This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
238 lines
6.9 KiB
C
238 lines
6.9 KiB
C
/*
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* Copyright 2016, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Blender Institute
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*
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*/
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/** \file blender/draw/intern/draw_manager_texture.c
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* \ingroup draw
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*/
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#include "draw_manager.h"
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void drw_texture_get_format(
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DRWTextureFormat format, bool is_framebuffer,
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GPUTextureFormat *r_data_type, int *r_channels, bool *r_is_depth)
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{
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/* Some formats do not work with framebuffers. */
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if (is_framebuffer) {
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switch (format) {
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/* Only add formats that are COMPATIBLE with FB.
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* Generally they are multiple of 16bit. */
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case DRW_TEX_R_16:
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case DRW_TEX_R_16I:
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case DRW_TEX_R_32:
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case DRW_TEX_RG_8:
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case DRW_TEX_RG_16:
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case DRW_TEX_RG_16I:
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case DRW_TEX_RG_32:
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case DRW_TEX_RGBA_8:
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case DRW_TEX_RGBA_16:
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case DRW_TEX_RGBA_32:
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case DRW_TEX_DEPTH_16:
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case DRW_TEX_DEPTH_24:
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case DRW_TEX_DEPTH_24_STENCIL_8:
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case DRW_TEX_DEPTH_32:
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case DRW_TEX_RGB_11_11_10:
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break;
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default:
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BLI_assert(false && "Texture format unsupported as render target!");
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*r_channels = 4;
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*r_data_type = GPU_RGBA8;
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*r_is_depth = false;
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return;
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}
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}
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switch (format) {
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case DRW_TEX_RGBA_8: *r_data_type = GPU_RGBA8; break;
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case DRW_TEX_RGBA_16: *r_data_type = GPU_RGBA16F; break;
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case DRW_TEX_RGBA_32: *r_data_type = GPU_RGBA32F; break;
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case DRW_TEX_RGB_16: *r_data_type = GPU_RGB16F; break;
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case DRW_TEX_RGB_11_11_10: *r_data_type = GPU_R11F_G11F_B10F; break;
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case DRW_TEX_RG_8: *r_data_type = GPU_RG8; break;
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case DRW_TEX_RG_16: *r_data_type = GPU_RG16F; break;
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case DRW_TEX_RG_16I: *r_data_type = GPU_RG16I; break;
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case DRW_TEX_RG_32: *r_data_type = GPU_RG32F; break;
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case DRW_TEX_R_8: *r_data_type = GPU_R8; break;
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case DRW_TEX_R_16: *r_data_type = GPU_R16F; break;
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case DRW_TEX_R_16I: *r_data_type = GPU_R16I; break;
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case DRW_TEX_R_32: *r_data_type = GPU_R32F; break;
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#if 0
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case DRW_TEX_RGB_8: *r_data_type = GPU_RGB8; break;
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case DRW_TEX_RGB_32: *r_data_type = GPU_RGB32F; break;
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#endif
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case DRW_TEX_DEPTH_16: *r_data_type = GPU_DEPTH_COMPONENT16; break;
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case DRW_TEX_DEPTH_24: *r_data_type = GPU_DEPTH_COMPONENT24; break;
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case DRW_TEX_DEPTH_24_STENCIL_8: *r_data_type = GPU_DEPTH24_STENCIL8; break;
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case DRW_TEX_DEPTH_32: *r_data_type = GPU_DEPTH_COMPONENT32F; break;
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default :
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/* file type not supported you must uncomment it from above */
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BLI_assert(false);
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break;
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}
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switch (format) {
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case DRW_TEX_RGBA_8:
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case DRW_TEX_RGBA_16:
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case DRW_TEX_RGBA_32:
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*r_channels = 4;
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break;
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case DRW_TEX_RGB_8:
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case DRW_TEX_RGB_16:
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case DRW_TEX_RGB_32:
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case DRW_TEX_RGB_11_11_10:
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*r_channels = 3;
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break;
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case DRW_TEX_RG_8:
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case DRW_TEX_RG_16:
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case DRW_TEX_RG_16I:
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case DRW_TEX_RG_32:
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*r_channels = 2;
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break;
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default:
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*r_channels = 1;
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break;
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}
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if (r_is_depth) {
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*r_is_depth = ELEM(format, DRW_TEX_DEPTH_16, DRW_TEX_DEPTH_24, DRW_TEX_DEPTH_24_STENCIL_8);
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}
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}
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void drw_texture_set_parameters(GPUTexture *tex, DRWTextureFlag flags)
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{
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GPU_texture_bind(tex, 0);
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if (flags & DRW_TEX_MIPMAP) {
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GPU_texture_mipmap_mode(tex, true, flags & DRW_TEX_FILTER);
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GPU_texture_generate_mipmap(tex);
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}
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else {
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GPU_texture_filter_mode(tex, flags & DRW_TEX_FILTER);
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}
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GPU_texture_wrap_mode(tex, flags & DRW_TEX_WRAP);
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GPU_texture_compare_mode(tex, flags & DRW_TEX_COMPARE);
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GPU_texture_unbind(tex);
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}
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GPUTexture *DRW_texture_create_1D(int w, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels)
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{
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GPUTexture *tex;
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GPUTextureFormat data_type;
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int channels;
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drw_texture_get_format(format, false, &data_type, &channels, NULL);
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tex = GPU_texture_create_1D_custom(w, channels, data_type, fpixels, NULL);
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drw_texture_set_parameters(tex, flags);
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return tex;
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}
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GPUTexture *DRW_texture_create_2D(int w, int h, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels)
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{
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GPUTexture *tex;
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GPUTextureFormat data_type;
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int channels;
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drw_texture_get_format(format, false, &data_type, &channels, NULL);
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tex = GPU_texture_create_2D_custom(w, h, channels, data_type, fpixels, NULL);
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drw_texture_set_parameters(tex, flags);
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return tex;
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}
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GPUTexture *DRW_texture_create_2D_array(
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int w, int h, int d, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels)
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{
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GPUTexture *tex;
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GPUTextureFormat data_type;
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int channels;
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drw_texture_get_format(format, false, &data_type, &channels, NULL);
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tex = GPU_texture_create_2D_array_custom(w, h, d, channels, data_type, fpixels, NULL);
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drw_texture_set_parameters(tex, flags);
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return tex;
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}
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GPUTexture *DRW_texture_create_3D(
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int w, int h, int d, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels)
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{
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GPUTexture *tex;
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GPUTextureFormat data_type;
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int channels;
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drw_texture_get_format(format, false, &data_type, &channels, NULL);
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tex = GPU_texture_create_3D_custom(w, h, d, channels, data_type, fpixels, NULL);
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drw_texture_set_parameters(tex, flags);
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return tex;
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}
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GPUTexture *DRW_texture_create_cube(int w, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels)
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{
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GPUTexture *tex;
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GPUTextureFormat data_type;
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int channels;
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drw_texture_get_format(format, false, &data_type, &channels, NULL);
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tex = GPU_texture_create_cube_custom(w, channels, data_type, fpixels, NULL);
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drw_texture_set_parameters(tex, flags);
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return tex;
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}
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GPUTexture *DRW_texture_pool_query_2D(int w, int h, DRWTextureFormat format, DrawEngineType *engine_type)
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{
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GPUTexture *tex;
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GPUTextureFormat data_type;
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int channels;
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drw_texture_get_format(format, true, &data_type, &channels, NULL);
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tex = GPU_viewport_texture_pool_query(DST.viewport, engine_type, w, h, channels, data_type);
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return tex;
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}
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void DRW_texture_ensure_fullscreen_2D(GPUTexture **tex, DRWTextureFormat format, DRWTextureFlag flags)
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{
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if (*(tex) == NULL) {
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const float *size = DRW_viewport_size_get();
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*(tex) = DRW_texture_create_2D((int)size[0], (int)size[1], format, flags, NULL);
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}
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}
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void DRW_texture_ensure_2D(GPUTexture **tex, int w, int h, DRWTextureFormat format, DRWTextureFlag flags)
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{
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if (*(tex) == NULL) {
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*(tex) = DRW_texture_create_2D(w, h, format, flags, NULL);
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}
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}
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void DRW_texture_generate_mipmaps(GPUTexture *tex)
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{
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GPU_texture_bind(tex, 0);
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GPU_texture_generate_mipmap(tex);
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GPU_texture_unbind(tex);
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}
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void DRW_texture_free(GPUTexture *tex)
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{
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GPU_texture_free(tex);
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}
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