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blender-archive/source/blender/gpu/intern/gpu_texture.c
Clément Foucault d35e525d10 GPUTexture: Change default comparison mode to GL_NONE.
This default will prevent more errors in the future.
Also compare mode is less used nowadays.

Fixes T51904
2017-07-06 17:02:16 +02:00

980 lines
27 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Brecht Van Lommel.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "MEM_guardedalloc.h"
#include "DNA_image_types.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BLI_math_base.h"
#include "BKE_global.h"
#include "GPU_debug.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_framebuffer.h"
#include "GPU_glew.h"
#include "GPU_texture.h"
static struct GPUTextureGlobal {
GPUTexture *invalid_tex_1D; /* texture used in place of invalid textures (not loaded correctly, missing) */
GPUTexture *invalid_tex_2D;
GPUTexture *invalid_tex_3D;
} GG = {NULL, NULL, NULL};
/* GPUTexture */
struct GPUTexture {
int w, h, d; /* width/height/depth */
int number; /* number for multitexture binding */
int refcount; /* reference count */
GLenum target; /* GL_TEXTURE_* */
GLenum target_base; /* same as target, (but no multisample)
* use it for unbinding */
GLuint bindcode; /* opengl identifier for texture */
int fromblender; /* we got the texture from Blender */
GPUFrameBuffer *fb; /* GPUFramebuffer this texture is attached to */
int fb_attachment; /* slot the texture is attached to */
bool depth; /* is a depth texture? */
bool stencil; /* is a stencil texture? */
unsigned int bytesize; /* number of byte for one pixel */
int format; /* GPUTextureFormat */
};
/* ------ Memory Management ------- */
/* Records every texture allocation / free
* to estimate the Texture Pool Memory consumption */
static unsigned int memory_usage;
static unsigned int gpu_texture_memory_footprint_compute(GPUTexture *tex)
{
switch (tex->target) {
case GL_TEXTURE_1D:
return tex->bytesize * tex->w;
case GL_TEXTURE_1D_ARRAY:
case GL_TEXTURE_2D:
return tex->bytesize * tex->w * tex->h;
case GL_TEXTURE_2D_ARRAY:
case GL_TEXTURE_3D:
return tex->bytesize * tex->w * tex->h * tex->d;
case GL_TEXTURE_CUBE_MAP:
return tex->bytesize * 6 * tex->w * tex->h;
case GL_TEXTURE_CUBE_MAP_ARRAY:
return tex->bytesize * 6 * tex->w * tex->h * tex->d;
default:
return 0;
}
}
static void gpu_texture_memory_footprint_add(GPUTexture *tex)
{
memory_usage += gpu_texture_memory_footprint_compute(tex);
}
static void gpu_texture_memory_footprint_remove(GPUTexture *tex)
{
memory_usage -= gpu_texture_memory_footprint_compute(tex);
}
unsigned int GPU_texture_memory_usage_get(void)
{
return memory_usage;
}
/* -------------------------------- */
static GLenum gpu_texture_get_format(
int components, GPUTextureFormat data_type,
GLenum *format, GLenum *data_format, bool *is_depth, bool *is_stencil, unsigned int *bytesize)
{
if (data_type == GPU_DEPTH_COMPONENT24 ||
data_type == GPU_DEPTH_COMPONENT16 ||
data_type == GPU_DEPTH_COMPONENT32F)
{
*is_depth = true;
*is_stencil = false;
*data_format = GL_FLOAT;
*format = GL_DEPTH_COMPONENT;
}
else if (data_type == GPU_DEPTH24_STENCIL8) {
*is_depth = true;
*is_stencil = true;
*data_format = GL_UNSIGNED_INT_24_8;
*format = GL_DEPTH_STENCIL;
}
else {
*is_depth = false;
*is_stencil = false;
*data_format = GL_FLOAT;
switch (components) {
case 1: *format = GL_RED; break;
case 2: *format = GL_RG; break;
case 3: *format = GL_RGB; break;
case 4: *format = GL_RGBA; break;
default: break;
}
}
switch (data_type) {
case GPU_RGBA32F:
*bytesize = 32;
break;
case GPU_RG32F:
case GPU_RGBA16F:
*bytesize = 16;
break;
case GPU_RGB16F:
*bytesize = 12;
break;
case GPU_RG16F:
case GPU_DEPTH24_STENCIL8:
case GPU_DEPTH_COMPONENT32F:
case GPU_RGBA8:
case GPU_R11F_G11F_B10F:
case GPU_R32F:
*bytesize = 4;
break;
case GPU_DEPTH_COMPONENT24:
*bytesize = 3;
break;
case GPU_DEPTH_COMPONENT16:
case GPU_R16F:
*bytesize = 2;
break;
case GPU_R8:
*bytesize = 1;
break;
default:
*bytesize = 0;
break;
}
/* You can add any of the available type to this list
* For available types see GPU_texture.h */
switch (data_type) {
/* Formats texture & renderbuffer */
case GPU_RGBA32F: return GL_RGBA32F;
case GPU_RGBA16F: return GL_RGBA16F;
case GPU_RG32F: return GL_RG32F;
case GPU_RGB16F: return GL_RGB16F;
case GPU_RG16F: return GL_RG16F;
case GPU_RGBA8: return GL_RGBA8;
case GPU_R32F: return GL_R32F;
case GPU_R16F: return GL_R16F;
case GPU_R8: return GL_R8;
/* Special formats texture & renderbuffer */
case GPU_R11F_G11F_B10F: return GL_R11F_G11F_B10F;
case GPU_DEPTH24_STENCIL8: return GL_DEPTH24_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:
fprintf(stderr, "Texture format incorrect or unsupported\n");
return 0;
}
}
static float *GPU_texture_3D_rescale(GPUTexture *tex, int w, int h, int d, int channels, const float *fpixels)
{
const unsigned int 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 (unsigned k = 0; k < tex->d; k++) {
for (unsigned j = 0; j < tex->h; j++) {
for (unsigned 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;
unsigned int offset = k * (tex->w * tex->h) + i * tex->h + j;
unsigned int 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;
}
/* 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 format, GLenum data_format,
int channels, bool try_rescale, const float *fpixels, float **rescaled_fpixels)
{
int r_width;
switch (proxy) {
case GL_PROXY_TEXTURE_1D:
glTexImage1D(proxy, 0, internalformat, tex->w, 0, format, data_format, NULL);
break;
case GL_PROXY_TEXTURE_1D_ARRAY:
case GL_PROXY_TEXTURE_2D:
glTexImage2D(proxy, 0, internalformat, tex->w, tex->h, 0, format, data_format, NULL);
break;
case GL_PROXY_TEXTURE_2D_ARRAY:
case GL_PROXY_TEXTURE_3D:
glTexImage3D(proxy, 0, internalformat, tex->w, tex->h, tex->d, 0, format, data_format, NULL);
break;
}
glGetTexLevelParameteriv(proxy, 0, GL_TEXTURE_WIDTH, &r_width);
if (r_width == 0 && try_rescale) {
const int w = tex->w, h = tex->h, d = tex->d;
/* Find largest texture possible */
while (r_width == 0) {
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;
if (proxy == GL_PROXY_TEXTURE_1D)
glTexImage1D(proxy, 0, internalformat, tex->w, 0, format, data_format, NULL);
else if (proxy == GL_PROXY_TEXTURE_2D)
glTexImage2D(proxy, 0, internalformat, tex->w, tex->h, 0, format, data_format, NULL);
else if (proxy == GL_PROXY_TEXTURE_3D)
glTexImage3D(proxy, 0, internalformat, tex->w, tex->h, tex->d, 0, format, data_format, NULL);
glGetTexLevelParameteriv(GL_PROXY_TEXTURE_3D, 0, GL_TEXTURE_WIDTH, &r_width);
}
/* Rescale */
if (r_width > 0) {
switch (proxy) {
case GL_PROXY_TEXTURE_1D:
case GL_PROXY_TEXTURE_2D:
/* Do nothing for now */
return false;
case GL_PROXY_TEXTURE_3D:
*rescaled_fpixels = GPU_texture_3D_rescale(tex, w, h, d, channels, fpixels);
return (bool)*rescaled_fpixels;
}
}
}
return (r_width > 0);
}
static GPUTexture *GPU_texture_create_nD(
int w, int h, int d, int n, const float *fpixels,
GPUTextureFormat data_type, int components, int samples,
const bool can_rescale, char err_out[256])
{
if (samples) {
CLAMP_MAX(samples, GPU_max_color_texture_samples());
}
GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->w = w;
tex->h = h;
tex->d = d;
tex->number = -1;
tex->refcount = 1;
tex->fb_attachment = -1;
tex->format = data_type;
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;
}
if (samples && n == 2 && d == 0)
tex->target = GL_TEXTURE_2D_MULTISAMPLE;
GLenum format, internalformat, data_format;
internalformat = gpu_texture_get_format(components, data_type, &format, &data_format, &tex->depth, &tex->stencil, &tex->bytesize);
gpu_texture_memory_footprint_add(tex);
/* Generate Texture object */
glGenTextures(1, &tex->bindcode);
if (!tex->bindcode) {
if (err_out)
BLI_snprintf(err_out, 256, "GPUTexture: texture create failed");
else
fprintf(stderr, "GPUTexture: texture create failed");
GPU_texture_free(tex);
return NULL;
}
tex->number = 0;
glBindTexture(tex->target, tex->bindcode);
/* Check if texture fit in VRAM */
GLenum proxy = GL_PROXY_TEXTURE_2D;
if (n == 2) {
if (d > 0)
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_fpixels = NULL;
bool valid = gpu_texture_try_alloc(tex, proxy, internalformat, format, data_format, components, can_rescale,
fpixels, &rescaled_fpixels);
if (!valid) {
if (err_out)
BLI_snprintf(err_out, 256, "GPUTexture: texture alloc failed");
else
fprintf(stderr, "GPUTexture: texture alloc failed. Not enough Video Memory.");
GPU_texture_free(tex);
return NULL;
}
/* Upload Texture */
const float *pix = (rescaled_fpixels) ? rescaled_fpixels : fpixels;
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, format, data_format, pix);
}
else {
glTexImage2D(tex->target, 0, internalformat, tex->w, tex->h, 0, format, data_format, pix);
}
}
else if (tex->target == GL_TEXTURE_1D) {
glTexImage1D(tex->target, 0, internalformat, tex->w, 0, format, data_format, pix);
}
else {
glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->d, 0, format, data_format, pix);
}
if (rescaled_fpixels)
MEM_freeN(rescaled_fpixels);
/* Texture Parameters */
if (tex->depth) {
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, GL_NONE);
glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
}
else {
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
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);
}
GPU_texture_unbind(tex);
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,
GPUTextureFormat data_type, int components,
char err_out[256])
{
GLenum format, internalformat, data_format;
GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->w = w;
tex->h = w;
tex->d = d;
tex->number = -1;
tex->refcount = 1;
tex->fb_attachment = -1;
tex->format = data_type;
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;
}
internalformat = gpu_texture_get_format(components, data_type, &format, &data_format, &tex->depth, &tex->stencil, &tex->bytesize);
gpu_texture_memory_footprint_add(tex);
/* Generate Texture object */
glGenTextures(1, &tex->bindcode);
if (!tex->bindcode) {
if (err_out)
BLI_snprintf(err_out, 256, "GPUTexture: texture create failed");
else
fprintf(stderr, "GPUTexture: texture create failed");
GPU_texture_free(tex);
return NULL;
}
tex->number = 0;
glBindTexture(tex->target, tex->bindcode);
/* Upload Texture */
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_px);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_py);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_pz);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_nx);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_ny);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_nz);
/* Texture Parameters */
if (tex->depth) {
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, GL_NONE);
glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
}
else {
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
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);
GPU_texture_unbind(tex);
return tex;
}
GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, int textarget, bool is_data, double time, int mipmap)
{
int gputt;
/* this binds a texture, so that's why to restore it to 0 */
GLint bindcode = GPU_verify_image(ima, iuser, textarget, 0, 0, mipmap, is_data);
GPU_update_image_time(ima, time);
/* 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?) */
if (textarget == GL_TEXTURE_2D)
gputt = TEXTARGET_TEXTURE_2D;
else
gputt = TEXTARGET_TEXTURE_CUBE_MAP;
if (ima->gputexture[gputt]) {
ima->gputexture[gputt]->bindcode = bindcode;
glBindTexture(textarget, 0);
return ima->gputexture[gputt];
}
GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->bindcode = bindcode;
tex->number = -1;
tex->refcount = 1;
tex->target = textarget;
tex->target_base = textarget;
tex->fromblender = 1;
tex->format = -1;
ima->gputexture[gputt] = tex;
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, 0, 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;
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, const float *pixels, char err_out[256])
{
return GPU_texture_create_nD(w, 0, 0, 1, pixels, GPU_RGBA8, 4, 0, false, err_out);
}
GPUTexture *GPU_texture_create_1D_custom(
int w, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256])
{
return GPU_texture_create_nD(w, 0, 0, 1, pixels, data_type, channels, 0, false, err_out);
}
GPUTexture *GPU_texture_create_2D(int w, int h, const float *pixels, char err_out[256])
{
return GPU_texture_create_nD(w, h, 0, 2, pixels, GPU_RGBA8, 4, 0, false, err_out);
}
GPUTexture *GPU_texture_create_2D_custom(
int w, int h, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256])
{
return GPU_texture_create_nD(w, h, 0, 2, pixels, data_type, channels, 0, false, err_out);
}
GPUTexture *GPU_texture_create_2D_multisample(int w, int h, const float *pixels, int samples, char err_out[256])
{
return GPU_texture_create_nD(w, h, 0, 2, pixels, GPU_RGBA8, 4, samples, false, err_out);
}
GPUTexture *GPU_texture_create_2D_array_custom(int w, int h, int d, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256])
{
return GPU_texture_create_nD(w, h, d, 2, pixels, data_type, channels, 0, false, err_out);
}
GPUTexture *GPU_texture_create_3D(int w, int h, int d, const float *pixels, char err_out[256])
{
return GPU_texture_create_nD(w, h, d, 3, pixels, GPU_RGBA8, 4, 0, true, err_out);
}
GPUTexture *GPU_texture_create_3D_custom(int w, int h, int d, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256])
{
return GPU_texture_create_nD(w, h, d, 3, pixels, data_type, channels, 0, true, err_out);
}
GPUTexture *GPU_texture_create_cube_custom(int w, int channels, GPUTextureFormat data_type, const float *fpixels, char err_out[256])
{
const float *fpixels_px, *fpixels_py, *fpixels_pz, *fpixels_nx, *fpixels_ny, *fpixels_nz;
if (fpixels) {
fpixels_px = fpixels + 0 * w * w * channels;
fpixels_nx = fpixels + 1 * w * w * channels;
fpixels_py = fpixels + 2 * w * w * channels;
fpixels_ny = fpixels + 3 * w * w * channels;
fpixels_pz = fpixels + 4 * w * w * channels;
fpixels_nz = fpixels + 5 * w * w * channels;
}
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, data_type, channels, err_out);
}
GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256])
{
return GPU_texture_create_nD(w, h, 0, 2, NULL, GPU_DEPTH_COMPONENT24, 1, 0, false, err_out);
}
GPUTexture *GPU_texture_create_depth_with_stencil(int w, int h, char err_out[256])
{
return GPU_texture_create_nD(w, h, 0, 2, NULL, GPU_DEPTH24_STENCIL8, 1, 0, false, err_out);
}
GPUTexture *GPU_texture_create_depth_multisample(int w, int h, int samples, char err_out[256])
{
return GPU_texture_create_nD(w, h, 0, 2, NULL, GPU_DEPTH_COMPONENT24, 1, samples, false, err_out);
}
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, color, NULL);
GG.invalid_tex_2D = GPU_texture_create_2D(1, 1, color, NULL);
GG.invalid_tex_3D = GPU_texture_create_3D(1, 1, 1, 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)
{
if (number >= GPU_max_textures()) {
fprintf(stderr, "Not enough texture slots.\n");
return;
}
if ((G.debug & G_DEBUG)) {
if (tex->fb && GPU_framebuffer_bound(tex->fb)) {
fprintf(stderr, "Feedback loop warning!: Attempting to bind texture attached to current framebuffer!\n");
}
}
if (number < 0)
return;
if (number != 0)
glActiveTexture(GL_TEXTURE0 + number);
if (tex->bindcode != 0)
glBindTexture(tex->target_base, tex->bindcode);
else
GPU_invalid_tex_bind(tex->target_base);
if (number != 0)
glActiveTexture(GL_TEXTURE0);
tex->number = number;
}
void GPU_texture_unbind(GPUTexture *tex)
{
if (tex->number >= GPU_max_textures()) {
fprintf(stderr, "Not enough texture slots.\n");
return;
}
if (tex->number == -1)
return;
if (tex->number != 0)
glActiveTexture(GL_TEXTURE0 + tex->number);
glBindTexture(tex->target_base, 0);
if (tex->number != 0)
glActiveTexture(GL_TEXTURE0);
tex->number = -1;
}
int GPU_texture_bound_number(GPUTexture *tex)
{
return tex->number;
}
void GPU_texture_generate_mipmap(GPUTexture *tex)
{
if (tex->number >= GPU_max_textures()) {
fprintf(stderr, "Not enough texture slots.\n");
return;
}
if (tex->number == -1)
return;
if (tex->number != 0)
glActiveTexture(GL_TEXTURE0 + tex->number);
glGenerateMipmap(tex->target_base);
if (tex->number != 0)
glActiveTexture(GL_TEXTURE0);
}
void GPU_texture_compare_mode(GPUTexture *tex, bool use_compare)
{
if (tex->number >= GPU_max_textures()) {
fprintf(stderr, "Not enough texture slots.\n");
return;
}
if (tex->number == -1)
return;
if (tex->number != 0)
glActiveTexture(GL_TEXTURE0 + tex->number);
/* TODO viewport: use GL_COMPARE_REF_TO_TEXTURE after we switch to core profile */
if (tex->depth)
glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, use_compare ? GL_COMPARE_R_TO_TEXTURE : GL_NONE);
if (tex->number != 0)
glActiveTexture(GL_TEXTURE0);
}
void GPU_texture_filter_mode(GPUTexture *tex, bool use_filter)
{
if (tex->number >= GPU_max_textures()) {
fprintf(stderr, "Not enough texture slots.\n");
return;
}
if (tex->number == -1)
return;
if (tex->number != 0)
glActiveTexture(GL_TEXTURE0 + tex->number);
GLenum filter = use_filter ? GL_LINEAR : GL_NEAREST;
glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, filter);
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, filter);
if (tex->number != 0)
glActiveTexture(GL_TEXTURE0);
}
void GPU_texture_mipmap_mode(GPUTexture *tex, bool use_mipmap, bool use_filter)
{
if (tex->number >= GPU_max_textures()) {
fprintf(stderr, "Not enough texture slots.\n");
return;
}
if (tex->number == -1)
return;
if (tex->number != 0)
glActiveTexture(GL_TEXTURE0 + tex->number);
GLenum mipmap = (use_filter)
? use_mipmap ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR
: use_mipmap ? GL_NEAREST_MIPMAP_LINEAR : GL_NEAREST;
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, mipmap);
if (tex->number != 0)
glActiveTexture(GL_TEXTURE0);
}
void GPU_texture_wrap_mode(GPUTexture *tex, bool use_repeat)
{
if (tex->number >= GPU_max_textures()) {
fprintf(stderr, "Not enough texture slots.\n");
return;
}
if (tex->number == -1)
return;
if (tex->number != 0)
glActiveTexture(GL_TEXTURE0 + tex->number);
GLenum repeat = use_repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE;
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);
if (tex->number != 0)
glActiveTexture(GL_TEXTURE0);
}
void GPU_texture_free(GPUTexture *tex)
{
tex->refcount--;
if (tex->refcount < 0)
fprintf(stderr, "GPUTexture: negative refcount\n");
if (tex->refcount == 0) {
if (tex->fb)
GPU_framebuffer_texture_detach(tex);
if (tex->bindcode && !tex->fromblender)
glDeleteTextures(1, &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_format(const GPUTexture *tex)
{
return tex->format;
}
bool GPU_texture_depth(const GPUTexture *tex)
{
return tex->depth;
}
bool GPU_texture_stencil(const GPUTexture *tex)
{
return tex->stencil;
}
int GPU_texture_opengl_bindcode(const GPUTexture *tex)
{
return tex->bindcode;
}
GPUFrameBuffer *GPU_texture_framebuffer(GPUTexture *tex)
{
return tex->fb;
}
int GPU_texture_framebuffer_attachment(GPUTexture *tex)
{
return tex->fb_attachment;
}
void GPU_texture_framebuffer_set(GPUTexture *tex, GPUFrameBuffer *fb, int attachment)
{
tex->fb = fb;
tex->fb_attachment = attachment;
}