This remove default casses from the `switch` statements to catch where the missing cases are. Uncomment unimplemented cases for the sake of completeness. Improving the overall API. This make the format conversion lists exhaustive and documented. This replace `validate_data_format_mtl` by the common version as they don't differ at all now.
1166 lines
31 KiB
C++
1166 lines
31 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2020 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup gpu
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*/
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#pragma once
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#include "BLI_assert.h"
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#include "GPU_vertex_buffer.h"
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#include "gpu_framebuffer_private.hh"
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namespace blender {
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namespace gpu {
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typedef enum eGPUTextureFormatFlag {
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/* The format has a depth component and can be used as depth attachment. */
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GPU_FORMAT_DEPTH = (1 << 0),
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/* The format has a stencil component and can be used as stencil attachment. */
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GPU_FORMAT_STENCIL = (1 << 1),
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/* The format represent non-normalized integers data, either signed or unsigned. */
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GPU_FORMAT_INTEGER = (1 << 2),
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/* The format is using normalized integers, either signed or unsigned. */
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GPU_FORMAT_NORMALIZED_INTEGER = (1 << 3),
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/* The format represent floating point data, either signed or unsigned. */
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GPU_FORMAT_FLOAT = (1 << 4),
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/* The format is using block compression. */
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GPU_FORMAT_COMPRESSED = (1 << 5),
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/* The format is using sRGB encoded storage. */
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GPU_FORMAT_SRGB = (1 << 6),
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/* The format can store negative values. */
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GPU_FORMAT_SIGNED = (1 << 7),
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GPU_FORMAT_DEPTH_STENCIL = (GPU_FORMAT_DEPTH | GPU_FORMAT_STENCIL),
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} eGPUTextureFormatFlag;
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ENUM_OPERATORS(eGPUTextureFormatFlag, GPU_FORMAT_SIGNED)
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typedef enum eGPUTextureType {
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GPU_TEXTURE_1D = (1 << 0),
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GPU_TEXTURE_2D = (1 << 1),
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GPU_TEXTURE_3D = (1 << 2),
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GPU_TEXTURE_CUBE = (1 << 3),
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GPU_TEXTURE_ARRAY = (1 << 4),
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GPU_TEXTURE_BUFFER = (1 << 5),
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GPU_TEXTURE_1D_ARRAY = (GPU_TEXTURE_1D | GPU_TEXTURE_ARRAY),
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GPU_TEXTURE_2D_ARRAY = (GPU_TEXTURE_2D | GPU_TEXTURE_ARRAY),
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GPU_TEXTURE_CUBE_ARRAY = (GPU_TEXTURE_CUBE | GPU_TEXTURE_ARRAY),
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} eGPUTextureType;
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ENUM_OPERATORS(eGPUTextureType, GPU_TEXTURE_BUFFER)
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/* Format types for samplers within the shader.
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* This covers the sampler format type permutations within GLSL/MSL. */
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typedef enum eGPUSamplerFormat {
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GPU_SAMPLER_TYPE_FLOAT = 0,
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GPU_SAMPLER_TYPE_INT = 1,
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GPU_SAMPLER_TYPE_UINT = 2,
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/* Special case for depth, as these require differing dummy formats. */
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GPU_SAMPLER_TYPE_DEPTH = 3,
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GPU_SAMPLER_TYPE_MAX = 4
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} eGPUSamplerFormat;
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ENUM_OPERATORS(eGPUSamplerFormat, GPU_SAMPLER_TYPE_UINT)
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#ifdef DEBUG
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# define DEBUG_NAME_LEN 64
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#else
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# define DEBUG_NAME_LEN 8
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#endif
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/* Maximum number of FBOs a texture can be attached to. */
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#define GPU_TEX_MAX_FBO_ATTACHED 32
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/**
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* Implementation of Textures.
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* Base class which is then specialized for each implementation (GL, VK, ...).
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*/
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class Texture {
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public:
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/** Internal Sampler state. */
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eGPUSamplerState sampler_state = GPU_SAMPLER_DEFAULT;
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/** Reference counter. */
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int refcount = 1;
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/** Width & Height (of source data), optional. */
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int src_w = 0, src_h = 0;
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#ifndef GPU_NO_USE_PY_REFERENCES
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/**
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* Reference of a pointer that needs to be cleaned when deallocating the texture.
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* Points to #BPyGPUTexture.tex
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*/
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void **py_ref = nullptr;
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#endif
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protected:
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/* ---- Texture format (immutable after init). ---- */
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/** Width & Height & Depth. For cube-map arrays, d is number of face-layers. */
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int w_, h_, d_;
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/** Internal data format. */
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eGPUTextureFormat format_;
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/** Format characteristics. */
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eGPUTextureFormatFlag format_flag_;
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/** Texture type. */
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eGPUTextureType type_;
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/** Texture usage flags. */
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eGPUTextureUsage gpu_image_usage_flags_;
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/** Number of mipmaps this texture has (Max miplvl). */
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/* TODO(fclem): Should become immutable and the need for mipmaps should be specified upfront. */
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int mipmaps_ = -1;
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/** For error checking */
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int mip_min_ = 0, mip_max_ = 0;
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/** For debugging */
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char name_[DEBUG_NAME_LEN];
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/** Frame-buffer references to update on deletion. */
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GPUAttachmentType fb_attachment_[GPU_TEX_MAX_FBO_ATTACHED];
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FrameBuffer *fb_[GPU_TEX_MAX_FBO_ATTACHED];
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public:
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Texture(const char *name);
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virtual ~Texture();
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/* Return true on success. */
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bool init_1D(int w, int layers, int mip_len, eGPUTextureFormat format);
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bool init_2D(int w, int h, int layers, int mip_len, eGPUTextureFormat format);
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bool init_3D(int w, int h, int d, int mip_len, eGPUTextureFormat format);
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bool init_cubemap(int w, int layers, int mip_len, eGPUTextureFormat format);
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bool init_buffer(GPUVertBuf *vbo, eGPUTextureFormat format);
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bool init_view(const GPUTexture *src,
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eGPUTextureFormat format,
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eGPUTextureType type,
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int mip_start,
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int mip_len,
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int layer_start,
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int layer_len,
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bool cube_as_array);
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virtual void generate_mipmap() = 0;
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virtual void copy_to(Texture *tex) = 0;
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virtual void clear(eGPUDataFormat format, const void *data) = 0;
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virtual void swizzle_set(const char swizzle_mask[4]) = 0;
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virtual void stencil_texture_mode_set(bool use_stencil) = 0;
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virtual void mip_range_set(int min, int max) = 0;
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virtual void *read(int mip, eGPUDataFormat format) = 0;
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void attach_to(FrameBuffer *fb, GPUAttachmentType type);
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void detach_from(FrameBuffer *fb);
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void update(eGPUDataFormat format, const void *data);
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void usage_set(eGPUTextureUsage usage_flags);
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virtual void update_sub(
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int mip, int offset[3], int extent[3], eGPUDataFormat format, const void *data) = 0;
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virtual void update_sub(int offset[3],
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int extent[3],
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eGPUDataFormat format,
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GPUPixelBuffer *pixbuf) = 0;
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/* TODO(fclem): Legacy. Should be removed at some point. */
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virtual uint gl_bindcode_get() const = 0;
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int width_get() const
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{
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return w_;
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}
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int height_get() const
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{
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return h_;
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}
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int depth_get() const
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{
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return d_;
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}
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eGPUTextureUsage usage_get() const
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{
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return gpu_image_usage_flags_;
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}
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void mip_size_get(int mip, int r_size[3]) const
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{
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/* TODO: assert if lvl is below the limit of 1px in each dimension. */
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int div = 1 << mip;
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r_size[0] = max_ii(1, w_ / div);
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if (type_ == GPU_TEXTURE_1D_ARRAY) {
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r_size[1] = h_;
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}
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else if (h_ > 0) {
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r_size[1] = max_ii(1, h_ / div);
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}
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if (type_ & (GPU_TEXTURE_ARRAY | GPU_TEXTURE_CUBE)) {
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r_size[2] = d_;
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}
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else if (d_ > 0) {
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r_size[2] = max_ii(1, d_ / div);
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}
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}
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int mip_width_get(int mip) const
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{
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return max_ii(1, w_ / (1 << mip));
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}
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int mip_height_get(int mip) const
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{
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return (type_ == GPU_TEXTURE_1D_ARRAY) ? h_ : max_ii(1, h_ / (1 << mip));
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}
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int mip_depth_get(int mip) const
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{
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return (type_ & (GPU_TEXTURE_ARRAY | GPU_TEXTURE_CUBE)) ? d_ : max_ii(1, d_ / (1 << mip));
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}
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/* Return number of dimension taking the array type into account. */
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int dimensions_count() const
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{
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const int array = (type_ & GPU_TEXTURE_ARRAY) ? 1 : 0;
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switch (type_ & ~GPU_TEXTURE_ARRAY) {
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case GPU_TEXTURE_BUFFER:
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return 1;
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case GPU_TEXTURE_1D:
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return 1 + array;
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case GPU_TEXTURE_2D:
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return 2 + array;
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case GPU_TEXTURE_CUBE:
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case GPU_TEXTURE_3D:
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default:
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return 3;
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}
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}
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/* Return number of array layer (or face layer) for texture array or 1 for the others. */
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int layer_count() const
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{
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switch (type_) {
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case GPU_TEXTURE_1D_ARRAY:
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return h_;
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case GPU_TEXTURE_2D_ARRAY:
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case GPU_TEXTURE_CUBE_ARRAY:
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return d_;
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default:
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return 1;
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}
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}
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int mip_count() const
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{
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return mipmaps_;
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}
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eGPUTextureFormat format_get() const
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{
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return format_;
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}
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eGPUTextureFormatFlag format_flag_get() const
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{
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return format_flag_;
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}
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eGPUTextureType type_get() const
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{
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return type_;
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}
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GPUAttachmentType attachment_type(int slot) const
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{
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switch (format_) {
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case GPU_DEPTH_COMPONENT32F:
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case GPU_DEPTH_COMPONENT24:
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case GPU_DEPTH_COMPONENT16:
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BLI_assert(slot == 0);
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return GPU_FB_DEPTH_ATTACHMENT;
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case GPU_DEPTH24_STENCIL8:
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case GPU_DEPTH32F_STENCIL8:
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BLI_assert(slot == 0);
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return GPU_FB_DEPTH_STENCIL_ATTACHMENT;
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default:
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/* Valid color attachment formats. */
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return GPU_FB_COLOR_ATTACHMENT0 + slot;
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case GPU_RGB16F:
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case GPU_RGBA16_SNORM:
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case GPU_RGBA8_SNORM:
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case GPU_RGB32F:
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case GPU_RGB32I:
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case GPU_RGB32UI:
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case GPU_RGB16_SNORM:
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case GPU_RGB16I:
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case GPU_RGB16UI:
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case GPU_RGB16:
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case GPU_RGB8_SNORM:
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case GPU_RGB8:
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case GPU_RGB8I:
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case GPU_RGB8UI:
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case GPU_RG16_SNORM:
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case GPU_RG8_SNORM:
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case GPU_R16_SNORM:
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case GPU_R8_SNORM:
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case GPU_SRGB8_A8_DXT1:
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case GPU_SRGB8_A8_DXT3:
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case GPU_SRGB8_A8_DXT5:
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case GPU_RGBA8_DXT1:
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case GPU_RGBA8_DXT3:
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case GPU_RGBA8_DXT5:
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case GPU_SRGB8:
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case GPU_RGB9_E5:
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BLI_assert_msg(0, "Texture cannot be attached to a framebuffer because of its type");
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return GPU_FB_COLOR_ATTACHMENT0;
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}
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}
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protected:
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virtual bool init_internal() = 0;
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virtual bool init_internal(GPUVertBuf *vbo) = 0;
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virtual bool init_internal(const GPUTexture *src, int mip_offset, int layer_offset) = 0;
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};
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/* Syntactic sugar. */
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static inline GPUTexture *wrap(Texture *vert)
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{
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return reinterpret_cast<GPUTexture *>(vert);
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}
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static inline Texture *unwrap(GPUTexture *vert)
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{
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return reinterpret_cast<Texture *>(vert);
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}
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static inline const Texture *unwrap(const GPUTexture *vert)
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{
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return reinterpret_cast<const Texture *>(vert);
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}
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/* GPU pixel Buffer. */
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class PixelBuffer {
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protected:
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uint size_ = 0;
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public:
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PixelBuffer(uint size) : size_(size){};
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virtual ~PixelBuffer(){};
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virtual void *map() = 0;
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virtual void unmap() = 0;
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virtual int64_t get_native_handle() = 0;
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virtual uint get_size() = 0;
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};
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/* Syntactic sugar. */
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static inline GPUPixelBuffer *wrap(PixelBuffer *pixbuf)
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{
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return reinterpret_cast<GPUPixelBuffer *>(pixbuf);
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}
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static inline PixelBuffer *unwrap(GPUPixelBuffer *pixbuf)
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{
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return reinterpret_cast<PixelBuffer *>(pixbuf);
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}
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static inline const PixelBuffer *unwrap(const GPUPixelBuffer *pixbuf)
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{
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return reinterpret_cast<const PixelBuffer *>(pixbuf);
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}
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#undef DEBUG_NAME_LEN
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inline size_t to_bytesize(eGPUTextureFormat format)
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{
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switch (format) {
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/* Formats texture & render-buffer */
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case GPU_RGBA8UI:
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case GPU_RGBA8I:
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case GPU_RGBA8:
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return (4 * 8) / 8;
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case GPU_RGBA32UI:
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case GPU_RGBA32I:
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case GPU_RGBA32F:
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return (4 * 32) / 8;
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case GPU_RGBA16UI:
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case GPU_RGBA16I:
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case GPU_RGBA16F:
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case GPU_RGBA16:
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return (4 * 16) / 8;
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case GPU_RG8UI:
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case GPU_RG8I:
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case GPU_RG8:
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return (2 * 8) / 8;
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case GPU_RG32UI:
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case GPU_RG32I:
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case GPU_RG32F:
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return (2 * 32) / 8;
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case GPU_RG16UI:
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case GPU_RG16I:
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case GPU_RG16F:
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case GPU_RG16:
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return (2 * 16) / 8;
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case GPU_R8UI:
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case GPU_R8I:
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case GPU_R8:
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return 8 / 8;
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case GPU_R32UI:
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case GPU_R32I:
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case GPU_R32F:
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return 32 / 8;
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case GPU_R16UI:
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case GPU_R16I:
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case GPU_R16F:
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case GPU_R16:
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return 16 / 8;
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/* Special formats texture & render-buffer */
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case GPU_RGB10_A2:
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case GPU_RGB10_A2UI:
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return (3 * 10 + 2) / 8;
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case GPU_R11F_G11F_B10F:
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return (11 + 11 + 10) / 8;
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case GPU_DEPTH32F_STENCIL8:
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/* 32-bit depth, 8 bits stencil, and 24 unused bits. */
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return (32 + 8 + 24) / 8;
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case GPU_DEPTH24_STENCIL8:
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return (24 + 8) / 8;
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case GPU_SRGB8_A8:
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return (3 * 8 + 8) / 8;
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/* Texture only formats. */
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case GPU_RGB16F:
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case GPU_RGB16_SNORM:
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case GPU_RGB16I:
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case GPU_RGB16UI:
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case GPU_RGB16:
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return (3 * 16) / 8;
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case GPU_RGBA16_SNORM:
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return (4 * 16) / 8;
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case GPU_RGBA8_SNORM:
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return (4 * 8) / 8;
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case GPU_RGB32F:
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case GPU_RGB32I:
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case GPU_RGB32UI:
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return (3 * 32) / 8;
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case GPU_RGB8_SNORM:
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case GPU_RGB8:
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case GPU_RGB8I:
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case GPU_RGB8UI:
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return (3 * 8) / 8;
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case GPU_RG16_SNORM:
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return (2 * 16) / 8;
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case GPU_RG8_SNORM:
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return (2 * 8) / 8;
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case GPU_R16_SNORM:
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return (1 * 16) / 8;
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case GPU_R8_SNORM:
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return (1 * 8) / 8;
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/* Special formats, texture only. */
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case GPU_SRGB8_A8_DXT1:
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case GPU_SRGB8_A8_DXT3:
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case GPU_SRGB8_A8_DXT5:
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case GPU_RGBA8_DXT1:
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case GPU_RGBA8_DXT3:
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case GPU_RGBA8_DXT5:
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/* Incorrect but actual size is fractional. */
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return 1;
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case GPU_SRGB8:
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return (3 * 8) / 8;
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case GPU_RGB9_E5:
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return (3 * 9 + 5) / 8;
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/* Depth Formats. */
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case GPU_DEPTH_COMPONENT32F:
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return 32 / 8;
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case GPU_DEPTH_COMPONENT24:
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return 24 / 8;
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case GPU_DEPTH_COMPONENT16:
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return 16 / 8;
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}
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BLI_assert_unreachable();
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return 0;
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}
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inline size_t to_block_size(eGPUTextureFormat data_type)
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{
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switch (data_type) {
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case GPU_SRGB8_A8_DXT1:
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case GPU_RGBA8_DXT1:
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return 8;
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case GPU_SRGB8_A8_DXT3:
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case GPU_SRGB8_A8_DXT5:
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case GPU_RGBA8_DXT3:
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case GPU_RGBA8_DXT5:
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return 16;
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default:
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BLI_assert_msg(0, "Texture format is not a compressed format");
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return 0;
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}
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}
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inline eGPUTextureFormatFlag to_format_flag(eGPUTextureFormat format)
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{
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switch (format) {
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/* Formats texture & render-buffer */
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case GPU_RGBA8UI:
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return GPU_FORMAT_INTEGER;
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case GPU_RGBA8I:
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return GPU_FORMAT_INTEGER | GPU_FORMAT_SIGNED;
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case GPU_RGBA8:
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return GPU_FORMAT_NORMALIZED_INTEGER;
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case GPU_RGBA32UI:
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return GPU_FORMAT_INTEGER;
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case GPU_RGBA32I:
|
|
return GPU_FORMAT_INTEGER | GPU_FORMAT_SIGNED;
|
|
case GPU_RGBA32F:
|
|
return GPU_FORMAT_FLOAT | GPU_FORMAT_SIGNED;
|
|
case GPU_RGBA16UI:
|
|
return GPU_FORMAT_INTEGER;
|
|
case GPU_RGBA16I:
|
|
return GPU_FORMAT_INTEGER | GPU_FORMAT_SIGNED;
|
|
case GPU_RGBA16F:
|
|
return GPU_FORMAT_FLOAT | GPU_FORMAT_SIGNED;
|
|
case GPU_RGBA16:
|
|
return GPU_FORMAT_NORMALIZED_INTEGER;
|
|
case GPU_RG8UI:
|
|
return GPU_FORMAT_INTEGER;
|
|
case GPU_RG8I:
|
|
return GPU_FORMAT_INTEGER | GPU_FORMAT_SIGNED;
|
|
case GPU_RG8:
|
|
return GPU_FORMAT_NORMALIZED_INTEGER;
|
|
case GPU_RG32UI:
|
|
return GPU_FORMAT_INTEGER;
|
|
case GPU_RG32I:
|
|
return GPU_FORMAT_INTEGER | GPU_FORMAT_SIGNED;
|
|
case GPU_RG32F:
|
|
return GPU_FORMAT_FLOAT | GPU_FORMAT_SIGNED;
|
|
case GPU_RG16UI:
|
|
return GPU_FORMAT_INTEGER;
|
|
case GPU_RG16I:
|
|
return GPU_FORMAT_INTEGER | GPU_FORMAT_SIGNED;
|
|
case GPU_RG16F:
|
|
return GPU_FORMAT_FLOAT | GPU_FORMAT_SIGNED;
|
|
case GPU_RG16:
|
|
return GPU_FORMAT_NORMALIZED_INTEGER;
|
|
case GPU_R8UI:
|
|
return GPU_FORMAT_INTEGER;
|
|
case GPU_R8I:
|
|
return GPU_FORMAT_INTEGER | GPU_FORMAT_SIGNED;
|
|
case GPU_R8:
|
|
return GPU_FORMAT_NORMALIZED_INTEGER;
|
|
case GPU_R32UI:
|
|
return GPU_FORMAT_INTEGER;
|
|
case GPU_R32I:
|
|
return GPU_FORMAT_INTEGER | GPU_FORMAT_SIGNED;
|
|
case GPU_R32F:
|
|
return GPU_FORMAT_FLOAT | GPU_FORMAT_SIGNED;
|
|
case GPU_R16UI:
|
|
return GPU_FORMAT_INTEGER;
|
|
case GPU_R16I:
|
|
return GPU_FORMAT_INTEGER | GPU_FORMAT_SIGNED;
|
|
case GPU_R16F:
|
|
return GPU_FORMAT_FLOAT | GPU_FORMAT_SIGNED;
|
|
case GPU_R16:
|
|
return GPU_FORMAT_NORMALIZED_INTEGER;
|
|
|
|
/* Special formats texture & render-buffer */
|
|
case GPU_RGB10_A2:
|
|
return GPU_FORMAT_NORMALIZED_INTEGER;
|
|
case GPU_RGB10_A2UI:
|
|
return GPU_FORMAT_INTEGER;
|
|
case GPU_R11F_G11F_B10F:
|
|
return GPU_FORMAT_FLOAT;
|
|
case GPU_DEPTH32F_STENCIL8:
|
|
case GPU_DEPTH24_STENCIL8:
|
|
return GPU_FORMAT_DEPTH_STENCIL;
|
|
case GPU_SRGB8_A8:
|
|
return GPU_FORMAT_NORMALIZED_INTEGER | GPU_FORMAT_SRGB;
|
|
|
|
/* Texture only formats. */
|
|
case GPU_RGB16F:
|
|
return GPU_FORMAT_FLOAT | GPU_FORMAT_SIGNED;
|
|
case GPU_RGB16_SNORM:
|
|
return GPU_FORMAT_NORMALIZED_INTEGER | GPU_FORMAT_SIGNED;
|
|
case GPU_RGB16I:
|
|
return GPU_FORMAT_INTEGER | GPU_FORMAT_SIGNED;
|
|
case GPU_RGB16UI:
|
|
return GPU_FORMAT_INTEGER;
|
|
case GPU_RGB16:
|
|
return GPU_FORMAT_NORMALIZED_INTEGER;
|
|
case GPU_RGBA16_SNORM:
|
|
case GPU_RGBA8_SNORM:
|
|
return GPU_FORMAT_NORMALIZED_INTEGER | GPU_FORMAT_SIGNED;
|
|
case GPU_RGB32F:
|
|
return GPU_FORMAT_FLOAT | GPU_FORMAT_SIGNED;
|
|
case GPU_RGB32I:
|
|
return GPU_FORMAT_INTEGER | GPU_FORMAT_SIGNED;
|
|
case GPU_RGB32UI:
|
|
return GPU_FORMAT_INTEGER;
|
|
case GPU_RGB8_SNORM:
|
|
return GPU_FORMAT_NORMALIZED_INTEGER | GPU_FORMAT_SIGNED;
|
|
case GPU_RGB8:
|
|
return GPU_FORMAT_NORMALIZED_INTEGER;
|
|
case GPU_RGB8I:
|
|
return GPU_FORMAT_INTEGER | GPU_FORMAT_SIGNED;
|
|
case GPU_RGB8UI:
|
|
return GPU_FORMAT_INTEGER;
|
|
case GPU_RG16_SNORM:
|
|
case GPU_RG8_SNORM:
|
|
case GPU_R16_SNORM:
|
|
case GPU_R8_SNORM:
|
|
return GPU_FORMAT_NORMALIZED_INTEGER | GPU_FORMAT_SIGNED;
|
|
|
|
/* Special formats, texture only. */
|
|
case GPU_SRGB8_A8_DXT1:
|
|
case GPU_SRGB8_A8_DXT3:
|
|
case GPU_SRGB8_A8_DXT5:
|
|
return GPU_FORMAT_NORMALIZED_INTEGER | GPU_FORMAT_COMPRESSED | GPU_FORMAT_SRGB;
|
|
case GPU_RGBA8_DXT1:
|
|
case GPU_RGBA8_DXT3:
|
|
case GPU_RGBA8_DXT5:
|
|
return GPU_FORMAT_NORMALIZED_INTEGER | GPU_FORMAT_COMPRESSED;
|
|
case GPU_SRGB8:
|
|
return GPU_FORMAT_NORMALIZED_INTEGER | GPU_FORMAT_SRGB;
|
|
case GPU_RGB9_E5:
|
|
return GPU_FORMAT_FLOAT;
|
|
|
|
/* Depth Formats. */
|
|
case GPU_DEPTH_COMPONENT32F:
|
|
case GPU_DEPTH_COMPONENT24:
|
|
case GPU_DEPTH_COMPONENT16:
|
|
return GPU_FORMAT_DEPTH;
|
|
}
|
|
BLI_assert_unreachable();
|
|
return GPU_FORMAT_FLOAT;
|
|
}
|
|
|
|
inline int to_component_len(eGPUTextureFormat format)
|
|
{
|
|
switch (format) {
|
|
/* Formats texture & render-buffer */
|
|
case GPU_RGBA8UI:
|
|
case GPU_RGBA8I:
|
|
case GPU_RGBA8:
|
|
case GPU_RGBA32UI:
|
|
case GPU_RGBA32I:
|
|
case GPU_RGBA32F:
|
|
case GPU_RGBA16UI:
|
|
case GPU_RGBA16I:
|
|
case GPU_RGBA16F:
|
|
case GPU_RGBA16:
|
|
return 4;
|
|
case GPU_RG8UI:
|
|
case GPU_RG8I:
|
|
case GPU_RG8:
|
|
case GPU_RG32UI:
|
|
case GPU_RG32I:
|
|
case GPU_RG32F:
|
|
case GPU_RG16UI:
|
|
case GPU_RG16I:
|
|
case GPU_RG16F:
|
|
case GPU_RG16:
|
|
return 2;
|
|
case GPU_R8UI:
|
|
case GPU_R8I:
|
|
case GPU_R8:
|
|
case GPU_R32UI:
|
|
case GPU_R32I:
|
|
case GPU_R32F:
|
|
case GPU_R16UI:
|
|
case GPU_R16I:
|
|
case GPU_R16F:
|
|
case GPU_R16:
|
|
return 1;
|
|
|
|
/* Special formats texture & render-buffer */
|
|
case GPU_RGB10_A2:
|
|
case GPU_RGB10_A2UI:
|
|
return 4;
|
|
case GPU_R11F_G11F_B10F:
|
|
return 3;
|
|
case GPU_DEPTH32F_STENCIL8:
|
|
case GPU_DEPTH24_STENCIL8:
|
|
/* Only count depth component. */
|
|
return 1;
|
|
case GPU_SRGB8_A8:
|
|
return 4;
|
|
|
|
/* Texture only formats. */
|
|
case GPU_RGB16F:
|
|
case GPU_RGB16_SNORM:
|
|
case GPU_RGB16I:
|
|
case GPU_RGB16UI:
|
|
case GPU_RGB16:
|
|
return 3;
|
|
case GPU_RGBA16_SNORM:
|
|
case GPU_RGBA8_SNORM:
|
|
return 4;
|
|
case GPU_RGB32F:
|
|
case GPU_RGB32I:
|
|
case GPU_RGB32UI:
|
|
case GPU_RGB8_SNORM:
|
|
case GPU_RGB8:
|
|
case GPU_RGB8I:
|
|
case GPU_RGB8UI:
|
|
return 3;
|
|
case GPU_RG16_SNORM:
|
|
case GPU_RG8_SNORM:
|
|
return 2;
|
|
case GPU_R16_SNORM:
|
|
case GPU_R8_SNORM:
|
|
return 1;
|
|
|
|
/* Special formats, texture only. */
|
|
case GPU_SRGB8_A8_DXT1:
|
|
case GPU_SRGB8_A8_DXT3:
|
|
case GPU_SRGB8_A8_DXT5:
|
|
case GPU_RGBA8_DXT1:
|
|
case GPU_RGBA8_DXT3:
|
|
case GPU_RGBA8_DXT5:
|
|
return 4;
|
|
case GPU_SRGB8:
|
|
case GPU_RGB9_E5:
|
|
return 3;
|
|
|
|
/* Depth Formats. */
|
|
case GPU_DEPTH_COMPONENT32F:
|
|
case GPU_DEPTH_COMPONENT24:
|
|
case GPU_DEPTH_COMPONENT16:
|
|
return 1;
|
|
}
|
|
BLI_assert_unreachable();
|
|
return 1;
|
|
}
|
|
|
|
inline size_t to_bytesize(eGPUDataFormat data_format)
|
|
{
|
|
switch (data_format) {
|
|
case GPU_DATA_UBYTE:
|
|
return 1;
|
|
case GPU_DATA_HALF_FLOAT:
|
|
return 2;
|
|
case GPU_DATA_FLOAT:
|
|
case GPU_DATA_INT:
|
|
case GPU_DATA_UINT:
|
|
return 4;
|
|
case GPU_DATA_UINT_24_8:
|
|
case GPU_DATA_10_11_11_REV:
|
|
case GPU_DATA_2_10_10_10_REV:
|
|
return 4;
|
|
}
|
|
BLI_assert_unreachable();
|
|
return 0;
|
|
}
|
|
|
|
inline size_t to_bytesize(eGPUTextureFormat tex_format, eGPUDataFormat data_format)
|
|
{
|
|
/* Special case for compacted types.
|
|
* Standard component len calculation does not apply, as the texture formats contain multiple
|
|
* channels, but associated data format contains several compacted components. */
|
|
if ((tex_format == GPU_R11F_G11F_B10F && data_format == GPU_DATA_10_11_11_REV) ||
|
|
(tex_format == GPU_RGB10_A2 && data_format == GPU_DATA_2_10_10_10_REV)) {
|
|
return 4;
|
|
}
|
|
|
|
return to_component_len(tex_format) * to_bytesize(data_format);
|
|
}
|
|
|
|
/* Definitely not complete, edit according to the gl specification. */
|
|
inline bool validate_data_format(eGPUTextureFormat tex_format, eGPUDataFormat data_format)
|
|
{
|
|
switch (tex_format) {
|
|
/* Formats texture & render-buffer */
|
|
case GPU_RGBA32UI:
|
|
case GPU_RG32UI:
|
|
case GPU_R32UI:
|
|
return ELEM(data_format, GPU_DATA_UINT);
|
|
case GPU_RGBA16UI:
|
|
case GPU_RG16UI:
|
|
case GPU_R16UI:
|
|
return ELEM(data_format, GPU_DATA_UINT); /* Also GPU_DATA_USHORT if needed. */
|
|
case GPU_RGBA8UI:
|
|
case GPU_RG8UI:
|
|
case GPU_R8UI:
|
|
return ELEM(data_format, GPU_DATA_UINT, GPU_DATA_UBYTE);
|
|
|
|
case GPU_RGBA32I:
|
|
case GPU_RG32I:
|
|
case GPU_R32I:
|
|
return ELEM(data_format, GPU_DATA_INT);
|
|
case GPU_RGBA16I:
|
|
case GPU_RG16I:
|
|
case GPU_R16I:
|
|
return ELEM(data_format, GPU_DATA_INT); /* Also GPU_DATA_SHORT if needed. */
|
|
case GPU_RGBA8I:
|
|
case GPU_RG8I:
|
|
case GPU_R8I:
|
|
return ELEM(data_format, GPU_DATA_INT); /* Also GPU_DATA_BYTE if needed. */
|
|
|
|
case GPU_RGBA32F:
|
|
case GPU_RG32F:
|
|
case GPU_R32F:
|
|
return ELEM(data_format, GPU_DATA_FLOAT);
|
|
case GPU_RGBA16F:
|
|
case GPU_RG16F:
|
|
case GPU_R16F:
|
|
return ELEM(data_format, GPU_DATA_FLOAT, GPU_DATA_HALF_FLOAT);
|
|
case GPU_RGBA16:
|
|
case GPU_RG16:
|
|
case GPU_R16:
|
|
return ELEM(data_format, GPU_DATA_FLOAT); /* Also GPU_DATA_USHORT if needed. */
|
|
case GPU_RGBA8:
|
|
case GPU_RG8:
|
|
case GPU_R8:
|
|
return ELEM(data_format, GPU_DATA_FLOAT, GPU_DATA_UBYTE);
|
|
|
|
/* Special formats texture & render-buffer */
|
|
case GPU_RGB10_A2:
|
|
case GPU_RGB10_A2UI:
|
|
return ELEM(data_format, GPU_DATA_FLOAT, GPU_DATA_2_10_10_10_REV);
|
|
case GPU_R11F_G11F_B10F:
|
|
return ELEM(data_format, GPU_DATA_FLOAT, GPU_DATA_10_11_11_REV);
|
|
case GPU_DEPTH32F_STENCIL8:
|
|
/* Should have its own type. For now, we rely on the backend to do the conversion. */
|
|
ATTR_FALLTHROUGH;
|
|
case GPU_DEPTH24_STENCIL8:
|
|
return ELEM(data_format, GPU_DATA_UINT_24_8, GPU_DATA_UINT);
|
|
case GPU_SRGB8_A8:
|
|
return ELEM(data_format, GPU_DATA_FLOAT, GPU_DATA_UBYTE);
|
|
|
|
/* Texture only formats. */
|
|
case GPU_RGB32UI:
|
|
return ELEM(data_format, GPU_DATA_UINT);
|
|
case GPU_RGB16UI:
|
|
return ELEM(data_format, GPU_DATA_UINT); /* Also GPU_DATA_SHORT if needed. */
|
|
case GPU_RGB8UI:
|
|
return ELEM(data_format, GPU_DATA_UINT); /* Also GPU_DATA_BYTE if needed. */
|
|
case GPU_RGB32I:
|
|
return ELEM(data_format, GPU_DATA_INT);
|
|
case GPU_RGB16I:
|
|
return ELEM(data_format, GPU_DATA_INT); /* Also GPU_DATA_USHORT if needed. */
|
|
case GPU_RGB8I:
|
|
return ELEM(data_format, GPU_DATA_INT, GPU_DATA_UBYTE);
|
|
case GPU_RGB16:
|
|
return ELEM(data_format, GPU_DATA_FLOAT); /* Also GPU_DATA_USHORT if needed. */
|
|
case GPU_RGB8:
|
|
return ELEM(data_format, GPU_DATA_FLOAT, GPU_DATA_UBYTE);
|
|
case GPU_RGBA16_SNORM:
|
|
case GPU_RGB16_SNORM:
|
|
case GPU_RG16_SNORM:
|
|
case GPU_R16_SNORM:
|
|
return ELEM(data_format, GPU_DATA_FLOAT); /* Also GPU_DATA_SHORT if needed. */
|
|
case GPU_RGBA8_SNORM:
|
|
case GPU_RGB8_SNORM:
|
|
case GPU_RG8_SNORM:
|
|
case GPU_R8_SNORM:
|
|
return ELEM(data_format, GPU_DATA_FLOAT); /* Also GPU_DATA_BYTE if needed. */
|
|
case GPU_RGB32F:
|
|
return ELEM(data_format, GPU_DATA_FLOAT);
|
|
case GPU_RGB16F:
|
|
return ELEM(data_format, GPU_DATA_FLOAT, GPU_DATA_HALF_FLOAT);
|
|
|
|
/* Special formats, texture only. */
|
|
case GPU_SRGB8_A8_DXT1:
|
|
case GPU_SRGB8_A8_DXT3:
|
|
case GPU_SRGB8_A8_DXT5:
|
|
case GPU_RGBA8_DXT1:
|
|
case GPU_RGBA8_DXT3:
|
|
case GPU_RGBA8_DXT5:
|
|
/* TODO(fclem): GPU_DATA_COMPRESSED for each compression? Wouldn't it be overkill?
|
|
* For now, expect format to be set to float. */
|
|
return ELEM(data_format, GPU_DATA_FLOAT);
|
|
case GPU_SRGB8:
|
|
return ELEM(data_format, GPU_DATA_FLOAT, GPU_DATA_UBYTE);
|
|
case GPU_RGB9_E5:
|
|
return ELEM(data_format, GPU_DATA_FLOAT);
|
|
|
|
/* Depth Formats. */
|
|
case GPU_DEPTH_COMPONENT32F:
|
|
case GPU_DEPTH_COMPONENT24:
|
|
case GPU_DEPTH_COMPONENT16:
|
|
return ELEM(data_format, GPU_DATA_FLOAT, GPU_DATA_UINT);
|
|
}
|
|
BLI_assert_unreachable();
|
|
return data_format == GPU_DATA_FLOAT;
|
|
}
|
|
|
|
/* Return default data format for an internal texture format. */
|
|
inline eGPUDataFormat to_data_format(eGPUTextureFormat tex_format)
|
|
{
|
|
switch (tex_format) {
|
|
/* Formats texture & render-buffer */
|
|
case GPU_RGBA32UI:
|
|
case GPU_RG32UI:
|
|
case GPU_R32UI:
|
|
case GPU_RGBA16UI:
|
|
case GPU_RG16UI:
|
|
case GPU_R16UI:
|
|
case GPU_RGBA8UI:
|
|
case GPU_RG8UI:
|
|
case GPU_R8UI:
|
|
return GPU_DATA_UINT;
|
|
|
|
case GPU_RGBA32I:
|
|
case GPU_RG32I:
|
|
case GPU_R32I:
|
|
case GPU_RGBA16I:
|
|
case GPU_RG16I:
|
|
case GPU_R16I:
|
|
case GPU_RGBA8I:
|
|
case GPU_RG8I:
|
|
case GPU_R8I:
|
|
return GPU_DATA_INT;
|
|
|
|
case GPU_RGBA32F:
|
|
case GPU_RG32F:
|
|
case GPU_R32F:
|
|
case GPU_RGBA16F:
|
|
case GPU_RG16F:
|
|
case GPU_R16F:
|
|
case GPU_RGBA16:
|
|
case GPU_RG16:
|
|
case GPU_R16:
|
|
case GPU_RGBA8:
|
|
case GPU_RG8:
|
|
case GPU_R8:
|
|
return GPU_DATA_FLOAT;
|
|
|
|
/* Special formats texture & render-buffer */
|
|
case GPU_RGB10_A2:
|
|
case GPU_RGB10_A2UI:
|
|
return GPU_DATA_2_10_10_10_REV;
|
|
case GPU_R11F_G11F_B10F:
|
|
return GPU_DATA_10_11_11_REV;
|
|
case GPU_DEPTH32F_STENCIL8:
|
|
/* Should have its own type. For now, we rely on the backend to do the conversion. */
|
|
ATTR_FALLTHROUGH;
|
|
case GPU_DEPTH24_STENCIL8:
|
|
return GPU_DATA_UINT_24_8;
|
|
case GPU_SRGB8_A8:
|
|
return GPU_DATA_FLOAT;
|
|
|
|
/* Texture only formats. */
|
|
case GPU_RGB32UI:
|
|
case GPU_RGB16UI:
|
|
case GPU_RGB8UI:
|
|
return GPU_DATA_UINT;
|
|
case GPU_RGB32I:
|
|
case GPU_RGB16I:
|
|
case GPU_RGB8I:
|
|
return GPU_DATA_INT;
|
|
case GPU_RGB16:
|
|
case GPU_RGB8:
|
|
return GPU_DATA_FLOAT;
|
|
case GPU_RGBA16_SNORM:
|
|
case GPU_RGB16_SNORM:
|
|
case GPU_RG16_SNORM:
|
|
case GPU_R16_SNORM:
|
|
return GPU_DATA_FLOAT;
|
|
case GPU_RGBA8_SNORM:
|
|
case GPU_RGB8_SNORM:
|
|
case GPU_RG8_SNORM:
|
|
case GPU_R8_SNORM:
|
|
return GPU_DATA_FLOAT;
|
|
case GPU_RGB32F:
|
|
case GPU_RGB16F:
|
|
return GPU_DATA_FLOAT;
|
|
|
|
/* Special formats, texture only. */
|
|
case GPU_SRGB8_A8_DXT1:
|
|
case GPU_SRGB8_A8_DXT3:
|
|
case GPU_SRGB8_A8_DXT5:
|
|
case GPU_RGBA8_DXT1:
|
|
case GPU_RGBA8_DXT3:
|
|
case GPU_RGBA8_DXT5:
|
|
/* TODO(fclem): GPU_DATA_COMPRESSED for each compression? Wouldn't it be overkill?
|
|
* For now, expect format to be set to float. */
|
|
return GPU_DATA_FLOAT;
|
|
case GPU_SRGB8:
|
|
return GPU_DATA_FLOAT;
|
|
case GPU_RGB9_E5:
|
|
return GPU_DATA_FLOAT;
|
|
|
|
/* Depth Formats. */
|
|
case GPU_DEPTH_COMPONENT32F:
|
|
case GPU_DEPTH_COMPONENT24:
|
|
case GPU_DEPTH_COMPONENT16:
|
|
return GPU_DATA_FLOAT;
|
|
}
|
|
BLI_assert_unreachable();
|
|
return GPU_DATA_FLOAT;
|
|
}
|
|
|
|
inline eGPUFrameBufferBits to_framebuffer_bits(eGPUTextureFormat tex_format)
|
|
{
|
|
switch (tex_format) {
|
|
/* Formats texture & render-buffer */
|
|
case GPU_RGBA32UI:
|
|
case GPU_RG32UI:
|
|
case GPU_R32UI:
|
|
case GPU_RGBA16UI:
|
|
case GPU_RG16UI:
|
|
case GPU_R16UI:
|
|
case GPU_RGBA8UI:
|
|
case GPU_RG8UI:
|
|
case GPU_R8UI:
|
|
case GPU_RGBA32I:
|
|
case GPU_RG32I:
|
|
case GPU_R32I:
|
|
case GPU_RGBA16I:
|
|
case GPU_RG16I:
|
|
case GPU_R16I:
|
|
case GPU_RGBA8I:
|
|
case GPU_RG8I:
|
|
case GPU_R8I:
|
|
case GPU_RGBA32F:
|
|
case GPU_RG32F:
|
|
case GPU_R32F:
|
|
case GPU_RGBA16F:
|
|
case GPU_RG16F:
|
|
case GPU_R16F:
|
|
case GPU_RGBA16:
|
|
case GPU_RG16:
|
|
case GPU_R16:
|
|
case GPU_RGBA8:
|
|
case GPU_RG8:
|
|
case GPU_R8:
|
|
return GPU_COLOR_BIT;
|
|
|
|
/* Special formats texture & render-buffer */
|
|
case GPU_RGB10_A2:
|
|
case GPU_RGB10_A2UI:
|
|
case GPU_R11F_G11F_B10F:
|
|
case GPU_SRGB8_A8:
|
|
return GPU_COLOR_BIT;
|
|
case GPU_DEPTH32F_STENCIL8:
|
|
case GPU_DEPTH24_STENCIL8:
|
|
return GPU_DEPTH_BIT | GPU_STENCIL_BIT;
|
|
|
|
/* Depth Formats. */
|
|
case GPU_DEPTH_COMPONENT32F:
|
|
case GPU_DEPTH_COMPONENT24:
|
|
case GPU_DEPTH_COMPONENT16:
|
|
return GPU_DEPTH_BIT;
|
|
|
|
/* Texture only formats. */
|
|
case GPU_RGB32UI:
|
|
case GPU_RGB16UI:
|
|
case GPU_RGB8UI:
|
|
case GPU_RGB32I:
|
|
case GPU_RGB16I:
|
|
case GPU_RGB8I:
|
|
case GPU_RGB16:
|
|
case GPU_RGB8:
|
|
case GPU_RGBA16_SNORM:
|
|
case GPU_RGB16_SNORM:
|
|
case GPU_RG16_SNORM:
|
|
case GPU_R16_SNORM:
|
|
case GPU_RGBA8_SNORM:
|
|
case GPU_RGB8_SNORM:
|
|
case GPU_RG8_SNORM:
|
|
case GPU_R8_SNORM:
|
|
case GPU_RGB32F:
|
|
case GPU_RGB16F:
|
|
BLI_assert_msg(0, "This texture format is not compatible with framebuffer attachment.");
|
|
return GPU_COLOR_BIT;
|
|
|
|
/* Special formats, texture only. */
|
|
case GPU_SRGB8_A8_DXT1:
|
|
case GPU_SRGB8_A8_DXT3:
|
|
case GPU_SRGB8_A8_DXT5:
|
|
case GPU_RGBA8_DXT1:
|
|
case GPU_RGBA8_DXT3:
|
|
case GPU_RGBA8_DXT5:
|
|
case GPU_SRGB8:
|
|
case GPU_RGB9_E5:
|
|
BLI_assert_msg(0, "This texture format is not compatible with framebuffer attachment.");
|
|
return GPU_COLOR_BIT;
|
|
}
|
|
BLI_assert_unreachable();
|
|
return GPU_COLOR_BIT;
|
|
}
|
|
|
|
static inline eGPUTextureFormat to_texture_format(const GPUVertFormat *format)
|
|
{
|
|
if (format->attr_len == 0) {
|
|
BLI_assert_msg(0, "Incorrect vertex format for buffer texture");
|
|
return GPU_DEPTH_COMPONENT24;
|
|
}
|
|
switch (format->attrs[0].comp_len) {
|
|
case 1:
|
|
switch (format->attrs[0].comp_type) {
|
|
case GPU_COMP_I8:
|
|
return GPU_R8I;
|
|
case GPU_COMP_U8:
|
|
return GPU_R8UI;
|
|
case GPU_COMP_I16:
|
|
return GPU_R16I;
|
|
case GPU_COMP_U16:
|
|
return GPU_R16UI;
|
|
case GPU_COMP_I32:
|
|
return GPU_R32I;
|
|
case GPU_COMP_U32:
|
|
return GPU_R32UI;
|
|
case GPU_COMP_F32:
|
|
return GPU_R32F;
|
|
default:
|
|
break;
|
|
}
|
|
break;
|
|
case 2:
|
|
switch (format->attrs[0].comp_type) {
|
|
case GPU_COMP_I8:
|
|
return GPU_RG8I;
|
|
case GPU_COMP_U8:
|
|
return GPU_RG8UI;
|
|
case GPU_COMP_I16:
|
|
return GPU_RG16I;
|
|
case GPU_COMP_U16:
|
|
return GPU_RG16UI;
|
|
case GPU_COMP_I32:
|
|
return GPU_RG32I;
|
|
case GPU_COMP_U32:
|
|
return GPU_RG32UI;
|
|
case GPU_COMP_F32:
|
|
return GPU_RG32F;
|
|
default:
|
|
break;
|
|
}
|
|
break;
|
|
case 3:
|
|
/* Not supported until GL 4.0 */
|
|
break;
|
|
case 4:
|
|
switch (format->attrs[0].comp_type) {
|
|
case GPU_COMP_I8:
|
|
return GPU_RGBA8I;
|
|
case GPU_COMP_U8:
|
|
return GPU_RGBA8UI;
|
|
case GPU_COMP_I16:
|
|
return GPU_RGBA16I;
|
|
case GPU_COMP_U16:
|
|
/* NOTE: Checking the fetch mode to select the right GPU texture format. This can be
|
|
* added to other formats as well. */
|
|
switch (format->attrs[0].fetch_mode) {
|
|
case GPU_FETCH_INT:
|
|
return GPU_RGBA16UI;
|
|
case GPU_FETCH_INT_TO_FLOAT_UNIT:
|
|
return GPU_RGBA16;
|
|
case GPU_FETCH_INT_TO_FLOAT:
|
|
return GPU_RGBA16F;
|
|
case GPU_FETCH_FLOAT:
|
|
return GPU_RGBA16F;
|
|
}
|
|
case GPU_COMP_I32:
|
|
return GPU_RGBA32I;
|
|
case GPU_COMP_U32:
|
|
return GPU_RGBA32UI;
|
|
case GPU_COMP_F32:
|
|
return GPU_RGBA32F;
|
|
default:
|
|
break;
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
BLI_assert_msg(0, "Unsupported vertex format for buffer texture");
|
|
return GPU_DEPTH_COMPONENT24;
|
|
}
|
|
|
|
} // namespace gpu
|
|
} // namespace blender
|