| // |
| // Copyright 2015 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. |
| // |
| |
| // TextureGL.cpp: Implements the class methods for TextureGL. |
| |
| #include "libANGLE/renderer/gl/TextureGL.h" |
| |
| #include "common/bitset_utils.h" |
| #include "common/debug.h" |
| #include "common/utilities.h" |
| #include "libANGLE/Context.h" |
| #include "libANGLE/MemoryObject.h" |
| #include "libANGLE/State.h" |
| #include "libANGLE/Surface.h" |
| #include "libANGLE/angletypes.h" |
| #include "libANGLE/formatutils.h" |
| #include "libANGLE/queryconversions.h" |
| #include "libANGLE/renderer/gl/BlitGL.h" |
| #include "libANGLE/renderer/gl/BufferGL.h" |
| #include "libANGLE/renderer/gl/ContextGL.h" |
| #include "libANGLE/renderer/gl/FramebufferGL.h" |
| #include "libANGLE/renderer/gl/FunctionsGL.h" |
| #include "libANGLE/renderer/gl/ImageGL.h" |
| #include "libANGLE/renderer/gl/MemoryObjectGL.h" |
| #include "libANGLE/renderer/gl/StateManagerGL.h" |
| #include "libANGLE/renderer/gl/SurfaceGL.h" |
| #include "libANGLE/renderer/gl/formatutilsgl.h" |
| #include "libANGLE/renderer/gl/renderergl_utils.h" |
| #include "platform/FeaturesGL.h" |
| |
| using angle::CheckedNumeric; |
| |
| namespace rx |
| { |
| |
| namespace |
| { |
| |
| size_t GetLevelInfoIndex(gl::TextureTarget target, size_t level) |
| { |
| return gl::IsCubeMapFaceTarget(target) |
| ? ((level * gl::kCubeFaceCount) + gl::CubeMapTextureTargetToFaceIndex(target)) |
| : level; |
| } |
| |
| bool IsLUMAFormat(GLenum format) |
| { |
| return format == GL_LUMINANCE || format == GL_ALPHA || format == GL_LUMINANCE_ALPHA; |
| } |
| |
| LUMAWorkaroundGL GetLUMAWorkaroundInfo(GLenum originalFormat, GLenum destinationFormat) |
| { |
| if (IsLUMAFormat(originalFormat)) |
| { |
| return LUMAWorkaroundGL(!IsLUMAFormat(destinationFormat), destinationFormat); |
| } |
| else |
| { |
| return LUMAWorkaroundGL(false, GL_NONE); |
| } |
| } |
| |
| bool GetDepthStencilWorkaround(GLenum format) |
| { |
| return format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL; |
| } |
| |
| bool GetEmulatedAlphaChannel(const angle::FeaturesGL &features, GLenum internalFormat) |
| { |
| return features.rgbDXT1TexturesSampleZeroAlpha.enabled && |
| internalFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT; |
| } |
| |
| LevelInfoGL GetLevelInfo(const angle::FeaturesGL &features, |
| GLenum originalInternalFormat, |
| GLenum destinationInternalFormat) |
| { |
| GLenum originalFormat = gl::GetUnsizedFormat(originalInternalFormat); |
| GLenum destinationFormat = gl::GetUnsizedFormat(destinationInternalFormat); |
| return LevelInfoGL(originalFormat, destinationInternalFormat, |
| GetDepthStencilWorkaround(originalFormat), |
| GetLUMAWorkaroundInfo(originalFormat, destinationFormat), |
| GetEmulatedAlphaChannel(features, originalFormat)); |
| } |
| |
| gl::Texture::DirtyBits GetLevelWorkaroundDirtyBits() |
| { |
| gl::Texture::DirtyBits bits; |
| bits.set(gl::Texture::DIRTY_BIT_SWIZZLE_RED); |
| bits.set(gl::Texture::DIRTY_BIT_SWIZZLE_GREEN); |
| bits.set(gl::Texture::DIRTY_BIT_SWIZZLE_BLUE); |
| bits.set(gl::Texture::DIRTY_BIT_SWIZZLE_ALPHA); |
| return bits; |
| } |
| |
| size_t GetMaxLevelInfoCountForTextureType(gl::TextureType type) |
| { |
| switch (type) |
| { |
| case gl::TextureType::CubeMap: |
| return (gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS + 1) * gl::kCubeFaceCount; |
| |
| case gl::TextureType::External: |
| return 1; |
| |
| default: |
| return gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS + 1; |
| } |
| } |
| |
| } // anonymous namespace |
| |
| LUMAWorkaroundGL::LUMAWorkaroundGL() : LUMAWorkaroundGL(false, GL_NONE) {} |
| |
| LUMAWorkaroundGL::LUMAWorkaroundGL(bool enabled_, GLenum workaroundFormat_) |
| : enabled(enabled_), workaroundFormat(workaroundFormat_) |
| {} |
| |
| LevelInfoGL::LevelInfoGL() : LevelInfoGL(GL_NONE, GL_NONE, false, LUMAWorkaroundGL(), false) {} |
| |
| LevelInfoGL::LevelInfoGL(GLenum sourceFormat_, |
| GLenum nativeInternalFormat_, |
| bool depthStencilWorkaround_, |
| const LUMAWorkaroundGL &lumaWorkaround_, |
| bool emulatedAlphaChannel_) |
| : sourceFormat(sourceFormat_), |
| nativeInternalFormat(nativeInternalFormat_), |
| depthStencilWorkaround(depthStencilWorkaround_), |
| lumaWorkaround(lumaWorkaround_), |
| emulatedAlphaChannel(emulatedAlphaChannel_) |
| {} |
| |
| TextureGL::TextureGL(const gl::TextureState &state, GLuint id) |
| : TextureImpl(state), |
| mAppliedSwizzle(state.getSwizzleState()), |
| mAppliedSampler(state.getSamplerState()), |
| mAppliedBaseLevel(state.getEffectiveBaseLevel()), |
| mAppliedMaxLevel(state.getEffectiveMaxLevel()), |
| mTextureID(id) |
| { |
| mLevelInfo.resize(GetMaxLevelInfoCountForTextureType(getType())); |
| } |
| |
| TextureGL::~TextureGL() |
| { |
| ASSERT(mTextureID == 0); |
| } |
| |
| void TextureGL::onDestroy(const gl::Context *context) |
| { |
| StateManagerGL *stateManager = GetStateManagerGL(context); |
| stateManager->deleteTexture(mTextureID); |
| mTextureID = 0; |
| } |
| |
| angle::Result TextureGL::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) |
| { |
| const angle::FeaturesGL &features = GetFeaturesGL(context); |
| |
| const gl::Buffer *unpackBuffer = |
| context->getState().getTargetBuffer(gl::BufferBinding::PixelUnpack); |
| |
| gl::TextureTarget target = index.getTarget(); |
| size_t level = static_cast<size_t>(index.getLevelIndex()); |
| |
| if (features.unpackOverlappingRowsSeparatelyUnpackBuffer.enabled && unpackBuffer && |
| unpack.rowLength != 0 && unpack.rowLength < size.width) |
| { |
| // The rows overlap in unpack memory. Upload the texture row by row to work around |
| // driver bug. |
| ANGLE_TRY( |
| reserveTexImageToBeFilled(context, target, level, internalFormat, size, format, type)); |
| |
| if (size.width == 0 || size.height == 0 || size.depth == 0) |
| { |
| return angle::Result::Continue; |
| } |
| |
| gl::Box area(0, 0, 0, size.width, size.height, size.depth); |
| return setSubImageRowByRowWorkaround(context, target, level, area, format, type, unpack, |
| unpackBuffer, pixels); |
| } |
| |
| if (features.unpackLastRowSeparatelyForPaddingInclusion.enabled) |
| { |
| bool apply = false; |
| ANGLE_TRY(ShouldApplyLastRowPaddingWorkaround( |
| GetImplAs<ContextGL>(context), size, unpack, unpackBuffer, format, type, |
| nativegl::UseTexImage3D(getType()), pixels, &apply)); |
| |
| // The driver will think the pixel buffer doesn't have enough data, work around this bug |
| // by uploading the last row (and last level if 3D) separately. |
| if (apply) |
| { |
| ANGLE_TRY(reserveTexImageToBeFilled(context, target, level, internalFormat, size, |
| format, type)); |
| |
| if (size.width == 0 || size.height == 0 || size.depth == 0) |
| { |
| return angle::Result::Continue; |
| } |
| |
| gl::Box area(0, 0, 0, size.width, size.height, size.depth); |
| return setSubImagePaddingWorkaround(context, target, level, area, format, type, unpack, |
| unpackBuffer, pixels); |
| } |
| } |
| |
| ANGLE_TRY(setImageHelper(context, target, level, internalFormat, size, format, type, pixels)); |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result TextureGL::setImageHelper(const gl::Context *context, |
| gl::TextureTarget target, |
| size_t level, |
| GLenum internalFormat, |
| const gl::Extents &size, |
| GLenum format, |
| GLenum type, |
| const uint8_t *pixels) |
| { |
| ASSERT(TextureTargetToType(target) == getType()); |
| |
| const FunctionsGL *functions = GetFunctionsGL(context); |
| StateManagerGL *stateManager = GetStateManagerGL(context); |
| const angle::FeaturesGL &features = GetFeaturesGL(context); |
| |
| nativegl::TexImageFormat texImageFormat = |
| nativegl::GetTexImageFormat(functions, features, internalFormat, format, type); |
| |
| stateManager->bindTexture(getType(), mTextureID); |
| |
| if (features.resetTexImage2DBaseLevel.enabled) |
| { |
| // setBaseLevel doesn't ever generate errors. |
| (void)setBaseLevel(context, 0); |
| } |
| |
| if (nativegl::UseTexImage2D(getType())) |
| { |
| ASSERT(size.depth == 1); |
| ANGLE_GL_TRY_ALWAYS_CHECK( |
| context, functions->texImage2D(ToGLenum(target), static_cast<GLint>(level), |
| texImageFormat.internalFormat, size.width, size.height, |
| 0, texImageFormat.format, texImageFormat.type, pixels)); |
| } |
| else |
| { |
| ASSERT(nativegl::UseTexImage3D(getType())); |
| ANGLE_GL_TRY_ALWAYS_CHECK( |
| context, functions->texImage3D(ToGLenum(target), static_cast<GLint>(level), |
| texImageFormat.internalFormat, size.width, size.height, |
| size.depth, 0, texImageFormat.format, |
| texImageFormat.type, pixels)); |
| } |
| |
| setLevelInfo(context, target, level, 1, |
| GetLevelInfo(features, internalFormat, texImageFormat.internalFormat)); |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result TextureGL::reserveTexImageToBeFilled(const gl::Context *context, |
| gl::TextureTarget target, |
| size_t level, |
| GLenum internalFormat, |
| const gl::Extents &size, |
| GLenum format, |
| GLenum type) |
| { |
| StateManagerGL *stateManager = GetStateManagerGL(context); |
| stateManager->setPixelUnpackBuffer(nullptr); |
| ANGLE_TRY(setImageHelper(context, target, level, internalFormat, size, format, type, nullptr)); |
| return angle::Result::Continue; |
| } |
| |
| angle::Result TextureGL::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(TextureTargetToType(index.getTarget()) == getType()); |
| |
| const FunctionsGL *functions = GetFunctionsGL(context); |
| StateManagerGL *stateManager = GetStateManagerGL(context); |
| const angle::FeaturesGL &features = GetFeaturesGL(context); |
| |
| nativegl::TexSubImageFormat texSubImageFormat = |
| nativegl::GetTexSubImageFormat(functions, features, format, type); |
| |
| gl::TextureTarget target = index.getTarget(); |
| size_t level = static_cast<size_t>(index.getLevelIndex()); |
| |
| ASSERT(getLevelInfo(target, level).lumaWorkaround.enabled == |
| GetLevelInfo(features, format, texSubImageFormat.format).lumaWorkaround.enabled); |
| |
| stateManager->bindTexture(getType(), mTextureID); |
| if (features.unpackOverlappingRowsSeparatelyUnpackBuffer.enabled && unpackBuffer && |
| unpack.rowLength != 0 && unpack.rowLength < area.width) |
| { |
| return setSubImageRowByRowWorkaround(context, target, level, area, format, type, unpack, |
| unpackBuffer, pixels); |
| } |
| |
| if (features.unpackLastRowSeparatelyForPaddingInclusion.enabled) |
| { |
| gl::Extents size(area.width, area.height, area.depth); |
| |
| bool apply = false; |
| ANGLE_TRY(ShouldApplyLastRowPaddingWorkaround( |
| GetImplAs<ContextGL>(context), size, unpack, unpackBuffer, format, type, |
| nativegl::UseTexImage3D(getType()), pixels, &apply)); |
| |
| // The driver will think the pixel buffer doesn't have enough data, work around this bug |
| // by uploading the last row (and last level if 3D) separately. |
| if (apply) |
| { |
| return setSubImagePaddingWorkaround(context, target, level, area, format, type, unpack, |
| unpackBuffer, pixels); |
| } |
| } |
| |
| if (nativegl::UseTexImage2D(getType())) |
| { |
| ASSERT(area.z == 0 && area.depth == 1); |
| ANGLE_GL_TRY(context, functions->texSubImage2D(ToGLenum(target), static_cast<GLint>(level), |
| area.x, area.y, area.width, area.height, |
| texSubImageFormat.format, |
| texSubImageFormat.type, pixels)); |
| } |
| else |
| { |
| ASSERT(nativegl::UseTexImage3D(getType())); |
| ANGLE_GL_TRY(context, functions->texSubImage3D( |
| ToGLenum(target), static_cast<GLint>(level), area.x, area.y, |
| area.z, area.width, area.height, area.depth, |
| texSubImageFormat.format, texSubImageFormat.type, pixels)); |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result TextureGL::setSubImageRowByRowWorkaround(const gl::Context *context, |
| gl::TextureTarget target, |
| size_t level, |
| const gl::Box &area, |
| GLenum format, |
| GLenum type, |
| const gl::PixelUnpackState &unpack, |
| const gl::Buffer *unpackBuffer, |
| const uint8_t *pixels) |
| { |
| ContextGL *contextGL = GetImplAs<ContextGL>(context); |
| const FunctionsGL *functions = GetFunctionsGL(context); |
| StateManagerGL *stateManager = GetStateManagerGL(context); |
| |
| gl::PixelUnpackState directUnpack; |
| directUnpack.alignment = 1; |
| stateManager->setPixelUnpackState(directUnpack); |
| stateManager->setPixelUnpackBuffer(unpackBuffer); |
| |
| const gl::InternalFormat &glFormat = gl::GetInternalFormatInfo(format, type); |
| GLuint rowBytes = 0; |
| ANGLE_CHECK_GL_MATH(contextGL, glFormat.computeRowPitch(type, area.width, unpack.alignment, |
| unpack.rowLength, &rowBytes)); |
| GLuint imageBytes = 0; |
| ANGLE_CHECK_GL_MATH(contextGL, glFormat.computeDepthPitch(area.height, unpack.imageHeight, |
| rowBytes, &imageBytes)); |
| |
| bool useTexImage3D = nativegl::UseTexImage3D(getType()); |
| GLuint skipBytes = 0; |
| ANGLE_CHECK_GL_MATH(contextGL, glFormat.computeSkipBytes(type, rowBytes, imageBytes, unpack, |
| useTexImage3D, &skipBytes)); |
| |
| const uint8_t *pixelsWithSkip = pixels + skipBytes; |
| if (useTexImage3D) |
| { |
| for (GLint image = 0; image < area.depth; ++image) |
| { |
| GLint imageByteOffset = image * imageBytes; |
| for (GLint row = 0; row < area.height; ++row) |
| { |
| GLint byteOffset = imageByteOffset + row * rowBytes; |
| const GLubyte *rowPixels = pixelsWithSkip + byteOffset; |
| ANGLE_GL_TRY(context, |
| functions->texSubImage3D(ToGLenum(target), static_cast<GLint>(level), |
| area.x, row + area.y, image + area.z, |
| area.width, 1, 1, format, type, rowPixels)); |
| } |
| } |
| } |
| else |
| { |
| ASSERT(nativegl::UseTexImage2D(getType())); |
| for (GLint row = 0; row < area.height; ++row) |
| { |
| GLint byteOffset = row * rowBytes; |
| const GLubyte *rowPixels = pixelsWithSkip + byteOffset; |
| ANGLE_GL_TRY(context, functions->texSubImage2D( |
| ToGLenum(target), static_cast<GLint>(level), area.x, |
| row + area.y, area.width, 1, format, type, rowPixels)); |
| } |
| } |
| return angle::Result::Continue; |
| } |
| |
| angle::Result TextureGL::setSubImagePaddingWorkaround(const gl::Context *context, |
| gl::TextureTarget target, |
| size_t level, |
| const gl::Box &area, |
| GLenum format, |
| GLenum type, |
| const gl::PixelUnpackState &unpack, |
| const gl::Buffer *unpackBuffer, |
| const uint8_t *pixels) |
| { |
| ContextGL *contextGL = GetImplAs<ContextGL>(context); |
| const FunctionsGL *functions = GetFunctionsGL(context); |
| StateManagerGL *stateManager = GetStateManagerGL(context); |
| |
| const gl::InternalFormat &glFormat = gl::GetInternalFormatInfo(format, type); |
| GLuint rowBytes = 0; |
| ANGLE_CHECK_GL_MATH(contextGL, glFormat.computeRowPitch(type, area.width, unpack.alignment, |
| unpack.rowLength, &rowBytes)); |
| GLuint imageBytes = 0; |
| ANGLE_CHECK_GL_MATH(contextGL, glFormat.computeDepthPitch(area.height, unpack.imageHeight, |
| rowBytes, &imageBytes)); |
| bool useTexImage3D = nativegl::UseTexImage3D(getType()); |
| GLuint skipBytes = 0; |
| ANGLE_CHECK_GL_MATH(contextGL, glFormat.computeSkipBytes(type, rowBytes, imageBytes, unpack, |
| useTexImage3D, &skipBytes)); |
| |
| stateManager->setPixelUnpackState(unpack); |
| stateManager->setPixelUnpackBuffer(unpackBuffer); |
| |
| gl::PixelUnpackState directUnpack; |
| directUnpack.alignment = 1; |
| |
| if (useTexImage3D) |
| { |
| // Upload all but the last slice |
| if (area.depth > 1) |
| { |
| ANGLE_GL_TRY(context, |
| functions->texSubImage3D(ToGLenum(target), static_cast<GLint>(level), |
| area.x, area.y, area.z, area.width, area.height, |
| area.depth - 1, format, type, pixels)); |
| } |
| |
| // Upload the last slice but its last row |
| if (area.height > 1) |
| { |
| // Do not include skipBytes in the last image pixel start offset as it will be done by |
| // the driver |
| GLint lastImageOffset = (area.depth - 1) * imageBytes; |
| const GLubyte *lastImagePixels = pixels + lastImageOffset; |
| ANGLE_GL_TRY(context, functions->texSubImage3D( |
| ToGLenum(target), static_cast<GLint>(level), area.x, area.y, |
| area.z + area.depth - 1, area.width, area.height - 1, 1, |
| format, type, lastImagePixels)); |
| } |
| |
| // Upload the last row of the last slice "manually" |
| stateManager->setPixelUnpackState(directUnpack); |
| |
| GLint lastRowOffset = |
| skipBytes + (area.depth - 1) * imageBytes + (area.height - 1) * rowBytes; |
| const GLubyte *lastRowPixels = pixels + lastRowOffset; |
| ANGLE_GL_TRY(context, |
| functions->texSubImage3D(ToGLenum(target), static_cast<GLint>(level), area.x, |
| area.y + area.height - 1, area.z + area.depth - 1, |
| area.width, 1, 1, format, type, lastRowPixels)); |
| } |
| else |
| { |
| ASSERT(nativegl::UseTexImage2D(getType())); |
| |
| // Upload all but the last row |
| if (area.height > 1) |
| { |
| ANGLE_GL_TRY(context, functions->texSubImage2D( |
| ToGLenum(target), static_cast<GLint>(level), area.x, area.y, |
| area.width, area.height - 1, format, type, pixels)); |
| } |
| |
| // Upload the last row "manually" |
| stateManager->setPixelUnpackState(directUnpack); |
| |
| GLint lastRowOffset = skipBytes + (area.height - 1) * rowBytes; |
| const GLubyte *lastRowPixels = pixels + lastRowOffset; |
| ANGLE_GL_TRY(context, functions->texSubImage2D(ToGLenum(target), static_cast<GLint>(level), |
| area.x, area.y + area.height - 1, area.width, |
| 1, format, type, lastRowPixels)); |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result TextureGL::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) |
| { |
| const FunctionsGL *functions = GetFunctionsGL(context); |
| StateManagerGL *stateManager = GetStateManagerGL(context); |
| const angle::FeaturesGL &features = GetFeaturesGL(context); |
| |
| gl::TextureTarget target = index.getTarget(); |
| size_t level = static_cast<size_t>(index.getLevelIndex()); |
| ASSERT(TextureTargetToType(target) == getType()); |
| |
| nativegl::CompressedTexImageFormat compressedTexImageFormat = |
| nativegl::GetCompressedTexImageFormat(functions, features, internalFormat); |
| |
| stateManager->bindTexture(getType(), mTextureID); |
| if (nativegl::UseTexImage2D(getType())) |
| { |
| ASSERT(size.depth == 1); |
| ANGLE_GL_TRY_ALWAYS_CHECK( |
| context, functions->compressedTexImage2D(ToGLenum(target), static_cast<GLint>(level), |
| compressedTexImageFormat.internalFormat, |
| size.width, size.height, 0, |
| static_cast<GLsizei>(imageSize), pixels)); |
| } |
| else |
| { |
| ASSERT(nativegl::UseTexImage3D(getType())); |
| ANGLE_GL_TRY_ALWAYS_CHECK( |
| context, functions->compressedTexImage3D(ToGLenum(target), static_cast<GLint>(level), |
| compressedTexImageFormat.internalFormat, |
| size.width, size.height, size.depth, 0, |
| static_cast<GLsizei>(imageSize), pixels)); |
| } |
| |
| LevelInfoGL levelInfo = |
| GetLevelInfo(features, internalFormat, compressedTexImageFormat.internalFormat); |
| ASSERT(!levelInfo.lumaWorkaround.enabled); |
| setLevelInfo(context, target, level, 1, levelInfo); |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result TextureGL::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) |
| { |
| const FunctionsGL *functions = GetFunctionsGL(context); |
| StateManagerGL *stateManager = GetStateManagerGL(context); |
| const angle::FeaturesGL &features = GetFeaturesGL(context); |
| |
| gl::TextureTarget target = index.getTarget(); |
| size_t level = static_cast<size_t>(index.getLevelIndex()); |
| ASSERT(TextureTargetToType(target) == getType()); |
| |
| nativegl::CompressedTexSubImageFormat compressedTexSubImageFormat = |
| nativegl::GetCompressedSubTexImageFormat(functions, features, format); |
| |
| stateManager->bindTexture(getType(), mTextureID); |
| if (nativegl::UseTexImage2D(getType())) |
| { |
| ASSERT(area.z == 0 && area.depth == 1); |
| ANGLE_GL_TRY(context, functions->compressedTexSubImage2D( |
| ToGLenum(target), static_cast<GLint>(level), area.x, area.y, |
| area.width, area.height, compressedTexSubImageFormat.format, |
| static_cast<GLsizei>(imageSize), pixels)); |
| } |
| else |
| { |
| ASSERT(nativegl::UseTexImage3D(getType())); |
| ANGLE_GL_TRY(context, |
| functions->compressedTexSubImage3D( |
| ToGLenum(target), static_cast<GLint>(level), area.x, area.y, area.z, |
| area.width, area.height, area.depth, compressedTexSubImageFormat.format, |
| static_cast<GLsizei>(imageSize), pixels)); |
| } |
| |
| ASSERT( |
| !getLevelInfo(target, level).lumaWorkaround.enabled && |
| !GetLevelInfo(features, format, compressedTexSubImageFormat.format).lumaWorkaround.enabled); |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result TextureGL::copyImage(const gl::Context *context, |
| const gl::ImageIndex &index, |
| const gl::Rectangle &sourceArea, |
| GLenum internalFormat, |
| gl::Framebuffer *source) |
| { |
| ContextGL *contextGL = GetImplAs<ContextGL>(context); |
| const FunctionsGL *functions = GetFunctionsGL(context); |
| StateManagerGL *stateManager = GetStateManagerGL(context); |
| const angle::FeaturesGL &features = GetFeaturesGL(context); |
| |
| gl::TextureTarget target = index.getTarget(); |
| size_t level = static_cast<size_t>(index.getLevelIndex()); |
| GLenum type = GL_NONE; |
| ANGLE_TRY(source->getImplementationColorReadType(context, &type)); |
| nativegl::CopyTexImageImageFormat copyTexImageFormat = |
| nativegl::GetCopyTexImageImageFormat(functions, features, internalFormat, type); |
| |
| stateManager->bindTexture(getType(), mTextureID); |
| |
| const FramebufferGL *sourceFramebufferGL = GetImplAs<FramebufferGL>(source); |
| gl::Extents fbSize = sourceFramebufferGL->getState().getReadAttachment()->getSize(); |
| |
| // Did the read area go outside the framebuffer? |
| bool outside = sourceArea.x < 0 || sourceArea.y < 0 || |
| sourceArea.x + sourceArea.width > fbSize.width || |
| sourceArea.y + sourceArea.height > fbSize.height; |
| |
| // TODO: Find a way to initialize the texture entirely in the gl level with ensureInitialized. |
| // Right now there is no easy way to pre-fill the texture when it is being redefined with |
| // partially uninitialized data. |
| bool requiresInitialization = |
| outside && (context->isRobustResourceInitEnabled() || context->isWebGL()); |
| |
| // When robust resource initialization is enabled, the area outside the framebuffer must be |
| // zeroed. We just zero the whole thing before copying into the area that overlaps the |
| // framebuffer. |
| if (requiresInitialization) |
| { |
| GLuint pixelBytes = |
| gl::GetInternalFormatInfo(copyTexImageFormat.internalFormat, type).pixelBytes; |
| angle::MemoryBuffer *zero; |
| ANGLE_CHECK_GL_ALLOC( |
| contextGL, |
| context->getZeroFilledBuffer(sourceArea.width * sourceArea.height * pixelBytes, &zero)); |
| |
| gl::PixelUnpackState unpack; |
| unpack.alignment = 1; |
| stateManager->setPixelUnpackState(unpack); |
| stateManager->setPixelUnpackBuffer(nullptr); |
| |
| ANGLE_GL_TRY_ALWAYS_CHECK( |
| context, functions->texImage2D(ToGLenum(target), static_cast<GLint>(level), |
| copyTexImageFormat.internalFormat, sourceArea.width, |
| sourceArea.height, 0, |
| gl::GetUnsizedFormat(copyTexImageFormat.internalFormat), |
| type, zero->data())); |
| } |
| |
| // Clip source area to framebuffer and copy if remaining area is not empty. |
| gl::Rectangle clippedArea; |
| if (ClipRectangle(sourceArea, gl::Rectangle(0, 0, fbSize.width, fbSize.height), &clippedArea)) |
| { |
| // If fbo's read buffer and the target texture are the same texture but different levels, |
| // and if the read buffer is a non-base texture level, then implementations glTexImage2D |
| // may change the target texture and make the original texture mipmap incomplete, which in |
| // turn makes the fbo incomplete. |
| // To avoid that, we clamp BASE_LEVEL and MAX_LEVEL to the same texture level as the fbo's |
| // read buffer attachment. See http://crbug.com/797235 |
| const gl::FramebufferAttachment *readBuffer = source->getReadColorAttachment(); |
| if (readBuffer && readBuffer->type() == GL_TEXTURE) |
| { |
| TextureGL *sourceTexture = GetImplAs<TextureGL>(readBuffer->getTexture()); |
| if (sourceTexture && sourceTexture->mTextureID == mTextureID) |
| { |
| GLuint attachedTextureLevel = readBuffer->mipLevel(); |
| if (attachedTextureLevel != mState.getEffectiveBaseLevel()) |
| { |
| ANGLE_TRY(setBaseLevel(context, attachedTextureLevel)); |
| ANGLE_TRY(setMaxLevel(context, attachedTextureLevel)); |
| } |
| } |
| } |
| |
| LevelInfoGL levelInfo = |
| GetLevelInfo(features, internalFormat, copyTexImageFormat.internalFormat); |
| gl::Offset destOffset(clippedArea.x - sourceArea.x, clippedArea.y - sourceArea.y, 0); |
| |
| if (levelInfo.lumaWorkaround.enabled) |
| { |
| BlitGL *blitter = GetBlitGL(context); |
| |
| if (requiresInitialization) |
| { |
| ANGLE_TRY(blitter->copySubImageToLUMAWorkaroundTexture( |
| context, mTextureID, getType(), target, levelInfo.sourceFormat, level, |
| destOffset, clippedArea, source)); |
| } |
| else |
| { |
| ANGLE_TRY(blitter->copyImageToLUMAWorkaroundTexture( |
| context, mTextureID, getType(), target, levelInfo.sourceFormat, level, |
| clippedArea, copyTexImageFormat.internalFormat, source)); |
| } |
| } |
| else |
| { |
| ASSERT(nativegl::UseTexImage2D(getType())); |
| stateManager->bindFramebuffer(GL_READ_FRAMEBUFFER, |
| sourceFramebufferGL->getFramebufferID()); |
| if (requiresInitialization) |
| { |
| ANGLE_GL_TRY(context, functions->copyTexSubImage2D( |
| ToGLenum(target), static_cast<GLint>(level), destOffset.x, |
| destOffset.y, clippedArea.x, clippedArea.y, |
| clippedArea.width, clippedArea.height)); |
| } |
| else |
| { |
| ANGLE_GL_TRY_ALWAYS_CHECK( |
| context, functions->copyTexImage2D(ToGLenum(target), static_cast<GLint>(level), |
| copyTexImageFormat.internalFormat, |
| clippedArea.x, clippedArea.y, |
| clippedArea.width, clippedArea.height, 0)); |
| } |
| } |
| setLevelInfo(context, target, level, 1, levelInfo); |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result TextureGL::copySubImage(const gl::Context *context, |
| const gl::ImageIndex &index, |
| const gl::Offset &destOffset, |
| const gl::Rectangle &sourceArea, |
| gl::Framebuffer *source) |
| { |
| const FunctionsGL *functions = GetFunctionsGL(context); |
| StateManagerGL *stateManager = GetStateManagerGL(context); |
| |
| gl::TextureTarget target = index.getTarget(); |
| size_t level = static_cast<size_t>(index.getLevelIndex()); |
| const FramebufferGL *sourceFramebufferGL = GetImplAs<FramebufferGL>(source); |
| |
| // Clip source area to framebuffer. |
| const gl::Extents fbSize = sourceFramebufferGL->getState().getReadAttachment()->getSize(); |
| gl::Rectangle clippedArea; |
| if (!ClipRectangle(sourceArea, gl::Rectangle(0, 0, fbSize.width, fbSize.height), &clippedArea)) |
| { |
| // nothing to do |
| return angle::Result::Continue; |
| } |
| gl::Offset clippedOffset(destOffset.x + clippedArea.x - sourceArea.x, |
| destOffset.y + clippedArea.y - sourceArea.y, destOffset.z); |
| |
| stateManager->bindTexture(getType(), mTextureID); |
| stateManager->bindFramebuffer(GL_READ_FRAMEBUFFER, sourceFramebufferGL->getFramebufferID()); |
| |
| const LevelInfoGL &levelInfo = getLevelInfo(target, level); |
| if (levelInfo.lumaWorkaround.enabled) |
| { |
| BlitGL *blitter = GetBlitGL(context); |
| ANGLE_TRY(blitter->copySubImageToLUMAWorkaroundTexture( |
| context, mTextureID, getType(), target, levelInfo.sourceFormat, level, clippedOffset, |
| clippedArea, source)); |
| } |
| else |
| { |
| if (nativegl::UseTexImage2D(getType())) |
| { |
| ASSERT(clippedOffset.z == 0); |
| ANGLE_GL_TRY(context, functions->copyTexSubImage2D( |
| ToGLenum(target), static_cast<GLint>(level), clippedOffset.x, |
| clippedOffset.y, clippedArea.x, clippedArea.y, |
| clippedArea.width, clippedArea.height)); |
| } |
| else |
| { |
| ASSERT(nativegl::UseTexImage3D(getType())); |
| ANGLE_GL_TRY(context, functions->copyTexSubImage3D( |
| ToGLenum(target), static_cast<GLint>(level), clippedOffset.x, |
| clippedOffset.y, clippedOffset.z, clippedArea.x, |
| clippedArea.y, clippedArea.width, clippedArea.height)); |
| } |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result TextureGL::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) |
| { |
| gl::TextureTarget target = index.getTarget(); |
| size_t level = static_cast<size_t>(index.getLevelIndex()); |
| const TextureGL *sourceGL = GetImplAs<TextureGL>(source); |
| const gl::ImageDesc &sourceImageDesc = |
| sourceGL->mState.getImageDesc(NonCubeTextureTypeToTarget(source->getType()), sourceLevel); |
| gl::Rectangle sourceArea(0, 0, sourceImageDesc.size.width, sourceImageDesc.size.height); |
| |
| ANGLE_TRY(reserveTexImageToBeFilled(context, target, level, internalFormat, |
| sourceImageDesc.size, gl::GetUnsizedFormat(internalFormat), |
| type)); |
| |
| const gl::InternalFormat &destFormatInfo = gl::GetInternalFormatInfo(internalFormat, type); |
| return copySubTextureHelper(context, target, level, gl::Offset(0, 0, 0), sourceLevel, |
| sourceArea, destFormatInfo, unpackFlipY, unpackPremultiplyAlpha, |
| unpackUnmultiplyAlpha, source); |
| } |
| |
| angle::Result TextureGL::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) |
| { |
| gl::TextureTarget target = index.getTarget(); |
| size_t level = static_cast<size_t>(index.getLevelIndex()); |
| const gl::InternalFormat &destFormatInfo = *mState.getImageDesc(target, level).format.info; |
| return copySubTextureHelper(context, target, level, destOffset, sourceLevel, sourceBox.toRect(), |
| destFormatInfo, unpackFlipY, unpackPremultiplyAlpha, |
| unpackUnmultiplyAlpha, source); |
| } |
| |
| angle::Result TextureGL::copySubTextureHelper(const gl::Context *context, |
| gl::TextureTarget target, |
| size_t level, |
| const gl::Offset &destOffset, |
| size_t sourceLevel, |
| const gl::Rectangle &sourceArea, |
| const gl::InternalFormat &destFormat, |
| bool unpackFlipY, |
| bool unpackPremultiplyAlpha, |
| bool unpackUnmultiplyAlpha, |
| const gl::Texture *source) |
| { |
| const FunctionsGL *functions = GetFunctionsGL(context); |
| BlitGL *blitter = GetBlitGL(context); |
| |
| TextureGL *sourceGL = GetImplAs<TextureGL>(source); |
| const gl::ImageDesc &sourceImageDesc = |
| sourceGL->mState.getImageDesc(NonCubeTextureTypeToTarget(source->getType()), sourceLevel); |
| |
| // Check is this is a simple copySubTexture that can be done with a copyTexSubImage |
| ASSERT(sourceGL->getType() == gl::TextureType::_2D || |
| source->getType() == gl::TextureType::External || |
| source->getType() == gl::TextureType::Rectangle); |
| const LevelInfoGL &sourceLevelInfo = |
| sourceGL->getLevelInfo(NonCubeTextureTypeToTarget(source->getType()), sourceLevel); |
| bool needsLumaWorkaround = sourceLevelInfo.lumaWorkaround.enabled; |
| |
| const gl::InternalFormat &sourceFormatInfo = *sourceImageDesc.format.info; |
| GLenum sourceFormat = sourceFormatInfo.format; |
| bool sourceFormatContainSupersetOfDestFormat = |
| (sourceFormat == destFormat.format && sourceFormat != GL_BGRA_EXT) || |
| (sourceFormat == GL_RGBA && destFormat.format == GL_RGB); |
| |
| GLenum sourceComponentType = sourceFormatInfo.componentType; |
| GLenum destComponentType = destFormat.componentType; |
| bool destSRGB = destFormat.colorEncoding == GL_SRGB; |
| if (!unpackFlipY && unpackPremultiplyAlpha == unpackUnmultiplyAlpha && !needsLumaWorkaround && |
| sourceFormatContainSupersetOfDestFormat && sourceComponentType == destComponentType && |
| !destSRGB && sourceGL->getType() == gl::TextureType::_2D) |
| { |
| bool copySucceeded = false; |
| ANGLE_TRY(blitter->copyTexSubImage(context, sourceGL, sourceLevel, this, target, level, |
| sourceArea, destOffset, ©Succeeded)); |
| if (copySucceeded) |
| { |
| return angle::Result::Continue; |
| } |
| } |
| |
| // Check if the destination is renderable and copy on the GPU |
| const LevelInfoGL &destLevelInfo = getLevelInfo(target, level); |
| // todo(jonahr): http://crbug.com/773861 |
| // Behavior for now is to fallback to CPU readback implementation if the destination texture |
| // is a luminance format. The correct solution is to handle both source and destination in the |
| // luma workaround. |
| if (!destSRGB && !destLevelInfo.lumaWorkaround.enabled && |
| nativegl::SupportsNativeRendering(functions, getType(), destLevelInfo.nativeInternalFormat)) |
| { |
| bool copySucceeded = false; |
| ANGLE_TRY(blitter->copySubTexture( |
| context, sourceGL, sourceLevel, sourceComponentType, mTextureID, target, level, |
| destComponentType, sourceImageDesc.size, sourceArea, destOffset, needsLumaWorkaround, |
| sourceLevelInfo.sourceFormat, unpackFlipY, unpackPremultiplyAlpha, |
| unpackUnmultiplyAlpha, ©Succeeded)); |
| if (copySucceeded) |
| { |
| return angle::Result::Continue; |
| } |
| } |
| |
| // Fall back to CPU-readback |
| return blitter->copySubTextureCPUReadback( |
| context, sourceGL, sourceLevel, sourceFormatInfo.sizedInternalFormat, this, target, level, |
| destFormat.format, destFormat.type, sourceImageDesc.size, sourceArea, destOffset, |
| needsLumaWorkaround, sourceLevelInfo.sourceFormat, unpackFlipY, unpackPremultiplyAlpha, |
| unpackUnmultiplyAlpha); |
| } |
| |
| angle::Result TextureGL::setStorage(const gl::Context *context, |
| gl::TextureType type, |
| size_t levels, |
| GLenum internalFormat, |
| const gl::Extents &size) |
| { |
| ContextGL *contextGL = GetImplAs<ContextGL>(context); |
| const FunctionsGL *functions = GetFunctionsGL(context); |
| StateManagerGL *stateManager = GetStateManagerGL(context); |
| const angle::FeaturesGL &features = GetFeaturesGL(context); |
| |
| nativegl::TexStorageFormat texStorageFormat = |
| nativegl::GetTexStorageFormat(functions, features, internalFormat); |
| |
| stateManager->bindTexture(getType(), mTextureID); |
| if (nativegl::UseTexImage2D(getType())) |
| { |
| ASSERT(size.depth == 1); |
| if (functions->texStorage2D) |
| { |
| ANGLE_GL_TRY_ALWAYS_CHECK( |
| context, |
| functions->texStorage2D(ToGLenum(type), static_cast<GLsizei>(levels), |
| texStorageFormat.internalFormat, size.width, size.height)); |
| } |
| else |
| { |
| // Make sure no pixel unpack buffer is bound |
| stateManager->bindBuffer(gl::BufferBinding::PixelUnpack, 0); |
| |
| const gl::InternalFormat &internalFormatInfo = |
| gl::GetSizedInternalFormatInfo(internalFormat); |
| |
| // Internal format must be sized |
| ASSERT(internalFormatInfo.sized); |
| |
| for (size_t level = 0; level < levels; level++) |
| { |
| gl::Extents levelSize(std::max(size.width >> level, 1), |
| std::max(size.height >> level, 1), 1); |
| |
| if (getType() == gl::TextureType::_2D || getType() == gl::TextureType::Rectangle) |
| { |
| if (internalFormatInfo.compressed) |
| { |
| nativegl::CompressedTexSubImageFormat compressedTexImageFormat = |
| nativegl::GetCompressedSubTexImageFormat(functions, features, |
| internalFormat); |
| |
| GLuint dataSize = 0; |
| ANGLE_CHECK_GL_MATH( |
| contextGL, |
| internalFormatInfo.computeCompressedImageSize(levelSize, &dataSize)); |
| ANGLE_GL_TRY_ALWAYS_CHECK( |
| context, |
| functions->compressedTexImage2D( |
| ToGLenum(type), static_cast<GLint>(level), |
| compressedTexImageFormat.format, levelSize.width, levelSize.height, |
| 0, static_cast<GLsizei>(dataSize), nullptr)); |
| } |
| else |
| { |
| nativegl::TexImageFormat texImageFormat = nativegl::GetTexImageFormat( |
| functions, features, internalFormat, internalFormatInfo.format, |
| internalFormatInfo.type); |
| |
| ANGLE_GL_TRY_ALWAYS_CHECK( |
| context, |
| functions->texImage2D(ToGLenum(type), static_cast<GLint>(level), |
| texImageFormat.internalFormat, levelSize.width, |
| levelSize.height, 0, texImageFormat.format, |
| texImageFormat.type, nullptr)); |
| } |
| } |
| else |
| { |
| ASSERT(getType() == gl::TextureType::CubeMap); |
| for (gl::TextureTarget face : gl::AllCubeFaceTextureTargets()) |
| { |
| if (internalFormatInfo.compressed) |
| { |
| nativegl::CompressedTexSubImageFormat compressedTexImageFormat = |
| nativegl::GetCompressedSubTexImageFormat(functions, features, |
| internalFormat); |
| |
| GLuint dataSize = 0; |
| ANGLE_CHECK_GL_MATH(contextGL, |
| internalFormatInfo.computeCompressedImageSize( |
| levelSize, &dataSize)); |
| ANGLE_GL_TRY_ALWAYS_CHECK( |
| context, |
| functions->compressedTexImage2D( |
| ToGLenum(face), static_cast<GLint>(level), |
| compressedTexImageFormat.format, levelSize.width, |
| levelSize.height, 0, static_cast<GLsizei>(dataSize), nullptr)); |
| } |
| else |
| { |
| nativegl::TexImageFormat texImageFormat = nativegl::GetTexImageFormat( |
| functions, features, internalFormat, internalFormatInfo.format, |
| internalFormatInfo.type); |
| |
| ANGLE_GL_TRY_ALWAYS_CHECK( |
| context, functions->texImage2D( |
| ToGLenum(face), static_cast<GLint>(level), |
| texImageFormat.internalFormat, levelSize.width, |
| levelSize.height, 0, texImageFormat.format, |
| texImageFormat.type, nullptr)); |
| } |
| } |
| } |
| } |
| } |
| } |
| else |
| { |
| ASSERT(nativegl::UseTexImage3D(getType())); |
| if (functions->texStorage3D) |
| { |
| ANGLE_GL_TRY_ALWAYS_CHECK( |
| context, functions->texStorage3D(ToGLenum(type), static_cast<GLsizei>(levels), |
| texStorageFormat.internalFormat, size.width, |
| size.height, size.depth)); |
| } |
| else |
| { |
| // Make sure no pixel unpack buffer is bound |
| stateManager->bindBuffer(gl::BufferBinding::PixelUnpack, 0); |
| |
| const gl::InternalFormat &internalFormatInfo = |
| gl::GetSizedInternalFormatInfo(internalFormat); |
| |
| // Internal format must be sized |
| ASSERT(internalFormatInfo.sized); |
| |
| for (GLsizei i = 0; i < static_cast<GLsizei>(levels); i++) |
| { |
| gl::Extents levelSize( |
| std::max(size.width >> i, 1), std::max(size.height >> i, 1), |
| getType() == gl::TextureType::_3D ? std::max(size.depth >> i, 1) : size.depth); |
| |
| if (internalFormatInfo.compressed) |
| { |
| nativegl::CompressedTexSubImageFormat compressedTexImageFormat = |
| nativegl::GetCompressedSubTexImageFormat(functions, features, |
| internalFormat); |
| |
| GLuint dataSize = 0; |
| ANGLE_CHECK_GL_MATH(contextGL, internalFormatInfo.computeCompressedImageSize( |
| levelSize, &dataSize)); |
| ANGLE_GL_TRY_ALWAYS_CHECK( |
| context, functions->compressedTexImage3D( |
| ToGLenum(type), i, compressedTexImageFormat.format, |
| levelSize.width, levelSize.height, levelSize.depth, 0, |
| static_cast<GLsizei>(dataSize), nullptr)); |
| } |
| else |
| { |
| nativegl::TexImageFormat texImageFormat = nativegl::GetTexImageFormat( |
| functions, features, internalFormat, internalFormatInfo.format, |
| internalFormatInfo.type); |
| |
| ANGLE_GL_TRY_ALWAYS_CHECK( |
| context, |
| functions->texImage3D(ToGLenum(type), i, texImageFormat.internalFormat, |
| levelSize.width, levelSize.height, levelSize.depth, 0, |
| texImageFormat.format, texImageFormat.type, nullptr)); |
| } |
| } |
| } |
| } |
| |
| setLevelInfo(context, type, 0, levels, |
| GetLevelInfo(features, internalFormat, texStorageFormat.internalFormat)); |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result TextureGL::setImageExternal(const gl::Context *context, |
| const gl::ImageIndex &index, |
| GLenum internalFormat, |
| const gl::Extents &size, |
| GLenum format, |
| GLenum type) |
| { |
| const FunctionsGL *functions = GetFunctionsGL(context); |
| const angle::FeaturesGL &features = GetFeaturesGL(context); |
| |
| gl::TextureTarget target = index.getTarget(); |
| size_t level = static_cast<size_t>(index.getLevelIndex()); |
| nativegl::TexImageFormat texImageFormat = |
| nativegl::GetTexImageFormat(functions, features, internalFormat, format, type); |
| |
| setLevelInfo(context, target, level, 1, |
| GetLevelInfo(features, internalFormat, texImageFormat.internalFormat)); |
| return angle::Result::Continue; |
| } |
| |
| angle::Result TextureGL::setStorageMultisample(const gl::Context *context, |
| gl::TextureType type, |
| GLsizei samples, |
| GLint internalformat, |
| const gl::Extents &size, |
| bool fixedSampleLocations) |
| { |
| const FunctionsGL *functions = GetFunctionsGL(context); |
| StateManagerGL *stateManager = GetStateManagerGL(context); |
| const angle::FeaturesGL &features = GetFeaturesGL(context); |
| |
| nativegl::TexStorageFormat texStorageFormat = |
| nativegl::GetTexStorageFormat(functions, features, internalformat); |
| |
| stateManager->bindTexture(getType(), mTextureID); |
| |
| if (nativegl::UseTexImage2D(getType())) |
| { |
| ASSERT(size.depth == 1); |
| if (functions->texStorage2DMultisample) |
| { |
| ANGLE_GL_TRY_ALWAYS_CHECK( |
| context, functions->texStorage2DMultisample( |
| ToGLenum(type), samples, texStorageFormat.internalFormat, size.width, |
| size.height, gl::ConvertToGLBoolean(fixedSampleLocations))); |
| } |
| else |
| { |
| // texImage2DMultisample is similar to texStorage2DMultisample of es 3.1 core feature, |
| // On macos and some old drivers which doesn't support OpenGL ES 3.1, the function can |
| // be supported by ARB_texture_multisample or OpenGL 3.2 core feature. |
| ANGLE_GL_TRY_ALWAYS_CHECK( |
| context, functions->texImage2DMultisample( |
| ToGLenum(type), samples, texStorageFormat.internalFormat, size.width, |
| size.height, gl::ConvertToGLBoolean(fixedSampleLocations))); |
| } |
| } |
| else |
| { |
| ASSERT(nativegl::UseTexImage3D(getType())); |
| ANGLE_GL_TRY_ALWAYS_CHECK( |
| context, functions->texStorage3DMultisample( |
| ToGLenum(type), samples, texStorageFormat.internalFormat, size.width, |
| size.height, size.depth, gl::ConvertToGLBoolean(fixedSampleLocations))); |
| } |
| |
| setLevelInfo(context, type, 0, 1, |
| GetLevelInfo(features, internalformat, texStorageFormat.internalFormat)); |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result TextureGL::setStorageExternalMemory(const gl::Context *context, |
| gl::TextureType type, |
| size_t levels, |
| GLenum internalFormat, |
| const gl::Extents &size, |
| gl::MemoryObject *memoryObject, |
| GLuint64 offset) |
| { |
| const FunctionsGL *functions = GetFunctionsGL(context); |
| StateManagerGL *stateManager = GetStateManagerGL(context); |
| const angle::FeaturesGL &features = GetFeaturesGL(context); |
| |
| MemoryObjectGL *memoryObjectGL = GetImplAs<MemoryObjectGL>(memoryObject); |
| |
| nativegl::TexStorageFormat texStorageFormat = |
| nativegl::GetTexStorageFormat(functions, features, internalFormat); |
| |
| stateManager->bindTexture(getType(), mTextureID); |
| if (nativegl::UseTexImage2D(getType())) |
| { |
| ANGLE_GL_TRY_ALWAYS_CHECK( |
| context, |
| functions->texStorageMem2DEXT(ToGLenum(type), static_cast<GLsizei>(levels), |
| texStorageFormat.internalFormat, size.width, size.height, |
| memoryObjectGL->getMemoryObjectID(), offset)); |
| } |
| else |
| { |
| ASSERT(nativegl::UseTexImage3D(getType())); |
| ANGLE_GL_TRY_ALWAYS_CHECK( |
| context, |
| functions->texStorageMem3DEXT(ToGLenum(type), static_cast<GLsizei>(levels), |
| texStorageFormat.internalFormat, size.width, size.height, |
| size.depth, memoryObjectGL->getMemoryObjectID(), offset)); |
| } |
| |
| setLevelInfo(context, type, 0, levels, |
| GetLevelInfo(features, internalFormat, texStorageFormat.internalFormat)); |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result TextureGL::setImageExternal(const gl::Context *context, |
| gl::TextureType type, |
| egl::Stream *stream, |
| const egl::Stream::GLTextureDescription &desc) |
| { |
| ANGLE_GL_UNREACHABLE(GetImplAs<ContextGL>(context)); |
| return angle::Result::Stop; |
| } |
| |
| angle::Result TextureGL::generateMipmap(const gl::Context *context) |
| { |
| const FunctionsGL *functions = GetFunctionsGL(context); |
| StateManagerGL *stateManager = GetStateManagerGL(context); |
| |
| stateManager->bindTexture(getType(), mTextureID); |
| ANGLE_GL_TRY_ALWAYS_CHECK(context, functions->generateMipmap(ToGLenum(getType()))); |
| |
| const GLuint effectiveBaseLevel = mState.getEffectiveBaseLevel(); |
| const GLuint maxLevel = mState.getMipmapMaxLevel(); |
| |
| setLevelInfo(context, getType(), effectiveBaseLevel, maxLevel - effectiveBaseLevel, |
| getBaseLevelInfo()); |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result TextureGL::bindTexImage(const gl::Context *context, egl::Surface *surface) |
| { |
| ASSERT(getType() == gl::TextureType::_2D || getType() == gl::TextureType::Rectangle); |
| |
| StateManagerGL *stateManager = GetStateManagerGL(context); |
| |
| // Make sure this texture is bound |
| stateManager->bindTexture(getType(), mTextureID); |
| |
| SurfaceGL *surfaceGL = GetImplAs<SurfaceGL>(surface); |
| |
| setLevelInfo(context, getType(), 0, 1, |
| LevelInfoGL(GL_NONE, GL_NONE, false, LUMAWorkaroundGL(), |
| surfaceGL->hasEmulatedAlphaChannel())); |
| return angle::Result::Continue; |
| } |
| |
| angle::Result TextureGL::releaseTexImage(const gl::Context *context) |
| { |
| ASSERT(getType() == gl::TextureType::_2D || getType() == gl::TextureType::Rectangle); |
| |
| const angle::FeaturesGL &features = GetFeaturesGL(context); |
| if (!features.resettingTexturesGeneratesErrors.enabled) |
| { |
| // Not all Surface implementations reset the size of mip 0 when releasing, do it manually |
| const FunctionsGL *functions = GetFunctionsGL(context); |
| StateManagerGL *stateManager = GetStateManagerGL(context); |
| |
| stateManager->bindTexture(getType(), mTextureID); |
| ASSERT(nativegl::UseTexImage2D(getType())); |
| ANGLE_GL_TRY(context, functions->texImage2D(ToGLenum(getType()), 0, GL_RGBA, 0, 0, 0, |
| GL_RGBA, GL_UNSIGNED_BYTE, nullptr)); |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result TextureGL::setEGLImageTarget(const gl::Context *context, |
| gl::TextureType type, |
| egl::Image *image) |
| { |
| const angle::FeaturesGL &features = GetFeaturesGL(context); |
| |
| ImageGL *imageGL = GetImplAs<ImageGL>(image); |
| |
| GLenum imageNativeInternalFormat = GL_NONE; |
| ANGLE_TRY(imageGL->setTexture2D(context, type, this, &imageNativeInternalFormat)); |
| |
| setLevelInfo( |
| context, type, 0, 1, |
| GetLevelInfo(features, image->getFormat().info->internalFormat, imageNativeInternalFormat)); |
| |
| return angle::Result::Continue; |
| } |
| |
| GLint TextureGL::getNativeID() const |
| { |
| return mTextureID; |
| } |
| |
| angle::Result TextureGL::syncState(const gl::Context *context, |
| const gl::Texture::DirtyBits &dirtyBits) |
| { |
| if (dirtyBits.none() && mLocalDirtyBits.none()) |
| { |
| return angle::Result::Continue; |
| } |
| |
| const FunctionsGL *functions = GetFunctionsGL(context); |
| StateManagerGL *stateManager = GetStateManagerGL(context); |
| |
| stateManager->bindTexture(getType(), mTextureID); |
| |
| if (dirtyBits[gl::Texture::DIRTY_BIT_BASE_LEVEL] || dirtyBits[gl::Texture::DIRTY_BIT_MAX_LEVEL]) |
| { |
| // Don't know if the previous base level was using any workarounds, always re-sync the |
| // workaround dirty bits |
| mLocalDirtyBits |= GetLevelWorkaroundDirtyBits(); |
| } |
| |
| for (auto dirtyBit : (dirtyBits | mLocalDirtyBits)) |
| { |
| switch (dirtyBit) |
| { |
| case gl::Texture::DIRTY_BIT_MIN_FILTER: |
| mAppliedSampler.setMinFilter(mState.getSamplerState().getMinFilter()); |
| ANGLE_GL_TRY(context, |
| functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_MIN_FILTER, |
| mAppliedSampler.getMinFilter())); |
| break; |
| case gl::Texture::DIRTY_BIT_MAG_FILTER: |
| mAppliedSampler.setMagFilter(mState.getSamplerState().getMagFilter()); |
| ANGLE_GL_TRY(context, |
| functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_MAG_FILTER, |
| mAppliedSampler.getMagFilter())); |
| break; |
| case gl::Texture::DIRTY_BIT_WRAP_S: |
| mAppliedSampler.setWrapS(mState.getSamplerState().getWrapS()); |
| ANGLE_GL_TRY(context, |
| functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_WRAP_S, |
| mAppliedSampler.getWrapS())); |
| break; |
| case gl::Texture::DIRTY_BIT_WRAP_T: |
| mAppliedSampler.setWrapT(mState.getSamplerState().getWrapT()); |
| ANGLE_GL_TRY(context, |
| functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_WRAP_T, |
| mAppliedSampler.getWrapT())); |
| break; |
| case gl::Texture::DIRTY_BIT_WRAP_R: |
| mAppliedSampler.setWrapR(mState.getSamplerState().getWrapR()); |
| ANGLE_GL_TRY(context, |
| functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_WRAP_R, |
| mAppliedSampler.getWrapR())); |
| break; |
| case gl::Texture::DIRTY_BIT_MAX_ANISOTROPY: |
| mAppliedSampler.setMaxAnisotropy(mState.getSamplerState().getMaxAnisotropy()); |
| ANGLE_GL_TRY(context, functions->texParameterf(ToGLenum(getType()), |
| GL_TEXTURE_MAX_ANISOTROPY_EXT, |
| mAppliedSampler.getMaxAnisotropy())); |
| break; |
| case gl::Texture::DIRTY_BIT_MIN_LOD: |
| mAppliedSampler.setMinLod(mState.getSamplerState().getMinLod()); |
| ANGLE_GL_TRY(context, |
| functions->texParameterf(ToGLenum(getType()), GL_TEXTURE_MIN_LOD, |
| mAppliedSampler.getMinLod())); |
| break; |
| case gl::Texture::DIRTY_BIT_MAX_LOD: |
| mAppliedSampler.setMaxLod(mState.getSamplerState().getMaxLod()); |
| ANGLE_GL_TRY(context, |
| functions->texParameterf(ToGLenum(getType()), GL_TEXTURE_MAX_LOD, |
| mAppliedSampler.getMaxLod())); |
| break; |
| case gl::Texture::DIRTY_BIT_COMPARE_MODE: |
| mAppliedSampler.setCompareMode(mState.getSamplerState().getCompareMode()); |
| ANGLE_GL_TRY(context, |
| functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_COMPARE_MODE, |
| mAppliedSampler.getCompareMode())); |
| break; |
| case gl::Texture::DIRTY_BIT_COMPARE_FUNC: |
| mAppliedSampler.setCompareFunc(mState.getSamplerState().getCompareFunc()); |
| ANGLE_GL_TRY(context, |
| functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_COMPARE_FUNC, |
| mAppliedSampler.getCompareFunc())); |
| break; |
| case gl::Texture::DIRTY_BIT_SRGB_DECODE: |
| mAppliedSampler.setSRGBDecode(mState.getSamplerState().getSRGBDecode()); |
| ANGLE_GL_TRY(context, functions->texParameteri(ToGLenum(getType()), |
| GL_TEXTURE_SRGB_DECODE_EXT, |
| mAppliedSampler.getSRGBDecode())); |
| break; |
| case gl::Texture::DIRTY_BIT_BORDER_COLOR: |
| { |
| const angle::ColorGeneric &borderColor(mState.getSamplerState().getBorderColor()); |
| mAppliedSampler.setBorderColor(borderColor); |
| switch (borderColor.type) |
| { |
| case angle::ColorGeneric::Type::Float: |
| ANGLE_GL_TRY(context, functions->texParameterfv(ToGLenum(getType()), |
| GL_TEXTURE_BORDER_COLOR, |
| &borderColor.colorF.red)); |
| break; |
| case angle::ColorGeneric::Type::Int: |
| ANGLE_GL_TRY(context, functions->texParameterIiv(ToGLenum(getType()), |
| GL_TEXTURE_BORDER_COLOR, |
| &borderColor.colorI.red)); |
| break; |
| case angle::ColorGeneric::Type::UInt: |
| ANGLE_GL_TRY(context, functions->texParameterIuiv( |
| ToGLenum(getType()), GL_TEXTURE_BORDER_COLOR, |
| &borderColor.colorUI.red)); |
| break; |
| default: |
| UNREACHABLE(); |
| break; |
| } |
| break; |
| } |
| |
| // Texture state |
| case gl::Texture::DIRTY_BIT_SWIZZLE_RED: |
| ANGLE_TRY(syncTextureStateSwizzle(context, functions, GL_TEXTURE_SWIZZLE_R, |
| mState.getSwizzleState().swizzleRed, |
| &mAppliedSwizzle.swizzleRed)); |
| break; |
| case gl::Texture::DIRTY_BIT_SWIZZLE_GREEN: |
| ANGLE_TRY(syncTextureStateSwizzle(context, functions, GL_TEXTURE_SWIZZLE_G, |
| mState.getSwizzleState().swizzleGreen, |
| &mAppliedSwizzle.swizzleGreen)); |
| break; |
| case gl::Texture::DIRTY_BIT_SWIZZLE_BLUE: |
| ANGLE_TRY(syncTextureStateSwizzle(context, functions, GL_TEXTURE_SWIZZLE_B, |
| mState.getSwizzleState().swizzleBlue, |
| &mAppliedSwizzle.swizzleBlue)); |
| break; |
| case gl::Texture::DIRTY_BIT_SWIZZLE_ALPHA: |
| ANGLE_TRY(syncTextureStateSwizzle(context, functions, GL_TEXTURE_SWIZZLE_A, |
| mState.getSwizzleState().swizzleAlpha, |
| &mAppliedSwizzle.swizzleAlpha)); |
| break; |
| case gl::Texture::DIRTY_BIT_BASE_LEVEL: |
| mAppliedBaseLevel = mState.getEffectiveBaseLevel(); |
| ANGLE_GL_TRY(context, |
| functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_BASE_LEVEL, |
| mAppliedBaseLevel)); |
| break; |
| case gl::Texture::DIRTY_BIT_MAX_LEVEL: |
| mAppliedMaxLevel = mState.getEffectiveMaxLevel(); |
| ANGLE_GL_TRY(context, |
| functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_MAX_LEVEL, |
| mAppliedMaxLevel)); |
| break; |
| case gl::Texture::DIRTY_BIT_DEPTH_STENCIL_TEXTURE_MODE: |
| { |
| GLenum mDepthStencilTextureMode = mState.getDepthStencilTextureMode(); |
| ANGLE_GL_TRY(context, functions->texParameteri(ToGLenum(getType()), |
| GL_DEPTH_STENCIL_TEXTURE_MODE, |
| mDepthStencilTextureMode)); |
| break; |
| } |
| case gl::Texture::DIRTY_BIT_USAGE: |
| break; |
| case gl::Texture::DIRTY_BIT_LABEL: |
| break; |
| |
| case gl::Texture::DIRTY_BIT_IMPLEMENTATION: |
| // This special dirty bit is used to signal the front-end that the implementation |
| // has local dirty bits. The real dirty bits are in mLocalDirty bits. |
| break; |
| case gl::Texture::DIRTY_BIT_BOUND_AS_IMAGE: |
| // Only used for Vulkan. |
| break; |
| |
| default: |
| UNREACHABLE(); |
| } |
| } |
| |
| mLocalDirtyBits.reset(); |
| return angle::Result::Continue; |
| } |
| |
| bool TextureGL::hasAnyDirtyBit() const |
| { |
| return mLocalDirtyBits.any(); |
| } |
| |
| angle::Result TextureGL::setBaseLevel(const gl::Context *context, GLuint baseLevel) |
| { |
| if (baseLevel != mAppliedBaseLevel) |
| { |
| const FunctionsGL *functions = GetFunctionsGL(context); |
| StateManagerGL *stateManager = GetStateManagerGL(context); |
| |
| mAppliedBaseLevel = baseLevel; |
| mLocalDirtyBits.set(gl::Texture::DIRTY_BIT_BASE_LEVEL); |
| |
| // Signal to the GL layer that the Impl has dirty bits. |
| onStateChange(angle::SubjectMessage::SubjectChanged); |
| |
| stateManager->bindTexture(getType(), mTextureID); |
| ANGLE_GL_TRY(context, functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_BASE_LEVEL, |
| baseLevel)); |
| } |
| return angle::Result::Continue; |
| } |
| |
| angle::Result TextureGL::setMaxLevel(const gl::Context *context, GLuint maxLevel) |
| { |
| if (maxLevel != mAppliedMaxLevel) |
| { |
| const FunctionsGL *functions = GetFunctionsGL(context); |
| StateManagerGL *stateManager = GetStateManagerGL(context); |
| |
| mAppliedMaxLevel = maxLevel; |
| mLocalDirtyBits.set(gl::Texture::DIRTY_BIT_MAX_LEVEL); |
| |
| // Signal to the GL layer that the Impl has dirty bits. |
| onStateChange(angle::SubjectMessage::SubjectChanged); |
| |
| stateManager->bindTexture(getType(), mTextureID); |
| ANGLE_GL_TRY(context, |
| functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_MAX_LEVEL, maxLevel)); |
| } |
| return angle::Result::Continue; |
| } |
| |
| angle::Result TextureGL::setMinFilter(const gl::Context *context, GLenum filter) |
| { |
| if (filter != mAppliedSampler.getMinFilter()) |
| { |
| const FunctionsGL *functions = GetFunctionsGL(context); |
| StateManagerGL *stateManager = GetStateManagerGL(context); |
| |
| mAppliedSampler.setMinFilter(filter); |
| mLocalDirtyBits.set(gl::Texture::DIRTY_BIT_MIN_FILTER); |
| |
| // Signal to the GL layer that the Impl has dirty bits. |
| onStateChange(angle::SubjectMessage::SubjectChanged); |
| |
| stateManager->bindTexture(getType(), mTextureID); |
| ANGLE_GL_TRY(context, |
| functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_MIN_FILTER, filter)); |
| } |
| return angle::Result::Continue; |
| } |
| angle::Result TextureGL::setMagFilter(const gl::Context *context, GLenum filter) |
| { |
| if (filter != mAppliedSampler.getMagFilter()) |
| { |
| const FunctionsGL *functions = GetFunctionsGL(context); |
| StateManagerGL *stateManager = GetStateManagerGL(context); |
| |
| mAppliedSampler.setMagFilter(filter); |
| mLocalDirtyBits.set(gl::Texture::DIRTY_BIT_MAG_FILTER); |
| |
| // Signal to the GL layer that the Impl has dirty bits. |
| onStateChange(angle::SubjectMessage::SubjectChanged); |
| |
| stateManager->bindTexture(getType(), mTextureID); |
| ANGLE_GL_TRY(context, |
| functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_MAG_FILTER, filter)); |
| } |
| return angle::Result::Continue; |
| } |
| |
| angle::Result TextureGL::setSwizzle(const gl::Context *context, GLint swizzle[4]) |
| { |
| gl::SwizzleState resultingSwizzle = |
| gl::SwizzleState(swizzle[0], swizzle[1], swizzle[2], swizzle[3]); |
| |
| if (resultingSwizzle != mAppliedSwizzle) |
| { |
| const FunctionsGL *functions = GetFunctionsGL(context); |
| StateManagerGL *stateManager = GetStateManagerGL(context); |
| |
| mAppliedSwizzle = resultingSwizzle; |
| mLocalDirtyBits.set(gl::Texture::DIRTY_BIT_SWIZZLE_RED); |
| mLocalDirtyBits.set(gl::Texture::DIRTY_BIT_SWIZZLE_GREEN); |
| mLocalDirtyBits.set(gl::Texture::DIRTY_BIT_SWIZZLE_BLUE); |
| mLocalDirtyBits.set(gl::Texture::DIRTY_BIT_SWIZZLE_ALPHA); |
| |
| // Signal to the GL layer that the Impl has dirty bits. |
| onStateChange(angle::SubjectMessage::SubjectChanged); |
| |
| stateManager->bindTexture(getType(), mTextureID); |
| ANGLE_GL_TRY(context, functions->texParameteriv(ToGLenum(getType()), |
| GL_TEXTURE_SWIZZLE_RGBA, swizzle)); |
| } |
| return angle::Result::Continue; |
| } |
| |
| GLenum TextureGL::getNativeInternalFormat(const gl::ImageIndex &index) const |
| { |
| return getLevelInfo(index.getTarget(), index.getLevelIndex()).nativeInternalFormat; |
| } |
| |
| bool TextureGL::hasEmulatedAlphaChannel(const gl::ImageIndex &index) const |
| { |
| return getLevelInfo(index.getTargetOrFirstCubeFace(), index.getLevelIndex()) |
| .emulatedAlphaChannel; |
| } |
| |
| angle::Result TextureGL::syncTextureStateSwizzle(const gl::Context *context, |
| const FunctionsGL *functions, |
| GLenum name, |
| GLenum value, |
| GLenum *outValue) |
| { |
| const LevelInfoGL &levelInfo = getBaseLevelInfo(); |
| GLenum resultSwizzle = value; |
| if (levelInfo.lumaWorkaround.enabled) |
| { |
| switch (value) |
| { |
| case GL_RED: |
| case GL_GREEN: |
| case GL_BLUE: |
| if (levelInfo.sourceFormat == GL_LUMINANCE || |
| levelInfo.sourceFormat == GL_LUMINANCE_ALPHA) |
| { |
| // Texture is backed by a RED or RG texture, point all color channels at the |
| // red channel. |
| ASSERT(levelInfo.lumaWorkaround.workaroundFormat == GL_RED || |
| levelInfo.lumaWorkaround.workaroundFormat == GL_RG); |
| resultSwizzle = GL_RED; |
| } |
| else |
| { |
| ASSERT(levelInfo.sourceFormat == GL_ALPHA); |
| // Color channels are not supposed to exist, make them always sample 0. |
| resultSwizzle = GL_ZERO; |
| } |
| break; |
| |
| case GL_ALPHA: |
| if (levelInfo.sourceFormat == GL_LUMINANCE) |
| { |
| // Alpha channel is not supposed to exist, make it always sample 1. |
| resultSwizzle = GL_ONE; |
| } |
| else if (levelInfo.sourceFormat == GL_ALPHA) |
| { |
| // Texture is backed by a RED texture, point the alpha channel at the red |
| // channel. |
| ASSERT(levelInfo.lumaWorkaround.workaroundFormat == GL_RED); |
| resultSwizzle = GL_RED; |
| } |
| else |
| { |
| ASSERT(levelInfo.sourceFormat == GL_LUMINANCE_ALPHA); |
| // Texture is backed by an RG texture, point the alpha channel at the green |
| // channel. |
| ASSERT(levelInfo.lumaWorkaround.workaroundFormat == GL_RG); |
| resultSwizzle = GL_GREEN; |
| } |
| break; |
| |
| case GL_ZERO: |
| case GL_ONE: |
| // Don't modify the swizzle state when requesting ZERO or ONE. |
| resultSwizzle = value; |
| break; |
| |
| default: |
| UNREACHABLE(); |
| break; |
| } |
| } |
| else if (levelInfo.depthStencilWorkaround) |
| { |
| switch (value) |
| { |
| case GL_RED: |
| // Don't modify the swizzle state when requesting the red channel. |
| resultSwizzle = value; |
| break; |
| |
| case GL_GREEN: |
| case GL_BLUE: |
| if (context->getClientMajorVersion() <= 2) |
| { |
| // In OES_depth_texture/ARB_depth_texture, depth |
| // textures are treated as luminance. |
| resultSwizzle = GL_RED; |
| } |
| else |
| { |
| // In GLES 3.0, depth textures are treated as RED |
| // textures, so green and blue should be 0. |
| resultSwizzle = GL_ZERO; |
| } |
| break; |
| |
| case GL_ALPHA: |
| // Depth textures should sample 1 from the alpha channel. |
| resultSwizzle = GL_ONE; |
| break; |
| |
| case GL_ZERO: |
| case GL_ONE: |
| // Don't modify the swizzle state when requesting ZERO or ONE. |
| resultSwizzle = value; |
| break; |
| |
| default: |
| UNREACHABLE(); |
| break; |
| } |
| } |
| else if (levelInfo.emulatedAlphaChannel) |
| { |
| if (value == GL_ALPHA) |
| { |
| resultSwizzle = GL_ONE; |
| } |
| } |
| |
| *outValue = resultSwizzle; |
| ANGLE_GL_TRY(context, functions->texParameteri(ToGLenum(getType()), name, resultSwizzle)); |
| |
| return angle::Result::Continue; |
| } |
| |
| void TextureGL::setLevelInfo(const gl::Context *context, |
| gl::TextureTarget target, |
| size_t level, |
| size_t levelCount, |
| const LevelInfoGL &levelInfo) |
| { |
| ASSERT(levelCount > 0); |
| |
| bool updateWorkarounds = levelInfo.depthStencilWorkaround || levelInfo.lumaWorkaround.enabled || |
| levelInfo.emulatedAlphaChannel; |
| |
| for (size_t i = level; i < level + levelCount; i++) |
| { |
| size_t index = GetLevelInfoIndex(target, i); |
| ASSERT(index < mLevelInfo.size()); |
| auto &curLevelInfo = mLevelInfo[index]; |
| |
| updateWorkarounds |= curLevelInfo.depthStencilWorkaround; |
| updateWorkarounds |= curLevelInfo.lumaWorkaround.enabled; |
| updateWorkarounds |= curLevelInfo.emulatedAlphaChannel; |
| |
| curLevelInfo = levelInfo; |
| } |
| |
| if (updateWorkarounds) |
| { |
| mLocalDirtyBits |= GetLevelWorkaroundDirtyBits(); |
| onStateChange(angle::SubjectMessage::SubjectChanged); |
| } |
| } |
| |
| void TextureGL::setLevelInfo(const gl::Context *context, |
| gl::TextureType type, |
| size_t level, |
| size_t levelCount, |
| const LevelInfoGL &levelInfo) |
| { |
| if (type == gl::TextureType::CubeMap) |
| { |
| for (gl::TextureTarget target : gl::AllCubeFaceTextureTargets()) |
| { |
| setLevelInfo(context, target, level, levelCount, levelInfo); |
| } |
| } |
| else |
| { |
| setLevelInfo(context, NonCubeTextureTypeToTarget(type), level, levelCount, levelInfo); |
| } |
| } |
| |
| const LevelInfoGL &TextureGL::getLevelInfo(gl::TextureTarget target, size_t level) const |
| { |
| return mLevelInfo[GetLevelInfoIndex(target, level)]; |
| } |
| |
| const LevelInfoGL &TextureGL::getBaseLevelInfo() const |
| { |
| GLint effectiveBaseLevel = mState.getEffectiveBaseLevel(); |
| gl::TextureTarget target = getType() == gl::TextureType::CubeMap |
| ? gl::kCubeMapTextureTargetMin |
| : gl::NonCubeTextureTypeToTarget(getType()); |
| return getLevelInfo(target, effectiveBaseLevel); |
| } |
| |
| gl::TextureType TextureGL::getType() const |
| { |
| return mState.mType; |
| } |
| |
| angle::Result TextureGL::initializeContents(const gl::Context *context, |
| const gl::ImageIndex &imageIndex) |
| { |
| ContextGL *contextGL = GetImplAs<ContextGL>(context); |
| const FunctionsGL *functions = GetFunctionsGL(context); |
| StateManagerGL *stateManager = GetStateManagerGL(context); |
| const angle::FeaturesGL &features = GetFeaturesGL(context); |
| |
| bool shouldUseClear = !nativegl::SupportsTexImage(getType()); |
| GLenum nativeInternalFormat = |
| getLevelInfo(imageIndex.getTarget(), imageIndex.getLevelIndex()).nativeInternalFormat; |
| if ((features.allowClearForRobustResourceInit.enabled || shouldUseClear) && |
| nativegl::SupportsNativeRendering(functions, mState.getType(), nativeInternalFormat)) |
| { |
| BlitGL *blitter = GetBlitGL(context); |
| |
| int levelDepth = mState.getImageDesc(imageIndex).size.depth; |
| |
| bool clearSucceeded = false; |
| ANGLE_TRY(blitter->clearRenderableTexture(context, this, nativeInternalFormat, levelDepth, |
| imageIndex, &clearSucceeded)); |
| if (clearSucceeded) |
| { |
| return angle::Result::Continue; |
| } |
| } |
| |
| // Either the texture is not renderable or was incomplete when clearing, fall back to a data |
| // upload |
| ASSERT(nativegl::SupportsTexImage(getType())); |
| const gl::ImageDesc &desc = mState.getImageDesc(imageIndex); |
| const gl::InternalFormat &internalFormatInfo = *desc.format.info; |
| |
| gl::PixelUnpackState unpackState; |
| unpackState.alignment = 1; |
| stateManager->setPixelUnpackState(unpackState); |
| |
| GLuint prevUnpackBuffer = stateManager->getBufferID(gl::BufferBinding::PixelUnpack); |
| stateManager->bindBuffer(gl::BufferBinding::PixelUnpack, 0); |
| |
| stateManager->bindTexture(getType(), mTextureID); |
| if (internalFormatInfo.compressed) |
| { |
| nativegl::CompressedTexSubImageFormat nativeSubImageFormat = |
| nativegl::GetCompressedSubTexImageFormat(functions, features, |
| internalFormatInfo.internalFormat); |
| |
| GLuint imageSize = 0; |
| ANGLE_CHECK_GL_MATH(contextGL, |
| internalFormatInfo.computeCompressedImageSize(desc.size, &imageSize)); |
| |
| angle::MemoryBuffer *zero; |
| ANGLE_CHECK_GL_ALLOC(contextGL, context->getZeroFilledBuffer(imageSize, &zero)); |
| |
| // WebGL spec requires that zero data is uploaded to compressed textures even if it might |
| // not result in zero color data. |
| if (nativegl::UseTexImage2D(getType())) |
| { |
| ANGLE_GL_TRY(context, functions->compressedTexSubImage2D( |
| ToGLenum(imageIndex.getTarget()), imageIndex.getLevelIndex(), |
| 0, 0, desc.size.width, desc.size.height, |
| nativeSubImageFormat.format, imageSize, zero->data())); |
| } |
| else |
| { |
| ASSERT(nativegl::UseTexImage3D(getType())); |
| ANGLE_GL_TRY(context, functions->compressedTexSubImage3D( |
| ToGLenum(imageIndex.getTarget()), imageIndex.getLevelIndex(), |
| 0, 0, 0, desc.size.width, desc.size.height, desc.size.depth, |
| nativeSubImageFormat.format, imageSize, zero->data())); |
| } |
| } |
| else |
| { |
| nativegl::TexSubImageFormat nativeSubImageFormat = nativegl::GetTexSubImageFormat( |
| functions, features, internalFormatInfo.format, internalFormatInfo.type); |
| |
| GLuint imageSize = 0; |
| ANGLE_CHECK_GL_MATH(contextGL, internalFormatInfo.computePackUnpackEndByte( |
| nativeSubImageFormat.type, desc.size, unpackState, |
| nativegl::UseTexImage3D(getType()), &imageSize)); |
| |
| angle::MemoryBuffer *zero; |
| ANGLE_CHECK_GL_ALLOC(contextGL, context->getZeroFilledBuffer(imageSize, &zero)); |
| |
| if (nativegl::UseTexImage2D(getType())) |
| { |
| ANGLE_GL_TRY(context, |
| functions->texSubImage2D(ToGLenum(imageIndex.getTarget()), |
| imageIndex.getLevelIndex(), 0, 0, desc.size.width, |
| desc.size.height, nativeSubImageFormat.format, |
| nativeSubImageFormat.type, zero->data())); |
| } |
| else |
| { |
| ASSERT(nativegl::UseTexImage3D(getType())); |
| ANGLE_GL_TRY(context, |
| functions->texSubImage3D( |
| ToGLenum(imageIndex.getTarget()), imageIndex.getLevelIndex(), 0, 0, 0, |
| desc.size.width, desc.size.height, desc.size.depth, |
| nativeSubImageFormat.format, nativeSubImageFormat.type, zero->data())); |
| } |
| } |
| |
| // Reset the pixel unpack state. Because this call is made after synchronizing dirty bits in a |
| // glTexImage call, we need to make sure that the texture data to be uploaded later has the |
| // expected unpack state. |
| stateManager->setPixelUnpackState(context->getState().getUnpackState()); |
| stateManager->bindBuffer(gl::BufferBinding::PixelUnpack, prevUnpackBuffer); |
| |
| return angle::Result::Continue; |
| } |
| |
| } // namespace rx |