// // 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 "libANGLE/renderer/d3d/TextureD3D.h" #include "common/mathutil.h" #include "common/utilities.h" #include "libANGLE/Buffer.h" #include "libANGLE/Config.h" #include "libANGLE/Framebuffer.h" #include "libANGLE/Surface.h" #include "libANGLE/Texture.h" #include "libANGLE/formatutils.h" #include "libANGLE/renderer/BufferImpl.h" #include "libANGLE/renderer/d3d/BufferD3D.h" #include "libANGLE/renderer/d3d/ImageD3D.h" #include "libANGLE/renderer/d3d/RendererD3D.h" #include "libANGLE/renderer/d3d/RenderTargetD3D.h" #include "libANGLE/renderer/d3d/SurfaceD3D.h" #include "libANGLE/renderer/d3d/TextureStorage.h" namespace rx { namespace { gl::Error GetUnpackPointer(const gl::PixelUnpackState &unpack, const uint8_t *pixels, ptrdiff_t layerOffset, const uint8_t **pointerOut) { 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: this 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. BufferD3D *bufferD3D = GetImplAs(pixelBuffer); ASSERT(bufferD3D); const uint8_t *bufferData = NULL; gl::Error error = bufferD3D->getData(&bufferData); if (error.isError()) { return error; } *pointerOut = bufferData + offset; } else { *pointerOut = pixels; } // Offset the pointer for 2D array layer (if it's valid) if (*pointerOut != nullptr) { *pointerOut += layerOffset; } return gl::Error(GL_NO_ERROR); } bool IsRenderTargetUsage(GLenum usage) { return (usage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE); } } TextureD3D::TextureD3D(RendererD3D *renderer) : mRenderer(renderer), mUsage(GL_NONE), mDirtyImages(true), mImmutable(false), mTexStorage(NULL) { } TextureD3D::~TextureD3D() { } gl::Error TextureD3D::getNativeTexture(TextureStorage **outStorage) { // ensure the underlying texture is created gl::Error error = initializeStorage(false); if (error.isError()) { return error; } if (mTexStorage) { error = updateStorage(); if (error.isError()) { return error; } } ASSERT(outStorage); *outStorage = mTexStorage; return gl::Error(GL_NO_ERROR); } GLint TextureD3D::getBaseLevelWidth() const { const ImageD3D *baseImage = getBaseLevelImage(); return (baseImage ? baseImage->getWidth() : 0); } GLint TextureD3D::getBaseLevelHeight() const { const ImageD3D *baseImage = getBaseLevelImage(); return (baseImage ? baseImage->getHeight() : 0); } GLint TextureD3D::getBaseLevelDepth() const { const ImageD3D *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 ImageD3D *baseImage = getBaseLevelImage(); return (baseImage ? baseImage->getInternalFormat() : GL_NONE); } bool TextureD3D::shouldUseSetData(const ImageD3D *image) const { if (!mRenderer->getWorkarounds().setDataFasterThanImageUpload) { return false; } gl::InternalFormat internalFormat = gl::GetInternalFormatInfo(image->getInternalFormat()); // We can only handle full updates for depth-stencil textures, so to avoid complications // disable them entirely. if (internalFormat.depthBits > 0 || internalFormat.stencilBits > 0) { return false; } // TODO(jmadill): Handle compressed internal formats return (mTexStorage && !internalFormat.compressed); } gl::Error TextureD3D::setImage(const gl::ImageIndex &index, GLenum type, const gl::PixelUnpackState &unpack, const uint8_t *pixels, ptrdiff_t layerOffset) { if (unpack.skipRows != 0 || unpack.skipPixels != 0 || unpack.imageHeight != 0 || unpack.skipImages != 0) { UNIMPLEMENTED(); return gl::Error(GL_INVALID_OPERATION, "unimplemented pixel store state"); } ImageD3D *image = getImage(index); ASSERT(image); // No-op if (image->getWidth() == 0 || image->getHeight() == 0 || image->getDepth() == 0) { return gl::Error(GL_NO_ERROR); } // 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 uint8_t *pixelData = NULL; gl::Error error = GetUnpackPointer(unpack, pixels, layerOffset, &pixelData); if (error.isError()) { return error; } if (pixelData != NULL) { if (shouldUseSetData(image)) { error = mTexStorage->setData(index, image, NULL, type, unpack, pixelData); } else { gl::Box fullImageArea(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth()); error = image->loadData(fullImageArea, unpack, type, pixelData); } if (error.isError()) { return error; } mDirtyImages = true; } return gl::Error(GL_NO_ERROR); } gl::Error TextureD3D::subImage(const gl::ImageIndex &index, const gl::Box &area, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const uint8_t *pixels, ptrdiff_t layerOffset) { // CPU readback & copy where direct GPU copy is not supported const uint8_t *pixelData = NULL; gl::Error error = GetUnpackPointer(unpack, pixels, layerOffset, &pixelData); if (error.isError()) { return error; } if (pixelData != NULL) { ImageD3D *image = getImage(index); ASSERT(image); if (shouldUseSetData(image)) { return mTexStorage->setData(index, image, &area, type, unpack, pixelData); } error = image->loadData(area, unpack, type, pixelData); if (error.isError()) { return error; } error = commitRegion(index, area); if (error.isError()) { return error; } mDirtyImages = true; } return gl::Error(GL_NO_ERROR); } gl::Error TextureD3D::setCompressedImage(const gl::ImageIndex &index, const gl::PixelUnpackState &unpack, const uint8_t *pixels, ptrdiff_t layerOffset) { if (unpack.skipRows != 0 || unpack.skipPixels != 0 || unpack.imageHeight != 0 || unpack.skipImages != 0) { UNIMPLEMENTED(); return gl::Error(GL_INVALID_OPERATION, "unimplemented pixel store state"); } // 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 uint8_t *pixelData = NULL; gl::Error error = GetUnpackPointer(unpack, pixels, layerOffset, &pixelData); if (error.isError()) { return error; } if (pixelData != NULL) { ImageD3D *image = getImage(index); ASSERT(image); gl::Box fullImageArea(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth()); error = image->loadCompressedData(fullImageArea, pixelData); if (error.isError()) { return error; } mDirtyImages = true; } return gl::Error(GL_NO_ERROR); } gl::Error TextureD3D::subImageCompressed(const gl::ImageIndex &index, const gl::Box &area, GLenum format, const gl::PixelUnpackState &unpack, const uint8_t *pixels, ptrdiff_t layerOffset) { if (unpack.skipRows != 0 || unpack.skipPixels != 0 || unpack.imageHeight != 0 || unpack.skipImages != 0) { UNIMPLEMENTED(); return gl::Error(GL_INVALID_OPERATION, "unimplemented pixel store state"); } const uint8_t *pixelData = NULL; gl::Error error = GetUnpackPointer(unpack, pixels, layerOffset, &pixelData); if (error.isError()) { return error; } if (pixelData != NULL) { ImageD3D *image = getImage(index); ASSERT(image); error = image->loadCompressedData(area, pixelData); if (error.isError()) { return error; } mDirtyImages = true; } return gl::Error(GL_NO_ERROR); } bool TextureD3D::isFastUnpackable(const gl::PixelUnpackState &unpack, GLenum sizedInternalFormat) { return unpack.pixelBuffer.id() != 0 && mRenderer->supportsFastCopyBufferToTexture(sizedInternalFormat); } gl::Error TextureD3D::fastUnpackPixels(const gl::PixelUnpackState &unpack, const uint8_t *pixels, const gl::Box &destArea, GLenum sizedInternalFormat, GLenum type, RenderTargetD3D *destRenderTarget) { // No-op if (destArea.width <= 0 && destArea.height <= 0 && destArea.depth <= 0) { return gl::Error(GL_NO_ERROR); } // 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)); uintptr_t offset = reinterpret_cast(pixels); gl::Error error = mRenderer->fastCopyBufferToTexture(unpack, offset, destRenderTarget, sizedInternalFormat, type, destArea); if (error.isError()) { return error; } return gl::Error(GL_NO_ERROR); } 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; } TextureStorage *TextureD3D::getStorage() { ASSERT(mTexStorage); return mTexStorage; } ImageD3D *TextureD3D::getBaseLevelImage() const { return getImage(getImageIndex(0, 0)); } gl::Error TextureD3D::generateMipmaps() { GLint mipCount = mipLevels(); if (mipCount == 1) { return gl::Error(GL_NO_ERROR); // no-op } if (mTexStorage && mRenderer->getWorkarounds().zeroMaxLodWorkaround) { // Switch to using the mipmapped texture. TextureStorage *textureStorage = NULL; gl::Error error = getNativeTexture(&textureStorage); if (error.isError()) { return error; } error = textureStorage->useLevelZeroWorkaroundTexture(false); if (error.isError()) { return error; } } // Set up proper mipmap chain in our Image array. initMipmapsImages(); // We know that all layers have the same dimension, for the texture to be complete GLint layerCount = static_cast(getLayerCount(0)); // When making mipmaps with the setData workaround enabled, the texture storage has // the image data already. For non-render-target storage, we have to pull it out into // an image layer. if (mRenderer->getWorkarounds().setDataFasterThanImageUpload && mTexStorage) { if (!mTexStorage->isRenderTarget()) { // Copy from the storage mip 0 to Image mip 0 for (GLint layer = 0; layer < layerCount; ++layer) { gl::ImageIndex srcIndex = getImageIndex(0, layer); ImageD3D *image = getImage(srcIndex); gl::Box area(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth()); gl::Offset offset(0, 0, 0); gl::Error error = image->copy(offset, area, srcIndex, mTexStorage); if (error.isError()) { return error; } } } else { gl::Error error = updateStorage(); if (error.isError()) { return error; } } } // TODO: Decouple this from zeroMaxLodWorkaround. This is a 9_3 restriction, unrelated to zeroMaxLodWorkaround. // The restriction is because Feature Level 9_3 can't create SRVs on individual levels of the texture. // As a result, even if the storage is a rendertarget, we can't use the GPU to generate the mipmaps without further work. // The D3D9 renderer works around this by copying each level of the texture into its own single-layer GPU texture (in Blit9::boxFilter). // Feature Level 9_3 could do something similar, or it could continue to use CPU-side mipmap generation, or something else. bool renderableStorage = (mTexStorage && mTexStorage->isRenderTarget() && !(mRenderer->getWorkarounds().zeroMaxLodWorkaround)); for (GLint layer = 0; layer < layerCount; ++layer) { for (GLint mip = 1; mip < mipCount; ++mip) { ASSERT(getLayerCount(mip) == layerCount); gl::ImageIndex sourceIndex = getImageIndex(mip - 1, layer); gl::ImageIndex destIndex = getImageIndex(mip, layer); if (renderableStorage) { // GPU-side mipmapping gl::Error error = mTexStorage->generateMipmap(sourceIndex, destIndex); if (error.isError()) { return error; } } else { // CPU-side mipmapping gl::Error error = mRenderer->generateMipmap(getImage(destIndex), getImage(sourceIndex)); if (error.isError()) { return error; } } } } if (mTexStorage) { updateStorage(); } return gl::Error(GL_NO_ERROR); } bool TextureD3D::isBaseImageZeroSize() const { ImageD3D *baseImage = getBaseLevelImage(); if (!baseImage || baseImage->getWidth() <= 0) { return true; } if (!gl::IsCubeMapTextureTarget(baseImage->getTarget()) && baseImage->getHeight() <= 0) { return true; } if (baseImage->getTarget() == GL_TEXTURE_3D && baseImage->getDepth() <= 0) { return true; } if (baseImage->getTarget() == GL_TEXTURE_2D_ARRAY && getLayerCount(0) <= 0) { return true; } return false; } gl::Error TextureD3D::ensureRenderTarget() { gl::Error error = initializeStorage(true); if (error.isError()) { return error; } if (!isBaseImageZeroSize()) { ASSERT(mTexStorage); if (!mTexStorage->isRenderTarget()) { TextureStorage *newRenderTargetStorage = NULL; error = createCompleteStorage(true, &newRenderTargetStorage); if (error.isError()) { return error; } error = mTexStorage->copyToStorage(newRenderTargetStorage); if (error.isError()) { SafeDelete(newRenderTargetStorage); return error; } error = setCompleteTexStorage(newRenderTargetStorage); if (error.isError()) { SafeDelete(newRenderTargetStorage); return error; } } } return gl::Error(GL_NO_ERROR); } bool TextureD3D::canCreateRenderTargetForImage(const gl::ImageIndex &index) const { ImageD3D *image = getImage(index); bool levelsComplete = (isImageComplete(index) && isImageComplete(getImageIndex(0, 0))); return (image->isRenderableFormat() && levelsComplete); } gl::Error TextureD3D::commitRegion(const gl::ImageIndex &index, const gl::Box ®ion) { if (mTexStorage) { ASSERT(isValidIndex(index)); ImageD3D *image = getImage(index); gl::Error error = image->copyToStorage(mTexStorage, index, region); if (error.isError()) { return error; } image->markClean(); } return gl::Error(GL_NO_ERROR); } TextureD3D_2D::TextureD3D_2D(RendererD3D *renderer) : TextureD3D(renderer) { for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i) { mImageArray[i] = renderer->createImage(); } } TextureD3D_2D::~TextureD3D_2D() { // Delete the Images before the TextureStorage. // Images might be relying on the TextureStorage for some of their data. // If TextureStorage is deleted before the Images, then their data will be wastefully copied back from the GPU before we delete the Images. for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i) { delete mImageArray[i]; } SafeDelete(mTexStorage); } ImageD3D *TextureD3D_2D::getImage(int level, int layer) const { ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); ASSERT(layer == 0); return mImageArray[level]; } ImageD3D *TextureD3D_2D::getImage(const gl::ImageIndex &index) const { ASSERT(index.mipIndex < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); ASSERT(!index.hasLayer()); ASSERT(index.type == GL_TEXTURE_2D); return mImageArray[index.mipIndex]; } GLsizei TextureD3D_2D::getLayerCount(int level) const { ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); return 1; } 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; } bool TextureD3D_2D::isDepth(GLint level) const { return gl::GetInternalFormatInfo(getInternalFormat(level)).depthBits > 0; } gl::Error TextureD3D_2D::setImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const uint8_t *pixels) { ASSERT(target == GL_TEXTURE_2D && size.depth == 1); GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type); bool fastUnpacked = false; redefineImage(level, sizedInternalFormat, size); gl::ImageIndex index = gl::ImageIndex::Make2D(level); // 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 RenderTargetD3D *destRenderTarget = NULL; gl::Error error = getRenderTarget(index, &destRenderTarget); if (error.isError()) { return error; } gl::Box destArea(0, 0, 0, getWidth(level), getHeight(level), 1); error = fastUnpackPixels(unpack, pixels, destArea, sizedInternalFormat, type, destRenderTarget); if (error.isError()) { return error; } // Ensure we don't overwrite our newly initialized data mImageArray[level]->markClean(); fastUnpacked = true; } if (!fastUnpacked) { gl::Error error = TextureD3D::setImage(index, type, unpack, pixels, 0); if (error.isError()) { return error; } } return gl::Error(GL_NO_ERROR); } gl::Error TextureD3D_2D::setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const uint8_t *pixels) { ASSERT(target == GL_TEXTURE_2D && area.depth == 1 && area.z == 0); if (unpack.skipRows != 0 || unpack.skipPixels != 0 || unpack.imageHeight != 0 || unpack.skipImages != 0) { UNIMPLEMENTED(); return gl::Error(GL_INVALID_OPERATION, "unimplemented pixel store state"); } gl::ImageIndex index = gl::ImageIndex::Make2D(level); if (isFastUnpackable(unpack, getInternalFormat(level)) && isLevelComplete(level)) { RenderTargetD3D *renderTarget = NULL; gl::Error error = getRenderTarget(index, &renderTarget); if (error.isError()) { return error; } ASSERT(!mImageArray[level]->isDirty()); return fastUnpackPixels(unpack, pixels, area, getInternalFormat(level), type, renderTarget); } else { return TextureD3D::subImage(index, area, format, type, unpack, pixels, 0); } } gl::Error TextureD3D_2D::setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, const gl::PixelUnpackState &unpack, const uint8_t *pixels) { ASSERT(target == GL_TEXTURE_2D && size.depth == 1); // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly redefineImage(level, internalFormat, size); return TextureD3D::setCompressedImage(gl::ImageIndex::Make2D(level), unpack, pixels, 0); } gl::Error TextureD3D_2D::setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, const gl::PixelUnpackState &unpack, const uint8_t *pixels) { ASSERT(target == GL_TEXTURE_2D && area.depth == 1 && area.z == 0); gl::ImageIndex index = gl::ImageIndex::Make2D(level); gl::Error error = TextureD3D::subImageCompressed(index, area, format, unpack, pixels, 0); if (error.isError()) { return error; } return commitRegion(index, area); } gl::Error TextureD3D_2D::copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat, const gl::Framebuffer *source) { ASSERT(target == GL_TEXTURE_2D); GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, GL_UNSIGNED_BYTE); redefineImage(level, sizedInternalFormat, gl::Extents(sourceArea.width, sourceArea.height, 1)); gl::ImageIndex index = gl::ImageIndex::Make2D(level); gl::Offset destOffset(0, 0, 0); // If the zero max LOD workaround is active, then we can't sample from individual layers of the framebuffer in shaders, // so we should use the non-rendering copy path. if (!canCreateRenderTargetForImage(index) || mRenderer->getWorkarounds().zeroMaxLodWorkaround) { gl::Error error = mImageArray[level]->copy(destOffset, sourceArea, source); if (error.isError()) { return error; } mDirtyImages = true; } else { gl::Error error = ensureRenderTarget(); if (error.isError()) { return error; } mImageArray[level]->markClean(); if (sourceArea.width != 0 && sourceArea.height != 0 && isValidLevel(level)) { error = mRenderer->copyImage2D(source, sourceArea, internalFormat, destOffset, mTexStorage, level); if (error.isError()) { return error; } } } return gl::Error(GL_NO_ERROR); } gl::Error TextureD3D_2D::copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea, const gl::Framebuffer *source) { ASSERT(target == GL_TEXTURE_2D && destOffset.z == 0); // 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) gl::ImageIndex index = gl::ImageIndex::Make2D(level); // If the zero max LOD workaround is active, then we can't sample from individual layers of the framebuffer in shaders, // so we should use the non-rendering copy path. if (!canCreateRenderTargetForImage(index) || mRenderer->getWorkarounds().zeroMaxLodWorkaround) { gl::Error error = mImageArray[level]->copy(destOffset, sourceArea, source); if (error.isError()) { return error; } mDirtyImages = true; } else { gl::Error error = ensureRenderTarget(); if (error.isError()) { return error; } if (isValidLevel(level)) { error = updateStorageLevel(level); if (error.isError()) { return error; } error = mRenderer->copyImage2D(source, sourceArea, gl::GetInternalFormatInfo(getBaseLevelInternalFormat()).format, destOffset, mTexStorage, level); if (error.isError()) { return error; } } } return gl::Error(GL_NO_ERROR); } gl::Error TextureD3D_2D::setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size) { ASSERT(GL_TEXTURE_2D && size.depth == 1); for (size_t level = 0; level < levels; level++) { gl::Extents levelSize(std::max(1, size.width >> level), std::max(1, size.height >> level), 1); mImageArray[level]->redefine(GL_TEXTURE_2D, internalFormat, levelSize, true); } for (int level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++) { mImageArray[level]->redefine(GL_TEXTURE_2D, GL_NONE, gl::Extents(0, 0, 0), true); } // TODO(geofflang): Verify storage creation had no errors bool renderTarget = IsRenderTargetUsage(mUsage); TextureStorage *storage = mRenderer->createTextureStorage2D(internalFormat, renderTarget, size.width, size.height, levels, false); gl::Error error = setCompleteTexStorage(storage); if (error.isError()) { SafeDelete(storage); return error; } error = updateStorage(); if (error.isError()) { return error; } mImmutable = true; return gl::Error(GL_NO_ERROR); } void TextureD3D_2D::bindTexImage(egl::Surface *surface) { GLenum internalformat = surface->getConfig()->renderTargetFormat; gl::Extents size(surface->getWidth(), surface->getHeight(), 1); mImageArray[0]->redefine(GL_TEXTURE_2D, internalformat, size, true); if (mTexStorage) { SafeDelete(mTexStorage); } SurfaceD3D *surfaceD3D = GetImplAs(surface); ASSERT(surfaceD3D); mTexStorage = mRenderer->createTextureStorage2D(surfaceD3D->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(GL_TEXTURE_2D, GL_NONE, gl::Extents(0, 0, 0), true); } } void TextureD3D_2D::initMipmapsImages() { // 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++) { gl::Extents levelSize(std::max(getBaseLevelWidth() >> level, 1), std::max(getBaseLevelHeight() >> level, 1), 1); redefineImage(level, getBaseLevelInternalFormat(), levelSize); } } unsigned int TextureD3D_2D::getRenderTargetSerial(const gl::ImageIndex &index) { ASSERT(!index.hasLayer()); return (!ensureRenderTarget().isError() ? mTexStorage->getRenderTargetSerial(index) : 0); } gl::Error TextureD3D_2D::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT) { ASSERT(!index.hasLayer()); // ensure the underlying texture is created gl::Error error = ensureRenderTarget(); if (error.isError()) { return error; } error = updateStorageLevel(index.mipIndex); if (error.isError()) { return error; } return mTexStorage->getRenderTarget(index, outRT); } 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 ImageD3D *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; } bool TextureD3D_2D::isImageComplete(const gl::ImageIndex &index) const { return isLevelComplete(index.mipIndex); } // Constructs a native texture resource from the texture images gl::Error TextureD3D_2D::initializeStorage(bool renderTarget) { // Only initialize the first time this texture is used as a render target or shader resource if (mTexStorage) { return gl::Error(GL_NO_ERROR); } // do not attempt to create storage for nonexistant data if (!isLevelComplete(0)) { return gl::Error(GL_NO_ERROR); } bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mUsage)); TextureStorage *storage = NULL; gl::Error error = createCompleteStorage(createRenderTarget, &storage); if (error.isError()) { return error; } error = setCompleteTexStorage(storage); if (error.isError()) { SafeDelete(storage); return error; } ASSERT(mTexStorage); // flush image data to the storage error = updateStorage(); if (error.isError()) { return error; } return gl::Error(GL_NO_ERROR); } gl::Error TextureD3D_2D::createCompleteStorage(bool renderTarget, TextureStorage **outTexStorage) const { GLsizei width = getBaseLevelWidth(); GLsizei height = getBaseLevelHeight(); GLenum internalFormat = getBaseLevelInternalFormat(); 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)); bool hintLevelZeroOnly = false; if (mRenderer->getWorkarounds().zeroMaxLodWorkaround) { // If any of the CPU images (levels >= 1) are dirty, then the textureStorage2D should use the mipped texture to begin with. // Otherwise, it should use the level-zero-only texture. hintLevelZeroOnly = true; for (int level = 1; level < levels && hintLevelZeroOnly; level++) { hintLevelZeroOnly = !(mImageArray[level]->isDirty() && isLevelComplete(level)); } } // TODO(geofflang): Determine if the texture creation succeeded *outTexStorage = mRenderer->createTextureStorage2D(internalFormat, renderTarget, width, height, levels, hintLevelZeroOnly); return gl::Error(GL_NO_ERROR); } gl::Error TextureD3D_2D::setCompleteTexStorage(TextureStorage *newCompleteTexStorage) { if (newCompleteTexStorage && newCompleteTexStorage->isManaged()) { for (int level = 0; level < newCompleteTexStorage->getLevelCount(); level++) { gl::Error error = mImageArray[level]->setManagedSurface2D(newCompleteTexStorage, level); if (error.isError()) { return error; } } } SafeDelete(mTexStorage); mTexStorage = newCompleteTexStorage; mDirtyImages = true; return gl::Error(GL_NO_ERROR); } gl::Error TextureD3D_2D::updateStorage() { ASSERT(mTexStorage != NULL); GLint storageLevels = mTexStorage->getLevelCount(); for (int level = 0; level < storageLevels; level++) { if (mImageArray[level]->isDirty() && isLevelComplete(level)) { gl::Error error = updateStorageLevel(level); if (error.isError()) { return error; } } } return gl::Error(GL_NO_ERROR); } gl::Error TextureD3D_2D::updateStorageLevel(int level) { ASSERT(level <= (int)ArraySize(mImageArray) && mImageArray[level] != NULL); ASSERT(isLevelComplete(level)); if (mImageArray[level]->isDirty()) { gl::ImageIndex index = gl::ImageIndex::Make2D(level); gl::Box region(0, 0, 0, getWidth(level), getHeight(level), 1); gl::Error error = commitRegion(index, region); if (error.isError()) { return error; } } return gl::Error(GL_NO_ERROR); } void TextureD3D_2D::redefineImage(GLint level, GLenum internalformat, const gl::Extents &size) { ASSERT(size.depth == 1); // 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(GL_TEXTURE_2D, internalformat, size, false); if (mTexStorage) { const int storageLevels = mTexStorage->getLevelCount(); if ((level >= storageLevels && storageLevels != 0) || size.width != storageWidth || size.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; } } } gl::ImageIndexIterator TextureD3D_2D::imageIterator() const { return gl::ImageIndexIterator::Make2D(0, mTexStorage->getLevelCount()); } gl::ImageIndex TextureD3D_2D::getImageIndex(GLint mip, GLint /*layer*/) const { // "layer" does not apply to 2D Textures. return gl::ImageIndex::Make2D(mip); } bool TextureD3D_2D::isValidIndex(const gl::ImageIndex &index) const { return (mTexStorage && index.type == GL_TEXTURE_2D && index.mipIndex >= 0 && index.mipIndex < mTexStorage->getLevelCount()); } TextureD3D_Cube::TextureD3D_Cube(RendererD3D *renderer) : TextureD3D(renderer) { for (int i = 0; i < 6; i++) { for (int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++j) { mImageArray[i][j] = renderer->createImage(); } } } TextureD3D_Cube::~TextureD3D_Cube() { // Delete the Images before the TextureStorage. // Images might be relying on the TextureStorage for some of their data. // If TextureStorage is deleted before the Images, then their data will be wastefully copied back from the GPU before we delete the Images. for (int i = 0; i < 6; i++) { for (int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++j) { SafeDelete(mImageArray[i][j]); } } SafeDelete(mTexStorage); } ImageD3D *TextureD3D_Cube::getImage(int level, int layer) const { ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); ASSERT(layer >= 0 && layer < 6); return mImageArray[layer][level]; } ImageD3D *TextureD3D_Cube::getImage(const gl::ImageIndex &index) const { ASSERT(index.mipIndex < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); ASSERT(index.layerIndex >= 0 && index.layerIndex < 6); return mImageArray[index.layerIndex][index.mipIndex]; } GLsizei TextureD3D_Cube::getLayerCount(int level) const { ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); return 6; } GLenum TextureD3D_Cube::getInternalFormat(GLint level, GLint layer) const { if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) return mImageArray[layer][level]->getInternalFormat(); else return GL_NONE; } bool TextureD3D_Cube::isDepth(GLint level, GLint layer) const { return gl::GetInternalFormatInfo(getInternalFormat(level, layer)).depthBits > 0; } gl::Error TextureD3D_Cube::setImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const uint8_t *pixels) { ASSERT(size.depth == 1); GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type); gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level); redefineImage(index.layerIndex, level, sizedInternalFormat, size); return TextureD3D::setImage(index, type, unpack, pixels, 0); } gl::Error TextureD3D_Cube::setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const uint8_t *pixels) { ASSERT(area.depth == 1 && area.z == 0); gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level); return TextureD3D::subImage(index, area, format, type, unpack, pixels, 0); } gl::Error TextureD3D_Cube::setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, const gl::PixelUnpackState &unpack, const uint8_t *pixels) { ASSERT(size.depth == 1); // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly size_t faceIndex = gl::CubeMapTextureTargetToLayerIndex(target); redefineImage(faceIndex, level, internalFormat, size); gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level); return TextureD3D::setCompressedImage(index, unpack, pixels, 0); } gl::Error TextureD3D_Cube::setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, const gl::PixelUnpackState &unpack, const uint8_t *pixels) { ASSERT(area.depth == 1 && area.z == 0); gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level); gl::Error error = TextureD3D::subImageCompressed(index, area, format, unpack, pixels, 0); if (error.isError()) { return error; } return commitRegion(index, area); } gl::Error TextureD3D_Cube::copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat, const gl::Framebuffer *source) { size_t faceIndex = gl::CubeMapTextureTargetToLayerIndex(target); GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, GL_UNSIGNED_BYTE); gl::Extents size(sourceArea.width, sourceArea.height, 1); redefineImage(faceIndex, level, sizedInternalFormat, size); gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level); gl::Offset destOffset(0, 0, 0); // If the zero max LOD workaround is active, then we can't sample from individual layers of the framebuffer in shaders, // so we should use the non-rendering copy path. if (!canCreateRenderTargetForImage(index) || mRenderer->getWorkarounds().zeroMaxLodWorkaround) { gl::Error error = mImageArray[faceIndex][level]->copy(destOffset, sourceArea, source); if (error.isError()) { return error; } mDirtyImages = true; } else { gl::Error error = ensureRenderTarget(); if (error.isError()) { return error; } mImageArray[faceIndex][level]->markClean(); ASSERT(size.width == size.height); if (size.width > 0 && isValidFaceLevel(faceIndex, level)) { error = mRenderer->copyImageCube(source, sourceArea, internalFormat, destOffset, mTexStorage, target, level); if (error.isError()) { return error; } } } return gl::Error(GL_NO_ERROR); } gl::Error TextureD3D_Cube::copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea, const gl::Framebuffer *source) { size_t faceIndex = gl::CubeMapTextureTargetToLayerIndex(target); gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level); // If the zero max LOD workaround is active, then we can't sample from individual layers of the framebuffer in shaders, // so we should use the non-rendering copy path. if (!canCreateRenderTargetForImage(index) || mRenderer->getWorkarounds().zeroMaxLodWorkaround) { gl::Error error = mImageArray[faceIndex][level]->copy(destOffset, sourceArea, source); if (error.isError()) { return error; } mDirtyImages = true; } else { gl::Error error = ensureRenderTarget(); if (error.isError()) { return error; } if (isValidFaceLevel(faceIndex, level)) { error = updateStorageFaceLevel(faceIndex, level); if (error.isError()) { return error; } error = mRenderer->copyImageCube(source, sourceArea, gl::GetInternalFormatInfo(getBaseLevelInternalFormat()).format, destOffset, mTexStorage, target, level); if (error.isError()) { return error; } } } return gl::Error(GL_NO_ERROR); } gl::Error TextureD3D_Cube::setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size) { ASSERT(size.width == size.height); ASSERT(size.depth == 1); for (size_t level = 0; level < levels; level++) { GLsizei mipSize = std::max(1, size.width >> level); for (int faceIndex = 0; faceIndex < 6; faceIndex++) { mImageArray[faceIndex][level]->redefine(GL_TEXTURE_CUBE_MAP, internalFormat, gl::Extents(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(GL_TEXTURE_CUBE_MAP, GL_NONE, gl::Extents(0, 0, 0), true); } } // TODO(geofflang): Verify storage creation had no errors bool renderTarget = IsRenderTargetUsage(mUsage); TextureStorage *storage = mRenderer->createTextureStorageCube(internalFormat, renderTarget, size.width, levels, false); gl::Error error = setCompleteTexStorage(storage); if (error.isError()) { SafeDelete(storage); return error; } error = updateStorage(); if (error.isError()) { return error; } mImmutable = true; return gl::Error(GL_NO_ERROR); } // 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::bindTexImage(egl::Surface *surface) { UNREACHABLE(); } void TextureD3D_Cube::releaseTexImage() { UNREACHABLE(); } void TextureD3D_Cube::initMipmapsImages() { // 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(), gl::Extents(faceLevelSize, faceLevelSize, 1)); } } } unsigned int TextureD3D_Cube::getRenderTargetSerial(const gl::ImageIndex &index) { return (!ensureRenderTarget().isError() ? mTexStorage->getRenderTargetSerial(index) : 0); } gl::Error TextureD3D_Cube::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT) { ASSERT(gl::IsCubeMapTextureTarget(index.type)); // ensure the underlying texture is created gl::Error error = ensureRenderTarget(); if (error.isError()) { return error; } error = updateStorageFaceLevel(index.layerIndex, index.mipIndex); if (error.isError()) { return error; } return mTexStorage->getRenderTarget(index, outRT); } gl::Error TextureD3D_Cube::initializeStorage(bool renderTarget) { // Only initialize the first time this texture is used as a render target or shader resource if (mTexStorage) { return gl::Error(GL_NO_ERROR); } // do not attempt to create storage for nonexistant data if (!isFaceLevelComplete(0, 0)) { return gl::Error(GL_NO_ERROR); } bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mUsage)); TextureStorage *storage = NULL; gl::Error error = createCompleteStorage(createRenderTarget, &storage); if (error.isError()) { return error; } error = setCompleteTexStorage(storage); if (error.isError()) { SafeDelete(storage); return error; } ASSERT(mTexStorage); // flush image data to the storage error = updateStorage(); if (error.isError()) { return error; } return gl::Error(GL_NO_ERROR); } gl::Error TextureD3D_Cube::createCompleteStorage(bool renderTarget, TextureStorage **outTexStorage) 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)); bool hintLevelZeroOnly = false; if (mRenderer->getWorkarounds().zeroMaxLodWorkaround) { // If any of the CPU images (levels >= 1) are dirty, then the textureStorage should use the mipped texture to begin with. // Otherwise, it should use the level-zero-only texture. hintLevelZeroOnly = true; for (int faceIndex = 0; faceIndex < 6 && hintLevelZeroOnly; faceIndex++) { for (int level = 1; level < levels && hintLevelZeroOnly; level++) { hintLevelZeroOnly = !(mImageArray[faceIndex][level]->isDirty() && isFaceLevelComplete(faceIndex, level)); } } } // TODO (geofflang): detect if storage creation succeeded *outTexStorage = mRenderer->createTextureStorageCube(getBaseLevelInternalFormat(), renderTarget, size, levels, hintLevelZeroOnly); return gl::Error(GL_NO_ERROR); } gl::Error TextureD3D_Cube::setCompleteTexStorage(TextureStorage *newCompleteTexStorage) { if (newCompleteTexStorage && newCompleteTexStorage->isManaged()) { for (int faceIndex = 0; faceIndex < 6; faceIndex++) { for (int level = 0; level < newCompleteTexStorage->getLevelCount(); level++) { gl::Error error = mImageArray[faceIndex][level]->setManagedSurfaceCube(newCompleteTexStorage, faceIndex, level); if (error.isError()) { return error; } } } } SafeDelete(mTexStorage); mTexStorage = newCompleteTexStorage; mDirtyImages = true; return gl::Error(GL_NO_ERROR); } gl::Error 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)) { gl::Error error = updateStorageFaceLevel(face, level); if (error.isError()) { return error; } } } } return gl::Error(GL_NO_ERROR); } 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; } bool TextureD3D_Cube::isImageComplete(const gl::ImageIndex &index) const { return isFaceLevelComplete(index.layerIndex, index.mipIndex); } gl::Error 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()) { GLenum faceTarget = gl::LayerIndexToCubeMapTextureTarget(faceIndex); gl::ImageIndex index = gl::ImageIndex::MakeCube(faceTarget, level); gl::Box region(0, 0, 0, image->getWidth(), image->getHeight(), 1); gl::Error error = commitRegion(index, region); if (error.isError()) { return error; } } return gl::Error(GL_NO_ERROR); } void TextureD3D_Cube::redefineImage(int faceIndex, GLint level, GLenum internalformat, const gl::Extents &size) { // 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(GL_TEXTURE_CUBE_MAP, internalformat, size, false); if (mTexStorage) { const int storageLevels = mTexStorage->getLevelCount(); if ((level >= storageLevels && storageLevels != 0) || size.width != storageWidth || size.height != storageHeight || internalformat != storageFormat) // Discard mismatched storage { for (int dirtyLevel = 0; dirtyLevel < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; dirtyLevel++) { for (int dirtyFace = 0; dirtyFace < 6; dirtyFace++) { mImageArray[dirtyFace][dirtyLevel]->markDirty(); } } SafeDelete(mTexStorage); mDirtyImages = true; } } } gl::ImageIndexIterator TextureD3D_Cube::imageIterator() const { return gl::ImageIndexIterator::MakeCube(0, mTexStorage->getLevelCount()); } gl::ImageIndex TextureD3D_Cube::getImageIndex(GLint mip, GLint layer) const { // The "layer" of the image index corresponds to the cube face return gl::ImageIndex::MakeCube(gl::LayerIndexToCubeMapTextureTarget(layer), mip); } bool TextureD3D_Cube::isValidIndex(const gl::ImageIndex &index) const { return (mTexStorage && gl::IsCubeMapTextureTarget(index.type) && index.mipIndex >= 0 && index.mipIndex < mTexStorage->getLevelCount()); } TextureD3D_3D::TextureD3D_3D(RendererD3D *renderer) : TextureD3D(renderer) { for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i) { mImageArray[i] = renderer->createImage(); } } TextureD3D_3D::~TextureD3D_3D() { // Delete the Images before the TextureStorage. // Images might be relying on the TextureStorage for some of their data. // If TextureStorage is deleted before the Images, then their data will be wastefully copied back from the GPU before we delete the Images. for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i) { delete mImageArray[i]; } SafeDelete(mTexStorage); } ImageD3D *TextureD3D_3D::getImage(int level, int layer) const { ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); ASSERT(layer == 0); return mImageArray[level]; } ImageD3D *TextureD3D_3D::getImage(const gl::ImageIndex &index) const { ASSERT(index.mipIndex < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); ASSERT(!index.hasLayer()); ASSERT(index.type == GL_TEXTURE_3D); return mImageArray[index.mipIndex]; } GLsizei TextureD3D_3D::getLayerCount(int level) const { ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); return 1; } 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::GetInternalFormatInfo(getInternalFormat(level)).depthBits > 0; } gl::Error TextureD3D_3D::setImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const uint8_t *pixels) { ASSERT(target == GL_TEXTURE_3D); GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type); redefineImage(level, sizedInternalFormat, size); bool fastUnpacked = false; gl::ImageIndex index = gl::ImageIndex::Make3D(level); // Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer if (isFastUnpackable(unpack, sizedInternalFormat) && !size.empty()) { // Will try to create RT storage if it does not exist RenderTargetD3D *destRenderTarget = NULL; gl::Error error = getRenderTarget(index, &destRenderTarget); if (error.isError()) { return error; } gl::Box destArea(0, 0, 0, getWidth(level), getHeight(level), getDepth(level)); error = fastUnpackPixels(unpack, pixels, destArea, sizedInternalFormat, type, destRenderTarget); if (error.isError()) { return error; } // Ensure we don't overwrite our newly initialized data mImageArray[level]->markClean(); fastUnpacked = true; } if (!fastUnpacked) { gl::Error error = TextureD3D::setImage(index, type, unpack, pixels, 0); if (error.isError()) { return error; } } return gl::Error(GL_NO_ERROR); } gl::Error TextureD3D_3D::setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const uint8_t *pixels) { ASSERT(target == GL_TEXTURE_3D); gl::ImageIndex index = gl::ImageIndex::Make3D(level); // Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer if (isFastUnpackable(unpack, getInternalFormat(level))) { RenderTargetD3D *destRenderTarget = NULL; gl::Error error = getRenderTarget(index, &destRenderTarget); if (error.isError()) { return error; } ASSERT(!mImageArray[level]->isDirty()); return fastUnpackPixels(unpack, pixels, area, getInternalFormat(level), type, destRenderTarget); } else { return TextureD3D::subImage(index, area, format, type, unpack, pixels, 0); } } gl::Error TextureD3D_3D::setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, const gl::PixelUnpackState &unpack, const uint8_t *pixels) { ASSERT(target == GL_TEXTURE_3D); // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly redefineImage(level, internalFormat, size); gl::ImageIndex index = gl::ImageIndex::Make3D(level); return TextureD3D::setCompressedImage(index, unpack, pixels, 0); } gl::Error TextureD3D_3D::setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, const gl::PixelUnpackState &unpack, const uint8_t *pixels) { ASSERT(target == GL_TEXTURE_3D); gl::ImageIndex index = gl::ImageIndex::Make3D(level); gl::Error error = TextureD3D::subImageCompressed(index, area, format, unpack, pixels, 0); if (error.isError()) { return error; } return commitRegion(index, area); } gl::Error TextureD3D_3D::copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat, const gl::Framebuffer *source) { UNIMPLEMENTED(); return gl::Error(GL_INVALID_OPERATION, "Copying 3D textures is unimplemented."); } gl::Error TextureD3D_3D::copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea, const gl::Framebuffer *source) { ASSERT(target == GL_TEXTURE_3D); gl::ImageIndex index = gl::ImageIndex::Make3D(level); if (canCreateRenderTargetForImage(index)) { gl::Error error = mImageArray[level]->copy(destOffset, sourceArea, source); if (error.isError()) { return error; } mDirtyImages = true; } else { gl::Error error = ensureRenderTarget(); if (error.isError()) { return error; } if (isValidLevel(level)) { error = updateStorageLevel(level); if (error.isError()) { return error; } error = mRenderer->copyImage3D(source, sourceArea, gl::GetInternalFormatInfo(getBaseLevelInternalFormat()).format, destOffset, mTexStorage, level); if (error.isError()) { return error; } } } return gl::Error(GL_NO_ERROR); } gl::Error TextureD3D_3D::setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size) { ASSERT(target == GL_TEXTURE_3D); for (size_t level = 0; level < levels; level++) { gl::Extents levelSize(std::max(1, size.width >> level), std::max(1, size.height >> level), std::max(1, size.depth >> level)); mImageArray[level]->redefine(GL_TEXTURE_3D, internalFormat, levelSize, true); } for (int level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++) { mImageArray[level]->redefine(GL_TEXTURE_3D, GL_NONE, gl::Extents(0, 0, 0), true); } // TODO(geofflang): Verify storage creation had no errors bool renderTarget = IsRenderTargetUsage(mUsage); TextureStorage *storage = mRenderer->createTextureStorage3D(internalFormat, renderTarget, size.width, size.height, size.depth, levels); gl::Error error = setCompleteTexStorage(storage); if (error.isError()) { SafeDelete(storage); return error; } error = updateStorage(); if (error.isError()) { return error; } mImmutable = true; return gl::Error(GL_NO_ERROR); } void TextureD3D_3D::bindTexImage(egl::Surface *surface) { UNREACHABLE(); } void TextureD3D_3D::releaseTexImage() { UNREACHABLE(); } void TextureD3D_3D::initMipmapsImages() { // 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++) { gl::Extents levelSize(std::max(getBaseLevelWidth() >> level, 1), std::max(getBaseLevelHeight() >> level, 1), std::max(getBaseLevelDepth() >> level, 1)); redefineImage(level, getBaseLevelInternalFormat(), levelSize); } } unsigned int TextureD3D_3D::getRenderTargetSerial(const gl::ImageIndex &index) { return (!ensureRenderTarget().isError() ? mTexStorage->getRenderTargetSerial(index) : 0); } gl::Error TextureD3D_3D::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT) { // ensure the underlying texture is created gl::Error error = ensureRenderTarget(); if (error.isError()) { return error; } if (index.hasLayer()) { error = updateStorage(); if (error.isError()) { return error; } } else { error = updateStorageLevel(index.mipIndex); if (error.isError()) { return error; } } return mTexStorage->getRenderTarget(index, outRT); } gl::Error TextureD3D_3D::initializeStorage(bool renderTarget) { // Only initialize the first time this texture is used as a render target or shader resource if (mTexStorage) { return gl::Error(GL_NO_ERROR); } // do not attempt to create storage for nonexistant data if (!isLevelComplete(0)) { return gl::Error(GL_NO_ERROR); } bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mUsage)); TextureStorage *storage = NULL; gl::Error error = createCompleteStorage(createRenderTarget, &storage); if (error.isError()) { return error; } error = setCompleteTexStorage(storage); if (error.isError()) { SafeDelete(storage); return error; } ASSERT(mTexStorage); // flush image data to the storage error = updateStorage(); if (error.isError()) { return error; } return gl::Error(GL_NO_ERROR); } gl::Error TextureD3D_3D::createCompleteStorage(bool renderTarget, TextureStorage **outStorage) const { GLsizei width = getBaseLevelWidth(); GLsizei height = getBaseLevelHeight(); GLsizei depth = getBaseLevelDepth(); GLenum internalFormat = getBaseLevelInternalFormat(); 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)); // TODO: Verify creation of the storage succeeded *outStorage = mRenderer->createTextureStorage3D(internalFormat, renderTarget, width, height, depth, levels); return gl::Error(GL_NO_ERROR); } gl::Error TextureD3D_3D::setCompleteTexStorage(TextureStorage *newCompleteTexStorage) { SafeDelete(mTexStorage); mTexStorage = newCompleteTexStorage; mDirtyImages = true; // We do not support managed 3D storage, as that is D3D9/ES2-only ASSERT(!mTexStorage->isManaged()); return gl::Error(GL_NO_ERROR); } gl::Error TextureD3D_3D::updateStorage() { ASSERT(mTexStorage != NULL); GLint storageLevels = mTexStorage->getLevelCount(); for (int level = 0; level < storageLevels; level++) { if (mImageArray[level]->isDirty() && isLevelComplete(level)) { gl::Error error = updateStorageLevel(level); if (error.isError()) { return error; } } } return gl::Error(GL_NO_ERROR); } 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; } bool TextureD3D_3D::isImageComplete(const gl::ImageIndex &index) const { return isLevelComplete(index.mipIndex); } gl::Error TextureD3D_3D::updateStorageLevel(int level) { ASSERT(level >= 0 && level < (int)ArraySize(mImageArray) && mImageArray[level] != NULL); ASSERT(isLevelComplete(level)); if (mImageArray[level]->isDirty()) { gl::ImageIndex index = gl::ImageIndex::Make3D(level); gl::Box region(0, 0, 0, getWidth(level), getHeight(level), getDepth(level)); gl::Error error = commitRegion(index, region); if (error.isError()) { return error; } } return gl::Error(GL_NO_ERROR); } void TextureD3D_3D::redefineImage(GLint level, GLenum internalformat, const gl::Extents &size) { // 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(GL_TEXTURE_3D, internalformat, size, false); if (mTexStorage) { const int storageLevels = mTexStorage->getLevelCount(); if ((level >= storageLevels && storageLevels != 0) || size.width != storageWidth || size.height != storageHeight || size.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; } } } gl::ImageIndexIterator TextureD3D_3D::imageIterator() const { return gl::ImageIndexIterator::Make3D(0, mTexStorage->getLevelCount(), gl::ImageIndex::ENTIRE_LEVEL, gl::ImageIndex::ENTIRE_LEVEL); } gl::ImageIndex TextureD3D_3D::getImageIndex(GLint mip, GLint /*layer*/) const { // The "layer" here does not apply to 3D images. We use one Image per mip. return gl::ImageIndex::Make3D(mip); } bool TextureD3D_3D::isValidIndex(const gl::ImageIndex &index) const { return (mTexStorage && index.type == GL_TEXTURE_3D && index.mipIndex >= 0 && index.mipIndex < mTexStorage->getLevelCount()); } TextureD3D_2DArray::TextureD3D_2DArray(RendererD3D *renderer) : TextureD3D(renderer) { for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++level) { mLayerCounts[level] = 0; mImageArray[level] = NULL; } } TextureD3D_2DArray::~TextureD3D_2DArray() { // Delete the Images before the TextureStorage. // Images might be relying on the TextureStorage for some of their data. // If TextureStorage is deleted before the Images, then their data will be wastefully copied back from the GPU before we delete the Images. deleteImages(); SafeDelete(mTexStorage); } ImageD3D *TextureD3D_2DArray::getImage(int level, int layer) const { ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); ASSERT((layer == 0 && mLayerCounts[level] == 0) || layer < mLayerCounts[level]); return (mImageArray[level] ? mImageArray[level][layer] : NULL); } ImageD3D *TextureD3D_2DArray::getImage(const gl::ImageIndex &index) const { ASSERT(index.mipIndex < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); ASSERT((index.layerIndex == 0 && mLayerCounts[index.mipIndex] == 0) || index.layerIndex < mLayerCounts[index.mipIndex]); ASSERT(index.type == GL_TEXTURE_2D_ARRAY); return (mImageArray[index.mipIndex] ? mImageArray[index.mipIndex][index.layerIndex] : NULL); } GLsizei TextureD3D_2DArray::getLayerCount(int level) const { ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); return mLayerCounts[level]; } 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; } 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::GetInternalFormatInfo(getInternalFormat(level)).depthBits > 0; } gl::Error TextureD3D_2DArray::setImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const uint8_t *pixels) { ASSERT(target == GL_TEXTURE_2D_ARRAY); GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type); redefineImage(level, sizedInternalFormat, size); const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(sizedInternalFormat); GLsizei inputDepthPitch = formatInfo.computeDepthPitch(type, size.width, size.height, unpack.alignment, unpack.rowLength); for (int i = 0; i < size.depth; i++) { const ptrdiff_t layerOffset = (inputDepthPitch * i); gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, i); gl::Error error = TextureD3D::setImage(index, type, unpack, pixels, layerOffset); if (error.isError()) { return error; } } return gl::Error(GL_NO_ERROR); } gl::Error TextureD3D_2DArray::setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const uint8_t *pixels) { ASSERT(target == GL_TEXTURE_2D_ARRAY); const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(getInternalFormat(level)); GLsizei inputDepthPitch = formatInfo.computeDepthPitch(type, area.width, area.height, unpack.alignment, unpack.rowLength); for (int i = 0; i < area.depth; i++) { int layer = area.z + i; const ptrdiff_t layerOffset = (inputDepthPitch * i); gl::Box layerArea(area.x, area.y, 0, area.width, area.height, 1); gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, layer); gl::Error error = TextureD3D::subImage(index, layerArea, format, type, unpack, pixels, layerOffset); if (error.isError()) { return error; } } return gl::Error(GL_NO_ERROR); } gl::Error TextureD3D_2DArray::setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, const gl::PixelUnpackState &unpack, const uint8_t *pixels) { ASSERT(target == GL_TEXTURE_2D_ARRAY); // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly redefineImage(level, internalFormat, size); const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(internalFormat); GLsizei inputDepthPitch = formatInfo.computeDepthPitch(GL_UNSIGNED_BYTE, size.width, size.height, 1, 0); for (int i = 0; i < size.depth; i++) { const ptrdiff_t layerOffset = (inputDepthPitch * i); gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, i); gl::Error error = TextureD3D::setCompressedImage(index, unpack, pixels, layerOffset); if (error.isError()) { return error; } } return gl::Error(GL_NO_ERROR); } gl::Error TextureD3D_2DArray::setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, const gl::PixelUnpackState &unpack, const uint8_t *pixels) { ASSERT(target == GL_TEXTURE_2D_ARRAY); const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(format); GLsizei inputDepthPitch = formatInfo.computeDepthPitch(GL_UNSIGNED_BYTE, area.width, area.height, 1, 0); for (int i = 0; i < area.depth; i++) { int layer = area.z + i; const ptrdiff_t layerOffset = (inputDepthPitch * i); gl::Box layerArea(area.x, area.y, 0, area.width, area.height, 1); gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, layer); gl::Error error = TextureD3D::subImageCompressed(index, layerArea, format, unpack, pixels, layerOffset); if (error.isError()) { return error; } error = commitRegion(index, layerArea); if (error.isError()) { return error; } } return gl::Error(GL_NO_ERROR); } gl::Error TextureD3D_2DArray::copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat, const gl::Framebuffer *source) { UNIMPLEMENTED(); return gl::Error(GL_INVALID_OPERATION, "Copying 2D array textures is unimplemented."); } gl::Error TextureD3D_2DArray::copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea, const gl::Framebuffer *source) { ASSERT(target == GL_TEXTURE_2D_ARRAY); gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, destOffset.z); if (canCreateRenderTargetForImage(index)) { gl::Offset destLayerOffset(destOffset.x, destOffset.y, 0); gl::Error error = mImageArray[level][destOffset.z]->copy(destLayerOffset, sourceArea, source); if (error.isError()) { return error; } mDirtyImages = true; } else { gl::Error error = ensureRenderTarget(); if (error.isError()) { return error; } if (isValidLevel(level)) { error = updateStorageLevel(level); if (error.isError()) { return error; } error = mRenderer->copyImage2DArray(source, sourceArea, gl::GetInternalFormatInfo(getInternalFormat(0)).format, destOffset, mTexStorage, level); if (error.isError()) { return error; } } } return gl::Error(GL_NO_ERROR); } gl::Error TextureD3D_2DArray::setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size) { ASSERT(target == GL_TEXTURE_2D_ARRAY); deleteImages(); for (size_t level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++) { gl::Extents levelLayerSize(std::max(1, size.width >> level), std::max(1, size.height >> level), 1); mLayerCounts[level] = (level < levels ? size.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] = mRenderer->createImage(); mImageArray[level][layer]->redefine(GL_TEXTURE_2D_ARRAY, internalFormat, levelLayerSize, true); } } } // TODO(geofflang): Verify storage creation had no errors bool renderTarget = IsRenderTargetUsage(mUsage); TextureStorage *storage = mRenderer->createTextureStorage2DArray(internalFormat, renderTarget, size.width, size.height, size.depth, levels); gl::Error error = setCompleteTexStorage(storage); if (error.isError()) { SafeDelete(storage); return error; } error = updateStorage(); if (error.isError()) { return error; } mImmutable = true; return gl::Error(GL_NO_ERROR); } void TextureD3D_2DArray::bindTexImage(egl::Surface *surface) { UNREACHABLE(); } void TextureD3D_2DArray::releaseTexImage() { UNREACHABLE(); } void TextureD3D_2DArray::initMipmapsImages() { int baseWidth = getBaseLevelWidth(); int baseHeight = getBaseLevelHeight(); int baseDepth = getLayerCount(0); 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++) { gl::Extents levelLayerSize(std::max(baseWidth >> level, 1), std::max(baseHeight >> level, 1), baseDepth); redefineImage(level, baseFormat, levelLayerSize); } } unsigned int TextureD3D_2DArray::getRenderTargetSerial(const gl::ImageIndex &index) { return (!ensureRenderTarget().isError() ? mTexStorage->getRenderTargetSerial(index) : 0); } gl::Error TextureD3D_2DArray::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT) { // ensure the underlying texture is created gl::Error error = ensureRenderTarget(); if (error.isError()) { return error; } error = updateStorageLevel(index.mipIndex); if (error.isError()) { return error; } return mTexStorage->getRenderTarget(index, outRT); } gl::Error TextureD3D_2DArray::initializeStorage(bool renderTarget) { // Only initialize the first time this texture is used as a render target or shader resource if (mTexStorage) { return gl::Error(GL_NO_ERROR); } // do not attempt to create storage for nonexistant data if (!isLevelComplete(0)) { return gl::Error(GL_NO_ERROR); } bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mUsage)); TextureStorage *storage = NULL; gl::Error error = createCompleteStorage(createRenderTarget, &storage); if (error.isError()) { return error; } error = setCompleteTexStorage(storage); if (error.isError()) { SafeDelete(storage); return error; } ASSERT(mTexStorage); // flush image data to the storage error = updateStorage(); if (error.isError()) { return error; } return gl::Error(GL_NO_ERROR); } gl::Error TextureD3D_2DArray::createCompleteStorage(bool renderTarget, TextureStorage **outStorage) const { GLsizei width = getBaseLevelWidth(); GLsizei height = getBaseLevelHeight(); GLsizei depth = getLayerCount(0); GLenum internalFormat = getBaseLevelInternalFormat(); 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)); // TODO(geofflang): Verify storage creation succeeds *outStorage = mRenderer->createTextureStorage2DArray(internalFormat, renderTarget, width, height, depth, levels); return gl::Error(GL_NO_ERROR); } gl::Error TextureD3D_2DArray::setCompleteTexStorage(TextureStorage *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()); return gl::Error(GL_NO_ERROR); } gl::Error TextureD3D_2DArray::updateStorage() { ASSERT(mTexStorage != NULL); GLint storageLevels = mTexStorage->getLevelCount(); for (int level = 0; level < storageLevels; level++) { if (isLevelComplete(level)) { gl::Error error = updateStorageLevel(level); if (error.isError()) { return error; } } } return gl::Error(GL_NO_ERROR); } 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 = getLayerCount(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 (getLayerCount(level) != layers) { return false; } return true; } bool TextureD3D_2DArray::isImageComplete(const gl::ImageIndex &index) const { return isLevelComplete(index.mipIndex); } gl::Error 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()) { gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, layer); gl::Box region(0, 0, 0, getWidth(level), getHeight(level), 1); gl::Error error = commitRegion(index, region); if (error.isError()) { return error; } } } return gl::Error(GL_NO_ERROR); } 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, const gl::Extents &size) { // 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 = getLayerCount(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] = size.depth; if (size.depth > 0) { mImageArray[level] = new ImageD3D*[size.depth](); for (int layer = 0; layer < mLayerCounts[level]; layer++) { mImageArray[level][layer] = mRenderer->createImage(); mImageArray[level][layer]->redefine(GL_TEXTURE_2D_ARRAY, internalformat, gl::Extents(size.width, size.height, 1), false); } } if (mTexStorage) { const int storageLevels = mTexStorage->getLevelCount(); if ((level >= storageLevels && storageLevels != 0) || size.width != storageWidth || size.height != storageHeight || size.depth != storageDepth || internalformat != storageFormat) // Discard mismatched storage { for (int dirtyLevel = 0; dirtyLevel < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; dirtyLevel++) { for (int dirtyLayer = 0; dirtyLayer < mLayerCounts[dirtyLevel]; dirtyLayer++) { mImageArray[dirtyLevel][dirtyLayer]->markDirty(); } } delete mTexStorage; mTexStorage = NULL; mDirtyImages = true; } } } gl::ImageIndexIterator TextureD3D_2DArray::imageIterator() const { return gl::ImageIndexIterator::Make2DArray(0, mTexStorage->getLevelCount(), mLayerCounts); } gl::ImageIndex TextureD3D_2DArray::getImageIndex(GLint mip, GLint layer) const { return gl::ImageIndex::Make2DArray(mip, layer); } bool TextureD3D_2DArray::isValidIndex(const gl::ImageIndex &index) const { // Check for having a storage and the right type of index if (!mTexStorage || index.type != GL_TEXTURE_2D_ARRAY) { return false; } // Check the mip index if (index.mipIndex < 0 || index.mipIndex >= mTexStorage->getLevelCount()) { return false; } // Check the layer index return (!index.hasLayer() || (index.layerIndex >= 0 && index.layerIndex < mLayerCounts[index.mipIndex])); } }