175 lines
4.4 KiB
C++
175 lines
4.4 KiB
C++
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/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2020 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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* GPU Framebuffer
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* - this is a wrapper for an OpenGL framebuffer object (FBO). in practice
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* multiple FBO's may be created.
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* - actual FBO creation & config is deferred until GPU_framebuffer_bind or
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* GPU_framebuffer_check_valid to allow creation & config while another
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* opengl context is bound (since FBOs are not shared between ogl contexts).
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*/
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#pragma once
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#include "MEM_guardedalloc.h"
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#include "BLI_assert.h"
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#include "gpu_texture_private.hh"
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#include "glew-mx.h"
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namespace blender {
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namespace gpu {
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#if 0
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class GLContext {
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/** Currently bound textures. Updated before drawing. */
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GLuint bound_textures[64];
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GLuint bound_samplers[64];
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/** All sampler objects. Last one is for icon sampling. */
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GLuint samplers[GPU_SAMPLER_MAX + 1];
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};
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#endif
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class GLTexture : public Texture {
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private:
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/** Texture unit to which this texture is bound. */
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int slot = -1;
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/** Target to bind the texture to (GL_TEXTURE_1D, GL_TEXTURE_2D, etc...)*/
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GLenum target_ = -1;
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/** opengl identifier for texture. */
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GLuint tex_id_ = 0;
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/** Legacy workaround for texture copy. */
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GLuint copy_fb = 0;
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GPUContext *copy_fb_ctx = NULL;
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public:
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GLTexture(const char *name);
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~GLTexture();
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void bind(int slot) override;
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void update(void *data) override;
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void update_sub(void *data, int offset[3], int size[3]) override;
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void generate_mipmap(void) override;
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void copy_to(Texture *tex) override;
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void swizzle_set(char swizzle_mask[4]) override;
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/* TODO(fclem) Legacy. Should be removed at some point. */
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uint gl_bindcode_get(void) override;
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private:
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void init(void);
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};
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static inline GLenum target_to_gl(eGPUTextureFlag target)
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{
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switch (target & GPU_TEXTURE_TARGET) {
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case GPU_TEXTURE_1D:
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return GL_TEXTURE_1D;
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case GPU_TEXTURE_1D | GPU_TEXTURE_ARRAY:
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return GL_TEXTURE_1D_ARRAY;
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case GPU_TEXTURE_2D:
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return GL_TEXTURE_2D;
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case GPU_TEXTURE_2D | GPU_TEXTURE_ARRAY:
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return GL_TEXTURE_2D_ARRAY;
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case GPU_TEXTURE_3D:
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return GL_TEXTURE_3D;
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case GPU_TEXTURE_CUBE:
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return GL_TEXTURE_CUBE_MAP;
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case GPU_TEXTURE_CUBE | GPU_TEXTURE_ARRAY:
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return GL_TEXTURE_CUBE_MAP_ARRAY_ARB;
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case GPU_TEXTURE_BUFFER:
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return GL_TEXTURE_BUFFER;
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default:
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BLI_assert(0);
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return GPU_TEXTURE_1D;
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}
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}
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static inline GLenum swizzle_to_gl(const char swizzle)
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{
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switch (swizzle) {
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default:
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case 'x':
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case 'r':
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return GL_RED;
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case 'y':
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case 'g':
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return GL_GREEN;
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case 'z':
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case 'b':
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return GL_BLUE;
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case 'w':
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case 'a':
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return GL_ALPHA;
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case '0':
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return GL_ZERO;
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case '1':
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return GL_ONE;
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}
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}
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static inline GLenum to_gl(eGPUDataFormat format)
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{
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switch (format) {
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case GPU_DATA_FLOAT:
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return GL_FLOAT;
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case GPU_DATA_INT:
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return GL_INT;
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case GPU_DATA_UNSIGNED_INT:
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return GL_UNSIGNED_INT;
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case GPU_DATA_UNSIGNED_BYTE:
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return GL_UNSIGNED_BYTE;
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case GPU_DATA_UNSIGNED_INT_24_8:
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return GL_UNSIGNED_INT_24_8;
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case GPU_DATA_10_11_11_REV:
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return GL_UNSIGNED_INT_10F_11F_11F_REV;
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default:
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BLI_assert(!"Unhandled data format");
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return GL_FLOAT;
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}
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}
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/* Assume Unorm / Float target. Used with glReadPixels. */
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static inline GLenum channel_len_to_gl(int channel_len)
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{
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switch (channel_len) {
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case 1:
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return GL_RED;
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case 2:
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return GL_RG;
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case 3:
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return GL_RGB;
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case 4:
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return GL_RGBA;
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default:
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BLI_assert(!"Wrong number of texture channels");
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return GL_RED;
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}
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}
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} // namespace gpu
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} // namespace blender
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