// // Copyright 2015 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // TextureGL.cpp: Implements the class methods for TextureGL. #include "libANGLE/renderer/gl/TextureGL.h" #include "common/debug.h" #include "common/utilities.h" #include "libANGLE/State.h" #include "libANGLE/angletypes.h" #include "libANGLE/formatutils.h" #include "libANGLE/renderer/gl/BlitGL.h" #include "libANGLE/renderer/gl/BufferGL.h" #include "libANGLE/renderer/gl/FramebufferGL.h" #include "libANGLE/renderer/gl/FunctionsGL.h" #include "libANGLE/renderer/gl/StateManagerGL.h" #include "libANGLE/renderer/gl/WorkaroundsGL.h" #include "libANGLE/renderer/gl/formatutilsgl.h" namespace rx { static bool UseTexImage2D(GLenum textureType) { return textureType == GL_TEXTURE_2D || textureType == GL_TEXTURE_CUBE_MAP; } static bool UseTexImage3D(GLenum textureType) { return textureType == GL_TEXTURE_2D_ARRAY || textureType == GL_TEXTURE_3D; } static bool CompatibleTextureTarget(GLenum textureType, GLenum textureTarget) { if (textureType != GL_TEXTURE_CUBE_MAP) { return textureType == textureTarget; } else { return gl::IsCubeMapTextureTarget(textureTarget); } } static bool IsLUMAFormat(GLenum format) { return format == GL_LUMINANCE || format == GL_ALPHA || format == GL_LUMINANCE_ALPHA; } static 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); } } static bool IsDepthStencilFormat(GLenum format) { return format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL; } static bool GetDepthStencilWorkaround(const gl::InternalFormat &originalFormatInfo) { return IsDepthStencilFormat(originalFormatInfo.format); } static LevelInfoGL GetLevelInfo(GLenum originalFormat, GLenum destinationFormat) { const gl::InternalFormat &originalFormatInfo = gl::GetInternalFormatInfo(originalFormat); return LevelInfoGL(originalFormat, GetDepthStencilWorkaround(originalFormatInfo), GetLUMAWorkaroundInfo(originalFormatInfo, destinationFormat)); } 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); gl::Box area(0, 0, 0, size.width, size.height, size.depth); ANGLE_TRY(setSubImageRowByRowWorkaround(target, level, area, format, type, unpack, pixels)); } else { setImageHelper(target, level, internalFormat, size, format, type, pixels); } return gl::NoError(); } void TextureGL::setImageHelper(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type, const uint8_t *pixels) { UNUSED_ASSERTION_VARIABLE(&CompatibleTextureTarget); // Reference this function to avoid warnings. ASSERT(CompatibleTextureTarget(mState.mTarget, target)); nativegl::TexImageFormat texImageFormat = nativegl::GetTexImageFormat(mFunctions, mWorkarounds, internalFormat, format, type); mStateManager->bindTexture(mState.mTarget, mTextureID); if (UseTexImage2D(mState.mTarget)) { ASSERT(size.depth == 1); mFunctions->texImage2D(target, static_cast(level), texImageFormat.internalFormat, size.width, size.height, 0, texImageFormat.format, texImageFormat.type, pixels); } else if (UseTexImage3D(mState.mTarget)) { mFunctions->texImage3D(target, static_cast(level), texImageFormat.internalFormat, size.width, size.height, size.depth, 0, texImageFormat.format, texImageFormat.type, pixels); } else { UNREACHABLE(); } mLevelInfo[level] = GetLevelInfo(internalFormat, texImageFormat.internalFormat); } void TextureGL::reserveTexImageToBeFilled(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type) { GLuint unpackBuffer = mStateManager->getBoundBuffer(GL_PIXEL_UNPACK_BUFFER); mStateManager->bindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); gl::PixelUnpackState unpack; setImageHelper(target, level, internalFormat, size, format, type, nullptr); mStateManager->bindBuffer(GL_PIXEL_UNPACK_BUFFER, unpackBuffer); } gl::Error TextureGL::setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const uint8_t *pixels) { ASSERT(CompatibleTextureTarget(mState.mTarget, target)); nativegl::TexSubImageFormat texSubImageFormat = nativegl::GetTexSubImageFormat(mFunctions, mWorkarounds, format, type); mStateManager->bindTexture(mState.mTarget, mTextureID); if (mWorkarounds.unpackOverlappingRowsSeparatelyUnpackBuffer && unpack.pixelBuffer.get() && unpack.rowLength != 0 && unpack.rowLength < area.width) { ANGLE_TRY(setSubImageRowByRowWorkaround(target, level, area, format, type, unpack, pixels)); } else if (UseTexImage2D(mState.mTarget)) { ASSERT(area.z == 0 && area.depth == 1); mFunctions->texSubImage2D(target, static_cast(level), area.x, area.y, area.width, area.height, texSubImageFormat.format, texSubImageFormat.type, pixels); } else if (UseTexImage3D(mState.mTarget)) { mFunctions->texSubImage3D(target, static_cast(level), area.x, area.y, area.z, area.width, area.height, area.depth, texSubImageFormat.format, texSubImageFormat.type, pixels); } else { UNREACHABLE(); } ASSERT(mLevelInfo[level].lumaWorkaround.enabled == GetLevelInfo(format, texSubImageFormat.format).lumaWorkaround.enabled); 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 unpackToUse; unpackToUse.pixelBuffer = unpack.pixelBuffer; mStateManager->setPixelUnpackState(unpackToUse); unpackToUse.pixelBuffer.set(nullptr); const gl::Format &glFormat = mState.getImageDesc(mState.mTarget, level).format; GLuint rowBytes = 0; ANGLE_TRY_RESULT( glFormat.info->computeRowPitch(GL_NONE, area.width, unpack.alignment, unpack.rowLength), rowBytes); GLuint imageBytes = 0; ANGLE_TRY_RESULT( glFormat.info->computeDepthPitch(GL_NONE, area.width, area.height, unpack.alignment, unpack.rowLength, unpack.imageHeight), imageBytes); bool useTexImage3D = UseTexImage3D(mState.mTarget); GLuint skipBytes = 0; ANGLE_TRY_RESULT( glFormat.info->computeSkipBytes(rowBytes, imageBytes, unpack.skipImages, unpack.skipRows, unpack.skipPixels, 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(level), area.x, row + area.y, image + area.z, area.width, 1, 1, format, type, rowPixels); } } } else if (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(level), area.x, row + area.y, area.width, 1, format, type, rowPixels); } } else { UNREACHABLE(); } 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(level), compressedTexImageFormat.internalFormat, size.width, size.height, 0, static_cast(imageSize), pixels); } else if (UseTexImage3D(mState.mTarget)) { mFunctions->compressedTexImage3D( target, static_cast(level), compressedTexImageFormat.internalFormat, size.width, size.height, size.depth, 0, static_cast(imageSize), pixels); } else { UNREACHABLE(); } mLevelInfo[level] = GetLevelInfo(internalFormat, compressedTexImageFormat.internalFormat); ASSERT(!mLevelInfo[level].lumaWorkaround.enabled); return gl::Error(GL_NO_ERROR); } gl::Error TextureGL::setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels) { ASSERT(CompatibleTextureTarget(mState.mTarget, target)); nativegl::CompressedTexSubImageFormat compressedTexSubImageFormat = nativegl::GetCompressedSubTexImageFormat(mFunctions, mWorkarounds, format); mStateManager->bindTexture(mState.mTarget, mTextureID); if (UseTexImage2D(mState.mTarget)) { ASSERT(area.z == 0 && area.depth == 1); mFunctions->compressedTexSubImage2D( target, static_cast(level), area.x, area.y, area.width, area.height, compressedTexSubImageFormat.format, static_cast(imageSize), pixels); } else if (UseTexImage3D(mState.mTarget)) { mFunctions->compressedTexSubImage3D(target, static_cast(level), area.x, area.y, area.z, area.width, area.height, area.depth, compressedTexSubImageFormat.format, static_cast(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(source); mStateManager->bindTexture(mState.mTarget, mTextureID); mStateManager->bindFramebuffer(GL_READ_FRAMEBUFFER, sourceFramebufferGL->getFramebufferID()); if (UseTexImage2D(mState.mTarget)) { mFunctions->copyTexImage2D(target, static_cast(level), copyTexImageFormat.internalFormat, sourceArea.x, sourceArea.y, sourceArea.width, sourceArea.height, 0); } else { UNREACHABLE(); } } mLevelInfo[level] = levelInfo; return gl::Error(GL_NO_ERROR); } gl::Error TextureGL::copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea, const gl::Framebuffer *source) { const FramebufferGL *sourceFramebufferGL = GetImplAs(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(level), destOffset.x, destOffset.y, sourceArea.x, sourceArea.y, sourceArea.width, sourceArea.height); } else if (UseTexImage3D(mState.mTarget)) { mFunctions->copyTexSubImage3D(target, static_cast(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(levels), texStorageFormat.internalFormat, size.width, size.height); } else { // Make sure no pixel unpack buffer is bound mStateManager->bindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat); // Internal format must be sized ASSERT(internalFormatInfo.pixelBytes != 0); for (size_t level = 0; level < levels; level++) { gl::Extents levelSize(std::max(size.width >> level, 1), std::max(size.height >> level, 1), 1); if (mState.mTarget == GL_TEXTURE_2D) { if (internalFormatInfo.compressed) { GLuint dataSize = 0; ANGLE_TRY_RESULT(internalFormatInfo.computeCompressedImageSize( GL_UNSIGNED_BYTE, levelSize), dataSize); mFunctions->compressedTexImage2D(target, static_cast(level), texStorageFormat.internalFormat, levelSize.width, levelSize.height, 0, static_cast(dataSize), nullptr); } else { mFunctions->texImage2D(target, static_cast(level), texStorageFormat.internalFormat, levelSize.width, levelSize.height, 0, internalFormatInfo.format, internalFormatInfo.type, nullptr); } } else if (mState.mTarget == GL_TEXTURE_CUBE_MAP) { for (GLenum face = gl::FirstCubeMapTextureTarget; face <= gl::LastCubeMapTextureTarget; face++) { if (internalFormatInfo.compressed) { GLuint dataSize = 0; ANGLE_TRY_RESULT(internalFormatInfo.computeCompressedImageSize( GL_UNSIGNED_BYTE, levelSize), dataSize); mFunctions->compressedTexImage2D( face, static_cast(level), texStorageFormat.internalFormat, levelSize.width, levelSize.height, 0, static_cast(dataSize), nullptr); } else { mFunctions->texImage2D(face, static_cast(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(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(levels); i++) { gl::Extents levelSize( std::max(size.width >> i, 1), std::max(size.height >> i, 1), mState.mTarget == GL_TEXTURE_3D ? std::max(size.depth >> i, 1) : size.depth); if (internalFormatInfo.compressed) { GLuint dataSize = 0; ANGLE_TRY_RESULT( internalFormatInfo.computeCompressedImageSize(GL_UNSIGNED_BYTE, levelSize), dataSize); mFunctions->compressedTexImage3D(target, i, texStorageFormat.internalFormat, levelSize.width, levelSize.height, levelSize.depth, 0, static_cast(dataSize), nullptr); } else { mFunctions->texImage3D(target, i, texStorageFormat.internalFormat, levelSize.width, levelSize.height, levelSize.depth, 0, internalFormatInfo.format, internalFormatInfo.type, nullptr); } } } } else { UNREACHABLE(); } LevelInfoGL levelInfo = GetLevelInfo(internalFormat, texStorageFormat.internalFormat); for (size_t level = 0; level < mLevelInfo.size(); level++) { mLevelInfo[level] = levelInfo; } return gl::Error(GL_NO_ERROR); } gl::Error TextureGL::setImageExternal(GLenum target, egl::Stream *stream, const egl::Stream::GLTextureDescription &desc) { UNIMPLEMENTED(); return gl::Error(GL_INVALID_OPERATION); } gl::Error TextureGL::generateMipmap() { // Need to sync base level and max level to driver before calling GenerateMipmap. syncState(0); mStateManager->bindTexture(mState.mTarget, mTextureID); mFunctions->generateMipmap(mState.mTarget); const GLuint effectiveBaseLevel = mState.getEffectiveBaseLevel(); const GLuint maxLevel = mState.getMipmapMaxLevel(); ASSERT(maxLevel < mLevelInfo.size()); for (GLuint level = effectiveBaseLevel; level <= maxLevel; level++) { mLevelInfo[level] = mLevelInfo[effectiveBaseLevel]; } return gl::Error(GL_NO_ERROR); } void TextureGL::bindTexImage(egl::Surface *surface) { ASSERT(mState.mTarget == GL_TEXTURE_2D); // Make sure this texture is bound mStateManager->bindTexture(mState.mTarget, mTextureID); mLevelInfo[0] = LevelInfoGL(); } void TextureGL::releaseTexImage() { // Not all Surface implementations reset the size of mip 0 when releasing, do it manually ASSERT(mState.mTarget == GL_TEXTURE_2D); mStateManager->bindTexture(mState.mTarget, mTextureID); if (UseTexImage2D(mState.mTarget)) { mFunctions->texImage2D(mState.mTarget, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); } else { UNREACHABLE(); } } gl::Error TextureGL::setEGLImageTarget(GLenum target, egl::Image *image) { UNIMPLEMENTED(); return gl::Error(GL_INVALID_OPERATION); } template static inline void SyncSamplerStateMember(const FunctionsGL *functions, ApplyTextureFuncType applyTextureFunc, const gl::SamplerState &newState, gl::SamplerState &curState, GLenum textureType, GLenum name, T(gl::SamplerState::*samplerMember)) { if (curState.*samplerMember != newState.*samplerMember) { applyTextureFunc(); curState.*samplerMember = newState.*samplerMember; functions->texParameterf(textureType, name, static_cast(curState.*samplerMember)); } } template static inline void SyncTextureStateMember(const FunctionsGL *functions, ApplyTextureFuncType applyTextureFunc, const gl::TextureState &newState, gl::TextureState &curState, GLenum textureType, GLenum name, T(gl::TextureState::*stateMember)) { if (curState.*stateMember != newState.*stateMember) { applyTextureFunc(); curState.*stateMember = newState.*stateMember; functions->texParameterf(textureType, name, static_cast(curState.*stateMember)); } } template static inline void SyncTextureStateSwizzle(const FunctionsGL *functions, ApplyTextureFuncType applyTextureFunc, const LevelInfoGL &levelInfo, const gl::SwizzleState &newState, gl::SwizzleState &curState, GLenum textureType, GLenum name, T(gl::SwizzleState::*stateMember)) { GLenum resultSwizzle = newState.*stateMember; if (levelInfo.lumaWorkaround.enabled || levelInfo.depthStencilWorkaround) { if (levelInfo.lumaWorkaround.enabled) { UNUSED_ASSERTION_VARIABLE(levelInfo.lumaWorkaround.workaroundFormat); switch (newState.*stateMember) { case GL_RED: case GL_GREEN: case GL_BLUE: if (levelInfo.sourceFormat == GL_LUMINANCE || levelInfo.sourceFormat == GL_LUMINANCE_ALPHA) { // Texture is backed by a RED or RG texture, point all color channels at the red // channel. ASSERT(levelInfo.lumaWorkaround.workaroundFormat == GL_RED || levelInfo.lumaWorkaround.workaroundFormat == GL_RG); resultSwizzle = GL_RED; } else if (levelInfo.sourceFormat == GL_ALPHA) { // Color channels are not supposed to exist, make them always sample 0. resultSwizzle = GL_ZERO; } else { UNREACHABLE(); } break; case GL_ALPHA: if (levelInfo.sourceFormat == GL_LUMINANCE) { // Alpha channel is not supposed to exist, make it always sample 1. resultSwizzle = GL_ONE; } else if (levelInfo.sourceFormat == GL_ALPHA) { // Texture is backed by a RED texture, point the alpha channel at the red // channel. ASSERT(levelInfo.lumaWorkaround.workaroundFormat == GL_RED); resultSwizzle = GL_RED; } else if (levelInfo.sourceFormat == GL_LUMINANCE_ALPHA) { // Texture is backed by an RG texture, point the alpha channel at the green // channel. ASSERT(levelInfo.lumaWorkaround.workaroundFormat == GL_RG); resultSwizzle = GL_GREEN; } else { UNREACHABLE(); } break; case GL_ZERO: case GL_ONE: // Don't modify the swizzle state when requesting ZERO or ONE. resultSwizzle = newState.*stateMember; break; default: UNREACHABLE(); break; } } else if (levelInfo.depthStencilWorkaround) { switch (newState.*stateMember) { case GL_RED: // Don't modify the swizzle state when requesting the red channel. resultSwizzle = newState.*stateMember; break; case GL_GREEN: case GL_BLUE: // Depth textures should sample 0 from the green and blue channels. resultSwizzle = GL_ZERO; break; case GL_ALPHA: // Depth textures should sample 1 from the alpha channel. resultSwizzle = GL_ONE; break; case GL_ZERO: case GL_ONE: // Don't modify the swizzle state when requesting ZERO or ONE. resultSwizzle = newState.*stateMember; break; default: UNREACHABLE(); break; } } else { UNREACHABLE(); } } if (curState.*stateMember != resultSwizzle) { applyTextureFunc(); curState.*stateMember = resultSwizzle; functions->texParameterf(textureType, name, static_cast(resultSwizzle)); } } void TextureGL::syncState(size_t textureUnit) const { // Callback lamdba to bind this texture only if needed. bool textureApplied = false; auto applyTextureFunc = [&]() { if (!textureApplied) { mStateManager->activeTexture(textureUnit); mStateManager->bindTexture(mState.mTarget, mTextureID); textureApplied = true; } }; // Sync texture state // Apply the effective base level and max level instead of the base level and max level set from // the API. This can help with buggy drivers. if (mAppliedTextureState.getEffectiveBaseLevel() != mState.getEffectiveBaseLevel()) { applyTextureFunc(); mFunctions->texParameteri(mState.mTarget, GL_TEXTURE_BASE_LEVEL, mState.getEffectiveBaseLevel()); } mAppliedTextureState.mBaseLevel = mState.mBaseLevel; if (mAppliedTextureState.getEffectiveMaxLevel() != mState.getEffectiveMaxLevel()) { applyTextureFunc(); mFunctions->texParameteri(mState.mTarget, GL_TEXTURE_MAX_LEVEL, mState.getEffectiveMaxLevel()); } mAppliedTextureState.mMaxLevel = mState.mMaxLevel; // clang-format off const LevelInfoGL &levelInfo = mLevelInfo[mState.getEffectiveBaseLevel()]; SyncTextureStateSwizzle(mFunctions, applyTextureFunc, levelInfo, mState.mSwizzleState, mAppliedTextureState.mSwizzleState, mState.mTarget, GL_TEXTURE_SWIZZLE_R, &gl::SwizzleState::swizzleRed); SyncTextureStateSwizzle(mFunctions, applyTextureFunc, levelInfo, mState.mSwizzleState, mAppliedTextureState.mSwizzleState, mState.mTarget, GL_TEXTURE_SWIZZLE_G, &gl::SwizzleState::swizzleGreen); SyncTextureStateSwizzle(mFunctions, applyTextureFunc, levelInfo, mState.mSwizzleState, mAppliedTextureState.mSwizzleState, mState.mTarget, GL_TEXTURE_SWIZZLE_B, &gl::SwizzleState::swizzleBlue); SyncTextureStateSwizzle(mFunctions, applyTextureFunc, levelInfo, mState.mSwizzleState, mAppliedTextureState.mSwizzleState, mState.mTarget, GL_TEXTURE_SWIZZLE_A, &gl::SwizzleState::swizzleAlpha); // Sync sampler state SyncSamplerStateMember(mFunctions, applyTextureFunc, mState.mSamplerState, mAppliedTextureState.mSamplerState, mState.mTarget, GL_TEXTURE_MIN_FILTER, &gl::SamplerState::minFilter); SyncSamplerStateMember(mFunctions, applyTextureFunc, mState.mSamplerState, mAppliedTextureState.mSamplerState, mState.mTarget, GL_TEXTURE_MAG_FILTER, &gl::SamplerState::magFilter); SyncSamplerStateMember(mFunctions, applyTextureFunc, mState.mSamplerState, mAppliedTextureState.mSamplerState, mState.mTarget, GL_TEXTURE_WRAP_S, &gl::SamplerState::wrapS); SyncSamplerStateMember(mFunctions, applyTextureFunc, mState.mSamplerState, mAppliedTextureState.mSamplerState, mState.mTarget, GL_TEXTURE_WRAP_T, &gl::SamplerState::wrapT); SyncSamplerStateMember(mFunctions, applyTextureFunc, mState.mSamplerState, mAppliedTextureState.mSamplerState, mState.mTarget, GL_TEXTURE_WRAP_R, &gl::SamplerState::wrapR); SyncSamplerStateMember(mFunctions, applyTextureFunc, mState.mSamplerState, mAppliedTextureState.mSamplerState, mState.mTarget, GL_TEXTURE_MAX_ANISOTROPY_EXT, &gl::SamplerState::maxAnisotropy); SyncSamplerStateMember(mFunctions, applyTextureFunc, mState.mSamplerState, mAppliedTextureState.mSamplerState, mState.mTarget, GL_TEXTURE_MIN_LOD, &gl::SamplerState::minLod); SyncSamplerStateMember(mFunctions, applyTextureFunc, mState.mSamplerState, mAppliedTextureState.mSamplerState, mState.mTarget, GL_TEXTURE_MAX_LOD, &gl::SamplerState::maxLod); SyncSamplerStateMember(mFunctions, applyTextureFunc, mState.mSamplerState, mAppliedTextureState.mSamplerState, mState.mTarget, GL_TEXTURE_COMPARE_MODE, &gl::SamplerState::compareMode); SyncSamplerStateMember(mFunctions, applyTextureFunc, mState.mSamplerState, mAppliedTextureState.mSamplerState, mState.mTarget, GL_TEXTURE_COMPARE_FUNC, &gl::SamplerState::compareFunc); // clang-format on } GLuint TextureGL::getTextureID() const { return mTextureID; } }