When FBO failed in a particular way it could cause the opengl draw buffer to be set wrong, effectively disabling all opengl drawing. The FBO error was caused by cycles GLSL materials with no nodes that would still use blender internal materials, which caused issues with lamp shadow buffers FBO. This also fixes a GLSL refresh issue when switching render engines.
1436 lines
35 KiB
C
1436 lines
35 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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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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* The Original Code is: all of this file.
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*
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* Contributor(s): Brecht Van Lommel.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/gpu/intern/gpu_extensions.c
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* \ingroup gpu
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*/
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#include "GL/glew.h"
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#include "DNA_image_types.h"
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#include "MEM_guardedalloc.h"
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#include "BKE_global.h"
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#include "BLI_blenlib.h"
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#include "BLI_utildefines.h"
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#include "BLI_math_base.h"
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#include "GPU_draw.h"
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#include "GPU_extensions.h"
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#include "gpu_codegen.h"
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#ifdef WIN32
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# include "BLI_winstuff.h"
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#endif
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/* Extensions support */
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/* extensions used:
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* - texture border clamp: 1.3 core
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* - fragment shader: 2.0 core
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* - framebuffer object: ext specification
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* - multitexture 1.3 core
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* - arb non power of two: 2.0 core
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* - pixel buffer objects? 2.1 core
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* - arb draw buffers? 2.0 core
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*/
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/* Non-generated shaders */
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extern char datatoc_gpu_shader_vsm_store_vert_glsl[];
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extern char datatoc_gpu_shader_vsm_store_frag_glsl[];
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extern char datatoc_gpu_shader_sep_gaussian_blur_vert_glsl[];
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extern char datatoc_gpu_shader_sep_gaussian_blur_frag_glsl[];
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typedef struct GPUShaders {
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GPUShader *vsm_store;
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GPUShader *sep_gaussian_blur;
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} GPUShaders;
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static struct GPUGlobal {
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GLint maxtextures;
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GLuint currentfb;
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int glslsupport;
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int extdisabled;
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int colordepth;
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int npotdisabled; /* ATI 3xx-5xx (and more) chipsets support NPoT partially (== not enough) */
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GPUDeviceType device;
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GPUOSType os;
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GPUDriverType driver;
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GPUShaders shaders;
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} GG = {1, 0};
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/* GPU Types */
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int GPU_type_matches(GPUDeviceType device, GPUOSType os, GPUDriverType driver)
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{
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return (GG.device & device) && (GG.os & os) && (GG.driver & driver);
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}
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/* GPU Extensions */
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static int gpu_extensions_init = 0;
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void GPU_extensions_disable(void)
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{
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GG.extdisabled = 1;
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}
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void GPU_extensions_init(void)
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{
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GLint r, g, b;
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const char *vendor, *renderer;
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/* can't avoid calling this multiple times, see wm_window_add_ghostwindow */
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if (gpu_extensions_init) return;
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gpu_extensions_init= 1;
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glewInit();
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GPU_codegen_init();
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/* glewIsSupported("GL_VERSION_2_0") */
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if (GLEW_ARB_multitexture)
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glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &GG.maxtextures);
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GG.glslsupport = 1;
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if (!GLEW_ARB_multitexture) GG.glslsupport = 0;
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if (!GLEW_ARB_vertex_shader) GG.glslsupport = 0;
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if (!GLEW_ARB_fragment_shader) GG.glslsupport = 0;
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glGetIntegerv(GL_RED_BITS, &r);
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glGetIntegerv(GL_GREEN_BITS, &g);
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glGetIntegerv(GL_BLUE_BITS, &b);
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GG.colordepth = r+g+b; /* assumes same depth for RGB */
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vendor = (const char*)glGetString(GL_VENDOR);
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renderer = (const char*)glGetString(GL_RENDERER);
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if (strstr(vendor, "ATI")) {
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GG.device = GPU_DEVICE_ATI;
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GG.driver = GPU_DRIVER_OFFICIAL;
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}
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else if (strstr(vendor, "NVIDIA")) {
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GG.device = GPU_DEVICE_NVIDIA;
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GG.driver = GPU_DRIVER_OFFICIAL;
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}
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else if (strstr(vendor, "Intel") ||
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/* src/mesa/drivers/dri/intel/intel_context.c */
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strstr(renderer, "Mesa DRI Intel") ||
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strstr(renderer, "Mesa DRI Mobile Intel")) {
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GG.device = GPU_DEVICE_INTEL;
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GG.driver = GPU_DRIVER_OFFICIAL;
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}
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else if (strstr(renderer, "Mesa DRI R") || (strstr(renderer, "Gallium ") && strstr(renderer, " on ATI "))) {
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GG.device = GPU_DEVICE_ATI;
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GG.driver = GPU_DRIVER_OPENSOURCE;
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}
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else if (strstr(renderer, "Nouveau") || strstr(vendor, "nouveau")) {
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GG.device = GPU_DEVICE_NVIDIA;
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GG.driver = GPU_DRIVER_OPENSOURCE;
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}
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else if (strstr(vendor, "Mesa")) {
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GG.device = GPU_DEVICE_SOFTWARE;
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GG.driver = GPU_DRIVER_SOFTWARE;
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}
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else if (strstr(vendor, "Microsoft")) {
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GG.device = GPU_DEVICE_SOFTWARE;
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GG.driver = GPU_DRIVER_SOFTWARE;
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}
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else if (strstr(renderer, "Apple Software Renderer")) {
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GG.device = GPU_DEVICE_SOFTWARE;
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GG.driver = GPU_DRIVER_SOFTWARE;
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}
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else {
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GG.device = GPU_DEVICE_ANY;
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GG.driver = GPU_DRIVER_ANY;
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}
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if (GG.device == GPU_DEVICE_ATI) {
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/* ATI 9500 to X2300 cards support NPoT textures poorly
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* Incomplete list http://dri.freedesktop.org/wiki/ATIRadeon
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* New IDs from MESA's src/gallium/drivers/r300/r300_screen.c
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*/
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if (strstr(renderer, "R3") || strstr(renderer, "RV3") ||
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strstr(renderer, "R4") || strstr(renderer, "RV4") ||
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strstr(renderer, "RS4") || strstr(renderer, "RC4") ||
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strstr(renderer, "R5") || strstr(renderer, "RV5") ||
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strstr(renderer, "RS600") || strstr(renderer, "RS690") ||
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strstr(renderer, "RS740") || strstr(renderer, "X1") ||
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strstr(renderer, "X2") || strstr(renderer, "Radeon 9") ||
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strstr(renderer, "RADEON 9"))
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{
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GG.npotdisabled = 1;
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}
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}
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/* make sure double side isn't used by default and only getting enabled in places where it's
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* really needed to prevent different unexpected behaviors like with intel gme965 card (sergey) */
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glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
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#ifdef _WIN32
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GG.os = GPU_OS_WIN;
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#elif defined(__APPLE__)
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GG.os = GPU_OS_MAC;
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#else
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GG.os = GPU_OS_UNIX;
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#endif
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}
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void GPU_extensions_exit(void)
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{
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gpu_extensions_init = 0;
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GPU_codegen_exit();
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}
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int GPU_glsl_support(void)
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{
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return !GG.extdisabled && GG.glslsupport;
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}
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int GPU_non_power_of_two_support(void)
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{
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if (GG.npotdisabled)
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return 0;
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return GLEW_ARB_texture_non_power_of_two;
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}
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int GPU_color_depth(void)
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{
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return GG.colordepth;
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}
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int GPU_print_error(const char *str)
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{
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GLenum errCode;
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if (G.debug & G_DEBUG) {
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if ((errCode = glGetError()) != GL_NO_ERROR) {
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fprintf(stderr, "%s opengl error: %s\n", str, gluErrorString(errCode));
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return 1;
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}
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}
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return 0;
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}
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static void GPU_print_framebuffer_error(GLenum status, char err_out[256])
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{
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const char *err= "unknown";
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switch (status) {
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case GL_FRAMEBUFFER_COMPLETE_EXT:
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break;
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case GL_INVALID_OPERATION:
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err= "Invalid operation";
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
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err= "Incomplete attachment";
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break;
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case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
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err= "Unsupported framebuffer format";
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
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err= "Missing attachment";
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
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err= "Attached images must have same dimensions";
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
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err= "Attached images must have same format";
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break;
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|
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
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err= "Missing draw buffer";
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
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err= "Missing read buffer";
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break;
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}
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if (err_out) {
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BLI_snprintf(err_out, 256, "GPUFrameBuffer: framebuffer incomplete error %d '%s'",
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(int)status, err);
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}
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else {
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fprintf(stderr, "GPUFrameBuffer: framebuffer incomplete error %d '%s'\n",
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(int)status, err);
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|
}
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|
}
|
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|
|
/* GPUTexture */
|
|
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struct GPUTexture {
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int w, h; /* width/height */
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|
int number; /* number for multitexture binding */
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|
int refcount; /* reference count */
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GLenum target; /* GL_TEXTURE_* */
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GLuint bindcode; /* opengl identifier for texture */
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int fromblender; /* we got the texture from Blender */
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GPUFrameBuffer *fb; /* GPUFramebuffer this texture is attached to */
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int depth; /* is a depth texture? */
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|
};
|
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|
static unsigned char *GPU_texture_convert_pixels(int length, float *fpixels)
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|
{
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|
unsigned char *pixels, *p;
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float *fp;
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int a, len;
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len = 4*length;
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fp = fpixels;
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p = pixels = MEM_callocN(sizeof(unsigned char)*len, "GPUTexturePixels");
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for (a=0; a<len; a++, p++, fp++)
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*p = FTOCHAR((*fp));
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return pixels;
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|
}
|
|
|
|
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)
|
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glTexSubImage1D(target, 0, x, w, format, GL_UNSIGNED_BYTE, pixels);
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|
else
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|
glTexSubImage2D(target, 0, x, y, w, h, format, GL_UNSIGNED_BYTE, pixels);
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MEM_freeN(pixels);
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}
|
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|
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static GPUTexture *GPU_texture_create_nD(int w, int h, int n, float *fpixels, int depth, char err_out[256])
|
|
{
|
|
GPUTexture *tex;
|
|
GLenum type, format, internalformat;
|
|
void *pixels = NULL;
|
|
|
|
if (depth && !GLEW_ARB_depth_texture)
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return NULL;
|
|
|
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tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
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|
tex->w = w;
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tex->h = h;
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tex->number = -1;
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tex->refcount = 1;
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tex->target = (n == 1)? GL_TEXTURE_1D: GL_TEXTURE_2D;
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tex->depth = depth;
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|
|
glGenTextures(1, &tex->bindcode);
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|
|
|
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",
|
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(int)glGetError());
|
|
}
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GPU_texture_free(tex);
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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) {
|
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type = GL_UNSIGNED_BYTE;
|
|
format = GL_DEPTH_COMPONENT;
|
|
internalformat = GL_DEPTH_COMPONENT;
|
|
}
|
|
else {
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type = GL_UNSIGNED_BYTE;
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|
format = GL_RGBA;
|
|
internalformat = GL_RGBA8;
|
|
|
|
if (fpixels)
|
|
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,
|
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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) {
|
|
/* CLAMP_TO_BORDER is an OpenGL 1.3 core feature */
|
|
GLenum wrapmode = (depth || tex->h == 1)? GL_CLAMP_TO_EDGE: GL_CLAMP_TO_BORDER;
|
|
glTexParameteri(tex->target, GL_TEXTURE_WRAP_S, wrapmode);
|
|
glTexParameteri(tex->target, GL_TEXTURE_WRAP_T, wrapmode);
|
|
|
|
#if 0
|
|
float borderColor[] = { 1.0f, 1.0f, 1.0f, 1.0f };
|
|
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
|
|
#endif
|
|
}
|
|
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, float *fpixels)
|
|
{
|
|
GPUTexture *tex;
|
|
GLenum type, format, internalformat;
|
|
void *pixels = NULL;
|
|
float vfBorderColor[4] = {0.0f, 0.0f, 0.0f, 0.0f};
|
|
|
|
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_print_error("3D glBindTexture");
|
|
|
|
type = GL_FLOAT;
|
|
if (channels == 4) {
|
|
format = GL_RGBA;
|
|
internalformat = GL_RGBA;
|
|
}
|
|
else {
|
|
format = GL_RED;
|
|
internalformat = GL_INTENSITY;
|
|
}
|
|
|
|
//if (fpixels)
|
|
// pixels = GPU_texture_convert_pixels(w*h*depth, fpixels);
|
|
|
|
glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, NULL);
|
|
|
|
GPU_print_error("3D glTexImage3D");
|
|
|
|
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");
|
|
glTexSubImage3D(tex->target, 0, 0, 0, 0, tex->w, tex->h, tex->depth, format, type, zero);
|
|
MEM_freeN(zero);
|
|
}
|
|
|
|
glTexSubImage3D(tex->target, 0, 0, 0, 0, w, h, depth, format, type, fpixels);
|
|
GPU_print_error("3D glTexSubImage3D");
|
|
}
|
|
|
|
|
|
glTexParameterfv(GL_TEXTURE_3D, GL_TEXTURE_BORDER_COLOR, vfBorderColor);
|
|
GPU_print_error("3D GL_TEXTURE_BORDER_COLOR");
|
|
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
GPU_print_error("3D 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);
|
|
GPU_print_error("3D GL_CLAMP_TO_BORDER");
|
|
|
|
if (pixels)
|
|
MEM_freeN(pixels);
|
|
|
|
GPU_texture_unbind(tex);
|
|
|
|
return tex;
|
|
}
|
|
|
|
GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, int isdata, double time, int mipmap)
|
|
{
|
|
GPUTexture *tex;
|
|
GLint w, h, border, lastbindcode, bindcode;
|
|
|
|
glGetIntegerv(GL_TEXTURE_BINDING_2D, &lastbindcode);
|
|
|
|
GPU_update_image_time(ima, time);
|
|
bindcode = GPU_verify_image(ima, iuser, 0, 0, mipmap, isdata);
|
|
|
|
if (ima->gputexture) {
|
|
ima->gputexture->bindcode = bindcode;
|
|
glBindTexture(GL_TEXTURE_2D, lastbindcode);
|
|
return ima->gputexture;
|
|
}
|
|
|
|
if (!bindcode) {
|
|
glBindTexture(GL_TEXTURE_2D, lastbindcode);
|
|
return NULL;
|
|
}
|
|
|
|
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_print_error("Blender Texture");
|
|
}
|
|
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_create_1D(int w, float *fpixels, char err_out[256])
|
|
{
|
|
GPUTexture *tex = GPU_texture_create_nD(w, 1, 1, fpixels, 0, err_out);
|
|
|
|
if (tex)
|
|
GPU_texture_unbind(tex);
|
|
|
|
return tex;
|
|
}
|
|
|
|
GPUTexture *GPU_texture_create_2D(int w, int h, float *fpixels, char err_out[256])
|
|
{
|
|
GPUTexture *tex = GPU_texture_create_nD(w, h, 2, fpixels, 0, 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, 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, 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);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F, size, size, 0, GL_RG, GL_FLOAT, 0);
|
|
|
|
GPU_texture_unbind(tex);
|
|
}
|
|
|
|
return tex;
|
|
}
|
|
|
|
void GPU_texture_bind(GPUTexture *tex, int number)
|
|
{
|
|
GLenum arbnumber;
|
|
|
|
if (number >= GG.maxtextures) {
|
|
GPU_print_error("Not enough texture slots.");
|
|
return;
|
|
}
|
|
|
|
if (number == -1)
|
|
return;
|
|
|
|
GPU_print_error("Pre Texture Bind");
|
|
|
|
arbnumber = (GLenum)((GLuint)GL_TEXTURE0_ARB + number);
|
|
if (number != 0) glActiveTextureARB(arbnumber);
|
|
glBindTexture(tex->target, tex->bindcode);
|
|
glEnable(tex->target);
|
|
if (number != 0) glActiveTextureARB(GL_TEXTURE0_ARB);
|
|
|
|
tex->number = number;
|
|
|
|
GPU_print_error("Post Texture Bind");
|
|
}
|
|
|
|
void GPU_texture_unbind(GPUTexture *tex)
|
|
{
|
|
GLenum arbnumber;
|
|
|
|
if (tex->number >= GG.maxtextures) {
|
|
GPU_print_error("Not enough texture slots.");
|
|
return;
|
|
}
|
|
|
|
if (tex->number == -1)
|
|
return;
|
|
|
|
GPU_print_error("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_print_error("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->fb, 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(GPUTexture *tex)
|
|
{
|
|
return tex->target;
|
|
}
|
|
|
|
int GPU_texture_opengl_width(GPUTexture *tex)
|
|
{
|
|
return tex->w;
|
|
}
|
|
|
|
int GPU_texture_opengl_height(GPUTexture *tex)
|
|
{
|
|
return tex->h;
|
|
}
|
|
|
|
int GPU_texture_opengl_bindcode(GPUTexture *tex)
|
|
{
|
|
return tex->bindcode;
|
|
}
|
|
|
|
GPUFrameBuffer *GPU_texture_framebuffer(GPUTexture *tex)
|
|
{
|
|
return tex->fb;
|
|
}
|
|
|
|
/* GPUFrameBuffer */
|
|
|
|
struct GPUFrameBuffer {
|
|
GLuint object;
|
|
GPUTexture *colortex;
|
|
GPUTexture *depthtex;
|
|
};
|
|
|
|
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;
|
|
}
|
|
|
|
return fb;
|
|
}
|
|
|
|
int GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, char err_out[256])
|
|
{
|
|
GLenum status;
|
|
GLenum attachment;
|
|
GLenum error;
|
|
|
|
if (tex->depth)
|
|
attachment = GL_DEPTH_ATTACHMENT_EXT;
|
|
else
|
|
attachment = GL_COLOR_ATTACHMENT0_EXT;
|
|
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
|
|
GG.currentfb = fb->object;
|
|
|
|
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) {
|
|
glDrawBuffer(GL_NONE);
|
|
glReadBuffer(GL_NONE);
|
|
}
|
|
else {
|
|
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
|
glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
|
}
|
|
|
|
status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
|
|
|
|
if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
|
|
GPU_framebuffer_restore();
|
|
GPU_print_framebuffer_error(status, err_out);
|
|
return 0;
|
|
}
|
|
|
|
if (tex->depth)
|
|
fb->depthtex = tex;
|
|
else
|
|
fb->colortex = tex;
|
|
|
|
tex->fb= fb;
|
|
|
|
return 1;
|
|
}
|
|
|
|
void GPU_framebuffer_texture_detach(GPUFrameBuffer *fb, GPUTexture *tex)
|
|
{
|
|
GLenum attachment;
|
|
|
|
if (!tex->fb)
|
|
return;
|
|
|
|
if (GG.currentfb != tex->fb->object) {
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, tex->fb->object);
|
|
GG.currentfb = tex->fb->object;
|
|
}
|
|
|
|
if (tex->depth) {
|
|
fb->depthtex = NULL;
|
|
attachment = GL_DEPTH_ATTACHMENT_EXT;
|
|
}
|
|
else {
|
|
fb->colortex = NULL;
|
|
attachment = GL_COLOR_ATTACHMENT0_EXT;
|
|
}
|
|
|
|
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment,
|
|
tex->target, 0, 0);
|
|
|
|
tex->fb = NULL;
|
|
}
|
|
|
|
void GPU_framebuffer_texture_bind(GPUFrameBuffer *UNUSED(fb), GPUTexture *tex, int w, int h)
|
|
{
|
|
/* push attributes */
|
|
glPushAttrib(GL_ENABLE_BIT);
|
|
glPushAttrib(GL_VIEWPORT_BIT);
|
|
glDisable(GL_SCISSOR_TEST);
|
|
|
|
/* bind framebuffer */
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, tex->fb->object);
|
|
|
|
/* push matrices and set default viewport and matrix */
|
|
glViewport(0, 0, w, h);
|
|
GG.currentfb = tex->fb->object;
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
}
|
|
|
|
void GPU_framebuffer_texture_unbind(GPUFrameBuffer *UNUSED(fb), GPUTexture *UNUSED(tex))
|
|
{
|
|
/* restore matrix */
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPopMatrix();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPopMatrix();
|
|
|
|
/* restore attributes */
|
|
glPopAttrib();
|
|
glPopAttrib();
|
|
glEnable(GL_SCISSOR_TEST);
|
|
}
|
|
|
|
void GPU_framebuffer_free(GPUFrameBuffer *fb)
|
|
{
|
|
if (fb->depthtex)
|
|
GPU_framebuffer_texture_detach(fb, fb->depthtex);
|
|
if (fb->colortex)
|
|
GPU_framebuffer_texture_detach(fb, fb->colortex);
|
|
|
|
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)
|
|
{
|
|
float scaleh[2] = {1.0f/GPU_texture_opengl_width(blurtex), 0.0f};
|
|
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);
|
|
|
|
GPU_shader_bind(blur_shader);
|
|
GPU_shader_uniform_vector(blur_shader, scale_uniform, 2, 1, (float*)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();
|
|
|
|
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);
|
|
glViewport(0, 0, GPU_texture_opengl_width(tex), GPU_texture_opengl_height(tex));
|
|
GPU_shader_uniform_vector(blur_shader, scale_uniform, 2, 1, (float*)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(blur_shader);
|
|
}
|
|
|
|
/* GPUOffScreen */
|
|
|
|
struct GPUOffScreen {
|
|
GPUFrameBuffer *fb;
|
|
GPUTexture *color;
|
|
GPUTexture *depth;
|
|
|
|
/* requested width/height, may be smaller than actual texture size due
|
|
* to missing non-power of two support, so we compensate for that */
|
|
int w, h;
|
|
};
|
|
|
|
GPUOffScreen *GPU_offscreen_create(int width, int height, char err_out[256])
|
|
{
|
|
GPUOffScreen *ofs;
|
|
|
|
ofs= MEM_callocN(sizeof(GPUOffScreen), "GPUOffScreen");
|
|
ofs->w= width;
|
|
ofs->h= height;
|
|
|
|
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, err_out)) {
|
|
GPU_offscreen_free(ofs);
|
|
return NULL;
|
|
}
|
|
|
|
ofs->color = GPU_texture_create_2D(width, height, NULL, err_out);
|
|
if (!ofs->color) {
|
|
GPU_offscreen_free(ofs);
|
|
return NULL;
|
|
}
|
|
|
|
if (!GPU_framebuffer_texture_attach(ofs->fb, ofs->color, 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)
|
|
{
|
|
glDisable(GL_SCISSOR_TEST);
|
|
GPU_framebuffer_texture_bind(ofs->fb, ofs->color, ofs->w, ofs->h);
|
|
}
|
|
|
|
void GPU_offscreen_unbind(GPUOffScreen *ofs)
|
|
{
|
|
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->w, ofs->h, GL_RGBA, type, pixels);
|
|
}
|
|
|
|
/* GPUShader */
|
|
|
|
struct GPUShader {
|
|
GLhandleARB object; /* handle for full shader */
|
|
GLhandleARB vertex; /* handle for vertex shader */
|
|
GLhandleARB fragment; /* handle for fragment shader */
|
|
GLhandleARB lib; /* handle for libment shader */
|
|
int totattrib; /* total number of attributes */
|
|
};
|
|
|
|
static void shader_print_errors(const char *task, char *log, const char *code)
|
|
{
|
|
const char *c, *pos, *end = code + strlen(code);
|
|
int line = 1;
|
|
|
|
fprintf(stderr, "GPUShader: %s error:\n", task);
|
|
|
|
if (G.debug & G_DEBUG) {
|
|
c = code;
|
|
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);
|
|
}
|
|
|
|
GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, /*GPUShader *lib,*/ const char *libcode)
|
|
{
|
|
GLint status;
|
|
GLcharARB log[5000];
|
|
const char *fragsource[2];
|
|
GLsizei length = 0;
|
|
GLint count;
|
|
GPUShader *shader;
|
|
|
|
if (!GLEW_ARB_vertex_shader || !GLEW_ARB_fragment_shader)
|
|
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);
|
|
shader->object = glCreateProgramObjectARB();
|
|
|
|
if (!shader->object ||
|
|
(vertexcode && !shader->vertex) ||
|
|
(fragcode && !shader->fragment))
|
|
{
|
|
fprintf(stderr, "GPUShader, object creation failed.\n");
|
|
GPU_shader_free(shader);
|
|
return NULL;
|
|
}
|
|
|
|
if (vertexcode) {
|
|
glAttachObjectARB(shader->object, shader->vertex);
|
|
glShaderSourceARB(shader->vertex, 1, (const char**)&vertexcode, 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, vertexcode);
|
|
|
|
GPU_shader_free(shader);
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
if (fragcode) {
|
|
count = 0;
|
|
if (libcode) fragsource[count++] = libcode;
|
|
if (fragcode) fragsource[count++] = fragcode;
|
|
|
|
glAttachObjectARB(shader->object, shader->fragment);
|
|
glShaderSourceARB(shader->fragment, count, fragsource, 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, fragcode);
|
|
|
|
GPU_shader_free(shader);
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
if (lib && lib->lib)
|
|
glAttachObjectARB(shader->object, lib->lib);
|
|
#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);
|
|
else if (vertexcode) shader_print_errors("linking", log, vertexcode);
|
|
else if (libcode) shader_print_errors("linking", log, libcode);
|
|
|
|
GPU_shader_free(shader);
|
|
return NULL;
|
|
}
|
|
|
|
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_print_error("Pre Shader Bind");
|
|
glUseProgramObjectARB(shader->object);
|
|
GPU_print_error("Post Shader Bind");
|
|
}
|
|
|
|
void GPU_shader_unbind(GPUShader *UNUSED(shader))
|
|
{
|
|
GPU_print_error("Pre Shader Unbind");
|
|
glUseProgramObjectARB(0);
|
|
GPU_print_error("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, float *value)
|
|
{
|
|
if (location == -1)
|
|
return;
|
|
|
|
GPU_print_error("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_print_error("Post Uniform Vector");
|
|
}
|
|
|
|
void GPU_shader_uniform_texture(GPUShader *UNUSED(shader), int location, GPUTexture *tex)
|
|
{
|
|
GLenum arbnumber;
|
|
|
|
if (tex->number >= GG.maxtextures) {
|
|
GPU_print_error("Not enough texture slots.");
|
|
return;
|
|
}
|
|
|
|
if (tex->number == -1)
|
|
return;
|
|
|
|
if (location == -1)
|
|
return;
|
|
|
|
GPU_print_error("Pre Uniform Texture");
|
|
|
|
arbnumber = (GLenum)((GLuint)GL_TEXTURE0_ARB + tex->number);
|
|
|
|
if (tex->number != 0) glActiveTextureARB(arbnumber);
|
|
glBindTexture(tex->target, tex->bindcode);
|
|
glUniform1iARB(location, tex->number);
|
|
glEnable(tex->target);
|
|
if (tex->number != 0) glActiveTextureARB(GL_TEXTURE0_ARB);
|
|
|
|
GPU_print_error("Post Uniform Texture");
|
|
}
|
|
|
|
int GPU_shader_get_attribute(GPUShader *shader, const char *name)
|
|
{
|
|
int index;
|
|
|
|
GPU_print_error("Pre Get Attribute");
|
|
|
|
index = glGetAttribLocationARB(shader->object, name);
|
|
|
|
GPU_print_error("Post Get Attribute");
|
|
|
|
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);
|
|
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);
|
|
retval = GG.shaders.sep_gaussian_blur;
|
|
break;
|
|
}
|
|
|
|
if (retval == NULL)
|
|
printf("Unable to create a GPUShader for builtin shader: %d\n", shader);
|
|
|
|
return retval;
|
|
}
|
|
|
|
void GPU_shader_free_builtin_shaders(void)
|
|
{
|
|
if (GG.shaders.vsm_store) {
|
|
MEM_freeN(GG.shaders.vsm_store);
|
|
GG.shaders.vsm_store = NULL;
|
|
}
|
|
|
|
if (GG.shaders.sep_gaussian_blur) {
|
|
MEM_freeN(GG.shaders.sep_gaussian_blur);
|
|
GG.shaders.sep_gaussian_blur = NULL;
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
/* 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);
|
|
/*memcpy(pixels, _oImage.data(), pb->datasize);*/
|
|
|
|
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
|
|
|