1560 lines
		
	
	
		
			44 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			1560 lines
		
	
	
		
			44 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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/** \file
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 * \ingroup gpu
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 *
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 * Utility functions for dealing with OpenGL texture & material context,
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 * mipmap generation and light objects.
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 *
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 * These are some obscure rendering functions shared between the game engine (not anymore)
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 * and the blender, in this module to avoid duplication
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 * and abstract them away from the rest a bit.
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 */
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#include <string.h>
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#include "BLI_blenlib.h"
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#include "BLI_linklist.h"
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#include "BLI_math.h"
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#include "BLI_threads.h"
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#include "BLI_utildefines.h"
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#include "DNA_light_types.h"
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#include "DNA_material_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_modifier_types.h"
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#include "DNA_node_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_smoke_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_particle_types.h"
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#include "MEM_guardedalloc.h"
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#include "IMB_colormanagement.h"
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#include "IMB_imbuf.h"
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#include "IMB_imbuf_types.h"
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#include "BKE_colorband.h"
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#include "BKE_global.h"
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#include "BKE_image.h"
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#include "BKE_main.h"
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#include "BKE_material.h"
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#include "BKE_node.h"
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#include "BKE_scene.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_material.h"
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#include "GPU_matrix.h"
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#include "GPU_shader.h"
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#include "GPU_texture.h"
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#include "PIL_time.h"
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#ifdef WITH_SMOKE
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#  include "smoke_API.h"
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#endif
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static void gpu_free_image_immediate(Image *ima);
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//* Checking powers of two for images since OpenGL ES requires it */
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#ifdef WITH_DDS
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static bool is_power_of_2_resolution(int w, int h)
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{
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  return is_power_of_2_i(w) && is_power_of_2_i(h);
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}
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#endif
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static bool is_over_resolution_limit(GLenum textarget, int w, int h)
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{
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  int size = (textarget == GL_TEXTURE_2D) ? GPU_max_texture_size() : GPU_max_cube_map_size();
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  int reslimit = (U.glreslimit != 0) ? min_ii(U.glreslimit, size) : size;
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  return (w > reslimit || h > reslimit);
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}
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static int smaller_power_of_2_limit(int num)
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{
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  int reslimit = (U.glreslimit != 0) ? min_ii(U.glreslimit, GPU_max_texture_size()) :
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                                       GPU_max_texture_size();
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  /* take texture clamping into account */
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  if (num > reslimit) {
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    return reslimit;
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  }
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  return power_of_2_min_i(num);
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}
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/* Current OpenGL state caching for GPU_set_tpage */
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static struct GPUTextureState {
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  /* also controls min/mag filtering */
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  bool domipmap;
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  /* only use when 'domipmap' is set */
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  bool linearmipmap;
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  /* store this so that new images created while texture painting won't be set to mipmapped */
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  bool texpaint;
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  float anisotropic;
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} GTS = {1, 0, 0, 1.0f};
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/* Mipmap settings */
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void GPU_set_mipmap(Main *bmain, bool mipmap)
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{
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  if (GTS.domipmap != mipmap) {
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    GPU_free_images(bmain);
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    GTS.domipmap = mipmap;
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  }
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}
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void GPU_set_linear_mipmap(bool linear)
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{
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  if (GTS.linearmipmap != linear) {
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    GTS.linearmipmap = linear;
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  }
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}
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bool GPU_get_mipmap(void)
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{
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  return GTS.domipmap && !GTS.texpaint;
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}
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bool GPU_get_linear_mipmap(void)
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{
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  return GTS.linearmipmap;
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}
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static GLenum gpu_get_mipmap_filter(bool mag)
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{
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  /* linearmipmap is off by default *when mipmapping is off,
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   * use unfiltered display */
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  if (mag) {
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    if (GTS.domipmap) {
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      return GL_LINEAR;
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    }
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    else {
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      return GL_NEAREST;
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    }
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  }
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  else {
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    if (GTS.domipmap) {
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      if (GTS.linearmipmap) {
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        return GL_LINEAR_MIPMAP_LINEAR;
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      }
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      else {
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        return GL_LINEAR_MIPMAP_NEAREST;
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      }
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    }
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    else {
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      return GL_NEAREST;
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    }
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  }
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}
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/* Anisotropic filtering settings */
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void GPU_set_anisotropic(Main *bmain, float value)
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{
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  if (GTS.anisotropic != value) {
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    GPU_free_images(bmain);
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    /* Clamp value to the maximum value the graphics card supports */
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    const float max = GPU_max_texture_anisotropy();
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    if (value > max) {
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      value = max;
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    }
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    GTS.anisotropic = value;
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  }
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}
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float GPU_get_anisotropic(void)
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{
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  return GTS.anisotropic;
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}
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/* Set OpenGL state for an MTFace */
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static GPUTexture **gpu_get_image_gputexture(Image *ima, GLenum textarget)
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{
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  if (textarget == GL_TEXTURE_2D) {
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    return &ima->gputexture[TEXTARGET_TEXTURE_2D];
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  }
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  else if (textarget == GL_TEXTURE_CUBE_MAP) {
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    return &ima->gputexture[TEXTARGET_TEXTURE_CUBE_MAP];
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  }
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  return NULL;
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}
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static uint gpu_texture_create_from_ibuf(Image *ima, ImBuf *ibuf, int textarget)
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{
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  uint bindcode = 0;
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  const bool mipmap = GPU_get_mipmap();
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#ifdef WITH_DDS
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  if (ibuf->ftype == IMB_FTYPE_DDS) {
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    /* DDS is loaded directly in compressed form. */
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    GPU_create_gl_tex_compressed(&bindcode, textarget, ima, ibuf);
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    return bindcode;
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  }
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#endif
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  /* Regular uncompressed texture. */
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  float *rect_float = ibuf->rect_float;
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  uchar *rect = (uchar *)ibuf->rect;
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  bool compress_as_srgb = false;
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  if (rect_float == NULL) {
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    /* Byte image is in original colorspace from the file. If the file is sRGB
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     * scene linear, or non-color data no conversion is needed. Otherwise we
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     * compress as scene linear + sRGB transfer function to avoid precision loss
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     * in common cases.
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     *
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     * We must also convert to premultiplied for correct texture interpolation
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     * and consistency with float images. */
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    if (!IMB_colormanagement_space_is_data(ibuf->rect_colorspace)) {
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      compress_as_srgb = !IMB_colormanagement_space_is_scene_linear(ibuf->rect_colorspace);
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      rect = MEM_mallocN(sizeof(uchar) * 4 * ibuf->x * ibuf->y, __func__);
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      if (rect == NULL) {
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        return bindcode;
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      }
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      /* Texture storage of images is defined by the alpha mode of the image. The
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       * downside of this is that there can be artifacts near alpha edges. However,
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       * this allows us to use sRGB texture formats and preserves color values in
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       * zero alpha areas, and appears generally closer to what game engines that we
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       * want to be compatible with do. */
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      const bool store_premultiplied = (ima->alpha_mode == IMA_ALPHA_PREMUL);
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      IMB_colormanagement_imbuf_to_byte_texture(
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          rect, 0, 0, ibuf->x, ibuf->y, ibuf, compress_as_srgb, store_premultiplied);
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    }
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  }
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  else {
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    /* Float image is already in scene linear colorspace or non-color data by
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     * convention, no colorspace conversion needed. But we do require 4 channels
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     * currently. */
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    const bool store_premultiplied = (ima->alpha_mode != IMA_ALPHA_STRAIGHT);
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    if (ibuf->channels != 4 || !store_premultiplied) {
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      rect_float = MEM_mallocN(sizeof(float) * 4 * ibuf->x * ibuf->y, __func__);
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      if (rect_float == NULL) {
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        return bindcode;
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      }
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      IMB_colormanagement_imbuf_to_float_texture(
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          rect_float, 0, 0, ibuf->x, ibuf->y, ibuf, store_premultiplied);
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    }
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  }
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  /* Create OpenGL texture. */
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  GPU_create_gl_tex(&bindcode,
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                    (uint *)rect,
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                    rect_float,
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                    ibuf->x,
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                    ibuf->y,
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                    textarget,
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                    mipmap,
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                    compress_as_srgb,
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                    ima);
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  /* Free buffers if needed. */
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  if (rect && rect != (uchar *)ibuf->rect) {
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    MEM_freeN(rect);
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  }
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  if (rect_float && rect_float != ibuf->rect_float) {
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    MEM_freeN(rect_float);
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  }
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  return bindcode;
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}
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static void gpu_texture_update_scaled(
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    uchar *rect, float *rect_float, int full_w, int full_h, int x, int y, int w, int h)
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{
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  /* Partial update with scaling. */
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  int limit_w = smaller_power_of_2_limit(full_w);
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  int limit_h = smaller_power_of_2_limit(full_h);
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  float xratio = limit_w / (float)full_w;
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  float yratio = limit_h / (float)full_h;
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  /* Find sub coordinates in scaled image. Take ceiling because we will be
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   * losing 1 pixel due to rounding errors in x,y. */
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  int sub_x = x * xratio;
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  int sub_y = y * yratio;
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  int sub_w = (int)ceil(xratio * w);
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  int sub_h = (int)ceil(yratio * h);
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  /* ...but take back if we are over the limit! */
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  if (sub_w + sub_x > limit_w) {
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    sub_w--;
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  }
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  if (sub_h + sub_y > limit_h) {
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    sub_h--;
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  }
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  /* Scale pixels. */
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  ImBuf *ibuf = IMB_allocFromBuffer((uint *)rect, rect_float, w, h);
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  IMB_scaleImBuf(ibuf, sub_w, sub_h);
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  if (ibuf->rect_float) {
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    glTexSubImage2D(
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        GL_TEXTURE_2D, 0, sub_x, sub_y, sub_w, sub_h, GL_RGBA, GL_FLOAT, ibuf->rect_float);
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  }
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  else {
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    glTexSubImage2D(
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        GL_TEXTURE_2D, 0, sub_x, sub_y, sub_w, sub_h, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
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  }
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  IMB_freeImBuf(ibuf);
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}
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static void gpu_texture_update_unscaled(
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    uchar *rect, float *rect_float, int x, int y, int w, int h, GLint tex_stride, GLint tex_offset)
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{
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  /* Partial update without scaling. Stride and offset are used to copy only a
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   * subset of a possible larger buffer than what we are updating. */
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  GLint row_length;
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  glGetIntegerv(GL_UNPACK_ROW_LENGTH, &row_length);
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  glPixelStorei(GL_UNPACK_ROW_LENGTH, tex_stride);
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  if (rect_float == NULL) {
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    glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, rect + tex_offset);
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  }
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  else {
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    glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, GL_FLOAT, rect_float + tex_offset);
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  }
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  glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
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}
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static void gpu_texture_update_from_ibuf(Image *ima, ImBuf *ibuf, int x, int y, int w, int h)
 | 
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{
 | 
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  /* Partial update of texture for texture painting. This is often much
 | 
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   * quicker than fully updating the texture for high resolution images.
 | 
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   * Assumes the OpenGL texture is bound to 0. */
 | 
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  const bool scaled = is_over_resolution_limit(GL_TEXTURE_2D, ibuf->x, ibuf->y);
 | 
						|
 | 
						|
  if (scaled) {
 | 
						|
    /* Extra padding to account for bleed from neighboring pixels. */
 | 
						|
    const int padding = 4;
 | 
						|
    const int xmax = min_ii(x + w + padding, ibuf->x);
 | 
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    const int ymax = min_ii(y + h + padding, ibuf->y);
 | 
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    x = max_ii(x - padding, 0);
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    y = max_ii(y - padding, 0);
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    w = xmax - x;
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    h = ymax - y;
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  }
 | 
						|
 | 
						|
  /* Get texture data pointers. */
 | 
						|
  float *rect_float = ibuf->rect_float;
 | 
						|
  uchar *rect = (uchar *)ibuf->rect;
 | 
						|
  GLint tex_stride = ibuf->x;
 | 
						|
  GLint tex_offset = ibuf->channels * (y * ibuf->x + x);
 | 
						|
 | 
						|
  if (rect_float == NULL) {
 | 
						|
    /* Byte pixels. */
 | 
						|
    if (!IMB_colormanagement_space_is_data(ibuf->rect_colorspace)) {
 | 
						|
      const bool compress_as_srgb = !IMB_colormanagement_space_is_scene_linear(
 | 
						|
          ibuf->rect_colorspace);
 | 
						|
 | 
						|
      rect = MEM_mallocN(sizeof(uchar) * 4 * w * h, __func__);
 | 
						|
      if (rect == NULL) {
 | 
						|
        return;
 | 
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      }
 | 
						|
 | 
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      tex_stride = w;
 | 
						|
      tex_offset = 0;
 | 
						|
 | 
						|
      /* Convert to scene linear with sRGB compression, and premultiplied for
 | 
						|
       * correct texture interpolation. */
 | 
						|
      const bool store_premultiplied = (ima->alpha_mode == IMA_ALPHA_PREMUL);
 | 
						|
      IMB_colormanagement_imbuf_to_byte_texture(
 | 
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          rect, x, y, w, h, ibuf, compress_as_srgb, store_premultiplied);
 | 
						|
    }
 | 
						|
  }
 | 
						|
  else {
 | 
						|
    /* Float pixels. */
 | 
						|
    const bool store_premultiplied = (ima->alpha_mode != IMA_ALPHA_STRAIGHT);
 | 
						|
 | 
						|
    if (ibuf->channels != 4 || scaled || !store_premultiplied) {
 | 
						|
      rect_float = MEM_mallocN(sizeof(float) * 4 * w * h, __func__);
 | 
						|
      if (rect_float == NULL) {
 | 
						|
        return;
 | 
						|
      }
 | 
						|
 | 
						|
      tex_stride = w;
 | 
						|
      tex_offset = 0;
 | 
						|
 | 
						|
      IMB_colormanagement_imbuf_to_float_texture(
 | 
						|
          rect_float, x, y, w, h, ibuf, store_premultiplied);
 | 
						|
    }
 | 
						|
  }
 | 
						|
 | 
						|
  if (scaled) {
 | 
						|
    /* Slower update where we first have to scale the input pixels. */
 | 
						|
    gpu_texture_update_scaled(rect, rect_float, ibuf->x, ibuf->y, x, y, w, h);
 | 
						|
  }
 | 
						|
  else {
 | 
						|
    /* Fast update at same resolution. */
 | 
						|
    gpu_texture_update_unscaled(rect, rect_float, x, y, w, h, tex_stride, tex_offset);
 | 
						|
  }
 | 
						|
 | 
						|
  /* Free buffers if needed. */
 | 
						|
  if (rect && rect != (uchar *)ibuf->rect) {
 | 
						|
    MEM_freeN(rect);
 | 
						|
  }
 | 
						|
  if (rect_float && rect_float != ibuf->rect_float) {
 | 
						|
    MEM_freeN(rect_float);
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, int textarget)
 | 
						|
{
 | 
						|
  if (ima == NULL) {
 | 
						|
    return NULL;
 | 
						|
  }
 | 
						|
 | 
						|
  /* currently, gpu refresh tagging is used by ima sequences */
 | 
						|
  if (ima->gpuflag & IMA_GPU_REFRESH) {
 | 
						|
    gpu_free_image_immediate(ima);
 | 
						|
    ima->gpuflag &= ~IMA_GPU_REFRESH;
 | 
						|
  }
 | 
						|
 | 
						|
  /* Test if we already have a texture. */
 | 
						|
  GPUTexture **tex = gpu_get_image_gputexture(ima, textarget);
 | 
						|
  if (*tex) {
 | 
						|
    return *tex;
 | 
						|
  }
 | 
						|
 | 
						|
  /* Check if we have a valid image. If not, we return a dummy
 | 
						|
   * texture with zero bindcode so we don't keep trying. */
 | 
						|
  uint bindcode = 0;
 | 
						|
  if (ima->ok == 0) {
 | 
						|
    *tex = GPU_texture_from_bindcode(textarget, bindcode);
 | 
						|
    return *tex;
 | 
						|
  }
 | 
						|
 | 
						|
  /* check if we have a valid image buffer */
 | 
						|
  ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
 | 
						|
  if (ibuf == NULL) {
 | 
						|
    *tex = GPU_texture_from_bindcode(textarget, bindcode);
 | 
						|
    return *tex;
 | 
						|
  }
 | 
						|
 | 
						|
  bindcode = gpu_texture_create_from_ibuf(ima, ibuf, textarget);
 | 
						|
 | 
						|
  BKE_image_release_ibuf(ima, ibuf, NULL);
 | 
						|
 | 
						|
  *tex = GPU_texture_from_bindcode(textarget, bindcode);
 | 
						|
  return *tex;
 | 
						|
}
 | 
						|
 | 
						|
static void **gpu_gen_cube_map(uint *rect, float *frect, int rectw, int recth)
 | 
						|
{
 | 
						|
  size_t block_size = frect ? sizeof(float[4]) : sizeof(uchar[4]);
 | 
						|
  void **sides = NULL;
 | 
						|
  int h = recth / 2;
 | 
						|
  int w = rectw / 3;
 | 
						|
 | 
						|
  if (w != h) {
 | 
						|
    return sides;
 | 
						|
  }
 | 
						|
 | 
						|
  /* PosX, NegX, PosY, NegY, PosZ, NegZ */
 | 
						|
  sides = MEM_mallocN(sizeof(void *) * 6, "");
 | 
						|
  for (int i = 0; i < 6; i++) {
 | 
						|
    sides[i] = MEM_mallocN(block_size * w * h, "");
 | 
						|
  }
 | 
						|
 | 
						|
  /* divide image into six parts */
 | 
						|
  /* ______________________
 | 
						|
   * |      |      |      |
 | 
						|
   * | NegX | NegY | PosX |
 | 
						|
   * |______|______|______|
 | 
						|
   * |      |      |      |
 | 
						|
   * | NegZ | PosZ | PosY |
 | 
						|
   * |______|______|______|
 | 
						|
   */
 | 
						|
  if (frect) {
 | 
						|
    float(*frectb)[4] = (float(*)[4])frect;
 | 
						|
    float(**fsides)[4] = (float(**)[4])sides;
 | 
						|
 | 
						|
    for (int y = 0; y < h; y++) {
 | 
						|
      for (int x = 0; x < w; x++) {
 | 
						|
        memcpy(&fsides[0][x * h + y], &frectb[(recth - y - 1) * rectw + 2 * w + x], block_size);
 | 
						|
        memcpy(&fsides[1][x * h + y], &frectb[(y + h) * rectw + w - 1 - x], block_size);
 | 
						|
        memcpy(
 | 
						|
            &fsides[3][y * w + x], &frectb[(recth - y - 1) * rectw + 2 * w - 1 - x], block_size);
 | 
						|
        memcpy(&fsides[5][y * w + x], &frectb[(h - y - 1) * rectw + w - 1 - x], block_size);
 | 
						|
      }
 | 
						|
      memcpy(&fsides[2][y * w], frectb[y * rectw + 2 * w], block_size * w);
 | 
						|
      memcpy(&fsides[4][y * w], frectb[y * rectw + w], block_size * w);
 | 
						|
    }
 | 
						|
  }
 | 
						|
  else {
 | 
						|
    uint **isides = (uint **)sides;
 | 
						|
 | 
						|
    for (int y = 0; y < h; y++) {
 | 
						|
      for (int x = 0; x < w; x++) {
 | 
						|
        isides[0][x * h + y] = rect[(recth - y - 1) * rectw + 2 * w + x];
 | 
						|
        isides[1][x * h + y] = rect[(y + h) * rectw + w - 1 - x];
 | 
						|
        isides[3][y * w + x] = rect[(recth - y - 1) * rectw + 2 * w - 1 - x];
 | 
						|
        isides[5][y * w + x] = rect[(h - y - 1) * rectw + w - 1 - x];
 | 
						|
      }
 | 
						|
      memcpy(&isides[2][y * w], &rect[y * rectw + 2 * w], block_size * w);
 | 
						|
      memcpy(&isides[4][y * w], &rect[y * rectw + w], block_size * w);
 | 
						|
    }
 | 
						|
  }
 | 
						|
 | 
						|
  return sides;
 | 
						|
}
 | 
						|
 | 
						|
static void gpu_del_cube_map(void **cube_map)
 | 
						|
{
 | 
						|
  int i;
 | 
						|
  if (cube_map == NULL) {
 | 
						|
    return;
 | 
						|
  }
 | 
						|
  for (i = 0; i < 6; i++) {
 | 
						|
    MEM_freeN(cube_map[i]);
 | 
						|
  }
 | 
						|
  MEM_freeN(cube_map);
 | 
						|
}
 | 
						|
 | 
						|
/* Image *ima can be NULL */
 | 
						|
void GPU_create_gl_tex(uint *bind,
 | 
						|
                       uint *rect,
 | 
						|
                       float *frect,
 | 
						|
                       int rectw,
 | 
						|
                       int recth,
 | 
						|
                       int textarget,
 | 
						|
                       bool mipmap,
 | 
						|
                       bool use_srgb,
 | 
						|
                       Image *ima)
 | 
						|
{
 | 
						|
  ImBuf *ibuf = NULL;
 | 
						|
 | 
						|
  if (textarget == GL_TEXTURE_2D && is_over_resolution_limit(textarget, rectw, recth)) {
 | 
						|
    int tpx = rectw;
 | 
						|
    int tpy = recth;
 | 
						|
    rectw = smaller_power_of_2_limit(rectw);
 | 
						|
    recth = smaller_power_of_2_limit(recth);
 | 
						|
 | 
						|
    if (frect) {
 | 
						|
      ibuf = IMB_allocFromBuffer(NULL, frect, tpx, tpy);
 | 
						|
      IMB_scaleImBuf(ibuf, rectw, recth);
 | 
						|
 | 
						|
      frect = ibuf->rect_float;
 | 
						|
    }
 | 
						|
    else {
 | 
						|
      ibuf = IMB_allocFromBuffer(rect, NULL, tpx, tpy);
 | 
						|
      IMB_scaleImBuf(ibuf, rectw, recth);
 | 
						|
 | 
						|
      rect = ibuf->rect;
 | 
						|
    }
 | 
						|
  }
 | 
						|
 | 
						|
  /* create image */
 | 
						|
  glGenTextures(1, (GLuint *)bind);
 | 
						|
  glBindTexture(textarget, *bind);
 | 
						|
 | 
						|
  GLenum internal_format = (frect) ? GL_RGBA16F : (use_srgb) ? GL_SRGB8_ALPHA8 : GL_RGBA8;
 | 
						|
 | 
						|
  if (textarget == GL_TEXTURE_2D) {
 | 
						|
    if (frect) {
 | 
						|
      glTexImage2D(GL_TEXTURE_2D, 0, internal_format, rectw, recth, 0, GL_RGBA, GL_FLOAT, frect);
 | 
						|
    }
 | 
						|
    else {
 | 
						|
      glTexImage2D(
 | 
						|
          GL_TEXTURE_2D, 0, internal_format, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, rect);
 | 
						|
    }
 | 
						|
 | 
						|
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
 | 
						|
 | 
						|
    if (GPU_get_mipmap() && mipmap) {
 | 
						|
      glGenerateMipmap(GL_TEXTURE_2D);
 | 
						|
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
 | 
						|
      if (ima) {
 | 
						|
        ima->gpuflag |= IMA_GPU_MIPMAP_COMPLETE;
 | 
						|
      }
 | 
						|
    }
 | 
						|
    else {
 | 
						|
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
 | 
						|
    }
 | 
						|
  }
 | 
						|
  else if (textarget == GL_TEXTURE_CUBE_MAP) {
 | 
						|
    int w = rectw / 3, h = recth / 2;
 | 
						|
 | 
						|
    if (h == w && is_power_of_2_i(h) && !is_over_resolution_limit(textarget, h, w)) {
 | 
						|
      void **cube_map = gpu_gen_cube_map(rect, frect, rectw, recth);
 | 
						|
      GLenum type = frect ? GL_FLOAT : GL_UNSIGNED_BYTE;
 | 
						|
 | 
						|
      if (cube_map) {
 | 
						|
        for (int i = 0; i < 6; i++) {
 | 
						|
          glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
 | 
						|
                       0,
 | 
						|
                       internal_format,
 | 
						|
                       w,
 | 
						|
                       h,
 | 
						|
                       0,
 | 
						|
                       GL_RGBA,
 | 
						|
                       type,
 | 
						|
                       cube_map[i]);
 | 
						|
        }
 | 
						|
      }
 | 
						|
 | 
						|
      glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
 | 
						|
 | 
						|
      if (GPU_get_mipmap() && mipmap) {
 | 
						|
        glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
 | 
						|
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
 | 
						|
 | 
						|
        if (ima) {
 | 
						|
          ima->gpuflag |= IMA_GPU_MIPMAP_COMPLETE;
 | 
						|
        }
 | 
						|
      }
 | 
						|
      else {
 | 
						|
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
 | 
						|
      }
 | 
						|
      glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 | 
						|
      glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 | 
						|
      glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
 | 
						|
 | 
						|
      gpu_del_cube_map(cube_map);
 | 
						|
    }
 | 
						|
    else {
 | 
						|
      printf("Incorrect envmap size\n");
 | 
						|
    }
 | 
						|
  }
 | 
						|
 | 
						|
  if (GLEW_EXT_texture_filter_anisotropic) {
 | 
						|
    glTexParameterf(textarget, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
 | 
						|
  }
 | 
						|
 | 
						|
  glBindTexture(textarget, 0);
 | 
						|
 | 
						|
  if (ibuf) {
 | 
						|
    IMB_freeImBuf(ibuf);
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * GPU_upload_dxt_texture() assumes that the texture is already bound and ready to go.
 | 
						|
 * This is so the viewport and the BGE can share some code.
 | 
						|
 * Returns false if the provided ImBuf doesn't have a supported DXT compression format
 | 
						|
 */
 | 
						|
bool GPU_upload_dxt_texture(ImBuf *ibuf, bool use_srgb)
 | 
						|
{
 | 
						|
#ifdef WITH_DDS
 | 
						|
  GLint format = 0;
 | 
						|
  int blocksize, height, width, i, size, offset = 0;
 | 
						|
 | 
						|
  width = ibuf->x;
 | 
						|
  height = ibuf->y;
 | 
						|
 | 
						|
  if (GLEW_EXT_texture_compression_s3tc) {
 | 
						|
    if (ibuf->dds_data.fourcc == FOURCC_DXT1) {
 | 
						|
      format = (use_srgb) ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT :
 | 
						|
                            GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
 | 
						|
    }
 | 
						|
    else if (ibuf->dds_data.fourcc == FOURCC_DXT3) {
 | 
						|
      format = (use_srgb) ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT :
 | 
						|
                            GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
 | 
						|
    }
 | 
						|
    else if (ibuf->dds_data.fourcc == FOURCC_DXT5) {
 | 
						|
      format = (use_srgb) ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT :
 | 
						|
                            GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
 | 
						|
    }
 | 
						|
  }
 | 
						|
 | 
						|
  if (format == 0) {
 | 
						|
    fprintf(stderr, "Unable to find a suitable DXT compression, falling back to uncompressed\n");
 | 
						|
    return false;
 | 
						|
  }
 | 
						|
 | 
						|
  if (!is_power_of_2_resolution(width, height)) {
 | 
						|
    fprintf(
 | 
						|
        stderr,
 | 
						|
        "Unable to load non-power-of-two DXT image resolution, falling back to uncompressed\n");
 | 
						|
    return false;
 | 
						|
  }
 | 
						|
 | 
						|
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
 | 
						|
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
 | 
						|
 | 
						|
  if (GLEW_EXT_texture_filter_anisotropic) {
 | 
						|
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
 | 
						|
  }
 | 
						|
 | 
						|
  blocksize = (ibuf->dds_data.fourcc == FOURCC_DXT1) ? 8 : 16;
 | 
						|
  for (i = 0; i < ibuf->dds_data.nummipmaps && (width || height); ++i) {
 | 
						|
    if (width == 0) {
 | 
						|
      width = 1;
 | 
						|
    }
 | 
						|
    if (height == 0) {
 | 
						|
      height = 1;
 | 
						|
    }
 | 
						|
 | 
						|
    size = ((width + 3) / 4) * ((height + 3) / 4) * blocksize;
 | 
						|
 | 
						|
    glCompressedTexImage2D(
 | 
						|
        GL_TEXTURE_2D, i, format, width, height, 0, size, ibuf->dds_data.data + offset);
 | 
						|
 | 
						|
    offset += size;
 | 
						|
    width >>= 1;
 | 
						|
    height >>= 1;
 | 
						|
  }
 | 
						|
 | 
						|
  /* set number of mipmap levels we have, needed in case they don't go down to 1x1 */
 | 
						|
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, i - 1);
 | 
						|
 | 
						|
  return true;
 | 
						|
#else
 | 
						|
  UNUSED_VARS(ibuf, use_srgb);
 | 
						|
  return false;
 | 
						|
#endif
 | 
						|
}
 | 
						|
 | 
						|
void GPU_create_gl_tex_compressed(unsigned int *bind, int textarget, Image *ima, ImBuf *ibuf)
 | 
						|
{
 | 
						|
  /* For DDS we only support data, scene linear and sRGB. Converting to
 | 
						|
   * different colorspace would break the compression. */
 | 
						|
  const bool use_srgb = !(IMB_colormanagement_space_is_data(ibuf->rect_colorspace) ||
 | 
						|
                          IMB_colormanagement_space_is_scene_linear(ibuf->rect_colorspace));
 | 
						|
  const bool mipmap = GPU_get_mipmap();
 | 
						|
 | 
						|
#ifndef WITH_DDS
 | 
						|
  (void)ibuf;
 | 
						|
  /* Fall back to uncompressed if DDS isn't enabled */
 | 
						|
  GPU_create_gl_tex(bind, ibuf->rect, NULL, ibuf->x, ibuf->y, textarget, mipmap, use_srgb, ima);
 | 
						|
#else
 | 
						|
  glGenTextures(1, (GLuint *)bind);
 | 
						|
  glBindTexture(textarget, *bind);
 | 
						|
 | 
						|
  if (textarget == GL_TEXTURE_2D && GPU_upload_dxt_texture(ibuf, use_srgb) == 0) {
 | 
						|
    glDeleteTextures(1, (GLuint *)bind);
 | 
						|
    GPU_create_gl_tex(bind, ibuf->rect, NULL, ibuf->x, ibuf->y, textarget, mipmap, use_srgb, ima);
 | 
						|
  }
 | 
						|
 | 
						|
  glBindTexture(textarget, 0);
 | 
						|
#endif
 | 
						|
}
 | 
						|
 | 
						|
/* these two functions are called on entering and exiting texture paint mode,
 | 
						|
 * temporary disabling/enabling mipmapping on all images for quick texture
 | 
						|
 * updates with glTexSubImage2D. images that didn't change don't have to be
 | 
						|
 * re-uploaded to OpenGL */
 | 
						|
void GPU_paint_set_mipmap(Main *bmain, bool mipmap)
 | 
						|
{
 | 
						|
  if (!GTS.domipmap) {
 | 
						|
    return;
 | 
						|
  }
 | 
						|
 | 
						|
  GTS.texpaint = !mipmap;
 | 
						|
 | 
						|
  if (mipmap) {
 | 
						|
    for (Image *ima = bmain->images.first; ima; ima = ima->id.next) {
 | 
						|
      if (BKE_image_has_opengl_texture(ima)) {
 | 
						|
        if (ima->gpuflag & IMA_GPU_MIPMAP_COMPLETE) {
 | 
						|
          if (ima->gputexture[TEXTARGET_TEXTURE_2D]) {
 | 
						|
            GPU_texture_bind(ima->gputexture[TEXTARGET_TEXTURE_2D], 0);
 | 
						|
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
 | 
						|
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
 | 
						|
            GPU_texture_unbind(ima->gputexture[TEXTARGET_TEXTURE_2D]);
 | 
						|
          }
 | 
						|
        }
 | 
						|
        else {
 | 
						|
          GPU_free_image(ima);
 | 
						|
        }
 | 
						|
      }
 | 
						|
      else {
 | 
						|
        ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE;
 | 
						|
      }
 | 
						|
    }
 | 
						|
  }
 | 
						|
  else {
 | 
						|
    for (Image *ima = bmain->images.first; ima; ima = ima->id.next) {
 | 
						|
      if (BKE_image_has_opengl_texture(ima)) {
 | 
						|
        if (ima->gputexture[TEXTARGET_TEXTURE_2D]) {
 | 
						|
          GPU_texture_bind(ima->gputexture[TEXTARGET_TEXTURE_2D], 0);
 | 
						|
          glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
 | 
						|
          glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
 | 
						|
          GPU_texture_unbind(ima->gputexture[TEXTARGET_TEXTURE_2D]);
 | 
						|
        }
 | 
						|
      }
 | 
						|
      else {
 | 
						|
        ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE;
 | 
						|
      }
 | 
						|
    }
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
void GPU_paint_update_image(Image *ima, ImageUser *iuser, int x, int y, int w, int h)
 | 
						|
{
 | 
						|
  ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
 | 
						|
 | 
						|
  if ((ima->gputexture[TEXTARGET_TEXTURE_2D] == NULL) || (ibuf == NULL) || (w == 0) || (h == 0)) {
 | 
						|
    /* Full reload of texture. */
 | 
						|
    GPU_free_image(ima);
 | 
						|
  }
 | 
						|
  else {
 | 
						|
    /* Partial update of texture. */
 | 
						|
    GPU_texture_bind(ima->gputexture[TEXTARGET_TEXTURE_2D], 0);
 | 
						|
 | 
						|
    gpu_texture_update_from_ibuf(ima, ibuf, x, y, w, h);
 | 
						|
 | 
						|
    if (GPU_get_mipmap()) {
 | 
						|
      glGenerateMipmap(GL_TEXTURE_2D);
 | 
						|
    }
 | 
						|
    else {
 | 
						|
      ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE;
 | 
						|
    }
 | 
						|
 | 
						|
    GPU_texture_unbind(ima->gputexture[TEXTARGET_TEXTURE_2D]);
 | 
						|
  }
 | 
						|
 | 
						|
  BKE_image_release_ibuf(ima, ibuf, NULL);
 | 
						|
}
 | 
						|
 | 
						|
/* *************************** Transfer functions *************************** */
 | 
						|
 | 
						|
enum {
 | 
						|
  TFUNC_FLAME_SPECTRUM = 0,
 | 
						|
  TFUNC_COLOR_RAMP = 1,
 | 
						|
};
 | 
						|
 | 
						|
#define TFUNC_WIDTH 256
 | 
						|
 | 
						|
#ifdef WITH_SMOKE
 | 
						|
static void create_flame_spectrum_texture(float *data)
 | 
						|
{
 | 
						|
#  define FIRE_THRESH 7
 | 
						|
#  define MAX_FIRE_ALPHA 0.06f
 | 
						|
#  define FULL_ON_FIRE 100
 | 
						|
 | 
						|
  float *spec_pixels = MEM_mallocN(TFUNC_WIDTH * 4 * 16 * 16 * sizeof(float), "spec_pixels");
 | 
						|
 | 
						|
  blackbody_temperature_to_rgb_table(data, TFUNC_WIDTH, 1500, 3000);
 | 
						|
 | 
						|
  for (int i = 0; i < 16; i++) {
 | 
						|
    for (int j = 0; j < 16; j++) {
 | 
						|
      for (int k = 0; k < TFUNC_WIDTH; k++) {
 | 
						|
        int index = (j * TFUNC_WIDTH * 16 + i * TFUNC_WIDTH + k) * 4;
 | 
						|
        if (k >= FIRE_THRESH) {
 | 
						|
          spec_pixels[index] = (data[k * 4]);
 | 
						|
          spec_pixels[index + 1] = (data[k * 4 + 1]);
 | 
						|
          spec_pixels[index + 2] = (data[k * 4 + 2]);
 | 
						|
          spec_pixels[index + 3] = MAX_FIRE_ALPHA *
 | 
						|
                                   ((k > FULL_ON_FIRE) ?
 | 
						|
                                        1.0f :
 | 
						|
                                        (k - FIRE_THRESH) / ((float)FULL_ON_FIRE - FIRE_THRESH));
 | 
						|
        }
 | 
						|
        else {
 | 
						|
          zero_v4(&spec_pixels[index]);
 | 
						|
        }
 | 
						|
      }
 | 
						|
    }
 | 
						|
  }
 | 
						|
 | 
						|
  memcpy(data, spec_pixels, sizeof(float) * 4 * TFUNC_WIDTH);
 | 
						|
 | 
						|
  MEM_freeN(spec_pixels);
 | 
						|
 | 
						|
#  undef FIRE_THRESH
 | 
						|
#  undef MAX_FIRE_ALPHA
 | 
						|
#  undef FULL_ON_FIRE
 | 
						|
}
 | 
						|
 | 
						|
static void create_color_ramp(const ColorBand *coba, float *data)
 | 
						|
{
 | 
						|
  for (int i = 0; i < TFUNC_WIDTH; i++) {
 | 
						|
    BKE_colorband_evaluate(coba, (float)i / TFUNC_WIDTH, &data[i * 4]);
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
static GPUTexture *create_transfer_function(int type, const ColorBand *coba)
 | 
						|
{
 | 
						|
  float *data = MEM_mallocN(sizeof(float) * 4 * TFUNC_WIDTH, __func__);
 | 
						|
 | 
						|
  switch (type) {
 | 
						|
    case TFUNC_FLAME_SPECTRUM:
 | 
						|
      create_flame_spectrum_texture(data);
 | 
						|
      break;
 | 
						|
    case TFUNC_COLOR_RAMP:
 | 
						|
      create_color_ramp(coba, data);
 | 
						|
      break;
 | 
						|
  }
 | 
						|
 | 
						|
  GPUTexture *tex = GPU_texture_create_1d(TFUNC_WIDTH, GPU_RGBA8, data, NULL);
 | 
						|
 | 
						|
  MEM_freeN(data);
 | 
						|
 | 
						|
  return tex;
 | 
						|
}
 | 
						|
 | 
						|
static void swizzle_texture_channel_rrrr(GPUTexture *tex)
 | 
						|
{
 | 
						|
  GPU_texture_bind(tex, 0);
 | 
						|
  glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_R, GL_RED);
 | 
						|
  glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_G, GL_RED);
 | 
						|
  glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_B, GL_RED);
 | 
						|
  glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_A, GL_RED);
 | 
						|
  GPU_texture_unbind(tex);
 | 
						|
}
 | 
						|
 | 
						|
static GPUTexture *create_field_texture(SmokeDomainSettings *sds)
 | 
						|
{
 | 
						|
  float *field = NULL;
 | 
						|
 | 
						|
  switch (sds->coba_field) {
 | 
						|
    case FLUID_FIELD_DENSITY:
 | 
						|
      field = smoke_get_density(sds->fluid);
 | 
						|
      break;
 | 
						|
    case FLUID_FIELD_HEAT:
 | 
						|
      field = smoke_get_heat(sds->fluid);
 | 
						|
      break;
 | 
						|
    case FLUID_FIELD_FUEL:
 | 
						|
      field = smoke_get_fuel(sds->fluid);
 | 
						|
      break;
 | 
						|
    case FLUID_FIELD_REACT:
 | 
						|
      field = smoke_get_react(sds->fluid);
 | 
						|
      break;
 | 
						|
    case FLUID_FIELD_FLAME:
 | 
						|
      field = smoke_get_flame(sds->fluid);
 | 
						|
      break;
 | 
						|
    case FLUID_FIELD_VELOCITY_X:
 | 
						|
      field = smoke_get_velocity_x(sds->fluid);
 | 
						|
      break;
 | 
						|
    case FLUID_FIELD_VELOCITY_Y:
 | 
						|
      field = smoke_get_velocity_y(sds->fluid);
 | 
						|
      break;
 | 
						|
    case FLUID_FIELD_VELOCITY_Z:
 | 
						|
      field = smoke_get_velocity_z(sds->fluid);
 | 
						|
      break;
 | 
						|
    case FLUID_FIELD_COLOR_R:
 | 
						|
      field = smoke_get_color_r(sds->fluid);
 | 
						|
      break;
 | 
						|
    case FLUID_FIELD_COLOR_G:
 | 
						|
      field = smoke_get_color_g(sds->fluid);
 | 
						|
      break;
 | 
						|
    case FLUID_FIELD_COLOR_B:
 | 
						|
      field = smoke_get_color_b(sds->fluid);
 | 
						|
      break;
 | 
						|
    case FLUID_FIELD_FORCE_X:
 | 
						|
      field = smoke_get_force_x(sds->fluid);
 | 
						|
      break;
 | 
						|
    case FLUID_FIELD_FORCE_Y:
 | 
						|
      field = smoke_get_force_y(sds->fluid);
 | 
						|
      break;
 | 
						|
    case FLUID_FIELD_FORCE_Z:
 | 
						|
      field = smoke_get_force_z(sds->fluid);
 | 
						|
      break;
 | 
						|
    default:
 | 
						|
      return NULL;
 | 
						|
  }
 | 
						|
 | 
						|
  GPUTexture *tex = GPU_texture_create_nD(
 | 
						|
      sds->res[0], sds->res[1], sds->res[2], 3, field, GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
 | 
						|
 | 
						|
  swizzle_texture_channel_rrrr(tex);
 | 
						|
  return tex;
 | 
						|
}
 | 
						|
 | 
						|
static GPUTexture *create_density_texture(SmokeDomainSettings *sds, int highres)
 | 
						|
{
 | 
						|
  float *data = NULL, *source;
 | 
						|
  int cell_count = (highres) ? smoke_turbulence_get_cells(sds->wt) : sds->total_cells;
 | 
						|
  const bool has_color = (highres) ? smoke_turbulence_has_colors(sds->wt) :
 | 
						|
                                     smoke_has_colors(sds->fluid);
 | 
						|
  int *dim = (highres) ? sds->res_wt : sds->res;
 | 
						|
  eGPUTextureFormat format = (has_color) ? GPU_RGBA8 : GPU_R8;
 | 
						|
 | 
						|
  if (has_color) {
 | 
						|
    data = MEM_callocN(sizeof(float) * cell_count * 4, "smokeColorTexture");
 | 
						|
  }
 | 
						|
 | 
						|
  if (highres) {
 | 
						|
    if (has_color) {
 | 
						|
      smoke_turbulence_get_rgba(sds->wt, data, 0);
 | 
						|
    }
 | 
						|
    else {
 | 
						|
      source = smoke_turbulence_get_density(sds->wt);
 | 
						|
    }
 | 
						|
  }
 | 
						|
  else {
 | 
						|
    if (has_color) {
 | 
						|
      smoke_get_rgba(sds->fluid, data, 0);
 | 
						|
    }
 | 
						|
    else {
 | 
						|
      source = smoke_get_density(sds->fluid);
 | 
						|
    }
 | 
						|
  }
 | 
						|
 | 
						|
  GPUTexture *tex = GPU_texture_create_nD(dim[0],
 | 
						|
                                          dim[1],
 | 
						|
                                          dim[2],
 | 
						|
                                          3,
 | 
						|
                                          (has_color) ? data : source,
 | 
						|
                                          format,
 | 
						|
                                          GPU_DATA_FLOAT,
 | 
						|
                                          0,
 | 
						|
                                          true,
 | 
						|
                                          NULL);
 | 
						|
  if (data) {
 | 
						|
    MEM_freeN(data);
 | 
						|
  }
 | 
						|
 | 
						|
  if (format == GPU_R8) {
 | 
						|
    /* Swizzle the RGBA components to read the Red channel so
 | 
						|
     * that the shader stay the same for colored and non color
 | 
						|
     * density textures. */
 | 
						|
    swizzle_texture_channel_rrrr(tex);
 | 
						|
  }
 | 
						|
  return tex;
 | 
						|
}
 | 
						|
 | 
						|
static GPUTexture *create_flame_texture(SmokeDomainSettings *sds, int highres)
 | 
						|
{
 | 
						|
  float *source = NULL;
 | 
						|
  const bool has_fuel = (highres) ? smoke_turbulence_has_fuel(sds->wt) :
 | 
						|
                                    smoke_has_fuel(sds->fluid);
 | 
						|
  int *dim = (highres) ? sds->res_wt : sds->res;
 | 
						|
 | 
						|
  if (!has_fuel) {
 | 
						|
    return NULL;
 | 
						|
  }
 | 
						|
 | 
						|
  if (highres) {
 | 
						|
    source = smoke_turbulence_get_flame(sds->wt);
 | 
						|
  }
 | 
						|
  else {
 | 
						|
    source = smoke_get_flame(sds->fluid);
 | 
						|
  }
 | 
						|
 | 
						|
  GPUTexture *tex = GPU_texture_create_nD(
 | 
						|
      dim[0], dim[1], dim[2], 3, source, GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
 | 
						|
 | 
						|
  swizzle_texture_channel_rrrr(tex);
 | 
						|
 | 
						|
  return tex;
 | 
						|
}
 | 
						|
#endif /* WITH_SMOKE */
 | 
						|
 | 
						|
void GPU_free_smoke(SmokeModifierData *smd)
 | 
						|
{
 | 
						|
  if (smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain) {
 | 
						|
    if (smd->domain->tex) {
 | 
						|
      GPU_texture_free(smd->domain->tex);
 | 
						|
    }
 | 
						|
    smd->domain->tex = NULL;
 | 
						|
 | 
						|
    if (smd->domain->tex_shadow) {
 | 
						|
      GPU_texture_free(smd->domain->tex_shadow);
 | 
						|
    }
 | 
						|
    smd->domain->tex_shadow = NULL;
 | 
						|
 | 
						|
    if (smd->domain->tex_flame) {
 | 
						|
      GPU_texture_free(smd->domain->tex_flame);
 | 
						|
    }
 | 
						|
    smd->domain->tex_flame = NULL;
 | 
						|
 | 
						|
    if (smd->domain->tex_flame_coba) {
 | 
						|
      GPU_texture_free(smd->domain->tex_flame_coba);
 | 
						|
    }
 | 
						|
    smd->domain->tex_flame_coba = NULL;
 | 
						|
 | 
						|
    if (smd->domain->tex_coba) {
 | 
						|
      GPU_texture_free(smd->domain->tex_coba);
 | 
						|
    }
 | 
						|
    smd->domain->tex_coba = NULL;
 | 
						|
 | 
						|
    if (smd->domain->tex_field) {
 | 
						|
      GPU_texture_free(smd->domain->tex_field);
 | 
						|
    }
 | 
						|
    smd->domain->tex_field = NULL;
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
void GPU_create_smoke_coba_field(SmokeModifierData *smd)
 | 
						|
{
 | 
						|
#ifdef WITH_SMOKE
 | 
						|
  if (smd->type & MOD_SMOKE_TYPE_DOMAIN) {
 | 
						|
    SmokeDomainSettings *sds = smd->domain;
 | 
						|
 | 
						|
    if (!sds->tex_field) {
 | 
						|
      sds->tex_field = create_field_texture(sds);
 | 
						|
    }
 | 
						|
    if (!sds->tex_coba) {
 | 
						|
      sds->tex_coba = create_transfer_function(TFUNC_COLOR_RAMP, sds->coba);
 | 
						|
    }
 | 
						|
  }
 | 
						|
#else   // WITH_SMOKE
 | 
						|
  smd->domain->tex_field = NULL;
 | 
						|
#endif  // WITH_SMOKE
 | 
						|
}
 | 
						|
 | 
						|
void GPU_create_smoke(SmokeModifierData *smd, int highres)
 | 
						|
{
 | 
						|
#ifdef WITH_SMOKE
 | 
						|
  if (smd->type & MOD_SMOKE_TYPE_DOMAIN) {
 | 
						|
    SmokeDomainSettings *sds = smd->domain;
 | 
						|
 | 
						|
    if (!sds->tex) {
 | 
						|
      sds->tex = create_density_texture(sds, highres);
 | 
						|
    }
 | 
						|
    if (!sds->tex_flame) {
 | 
						|
      sds->tex_flame = create_flame_texture(sds, highres);
 | 
						|
    }
 | 
						|
    if (!sds->tex_flame_coba && sds->tex_flame) {
 | 
						|
      sds->tex_flame_coba = create_transfer_function(TFUNC_FLAME_SPECTRUM, NULL);
 | 
						|
    }
 | 
						|
    if (!sds->tex_shadow) {
 | 
						|
      sds->tex_shadow = GPU_texture_create_nD(sds->res[0],
 | 
						|
                                              sds->res[1],
 | 
						|
                                              sds->res[2],
 | 
						|
                                              3,
 | 
						|
                                              sds->shadow,
 | 
						|
                                              GPU_R8,
 | 
						|
                                              GPU_DATA_FLOAT,
 | 
						|
                                              0,
 | 
						|
                                              true,
 | 
						|
                                              NULL);
 | 
						|
    }
 | 
						|
  }
 | 
						|
#else   // WITH_SMOKE
 | 
						|
  (void)highres;
 | 
						|
  smd->domain->tex = NULL;
 | 
						|
  smd->domain->tex_flame = NULL;
 | 
						|
  smd->domain->tex_flame_coba = NULL;
 | 
						|
  smd->domain->tex_shadow = NULL;
 | 
						|
#endif  // WITH_SMOKE
 | 
						|
}
 | 
						|
 | 
						|
void GPU_create_smoke_velocity(SmokeModifierData *smd)
 | 
						|
{
 | 
						|
#ifdef WITH_SMOKE
 | 
						|
  if (smd->type & MOD_SMOKE_TYPE_DOMAIN) {
 | 
						|
    SmokeDomainSettings *sds = smd->domain;
 | 
						|
 | 
						|
    const float *vel_x = smoke_get_velocity_x(sds->fluid);
 | 
						|
    const float *vel_y = smoke_get_velocity_y(sds->fluid);
 | 
						|
    const float *vel_z = smoke_get_velocity_z(sds->fluid);
 | 
						|
 | 
						|
    if (ELEM(NULL, vel_x, vel_y, vel_z)) {
 | 
						|
      return;
 | 
						|
    }
 | 
						|
 | 
						|
    if (!sds->tex_velocity_x) {
 | 
						|
      sds->tex_velocity_x = GPU_texture_create_3d(
 | 
						|
          sds->res[0], sds->res[1], sds->res[2], GPU_R16F, vel_x, NULL);
 | 
						|
      sds->tex_velocity_y = GPU_texture_create_3d(
 | 
						|
          sds->res[0], sds->res[1], sds->res[2], GPU_R16F, vel_y, NULL);
 | 
						|
      sds->tex_velocity_z = GPU_texture_create_3d(
 | 
						|
          sds->res[0], sds->res[1], sds->res[2], GPU_R16F, vel_z, NULL);
 | 
						|
    }
 | 
						|
  }
 | 
						|
#else   // WITH_SMOKE
 | 
						|
  smd->domain->tex_velocity_x = NULL;
 | 
						|
  smd->domain->tex_velocity_y = NULL;
 | 
						|
  smd->domain->tex_velocity_z = NULL;
 | 
						|
#endif  // WITH_SMOKE
 | 
						|
}
 | 
						|
 | 
						|
/* TODO Unify with the other GPU_free_smoke. */
 | 
						|
void GPU_free_smoke_velocity(SmokeModifierData *smd)
 | 
						|
{
 | 
						|
  if (smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain) {
 | 
						|
    if (smd->domain->tex_velocity_x) {
 | 
						|
      GPU_texture_free(smd->domain->tex_velocity_x);
 | 
						|
    }
 | 
						|
 | 
						|
    if (smd->domain->tex_velocity_y) {
 | 
						|
      GPU_texture_free(smd->domain->tex_velocity_y);
 | 
						|
    }
 | 
						|
 | 
						|
    if (smd->domain->tex_velocity_z) {
 | 
						|
      GPU_texture_free(smd->domain->tex_velocity_z);
 | 
						|
    }
 | 
						|
 | 
						|
    smd->domain->tex_velocity_x = NULL;
 | 
						|
    smd->domain->tex_velocity_y = NULL;
 | 
						|
    smd->domain->tex_velocity_z = NULL;
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
static LinkNode *image_free_queue = NULL;
 | 
						|
static ThreadMutex img_queue_mutex = BLI_MUTEX_INITIALIZER;
 | 
						|
 | 
						|
static void gpu_queue_image_for_free(Image *ima)
 | 
						|
{
 | 
						|
  BLI_mutex_lock(&img_queue_mutex);
 | 
						|
  BLI_linklist_prepend(&image_free_queue, ima);
 | 
						|
  BLI_mutex_unlock(&img_queue_mutex);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_free_unused_buffers(Main *bmain)
 | 
						|
{
 | 
						|
  if (!BLI_thread_is_main()) {
 | 
						|
    return;
 | 
						|
  }
 | 
						|
 | 
						|
  BLI_mutex_lock(&img_queue_mutex);
 | 
						|
 | 
						|
  /* images */
 | 
						|
  for (LinkNode *node = image_free_queue; node; node = node->next) {
 | 
						|
    Image *ima = node->link;
 | 
						|
 | 
						|
    /* check in case it was freed in the meantime */
 | 
						|
    if (bmain && BLI_findindex(&bmain->images, ima) != -1) {
 | 
						|
      GPU_free_image(ima);
 | 
						|
    }
 | 
						|
  }
 | 
						|
 | 
						|
  BLI_linklist_free(image_free_queue, NULL);
 | 
						|
  image_free_queue = NULL;
 | 
						|
 | 
						|
  BLI_mutex_unlock(&img_queue_mutex);
 | 
						|
}
 | 
						|
 | 
						|
static void gpu_free_image_immediate(Image *ima)
 | 
						|
{
 | 
						|
  for (int i = 0; i < TEXTARGET_COUNT; i++) {
 | 
						|
    /* free glsl image binding */
 | 
						|
    if (ima->gputexture[i]) {
 | 
						|
      GPU_texture_free(ima->gputexture[i]);
 | 
						|
      ima->gputexture[i] = NULL;
 | 
						|
    }
 | 
						|
  }
 | 
						|
 | 
						|
  ima->gpuflag &= ~(IMA_GPU_MIPMAP_COMPLETE);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_free_image(Image *ima)
 | 
						|
{
 | 
						|
  if (!BLI_thread_is_main()) {
 | 
						|
    gpu_queue_image_for_free(ima);
 | 
						|
    return;
 | 
						|
  }
 | 
						|
 | 
						|
  gpu_free_image_immediate(ima);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_free_images(Main *bmain)
 | 
						|
{
 | 
						|
  if (bmain) {
 | 
						|
    for (Image *ima = bmain->images.first; ima; ima = ima->id.next) {
 | 
						|
      GPU_free_image(ima);
 | 
						|
    }
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
/* same as above but only free animated images */
 | 
						|
void GPU_free_images_anim(Main *bmain)
 | 
						|
{
 | 
						|
  if (bmain) {
 | 
						|
    for (Image *ima = bmain->images.first; ima; ima = ima->id.next) {
 | 
						|
      if (BKE_image_is_animated(ima)) {
 | 
						|
        GPU_free_image(ima);
 | 
						|
      }
 | 
						|
    }
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
void GPU_free_images_old(Main *bmain)
 | 
						|
{
 | 
						|
  static int lasttime = 0;
 | 
						|
  int ctime = (int)PIL_check_seconds_timer();
 | 
						|
 | 
						|
  /*
 | 
						|
   * Run garbage collector once for every collecting period of time
 | 
						|
   * if textimeout is 0, that's the option to NOT run the collector
 | 
						|
   */
 | 
						|
  if (U.textimeout == 0 || ctime % U.texcollectrate || ctime == lasttime) {
 | 
						|
    return;
 | 
						|
  }
 | 
						|
 | 
						|
  /* of course not! */
 | 
						|
  if (G.is_rendering) {
 | 
						|
    return;
 | 
						|
  }
 | 
						|
 | 
						|
  lasttime = ctime;
 | 
						|
 | 
						|
  Image *ima = bmain->images.first;
 | 
						|
  while (ima) {
 | 
						|
    if ((ima->flag & IMA_NOCOLLECT) == 0 && ctime - ima->lastused > U.textimeout) {
 | 
						|
      /* If it's in GL memory, deallocate and set time tag to current time
 | 
						|
       * This gives textures a "second chance" to be used before dying. */
 | 
						|
      if (BKE_image_has_opengl_texture(ima)) {
 | 
						|
        GPU_free_image(ima);
 | 
						|
        ima->lastused = ctime;
 | 
						|
      }
 | 
						|
      /* Otherwise, just kill the buffers */
 | 
						|
      else {
 | 
						|
        BKE_image_free_buffers(ima);
 | 
						|
      }
 | 
						|
    }
 | 
						|
    ima = ima->id.next;
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
static void gpu_disable_multisample(void)
 | 
						|
{
 | 
						|
#ifdef __linux__
 | 
						|
  /* changing multisample from the default (enabled) causes problems on some
 | 
						|
   * systems (NVIDIA/Linux) when the pixel format doesn't have a multisample buffer */
 | 
						|
  bool toggle_ok = true;
 | 
						|
 | 
						|
  if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_UNIX, GPU_DRIVER_ANY)) {
 | 
						|
    int samples = 0;
 | 
						|
    glGetIntegerv(GL_SAMPLES, &samples);
 | 
						|
 | 
						|
    if (samples == 0) {
 | 
						|
      toggle_ok = false;
 | 
						|
    }
 | 
						|
  }
 | 
						|
 | 
						|
  if (toggle_ok) {
 | 
						|
    glDisable(GL_MULTISAMPLE);
 | 
						|
  }
 | 
						|
#else
 | 
						|
  glDisable(GL_MULTISAMPLE);
 | 
						|
#endif
 | 
						|
}
 | 
						|
 | 
						|
/* Default OpenGL State
 | 
						|
 *
 | 
						|
 * This is called on startup, for opengl offscreen render.
 | 
						|
 * Generally we should always return to this state when
 | 
						|
 * temporarily modifying the state for drawing, though that are (undocumented)
 | 
						|
 * exceptions that we should try to get rid of. */
 | 
						|
 | 
						|
void GPU_state_init(void)
 | 
						|
{
 | 
						|
  GPU_program_point_size(false);
 | 
						|
 | 
						|
  glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
 | 
						|
 | 
						|
  glDepthFunc(GL_LEQUAL);
 | 
						|
 | 
						|
  glDisable(GL_BLEND);
 | 
						|
  glDisable(GL_DEPTH_TEST);
 | 
						|
  glDisable(GL_COLOR_LOGIC_OP);
 | 
						|
  glDisable(GL_STENCIL_TEST);
 | 
						|
 | 
						|
  glDepthRange(0.0, 1.0);
 | 
						|
 | 
						|
  glFrontFace(GL_CCW);
 | 
						|
  glCullFace(GL_BACK);
 | 
						|
  glDisable(GL_CULL_FACE);
 | 
						|
 | 
						|
  gpu_disable_multisample();
 | 
						|
 | 
						|
  /* This is a bit dangerous since addons could change this. */
 | 
						|
  glEnable(GL_PRIMITIVE_RESTART);
 | 
						|
  glPrimitiveRestartIndex((GLuint)0xFFFFFFFF);
 | 
						|
 | 
						|
  /* TODO: Should become default. But needs at least GL 4.3 */
 | 
						|
  if (GLEW_ARB_ES3_compatibility) {
 | 
						|
    /* Takes predecence over GL_PRIMITIVE_RESTART */
 | 
						|
    glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
/** \name Framebuffer color depth, for selection codes
 | 
						|
 * \{ */
 | 
						|
 | 
						|
#define STATE_STACK_DEPTH 16
 | 
						|
 | 
						|
typedef struct {
 | 
						|
  eGPUAttrMask mask;
 | 
						|
 | 
						|
  /* GL_ENABLE_BIT */
 | 
						|
  uint is_blend : 1;
 | 
						|
  uint is_cull_face : 1;
 | 
						|
  uint is_depth_test : 1;
 | 
						|
  uint is_dither : 1;
 | 
						|
  uint is_lighting : 1;
 | 
						|
  uint is_line_smooth : 1;
 | 
						|
  uint is_color_logic_op : 1;
 | 
						|
  uint is_multisample : 1;
 | 
						|
  uint is_polygon_offset_line : 1;
 | 
						|
  uint is_polygon_offset_fill : 1;
 | 
						|
  uint is_polygon_smooth : 1;
 | 
						|
  uint is_sample_alpha_to_coverage : 1;
 | 
						|
  uint is_scissor_test : 1;
 | 
						|
  uint is_stencil_test : 1;
 | 
						|
 | 
						|
  bool is_clip_plane[6];
 | 
						|
 | 
						|
  /* GL_DEPTH_BUFFER_BIT */
 | 
						|
  /* uint is_depth_test : 1; */
 | 
						|
  int depth_func;
 | 
						|
  double depth_clear_value;
 | 
						|
  bool depth_write_mask;
 | 
						|
 | 
						|
  /* GL_SCISSOR_BIT */
 | 
						|
  int scissor_box[4];
 | 
						|
  /* uint is_scissor_test : 1; */
 | 
						|
 | 
						|
  /* GL_VIEWPORT_BIT */
 | 
						|
  int viewport[4];
 | 
						|
  double near_far[2];
 | 
						|
} GPUAttrValues;
 | 
						|
 | 
						|
typedef struct {
 | 
						|
  GPUAttrValues attr_stack[STATE_STACK_DEPTH];
 | 
						|
  uint top;
 | 
						|
} GPUAttrStack;
 | 
						|
 | 
						|
static GPUAttrStack state = {
 | 
						|
    .top = 0,
 | 
						|
};
 | 
						|
 | 
						|
#define AttrStack state
 | 
						|
#define Attr state.attr_stack[state.top]
 | 
						|
 | 
						|
/**
 | 
						|
 * Replacement for glPush/PopAttributes
 | 
						|
 *
 | 
						|
 * We don't need to cover all the options of legacy OpenGL
 | 
						|
 * but simply the ones used by Blender.
 | 
						|
 */
 | 
						|
void gpuPushAttr(eGPUAttrMask mask)
 | 
						|
{
 | 
						|
  Attr.mask = mask;
 | 
						|
 | 
						|
  if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) {
 | 
						|
    Attr.is_depth_test = glIsEnabled(GL_DEPTH_TEST);
 | 
						|
    glGetIntegerv(GL_DEPTH_FUNC, &Attr.depth_func);
 | 
						|
    glGetDoublev(GL_DEPTH_CLEAR_VALUE, &Attr.depth_clear_value);
 | 
						|
    glGetBooleanv(GL_DEPTH_WRITEMASK, (GLboolean *)&Attr.depth_write_mask);
 | 
						|
  }
 | 
						|
 | 
						|
  if ((mask & GPU_ENABLE_BIT) != 0) {
 | 
						|
    Attr.is_blend = glIsEnabled(GL_BLEND);
 | 
						|
 | 
						|
    for (int i = 0; i < 6; i++) {
 | 
						|
      Attr.is_clip_plane[i] = glIsEnabled(GL_CLIP_PLANE0 + i);
 | 
						|
    }
 | 
						|
 | 
						|
    Attr.is_cull_face = glIsEnabled(GL_CULL_FACE);
 | 
						|
    Attr.is_depth_test = glIsEnabled(GL_DEPTH_TEST);
 | 
						|
    Attr.is_dither = glIsEnabled(GL_DITHER);
 | 
						|
    Attr.is_line_smooth = glIsEnabled(GL_LINE_SMOOTH);
 | 
						|
    Attr.is_color_logic_op = glIsEnabled(GL_COLOR_LOGIC_OP);
 | 
						|
    Attr.is_multisample = glIsEnabled(GL_MULTISAMPLE);
 | 
						|
    Attr.is_polygon_offset_line = glIsEnabled(GL_POLYGON_OFFSET_LINE);
 | 
						|
    Attr.is_polygon_offset_fill = glIsEnabled(GL_POLYGON_OFFSET_FILL);
 | 
						|
    Attr.is_polygon_smooth = glIsEnabled(GL_POLYGON_SMOOTH);
 | 
						|
    Attr.is_sample_alpha_to_coverage = glIsEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE);
 | 
						|
    Attr.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
 | 
						|
    Attr.is_stencil_test = glIsEnabled(GL_STENCIL_TEST);
 | 
						|
  }
 | 
						|
 | 
						|
  if ((mask & GPU_SCISSOR_BIT) != 0) {
 | 
						|
    Attr.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
 | 
						|
    glGetIntegerv(GL_SCISSOR_BOX, (GLint *)&Attr.scissor_box);
 | 
						|
  }
 | 
						|
 | 
						|
  if ((mask & GPU_VIEWPORT_BIT) != 0) {
 | 
						|
    glGetDoublev(GL_DEPTH_RANGE, (GLdouble *)&Attr.near_far);
 | 
						|
    glGetIntegerv(GL_VIEWPORT, (GLint *)&Attr.viewport);
 | 
						|
  }
 | 
						|
 | 
						|
  if ((mask & GPU_BLEND_BIT) != 0) {
 | 
						|
    Attr.is_blend = glIsEnabled(GL_BLEND);
 | 
						|
  }
 | 
						|
 | 
						|
  BLI_assert(AttrStack.top < STATE_STACK_DEPTH);
 | 
						|
  AttrStack.top++;
 | 
						|
}
 | 
						|
 | 
						|
static void restore_mask(GLenum cap, const bool value)
 | 
						|
{
 | 
						|
  if (value) {
 | 
						|
    glEnable(cap);
 | 
						|
  }
 | 
						|
  else {
 | 
						|
    glDisable(cap);
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
void gpuPopAttr(void)
 | 
						|
{
 | 
						|
  BLI_assert(AttrStack.top > 0);
 | 
						|
  AttrStack.top--;
 | 
						|
 | 
						|
  GLint mask = Attr.mask;
 | 
						|
 | 
						|
  if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) {
 | 
						|
    restore_mask(GL_DEPTH_TEST, Attr.is_depth_test);
 | 
						|
    glDepthFunc(Attr.depth_func);
 | 
						|
    glClearDepth(Attr.depth_clear_value);
 | 
						|
    glDepthMask(Attr.depth_write_mask);
 | 
						|
  }
 | 
						|
 | 
						|
  if ((mask & GPU_ENABLE_BIT) != 0) {
 | 
						|
    restore_mask(GL_BLEND, Attr.is_blend);
 | 
						|
 | 
						|
    for (int i = 0; i < 6; i++) {
 | 
						|
      restore_mask(GL_CLIP_PLANE0 + i, Attr.is_clip_plane[i]);
 | 
						|
    }
 | 
						|
 | 
						|
    restore_mask(GL_CULL_FACE, Attr.is_cull_face);
 | 
						|
    restore_mask(GL_DEPTH_TEST, Attr.is_depth_test);
 | 
						|
    restore_mask(GL_DITHER, Attr.is_dither);
 | 
						|
    restore_mask(GL_LINE_SMOOTH, Attr.is_line_smooth);
 | 
						|
    restore_mask(GL_COLOR_LOGIC_OP, Attr.is_color_logic_op);
 | 
						|
    restore_mask(GL_MULTISAMPLE, Attr.is_multisample);
 | 
						|
    restore_mask(GL_POLYGON_OFFSET_LINE, Attr.is_polygon_offset_line);
 | 
						|
    restore_mask(GL_POLYGON_OFFSET_FILL, Attr.is_polygon_offset_fill);
 | 
						|
    restore_mask(GL_POLYGON_SMOOTH, Attr.is_polygon_smooth);
 | 
						|
    restore_mask(GL_SAMPLE_ALPHA_TO_COVERAGE, Attr.is_sample_alpha_to_coverage);
 | 
						|
    restore_mask(GL_SCISSOR_TEST, Attr.is_scissor_test);
 | 
						|
    restore_mask(GL_STENCIL_TEST, Attr.is_stencil_test);
 | 
						|
  }
 | 
						|
 | 
						|
  if ((mask & GPU_VIEWPORT_BIT) != 0) {
 | 
						|
    glViewport(Attr.viewport[0], Attr.viewport[1], Attr.viewport[2], Attr.viewport[3]);
 | 
						|
    glDepthRange(Attr.near_far[0], Attr.near_far[1]);
 | 
						|
  }
 | 
						|
 | 
						|
  if ((mask & GPU_SCISSOR_BIT) != 0) {
 | 
						|
    restore_mask(GL_SCISSOR_TEST, Attr.is_scissor_test);
 | 
						|
    glScissor(Attr.scissor_box[0], Attr.scissor_box[1], Attr.scissor_box[2], Attr.scissor_box[3]);
 | 
						|
  }
 | 
						|
 | 
						|
  if ((mask & GPU_BLEND_BIT) != 0) {
 | 
						|
    restore_mask(GL_BLEND, Attr.is_blend);
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
#undef Attr
 | 
						|
#undef AttrStack
 | 
						|
 | 
						|
/** \} */
 |