|  | // | 
|  | // 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 ®ion) | 
|  | { | 
|  | 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 |