| # Vertex Texture Fetch |
| |
| This page details the steps necessary to implement vertex texture fetch in ANGLE |
| and documents some of the pitfalls that may be encountered along the way. |
| |
| # Details |
| |
| Tasks to implement vertex texture support. |
| |
| 1. add/enable vertex shader texture look up functions in compiler & HLSL |
| translator. |
| * add texture2DLod, texture2DProjLod (2 variants), textureCubeLod (these |
| are **only** valid in vertex shaders) |
| * ensure other (non-bias/non-LOD) texture functions work in vertex shaders |
| * non-mipmapped textures use the only level available |
| * mipmapped textures use only the base level (ie level 0). |
| 2. update implementation-dependent constants in Context.h |
| * MAX\_VERTEX\_TEXTURE\_IMAGE\_UNITS = 4 |
| * MAX\_COMBINED\_TEXTURE\_IMAGE\_UNITS = |
| MAX\_VERTEX\_TEXTURE\_IMAGE\_UNITS + MAX\_TEXTURE\_IMAGE\_UNITS (ie 20). |
| * these limits have to change based on the d3d device characteristics. For |
| example we likely don't want to advertise vertex image units on SM2.0 |
| cards (unless we end up using software vertex processing). |
| * detection of hardware support for various formats, types, etc. |
| * As a first pass, use the "hasVertexTextures" check that Aras suggested |
| to only enable VTF on DX10 NVIDIA and AMD parts, and SM3 Intel parts. |
| * If this proves insufficient, there are other things we can do, but it |
| involves using software vertex processing for unsupported formats and |
| system memory copies of textures -- all stuff which is rather annoying |
| and likely to hurt performance (see point 4. below). |
| 3. add support and handling for vertex textures/samplers in the API. |
| * any textures used in a vertex shader need to get assigned to the special |
| samplers in d3d9 |
| * there are only 4 of them (D3DVERTEXTEXTURESAMPLER0.. |
| D3DVERTEXTEXTURESAMPLER3) |
| * if a texture is used in both vertex & fragment it counts twice against |
| the "MAX\_COMBINED" limit (validated in Program::validateSamplers) |
| * there are a number of places in our code where we have arrays of size, |
| or iterate over, MAX\_TEXTURE\_IMAGE\_UNITS. These will need to be |
| changed to operate on MAX\_COMBINED\_TEXTURE\_IMAGE\_UNITS instead. A |
| (possibly incomplete & outdated) list of areas that need to be updated |
| is as follows: |
| * Program.h - increase size of mSamplers |
| * Context.h - increase size of samplerTexture |
| * glActiveTexture needs accept values in the range |
| 0..MAX\_COMBINED\_TEXTURE\_IMAGE\_UNITS-1 |
| * Context::~Context |
| * GetIntegerv (2D\_BINDING, CUBE\_BINDING) |
| * Context::applyTextures |
| * Context::detachTexture |
| * Program::getSamplerMapping |
| * Program::dirtyAllSamplers |
| * Program::applyUniform1iv |
| * Program::unlink |
| * Program::validateSamplers |
| 4. handling the nasty corner cases: texture formats, filtering and cube |
| textures. |
| * OpenGL doesn't provide any restrictions on what formats and/or types of |
| textures can used for vertex textures, or if filtering can be enabled, |
| whereas D3D9 does. |
| * Reference Rasterizer / Software Vertex Processing: all formats & types |
| supported (including filtering) |
| * ATI R500 (on Google Code) cards do not support VTF (even though they are |
| SM 3.0) |
| * ATI R600 (on Google Code) (and later) and in theory the Intel 965+, |
| claim to support all texture formats/types we care about and some with |
| filtering |
| * NVIDIA cards fall into two camps: |
| * dx9 SM3 (6&7 series): only R32F & A32B32G32R32F supported for 2D and no |
| filtering, CUBE or VOL texture support |
| * dx10 (8+ series): only float texture formats for 2D, CUBE & VOLUME. no |
| filtering (according to caps) |
| * further info from Aras P. suggests that all formats are supported on |
| DX10 hardware, but are just not advertised. |
| * unsure what they do on these cards under OpenGL. Need to do more |
| testing, but suspect software fallback. |