| // |
| // Copyright 2014 The ANGLE Project Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| // |
| |
| // TextureD3D.cpp: Implementations of the Texture interfaces shared betweeen the D3D backends. |
| |
| #include "libANGLE/renderer/d3d/TextureD3D.h" |
| |
| #include "common/mathutil.h" |
| #include "common/utilities.h" |
| #include "libANGLE/Buffer.h" |
| #include "libANGLE/Config.h" |
| #include "libANGLE/Framebuffer.h" |
| #include "libANGLE/Image.h" |
| #include "libANGLE/Surface.h" |
| #include "libANGLE/Texture.h" |
| #include "libANGLE/formatutils.h" |
| #include "libANGLE/renderer/BufferImpl.h" |
| #include "libANGLE/renderer/d3d/BufferD3D.h" |
| #include "libANGLE/renderer/d3d/EGLImageD3D.h" |
| #include "libANGLE/renderer/d3d/ImageD3D.h" |
| #include "libANGLE/renderer/d3d/RendererD3D.h" |
| #include "libANGLE/renderer/d3d/RenderTargetD3D.h" |
| #include "libANGLE/renderer/d3d/SurfaceD3D.h" |
| #include "libANGLE/renderer/d3d/TextureStorage.h" |
| |
| namespace rx |
| { |
| |
| namespace |
| { |
| |
| gl::Error GetUnpackPointer(const gl::PixelUnpackState &unpack, const uint8_t *pixels, |
| ptrdiff_t layerOffset, const uint8_t **pointerOut) |
| { |
| if (unpack.pixelBuffer.id() != 0) |
| { |
| // Do a CPU readback here, if we have an unpack buffer bound and the fast GPU path is not supported |
| gl::Buffer *pixelBuffer = unpack.pixelBuffer.get(); |
| ptrdiff_t offset = reinterpret_cast<ptrdiff_t>(pixels); |
| |
| // TODO: this is the only place outside of renderer that asks for a buffers raw data. |
| // This functionality should be moved into renderer and the getData method of BufferImpl removed. |
| BufferD3D *bufferD3D = GetImplAs<BufferD3D>(pixelBuffer); |
| ASSERT(bufferD3D); |
| const uint8_t *bufferData = nullptr; |
| ANGLE_TRY(bufferD3D->getData(&bufferData)); |
| *pointerOut = bufferData + offset; |
| } |
| else |
| { |
| *pointerOut = pixels; |
| } |
| |
| // Offset the pointer for 2D array layer (if it's valid) |
| if (*pointerOut != nullptr) |
| { |
| *pointerOut += layerOffset; |
| } |
| |
| return gl::NoError(); |
| } |
| |
| bool IsRenderTargetUsage(GLenum usage) |
| { |
| return (usage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE); |
| } |
| |
| } |
| |
| TextureD3D::TextureD3D(const gl::TextureState &state, RendererD3D *renderer) |
| : TextureImpl(state), |
| mRenderer(renderer), |
| mDirtyImages(true), |
| mImmutable(false), |
| mTexStorage(nullptr), |
| mBaseLevel(0) |
| { |
| } |
| |
| TextureD3D::~TextureD3D() |
| { |
| } |
| |
| gl::Error TextureD3D::getNativeTexture(TextureStorage **outStorage) |
| { |
| // ensure the underlying texture is created |
| ANGLE_TRY(initializeStorage(false)); |
| |
| if (mTexStorage) |
| { |
| ANGLE_TRY(updateStorage()); |
| } |
| |
| ASSERT(outStorage); |
| |
| *outStorage = mTexStorage; |
| return gl::NoError(); |
| } |
| |
| GLint TextureD3D::getLevelZeroWidth() const |
| { |
| ASSERT(gl::CountLeadingZeros(static_cast<uint32_t>(getBaseLevelWidth())) > getBaseLevel()); |
| return getBaseLevelWidth() << mBaseLevel; |
| } |
| |
| GLint TextureD3D::getLevelZeroHeight() const |
| { |
| ASSERT(gl::CountLeadingZeros(static_cast<uint32_t>(getBaseLevelHeight())) > getBaseLevel()); |
| return getBaseLevelHeight() << mBaseLevel; |
| } |
| |
| GLint TextureD3D::getLevelZeroDepth() const |
| { |
| return getBaseLevelDepth(); |
| } |
| |
| GLint TextureD3D::getBaseLevelWidth() const |
| { |
| const ImageD3D *baseImage = getBaseLevelImage(); |
| return (baseImage ? baseImage->getWidth() : 0); |
| } |
| |
| GLint TextureD3D::getBaseLevelHeight() const |
| { |
| const ImageD3D *baseImage = getBaseLevelImage(); |
| return (baseImage ? baseImage->getHeight() : 0); |
| } |
| |
| GLint TextureD3D::getBaseLevelDepth() const |
| { |
| const ImageD3D *baseImage = getBaseLevelImage(); |
| return (baseImage ? baseImage->getDepth() : 0); |
| } |
| |
| // Note: "base level image" is loosely defined to be any image from the base level, |
| // where in the base of 2D array textures and cube maps there are several. Don't use |
| // the base level image for anything except querying texture format and size. |
| GLenum TextureD3D::getBaseLevelInternalFormat() const |
| { |
| const ImageD3D *baseImage = getBaseLevelImage(); |
| return (baseImage ? baseImage->getInternalFormat() : GL_NONE); |
| } |
| |
| gl::Error TextureD3D::setStorageMultisample(ContextImpl *contextImpl, |
| GLenum target, |
| GLsizei samples, |
| GLint internalFormat, |
| const gl::Extents &size, |
| GLboolean fixedSampleLocations) |
| { |
| UNIMPLEMENTED(); |
| return gl::InternalError() << "setStorageMultisample is unimplemented."; |
| } |
| |
| bool TextureD3D::shouldUseSetData(const ImageD3D *image) const |
| { |
| if (!mRenderer->getWorkarounds().setDataFasterThanImageUpload) |
| { |
| return false; |
| } |
| |
| gl::InternalFormat internalFormat = gl::GetSizedInternalFormatInfo(image->getInternalFormat()); |
| |
| // We can only handle full updates for depth-stencil textures, so to avoid complications |
| // disable them entirely. |
| if (internalFormat.depthBits > 0 || internalFormat.stencilBits > 0) |
| { |
| return false; |
| } |
| |
| // TODO(jmadill): Handle compressed internal formats |
| return (mTexStorage && !internalFormat.compressed); |
| } |
| |
| gl::Error TextureD3D::setImageImpl(const gl::ImageIndex &index, |
| GLenum type, |
| const gl::PixelUnpackState &unpack, |
| const uint8_t *pixels, |
| ptrdiff_t layerOffset) |
| { |
| ImageD3D *image = getImage(index); |
| ASSERT(image); |
| |
| // No-op |
| if (image->getWidth() == 0 || image->getHeight() == 0 || image->getDepth() == 0) |
| { |
| return gl::NoError(); |
| } |
| |
| // We no longer need the "GLenum format" parameter to TexImage to determine what data format "pixels" contains. |
| // From our image internal format we know how many channels to expect, and "type" gives the format of pixel's components. |
| const uint8_t *pixelData = nullptr; |
| ANGLE_TRY(GetUnpackPointer(unpack, pixels, layerOffset, &pixelData)); |
| |
| if (pixelData != nullptr) |
| { |
| if (shouldUseSetData(image)) |
| { |
| ANGLE_TRY(mTexStorage->setData(index, image, nullptr, type, unpack, pixelData)); |
| } |
| else |
| { |
| gl::Box fullImageArea(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth()); |
| ANGLE_TRY(image->loadData(fullImageArea, unpack, type, pixelData, index.is3D())); |
| } |
| |
| mDirtyImages = true; |
| } |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureD3D::subImage(const gl::ImageIndex &index, const gl::Box &area, GLenum format, GLenum type, |
| const gl::PixelUnpackState &unpack, const uint8_t *pixels, ptrdiff_t layerOffset) |
| { |
| // CPU readback & copy where direct GPU copy is not supported |
| const uint8_t *pixelData = nullptr; |
| ANGLE_TRY(GetUnpackPointer(unpack, pixels, layerOffset, &pixelData)); |
| |
| if (pixelData != nullptr) |
| { |
| ImageD3D *image = getImage(index); |
| ASSERT(image); |
| |
| if (shouldUseSetData(image)) |
| { |
| return mTexStorage->setData(index, image, &area, type, unpack, pixelData); |
| } |
| |
| ANGLE_TRY(image->loadData(area, unpack, type, pixelData, index.is3D())); |
| ANGLE_TRY(commitRegion(index, area)); |
| mDirtyImages = true; |
| } |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureD3D::setCompressedImageImpl(const gl::ImageIndex &index, |
| const gl::PixelUnpackState &unpack, |
| const uint8_t *pixels, |
| ptrdiff_t layerOffset) |
| { |
| ImageD3D *image = getImage(index); |
| ASSERT(image); |
| |
| if (image->getWidth() == 0 || image->getHeight() == 0 || image->getDepth() == 0) |
| { |
| return gl::NoError(); |
| } |
| |
| // We no longer need the "GLenum format" parameter to TexImage to determine what data format "pixels" contains. |
| // From our image internal format we know how many channels to expect, and "type" gives the format of pixel's components. |
| const uint8_t *pixelData = nullptr; |
| ANGLE_TRY(GetUnpackPointer(unpack, pixels, layerOffset, &pixelData)); |
| |
| if (pixelData != nullptr) |
| { |
| gl::Box fullImageArea(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth()); |
| ANGLE_TRY(image->loadCompressedData(fullImageArea, pixelData)); |
| |
| mDirtyImages = true; |
| } |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureD3D::subImageCompressed(const gl::ImageIndex &index, const gl::Box &area, GLenum format, |
| const gl::PixelUnpackState &unpack, const uint8_t *pixels, |
| ptrdiff_t layerOffset) |
| { |
| const uint8_t *pixelData = nullptr; |
| ANGLE_TRY(GetUnpackPointer(unpack, pixels, layerOffset, &pixelData)); |
| |
| if (pixelData != nullptr) |
| { |
| ImageD3D *image = getImage(index); |
| ASSERT(image); |
| |
| ANGLE_TRY(image->loadCompressedData(area, pixelData)); |
| |
| mDirtyImages = true; |
| } |
| |
| return gl::NoError(); |
| } |
| |
| bool TextureD3D::isFastUnpackable(const gl::PixelUnpackState &unpack, GLenum sizedInternalFormat) |
| { |
| return unpack.pixelBuffer.id() != 0 && mRenderer->supportsFastCopyBufferToTexture(sizedInternalFormat); |
| } |
| |
| gl::Error TextureD3D::fastUnpackPixels(const gl::PixelUnpackState &unpack, const uint8_t *pixels, const gl::Box &destArea, |
| GLenum sizedInternalFormat, GLenum type, RenderTargetD3D *destRenderTarget) |
| { |
| if (unpack.skipRows != 0 || unpack.skipPixels != 0 || unpack.imageHeight != 0 || |
| unpack.skipImages != 0) |
| { |
| // TODO(jmadill): additional unpack parameters |
| UNIMPLEMENTED(); |
| return gl::Error(GL_INVALID_OPERATION, |
| "Unimplemented pixel store parameters in fastUnpackPixels"); |
| } |
| |
| // No-op |
| if (destArea.width <= 0 && destArea.height <= 0 && destArea.depth <= 0) |
| { |
| return gl::NoError(); |
| } |
| |
| // In order to perform the fast copy through the shader, we must have the right format, and be able |
| // to create a render target. |
| ASSERT(mRenderer->supportsFastCopyBufferToTexture(sizedInternalFormat)); |
| |
| uintptr_t offset = reinterpret_cast<uintptr_t>(pixels); |
| |
| ANGLE_TRY(mRenderer->fastCopyBufferToTexture(unpack, static_cast<unsigned int>(offset), |
| destRenderTarget, sizedInternalFormat, type, |
| destArea)); |
| |
| return gl::NoError(); |
| } |
| |
| GLint TextureD3D::creationLevels(GLsizei width, GLsizei height, GLsizei depth) const |
| { |
| if ((gl::isPow2(width) && gl::isPow2(height) && gl::isPow2(depth)) || |
| mRenderer->getNativeExtensions().textureNPOT) |
| { |
| // Maximum number of levels |
| return gl::log2(std::max(std::max(width, height), depth)) + 1; |
| } |
| else |
| { |
| // OpenGL ES 2.0 without GL_OES_texture_npot does not permit NPOT mipmaps. |
| return 1; |
| } |
| } |
| |
| TextureStorage *TextureD3D::getStorage() |
| { |
| ASSERT(mTexStorage); |
| return mTexStorage; |
| } |
| |
| ImageD3D *TextureD3D::getBaseLevelImage() const |
| { |
| if (mBaseLevel >= gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) |
| { |
| return nullptr; |
| } |
| return getImage(getImageIndex(mBaseLevel, 0)); |
| } |
| |
| gl::Error TextureD3D::setImageExternal(GLenum target, |
| egl::Stream *stream, |
| const egl::Stream::GLTextureDescription &desc) |
| { |
| // Only external images can accept external textures |
| UNREACHABLE(); |
| return gl::Error(GL_INVALID_OPERATION); |
| } |
| |
| gl::Error TextureD3D::generateMipmap(ContextImpl *contextImpl) |
| { |
| const GLuint baseLevel = mState.getEffectiveBaseLevel(); |
| const GLuint maxLevel = mState.getMipmapMaxLevel(); |
| ASSERT(maxLevel > baseLevel); // Should be checked before calling this. |
| |
| if (mTexStorage && mRenderer->getWorkarounds().zeroMaxLodWorkaround) |
| { |
| // Switch to using the mipmapped texture. |
| TextureStorage *textureStorage = nullptr; |
| ANGLE_TRY(getNativeTexture(&textureStorage)); |
| ANGLE_TRY(textureStorage->useLevelZeroWorkaroundTexture(false)); |
| } |
| |
| // Set up proper mipmap chain in our Image array. |
| initMipmapImages(); |
| |
| if (mTexStorage && mTexStorage->supportsNativeMipmapFunction()) |
| { |
| ANGLE_TRY(updateStorage()); |
| |
| // Generate the mipmap chain using the ad-hoc DirectX function. |
| ANGLE_TRY(mRenderer->generateMipmapUsingD3D(mTexStorage, mState)); |
| } |
| else |
| { |
| // Generate the mipmap chain, one level at a time. |
| ANGLE_TRY(generateMipmapUsingImages(maxLevel)); |
| } |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureD3D::generateMipmapUsingImages(const GLuint maxLevel) |
| { |
| // We know that all layers have the same dimension, for the texture to be complete |
| GLint layerCount = static_cast<GLint>(getLayerCount(mBaseLevel)); |
| |
| // When making mipmaps with the setData workaround enabled, the texture storage has |
| // the image data already. For non-render-target storage, we have to pull it out into |
| // an image layer. |
| if (mRenderer->getWorkarounds().setDataFasterThanImageUpload && mTexStorage) |
| { |
| if (!mTexStorage->isRenderTarget()) |
| { |
| // Copy from the storage mip 0 to Image mip 0 |
| for (GLint layer = 0; layer < layerCount; ++layer) |
| { |
| gl::ImageIndex srcIndex = getImageIndex(mBaseLevel, layer); |
| |
| ImageD3D *image = getImage(srcIndex); |
| ANGLE_TRY(image->copyFromTexStorage(srcIndex, mTexStorage)); |
| } |
| } |
| else |
| { |
| ANGLE_TRY(updateStorage()); |
| } |
| } |
| |
| // TODO: Decouple this from zeroMaxLodWorkaround. This is a 9_3 restriction, unrelated to zeroMaxLodWorkaround. |
| // The restriction is because Feature Level 9_3 can't create SRVs on individual levels of the texture. |
| // As a result, even if the storage is a rendertarget, we can't use the GPU to generate the mipmaps without further work. |
| // The D3D9 renderer works around this by copying each level of the texture into its own single-layer GPU texture (in Blit9::boxFilter). |
| // Feature Level 9_3 could do something similar, or it could continue to use CPU-side mipmap generation, or something else. |
| bool renderableStorage = (mTexStorage && mTexStorage->isRenderTarget() && !(mRenderer->getWorkarounds().zeroMaxLodWorkaround)); |
| |
| for (GLint layer = 0; layer < layerCount; ++layer) |
| { |
| for (GLuint mip = mBaseLevel + 1; mip <= maxLevel; ++mip) |
| { |
| ASSERT(getLayerCount(mip) == layerCount); |
| |
| gl::ImageIndex sourceIndex = getImageIndex(mip - 1, layer); |
| gl::ImageIndex destIndex = getImageIndex(mip, layer); |
| |
| if (renderableStorage) |
| { |
| // GPU-side mipmapping |
| ANGLE_TRY(mTexStorage->generateMipmap(sourceIndex, destIndex)); |
| } |
| else |
| { |
| // CPU-side mipmapping |
| ANGLE_TRY(mRenderer->generateMipmap(getImage(destIndex), getImage(sourceIndex))); |
| } |
| } |
| } |
| |
| if (mTexStorage) |
| { |
| updateStorage(); |
| } |
| |
| return gl::NoError(); |
| } |
| |
| bool TextureD3D::isBaseImageZeroSize() const |
| { |
| ImageD3D *baseImage = getBaseLevelImage(); |
| |
| if (!baseImage || baseImage->getWidth() <= 0) |
| { |
| return true; |
| } |
| |
| if (!gl::IsCubeMapTextureTarget(baseImage->getTarget()) && baseImage->getHeight() <= 0) |
| { |
| return true; |
| } |
| |
| if (baseImage->getTarget() == GL_TEXTURE_3D && baseImage->getDepth() <= 0) |
| { |
| return true; |
| } |
| |
| if (baseImage->getTarget() == GL_TEXTURE_2D_ARRAY && getLayerCount(getBaseLevel()) <= 0) |
| { |
| return true; |
| } |
| |
| return false; |
| } |
| |
| gl::Error TextureD3D::ensureRenderTarget() |
| { |
| ANGLE_TRY(initializeStorage(true)); |
| |
| // initializeStorage can fail with NoError if the texture is not complete. This is not |
| // an error for incomplete sampling, but it is a big problem for rendering. |
| if (!mTexStorage) |
| { |
| UNREACHABLE(); |
| return gl::InternalError() << "Cannot render to incomplete texture."; |
| } |
| |
| if (!isBaseImageZeroSize()) |
| { |
| ASSERT(mTexStorage); |
| if (!mTexStorage->isRenderTarget()) |
| { |
| TextureStorage *newRenderTargetStorage = nullptr; |
| ANGLE_TRY(createCompleteStorage(true, &newRenderTargetStorage)); |
| |
| std::unique_ptr<TextureStorage> newStorageRef(newRenderTargetStorage); |
| ANGLE_TRY(mTexStorage->copyToStorage(newRenderTargetStorage)); |
| ANGLE_TRY(setCompleteTexStorage(newRenderTargetStorage)); |
| newStorageRef.release(); |
| } |
| } |
| |
| return gl::NoError(); |
| } |
| |
| bool TextureD3D::canCreateRenderTargetForImage(const gl::ImageIndex &index) const |
| { |
| ImageD3D *image = getImage(index); |
| bool levelsComplete = (isImageComplete(index) && isImageComplete(getImageIndex(0, 0))); |
| return (image->isRenderableFormat() && levelsComplete); |
| } |
| |
| gl::Error TextureD3D::commitRegion(const gl::ImageIndex &index, const gl::Box ®ion) |
| { |
| if (mTexStorage) |
| { |
| ASSERT(isValidIndex(index)); |
| ImageD3D *image = getImage(index); |
| ANGLE_TRY(image->copyToStorage(mTexStorage, index, region)); |
| image->markClean(); |
| } |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureD3D::getAttachmentRenderTarget(GLenum /*binding*/, |
| const gl::ImageIndex &imageIndex, |
| FramebufferAttachmentRenderTarget **rtOut) |
| { |
| RenderTargetD3D *rtD3D = nullptr; |
| gl::Error error = getRenderTarget(imageIndex, &rtD3D); |
| *rtOut = static_cast<FramebufferAttachmentRenderTarget *>(rtD3D); |
| return error; |
| } |
| |
| void TextureD3D::setBaseLevel(GLuint baseLevel) |
| { |
| const int oldStorageWidth = std::max(1, getLevelZeroWidth()); |
| const int oldStorageHeight = std::max(1, getLevelZeroHeight()); |
| const int oldStorageDepth = std::max(1, getLevelZeroDepth()); |
| const int oldStorageFormat = getBaseLevelInternalFormat(); |
| mBaseLevel = baseLevel; |
| |
| // When the base level changes, the texture storage might not be valid anymore, since it could |
| // have been created based on the dimensions of the previous specified level range. |
| const int newStorageWidth = std::max(1, getLevelZeroWidth()); |
| const int newStorageHeight = std::max(1, getLevelZeroHeight()); |
| const int newStorageDepth = std::max(1, getLevelZeroDepth()); |
| const int newStorageFormat = getBaseLevelInternalFormat(); |
| if (mTexStorage && |
| (newStorageWidth != oldStorageWidth || newStorageHeight != oldStorageHeight || |
| newStorageDepth != oldStorageDepth || newStorageFormat != oldStorageFormat)) |
| { |
| markAllImagesDirty(); |
| SafeDelete(mTexStorage); |
| } |
| } |
| |
| void TextureD3D::syncState(const gl::Texture::DirtyBits &dirtyBits) |
| { |
| // TODO(geofflang): Use dirty bits |
| } |
| |
| TextureD3D_2D::TextureD3D_2D(const gl::TextureState &state, RendererD3D *renderer) |
| : TextureD3D(state, renderer) |
| { |
| mEGLImageTarget = false; |
| for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i) |
| { |
| mImageArray[i] = renderer->createImage(); |
| } |
| } |
| |
| TextureD3D_2DMultisample::TextureD3D_2DMultisample(const gl::TextureState &state, |
| RendererD3D *renderer) |
| : TextureD3D(state, renderer) |
| { |
| } |
| |
| TextureD3D_2DMultisample::~TextureD3D_2DMultisample() |
| { |
| } |
| |
| ImageD3D *TextureD3D_2DMultisample::getImage(const gl::ImageIndex &index) const |
| { |
| UNIMPLEMENTED(); |
| return nullptr; |
| } |
| |
| gl::Error TextureD3D_2DMultisample::setImage(ContextImpl *contextImpl, |
| GLenum target, |
| size_t level, |
| GLenum internalFormat, |
| const gl::Extents &size, |
| GLenum format, |
| GLenum type, |
| const gl::PixelUnpackState &unpack, |
| const uint8_t *pixels) |
| { |
| UNIMPLEMENTED(); |
| return gl::InternalError(); |
| } |
| |
| gl::Error TextureD3D_2DMultisample::setSubImage(ContextImpl *contextImpl, |
| GLenum target, |
| size_t level, |
| const gl::Box &area, |
| GLenum format, |
| GLenum type, |
| const gl::PixelUnpackState &unpack, |
| const uint8_t *pixels) |
| { |
| UNIMPLEMENTED(); |
| return gl::InternalError(); |
| } |
| |
| gl::Error TextureD3D_2DMultisample::setCompressedImage(ContextImpl *contextImpl, |
| GLenum target, |
| size_t level, |
| GLenum internalFormat, |
| const gl::Extents &size, |
| const gl::PixelUnpackState &unpack, |
| size_t imageSize, |
| const uint8_t *pixels) |
| { |
| UNIMPLEMENTED(); |
| return gl::InternalError(); |
| } |
| |
| gl::Error TextureD3D_2DMultisample::setCompressedSubImage(ContextImpl *contextImpl, |
| GLenum target, |
| size_t level, |
| const gl::Box &area, |
| GLenum format, |
| const gl::PixelUnpackState &unpack, |
| size_t imageSize, |
| const uint8_t *pixels) |
| { |
| UNIMPLEMENTED(); |
| return gl::InternalError(); |
| } |
| |
| gl::Error TextureD3D_2DMultisample::copyImage(ContextImpl *contextImpl, |
| GLenum target, |
| size_t level, |
| const gl::Rectangle &sourceArea, |
| GLenum internalFormat, |
| const gl::Framebuffer *source) |
| { |
| UNIMPLEMENTED(); |
| return gl::InternalError(); |
| } |
| |
| gl::Error TextureD3D_2DMultisample::copySubImage(ContextImpl *contextImpl, |
| GLenum target, |
| size_t level, |
| const gl::Offset &destOffset, |
| const gl::Rectangle &sourceArea, |
| const gl::Framebuffer *source) |
| { |
| UNIMPLEMENTED(); |
| return gl::InternalError(); |
| } |
| |
| gl::Error TextureD3D_2DMultisample::setStorage(ContextImpl *contextImpl, |
| GLenum target, |
| size_t levels, |
| GLenum internalFormat, |
| const gl::Extents &size) |
| { |
| UNIMPLEMENTED(); |
| return gl::InternalError(); |
| } |
| |
| gl::Error TextureD3D_2DMultisample::setImageExternal(GLenum target, |
| egl::Stream *stream, |
| const egl::Stream::GLTextureDescription &desc) |
| { |
| UNIMPLEMENTED(); |
| return gl::InternalError(); |
| } |
| |
| void TextureD3D_2DMultisample::bindTexImage(egl::Surface *surface) |
| { |
| UNIMPLEMENTED(); |
| } |
| |
| void TextureD3D_2DMultisample::releaseTexImage() |
| { |
| UNIMPLEMENTED(); |
| } |
| |
| gl::Error TextureD3D_2DMultisample::setEGLImageTarget(GLenum target, egl::Image *image) |
| { |
| UNIMPLEMENTED(); |
| return gl::InternalError(); |
| } |
| |
| gl::Error TextureD3D_2DMultisample::getRenderTarget(const gl::ImageIndex &index, |
| RenderTargetD3D **outRT) |
| { |
| UNIMPLEMENTED(); |
| return gl::InternalError(); |
| } |
| |
| gl::ImageIndexIterator TextureD3D_2DMultisample::imageIterator() const |
| { |
| UNIMPLEMENTED(); |
| return gl::ImageIndexIterator::Make2DMultisample(); |
| } |
| |
| gl::ImageIndex TextureD3D_2DMultisample::getImageIndex(GLint mip, GLint layer) const |
| { |
| UNIMPLEMENTED(); |
| return gl::ImageIndex::Make2DMultisample(); |
| } |
| |
| bool TextureD3D_2DMultisample::isValidIndex(const gl::ImageIndex &index) const |
| { |
| UNIMPLEMENTED(); |
| return false; |
| } |
| |
| GLsizei TextureD3D_2DMultisample::getLayerCount(int level) const |
| { |
| UNIMPLEMENTED(); |
| return GLsizei(); |
| } |
| |
| void TextureD3D_2DMultisample::markAllImagesDirty() |
| { |
| UNIMPLEMENTED(); |
| } |
| |
| gl::Error TextureD3D_2DMultisample::initializeStorage(bool renderTarget) |
| { |
| UNIMPLEMENTED(); |
| return gl::InternalError(); |
| } |
| |
| gl::Error TextureD3D_2DMultisample::createCompleteStorage(bool renderTarget, |
| TextureStorage **outTexStorage) const |
| { |
| UNIMPLEMENTED(); |
| return gl::InternalError(); |
| } |
| |
| gl::Error TextureD3D_2DMultisample::setCompleteTexStorage(TextureStorage *newCompleteTexStorage) |
| { |
| UNIMPLEMENTED(); |
| return gl::InternalError(); |
| } |
| |
| gl::Error TextureD3D_2DMultisample::updateStorage() |
| { |
| UNIMPLEMENTED(); |
| return gl::InternalError(); |
| } |
| |
| void TextureD3D_2DMultisample::initMipmapImages() |
| { |
| UNIMPLEMENTED(); |
| } |
| |
| bool TextureD3D_2DMultisample::isImageComplete(const gl::ImageIndex &index) const |
| { |
| UNIMPLEMENTED(); |
| return false; |
| } |
| |
| TextureD3D_2D::~TextureD3D_2D() |
| { |
| // Delete the Images before the TextureStorage. |
| // Images might be relying on the TextureStorage for some of their data. |
| // If TextureStorage is deleted before the Images, then their data will be wastefully copied back from the GPU before we delete the Images. |
| for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i) |
| { |
| SafeDelete(mImageArray[i]); |
| } |
| |
| SafeDelete(mTexStorage); |
| } |
| |
| ImageD3D *TextureD3D_2D::getImage(int level, int layer) const |
| { |
| ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); |
| ASSERT(layer == 0); |
| return mImageArray[level]; |
| } |
| |
| ImageD3D *TextureD3D_2D::getImage(const gl::ImageIndex &index) const |
| { |
| ASSERT(index.mipIndex < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); |
| ASSERT(!index.hasLayer()); |
| ASSERT(index.type == GL_TEXTURE_2D); |
| return mImageArray[index.mipIndex]; |
| } |
| |
| GLsizei TextureD3D_2D::getLayerCount(int level) const |
| { |
| ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); |
| return 1; |
| } |
| |
| GLsizei TextureD3D_2D::getWidth(GLint level) const |
| { |
| if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) |
| return mImageArray[level]->getWidth(); |
| else |
| return 0; |
| } |
| |
| GLsizei TextureD3D_2D::getHeight(GLint level) const |
| { |
| if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) |
| return mImageArray[level]->getHeight(); |
| else |
| return 0; |
| } |
| |
| GLenum TextureD3D_2D::getInternalFormat(GLint level) const |
| { |
| if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) |
| return mImageArray[level]->getInternalFormat(); |
| else |
| return GL_NONE; |
| } |
| |
| bool TextureD3D_2D::isDepth(GLint level) const |
| { |
| return gl::GetSizedInternalFormatInfo(getInternalFormat(level)).depthBits > 0; |
| } |
| |
| gl::Error TextureD3D_2D::setImage(ContextImpl *contextImpl, |
| GLenum target, |
| size_t imageLevel, |
| GLenum internalFormat, |
| const gl::Extents &size, |
| GLenum format, |
| GLenum type, |
| const gl::PixelUnpackState &unpack, |
| const uint8_t *pixels) |
| { |
| ASSERT(target == GL_TEXTURE_2D && size.depth == 1); |
| |
| const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat, type); |
| |
| bool fastUnpacked = false; |
| GLint level = static_cast<GLint>(imageLevel); |
| |
| redefineImage(level, internalFormatInfo.sizedInternalFormat, size, false); |
| |
| gl::ImageIndex index = gl::ImageIndex::Make2D(level); |
| |
| // Attempt a fast gpu copy of the pixel data to the surface |
| if (isFastUnpackable(unpack, internalFormatInfo.sizedInternalFormat) && isLevelComplete(level)) |
| { |
| // Will try to create RT storage if it does not exist |
| RenderTargetD3D *destRenderTarget = nullptr; |
| ANGLE_TRY(getRenderTarget(index, &destRenderTarget)); |
| |
| gl::Box destArea(0, 0, 0, getWidth(level), getHeight(level), 1); |
| |
| ANGLE_TRY(fastUnpackPixels(unpack, pixels, destArea, internalFormatInfo.sizedInternalFormat, |
| type, destRenderTarget)); |
| |
| // Ensure we don't overwrite our newly initialized data |
| mImageArray[level]->markClean(); |
| |
| fastUnpacked = true; |
| } |
| |
| if (!fastUnpacked) |
| { |
| ANGLE_TRY(setImageImpl(index, type, unpack, pixels, 0)); |
| } |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureD3D_2D::setSubImage(ContextImpl *contextImpl, |
| GLenum target, |
| size_t imageLevel, |
| const gl::Box &area, |
| GLenum format, |
| GLenum type, |
| const gl::PixelUnpackState &unpack, |
| const uint8_t *pixels) |
| { |
| ASSERT(target == GL_TEXTURE_2D && area.depth == 1 && area.z == 0); |
| |
| GLint level = static_cast<GLint>(imageLevel); |
| gl::ImageIndex index = gl::ImageIndex::Make2D(level); |
| if (isFastUnpackable(unpack, getInternalFormat(level)) && isLevelComplete(level)) |
| { |
| RenderTargetD3D *renderTarget = nullptr; |
| ANGLE_TRY(getRenderTarget(index, &renderTarget)); |
| ASSERT(!mImageArray[level]->isDirty()); |
| |
| return fastUnpackPixels(unpack, pixels, area, getInternalFormat(level), type, renderTarget); |
| } |
| else |
| { |
| return TextureD3D::subImage(index, area, format, type, unpack, pixels, 0); |
| } |
| } |
| |
| gl::Error TextureD3D_2D::setCompressedImage(ContextImpl *contextImpl, |
| GLenum target, |
| size_t imageLevel, |
| GLenum internalFormat, |
| const gl::Extents &size, |
| const gl::PixelUnpackState &unpack, |
| size_t imageSize, |
| const uint8_t *pixels) |
| { |
| ASSERT(target == GL_TEXTURE_2D && size.depth == 1); |
| GLint level = static_cast<GLint>(imageLevel); |
| |
| // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly |
| redefineImage(level, internalFormat, size, false); |
| |
| return setCompressedImageImpl(gl::ImageIndex::Make2D(level), unpack, pixels, 0); |
| } |
| |
| gl::Error TextureD3D_2D::setCompressedSubImage(ContextImpl *contextImpl, |
| GLenum target, |
| size_t level, |
| const gl::Box &area, |
| GLenum format, |
| const gl::PixelUnpackState &unpack, |
| size_t imageSize, |
| const uint8_t *pixels) |
| { |
| ASSERT(target == GL_TEXTURE_2D && area.depth == 1 && area.z == 0); |
| |
| gl::ImageIndex index = gl::ImageIndex::Make2D(static_cast<GLint>(level)); |
| ANGLE_TRY(TextureD3D::subImageCompressed(index, area, format, unpack, pixels, 0)); |
| |
| return commitRegion(index, area); |
| } |
| |
| gl::Error TextureD3D_2D::copyImage(ContextImpl *contextImpl, |
| GLenum target, |
| size_t imageLevel, |
| const gl::Rectangle &sourceArea, |
| GLenum internalFormat, |
| const gl::Framebuffer *source) |
| { |
| ASSERT(target == GL_TEXTURE_2D); |
| |
| GLint level = static_cast<GLint>(imageLevel); |
| const gl::InternalFormat &internalFormatInfo = |
| gl::GetInternalFormatInfo(internalFormat, GL_UNSIGNED_BYTE); |
| redefineImage(level, internalFormatInfo.sizedInternalFormat, |
| gl::Extents(sourceArea.width, sourceArea.height, 1), false); |
| |
| gl::ImageIndex index = gl::ImageIndex::Make2D(level); |
| gl::Offset destOffset(0, 0, 0); |
| |
| // If the zero max LOD workaround is active, then we can't sample from individual layers of the framebuffer in shaders, |
| // so we should use the non-rendering copy path. |
| if (!canCreateRenderTargetForImage(index) || mRenderer->getWorkarounds().zeroMaxLodWorkaround) |
| { |
| ANGLE_TRY(mImageArray[level]->copyFromFramebuffer(destOffset, sourceArea, source)); |
| mDirtyImages = true; |
| } |
| else |
| { |
| ANGLE_TRY(ensureRenderTarget()); |
| mImageArray[level]->markClean(); |
| |
| if (sourceArea.width != 0 && sourceArea.height != 0 && isValidLevel(level)) |
| { |
| ANGLE_TRY(mRenderer->copyImage2D(source, sourceArea, internalFormat, destOffset, |
| mTexStorage, level)); |
| } |
| } |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureD3D_2D::copySubImage(ContextImpl *contextImpl, |
| GLenum target, |
| size_t imageLevel, |
| const gl::Offset &destOffset, |
| const gl::Rectangle &sourceArea, |
| const gl::Framebuffer *source) |
| { |
| ASSERT(target == GL_TEXTURE_2D && destOffset.z == 0); |
| |
| // can only make our texture storage to a render target if level 0 is defined (with a width & height) and |
| // the current level we're copying to is defined (with appropriate format, width & height) |
| |
| GLint level = static_cast<GLint>(imageLevel); |
| gl::ImageIndex index = gl::ImageIndex::Make2D(level); |
| |
| // If the zero max LOD workaround is active, then we can't sample from individual layers of the framebuffer in shaders, |
| // so we should use the non-rendering copy path. |
| if (!canCreateRenderTargetForImage(index) || mRenderer->getWorkarounds().zeroMaxLodWorkaround) |
| { |
| ANGLE_TRY(mImageArray[level]->copyFromFramebuffer(destOffset, sourceArea, source)); |
| mDirtyImages = true; |
| } |
| else |
| { |
| ANGLE_TRY(ensureRenderTarget()); |
| |
| if (isValidLevel(level)) |
| { |
| ANGLE_TRY(updateStorageLevel(level)); |
| ANGLE_TRY(mRenderer->copyImage2D(source, sourceArea, |
| gl::GetUnsizedFormat(getBaseLevelInternalFormat()), |
| destOffset, mTexStorage, level)); |
| } |
| } |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureD3D_2D::copyTexture(ContextImpl *contextImpl, |
| GLenum target, |
| size_t level, |
| GLenum internalFormat, |
| GLenum type, |
| size_t sourceLevel, |
| bool unpackFlipY, |
| bool unpackPremultiplyAlpha, |
| bool unpackUnmultiplyAlpha, |
| const gl::Texture *source) |
| { |
| ASSERT(target == GL_TEXTURE_2D); |
| |
| GLenum sourceTarget = source->getTarget(); |
| |
| GLint destLevel = static_cast<GLint>(level); |
| |
| const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat, type); |
| gl::Extents size(static_cast<int>(source->getWidth(sourceTarget, sourceLevel)), |
| static_cast<int>(source->getHeight(sourceTarget, sourceLevel)), 1); |
| redefineImage(destLevel, internalFormatInfo.sizedInternalFormat, size, false); |
| |
| ASSERT(canCreateRenderTargetForImage(gl::ImageIndex::Make2D(destLevel))); |
| |
| ANGLE_TRY(ensureRenderTarget()); |
| ASSERT(isValidLevel(destLevel)); |
| ANGLE_TRY(updateStorageLevel(destLevel)); |
| |
| gl::Rectangle sourceRect(0, 0, size.width, size.height); |
| gl::Offset destOffset(0, 0, 0); |
| ANGLE_TRY(mRenderer->copyTexture(source, static_cast<GLint>(sourceLevel), sourceRect, |
| internalFormatInfo.format, destOffset, mTexStorage, target, |
| destLevel, unpackFlipY, unpackPremultiplyAlpha, |
| unpackUnmultiplyAlpha)); |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureD3D_2D::copySubTexture(ContextImpl *contextImpl, |
| GLenum target, |
| size_t level, |
| const gl::Offset &destOffset, |
| size_t sourceLevel, |
| const gl::Rectangle &sourceArea, |
| bool unpackFlipY, |
| bool unpackPremultiplyAlpha, |
| bool unpackUnmultiplyAlpha, |
| const gl::Texture *source) |
| { |
| ASSERT(target == GL_TEXTURE_2D); |
| |
| GLint destLevel = static_cast<GLint>(level); |
| |
| ASSERT(canCreateRenderTargetForImage(gl::ImageIndex::Make2D(destLevel))); |
| |
| ANGLE_TRY(ensureRenderTarget()); |
| ASSERT(isValidLevel(destLevel)); |
| ANGLE_TRY(updateStorageLevel(destLevel)); |
| |
| ANGLE_TRY(mRenderer->copyTexture(source, static_cast<GLint>(sourceLevel), sourceArea, |
| gl::GetUnsizedFormat(getBaseLevelInternalFormat()), destOffset, |
| mTexStorage, target, destLevel, unpackFlipY, |
| unpackPremultiplyAlpha, unpackUnmultiplyAlpha)); |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureD3D_2D::copyCompressedTexture(ContextImpl *contextImpl, const gl::Texture *source) |
| { |
| GLenum sourceTarget = source->getTarget(); |
| GLint sourceLevel = 0; |
| |
| GLint destLevel = 0; |
| |
| GLenum sizedInternalFormat = |
| source->getFormat(sourceTarget, sourceLevel).info->sizedInternalFormat; |
| gl::Extents size(static_cast<int>(source->getWidth(sourceTarget, sourceLevel)), |
| static_cast<int>(source->getHeight(sourceTarget, sourceLevel)), 1); |
| redefineImage(destLevel, sizedInternalFormat, size, false); |
| |
| ANGLE_TRY(initializeStorage(false)); |
| ASSERT(mTexStorage); |
| |
| ANGLE_TRY(mRenderer->copyCompressedTexture(source, sourceLevel, mTexStorage, destLevel)); |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureD3D_2D::setStorage(ContextImpl *contextImpl, |
| GLenum target, |
| size_t levels, |
| GLenum internalFormat, |
| const gl::Extents &size) |
| { |
| ASSERT(GL_TEXTURE_2D && size.depth == 1); |
| |
| for (size_t level = 0; level < levels; level++) |
| { |
| gl::Extents levelSize(std::max(1, size.width >> level), |
| std::max(1, size.height >> level), |
| 1); |
| redefineImage(level, internalFormat, levelSize, true); |
| } |
| |
| for (size_t level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++) |
| { |
| redefineImage(level, GL_NONE, gl::Extents(0, 0, 1), true); |
| } |
| |
| // TODO(geofflang): Verify storage creation had no errors |
| bool renderTarget = IsRenderTargetUsage(mState.getUsage()); |
| TextureStorage *storage = mRenderer->createTextureStorage2D( |
| internalFormat, renderTarget, size.width, size.height, static_cast<int>(levels), false); |
| |
| gl::Error error = setCompleteTexStorage(storage); |
| if (error.isError()) |
| { |
| SafeDelete(storage); |
| return error; |
| } |
| |
| ANGLE_TRY(updateStorage()); |
| |
| mImmutable = true; |
| |
| return gl::NoError(); |
| } |
| |
| void TextureD3D_2D::bindTexImage(egl::Surface *surface) |
| { |
| GLenum internalformat = surface->getConfig()->renderTargetFormat; |
| |
| gl::Extents size(surface->getWidth(), surface->getHeight(), 1); |
| redefineImage(0, internalformat, size, true); |
| |
| if (mTexStorage) |
| { |
| SafeDelete(mTexStorage); |
| } |
| |
| SurfaceD3D *surfaceD3D = GetImplAs<SurfaceD3D>(surface); |
| ASSERT(surfaceD3D); |
| |
| if (surfaceD3D->getSwapChain() == nullptr) |
| mTexStorage = mRenderer->createTextureStorage2D( |
| surfaceD3D->getD3DTexture(), surfaceD3D->getBindChroma(), |
| surfaceD3D->getArrayIndex()); |
| else |
| mTexStorage = mRenderer->createTextureStorage2D(surfaceD3D->getSwapChain()); |
| mEGLImageTarget = false; |
| |
| mDirtyImages = true; |
| } |
| |
| void TextureD3D_2D::releaseTexImage() |
| { |
| if (mTexStorage) |
| { |
| SafeDelete(mTexStorage); |
| } |
| |
| for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) |
| { |
| redefineImage(i, GL_NONE, gl::Extents(0, 0, 1), true); |
| } |
| } |
| |
| gl::Error TextureD3D_2D::setEGLImageTarget(GLenum target, egl::Image *image) |
| { |
| EGLImageD3D *eglImaged3d = GetImplAs<EGLImageD3D>(image); |
| |
| // Set the properties of the base mip level from the EGL image |
| const auto &format = image->getFormat(); |
| gl::Extents size(static_cast<int>(image->getWidth()), static_cast<int>(image->getHeight()), 1); |
| redefineImage(0, format.info->sizedInternalFormat, size, true); |
| |
| // Clear all other images. |
| for (size_t level = 1; level < ArraySize(mImageArray); level++) |
| { |
| redefineImage(level, GL_NONE, gl::Extents(0, 0, 1), true); |
| } |
| |
| SafeDelete(mTexStorage); |
| mImageArray[0]->markClean(); |
| |
| // Pass in the RenderTargetD3D here: createTextureStorage can't generate an error. |
| RenderTargetD3D *renderTargetD3D = nullptr; |
| ANGLE_TRY(eglImaged3d->getRenderTarget(&renderTargetD3D)); |
| |
| mTexStorage = mRenderer->createTextureStorageEGLImage(eglImaged3d, renderTargetD3D); |
| mEGLImageTarget = true; |
| |
| return gl::NoError(); |
| } |
| |
| void TextureD3D_2D::initMipmapImages() |
| { |
| const GLuint baseLevel = mState.getEffectiveBaseLevel(); |
| const GLuint maxLevel = mState.getMipmapMaxLevel(); |
| // Purge array levels baseLevel + 1 through q and reset them to represent the generated mipmap |
| // levels. |
| for (GLuint level = baseLevel + 1; level <= maxLevel; level++) |
| { |
| gl::Extents levelSize(std::max(getLevelZeroWidth() >> level, 1), |
| std::max(getLevelZeroHeight() >> level, 1), 1); |
| |
| redefineImage(level, getBaseLevelInternalFormat(), levelSize, false); |
| } |
| } |
| |
| gl::Error TextureD3D_2D::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT) |
| { |
| ASSERT(!index.hasLayer()); |
| |
| // ensure the underlying texture is created |
| ANGLE_TRY(ensureRenderTarget()); |
| ANGLE_TRY(updateStorageLevel(index.mipIndex)); |
| |
| return mTexStorage->getRenderTarget(index, outRT); |
| } |
| |
| bool TextureD3D_2D::isValidLevel(int level) const |
| { |
| return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : false); |
| } |
| |
| bool TextureD3D_2D::isLevelComplete(int level) const |
| { |
| if (isImmutable()) |
| { |
| return true; |
| } |
| |
| GLsizei width = getLevelZeroWidth(); |
| GLsizei height = getLevelZeroHeight(); |
| |
| if (width <= 0 || height <= 0) |
| { |
| return false; |
| } |
| |
| // The base image level is complete if the width and height are positive |
| if (level == static_cast<int>(getBaseLevel())) |
| { |
| return true; |
| } |
| |
| ASSERT(level >= 0 && level <= (int)ArraySize(mImageArray) && mImageArray[level] != nullptr); |
| ImageD3D *image = mImageArray[level]; |
| |
| if (image->getInternalFormat() != getBaseLevelInternalFormat()) |
| { |
| return false; |
| } |
| |
| if (image->getWidth() != std::max(1, width >> level)) |
| { |
| return false; |
| } |
| |
| if (image->getHeight() != std::max(1, height >> level)) |
| { |
| return false; |
| } |
| |
| return true; |
| } |
| |
| bool TextureD3D_2D::isImageComplete(const gl::ImageIndex &index) const |
| { |
| return isLevelComplete(index.mipIndex); |
| } |
| |
| // Constructs a native texture resource from the texture images |
| gl::Error TextureD3D_2D::initializeStorage(bool renderTarget) |
| { |
| // Only initialize the first time this texture is used as a render target or shader resource |
| if (mTexStorage) |
| { |
| return gl::NoError(); |
| } |
| |
| // do not attempt to create storage for nonexistant data |
| if (!isLevelComplete(getBaseLevel())) |
| { |
| return gl::NoError(); |
| } |
| |
| bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mState.getUsage())); |
| |
| TextureStorage *storage = nullptr; |
| ANGLE_TRY(createCompleteStorage(createRenderTarget, &storage)); |
| |
| gl::Error error = setCompleteTexStorage(storage); |
| if (error.isError()) |
| { |
| SafeDelete(storage); |
| return error; |
| } |
| |
| ASSERT(mTexStorage); |
| |
| // flush image data to the storage |
| ANGLE_TRY(updateStorage()); |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureD3D_2D::createCompleteStorage(bool renderTarget, TextureStorage **outTexStorage) const |
| { |
| GLsizei width = getLevelZeroWidth(); |
| GLsizei height = getLevelZeroHeight(); |
| GLenum internalFormat = getBaseLevelInternalFormat(); |
| |
| ASSERT(width > 0 && height > 0); |
| |
| // use existing storage level count, when previously specified by TexStorage*D |
| GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(width, height, 1)); |
| |
| bool hintLevelZeroOnly = false; |
| if (mRenderer->getWorkarounds().zeroMaxLodWorkaround) |
| { |
| // If any of the CPU images (levels >= 1) are dirty, then the textureStorage2D should use the mipped texture to begin with. |
| // Otherwise, it should use the level-zero-only texture. |
| hintLevelZeroOnly = true; |
| for (int level = 1; level < levels && hintLevelZeroOnly; level++) |
| { |
| hintLevelZeroOnly = !(mImageArray[level]->isDirty() && isLevelComplete(level)); |
| } |
| } |
| |
| // TODO(geofflang): Determine if the texture creation succeeded |
| *outTexStorage = mRenderer->createTextureStorage2D(internalFormat, renderTarget, width, height, levels, hintLevelZeroOnly); |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureD3D_2D::setCompleteTexStorage(TextureStorage *newCompleteTexStorage) |
| { |
| if (newCompleteTexStorage && newCompleteTexStorage->isManaged()) |
| { |
| for (int level = 0; level < newCompleteTexStorage->getLevelCount(); level++) |
| { |
| ANGLE_TRY(mImageArray[level]->setManagedSurface2D(newCompleteTexStorage, level)); |
| } |
| } |
| |
| SafeDelete(mTexStorage); |
| mTexStorage = newCompleteTexStorage; |
| |
| mDirtyImages = true; |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureD3D_2D::updateStorage() |
| { |
| ASSERT(mTexStorage != nullptr); |
| GLint storageLevels = mTexStorage->getLevelCount(); |
| for (int level = 0; level < storageLevels; level++) |
| { |
| if (mImageArray[level]->isDirty() && isLevelComplete(level)) |
| { |
| ANGLE_TRY(updateStorageLevel(level)); |
| } |
| } |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureD3D_2D::updateStorageLevel(int level) |
| { |
| ASSERT(level <= (int)ArraySize(mImageArray) && mImageArray[level] != nullptr); |
| ASSERT(isLevelComplete(level)); |
| |
| if (mImageArray[level]->isDirty()) |
| { |
| gl::ImageIndex index = gl::ImageIndex::Make2D(level); |
| gl::Box region(0, 0, 0, getWidth(level), getHeight(level), 1); |
| ANGLE_TRY(commitRegion(index, region)); |
| } |
| |
| return gl::NoError(); |
| } |
| |
| void TextureD3D_2D::redefineImage(size_t level, |
| GLenum internalformat, |
| const gl::Extents &size, |
| bool forceRelease) |
| { |
| ASSERT(size.depth == 1); |
| |
| // If there currently is a corresponding storage texture image, it has these parameters |
| const int storageWidth = std::max(1, getLevelZeroWidth() >> level); |
| const int storageHeight = std::max(1, getLevelZeroHeight() >> level); |
| const GLenum storageFormat = getBaseLevelInternalFormat(); |
| |
| mImageArray[level]->redefine(GL_TEXTURE_2D, internalformat, size, forceRelease); |
| |
| if (mTexStorage) |
| { |
| const size_t storageLevels = mTexStorage->getLevelCount(); |
| |
| // If the storage was from an EGL image, copy it back into local images to preserve it |
| // while orphaning |
| if (level != 0 && mEGLImageTarget) |
| { |
| // TODO(jmadill): Don't discard error. |
| mImageArray[0]->copyFromTexStorage(gl::ImageIndex::Make2D(0), mTexStorage); |
| } |
| |
| if ((level >= storageLevels && storageLevels != 0) || |
| size.width != storageWidth || |
| size.height != storageHeight || |
| internalformat != storageFormat) // Discard mismatched storage |
| { |
| SafeDelete(mTexStorage); |
| markAllImagesDirty(); |
| } |
| } |
| |
| // Can't be an EGL image target after being redefined |
| mEGLImageTarget = false; |
| } |
| |
| gl::ImageIndexIterator TextureD3D_2D::imageIterator() const |
| { |
| return gl::ImageIndexIterator::Make2D(0, mTexStorage->getLevelCount()); |
| } |
| |
| gl::ImageIndex TextureD3D_2D::getImageIndex(GLint mip, GLint /*layer*/) const |
| { |
| // "layer" does not apply to 2D Textures. |
| return gl::ImageIndex::Make2D(mip); |
| } |
| |
| bool TextureD3D_2D::isValidIndex(const gl::ImageIndex &index) const |
| { |
| return (mTexStorage && index.type == GL_TEXTURE_2D && |
| index.mipIndex >= 0 && index.mipIndex < mTexStorage->getLevelCount()); |
| } |
| |
| void TextureD3D_2D::markAllImagesDirty() |
| { |
| for (size_t i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) |
| { |
| mImageArray[i]->markDirty(); |
| } |
| mDirtyImages = true; |
| } |
| |
| gl::Error TextureD3D_2D::setStorageMultisample(ContextImpl *contextImpl, |
| GLenum target, |
| GLsizei samples, |
| GLint internalFormat, |
| const gl::Extents &size, |
| GLboolean fixedSampleLocations) |
| { |
| UNIMPLEMENTED(); |
| return gl::InternalError() << "setStorageMultisample is unimplemented."; |
| } |
| |
| TextureD3D_Cube::TextureD3D_Cube(const gl::TextureState &state, RendererD3D *renderer) |
| : TextureD3D(state, renderer) |
| { |
| for (int i = 0; i < 6; i++) |
| { |
| for (int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++j) |
| { |
| mImageArray[i][j] = renderer->createImage(); |
| } |
| } |
| } |
| |
| TextureD3D_Cube::~TextureD3D_Cube() |
| { |
| // Delete the Images before the TextureStorage. |
| // Images might be relying on the TextureStorage for some of their data. |
| // If TextureStorage is deleted before the Images, then their data will be wastefully copied back from the GPU before we delete the Images. |
| for (int i = 0; i < 6; i++) |
| { |
| for (int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++j) |
| { |
| SafeDelete(mImageArray[i][j]); |
| } |
| } |
| |
| SafeDelete(mTexStorage); |
| } |
| |
| ImageD3D *TextureD3D_Cube::getImage(int level, int layer) const |
| { |
| ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); |
| ASSERT(layer >= 0 && layer < 6); |
| return mImageArray[layer][level]; |
| } |
| |
| ImageD3D *TextureD3D_Cube::getImage(const gl::ImageIndex &index) const |
| { |
| ASSERT(index.mipIndex < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); |
| ASSERT(index.layerIndex >= 0 && index.layerIndex < 6); |
| return mImageArray[index.layerIndex][index.mipIndex]; |
| } |
| |
| GLsizei TextureD3D_Cube::getLayerCount(int level) const |
| { |
| ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); |
| return 6; |
| } |
| |
| GLenum TextureD3D_Cube::getInternalFormat(GLint level, GLint layer) const |
| { |
| if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) |
| return mImageArray[layer][level]->getInternalFormat(); |
| else |
| return GL_NONE; |
| } |
| |
| bool TextureD3D_Cube::isDepth(GLint level, GLint layer) const |
| { |
| return gl::GetSizedInternalFormatInfo(getInternalFormat(level, layer)).depthBits > 0; |
| } |
| |
| gl::Error TextureD3D_Cube::setEGLImageTarget(GLenum target, egl::Image *image) |
| { |
| UNREACHABLE(); |
| return gl::Error(GL_INVALID_OPERATION); |
| } |
| |
| gl::Error TextureD3D_Cube::setImage(ContextImpl *contextImpl, |
| GLenum target, |
| size_t level, |
| GLenum internalFormat, |
| const gl::Extents &size, |
| GLenum format, |
| GLenum type, |
| const gl::PixelUnpackState &unpack, |
| const uint8_t *pixels) |
| { |
| ASSERT(size.depth == 1); |
| |
| const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat, type); |
| gl::ImageIndex index = gl::ImageIndex::MakeCube(target, static_cast<GLint>(level)); |
| |
| redefineImage(index.layerIndex, static_cast<GLint>(level), |
| internalFormatInfo.sizedInternalFormat, size); |
| |
| return setImageImpl(index, type, unpack, pixels, 0); |
| } |
| |
| gl::Error TextureD3D_Cube::setSubImage(ContextImpl *contextImpl, |
| GLenum target, |
| size_t level, |
| const gl::Box &area, |
| GLenum format, |
| GLenum type, |
| const gl::PixelUnpackState &unpack, |
| const uint8_t *pixels) |
| { |
| ASSERT(area.depth == 1 && area.z == 0); |
| |
| gl::ImageIndex index = gl::ImageIndex::MakeCube(target, static_cast<GLint>(level)); |
| return TextureD3D::subImage(index, area, format, type, unpack, pixels, 0); |
| } |
| |
| gl::Error TextureD3D_Cube::setCompressedImage(ContextImpl *contextImpl, |
| GLenum target, |
| size_t level, |
| GLenum internalFormat, |
| const gl::Extents &size, |
| const gl::PixelUnpackState &unpack, |
| size_t imageSize, |
| const uint8_t *pixels) |
| { |
| ASSERT(size.depth == 1); |
| |
| // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly |
| size_t faceIndex = gl::CubeMapTextureTargetToLayerIndex(target); |
| |
| redefineImage(static_cast<int>(faceIndex), static_cast<GLint>(level), internalFormat, size); |
| |
| gl::ImageIndex index = gl::ImageIndex::MakeCube(target, static_cast<GLint>(level)); |
| return setCompressedImageImpl(index, unpack, pixels, 0); |
| } |
| |
| gl::Error TextureD3D_Cube::setCompressedSubImage(ContextImpl *contextImpl, |
| GLenum target, |
| size_t level, |
| const gl::Box &area, |
| GLenum format, |
| const gl::PixelUnpackState &unpack, |
| size_t imageSize, |
| const uint8_t *pixels) |
| { |
| ASSERT(area.depth == 1 && area.z == 0); |
| |
| gl::ImageIndex index = gl::ImageIndex::MakeCube(target, static_cast<GLint>(level)); |
| |
| ANGLE_TRY(TextureD3D::subImageCompressed(index, area, format, unpack, pixels, 0)); |
| return commitRegion(index, area); |
| } |
| |
| gl::Error TextureD3D_Cube::copyImage(ContextImpl *contextImpl, |
| GLenum target, |
| size_t imageLevel, |
| const gl::Rectangle &sourceArea, |
| GLenum internalFormat, |
| const gl::Framebuffer *source) |
| { |
| int faceIndex = static_cast<int>(gl::CubeMapTextureTargetToLayerIndex(target)); |
| const gl::InternalFormat &internalFormatInfo = |
| gl::GetInternalFormatInfo(internalFormat, GL_UNSIGNED_BYTE); |
| |
| GLint level = static_cast<GLint>(imageLevel); |
| |
| gl::Extents size(sourceArea.width, sourceArea.height, 1); |
| redefineImage(static_cast<int>(faceIndex), level, internalFormatInfo.sizedInternalFormat, size); |
| |
| gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level); |
| gl::Offset destOffset(0, 0, 0); |
| |
| // If the zero max LOD workaround is active, then we can't sample from individual layers of the framebuffer in shaders, |
| // so we should use the non-rendering copy path. |
| if (!canCreateRenderTargetForImage(index) || mRenderer->getWorkarounds().zeroMaxLodWorkaround) |
| { |
| ANGLE_TRY( |
| mImageArray[faceIndex][level]->copyFromFramebuffer(destOffset, sourceArea, source)); |
| mDirtyImages = true; |
| } |
| else |
| { |
| ANGLE_TRY(ensureRenderTarget()); |
| mImageArray[faceIndex][level]->markClean(); |
| |
| ASSERT(size.width == size.height); |
| |
| if (size.width > 0 && isValidFaceLevel(faceIndex, level)) |
| { |
| ANGLE_TRY(mRenderer->copyImageCube(source, sourceArea, internalFormat, destOffset, |
| mTexStorage, target, level)); |
| } |
| } |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureD3D_Cube::copySubImage(ContextImpl *contextImpl, |
| GLenum target, |
| size_t imageLevel, |
| const gl::Offset &destOffset, |
| const gl::Rectangle &sourceArea, |
| const gl::Framebuffer *source) |
| { |
| int faceIndex = static_cast<int>(gl::CubeMapTextureTargetToLayerIndex(target)); |
| |
| GLint level = static_cast<GLint>(imageLevel); |
| gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level); |
| |
| // If the zero max LOD workaround is active, then we can't sample from individual layers of the framebuffer in shaders, |
| // so we should use the non-rendering copy path. |
| if (!canCreateRenderTargetForImage(index) || mRenderer->getWorkarounds().zeroMaxLodWorkaround) |
| { |
| gl::Error error = |
| mImageArray[faceIndex][level]->copyFromFramebuffer(destOffset, sourceArea, source); |
| if (error.isError()) |
| { |
| return error; |
| } |
| |
| mDirtyImages = true; |
| } |
| else |
| { |
| ANGLE_TRY(ensureRenderTarget()); |
| if (isValidFaceLevel(faceIndex, level)) |
| { |
| ANGLE_TRY(updateStorageFaceLevel(faceIndex, level)); |
| ANGLE_TRY(mRenderer->copyImageCube(source, sourceArea, |
| gl::GetUnsizedFormat(getBaseLevelInternalFormat()), |
| destOffset, mTexStorage, target, level)); |
| } |
| } |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureD3D_Cube::setStorage(ContextImpl *contextImpl, |
| GLenum target, |
| size_t levels, |
| GLenum internalFormat, |
| const gl::Extents &size) |
| { |
| ASSERT(size.width == size.height); |
| ASSERT(size.depth == 1); |
| |
| for (size_t level = 0; level < levels; level++) |
| { |
| GLsizei mipSize = std::max(1, size.width >> level); |
| for (int faceIndex = 0; faceIndex < 6; faceIndex++) |
| { |
| mImageArray[faceIndex][level]->redefine(GL_TEXTURE_CUBE_MAP, internalFormat, gl::Extents(mipSize, mipSize, 1), true); |
| } |
| } |
| |
| for (size_t level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++) |
| { |
| for (int faceIndex = 0; faceIndex < 6; faceIndex++) |
| { |
| mImageArray[faceIndex][level]->redefine(GL_TEXTURE_CUBE_MAP, GL_NONE, gl::Extents(0, 0, 0), true); |
| } |
| } |
| |
| // TODO(geofflang): Verify storage creation had no errors |
| bool renderTarget = IsRenderTargetUsage(mState.getUsage()); |
| |
| TextureStorage *storage = mRenderer->createTextureStorageCube( |
| internalFormat, renderTarget, size.width, static_cast<int>(levels), false); |
| |
| gl::Error error = setCompleteTexStorage(storage); |
| if (error.isError()) |
| { |
| SafeDelete(storage); |
| return error; |
| } |
| |
| ANGLE_TRY(updateStorage()); |
| |
| mImmutable = true; |
| |
| return gl::NoError(); |
| } |
| |
| // Tests for cube texture completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81. |
| bool TextureD3D_Cube::isCubeComplete() const |
| { |
| int baseWidth = getBaseLevelWidth(); |
| int baseHeight = getBaseLevelHeight(); |
| GLenum baseFormat = getBaseLevelInternalFormat(); |
| |
| if (baseWidth <= 0 || baseWidth != baseHeight) |
| { |
| return false; |
| } |
| |
| for (int faceIndex = 1; faceIndex < 6; faceIndex++) |
| { |
| const ImageD3D &faceBaseImage = *mImageArray[faceIndex][getBaseLevel()]; |
| |
| if (faceBaseImage.getWidth() != baseWidth || |
| faceBaseImage.getHeight() != baseHeight || |
| faceBaseImage.getInternalFormat() != baseFormat ) |
| { |
| return false; |
| } |
| } |
| |
| return true; |
| } |
| |
| void TextureD3D_Cube::bindTexImage(egl::Surface *surface) |
| { |
| UNREACHABLE(); |
| } |
| |
| void TextureD3D_Cube::releaseTexImage() |
| { |
| UNREACHABLE(); |
| } |
| |
| void TextureD3D_Cube::initMipmapImages() |
| { |
| const GLuint baseLevel = mState.getEffectiveBaseLevel(); |
| const GLuint maxLevel = mState.getMipmapMaxLevel(); |
| // Purge array levels baseLevel + 1 through q and reset them to represent the generated mipmap |
| // levels. |
| for (int faceIndex = 0; faceIndex < 6; faceIndex++) |
| { |
| for (GLuint level = baseLevel + 1; level <= maxLevel; level++) |
| { |
| int faceLevelSize = |
| (std::max(mImageArray[faceIndex][baseLevel]->getWidth() >> (level - baseLevel), 1)); |
| redefineImage(faceIndex, level, mImageArray[faceIndex][baseLevel]->getInternalFormat(), |
| gl::Extents(faceLevelSize, faceLevelSize, 1)); |
| } |
| } |
| } |
| |
| gl::Error TextureD3D_Cube::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT) |
| { |
| ASSERT(gl::IsCubeMapTextureTarget(index.type)); |
| |
| // ensure the underlying texture is created |
| ANGLE_TRY(ensureRenderTarget()); |
| ANGLE_TRY(updateStorageFaceLevel(index.layerIndex, index.mipIndex)); |
| |
| return mTexStorage->getRenderTarget(index, outRT); |
| } |
| |
| gl::Error TextureD3D_Cube::initializeStorage(bool renderTarget) |
| { |
| // Only initialize the first time this texture is used as a render target or shader resource |
| if (mTexStorage) |
| { |
| return gl::NoError(); |
| } |
| |
| // do not attempt to create storage for nonexistant data |
| if (!isFaceLevelComplete(0, getBaseLevel())) |
| { |
| return gl::NoError(); |
| } |
| |
| bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mState.getUsage())); |
| |
| TextureStorage *storage = nullptr; |
| ANGLE_TRY(createCompleteStorage(createRenderTarget, &storage)); |
| |
| gl::Error error = setCompleteTexStorage(storage); |
| if (error.isError()) |
| { |
| SafeDelete(storage); |
| return error; |
| } |
| |
| ASSERT(mTexStorage); |
| |
| // flush image data to the storage |
| ANGLE_TRY(updateStorage()); |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureD3D_Cube::createCompleteStorage(bool renderTarget, TextureStorage **outTexStorage) const |
| { |
| GLsizei size = getLevelZeroWidth(); |
| |
| ASSERT(size > 0); |
| |
| // use existing storage level count, when previously specified by TexStorage*D |
| GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(size, size, 1)); |
| |
| bool hintLevelZeroOnly = false; |
| if (mRenderer->getWorkarounds().zeroMaxLodWorkaround) |
| { |
| // If any of the CPU images (levels >= 1) are dirty, then the textureStorage should use the mipped texture to begin with. |
| // Otherwise, it should use the level-zero-only texture. |
| hintLevelZeroOnly = true; |
| for (int faceIndex = 0; faceIndex < 6 && hintLevelZeroOnly; faceIndex++) |
| { |
| for (int level = 1; level < levels && hintLevelZeroOnly; level++) |
| { |
| hintLevelZeroOnly = !(mImageArray[faceIndex][level]->isDirty() && isFaceLevelComplete(faceIndex, level)); |
| } |
| } |
| } |
| |
| // TODO (geofflang): detect if storage creation succeeded |
| *outTexStorage = mRenderer->createTextureStorageCube(getBaseLevelInternalFormat(), renderTarget, size, levels, hintLevelZeroOnly); |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureD3D_Cube::setCompleteTexStorage(TextureStorage *newCompleteTexStorage) |
| { |
| if (newCompleteTexStorage && newCompleteTexStorage->isManaged()) |
| { |
| for (int faceIndex = 0; faceIndex < 6; faceIndex++) |
| { |
| for (int level = 0; level < newCompleteTexStorage->getLevelCount(); level++) |
| { |
| ANGLE_TRY(mImageArray[faceIndex][level]->setManagedSurfaceCube( |
| newCompleteTexStorage, faceIndex, level)); |
| } |
| } |
| } |
| |
| SafeDelete(mTexStorage); |
| mTexStorage = newCompleteTexStorage; |
| |
| mDirtyImages = true; |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureD3D_Cube::updateStorage() |
| { |
| ASSERT(mTexStorage != nullptr); |
| GLint storageLevels = mTexStorage->getLevelCount(); |
| for (int face = 0; face < 6; face++) |
| { |
| for (int level = 0; level < storageLevels; level++) |
| { |
| if (mImageArray[face][level]->isDirty() && isFaceLevelComplete(face, level)) |
| { |
| ANGLE_TRY(updateStorageFaceLevel(face, level)); |
| } |
| } |
| } |
| |
| return gl::NoError(); |
| } |
| |
| bool TextureD3D_Cube::isValidFaceLevel(int faceIndex, int level) const |
| { |
| return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0); |
| } |
| |
| bool TextureD3D_Cube::isFaceLevelComplete(int faceIndex, int level) const |
| { |
| if (getBaseLevel() >= gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) |
| { |
| return false; |
| } |
| ASSERT(level >= 0 && faceIndex < 6 && level < (int)ArraySize(mImageArray[faceIndex]) && |
| mImageArray[faceIndex][level] != nullptr); |
| |
| if (isImmutable()) |
| { |
| return true; |
| } |
| |
| int levelZeroSize = getLevelZeroWidth(); |
| |
| if (levelZeroSize <= 0) |
| { |
| return false; |
| } |
| |
| // "isCubeComplete" checks for base level completeness and we must call that |
| // to determine if any face at level 0 is complete. We omit that check here |
| // to avoid re-checking cube-completeness for every face at level 0. |
| if (level == 0) |
| { |
| return true; |
| } |
| |
| // Check that non-zero levels are consistent with the base level. |
| const ImageD3D *faceLevelImage = mImageArray[faceIndex][level]; |
| |
| if (faceLevelImage->getInternalFormat() != getBaseLevelInternalFormat()) |
| { |
| return false; |
| } |
| |
| if (faceLevelImage->getWidth() != std::max(1, levelZeroSize >> level)) |
| { |
| return false; |
| } |
| |
| return true; |
| } |
| |
| bool TextureD3D_Cube::isImageComplete(const gl::ImageIndex &index) const |
| { |
| return isFaceLevelComplete(index.layerIndex, index.mipIndex); |
| } |
| |
| gl::Error TextureD3D_Cube::updateStorageFaceLevel(int faceIndex, int level) |
| { |
| ASSERT(level >= 0 && faceIndex < 6 && level < (int)ArraySize(mImageArray[faceIndex]) && |
| mImageArray[faceIndex][level] != nullptr); |
| ImageD3D *image = mImageArray[faceIndex][level]; |
| |
| if (image->isDirty()) |
| { |
| GLenum faceTarget = gl::LayerIndexToCubeMapTextureTarget(faceIndex); |
| gl::ImageIndex index = gl::ImageIndex::MakeCube(faceTarget, level); |
| gl::Box region(0, 0, 0, image->getWidth(), image->getHeight(), 1); |
| ANGLE_TRY(commitRegion(index, region)); |
| } |
| |
| return gl::NoError(); |
| } |
| |
| void TextureD3D_Cube::redefineImage(int faceIndex, GLint level, GLenum internalformat, const gl::Extents &size) |
| { |
| // If there currently is a corresponding storage texture image, it has these parameters |
| const int storageWidth = std::max(1, getLevelZeroWidth() >> level); |
| const int storageHeight = std::max(1, getLevelZeroHeight() >> level); |
| const GLenum storageFormat = getBaseLevelInternalFormat(); |
| |
| mImageArray[faceIndex][level]->redefine(GL_TEXTURE_CUBE_MAP, internalformat, size, false); |
| |
| if (mTexStorage) |
| { |
| const int storageLevels = mTexStorage->getLevelCount(); |
| |
| if ((level >= storageLevels && storageLevels != 0) || |
| size.width != storageWidth || |
| size.height != storageHeight || |
| internalformat != storageFormat) // Discard mismatched storage |
| { |
| markAllImagesDirty(); |
| SafeDelete(mTexStorage); |
| } |
| } |
| } |
| |
| gl::ImageIndexIterator TextureD3D_Cube::imageIterator() const |
| { |
| return gl::ImageIndexIterator::MakeCube(0, mTexStorage->getLevelCount()); |
| } |
| |
| gl::ImageIndex TextureD3D_Cube::getImageIndex(GLint mip, GLint layer) const |
| { |
| // The "layer" of the image index corresponds to the cube face |
| return gl::ImageIndex::MakeCube(gl::LayerIndexToCubeMapTextureTarget(layer), mip); |
| } |
| |
| bool TextureD3D_Cube::isValidIndex(const gl::ImageIndex &index) const |
| { |
| return (mTexStorage && gl::IsCubeMapTextureTarget(index.type) && |
| index.mipIndex >= 0 && index.mipIndex < mTexStorage->getLevelCount()); |
| } |
| |
| void TextureD3D_Cube::markAllImagesDirty() |
| { |
| for (int dirtyLevel = 0; dirtyLevel < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; dirtyLevel++) |
| { |
| for (int dirtyFace = 0; dirtyFace < 6; dirtyFace++) |
| { |
| mImageArray[dirtyFace][dirtyLevel]->markDirty(); |
| } |
| } |
| mDirtyImages = true; |
| } |
| |
| TextureD3D_3D::TextureD3D_3D(const gl::TextureState &state, RendererD3D *renderer) |
| : TextureD3D(state, renderer) |
| { |
| for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i) |
| { |
| mImageArray[i] = renderer->createImage(); |
| } |
| } |
| |
| TextureD3D_3D::~TextureD3D_3D() |
| { |
| // Delete the Images before the TextureStorage. |
| // Images might be relying on the TextureStorage for some of their data. |
| // If TextureStorage is deleted before the Images, then their data will be wastefully copied back from the GPU before we delete the Images. |
| for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i) |
| { |
| delete mImageArray[i]; |
| } |
| |
| SafeDelete(mTexStorage); |
| } |
| |
| ImageD3D *TextureD3D_3D::getImage(int level, int layer) const |
| { |
| ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); |
| ASSERT(layer == 0); |
| return mImageArray[level]; |
| } |
| |
| ImageD3D *TextureD3D_3D::getImage(const gl::ImageIndex &index) const |
| { |
| ASSERT(index.mipIndex < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); |
| ASSERT(!index.hasLayer()); |
| ASSERT(index.type == GL_TEXTURE_3D); |
| return mImageArray[index.mipIndex]; |
| } |
| |
| GLsizei TextureD3D_3D::getLayerCount(int level) const |
| { |
| ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); |
| return 1; |
| } |
| |
| GLsizei TextureD3D_3D::getWidth(GLint level) const |
| { |
| if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) |
| return mImageArray[level]->getWidth(); |
| else |
| return 0; |
| } |
| |
| GLsizei TextureD3D_3D::getHeight(GLint level) const |
| { |
| if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) |
| return mImageArray[level]->getHeight(); |
| else |
| return 0; |
| } |
| |
| GLsizei TextureD3D_3D::getDepth(GLint level) const |
| { |
| if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) |
| return mImageArray[level]->getDepth(); |
| else |
| return 0; |
| } |
| |
| GLenum TextureD3D_3D::getInternalFormat(GLint level) const |
| { |
| if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) |
| return mImageArray[level]->getInternalFormat(); |
| else |
| return GL_NONE; |
| } |
| |
| bool TextureD3D_3D::isDepth(GLint level) const |
| { |
| return gl::GetSizedInternalFormatInfo(getInternalFormat(level)).depthBits > 0; |
| } |
| |
| gl::Error TextureD3D_3D::setEGLImageTarget(GLenum target, egl::Image *image) |
| { |
| UNREACHABLE(); |
| return gl::Error(GL_INVALID_OPERATION); |
| } |
| |
| gl::Error TextureD3D_3D::setImage(ContextImpl *contextImpl, |
| GLenum target, |
| size_t imageLevel, |
| GLenum internalFormat, |
| const gl::Extents &size, |
| GLenum format, |
| GLenum type, |
| const gl::PixelUnpackState &unpack, |
| const uint8_t *pixels) |
| { |
| ASSERT(target == GL_TEXTURE_3D); |
| const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat, type); |
| |
| GLint level = static_cast<GLint>(imageLevel); |
| redefineImage(level, internalFormatInfo.sizedInternalFormat, size); |
| |
| bool fastUnpacked = false; |
| |
| gl::ImageIndex index = gl::ImageIndex::Make3D(level); |
| |
| // Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer |
| if (isFastUnpackable(unpack, internalFormatInfo.sizedInternalFormat) && !size.empty() && |
| isLevelComplete(level)) |
| { |
| // Will try to create RT storage if it does not exist |
| RenderTargetD3D *destRenderTarget = nullptr; |
| ANGLE_TRY(getRenderTarget(index, &destRenderTarget)); |
| |
| gl::Box destArea(0, 0, 0, getWidth(level), getHeight(level), getDepth(level)); |
| |
| ANGLE_TRY(fastUnpackPixels(unpack, pixels, destArea, internalFormatInfo.sizedInternalFormat, |
| type, destRenderTarget)); |
| |
| // Ensure we don't overwrite our newly initialized data |
| mImageArray[level]->markClean(); |
| |
| fastUnpacked = true; |
| } |
| |
| if (!fastUnpacked) |
| { |
| ANGLE_TRY(setImageImpl(index, type, unpack, pixels, 0)); |
| } |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureD3D_3D::setSubImage(ContextImpl *contextImpl, |
| GLenum target, |
| size_t imageLevel, |
| const gl::Box &area, |
| GLenum format, |
| GLenum type, |
| const gl::PixelUnpackState &unpack, |
| const uint8_t *pixels) |
| { |
| ASSERT(target == GL_TEXTURE_3D); |
| |
| GLint level = static_cast<GLint>(imageLevel); |
| gl::ImageIndex index = gl::ImageIndex::Make3D(level); |
| |
| // Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer |
| if (isFastUnpackable(unpack, getInternalFormat(level)) && isLevelComplete(level)) |
| { |
| RenderTargetD3D *destRenderTarget = nullptr; |
| ANGLE_TRY(getRenderTarget(index, &destRenderTarget)); |
| ASSERT(!mImageArray[level]->isDirty()); |
| |
| return fastUnpackPixels(unpack, pixels, area, getInternalFormat(level), type, destRenderTarget); |
| } |
| else |
| { |
| return TextureD3D::subImage(index, area, format, type, unpack, pixels, 0); |
| } |
| } |
| |
| gl::Error TextureD3D_3D::setCompressedImage(ContextImpl *contextImpl, |
| GLenum target, |
| size_t imageLevel, |
| GLenum internalFormat, |
| const gl::Extents &size, |
| const gl::PixelUnpackState &unpack, |
| size_t imageSize, |
| const uint8_t *pixels) |
| { |
| ASSERT(target == GL_TEXTURE_3D); |
| |
| GLint level = static_cast<GLint>(imageLevel); |
| // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly |
| redefineImage(level, internalFormat, size); |
| |
| gl::ImageIndex index = gl::ImageIndex::Make3D(level); |
| return setCompressedImageImpl(index, unpack, pixels, 0); |
| } |
| |
| gl::Error TextureD3D_3D::setCompressedSubImage(ContextImpl *contextImpl, |
| GLenum target, |
| size_t level, |
| const gl::Box &area, |
| GLenum format, |
| const gl::PixelUnpackState &unpack, |
| size_t imageSize, |
| const uint8_t *pixels) |
| { |
| ASSERT(target == GL_TEXTURE_3D); |
| |
| gl::ImageIndex index = gl::ImageIndex::Make3D(static_cast<GLint>(level)); |
| ANGLE_TRY(TextureD3D::subImageCompressed(index, area, format, unpack, pixels, 0)); |
| return commitRegion(index, area); |
| } |
| |
| gl::Error TextureD3D_3D::copyImage(ContextImpl *contextImpl, |
| GLenum target, |
| size_t level, |
| const gl::Rectangle &sourceArea, |
| GLenum internalFormat, |
| const gl::Framebuffer *source) |
| { |
| UNIMPLEMENTED(); |
| return gl::Error(GL_INVALID_OPERATION, "Copying 3D textures is unimplemented."); |
| } |
| |
| gl::Error TextureD3D_3D::copySubImage(ContextImpl *contextImpl, |
| GLenum target, |
| size_t imageLevel, |
| const gl::Offset &destOffset, |
| const gl::Rectangle &sourceArea, |
| const gl::Framebuffer *source) |
| { |
| ASSERT(target == GL_TEXTURE_3D); |
| |
| GLint level = static_cast<GLint>(imageLevel); |
| |
| // Currently, 3D single-layer blits are broken because we don't know how to make an SRV |
| // for a single layer of a 3D texture. |
| // TODO(jmadill): Investigate 3D blits in D3D11. |
| // gl::ImageIndex index = gl::ImageIndex::Make3D(level); |
| |
| // if (!canCreateRenderTargetForImage(index)) |
| { |
| ANGLE_TRY(mImageArray[level]->copyFromFramebuffer(destOffset, sourceArea, source)); |
| mDirtyImages = true; |
| } |
| // else |
| //{ |
| // ANGLE_TRY(ensureRenderTarget()); |
| // if (isValidLevel(level)) |
| // { |
| // ANGLE_TRY(updateStorageLevel(level)); |
| // ANGLE_TRY(mRenderer->copyImage3D( |
| // source, sourceArea, |
| // gl::GetInternalFormatInfo(getBaseLevelInternalFormat()).format, |
| // destOffset, mTexStorage, level)); |
| // } |
| //} |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureD3D_3D::setStorage(ContextImpl *contextImpl, |
| GLenum target, |
| size_t levels, |
| GLenum internalFormat, |
| const gl::Extents &size) |
| { |
| ASSERT(target == GL_TEXTURE_3D); |
| |
| for (size_t level = 0; level < levels; level++) |
| { |
| gl::Extents levelSize(std::max(1, size.width >> level), |
| std::max(1, size.height >> level), |
| std::max(1, size.depth >> level)); |
| mImageArray[level]->redefine(GL_TEXTURE_3D, internalFormat, levelSize, true); |
| } |
| |
| for (size_t level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++) |
| { |
| mImageArray[level]->redefine(GL_TEXTURE_3D, GL_NONE, gl::Extents(0, 0, 0), true); |
| } |
| |
| // TODO(geofflang): Verify storage creation had no errors |
| bool renderTarget = IsRenderTargetUsage(mState.getUsage()); |
| TextureStorage *storage = |
| mRenderer->createTextureStorage3D(internalFormat, renderTarget, size.width, size.height, |
| size.depth, static_cast<int>(levels)); |
| |
| gl::Error error = setCompleteTexStorage(storage); |
| if (error.isError()) |
| { |
| SafeDelete(storage); |
| return error; |
| } |
| |
| ANGLE_TRY(updateStorage()); |
| |
| mImmutable = true; |
| |
| return gl::NoError(); |
| } |
| |
| void TextureD3D_3D::bindTexImage(egl::Surface *surface) |
| { |
| UNREACHABLE(); |
| } |
| |
| void TextureD3D_3D::releaseTexImage() |
| { |
| UNREACHABLE(); |
| } |
| |
| void TextureD3D_3D::initMipmapImages() |
| { |
| const GLuint baseLevel = mState.getEffectiveBaseLevel(); |
| const GLuint maxLevel = mState.getMipmapMaxLevel(); |
| // Purge array levels baseLevel + 1 through q and reset them to represent the generated mipmap |
| // levels. |
| for (GLuint level = baseLevel + 1; level <= maxLevel; level++) |
| { |
| gl::Extents levelSize(std::max(getLevelZeroWidth() >> level, 1), |
| std::max(getLevelZeroHeight() >> level, 1), |
| std::max(getLevelZeroDepth() >> level, 1)); |
| redefineImage(level, getBaseLevelInternalFormat(), levelSize); |
| } |
| } |
| |
| gl::Error TextureD3D_3D::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT) |
| { |
| // ensure the underlying texture is created |
| ANGLE_TRY(ensureRenderTarget()); |
| |
| if (index.hasLayer()) |
| { |
| ANGLE_TRY(updateStorage()); |
| } |
| else |
| { |
| ANGLE_TRY(updateStorageLevel(index.mipIndex)); |
| } |
| |
| return mTexStorage->getRenderTarget(index, outRT); |
| } |
| |
| gl::Error TextureD3D_3D::initializeStorage(bool renderTarget) |
| { |
| // Only initialize the first time this texture is used as a render target or shader resource |
| if (mTexStorage) |
| { |
| return gl::NoError(); |
| } |
| |
| // do not attempt to create storage for nonexistant data |
| if (!isLevelComplete(getBaseLevel())) |
| { |
| return gl::NoError(); |
| } |
| |
| bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mState.getUsage())); |
| |
| TextureStorage *storage = nullptr; |
| ANGLE_TRY(createCompleteStorage(createRenderTarget, &storage)); |
| |
| gl::Error error = setCompleteTexStorage(storage); |
| if (error.isError()) |
| { |
| SafeDelete(storage); |
| return error; |
| } |
| |
| ASSERT(mTexStorage); |
| |
| // flush image data to the storage |
| ANGLE_TRY(updateStorage()); |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureD3D_3D::createCompleteStorage(bool renderTarget, TextureStorage **outStorage) const |
| { |
| GLsizei width = getLevelZeroWidth(); |
| GLsizei height = getLevelZeroHeight(); |
| GLsizei depth = getLevelZeroDepth(); |
| GLenum internalFormat = getBaseLevelInternalFormat(); |
| |
| ASSERT(width > 0 && height > 0 && depth > 0); |
| |
| // use existing storage level count, when previously specified by TexStorage*D |
| GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(width, height, depth)); |
| |
| // TODO: Verify creation of the storage succeeded |
| *outStorage = mRenderer->createTextureStorage3D(internalFormat, renderTarget, width, height, depth, levels); |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureD3D_3D::setCompleteTexStorage(TextureStorage *newCompleteTexStorage) |
| { |
| SafeDelete(mTexStorage); |
| mTexStorage = newCompleteTexStorage; |
| mDirtyImages = true; |
| |
| // We do not support managed 3D storage, as that is D3D9/ES2-only |
| ASSERT(!mTexStorage->isManaged()); |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureD3D_3D::updateStorage() |
| { |
| ASSERT(mTexStorage != nullptr); |
| GLint storageLevels = mTexStorage->getLevelCount(); |
| for (int level = 0; level < storageLevels; level++) |
| { |
| if (mImageArray[level]->isDirty() && isLevelComplete(level)) |
| { |
| ANGLE_TRY(updateStorageLevel(level)); |
| } |
| } |
| |
| return gl::NoError(); |
| } |
| |
| bool TextureD3D_3D::isValidLevel(int level) const |
| { |
| return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0); |
| } |
| |
| bool TextureD3D_3D::isLevelComplete(int level) const |
| { |
| ASSERT(level >= 0 && level < (int)ArraySize(mImageArray) && mImageArray[level] != nullptr); |
| |
| if (isImmutable()) |
| { |
| return true; |
| } |
| |
| GLsizei width = getLevelZeroWidth(); |
| GLsizei height = getLevelZeroHeight(); |
| GLsizei depth = getLevelZeroDepth(); |
| |
| if (width <= 0 || height <= 0 || depth <= 0) |
| { |
| return false; |
| } |
| |
| if (level == static_cast<int>(getBaseLevel())) |
| { |
| return true; |
| } |
| |
| ImageD3D *levelImage = mImageArray[level]; |
| |
| if (levelImage->getInternalFormat() != getBaseLevelInternalFormat()) |
| { |
| return false; |
| } |
| |
| if (levelImage->getWidth() != std::max(1, width >> level)) |
| { |
| return false; |
| } |
| |
| if (levelImage->getHeight() != std::max(1, height >> level)) |
| { |
| return false; |
| } |
| |
| if (levelImage->getDepth() != std::max(1, depth >> level)) |
| { |
| return false; |
| } |
| |
| return true; |
| } |
| |
| bool TextureD3D_3D::isImageComplete(const gl::ImageIndex &index) const |
| { |
| return isLevelComplete(index.mipIndex); |
| } |
| |
| gl::Error TextureD3D_3D::updateStorageLevel(int level) |
| { |
| ASSERT(level >= 0 && level < (int)ArraySize(mImageArray) && mImageArray[level] != nullptr); |
| ASSERT(isLevelComplete(level)); |
| |
| if (mImageArray[level]->isDirty()) |
| { |
| gl::ImageIndex index = gl::ImageIndex::Make3D(level); |
| gl::Box region(0, 0, 0, getWidth(level), getHeight(level), getDepth(level)); |
| ANGLE_TRY(commitRegion(index, region)); |
| } |
| |
| return gl::NoError(); |
| } |
| |
| void TextureD3D_3D::redefineImage(GLint level, GLenum internalformat, const gl::Extents &size) |
| { |
| // If there currently is a corresponding storage texture image, it has these parameters |
| const int storageWidth = std::max(1, getLevelZeroWidth() >> level); |
| const int storageHeight = std::max(1, getLevelZeroHeight() >> level); |
| const int storageDepth = std::max(1, getLevelZeroDepth() >> level); |
| const GLenum storageFormat = getBaseLevelInternalFormat(); |
| |
| mImageArray[level]->redefine(GL_TEXTURE_3D, internalformat, size, false); |
| |
| if (mTexStorage) |
| { |
| const int storageLevels = mTexStorage->getLevelCount(); |
| |
| if ((level >= storageLevels && storageLevels != 0) || |
| size.width != storageWidth || |
| size.height != storageHeight || |
| size.depth != storageDepth || |
| internalformat != storageFormat) // Discard mismatched storage |
| { |
| markAllImagesDirty(); |
| SafeDelete(mTexStorage); |
| } |
| } |
| } |
| |
| gl::ImageIndexIterator TextureD3D_3D::imageIterator() const |
| { |
| return gl::ImageIndexIterator::Make3D(0, mTexStorage->getLevelCount(), |
| gl::ImageIndex::ENTIRE_LEVEL, gl::ImageIndex::ENTIRE_LEVEL); |
| } |
| |
| gl::ImageIndex TextureD3D_3D::getImageIndex(GLint mip, GLint /*layer*/) const |
| { |
| // The "layer" here does not apply to 3D images. We use one Image per mip. |
| return gl::ImageIndex::Make3D(mip); |
| } |
| |
| bool TextureD3D_3D::isValidIndex(const gl::ImageIndex &index) const |
| { |
| return (mTexStorage && index.type == GL_TEXTURE_3D && |
| index.mipIndex >= 0 && index.mipIndex < mTexStorage->getLevelCount()); |
| } |
| |
| void TextureD3D_3D::markAllImagesDirty() |
| { |
| for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) |
| { |
| mImageArray[i]->markDirty(); |
| } |
| mDirtyImages = true; |
| } |
| |
| GLint TextureD3D_3D::getLevelZeroDepth() const |
| { |
| ASSERT(gl::CountLeadingZeros(static_cast<uint32_t>(getBaseLevelDepth())) > getBaseLevel()); |
| return getBaseLevelDepth() << getBaseLevel(); |
| } |
| |
| TextureD3D_2DArray::TextureD3D_2DArray(const gl::TextureState &state, RendererD3D *renderer) |
| : TextureD3D(state, renderer) |
| { |
| for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++level) |
| { |
| mLayerCounts[level] = 0; |
| mImageArray[level] = nullptr; |
| } |
| } |
| |
| TextureD3D_2DArray::~TextureD3D_2DArray() |
| { |
| // Delete the Images before the TextureStorage. |
| // Images might be relying on the TextureStorage for some of their data. |
| // If TextureStorage is deleted before the Images, then their data will be wastefully copied back from the GPU before we delete the Images. |
| deleteImages(); |
| SafeDelete(mTexStorage); |
| } |
| |
| ImageD3D *TextureD3D_2DArray::getImage(int level, int layer) const |
| { |
| ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); |
| ASSERT((layer == 0 && mLayerCounts[level] == 0) || |
| layer < mLayerCounts[level]); |
| return (mImageArray[level] ? mImageArray[level][layer] : nullptr); |
| } |
| |
| ImageD3D *TextureD3D_2DArray::getImage(const gl::ImageIndex &index) const |
| { |
| ASSERT(index.mipIndex < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); |
| ASSERT((index.layerIndex == 0 && mLayerCounts[index.mipIndex] == 0) || |
| index.layerIndex < mLayerCounts[index.mipIndex]); |
| ASSERT(index.type == GL_TEXTURE_2D_ARRAY); |
| return (mImageArray[index.mipIndex] ? mImageArray[index.mipIndex][index.layerIndex] : nullptr); |
| } |
| |
| GLsizei TextureD3D_2DArray::getLayerCount(int level) const |
| { |
| ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); |
| return mLayerCounts[level]; |
| } |
| |
| GLsizei TextureD3D_2DArray::getWidth(GLint level) const |
| { |
| return (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getWidth() : 0; |
| } |
| |
| GLsizei TextureD3D_2DArray::getHeight(GLint level) const |
| { |
| return (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getHeight() : 0; |
| } |
| |
| GLenum TextureD3D_2DArray::getInternalFormat(GLint level) const |
| { |
| return (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getInternalFormat() : GL_NONE; |
| } |
| |
| bool TextureD3D_2DArray::isDepth(GLint level) const |
| { |
| return gl::GetSizedInternalFormatInfo(getInternalFormat(level)).depthBits > 0; |
| } |
| |
| gl::Error TextureD3D_2DArray::setEGLImageTarget(GLenum target, egl::Image *image) |
| { |
| UNREACHABLE(); |
| return gl::Error(GL_INVALID_OPERATION); |
| } |
| |
| gl::Error TextureD3D_2DArray::setImage(ContextImpl *contextImpl, |
| GLenum target, |
| size_t imageLevel, |
| GLenum internalFormat, |
| const gl::Extents &size, |
| GLenum format, |
| GLenum type, |
| const gl::PixelUnpackState &unpack, |
| const uint8_t *pixels) |
| { |
| ASSERT(target == GL_TEXTURE_2D_ARRAY); |
| |
| const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(internalFormat, type); |
| |
| GLint level = static_cast<GLint>(imageLevel); |
| redefineImage(level, formatInfo.sizedInternalFormat, size); |
| |
| GLsizei inputDepthPitch = 0; |
| ANGLE_TRY_RESULT(formatInfo.computeDepthPitch(type, size.width, size.height, unpack.alignment, |
| unpack.rowLength, unpack.imageHeight), |
| inputDepthPitch); |
| |
| for (int i = 0; i < size.depth; i++) |
| { |
| const ptrdiff_t layerOffset = (inputDepthPitch * i); |
| gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, i); |
| ANGLE_TRY(setImageImpl(index, type, unpack, pixels, layerOffset)); |
| } |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureD3D_2DArray::setSubImage(ContextImpl *contextImpl, |
| GLenum target, |
| size_t imageLevel, |
| const gl::Box &area, |
| GLenum format, |
| GLenum type, |
| const gl::PixelUnpackState &unpack, |
| const uint8_t *pixels) |
| { |
| ASSERT(target == GL_TEXTURE_2D_ARRAY); |
| GLint level = static_cast<GLint>(imageLevel); |
| const gl::InternalFormat &formatInfo = |
| gl::GetInternalFormatInfo(getInternalFormat(level), type); |
| GLsizei inputDepthPitch = 0; |
| ANGLE_TRY_RESULT(formatInfo.computeDepthPitch(type, area.width, area.height, unpack.alignment, |
| unpack.rowLength, unpack.imageHeight), |
| inputDepthPitch); |
| |
| for (int i = 0; i < area.depth; i++) |
| { |
| int layer = area.z + i; |
| const ptrdiff_t layerOffset = (inputDepthPitch * i); |
| |
| gl::Box layerArea(area.x, area.y, 0, area.width, area.height, 1); |
| |
| gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, layer); |
| ANGLE_TRY( |
| TextureD3D::subImage(index, layerArea, format, type, unpack, pixels, layerOffset)); |
| } |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureD3D_2DArray::setCompressedImage(ContextImpl *contextImpl, |
| GLenum target, |
| size_t imageLevel, |
| GLenum internalFormat, |
| const gl::Extents &size, |
| const gl::PixelUnpackState &unpack, |
| size_t imageSize, |
| const uint8_t *pixels) |
| { |
| ASSERT(target == GL_TEXTURE_2D_ARRAY); |
| |
| GLint level = static_cast<GLint>(imageLevel); |
| // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly |
| redefineImage(level, internalFormat, size); |
| |
| const gl::InternalFormat &formatInfo = gl::GetSizedInternalFormatInfo(internalFormat); |
| GLsizei inputDepthPitch = 0; |
| ANGLE_TRY_RESULT( |
| formatInfo.computeDepthPitch(GL_UNSIGNED_BYTE, size.width, size.height, 1, 0, 0), |
| inputDepthPitch); |
| |
| for (int i = 0; i < size.depth; i++) |
| { |
| const ptrdiff_t layerOffset = (inputDepthPitch * i); |
| |
| gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, i); |
| ANGLE_TRY(setCompressedImageImpl(index, unpack, pixels, layerOffset)); |
| } |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureD3D_2DArray::setCompressedSubImage(ContextImpl *contextImpl, |
| GLenum target, |
| size_t level, |
| const gl::Box &area, |
| GLenum format, |
| const gl::PixelUnpackState &unpack, |
| size_t imageSize, |
| const uint8_t *pixels) |
| { |
| ASSERT(target == GL_TEXTURE_2D_ARRAY); |
| |
| const gl::InternalFormat &formatInfo = gl::GetSizedInternalFormatInfo(format); |
| GLsizei inputDepthPitch = 0; |
| ANGLE_TRY_RESULT( |
| formatInfo.computeDepthPitch(GL_UNSIGNED_BYTE, area.width, area.height, 1, 0, 0), |
| inputDepthPitch); |
| |
| for (int i = 0; i < area.depth; i++) |
| { |
| int layer = area.z + i; |
| const ptrdiff_t layerOffset = (inputDepthPitch * i); |
| |
| gl::Box layerArea(area.x, area.y, 0, area.width, area.height, 1); |
| |
| gl::ImageIndex index = gl::ImageIndex::Make2DArray(static_cast<GLint>(level), layer); |
| ANGLE_TRY( |
| TextureD3D::subImageCompressed(index, layerArea, format, unpack, pixels, layerOffset)); |
| ANGLE_TRY(commitRegion(index, layerArea)); |
| } |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureD3D_2DArray::copyImage(ContextImpl *contextImpl, |
| GLenum target, |
| size_t level, |
| const gl::Rectangle &sourceArea, |
| GLenum internalFormat, |
| const gl::Framebuffer *source) |
| { |
| UNIMPLEMENTED(); |
| return gl::Error(GL_INVALID_OPERATION, "Copying 2D array textures is unimplemented."); |
| } |
| |
| gl::Error TextureD3D_2DArray::copySubImage(ContextImpl *contextImpl, |
| GLenum target, |
| size_t imageLevel, |
| const gl::Offset &destOffset, |
| const gl::Rectangle &sourceArea, |
| const gl::Framebuffer *source) |
| { |
| ASSERT(target == GL_TEXTURE_2D_ARRAY); |
| |
| GLint level = static_cast<GLint>(imageLevel); |
| gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, destOffset.z); |
| |
| if (!canCreateRenderTargetForImage(index)) |
| { |
| gl::Offset destLayerOffset(destOffset.x, destOffset.y, 0); |
| ANGLE_TRY(mImageArray[level][destOffset.z]->copyFromFramebuffer(destLayerOffset, sourceArea, |
| source)); |
| mDirtyImages = true; |
| } |
| else |
| { |
| ANGLE_TRY(ensureRenderTarget()); |
| |
| if (isValidLevel(level)) |
| { |
| ANGLE_TRY(updateStorageLevel(level)); |
| ANGLE_TRY(mRenderer->copyImage2DArray( |
| source, sourceArea, gl::GetUnsizedFormat(getInternalFormat(getBaseLevel())), |
| destOffset, mTexStorage, level)); |
| } |
| } |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureD3D_2DArray::setStorage(ContextImpl *contextImpl, |
| GLenum target, |
| size_t levels, |
| GLenum internalFormat, |
| const gl::Extents &size) |
| { |
| ASSERT(target == GL_TEXTURE_2D_ARRAY); |
| |
| deleteImages(); |
| |
| for (size_t level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++) |
| { |
| gl::Extents levelLayerSize(std::max(1, size.width >> level), |
| std::max(1, size.height >> level), |
| 1); |
| |
| mLayerCounts[level] = (level < levels ? size.depth : 0); |
| |
| if (mLayerCounts[level] > 0) |
| { |
| // Create new images for this level |
| mImageArray[level] = new ImageD3D*[mLayerCounts[level]]; |
| |
| for (int layer = 0; layer < mLayerCounts[level]; layer++) |
| { |
| mImageArray[level][layer] = mRenderer->createImage(); |
| mImageArray[level][layer]->redefine(GL_TEXTURE_2D_ARRAY, internalFormat, levelLayerSize, true); |
| } |
| } |
| } |
| |
| // TODO(geofflang): Verify storage creation had no errors |
| bool renderTarget = IsRenderTargetUsage(mState.getUsage()); |
| TextureStorage *storage = |
| mRenderer->createTextureStorage2DArray(internalFormat, renderTarget, size.width, |
| size.height, size.depth, static_cast<int>(levels)); |
| |
| gl::Error error = setCompleteTexStorage(storage); |
| if (error.isError()) |
| { |
| SafeDelete(storage); |
| return error; |
| } |
| |
| ANGLE_TRY(updateStorage()); |
| |
| mImmutable = true; |
| |
| return gl::NoError(); |
| } |
| |
| void TextureD3D_2DArray::bindTexImage(egl::Surface *surface) |
| { |
| UNREACHABLE(); |
| } |
| |
|