Commit 142ec426 by Brandon Jones

Refactored Texture2DArray, separated out D3D logic

BUG=angle:688 Change-Id: Ie3e5ac2bedcffb816ef1537575f09afb3f5e7a35 Reviewed-on: https://chromium-review.googlesource.com/208381Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org> Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org> Tested-by: 's avatarBrandon Jones <bajones@chromium.org>
parent 2f5469c2
......@@ -69,7 +69,7 @@ Context::Context(int clientVersion, const gl::Context *shareContext, rx::Rendere
mTexture2DZero.set(new Texture2D(mRenderer->createTexture2D(), 0));
mTextureCubeMapZero.set(new TextureCubeMap(mRenderer->createTextureCube(), 0));
mTexture3DZero.set(new Texture3D(mRenderer->createTexture3D(), 0));
mTexture2DArrayZero.set(new Texture2DArray(mRenderer, 0));
mTexture2DArrayZero.set(new Texture2DArray(mRenderer->createTexture2DArray(), 0));
bindVertexArray(0);
bindArrayBuffer(0);
......@@ -2176,7 +2176,7 @@ Texture *Context::getIncompleteTexture(TextureType type)
case TEXTURE_2D_ARRAY:
{
Texture2DArray *incomplete2darray = new Texture2DArray(mRenderer, Texture::INCOMPLETE_TEXTURE_ID);
Texture2DArray *incomplete2darray = new Texture2DArray(mRenderer->createTexture2DArray(), Texture::INCOMPLETE_TEXTURE_ID);
incomplete2darray->setImage(0, 1, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
t = incomplete2darray;
......
......@@ -389,7 +389,7 @@ void ResourceManager::checkTextureAllocation(GLuint texture, TextureType type)
}
else if (type == TEXTURE_2D_ARRAY)
{
textureObject = new Texture2DArray(mRenderer, texture);
textureObject = new Texture2DArray(mRenderer->createTexture2DArray(), texture);
}
else
{
......
......@@ -27,13 +27,11 @@ class Surface;
namespace rx
{
class Renderer;
class Texture2DImpl;
class TextureCubeImpl;
class Texture3DImpl;
class Texture2DArrayImpl;
class TextureStorageInterface;
class TextureStorageInterface3D;
class TextureStorageInterface2DArray;
class RenderTarget;
class Image;
}
......@@ -43,8 +41,6 @@ namespace gl
class Framebuffer;
class FramebufferAttachment;
bool IsMipmapFiltered(const SamplerState &samplerState);
class Texture : public RefCountObject
{
public:
......@@ -98,44 +94,6 @@ class Texture : public RefCountObject
virtual const rx::Image *getBaseLevelImage() const = 0;
};
// TODO: This class is only here to make incremental Texture refactoring easier
class TextureWithRenderer : public Texture
{
public:
TextureWithRenderer(rx::Renderer *renderer, GLuint id, GLenum target);
virtual ~TextureWithRenderer();
virtual rx::TextureStorageInterface *getNativeTexture();
virtual bool hasDirtyImages() const;
virtual void resetDirty();
protected:
void setImage(const PixelUnpackState &unpack, GLenum type, const void *pixels, rx::Image *image);
bool subImage(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels, rx::Image *image);
void setCompressedImage(GLsizei imageSize, const void *pixels, rx::Image *image);
bool subImageCompressed(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
GLenum format, GLsizei imageSize, const void *pixels, rx::Image *image);
bool isFastUnpackable(const PixelUnpackState &unpack, GLenum sizedInternalFormat);
bool fastUnpackPixels(const PixelUnpackState &unpack, const void *pixels, const Box &destArea,
GLenum sizedInternalFormat, GLenum type, rx::RenderTarget *destRenderTarget);
GLint creationLevels(GLsizei width, GLsizei height, GLsizei depth) const;
virtual void initializeStorage(bool renderTarget) = 0;
virtual void updateStorage() = 0;
virtual bool ensureRenderTarget() = 0;
rx::Renderer *mRenderer;
bool mDirtyImages;
private:
DISALLOW_COPY_AND_ASSIGN(TextureWithRenderer);
virtual rx::TextureStorageInterface *getBaseLevelStorage() = 0;
};
class Texture2D : public Texture
{
public:
......@@ -289,13 +247,18 @@ class Texture3D : public Texture
rx::Texture3DImpl *mTexture;
};
class Texture2DArray : public TextureWithRenderer
class Texture2DArray : public Texture
{
public:
Texture2DArray(rx::Renderer *renderer, GLuint id);
Texture2DArray(rx::Texture2DArrayImpl *impl, GLuint id);
~Texture2DArray();
virtual rx::TextureStorageInterface *getNativeTexture();
virtual void setUsage(GLenum usage);
virtual bool hasDirtyImages() const;
virtual void resetDirty();
GLsizei getWidth(GLint level) const;
GLsizei getHeight(GLint level) const;
GLsizei getLayers(GLint level) const;
......@@ -326,32 +289,9 @@ class Texture2DArray : public TextureWithRenderer
private:
DISALLOW_COPY_AND_ASSIGN(Texture2DArray);
virtual void initializeStorage(bool renderTarget);
rx::TextureStorageInterface2DArray *createCompleteStorage(bool renderTarget) const;
void setCompleteTexStorage(rx::TextureStorageInterface2DArray *newCompleteTexStorage);
virtual void updateStorage();
virtual bool ensureRenderTarget();
virtual rx::TextureStorageInterface *getBaseLevelStorage();
virtual const rx::Image *getBaseLevelImage() const;
void deleteImages();
void redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
void commitRect(GLint level, GLint xoffset, GLint yoffset, GLint layerTarget, GLsizei width, GLsizei height);
bool isValidLevel(int level) const;
bool isLevelComplete(int level) const;
void updateStorageLevel(int level);
// Storing images as an array of single depth textures since D3D11 treats each array level of a
// Texture2D object as a separate subresource. Each layer would have to be looped over
// to update all the texture layers since they cannot all be updated at once and it makes the most
// sense for the Image class to not have to worry about layer subresource as well as mip subresources.
GLsizei mLayerCounts[IMPLEMENTATION_MAX_TEXTURE_LEVELS];
rx::Image **mImageArray[IMPLEMENTATION_MAX_TEXTURE_LEVELS];
rx::TextureStorageInterface2DArray *mTexStorage;
rx::Texture2DArrayImpl *mTexture;
};
}
......
......@@ -60,6 +60,7 @@ class UniformStorage;
class Texture2DImpl;
class TextureCubeImpl;
class Texture3DImpl;
class Texture2DArrayImpl;
struct ConfigDesc
{
......@@ -232,6 +233,7 @@ class Renderer
virtual Texture2DImpl *createTexture2D() = 0;
virtual TextureCubeImpl *createTextureCube() = 0;
virtual Texture3DImpl *createTexture3D() = 0;
virtual Texture2DArrayImpl *createTexture2DArray() = 0;
// Buffer creation
virtual BufferImpl *createBuffer() = 0;
......
......@@ -130,6 +130,37 @@ class Texture3DImpl
virtual RenderTarget *getDepthStencil(GLint level, GLint layer) = 0;
};
class Texture2DArrayImpl
{
public:
virtual ~Texture2DArrayImpl() {}
virtual TextureStorageInterface *getNativeTexture() = 0;
virtual Image *getImage(int level, int layer) const = 0;
virtual GLsizei getLayerCount(int level) const = 0;
virtual void setUsage(GLenum usage) = 0;
virtual bool hasDirtyImages() const = 0;
virtual void resetDirty() = 0;
virtual bool isSamplerComplete(const gl::SamplerState &samplerState) const = 0;
virtual bool isMipmapComplete() const = 0;
virtual void setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels) = 0;
virtual void setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels) = 0;
virtual void subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels) = 0;
virtual void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels) = 0;
virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source) = 0;
virtual void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) = 0;
virtual void generateMipmaps() = 0;
virtual unsigned int getRenderTargetSerial(GLint level, GLint layer) = 0;
virtual RenderTarget *getRenderTarget(GLint level, GLint layer) = 0;
virtual RenderTarget *getDepthStencil(GLint level, GLint layer) = 0;
};
}
#endif // LIBGLESV2_RENDERER_TEXTUREIMPL_H_
......@@ -28,6 +28,9 @@ class TextureStorageInterface;
class TextureStorageInterface2D;
class TextureStorageInterfaceCube;
class TextureStorageInterface3D;
class TextureStorageInterface2DArray;
bool IsMipmapFiltered(const gl::SamplerState &samplerState);
class TextureD3D
{
......@@ -265,6 +268,76 @@ class TextureD3D_3D : public Texture3DImpl, public TextureD3D
TextureStorageInterface3D *mTexStorage;
};
class TextureD3D_2DArray : public Texture2DArrayImpl, public TextureD3D
{
public:
TextureD3D_2DArray(Renderer *renderer);
virtual ~TextureD3D_2DArray();
static TextureD3D_2DArray *makeTextureD3D_2DArray(Texture2DArrayImpl *texture);
virtual TextureStorageInterface *getNativeTexture();
virtual Image *getImage(int level, int layer) const;
virtual GLsizei getLayerCount(int level) const;
virtual void setUsage(GLenum usage);
virtual bool hasDirtyImages() const { return mDirtyImages; }
virtual void resetDirty();
GLsizei getWidth(GLint level) const;
GLsizei getHeight(GLint level) const;
GLsizei getLayers(GLint level) const;
GLenum getInternalFormat(GLint level) const;
bool isDepth(GLint level) const;
virtual void setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
virtual void setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels);
virtual void subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
virtual void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels);
virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
virtual void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
virtual bool isSamplerComplete(const gl::SamplerState &samplerState) const;
virtual bool isMipmapComplete() const;
virtual void generateMipmaps();
virtual unsigned int getRenderTargetSerial(GLint level, GLint layer);
virtual RenderTarget *getRenderTarget(GLint level, GLint layer);
virtual RenderTarget *getDepthStencil(GLint level, GLint layer);
private:
DISALLOW_COPY_AND_ASSIGN(TextureD3D_2DArray);
virtual void initializeStorage(bool renderTarget);
TextureStorageInterface2DArray *createCompleteStorage(bool renderTarget) const;
void setCompleteTexStorage(TextureStorageInterface2DArray *newCompleteTexStorage);
void updateStorage();
bool ensureRenderTarget();
virtual TextureStorageInterface *getBaseLevelStorage();
virtual const ImageD3D *getBaseLevelImage() const;
bool isValidLevel(int level) const;
bool isLevelComplete(int level) const;
void updateStorageLevel(int level);
void deleteImages();
void redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
void commitRect(GLint level, GLint xoffset, GLint yoffset, GLint layerTarget, GLsizei width, GLsizei height);
// Storing images as an array of single depth textures since D3D11 treats each array level of a
// Texture2D object as a separate subresource. Each layer would have to be looped over
// to update all the texture layers since they cannot all be updated at once and it makes the most
// sense for the Image class to not have to worry about layer subresource as well as mip subresources.
GLsizei mLayerCounts[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
ImageD3D **mImageArray[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
TextureStorageInterface2DArray *mTexStorage;
};
}
#endif // LIBGLESV2_RENDERER_TEXTURED3D_H_
......@@ -2925,6 +2925,11 @@ Texture3DImpl *Renderer11::createTexture3D()
return new TextureD3D_3D(this);
}
Texture2DArrayImpl *Renderer11::createTexture2DArray()
{
return new TextureD3D_2DArray(this);
}
void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, GLenum format,
GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, void *pixels)
{
......
......@@ -181,6 +181,7 @@ class Renderer11 : public Renderer
virtual Texture2DImpl *createTexture2D();
virtual TextureCubeImpl *createTextureCube();
virtual Texture3DImpl *createTexture3D();
virtual Texture2DArrayImpl *createTexture2DArray();
// Buffer creation
virtual BufferImpl *createBuffer();
......
......@@ -195,7 +195,7 @@ UINT TextureStorage11::getSubresourceIndex(int mipLevel, int layerTarget) const
ID3D11ShaderResourceView *TextureStorage11::getSRV(const gl::SamplerState &samplerState)
{
bool swizzleRequired = samplerState.swizzleRequired();
bool mipmapping = gl::IsMipmapFiltered(samplerState);
bool mipmapping = IsMipmapFiltered(samplerState);
unsigned int mipLevels = mipmapping ? (samplerState.maxLevel - samplerState.baseLevel) : 1;
// Make sure there's 'mipLevels' mipmap levels below the base level (offset by the top level, which corresponds to GL level 0)
......
......@@ -3211,6 +3211,11 @@ Texture3DImpl *Renderer9::createTexture3D()
return new TextureD3D_3D(this);
}
Texture2DArrayImpl *Renderer9::createTexture2DArray()
{
return new TextureD3D_2DArray(this);
}
bool Renderer9::getLUID(LUID *adapterLuid) const
{
adapterLuid->HighPart = 0;
......
......@@ -183,6 +183,7 @@ class Renderer9 : public Renderer
virtual Texture2DImpl *createTexture2D();
virtual TextureCubeImpl *createTextureCube();
virtual Texture3DImpl *createTexture3D();
virtual Texture2DArrayImpl *createTexture2DArray();
// Buffer creation
virtual BufferImpl *createBuffer();
......
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