Commit f47bebc4 by Brandon Jones

Refactored Texture2D, separated out D3D logic

BUG=angle:688 Change-Id: I93c2ff0b125278234d61324844b79cc58135d4d8 Reviewed-on: https://chromium-review.googlesource.com/207675Reviewed-by: 's avatarShannon Woods <shannonwoods@chromium.org> Tested-by: 's avatarBrandon Jones <bajones@chromium.org>
parent 53a94a82
......@@ -374,6 +374,7 @@ if (is_win) {
"src/libGLESv2/renderer/Renderer.h",
"src/libGLESv2/renderer/ShaderExecutable.h",
"src/libGLESv2/renderer/SwapChain.h",
"src/libGLESv2/renderer/TextureImpl.h",
"src/libGLESv2/renderer/VertexArrayImpl.h",
"src/libGLESv2/renderer/copyimage.cpp",
"src/libGLESv2/renderer/copyimage.h",
......@@ -421,6 +422,8 @@ if (is_win) {
"src/libGLESv2/renderer/d3d/IndexBuffer.h",
"src/libGLESv2/renderer/d3d/IndexDataManager.cpp",
"src/libGLESv2/renderer/d3d/IndexDataManager.h",
"src/libGLESv2/renderer/d3d/TextureD3D.cpp",
"src/libGLESv2/renderer/d3d/TextureD3D.h",
"src/libGLESv2/renderer/d3d/TextureStorage.cpp",
"src/libGLESv2/renderer/d3d/TextureStorage.h",
"src/libGLESv2/renderer/d3d/VertexBuffer.cpp",
......
......@@ -158,6 +158,7 @@
<ClInclude Include="..\..\src\libGLESv2\Buffer.h"/>
<ClInclude Include="..\..\src\libGLESv2\State.h"/>
<ClInclude Include="..\..\src\libGLESv2\validationES.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\TextureImpl.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\Renderer.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\ShaderExecutable.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\loadimage.h"/>
......@@ -177,6 +178,7 @@
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\IndexBuffer.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\HLSLCompiler.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\ImageD3D.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\TextureD3D.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\TextureStorage.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\IndexDataManager.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\VertexBuffer.h"/>
......@@ -342,10 +344,11 @@
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\HLSLCompiler.cpp"/>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\BufferD3D.cpp"/>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\IndexBuffer.cpp"/>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\TextureD3D.cpp"/>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\VertexDataManager.cpp"/>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\IndexDataManager.cpp"/>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\ImageD3D.cpp"/>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\TextureStorage.cpp"/>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\IndexDataManager.cpp"/>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\VertexBuffer.cpp"/>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\d3d11\Renderer11.cpp"/>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\d3d11\InputLayoutCache.cpp"/>
......
......@@ -264,6 +264,9 @@
<ClCompile Include="..\..\src\libGLESv2\renderer\copyimage.cpp">
<Filter>src\libGLESv2\renderer</Filter>
</ClCompile>
<ClInclude Include="..\..\src\libGLESv2\renderer\TextureImpl.h">
<Filter>src\libGLESv2\renderer</Filter>
</ClInclude>
<ClInclude Include="..\..\src\libGLESv2\renderer\Renderer.h">
<Filter>src\libGLESv2\renderer</Filter>
</ClInclude>
......@@ -351,12 +354,15 @@
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\IndexBuffer.cpp">
<Filter>src\libGLESv2\renderer\d3d</Filter>
</ClCompile>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\VertexDataManager.cpp">
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\TextureD3D.cpp">
<Filter>src\libGLESv2\renderer\d3d</Filter>
</ClCompile>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\IndexDataManager.cpp">
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\VertexDataManager.cpp">
<Filter>src\libGLESv2\renderer\d3d</Filter>
</ClCompile>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\TextureD3D.h">
<Filter>src\libGLESv2\renderer\d3d</Filter>
</ClInclude>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\TextureStorage.h">
<Filter>src\libGLESv2\renderer\d3d</Filter>
</ClInclude>
......@@ -375,6 +381,9 @@
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\BufferD3D.h">
<Filter>src\libGLESv2\renderer\d3d</Filter>
</ClInclude>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\IndexDataManager.cpp">
<Filter>src\libGLESv2\renderer\d3d</Filter>
</ClCompile>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\VertexBuffer.cpp">
<Filter>src\libGLESv2\renderer\d3d</Filter>
</ClCompile>
......
......@@ -68,7 +68,7 @@ Context::Context(int clientVersion, const gl::Context *shareContext, rx::Rendere
// In order that access to these initial textures not be lost, they are treated as texture
// objects all of whose names are 0.
mTexture2DZero.set(new Texture2D(mRenderer, 0));
mTexture2DZero.set(new Texture2D(mRenderer->createTexture2D(), 0));
mTextureCubeMapZero.set(new TextureCubeMap(mRenderer, 0));
mTexture3DZero.set(new Texture3D(mRenderer, 0));
mTexture2DArrayZero.set(new Texture2DArray(mRenderer, 0));
......@@ -2151,7 +2151,7 @@ Texture *Context::getIncompleteTexture(TextureType type)
case TEXTURE_2D:
{
Texture2D *incomplete2d = new Texture2D(mRenderer, Texture::INCOMPLETE_TEXTURE_ID);
Texture2D *incomplete2d = new Texture2D(mRenderer->createTexture2D(), Texture::INCOMPLETE_TEXTURE_ID);
incomplete2d->setImage(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
t = incomplete2d;
}
......
......@@ -377,7 +377,7 @@ void ResourceManager::checkTextureAllocation(GLuint texture, TextureType type)
if (type == TEXTURE_2D)
{
textureObject = new Texture2D(mRenderer, texture);
textureObject = new Texture2D(mRenderer->createTexture2D(), texture);
}
else if (type == TEXTURE_CUBE)
{
......
......@@ -24,6 +24,7 @@
#include "libGLESv2/Buffer.h"
#include "libGLESv2/renderer/BufferImpl.h"
#include "libGLESv2/renderer/RenderTarget.h"
#include "libGLESv2/renderer/TextureImpl.h"
namespace gl
{
......@@ -50,17 +51,12 @@ bool IsRenderTargetUsage(GLenum usage)
return (usage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
}
Texture::Texture(rx::Renderer *renderer, GLuint id, GLenum target) : RefCountObject(id)
Texture::Texture(GLuint id, GLenum target)
: RefCountObject(id),
mUsage(GL_NONE),
mImmutable(false),
mTarget(target)
{
mRenderer = renderer;
mUsage = GL_NONE;
mDirtyImages = true;
mImmutable = false;
mTarget = target;
}
Texture::~Texture()
......@@ -119,7 +115,66 @@ GLenum Texture::getBaseLevelInternalFormat() const
return (baseImage ? baseImage->getInternalFormat() : GL_NONE);
}
void Texture::setImage(const PixelUnpackState &unpack, GLenum type, const void *pixels, rx::Image *image)
unsigned int Texture::getTextureSerial()
{
rx::TextureStorageInterface *texture = getNativeTexture();
return texture ? texture->getTextureSerial() : 0;
}
bool Texture::isImmutable() const
{
return mImmutable;
}
int Texture::immutableLevelCount()
{
return (mImmutable ? getNativeTexture()->getStorageInstance()->getLevelCount() : 0);
}
int Texture::mipLevels() const
{
return log2(std::max(std::max(getBaseLevelWidth(), getBaseLevelHeight()), getBaseLevelDepth())) + 1;
}
TextureWithRenderer::TextureWithRenderer(rx::Renderer *renderer, GLuint id, GLenum target)
: Texture(id, target),
mRenderer(renderer),
mDirtyImages(true)
{
}
TextureWithRenderer::~TextureWithRenderer()
{
}
// TODO: This is only used by the D3D backends and FramebufferAttachment. Once
// FramebufferAttachment has been refactored this function should be pushed
// down to TextureD3D.
rx::TextureStorageInterface *TextureWithRenderer::getNativeTexture()
{
// ensure the underlying texture is created
initializeStorage(false);
rx::TextureStorageInterface *storage = getBaseLevelStorage();
if (storage)
{
updateStorage();
}
return storage;
}
bool TextureWithRenderer::hasDirtyImages() const
{
return mDirtyImages;
}
void TextureWithRenderer::resetDirty()
{
mDirtyImages = false;
}
void TextureWithRenderer::setImage(const PixelUnpackState &unpack, GLenum type, const void *pixels, rx::Image *image)
{
// No-op
if (image->getWidth() == 0 || image->getHeight() == 0 || image->getDepth() == 0)
......@@ -149,12 +204,12 @@ void Texture::setImage(const PixelUnpackState &unpack, GLenum type, const void *
}
}
bool Texture::isFastUnpackable(const PixelUnpackState &unpack, GLenum sizedInternalFormat)
bool TextureWithRenderer::isFastUnpackable(const PixelUnpackState &unpack, GLenum sizedInternalFormat)
{
return unpack.pixelBuffer.id() != 0 && mRenderer->supportsFastCopyBufferToTexture(sizedInternalFormat);
}
bool Texture::fastUnpackPixels(const PixelUnpackState &unpack, const void *pixels, const Box &destArea,
bool TextureWithRenderer::fastUnpackPixels(const PixelUnpackState &unpack, const void *pixels, const Box &destArea,
GLenum sizedInternalFormat, GLenum type, rx::RenderTarget *destRenderTarget)
{
if (destArea.width <= 0 && destArea.height <= 0 && destArea.depth <= 0)
......@@ -171,7 +226,7 @@ bool Texture::fastUnpackPixels(const PixelUnpackState &unpack, const void *pixel
return mRenderer->fastCopyBufferToTexture(unpack, offset, destRenderTarget, sizedInternalFormat, type, destArea);
}
void Texture::setCompressedImage(GLsizei imageSize, const void *pixels, rx::Image *image)
void TextureWithRenderer::setCompressedImage(GLsizei imageSize, const void *pixels, rx::Image *image)
{
if (pixels != NULL)
{
......@@ -180,7 +235,7 @@ void Texture::setCompressedImage(GLsizei imageSize, const void *pixels, rx::Imag
}
}
bool Texture::subImage(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
bool TextureWithRenderer::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)
{
const void *pixelData = pixels;
......@@ -205,7 +260,7 @@ bool Texture::subImage(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei widt
return true;
}
bool Texture::subImageCompressed(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
bool TextureWithRenderer::subImageCompressed(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
GLenum format, GLsizei imageSize, const void *pixels, rx::Image *image)
{
if (pixels != NULL)
......@@ -217,47 +272,7 @@ bool Texture::subImageCompressed(GLint xoffset, GLint yoffset, GLint zoffset, GL
return true;
}
rx::TextureStorageInterface *Texture::getNativeTexture()
{
// ensure the underlying texture is created
initializeStorage(false);
rx::TextureStorageInterface *storage = getBaseLevelStorage();
if (storage)
{
updateStorage();
}
return storage;
}
bool Texture::hasDirtyImages() const
{
return mDirtyImages;
}
void Texture::resetDirty()
{
mDirtyImages = false;
}
unsigned int Texture::getTextureSerial()
{
rx::TextureStorageInterface *texture = getNativeTexture();
return texture ? texture->getTextureSerial() : 0;
}
bool Texture::isImmutable() const
{
return mImmutable;
}
int Texture::immutableLevelCount()
{
return (mImmutable ? getNativeTexture()->getStorageInstance()->getLevelCount() : 0);
}
GLint Texture::creationLevels(GLsizei width, GLsizei height, GLsizei depth) const
GLint TextureWithRenderer::creationLevels(GLsizei width, GLsizei height, GLsizei depth) const
{
// TODO(geofflang): use context's extensions
if ((isPow2(width) && isPow2(height) && isPow2(depth)) || mRenderer->getRendererExtensions().textureNPOT)
......@@ -272,43 +287,49 @@ GLint Texture::creationLevels(GLsizei width, GLsizei height, GLsizei depth) cons
}
}
int Texture::mipLevels() const
Texture2D::Texture2D(rx::Texture2DImpl *impl, GLuint id)
: Texture(id, GL_TEXTURE_2D),
mTexture(impl)
{
return log2(std::max(std::max(getBaseLevelWidth(), getBaseLevelHeight()), getBaseLevelDepth())) + 1;
}
Texture2D::Texture2D(rx::Renderer *renderer, GLuint id) : Texture(renderer, id, GL_TEXTURE_2D)
{
mTexStorage = NULL;
mSurface = NULL;
for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
{
mImageArray[i] = renderer->createImage();
}
}
Texture2D::~Texture2D()
{
delete mTexStorage;
mTexStorage = NULL;
SafeDelete(mTexture);
if (mSurface)
{
mSurface->setBoundTexture(NULL);
mSurface = NULL;
}
}
for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
{
delete mImageArray[i];
}
rx::TextureStorageInterface *Texture2D::getNativeTexture()
{
return mTexture->getNativeTexture();
}
void Texture2D::setUsage(GLenum usage)
{
mUsage = usage;
mTexture->setUsage(usage);
}
bool Texture2D::hasDirtyImages() const
{
return mTexture->hasDirtyImages();
}
void Texture2D::resetDirty()
{
mTexture->resetDirty();
}
GLsizei Texture2D::getWidth(GLint level) const
{
if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
return mImageArray[level]->getWidth();
return mTexture->getImage(level)->getWidth();
else
return 0;
}
......@@ -316,7 +337,7 @@ GLsizei Texture2D::getWidth(GLint level) const
GLsizei Texture2D::getHeight(GLint level) const
{
if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
return mImageArray[level]->getHeight();
return mTexture->getImage(level)->getHeight();
else
return 0;
}
......@@ -324,7 +345,7 @@ GLsizei Texture2D::getHeight(GLint level) const
GLenum Texture2D::getInternalFormat(GLint level) const
{
if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
return mImageArray[level]->getInternalFormat();
return mTexture->getImage(level)->getInternalFormat();
else
return GL_NONE;
}
......@@ -332,7 +353,7 @@ GLenum Texture2D::getInternalFormat(GLint level) const
GLenum Texture2D::getActualFormat(GLint level) const
{
if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
return mImageArray[level]->getActualFormat();
return mTexture->getImage(level)->getActualFormat();
else
return GL_NONE;
}
......@@ -341,32 +362,7 @@ void Texture2D::redefineImage(GLint level, GLenum internalformat, GLsizei width,
{
releaseTexImage();
// 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 GLenum storageFormat = getBaseLevelInternalFormat();
mImageArray[level]->redefine(mRenderer, GL_TEXTURE_2D, internalformat, width, height, 1, false);
if (mTexStorage)
{
const int storageLevels = mTexStorage->getLevelCount();
if ((level >= storageLevels && storageLevels != 0) ||
width != storageWidth ||
height != storageHeight ||
internalformat != storageFormat) // Discard mismatched storage
{
for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
mImageArray[i]->markDirty();
}
delete mTexStorage;
mTexStorage = NULL;
mDirtyImages = true;
}
}
mTexture->redefineImage(level, internalformat, width, height);
}
void Texture2D::setImage(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
......@@ -375,42 +371,15 @@ void Texture2D::setImage(GLint level, GLsizei width, GLsizei height, GLenum inte
: GetSizedInternalFormat(format, type);
redefineImage(level, sizedInternalFormat, width, height);
bool fastUnpacked = false;
// Attempt a fast gpu copy of the pixel data to the surface
if (isFastUnpackable(unpack, sizedInternalFormat) && isLevelComplete(level))
{
// 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), 1);
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)
{
Texture::setImage(unpack, type, pixels, mImageArray[level]);
}
mTexture->setImage(level, width, height, internalFormat, format, type, unpack, pixels);
}
void Texture2D::bindTexImage(egl::Surface *surface)
{
releaseTexImage();
GLenum internalformat = surface->getFormat();
mTexture->bindTexImage(surface);
mImageArray[0]->redefine(mRenderer, GL_TEXTURE_2D, internalformat, surface->getWidth(), surface->getHeight(), 1, true);
delete mTexStorage;
mTexStorage = new rx::TextureStorageInterface2D(mRenderer, surface->getSwapChain());
mDirtyImages = true;
mSurface = surface;
mSurface->setBoundTexture(this);
}
......@@ -422,16 +391,7 @@ void Texture2D::releaseTexImage()
mSurface->setBoundTexture(NULL);
mSurface = NULL;
if (mTexStorage)
{
delete mTexStorage;
mTexStorage = NULL;
}
for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
mImageArray[i]->redefine(mRenderer, GL_TEXTURE_2D, GL_NONE, 0, 0, 0, true);
}
mTexture->releaseTexImage();
}
}
......@@ -440,51 +400,17 @@ void Texture2D::setCompressedImage(GLint level, GLenum format, GLsizei width, GL
// compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
redefineImage(level, format, width, height);
Texture::setCompressedImage(imageSize, pixels, mImageArray[level]);
}
void Texture2D::commitRect(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
{
if (isValidLevel(level))
{
rx::ImageD3D *image = rx::ImageD3D::makeImageD3D(mImageArray[level]);
if (image->copyToStorage(mTexStorage, level, xoffset, yoffset, width, height))
{
image->markClean();
}
}
mTexture->setCompressedImage(level, format, width, height, imageSize, pixels);
}
void Texture2D::subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
{
bool fastUnpacked = false;
if (isFastUnpackable(unpack, getInternalFormat(level)) && isLevelComplete(level))
{
rx::RenderTarget *renderTarget = getRenderTarget(level);
Box destArea(xoffset, yoffset, 0, width, height, 1);
if (renderTarget && fastUnpackPixels(unpack, pixels, destArea, getInternalFormat(level), type, renderTarget))
{
// Ensure we don't overwrite our newly initialized data
mImageArray[level]->markClean();
fastUnpacked = true;
}
}
if (!fastUnpacked && Texture::subImage(xoffset, yoffset, 0, width, height, 1, format, type, unpack, pixels, mImageArray[level]))
{
commitRect(level, xoffset, yoffset, width, height);
}
mTexture->subImage(level, xoffset, yoffset, width, height, format, type, unpack, pixels);
}
void Texture2D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels)
{
if (Texture::subImageCompressed(xoffset, yoffset, 0, width, height, 1, format, imageSize, pixels, mImageArray[level]))
{
commitRect(level, xoffset, yoffset, width, height);
}
mTexture->subImageCompressed(level, xoffset, yoffset, width, height, format, imageSize, pixels);
}
void Texture2D::copyImage(GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
......@@ -493,223 +419,25 @@ void Texture2D::copyImage(GLint level, GLenum format, GLint x, GLint y, GLsizei
: GetSizedInternalFormat(format, GL_UNSIGNED_BYTE);
redefineImage(level, sizedInternalFormat, width, height);
if (!mImageArray[level]->isRenderableFormat())
{
mImageArray[level]->copy(0, 0, 0, x, y, width, height, source);
mDirtyImages = true;
}
else
{
ensureRenderTarget();
mImageArray[level]->markClean();
if (width != 0 && height != 0 && isValidLevel(level))
{
gl::Rectangle sourceRect;
sourceRect.x = x;
sourceRect.width = width;
sourceRect.y = y;
sourceRect.height = height;
mRenderer->copyImage(source, sourceRect, format, 0, 0, mTexStorage, level);
}
}
mTexture->copyImage(level, format, x, y, width, height, source);
}
void Texture2D::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, 0, 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, mTexStorage, level);
}
}
mTexture->copySubImage(target, level, xoffset, yoffset, zoffset, x, y, width, height, source);
}
void Texture2D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
{
for (int level = 0; level < levels; level++)
{
GLsizei levelWidth = std::max(1, width >> level);
GLsizei levelHeight = std::max(1, height >> level);
mImageArray[level]->redefine(mRenderer, GL_TEXTURE_2D, internalformat, levelWidth, levelHeight, 1, true);
}
for (int level = levels; level < IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
mImageArray[level]->redefine(mRenderer, GL_TEXTURE_2D, GL_NONE, 0, 0, 0, true);
}
mImmutable = true;
setCompleteTexStorage(new rx::TextureStorageInterface2D(mRenderer, internalformat, IsRenderTargetUsage(mUsage), width, height, levels));
}
void Texture2D::setCompleteTexStorage(rx::TextureStorageInterface2D *newCompleteTexStorage)
{
SafeDelete(mTexStorage);
mTexStorage = newCompleteTexStorage;
if (mTexStorage && mTexStorage->isManaged())
{
for (int level = 0; level < mTexStorage->getLevelCount(); level++)
{
rx::ImageD3D::makeImageD3D(mImageArray[level])->setManagedSurface(mTexStorage, level);
}
}
mDirtyImages = true;
mTexture->storage(levels, internalformat, width, height);
}
// Tests for 2D texture sampling completeness. [OpenGL ES 2.0.24] section 3.8.2 page 85.
bool Texture2D::isSamplerComplete(const SamplerState &samplerState) const
{
GLsizei width = getBaseLevelWidth();
GLsizei height = getBaseLevelHeight();
if (width <= 0 || height <= 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;
}
}
// TODO(geofflang): use context's extensions
bool npotSupport = mRenderer->getRendererExtensions().textureNPOT;
if (!npotSupport)
{
if ((samplerState.wrapS != GL_CLAMP_TO_EDGE && !isPow2(width)) ||
(samplerState.wrapT != GL_CLAMP_TO_EDGE && !isPow2(height)))
{
return false;
}
}
if (IsMipmapFiltered(samplerState))
{
if (!npotSupport)
{
if (!isPow2(width) || !isPow2(height))
{
return false;
}
}
if (!isMipmapComplete())
{
return false;
}
}
// OpenGLES 3.0.2 spec section 3.8.13 states that a texture is not mipmap complete if:
// The internalformat specified for the texture arrays is a sized internal depth or
// depth and stencil format (see table 3.13), the value of TEXTURE_COMPARE_-
// MODE is NONE, and either the magnification filter is not NEAREST or the mini-
// fication filter is neither NEAREST nor NEAREST_MIPMAP_NEAREST.
if (gl::GetDepthBits(getInternalFormat(0)) > 0 && mRenderer->getCurrentClientVersion() > 2)
{
if (mSamplerState.compareMode == GL_NONE)
{
if ((mSamplerState.minFilter != GL_NEAREST && mSamplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST) ||
mSamplerState.magFilter != GL_NEAREST)
{
return false;
}
}
}
return true;
}
// Tests for 2D texture (mipmap) completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
bool Texture2D::isMipmapComplete() const
{
int levelCount = mipLevels();
for (int level = 0; level < levelCount; level++)
{
if (!isLevelComplete(level))
{
return false;
}
}
return true;
}
bool Texture2D::isLevelComplete(int level) const
{
if (isImmutable())
{
return true;
}
const rx::Image *baseImage = getBaseLevelImage();
GLsizei width = baseImage->getWidth();
GLsizei height = baseImage->getHeight();
if (width <= 0 || height <= 0)
{
return false;
}
// The base image level is complete if the width and height are positive
if (level == 0)
{
return true;
}
ASSERT(level >= 1 && level <= (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
rx::Image *image = mImageArray[level];
if (image->getInternalFormat() != baseImage->getInternalFormat())
{
return false;
}
if (image->getWidth() != std::max(1, width >> level))
{
return false;
}
if (image->getHeight() != std::max(1, height >> level))
{
return false;
}
return true;
return mTexture->isSamplerComplete(samplerState);
}
bool Texture2D::isCompressed(GLint level) const
......@@ -722,91 +450,6 @@ bool Texture2D::isDepth(GLint level) const
return GetDepthBits(getInternalFormat(level)) > 0;
}
// Constructs a native texture resource from the texture images
void Texture2D::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 || IsRenderTargetUsage(mUsage));
setCompleteTexStorage(createCompleteStorage(createRenderTarget));
ASSERT(mTexStorage);
// flush image data to the storage
updateStorage();
}
rx::TextureStorageInterface2D *Texture2D::createCompleteStorage(bool renderTarget) const
{
GLsizei width = getBaseLevelWidth();
GLsizei height = getBaseLevelHeight();
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));
return new rx::TextureStorageInterface2D(mRenderer, getBaseLevelInternalFormat(), renderTarget, width, height, levels);
}
void Texture2D::updateStorage()
{
ASSERT(mTexStorage != NULL);
GLint storageLevels = mTexStorage->getLevelCount();
for (int level = 0; level < storageLevels; level++)
{
if (mImageArray[level]->isDirty() && isLevelComplete(level))
{
updateStorageLevel(level);
}
}
}
void Texture2D::updateStorageLevel(int level)
{
ASSERT(level <= (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
ASSERT(isLevelComplete(level));
if (mImageArray[level]->isDirty())
{
commitRect(level, 0, 0, getWidth(level), getHeight(level));
}
}
bool Texture2D::ensureRenderTarget()
{
initializeStorage(true);
if (getBaseLevelWidth() > 0 && getBaseLevelHeight() > 0)
{
ASSERT(mTexStorage);
if (!mTexStorage->isRenderTarget())
{
rx::TextureStorageInterface2D *newRenderTargetStorage = createCompleteStorage(true);
if (!mRenderer->copyToRenderTarget(newRenderTargetStorage, mTexStorage))
{
delete newRenderTargetStorage;
return gl::error(GL_OUT_OF_MEMORY, false);
}
setCompleteTexStorage(newRenderTargetStorage);
}
}
return (mTexStorage && mTexStorage->isRenderTarget());
}
void Texture2D::generateMipmaps()
{
// Purge array levels 1 through q and reset them to represent the generated mipmap levels.
......@@ -818,83 +461,31 @@ void Texture2D::generateMipmaps()
std::max(getBaseLevelHeight() >> 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 *Texture2D::getBaseLevelImage() const
{
return mImageArray[0];
}
rx::TextureStorageInterface *Texture2D::getBaseLevelStorage()
{
return mTexStorage;
return mTexture->getImage(0);
}
unsigned int Texture2D::getRenderTargetSerial(GLint level)
{
return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(level) : 0);
return mTexture->getRenderTargetSerial(level);
}
rx::RenderTarget *Texture2D::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 *Texture2D::getDepthSencil(GLint level)
{
// ensure the underlying texture is created
if (!ensureRenderTarget())
{
return NULL;
}
updateStorageLevel(level);
// ensure this is actually a depth texture
if (!isDepth(level))
{
return NULL;
}
return mTexStorage->getRenderTarget(level);
}
bool Texture2D::isValidLevel(int level) const
{
return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : false);
return mTexture->getDepthSencil(level);
}
TextureCubeMap::TextureCubeMap(rx::Renderer *renderer, GLuint id) : Texture(renderer, id, GL_TEXTURE_CUBE_MAP)
TextureCubeMap::TextureCubeMap(rx::Renderer *renderer, GLuint id)
: TextureWithRenderer(renderer, id, GL_TEXTURE_CUBE_MAP)
{
mTexStorage = NULL;
for (int i = 0; i < 6; i++)
......@@ -988,7 +579,7 @@ void TextureCubeMap::setCompressedImage(GLenum target, GLint level, GLenum forma
int faceIndex = targetToIndex(target);
redefineImage(faceIndex, level, format, width, height);
Texture::setCompressedImage(imageSize, pixels, mImageArray[faceIndex][level]);
TextureWithRenderer::setCompressedImage(imageSize, pixels, mImageArray[faceIndex][level]);
}
void TextureCubeMap::commitRect(int faceIndex, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
......@@ -1004,7 +595,7 @@ void TextureCubeMap::commitRect(int faceIndex, GLint level, GLint xoffset, GLint
void TextureCubeMap::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
{
int faceIndex = targetToIndex(target);
if (Texture::subImage(xoffset, yoffset, 0, width, height, 1, format, type, unpack, pixels, mImageArray[faceIndex][level]))
if (TextureWithRenderer::subImage(xoffset, yoffset, 0, width, height, 1, format, type, unpack, pixels, mImageArray[faceIndex][level]))
{
commitRect(faceIndex, level, xoffset, yoffset, width, height);
}
......@@ -1013,7 +604,7 @@ void TextureCubeMap::subImage(GLenum target, GLint level, GLint xoffset, GLint y
void TextureCubeMap::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels)
{
int faceIndex = targetToIndex(target);
if (Texture::subImageCompressed(xoffset, yoffset, 0, width, height, 1, format, imageSize, pixels, mImageArray[faceIndex][level]))
if (TextureWithRenderer::subImageCompressed(xoffset, yoffset, 0, width, height, 1, format, imageSize, pixels, mImageArray[faceIndex][level]))
{
commitRect(faceIndex, level, xoffset, yoffset, width, height);
}
......@@ -1280,7 +871,7 @@ void TextureCubeMap::setImage(int faceIndex, GLint level, GLsizei width, GLsizei
redefineImage(faceIndex, level, sizedInternalFormat, width, height);
Texture::setImage(unpack, type, pixels, mImageArray[faceIndex][level]);
TextureWithRenderer::setImage(unpack, type, pixels, mImageArray[faceIndex][level]);
}
int TextureCubeMap::targetToIndex(GLenum target)
......@@ -1519,7 +1110,8 @@ bool TextureCubeMap::isValidFaceLevel(int faceIndex, int level) const
return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0);
}
Texture3D::Texture3D(rx::Renderer *renderer, GLuint id) : Texture(renderer, id, GL_TEXTURE_3D)
Texture3D::Texture3D(rx::Renderer *renderer, GLuint id)
: TextureWithRenderer(renderer, id, GL_TEXTURE_3D)
{
mTexStorage = NULL;
......@@ -1601,7 +1193,7 @@ void Texture3D::setImage(GLint level, GLsizei width, GLsizei height, GLsizei dep
if (!fastUnpacked)
{
Texture::setImage(unpack, type, pixels, mImageArray[level]);
TextureWithRenderer::setImage(unpack, type, pixels, mImageArray[level]);
}
}
......@@ -1610,7 +1202,7 @@ void Texture3D::setCompressedImage(GLint level, GLenum format, GLsizei width, GL
// compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
redefineImage(level, format, width, height, depth);
Texture::setCompressedImage(imageSize, pixels, mImageArray[level]);
TextureWithRenderer::setCompressedImage(imageSize, pixels, mImageArray[level]);
}
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)
......@@ -1632,7 +1224,7 @@ void Texture3D::subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffse
}
}
if (!fastUnpacked && Texture::subImage(xoffset, yoffset, zoffset, width, height, depth, format, type, unpack, pixels, mImageArray[level]))
if (!fastUnpacked && TextureWithRenderer::subImage(xoffset, yoffset, zoffset, width, height, depth, format, type, unpack, pixels, mImageArray[level]))
{
commitRect(level, xoffset, yoffset, zoffset, width, height, depth);
}
......@@ -1640,7 +1232,7 @@ void Texture3D::subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffse
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 (Texture::subImageCompressed(xoffset, yoffset, zoffset, width, height, depth, format, imageSize, pixels, mImageArray[level]))
if (TextureWithRenderer::subImageCompressed(xoffset, yoffset, zoffset, width, height, depth, format, imageSize, pixels, mImageArray[level]))
{
commitRect(level, xoffset, yoffset, zoffset, width, height, depth);
}
......@@ -2036,7 +1628,8 @@ void Texture3D::commitRect(GLint level, GLint xoffset, GLint yoffset, GLint zoff
}
}
Texture2DArray::Texture2DArray(rx::Renderer *renderer, GLuint id) : Texture(renderer, id, GL_TEXTURE_2D_ARRAY)
Texture2DArray::Texture2DArray(rx::Renderer *renderer, GLuint id)
: TextureWithRenderer(renderer, id, GL_TEXTURE_2D_ARRAY)
{
mTexStorage = NULL;
......@@ -2115,7 +1708,7 @@ void Texture2DArray::setImage(GLint level, GLsizei width, GLsizei height, GLsize
for (int i = 0; i < depth; i++)
{
const void *layerPixels = pixels ? (reinterpret_cast<const unsigned char*>(pixels) + (inputDepthPitch * i)) : NULL;
Texture::setImage(unpack, type, layerPixels, mImageArray[level][i]);
TextureWithRenderer::setImage(unpack, type, layerPixels, mImageArray[level][i]);
}
}
......@@ -2129,7 +1722,7 @@ void Texture2DArray::setCompressedImage(GLint level, GLenum format, GLsizei widt
for (int i = 0; i < depth; i++)
{
const void *layerPixels = pixels ? (reinterpret_cast<const unsigned char*>(pixels) + (inputDepthPitch * i)) : NULL;
Texture::setCompressedImage(imageSize, layerPixels, mImageArray[level][i]);
TextureWithRenderer::setCompressedImage(imageSize, layerPixels, mImageArray[level][i]);
}
}
......@@ -2143,7 +1736,7 @@ void Texture2DArray::subImage(GLint level, GLint xoffset, GLint yoffset, GLint z
int layer = zoffset + i;
const void *layerPixels = pixels ? (reinterpret_cast<const unsigned char*>(pixels) + (inputDepthPitch * i)) : NULL;
if (Texture::subImage(xoffset, yoffset, zoffset, width, height, 1, format, type, unpack, layerPixels, mImageArray[level][layer]))
if (TextureWithRenderer::subImage(xoffset, yoffset, zoffset, width, height, 1, format, type, unpack, layerPixels, mImageArray[level][layer]))
{
commitRect(level, xoffset, yoffset, layer, width, height);
}
......@@ -2159,7 +1752,7 @@ void Texture2DArray::subImageCompressed(GLint level, GLint xoffset, GLint yoffse
int layer = zoffset + i;
const void *layerPixels = pixels ? (reinterpret_cast<const unsigned char*>(pixels) + (inputDepthPitch * i)) : NULL;
if (Texture::subImageCompressed(xoffset, yoffset, zoffset, width, height, 1, format, imageSize, layerPixels, mImageArray[level][layer]))
if (TextureWithRenderer::subImageCompressed(xoffset, yoffset, zoffset, width, height, 1, format, imageSize, layerPixels, mImageArray[level][layer]))
{
commitRect(level, xoffset, yoffset, layer, width, height);
}
......
......@@ -18,6 +18,7 @@
#include "common/debug.h"
#include "common/RefCountObject.h"
#include "libGLESv2/angletypes.h"
#include "libGLESv2/constants.h"
namespace egl
{
......@@ -27,6 +28,7 @@ class Surface;
namespace rx
{
class Renderer;
class Texture2DImpl;
class TextureStorageInterface;
class TextureStorageInterface2D;
class TextureStorageInterfaceCube;
......@@ -41,25 +43,12 @@ namespace gl
class Framebuffer;
class FramebufferAttachment;
enum
{
// These are the maximums the implementation can support
// The actual GL caps are limited by the device caps
// and should be queried from the Context
IMPLEMENTATION_MAX_2D_TEXTURE_SIZE = 16384,
IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE = 16384,
IMPLEMENTATION_MAX_3D_TEXTURE_SIZE = 2048,
IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS = 2048,
IMPLEMENTATION_MAX_TEXTURE_LEVELS = 15 // 1+log2 of MAX_TEXTURE_SIZE
};
bool IsMipmapFiltered(const SamplerState &samplerState);
class Texture : public RefCountObject
{
public:
Texture(rx::Renderer *renderer, GLuint id, GLenum target);
Texture(GLuint id, GLenum target);
virtual ~Texture();
......@@ -69,7 +58,7 @@ class Texture : public RefCountObject
SamplerState &getSamplerState() { return mSamplerState; }
void getSamplerStateWithNativeOffset(SamplerState *sampler);
void setUsage(GLenum usage);
virtual void setUsage(GLenum usage);
GLenum getUsage() const;
GLint getBaseLevelWidth() const;
......@@ -79,14 +68,13 @@ class Texture : public RefCountObject
virtual bool isSamplerComplete(const SamplerState &samplerState) const = 0;
rx::TextureStorageInterface *getNativeTexture();
virtual rx::TextureStorageInterface *getNativeTexture() = 0;
virtual void generateMipmaps() = 0;
virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source) = 0;
bool hasDirtyParameters() const;
bool hasDirtyImages() const;
void resetDirty();
virtual bool hasDirtyImages() const = 0;
virtual void resetDirty() = 0;
unsigned int getTextureSerial();
bool isImmutable() const;
......@@ -95,6 +83,34 @@ class Texture : public RefCountObject
static const GLuint INCOMPLETE_TEXTURE_ID = static_cast<GLuint>(-1); // Every texture takes an id at creation time. The value is arbitrary because it is never registered with the resource manager.
protected:
int mipLevels() const;
SamplerState mSamplerState;
GLenum mUsage;
bool mImmutable;
GLenum mTarget;
private:
DISALLOW_COPY_AND_ASSIGN(Texture);
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);
......@@ -106,37 +122,32 @@ class Texture : public RefCountObject
GLenum sizedInternalFormat, GLenum type, rx::RenderTarget *destRenderTarget);
GLint creationLevels(GLsizei width, GLsizei height, GLsizei depth) const;
int mipLevels() const;
virtual void initializeStorage(bool renderTarget) = 0;
virtual void updateStorage() = 0;
virtual bool ensureRenderTarget() = 0;
rx::Renderer *mRenderer;
SamplerState mSamplerState;
GLenum mUsage;
bool mDirtyImages;
bool mImmutable;
GLenum mTarget;
private:
DISALLOW_COPY_AND_ASSIGN(Texture);
DISALLOW_COPY_AND_ASSIGN(TextureWithRenderer);
virtual rx::TextureStorageInterface *getBaseLevelStorage() = 0;
virtual const rx::Image *getBaseLevelImage() const = 0;
};
class Texture2D : public Texture
{
public:
Texture2D(rx::Renderer *renderer, GLuint id);
Texture2D(rx::Texture2DImpl *impl, GLuint id);
~Texture2D();
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;
GLenum getInternalFormat(GLint level) const;
......@@ -168,30 +179,15 @@ class Texture2D : public Texture
private:
DISALLOW_COPY_AND_ASSIGN(Texture2D);
virtual void initializeStorage(bool renderTarget);
rx::TextureStorageInterface2D *createCompleteStorage(bool renderTarget) const;
void setCompleteTexStorage(rx::TextureStorageInterface2D *newCompleteTexStorage);
virtual void updateStorage();
virtual bool ensureRenderTarget();
virtual rx::TextureStorageInterface *getBaseLevelStorage();
virtual const rx::Image *getBaseLevelImage() const;
bool isMipmapComplete() 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);
void commitRect(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height);
rx::Image *mImageArray[IMPLEMENTATION_MAX_TEXTURE_LEVELS];
rx::TextureStorageInterface2D *mTexStorage;
rx::Texture2DImpl *mTexture;
egl::Surface *mSurface;
};
class TextureCubeMap : public Texture
class TextureCubeMap : public TextureWithRenderer
{
public:
TextureCubeMap(rx::Renderer *renderer, GLuint id);
......@@ -260,7 +256,7 @@ class TextureCubeMap : public Texture
rx::TextureStorageInterfaceCube *mTexStorage;
};
class Texture3D : public Texture
class Texture3D : public TextureWithRenderer
{
public:
Texture3D(rx::Renderer *renderer, GLuint id);
......@@ -320,7 +316,7 @@ class Texture3D : public Texture
rx::TextureStorageInterface3D *mTexStorage;
};
class Texture2DArray : public Texture
class Texture2DArray : public TextureWithRenderer
{
public:
Texture2DArray(rx::Renderer *renderer, GLuint id);
......
......@@ -31,6 +31,16 @@ enum
IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS,
IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS = 4,
// These are the maximums the implementation can support
// The actual GL caps are limited by the device caps
// and should be queried from the Context
IMPLEMENTATION_MAX_2D_TEXTURE_SIZE = 16384,
IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE = 16384,
IMPLEMENTATION_MAX_3D_TEXTURE_SIZE = 2048,
IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS = 2048,
IMPLEMENTATION_MAX_TEXTURE_LEVELS = 15 // 1+log2 of MAX_TEXTURE_SIZE
};
}
......
......@@ -58,6 +58,8 @@ class Image;
class TextureStorage;
class UniformStorage;
class Texture2DImpl;
struct ConfigDesc
{
GLenum renderTargetFormat;
......@@ -225,6 +227,9 @@ class Renderer
virtual TextureStorage *createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels) = 0;
virtual TextureStorage *createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels) = 0;
// Texture creation
virtual Texture2DImpl *createTexture2D() = 0;
// Buffer creation
virtual BufferImpl *createBuffer() = 0;
virtual VertexBuffer *createVertexBuffer() = 0;
......
//
// 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.
//
// TextureImpl.h: Defines the abstract rx::TextureImpl classes.
#ifndef LIBGLESV2_RENDERER_TEXTUREIMPL_H_
#define LIBGLESV2_RENDERER_TEXTUREIMPL_H_
#include "common/angleutils.h"
namespace gl
{
class Framebuffer;
struct SamplerState;
}
namespace rx
{
class Image;
class RenderTarget;
class Renderer;
class TextureStorageInterface;
class TextureStorageInterface2D;
class Texture2DImpl
{
public:
virtual ~Texture2DImpl() {}
// TODO: If this methods could go away that would be ideal;
// TextureStorage should only be necessary for the D3D backend, and as such
// higher level code should not rely on it.
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 void bindTexImage(egl::Surface *surface) = 0;
virtual void releaseTexImage() = 0;
virtual void setImage(GLint level, GLsizei width, GLsizei height, 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 imageSize, const void *pixels) = 0;
virtual void subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels) = 0;
virtual void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels) = 0;
virtual void copyImage(GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source) = 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) = 0;
virtual void generateMipmaps() = 0;
virtual unsigned int getRenderTargetSerial(GLint level) = 0;
virtual RenderTarget *getRenderTarget(GLint level) = 0;
virtual RenderTarget *getDepthSencil(GLint level) = 0;
virtual void redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height) = 0;
};
}
#endif // LIBGLESV2_RENDERER_TEXTUREIMPL_H_
#include "precompiled.h"
//
// 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 "common/mathutil.h"
#include "libEGL/Surface.h"
#include "libGLESv2/Buffer.h"
#include "libGLESv2/Framebuffer.h"
#include "libGLESv2/main.h"
#include "libGLESv2/formatutils.h"
#include "libGLESv2/renderer/BufferImpl.h"
#include "libGLESv2/renderer/RenderTarget.h"
#include "libGLESv2/renderer/Renderer.h"
#include "libGLESv2/renderer/d3d/ImageD3D.h"
#include "libGLESv2/renderer/d3d/TextureD3D.h"
#include "libGLESv2/renderer/d3d/TextureStorage.h"
namespace rx
{
bool IsMipmapFiltered(const gl::SamplerState &samplerState)
{
switch (samplerState.minFilter)
{
case GL_NEAREST:
case GL_LINEAR:
return false;
case GL_NEAREST_MIPMAP_NEAREST:
case GL_LINEAR_MIPMAP_NEAREST:
case GL_NEAREST_MIPMAP_LINEAR:
case GL_LINEAR_MIPMAP_LINEAR:
return true;
default: UNREACHABLE();
return false;
}
}
bool IsRenderTargetUsage(GLenum usage)
{
return (usage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
}
TextureD3D::TextureD3D(rx::Renderer *renderer)
: mRenderer(renderer),
mUsage(GL_NONE),
mDirtyImages(true),
mImmutable(false)
{
}
TextureD3D::~TextureD3D()
{
}
GLint TextureD3D::getBaseLevelWidth() const
{
const rx::Image *baseImage = getBaseLevelImage();
return (baseImage ? baseImage->getWidth() : 0);
}
GLint TextureD3D::getBaseLevelHeight() const
{
const rx::Image *baseImage = getBaseLevelImage();
return (baseImage ? baseImage->getHeight() : 0);
}
GLint TextureD3D::getBaseLevelDepth() const
{
const rx::Image *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 rx::Image *baseImage = getBaseLevelImage();
return (baseImage ? baseImage->getInternalFormat() : GL_NONE);
}
void TextureD3D::setImage(const gl::PixelUnpackState &unpack, GLenum type, const void *pixels, rx::Image *image)
{
// No-op
if (image->getWidth() == 0 || image->getHeight() == 0 || image->getDepth() == 0)
{
return;
}
// 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 void *pixelData = pixels;
if (unpack.pixelBuffer.id() != 0)
{
// Do a CPU readback here, if we have an unpack buffer bound and the fast GPU path is not supported
gl::Buffer *pixelBuffer = unpack.pixelBuffer.get();
ptrdiff_t offset = reinterpret_cast<ptrdiff_t>(pixels);
// TODO: setImage/subImage 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.
const void *bufferData = pixelBuffer->getImplementation()->getData();
pixelData = static_cast<const unsigned char *>(bufferData) + offset;
}
if (pixelData != NULL)
{
image->loadData(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth(), unpack.alignment, type, pixelData);
mDirtyImages = true;
}
}
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)
{
const void *pixelData = pixels;
// CPU readback & copy where direct GPU copy is not supported
if (unpack.pixelBuffer.id() != 0)
{
gl::Buffer *pixelBuffer = unpack.pixelBuffer.get();
unsigned int offset = reinterpret_cast<unsigned int>(pixels);
// TODO: setImage/subImage 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.
const void *bufferData = pixelBuffer->getImplementation()->getData();
pixelData = static_cast<const unsigned char *>(bufferData) + offset;
}
if (pixelData != NULL)
{
image->loadData(xoffset, yoffset, zoffset, width, height, depth, unpack.alignment, type, pixelData);
mDirtyImages = true;
}
return true;
}
void TextureD3D::setCompressedImage(GLsizei imageSize, const void *pixels, rx::Image *image)
{
if (pixels != NULL)
{
image->loadCompressedData(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth(), pixels);
mDirtyImages = true;
}
}
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)
{
if (pixels != NULL)
{
image->loadCompressedData(xoffset, yoffset, zoffset, width, height, depth, pixels);
mDirtyImages = true;
}
return true;
}
bool TextureD3D::isFastUnpackable(const gl::PixelUnpackState &unpack, GLenum sizedInternalFormat)
{
return unpack.pixelBuffer.id() != 0 && mRenderer->supportsFastCopyBufferToTexture(sizedInternalFormat);
}
bool TextureD3D::fastUnpackPixels(const gl::PixelUnpackState &unpack, const void *pixels, const gl::Box &destArea,
GLenum sizedInternalFormat, GLenum type, rx::RenderTarget *destRenderTarget)
{
if (destArea.width <= 0 && destArea.height <= 0 && destArea.depth <= 0)
{
return true;
}
// 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));
unsigned int offset = reinterpret_cast<unsigned int>(pixels);
return mRenderer->fastCopyBufferToTexture(unpack, offset, destRenderTarget, sizedInternalFormat, type, destArea);
}
GLint TextureD3D::creationLevels(GLsizei width, GLsizei height, GLsizei depth) const
{
if ((gl::isPow2(width) && gl::isPow2(height) && gl::isPow2(depth)) || mRenderer->getRendererExtensions().textureNPOT)
{
// Maximum number of levels
return gl::log2(std::max(std::max(width, height), depth)) + 1;
}
else
{
// OpenGL ES 2.0 without GL_OES_texture_npot does not permit NPOT mipmaps.
return 1;
}
}
int TextureD3D::mipLevels() const
{
return gl::log2(std::max(std::max(getBaseLevelWidth(), getBaseLevelHeight()), getBaseLevelDepth())) + 1;
}
TextureD3D_2D::TextureD3D_2D(rx::Renderer *renderer)
: TextureD3D(renderer),
Texture2DImpl(),
mTexStorage(NULL)
{
for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
{
mImageArray[i] = ImageD3D::makeImageD3D(renderer->createImage());
}
}
TextureD3D_2D::~TextureD3D_2D()
{
SafeDelete(mTexStorage);
for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
{
delete mImageArray[i];
}
}
TextureD3D_2D *TextureD3D_2D::makeTextureD3D_2D(Texture2DImpl *texture)
{
ASSERT(HAS_DYNAMIC_TYPE(TextureD3D_2D*, texture));
return static_cast<TextureD3D_2D*>(texture);
}
TextureStorageInterface *TextureD3D_2D::getNativeTexture()
{
// ensure the underlying texture is created
initializeStorage(false);
rx::TextureStorageInterface *storage = getBaseLevelStorage();
if (storage)
{
updateStorage();
}
return storage;
}
Image *TextureD3D_2D::getImage(int level) const
{
ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
return mImageArray[level];
}
void TextureD3D_2D::setUsage(GLenum usage)
{
mUsage = usage;
}
void TextureD3D_2D::resetDirty()
{
mDirtyImages = false;
}
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;
}
GLenum TextureD3D_2D::getActualFormat(GLint level) const
{
if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
return mImageArray[level]->getActualFormat();
else
return GL_NONE;
}
bool TextureD3D_2D::isDepth(GLint level) const
{
return gl::GetDepthBits(getInternalFormat(level)) > 0;
}
void TextureD3D_2D::setImage(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
{
GLenum sizedInternalFormat = gl::IsSizedInternalFormat(internalFormat) ? internalFormat
: gl::GetSizedInternalFormat(format, type);
bool fastUnpacked = false;
// Attempt a fast gpu copy of the pixel data to the surface
if (isFastUnpackable(unpack, sizedInternalFormat) && isLevelComplete(level))
{
// Will try to create RT storage if it does not exist
rx::RenderTarget *destRenderTarget = getRenderTarget(level);
gl::Box destArea(0, 0, 0, getWidth(level), getHeight(level), 1);
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_2D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels)
{
TextureD3D::setCompressedImage(imageSize, pixels, mImageArray[level]);
}
void TextureD3D_2D::subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
{
bool fastUnpacked = false;
if (isFastUnpackable(unpack, getInternalFormat(level)) && isLevelComplete(level))
{
rx::RenderTarget *renderTarget = getRenderTarget(level);
gl::Box destArea(xoffset, yoffset, 0, width, height, 1);
if (renderTarget && fastUnpackPixels(unpack, pixels, destArea, getInternalFormat(level), type, renderTarget))
{
// Ensure we don't overwrite our newly initialized data
mImageArray[level]->markClean();
fastUnpacked = true;
}
}
if (!fastUnpacked && TextureD3D::subImage(xoffset, yoffset, 0, width, height, 1, format, type, unpack, pixels, mImageArray[level]))
{
commitRect(level, xoffset, yoffset, width, height);
}
}
void TextureD3D_2D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels)
{
if (TextureD3D::subImageCompressed(xoffset, yoffset, 0, width, height, 1, format, imageSize, pixels, mImageArray[level]))
{
commitRect(level, xoffset, yoffset, width, height);
}
}
void TextureD3D_2D::copyImage(GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
{
if (!mImageArray[level]->isRenderableFormat())
{
mImageArray[level]->copy(0, 0, 0, x, y, width, height, source);
mDirtyImages = true;
}
else
{
ensureRenderTarget();
mImageArray[level]->markClean();
if (width != 0 && height != 0 && isValidLevel(level))
{
gl::Rectangle sourceRect;
sourceRect.x = x;
sourceRect.width = width;
sourceRect.y = y;
sourceRect.height = height;
mRenderer->copyImage(source, sourceRect, format, 0, 0, mTexStorage, level);
}
}
}
void TextureD3D_2D::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, 0, 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, mTexStorage, level);
}
}
}
void TextureD3D_2D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
{
for (int level = 0; level < levels; level++)
{
GLsizei levelWidth = std::max(1, width >> level);
GLsizei levelHeight = std::max(1, height >> level);
mImageArray[level]->redefine(mRenderer, GL_TEXTURE_2D, internalformat, levelWidth, levelHeight, 1, true);
}
for (int level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
mImageArray[level]->redefine(mRenderer, GL_TEXTURE_2D, GL_NONE, 0, 0, 0, true);
}
mImmutable = true;
setCompleteTexStorage(new rx::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.
bool TextureD3D_2D::isSamplerComplete(const gl::SamplerState &samplerState) const
{
GLsizei width = getBaseLevelWidth();
GLsizei height = getBaseLevelHeight();
if (width <= 0 || height <= 0)
{
return false;
}
if (!mRenderer->getRendererTextureCaps().get(getInternalFormat(0)).filtering)
{
if (samplerState.magFilter != GL_NEAREST ||
(samplerState.minFilter != GL_NEAREST && samplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST))
{
return false;
}
}
// TODO(geofflang): use context's extensions
bool npotSupport = mRenderer->getRendererExtensions().textureNPOT;
if (!npotSupport)
{
if ((samplerState.wrapS != GL_CLAMP_TO_EDGE && !gl::isPow2(width)) ||
(samplerState.wrapT != GL_CLAMP_TO_EDGE && !gl::isPow2(height)))
{
return false;
}
}
if (IsMipmapFiltered(samplerState))
{
if (!npotSupport)
{
if (!gl::isPow2(width) || !gl::isPow2(height))
{
return false;
}
}
if (!isMipmapComplete())
{
return false;
}
}
// OpenGLES 3.0.2 spec section 3.8.13 states that a texture is not mipmap complete if:
// The internalformat specified for the texture arrays is a sized internal depth or
// depth and stencil format (see table 3.13), the value of TEXTURE_COMPARE_-
// MODE is NONE, and either the magnification filter is not NEAREST or the mini-
// fication filter is neither NEAREST nor NEAREST_MIPMAP_NEAREST.
if (gl::GetDepthBits(getInternalFormat(0)) > 0 && mRenderer->getCurrentClientVersion() > 2)
{
if (samplerState.compareMode == GL_NONE)
{
if ((samplerState.minFilter != GL_NEAREST && samplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST) ||
samplerState.magFilter != GL_NEAREST)
{
return false;
}
}
}
return true;
}
void TextureD3D_2D::bindTexImage(egl::Surface *surface)
{
GLenum internalformat = surface->getFormat();
mImageArray[0]->redefine(mRenderer, GL_TEXTURE_2D, internalformat, surface->getWidth(), surface->getHeight(), 1, true);
if (mTexStorage)
{
SafeDelete(mTexStorage);
}
mTexStorage = new rx::TextureStorageInterface2D(mRenderer, surface->getSwapChain());
mDirtyImages = true;
}
void TextureD3D_2D::releaseTexImage()
{
if (mTexStorage)
{
SafeDelete(mTexStorage);
}
for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
mImageArray[i]->redefine(mRenderer, GL_TEXTURE_2D, GL_NONE, 0, 0, 0, true);
}
}
void TextureD3D_2D::generateMipmaps()
{
int levelCount = mipLevels();
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_2D::getRenderTargetSerial(GLint level)
{
return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(level) : 0);
}
RenderTarget *TextureD3D_2D::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_2D::getDepthSencil(GLint level)
{
// ensure the underlying texture is created
if (!ensureRenderTarget())
{
return NULL;
}
updateStorageLevel(level);
// ensure this is actually a depth texture
if (!isDepth(level))
{
return NULL;
}
return mTexStorage->getRenderTarget(level);
}
// Tests for 2D texture (mipmap) completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
bool TextureD3D_2D::isMipmapComplete() const
{
int levelCount = mipLevels();
for (int level = 0; level < levelCount; level++)
{
if (!isLevelComplete(level))
{
return false;
}
}
return true;
}
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;
}
const rx::Image *baseImage = getBaseLevelImage();
GLsizei width = baseImage->getWidth();
GLsizei height = baseImage->getHeight();
if (width <= 0 || height <= 0)
{
return false;
}
// The base image level is complete if the width and height are positive
if (level == 0)
{
return true;
}
ASSERT(level >= 1 && level <= (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
rx::Image *image = mImageArray[level];
if (image->getInternalFormat() != baseImage->getInternalFormat())
{
return false;
}
if (image->getWidth() != std::max(1, width >> level))
{
return false;
}
if (image->getHeight() != std::max(1, height >> level))
{
return false;
}
return true;
}
// Constructs a native texture resource from the texture images
void TextureD3D_2D::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 || IsRenderTargetUsage(mUsage));
setCompleteTexStorage(createCompleteStorage(createRenderTarget));
ASSERT(mTexStorage);
// flush image data to the storage
updateStorage();
}
rx::TextureStorageInterface2D *TextureD3D_2D::createCompleteStorage(bool renderTarget) const
{
GLsizei width = getBaseLevelWidth();
GLsizei height = getBaseLevelHeight();
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));
return new rx::TextureStorageInterface2D(mRenderer, getBaseLevelInternalFormat(), renderTarget, width, height, levels);
}
void TextureD3D_2D::setCompleteTexStorage(TextureStorageInterface2D *newCompleteTexStorage)
{
SafeDelete(mTexStorage);
mTexStorage = newCompleteTexStorage;
if (mTexStorage && mTexStorage->isManaged())
{
for (int level = 0; level < mTexStorage->getLevelCount(); level++)
{
mImageArray[level]->setManagedSurface(mTexStorage, level);
}
}
mDirtyImages = true;
}
void TextureD3D_2D::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_2D::ensureRenderTarget()
{
initializeStorage(true);
if (getBaseLevelWidth() > 0 && getBaseLevelHeight() > 0)
{
ASSERT(mTexStorage);
if (!mTexStorage->isRenderTarget())
{
rx::TextureStorageInterface2D *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_2D::getBaseLevelStorage()
{
return mTexStorage;
}
const ImageD3D *TextureD3D_2D::getBaseLevelImage() const
{
return mImageArray[0];
}
void TextureD3D_2D::updateStorageLevel(int level)
{
ASSERT(level <= (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
ASSERT(isLevelComplete(level));
if (mImageArray[level]->isDirty())
{
commitRect(level, 0, 0, getWidth(level), getHeight(level));
}
}
void TextureD3D_2D::redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height)
{
// 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 GLenum storageFormat = getBaseLevelInternalFormat();
mImageArray[level]->redefine(mRenderer, GL_TEXTURE_2D, internalformat, width, height, 1, false);
if (mTexStorage)
{
const int storageLevels = mTexStorage->getLevelCount();
if ((level >= storageLevels && storageLevels != 0) ||
width != storageWidth ||
height != storageHeight ||
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_2D::commitRect(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
{
if (isValidLevel(level))
{
rx::ImageD3D *image = mImageArray[level];
if (image->copyToStorage(mTexStorage, level, xoffset, yoffset, width, height))
{
image->markClean();
}
}
}
}
\ No newline at end of file
//
// 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.h: Implementations of the Texture interfaces shared betweeen the D3D backends.
#ifndef LIBGLESV2_RENDERER_TEXTURED3D_H_
#define LIBGLESV2_RENDERER_TEXTURED3D_H_
#include "libGLESv2/renderer/TextureImpl.h"
#include "libGLESv2/angletypes.h"
#include "libGLESv2/constants.h"
namespace gl
{
class Framebuffer;
}
namespace rx
{
class Image;
class ImageD3D;
class Renderer;
class TextureStorageInterface;
class TextureStorageInterface2D;
class TextureD3D
{
public:
TextureD3D(rx::Renderer *renderer);
virtual ~TextureD3D();
GLint getBaseLevelWidth() const;
GLint getBaseLevelHeight() const;
GLint getBaseLevelDepth() const;
GLenum getBaseLevelInternalFormat() const;
bool isImmutable() const { return mImmutable; }
protected:
void setImage(const gl::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 gl::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 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);
GLint creationLevels(GLsizei width, GLsizei height, GLsizei depth) const;
int mipLevels() const;
Renderer *mRenderer;
GLenum mUsage;
bool mDirtyImages;
bool mImmutable;
private:
DISALLOW_COPY_AND_ASSIGN(TextureD3D);
virtual TextureStorageInterface *getBaseLevelStorage() = 0;
virtual const ImageD3D *getBaseLevelImage() const = 0;
};
class TextureD3D_2D : public Texture2DImpl, public TextureD3D
{
public:
TextureD3D_2D(rx::Renderer *renderer);
virtual ~TextureD3D_2D();
static TextureD3D_2D *makeTextureD3D_2D(Texture2DImpl *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;
GLenum getInternalFormat(GLint level) const;
GLenum getActualFormat(GLint level) const;
bool isDepth(GLint level) const;
virtual void setImage(GLint level, GLsizei width, GLsizei height, 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 imageSize, const void *pixels);
virtual void subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
virtual void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels);
virtual void copyImage(GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
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);
virtual bool isSamplerComplete(const gl::SamplerState &samplerState) const;
virtual void bindTexImage(egl::Surface *surface);
virtual void releaseTexImage();
virtual void generateMipmaps();
virtual unsigned int getRenderTargetSerial(GLint level);
virtual RenderTarget *getRenderTarget(GLint level);
virtual RenderTarget *getDepthSencil(GLint level);
private:
DISALLOW_COPY_AND_ASSIGN(TextureD3D_2D);
void initializeStorage(bool renderTarget);
TextureStorageInterface2D *createCompleteStorage(bool renderTarget) const;
void setCompleteTexStorage(TextureStorageInterface2D *newCompleteTexStorage);
void updateStorage();
bool ensureRenderTarget();
virtual TextureStorageInterface *getBaseLevelStorage();
virtual const ImageD3D *getBaseLevelImage() const;
bool isMipmapComplete() const;
bool isValidLevel(int level) const;
bool isLevelComplete(int level) const;
void updateStorageLevel(int level);
virtual void redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height);
void commitRect(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height);
TextureStorageInterface2D *mTexStorage;
ImageD3D *mImageArray[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
};
}
#endif // LIBGLESV2_RENDERER_TEXTURED3D_H_
......@@ -13,6 +13,7 @@
#include "libGLESv2/FramebufferAttachment.h"
#include "libGLESv2/ProgramBinary.h"
#include "libGLESv2/Framebuffer.h"
#include "libGLESv2/renderer/d3d/TextureD3D.h"
#include "libGLESv2/renderer/d3d/d3d11/Renderer11.h"
#include "libGLESv2/renderer/d3d/d3d11/RenderTarget11.h"
#include "libGLESv2/renderer/d3d/d3d11/renderer11_utils.h"
......@@ -2900,6 +2901,11 @@ TextureStorage *Renderer11::createTextureStorage2DArray(GLenum internalformat, b
return new TextureStorage11_2DArray(this, internalformat, renderTarget, width, height, depth, levels);
}
Texture2DImpl *Renderer11::createTexture2D()
{
return new TextureD3D_2D(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)
{
......
......@@ -177,6 +177,9 @@ class Renderer11 : public Renderer
virtual TextureStorage *createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels);
virtual TextureStorage *createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels);
// Texture creation
virtual Texture2DImpl *createTexture2D();
// Buffer creation
virtual BufferImpl *createBuffer();
virtual VertexBuffer *createVertexBuffer();
......
......@@ -17,6 +17,7 @@
#include "libGLESv2/Renderbuffer.h"
#include "libGLESv2/ProgramBinary.h"
#include "libGLESv2/renderer/d3d/IndexDataManager.h"
#include "libGLESv2/renderer/d3d/TextureD3D.h"
#include "libGLESv2/renderer/d3d/d3d9/Renderer9.h"
#include "libGLESv2/renderer/d3d/d3d9/renderer9_utils.h"
#include "libGLESv2/renderer/d3d/d3d9/formatutils9.h"
......@@ -3193,6 +3194,11 @@ TextureStorage *Renderer9::createTextureStorage2DArray(GLenum internalformat, bo
return NULL;
}
Texture2DImpl *Renderer9::createTexture2D()
{
return new TextureD3D_2D(this);
}
bool Renderer9::getLUID(LUID *adapterLuid) const
{
adapterLuid->HighPart = 0;
......
......@@ -179,6 +179,9 @@ class Renderer9 : public Renderer
virtual TextureStorage *createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels);
virtual TextureStorage *createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels);
// Texture creation
virtual Texture2DImpl *createTexture2D();
// Buffer creation
virtual BufferImpl *createBuffer();
virtual VertexBuffer *createVertexBuffer();
......
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