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blender-archive/source/blender/gpu/intern/gpu_texture.c
Jeroen Bakker 6de0da70de GPU not able to allocate texture
In the case of the report a GL_PROXY_TEXTURE_2D_ARRAY of 2509x2509x1 failed to be allocated.
This is a work around as the GL_PROXY_TEXTURE_* is not reliable.

Reviewed By: brecht, fclem

Maniphest Tasks: T63223

Differential Revision: https://developer.blender.org/D4651
2019-04-05 14:40:54 +02:00

1634 lines
47 KiB
C

/*
* 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.
*/
/** \file
* \ingroup gpu
*/
#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_batch.h"
#include "GPU_context.h"
#include "GPU_debug.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_glew.h"
#include "GPU_framebuffer.h"
#include "GPU_texture.h"
#include "gpu_context_private.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};
/* Maximum number of FBOs a texture can be attached to. */
#define GPU_TEX_MAX_FBO_ATTACHED 10
typedef enum eGPUTextureFormatFlag {
GPU_FORMAT_DEPTH = (1 << 0),
GPU_FORMAT_STENCIL = (1 << 1),
GPU_FORMAT_INTEGER = (1 << 2),
GPU_FORMAT_FLOAT = (1 << 3),
GPU_FORMAT_1D = (1 << 10),
GPU_FORMAT_2D = (1 << 11),
GPU_FORMAT_3D = (1 << 12),
GPU_FORMAT_CUBE = (1 << 13),
GPU_FORMAT_ARRAY = (1 << 14),
} eGPUTextureFormatFlag;
/* 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 */
eGPUTextureFormat format;
eGPUTextureFormatFlag format_flag;
uint bytesize; /* number of byte for one pixel */
int components; /* number of color/alpha channels */
int samples; /* number of samples for multisamples textures. 0 if not multisample target */
int fb_attachment[GPU_TEX_MAX_FBO_ATTACHED];
GPUFrameBuffer *fb[GPU_TEX_MAX_FBO_ATTACHED];
};
/* ------ Memory Management ------- */
/* Records every texture allocation / free
* to estimate the Texture Pool Memory consumption */
static uint memory_usage;
static uint gpu_texture_memory_footprint_compute(GPUTexture *tex)
{
int samp = max_ii(tex->samples, 1);
switch (tex->target_base) {
case GL_TEXTURE_1D:
return tex->bytesize * tex->w * samp;
case GL_TEXTURE_1D_ARRAY:
case GL_TEXTURE_2D:
return tex->bytesize * tex->w * tex->h * samp;
case GL_TEXTURE_2D_ARRAY:
case GL_TEXTURE_3D:
return tex->bytesize * tex->w * tex->h * tex->d * samp;
case GL_TEXTURE_CUBE_MAP:
return tex->bytesize * 6 * tex->w * tex->h * samp;
case GL_TEXTURE_CUBE_MAP_ARRAY:
return tex->bytesize * 6 * tex->w * tex->h * tex->d * samp;
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);
}
uint GPU_texture_memory_usage_get(void)
{
return memory_usage;
}
/* -------------------------------- */
static const char *gl_enum_to_str(GLenum e)
{
#define ENUM_TO_STRING(e) [GL_##e] = STRINGIFY_ARG(e)
static const char *enum_strings[] = {
ENUM_TO_STRING(TEXTURE_CUBE_MAP),
ENUM_TO_STRING(TEXTURE_2D),
ENUM_TO_STRING(TEXTURE_2D_ARRAY),
ENUM_TO_STRING(TEXTURE_1D),
ENUM_TO_STRING(TEXTURE_1D_ARRAY),
ENUM_TO_STRING(TEXTURE_3D),
ENUM_TO_STRING(TEXTURE_2D_MULTISAMPLE),
ENUM_TO_STRING(RGBA32F),
ENUM_TO_STRING(RGBA16F),
ENUM_TO_STRING(RGBA16),
ENUM_TO_STRING(RG32F),
ENUM_TO_STRING(RGB16F),
ENUM_TO_STRING(RG16F),
ENUM_TO_STRING(RG16I),
ENUM_TO_STRING(RG16),
ENUM_TO_STRING(RGBA8),
ENUM_TO_STRING(RGBA8UI),
ENUM_TO_STRING(R32F),
ENUM_TO_STRING(R32UI),
ENUM_TO_STRING(R32I),
ENUM_TO_STRING(R16F),
ENUM_TO_STRING(R16I),
ENUM_TO_STRING(R16UI),
ENUM_TO_STRING(RG8),
ENUM_TO_STRING(RG16UI),
ENUM_TO_STRING(R16),
ENUM_TO_STRING(R8),
ENUM_TO_STRING(R8UI),
ENUM_TO_STRING(R11F_G11F_B10F),
ENUM_TO_STRING(DEPTH24_STENCIL8),
ENUM_TO_STRING(DEPTH32F_STENCIL8),
ENUM_TO_STRING(DEPTH_COMPONENT32F),
ENUM_TO_STRING(DEPTH_COMPONENT24),
ENUM_TO_STRING(DEPTH_COMPONENT16),
};
#undef ENUM_TO_STRING
return enum_strings[e];
}
static int gpu_get_component_count(eGPUTextureFormat format)
{
switch (format) {
case GPU_RGBA8:
case GPU_RGBA8UI:
case GPU_RGBA16F:
case GPU_RGBA16:
case GPU_RGBA32F:
return 4;
case GPU_RGB16F:
case GPU_R11F_G11F_B10F:
return 3;
case GPU_RG8:
case GPU_RG16:
case GPU_RG16F:
case GPU_RG16I:
case GPU_RG16UI:
case GPU_RG32F:
return 2;
default:
return 1;
}
}
/* Definitely not complete, edit according to the gl specification. */
static void gpu_validate_data_format(eGPUTextureFormat tex_format, eGPUDataFormat data_format)
{
(void)data_format;
if (ELEM(tex_format,
GPU_DEPTH_COMPONENT24,
GPU_DEPTH_COMPONENT16,
GPU_DEPTH_COMPONENT32F))
{
BLI_assert(data_format == GPU_DATA_FLOAT);
}
else if (ELEM(tex_format,
GPU_DEPTH24_STENCIL8,
GPU_DEPTH32F_STENCIL8))
{
BLI_assert(data_format == GPU_DATA_UNSIGNED_INT_24_8);
}
else {
/* Integer formats */
if (ELEM(tex_format, GPU_RG16I, GPU_R16I, GPU_RG16UI, GPU_R16UI, GPU_R8UI, GPU_R32UI)) {
if (ELEM(tex_format, GPU_R8UI, GPU_R16UI, GPU_RG16UI, GPU_R32UI)) {
BLI_assert(data_format == GPU_DATA_UNSIGNED_INT);
}
else {
BLI_assert(data_format == GPU_DATA_INT);
}
}
/* Byte formats */
else if (ELEM(tex_format, GPU_R8, GPU_RG8, GPU_RGBA8, GPU_RGBA8UI)) {
BLI_assert(ELEM(data_format, GPU_DATA_UNSIGNED_BYTE, GPU_DATA_FLOAT));
}
/* Special case */
else if (ELEM(tex_format, GPU_R11F_G11F_B10F)) {
BLI_assert(ELEM(data_format, GPU_DATA_10_11_11_REV, GPU_DATA_FLOAT));
}
/* Float formats */
else {
BLI_assert(ELEM(data_format, GPU_DATA_FLOAT));
}
}
}
static eGPUDataFormat gpu_get_data_format_from_tex_format(eGPUTextureFormat tex_format)
{
if (ELEM(tex_format,
GPU_DEPTH_COMPONENT24,
GPU_DEPTH_COMPONENT16,
GPU_DEPTH_COMPONENT32F))
{
return GPU_DATA_FLOAT;
}
else if (ELEM(tex_format,
GPU_DEPTH24_STENCIL8,
GPU_DEPTH32F_STENCIL8))
{
return GPU_DATA_UNSIGNED_INT_24_8;
}
else {
/* Integer formats */
if (ELEM(tex_format, GPU_RG16I, GPU_R16I, GPU_RG16UI, GPU_R8UI, GPU_R16UI, GPU_R32UI)) {
if (ELEM(tex_format, GPU_R8UI, GPU_R16UI, GPU_RG16UI, GPU_R32UI)) {
return GPU_DATA_UNSIGNED_INT;
}
else {
return GPU_DATA_INT;
}
}
/* Byte formats */
else if (ELEM(tex_format, GPU_R8)) {
return GPU_DATA_UNSIGNED_BYTE;
}
/* Special case */
else if (ELEM(tex_format, GPU_R11F_G11F_B10F)) {
return GPU_DATA_10_11_11_REV;
}
else {
return GPU_DATA_FLOAT;
}
}
}
/* Definitely not complete, edit according to the gl specification. */
static GLenum gpu_get_gl_dataformat(eGPUTextureFormat data_type, eGPUTextureFormatFlag *format_flag)
{
if (ELEM(data_type,
GPU_DEPTH_COMPONENT24,
GPU_DEPTH_COMPONENT16,
GPU_DEPTH_COMPONENT32F))
{
*format_flag |= GPU_FORMAT_DEPTH;
return GL_DEPTH_COMPONENT;
}
else if (ELEM(data_type,
GPU_DEPTH24_STENCIL8,
GPU_DEPTH32F_STENCIL8))
{
*format_flag |= GPU_FORMAT_DEPTH | GPU_FORMAT_STENCIL;
return GL_DEPTH_STENCIL;
}
else {
/* Integer formats */
if (ELEM(data_type, GPU_R8UI, GPU_RG16I, GPU_R16I, GPU_RG16UI, GPU_R16UI, GPU_R32UI)) {
*format_flag |= GPU_FORMAT_INTEGER;
switch (gpu_get_component_count(data_type)) {
case 1: return GL_RED_INTEGER; break;
case 2: return GL_RG_INTEGER; break;
case 3: return GL_RGB_INTEGER; break;
case 4: return GL_RGBA_INTEGER; break;
}
}
else if (ELEM(data_type, GPU_R8)) {
*format_flag |= GPU_FORMAT_FLOAT;
return GL_RED;
}
else {
*format_flag |= GPU_FORMAT_FLOAT;
switch (gpu_get_component_count(data_type)) {
case 1: return GL_RED; break;
case 2: return GL_RG; break;
case 3: return GL_RGB; break;
case 4: return GL_RGBA; break;
}
}
}
BLI_assert(0);
*format_flag |= GPU_FORMAT_FLOAT;
return GL_RGBA;
}
static uint gpu_get_bytesize(eGPUTextureFormat data_type)
{
switch (data_type) {
case GPU_RGBA32F:
return 32;
case GPU_RG32F:
case GPU_RGBA16F:
case GPU_RGBA16:
return 16;
case GPU_RGB16F:
return 12;
case GPU_DEPTH32F_STENCIL8:
return 8;
case GPU_RG16F:
case GPU_RG16I:
case GPU_RG16UI:
case GPU_RG16:
case GPU_DEPTH24_STENCIL8:
case GPU_DEPTH_COMPONENT32F:
case GPU_RGBA8UI:
case GPU_RGBA8:
case GPU_R11F_G11F_B10F:
case GPU_R32F:
case GPU_R32UI:
case GPU_R32I:
return 4;
case GPU_DEPTH_COMPONENT24:
return 3;
case GPU_DEPTH_COMPONENT16:
case GPU_R16F:
case GPU_R16UI:
case GPU_R16I:
case GPU_RG8:
case GPU_R16:
return 2;
case GPU_R8:
case GPU_R8UI:
return 1;
default:
BLI_assert(!"Texture format incorrect or unsupported\n");
return 0;
}
}
static GLenum gpu_get_gl_internalformat(eGPUTextureFormat format)
{
/* You can add any of the available type to this list
* For available types see GPU_texture.h */
switch (format) {
/* Formats texture & renderbuffer */
case GPU_RGBA32F: return GL_RGBA32F;
case GPU_RGBA16F: return GL_RGBA16F;
case GPU_RGBA16: return GL_RGBA16;
case GPU_RG32F: return GL_RG32F;
case GPU_RGB16F: return GL_RGB16F;
case GPU_RG16F: return GL_RG16F;
case GPU_RG16I: return GL_RG16I;
case GPU_RG16: return GL_RG16;
case GPU_RGBA8: return GL_RGBA8;
case GPU_RGBA8UI: return GL_RGBA8UI;
case GPU_R32F: return GL_R32F;
case GPU_R32UI: return GL_R32UI;
case GPU_R32I: return GL_R32I;
case GPU_R16F: return GL_R16F;
case GPU_R16I: return GL_R16I;
case GPU_R16UI: return GL_R16UI;
case GPU_RG8: return GL_RG8;
case GPU_RG16UI: return GL_RG16UI;
case GPU_R16: return GL_R16;
case GPU_R8: return GL_R8;
case GPU_R8UI: return GL_R8UI;
/* Special formats texture & renderbuffer */
case GPU_R11F_G11F_B10F: return GL_R11F_G11F_B10F;
case GPU_DEPTH24_STENCIL8: return GL_DEPTH24_STENCIL8;
case GPU_DEPTH32F_STENCIL8: return GL_DEPTH32F_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:
BLI_assert(!"Texture format incorrect or unsupported\n");
return 0;
}
}
static GLenum gpu_get_gl_datatype(eGPUDataFormat format)
{
switch (format) {
case GPU_DATA_FLOAT:
return GL_FLOAT;
case GPU_DATA_INT:
return GL_INT;
case GPU_DATA_UNSIGNED_INT:
return GL_UNSIGNED_INT;
case GPU_DATA_UNSIGNED_BYTE:
return GL_UNSIGNED_BYTE;
case GPU_DATA_UNSIGNED_INT_24_8:
return GL_UNSIGNED_INT_24_8;
case GPU_DATA_10_11_11_REV:
return GL_UNSIGNED_INT_10F_11F_11F_REV;
default:
BLI_assert(!"Unhandled data format");
return GL_FLOAT;
}
}
static float *GPU_texture_rescale_3d(GPUTexture *tex, int w, int h, int d, int channels, const float *fpixels)
{
const uint 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 (uint k = 0; k < tex->d; k++) {
for (uint j = 0; j < tex->h; j++) {
for (uint 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;
uint offset = k * (tex->w * tex->h) + i * tex->h + j;
uint 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;
}
static bool gpu_texture_check_capacity(
GPUTexture *tex, GLenum proxy, GLenum internalformat,
GLenum data_format, GLenum data_type)
{
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_WIN, GPU_DRIVER_ANY)) {
/* Some AMD drivers have a faulty `GL_PROXY_TEXTURE_..` check.
* (see T55888, T56185, T59351).
* Checking with `GL_PROXY_TEXTURE_..` doesn't prevent `Out Of Memory` issue,
* it just states that the OGL implementation can support the texture.
* So manually check the maximum size and maximum number of layers. */
switch (proxy) {
case GL_PROXY_TEXTURE_2D_ARRAY:
if ((tex->d < 0) || (tex->d > GPU_max_texture_layers()))
return false;
break;
case GL_PROXY_TEXTURE_1D_ARRAY:
if ((tex->h < 0) || (tex->h > GPU_max_texture_layers()))
return false;
break;
}
switch (proxy) {
case GL_PROXY_TEXTURE_3D:
if ((tex->d < 0) || (tex->d > GPU_max_texture_size()))
return false;
ATTR_FALLTHROUGH;
case GL_PROXY_TEXTURE_2D:
case GL_PROXY_TEXTURE_2D_ARRAY:
if ((tex->h < 0) || (tex->h > GPU_max_texture_size()))
return false;
ATTR_FALLTHROUGH;
case GL_PROXY_TEXTURE_1D:
case GL_PROXY_TEXTURE_1D_ARRAY:
if ((tex->w < 0) || (tex->w > GPU_max_texture_size()))
return false;
ATTR_FALLTHROUGH;
}
return true;
}
else {
switch (proxy) {
case GL_PROXY_TEXTURE_1D:
glTexImage1D(proxy, 0, internalformat, tex->w, 0, data_format, data_type, NULL);
break;
case GL_PROXY_TEXTURE_1D_ARRAY:
case GL_PROXY_TEXTURE_2D:
glTexImage2D(proxy, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, NULL);
break;
case GL_PROXY_TEXTURE_2D_ARRAY:
case GL_PROXY_TEXTURE_3D:
glTexImage3D(proxy, 0, internalformat, tex->w, tex->h, tex->d, 0, data_format, data_type, NULL);
break;
}
int width = 0;
glGetTexLevelParameteriv(proxy, 0, GL_TEXTURE_WIDTH, &width);
return (width > 0);
}
}
/* 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 data_format, GLenum data_type,
int channels, bool try_rescale, const float *fpixels, float **rescaled_fpixels)
{
bool ret;
ret = gpu_texture_check_capacity(tex, proxy, internalformat, data_format, data_type);
if (!ret && try_rescale) {
BLI_assert(!ELEM(proxy, GL_PROXY_TEXTURE_1D_ARRAY, GL_PROXY_TEXTURE_2D_ARRAY)); // not implemented
const int w = tex->w, h = tex->h, d = tex->d;
/* Find largest texture possible */
do {
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;
ret = gpu_texture_check_capacity(tex, proxy, internalformat, data_format, data_type);
} while (ret == false);
/* Rescale */
if (ret) {
switch (proxy) {
case GL_PROXY_TEXTURE_1D:
case GL_PROXY_TEXTURE_2D:
/* Do nothing for now */
return false;
case GL_PROXY_TEXTURE_3D:
BLI_assert(data_type == GL_FLOAT);
*rescaled_fpixels = GPU_texture_rescale_3d(tex, w, h, d, channels, fpixels);
return (bool)*rescaled_fpixels;
}
}
}
return ret;
}
GPUTexture *GPU_texture_create_nD(
int w, int h, int d, int n, const void *pixels,
eGPUTextureFormat tex_format, eGPUDataFormat gpu_data_format, int samples,
const bool can_rescale, char err_out[256])
{
if (samples) {
CLAMP_MAX(samples, GPU_max_color_texture_samples());
}
if ((tex_format == GPU_DEPTH24_STENCIL8) && GPU_depth_blitting_workaround()) {
/* MacOS + Radeon Pro fails to blit depth on GPU_DEPTH24_STENCIL8
* but works on GPU_DEPTH32F_STENCIL8. */
tex_format = GPU_DEPTH32F_STENCIL8;
}
GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->w = w;
tex->h = h;
tex->d = d;
tex->samples = samples;
tex->number = -1;
tex->refcount = 1;
tex->format = tex_format;
tex->components = gpu_get_component_count(tex_format);
tex->bytesize = gpu_get_bytesize(tex_format);
tex->format_flag = 0;
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;
}
gpu_validate_data_format(tex_format, gpu_data_format);
if (samples && n == 2 && d == 0)
tex->target = GL_TEXTURE_2D_MULTISAMPLE;
GLenum internalformat = gpu_get_gl_internalformat(tex_format);
GLenum data_format = gpu_get_gl_dataformat(tex_format, &tex->format_flag);
GLenum data_type = gpu_get_gl_datatype(gpu_data_format);
/* Generate Texture object */
tex->bindcode = GPU_tex_alloc();
if (!tex->bindcode) {
if (err_out) {
BLI_strncpy(err_out, "GPUTexture: texture create failed\n", 256);
}
else {
fprintf(stderr, "GPUTexture: texture create failed\n");
}
GPU_texture_free(tex);
return NULL;
}
glBindTexture(tex->target, tex->bindcode);
/* Check if texture fit in VRAM */
GLenum proxy = GL_PROXY_TEXTURE_2D;
if (n == 2) {
if (d > 1)
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_pixels = NULL;
bool valid = gpu_texture_try_alloc(tex, proxy, internalformat, data_format, data_type, tex->components, can_rescale,
pixels, &rescaled_pixels);
if (G.debug & G_DEBUG_GPU || !valid) {
printf("GPUTexture: create : %s, %s, w : %d, h : %d, d : %d, comp : %d, size : %.2f MiB\n",
gl_enum_to_str(tex->target), gl_enum_to_str(internalformat),
w, h, d, tex->components,
gpu_texture_memory_footprint_compute(tex) / 1048576.0f);
}
if (!valid) {
if (err_out) {
BLI_strncpy(err_out, "GPUTexture: texture alloc failed\n", 256);
}
else {
fprintf(stderr, "GPUTexture: texture alloc failed. Likely not enough Video Memory.\n");
fprintf(stderr, "Current texture memory usage : %.2f MiB.\n",
gpu_texture_memory_footprint_compute(tex) / 1048576.0f);
}
GPU_texture_free(tex);
return NULL;
}
gpu_texture_memory_footprint_add(tex);
/* Upload Texture */
const float *pix = (rescaled_pixels) ? rescaled_pixels : pixels;
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, data_format, data_type, pix);
}
else {
glTexImage2D(tex->target, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, pix);
}
}
else if (tex->target == GL_TEXTURE_1D) {
glTexImage1D(tex->target, 0, internalformat, tex->w, 0, data_format, data_type, pix);
}
else {
glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->d, 0, data_format, data_type, pix);
}
if (rescaled_pixels)
MEM_freeN(rescaled_pixels);
/* Texture Parameters */
if (GPU_texture_stencil(tex) || /* Does not support filtering */
GPU_texture_integer(tex) || /* Does not support filtering */
GPU_texture_depth(tex))
{
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
else {
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
if (GPU_texture_depth(tex)) {
glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, GL_NONE);
glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
}
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);
}
glBindTexture(tex->target, 0);
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,
eGPUTextureFormat tex_format, eGPUDataFormat gpu_data_format,
char err_out[256])
{
GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->w = w;
tex->h = w;
tex->d = d;
tex->samples = 0;
tex->number = -1;
tex->refcount = 1;
tex->format = tex_format;
tex->components = gpu_get_component_count(tex_format);
tex->bytesize = gpu_get_bytesize(tex_format);
tex->format_flag = GPU_FORMAT_CUBE;
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;
}
GLenum internalformat = gpu_get_gl_internalformat(tex_format);
GLenum data_format = gpu_get_gl_dataformat(tex_format, &tex->format_flag);
GLenum data_type = gpu_get_gl_datatype(gpu_data_format);
/* Generate Texture object */
tex->bindcode = GPU_tex_alloc();
if (!tex->bindcode) {
if (err_out) {
BLI_strncpy(err_out, "GPUTexture: texture create failed\n", 256);
}
else {
fprintf(stderr, "GPUTexture: texture create failed\n");
}
GPU_texture_free(tex);
return NULL;
}
if (G.debug & G_DEBUG_GPU) {
printf("GPUTexture: create : %s, %s, w : %d, h : %d, d : %d, comp : %d, size : %.2f MiB\n",
gl_enum_to_str(tex->target), gl_enum_to_str(internalformat),
w, w, d, tex->components,
gpu_texture_memory_footprint_compute(tex) / 1048576.0f);
}
gpu_texture_memory_footprint_add(tex);
glBindTexture(tex->target, tex->bindcode);
/* Upload Texture */
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, fpixels_px);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, fpixels_py);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, fpixels_pz);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, fpixels_nx);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, fpixels_ny);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, internalformat, tex->w, tex->h, 0, data_format, data_type, fpixels_nz);
/* Texture Parameters */
if (GPU_texture_stencil(tex) || /* Does not support filtering */
GPU_texture_integer(tex) || /* Does not support filtering */
GPU_texture_depth(tex))
{
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
else {
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
if (GPU_texture_depth(tex)) {
glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, GL_NONE);
glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
}
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);
glBindTexture(tex->target, 0);
return tex;
}
/* Special buffer textures. tex_format must be compatible with the buffer content. */
GPUTexture *GPU_texture_create_buffer(eGPUTextureFormat tex_format, const GLuint buffer)
{
GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->number = -1;
tex->refcount = 1;
tex->format = tex_format;
tex->components = gpu_get_component_count(tex_format);
tex->format_flag = 0;
tex->target_base = tex->target = GL_TEXTURE_BUFFER;
tex->bytesize = gpu_get_bytesize(tex_format);
GLenum internalformat = gpu_get_gl_internalformat(tex_format);
gpu_get_gl_dataformat(tex_format, &tex->format_flag);
if (!(ELEM(tex_format, GPU_R8, GPU_R16) ||
ELEM(tex_format, GPU_R16F, GPU_R32F) ||
ELEM(tex_format, GPU_R8I, GPU_R16I, GPU_R32I) ||
ELEM(tex_format, GPU_R8UI, GPU_R16UI, GPU_R32UI) ||
ELEM(tex_format, GPU_RG8, GPU_RG16) ||
ELEM(tex_format, GPU_RG16F, GPU_RG32F) ||
ELEM(tex_format, GPU_RG8I, GPU_RG16I, GPU_RG32I) ||
ELEM(tex_format, GPU_RG8UI, GPU_RG16UI, GPU_RG32UI) ||
//ELEM(tex_format, GPU_RGB32F, GPU_RGB32I, GPU_RGB32UI) || /* Not available until gl 4.0 */
ELEM(tex_format, GPU_RGBA8, GPU_RGBA16) ||
ELEM(tex_format, GPU_RGBA16F, GPU_RGBA32F) ||
ELEM(tex_format, GPU_RGBA8I, GPU_RGBA16I, GPU_RGBA32I) ||
ELEM(tex_format, GPU_RGBA8UI, GPU_RGBA16UI, GPU_RGBA32UI)))
{
fprintf(stderr, "GPUTexture: invalid format for texture buffer\n");
GPU_texture_free(tex);
return NULL;
}
/* Generate Texture object */
tex->bindcode = GPU_tex_alloc();
if (!tex->bindcode) {
fprintf(stderr, "GPUTexture: texture create failed\n");
GPU_texture_free(tex);
BLI_assert(0 && "glGenTextures failed: Are you sure a valid OGL context is active on this thread?\n");
return NULL;
}
glBindTexture(tex->target, tex->bindcode);
glTexBuffer(tex->target, internalformat, buffer);
glBindTexture(tex->target, 0);
return tex;
}
GPUTexture *GPU_texture_from_bindcode(int textarget, int bindcode)
{
/* 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?) */
GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->bindcode = bindcode;
tex->number = -1;
tex->refcount = 1;
tex->target = textarget;
tex->target_base = textarget;
tex->format = -1;
tex->components = -1;
tex->samples = 0;
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;
tex->components = -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, eGPUTextureFormat tex_format, const float *pixels, char err_out[256])
{
BLI_assert(w > 0);
eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format);
return GPU_texture_create_nD(w, 0, 0, 1, pixels, tex_format, data_format, 0, false, err_out);
}
GPUTexture *GPU_texture_create_1d_array(
int w, int h, eGPUTextureFormat tex_format, const float *pixels, char err_out[256])
{
BLI_assert(w > 0 && h > 0);
eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format);
return GPU_texture_create_nD(w, h, 0, 1, pixels, tex_format, data_format, 0, false, err_out);
}
GPUTexture *GPU_texture_create_2d(
int w, int h, eGPUTextureFormat tex_format, const float *pixels, char err_out[256])
{
BLI_assert(w > 0 && h > 0);
eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format);
return GPU_texture_create_nD(w, h, 0, 2, pixels, tex_format, data_format, 0, false, err_out);
}
GPUTexture *GPU_texture_create_2d_multisample(
int w, int h, eGPUTextureFormat tex_format, const float *pixels, int samples, char err_out[256])
{
BLI_assert(w > 0 && h > 0);
eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format);
return GPU_texture_create_nD(w, h, 0, 2, pixels, tex_format, data_format, samples, false, err_out);
}
GPUTexture *GPU_texture_create_2d_array(
int w, int h, int d, eGPUTextureFormat tex_format, const float *pixels, char err_out[256])
{
BLI_assert(w > 0 && h > 0 && d > 0);
eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format);
return GPU_texture_create_nD(w, h, d, 2, pixels, tex_format, data_format, 0, false, err_out);
}
GPUTexture *GPU_texture_create_3d(
int w, int h, int d, eGPUTextureFormat tex_format, const float *pixels, char err_out[256])
{
BLI_assert(w > 0 && h > 0 && d > 0);
eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format);
return GPU_texture_create_nD(w, h, d, 3, pixels, tex_format, data_format, 0, true, err_out);
}
GPUTexture *GPU_texture_create_cube(
int w, eGPUTextureFormat tex_format, const float *fpixels, char err_out[256])
{
BLI_assert(w > 0);
const float *fpixels_px, *fpixels_py, *fpixels_pz, *fpixels_nx, *fpixels_ny, *fpixels_nz;
const int channels = gpu_get_component_count(tex_format);
if (fpixels) {
int face_ofs = w * w * channels;
fpixels_px = fpixels + 0 * face_ofs;
fpixels_nx = fpixels + 1 * face_ofs;
fpixels_py = fpixels + 2 * face_ofs;
fpixels_ny = fpixels + 3 * face_ofs;
fpixels_pz = fpixels + 4 * face_ofs;
fpixels_nz = fpixels + 5 * face_ofs;
}
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,
tex_format, GPU_DATA_FLOAT, err_out);
}
GPUTexture *GPU_texture_create_from_vertbuf(GPUVertBuf *vert)
{
GPUVertFormat *format = &vert->format;
GPUVertAttr *attr = &format->attrs[0];
/* Detect incompatible cases (not supported by texture buffers) */
BLI_assert(format->attr_len == 1 && vert->vbo_id != 0);
BLI_assert(attr->comp_len != 3); /* Not until OGL 4.0 */
BLI_assert(attr->comp_type != GPU_COMP_I10);
BLI_assert(attr->fetch_mode != GPU_FETCH_INT_TO_FLOAT);
uint byte_per_comp = attr->sz / attr->comp_len;
bool is_uint = ELEM(attr->comp_type, GPU_COMP_U8, GPU_COMP_U16, GPU_COMP_U32);
/* Cannot fetch signed int or 32bit ints as normalized float. */
if (attr->fetch_mode == GPU_FETCH_INT_TO_FLOAT_UNIT) {
BLI_assert(is_uint || byte_per_comp <= 2);
}
eGPUTextureFormat data_type;
switch (attr->fetch_mode) {
case GPU_FETCH_FLOAT:
switch (attr->comp_len) {
case 1: data_type = GPU_R32F; break;
case 2: data_type = GPU_RG32F; break;
// case 3: data_type = GPU_RGB32F; break; /* Not supported */
default: data_type = GPU_RGBA32F; break;
}
break;
case GPU_FETCH_INT:
switch (attr->comp_len) {
case 1:
switch (byte_per_comp) {
case 1: data_type = (is_uint) ? GPU_R8UI : GPU_R8I; break;
case 2: data_type = (is_uint) ? GPU_R16UI : GPU_R16I; break;
default: data_type = (is_uint) ? GPU_R32UI : GPU_R32I; break;
}
break;
case 2:
switch (byte_per_comp) {
case 1: data_type = (is_uint) ? GPU_RG8UI : GPU_RG8I; break;
case 2: data_type = (is_uint) ? GPU_RG16UI : GPU_RG16I; break;
default: data_type = (is_uint) ? GPU_RG32UI : GPU_RG32I; break;
}
break;
default:
switch (byte_per_comp) {
case 1: data_type = (is_uint) ? GPU_RGBA8UI : GPU_RGBA8I; break;
case 2: data_type = (is_uint) ? GPU_RGBA16UI : GPU_RGBA16I; break;
default: data_type = (is_uint) ? GPU_RGBA32UI : GPU_RGBA32I; break;
}
break;
}
break;
case GPU_FETCH_INT_TO_FLOAT_UNIT:
switch (attr->comp_len) {
case 1: data_type = (byte_per_comp == 1) ? GPU_R8 : GPU_R16; break;
case 2: data_type = (byte_per_comp == 1) ? GPU_RG8 : GPU_RG16; break;
default: data_type = (byte_per_comp == 1) ? GPU_RGBA8 : GPU_RGBA16; break;
}
break;
default:
BLI_assert(0);
return NULL;
}
return GPU_texture_create_buffer(data_type, vert->vbo_id);
}
void GPU_texture_add_mipmap(
GPUTexture *tex, eGPUDataFormat gpu_data_format, int miplvl, const void *pixels)
{
BLI_assert((int)tex->format > -1);
BLI_assert(tex->components > -1);
gpu_validate_data_format(tex->format, gpu_data_format);
GLenum internalformat = gpu_get_gl_internalformat(tex->format);
GLenum data_format = gpu_get_gl_dataformat(tex->format, &tex->format_flag);
GLenum data_type = gpu_get_gl_datatype(gpu_data_format);
glBindTexture(tex->target, tex->bindcode);
int size[3];
GPU_texture_get_mipmap_size(tex, miplvl, size);
switch (tex->target) {
case GL_TEXTURE_1D:
glTexImage1D(tex->target, miplvl, internalformat, size[0], 0, data_format, data_type, pixels);
break;
case GL_TEXTURE_2D:
case GL_TEXTURE_1D_ARRAY:
glTexImage2D(tex->target, miplvl, internalformat, size[0], size[1], 0, data_format, data_type, pixels);
break;
case GL_TEXTURE_3D:
case GL_TEXTURE_2D_ARRAY:
glTexImage3D(tex->target, miplvl, internalformat, size[0], size[1], size[2], 0, data_format, data_type, pixels);
break;
case GL_TEXTURE_2D_MULTISAMPLE:
/* Multisample textures cannot have mipmaps. */
default:
BLI_assert(!"tex->target mode not supported");
}
glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_MAX_LEVEL, miplvl);
glBindTexture(tex->target, 0);
}
void GPU_texture_update_sub(
GPUTexture *tex, eGPUDataFormat gpu_data_format, const void *pixels,
int offset_x, int offset_y, int offset_z, int width, int height, int depth)
{
BLI_assert((int)tex->format > -1);
BLI_assert(tex->components > -1);
GLenum data_format = gpu_get_gl_dataformat(tex->format, &tex->format_flag);
GLenum data_type = gpu_get_gl_datatype(gpu_data_format);
GLint alignment;
/* The default pack size for textures is 4, which won't work for byte based textures */
if (tex->bytesize == 1) {
glGetIntegerv(GL_UNPACK_ALIGNMENT, &alignment);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
}
glBindTexture(tex->target, tex->bindcode);
switch (tex->target) {
case GL_TEXTURE_1D:
glTexSubImage1D(tex->target, 0, offset_x, width, data_format, data_type, pixels);
break;
case GL_TEXTURE_2D:
case GL_TEXTURE_2D_MULTISAMPLE:
case GL_TEXTURE_1D_ARRAY:
glTexSubImage2D(
tex->target, 0, offset_x, offset_y,
width, height, data_format, data_type, pixels);
break;
case GL_TEXTURE_3D:
case GL_TEXTURE_2D_ARRAY:
glTexSubImage3D(
tex->target, 0, offset_x, offset_y, offset_z,
width, height, depth, data_format, data_type, pixels);
break;
default:
BLI_assert(!"tex->target mode not supported");
}
if (tex->bytesize == 1) {
glPixelStorei(GL_UNPACK_ALIGNMENT, alignment);
}
glBindTexture(tex->target, 0);
}
void *GPU_texture_read(GPUTexture *tex, eGPUDataFormat gpu_data_format, int miplvl)
{
int size[3] = {0, 0, 0};
GPU_texture_get_mipmap_size(tex, miplvl, size);
gpu_validate_data_format(tex->format, gpu_data_format);
size_t buf_size = gpu_texture_memory_footprint_compute(tex);
size_t samples_count = max_ii(1, tex->samples);
samples_count *= size[0];
samples_count *= max_ii(1, size[1]);
samples_count *= max_ii(1, size[2]);
samples_count *= (GPU_texture_cube(tex)) ? 6 : 1;
switch (gpu_data_format) {
case GPU_DATA_FLOAT:
buf_size = sizeof(float) * samples_count * tex->components;
break;
case GPU_DATA_INT:
case GPU_DATA_UNSIGNED_INT:
buf_size = sizeof(int) * samples_count * tex->components;
break;
case GPU_DATA_UNSIGNED_INT_24_8:
case GPU_DATA_10_11_11_REV:
buf_size = sizeof(int) * samples_count;
break;
case GPU_DATA_UNSIGNED_BYTE:
break;
}
void *buf = MEM_mallocN(buf_size, "GPU_texture_read");
GLenum data_format = gpu_get_gl_dataformat(tex->format, &tex->format_flag);
GLenum data_type = gpu_get_gl_datatype(gpu_data_format);
glBindTexture(tex->target, tex->bindcode);
if (GPU_texture_cube(tex)) {
int cube_face_size = buf_size / 6;
for (int i = 0; i < 6; ++i) {
glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, miplvl, data_format, data_type,
((char *)buf) + cube_face_size * i);
}
}
else {
glGetTexImage(tex->target, miplvl, data_format, data_type, buf);
}
glBindTexture(tex->target, 0);
return buf;
}
void GPU_texture_read_rect(
GPUTexture *tex, eGPUDataFormat gpu_data_format,
const rcti *rect, void *r_buf)
{
gpu_validate_data_format(tex->format, gpu_data_format);
GPUFrameBuffer *cur_fb = GPU_framebuffer_active_get();
GPUFrameBuffer *tmp_fb = GPU_framebuffer_create();
GPU_framebuffer_texture_attach(tmp_fb, tex, 0, 0);
GPU_framebuffer_bind(tmp_fb);
glReadBuffer(GL_COLOR_ATTACHMENT0);
GLenum data_format = gpu_get_gl_dataformat(tex->format, &tex->format_flag);
GLenum data_type = gpu_get_gl_datatype(gpu_data_format);
glReadPixels(rect->xmin, rect->ymin,
BLI_rcti_size_x(rect), BLI_rcti_size_y(rect),
data_format, data_type, r_buf);
if (cur_fb) {
GPU_framebuffer_bind(cur_fb);
}
else {
GPU_framebuffer_restore();
}
GPU_framebuffer_free(tmp_fb);
}
void GPU_texture_update(GPUTexture *tex, eGPUDataFormat data_format, const void *pixels)
{
GPU_texture_update_sub(tex, data_format, pixels, 0, 0, 0, tex->w, tex->h, tex->d);
}
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, GPU_RGBA8, color, NULL);
GG.invalid_tex_2D = GPU_texture_create_2d(1, 1, GPU_RGBA8, color, NULL);
GG.invalid_tex_3D = GPU_texture_create_3d(1, 1, 1, GPU_RGBA8, 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)
{
BLI_assert(number >= 0);
if (number >= GPU_max_textures()) {
fprintf(stderr, "Not enough texture slots.\n");
return;
}
if ((G.debug & G_DEBUG)) {
for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; ++i) {
if (tex->fb[i] && GPU_framebuffer_bound(tex->fb[i])) {
fprintf(stderr,
"Feedback loop warning!: Attempting to bind "
"texture attached to current framebuffer!\n");
BLI_assert(0); /* Should never happen! */
break;
}
}
}
glActiveTexture(GL_TEXTURE0 + number);
if (tex->bindcode != 0)
glBindTexture(tex->target, tex->bindcode);
else
GPU_invalid_tex_bind(tex->target_base);
tex->number = number;
}
void GPU_texture_unbind(GPUTexture *tex)
{
if (tex->number == -1)
return;
glActiveTexture(GL_TEXTURE0 + tex->number);
glBindTexture(tex->target, 0);
tex->number = -1;
}
int GPU_texture_bound_number(GPUTexture *tex)
{
return tex->number;
}
#define WARN_NOT_BOUND(_tex) { \
if (_tex->number == -1) { \
fprintf(stderr, "Warning : Trying to set parameter on a texture not bound.\n"); \
BLI_assert(0); \
return; \
} \
} ((void)0)
void GPU_texture_generate_mipmap(GPUTexture *tex)
{
WARN_NOT_BOUND(tex);
glActiveTexture(GL_TEXTURE0 + tex->number);
if (GPU_texture_depth(tex)) {
/* Some drivers have bugs when using glGenerateMipmap with depth textures (see T56789).
* In this case we just create a complete texture with mipmaps manually without downsampling.
* You must initialize the texture levels using other methods like GPU_framebuffer_recursive_downsample(). */
int levels = 1 + floor(log2(max_ii(tex->w, tex->h)));
eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex->format);
for (int i = 1; i < levels; ++i) {
GPU_texture_add_mipmap(tex, data_format, i, NULL);
}
glBindTexture(tex->target, tex->bindcode);
}
else {
glGenerateMipmap(tex->target_base);
}
}
void GPU_texture_compare_mode(GPUTexture *tex, bool use_compare)
{
WARN_NOT_BOUND(tex);
/* Could become an assertion ? (fclem) */
if (!GPU_texture_depth(tex))
return;
GLenum mode = (use_compare) ? GL_COMPARE_REF_TO_TEXTURE : GL_NONE;
glActiveTexture(GL_TEXTURE0 + tex->number);
glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, mode);
}
void GPU_texture_filter_mode(GPUTexture *tex, bool use_filter)
{
WARN_NOT_BOUND(tex);
/* Stencil and integer format does not support filtering. */
BLI_assert(!use_filter || !(GPU_texture_stencil(tex) || GPU_texture_integer(tex)));
GLenum filter = (use_filter) ? GL_LINEAR : GL_NEAREST;
glActiveTexture(GL_TEXTURE0 + tex->number);
glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, filter);
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, filter);
}
void GPU_texture_mipmap_mode(GPUTexture *tex, bool use_mipmap, bool use_filter)
{
WARN_NOT_BOUND(tex);
/* Stencil and integer format does not support filtering. */
BLI_assert((!use_filter && !use_mipmap) || !(GPU_texture_stencil(tex) || GPU_texture_integer(tex)));
GLenum filter = (use_filter) ? GL_LINEAR : GL_NEAREST;
GLenum mipmap = (
(use_filter) ?
(use_mipmap) ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR :
(use_mipmap) ? GL_NEAREST_MIPMAP_LINEAR : GL_NEAREST);
glActiveTexture(GL_TEXTURE0 + tex->number);
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, mipmap);
glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, filter);
}
void GPU_texture_wrap_mode(GPUTexture *tex, bool use_repeat)
{
WARN_NOT_BOUND(tex);
GLenum repeat = (use_repeat) ? GL_REPEAT : GL_CLAMP_TO_EDGE;
glActiveTexture(GL_TEXTURE0 + tex->number);
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);
}
static GLenum gpu_get_gl_filterfunction(eGPUFilterFunction filter)
{
switch (filter) {
case GPU_NEAREST:
return GL_NEAREST;
case GPU_LINEAR:
return GL_LINEAR;
default:
BLI_assert(!"Unhandled filter mode");
return GL_NEAREST;
}
}
void GPU_texture_filters(GPUTexture *tex, eGPUFilterFunction min_filter, eGPUFilterFunction mag_filter)
{
WARN_NOT_BOUND(tex);
/* Stencil and integer format does not support filtering. */
BLI_assert(!(GPU_texture_stencil(tex) || GPU_texture_integer(tex)));
BLI_assert(mag_filter == GPU_NEAREST || mag_filter == GPU_LINEAR);
glActiveTexture(GL_TEXTURE0 + tex->number);
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, gpu_get_gl_filterfunction(min_filter));
glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, gpu_get_gl_filterfunction(mag_filter));
}
void GPU_texture_free(GPUTexture *tex)
{
tex->refcount--;
if (tex->refcount < 0)
fprintf(stderr, "GPUTexture: negative refcount\n");
if (tex->refcount == 0) {
for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; ++i) {
if (tex->fb[i] != NULL) {
GPU_framebuffer_texture_detach_slot(tex->fb[i], tex, tex->fb_attachment[i]);
}
}
if (tex->bindcode)
GPU_tex_free(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_layers(const GPUTexture *tex)
{
return tex->d;
}
eGPUTextureFormat GPU_texture_format(const GPUTexture *tex)
{
return tex->format;
}
int GPU_texture_samples(const GPUTexture *tex)
{
return tex->samples;
}
bool GPU_texture_depth(const GPUTexture *tex)
{
return (tex->format_flag & GPU_FORMAT_DEPTH) != 0;
}
bool GPU_texture_stencil(const GPUTexture *tex)
{
return (tex->format_flag & GPU_FORMAT_STENCIL) != 0;
}
bool GPU_texture_integer(const GPUTexture *tex)
{
return (tex->format_flag & GPU_FORMAT_INTEGER) != 0;
}
bool GPU_texture_cube(const GPUTexture *tex)
{
return (tex->format_flag & GPU_FORMAT_CUBE) != 0;
}
int GPU_texture_opengl_bindcode(const GPUTexture *tex)
{
return tex->bindcode;
}
void GPU_texture_attach_framebuffer(GPUTexture *tex, GPUFrameBuffer *fb, int attachment)
{
for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; ++i) {
if (tex->fb[i] == NULL) {
tex->fb[i] = fb;
tex->fb_attachment[i] = attachment;
return;
}
}
BLI_assert(!"Error: Texture: Not enough Framebuffer slots");
}
/* Return previous attachment point */
int GPU_texture_detach_framebuffer(GPUTexture *tex, GPUFrameBuffer *fb)
{
for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; ++i) {
if (tex->fb[i] == fb) {
tex->fb[i] = NULL;
return tex->fb_attachment[i];
}
}
BLI_assert(!"Error: Texture: Framebuffer is not attached");
return 0;
}
void GPU_texture_get_mipmap_size(GPUTexture *tex, int lvl, int *size)
{
/* TODO assert if lvl is below the limit of 1px in each dimension. */
int div = 1 << lvl;
size[0] = max_ii(1, tex->w / div);
if (tex->target == GL_TEXTURE_1D_ARRAY) {
size[1] = tex->h;
}
else if (tex->h > 0) {
size[1] = max_ii(1, tex->h / div);
}
if (tex->target == GL_TEXTURE_2D_ARRAY) {
size[2] = tex->d;
}
else if (tex->d > 0) {
size[2] = max_ii(1, tex->d / div);
}
}