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author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
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committer | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
commit | 5f8de423f190bbb79a62f804151bc24824fa32d8 (patch) | |
tree | 10027f336435511475e392454359edea8e25895d /gfx/angle/src/libANGLE/renderer/gl/TextureGL.cpp | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/angle/src/libANGLE/renderer/gl/TextureGL.cpp')
-rwxr-xr-x | gfx/angle/src/libANGLE/renderer/gl/TextureGL.cpp | 1039 |
1 files changed, 1039 insertions, 0 deletions
diff --git a/gfx/angle/src/libANGLE/renderer/gl/TextureGL.cpp b/gfx/angle/src/libANGLE/renderer/gl/TextureGL.cpp new file mode 100755 index 000000000..589580505 --- /dev/null +++ b/gfx/angle/src/libANGLE/renderer/gl/TextureGL.cpp @@ -0,0 +1,1039 @@ +// +// Copyright 2015 The ANGLE Project Authors. All rights reserved. +// Use of this source code is governed by a BSD-style license that can be +// found in the LICENSE file. +// + +// TextureGL.cpp: Implements the class methods for TextureGL. + +#include "libANGLE/renderer/gl/TextureGL.h" + +#include "common/BitSetIterator.h" +#include "common/debug.h" +#include "common/utilities.h" +#include "libANGLE/State.h" +#include "libANGLE/angletypes.h" +#include "libANGLE/formatutils.h" +#include "libANGLE/renderer/gl/BlitGL.h" +#include "libANGLE/renderer/gl/BufferGL.h" +#include "libANGLE/renderer/gl/FramebufferGL.h" +#include "libANGLE/renderer/gl/FunctionsGL.h" +#include "libANGLE/renderer/gl/StateManagerGL.h" +#include "libANGLE/renderer/gl/WorkaroundsGL.h" +#include "libANGLE/renderer/gl/formatutilsgl.h" +#include "libANGLE/renderer/gl/renderergl_utils.h" + +using angle::CheckedNumeric; + +namespace rx +{ + +namespace +{ + +bool UseTexImage2D(GLenum textureType) +{ + return textureType == GL_TEXTURE_2D || textureType == GL_TEXTURE_CUBE_MAP; +} + +bool UseTexImage3D(GLenum textureType) +{ + return textureType == GL_TEXTURE_2D_ARRAY || textureType == GL_TEXTURE_3D; +} + +bool CompatibleTextureTarget(GLenum textureType, GLenum textureTarget) +{ + if (textureType != GL_TEXTURE_CUBE_MAP) + { + return textureType == textureTarget; + } + else + { + return gl::IsCubeMapTextureTarget(textureTarget); + } +} + +bool IsLUMAFormat(GLenum format) +{ + return format == GL_LUMINANCE || format == GL_ALPHA || format == GL_LUMINANCE_ALPHA; +} + +LUMAWorkaroundGL GetLUMAWorkaroundInfo(const gl::InternalFormat &originalFormatInfo, + GLenum destinationFormat) +{ + if (IsLUMAFormat(originalFormatInfo.format)) + { + const gl::InternalFormat &destinationFormatInfo = + gl::GetInternalFormatInfo(destinationFormat); + return LUMAWorkaroundGL(!IsLUMAFormat(destinationFormatInfo.format), + destinationFormatInfo.format); + } + else + { + return LUMAWorkaroundGL(false, GL_NONE); + } +} + +bool IsDepthStencilFormat(GLenum format) +{ + return format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL; +} + +bool GetDepthStencilWorkaround(const gl::InternalFormat &originalFormatInfo) +{ + return IsDepthStencilFormat(originalFormatInfo.format); +} + +LevelInfoGL GetLevelInfo(GLenum originalFormat, GLenum destinationFormat) +{ + const gl::InternalFormat &originalFormatInfo = gl::GetInternalFormatInfo(originalFormat); + return LevelInfoGL(originalFormat, GetDepthStencilWorkaround(originalFormatInfo), + GetLUMAWorkaroundInfo(originalFormatInfo, destinationFormat)); +} + +gl::Texture::DirtyBits GetLevelWorkaroundDirtyBits() +{ + gl::Texture::DirtyBits bits; + bits.set(gl::Texture::DIRTY_BIT_SWIZZLE_RED); + bits.set(gl::Texture::DIRTY_BIT_SWIZZLE_GREEN); + bits.set(gl::Texture::DIRTY_BIT_SWIZZLE_BLUE); + bits.set(gl::Texture::DIRTY_BIT_SWIZZLE_ALPHA); + return bits; +} + +} // anonymous namespace + +LUMAWorkaroundGL::LUMAWorkaroundGL() : LUMAWorkaroundGL(false, GL_NONE) +{ +} + +LUMAWorkaroundGL::LUMAWorkaroundGL(bool enabled_, GLenum workaroundFormat_) + : enabled(enabled_), workaroundFormat(workaroundFormat_) +{ +} + +LevelInfoGL::LevelInfoGL() : LevelInfoGL(GL_NONE, false, LUMAWorkaroundGL()) +{ +} + +LevelInfoGL::LevelInfoGL(GLenum sourceFormat_, + bool depthStencilWorkaround_, + const LUMAWorkaroundGL &lumaWorkaround_) + : sourceFormat(sourceFormat_), + depthStencilWorkaround(depthStencilWorkaround_), + lumaWorkaround(lumaWorkaround_) +{ +} + +TextureGL::TextureGL(const gl::TextureState &state, + const FunctionsGL *functions, + const WorkaroundsGL &workarounds, + StateManagerGL *stateManager, + BlitGL *blitter) + : TextureImpl(state), + mFunctions(functions), + mWorkarounds(workarounds), + mStateManager(stateManager), + mBlitter(blitter), + mLevelInfo(gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS + 1), + mAppliedTextureState(state.mTarget), + mTextureID(0) +{ + ASSERT(mFunctions); + ASSERT(mStateManager); + ASSERT(mBlitter); + + mFunctions->genTextures(1, &mTextureID); + mStateManager->bindTexture(mState.mTarget, mTextureID); +} + +TextureGL::~TextureGL() +{ + mStateManager->deleteTexture(mTextureID); + mTextureID = 0; +} + +gl::Error TextureGL::setImage(GLenum target, + size_t level, + GLenum internalFormat, + const gl::Extents &size, + GLenum format, + GLenum type, + const gl::PixelUnpackState &unpack, + const uint8_t *pixels) +{ + if (mWorkarounds.unpackOverlappingRowsSeparatelyUnpackBuffer && unpack.pixelBuffer.get() && + unpack.rowLength != 0 && unpack.rowLength < size.width) + { + // The rows overlap in unpack memory. Upload the texture row by row to work around + // driver bug. + reserveTexImageToBeFilled(target, level, internalFormat, size, format, type); + + if (size.width == 0 || size.height == 0 || size.depth == 0) + { + return gl::NoError(); + } + + gl::Box area(0, 0, 0, size.width, size.height, size.depth); + return setSubImageRowByRowWorkaround(target, level, area, format, type, unpack, pixels); + } + + if (mWorkarounds.unpackLastRowSeparatelyForPaddingInclusion) + { + bool apply; + ANGLE_TRY_RESULT(ShouldApplyLastRowPaddingWorkaround(size, unpack, format, type, + UseTexImage3D(mState.mTarget), pixels), + apply); + + // The driver will think the pixel buffer doesn't have enough data, work around this bug + // by uploading the last row (and last level if 3D) separately. + if (apply) + { + reserveTexImageToBeFilled(target, level, internalFormat, size, format, type); + + if (size.width == 0 || size.height == 0 || size.depth == 0) + { + return gl::NoError(); + } + + gl::Box area(0, 0, 0, size.width, size.height, size.depth); + return setSubImagePaddingWorkaround(target, level, area, format, type, unpack, pixels); + } + } + + setImageHelper(target, level, internalFormat, size, format, type, pixels); + + return gl::NoError(); +} + +void TextureGL::setImageHelper(GLenum target, + size_t level, + GLenum internalFormat, + const gl::Extents &size, + GLenum format, + GLenum type, + const uint8_t *pixels) +{ + ASSERT(CompatibleTextureTarget(mState.mTarget, target)); + + nativegl::TexImageFormat texImageFormat = + nativegl::GetTexImageFormat(mFunctions, mWorkarounds, internalFormat, format, type); + + mStateManager->bindTexture(mState.mTarget, mTextureID); + + if (UseTexImage2D(mState.mTarget)) + { + ASSERT(size.depth == 1); + mFunctions->texImage2D(target, static_cast<GLint>(level), texImageFormat.internalFormat, + size.width, size.height, 0, texImageFormat.format, + texImageFormat.type, pixels); + } + else if (UseTexImage3D(mState.mTarget)) + { + mFunctions->texImage3D(target, static_cast<GLint>(level), texImageFormat.internalFormat, + size.width, size.height, size.depth, 0, texImageFormat.format, + texImageFormat.type, pixels); + } + else + { + UNREACHABLE(); + } + + setLevelInfo(level, 1, GetLevelInfo(internalFormat, texImageFormat.internalFormat)); +} + +void TextureGL::reserveTexImageToBeFilled(GLenum target, + size_t level, + GLenum internalFormat, + const gl::Extents &size, + GLenum format, + GLenum type) +{ + GLuint unpackBuffer = mStateManager->getBoundBuffer(GL_PIXEL_UNPACK_BUFFER); + mStateManager->bindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); + gl::PixelUnpackState unpack; + setImageHelper(target, level, internalFormat, size, format, type, nullptr); + mStateManager->bindBuffer(GL_PIXEL_UNPACK_BUFFER, unpackBuffer); +} + +gl::Error TextureGL::setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type, + const gl::PixelUnpackState &unpack, const uint8_t *pixels) +{ + ASSERT(CompatibleTextureTarget(mState.mTarget, target)); + + nativegl::TexSubImageFormat texSubImageFormat = + nativegl::GetTexSubImageFormat(mFunctions, mWorkarounds, format, type); + + ASSERT(mLevelInfo[level].lumaWorkaround.enabled == + GetLevelInfo(format, texSubImageFormat.format).lumaWorkaround.enabled); + + mStateManager->bindTexture(mState.mTarget, mTextureID); + if (mWorkarounds.unpackOverlappingRowsSeparatelyUnpackBuffer && unpack.pixelBuffer.get() && + unpack.rowLength != 0 && unpack.rowLength < area.width) + { + return setSubImageRowByRowWorkaround(target, level, area, format, type, unpack, pixels); + } + + if (mWorkarounds.unpackLastRowSeparatelyForPaddingInclusion) + { + gl::Extents size(area.width, area.height, area.depth); + + bool apply; + ANGLE_TRY_RESULT(ShouldApplyLastRowPaddingWorkaround(size, unpack, format, type, + UseTexImage3D(mState.mTarget), pixels), + apply); + + // The driver will think the pixel buffer doesn't have enough data, work around this bug + // by uploading the last row (and last level if 3D) separately. + if (apply) + { + return setSubImagePaddingWorkaround(target, level, area, format, type, unpack, pixels); + } + } + + if (UseTexImage2D(mState.mTarget)) + { + ASSERT(area.z == 0 && area.depth == 1); + mFunctions->texSubImage2D(target, static_cast<GLint>(level), area.x, area.y, area.width, + area.height, texSubImageFormat.format, texSubImageFormat.type, + pixels); + } + else + { + ASSERT(UseTexImage3D(mState.mTarget)); + mFunctions->texSubImage3D(target, static_cast<GLint>(level), area.x, area.y, area.z, + area.width, area.height, area.depth, texSubImageFormat.format, + texSubImageFormat.type, pixels); + } + + return gl::Error(GL_NO_ERROR); +} + +gl::Error TextureGL::setSubImageRowByRowWorkaround(GLenum target, + size_t level, + const gl::Box &area, + GLenum format, + GLenum type, + const gl::PixelUnpackState &unpack, + const uint8_t *pixels) +{ + gl::PixelUnpackState directUnpack; + directUnpack.pixelBuffer = unpack.pixelBuffer; + directUnpack.alignment = 1; + mStateManager->setPixelUnpackState(directUnpack); + directUnpack.pixelBuffer.set(nullptr); + + const gl::InternalFormat &glFormat = + gl::GetInternalFormatInfo(gl::GetSizedInternalFormat(format, type)); + GLuint rowBytes = 0; + ANGLE_TRY_RESULT(glFormat.computeRowPitch(area.width, unpack.alignment, unpack.rowLength), + rowBytes); + GLuint imageBytes = 0; + ANGLE_TRY_RESULT(gl::InternalFormat::computeDepthPitch(area.height, unpack.imageHeight, rowBytes), + imageBytes); + bool useTexImage3D = UseTexImage3D(mState.mTarget); + GLuint skipBytes = 0; + ANGLE_TRY_RESULT(glFormat.computeSkipBytes(rowBytes, imageBytes, unpack, useTexImage3D), + skipBytes); + + const uint8_t *pixelsWithSkip = pixels + skipBytes; + if (useTexImage3D) + { + for (GLint image = 0; image < area.depth; ++image) + { + GLint imageByteOffset = image * imageBytes; + for (GLint row = 0; row < area.height; ++row) + { + GLint byteOffset = imageByteOffset + row * rowBytes; + const GLubyte *rowPixels = pixelsWithSkip + byteOffset; + mFunctions->texSubImage3D(target, static_cast<GLint>(level), area.x, row + area.y, + image + area.z, area.width, 1, 1, format, type, + rowPixels); + } + } + } + else + { + ASSERT(UseTexImage2D(mState.mTarget)); + for (GLint row = 0; row < area.height; ++row) + { + GLint byteOffset = row * rowBytes; + const GLubyte *rowPixels = pixelsWithSkip + byteOffset; + mFunctions->texSubImage2D(target, static_cast<GLint>(level), area.x, row + area.y, + area.width, 1, format, type, rowPixels); + } + } + return gl::NoError(); +} + +gl::Error TextureGL::setSubImagePaddingWorkaround(GLenum target, + size_t level, + const gl::Box &area, + GLenum format, + GLenum type, + const gl::PixelUnpackState &unpack, + const uint8_t *pixels) +{ + const gl::InternalFormat &glFormat = + gl::GetInternalFormatInfo(gl::GetSizedInternalFormat(format, type)); + GLuint rowBytes = 0; + ANGLE_TRY_RESULT(glFormat.computeRowPitch(area.width, unpack.alignment, unpack.rowLength), + rowBytes); + GLuint imageBytes = 0; + ANGLE_TRY_RESULT(gl::InternalFormat::computeDepthPitch(area.height, unpack.imageHeight, rowBytes), + imageBytes); + bool useTexImage3D = UseTexImage3D(mState.mTarget); + GLuint skipBytes = 0; + ANGLE_TRY_RESULT(glFormat.computeSkipBytes(rowBytes, imageBytes, unpack, useTexImage3D), + skipBytes); + + gl::PixelUnpackState directUnpack; + directUnpack.pixelBuffer = unpack.pixelBuffer; + directUnpack.alignment = 1; + + if (useTexImage3D) + { + // Upload all but the last slice + if (area.depth > 1) + { + mFunctions->texSubImage3D(target, static_cast<GLint>(level), area.x, area.y, area.z, + area.width, area.height, area.depth - 1, format, type, + pixels); + } + + // Upload the last slice but its last row + if (area.height > 1) + { + // Do not include skipBytes in the last image pixel start offset as it will be done by + // the driver + GLint lastImageOffset = (area.depth - 1) * imageBytes; + const GLubyte *lastImagePixels = pixels + lastImageOffset; + mFunctions->texSubImage3D(target, static_cast<GLint>(level), area.x, area.y, + area.z + area.depth - 1, area.width, area.height - 1, 1, + format, type, lastImagePixels); + } + + // Upload the last row of the last slice "manually" + mStateManager->setPixelUnpackState(directUnpack); + + GLint lastRowOffset = + skipBytes + (area.depth - 1) * imageBytes + (area.height - 1) * rowBytes; + const GLubyte *lastRowPixels = pixels + lastRowOffset; + mFunctions->texSubImage3D(target, static_cast<GLint>(level), area.x, + area.y + area.height - 1, area.z + area.depth - 1, area.width, 1, + 1, format, type, lastRowPixels); + } + else + { + ASSERT(UseTexImage2D(mState.mTarget)); + + // Upload all but the last row + if (area.height > 1) + { + mFunctions->texSubImage2D(target, static_cast<GLint>(level), area.x, area.y, area.width, + area.height - 1, format, type, pixels); + } + + // Upload the last row "manually" + mStateManager->setPixelUnpackState(directUnpack); + + GLint lastRowOffset = skipBytes + (area.height - 1) * rowBytes; + const GLubyte *lastRowPixels = pixels + lastRowOffset; + mFunctions->texSubImage2D(target, static_cast<GLint>(level), area.x, + area.y + area.height - 1, area.width, 1, format, type, + lastRowPixels); + } + + directUnpack.pixelBuffer.set(nullptr); + + return gl::NoError(); +} + +gl::Error TextureGL::setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, + const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels) +{ + ASSERT(CompatibleTextureTarget(mState.mTarget, target)); + + nativegl::CompressedTexImageFormat compressedTexImageFormat = + nativegl::GetCompressedTexImageFormat(mFunctions, mWorkarounds, internalFormat); + + mStateManager->bindTexture(mState.mTarget, mTextureID); + if (UseTexImage2D(mState.mTarget)) + { + ASSERT(size.depth == 1); + mFunctions->compressedTexImage2D(target, static_cast<GLint>(level), + compressedTexImageFormat.internalFormat, size.width, + size.height, 0, static_cast<GLsizei>(imageSize), pixels); + } + else if (UseTexImage3D(mState.mTarget)) + { + mFunctions->compressedTexImage3D( + target, static_cast<GLint>(level), compressedTexImageFormat.internalFormat, size.width, + size.height, size.depth, 0, static_cast<GLsizei>(imageSize), pixels); + } + else + { + UNREACHABLE(); + } + + setLevelInfo(level, 1, GetLevelInfo(internalFormat, compressedTexImageFormat.internalFormat)); + ASSERT(!mLevelInfo[level].lumaWorkaround.enabled); + + return gl::Error(GL_NO_ERROR); +} + +gl::Error TextureGL::setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, + const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels) +{ + ASSERT(CompatibleTextureTarget(mState.mTarget, target)); + + nativegl::CompressedTexSubImageFormat compressedTexSubImageFormat = + nativegl::GetCompressedSubTexImageFormat(mFunctions, mWorkarounds, format); + + mStateManager->bindTexture(mState.mTarget, mTextureID); + if (UseTexImage2D(mState.mTarget)) + { + ASSERT(area.z == 0 && area.depth == 1); + mFunctions->compressedTexSubImage2D( + target, static_cast<GLint>(level), area.x, area.y, area.width, area.height, + compressedTexSubImageFormat.format, static_cast<GLsizei>(imageSize), pixels); + } + else if (UseTexImage3D(mState.mTarget)) + { + mFunctions->compressedTexSubImage3D(target, static_cast<GLint>(level), area.x, area.y, + area.z, area.width, area.height, area.depth, + compressedTexSubImageFormat.format, + static_cast<GLsizei>(imageSize), pixels); + } + else + { + UNREACHABLE(); + } + + ASSERT(!mLevelInfo[level].lumaWorkaround.enabled && + !GetLevelInfo(format, compressedTexSubImageFormat.format).lumaWorkaround.enabled); + + return gl::Error(GL_NO_ERROR); +} + +gl::Error TextureGL::copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat, + const gl::Framebuffer *source) +{ + nativegl::CopyTexImageImageFormat copyTexImageFormat = nativegl::GetCopyTexImageImageFormat( + mFunctions, mWorkarounds, internalFormat, source->getImplementationColorReadType()); + + LevelInfoGL levelInfo = GetLevelInfo(internalFormat, copyTexImageFormat.internalFormat); + if (levelInfo.lumaWorkaround.enabled) + { + gl::Error error = mBlitter->copyImageToLUMAWorkaroundTexture( + mTextureID, mState.mTarget, target, levelInfo.sourceFormat, level, sourceArea, + copyTexImageFormat.internalFormat, source); + if (error.isError()) + { + return error; + } + } + else + { + const FramebufferGL *sourceFramebufferGL = GetImplAs<FramebufferGL>(source); + + mStateManager->bindTexture(mState.mTarget, mTextureID); + mStateManager->bindFramebuffer(GL_READ_FRAMEBUFFER, + sourceFramebufferGL->getFramebufferID()); + + if (UseTexImage2D(mState.mTarget)) + { + mFunctions->copyTexImage2D(target, static_cast<GLint>(level), + copyTexImageFormat.internalFormat, sourceArea.x, + sourceArea.y, sourceArea.width, sourceArea.height, 0); + } + else + { + UNREACHABLE(); + } + } + + setLevelInfo(level, 1, levelInfo); + + return gl::Error(GL_NO_ERROR); +} + +gl::Error TextureGL::copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea, + const gl::Framebuffer *source) +{ + const FramebufferGL *sourceFramebufferGL = GetImplAs<FramebufferGL>(source); + + mStateManager->bindTexture(mState.mTarget, mTextureID); + mStateManager->bindFramebuffer(GL_READ_FRAMEBUFFER, sourceFramebufferGL->getFramebufferID()); + + const LevelInfoGL &levelInfo = mLevelInfo[level]; + if (levelInfo.lumaWorkaround.enabled) + { + gl::Error error = mBlitter->copySubImageToLUMAWorkaroundTexture( + mTextureID, mState.mTarget, target, levelInfo.sourceFormat, level, destOffset, + sourceArea, source); + if (error.isError()) + { + return error; + } + } + else + { + if (UseTexImage2D(mState.mTarget)) + { + ASSERT(destOffset.z == 0); + mFunctions->copyTexSubImage2D(target, static_cast<GLint>(level), destOffset.x, + destOffset.y, sourceArea.x, sourceArea.y, + sourceArea.width, sourceArea.height); + } + else if (UseTexImage3D(mState.mTarget)) + { + mFunctions->copyTexSubImage3D(target, static_cast<GLint>(level), destOffset.x, + destOffset.y, destOffset.z, sourceArea.x, sourceArea.y, + sourceArea.width, sourceArea.height); + } + else + { + UNREACHABLE(); + } + } + + return gl::Error(GL_NO_ERROR); +} + +gl::Error TextureGL::setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size) +{ + // TODO: emulate texture storage with TexImage calls if on GL version <4.2 or the + // ARB_texture_storage extension is not available. + + nativegl::TexStorageFormat texStorageFormat = + nativegl::GetTexStorageFormat(mFunctions, mWorkarounds, internalFormat); + + mStateManager->bindTexture(mState.mTarget, mTextureID); + if (UseTexImage2D(mState.mTarget)) + { + ASSERT(size.depth == 1); + if (mFunctions->texStorage2D) + { + mFunctions->texStorage2D(target, static_cast<GLsizei>(levels), + texStorageFormat.internalFormat, size.width, size.height); + } + else + { + // Make sure no pixel unpack buffer is bound + mStateManager->bindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); + + const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat); + + // Internal format must be sized + ASSERT(internalFormatInfo.pixelBytes != 0); + + for (size_t level = 0; level < levels; level++) + { + gl::Extents levelSize(std::max(size.width >> level, 1), + std::max(size.height >> level, 1), + 1); + + if (mState.mTarget == GL_TEXTURE_2D) + { + if (internalFormatInfo.compressed) + { + GLuint dataSize = 0; + ANGLE_TRY_RESULT(internalFormatInfo.computeCompressedImageSize(levelSize), + dataSize); + mFunctions->compressedTexImage2D(target, static_cast<GLint>(level), + texStorageFormat.internalFormat, + levelSize.width, levelSize.height, 0, + static_cast<GLsizei>(dataSize), nullptr); + } + else + { + mFunctions->texImage2D(target, static_cast<GLint>(level), + texStorageFormat.internalFormat, levelSize.width, + levelSize.height, 0, internalFormatInfo.format, + internalFormatInfo.type, nullptr); + } + } + else if (mState.mTarget == GL_TEXTURE_CUBE_MAP) + { + for (GLenum face = gl::FirstCubeMapTextureTarget; face <= gl::LastCubeMapTextureTarget; face++) + { + if (internalFormatInfo.compressed) + { + GLuint dataSize = 0; + ANGLE_TRY_RESULT(internalFormatInfo.computeCompressedImageSize( + levelSize), + dataSize); + mFunctions->compressedTexImage2D( + face, static_cast<GLint>(level), texStorageFormat.internalFormat, + levelSize.width, levelSize.height, 0, + static_cast<GLsizei>(dataSize), nullptr); + } + else + { + mFunctions->texImage2D(face, static_cast<GLint>(level), + texStorageFormat.internalFormat, levelSize.width, + levelSize.height, 0, internalFormatInfo.format, + internalFormatInfo.type, nullptr); + } + } + } + else + { + UNREACHABLE(); + } + } + } + } + else if (UseTexImage3D(mState.mTarget)) + { + if (mFunctions->texStorage3D) + { + mFunctions->texStorage3D(target, static_cast<GLsizei>(levels), + texStorageFormat.internalFormat, size.width, size.height, + size.depth); + } + else + { + // Make sure no pixel unpack buffer is bound + mStateManager->bindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); + + const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat); + + // Internal format must be sized + ASSERT(internalFormatInfo.pixelBytes != 0); + + for (GLsizei i = 0; i < static_cast<GLsizei>(levels); i++) + { + gl::Extents levelSize( + std::max(size.width >> i, 1), std::max(size.height >> i, 1), + mState.mTarget == GL_TEXTURE_3D ? std::max(size.depth >> i, 1) : size.depth); + + if (internalFormatInfo.compressed) + { + GLuint dataSize = 0; + ANGLE_TRY_RESULT( + internalFormatInfo.computeCompressedImageSize(levelSize), + dataSize); + mFunctions->compressedTexImage3D(target, i, texStorageFormat.internalFormat, + levelSize.width, levelSize.height, + levelSize.depth, 0, + static_cast<GLsizei>(dataSize), nullptr); + } + else + { + mFunctions->texImage3D(target, i, texStorageFormat.internalFormat, + levelSize.width, levelSize.height, levelSize.depth, 0, + internalFormatInfo.format, internalFormatInfo.type, + nullptr); + } + } + } + } + else + { + UNREACHABLE(); + } + + setLevelInfo(0, levels, GetLevelInfo(internalFormat, texStorageFormat.internalFormat)); + + return gl::Error(GL_NO_ERROR); +} + +gl::Error TextureGL::setImageExternal(GLenum target, + egl::Stream *stream, + const egl::Stream::GLTextureDescription &desc) +{ + UNIMPLEMENTED(); + return gl::Error(GL_INVALID_OPERATION); +} + +gl::Error TextureGL::generateMipmap() +{ + mStateManager->bindTexture(mState.mTarget, mTextureID); + mFunctions->generateMipmap(mState.mTarget); + + const GLuint effectiveBaseLevel = mState.getEffectiveBaseLevel(); + const GLuint maxLevel = mState.getMipmapMaxLevel(); + + ASSERT(maxLevel < mLevelInfo.size()); + + setLevelInfo(effectiveBaseLevel, maxLevel - effectiveBaseLevel, mLevelInfo[effectiveBaseLevel]); + + return gl::Error(GL_NO_ERROR); +} + +void TextureGL::bindTexImage(egl::Surface *surface) +{ + ASSERT(mState.mTarget == GL_TEXTURE_2D); + + // Make sure this texture is bound + mStateManager->bindTexture(mState.mTarget, mTextureID); + + setLevelInfo(0, 1, LevelInfoGL()); +} + +void TextureGL::releaseTexImage() +{ + // Not all Surface implementations reset the size of mip 0 when releasing, do it manually + ASSERT(mState.mTarget == GL_TEXTURE_2D); + + mStateManager->bindTexture(mState.mTarget, mTextureID); + if (UseTexImage2D(mState.mTarget)) + { + mFunctions->texImage2D(mState.mTarget, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, + nullptr); + } + else + { + UNREACHABLE(); + } +} + +gl::Error TextureGL::setEGLImageTarget(GLenum target, egl::Image *image) +{ + UNIMPLEMENTED(); + return gl::Error(GL_INVALID_OPERATION); +} + +void TextureGL::syncState(const gl::Texture::DirtyBits &dirtyBits) +{ + if (dirtyBits.none() && mLocalDirtyBits.none()) + { + return; + } + + mStateManager->bindTexture(mState.mTarget, mTextureID); + + if (dirtyBits[gl::Texture::DIRTY_BIT_BASE_LEVEL] || dirtyBits[gl::Texture::DIRTY_BIT_MAX_LEVEL]) + { + // Don't know if the previous base level was using any workarounds, always re-sync the + // workaround dirty bits + mLocalDirtyBits |= GetLevelWorkaroundDirtyBits(); + } + + for (auto dirtyBit : angle::IterateBitSet(dirtyBits | mLocalDirtyBits)) + { + switch (dirtyBit) + { + case gl::Texture::DIRTY_BIT_MIN_FILTER: + mFunctions->texParameteri(mState.mTarget, GL_TEXTURE_MIN_FILTER, + mState.getSamplerState().minFilter); + break; + case gl::Texture::DIRTY_BIT_MAG_FILTER: + mFunctions->texParameteri(mState.mTarget, GL_TEXTURE_MAG_FILTER, + mState.getSamplerState().magFilter); + break; + case gl::Texture::DIRTY_BIT_WRAP_S: + mFunctions->texParameteri(mState.mTarget, GL_TEXTURE_WRAP_S, + mState.getSamplerState().wrapS); + break; + case gl::Texture::DIRTY_BIT_WRAP_T: + mFunctions->texParameteri(mState.mTarget, GL_TEXTURE_WRAP_T, + mState.getSamplerState().wrapT); + break; + case gl::Texture::DIRTY_BIT_WRAP_R: + mFunctions->texParameteri(mState.mTarget, GL_TEXTURE_WRAP_R, + mState.getSamplerState().wrapR); + break; + case gl::Texture::DIRTY_BIT_MAX_ANISOTROPY: + mFunctions->texParameterf(mState.mTarget, GL_TEXTURE_MAX_ANISOTROPY_EXT, + mState.getSamplerState().maxAnisotropy); + break; + case gl::Texture::DIRTY_BIT_MIN_LOD: + mFunctions->texParameterf(mState.mTarget, GL_TEXTURE_MIN_LOD, + mState.getSamplerState().minLod); + break; + case gl::Texture::DIRTY_BIT_MAX_LOD: + mFunctions->texParameterf(mState.mTarget, GL_TEXTURE_MAX_LOD, + mState.getSamplerState().maxLod); + break; + case gl::Texture::DIRTY_BIT_COMPARE_MODE: + mFunctions->texParameteri(mState.mTarget, GL_TEXTURE_COMPARE_MODE, + mState.getSamplerState().compareMode); + break; + case gl::Texture::DIRTY_BIT_COMPARE_FUNC: + mFunctions->texParameteri(mState.mTarget, GL_TEXTURE_COMPARE_FUNC, + mState.getSamplerState().compareFunc); + break; + case gl::Texture::DIRTY_BIT_SRGB_DECODE: + mFunctions->texParameteri(mState.mTarget, GL_TEXTURE_SRGB_DECODE_EXT, + mState.getSamplerState().sRGBDecode); + break; + + // Texture state + case gl::Texture::DIRTY_BIT_SWIZZLE_RED: + syncTextureStateSwizzle(mFunctions, GL_TEXTURE_SWIZZLE_R, + mState.getSwizzleState().swizzleRed); + break; + case gl::Texture::DIRTY_BIT_SWIZZLE_GREEN: + syncTextureStateSwizzle(mFunctions, GL_TEXTURE_SWIZZLE_G, + mState.getSwizzleState().swizzleGreen); + break; + case gl::Texture::DIRTY_BIT_SWIZZLE_BLUE: + syncTextureStateSwizzle(mFunctions, GL_TEXTURE_SWIZZLE_B, + mState.getSwizzleState().swizzleBlue); + break; + case gl::Texture::DIRTY_BIT_SWIZZLE_ALPHA: + syncTextureStateSwizzle(mFunctions, GL_TEXTURE_SWIZZLE_A, + mState.getSwizzleState().swizzleAlpha); + break; + case gl::Texture::DIRTY_BIT_BASE_LEVEL: + mFunctions->texParameteri(mState.mTarget, GL_TEXTURE_BASE_LEVEL, + mState.getEffectiveBaseLevel()); + break; + case gl::Texture::DIRTY_BIT_MAX_LEVEL: + mFunctions->texParameteri(mState.mTarget, GL_TEXTURE_MAX_LEVEL, + mState.getEffectiveMaxLevel()); + break; + case gl::Texture::DIRTY_BIT_USAGE: + break; + + default: + UNREACHABLE(); + } + } + + mLocalDirtyBits.reset(); +} + +bool TextureGL::hasAnyDirtyBit() const +{ + return mLocalDirtyBits.any(); +} + +void TextureGL::syncTextureStateSwizzle(const FunctionsGL *functions, GLenum name, GLenum value) +{ + const LevelInfoGL &levelInfo = mLevelInfo[mState.getEffectiveBaseLevel()]; + GLenum resultSwizzle = value; + if (levelInfo.lumaWorkaround.enabled || levelInfo.depthStencilWorkaround) + { + if (levelInfo.lumaWorkaround.enabled) + { + switch (value) + { + case GL_RED: + case GL_GREEN: + case GL_BLUE: + if (levelInfo.sourceFormat == GL_LUMINANCE || + levelInfo.sourceFormat == GL_LUMINANCE_ALPHA) + { + // Texture is backed by a RED or RG texture, point all color channels at the red + // channel. + ASSERT(levelInfo.lumaWorkaround.workaroundFormat == GL_RED || + levelInfo.lumaWorkaround.workaroundFormat == GL_RG); + resultSwizzle = GL_RED; + } + else if (levelInfo.sourceFormat == GL_ALPHA) + { + // Color channels are not supposed to exist, make them always sample 0. + resultSwizzle = GL_ZERO; + } + else + { + UNREACHABLE(); + } + break; + + case GL_ALPHA: + if (levelInfo.sourceFormat == GL_LUMINANCE) + { + // Alpha channel is not supposed to exist, make it always sample 1. + resultSwizzle = GL_ONE; + } + else if (levelInfo.sourceFormat == GL_ALPHA) + { + // Texture is backed by a RED texture, point the alpha channel at the red + // channel. + ASSERT(levelInfo.lumaWorkaround.workaroundFormat == GL_RED); + resultSwizzle = GL_RED; + } + else if (levelInfo.sourceFormat == GL_LUMINANCE_ALPHA) + { + // Texture is backed by an RG texture, point the alpha channel at the green + // channel. + ASSERT(levelInfo.lumaWorkaround.workaroundFormat == GL_RG); + resultSwizzle = GL_GREEN; + } + else + { + UNREACHABLE(); + } + break; + + case GL_ZERO: + case GL_ONE: + // Don't modify the swizzle state when requesting ZERO or ONE. + resultSwizzle = value; + break; + + default: + UNREACHABLE(); + break; + } + } + else if (levelInfo.depthStencilWorkaround) + { + switch (value) + { + case GL_RED: + // Don't modify the swizzle state when requesting the red channel. + resultSwizzle = value; + break; + + case GL_GREEN: + case GL_BLUE: + // Depth textures should sample 0 from the green and blue channels. + resultSwizzle = GL_ZERO; + break; + + case GL_ALPHA: + // Depth textures should sample 1 from the alpha channel. + resultSwizzle = GL_ONE; + break; + + case GL_ZERO: + case GL_ONE: + // Don't modify the swizzle state when requesting ZERO or ONE. + resultSwizzle = value; + break; + + default: + UNREACHABLE(); + break; + } + } + else + { + UNREACHABLE(); + } + + } + + functions->texParameteri(mState.mTarget, name, resultSwizzle); +} + +void TextureGL::setLevelInfo(size_t level, size_t levelCount, const LevelInfoGL &levelInfo) +{ + ASSERT(levelCount > 0 && level + levelCount < mLevelInfo.size()); + + GLuint baseLevel = mState.getEffectiveBaseLevel(); + bool needsResync = level <= baseLevel && level + levelCount >= baseLevel && + (levelInfo.depthStencilWorkaround || levelInfo.lumaWorkaround.enabled); + if (needsResync) + { + mLocalDirtyBits |= GetLevelWorkaroundDirtyBits(); + } + + for (size_t i = level; i < level + levelCount; i++) + { + mLevelInfo[i] = levelInfo; + } +} + +GLuint TextureGL::getTextureID() const +{ + return mTextureID; +} + +} |