Cleanup: GPU: Make icon drawing use GPUTexture
This remove all gl function calls. Adds a new sampler only for icon drawing.
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02c09773ea
commit
2840782d84
Notes:
blender-bot
2023-02-14 00:29:15 +01:00
Referenced by commit eb5cd628bd
, Fix T79089: Crash changing themes
Referenced by issue #79885, Icon Background Opaque for Animation channels
Referenced by issue #79397, Blurry ui icons on 2.90.0 Beta
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@ -31,6 +31,7 @@
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#include "GPU_immediate.h"
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#include "GPU_matrix.h"
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#include "GPU_state.h"
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#include "GPU_texture.h"
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#include "BLI_blenlib.h"
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#include "BLI_fileops_types.h"
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@ -134,7 +135,7 @@ typedef struct DrawInfo {
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} DrawInfo;
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typedef struct IconTexture {
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GLuint id[2];
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struct GPUTexture *tex[2];
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int num_textures;
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int w;
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int h;
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@ -151,7 +152,7 @@ typedef struct IconType {
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/* Static here to cache results of icon directory scan, so it's not
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* scanning the file-system each time the menu is drawn. */
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static struct ListBase iconfilelist = {NULL, NULL};
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static IconTexture icongltex = {{0, 0}, 0, 0, 0, 0.0f, 0.0f};
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static IconTexture icongltex = {{NULL, NULL}, 0, 0, 0, 0.0f, 0.0f};
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#ifndef WITH_HEADLESS
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@ -802,9 +803,12 @@ static ImBuf *create_mono_icon_with_border(ImBuf *buf,
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static void free_icons_textures(void)
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{
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if (icongltex.num_textures > 0) {
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glDeleteTextures(icongltex.num_textures, icongltex.id);
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icongltex.id[0] = 0;
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icongltex.id[1] = 0;
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for (int i = 0; i < 2; i++) {
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if (icongltex.tex[i]) {
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GPU_texture_free(icongltex.tex[i]);
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icongltex.tex[i] = NULL;
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}
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}
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icongltex.num_textures = 0;
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}
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}
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@ -854,69 +858,40 @@ void UI_icons_reload_internal_textures(void)
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/* Allocate OpenGL texture. */
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icongltex.num_textures = need_icons_with_border ? 2 : 1;
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glGenTextures(icongltex.num_textures, icongltex.id);
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/* Note the filter and LOD bias were tweaked to better preserve icon
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* sharpness at different UI scales. */
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if (icongltex.id[0]) {
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if (icongltex.tex[0] == NULL) {
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icongltex.w = b32buf->x;
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icongltex.h = b32buf->y;
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icongltex.invw = 1.0f / b32buf->x;
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icongltex.invh = 1.0f / b32buf->y;
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glBindTexture(GL_TEXTURE_2D, icongltex.id[0]);
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glTexImage2D(GL_TEXTURE_2D,
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0,
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GL_RGBA8,
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b32buf->x,
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b32buf->y,
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0,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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b32buf->rect);
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glTexImage2D(GL_TEXTURE_2D,
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1,
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GL_RGBA8,
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b16buf->x,
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b16buf->y,
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0,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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b16buf->rect);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, -0.5f);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
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glBindTexture(GL_TEXTURE_2D, 0);
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icongltex.tex[0] = GPU_texture_create_nD(b32buf->x,
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b32buf->y,
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0,
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2,
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b32buf->rect,
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GPU_RGBA8,
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GPU_DATA_UNSIGNED_BYTE,
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0,
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false,
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NULL);
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GPU_texture_add_mipmap(icongltex.tex[0], GPU_DATA_UNSIGNED_BYTE, 1, b16buf->rect);
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}
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if (need_icons_with_border && icongltex.id[1]) {
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glBindTexture(GL_TEXTURE_2D, icongltex.id[1]);
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glTexImage2D(GL_TEXTURE_2D,
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0,
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GL_RGBA8,
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b32buf_border->x,
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b32buf_border->y,
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0,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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b32buf_border->rect);
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glTexImage2D(GL_TEXTURE_2D,
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1,
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GL_RGBA8,
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b16buf_border->x,
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b16buf_border->y,
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0,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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b16buf_border->rect);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, -0.5f);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
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glBindTexture(GL_TEXTURE_2D, 0);
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if (need_icons_with_border && icongltex.tex[1] == NULL) {
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icongltex.tex[0] = GPU_texture_create_nD(b32buf_border->x,
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b32buf_border->y,
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0,
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2,
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b32buf_border->rect,
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GPU_RGBA8,
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GPU_DATA_UNSIGNED_BYTE,
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0,
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false,
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NULL);
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GPU_texture_add_mipmap(icongltex.tex[0], GPU_DATA_UNSIGNED_BYTE, 1, b16buf_border->rect);
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}
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}
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@ -1590,28 +1565,27 @@ void UI_icon_draw_cache_begin(void)
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g_icon_draw_cache.enabled = true;
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}
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static void icon_draw_cache_texture_flush_ex(GLuint texture,
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static void icon_draw_cache_texture_flush_ex(GPUTexture *texture,
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IconTextureDrawCall *texture_draw_calls)
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{
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if (texture_draw_calls->calls == 0) {
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return;
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}
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR);
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GPU_shader_bind(shader);
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int img_loc = GPU_shader_get_uniform(shader, "image");
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int img_binding = GPU_shader_get_texture_binding(shader, "image");
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int data_loc = GPU_shader_get_uniform(shader, "calls_data");
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glUniform1i(img_loc, 0);
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glUniform4fv(data_loc, ICON_DRAW_CACHE_SIZE * 3, (float *)texture_draw_calls->drawcall_cache);
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GPU_texture_bind(texture, img_binding);
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GPU_sampler_icon_bind(img_binding);
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GPU_shader_uniform_vector(
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shader, data_loc, 4, ICON_DRAW_CACHE_SIZE * 3, (float *)texture_draw_calls->drawcall_cache);
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GPU_draw_primitive(GPU_PRIM_TRIS, 6 * texture_draw_calls->calls);
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glBindTexture(GL_TEXTURE_2D, 0);
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GPU_texture_unbind(texture);
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texture_draw_calls->calls = 0;
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}
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@ -1634,11 +1608,11 @@ static void icon_draw_cache_flush_ex(bool only_full_caches)
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GPU_blend_set_func(GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
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if (!only_full_caches || g_icon_draw_cache.normal.calls == ICON_DRAW_CACHE_SIZE) {
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icon_draw_cache_texture_flush_ex(icongltex.id[0], &g_icon_draw_cache.normal);
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icon_draw_cache_texture_flush_ex(icongltex.tex[0], &g_icon_draw_cache.normal);
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}
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if (!only_full_caches || g_icon_draw_cache.border.calls == ICON_DRAW_CACHE_SIZE) {
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icon_draw_cache_texture_flush_ex(icongltex.id[1], &g_icon_draw_cache.border);
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icon_draw_cache_texture_flush_ex(icongltex.tex[1], &g_icon_draw_cache.border);
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}
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GPU_blend_set_func_separate(
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@ -1735,28 +1709,32 @@ static void icon_draw_texture(float x,
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y1 = iy * icongltex.invh;
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y2 = (iy + ih) * icongltex.invh;
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, with_border ? icongltex.id[1] : icongltex.id[0]);
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GPUTexture *texture = with_border ? icongltex.tex[1] : icongltex.tex[0];
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GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_IMAGE_RECT_COLOR);
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GPU_shader_bind(shader);
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int img_binding = GPU_shader_get_texture_binding(shader, "image");
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int color_loc = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_COLOR);
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int rect_tex_loc = GPU_shader_get_uniform(shader, "rect_icon");
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int rect_geom_loc = GPU_shader_get_uniform(shader, "rect_geom");
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if (rgb) {
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glUniform4f(
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GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_COLOR), rgb[0], rgb[1], rgb[2], alpha);
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GPU_shader_uniform_vector(shader, color_loc, 4, 1, (float[4]){UNPACK3(rgb), alpha});
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}
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else {
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glUniform4f(
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GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_COLOR), alpha, alpha, alpha, alpha);
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GPU_shader_uniform_vector(shader, color_loc, 4, 1, (float[4]){alpha, alpha, alpha, alpha});
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}
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glUniform1i(GPU_shader_get_uniform(shader, "image"), 0);
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glUniform4f(GPU_shader_get_uniform(shader, "rect_icon"), x1, y1, x2, y2);
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glUniform4f(GPU_shader_get_uniform(shader, "rect_geom"), x, y, x + w, y + h);
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GPU_shader_uniform_vector(shader, rect_tex_loc, 4, 1, (float[4]){x1, y1, x2, y2});
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GPU_shader_uniform_vector(shader, rect_geom_loc, 4, 1, (float[4]){x, y, x + w, y + h});
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GPU_texture_bind(texture, img_binding);
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GPU_sampler_icon_bind(img_binding);
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GPU_draw_primitive(GPU_PRIM_TRI_STRIP, 4);
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glBindTexture(GL_TEXTURE_2D, 0);
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GPU_texture_unbind(texture);
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GPU_blend_set_func_separate(
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GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
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@ -298,6 +298,8 @@ int GPU_texture_opengl_bindcode(const GPUTexture *tex);
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void GPU_texture_get_mipmap_size(GPUTexture *tex, int lvl, int *size);
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void GPU_sampler_icon_bind(int number);
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#ifdef __cplusplus
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}
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#endif
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@ -52,6 +52,7 @@ static struct GPUTextureGlobal {
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GPUTexture *invalid_tex_3D;
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/** Sampler objects used to replace internal texture parameters. */
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GLuint samplers[GPU_SAMPLER_MAX];
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GLuint icon_sampler;
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} GG = {NULL};
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/* Maximum number of FBOs a texture can be attached to. */
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@ -2176,11 +2177,23 @@ void GPU_samplers_init(void)
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* - GL_TEXTURE_LOD_BIAS is 0.0f.
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**/
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}
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/* Custom sampler for icons. */
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glGenSamplers(1, &GG.icon_sampler);
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glSamplerParameteri(GG.icon_sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
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glSamplerParameteri(GG.icon_sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameteri(GG.icon_sampler, GL_TEXTURE_LOD_BIAS, -0.5f);
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}
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void GPU_sampler_icon_bind(int unit)
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{
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glBindSampler(unit, GG.icon_sampler);
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}
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void GPU_samplers_free(void)
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{
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glDeleteSamplers(GPU_SAMPLER_MAX, GG.samplers);
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glDeleteSamplers(1, &GG.icon_sampler);
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}
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/** \} */
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