| // |
| // Copyright 2015 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. |
| // |
| |
| // TextureGL.cpp: Implements the class methods for TextureGL. |
| |
| #include "libANGLE/renderer/gl/TextureGL.h" |
| |
| #include "common/debug.h" |
| #include "common/utilities.h" |
| #include "libANGLE/State.h" |
| #include "libANGLE/angletypes.h" |
| #include "libANGLE/formatutils.h" |
| #include "libANGLE/renderer/gl/BlitGL.h" |
| #include "libANGLE/renderer/gl/BufferGL.h" |
| #include "libANGLE/renderer/gl/FramebufferGL.h" |
| #include "libANGLE/renderer/gl/FunctionsGL.h" |
| #include "libANGLE/renderer/gl/StateManagerGL.h" |
| #include "libANGLE/renderer/gl/WorkaroundsGL.h" |
| #include "libANGLE/renderer/gl/formatutilsgl.h" |
| #include "libANGLE/renderer/gl/renderergl_utils.h" |
| |
| using angle::CheckedNumeric; |
| |
| namespace rx |
| { |
| |
| namespace |
| { |
| |
| bool UseTexImage2D(GLenum textureType) |
| { |
| return textureType == GL_TEXTURE_2D || textureType == GL_TEXTURE_CUBE_MAP; |
| } |
| |
| bool UseTexImage3D(GLenum textureType) |
| { |
| return textureType == GL_TEXTURE_2D_ARRAY || textureType == GL_TEXTURE_3D; |
| } |
| |
| bool CompatibleTextureTarget(GLenum textureType, GLenum textureTarget) |
| { |
| if (textureType != GL_TEXTURE_CUBE_MAP) |
| { |
| return textureType == textureTarget; |
| } |
| else |
| { |
| return gl::IsCubeMapTextureTarget(textureTarget); |
| } |
| } |
| |
| bool IsLUMAFormat(GLenum format) |
| { |
| return format == GL_LUMINANCE || format == GL_ALPHA || format == GL_LUMINANCE_ALPHA; |
| } |
| |
| LUMAWorkaroundGL GetLUMAWorkaroundInfo(const gl::InternalFormat &originalFormatInfo, |
| GLenum destinationFormat) |
| { |
| if (IsLUMAFormat(originalFormatInfo.format)) |
| { |
| const gl::InternalFormat &destinationFormatInfo = |
| gl::GetInternalFormatInfo(destinationFormat); |
| return LUMAWorkaroundGL(!IsLUMAFormat(destinationFormatInfo.format), |
| destinationFormatInfo.format); |
| } |
| else |
| { |
| return LUMAWorkaroundGL(false, GL_NONE); |
| } |
| } |
| |
| bool IsDepthStencilFormat(GLenum format) |
| { |
| return format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL; |
| } |
| |
| bool GetDepthStencilWorkaround(const gl::InternalFormat &originalFormatInfo) |
| { |
| return IsDepthStencilFormat(originalFormatInfo.format); |
| } |
| |
| LevelInfoGL GetLevelInfo(GLenum originalFormat, GLenum destinationFormat) |
| { |
| const gl::InternalFormat &originalFormatInfo = gl::GetInternalFormatInfo(originalFormat); |
| return LevelInfoGL(originalFormat, GetDepthStencilWorkaround(originalFormatInfo), |
| GetLUMAWorkaroundInfo(originalFormatInfo, destinationFormat)); |
| } |
| |
| } // anonymous namespace |
| |
| LUMAWorkaroundGL::LUMAWorkaroundGL() : LUMAWorkaroundGL(false, GL_NONE) |
| { |
| } |
| |
| LUMAWorkaroundGL::LUMAWorkaroundGL(bool enabled_, GLenum workaroundFormat_) |
| : enabled(enabled_), workaroundFormat(workaroundFormat_) |
| { |
| } |
| |
| LevelInfoGL::LevelInfoGL() : LevelInfoGL(GL_NONE, false, LUMAWorkaroundGL()) |
| { |
| } |
| |
| LevelInfoGL::LevelInfoGL(GLenum sourceFormat_, |
| bool depthStencilWorkaround_, |
| const LUMAWorkaroundGL &lumaWorkaround_) |
| : sourceFormat(sourceFormat_), |
| depthStencilWorkaround(depthStencilWorkaround_), |
| lumaWorkaround(lumaWorkaround_) |
| { |
| } |
| |
| TextureGL::TextureGL(const gl::TextureState &state, |
| const FunctionsGL *functions, |
| const WorkaroundsGL &workarounds, |
| StateManagerGL *stateManager, |
| BlitGL *blitter) |
| : TextureImpl(state), |
| mFunctions(functions), |
| mWorkarounds(workarounds), |
| mStateManager(stateManager), |
| mBlitter(blitter), |
| mLevelInfo(gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS + 1), |
| mAppliedTextureState(state.mTarget), |
| mTextureID(0) |
| { |
| ASSERT(mFunctions); |
| ASSERT(mStateManager); |
| ASSERT(mBlitter); |
| |
| mFunctions->genTextures(1, &mTextureID); |
| mStateManager->bindTexture(mState.mTarget, mTextureID); |
| } |
| |
| TextureGL::~TextureGL() |
| { |
| mStateManager->deleteTexture(mTextureID); |
| mTextureID = 0; |
| } |
| |
| gl::Error TextureGL::setImage(GLenum target, |
| size_t level, |
| GLenum internalFormat, |
| const gl::Extents &size, |
| GLenum format, |
| GLenum type, |
| const gl::PixelUnpackState &unpack, |
| const uint8_t *pixels) |
| { |
| if (mWorkarounds.unpackOverlappingRowsSeparatelyUnpackBuffer && unpack.pixelBuffer.get() && |
| unpack.rowLength != 0 && unpack.rowLength < size.width) |
| { |
| // The rows overlap in unpack memory. Upload the texture row by row to work around |
| // driver bug. |
| reserveTexImageToBeFilled(target, level, internalFormat, size, format, type); |
| |
| if (size.width == 0 || size.height == 0 || size.depth == 0) |
| { |
| return gl::NoError(); |
| } |
| |
| gl::Box area(0, 0, 0, size.width, size.height, size.depth); |
| return setSubImageRowByRowWorkaround(target, level, area, format, type, unpack, pixels); |
| } |
| |
| if (mWorkarounds.unpackLastRowSeparatelyForPaddingInclusion) |
| { |
| bool apply; |
| ANGLE_TRY_RESULT(ShouldApplyLastRowPaddingWorkaround(size, unpack, format, type, |
| UseTexImage3D(mState.mTarget), pixels), |
| apply); |
| |
| // The driver will think the pixel buffer doesn't have enough data, work around this bug |
| // by uploading the last row (and last level if 3D) separately. |
| if (apply) |
| { |
| reserveTexImageToBeFilled(target, level, internalFormat, size, format, type); |
| |
| if (size.width == 0 || size.height == 0 || size.depth == 0) |
| { |
| return gl::NoError(); |
| } |
| |
| gl::Box area(0, 0, 0, size.width, size.height, size.depth); |
| return setSubImagePaddingWorkaround(target, level, area, format, type, unpack, pixels); |
| } |
| } |
| |
| setImageHelper(target, level, internalFormat, size, format, type, pixels); |
| |
| return gl::NoError(); |
| } |
| |
| void TextureGL::setImageHelper(GLenum target, |
| size_t level, |
| GLenum internalFormat, |
| const gl::Extents &size, |
| GLenum format, |
| GLenum type, |
| const uint8_t *pixels) |
| { |
| UNUSED_ASSERTION_VARIABLE(&CompatibleTextureTarget); // Reference this function to avoid warnings. |
| ASSERT(CompatibleTextureTarget(mState.mTarget, target)); |
| |
| nativegl::TexImageFormat texImageFormat = |
| nativegl::GetTexImageFormat(mFunctions, mWorkarounds, internalFormat, format, type); |
| |
| mStateManager->bindTexture(mState.mTarget, mTextureID); |
| |
| if (UseTexImage2D(mState.mTarget)) |
| { |
| ASSERT(size.depth == 1); |
| mFunctions->texImage2D(target, static_cast<GLint>(level), texImageFormat.internalFormat, |
| size.width, size.height, 0, texImageFormat.format, |
| texImageFormat.type, pixels); |
| } |
| else if (UseTexImage3D(mState.mTarget)) |
| { |
| mFunctions->texImage3D(target, static_cast<GLint>(level), texImageFormat.internalFormat, |
| size.width, size.height, size.depth, 0, texImageFormat.format, |
| texImageFormat.type, pixels); |
| } |
| else |
| { |
| UNREACHABLE(); |
| } |
| |
| mLevelInfo[level] = GetLevelInfo(internalFormat, texImageFormat.internalFormat); |
| } |
| |
| void TextureGL::reserveTexImageToBeFilled(GLenum target, |
| size_t level, |
| GLenum internalFormat, |
| const gl::Extents &size, |
| GLenum format, |
| GLenum type) |
| { |
| GLuint unpackBuffer = mStateManager->getBoundBuffer(GL_PIXEL_UNPACK_BUFFER); |
| mStateManager->bindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); |
| gl::PixelUnpackState unpack; |
| setImageHelper(target, level, internalFormat, size, format, type, nullptr); |
| mStateManager->bindBuffer(GL_PIXEL_UNPACK_BUFFER, unpackBuffer); |
| } |
| |
| gl::Error TextureGL::setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type, |
| const gl::PixelUnpackState &unpack, const uint8_t *pixels) |
| { |
| ASSERT(CompatibleTextureTarget(mState.mTarget, target)); |
| |
| nativegl::TexSubImageFormat texSubImageFormat = |
| nativegl::GetTexSubImageFormat(mFunctions, mWorkarounds, format, type); |
| |
| ASSERT(mLevelInfo[level].lumaWorkaround.enabled == |
| GetLevelInfo(format, texSubImageFormat.format).lumaWorkaround.enabled); |
| |
| mStateManager->bindTexture(mState.mTarget, mTextureID); |
| if (mWorkarounds.unpackOverlappingRowsSeparatelyUnpackBuffer && unpack.pixelBuffer.get() && |
| unpack.rowLength != 0 && unpack.rowLength < area.width) |
| { |
| return setSubImageRowByRowWorkaround(target, level, area, format, type, unpack, pixels); |
| } |
| |
| if (mWorkarounds.unpackLastRowSeparatelyForPaddingInclusion) |
| { |
| gl::Extents size(area.width, area.height, area.depth); |
| |
| bool apply; |
| ANGLE_TRY_RESULT(ShouldApplyLastRowPaddingWorkaround(size, unpack, format, type, |
| UseTexImage3D(mState.mTarget), pixels), |
| apply); |
| |
| // The driver will think the pixel buffer doesn't have enough data, work around this bug |
| // by uploading the last row (and last level if 3D) separately. |
| if (apply) |
| { |
| return setSubImagePaddingWorkaround(target, level, area, format, type, unpack, pixels); |
| } |
| } |
| |
| if (UseTexImage2D(mState.mTarget)) |
| { |
| ASSERT(area.z == 0 && area.depth == 1); |
| mFunctions->texSubImage2D(target, static_cast<GLint>(level), area.x, area.y, area.width, |
| area.height, texSubImageFormat.format, texSubImageFormat.type, |
| pixels); |
| } |
| else |
| { |
| ASSERT(UseTexImage3D(mState.mTarget)); |
| mFunctions->texSubImage3D(target, static_cast<GLint>(level), area.x, area.y, area.z, |
| area.width, area.height, area.depth, texSubImageFormat.format, |
| texSubImageFormat.type, pixels); |
| } |
| |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| gl::Error TextureGL::setSubImageRowByRowWorkaround(GLenum target, |
| size_t level, |
| const gl::Box &area, |
| GLenum format, |
| GLenum type, |
| const gl::PixelUnpackState &unpack, |
| const uint8_t *pixels) |
| { |
| gl::PixelUnpackState directUnpack; |
| directUnpack.pixelBuffer = unpack.pixelBuffer; |
| directUnpack.alignment = 1; |
| mStateManager->setPixelUnpackState(directUnpack); |
| directUnpack.pixelBuffer.set(nullptr); |
| |
| const gl::InternalFormat &glFormat = |
| gl::GetInternalFormatInfo(gl::GetSizedInternalFormat(format, type)); |
| GLuint rowBytes = 0; |
| ANGLE_TRY_RESULT(glFormat.computeRowPitch(type, area.width, unpack.alignment, unpack.rowLength), |
| rowBytes); |
| GLuint imageBytes = 0; |
| ANGLE_TRY_RESULT(glFormat.computeDepthPitch(type, area.width, area.height, unpack.alignment, |
| unpack.rowLength, unpack.imageHeight), |
| imageBytes); |
| bool useTexImage3D = UseTexImage3D(mState.mTarget); |
| GLuint skipBytes = 0; |
| ANGLE_TRY_RESULT(glFormat.computeSkipBytes(rowBytes, imageBytes, unpack, useTexImage3D), |
| skipBytes); |
| |
| const uint8_t *pixelsWithSkip = pixels + skipBytes; |
| if (useTexImage3D) |
| { |
| for (GLint image = 0; image < area.depth; ++image) |
| { |
| GLint imageByteOffset = image * imageBytes; |
| for (GLint row = 0; row < area.height; ++row) |
| { |
| GLint byteOffset = imageByteOffset + row * rowBytes; |
| const GLubyte *rowPixels = pixelsWithSkip + byteOffset; |
| mFunctions->texSubImage3D(target, static_cast<GLint>(level), area.x, row + area.y, |
| image + area.z, area.width, 1, 1, format, type, |
| rowPixels); |
| } |
| } |
| } |
| else |
| { |
| ASSERT(UseTexImage2D(mState.mTarget)); |
| for (GLint row = 0; row < area.height; ++row) |
| { |
| GLint byteOffset = row * rowBytes; |
| const GLubyte *rowPixels = pixelsWithSkip + byteOffset; |
| mFunctions->texSubImage2D(target, static_cast<GLint>(level), area.x, row + area.y, |
| area.width, 1, format, type, rowPixels); |
| } |
| } |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureGL::setSubImagePaddingWorkaround(GLenum target, |
| size_t level, |
| const gl::Box &area, |
| GLenum format, |
| GLenum type, |
| const gl::PixelUnpackState &unpack, |
| const uint8_t *pixels) |
| { |
| const gl::InternalFormat &glFormat = |
| gl::GetInternalFormatInfo(gl::GetSizedInternalFormat(format, type)); |
| GLuint rowBytes = 0; |
| ANGLE_TRY_RESULT(glFormat.computeRowPitch(type, area.width, unpack.alignment, unpack.rowLength), |
| rowBytes); |
| GLuint imageBytes = 0; |
| ANGLE_TRY_RESULT(glFormat.computeDepthPitch(type, area.width, area.height, unpack.alignment, |
| unpack.rowLength, unpack.imageHeight), |
| imageBytes); |
| bool useTexImage3D = UseTexImage3D(mState.mTarget); |
| GLuint skipBytes = 0; |
| ANGLE_TRY_RESULT(glFormat.computeSkipBytes(rowBytes, imageBytes, unpack, useTexImage3D), |
| skipBytes); |
| |
| gl::PixelUnpackState directUnpack; |
| directUnpack.pixelBuffer = unpack.pixelBuffer; |
| directUnpack.alignment = 1; |
| |
| if (useTexImage3D) |
| { |
| // Upload all but the last slice |
| if (area.depth > 1) |
| { |
| mFunctions->texSubImage3D(target, static_cast<GLint>(level), area.x, area.y, area.z, |
| area.width, area.height, area.depth - 1, format, type, |
| pixels); |
| } |
| |
| // Upload the last slice but its last row |
| if (area.height > 1) |
| { |
| // Do not include skipBytes in the last image pixel start offset as it will be done by |
| // the driver |
| GLint lastImageOffset = (area.depth - 1) * imageBytes; |
| const GLubyte *lastImagePixels = pixels + lastImageOffset; |
| mFunctions->texSubImage3D(target, static_cast<GLint>(level), area.x, area.y, |
| area.z + area.depth - 1, area.width, area.height - 1, 1, |
| format, type, lastImagePixels); |
| } |
| |
| // Upload the last row of the last slice "manually" |
| mStateManager->setPixelUnpackState(directUnpack); |
| |
| GLint lastRowOffset = |
| skipBytes + (area.depth - 1) * imageBytes + (area.height - 1) * rowBytes; |
| const GLubyte *lastRowPixels = pixels + lastRowOffset; |
| mFunctions->texSubImage3D(target, static_cast<GLint>(level), area.x, |
| area.y + area.height - 1, area.z + area.depth - 1, area.width, 1, |
| 1, format, type, lastRowPixels); |
| } |
| else |
| { |
| ASSERT(UseTexImage2D(mState.mTarget)); |
| |
| // Upload all but the last row |
| if (area.height > 1) |
| { |
| mFunctions->texSubImage2D(target, static_cast<GLint>(level), area.x, area.y, area.width, |
| area.height - 1, format, type, pixels); |
| } |
| |
| // Upload the last row "manually" |
| mStateManager->setPixelUnpackState(directUnpack); |
| |
| GLint lastRowOffset = skipBytes + (area.height - 1) * rowBytes; |
| const GLubyte *lastRowPixels = pixels + lastRowOffset; |
| mFunctions->texSubImage2D(target, static_cast<GLint>(level), area.x, |
| area.y + area.height - 1, area.width, 1, format, type, |
| lastRowPixels); |
| } |
| |
| directUnpack.pixelBuffer.set(nullptr); |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error TextureGL::setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, |
| const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels) |
| { |
| ASSERT(CompatibleTextureTarget(mState.mTarget, target)); |
| |
| nativegl::CompressedTexImageFormat compressedTexImageFormat = |
| nativegl::GetCompressedTexImageFormat(mFunctions, mWorkarounds, internalFormat); |
| |
| mStateManager->bindTexture(mState.mTarget, mTextureID); |
| if (UseTexImage2D(mState.mTarget)) |
| { |
| ASSERT(size.depth == 1); |
| mFunctions->compressedTexImage2D(target, static_cast<GLint>(level), |
| compressedTexImageFormat.internalFormat, size.width, |
| size.height, 0, static_cast<GLsizei>(imageSize), pixels); |
| } |
| else if (UseTexImage3D(mState.mTarget)) |
| { |
| mFunctions->compressedTexImage3D( |
| target, static_cast<GLint>(level), compressedTexImageFormat.internalFormat, size.width, |
| size.height, size.depth, 0, static_cast<GLsizei>(imageSize), pixels); |
| } |
| else |
| { |
| UNREACHABLE(); |
| } |
| |
| mLevelInfo[level] = GetLevelInfo(internalFormat, compressedTexImageFormat.internalFormat); |
| ASSERT(!mLevelInfo[level].lumaWorkaround.enabled); |
| |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| gl::Error TextureGL::setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, |
| const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels) |
| { |
| ASSERT(CompatibleTextureTarget(mState.mTarget, target)); |
| |
| nativegl::CompressedTexSubImageFormat compressedTexSubImageFormat = |
| nativegl::GetCompressedSubTexImageFormat(mFunctions, mWorkarounds, format); |
| |
| mStateManager->bindTexture(mState.mTarget, mTextureID); |
| if (UseTexImage2D(mState.mTarget)) |
| { |
| ASSERT(area.z == 0 && area.depth == 1); |
| mFunctions->compressedTexSubImage2D( |
| target, static_cast<GLint>(level), area.x, area.y, area.width, area.height, |
| compressedTexSubImageFormat.format, static_cast<GLsizei>(imageSize), pixels); |
| } |
| else if (UseTexImage3D(mState.mTarget)) |
| { |
| mFunctions->compressedTexSubImage3D(target, static_cast<GLint>(level), area.x, area.y, |
| area.z, area.width, area.height, area.depth, |
| compressedTexSubImageFormat.format, |
| static_cast<GLsizei>(imageSize), pixels); |
| } |
| else |
| { |
| UNREACHABLE(); |
| } |
| |
| ASSERT(!mLevelInfo[level].lumaWorkaround.enabled && |
| !GetLevelInfo(format, compressedTexSubImageFormat.format).lumaWorkaround.enabled); |
| |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| gl::Error TextureGL::copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat, |
| const gl::Framebuffer *source) |
| { |
| nativegl::CopyTexImageImageFormat copyTexImageFormat = nativegl::GetCopyTexImageImageFormat( |
| mFunctions, mWorkarounds, internalFormat, source->getImplementationColorReadType()); |
| |
| LevelInfoGL levelInfo = GetLevelInfo(internalFormat, copyTexImageFormat.internalFormat); |
| if (levelInfo.lumaWorkaround.enabled) |
| { |
| gl::Error error = mBlitter->copyImageToLUMAWorkaroundTexture( |
| mTextureID, mState.mTarget, target, levelInfo.sourceFormat, level, sourceArea, |
| copyTexImageFormat.internalFormat, source); |
| if (error.isError()) |
| { |
| return error; |
| } |
| } |
| else |
| { |
| const FramebufferGL *sourceFramebufferGL = GetImplAs<FramebufferGL>(source); |
| |
| mStateManager->bindTexture(mState.mTarget, mTextureID); |
| mStateManager->bindFramebuffer(GL_READ_FRAMEBUFFER, |
| sourceFramebufferGL->getFramebufferID()); |
| |
| if (UseTexImage2D(mState.mTarget)) |
| { |
| mFunctions->copyTexImage2D(target, static_cast<GLint>(level), |
| copyTexImageFormat.internalFormat, sourceArea.x, |
| sourceArea.y, sourceArea.width, sourceArea.height, 0); |
| } |
| else |
| { |
| UNREACHABLE(); |
| } |
| } |
| |
| mLevelInfo[level] = levelInfo; |
| |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| gl::Error TextureGL::copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea, |
| const gl::Framebuffer *source) |
| { |
| const FramebufferGL *sourceFramebufferGL = GetImplAs<FramebufferGL>(source); |
| |
| mStateManager->bindTexture(mState.mTarget, mTextureID); |
| mStateManager->bindFramebuffer(GL_READ_FRAMEBUFFER, sourceFramebufferGL->getFramebufferID()); |
| |
| const LevelInfoGL &levelInfo = mLevelInfo[level]; |
| if (levelInfo.lumaWorkaround.enabled) |
| { |
| gl::Error error = mBlitter->copySubImageToLUMAWorkaroundTexture( |
| mTextureID, mState.mTarget, target, levelInfo.sourceFormat, level, destOffset, |
| sourceArea, source); |
| if (error.isError()) |
| { |
| return error; |
| } |
| } |
| else |
| { |
| if (UseTexImage2D(mState.mTarget)) |
| { |
| ASSERT(destOffset.z == 0); |
| mFunctions->copyTexSubImage2D(target, static_cast<GLint>(level), destOffset.x, |
| destOffset.y, sourceArea.x, sourceArea.y, |
| sourceArea.width, sourceArea.height); |
| } |
| else if (UseTexImage3D(mState.mTarget)) |
| { |
| mFunctions->copyTexSubImage3D(target, static_cast<GLint>(level), destOffset.x, |
| destOffset.y, destOffset.z, sourceArea.x, sourceArea.y, |
| sourceArea.width, sourceArea.height); |
| } |
| else |
| { |
| UNREACHABLE(); |
| } |
| } |
| |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| gl::Error TextureGL::setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size) |
| { |
| // TODO: emulate texture storage with TexImage calls if on GL version <4.2 or the |
| // ARB_texture_storage extension is not available. |
| |
| nativegl::TexStorageFormat texStorageFormat = |
| nativegl::GetTexStorageFormat(mFunctions, mWorkarounds, internalFormat); |
| |
| mStateManager->bindTexture(mState.mTarget, mTextureID); |
| if (UseTexImage2D(mState.mTarget)) |
| { |
| ASSERT(size.depth == 1); |
| if (mFunctions->texStorage2D) |
| { |
| mFunctions->texStorage2D(target, static_cast<GLsizei>(levels), |
| texStorageFormat.internalFormat, size.width, size.height); |
| } |
| else |
| { |
| // Make sure no pixel unpack buffer is bound |
| mStateManager->bindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); |
| |
| const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat); |
| |
| // Internal format must be sized |
| ASSERT(internalFormatInfo.pixelBytes != 0); |
| |
| for (size_t level = 0; level < levels; level++) |
| { |
| gl::Extents levelSize(std::max(size.width >> level, 1), |
| std::max(size.height >> level, 1), |
| 1); |
| |
| if (mState.mTarget == GL_TEXTURE_2D) |
| { |
| if (internalFormatInfo.compressed) |
| { |
| GLuint dataSize = 0; |
| ANGLE_TRY_RESULT(internalFormatInfo.computeCompressedImageSize( |
| GL_UNSIGNED_BYTE, levelSize), |
| dataSize); |
| mFunctions->compressedTexImage2D(target, static_cast<GLint>(level), |
| texStorageFormat.internalFormat, |
| levelSize.width, levelSize.height, 0, |
| static_cast<GLsizei>(dataSize), nullptr); |
| } |
| else |
| { |
| mFunctions->texImage2D(target, static_cast<GLint>(level), |
| texStorageFormat.internalFormat, levelSize.width, |
| levelSize.height, 0, internalFormatInfo.format, |
| internalFormatInfo.type, nullptr); |
| } |
| } |
| else if (mState.mTarget == GL_TEXTURE_CUBE_MAP) |
| { |
| for (GLenum face = gl::FirstCubeMapTextureTarget; face <= gl::LastCubeMapTextureTarget; face++) |
| { |
| if (internalFormatInfo.compressed) |
| { |
| GLuint dataSize = 0; |
| ANGLE_TRY_RESULT(internalFormatInfo.computeCompressedImageSize( |
| GL_UNSIGNED_BYTE, levelSize), |
| dataSize); |
| mFunctions->compressedTexImage2D( |
| face, static_cast<GLint>(level), texStorageFormat.internalFormat, |
| levelSize.width, levelSize.height, 0, |
| static_cast<GLsizei>(dataSize), nullptr); |
| } |
| else |
| { |
| mFunctions->texImage2D(face, static_cast<GLint>(level), |
| texStorageFormat.internalFormat, levelSize.width, |
| levelSize.height, 0, internalFormatInfo.format, |
| internalFormatInfo.type, nullptr); |
| } |
| } |
| } |
| else |
| { |
| UNREACHABLE(); |
| } |
| } |
| } |
| } |
| else if (UseTexImage3D(mState.mTarget)) |
| { |
| if (mFunctions->texStorage3D) |
| { |
| mFunctions->texStorage3D(target, static_cast<GLsizei>(levels), |
| texStorageFormat.internalFormat, size.width, size.height, |
| size.depth); |
| } |
| else |
| { |
| // Make sure no pixel unpack buffer is bound |
| mStateManager->bindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); |
| |
| const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat); |
| |
| // Internal format must be sized |
| ASSERT(internalFormatInfo.pixelBytes != 0); |
| |
| for (GLsizei i = 0; i < static_cast<GLsizei>(levels); i++) |
| { |
| gl::Extents levelSize( |
| std::max(size.width >> i, 1), std::max(size.height >> i, 1), |
| mState.mTarget == GL_TEXTURE_3D ? std::max(size.depth >> i, 1) : size.depth); |
| |
| if (internalFormatInfo.compressed) |
| { |
| GLuint dataSize = 0; |
| ANGLE_TRY_RESULT( |
| internalFormatInfo.computeCompressedImageSize(GL_UNSIGNED_BYTE, levelSize), |
| dataSize); |
| mFunctions->compressedTexImage3D(target, i, texStorageFormat.internalFormat, |
| levelSize.width, levelSize.height, |
| levelSize.depth, 0, |
| static_cast<GLsizei>(dataSize), nullptr); |
| } |
| else |
| { |
| mFunctions->texImage3D(target, i, texStorageFormat.internalFormat, |
| levelSize.width, levelSize.height, levelSize.depth, 0, |
| internalFormatInfo.format, internalFormatInfo.type, |
| nullptr); |
| } |
| } |
| } |
| } |
| else |
| { |
| UNREACHABLE(); |
| } |
| |
| LevelInfoGL levelInfo = GetLevelInfo(internalFormat, texStorageFormat.internalFormat); |
| for (size_t level = 0; level < mLevelInfo.size(); level++) |
| { |
| mLevelInfo[level] = levelInfo; |
| } |
| |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| gl::Error TextureGL::setImageExternal(GLenum target, |
| egl::Stream *stream, |
| const egl::Stream::GLTextureDescription &desc) |
| { |
| UNIMPLEMENTED(); |
| return gl::Error(GL_INVALID_OPERATION); |
| } |
| |
| gl::Error TextureGL::generateMipmap() |
| { |
| // Need to sync base level and max level to driver before calling GenerateMipmap. |
| syncState(0); |
| mStateManager->bindTexture(mState.mTarget, mTextureID); |
| mFunctions->generateMipmap(mState.mTarget); |
| |
| const GLuint effectiveBaseLevel = mState.getEffectiveBaseLevel(); |
| const GLuint maxLevel = mState.getMipmapMaxLevel(); |
| |
| ASSERT(maxLevel < mLevelInfo.size()); |
| |
| for (GLuint level = effectiveBaseLevel; level <= maxLevel; level++) |
| { |
| mLevelInfo[level] = mLevelInfo[effectiveBaseLevel]; |
| } |
| |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| void TextureGL::bindTexImage(egl::Surface *surface) |
| { |
| ASSERT(mState.mTarget == GL_TEXTURE_2D); |
| |
| // Make sure this texture is bound |
| mStateManager->bindTexture(mState.mTarget, mTextureID); |
| |
| mLevelInfo[0] = LevelInfoGL(); |
| } |
| |
| void TextureGL::releaseTexImage() |
| { |
| // Not all Surface implementations reset the size of mip 0 when releasing, do it manually |
| ASSERT(mState.mTarget == GL_TEXTURE_2D); |
| |
| mStateManager->bindTexture(mState.mTarget, mTextureID); |
| if (UseTexImage2D(mState.mTarget)) |
| { |
| mFunctions->texImage2D(mState.mTarget, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| nullptr); |
| } |
| else |
| { |
| UNREACHABLE(); |
| } |
| } |
| |
| gl::Error TextureGL::setEGLImageTarget(GLenum target, egl::Image *image) |
| { |
| UNIMPLEMENTED(); |
| return gl::Error(GL_INVALID_OPERATION); |
| } |
| |
| template <typename T, typename ApplyTextureFuncType> |
| static inline void SyncSamplerStateMember(const FunctionsGL *functions, |
| ApplyTextureFuncType applyTextureFunc, |
| const gl::SamplerState &newState, |
| gl::SamplerState &curState, |
| GLenum textureType, |
| GLenum name, |
| T(gl::SamplerState::*samplerMember)) |
| { |
| if (curState.*samplerMember != newState.*samplerMember) |
| { |
| applyTextureFunc(); |
| curState.*samplerMember = newState.*samplerMember; |
| functions->texParameterf(textureType, name, static_cast<GLfloat>(curState.*samplerMember)); |
| } |
| } |
| |
| template <typename T, typename ApplyTextureFuncType> |
| static inline void SyncTextureStateMember(const FunctionsGL *functions, |
| ApplyTextureFuncType applyTextureFunc, |
| const gl::TextureState &newState, |
| gl::TextureState &curState, |
| GLenum textureType, |
| GLenum name, |
| T(gl::TextureState::*stateMember)) |
| { |
| if (curState.*stateMember != newState.*stateMember) |
| { |
| applyTextureFunc(); |
| curState.*stateMember = newState.*stateMember; |
| functions->texParameterf(textureType, name, static_cast<GLfloat>(curState.*stateMember)); |
| } |
| } |
| |
| template <typename T, typename ApplyTextureFuncType> |
| static inline void SyncTextureStateSwizzle(const FunctionsGL *functions, |
| ApplyTextureFuncType applyTextureFunc, |
| const LevelInfoGL &levelInfo, |
| const gl::SwizzleState &newState, |
| gl::SwizzleState &curState, |
| GLenum textureType, |
| GLenum name, |
| T(gl::SwizzleState::*stateMember)) |
| { |
| GLenum resultSwizzle = newState.*stateMember; |
| if (levelInfo.lumaWorkaround.enabled || levelInfo.depthStencilWorkaround) |
| { |
| if (levelInfo.lumaWorkaround.enabled) |
| { |
| UNUSED_ASSERTION_VARIABLE(levelInfo.lumaWorkaround.workaroundFormat); |
| |
| switch (newState.*stateMember) |
| { |
| case GL_RED: |
| case GL_GREEN: |
| case GL_BLUE: |
| if (levelInfo.sourceFormat == GL_LUMINANCE || |
| levelInfo.sourceFormat == GL_LUMINANCE_ALPHA) |
| { |
| // Texture is backed by a RED or RG texture, point all color channels at the red |
| // channel. |
| ASSERT(levelInfo.lumaWorkaround.workaroundFormat == GL_RED || |
| levelInfo.lumaWorkaround.workaroundFormat == GL_RG); |
| resultSwizzle = GL_RED; |
| } |
| else if (levelInfo.sourceFormat == GL_ALPHA) |
| { |
| // Color channels are not supposed to exist, make them always sample 0. |
| resultSwizzle = GL_ZERO; |
| } |
| else |
| { |
| UNREACHABLE(); |
| } |
| break; |
| |
| case GL_ALPHA: |
| if (levelInfo.sourceFormat == GL_LUMINANCE) |
| { |
| // Alpha channel is not supposed to exist, make it always sample 1. |
| resultSwizzle = GL_ONE; |
| } |
| else if (levelInfo.sourceFormat == GL_ALPHA) |
| { |
| // Texture is backed by a RED texture, point the alpha channel at the red |
| // channel. |
| ASSERT(levelInfo.lumaWorkaround.workaroundFormat == GL_RED); |
| resultSwizzle = GL_RED; |
| } |
| else if (levelInfo.sourceFormat == GL_LUMINANCE_ALPHA) |
| { |
| // Texture is backed by an RG texture, point the alpha channel at the green |
| // channel. |
| ASSERT(levelInfo.lumaWorkaround.workaroundFormat == GL_RG); |
| resultSwizzle = GL_GREEN; |
| } |
| else |
| { |
| UNREACHABLE(); |
| } |
| break; |
| |
| case GL_ZERO: |
| case GL_ONE: |
| // Don't modify the swizzle state when requesting ZERO or ONE. |
| resultSwizzle = newState.*stateMember; |
| break; |
| |
| default: |
| UNREACHABLE(); |
| break; |
| } |
| } |
| else if (levelInfo.depthStencilWorkaround) |
| { |
| switch (newState.*stateMember) |
| { |
| case GL_RED: |
| // Don't modify the swizzle state when requesting the red channel. |
| resultSwizzle = newState.*stateMember; |
| break; |
| |
| case GL_GREEN: |
| case GL_BLUE: |
| // Depth textures should sample 0 from the green and blue channels. |
| resultSwizzle = GL_ZERO; |
| break; |
| |
| case GL_ALPHA: |
| // Depth textures should sample 1 from the alpha channel. |
| resultSwizzle = GL_ONE; |
| break; |
| |
| case GL_ZERO: |
| case GL_ONE: |
| // Don't modify the swizzle state when requesting ZERO or ONE. |
| resultSwizzle = newState.*stateMember; |
| break; |
| |
| default: |
| UNREACHABLE(); |
| break; |
| } |
| } |
| else |
| { |
| UNREACHABLE(); |
| } |
| |
| } |
| |
| if (curState.*stateMember != resultSwizzle) |
| { |
| applyTextureFunc(); |
| curState.*stateMember = resultSwizzle; |
| functions->texParameterf(textureType, name, static_cast<GLfloat>(resultSwizzle)); |
| } |
| } |
| |
| void TextureGL::syncState(size_t textureUnit) const |
| { |
| // Callback lamdba to bind this texture only if needed. |
| bool textureApplied = false; |
| auto applyTextureFunc = [&]() |
| { |
| if (!textureApplied) |
| { |
| mStateManager->activeTexture(textureUnit); |
| mStateManager->bindTexture(mState.mTarget, mTextureID); |
| textureApplied = true; |
| } |
| }; |
| |
| // Sync texture state |
| // Apply the effective base level and max level instead of the base level and max level set from |
| // the API. This can help with buggy drivers. |
| if (mAppliedTextureState.getEffectiveBaseLevel() != mState.getEffectiveBaseLevel()) |
| { |
| applyTextureFunc(); |
| mFunctions->texParameteri(mState.mTarget, GL_TEXTURE_BASE_LEVEL, |
| mState.getEffectiveBaseLevel()); |
| } |
| mAppliedTextureState.mBaseLevel = mState.mBaseLevel; |
| if (mAppliedTextureState.getEffectiveMaxLevel() != mState.getEffectiveMaxLevel()) |
| { |
| applyTextureFunc(); |
| mFunctions->texParameteri(mState.mTarget, GL_TEXTURE_MAX_LEVEL, |
| mState.getEffectiveMaxLevel()); |
| } |
| mAppliedTextureState.mMaxLevel = mState.mMaxLevel; |
| |
| // clang-format off |
| const LevelInfoGL &levelInfo = mLevelInfo[mState.getEffectiveBaseLevel()]; |
| SyncTextureStateSwizzle(mFunctions, applyTextureFunc, levelInfo, mState.mSwizzleState, mAppliedTextureState.mSwizzleState, mState.mTarget, GL_TEXTURE_SWIZZLE_R, &gl::SwizzleState::swizzleRed); |
| SyncTextureStateSwizzle(mFunctions, applyTextureFunc, levelInfo, mState.mSwizzleState, mAppliedTextureState.mSwizzleState, mState.mTarget, GL_TEXTURE_SWIZZLE_G, &gl::SwizzleState::swizzleGreen); |
| SyncTextureStateSwizzle(mFunctions, applyTextureFunc, levelInfo, mState.mSwizzleState, mAppliedTextureState.mSwizzleState, mState.mTarget, GL_TEXTURE_SWIZZLE_B, &gl::SwizzleState::swizzleBlue); |
| SyncTextureStateSwizzle(mFunctions, applyTextureFunc, levelInfo, mState.mSwizzleState, mAppliedTextureState.mSwizzleState, mState.mTarget, GL_TEXTURE_SWIZZLE_A, &gl::SwizzleState::swizzleAlpha); |
| |
| // Sync sampler state |
| SyncSamplerStateMember(mFunctions, applyTextureFunc, mState.mSamplerState, mAppliedTextureState.mSamplerState, mState.mTarget, GL_TEXTURE_MIN_FILTER, &gl::SamplerState::minFilter); |
| SyncSamplerStateMember(mFunctions, applyTextureFunc, mState.mSamplerState, mAppliedTextureState.mSamplerState, mState.mTarget, GL_TEXTURE_MAG_FILTER, &gl::SamplerState::magFilter); |
| SyncSamplerStateMember(mFunctions, applyTextureFunc, mState.mSamplerState, mAppliedTextureState.mSamplerState, mState.mTarget, GL_TEXTURE_WRAP_S, &gl::SamplerState::wrapS); |
| SyncSamplerStateMember(mFunctions, applyTextureFunc, mState.mSamplerState, mAppliedTextureState.mSamplerState, mState.mTarget, GL_TEXTURE_WRAP_T, &gl::SamplerState::wrapT); |
| SyncSamplerStateMember(mFunctions, applyTextureFunc, mState.mSamplerState, mAppliedTextureState.mSamplerState, mState.mTarget, GL_TEXTURE_WRAP_R, &gl::SamplerState::wrapR); |
| SyncSamplerStateMember(mFunctions, applyTextureFunc, mState.mSamplerState, mAppliedTextureState.mSamplerState, mState.mTarget, GL_TEXTURE_MAX_ANISOTROPY_EXT, &gl::SamplerState::maxAnisotropy); |
| SyncSamplerStateMember(mFunctions, applyTextureFunc, mState.mSamplerState, mAppliedTextureState.mSamplerState, mState.mTarget, GL_TEXTURE_MIN_LOD, &gl::SamplerState::minLod); |
| SyncSamplerStateMember(mFunctions, applyTextureFunc, mState.mSamplerState, mAppliedTextureState.mSamplerState, mState.mTarget, GL_TEXTURE_MAX_LOD, &gl::SamplerState::maxLod); |
| SyncSamplerStateMember(mFunctions, applyTextureFunc, mState.mSamplerState, mAppliedTextureState.mSamplerState, mState.mTarget, GL_TEXTURE_COMPARE_MODE, &gl::SamplerState::compareMode); |
| SyncSamplerStateMember(mFunctions, applyTextureFunc, mState.mSamplerState, mAppliedTextureState.mSamplerState, mState.mTarget, GL_TEXTURE_COMPARE_FUNC, &gl::SamplerState::compareFunc); |
| // clang-format on |
| } |
| |
| GLuint TextureGL::getTextureID() const |
| { |
| return mTextureID; |
| } |
| |
| } |