blob: 512662ee3dc6712a31367b5611c1ce867afad56e [file] [log] [blame]
//
// Copyright 2015 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// TextureGL.cpp: Implements the class methods for TextureGL.
#include "libANGLE/renderer/gl/TextureGL.h"
#include "common/bitset_utils.h"
#include "common/debug.h"
#include "common/utilities.h"
#include "libANGLE/Context.h"
#include "libANGLE/MemoryObject.h"
#include "libANGLE/State.h"
#include "libANGLE/Surface.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/queryconversions.h"
#include "libANGLE/renderer/gl/BlitGL.h"
#include "libANGLE/renderer/gl/BufferGL.h"
#include "libANGLE/renderer/gl/ContextGL.h"
#include "libANGLE/renderer/gl/FramebufferGL.h"
#include "libANGLE/renderer/gl/FunctionsGL.h"
#include "libANGLE/renderer/gl/ImageGL.h"
#include "libANGLE/renderer/gl/MemoryObjectGL.h"
#include "libANGLE/renderer/gl/StateManagerGL.h"
#include "libANGLE/renderer/gl/SurfaceGL.h"
#include "libANGLE/renderer/gl/formatutilsgl.h"
#include "libANGLE/renderer/gl/renderergl_utils.h"
#include "platform/FeaturesGL.h"
using angle::CheckedNumeric;
namespace rx
{
namespace
{
size_t GetLevelInfoIndex(gl::TextureTarget target, size_t level)
{
return gl::IsCubeMapFaceTarget(target)
? ((level * gl::kCubeFaceCount) + gl::CubeMapTextureTargetToFaceIndex(target))
: level;
}
bool IsLUMAFormat(GLenum format)
{
return format == GL_LUMINANCE || format == GL_ALPHA || format == GL_LUMINANCE_ALPHA;
}
LUMAWorkaroundGL GetLUMAWorkaroundInfo(GLenum originalFormat, GLenum destinationFormat)
{
if (IsLUMAFormat(originalFormat))
{
return LUMAWorkaroundGL(!IsLUMAFormat(destinationFormat), destinationFormat);
}
else
{
return LUMAWorkaroundGL(false, GL_NONE);
}
}
bool GetDepthStencilWorkaround(GLenum format)
{
return format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL;
}
bool GetEmulatedAlphaChannel(const angle::FeaturesGL &features, GLenum internalFormat)
{
return features.rgbDXT1TexturesSampleZeroAlpha.enabled &&
internalFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
}
LevelInfoGL GetLevelInfo(const angle::FeaturesGL &features,
GLenum originalInternalFormat,
GLenum destinationInternalFormat)
{
GLenum originalFormat = gl::GetUnsizedFormat(originalInternalFormat);
GLenum destinationFormat = gl::GetUnsizedFormat(destinationInternalFormat);
return LevelInfoGL(originalFormat, destinationInternalFormat,
GetDepthStencilWorkaround(originalFormat),
GetLUMAWorkaroundInfo(originalFormat, destinationFormat),
GetEmulatedAlphaChannel(features, originalFormat));
}
gl::Texture::DirtyBits GetLevelWorkaroundDirtyBits()
{
gl::Texture::DirtyBits bits;
bits.set(gl::Texture::DIRTY_BIT_SWIZZLE_RED);
bits.set(gl::Texture::DIRTY_BIT_SWIZZLE_GREEN);
bits.set(gl::Texture::DIRTY_BIT_SWIZZLE_BLUE);
bits.set(gl::Texture::DIRTY_BIT_SWIZZLE_ALPHA);
return bits;
}
size_t GetMaxLevelInfoCountForTextureType(gl::TextureType type)
{
switch (type)
{
case gl::TextureType::CubeMap:
return (gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS + 1) * gl::kCubeFaceCount;
case gl::TextureType::External:
return 1;
default:
return gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS + 1;
}
}
} // anonymous namespace
LUMAWorkaroundGL::LUMAWorkaroundGL() : LUMAWorkaroundGL(false, GL_NONE) {}
LUMAWorkaroundGL::LUMAWorkaroundGL(bool enabled_, GLenum workaroundFormat_)
: enabled(enabled_), workaroundFormat(workaroundFormat_)
{}
LevelInfoGL::LevelInfoGL() : LevelInfoGL(GL_NONE, GL_NONE, false, LUMAWorkaroundGL(), false) {}
LevelInfoGL::LevelInfoGL(GLenum sourceFormat_,
GLenum nativeInternalFormat_,
bool depthStencilWorkaround_,
const LUMAWorkaroundGL &lumaWorkaround_,
bool emulatedAlphaChannel_)
: sourceFormat(sourceFormat_),
nativeInternalFormat(nativeInternalFormat_),
depthStencilWorkaround(depthStencilWorkaround_),
lumaWorkaround(lumaWorkaround_),
emulatedAlphaChannel(emulatedAlphaChannel_)
{}
TextureGL::TextureGL(const gl::TextureState &state, GLuint id)
: TextureImpl(state),
mAppliedSwizzle(state.getSwizzleState()),
mAppliedSampler(state.getSamplerState()),
mAppliedBaseLevel(state.getEffectiveBaseLevel()),
mAppliedMaxLevel(state.getEffectiveMaxLevel()),
mTextureID(id)
{
mLevelInfo.resize(GetMaxLevelInfoCountForTextureType(getType()));
}
TextureGL::~TextureGL()
{
ASSERT(mTextureID == 0);
}
void TextureGL::onDestroy(const gl::Context *context)
{
StateManagerGL *stateManager = GetStateManagerGL(context);
stateManager->deleteTexture(mTextureID);
mTextureID = 0;
}
angle::Result TextureGL::setImage(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
const gl::Extents &size,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels)
{
const angle::FeaturesGL &features = GetFeaturesGL(context);
const gl::Buffer *unpackBuffer =
context->getState().getTargetBuffer(gl::BufferBinding::PixelUnpack);
gl::TextureTarget target = index.getTarget();
size_t level = static_cast<size_t>(index.getLevelIndex());
if (features.unpackOverlappingRowsSeparatelyUnpackBuffer.enabled && unpackBuffer &&
unpack.rowLength != 0 && unpack.rowLength < size.width)
{
// The rows overlap in unpack memory. Upload the texture row by row to work around
// driver bug.
ANGLE_TRY(
reserveTexImageToBeFilled(context, target, level, internalFormat, size, format, type));
if (size.width == 0 || size.height == 0 || size.depth == 0)
{
return angle::Result::Continue;
}
gl::Box area(0, 0, 0, size.width, size.height, size.depth);
return setSubImageRowByRowWorkaround(context, target, level, area, format, type, unpack,
unpackBuffer, pixels);
}
if (features.unpackLastRowSeparatelyForPaddingInclusion.enabled)
{
bool apply = false;
ANGLE_TRY(ShouldApplyLastRowPaddingWorkaround(
GetImplAs<ContextGL>(context), size, unpack, unpackBuffer, format, type,
nativegl::UseTexImage3D(getType()), pixels, &apply));
// The driver will think the pixel buffer doesn't have enough data, work around this bug
// by uploading the last row (and last level if 3D) separately.
if (apply)
{
ANGLE_TRY(reserveTexImageToBeFilled(context, target, level, internalFormat, size,
format, type));
if (size.width == 0 || size.height == 0 || size.depth == 0)
{
return angle::Result::Continue;
}
gl::Box area(0, 0, 0, size.width, size.height, size.depth);
return setSubImagePaddingWorkaround(context, target, level, area, format, type, unpack,
unpackBuffer, pixels);
}
}
ANGLE_TRY(setImageHelper(context, target, level, internalFormat, size, format, type, pixels));
return angle::Result::Continue;
}
angle::Result TextureGL::setImageHelper(const gl::Context *context,
gl::TextureTarget target,
size_t level,
GLenum internalFormat,
const gl::Extents &size,
GLenum format,
GLenum type,
const uint8_t *pixels)
{
ASSERT(TextureTargetToType(target) == getType());
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
const angle::FeaturesGL &features = GetFeaturesGL(context);
nativegl::TexImageFormat texImageFormat =
nativegl::GetTexImageFormat(functions, features, internalFormat, format, type);
stateManager->bindTexture(getType(), mTextureID);
if (features.resetTexImage2DBaseLevel.enabled)
{
// setBaseLevel doesn't ever generate errors.
(void)setBaseLevel(context, 0);
}
if (nativegl::UseTexImage2D(getType()))
{
ASSERT(size.depth == 1);
ANGLE_GL_TRY_ALWAYS_CHECK(
context, functions->texImage2D(ToGLenum(target), static_cast<GLint>(level),
texImageFormat.internalFormat, size.width, size.height,
0, texImageFormat.format, texImageFormat.type, pixels));
}
else
{
ASSERT(nativegl::UseTexImage3D(getType()));
ANGLE_GL_TRY_ALWAYS_CHECK(
context, functions->texImage3D(ToGLenum(target), static_cast<GLint>(level),
texImageFormat.internalFormat, size.width, size.height,
size.depth, 0, texImageFormat.format,
texImageFormat.type, pixels));
}
setLevelInfo(context, target, level, 1,
GetLevelInfo(features, internalFormat, texImageFormat.internalFormat));
return angle::Result::Continue;
}
angle::Result TextureGL::reserveTexImageToBeFilled(const gl::Context *context,
gl::TextureTarget target,
size_t level,
GLenum internalFormat,
const gl::Extents &size,
GLenum format,
GLenum type)
{
StateManagerGL *stateManager = GetStateManagerGL(context);
stateManager->setPixelUnpackBuffer(nullptr);
ANGLE_TRY(setImageHelper(context, target, level, internalFormat, size, format, type, nullptr));
return angle::Result::Continue;
}
angle::Result TextureGL::setSubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
gl::Buffer *unpackBuffer,
const uint8_t *pixels)
{
ASSERT(TextureTargetToType(index.getTarget()) == getType());
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
const angle::FeaturesGL &features = GetFeaturesGL(context);
nativegl::TexSubImageFormat texSubImageFormat =
nativegl::GetTexSubImageFormat(functions, features, format, type);
gl::TextureTarget target = index.getTarget();
size_t level = static_cast<size_t>(index.getLevelIndex());
ASSERT(getLevelInfo(target, level).lumaWorkaround.enabled ==
GetLevelInfo(features, format, texSubImageFormat.format).lumaWorkaround.enabled);
stateManager->bindTexture(getType(), mTextureID);
if (features.unpackOverlappingRowsSeparatelyUnpackBuffer.enabled && unpackBuffer &&
unpack.rowLength != 0 && unpack.rowLength < area.width)
{
return setSubImageRowByRowWorkaround(context, target, level, area, format, type, unpack,
unpackBuffer, pixels);
}
if (features.unpackLastRowSeparatelyForPaddingInclusion.enabled)
{
gl::Extents size(area.width, area.height, area.depth);
bool apply = false;
ANGLE_TRY(ShouldApplyLastRowPaddingWorkaround(
GetImplAs<ContextGL>(context), size, unpack, unpackBuffer, format, type,
nativegl::UseTexImage3D(getType()), pixels, &apply));
// The driver will think the pixel buffer doesn't have enough data, work around this bug
// by uploading the last row (and last level if 3D) separately.
if (apply)
{
return setSubImagePaddingWorkaround(context, target, level, area, format, type, unpack,
unpackBuffer, pixels);
}
}
if (nativegl::UseTexImage2D(getType()))
{
ASSERT(area.z == 0 && area.depth == 1);
ANGLE_GL_TRY(context, functions->texSubImage2D(ToGLenum(target), static_cast<GLint>(level),
area.x, area.y, area.width, area.height,
texSubImageFormat.format,
texSubImageFormat.type, pixels));
}
else
{
ASSERT(nativegl::UseTexImage3D(getType()));
ANGLE_GL_TRY(context, functions->texSubImage3D(
ToGLenum(target), static_cast<GLint>(level), area.x, area.y,
area.z, area.width, area.height, area.depth,
texSubImageFormat.format, texSubImageFormat.type, pixels));
}
return angle::Result::Continue;
}
angle::Result TextureGL::setSubImageRowByRowWorkaround(const gl::Context *context,
gl::TextureTarget target,
size_t level,
const gl::Box &area,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
const gl::Buffer *unpackBuffer,
const uint8_t *pixels)
{
ContextGL *contextGL = GetImplAs<ContextGL>(context);
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
gl::PixelUnpackState directUnpack;
directUnpack.alignment = 1;
stateManager->setPixelUnpackState(directUnpack);
stateManager->setPixelUnpackBuffer(unpackBuffer);
const gl::InternalFormat &glFormat = gl::GetInternalFormatInfo(format, type);
GLuint rowBytes = 0;
ANGLE_CHECK_GL_MATH(contextGL, glFormat.computeRowPitch(type, area.width, unpack.alignment,
unpack.rowLength, &rowBytes));
GLuint imageBytes = 0;
ANGLE_CHECK_GL_MATH(contextGL, glFormat.computeDepthPitch(area.height, unpack.imageHeight,
rowBytes, &imageBytes));
bool useTexImage3D = nativegl::UseTexImage3D(getType());
GLuint skipBytes = 0;
ANGLE_CHECK_GL_MATH(contextGL, glFormat.computeSkipBytes(type, rowBytes, imageBytes, unpack,
useTexImage3D, &skipBytes));
const uint8_t *pixelsWithSkip = pixels + skipBytes;
if (useTexImage3D)
{
for (GLint image = 0; image < area.depth; ++image)
{
GLint imageByteOffset = image * imageBytes;
for (GLint row = 0; row < area.height; ++row)
{
GLint byteOffset = imageByteOffset + row * rowBytes;
const GLubyte *rowPixels = pixelsWithSkip + byteOffset;
ANGLE_GL_TRY(context,
functions->texSubImage3D(ToGLenum(target), static_cast<GLint>(level),
area.x, row + area.y, image + area.z,
area.width, 1, 1, format, type, rowPixels));
}
}
}
else
{
ASSERT(nativegl::UseTexImage2D(getType()));
for (GLint row = 0; row < area.height; ++row)
{
GLint byteOffset = row * rowBytes;
const GLubyte *rowPixels = pixelsWithSkip + byteOffset;
ANGLE_GL_TRY(context, functions->texSubImage2D(
ToGLenum(target), static_cast<GLint>(level), area.x,
row + area.y, area.width, 1, format, type, rowPixels));
}
}
return angle::Result::Continue;
}
angle::Result TextureGL::setSubImagePaddingWorkaround(const gl::Context *context,
gl::TextureTarget target,
size_t level,
const gl::Box &area,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
const gl::Buffer *unpackBuffer,
const uint8_t *pixels)
{
ContextGL *contextGL = GetImplAs<ContextGL>(context);
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
const gl::InternalFormat &glFormat = gl::GetInternalFormatInfo(format, type);
GLuint rowBytes = 0;
ANGLE_CHECK_GL_MATH(contextGL, glFormat.computeRowPitch(type, area.width, unpack.alignment,
unpack.rowLength, &rowBytes));
GLuint imageBytes = 0;
ANGLE_CHECK_GL_MATH(contextGL, glFormat.computeDepthPitch(area.height, unpack.imageHeight,
rowBytes, &imageBytes));
bool useTexImage3D = nativegl::UseTexImage3D(getType());
GLuint skipBytes = 0;
ANGLE_CHECK_GL_MATH(contextGL, glFormat.computeSkipBytes(type, rowBytes, imageBytes, unpack,
useTexImage3D, &skipBytes));
stateManager->setPixelUnpackState(unpack);
stateManager->setPixelUnpackBuffer(unpackBuffer);
gl::PixelUnpackState directUnpack;
directUnpack.alignment = 1;
if (useTexImage3D)
{
// Upload all but the last slice
if (area.depth > 1)
{
ANGLE_GL_TRY(context,
functions->texSubImage3D(ToGLenum(target), static_cast<GLint>(level),
area.x, area.y, area.z, area.width, area.height,
area.depth - 1, format, type, pixels));
}
// Upload the last slice but its last row
if (area.height > 1)
{
// Do not include skipBytes in the last image pixel start offset as it will be done by
// the driver
GLint lastImageOffset = (area.depth - 1) * imageBytes;
const GLubyte *lastImagePixels = pixels + lastImageOffset;
ANGLE_GL_TRY(context, functions->texSubImage3D(
ToGLenum(target), static_cast<GLint>(level), area.x, area.y,
area.z + area.depth - 1, area.width, area.height - 1, 1,
format, type, lastImagePixels));
}
// Upload the last row of the last slice "manually"
stateManager->setPixelUnpackState(directUnpack);
GLint lastRowOffset =
skipBytes + (area.depth - 1) * imageBytes + (area.height - 1) * rowBytes;
const GLubyte *lastRowPixels = pixels + lastRowOffset;
ANGLE_GL_TRY(context,
functions->texSubImage3D(ToGLenum(target), static_cast<GLint>(level), area.x,
area.y + area.height - 1, area.z + area.depth - 1,
area.width, 1, 1, format, type, lastRowPixels));
}
else
{
ASSERT(nativegl::UseTexImage2D(getType()));
// Upload all but the last row
if (area.height > 1)
{
ANGLE_GL_TRY(context, functions->texSubImage2D(
ToGLenum(target), static_cast<GLint>(level), area.x, area.y,
area.width, area.height - 1, format, type, pixels));
}
// Upload the last row "manually"
stateManager->setPixelUnpackState(directUnpack);
GLint lastRowOffset = skipBytes + (area.height - 1) * rowBytes;
const GLubyte *lastRowPixels = pixels + lastRowOffset;
ANGLE_GL_TRY(context, functions->texSubImage2D(ToGLenum(target), static_cast<GLint>(level),
area.x, area.y + area.height - 1, area.width,
1, format, type, lastRowPixels));
}
return angle::Result::Continue;
}
angle::Result TextureGL::setCompressedImage(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
const gl::Extents &size,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels)
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
const angle::FeaturesGL &features = GetFeaturesGL(context);
gl::TextureTarget target = index.getTarget();
size_t level = static_cast<size_t>(index.getLevelIndex());
ASSERT(TextureTargetToType(target) == getType());
nativegl::CompressedTexImageFormat compressedTexImageFormat =
nativegl::GetCompressedTexImageFormat(functions, features, internalFormat);
stateManager->bindTexture(getType(), mTextureID);
if (nativegl::UseTexImage2D(getType()))
{
ASSERT(size.depth == 1);
ANGLE_GL_TRY_ALWAYS_CHECK(
context, functions->compressedTexImage2D(ToGLenum(target), static_cast<GLint>(level),
compressedTexImageFormat.internalFormat,
size.width, size.height, 0,
static_cast<GLsizei>(imageSize), pixels));
}
else
{
ASSERT(nativegl::UseTexImage3D(getType()));
ANGLE_GL_TRY_ALWAYS_CHECK(
context, functions->compressedTexImage3D(ToGLenum(target), static_cast<GLint>(level),
compressedTexImageFormat.internalFormat,
size.width, size.height, size.depth, 0,
static_cast<GLsizei>(imageSize), pixels));
}
LevelInfoGL levelInfo =
GetLevelInfo(features, internalFormat, compressedTexImageFormat.internalFormat);
ASSERT(!levelInfo.lumaWorkaround.enabled);
setLevelInfo(context, target, level, 1, levelInfo);
return angle::Result::Continue;
}
angle::Result TextureGL::setCompressedSubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels)
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
const angle::FeaturesGL &features = GetFeaturesGL(context);
gl::TextureTarget target = index.getTarget();
size_t level = static_cast<size_t>(index.getLevelIndex());
ASSERT(TextureTargetToType(target) == getType());
nativegl::CompressedTexSubImageFormat compressedTexSubImageFormat =
nativegl::GetCompressedSubTexImageFormat(functions, features, format);
stateManager->bindTexture(getType(), mTextureID);
if (nativegl::UseTexImage2D(getType()))
{
ASSERT(area.z == 0 && area.depth == 1);
ANGLE_GL_TRY(context, functions->compressedTexSubImage2D(
ToGLenum(target), static_cast<GLint>(level), area.x, area.y,
area.width, area.height, compressedTexSubImageFormat.format,
static_cast<GLsizei>(imageSize), pixels));
}
else
{
ASSERT(nativegl::UseTexImage3D(getType()));
ANGLE_GL_TRY(context,
functions->compressedTexSubImage3D(
ToGLenum(target), static_cast<GLint>(level), area.x, area.y, area.z,
area.width, area.height, area.depth, compressedTexSubImageFormat.format,
static_cast<GLsizei>(imageSize), pixels));
}
ASSERT(
!getLevelInfo(target, level).lumaWorkaround.enabled &&
!GetLevelInfo(features, format, compressedTexSubImageFormat.format).lumaWorkaround.enabled);
return angle::Result::Continue;
}
angle::Result TextureGL::copyImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Rectangle &sourceArea,
GLenum internalFormat,
gl::Framebuffer *source)
{
ContextGL *contextGL = GetImplAs<ContextGL>(context);
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
const angle::FeaturesGL &features = GetFeaturesGL(context);
gl::TextureTarget target = index.getTarget();
size_t level = static_cast<size_t>(index.getLevelIndex());
GLenum type = GL_NONE;
ANGLE_TRY(source->getImplementationColorReadType(context, &type));
nativegl::CopyTexImageImageFormat copyTexImageFormat =
nativegl::GetCopyTexImageImageFormat(functions, features, internalFormat, type);
stateManager->bindTexture(getType(), mTextureID);
const FramebufferGL *sourceFramebufferGL = GetImplAs<FramebufferGL>(source);
gl::Extents fbSize = sourceFramebufferGL->getState().getReadAttachment()->getSize();
// Did the read area go outside the framebuffer?
bool outside = sourceArea.x < 0 || sourceArea.y < 0 ||
sourceArea.x + sourceArea.width > fbSize.width ||
sourceArea.y + sourceArea.height > fbSize.height;
// TODO: Find a way to initialize the texture entirely in the gl level with ensureInitialized.
// Right now there is no easy way to pre-fill the texture when it is being redefined with
// partially uninitialized data.
bool requiresInitialization =
outside && (context->isRobustResourceInitEnabled() || context->isWebGL());
// When robust resource initialization is enabled, the area outside the framebuffer must be
// zeroed. We just zero the whole thing before copying into the area that overlaps the
// framebuffer.
if (requiresInitialization)
{
GLuint pixelBytes =
gl::GetInternalFormatInfo(copyTexImageFormat.internalFormat, type).pixelBytes;
angle::MemoryBuffer *zero;
ANGLE_CHECK_GL_ALLOC(
contextGL,
context->getZeroFilledBuffer(sourceArea.width * sourceArea.height * pixelBytes, &zero));
gl::PixelUnpackState unpack;
unpack.alignment = 1;
stateManager->setPixelUnpackState(unpack);
stateManager->setPixelUnpackBuffer(nullptr);
ANGLE_GL_TRY_ALWAYS_CHECK(
context, functions->texImage2D(ToGLenum(target), static_cast<GLint>(level),
copyTexImageFormat.internalFormat, sourceArea.width,
sourceArea.height, 0,
gl::GetUnsizedFormat(copyTexImageFormat.internalFormat),
type, zero->data()));
}
// Clip source area to framebuffer and copy if remaining area is not empty.
gl::Rectangle clippedArea;
if (ClipRectangle(sourceArea, gl::Rectangle(0, 0, fbSize.width, fbSize.height), &clippedArea))
{
// If fbo's read buffer and the target texture are the same texture but different levels,
// and if the read buffer is a non-base texture level, then implementations glTexImage2D
// may change the target texture and make the original texture mipmap incomplete, which in
// turn makes the fbo incomplete.
// To avoid that, we clamp BASE_LEVEL and MAX_LEVEL to the same texture level as the fbo's
// read buffer attachment. See http://crbug.com/797235
const gl::FramebufferAttachment *readBuffer = source->getReadColorAttachment();
if (readBuffer && readBuffer->type() == GL_TEXTURE)
{
TextureGL *sourceTexture = GetImplAs<TextureGL>(readBuffer->getTexture());
if (sourceTexture && sourceTexture->mTextureID == mTextureID)
{
GLuint attachedTextureLevel = readBuffer->mipLevel();
if (attachedTextureLevel != mState.getEffectiveBaseLevel())
{
ANGLE_TRY(setBaseLevel(context, attachedTextureLevel));
ANGLE_TRY(setMaxLevel(context, attachedTextureLevel));
}
}
}
LevelInfoGL levelInfo =
GetLevelInfo(features, internalFormat, copyTexImageFormat.internalFormat);
gl::Offset destOffset(clippedArea.x - sourceArea.x, clippedArea.y - sourceArea.y, 0);
if (levelInfo.lumaWorkaround.enabled)
{
BlitGL *blitter = GetBlitGL(context);
if (requiresInitialization)
{
ANGLE_TRY(blitter->copySubImageToLUMAWorkaroundTexture(
context, mTextureID, getType(), target, levelInfo.sourceFormat, level,
destOffset, clippedArea, source));
}
else
{
ANGLE_TRY(blitter->copyImageToLUMAWorkaroundTexture(
context, mTextureID, getType(), target, levelInfo.sourceFormat, level,
clippedArea, copyTexImageFormat.internalFormat, source));
}
}
else
{
ASSERT(nativegl::UseTexImage2D(getType()));
stateManager->bindFramebuffer(GL_READ_FRAMEBUFFER,
sourceFramebufferGL->getFramebufferID());
if (requiresInitialization)
{
ANGLE_GL_TRY(context, functions->copyTexSubImage2D(
ToGLenum(target), static_cast<GLint>(level), destOffset.x,
destOffset.y, clippedArea.x, clippedArea.y,
clippedArea.width, clippedArea.height));
}
else
{
ANGLE_GL_TRY_ALWAYS_CHECK(
context, functions->copyTexImage2D(ToGLenum(target), static_cast<GLint>(level),
copyTexImageFormat.internalFormat,
clippedArea.x, clippedArea.y,
clippedArea.width, clippedArea.height, 0));
}
}
setLevelInfo(context, target, level, 1, levelInfo);
}
return angle::Result::Continue;
}
angle::Result TextureGL::copySubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
gl::Framebuffer *source)
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
gl::TextureTarget target = index.getTarget();
size_t level = static_cast<size_t>(index.getLevelIndex());
const FramebufferGL *sourceFramebufferGL = GetImplAs<FramebufferGL>(source);
// Clip source area to framebuffer.
const gl::Extents fbSize = sourceFramebufferGL->getState().getReadAttachment()->getSize();
gl::Rectangle clippedArea;
if (!ClipRectangle(sourceArea, gl::Rectangle(0, 0, fbSize.width, fbSize.height), &clippedArea))
{
// nothing to do
return angle::Result::Continue;
}
gl::Offset clippedOffset(destOffset.x + clippedArea.x - sourceArea.x,
destOffset.y + clippedArea.y - sourceArea.y, destOffset.z);
stateManager->bindTexture(getType(), mTextureID);
stateManager->bindFramebuffer(GL_READ_FRAMEBUFFER, sourceFramebufferGL->getFramebufferID());
const LevelInfoGL &levelInfo = getLevelInfo(target, level);
if (levelInfo.lumaWorkaround.enabled)
{
BlitGL *blitter = GetBlitGL(context);
ANGLE_TRY(blitter->copySubImageToLUMAWorkaroundTexture(
context, mTextureID, getType(), target, levelInfo.sourceFormat, level, clippedOffset,
clippedArea, source));
}
else
{
if (nativegl::UseTexImage2D(getType()))
{
ASSERT(clippedOffset.z == 0);
ANGLE_GL_TRY(context, functions->copyTexSubImage2D(
ToGLenum(target), static_cast<GLint>(level), clippedOffset.x,
clippedOffset.y, clippedArea.x, clippedArea.y,
clippedArea.width, clippedArea.height));
}
else
{
ASSERT(nativegl::UseTexImage3D(getType()));
ANGLE_GL_TRY(context, functions->copyTexSubImage3D(
ToGLenum(target), static_cast<GLint>(level), clippedOffset.x,
clippedOffset.y, clippedOffset.z, clippedArea.x,
clippedArea.y, clippedArea.width, clippedArea.height));
}
}
return angle::Result::Continue;
}
angle::Result TextureGL::copyTexture(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
GLenum type,
size_t sourceLevel,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const gl::Texture *source)
{
gl::TextureTarget target = index.getTarget();
size_t level = static_cast<size_t>(index.getLevelIndex());
const TextureGL *sourceGL = GetImplAs<TextureGL>(source);
const gl::ImageDesc &sourceImageDesc =
sourceGL->mState.getImageDesc(NonCubeTextureTypeToTarget(source->getType()), sourceLevel);
gl::Rectangle sourceArea(0, 0, sourceImageDesc.size.width, sourceImageDesc.size.height);
ANGLE_TRY(reserveTexImageToBeFilled(context, target, level, internalFormat,
sourceImageDesc.size, gl::GetUnsizedFormat(internalFormat),
type));
const gl::InternalFormat &destFormatInfo = gl::GetInternalFormatInfo(internalFormat, type);
return copySubTextureHelper(context, target, level, gl::Offset(0, 0, 0), sourceLevel,
sourceArea, destFormatInfo, unpackFlipY, unpackPremultiplyAlpha,
unpackUnmultiplyAlpha, source);
}
angle::Result TextureGL::copySubTexture(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
size_t sourceLevel,
const gl::Box &sourceBox,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const gl::Texture *source)
{
gl::TextureTarget target = index.getTarget();
size_t level = static_cast<size_t>(index.getLevelIndex());
const gl::InternalFormat &destFormatInfo = *mState.getImageDesc(target, level).format.info;
return copySubTextureHelper(context, target, level, destOffset, sourceLevel, sourceBox.toRect(),
destFormatInfo, unpackFlipY, unpackPremultiplyAlpha,
unpackUnmultiplyAlpha, source);
}
angle::Result TextureGL::copySubTextureHelper(const gl::Context *context,
gl::TextureTarget target,
size_t level,
const gl::Offset &destOffset,
size_t sourceLevel,
const gl::Rectangle &sourceArea,
const gl::InternalFormat &destFormat,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const gl::Texture *source)
{
const FunctionsGL *functions = GetFunctionsGL(context);
BlitGL *blitter = GetBlitGL(context);
TextureGL *sourceGL = GetImplAs<TextureGL>(source);
const gl::ImageDesc &sourceImageDesc =
sourceGL->mState.getImageDesc(NonCubeTextureTypeToTarget(source->getType()), sourceLevel);
// Check is this is a simple copySubTexture that can be done with a copyTexSubImage
ASSERT(sourceGL->getType() == gl::TextureType::_2D ||
source->getType() == gl::TextureType::External ||
source->getType() == gl::TextureType::Rectangle);
const LevelInfoGL &sourceLevelInfo =
sourceGL->getLevelInfo(NonCubeTextureTypeToTarget(source->getType()), sourceLevel);
bool needsLumaWorkaround = sourceLevelInfo.lumaWorkaround.enabled;
const gl::InternalFormat &sourceFormatInfo = *sourceImageDesc.format.info;
GLenum sourceFormat = sourceFormatInfo.format;
bool sourceFormatContainSupersetOfDestFormat =
(sourceFormat == destFormat.format && sourceFormat != GL_BGRA_EXT) ||
(sourceFormat == GL_RGBA && destFormat.format == GL_RGB);
GLenum sourceComponentType = sourceFormatInfo.componentType;
GLenum destComponentType = destFormat.componentType;
bool destSRGB = destFormat.colorEncoding == GL_SRGB;
if (!unpackFlipY && unpackPremultiplyAlpha == unpackUnmultiplyAlpha && !needsLumaWorkaround &&
sourceFormatContainSupersetOfDestFormat && sourceComponentType == destComponentType &&
!destSRGB && sourceGL->getType() == gl::TextureType::_2D)
{
bool copySucceeded = false;
ANGLE_TRY(blitter->copyTexSubImage(context, sourceGL, sourceLevel, this, target, level,
sourceArea, destOffset, &copySucceeded));
if (copySucceeded)
{
return angle::Result::Continue;
}
}
// Check if the destination is renderable and copy on the GPU
const LevelInfoGL &destLevelInfo = getLevelInfo(target, level);
// todo(jonahr): http://crbug.com/773861
// Behavior for now is to fallback to CPU readback implementation if the destination texture
// is a luminance format. The correct solution is to handle both source and destination in the
// luma workaround.
if (!destSRGB && !destLevelInfo.lumaWorkaround.enabled &&
nativegl::SupportsNativeRendering(functions, getType(), destLevelInfo.nativeInternalFormat))
{
bool copySucceeded = false;
ANGLE_TRY(blitter->copySubTexture(
context, sourceGL, sourceLevel, sourceComponentType, mTextureID, target, level,
destComponentType, sourceImageDesc.size, sourceArea, destOffset, needsLumaWorkaround,
sourceLevelInfo.sourceFormat, unpackFlipY, unpackPremultiplyAlpha,
unpackUnmultiplyAlpha, &copySucceeded));
if (copySucceeded)
{
return angle::Result::Continue;
}
}
// Fall back to CPU-readback
return blitter->copySubTextureCPUReadback(
context, sourceGL, sourceLevel, sourceFormatInfo.sizedInternalFormat, this, target, level,
destFormat.format, destFormat.type, sourceImageDesc.size, sourceArea, destOffset,
needsLumaWorkaround, sourceLevelInfo.sourceFormat, unpackFlipY, unpackPremultiplyAlpha,
unpackUnmultiplyAlpha);
}
angle::Result TextureGL::setStorage(const gl::Context *context,
gl::TextureType type,
size_t levels,
GLenum internalFormat,
const gl::Extents &size)
{
ContextGL *contextGL = GetImplAs<ContextGL>(context);
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
const angle::FeaturesGL &features = GetFeaturesGL(context);
nativegl::TexStorageFormat texStorageFormat =
nativegl::GetTexStorageFormat(functions, features, internalFormat);
stateManager->bindTexture(getType(), mTextureID);
if (nativegl::UseTexImage2D(getType()))
{
ASSERT(size.depth == 1);
if (functions->texStorage2D)
{
ANGLE_GL_TRY_ALWAYS_CHECK(
context,
functions->texStorage2D(ToGLenum(type), static_cast<GLsizei>(levels),
texStorageFormat.internalFormat, size.width, size.height));
}
else
{
// Make sure no pixel unpack buffer is bound
stateManager->bindBuffer(gl::BufferBinding::PixelUnpack, 0);
const gl::InternalFormat &internalFormatInfo =
gl::GetSizedInternalFormatInfo(internalFormat);
// Internal format must be sized
ASSERT(internalFormatInfo.sized);
for (size_t level = 0; level < levels; level++)
{
gl::Extents levelSize(std::max(size.width >> level, 1),
std::max(size.height >> level, 1), 1);
if (getType() == gl::TextureType::_2D || getType() == gl::TextureType::Rectangle)
{
if (internalFormatInfo.compressed)
{
nativegl::CompressedTexSubImageFormat compressedTexImageFormat =
nativegl::GetCompressedSubTexImageFormat(functions, features,
internalFormat);
GLuint dataSize = 0;
ANGLE_CHECK_GL_MATH(
contextGL,
internalFormatInfo.computeCompressedImageSize(levelSize, &dataSize));
ANGLE_GL_TRY_ALWAYS_CHECK(
context,
functions->compressedTexImage2D(
ToGLenum(type), static_cast<GLint>(level),
compressedTexImageFormat.format, levelSize.width, levelSize.height,
0, static_cast<GLsizei>(dataSize), nullptr));
}
else
{
nativegl::TexImageFormat texImageFormat = nativegl::GetTexImageFormat(
functions, features, internalFormat, internalFormatInfo.format,
internalFormatInfo.type);
ANGLE_GL_TRY_ALWAYS_CHECK(
context,
functions->texImage2D(ToGLenum(type), static_cast<GLint>(level),
texImageFormat.internalFormat, levelSize.width,
levelSize.height, 0, texImageFormat.format,
texImageFormat.type, nullptr));
}
}
else
{
ASSERT(getType() == gl::TextureType::CubeMap);
for (gl::TextureTarget face : gl::AllCubeFaceTextureTargets())
{
if (internalFormatInfo.compressed)
{
nativegl::CompressedTexSubImageFormat compressedTexImageFormat =
nativegl::GetCompressedSubTexImageFormat(functions, features,
internalFormat);
GLuint dataSize = 0;
ANGLE_CHECK_GL_MATH(contextGL,
internalFormatInfo.computeCompressedImageSize(
levelSize, &dataSize));
ANGLE_GL_TRY_ALWAYS_CHECK(
context,
functions->compressedTexImage2D(
ToGLenum(face), static_cast<GLint>(level),
compressedTexImageFormat.format, levelSize.width,
levelSize.height, 0, static_cast<GLsizei>(dataSize), nullptr));
}
else
{
nativegl::TexImageFormat texImageFormat = nativegl::GetTexImageFormat(
functions, features, internalFormat, internalFormatInfo.format,
internalFormatInfo.type);
ANGLE_GL_TRY_ALWAYS_CHECK(
context, functions->texImage2D(
ToGLenum(face), static_cast<GLint>(level),
texImageFormat.internalFormat, levelSize.width,
levelSize.height, 0, texImageFormat.format,
texImageFormat.type, nullptr));
}
}
}
}
}
}
else
{
ASSERT(nativegl::UseTexImage3D(getType()));
if (functions->texStorage3D)
{
ANGLE_GL_TRY_ALWAYS_CHECK(
context, functions->texStorage3D(ToGLenum(type), static_cast<GLsizei>(levels),
texStorageFormat.internalFormat, size.width,
size.height, size.depth));
}
else
{
// Make sure no pixel unpack buffer is bound
stateManager->bindBuffer(gl::BufferBinding::PixelUnpack, 0);
const gl::InternalFormat &internalFormatInfo =
gl::GetSizedInternalFormatInfo(internalFormat);
// Internal format must be sized
ASSERT(internalFormatInfo.sized);
for (GLsizei i = 0; i < static_cast<GLsizei>(levels); i++)
{
gl::Extents levelSize(
std::max(size.width >> i, 1), std::max(size.height >> i, 1),
getType() == gl::TextureType::_3D ? std::max(size.depth >> i, 1) : size.depth);
if (internalFormatInfo.compressed)
{
nativegl::CompressedTexSubImageFormat compressedTexImageFormat =
nativegl::GetCompressedSubTexImageFormat(functions, features,
internalFormat);
GLuint dataSize = 0;
ANGLE_CHECK_GL_MATH(contextGL, internalFormatInfo.computeCompressedImageSize(
levelSize, &dataSize));
ANGLE_GL_TRY_ALWAYS_CHECK(
context, functions->compressedTexImage3D(
ToGLenum(type), i, compressedTexImageFormat.format,
levelSize.width, levelSize.height, levelSize.depth, 0,
static_cast<GLsizei>(dataSize), nullptr));
}
else
{
nativegl::TexImageFormat texImageFormat = nativegl::GetTexImageFormat(
functions, features, internalFormat, internalFormatInfo.format,
internalFormatInfo.type);
ANGLE_GL_TRY_ALWAYS_CHECK(
context,
functions->texImage3D(ToGLenum(type), i, texImageFormat.internalFormat,
levelSize.width, levelSize.height, levelSize.depth, 0,
texImageFormat.format, texImageFormat.type, nullptr));
}
}
}
}
setLevelInfo(context, type, 0, levels,
GetLevelInfo(features, internalFormat, texStorageFormat.internalFormat));
return angle::Result::Continue;
}
angle::Result TextureGL::setImageExternal(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
const gl::Extents &size,
GLenum format,
GLenum type)
{
const FunctionsGL *functions = GetFunctionsGL(context);
const angle::FeaturesGL &features = GetFeaturesGL(context);
gl::TextureTarget target = index.getTarget();
size_t level = static_cast<size_t>(index.getLevelIndex());
nativegl::TexImageFormat texImageFormat =
nativegl::GetTexImageFormat(functions, features, internalFormat, format, type);
setLevelInfo(context, target, level, 1,
GetLevelInfo(features, internalFormat, texImageFormat.internalFormat));
return angle::Result::Continue;
}
angle::Result TextureGL::setStorageMultisample(const gl::Context *context,
gl::TextureType type,
GLsizei samples,
GLint internalformat,
const gl::Extents &size,
bool fixedSampleLocations)
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
const angle::FeaturesGL &features = GetFeaturesGL(context);
nativegl::TexStorageFormat texStorageFormat =
nativegl::GetTexStorageFormat(functions, features, internalformat);
stateManager->bindTexture(getType(), mTextureID);
if (nativegl::UseTexImage2D(getType()))
{
ASSERT(size.depth == 1);
if (functions->texStorage2DMultisample)
{
ANGLE_GL_TRY_ALWAYS_CHECK(
context, functions->texStorage2DMultisample(
ToGLenum(type), samples, texStorageFormat.internalFormat, size.width,
size.height, gl::ConvertToGLBoolean(fixedSampleLocations)));
}
else
{
// texImage2DMultisample is similar to texStorage2DMultisample of es 3.1 core feature,
// On macos and some old drivers which doesn't support OpenGL ES 3.1, the function can
// be supported by ARB_texture_multisample or OpenGL 3.2 core feature.
ANGLE_GL_TRY_ALWAYS_CHECK(
context, functions->texImage2DMultisample(
ToGLenum(type), samples, texStorageFormat.internalFormat, size.width,
size.height, gl::ConvertToGLBoolean(fixedSampleLocations)));
}
}
else
{
ASSERT(nativegl::UseTexImage3D(getType()));
ANGLE_GL_TRY_ALWAYS_CHECK(
context, functions->texStorage3DMultisample(
ToGLenum(type), samples, texStorageFormat.internalFormat, size.width,
size.height, size.depth, gl::ConvertToGLBoolean(fixedSampleLocations)));
}
setLevelInfo(context, type, 0, 1,
GetLevelInfo(features, internalformat, texStorageFormat.internalFormat));
return angle::Result::Continue;
}
angle::Result TextureGL::setStorageExternalMemory(const gl::Context *context,
gl::TextureType type,
size_t levels,
GLenum internalFormat,
const gl::Extents &size,
gl::MemoryObject *memoryObject,
GLuint64 offset)
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
const angle::FeaturesGL &features = GetFeaturesGL(context);
MemoryObjectGL *memoryObjectGL = GetImplAs<MemoryObjectGL>(memoryObject);
nativegl::TexStorageFormat texStorageFormat =
nativegl::GetTexStorageFormat(functions, features, internalFormat);
stateManager->bindTexture(getType(), mTextureID);
if (nativegl::UseTexImage2D(getType()))
{
ANGLE_GL_TRY_ALWAYS_CHECK(
context,
functions->texStorageMem2DEXT(ToGLenum(type), static_cast<GLsizei>(levels),
texStorageFormat.internalFormat, size.width, size.height,
memoryObjectGL->getMemoryObjectID(), offset));
}
else
{
ASSERT(nativegl::UseTexImage3D(getType()));
ANGLE_GL_TRY_ALWAYS_CHECK(
context,
functions->texStorageMem3DEXT(ToGLenum(type), static_cast<GLsizei>(levels),
texStorageFormat.internalFormat, size.width, size.height,
size.depth, memoryObjectGL->getMemoryObjectID(), offset));
}
setLevelInfo(context, type, 0, levels,
GetLevelInfo(features, internalFormat, texStorageFormat.internalFormat));
return angle::Result::Continue;
}
angle::Result TextureGL::setImageExternal(const gl::Context *context,
gl::TextureType type,
egl::Stream *stream,
const egl::Stream::GLTextureDescription &desc)
{
ANGLE_GL_UNREACHABLE(GetImplAs<ContextGL>(context));
return angle::Result::Stop;
}
angle::Result TextureGL::generateMipmap(const gl::Context *context)
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
stateManager->bindTexture(getType(), mTextureID);
ANGLE_GL_TRY_ALWAYS_CHECK(context, functions->generateMipmap(ToGLenum(getType())));
const GLuint effectiveBaseLevel = mState.getEffectiveBaseLevel();
const GLuint maxLevel = mState.getMipmapMaxLevel();
setLevelInfo(context, getType(), effectiveBaseLevel, maxLevel - effectiveBaseLevel,
getBaseLevelInfo());
return angle::Result::Continue;
}
angle::Result TextureGL::bindTexImage(const gl::Context *context, egl::Surface *surface)
{
ASSERT(getType() == gl::TextureType::_2D || getType() == gl::TextureType::Rectangle);
StateManagerGL *stateManager = GetStateManagerGL(context);
// Make sure this texture is bound
stateManager->bindTexture(getType(), mTextureID);
SurfaceGL *surfaceGL = GetImplAs<SurfaceGL>(surface);
setLevelInfo(context, getType(), 0, 1,
LevelInfoGL(GL_NONE, GL_NONE, false, LUMAWorkaroundGL(),
surfaceGL->hasEmulatedAlphaChannel()));
return angle::Result::Continue;
}
angle::Result TextureGL::releaseTexImage(const gl::Context *context)
{
ASSERT(getType() == gl::TextureType::_2D || getType() == gl::TextureType::Rectangle);
const angle::FeaturesGL &features = GetFeaturesGL(context);
if (!features.resettingTexturesGeneratesErrors.enabled)
{
// Not all Surface implementations reset the size of mip 0 when releasing, do it manually
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
stateManager->bindTexture(getType(), mTextureID);
ASSERT(nativegl::UseTexImage2D(getType()));
ANGLE_GL_TRY(context, functions->texImage2D(ToGLenum(getType()), 0, GL_RGBA, 0, 0, 0,
GL_RGBA, GL_UNSIGNED_BYTE, nullptr));
}
return angle::Result::Continue;
}
angle::Result TextureGL::setEGLImageTarget(const gl::Context *context,
gl::TextureType type,
egl::Image *image)
{
const angle::FeaturesGL &features = GetFeaturesGL(context);
ImageGL *imageGL = GetImplAs<ImageGL>(image);
GLenum imageNativeInternalFormat = GL_NONE;
ANGLE_TRY(imageGL->setTexture2D(context, type, this, &imageNativeInternalFormat));
setLevelInfo(
context, type, 0, 1,
GetLevelInfo(features, image->getFormat().info->internalFormat, imageNativeInternalFormat));
return angle::Result::Continue;
}
GLint TextureGL::getNativeID() const
{
return mTextureID;
}
angle::Result TextureGL::syncState(const gl::Context *context,
const gl::Texture::DirtyBits &dirtyBits)
{
if (dirtyBits.none() && mLocalDirtyBits.none())
{
return angle::Result::Continue;
}
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
stateManager->bindTexture(getType(), mTextureID);
if (dirtyBits[gl::Texture::DIRTY_BIT_BASE_LEVEL] || dirtyBits[gl::Texture::DIRTY_BIT_MAX_LEVEL])
{
// Don't know if the previous base level was using any workarounds, always re-sync the
// workaround dirty bits
mLocalDirtyBits |= GetLevelWorkaroundDirtyBits();
}
for (auto dirtyBit : (dirtyBits | mLocalDirtyBits))
{
switch (dirtyBit)
{
case gl::Texture::DIRTY_BIT_MIN_FILTER:
mAppliedSampler.setMinFilter(mState.getSamplerState().getMinFilter());
ANGLE_GL_TRY(context,
functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_MIN_FILTER,
mAppliedSampler.getMinFilter()));
break;
case gl::Texture::DIRTY_BIT_MAG_FILTER:
mAppliedSampler.setMagFilter(mState.getSamplerState().getMagFilter());
ANGLE_GL_TRY(context,
functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_MAG_FILTER,
mAppliedSampler.getMagFilter()));
break;
case gl::Texture::DIRTY_BIT_WRAP_S:
mAppliedSampler.setWrapS(mState.getSamplerState().getWrapS());
ANGLE_GL_TRY(context,
functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_WRAP_S,
mAppliedSampler.getWrapS()));
break;
case gl::Texture::DIRTY_BIT_WRAP_T:
mAppliedSampler.setWrapT(mState.getSamplerState().getWrapT());
ANGLE_GL_TRY(context,
functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_WRAP_T,
mAppliedSampler.getWrapT()));
break;
case gl::Texture::DIRTY_BIT_WRAP_R:
mAppliedSampler.setWrapR(mState.getSamplerState().getWrapR());
ANGLE_GL_TRY(context,
functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_WRAP_R,
mAppliedSampler.getWrapR()));
break;
case gl::Texture::DIRTY_BIT_MAX_ANISOTROPY:
mAppliedSampler.setMaxAnisotropy(mState.getSamplerState().getMaxAnisotropy());
ANGLE_GL_TRY(context, functions->texParameterf(ToGLenum(getType()),
GL_TEXTURE_MAX_ANISOTROPY_EXT,
mAppliedSampler.getMaxAnisotropy()));
break;
case gl::Texture::DIRTY_BIT_MIN_LOD:
mAppliedSampler.setMinLod(mState.getSamplerState().getMinLod());
ANGLE_GL_TRY(context,
functions->texParameterf(ToGLenum(getType()), GL_TEXTURE_MIN_LOD,
mAppliedSampler.getMinLod()));
break;
case gl::Texture::DIRTY_BIT_MAX_LOD:
mAppliedSampler.setMaxLod(mState.getSamplerState().getMaxLod());
ANGLE_GL_TRY(context,
functions->texParameterf(ToGLenum(getType()), GL_TEXTURE_MAX_LOD,
mAppliedSampler.getMaxLod()));
break;
case gl::Texture::DIRTY_BIT_COMPARE_MODE:
mAppliedSampler.setCompareMode(mState.getSamplerState().getCompareMode());
ANGLE_GL_TRY(context,
functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_COMPARE_MODE,
mAppliedSampler.getCompareMode()));
break;
case gl::Texture::DIRTY_BIT_COMPARE_FUNC:
mAppliedSampler.setCompareFunc(mState.getSamplerState().getCompareFunc());
ANGLE_GL_TRY(context,
functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_COMPARE_FUNC,
mAppliedSampler.getCompareFunc()));
break;
case gl::Texture::DIRTY_BIT_SRGB_DECODE:
mAppliedSampler.setSRGBDecode(mState.getSamplerState().getSRGBDecode());
ANGLE_GL_TRY(context, functions->texParameteri(ToGLenum(getType()),
GL_TEXTURE_SRGB_DECODE_EXT,
mAppliedSampler.getSRGBDecode()));
break;
case gl::Texture::DIRTY_BIT_BORDER_COLOR:
{
const angle::ColorGeneric &borderColor(mState.getSamplerState().getBorderColor());
mAppliedSampler.setBorderColor(borderColor);
switch (borderColor.type)
{
case angle::ColorGeneric::Type::Float:
ANGLE_GL_TRY(context, functions->texParameterfv(ToGLenum(getType()),
GL_TEXTURE_BORDER_COLOR,
&borderColor.colorF.red));
break;
case angle::ColorGeneric::Type::Int:
ANGLE_GL_TRY(context, functions->texParameterIiv(ToGLenum(getType()),
GL_TEXTURE_BORDER_COLOR,
&borderColor.colorI.red));
break;
case angle::ColorGeneric::Type::UInt:
ANGLE_GL_TRY(context, functions->texParameterIuiv(
ToGLenum(getType()), GL_TEXTURE_BORDER_COLOR,
&borderColor.colorUI.red));
break;
default:
UNREACHABLE();
break;
}
break;
}
// Texture state
case gl::Texture::DIRTY_BIT_SWIZZLE_RED:
ANGLE_TRY(syncTextureStateSwizzle(context, functions, GL_TEXTURE_SWIZZLE_R,
mState.getSwizzleState().swizzleRed,
&mAppliedSwizzle.swizzleRed));
break;
case gl::Texture::DIRTY_BIT_SWIZZLE_GREEN:
ANGLE_TRY(syncTextureStateSwizzle(context, functions, GL_TEXTURE_SWIZZLE_G,
mState.getSwizzleState().swizzleGreen,
&mAppliedSwizzle.swizzleGreen));
break;
case gl::Texture::DIRTY_BIT_SWIZZLE_BLUE:
ANGLE_TRY(syncTextureStateSwizzle(context, functions, GL_TEXTURE_SWIZZLE_B,
mState.getSwizzleState().swizzleBlue,
&mAppliedSwizzle.swizzleBlue));
break;
case gl::Texture::DIRTY_BIT_SWIZZLE_ALPHA:
ANGLE_TRY(syncTextureStateSwizzle(context, functions, GL_TEXTURE_SWIZZLE_A,
mState.getSwizzleState().swizzleAlpha,
&mAppliedSwizzle.swizzleAlpha));
break;
case gl::Texture::DIRTY_BIT_BASE_LEVEL:
mAppliedBaseLevel = mState.getEffectiveBaseLevel();
ANGLE_GL_TRY(context,
functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_BASE_LEVEL,
mAppliedBaseLevel));
break;
case gl::Texture::DIRTY_BIT_MAX_LEVEL:
mAppliedMaxLevel = mState.getEffectiveMaxLevel();
ANGLE_GL_TRY(context,
functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_MAX_LEVEL,
mAppliedMaxLevel));
break;
case gl::Texture::DIRTY_BIT_DEPTH_STENCIL_TEXTURE_MODE:
{
GLenum mDepthStencilTextureMode = mState.getDepthStencilTextureMode();
ANGLE_GL_TRY(context, functions->texParameteri(ToGLenum(getType()),
GL_DEPTH_STENCIL_TEXTURE_MODE,
mDepthStencilTextureMode));
break;
}
case gl::Texture::DIRTY_BIT_USAGE:
break;
case gl::Texture::DIRTY_BIT_LABEL:
break;
case gl::Texture::DIRTY_BIT_IMPLEMENTATION:
// This special dirty bit is used to signal the front-end that the implementation
// has local dirty bits. The real dirty bits are in mLocalDirty bits.
break;
case gl::Texture::DIRTY_BIT_BOUND_AS_IMAGE:
// Only used for Vulkan.
break;
default:
UNREACHABLE();
}
}
mLocalDirtyBits.reset();
return angle::Result::Continue;
}
bool TextureGL::hasAnyDirtyBit() const
{
return mLocalDirtyBits.any();
}
angle::Result TextureGL::setBaseLevel(const gl::Context *context, GLuint baseLevel)
{
if (baseLevel != mAppliedBaseLevel)
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
mAppliedBaseLevel = baseLevel;
mLocalDirtyBits.set(gl::Texture::DIRTY_BIT_BASE_LEVEL);
// Signal to the GL layer that the Impl has dirty bits.
onStateChange(angle::SubjectMessage::SubjectChanged);
stateManager->bindTexture(getType(), mTextureID);
ANGLE_GL_TRY(context, functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_BASE_LEVEL,
baseLevel));
}
return angle::Result::Continue;
}
angle::Result TextureGL::setMaxLevel(const gl::Context *context, GLuint maxLevel)
{
if (maxLevel != mAppliedMaxLevel)
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
mAppliedMaxLevel = maxLevel;
mLocalDirtyBits.set(gl::Texture::DIRTY_BIT_MAX_LEVEL);
// Signal to the GL layer that the Impl has dirty bits.
onStateChange(angle::SubjectMessage::SubjectChanged);
stateManager->bindTexture(getType(), mTextureID);
ANGLE_GL_TRY(context,
functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_MAX_LEVEL, maxLevel));
}
return angle::Result::Continue;
}
angle::Result TextureGL::setMinFilter(const gl::Context *context, GLenum filter)
{
if (filter != mAppliedSampler.getMinFilter())
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
mAppliedSampler.setMinFilter(filter);
mLocalDirtyBits.set(gl::Texture::DIRTY_BIT_MIN_FILTER);
// Signal to the GL layer that the Impl has dirty bits.
onStateChange(angle::SubjectMessage::SubjectChanged);
stateManager->bindTexture(getType(), mTextureID);
ANGLE_GL_TRY(context,
functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_MIN_FILTER, filter));
}
return angle::Result::Continue;
}
angle::Result TextureGL::setMagFilter(const gl::Context *context, GLenum filter)
{
if (filter != mAppliedSampler.getMagFilter())
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
mAppliedSampler.setMagFilter(filter);
mLocalDirtyBits.set(gl::Texture::DIRTY_BIT_MAG_FILTER);
// Signal to the GL layer that the Impl has dirty bits.
onStateChange(angle::SubjectMessage::SubjectChanged);
stateManager->bindTexture(getType(), mTextureID);
ANGLE_GL_TRY(context,
functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_MAG_FILTER, filter));
}
return angle::Result::Continue;
}
angle::Result TextureGL::setSwizzle(const gl::Context *context, GLint swizzle[4])
{
gl::SwizzleState resultingSwizzle =
gl::SwizzleState(swizzle[0], swizzle[1], swizzle[2], swizzle[3]);
if (resultingSwizzle != mAppliedSwizzle)
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
mAppliedSwizzle = resultingSwizzle;
mLocalDirtyBits.set(gl::Texture::DIRTY_BIT_SWIZZLE_RED);
mLocalDirtyBits.set(gl::Texture::DIRTY_BIT_SWIZZLE_GREEN);
mLocalDirtyBits.set(gl::Texture::DIRTY_BIT_SWIZZLE_BLUE);
mLocalDirtyBits.set(gl::Texture::DIRTY_BIT_SWIZZLE_ALPHA);
// Signal to the GL layer that the Impl has dirty bits.
onStateChange(angle::SubjectMessage::SubjectChanged);
stateManager->bindTexture(getType(), mTextureID);
ANGLE_GL_TRY(context, functions->texParameteriv(ToGLenum(getType()),
GL_TEXTURE_SWIZZLE_RGBA, swizzle));
}
return angle::Result::Continue;
}
GLenum TextureGL::getNativeInternalFormat(const gl::ImageIndex &index) const
{
return getLevelInfo(index.getTarget(), index.getLevelIndex()).nativeInternalFormat;
}
bool TextureGL::hasEmulatedAlphaChannel(const gl::ImageIndex &index) const
{
return getLevelInfo(index.getTargetOrFirstCubeFace(), index.getLevelIndex())
.emulatedAlphaChannel;
}
angle::Result TextureGL::syncTextureStateSwizzle(const gl::Context *context,
const FunctionsGL *functions,
GLenum name,
GLenum value,
GLenum *outValue)
{
const LevelInfoGL &levelInfo = getBaseLevelInfo();
GLenum resultSwizzle = value;
if (levelInfo.lumaWorkaround.enabled)
{
switch (value)
{
case GL_RED:
case GL_GREEN:
case GL_BLUE:
if (levelInfo.sourceFormat == GL_LUMINANCE ||
levelInfo.sourceFormat == GL_LUMINANCE_ALPHA)
{
// Texture is backed by a RED or RG texture, point all color channels at the
// red channel.
ASSERT(levelInfo.lumaWorkaround.workaroundFormat == GL_RED ||
levelInfo.lumaWorkaround.workaroundFormat == GL_RG);
resultSwizzle = GL_RED;
}
else
{
ASSERT(levelInfo.sourceFormat == GL_ALPHA);
// Color channels are not supposed to exist, make them always sample 0.
resultSwizzle = GL_ZERO;
}
break;
case GL_ALPHA:
if (levelInfo.sourceFormat == GL_LUMINANCE)
{
// Alpha channel is not supposed to exist, make it always sample 1.
resultSwizzle = GL_ONE;
}
else if (levelInfo.sourceFormat == GL_ALPHA)
{
// Texture is backed by a RED texture, point the alpha channel at the red
// channel.
ASSERT(levelInfo.lumaWorkaround.workaroundFormat == GL_RED);
resultSwizzle = GL_RED;
}
else
{
ASSERT(levelInfo.sourceFormat == GL_LUMINANCE_ALPHA);
// Texture is backed by an RG texture, point the alpha channel at the green
// channel.
ASSERT(levelInfo.lumaWorkaround.workaroundFormat == GL_RG);
resultSwizzle = GL_GREEN;
}
break;
case GL_ZERO:
case GL_ONE:
// Don't modify the swizzle state when requesting ZERO or ONE.
resultSwizzle = value;
break;
default:
UNREACHABLE();
break;
}
}
else if (levelInfo.depthStencilWorkaround)
{
switch (value)
{
case GL_RED:
// Don't modify the swizzle state when requesting the red channel.
resultSwizzle = value;
break;
case GL_GREEN:
case GL_BLUE:
if (context->getClientMajorVersion() <= 2)
{
// In OES_depth_texture/ARB_depth_texture, depth
// textures are treated as luminance.
resultSwizzle = GL_RED;
}
else
{
// In GLES 3.0, depth textures are treated as RED
// textures, so green and blue should be 0.
resultSwizzle = GL_ZERO;
}
break;
case GL_ALPHA:
// Depth textures should sample 1 from the alpha channel.
resultSwizzle = GL_ONE;
break;
case GL_ZERO:
case GL_ONE:
// Don't modify the swizzle state when requesting ZERO or ONE.
resultSwizzle = value;
break;
default:
UNREACHABLE();
break;
}
}
else if (levelInfo.emulatedAlphaChannel)
{
if (value == GL_ALPHA)
{
resultSwizzle = GL_ONE;
}
}
*outValue = resultSwizzle;
ANGLE_GL_TRY(context, functions->texParameteri(ToGLenum(getType()), name, resultSwizzle));
return angle::Result::Continue;
}
void TextureGL::setLevelInfo(const gl::Context *context,
gl::TextureTarget target,
size_t level,
size_t levelCount,
const LevelInfoGL &levelInfo)
{
ASSERT(levelCount > 0);
bool updateWorkarounds = levelInfo.depthStencilWorkaround || levelInfo.lumaWorkaround.enabled ||
levelInfo.emulatedAlphaChannel;
for (size_t i = level; i < level + levelCount; i++)
{
size_t index = GetLevelInfoIndex(target, i);
ASSERT(index < mLevelInfo.size());
auto &curLevelInfo = mLevelInfo[index];
updateWorkarounds |= curLevelInfo.depthStencilWorkaround;
updateWorkarounds |= curLevelInfo.lumaWorkaround.enabled;
updateWorkarounds |= curLevelInfo.emulatedAlphaChannel;
curLevelInfo = levelInfo;
}
if (updateWorkarounds)
{
mLocalDirtyBits |= GetLevelWorkaroundDirtyBits();
onStateChange(angle::SubjectMessage::SubjectChanged);
}
}
void TextureGL::setLevelInfo(const gl::Context *context,
gl::TextureType type,
size_t level,
size_t levelCount,
const LevelInfoGL &levelInfo)
{
if (type == gl::TextureType::CubeMap)
{
for (gl::TextureTarget target : gl::AllCubeFaceTextureTargets())
{
setLevelInfo(context, target, level, levelCount, levelInfo);
}
}
else
{
setLevelInfo(context, NonCubeTextureTypeToTarget(type), level, levelCount, levelInfo);
}
}
const LevelInfoGL &TextureGL::getLevelInfo(gl::TextureTarget target, size_t level) const
{
return mLevelInfo[GetLevelInfoIndex(target, level)];
}
const LevelInfoGL &TextureGL::getBaseLevelInfo() const
{
GLint effectiveBaseLevel = mState.getEffectiveBaseLevel();
gl::TextureTarget target = getType() == gl::TextureType::CubeMap
? gl::kCubeMapTextureTargetMin
: gl::NonCubeTextureTypeToTarget(getType());
return getLevelInfo(target, effectiveBaseLevel);
}
gl::TextureType TextureGL::getType() const
{
return mState.mType;
}
angle::Result TextureGL::initializeContents(const gl::Context *context,
const gl::ImageIndex &imageIndex)
{
ContextGL *contextGL = GetImplAs<ContextGL>(context);
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
const angle::FeaturesGL &features = GetFeaturesGL(context);
bool shouldUseClear = !nativegl::SupportsTexImage(getType());
GLenum nativeInternalFormat =
getLevelInfo(imageIndex.getTarget(), imageIndex.getLevelIndex()).nativeInternalFormat;
if ((features.allowClearForRobustResourceInit.enabled || shouldUseClear) &&
nativegl::SupportsNativeRendering(functions, mState.getType(), nativeInternalFormat))
{
BlitGL *blitter = GetBlitGL(context);
int levelDepth = mState.getImageDesc(imageIndex).size.depth;
bool clearSucceeded = false;
ANGLE_TRY(blitter->clearRenderableTexture(context, this, nativeInternalFormat, levelDepth,
imageIndex, &clearSucceeded));
if (clearSucceeded)
{
return angle::Result::Continue;
}
}
// Either the texture is not renderable or was incomplete when clearing, fall back to a data
// upload
ASSERT(nativegl::SupportsTexImage(getType()));
const gl::ImageDesc &desc = mState.getImageDesc(imageIndex);
const gl::InternalFormat &internalFormatInfo = *desc.format.info;
gl::PixelUnpackState unpackState;
unpackState.alignment = 1;
stateManager->setPixelUnpackState(unpackState);
GLuint prevUnpackBuffer = stateManager->getBufferID(gl::BufferBinding::PixelUnpack);
stateManager->bindBuffer(gl::BufferBinding::PixelUnpack, 0);
stateManager->bindTexture(getType(), mTextureID);
if (internalFormatInfo.compressed)
{
nativegl::CompressedTexSubImageFormat nativeSubImageFormat =
nativegl::GetCompressedSubTexImageFormat(functions, features,
internalFormatInfo.internalFormat);
GLuint imageSize = 0;
ANGLE_CHECK_GL_MATH(contextGL,
internalFormatInfo.computeCompressedImageSize(desc.size, &imageSize));
angle::MemoryBuffer *zero;
ANGLE_CHECK_GL_ALLOC(contextGL, context->getZeroFilledBuffer(imageSize, &zero));
// WebGL spec requires that zero data is uploaded to compressed textures even if it might
// not result in zero color data.
if (nativegl::UseTexImage2D(getType()))
{
ANGLE_GL_TRY(context, functions->compressedTexSubImage2D(
ToGLenum(imageIndex.getTarget()), imageIndex.getLevelIndex(),
0, 0, desc.size.width, desc.size.height,
nativeSubImageFormat.format, imageSize, zero->data()));
}
else
{
ASSERT(nativegl::UseTexImage3D(getType()));
ANGLE_GL_TRY(context, functions->compressedTexSubImage3D(
ToGLenum(imageIndex.getTarget()), imageIndex.getLevelIndex(),
0, 0, 0, desc.size.width, desc.size.height, desc.size.depth,
nativeSubImageFormat.format, imageSize, zero->data()));
}
}
else
{
nativegl::TexSubImageFormat nativeSubImageFormat = nativegl::GetTexSubImageFormat(
functions, features, internalFormatInfo.format, internalFormatInfo.type);
GLuint imageSize = 0;
ANGLE_CHECK_GL_MATH(contextGL, internalFormatInfo.computePackUnpackEndByte(
nativeSubImageFormat.type, desc.size, unpackState,
nativegl::UseTexImage3D(getType()), &imageSize));
angle::MemoryBuffer *zero;
ANGLE_CHECK_GL_ALLOC(contextGL, context->getZeroFilledBuffer(imageSize, &zero));
if (nativegl::UseTexImage2D(getType()))
{
ANGLE_GL_TRY(context,
functions->texSubImage2D(ToGLenum(imageIndex.getTarget()),
imageIndex.getLevelIndex(), 0, 0, desc.size.width,
desc.size.height, nativeSubImageFormat.format,
nativeSubImageFormat.type, zero->data()));
}
else
{
ASSERT(nativegl::UseTexImage3D(getType()));
ANGLE_GL_TRY(context,
functions->texSubImage3D(
ToGLenum(imageIndex.getTarget()), imageIndex.getLevelIndex(), 0, 0, 0,
desc.size.width, desc.size.height, desc.size.depth,
nativeSubImageFormat.format, nativeSubImageFormat.type, zero->data()));
}
}
// Reset the pixel unpack state. Because this call is made after synchronizing dirty bits in a
// glTexImage call, we need to make sure that the texture data to be uploaded later has the
// expected unpack state.
stateManager->setPixelUnpackState(context->getState().getUnpackState());
stateManager->bindBuffer(gl::BufferBinding::PixelUnpack, prevUnpackBuffer);
return angle::Result::Continue;
}
} // namespace rx