This avoid crashes when a thread without GL context tries to free a shader. Fix #145966 Fix #144526 Pull Request: https://projects.blender.org/blender/blender/pulls/146720
813 lines
26 KiB
C++
813 lines
26 KiB
C++
/* SPDX-FileCopyrightText: 2020 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*/
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#include <string>
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#include "BLI_assert.h"
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#include "BLI_string.h"
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#include "DNA_userdef_types.h"
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#include "GPU_capabilities.hh"
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#include "GPU_framebuffer.hh"
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#include "GPU_platform.hh"
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#include "GPU_vertex_buffer.hh" /* TODO: should be `gl_vertex_buffer.hh`. */
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#include "gl_backend.hh"
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#include "gl_debug.hh"
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#include "gl_state.hh"
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#include "gl_texture.hh"
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namespace blender::gpu {
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/* -------------------------------------------------------------------- */
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/** \name Creation & Deletion
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* \{ */
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GLTexture::GLTexture(const char *name) : Texture(name)
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{
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BLI_assert(GLContext::get() != nullptr);
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glGenTextures(1, &tex_id_);
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}
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GLTexture::~GLTexture()
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{
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if (framebuffer_) {
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GPU_framebuffer_free(framebuffer_);
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}
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GLContext *ctx = GLContext::get();
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if (ctx != nullptr && is_bound_) {
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/* This avoid errors when the texture is still inside the bound texture array. */
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ctx->state_manager->texture_unbind(this);
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ctx->state_manager->image_unbind(this);
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}
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GLContext::texture_free(tex_id_);
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}
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bool GLTexture::init_internal()
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{
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target_ = to_gl_target(type_);
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/* We need to bind once to define the texture type. */
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GLContext::state_manager_active_get()->texture_bind_temp(this);
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if (!this->proxy_check(0)) {
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return false;
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}
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GLenum internal_format = to_gl_internal_format(format_);
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const bool is_cubemap = bool(type_ == GPU_TEXTURE_CUBE);
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const int dimensions = (is_cubemap) ? 2 : this->dimensions_count();
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switch (dimensions) {
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default:
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case 1:
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glTexStorage1D(target_, mipmaps_, internal_format, w_);
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break;
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case 2:
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glTexStorage2D(target_, mipmaps_, internal_format, w_, h_);
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break;
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case 3:
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glTexStorage3D(target_, mipmaps_, internal_format, w_, h_, d_);
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break;
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}
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this->mip_range_set(0, mipmaps_ - 1);
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/* Avoid issue with formats not supporting filtering. Nearest by default. */
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if (GLContext::direct_state_access_support) {
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glTextureParameteri(tex_id_, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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}
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else {
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glTexParameteri(target_, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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}
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debug::object_label(GL_TEXTURE, tex_id_, name_);
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return true;
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}
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bool GLTexture::init_internal(VertBuf *vbo)
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{
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GLVertBuf *gl_vbo = static_cast<GLVertBuf *>(vbo);
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target_ = to_gl_target(type_);
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/* We need to bind once to define the texture type. */
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GLContext::state_manager_active_get()->texture_bind_temp(this);
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GLenum internal_format = to_gl_internal_format(format_);
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if (GLContext::direct_state_access_support) {
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glTextureBuffer(tex_id_, internal_format, gl_vbo->vbo_id_);
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}
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else {
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glTexBuffer(target_, internal_format, gl_vbo->vbo_id_);
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}
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debug::object_label(GL_TEXTURE, tex_id_, name_);
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return true;
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}
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bool GLTexture::init_internal(gpu::Texture *src,
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int mip_offset,
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int layer_offset,
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bool use_stencil)
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{
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const GLTexture *gl_src = static_cast<const GLTexture *>(src);
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GLenum internal_format = to_gl_internal_format(format_);
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target_ = to_gl_target(type_);
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glTextureView(tex_id_,
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target_,
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gl_src->tex_id_,
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internal_format,
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mip_offset,
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mipmaps_,
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layer_offset,
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this->layer_count());
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debug::object_label(GL_TEXTURE, tex_id_, name_);
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/* Stencil view support. */
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if (ELEM(format_, TextureFormat::SFLOAT_32_DEPTH_UINT_8)) {
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stencil_texture_mode_set(use_stencil);
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}
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return true;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Operations
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* \{ */
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void GLTexture::update_sub_direct_state_access(
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int mip, int offset[3], int extent[3], GLenum format, GLenum type, const void *data)
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{
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if (format_flag_ & GPU_FORMAT_COMPRESSED) {
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size_t size = ((extent[0] + 3) / 4) * ((extent[1] + 3) / 4) * to_block_size(format_);
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switch (this->dimensions_count()) {
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default:
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case 1:
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glCompressedTextureSubImage1D(tex_id_, mip, offset[0], extent[0], format, size, data);
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break;
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case 2:
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glCompressedTextureSubImage2D(
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tex_id_, mip, UNPACK2(offset), UNPACK2(extent), format, size, data);
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break;
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case 3:
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glCompressedTextureSubImage3D(
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tex_id_, mip, UNPACK3(offset), UNPACK3(extent), format, size, data);
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break;
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}
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}
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else {
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switch (this->dimensions_count()) {
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default:
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case 1:
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glTextureSubImage1D(tex_id_, mip, offset[0], extent[0], format, type, data);
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break;
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case 2:
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glTextureSubImage2D(tex_id_, mip, UNPACK2(offset), UNPACK2(extent), format, type, data);
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break;
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case 3:
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glTextureSubImage3D(tex_id_, mip, UNPACK3(offset), UNPACK3(extent), format, type, data);
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break;
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}
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}
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has_pixels_ = true;
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}
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void GLTexture::update_sub(
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int mip, int offset[3], int extent[3], eGPUDataFormat type, const void *data)
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{
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BLI_assert(validate_data_format(format_, type));
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BLI_assert(data != nullptr);
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if (mip >= mipmaps_) {
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debug::raise_gl_error("Updating a miplvl on a texture too small to have this many levels.");
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return;
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}
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const int dimensions = this->dimensions_count();
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GLenum gl_format = to_gl_data_format(format_);
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GLenum gl_type = to_gl(type);
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/* Some drivers have issues with cubemap & glTextureSubImage3D even if it is correct. */
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if (GLContext::direct_state_access_support && (type_ != GPU_TEXTURE_CUBE)) {
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this->update_sub_direct_state_access(mip, offset, extent, gl_format, gl_type, data);
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return;
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}
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GLContext::state_manager_active_get()->texture_bind_temp(this);
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if (type_ == GPU_TEXTURE_CUBE) {
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for (int i = 0; i < extent[2]; i++) {
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GLenum target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + offset[2] + i;
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glTexSubImage2D(target, mip, UNPACK2(offset), UNPACK2(extent), gl_format, gl_type, data);
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}
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}
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else if (format_flag_ & GPU_FORMAT_COMPRESSED) {
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size_t size = ((extent[0] + 3) / 4) * ((extent[1] + 3) / 4) * to_block_size(format_);
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switch (dimensions) {
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default:
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case 1:
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glCompressedTexSubImage1D(target_, mip, offset[0], extent[0], gl_format, size, data);
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break;
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case 2:
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glCompressedTexSubImage2D(
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target_, mip, UNPACK2(offset), UNPACK2(extent), gl_format, size, data);
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break;
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case 3:
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glCompressedTexSubImage3D(
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target_, mip, UNPACK3(offset), UNPACK3(extent), gl_format, size, data);
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break;
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}
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}
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else {
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switch (dimensions) {
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default:
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case 1:
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glTexSubImage1D(target_, mip, offset[0], extent[0], gl_format, gl_type, data);
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break;
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case 2:
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glTexSubImage2D(target_, mip, UNPACK2(offset), UNPACK2(extent), gl_format, gl_type, data);
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break;
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case 3:
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glTexSubImage3D(target_, mip, UNPACK3(offset), UNPACK3(extent), gl_format, gl_type, data);
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break;
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}
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}
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has_pixels_ = true;
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}
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void GLTexture::update_sub(int offset[3],
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int extent[3],
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eGPUDataFormat format,
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GPUPixelBuffer *pixbuf)
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{
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/* Update texture from pixel buffer. */
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BLI_assert(validate_data_format(format_, format));
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BLI_assert(pixbuf != nullptr);
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const int dimensions = this->dimensions_count();
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GLenum gl_format = to_gl_data_format(format_);
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GLenum gl_type = to_gl(format);
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/* Temporarily Bind texture. */
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GLContext::state_manager_active_get()->texture_bind_temp(this);
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/* Bind pixel buffer for source data. */
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GLint pix_buf_handle = (GLint)GPU_pixel_buffer_get_native_handle(pixbuf).handle;
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pix_buf_handle);
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switch (dimensions) {
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default:
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case 1:
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glTexSubImage1D(target_, 0, offset[0], extent[0], gl_format, gl_type, nullptr);
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break;
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case 2:
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glTexSubImage2D(target_, 0, UNPACK2(offset), UNPACK2(extent), gl_format, gl_type, nullptr);
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break;
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case 3:
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glTexSubImage3D(target_, 0, UNPACK3(offset), UNPACK3(extent), gl_format, gl_type, nullptr);
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break;
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}
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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}
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void GLTexture::generate_mipmap()
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{
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/* Allow users to provide mipmaps stored in compressed textures.
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* Skip generating mipmaps to avoid overriding the existing ones. */
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if (format_flag_ & GPU_FORMAT_COMPRESSED) {
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return;
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}
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/* Some drivers have bugs when using #glGenerateMipmap with depth textures (see #56789).
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* In this case we just create a complete texture with mipmaps manually without
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* down-sampling. You must initialize the texture levels using other methods. */
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if (format_flag_ & GPU_FORMAT_DEPTH) {
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return;
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}
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if (GLContext::generate_mipmap_workaround) {
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/* Broken glGenerateMipmap, don't call it and render without mipmaps.
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* If no top level pixels have been filled in, the levels will get filled by
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* other means and there is no need to disable mipmapping. */
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if (has_pixels_) {
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this->mip_range_set(0, 0);
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}
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return;
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}
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/* Down-sample from mip 0 using implementation. */
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if (GLContext::direct_state_access_support) {
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glGenerateTextureMipmap(tex_id_);
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}
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else {
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GLContext::state_manager_active_get()->texture_bind_temp(this);
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glGenerateMipmap(target_);
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}
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}
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void GLTexture::clear(eGPUDataFormat data_format, const void *data)
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{
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BLI_assert(validate_data_format(format_, data_format));
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/* Note: do not use glClearTexImage, even if it is available (via
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* extension or GL 4.4). It causes GL framebuffer binding to be
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* way slower at least on some drivers (e.g. Win10 / NV RTX 3080,
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* but also reportedly others), as if glClearTexImage causes
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* "pixel data" to exist which is then uploaded CPU -> GPU at bind
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* time. */
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gpu::FrameBuffer *prev_fb = GPU_framebuffer_active_get();
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FrameBuffer *fb = this->framebuffer_get();
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fb->bind(true);
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fb->clear_attachment(this->attachment_type(0), data_format, data);
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GPU_framebuffer_bind(prev_fb);
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}
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void GLTexture::copy_to(Texture *dst_)
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{
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GLTexture *dst = static_cast<GLTexture *>(dst_);
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GLTexture *src = this;
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BLI_assert((dst->w_ == src->w_) && (dst->h_ == src->h_) && (dst->d_ == src->d_));
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BLI_assert(dst->format_ == src->format_);
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BLI_assert(dst->type_ == src->type_);
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int mip = 0;
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/* NOTE: mip_size_get() won't override any dimension that is equal to 0. */
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int extent[3] = {1, 1, 1};
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this->mip_size_get(mip, extent);
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glCopyImageSubData(
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src->tex_id_, target_, mip, 0, 0, 0, dst->tex_id_, target_, mip, 0, 0, 0, UNPACK3(extent));
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has_pixels_ = true;
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}
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void *GLTexture::read(int mip, eGPUDataFormat type)
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{
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BLI_assert(!(format_flag_ & GPU_FORMAT_COMPRESSED));
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BLI_assert(mip <= mipmaps_ || mip == 0);
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BLI_assert(validate_data_format(format_, type));
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/* NOTE: mip_size_get() won't override any dimension that is equal to 0. */
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int extent[3] = {1, 1, 1};
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this->mip_size_get(mip, extent);
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size_t sample_len = extent[0] * extent[1] * extent[2];
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size_t sample_size = to_bytesize(format_, type);
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size_t texture_size = sample_len * sample_size;
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/* AMD Pro driver have a bug that write 8 bytes past buffer size
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* if the texture is big. (see #66573) */
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void *data = MEM_mallocN(texture_size + 8, "GPU_texture_read");
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GLenum gl_format = to_gl_data_format(
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format_ == TextureFormat::SFLOAT_32_DEPTH_UINT_8 ? TextureFormat::SFLOAT_32_DEPTH : format_);
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GLenum gl_type = to_gl(type);
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if (GLContext::direct_state_access_support) {
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glGetTextureImage(tex_id_, mip, gl_format, gl_type, texture_size, data);
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}
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else {
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GLContext::state_manager_active_get()->texture_bind_temp(this);
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if (type_ == GPU_TEXTURE_CUBE) {
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size_t cube_face_size = texture_size / 6;
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char *pdata = (char *)data;
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for (int i = 0; i < 6; i++, pdata += cube_face_size) {
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glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, mip, gl_format, gl_type, pdata);
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}
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}
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else {
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glGetTexImage(target_, mip, gl_format, gl_type, data);
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}
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}
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return data;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Getters & setters
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* \{ */
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void GLTexture::swizzle_set(const char swizzle[4])
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{
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GLint gl_swizzle[4] = {(GLint)swizzle_to_gl(swizzle[0]),
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(GLint)swizzle_to_gl(swizzle[1]),
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(GLint)swizzle_to_gl(swizzle[2]),
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(GLint)swizzle_to_gl(swizzle[3])};
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if (GLContext::direct_state_access_support) {
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glTextureParameteriv(tex_id_, GL_TEXTURE_SWIZZLE_RGBA, gl_swizzle);
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}
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else {
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GLContext::state_manager_active_get()->texture_bind_temp(this);
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glTexParameteriv(target_, GL_TEXTURE_SWIZZLE_RGBA, gl_swizzle);
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}
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}
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void GLTexture::stencil_texture_mode_set(bool use_stencil)
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{
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BLI_assert(GLContext::stencil_texturing_support);
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GLint value = use_stencil ? GL_STENCIL_INDEX : GL_DEPTH_COMPONENT;
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if (GLContext::direct_state_access_support) {
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glTextureParameteri(tex_id_, GL_DEPTH_STENCIL_TEXTURE_MODE, value);
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}
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else {
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GLContext::state_manager_active_get()->texture_bind_temp(this);
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glTexParameteri(target_, GL_DEPTH_STENCIL_TEXTURE_MODE, value);
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}
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}
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void GLTexture::mip_range_set(int min, int max)
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{
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BLI_assert(min <= max && min >= 0 && max <= mipmaps_);
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mip_min_ = min;
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mip_max_ = max;
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if (GLContext::direct_state_access_support) {
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glTextureParameteri(tex_id_, GL_TEXTURE_BASE_LEVEL, min);
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glTextureParameteri(tex_id_, GL_TEXTURE_MAX_LEVEL, max);
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}
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else {
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GLContext::state_manager_active_get()->texture_bind_temp(this);
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glTexParameteri(target_, GL_TEXTURE_BASE_LEVEL, min);
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glTexParameteri(target_, GL_TEXTURE_MAX_LEVEL, max);
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}
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}
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FrameBuffer *GLTexture::framebuffer_get()
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{
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if (framebuffer_) {
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return framebuffer_;
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}
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BLI_assert(!(type_ & GPU_TEXTURE_1D));
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framebuffer_ = GPU_framebuffer_create(name_);
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framebuffer_->attachment_set(this->attachment_type(0), GPU_ATTACHMENT_TEXTURE(this));
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has_pixels_ = true;
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return framebuffer_;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Sampler objects
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* \{ */
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/** A function that maps GPUSamplerExtendMode values to their OpenGL enum counterparts. */
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static inline GLenum to_gl(GPUSamplerExtendMode extend_mode)
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{
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switch (extend_mode) {
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case GPU_SAMPLER_EXTEND_MODE_EXTEND:
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return GL_CLAMP_TO_EDGE;
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case GPU_SAMPLER_EXTEND_MODE_REPEAT:
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return GL_REPEAT;
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case GPU_SAMPLER_EXTEND_MODE_MIRRORED_REPEAT:
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return GL_MIRRORED_REPEAT;
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case GPU_SAMPLER_EXTEND_MODE_CLAMP_TO_BORDER:
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return GL_CLAMP_TO_BORDER;
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default:
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BLI_assert_unreachable();
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return GL_CLAMP_TO_EDGE;
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}
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}
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GLuint GLTexture::samplers_state_cache_[GPU_SAMPLER_EXTEND_MODES_COUNT]
|
|
[GPU_SAMPLER_EXTEND_MODES_COUNT]
|
|
[GPU_SAMPLER_FILTERING_TYPES_COUNT] = {};
|
|
GLuint GLTexture::custom_samplers_state_cache_[GPU_SAMPLER_CUSTOM_TYPES_COUNT] = {};
|
|
|
|
void GLTexture::samplers_init()
|
|
{
|
|
glGenSamplers(samplers_state_cache_count_, &samplers_state_cache_[0][0][0]);
|
|
|
|
for (int extend_yz_i = 0; extend_yz_i < GPU_SAMPLER_EXTEND_MODES_COUNT; extend_yz_i++) {
|
|
const GPUSamplerExtendMode extend_yz = static_cast<GPUSamplerExtendMode>(extend_yz_i);
|
|
const GLenum extend_t = to_gl(extend_yz);
|
|
|
|
for (int extend_x_i = 0; extend_x_i < GPU_SAMPLER_EXTEND_MODES_COUNT; extend_x_i++) {
|
|
const GPUSamplerExtendMode extend_x = static_cast<GPUSamplerExtendMode>(extend_x_i);
|
|
const GLenum extend_s = to_gl(extend_x);
|
|
|
|
for (int filtering_i = 0; filtering_i < GPU_SAMPLER_FILTERING_TYPES_COUNT; filtering_i++) {
|
|
const GPUSamplerFiltering filtering = GPUSamplerFiltering(filtering_i);
|
|
|
|
const GLenum mag_filter = (filtering & GPU_SAMPLER_FILTERING_LINEAR) ? GL_LINEAR :
|
|
GL_NEAREST;
|
|
const GLenum linear_min_filter = (filtering & GPU_SAMPLER_FILTERING_MIPMAP) ?
|
|
GL_LINEAR_MIPMAP_LINEAR :
|
|
GL_LINEAR;
|
|
const GLenum nearest_min_filter = (filtering & GPU_SAMPLER_FILTERING_MIPMAP) ?
|
|
GL_NEAREST_MIPMAP_LINEAR :
|
|
GL_NEAREST;
|
|
const GLenum min_filter = (filtering & GPU_SAMPLER_FILTERING_LINEAR) ? linear_min_filter :
|
|
nearest_min_filter;
|
|
|
|
GLuint sampler = samplers_state_cache_[extend_yz_i][extend_x_i][filtering_i];
|
|
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, extend_s);
|
|
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, extend_t);
|
|
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_R, extend_t);
|
|
glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, min_filter);
|
|
glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, mag_filter);
|
|
|
|
/* Other states are left to default:
|
|
* - GL_TEXTURE_BORDER_COLOR is {0, 0, 0, 0}.
|
|
* - GL_TEXTURE_MIN_LOD is -1000.
|
|
* - GL_TEXTURE_MAX_LOD is 1000.
|
|
* - GL_TEXTURE_LOD_BIAS is 0.0f.
|
|
*/
|
|
|
|
const GPUSamplerState sampler_state = {filtering, extend_x, extend_yz};
|
|
const std::string sampler_name = sampler_state.to_string();
|
|
debug::object_label(GL_SAMPLER, sampler, sampler_name.c_str());
|
|
}
|
|
}
|
|
}
|
|
samplers_update();
|
|
|
|
glGenSamplers(GPU_SAMPLER_CUSTOM_TYPES_COUNT, custom_samplers_state_cache_);
|
|
|
|
/* Compare sampler for depth textures. */
|
|
GLuint compare_sampler = custom_samplers_state_cache_[GPU_SAMPLER_CUSTOM_COMPARE];
|
|
glSamplerParameteri(compare_sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glSamplerParameteri(compare_sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glSamplerParameteri(compare_sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glSamplerParameteri(compare_sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glSamplerParameteri(compare_sampler, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
|
glSamplerParameteri(compare_sampler, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
|
|
glSamplerParameteri(compare_sampler, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
|
|
|
|
debug::object_label(GL_SAMPLER, compare_sampler, "compare");
|
|
|
|
/* Custom sampler for icons. The icon texture is sampled within the shader using a -0.5f LOD
|
|
* bias. */
|
|
GLuint icon_sampler = custom_samplers_state_cache_[GPU_SAMPLER_CUSTOM_ICON];
|
|
glSamplerParameteri(icon_sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
|
|
glSamplerParameteri(icon_sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
debug::object_label(GL_SAMPLER, icon_sampler, "icons");
|
|
}
|
|
|
|
void GLTexture::samplers_update()
|
|
{
|
|
if (!GLContext::texture_filter_anisotropic_support) {
|
|
return;
|
|
}
|
|
|
|
float max_anisotropy = 1.0f;
|
|
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &max_anisotropy);
|
|
|
|
const float anisotropic_filter = min_ff(max_anisotropy, U.anisotropic_filter);
|
|
|
|
for (int extend_yz_i = 0; extend_yz_i < GPU_SAMPLER_EXTEND_MODES_COUNT; extend_yz_i++) {
|
|
for (int extend_x_i = 0; extend_x_i < GPU_SAMPLER_EXTEND_MODES_COUNT; extend_x_i++) {
|
|
for (int filtering_i = 0; filtering_i < GPU_SAMPLER_FILTERING_TYPES_COUNT; filtering_i++) {
|
|
const GPUSamplerFiltering filtering = GPUSamplerFiltering(filtering_i);
|
|
|
|
if ((filtering & GPU_SAMPLER_FILTERING_ANISOTROPIC) &&
|
|
(filtering & GPU_SAMPLER_FILTERING_MIPMAP))
|
|
{
|
|
glSamplerParameterf(samplers_state_cache_[extend_yz_i][extend_x_i][filtering_i],
|
|
GL_TEXTURE_MAX_ANISOTROPY_EXT,
|
|
anisotropic_filter);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void GLTexture::samplers_free()
|
|
{
|
|
glDeleteSamplers(samplers_state_cache_count_, &samplers_state_cache_[0][0][0]);
|
|
glDeleteSamplers(GPU_SAMPLER_CUSTOM_TYPES_COUNT, custom_samplers_state_cache_);
|
|
}
|
|
|
|
GLuint GLTexture::get_sampler(const GPUSamplerState &sampler_state)
|
|
{
|
|
/* Internal sampler states are signal values and do not correspond to actual samplers. */
|
|
BLI_assert(sampler_state.type != GPU_SAMPLER_STATE_TYPE_INTERNAL);
|
|
|
|
if (sampler_state.type == GPU_SAMPLER_STATE_TYPE_CUSTOM) {
|
|
return custom_samplers_state_cache_[sampler_state.custom_type];
|
|
}
|
|
|
|
return samplers_state_cache_[sampler_state.extend_yz][sampler_state.extend_x]
|
|
[sampler_state.filtering];
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Proxy texture
|
|
*
|
|
* Dummy texture to see if the implementation supports the requested size.
|
|
* \{ */
|
|
|
|
bool GLTexture::proxy_check(int mip)
|
|
{
|
|
/* NOTE: This only checks if this mipmap is valid / supported.
|
|
* TODO(fclem): make the check cover the whole mipmap chain. */
|
|
|
|
/* Manual validation first, since some implementation have issues with proxy creation. */
|
|
int max_size = GPU_max_texture_size();
|
|
int max_3d_size = GPU_max_texture_3d_size();
|
|
int max_cube_size = GLContext::max_cubemap_size;
|
|
int size[3] = {1, 1, 1};
|
|
this->mip_size_get(mip, size);
|
|
|
|
if (type_ & GPU_TEXTURE_ARRAY) {
|
|
if (this->layer_count() > GPU_max_texture_layers()) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (type_ == GPU_TEXTURE_3D) {
|
|
if (size[0] > max_3d_size || size[1] > max_3d_size || size[2] > max_3d_size) {
|
|
return false;
|
|
}
|
|
}
|
|
else if ((type_ & ~GPU_TEXTURE_ARRAY) == GPU_TEXTURE_2D) {
|
|
if (size[0] > max_size || size[1] > max_size) {
|
|
return false;
|
|
}
|
|
}
|
|
else if ((type_ & ~GPU_TEXTURE_ARRAY) == GPU_TEXTURE_1D) {
|
|
if (size[0] > max_size) {
|
|
return false;
|
|
}
|
|
}
|
|
else if ((type_ & ~GPU_TEXTURE_ARRAY) == GPU_TEXTURE_CUBE) {
|
|
if (size[0] > max_cube_size) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_WIN, GPU_DRIVER_ANY) ||
|
|
GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_OFFICIAL))
|
|
{
|
|
/* Some AMD drivers have a faulty `GL_PROXY_TEXTURE_..` check.
|
|
* (see #55888, #56185, #59351).
|
|
* Checking with `GL_PROXY_TEXTURE_..` doesn't prevent `Out Of Memory` issue,
|
|
* it just states that the OGL implementation can support the texture.
|
|
* So we already manually check the maximum size and maximum number of layers.
|
|
* Same thing happens on Nvidia/macOS 10.15 (#78175). */
|
|
return true;
|
|
}
|
|
|
|
GLenum gl_proxy = to_gl_proxy(type_);
|
|
GLenum internal_format = to_gl_internal_format(format_);
|
|
GLenum gl_format = to_gl_data_format(format_);
|
|
GLenum gl_type = to_gl(to_texture_data_format(format_));
|
|
/* Small exception. */
|
|
int dimensions = (type_ == GPU_TEXTURE_CUBE) ? 2 : this->dimensions_count();
|
|
|
|
if (format_flag_ & GPU_FORMAT_COMPRESSED) {
|
|
size_t img_size = ((size[0] + 3) / 4) * ((size[1] + 3) / 4) * to_block_size(format_);
|
|
switch (dimensions) {
|
|
default:
|
|
case 1:
|
|
glCompressedTexImage1D(gl_proxy, mip, size[0], 0, gl_format, img_size, nullptr);
|
|
break;
|
|
case 2:
|
|
glCompressedTexImage2D(gl_proxy, mip, UNPACK2(size), 0, gl_format, img_size, nullptr);
|
|
break;
|
|
case 3:
|
|
glCompressedTexImage3D(gl_proxy, mip, UNPACK3(size), 0, gl_format, img_size, nullptr);
|
|
break;
|
|
}
|
|
}
|
|
else {
|
|
switch (dimensions) {
|
|
default:
|
|
case 1:
|
|
glTexImage1D(gl_proxy, mip, internal_format, size[0], 0, gl_format, gl_type, nullptr);
|
|
break;
|
|
case 2:
|
|
glTexImage2D(
|
|
gl_proxy, mip, internal_format, UNPACK2(size), 0, gl_format, gl_type, nullptr);
|
|
break;
|
|
case 3:
|
|
glTexImage3D(
|
|
gl_proxy, mip, internal_format, UNPACK3(size), 0, gl_format, gl_type, nullptr);
|
|
break;
|
|
}
|
|
}
|
|
|
|
int width = 0;
|
|
glGetTexLevelParameteriv(gl_proxy, 0, GL_TEXTURE_WIDTH, &width);
|
|
return (width > 0);
|
|
}
|
|
|
|
/** \} */
|
|
|
|
void GLTexture::check_feedback_loop()
|
|
{
|
|
/* Do not check if using compute shader. */
|
|
GLShader *sh = dynamic_cast<GLShader *>(Context::get()->shader);
|
|
if (sh && sh->is_compute()) {
|
|
return;
|
|
}
|
|
GLFrameBuffer *fb = static_cast<GLFrameBuffer *>(GLContext::get()->active_fb);
|
|
for (int i = 0; i < ARRAY_SIZE(fb_); i++) {
|
|
if (fb_[i] == fb) {
|
|
GPUAttachmentType type = fb_attachment_[i];
|
|
GPUAttachment attachment = fb->attachments_[type];
|
|
/* Check for when texture is used with texture barrier. */
|
|
GPUAttachment attachment_read = fb->tmp_detached_[type];
|
|
if (attachment.mip <= mip_max_ && attachment.mip >= mip_min_ &&
|
|
attachment_read.tex == nullptr)
|
|
{
|
|
char msg[256];
|
|
SNPRINTF(msg,
|
|
"Feedback loop: Trying to bind a texture (%s) with mip range %d-%d but mip %d is "
|
|
"attached to the active framebuffer (%s)",
|
|
name_,
|
|
mip_min_,
|
|
mip_max_,
|
|
attachment.mip,
|
|
fb->name_);
|
|
debug::raise_gl_error(msg);
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Pixel Buffer
|
|
* \{ */
|
|
|
|
GLPixelBuffer::GLPixelBuffer(size_t size) : PixelBuffer(size)
|
|
{
|
|
glGenBuffers(1, &gl_id_);
|
|
BLI_assert(gl_id_);
|
|
|
|
if (!gl_id_) {
|
|
return;
|
|
}
|
|
|
|
/* Ensure size is non-zero for pixel buffer backing storage creation. */
|
|
size = max_ii(size, 32);
|
|
|
|
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, gl_id_);
|
|
glBufferData(GL_PIXEL_UNPACK_BUFFER, size, nullptr, GL_DYNAMIC_DRAW);
|
|
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
|
|
}
|
|
|
|
GLPixelBuffer::~GLPixelBuffer()
|
|
{
|
|
if (!gl_id_) {
|
|
return;
|
|
}
|
|
glDeleteBuffers(1, &gl_id_);
|
|
}
|
|
|
|
void *GLPixelBuffer::map()
|
|
{
|
|
if (!gl_id_) {
|
|
BLI_assert(false);
|
|
return nullptr;
|
|
}
|
|
|
|
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, gl_id_);
|
|
void *ptr = glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY);
|
|
BLI_assert(ptr);
|
|
return ptr;
|
|
}
|
|
|
|
void GLPixelBuffer::unmap()
|
|
{
|
|
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
|
|
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
|
|
}
|
|
|
|
GPUPixelBufferNativeHandle GLPixelBuffer::get_native_handle()
|
|
{
|
|
GPUPixelBufferNativeHandle native_handle;
|
|
native_handle.handle = int64_t(gl_id_);
|
|
native_handle.size = size_;
|
|
return native_handle;
|
|
}
|
|
|
|
size_t GLPixelBuffer::get_size()
|
|
{
|
|
return size_;
|
|
}
|
|
|
|
/** \} */
|
|
} // namespace blender::gpu
|