From a6a12d8c0fc918972c15268f749ecc7c90b95d6c Mon Sep 17 00:00:00 2001 From: Andrew Knight Date: Tue, 5 Aug 2014 12:59:44 +0300 Subject: ANGLE: upgrade to 2.1~07d49ef5350a This version of ANGLE provides partial ES3 support, numerous bug fixes, and several potentially useful vendor extensions. All patches have been rebased. The following changes are noted: 0000-General-fixes-for-ANGLE-2.1.patch contains compile fixes for the new ANGLE 0004-Make-it-possible-to-link-ANGLE-statically-for-single.patch has incorporated patch 0015. 0007-Make-DX9-DX11-mutually-exclusive.patch has been removed as it was fixed upstream. 0007-Fix-ANGLE-build-with-Microsoft-Visual-Studio-14-CTP.patch has been moved up to fill the patch number gap. 0010-ANGLE-Enable-D3D11-for-feature-level-9-cards.patch now contains patch 0014 and 0017. 0013-ANGLE-Allow-for-universal-program-binaries.patch has been removed as it is no longer relevant. 0014-ANGLE-D3D11-Fix-internal-index-buffer-for-level-9-ha.patch has been merged with patch 0010. 0015-ANGLE-Don-t-export-DLLMain-functions-for-static-buil.patch has been merged with patch 0004. 0016-ANGLE-WinRT-Call-Trim-when-application-suspends.patch has been removed and will be replaced by a follow-up patch using a different technique. 0017-ANGLE-D3D11-Don-t-use-mipmaps-in-level-9-textures.patch has been merged with patch 0010. 0018-ANGLE-WinRT-Create-swap-chain-using-physical-resolut.patch has been removed and will be replaced by a follow-up patch extending the EGL_ANGLE_window_fixed_size extension. 0019-Fix-ANGLE-build-with-Microsoft-Visual-Studio-14-CTP.patch is now patch 0007. [ChangeLog][Third-party libraries] ANGLE has been upgraded to version 2.1, bringing partial support for OpenGL ES3 over Direct3D 11, numerous bug fixes, and several new vendor extensions. Change-Id: I6d95ce1480462d67228d83c1e5c74a1706b5b21c Reviewed-by: Friedemann Kleint --- .../src/libGLESv2/renderer/d3d/TextureD3D.cpp | 2550 ++++++++++++++++++++ 1 file changed, 2550 insertions(+) create mode 100644 src/3rdparty/angle/src/libGLESv2/renderer/d3d/TextureD3D.cpp (limited to 'src/3rdparty/angle/src/libGLESv2/renderer/d3d/TextureD3D.cpp') diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/TextureD3D.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/TextureD3D.cpp new file mode 100644 index 0000000000..e725e2fefe --- /dev/null +++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/TextureD3D.cpp @@ -0,0 +1,2550 @@ +#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 "common/utilities.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(Renderer *renderer) + : mRenderer(renderer), + mUsage(GL_NONE), + mDirtyImages(true), + mImmutable(false) +{ +} + +TextureD3D::~TextureD3D() +{ +} + +GLint TextureD3D::getBaseLevelWidth() const +{ + const Image *baseImage = getBaseLevelImage(); + return (baseImage ? baseImage->getWidth() : 0); +} + +GLint TextureD3D::getBaseLevelHeight() const +{ + const Image *baseImage = getBaseLevelImage(); + return (baseImage ? baseImage->getHeight() : 0); +} + +GLint TextureD3D::getBaseLevelDepth() const +{ + const 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 Image *baseImage = getBaseLevelImage(); + return (baseImage ? baseImage->getInternalFormat() : GL_NONE); +} + +void TextureD3D::setImage(const gl::PixelUnpackState &unpack, GLenum type, const void *pixels, Image *image) +{ + // No-op + if (image->getWidth() == 0 || image->getHeight() == 0 || image->getDepth() == 0) + { + 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(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(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, 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(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(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, 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, 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, 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(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(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(texture); +} + +TextureStorageInterface *TextureD3D_2D::getNativeTexture() +{ + // ensure the underlying texture is created + initializeStorage(false); + + 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 + 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)) + { + 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 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)).filterable) + { + 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 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 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); + ImageD3D *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(); +} + +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 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()) + { + 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)) + { + ImageD3D *image = mImageArray[level]; + if (image->copyToStorage(mTexStorage, level, xoffset, yoffset, width, height)) + { + image->markClean(); + } + } +} + + +TextureD3D_Cube::TextureD3D_Cube(Renderer *renderer) + : TextureCubeImpl(), + TextureD3D(renderer), + mTexStorage(NULL) +{ + for (int i = 0; i < 6; i++) + { + for (int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++j) + { + mImageArray[i][j] = ImageD3D::makeImageD3D(renderer->createImage()); + } + } +} + +TextureD3D_Cube::~TextureD3D_Cube() +{ + SafeDelete(mTexStorage); + + for (int i = 0; i < 6; i++) + { + for (int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++j) + { + SafeDelete(mImageArray[i][j]); + } + } +} + +TextureD3D_Cube *TextureD3D_Cube::makeTextureD3D_Cube(TextureCubeImpl *texture) +{ + ASSERT(HAS_DYNAMIC_TYPE(TextureD3D_Cube*, texture)); + return static_cast(texture); +} + +TextureStorageInterface *TextureD3D_Cube::getNativeTexture() +{ + // ensure the underlying texture is created + initializeStorage(false); + + TextureStorageInterface *storage = getBaseLevelStorage(); + if (storage) + { + updateStorage(); + } + + return storage; +} + +Image *TextureD3D_Cube::getImage(GLenum target, int level) const +{ + ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); + return mImageArray[targetToIndex(target)][level]; +} + +void TextureD3D_Cube::setUsage(GLenum usage) +{ + mUsage = usage; +} + +void TextureD3D_Cube::resetDirty() +{ + mDirtyImages = false; +} + +GLenum TextureD3D_Cube::getInternalFormat(GLenum target, GLint level) const +{ + if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) + return mImageArray[targetToIndex(target)][level]->getInternalFormat(); + else + return GL_NONE; +} + +bool TextureD3D_Cube::isDepth(GLenum target, GLint level) const +{ + return gl::GetDepthBits(getInternalFormat(target, level)) > 0; +} + +void TextureD3D_Cube::setImage(int faceIndex, 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); + + redefineImage(faceIndex, level, sizedInternalFormat, width, height); + + TextureD3D::setImage(unpack, type, pixels, mImageArray[faceIndex][level]); +} + +void TextureD3D_Cube::setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels) +{ + // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly + int faceIndex = targetToIndex(target); + redefineImage(faceIndex, level, format, width, height); + + TextureD3D::setCompressedImage(imageSize, pixels, mImageArray[faceIndex][level]); +} + +void TextureD3D_Cube::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels) +{ + int faceIndex = targetToIndex(target); + if (TextureD3D::subImage(xoffset, yoffset, 0, width, height, 1, format, type, unpack, pixels, mImageArray[faceIndex][level])) + { + commitRect(faceIndex, level, xoffset, yoffset, width, height); + } +} + +void TextureD3D_Cube::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 (TextureD3D::subImageCompressed(xoffset, yoffset, 0, width, height, 1, format, imageSize, pixels, mImageArray[faceIndex][level])) + { + commitRect(faceIndex, level, xoffset, yoffset, width, height); + } +} + +void TextureD3D_Cube::copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source) +{ + int faceIndex = targetToIndex(target); + GLenum sizedInternalFormat = gl::IsSizedInternalFormat(format) ? format + : gl::GetSizedInternalFormat(format, GL_UNSIGNED_BYTE); + redefineImage(faceIndex, level, sizedInternalFormat, width, height); + + if (!mImageArray[faceIndex][level]->isRenderableFormat()) + { + mImageArray[faceIndex][level]->copy(0, 0, 0, x, y, width, height, source); + mDirtyImages = true; + } + else + { + ensureRenderTarget(); + mImageArray[faceIndex][level]->markClean(); + + ASSERT(width == height); + + if (width > 0 && isValidFaceLevel(faceIndex, level)) + { + gl::Rectangle sourceRect; + sourceRect.x = x; + sourceRect.width = width; + sourceRect.y = y; + sourceRect.height = height; + + mRenderer->copyImage(source, sourceRect, format, 0, 0, mTexStorage, target, level); + } + } +} + +void TextureD3D_Cube::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source) +{ + int faceIndex = targetToIndex(target); + + // We can only make our texture storage to a render target if the level we're copying *to* is complete + // and the base level is cube-complete. The base level must be cube complete (common case) because we cannot + // rely on the "getBaseLevel*" methods reliably otherwise. + bool canCreateRenderTarget = isFaceLevelComplete(faceIndex, level) && isCubeComplete(); + + if (!mImageArray[faceIndex][level]->isRenderableFormat() || (!mTexStorage && !canCreateRenderTarget)) + { + mImageArray[faceIndex][level]->copy(0, 0, 0, x, y, width, height, source); + mDirtyImages = true; + } + else + { + ensureRenderTarget(); + + if (isValidFaceLevel(faceIndex, level)) + { + updateStorageFaceLevel(faceIndex, 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, target, level); + } + } +} + +void TextureD3D_Cube::storage(GLsizei levels, GLenum internalformat, GLsizei size) +{ + for (int level = 0; level < levels; level++) + { + GLsizei mipSize = std::max(1, size >> level); + for (int faceIndex = 0; faceIndex < 6; faceIndex++) + { + mImageArray[faceIndex][level]->redefine(mRenderer, GL_TEXTURE_CUBE_MAP, internalformat, mipSize, mipSize, 1, true); + } + } + + for (int level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++) + { + for (int faceIndex = 0; faceIndex < 6; faceIndex++) + { + mImageArray[faceIndex][level]->redefine(mRenderer, GL_TEXTURE_CUBE_MAP, GL_NONE, 0, 0, 0, true); + } + } + + mImmutable = true; + + setCompleteTexStorage(new TextureStorageInterfaceCube(mRenderer, internalformat, IsRenderTargetUsage(mUsage), size, levels)); +} + +bool TextureD3D_Cube::isSamplerComplete(const gl::SamplerState &samplerState) const +{ + int size = getBaseLevelWidth(); + + bool mipmapping = IsMipmapFiltered(samplerState); + + // TODO(geofflang): use context's texture caps + if (!mRenderer->getRendererTextureCaps().get(getInternalFormat(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0)).filterable) + { + if (samplerState.magFilter != GL_NEAREST || + (samplerState.minFilter != GL_NEAREST && samplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST)) + { + return false; + } + } + + // TODO(geofflang): use context's extensions + if (!gl::isPow2(size) && !mRenderer->getRendererExtensions().textureNPOT) + { + if (samplerState.wrapS != GL_CLAMP_TO_EDGE || samplerState.wrapT != GL_CLAMP_TO_EDGE || mipmapping) + { + return false; + } + } + + if (!mipmapping) + { + if (!isCubeComplete()) + { + return false; + } + } + else + { + if (!isMipmapCubeComplete()) // Also tests for isCubeComplete() + { + return false; + } + } + + return true; +} + +// Tests for cube texture completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81. +bool TextureD3D_Cube::isCubeComplete() const +{ + int baseWidth = getBaseLevelWidth(); + int baseHeight = getBaseLevelHeight(); + GLenum baseFormat = getBaseLevelInternalFormat(); + + if (baseWidth <= 0 || baseWidth != baseHeight) + { + return false; + } + + for (int faceIndex = 1; faceIndex < 6; faceIndex++) + { + const ImageD3D &faceBaseImage = *mImageArray[faceIndex][0]; + + if (faceBaseImage.getWidth() != baseWidth || + faceBaseImage.getHeight() != baseHeight || + faceBaseImage.getInternalFormat() != baseFormat ) + { + return false; + } + } + + return true; +} + +void TextureD3D_Cube::generateMipmaps() +{ + // Purge array levels 1 through q and reset them to represent the generated mipmap levels. + int levelCount = mipLevels(); + for (int faceIndex = 0; faceIndex < 6; faceIndex++) + { + for (int level = 1; level < levelCount; level++) + { + int faceLevelSize = (std::max(mImageArray[faceIndex][0]->getWidth() >> level, 1)); + redefineImage(faceIndex, level, mImageArray[faceIndex][0]->getInternalFormat(), faceLevelSize, faceLevelSize); + } + } + + if (mTexStorage && mTexStorage->isRenderTarget()) + { + for (int faceIndex = 0; faceIndex < 6; faceIndex++) + { + for (int level = 1; level < levelCount; level++) + { + mTexStorage->generateMipmap(faceIndex, level); + + mImageArray[faceIndex][level]->markClean(); + } + } + } + else + { + for (int faceIndex = 0; faceIndex < 6; faceIndex++) + { + for (int level = 1; level < levelCount; level++) + { + mRenderer->generateMipmap(mImageArray[faceIndex][level], mImageArray[faceIndex][level - 1]); + } + } + } +} + +unsigned int TextureD3D_Cube::getRenderTargetSerial(GLenum target, GLint level) +{ + return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(target, level) : 0); +} + +RenderTarget *TextureD3D_Cube::getRenderTarget(GLenum target, GLint level) +{ + ASSERT(gl::IsCubemapTextureTarget(target)); + + // ensure the underlying texture is created + if (!ensureRenderTarget()) + { + return NULL; + } + + updateStorageFaceLevel(targetToIndex(target), level); + + // ensure this is NOT a depth texture + if (isDepth(target, level)) + { + return NULL; + } + + return mTexStorage->getRenderTarget(target, level); +} + +RenderTarget *TextureD3D_Cube::getDepthStencil(GLenum target, GLint level) +{ + ASSERT(gl::IsCubemapTextureTarget(target)); + + // ensure the underlying texture is created + if (!ensureRenderTarget()) + { + return NULL; + } + + updateStorageFaceLevel(targetToIndex(target), level); + + // ensure this is a depth texture + if (!isDepth(target, level)) + { + return NULL; + } + + return mTexStorage->getRenderTarget(target, level); +} + +int TextureD3D_Cube::targetToIndex(GLenum target) +{ + META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_X - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 1); + META_ASSERT(GL_TEXTURE_CUBE_MAP_POSITIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 2); + META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 3); + META_ASSERT(GL_TEXTURE_CUBE_MAP_POSITIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 4); + META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 5); + + return target - GL_TEXTURE_CUBE_MAP_POSITIVE_X; +} + +void TextureD3D_Cube::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 (!isFaceLevelComplete(0, 0)) + { + return; + } + + bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mUsage)); + + setCompleteTexStorage(createCompleteStorage(createRenderTarget)); + ASSERT(mTexStorage); + + // flush image data to the storage + updateStorage(); +} + +TextureStorageInterfaceCube *TextureD3D_Cube::createCompleteStorage(bool renderTarget) const +{ + GLsizei size = getBaseLevelWidth(); + + ASSERT(size > 0); + + // use existing storage level count, when previously specified by TexStorage*D + GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(size, size, 1)); + + return new TextureStorageInterfaceCube(mRenderer, getBaseLevelInternalFormat(), renderTarget, size, levels); +} + +void TextureD3D_Cube::setCompleteTexStorage(TextureStorageInterfaceCube *newCompleteTexStorage) +{ + SafeDelete(mTexStorage); + mTexStorage = newCompleteTexStorage; + + if (mTexStorage && mTexStorage->isManaged()) + { + for (int faceIndex = 0; faceIndex < 6; faceIndex++) + { + for (int level = 0; level < mTexStorage->getLevelCount(); level++) + { + mImageArray[faceIndex][level]->setManagedSurface(mTexStorage, faceIndex, level); + } + } + } + + mDirtyImages = true; +} + +void TextureD3D_Cube::updateStorage() +{ + ASSERT(mTexStorage != NULL); + GLint storageLevels = mTexStorage->getLevelCount(); + for (int face = 0; face < 6; face++) + { + for (int level = 0; level < storageLevels; level++) + { + if (mImageArray[face][level]->isDirty() && isFaceLevelComplete(face, level)) + { + updateStorageFaceLevel(face, level); + } + } + } +} + +bool TextureD3D_Cube::ensureRenderTarget() +{ + initializeStorage(true); + + if (getBaseLevelWidth() > 0) + { + ASSERT(mTexStorage); + if (!mTexStorage->isRenderTarget()) + { + TextureStorageInterfaceCube *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_Cube::getBaseLevelStorage() +{ + return mTexStorage; +} + +const ImageD3D *TextureD3D_Cube::getBaseLevelImage() const +{ + // Note: if we are not cube-complete, there is no single base level image that can describe all + // cube faces, so this method is only well-defined for a cube-complete base level. + return mImageArray[0][0]; +} + +bool TextureD3D_Cube::isMipmapCubeComplete() const +{ + if (isImmutable()) + { + return true; + } + + if (!isCubeComplete()) + { + return false; + } + + int levelCount = mipLevels(); + + for (int face = 0; face < 6; face++) + { + for (int level = 1; level < levelCount; level++) + { + if (!isFaceLevelComplete(face, level)) + { + return false; + } + } + } + + return true; +} + +bool TextureD3D_Cube::isValidFaceLevel(int faceIndex, int level) const +{ + return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0); +} + + +bool TextureD3D_Cube::isFaceLevelComplete(int faceIndex, int level) const +{ + ASSERT(level >= 0 && faceIndex < 6 && level < (int)ArraySize(mImageArray[faceIndex]) && mImageArray[faceIndex][level] != NULL); + + if (isImmutable()) + { + return true; + } + + int baseSize = getBaseLevelWidth(); + + if (baseSize <= 0) + { + return false; + } + + // "isCubeComplete" checks for base level completeness and we must call that + // to determine if any face at level 0 is complete. We omit that check here + // to avoid re-checking cube-completeness for every face at level 0. + if (level == 0) + { + return true; + } + + // Check that non-zero levels are consistent with the base level. + const ImageD3D *faceLevelImage = mImageArray[faceIndex][level]; + + if (faceLevelImage->getInternalFormat() != getBaseLevelInternalFormat()) + { + return false; + } + + if (faceLevelImage->getWidth() != std::max(1, baseSize >> level)) + { + return false; + } + + return true; +} + +void TextureD3D_Cube::updateStorageFaceLevel(int faceIndex, int level) +{ + ASSERT(level >= 0 && faceIndex < 6 && level < (int)ArraySize(mImageArray[faceIndex]) && mImageArray[faceIndex][level] != NULL); + ImageD3D *image = mImageArray[faceIndex][level]; + + if (image->isDirty()) + { + commitRect(faceIndex, level, 0, 0, image->getWidth(), image->getHeight()); + } +} + +void TextureD3D_Cube::redefineImage(int faceIndex, 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[faceIndex][level]->redefine(mRenderer, GL_TEXTURE_CUBE_MAP, 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 level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++) + { + for (int faceIndex = 0; faceIndex < 6; faceIndex++) + { + mImageArray[faceIndex][level]->markDirty(); + } + } + + SafeDelete(mTexStorage); + + mDirtyImages = true; + } + } +} + +void TextureD3D_Cube::commitRect(int faceIndex, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height) +{ + if (isValidFaceLevel(faceIndex, level)) + { + ImageD3D *image = mImageArray[faceIndex][level]; + if (image->copyToStorage(mTexStorage, faceIndex, level, xoffset, yoffset, width, height)) + image->markClean(); + } +} + + +TextureD3D_3D::TextureD3D_3D(Renderer *renderer) + : Texture3DImpl(), + TextureD3D(renderer), + mTexStorage(NULL) +{ + for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i) + { + mImageArray[i] = ImageD3D::makeImageD3D(renderer->createImage()); + } +} + +TextureD3D_3D::~TextureD3D_3D() +{ + SafeDelete(mTexStorage); + + for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i) + { + delete mImageArray[i]; + } +} + +TextureD3D_3D *TextureD3D_3D::makeTextureD3D_3D(Texture3DImpl *texture) +{ + ASSERT(HAS_DYNAMIC_TYPE(TextureD3D_3D*, texture)); + return static_cast(texture); +} + +TextureStorageInterface *TextureD3D_3D::getNativeTexture() +{ + // ensure the underlying texture is created + initializeStorage(false); + + TextureStorageInterface *storage = getBaseLevelStorage(); + if (storage) + { + updateStorage(); + } + + return storage; +} + +Image *TextureD3D_3D::getImage(int level) const +{ + ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); + return mImageArray[level]; +} + +void TextureD3D_3D::setUsage(GLenum usage) +{ + mUsage = usage; +} + +void TextureD3D_3D::resetDirty() +{ + mDirtyImages = false; +} + +GLsizei TextureD3D_3D::getWidth(GLint level) const +{ + if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) + return mImageArray[level]->getWidth(); + else + return 0; +} + +GLsizei TextureD3D_3D::getHeight(GLint level) const +{ + if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) + return mImageArray[level]->getHeight(); + else + return 0; +} + +GLsizei TextureD3D_3D::getDepth(GLint level) const +{ + if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) + return mImageArray[level]->getDepth(); + else + return 0; +} + +GLenum TextureD3D_3D::getInternalFormat(GLint level) const +{ + if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) + return mImageArray[level]->getInternalFormat(); + else + return GL_NONE; +} + +bool TextureD3D_3D::isDepth(GLint level) const +{ + return gl::GetDepthBits(getInternalFormat(level)) > 0; +} + +void TextureD3D_3D::setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels) +{ + GLenum sizedInternalFormat = gl::IsSizedInternalFormat(internalFormat) ? internalFormat + : gl::GetSizedInternalFormat(format, type); + redefineImage(level, sizedInternalFormat, width, height, depth); + + bool fastUnpacked = false; + + // Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer + if (isFastUnpackable(unpack, sizedInternalFormat)) + { + // Will try to create RT storage if it does not exist + RenderTarget *destRenderTarget = getRenderTarget(level); + gl::Box destArea(0, 0, 0, getWidth(level), getHeight(level), getDepth(level)); + + if (destRenderTarget && fastUnpackPixels(unpack, pixels, destArea, sizedInternalFormat, type, destRenderTarget)) + { + // Ensure we don't overwrite our newly initialized data + mImageArray[level]->markClean(); + + fastUnpacked = true; + } + } + + if (!fastUnpacked) + { + TextureD3D::setImage(unpack, type, pixels, mImageArray[level]); + } +} + +void TextureD3D_3D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels) +{ + // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly + redefineImage(level, format, width, height, depth); + + TextureD3D::setCompressedImage(imageSize, pixels, mImageArray[level]); +} + +void TextureD3D_3D::subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels) +{ + bool fastUnpacked = false; + + // Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer + if (isFastUnpackable(unpack, getInternalFormat(level))) + { + RenderTarget *destRenderTarget = getRenderTarget(level); + gl::Box destArea(xoffset, yoffset, zoffset, width, height, depth); + + if (destRenderTarget && fastUnpackPixels(unpack, pixels, destArea, getInternalFormat(level), type, destRenderTarget)) + { + // Ensure we don't overwrite our newly initialized data + mImageArray[level]->markClean(); + + fastUnpacked = true; + } + } + + if (!fastUnpacked && TextureD3D::subImage(xoffset, yoffset, zoffset, width, height, depth, format, type, unpack, pixels, mImageArray[level])) + { + commitRect(level, xoffset, yoffset, zoffset, width, height, depth); + } +} + +void TextureD3D_3D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels) +{ + if (TextureD3D::subImageCompressed(xoffset, yoffset, zoffset, width, height, depth, format, imageSize, pixels, mImageArray[level])) + { + commitRect(level, xoffset, yoffset, zoffset, width, height, depth); + } +} + +void TextureD3D_3D::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source) +{ + // can only make our texture storage to a render target if level 0 is defined (with a width & height) and + // the current level we're copying to is defined (with appropriate format, width & height) + bool canCreateRenderTarget = isLevelComplete(level) && isLevelComplete(0); + + if (!mImageArray[level]->isRenderableFormat() || (!mTexStorage && !canCreateRenderTarget)) + { + mImageArray[level]->copy(xoffset, yoffset, zoffset, x, y, width, height, source); + mDirtyImages = true; + } + else + { + ensureRenderTarget(); + + if (isValidLevel(level)) + { + updateStorageLevel(level); + + gl::Rectangle sourceRect; + sourceRect.x = x; + sourceRect.width = width; + sourceRect.y = y; + sourceRect.height = height; + + mRenderer->copyImage(source, sourceRect, + gl::GetFormat(getBaseLevelInternalFormat()), + xoffset, yoffset, zoffset, mTexStorage, level); + } + } +} + +void TextureD3D_3D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) +{ + for (int level = 0; level < levels; level++) + { + GLsizei levelWidth = std::max(1, width >> level); + GLsizei levelHeight = std::max(1, height >> level); + GLsizei levelDepth = std::max(1, depth >> level); + mImageArray[level]->redefine(mRenderer, GL_TEXTURE_3D, internalformat, levelWidth, levelHeight, levelDepth, true); + } + + for (int level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++) + { + mImageArray[level]->redefine(mRenderer, GL_TEXTURE_3D, GL_NONE, 0, 0, 0, true); + } + + mImmutable = true; + + setCompleteTexStorage(new TextureStorageInterface3D(mRenderer, internalformat, IsRenderTargetUsage(mUsage), width, height, depth, levels)); +} + +bool TextureD3D_3D::isSamplerComplete(const gl::SamplerState &samplerState) const +{ + GLsizei width = getBaseLevelWidth(); + GLsizei height = getBaseLevelHeight(); + GLsizei depth = getBaseLevelDepth(); + + if (width <= 0 || height <= 0 || depth <= 0) + { + return false; + } + + // TODO(geofflang): use context's texture caps + if (!mRenderer->getRendererTextureCaps().get(getInternalFormat(0)).filterable) + { + if (samplerState.magFilter != GL_NEAREST || + (samplerState.minFilter != GL_NEAREST && samplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST)) + { + return false; + } + } + + if (IsMipmapFiltered(samplerState) && !isMipmapComplete()) + { + return false; + } + + return true; +} + +bool TextureD3D_3D::isMipmapComplete() const +{ + int levelCount = mipLevels(); + + for (int level = 0; level < levelCount; level++) + { + if (!isLevelComplete(level)) + { + return false; + } + } + + return true; +} + +void TextureD3D_3D::generateMipmaps() +{ + // Purge array levels 1 through q and reset them to represent the generated mipmap levels. + int levelCount = mipLevels(); + for (int level = 1; level < levelCount; level++) + { + redefineImage(level, getBaseLevelInternalFormat(), + std::max(getBaseLevelWidth() >> level, 1), + std::max(getBaseLevelHeight() >> level, 1), + std::max(getBaseLevelDepth() >> level, 1)); + } + + if (mTexStorage && mTexStorage->isRenderTarget()) + { + for (int level = 1; level < levelCount; level++) + { + mTexStorage->generateMipmap(level); + + mImageArray[level]->markClean(); + } + } + else + { + for (int level = 1; level < levelCount; level++) + { + mRenderer->generateMipmap(mImageArray[level], mImageArray[level - 1]); + } + } +} + +unsigned int TextureD3D_3D::getRenderTargetSerial(GLint level, GLint layer) +{ + return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(level, layer) : 0); +} + +RenderTarget *TextureD3D_3D::getRenderTarget(GLint level) +{ + // ensure the underlying texture is created + if (!ensureRenderTarget()) + { + return NULL; + } + + updateStorageLevel(level); + + // ensure this is NOT a depth texture + if (isDepth(level)) + { + return NULL; + } + + return mTexStorage->getRenderTarget(level); +} + +RenderTarget *TextureD3D_3D::getRenderTarget(GLint level, GLint layer) +{ + // ensure the underlying texture is created + if (!ensureRenderTarget()) + { + return NULL; + } + + updateStorage(); + + // ensure this is NOT a depth texture + if (isDepth(level)) + { + return NULL; + } + + return mTexStorage->getRenderTarget(level, layer); +} + +RenderTarget *TextureD3D_3D::getDepthStencil(GLint level, GLint layer) +{ + // ensure the underlying texture is created + if (!ensureRenderTarget()) + { + return NULL; + } + + updateStorageLevel(level); + + // ensure this is a depth texture + if (!isDepth(level)) + { + return NULL; + } + + return mTexStorage->getRenderTarget(level, layer); +} + +void TextureD3D_3D::initializeStorage(bool renderTarget) +{ + // Only initialize the first time this texture is used as a render target or shader resource + if (mTexStorage) + { + return; + } + + // do not attempt to create storage for nonexistant data + if (!isLevelComplete(0)) + { + return; + } + + bool createRenderTarget = (renderTarget || mUsage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE); + + setCompleteTexStorage(createCompleteStorage(createRenderTarget)); + ASSERT(mTexStorage); + + // flush image data to the storage + updateStorage(); +} + +TextureStorageInterface3D *TextureD3D_3D::createCompleteStorage(bool renderTarget) const +{ + GLsizei width = getBaseLevelWidth(); + GLsizei height = getBaseLevelHeight(); + GLsizei depth = getBaseLevelDepth(); + + ASSERT(width > 0 && height > 0 && depth > 0); + + // use existing storage level count, when previously specified by TexStorage*D + GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(width, height, depth)); + + return new TextureStorageInterface3D(mRenderer, getBaseLevelInternalFormat(), renderTarget, width, height, depth, levels); +} + +void TextureD3D_3D::setCompleteTexStorage(TextureStorageInterface3D *newCompleteTexStorage) +{ + SafeDelete(mTexStorage); + mTexStorage = newCompleteTexStorage; + mDirtyImages = true; + + // We do not support managed 3D storage, as that is D3D9/ES2-only + ASSERT(!mTexStorage->isManaged()); +} + +void TextureD3D_3D::updateStorage() +{ + ASSERT(mTexStorage != NULL); + GLint storageLevels = mTexStorage->getLevelCount(); + for (int level = 0; level < storageLevels; level++) + { + if (mImageArray[level]->isDirty() && isLevelComplete(level)) + { + updateStorageLevel(level); + } + } +} + +bool TextureD3D_3D::ensureRenderTarget() +{ + initializeStorage(true); + + if (getBaseLevelWidth() > 0 && getBaseLevelHeight() > 0 && getBaseLevelDepth() > 0) + { + ASSERT(mTexStorage); + if (!mTexStorage->isRenderTarget()) + { + TextureStorageInterface3D *newRenderTargetStorage = createCompleteStorage(true); + + if (!mRenderer->copyToRenderTarget(newRenderTargetStorage, mTexStorage)) + { + delete newRenderTargetStorage; + return gl::error(GL_OUT_OF_MEMORY, false); + } + + setCompleteTexStorage(newRenderTargetStorage); + } + } + + return (mTexStorage && mTexStorage->isRenderTarget()); +} + +TextureStorageInterface *TextureD3D_3D::getBaseLevelStorage() +{ + return mTexStorage; +} + +const ImageD3D *TextureD3D_3D::getBaseLevelImage() const +{ + return mImageArray[0]; +} + +bool TextureD3D_3D::isValidLevel(int level) const +{ + return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0); +} + +bool TextureD3D_3D::isLevelComplete(int level) const +{ + ASSERT(level >= 0 && level < (int)ArraySize(mImageArray) && mImageArray[level] != NULL); + + if (isImmutable()) + { + return true; + } + + GLsizei width = getBaseLevelWidth(); + GLsizei height = getBaseLevelHeight(); + GLsizei depth = getBaseLevelDepth(); + + if (width <= 0 || height <= 0 || depth <= 0) + { + return false; + } + + if (level == 0) + { + return true; + } + + ImageD3D *levelImage = mImageArray[level]; + + if (levelImage->getInternalFormat() != getBaseLevelInternalFormat()) + { + return false; + } + + if (levelImage->getWidth() != std::max(1, width >> level)) + { + return false; + } + + if (levelImage->getHeight() != std::max(1, height >> level)) + { + return false; + } + + if (levelImage->getDepth() != std::max(1, depth >> level)) + { + return false; + } + + return true; +} + +void TextureD3D_3D::updateStorageLevel(int level) +{ + ASSERT(level >= 0 && level < (int)ArraySize(mImageArray) && mImageArray[level] != NULL); + ASSERT(isLevelComplete(level)); + + if (mImageArray[level]->isDirty()) + { + commitRect(level, 0, 0, 0, getWidth(level), getHeight(level), getDepth(level)); + } +} + +void TextureD3D_3D::redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) +{ + // If there currently is a corresponding storage texture image, it has these parameters + const int storageWidth = std::max(1, getBaseLevelWidth() >> level); + const int storageHeight = std::max(1, getBaseLevelHeight() >> level); + const int storageDepth = std::max(1, getBaseLevelDepth() >> level); + const GLenum storageFormat = getBaseLevelInternalFormat(); + + mImageArray[level]->redefine(mRenderer, GL_TEXTURE_3D, internalformat, width, height, depth, false); + + if (mTexStorage) + { + const int storageLevels = mTexStorage->getLevelCount(); + + if ((level >= storageLevels && storageLevels != 0) || + width != storageWidth || + height != storageHeight || + depth != storageDepth || + internalformat != storageFormat) // Discard mismatched storage + { + for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) + { + mImageArray[i]->markDirty(); + } + + SafeDelete(mTexStorage); + mDirtyImages = true; + } + } +} + +void TextureD3D_3D::commitRect(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth) +{ + if (isValidLevel(level)) + { + ImageD3D *image = mImageArray[level]; + if (image->copyToStorage(mTexStorage, level, xoffset, yoffset, zoffset, width, height, depth)) + { + image->markClean(); + } + } +} + + +TextureD3D_2DArray::TextureD3D_2DArray(Renderer *renderer) + : Texture2DArrayImpl(), + TextureD3D(renderer), + mTexStorage(NULL) +{ + for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++level) + { + mLayerCounts[level] = 0; + mImageArray[level] = NULL; + } +} + +TextureD3D_2DArray::~TextureD3D_2DArray() +{ + SafeDelete(mTexStorage); + + deleteImages(); +} + +TextureD3D_2DArray *TextureD3D_2DArray::makeTextureD3D_2DArray(Texture2DArrayImpl *texture) +{ + ASSERT(HAS_DYNAMIC_TYPE(TextureD3D_2DArray*, texture)); + return static_cast(texture); +} + +TextureStorageInterface *TextureD3D_2DArray::getNativeTexture() +{ + // ensure the underlying texture is created + initializeStorage(false); + + TextureStorageInterface *storage = getBaseLevelStorage(); + if (storage) + { + updateStorage(); + } + + return storage; +} + +Image *TextureD3D_2DArray::getImage(int level, int layer) const +{ + ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); + ASSERT(layer < mLayerCounts[level]); + return mImageArray[level][layer]; +} + +GLsizei TextureD3D_2DArray::getLayerCount(int level) const +{ + ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); + return mLayerCounts[level]; +} + +void TextureD3D_2DArray::setUsage(GLenum usage) +{ + mUsage = usage; +} + +void TextureD3D_2DArray::resetDirty() +{ + mDirtyImages = false; +} + +GLsizei TextureD3D_2DArray::getWidth(GLint level) const +{ + return (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getWidth() : 0; +} + +GLsizei TextureD3D_2DArray::getHeight(GLint level) const +{ + return (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getHeight() : 0; +} + +GLsizei TextureD3D_2DArray::getLayers(GLint level) const +{ + return (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mLayerCounts[level] : 0; +} + +GLenum TextureD3D_2DArray::getInternalFormat(GLint level) const +{ + return (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getInternalFormat() : GL_NONE; +} + +bool TextureD3D_2DArray::isDepth(GLint level) const +{ + return gl::GetDepthBits(getInternalFormat(level)) > 0; +} + +void TextureD3D_2DArray::setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels) +{ + GLenum sizedInternalFormat = gl::IsSizedInternalFormat(internalFormat) ? internalFormat + : gl::GetSizedInternalFormat(format, type); + redefineImage(level, sizedInternalFormat, width, height, depth); + + GLsizei inputDepthPitch = gl::GetDepthPitch(sizedInternalFormat, type, width, height, unpack.alignment); + + for (int i = 0; i < depth; i++) + { + const void *layerPixels = pixels ? (reinterpret_cast(pixels) + (inputDepthPitch * i)) : NULL; + TextureD3D::setImage(unpack, type, layerPixels, mImageArray[level][i]); + } +} + +void TextureD3D_2DArray::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels) +{ + // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly + redefineImage(level, format, width, height, depth); + + GLsizei inputDepthPitch = gl::GetDepthPitch(format, GL_UNSIGNED_BYTE, width, height, 1); + + for (int i = 0; i < depth; i++) + { + const void *layerPixels = pixels ? (reinterpret_cast(pixels) + (inputDepthPitch * i)) : NULL; + TextureD3D::setCompressedImage(imageSize, layerPixels, mImageArray[level][i]); + } +} + +void TextureD3D_2DArray::subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels) +{ + GLenum internalformat = getInternalFormat(level); + GLsizei inputDepthPitch = gl::GetDepthPitch(internalformat, type, width, height, unpack.alignment); + + for (int i = 0; i < depth; i++) + { + int layer = zoffset + i; + const void *layerPixels = pixels ? (reinterpret_cast(pixels) + (inputDepthPitch * i)) : NULL; + + if (TextureD3D::subImage(xoffset, yoffset, zoffset, width, height, 1, format, type, unpack, layerPixels, mImageArray[level][layer])) + { + commitRect(level, xoffset, yoffset, layer, width, height); + } + } +} + +void TextureD3D_2DArray::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels) +{ + GLsizei inputDepthPitch = gl::GetDepthPitch(format, GL_UNSIGNED_BYTE, width, height, 1); + + for (int i = 0; i < depth; i++) + { + int layer = zoffset + i; + const void *layerPixels = pixels ? (reinterpret_cast(pixels) + (inputDepthPitch * i)) : NULL; + + if (TextureD3D::subImageCompressed(xoffset, yoffset, zoffset, width, height, 1, format, imageSize, layerPixels, mImageArray[level][layer])) + { + commitRect(level, xoffset, yoffset, layer, width, height); + } + } +} + +void TextureD3D_2DArray::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][0]->isRenderableFormat() || (!mTexStorage && !canCreateRenderTarget)) + { + mImageArray[level][zoffset]->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(getInternalFormat(0)), + xoffset, yoffset, zoffset, mTexStorage, level); + } + } +} + +void TextureD3D_2DArray::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) +{ + deleteImages(); + + for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++) + { + GLsizei levelWidth = std::max(1, width >> level); + GLsizei levelHeight = std::max(1, height >> level); + + mLayerCounts[level] = (level < levels ? depth : 0); + + if (mLayerCounts[level] > 0) + { + // Create new images for this level + mImageArray[level] = new ImageD3D*[mLayerCounts[level]]; + + for (int layer = 0; layer < mLayerCounts[level]; layer++) + { + mImageArray[level][layer] = ImageD3D::makeImageD3D(mRenderer->createImage()); + mImageArray[level][layer]->redefine(mRenderer, GL_TEXTURE_2D_ARRAY, internalformat, levelWidth, + levelHeight, 1, true); + } + } + } + + mImmutable = true; + setCompleteTexStorage(new TextureStorageInterface2DArray(mRenderer, internalformat, IsRenderTargetUsage(mUsage), width, height, depth, levels)); +} + +bool TextureD3D_2DArray::isSamplerComplete(const gl::SamplerState &samplerState) const +{ + GLsizei width = getBaseLevelWidth(); + GLsizei height = getBaseLevelHeight(); + GLsizei depth = getLayers(0); + + if (width <= 0 || height <= 0 || depth <= 0) + { + return false; + } + + // TODO(geofflang): use context's texture caps + if (!mRenderer->getRendererTextureCaps().get(getBaseLevelInternalFormat()).filterable) + { + if (samplerState.magFilter != GL_NEAREST || + (samplerState.minFilter != GL_NEAREST && samplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST)) + { + return false; + } + } + + if (IsMipmapFiltered(samplerState) && !isMipmapComplete()) + { + return false; + } + + return true; +} + +bool TextureD3D_2DArray::isMipmapComplete() const +{ + int levelCount = mipLevels(); + + for (int level = 1; level < levelCount; level++) + { + if (!isLevelComplete(level)) + { + return false; + } + } + + return true; +} + +void TextureD3D_2DArray::generateMipmaps() +{ + int baseWidth = getBaseLevelWidth(); + int baseHeight = getBaseLevelHeight(); + int baseDepth = getBaseLevelDepth(); + GLenum baseFormat = getBaseLevelInternalFormat(); + + // Purge array levels 1 through q and reset them to represent the generated mipmap levels. + int levelCount = mipLevels(); + for (int level = 1; level < levelCount; level++) + { + redefineImage(level, baseFormat, std::max(baseWidth >> level, 1), std::max(baseHeight >> level, 1), baseDepth); + } + + if (mTexStorage && mTexStorage->isRenderTarget()) + { + for (int level = 1; level < levelCount; level++) + { + mTexStorage->generateMipmap(level); + + for (int layer = 0; layer < mLayerCounts[level]; layer++) + { + mImageArray[level][layer]->markClean(); + } + } + } + else + { + for (int level = 1; level < levelCount; level++) + { + for (int layer = 0; layer < mLayerCounts[level]; layer++) + { + mRenderer->generateMipmap(mImageArray[level][layer], mImageArray[level - 1][layer]); + } + } + } +} + +unsigned int TextureD3D_2DArray::getRenderTargetSerial(GLint level, GLint layer) +{ + return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(level, layer) : 0); +} + +RenderTarget *TextureD3D_2DArray::getRenderTarget(GLint level, GLint layer) +{ + // 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, layer); +} + +RenderTarget *TextureD3D_2DArray::getDepthStencil(GLint level, GLint layer) +{ + // ensure the underlying texture is created + if (!ensureRenderTarget()) + { + return NULL; + } + + updateStorageLevel(level); + + // ensure this is a depth texture + if (!isDepth(level)) + { + return NULL; + } + + return mTexStorage->getRenderTarget(level, layer); +} + +void TextureD3D_2DArray::initializeStorage(bool renderTarget) +{ + // Only initialize the first time this texture is used as a render target or shader resource + if (mTexStorage) + { + return; + } + + // do not attempt to create storage for nonexistant data + if (!isLevelComplete(0)) + { + return; + } + + bool createRenderTarget = (renderTarget || mUsage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE); + + setCompleteTexStorage(createCompleteStorage(createRenderTarget)); + ASSERT(mTexStorage); + + // flush image data to the storage + updateStorage(); +} + +TextureStorageInterface2DArray *TextureD3D_2DArray::createCompleteStorage(bool renderTarget) const +{ + GLsizei width = getBaseLevelWidth(); + GLsizei height = getBaseLevelHeight(); + GLsizei depth = getLayers(0); + + ASSERT(width > 0 && height > 0 && depth > 0); + + // use existing storage level count, when previously specified by TexStorage*D + GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(width, height, 1)); + + return new TextureStorageInterface2DArray(mRenderer, getBaseLevelInternalFormat(), renderTarget, width, height, depth, levels); +} + +void TextureD3D_2DArray::setCompleteTexStorage(TextureStorageInterface2DArray *newCompleteTexStorage) +{ + SafeDelete(mTexStorage); + mTexStorage = newCompleteTexStorage; + mDirtyImages = true; + + // We do not support managed 2D array storage, as managed storage is ES2/D3D9 only + ASSERT(!mTexStorage->isManaged()); +} + +void TextureD3D_2DArray::updateStorage() +{ + ASSERT(mTexStorage != NULL); + GLint storageLevels = mTexStorage->getLevelCount(); + for (int level = 0; level < storageLevels; level++) + { + if (isLevelComplete(level)) + { + updateStorageLevel(level); + } + } +} + +bool TextureD3D_2DArray::ensureRenderTarget() +{ + initializeStorage(true); + + if (getBaseLevelWidth() > 0 && getBaseLevelHeight() > 0 && getLayers(0) > 0) + { + ASSERT(mTexStorage); + if (!mTexStorage->isRenderTarget()) + { + TextureStorageInterface2DArray *newRenderTargetStorage = createCompleteStorage(true); + + if (!mRenderer->copyToRenderTarget(newRenderTargetStorage, mTexStorage)) + { + delete newRenderTargetStorage; + return gl::error(GL_OUT_OF_MEMORY, false); + } + + setCompleteTexStorage(newRenderTargetStorage); + } + } + + return (mTexStorage && mTexStorage->isRenderTarget()); +} + +const ImageD3D *TextureD3D_2DArray::getBaseLevelImage() const +{ + return (mLayerCounts[0] > 0 ? mImageArray[0][0] : NULL); +} + +TextureStorageInterface *TextureD3D_2DArray::getBaseLevelStorage() +{ + return mTexStorage; +} + +bool TextureD3D_2DArray::isValidLevel(int level) const +{ + return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0); +} + +bool TextureD3D_2DArray::isLevelComplete(int level) const +{ + ASSERT(level >= 0 && level < (int)ArraySize(mImageArray)); + + if (isImmutable()) + { + return true; + } + + GLsizei width = getBaseLevelWidth(); + GLsizei height = getBaseLevelHeight(); + GLsizei layers = getLayers(0); + + if (width <= 0 || height <= 0 || layers <= 0) + { + return false; + } + + if (level == 0) + { + return true; + } + + if (getInternalFormat(level) != getInternalFormat(0)) + { + return false; + } + + if (getWidth(level) != std::max(1, width >> level)) + { + return false; + } + + if (getHeight(level) != std::max(1, height >> level)) + { + return false; + } + + if (getLayers(level) != layers) + { + return false; + } + + return true; +} + +void TextureD3D_2DArray::updateStorageLevel(int level) +{ + ASSERT(level >= 0 && level < (int)ArraySize(mLayerCounts)); + ASSERT(isLevelComplete(level)); + + for (int layer = 0; layer < mLayerCounts[level]; layer++) + { + ASSERT(mImageArray[level] != NULL && mImageArray[level][layer] != NULL); + if (mImageArray[level][layer]->isDirty()) + { + commitRect(level, 0, 0, layer, getWidth(level), getHeight(level)); + } + } +} + +void TextureD3D_2DArray::deleteImages() +{ + for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++level) + { + for (int layer = 0; layer < mLayerCounts[level]; ++layer) + { + delete mImageArray[level][layer]; + } + delete[] mImageArray[level]; + mImageArray[level] = NULL; + mLayerCounts[level] = 0; + } +} + +void TextureD3D_2DArray::redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) +{ + // If there currently is a corresponding storage texture image, it has these parameters + const int storageWidth = std::max(1, getBaseLevelWidth() >> level); + const int storageHeight = std::max(1, getBaseLevelHeight() >> level); + const int storageDepth = getLayers(0); + const GLenum storageFormat = getBaseLevelInternalFormat(); + + for (int layer = 0; layer < mLayerCounts[level]; layer++) + { + delete mImageArray[level][layer]; + } + delete[] mImageArray[level]; + mImageArray[level] = NULL; + mLayerCounts[level] = depth; + + if (depth > 0) + { + mImageArray[level] = new ImageD3D*[depth](); + + for (int layer = 0; layer < mLayerCounts[level]; layer++) + { + mImageArray[level][layer] = ImageD3D::makeImageD3D(mRenderer->createImage()); + mImageArray[level][layer]->redefine(mRenderer, GL_TEXTURE_2D_ARRAY, internalformat, width, height, 1, false); + } + } + + if (mTexStorage) + { + const int storageLevels = mTexStorage->getLevelCount(); + + if ((level >= storageLevels && storageLevels != 0) || + width != storageWidth || + height != storageHeight || + depth != storageDepth || + internalformat != storageFormat) // Discard mismatched storage + { + for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++) + { + for (int layer = 0; layer < mLayerCounts[level]; layer++) + { + mImageArray[level][layer]->markDirty(); + } + } + + delete mTexStorage; + mTexStorage = NULL; + mDirtyImages = true; + } + } +} + +void TextureD3D_2DArray::commitRect(GLint level, GLint xoffset, GLint yoffset, GLint layerTarget, GLsizei width, GLsizei height) +{ + if (isValidLevel(level) && layerTarget < getLayers(level)) + { + ImageD3D *image = mImageArray[level][layerTarget]; + if (image->copyToStorage(mTexStorage, level, xoffset, yoffset, layerTarget, width, height)) + { + image->markClean(); + } + } +} + +} -- cgit v1.2.3