tornavis/source/blender/gpu/GPU_texture.h

1134 lines
40 KiB
C++

/* SPDX-FileCopyrightText: 2005 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* A `GPUTexture` is a wrapper around backend specific texture objects.
* It allows, creation of diverse texture format and types, update, read, reference counting,
* internal sampler state tracking and texture binding.
*/
#pragma once
#ifdef __cplusplus
# include <string>
#endif
#include "BLI_assert.h"
#include "BLI_utildefines.h"
#include "GPU_state.h"
struct GPUVertBuf;
#ifdef __cplusplus
extern "C" {
#endif
/* -------------------------------------------------------------------- */
/** \name Sampler State
* \{ */
/**
* The `GPUSamplerFiltering` bit flag specifies the enabled filtering options of a texture
* sampler.
*/
typedef enum GPUSamplerFiltering {
/**
* Default sampler filtering with all options off.
* It means no linear filtering, no mipmapping, and no anisotropic filtering.
*/
GPU_SAMPLER_FILTERING_DEFAULT = 0,
/**
* Enables hardware linear filtering.
* Also enables linear interpolation between MIPS if GPU_SAMPLER_FILTERING_MIPMAP is set.
*/
GPU_SAMPLER_FILTERING_LINEAR = (1 << 0),
/**
* Enables mipmap access through shader samplers.
* Also enables linear interpolation between mips if GPU_SAMPLER_FILTER is set, otherwise the mip
* interpolation will be set to nearest.
*
* The following parameters are always left to their default values and can't be changed:
* - TEXTURE_MIN_LOD is -1000.
* - TEXTURE_MAX_LOD is 1000.
* - TEXTURE_LOD_BIAS is 0.0f.
*/
GPU_SAMPLER_FILTERING_MIPMAP = (1 << 1),
/**
* Enable Anisotropic filtering. This only has effect if `GPU_SAMPLER_FILTERING_MIPMAP` is set.
* The filtered result is implementation dependent.
*
* The maximum amount of samples is always set to its maximum possible value and can't be
* changed, except by the user through the user preferences, see the use of U.anisotropic_filter.
*/
GPU_SAMPLER_FILTERING_ANISOTROPIC = (1 << 2),
} GPUSamplerFiltering;
ENUM_OPERATORS(GPUSamplerFiltering, GPU_SAMPLER_FILTERING_ANISOTROPIC)
/** The number of every possible filtering configuration. */
static const int GPU_SAMPLER_FILTERING_TYPES_COUNT = (GPU_SAMPLER_FILTERING_LINEAR |
GPU_SAMPLER_FILTERING_MIPMAP |
GPU_SAMPLER_FILTERING_ANISOTROPIC) +
1;
/**
* The `GPUSamplerExtendMode` specifies how the texture will be extrapolated for out-of-bound
* texture sampling.
*/
typedef enum GPUSamplerExtendMode {
/**
* Extrapolate by extending the edge pixels of the texture, in other words, the texture
* coordinates are clamped.
*/
GPU_SAMPLER_EXTEND_MODE_EXTEND = 0,
/** Extrapolate by repeating the texture. */
GPU_SAMPLER_EXTEND_MODE_REPEAT,
/** Extrapolate by repeating the texture with mirroring in a ping-pong fashion. */
GPU_SAMPLER_EXTEND_MODE_MIRRORED_REPEAT,
/**
* Extrapolate using the value of TEXTURE_BORDER_COLOR, which is always set to a transparent
* black color (0, 0, 0, 0) and can't be changed.
*/
GPU_SAMPLER_EXTEND_MODE_CLAMP_TO_BORDER,
} GPUSamplerExtendMode;
#define GPU_SAMPLER_EXTEND_MODES_COUNT (GPU_SAMPLER_EXTEND_MODE_CLAMP_TO_BORDER + 1)
/**
* The `GPUSamplerCustomType` specifies pre-defined sampler configurations with parameters that
* are not controllable using the GPUSamplerFiltering and GPUSamplerExtendMode options. Hence, the
* use of a custom sampler type is mutually exclusive with the use of the aforementioned enums.
*
* The parameters that needs to be set for those custom samplers are not added as yet another
* option inside the GPUSamplerState structure because every possible configuration of sampler
* states are generated, setup, and cached at startup, so adding yet another axis of variation will
* multiply the number of configurations that needs to be cached, which is not worth it due to the
* limited use of the parameters needed to setup those custom samplers.
*/
typedef enum GPUSamplerCustomType {
/**
* Enable compare mode for depth texture. The depth texture must then be bound to a shadow
* sampler. This is equivalent to:
*
* - GPU_SAMPLER_FILTERING_LINEAR.
* - GPU_SAMPLER_EXTEND_MODE_EXTEND.
*
* And sets:
*
* - TEXTURE_COMPARE_MODE -> COMPARE_REF_TO_TEXTURE.
* - TEXTURE_COMPARE_FUNC -> LEQUAL.
*/
GPU_SAMPLER_CUSTOM_COMPARE = 0,
/**
* Special icon sampler with custom LOD bias and interpolation mode. This sets:
*
* - TEXTURE_MAG_FILTER -> LINEAR.
* - TEXTURE_MIN_FILTER -> LINEAR_MIPMAP_NEAREST.
* - TEXTURE_LOD_BIAS -> -0.5.
*/
GPU_SAMPLER_CUSTOM_ICON,
} GPUSamplerCustomType;
#define GPU_SAMPLER_CUSTOM_TYPES_COUNT (GPU_SAMPLER_CUSTOM_ICON + 1)
/**
* The `GPUSamplerStateType` specifies how the GPUSamplerState structure should be interpreted
* when passed around due to it being an overloaded type, see the documentation of each of the
* types for more information.
*/
typedef enum GPUSamplerStateType {
/**
* The filtering, extend_x, and extend_yz members of the GPUSamplerState structure will be used
* in setting up the sampler state for the texture. The custom_type member will be ignored in
* that case.
*/
GPU_SAMPLER_STATE_TYPE_PARAMETERS = 0,
/**
* The filtering, extend_x, and extend_yz members of the GPUSamplerState structure will be
* ignored, and the predefined custom parameters outlined in the documentation of
* GPUSamplerCustomType will be used in setting up the sampler state for the texture.
*/
GPU_SAMPLER_STATE_TYPE_CUSTOM,
/**
* The members of the GPUSamplerState structure will be ignored and the internal sampler state of
* the texture will be used. In other words, this is a signal value and stores no useful or
* actual data.
*/
GPU_SAMPLER_STATE_TYPE_INTERNAL,
} GPUSamplerStateType;
/**
* The `GPUSamplerState` specifies the sampler state to bind a texture with.
*
* When the state type is set to GPU_SAMPLER_STATE_TYPE_CUSTOM or GPU_SAMPLER_STATE_TYPE_INTERNAL,
* the rest of the members of the structure will be ignored. However, we can't turn this structure
* into a union, because various functions merely temporally change the state type and expect the
* rest of the members' values to be retained when the state type is changed back to
* GPU_SAMPLER_STATE_TYPE_PARAMETERS. For the instance, a function might do the following and
* expect the original sampler state of the texture to be retained after disabling comparison mode:
*
* GPU_texture_compare_mode(texture, true);
* // Use the texture ...
* GPU_texture_compare_mode(texture, false);
*/
typedef struct GPUSamplerState {
/** Specifies the enabled filtering options for the sampler. */
GPUSamplerFiltering filtering : 8;
/**
* Specifies how the texture will be extrapolated for out-of-bound texture sampling along the x
* axis.
*/
GPUSamplerExtendMode extend_x : 4;
/**
* Specifies how the texture will be extrapolated for out-of-bound texture sampling along both
* the y and z axis. There is no individual control for the z axis because 3D textures have
* limited use, and when used, their extend mode is typically the same for all axis.
*/
GPUSamplerExtendMode extend_yz : 4;
/** Specifies the type of sampler if the state type is GPU_SAMPLER_STATE_TYPE_CUSTOM. */
GPUSamplerCustomType custom_type : 8;
/** Specifies how the GPUSamplerState structure should be interpreted when passed around. */
GPUSamplerStateType type : 8;
#ifdef __cplusplus
/**
* Constructs a sampler state with default filtering and extended extend in both x and y axis.
* See the documentation on GPU_SAMPLER_FILTERING_DEFAULT and GPU_SAMPLER_EXTEND_MODE_EXTEND for
* more information.
*
* GPU_SAMPLER_STATE_TYPE_PARAMETERS is set in order to utilize the aforementioned parameters, so
* GPU_SAMPLER_CUSTOM_COMPARE is arbitrary, ignored, and irrelevant.
*/
static constexpr GPUSamplerState default_sampler()
{
return {GPU_SAMPLER_FILTERING_DEFAULT,
GPU_SAMPLER_EXTEND_MODE_EXTEND,
GPU_SAMPLER_EXTEND_MODE_EXTEND,
GPU_SAMPLER_CUSTOM_COMPARE,
GPU_SAMPLER_STATE_TYPE_PARAMETERS};
}
/**
* Constructs a sampler state that can be used to signal that the internal sampler of the texture
* should be used instead. See the documentation on GPU_SAMPLER_STATE_TYPE_INTERNAL for more
* information.
*
* GPU_SAMPLER_STATE_TYPE_INTERNAL is set in order to signal the use of the internal sampler of
* the texture, so the rest of the options before it are arbitrary, ignored, and irrelevant.
*/
static constexpr GPUSamplerState internal_sampler()
{
return {GPU_SAMPLER_FILTERING_DEFAULT,
GPU_SAMPLER_EXTEND_MODE_EXTEND,
GPU_SAMPLER_EXTEND_MODE_EXTEND,
GPU_SAMPLER_CUSTOM_COMPARE,
GPU_SAMPLER_STATE_TYPE_INTERNAL};
}
/**
* Constructs a special sampler state that can be used sampler icons. See the documentation on
* GPU_SAMPLER_CUSTOM_ICON for more information.
*
* GPU_SAMPLER_STATE_TYPE_CUSTOM is set in order to specify a custom sampler type, so the rest of
* the options before it are arbitrary, ignored, and irrelevant.
*/
static constexpr GPUSamplerState icon_sampler()
{
return {GPU_SAMPLER_FILTERING_DEFAULT,
GPU_SAMPLER_EXTEND_MODE_EXTEND,
GPU_SAMPLER_EXTEND_MODE_EXTEND,
GPU_SAMPLER_CUSTOM_ICON,
GPU_SAMPLER_STATE_TYPE_CUSTOM};
}
/**
* Constructs a special sampler state for depth comparison. See the documentation on
* GPU_SAMPLER_CUSTOM_COMPARE for more information.
*
* GPU_SAMPLER_STATE_TYPE_CUSTOM is set in order to specify a custom sampler type, so the rest of
* the options before it are ignored and irrelevant, but they are set to sensible defaults in
* case comparison mode is turned off, in which case, the sampler state will become equivalent to
* GPUSamplerState::default_sampler().
*/
static constexpr GPUSamplerState compare_sampler()
{
return {GPU_SAMPLER_FILTERING_DEFAULT,
GPU_SAMPLER_EXTEND_MODE_EXTEND,
GPU_SAMPLER_EXTEND_MODE_EXTEND,
GPU_SAMPLER_CUSTOM_COMPARE,
GPU_SAMPLER_STATE_TYPE_CUSTOM};
}
/**
* Enables the given filtering flags.
*/
void enable_filtering_flag(GPUSamplerFiltering filtering_flags)
{
this->filtering = this->filtering | filtering_flags;
}
/**
* Disables the given filtering flags.
*/
void disable_filtering_flag(GPUSamplerFiltering filtering_flags)
{
this->filtering = this->filtering & ~filtering_flags;
}
/**
* Enables the given filtering flags if the given test is true, otherwise, disables the given
* filtering flags.
*/
void set_filtering_flag_from_test(GPUSamplerFiltering filtering_flags, bool test)
{
if (test) {
this->enable_filtering_flag(filtering_flags);
}
else {
this->disable_filtering_flag(filtering_flags);
}
}
std::string to_string() const
{
if (this->type == GPU_SAMPLER_STATE_TYPE_INTERNAL) {
return "internal";
}
if (this->type == GPU_SAMPLER_STATE_TYPE_CUSTOM) {
switch (this->custom_type) {
case GPU_SAMPLER_CUSTOM_COMPARE:
return "compare";
break;
case GPU_SAMPLER_CUSTOM_ICON:
return "icon";
break;
default:
BLI_assert_unreachable();
return "";
}
}
/* The sampler state is of type PARAMETERS, so serialize the parameters. */
BLI_assert(this->type == GPU_SAMPLER_STATE_TYPE_PARAMETERS);
std::string serialized_parameters;
if (this->filtering & GPU_SAMPLER_FILTERING_LINEAR) {
serialized_parameters += "linear-filter_";
}
if (this->filtering & GPU_SAMPLER_FILTERING_MIPMAP) {
serialized_parameters += "mipmap_";
}
if (this->filtering & GPU_SAMPLER_FILTERING_ANISOTROPIC) {
serialized_parameters += "anisotropic_";
}
switch (this->extend_x) {
case GPU_SAMPLER_EXTEND_MODE_EXTEND:
serialized_parameters += "extend-x_";
break;
case GPU_SAMPLER_EXTEND_MODE_REPEAT:
serialized_parameters += "repeat-x_";
break;
case GPU_SAMPLER_EXTEND_MODE_MIRRORED_REPEAT:
serialized_parameters += "mirrored-repeat-x_";
break;
case GPU_SAMPLER_EXTEND_MODE_CLAMP_TO_BORDER:
serialized_parameters += "clamp-to-border-x_";
break;
default:
BLI_assert_unreachable();
}
switch (this->extend_yz) {
case GPU_SAMPLER_EXTEND_MODE_EXTEND:
serialized_parameters += "extend-y_";
break;
case GPU_SAMPLER_EXTEND_MODE_REPEAT:
serialized_parameters += "repeat-y_";
break;
case GPU_SAMPLER_EXTEND_MODE_MIRRORED_REPEAT:
serialized_parameters += "mirrored-repeat-y_";
break;
case GPU_SAMPLER_EXTEND_MODE_CLAMP_TO_BORDER:
serialized_parameters += "clamp-to-border-y_";
break;
default:
BLI_assert_unreachable();
}
switch (this->extend_yz) {
case GPU_SAMPLER_EXTEND_MODE_EXTEND:
serialized_parameters += "extend-z";
break;
case GPU_SAMPLER_EXTEND_MODE_REPEAT:
serialized_parameters += "repeat-z";
break;
case GPU_SAMPLER_EXTEND_MODE_MIRRORED_REPEAT:
serialized_parameters += "mirrored-repeat-z";
break;
case GPU_SAMPLER_EXTEND_MODE_CLAMP_TO_BORDER:
serialized_parameters += "clamp-to-border-z";
break;
default:
BLI_assert_unreachable();
}
return serialized_parameters;
}
bool operator==(GPUSamplerState const &rhs) const
{
return this->filtering == rhs.filtering && this->extend_x == rhs.extend_x &&
this->extend_yz == rhs.extend_yz && this->custom_type == rhs.custom_type &&
this->type == rhs.type;
}
#endif
} GPUSamplerState;
#ifndef __cplusplus
/** Identical to GPUSamplerState::default_sampler for non C++ users. */
static const GPUSamplerState GPU_SAMPLER_DEFAULT = {GPU_SAMPLER_FILTERING_DEFAULT,
GPU_SAMPLER_EXTEND_MODE_EXTEND,
GPU_SAMPLER_EXTEND_MODE_EXTEND,
GPU_SAMPLER_CUSTOM_COMPARE,
GPU_SAMPLER_STATE_TYPE_PARAMETERS};
#endif
/** \} */
/* -------------------------------------------------------------------- */
/** \name Enums
* \{ */
/**
* Types of texture internal storage. Defines how the data is stored inside the video memory.
* Be aware that some formats are not supported by render-buffers.
*/
typedef enum eGPUTextureFormat {
/* Formats texture & render-buffer. */
GPU_RGBA8UI,
GPU_RGBA8I,
GPU_RGBA8,
GPU_RGBA16UI,
GPU_RGBA16I,
GPU_RGBA16F,
GPU_RGBA16,
GPU_RGBA32UI,
GPU_RGBA32I,
GPU_RGBA32F,
GPU_RG8UI,
GPU_RG8I,
GPU_RG8,
GPU_RG16UI,
GPU_RG16I,
GPU_RG16F,
GPU_RG16,
GPU_RG32UI,
GPU_RG32I,
GPU_RG32F,
GPU_R8UI,
GPU_R8I,
GPU_R8,
GPU_R16UI,
GPU_R16I,
GPU_R16F,
GPU_R16,
GPU_R32UI,
GPU_R32I,
GPU_R32F,
/* Special formats texture & render-buffer. */
GPU_RGB10_A2,
GPU_RGB10_A2UI,
GPU_R11F_G11F_B10F,
GPU_DEPTH32F_STENCIL8,
GPU_DEPTH24_STENCIL8,
GPU_SRGB8_A8,
/* Texture only formats. */
GPU_RGBA8_SNORM,
GPU_RGBA16_SNORM,
GPU_RGB8UI,
GPU_RGB8I,
GPU_RGB8,
GPU_RGB8_SNORM,
GPU_RGB16UI,
GPU_RGB16I,
GPU_RGB16F,
GPU_RGB16,
GPU_RGB16_SNORM,
GPU_RGB32UI,
GPU_RGB32I,
GPU_RGB32F,
GPU_RG8_SNORM,
GPU_RG16_SNORM,
GPU_R8_SNORM,
GPU_R16_SNORM,
/* Special formats, texture only. */
GPU_SRGB8_A8_DXT1, /* BC1 */
GPU_SRGB8_A8_DXT3, /* BC2 */
GPU_SRGB8_A8_DXT5, /* BC3 */
GPU_RGBA8_DXT1, /* BC1 */
GPU_RGBA8_DXT3, /* BC2 */
GPU_RGBA8_DXT5, /* BC3 */
GPU_SRGB8,
GPU_RGB9_E5,
#if 0 /* TODO: Add support for them. */
GPU_COMPRESSED_RG_RGTC2,
GPU_COMPRESSED_SIGNED_RG_RGTC2,
GPU_COMPRESSED_RED_RGTC1,
GPU_COMPRESSED_SIGNED_RED_RGTC1,
#endif
/* Depth Formats. */
GPU_DEPTH_COMPONENT32F,
GPU_DEPTH_COMPONENT24,
GPU_DEPTH_COMPONENT16,
} eGPUTextureFormat;
/**
* Types of data for data specification.
* Used for formatting upload and download of data.
* When used with textures, they need to match or be compatible with the `eGPUTextureFormat` used.
* Check `validate_data_format` for compatibility list.
*/
typedef enum eGPUDataFormat {
GPU_DATA_FLOAT,
GPU_DATA_HALF_FLOAT,
GPU_DATA_INT,
GPU_DATA_UINT,
GPU_DATA_UBYTE,
/** Special type used for depth-stencil textures. */
GPU_DATA_UINT_24_8,
/** Special type used for packed 32bit per pixel textures. Data is stored in reverse order. */
GPU_DATA_10_11_11_REV,
GPU_DATA_2_10_10_10_REV,
} eGPUDataFormat;
/**
* Texture usage flags allow backend implementations to contextually optimize texture resources.
* Any texture with an explicit flag should not perform operations which are not explicitly
* specified in the usage flags. If usage is unknown upfront, then GPU_TEXTURE_USAGE_GENERAL can be
* used.
*
* NOTE: These usage flags act as hints for the backend implementations. There may be no benefit in
* some circumstances, and certain resource types may insert additional usage as required. However,
* explicit usage can ensure that hardware features such as render target/texture compression can
* be used. For explicit APIs such as Metal/Vulkan, texture usage needs to be specified up-front.
*/
typedef enum eGPUTextureUsage {
/* Whether texture is sampled or read during a shader. */
GPU_TEXTURE_USAGE_SHADER_READ = (1 << 0),
/* Whether the texture is written to by a shader using imageStore. */
GPU_TEXTURE_USAGE_SHADER_WRITE = (1 << 1),
/* Whether a texture is used as an attachment in a frame-buffer. */
GPU_TEXTURE_USAGE_ATTACHMENT = (1 << 2),
/* Whether the texture is used as a texture view, uses mip-map layer adjustment,
* OR, uses swizzle access masks. Mip-map base layer adjustment and texture channel swizzling
* requires a texture view under-the-hood. */
GPU_TEXTURE_USAGE_MIP_SWIZZLE_VIEW = (1 << 3),
/* Whether the texture needs to be read from by the CPU. */
GPU_TEXTURE_USAGE_HOST_READ = (1 << 4),
/* When used, the texture will not have any backing storage and can solely exist as a virtual
* frame-buffer attachment. */
GPU_TEXTURE_USAGE_MEMORYLESS = (1 << 5),
/* Whether a texture can support atomic operations. */
GPU_TEXTURE_USAGE_ATOMIC = (1 << 6),
/* Create a texture whose usage cannot be defined prematurely.
* This is unoptimized and should not be used. */
GPU_TEXTURE_USAGE_GENERAL = (0xFF &
(~(GPU_TEXTURE_USAGE_MEMORYLESS | GPU_TEXTURE_USAGE_ATOMIC))),
} eGPUTextureUsage;
ENUM_OPERATORS(eGPUTextureUsage, GPU_TEXTURE_USAGE_GENERAL);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Creation
* \{ */
/** Opaque type hiding blender::gpu::Texture. */
typedef struct GPUTexture GPUTexture;
/**
* \note \a data is expected to be float. If the \a format is not compatible with float data or if
* the data is not in float format, use GPU_texture_update to upload the data with the right data
* format.
*
* Textures created via other means will either inherit usage from the source resource, or also
* be initialized with `GPU_TEXTURE_USAGE_GENERAL`.
*
* flag. \a mips is the number of mip level to allocate. It must be >= 1.
*/
GPUTexture *GPU_texture_create_1d(const char *name,
int width,
int mip_len,
eGPUTextureFormat format,
eGPUTextureUsage usage,
const float *data);
GPUTexture *GPU_texture_create_1d_array(const char *name,
int width,
int layer_len,
int mip_len,
eGPUTextureFormat format,
eGPUTextureUsage usage,
const float *data);
GPUTexture *GPU_texture_create_2d(const char *name,
int width,
int height,
int mip_len,
eGPUTextureFormat format,
eGPUTextureUsage usage,
const float *data);
GPUTexture *GPU_texture_create_2d_array(const char *name,
int width,
int height,
int layer_len,
int mip_len,
eGPUTextureFormat format,
eGPUTextureUsage usage,
const float *data);
GPUTexture *GPU_texture_create_3d(const char *name,
int width,
int height,
int depth,
int mip_len,
eGPUTextureFormat format,
eGPUTextureUsage usage,
const void *data);
GPUTexture *GPU_texture_create_cube(const char *name,
int width,
int mip_len,
eGPUTextureFormat format,
eGPUTextureUsage usage,
const float *data);
GPUTexture *GPU_texture_create_cube_array(const char *name,
int width,
int layer_len,
int mip_len,
eGPUTextureFormat format,
eGPUTextureUsage usage,
const float *data);
/**
* DDS texture loading. Return NULL if compressed texture support is not available.
* \a data should hold all the data for \a mip_len mipmaps.
* The data is expected to be in compressed form. This isn't going to compress un-compress data.
*/
GPUTexture *GPU_texture_create_compressed_2d(const char *name,
int width,
int height,
int mip_len,
eGPUTextureFormat format,
eGPUTextureUsage usage,
const void *data);
/**
* Create a buffer texture that allow access to a buffer \a vertex_buf through a sampler of type
* `(FLOAT/INT/UINT)_BUFFER`.
*/
GPUTexture *GPU_texture_create_from_vertbuf(const char *name, struct GPUVertBuf *vertex_buf);
/**
* Create an error texture that will bind an pink texture at draw time.
* \a dimension is the number of number of dimension of the texture (1, 2, or 3).
* \a array if set to true, will make the texture be an array (layered).
*/
GPUTexture *GPU_texture_create_error(int dimension, bool array);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Freeing
* \{ */
/**
* Add a reference to this texture for usage.
* This internally increment the reference counter.
* This avoids the texture being free between the time it is referenced by the drawing logic and
* the time it is actually dereferenced.
*/
void GPU_texture_ref(GPUTexture *texture);
/**
* This internally decrement the reference counter.
* If the reference counter is 1 when calling this function the #GPUTexture will be freed.
*/
void GPU_texture_free(GPUTexture *texture);
#define GPU_TEXTURE_FREE_SAFE(texture) \
do { \
if (texture != NULL) { \
GPU_texture_free(texture); \
texture = NULL; \
} \
} while (0)
/** \} */
/* -------------------------------------------------------------------- */
/** \name Texture Views
* \{ */
/**
* Create an alias of the source texture data. A view can cover the whole texture or only a range
* of mip levels and/or array layer range.
*
* \a view_format is the format in which the view will interpret the data of \a source_texture . It
* must match the format of \a source_texture in size (ex: RGBA8 can be reinterpreted as R32UI).
* See https://www.khronos.org/opengl/wiki/Texture_Storage#View_texture_aliases for an exhaustive
* list.
*
* \note If \a source_texture is freed, the texture view will continue to be valid.
* \note If \a mip_start or \a mip_len is bigger than available mips they will be clamped to the
* source texture available range.
* \note If \a cube_as_array is true, then the created view will be a 2D array texture instead of a
* cube-map texture or cube-map-array texture.
*
* For Depth-Stencil texture view formats:
* \note If \a use_stencil is true, the texture is expected to be bound to a UINT sampler and will
* return the stencil value (in a range of [0..255]) as the first component.
* \note If \a use_stencil is false (default), the texture is expected to be bound to a DEPTH
* sampler and will return the normalized depth value (in a range of [0..1]) as the first
* component.
*
* TODO(fclem): Target conversion (ex: Texture 2D as Texture 2D Array) is not implemented yet.
*/
GPUTexture *GPU_texture_create_view(const char *name,
GPUTexture *source_texture,
eGPUTextureFormat view_format,
int mip_start,
int mip_len,
int layer_start,
int layer_len,
bool cube_as_array,
bool use_stencil);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Modify & Update
* \{ */
/**
* Makes data interpretation aware of the source layout.
* Skipping pixels correctly when changing rows when doing partial update.
* This affects `GPU_texture_update`, `GPU_texture_update_sub`, `GPU_texture_update_mipmap`.
* TODO(fclem): replace this by pixel buffer updates using a custom utility to do the line shifting
* like Cycles does.
*/
void GPU_unpack_row_length_set(uint len);
/**
* Update the content of a texture's base mip-map level (mip 0).
* \a data_format is the format of the \a data . It needs to be compatible with the internal
* texture storage.
* The \a data should be the size of the entire mip 0 level.
* \note This function only update the content of mip 0. Either specify other mips or use
* `GPU_texture_update_mipmap_chain` to generate them if needed.
*/
void GPU_texture_update(GPUTexture *texture, eGPUDataFormat data_format, const void *data);
/**
* Update the content of a region of a texture's base mip-map level (mip 0).
* \a data_format is the format of the \a data . It needs to be compatible with the internal
* texture storage.
* The \a data should be the size of the mip 0 level region.
* \note This function only update the content of mip 0. Either specify other mips or use
* `GPU_texture_update_mipmap_chain` to generate them if needed.
*
* \a offset_x , \a offset_y , \a offset_z specify the bottom left corner of the updated region.
* \a width , \a height , \a depth specify the extent of the updated region.
*/
void GPU_texture_update_sub(GPUTexture *texture,
eGPUDataFormat data_format,
const void *pixels,
int offset_x,
int offset_y,
int offset_z,
int width,
int height,
int depth);
/**
* Update the content of a texture's specific mip-map level.
* \a data_format is the format of the \a pixels . It needs to be compatible with the internal
* texture storage.
* The \a data should be the size of the entire \a mip_level.
*/
void GPU_texture_update_mipmap(GPUTexture *texture,
int mip_level,
eGPUDataFormat data_format,
const void *pixels);
/**
* Fills the whole texture with the same data for all pixels.
* \warning Only work for 2D texture for now.
* \warning Only clears the MIP 0 of the texture.
* \param data_format: data format of the pixel data.
* \note The format is float for UNORM textures.
* \param data: 1 pixel worth of data to fill the texture with.
*/
void GPU_texture_clear(GPUTexture *texture, eGPUDataFormat data_format, const void *data);
/**
* Copy a \a src texture content to a similar \a dst texture. Only MIP 0 is copied.
* Textures needs to match in size and format.
*/
void GPU_texture_copy(GPUTexture *dst, GPUTexture *src);
/**
* Update the mip-map levels using the mip 0 data.
* \note this doesn't work on depth or compressed textures.
*/
void GPU_texture_update_mipmap_chain(GPUTexture *texture);
/**
* Read the content of a \a mip_level from a \a tex and returns a copy of its data.
* \warning the texture must have been created using GPU_TEXTURE_USAGE_HOST_READ.
* \note synchronization of shader writes via `imageStore()` needs to be explicitly done using
* `GPU_memory_barrier(GPU_BARRIER_TEXTURE_FETCH)`.
*/
void *GPU_texture_read(GPUTexture *texture, eGPUDataFormat data_format, int mip_level);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Binding
* \{ */
/**
* Bind a texture to a texture sampling image units using the texture internal sampler state.
*/
void GPU_texture_bind(GPUTexture *texture, int unit);
/**
* Bind a texture to a texture sampling image units using the explicit sampler state.
*/
void GPU_texture_bind_ex(GPUTexture *texture, GPUSamplerState state, int unit);
/**
* Unbind \a tex from a texture sampling image unit.
* \note this isn't strictly required but it is better for debugging purpose.
*/
void GPU_texture_unbind(GPUTexture *texture);
/**
* Unbind all texture from all texture sampling image units.
*/
void GPU_texture_unbind_all(void);
/**
* Bind \a tex to an arbitrary load/store image unit.
* It correspond to a `gpu::shader::ShaderCreateInfo::image()` declaration.
* \note this overrides any previous bind on the same unit.
*/
void GPU_texture_image_bind(GPUTexture *texture, int unit);
/**
* Unbind \a tex from an arbitrary load/store image unit.
* \note this isn't strictly required but it is better for debugging purpose.
*/
void GPU_texture_image_unbind(GPUTexture *texture);
/**
* Unbind all texture from all arbitrary load/store image units.
*/
void GPU_texture_image_unbind_all(void);
/** \} */
/* -------------------------------------------------------------------- */
/** \name State API
* \{ */
/**
* Set \a tex texture depth comparison mode. Only works on depth format.
*/
void GPU_texture_compare_mode(GPUTexture *texture, bool use_compare);
/**
* Set \a tex texture filter usage.
* If \a use_filter is true, the texture will use linear interpolation between neighboring texels.
* \note Does not work on non-normalized integer textures.
* \note Does not modify the mip-map usage state.
*/
void GPU_texture_filter_mode(GPUTexture *texture, bool use_filter);
/**
* Set \a tex texture filter and mip-map usage.
* If \a use_filter is true, the texture will use linear interpolation between neighboring texels.
* If \a use_mipmap is true, the texture will use mip-mapping as anti-aliasing method.
* If both are set to true, the texture will use linear interpolation between mip-map levels.
* \note Does not work on non-normalized integer textures.
*/
void GPU_texture_mipmap_mode(GPUTexture *texture, bool use_mipmap, bool use_filter);
/**
* Set anisotropic filter usage. Filter sample count is determined globally by
* `U.anisotropic_filter` and updated when `GPU_samplers_update` is called.
*/
void GPU_texture_anisotropic_filter(GPUTexture *texture, bool use_aniso);
/**
* Set \a tex texture sampling method for coordinates outside of the [0..1] uv range along the x
* axis. See GPUSamplerExtendMode for the available and meaning of different extend modes.
*/
void GPU_texture_extend_mode_x(GPUTexture *texture, GPUSamplerExtendMode extend_mode);
/**
* Set \a tex texture sampling method for coordinates outside of the [0..1] uv range along the y
* axis. See GPUSamplerExtendMode for the available and meaning of different extend modes.
*/
void GPU_texture_extend_mode_y(GPUTexture *texture, GPUSamplerExtendMode extend_mode);
/**
* Set \a tex texture sampling method for coordinates outside of the [0..1] uv range along both the
* x and y axis. See GPUSamplerExtendMode for the available and meaning of different extend modes.
*/
void GPU_texture_extend_mode(GPUTexture *texture, GPUSamplerExtendMode extend_mode);
/**
* Set \a tex texture swizzle state for swizzling sample components.
*
* A texture sample always return 4 components in the shader. If the texture has less than 4
* components, the missing ones are replaced by the matching values in the following vector
* (0, 0, 0, 1).
*
* \a swizzle contains 1 char per component representing the source of the data for each of the
* component of a sample value. The possible values for each of these 4 characters are:
* - 'r' or 'x': use the texture first component.
* - 'g' or 'y': use the texture second component.
* - 'b' or 'z': use the texture third component.
* - 'a' or 'w': use the texture fourth component.
* - '0': will make the component value to always return 0.
* - '1': will make the component value to always return 1.
*/
void GPU_texture_swizzle_set(GPUTexture *texture, const char swizzle[4]);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Introspection API
* \{ */
/**
* Return the number of dimensions of the texture ignoring dimension of layers (1, 2 or 3).
* Cube textures are considered 2D.
*/
int GPU_texture_dimensions(const GPUTexture *texture);
/**
* Return the width of \a tex.
*/
int GPU_texture_width(const GPUTexture *texture);
/**
* Return the height of \a tex. Correspond to number of layers for 1D array texture.
*/
int GPU_texture_height(const GPUTexture *texture);
/**
* Return the depth of \a tex . Correspond to number of layers for 2D array texture.
* NOTE: return 0 for 1D & 2D textures.
*/
int GPU_texture_depth(const GPUTexture *texture);
/**
* Return the number of layers of \a tex. Return 1 if the texture is not layered.
*/
int GPU_texture_layer_count(const GPUTexture *texture);
/**
* Return the number of mip-map level inside this texture.
*/
int GPU_texture_mip_count(const GPUTexture *texture);
/**
* Return the texture format of \a tex.
*/
eGPUTextureFormat GPU_texture_format(const GPUTexture *texture);
/**
* Return the usage flags of \a tex.
*/
eGPUTextureUsage GPU_texture_usage(const GPUTexture *texture);
/**
* Return true if the texture is an array texture type (has layers).
*/
bool GPU_texture_is_array(const GPUTexture *texture);
/**
* Return true if the texture is an cube-map texture type.
*/
bool GPU_texture_is_cube(const GPUTexture *texture);
/**
* Return true if the texture format has a depth component.
*/
bool GPU_texture_has_depth_format(const GPUTexture *texture);
/**
* Return true if the texture format has a stencil component.
*/
bool GPU_texture_has_stencil_format(const GPUTexture *texture);
/**
* Return true if the texture format is an integer type (non-normalized integers).
*/
bool GPU_texture_has_integer_format(const GPUTexture *texture);
/**
* Returns the pixel dimensions of a texture's mip-map level.
* \a size is expected to be a pointer to a vector of dimension matching the texture's dimension
* (including the array dimension).
*/
void GPU_texture_get_mipmap_size(GPUTexture *texture, int mip_level, int *size);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Python API & meta-data
*
* These are not intrinsic properties of a texture but they are stored inside the gpu::Texture
* structure for tracking purpose.
* \{ */
/**
* Width & Height (of source data), optional.
* WORKAROUND: Calling 'BKE_image_get_size' may free the texture. Store the source image size
* (before down-scaling) inside the #GPUTexture to retrieve the original size later (Ref #59347).
*/
int GPU_texture_original_width(const GPUTexture *texture);
int GPU_texture_original_height(const GPUTexture *texture);
void GPU_texture_original_size_set(GPUTexture *texture, int width, int height);
/**
* Reference of a pointer that needs to be cleaned when deallocating the texture.
* Points to #BPyGPUTexture.tex
*/
#ifndef GPU_NO_USE_PY_REFERENCES
void **GPU_texture_py_reference_get(GPUTexture *texture);
void GPU_texture_py_reference_set(GPUTexture *texture, void **py_ref);
#endif
/**
* Return the backend handle of the texture.
* \note This is a legacy feature only working on OpenGL backend. It will be removed once we remove
* the python BGL module.
*/
int GPU_texture_opengl_bindcode(const GPUTexture *texture);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Utilities
* \{ */
/**
* Returns the number of components in a texture format.
*/
size_t GPU_texture_component_len(eGPUTextureFormat format);
/**
* Return the expected number of bytes for one pixel of \a data_format data.
*/
size_t GPU_texture_dataformat_size(eGPUDataFormat data_format);
/**
* Return the texture format as a string for display purpose.
* Example: `GPU_RGBA8` returns as `"RGBA8"`.
*/
const char *GPU_texture_format_name(eGPUTextureFormat format);
/**
* Returns the memory usage of all currently allocated textures in bytes.
* \note that does not mean all of the textures are inside VRAM. Drivers can swap the texture
* memory back and forth depending on usage.
*/
unsigned int GPU_texture_memory_usage_get(void);
/**
* Update sampler states depending on user settings.
*/
void GPU_samplers_update(void);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Pixel Buffer
*
* Used for interfacing with other graphic APIs using graphic interoperability.
* It can also be used for more efficient partial update from CPU side.
* \{ */
/** Opaque type hiding blender::gpu::PixelBuffer. */
typedef struct GPUPixelBuffer GPUPixelBuffer;
/**
* Creates a #GPUPixelBuffer object with \a byte_size worth of storage.
*/
GPUPixelBuffer *GPU_pixel_buffer_create(size_t byte_size);
/**
* Free a #GPUPixelBuffer object.
* The object should be unmapped before being freed.
*/
void GPU_pixel_buffer_free(GPUPixelBuffer *pixel_buf);
/**
* Maps a pixel buffer to RAM, giving back access rights to CPU.
* The returned pointer is only valid until `GPU_pixel_buffer_unmap` is called.
* A #GPUPixelBuffer needs to be unmapped before being used for GPU side operation (like texture
* update through `GPU_texture_update_sub_from_pixel_buffer`).
*/
void *GPU_pixel_buffer_map(GPUPixelBuffer *pixel_buf);
/**
* Unmap a pixel buffer from RAM, giving back access rights to GPU.
* Any pointer previously acquired by `GPU_pixel_buffer_map` becomes invalid.
*/
void GPU_pixel_buffer_unmap(GPUPixelBuffer *pixel_buf);
/**
* Return size in bytes of the \a pix_buf.
*/
size_t GPU_pixel_buffer_size(GPUPixelBuffer *pixel_buf);
/**
* Return the native handle of the \a pix_buf to use for graphic interoperability registration.
*/
int64_t GPU_pixel_buffer_get_native_handle(GPUPixelBuffer *pixel_buf);
/**
* Update a sub-region of a texture using the data from a #GPUPixelBuffer as source data.
* The \a pix_buf data is expected to be contiguous and big enough to fill the described
* sub-region.
*/
void GPU_texture_update_sub_from_pixel_buffer(GPUTexture *texture,
eGPUDataFormat data_format,
GPUPixelBuffer *pixel_buf,
int offset_x,
int offset_y,
int offset_z,
int width,
int height,
int depth);
/** \} */
#ifdef __cplusplus
}
#endif