blob: 127f25ea6711fab700149305cd6f3ee231af12eb [file] [log] [blame]
//
// 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/Context.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/ContextD3D.h"
#include "libANGLE/renderer/d3d/EGLImageD3D.h"
#include "libANGLE/renderer/d3d/ImageD3D.h"
#include "libANGLE/renderer/d3d/RenderTargetD3D.h"
#include "libANGLE/renderer/d3d/SurfaceD3D.h"
#include "libANGLE/renderer/d3d/TextureStorage.h"
namespace rx
{
namespace
{
angle::Result GetUnpackPointer(const gl::Context *context,
const gl::PixelUnpackState &unpack,
gl::Buffer *unpackBuffer,
const uint8_t *pixels,
ptrdiff_t layerOffset,
const uint8_t **pointerOut)
{
if (unpackBuffer)
{
// Do a CPU readback here, if we have an unpack buffer bound and the fast GPU path is not
// supported
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>(unpackBuffer);
ASSERT(bufferD3D);
const uint8_t *bufferData = nullptr;
ANGLE_TRY(bufferD3D->getData(context, &bufferData));
*pointerOut = bufferData + offset;
}
else
{
*pointerOut = pixels;
}
// Offset the pointer for 2D array layer (if it's valid)
if (*pointerOut != nullptr)
{
*pointerOut += layerOffset;
}
return angle::Result::Continue;
}
bool IsRenderTargetUsage(GLenum usage)
{
return (usage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
}
} // namespace
TextureD3D::TextureD3D(const gl::TextureState &state, RendererD3D *renderer)
: TextureImpl(state),
mRenderer(renderer),
mDirtyImages(true),
mImmutable(false),
mTexStorage(nullptr),
mTexStorageObserverBinding(this, kTextureStorageObserverMessageIndex),
mBaseLevel(0)
{}
TextureD3D::~TextureD3D()
{
ASSERT(!mTexStorage);
}
angle::Result TextureD3D::getNativeTexture(const gl::Context *context, TextureStorage **outStorage)
{
// ensure the underlying texture is created
ANGLE_TRY(initializeStorage(context, false));
if (mTexStorage)
{
ANGLE_TRY(updateStorage(context));
}
ASSERT(outStorage);
*outStorage = mTexStorage;
return angle::Result::Continue;
}
angle::Result TextureD3D::getImageAndSyncFromStorage(const gl::Context *context,
const gl::ImageIndex &index,
ImageD3D **outImage)
{
ImageD3D *image = getImage(index);
if (mTexStorage && mTexStorage->isRenderTarget())
{
ANGLE_TRY(image->copyFromTexStorage(context, index, mTexStorage));
mDirtyImages = true;
}
*outImage = image;
return angle::Result::Continue;
}
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);
}
angle::Result TextureD3D::setStorage(const gl::Context *context,
gl::TextureType type,
size_t levels,
GLenum internalFormat,
const gl::Extents &size)
{
ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
return angle::Result::Continue;
}
angle::Result TextureD3D::setStorageMultisample(const gl::Context *context,
gl::TextureType type,
GLsizei samples,
GLint internalformat,
const gl::Extents &size,
bool fixedSampleLocations)
{
ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
return angle::Result::Continue;
}
angle::Result TextureD3D::setStorageExternalMemory(const gl::Context *context,
gl::TextureType type,
size_t levels,
GLenum internalFormat,
const gl::Extents &size,
gl::MemoryObject *memoryObject,
GLuint64 offset)
{
ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
return angle::Result::Continue;
}
bool TextureD3D::shouldUseSetData(const ImageD3D *image) const
{
if (!mRenderer->getFeatures().setDataFasterThanImageUpload.enabled)
{
return false;
}
if (image->isDirty())
{
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);
}
angle::Result TextureD3D::setImageImpl(const gl::Context *context,
const gl::ImageIndex &index,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels,
ptrdiff_t layerOffset)
{
ImageD3D *image = getImage(index);
gl::Buffer *unpackBuffer = context->getState().getTargetBuffer(gl::BufferBinding::PixelUnpack);
ASSERT(image);
// No-op
if (image->getWidth() == 0 || image->getHeight() == 0 || image->getDepth() == 0)
{
return angle::Result::Continue;
}
// 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(context, unpack, unpackBuffer, pixels, layerOffset, &pixelData));
if (pixelData != nullptr)
{
if (shouldUseSetData(image))
{
ANGLE_TRY(
mTexStorage->setData(context, index, image, nullptr, type, unpack, pixelData));
}
else
{
gl::Box fullImageArea(0, 0, 0, image->getWidth(), image->getHeight(),
image->getDepth());
ANGLE_TRY(image->loadData(context, fullImageArea, unpack, type, pixelData,
index.usesTex3D()));
}
mDirtyImages = true;
}
return angle::Result::Continue;
}
angle::Result TextureD3D::subImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
gl::Buffer *unpackBuffer,
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(context, unpack, unpackBuffer, pixels, layerOffset, &pixelData));
if (pixelData != nullptr)
{
ImageD3D *image = getImage(index);
ASSERT(image);
if (shouldUseSetData(image))
{
return mTexStorage->setData(context, index, image, &area, type, unpack, pixelData);
}
ANGLE_TRY(image->loadData(context, area, unpack, type, pixelData, index.usesTex3D()));
ANGLE_TRY(commitRegion(context, index, area));
mDirtyImages = true;
}
return angle::Result::Continue;
}
angle::Result TextureD3D::setCompressedImageImpl(const gl::Context *context,
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 angle::Result::Continue;
}
// 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;
gl::Buffer *unpackBuffer = context->getState().getTargetBuffer(gl::BufferBinding::PixelUnpack);
ANGLE_TRY(GetUnpackPointer(context, unpack, unpackBuffer, pixels, layerOffset, &pixelData));
if (pixelData != nullptr)
{
gl::Box fullImageArea(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth());
ANGLE_TRY(image->loadCompressedData(context, fullImageArea, pixelData));
mDirtyImages = true;
}
return angle::Result::Continue;
}
angle::Result TextureD3D::subImageCompressed(const gl::Context *context,
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;
gl::Buffer *unpackBuffer = context->getState().getTargetBuffer(gl::BufferBinding::PixelUnpack);
ANGLE_TRY(GetUnpackPointer(context, unpack, unpackBuffer, pixels, layerOffset, &pixelData));
if (pixelData != nullptr)
{
ImageD3D *image = getImage(index);
ASSERT(image);
ANGLE_TRY(image->loadCompressedData(context, area, pixelData));
mDirtyImages = true;
}
return angle::Result::Continue;
}
bool TextureD3D::isFastUnpackable(const gl::Buffer *unpackBuffer, GLenum sizedInternalFormat)
{
return unpackBuffer != nullptr &&
mRenderer->supportsFastCopyBufferToTexture(sizedInternalFormat);
}
angle::Result TextureD3D::fastUnpackPixels(const gl::Context *context,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels,
const gl::Box &destArea,
GLenum sizedInternalFormat,
GLenum type,
RenderTargetD3D *destRenderTarget)
{
bool check = (unpack.skipRows != 0 || unpack.skipPixels != 0 || unpack.imageHeight != 0 ||
unpack.skipImages != 0);
ANGLE_CHECK(GetImplAs<ContextD3D>(context), !check,
"Unimplemented pixel store parameters in fastUnpackPixels", GL_INVALID_OPERATION);
// No-op
if (destArea.width <= 0 && destArea.height <= 0 && destArea.depth <= 0)
{
return angle::Result::Continue;
}
// 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(context, unpack, static_cast<unsigned int>(offset),
destRenderTarget, sizedInternalFormat, type,
destArea));
return angle::Result::Continue;
}
GLint TextureD3D::creationLevels(GLsizei width, GLsizei height, GLsizei depth) const
{
// To save memory, do not use mipmaps with STARBOARD -- this configuration
// only uses bilinear filtering at most, so mipmaps aren't needed.
#if !defined(STARBOARD)
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
#endif
{
// 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));
}
angle::Result TextureD3D::setImageExternal(const gl::Context *context,
gl::TextureType type,
egl::Stream *stream,
const egl::Stream::GLTextureDescription &desc)
{
// Only external images can accept external textures
ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
return angle::Result::Continue;
}
angle::Result TextureD3D::generateMipmap(const gl::Context *context)
{
const GLuint baseLevel = mState.getEffectiveBaseLevel();
const GLuint maxLevel = mState.getMipmapMaxLevel();
ASSERT(maxLevel > baseLevel); // Should be checked before calling this.
if (mTexStorage && mRenderer->getFeatures().zeroMaxLodWorkaround.enabled)
{
// Switch to using the mipmapped texture.
TextureStorage *textureStorage = nullptr;
ANGLE_TRY(getNativeTexture(context, &textureStorage));
ANGLE_TRY(textureStorage->useLevelZeroWorkaroundTexture(context, false));
}
// Set up proper mipmap chain in our Image array.
ANGLE_TRY(initMipmapImages(context));
if (mTexStorage && mTexStorage->supportsNativeMipmapFunction())
{
ANGLE_TRY(updateStorage(context));
// Generate the mipmap chain using the ad-hoc DirectX function.
ANGLE_TRY(mRenderer->generateMipmapUsingD3D(context, mTexStorage, mState));
}
else
{
// Generate the mipmap chain, one level at a time.
ANGLE_TRY(generateMipmapUsingImages(context, maxLevel));
}
return angle::Result::Continue;
}
angle::Result TextureD3D::generateMipmapUsingImages(const gl::Context *context,
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->getFeatures().setDataFasterThanImageUpload.enabled && 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(context, srcIndex, mTexStorage));
}
}
else
{
ANGLE_TRY(updateStorage(context));
}
}
// 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->getFeatures().zeroMaxLodWorkaround.enabled));
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(context, sourceIndex, destIndex));
}
else
{
// CPU-side mipmapping
ANGLE_TRY(
mRenderer->generateMipmap(context, getImage(destIndex), getImage(sourceIndex)));
}
}
}
mDirtyImages = true;
if (mTexStorage)
{
ANGLE_TRY(updateStorage(context));
}
return angle::Result::Continue;
}
bool TextureD3D::isBaseImageZeroSize() const
{
ImageD3D *baseImage = getBaseLevelImage();
if (!baseImage || baseImage->getWidth() <= 0 || baseImage->getHeight() <= 0)
{
return true;
}
if (baseImage->getType() == gl::TextureType::_3D && baseImage->getDepth() <= 0)
{
return true;
}
if (baseImage->getType() == gl::TextureType::_2DArray && getLayerCount(getBaseLevel()) <= 0)
{
return true;
}
return false;
}
angle::Result TextureD3D::ensureRenderTarget(const gl::Context *context)
{
ANGLE_TRY(initializeStorage(context, 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)
{
ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
return angle::Result::Stop;
}
if (!isBaseImageZeroSize())
{
ASSERT(mTexStorage);
if (!mTexStorage->isRenderTarget())
{
TexStoragePointer newRenderTargetStorage(context);
ANGLE_TRY(createCompleteStorage(true, &newRenderTargetStorage));
ANGLE_TRY(mTexStorage->copyToStorage(context, newRenderTargetStorage.get()));
ANGLE_TRY(setCompleteTexStorage(context, newRenderTargetStorage.get()));
newRenderTargetStorage.release();
// If this texture is used in compute shader, we should invalidate this texture so that
// the UAV/SRV is rebound again with this new texture storage in next dispatch call.
mTexStorage->invalidateTextures();
}
}
return angle::Result::Continue;
}
bool TextureD3D::canCreateRenderTargetForImage(const gl::ImageIndex &index) const
{
if (index.getType() == gl::TextureType::_2DMultisample ||
index.getType() == gl::TextureType::_2DMultisampleArray)
{
ASSERT(index.getType() != gl::TextureType::_2DMultisampleArray || index.hasLayer());
return true;
}
ImageD3D *image = getImage(index);
ASSERT(image);
bool levelsComplete = (isImageComplete(index) && isImageComplete(getImageIndex(0, 0)));
return (image->isRenderableFormat() && levelsComplete);
}
angle::Result TextureD3D::commitRegion(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &region)
{
if (mTexStorage)
{
ASSERT(isValidIndex(index));
ImageD3D *image = getImage(index);
ANGLE_TRY(image->copyToStorage(context, mTexStorage, index, region));
image->markClean();
}
return angle::Result::Continue;
}
angle::Result TextureD3D::getAttachmentRenderTarget(const gl::Context *context,
GLenum binding,
const gl::ImageIndex &imageIndex,
GLsizei samples,
FramebufferAttachmentRenderTarget **rtOut)
{
RenderTargetD3D *rtD3D = nullptr;
ANGLE_TRY(getRenderTarget(context, imageIndex, samples, &rtD3D));
*rtOut = static_cast<FramebufferAttachmentRenderTarget *>(rtD3D);
return angle::Result::Continue;
}
angle::Result TextureD3D::setBaseLevel(const gl::Context *context, 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();
ANGLE_TRY(releaseTexStorage(context));
}
return angle::Result::Continue;
}
angle::Result TextureD3D::syncState(const gl::Context *context,
const gl::Texture::DirtyBits &dirtyBits)
{
// This could be improved using dirty bits.
return angle::Result::Continue;
}
angle::Result TextureD3D::releaseTexStorage(const gl::Context *context)
{
if (!mTexStorage)
{
return angle::Result::Continue;
}
auto err = mTexStorage->onDestroy(context);
SafeDelete(mTexStorage);
return err;
}
void TextureD3D::onDestroy(const gl::Context *context)
{
(void)releaseTexStorage(context);
}
angle::Result TextureD3D::initializeContents(const gl::Context *context,
const gl::ImageIndex &imageIndex)
{
ContextD3D *contextD3D = GetImplAs<ContextD3D>(context);
gl::ImageIndex index = imageIndex;
// Special case for D3D11 3D textures. We can't create render targets for individual layers of a
// 3D texture, so force the clear to the entire mip. There shouldn't ever be a case where we
// would lose existing data.
if (index.getType() == gl::TextureType::_3D)
{
index = gl::ImageIndex::Make3D(index.getLevelIndex(), gl::ImageIndex::kEntireLevel);
}
else if (index.getType() == gl::TextureType::_2DArray && !index.hasLayer())
{
std::array<GLint, gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS> tempLayerCounts;
GLint levelIndex = index.getLevelIndex();
tempLayerCounts[levelIndex] = getLayerCount(levelIndex);
gl::ImageIndexIterator iterator =
gl::ImageIndexIterator::Make2DArray(levelIndex, levelIndex + 1, tempLayerCounts.data());
while (iterator.hasNext())
{
ANGLE_TRY(initializeContents(context, iterator.next()));
}
return angle::Result::Continue;
}
else if (index.getType() == gl::TextureType::_2DMultisampleArray && !index.hasLayer())
{
std::array<GLint, gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS> tempLayerCounts;
ASSERT(index.getLevelIndex() == 0);
tempLayerCounts[0] = getLayerCount(0);
gl::ImageIndexIterator iterator =
gl::ImageIndexIterator::Make2DMultisampleArray(tempLayerCounts.data());
while (iterator.hasNext())
{
ANGLE_TRY(initializeContents(context, iterator.next()));
}
return angle::Result::Continue;
}
// Force image clean.
ImageD3D *image = getImage(index);
if (image)
{
image->markClean();
}
// Fast path: can use a render target clear.
// We don't use the fast path with the zero max lod workaround because it would introduce a race
// between the rendertarget and the staging images.
const angle::FeaturesD3D &features = mRenderer->getFeatures();
bool shouldUseClear = (image == nullptr);
if (canCreateRenderTargetForImage(index) && !features.zeroMaxLodWorkaround.enabled &&
(shouldUseClear || features.allowClearForRobustResourceInit.enabled))
{
ANGLE_TRY(ensureRenderTarget(context));
ASSERT(mTexStorage);
RenderTargetD3D *renderTarget = nullptr;
ANGLE_TRY(mTexStorage->getRenderTarget(context, index, 0, &renderTarget));
ANGLE_TRY(mRenderer->initRenderTarget(context, renderTarget));
return angle::Result::Continue;
}
ASSERT(image != nullptr);
// Slow path: non-renderable texture or the texture levels aren't set up.
const auto &formatInfo = gl::GetSizedInternalFormatInfo(image->getInternalFormat());
GLuint imageBytes = 0;
ANGLE_CHECK_GL_MATH(contextD3D, formatInfo.computeRowPitch(formatInfo.type, image->getWidth(),
1, 0, &imageBytes));
imageBytes *= image->getHeight() * image->getDepth();
gl::PixelUnpackState zeroDataUnpackState;
zeroDataUnpackState.alignment = 1;
angle::MemoryBuffer *zeroBuffer = nullptr;
ANGLE_CHECK_GL_ALLOC(contextD3D, context->getZeroFilledBuffer(imageBytes, &zeroBuffer));
if (shouldUseSetData(image))
{
ANGLE_TRY(mTexStorage->setData(context, index, image, nullptr, formatInfo.type,
zeroDataUnpackState, zeroBuffer->data()));
}
else
{
gl::Box fullImageArea(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth());
ANGLE_TRY(image->loadData(context, fullImageArea, zeroDataUnpackState, formatInfo.type,
zeroBuffer->data(), false));
// Force an update to the tex storage so we avoid problems with subImage and dirty regions.
if (mTexStorage)
{
ANGLE_TRY(commitRegion(context, index, fullImageArea));
image->markClean();
}
else
{
mDirtyImages = true;
}
}
return angle::Result::Continue;
}
GLsizei TextureD3D::getRenderToTextureSamples()
{
if (mTexStorage)
{
return mTexStorage->getRenderToTextureSamples();
}
return 0;
}
void TextureD3D::onSubjectStateChange(angle::SubjectIndex index, angle::SubjectMessage message)
{
onStateChange(message);
}
TextureD3D_2D::TextureD3D_2D(const gl::TextureState &state, RendererD3D *renderer)
: TextureD3D(state, renderer)
{
mEGLImageTarget = false;
for (auto &image : mImageArray)
{
image.reset(renderer->createImage());
}
}
void TextureD3D_2D::onDestroy(const gl::Context *context)
{
// 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 (auto &image : mImageArray)
{
image.reset();
}
return TextureD3D::onDestroy(context);
}
TextureD3D_2D::~TextureD3D_2D() {}
ImageD3D *TextureD3D_2D::getImage(int level, int layer) const
{
ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(layer == 0);
return mImageArray[level].get();
}
ImageD3D *TextureD3D_2D::getImage(const gl::ImageIndex &index) const
{
ASSERT(index.getLevelIndex() < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(!index.hasLayer());
ASSERT(index.getType() == gl::TextureType::_2D);
return mImageArray[index.getLevelIndex()].get();
}
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;
}
bool TextureD3D_2D::isSRGB(GLint level) const
{
return gl::GetSizedInternalFormatInfo(getInternalFormat(level)).colorEncoding == GL_SRGB;
}
angle::Result TextureD3D_2D::setImage(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
const gl::Extents &size,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels)
{
ASSERT(index.getTarget() == gl::TextureTarget::_2D && size.depth == 1);
const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat, type);
bool fastUnpacked = false;
ANGLE_TRY(redefineImage(context, index.getLevelIndex(), internalFormatInfo.sizedInternalFormat,
size, false));
// Attempt a fast gpu copy of the pixel data to the surface
gl::Buffer *unpackBuffer = context->getState().getTargetBuffer(gl::BufferBinding::PixelUnpack);
if (mTexStorage)
{
ANGLE_TRY(mTexStorage->releaseMultisampledTexStorageForLevel(index.getLevelIndex()));
}
if (isFastUnpackable(unpackBuffer, internalFormatInfo.sizedInternalFormat) &&
isLevelComplete(index.getLevelIndex()))
{
// Will try to create RT storage if it does not exist
RenderTargetD3D *destRenderTarget = nullptr;
ANGLE_TRY(getRenderTarget(context, index, getRenderToTextureSamples(), &destRenderTarget));
gl::Box destArea(0, 0, 0, getWidth(index.getLevelIndex()), getHeight(index.getLevelIndex()),
1);
ANGLE_TRY(fastUnpackPixels(context, unpack, pixels, destArea,
internalFormatInfo.sizedInternalFormat, type, destRenderTarget));
// Ensure we don't overwrite our newly initialized data
mImageArray[index.getLevelIndex()]->markClean();
fastUnpacked = true;
}
if (!fastUnpacked)
{
ANGLE_TRY(setImageImpl(context, index, type, unpack, pixels, 0));
}
return angle::Result::Continue;
}
angle::Result TextureD3D_2D::setSubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
gl::Buffer *unpackBuffer,
const uint8_t *pixels)
{
ASSERT(index.getTarget() == gl::TextureTarget::_2D && area.depth == 1 && area.z == 0);
GLenum mipFormat = getInternalFormat(index.getLevelIndex());
if (mTexStorage)
{
ANGLE_TRY(mTexStorage->releaseMultisampledTexStorageForLevel(index.getLevelIndex()));
}
if (isFastUnpackable(unpackBuffer, mipFormat) && isLevelComplete(index.getLevelIndex()))
{
RenderTargetD3D *renderTarget = nullptr;
ANGLE_TRY(getRenderTarget(context, index, getRenderToTextureSamples(), &renderTarget));
ASSERT(!mImageArray[index.getLevelIndex()]->isDirty());
return fastUnpackPixels(context, unpack, pixels, area, mipFormat, type, renderTarget);
}
else
{
return TextureD3D::subImage(context, index, area, format, type, unpack, unpackBuffer,
pixels, 0);
}
}
angle::Result TextureD3D_2D::setCompressedImage(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
const gl::Extents &size,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels)
{
ASSERT(index.getTarget() == gl::TextureTarget::_2D && size.depth == 1);
// compressed formats don't have separate sized internal formats-- we can just use the
// compressed format directly
ANGLE_TRY(redefineImage(context, index.getLevelIndex(), internalFormat, size, false));
return setCompressedImageImpl(context, index, unpack, pixels, 0);
}
angle::Result TextureD3D_2D::setCompressedSubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels)
{
ASSERT(index.getTarget() == gl::TextureTarget::_2D && area.depth == 1 && area.z == 0);
ANGLE_TRY(TextureD3D::subImageCompressed(context, index, area, format, unpack, pixels, 0));
return commitRegion(context, index, area);
}
angle::Result TextureD3D_2D::copyImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Rectangle &sourceArea,
GLenum internalFormat,
gl::Framebuffer *source)
{
ASSERT(index.getTarget() == gl::TextureTarget::_2D);
const gl::InternalFormat &internalFormatInfo =
gl::GetInternalFormatInfo(internalFormat, GL_UNSIGNED_BYTE);
gl::Extents sourceExtents(sourceArea.width, sourceArea.height, 1);
ANGLE_TRY(redefineImage(context, index.getLevelIndex(), internalFormatInfo.sizedInternalFormat,
sourceExtents, false));
gl::Extents fbSize = source->getReadColorAttachment()->getSize();
// Does the read area extend beyond the framebuffer?
bool outside = sourceArea.x < 0 || sourceArea.y < 0 ||
sourceArea.x + sourceArea.width > fbSize.width ||
sourceArea.y + sourceArea.height > fbSize.height;
// WebGL requires that pixels that would be outside the framebuffer are treated as zero values,
// so clear the mip level to 0 prior to making the copy if any pixel would be sampled outside.
// Same thing for robust resource init.
if (outside &&
(context->getExtensions().webglCompatibility || context->isRobustResourceInitEnabled()))
{
ANGLE_TRY(initializeContents(context, index));
}
gl::Rectangle clippedArea;
if (!ClipRectangle(sourceArea, gl::Rectangle(0, 0, fbSize.width, fbSize.height), &clippedArea))
{
// Empty source area, nothing to do.
return angle::Result::Continue;
}
gl::Offset destOffset(clippedArea.x - sourceArea.x, clippedArea.y - sourceArea.y, 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->getFeatures().zeroMaxLodWorkaround.enabled)
{
ANGLE_TRY(mImageArray[index.getLevelIndex()]->copyFromFramebuffer(context, destOffset,
clippedArea, source));
mDirtyImages = true;
}
else
{
ANGLE_TRY(ensureRenderTarget(context));
if (clippedArea.width != 0 && clippedArea.height != 0 &&
isValidLevel(index.getLevelIndex()))
{
ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex()));
ANGLE_TRY(mRenderer->copyImage2D(context, source, clippedArea, internalFormat,
destOffset, mTexStorage, index.getLevelIndex()));
}
}
return angle::Result::Continue;
}
angle::Result TextureD3D_2D::copySubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
gl::Framebuffer *source)
{
ASSERT(index.getTarget() == gl::TextureTarget::_2D && destOffset.z == 0);
gl::Extents fbSize = source->getReadColorAttachment()->getSize();
gl::Rectangle clippedArea;
if (!ClipRectangle(sourceArea, gl::Rectangle(0, 0, fbSize.width, fbSize.height), &clippedArea))
{
return angle::Result::Continue;
}
const gl::Offset clippedOffset(destOffset.x + clippedArea.x - sourceArea.x,
destOffset.y + clippedArea.y - sourceArea.y, 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)
// 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->getFeatures().zeroMaxLodWorkaround.enabled)
{
ANGLE_TRY(mImageArray[index.getLevelIndex()]->copyFromFramebuffer(context, clippedOffset,
clippedArea, source));
mDirtyImages = true;
}
else
{
ANGLE_TRY(ensureRenderTarget(context));
if (isValidLevel(index.getLevelIndex()))
{
ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex()));
ANGLE_TRY(mRenderer->copyImage2D(context, source, clippedArea,
gl::GetUnsizedFormat(getBaseLevelInternalFormat()),
clippedOffset, mTexStorage, index.getLevelIndex()));
}
}
return angle::Result::Continue;
}
angle::Result TextureD3D_2D::copyTexture(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
GLenum type,
size_t sourceLevel,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const gl::Texture *source)
{
ASSERT(index.getTarget() == gl::TextureTarget::_2D);
gl::TextureType sourceType = source->getType();
const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat, type);
gl::Extents size(
static_cast<int>(source->getWidth(NonCubeTextureTypeToTarget(sourceType), sourceLevel)),
static_cast<int>(source->getHeight(NonCubeTextureTypeToTarget(sourceType), sourceLevel)),
1);
ANGLE_TRY(redefineImage(context, index.getLevelIndex(), internalFormatInfo.sizedInternalFormat,
size, false));
gl::Box sourceBox(0, 0, 0, size.width, size.height, 1);
gl::Offset destOffset(0, 0, 0);
if (!isSRGB(index.getLevelIndex()) && canCreateRenderTargetForImage(index))
{
ANGLE_TRY(ensureRenderTarget(context));
ASSERT(isValidLevel(index.getLevelIndex()));
ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex()));
ANGLE_TRY(mRenderer->copyTexture(
context, source, static_cast<GLint>(sourceLevel), gl::TextureTarget::_2D, sourceBox,
internalFormatInfo.format, internalFormatInfo.type, destOffset, mTexStorage,
index.getTarget(), index.getLevelIndex(), unpackFlipY, unpackPremultiplyAlpha,
unpackUnmultiplyAlpha));
}
else
{
gl::ImageIndex sourceImageIndex = gl::ImageIndex::Make2D(static_cast<GLint>(sourceLevel));
TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source);
ImageD3D *sourceImage = nullptr;
ANGLE_TRY(sourceD3D->getImageAndSyncFromStorage(context, sourceImageIndex, &sourceImage));
ImageD3D *destImage = nullptr;
ANGLE_TRY(getImageAndSyncFromStorage(context, index, &destImage));
ANGLE_TRY(mRenderer->copyImage(context, destImage, sourceImage, sourceBox, destOffset,
unpackFlipY, unpackPremultiplyAlpha, unpackUnmultiplyAlpha));
mDirtyImages = true;
gl::Box destRegion(destOffset, size);
ANGLE_TRY(commitRegion(context, index, destRegion));
}
return angle::Result::Continue;
}
angle::Result TextureD3D_2D::copySubTexture(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
size_t sourceLevel,
const gl::Box &sourceBox,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const gl::Texture *source)
{
ASSERT(index.getTarget() == gl::TextureTarget::_2D);
if (!isSRGB(index.getLevelIndex()) && canCreateRenderTargetForImage(index))
{
ANGLE_TRY(ensureRenderTarget(context));
ASSERT(isValidLevel(index.getLevelIndex()));
ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex()));
const gl::InternalFormat &internalFormatInfo =
gl::GetSizedInternalFormatInfo(getInternalFormat(index.getLevelIndex()));
ANGLE_TRY(mRenderer->copyTexture(
context, source, static_cast<GLint>(sourceLevel), gl::TextureTarget::_2D, sourceBox,
internalFormatInfo.format, internalFormatInfo.type, destOffset, mTexStorage,
index.getTarget(), index.getLevelIndex(), unpackFlipY, unpackPremultiplyAlpha,
unpackUnmultiplyAlpha));
}
else
{
gl::ImageIndex sourceImageIndex = gl::ImageIndex::Make2D(static_cast<GLint>(sourceLevel));
TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source);
ImageD3D *sourceImage = nullptr;
ANGLE_TRY(sourceD3D->getImageAndSyncFromStorage(context, sourceImageIndex, &sourceImage));
ImageD3D *destImage = nullptr;
ANGLE_TRY(getImageAndSyncFromStorage(context, index, &destImage));
ANGLE_TRY(mRenderer->copyImage(context, destImage, sourceImage, sourceBox, destOffset,
unpackFlipY, unpackPremultiplyAlpha, unpackUnmultiplyAlpha));
mDirtyImages = true;
gl::Box destRegion(destOffset.x, destOffset.y, 0, sourceBox.width, sourceBox.height, 1);
ANGLE_TRY(commitRegion(context, index, destRegion));
}
return angle::Result::Continue;
}
angle::Result TextureD3D_2D::copyCompressedTexture(const gl::Context *context,
const gl::Texture *source)
{
gl::TextureTarget sourceTarget = NonCubeTextureTypeToTarget(source->getType());
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);
ANGLE_TRY(redefineImage(context, destLevel, sizedInternalFormat, size, false));
ANGLE_TRY(initializeStorage(context, false));
ASSERT(mTexStorage);
ANGLE_TRY(
mRenderer->copyCompressedTexture(context, source, sourceLevel, mTexStorage, destLevel));
return angle::Result::Continue;
}
angle::Result TextureD3D_2D::setStorage(const gl::Context *context,
gl::TextureType type,
size_t levels,
GLenum internalFormat,
const gl::Extents &size)
{
ASSERT(type == gl::TextureType::_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);
ANGLE_TRY(redefineImage(context, level, internalFormat, levelSize, true));
}
for (size_t level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
ANGLE_TRY(redefineImage(context, level, GL_NONE, gl::Extents(0, 0, 1), true));
}
// TODO(geofflang): Verify storage creation had no errors
bool renderTarget = IsRenderTargetUsage(mState.getUsage());
TexStoragePointer storage(context);
storage.reset(mRenderer->createTextureStorage2D(internalFormat, renderTarget, size.width,
size.height, static_cast<int>(levels), false));
ANGLE_TRY(setCompleteTexStorage(context, storage.get()));
storage.release();
ANGLE_TRY(updateStorage(context));
mImmutable = true;
return angle::Result::Continue;
}
angle::Result TextureD3D_2D::bindTexImage(const gl::Context *context, egl::Surface *surface)
{
GLenum internalformat = surface->getConfig()->renderTargetFormat;
gl::Extents size(surface->getWidth(), surface->getHeight(), 1);
ANGLE_TRY(redefineImage(context, 0, internalformat, size, true));
ANGLE_TRY(releaseTexStorage(context));
SurfaceD3D *surfaceD3D = GetImplAs<SurfaceD3D>(surface);
ASSERT(surfaceD3D);
if (surfaceD3D->getSwapChain() == nullptr)
mTexStorage = mRenderer->createTextureStorage2D(
surfaceD3D->getD3DTexture(), surfaceD3D->getBindChroma());
else
mTexStorage = mRenderer->createTextureStorage2D(surfaceD3D->getSwapChain());
mEGLImageTarget = false;
mDirtyImages = false;
mImageArray[0]->markClean();
return angle::Result::Continue;
}
angle::Result TextureD3D_2D::releaseTexImage(const gl::Context *context)
{
if (mTexStorage)
{
ANGLE_TRY(releaseTexStorage(context));
}
for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
ANGLE_TRY(redefineImage(context, i, GL_NONE, gl::Extents(0, 0, 1), true));
}
return angle::Result::Continue;
}
angle::Result TextureD3D_2D::setEGLImageTarget(const gl::Context *context,
gl::TextureType type,
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);
ANGLE_TRY(redefineImage(context, 0, format.info->sizedInternalFormat, size, true));
// Clear all other images.
for (size_t level = 1; level < mImageArray.size(); level++)
{
ANGLE_TRY(redefineImage(context, level, GL_NONE, gl::Extents(0, 0, 1), true));
}
ANGLE_TRY(releaseTexStorage(context));
mImageArray[0]->markClean();
// Pass in the RenderTargetD3D here: createTextureStorage can't generate an error.
RenderTargetD3D *renderTargetD3D = nullptr;
ANGLE_TRY(eglImaged3d->getRenderTarget(context, &renderTargetD3D));
mTexStorage = mRenderer->createTextureStorageEGLImage(eglImaged3d, renderTargetD3D);
mEGLImageTarget = true;
return angle::Result::Continue;
}
angle::Result TextureD3D_2D::initMipmapImages(const gl::Context *context)
{
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);
ANGLE_TRY(redefineImage(context, level, getBaseLevelInternalFormat(), levelSize, false));
}
return angle::Result::Continue;
}
angle::Result TextureD3D_2D::getRenderTarget(const gl::Context *context,
const gl::ImageIndex &index,
GLsizei samples,
RenderTargetD3D **outRT)
{
ASSERT(!index.hasLayer());
// ensure the underlying texture is created
ANGLE_TRY(ensureRenderTarget(context));
ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex()));
return mTexStorage->getRenderTarget(context, index, samples, 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 <= static_cast<int>(mImageArray.size()) &&
mImageArray[level] != nullptr);
ImageD3D *image = mImageArray[level].get();
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.getLevelIndex());
}
// Constructs a native texture resource from the texture images
angle::Result TextureD3D_2D::initializeStorage(const gl::Context *context, bool renderTarget)
{
// Only initialize the first time this texture is used as a render target or shader resource
if (mTexStorage)
{
return angle::Result::Continue;
}
// do not attempt to create storage for nonexistant data
if (!isLevelComplete(getBaseLevel()))
{
return angle::Result::Continue;
}
bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mState.getUsage()));
TexStoragePointer storage(context);
ANGLE_TRY(createCompleteStorage(createRenderTarget, &storage));
ANGLE_TRY(setCompleteTexStorage(context, storage.get()));
storage.release();
ASSERT(mTexStorage);
// flush image data to the storage
ANGLE_TRY(updateStorage(context));
return angle::Result::Continue;
}
angle::Result TextureD3D_2D::createCompleteStorage(bool renderTarget,
TexStoragePointer *outStorage) 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->getFeatures().zeroMaxLodWorkaround.enabled)
{
// 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
outStorage->reset(mRenderer->createTextureStorage2D(internalFormat, renderTarget, width, height,
levels, hintLevelZeroOnly));
return angle::Result::Continue;
}
angle::Result TextureD3D_2D::setCompleteTexStorage(const gl::Context *context,
TextureStorage *newCompleteTexStorage)
{
if (newCompleteTexStorage && newCompleteTexStorage->isManaged())
{
for (int level = 0; level < newCompleteTexStorage->getLevelCount(); level++)
{
ANGLE_TRY(
mImageArray[level]->setManagedSurface2D(context, newCompleteTexStorage, level));
}
}
ANGLE_TRY(releaseTexStorage(context));
mTexStorage = newCompleteTexStorage;
mTexStorageObserverBinding.bind(mTexStorage);
mDirtyImages = true;
return angle::Result::Continue;
}
angle::Result TextureD3D_2D::updateStorage(const gl::Context *context)
{
if (!mDirtyImages)
{
return angle::Result::Continue;
}
ASSERT(mTexStorage != nullptr);
GLint storageLevels = mTexStorage->getLevelCount();
for (int level = 0; level < storageLevels; level++)
{
if (mImageArray[level]->isDirty() && isLevelComplete(level))
{
ANGLE_TRY(updateStorageLevel(context, level));
}
}
mDirtyImages = false;
return angle::Result::Continue;
}
angle::Result TextureD3D_2D::updateStorageLevel(const gl::Context *context, int level)
{
ASSERT(level <= static_cast<int>(mImageArray.size()) && 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(context, index, region));
}
return angle::Result::Continue;
}
angle::Result TextureD3D_2D::redefineImage(const gl::Context *context,
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::TextureType::_2D, internalformat, size, forceRelease);
mDirtyImages = mDirtyImages || mImageArray[level]->isDirty();
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)
{
ANGLE_TRY(mImageArray[0]->copyFromTexStorage(context, gl::ImageIndex::Make2D(0),
mTexStorage));
}
if ((level >= storageLevels && storageLevels != 0) || size.width != storageWidth ||
size.height != storageHeight ||
internalformat != storageFormat) // Discard mismatched storage
{
ANGLE_TRY(releaseTexStorage(context));
markAllImagesDirty();
}
}
// Can't be an EGL image target after being redefined
mEGLImageTarget = false;
return angle::Result::Continue;
}
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.getType() == gl::TextureType::_2D && index.getLevelIndex() >= 0 &&
index.getLevelIndex() < mTexStorage->getLevelCount());
}
void TextureD3D_2D::markAllImagesDirty()
{
for (size_t i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
mImageArray[i]->markDirty();
}
mDirtyImages = true;
}
TextureD3D_Cube::TextureD3D_Cube(const gl::TextureState &state, RendererD3D *renderer)
: TextureD3D(state, renderer)
{
for (auto &face : mImageArray)
{
for (auto &image : face)
{
image.reset(renderer->createImage());
}
}
}
void TextureD3D_Cube::onDestroy(const gl::Context *context)
{
// 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 (auto &face : mImageArray)
{
for (auto &image : face)
{
image.reset();
}
}
return TextureD3D::onDestroy(context);
}
TextureD3D_Cube::~TextureD3D_Cube() {}
ImageD3D *TextureD3D_Cube::getImage(int level, int layer) const
{
ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(layer >= 0 && static_cast<size_t>(layer) < gl::kCubeFaceCount);
return mImageArray[layer][level].get();
}
ImageD3D *TextureD3D_Cube::getImage(const gl::ImageIndex &index) const
{
ASSERT(index.getLevelIndex() < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(gl::IsCubeMapFaceTarget(index.getTarget()));
return mImageArray[index.cubeMapFaceIndex()][index.getLevelIndex()].get();
}
GLsizei TextureD3D_Cube::getLayerCount(int level) const
{
ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
return gl::kCubeFaceCount;
}
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;
}
bool TextureD3D_Cube::isSRGB(GLint level, GLint layer) const
{
return gl::GetSizedInternalFormatInfo(getInternalFormat(level, layer)).colorEncoding == GL_SRGB;
}
angle::Result TextureD3D_Cube::setEGLImageTarget(const gl::Context *context,
gl::TextureType type,
egl::Image *image)
{
ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
return angle::Result::Continue;
}
angle::Result TextureD3D_Cube::setImage(const gl::Context *context,
const gl::ImageIndex &index,
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);
ANGLE_TRY(redefineImage(context, index.cubeMapFaceIndex(), index.getLevelIndex(),
internalFormatInfo.sizedInternalFormat, size, false));
return setImageImpl(context, index, type, unpack, pixels, 0);
}
angle::Result TextureD3D_Cube::setSubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
gl::Buffer *unpackBuffer,
const uint8_t *pixels)
{
ASSERT(area.depth == 1 && area.z == 0);
return TextureD3D::subImage(context, index, area, format, type, unpack, unpackBuffer, pixels,
0);
}
angle::Result TextureD3D_Cube::setCompressedImage(const gl::Context *context,
const gl::ImageIndex &index,
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
ANGLE_TRY(redefineImage(context, index.cubeMapFaceIndex(), index.getLevelIndex(),
internalFormat, size, false));
return setCompressedImageImpl(context, index, unpack, pixels, 0);
}
angle::Result TextureD3D_Cube::setCompressedSubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels)
{
ASSERT(area.depth == 1 && area.z == 0);
ANGLE_TRY(TextureD3D::subImageCompressed(context, index, area, format, unpack, pixels, 0));
return commitRegion(context, index, area);
}
angle::Result TextureD3D_Cube::copyImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Rectangle &sourceArea,
GLenum internalFormat,
gl::Framebuffer *source)
{
GLint faceIndex = index.cubeMapFaceIndex();
const gl::InternalFormat &internalFormatInfo =
gl::GetInternalFormatInfo(internalFormat, GL_UNSIGNED_BYTE);
gl::Extents size(sourceArea.width, sourceArea.height, 1);
ANGLE_TRY(redefineImage(context, faceIndex, index.getLevelIndex(),
internalFormatInfo.sizedInternalFormat, size, false));
gl::Extents fbSize = source->getReadColorAttachment()->getSize();
// Does the read area extend beyond the framebuffer?
bool outside = sourceArea.x < 0 || sourceArea.y < 0 ||
sourceArea.x + sourceArea.width > fbSize.width ||
sourceArea.y + sourceArea.height > fbSize.height;
// WebGL requires that pixels that would be outside the framebuffer are treated as zero values,
// so clear the mip level to 0 prior to making the copy if any pixel would be sampled outside.
// Same thing for robust resource init.
if (outside &&
(context->getExtensions().webglCompatibility || context->isRobustResourceInitEnabled()))
{
ANGLE_TRY(initializeContents(context, index));
}
gl::Rectangle clippedArea;
if (!ClipRectangle(sourceArea, gl::Rectangle(0, 0, fbSize.width, fbSize.height), &clippedArea))
{
// Empty source area, nothing to do.
return angle::Result::Continue;
}
gl::Offset destOffset(clippedArea.x - sourceArea.x, clippedArea.y - sourceArea.y, 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->getFeatures().zeroMaxLodWorkaround.enabled)
{
ANGLE_TRY(mImageArray[faceIndex][index.getLevelIndex()]->copyFromFramebuffer(
context, destOffset, clippedArea, source));
mDirtyImages = true;
}
else
{
ANGLE_TRY(ensureRenderTarget(context));
ASSERT(size.width == size.height);
if (size.width > 0 && isValidFaceLevel(faceIndex, index.getLevelIndex()))
{
ANGLE_TRY(updateStorageFaceLevel(context, faceIndex, index.getLevelIndex()));
ANGLE_TRY(mRenderer->copyImageCube(context, source, clippedArea, internalFormat,
destOffset, mTexStorage, index.getTarget(),
index.getLevelIndex()));
}
}
return angle::Result::Continue;
}
angle::Result TextureD3D_Cube::copySubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
gl::Framebuffer *source)
{
gl::Extents fbSize = source->getReadColorAttachment()->getSize();
gl::Rectangle clippedArea;
if (!ClipRectangle(sourceArea, gl::Rectangle(0, 0, fbSize.width, fbSize.height), &clippedArea))
{
return angle::Result::Continue;
}
const gl::Offset clippedOffset(destOffset.x + clippedArea.x - sourceArea.x,
destOffset.y + clippedArea.y - sourceArea.y, 0);
GLint faceIndex = index.cubeMapFaceIndex();
// 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->getFeatures().zeroMaxLodWorkaround.enabled)
{
ANGLE_TRY(mImageArray[faceIndex][index.getLevelIndex()]->copyFromFramebuffer(
context, clippedOffset, clippedArea, source));
mDirtyImages = true;
}
else
{
ANGLE_TRY(ensureRenderTarget(context));
if (isValidFaceLevel(faceIndex, index.getLevelIndex()))
{
ANGLE_TRY(updateStorageFaceLevel(context, faceIndex, index.getLevelIndex()));
ANGLE_TRY(mRenderer->copyImageCube(
context, source, clippedArea, gl::GetUnsizedFormat(getBaseLevelInternalFormat()),
clippedOffset, mTexStorage, index.getTarget(), index.getLevelIndex()));
}
}
return angle::Result::Continue;
}
angle::Result TextureD3D_Cube::copyTexture(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
GLenum type,
size_t sourceLevel,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const gl::Texture *source)
{
ASSERT(gl::IsCubeMapFaceTarget(index.getTarget()));
gl::TextureTarget sourceTarget = NonCubeTextureTypeToTarget(source->getType());
GLint faceIndex = index.cubeMapFaceIndex();
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);
ANGLE_TRY(redefineImage(context, faceIndex, index.getLevelIndex(),
internalFormatInfo.sizedInternalFormat, size, false));
gl::Box sourceBox(0, 0, 0, size.width, size.height, 1);
gl::Offset destOffset(0, 0, 0);
if (!isSRGB(index.getLevelIndex(), faceIndex) && canCreateRenderTargetForImage(index))
{
ANGLE_TRY(ensureRenderTarget(context));
ASSERT(isValidFaceLevel(faceIndex, index.getLevelIndex()));
ANGLE_TRY(updateStorageFaceLevel(context, faceIndex, index.getLevelIndex()));
ANGLE_TRY(mRenderer->copyTexture(
context, source, static_cast<GLint>(sourceLevel), gl::TextureTarget::_2D, sourceBox,
internalFormatInfo.format, internalFormatInfo.type, destOffset, mTexStorage,
index.getTarget(), index.getLevelIndex(), unpackFlipY, unpackPremultiplyAlpha,
unpackUnmultiplyAlpha));
}
else
{
gl::ImageIndex sourceImageIndex = gl::ImageIndex::Make2D(static_cast<GLint>(sourceLevel));
TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source);
ImageD3D *sourceImage = nullptr;
ANGLE_TRY(sourceD3D->getImageAndSyncFromStorage(context, sourceImageIndex, &sourceImage));
ImageD3D *destImage = nullptr;
ANGLE_TRY(getImageAndSyncFromStorage(context, index, &destImage));
ANGLE_TRY(mRenderer->copyImage(context, destImage, sourceImage, sourceBox, destOffset,
unpackFlipY, unpackPremultiplyAlpha, unpackUnmultiplyAlpha));
mDirtyImages = true;
gl::Box destRegion(destOffset, size);
ANGLE_TRY(commitRegion(context, index, destRegion));
}
return angle::Result::Continue;
}
angle::Result TextureD3D_Cube::copySubTexture(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
size_t sourceLevel,
const gl::Box &sourceBox,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const gl::Texture *source)
{
ASSERT(gl::IsCubeMapFaceTarget(index.getTarget()));
GLint faceIndex = index.cubeMapFaceIndex();
if (!isSRGB(index.getLevelIndex(), faceIndex) && canCreateRenderTargetForImage(index))
{
ANGLE_TRY(ensureRenderTarget(context));
ASSERT(isValidFaceLevel(faceIndex, index.getLevelIndex()));
ANGLE_TRY(updateStorageFaceLevel(context, faceIndex, index.getLevelIndex()));
const gl::InternalFormat &internalFormatInfo =
gl::GetSizedInternalFormatInfo(getInternalFormat(index.getLevelIndex(), faceIndex));
ANGLE_TRY(mRenderer->copyTexture(
context, source, static_cast<GLint>(sourceLevel), gl::TextureTarget::_2D, sourceBox,
internalFormatInfo.format, internalFormatInfo.type, destOffset, mTexStorage,
index.getTarget(), index.getLevelIndex(), unpackFlipY, unpackPremultiplyAlpha,
unpackUnmultiplyAlpha));
}
else
{
gl::ImageIndex sourceImageIndex = gl::ImageIndex::Make2D(static_cast<GLint>(sourceLevel));
TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source);
ImageD3D *sourceImage = nullptr;
ANGLE_TRY(sourceD3D->getImageAndSyncFromStorage(context, sourceImageIndex, &sourceImage));
ImageD3D *destImage = nullptr;
ANGLE_TRY(getImageAndSyncFromStorage(context, index, &destImage));
ANGLE_TRY(mRenderer->copyImage(context, destImage, sourceImage, sourceBox, destOffset,
unpackFlipY, unpackPremultiplyAlpha, unpackUnmultiplyAlpha));
mDirtyImages = true;
gl::Box destRegion(destOffset.x, destOffset.y, 0, sourceBox.width, sourceBox.height, 1);
ANGLE_TRY(commitRegion(context, index, destRegion));
}
return angle::Result::Continue;
}
angle::Result TextureD3D_Cube::setStorage(const gl::Context *context,
gl::TextureType type,
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 (size_t faceIndex = 0; faceIndex < gl::kCubeFaceCount; faceIndex++)
{
mImageArray[faceIndex][level]->redefine(gl::TextureType::CubeMap, internalFormat,
gl::Extents(mipSize, mipSize, 1), true);
}
}
for (size_t level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
for (size_t faceIndex = 0; faceIndex < gl::kCubeFaceCount; faceIndex++)
{
mImageArray[faceIndex][level]->redefine(gl::TextureType::CubeMap, GL_NONE,
gl::Extents(0, 0, 0), true);
}
}
// TODO(geofflang): Verify storage creation had no errors
bool renderTarget = IsRenderTargetUsage(mState.getUsage());
TexStoragePointer storage(context);
storage.reset(mRenderer->createTextureStorageCube(internalFormat, renderTarget, size.width,
static_cast<int>(levels), false));
ANGLE_TRY(setCompleteTexStorage(context, storage.get()));
storage.release();
ANGLE_TRY(updateStorage(context));
mImmutable = true;
return angle::Result::Continue;
}
// 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 (size_t faceIndex = 1; faceIndex < gl::kCubeFaceCount; faceIndex++)
{
const ImageD3D &faceBaseImage = *mImageArray[faceIndex][getBaseLevel()];
if (faceBaseImage.getWidth() != baseWidth || faceBaseImage.getHeight() != baseHeight ||
faceBaseImage.getInternalFormat() != baseFormat)
{
return false;
}
}
return true;
}
angle::Result TextureD3D_Cube::bindTexImage(const gl::Context *context, egl::Surface *surface)
{
ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
return angle::Result::Continue;
}
angle::Result TextureD3D_Cube::releaseTexImage(const gl::Context *context)
{
ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
return angle::Result::Continue;
}
angle::Result TextureD3D_Cube::initMipmapImages(const gl::Context *context)
{
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 < static_cast<int>(gl::kCubeFaceCount); faceIndex++)
{
for (GLuint level = baseLevel + 1; level <= maxLevel; level++)
{
int faceLevelSize =
(std::max(mImageArray[faceIndex][baseLevel]->getWidth() >> (level - baseLevel), 1));
ANGLE_TRY(redefineImage(context, faceIndex, level,
mImageArray[faceIndex][baseLevel]->getInternalFormat(),
gl::Extents(faceLevelSize, faceLevelSize, 1), false));
}
}
return angle::Result::Continue;
}
angle::Result TextureD3D_Cube::getRenderTarget(const gl::Context *context,
const gl::ImageIndex &index,
GLsizei samples,
RenderTargetD3D **outRT)
{
ASSERT(gl::IsCubeMapFaceTarget(index.getTarget()));
// ensure the underlying texture is created
ANGLE_TRY(ensureRenderTarget(context));
ANGLE_TRY(updateStorageFaceLevel(context, index.cubeMapFaceIndex(), index.getLevelIndex()));
return mTexStorage->getRenderTarget(context, index, samples, outRT);
}
angle::Result TextureD3D_Cube::initializeStorage(const gl::Context *context, bool renderTarget)
{
// Only initialize the first time this texture is used as a render target or shader resource
if (mTexStorage)
{
return angle::Result::Continue;
}
// do not attempt to create storage for nonexistant data
if (!isFaceLevelComplete(0, getBaseLevel()))
{
return angle::Result::Continue;
}
bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mState.getUsage()));
TexStoragePointer storage(context);
ANGLE_TRY(createCompleteStorage(createRenderTarget, &storage));
ANGLE_TRY(setCompleteTexStorage(context, storage.get()));
storage.release();
ASSERT(mTexStorage);
// flush image data to the storage
ANGLE_TRY(updateStorage(context));
return angle::Result::Continue;
}
angle::Result TextureD3D_Cube::createCompleteStorage(bool renderTarget,
TexStoragePointer *outStorage) 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->getFeatures().zeroMaxLodWorkaround.enabled)
{
// 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 < static_cast<int>(gl::kCubeFaceCount) && 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
outStorage->reset(mRenderer->createTextureStorageCube(
getBaseLevelInternalFormat(), renderTarget, size, levels, hintLevelZeroOnly));
return angle::Result::Continue;
}
angle::Result TextureD3D_Cube::setCompleteTexStorage(const gl::Context *context,
TextureStorage *newCompleteTexStorage)
{
if (newCompleteTexStorage && newCompleteTexStorage->isManaged())
{
for (int faceIndex = 0; faceIndex < static_cast<int>(gl::kCubeFaceCount); faceIndex++)
{
for (int level = 0; level < newCompleteTexStorage->getLevelCount(); level++)
{
ANGLE_TRY(mImageArray[faceIndex][level]->setManagedSurfaceCube(
context, newCompleteTexStorage, faceIndex, level));
}
}
}
ANGLE_TRY(releaseTexStorage(context));
mTexStorage = newCompleteTexStorage;
mTexStorageObserverBinding.bind(mTexStorage);
mDirtyImages = true;
return angle::Result::Continue;
}
angle::Result TextureD3D_Cube::updateStorage(const gl::Context *context)
{
if (!mDirtyImages)
{
return angle::Result::Continue;
}
ASSERT(mTexStorage != nullptr);
GLint storageLevels = mTexStorage->getLevelCount();
for (int face = 0; face < static_cast<int>(gl::kCubeFaceCount); face++)
{
for (int level = 0; level < storageLevels; level++)
{
if (mImageArray[face][level]->isDirty() && isFaceLevelComplete(face, level))
{
ANGLE_TRY(updateStorageFaceLevel(context, face, level));
}
}
}
mDirtyImages = false;
return angle::Result::Continue;
}
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 && static_cast<size_t>(faceIndex) < gl::kCubeFaceCount &&
level < static_cast<int>(mImageArray[faceIndex].size()) &&
mImageArray[faceIndex][level] != nullptr);
if (isImmutable())
{
return true;
}
int levelZeroSize = getLevelZeroWidth();
if (levelZeroSize <= 0)
{
return false;
}
// Check that non-zero levels are consistent with the base level.
const ImageD3D *faceLevelImage = mImageArray[faceIndex][level].get();
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.cubeMapFaceIndex(), index.getLevelIndex());
}
angle::Result TextureD3D_Cube::updateStorageFaceLevel(const gl::Context *context,
int faceIndex,
int level)
{
ASSERT(level >= 0 && static_cast<size_t>(faceIndex) < gl::kCubeFaceCount &&
level < static_cast<int>(mImageArray[faceIndex].size()) &&
mImageArray[faceIndex][level] != nullptr);
ImageD3D *image = mImageArray[faceIndex][level].get();
if (image->isDirty())
{
gl::TextureTarget faceTarget = gl::CubeFaceIndexToTextureTarget(faceIndex);
gl::ImageIndex index = gl::ImageIndex::MakeCubeMapFace(faceTarget, level);
gl::Box region(0, 0, 0, image->getWidth(), image->getHeight(), 1);
ANGLE_TRY(commitRegion(context, index, region));
}
return angle::Result::Continue;
}
angle::Result TextureD3D_Cube::redefineImage(const gl::Context *context,
int faceIndex,
GLint level,
GLenum internalformat,
const gl::Extents &size,
bool forceRelease)
{
// 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::TextureType::CubeMap, internalformat, size,
forceRelease);
mDirtyImages = mDirtyImages || mImageArray[faceIndex][level]->isDirty();
if (mTexStorage)
{
const int storageLevels = mTexStorage->getLevelCount();
if ((level >= storageLevels && storageLevels != 0) || size.width != storageWidth ||
size.height != storageHeight ||
internalformat != storageFormat) // Discard mismatched storage
{
markAllImagesDirty();
ANGLE_TRY(releaseTexStorage(context));
}
}
return angle::Result::Continue;
}
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::MakeCubeMapFace(gl::CubeFaceIndexToTextureTarget(layer), mip);
}
bool TextureD3D_Cube::isValidIndex(const gl::ImageIndex &index) const
{
return (mTexStorage && index.getType() == gl::TextureType::CubeMap &&
gl::IsCubeMapFaceTarget(index.getTarget()) && index.getLevelIndex() >= 0 &&
index.getLevelIndex() < mTexStorage->getLevelCount());
}
void TextureD3D_Cube::markAllImagesDirty()
{
for (int dirtyLevel = 0; dirtyLevel < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; dirtyLevel++)
{
for (size_t dirtyFace = 0; dirtyFace < gl::kCubeFaceCount; 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].reset(renderer->createImage());
}
}
void TextureD3D_3D::onDestroy(const gl::Context *context)
{
// 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 (auto &image : mImageArray)
{
image.reset();
}
return TextureD3D::onDestroy(context);
}
TextureD3D_3D::~TextureD3D_3D() {}
ImageD3D *TextureD3D_3D::getImage(int level, int layer) const
{
ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(layer == 0);
return mImageArray[level].get();
}
ImageD3D *TextureD3D_3D::getImage(const gl::ImageIndex &index) const
{
ASSERT(index.getLevelIndex() < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(!index.hasLayer());
ASSERT(index.getType() == gl::TextureType::_3D);
return mImageArray[index.getLevelIndex()].get();
}
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;
}
bool TextureD3D_3D::isSRGB(GLint level) const
{
return gl::GetSizedInternalFormatInfo(getInternalFormat(level)).colorEncoding == GL_SRGB;
}
angle::Result TextureD3D_3D::setEGLImageTarget(const gl::Context *context,
gl::TextureType type,
egl::Image *image)
{
ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
return angle::Result::Continue;
}
angle::Result TextureD3D_3D::setImage(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
const gl::Extents &size,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels)
{
ASSERT(index.getTarget() == gl::TextureTarget::_3D);
const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat, type);
ANGLE_TRY(redefineImage(context, index.getLevelIndex(), internalFormatInfo.sizedInternalFormat,
size, false));
bool fastUnpacked = false;
// Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer
gl::Buffer *unpackBuffer = context->getState().getTargetBuffer(gl::BufferBinding::PixelUnpack);
if (isFastUnpackable(unpackBuffer, internalFormatInfo.sizedInternalFormat) && !size.empty() &&
isLevelComplete(index.getLevelIndex()))
{
// Will try to create RT storage if it does not exist
RenderTargetD3D *destRenderTarget = nullptr;
ANGLE_TRY(getRenderTarget(context, index, getRenderToTextureSamples(), &destRenderTarget));
gl::Box destArea(0, 0, 0, getWidth(index.getLevelIndex()), getHeight(index.getLevelIndex()),
getDepth(index.getLevelIndex()));
ANGLE_TRY(fastUnpackPixels(context, unpack, pixels, destArea,
internalFormatInfo.sizedInternalFormat, type, destRenderTarget));
// Ensure we don't overwrite our newly initialized data
mImageArray[index.getLevelIndex()]->markClean();
fastUnpacked = true;
}
if (!fastUnpacked)
{
ANGLE_TRY(setImageImpl(context, index, type, unpack, pixels, 0));
}
return angle::Result::Continue;
}
angle::Result TextureD3D_3D::setSubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
gl::Buffer *unpackBuffer,
const uint8_t *pixels)
{
ASSERT(index.getTarget() == gl::TextureTarget::_3D);
// Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer
GLenum mipFormat = getInternalFormat(index.getLevelIndex());
if (isFastUnpackable(unpackBuffer, mipFormat) && isLevelComplete(index.getLevelIndex()))
{
RenderTargetD3D *destRenderTarget = nullptr;
ANGLE_TRY(getRenderTarget(context, index, getRenderToTextureSamples(), &destRenderTarget));
ASSERT(!mImageArray[index.getLevelIndex()]->isDirty());
return fastUnpackPixels(context, unpack, pixels, area, mipFormat, type, destRenderTarget);
}
else
{
return TextureD3D::subImage(context, index, area, format, type, unpack, unpackBuffer,
pixels, 0);
}
}
angle::Result TextureD3D_3D::setCompressedImage(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
const gl::Extents &size,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels)
{
ASSERT(index.getTarget() == gl::TextureTarget::_3D);
// compressed formats don't have separate sized internal formats-- we can just use the
// compressed format directly
ANGLE_TRY(redefineImage(context, index.getLevelIndex(), internalFormat, size, false));
return setCompressedImageImpl(context, index, unpack, pixels, 0);
}
angle::Result TextureD3D_3D::setCompressedSubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels)
{
ASSERT(index.getTarget() == gl::TextureTarget::_3D);
ANGLE_TRY(TextureD3D::subImageCompressed(context, index, area, format, unpack, pixels, 0));
return commitRegion(context, index, area);
}
angle::Result TextureD3D_3D::copyImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Rectangle &sourceArea,
GLenum internalFormat,
gl::Framebuffer *source)
{
ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
return angle::Result::Continue;
}
angle::Result TextureD3D_3D::copySubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
gl::Framebuffer *source)
{
ASSERT(index.getTarget() == gl::TextureTarget::_3D);
gl::Extents fbSize = source->getReadColorAttachment()->getSize();
gl::Rectangle clippedSourceArea;
if (!ClipRectangle(sourceArea, gl::Rectangle(0, 0, fbSize.width, fbSize.height),
&clippedSourceArea))
{
return angle::Result::Continue;
}
const gl::Offset clippedDestOffset(destOffset.x + clippedSourceArea.x - sourceArea.x,
destOffset.y + clippedSourceArea.y - sourceArea.y,
destOffset.z);
// Currently, copying directly to the storage is not possible because it's not possible to
// create an SRV from a single layer of a 3D texture. Instead, make sure the image is up to
// date before the copy and then copy back to the storage afterwards if needed.
// TODO: Investigate 3D blits in D3D11.
bool syncTexStorage = mTexStorage && isLevelComplete(index.getLevelIndex());
if (syncTexStorage)
{
ANGLE_TRY(
mImageArray[index.getLevelIndex()]->copyFromTexStorage(context, index, mTexStorage));
}
ANGLE_TRY(mImageArray[index.getLevelIndex()]->copyFromFramebuffer(context, clippedDestOffset,
clippedSourceArea, source));
mDirtyImages = true;
if (syncTexStorage)
{
ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex()));
}
return angle::Result::Continue;
}
angle::Result TextureD3D_3D::copyTexture(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
GLenum type,
size_t sourceLevel,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const gl::Texture *source)
{
ASSERT(index.getTarget() == gl::TextureTarget::_3D);
gl::TextureType sourceType = source->getType();
const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat, type);
gl::Extents size(
static_cast<int>(source->getWidth(NonCubeTextureTypeToTarget(sourceType), sourceLevel)),
static_cast<int>(source->getHeight(NonCubeTextureTypeToTarget(sourceType), sourceLevel)),
static_cast<int>(source->getDepth(NonCubeTextureTypeToTarget(sourceType), sourceLevel)));
ANGLE_TRY(redefineImage(context, index.getLevelIndex(), internalFormatInfo.sizedInternalFormat,
size, false));
gl::Box sourceBox(0, 0, 0, size.width, size.height, size.depth);
gl::Offset destOffset(0, 0, 0);
gl::ImageIndex destIndex = gl::ImageIndex::Make3D(static_cast<GLint>(index.getLevelIndex()));
if (!isSRGB(index.getLevelIndex()) && canCreateRenderTargetForImage(destIndex))
{
ANGLE_TRY(ensureRenderTarget(context));
ASSERT(isValidLevel(index.getLevelIndex()));
ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex()));
ANGLE_TRY(mRenderer->copyTexture(
context, source, static_cast<GLint>(sourceLevel), gl::TextureTarget::_3D, sourceBox,
internalFormatInfo.format, internalFormatInfo.type, destOffset, mTexStorage,
index.getTarget(), index.getLevelIndex(), unpackFlipY, unpackPremultiplyAlpha,
unpackUnmultiplyAlpha));
}
else
{
gl::ImageIndex sourceIndex = gl::ImageIndex::Make3D(static_cast<GLint>(sourceLevel));
ImageD3D *sourceImage = nullptr;
ImageD3D *destImage = nullptr;
TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source);
ANGLE_TRY(getImageAndSyncFromStorage(context, destIndex, &destImage));
ANGLE_TRY(sourceD3D->getImageAndSyncFromStorage(context, sourceIndex, &sourceImage));
ANGLE_TRY(mRenderer->copyImage(context, destImage, sourceImage, sourceBox, destOffset,
unpackFlipY, unpackPremultiplyAlpha, unpackUnmultiplyAlpha));
mDirtyImages = true;
gl::Box destRegion(0, 0, 0, sourceBox.width, sourceBox.height, sourceBox.depth);
ANGLE_TRY(commitRegion(context, destIndex, destRegion));
}
return angle::Result::Continue;
}
angle::Result TextureD3D_3D::copySubTexture(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
size_t sourceLevel,
const gl::Box &sourceBox,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const gl::Texture *source)
{
ASSERT(index.getTarget() == gl::TextureTarget::_3D);
gl::ImageIndex destIndex = gl::ImageIndex::Make3D(static_cast<GLint>(index.getLevelIndex()));
if (!isSRGB(index.getLevelIndex()) && canCreateRenderTargetForImage(destIndex))
{
ANGLE_TRY(ensureRenderTarget(context));
ASSERT(isValidLevel(index.getLevelIndex()));
ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex()));
const gl::InternalFormat &internalFormatInfo =
gl::GetSizedInternalFormatInfo(getInternalFormat(index.getLevelIndex()));
ANGLE_TRY(mRenderer->copyTexture(
context, source, static_cast<GLint>(sourceLevel), gl::TextureTarget::_3D, sourceBox,
internalFormatInfo.format, internalFormatInfo.type, destOffset, mTexStorage,
index.getTarget(), index.getLevelIndex(), unpackFlipY, unpackPremultiplyAlpha,
unpackUnmultiplyAlpha));
}
else
{
gl::ImageIndex sourceImageIndex = gl::ImageIndex::Make3D(static_cast<GLint>(sourceLevel));
TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source);
ImageD3D *sourceImage = nullptr;
ANGLE_TRY(sourceD3D->getImageAndSyncFromStorage(context, sourceImageIndex, &sourceImage));
ImageD3D *destImage = nullptr;
ANGLE_TRY(getImageAndSyncFromStorage(context, destIndex, &destImage));
ANGLE_TRY(mRenderer->copyImage(context, destImage, sourceImage, sourceBox, destOffset,
unpackFlipY, unpackPremultiplyAlpha, unpackUnmultiplyAlpha));
mDirtyImages = true;
gl::Box destRegion(destOffset.x, destOffset.y, destOffset.z, sourceBox.width,
sourceBox.height, sourceBox.depth);
ANGLE_TRY(commitRegion(context, destIndex, destRegion));
}
return angle::Result::Continue;
}
angle::Result TextureD3D_3D::setStorage(const gl::Context *context,
gl::TextureType type,
size_t levels,
GLenum internalFormat,
const gl::Extents &size)
{
ASSERT(type == gl::TextureType::_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::TextureType::_3D, internalFormat, levelSize, true);
}
for (size_t level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
mImageArray[level]->redefine(gl::TextureType::_3D, GL_NONE, gl::Extents(0, 0, 0), true);
}
// TODO(geofflang): Verify storage creation had no errors
bool renderTarget = IsRenderTargetUsage(mState.getUsage());
TexStoragePointer storage(context);
storage.reset(mRenderer->createTextureStorage3D(internalFormat, renderTarget, size.width,
size.height, size.depth,
static_cast<int>(levels)));
ANGLE_TRY(setCompleteTexStorage(context, storage.get()));
storage.release();
ANGLE_TRY(updateStorage(context));
mImmutable = true;
return angle::Result::Continue;
}
angle::Result TextureD3D_3D::bindTexImage(const gl::Context *context, egl::Surface *surface)
{
ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
return angle::Result::Continue;
}
angle::Result TextureD3D_3D::releaseTexImage(const gl::Context *context)
{
ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
return angle::Result::Continue;
}
angle::Result TextureD3D_3D::initMipmapImages(const gl::Context *context)
{
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));
ANGLE_TRY(redefineImage(context, level, getBaseLevelInternalFormat(), levelSize, false));
}
return angle::Result::Continue;
}
angle::Result TextureD3D_3D::getRenderTarget(const gl::Context *context,
const gl::ImageIndex &index,
GLsizei samples,
RenderTargetD3D **outRT)
{
// ensure the underlying texture is created
ANGLE_TRY(ensureRenderTarget(context));
if (index.hasLayer())
{
ANGLE_TRY(updateStorage(context));
}
else
{
ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex()));
}
return mTexStorage->getRenderTarget(context, index, samples, outRT);
}
angle::Result TextureD3D_3D::initializeStorage(const gl::Context *context, bool renderTarget)
{
// Only initialize the first time this texture is used as a render target or shader resource
if (mTexStorage)
{
return angle::Result::Continue;
}
// do not attempt to create storage for nonexistant data
if (!isLevelComplete(getBaseLevel()))
{
return angle::Result::Continue;
}
bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mState.getUsage()));
TexStoragePointer storage(context);
ANGLE_TRY(createCompleteStorage(createRenderTarget, &storage));
ANGLE_TRY(setCompleteTexStorage(context, storage.get()));
storage.release();
ASSERT(mTexStorage);
// flush image data to the storage
ANGLE_TRY(updateStorage(context));
return angle::Result::Continue;
}
angle::Result TextureD3D_3D::createCompleteStorage(bool renderTarget,
TexStoragePointer *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->reset(mRenderer->createTextureStorage3D(internalFormat, renderTarget, width, height,
depth, levels));
return angle::Result::Continue;
}
angle::Result TextureD3D_3D::setCompleteTexStorage(const gl::Context *context,
TextureStorage *newCompleteTexStorage)
{
ANGLE_TRY(releaseTexStorage(context));
mTexStorage = newCompleteTexStorage;
mTexStorageObserverBinding.bind(mTexStorage);
mDirtyImages = true;
// We do not support managed 3D storage, as that is D3D9/ES2-only
ASSERT(!mTexStorage->isManaged());
return angle::Result::Continue;
}
angle::Result TextureD3D_3D::updateStorage(const gl::Context *context)
{
if (!mDirtyImages)
{
return angle::Result::Continue;
}
ASSERT(mTexStorage != nullptr);
GLint storageLevels = mTexStorage->getLevelCount();
for (int level = 0; level < storageLevels; level++)
{
if (mImageArray[level]->isDirty() && isLevelComplete(level))
{
ANGLE_TRY(updateStorageLevel(context, level));
}
}
mDirtyImages = false;
return angle::Result::Continue;
}
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 < static_cast<int>(mImageArray.size()) &&
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].get();
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.getLevelIndex());
}
angle::Result TextureD3D_3D::updateStorageLevel(const gl::Context *context, int level)
{
ASSERT(level >= 0 && level < static_cast<int>(mImageArray.size()) &&
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(context, index, region));
}
return angle::Result::Continue;
}
angle::Result TextureD3D_3D::redefineImage(const gl::Context *context,
GLint level,
GLenum internalformat,
const gl::Extents &size,
bool forceRelease)
{
// 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::TextureType::_3D, internalformat, size, forceRelease);
mDirtyImages = mDirtyImages || mImageArray[level]->isDirty();
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();
ANGLE_TRY(releaseTexStorage(context));
}
}
return angle::Result::Continue;
}
gl::ImageIndexIterator TextureD3D_3D::imageIterator() const
{
return gl::ImageIndexIterator::Make3D(0, mTexStorage->getLevelCount(),
gl::ImageIndex::kEntireLevel,
gl::ImageIndex::kEntireLevel);
}
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.getType() == gl::TextureType::_3D && index.getLevelIndex() >= 0 &&
index.getLevelIndex() < 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;
}
}
void TextureD3D_2DArray::onDestroy(const gl::Context *context)
{
// 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();
return TextureD3D::onDestroy(context);
}
TextureD3D_2DArray::~TextureD3D_2DArray() {}
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.getLevelIndex() < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(index.hasLayer());
ASSERT((index.getLayerIndex() == 0 && mLayerCounts[index.getLevelIndex()] == 0) ||
index.getLayerIndex() < mLayerCounts[index.getLevelIndex()]);
ASSERT(index.getType() == gl::TextureType::_2DArray);
return (mImageArray[index.getLevelIndex()]
? mImageArray[index.getLevelIndex()][index.getLayerIndex()]
: 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;
}
bool TextureD3D_2DArray::isSRGB(GLint level) const
{
return gl::GetSizedInternalFormatInfo(getInternalFormat(level)).colorEncoding == GL_SRGB;
}
angle::Result TextureD3D_2DArray::setEGLImageTarget(const gl::Context *context,
gl::TextureType type,
egl::Image *image)
{
ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
return angle::Result::Continue;
}
angle::Result TextureD3D_2DArray::setImage(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
const gl::Extents &size,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels)
{
ASSERT(index.getTarget() == gl::TextureTarget::_2DArray);
const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(internalFormat, type);
ANGLE_TRY(
redefineImage(context, index.getLevelIndex(), formatInfo.sizedInternalFormat, size, false));
ContextD3D *contextD3D = GetImplAs<ContextD3D>(context);
GLuint inputDepthPitch = 0;
ANGLE_CHECK_GL_MATH(contextD3D, 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 layerIndex = gl::ImageIndex::Make2DArray(index.getLevelIndex(), i);
ANGLE_TRY(setImageImpl(context, layerIndex, type, unpack, pixels, layerOffset));
}
return angle::Result::Continue;
}
angle::Result TextureD3D_2DArray::setSubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
gl::Buffer *unpackBuffer,
const uint8_t *pixels)
{
ContextD3D *contextD3D = GetImplAs<ContextD3D>(context);
ASSERT(index.getTarget() == gl::TextureTarget::_2DArray);
const gl::InternalFormat &formatInfo =
gl::GetInternalFormatInfo(getInternalFormat(index.getLevelIndex()), type);
GLuint inputDepthPitch = 0;
ANGLE_CHECK_GL_MATH(contextD3D, 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 layerIndex = gl::ImageIndex::Make2DArray(index.getLevelIndex(), layer);
ANGLE_TRY(TextureD3D::subImage(context, layerIndex, layerArea, format, type, unpack,
unpackBuffer, pixels, layerOffset));
}
return angle::Result::Continue;
}
angle::Result TextureD3D_2DArray::setCompressedImage(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
const gl::Extents &size,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels)
{
ASSERT(index.getTarget() == gl::TextureTarget::_2DArray);
ContextD3D *contextD3D = GetImplAs<ContextD3D>(context);
// compressed formats don't have separate sized internal formats-- we can just use the
// compressed format directly
ANGLE_TRY(redefineImage(context, index.getLevelIndex(), internalFormat, size, false));
const gl::InternalFormat &formatInfo = gl::GetSizedInternalFormatInfo(internalFormat);
GLuint inputDepthPitch = 0;
ANGLE_CHECK_GL_MATH(
contextD3D, 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 layerIndex = gl::ImageIndex::Make2DArray(index.getLevelIndex(), i);
ANGLE_TRY(setCompressedImageImpl(context, layerIndex, unpack, pixels, layerOffset));
}
return angle::Result::Continue;
}
angle::Result TextureD3D_2DArray::setCompressedSubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels)
{
ASSERT(index.getTarget() == gl::TextureTarget::_2DArray);
ContextD3D *contextD3D = GetImplAs<ContextD3D>(context);
const gl::InternalFormat &formatInfo = gl::GetSizedInternalFormatInfo(format);
GLuint inputDepthPitch = 0;
ANGLE_CHECK_GL_MATH(
contextD3D, 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 layerIndex = gl::ImageIndex::Make2DArray(index.getLevelIndex(), layer);
ANGLE_TRY(TextureD3D::subImageCompressed(context, layerIndex, layerArea, format, unpack,
pixels, layerOffset));
ANGLE_TRY(commitRegion(context, layerIndex, layerArea));
}
return angle::Result::Continue;
}
angle::Result TextureD3D_2DArray::copyImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Rectangle &sourceArea,
GLenum internalFormat,
gl::Framebuffer *source)
{
ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
return angle::Result::Continue;
}
angle::Result TextureD3D_2DArray::copySubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
gl::Framebuffer *source)
{
ASSERT(index.getTarget() == gl::TextureTarget::_2DArray);
gl::Extents fbSize = source->getReadColorAttachment()->getSize();
gl::Rectangle clippedSourceArea;
if (!ClipRectangle(sourceArea, gl::Rectangle(0, 0, fbSize.width, fbSize.height),
&clippedSourceArea))
{
return angle::Result::Continue;
}
const gl::Offset clippedDestOffset(destOffset.x + clippedSourceArea.x - sourceArea.x,
destOffset.y + clippedSourceArea.y - sourceArea.y,
destOffset.z);
if (!canCreateRenderTargetForImage(index))
{
gl::Offset destLayerOffset(clippedDestOffset.x, clippedDestOffset.y, 0);
ANGLE_TRY(mImageArray[index.getLevelIndex()][clippedDestOffset.z]->copyFromFramebuffer(
context, destLayerOffset, clippedSourceArea, source));
mDirtyImages = true;
}
else
{
ANGLE_TRY(ensureRenderTarget(context));
if (isValidLevel(index.getLevelIndex()))
{
ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex()));
ANGLE_TRY(
mRenderer->copyImage2DArray(context, source, clippedSourceArea,
gl::GetUnsizedFormat(getInternalFormat(getBaseLevel())),
clippedDestOffset, mTexStorage, index.getLevelIndex()));
}
}
return angle::Result::Continue;
}
angle::Result TextureD3D_2DArray::copyTexture(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
GLenum type,
size_t sourceLevel,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const gl::Texture *source)
{
ASSERT(index.getTarget() == gl::TextureTarget::_2DArray);
gl::TextureType sourceType = source->getType();
const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat, type);
gl::Extents size(
static_cast<int>(source->getWidth(NonCubeTextureTypeToTarget(sourceType), sourceLevel)),
static_cast<int>(source->getHeight(NonCubeTextureTypeToTarget(sourceType), sourceLevel)),
static_cast<int>(source->getDepth(NonCubeTextureTypeToTarget(sourceType), sourceLevel)));
ANGLE_TRY(redefineImage(context, index.getLevelIndex(), internalFormatInfo.sizedInternalFormat,
size, false));
gl::Box sourceBox(0, 0, 0, size.width, size.height, size.depth);
gl::Offset destOffset(0, 0, 0);
gl::ImageIndex destIndex =
gl::ImageIndex::Make2DArrayRange(index.getLevelIndex(), 0, size.depth);
if (!isSRGB(index.getLevelIndex()) &&
canCreateRenderTargetForImage(
gl::ImageIndex::Make2DArrayRange(index.getLevelIndex(), 0, size.depth)))
{
ANGLE_TRY(ensureRenderTarget(context));
ASSERT(isValidLevel(index.getLevelIndex()));
ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex()));
ANGLE_TRY(mRenderer->copyTexture(
context, source, static_cast<GLint>(sourceLevel), gl::TextureTarget::_2DArray,
sourceBox, internalFormatInfo.format, internalFormatInfo.type, destOffset, mTexStorage,
index.getTarget(), index.getLevelIndex(), unpackFlipY, unpackPremultiplyAlpha,
unpackUnmultiplyAlpha));
}
else
{
for (int i = 0; i < size.depth; i++)
{
gl::ImageIndex currentSourceDepthIndex =
gl::ImageIndex::Make2DArray(static_cast<GLint>(sourceLevel), i);
gl::ImageIndex currentDestDepthIndex =
gl::ImageIndex::Make2DArray(static_cast<GLint>(index.getLevelIndex()), i);
ImageD3D *sourceImage = nullptr;
ImageD3D *destImage = nullptr;
TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source);
ANGLE_TRY(getImageAndSyncFromStorage(context, currentDestDepthIndex, &destImage));
ANGLE_TRY(sourceD3D->getImageAndSyncFromStorage(context, currentSourceDepthIndex,
&sourceImage));
gl::Box imageBox(sourceBox.x, sourceBox.y, 0, sourceBox.width, sourceBox.height, 1);
ANGLE_TRY(mRenderer->copyImage(context, destImage, sourceImage, imageBox, destOffset,
unpackFlipY, unpackPremultiplyAlpha,
unpackUnmultiplyAlpha));
}
mDirtyImages = true;
gl::Box destRegion(destOffset.x, destOffset.y, destOffset.z, sourceBox.width,
sourceBox.height, sourceBox.depth);
ANGLE_TRY(commitRegion(context, destIndex, destRegion));
}
return angle::Result::Continue;
}
angle::Result TextureD3D_2DArray::copySubTexture(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
size_t sourceLevel,
const gl::Box &sourceBox,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const gl::Texture *source)
{
ASSERT(index.getTarget() == gl::TextureTarget::_2DArray);
gl::ImageIndex destIndex = gl::ImageIndex::Make2DArrayRange(
static_cast<GLint>(index.getLevelIndex()), destOffset.z, sourceBox.depth - destOffset.z);
if (!isSRGB(destIndex.getLevelIndex()) && canCreateRenderTargetForImage(destIndex))
{
ANGLE_TRY(ensureRenderTarget(context));
ASSERT(isValidLevel(destIndex.getLevelIndex()));
ANGLE_TRY(updateStorageLevel(context, destIndex.getLevelIndex()));
const gl::InternalFormat &internalFormatInfo =
gl::GetSizedInternalFormatInfo(getInternalFormat(destIndex.getLevelIndex()));
ANGLE_TRY(mRenderer->copyTexture(
context, source, static_cast<GLint>(sourceLevel), gl::TextureTarget::_2DArray,
sourceBox, internalFormatInfo.format, internalFormatInfo.type, destOffset, mTexStorage,
index.getTarget(), index.getLevelIndex(), unpackFlipY, unpackPremultiplyAlpha,
unpackUnmultiplyAlpha));
}
else
{
for (int i = 0; i < sourceBox.depth; i++)
{
gl::ImageIndex currentSourceIndex =
gl::ImageIndex::Make2DArray(static_cast<GLint>(sourceLevel), i + sourceBox.z);
gl::ImageIndex currentDestIndex = gl::ImageIndex::Make2DArray(
static_cast<GLint>(index.getLevelIndex()), i + destOffset.z);
gl::Box currentLayerBox(sourceBox.x, sourceBox.y, 0, sourceBox.width, sourceBox.height,
1);
TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source);
ImageD3D *sourceImage = nullptr;
ANGLE_TRY(
sourceD3D->getImageAndSyncFromStorage(context, currentSourceIndex, &sourceImage));
ImageD3D *destImage = nullptr;
ANGLE_TRY(getImageAndSyncFromStorage(context, currentDestIndex, &destImage));
ANGLE_TRY(mRenderer->copyImage(context, destImage, sourceImage, currentLayerBox,
destOffset, unpackFlipY, unpackPremultiplyAlpha,
unpackUnmultiplyAlpha));
}
mDirtyImages = true;
gl::Box destRegion(destOffset.x, destOffset.y, destOffset.z, sourceBox.width,
sourceBox.height, sourceBox.depth);
ANGLE_TRY(commitRegion(context, destIndex, destRegion));
}
return angle::Result::Continue;
}
angle::Result TextureD3D_2DArray::setStorage(const gl::Context *context,
gl::TextureType type,
size_t levels,
GLenum internalFormat,
const gl::Extents &size)
{
ASSERT(type == gl::TextureType::_2DArray);
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::TextureType::_2DArray, internalFormat,
levelLayerSize, true);
}
}
}
// TODO(geofflang): Verify storage creation had no errors
bool renderTarget = IsRenderTargetUsage(mState.getUsage());
TexStoragePointer storage(context);
storage.reset(mRenderer->createTextureStorage2DArray(internalFormat, renderTarget, size.width,
size.height, size.depth,
static_cast<int>(levels)));
ANGLE_TRY(setCompleteTexStorage(context, storage.get()));
storage.release();
ANGLE_TRY(updateStorage(context));
mImmutable = true;
return angle::Result::Continue;
}
angle::Result TextureD3D_2DArray::bindTexImage(const gl::Context *context, egl::Surface *surface)
{
ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
return angle::Result::Continue;
}
angle::Result TextureD3D_2DArray::releaseTexImage(const gl::Context *context)
{
ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
return angle::Result::Continue;
}
angle::Result TextureD3D_2DArray::initMipmapImages(const gl::Context *context)
{
const GLuint baseLevel = mState.getEffectiveBaseLevel();
const GLuint maxLevel = mState.getMipmapMaxLevel();
int baseWidth = getLevelZeroWidth();
int baseHeight = getLevelZeroHeight();
int baseDepth = getLayerCount(getBaseLevel());
GLenum baseFormat = getBaseLevelInternalFormat();
// Purge array levels baseLevel + 1 through q and reset them to represent the generated mipmap
// levels.
for (GLuint level = baseLevel + 1u; level <= maxLevel; level++)
{
ASSERT((baseWidth >> level) > 0 || (baseHeight >> level) > 0);
gl::Extents levelLayerSize(std::max(baseWidth >> level, 1),
std::max(baseHeight >> level, 1), baseDepth);
ANGLE_TRY(redefineImage(context, level, baseFormat, levelLayerSize, false));
}
return angle::Result::Continue;
}
angle::Result TextureD3D_2DArray::getRenderTarget(const gl::Context *context,
const gl::ImageIndex &index,
GLsizei samples,
RenderTargetD3D **outRT)
{
// ensure the underlying texture is created
ANGLE_TRY(ensureRenderTarget(context));
ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex()));
return mTexStorage->getRenderTarget(context, index, samples, outRT);
}
angle::Result TextureD3D_2DArray::initializeStorage(const gl::Context *context, bool renderTarget)
{
// Only initialize the first time this texture is used as a render target or shader resource
if (mTexStorage)
{
return angle::Result::Continue;
}
// do not attempt to create storage for nonexistant data
if (!isLevelComplete(getBaseLevel()))
{
return angle::Result::Continue;
}
bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mState.getUsage()));
TexStoragePointer storage(context);
ANGLE_TRY(createCompleteStorage(createRenderTarget, &storage));
ANGLE_TRY(setCompleteTexStorage(context, storage.get()));
storage.release();
ASSERT(mTexStorage);
// flush image data to the storage
ANGLE_TRY(updateStorage(context));
return angle::Result::Continue;
}
angle::Result TextureD3D_2DArray::createCompleteStorage(bool renderTarget,
TexStoragePointer *outStorage) const
{
GLsizei width = getLevelZeroWidth();
GLsizei height = getLevelZeroHeight();
GLsizei depth = getLayerCount(getBaseLevel());
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, 1));
// TODO(geofflang): Verify storage creation succeeds
outStorage->reset(mRenderer->createTextureStorage2DArray(internalFormat, renderTarget, width,
height, depth, levels));
return angle::Result::Continue;
}
angle::Result TextureD3D_2DArray::setCompleteTexStorage(const gl::Context *context,
TextureStorage *newCompleteTexStorage)
{
ANGLE_TRY(releaseTexStorage(context));
mTexStorage = newCompleteTexStorage;
mTexStorageObserverBinding.bind(mTexStorage);
mDirtyImages = true;
// We do not support managed 2D array storage, as managed storage is ES2/D3D9 only
ASSERT(!mTexStorage->isManaged());
return angle::Result::Continue;
}
angle::Result TextureD3D_2DArray::updateStorage(const gl::Context *context)
{
if (!mDirtyImages)
{
return angle::Result::Continue;
}
ASSERT(mTexStorage != nullptr);
GLint storageLevels = mTexStorage->getLevelCount();
for (int level = 0; level < storageLevels; level++)
{
if (isLevelComplete(level))
{
ANGLE_TRY(updateStorageLevel(context, level));
}
}
mDirtyImages = false;
return angle::Result::Continue;
}
bool TextureD3D_2DArray::isValidLevel(int level) const
{
return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0);
}
bool TextureD3D_2DArray::isLevelComplete(int level) const
{
ASSERT(level >= 0 && level < (int)ArraySize(mImageArray));
if (isImmutable())
{
return true;
}
GLsizei width = getLevelZeroWidth();
GLsizei height = getLevelZeroHeight();
if (width <= 0 || height <= 0)
{
return false;
}
// Layers check needs to happen after the above checks, otherwise out-of-range base level may be
// queried.
GLsizei layers = getLayerCount(getBaseLevel());
if (layers <= 0)
{
return false;
}
if (level == static_cast<int>(getBaseLevel()))
{
return true;
}
if (getInternalFormat(level) != getInternalFormat(getBaseLevel()))
{
return false;
}
if (getWidth(level) != std::max(1, width >> level))
{
return false;
}
if (getHeight(level) != std::max(1, height >> level))
{
return false;
}
if (getLayerCount(level) != layers)
{
return false;
}
return true;
}
bool TextureD3D_2DArray::isImageComplete(const gl::ImageIndex &index) const
{
return isLevelComplete(index.getLevelIndex());
}
angle::Result TextureD3D_2DArray::updateStorageLevel(const gl::Context *context, int level)
{
ASSERT(level >= 0 && level < static_cast<int>(ArraySize(mLayerCounts)));
ASSERT(isLevelComplete(level));
for (int layer = 0; layer < mLayerCounts[level]; layer++)
{
ASSERT(mImageArray[level] != nullptr && mImageArray[level][layer] != nullptr);
if (mImageArray[level][layer]->isDirty())
{
gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, layer);
gl::Box region(0, 0, 0, getWidth(level), getHeight(level), 1);
ANGLE_TRY(commitRegion(context, index, region));
}
}
return angle::Result::Continue;
}
void TextureD3D_2DArray::deleteImages()
{
for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++level)
{
for (int layer = 0; layer < mLayerCounts[level]; ++layer)
{
delete mImageArray[level][layer];
}
delete[] mImageArray[level];
mImageArray[level] = nullptr;
mLayerCounts[level] = 0;
}
}
angle::Result TextureD3D_2DArray::redefineImage(const gl::Context *context,
GLint level,
GLenum internalformat,
const gl::Extents &size,
bool forceRelease)
{
// 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 GLuint baseLevel = getBaseLevel();
const GLenum storageFormat = getBaseLevelInternalFormat();
int storageDepth = 0;
if (baseLevel < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
{
storageDepth = getLayerCount(baseLevel);
}
// Only reallocate the layers if the size doesn't match
if (size.depth != mLayerCounts[level])
{
for (int layer = 0; layer < mLayerCounts[level]; layer++)
{
SafeDelete(mImageArray[level][layer]);
}
SafeDeleteArray(mImageArray[level]);
mLayerCounts[level] = size.depth;
if (size.depth > 0)
{
mImageArray[level] = new ImageD3D *[size.depth];
for (int layer = 0; layer < mLayerCounts[level]; layer++)
{
mImageArray[level][layer] = mRenderer->createImage();
}
}
}
if (size.depth > 0)
{
for (int layer = 0; layer < mLayerCounts[level]; layer++)
{
mImageArray[level][layer]->redefine(gl::TextureType::_2DArray, internalformat,
gl::Extents(size.width, size.height, 1),
forceRelease);
mDirtyImages = mDirtyImages || mImageArray[level][layer]->isDirty();
}
}
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();
ANGLE_TRY(releaseTexStorage(context));
}
}
return angle::Result::Continue;
}
gl::ImageIndexIterator TextureD3D_2DArray::imageIterator() const
{
return gl::ImageIndexIterator::Make2DArray(0, mTexStorage->getLevelCount(), mLayerCounts);
}
gl::ImageIndex TextureD3D_2DArray::getImageIndex(GLint mip, GLint layer) const
{
return gl::ImageIndex::Make2DArray(mip, layer);
}
bool TextureD3D_2DArray::isValidIndex(const gl::ImageIndex &index) const
{
// Check for having a storage and the right type of index
if (!mTexStorage || index.getType() != gl::TextureType::_2DArray)
{
return false;
}
// Check the mip index
if (index.getLevelIndex() < 0 || index.getLevelIndex() >= mTexStorage->getLevelCount())
{
return false;
}
// Check the layer index
return (!index.hasLayer() || (index.getLayerIndex() >= 0 &&
index.getLayerIndex() < mLayerCounts[index.getLevelIndex()]));
}
void TextureD3D_2DArray::markAllImagesDirty()
{
for (int dirtyLevel = 0; dirtyLevel < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; dirtyLevel++)
{
for (int dirtyLayer = 0; dirtyLayer < mLayerCounts[dirtyLevel]; dirtyLayer++)
{
mImageArray[dirtyLevel][dirtyLayer]->markDirty();
}
}
mDirtyImages = true;
}
TextureD3DImmutableBase::TextureD3DImmutableBase(const gl::TextureState &state,
RendererD3D *renderer)
: TextureD3D(state, renderer)
{}
TextureD3DImmutableBase::~TextureD3DImmutableBase() {}
ImageD3D *TextureD3DImmutableBase::getImage(const gl::ImageIndex &index) const
{
return nullptr;
}
angle::Result TextureD3DImmutableBase::setImage(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
const gl::Extents &size,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels)
{
ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
return angle::Result::Continue;
}
angle::Result TextureD3DImmutableBase::setSubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
gl::Buffer *unpackBuffer,
const uint8_t *pixels)
{
ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
return angle::Result::Continue;
}
angle::Result TextureD3DImmutableBase::setCompressedImage(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
const gl::Extents &size,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels)
{
ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
return angle::Result::Continue;
}
angle::Result TextureD3DImmutableBase::setCompressedSubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels)
{
ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
return angle::Result::Continue;
}
angle::Result TextureD3DImmutableBase::copyImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Rectangle &sourceArea,
GLenum internalFormat,
gl::Framebuffer *source)
{
ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
return angle::Result::Continue;
}
angle::Result TextureD3DImmutableBase::copySubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
gl::Framebuffer *source)
{
ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
return angle::Result::Continue;
}
angle::Result TextureD3DImmutableBase::bindTexImage(const gl::Context *context,
egl::Surface *surface)
{
ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
return angle::Result::Continue;
}
angle::Result TextureD3DImmutableBase::releaseTexImage(const gl::Context *context)
{
ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
return angle::Result::Continue;
}
TextureD3D_External::TextureD3D_External(const gl::TextureState &state, RendererD3D *renderer)
: TextureD3DImmutableBase(state, renderer)
{}
TextureD3D_External::~TextureD3D_External() {}
GLsizei TextureD3D_External::getLayerCount(int level) const
{
return 1;
}
angle::Result TextureD3D_External::setImageExternal(const gl::Context *context,
gl::TextureType type,
egl::Stream *stream,
const egl::Stream::GLTextureDescription &desc)
{
ASSERT(type == gl::TextureType::External);
ANGLE_TRY(releaseTexStorage(context));
// If the stream is null, the external image is unbound and we release the storage
if (stream != nullptr)
{
mTexStorage = mRenderer->createTextureStorageExternal(stream, desc);
}
return angle::Result::Continue;
}
angle::Result TextureD3D_External::setEGLImageTarget(const gl::Context *context,
gl::TextureType type,
egl::Image *image)
{
EGLImageD3D *eglImaged3d = GetImplAs<EGLImageD3D>(image);
// Pass in the RenderTargetD3D here: createTextureStorage can't generate an error.
RenderTargetD3D *renderTargetD3D = nullptr;
ANGLE_TRY(eglImaged3d->getRenderTarget(context, &renderTargetD3D));
ANGLE_TRY(releaseTexStorage(context));
mTexStorage = mRenderer->createTextureStorageEGLImage(eglImaged3d, renderTargetD3D);
return angle::Result::Continue;
}
angle::Result TextureD3D_External::initMipmapImages(const gl::Context *context)
{
ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
return angle::Result::Stop;
}
angle::Result TextureD3D_External::getRenderTarget(const gl::Context *context,
const gl::ImageIndex &index,
GLsizei samples,
RenderTargetD3D **outRT)
{
UNREACHABLE();
return angle::Result::Stop;
}
bool TextureD3D_External::isImageComplete(const gl::ImageIndex &index) const
{
return (index.getLevelIndex() == 0) ? (mTexStorage != nullptr) : false;
}
angle::Result TextureD3D_External::initializeStorage(const gl::Context *context, bool renderTarget)
{
// Texture storage is created when an external image is bound
ASSERT(mTexStorage);
return angle::Result::Continue;
}
angle::Result TextureD3D_External::createCompleteStorage(bool renderTarget,
TexStoragePointer *outStorage) const
{
UNREACHABLE();
return angle::Result::Continue;
}
angle::Result TextureD3D_External::setCompleteTexStorage(const gl::Context *context,
TextureStorage *newCompleteTexStorage)
{
UNREACHABLE();
return angle::Result::Continue;
}
angle::Result TextureD3D_External::updateStorage(const gl::Context *context)
{
// Texture storage does not need to be updated since it is already loaded with the latest
// external image
ASSERT(mTexStorage);
return angle::Result::Continue;
}
gl::ImageIndexIterator TextureD3D_External::imageIterator() const
{
return gl::ImageIndexIterator::Make2D(0, mTexStorage->getLevelCount());
}
gl::ImageIndex TextureD3D_External::getImageIndex(GLint mip, GLint /*layer*/) const
{
// "layer" does not apply to 2D Textures.
return gl::ImageIndex::Make2D(mip);
}
bool TextureD3D_External::isValidIndex(const gl::ImageIndex &index) const
{
return (mTexStorage && index.getType() == gl::TextureType::External &&
index.getLevelIndex() == 0);
}
void TextureD3D_External::markAllImagesDirty()
{
UNREACHABLE();
}
TextureD3D_2DMultisample::TextureD3D_2DMultisample(const gl::TextureState &state,
RendererD3D *renderer)
: TextureD3DImmutableBase(state, renderer)
{}
TextureD3D_2DMultisample::~TextureD3D_2DMultisample() {}
angle::Result TextureD3D_2DMultisample::setStorageMultisample(const gl::Context *context,
gl::TextureType type,
GLsizei samples,
GLint internalformat,
const gl::Extents &size,
bool fixedSampleLocations)
{
ASSERT(type == gl::TextureType::_2DMultisample && size.depth == 1);
// We allocate storage immediately instead of doing it lazily like other TextureD3D classes do.
// This requires less state in this class.
TexStoragePointer storage(context);
storage.reset(mRenderer->createTextureStorage2DMultisample(internalformat, size.width,
size.height, static_cast<int>(0),
samples, fixedSampleLocations));
ANGLE_TRY(setCompleteTexStorage(context, storage.get()));
storage.release();
mImmutable = true;
return angle::Result::Continue;
}
angle::Result TextureD3D_2DMultisample::setEGLImageTarget(const gl::Context *context,
gl::TextureType type,
egl::Image *image)
{
ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
return angle::Result::Continue;
}
angle::Result TextureD3D_2DMultisample::getRenderTarget(const gl::Context *context,
const gl::ImageIndex &index,
GLsizei samples,
RenderTargetD3D **outRT)
{
ASSERT(!index.hasLayer());
// ensure the underlying texture is created
ANGLE_TRY(ensureRenderTarget(context));
return mTexStorage->getRenderTarget(context, index, samples, outRT);
}
gl::ImageIndexIterator TextureD3D_2DMultisample::imageIterator() const
{
return gl::ImageIndexIterator::Make2DMultisample();
}
gl::ImageIndex TextureD3D_2DMultisample::getImageIndex(GLint mip, GLint layer) const
{
return gl::ImageIndex::Make2DMultisample();
}
bool TextureD3D_2DMultisample::isValidIndex(const gl::ImageIndex &index) const
{
return (mTexStorage && index.getType() == gl::TextureType::_2DMultisample &&
index.getLevelIndex() == 0);
}
GLsizei TextureD3D_2DMultisample::getLayerCount(int level) const
{
return 1;
}
void TextureD3D_2DMultisample::markAllImagesDirty() {}
angle::Result TextureD3D_2DMultisample::initializeStorage(const gl::Context *context,
bool renderTarget)
{
// initializeStorage should only be called in a situation where the texture already has storage
// associated with it (storage is created in setStorageMultisample).
ASSERT(mTexStorage);
return angle::Result::Continue;
}
angle::Result TextureD3D_2DMultisample::createCompleteStorage(bool renderTarget,
TexStoragePointer *outStorage) const
{
UNREACHABLE();
outStorage->reset(mTexStorage);
return angle::Result::Continue;
}
angle::Result TextureD3D_2DMultisample::setCompleteTexStorage(const gl::Context *context,
TextureStorage *newCompleteTexStorage)
{
// These textures are immutable, so this should only be ever called once.
ASSERT(!mTexStorage);
mTexStorage = newCompleteTexStorage;
mTexStorageObserverBinding.bind(mTexStorage);
return angle::Result::Continue;
}
angle::Result TextureD3D_2DMultisample::updateStorage(const gl::Context *context)
{
return angle::Result::Continue;
}
angle::Result TextureD3D_2DMultisample::initMipmapImages(const gl::Context *context)
{
UNREACHABLE();
return angle::Result::Continue;
}
bool TextureD3D_2DMultisample::isImageComplete(const gl::ImageIndex &index) const
{
return true;
}
TextureD3D_2DMultisampleArray::TextureD3D_2DMultisampleArray(const gl::TextureState &state,
RendererD3D *renderer)
: TextureD3DImmutableBase(state, renderer)
{}
TextureD3D_2DMultisampleArray::~TextureD3D_2DMultisampleArray() {}
angle::Result TextureD3D_2DMultisampleArray::setStorageMultisample(const gl::Context *context,
gl::TextureType type,
GLsizei samples,
GLint internalformat,
const gl::Extents &size,
bool fixedSampleLocations)
{
ASSERT(type == gl::TextureType::_2DMultisampleArray);
mLayerCount = size.depth;
TexStoragePointer storage(context);
storage.reset(mRenderer->createTextureStorage2DMultisampleArray(
internalformat, size.width, size.height, size.depth, static_cast<int>(0), samples,
fixedSampleLocations));
ANGLE_TRY(setCompleteTexStorage(context, storage.get()));
storage.release();
mImmutable = true;
return angle::Result::Continue;
}
angle::Result TextureD3D_2DMultisampleArray::setEGLImageTarget(const gl::Context *context,
gl::TextureType type,
egl::Image *image)
{
ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
return angle::Result::Continue;
}
angle::Result TextureD3D_2DMultisampleArray::getRenderTarget(const gl::Context *context,
const gl::ImageIndex &index,
GLsizei samples,
RenderTargetD3D **outRT)
{
// ensure the underlying texture is created
ANGLE_TRY(ensureRenderTarget(context));
return mTexStorage->getRenderTarget(context, index, samples, outRT);
}
gl::ImageIndexIterator TextureD3D_2DMultisampleArray::imageIterator() const
{
return gl::ImageIndexIterator::Make2DMultisampleArray(&mLayerCount);
}
gl::ImageIndex TextureD3D_2DMultisampleArray::getImageIndex(GLint mip, GLint layer) const
{
return gl::ImageIndex::Make2DMultisampleArray(layer);
}
bool TextureD3D_2DMultisampleArray::isValidIndex(const gl::ImageIndex &index) const
{
return (mTexStorage && index.getType() == gl::TextureType::_2DMultisampleArray &&
index.getLevelIndex() == 0);
}
GLsizei TextureD3D_2DMultisampleArray::getLayerCount(int level) const
{
return mLayerCount;
}
void TextureD3D_2DMultisampleArray::markAllImagesDirty() {}
angle::Result TextureD3D_2DMultisampleArray::initializeStorage(const gl::Context *context,
bool renderTarget)
{
// initializeStorage should only be called in a situation where the texture already has storage
// associated with it (storage is created in setStorageMultisample).
ASSERT(mTexStorage);
return angle::Result::Continue;
}
angle::Result TextureD3D_2DMultisampleArray::createCompleteStorage(
bool renderTarget,
TexStoragePointer *outStorage) const
{
UNREACHABLE();
outStorage->reset(mTexStorage);
return angle::Result::Continue;
}
angle::Result TextureD3D_2DMultisampleArray::setCompleteTexStorage(
const gl::Context *context,
TextureStorage *newCompleteTexStorage)
{
// These textures are immutable, so this should only be ever called once.
ASSERT(!mTexStorage);
mTexStorage = newCompleteTexStorage;
mTexStorageObserverBinding.bind(mTexStorage);
return angle::Result::Continue;
}
angle::Result TextureD3D_2DMultisampleArray::updateStorage(const gl::Context *context)
{
return angle::Result::Continue;
}
angle::Result TextureD3D_2DMultisampleArray::initMipmapImages(const gl::Context *context)
{
UNIMPLEMENTED();
return angle::Result::Continue;
}
bool TextureD3D_2DMultisampleArray::isImageComplete(const gl::ImageIndex &index) const
{
return true;
}
} // namespace rx