Files
test2/source/blender/gpu/opengl/gl_texture.hh
2025-09-22 11:56:40 +02:00

380 lines
11 KiB
C++

/* SPDX-FileCopyrightText: 2020 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "MEM_guardedalloc.h"
#include "BLI_assert.h"
#include "gpu_texture_private.hh"
namespace blender {
namespace gpu {
class GLTexture : public Texture {
friend class GLStateManager;
friend class GLFrameBuffer;
private:
/**
* A cache of all possible sampler configurations stored along each of the three axis of
* variation. The first and second variation axis are the wrap mode along x and y axis
* respectively, and the third variation axis is the filtering type. See the samplers_init()
* method for more information.
*/
static GLuint samplers_state_cache_[GPU_SAMPLER_EXTEND_MODES_COUNT]
[GPU_SAMPLER_EXTEND_MODES_COUNT]
[GPU_SAMPLER_FILTERING_TYPES_COUNT];
static const int samplers_state_cache_count_ = GPU_SAMPLER_EXTEND_MODES_COUNT *
GPU_SAMPLER_EXTEND_MODES_COUNT *
GPU_SAMPLER_FILTERING_TYPES_COUNT;
/**
* A cache of all custom sampler configurations described in GPUSamplerCustomType. See the
* samplers_init() method for more information.
*/
static GLuint custom_samplers_state_cache_[GPU_SAMPLER_CUSTOM_TYPES_COUNT];
/** Target to bind the texture to (#GL_TEXTURE_1D, #GL_TEXTURE_2D, etc...). */
GLenum target_ = -1;
/** opengl identifier for texture. */
GLuint tex_id_ = 0;
/** Legacy workaround for texture copy. Created when using framebuffer_get(). */
FrameBuffer *framebuffer_ = nullptr;
/** True if this texture is bound to at least one texture unit. */
/* TODO(fclem): How do we ensure thread safety here? */
bool is_bound_ = false;
/** Same as is_bound_ but for image slots. */
bool is_bound_image_ = false;
/** True if pixels in the texture have been initialized. */
bool has_pixels_ = false;
public:
GLTexture(const char *name);
~GLTexture();
void update_sub(
int mip, int offset[3], int extent[3], eGPUDataFormat type, const void *data) override;
void update_sub(int offset[3],
int extent[3],
eGPUDataFormat format,
GPUPixelBuffer *pixbuf) override;
/**
* This will create the mipmap images and populate them with filtered data from base level.
*
* \warning Depth textures are not populated but they have their mips correctly defined.
* \warning This resets the mipmap range.
*/
void generate_mipmap() override;
void copy_to(Texture *dst) override;
void clear(eGPUDataFormat format, const void *data) override;
void swizzle_set(const char swizzle_mask[4]) override;
void mip_range_set(int min, int max) override;
void *read(int mip, eGPUDataFormat type) override;
void check_feedback_loop();
/**
* Pre-generate, setup all possible samplers and cache them in the samplers_state_cache_ and
* custom_samplers_state_cache_ arrays. This is done to avoid the runtime cost associated with
* setting up a sampler at draw time.
*/
static void samplers_init();
/**
* Free the samplers cache generated in samplers_init() method.
*/
static void samplers_free();
/**
* Updates the anisotropic filter parameters of samplers that enables anisotropic filtering. This
* is not done as a one time initialization in samplers_init() method because the user might
* change the anisotropic filtering samples in the user preferences. So it is called in
* samplers_init() method as well as every time the user preferences change.
*/
static void samplers_update();
/**
* Get the handle of the OpenGL sampler that corresponds to the given sampler state.
* The sampler is retrieved from the cached samplers computed in the samplers_init() method.
*/
static GLuint get_sampler(const GPUSamplerState &sampler_state);
protected:
/** Return true on success. */
bool init_internal() override;
/** Return true on success. */
bool init_internal(VertBuf *vbo) override;
/** Return true on success. */
bool init_internal(gpu::Texture *src,
int mip_offset,
int layer_offset,
bool use_stencil) override;
private:
bool proxy_check(int mip);
void stencil_texture_mode_set(bool use_stencil);
void update_sub_direct_state_access(
int mip, int offset[3], int extent[3], GLenum gl_format, GLenum gl_type, const void *data);
FrameBuffer *framebuffer_get();
MEM_CXX_CLASS_ALLOC_FUNCS("GLTexture")
};
class GLPixelBuffer : public PixelBuffer {
private:
GLuint gl_id_ = 0;
public:
GLPixelBuffer(size_t size);
~GLPixelBuffer();
void *map() override;
void unmap() override;
GPUPixelBufferNativeHandle get_native_handle() override;
size_t get_size() override;
MEM_CXX_CLASS_ALLOC_FUNCS("GLPixelBuffer")
};
inline GLenum to_gl_internal_format(TextureFormat format)
{
#define CASE(a, b, c, blender_enum, d, e, f, gl_pixel_enum, h) \
case TextureFormat::blender_enum: \
return GL_##gl_pixel_enum;
switch (format) {
GPU_TEXTURE_FORMAT_EXPAND(CASE)
case TextureFormat::Invalid:
break;
}
#undef CASE
BLI_assert_msg(0, "Texture format incorrect or unsupported");
return 0;
}
inline GLenum to_gl_target(GPUTextureType type)
{
switch (type) {
case GPU_TEXTURE_1D:
return GL_TEXTURE_1D;
case GPU_TEXTURE_1D_ARRAY:
return GL_TEXTURE_1D_ARRAY;
case GPU_TEXTURE_2D:
return GL_TEXTURE_2D;
case GPU_TEXTURE_2D_ARRAY:
return GL_TEXTURE_2D_ARRAY;
case GPU_TEXTURE_3D:
return GL_TEXTURE_3D;
case GPU_TEXTURE_CUBE:
return GL_TEXTURE_CUBE_MAP;
case GPU_TEXTURE_CUBE_ARRAY:
return GL_TEXTURE_CUBE_MAP_ARRAY_ARB;
case GPU_TEXTURE_BUFFER:
return GL_TEXTURE_BUFFER;
default:
BLI_assert(0);
return GL_TEXTURE_1D;
}
}
inline GLenum to_gl_proxy(GPUTextureType type)
{
switch (type) {
case GPU_TEXTURE_1D:
return GL_PROXY_TEXTURE_1D;
case GPU_TEXTURE_1D_ARRAY:
return GL_PROXY_TEXTURE_1D_ARRAY;
case GPU_TEXTURE_2D:
return GL_PROXY_TEXTURE_2D;
case GPU_TEXTURE_2D_ARRAY:
return GL_PROXY_TEXTURE_2D_ARRAY;
case GPU_TEXTURE_3D:
return GL_PROXY_TEXTURE_3D;
case GPU_TEXTURE_CUBE:
return GL_PROXY_TEXTURE_CUBE_MAP;
case GPU_TEXTURE_CUBE_ARRAY:
return GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB;
case GPU_TEXTURE_BUFFER:
default:
BLI_assert(0);
return GL_TEXTURE_1D;
}
}
inline GLenum swizzle_to_gl(const char swizzle)
{
switch (swizzle) {
default:
case 'x':
case 'r':
return GL_RED;
case 'y':
case 'g':
return GL_GREEN;
case 'z':
case 'b':
return GL_BLUE;
case 'w':
case 'a':
return GL_ALPHA;
case '0':
return GL_ZERO;
case '1':
return GL_ONE;
}
}
inline GLenum to_gl(eGPUDataFormat format)
{
switch (format) {
case GPU_DATA_FLOAT:
return GL_FLOAT;
case GPU_DATA_INT:
return GL_INT;
case GPU_DATA_UINT:
return GL_UNSIGNED_INT;
case GPU_DATA_UBYTE:
return GL_UNSIGNED_BYTE;
case GPU_DATA_UINT_24_8_DEPRECATED:
return GL_UNSIGNED_INT_24_8;
case GPU_DATA_2_10_10_10_REV:
return GL_UNSIGNED_INT_2_10_10_10_REV;
case GPU_DATA_10_11_11_REV:
return GL_UNSIGNED_INT_10F_11F_11F_REV;
case GPU_DATA_HALF_FLOAT:
return GL_HALF_FLOAT;
default:
BLI_assert_msg(0, "Unhandled data format");
return GL_FLOAT;
}
}
inline GLenum to_gl_data_format(TextureFormat format)
{
switch (format) {
/* Texture & Render-Buffer Formats. */
case TextureFormat::UNORM_8_8_8_8:
case TextureFormat::SFLOAT_32_32_32_32:
case TextureFormat::SFLOAT_16_16_16_16:
case TextureFormat::UNORM_16_16_16_16:
return GL_RGBA;
case TextureFormat::UINT_8_8_8_8:
case TextureFormat::SINT_8_8_8_8:
case TextureFormat::SINT_32_32_32_32:
case TextureFormat::UINT_32_32_32_32:
case TextureFormat::UINT_16_16_16_16:
case TextureFormat::SINT_16_16_16_16:
return GL_RGBA_INTEGER;
case TextureFormat::UNORM_8_8:
case TextureFormat::SFLOAT_32_32:
case TextureFormat::SFLOAT_16_16:
case TextureFormat::UNORM_16_16:
return GL_RG;
case TextureFormat::UINT_8_8:
case TextureFormat::SINT_8_8:
case TextureFormat::UINT_32_32:
case TextureFormat::SINT_32_32:
case TextureFormat::SINT_16_16:
case TextureFormat::UINT_16_16:
return GL_RG_INTEGER;
case TextureFormat::UNORM_8:
case TextureFormat::SFLOAT_32:
case TextureFormat::SFLOAT_16:
case TextureFormat::UNORM_16:
return GL_RED;
case TextureFormat::UINT_8:
case TextureFormat::SINT_8:
case TextureFormat::UINT_32:
case TextureFormat::SINT_32:
case TextureFormat::UINT_16:
case TextureFormat::SINT_16:
return GL_RED_INTEGER;
/* Special formats texture & render-buffer. */
case TextureFormat::UINT_10_10_10_2:
case TextureFormat::UNORM_10_10_10_2:
case TextureFormat::SRGBA_8_8_8_8:
return GL_RGBA;
case TextureFormat::UFLOAT_11_11_10:
return GL_RGB;
case TextureFormat::SFLOAT_32_DEPTH_UINT_8:
return GL_DEPTH_STENCIL;
/* Texture only formats. */
case TextureFormat::SNORM_16_16_16_16:
case TextureFormat::SNORM_8_8_8_8:
return GL_RGBA;
case TextureFormat::SFLOAT_16_16_16:
case TextureFormat::SFLOAT_32_32_32:
case TextureFormat::SINT_32_32_32:
case TextureFormat::UINT_32_32_32:
case TextureFormat::SNORM_16_16_16:
case TextureFormat::SINT_16_16_16:
case TextureFormat::UINT_16_16_16:
case TextureFormat::UNORM_16_16_16:
case TextureFormat::SNORM_8_8_8:
case TextureFormat::UNORM_8_8_8:
case TextureFormat::SINT_8_8_8:
case TextureFormat::UINT_8_8_8:
return GL_RGB;
case TextureFormat::SNORM_16_16:
case TextureFormat::SNORM_8_8:
return GL_RG;
case TextureFormat::SNORM_16:
case TextureFormat::SNORM_8:
return GL_RED;
/* Special formats, texture only. */
case TextureFormat::SRGB_DXT1:
return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
case TextureFormat::SRGB_DXT3:
return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;
case TextureFormat::SRGB_DXT5:
return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;
case TextureFormat::SNORM_DXT1:
return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
case TextureFormat::SNORM_DXT3:
return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
case TextureFormat::SNORM_DXT5:
return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
case TextureFormat::SRGBA_8_8_8:
case TextureFormat::UFLOAT_9_9_9_EXP_5:
return GL_RGB;
/* Depth Formats. */
case TextureFormat::SFLOAT_32_DEPTH:
case TextureFormat::UNORM_16_DEPTH:
return GL_DEPTH_COMPONENT;
case TextureFormat::Invalid:
break;
}
BLI_assert_msg(0, "Texture format incorrect or unsupported\n");
return 0;
}
/**
* Assume UNORM/Float target. Used with #glReadPixels.
*/
inline GLenum channel_len_to_gl(int channel_len)
{
switch (channel_len) {
case 1:
return GL_RED;
case 2:
return GL_RG;
case 3:
return GL_RGB;
case 4:
return GL_RGBA;
default:
BLI_assert_msg(0, "Wrong number of texture channels");
return GL_RED;
}
}
} // namespace gpu
} // namespace blender