// // 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(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(); } 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(level), area.x, area.y, area.width, area.height, texSubImageFormat.format, texSubImageFormat.type, pixels); } else { ASSERT(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); } 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(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(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(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(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(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(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(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(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(); } 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(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(); } } 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(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(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( 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(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(); } 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; } }