GPU: Add GPU_texture_copy
This allow to copy entire texture in a faster way than using framebuffer blitting. This uses ARB_copy_image extension if available and fallback to glCopyTexSubImage2D for older gl version. Both method should be as fast if not faster than the framebuffer blitting.
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@ -239,6 +239,8 @@ void GPU_texture_bind(GPUTexture *tex, int number);
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void GPU_texture_unbind(GPUTexture *tex);
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int GPU_texture_bound_number(GPUTexture *tex);
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void GPU_texture_copy(GPUTexture *dst, GPUTexture *src);
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void GPU_texture_generate_mipmap(GPUTexture *tex);
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void GPU_texture_compare_mode(GPUTexture *tex, bool use_compare);
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void GPU_texture_filter_mode(GPUTexture *tex, bool use_filter);
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@ -88,6 +88,9 @@ struct GPUTexture {
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int fb_attachment[GPU_TEX_MAX_FBO_ATTACHED];
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GPUFrameBuffer *fb[GPU_TEX_MAX_FBO_ATTACHED];
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/* Legacy workaround for texture copy. */
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GLuint copy_fb;
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GPUContext *copy_fb_ctx;
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};
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static uint gpu_get_bytesize(eGPUTextureFormat data_type);
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@ -1719,6 +1722,67 @@ void GPU_texture_generate_mipmap(GPUTexture *tex)
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gpu_texture_memory_footprint_add(tex);
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}
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/* Copy a texture content to a similar texture. Only Mip 0 is copied. */
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void GPU_texture_copy(GPUTexture *dst, GPUTexture *src)
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{
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BLI_assert(dst->target == src->target);
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BLI_assert(dst->w == src->w);
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BLI_assert(dst->h == src->h);
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BLI_assert(!GPU_texture_cube(src) && !GPU_texture_cube(dst));
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/* TODO support array / 3D textures. */
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BLI_assert(dst->d == 0);
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BLI_assert(dst->format == src->format);
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if (GLEW_ARB_copy_image) {
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/* Opengl 4.3 */
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glCopyImageSubData(src->bindcode,
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src->target,
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0,
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0,
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0,
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0,
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dst->bindcode,
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dst->target,
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0,
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0,
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0,
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0,
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src->w,
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src->h,
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1);
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}
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else {
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/* Fallback for older GL. */
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GLenum attachment = !GPU_texture_depth(src) ?
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GL_COLOR_ATTACHMENT0 :
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(GPU_texture_stencil(src) ? GL_DEPTH_STENCIL_ATTACHMENT :
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GL_DEPTH_ATTACHMENT);
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if (src->copy_fb == 0) {
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src->copy_fb = GPU_fbo_alloc();
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src->copy_fb_ctx = GPU_context_active_get();
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glBindFramebuffer(GL_READ_FRAMEBUFFER, src->copy_fb);
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glFramebufferTexture(GL_READ_FRAMEBUFFER, attachment, src->bindcode, 0);
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BLI_assert(glCheckFramebufferStatus(GL_READ_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
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}
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/* This means that this function can only be used in one context for each texture. */
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BLI_assert(src->copy_fb_ctx == GPU_context_active_get());
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glBindFramebuffer(GL_READ_FRAMEBUFFER, src->copy_fb);
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glReadBuffer(attachment);
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/* WATCH: glCopyTexSubImage2D might clamp the values to the [0,1] range
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* where glCopyImageSubData would not. */
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glBindTexture(dst->target, dst->bindcode);
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glCopyTexSubImage2D(dst->target, 0, 0, 0, 0, 0, src->w, src->h);
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glBindTexture(dst->target, 0);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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}
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}
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void GPU_texture_compare_mode(GPUTexture *tex, bool use_compare)
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{
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WARN_NOT_BOUND(tex);
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@ -1838,6 +1902,9 @@ void GPU_texture_free(GPUTexture *tex)
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if (tex->bindcode) {
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GPU_tex_free(tex->bindcode);
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}
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if (tex->copy_fb) {
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GPU_fbo_free(tex->copy_fb, tex->copy_fb_ctx);
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}
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gpu_texture_memory_footprint_remove(tex);
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