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blender-archive/source/blender/gpu/intern/gpu_texture.c
Clément Foucault edcf128ce2 Eevee: Introduction of world preconvolved envmap.
For now only compute GGX convolution. The GGX LUT used for the split sum approximation (UE4) is merged with the LTX mag LUT that uses the same parameters (theta and roughness)
2017-04-18 13:10:17 +02:00

899 lines
25 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Brecht Van Lommel.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "MEM_guardedalloc.h"
#include "DNA_image_types.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BLI_math_base.h"
#include "BKE_global.h"
#include "GPU_debug.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_framebuffer.h"
#include "GPU_glew.h"
#include "GPU_texture.h"
static struct GPUTextureGlobal {
GPUTexture *invalid_tex_1D; /* texture used in place of invalid textures (not loaded correctly, missing) */
GPUTexture *invalid_tex_2D;
GPUTexture *invalid_tex_3D;
} GG = {NULL, NULL, NULL};
/* GPUTexture */
struct GPUTexture {
int w, h, d; /* width/height/depth */
int number; /* number for multitexture binding */
int refcount; /* reference count */
GLenum target; /* GL_TEXTURE_* */
GLenum target_base; /* same as target, (but no multisample)
* use it for unbinding */
GLuint bindcode; /* opengl identifier for texture */
int fromblender; /* we got the texture from Blender */
GPUFrameBuffer *fb; /* GPUFramebuffer this texture is attached to */
int fb_attachment; /* slot the texture is attached to */
bool depth; /* is a depth texture? */
bool stencil; /* is a stencil texture? */
};
static GLenum gpu_texture_get_format(
int components, GPUTextureFormat data_type,
GLenum *format, GLenum *data_format, bool *is_depth, bool *is_stencil)
{
if (data_type == GPU_DEPTH_COMPONENT24 ||
data_type == GPU_DEPTH_COMPONENT16 ||
data_type == GPU_DEPTH_COMPONENT32F)
{
*is_depth = true;
*is_stencil = false;
*data_format = GL_FLOAT;
*format = GL_DEPTH_COMPONENT;
}
else if (data_type == GPU_DEPTH24_STENCIL8) {
*is_depth = true;
*is_stencil = true;
*data_format = GL_UNSIGNED_INT_24_8;
*format = GL_DEPTH_STENCIL;
}
else {
*is_depth = false;
*is_stencil = false;
*data_format = GL_FLOAT;
switch (components) {
case 1: *format = GL_RED; break;
case 2: *format = GL_RG; break;
case 3: *format = GL_RGB; break;
case 4: *format = GL_RGBA; break;
default: break;
}
}
/* You can add any of the available type to this list
* For available types see GPU_texture.h */
switch (data_type) {
/* Formats texture & renderbuffer */
case GPU_RGBA16F: return GL_RGBA16F;
case GPU_RG32F: return GL_RG32F;
case GPU_RGB16F: return GL_RGB16F;
case GPU_RG16F: return GL_RG16F;
case GPU_RGBA8: return GL_RGBA8;
case GPU_R16F: return GL_R16F;
case GPU_R8: return GL_R8;
/* Special formats texture & renderbuffer */
case GPU_DEPTH24_STENCIL8: return GL_DEPTH24_STENCIL8;
/* Texture only format */
/* ** Add Format here **/
/* Special formats texture only */
/* ** Add Format here **/
/* Depth Formats */
case GPU_DEPTH_COMPONENT32F: return GL_DEPTH_COMPONENT32F;
case GPU_DEPTH_COMPONENT24: return GL_DEPTH_COMPONENT24;
case GPU_DEPTH_COMPONENT16: return GL_DEPTH_COMPONENT16;
default:
fprintf(stderr, "Texture format incorrect or unsupported\n");
return 0;
}
}
static float *GPU_texture_3D_rescale(GPUTexture *tex, int w, int h, int d, int channels, const float *fpixels)
{
const unsigned int xf = w / tex->w, yf = h / tex->h, zf = d / tex->d;
float *nfpixels = MEM_mallocN(channels * sizeof(float) * tex->w * tex->h * tex->d, "GPUTexture Rescaled 3Dtex");
if (nfpixels) {
GPU_print_error_debug("You need to scale a 3D texture, feel the pain!");
for (unsigned k = 0; k < tex->d; k++) {
for (unsigned j = 0; j < tex->h; j++) {
for (unsigned i = 0; i < tex->w; i++) {
/* obviously doing nearest filtering here,
* it's going to be slow in any case, let's not make it worse */
float xb = i * xf;
float yb = j * yf;
float zb = k * zf;
unsigned int offset = k * (tex->w * tex->h) + i * tex->h + j;
unsigned int offset_orig = (zb) * (w * h) + (xb) * h + (yb);
if (channels == 4) {
nfpixels[offset * 4] = fpixels[offset_orig * 4];
nfpixels[offset * 4 + 1] = fpixels[offset_orig * 4 + 1];
nfpixels[offset * 4 + 2] = fpixels[offset_orig * 4 + 2];
nfpixels[offset * 4 + 3] = fpixels[offset_orig * 4 + 3];
}
else
nfpixels[offset] = fpixels[offset_orig];
}
}
}
}
return nfpixels;
}
/* This tries to allocate video memory for a given texture
* If alloc fails, lower the resolution until it fits. */
static bool gpu_texture_try_alloc(
GPUTexture *tex, GLenum proxy, GLenum internalformat, GLenum format, GLenum data_format,
int channels, bool try_rescale, const float *fpixels, float **rescaled_fpixels)
{
int r_width;
switch (proxy) {
case GL_PROXY_TEXTURE_1D:
glTexImage1D(proxy, 0, internalformat, tex->w, 0, format, data_format, NULL);
break;
case GL_PROXY_TEXTURE_1D_ARRAY:
case GL_PROXY_TEXTURE_2D:
glTexImage2D(proxy, 0, internalformat, tex->w, tex->h, 0, format, data_format, NULL);
break;
case GL_PROXY_TEXTURE_2D_ARRAY:
case GL_PROXY_TEXTURE_3D:
glTexImage3D(proxy, 0, internalformat, tex->w, tex->h, tex->d, 0, format, data_format, NULL);
break;
}
glGetTexLevelParameteriv(proxy, 0, GL_TEXTURE_WIDTH, &r_width);
if (r_width == 0 && try_rescale) {
const int w = tex->w, h = tex->h, d = tex->d;
/* Find largest texture possible */
while (r_width == 0) {
tex->w /= 2;
tex->h /= 2;
tex->d /= 2;
/* really unlikely to happen but keep this just in case */
if (tex->w == 0) break;
if (tex->h == 0 && proxy != GL_PROXY_TEXTURE_1D) break;
if (tex->d == 0 && proxy == GL_PROXY_TEXTURE_3D) break;
if (proxy == GL_PROXY_TEXTURE_1D)
glTexImage1D(proxy, 0, internalformat, tex->w, 0, format, data_format, NULL);
else if (proxy == GL_PROXY_TEXTURE_2D)
glTexImage2D(proxy, 0, internalformat, tex->w, tex->h, 0, format, data_format, NULL);
else if (proxy == GL_PROXY_TEXTURE_3D)
glTexImage3D(proxy, 0, internalformat, tex->w, tex->h, tex->d, 0, format, data_format, NULL);
glGetTexLevelParameteriv(GL_PROXY_TEXTURE_3D, 0, GL_TEXTURE_WIDTH, &r_width);
}
/* Rescale */
if (r_width > 0) {
switch (proxy) {
case GL_PROXY_TEXTURE_1D:
case GL_PROXY_TEXTURE_2D:
/* Do nothing for now */
return false;
case GL_PROXY_TEXTURE_3D:
*rescaled_fpixels = GPU_texture_3D_rescale(tex, w, h, d, channels, fpixels);
return (bool)*rescaled_fpixels;
}
}
}
return (r_width > 0);
}
static GPUTexture *GPU_texture_create_nD(
int w, int h, int d, int n, const float *fpixels,
GPUTextureFormat data_type, int components, int samples,
const bool can_rescale, char err_out[256])
{
if (samples) {
CLAMP_MAX(samples, GPU_max_color_texture_samples());
}
GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->w = w;
tex->h = h;
tex->d = d;
tex->number = -1;
tex->refcount = 1;
tex->fb_attachment = -1;
if (n == 2) {
if (d == 0)
tex->target_base = tex->target = GL_TEXTURE_2D;
else
tex->target_base = tex->target = GL_TEXTURE_2D_ARRAY;
}
else if (n == 1) {
if (h == 0)
tex->target_base = tex->target = GL_TEXTURE_1D;
else
tex->target_base = tex->target = GL_TEXTURE_1D_ARRAY;
}
else if (n == 3) {
tex->target_base = tex->target = GL_TEXTURE_3D;
}
else {
/* should never happen */
MEM_freeN(tex);
return NULL;
}
if (samples && n == 2 && d == 0)
tex->target = GL_TEXTURE_2D_MULTISAMPLE;
GLenum format, internalformat, data_format;
internalformat = gpu_texture_get_format(components, data_type, &format, &data_format, &tex->depth, &tex->stencil);
/* Generate Texture object */
glGenTextures(1, &tex->bindcode);
if (!tex->bindcode) {
if (err_out)
BLI_snprintf(err_out, 256, "GPUTexture: texture create failed");
else
fprintf(stderr, "GPUTexture: texture create failed");
GPU_texture_free(tex);
return NULL;
}
tex->number = 0;
glBindTexture(tex->target, tex->bindcode);
/* Check if texture fit in VRAM */
GLenum proxy = GL_PROXY_TEXTURE_2D;
if (n == 2) {
if (d > 0)
proxy = GL_PROXY_TEXTURE_2D_ARRAY;
}
else if (n == 1) {
if (h == 0)
proxy = GL_PROXY_TEXTURE_1D;
else
proxy = GL_PROXY_TEXTURE_1D_ARRAY;
}
else if (n == 3) {
proxy = GL_PROXY_TEXTURE_3D;
}
float *rescaled_fpixels = NULL;
bool valid = gpu_texture_try_alloc(tex, proxy, internalformat, format, data_format, components, can_rescale,
fpixels, &rescaled_fpixels);
if (!valid) {
if (err_out)
BLI_snprintf(err_out, 256, "GPUTexture: texture alloc failed");
else
fprintf(stderr, "GPUTexture: texture alloc failed. Not enough Video Memory.");
GPU_texture_free(tex);
return NULL;
}
/* Upload Texture */
const float *pix = (rescaled_fpixels) ? rescaled_fpixels : fpixels;
if (tex->target == GL_TEXTURE_2D ||
tex->target == GL_TEXTURE_2D_MULTISAMPLE ||
tex->target == GL_TEXTURE_1D_ARRAY)
{
if (samples) {
glTexImage2DMultisample(tex->target, samples, internalformat, tex->w, tex->h, true);
if (pix)
glTexSubImage2D(tex->target, 0, 0, 0, tex->w, tex->h, format, data_format, pix);
}
else {
glTexImage2D(tex->target, 0, internalformat, tex->w, tex->h, 0, format, data_format, pix);
}
}
else if (tex->target == GL_TEXTURE_1D) {
glTexImage1D(tex->target, 0, internalformat, tex->w, 0, format, data_format, pix);
}
else {
glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->d, 0, format, data_format, pix);
}
if (rescaled_fpixels)
MEM_freeN(rescaled_fpixels);
/* Texture Parameters */
if (tex->depth) {
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(tex->target_base, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
}
else {
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
if (n > 1) {
glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
if (n > 2) {
glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
}
GPU_texture_unbind(tex);
return tex;
}
static GPUTexture *GPU_texture_cube_create(
int w, int d,
const float *fpixels_px, const float *fpixels_py, const float *fpixels_pz,
const float *fpixels_nx, const float *fpixels_ny, const float *fpixels_nz,
GPUTextureFormat data_type, int components,
char err_out[256])
{
GLenum format, internalformat, data_format;
GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->w = w;
tex->h = w;
tex->d = d;
tex->number = -1;
tex->refcount = 1;
tex->fb_attachment = -1;
if (d == 0) {
tex->target_base = tex->target = GL_TEXTURE_CUBE_MAP;
}
else {
BLI_assert(false && "Cubemap array Not implemented yet");
// tex->target_base = tex->target = GL_TEXTURE_CUBE_MAP_ARRAY;
}
internalformat = gpu_texture_get_format(components, data_type, &format, &data_format, &tex->depth, &tex->stencil);
/* Generate Texture object */
glGenTextures(1, &tex->bindcode);
if (!tex->bindcode) {
if (err_out)
BLI_snprintf(err_out, 256, "GPUTexture: texture create failed");
else
fprintf(stderr, "GPUTexture: texture create failed");
GPU_texture_free(tex);
return NULL;
}
tex->number = 0;
glBindTexture(tex->target, tex->bindcode);
/* Upload Texture */
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_px);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_py);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_pz);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_nx);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_ny);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_nz);
/* Texture Parameters */
if (tex->depth) {
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(tex->target_base, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
}
else {
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
GPU_texture_unbind(tex);
return tex;
}
GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, int textarget, bool is_data, double time, int mipmap)
{
int gputt;
/* this binds a texture, so that's why to restore it to 0 */
GLint bindcode = GPU_verify_image(ima, iuser, textarget, 0, 0, mipmap, is_data);
GPU_update_image_time(ima, time);
/* see GPUInput::textarget: it can take two values - GL_TEXTURE_2D and GL_TEXTURE_CUBE_MAP
* these values are correct for glDisable, so textarget can be safely used in
* GPU_texture_bind/GPU_texture_unbind through tex->target_base */
if (textarget == GL_TEXTURE_2D)
gputt = TEXTARGET_TEXTURE_2D;
else
gputt = TEXTARGET_TEXTURE_CUBE_MAP;
if (ima->gputexture[gputt]) {
ima->gputexture[gputt]->bindcode = bindcode;
glBindTexture(textarget, 0);
return ima->gputexture[gputt];
}
GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->bindcode = bindcode;
tex->number = -1;
tex->refcount = 1;
tex->target = textarget;
tex->target_base = textarget;
tex->fromblender = 1;
ima->gputexture[gputt] = tex;
if (!glIsTexture(tex->bindcode)) {
GPU_print_error_debug("Blender Texture Not Loaded");
}
else {
GLint w, h, border;
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);
glGetTexLevelParameteriv(gettarget, 0, GL_TEXTURE_BORDER, &border);
tex->w = w - border;
tex->h = h - border;
}
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;
prv->gputexture[0] = tex;
if (!glIsTexture(tex->bindcode)) {
GPU_print_error_debug("Blender Texture Not Loaded");
}
else {
GLint w, h;
glBindTexture(GL_TEXTURE_2D, tex->bindcode);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h);
tex->w = w;
tex->h = h;
}
glBindTexture(GL_TEXTURE_2D, 0);
return tex;
}
GPUTexture *GPU_texture_create_1D(int w, const float *pixels, char err_out[256])
{
return GPU_texture_create_nD(w, 0, 0, 1, pixels, GPU_RGBA8, 4, 0, false, err_out);
}
GPUTexture *GPU_texture_create_1D_custom(
int w, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256])
{
return GPU_texture_create_nD(w, 0, 0, 1, pixels, data_type, channels, 0, false, err_out);
}
GPUTexture *GPU_texture_create_2D(int w, int h, const float *pixels, char err_out[256])
{
return GPU_texture_create_nD(w, h, 0, 2, pixels, GPU_RGBA8, 4, 0, false, err_out);
}
GPUTexture *GPU_texture_create_2D_custom(
int w, int h, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256])
{
return GPU_texture_create_nD(w, h, 0, 2, pixels, data_type, channels, 0, false, err_out);
}
GPUTexture *GPU_texture_create_2D_multisample(int w, int h, const float *pixels, int samples, char err_out[256])
{
return GPU_texture_create_nD(w, h, 0, 2, pixels, GPU_RGBA8, 4, samples, false, err_out);
}
GPUTexture *GPU_texture_create_2D_array_custom(int w, int h, int d, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256])
{
return GPU_texture_create_nD(w, h, d, 2, pixels, data_type, channels, 0, false, err_out);
}
GPUTexture *GPU_texture_create_3D(int w, int h, int d, const float *pixels, char err_out[256])
{
return GPU_texture_create_nD(w, h, d, 3, pixels, GPU_RGBA8, 4, 0, true, err_out);
}
GPUTexture *GPU_texture_create_3D_custom(int w, int h, int d, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256])
{
return GPU_texture_create_nD(w, h, d, 3, pixels, data_type, channels, 0, true, err_out);
}
GPUTexture *GPU_texture_create_cube_custom(int w, int channels, GPUTextureFormat data_type, const float *fpixels, char err_out[256])
{
const float *fpixels_px, *fpixels_py, *fpixels_pz, *fpixels_nx, *fpixels_ny, *fpixels_nz;
if (fpixels) {
fpixels_px = fpixels + 0 * w * w * channels;
fpixels_nx = fpixels + 1 * w * w * channels;
fpixels_py = fpixels + 2 * w * w * channels;
fpixels_ny = fpixels + 3 * w * w * channels;
fpixels_pz = fpixels + 4 * w * w * channels;
fpixels_nz = fpixels + 5 * w * w * channels;
}
else {
fpixels_px = fpixels_py = fpixels_pz = fpixels_nx = fpixels_ny = fpixels_nz = NULL;
}
return GPU_texture_cube_create(w, 0, fpixels_px, fpixels_py, fpixels_pz, fpixels_nx, fpixels_ny, fpixels_nz, data_type, channels, err_out);
}
GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256])
{
return GPU_texture_create_nD(w, h, 0, 2, NULL, GPU_DEPTH_COMPONENT24, 1, 0, false, err_out);
}
GPUTexture *GPU_texture_create_depth_with_stencil(int w, int h, char err_out[256])
{
return GPU_texture_create_nD(w, h, 0, 2, NULL, GPU_DEPTH24_STENCIL8, 1, 0, false, err_out);
}
GPUTexture *GPU_texture_create_depth_multisample(int w, int h, int samples, char err_out[256])
{
return GPU_texture_create_nD(w, h, 0, 2, NULL, GPU_DEPTH_COMPONENT24, 1, samples, false, err_out);
}
void GPU_invalid_tex_init(void)
{
const float color[4] = {1.0f, 0.0f, 1.0f, 1.0f};
GG.invalid_tex_1D = GPU_texture_create_1D(1, color, NULL);
GG.invalid_tex_2D = GPU_texture_create_2D(1, 1, color, NULL);
GG.invalid_tex_3D = GPU_texture_create_3D(1, 1, 1, color, NULL);
}
void GPU_invalid_tex_bind(int mode)
{
switch (mode) {
case GL_TEXTURE_1D:
glBindTexture(GL_TEXTURE_1D, GG.invalid_tex_1D->bindcode);
break;
case GL_TEXTURE_2D:
glBindTexture(GL_TEXTURE_2D, GG.invalid_tex_2D->bindcode);
break;
case GL_TEXTURE_3D:
glBindTexture(GL_TEXTURE_3D, GG.invalid_tex_3D->bindcode);
break;
}
}
void GPU_invalid_tex_free(void)
{
if (GG.invalid_tex_1D)
GPU_texture_free(GG.invalid_tex_1D);
if (GG.invalid_tex_2D)
GPU_texture_free(GG.invalid_tex_2D);
if (GG.invalid_tex_3D)
GPU_texture_free(GG.invalid_tex_3D);
}
void GPU_texture_bind(GPUTexture *tex, int number)
{
if (number >= GPU_max_textures()) {
fprintf(stderr, "Not enough texture slots.\n");
return;
}
if ((G.debug & G_DEBUG)) {
if (tex->fb && GPU_framebuffer_bound(tex->fb)) {
fprintf(stderr, "Feedback loop warning!: Attempting to bind texture attached to current framebuffer!\n");
}
}
if (number < 0)
return;
if (number != 0)
glActiveTexture(GL_TEXTURE0 + number);
if (tex->bindcode != 0)
glBindTexture(tex->target_base, tex->bindcode);
else
GPU_invalid_tex_bind(tex->target_base);
/* TODO: remove this lines once we're using GLSL everywhere */
GLenum target = tex->target_base;
if (tex->target_base == GL_TEXTURE_1D_ARRAY)
target = GL_TEXTURE_2D;
if (tex->target_base == GL_TEXTURE_2D_ARRAY)
target = GL_TEXTURE_3D;
glEnable(target);
if (number != 0)
glActiveTexture(GL_TEXTURE0);
tex->number = number;
}
void GPU_texture_unbind(GPUTexture *tex)
{
if (tex->number >= GPU_max_textures()) {
fprintf(stderr, "Not enough texture slots.\n");
return;
}
if (tex->number == -1)
return;
if (tex->number != 0)
glActiveTexture(GL_TEXTURE0 + tex->number);
glBindTexture(tex->target_base, 0);
/* TODO: remove this lines */
GLenum target = tex->target_base;
if (tex->target_base == GL_TEXTURE_1D_ARRAY)
target = GL_TEXTURE_2D;
if (tex->target_base == GL_TEXTURE_2D_ARRAY)
target = GL_TEXTURE_3D;
glDisable(target);
if (tex->number != 0)
glActiveTexture(GL_TEXTURE0);
tex->number = -1;
}
int GPU_texture_bound_number(GPUTexture *tex)
{
return tex->number;
}
void GPU_texture_generate_mipmap(GPUTexture *tex)
{
if (tex->number >= GPU_max_textures()) {
fprintf(stderr, "Not enough texture slots.\n");
return;
}
if (tex->number == -1)
return;
if (tex->number != 0)
glActiveTexture(GL_TEXTURE0 + tex->number);
glGenerateMipmap(tex->target_base);
if (tex->number != 0)
glActiveTexture(GL_TEXTURE0);
}
void GPU_texture_compare_mode(GPUTexture *tex, bool use_compare)
{
if (tex->number >= GPU_max_textures()) {
fprintf(stderr, "Not enough texture slots.\n");
return;
}
if (tex->number == -1)
return;
if (tex->number != 0)
glActiveTexture(GL_TEXTURE0 + tex->number);
/* TODO viewport: use GL_COMPARE_REF_TO_TEXTURE after we switch to core profile */
if (tex->depth)
glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, use_compare ? GL_COMPARE_R_TO_TEXTURE : GL_NONE);
if (tex->number != 0)
glActiveTexture(GL_TEXTURE0);
}
void GPU_texture_filter_mode(GPUTexture *tex, bool use_filter)
{
if (tex->number >= GPU_max_textures()) {
fprintf(stderr, "Not enough texture slots.\n");
return;
}
if (tex->number == -1)
return;
if (tex->number != 0)
glActiveTexture(GL_TEXTURE0 + tex->number);
GLenum filter = use_filter ? GL_LINEAR : GL_NEAREST;
glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, filter);
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, filter);
if (tex->number != 0)
glActiveTexture(GL_TEXTURE0);
}
void GPU_texture_mipmap_mode(GPUTexture *tex, bool use_mipmap)
{
if (tex->number >= GPU_max_textures()) {
fprintf(stderr, "Not enough texture slots.\n");
return;
}
if (tex->number == -1)
return;
if (tex->number != 0)
glActiveTexture(GL_TEXTURE0 + tex->number);
GLenum mipmap = use_mipmap ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, mipmap);
if (tex->number != 0)
glActiveTexture(GL_TEXTURE0);
}
void GPU_texture_wrap_mode(GPUTexture *tex, bool use_repeat)
{
if (tex->number >= GPU_max_textures()) {
fprintf(stderr, "Not enough texture slots.\n");
return;
}
if (tex->number == -1)
return;
if (tex->number != 0)
glActiveTexture(GL_TEXTURE0 + tex->number);
GLenum repeat = use_repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE;
glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, repeat);
if (tex->target_base != GL_TEXTURE_1D)
glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_T, repeat);
if (tex->target_base == GL_TEXTURE_3D)
glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_R, repeat);
if (tex->number != 0)
glActiveTexture(GL_TEXTURE0);
}
void GPU_texture_free(GPUTexture *tex)
{
tex->refcount--;
if (tex->refcount < 0)
fprintf(stderr, "GPUTexture: negative refcount\n");
if (tex->refcount == 0) {
if (tex->fb)
GPU_framebuffer_texture_detach(tex);
if (tex->bindcode && !tex->fromblender)
glDeleteTextures(1, &tex->bindcode);
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;
}
bool GPU_texture_depth(const GPUTexture *tex)
{
return tex->depth;
}
bool GPU_texture_stencil(const GPUTexture *tex)
{
return tex->stencil;
}
int GPU_texture_opengl_bindcode(const GPUTexture *tex)
{
return tex->bindcode;
}
GPUFrameBuffer *GPU_texture_framebuffer(GPUTexture *tex)
{
return tex->fb;
}
int GPU_texture_framebuffer_attachment(GPUTexture *tex)
{
return tex->fb_attachment;
}
void GPU_texture_framebuffer_set(GPUTexture *tex, GPUFrameBuffer *fb, int attachment)
{
tex->fb = fb;
tex->fb_attachment = attachment;
}