1059 lines
		
	
	
		
			29 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			1059 lines
		
	
	
		
			29 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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 * ***** BEGIN GPL LICENSE BLOCK *****
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 *
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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) 2005 Blender Foundation.
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 * All rights reserved.
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 *
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 * The Original Code is: all of this file.
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 *
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 * Contributor(s): Brecht Van Lommel.
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 *
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 * ***** END GPL LICENSE BLOCK *****
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 */
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#include "MEM_guardedalloc.h"
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#include "DNA_image_types.h"
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#include "BLI_blenlib.h"
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#include "BLI_utildefines.h"
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#include "BLI_math_base.h"
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#include "BKE_global.h"
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#include "GPU_debug.h"
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#include "GPU_draw.h"
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#include "GPU_extensions.h"
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#include "GPU_framebuffer.h"
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#include "GPU_glew.h"
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#include "GPU_texture.h"
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static struct GPUTextureGlobal {
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	GPUTexture *invalid_tex_1D; /* texture used in place of invalid textures (not loaded correctly, missing) */
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	GPUTexture *invalid_tex_2D;
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	GPUTexture *invalid_tex_3D;
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} GG = {NULL, NULL, NULL};
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/* GPUTexture */
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struct GPUTexture {
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	int w, h, d;        /* width/height/depth */
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	int number;         /* number for multitexture binding */
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	int refcount;       /* reference count */
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	GLenum target;      /* GL_TEXTURE_* */
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	GLenum target_base; /* same as target, (but no multisample)
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	                     * use it for unbinding */
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	GLuint bindcode;    /* opengl identifier for texture */
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	int fromblender;    /* we got the texture from Blender */
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	GPUFrameBuffer *fb; /* GPUFramebuffer this texture is attached to */
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	int fb_attachment;  /* slot the texture is attached to */
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	bool depth;         /* is a depth texture? */
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	bool stencil;       /* is a stencil texture? */
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	unsigned int bytesize; /* number of byte for one pixel */
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	int format;         /* GPUTextureFormat */
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	int components;     /* number of color/alpha channels */
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	int samples;        /* number of samples for multisamples textures. 0 if not multisample target */
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};
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/* ------ Memory Management ------- */
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/* Records every texture allocation / free
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 * to estimate the Texture Pool Memory consumption */
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static unsigned int memory_usage;
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static unsigned int gpu_texture_memory_footprint_compute(GPUTexture *tex)
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{
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	switch (tex->target) {
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		case GL_TEXTURE_1D:
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			return tex->bytesize * tex->w;
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		case GL_TEXTURE_1D_ARRAY:
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		case GL_TEXTURE_2D:
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			return tex->bytesize * tex->w * tex->h;
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		case GL_TEXTURE_2D_ARRAY:
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		case GL_TEXTURE_3D:
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			return tex->bytesize * tex->w * tex->h * tex->d;
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		case GL_TEXTURE_CUBE_MAP:
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			return tex->bytesize * 6 * tex->w * tex->h;
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		case GL_TEXTURE_CUBE_MAP_ARRAY:
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			return tex->bytesize * 6 * tex->w * tex->h * tex->d;
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		default:
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			return 0;
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	}
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}
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static void gpu_texture_memory_footprint_add(GPUTexture *tex)
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{
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	memory_usage += gpu_texture_memory_footprint_compute(tex);
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}
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static void gpu_texture_memory_footprint_remove(GPUTexture *tex)
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{
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	memory_usage -= gpu_texture_memory_footprint_compute(tex);
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}
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unsigned int GPU_texture_memory_usage_get(void)
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{
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	return memory_usage;
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}
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/* -------------------------------- */
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static GLenum gpu_texture_get_format(
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        int components, GPUTextureFormat data_type,
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        GLenum *format, GLenum *data_format, bool *is_depth, bool *is_stencil, unsigned int *bytesize)
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{
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	if (ELEM(data_type, GPU_DEPTH_COMPONENT24,
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	                    GPU_DEPTH_COMPONENT16,
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	                    GPU_DEPTH_COMPONENT32F))
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	{
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		*is_depth = true;
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		*is_stencil = false;
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		*data_format = GL_FLOAT;
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		*format = GL_DEPTH_COMPONENT;
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	}
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	else if (data_type == GPU_DEPTH24_STENCIL8) {
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		*is_depth = true;
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		*is_stencil = true;
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		*data_format = GL_UNSIGNED_INT_24_8;
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		*format = GL_DEPTH_STENCIL;
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	}
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	else {
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		*is_depth = false;
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		*is_stencil = false;
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		/* Integer formats */
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		if (ELEM(data_type, GPU_RG16I, GPU_R16I)) {
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			*data_format = GL_INT;
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			switch (components) {
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				case 1: *format = GL_RED_INTEGER; break;
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				case 2: *format = GL_RG_INTEGER; break;
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				case 3: *format = GL_RGB_INTEGER; break;
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				case 4: *format = GL_RGBA_INTEGER; break;
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				default: break;
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			}
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		}
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		else {
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			*data_format = GL_FLOAT;
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			switch (components) {
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				case 1: *format = GL_RED; break;
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				case 2: *format = GL_RG; break;
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				case 3: *format = GL_RGB; break;
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				case 4: *format = GL_RGBA; break;
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				default: break;
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			}
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		}
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	}
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	switch (data_type) {
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		case GPU_RGBA32F:
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			*bytesize = 32;
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			break;
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		case GPU_RG32F:
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		case GPU_RGBA16F:
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			*bytesize = 16;
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			break;
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		case GPU_RGB16F:
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			*bytesize = 12;
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			break;
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		case GPU_RG16F:
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		case GPU_RG16I:
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		case GPU_DEPTH24_STENCIL8:
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		case GPU_DEPTH_COMPONENT32F:
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		case GPU_RGBA8:
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		case GPU_R11F_G11F_B10F:
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		case GPU_R32F:
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			*bytesize = 4;
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			break;
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		case GPU_DEPTH_COMPONENT24:
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			*bytesize = 3;
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			break;
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		case GPU_DEPTH_COMPONENT16:
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		case GPU_R16F:
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		case GPU_R16I:
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		case GPU_RG8:
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			*bytesize = 2;
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			break;
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		case GPU_R8:
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			*bytesize = 1;
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			break;
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		default:
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			*bytesize = 0;
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			break;
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	}
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	/* You can add any of the available type to this list
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	 * For available types see GPU_texture.h */
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	switch (data_type) {
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		/* Formats texture & renderbuffer */
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		case GPU_RGBA32F: return GL_RGBA32F;
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		case GPU_RGBA16F: return GL_RGBA16F;
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		case GPU_RG32F: return GL_RG32F;
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		case GPU_RGB16F: return GL_RGB16F;
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		case GPU_RG16F: return GL_RG16F;
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		case GPU_RG16I: return GL_RG16I;
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		case GPU_RGBA8: return GL_RGBA8;
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		case GPU_R32F: return GL_R32F;
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		case GPU_R16F: return GL_R16F;
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		case GPU_R16I: return GL_R16I;
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		case GPU_RG8: return GL_RG8;
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		case GPU_R8: return GL_R8;
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		/* Special formats texture & renderbuffer */
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		case GPU_R11F_G11F_B10F: return GL_R11F_G11F_B10F;
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		case GPU_DEPTH24_STENCIL8: return GL_DEPTH24_STENCIL8;
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		/* Texture only format */
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		/* ** Add Format here **/
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		/* Special formats texture only */
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		/* ** Add Format here **/
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		/* Depth Formats */
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		case GPU_DEPTH_COMPONENT32F: return GL_DEPTH_COMPONENT32F;
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		case GPU_DEPTH_COMPONENT24: return GL_DEPTH_COMPONENT24;
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		case GPU_DEPTH_COMPONENT16: return GL_DEPTH_COMPONENT16;
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		default:
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			fprintf(stderr, "Texture format incorrect or unsupported\n");
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			return 0;
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	}
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}
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static float *GPU_texture_3D_rescale(GPUTexture *tex, int w, int h, int d, int channels, const float *fpixels)
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{
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	const unsigned int xf = w / tex->w, yf = h / tex->h, zf = d / tex->d;
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	float *nfpixels = MEM_mallocN(channels * sizeof(float) * tex->w * tex->h * tex->d, "GPUTexture Rescaled 3Dtex");
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	if (nfpixels) {
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		GPU_print_error_debug("You need to scale a 3D texture, feel the pain!");
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		for (unsigned k = 0; k < tex->d; k++) {
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			for (unsigned j = 0; j < tex->h; j++) {
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				for (unsigned i = 0; i < tex->w; i++) {
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					/* obviously doing nearest filtering here,
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					 * it's going to be slow in any case, let's not make it worse */
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					float xb = i * xf;
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					float yb = j * yf;
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					float zb = k * zf;
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					unsigned int offset = k * (tex->w * tex->h) + i * tex->h + j;
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					unsigned int offset_orig = (zb) * (w * h) + (xb) * h + (yb);
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					if (channels == 4) {
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						nfpixels[offset * 4] = fpixels[offset_orig * 4];
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						nfpixels[offset * 4 + 1] = fpixels[offset_orig * 4 + 1];
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						nfpixels[offset * 4 + 2] = fpixels[offset_orig * 4 + 2];
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						nfpixels[offset * 4 + 3] = fpixels[offset_orig * 4 + 3];
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					}
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					else
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						nfpixels[offset] = fpixels[offset_orig];
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				}
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			}
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		}
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	}
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	return nfpixels;
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}
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/* This tries to allocate video memory for a given texture
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 * If alloc fails, lower the resolution until it fits. */
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static bool gpu_texture_try_alloc(
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        GPUTexture *tex, GLenum proxy, GLenum internalformat, GLenum format, GLenum data_format,
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        int channels, bool try_rescale, const float *fpixels, float **rescaled_fpixels)
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{
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	int r_width;
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 | 
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	switch (proxy) {
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		case GL_PROXY_TEXTURE_1D:
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			glTexImage1D(proxy, 0, internalformat, tex->w, 0, format, data_format, NULL);
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			break;
 | 
						|
		case GL_PROXY_TEXTURE_1D_ARRAY:
 | 
						|
		case GL_PROXY_TEXTURE_2D:
 | 
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			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:
 | 
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			glTexImage3D(proxy, 0, internalformat, tex->w, tex->h, tex->d, 0, format, data_format, NULL);
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			break;
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	}
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	glGetTexLevelParameteriv(proxy, 0, GL_TEXTURE_WIDTH, &r_width);
 | 
						|
 | 
						|
	if (r_width == 0 && try_rescale) {
 | 
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		const int w = tex->w, h = tex->h, d = tex->d;
 | 
						|
 | 
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		/* 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:
 | 
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					*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->samples = samples;
 | 
						|
	tex->number = -1;
 | 
						|
	tex->refcount = 1;
 | 
						|
	tex->fb_attachment = -1;
 | 
						|
	tex->format = data_type;
 | 
						|
	tex->components = components;
 | 
						|
 | 
						|
	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, &tex->bytesize);
 | 
						|
 | 
						|
	gpu_texture_memory_footprint_add(tex);
 | 
						|
 | 
						|
	/* 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_NONE);
 | 
						|
		glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
 | 
						|
	}
 | 
						|
	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->samples = 0;
 | 
						|
	tex->number = -1;
 | 
						|
	tex->refcount = 1;
 | 
						|
	tex->fb_attachment = -1;
 | 
						|
	tex->format = data_type;
 | 
						|
	tex->components = components;
 | 
						|
 | 
						|
	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, &tex->bytesize);
 | 
						|
 | 
						|
	gpu_texture_memory_footprint_add(tex);
 | 
						|
 | 
						|
	/* 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_NONE);
 | 
						|
		glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
 | 
						|
	}
 | 
						|
	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 */
 | 
						|
	/* (is any of this obsolete now that we don't glEnable/Disable textures?) */
 | 
						|
	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;
 | 
						|
	tex->format = -1;
 | 
						|
	tex->components = -1;
 | 
						|
	tex->samples = 0;
 | 
						|
 | 
						|
	ima->gputexture[gputt] = tex;
 | 
						|
 | 
						|
	if (!glIsTexture(tex->bindcode)) {
 | 
						|
		GPU_print_error_debug("Blender Texture Not Loaded");
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		GLint w, h;
 | 
						|
 | 
						|
		GLenum gettarget;
 | 
						|
 | 
						|
		if (textarget == GL_TEXTURE_2D)
 | 
						|
			gettarget = GL_TEXTURE_2D;
 | 
						|
		else
 | 
						|
			gettarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X;
 | 
						|
 | 
						|
		glBindTexture(textarget, tex->bindcode);
 | 
						|
		glGetTexLevelParameteriv(gettarget, 0, GL_TEXTURE_WIDTH, &w);
 | 
						|
		glGetTexLevelParameteriv(gettarget, 0, GL_TEXTURE_HEIGHT, &h);
 | 
						|
		tex->w = w;
 | 
						|
		tex->h = h;
 | 
						|
	}
 | 
						|
 | 
						|
	glBindTexture(textarget, 0);
 | 
						|
 | 
						|
	return tex;
 | 
						|
}
 | 
						|
 | 
						|
GPUTexture *GPU_texture_from_preview(PreviewImage *prv, int mipmap)
 | 
						|
{
 | 
						|
	GPUTexture *tex = prv->gputexture[0];
 | 
						|
	GLuint bindcode = 0;
 | 
						|
	
 | 
						|
	if (tex)
 | 
						|
		bindcode = tex->bindcode;
 | 
						|
	
 | 
						|
	/* this binds a texture, so that's why we restore it to 0 */
 | 
						|
	if (bindcode == 0) {
 | 
						|
		GPU_create_gl_tex(&bindcode, prv->rect[0], NULL, prv->w[0], prv->h[0], GL_TEXTURE_2D, mipmap, 0, NULL);
 | 
						|
	}
 | 
						|
	if (tex) {
 | 
						|
		tex->bindcode = bindcode;
 | 
						|
		glBindTexture(GL_TEXTURE_2D, 0);
 | 
						|
		return tex;
 | 
						|
	}
 | 
						|
 | 
						|
	tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
 | 
						|
	tex->bindcode = bindcode;
 | 
						|
	tex->number = -1;
 | 
						|
	tex->refcount = 1;
 | 
						|
	tex->target = GL_TEXTURE_2D;
 | 
						|
	tex->target_base = GL_TEXTURE_2D;
 | 
						|
	tex->format = -1;
 | 
						|
	tex->components = -1;
 | 
						|
	
 | 
						|
	prv->gputexture[0] = tex;
 | 
						|
	
 | 
						|
	if (!glIsTexture(tex->bindcode)) {
 | 
						|
		GPU_print_error_debug("Blender Texture Not Loaded");
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		GLint w, h;
 | 
						|
 | 
						|
		glBindTexture(GL_TEXTURE_2D, tex->bindcode);
 | 
						|
		glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w);
 | 
						|
		glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h);
 | 
						|
		
 | 
						|
		tex->w = w;
 | 
						|
		tex->h = h;
 | 
						|
	}
 | 
						|
	
 | 
						|
	glBindTexture(GL_TEXTURE_2D, 0);
 | 
						|
	
 | 
						|
	return tex;
 | 
						|
 | 
						|
}
 | 
						|
 | 
						|
GPUTexture *GPU_texture_create_1D(int w, 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_custom_multisample(
 | 
						|
        int w, int h, int channels, GPUTextureFormat data_type, const float *pixels, int samples, char err_out[256])
 | 
						|
{
 | 
						|
	return GPU_texture_create_nD(w, h, 0, 2, pixels, data_type, channels, 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);
 | 
						|
}
 | 
						|
 | 
						|
GPUTexture *GPU_texture_create_depth_with_stencil_multisample(int w, int h, int samples, char err_out[256])
 | 
						|
{
 | 
						|
	return GPU_texture_create_nD(w, h, 0, 2, NULL, GPU_DEPTH24_STENCIL8, 1, samples, false, err_out);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_texture_update(GPUTexture *tex, const float *pixels)
 | 
						|
{
 | 
						|
	BLI_assert(tex->format > -1);
 | 
						|
	BLI_assert(tex->components > -1);
 | 
						|
 | 
						|
	GLenum format, data_format;
 | 
						|
	gpu_texture_get_format(tex->components, tex->format, &format, &data_format, &tex->depth, &tex->stencil, &tex->bytesize);
 | 
						|
 | 
						|
	glBindTexture(tex->target, tex->bindcode);
 | 
						|
 | 
						|
	switch (tex->target) {
 | 
						|
		case GL_TEXTURE_2D:
 | 
						|
		case GL_TEXTURE_2D_MULTISAMPLE:
 | 
						|
		case GL_TEXTURE_1D_ARRAY:
 | 
						|
			glTexSubImage2D(tex->target, 0, 0, 0, tex->w, tex->h, format, data_format, pixels);
 | 
						|
			break;
 | 
						|
		case GL_TEXTURE_1D:
 | 
						|
			glTexSubImage1D(tex->target, 0, 0, tex->w, format, data_format, pixels);
 | 
						|
			break;
 | 
						|
		case GL_TEXTURE_3D:
 | 
						|
		case GL_TEXTURE_2D_ARRAY:
 | 
						|
			glTexSubImage3D(tex->target, 0, 0, 0, 0, tex->w, tex->h, tex->d, format, data_format, pixels);
 | 
						|
			break;
 | 
						|
		default:
 | 
						|
			BLI_assert(!"tex->target mode not supported");
 | 
						|
	}
 | 
						|
 | 
						|
	glBindTexture(tex->target, 0);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_invalid_tex_init(void)
 | 
						|
{
 | 
						|
	memory_usage = 0;
 | 
						|
	const float color[4] = {1.0f, 0.0f, 1.0f, 1.0f};
 | 
						|
	GG.invalid_tex_1D = GPU_texture_create_1D(1, 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, tex->bindcode);
 | 
						|
	else
 | 
						|
		GPU_invalid_tex_bind(tex->target_base);
 | 
						|
 | 
						|
	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, 0);
 | 
						|
 | 
						|
	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, 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 mipmap = (use_filter)
 | 
						|
	       ? use_mipmap ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR
 | 
						|
	       : use_mipmap ? GL_NEAREST_MIPMAP_LINEAR : GL_NEAREST;
 | 
						|
	glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, mipmap);
 | 
						|
 | 
						|
	GLenum filter = use_filter ? GL_LINEAR : GL_NEAREST;
 | 
						|
	glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, filter);
 | 
						|
 | 
						|
	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);
 | 
						|
 | 
						|
		gpu_texture_memory_footprint_remove(tex);
 | 
						|
 | 
						|
		MEM_freeN(tex);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void GPU_texture_ref(GPUTexture *tex)
 | 
						|
{
 | 
						|
	tex->refcount++;
 | 
						|
}
 | 
						|
 | 
						|
int GPU_texture_target(const GPUTexture *tex)
 | 
						|
{
 | 
						|
	return tex->target;
 | 
						|
}
 | 
						|
 | 
						|
int GPU_texture_width(const GPUTexture *tex)
 | 
						|
{
 | 
						|
	return tex->w;
 | 
						|
}
 | 
						|
 | 
						|
int GPU_texture_height(const GPUTexture *tex)
 | 
						|
{
 | 
						|
	return tex->h;
 | 
						|
}
 | 
						|
 | 
						|
int GPU_texture_format(const GPUTexture *tex)
 | 
						|
{
 | 
						|
	return tex->format;
 | 
						|
}
 | 
						|
 | 
						|
int GPU_texture_samples(const GPUTexture *tex)
 | 
						|
{
 | 
						|
	return tex->samples;
 | 
						|
}
 | 
						|
 | 
						|
bool GPU_texture_depth(const GPUTexture *tex)
 | 
						|
{
 | 
						|
	return tex->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;
 | 
						|
}
 | 
						|
 |