Regression introduced by {c766d9b9dc56}. When converting the vertex buffer to a texture buffer the fetch mode wasn't checked and the short was bitwise interpreted as a float. This change checks the fetch_mode and select the correct texture buffer. This could also be added to other places when needed. At this time it is only added here to support vertex colors when used with hair particles.
574 lines
15 KiB
C++
574 lines
15 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2020 Blender Foundation.
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* All rights reserved.
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*/
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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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GPU_FORMAT_DEPTH = (1 << 0),
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GPU_FORMAT_STENCIL = (1 << 1),
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GPU_FORMAT_INTEGER = (1 << 2),
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GPU_FORMAT_FLOAT = (1 << 3),
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GPU_FORMAT_COMPRESSED = (1 << 4),
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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_DEPTH_STENCIL)
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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_CUBE_ARRAY)
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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 16
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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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protected:
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/* ---- Texture format (immutable after init). ---- */
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/** Width & Height & Depth. For cubemap arrays, d is number of facelayers. */
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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 caracteristics. */
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eGPUTextureFormatFlag format_flag_;
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/** Texture type. */
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eGPUTextureType type_;
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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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/** Framebuffer 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, eGPUTextureFormat format);
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bool init_2D(int w, int h, int layers, eGPUTextureFormat format);
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bool init_3D(int w, int h, int d, eGPUTextureFormat format);
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bool init_cubemap(int w, int layers, eGPUTextureFormat format);
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bool init_buffer(GPUVertBuf *vbo, eGPUTextureFormat format);
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virtual void generate_mipmap(void) = 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 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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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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/* TODO(fclem): Legacy. Should be removed at some point. */
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virtual uint gl_bindcode_get(void) const = 0;
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int width_get(void) const
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{
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return w_;
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}
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int height_get(void) const
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{
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return h_;
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}
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int depth_get(void) const
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{
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return d_;
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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(void) 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(void) 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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eGPUTextureFormat format_get(void) const
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{
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return format_;
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}
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eGPUTextureFormatFlag format_flag_get(void) const
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{
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return format_flag_;
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}
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eGPUTextureType type_get(void) 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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return GPU_FB_COLOR_ATTACHMENT0 + slot;
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}
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}
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protected:
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virtual bool init_internal(void) = 0;
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virtual bool init_internal(GPUVertBuf *vbo) = 0;
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};
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/* Syntacting suggar. */
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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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#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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case GPU_RGBA32F:
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return 32;
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case GPU_RG32F:
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case GPU_RGBA16F:
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case GPU_RGBA16:
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return 16;
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case GPU_RGB16F:
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return 12;
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case GPU_DEPTH32F_STENCIL8: /* 32-bit depth, 8 bits stencil, and 24 unused bits. */
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return 8;
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case GPU_RG16F:
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case GPU_RG16I:
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case GPU_RG16UI:
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case GPU_RG16:
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case GPU_DEPTH24_STENCIL8:
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case GPU_DEPTH_COMPONENT32F:
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case GPU_RGBA8UI:
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case GPU_RGBA8:
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case GPU_SRGB8_A8:
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case GPU_R11F_G11F_B10F:
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case GPU_R32F:
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case GPU_R32UI:
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case GPU_R32I:
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return 4;
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case GPU_DEPTH_COMPONENT24:
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return 3;
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case GPU_DEPTH_COMPONENT16:
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case GPU_R16F:
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case GPU_R16UI:
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case GPU_R16I:
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case GPU_RG8:
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case GPU_R16:
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return 2;
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case GPU_R8:
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case GPU_R8UI:
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return 1;
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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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return 1; /* Incorrect but actual size is fractional. */
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default:
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BLI_assert(!"Texture format incorrect or unsupported\n");
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return 0;
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}
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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(!"Texture format is not a compressed format\n");
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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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case GPU_DEPTH_COMPONENT24:
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case GPU_DEPTH_COMPONENT16:
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case GPU_DEPTH_COMPONENT32F:
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return GPU_FORMAT_DEPTH;
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case GPU_DEPTH24_STENCIL8:
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case GPU_DEPTH32F_STENCIL8:
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return GPU_FORMAT_DEPTH_STENCIL;
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case GPU_R8UI:
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case GPU_RG16I:
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case GPU_R16I:
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case GPU_RG16UI:
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case GPU_R16UI:
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case GPU_R32UI:
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return GPU_FORMAT_INTEGER;
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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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return GPU_FORMAT_COMPRESSED;
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default:
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return GPU_FORMAT_FLOAT;
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}
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}
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inline int to_component_len(eGPUTextureFormat format)
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{
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switch (format) {
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case GPU_RGBA8:
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case GPU_RGBA8UI:
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case GPU_RGBA16F:
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case GPU_RGBA16:
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case GPU_RGBA32F:
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case GPU_SRGB8_A8:
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return 4;
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case GPU_RGB16F:
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case GPU_R11F_G11F_B10F:
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return 3;
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case GPU_RG8:
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case GPU_RG16:
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case GPU_RG16F:
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case GPU_RG16I:
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case GPU_RG16UI:
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case GPU_RG32F:
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return 2;
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default:
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return 1;
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}
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}
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inline size_t to_bytesize(eGPUTextureFormat tex_format, eGPUDataFormat data_format)
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{
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switch (data_format) {
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case GPU_DATA_UNSIGNED_BYTE:
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return 1 * to_component_len(tex_format);
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case GPU_DATA_FLOAT:
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case GPU_DATA_INT:
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case GPU_DATA_UNSIGNED_INT:
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return 4 * to_component_len(tex_format);
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case GPU_DATA_UNSIGNED_INT_24_8:
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case GPU_DATA_10_11_11_REV:
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return 4;
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default:
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BLI_assert(!"Data format incorrect or unsupported\n");
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return 0;
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}
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}
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/* Definitely not complete, edit according to the gl specification. */
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inline bool validate_data_format(eGPUTextureFormat tex_format, eGPUDataFormat data_format)
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{
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switch (tex_format) {
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case GPU_DEPTH_COMPONENT24:
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case GPU_DEPTH_COMPONENT16:
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case GPU_DEPTH_COMPONENT32F:
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return data_format == GPU_DATA_FLOAT;
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case GPU_DEPTH24_STENCIL8:
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case GPU_DEPTH32F_STENCIL8:
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return data_format == GPU_DATA_UNSIGNED_INT_24_8;
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case GPU_R8UI:
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case GPU_R16UI:
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case GPU_RG16UI:
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case GPU_R32UI:
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return data_format == GPU_DATA_UNSIGNED_INT;
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case GPU_RG16I:
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case GPU_R16I:
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return data_format == GPU_DATA_INT;
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case GPU_R8:
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case GPU_RG8:
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case GPU_RGBA8:
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case GPU_RGBA8UI:
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case GPU_SRGB8_A8:
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return ELEM(data_format, GPU_DATA_UNSIGNED_BYTE, GPU_DATA_FLOAT);
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case GPU_R11F_G11F_B10F:
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return ELEM(data_format, GPU_DATA_10_11_11_REV, GPU_DATA_FLOAT);
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default:
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return data_format == GPU_DATA_FLOAT;
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}
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}
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/* Definitely not complete, edit according to the gl specification. */
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inline eGPUDataFormat to_data_format(eGPUTextureFormat tex_format)
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{
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switch (tex_format) {
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case GPU_DEPTH_COMPONENT24:
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case GPU_DEPTH_COMPONENT16:
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case GPU_DEPTH_COMPONENT32F:
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return GPU_DATA_FLOAT;
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case GPU_DEPTH24_STENCIL8:
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case GPU_DEPTH32F_STENCIL8:
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return GPU_DATA_UNSIGNED_INT_24_8;
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case GPU_R8UI:
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case GPU_R16UI:
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case GPU_RG16UI:
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case GPU_R32UI:
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return GPU_DATA_UNSIGNED_INT;
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case GPU_RG16I:
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case GPU_R16I:
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return GPU_DATA_INT;
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case GPU_R8:
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case GPU_RG8:
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case GPU_RGBA8:
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case GPU_RGBA8UI:
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case GPU_SRGB8_A8:
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return GPU_DATA_UNSIGNED_BYTE;
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case GPU_R11F_G11F_B10F:
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return GPU_DATA_10_11_11_REV;
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default:
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return GPU_DATA_FLOAT;
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}
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}
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inline eGPUFrameBufferBits to_framebuffer_bits(eGPUTextureFormat tex_format)
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{
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switch (tex_format) {
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case GPU_DEPTH_COMPONENT24:
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case GPU_DEPTH_COMPONENT16:
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case GPU_DEPTH_COMPONENT32F:
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return GPU_DEPTH_BIT;
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case GPU_DEPTH24_STENCIL8:
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case GPU_DEPTH32F_STENCIL8:
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return GPU_DEPTH_BIT | GPU_STENCIL_BIT;
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default:
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return GPU_COLOR_BIT;
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}
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}
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static inline eGPUTextureFormat to_texture_format(const GPUVertFormat *format)
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{
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if (format->attr_len > 1 || format->attr_len == 0) {
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BLI_assert(!"Incorrect vertex format for buffer texture");
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return GPU_DEPTH_COMPONENT24;
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}
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switch (format->attrs[0].comp_len) {
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case 1:
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switch (format->attrs[0].comp_type) {
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case GPU_COMP_I8:
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return GPU_R8I;
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case GPU_COMP_U8:
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return GPU_R8UI;
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case GPU_COMP_I16:
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return GPU_R16I;
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case GPU_COMP_U16:
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return GPU_R16UI;
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case GPU_COMP_I32:
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return GPU_R32I;
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case GPU_COMP_U32:
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return GPU_R32UI;
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case GPU_COMP_F32:
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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(!"Unsupported vertex format for buffer texture");
|
|
return GPU_DEPTH_COMPONENT24;
|
|
}
|
|
|
|
} // namespace gpu
|
|
} // namespace blender
|