This is to make the codegen and shading nodes object type agnostic. This is essential for flexibility of the engine to use the nodetree as it see fits. The essential volume attributes struct properties are moved to the `GPUMaterialAttribute` which see its final input name set on creation. The binding process is centralized into `draw_volume.cc` to avoid duplicating the code between multiple engines. It mimics the hair attributes process. Volume object grid transforms and other per object uniforms are packed into one UBO per object. The grid transform is now based on object which simplify the matrix preparations. This also gets rid of the double transforms and use object info orco factors for volume objects. Tagging @brecht because he did the initial implementation of Volume Grids.
884 lines
22 KiB
C++
884 lines
22 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2022 Blender Foundation. */
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#pragma once
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/** \file
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* \ingroup draw
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*
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* Wrapper classes that make it easier to use GPU objects in C++.
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*
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* All Buffers need to be sent to GPU memory before being used. This is done by using the
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* `push_update()`.
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*
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* A Storage[Array]Buffer can hold much more data than a Uniform[Array]Buffer
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* which can only holds 16KB of data.
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*
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* All types are not copyable and Buffers are not Movable.
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*
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* `draw::UniformArrayBuffer<T, len>`
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* Uniform buffer object containing an array of T with len elements.
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* Data can be accessed using the [] operator.
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*
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* `draw::UniformBuffer<T>`
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* A uniform buffer object class inheriting from T.
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* Data can be accessed just like a normal T object.
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*
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* `draw::StorageArrayBuffer<T, len>`
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* Storage buffer object containing an array of T with len elements.
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* The item count can be changed after creation using `resize()`.
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* However, this requires the invalidation of the whole buffer and
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* discarding all data inside it.
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* Data can be accessed using the [] operator.
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*
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* `draw::StorageBuffer<T>`
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* A storage buffer object class inheriting from T.
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* Data can be accessed just like a normal T object.
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*
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* `draw::Texture`
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* A simple wrapper to #GPUTexture. A #draw::Texture can be created without allocation.
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* The `ensure_[1d|2d|3d|cube][_array]()` method is here to make sure the underlying texture
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* will meet the requirements and create (or recreate) the #GPUTexture if needed.
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*
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* `draw::TextureFromPool`
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* A GPUTexture from the viewport texture pool. This texture can be shared with other engines
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* and its content is undefined when acquiring it.
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* A #draw::TextureFromPool is acquired for rendering using `acquire()` and released once the
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* rendering is done using `release()`. The same texture can be acquired & released multiple
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* time in one draw loop.
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* The `sync()` method *MUST* be called once during the cache populate (aka: Sync) phase.
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*
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* `draw::Framebuffer`
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* Simple wrapper to #GPUFramebuffer that can be moved.
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*
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*/
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#include "DRW_render.h"
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#include "MEM_guardedalloc.h"
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#include "draw_texture_pool.h"
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#include "BLI_math_vec_types.hh"
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#include "BLI_span.hh"
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#include "BLI_utildefines.h"
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#include "BLI_utility_mixins.hh"
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#include "BLI_vector.hh"
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#include "GPU_framebuffer.h"
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#include "GPU_storage_buffer.h"
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#include "GPU_texture.h"
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#include "GPU_uniform_buffer.h"
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namespace blender::draw {
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/* -------------------------------------------------------------------- */
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/** \name Implementation Details
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* \{ */
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namespace detail {
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template<
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/** Type of the values stored in this uniform buffer. */
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typename T,
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/** The number of values that can be stored in this uniform buffer. */
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int64_t len,
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/** True if the buffer only resides on GPU memory and cannot be accessed. */
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bool device_only>
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class DataBuffer {
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protected:
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T *data_ = nullptr;
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int64_t len_ = len;
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BLI_STATIC_ASSERT(((sizeof(T) * len) % 16) == 0,
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"Buffer size need to be aligned to size of float4.");
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public:
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/**
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* Get the value at the given index. This invokes undefined behavior when the
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* index is out of bounds.
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*/
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const T &operator[](int64_t index) const
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{
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BLI_STATIC_ASSERT(!device_only, "");
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BLI_assert(index >= 0);
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BLI_assert(index < len);
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return data_[index];
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}
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T &operator[](int64_t index)
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{
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BLI_STATIC_ASSERT(!device_only, "");
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BLI_assert(index >= 0);
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BLI_assert(index < len);
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return data_[index];
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}
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/**
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* Get a pointer to the beginning of the array.
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*/
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const T *data() const
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{
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BLI_STATIC_ASSERT(!device_only, "");
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return data_;
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}
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T *data()
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{
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BLI_STATIC_ASSERT(!device_only, "");
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return data_;
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}
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/**
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* Iterator
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*/
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const T *begin() const
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{
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BLI_STATIC_ASSERT(!device_only, "");
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return data_;
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}
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const T *end() const
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{
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BLI_STATIC_ASSERT(!device_only, "");
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return data_ + len;
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}
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T *begin()
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{
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BLI_STATIC_ASSERT(!device_only, "");
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return data_;
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}
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T *end()
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{
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BLI_STATIC_ASSERT(!device_only, "");
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return data_ + len;
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}
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operator Span<T>() const
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{
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BLI_STATIC_ASSERT(!device_only, "");
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return Span<T>(data_, len);
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}
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};
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template<typename T, int64_t len, bool device_only>
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class UniformCommon : public DataBuffer<T, len, false>, NonMovable, NonCopyable {
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protected:
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GPUUniformBuf *ubo_;
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#ifdef DEBUG
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const char *name_ = typeid(T).name();
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#else
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const char *name_ = "UniformBuffer";
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#endif
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public:
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UniformCommon()
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{
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ubo_ = GPU_uniformbuf_create_ex(sizeof(T) * len, nullptr, name_);
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}
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~UniformCommon()
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{
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GPU_uniformbuf_free(ubo_);
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}
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void push_update(void)
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{
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GPU_uniformbuf_update(ubo_, this->data_);
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}
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/* To be able to use it with DRW_shgroup_*_ref(). */
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operator GPUUniformBuf *() const
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{
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return ubo_;
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}
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/* To be able to use it with DRW_shgroup_*_ref(). */
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GPUUniformBuf **operator&()
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{
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return &ubo_;
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}
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};
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template<typename T, int64_t len, bool device_only>
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class StorageCommon : public DataBuffer<T, len, false>, NonMovable, NonCopyable {
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protected:
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GPUStorageBuf *ssbo_;
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#ifdef DEBUG
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const char *name_ = typeid(T).name();
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#else
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const char *name_ = "StorageBuffer";
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#endif
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public:
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StorageCommon(const char *name = nullptr)
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{
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if (name) {
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name_ = name;
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}
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init(len);
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}
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~StorageCommon()
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{
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GPU_storagebuf_free(ssbo_);
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}
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void resize(int64_t new_size)
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{
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BLI_assert(new_size > 0);
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if (new_size != this->len_) {
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GPU_storagebuf_free(ssbo_);
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this->init(new_size);
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}
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}
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void push_update(void)
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{
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BLI_assert(device_only == false);
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GPU_storagebuf_update(ssbo_, this->data_);
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}
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operator GPUStorageBuf *() const
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{
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return ssbo_;
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}
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/* To be able to use it with DRW_shgroup_*_ref(). */
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GPUStorageBuf **operator&()
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{
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return &ssbo_;
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}
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private:
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void init(int64_t new_size)
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{
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this->len_ = new_size;
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GPUUsageType usage = device_only ? GPU_USAGE_DEVICE_ONLY : GPU_USAGE_DYNAMIC;
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ssbo_ = GPU_storagebuf_create_ex(sizeof(T) * this->len_, nullptr, usage, this->name_);
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}
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};
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} // namespace detail
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Uniform Buffers
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* \{ */
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template<
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/** Type of the values stored in this uniform buffer. */
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typename T,
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/** The number of values that can be stored in this uniform buffer. */
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int64_t len
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/** True if the buffer only resides on GPU memory and cannot be accessed. */
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/* TODO(@fclem): Currently unsupported. */
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/* bool device_only = false */>
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class UniformArrayBuffer : public detail::UniformCommon<T, len, false> {
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public:
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UniformArrayBuffer()
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{
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/* TODO(@fclem): We should map memory instead. */
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this->data_ = (T *)MEM_mallocN_aligned(len * sizeof(T), 16, this->name_);
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}
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~UniformArrayBuffer()
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{
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MEM_freeN(this->data_);
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}
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};
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template<
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/** Type of the values stored in this uniform buffer. */
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typename T
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/** True if the buffer only resides on GPU memory and cannot be accessed. */
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/* TODO(@fclem): Currently unsupported. */
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/* bool device_only = false */>
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class UniformBuffer : public T, public detail::UniformCommon<T, 1, false> {
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public:
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UniformBuffer()
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{
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/* TODO(@fclem): How could we map this? */
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this->data_ = static_cast<T *>(this);
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}
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UniformBuffer<T> &operator=(const T &other)
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{
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*static_cast<T *>(this) = other;
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return *this;
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}
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};
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Storage Buffer
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* \{ */
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template<
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/** Type of the values stored in this uniform buffer. */
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typename T,
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/** The number of values that can be stored in this uniform buffer. */
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int64_t len,
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/** True if created on device and no memory host memory is allocated. */
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bool device_only = false>
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class StorageArrayBuffer : public detail::StorageCommon<T, len, device_only> {
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public:
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StorageArrayBuffer(const char *name = nullptr) : detail::StorageCommon<T, len, device_only>(name)
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{
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/* TODO(@fclem): We should map memory instead. */
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this->data_ = (T *)MEM_mallocN_aligned(len * sizeof(T), 16, this->name_);
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}
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~StorageArrayBuffer()
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{
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MEM_freeN(this->data_);
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}
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};
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template<
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/** Type of the values stored in this uniform buffer. */
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typename T,
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/** True if created on device and no memory host memory is allocated. */
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bool device_only = false>
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class StorageBuffer : public T, public detail::StorageCommon<T, 1, device_only> {
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public:
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StorageBuffer(const char *name = nullptr) : detail::StorageCommon<T, 1, device_only>(name)
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{
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/* TODO(@fclem): How could we map this? */
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this->data_ = static_cast<T *>(this);
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}
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StorageBuffer<T> &operator=(const T &other)
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{
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*static_cast<T *>(this) = other;
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return *this;
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}
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};
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Texture
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* \{ */
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class Texture : NonCopyable {
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protected:
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GPUTexture *tx_ = nullptr;
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GPUTexture *stencil_view_ = nullptr;
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Vector<GPUTexture *, 0> mip_views_;
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Vector<GPUTexture *, 0> layer_views_;
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const char *name_;
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public:
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Texture(const char *name = "gpu::Texture") : name_(name)
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{
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}
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Texture(const char *name,
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eGPUTextureFormat format,
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int extent,
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float *data = nullptr,
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bool cubemap = false,
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int mips = 1)
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: name_(name)
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{
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tx_ = create(extent, 0, 0, mips, format, data, false, cubemap);
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}
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Texture(const char *name,
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eGPUTextureFormat format,
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int extent,
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int layers,
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float *data = nullptr,
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bool cubemap = false,
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int mips = 1)
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: name_(name)
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{
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tx_ = create(extent, layers, 0, mips, format, data, true, cubemap);
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}
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Texture(
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const char *name, eGPUTextureFormat format, int2 extent, float *data = nullptr, int mips = 1)
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: name_(name)
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{
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tx_ = create(UNPACK2(extent), 0, mips, format, data, false, false);
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}
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Texture(const char *name,
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eGPUTextureFormat format,
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int2 extent,
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int layers,
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float *data = nullptr,
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int mips = 1)
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: name_(name)
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{
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tx_ = create(UNPACK2(extent), layers, mips, format, data, true, false);
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}
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Texture(
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const char *name, eGPUTextureFormat format, int3 extent, float *data = nullptr, int mips = 1)
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: name_(name)
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{
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tx_ = create(UNPACK3(extent), mips, format, data, false, false);
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}
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~Texture()
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{
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free();
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}
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/* To be able to use it with DRW_shgroup_uniform_texture(). */
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operator GPUTexture *() const
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{
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BLI_assert(tx_ != nullptr);
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return tx_;
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}
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/* To be able to use it with DRW_shgroup_uniform_texture_ref(). */
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GPUTexture **operator&()
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{
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return &tx_;
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}
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Texture &operator=(Texture &&a)
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{
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if (*this != a) {
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this->tx_ = a.tx_;
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this->name_ = a.name_;
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a.tx_ = nullptr;
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}
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return *this;
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}
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/**
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* Ensure the texture has the correct properties. Recreating it if needed.
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* Return true if a texture has been created.
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*/
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bool ensure_1d(eGPUTextureFormat format, int extent, float *data = nullptr, int mips = 1)
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{
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return ensure_impl(extent, 0, 0, mips, format, data, false, false);
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}
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/**
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* Ensure the texture has the correct properties. Recreating it if needed.
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* Return true if a texture has been created.
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*/
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bool ensure_1d_array(
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eGPUTextureFormat format, int extent, int layers, float *data = nullptr, int mips = 1)
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{
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return ensure_impl(extent, layers, 0, mips, format, data, true, false);
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}
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/**
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* Ensure the texture has the correct properties. Recreating it if needed.
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* Return true if a texture has been created.
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*/
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bool ensure_2d(eGPUTextureFormat format, int2 extent, float *data = nullptr, int mips = 1)
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{
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return ensure_impl(UNPACK2(extent), 0, mips, format, data, false, false);
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}
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/**
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* Ensure the texture has the correct properties. Recreating it if needed.
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* Return true if a texture has been created.
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*/
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bool ensure_2d_array(
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eGPUTextureFormat format, int2 extent, int layers, float *data = nullptr, int mips = 1)
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{
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return ensure_impl(UNPACK2(extent), layers, mips, format, data, true, false);
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}
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/**
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* Ensure the texture has the correct properties. Recreating it if needed.
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* Return true if a texture has been created.
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*/
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bool ensure_3d(eGPUTextureFormat format, int3 extent, float *data = nullptr, int mips = 1)
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{
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return ensure_impl(UNPACK3(extent), mips, format, data, false, false);
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}
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/**
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* Ensure the texture has the correct properties. Recreating it if needed.
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* Return true if a texture has been created.
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*/
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bool ensure_cube(eGPUTextureFormat format, int extent, float *data = nullptr, int mips = 1)
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{
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return ensure_impl(extent, extent, 0, mips, format, data, false, true);
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}
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/**
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* Ensure the texture has the correct properties. Recreating it if needed.
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* Return true if a texture has been created.
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*/
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bool ensure_cube_array(
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eGPUTextureFormat format, int extent, int layers, float *data = nullptr, int mips = 1)
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{
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return ensure_impl(extent, extent, layers, mips, format, data, false, true);
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}
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/**
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* Ensure the availability of mipmap views.
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* MIP view covers all layers of array textures.
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*/
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bool ensure_mip_views(bool cube_as_array = false)
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{
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int mip_len = GPU_texture_mip_count(tx_);
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if (mip_views_.size() != mip_len) {
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for (GPUTexture *&view : mip_views_) {
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GPU_TEXTURE_FREE_SAFE(view);
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}
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eGPUTextureFormat format = GPU_texture_format(tx_);
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for (auto i : IndexRange(mip_len)) {
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mip_views_.append(
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GPU_texture_create_view(name_, tx_, format, i, 1, 0, 9999, cube_as_array));
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}
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return true;
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}
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return false;
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}
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GPUTexture *mip_view(int miplvl)
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{
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return mip_views_[miplvl];
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}
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/**
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* Ensure the availability of mipmap views.
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* Layer views covers all layers of array textures.
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*/
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bool ensure_layer_views(bool cube_as_array = false)
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{
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int layer_len = GPU_texture_layer_count(tx_);
|
|
if (layer_views_.size() != layer_len) {
|
|
for (GPUTexture *&view : layer_views_) {
|
|
GPU_TEXTURE_FREE_SAFE(view);
|
|
}
|
|
eGPUTextureFormat format = GPU_texture_format(tx_);
|
|
for (auto i : IndexRange(layer_len)) {
|
|
layer_views_.append(
|
|
GPU_texture_create_view(name_, tx_, format, 0, 9999, i, 1, cube_as_array));
|
|
}
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
GPUTexture *layer_view(int layer)
|
|
{
|
|
return layer_views_[layer];
|
|
}
|
|
|
|
GPUTexture *stencil_view(bool cube_as_array = false)
|
|
{
|
|
if (stencil_view_ == nullptr) {
|
|
eGPUTextureFormat format = GPU_texture_format(tx_);
|
|
stencil_view_ = GPU_texture_create_view(name_, tx_, format, 0, 9999, 0, 9999, cube_as_array);
|
|
GPU_texture_stencil_texture_mode_set(stencil_view_, true);
|
|
}
|
|
return stencil_view_;
|
|
}
|
|
|
|
/**
|
|
* Returns true if the texture has been allocated or acquired from the pool.
|
|
*/
|
|
bool is_valid(void) const
|
|
{
|
|
return tx_ != nullptr;
|
|
}
|
|
|
|
int width(void) const
|
|
{
|
|
return GPU_texture_width(tx_);
|
|
}
|
|
|
|
int height(void) const
|
|
{
|
|
return GPU_texture_height(tx_);
|
|
}
|
|
|
|
bool depth(void) const
|
|
{
|
|
return GPU_texture_depth(tx_);
|
|
}
|
|
|
|
bool is_stencil(void) const
|
|
{
|
|
return GPU_texture_stencil(tx_);
|
|
}
|
|
|
|
bool is_integer(void) const
|
|
{
|
|
return GPU_texture_integer(tx_);
|
|
}
|
|
|
|
bool is_cube(void) const
|
|
{
|
|
return GPU_texture_cube(tx_);
|
|
}
|
|
|
|
bool is_array(void) const
|
|
{
|
|
return GPU_texture_array(tx_);
|
|
}
|
|
|
|
int3 size(int miplvl = 0) const
|
|
{
|
|
int3 size(0);
|
|
GPU_texture_get_mipmap_size(tx_, miplvl, size);
|
|
return size;
|
|
}
|
|
|
|
/**
|
|
* Clear the entirety of the texture using one pixel worth of data.
|
|
*/
|
|
void clear(float4 values)
|
|
{
|
|
GPU_texture_clear(tx_, GPU_DATA_FLOAT, &values[0]);
|
|
}
|
|
|
|
/**
|
|
* Clear the entirety of the texture using one pixel worth of data.
|
|
*/
|
|
void clear(uint4 values)
|
|
{
|
|
GPU_texture_clear(tx_, GPU_DATA_UINT, &values[0]);
|
|
}
|
|
|
|
/**
|
|
* Clear the entirety of the texture using one pixel worth of data.
|
|
*/
|
|
void clear(int4 values)
|
|
{
|
|
GPU_texture_clear(tx_, GPU_DATA_INT, &values[0]);
|
|
}
|
|
|
|
/**
|
|
* Returns a buffer containing the texture data for the specified miplvl.
|
|
* The memory block needs to be manually freed by MEM_freeN().
|
|
*/
|
|
template<typename T> T *read(eGPUDataFormat format, int miplvl = 0)
|
|
{
|
|
return reinterpret_cast<T *>(GPU_texture_read(tx_, format, miplvl));
|
|
}
|
|
|
|
void filter_mode(bool do_filter)
|
|
{
|
|
GPU_texture_filter_mode(tx_, do_filter);
|
|
}
|
|
|
|
/**
|
|
* Free the internal texture but not the #draw::Texture itself.
|
|
*/
|
|
void free()
|
|
{
|
|
GPU_TEXTURE_FREE_SAFE(tx_);
|
|
for (GPUTexture *&view : mip_views_) {
|
|
GPU_TEXTURE_FREE_SAFE(view);
|
|
}
|
|
for (GPUTexture *&view : layer_views_) {
|
|
GPU_TEXTURE_FREE_SAFE(view);
|
|
}
|
|
GPU_TEXTURE_FREE_SAFE(stencil_view_);
|
|
mip_views_.clear();
|
|
}
|
|
|
|
/**
|
|
* Swap the content of the two textures.
|
|
*/
|
|
static void swap(Texture &a, Texture &b)
|
|
{
|
|
SWAP(GPUTexture *, a.tx_, b.tx_);
|
|
SWAP(const char *, a.name_, b.name_);
|
|
}
|
|
|
|
private:
|
|
bool ensure_impl(int w,
|
|
int h = 0,
|
|
int d = 0,
|
|
int mips = 1,
|
|
eGPUTextureFormat format = GPU_RGBA8,
|
|
float *data = nullptr,
|
|
bool layered = false,
|
|
bool cubemap = false)
|
|
|
|
{
|
|
/* TODO(@fclem): In the future, we need to check if mip_count did not change.
|
|
* For now it's ok as we always define all MIP level. */
|
|
if (tx_) {
|
|
int3 size = this->size();
|
|
if (size != int3(w, h, d) || GPU_texture_format(tx_) != format ||
|
|
GPU_texture_cube(tx_) != cubemap || GPU_texture_array(tx_) != layered) {
|
|
GPU_TEXTURE_FREE_SAFE(tx_);
|
|
}
|
|
}
|
|
if (tx_ == nullptr) {
|
|
tx_ = create(w, h, d, mips, format, data, layered, cubemap);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
GPUTexture *create(int w,
|
|
int h,
|
|
int d,
|
|
int mips,
|
|
eGPUTextureFormat format,
|
|
float *data,
|
|
bool layered,
|
|
bool cubemap)
|
|
{
|
|
if (h == 0) {
|
|
return GPU_texture_create_1d(name_, w, mips, format, data);
|
|
}
|
|
else if (cubemap) {
|
|
if (layered) {
|
|
return GPU_texture_create_cube_array(name_, w, d, mips, format, data);
|
|
}
|
|
else {
|
|
return GPU_texture_create_cube(name_, w, mips, format, data);
|
|
}
|
|
}
|
|
else if (d == 0) {
|
|
if (layered) {
|
|
return GPU_texture_create_1d_array(name_, w, h, mips, format, data);
|
|
}
|
|
else {
|
|
return GPU_texture_create_2d(name_, w, h, mips, format, data);
|
|
}
|
|
}
|
|
else {
|
|
if (layered) {
|
|
return GPU_texture_create_2d_array(name_, w, h, d, mips, format, data);
|
|
}
|
|
else {
|
|
return GPU_texture_create_3d(name_, w, h, d, mips, format, GPU_DATA_FLOAT, data);
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
class TextureFromPool : public Texture, NonMovable {
|
|
private:
|
|
GPUTexture *tx_tmp_saved_ = nullptr;
|
|
|
|
public:
|
|
TextureFromPool(const char *name = "gpu::Texture") : Texture(name){};
|
|
|
|
/* Always use `release()` after rendering and `sync()` in sync phase. */
|
|
void acquire(int2 extent, eGPUTextureFormat format, void *owner_)
|
|
{
|
|
BLI_assert(this->tx_ == nullptr);
|
|
if (this->tx_ != nullptr) {
|
|
return;
|
|
}
|
|
if (tx_tmp_saved_ != nullptr) {
|
|
if (GPU_texture_width(tx_tmp_saved_) != extent.x ||
|
|
GPU_texture_height(tx_tmp_saved_) != extent.y ||
|
|
GPU_texture_format(tx_tmp_saved_) != format) {
|
|
this->tx_tmp_saved_ = nullptr;
|
|
}
|
|
else {
|
|
this->tx_ = tx_tmp_saved_;
|
|
return;
|
|
}
|
|
}
|
|
DrawEngineType *owner = (DrawEngineType *)owner_;
|
|
this->tx_ = DRW_texture_pool_query_2d(UNPACK2(extent), format, owner);
|
|
}
|
|
|
|
void release(void)
|
|
{
|
|
/* Allows multiple release. */
|
|
if (this->tx_ != nullptr) {
|
|
tx_tmp_saved_ = this->tx_;
|
|
this->tx_ = nullptr;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Clears any reference. Workaround for pool texture not being able to release on demand.
|
|
* Needs to be called at during the sync phase.
|
|
*/
|
|
void sync(void)
|
|
{
|
|
tx_tmp_saved_ = nullptr;
|
|
}
|
|
|
|
/** Remove methods that are forbidden with this type of textures. */
|
|
bool ensure_1d(int, int, eGPUTextureFormat, float *) = delete;
|
|
bool ensure_1d_array(int, int, int, eGPUTextureFormat, float *) = delete;
|
|
bool ensure_2d(int, int, int, eGPUTextureFormat, float *) = delete;
|
|
bool ensure_2d_array(int, int, int, int, eGPUTextureFormat, float *) = delete;
|
|
bool ensure_3d(int, int, int, int, eGPUTextureFormat, float *) = delete;
|
|
bool ensure_cube(int, int, eGPUTextureFormat, float *) = delete;
|
|
bool ensure_cube_array(int, int, int, eGPUTextureFormat, float *) = delete;
|
|
void filter_mode(bool) = delete;
|
|
void free() = delete;
|
|
GPUTexture *mip_view(int) = delete;
|
|
GPUTexture *layer_view(int) = delete;
|
|
GPUTexture *stencil_view() = delete;
|
|
};
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Framebuffer
|
|
* \{ */
|
|
|
|
class Framebuffer : NonCopyable {
|
|
private:
|
|
GPUFrameBuffer *fb_ = nullptr;
|
|
const char *name_;
|
|
|
|
public:
|
|
Framebuffer() : name_(""){};
|
|
Framebuffer(const char *name) : name_(name){};
|
|
|
|
~Framebuffer()
|
|
{
|
|
GPU_FRAMEBUFFER_FREE_SAFE(fb_);
|
|
}
|
|
|
|
void ensure(GPUAttachment depth = GPU_ATTACHMENT_NONE,
|
|
GPUAttachment color1 = GPU_ATTACHMENT_NONE,
|
|
GPUAttachment color2 = GPU_ATTACHMENT_NONE,
|
|
GPUAttachment color3 = GPU_ATTACHMENT_NONE,
|
|
GPUAttachment color4 = GPU_ATTACHMENT_NONE,
|
|
GPUAttachment color5 = GPU_ATTACHMENT_NONE,
|
|
GPUAttachment color6 = GPU_ATTACHMENT_NONE,
|
|
GPUAttachment color7 = GPU_ATTACHMENT_NONE,
|
|
GPUAttachment color8 = GPU_ATTACHMENT_NONE)
|
|
{
|
|
GPU_framebuffer_ensure_config(
|
|
&fb_, {depth, color1, color2, color3, color4, color5, color6, color7, color8});
|
|
}
|
|
|
|
Framebuffer &operator=(Framebuffer &&a)
|
|
{
|
|
if (*this != a) {
|
|
this->fb_ = a.fb_;
|
|
this->name_ = a.name_;
|
|
a.fb_ = nullptr;
|
|
}
|
|
return *this;
|
|
}
|
|
|
|
operator GPUFrameBuffer *() const
|
|
{
|
|
return fb_;
|
|
}
|
|
|
|
/**
|
|
* Swap the content of the two framebuffer.
|
|
*/
|
|
static void swap(Framebuffer &a, Framebuffer &b)
|
|
{
|
|
SWAP(GPUFrameBuffer *, a.fb_, b.fb_);
|
|
SWAP(const char *, a.name_, b.name_);
|
|
}
|
|
};
|
|
|
|
/** \} */
|
|
|
|
} // namespace blender::draw
|