This repository has been archived on 2023-10-09.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

2248 lines
65 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 <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_image_types.h"
#include "BLI_blenlib.h"
#include "BLI_math_base.h"
#include "BLI_utildefines.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_framebuffer.h"
#include "GPU_glew.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;
/** Sampler objects used to replace internal texture parameters. */
GLuint samplers[GPU_SAMPLER_MAX];
GLuint icon_sampler;
} GG = {NULL};
/* Maximum number of FBOs a texture can be attached to. */
#define GPU_TEX_MAX_FBO_ATTACHED 12
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; /* Texture unit to which this texture is bound. */
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;
eGPUSamplerState sampler_state; /* Internal Sampler state. */
int mipmaps; /* number of mipmaps */
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];
/* Legacy workaround for texture copy. */
GLuint copy_fb;
GPUContext *copy_fb_ctx;
};
static uint gpu_get_bytesize(eGPUTextureFormat data_type);
static void gpu_texture_framebuffer_ensure(GPUTexture *tex);
/* ------ 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)
{
uint memsize;
const uint bytesize = gpu_get_bytesize(tex->format);
const int samp = max_ii(tex->samples, 1);
switch (tex->target_base) {
case GL_TEXTURE_1D:
case GL_TEXTURE_BUFFER:
memsize = bytesize * tex->w * samp;
break;
case GL_TEXTURE_1D_ARRAY:
case GL_TEXTURE_2D:
memsize = bytesize * tex->w * tex->h * samp;
break;
case GL_TEXTURE_2D_ARRAY:
case GL_TEXTURE_3D:
memsize = bytesize * tex->w * tex->h * tex->d * samp;
break;
case GL_TEXTURE_CUBE_MAP:
memsize = bytesize * 6 * tex->w * tex->h * samp;
break;
case GL_TEXTURE_CUBE_MAP_ARRAY_ARB:
memsize = bytesize * 6 * tex->w * tex->h * tex->d * samp;
break;
default:
BLI_assert(0);
return 0;
}
if (tex->mipmaps != 0) {
/* Just to get an idea of the memory used here is computed
* as if the maximum number of mipmaps was generated. */
memsize += memsize / 3;
}
return memsize;
}
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_CUBE_MAP_ARRAY),
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(RGBA16UI),
ENUM_TO_STRING(RGBA16I),
ENUM_TO_STRING(RGBA16),
ENUM_TO_STRING(RGBA8UI),
ENUM_TO_STRING(RGBA8I),
ENUM_TO_STRING(RGBA8),
ENUM_TO_STRING(RGB16F),
ENUM_TO_STRING(RG32F),
ENUM_TO_STRING(RG16F),
ENUM_TO_STRING(RG16UI),
ENUM_TO_STRING(RG16I),
ENUM_TO_STRING(RG16),
ENUM_TO_STRING(RG8UI),
ENUM_TO_STRING(RG8I),
ENUM_TO_STRING(RG8),
ENUM_TO_STRING(R8UI),
ENUM_TO_STRING(R8I),
ENUM_TO_STRING(R8),
ENUM_TO_STRING(R32F),
ENUM_TO_STRING(R32UI),
ENUM_TO_STRING(R32I),
ENUM_TO_STRING(R16F),
ENUM_TO_STRING(R16UI),
ENUM_TO_STRING(R16I),
ENUM_TO_STRING(R16),
ENUM_TO_STRING(R11F_G11F_B10F),
ENUM_TO_STRING(SRGB8_ALPHA8),
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:
case GPU_SRGB8_A8:
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;
}
}
static uint gpu_get_data_format_bytesize(int comp, eGPUDataFormat data_format)
{
switch (data_format) {
case GPU_DATA_FLOAT:
return sizeof(float) * comp;
case GPU_DATA_INT:
case GPU_DATA_UNSIGNED_INT:
return sizeof(int) * comp;
case GPU_DATA_UNSIGNED_INT_24_8:
case GPU_DATA_10_11_11_REV:
return sizeof(int);
case GPU_DATA_UNSIGNED_BYTE:
return sizeof(char) * comp;
default:
BLI_assert(0);
return 0;
}
}
/* 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, GPU_SRGB8_A8)) {
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: /* 32-bit depth, 8 bits stencil, and 24 unused bits. */
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_SRGB8_A8:
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_format_to_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_RGBA8UI:
return GL_RGBA8UI;
case GPU_RGBA8I:
return GL_RGBA8I;
case GPU_RGBA8:
return GL_RGBA8;
case GPU_RGBA32UI:
return GL_RGBA32UI;
case GPU_RGBA32I:
return GL_RGBA32I;
case GPU_RGBA32F:
return GL_RGBA32F;
case GPU_RGBA16UI:
return GL_RGBA16UI;
case GPU_RGBA16I:
return GL_RGBA16I;
case GPU_RGBA16F:
return GL_RGBA16F;
case GPU_RGBA16:
return GL_RGBA16;
case GPU_RG8UI:
return GL_RG8UI;
case GPU_RG8I:
return GL_RG8I;
case GPU_RG8:
return GL_RG8;
case GPU_RG32UI:
return GL_RG32UI;
case GPU_RG32I:
return GL_RG32I;
case GPU_RG32F:
return GL_RG32F;
case GPU_RG16UI:
return GL_RG16UI;
case GPU_RG16I:
return GL_RG16I;
case GPU_RG16F:
return GL_RG16F;
case GPU_RG16:
return GL_RG16;
case GPU_R8UI:
return GL_R8UI;
case GPU_R8I:
return GL_R8I;
case GPU_R8:
return GL_R8;
case GPU_R32UI:
return GL_R32UI;
case GPU_R32I:
return GL_R32I;
case GPU_R32F:
return GL_R32F;
case GPU_R16UI:
return GL_R16UI;
case GPU_R16I:
return GL_R16I;
case GPU_R16F:
return GL_R16F;
case GPU_R16:
return GL_R16;
/* Special formats texture & renderbuffer */
case GPU_R11F_G11F_B10F:
return GL_R11F_G11F_B10F;
case GPU_DEPTH32F_STENCIL8:
return GL_DEPTH32F_STENCIL8;
case GPU_DEPTH24_STENCIL8:
return GL_DEPTH24_STENCIL8;
case GPU_SRGB8_A8:
return GL_SRGB8_ALPHA8;
/* Texture only format */
case GPU_RGB16F:
return GL_RGB16F;
/* 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 eGPUTextureFormat gl_internalformat_to_gpu_format(const GLint glformat)
{
/* You can add any of the available type to this list
* For available types see GPU_texture.h */
switch (glformat) {
/* Formats texture & renderbuffer */
case GL_RGBA8UI:
return GPU_RGBA8UI;
case GL_RGBA8I:
return GPU_RGBA8I;
case GL_RGBA8:
return GPU_RGBA8;
case GL_RGBA32UI:
return GPU_RGBA32UI;
case GL_RGBA32I:
return GPU_RGBA32I;
case GL_RGBA32F:
return GPU_RGBA32F;
case GL_RGBA16UI:
return GPU_RGBA16UI;
case GL_RGBA16I:
return GPU_RGBA16I;
case GL_RGBA16F:
return GPU_RGBA16F;
case GL_RGBA16:
return GPU_RGBA16;
case GL_RG8UI:
return GPU_RG8UI;
case GL_RG8I:
return GPU_RG8I;
case GL_RG8:
return GPU_RG8;
case GL_RG32UI:
return GPU_RG32UI;
case GL_RG32I:
return GPU_RG32I;
case GL_RG32F:
return GPU_RG32F;
case GL_RG16UI:
return GPU_RG16UI;
case GL_RG16I:
return GPU_RG16I;
case GL_RG16F:
return GPU_RGBA32F;
case GL_RG16:
return GPU_RG16;
case GL_R8UI:
return GPU_R8UI;
case GL_R8I:
return GPU_R8I;
case GL_R8:
return GPU_R8;
case GL_R32UI:
return GPU_R32UI;
case GL_R32I:
return GPU_R32I;
case GL_R32F:
return GPU_R32F;
case GL_R16UI:
return GPU_R16UI;
case GL_R16I:
return GPU_R16I;
case GL_R16F:
return GPU_R16F;
case GL_R16:
return GPU_R16;
/* Special formats texture & renderbuffer */
case GL_R11F_G11F_B10F:
return GPU_R11F_G11F_B10F;
case GL_DEPTH32F_STENCIL8:
return GPU_DEPTH32F_STENCIL8;
case GL_DEPTH24_STENCIL8:
return GPU_DEPTH24_STENCIL8;
case GL_SRGB8_ALPHA8:
return GPU_SRGB8_A8;
/* Texture only format */
case GL_RGB16F:
return GPU_RGB16F;
/* Special formats texture only */
/* ** Add Format here */
/* Depth Formats */
case GL_DEPTH_COMPONENT32F:
return GPU_DEPTH_COMPONENT32F;
case GL_DEPTH_COMPONENT24:
return GPU_DEPTH_COMPONENT24;
case GL_DEPTH_COMPONENT16:
return GPU_DEPTH_COMPONENT16;
default:
BLI_assert(!"Internal format incorrect or unsupported\n");
}
return -1;
}
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_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 manually check the maximum size and maximum number of layers.
* Same thing happens on Nvidia/macOS 10.15 (T78175). */
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:
case GL_PROXY_TEXTURE_CUBE_MAP:
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;
case GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB:
glTexImage3D(
proxy, 0, internalformat, tex->w, tex->h, tex->d * 6, 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,
GL_PROXY_TEXTURE_CUBE_MAP,
GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB)); // 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->refcount = 1;
tex->format = tex_format;
tex->components = gpu_get_component_count(tex_format);
tex->mipmaps = 0;
tex->format_flag = 0;
tex->number = -1;
if (n == 2) {
if (d == 0) {
tex->target_base = tex->target = GL_TEXTURE_2D;
}
else {
tex->target_base = tex->target = GL_TEXTURE_2D_ARRAY;
tex->format_flag |= GPU_FORMAT_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;
tex->format_flag |= GPU_FORMAT_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_format_to_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,\t w : %5d, h : %5d, d : %5d, comp : %4d, size : %.2f "
"MiB,\t %s\n",
gl_enum_to_str(tex->target),
w,
h,
d,
tex->components,
gpu_texture_memory_footprint_compute(tex) / 1048576.0f,
gl_enum_to_str(internalformat));
}
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)) {
tex->sampler_state = GPU_SAMPLER_DEFAULT & ~GPU_SAMPLER_FILTER;
}
else {
tex->sampler_state = GPU_SAMPLER_DEFAULT;
}
/* Avoid issue with incomplete textures. */
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(tex->target, 0);
return tex;
}
GPUTexture *GPU_texture_cube_create(int w,
int d,
const void *pixels,
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->refcount = 1;
tex->format = tex_format;
tex->components = gpu_get_component_count(tex_format);
tex->mipmaps = 0;
tex->format_flag = GPU_FORMAT_CUBE;
tex->number = -1;
GLenum proxy;
if (d == 0) {
proxy = GL_PROXY_TEXTURE_CUBE_MAP;
tex->target_base = tex->target = GL_TEXTURE_CUBE_MAP;
}
else {
proxy = GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB;
tex->target_base = tex->target = GL_TEXTURE_CUBE_MAP_ARRAY_ARB;
tex->format_flag |= GPU_FORMAT_ARRAY;
if (!GPU_arb_texture_cube_map_array_is_supported()) {
fprintf(stderr, "ERROR: Attempt to create a cubemap array without hardware support!\n");
BLI_assert(0);
GPU_texture_free(tex);
return NULL;
}
if (d > GPU_max_texture_layers() / 6) {
BLI_assert(0);
GPU_texture_free(tex);
return NULL;
}
}
GLenum internalformat = gpu_format_to_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;
}
bool valid = gpu_texture_try_alloc(
tex, proxy, internalformat, data_format, data_type, tex->components, false, NULL, NULL);
if (G.debug & G_DEBUG_GPU || !valid) {
printf(
"GPUTexture: create : %s,\t w : %5d, h : %5d, d : %5d, comp : %4d, size : %.2f "
"MiB,\t %s\n",
gl_enum_to_str(tex->target),
w,
w,
d * 6,
tex->components,
gpu_texture_memory_footprint_compute(tex) / 1048576.0f,
gl_enum_to_str(internalformat));
}
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 or the requested "
"size is not supported by the implementation.\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);
glBindTexture(tex->target, tex->bindcode);
/* Upload Texture */
if (d == 0) {
const char *pixels_px, *pixels_py, *pixels_pz, *pixels_nx, *pixels_ny, *pixels_nz;
if (pixels) {
size_t face_ofs = w * w * gpu_get_data_format_bytesize(tex->components, gpu_data_format);
pixels_px = (char *)pixels + 0 * face_ofs;
pixels_nx = (char *)pixels + 1 * face_ofs;
pixels_py = (char *)pixels + 2 * face_ofs;
pixels_ny = (char *)pixels + 3 * face_ofs;
pixels_pz = (char *)pixels + 4 * face_ofs;
pixels_nz = (char *)pixels + 5 * face_ofs;
}
else {
pixels_px = pixels_py = pixels_pz = pixels_nx = pixels_ny = pixels_nz = NULL;
}
GLuint face = GL_TEXTURE_CUBE_MAP_POSITIVE_X;
glTexImage2D(face++, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, pixels_px);
glTexImage2D(face++, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, pixels_nx);
glTexImage2D(face++, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, pixels_py);
glTexImage2D(face++, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, pixels_ny);
glTexImage2D(face++, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, pixels_pz);
glTexImage2D(face++, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, pixels_nz);
}
else {
glTexImage3D(tex->target,
0,
internalformat,
tex->w,
tex->h,
tex->d * 6,
0,
data_format,
data_type,
pixels);
}
/* Texture Parameters */
if (GPU_texture_stencil(tex) || /* Does not support filtering */
GPU_texture_integer(tex) || /* Does not support filtering */
GPU_texture_depth(tex)) {
tex->sampler_state = GPU_SAMPLER_DEFAULT & ~GPU_SAMPLER_FILTER;
}
else {
tex->sampler_state = GPU_SAMPLER_DEFAULT;
}
/* Avoid issue with incomplete textures. */
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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->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->mipmaps = 0;
tex->number = -1;
GLenum internalformat = gpu_format_to_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);
glGetTexLevelParameteriv(tex->target, 0, GL_TEXTURE_WIDTH, &tex->w);
glBindTexture(tex->target, 0);
gpu_texture_memory_footprint_add(tex);
return tex;
}
GPUTexture *GPU_texture_from_bindcode(int textarget, int bindcode)
{
GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->bindcode = bindcode;
tex->refcount = 1;
tex->target = textarget;
tex->target_base = textarget;
tex->samples = 0;
tex->sampler_state = GPU_SAMPLER_REPEAT | GPU_SAMPLER_ANISO;
if (GPU_get_mipmap()) {
tex->sampler_state |= (GPU_SAMPLER_MIPMAP | GPU_SAMPLER_FILTER);
}
tex->number = -1;
if (!glIsTexture(tex->bindcode)) {
GPU_print_error_debug("Blender Texture Not Loaded");
}
else {
GLint w, h, gl_format;
GLenum gettarget;
gettarget = (textarget == GL_TEXTURE_CUBE_MAP) ? GL_TEXTURE_CUBE_MAP_POSITIVE_X : textarget;
glBindTexture(textarget, tex->bindcode);
glGetTexLevelParameteriv(gettarget, 0, GL_TEXTURE_WIDTH, &w);
glGetTexLevelParameteriv(gettarget, 0, GL_TEXTURE_HEIGHT, &h);
glGetTexLevelParameteriv(gettarget, 0, GL_TEXTURE_INTERNAL_FORMAT, &gl_format);
tex->w = w;
tex->h = h;
tex->format = gl_internalformat_to_gpu_format(gl_format);
tex->components = gpu_get_component_count(tex->format);
glBindTexture(textarget, 0);
/* Depending on how this bindcode was obtained, the memory used here could
* already have been computed.
* But that is not the case currently. */
gpu_texture_memory_footprint_add(tex);
}
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);
eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format);
return GPU_texture_cube_create(w, 0, fpixels, tex_format, data_format, err_out);
}
GPUTexture *GPU_texture_create_cube_array(
int w, int d, eGPUTextureFormat tex_format, const float *fpixels, char err_out[256])
{
BLI_assert(w > 0 && d > 0);
eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format);
return GPU_texture_cube_create(w, d, fpixels, tex_format, data_format, 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);
BLI_assert(miplvl > tex->mipmaps);
gpu_validate_data_format(tex->format, gpu_data_format);
GLenum internalformat = gpu_format_to_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:
case GL_TEXTURE_CUBE_MAP_ARRAY_ARB:
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");
}
tex->mipmaps = miplvl;
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);
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");
}
glBindTexture(tex->target, 0);
}
void *GPU_texture_read(GPUTexture *tex, eGPUDataFormat gpu_data_format, int miplvl)
{
BLI_assert(miplvl <= tex->mipmaps);
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 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) && !GPU_texture_array(tex)) ? 6 : 1;
size_t buf_size = samples_count * gpu_get_data_format_bytesize(tex->components, gpu_data_format);
/* 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) && !GPU_texture_array(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_clear(GPUTexture *tex, eGPUDataFormat gpu_data_format, const void *color)
{
BLI_assert(color != NULL); /* Do not accept NULL as parameter. */
gpu_validate_data_format(tex->format, gpu_data_format);
if (false && GLEW_ARB_clear_texture) {
GLenum data_type = gpu_get_gl_datatype(gpu_data_format);
GLenum data_format = gpu_get_gl_dataformat(tex->format, &tex->format_flag);
glClearTexImage(tex->bindcode, 0, data_format, data_type, color);
if (GPU_texture_stencil(tex) && GPU_texture_depth(tex)) {
/* TODO(clem) implement in fallback. */
BLI_assert(0);
}
else if (GPU_texture_depth(tex)) {
switch (gpu_data_format) {
case GPU_DATA_FLOAT:
case GPU_DATA_UNSIGNED_INT:
break;
default:
/* TODO(clem) implement in fallback. */
BLI_assert(0);
break;
}
}
else {
switch (gpu_data_format) {
case GPU_DATA_FLOAT:
case GPU_DATA_UNSIGNED_INT:
case GPU_DATA_UNSIGNED_BYTE:
break;
default:
/* TODO(clem) implement in fallback. */
BLI_assert(0);
break;
}
}
}
else {
/* Fallback for older GL. */
GPUFrameBuffer *prev_fb = GPU_framebuffer_active_get();
gpu_texture_framebuffer_ensure(tex);
/* This means that this function can only be used in one context for each texture. */
BLI_assert(tex->copy_fb_ctx == GPU_context_active_get());
glBindFramebuffer(GL_FRAMEBUFFER, tex->copy_fb);
glViewport(0, 0, tex->w, tex->h);
/* Watch: Write mask could prevent the clear.
* glClearTexImage does not change the state so we don't do it here either. */
if (GPU_texture_stencil(tex) && GPU_texture_depth(tex)) {
/* TODO(clem) implement. */
BLI_assert(0);
}
else if (GPU_texture_depth(tex)) {
float depth;
switch (gpu_data_format) {
case GPU_DATA_FLOAT: {
depth = *(float *)color;
break;
}
case GPU_DATA_UNSIGNED_INT: {
depth = *(uint *)color / (float)UINT_MAX;
break;
}
default:
BLI_assert(!"Unhandled data format");
depth = 0.0f;
break;
}
glClearDepth(depth);
glClear(GL_DEPTH_BUFFER_BIT);
}
else {
float r, g, b, a;
switch (gpu_data_format) {
case GPU_DATA_FLOAT: {
float *f_color = (float *)color;
r = f_color[0];
g = (tex->components > 1) ? f_color[1] : 0.0f;
b = (tex->components > 2) ? f_color[2] : 0.0f;
a = (tex->components > 3) ? f_color[3] : 0.0f;
break;
}
case GPU_DATA_UNSIGNED_INT: {
uint *u_color = (uint *)color;
r = u_color[0] / (float)UINT_MAX;
g = (tex->components > 1) ? u_color[1] / (float)UINT_MAX : 0.0f;
b = (tex->components > 2) ? u_color[2] / (float)UINT_MAX : 0.0f;
a = (tex->components > 3) ? u_color[3] / (float)UINT_MAX : 0.0f;
break;
}
case GPU_DATA_UNSIGNED_BYTE: {
uchar *ub_color = (uchar *)color;
r = ub_color[0] / 255.0f;
g = (tex->components > 1) ? ub_color[1] / 255.0f : 0.0f;
b = (tex->components > 2) ? ub_color[2] / 255.0f : 0.0f;
a = (tex->components > 3) ? ub_color[3] / 255.0f : 0.0f;
break;
}
default:
BLI_assert(!"Unhandled data format");
r = g = b = a = 0.0f;
break;
}
glClearColor(r, g, b, a);
glClear(GL_COLOR_BUFFER_BIT);
}
if (prev_fb) {
GPU_framebuffer_bind(prev_fb);
}
}
}
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);
}
}
/* set_number is to save the the texture unit for setting texture parameters. */
void GPU_texture_bind_ex(GPUTexture *tex, eGPUSamplerState state, int unit, const bool set_number)
{
BLI_assert(unit >= 0);
if (unit >= 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;
}
}
}
if (set_number) {
tex->number = unit;
}
glActiveTexture(GL_TEXTURE0 + unit);
state = (state < GPU_SAMPLER_MAX) ? state : tex->sampler_state;
if (tex->bindcode != 0) {
glBindTexture(tex->target, tex->bindcode);
glBindSampler(unit, GG.samplers[state]);
}
else {
GPU_invalid_tex_bind(tex->target_base);
glBindSampler(unit, 0);
}
}
void GPU_texture_bind(GPUTexture *tex, int unit)
{
GPU_texture_bind_ex(tex, GPU_SAMPLER_MAX, unit, true);
}
void GPU_texture_unbind(GPUTexture *tex)
{
if (tex->number == -1) {
return;
}
glActiveTexture(GL_TEXTURE0 + tex->number);
glBindTexture(tex->target, 0);
glBindSampler(tex->number, 0);
tex->number = -1;
}
void GPU_texture_unbind_all(void)
{
if (GLEW_ARB_multi_bind) {
/* Some drivers crash because of the NULL array even if that's explicitly
* allowed by the spec... *sigh* (see T77549). */
GLuint texs[32] = {0};
int count = min_ii(32, GPU_max_textures());
glBindTextures(0, count, texs);
glBindSamplers(0, count, texs);
return;
}
for (int i = 0; i < GPU_max_textures(); i++) {
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, 0);
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
glBindTexture(GL_TEXTURE_1D, 0);
glBindTexture(GL_TEXTURE_1D_ARRAY, 0);
glBindTexture(GL_TEXTURE_3D, 0);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
glBindTexture(GL_TEXTURE_BUFFER, 0);
if (GPU_arb_texture_cube_map_array_is_supported()) {
glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY_ARB, 0);
}
glBindSampler(i, 0);
}
glActiveTexture(GL_TEXTURE0);
}
#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);
gpu_texture_memory_footprint_remove(tex);
int levels = 1 + floor(log2(max_ii(tex->w, tex->h)));
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(). */
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);
}
tex->mipmaps = levels;
gpu_texture_memory_footprint_add(tex);
}
static GLenum gpu_texture_default_attachment(GPUTexture *tex)
{
return !GPU_texture_depth(tex) ?
GL_COLOR_ATTACHMENT0 :
(GPU_texture_stencil(tex) ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT);
}
static void gpu_texture_framebuffer_ensure(GPUTexture *tex)
{
if (tex->copy_fb == 0) {
tex->copy_fb = GPU_fbo_alloc();
tex->copy_fb_ctx = GPU_context_active_get();
GLenum attachment = gpu_texture_default_attachment(tex);
glBindFramebuffer(GL_FRAMEBUFFER, tex->copy_fb);
glFramebufferTexture(GL_FRAMEBUFFER, attachment, tex->bindcode, 0);
if (!GPU_texture_depth(tex)) {
glReadBuffer(GL_COLOR_ATTACHMENT0);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
}
BLI_assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
}
/* Copy a texture content to a similar texture. Only Mip 0 is copied. */
void GPU_texture_copy(GPUTexture *dst, GPUTexture *src)
{
BLI_assert(dst->target == src->target);
BLI_assert(dst->w == src->w);
BLI_assert(dst->h == src->h);
BLI_assert(!GPU_texture_cube(src) && !GPU_texture_cube(dst));
/* TODO support array / 3D textures. */
BLI_assert(dst->d == 0);
BLI_assert(dst->format == src->format);
if (GLEW_ARB_copy_image && !GPU_texture_copy_workaround()) {
/* Opengl 4.3 */
glCopyImageSubData(src->bindcode,
src->target,
0,
0,
0,
0,
dst->bindcode,
dst->target,
0,
0,
0,
0,
src->w,
src->h,
1);
}
else {
/* Fallback for older GL. */
GPUFrameBuffer *prev_fb = GPU_framebuffer_active_get();
gpu_texture_framebuffer_ensure(src);
gpu_texture_framebuffer_ensure(dst);
/* This means that this function can only be used in one context for each texture. */
BLI_assert(src->copy_fb_ctx == GPU_context_active_get());
BLI_assert(dst->copy_fb_ctx == GPU_context_active_get());
glBindFramebuffer(GL_READ_FRAMEBUFFER, src->copy_fb);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dst->copy_fb);
GLbitfield mask = 0;
if (GPU_texture_stencil(src)) {
mask |= GL_STENCIL_BUFFER_BIT;
}
if (GPU_texture_depth(src)) {
mask |= GL_DEPTH_BUFFER_BIT;
}
else {
mask |= GL_COLOR_BUFFER_BIT;
}
glBlitFramebuffer(0, 0, src->w, src->h, 0, 0, src->w, src->h, mask, GL_NEAREST);
if (prev_fb) {
GPU_framebuffer_bind(prev_fb);
}
}
}
void GPU_texture_compare_mode(GPUTexture *tex, bool use_compare)
{
/* Could become an assertion ? (fclem) */
if (!GPU_texture_depth(tex)) {
return;
}
SET_FLAG_FROM_TEST(tex->sampler_state, use_compare, GPU_SAMPLER_COMPARE);
}
void GPU_texture_filter_mode(GPUTexture *tex, bool use_filter)
{
/* Stencil and integer format does not support filtering. */
BLI_assert(!use_filter || !(GPU_texture_stencil(tex) || GPU_texture_integer(tex)));
SET_FLAG_FROM_TEST(tex->sampler_state, use_filter, GPU_SAMPLER_FILTER);
}
void GPU_texture_mipmap_mode(GPUTexture *tex, bool use_mipmap, bool use_filter)
{
/* Stencil and integer format does not support filtering. */
BLI_assert(!(use_filter || use_mipmap) ||
!(GPU_texture_stencil(tex) || GPU_texture_integer(tex)));
SET_FLAG_FROM_TEST(tex->sampler_state, use_mipmap, GPU_SAMPLER_MIPMAP);
SET_FLAG_FROM_TEST(tex->sampler_state, use_filter, GPU_SAMPLER_FILTER);
}
void GPU_texture_wrap_mode(GPUTexture *tex, bool use_repeat, bool use_clamp)
{
SET_FLAG_FROM_TEST(tex->sampler_state, use_repeat, GPU_SAMPLER_REPEAT);
SET_FLAG_FROM_TEST(tex->sampler_state, !use_clamp, GPU_SAMPLER_CLAMP_BORDER);
}
static int gpu_texture_swizzle_to_enum(const char swizzle)
{
switch (swizzle) {
case 'w':
case 'a':
return GL_ALPHA;
case 'z':
case 'b':
return GL_BLUE;
case 'y':
case 'g':
return GL_GREEN;
case '0':
return GL_ZERO;
case '1':
return GL_ONE;
case 'x':
case 'r':
default:
return GL_RED;
}
}
void GPU_texture_swizzle_set(GPUTexture *tex, const char swizzle[4])
{
WARN_NOT_BOUND(tex);
GLint gl_swizzle[4] = {gpu_texture_swizzle_to_enum(swizzle[0]),
gpu_texture_swizzle_to_enum(swizzle[1]),
gpu_texture_swizzle_to_enum(swizzle[2]),
gpu_texture_swizzle_to_enum(swizzle[3])};
glActiveTexture(GL_TEXTURE0 + tex->number);
glTexParameteriv(tex->target_base, GL_TEXTURE_SWIZZLE_RGBA, gl_swizzle);
}
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);
}
if (tex->copy_fb) {
GPU_fbo_free(tex->copy_fb, tex->copy_fb_ctx);
}
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_array(const GPUTexture *tex)
{
return (tex->format_flag & GPU_FORMAT_ARRAY) != 0;
}
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 (GPU_texture_array(tex)) {
size[2] = tex->d;
/* Return the number of face layers. */
if (GPU_texture_cube(tex)) {
size[2] *= 6;
}
}
else if (tex->d > 0) {
size[2] = max_ii(1, tex->d / div);
}
}
/* -------------------------------------------------------------------- */
/** \name GPU Sampler Objects
*
* Simple wrapper around opengl sampler objects.
* Override texture sampler state for one sampler unit only.
* \{ */
void GPU_samplers_init(void)
{
glGenSamplers(GPU_SAMPLER_MAX, GG.samplers);
for (int i = 0; i < GPU_SAMPLER_MAX; i++) {
eGPUSamplerState state = i;
GLenum clamp_type = (state & GPU_SAMPLER_CLAMP_BORDER) ? GL_CLAMP_TO_BORDER : GL_CLAMP_TO_EDGE;
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;
float aniso_filter = ((state & GPU_SAMPLER_MIPMAP) && (state & GPU_SAMPLER_ANISO)) ?
GPU_get_anisotropic() :
1.0f;
glSamplerParameteri(GG.samplers[i], GL_TEXTURE_WRAP_S, wrap_s);
glSamplerParameteri(GG.samplers[i], GL_TEXTURE_WRAP_T, wrap_t);
glSamplerParameteri(GG.samplers[i], GL_TEXTURE_WRAP_R, wrap_r);
glSamplerParameteri(GG.samplers[i], GL_TEXTURE_MIN_FILTER, min_filter);
glSamplerParameteri(GG.samplers[i], GL_TEXTURE_MAG_FILTER, mag_filter);
glSamplerParameteri(GG.samplers[i], GL_TEXTURE_COMPARE_MODE, compare_mode);
glSamplerParameteri(GG.samplers[i], GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
if (GLEW_EXT_texture_filter_anisotropic) {
glSamplerParameterf(GG.samplers[i], GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso_filter);
}
/** 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.
**/
}
/* Custom sampler for icons. */
glGenSamplers(1, &GG.icon_sampler);
glSamplerParameteri(GG.icon_sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glSamplerParameteri(GG.icon_sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameterf(GG.icon_sampler, GL_TEXTURE_LOD_BIAS, -0.5f);
}
void GPU_sampler_icon_bind(int unit)
{
glBindSampler(unit, GG.icon_sampler);
}
void GPU_samplers_free(void)
{
glDeleteSamplers(GPU_SAMPLER_MAX, GG.samplers);
glDeleteSamplers(1, &GG.icon_sampler);
}
/** \} */