This includes a few modification: - The biggest one is call glActiveTexture before doing any call to glBindTexture for rendering purpose (uniform value depends on it). This is also better to know what's going on when rendering UI. So if there is missing UI elements because of this commit look for this first. This allows us to have "less calls" to glActiveTexture (I did not measure the final count) and less checks inside GPU_texture. - Remove use of GL_TEXTURE0 as a uniform value in a few places. - Be more strict and use BLI_assert for bad usage of GPU_texture functions. - Disable filtering for integer and stencil textures (not supported by OGL specs). - Replace bools inside GPUTexture by a bitflag supporting more options to identify texture types.
212 lines
6.5 KiB
C++
212 lines
6.5 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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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) 2005 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): Brecht Van Lommel.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file GPU_texture.h
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* \ingroup gpu
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*/
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#ifndef __GPU_TEXTURE_H__
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#define __GPU_TEXTURE_H__
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct Image;
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struct ImageUser;
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struct PreviewImage;
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struct GPUFrameBuffer;
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typedef struct GPUTexture GPUTexture;
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/* GPU Texture
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* - always returns unsigned char RGBA textures
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* - if texture with non square dimensions is created, depending on the
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* graphics card capabilities the texture may actually be stored in a
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* larger texture with power of two dimensions.
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* - can use reference counting:
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* - reference counter after GPU_texture_create is 1
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* - GPU_texture_ref increases by one
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* - GPU_texture_free decreases by one, and frees if 0
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* - if created with from_blender, will not free the texture
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*/
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/* Wrapper to supported OpenGL/Vulkan texture internal storage
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* If you need a type just uncomment it. Be aware that some formats
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* are not supported by renderbuffers. All of the following formats
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* are part of the OpenGL 3.3 core
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* specification. */
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typedef enum GPUTextureFormat {
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/* Formats texture & renderbuffer */
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GPU_RGBA32F,
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GPU_RGBA16F,
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GPU_RGBA8,
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GPU_RG32F,
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GPU_RG16F,
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GPU_RG16I,
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GPU_R32F,
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GPU_R16F,
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GPU_R16I,
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GPU_RG8,
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GPU_R8,
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#if 0
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GPU_RGBA32I,
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GPU_RGBA32UI,
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GPU_RGBA16,
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GPU_RGBA16I,
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GPU_RGBA16UI,
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GPU_RGBA8I,
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GPU_RGBA8UI,
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GPU_RG32I,
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GPU_RG32UI,
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GPU_RG16,
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GPU_RG16UI,
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GPU_RG8I,
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GPU_RG8UI,
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GPU_R32I,
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GPU_R32UI,
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GPU_R16UI,
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GPU_R16,
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GPU_R8I,
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GPU_R8UI,
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#endif
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/* Special formats texture & renderbuffer */
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#if 0
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GPU_RGB10_A2,
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GPU_RGB10_A2UI,
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GPU_DEPTH32F_STENCIL8,
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#endif
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GPU_R11F_G11F_B10F,
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GPU_DEPTH24_STENCIL8,
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/* Texture only format */
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GPU_RGB16F,
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#if 0
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GPU_RGBA16_SNORM,
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GPU_RGBA8_SNORM,
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GPU_RGB32F,
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GPU_RGB32I,
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GPU_RGB32UI,
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GPU_RGB16_SNORM,
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GPU_RGB16I,
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GPU_RGB16UI,
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GPU_RGB16,
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GPU_RGB8_SNORM,
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GPU_RGB8,
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GPU_RGB8I,
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GPU_RGB8UI,
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GPU_RG16_SNORM,
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GPU_RG8_SNORM,
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GPU_R16_SNORM,
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GPU_R8_SNORM,
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#endif
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/* Special formats texture only */
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#if 0
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GPU_SRGB8_A8,
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GPU_SRGB8,
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GPU_RGB9_E5,
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GPU_COMPRESSED_RG_RGTC2,
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GPU_COMPRESSED_SIGNED_RG_RGTC2,
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GPU_COMPRESSED_RED_RGTC1,
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GPU_COMPRESSED_SIGNED_RED_RGTC1,
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#endif
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/* Depth Formats */
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GPU_DEPTH_COMPONENT32F,
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GPU_DEPTH_COMPONENT24,
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GPU_DEPTH_COMPONENT16,
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} GPUTextureFormat;
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unsigned int GPU_texture_memory_usage_get(void);
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GPUTexture *GPU_texture_create_1D(int w, const float *pixels, char err_out[256]);
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GPUTexture *GPU_texture_create_1D_custom(
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int w, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
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GPUTexture *GPU_texture_create_2D(int w, int h, const float *pixels, char err_out[256]);
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GPUTexture *GPU_texture_create_2D_custom(
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int w, int h, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
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GPUTexture *GPU_texture_create_2D_multisample(int w, int h, const float *pixels, int samples, char err_out[256]);
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GPUTexture *GPU_texture_create_2D_custom_multisample(
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int w, int h, int channels, GPUTextureFormat data_type, const float *pixels, int samples, char err_out[256]);
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GPUTexture *GPU_texture_create_2D_array_custom(
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int w, int h, int d, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
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GPUTexture *GPU_texture_create_3D(int w, int h, int d, const float *pixels, char err_out[256]);
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GPUTexture *GPU_texture_create_3D_custom(
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int w, int h, int d, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
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GPUTexture *GPU_texture_create_cube_custom(
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int w, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
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GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256]);
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GPUTexture *GPU_texture_create_depth_with_stencil(int w, int h, char err_out[256]);
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GPUTexture *GPU_texture_create_depth_multisample(int w, int h, int samples, char err_out[256]);
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GPUTexture *GPU_texture_create_depth_with_stencil_multisample(int w, int h, int samples, char err_out[256]);
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GPUTexture *GPU_texture_from_blender(
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struct Image *ima, struct ImageUser *iuser, int textarget, bool is_data, double time, int mipmap);
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GPUTexture *GPU_texture_from_preview(struct PreviewImage *prv, int mipmap);
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void GPU_texture_update(GPUTexture *tex, const float *pixels);
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void GPU_invalid_tex_init(void);
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void GPU_invalid_tex_bind(int mode);
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void GPU_invalid_tex_free(void);
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void GPU_texture_free(GPUTexture *tex);
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void GPU_texture_ref(GPUTexture *tex);
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void GPU_texture_bind(GPUTexture *tex, int number);
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void GPU_texture_unbind(GPUTexture *tex);
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int GPU_texture_bound_number(GPUTexture *tex);
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void GPU_texture_generate_mipmap(GPUTexture *tex);
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void GPU_texture_compare_mode(GPUTexture *tex, bool use_compare);
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void GPU_texture_filter_mode(GPUTexture *tex, bool use_filter);
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void GPU_texture_mipmap_mode(GPUTexture *tex, bool use_mipmap, bool use_filter);
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void GPU_texture_wrap_mode(GPUTexture *tex, bool use_repeat);
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struct GPUFrameBuffer *GPU_texture_framebuffer(GPUTexture *tex);
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int GPU_texture_framebuffer_attachment(GPUTexture *tex);
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void GPU_texture_framebuffer_set(GPUTexture *tex, struct GPUFrameBuffer *fb, int attachment);
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int GPU_texture_target(const GPUTexture *tex);
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int GPU_texture_width(const GPUTexture *tex);
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int GPU_texture_height(const GPUTexture *tex);
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GPUTextureFormat GPU_texture_format(const GPUTexture *tex);
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int GPU_texture_samples(const GPUTexture *tex);
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bool GPU_texture_cube(const GPUTexture *tex);
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bool GPU_texture_depth(const GPUTexture *tex);
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bool GPU_texture_stencil(const GPUTexture *tex);
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bool GPU_texture_integer(const GPUTexture *tex);
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int GPU_texture_opengl_bindcode(const GPUTexture *tex);
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#ifdef __cplusplus
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}
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#endif
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#endif /* __GPU_TEXTURE_H__ */
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