This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/draw/intern/draw_manager_texture.c
Clément Foucault 6fa984a1af GPU: Add RGB10_A2 format support
Nice format to output high definition normals or normalized colors.
2021-02-21 01:33:56 +01:00

189 lines
5.6 KiB
C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Copyright 2016, Blender Foundation.
*/
/** \file
* \ingroup draw
*/
#include "draw_manager.h"
#ifndef NDEBUG
/* Maybe gpu_texture.c is a better place for this. */
static bool drw_texture_format_supports_framebuffer(eGPUTextureFormat format)
{
/* Some formats do not work with frame-buffers. */
switch (format) {
/* Only add formats that are COMPATIBLE with FB.
* Generally they are multiple of 16bit. */
case GPU_R8:
case GPU_R8UI:
case GPU_R16F:
case GPU_R16I:
case GPU_R16UI:
case GPU_R16:
case GPU_R32F:
case GPU_R32UI:
case GPU_RG8:
case GPU_RG16:
case GPU_RG16F:
case GPU_RG16I:
case GPU_RG32F:
case GPU_RGB10_A2:
case GPU_R11F_G11F_B10F:
case GPU_RGBA8:
case GPU_RGBA16:
case GPU_RGBA16F:
case GPU_RGBA32F:
case GPU_DEPTH_COMPONENT16:
case GPU_DEPTH_COMPONENT24:
case GPU_DEPTH24_STENCIL8:
case GPU_DEPTH_COMPONENT32F:
return true;
default:
return false;
}
}
#endif
void drw_texture_set_parameters(GPUTexture *tex, DRWTextureFlag flags)
{
if (tex == NULL) {
return;
}
if (flags & DRW_TEX_MIPMAP) {
GPU_texture_mipmap_mode(tex, true, flags & DRW_TEX_FILTER);
GPU_texture_generate_mipmap(tex);
}
else {
GPU_texture_filter_mode(tex, flags & DRW_TEX_FILTER);
}
GPU_texture_anisotropic_filter(tex, false);
GPU_texture_wrap_mode(tex, flags & DRW_TEX_WRAP, true);
GPU_texture_compare_mode(tex, flags & DRW_TEX_COMPARE);
}
GPUTexture *DRW_texture_create_1d(int w,
eGPUTextureFormat format,
DRWTextureFlag flags,
const float *fpixels)
{
int mips = (flags & DRW_TEX_MIPMAP) ? 9999 : 1;
GPUTexture *tex = GPU_texture_create_1d(__func__, w, mips, format, fpixels);
drw_texture_set_parameters(tex, flags);
return tex;
}
GPUTexture *DRW_texture_create_2d(
int w, int h, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
{
int mips = (flags & DRW_TEX_MIPMAP) ? 9999 : 1;
GPUTexture *tex = GPU_texture_create_2d(__func__, w, h, mips, format, fpixels);
drw_texture_set_parameters(tex, flags);
return tex;
}
GPUTexture *DRW_texture_create_2d_array(
int w, int h, int d, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
{
int mips = (flags & DRW_TEX_MIPMAP) ? 9999 : 1;
GPUTexture *tex = GPU_texture_create_2d_array(__func__, w, h, d, mips, format, fpixels);
drw_texture_set_parameters(tex, flags);
return tex;
}
GPUTexture *DRW_texture_create_3d(
int w, int h, int d, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
{
int mips = (flags & DRW_TEX_MIPMAP) ? 9999 : 1;
GPUTexture *tex = GPU_texture_create_3d(
__func__, w, h, d, mips, format, GPU_DATA_FLOAT, fpixels);
drw_texture_set_parameters(tex, flags);
return tex;
}
GPUTexture *DRW_texture_create_cube(int w,
eGPUTextureFormat format,
DRWTextureFlag flags,
const float *fpixels)
{
int mips = (flags & DRW_TEX_MIPMAP) ? 9999 : 1;
GPUTexture *tex = GPU_texture_create_cube(__func__, w, mips, format, fpixels);
drw_texture_set_parameters(tex, flags);
return tex;
}
GPUTexture *DRW_texture_create_cube_array(
int w, int d, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
{
int mips = (flags & DRW_TEX_MIPMAP) ? 9999 : 1;
GPUTexture *tex = GPU_texture_create_cube_array(__func__, w, d, mips, format, fpixels);
drw_texture_set_parameters(tex, flags);
return tex;
}
GPUTexture *DRW_texture_pool_query_2d(int w,
int h,
eGPUTextureFormat format,
DrawEngineType *engine_type)
{
BLI_assert(drw_texture_format_supports_framebuffer(format));
GPUTexture *tex = GPU_viewport_texture_pool_query(DST.viewport, engine_type, w, h, format);
return tex;
}
GPUTexture *DRW_texture_pool_query_fullscreen(eGPUTextureFormat format,
DrawEngineType *engine_type)
{
const float *size = DRW_viewport_size_get();
return DRW_texture_pool_query_2d((int)size[0], (int)size[1], format, engine_type);
}
void DRW_texture_ensure_fullscreen_2d(GPUTexture **tex,
eGPUTextureFormat format,
DRWTextureFlag flags)
{
if (*(tex) == NULL) {
const float *size = DRW_viewport_size_get();
*(tex) = DRW_texture_create_2d((int)size[0], (int)size[1], format, flags, NULL);
}
}
void DRW_texture_ensure_2d(
GPUTexture **tex, int w, int h, eGPUTextureFormat format, DRWTextureFlag flags)
{
if (*(tex) == NULL) {
*(tex) = DRW_texture_create_2d(w, h, format, flags, NULL);
}
}
void DRW_texture_generate_mipmaps(GPUTexture *tex)
{
GPU_texture_generate_mipmap(tex);
}
void DRW_texture_free(GPUTexture *tex)
{
GPU_texture_free(tex);
}