The real maximum was `GPU_SAMPLER_ICON`, not `GPU_SAMPLER_REPEAT`, my bad. {rBa31a87f8943aa40} Move `GPU_SAMPLER_MAX` out of the enum since it's used as an `int` at many places. Also, the macro `ENUM_OPERATORS` needs a maximum, and this enumerator cannot be used as the argument of that macro. It creates wrong values in the `~` NOT operator. Thanks @deadpin for catching this. Reviewed By: fclem Differential Revision: https://developer.blender.org/D9157
286 lines
8.9 KiB
C++
286 lines
8.9 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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#pragma once
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#include "BLI_utildefines.h"
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#include "GPU_state.h"
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struct GPUVertBuf;
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struct ImBuf;
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struct Image;
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struct ImageUser;
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struct MovieClip;
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struct MovieClipUser;
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struct PreviewImage;
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struct GPUFrameBuffer;
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/** Opaque type hiding blender::gpu::Texture. */
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typedef struct GPUTexture GPUTexture;
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/* GPU Samplers state
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* - Specify the sampler state to bind a texture with.
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* - Internally used by textures.
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* - All states are created at startup to avoid runtime costs.
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*/
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typedef enum eGPUSamplerState {
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GPU_SAMPLER_DEFAULT = 0,
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GPU_SAMPLER_FILTER = (1 << 0),
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GPU_SAMPLER_MIPMAP = (1 << 1),
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GPU_SAMPLER_REPEAT_S = (1 << 2),
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GPU_SAMPLER_REPEAT_T = (1 << 3),
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GPU_SAMPLER_REPEAT_R = (1 << 4),
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GPU_SAMPLER_CLAMP_BORDER = (1 << 5), /* Clamp to border color instead of border texel. */
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GPU_SAMPLER_COMPARE = (1 << 6),
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GPU_SAMPLER_ANISO = (1 << 7),
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GPU_SAMPLER_ICON = (1 << 8),
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GPU_SAMPLER_REPEAT = (GPU_SAMPLER_REPEAT_S | GPU_SAMPLER_REPEAT_T | GPU_SAMPLER_REPEAT_R),
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} eGPUSamplerState;
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/* `GPU_SAMPLER_MAX` is not a valid enum value, but only a limit.
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* It also creates a bad mask for the `NOT` operator in `ENUM_OPERATORS`.
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*/
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static const int GPU_SAMPLER_MAX = (GPU_SAMPLER_ICON + 1);
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ENUM_OPERATORS(eGPUSamplerState, GPU_SAMPLER_ICON)
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#ifdef __cplusplus
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extern "C" {
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#endif
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void GPU_samplers_update(void);
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/* GPU Texture
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* - always returns unsigned char RGBA textures
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* - if texture with non square dimensions is created, depending on the
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* graphics card capabilities the texture may actually be stored in a
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* larger texture with power of two dimensions.
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* - can use reference counting:
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* - reference counter after GPU_texture_create is 1
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* - GPU_texture_ref increases by one
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* - GPU_texture_free decreases by one, and frees if 0
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* - if created with from_blender, will not free the texture
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*/
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/* Wrapper to supported OpenGL/Vulkan texture internal storage
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* If you need a type just uncomment it. Be aware that some formats
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* are not supported by renderbuffers. All of the following formats
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* are part of the OpenGL 3.3 core
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* specification. */
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typedef enum eGPUTextureFormat {
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/* Formats texture & renderbuffer */
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GPU_RGBA8UI,
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GPU_RGBA8I,
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GPU_RGBA8,
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GPU_RGBA32UI,
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GPU_RGBA32I,
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GPU_RGBA32F,
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GPU_RGBA16UI,
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GPU_RGBA16I,
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GPU_RGBA16F,
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GPU_RGBA16,
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GPU_RG8UI,
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GPU_RG8I,
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GPU_RG8,
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GPU_RG32UI,
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GPU_RG32I,
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GPU_RG32F,
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GPU_RG16UI,
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GPU_RG16I,
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GPU_RG16F,
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GPU_RG16,
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GPU_R8UI,
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GPU_R8I,
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GPU_R8,
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GPU_R32UI,
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GPU_R32I,
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GPU_R32F,
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GPU_R16UI,
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GPU_R16I,
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GPU_R16F,
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GPU_R16, /* Max texture buffer format. */
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/* Special formats texture & renderbuffer */
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#if 0
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GPU_RGB10_A2,
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GPU_RGB10_A2UI,
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#endif
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GPU_R11F_G11F_B10F,
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GPU_DEPTH32F_STENCIL8,
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GPU_DEPTH24_STENCIL8,
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GPU_SRGB8_A8,
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/* Texture only format */
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GPU_RGB16F,
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#if 0
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GPU_RGBA16_SNORM,
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GPU_RGBA8_SNORM,
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GPU_RGB32F,
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GPU_RGB32I,
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GPU_RGB32UI,
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GPU_RGB16_SNORM,
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GPU_RGB16I,
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GPU_RGB16UI,
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GPU_RGB16,
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GPU_RGB8_SNORM,
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GPU_RGB8,
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GPU_RGB8I,
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GPU_RGB8UI,
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GPU_RG16_SNORM,
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GPU_RG8_SNORM,
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GPU_R16_SNORM,
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GPU_R8_SNORM,
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#endif
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/* Special formats texture only */
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GPU_SRGB8_A8_DXT1,
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GPU_SRGB8_A8_DXT3,
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GPU_SRGB8_A8_DXT5,
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GPU_RGBA8_DXT1,
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GPU_RGBA8_DXT3,
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GPU_RGBA8_DXT5,
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#if 0
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GPU_SRGB8,
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GPU_RGB9_E5,
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GPU_COMPRESSED_RG_RGTC2,
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GPU_COMPRESSED_SIGNED_RG_RGTC2,
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GPU_COMPRESSED_RED_RGTC1,
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GPU_COMPRESSED_SIGNED_RED_RGTC1,
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#endif
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/* Depth Formats */
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GPU_DEPTH_COMPONENT32F,
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GPU_DEPTH_COMPONENT24,
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GPU_DEPTH_COMPONENT16,
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} eGPUTextureFormat;
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typedef enum eGPUDataFormat {
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GPU_DATA_FLOAT,
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GPU_DATA_INT,
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GPU_DATA_UNSIGNED_INT,
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GPU_DATA_UNSIGNED_BYTE,
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GPU_DATA_UNSIGNED_INT_24_8,
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GPU_DATA_10_11_11_REV,
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} eGPUDataFormat;
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unsigned int GPU_texture_memory_usage_get(void);
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/**
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* \note \a data is expected to be float. If the \a format is not compatible with float data or if
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* the data is not in float format, use GPU_texture_update to upload the data with the right data
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* format.
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* \a mips is the number of mip level to allocate. It must be >= 1.
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*/
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GPUTexture *GPU_texture_create_1d(
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const char *name, int w, int mips, eGPUTextureFormat format, const float *data);
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GPUTexture *GPU_texture_create_1d_array(
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const char *name, int w, int h, int mips, eGPUTextureFormat format, const float *data);
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GPUTexture *GPU_texture_create_2d(
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const char *name, int w, int h, int mips, eGPUTextureFormat format, const float *data);
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GPUTexture *GPU_texture_create_2d_array(
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const char *name, int w, int h, int d, int mips, eGPUTextureFormat format, const float *data);
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GPUTexture *GPU_texture_create_3d(const char *name,
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int w,
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int h,
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int d,
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int mips,
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eGPUTextureFormat texture_format,
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eGPUDataFormat data_format,
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const void *data);
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GPUTexture *GPU_texture_create_cube(
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const char *name, int w, int mips, eGPUTextureFormat format, const float *data);
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GPUTexture *GPU_texture_create_cube_array(
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const char *name, int w, int d, int mips, eGPUTextureFormat format, const float *data);
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/* Special textures. */
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GPUTexture *GPU_texture_create_from_vertbuf(const char *name, struct GPUVertBuf *vert);
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/**
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* \a data should hold all the data for all mipmaps.
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*/
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GPUTexture *GPU_texture_create_compressed_2d(
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const char *name, int w, int h, int miplen, eGPUTextureFormat format, const void *data);
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GPUTexture *GPU_texture_create_error(int dimension, bool array);
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void GPU_texture_update_mipmap(GPUTexture *tex,
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int miplvl,
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eGPUDataFormat gpu_data_format,
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const void *pixels);
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void GPU_texture_update(GPUTexture *tex, eGPUDataFormat data_format, const void *data);
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void GPU_texture_update_sub(GPUTexture *tex,
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eGPUDataFormat data_format,
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const void *pixels,
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int offset_x,
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int offset_y,
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int offset_z,
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int width,
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int height,
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int depth);
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void GPU_unpack_row_length_set(uint len);
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void *GPU_texture_read(GPUTexture *tex, eGPUDataFormat data_format, int miplvl);
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void GPU_texture_clear(GPUTexture *tex, eGPUDataFormat data_format, const void *data);
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void GPU_texture_free(GPUTexture *tex);
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void GPU_texture_ref(GPUTexture *tex);
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void GPU_texture_bind(GPUTexture *tex, int unit);
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void GPU_texture_bind_ex(GPUTexture *tex, eGPUSamplerState state, int unit, const bool set_number);
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void GPU_texture_unbind(GPUTexture *tex);
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void GPU_texture_unbind_all(void);
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void GPU_texture_image_bind(GPUTexture *tex, int unit);
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void GPU_texture_image_unbind(GPUTexture *tex);
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void GPU_texture_image_unbind_all(void);
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void GPU_texture_copy(GPUTexture *dst, GPUTexture *src);
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void GPU_texture_generate_mipmap(GPUTexture *tex);
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void GPU_texture_anisotropic_filter(GPUTexture *tex, bool use_aniso);
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void GPU_texture_compare_mode(GPUTexture *tex, bool use_compare);
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void GPU_texture_filter_mode(GPUTexture *tex, bool use_filter);
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void GPU_texture_mipmap_mode(GPUTexture *tex, bool use_mipmap, bool use_filter);
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void GPU_texture_wrap_mode(GPUTexture *tex, bool use_repeat, bool use_clamp);
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void GPU_texture_swizzle_set(GPUTexture *tex, const char swizzle[4]);
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int GPU_texture_width(const GPUTexture *tex);
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int GPU_texture_height(const GPUTexture *tex);
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int GPU_texture_orig_width(const GPUTexture *tex);
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int GPU_texture_orig_height(const GPUTexture *tex);
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void GPU_texture_orig_size_set(GPUTexture *tex, int w, int h);
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eGPUTextureFormat GPU_texture_format(const GPUTexture *tex);
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bool GPU_texture_array(const GPUTexture *tex);
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bool GPU_texture_cube(const GPUTexture *tex);
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bool GPU_texture_depth(const GPUTexture *tex);
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bool GPU_texture_stencil(const GPUTexture *tex);
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bool GPU_texture_integer(const GPUTexture *tex);
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int GPU_texture_opengl_bindcode(const GPUTexture *tex);
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void GPU_texture_get_mipmap_size(GPUTexture *tex, int lvl, int *size);
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#ifdef __cplusplus
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}
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#endif
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