1854 lines
		
	
	
		
			53 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			1854 lines
		
	
	
		
			53 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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|  * This program is free software; you can redistribute it and/or
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|  * modify it under the terms of the GNU General Public License
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|  * as published by the Free Software Foundation; either version 2
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|  * of the License, or (at your option) any later version.
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|  *
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|  * This program is distributed in the hope that it will be useful,
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|  * but WITHOUT ANY WARRANTY; without even the implied warranty of
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|  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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|  * GNU General Public License for more details.
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|  *
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|  * You should have received a copy of the GNU General Public License
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|  * along with this program; if not, write to the Free Software Foundation,
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|  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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|  *
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|  * The Original Code is Copyright (C) 2005 Blender Foundation.
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|  * All rights reserved.
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|  */
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| 
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| /** \file
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|  * \ingroup gpu
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|  */
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| 
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| #include "MEM_guardedalloc.h"
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| 
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| #include "DNA_image_types.h"
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| 
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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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| 
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| #include "BKE_global.h"
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| 
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| #include "GPU_batch.h"
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| #include "GPU_context.h"
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| #include "GPU_debug.h"
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| #include "GPU_draw.h"
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| #include "GPU_extensions.h"
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| #include "GPU_glew.h"
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| #include "GPU_framebuffer.h"
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| #include "GPU_texture.h"
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| 
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| #include "gpu_context_private.h"
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| 
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| static struct GPUTextureGlobal {
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|   /** Texture used in place of invalid textures (not loaded correctly, missing). */
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|   GPUTexture *invalid_tex_1D;
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|   GPUTexture *invalid_tex_2D;
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|   GPUTexture *invalid_tex_3D;
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| } GG = {NULL, NULL, NULL};
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| 
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| /* Maximum number of FBOs a texture can be attached to. */
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| #define GPU_TEX_MAX_FBO_ATTACHED 10
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| 
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| typedef enum eGPUTextureFormatFlag {
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|   GPU_FORMAT_DEPTH = (1 << 0),
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|   GPU_FORMAT_STENCIL = (1 << 1),
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|   GPU_FORMAT_INTEGER = (1 << 2),
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|   GPU_FORMAT_FLOAT = (1 << 3),
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| 
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|   GPU_FORMAT_1D = (1 << 10),
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|   GPU_FORMAT_2D = (1 << 11),
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|   GPU_FORMAT_3D = (1 << 12),
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|   GPU_FORMAT_CUBE = (1 << 13),
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|   GPU_FORMAT_ARRAY = (1 << 14),
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| } eGPUTextureFormatFlag;
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| 
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| /* GPUTexture */
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| struct GPUTexture {
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|   int w, h, d;        /* width/height/depth */
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|   int orig_w, orig_h; /* width/height (of source data), optional. */
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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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|   GLenum target_base; /* same as target, (but no multisample)
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|                        * use it for unbinding */
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|   GLuint bindcode;    /* opengl identifier for texture */
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| 
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|   eGPUTextureFormat format;
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|   eGPUTextureFormatFlag format_flag;
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| 
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|   uint bytesize;  /* number of byte for one pixel */
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|   int components; /* number of color/alpha channels */
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|   int samples;    /* number of samples for multisamples textures. 0 if not multisample target */
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| 
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|   int fb_attachment[GPU_TEX_MAX_FBO_ATTACHED];
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|   GPUFrameBuffer *fb[GPU_TEX_MAX_FBO_ATTACHED];
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| };
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| 
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| /* ------ Memory Management ------- */
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| /* Records every texture allocation / free
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|  * to estimate the Texture Pool Memory consumption */
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| static uint memory_usage;
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| 
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| static uint gpu_texture_memory_footprint_compute(GPUTexture *tex)
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| {
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|   int samp = max_ii(tex->samples, 1);
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|   switch (tex->target_base) {
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|     case GL_TEXTURE_1D:
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|       return tex->bytesize * tex->w * samp;
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|     case GL_TEXTURE_1D_ARRAY:
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|     case GL_TEXTURE_2D:
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|       return tex->bytesize * tex->w * tex->h * samp;
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|     case GL_TEXTURE_2D_ARRAY:
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|     case GL_TEXTURE_3D:
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|       return tex->bytesize * tex->w * tex->h * tex->d * samp;
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|     case GL_TEXTURE_CUBE_MAP:
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|       return tex->bytesize * 6 * tex->w * tex->h * samp;
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|     case GL_TEXTURE_CUBE_MAP_ARRAY:
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|       return tex->bytesize * 6 * tex->w * tex->h * tex->d * samp;
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|     default:
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|       return 0;
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|   }
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| }
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| 
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| static void gpu_texture_memory_footprint_add(GPUTexture *tex)
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| {
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|   memory_usage += gpu_texture_memory_footprint_compute(tex);
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| }
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| 
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| static void gpu_texture_memory_footprint_remove(GPUTexture *tex)
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| {
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|   memory_usage -= gpu_texture_memory_footprint_compute(tex);
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| }
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| 
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| uint GPU_texture_memory_usage_get(void)
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| {
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|   return memory_usage;
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| }
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| 
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| /* -------------------------------- */
 | |
| 
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| static const char *gl_enum_to_str(GLenum e)
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| {
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| #define ENUM_TO_STRING(e) [GL_##e] = STRINGIFY_ARG(e)
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|   static const char *enum_strings[] = {
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|       ENUM_TO_STRING(TEXTURE_CUBE_MAP),
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|       ENUM_TO_STRING(TEXTURE_2D),
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|       ENUM_TO_STRING(TEXTURE_2D_ARRAY),
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|       ENUM_TO_STRING(TEXTURE_1D),
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|       ENUM_TO_STRING(TEXTURE_1D_ARRAY),
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|       ENUM_TO_STRING(TEXTURE_3D),
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|       ENUM_TO_STRING(TEXTURE_2D_MULTISAMPLE),
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|       ENUM_TO_STRING(RGBA32F),
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|       ENUM_TO_STRING(RGBA16F),
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|       ENUM_TO_STRING(RGBA16),
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|       ENUM_TO_STRING(RG32F),
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|       ENUM_TO_STRING(RGB16F),
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|       ENUM_TO_STRING(RG16F),
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|       ENUM_TO_STRING(RG16I),
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|       ENUM_TO_STRING(RG16),
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|       ENUM_TO_STRING(RGBA8),
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|       ENUM_TO_STRING(RGBA8UI),
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|       ENUM_TO_STRING(R32F),
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|       ENUM_TO_STRING(R32UI),
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|       ENUM_TO_STRING(R32I),
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|       ENUM_TO_STRING(R16F),
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|       ENUM_TO_STRING(R16I),
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|       ENUM_TO_STRING(R16UI),
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|       ENUM_TO_STRING(RG8),
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|       ENUM_TO_STRING(RG16UI),
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|       ENUM_TO_STRING(R16),
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|       ENUM_TO_STRING(R8),
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|       ENUM_TO_STRING(R8UI),
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|       ENUM_TO_STRING(R11F_G11F_B10F),
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|       ENUM_TO_STRING(DEPTH24_STENCIL8),
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|       ENUM_TO_STRING(DEPTH32F_STENCIL8),
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|       ENUM_TO_STRING(DEPTH_COMPONENT32F),
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|       ENUM_TO_STRING(DEPTH_COMPONENT24),
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|       ENUM_TO_STRING(DEPTH_COMPONENT16),
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|   };
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| #undef ENUM_TO_STRING
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| 
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|   return enum_strings[e];
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| }
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| 
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| static int gpu_get_component_count(eGPUTextureFormat format)
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| {
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|   switch (format) {
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|     case GPU_RGBA8:
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|     case GPU_RGBA8UI:
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|     case GPU_RGBA16F:
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|     case GPU_RGBA16:
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|     case GPU_RGBA32F:
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|       return 4;
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|     case GPU_RGB16F:
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|     case GPU_R11F_G11F_B10F:
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|       return 3;
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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_RG16UI:
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|     case GPU_RG32F:
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|       return 2;
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|     default:
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|       return 1;
 | |
|   }
 | |
| }
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| 
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| /* Definitely not complete, edit according to the gl specification. */
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| static void gpu_validate_data_format(eGPUTextureFormat tex_format, eGPUDataFormat data_format)
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| {
 | |
|   (void)data_format;
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| 
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|   if (ELEM(tex_format, GPU_DEPTH_COMPONENT24, GPU_DEPTH_COMPONENT16, GPU_DEPTH_COMPONENT32F)) {
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|     BLI_assert(data_format == GPU_DATA_FLOAT);
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|   }
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|   else if (ELEM(tex_format, GPU_DEPTH24_STENCIL8, GPU_DEPTH32F_STENCIL8)) {
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|     BLI_assert(data_format == GPU_DATA_UNSIGNED_INT_24_8);
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|   }
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|   else {
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|     /* Integer formats */
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|     if (ELEM(tex_format, GPU_RG16I, GPU_R16I, GPU_RG16UI, GPU_R16UI, GPU_R8UI, GPU_R32UI)) {
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|       if (ELEM(tex_format, GPU_R8UI, GPU_R16UI, GPU_RG16UI, GPU_R32UI)) {
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|         BLI_assert(data_format == GPU_DATA_UNSIGNED_INT);
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|       }
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|       else {
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|         BLI_assert(data_format == GPU_DATA_INT);
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|       }
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|     }
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|     /* Byte formats */
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|     else if (ELEM(tex_format, GPU_R8, GPU_RG8, GPU_RGBA8, GPU_RGBA8UI)) {
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|       BLI_assert(ELEM(data_format, GPU_DATA_UNSIGNED_BYTE, GPU_DATA_FLOAT));
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|     }
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|     /* Special case */
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|     else if (ELEM(tex_format, GPU_R11F_G11F_B10F)) {
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|       BLI_assert(ELEM(data_format, GPU_DATA_10_11_11_REV, GPU_DATA_FLOAT));
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|     }
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|     /* Float formats */
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|     else {
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|       BLI_assert(ELEM(data_format, GPU_DATA_FLOAT));
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|     }
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|   }
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| }
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| 
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| static eGPUDataFormat gpu_get_data_format_from_tex_format(eGPUTextureFormat tex_format)
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| {
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|   if (ELEM(tex_format, GPU_DEPTH_COMPONENT24, GPU_DEPTH_COMPONENT16, GPU_DEPTH_COMPONENT32F)) {
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|     return GPU_DATA_FLOAT;
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|   }
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|   else if (ELEM(tex_format, GPU_DEPTH24_STENCIL8, GPU_DEPTH32F_STENCIL8)) {
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|     return GPU_DATA_UNSIGNED_INT_24_8;
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|   }
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|   else {
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|     /* Integer formats */
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|     if (ELEM(tex_format, GPU_RG16I, GPU_R16I, GPU_RG16UI, GPU_R8UI, GPU_R16UI, GPU_R32UI)) {
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|       if (ELEM(tex_format, GPU_R8UI, GPU_R16UI, GPU_RG16UI, GPU_R32UI)) {
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|         return GPU_DATA_UNSIGNED_INT;
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|       }
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|       else {
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|         return GPU_DATA_INT;
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|       }
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|     }
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|     /* Byte formats */
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|     else if (ELEM(tex_format, GPU_R8)) {
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|       return GPU_DATA_UNSIGNED_BYTE;
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|     }
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|     /* Special case */
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|     else if (ELEM(tex_format, GPU_R11F_G11F_B10F)) {
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|       return GPU_DATA_10_11_11_REV;
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|     }
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|     else {
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|       return GPU_DATA_FLOAT;
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|     }
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|   }
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| }
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| 
 | |
| /* Definitely not complete, edit according to the gl specification. */
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| static GLenum gpu_get_gl_dataformat(eGPUTextureFormat data_type,
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|                                     eGPUTextureFormatFlag *format_flag)
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| {
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|   if (ELEM(data_type, GPU_DEPTH_COMPONENT24, GPU_DEPTH_COMPONENT16, GPU_DEPTH_COMPONENT32F)) {
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|     *format_flag |= GPU_FORMAT_DEPTH;
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|     return GL_DEPTH_COMPONENT;
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|   }
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|   else if (ELEM(data_type, GPU_DEPTH24_STENCIL8, GPU_DEPTH32F_STENCIL8)) {
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|     *format_flag |= GPU_FORMAT_DEPTH | GPU_FORMAT_STENCIL;
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|     return GL_DEPTH_STENCIL;
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|   }
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|   else {
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|     /* Integer formats */
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|     if (ELEM(data_type, GPU_R8UI, GPU_RG16I, GPU_R16I, GPU_RG16UI, GPU_R16UI, GPU_R32UI)) {
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|       *format_flag |= GPU_FORMAT_INTEGER;
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| 
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|       switch (gpu_get_component_count(data_type)) {
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|         case 1:
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|           return GL_RED_INTEGER;
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|           break;
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|         case 2:
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|           return GL_RG_INTEGER;
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|           break;
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|         case 3:
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|           return GL_RGB_INTEGER;
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|           break;
 | |
|         case 4:
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|           return GL_RGBA_INTEGER;
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|           break;
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|       }
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|     }
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|     else if (ELEM(data_type, GPU_R8)) {
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|       *format_flag |= GPU_FORMAT_FLOAT;
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|       return GL_RED;
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|     }
 | |
|     else {
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|       *format_flag |= GPU_FORMAT_FLOAT;
 | |
| 
 | |
|       switch (gpu_get_component_count(data_type)) {
 | |
|         case 1:
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|           return GL_RED;
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|           break;
 | |
|         case 2:
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|           return GL_RG;
 | |
|           break;
 | |
|         case 3:
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|           return GL_RGB;
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|           break;
 | |
|         case 4:
 | |
|           return GL_RGBA;
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|           break;
 | |
|       }
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|     }
 | |
|   }
 | |
| 
 | |
|   BLI_assert(0);
 | |
|   *format_flag |= GPU_FORMAT_FLOAT;
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|   return GL_RGBA;
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| }
 | |
| 
 | |
| static uint gpu_get_bytesize(eGPUTextureFormat data_type)
 | |
| {
 | |
|   switch (data_type) {
 | |
|     case GPU_RGBA32F:
 | |
|       return 32;
 | |
|     case GPU_RG32F:
 | |
|     case GPU_RGBA16F:
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|     case GPU_RGBA16:
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|       return 16;
 | |
|     case GPU_RGB16F:
 | |
|       return 12;
 | |
|     case GPU_DEPTH32F_STENCIL8:
 | |
|       return 8;
 | |
|     case GPU_RG16F:
 | |
|     case GPU_RG16I:
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|     case GPU_RG16UI:
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|     case GPU_RG16:
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|     case GPU_DEPTH24_STENCIL8:
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|     case GPU_DEPTH_COMPONENT32F:
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|     case GPU_RGBA8UI:
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|     case GPU_RGBA8:
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|     case GPU_R11F_G11F_B10F:
 | |
|     case GPU_R32F:
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|     case GPU_R32UI:
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|     case GPU_R32I:
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|       return 4;
 | |
|     case GPU_DEPTH_COMPONENT24:
 | |
|       return 3;
 | |
|     case GPU_DEPTH_COMPONENT16:
 | |
|     case GPU_R16F:
 | |
|     case GPU_R16UI:
 | |
|     case GPU_R16I:
 | |
|     case GPU_RG8:
 | |
|     case GPU_R16:
 | |
|       return 2;
 | |
|     case GPU_R8:
 | |
|     case GPU_R8UI:
 | |
|       return 1;
 | |
|     default:
 | |
|       BLI_assert(!"Texture format incorrect or unsupported\n");
 | |
|       return 0;
 | |
|   }
 | |
| }
 | |
| 
 | |
| static GLenum gpu_get_gl_internalformat(eGPUTextureFormat format)
 | |
| {
 | |
|   /* You can add any of the available type to this list
 | |
|    * For available types see GPU_texture.h */
 | |
|   switch (format) {
 | |
|     /* Formats texture & renderbuffer */
 | |
|     case GPU_RGBA32F:
 | |
|       return GL_RGBA32F;
 | |
|     case GPU_RGBA16F:
 | |
|       return GL_RGBA16F;
 | |
|     case GPU_RGBA16:
 | |
|       return GL_RGBA16;
 | |
|     case GPU_RG32F:
 | |
|       return GL_RG32F;
 | |
|     case GPU_RGB16F:
 | |
|       return GL_RGB16F;
 | |
|     case GPU_RG16F:
 | |
|       return GL_RG16F;
 | |
|     case GPU_RG16I:
 | |
|       return GL_RG16I;
 | |
|     case GPU_RG16:
 | |
|       return GL_RG16;
 | |
|     case GPU_RGBA8:
 | |
|       return GL_RGBA8;
 | |
|     case GPU_RGBA8UI:
 | |
|       return GL_RGBA8UI;
 | |
|     case GPU_R32F:
 | |
|       return GL_R32F;
 | |
|     case GPU_R32UI:
 | |
|       return GL_R32UI;
 | |
|     case GPU_R32I:
 | |
|       return GL_R32I;
 | |
|     case GPU_R16F:
 | |
|       return GL_R16F;
 | |
|     case GPU_R16I:
 | |
|       return GL_R16I;
 | |
|     case GPU_R16UI:
 | |
|       return GL_R16UI;
 | |
|     case GPU_RG8:
 | |
|       return GL_RG8;
 | |
|     case GPU_RG16UI:
 | |
|       return GL_RG16UI;
 | |
|     case GPU_R16:
 | |
|       return GL_R16;
 | |
|     case GPU_R8:
 | |
|       return GL_R8;
 | |
|     case GPU_R8UI:
 | |
|       return GL_R8UI;
 | |
|     /* Special formats texture & renderbuffer */
 | |
|     case GPU_R11F_G11F_B10F:
 | |
|       return GL_R11F_G11F_B10F;
 | |
|     case GPU_DEPTH24_STENCIL8:
 | |
|       return GL_DEPTH24_STENCIL8;
 | |
|     case GPU_DEPTH32F_STENCIL8:
 | |
|       return GL_DEPTH32F_STENCIL8;
 | |
|     /* Texture only format */
 | |
|     /* ** Add Format here */
 | |
|     /* Special formats texture only */
 | |
|     /* ** Add Format here */
 | |
|     /* Depth Formats */
 | |
|     case GPU_DEPTH_COMPONENT32F:
 | |
|       return GL_DEPTH_COMPONENT32F;
 | |
|     case GPU_DEPTH_COMPONENT24:
 | |
|       return GL_DEPTH_COMPONENT24;
 | |
|     case GPU_DEPTH_COMPONENT16:
 | |
|       return GL_DEPTH_COMPONENT16;
 | |
|     default:
 | |
|       BLI_assert(!"Texture format incorrect or unsupported\n");
 | |
|       return 0;
 | |
|   }
 | |
| }
 | |
| 
 | |
| static GLenum gpu_get_gl_datatype(eGPUDataFormat format)
 | |
| {
 | |
|   switch (format) {
 | |
|     case GPU_DATA_FLOAT:
 | |
|       return GL_FLOAT;
 | |
|     case GPU_DATA_INT:
 | |
|       return GL_INT;
 | |
|     case GPU_DATA_UNSIGNED_INT:
 | |
|       return GL_UNSIGNED_INT;
 | |
|     case GPU_DATA_UNSIGNED_BYTE:
 | |
|       return GL_UNSIGNED_BYTE;
 | |
|     case GPU_DATA_UNSIGNED_INT_24_8:
 | |
|       return GL_UNSIGNED_INT_24_8;
 | |
|     case GPU_DATA_10_11_11_REV:
 | |
|       return GL_UNSIGNED_INT_10F_11F_11F_REV;
 | |
|     default:
 | |
|       BLI_assert(!"Unhandled data format");
 | |
|       return GL_FLOAT;
 | |
|   }
 | |
| }
 | |
| 
 | |
| static float *GPU_texture_rescale_3d(
 | |
|     GPUTexture *tex, int w, int h, int d, int channels, const float *fpixels)
 | |
| {
 | |
|   const uint xf = w / tex->w, yf = h / tex->h, zf = d / tex->d;
 | |
|   float *nfpixels = MEM_mallocN(channels * sizeof(float) * tex->w * tex->h * tex->d,
 | |
|                                 "GPUTexture Rescaled 3Dtex");
 | |
| 
 | |
|   if (nfpixels) {
 | |
|     GPU_print_error_debug("You need to scale a 3D texture, feel the pain!");
 | |
| 
 | |
|     for (uint k = 0; k < tex->d; k++) {
 | |
|       for (uint j = 0; j < tex->h; j++) {
 | |
|         for (uint 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;
 | |
|           uint offset = k * (tex->w * tex->h) + i * tex->h + j;
 | |
|           uint offset_orig = (zb) * (w * h) + (xb)*h + (yb);
 | |
| 
 | |
|           if (channels == 4) {
 | |
|             nfpixels[offset * 4] = fpixels[offset_orig * 4];
 | |
|             nfpixels[offset * 4 + 1] = fpixels[offset_orig * 4 + 1];
 | |
|             nfpixels[offset * 4 + 2] = fpixels[offset_orig * 4 + 2];
 | |
|             nfpixels[offset * 4 + 3] = fpixels[offset_orig * 4 + 3];
 | |
|           }
 | |
|           else {
 | |
|             nfpixels[offset] = fpixels[offset_orig];
 | |
|           }
 | |
|         }
 | |
|       }
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   return nfpixels;
 | |
| }
 | |
| 
 | |
| static bool gpu_texture_check_capacity(
 | |
|     GPUTexture *tex, GLenum proxy, GLenum internalformat, GLenum data_format, GLenum data_type)
 | |
| {
 | |
|   if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_WIN, GPU_DRIVER_ANY) ||
 | |
|       GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_OFFICIAL)) {
 | |
|     /* Some AMD drivers have a faulty `GL_PROXY_TEXTURE_..` check.
 | |
|      * (see T55888, T56185, T59351).
 | |
|      * Checking with `GL_PROXY_TEXTURE_..` doesn't prevent `Out Of Memory` issue,
 | |
|      * it just states that the OGL implementation can support the texture.
 | |
|      * So manually check the maximum size and maximum number of layers. */
 | |
|     switch (proxy) {
 | |
|       case GL_PROXY_TEXTURE_2D_ARRAY:
 | |
|         if ((tex->d < 0) || (tex->d > GPU_max_texture_layers())) {
 | |
|           return false;
 | |
|         }
 | |
|         break;
 | |
| 
 | |
|       case GL_PROXY_TEXTURE_1D_ARRAY:
 | |
|         if ((tex->h < 0) || (tex->h > GPU_max_texture_layers())) {
 | |
|           return false;
 | |
|         }
 | |
|         break;
 | |
|     }
 | |
| 
 | |
|     switch (proxy) {
 | |
|       case GL_PROXY_TEXTURE_3D:
 | |
|         if ((tex->d < 0) || (tex->d > GPU_max_texture_size())) {
 | |
|           return false;
 | |
|         }
 | |
|         ATTR_FALLTHROUGH;
 | |
| 
 | |
|       case GL_PROXY_TEXTURE_2D:
 | |
|       case GL_PROXY_TEXTURE_2D_ARRAY:
 | |
|         if ((tex->h < 0) || (tex->h > GPU_max_texture_size())) {
 | |
|           return false;
 | |
|         }
 | |
|         ATTR_FALLTHROUGH;
 | |
| 
 | |
|       case GL_PROXY_TEXTURE_1D:
 | |
|       case GL_PROXY_TEXTURE_1D_ARRAY:
 | |
|         if ((tex->w < 0) || (tex->w > GPU_max_texture_size())) {
 | |
|           return false;
 | |
|         }
 | |
|         ATTR_FALLTHROUGH;
 | |
|       default:
 | |
|         break;
 | |
|     }
 | |
| 
 | |
|     return true;
 | |
|   }
 | |
|   else {
 | |
|     switch (proxy) {
 | |
|       case GL_PROXY_TEXTURE_1D:
 | |
|         glTexImage1D(proxy, 0, internalformat, tex->w, 0, data_format, data_type, NULL);
 | |
|         break;
 | |
|       case GL_PROXY_TEXTURE_1D_ARRAY:
 | |
|       case GL_PROXY_TEXTURE_2D:
 | |
|         glTexImage2D(proxy, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, NULL);
 | |
|         break;
 | |
|       case GL_PROXY_TEXTURE_2D_ARRAY:
 | |
|       case GL_PROXY_TEXTURE_3D:
 | |
|         glTexImage3D(
 | |
|             proxy, 0, internalformat, tex->w, tex->h, tex->d, 0, data_format, data_type, NULL);
 | |
|         break;
 | |
|     }
 | |
|     int width = 0;
 | |
|     glGetTexLevelParameteriv(proxy, 0, GL_TEXTURE_WIDTH, &width);
 | |
| 
 | |
|     return (width > 0);
 | |
|   }
 | |
| }
 | |
| 
 | |
| /* This tries to allocate video memory for a given texture
 | |
|  * If alloc fails, lower the resolution until it fits. */
 | |
| static bool gpu_texture_try_alloc(GPUTexture *tex,
 | |
|                                   GLenum proxy,
 | |
|                                   GLenum internalformat,
 | |
|                                   GLenum data_format,
 | |
|                                   GLenum data_type,
 | |
|                                   int channels,
 | |
|                                   bool try_rescale,
 | |
|                                   const float *fpixels,
 | |
|                                   float **rescaled_fpixels)
 | |
| {
 | |
|   bool ret;
 | |
|   ret = gpu_texture_check_capacity(tex, proxy, internalformat, data_format, data_type);
 | |
| 
 | |
|   if (!ret && try_rescale) {
 | |
|     BLI_assert(
 | |
|         !ELEM(proxy, GL_PROXY_TEXTURE_1D_ARRAY, GL_PROXY_TEXTURE_2D_ARRAY));  // not implemented
 | |
| 
 | |
|     const int w = tex->w, h = tex->h, d = tex->d;
 | |
| 
 | |
|     /* Find largest texture possible */
 | |
|     do {
 | |
|       tex->w /= 2;
 | |
|       tex->h /= 2;
 | |
|       tex->d /= 2;
 | |
| 
 | |
|       /* really unlikely to happen but keep this just in case */
 | |
|       if (tex->w == 0) {
 | |
|         break;
 | |
|       }
 | |
|       if (tex->h == 0 && proxy != GL_PROXY_TEXTURE_1D) {
 | |
|         break;
 | |
|       }
 | |
|       if (tex->d == 0 && proxy == GL_PROXY_TEXTURE_3D) {
 | |
|         break;
 | |
|       }
 | |
| 
 | |
|       ret = gpu_texture_check_capacity(tex, proxy, internalformat, data_format, data_type);
 | |
|     } while (ret == false);
 | |
| 
 | |
|     /* Rescale */
 | |
|     if (ret) {
 | |
|       switch (proxy) {
 | |
|         case GL_PROXY_TEXTURE_1D:
 | |
|         case GL_PROXY_TEXTURE_2D:
 | |
|           /* Do nothing for now */
 | |
|           return false;
 | |
|         case GL_PROXY_TEXTURE_3D:
 | |
|           BLI_assert(data_type == GL_FLOAT);
 | |
|           *rescaled_fpixels = GPU_texture_rescale_3d(tex, w, h, d, channels, fpixels);
 | |
|           return (bool)*rescaled_fpixels;
 | |
|       }
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   return ret;
 | |
| }
 | |
| 
 | |
| GPUTexture *GPU_texture_create_nD(int w,
 | |
|                                   int h,
 | |
|                                   int d,
 | |
|                                   int n,
 | |
|                                   const void *pixels,
 | |
|                                   eGPUTextureFormat tex_format,
 | |
|                                   eGPUDataFormat gpu_data_format,
 | |
|                                   int samples,
 | |
|                                   const bool can_rescale,
 | |
|                                   char err_out[256])
 | |
| {
 | |
|   if (samples) {
 | |
|     CLAMP_MAX(samples, GPU_max_color_texture_samples());
 | |
|   }
 | |
| 
 | |
|   if ((tex_format == GPU_DEPTH24_STENCIL8) && GPU_depth_blitting_workaround()) {
 | |
|     /* MacOS + Radeon Pro fails to blit depth on GPU_DEPTH24_STENCIL8
 | |
|      * but works on GPU_DEPTH32F_STENCIL8. */
 | |
|     tex_format = GPU_DEPTH32F_STENCIL8;
 | |
|   }
 | |
| 
 | |
|   GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
 | |
|   tex->w = w;
 | |
|   tex->h = h;
 | |
|   tex->d = d;
 | |
|   tex->samples = samples;
 | |
|   tex->number = -1;
 | |
|   tex->refcount = 1;
 | |
|   tex->format = tex_format;
 | |
|   tex->components = gpu_get_component_count(tex_format);
 | |
|   tex->bytesize = gpu_get_bytesize(tex_format);
 | |
|   tex->format_flag = 0;
 | |
| 
 | |
|   if (n == 2) {
 | |
|     if (d == 0) {
 | |
|       tex->target_base = tex->target = GL_TEXTURE_2D;
 | |
|     }
 | |
|     else {
 | |
|       tex->target_base = tex->target = GL_TEXTURE_2D_ARRAY;
 | |
|     }
 | |
|   }
 | |
|   else if (n == 1) {
 | |
|     if (h == 0) {
 | |
|       tex->target_base = tex->target = GL_TEXTURE_1D;
 | |
|     }
 | |
|     else {
 | |
|       tex->target_base = tex->target = GL_TEXTURE_1D_ARRAY;
 | |
|     }
 | |
|   }
 | |
|   else if (n == 3) {
 | |
|     tex->target_base = tex->target = GL_TEXTURE_3D;
 | |
|   }
 | |
|   else {
 | |
|     /* should never happen */
 | |
|     MEM_freeN(tex);
 | |
|     return NULL;
 | |
|   }
 | |
| 
 | |
|   gpu_validate_data_format(tex_format, gpu_data_format);
 | |
| 
 | |
|   if (samples && n == 2 && d == 0) {
 | |
|     tex->target = GL_TEXTURE_2D_MULTISAMPLE;
 | |
|   }
 | |
| 
 | |
|   GLenum internalformat = gpu_get_gl_internalformat(tex_format);
 | |
|   GLenum data_format = gpu_get_gl_dataformat(tex_format, &tex->format_flag);
 | |
|   GLenum data_type = gpu_get_gl_datatype(gpu_data_format);
 | |
| 
 | |
|   /* Generate Texture object */
 | |
|   tex->bindcode = GPU_tex_alloc();
 | |
| 
 | |
|   if (!tex->bindcode) {
 | |
|     if (err_out) {
 | |
|       BLI_strncpy(err_out, "GPUTexture: texture create failed\n", 256);
 | |
|     }
 | |
|     else {
 | |
|       fprintf(stderr, "GPUTexture: texture create failed\n");
 | |
|     }
 | |
|     GPU_texture_free(tex);
 | |
|     return NULL;
 | |
|   }
 | |
| 
 | |
|   glBindTexture(tex->target, tex->bindcode);
 | |
| 
 | |
|   /* Check if texture fit in VRAM */
 | |
|   GLenum proxy = GL_PROXY_TEXTURE_2D;
 | |
| 
 | |
|   if (n == 2) {
 | |
|     if (d > 1) {
 | |
|       proxy = GL_PROXY_TEXTURE_2D_ARRAY;
 | |
|     }
 | |
|   }
 | |
|   else if (n == 1) {
 | |
|     if (h == 0) {
 | |
|       proxy = GL_PROXY_TEXTURE_1D;
 | |
|     }
 | |
|     else {
 | |
|       proxy = GL_PROXY_TEXTURE_1D_ARRAY;
 | |
|     }
 | |
|   }
 | |
|   else if (n == 3) {
 | |
|     proxy = GL_PROXY_TEXTURE_3D;
 | |
|   }
 | |
| 
 | |
|   float *rescaled_pixels = NULL;
 | |
|   bool valid = gpu_texture_try_alloc(tex,
 | |
|                                      proxy,
 | |
|                                      internalformat,
 | |
|                                      data_format,
 | |
|                                      data_type,
 | |
|                                      tex->components,
 | |
|                                      can_rescale,
 | |
|                                      pixels,
 | |
|                                      &rescaled_pixels);
 | |
| 
 | |
|   if (G.debug & G_DEBUG_GPU || !valid) {
 | |
|     printf("GPUTexture: create : %s, %s, w : %d, h : %d, d : %d, comp : %d, size : %.2f MiB\n",
 | |
|            gl_enum_to_str(tex->target),
 | |
|            gl_enum_to_str(internalformat),
 | |
|            w,
 | |
|            h,
 | |
|            d,
 | |
|            tex->components,
 | |
|            gpu_texture_memory_footprint_compute(tex) / 1048576.0f);
 | |
|   }
 | |
| 
 | |
|   if (!valid) {
 | |
|     if (err_out) {
 | |
|       BLI_strncpy(err_out, "GPUTexture: texture alloc failed\n", 256);
 | |
|     }
 | |
|     else {
 | |
|       fprintf(stderr, "GPUTexture: texture alloc failed. Likely not enough Video Memory.\n");
 | |
|       fprintf(stderr,
 | |
|               "Current texture memory usage : %.2f MiB.\n",
 | |
|               gpu_texture_memory_footprint_compute(tex) / 1048576.0f);
 | |
|     }
 | |
|     GPU_texture_free(tex);
 | |
|     return NULL;
 | |
|   }
 | |
| 
 | |
|   gpu_texture_memory_footprint_add(tex);
 | |
| 
 | |
|   /* Upload Texture */
 | |
|   const float *pix = (rescaled_pixels) ? rescaled_pixels : pixels;
 | |
| 
 | |
|   if (tex->target == GL_TEXTURE_2D || tex->target == GL_TEXTURE_2D_MULTISAMPLE ||
 | |
|       tex->target == GL_TEXTURE_1D_ARRAY) {
 | |
|     if (samples) {
 | |
|       glTexImage2DMultisample(tex->target, samples, internalformat, tex->w, tex->h, true);
 | |
|       if (pix) {
 | |
|         glTexSubImage2D(tex->target, 0, 0, 0, tex->w, tex->h, data_format, data_type, pix);
 | |
|       }
 | |
|     }
 | |
|     else {
 | |
|       glTexImage2D(tex->target, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, pix);
 | |
|     }
 | |
|   }
 | |
|   else if (tex->target == GL_TEXTURE_1D) {
 | |
|     glTexImage1D(tex->target, 0, internalformat, tex->w, 0, data_format, data_type, pix);
 | |
|   }
 | |
|   else {
 | |
|     glTexImage3D(
 | |
|         tex->target, 0, internalformat, tex->w, tex->h, tex->d, 0, data_format, data_type, pix);
 | |
|   }
 | |
| 
 | |
|   if (rescaled_pixels) {
 | |
|     MEM_freeN(rescaled_pixels);
 | |
|   }
 | |
| 
 | |
|   /* Texture Parameters */
 | |
|   if (GPU_texture_stencil(tex) || /* Does not support filtering */
 | |
|       GPU_texture_integer(tex) || /* Does not support filtering */
 | |
|       GPU_texture_depth(tex)) {
 | |
|     glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 | |
|     glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 | |
|   }
 | |
|   else {
 | |
|     glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
 | |
|     glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
 | |
|   }
 | |
| 
 | |
|   if (GPU_texture_depth(tex)) {
 | |
|     glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, GL_NONE);
 | |
|     glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
 | |
|   }
 | |
| 
 | |
|   glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 | |
|   if (n > 1) {
 | |
|     glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 | |
|   }
 | |
|   if (n > 2) {
 | |
|     glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
 | |
|   }
 | |
| 
 | |
|   glBindTexture(tex->target, 0);
 | |
| 
 | |
|   return tex;
 | |
| }
 | |
| 
 | |
| static GPUTexture *GPU_texture_cube_create(int w,
 | |
|                                            int d,
 | |
|                                            const float *fpixels_px,
 | |
|                                            const float *fpixels_py,
 | |
|                                            const float *fpixels_pz,
 | |
|                                            const float *fpixels_nx,
 | |
|                                            const float *fpixels_ny,
 | |
|                                            const float *fpixels_nz,
 | |
|                                            eGPUTextureFormat tex_format,
 | |
|                                            eGPUDataFormat gpu_data_format,
 | |
|                                            char err_out[256])
 | |
| {
 | |
|   GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
 | |
|   tex->w = w;
 | |
|   tex->h = w;
 | |
|   tex->d = d;
 | |
|   tex->samples = 0;
 | |
|   tex->number = -1;
 | |
|   tex->refcount = 1;
 | |
|   tex->format = tex_format;
 | |
|   tex->components = gpu_get_component_count(tex_format);
 | |
|   tex->bytesize = gpu_get_bytesize(tex_format);
 | |
|   tex->format_flag = GPU_FORMAT_CUBE;
 | |
| 
 | |
|   if (d == 0) {
 | |
|     tex->target_base = tex->target = GL_TEXTURE_CUBE_MAP;
 | |
|   }
 | |
|   else {
 | |
|     BLI_assert(false && "Cubemap array Not implemented yet");
 | |
|     // tex->target_base = tex->target = GL_TEXTURE_CUBE_MAP_ARRAY;
 | |
|   }
 | |
| 
 | |
|   GLenum internalformat = gpu_get_gl_internalformat(tex_format);
 | |
|   GLenum data_format = gpu_get_gl_dataformat(tex_format, &tex->format_flag);
 | |
|   GLenum data_type = gpu_get_gl_datatype(gpu_data_format);
 | |
| 
 | |
|   /* Generate Texture object */
 | |
|   tex->bindcode = GPU_tex_alloc();
 | |
| 
 | |
|   if (!tex->bindcode) {
 | |
|     if (err_out) {
 | |
|       BLI_strncpy(err_out, "GPUTexture: texture create failed\n", 256);
 | |
|     }
 | |
|     else {
 | |
|       fprintf(stderr, "GPUTexture: texture create failed\n");
 | |
|     }
 | |
|     GPU_texture_free(tex);
 | |
|     return NULL;
 | |
|   }
 | |
| 
 | |
|   if (G.debug & G_DEBUG_GPU) {
 | |
|     printf("GPUTexture: create : %s, %s, w : %d, h : %d, d : %d, comp : %d, size : %.2f MiB\n",
 | |
|            gl_enum_to_str(tex->target),
 | |
|            gl_enum_to_str(internalformat),
 | |
|            w,
 | |
|            w,
 | |
|            d,
 | |
|            tex->components,
 | |
|            gpu_texture_memory_footprint_compute(tex) / 1048576.0f);
 | |
|   }
 | |
| 
 | |
|   gpu_texture_memory_footprint_add(tex);
 | |
| 
 | |
|   glBindTexture(tex->target, tex->bindcode);
 | |
| 
 | |
|   /* Upload Texture */
 | |
|   glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X,
 | |
|                0,
 | |
|                internalformat,
 | |
|                tex->w,
 | |
|                tex->h,
 | |
|                0,
 | |
|                data_format,
 | |
|                data_type,
 | |
|                fpixels_px);
 | |
|   glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
 | |
|                0,
 | |
|                internalformat,
 | |
|                tex->w,
 | |
|                tex->h,
 | |
|                0,
 | |
|                data_format,
 | |
|                data_type,
 | |
|                fpixels_py);
 | |
|   glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
 | |
|                0,
 | |
|                internalformat,
 | |
|                tex->w,
 | |
|                tex->h,
 | |
|                0,
 | |
|                data_format,
 | |
|                data_type,
 | |
|                fpixels_pz);
 | |
|   glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
 | |
|                0,
 | |
|                internalformat,
 | |
|                tex->w,
 | |
|                tex->h,
 | |
|                0,
 | |
|                data_format,
 | |
|                data_type,
 | |
|                fpixels_nx);
 | |
|   glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
 | |
|                0,
 | |
|                internalformat,
 | |
|                tex->w,
 | |
|                tex->h,
 | |
|                0,
 | |
|                data_format,
 | |
|                data_type,
 | |
|                fpixels_ny);
 | |
|   glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
 | |
|                0,
 | |
|                internalformat,
 | |
|                tex->w,
 | |
|                tex->h,
 | |
|                0,
 | |
|                data_format,
 | |
|                data_type,
 | |
|                fpixels_nz);
 | |
| 
 | |
|   /* Texture Parameters */
 | |
|   if (GPU_texture_stencil(tex) || /* Does not support filtering */
 | |
|       GPU_texture_integer(tex) || /* Does not support filtering */
 | |
|       GPU_texture_depth(tex)) {
 | |
|     glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 | |
|     glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 | |
|   }
 | |
|   else {
 | |
|     glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
 | |
|     glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
 | |
|   }
 | |
| 
 | |
|   if (GPU_texture_depth(tex)) {
 | |
|     glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, GL_NONE);
 | |
|     glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
 | |
|   }
 | |
| 
 | |
|   glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 | |
|   glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 | |
|   glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
 | |
| 
 | |
|   glBindTexture(tex->target, 0);
 | |
| 
 | |
|   return tex;
 | |
| }
 | |
| 
 | |
| /* Special buffer textures. tex_format must be compatible with the buffer content. */
 | |
| GPUTexture *GPU_texture_create_buffer(eGPUTextureFormat tex_format, const GLuint buffer)
 | |
| {
 | |
|   GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
 | |
|   tex->number = -1;
 | |
|   tex->refcount = 1;
 | |
|   tex->format = tex_format;
 | |
|   tex->components = gpu_get_component_count(tex_format);
 | |
|   tex->format_flag = 0;
 | |
|   tex->target_base = tex->target = GL_TEXTURE_BUFFER;
 | |
|   tex->bytesize = gpu_get_bytesize(tex_format);
 | |
| 
 | |
|   GLenum internalformat = gpu_get_gl_internalformat(tex_format);
 | |
| 
 | |
|   gpu_get_gl_dataformat(tex_format, &tex->format_flag);
 | |
| 
 | |
|   if (!(ELEM(tex_format, GPU_R8, GPU_R16) || ELEM(tex_format, GPU_R16F, GPU_R32F) ||
 | |
|         ELEM(tex_format, GPU_R8I, GPU_R16I, GPU_R32I) ||
 | |
|         ELEM(tex_format, GPU_R8UI, GPU_R16UI, GPU_R32UI) || ELEM(tex_format, GPU_RG8, GPU_RG16) ||
 | |
|         ELEM(tex_format, GPU_RG16F, GPU_RG32F) ||
 | |
|         ELEM(tex_format, GPU_RG8I, GPU_RG16I, GPU_RG32I) ||
 | |
|         ELEM(tex_format, GPU_RG8UI, GPU_RG16UI, GPU_RG32UI) ||
 | |
|         /* Not available until gl 4.0 */
 | |
|         // ELEM(tex_format, GPU_RGB32F, GPU_RGB32I, GPU_RGB32UI) ||
 | |
|         ELEM(tex_format, GPU_RGBA8, GPU_RGBA16) || ELEM(tex_format, GPU_RGBA16F, GPU_RGBA32F) ||
 | |
|         ELEM(tex_format, GPU_RGBA8I, GPU_RGBA16I, GPU_RGBA32I) ||
 | |
|         ELEM(tex_format, GPU_RGBA8UI, GPU_RGBA16UI, GPU_RGBA32UI))) {
 | |
|     fprintf(stderr, "GPUTexture: invalid format for texture buffer\n");
 | |
|     GPU_texture_free(tex);
 | |
|     return NULL;
 | |
|   }
 | |
| 
 | |
|   /* Generate Texture object */
 | |
|   tex->bindcode = GPU_tex_alloc();
 | |
| 
 | |
|   if (!tex->bindcode) {
 | |
|     fprintf(stderr, "GPUTexture: texture create failed\n");
 | |
|     GPU_texture_free(tex);
 | |
|     BLI_assert(
 | |
|         0 && "glGenTextures failed: Are you sure a valid OGL context is active on this thread?\n");
 | |
|     return NULL;
 | |
|   }
 | |
| 
 | |
|   glBindTexture(tex->target, tex->bindcode);
 | |
|   glTexBuffer(tex->target, internalformat, buffer);
 | |
|   glBindTexture(tex->target, 0);
 | |
| 
 | |
|   return tex;
 | |
| }
 | |
| 
 | |
| GPUTexture *GPU_texture_from_bindcode(int textarget, int bindcode)
 | |
| {
 | |
|   /* see GPUInput::textarget: it can take two values - GL_TEXTURE_2D and GL_TEXTURE_CUBE_MAP
 | |
|    * these values are correct for glDisable, so textarget can be safely used in
 | |
|    * GPU_texture_bind/GPU_texture_unbind through tex->target_base */
 | |
|   /* (is any of this obsolete now that we don't glEnable/Disable textures?) */
 | |
|   GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
 | |
|   tex->bindcode = bindcode;
 | |
|   tex->number = -1;
 | |
|   tex->refcount = 1;
 | |
|   tex->target = textarget;
 | |
|   tex->target_base = textarget;
 | |
|   tex->format = -1;
 | |
|   tex->components = -1;
 | |
|   tex->samples = 0;
 | |
| 
 | |
|   if (!glIsTexture(tex->bindcode)) {
 | |
|     GPU_print_error_debug("Blender Texture Not Loaded");
 | |
|   }
 | |
|   else {
 | |
|     GLint w, h;
 | |
| 
 | |
|     GLenum gettarget;
 | |
| 
 | |
|     if (textarget == GL_TEXTURE_2D) {
 | |
|       gettarget = GL_TEXTURE_2D;
 | |
|     }
 | |
|     else {
 | |
|       gettarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X;
 | |
|     }
 | |
| 
 | |
|     glBindTexture(textarget, tex->bindcode);
 | |
|     glGetTexLevelParameteriv(gettarget, 0, GL_TEXTURE_WIDTH, &w);
 | |
|     glGetTexLevelParameteriv(gettarget, 0, GL_TEXTURE_HEIGHT, &h);
 | |
|     tex->w = w;
 | |
|     tex->h = h;
 | |
|     glBindTexture(textarget, 0);
 | |
|   }
 | |
| 
 | |
|   return tex;
 | |
| }
 | |
| 
 | |
| GPUTexture *GPU_texture_from_preview(PreviewImage *prv, int mipmap)
 | |
| {
 | |
|   GPUTexture *tex = prv->gputexture[0];
 | |
|   GLuint bindcode = 0;
 | |
| 
 | |
|   if (tex) {
 | |
|     bindcode = tex->bindcode;
 | |
|   }
 | |
| 
 | |
|   /* this binds a texture, so that's why we restore it to 0 */
 | |
|   if (bindcode == 0) {
 | |
|     GPU_create_gl_tex(
 | |
|         &bindcode, prv->rect[0], NULL, prv->w[0], prv->h[0], GL_TEXTURE_2D, mipmap, false, NULL);
 | |
|   }
 | |
|   if (tex) {
 | |
|     tex->bindcode = bindcode;
 | |
|     glBindTexture(GL_TEXTURE_2D, 0);
 | |
|     return tex;
 | |
|   }
 | |
| 
 | |
|   tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
 | |
|   tex->bindcode = bindcode;
 | |
|   tex->number = -1;
 | |
|   tex->refcount = 1;
 | |
|   tex->target = GL_TEXTURE_2D;
 | |
|   tex->target_base = GL_TEXTURE_2D;
 | |
|   tex->format = -1;
 | |
|   tex->components = -1;
 | |
| 
 | |
|   prv->gputexture[0] = tex;
 | |
| 
 | |
|   if (!glIsTexture(tex->bindcode)) {
 | |
|     GPU_print_error_debug("Blender Texture Not Loaded");
 | |
|   }
 | |
|   else {
 | |
|     GLint w, h;
 | |
| 
 | |
|     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, 0);
 | |
| 
 | |
|   return tex;
 | |
| }
 | |
| 
 | |
| GPUTexture *GPU_texture_create_1d(int w,
 | |
|                                   eGPUTextureFormat tex_format,
 | |
|                                   const float *pixels,
 | |
|                                   char err_out[256])
 | |
| {
 | |
|   BLI_assert(w > 0);
 | |
|   eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format);
 | |
|   return GPU_texture_create_nD(w, 0, 0, 1, pixels, tex_format, data_format, 0, false, err_out);
 | |
| }
 | |
| 
 | |
| GPUTexture *GPU_texture_create_1d_array(
 | |
|     int w, int h, eGPUTextureFormat tex_format, const float *pixels, char err_out[256])
 | |
| {
 | |
|   BLI_assert(w > 0 && h > 0);
 | |
|   eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format);
 | |
|   return GPU_texture_create_nD(w, h, 0, 1, pixels, tex_format, data_format, 0, false, err_out);
 | |
| }
 | |
| 
 | |
| GPUTexture *GPU_texture_create_2d(
 | |
|     int w, int h, eGPUTextureFormat tex_format, const float *pixels, char err_out[256])
 | |
| {
 | |
|   BLI_assert(w > 0 && h > 0);
 | |
|   eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format);
 | |
|   return GPU_texture_create_nD(w, h, 0, 2, pixels, tex_format, data_format, 0, false, err_out);
 | |
| }
 | |
| 
 | |
| GPUTexture *GPU_texture_create_2d_multisample(int w,
 | |
|                                               int h,
 | |
|                                               eGPUTextureFormat tex_format,
 | |
|                                               const float *pixels,
 | |
|                                               int samples,
 | |
|                                               char err_out[256])
 | |
| {
 | |
|   BLI_assert(w > 0 && h > 0);
 | |
|   eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format);
 | |
|   return GPU_texture_create_nD(
 | |
|       w, h, 0, 2, pixels, tex_format, data_format, samples, false, err_out);
 | |
| }
 | |
| 
 | |
| GPUTexture *GPU_texture_create_2d_array(
 | |
|     int w, int h, int d, eGPUTextureFormat tex_format, const float *pixels, char err_out[256])
 | |
| {
 | |
|   BLI_assert(w > 0 && h > 0 && d > 0);
 | |
|   eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format);
 | |
|   return GPU_texture_create_nD(w, h, d, 2, pixels, tex_format, data_format, 0, false, err_out);
 | |
| }
 | |
| 
 | |
| GPUTexture *GPU_texture_create_3d(
 | |
|     int w, int h, int d, eGPUTextureFormat tex_format, const float *pixels, char err_out[256])
 | |
| {
 | |
|   BLI_assert(w > 0 && h > 0 && d > 0);
 | |
|   eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format);
 | |
|   return GPU_texture_create_nD(w, h, d, 3, pixels, tex_format, data_format, 0, true, err_out);
 | |
| }
 | |
| 
 | |
| GPUTexture *GPU_texture_create_cube(int w,
 | |
|                                     eGPUTextureFormat tex_format,
 | |
|                                     const float *fpixels,
 | |
|                                     char err_out[256])
 | |
| {
 | |
|   BLI_assert(w > 0);
 | |
|   const float *fpixels_px, *fpixels_py, *fpixels_pz, *fpixels_nx, *fpixels_ny, *fpixels_nz;
 | |
|   const int channels = gpu_get_component_count(tex_format);
 | |
| 
 | |
|   if (fpixels) {
 | |
|     int face_ofs = w * w * channels;
 | |
|     fpixels_px = fpixels + 0 * face_ofs;
 | |
|     fpixels_nx = fpixels + 1 * face_ofs;
 | |
|     fpixels_py = fpixels + 2 * face_ofs;
 | |
|     fpixels_ny = fpixels + 3 * face_ofs;
 | |
|     fpixels_pz = fpixels + 4 * face_ofs;
 | |
|     fpixels_nz = fpixels + 5 * face_ofs;
 | |
|   }
 | |
|   else {
 | |
|     fpixels_px = fpixels_py = fpixels_pz = fpixels_nx = fpixels_ny = fpixels_nz = NULL;
 | |
|   }
 | |
| 
 | |
|   return GPU_texture_cube_create(w,
 | |
|                                  0,
 | |
|                                  fpixels_px,
 | |
|                                  fpixels_py,
 | |
|                                  fpixels_pz,
 | |
|                                  fpixels_nx,
 | |
|                                  fpixels_ny,
 | |
|                                  fpixels_nz,
 | |
|                                  tex_format,
 | |
|                                  GPU_DATA_FLOAT,
 | |
|                                  err_out);
 | |
| }
 | |
| 
 | |
| GPUTexture *GPU_texture_create_from_vertbuf(GPUVertBuf *vert)
 | |
| {
 | |
|   GPUVertFormat *format = &vert->format;
 | |
|   GPUVertAttr *attr = &format->attrs[0];
 | |
| 
 | |
|   /* Detect incompatible cases (not supported by texture buffers) */
 | |
|   BLI_assert(format->attr_len == 1 && vert->vbo_id != 0);
 | |
|   BLI_assert(attr->comp_len != 3); /* Not until OGL 4.0 */
 | |
|   BLI_assert(attr->comp_type != GPU_COMP_I10);
 | |
|   BLI_assert(attr->fetch_mode != GPU_FETCH_INT_TO_FLOAT);
 | |
| 
 | |
|   uint byte_per_comp = attr->sz / attr->comp_len;
 | |
|   bool is_uint = ELEM(attr->comp_type, GPU_COMP_U8, GPU_COMP_U16, GPU_COMP_U32);
 | |
| 
 | |
|   /* Cannot fetch signed int or 32bit ints as normalized float. */
 | |
|   if (attr->fetch_mode == GPU_FETCH_INT_TO_FLOAT_UNIT) {
 | |
|     BLI_assert(is_uint || byte_per_comp <= 2);
 | |
|   }
 | |
| 
 | |
|   eGPUTextureFormat data_type;
 | |
|   switch (attr->fetch_mode) {
 | |
|     case GPU_FETCH_FLOAT:
 | |
|       switch (attr->comp_len) {
 | |
|         case 1:
 | |
|           data_type = GPU_R32F;
 | |
|           break;
 | |
|         case 2:
 | |
|           data_type = GPU_RG32F;
 | |
|           break;
 | |
|         // case 3: data_type = GPU_RGB32F; break; /* Not supported */
 | |
|         default:
 | |
|           data_type = GPU_RGBA32F;
 | |
|           break;
 | |
|       }
 | |
|       break;
 | |
|     case GPU_FETCH_INT:
 | |
|       switch (attr->comp_len) {
 | |
|         case 1:
 | |
|           switch (byte_per_comp) {
 | |
|             case 1:
 | |
|               data_type = (is_uint) ? GPU_R8UI : GPU_R8I;
 | |
|               break;
 | |
|             case 2:
 | |
|               data_type = (is_uint) ? GPU_R16UI : GPU_R16I;
 | |
|               break;
 | |
|             default:
 | |
|               data_type = (is_uint) ? GPU_R32UI : GPU_R32I;
 | |
|               break;
 | |
|           }
 | |
|           break;
 | |
|         case 2:
 | |
|           switch (byte_per_comp) {
 | |
|             case 1:
 | |
|               data_type = (is_uint) ? GPU_RG8UI : GPU_RG8I;
 | |
|               break;
 | |
|             case 2:
 | |
|               data_type = (is_uint) ? GPU_RG16UI : GPU_RG16I;
 | |
|               break;
 | |
|             default:
 | |
|               data_type = (is_uint) ? GPU_RG32UI : GPU_RG32I;
 | |
|               break;
 | |
|           }
 | |
|           break;
 | |
|         default:
 | |
|           switch (byte_per_comp) {
 | |
|             case 1:
 | |
|               data_type = (is_uint) ? GPU_RGBA8UI : GPU_RGBA8I;
 | |
|               break;
 | |
|             case 2:
 | |
|               data_type = (is_uint) ? GPU_RGBA16UI : GPU_RGBA16I;
 | |
|               break;
 | |
|             default:
 | |
|               data_type = (is_uint) ? GPU_RGBA32UI : GPU_RGBA32I;
 | |
|               break;
 | |
|           }
 | |
|           break;
 | |
|       }
 | |
|       break;
 | |
|     case GPU_FETCH_INT_TO_FLOAT_UNIT:
 | |
|       switch (attr->comp_len) {
 | |
|         case 1:
 | |
|           data_type = (byte_per_comp == 1) ? GPU_R8 : GPU_R16;
 | |
|           break;
 | |
|         case 2:
 | |
|           data_type = (byte_per_comp == 1) ? GPU_RG8 : GPU_RG16;
 | |
|           break;
 | |
|         default:
 | |
|           data_type = (byte_per_comp == 1) ? GPU_RGBA8 : GPU_RGBA16;
 | |
|           break;
 | |
|       }
 | |
|       break;
 | |
|     default:
 | |
|       BLI_assert(0);
 | |
|       return NULL;
 | |
|   }
 | |
| 
 | |
|   return GPU_texture_create_buffer(data_type, vert->vbo_id);
 | |
| }
 | |
| 
 | |
| void GPU_texture_add_mipmap(GPUTexture *tex,
 | |
|                             eGPUDataFormat gpu_data_format,
 | |
|                             int miplvl,
 | |
|                             const void *pixels)
 | |
| {
 | |
|   BLI_assert((int)tex->format > -1);
 | |
|   BLI_assert(tex->components > -1);
 | |
| 
 | |
|   gpu_validate_data_format(tex->format, gpu_data_format);
 | |
| 
 | |
|   GLenum internalformat = gpu_get_gl_internalformat(tex->format);
 | |
|   GLenum data_format = gpu_get_gl_dataformat(tex->format, &tex->format_flag);
 | |
|   GLenum data_type = gpu_get_gl_datatype(gpu_data_format);
 | |
| 
 | |
|   glBindTexture(tex->target, tex->bindcode);
 | |
| 
 | |
|   int size[3];
 | |
|   GPU_texture_get_mipmap_size(tex, miplvl, size);
 | |
| 
 | |
|   switch (tex->target) {
 | |
|     case GL_TEXTURE_1D:
 | |
|       glTexImage1D(
 | |
|           tex->target, miplvl, internalformat, size[0], 0, data_format, data_type, pixels);
 | |
|       break;
 | |
|     case GL_TEXTURE_2D:
 | |
|     case GL_TEXTURE_1D_ARRAY:
 | |
|       glTexImage2D(tex->target,
 | |
|                    miplvl,
 | |
|                    internalformat,
 | |
|                    size[0],
 | |
|                    size[1],
 | |
|                    0,
 | |
|                    data_format,
 | |
|                    data_type,
 | |
|                    pixels);
 | |
|       break;
 | |
|     case GL_TEXTURE_3D:
 | |
|     case GL_TEXTURE_2D_ARRAY:
 | |
|       glTexImage3D(tex->target,
 | |
|                    miplvl,
 | |
|                    internalformat,
 | |
|                    size[0],
 | |
|                    size[1],
 | |
|                    size[2],
 | |
|                    0,
 | |
|                    data_format,
 | |
|                    data_type,
 | |
|                    pixels);
 | |
|       break;
 | |
|     case GL_TEXTURE_2D_MULTISAMPLE:
 | |
|       /* Multisample textures cannot have mipmaps. */
 | |
|     default:
 | |
|       BLI_assert(!"tex->target mode not supported");
 | |
|   }
 | |
| 
 | |
|   glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_MAX_LEVEL, miplvl);
 | |
| 
 | |
|   glBindTexture(tex->target, 0);
 | |
| }
 | |
| 
 | |
| void GPU_texture_update_sub(GPUTexture *tex,
 | |
|                             eGPUDataFormat gpu_data_format,
 | |
|                             const void *pixels,
 | |
|                             int offset_x,
 | |
|                             int offset_y,
 | |
|                             int offset_z,
 | |
|                             int width,
 | |
|                             int height,
 | |
|                             int depth)
 | |
| {
 | |
|   BLI_assert((int)tex->format > -1);
 | |
|   BLI_assert(tex->components > -1);
 | |
| 
 | |
|   GLenum data_format = gpu_get_gl_dataformat(tex->format, &tex->format_flag);
 | |
|   GLenum data_type = gpu_get_gl_datatype(gpu_data_format);
 | |
|   GLint alignment;
 | |
| 
 | |
|   /* The default pack size for textures is 4, which won't work for byte based textures */
 | |
|   if (tex->bytesize == 1) {
 | |
|     glGetIntegerv(GL_UNPACK_ALIGNMENT, &alignment);
 | |
|     glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
 | |
|   }
 | |
| 
 | |
|   glBindTexture(tex->target, tex->bindcode);
 | |
|   switch (tex->target) {
 | |
|     case GL_TEXTURE_1D:
 | |
|       glTexSubImage1D(tex->target, 0, offset_x, width, data_format, data_type, pixels);
 | |
|       break;
 | |
|     case GL_TEXTURE_2D:
 | |
|     case GL_TEXTURE_2D_MULTISAMPLE:
 | |
|     case GL_TEXTURE_1D_ARRAY:
 | |
|       glTexSubImage2D(
 | |
|           tex->target, 0, offset_x, offset_y, width, height, data_format, data_type, pixels);
 | |
|       break;
 | |
|     case GL_TEXTURE_3D:
 | |
|     case GL_TEXTURE_2D_ARRAY:
 | |
|       glTexSubImage3D(tex->target,
 | |
|                       0,
 | |
|                       offset_x,
 | |
|                       offset_y,
 | |
|                       offset_z,
 | |
|                       width,
 | |
|                       height,
 | |
|                       depth,
 | |
|                       data_format,
 | |
|                       data_type,
 | |
|                       pixels);
 | |
|       break;
 | |
|     default:
 | |
|       BLI_assert(!"tex->target mode not supported");
 | |
|   }
 | |
| 
 | |
|   if (tex->bytesize == 1) {
 | |
|     glPixelStorei(GL_UNPACK_ALIGNMENT, alignment);
 | |
|   }
 | |
| 
 | |
|   glBindTexture(tex->target, 0);
 | |
| }
 | |
| 
 | |
| void *GPU_texture_read(GPUTexture *tex, eGPUDataFormat gpu_data_format, int miplvl)
 | |
| {
 | |
|   int size[3] = {0, 0, 0};
 | |
|   GPU_texture_get_mipmap_size(tex, miplvl, size);
 | |
| 
 | |
|   gpu_validate_data_format(tex->format, gpu_data_format);
 | |
| 
 | |
|   size_t buf_size = gpu_texture_memory_footprint_compute(tex);
 | |
|   size_t samples_count = max_ii(1, tex->samples);
 | |
| 
 | |
|   samples_count *= size[0];
 | |
|   samples_count *= max_ii(1, size[1]);
 | |
|   samples_count *= max_ii(1, size[2]);
 | |
|   samples_count *= (GPU_texture_cube(tex)) ? 6 : 1;
 | |
| 
 | |
|   switch (gpu_data_format) {
 | |
|     case GPU_DATA_FLOAT:
 | |
|       buf_size = sizeof(float) * samples_count * tex->components;
 | |
|       break;
 | |
|     case GPU_DATA_INT:
 | |
|     case GPU_DATA_UNSIGNED_INT:
 | |
|       buf_size = sizeof(int) * samples_count * tex->components;
 | |
|       break;
 | |
|     case GPU_DATA_UNSIGNED_INT_24_8:
 | |
|     case GPU_DATA_10_11_11_REV:
 | |
|       buf_size = sizeof(int) * samples_count;
 | |
|       break;
 | |
|     case GPU_DATA_UNSIGNED_BYTE:
 | |
|       break;
 | |
|   }
 | |
| 
 | |
|   /* AMD Pro driver have a bug that write 8 bytes past buffer size
 | |
|    * if the texture is big. (see T66573) */
 | |
|   void *buf = MEM_mallocN(buf_size + 8, "GPU_texture_read");
 | |
| 
 | |
|   GLenum data_format = gpu_get_gl_dataformat(tex->format, &tex->format_flag);
 | |
|   GLenum data_type = gpu_get_gl_datatype(gpu_data_format);
 | |
| 
 | |
|   glBindTexture(tex->target, tex->bindcode);
 | |
| 
 | |
|   if (GPU_texture_cube(tex)) {
 | |
|     int cube_face_size = buf_size / 6;
 | |
|     for (int i = 0; i < 6; ++i) {
 | |
|       glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
 | |
|                     miplvl,
 | |
|                     data_format,
 | |
|                     data_type,
 | |
|                     ((char *)buf) + cube_face_size * i);
 | |
|     }
 | |
|   }
 | |
|   else {
 | |
|     glGetTexImage(tex->target, miplvl, data_format, data_type, buf);
 | |
|   }
 | |
| 
 | |
|   glBindTexture(tex->target, 0);
 | |
| 
 | |
|   return buf;
 | |
| }
 | |
| 
 | |
| void GPU_texture_update(GPUTexture *tex, eGPUDataFormat data_format, const void *pixels)
 | |
| {
 | |
|   GPU_texture_update_sub(tex, data_format, pixels, 0, 0, 0, tex->w, tex->h, tex->d);
 | |
| }
 | |
| 
 | |
| void GPU_invalid_tex_init(void)
 | |
| {
 | |
|   memory_usage = 0;
 | |
|   const float color[4] = {1.0f, 0.0f, 1.0f, 1.0f};
 | |
|   GG.invalid_tex_1D = GPU_texture_create_1d(1, GPU_RGBA8, color, NULL);
 | |
|   GG.invalid_tex_2D = GPU_texture_create_2d(1, 1, GPU_RGBA8, color, NULL);
 | |
|   GG.invalid_tex_3D = GPU_texture_create_3d(1, 1, 1, GPU_RGBA8, color, NULL);
 | |
| }
 | |
| 
 | |
| 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)
 | |
| {
 | |
|   BLI_assert(number >= 0);
 | |
| 
 | |
|   if (number >= GPU_max_textures()) {
 | |
|     fprintf(stderr, "Not enough texture slots.\n");
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   if ((G.debug & G_DEBUG)) {
 | |
|     for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; ++i) {
 | |
|       if (tex->fb[i] && GPU_framebuffer_bound(tex->fb[i])) {
 | |
|         fprintf(stderr,
 | |
|                 "Feedback loop warning!: Attempting to bind "
 | |
|                 "texture attached to current framebuffer!\n");
 | |
|         BLI_assert(0); /* Should never happen! */
 | |
|         break;
 | |
|       }
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   glActiveTexture(GL_TEXTURE0 + number);
 | |
| 
 | |
|   if (tex->bindcode != 0) {
 | |
|     glBindTexture(tex->target, tex->bindcode);
 | |
|   }
 | |
|   else {
 | |
|     GPU_invalid_tex_bind(tex->target_base);
 | |
|   }
 | |
| 
 | |
|   tex->number = number;
 | |
| }
 | |
| 
 | |
| void GPU_texture_unbind(GPUTexture *tex)
 | |
| {
 | |
|   if (tex->number == -1) {
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   glActiveTexture(GL_TEXTURE0 + tex->number);
 | |
|   glBindTexture(tex->target, 0);
 | |
| 
 | |
|   tex->number = -1;
 | |
| }
 | |
| 
 | |
| int GPU_texture_bound_number(GPUTexture *tex)
 | |
| {
 | |
|   return tex->number;
 | |
| }
 | |
| 
 | |
| #define WARN_NOT_BOUND(_tex) \
 | |
|   { \
 | |
|     if (_tex->number == -1) { \
 | |
|       fprintf(stderr, "Warning : Trying to set parameter on a texture not bound.\n"); \
 | |
|       BLI_assert(0); \
 | |
|       return; \
 | |
|     } \
 | |
|   } \
 | |
|   ((void)0)
 | |
| 
 | |
| void GPU_texture_generate_mipmap(GPUTexture *tex)
 | |
| {
 | |
|   WARN_NOT_BOUND(tex);
 | |
| 
 | |
|   glActiveTexture(GL_TEXTURE0 + tex->number);
 | |
| 
 | |
|   if (GPU_texture_depth(tex)) {
 | |
|     /* Some drivers have bugs when using glGenerateMipmap with depth textures (see T56789).
 | |
|      * In this case we just create a complete texture with mipmaps manually without downsampling.
 | |
|      * You must initialize the texture levels using other methods like
 | |
|      * GPU_framebuffer_recursive_downsample(). */
 | |
|     int levels = 1 + floor(log2(max_ii(tex->w, tex->h)));
 | |
|     eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex->format);
 | |
|     for (int i = 1; i < levels; ++i) {
 | |
|       GPU_texture_add_mipmap(tex, data_format, i, NULL);
 | |
|     }
 | |
|     glBindTexture(tex->target, tex->bindcode);
 | |
|   }
 | |
|   else {
 | |
|     glGenerateMipmap(tex->target_base);
 | |
|   }
 | |
| }
 | |
| 
 | |
| void GPU_texture_compare_mode(GPUTexture *tex, bool use_compare)
 | |
| {
 | |
|   WARN_NOT_BOUND(tex);
 | |
| 
 | |
|   /* Could become an assertion ? (fclem) */
 | |
|   if (!GPU_texture_depth(tex)) {
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   GLenum mode = (use_compare) ? GL_COMPARE_REF_TO_TEXTURE : GL_NONE;
 | |
| 
 | |
|   glActiveTexture(GL_TEXTURE0 + tex->number);
 | |
|   glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, mode);
 | |
| }
 | |
| 
 | |
| void GPU_texture_filter_mode(GPUTexture *tex, bool use_filter)
 | |
| {
 | |
|   WARN_NOT_BOUND(tex);
 | |
| 
 | |
|   /* Stencil and integer format does not support filtering. */
 | |
|   BLI_assert(!use_filter || !(GPU_texture_stencil(tex) || GPU_texture_integer(tex)));
 | |
| 
 | |
|   GLenum filter = (use_filter) ? GL_LINEAR : GL_NEAREST;
 | |
| 
 | |
|   glActiveTexture(GL_TEXTURE0 + tex->number);
 | |
|   glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, filter);
 | |
|   glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, filter);
 | |
| }
 | |
| 
 | |
| void GPU_texture_mipmap_mode(GPUTexture *tex, bool use_mipmap, bool use_filter)
 | |
| {
 | |
|   WARN_NOT_BOUND(tex);
 | |
| 
 | |
|   /* Stencil and integer format does not support filtering. */
 | |
|   BLI_assert((!use_filter && !use_mipmap) ||
 | |
|              !(GPU_texture_stencil(tex) || GPU_texture_integer(tex)));
 | |
| 
 | |
|   GLenum filter = (use_filter) ? GL_LINEAR : GL_NEAREST;
 | |
|   GLenum mipmap = ((use_filter) ? (use_mipmap) ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR :
 | |
|                                   (use_mipmap) ? GL_NEAREST_MIPMAP_LINEAR : GL_NEAREST);
 | |
| 
 | |
|   glActiveTexture(GL_TEXTURE0 + tex->number);
 | |
|   glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, mipmap);
 | |
|   glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, filter);
 | |
| }
 | |
| 
 | |
| void GPU_texture_wrap_mode(GPUTexture *tex, bool use_repeat)
 | |
| {
 | |
|   WARN_NOT_BOUND(tex);
 | |
| 
 | |
|   GLenum repeat = (use_repeat) ? GL_REPEAT : GL_CLAMP_TO_EDGE;
 | |
| 
 | |
|   glActiveTexture(GL_TEXTURE0 + tex->number);
 | |
|   glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, repeat);
 | |
|   if (tex->target_base != GL_TEXTURE_1D) {
 | |
|     glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_T, repeat);
 | |
|   }
 | |
|   if (tex->target_base == GL_TEXTURE_3D) {
 | |
|     glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_R, repeat);
 | |
|   }
 | |
| }
 | |
| 
 | |
| static GLenum gpu_get_gl_filterfunction(eGPUFilterFunction filter)
 | |
| {
 | |
|   switch (filter) {
 | |
|     case GPU_NEAREST:
 | |
|       return GL_NEAREST;
 | |
|     case GPU_LINEAR:
 | |
|       return GL_LINEAR;
 | |
|     default:
 | |
|       BLI_assert(!"Unhandled filter mode");
 | |
|       return GL_NEAREST;
 | |
|   }
 | |
| }
 | |
| 
 | |
| void GPU_texture_filters(GPUTexture *tex,
 | |
|                          eGPUFilterFunction min_filter,
 | |
|                          eGPUFilterFunction mag_filter)
 | |
| {
 | |
|   WARN_NOT_BOUND(tex);
 | |
| 
 | |
|   /* Stencil and integer format does not support filtering. */
 | |
|   BLI_assert(!(GPU_texture_stencil(tex) || GPU_texture_integer(tex)));
 | |
|   BLI_assert(mag_filter == GPU_NEAREST || mag_filter == GPU_LINEAR);
 | |
| 
 | |
|   glActiveTexture(GL_TEXTURE0 + tex->number);
 | |
|   glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, gpu_get_gl_filterfunction(min_filter));
 | |
|   glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, gpu_get_gl_filterfunction(mag_filter));
 | |
| }
 | |
| 
 | |
| void GPU_texture_free(GPUTexture *tex)
 | |
| {
 | |
|   tex->refcount--;
 | |
| 
 | |
|   if (tex->refcount < 0) {
 | |
|     fprintf(stderr, "GPUTexture: negative refcount\n");
 | |
|   }
 | |
| 
 | |
|   if (tex->refcount == 0) {
 | |
|     for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; ++i) {
 | |
|       if (tex->fb[i] != NULL) {
 | |
|         GPU_framebuffer_texture_detach_slot(tex->fb[i], tex, tex->fb_attachment[i]);
 | |
|       }
 | |
|     }
 | |
| 
 | |
|     if (tex->bindcode) {
 | |
|       GPU_tex_free(tex->bindcode);
 | |
|     }
 | |
| 
 | |
|     gpu_texture_memory_footprint_remove(tex);
 | |
| 
 | |
|     MEM_freeN(tex);
 | |
|   }
 | |
| }
 | |
| 
 | |
| void GPU_texture_ref(GPUTexture *tex)
 | |
| {
 | |
|   tex->refcount++;
 | |
| }
 | |
| 
 | |
| int GPU_texture_target(const GPUTexture *tex)
 | |
| {
 | |
|   return tex->target;
 | |
| }
 | |
| 
 | |
| int GPU_texture_width(const GPUTexture *tex)
 | |
| {
 | |
|   return tex->w;
 | |
| }
 | |
| 
 | |
| int GPU_texture_height(const GPUTexture *tex)
 | |
| {
 | |
|   return tex->h;
 | |
| }
 | |
| 
 | |
| int GPU_texture_orig_width(const GPUTexture *tex)
 | |
| {
 | |
|   return tex->orig_w;
 | |
| }
 | |
| 
 | |
| int GPU_texture_orig_height(const GPUTexture *tex)
 | |
| {
 | |
|   return tex->orig_h;
 | |
| }
 | |
| 
 | |
| void GPU_texture_orig_size_set(GPUTexture *tex, int w, int h)
 | |
| {
 | |
|   tex->orig_w = w;
 | |
|   tex->orig_h = h;
 | |
| }
 | |
| 
 | |
| int GPU_texture_layers(const GPUTexture *tex)
 | |
| {
 | |
|   return tex->d;
 | |
| }
 | |
| 
 | |
| eGPUTextureFormat GPU_texture_format(const GPUTexture *tex)
 | |
| {
 | |
|   return tex->format;
 | |
| }
 | |
| 
 | |
| int GPU_texture_samples(const GPUTexture *tex)
 | |
| {
 | |
|   return tex->samples;
 | |
| }
 | |
| 
 | |
| bool GPU_texture_depth(const GPUTexture *tex)
 | |
| {
 | |
|   return (tex->format_flag & GPU_FORMAT_DEPTH) != 0;
 | |
| }
 | |
| 
 | |
| bool GPU_texture_stencil(const GPUTexture *tex)
 | |
| {
 | |
|   return (tex->format_flag & GPU_FORMAT_STENCIL) != 0;
 | |
| }
 | |
| 
 | |
| bool GPU_texture_integer(const GPUTexture *tex)
 | |
| {
 | |
|   return (tex->format_flag & GPU_FORMAT_INTEGER) != 0;
 | |
| }
 | |
| 
 | |
| bool GPU_texture_cube(const GPUTexture *tex)
 | |
| {
 | |
|   return (tex->format_flag & GPU_FORMAT_CUBE) != 0;
 | |
| }
 | |
| 
 | |
| int GPU_texture_opengl_bindcode(const GPUTexture *tex)
 | |
| {
 | |
|   return tex->bindcode;
 | |
| }
 | |
| 
 | |
| void GPU_texture_attach_framebuffer(GPUTexture *tex, GPUFrameBuffer *fb, int attachment)
 | |
| {
 | |
|   for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; ++i) {
 | |
|     if (tex->fb[i] == NULL) {
 | |
|       tex->fb[i] = fb;
 | |
|       tex->fb_attachment[i] = attachment;
 | |
|       return;
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   BLI_assert(!"Error: Texture: Not enough Framebuffer slots");
 | |
| }
 | |
| 
 | |
| /* Return previous attachment point */
 | |
| int GPU_texture_detach_framebuffer(GPUTexture *tex, GPUFrameBuffer *fb)
 | |
| {
 | |
|   for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; ++i) {
 | |
|     if (tex->fb[i] == fb) {
 | |
|       tex->fb[i] = NULL;
 | |
|       return tex->fb_attachment[i];
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   BLI_assert(!"Error: Texture: Framebuffer is not attached");
 | |
|   return 0;
 | |
| }
 | |
| 
 | |
| void GPU_texture_get_mipmap_size(GPUTexture *tex, int lvl, int *size)
 | |
| {
 | |
|   /* TODO assert if lvl is below the limit of 1px in each dimension. */
 | |
|   int div = 1 << lvl;
 | |
|   size[0] = max_ii(1, tex->w / div);
 | |
| 
 | |
|   if (tex->target == GL_TEXTURE_1D_ARRAY) {
 | |
|     size[1] = tex->h;
 | |
|   }
 | |
|   else if (tex->h > 0) {
 | |
|     size[1] = max_ii(1, tex->h / div);
 | |
|   }
 | |
| 
 | |
|   if (tex->target == GL_TEXTURE_2D_ARRAY) {
 | |
|     size[2] = tex->d;
 | |
|   }
 | |
|   else if (tex->d > 0) {
 | |
|     size[2] = max_ii(1, tex->d / div);
 | |
|   }
 | |
| }
 |