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blender-archive/source/blender/gpu/GPU_texture.h
Clément Foucault cdd4354c81 Metal: MTLTexture core implementation for Metal backend, with minimal surrounding functionality.
This covers implementation of the GPUTexture abstraction for the Metal backend, with additional utility functionality as required.

Some components have been temporarily disabled pending dependencies on upcoming Metal backend components, and these will be addressed as the backend is fleshed out.

One core challenge addressed in the Metal backend is the requirement for read/update routines for textures. MTLBlitCommandEncoders offer a limited range of the full functionality provided by OpenGLs texture update and read functions such that a series of compute kernels have been implemented to provide advanced functionality such as data format conversion and partial/swizzled component updates.

This diff is provided in full, but if further division is required for purposes of code review, this can be done.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D14543
2022-04-27 12:36:56 +02:00

357 lines
11 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2005 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#pragma once
#include "BLI_utildefines.h"
#include "GPU_state.h"
struct GPUVertBuf;
/** Opaque type hiding blender::gpu::Texture. */
typedef struct GPUTexture GPUTexture;
/**
* GPU Samplers state
* - Specify the sampler state to bind a texture with.
* - Internally used by textures.
* - All states are created at startup to avoid runtime costs.
*/
typedef enum eGPUSamplerState {
GPU_SAMPLER_DEFAULT = 0,
GPU_SAMPLER_FILTER = (1 << 0),
GPU_SAMPLER_MIPMAP = (1 << 1),
GPU_SAMPLER_REPEAT_S = (1 << 2),
GPU_SAMPLER_REPEAT_T = (1 << 3),
GPU_SAMPLER_REPEAT_R = (1 << 4),
GPU_SAMPLER_CLAMP_BORDER = (1 << 5), /* Clamp to border color instead of border texel. */
GPU_SAMPLER_COMPARE = (1 << 6),
GPU_SAMPLER_ANISO = (1 << 7),
GPU_SAMPLER_ICON = (1 << 8),
GPU_SAMPLER_REPEAT = (GPU_SAMPLER_REPEAT_S | GPU_SAMPLER_REPEAT_T | GPU_SAMPLER_REPEAT_R),
} eGPUSamplerState;
#define GPU_TEXTURE_FREE_SAFE(texture) \
do { \
if (texture != NULL) { \
GPU_texture_free(texture); \
texture = NULL; \
} \
} while (0)
/**
* #GPU_SAMPLER_MAX is not a valid enum value, but only a limit.
* It also creates a bad mask for the `NOT` operator in #ENUM_OPERATORS.
*/
static const int GPU_SAMPLER_MAX = (GPU_SAMPLER_ICON + 1);
ENUM_OPERATORS(eGPUSamplerState, GPU_SAMPLER_ICON)
#ifdef __cplusplus
extern "C" {
#endif
/**
* Update user defined sampler states.
*/
void GPU_samplers_update(void);
/* GPU Texture
* - always returns unsigned char RGBA textures
* - if texture with non square dimensions is created, depending on the
* graphics card capabilities the texture may actually be stored in a
* larger texture with power of two dimensions.
* - can use reference counting:
* - reference counter after GPU_texture_create is 1
* - GPU_texture_ref increases by one
* - GPU_texture_free decreases by one, and frees if 0
* - if created with from_blender, will not free the texture
*/
/**
* Wrapper to supported OpenGL/Vulkan texture internal storage
* If you need a type just un-comment it. Be aware that some formats
* are not supported by render-buffers. All of the following formats
* are part of the OpenGL 3.3 core
* specification.
*/
typedef enum eGPUTextureFormat {
/* Formats texture & render-buffer. */
GPU_RGBA8UI,
GPU_RGBA8I,
GPU_RGBA8,
GPU_RGBA32UI,
GPU_RGBA32I,
GPU_RGBA32F,
GPU_RGBA16UI,
GPU_RGBA16I,
GPU_RGBA16F,
GPU_RGBA16,
GPU_RG8UI,
GPU_RG8I,
GPU_RG8,
GPU_RG32UI,
GPU_RG32I,
GPU_RG32F,
GPU_RG16UI,
GPU_RG16I,
GPU_RG16F,
GPU_RG16,
GPU_R8UI,
GPU_R8I,
GPU_R8,
GPU_R32UI,
GPU_R32I,
GPU_R32F,
GPU_R16UI,
GPU_R16I,
GPU_R16F,
GPU_R16, /* Max texture buffer format. */
/* Special formats texture & renderbuffer */
GPU_RGB10_A2,
GPU_R11F_G11F_B10F,
GPU_DEPTH32F_STENCIL8,
GPU_DEPTH24_STENCIL8,
GPU_SRGB8_A8,
#if 0
GPU_RGB10_A2UI,
#endif
/* Texture only format */
GPU_RGB16F,
#if 0
GPU_RGBA16_SNORM,
GPU_RGBA8_SNORM,
GPU_RGB32F,
GPU_RGB32I,
GPU_RGB32UI,
GPU_RGB16_SNORM,
GPU_RGB16I,
GPU_RGB16UI,
GPU_RGB16,
GPU_RGB8_SNORM,
GPU_RGB8,
GPU_RGB8I,
GPU_RGB8UI,
GPU_RG16_SNORM,
GPU_RG8_SNORM,
GPU_R16_SNORM,
GPU_R8_SNORM,
#endif
/* Special formats texture only */
GPU_SRGB8_A8_DXT1,
GPU_SRGB8_A8_DXT3,
GPU_SRGB8_A8_DXT5,
GPU_RGBA8_DXT1,
GPU_RGBA8_DXT3,
GPU_RGBA8_DXT5,
#if 0
GPU_SRGB8,
GPU_RGB9_E5,
GPU_COMPRESSED_RG_RGTC2,
GPU_COMPRESSED_SIGNED_RG_RGTC2,
GPU_COMPRESSED_RED_RGTC1,
GPU_COMPRESSED_SIGNED_RED_RGTC1,
#endif
/* Depth Formats */
GPU_DEPTH_COMPONENT32F,
GPU_DEPTH_COMPONENT24,
GPU_DEPTH_COMPONENT16,
} eGPUTextureFormat;
typedef enum eGPUDataFormat {
GPU_DATA_FLOAT,
GPU_DATA_INT,
GPU_DATA_UINT,
GPU_DATA_UBYTE,
GPU_DATA_UINT_24_8,
GPU_DATA_10_11_11_REV,
GPU_DATA_2_10_10_10_REV,
GPU_DATA_HALF_FLOAT
} eGPUDataFormat;
typedef enum eGPUTextureUsage {
GPU_TEXTURE_USAGE_SHADER_READ = (1 << 0),
GPU_TEXTURE_USAGE_SHADER_WRITE = (1 << 1),
GPU_TEXTURE_USAGE_ATTACHMENT = (1 << 2),
GPU_TEXTURE_USAGE_GENERAL = 0xFF
} eGPUTextureUsage;
ENUM_OPERATORS(eGPUTextureUsage, GPU_TEXTURE_USAGE_GENERAL)
unsigned int GPU_texture_memory_usage_get(void);
/**
* \note \a data is expected to be float. If the \a format is not compatible with float data or if
* the data is not in float format, use GPU_texture_update to upload the data with the right data
* format.
* \a mips is the number of mip level to allocate. It must be >= 1.
*/
GPUTexture *GPU_texture_create_1d(
const char *name, int w, int mip_len, eGPUTextureFormat format, const float *data);
GPUTexture *GPU_texture_create_1d_array(
const char *name, int w, int h, int mip_len, eGPUTextureFormat format, const float *data);
GPUTexture *GPU_texture_create_2d(
const char *name, int w, int h, int mip_len, eGPUTextureFormat format, const float *data);
GPUTexture *GPU_texture_create_2d_array(const char *name,
int w,
int h,
int d,
int mip_len,
eGPUTextureFormat format,
const float *data);
GPUTexture *GPU_texture_create_3d(const char *name,
int w,
int h,
int d,
int mip_len,
eGPUTextureFormat texture_format,
eGPUDataFormat data_format,
const void *data);
GPUTexture *GPU_texture_create_cube(
const char *name, int w, int mip_len, eGPUTextureFormat format, const float *data);
GPUTexture *GPU_texture_create_cube_array(
const char *name, int w, int d, int mip_len, eGPUTextureFormat format, const float *data);
/* Special textures. */
GPUTexture *GPU_texture_create_from_vertbuf(const char *name, struct GPUVertBuf *vert);
/**
* \a data should hold all the data for all mipmaps.
*/
/**
* DDS texture loading. Return NULL if support is not available.
*/
GPUTexture *GPU_texture_create_compressed_2d(
const char *name, int w, int h, int miplen, eGPUTextureFormat format, const void *data);
/**
* Create an error texture that will bind an invalid texture (pink) at draw time.
*/
GPUTexture *GPU_texture_create_error(int dimension, bool array);
/**
* Create an alias of the source texture data.
* If \a src is freed, the texture view will continue to be valid.
* If \a mip_start or \a mip_len is bigger than available mips they will be clamped.
* If \a cube_as_array is true, then the texture cube (array) becomes a 2D array texture.
* TODO(@fclem): Target conversion is not implemented yet.
*/
GPUTexture *GPU_texture_create_view(const char *name,
const GPUTexture *src,
eGPUTextureFormat format,
int mip_start,
int mip_len,
int layer_start,
int layer_len,
bool cube_as_array);
void GPU_texture_update_mipmap(GPUTexture *tex,
int miplvl,
eGPUDataFormat gpu_data_format,
const void *pixels);
/**
* \note Updates only mip 0.
*/
void GPU_texture_update(GPUTexture *tex, eGPUDataFormat data_format, const void *data);
void GPU_texture_update_sub(GPUTexture *tex,
eGPUDataFormat data_format,
const void *pixels,
int offset_x,
int offset_y,
int offset_z,
int width,
int height,
int depth);
/**
* Makes data interpretation aware of the source layout.
* Skipping pixels correctly when changing rows when doing partial update.
*/
void GPU_unpack_row_length_set(uint len);
void *GPU_texture_read(GPUTexture *tex, eGPUDataFormat data_format, int miplvl);
/**
* Fills the whole texture with the same data for all pixels.
* \warning Only work for 2D texture for now.
* \warning Only clears the mip 0 of the texture.
* \param data_format: data format of the pixel data.
* \note The format is float for unorm textures.
* \param data: 1 pixel worth of data to fill the texture with.
*/
void GPU_texture_clear(GPUTexture *tex, eGPUDataFormat data_format, const void *data);
void GPU_texture_free(GPUTexture *tex);
void GPU_texture_ref(GPUTexture *tex);
void GPU_texture_bind(GPUTexture *tex, int unit);
void GPU_texture_bind_ex(GPUTexture *tex, eGPUSamplerState state, int unit, bool set_number);
void GPU_texture_unbind(GPUTexture *tex);
void GPU_texture_unbind_all(void);
void GPU_texture_image_bind(GPUTexture *tex, int unit);
void GPU_texture_image_unbind(GPUTexture *tex);
void GPU_texture_image_unbind_all(void);
/**
* Copy a texture content to a similar texture. Only MIP 0 is copied.
*/
void GPU_texture_copy(GPUTexture *dst, GPUTexture *src);
void GPU_texture_generate_mipmap(GPUTexture *tex);
void GPU_texture_anisotropic_filter(GPUTexture *tex, bool use_aniso);
void GPU_texture_compare_mode(GPUTexture *tex, bool use_compare);
void GPU_texture_filter_mode(GPUTexture *tex, bool use_filter);
void GPU_texture_mipmap_mode(GPUTexture *tex, bool use_mipmap, bool use_filter);
void GPU_texture_wrap_mode(GPUTexture *tex, bool use_repeat, bool use_clamp);
void GPU_texture_swizzle_set(GPUTexture *tex, const char swizzle[4]);
/**
* Set depth stencil texture sampling behavior. Can work on texture views.
* If stencil sampling is enabled, an unsigned integer sampler is required.
*/
void GPU_texture_stencil_texture_mode_set(GPUTexture *tex, bool use_stencil);
/**
* Return the number of dimensions of the texture ignoring dimension of layers (1, 2 or 3).
* Cube textures are considered 2D.
*/
int GPU_texture_dimensions(const GPUTexture *tex);
int GPU_texture_width(const GPUTexture *tex);
int GPU_texture_height(const GPUTexture *tex);
int GPU_texture_layer_count(const GPUTexture *tex);
int GPU_texture_mip_count(const GPUTexture *tex);
int GPU_texture_orig_width(const GPUTexture *tex);
int GPU_texture_orig_height(const GPUTexture *tex);
void GPU_texture_orig_size_set(GPUTexture *tex, int w, int h);
eGPUTextureFormat GPU_texture_format(const GPUTexture *tex);
bool GPU_texture_array(const GPUTexture *tex);
bool GPU_texture_cube(const GPUTexture *tex);
bool GPU_texture_depth(const GPUTexture *tex);
bool GPU_texture_stencil(const GPUTexture *tex);
bool GPU_texture_integer(const GPUTexture *tex);
#ifndef GPU_NO_USE_PY_REFERENCES
void **GPU_texture_py_reference_get(GPUTexture *tex);
void GPU_texture_py_reference_set(GPUTexture *tex, void **py_ref);
#endif
int GPU_texture_opengl_bindcode(const GPUTexture *tex);
void GPU_texture_get_mipmap_size(GPUTexture *tex, int lvl, int *size);
/* Utilities. */
size_t GPU_texture_component_len(eGPUTextureFormat format);
size_t GPU_texture_dataformat_size(eGPUDataFormat data_format);
#ifdef __cplusplus
}
#endif