This type of indices is not natively supported on modern GPU and gives warning on some implementation. The memory savings it provides is also quite minimal and unlikely to be visible on nowadays hardware. This remove some uneeded struct members and makes primitive restart always enabled by default. This can be broken by addons if they are not careful enough but many other states have this problem. Also leverage GL_PRIMITIVE_RESTART_FIXED_INDEX if ARB_ES3_compatibility is supported. This removes all API calls to change restart index depending on indices length.
1560 lines
43 KiB
C
1560 lines
43 KiB
C
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup gpu
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*
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* Utility functions for dealing with OpenGL texture & material context,
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* mipmap generation and light objects.
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*
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* These are some obscure rendering functions shared between the game engine (not anymore)
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* and the blender, in this module to avoid duplication
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* and abstract them away from the rest a bit.
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*/
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#include <string.h>
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#include "BLI_blenlib.h"
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#include "BLI_linklist.h"
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#include "BLI_math.h"
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#include "BLI_threads.h"
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#include "BLI_utildefines.h"
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#include "DNA_light_types.h"
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#include "DNA_material_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_modifier_types.h"
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#include "DNA_node_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_smoke_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_particle_types.h"
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#include "MEM_guardedalloc.h"
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#include "IMB_colormanagement.h"
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#include "IMB_imbuf.h"
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#include "IMB_imbuf_types.h"
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#include "BKE_colorband.h"
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#include "BKE_global.h"
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#include "BKE_image.h"
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#include "BKE_main.h"
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#include "BKE_material.h"
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#include "BKE_node.h"
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#include "BKE_scene.h"
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#include "GPU_draw.h"
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#include "GPU_extensions.h"
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#include "GPU_glew.h"
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#include "GPU_material.h"
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#include "GPU_matrix.h"
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#include "GPU_shader.h"
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#include "GPU_texture.h"
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#include "PIL_time.h"
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#ifdef WITH_SMOKE
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# include "smoke_API.h"
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#endif
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static void gpu_free_image_immediate(Image *ima);
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//* Checking powers of two for images since OpenGL ES requires it */
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#ifdef WITH_DDS
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static bool is_power_of_2_resolution(int w, int h)
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{
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return is_power_of_2_i(w) && is_power_of_2_i(h);
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}
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#endif
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static bool is_over_resolution_limit(GLenum textarget, int w, int h)
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{
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int size = (textarget == GL_TEXTURE_2D) ? GPU_max_texture_size() : GPU_max_cube_map_size();
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int reslimit = (U.glreslimit != 0) ? min_ii(U.glreslimit, size) : size;
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return (w > reslimit || h > reslimit);
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}
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static int smaller_power_of_2_limit(int num)
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{
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int reslimit = (U.glreslimit != 0) ? min_ii(U.glreslimit, GPU_max_texture_size()) :
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GPU_max_texture_size();
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/* take texture clamping into account */
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if (num > reslimit) {
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return reslimit;
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}
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return power_of_2_min_i(num);
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}
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/* Current OpenGL state caching for GPU_set_tpage */
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static struct GPUTextureState {
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/* also controls min/mag filtering */
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bool domipmap;
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/* only use when 'domipmap' is set */
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bool linearmipmap;
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/* store this so that new images created while texture painting won't be set to mipmapped */
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bool texpaint;
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float anisotropic;
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} GTS = {1, 0, 0, 1.0f};
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/* Mipmap settings */
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void GPU_set_mipmap(Main *bmain, bool mipmap)
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{
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if (GTS.domipmap != mipmap) {
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GPU_free_images(bmain);
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GTS.domipmap = mipmap;
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}
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}
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void GPU_set_linear_mipmap(bool linear)
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{
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if (GTS.linearmipmap != linear) {
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GTS.linearmipmap = linear;
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}
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}
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bool GPU_get_mipmap(void)
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{
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return GTS.domipmap && !GTS.texpaint;
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}
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bool GPU_get_linear_mipmap(void)
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{
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return GTS.linearmipmap;
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}
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static GLenum gpu_get_mipmap_filter(bool mag)
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{
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/* linearmipmap is off by default *when mipmapping is off,
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* use unfiltered display */
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if (mag) {
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if (GTS.domipmap) {
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return GL_LINEAR;
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}
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else {
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return GL_NEAREST;
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}
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}
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else {
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if (GTS.domipmap) {
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if (GTS.linearmipmap) {
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return GL_LINEAR_MIPMAP_LINEAR;
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}
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else {
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return GL_LINEAR_MIPMAP_NEAREST;
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}
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}
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else {
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return GL_NEAREST;
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}
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}
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}
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/* Anisotropic filtering settings */
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void GPU_set_anisotropic(Main *bmain, float value)
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{
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if (GTS.anisotropic != value) {
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GPU_free_images(bmain);
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/* Clamp value to the maximum value the graphics card supports */
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const float max = GPU_max_texture_anisotropy();
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if (value > max) {
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value = max;
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}
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GTS.anisotropic = value;
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}
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}
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float GPU_get_anisotropic(void)
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{
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return GTS.anisotropic;
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}
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/* Set OpenGL state for an MTFace */
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static GPUTexture **gpu_get_image_gputexture(Image *ima, GLenum textarget)
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{
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if (textarget == GL_TEXTURE_2D) {
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return &ima->gputexture[TEXTARGET_TEXTURE_2D];
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}
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else if (textarget == GL_TEXTURE_CUBE_MAP) {
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return &ima->gputexture[TEXTARGET_TEXTURE_CUBE_MAP];
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}
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return NULL;
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}
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static uint gpu_texture_create_from_ibuf(Image *ima, ImBuf *ibuf, int textarget)
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{
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uint bindcode = 0;
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const bool mipmap = GPU_get_mipmap();
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#ifdef WITH_DDS
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if (ibuf->ftype == IMB_FTYPE_DDS) {
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/* DDS is loaded directly in compressed form. */
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GPU_create_gl_tex_compressed(&bindcode, textarget, ima, ibuf);
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return bindcode;
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}
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#endif
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/* Regular uncompressed texture. */
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float *rect_float = ibuf->rect_float;
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uchar *rect = (uchar *)ibuf->rect;
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bool compress_as_srgb = false;
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if (rect_float == NULL) {
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/* Byte image is in original colorspace from the file. If the file is sRGB
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* scene linear, or non-color data no conversion is needed. Otherwise we
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* compress as scene linear + sRGB transfer function to avoid precision loss
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* in common cases.
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*
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* We must also convert to premultiplied for correct texture interpolation
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* and consistency with float images. */
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if (!IMB_colormanagement_space_is_data(ibuf->rect_colorspace)) {
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compress_as_srgb = !IMB_colormanagement_space_is_scene_linear(ibuf->rect_colorspace);
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rect = MEM_mallocN(sizeof(uchar) * 4 * ibuf->x * ibuf->y, __func__);
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if (rect == NULL) {
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return bindcode;
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}
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IMB_colormanagement_imbuf_to_srgb_texture(
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rect, 0, 0, ibuf->x, ibuf->y, ibuf, compress_as_srgb);
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}
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}
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else if (ibuf->channels != 4) {
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/* Float image is already in scene linear colorspace or non-color data by
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* convention, no colorspace conversion needed. But we do require 4 channels
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* currently. */
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rect_float = MEM_mallocN(sizeof(float) * 4 * ibuf->x * ibuf->y, __func__);
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if (rect_float == NULL) {
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return bindcode;
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}
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IMB_buffer_float_from_float(rect_float,
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ibuf->rect_float,
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ibuf->channels,
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IB_PROFILE_LINEAR_RGB,
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IB_PROFILE_LINEAR_RGB,
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false,
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ibuf->x,
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ibuf->y,
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ibuf->x,
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ibuf->x);
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}
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/* Create OpenGL texture. */
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GPU_create_gl_tex(&bindcode,
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(uint *)rect,
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rect_float,
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ibuf->x,
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ibuf->y,
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textarget,
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mipmap,
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compress_as_srgb,
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ima);
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/* Free buffers if needed. */
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if (rect && rect != (uchar *)ibuf->rect) {
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MEM_freeN(rect);
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}
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if (rect_float && rect_float != ibuf->rect_float) {
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MEM_freeN(rect_float);
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}
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return bindcode;
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}
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static void gpu_texture_update_scaled(
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uchar *rect, float *rect_float, int full_w, int full_h, int x, int y, int w, int h)
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{
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/* Partial update with scaling. */
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int limit_w = smaller_power_of_2_limit(full_w);
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int limit_h = smaller_power_of_2_limit(full_h);
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float xratio = limit_w / (float)full_w;
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float yratio = limit_h / (float)full_h;
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/* Find sub coordinates in scaled image. Take ceiling because we will be
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* losing 1 pixel due to rounding errors in x,y. */
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int sub_x = x * xratio;
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int sub_y = y * yratio;
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int sub_w = (int)ceil(xratio * w);
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int sub_h = (int)ceil(yratio * h);
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/* ...but take back if we are over the limit! */
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if (sub_w + sub_x > limit_w) {
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sub_w--;
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}
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if (sub_h + sub_y > limit_h) {
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sub_h--;
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}
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/* Scale pixels. */
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ImBuf *ibuf = IMB_allocFromBuffer((uint *)rect, rect_float, w, h);
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IMB_scaleImBuf(ibuf, sub_w, sub_h);
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if (ibuf->rect_float) {
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glTexSubImage2D(
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GL_TEXTURE_2D, 0, sub_x, sub_y, sub_w, sub_h, GL_RGBA, GL_FLOAT, ibuf->rect_float);
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}
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else {
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glTexSubImage2D(
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GL_TEXTURE_2D, 0, sub_x, sub_y, sub_w, sub_h, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
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}
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IMB_freeImBuf(ibuf);
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}
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static void gpu_texture_update_unscaled(
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uchar *rect, float *rect_float, int x, int y, int w, int h, GLint tex_stride, GLint tex_offset)
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{
|
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/* Partial update without scaling. Stride and offset are used to copy only a
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* subset of a possible larger buffer than what we are updating. */
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GLint row_length;
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glGetIntegerv(GL_UNPACK_ROW_LENGTH, &row_length);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, tex_stride);
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if (rect_float == NULL) {
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glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, rect + tex_offset);
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}
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else {
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glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, GL_FLOAT, rect_float + tex_offset);
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}
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glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
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}
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static void gpu_texture_update_from_ibuf(ImBuf *ibuf, int x, int y, int w, int h)
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{
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/* Partial update of texture for texture painting. This is often much
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* quicker than fully updating the texture for high resolution images.
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* Assumes the OpenGL texture is bound to 0. */
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const bool scaled = is_over_resolution_limit(GL_TEXTURE_2D, ibuf->x, ibuf->y);
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|
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if (scaled) {
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/* Extra padding to account for bleed from neighboring pixels. */
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const int padding = 4;
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const int xmax = min_ii(x + w + padding, ibuf->x);
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const int ymax = min_ii(y + h + padding, ibuf->y);
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x = max_ii(x - padding, 0);
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y = max_ii(y - padding, 0);
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w = xmax - x;
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h = ymax - y;
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}
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|
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/* Get texture data pointers. */
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float *rect_float = ibuf->rect_float;
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uchar *rect = (uchar *)ibuf->rect;
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GLint tex_stride = ibuf->x;
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GLint tex_offset = ibuf->channels * (y * ibuf->x + x);
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if (rect_float == NULL) {
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/* Byte pixels. */
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if (!IMB_colormanagement_space_is_data(ibuf->rect_colorspace)) {
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const bool compress_as_srgb = !IMB_colormanagement_space_is_scene_linear(
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ibuf->rect_colorspace);
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rect = MEM_mallocN(sizeof(uchar) * 4 * w * h, __func__);
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if (rect == NULL) {
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return;
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}
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tex_stride = w;
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tex_offset = 0;
|
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|
|
/* Convert to scene linear with sRGB compression, and premultiplied for
|
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* correct texture interpolation. */
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IMB_colormanagement_imbuf_to_srgb_texture(rect, x, y, w, h, ibuf, compress_as_srgb);
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}
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}
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else if (ibuf->channels != 4 || scaled) {
|
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/* Float pixels. */
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rect_float = MEM_mallocN(sizeof(float) * 4 * x * y, __func__);
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if (rect_float == NULL) {
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return;
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}
|
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tex_stride = w;
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tex_offset = 0;
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|
|
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size_t ibuf_offset = (y * ibuf->x + x) * ibuf->channels;
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IMB_buffer_float_from_float(rect_float,
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ibuf->rect_float + ibuf_offset,
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ibuf->channels,
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IB_PROFILE_LINEAR_RGB,
|
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IB_PROFILE_LINEAR_RGB,
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false,
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w,
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|
h,
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|
x,
|
|
ibuf->x);
|
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}
|
|
|
|
if (scaled) {
|
|
/* Slower update where we first have to scale the input pixels. */
|
|
gpu_texture_update_scaled(rect, rect_float, ibuf->x, ibuf->y, x, y, w, h);
|
|
}
|
|
else {
|
|
/* Fast update at same resolution. */
|
|
gpu_texture_update_unscaled(rect, rect_float, x, y, w, h, tex_stride, tex_offset);
|
|
}
|
|
|
|
/* Free buffers if needed. */
|
|
if (rect && rect != (uchar *)ibuf->rect) {
|
|
MEM_freeN(rect);
|
|
}
|
|
if (rect_float && rect_float != ibuf->rect_float) {
|
|
MEM_freeN(rect_float);
|
|
}
|
|
}
|
|
|
|
GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, int textarget)
|
|
{
|
|
if (ima == NULL) {
|
|
return NULL;
|
|
}
|
|
|
|
/* currently, gpu refresh tagging is used by ima sequences */
|
|
if (ima->gpuflag & IMA_GPU_REFRESH) {
|
|
gpu_free_image_immediate(ima);
|
|
ima->gpuflag &= ~IMA_GPU_REFRESH;
|
|
}
|
|
|
|
/* Test if we already have a texture. */
|
|
GPUTexture **tex = gpu_get_image_gputexture(ima, textarget);
|
|
if (*tex) {
|
|
return *tex;
|
|
}
|
|
|
|
/* Check if we have a valid image. If not, we return a dummy
|
|
* texture with zero bindcode so we don't keep trying. */
|
|
uint bindcode = 0;
|
|
if (ima->ok == 0) {
|
|
*tex = GPU_texture_from_bindcode(textarget, bindcode);
|
|
return *tex;
|
|
}
|
|
|
|
/* check if we have a valid image buffer */
|
|
ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
|
|
if (ibuf == NULL) {
|
|
*tex = GPU_texture_from_bindcode(textarget, bindcode);
|
|
return *tex;
|
|
}
|
|
|
|
bindcode = gpu_texture_create_from_ibuf(ima, ibuf, textarget);
|
|
|
|
BKE_image_release_ibuf(ima, ibuf, NULL);
|
|
|
|
*tex = GPU_texture_from_bindcode(textarget, bindcode);
|
|
return *tex;
|
|
}
|
|
|
|
static void **gpu_gen_cube_map(uint *rect, float *frect, int rectw, int recth)
|
|
{
|
|
size_t block_size = frect ? sizeof(float[4]) : sizeof(uchar[4]);
|
|
void **sides = NULL;
|
|
int h = recth / 2;
|
|
int w = rectw / 3;
|
|
|
|
if (w != h) {
|
|
return sides;
|
|
}
|
|
|
|
/* PosX, NegX, PosY, NegY, PosZ, NegZ */
|
|
sides = MEM_mallocN(sizeof(void *) * 6, "");
|
|
for (int i = 0; i < 6; i++) {
|
|
sides[i] = MEM_mallocN(block_size * w * h, "");
|
|
}
|
|
|
|
/* divide image into six parts */
|
|
/* ______________________
|
|
* | | | |
|
|
* | NegX | NegY | PosX |
|
|
* |______|______|______|
|
|
* | | | |
|
|
* | NegZ | PosZ | PosY |
|
|
* |______|______|______|
|
|
*/
|
|
if (frect) {
|
|
float(*frectb)[4] = (float(*)[4])frect;
|
|
float(**fsides)[4] = (float(**)[4])sides;
|
|
|
|
for (int y = 0; y < h; y++) {
|
|
for (int x = 0; x < w; x++) {
|
|
memcpy(&fsides[0][x * h + y], &frectb[(recth - y - 1) * rectw + 2 * w + x], block_size);
|
|
memcpy(&fsides[1][x * h + y], &frectb[(y + h) * rectw + w - 1 - x], block_size);
|
|
memcpy(
|
|
&fsides[3][y * w + x], &frectb[(recth - y - 1) * rectw + 2 * w - 1 - x], block_size);
|
|
memcpy(&fsides[5][y * w + x], &frectb[(h - y - 1) * rectw + w - 1 - x], block_size);
|
|
}
|
|
memcpy(&fsides[2][y * w], frectb[y * rectw + 2 * w], block_size * w);
|
|
memcpy(&fsides[4][y * w], frectb[y * rectw + w], block_size * w);
|
|
}
|
|
}
|
|
else {
|
|
uint **isides = (uint **)sides;
|
|
|
|
for (int y = 0; y < h; y++) {
|
|
for (int x = 0; x < w; x++) {
|
|
isides[0][x * h + y] = rect[(recth - y - 1) * rectw + 2 * w + x];
|
|
isides[1][x * h + y] = rect[(y + h) * rectw + w - 1 - x];
|
|
isides[3][y * w + x] = rect[(recth - y - 1) * rectw + 2 * w - 1 - x];
|
|
isides[5][y * w + x] = rect[(h - y - 1) * rectw + w - 1 - x];
|
|
}
|
|
memcpy(&isides[2][y * w], &rect[y * rectw + 2 * w], block_size * w);
|
|
memcpy(&isides[4][y * w], &rect[y * rectw + w], block_size * w);
|
|
}
|
|
}
|
|
|
|
return sides;
|
|
}
|
|
|
|
static void gpu_del_cube_map(void **cube_map)
|
|
{
|
|
int i;
|
|
if (cube_map == NULL) {
|
|
return;
|
|
}
|
|
for (i = 0; i < 6; i++) {
|
|
MEM_freeN(cube_map[i]);
|
|
}
|
|
MEM_freeN(cube_map);
|
|
}
|
|
|
|
/* Image *ima can be NULL */
|
|
void GPU_create_gl_tex(uint *bind,
|
|
uint *rect,
|
|
float *frect,
|
|
int rectw,
|
|
int recth,
|
|
int textarget,
|
|
bool mipmap,
|
|
bool use_srgb,
|
|
Image *ima)
|
|
{
|
|
ImBuf *ibuf = NULL;
|
|
|
|
if (textarget == GL_TEXTURE_2D && is_over_resolution_limit(textarget, rectw, recth)) {
|
|
int tpx = rectw;
|
|
int tpy = recth;
|
|
rectw = smaller_power_of_2_limit(rectw);
|
|
recth = smaller_power_of_2_limit(recth);
|
|
|
|
if (frect) {
|
|
ibuf = IMB_allocFromBuffer(NULL, frect, tpx, tpy);
|
|
IMB_scaleImBuf(ibuf, rectw, recth);
|
|
|
|
frect = ibuf->rect_float;
|
|
}
|
|
else {
|
|
ibuf = IMB_allocFromBuffer(rect, NULL, tpx, tpy);
|
|
IMB_scaleImBuf(ibuf, rectw, recth);
|
|
|
|
rect = ibuf->rect;
|
|
}
|
|
}
|
|
|
|
/* create image */
|
|
glGenTextures(1, (GLuint *)bind);
|
|
glBindTexture(textarget, *bind);
|
|
|
|
GLenum internal_format = (frect) ? GL_RGBA16F : (use_srgb) ? GL_SRGB8_ALPHA8 : GL_RGBA8;
|
|
|
|
if (textarget == GL_TEXTURE_2D) {
|
|
if (frect) {
|
|
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, rectw, recth, 0, GL_RGBA, GL_FLOAT, frect);
|
|
}
|
|
else {
|
|
glTexImage2D(
|
|
GL_TEXTURE_2D, 0, internal_format, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, rect);
|
|
}
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
|
|
|
|
if (GPU_get_mipmap() && mipmap) {
|
|
glGenerateMipmap(GL_TEXTURE_2D);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
|
|
if (ima) {
|
|
ima->gpuflag |= IMA_GPU_MIPMAP_COMPLETE;
|
|
}
|
|
}
|
|
else {
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
}
|
|
}
|
|
else if (textarget == GL_TEXTURE_CUBE_MAP) {
|
|
int w = rectw / 3, h = recth / 2;
|
|
|
|
if (h == w && is_power_of_2_i(h) && !is_over_resolution_limit(textarget, h, w)) {
|
|
void **cube_map = gpu_gen_cube_map(rect, frect, rectw, recth);
|
|
GLenum type = frect ? GL_FLOAT : GL_UNSIGNED_BYTE;
|
|
|
|
if (cube_map) {
|
|
for (int i = 0; i < 6; i++) {
|
|
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
|
|
0,
|
|
internal_format,
|
|
w,
|
|
h,
|
|
0,
|
|
GL_RGBA,
|
|
type,
|
|
cube_map[i]);
|
|
}
|
|
}
|
|
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
|
|
|
|
if (GPU_get_mipmap() && mipmap) {
|
|
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
|
|
|
|
if (ima) {
|
|
ima->gpuflag |= IMA_GPU_MIPMAP_COMPLETE;
|
|
}
|
|
}
|
|
else {
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
}
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
|
|
|
gpu_del_cube_map(cube_map);
|
|
}
|
|
else {
|
|
printf("Incorrect envmap size\n");
|
|
}
|
|
}
|
|
|
|
if (GLEW_EXT_texture_filter_anisotropic) {
|
|
glTexParameterf(textarget, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
|
|
}
|
|
|
|
glBindTexture(textarget, 0);
|
|
|
|
if (ibuf) {
|
|
IMB_freeImBuf(ibuf);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* GPU_upload_dxt_texture() assumes that the texture is already bound and ready to go.
|
|
* This is so the viewport and the BGE can share some code.
|
|
* Returns false if the provided ImBuf doesn't have a supported DXT compression format
|
|
*/
|
|
bool GPU_upload_dxt_texture(ImBuf *ibuf, bool use_srgb)
|
|
{
|
|
#ifdef WITH_DDS
|
|
GLint format = 0;
|
|
int blocksize, height, width, i, size, offset = 0;
|
|
|
|
width = ibuf->x;
|
|
height = ibuf->y;
|
|
|
|
if (GLEW_EXT_texture_compression_s3tc) {
|
|
if (ibuf->dds_data.fourcc == FOURCC_DXT1) {
|
|
format = (use_srgb) ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT :
|
|
GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
|
|
}
|
|
else if (ibuf->dds_data.fourcc == FOURCC_DXT3) {
|
|
format = (use_srgb) ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT :
|
|
GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
|
|
}
|
|
else if (ibuf->dds_data.fourcc == FOURCC_DXT5) {
|
|
format = (use_srgb) ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT :
|
|
GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
|
|
}
|
|
}
|
|
|
|
if (format == 0) {
|
|
fprintf(stderr, "Unable to find a suitable DXT compression, falling back to uncompressed\n");
|
|
return false;
|
|
}
|
|
|
|
if (!is_power_of_2_resolution(width, height)) {
|
|
fprintf(
|
|
stderr,
|
|
"Unable to load non-power-of-two DXT image resolution, falling back to uncompressed\n");
|
|
return false;
|
|
}
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
|
|
|
|
if (GLEW_EXT_texture_filter_anisotropic) {
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
|
|
}
|
|
|
|
blocksize = (ibuf->dds_data.fourcc == FOURCC_DXT1) ? 8 : 16;
|
|
for (i = 0; i < ibuf->dds_data.nummipmaps && (width || height); ++i) {
|
|
if (width == 0) {
|
|
width = 1;
|
|
}
|
|
if (height == 0) {
|
|
height = 1;
|
|
}
|
|
|
|
size = ((width + 3) / 4) * ((height + 3) / 4) * blocksize;
|
|
|
|
glCompressedTexImage2D(
|
|
GL_TEXTURE_2D, i, format, width, height, 0, size, ibuf->dds_data.data + offset);
|
|
|
|
offset += size;
|
|
width >>= 1;
|
|
height >>= 1;
|
|
}
|
|
|
|
/* set number of mipmap levels we have, needed in case they don't go down to 1x1 */
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, i - 1);
|
|
|
|
return true;
|
|
#else
|
|
UNUSED_VARS(ibuf, use_srgb);
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
void GPU_create_gl_tex_compressed(unsigned int *bind, int textarget, Image *ima, ImBuf *ibuf)
|
|
{
|
|
/* For DDS we only support data, scene linear and sRGB. Converting to
|
|
* different colorspace would break the compression. */
|
|
const bool use_srgb = !(IMB_colormanagement_space_is_data(ibuf->rect_colorspace) ||
|
|
IMB_colormanagement_space_is_scene_linear(ibuf->rect_colorspace));
|
|
const bool mipmap = GPU_get_mipmap();
|
|
|
|
#ifndef WITH_DDS
|
|
(void)ibuf;
|
|
/* Fall back to uncompressed if DDS isn't enabled */
|
|
GPU_create_gl_tex(bind, ibuf->rect, NULL, ibuf->x, ibuf->y, textarget, mipmap, use_srgb, ima);
|
|
#else
|
|
glGenTextures(1, (GLuint *)bind);
|
|
glBindTexture(textarget, *bind);
|
|
|
|
if (textarget == GL_TEXTURE_2D && GPU_upload_dxt_texture(ibuf, use_srgb) == 0) {
|
|
glDeleteTextures(1, (GLuint *)bind);
|
|
GPU_create_gl_tex(bind, ibuf->rect, NULL, ibuf->x, ibuf->y, textarget, mipmap, use_srgb, ima);
|
|
}
|
|
|
|
glBindTexture(textarget, 0);
|
|
#endif
|
|
}
|
|
|
|
/* these two functions are called on entering and exiting texture paint mode,
|
|
* temporary disabling/enabling mipmapping on all images for quick texture
|
|
* updates with glTexSubImage2D. images that didn't change don't have to be
|
|
* re-uploaded to OpenGL */
|
|
void GPU_paint_set_mipmap(Main *bmain, bool mipmap)
|
|
{
|
|
if (!GTS.domipmap) {
|
|
return;
|
|
}
|
|
|
|
GTS.texpaint = !mipmap;
|
|
|
|
if (mipmap) {
|
|
for (Image *ima = bmain->images.first; ima; ima = ima->id.next) {
|
|
if (BKE_image_has_opengl_texture(ima)) {
|
|
if (ima->gpuflag & IMA_GPU_MIPMAP_COMPLETE) {
|
|
if (ima->gputexture[TEXTARGET_TEXTURE_2D]) {
|
|
GPU_texture_bind(ima->gputexture[TEXTARGET_TEXTURE_2D], 0);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
|
|
GPU_texture_unbind(ima->gputexture[TEXTARGET_TEXTURE_2D]);
|
|
}
|
|
}
|
|
else {
|
|
GPU_free_image(ima);
|
|
}
|
|
}
|
|
else {
|
|
ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
for (Image *ima = bmain->images.first; ima; ima = ima->id.next) {
|
|
if (BKE_image_has_opengl_texture(ima)) {
|
|
if (ima->gputexture[TEXTARGET_TEXTURE_2D]) {
|
|
GPU_texture_bind(ima->gputexture[TEXTARGET_TEXTURE_2D], 0);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
|
|
GPU_texture_unbind(ima->gputexture[TEXTARGET_TEXTURE_2D]);
|
|
}
|
|
}
|
|
else {
|
|
ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void GPU_paint_update_image(Image *ima, ImageUser *iuser, int x, int y, int w, int h)
|
|
{
|
|
ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
|
|
|
|
if ((ima->gputexture[TEXTARGET_TEXTURE_2D] == NULL) || (ibuf == NULL) || (w == 0) || (h == 0)) {
|
|
/* Full reload of texture. */
|
|
GPU_free_image(ima);
|
|
}
|
|
else {
|
|
/* Partial update of texture. */
|
|
GPU_texture_bind(ima->gputexture[TEXTARGET_TEXTURE_2D], 0);
|
|
|
|
gpu_texture_update_from_ibuf(ibuf, x, y, w, h);
|
|
|
|
if (GPU_get_mipmap()) {
|
|
glGenerateMipmap(GL_TEXTURE_2D);
|
|
}
|
|
else {
|
|
ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE;
|
|
}
|
|
|
|
GPU_texture_unbind(ima->gputexture[TEXTARGET_TEXTURE_2D]);
|
|
}
|
|
|
|
BKE_image_release_ibuf(ima, ibuf, NULL);
|
|
}
|
|
|
|
/* *************************** Transfer functions *************************** */
|
|
|
|
enum {
|
|
TFUNC_FLAME_SPECTRUM = 0,
|
|
TFUNC_COLOR_RAMP = 1,
|
|
};
|
|
|
|
#define TFUNC_WIDTH 256
|
|
|
|
#ifdef WITH_SMOKE
|
|
static void create_flame_spectrum_texture(float *data)
|
|
{
|
|
# define FIRE_THRESH 7
|
|
# define MAX_FIRE_ALPHA 0.06f
|
|
# define FULL_ON_FIRE 100
|
|
|
|
float *spec_pixels = MEM_mallocN(TFUNC_WIDTH * 4 * 16 * 16 * sizeof(float), "spec_pixels");
|
|
|
|
blackbody_temperature_to_rgb_table(data, TFUNC_WIDTH, 1500, 3000);
|
|
|
|
for (int i = 0; i < 16; i++) {
|
|
for (int j = 0; j < 16; j++) {
|
|
for (int k = 0; k < TFUNC_WIDTH; k++) {
|
|
int index = (j * TFUNC_WIDTH * 16 + i * TFUNC_WIDTH + k) * 4;
|
|
if (k >= FIRE_THRESH) {
|
|
spec_pixels[index] = (data[k * 4]);
|
|
spec_pixels[index + 1] = (data[k * 4 + 1]);
|
|
spec_pixels[index + 2] = (data[k * 4 + 2]);
|
|
spec_pixels[index + 3] = MAX_FIRE_ALPHA *
|
|
((k > FULL_ON_FIRE) ?
|
|
1.0f :
|
|
(k - FIRE_THRESH) / ((float)FULL_ON_FIRE - FIRE_THRESH));
|
|
}
|
|
else {
|
|
zero_v4(&spec_pixels[index]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
memcpy(data, spec_pixels, sizeof(float) * 4 * TFUNC_WIDTH);
|
|
|
|
MEM_freeN(spec_pixels);
|
|
|
|
# undef FIRE_THRESH
|
|
# undef MAX_FIRE_ALPHA
|
|
# undef FULL_ON_FIRE
|
|
}
|
|
|
|
static void create_color_ramp(const ColorBand *coba, float *data)
|
|
{
|
|
for (int i = 0; i < TFUNC_WIDTH; i++) {
|
|
BKE_colorband_evaluate(coba, (float)i / TFUNC_WIDTH, &data[i * 4]);
|
|
}
|
|
}
|
|
|
|
static GPUTexture *create_transfer_function(int type, const ColorBand *coba)
|
|
{
|
|
float *data = MEM_mallocN(sizeof(float) * 4 * TFUNC_WIDTH, __func__);
|
|
|
|
switch (type) {
|
|
case TFUNC_FLAME_SPECTRUM:
|
|
create_flame_spectrum_texture(data);
|
|
break;
|
|
case TFUNC_COLOR_RAMP:
|
|
create_color_ramp(coba, data);
|
|
break;
|
|
}
|
|
|
|
GPUTexture *tex = GPU_texture_create_1d(TFUNC_WIDTH, GPU_RGBA8, data, NULL);
|
|
|
|
MEM_freeN(data);
|
|
|
|
return tex;
|
|
}
|
|
|
|
static void swizzle_texture_channel_rrrr(GPUTexture *tex)
|
|
{
|
|
GPU_texture_bind(tex, 0);
|
|
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_R, GL_RED);
|
|
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_G, GL_RED);
|
|
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_B, GL_RED);
|
|
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_A, GL_RED);
|
|
GPU_texture_unbind(tex);
|
|
}
|
|
|
|
static GPUTexture *create_field_texture(SmokeDomainSettings *sds)
|
|
{
|
|
float *field = NULL;
|
|
|
|
switch (sds->coba_field) {
|
|
case FLUID_FIELD_DENSITY:
|
|
field = smoke_get_density(sds->fluid);
|
|
break;
|
|
case FLUID_FIELD_HEAT:
|
|
field = smoke_get_heat(sds->fluid);
|
|
break;
|
|
case FLUID_FIELD_FUEL:
|
|
field = smoke_get_fuel(sds->fluid);
|
|
break;
|
|
case FLUID_FIELD_REACT:
|
|
field = smoke_get_react(sds->fluid);
|
|
break;
|
|
case FLUID_FIELD_FLAME:
|
|
field = smoke_get_flame(sds->fluid);
|
|
break;
|
|
case FLUID_FIELD_VELOCITY_X:
|
|
field = smoke_get_velocity_x(sds->fluid);
|
|
break;
|
|
case FLUID_FIELD_VELOCITY_Y:
|
|
field = smoke_get_velocity_y(sds->fluid);
|
|
break;
|
|
case FLUID_FIELD_VELOCITY_Z:
|
|
field = smoke_get_velocity_z(sds->fluid);
|
|
break;
|
|
case FLUID_FIELD_COLOR_R:
|
|
field = smoke_get_color_r(sds->fluid);
|
|
break;
|
|
case FLUID_FIELD_COLOR_G:
|
|
field = smoke_get_color_g(sds->fluid);
|
|
break;
|
|
case FLUID_FIELD_COLOR_B:
|
|
field = smoke_get_color_b(sds->fluid);
|
|
break;
|
|
case FLUID_FIELD_FORCE_X:
|
|
field = smoke_get_force_x(sds->fluid);
|
|
break;
|
|
case FLUID_FIELD_FORCE_Y:
|
|
field = smoke_get_force_y(sds->fluid);
|
|
break;
|
|
case FLUID_FIELD_FORCE_Z:
|
|
field = smoke_get_force_z(sds->fluid);
|
|
break;
|
|
default:
|
|
return NULL;
|
|
}
|
|
|
|
GPUTexture *tex = GPU_texture_create_nD(
|
|
sds->res[0], sds->res[1], sds->res[2], 3, field, GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
|
|
|
|
swizzle_texture_channel_rrrr(tex);
|
|
return tex;
|
|
}
|
|
|
|
static GPUTexture *create_density_texture(SmokeDomainSettings *sds, int highres)
|
|
{
|
|
float *data = NULL, *source;
|
|
int cell_count = (highres) ? smoke_turbulence_get_cells(sds->wt) : sds->total_cells;
|
|
const bool has_color = (highres) ? smoke_turbulence_has_colors(sds->wt) :
|
|
smoke_has_colors(sds->fluid);
|
|
int *dim = (highres) ? sds->res_wt : sds->res;
|
|
eGPUTextureFormat format = (has_color) ? GPU_RGBA8 : GPU_R8;
|
|
|
|
if (has_color) {
|
|
data = MEM_callocN(sizeof(float) * cell_count * 4, "smokeColorTexture");
|
|
}
|
|
|
|
if (highres) {
|
|
if (has_color) {
|
|
smoke_turbulence_get_rgba(sds->wt, data, 0);
|
|
}
|
|
else {
|
|
source = smoke_turbulence_get_density(sds->wt);
|
|
}
|
|
}
|
|
else {
|
|
if (has_color) {
|
|
smoke_get_rgba(sds->fluid, data, 0);
|
|
}
|
|
else {
|
|
source = smoke_get_density(sds->fluid);
|
|
}
|
|
}
|
|
|
|
GPUTexture *tex = GPU_texture_create_nD(dim[0],
|
|
dim[1],
|
|
dim[2],
|
|
3,
|
|
(has_color) ? data : source,
|
|
format,
|
|
GPU_DATA_FLOAT,
|
|
0,
|
|
true,
|
|
NULL);
|
|
if (data) {
|
|
MEM_freeN(data);
|
|
}
|
|
|
|
if (format == GPU_R8) {
|
|
/* Swizzle the RGBA components to read the Red channel so
|
|
* that the shader stay the same for colored and non color
|
|
* density textures. */
|
|
swizzle_texture_channel_rrrr(tex);
|
|
}
|
|
return tex;
|
|
}
|
|
|
|
static GPUTexture *create_flame_texture(SmokeDomainSettings *sds, int highres)
|
|
{
|
|
float *source = NULL;
|
|
const bool has_fuel = (highres) ? smoke_turbulence_has_fuel(sds->wt) :
|
|
smoke_has_fuel(sds->fluid);
|
|
int *dim = (highres) ? sds->res_wt : sds->res;
|
|
|
|
if (!has_fuel)
|
|
return NULL;
|
|
|
|
if (highres) {
|
|
source = smoke_turbulence_get_flame(sds->wt);
|
|
}
|
|
else {
|
|
source = smoke_get_flame(sds->fluid);
|
|
}
|
|
|
|
GPUTexture *tex = GPU_texture_create_nD(
|
|
dim[0], dim[1], dim[2], 3, source, GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
|
|
|
|
swizzle_texture_channel_rrrr(tex);
|
|
|
|
return tex;
|
|
}
|
|
#endif /* WITH_SMOKE */
|
|
|
|
void GPU_free_smoke(SmokeModifierData *smd)
|
|
{
|
|
if (smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain) {
|
|
if (smd->domain->tex) {
|
|
GPU_texture_free(smd->domain->tex);
|
|
}
|
|
smd->domain->tex = NULL;
|
|
|
|
if (smd->domain->tex_shadow) {
|
|
GPU_texture_free(smd->domain->tex_shadow);
|
|
}
|
|
smd->domain->tex_shadow = NULL;
|
|
|
|
if (smd->domain->tex_flame) {
|
|
GPU_texture_free(smd->domain->tex_flame);
|
|
}
|
|
smd->domain->tex_flame = NULL;
|
|
|
|
if (smd->domain->tex_flame_coba) {
|
|
GPU_texture_free(smd->domain->tex_flame_coba);
|
|
}
|
|
smd->domain->tex_flame_coba = NULL;
|
|
|
|
if (smd->domain->tex_coba) {
|
|
GPU_texture_free(smd->domain->tex_coba);
|
|
}
|
|
smd->domain->tex_coba = NULL;
|
|
|
|
if (smd->domain->tex_field) {
|
|
GPU_texture_free(smd->domain->tex_field);
|
|
}
|
|
smd->domain->tex_field = NULL;
|
|
}
|
|
}
|
|
|
|
void GPU_create_smoke_coba_field(SmokeModifierData *smd)
|
|
{
|
|
#ifdef WITH_SMOKE
|
|
if (smd->type & MOD_SMOKE_TYPE_DOMAIN) {
|
|
SmokeDomainSettings *sds = smd->domain;
|
|
|
|
if (!sds->tex_field) {
|
|
sds->tex_field = create_field_texture(sds);
|
|
}
|
|
if (!sds->tex_coba) {
|
|
sds->tex_coba = create_transfer_function(TFUNC_COLOR_RAMP, sds->coba);
|
|
}
|
|
}
|
|
#else // WITH_SMOKE
|
|
smd->domain->tex_field = NULL;
|
|
#endif // WITH_SMOKE
|
|
}
|
|
|
|
void GPU_create_smoke(SmokeModifierData *smd, int highres)
|
|
{
|
|
#ifdef WITH_SMOKE
|
|
if (smd->type & MOD_SMOKE_TYPE_DOMAIN) {
|
|
SmokeDomainSettings *sds = smd->domain;
|
|
|
|
if (!sds->tex) {
|
|
sds->tex = create_density_texture(sds, highres);
|
|
}
|
|
if (!sds->tex_flame) {
|
|
sds->tex_flame = create_flame_texture(sds, highres);
|
|
}
|
|
if (!sds->tex_flame_coba && sds->tex_flame) {
|
|
sds->tex_flame_coba = create_transfer_function(TFUNC_FLAME_SPECTRUM, NULL);
|
|
}
|
|
if (!sds->tex_shadow) {
|
|
sds->tex_shadow = GPU_texture_create_nD(sds->res[0],
|
|
sds->res[1],
|
|
sds->res[2],
|
|
3,
|
|
sds->shadow,
|
|
GPU_R8,
|
|
GPU_DATA_FLOAT,
|
|
0,
|
|
true,
|
|
NULL);
|
|
}
|
|
}
|
|
#else // WITH_SMOKE
|
|
(void)highres;
|
|
smd->domain->tex = NULL;
|
|
smd->domain->tex_flame = NULL;
|
|
smd->domain->tex_flame_coba = NULL;
|
|
smd->domain->tex_shadow = NULL;
|
|
#endif // WITH_SMOKE
|
|
}
|
|
|
|
void GPU_create_smoke_velocity(SmokeModifierData *smd)
|
|
{
|
|
#ifdef WITH_SMOKE
|
|
if (smd->type & MOD_SMOKE_TYPE_DOMAIN) {
|
|
SmokeDomainSettings *sds = smd->domain;
|
|
|
|
const float *vel_x = smoke_get_velocity_x(sds->fluid);
|
|
const float *vel_y = smoke_get_velocity_y(sds->fluid);
|
|
const float *vel_z = smoke_get_velocity_z(sds->fluid);
|
|
|
|
if (ELEM(NULL, vel_x, vel_y, vel_z)) {
|
|
return;
|
|
}
|
|
|
|
if (!sds->tex_velocity_x) {
|
|
sds->tex_velocity_x = GPU_texture_create_3d(
|
|
sds->res[0], sds->res[1], sds->res[2], GPU_R16F, vel_x, NULL);
|
|
sds->tex_velocity_y = GPU_texture_create_3d(
|
|
sds->res[0], sds->res[1], sds->res[2], GPU_R16F, vel_y, NULL);
|
|
sds->tex_velocity_z = GPU_texture_create_3d(
|
|
sds->res[0], sds->res[1], sds->res[2], GPU_R16F, vel_z, NULL);
|
|
}
|
|
}
|
|
#else // WITH_SMOKE
|
|
smd->domain->tex_velocity_x = NULL;
|
|
smd->domain->tex_velocity_y = NULL;
|
|
smd->domain->tex_velocity_z = NULL;
|
|
#endif // WITH_SMOKE
|
|
}
|
|
|
|
/* TODO Unify with the other GPU_free_smoke. */
|
|
void GPU_free_smoke_velocity(SmokeModifierData *smd)
|
|
{
|
|
if (smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain) {
|
|
if (smd->domain->tex_velocity_x) {
|
|
GPU_texture_free(smd->domain->tex_velocity_x);
|
|
}
|
|
|
|
if (smd->domain->tex_velocity_y) {
|
|
GPU_texture_free(smd->domain->tex_velocity_y);
|
|
}
|
|
|
|
if (smd->domain->tex_velocity_z) {
|
|
GPU_texture_free(smd->domain->tex_velocity_z);
|
|
}
|
|
|
|
smd->domain->tex_velocity_x = NULL;
|
|
smd->domain->tex_velocity_y = NULL;
|
|
smd->domain->tex_velocity_z = NULL;
|
|
}
|
|
}
|
|
|
|
static LinkNode *image_free_queue = NULL;
|
|
static ThreadMutex img_queue_mutex = BLI_MUTEX_INITIALIZER;
|
|
|
|
static void gpu_queue_image_for_free(Image *ima)
|
|
{
|
|
BLI_mutex_lock(&img_queue_mutex);
|
|
BLI_linklist_prepend(&image_free_queue, ima);
|
|
BLI_mutex_unlock(&img_queue_mutex);
|
|
}
|
|
|
|
void GPU_free_unused_buffers(Main *bmain)
|
|
{
|
|
if (!BLI_thread_is_main()) {
|
|
return;
|
|
}
|
|
|
|
BLI_mutex_lock(&img_queue_mutex);
|
|
|
|
/* images */
|
|
for (LinkNode *node = image_free_queue; node; node = node->next) {
|
|
Image *ima = node->link;
|
|
|
|
/* check in case it was freed in the meantime */
|
|
if (bmain && BLI_findindex(&bmain->images, ima) != -1) {
|
|
GPU_free_image(ima);
|
|
}
|
|
}
|
|
|
|
BLI_linklist_free(image_free_queue, NULL);
|
|
image_free_queue = NULL;
|
|
|
|
BLI_mutex_unlock(&img_queue_mutex);
|
|
}
|
|
|
|
static void gpu_free_image_immediate(Image *ima)
|
|
{
|
|
for (int i = 0; i < TEXTARGET_COUNT; i++) {
|
|
/* free glsl image binding */
|
|
if (ima->gputexture[i]) {
|
|
GPU_texture_free(ima->gputexture[i]);
|
|
ima->gputexture[i] = NULL;
|
|
}
|
|
}
|
|
|
|
ima->gpuflag &= ~(IMA_GPU_MIPMAP_COMPLETE);
|
|
}
|
|
|
|
void GPU_free_image(Image *ima)
|
|
{
|
|
if (!BLI_thread_is_main()) {
|
|
gpu_queue_image_for_free(ima);
|
|
return;
|
|
}
|
|
|
|
gpu_free_image_immediate(ima);
|
|
}
|
|
|
|
void GPU_free_images(Main *bmain)
|
|
{
|
|
if (bmain) {
|
|
for (Image *ima = bmain->images.first; ima; ima = ima->id.next) {
|
|
GPU_free_image(ima);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* same as above but only free animated images */
|
|
void GPU_free_images_anim(Main *bmain)
|
|
{
|
|
if (bmain) {
|
|
for (Image *ima = bmain->images.first; ima; ima = ima->id.next) {
|
|
if (BKE_image_is_animated(ima)) {
|
|
GPU_free_image(ima);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void GPU_free_images_old(Main *bmain)
|
|
{
|
|
static int lasttime = 0;
|
|
int ctime = (int)PIL_check_seconds_timer();
|
|
|
|
/*
|
|
* Run garbage collector once for every collecting period of time
|
|
* if textimeout is 0, that's the option to NOT run the collector
|
|
*/
|
|
if (U.textimeout == 0 || ctime % U.texcollectrate || ctime == lasttime) {
|
|
return;
|
|
}
|
|
|
|
/* of course not! */
|
|
if (G.is_rendering) {
|
|
return;
|
|
}
|
|
|
|
lasttime = ctime;
|
|
|
|
Image *ima = bmain->images.first;
|
|
while (ima) {
|
|
if ((ima->flag & IMA_NOCOLLECT) == 0 && ctime - ima->lastused > U.textimeout) {
|
|
/* If it's in GL memory, deallocate and set time tag to current time
|
|
* This gives textures a "second chance" to be used before dying. */
|
|
if (BKE_image_has_opengl_texture(ima)) {
|
|
GPU_free_image(ima);
|
|
ima->lastused = ctime;
|
|
}
|
|
/* Otherwise, just kill the buffers */
|
|
else {
|
|
BKE_image_free_buffers(ima);
|
|
}
|
|
}
|
|
ima = ima->id.next;
|
|
}
|
|
}
|
|
|
|
static void gpu_disable_multisample(void)
|
|
{
|
|
#ifdef __linux__
|
|
/* changing multisample from the default (enabled) causes problems on some
|
|
* systems (NVIDIA/Linux) when the pixel format doesn't have a multisample buffer */
|
|
bool toggle_ok = true;
|
|
|
|
if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_UNIX, GPU_DRIVER_ANY)) {
|
|
int samples = 0;
|
|
glGetIntegerv(GL_SAMPLES, &samples);
|
|
|
|
if (samples == 0) {
|
|
toggle_ok = false;
|
|
}
|
|
}
|
|
|
|
if (toggle_ok) {
|
|
glDisable(GL_MULTISAMPLE);
|
|
}
|
|
#else
|
|
glDisable(GL_MULTISAMPLE);
|
|
#endif
|
|
}
|
|
|
|
/* Default OpenGL State
|
|
*
|
|
* This is called on startup, for opengl offscreen render.
|
|
* Generally we should always return to this state when
|
|
* temporarily modifying the state for drawing, though that are (undocumented)
|
|
* exceptions that we should try to get rid of. */
|
|
|
|
void GPU_state_init(void)
|
|
{
|
|
GPU_program_point_size(false);
|
|
|
|
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
|
|
|
|
glDepthFunc(GL_LEQUAL);
|
|
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDisable(GL_COLOR_LOGIC_OP);
|
|
glDisable(GL_STENCIL_TEST);
|
|
|
|
glDepthRange(0.0, 1.0);
|
|
|
|
glFrontFace(GL_CCW);
|
|
glCullFace(GL_BACK);
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
gpu_disable_multisample();
|
|
|
|
/* This is a bit dangerous since addons could change this. */
|
|
glEnable(GL_PRIMITIVE_RESTART);
|
|
glPrimitiveRestartIndex((GLuint)0xFFFFFFFF);
|
|
|
|
/* TODO: Should become default. But needs at least GL 4.3 */
|
|
if (GLEW_ARB_ES3_compatibility) {
|
|
/* Takes predecence over GL_PRIMITIVE_RESTART */
|
|
glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
|
|
}
|
|
}
|
|
|
|
/** \name Framebuffer color depth, for selection codes
|
|
* \{ */
|
|
|
|
#define STATE_STACK_DEPTH 16
|
|
|
|
typedef struct {
|
|
eGPUAttrMask mask;
|
|
|
|
/* GL_ENABLE_BIT */
|
|
uint is_blend : 1;
|
|
uint is_cull_face : 1;
|
|
uint is_depth_test : 1;
|
|
uint is_dither : 1;
|
|
uint is_lighting : 1;
|
|
uint is_line_smooth : 1;
|
|
uint is_color_logic_op : 1;
|
|
uint is_multisample : 1;
|
|
uint is_polygon_offset_line : 1;
|
|
uint is_polygon_offset_fill : 1;
|
|
uint is_polygon_smooth : 1;
|
|
uint is_sample_alpha_to_coverage : 1;
|
|
uint is_scissor_test : 1;
|
|
uint is_stencil_test : 1;
|
|
|
|
bool is_clip_plane[6];
|
|
|
|
/* GL_DEPTH_BUFFER_BIT */
|
|
/* uint is_depth_test : 1; */
|
|
int depth_func;
|
|
double depth_clear_value;
|
|
bool depth_write_mask;
|
|
|
|
/* GL_SCISSOR_BIT */
|
|
int scissor_box[4];
|
|
/* uint is_scissor_test : 1; */
|
|
|
|
/* GL_VIEWPORT_BIT */
|
|
int viewport[4];
|
|
double near_far[2];
|
|
} GPUAttrValues;
|
|
|
|
typedef struct {
|
|
GPUAttrValues attr_stack[STATE_STACK_DEPTH];
|
|
uint top;
|
|
} GPUAttrStack;
|
|
|
|
static GPUAttrStack state = {
|
|
.top = 0,
|
|
};
|
|
|
|
#define AttrStack state
|
|
#define Attr state.attr_stack[state.top]
|
|
|
|
/**
|
|
* Replacement for glPush/PopAttributes
|
|
*
|
|
* We don't need to cover all the options of legacy OpenGL
|
|
* but simply the ones used by Blender.
|
|
*/
|
|
void gpuPushAttr(eGPUAttrMask mask)
|
|
{
|
|
Attr.mask = mask;
|
|
|
|
if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) {
|
|
Attr.is_depth_test = glIsEnabled(GL_DEPTH_TEST);
|
|
glGetIntegerv(GL_DEPTH_FUNC, &Attr.depth_func);
|
|
glGetDoublev(GL_DEPTH_CLEAR_VALUE, &Attr.depth_clear_value);
|
|
glGetBooleanv(GL_DEPTH_WRITEMASK, (GLboolean *)&Attr.depth_write_mask);
|
|
}
|
|
|
|
if ((mask & GPU_ENABLE_BIT) != 0) {
|
|
Attr.is_blend = glIsEnabled(GL_BLEND);
|
|
|
|
for (int i = 0; i < 6; i++) {
|
|
Attr.is_clip_plane[i] = glIsEnabled(GL_CLIP_PLANE0 + i);
|
|
}
|
|
|
|
Attr.is_cull_face = glIsEnabled(GL_CULL_FACE);
|
|
Attr.is_depth_test = glIsEnabled(GL_DEPTH_TEST);
|
|
Attr.is_dither = glIsEnabled(GL_DITHER);
|
|
Attr.is_line_smooth = glIsEnabled(GL_LINE_SMOOTH);
|
|
Attr.is_color_logic_op = glIsEnabled(GL_COLOR_LOGIC_OP);
|
|
Attr.is_multisample = glIsEnabled(GL_MULTISAMPLE);
|
|
Attr.is_polygon_offset_line = glIsEnabled(GL_POLYGON_OFFSET_LINE);
|
|
Attr.is_polygon_offset_fill = glIsEnabled(GL_POLYGON_OFFSET_FILL);
|
|
Attr.is_polygon_smooth = glIsEnabled(GL_POLYGON_SMOOTH);
|
|
Attr.is_sample_alpha_to_coverage = glIsEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE);
|
|
Attr.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
|
|
Attr.is_stencil_test = glIsEnabled(GL_STENCIL_TEST);
|
|
}
|
|
|
|
if ((mask & GPU_SCISSOR_BIT) != 0) {
|
|
Attr.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
|
|
glGetIntegerv(GL_SCISSOR_BOX, (GLint *)&Attr.scissor_box);
|
|
}
|
|
|
|
if ((mask & GPU_VIEWPORT_BIT) != 0) {
|
|
glGetDoublev(GL_DEPTH_RANGE, (GLdouble *)&Attr.near_far);
|
|
glGetIntegerv(GL_VIEWPORT, (GLint *)&Attr.viewport);
|
|
}
|
|
|
|
if ((mask & GPU_BLEND_BIT) != 0) {
|
|
Attr.is_blend = glIsEnabled(GL_BLEND);
|
|
}
|
|
|
|
BLI_assert(AttrStack.top < STATE_STACK_DEPTH);
|
|
AttrStack.top++;
|
|
}
|
|
|
|
static void restore_mask(GLenum cap, const bool value)
|
|
{
|
|
if (value) {
|
|
glEnable(cap);
|
|
}
|
|
else {
|
|
glDisable(cap);
|
|
}
|
|
}
|
|
|
|
void gpuPopAttr(void)
|
|
{
|
|
BLI_assert(AttrStack.top > 0);
|
|
AttrStack.top--;
|
|
|
|
GLint mask = Attr.mask;
|
|
|
|
if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) {
|
|
restore_mask(GL_DEPTH_TEST, Attr.is_depth_test);
|
|
glDepthFunc(Attr.depth_func);
|
|
glClearDepth(Attr.depth_clear_value);
|
|
glDepthMask(Attr.depth_write_mask);
|
|
}
|
|
|
|
if ((mask & GPU_ENABLE_BIT) != 0) {
|
|
restore_mask(GL_BLEND, Attr.is_blend);
|
|
|
|
for (int i = 0; i < 6; i++) {
|
|
restore_mask(GL_CLIP_PLANE0 + i, Attr.is_clip_plane[i]);
|
|
}
|
|
|
|
restore_mask(GL_CULL_FACE, Attr.is_cull_face);
|
|
restore_mask(GL_DEPTH_TEST, Attr.is_depth_test);
|
|
restore_mask(GL_DITHER, Attr.is_dither);
|
|
restore_mask(GL_LINE_SMOOTH, Attr.is_line_smooth);
|
|
restore_mask(GL_COLOR_LOGIC_OP, Attr.is_color_logic_op);
|
|
restore_mask(GL_MULTISAMPLE, Attr.is_multisample);
|
|
restore_mask(GL_POLYGON_OFFSET_LINE, Attr.is_polygon_offset_line);
|
|
restore_mask(GL_POLYGON_OFFSET_FILL, Attr.is_polygon_offset_fill);
|
|
restore_mask(GL_POLYGON_SMOOTH, Attr.is_polygon_smooth);
|
|
restore_mask(GL_SAMPLE_ALPHA_TO_COVERAGE, Attr.is_sample_alpha_to_coverage);
|
|
restore_mask(GL_SCISSOR_TEST, Attr.is_scissor_test);
|
|
restore_mask(GL_STENCIL_TEST, Attr.is_stencil_test);
|
|
}
|
|
|
|
if ((mask & GPU_VIEWPORT_BIT) != 0) {
|
|
glViewport(Attr.viewport[0], Attr.viewport[1], Attr.viewport[2], Attr.viewport[3]);
|
|
glDepthRange(Attr.near_far[0], Attr.near_far[1]);
|
|
}
|
|
|
|
if ((mask & GPU_SCISSOR_BIT) != 0) {
|
|
restore_mask(GL_SCISSOR_TEST, Attr.is_scissor_test);
|
|
glScissor(Attr.scissor_box[0], Attr.scissor_box[1], Attr.scissor_box[2], Attr.scissor_box[3]);
|
|
}
|
|
|
|
if ((mask & GPU_BLEND_BIT) != 0) {
|
|
restore_mask(GL_BLEND, Attr.is_blend);
|
|
}
|
|
}
|
|
|
|
#undef Attr
|
|
#undef AttrStack
|
|
|
|
/** \} */
|