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blender-archive/source/blender/draw/intern/draw_texture_pool.h
Clément Foucault d7ecd4a0f3 DRW: Add new texture from pool acquire/release mechanism
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.
2022-03-19 22:05:34 +01:00

51 lines
1.4 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2021 Blender Foundation. */
/** \file
* \ingroup draw
*
* Texture pool
* A pool that gives temporary render targets that can be reused through other parts of the
* render pipeline.
* Expect texture data is garbage when acquiring it.
*/
#pragma once
#include "GPU_texture.h"
typedef struct DRWTexturePool DRWTexturePool;
#ifdef __cplusplus
extern "C" {
#endif
DRWTexturePool *DRW_texture_pool_create(void);
void DRW_texture_pool_free(DRWTexturePool *pool);
/**
* Try to find a texture corresponding to params into the texture pool.
* If no texture was found, create one and add it to the pool.
*/
GPUTexture *DRW_texture_pool_query(
DRWTexturePool *pool, int width, int height, eGPUTextureFormat format, void *user);
/**
* Returns a temporary texture that needs to be released after use. Texture content is undefined.
*/
GPUTexture *DRW_texture_pool_texture_acquire(DRWTexturePool *pool,
int width,
int height,
eGPUTextureFormat format);
/**
* Releases a previously acquired texture.
*/
void DRW_texture_pool_texture_release(DRWTexturePool *pool, GPUTexture *tmp_tex);
/**
* Resets the user bits for each texture in the pool and delete unused ones.
*/
void DRW_texture_pool_reset(DRWTexturePool *pool);
#ifdef __cplusplus
}
#endif