136 lines
3.9 KiB
C++
136 lines
3.9 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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* Copyright 2021, Blender Foundation.
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*/
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/** \file
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* \ingroup draw
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*/
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#include "BKE_global.h"
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#include "BLI_vector.hh"
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#include "draw_texture_pool.h"
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using namespace blender;
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struct DRWTexturePoolHandle {
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uint64_t users_bits;
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GPUTexture *texture;
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};
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struct DRWTexturePool {
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Vector<void *, 16> users;
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Vector<DRWTexturePoolHandle> handles;
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/* Cache last result to avoid linear search each time. */
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int last_user_id = -1;
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};
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DRWTexturePool *DRW_texture_pool_create()
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{
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return new DRWTexturePool();
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}
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void DRW_texture_pool_free(DRWTexturePool *pool)
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{
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/* Resetting the pool twice will effectively free all textures. */
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DRW_texture_pool_reset(pool);
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DRW_texture_pool_reset(pool);
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delete pool;
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}
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GPUTexture *DRW_texture_pool_query(
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DRWTexturePool *pool, int width, int height, eGPUTextureFormat format, void *user)
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{
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int user_id = pool->last_user_id;
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/* Try cached value. */
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if (user_id != -1) {
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if (pool->users[user_id] != user) {
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user_id = -1;
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}
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}
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/* Try to find inside previous users. */
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if (user_id == -1) {
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user_id = pool->users.first_index_of_try(user);
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}
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/* No chance, needs to add it to the user list. */
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if (user_id == -1) {
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user_id = pool->users.size();
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pool->users.append(user);
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/* If there is more than 63 users, better refactor this system. */
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BLI_assert(user_id < 64);
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}
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pool->last_user_id = user_id;
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uint64_t user_bit = 1llu << user_id;
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for (DRWTexturePoolHandle &handle : pool->handles) {
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/* Skip if the user is already using this texture. */
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if (user_bit & handle.users_bits) {
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continue;
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}
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/* If everything matches reuse the texture. */
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if ((GPU_texture_format(handle.texture) == format) &&
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(GPU_texture_width(handle.texture) == width) &&
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(GPU_texture_height(handle.texture) == height)) {
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handle.users_bits |= user_bit;
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return handle.texture;
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}
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}
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char name[16] = "DRW_tex_pool";
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if (G.debug & G_DEBUG_GPU) {
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int texture_id = pool->handles.size();
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SNPRINTF(name, "DRW_tex_pool_%d", texture_id);
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}
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DRWTexturePoolHandle handle;
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handle.users_bits = user_bit;
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handle.texture = GPU_texture_create_2d(name, width, height, 1, format, nullptr);
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pool->handles.append(handle);
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/* Doing filtering for depth does not make sense when not doing shadow mapping,
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* and enabling texture filtering on integer texture make them unreadable. */
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bool do_filter = !GPU_texture_depth(handle.texture) && !GPU_texture_integer(handle.texture);
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GPU_texture_filter_mode(handle.texture, do_filter);
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return handle.texture;
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}
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void DRW_texture_pool_reset(DRWTexturePool *pool)
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{
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pool->last_user_id = -1;
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for (auto it = pool->handles.rbegin(); it != pool->handles.rend(); ++it) {
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DRWTexturePoolHandle &handle = *it;
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if (handle.users_bits == 0) {
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if (handle.texture) {
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GPU_texture_free(handle.texture);
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handle.texture = nullptr;
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}
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}
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else {
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handle.users_bits = 0;
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}
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}
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/* Reverse iteration to make sure we only reorder with known good handles. */
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for (int i = pool->handles.size() - 1; i >= 0; i--) {
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if (!pool->handles[i].texture) {
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pool->handles.remove_and_reorder(i);
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}
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}
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}
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