
This is a necessary step for EEVEE's new arch. This moves more data to the draw manager. This makes it easier to have the render or draw engines manage their own data. This makes more sense and cleans-up what the GPUViewport holds Also rewrites the Texture pool manager to be in C++. This also move the DefaultFramebuffer/TextureList and the engine related data to a new `DRWViewData` struct. This struct manages the per view (as in stereo view) engine data. There is a bit of cleanup in the way the draw manager is setup. We now use a temporary DRWData instead of creating a dummy viewport. Development: fclem, jbakker Differential Revision: https://developer.blender.org/D11966
190 lines
5.7 KiB
C
190 lines
5.7 KiB
C
/*
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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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* Copyright 2016, Blender Foundation.
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*/
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/** \file
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* \ingroup draw
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*/
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#include "draw_manager.h"
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#include "draw_texture_pool.h"
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#ifndef NDEBUG
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/* Maybe gpu_texture.c is a better place for this. */
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static bool drw_texture_format_supports_framebuffer(eGPUTextureFormat format)
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{
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/* Some formats do not work with frame-buffers. */
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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 GPU_R8:
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case GPU_R8UI:
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case GPU_R16F:
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case GPU_R16I:
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case GPU_R16UI:
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case GPU_R16:
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case GPU_R32F:
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case GPU_R32UI:
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case GPU_RG8:
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case GPU_RG16:
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case GPU_RG16F:
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case GPU_RG16I:
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case GPU_RG32F:
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case GPU_RGB10_A2:
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case GPU_R11F_G11F_B10F:
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case GPU_RGBA8:
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case GPU_RGBA16:
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case GPU_RGBA16F:
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case GPU_RGBA32F:
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case GPU_DEPTH_COMPONENT16:
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case GPU_DEPTH_COMPONENT24:
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case GPU_DEPTH24_STENCIL8:
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case GPU_DEPTH_COMPONENT32F:
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return true;
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default:
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return false;
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}
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}
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#endif
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void drw_texture_set_parameters(GPUTexture *tex, DRWTextureFlag flags)
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{
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if (tex == NULL) {
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return;
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}
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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_anisotropic_filter(tex, false);
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GPU_texture_wrap_mode(tex, flags & DRW_TEX_WRAP, true);
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GPU_texture_compare_mode(tex, flags & DRW_TEX_COMPARE);
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}
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GPUTexture *DRW_texture_create_1d(int w,
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eGPUTextureFormat format,
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DRWTextureFlag flags,
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const float *fpixels)
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{
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int mip_len = (flags & DRW_TEX_MIPMAP) ? 9999 : 1;
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GPUTexture *tex = GPU_texture_create_1d(__func__, w, mip_len, format, fpixels);
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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(
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int w, int h, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
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{
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int mip_len = (flags & DRW_TEX_MIPMAP) ? 9999 : 1;
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GPUTexture *tex = GPU_texture_create_2d(__func__, w, h, mip_len, format, fpixels);
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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, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
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{
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int mip_len = (flags & DRW_TEX_MIPMAP) ? 9999 : 1;
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GPUTexture *tex = GPU_texture_create_2d_array(__func__, w, h, d, mip_len, format, fpixels);
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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, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
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{
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int mip_len = (flags & DRW_TEX_MIPMAP) ? 9999 : 1;
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GPUTexture *tex = GPU_texture_create_3d(
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__func__, w, h, d, mip_len, format, GPU_DATA_FLOAT, fpixels);
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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,
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eGPUTextureFormat format,
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DRWTextureFlag flags,
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const float *fpixels)
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{
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int mip_len = (flags & DRW_TEX_MIPMAP) ? 9999 : 1;
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GPUTexture *tex = GPU_texture_create_cube(__func__, w, mip_len, format, fpixels);
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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_array(
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int w, int d, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
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{
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int mip_len = (flags & DRW_TEX_MIPMAP) ? 9999 : 1;
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GPUTexture *tex = GPU_texture_create_cube_array(__func__, w, d, mip_len, format, fpixels);
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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,
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int h,
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eGPUTextureFormat format,
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DrawEngineType *engine_type)
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{
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BLI_assert(drw_texture_format_supports_framebuffer(format));
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GPUTexture *tex = DRW_texture_pool_query(DST.vmempool->texture_pool, w, h, format, engine_type);
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return tex;
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}
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GPUTexture *DRW_texture_pool_query_fullscreen(eGPUTextureFormat format,
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DrawEngineType *engine_type)
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{
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const float *size = DRW_viewport_size_get();
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return DRW_texture_pool_query_2d((int)size[0], (int)size[1], format, engine_type);
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}
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void DRW_texture_ensure_fullscreen_2d(GPUTexture **tex,
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eGPUTextureFormat format,
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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(
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GPUTexture **tex, int w, int h, eGPUTextureFormat 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_generate_mipmap(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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