| // |
| // 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 |