Commit 78b1acdb by Brandon Jones

Refactored Texture3D, separated out D3D logic

BUG=angle:688 Change-Id: I6cda73c2e4c8a026b8c5222bc40cea93ad4e0ba3 Reviewed-on: https://chromium-review.googlesource.com/208102Tested-by: 's avatarBrandon Jones <bajones@chromium.org> Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org> Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
parent 0511e808
......@@ -70,7 +70,7 @@ 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, 0));
mTexture3DZero.set(new Texture3D(mRenderer->createTexture3D(), 0));
mTexture2DArrayZero.set(new Texture2DArray(mRenderer, 0));
bindVertexArray(0);
......@@ -2174,7 +2174,7 @@ Texture *Context::getIncompleteTexture(TextureType type)
case TEXTURE_3D:
{
Texture3D *incomplete3d = new Texture3D(mRenderer, Texture::INCOMPLETE_TEXTURE_ID);
Texture3D *incomplete3d = new Texture3D(mRenderer->createTexture3D(), Texture::INCOMPLETE_TEXTURE_ID);
incomplete3d->setImage(0, 1, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
t = incomplete3d;
......
......@@ -385,7 +385,7 @@ void ResourceManager::checkTextureAllocation(GLuint texture, TextureType type)
}
else if (type == TEXTURE_3D)
{
textureObject = new Texture3D(mRenderer, texture);
textureObject = new Texture3D(mRenderer->createTexture3D(), texture);
}
else if (type == TEXTURE_2D_ARRAY)
{
......
......@@ -659,51 +659,61 @@ rx::RenderTarget *TextureCubeMap::getDepthStencil(GLenum target, GLint level)
return mTexture->getDepthStencil(target, level);
}
Texture3D::Texture3D(rx::Renderer *renderer, GLuint id)
: TextureWithRenderer(renderer, id, GL_TEXTURE_3D)
Texture3D::Texture3D(rx::Texture3DImpl *impl, GLuint id)
: Texture(id, GL_TEXTURE_3D),
mTexture(impl)
{
mTexStorage = NULL;
for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
{
mImageArray[i] = renderer->createImage();
}
}
Texture3D::~Texture3D()
{
delete mTexStorage;
mTexStorage = NULL;
SafeDelete(mTexture);
}
for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
{
delete mImageArray[i];
}
rx::TextureStorageInterface *Texture3D::getNativeTexture()
{
return mTexture->getNativeTexture();
}
void Texture3D::setUsage(GLenum usage)
{
mUsage = usage;
mTexture->setUsage(usage);
}
bool Texture3D::hasDirtyImages() const
{
return mTexture->hasDirtyImages();
}
void Texture3D::resetDirty()
{
mTexture->resetDirty();
}
GLsizei Texture3D::getWidth(GLint level) const
{
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mImageArray[level]->getWidth() : 0;
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level)->getWidth() : 0;
}
GLsizei Texture3D::getHeight(GLint level) const
{
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mImageArray[level]->getHeight() : 0;
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level)->getHeight() : 0;
}
GLsizei Texture3D::getDepth(GLint level) const
{
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mImageArray[level]->getDepth() : 0;
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level)->getDepth() : 0;
}
GLenum Texture3D::getInternalFormat(GLint level) const
{
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mImageArray[level]->getInternalFormat() : GL_NONE;
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level)->getInternalFormat() : GL_NONE;
}
GLenum Texture3D::getActualFormat(GLint level) const
{
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mImageArray[level]->getActualFormat() : GL_NONE;
return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level)->getActualFormat() : GL_NONE;
}
bool Texture3D::isCompressed(GLint level) const
......@@ -718,463 +728,74 @@ bool Texture3D::isDepth(GLint level) const
void Texture3D::setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
{
GLenum sizedInternalFormat = IsSizedInternalFormat(internalFormat) ? internalFormat
: GetSizedInternalFormat(format, type);
redefineImage(level, sizedInternalFormat, width, height, depth);
bool fastUnpacked = false;
// Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer
if (isFastUnpackable(unpack, sizedInternalFormat))
{
// Will try to create RT storage if it does not exist
rx::RenderTarget *destRenderTarget = getRenderTarget(level);
Box destArea(0, 0, 0, getWidth(level), getHeight(level), getDepth(level));
if (destRenderTarget && fastUnpackPixels(unpack, pixels, destArea, sizedInternalFormat, type, destRenderTarget))
{
// Ensure we don't overwrite our newly initialized data
mImageArray[level]->markClean();
fastUnpacked = true;
}
}
if (!fastUnpacked)
{
TextureWithRenderer::setImage(unpack, type, pixels, mImageArray[level]);
}
mTexture->setImage(level, width, height, depth, internalFormat, format, type, unpack, pixels);
}
void Texture3D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels)
{
// compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
redefineImage(level, format, width, height, depth);
TextureWithRenderer::setCompressedImage(imageSize, pixels, mImageArray[level]);
mTexture->setCompressedImage(level, format, width, height, depth, imageSize, pixels);
}
void Texture3D::subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
{
bool fastUnpacked = false;
// Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer
if (isFastUnpackable(unpack, getInternalFormat(level)))
{
rx::RenderTarget *destRenderTarget = getRenderTarget(level);
Box destArea(xoffset, yoffset, zoffset, width, height, depth);
if (destRenderTarget && fastUnpackPixels(unpack, pixels, destArea, getInternalFormat(level), type, destRenderTarget))
{
// Ensure we don't overwrite our newly initialized data
mImageArray[level]->markClean();
fastUnpacked = true;
}
}
if (!fastUnpacked && TextureWithRenderer::subImage(xoffset, yoffset, zoffset, width, height, depth, format, type, unpack, pixels, mImageArray[level]))
{
commitRect(level, xoffset, yoffset, zoffset, width, height, depth);
}
mTexture->subImage(level, xoffset, yoffset, zoffset, width, height, depth, format, type, unpack, pixels);
}
void Texture3D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels)
{
if (TextureWithRenderer::subImageCompressed(xoffset, yoffset, zoffset, width, height, depth, format, imageSize, pixels, mImageArray[level]))
{
commitRect(level, xoffset, yoffset, zoffset, width, height, depth);
}
mTexture->subImageCompressed(level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, pixels);
}
void Texture3D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
{
for (int level = 0; level < levels; level++)
{
GLsizei levelWidth = std::max(1, width >> level);
GLsizei levelHeight = std::max(1, height >> level);
GLsizei levelDepth = std::max(1, depth >> level);
mImageArray[level]->redefine(mRenderer, GL_TEXTURE_3D, internalformat, levelWidth, levelHeight, levelDepth, true);
}
for (int level = levels; level < IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
mImageArray[level]->redefine(mRenderer, GL_TEXTURE_3D, GL_NONE, 0, 0, 0, true);
}
mImmutable = true;
setCompleteTexStorage(new rx::TextureStorageInterface3D(mRenderer, internalformat, IsRenderTargetUsage(mUsage), width, height, depth, levels));
mTexture->storage(levels, internalformat, width, height, depth);
}
void Texture3D::generateMipmaps()
{
// Purge array levels 1 through q and reset them to represent the generated mipmap levels.
int levelCount = mipLevels();
for (int level = 1; level < levelCount; level++)
{
redefineImage(level, getBaseLevelInternalFormat(),
std::max(getBaseLevelWidth() >> level, 1),
std::max(getBaseLevelHeight() >> level, 1),
std::max(getBaseLevelDepth() >> level, 1));
}
if (mTexStorage && mTexStorage->isRenderTarget())
{
for (int level = 1; level < levelCount; level++)
{
mTexStorage->generateMipmap(level);
mImageArray[level]->markClean();
}
}
else
{
for (int level = 1; level < levelCount; level++)
{
mRenderer->generateMipmap(mImageArray[level], mImageArray[level - 1]);
}
}
mTexture->generateMipmaps();
}
const rx::Image *Texture3D::getBaseLevelImage() const
{
return mImageArray[0];
}
rx::TextureStorageInterface *Texture3D::getBaseLevelStorage()
{
return mTexStorage;
return mTexture->getImage(0);
}
void Texture3D::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
{
// 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)
bool canCreateRenderTarget = isLevelComplete(level) && isLevelComplete(0);
if (!mImageArray[level]->isRenderableFormat() || (!mTexStorage && !canCreateRenderTarget))
{
mImageArray[level]->copy(xoffset, yoffset, zoffset, x, y, width, height, source);
mDirtyImages = true;
}
else
{
ensureRenderTarget();
if (isValidLevel(level))
{
updateStorageLevel(level);
gl::Rectangle sourceRect;
sourceRect.x = x;
sourceRect.width = width;
sourceRect.y = y;
sourceRect.height = height;
mRenderer->copyImage(source, sourceRect,
gl::GetFormat(getBaseLevelInternalFormat()),
xoffset, yoffset, zoffset, mTexStorage, level);
}
}
mTexture->copySubImage(target, level, xoffset, yoffset, zoffset, x, y, width, height, source);
}
bool Texture3D::isSamplerComplete(const SamplerState &samplerState) const
{
GLsizei width = getBaseLevelWidth();
GLsizei height = getBaseLevelHeight();
GLsizei depth = getBaseLevelDepth();
if (width <= 0 || height <= 0 || depth <= 0)
{
return false;
}
// TODO(geofflang): use context's texture caps
if (!mRenderer->getRendererTextureCaps().get(getInternalFormat(0)).filtering)
{
if (samplerState.magFilter != GL_NEAREST ||
(samplerState.minFilter != GL_NEAREST && samplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST))
{
return false;
}
}
if (IsMipmapFiltered(samplerState) && !isMipmapComplete())
{
return false;
}
return true;
return mTexture->isSamplerComplete(samplerState);
}
bool Texture3D::isMipmapComplete() const
{
int levelCount = mipLevels();
for (int level = 0; level < levelCount; level++)
{
if (!isLevelComplete(level))
{
return false;
}
}
return true;
}
bool Texture3D::isLevelComplete(int level) const
{
ASSERT(level >= 0 && level < (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
if (isImmutable())
{
return true;
}
GLsizei width = getBaseLevelWidth();
GLsizei height = getBaseLevelHeight();
GLsizei depth = getBaseLevelDepth();
if (width <= 0 || height <= 0 || depth <= 0)
{
return false;
}
if (level == 0)
{
return true;
}
rx::Image *levelImage = mImageArray[level];
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;
return mTexture->isMipmapComplete();
}
unsigned int Texture3D::getRenderTargetSerial(GLint level, GLint layer)
{
return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(level, layer) : 0);
}
bool Texture3D::isValidLevel(int level) const
{
return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0);
}
void Texture3D::initializeStorage(bool renderTarget)
{
// Only initialize the first time this texture is used as a render target or shader resource
if (mTexStorage)
{
return;
}
// do not attempt to create storage for nonexistant data
if (!isLevelComplete(0))
{
return;
}
bool createRenderTarget = (renderTarget || mUsage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
setCompleteTexStorage(createCompleteStorage(createRenderTarget));
ASSERT(mTexStorage);
// flush image data to the storage
updateStorage();
}
rx::TextureStorageInterface3D *Texture3D::createCompleteStorage(bool renderTarget) const
{
GLsizei width = getBaseLevelWidth();
GLsizei height = getBaseLevelHeight();
GLsizei depth = getBaseLevelDepth();
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));
return new rx::TextureStorageInterface3D(mRenderer, getBaseLevelInternalFormat(), renderTarget, width, height, depth, levels);
}
void Texture3D::setCompleteTexStorage(rx::TextureStorageInterface3D *newCompleteTexStorage)
{
SafeDelete(mTexStorage);
mTexStorage = newCompleteTexStorage;
mDirtyImages = true;
// We do not support managed 3D storage, as that is D3D9/ES2-only
ASSERT(!mTexStorage->isManaged());
}
void Texture3D::updateStorage()
{
ASSERT(mTexStorage != NULL);
GLint storageLevels = mTexStorage->getLevelCount();
for (int level = 0; level < storageLevels; level++)
{
if (mImageArray[level]->isDirty() && isLevelComplete(level))
{
updateStorageLevel(level);
}
}
}
void Texture3D::updateStorageLevel(int level)
{
ASSERT(level >= 0 && level < (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
ASSERT(isLevelComplete(level));
if (mImageArray[level]->isDirty())
{
commitRect(level, 0, 0, 0, getWidth(level), getHeight(level), getDepth(level));
}
}
bool Texture3D::ensureRenderTarget()
{
initializeStorage(true);
if (getBaseLevelWidth() > 0 && getBaseLevelHeight() > 0 && getBaseLevelDepth() > 0)
{
ASSERT(mTexStorage);
if (!mTexStorage->isRenderTarget())
{
rx::TextureStorageInterface3D *newRenderTargetStorage = createCompleteStorage(true);
if (!mRenderer->copyToRenderTarget(newRenderTargetStorage, mTexStorage))
{
delete newRenderTargetStorage;
return gl::error(GL_OUT_OF_MEMORY, false);
}
setCompleteTexStorage(newRenderTargetStorage);
}
}
return (mTexStorage && mTexStorage->isRenderTarget());
return mTexture->getRenderTargetSerial(level, layer);
}
rx::RenderTarget *Texture3D::getRenderTarget(GLint level)
{
// ensure the underlying texture is created
if (!ensureRenderTarget())
{
return NULL;
}
updateStorageLevel(level);
// ensure this is NOT a depth texture
if (isDepth(level))
{
return NULL;
}
return mTexStorage->getRenderTarget(level);
return mTexture->getRenderTarget(level);
}
rx::RenderTarget *Texture3D::getRenderTarget(GLint level, GLint layer)
{
// ensure the underlying texture is created
if (!ensureRenderTarget())
{
return NULL;
}
updateStorage();
// ensure this is NOT a depth texture
if (isDepth(level))
{
return NULL;
}
return mTexStorage->getRenderTarget(level, layer);
return mTexture->getRenderTarget(level, layer);
}
rx::RenderTarget *Texture3D::getDepthStencil(GLint level, GLint layer)
{
// ensure the underlying texture is created
if (!ensureRenderTarget())
{
return NULL;
}
updateStorageLevel(level);
// ensure this is a depth texture
if (!isDepth(level))
{
return NULL;
}
return mTexStorage->getRenderTarget(level, layer);
}
void Texture3D::redefineImage(GLint level, GLenum 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, getBaseLevelWidth() >> level);
const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
const int storageDepth = std::max(1, getBaseLevelDepth() >> level);
const GLenum storageFormat = getBaseLevelInternalFormat();
mImageArray[level]->redefine(mRenderer, GL_TEXTURE_3D, internalformat, width, height, depth, false);
if (mTexStorage)
{
const int storageLevels = mTexStorage->getLevelCount();
if ((level >= storageLevels && storageLevels != 0) ||
width != storageWidth ||
height != storageHeight ||
depth != storageDepth ||
internalformat != storageFormat) // Discard mismatched storage
{
for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
mImageArray[i]->markDirty();
}
delete mTexStorage;
mTexStorage = NULL;
mDirtyImages = true;
}
}
}
void Texture3D::commitRect(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth)
{
if (isValidLevel(level))
{
rx::ImageD3D *image = rx::ImageD3D::makeImageD3D(mImageArray[level]);
if (image->copyToStorage(mTexStorage, level, xoffset, yoffset, zoffset, width, height, depth))
{
image->markClean();
}
}
return mTexture->getDepthStencil(level, layer);
}
Texture2DArray::Texture2DArray(rx::Renderer *renderer, GLuint id)
......
......@@ -30,6 +30,7 @@ namespace rx
class Renderer;
class Texture2DImpl;
class TextureCubeImpl;
class Texture3DImpl;
class TextureStorageInterface;
class TextureStorageInterface3D;
class TextureStorageInterface2DArray;
......@@ -240,13 +241,18 @@ class TextureCubeMap : public Texture
rx::TextureCubeImpl *mTexture;
};
class Texture3D : public TextureWithRenderer
class Texture3D : public Texture
{
public:
Texture3D(rx::Renderer *renderer, GLuint id);
Texture3D(rx::Texture3DImpl *impl, GLuint id);
~Texture3D();
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 getDepth(GLint level) const;
......@@ -278,26 +284,9 @@ class Texture3D : public TextureWithRenderer
private:
DISALLOW_COPY_AND_ASSIGN(Texture3D);
virtual void initializeStorage(bool renderTarget);
rx::TextureStorageInterface3D *createCompleteStorage(bool renderTarget) const;
void setCompleteTexStorage(rx::TextureStorageInterface3D *newCompleteTexStorage);
virtual void updateStorage();
virtual bool ensureRenderTarget();
virtual rx::TextureStorageInterface *getBaseLevelStorage();
virtual const rx::Image *getBaseLevelImage() const;
void redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
void commitRect(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth);
bool isValidLevel(int level) const;
bool isLevelComplete(int level) const;
void updateStorageLevel(int level);
rx::Image *mImageArray[IMPLEMENTATION_MAX_TEXTURE_LEVELS];
rx::TextureStorageInterface3D *mTexStorage;
rx::Texture3DImpl *mTexture;
};
class Texture2DArray : public TextureWithRenderer
......
......@@ -57,9 +57,9 @@ class RenderTarget;
class Image;
class TextureStorage;
class UniformStorage;
class Texture2DImpl;
class TextureCubeImpl;
class Texture3DImpl;
struct ConfigDesc
{
......@@ -231,6 +231,7 @@ class Renderer
// Texture creation
virtual Texture2DImpl *createTexture2D() = 0;
virtual TextureCubeImpl *createTextureCube() = 0;
virtual Texture3DImpl *createTexture3D() = 0;
// Buffer creation
virtual BufferImpl *createBuffer() = 0;
......
......@@ -99,6 +99,37 @@ class TextureCubeImpl
virtual RenderTarget *getDepthStencil(GLenum target, GLint level) = 0;
};
class Texture3DImpl
{
public:
virtual ~Texture3DImpl() {}
virtual TextureStorageInterface *getNativeTexture() = 0;
virtual Image *getImage(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) = 0;
virtual RenderTarget *getRenderTarget(GLint level, GLint layer) = 0;
virtual RenderTarget *getDepthStencil(GLint level, GLint layer) = 0;
};
}
#endif // LIBGLESV2_RENDERER_TEXTUREIMPL_H_
......@@ -46,7 +46,7 @@ bool IsRenderTargetUsage(GLenum usage)
return (usage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
}
TextureD3D::TextureD3D(rx::Renderer *renderer)
TextureD3D::TextureD3D(Renderer *renderer)
: mRenderer(renderer),
mUsage(GL_NONE),
mDirtyImages(true),
......@@ -60,19 +60,19 @@ TextureD3D::~TextureD3D()
GLint TextureD3D::getBaseLevelWidth() const
{
const rx::Image *baseImage = getBaseLevelImage();
const Image *baseImage = getBaseLevelImage();
return (baseImage ? baseImage->getWidth() : 0);
}
GLint TextureD3D::getBaseLevelHeight() const
{
const rx::Image *baseImage = getBaseLevelImage();
const Image *baseImage = getBaseLevelImage();
return (baseImage ? baseImage->getHeight() : 0);
}
GLint TextureD3D::getBaseLevelDepth() const
{
const rx::Image *baseImage = getBaseLevelImage();
const Image *baseImage = getBaseLevelImage();
return (baseImage ? baseImage->getDepth() : 0);
}
......@@ -81,11 +81,11 @@ GLint TextureD3D::getBaseLevelDepth() const
// the base level image for anything except querying texture format and size.
GLenum TextureD3D::getBaseLevelInternalFormat() const
{
const rx::Image *baseImage = getBaseLevelImage();
const Image *baseImage = getBaseLevelImage();
return (baseImage ? baseImage->getInternalFormat() : GL_NONE);
}
void TextureD3D::setImage(const gl::PixelUnpackState &unpack, GLenum type, const void *pixels, rx::Image *image)
void TextureD3D::setImage(const gl::PixelUnpackState &unpack, GLenum type, const void *pixels, Image *image)
{
// No-op
if (image->getWidth() == 0 || image->getHeight() == 0 || image->getDepth() == 0)
......@@ -116,7 +116,7 @@ void TextureD3D::setImage(const gl::PixelUnpackState &unpack, GLenum type, const
}
bool TextureD3D::subImage(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels, rx::Image *image)
GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels, Image *image)
{
const void *pixelData = pixels;
......@@ -140,7 +140,7 @@ bool TextureD3D::subImage(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei w
return true;
}
void TextureD3D::setCompressedImage(GLsizei imageSize, const void *pixels, rx::Image *image)
void TextureD3D::setCompressedImage(GLsizei imageSize, const void *pixels, Image *image)
{
if (pixels != NULL)
{
......@@ -150,7 +150,7 @@ void TextureD3D::setCompressedImage(GLsizei imageSize, const void *pixels, rx::I
}
bool TextureD3D::subImageCompressed(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
GLenum format, GLsizei imageSize, const void *pixels, rx::Image *image)
GLenum format, GLsizei imageSize, const void *pixels, Image *image)
{
if (pixels != NULL)
{
......@@ -167,7 +167,7 @@ bool TextureD3D::isFastUnpackable(const gl::PixelUnpackState &unpack, GLenum siz
}
bool TextureD3D::fastUnpackPixels(const gl::PixelUnpackState &unpack, const void *pixels, const gl::Box &destArea,
GLenum sizedInternalFormat, GLenum type, rx::RenderTarget *destRenderTarget)
GLenum sizedInternalFormat, GLenum type, RenderTarget *destRenderTarget)
{
if (destArea.width <= 0 && destArea.height <= 0 && destArea.depth <= 0)
{
......@@ -203,7 +203,7 @@ int TextureD3D::mipLevels() const
}
TextureD3D_2D::TextureD3D_2D(rx::Renderer *renderer)
TextureD3D_2D::TextureD3D_2D(Renderer *renderer)
: TextureD3D(renderer),
Texture2DImpl(),
mTexStorage(NULL)
......@@ -235,7 +235,7 @@ TextureStorageInterface *TextureD3D_2D::getNativeTexture()
// ensure the underlying texture is created
initializeStorage(false);
rx::TextureStorageInterface *storage = getBaseLevelStorage();
TextureStorageInterface *storage = getBaseLevelStorage();
if (storage)
{
updateStorage();
......@@ -307,7 +307,7 @@ void TextureD3D_2D::setImage(GLint level, GLsizei width, GLsizei height, GLenum
if (isFastUnpackable(unpack, sizedInternalFormat) && isLevelComplete(level))
{
// Will try to create RT storage if it does not exist
rx::RenderTarget *destRenderTarget = getRenderTarget(level);
RenderTarget *destRenderTarget = getRenderTarget(level);
gl::Box destArea(0, 0, 0, getWidth(level), getHeight(level), 1);
if (destRenderTarget && fastUnpackPixels(unpack, pixels, destArea, sizedInternalFormat, type, destRenderTarget))
......@@ -336,7 +336,7 @@ void TextureD3D_2D::subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei
if (isFastUnpackable(unpack, getInternalFormat(level)) && isLevelComplete(level))
{
rx::RenderTarget *renderTarget = getRenderTarget(level);
RenderTarget *renderTarget = getRenderTarget(level);
gl::Box destArea(xoffset, yoffset, 0, width, height, 1);
if (renderTarget && fastUnpackPixels(unpack, pixels, destArea, getInternalFormat(level), type, renderTarget))
......@@ -435,7 +435,7 @@ void TextureD3D_2D::storage(GLsizei levels, GLenum internalformat, GLsizei width
mImmutable = true;
setCompleteTexStorage(new rx::TextureStorageInterface2D(mRenderer, internalformat, IsRenderTargetUsage(mUsage), width, height, levels));
setCompleteTexStorage(new TextureStorageInterface2D(mRenderer, internalformat, IsRenderTargetUsage(mUsage), width, height, levels));
}
// Tests for 2D texture sampling completeness. [OpenGL ES 2.0.24] section 3.8.2 page 85.
......@@ -516,7 +516,7 @@ void TextureD3D_2D::bindTexImage(egl::Surface *surface)
{
SafeDelete(mTexStorage);
}
mTexStorage = new rx::TextureStorageInterface2D(mRenderer, surface->getSwapChain());
mTexStorage = new TextureStorageInterface2D(mRenderer, surface->getSwapChain());
mDirtyImages = true;
}
......@@ -627,7 +627,7 @@ bool TextureD3D_2D::isLevelComplete(int level) const
return true;
}
const rx::Image *baseImage = getBaseLevelImage();
const Image *baseImage = getBaseLevelImage();
GLsizei width = baseImage->getWidth();
GLsizei height = baseImage->getHeight();
......@@ -644,7 +644,7 @@ bool TextureD3D_2D::isLevelComplete(int level) const
}
ASSERT(level >= 1 && level <= (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
rx::Image *image = mImageArray[level];
ImageD3D *image = mImageArray[level];
if (image->getInternalFormat() != baseImage->getInternalFormat())
{
......@@ -688,7 +688,7 @@ void TextureD3D_2D::initializeStorage(bool renderTarget)
updateStorage();
}
rx::TextureStorageInterface2D *TextureD3D_2D::createCompleteStorage(bool renderTarget) const
TextureStorageInterface2D *TextureD3D_2D::createCompleteStorage(bool renderTarget) const
{
GLsizei width = getBaseLevelWidth();
GLsizei height = getBaseLevelHeight();
......@@ -698,7 +698,7 @@ rx::TextureStorageInterface2D *TextureD3D_2D::createCompleteStorage(bool renderT
// use existing storage level count, when previously specified by TexStorage*D
GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(width, height, 1));
return new rx::TextureStorageInterface2D(mRenderer, getBaseLevelInternalFormat(), renderTarget, width, height, levels);
return new TextureStorageInterface2D(mRenderer, getBaseLevelInternalFormat(), renderTarget, width, height, levels);
}
void TextureD3D_2D::setCompleteTexStorage(TextureStorageInterface2D *newCompleteTexStorage)
......@@ -739,7 +739,7 @@ bool TextureD3D_2D::ensureRenderTarget()
ASSERT(mTexStorage);
if (!mTexStorage->isRenderTarget())
{
rx::TextureStorageInterface2D *newRenderTargetStorage = createCompleteStorage(true);
TextureStorageInterface2D *newRenderTargetStorage = createCompleteStorage(true);
if (!mRenderer->copyToRenderTarget(newRenderTargetStorage, mTexStorage))
{
......@@ -808,7 +808,7 @@ void TextureD3D_2D::commitRect(GLint level, GLint xoffset, GLint yoffset, GLsize
{
if (isValidLevel(level))
{
rx::ImageD3D *image = mImageArray[level];
ImageD3D *image = mImageArray[level];
if (image->copyToStorage(mTexStorage, level, xoffset, yoffset, width, height))
{
image->markClean();
......@@ -817,7 +817,7 @@ void TextureD3D_2D::commitRect(GLint level, GLint xoffset, GLint yoffset, GLsize
}
TextureD3D_Cube::TextureD3D_Cube(rx::Renderer *renderer)
TextureD3D_Cube::TextureD3D_Cube(Renderer *renderer)
: TextureCubeImpl(),
TextureD3D(renderer),
mTexStorage(NULL)
......@@ -855,7 +855,7 @@ TextureStorageInterface *TextureD3D_Cube::getNativeTexture()
// ensure the underlying texture is created
initializeStorage(false);
rx::TextureStorageInterface *storage = getBaseLevelStorage();
TextureStorageInterface *storage = getBaseLevelStorage();
if (storage)
{
updateStorage();
......@@ -1017,7 +1017,7 @@ void TextureD3D_Cube::storage(GLsizei levels, GLenum internalformat, GLsizei siz
mImmutable = true;
setCompleteTexStorage(new rx::TextureStorageInterfaceCube(mRenderer, internalformat, IsRenderTargetUsage(mUsage), size, levels));
setCompleteTexStorage(new TextureStorageInterfaceCube(mRenderer, internalformat, IsRenderTargetUsage(mUsage), size, levels));
}
bool TextureD3D_Cube::isSamplerComplete(const gl::SamplerState &samplerState) const
......@@ -1419,4 +1419,559 @@ void TextureD3D_Cube::commitRect(int faceIndex, GLint level, GLint xoffset, GLin
}
}
}
\ No newline at end of file
TextureD3D_3D::TextureD3D_3D(Renderer *renderer)
: Texture3DImpl(),
TextureD3D(renderer),
mTexStorage(NULL)
{
for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
{
mImageArray[i] = ImageD3D::makeImageD3D(renderer->createImage());
}
}
TextureD3D_3D::~TextureD3D_3D()
{
SafeDelete(mTexStorage);
for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
{
delete mImageArray[i];
}
}
TextureD3D_3D *TextureD3D_3D::makeTextureD3D_3D(Texture3DImpl *texture)
{
ASSERT(HAS_DYNAMIC_TYPE(TextureD3D_3D*, texture));
return static_cast<TextureD3D_3D*>(texture);
}
TextureStorageInterface *TextureD3D_3D::getNativeTexture()
{
// ensure the underlying texture is created
initializeStorage(false);
TextureStorageInterface *storage = getBaseLevelStorage();
if (storage)
{
updateStorage();
}
return storage;
}
Image *TextureD3D_3D::getImage(int level) const
{
ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
return mImageArray[level];
}
void TextureD3D_3D::setUsage(GLenum usage)
{
mUsage = usage;
}
void TextureD3D_3D::resetDirty()
{
mDirtyImages = false;
}
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::GetDepthBits(getInternalFormat(level)) > 0;
}
void TextureD3D_3D::setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
{
GLenum sizedInternalFormat = gl::IsSizedInternalFormat(internalFormat) ? internalFormat
: gl::GetSizedInternalFormat(format, type);
redefineImage(level, sizedInternalFormat, width, height, depth);
bool fastUnpacked = false;
// Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer
if (isFastUnpackable(unpack, sizedInternalFormat))
{
// Will try to create RT storage if it does not exist
RenderTarget *destRenderTarget = getRenderTarget(level);
gl::Box destArea(0, 0, 0, getWidth(level), getHeight(level), getDepth(level));
if (destRenderTarget && fastUnpackPixels(unpack, pixels, destArea, sizedInternalFormat, type, destRenderTarget))
{
// Ensure we don't overwrite our newly initialized data
mImageArray[level]->markClean();
fastUnpacked = true;
}
}
if (!fastUnpacked)
{
TextureD3D::setImage(unpack, type, pixels, mImageArray[level]);
}
}
void TextureD3D_3D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels)
{
// compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
redefineImage(level, format, width, height, depth);
TextureD3D::setCompressedImage(imageSize, pixels, mImageArray[level]);
}
void TextureD3D_3D::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)
{
bool fastUnpacked = false;
// Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer
if (isFastUnpackable(unpack, getInternalFormat(level)))
{
RenderTarget *destRenderTarget = getRenderTarget(level);
gl::Box destArea(xoffset, yoffset, zoffset, width, height, depth);
if (destRenderTarget && fastUnpackPixels(unpack, pixels, destArea, getInternalFormat(level), type, destRenderTarget))
{
// Ensure we don't overwrite our newly initialized data
mImageArray[level]->markClean();
fastUnpacked = true;
}
}
if (!fastUnpacked && TextureD3D::subImage(xoffset, yoffset, zoffset, width, height, depth, format, type, unpack, pixels, mImageArray[level]))
{
commitRect(level, xoffset, yoffset, zoffset, width, height, depth);
}
}
void TextureD3D_3D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels)
{
if (TextureD3D::subImageCompressed(xoffset, yoffset, zoffset, width, height, depth, format, imageSize, pixels, mImageArray[level]))
{
commitRect(level, xoffset, yoffset, zoffset, width, height, depth);
}
}
void TextureD3D_3D::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
{
// 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)
bool canCreateRenderTarget = isLevelComplete(level) && isLevelComplete(0);
if (!mImageArray[level]->isRenderableFormat() || (!mTexStorage && !canCreateRenderTarget))
{
mImageArray[level]->copy(xoffset, yoffset, zoffset, x, y, width, height, source);
mDirtyImages = true;
}
else
{
ensureRenderTarget();
if (isValidLevel(level))
{
updateStorageLevel(level);
gl::Rectangle sourceRect;
sourceRect.x = x;
sourceRect.width = width;
sourceRect.y = y;
sourceRect.height = height;
mRenderer->copyImage(source, sourceRect,
gl::GetFormat(getBaseLevelInternalFormat()),
xoffset, yoffset, zoffset, mTexStorage, level);
}
}
}
void TextureD3D_3D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
{
for (int level = 0; level < levels; level++)
{
GLsizei levelWidth = std::max(1, width >> level);
GLsizei levelHeight = std::max(1, height >> level);
GLsizei levelDepth = std::max(1, depth >> level);
mImageArray[level]->redefine(mRenderer, GL_TEXTURE_3D, internalformat, levelWidth, levelHeight, levelDepth, true);
}
for (int level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
mImageArray[level]->redefine(mRenderer, GL_TEXTURE_3D, GL_NONE, 0, 0, 0, true);
}
mImmutable = true;
setCompleteTexStorage(new TextureStorageInterface3D(mRenderer, internalformat, IsRenderTargetUsage(mUsage), width, height, depth, levels));
}
bool TextureD3D_3D::isSamplerComplete(const gl::SamplerState &samplerState) const
{
GLsizei width = getBaseLevelWidth();
GLsizei height = getBaseLevelHeight();
GLsizei depth = getBaseLevelDepth();
if (width <= 0 || height <= 0 || depth <= 0)
{
return false;
}
// TODO(geofflang): use context's texture caps
if (!mRenderer->getRendererTextureCaps().get(getInternalFormat(0)).filtering)
{
if (samplerState.magFilter != GL_NEAREST ||
(samplerState.minFilter != GL_NEAREST && samplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST))
{
return false;
}
}
if (IsMipmapFiltered(samplerState) && !isMipmapComplete())
{
return false;
}
return true;
}
bool TextureD3D_3D::isMipmapComplete() const
{
int levelCount = mipLevels();
for (int level = 0; level < levelCount; level++)
{
if (!isLevelComplete(level))
{
return false;
}
}
return true;
}
void TextureD3D_3D::generateMipmaps()
{
// Purge array levels 1 through q and reset them to represent the generated mipmap levels.
int levelCount = mipLevels();
for (int level = 1; level < levelCount; level++)
{
redefineImage(level, getBaseLevelInternalFormat(),
std::max(getBaseLevelWidth() >> level, 1),
std::max(getBaseLevelHeight() >> level, 1),
std::max(getBaseLevelDepth() >> level, 1));
}
if (mTexStorage && mTexStorage->isRenderTarget())
{
for (int level = 1; level < levelCount; level++)
{
mTexStorage->generateMipmap(level);
mImageArray[level]->markClean();
}
}
else
{
for (int level = 1; level < levelCount; level++)
{
mRenderer->generateMipmap(mImageArray[level], mImageArray[level - 1]);
}
}
}
unsigned int TextureD3D_3D::getRenderTargetSerial(GLint level, GLint layer)
{
return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(level, layer) : 0);
}
RenderTarget *TextureD3D_3D::getRenderTarget(GLint level)
{
// ensure the underlying texture is created
if (!ensureRenderTarget())
{
return NULL;
}
updateStorageLevel(level);
// ensure this is NOT a depth texture
if (isDepth(level))
{
return NULL;
}
return mTexStorage->getRenderTarget(level);
}
RenderTarget *TextureD3D_3D::getRenderTarget(GLint level, GLint layer)
{
// ensure the underlying texture is created
if (!ensureRenderTarget())
{
return NULL;
}
updateStorage();
// ensure this is NOT a depth texture
if (isDepth(level))
{
return NULL;
}
return mTexStorage->getRenderTarget(level, layer);
}
RenderTarget *TextureD3D_3D::getDepthStencil(GLint level, GLint layer)
{
// ensure the underlying texture is created
if (!ensureRenderTarget())
{
return NULL;
}
updateStorageLevel(level);
// ensure this is a depth texture
if (!isDepth(level))
{
return NULL;
}
return mTexStorage->getRenderTarget(level, layer);
}
void TextureD3D_3D::initializeStorage(bool renderTarget)
{
// Only initialize the first time this texture is used as a render target or shader resource
if (mTexStorage)
{
return;
}
// do not attempt to create storage for nonexistant data
if (!isLevelComplete(0))
{
return;
}
bool createRenderTarget = (renderTarget || mUsage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
setCompleteTexStorage(createCompleteStorage(createRenderTarget));
ASSERT(mTexStorage);
// flush image data to the storage
updateStorage();
}
TextureStorageInterface3D *TextureD3D_3D::createCompleteStorage(bool renderTarget) const
{
GLsizei width = getBaseLevelWidth();
GLsizei height = getBaseLevelHeight();
GLsizei depth = getBaseLevelDepth();
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));
return new TextureStorageInterface3D(mRenderer, getBaseLevelInternalFormat(), renderTarget, width, height, depth, levels);
}
void TextureD3D_3D::setCompleteTexStorage(TextureStorageInterface3D *newCompleteTexStorage)
{
SafeDelete(mTexStorage);
mTexStorage = newCompleteTexStorage;
mDirtyImages = true;
// We do not support managed 3D storage, as that is D3D9/ES2-only
ASSERT(!mTexStorage->isManaged());
}
void TextureD3D_3D::updateStorage()
{
ASSERT(mTexStorage != NULL);
GLint storageLevels = mTexStorage->getLevelCount();
for (int level = 0; level < storageLevels; level++)
{
if (mImageArray[level]->isDirty() && isLevelComplete(level))
{
updateStorageLevel(level);
}
}
}
bool TextureD3D_3D::ensureRenderTarget()
{
initializeStorage(true);
if (getBaseLevelWidth() > 0 && getBaseLevelHeight() > 0 && getBaseLevelDepth() > 0)
{
ASSERT(mTexStorage);
if (!mTexStorage->isRenderTarget())
{
TextureStorageInterface3D *newRenderTargetStorage = createCompleteStorage(true);
if (!mRenderer->copyToRenderTarget(newRenderTargetStorage, mTexStorage))
{
delete newRenderTargetStorage;
return gl::error(GL_OUT_OF_MEMORY, false);
}
setCompleteTexStorage(newRenderTargetStorage);
}
}
return (mTexStorage && mTexStorage->isRenderTarget());
}
TextureStorageInterface *TextureD3D_3D::getBaseLevelStorage()
{
return mTexStorage;
}
const ImageD3D *TextureD3D_3D::getBaseLevelImage() const
{
return mImageArray[0];
}
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 < (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
if (isImmutable())
{
return true;
}
GLsizei width = getBaseLevelWidth();
GLsizei height = getBaseLevelHeight();
GLsizei depth = getBaseLevelDepth();
if (width <= 0 || height <= 0 || depth <= 0)
{
return false;
}
if (level == 0)
{
return true;
}
ImageD3D *levelImage = mImageArray[level];
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;
}
void TextureD3D_3D::updateStorageLevel(int level)
{
ASSERT(level >= 0 && level < (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
ASSERT(isLevelComplete(level));
if (mImageArray[level]->isDirty())
{
commitRect(level, 0, 0, 0, getWidth(level), getHeight(level), getDepth(level));
}
}
void TextureD3D_3D::redefineImage(GLint level, GLenum 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, getBaseLevelWidth() >> level);
const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
const int storageDepth = std::max(1, getBaseLevelDepth() >> level);
const GLenum storageFormat = getBaseLevelInternalFormat();
mImageArray[level]->redefine(mRenderer, GL_TEXTURE_3D, internalformat, width, height, depth, false);
if (mTexStorage)
{
const int storageLevels = mTexStorage->getLevelCount();
if ((level >= storageLevels && storageLevels != 0) ||
width != storageWidth ||
height != storageHeight ||
depth != storageDepth ||
internalformat != storageFormat) // Discard mismatched storage
{
for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
mImageArray[i]->markDirty();
}
SafeDelete(mTexStorage);
mDirtyImages = true;
}
}
}
void TextureD3D_3D::commitRect(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth)
{
if (isValidLevel(level))
{
ImageD3D *image = mImageArray[level];
if (image->copyToStorage(mTexStorage, level, xoffset, yoffset, zoffset, width, height, depth))
{
image->markClean();
}
}
}
}
......@@ -27,11 +27,12 @@ class Renderer;
class TextureStorageInterface;
class TextureStorageInterface2D;
class TextureStorageInterfaceCube;
class TextureStorageInterface3D;
class TextureD3D
{
public:
TextureD3D(rx::Renderer *renderer);
TextureD3D(Renderer *renderer);
virtual ~TextureD3D();
GLint getBaseLevelWidth() const;
......@@ -42,15 +43,15 @@ class TextureD3D
bool isImmutable() const { return mImmutable; }
protected:
void setImage(const gl::PixelUnpackState &unpack, GLenum type, const void *pixels, rx::Image *image);
void setImage(const gl::PixelUnpackState &unpack, GLenum type, const void *pixels, Image *image);
bool subImage(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels, rx::Image *image);
void setCompressedImage(GLsizei imageSize, const void *pixels, rx::Image *image);
GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels, Image *image);
void setCompressedImage(GLsizei imageSize, const void *pixels, 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);
GLenum format, GLsizei imageSize, const void *pixels, Image *image);
bool isFastUnpackable(const gl::PixelUnpackState &unpack, GLenum sizedInternalFormat);
bool fastUnpackPixels(const gl::PixelUnpackState &unpack, const void *pixels, const gl::Box &destArea,
GLenum sizedInternalFormat, GLenum type, rx::RenderTarget *destRenderTarget);
GLenum sizedInternalFormat, GLenum type, RenderTarget *destRenderTarget);
GLint creationLevels(GLsizei width, GLsizei height, GLsizei depth) const;
int mipLevels() const;
......@@ -73,7 +74,7 @@ class TextureD3D
class TextureD3D_2D : public Texture2DImpl, public TextureD3D
{
public:
TextureD3D_2D(rx::Renderer *renderer);
TextureD3D_2D(Renderer *renderer);
virtual ~TextureD3D_2D();
static TextureD3D_2D *makeTextureD3D_2D(Texture2DImpl *texture);
......@@ -139,7 +140,7 @@ class TextureD3D_2D : public Texture2DImpl, public TextureD3D
class TextureD3D_Cube : public TextureCubeImpl, public TextureD3D
{
public:
TextureD3D_Cube(rx::Renderer *renderer);
TextureD3D_Cube(Renderer *renderer);
virtual ~TextureD3D_Cube();
static TextureD3D_Cube *makeTextureD3D_Cube(TextureCubeImpl *texture);
......@@ -200,6 +201,70 @@ class TextureD3D_Cube : public TextureCubeImpl, public TextureD3D
TextureStorageInterfaceCube *mTexStorage;
};
class TextureD3D_3D : public Texture3DImpl, public TextureD3D
{
public:
TextureD3D_3D(Renderer *renderer);
virtual ~TextureD3D_3D();
static TextureD3D_3D *makeTextureD3D_3D(Texture3DImpl *texture);
virtual TextureStorageInterface *getNativeTexture();
virtual Image *getImage(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 getDepth(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);
virtual RenderTarget *getRenderTarget(GLint level, GLint layer);
virtual RenderTarget *getDepthStencil(GLint level, GLint layer);
private:
DISALLOW_COPY_AND_ASSIGN(TextureD3D_3D);
virtual void initializeStorage(bool renderTarget);
TextureStorageInterface3D *createCompleteStorage(bool renderTarget) const;
void setCompleteTexStorage(TextureStorageInterface3D *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 redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
void commitRect(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth);
ImageD3D *mImageArray[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
TextureStorageInterface3D *mTexStorage;
};
}
#endif // LIBGLESV2_RENDERER_TEXTURED3D_H_
......@@ -2911,6 +2911,11 @@ TextureCubeImpl *Renderer11::createTextureCube()
return new TextureD3D_Cube(this);
}
Texture3DImpl *Renderer11::createTexture3D()
{
return new TextureD3D_3D(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)
{
......
......@@ -180,6 +180,7 @@ class Renderer11 : public Renderer
// Texture creation
virtual Texture2DImpl *createTexture2D();
virtual TextureCubeImpl *createTextureCube();
virtual Texture3DImpl *createTexture3D();
// Buffer creation
virtual BufferImpl *createBuffer();
......
......@@ -3204,6 +3204,11 @@ TextureCubeImpl *Renderer9::createTextureCube()
return new TextureD3D_Cube(this);
}
Texture3DImpl *Renderer9::createTexture3D()
{
return new TextureD3D_3D(this);
}
bool Renderer9::getLUID(LUID *adapterLuid) const
{
adapterLuid->HighPart = 0;
......
......@@ -182,6 +182,7 @@ class Renderer9 : public Renderer
// Texture creation
virtual Texture2DImpl *createTexture2D();
virtual TextureCubeImpl *createTextureCube();
virtual Texture3DImpl *createTexture3D();
// Buffer creation
virtual BufferImpl *createBuffer();
......
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