_get(mip, extent);
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|     glCopyImageSubData(
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|         src->tex_id_, target_, mip, 0, 0, 0, dst->tex_id_, target_, mip, 0, 0, 0, UNPACK3(extent));
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|   }
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|   else {
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|     /* Fallback for older GL. */
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|     GPU_framebuffer_blit(
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|         src->framebuffer_get(), 0, dst->framebuffer_get(), 0, to_framebuffer_bits(format_));
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|   }
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| }
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| 
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| void *GLTexture::read(int mip, eGPUDataFormat type)
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| {
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|   BLI_assert(!(format_flag_ & GPU_FORMAT_COMPRESSED));
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|   BLI_assert(mip <= mipmaps_);
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|   BLI_assert(validate_data_format(format_, type));
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| 
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|   /* NOTE: mip_size_get() won't override any dimension that is equal to 0. */
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|   int extent[3] = {1, 1, 1};
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|   this->mip_size_get(mip, extent);
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| 
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|   size_t sample_len = extent[0] * extent[1] * extent[2];
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|   size_t sample_size = to_bytesize(format_, type);
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|   size_t texture_size = sample_len * sample_size;
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| 
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|   /* AMD Pro driver have a bug that write 8 bytes past buffer size
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|    * if the texture is big. (see T66573) */
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|   void *data = MEM_mallocN(texture_size + 8, "GPU_texture_read");
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| 
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|   GLenum gl_format = to_gl_data_format(format_);
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|   GLenum gl_type = to_gl(type);
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| 
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|   if (GLContext::direct_state_access_support) {
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|     glGetTextureImage(tex_id_, mip, gl_format, gl_type, texture_size, data);
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|   }
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|   else {
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|     GLContext::state_manager_active_get()->texture_bind_temp(this);
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|     if (type_ == GPU_TEXTURE_CUBE) {
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|       size_t cube_face_size = texture_size / 6;
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|       char *face_data = (char *)data;
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|       for (int i = 0; i < 6; i++, face_data += cube_face_size) {
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|         glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, mip, gl_format, gl_type, face_data);
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|       }
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|     }
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|     else {
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|       glGetTexImage(target_, mip, gl_format, gl_type, data);
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|     }
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|   }
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|   return data;
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| }
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| 
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| /** \} */
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| 
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| /* -------------------------------------------------------------------- */
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| /** \name Getters & setters
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|  * \{ */
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| 
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| void GLTexture::swizzle_set(const char swizzle[4])
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| {
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|   GLint gl_swizzle[4] = {(GLint)swizzle_to_gl(swizzle[0]),
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|                          (GLint)swizzle_to_gl(swizzle[1]),
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|                          (GLint)swizzle_to_gl(swizzle[2]),
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|                          (GLint)swizzle_to_gl(swizzle[3])};
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|   if (GLContext::direct_state_access_support) {
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|     glTextureParameteriv(tex_id_, GL_TEXTURE_SWIZZLE_RGBA, gl_swizzle);
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|   }
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|   else {
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|     GLContext::state_manager_active_get()->texture_bind_temp(this);
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|     glTexParameteriv(target_, GL_TEXTURE_SWIZZLE_RGBA, gl_swizzle);
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|   }
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| }
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| 
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| void GLTexture::mip_range_set(int min, int max)
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| {
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|   BLI_assert(min <= max && min >= 0 && max <= mipmaps_);
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|   mip_min_ = min;
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|   mip_max_ = max;
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|   if (GLContext::direct_state_access_support) {
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|     glTextureParameteri(tex_id_, GL_TEXTURE_BASE_LEVEL, min);
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|     glTextureParameteri(tex_id_, GL_TEXTURE_MAX_LEVEL, max);
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|   }
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|   else {
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|     GLContext::state_manager_active_get()->texture_bind_temp(this);
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|     glTexParameteri(target_, GL_TEXTURE_BASE_LEVEL, min);
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|     glTexParameteri(target_, GL_TEXTURE_MAX_LEVEL, max);
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|   }
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| }
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| 
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| struct GPUFrameBuffer *GLTexture::framebuffer_get(void)
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| {
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|   if (framebuffer_) {
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|     return framebuffer_;
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|   }
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|   BLI_assert(!(type_ & (GPU_TEXTURE_ARRAY | GPU_TEXTURE_CUBE | GPU_TEXTURE_1D | GPU_TEXTURE_3D)));
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|   /* TODO(fclem): cleanup this. Don't use GPU object but blender::gpu ones. */
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|   GPUTexture *gputex = reinterpret_cast<GPUTexture *>(static_cast<Texture *>(this));
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|   framebuffer_ = GPU_framebuffer_create(name_);
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|   GPU_framebuffer_texture_attach(framebuffer_, gputex, 0, 0);
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|   return framebuffer_;
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| }
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| 
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| /** \} */
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| 
 | |
| /* -------------------------------------------------------------------- */
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| /** \name Sampler objects
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|  * \{ */
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| 
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| GLuint GLTexture::samplers_[GPU_SAMPLER_MAX] = {0};
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| 
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| void GLTexture::samplers_init(void)
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| {
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|   glGenSamplers(GPU_SAMPLER_MAX, samplers_);
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|   for (int i = 0; i <= GPU_SAMPLER_ICON - 1; i++) {
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|     eGPUSamplerState state = static_cast<eGPUSamplerState>(i);
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|     GLenum clamp_type = (state & GPU_SAMPLER_CLAMP_BORDER) ? GL_CLAMP_TO_BORDER : GL_CLAMP_TO_EDGE;
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|     GLenum wrap_s = (state & GPU_SAMPLER_REPEAT_S) ? GL_REPEAT : clamp_type;
 | |
|     GLenum wrap_t = (state & GPU_SAMPLER_REPEAT_T) ? GL_REPEAT : clamp_type;
 | |
|     GLenum wrap_r = (state & GPU_SAMPLER_REPEAT_R) ? GL_REPEAT : clamp_type;
 | |
|     GLenum mag_filter = (state & GPU_SAMPLER_FILTER) ? GL_LINEAR : GL_NEAREST;
 | |
|     GLenum min_filter = (state & GPU_SAMPLER_FILTER) ?
 | |
|                             ((state & GPU_SAMPLER_MIPMAP) ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR) :
 | |
|                             ((state & GPU_SAMPLER_MIPMAP) ? GL_NEAREST_MIPMAP_LINEAR : GL_NEAREST);
 | |
|     GLenum compare_mode = (state & GPU_SAMPLER_COMPARE) ? GL_COMPARE_REF_TO_TEXTURE : GL_NONE;
 | |
| 
 | |
|     glSamplerParameteri(samplers_[i], GL_TEXTURE_WRAP_S, wrap_s);
 | |
|     glSamplerParameteri(samplers_[i], GL_TEXTURE_WRAP_T, wrap_t);
 | |
|     glSamplerParameteri(samplers_[i], GL_TEXTURE_WRAP_R, wrap_r);
 | |
|     glSamplerParameteri(samplers_[i], GL_TEXTURE_MIN_FILTER, min_filter);
 | |
|     glSamplerParameteri(samplers_[i], GL_TEXTURE_MAG_FILTER, mag_filter);
 | |
|     glSamplerParameteri(samplers_[i], GL_TEXTURE_COMPARE_MODE, compare_mode);
 | |
|     glSamplerParameteri(samplers_[i], GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
 | |
| 
 | |
|     /** Other states are left to default:
 | |
|      * - GL_TEXTURE_BORDER_COLOR is {0, 0, 0, 0}.
 | |
|      * - GL_TEXTURE_MIN_LOD is -1000.
 | |
|      * - GL_TEXTURE_MAX_LOD is 1000.
 | |
|      * - GL_TEXTURE_LOD_BIAS is 0.0f.
 | |
|      **/
 | |
| 
 | |
|     char sampler_name[128] = "\0\0";
 | |
|     SNPRINTF(sampler_name,
 | |
|              "%s%s%s%s%s%s%s%s%s%s",
 | |
|              (state == GPU_SAMPLER_DEFAULT) ? "_default" : "",
 | |
|              (state & GPU_SAMPLER_FILTER) ? "_filter" : "",
 | |
|              (state & GPU_SAMPLER_MIPMAP) ? "_mipmap" : "",
 | |
|              (state & GPU_SAMPLER_REPEAT) ? "_repeat-" : "",
 | |
|              (state & GPU_SAMPLER_REPEAT_S) ? "S" : "",
 | |
|              (state & GPU_SAMPLER_REPEAT_T) ? "T" : "",
 | |
|              (state & GPU_SAMPLER_REPEAT_R) ? "R" : "",
 | |
|              (state & GPU_SAMPLER_CLAMP_BORDER) ? "_clamp_border" : "",
 | |
|              (state & GPU_SAMPLER_COMPARE) ? "_compare" : "",
 | |
|              (state & GPU_SAMPLER_ANISO) ? "_aniso" : "");
 | |
|     debug::object_label(GL_SAMPLER, samplers_[i], &sampler_name[1]);
 | |
|   }
 | |
|   samplers_update();
 | |
| 
 | |
|   /* Custom sampler for icons. */
 | |
|   GLuint icon_sampler = samplers_[GPU_SAMPLER_ICON];
 | |
|   glSamplerParameteri(icon_sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
 | |
|   glSamplerParameteri(icon_sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
 | |
|   glSamplerParameterf(icon_sampler, GL_TEXTURE_LOD_BIAS, -0.5f);
 | |
| 
 | |
|   debug::object_label(GL_SAMPLER, icon_sampler, "icons");
 | |
| }
 | |
| 
 | |
| void GLTexture::samplers_update(void)
 | |
| {
 | |
|   if (!GLContext::texture_filter_anisotropic_support) {
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   float max_anisotropy = 1.0f;
 | |
|   glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &max_anisotropy);
 | |
| 
 | |
|   float aniso_filter = max_ff(max_anisotropy, U.anisotropic_filter);
 | |
| 
 | |
|   for (int i = 0; i <= GPU_SAMPLER_ICON - 1; i++) {
 | |
|     eGPUSamplerState state = static_cast<eGPUSamplerState>(i);
 | |
|     if ((state & GPU_SAMPLER_ANISO) && (state & GPU_SAMPLER_MIPMAP)) {
 | |
|       glSamplerParameterf(samplers_[i], GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso_filter);
 | |
|     }
 | |
|   }
 | |
| }
 | |
| 
 | |
| void GLTexture::samplers_free(void)
 | |
| {
 | |
|   glDeleteSamplers(GPU_SAMPLER_MAX, samplers_);
 | |
| }
 | |
| 
 | |
| /** \} */
 | |
| 
 | |
| /* -------------------------------------------------------------------- */
 | |
| /** \name Proxy texture
 | |
|  *
 | |
|  * Dummy texture to see if the implementation supports the requested size.
 | |
|  * \{ */
 | |
| 
 | |
| /* NOTE: This only checks if this mipmap is valid / supported.
 | |
|  * TODO(fclem): make the check cover the whole mipmap chain. */
 | |
| bool GLTexture::proxy_check(int mip)
 | |
| {
 | |
|   /* Manual validation first, since some implementation have issues with proxy creation. */
 | |
|   int max_size = GPU_max_texture_size();
 | |
|   int max_3d_size = GLContext::max_texture_3d_size;
 | |
|   int max_cube_size = GLContext::max_cubemap_size;
 | |
|   int size[3] = {1, 1, 1};
 | |
|   this->mip_size_get(mip, size);
 | |
| 
 | |
|   if (type_ & GPU_TEXTURE_ARRAY) {
 | |
|     if (this->layer_count() > GPU_max_texture_layers()) {
 | |
|       return false;
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   if (type_ == GPU_TEXTURE_3D) {
 | |
|     if (size[0] > max_3d_size || size[1] > max_3d_size || size[2] > max_3d_size) {
 | |
|       return false;
 | |
|     }
 | |
|   }
 | |
|   else if ((type_ & ~GPU_TEXTURE_ARRAY) == GPU_TEXTURE_2D) {
 | |
|     if (size[0] > max_size || size[1] > max_size) {
 | |
|       return false;
 | |
|     }
 | |
|   }
 | |
|   else if ((type_ & ~GPU_TEXTURE_ARRAY) == GPU_TEXTURE_1D) {
 | |
|     if (size[0] > max_size) {
 | |
|       return false;
 | |
|     }
 | |
|   }
 | |
|   else if ((type_ & ~GPU_TEXTURE_ARRAY) == GPU_TEXTURE_CUBE) {
 | |
|     if (size[0] > max_cube_size) {
 | |
|       return false;
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_WIN, GPU_DRIVER_ANY) ||
 | |
|       GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_MAC, GPU_DRIVER_OFFICIAL) ||
 | |
|       GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_OFFICIAL)) {
 | |
|     /* Some AMD drivers have a faulty `GL_PROXY_TEXTURE_..` check.
 | |
|      * (see T55888, T56185, T59351).
 | |
|      * Checking with `GL_PROXY_TEXTURE_..` doesn't prevent `Out Of Memory` issue,
 | |
|      * it just states that the OGL implementation can support the texture.
 | |
|      * So we already manually check the maximum size and maximum number of layers.
 | |
|      * Same thing happens on Nvidia/macOS 10.15 (T78175). */
 | |
|     return true;
 | |
|   }
 | |
| 
 | |
|   if ((type_ == GPU_TEXTURE_CUBE_ARRAY) &&
 | |
|       GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_MAC, GPU_DRIVER_ANY)) {
 | |
|     /* Special fix for T79703. */
 | |
|     return true;
 | |
|   }
 | |
| 
 | |
|   GLenum gl_proxy = to_gl_proxy(type_);
 | |
|   GLenum internal_format = to_gl_internal_format(format_);
 | |
|   GLenum gl_format = to_gl_data_format(format_);
 | |
|   GLenum gl_type = to_gl(to_data_format(format_));
 | |
|   /* Small exception. */
 | |
|   int dimensions = (type_ == GPU_TEXTURE_CUBE) ? 2 : this->dimensions_count();
 | |
| 
 | |
|   if (format_flag_ & GPU_FORMAT_COMPRESSED) {
 | |
|     size_t img_size = ((size[0] + 3) / 4) * ((size[1] + 3) / 4) * to_block_size(format_);
 | |
|     switch (dimensions) {
 | |
|       default:
 | |
|       case 1:
 | |
|         glCompressedTexImage1D(gl_proxy, mip, size[0], 0, gl_format, img_size, NULL);
 | |
|         break;
 | |
|       case 2:
 | |
|         glCompressedTexImage2D(gl_proxy, mip, UNPACK2(size), 0, gl_format, img_size, NULL);
 | |
|         break;
 | |
|       case 3:
 | |
|         glCompressedTexImage3D(gl_proxy, mip, UNPACK3(size), 0, gl_format, img_size, NULL);
 | |
|         break;
 | |
|     }
 | |
|   }
 | |
|   else {
 | |
|     switch (dimensions) {
 | |
|       default:
 | |
|       case 1:
 | |
|         glTexImage1D(gl_proxy, mip, internal_format, size[0], 0, gl_format, gl_type, NULL);
 | |
|         break;
 | |
|       case 2:
 | |
|         glTexImage2D(gl_proxy, mip, internal_format, UNPACK2(size), 0, gl_format, gl_type, NULL);
 | |
|         break;
 | |
|       case 3:
 | |
|         glTexImage3D(gl_proxy, mip, internal_format, UNPACK3(size), 0, gl_format, gl_type, NULL);
 | |
|         break;
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   int width = 0;
 | |
|   glGetTexLevelParameteriv(gl_proxy, 0, GL_TEXTURE_WIDTH, &width);
 | |
|   return (width > 0);
 | |
| }
 | |
| 
 | |
| /** \} */
 | |
| 
 | |
| void GLTexture::check_feedback_loop(void)
 | |
| {
 | |
|   /* Recursive down sample workaround break this check.
 | |
|    * See #recursive_downsample() for more information. */
 | |
|   if (GPU_mip_render_workaround()) {
 | |
|     return;
 | |
|   }
 | |
|   GLFrameBuffer *fb = static_cast<GLFrameBuffer *>(GLContext::get()->active_fb);
 | |
|   for (int i = 0; i < ARRAY_SIZE(fb_); i++) {
 | |
|     if (fb_[i] == fb) {
 | |
|       GPUAttachmentType type = fb_attachment_[i];
 | |
|       GPUAttachment attachment = fb->attachments_[type];
 | |
|       if (attachment.mip <= mip_max_ && attachment.mip >= mip_min_) {
 | |
|         char msg[256];
 | |
|         SNPRINTF(msg,
 | |
|                  "Feedback loop: Trying to bind a texture (%s) with mip range %d-%d but mip %d is "
 | |
|                  "attached to the active framebuffer (%s)",
 | |
|                  name_,
 | |
|                  mip_min_,
 | |
|                  mip_max_,
 | |
|                  attachment.mip,
 | |
|                  fb->name_);
 | |
|         debug::raise_gl_error(msg);
 | |
|       }
 | |
|       return;
 | |
|     }
 | |
|   }
 | |
| }
 | |
| 
 | |
| /* TODO(fclem): Legacy. Should be removed at some point. */
 | |
| uint GLTexture::gl_bindcode_get(void) const
 | |
| {
 | |
|   return tex_id_;
 | |
| }
 | |
| 
 | |
| }  // namespace blender::gpu
 |