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blender-archive/source/blender/gpu/intern/gpu_extensions.c
Antonis Ryakiotakis 89edddb26c Fix T45691 crash on material view
Call glProgramUniform1i only when OpenSubdiv is requested and only when
the GPU supports it.
2015-08-06 01:09:07 +02:00

2318 lines
61 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* The Original Code is: all of this file.
*
* Contributor(s): Brecht Van Lommel.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/gpu/intern/gpu_extensions.c
* \ingroup gpu
*
* Wrap OpenGL features such as textures, shaders and GLSL
* with checks for drivers and GPU support.
*/
#include "DNA_image_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BLI_math_base.h"
#include "BLI_math_vector.h"
#include "BKE_global.h"
#include "GPU_glew.h"
#include "GPU_debug.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_compositing.h"
#include "GPU_simple_shader.h"
#include "intern/gpu_private.h"
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#ifdef WIN32
# include "BLI_winstuff.h"
#endif
/* TODO(sergey): Find better default values for this constants. */
#define MAX_DEFINE_LENGTH 1024
#define MAX_EXT_DEFINE_LENGTH 1024
/* Extensions support */
/* extensions used:
* - texture border clamp: 1.3 core
* - fragment shader: 2.0 core
* - framebuffer object: ext specification
* - multitexture 1.3 core
* - arb non power of two: 2.0 core
* - pixel buffer objects? 2.1 core
* - arb draw buffers? 2.0 core
*/
/* Non-generated shaders */
extern char datatoc_gpu_program_smoke_frag_glsl[];
extern char datatoc_gpu_program_smoke_color_frag_glsl[];
extern char datatoc_gpu_shader_vsm_store_vert_glsl[];
extern char datatoc_gpu_shader_vsm_store_frag_glsl[];
extern char datatoc_gpu_shader_sep_gaussian_blur_vert_glsl[];
extern char datatoc_gpu_shader_sep_gaussian_blur_frag_glsl[];
extern char datatoc_gpu_shader_fx_vert_glsl[];
extern char datatoc_gpu_shader_fx_ssao_frag_glsl[];
extern char datatoc_gpu_shader_fx_dof_frag_glsl[];
extern char datatoc_gpu_shader_fx_dof_vert_glsl[];
extern char datatoc_gpu_shader_fx_dof_hq_frag_glsl[];
extern char datatoc_gpu_shader_fx_dof_hq_vert_glsl[];
extern char datatoc_gpu_shader_fx_dof_hq_geo_glsl[];
extern char datatoc_gpu_shader_fx_depth_resolve_glsl[];
extern char datatoc_gpu_shader_fx_lib_glsl[];
typedef struct GPUShaders {
GPUShader *vsm_store;
GPUShader *sep_gaussian_blur;
GPUProgram *smoke;
GPUProgram *smoke_colored;
/* cache for shader fx. Those can exist in combinations so store them here */
GPUShader *fx_shaders[MAX_FX_SHADERS * 2];
} GPUShaders;
static struct GPUGlobal {
GLint maxtexsize;
GLint maxtextures;
GLuint currentfb;
int glslsupport;
int extdisabled;
int colordepth;
int npotdisabled; /* ATI 3xx-5xx (and more) chipsets support NPoT partially (== not enough) */
int dlistsdisabled; /* Legacy ATI driver does not support display lists well */
GPUDeviceType device;
GPUOSType os;
GPUDriverType driver;
GPUShaders shaders;
GPUTexture *invalid_tex_1D; /* texture used in place of invalid textures (not loaded correctly, missing) */
GPUTexture *invalid_tex_2D;
GPUTexture *invalid_tex_3D;
float dfdyfactors[2]; /* workaround for different calculation of dfdy factors on GPUs. Some GPUs/drivers
calculate dfdy in shader differently when drawing to an offscreen buffer. First
number is factor on screen and second is off-screen */
} GG = {1, 0};
/* Number of maximum output slots. We support 4 outputs for now (usually we wouldn't need more to preserve fill rate) */
#define GPU_FB_MAX_SLOTS 4
struct GPUFrameBuffer {
GLuint object;
GPUTexture *colortex[GPU_FB_MAX_SLOTS];
GPUTexture *depthtex;
};
/* GPU Types */
bool GPU_type_matches(GPUDeviceType device, GPUOSType os, GPUDriverType driver)
{
return (GG.device & device) && (GG.os & os) && (GG.driver & driver);
}
/* GPU Extensions */
void GPU_extensions_disable(void)
{
GG.extdisabled = 1;
}
int GPU_max_texture_size(void)
{
return GG.maxtexsize;
}
void GPU_get_dfdy_factors(float fac[2])
{
copy_v2_v2(fac, GG.dfdyfactors);
}
void gpu_extensions_init(void)
{
GLint r, g, b;
const char *vendor, *renderer, *version;
/* glewIsSupported("GL_VERSION_2_0") */
if (GLEW_ARB_multitexture)
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &GG.maxtextures);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &GG.maxtexsize);
GG.glslsupport = 1;
if (!GLEW_ARB_multitexture) GG.glslsupport = 0;
if (!GLEW_ARB_vertex_shader) GG.glslsupport = 0;
if (!GLEW_ARB_fragment_shader) GG.glslsupport = 0;
glGetIntegerv(GL_RED_BITS, &r);
glGetIntegerv(GL_GREEN_BITS, &g);
glGetIntegerv(GL_BLUE_BITS, &b);
GG.colordepth = r + g + b; /* assumes same depth for RGB */
vendor = (const char *)glGetString(GL_VENDOR);
renderer = (const char *)glGetString(GL_RENDERER);
version = (const char *)glGetString(GL_VERSION);
if (strstr(vendor, "ATI")) {
GG.device = GPU_DEVICE_ATI;
GG.driver = GPU_DRIVER_OFFICIAL;
}
else if (strstr(vendor, "NVIDIA")) {
GG.device = GPU_DEVICE_NVIDIA;
GG.driver = GPU_DRIVER_OFFICIAL;
}
else if (strstr(vendor, "Intel") ||
/* src/mesa/drivers/dri/intel/intel_context.c */
strstr(renderer, "Mesa DRI Intel") ||
strstr(renderer, "Mesa DRI Mobile Intel")) {
GG.device = GPU_DEVICE_INTEL;
GG.driver = GPU_DRIVER_OFFICIAL;
}
else if (strstr(renderer, "Mesa DRI R") || (strstr(renderer, "Gallium ") && strstr(renderer, " on ATI "))) {
GG.device = GPU_DEVICE_ATI;
GG.driver = GPU_DRIVER_OPENSOURCE;
}
else if (strstr(renderer, "Nouveau") || strstr(vendor, "nouveau")) {
GG.device = GPU_DEVICE_NVIDIA;
GG.driver = GPU_DRIVER_OPENSOURCE;
}
else if (strstr(vendor, "Mesa")) {
GG.device = GPU_DEVICE_SOFTWARE;
GG.driver = GPU_DRIVER_SOFTWARE;
}
else if (strstr(vendor, "Microsoft")) {
GG.device = GPU_DEVICE_SOFTWARE;
GG.driver = GPU_DRIVER_SOFTWARE;
}
else if (strstr(renderer, "Apple Software Renderer")) {
GG.device = GPU_DEVICE_SOFTWARE;
GG.driver = GPU_DRIVER_SOFTWARE;
}
else {
GG.device = GPU_DEVICE_ANY;
GG.driver = GPU_DRIVER_ANY;
}
if (GG.device == GPU_DEVICE_ATI) {
/* ATI 9500 to X2300 cards support NPoT textures poorly
* Incomplete list http://dri.freedesktop.org/wiki/ATIRadeon
* New IDs from MESA's src/gallium/drivers/r300/r300_screen.c
*/
/* This list is close enough to those using the legacy driver which
* has a bug with display lists and glVertexAttrib
*/
if (strstr(renderer, "R3") || strstr(renderer, "RV3") ||
strstr(renderer, "R4") || strstr(renderer, "RV4") ||
strstr(renderer, "RS4") || strstr(renderer, "RC4") ||
strstr(renderer, "R5") || strstr(renderer, "RV5") ||
strstr(renderer, "RS600") || strstr(renderer, "RS690") ||
strstr(renderer, "RS740") || strstr(renderer, "X1") ||
strstr(renderer, "X2") || strstr(renderer, "Radeon 9") ||
strstr(renderer, "RADEON 9"))
{
GG.npotdisabled = 1;
GG.dlistsdisabled = 1;
}
}
/* make sure double side isn't used by default and only getting enabled in places where it's
* really needed to prevent different unexpected behaviors like with intel gme965 card (sergey) */
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
#ifdef _WIN32
GG.os = GPU_OS_WIN;
#elif defined(__APPLE__)
GG.os = GPU_OS_MAC;
#else
GG.os = GPU_OS_UNIX;
#endif
/* df/dy calculation factors, those are dependent on driver */
if ((strstr(vendor, "ATI") && strstr(version, "3.3.10750"))) {
GG.dfdyfactors[0] = 1.0;
GG.dfdyfactors[1] = -1.0;
}
else if (GG.device == GPU_DEVICE_INTEL && GG.os == GPU_OS_WIN &&
(strstr(version, "4.0.0 - Build 10.18.10.3308") ||
strstr(version, "4.0.0 - Build 9.18.10.3186") ||
strstr(version, "4.0.0 - Build 9.18.10.3165") ||
strstr(version, "3.1.0 - Build 9.17.10.3347") ||
strstr(version, "3.1.0 - Build 9.17.10.4101")))
{
GG.dfdyfactors[0] = -1.0;
GG.dfdyfactors[1] = 1.0;
}
else {
GG.dfdyfactors[0] = 1.0;
GG.dfdyfactors[1] = 1.0;
}
GPU_invalid_tex_init();
GPU_simple_shaders_init();
}
void gpu_extensions_exit(void)
{
GPU_simple_shaders_exit();
GPU_invalid_tex_free();
}
bool GPU_glsl_support(void)
{
return !GG.extdisabled && GG.glslsupport;
}
bool GPU_non_power_of_two_support(void)
{
if (GG.npotdisabled)
return false;
return GLEW_ARB_texture_non_power_of_two;
}
bool GPU_vertex_buffer_support(void)
{
return GLEW_ARB_vertex_buffer_object || GLEW_VERSION_1_5;
}
bool GPU_display_list_support(void)
{
return !GG.dlistsdisabled;
}
bool GPU_bicubic_bump_support(void)
{
return GLEW_ARB_texture_query_lod && GLEW_VERSION_3_0;
}
bool GPU_geometry_shader_support(void)
{
return GLEW_EXT_geometry_shader4 || GLEW_VERSION_3_2;
}
bool GPU_instanced_drawing_support(void)
{
return GLEW_ARB_draw_instanced;
}
int GPU_color_depth(void)
{
return GG.colordepth;
}
static void GPU_print_framebuffer_error(GLenum status, char err_out[256])
{
const char *err = "unknown";
switch (status) {
case GL_FRAMEBUFFER_COMPLETE_EXT:
break;
case GL_INVALID_OPERATION:
err = "Invalid operation";
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
err = "Incomplete attachment";
break;
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
err = "Unsupported framebuffer format";
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
err = "Missing attachment";
break;
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
err = "Attached images must have same dimensions";
break;
case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
err = "Attached images must have same format";
break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
err = "Missing draw buffer";
break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
err = "Missing read buffer";
break;
}
if (err_out) {
BLI_snprintf(err_out, 256, "GPUFrameBuffer: framebuffer incomplete error %d '%s'",
(int)status, err);
}
else {
fprintf(stderr, "GPUFrameBuffer: framebuffer incomplete error %d '%s'\n",
(int)status, err);
}
}
/* GPUTexture */
struct GPUTexture {
int w, h; /* width/height */
int number; /* number for multitexture binding */
int refcount; /* reference count */
GLenum target; /* GL_TEXTURE_* */
GLuint bindcode; /* opengl identifier for texture */
int fromblender; /* we got the texture from Blender */
GPUFrameBuffer *fb; /* GPUFramebuffer this texture is attached to */
int fb_attachment; /* slot the texture is attached to */
int depth; /* is a depth texture? if 3D how deep? */
};
static unsigned char *GPU_texture_convert_pixels(int length, const float *fpixels)
{
unsigned char *pixels, *p;
const float *fp = fpixels;
const int len = 4 * length;
int a;
p = pixels = MEM_callocN(sizeof(unsigned char) * len, "GPUTexturePixels");
for (a = 0; a < len; a++, p++, fp++)
*p = FTOCHAR((*fp));
return pixels;
}
static void GPU_glTexSubImageEmpty(GLenum target, GLenum format, int x, int y, int w, int h)
{
void *pixels = MEM_callocN(sizeof(char) * 4 * w * h, "GPUTextureEmptyPixels");
if (target == GL_TEXTURE_1D)
glTexSubImage1D(target, 0, x, w, format, GL_UNSIGNED_BYTE, pixels);
else
glTexSubImage2D(target, 0, x, y, w, h, format, GL_UNSIGNED_BYTE, pixels);
MEM_freeN(pixels);
}
static GPUTexture *GPU_texture_create_nD(
int w, int h, int n, const float *fpixels, int depth, GPUHDRType hdr_type, int components,
char err_out[256])
{
GPUTexture *tex;
GLenum type, format, internalformat;
void *pixels = NULL;
if (depth && !GLEW_ARB_depth_texture)
return NULL;
tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->w = w;
tex->h = h;
tex->number = -1;
tex->refcount = 1;
tex->target = (n == 1)? GL_TEXTURE_1D: GL_TEXTURE_2D;
tex->depth = depth;
tex->fb_attachment = -1;
glGenTextures(1, &tex->bindcode);
if (!tex->bindcode) {
if (err_out) {
BLI_snprintf(err_out, 256, "GPUTexture: texture create failed: %d",
(int)glGetError());
}
else {
fprintf(stderr, "GPUTexture: texture create failed: %d\n",
(int)glGetError());
}
GPU_texture_free(tex);
return NULL;
}
if (!GPU_non_power_of_two_support()) {
tex->w = power_of_2_max_i(tex->w);
tex->h = power_of_2_max_i(tex->h);
}
tex->number = 0;
glBindTexture(tex->target, tex->bindcode);
if (depth) {
type = GL_UNSIGNED_BYTE;
format = GL_DEPTH_COMPONENT;
internalformat = GL_DEPTH_COMPONENT;
}
else {
type = GL_FLOAT;
if (components == 4) {
format = GL_RGBA;
switch (hdr_type) {
case GPU_HDR_NONE:
internalformat = GL_RGBA8;
break;
case GPU_HDR_HALF_FLOAT:
internalformat = GL_RGBA16F;
break;
case GPU_HDR_FULL_FLOAT:
internalformat = GL_RGBA32F;
break;
default:
break;
}
}
else if (components == 2) {
format = GL_RG;
switch (hdr_type) {
case GPU_HDR_NONE:
internalformat = GL_RG8;
break;
case GPU_HDR_HALF_FLOAT:
internalformat = GL_RG16F;
break;
case GPU_HDR_FULL_FLOAT:
internalformat = GL_RG32F;
break;
default:
break;
}
}
if (fpixels && hdr_type == GPU_HDR_NONE) {
type = GL_UNSIGNED_BYTE;
pixels = GPU_texture_convert_pixels(w*h, fpixels);
}
}
if (tex->target == GL_TEXTURE_1D) {
glTexImage1D(tex->target, 0, internalformat, tex->w, 0, format, type, NULL);
if (fpixels) {
glTexSubImage1D(tex->target, 0, 0, w, format, type,
pixels ? pixels : fpixels);
if (tex->w > w)
GPU_glTexSubImageEmpty(tex->target, format, w, 0,
tex->w-w, 1);
}
}
else {
glTexImage2D(tex->target, 0, internalformat, tex->w, tex->h, 0,
format, type, NULL);
if (fpixels) {
glTexSubImage2D(tex->target, 0, 0, 0, w, h,
format, type, pixels ? pixels : fpixels);
if (tex->w > w)
GPU_glTexSubImageEmpty(tex->target, format, w, 0, tex->w-w, tex->h);
if (tex->h > h)
GPU_glTexSubImageEmpty(tex->target, format, 0, h, w, tex->h-h);
}
}
if (pixels)
MEM_freeN(pixels);
if (depth) {
glTexParameteri(tex->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(tex->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(tex->target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE);
glTexParameteri(tex->target, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
glTexParameteri(tex->target, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY);
}
else {
glTexParameteri(tex->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(tex->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
if (tex->target != GL_TEXTURE_1D) {
glTexParameteri(tex->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(tex->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
else
glTexParameteri(tex->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
return tex;
}
GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, const float *fpixels)
{
GPUTexture *tex;
GLenum type, format, internalformat;
void *pixels = NULL;
int r_width;
bool rescale = false;
if (!GLEW_VERSION_1_2)
return NULL;
tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->w = w;
tex->h = h;
tex->depth = depth;
tex->number = -1;
tex->refcount = 1;
tex->target = GL_TEXTURE_3D;
glGenTextures(1, &tex->bindcode);
if (!tex->bindcode) {
fprintf(stderr, "GPUTexture: texture create failed: %d\n",
(int)glGetError());
GPU_texture_free(tex);
return NULL;
}
if (!GPU_non_power_of_two_support()) {
tex->w = power_of_2_max_i(tex->w);
tex->h = power_of_2_max_i(tex->h);
tex->depth = power_of_2_max_i(tex->depth);
}
tex->number = 0;
glBindTexture(tex->target, tex->bindcode);
GPU_ASSERT_NO_GL_ERRORS("3D glBindTexture");
type = GL_FLOAT;
if (channels == 4) {
format = GL_RGBA;
internalformat = GL_RGBA;
}
else {
format = GL_RED;
internalformat = GL_INTENSITY;
}
/* 3D textures are quite heavy, test if it's possible to create them first */
glTexImage3D(GL_PROXY_TEXTURE_3D, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, NULL);
glGetTexLevelParameteriv(GL_PROXY_TEXTURE_3D, 0, GL_TEXTURE_WIDTH, &r_width);
while (r_width == 0) {
rescale = true;
tex->w /= 2;
tex->h /= 2;
tex->depth /= 2;
glTexImage3D(GL_PROXY_TEXTURE_3D, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, NULL);
glGetTexLevelParameteriv(GL_PROXY_TEXTURE_3D, 0, GL_TEXTURE_WIDTH, &r_width);
}
/* really unlikely to happen but keep this just in case */
tex->w = max_ii(tex->w, 1);
tex->h = max_ii(tex->h, 1);
tex->depth = max_ii(tex->depth, 1);
#if 0
if (fpixels)
pixels = GPU_texture_convert_pixels(w*h*depth, fpixels);
#endif
GPU_ASSERT_NO_GL_ERRORS("3D glTexImage3D");
/* hardcore stuff, 3D texture rescaling - warning, this is gonna hurt your performance a lot, but we need it
* for gooseberry */
if (rescale && fpixels) {
unsigned int i, j, k;
unsigned int xf = w / tex->w, yf = h / tex->h, zf = depth / tex->depth;
float *tex3d = MEM_mallocN(channels * sizeof(float)*tex->w*tex->h*tex->depth, "tex3d");
GPU_print_error_debug("You need to scale a 3D texture, feel the pain!");
for (k = 0; k < tex->depth; k++) {
for (j = 0; j < tex->h; j++) {
for (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;
unsigned int offset = k * (tex->w * tex->h) + i * tex->h + j;
unsigned int offset_orig = (zb) * (w * h) + (xb) * h + (yb);
if (channels == 4) {
tex3d[offset * 4] = fpixels[offset_orig * 4];
tex3d[offset * 4 + 1] = fpixels[offset_orig * 4 + 1];
tex3d[offset * 4 + 2] = fpixels[offset_orig * 4 + 2];
tex3d[offset * 4 + 3] = fpixels[offset_orig * 4 + 3];
}
else
tex3d[offset] = fpixels[offset_orig];
}
}
}
glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, tex3d);
MEM_freeN(tex3d);
}
else {
if (fpixels) {
if (!GPU_non_power_of_two_support() && (w != tex->w || h != tex->h || depth != tex->depth)) {
/* clear first to avoid unitialized pixels */
float *zero= MEM_callocN(sizeof(float)*tex->w*tex->h*tex->depth, "zero");
glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, NULL);
glTexSubImage3D(tex->target, 0, 0, 0, 0, tex->w, tex->h, tex->depth, GL_INTENSITY, GL_FLOAT, zero);
glTexSubImage3D(tex->target, 0, 0, 0, 0, w, h, depth, format, type, fpixels);
MEM_freeN(zero);
}
else {
glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, fpixels);
}
GPU_ASSERT_NO_GL_ERRORS("3D glTexSubImage3D");
}
}
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
if (pixels)
MEM_freeN(pixels);
GPU_texture_unbind(tex);
return tex;
}
GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, bool is_data, double time, int mipmap)
{
GPUTexture *tex;
GLint w, h, border, lastbindcode, bindcode;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &lastbindcode);
GPU_update_image_time(ima, time);
/* this binds a texture, so that's why to restore it with lastbindcode */
bindcode = GPU_verify_image(ima, iuser, 0, 0, mipmap, is_data);
if (ima->gputexture) {
ima->gputexture->bindcode = bindcode;
glBindTexture(GL_TEXTURE_2D, lastbindcode);
return ima->gputexture;
}
tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->bindcode = bindcode;
tex->number = -1;
tex->refcount = 1;
tex->target = GL_TEXTURE_2D;
tex->fromblender = 1;
ima->gputexture= tex;
if (!glIsTexture(tex->bindcode)) {
GPU_ASSERT_NO_GL_ERRORS("Blender Texture Not Loaded");
}
else {
glBindTexture(GL_TEXTURE_2D, tex->bindcode);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_BORDER, &border);
tex->w = w - border;
tex->h = h - border;
}
glBindTexture(GL_TEXTURE_2D, lastbindcode);
return tex;
}
GPUTexture *GPU_texture_from_preview(PreviewImage *prv, int mipmap)
{
GPUTexture *tex = prv->gputexture[0];
GLint w, h, lastbindcode;
GLuint bindcode = 0;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &lastbindcode);
if (tex)
bindcode = tex->bindcode;
/* this binds a texture, so that's why to restore it */
if (bindcode == 0) {
GPU_create_gl_tex(&bindcode, prv->rect[0], NULL, prv->w[0], prv->h[0], mipmap, 0, NULL);
}
if (tex) {
tex->bindcode = bindcode;
glBindTexture(GL_TEXTURE_2D, lastbindcode);
return tex;
}
tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->bindcode = bindcode;
tex->number = -1;
tex->refcount = 1;
tex->target = GL_TEXTURE_2D;
prv->gputexture[0] = tex;
if (!glIsTexture(tex->bindcode)) {
GPU_ASSERT_NO_GL_ERRORS("Blender Texture Not Loaded");
}
else {
glBindTexture(GL_TEXTURE_2D, tex->bindcode);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h);
tex->w = w;
tex->h = h;
}
glBindTexture(GL_TEXTURE_2D, lastbindcode);
return tex;
}
GPUTexture *GPU_texture_create_1D(int w, const float *fpixels, char err_out[256])
{
GPUTexture *tex = GPU_texture_create_nD(w, 1, 1, fpixels, 0, GPU_HDR_NONE, 4, err_out);
if (tex)
GPU_texture_unbind(tex);
return tex;
}
GPUTexture *GPU_texture_create_2D(int w, int h, const float *fpixels, GPUHDRType hdr, char err_out[256])
{
GPUTexture *tex = GPU_texture_create_nD(w, h, 2, fpixels, 0, hdr, 4, err_out);
if (tex)
GPU_texture_unbind(tex);
return tex;
}
GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256])
{
GPUTexture *tex = GPU_texture_create_nD(w, h, 2, NULL, 1, GPU_HDR_NONE, 1, err_out);
if (tex)
GPU_texture_unbind(tex);
return tex;
}
/**
* A shadow map for VSM needs two components (depth and depth^2)
*/
GPUTexture *GPU_texture_create_vsm_shadow_map(int size, char err_out[256])
{
GPUTexture *tex = GPU_texture_create_nD(size, size, 2, NULL, 0, GPU_HDR_FULL_FLOAT, 2, err_out);
if (tex) {
/* Now we tweak some of the settings */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GPU_texture_unbind(tex);
}
return tex;
}
GPUTexture *GPU_texture_create_2D_procedural(int w, int h, const float *pixels, bool repeat, char err_out[256])
{
GPUTexture *tex = GPU_texture_create_nD(w, h, 2, pixels, 0, GPU_HDR_HALF_FLOAT, 2, err_out);
if (tex) {
/* Now we tweak some of the settings */
if (repeat) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
GPU_texture_unbind(tex);
}
return tex;
}
GPUTexture *GPU_texture_create_1D_procedural(int w, const float *pixels, char err_out[256])
{
GPUTexture *tex = GPU_texture_create_nD(w, 0, 1, pixels, 0, GPU_HDR_HALF_FLOAT, 2, err_out);
if (tex) {
/* Now we tweak some of the settings */
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
GPU_texture_unbind(tex);
}
return tex;
}
void GPU_invalid_tex_init(void)
{
const float color[4] = {1.0f, 0.0f, 1.0f, 1.0f};
GG.invalid_tex_1D = GPU_texture_create_1D(1, color, NULL);
GG.invalid_tex_2D = GPU_texture_create_2D(1, 1, color, GPU_HDR_NONE, NULL);
GG.invalid_tex_3D = GPU_texture_create_3D(1, 1, 1, 4, color);
}
void GPU_invalid_tex_bind(int mode)
{
switch (mode) {
case GL_TEXTURE_1D:
glBindTexture(GL_TEXTURE_1D, GG.invalid_tex_1D->bindcode);
break;
case GL_TEXTURE_2D:
glBindTexture(GL_TEXTURE_2D, GG.invalid_tex_2D->bindcode);
break;
case GL_TEXTURE_3D:
glBindTexture(GL_TEXTURE_3D, GG.invalid_tex_3D->bindcode);
break;
}
}
void GPU_invalid_tex_free(void)
{
if (GG.invalid_tex_1D)
GPU_texture_free(GG.invalid_tex_1D);
if (GG.invalid_tex_2D)
GPU_texture_free(GG.invalid_tex_2D);
if (GG.invalid_tex_3D)
GPU_texture_free(GG.invalid_tex_3D);
}
void GPU_texture_bind(GPUTexture *tex, int number)
{
GLenum arbnumber;
if (number >= GG.maxtextures) {
fprintf(stderr, "Not enough texture slots.");
return;
}
if ((G.debug & G_DEBUG)) {
if (tex->fb && tex->fb->object == GG.currentfb) {
fprintf(stderr, "Feedback loop warning!: Attempting to bind texture attached to current framebuffer!\n");
}
}
if (number < 0)
return;
GPU_ASSERT_NO_GL_ERRORS("Pre Texture Bind");
arbnumber = (GLenum)((GLuint)GL_TEXTURE0_ARB + number);
if (number != 0) glActiveTextureARB(arbnumber);
if (tex->bindcode != 0) {
glBindTexture(tex->target, tex->bindcode);
}
else
GPU_invalid_tex_bind(tex->target);
glEnable(tex->target);
if (number != 0) glActiveTextureARB(GL_TEXTURE0_ARB);
tex->number = number;
GPU_ASSERT_NO_GL_ERRORS("Post Texture Bind");
}
void GPU_texture_unbind(GPUTexture *tex)
{
GLenum arbnumber;
if (tex->number >= GG.maxtextures) {
fprintf(stderr, "Not enough texture slots.");
return;
}
if (tex->number == -1)
return;
GPU_ASSERT_NO_GL_ERRORS("Pre Texture Unbind");
arbnumber = (GLenum)((GLuint)GL_TEXTURE0_ARB + tex->number);
if (tex->number != 0) glActiveTextureARB(arbnumber);
glBindTexture(tex->target, 0);
glDisable(tex->target);
if (tex->number != 0) glActiveTextureARB(GL_TEXTURE0_ARB);
tex->number = -1;
GPU_ASSERT_NO_GL_ERRORS("Post Texture Unbind");
}
void GPU_texture_filter_mode(GPUTexture *tex, bool compare, bool use_filter)
{
GLenum arbnumber;
if (tex->number >= GG.maxtextures) {
fprintf(stderr, "Not enough texture slots.");
return;
}
if (tex->number == -1)
return;
GPU_ASSERT_NO_GL_ERRORS("Pre Texture Unbind");
arbnumber = (GLenum)((GLuint)GL_TEXTURE0_ARB + tex->number);
if (tex->number != 0) glActiveTextureARB(arbnumber);
if (tex->depth) {
if (compare)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
else
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
}
if (use_filter) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
if (tex->number != 0) glActiveTextureARB(GL_TEXTURE0_ARB);
GPU_ASSERT_NO_GL_ERRORS("Post Texture Unbind");
}
void GPU_texture_free(GPUTexture *tex)
{
tex->refcount--;
if (tex->refcount < 0)
fprintf(stderr, "GPUTexture: negative refcount\n");
if (tex->refcount == 0) {
if (tex->fb)
GPU_framebuffer_texture_detach(tex);
if (tex->bindcode && !tex->fromblender)
glDeleteTextures(1, &tex->bindcode);
MEM_freeN(tex);
}
}
void GPU_texture_ref(GPUTexture *tex)
{
tex->refcount++;
}
int GPU_texture_target(const GPUTexture *tex)
{
return tex->target;
}
int GPU_texture_opengl_width(const GPUTexture *tex)
{
return tex->w;
}
int GPU_texture_opengl_height(const GPUTexture *tex)
{
return tex->h;
}
int GPU_texture_opengl_bindcode(const GPUTexture *tex)
{
return tex->bindcode;
}
GPUFrameBuffer *GPU_texture_framebuffer(GPUTexture *tex)
{
return tex->fb;
}
/* GPUFrameBuffer */
GPUFrameBuffer *GPU_framebuffer_create(void)
{
GPUFrameBuffer *fb;
if (!GLEW_EXT_framebuffer_object)
return NULL;
fb = MEM_callocN(sizeof(GPUFrameBuffer), "GPUFrameBuffer");
glGenFramebuffersEXT(1, &fb->object);
if (!fb->object) {
fprintf(stderr, "GPUFFrameBuffer: framebuffer gen failed. %d\n",
(int)glGetError());
GPU_framebuffer_free(fb);
return NULL;
}
/* make sure no read buffer is enabled, so completeness check will not fail. We set those at binding time */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
glReadBuffer(GL_NONE);
glDrawBuffer(GL_NONE);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
return fb;
}
int GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot, char err_out[256])
{
GLenum attachment;
GLenum error;
if (slot >= GPU_FB_MAX_SLOTS) {
fprintf(stderr, "Attaching to index %d framebuffer slot unsupported in blender use at most %d\n", slot, GPU_FB_MAX_SLOTS);
return 0;
}
if ((G.debug & G_DEBUG)) {
if (tex->number != -1) {
fprintf(stderr, "Feedback loop warning!: Attempting to attach texture to framebuffer while still bound to texture unit for drawing!");
}
}
if (tex->depth)
attachment = GL_DEPTH_ATTACHMENT_EXT;
else
attachment = GL_COLOR_ATTACHMENT0_EXT + slot;
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
GG.currentfb = fb->object;
/* Clean glError buffer. */
while (glGetError() != GL_NO_ERROR) {}
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment,
tex->target, tex->bindcode, 0);
error = glGetError();
if (error == GL_INVALID_OPERATION) {
GPU_framebuffer_restore();
GPU_print_framebuffer_error(error, err_out);
return 0;
}
if (tex->depth)
fb->depthtex = tex;
else
fb->colortex[slot] = tex;
tex->fb= fb;
tex->fb_attachment = slot;
return 1;
}
void GPU_framebuffer_texture_detach(GPUTexture *tex)
{
GLenum attachment;
GPUFrameBuffer *fb;
if (!tex->fb)
return;
fb = tex->fb;
if (GG.currentfb != fb->object) {
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
GG.currentfb = tex->fb->object;
}
if (tex->depth) {
fb->depthtex = NULL;
attachment = GL_DEPTH_ATTACHMENT_EXT;
}
else {
BLI_assert(fb->colortex[tex->fb_attachment] == tex);
fb->colortex[tex->fb_attachment] = NULL;
attachment = GL_COLOR_ATTACHMENT0_EXT + tex->fb_attachment;
}
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment, tex->target, 0, 0);
tex->fb = NULL;
tex->fb_attachment = -1;
}
void GPU_texture_bind_as_framebuffer(GPUTexture *tex)
{
if (!tex->fb) {
fprintf(stderr, "Error, texture not bound to framebuffer!");
return;
}
/* push attributes */
glPushAttrib(GL_ENABLE_BIT | GL_VIEWPORT_BIT);
glDisable(GL_SCISSOR_TEST);
/* bind framebuffer */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, tex->fb->object);
if (tex->depth) {
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
}
else {
/* last bound prevails here, better allow explicit control here too */
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT + tex->fb_attachment);
glReadBuffer(GL_COLOR_ATTACHMENT0_EXT + tex->fb_attachment);
}
/* push matrices and set default viewport and matrix */
glViewport(0, 0, tex->w, tex->h);
GG.currentfb = tex->fb->object;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
}
void GPU_framebuffer_slots_bind(GPUFrameBuffer *fb, int slot)
{
int numslots = 0, i;
GLenum attachments[4];
if (!fb->colortex[slot]) {
fprintf(stderr, "Error, framebuffer slot empty!");
return;
}
for (i = 0; i < 4; i++) {
if (fb->colortex[i]) {
attachments[numslots] = GL_COLOR_ATTACHMENT0_EXT + i;
numslots++;
}
}
/* push attributes */
glPushAttrib(GL_ENABLE_BIT | GL_VIEWPORT_BIT);
glDisable(GL_SCISSOR_TEST);
/* bind framebuffer */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
/* last bound prevails here, better allow explicit control here too */
glDrawBuffers(numslots, attachments);
glReadBuffer(GL_COLOR_ATTACHMENT0_EXT + slot);
/* push matrices and set default viewport and matrix */
glViewport(0, 0, fb->colortex[slot]->w, fb->colortex[slot]->h);
GG.currentfb = fb->object;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
}
void GPU_framebuffer_texture_unbind(GPUFrameBuffer *UNUSED(fb), GPUTexture *UNUSED(tex))
{
/* restore matrix */
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
/* restore attributes */
glPopAttrib();
}
void GPU_framebuffer_bind_no_save(GPUFrameBuffer *fb, int slot)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
/* last bound prevails here, better allow explicit control here too */
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT + slot);
glReadBuffer(GL_COLOR_ATTACHMENT0_EXT + slot);
/* push matrices and set default viewport and matrix */
glViewport(0, 0, fb->colortex[slot]->w, fb->colortex[slot]->h);
GG.currentfb = fb->object;
GG.currentfb = fb->object;
}
bool GPU_framebuffer_check_valid(GPUFrameBuffer *fb, char err_out[256])
{
GLenum status;
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
GG.currentfb = fb->object;
/* Clean glError buffer. */
while (glGetError() != GL_NO_ERROR) {}
status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
GPU_framebuffer_restore();
GPU_print_framebuffer_error(status, err_out);
return false;
}
return true;
}
void GPU_framebuffer_free(GPUFrameBuffer *fb)
{
int i;
if (fb->depthtex)
GPU_framebuffer_texture_detach(fb->depthtex);
for (i = 0; i < GPU_FB_MAX_SLOTS; i++) {
if (fb->colortex[i]) {
GPU_framebuffer_texture_detach(fb->colortex[i]);
}
}
if (fb->object) {
glDeleteFramebuffersEXT(1, &fb->object);
if (GG.currentfb == fb->object) {
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
GG.currentfb = 0;
}
}
MEM_freeN(fb);
}
void GPU_framebuffer_restore(void)
{
if (GG.currentfb != 0) {
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
GG.currentfb = 0;
}
}
void GPU_framebuffer_blur(GPUFrameBuffer *fb, GPUTexture *tex, GPUFrameBuffer *blurfb, GPUTexture *blurtex)
{
const float scaleh[2] = {1.0f / GPU_texture_opengl_width(blurtex), 0.0f};
const float scalev[2] = {0.0f, 1.0f / GPU_texture_opengl_height(tex)};
GPUShader *blur_shader = GPU_shader_get_builtin_shader(GPU_SHADER_SEP_GAUSSIAN_BLUR);
int scale_uniform, texture_source_uniform;
if (!blur_shader)
return;
scale_uniform = GPU_shader_get_uniform(blur_shader, "ScaleU");
texture_source_uniform = GPU_shader_get_uniform(blur_shader, "textureSource");
/* Blurring horizontally */
/* We do the bind ourselves rather than using GPU_framebuffer_texture_bind() to avoid
* pushing unnecessary matrices onto the OpenGL stack. */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, blurfb->object);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
/* avoid warnings from texture binding */
GG.currentfb = blurfb->object;
GPU_shader_bind(blur_shader);
GPU_shader_uniform_vector(blur_shader, scale_uniform, 2, 1, scaleh);
GPU_shader_uniform_texture(blur_shader, texture_source_uniform, tex);
glViewport(0, 0, GPU_texture_opengl_width(blurtex), GPU_texture_opengl_height(blurtex));
/* Peparing to draw quad */
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glDisable(GL_DEPTH_TEST);
GPU_texture_bind(tex, 0);
/* Drawing quad */
glBegin(GL_QUADS);
glTexCoord2d(0, 0); glVertex2f(1, 1);
glTexCoord2d(1, 0); glVertex2f(-1, 1);
glTexCoord2d(1, 1); glVertex2f(-1, -1);
glTexCoord2d(0, 1); glVertex2f(1, -1);
glEnd();
/* Blurring vertically */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
GG.currentfb = fb->object;
glViewport(0, 0, GPU_texture_opengl_width(tex), GPU_texture_opengl_height(tex));
GPU_shader_uniform_vector(blur_shader, scale_uniform, 2, 1, scalev);
GPU_shader_uniform_texture(blur_shader, texture_source_uniform, blurtex);
GPU_texture_bind(blurtex, 0);
glBegin(GL_QUADS);
glTexCoord2d(0, 0); glVertex2f(1, 1);
glTexCoord2d(1, 0); glVertex2f(-1, 1);
glTexCoord2d(1, 1); glVertex2f(-1, -1);
glTexCoord2d(0, 1); glVertex2f(1, -1);
glEnd();
GPU_shader_unbind();
}
/* GPUOffScreen */
struct GPUOffScreen {
GPUFrameBuffer *fb;
GPUTexture *color;
GPUTexture *depth;
};
GPUOffScreen *GPU_offscreen_create(int width, int height, char err_out[256])
{
GPUOffScreen *ofs;
ofs = MEM_callocN(sizeof(GPUOffScreen), "GPUOffScreen");
ofs->fb = GPU_framebuffer_create();
if (!ofs->fb) {
GPU_offscreen_free(ofs);
return NULL;
}
ofs->depth = GPU_texture_create_depth(width, height, err_out);
if (!ofs->depth) {
GPU_offscreen_free(ofs);
return NULL;
}
if (!GPU_framebuffer_texture_attach(ofs->fb, ofs->depth, 0, err_out)) {
GPU_offscreen_free(ofs);
return NULL;
}
ofs->color = GPU_texture_create_2D(width, height, NULL, GPU_HDR_NONE, err_out);
if (!ofs->color) {
GPU_offscreen_free(ofs);
return NULL;
}
if (!GPU_framebuffer_texture_attach(ofs->fb, ofs->color, 0, err_out)) {
GPU_offscreen_free(ofs);
return NULL;
}
/* check validity at the very end! */
if (!GPU_framebuffer_check_valid(ofs->fb, err_out)) {
GPU_offscreen_free(ofs);
return NULL;
}
GPU_framebuffer_restore();
return ofs;
}
void GPU_offscreen_free(GPUOffScreen *ofs)
{
if (ofs->fb)
GPU_framebuffer_free(ofs->fb);
if (ofs->color)
GPU_texture_free(ofs->color);
if (ofs->depth)
GPU_texture_free(ofs->depth);
MEM_freeN(ofs);
}
void GPU_offscreen_bind(GPUOffScreen *ofs, bool save)
{
glDisable(GL_SCISSOR_TEST);
if (save)
GPU_texture_bind_as_framebuffer(ofs->color);
else {
GPU_framebuffer_bind_no_save(ofs->fb, 0);
}
}
void GPU_offscreen_unbind(GPUOffScreen *ofs, bool restore)
{
if (restore)
GPU_framebuffer_texture_unbind(ofs->fb, ofs->color);
GPU_framebuffer_restore();
glEnable(GL_SCISSOR_TEST);
}
void GPU_offscreen_read_pixels(GPUOffScreen *ofs, int type, void *pixels)
{
glReadPixels(0, 0, ofs->color->w, ofs->color->h, GL_RGBA, type, pixels);
}
int GPU_offscreen_width(const GPUOffScreen *ofs)
{
return ofs->color->w;
}
int GPU_offscreen_height(const GPUOffScreen *ofs)
{
return ofs->color->h;
}
/* GPUShader */
struct GPUShader {
GLhandleARB object; /* handle for full shader */
GLhandleARB vertex; /* handle for vertex shader */
GLhandleARB fragment; /* handle for fragment shader */
GLhandleARB geometry; /* handle for geometry shader */
GLhandleARB lib; /* handle for libment shader */
int totattrib; /* total number of attributes */
int uniforms; /* required uniforms */
};
struct GPUProgram {
GPUProgramType type;
GLuint prog;
};
static void shader_print_errors(const char *task, const char *log, const char **code, int totcode)
{
int i;
int line = 1;
fprintf(stderr, "GPUShader: %s error:\n", task);
for (i = 0; i < totcode; i++) {
const char *c, *pos, *end = code[i] + strlen(code[i]);
if ((G.debug & G_DEBUG)) {
fprintf(stderr, "===== shader string %d ====\n", i + 1);
c = code[i];
while ((c < end) && (pos = strchr(c, '\n'))) {
fprintf(stderr, "%2d ", line);
fwrite(c, (pos + 1) - c, 1, stderr);
c = pos + 1;
line++;
}
fprintf(stderr, "%s", c);
}
}
fprintf(stderr, "%s\n", log);
}
static const char *gpu_shader_version(bool use_opensubdiv)
{
#ifdef WITH_OPENSUBDIV
if (use_opensubdiv) {
return "#version 130\n";
}
#else
UNUSED_VARS(use_opensubdiv);
#endif
/* turn on glsl 1.30 for bicubic bump mapping and ATI clipping support */
if (GLEW_VERSION_3_0 &&
(GPU_bicubic_bump_support() || GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)))
{
return "#version 130\n";
}
return "";
}
static void gpu_shader_standard_extensions(char defines[MAX_EXT_DEFINE_LENGTH])
{
#ifdef WITH_OPENSUBDIV
strcat(defines, "#extension GL_ARB_texture_query_lod: enable\n"
"#extension GL_ARB_gpu_shader5 : enable\n"
"#extension GL_ARB_explicit_attrib_location : require\n");
#else
/* need this extension for high quality bump mapping */
if (GPU_bicubic_bump_support())
strcat(defines, "#extension GL_ARB_texture_query_lod: enable\n");
#endif
if (GPU_geometry_shader_support())
strcat(defines, "#extension GL_EXT_geometry_shader4: enable\n");
if (GPU_instanced_drawing_support()) {
strcat(defines, "#extension GL_EXT_gpu_shader4: enable\n");
strcat(defines, "#extension GL_ARB_draw_instanced: enable\n");
}
}
static void gpu_shader_standard_defines(bool use_opensubdiv,
char defines[MAX_DEFINE_LENGTH])
{
/* some useful defines to detect GPU type */
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)) {
strcat(defines, "#define GPU_ATI\n");
if (GLEW_VERSION_3_0)
strcat(defines, "#define CLIP_WORKAROUND\n");
}
else if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY))
strcat(defines, "#define GPU_NVIDIA\n");
else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY))
strcat(defines, "#define GPU_INTEL\n");
if (GPU_bicubic_bump_support())
strcat(defines, "#define BUMP_BICUBIC\n");
#ifdef WITH_OPENSUBDIV
/* TODO(sergey): Check whether we actually compiling shader for
* the OpenSubdiv mesh.
*/
if (use_opensubdiv) {
strcat(defines, "#define USE_OPENSUBDIV\n");
/* TODO(sergey): not strictly speaking a define, but this is
* a global typedef which we don't have better place to define
* in yet.
*/
strcat(defines, "struct VertexData {\n"
" vec4 position;\n"
" vec3 normal;\n"
" vec2 uv;"
"};\n");
}
#else
UNUSED_VARS(use_opensubdiv);
#endif
return;
}
void GPU_program_bind(GPUProgram *program)
{
glEnable(program->type);
glBindProgramARB(program->type, program->prog);
}
void GPU_program_unbind(GPUProgram *program)
{
glDisable(program->type);
glBindProgramARB(program->type, 0);
}
GPUProgram *GPU_program_shader_create(GPUProgramType type, const char *code)
{
GPUProgram *program;
GLint error_pos, is_native;
if (!(GLEW_ARB_fragment_program && type == GPU_PROGRAM_TYPE_FRAGMENT))
return NULL;
program = MEM_callocN(sizeof(GPUProgram), "GPUProgram");
switch (type) {
case GPU_PROGRAM_TYPE_FRAGMENT:
program->type = GL_FRAGMENT_PROGRAM_ARB;
break;
}
/* create the object and set its code string */
glGenProgramsARB(1, &program->prog);
glBindProgramARB(program->type, program->prog);
glProgramStringARB(program->type, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(code), code);
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &error_pos);
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &is_native);
if ((error_pos == -1) && (is_native == 1)) {
return program;
}
else {
/* glGetError is set before that, clear it */
while (glGetError() != GL_NO_ERROR)
;
shader_print_errors("compile", (const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB), &code, 1);
MEM_freeN(program);
}
return NULL;
}
void GPU_program_free(GPUProgram *program)
{
glDeleteProgramsARB(1, &program->prog);
MEM_freeN(program);
}
void GPU_program_parameter_4f(GPUProgram *program, unsigned int location, float x, float y, float z, float w)
{
glProgramLocalParameter4fARB(program->type, location, x, y, z, w);
}
GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, const char *geocode, const char *libcode, const char *defines, int input, int output, int number)
{
#ifdef WITH_OPENSUBDIV
/* TODO(sergey): used to add #version 150 to the geometry shader.
* Could safely be renamed to "use_geometry_code" since it's evry much
* liely any of geometry code will want to use GLSL 1.5.
*/
bool use_opensubdiv = geocode != NULL;
#else
bool use_opensubdiv = false;
#endif
GLint status;
GLcharARB log[5000];
GLsizei length = 0;
GPUShader *shader;
char standard_defines[MAX_DEFINE_LENGTH] = "";
char standard_extensions[MAX_EXT_DEFINE_LENGTH] = "";
if (!GLEW_ARB_vertex_shader || !GLEW_ARB_fragment_shader || (geocode && !GPU_geometry_shader_support()))
return NULL;
shader = MEM_callocN(sizeof(GPUShader), "GPUShader");
if (vertexcode)
shader->vertex = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
if (fragcode)
shader->fragment = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
if (geocode)
shader->geometry = glCreateShaderObjectARB(GL_GEOMETRY_SHADER_EXT);
shader->object = glCreateProgramObjectARB();
if (!shader->object ||
(vertexcode && !shader->vertex) ||
(fragcode && !shader->fragment) ||
(geocode && !shader->geometry))
{
fprintf(stderr, "GPUShader, object creation failed.\n");
GPU_shader_free(shader);
return NULL;
}
gpu_shader_standard_defines(use_opensubdiv, standard_defines);
gpu_shader_standard_extensions(standard_extensions);
if (vertexcode) {
const char *source[5];
/* custom limit, may be too small, beware */
int num_source = 0;
source[num_source++] = gpu_shader_version(use_opensubdiv);
source[num_source++] = standard_extensions;
source[num_source++] = standard_defines;
if (defines) source[num_source++] = defines;
source[num_source++] = vertexcode;
glAttachObjectARB(shader->object, shader->vertex);
glShaderSourceARB(shader->vertex, num_source, source, NULL);
glCompileShaderARB(shader->vertex);
glGetObjectParameterivARB(shader->vertex, GL_OBJECT_COMPILE_STATUS_ARB, &status);
if (!status) {
glGetInfoLogARB(shader->vertex, sizeof(log), &length, log);
shader_print_errors("compile", log, source, num_source);
GPU_shader_free(shader);
return NULL;
}
}
if (fragcode) {
const char *source[7];
int num_source = 0;
source[num_source++] = gpu_shader_version(use_opensubdiv);
source[num_source++] = standard_extensions;
source[num_source++] = standard_defines;
#ifdef WITH_OPENSUBDIV
/* TODO(sergey): Move to fragment shader source code generation. */
if (use_opensubdiv) {
source[num_source++] =
"#ifdef USE_OPENSUBDIV\n"
"in block {\n"
" VertexData v;\n"
"} inpt;\n"
"#endif\n";
}
#endif
if (defines) source[num_source++] = defines;
if (libcode) source[num_source++] = libcode;
source[num_source++] = fragcode;
glAttachObjectARB(shader->object, shader->fragment);
glShaderSourceARB(shader->fragment, num_source, source, NULL);
glCompileShaderARB(shader->fragment);
glGetObjectParameterivARB(shader->fragment, GL_OBJECT_COMPILE_STATUS_ARB, &status);
if (!status) {
glGetInfoLogARB(shader->fragment, sizeof(log), &length, log);
shader_print_errors("compile", log, source, num_source);
GPU_shader_free(shader);
return NULL;
}
}
if (geocode) {
const char *source[6];
int num_source = 0;
source[num_source++] = gpu_shader_version(use_opensubdiv);
source[num_source++] = standard_extensions;
source[num_source++] = standard_defines;
if (defines) source[num_source++] = defines;
source[num_source++] = geocode;
glAttachObjectARB(shader->object, shader->geometry);
glShaderSourceARB(shader->geometry, num_source, source, NULL);
glCompileShaderARB(shader->geometry);
glGetObjectParameterivARB(shader->geometry, GL_OBJECT_COMPILE_STATUS_ARB, &status);
if (!status) {
glGetInfoLogARB(shader->geometry, sizeof(log), &length, log);
shader_print_errors("compile", log, source, num_source);
GPU_shader_free(shader);
return NULL;
}
if (!use_opensubdiv) {
GPU_shader_geometry_stage_primitive_io(shader, input, output, number);
}
}
#if 0
if (lib && lib->lib)
glAttachObjectARB(shader->object, lib->lib);
#endif
#ifdef WITH_OPENSUBDIV
if (use_opensubdiv) {
glBindAttribLocation(shader->object, 0, "position");
glBindAttribLocation(shader->object, 1, "normal");
GPU_shader_geometry_stage_primitive_io(shader,
GL_LINES_ADJACENCY_EXT,
GL_TRIANGLE_STRIP,
4);
}
#endif
glLinkProgramARB(shader->object);
glGetObjectParameterivARB(shader->object, GL_OBJECT_LINK_STATUS_ARB, &status);
if (!status) {
glGetInfoLogARB(shader->object, sizeof(log), &length, log);
if (fragcode) shader_print_errors("linking", log, &fragcode, 1);
else if (vertexcode) shader_print_errors("linking", log, &vertexcode, 1);
else if (libcode) shader_print_errors("linking", log, &libcode, 1);
else if (geocode) shader_print_errors("linking", log, &geocode, 1);
GPU_shader_free(shader);
return NULL;
}
#ifdef WITH_OPENSUBDIV
/* TODO(sergey): Find a better place for this. */
if (use_opensubdiv && GLEW_VERSION_4_1) {
glProgramUniform1i(shader->object,
glGetUniformLocation(shader->object, "FVarDataBuffer"),
31); /* GL_TEXTURE31 */
}
#endif
return shader;
}
#if 0
GPUShader *GPU_shader_create_lib(const char *code)
{
GLint status;
GLcharARB log[5000];
GLsizei length = 0;
GPUShader *shader;
if (!GLEW_ARB_vertex_shader || !GLEW_ARB_fragment_shader)
return NULL;
shader = MEM_callocN(sizeof(GPUShader), "GPUShader");
shader->lib = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
if (!shader->lib) {
fprintf(stderr, "GPUShader, object creation failed.\n");
GPU_shader_free(shader);
return NULL;
}
glShaderSourceARB(shader->lib, 1, (const char**)&code, NULL);
glCompileShaderARB(shader->lib);
glGetObjectParameterivARB(shader->lib, GL_OBJECT_COMPILE_STATUS_ARB, &status);
if (!status) {
glGetInfoLogARB(shader->lib, sizeof(log), &length, log);
shader_print_errors("compile", log, code);
GPU_shader_free(shader);
return NULL;
}
return shader;
}
#endif
void GPU_shader_bind(GPUShader *shader)
{
GPU_ASSERT_NO_GL_ERRORS("Pre Shader Bind");
glUseProgramObjectARB(shader->object);
GPU_ASSERT_NO_GL_ERRORS("Post Shader Bind");
}
void GPU_shader_unbind(void)
{
GPU_ASSERT_NO_GL_ERRORS("Pre Shader Unbind");
glUseProgramObjectARB(0);
GPU_ASSERT_NO_GL_ERRORS("Post Shader Unbind");
}
void GPU_shader_free(GPUShader *shader)
{
if (shader->lib)
glDeleteObjectARB(shader->lib);
if (shader->vertex)
glDeleteObjectARB(shader->vertex);
if (shader->fragment)
glDeleteObjectARB(shader->fragment);
if (shader->object)
glDeleteObjectARB(shader->object);
MEM_freeN(shader);
}
int GPU_shader_get_uniform(GPUShader *shader, const char *name)
{
return glGetUniformLocationARB(shader->object, name);
}
void GPU_shader_uniform_vector(GPUShader *UNUSED(shader), int location, int length, int arraysize, const float *value)
{
if (location == -1)
return;
GPU_ASSERT_NO_GL_ERRORS("Pre Uniform Vector");
if (length == 1) glUniform1fvARB(location, arraysize, value);
else if (length == 2) glUniform2fvARB(location, arraysize, value);
else if (length == 3) glUniform3fvARB(location, arraysize, value);
else if (length == 4) glUniform4fvARB(location, arraysize, value);
else if (length == 9) glUniformMatrix3fvARB(location, arraysize, 0, value);
else if (length == 16) glUniformMatrix4fvARB(location, arraysize, 0, value);
GPU_ASSERT_NO_GL_ERRORS("Post Uniform Vector");
}
void GPU_shader_uniform_vector_int(GPUShader *UNUSED(shader), int location, int length, int arraysize, const int *value)
{
if (location == -1)
return;
GPU_ASSERT_NO_GL_ERRORS("Pre Uniform Vector");
if (length == 1) glUniform1ivARB(location, arraysize, value);
else if (length == 2) glUniform2ivARB(location, arraysize, value);
else if (length == 3) glUniform3ivARB(location, arraysize, value);
else if (length == 4) glUniform4ivARB(location, arraysize, value);
GPU_ASSERT_NO_GL_ERRORS("Post Uniform Vector");
}
void GPU_shader_uniform_int(GPUShader *UNUSED(shader), int location, int value)
{
if (location == -1)
return;
GPU_CHECK_ERRORS_AROUND(glUniform1iARB(location, value));
}
void GPU_shader_geometry_stage_primitive_io(GPUShader *shader, int input, int output, int number)
{
glProgramParameteriEXT(shader->object, GL_GEOMETRY_INPUT_TYPE_EXT, input);
glProgramParameteriEXT(shader->object, GL_GEOMETRY_OUTPUT_TYPE_EXT, output);
glProgramParameteriEXT(shader->object, GL_GEOMETRY_VERTICES_OUT_EXT, number);
}
void GPU_shader_uniform_texture(GPUShader *UNUSED(shader), int location, GPUTexture *tex)
{
GLenum arbnumber;
if (tex->number >= GG.maxtextures) {
fprintf(stderr, "Not enough texture slots.");
return;
}
if (tex->number == -1)
return;
if (location == -1)
return;
GPU_ASSERT_NO_GL_ERRORS("Pre Uniform Texture");
arbnumber = (GLenum)((GLuint)GL_TEXTURE0_ARB + tex->number);
if (tex->number != 0) glActiveTextureARB(arbnumber);
if (tex->bindcode != 0)
glBindTexture(tex->target, tex->bindcode);
else
GPU_invalid_tex_bind(tex->target);
glUniform1iARB(location, tex->number);
glEnable(tex->target);
if (tex->number != 0) glActiveTextureARB(GL_TEXTURE0_ARB);
GPU_ASSERT_NO_GL_ERRORS("Post Uniform Texture");
}
int GPU_shader_get_attribute(GPUShader *shader, const char *name)
{
int index;
GPU_CHECK_ERRORS_AROUND(index = glGetAttribLocationARB(shader->object, name));
return index;
}
GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
{
GPUShader *retval = NULL;
switch (shader) {
case GPU_SHADER_VSM_STORE:
if (!GG.shaders.vsm_store)
GG.shaders.vsm_store = GPU_shader_create(datatoc_gpu_shader_vsm_store_vert_glsl, datatoc_gpu_shader_vsm_store_frag_glsl, NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.vsm_store;
break;
case GPU_SHADER_SEP_GAUSSIAN_BLUR:
if (!GG.shaders.sep_gaussian_blur)
GG.shaders.sep_gaussian_blur = GPU_shader_create(datatoc_gpu_shader_sep_gaussian_blur_vert_glsl, datatoc_gpu_shader_sep_gaussian_blur_frag_glsl, NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.sep_gaussian_blur;
break;
}
if (retval == NULL)
printf("Unable to create a GPUShader for builtin shader: %u\n", shader);
return retval;
}
GPUProgram *GPU_shader_get_builtin_program(GPUBuiltinProgram program)
{
GPUProgram *retval = NULL;
switch (program) {
case GPU_PROGRAM_SMOKE:
if (!GG.shaders.smoke)
GG.shaders.smoke = GPU_program_shader_create(GPU_PROGRAM_TYPE_FRAGMENT, datatoc_gpu_program_smoke_frag_glsl);
retval = GG.shaders.smoke;
break;
case GPU_PROGRAM_SMOKE_COLORED:
if (!GG.shaders.smoke_colored)
GG.shaders.smoke_colored = GPU_program_shader_create(GPU_PROGRAM_TYPE_FRAGMENT, datatoc_gpu_program_smoke_color_frag_glsl);
retval = GG.shaders.smoke_colored;
break;
}
if (retval == NULL)
printf("Unable to create a GPUProgram for builtin program: %u\n", program);
return retval;
}
#define MAX_DEFINES 100
GPUShader *GPU_shader_get_builtin_fx_shader(int effects, bool persp)
{
int offset;
char defines[MAX_DEFINES] = "";
/* avoid shaders out of range */
if (effects >= MAX_FX_SHADERS)
return NULL;
offset = 2 * effects;
if (persp) {
offset += 1;
strcat(defines, "#define PERSP_MATRIX\n");
}
if (!GG.shaders.fx_shaders[offset]) {
GPUShader *shader;
switch (effects) {
case GPU_SHADER_FX_SSAO:
GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_vert_glsl, datatoc_gpu_shader_fx_ssao_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
break;
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_ONE:
strcat(defines, "#define FIRST_PASS\n");
GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
break;
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_TWO:
strcat(defines, "#define SECOND_PASS\n");
GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
break;
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_THREE:
strcat(defines, "#define THIRD_PASS\n");
GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
break;
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FOUR:
strcat(defines, "#define FOURTH_PASS\n");
GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
break;
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FIVE:
strcat(defines, "#define FIFTH_PASS\n");
GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
break;
case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_ONE:
strcat(defines, "#define FIRST_PASS\n");
GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
break;
case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_TWO:
strcat(defines, "#define SECOND_PASS\n");
shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, datatoc_gpu_shader_fx_dof_hq_geo_glsl, datatoc_gpu_shader_fx_lib_glsl,
defines, GL_POINTS, GL_TRIANGLE_STRIP, 4);
GG.shaders.fx_shaders[offset] = shader;
break;
case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_THREE:
strcat(defines, "#define THIRD_PASS\n");
GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
break;
case GPU_SHADER_FX_DEPTH_RESOLVE:
GG.shaders.fx_shaders[offset] = GPU_shader_create(datatoc_gpu_shader_fx_vert_glsl, datatoc_gpu_shader_fx_depth_resolve_glsl, NULL, NULL, defines, 0, 0, 0);
}
}
return GG.shaders.fx_shaders[offset];
}
void GPU_shader_free_builtin_shaders(void)
{
int i;
if (GG.shaders.vsm_store) {
GPU_shader_free(GG.shaders.vsm_store);
GG.shaders.vsm_store = NULL;
}
if (GG.shaders.sep_gaussian_blur) {
GPU_shader_free(GG.shaders.sep_gaussian_blur);
GG.shaders.sep_gaussian_blur = NULL;
}
if (GG.shaders.smoke) {
GPU_program_free(GG.shaders.smoke);
GG.shaders.smoke = NULL;
}
if (GG.shaders.smoke_colored) {
GPU_program_free(GG.shaders.smoke_colored);
GG.shaders.smoke_colored = NULL;
}
for (i = 0; i < 2 * MAX_FX_SHADERS; i++) {
if (GG.shaders.fx_shaders[i]) {
GPU_shader_free(GG.shaders.fx_shaders[i]);
GG.shaders.fx_shaders[i] = NULL;
}
}
}
bool GPU_mem_stats_supported(void)
{
return (GLEW_NVX_gpu_memory_info || (GLEW_ATI_meminfo)) && (G.debug & G_DEBUG_GPU_MEM);
}
void GPU_mem_stats_get(int *totalmem, int *freemem)
{
if (GLEW_NVX_gpu_memory_info) {
/* returned value in Kb */
glGetIntegerv(GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX, totalmem);
glGetIntegerv(GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX, freemem);
}
else if (GLEW_ATI_meminfo) {
int stats[4];
glGetIntegerv(GL_TEXTURE_FREE_MEMORY_ATI, stats);
*freemem = stats[0];
*totalmem = 0;
}
else {
*totalmem = 0;
*freemem = 0;
}
}
#if 0 /* unused */
/* GPUPixelBuffer */
typedef struct GPUPixelBuffer {
GLuint bindcode[2];
GLuint current;
int datasize;
int numbuffers;
int halffloat;
} GPUPixelBuffer;
void GPU_pixelbuffer_free(GPUPixelBuffer *pb)
{
if (pb->bindcode[0])
glDeleteBuffersARB(pb->numbuffers, pb->bindcode);
MEM_freeN(pb);
}
GPUPixelBuffer *gpu_pixelbuffer_create(int x, int y, int halffloat, int numbuffers)
{
GPUPixelBuffer *pb;
if (!GLEW_ARB_multitexture || !GLEW_EXT_pixel_buffer_object)
return NULL;
pb = MEM_callocN(sizeof(GPUPixelBuffer), "GPUPBO");
pb->datasize = x * y * 4 * (halffloat ? 16 : 8);
pb->numbuffers = numbuffers;
pb->halffloat = halffloat;
glGenBuffersARB(pb->numbuffers, pb->bindcode);
if (!pb->bindcode[0]) {
fprintf(stderr, "GPUPixelBuffer allocation failed\n");
GPU_pixelbuffer_free(pb);
return NULL;
}
return pb;
}
void GPU_pixelbuffer_texture(GPUTexture *tex, GPUPixelBuffer *pb)
{
void *pixels;
int i;
glBindTexture(GL_TEXTURE_RECTANGLE_EXT, tex->bindcode);
for (i = 0; i < pb->numbuffers; i++) {
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, pb->bindcode[pb->current]);
glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_EXT, pb->datasize, NULL,
GL_STREAM_DRAW_ARB);
pixels = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, GL_WRITE_ONLY);
# if 0
memcpy(pixels, _oImage.data(), pb->datasize);
# endif
if (!glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT)) {
fprintf(stderr, "Could not unmap OpenGL PBO\n");
break;
}
}
glBindTexture(GL_TEXTURE_RECTANGLE_EXT, 0);
}
static int pixelbuffer_map_into_gpu(GLuint bindcode)
{
void *pixels;
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, bindcode);
pixels = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, GL_WRITE_ONLY);
/* do stuff in pixels */
if (!glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT)) {
fprintf(stderr, "Could not unmap OpenGL PBO\n");
return 0;
}
return 1;
}
static void pixelbuffer_copy_to_texture(GPUTexture *tex, GPUPixelBuffer *pb, GLuint bindcode)
{
GLenum type = (pb->halffloat)? GL_HALF_FLOAT_NV: GL_UNSIGNED_BYTE;
glBindTexture(GL_TEXTURE_RECTANGLE_EXT, tex->bindcode);
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, bindcode);
glTexSubImage2D(GL_TEXTURE_RECTANGLE_EXT, 0, 0, 0, tex->w, tex->h, GL_RGBA, type, NULL);
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, 0);
glBindTexture(GL_TEXTURE_RECTANGLE_EXT, 0);
}
void GPU_pixelbuffer_async_to_gpu(GPUTexture *tex, GPUPixelBuffer *pb)
{
int newbuffer;
if (pb->numbuffers == 1) {
pixelbuffer_copy_to_texture(tex, pb, pb->bindcode[0]);
pixelbuffer_map_into_gpu(pb->bindcode[0]);
}
else {
pb->current = (pb->current + 1) % pb->numbuffers;
newbuffer = (pb->current + 1) % pb->numbuffers;
pixelbuffer_map_into_gpu(pb->bindcode[newbuffer]);
pixelbuffer_copy_to_texture(tex, pb, pb->bindcode[pb->current]);
}
}
#endif /* unused */