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