This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/gpu/intern/gpu_texture.c
Jeroen Bakker 56dd7feb06 GPU: Platform Support Level
Adds a check when starting blender if your platform is supported. We use a blacklist
as drivers are updated more regular then blender (stable releases).

The mechanism detects if the support level changed or has been validated by the user previously.
Changes can happen due to users updating their drivers, but also when we change the support
level in our code base.

When the user has seen the limited support level message it is saved in the user config.
It would be better to have a system specific config section, but currently not clear
what could benefit from that.

When the platform is unsupported or has limited support a dialog box will appear including a link
to our user manual describing what to do.

**Windows**
Windows uses the MessageBox that is provided by the windows kernel.

**X11**
We use a very lowlevel messagebox for X11. It is very limited in use and can be fine tuned when needed.

**SDL/APPLE**
There is no implementation for SDL or APPLE at this moment as the platform support feature targets mostly Windows users.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D5955
2019-10-04 16:23:39 +02:00

1855 lines
53 KiB
C

/*
* 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.
*/
/** \file
* \ingroup gpu
*/
#include "MEM_guardedalloc.h"
#include "DNA_image_types.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BLI_math_base.h"
#include "BKE_global.h"
#include "GPU_batch.h"
#include "GPU_context.h"
#include "GPU_debug.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_glew.h"
#include "GPU_framebuffer.h"
#include "GPU_platform.h"
#include "GPU_texture.h"
#include "gpu_context_private.h"
static struct GPUTextureGlobal {
/** Texture used in place of invalid textures (not loaded correctly, missing). */
GPUTexture *invalid_tex_1D;
GPUTexture *invalid_tex_2D;
GPUTexture *invalid_tex_3D;
} GG = {NULL, NULL, NULL};
/* Maximum number of FBOs a texture can be attached to. */
#define GPU_TEX_MAX_FBO_ATTACHED 10
typedef enum eGPUTextureFormatFlag {
GPU_FORMAT_DEPTH = (1 << 0),
GPU_FORMAT_STENCIL = (1 << 1),
GPU_FORMAT_INTEGER = (1 << 2),
GPU_FORMAT_FLOAT = (1 << 3),
GPU_FORMAT_1D = (1 << 10),
GPU_FORMAT_2D = (1 << 11),
GPU_FORMAT_3D = (1 << 12),
GPU_FORMAT_CUBE = (1 << 13),
GPU_FORMAT_ARRAY = (1 << 14),
} eGPUTextureFormatFlag;
/* GPUTexture */
struct GPUTexture {
int w, h, d; /* width/height/depth */
int orig_w, orig_h; /* width/height (of source data), optional. */
int number; /* number for multitexture binding */
int refcount; /* reference count */
GLenum target; /* GL_TEXTURE_* */
GLenum target_base; /* same as target, (but no multisample)
* use it for unbinding */
GLuint bindcode; /* opengl identifier for texture */
eGPUTextureFormat format;
eGPUTextureFormatFlag format_flag;
uint bytesize; /* number of byte for one pixel */
int components; /* number of color/alpha channels */
int samples; /* number of samples for multisamples textures. 0 if not multisample target */
int fb_attachment[GPU_TEX_MAX_FBO_ATTACHED];
GPUFrameBuffer *fb[GPU_TEX_MAX_FBO_ATTACHED];
};
/* ------ Memory Management ------- */
/* Records every texture allocation / free
* to estimate the Texture Pool Memory consumption */
static uint memory_usage;
static uint gpu_texture_memory_footprint_compute(GPUTexture *tex)
{
int samp = max_ii(tex->samples, 1);
switch (tex->target_base) {
case GL_TEXTURE_1D:
return tex->bytesize * tex->w * samp;
case GL_TEXTURE_1D_ARRAY:
case GL_TEXTURE_2D:
return tex->bytesize * tex->w * tex->h * samp;
case GL_TEXTURE_2D_ARRAY:
case GL_TEXTURE_3D:
return tex->bytesize * tex->w * tex->h * tex->d * samp;
case GL_TEXTURE_CUBE_MAP:
return tex->bytesize * 6 * tex->w * tex->h * samp;
case GL_TEXTURE_CUBE_MAP_ARRAY:
return tex->bytesize * 6 * tex->w * tex->h * tex->d * samp;
default:
return 0;
}
}
static void gpu_texture_memory_footprint_add(GPUTexture *tex)
{
memory_usage += gpu_texture_memory_footprint_compute(tex);
}
static void gpu_texture_memory_footprint_remove(GPUTexture *tex)
{
memory_usage -= gpu_texture_memory_footprint_compute(tex);
}
uint GPU_texture_memory_usage_get(void)
{
return memory_usage;
}
/* -------------------------------- */
static const char *gl_enum_to_str(GLenum e)
{
#define ENUM_TO_STRING(e) [GL_##e] = STRINGIFY_ARG(e)
static const char *enum_strings[] = {
ENUM_TO_STRING(TEXTURE_CUBE_MAP),
ENUM_TO_STRING(TEXTURE_2D),
ENUM_TO_STRING(TEXTURE_2D_ARRAY),
ENUM_TO_STRING(TEXTURE_1D),
ENUM_TO_STRING(TEXTURE_1D_ARRAY),
ENUM_TO_STRING(TEXTURE_3D),
ENUM_TO_STRING(TEXTURE_2D_MULTISAMPLE),
ENUM_TO_STRING(RGBA32F),
ENUM_TO_STRING(RGBA16F),
ENUM_TO_STRING(RGBA16),
ENUM_TO_STRING(RG32F),
ENUM_TO_STRING(RGB16F),
ENUM_TO_STRING(RG16F),
ENUM_TO_STRING(RG16I),
ENUM_TO_STRING(RG16),
ENUM_TO_STRING(RGBA8),
ENUM_TO_STRING(RGBA8UI),
ENUM_TO_STRING(R32F),
ENUM_TO_STRING(R32UI),
ENUM_TO_STRING(R32I),
ENUM_TO_STRING(R16F),
ENUM_TO_STRING(R16I),
ENUM_TO_STRING(R16UI),
ENUM_TO_STRING(RG8),
ENUM_TO_STRING(RG16UI),
ENUM_TO_STRING(R16),
ENUM_TO_STRING(R8),
ENUM_TO_STRING(R8UI),
ENUM_TO_STRING(R11F_G11F_B10F),
ENUM_TO_STRING(DEPTH24_STENCIL8),
ENUM_TO_STRING(DEPTH32F_STENCIL8),
ENUM_TO_STRING(DEPTH_COMPONENT32F),
ENUM_TO_STRING(DEPTH_COMPONENT24),
ENUM_TO_STRING(DEPTH_COMPONENT16),
};
#undef ENUM_TO_STRING
return enum_strings[e];
}
static int gpu_get_component_count(eGPUTextureFormat format)
{
switch (format) {
case GPU_RGBA8:
case GPU_RGBA8UI:
case GPU_RGBA16F:
case GPU_RGBA16:
case GPU_RGBA32F:
return 4;
case GPU_RGB16F:
case GPU_R11F_G11F_B10F:
return 3;
case GPU_RG8:
case GPU_RG16:
case GPU_RG16F:
case GPU_RG16I:
case GPU_RG16UI:
case GPU_RG32F:
return 2;
default:
return 1;
}
}
/* Definitely not complete, edit according to the gl specification. */
static void gpu_validate_data_format(eGPUTextureFormat tex_format, eGPUDataFormat data_format)
{
(void)data_format;
if (ELEM(tex_format, GPU_DEPTH_COMPONENT24, GPU_DEPTH_COMPONENT16, GPU_DEPTH_COMPONENT32F)) {
BLI_assert(data_format == GPU_DATA_FLOAT);
}
else if (ELEM(tex_format, GPU_DEPTH24_STENCIL8, GPU_DEPTH32F_STENCIL8)) {
BLI_assert(data_format == GPU_DATA_UNSIGNED_INT_24_8);
}
else {
/* Integer formats */
if (ELEM(tex_format, GPU_RG16I, GPU_R16I, GPU_RG16UI, GPU_R16UI, GPU_R8UI, GPU_R32UI)) {
if (ELEM(tex_format, GPU_R8UI, GPU_R16UI, GPU_RG16UI, GPU_R32UI)) {
BLI_assert(data_format == GPU_DATA_UNSIGNED_INT);
}
else {
BLI_assert(data_format == GPU_DATA_INT);
}
}
/* Byte formats */
else if (ELEM(tex_format, GPU_R8, GPU_RG8, GPU_RGBA8, GPU_RGBA8UI)) {
BLI_assert(ELEM(data_format, GPU_DATA_UNSIGNED_BYTE, GPU_DATA_FLOAT));
}
/* Special case */
else if (ELEM(tex_format, GPU_R11F_G11F_B10F)) {
BLI_assert(ELEM(data_format, GPU_DATA_10_11_11_REV, GPU_DATA_FLOAT));
}
/* Float formats */
else {
BLI_assert(ELEM(data_format, GPU_DATA_FLOAT));
}
}
}
static eGPUDataFormat gpu_get_data_format_from_tex_format(eGPUTextureFormat tex_format)
{
if (ELEM(tex_format, GPU_DEPTH_COMPONENT24, GPU_DEPTH_COMPONENT16, GPU_DEPTH_COMPONENT32F)) {
return GPU_DATA_FLOAT;
}
else if (ELEM(tex_format, GPU_DEPTH24_STENCIL8, GPU_DEPTH32F_STENCIL8)) {
return GPU_DATA_UNSIGNED_INT_24_8;
}
else {
/* Integer formats */
if (ELEM(tex_format, GPU_RG16I, GPU_R16I, GPU_RG16UI, GPU_R8UI, GPU_R16UI, GPU_R32UI)) {
if (ELEM(tex_format, GPU_R8UI, GPU_R16UI, GPU_RG16UI, GPU_R32UI)) {
return GPU_DATA_UNSIGNED_INT;
}
else {
return GPU_DATA_INT;
}
}
/* Byte formats */
else if (ELEM(tex_format, GPU_R8)) {
return GPU_DATA_UNSIGNED_BYTE;
}
/* Special case */
else if (ELEM(tex_format, GPU_R11F_G11F_B10F)) {
return GPU_DATA_10_11_11_REV;
}
else {
return GPU_DATA_FLOAT;
}
}
}
/* Definitely not complete, edit according to the gl specification. */
static GLenum gpu_get_gl_dataformat(eGPUTextureFormat data_type,
eGPUTextureFormatFlag *format_flag)
{
if (ELEM(data_type, GPU_DEPTH_COMPONENT24, GPU_DEPTH_COMPONENT16, GPU_DEPTH_COMPONENT32F)) {
*format_flag |= GPU_FORMAT_DEPTH;
return GL_DEPTH_COMPONENT;
}
else if (ELEM(data_type, GPU_DEPTH24_STENCIL8, GPU_DEPTH32F_STENCIL8)) {
*format_flag |= GPU_FORMAT_DEPTH | GPU_FORMAT_STENCIL;
return GL_DEPTH_STENCIL;
}
else {
/* Integer formats */
if (ELEM(data_type, GPU_R8UI, GPU_RG16I, GPU_R16I, GPU_RG16UI, GPU_R16UI, GPU_R32UI)) {
*format_flag |= GPU_FORMAT_INTEGER;
switch (gpu_get_component_count(data_type)) {
case 1:
return GL_RED_INTEGER;
break;
case 2:
return GL_RG_INTEGER;
break;
case 3:
return GL_RGB_INTEGER;
break;
case 4:
return GL_RGBA_INTEGER;
break;
}
}
else if (ELEM(data_type, GPU_R8)) {
*format_flag |= GPU_FORMAT_FLOAT;
return GL_RED;
}
else {
*format_flag |= GPU_FORMAT_FLOAT;
switch (gpu_get_component_count(data_type)) {
case 1:
return GL_RED;
break;
case 2:
return GL_RG;
break;
case 3:
return GL_RGB;
break;
case 4:
return GL_RGBA;
break;
}
}
}
BLI_assert(0);
*format_flag |= GPU_FORMAT_FLOAT;
return GL_RGBA;
}
static uint gpu_get_bytesize(eGPUTextureFormat data_type)
{
switch (data_type) {
case GPU_RGBA32F:
return 32;
case GPU_RG32F:
case GPU_RGBA16F:
case GPU_RGBA16:
return 16;
case GPU_RGB16F:
return 12;
case GPU_DEPTH32F_STENCIL8:
return 8;
case GPU_RG16F:
case GPU_RG16I:
case GPU_RG16UI:
case GPU_RG16:
case GPU_DEPTH24_STENCIL8:
case GPU_DEPTH_COMPONENT32F:
case GPU_RGBA8UI:
case GPU_RGBA8:
case GPU_R11F_G11F_B10F:
case GPU_R32F:
case GPU_R32UI:
case GPU_R32I:
return 4;
case GPU_DEPTH_COMPONENT24:
return 3;
case GPU_DEPTH_COMPONENT16:
case GPU_R16F:
case GPU_R16UI:
case GPU_R16I:
case GPU_RG8:
case GPU_R16:
return 2;
case GPU_R8:
case GPU_R8UI:
return 1;
default:
BLI_assert(!"Texture format incorrect or unsupported\n");
return 0;
}
}
static GLenum gpu_get_gl_internalformat(eGPUTextureFormat format)
{
/* You can add any of the available type to this list
* For available types see GPU_texture.h */
switch (format) {
/* Formats texture & renderbuffer */
case GPU_RGBA32F:
return GL_RGBA32F;
case GPU_RGBA16F:
return GL_RGBA16F;
case GPU_RGBA16:
return GL_RGBA16;
case GPU_RG32F:
return GL_RG32F;
case GPU_RGB16F:
return GL_RGB16F;
case GPU_RG16F:
return GL_RG16F;
case GPU_RG16I:
return GL_RG16I;
case GPU_RG16:
return GL_RG16;
case GPU_RGBA8:
return GL_RGBA8;
case GPU_RGBA8UI:
return GL_RGBA8UI;
case GPU_R32F:
return GL_R32F;
case GPU_R32UI:
return GL_R32UI;
case GPU_R32I:
return GL_R32I;
case GPU_R16F:
return GL_R16F;
case GPU_R16I:
return GL_R16I;
case GPU_R16UI:
return GL_R16UI;
case GPU_RG8:
return GL_RG8;
case GPU_RG16UI:
return GL_RG16UI;
case GPU_R16:
return GL_R16;
case GPU_R8:
return GL_R8;
case GPU_R8UI:
return GL_R8UI;
/* Special formats texture & renderbuffer */
case GPU_R11F_G11F_B10F:
return GL_R11F_G11F_B10F;
case GPU_DEPTH24_STENCIL8:
return GL_DEPTH24_STENCIL8;
case GPU_DEPTH32F_STENCIL8:
return GL_DEPTH32F_STENCIL8;
/* Texture only format */
/* ** Add Format here */
/* Special formats texture only */
/* ** Add Format here */
/* Depth Formats */
case GPU_DEPTH_COMPONENT32F:
return GL_DEPTH_COMPONENT32F;
case GPU_DEPTH_COMPONENT24:
return GL_DEPTH_COMPONENT24;
case GPU_DEPTH_COMPONENT16:
return GL_DEPTH_COMPONENT16;
default:
BLI_assert(!"Texture format incorrect or unsupported\n");
return 0;
}
}
static GLenum gpu_get_gl_datatype(eGPUDataFormat format)
{
switch (format) {
case GPU_DATA_FLOAT:
return GL_FLOAT;
case GPU_DATA_INT:
return GL_INT;
case GPU_DATA_UNSIGNED_INT:
return GL_UNSIGNED_INT;
case GPU_DATA_UNSIGNED_BYTE:
return GL_UNSIGNED_BYTE;
case GPU_DATA_UNSIGNED_INT_24_8:
return GL_UNSIGNED_INT_24_8;
case GPU_DATA_10_11_11_REV:
return GL_UNSIGNED_INT_10F_11F_11F_REV;
default:
BLI_assert(!"Unhandled data format");
return GL_FLOAT;
}
}
static float *GPU_texture_rescale_3d(
GPUTexture *tex, int w, int h, int d, int channels, const float *fpixels)
{
const uint xf = w / tex->w, yf = h / tex->h, zf = d / tex->d;
float *nfpixels = MEM_mallocN(channels * sizeof(float) * tex->w * tex->h * tex->d,
"GPUTexture Rescaled 3Dtex");
if (nfpixels) {
GPU_print_error_debug("You need to scale a 3D texture, feel the pain!");
for (uint k = 0; k < tex->d; k++) {
for (uint j = 0; j < tex->h; j++) {
for (uint i = 0; i < tex->w; i++) {
/* obviously doing nearest filtering here,
* it's going to be slow in any case, let's not make it worse */
float xb = i * xf;
float yb = j * yf;
float zb = k * zf;
uint offset = k * (tex->w * tex->h) + i * tex->h + j;
uint offset_orig = (zb) * (w * h) + (xb)*h + (yb);
if (channels == 4) {
nfpixels[offset * 4] = fpixels[offset_orig * 4];
nfpixels[offset * 4 + 1] = fpixels[offset_orig * 4 + 1];
nfpixels[offset * 4 + 2] = fpixels[offset_orig * 4 + 2];
nfpixels[offset * 4 + 3] = fpixels[offset_orig * 4 + 3];
}
else {
nfpixels[offset] = fpixels[offset_orig];
}
}
}
}
}
return nfpixels;
}
static bool gpu_texture_check_capacity(
GPUTexture *tex, GLenum proxy, GLenum internalformat, GLenum data_format, GLenum data_type)
{
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_WIN, GPU_DRIVER_ANY) ||
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 manually check the maximum size and maximum number of layers. */
switch (proxy) {
case GL_PROXY_TEXTURE_2D_ARRAY:
if ((tex->d < 0) || (tex->d > GPU_max_texture_layers())) {
return false;
}
break;
case GL_PROXY_TEXTURE_1D_ARRAY:
if ((tex->h < 0) || (tex->h > GPU_max_texture_layers())) {
return false;
}
break;
}
switch (proxy) {
case GL_PROXY_TEXTURE_3D:
if ((tex->d < 0) || (tex->d > GPU_max_texture_size())) {
return false;
}
ATTR_FALLTHROUGH;
case GL_PROXY_TEXTURE_2D:
case GL_PROXY_TEXTURE_2D_ARRAY:
if ((tex->h < 0) || (tex->h > GPU_max_texture_size())) {
return false;
}
ATTR_FALLTHROUGH;
case GL_PROXY_TEXTURE_1D:
case GL_PROXY_TEXTURE_1D_ARRAY:
if ((tex->w < 0) || (tex->w > GPU_max_texture_size())) {
return false;
}
ATTR_FALLTHROUGH;
default:
break;
}
return true;
}
else {
switch (proxy) {
case GL_PROXY_TEXTURE_1D:
glTexImage1D(proxy, 0, internalformat, tex->w, 0, data_format, data_type, NULL);
break;
case GL_PROXY_TEXTURE_1D_ARRAY:
case GL_PROXY_TEXTURE_2D:
glTexImage2D(proxy, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, NULL);
break;
case GL_PROXY_TEXTURE_2D_ARRAY:
case GL_PROXY_TEXTURE_3D:
glTexImage3D(
proxy, 0, internalformat, tex->w, tex->h, tex->d, 0, data_format, data_type, NULL);
break;
}
int width = 0;
glGetTexLevelParameteriv(proxy, 0, GL_TEXTURE_WIDTH, &width);
return (width > 0);
}
}
/* This tries to allocate video memory for a given texture
* If alloc fails, lower the resolution until it fits. */
static bool gpu_texture_try_alloc(GPUTexture *tex,
GLenum proxy,
GLenum internalformat,
GLenum data_format,
GLenum data_type,
int channels,
bool try_rescale,
const float *fpixels,
float **rescaled_fpixels)
{
bool ret;
ret = gpu_texture_check_capacity(tex, proxy, internalformat, data_format, data_type);
if (!ret && try_rescale) {
BLI_assert(
!ELEM(proxy, GL_PROXY_TEXTURE_1D_ARRAY, GL_PROXY_TEXTURE_2D_ARRAY)); // not implemented
const int w = tex->w, h = tex->h, d = tex->d;
/* Find largest texture possible */
do {
tex->w /= 2;
tex->h /= 2;
tex->d /= 2;
/* really unlikely to happen but keep this just in case */
if (tex->w == 0) {
break;
}
if (tex->h == 0 && proxy != GL_PROXY_TEXTURE_1D) {
break;
}
if (tex->d == 0 && proxy == GL_PROXY_TEXTURE_3D) {
break;
}
ret = gpu_texture_check_capacity(tex, proxy, internalformat, data_format, data_type);
} while (ret == false);
/* Rescale */
if (ret) {
switch (proxy) {
case GL_PROXY_TEXTURE_1D:
case GL_PROXY_TEXTURE_2D:
/* Do nothing for now */
return false;
case GL_PROXY_TEXTURE_3D:
BLI_assert(data_type == GL_FLOAT);
*rescaled_fpixels = GPU_texture_rescale_3d(tex, w, h, d, channels, fpixels);
return (bool)*rescaled_fpixels;
}
}
}
return ret;
}
GPUTexture *GPU_texture_create_nD(int w,
int h,
int d,
int n,
const void *pixels,
eGPUTextureFormat tex_format,
eGPUDataFormat gpu_data_format,
int samples,
const bool can_rescale,
char err_out[256])
{
if (samples) {
CLAMP_MAX(samples, GPU_max_color_texture_samples());
}
if ((tex_format == GPU_DEPTH24_STENCIL8) && GPU_depth_blitting_workaround()) {
/* MacOS + Radeon Pro fails to blit depth on GPU_DEPTH24_STENCIL8
* but works on GPU_DEPTH32F_STENCIL8. */
tex_format = GPU_DEPTH32F_STENCIL8;
}
GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->w = w;
tex->h = h;
tex->d = d;
tex->samples = samples;
tex->number = -1;
tex->refcount = 1;
tex->format = tex_format;
tex->components = gpu_get_component_count(tex_format);
tex->bytesize = gpu_get_bytesize(tex_format);
tex->format_flag = 0;
if (n == 2) {
if (d == 0) {
tex->target_base = tex->target = GL_TEXTURE_2D;
}
else {
tex->target_base = tex->target = GL_TEXTURE_2D_ARRAY;
}
}
else if (n == 1) {
if (h == 0) {
tex->target_base = tex->target = GL_TEXTURE_1D;
}
else {
tex->target_base = tex->target = GL_TEXTURE_1D_ARRAY;
}
}
else if (n == 3) {
tex->target_base = tex->target = GL_TEXTURE_3D;
}
else {
/* should never happen */
MEM_freeN(tex);
return NULL;
}
gpu_validate_data_format(tex_format, gpu_data_format);
if (samples && n == 2 && d == 0) {
tex->target = GL_TEXTURE_2D_MULTISAMPLE;
}
GLenum internalformat = gpu_get_gl_internalformat(tex_format);
GLenum data_format = gpu_get_gl_dataformat(tex_format, &tex->format_flag);
GLenum data_type = gpu_get_gl_datatype(gpu_data_format);
/* Generate Texture object */
tex->bindcode = GPU_tex_alloc();
if (!tex->bindcode) {
if (err_out) {
BLI_strncpy(err_out, "GPUTexture: texture create failed\n", 256);
}
else {
fprintf(stderr, "GPUTexture: texture create failed\n");
}
GPU_texture_free(tex);
return NULL;
}
glBindTexture(tex->target, tex->bindcode);
/* Check if texture fit in VRAM */
GLenum proxy = GL_PROXY_TEXTURE_2D;
if (n == 2) {
if (d > 1) {
proxy = GL_PROXY_TEXTURE_2D_ARRAY;
}
}
else if (n == 1) {
if (h == 0) {
proxy = GL_PROXY_TEXTURE_1D;
}
else {
proxy = GL_PROXY_TEXTURE_1D_ARRAY;
}
}
else if (n == 3) {
proxy = GL_PROXY_TEXTURE_3D;
}
float *rescaled_pixels = NULL;
bool valid = gpu_texture_try_alloc(tex,
proxy,
internalformat,
data_format,
data_type,
tex->components,
can_rescale,
pixels,
&rescaled_pixels);
if (G.debug & G_DEBUG_GPU || !valid) {
printf("GPUTexture: create : %s, %s, w : %d, h : %d, d : %d, comp : %d, size : %.2f MiB\n",
gl_enum_to_str(tex->target),
gl_enum_to_str(internalformat),
w,
h,
d,
tex->components,
gpu_texture_memory_footprint_compute(tex) / 1048576.0f);
}
if (!valid) {
if (err_out) {
BLI_strncpy(err_out, "GPUTexture: texture alloc failed\n", 256);
}
else {
fprintf(stderr, "GPUTexture: texture alloc failed. Likely not enough Video Memory.\n");
fprintf(stderr,
"Current texture memory usage : %.2f MiB.\n",
gpu_texture_memory_footprint_compute(tex) / 1048576.0f);
}
GPU_texture_free(tex);
return NULL;
}
gpu_texture_memory_footprint_add(tex);
/* Upload Texture */
const float *pix = (rescaled_pixels) ? rescaled_pixels : pixels;
if (tex->target == GL_TEXTURE_2D || tex->target == GL_TEXTURE_2D_MULTISAMPLE ||
tex->target == GL_TEXTURE_1D_ARRAY) {
if (samples) {
glTexImage2DMultisample(tex->target, samples, internalformat, tex->w, tex->h, true);
if (pix) {
glTexSubImage2D(tex->target, 0, 0, 0, tex->w, tex->h, data_format, data_type, pix);
}
}
else {
glTexImage2D(tex->target, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, pix);
}
}
else if (tex->target == GL_TEXTURE_1D) {
glTexImage1D(tex->target, 0, internalformat, tex->w, 0, data_format, data_type, pix);
}
else {
glTexImage3D(
tex->target, 0, internalformat, tex->w, tex->h, tex->d, 0, data_format, data_type, pix);
}
if (rescaled_pixels) {
MEM_freeN(rescaled_pixels);
}
/* Texture Parameters */
if (GPU_texture_stencil(tex) || /* Does not support filtering */
GPU_texture_integer(tex) || /* Does not support filtering */
GPU_texture_depth(tex)) {
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
else {
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
if (GPU_texture_depth(tex)) {
glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, GL_NONE);
glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
}
glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
if (n > 1) {
glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
if (n > 2) {
glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
}
glBindTexture(tex->target, 0);
return tex;
}
static GPUTexture *GPU_texture_cube_create(int w,
int d,
const float *fpixels_px,
const float *fpixels_py,
const float *fpixels_pz,
const float *fpixels_nx,
const float *fpixels_ny,
const float *fpixels_nz,
eGPUTextureFormat tex_format,
eGPUDataFormat gpu_data_format,
char err_out[256])
{
GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->w = w;
tex->h = w;
tex->d = d;
tex->samples = 0;
tex->number = -1;
tex->refcount = 1;
tex->format = tex_format;
tex->components = gpu_get_component_count(tex_format);
tex->bytesize = gpu_get_bytesize(tex_format);
tex->format_flag = GPU_FORMAT_CUBE;
if (d == 0) {
tex->target_base = tex->target = GL_TEXTURE_CUBE_MAP;
}
else {
BLI_assert(false && "Cubemap array Not implemented yet");
// tex->target_base = tex->target = GL_TEXTURE_CUBE_MAP_ARRAY;
}
GLenum internalformat = gpu_get_gl_internalformat(tex_format);
GLenum data_format = gpu_get_gl_dataformat(tex_format, &tex->format_flag);
GLenum data_type = gpu_get_gl_datatype(gpu_data_format);
/* Generate Texture object */
tex->bindcode = GPU_tex_alloc();
if (!tex->bindcode) {
if (err_out) {
BLI_strncpy(err_out, "GPUTexture: texture create failed\n", 256);
}
else {
fprintf(stderr, "GPUTexture: texture create failed\n");
}
GPU_texture_free(tex);
return NULL;
}
if (G.debug & G_DEBUG_GPU) {
printf("GPUTexture: create : %s, %s, w : %d, h : %d, d : %d, comp : %d, size : %.2f MiB\n",
gl_enum_to_str(tex->target),
gl_enum_to_str(internalformat),
w,
w,
d,
tex->components,
gpu_texture_memory_footprint_compute(tex) / 1048576.0f);
}
gpu_texture_memory_footprint_add(tex);
glBindTexture(tex->target, tex->bindcode);
/* Upload Texture */
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X,
0,
internalformat,
tex->w,
tex->h,
0,
data_format,
data_type,
fpixels_px);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
0,
internalformat,
tex->w,
tex->h,
0,
data_format,
data_type,
fpixels_py);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
0,
internalformat,
tex->w,
tex->h,
0,
data_format,
data_type,
fpixels_pz);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
0,
internalformat,
tex->w,
tex->h,
0,
data_format,
data_type,
fpixels_nx);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
0,
internalformat,
tex->w,
tex->h,
0,
data_format,
data_type,
fpixels_ny);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
0,
internalformat,
tex->w,
tex->h,
0,
data_format,
data_type,
fpixels_nz);
/* Texture Parameters */
if (GPU_texture_stencil(tex) || /* Does not support filtering */
GPU_texture_integer(tex) || /* Does not support filtering */
GPU_texture_depth(tex)) {
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
else {
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
if (GPU_texture_depth(tex)) {
glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, GL_NONE);
glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
}
glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glBindTexture(tex->target, 0);
return tex;
}
/* Special buffer textures. tex_format must be compatible with the buffer content. */
GPUTexture *GPU_texture_create_buffer(eGPUTextureFormat tex_format, const GLuint buffer)
{
GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->number = -1;
tex->refcount = 1;
tex->format = tex_format;
tex->components = gpu_get_component_count(tex_format);
tex->format_flag = 0;
tex->target_base = tex->target = GL_TEXTURE_BUFFER;
tex->bytesize = gpu_get_bytesize(tex_format);
GLenum internalformat = gpu_get_gl_internalformat(tex_format);
gpu_get_gl_dataformat(tex_format, &tex->format_flag);
if (!(ELEM(tex_format, GPU_R8, GPU_R16) || ELEM(tex_format, GPU_R16F, GPU_R32F) ||
ELEM(tex_format, GPU_R8I, GPU_R16I, GPU_R32I) ||
ELEM(tex_format, GPU_R8UI, GPU_R16UI, GPU_R32UI) || ELEM(tex_format, GPU_RG8, GPU_RG16) ||
ELEM(tex_format, GPU_RG16F, GPU_RG32F) ||
ELEM(tex_format, GPU_RG8I, GPU_RG16I, GPU_RG32I) ||
ELEM(tex_format, GPU_RG8UI, GPU_RG16UI, GPU_RG32UI) ||
/* Not available until gl 4.0 */
// ELEM(tex_format, GPU_RGB32F, GPU_RGB32I, GPU_RGB32UI) ||
ELEM(tex_format, GPU_RGBA8, GPU_RGBA16) || ELEM(tex_format, GPU_RGBA16F, GPU_RGBA32F) ||
ELEM(tex_format, GPU_RGBA8I, GPU_RGBA16I, GPU_RGBA32I) ||
ELEM(tex_format, GPU_RGBA8UI, GPU_RGBA16UI, GPU_RGBA32UI))) {
fprintf(stderr, "GPUTexture: invalid format for texture buffer\n");
GPU_texture_free(tex);
return NULL;
}
/* Generate Texture object */
tex->bindcode = GPU_tex_alloc();
if (!tex->bindcode) {
fprintf(stderr, "GPUTexture: texture create failed\n");
GPU_texture_free(tex);
BLI_assert(
0 && "glGenTextures failed: Are you sure a valid OGL context is active on this thread?\n");
return NULL;
}
glBindTexture(tex->target, tex->bindcode);
glTexBuffer(tex->target, internalformat, buffer);
glBindTexture(tex->target, 0);
return tex;
}
GPUTexture *GPU_texture_from_bindcode(int textarget, int bindcode)
{
/* see GPUInput::textarget: it can take two values - GL_TEXTURE_2D and GL_TEXTURE_CUBE_MAP
* these values are correct for glDisable, so textarget can be safely used in
* GPU_texture_bind/GPU_texture_unbind through tex->target_base */
/* (is any of this obsolete now that we don't glEnable/Disable textures?) */
GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->bindcode = bindcode;
tex->number = -1;
tex->refcount = 1;
tex->target = textarget;
tex->target_base = textarget;
tex->format = -1;
tex->components = -1;
tex->samples = 0;
if (!glIsTexture(tex->bindcode)) {
GPU_print_error_debug("Blender Texture Not Loaded");
}
else {
GLint w, h;
GLenum gettarget;
if (textarget == GL_TEXTURE_2D) {
gettarget = GL_TEXTURE_2D;
}
else {
gettarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X;
}
glBindTexture(textarget, tex->bindcode);
glGetTexLevelParameteriv(gettarget, 0, GL_TEXTURE_WIDTH, &w);
glGetTexLevelParameteriv(gettarget, 0, GL_TEXTURE_HEIGHT, &h);
tex->w = w;
tex->h = h;
glBindTexture(textarget, 0);
}
return tex;
}
GPUTexture *GPU_texture_from_preview(PreviewImage *prv, int mipmap)
{
GPUTexture *tex = prv->gputexture[0];
GLuint bindcode = 0;
if (tex) {
bindcode = tex->bindcode;
}
/* this binds a texture, so that's why we restore it to 0 */
if (bindcode == 0) {
GPU_create_gl_tex(
&bindcode, prv->rect[0], NULL, prv->w[0], prv->h[0], GL_TEXTURE_2D, mipmap, false, NULL);
}
if (tex) {
tex->bindcode = bindcode;
glBindTexture(GL_TEXTURE_2D, 0);
return tex;
}
tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->bindcode = bindcode;
tex->number = -1;
tex->refcount = 1;
tex->target = GL_TEXTURE_2D;
tex->target_base = GL_TEXTURE_2D;
tex->format = -1;
tex->components = -1;
prv->gputexture[0] = tex;
if (!glIsTexture(tex->bindcode)) {
GPU_print_error_debug("Blender Texture Not Loaded");
}
else {
GLint w, h;
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, 0);
return tex;
}
GPUTexture *GPU_texture_create_1d(int w,
eGPUTextureFormat tex_format,
const float *pixels,
char err_out[256])
{
BLI_assert(w > 0);
eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format);
return GPU_texture_create_nD(w, 0, 0, 1, pixels, tex_format, data_format, 0, false, err_out);
}
GPUTexture *GPU_texture_create_1d_array(
int w, int h, eGPUTextureFormat tex_format, const float *pixels, char err_out[256])
{
BLI_assert(w > 0 && h > 0);
eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format);
return GPU_texture_create_nD(w, h, 0, 1, pixels, tex_format, data_format, 0, false, err_out);
}
GPUTexture *GPU_texture_create_2d(
int w, int h, eGPUTextureFormat tex_format, const float *pixels, char err_out[256])
{
BLI_assert(w > 0 && h > 0);
eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format);
return GPU_texture_create_nD(w, h, 0, 2, pixels, tex_format, data_format, 0, false, err_out);
}
GPUTexture *GPU_texture_create_2d_multisample(int w,
int h,
eGPUTextureFormat tex_format,
const float *pixels,
int samples,
char err_out[256])
{
BLI_assert(w > 0 && h > 0);
eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format);
return GPU_texture_create_nD(
w, h, 0, 2, pixels, tex_format, data_format, samples, false, err_out);
}
GPUTexture *GPU_texture_create_2d_array(
int w, int h, int d, eGPUTextureFormat tex_format, const float *pixels, char err_out[256])
{
BLI_assert(w > 0 && h > 0 && d > 0);
eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format);
return GPU_texture_create_nD(w, h, d, 2, pixels, tex_format, data_format, 0, false, err_out);
}
GPUTexture *GPU_texture_create_3d(
int w, int h, int d, eGPUTextureFormat tex_format, const float *pixels, char err_out[256])
{
BLI_assert(w > 0 && h > 0 && d > 0);
eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format);
return GPU_texture_create_nD(w, h, d, 3, pixels, tex_format, data_format, 0, true, err_out);
}
GPUTexture *GPU_texture_create_cube(int w,
eGPUTextureFormat tex_format,
const float *fpixels,
char err_out[256])
{
BLI_assert(w > 0);
const float *fpixels_px, *fpixels_py, *fpixels_pz, *fpixels_nx, *fpixels_ny, *fpixels_nz;
const int channels = gpu_get_component_count(tex_format);
if (fpixels) {
int face_ofs = w * w * channels;
fpixels_px = fpixels + 0 * face_ofs;
fpixels_nx = fpixels + 1 * face_ofs;
fpixels_py = fpixels + 2 * face_ofs;
fpixels_ny = fpixels + 3 * face_ofs;
fpixels_pz = fpixels + 4 * face_ofs;
fpixels_nz = fpixels + 5 * face_ofs;
}
else {
fpixels_px = fpixels_py = fpixels_pz = fpixels_nx = fpixels_ny = fpixels_nz = NULL;
}
return GPU_texture_cube_create(w,
0,
fpixels_px,
fpixels_py,
fpixels_pz,
fpixels_nx,
fpixels_ny,
fpixels_nz,
tex_format,
GPU_DATA_FLOAT,
err_out);
}
GPUTexture *GPU_texture_create_from_vertbuf(GPUVertBuf *vert)
{
GPUVertFormat *format = &vert->format;
GPUVertAttr *attr = &format->attrs[0];
/* Detect incompatible cases (not supported by texture buffers) */
BLI_assert(format->attr_len == 1 && vert->vbo_id != 0);
BLI_assert(attr->comp_len != 3); /* Not until OGL 4.0 */
BLI_assert(attr->comp_type != GPU_COMP_I10);
BLI_assert(attr->fetch_mode != GPU_FETCH_INT_TO_FLOAT);
uint byte_per_comp = attr->sz / attr->comp_len;
bool is_uint = ELEM(attr->comp_type, GPU_COMP_U8, GPU_COMP_U16, GPU_COMP_U32);
/* Cannot fetch signed int or 32bit ints as normalized float. */
if (attr->fetch_mode == GPU_FETCH_INT_TO_FLOAT_UNIT) {
BLI_assert(is_uint || byte_per_comp <= 2);
}
eGPUTextureFormat data_type;
switch (attr->fetch_mode) {
case GPU_FETCH_FLOAT:
switch (attr->comp_len) {
case 1:
data_type = GPU_R32F;
break;
case 2:
data_type = GPU_RG32F;
break;
// case 3: data_type = GPU_RGB32F; break; /* Not supported */
default:
data_type = GPU_RGBA32F;
break;
}
break;
case GPU_FETCH_INT:
switch (attr->comp_len) {
case 1:
switch (byte_per_comp) {
case 1:
data_type = (is_uint) ? GPU_R8UI : GPU_R8I;
break;
case 2:
data_type = (is_uint) ? GPU_R16UI : GPU_R16I;
break;
default:
data_type = (is_uint) ? GPU_R32UI : GPU_R32I;
break;
}
break;
case 2:
switch (byte_per_comp) {
case 1:
data_type = (is_uint) ? GPU_RG8UI : GPU_RG8I;
break;
case 2:
data_type = (is_uint) ? GPU_RG16UI : GPU_RG16I;
break;
default:
data_type = (is_uint) ? GPU_RG32UI : GPU_RG32I;
break;
}
break;
default:
switch (byte_per_comp) {
case 1:
data_type = (is_uint) ? GPU_RGBA8UI : GPU_RGBA8I;
break;
case 2:
data_type = (is_uint) ? GPU_RGBA16UI : GPU_RGBA16I;
break;
default:
data_type = (is_uint) ? GPU_RGBA32UI : GPU_RGBA32I;
break;
}
break;
}
break;
case GPU_FETCH_INT_TO_FLOAT_UNIT:
switch (attr->comp_len) {
case 1:
data_type = (byte_per_comp == 1) ? GPU_R8 : GPU_R16;
break;
case 2:
data_type = (byte_per_comp == 1) ? GPU_RG8 : GPU_RG16;
break;
default:
data_type = (byte_per_comp == 1) ? GPU_RGBA8 : GPU_RGBA16;
break;
}
break;
default:
BLI_assert(0);
return NULL;
}
return GPU_texture_create_buffer(data_type, vert->vbo_id);
}
void GPU_texture_add_mipmap(GPUTexture *tex,
eGPUDataFormat gpu_data_format,
int miplvl,
const void *pixels)
{
BLI_assert((int)tex->format > -1);
BLI_assert(tex->components > -1);
gpu_validate_data_format(tex->format, gpu_data_format);
GLenum internalformat = gpu_get_gl_internalformat(tex->format);
GLenum data_format = gpu_get_gl_dataformat(tex->format, &tex->format_flag);
GLenum data_type = gpu_get_gl_datatype(gpu_data_format);
glBindTexture(tex->target, tex->bindcode);
int size[3];
GPU_texture_get_mipmap_size(tex, miplvl, size);
switch (tex->target) {
case GL_TEXTURE_1D:
glTexImage1D(
tex->target, miplvl, internalformat, size[0], 0, data_format, data_type, pixels);
break;
case GL_TEXTURE_2D:
case GL_TEXTURE_1D_ARRAY:
glTexImage2D(tex->target,
miplvl,
internalformat,
size[0],
size[1],
0,
data_format,
data_type,
pixels);
break;
case GL_TEXTURE_3D:
case GL_TEXTURE_2D_ARRAY:
glTexImage3D(tex->target,
miplvl,
internalformat,
size[0],
size[1],
size[2],
0,
data_format,
data_type,
pixels);
break;
case GL_TEXTURE_2D_MULTISAMPLE:
/* Multisample textures cannot have mipmaps. */
default:
BLI_assert(!"tex->target mode not supported");
}
glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_MAX_LEVEL, miplvl);
glBindTexture(tex->target, 0);
}
void GPU_texture_update_sub(GPUTexture *tex,
eGPUDataFormat gpu_data_format,
const void *pixels,
int offset_x,
int offset_y,
int offset_z,
int width,
int height,
int depth)
{
BLI_assert((int)tex->format > -1);
BLI_assert(tex->components > -1);
GLenum data_format = gpu_get_gl_dataformat(tex->format, &tex->format_flag);
GLenum data_type = gpu_get_gl_datatype(gpu_data_format);
GLint alignment;
/* The default pack size for textures is 4, which won't work for byte based textures */
if (tex->bytesize == 1) {
glGetIntegerv(GL_UNPACK_ALIGNMENT, &alignment);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
}
glBindTexture(tex->target, tex->bindcode);
switch (tex->target) {
case GL_TEXTURE_1D:
glTexSubImage1D(tex->target, 0, offset_x, width, data_format, data_type, pixels);
break;
case GL_TEXTURE_2D:
case GL_TEXTURE_2D_MULTISAMPLE:
case GL_TEXTURE_1D_ARRAY:
glTexSubImage2D(
tex->target, 0, offset_x, offset_y, width, height, data_format, data_type, pixels);
break;
case GL_TEXTURE_3D:
case GL_TEXTURE_2D_ARRAY:
glTexSubImage3D(tex->target,
0,
offset_x,
offset_y,
offset_z,
width,
height,
depth,
data_format,
data_type,
pixels);
break;
default:
BLI_assert(!"tex->target mode not supported");
}
if (tex->bytesize == 1) {
glPixelStorei(GL_UNPACK_ALIGNMENT, alignment);
}
glBindTexture(tex->target, 0);
}
void *GPU_texture_read(GPUTexture *tex, eGPUDataFormat gpu_data_format, int miplvl)
{
int size[3] = {0, 0, 0};
GPU_texture_get_mipmap_size(tex, miplvl, size);
gpu_validate_data_format(tex->format, gpu_data_format);
size_t buf_size = gpu_texture_memory_footprint_compute(tex);
size_t samples_count = max_ii(1, tex->samples);
samples_count *= size[0];
samples_count *= max_ii(1, size[1]);
samples_count *= max_ii(1, size[2]);
samples_count *= (GPU_texture_cube(tex)) ? 6 : 1;
switch (gpu_data_format) {
case GPU_DATA_FLOAT:
buf_size = sizeof(float) * samples_count * tex->components;
break;
case GPU_DATA_INT:
case GPU_DATA_UNSIGNED_INT:
buf_size = sizeof(int) * samples_count * tex->components;
break;
case GPU_DATA_UNSIGNED_INT_24_8:
case GPU_DATA_10_11_11_REV:
buf_size = sizeof(int) * samples_count;
break;
case GPU_DATA_UNSIGNED_BYTE:
break;
}
/* AMD Pro driver have a bug that write 8 bytes past buffer size
* if the texture is big. (see T66573) */
void *buf = MEM_mallocN(buf_size + 8, "GPU_texture_read");
GLenum data_format = gpu_get_gl_dataformat(tex->format, &tex->format_flag);
GLenum data_type = gpu_get_gl_datatype(gpu_data_format);
glBindTexture(tex->target, tex->bindcode);
if (GPU_texture_cube(tex)) {
int cube_face_size = buf_size / 6;
for (int i = 0; i < 6; i++) {
glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
miplvl,
data_format,
data_type,
((char *)buf) + cube_face_size * i);
}
}
else {
glGetTexImage(tex->target, miplvl, data_format, data_type, buf);
}
glBindTexture(tex->target, 0);
return buf;
}
void GPU_texture_update(GPUTexture *tex, eGPUDataFormat data_format, const void *pixels)
{
GPU_texture_update_sub(tex, data_format, pixels, 0, 0, 0, tex->w, tex->h, tex->d);
}
void GPU_invalid_tex_init(void)
{
memory_usage = 0;
const float color[4] = {1.0f, 0.0f, 1.0f, 1.0f};
GG.invalid_tex_1D = GPU_texture_create_1d(1, GPU_RGBA8, color, NULL);
GG.invalid_tex_2D = GPU_texture_create_2d(1, 1, GPU_RGBA8, color, NULL);
GG.invalid_tex_3D = GPU_texture_create_3d(1, 1, 1, GPU_RGBA8, color, NULL);
}
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)
{
BLI_assert(number >= 0);
if (number >= GPU_max_textures()) {
fprintf(stderr, "Not enough texture slots.\n");
return;
}
if ((G.debug & G_DEBUG)) {
for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; i++) {
if (tex->fb[i] && GPU_framebuffer_bound(tex->fb[i])) {
fprintf(stderr,
"Feedback loop warning!: Attempting to bind "
"texture attached to current framebuffer!\n");
BLI_assert(0); /* Should never happen! */
break;
}
}
}
glActiveTexture(GL_TEXTURE0 + number);
if (tex->bindcode != 0) {
glBindTexture(tex->target, tex->bindcode);
}
else {
GPU_invalid_tex_bind(tex->target_base);
}
tex->number = number;
}
void GPU_texture_unbind(GPUTexture *tex)
{
if (tex->number == -1) {
return;
}
glActiveTexture(GL_TEXTURE0 + tex->number);
glBindTexture(tex->target, 0);
tex->number = -1;
}
int GPU_texture_bound_number(GPUTexture *tex)
{
return tex->number;
}
#define WARN_NOT_BOUND(_tex) \
{ \
if (_tex->number == -1) { \
fprintf(stderr, "Warning : Trying to set parameter on a texture not bound.\n"); \
BLI_assert(0); \
return; \
} \
} \
((void)0)
void GPU_texture_generate_mipmap(GPUTexture *tex)
{
WARN_NOT_BOUND(tex);
glActiveTexture(GL_TEXTURE0 + tex->number);
if (GPU_texture_depth(tex)) {
/* Some drivers have bugs when using glGenerateMipmap with depth textures (see T56789).
* In this case we just create a complete texture with mipmaps manually without down-sampling.
* You must initialize the texture levels using other methods like
* GPU_framebuffer_recursive_downsample(). */
int levels = 1 + floor(log2(max_ii(tex->w, tex->h)));
eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex->format);
for (int i = 1; i < levels; i++) {
GPU_texture_add_mipmap(tex, data_format, i, NULL);
}
glBindTexture(tex->target, tex->bindcode);
}
else {
glGenerateMipmap(tex->target_base);
}
}
void GPU_texture_compare_mode(GPUTexture *tex, bool use_compare)
{
WARN_NOT_BOUND(tex);
/* Could become an assertion ? (fclem) */
if (!GPU_texture_depth(tex)) {
return;
}
GLenum mode = (use_compare) ? GL_COMPARE_REF_TO_TEXTURE : GL_NONE;
glActiveTexture(GL_TEXTURE0 + tex->number);
glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, mode);
}
void GPU_texture_filter_mode(GPUTexture *tex, bool use_filter)
{
WARN_NOT_BOUND(tex);
/* Stencil and integer format does not support filtering. */
BLI_assert(!use_filter || !(GPU_texture_stencil(tex) || GPU_texture_integer(tex)));
GLenum filter = (use_filter) ? GL_LINEAR : GL_NEAREST;
glActiveTexture(GL_TEXTURE0 + tex->number);
glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, filter);
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, filter);
}
void GPU_texture_mipmap_mode(GPUTexture *tex, bool use_mipmap, bool use_filter)
{
WARN_NOT_BOUND(tex);
/* Stencil and integer format does not support filtering. */
BLI_assert((!use_filter && !use_mipmap) ||
!(GPU_texture_stencil(tex) || GPU_texture_integer(tex)));
GLenum filter = (use_filter) ? GL_LINEAR : GL_NEAREST;
GLenum mipmap = ((use_filter) ? (use_mipmap) ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR :
(use_mipmap) ? GL_NEAREST_MIPMAP_LINEAR : GL_NEAREST);
glActiveTexture(GL_TEXTURE0 + tex->number);
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, mipmap);
glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, filter);
}
void GPU_texture_wrap_mode(GPUTexture *tex, bool use_repeat)
{
WARN_NOT_BOUND(tex);
GLenum repeat = (use_repeat) ? GL_REPEAT : GL_CLAMP_TO_EDGE;
glActiveTexture(GL_TEXTURE0 + tex->number);
glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, repeat);
if (tex->target_base != GL_TEXTURE_1D) {
glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_T, repeat);
}
if (tex->target_base == GL_TEXTURE_3D) {
glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_R, repeat);
}
}
static GLenum gpu_get_gl_filterfunction(eGPUFilterFunction filter)
{
switch (filter) {
case GPU_NEAREST:
return GL_NEAREST;
case GPU_LINEAR:
return GL_LINEAR;
default:
BLI_assert(!"Unhandled filter mode");
return GL_NEAREST;
}
}
void GPU_texture_filters(GPUTexture *tex,
eGPUFilterFunction min_filter,
eGPUFilterFunction mag_filter)
{
WARN_NOT_BOUND(tex);
/* Stencil and integer format does not support filtering. */
BLI_assert(!(GPU_texture_stencil(tex) || GPU_texture_integer(tex)));
BLI_assert(mag_filter == GPU_NEAREST || mag_filter == GPU_LINEAR);
glActiveTexture(GL_TEXTURE0 + tex->number);
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, gpu_get_gl_filterfunction(min_filter));
glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, gpu_get_gl_filterfunction(mag_filter));
}
void GPU_texture_free(GPUTexture *tex)
{
tex->refcount--;
if (tex->refcount < 0) {
fprintf(stderr, "GPUTexture: negative refcount\n");
}
if (tex->refcount == 0) {
for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; i++) {
if (tex->fb[i] != NULL) {
GPU_framebuffer_texture_detach_slot(tex->fb[i], tex, tex->fb_attachment[i]);
}
}
if (tex->bindcode) {
GPU_tex_free(tex->bindcode);
}
gpu_texture_memory_footprint_remove(tex);
MEM_freeN(tex);
}
}
void GPU_texture_ref(GPUTexture *tex)
{
tex->refcount++;
}
int GPU_texture_target(const GPUTexture *tex)
{
return tex->target;
}
int GPU_texture_width(const GPUTexture *tex)
{
return tex->w;
}
int GPU_texture_height(const GPUTexture *tex)
{
return tex->h;
}
int GPU_texture_orig_width(const GPUTexture *tex)
{
return tex->orig_w;
}
int GPU_texture_orig_height(const GPUTexture *tex)
{
return tex->orig_h;
}
void GPU_texture_orig_size_set(GPUTexture *tex, int w, int h)
{
tex->orig_w = w;
tex->orig_h = h;
}
int GPU_texture_layers(const GPUTexture *tex)
{
return tex->d;
}
eGPUTextureFormat GPU_texture_format(const GPUTexture *tex)
{
return tex->format;
}
int GPU_texture_samples(const GPUTexture *tex)
{
return tex->samples;
}
bool GPU_texture_depth(const GPUTexture *tex)
{
return (tex->format_flag & GPU_FORMAT_DEPTH) != 0;
}
bool GPU_texture_stencil(const GPUTexture *tex)
{
return (tex->format_flag & GPU_FORMAT_STENCIL) != 0;
}
bool GPU_texture_integer(const GPUTexture *tex)
{
return (tex->format_flag & GPU_FORMAT_INTEGER) != 0;
}
bool GPU_texture_cube(const GPUTexture *tex)
{
return (tex->format_flag & GPU_FORMAT_CUBE) != 0;
}
int GPU_texture_opengl_bindcode(const GPUTexture *tex)
{
return tex->bindcode;
}
void GPU_texture_attach_framebuffer(GPUTexture *tex, GPUFrameBuffer *fb, int attachment)
{
for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; i++) {
if (tex->fb[i] == NULL) {
tex->fb[i] = fb;
tex->fb_attachment[i] = attachment;
return;
}
}
BLI_assert(!"Error: Texture: Not enough Framebuffer slots");
}
/* Return previous attachment point */
int GPU_texture_detach_framebuffer(GPUTexture *tex, GPUFrameBuffer *fb)
{
for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; i++) {
if (tex->fb[i] == fb) {
tex->fb[i] = NULL;
return tex->fb_attachment[i];
}
}
BLI_assert(!"Error: Texture: Framebuffer is not attached");
return 0;
}
void GPU_texture_get_mipmap_size(GPUTexture *tex, int lvl, int *size)
{
/* TODO assert if lvl is below the limit of 1px in each dimension. */
int div = 1 << lvl;
size[0] = max_ii(1, tex->w / div);
if (tex->target == GL_TEXTURE_1D_ARRAY) {
size[1] = tex->h;
}
else if (tex->h > 0) {
size[1] = max_ii(1, tex->h / div);
}
if (tex->target == GL_TEXTURE_2D_ARRAY) {
size[2] = tex->d;
}
else if (tex->d > 0) {
size[2] = max_ii(1, tex->d / div);
}
}