2248 lines
65 KiB
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);
|
|
}
|
|
|
|
/** \} */
|