Texture2DArray now uses dynamically allocated arrays to store Image objects.

TRAC #22918 Signed-off-by: Jamie Madill Signed-off-by: Shannon Woods Author: Geoff Lang git-svn-id: https://angleproject.googlecode.com/svn/branches/es3proto@2267 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent c3419c10
......@@ -1942,10 +1942,7 @@ Texture2DArray::Texture2DArray(rx::Renderer *renderer, GLuint id) : Texture(rend
for (int level = 0; level < IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++level)
{
mLayerCounts[level] = 0;
for (int layer = 0; layer < IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS; ++layer)
{
mImageArray[level][layer] = renderer->createImage();
}
mImageArray[level] = NULL;
}
}
......@@ -1957,10 +1954,11 @@ Texture2DArray::~Texture2DArray()
mTexStorage = NULL;
for (int level = 0; level < IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++level)
{
for (int layer = 0; layer < IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS; ++layer)
for (int layer = 0; layer < mLayerCounts[level]; ++layer)
{
delete mImageArray[level][layer];
}
delete[] mImageArray[level];
}
}
......@@ -1985,27 +1983,27 @@ GLenum Texture2DArray::getTarget() const
GLsizei Texture2DArray::getWidth(GLint level) const
{
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mImageArray[level][0]->getWidth() : 0;
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getWidth() : 0;
}
GLsizei Texture2DArray::getHeight(GLint level) const
{
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mImageArray[level][0]->getHeight() : 0;
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getHeight() : 0;
}
GLsizei Texture2DArray::getDepth(GLint level) const
{
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mLayerCounts[level] : 0;
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mLayerCounts[level] : 0;
}
GLenum Texture2DArray::getInternalFormat(GLint level) const
{
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mImageArray[level][0]->getInternalFormat() : GL_NONE;
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getInternalFormat() : GL_NONE;
}
GLenum Texture2DArray::getActualFormat(GLint level) const
{
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mImageArray[level][0]->getActualFormat() : D3DFMT_UNKNOWN;
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getActualFormat() : D3DFMT_UNKNOWN;
}
bool Texture2DArray::isCompressed(GLint level) const
......@@ -2087,18 +2085,29 @@ void Texture2DArray::storage(GLsizei levels, GLenum internalformat, GLsizei widt
for (int level = 0; level < IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
for (int layer = 0; layer < IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS; layer++)
GLsizei levelWidth = std::max(width >> level, 1);
GLsizei levelHeight = std::max(width >> level, 1);
// Clear this level
for (int layer = 0; layer < mLayerCounts[level]; layer++)
{
if (layer < depth && level < levels)
{
mImageArray[level][layer]->redefine(mRenderer, GL_TEXTURE_2D_ARRAY, internalformat, std::max(width >> level, 1),
std::max(height >> level, 1), 1, true);
mLayerCounts[level] = depth;
}
else
delete mImageArray[level][layer];
}
delete[] mImageArray[level];
mImageArray[level] = NULL;
mLayerCounts[level] = 0;
if (level < levels)
{
// Create new images for this level
mImageArray[level] = new rx::Image*[depth]();
mLayerCounts[level] = depth;
for (int layer = 0; layer < mLayerCounts[level]; layer++)
{
mImageArray[level][layer]->redefine(mRenderer, GL_TEXTURE_2D_ARRAY, GL_NONE, 0, 0, 0, true);
mLayerCounts[level] = 0;
mImageArray[level][layer] = mRenderer->createImage();
mImageArray[level][layer]->redefine(mRenderer, GL_TEXTURE_2D_ARRAY, internalformat, levelWidth,
levelHeight, 1, true);
}
}
}
......@@ -2124,7 +2133,7 @@ void Texture2DArray::generateMipmaps()
void Texture2DArray::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
{
if (xoffset + width > mImageArray[level][0]->getWidth() || yoffset + height > mImageArray[level][0]->getHeight() || zoffset >= mLayerCounts[level])
if (xoffset + width > getWidth(level) || yoffset + height > getHeight(level) || zoffset >= getDepth(level) || getDepth(level) == 0)
{
return gl::error(GL_INVALID_VALUE);
}
......@@ -2151,8 +2160,7 @@ void Texture2DArray::copySubImage(GLenum target, GLint level, GLint xoffset, GLi
sourceRect.y = y;
sourceRect.height = height;
mRenderer->copyImage(source, sourceRect,
gl::ExtractFormat(mImageArray[0][0]->getInternalFormat()),
mRenderer->copyImage(source, sourceRect, gl::ExtractFormat(getInternalFormat(0)),
xoffset, yoffset, zoffset, mTexStorage, level);
}
}
......@@ -2160,9 +2168,9 @@ void Texture2DArray::copySubImage(GLenum target, GLint level, GLint xoffset, GLi
bool Texture2DArray::isSamplerComplete() const
{
GLsizei width = mImageArray[0][0]->getWidth();
GLsizei height = mImageArray[0][0]->getHeight();
GLsizei depth = mLayerCounts[0];
GLsizei width = getWidth(0);
GLsizei height = getHeight(0);
GLsizei depth = getDepth(0);
if (width <= 0 || height <= 0 || depth <= 0)
{
......@@ -2197,9 +2205,9 @@ bool Texture2DArray::isMipmapComplete() const
return true;
}
GLsizei width = mImageArray[0][0]->getWidth();
GLsizei height = mImageArray[0][0]->getHeight();
GLsizei depth = mLayerCounts[0];
GLsizei width = getWidth(0);
GLsizei height = getHeight(0);
GLsizei depth = getDepth(0);
if (width <= 0 || height <= 0 || depth <= 0)
{
......@@ -2210,22 +2218,22 @@ bool Texture2DArray::isMipmapComplete() const
for (int level = 1; level <= q; level++)
{
if (mImageArray[level][0]->getInternalFormat() != mImageArray[0][0]->getInternalFormat())
if (getInternalFormat(level) != getInternalFormat(0))
{
return false;
}
if (mImageArray[level][0]->getWidth() != std::max(1, width >> level))
if (getWidth(level) != std::max(1, width >> level))
{
return false;
}
if (mImageArray[level][0]->getHeight() != std::max(1, height >> level))
if (getHeight(level) != std::max(1, height >> level))
{
return false;
}
if (mLayerCounts[level] != mLayerCounts[0])
if (getDepth(level) != depth)
{
return false;
}
......@@ -2247,9 +2255,9 @@ int Texture2DArray::levelCount()
void Texture2DArray::createTexture()
{
GLsizei width = mImageArray[0][0]->getWidth();
GLsizei height = mImageArray[0][0]->getHeight();
GLsizei depth = mLayerCounts[0];
GLsizei width = getWidth(0);
GLsizei height = getHeight(0);
GLsizei depth = getDepth(0);
if (width <= 0 || height <= 0 || depth <= 0)
{
......@@ -2257,7 +2265,7 @@ void Texture2DArray::createTexture()
}
GLint levels = creationLevels(width, height);
GLenum internalformat = mImageArray[0][0]->getInternalFormat();
GLenum internalformat = getInternalFormat(0);
delete mTexStorage;
mTexStorage = new rx::TextureStorageInterface2DArray(mRenderer, levels, internalformat, mUsage, width, height, depth);
......@@ -2300,13 +2308,14 @@ void Texture2DArray::convertToRenderTarget()
{
rx::TextureStorageInterface2DArray *newTexStorage = NULL;
if (mImageArray[0][0]->getWidth() != 0 && mImageArray[0][0]->getHeight() != 0 && mLayerCounts[0] != 0)
GLsizei width = getWidth(0);
GLsizei height = getHeight(0);
GLsizei depth = getDepth(0);
if (width != 0 && height != 0 && depth != 0)
{
GLsizei width = mImageArray[0][0]->getWidth();
GLsizei height = mImageArray[0][0]->getHeight();
GLsizei depth = mLayerCounts[0];
GLint levels = mTexStorage != NULL ? mTexStorage->levelCount() : creationLevels(width, height);
GLenum internalformat = mImageArray[0][0]->getInternalFormat();
GLenum internalformat = getInternalFormat(0);
newTexStorage = new rx::TextureStorageInterface2DArray(mRenderer, levels, internalformat, GL_FRAMEBUFFER_ATTACHMENT_ANGLE, width, height, depth);
......@@ -2352,22 +2361,26 @@ rx::TextureStorageInterface *Texture2DArray::getStorage(bool renderTarget)
void Texture2DArray::redefineImage(GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth)
{
// If there currently is a corresponding storage texture image, it has these parameters
const int storageWidth = std::max(1, mImageArray[0][0]->getWidth() >> level);
const int storageHeight = std::max(1, mImageArray[0][0]->getHeight() >> level);
const int storageDepth = mLayerCounts[0];
const int storageFormat = mImageArray[0][0]->getInternalFormat();
const int storageWidth = std::max(1, getWidth(0) >> level);
const int storageHeight = std::max(1, getHeight(0) >> level);
const int storageDepth = getDepth(0);
const int storageFormat = getInternalFormat(0);
for (int i = 0; i < depth; i++)
{
mImageArray[level][i]->redefine(mRenderer, GL_TEXTURE_2D_ARRAY, internalformat, width, height, 1, false);
}
for (int i = depth; i < mLayerCounts[level]; i++)
for (int layer = 0; layer < mLayerCounts[level]; layer++)
{
mImageArray[level][i]->redefine(mRenderer, GL_TEXTURE_2D_ARRAY, GL_NONE, 0, 0, 0, true);
delete mImageArray[level][layer];
}
delete[] mImageArray[level];
mImageArray[level] = new rx::Image*[depth]();
mLayerCounts[level] = depth;
for (int layer = 0; layer < mLayerCounts[level]; layer++)
{
mImageArray[level][layer] = mRenderer->createImage();
mImageArray[level][layer]->redefine(mRenderer, GL_TEXTURE_2D_ARRAY, internalformat, width, height, 1, false);
}
if (mTexStorage)
{
const int storageLevels = mTexStorage->levelCount();
......@@ -2378,9 +2391,9 @@ void Texture2DArray::redefineImage(GLint level, GLint internalformat, GLsizei wi
depth != storageDepth ||
internalformat != storageFormat) // Discard mismatched storage
{
for (int level = 0; level < IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++level)
for (int level = 0; level < IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
for (int layer = 0; layer < IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS; ++layer)
for (int layer = 0; layer < mLayerCounts[level]; layer++)
{
mImageArray[level][layer]->markDirty();
}
......@@ -2395,7 +2408,7 @@ void Texture2DArray::redefineImage(GLint level, GLint internalformat, GLsizei wi
void Texture2DArray::commitRect(GLint level, GLint xoffset, GLint yoffset, GLint layerTarget, GLsizei width, GLsizei height)
{
if (level < levelCount() && layerTarget < mLayerCounts[level])
if (level < levelCount() && layerTarget < getDepth(level))
{
rx::Image *image = mImageArray[level][layerTarget];
if (image->updateSurface(mTexStorage, level, xoffset, yoffset, layerTarget, width, height))
......
......@@ -398,11 +398,8 @@ class Texture2DArray : public Texture
// 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.
// A future optimization is to dynamically allocate each mip's layers so that such a large number
// of Image classes are not required.
GLsizei mLayerCounts[IMPLEMENTATION_MAX_TEXTURE_LEVELS];
rx::Image *mImageArray[IMPLEMENTATION_MAX_TEXTURE_LEVELS][IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS];
rx::Image **mImageArray[IMPLEMENTATION_MAX_TEXTURE_LEVELS];
rx::TextureStorageInterface2DArray *mTexStorage;
......
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