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test/source/blender/draw/engines/image/image_texture_info.hh

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C++

/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup draw_engine
*/
#pragma once
#include "BLI_math_matrix.hh"
#include "BLI_rect.h"
#include "GPU_batch.hh"
#include "GPU_texture.hh"
namespace blender::draw::image_engine {
struct TextureInfo {
/**
* \brief does this texture need a full update.
*
* When set to false the texture can be updated using a partial update.
*/
bool need_full_update : 1;
/** \brief area of the texture in screen space. */
rcti clipping_bounds;
/** \brief uv area of the texture in screen space. */
rctf clipping_uv_bounds;
/* Which tile of the screen is used with this texture. Used to safely calculate the correct
* offset of the textures. */
int2 tile_id;
/**
* \brief Batch to draw the associated text on the screen.
*
* Contains a VBO with `pos` and `uv`.
* `pos` (2xI32) is relative to the origin of the space.
* `uv` (2xF32) reflect the uv bounds.
*/
gpu::Batch *batch = nullptr;
/**
* \brief GPU Texture for a partial region of the image editor.
*/
GPUTexture *texture = nullptr;
int2 last_texture_size = int2(0);
~TextureInfo()
{
if (batch != nullptr) {
GPU_batch_discard(batch);
batch = nullptr;
}
if (texture != nullptr) {
GPU_texture_free(texture);
texture = nullptr;
}
}
/**
* \brief return the offset of the texture with the area.
*
* A texture covers only a part of the area. The offset if the offset in screen coordinates
* between the area and the part that the texture covers.
*/
int2 offset() const
{
return int2(clipping_bounds.xmin, clipping_bounds.ymin);
}
void ensure_gpu_texture(int2 texture_size)
{
const bool is_allocated = texture != nullptr;
const bool resolution_changed = assign_if_different(last_texture_size, texture_size);
const bool should_be_freed = is_allocated && resolution_changed;
const bool should_be_created = !is_allocated || resolution_changed;
if (should_be_freed) {
GPU_texture_free(texture);
texture = nullptr;
}
if (should_be_created) {
texture = DRW_texture_create_2d_ex(UNPACK2(texture_size),
GPU_RGBA16F,
GPU_TEXTURE_USAGE_GENERAL,
static_cast<DRWTextureFlag>(0),
nullptr);
}
need_full_update |= should_be_created;
}
};
} // namespace blender::draw::image_engine