Modifications to GPU_texture:

-Remove NPOT check as it should be supported by default with OGL 3.3
-All custom texture creation follow the same path now
-Now explicit texture format is required when creating a custom texture (Non RGBA8)
-Support for arrays of textures

Reviewers: dfelinto, merwin

Differential Revision: https://developer.blender.org/D2452
This commit is contained in:
Clément Foucault 2017-02-03 16:01:32 +01:00
parent b1b5ded37f
commit 520ced4ad5
9 changed files with 552 additions and 426 deletions

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@ -160,7 +160,7 @@ static GPUTexture *create_field_texture(SmokeDomainSettings *sds)
default: return NULL;
}
return GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], 1, field);
return GPU_texture_create_3D_custom(sds->res[0], sds->res[1], sds->res[2], 1, GPU_R8, field, NULL);
}
typedef struct VolumeSlicer {

View File

@ -55,25 +55,112 @@ typedef struct GPUTexture GPUTexture;
* - if created with from_blender, will not free the texture
*/
typedef enum GPUHDRType {
GPU_HDR_NONE = 0,
GPU_HDR_HALF_FLOAT = 1,
GPU_HDR_FULL_FLOAT = (1 << 1),
} GPUHDRType;
/* Wrapper to supported OpenGL/Vulkan texture internal storage
* If you need a type just uncomment it. Be aware that some formats
* are not supported by renderbuffers. All of the following formats
* are part of the OpenGL 3.3 core
* specification. */
typedef enum GPUTextureFormat {
/* Formats texture & renderbuffer */
GPU_RGBA16F,
GPU_RGBA8,
GPU_RG32F,
GPU_RG16F,
GPU_R8,
#if 0
GPU_RGBA32F,
GPU_RGBA32I,
GPU_RGBA32UI,
GPU_RGBA16,
GPU_RGBA16I,
GPU_RGBA16UI,
GPU_RGBA8I,
GPU_RGBA8UI,
GPU_RG32I,
GPU_RG32UI,
GPU_RG16,
GPU_RG16I,
GPU_RG16UI,
GPU_RG8,
GPU_RG8I,
GPU_RG8UI,
GPU_R32F,
GPU_R32I,
GPU_R32UI,
GPU_R16F,
GPU_R16I,
GPU_R16UI,
GPU_R16,
GPU_R8I,
GPU_R8UI,
#endif
/* Special formats texture & renderbuffer */
#if 0
GPU_R11F_G11F_B10F,
GPU_RGB10_A2,
GPU_RGB10_A2UI,
GPU_DEPTH32F_STENCIL8,
GPU_DEPTH24_STENCIL8,
#endif
/* Texture only format */
#if 0
GPU_RGBA16_SNORM,
GPU_RGBA8_SNORM,
GPU_RGB32F,
GPU_RGB32I,
GPU_RGB32UI,
GPU_RGB16_SNORM,
GPU_RGB16F,
GPU_RGB16I,
GPU_RGB16UI,
GPU_RGB16,
GPU_RGB8_SNORM,
GPU_RGB8,
GPU_RGB8I,
GPU_RGB8UI,
GPU_RG16_SNORM,
GPU_RG8_SNORM,
GPU_R16_SNORM,
GPU_R8_SNORM,
#endif
/* Special formats texture only */
#if 0
GPU_SRGB8_A8,
GPU_SRGB8,
GPU_RGB9_E5,
GPU_COMPRESSED_RG_RGTC2,
GPU_COMPRESSED_SIGNED_RG_RGTC2,
GPU_COMPRESSED_RED_RGTC1,
GPU_COMPRESSED_SIGNED_RED_RGTC1,
#endif
/* Depth Formats */
GPU_DEPTH_COMPONENT32F,
GPU_DEPTH_COMPONENT24,
GPU_DEPTH_COMPONENT16,
} GPUTextureFormat;
GPUTexture *GPU_texture_create_1D(int w, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_2D(int w, int h, const float *pixels, GPUHDRType hdr, char err_out[256]);
GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, const float *fpixels);
GPUTexture *GPU_texture_create_1D_custom(
int w, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_2D(int w, int h, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_2D_custom(
int w, int h, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_2D_multisample(int w, int h, const float *pixels, int samples, char err_out[256]);
GPUTexture *GPU_texture_create_2D_array(int w, int h, int d, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_3D(int w, int h, int d, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_3D_custom(
int w, int h, int d, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256]);
GPUTexture *GPU_texture_create_vsm_shadow_map(int size, char err_out[256]);
GPUTexture *GPU_texture_create_2D_procedural(int w, int h, const float *pixels, bool repeat, char err_out[256]);
GPUTexture *GPU_texture_create_1D_procedural(int w, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_2D_multisample(
int w, int h, const float *pixels, GPUHDRType hdr, int samples, char err_out[256]);
GPUTexture *GPU_texture_create_depth_multisample(int w, int h, int samples, char err_out[256]);
GPUTexture *GPU_texture_from_blender(
struct Image *ima, struct ImageUser *iuser, int textarget, bool is_data, double time, int mipmap);
GPUTexture *GPU_texture_from_preview(struct PreviewImage *prv, int mipmap);
void GPU_invalid_tex_init(void);
void GPU_invalid_tex_bind(int mode);
void GPU_invalid_tex_free(void);
@ -81,12 +168,13 @@ void GPU_invalid_tex_free(void);
void GPU_texture_free(GPUTexture *tex);
void GPU_texture_ref(GPUTexture *tex);
void GPU_texture_bind(GPUTexture *tex, int number);
void GPU_texture_unbind(GPUTexture *tex);
int GPU_texture_bound_number(GPUTexture *tex);
void GPU_texture_filter_mode(GPUTexture *tex, bool compare, bool use_filter);
void GPU_texture_compare_mode(GPUTexture *tex, bool use_compare);
void GPU_texture_filter_mode(GPUTexture *tex, bool use_filter);
void GPU_texture_wrap_mode(GPUTexture *tex, bool use_repeat);
struct GPUFrameBuffer *GPU_texture_framebuffer(GPUTexture *tex);
int GPU_texture_framebuffer_attachment(GPUTexture *tex);

View File

@ -1192,7 +1192,7 @@ static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, const GPUType
#if 0
input->tex = GPU_texture_create_2D(link->texturesize, link->texturesize, link->ptr2, NULL);
#endif
input->tex = GPU_texture_create_2D(link->texturesize, 1, link->ptr1, GPU_HDR_NONE, NULL);
input->tex = GPU_texture_create_2D(link->texturesize, 1, link->ptr1, NULL);
input->textarget = GL_TEXTURE_2D;
MEM_freeN(link->ptr1);

View File

@ -225,7 +225,13 @@ static GPUTexture * create_concentric_sample_texture(int side)
}
}
tex = GPU_texture_create_1D_procedural(side * side, texels, NULL);
tex = GPU_texture_create_1D_custom(side * side, 2, GPU_RG16F, (float *)texels, NULL);
/* Set parameters */
GPU_texture_bind(tex, 0);
GPU_texture_filter_mode(tex, false);
GPU_texture_unbind(tex);
MEM_freeN(texels);
return tex;
}
@ -247,7 +253,13 @@ static GPUTexture *create_spiral_sample_texture(int numsaples)
texels[i][1] = r * sinf(phi);
}
tex = GPU_texture_create_1D_procedural(numsaples, (float *)texels, NULL);
tex = GPU_texture_create_1D_custom(numsaples, 2, GPU_RG16F, (float *)texels, NULL);
/* Set parameters */
GPU_texture_bind(tex, 0);
GPU_texture_filter_mode(tex, false);
GPU_texture_unbind(tex);
MEM_freeN(texels);
return tex;
}
@ -358,6 +370,7 @@ void GPU_fx_compositor_destroy(GPUFX *fx)
static GPUTexture * create_jitter_texture(void)
{
GPUTexture *tex;
float jitter[64 * 64][2];
int i;
@ -367,7 +380,15 @@ static GPUTexture * create_jitter_texture(void)
normalize_v2(jitter[i]);
}
return GPU_texture_create_2D_procedural(64, 64, &jitter[0][0], true, NULL);
tex = GPU_texture_create_2D_custom(64, 64, 2, GPU_RG16F, &jitter[0][0], NULL);
/* Set parameters */
GPU_texture_bind(tex, 0);
GPU_texture_filter_mode(tex, false);
GPU_texture_wrap_mode(tex, true);
GPU_texture_unbind(tex);
return tex;
}
@ -433,7 +454,7 @@ bool GPU_fx_compositor_initialize_passes(
if (!fx->color_buffer || !fx->depth_buffer || w != fx->gbuffer_dim[0] || h != fx->gbuffer_dim[1]) {
cleanup_fx_gl_data(fx, false);
if (!(fx->color_buffer = GPU_texture_create_2D(w, h, NULL, GPU_HDR_NONE, err_out))) {
if (!(fx->color_buffer = GPU_texture_create_2D(w, h, NULL, err_out))) {
printf(".256%s\n", err_out);
cleanup_fx_gl_data(fx, true);
return false;
@ -485,38 +506,42 @@ bool GPU_fx_compositor_initialize_passes(
{
if (!(fx->dof_half_downsampled_near = GPU_texture_create_2D(
fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_NONE, err_out)))
fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, err_out)))
{
printf("%.256s\n", err_out);
cleanup_fx_gl_data(fx, true);
return false;
}
if (!(fx->dof_half_downsampled_far = GPU_texture_create_2D(
fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_NONE, err_out)))
{
printf("%.256s\n", err_out);
cleanup_fx_gl_data(fx, true);
return false;
}
if (!(fx->dof_nearfar_coc = GPU_texture_create_2D_procedural(
fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, false, err_out)))
fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, err_out)))
{
printf("%.256s\n", err_out);
cleanup_fx_gl_data(fx, true);
return false;
}
if (!(fx->dof_nearfar_coc = GPU_texture_create_2D_custom(
fx->dof_downsampled_w, fx->dof_downsampled_h, 2, GPU_RG16F, NULL, err_out)))
{
printf("%.256s\n", err_out);
cleanup_fx_gl_data(fx, true);
return false;
}
GPU_texture_bind(fx->dof_nearfar_coc, 0);
GPU_texture_filter_mode(fx->dof_nearfar_coc, false);
GPU_texture_wrap_mode(fx->dof_nearfar_coc, false);
GPU_texture_unbind(fx->dof_nearfar_coc);
if (!(fx->dof_near_blur = GPU_texture_create_2D(
fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_HALF_FLOAT, err_out)))
if (!(fx->dof_near_blur = GPU_texture_create_2D_custom(
fx->dof_downsampled_w, fx->dof_downsampled_h, 2, GPU_RGBA16F, NULL, err_out)))
{
printf("%.256s\n", err_out);
cleanup_fx_gl_data(fx, true);
return false;
}
if (!(fx->dof_far_blur = GPU_texture_create_2D(
fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_HALF_FLOAT, err_out)))
if (!(fx->dof_far_blur = GPU_texture_create_2D_custom(
fx->dof_downsampled_w, fx->dof_downsampled_h, 2, GPU_RGBA16F, NULL, err_out)))
{
printf("%.256s\n", err_out);
cleanup_fx_gl_data(fx, true);
@ -531,21 +556,21 @@ bool GPU_fx_compositor_initialize_passes(
if (!fx->dof_near_coc_buffer || !fx->dof_near_coc_blurred_buffer || !fx->dof_near_coc_final_buffer) {
if (!(fx->dof_near_coc_buffer = GPU_texture_create_2D(
fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_NONE, err_out)))
fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, err_out)))
{
printf("%.256s\n", err_out);
cleanup_fx_gl_data(fx, true);
return false;
}
if (!(fx->dof_near_coc_blurred_buffer = GPU_texture_create_2D(
fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_NONE, err_out)))
fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, err_out)))
{
printf("%.256s\n", err_out);
cleanup_fx_gl_data(fx, true);
return false;
}
if (!(fx->dof_near_coc_final_buffer = GPU_texture_create_2D(
fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_NONE, err_out)))
fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, err_out)))
{
printf("%.256s\n", err_out);
cleanup_fx_gl_data(fx, true);
@ -564,7 +589,7 @@ bool GPU_fx_compositor_initialize_passes(
/* we need to pass data between shader stages, allocate an extra color buffer */
if (num_passes > 1) {
if (!fx->color_buffer_sec) {
if (!(fx->color_buffer_sec = GPU_texture_create_2D(w, h, NULL, GPU_HDR_NONE, err_out))) {
if (!(fx->color_buffer_sec = GPU_texture_create_2D(w, h, NULL, err_out))) {
printf(".256%s\n", err_out);
cleanup_fx_gl_data(fx, true);
return false;
@ -692,14 +717,16 @@ void GPU_fx_compositor_XRay_resolve(GPUFX *fx)
GPU_shader_bind(depth_resolve_shader);
GPU_texture_bind(fx->depth_buffer_xray, 0);
GPU_texture_filter_mode(fx->depth_buffer_xray, false, true);
GPU_texture_compare_mode(fx->depth_buffer_xray, false);
GPU_texture_filter_mode(fx->depth_buffer_xray, true);
GPU_shader_uniform_texture(depth_resolve_shader, interface->depth_uniform, fx->depth_buffer_xray);
/* draw */
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
/* disable bindings */
GPU_texture_filter_mode(fx->depth_buffer_xray, true, false);
GPU_texture_compare_mode(fx->depth_buffer_xray, true);
GPU_texture_filter_mode(fx->depth_buffer_xray, false);
GPU_texture_unbind(fx->depth_buffer_xray);
GPU_shader_unbind();
@ -814,7 +841,8 @@ bool GPU_fx_do_composite_pass(
GPU_shader_uniform_texture(ssao_shader, interface->color_uniform, src);
GPU_texture_bind(fx->depth_buffer, numslots++);
GPU_texture_filter_mode(fx->depth_buffer, false, true);
GPU_texture_compare_mode(fx->depth_buffer, false);
GPU_texture_filter_mode(fx->depth_buffer, true);
GPU_shader_uniform_texture(ssao_shader, interface->depth_uniform, fx->depth_buffer);
GPU_texture_bind(fx->jitter_buffer, numslots++);
@ -830,7 +858,8 @@ bool GPU_fx_do_composite_pass(
/* disable bindings */
GPU_texture_unbind(src);
GPU_texture_filter_mode(fx->depth_buffer, true, false);
GPU_texture_compare_mode(fx->depth_buffer, true);
GPU_texture_filter_mode(fx->depth_buffer, false);
GPU_texture_unbind(fx->depth_buffer);
GPU_texture_unbind(fx->jitter_buffer);
GPU_texture_unbind(fx->ssao_spiral_samples_tex);
@ -906,12 +935,13 @@ bool GPU_fx_do_composite_pass(
GPU_shader_uniform_vector(dof_shader_pass1, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim);
GPU_texture_bind(fx->depth_buffer, numslots++);
GPU_texture_filter_mode(fx->depth_buffer, false, false);
GPU_texture_compare_mode(fx->depth_buffer, false);
GPU_texture_filter_mode(fx->depth_buffer, false);
GPU_shader_uniform_texture(dof_shader_pass1, interface->depth_uniform, fx->depth_buffer);
GPU_texture_bind(src, numslots++);
/* disable filtering for the texture so custom downsample can do the right thing */
GPU_texture_filter_mode(src, false, false);
GPU_texture_filter_mode(src, false);
GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, src);
/* target is the downsampled coc buffer */
@ -925,9 +955,10 @@ bool GPU_fx_do_composite_pass(
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
/* disable bindings */
GPU_texture_filter_mode(src, false, true);
GPU_texture_filter_mode(src, true);
GPU_texture_unbind(src);
GPU_texture_filter_mode(fx->depth_buffer, true, false);
GPU_texture_compare_mode(fx->depth_buffer, true);
GPU_texture_filter_mode(fx->depth_buffer, false);
GPU_texture_unbind(fx->depth_buffer);
GPU_framebuffer_texture_detach(fx->dof_half_downsampled_near);
@ -958,7 +989,7 @@ bool GPU_fx_do_composite_pass(
GPU_texture_bind(fx->dof_half_downsampled_far, numslots++);
GPU_texture_bind(fx->dof_half_downsampled_near, numslots++);
GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, fx->dof_half_downsampled_far);
GPU_texture_filter_mode(fx->dof_half_downsampled_far, false, false);
GPU_texture_filter_mode(fx->dof_half_downsampled_far, false);
/* target is the downsampled coc buffer */
GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_far_blur, 0);
@ -978,7 +1009,7 @@ bool GPU_fx_do_composite_pass(
GPU_framebuffer_texture_detach(fx->dof_far_blur);
GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, fx->dof_half_downsampled_near);
GPU_texture_filter_mode(fx->dof_half_downsampled_near, false, false);
GPU_texture_filter_mode(fx->dof_half_downsampled_near, false);
selection[0] = 1.0f;
selection[1] = 0.0f;
@ -1018,14 +1049,15 @@ bool GPU_fx_do_composite_pass(
GPU_texture_bind(fx->dof_near_blur, numslots++);
GPU_shader_uniform_texture(dof_shader_pass3, interface->near_uniform, fx->dof_near_blur);
GPU_texture_filter_mode(fx->dof_near_blur, false, true);
GPU_texture_filter_mode(fx->dof_near_blur, true);
GPU_texture_bind(fx->dof_far_blur, numslots++);
GPU_shader_uniform_texture(dof_shader_pass3, interface->far_uniform, fx->dof_far_blur);
GPU_texture_filter_mode(fx->dof_far_blur, false, true);
GPU_texture_filter_mode(fx->dof_far_blur, true);
GPU_texture_bind(fx->depth_buffer, numslots++);
GPU_texture_filter_mode(fx->depth_buffer, false, false);
GPU_texture_compare_mode(fx->depth_buffer, false);
GPU_texture_filter_mode(fx->depth_buffer, false);
GPU_shader_uniform_texture(dof_shader_pass3, interface->depth_uniform, fx->depth_buffer);
GPU_texture_bind(src, numslots++);
@ -1040,7 +1072,7 @@ bool GPU_fx_do_composite_pass(
GPU_texture_unbind(fx->dof_near_blur);
GPU_texture_unbind(fx->dof_far_blur);
GPU_texture_unbind(src);
GPU_texture_filter_mode(fx->depth_buffer, true, false);
GPU_texture_compare_mode(fx->depth_buffer, true);
GPU_texture_unbind(fx->depth_buffer);
/* may not be attached, in that case this just returns */
@ -1100,7 +1132,8 @@ bool GPU_fx_do_composite_pass(
GPU_shader_uniform_texture(dof_shader_pass1, interface->color_uniform, src);
GPU_texture_bind(fx->depth_buffer, numslots++);
GPU_texture_filter_mode(fx->depth_buffer, false, true);
GPU_texture_compare_mode(fx->depth_buffer, false);
GPU_texture_filter_mode(fx->depth_buffer, true);
GPU_shader_uniform_texture(dof_shader_pass1, interface->depth_uniform, fx->depth_buffer);
/* target is the downsampled coc buffer */
@ -1111,7 +1144,8 @@ bool GPU_fx_do_composite_pass(
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
/* disable bindings */
GPU_texture_unbind(src);
GPU_texture_filter_mode(fx->depth_buffer, true, false);
GPU_texture_compare_mode(fx->depth_buffer, true);
GPU_texture_filter_mode(fx->depth_buffer, false);
GPU_texture_unbind(fx->depth_buffer);
GPU_framebuffer_texture_detach(fx->dof_near_coc_buffer);
@ -1137,7 +1171,8 @@ bool GPU_fx_do_composite_pass(
GPU_shader_uniform_vector(dof_shader_pass2, interface->viewvecs_uniform, 4, 3, viewvecs[0]);
GPU_texture_bind(fx->depth_buffer, numslots++);
GPU_texture_filter_mode(fx->depth_buffer, false, true);
GPU_texture_compare_mode(fx->depth_buffer, false);
GPU_texture_filter_mode(fx->depth_buffer, true);
GPU_shader_uniform_texture(dof_shader_pass2, interface->depth_uniform, fx->depth_buffer);
GPU_texture_bind(fx->dof_near_coc_buffer, numslots++);
@ -1165,7 +1200,8 @@ bool GPU_fx_do_composite_pass(
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
/* *unbind/detach */
GPU_texture_filter_mode(fx->depth_buffer, true, false);
GPU_texture_compare_mode(fx->depth_buffer, true);
GPU_texture_filter_mode(fx->depth_buffer, false);
GPU_texture_unbind(fx->depth_buffer);
GPU_texture_unbind(fx->dof_near_coc_final_buffer);
@ -1249,7 +1285,8 @@ bool GPU_fx_do_composite_pass(
GPU_shader_uniform_texture(dof_shader_pass5, interface->medium_blurred_uniform, fx->dof_near_coc_buffer);
GPU_texture_bind(fx->depth_buffer, numslots++);
GPU_texture_filter_mode(fx->depth_buffer, false, true);
GPU_texture_compare_mode(fx->depth_buffer, false);
GPU_texture_filter_mode(fx->depth_buffer, true);
GPU_shader_uniform_texture(dof_shader_pass5, interface->depth_uniform, fx->depth_buffer);
/* if this is the last pass, prepare for rendering on the frambuffer */
@ -1260,7 +1297,8 @@ bool GPU_fx_do_composite_pass(
GPU_texture_unbind(fx->dof_near_coc_buffer);
GPU_texture_unbind(fx->dof_near_coc_blurred_buffer);
GPU_texture_unbind(src);
GPU_texture_filter_mode(fx->depth_buffer, true, false);
GPU_texture_compare_mode(fx->depth_buffer, true);
GPU_texture_filter_mode(fx->depth_buffer, false);
GPU_texture_unbind(fx->depth_buffer);
/* may not be attached, in that case this just returns */

View File

@ -1404,31 +1404,40 @@ void GPU_create_smoke(SmokeModifierData *smd, int highres)
if (smoke_has_colors(sds->fluid)) {
float *data = MEM_callocN(sizeof(float) * sds->total_cells * 4, "smokeColorTexture");
smoke_get_rgba(sds->fluid, data, 0);
sds->tex = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], 4, data);
sds->tex = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], data, NULL);
MEM_freeN(data);
}
/* density only */
else {
sds->tex = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], 1, smoke_get_density(sds->fluid));
sds->tex = GPU_texture_create_3D_custom(sds->res[0], sds->res[1], sds->res[2], 1,
GPU_R8, smoke_get_density(sds->fluid), NULL);
}
sds->tex_flame = (smoke_has_fuel(sds->fluid)) ? GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], 1, smoke_get_flame(sds->fluid)) : NULL;
sds->tex_flame = (smoke_has_fuel(sds->fluid)) ?
GPU_texture_create_3D_custom(sds->res[0], sds->res[1], sds->res[2], 1,
GPU_R8, smoke_get_flame(sds->fluid), NULL) :
NULL;
}
else if (!sds->tex && highres) {
/* rgba texture for color + density */
if (smoke_turbulence_has_colors(sds->wt)) {
float *data = MEM_callocN(sizeof(float) * smoke_turbulence_get_cells(sds->wt) * 4, "smokeColorTexture");
smoke_turbulence_get_rgba(sds->wt, data, 0);
sds->tex = GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 4, data);
sds->tex = GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], data, NULL);
MEM_freeN(data);
}
/* density only */
else {
sds->tex = GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 1, smoke_turbulence_get_density(sds->wt));
sds->tex = GPU_texture_create_3D_custom(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 1,
GPU_R8, smoke_turbulence_get_density(sds->wt), NULL);
}
sds->tex_flame = (smoke_turbulence_has_fuel(sds->wt)) ? GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 1, smoke_turbulence_get_flame(sds->wt)) : NULL;
sds->tex_flame = (smoke_turbulence_has_fuel(sds->wt)) ?
GPU_texture_create_3D_custom(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 1,
GPU_R8, smoke_turbulence_get_flame(sds->wt), NULL):
NULL;
}
sds->tex_shadow = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], 1, sds->shadow);
sds->tex_shadow = GPU_texture_create_3D_custom(sds->res[0], sds->res[1], sds->res[2], 1,
GPU_R8, sds->shadow, NULL);
}
#else // WITH_SMOKE
(void)highres;

View File

@ -54,7 +54,7 @@ struct GPUFrameBuffer {
static void GPU_print_framebuffer_error(GLenum status, char err_out[256])
{
const char *format = "GPUFrameBuffer: framebuffer status %s";
const char *format = "GPUFrameBuffer: framebuffer status %s\n";
const char *err = "unknown";
#define format_status(X) \
@ -453,7 +453,7 @@ GPUOffScreen *GPU_offscreen_create(int width, int height, int samples, char err_
return NULL;
}
ofs->color = GPU_texture_create_2D_multisample(width, height, NULL, GPU_HDR_NONE, samples, err_out);
ofs->color = GPU_texture_create_2D_multisample(width, height, NULL, samples, err_out);
if (!ofs->color) {
GPU_offscreen_free(ofs);
return NULL;

View File

@ -2369,6 +2369,11 @@ static void gpu_lamp_shadow_free(GPULamp *lamp)
}
}
static GPUTexture *gpu_lamp_create_vsm_shadow_map(int size)
{
return GPU_texture_create_2D_custom(size, size, 2, GPU_RG32F, NULL, NULL);
}
GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par)
{
Lamp *la;
@ -2415,7 +2420,7 @@ GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par)
}
/* Shadow color map */
lamp->tex = GPU_texture_create_vsm_shadow_map(lamp->size, NULL);
lamp->tex = gpu_lamp_create_vsm_shadow_map(lamp->size);
if (!lamp->tex) {
gpu_lamp_shadow_free(lamp);
return lamp;
@ -2438,7 +2443,7 @@ GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par)
return lamp;
}
lamp->blurtex = GPU_texture_create_vsm_shadow_map(lamp->size * 0.5, NULL);
lamp->blurtex = gpu_lamp_create_vsm_shadow_map(lamp->size * 0.5);
if (!lamp->blurtex) {
gpu_lamp_shadow_free(lamp);
return lamp;

View File

@ -49,9 +49,8 @@ static struct GPUTextureGlobal {
} GG = {NULL, NULL, NULL};
/* GPUTexture */
struct GPUTexture {
int w, h; /* width/height */
int w, h, d; /* width/height/depth */
int number; /* number for multitexture binding */
int refcount; /* reference count */
GLenum target; /* GL_TEXTURE_* */
@ -62,259 +61,63 @@ struct GPUTexture {
GPUFrameBuffer *fb; /* GPUFramebuffer this texture is attached to */
int fb_attachment; /* slot the texture is attached to */
int depth; /* is a depth texture? if 3D how deep? */
bool depth; /* is a depth texture? */
};
static unsigned char *GPU_texture_convert_pixels(int length, const float *fpixels)
static GLenum GPU_texture_get_format(int components, GPUTextureFormat data_type, GLenum *format, bool *is_depth)
{
unsigned char *pixels, *p;
const float *fp = fpixels;
const int len = 4 * length;
if (data_type == GPU_DEPTH_COMPONENT24 ||
data_type == GPU_DEPTH_COMPONENT16 ||
data_type == GPU_DEPTH_COMPONENT32F)
{
*is_depth = true;
*format = GL_DEPTH_COMPONENT;
}
else {
*is_depth = false;
p = pixels = MEM_callocN(sizeof(unsigned char) * len, "GPUTexturePixels");
switch (components) {
case 1: *format = GL_RED; break;
case 2: *format = GL_RG; break;
case 3: *format = GL_RGB; break;
case 4: *format = GL_RGBA; break;
default: break;
}
}
for (int a = 0; a < len; a++, p++, fp++)
*p = FTOCHAR((*fp));
return pixels;
/* You can add any of the available type to this list
* For available types see GPU_texture.h */
switch (data_type) {
/* Formats texture & renderbuffer */
case GPU_RGBA16F: return GL_RGBA16F;
case GPU_RG32F: return GL_RG32F;
case GPU_RGBA8: return GL_RGBA8;
case GPU_R8: return GL_R8;
/* Special formats texture & renderbuffer */
/* ** Add Format here **/
/* Texture only format */
/* ** Add Format here **/
/* Special formats texture only */
/* ** Add Format here **/
/* Depth Formats */
case GPU_DEPTH_COMPONENT32F: return GL_DEPTH_COMPONENT32F;
case GPU_DEPTH_COMPONENT24: return GL_DEPTH_COMPONENT24;
case GPU_DEPTH_COMPONENT16: return GL_DEPTH_COMPONENT16;
default:
fprintf(stderr, "Texture format incorrect or unsupported\n");
return 0;
}
}
static void GPU_glTexSubImageEmpty(GLenum target, GLenum format, int x, int y, int w, int h)
static float *GPU_texture_3D_rescale(GPUTexture *tex, int w, int h, int d, int channels, const float *fpixels)
{
void *pixels = MEM_callocN(sizeof(char) * 4 * w * h, "GPUTextureEmptyPixels");
if (target == GL_TEXTURE_1D)
glTexSubImage1D(target, 0, x, w, format, GL_UNSIGNED_BYTE, pixels);
else
glTexSubImage2D(target, 0, x, y, w, h, format, GL_UNSIGNED_BYTE, pixels);
MEM_freeN(pixels);
}
static GPUTexture *GPU_texture_create_nD(
int w, int h, int n, const float *fpixels, int depth,
GPUHDRType hdr_type, int components, int samples,
char err_out[256])
{
GLenum type, format, internalformat;
void *pixels = NULL;
if (samples) {
CLAMP_MAX(samples, GPU_max_color_texture_samples());
}
GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->w = w;
tex->h = h;
tex->number = -1;
tex->refcount = 1;
tex->target = (n == 1) ? GL_TEXTURE_1D : (samples ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D);
tex->target_base = (n == 1) ? GL_TEXTURE_1D : GL_TEXTURE_2D;
tex->depth = depth;
tex->fb_attachment = -1;
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;
}
#if 0 /* this should be a compile-time check */
if (!GPU_full_non_power_of_two_support()) {
tex->w = power_of_2_max_i(tex->w);
tex->h = power_of_2_max_i(tex->h);
}
#endif
tex->number = 0;
glBindTexture(tex->target, tex->bindcode);
if (depth) {
type = GL_UNSIGNED_BYTE;
format = GL_DEPTH_COMPONENT;
internalformat = GL_DEPTH_COMPONENT;
}
else {
type = GL_FLOAT;
if (components == 4) {
format = GL_RGBA;
switch (hdr_type) {
case GPU_HDR_NONE:
internalformat = GL_RGBA8;
break;
/* the following formats rely on ARB_texture_float or OpenGL 3.0 */
case GPU_HDR_HALF_FLOAT:
internalformat = GL_RGBA16F_ARB;
break;
case GPU_HDR_FULL_FLOAT:
internalformat = GL_RGBA32F_ARB;
break;
default:
break;
}
}
else if (components == 2) {
/* these formats rely on ARB_texture_rg or OpenGL 3.0 */
format = GL_RG;
switch (hdr_type) {
case GPU_HDR_NONE:
internalformat = GL_RG8;
break;
case GPU_HDR_HALF_FLOAT:
internalformat = GL_RG16F;
break;
case GPU_HDR_FULL_FLOAT:
internalformat = GL_RG32F;
break;
default:
break;
}
}
if (fpixels && hdr_type == GPU_HDR_NONE) {
type = GL_UNSIGNED_BYTE;
pixels = GPU_texture_convert_pixels(w * h, fpixels);
}
}
if (tex->target == GL_TEXTURE_1D) {
glTexImage1D(tex->target, 0, internalformat, tex->w, 0, format, type, NULL);
if (fpixels) {
glTexSubImage1D(tex->target, 0, 0, w, format, type,
pixels ? pixels : fpixels);
if (tex->w > w) {
GPU_glTexSubImageEmpty(tex->target, format, w, 0, tex->w - w, 1);
}
}
}
else {
if (samples) {
glTexImage2DMultisample(tex->target, samples, internalformat, tex->w, tex->h, true);
}
else {
glTexImage2D(tex->target, 0, internalformat, tex->w, tex->h, 0,
format, type, NULL);
}
if (fpixels) {
glTexSubImage2D(tex->target, 0, 0, 0, w, h,
format, type, pixels ? pixels : fpixels);
if (tex->w > w)
GPU_glTexSubImageEmpty(tex->target, format, w, 0, tex->w - w, tex->h);
if (tex->h > h)
GPU_glTexSubImageEmpty(tex->target, format, 0, h, w, tex->h - h);
}
}
if (pixels)
MEM_freeN(pixels);
if (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_COMPARE_R_TO_TEXTURE);
glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(tex->target_base, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
}
else {
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
if (tex->target_base != GL_TEXTURE_1D) {
glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
else
glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
return tex;
}
GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, const float *fpixels)
{
GLenum type, format, internalformat;
void *pixels = NULL;
GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->w = w;
tex->h = h;
tex->depth = depth;
tex->number = -1;
tex->refcount = 1;
tex->target = GL_TEXTURE_3D;
tex->target_base = GL_TEXTURE_3D;
glGenTextures(1, &tex->bindcode);
if (!tex->bindcode) {
fprintf(stderr, "GPUTexture: texture create failed");
GPU_texture_free(tex);
return NULL;
}
tex->number = 0;
glBindTexture(tex->target, tex->bindcode);
type = GL_FLOAT;
if (channels == 4) {
format = GL_RGBA;
internalformat = GL_RGBA8;
}
else {
format = GL_RED;
internalformat = GL_INTENSITY8;
}
/* 3D textures are quite heavy, test if it's possible to create them first */
glTexImage3D(GL_PROXY_TEXTURE_3D, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, NULL);
bool rescale = false;
int r_width;
glGetTexLevelParameteriv(GL_PROXY_TEXTURE_3D, 0, GL_TEXTURE_WIDTH, &r_width);
while (r_width == 0) {
rescale = true;
tex->w /= 2;
tex->h /= 2;
tex->depth /= 2;
glTexImage3D(GL_PROXY_TEXTURE_3D, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, NULL);
glGetTexLevelParameteriv(GL_PROXY_TEXTURE_3D, 0, GL_TEXTURE_WIDTH, &r_width);
}
/* really unlikely to happen but keep this just in case */
tex->w = max_ii(tex->w, 1);
tex->h = max_ii(tex->h, 1);
tex->depth = max_ii(tex->depth, 1);
#if 0
if (fpixels)
pixels = GPU_texture_convert_pixels(w*h*depth, fpixels);
#endif
/* hardcore stuff, 3D texture rescaling - warning, this is gonna hurt your performance a lot, but we need it
* for gooseberry */
if (rescale && fpixels) {
/* FIXME: should these be floating point? */
const unsigned int xf = w / tex->w, yf = h / tex->h, zf = depth / tex->depth;
float *tex3d = MEM_mallocN(channels * sizeof(float) * tex->w * tex->h * tex->depth, "tex3d");
const unsigned int xf = w / tex->w, yf = h / tex->h, zf = d / tex->d;
float *nfpixels = MEM_mallocN(channels * sizeof(float) * tex->w * tex->h * tex->d, "GPUTexture Rescaled 3Dtex");
if (nfpixels) {
GPU_print_error_debug("You need to scale a 3D texture, feel the pain!");
for (unsigned k = 0; k < tex->depth; k++) {
for (unsigned k = 0; k < tex->d; k++) {
for (unsigned j = 0; j < tex->h; j++) {
for (unsigned i = 0; i < tex->w; i++) {
/* obviously doing nearest filtering here,
@ -326,33 +129,212 @@ GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, const f
unsigned int offset_orig = (zb) * (w * h) + (xb) * h + (yb);
if (channels == 4) {
tex3d[offset * 4] = fpixels[offset_orig * 4];
tex3d[offset * 4 + 1] = fpixels[offset_orig * 4 + 1];
tex3d[offset * 4 + 2] = fpixels[offset_orig * 4 + 2];
tex3d[offset * 4 + 3] = fpixels[offset_orig * 4 + 3];
nfpixels[offset * 4] = fpixels[offset_orig * 4];
nfpixels[offset * 4 + 1] = fpixels[offset_orig * 4 + 1];
nfpixels[offset * 4 + 2] = fpixels[offset_orig * 4 + 2];
nfpixels[offset * 4 + 3] = fpixels[offset_orig * 4 + 3];
}
else
tex3d[offset] = fpixels[offset_orig];
nfpixels[offset] = fpixels[offset_orig];
}
}
}
glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, tex3d);
MEM_freeN(tex3d);
}
else if (fpixels) {
glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->depth, 0, format, type, fpixels);
}
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
return nfpixels;
}
if (pixels)
MEM_freeN(pixels);
/* This tries to allocate video memory for a given texture
* If alloc fails, lower the resolution until it fits. */
static bool GPU_texture_try_alloc(
GPUTexture *tex, GLenum proxy, GLenum internalformat, GLenum format, int channels,
bool try_rescale, const float *fpixels, float **rescaled_fpixels)
{
int r_width;
switch (proxy) {
case GL_PROXY_TEXTURE_1D:
glTexImage1D(proxy, 0, internalformat, tex->w, 0, format, GL_FLOAT, NULL);
break;
case GL_PROXY_TEXTURE_2D:
glTexImage2D(proxy, 0, internalformat, tex->w, tex->h, 0, format, GL_FLOAT, NULL);
break;
case GL_PROXY_TEXTURE_3D:
glTexImage3D(proxy, 0, internalformat, tex->w, tex->h, tex->d, 0, format, GL_FLOAT, NULL);
break;
}
glGetTexLevelParameteriv(proxy, 0, GL_TEXTURE_WIDTH, &r_width);
if (r_width == 0 && try_rescale) {
const int w = tex->w, h = tex->h, d = tex->d;
/* 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, GL_FLOAT, NULL);
else if (proxy == GL_PROXY_TEXTURE_2D)
glTexImage2D(proxy, 0, internalformat, tex->w, tex->h, 0, format, GL_FLOAT, NULL);
else if (proxy == GL_PROXY_TEXTURE_3D)
glTexImage3D(proxy, 0, internalformat, tex->w, tex->h, tex->d, 0, format, GL_FLOAT, 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:
*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])
{
GLenum format, internalformat, proxy;
float *rescaled_fpixels = NULL;
const float *pix;
bool valid;
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->number = -1;
tex->refcount = 1;
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 == 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 == 3) {
tex->target_base = tex->target = GL_TEXTURE_3D;
}
tex->fb_attachment = -1;
if (samples && n == 2 && d == 0)
tex->target = GL_TEXTURE_2D_MULTISAMPLE;
internalformat = GPU_texture_get_format(components, data_type, &format, &tex->depth);
/* 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 */
if (d > 0) {
proxy = GL_PROXY_TEXTURE_3D;
}
else if (h > 0) {
proxy = GL_PROXY_TEXTURE_2D;
}
else {
proxy = GL_PROXY_TEXTURE_1D;
}
valid = GPU_texture_try_alloc(tex, proxy, internalformat, 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 */
pix = (rescaled_fpixels) ? rescaled_fpixels : fpixels;
if (tex->target == GL_TEXTURE_1D) {
glTexImage1D(tex->target, 0, internalformat, tex->w, 0, format, GL_FLOAT, pix);
}
else if (tex->target == GL_TEXTURE_1D_ARRAY ||
tex->target == GL_TEXTURE_2D ||
tex->target == GL_TEXTURE_2D_MULTISAMPLE)
{
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, GL_FLOAT, pix);
}
else {
glTexImage2D(tex->target, 0, internalformat, tex->w, tex->h, 0, format, GL_FLOAT, pix);
}
}
else {
glTexImage3D(tex->target, 0, internalformat, tex->w, tex->h, tex->d, 0, format, GL_FLOAT, 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_COMPARE_R_TO_TEXTURE);
glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(tex->target_base, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
}
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);
@ -464,114 +446,64 @@ GPUTexture *GPU_texture_from_preview(PreviewImage *prv, int mipmap)
}
GPUTexture *GPU_texture_create_1D(int w, const float *fpixels, char err_out[256])
GPUTexture *GPU_texture_create_1D(int w, const float *pixels, char err_out[256])
{
GPUTexture *tex = GPU_texture_create_nD(w, 1, 1, fpixels, 0, GPU_HDR_NONE, 4, 0, err_out);
if (tex)
GPU_texture_unbind(tex);
return tex;
return GPU_texture_create_nD(w, 0, 0, 1, pixels, GPU_RGBA8, 4, 0, false, err_out);
}
GPUTexture *GPU_texture_create_2D(int w, int h, const float *fpixels, GPUHDRType hdr, char err_out[256])
GPUTexture *GPU_texture_create_1D_custom(
int w, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256])
{
GPUTexture *tex = GPU_texture_create_nD(w, h, 2, fpixels, 0, hdr, 4, 0, err_out);
if (tex)
GPU_texture_unbind(tex);
return tex;
return GPU_texture_create_nD(w, 0, 0, 1, pixels, data_type, channels, 0, false, err_out);
}
GPUTexture *GPU_texture_create_2D_multisample(
int w, int h, const float *fpixels, GPUHDRType hdr, int samples, char err_out[256])
GPUTexture *GPU_texture_create_2D(int w, int h, const float *pixels, char err_out[256])
{
GPUTexture *tex = GPU_texture_create_nD(w, h, 2, fpixels, 0, hdr, 4, samples, err_out);
return GPU_texture_create_nD(w, h, 0, 2, pixels, GPU_RGBA8, 4, 0, false, err_out);
}
if (tex)
GPU_texture_unbind(tex);
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);
}
return tex;
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_array(int w, int h, int d, const float *pixels, char err_out[256])
{
return GPU_texture_create_nD(w, h, d, 2, pixels, GPU_RGBA8, 4, 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_depth(int w, int h, char err_out[256])
{
GPUTexture *tex = GPU_texture_create_nD(w, h, 2, NULL, 1, GPU_HDR_NONE, 1, 0, err_out);
if (tex)
GPU_texture_unbind(tex);
return tex;
return GPU_texture_create_nD(w, h, 0, 2, NULL, GPU_DEPTH_COMPONENT24, 1, 0, false, err_out);
}
GPUTexture *GPU_texture_create_depth_multisample(int w, int h, int samples, char err_out[256])
{
GPUTexture *tex = GPU_texture_create_nD(w, h, 2, NULL, 1, GPU_HDR_NONE, 1, samples, err_out);
if (tex)
GPU_texture_unbind(tex);
return tex;
}
/**
* A shadow map for VSM needs two components (depth and depth^2)
*/
GPUTexture *GPU_texture_create_vsm_shadow_map(int size, char err_out[256])
{
GPUTexture *tex = GPU_texture_create_nD(size, size, 2, NULL, 0, GPU_HDR_FULL_FLOAT, 2, 0, err_out);
if (tex) {
/* Now we tweak some of the settings */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GPU_texture_unbind(tex);
}
return tex;
}
GPUTexture *GPU_texture_create_2D_procedural(int w, int h, const float *pixels, bool repeat, char err_out[256])
{
GPUTexture *tex = GPU_texture_create_nD(w, h, 2, pixels, 0, GPU_HDR_HALF_FLOAT, 2, 0, err_out);
if (tex) {
/* Now we tweak some of the settings */
if (repeat) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
GPU_texture_unbind(tex);
}
return tex;
}
GPUTexture *GPU_texture_create_1D_procedural(int w, const float *pixels, char err_out[256])
{
GPUTexture *tex = GPU_texture_create_nD(w, 0, 1, pixels, 0, GPU_HDR_HALF_FLOAT, 2, 0, err_out);
if (tex) {
/* Now we tweak some of the settings */
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
GPU_texture_unbind(tex);
}
return tex;
return GPU_texture_create_nD(w, h, 0, 2, NULL, GPU_DEPTH_COMPONENT24, 1, samples, false, err_out);
}
void GPU_invalid_tex_init(void)
{
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, GPU_HDR_NONE, NULL);
GG.invalid_tex_3D = GPU_texture_create_3D(1, 1, 1, 4, color);
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)
@ -624,7 +556,13 @@ void GPU_texture_bind(GPUTexture *tex, int number)
else
GPU_invalid_tex_bind(tex->target_base);
glEnable(tex->target_base); /* TODO: remove this line once we're using GLSL everywhere */
/* TODO: remove this lines once we're using GLSL everywhere */
GLenum target = tex->target_base;
if (tex->target_base == GL_TEXTURE_1D_ARRAY)
target = GL_TEXTURE_2D;
if (tex->target_base == GL_TEXTURE_2D_ARRAY)
target = GL_TEXTURE_3D;
glEnable(target);
if (number != 0)
glActiveTexture(GL_TEXTURE0);
@ -646,7 +584,14 @@ void GPU_texture_unbind(GPUTexture *tex)
glActiveTexture(GL_TEXTURE0 + tex->number);
glBindTexture(tex->target_base, 0);
glDisable(tex->target_base); /* TODO: remove this line */
/* TODO: remove this lines */
GLenum target = tex->target_base;
if (tex->target_base == GL_TEXTURE_1D_ARRAY)
target = GL_TEXTURE_2D;
if (tex->target_base == GL_TEXTURE_2D_ARRAY)
target = GL_TEXTURE_3D;
glDisable(target);
if (tex->number != 0)
glActiveTexture(GL_TEXTURE0);
@ -659,7 +604,7 @@ int GPU_texture_bound_number(GPUTexture *tex)
return tex->number;
}
void GPU_texture_filter_mode(GPUTexture *tex, bool compare, bool use_filter)
void GPU_texture_compare_mode(GPUTexture *tex, bool use_compare)
{
if (tex->number >= GPU_max_textures()) {
fprintf(stderr, "Not enough texture slots.\n");
@ -672,13 +617,54 @@ void GPU_texture_filter_mode(GPUTexture *tex, bool compare, bool use_filter)
if (tex->number != 0)
glActiveTexture(GL_TEXTURE0 + tex->number);
if (tex->depth) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, compare ? GL_COMPARE_R_TO_TEXTURE : GL_NONE);
/* 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(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
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_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);

View File

@ -62,7 +62,7 @@ void GPU_viewport_free(GPUViewport *viewport)
bool GPU_viewport_debug_depth_create(GPUViewport *viewport, int width, int height, char err_out[256])
{
viewport->debug_depth = GPU_texture_create_2D(width, height, NULL, GPU_HDR_HALF_FLOAT, err_out);
viewport->debug_depth = GPU_texture_create_2D_custom(width, height, 4, GPU_RGBA16F, NULL, err_out);
return (viewport->debug_depth != NULL);
}