blob: 7768763d21d25944147bd19ef40eb60b2317a491 [file] [log] [blame]
//
// 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/bitset_utils.h"
#include "common/debug.h"
#include "common/utilities.h"
#include "libANGLE/Context.h"
#include "libANGLE/State.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/queryconversions.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/ImageGL.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
{
size_t GetLevelInfoIndex(gl::TextureTarget target, size_t level)
{
return gl::IsCubeMapFaceTarget(target)
? ((level * 6) + gl::CubeMapTextureTargetToFaceIndex(target))
: level;
}
bool IsLUMAFormat(GLenum format)
{
return format == GL_LUMINANCE || format == GL_ALPHA || format == GL_LUMINANCE_ALPHA;
}
LUMAWorkaroundGL GetLUMAWorkaroundInfo(GLenum originalFormat, GLenum destinationFormat)
{
if (IsLUMAFormat(originalFormat))
{
return LUMAWorkaroundGL(!IsLUMAFormat(destinationFormat), destinationFormat);
}
else
{
return LUMAWorkaroundGL(false, GL_NONE);
}
}
bool GetDepthStencilWorkaround(GLenum format)
{
return format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL;
}
LevelInfoGL GetLevelInfo(GLenum originalInternalFormat, GLenum destinationInternalFormat)
{
GLenum originalFormat = gl::GetUnsizedFormat(originalInternalFormat);
GLenum destinationFormat = gl::GetUnsizedFormat(destinationInternalFormat);
return LevelInfoGL(originalFormat, destinationInternalFormat,
GetDepthStencilWorkaround(originalFormat),
GetLUMAWorkaroundInfo(originalFormat, 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, GL_NONE, false, LUMAWorkaroundGL())
{
}
LevelInfoGL::LevelInfoGL(GLenum sourceFormat_,
GLenum nativeInternalFormat_,
bool depthStencilWorkaround_,
const LUMAWorkaroundGL &lumaWorkaround_)
: sourceFormat(sourceFormat_),
nativeInternalFormat(nativeInternalFormat_),
depthStencilWorkaround(depthStencilWorkaround_),
lumaWorkaround(lumaWorkaround_)
{
}
TextureGL::TextureGL(const gl::TextureState &state, GLuint id)
: TextureImpl(state),
mAppliedSwizzle(state.getSwizzleState()),
mAppliedSampler(state.getSamplerState()),
mAppliedBaseLevel(state.getEffectiveBaseLevel()),
mAppliedMaxLevel(state.getEffectiveMaxLevel()),
mTextureID(id)
{
mLevelInfo.resize((gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS + 1) *
(getType() == gl::TextureType::CubeMap ? 6 : 1));
}
TextureGL::~TextureGL()
{
ASSERT(mTextureID == 0);
}
gl::Error TextureGL::onDestroy(const gl::Context *context)
{
StateManagerGL *stateManager = GetStateManagerGL(context);
stateManager->deleteTexture(mTextureID);
mTextureID = 0;
return gl::NoError();
}
gl::Error TextureGL::setImage(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
const gl::Extents &size,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels)
{
const WorkaroundsGL &workarounds = GetWorkaroundsGL(context);
const gl::Buffer *unpackBuffer =
context->getGLState().getTargetBuffer(gl::BufferBinding::PixelUnpack);
gl::TextureTarget target = index.getTarget();
size_t level = static_cast<size_t>(index.getLevelIndex());
if (workarounds.unpackOverlappingRowsSeparatelyUnpackBuffer && unpackBuffer &&
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(context, 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(context, target, level, area, format, type, unpack,
unpackBuffer, pixels);
}
if (workarounds.unpackLastRowSeparatelyForPaddingInclusion)
{
bool apply;
ANGLE_TRY_RESULT(
ShouldApplyLastRowPaddingWorkaround(size, unpack, unpackBuffer, format, type,
nativegl::UseTexImage3D(getType()), 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(context, 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(context, target, level, area, format, type, unpack,
unpackBuffer, pixels);
}
}
setImageHelper(context, target, level, internalFormat, size, format, type, pixels);
return gl::NoError();
}
void TextureGL::setImageHelper(const gl::Context *context,
gl::TextureTarget target,
size_t level,
GLenum internalFormat,
const gl::Extents &size,
GLenum format,
GLenum type,
const uint8_t *pixels)
{
ASSERT(TextureTargetToType(target) == getType());
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
const WorkaroundsGL &workarounds = GetWorkaroundsGL(context);
nativegl::TexImageFormat texImageFormat =
nativegl::GetTexImageFormat(functions, workarounds, internalFormat, format, type);
stateManager->bindTexture(getType(), mTextureID);
if (nativegl::UseTexImage2D(getType()))
{
ASSERT(size.depth == 1);
functions->texImage2D(ToGLenum(target), static_cast<GLint>(level),
texImageFormat.internalFormat, size.width, size.height, 0,
texImageFormat.format, texImageFormat.type, pixels);
}
else if (nativegl::UseTexImage3D(getType()))
{
functions->texImage3D(ToGLenum(target), static_cast<GLint>(level),
texImageFormat.internalFormat, size.width, size.height, size.depth, 0,
texImageFormat.format, texImageFormat.type, pixels);
}
else
{
UNREACHABLE();
}
setLevelInfo(target, level, 1, GetLevelInfo(internalFormat, texImageFormat.internalFormat));
}
void TextureGL::reserveTexImageToBeFilled(const gl::Context *context,
gl::TextureTarget target,
size_t level,
GLenum internalFormat,
const gl::Extents &size,
GLenum format,
GLenum type)
{
StateManagerGL *stateManager = GetStateManagerGL(context);
stateManager->setPixelUnpackBuffer(nullptr);
setImageHelper(context, target, level, internalFormat, size, format, type, nullptr);
}
gl::Error TextureGL::setSubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
gl::Buffer *unpackBuffer,
const uint8_t *pixels)
{
ASSERT(TextureTargetToType(index.getTarget()) == getType());
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
const WorkaroundsGL &workarounds = GetWorkaroundsGL(context);
nativegl::TexSubImageFormat texSubImageFormat =
nativegl::GetTexSubImageFormat(functions, workarounds, format, type);
gl::TextureTarget target = index.getTarget();
size_t level = static_cast<size_t>(index.getLevelIndex());
ASSERT(getLevelInfo(target, level).lumaWorkaround.enabled ==
GetLevelInfo(format, texSubImageFormat.format).lumaWorkaround.enabled);
stateManager->bindTexture(getType(), mTextureID);
if (workarounds.unpackOverlappingRowsSeparatelyUnpackBuffer && unpackBuffer &&
unpack.rowLength != 0 && unpack.rowLength < area.width)
{
return setSubImageRowByRowWorkaround(context, target, level, area, format, type, unpack,
unpackBuffer, pixels);
}
if (workarounds.unpackLastRowSeparatelyForPaddingInclusion)
{
gl::Extents size(area.width, area.height, area.depth);
bool apply;
ANGLE_TRY_RESULT(
ShouldApplyLastRowPaddingWorkaround(size, unpack, unpackBuffer, format, type,
nativegl::UseTexImage3D(getType()), 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(context, target, level, area, format, type, unpack,
unpackBuffer, pixels);
}
}
if (nativegl::UseTexImage2D(getType()))
{
ASSERT(area.z == 0 && area.depth == 1);
functions->texSubImage2D(ToGLenum(target), static_cast<GLint>(level), area.x, area.y,
area.width, area.height, texSubImageFormat.format,
texSubImageFormat.type, pixels);
}
else
{
ASSERT(nativegl::UseTexImage3D(getType()));
functions->texSubImage3D(ToGLenum(target), static_cast<GLint>(level), area.x, area.y,
area.z, area.width, area.height, area.depth,
texSubImageFormat.format, texSubImageFormat.type, pixels);
}
return gl::NoError();
}
gl::Error TextureGL::setSubImageRowByRowWorkaround(const gl::Context *context,
gl::TextureTarget target,
size_t level,
const gl::Box &area,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
const gl::Buffer *unpackBuffer,
const uint8_t *pixels)
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
gl::PixelUnpackState directUnpack;
directUnpack.alignment = 1;
stateManager->setPixelUnpackState(directUnpack);
stateManager->setPixelUnpackBuffer(unpackBuffer);
const gl::InternalFormat &glFormat = gl::GetInternalFormatInfo(format, type);
GLuint rowBytes = 0;
ANGLE_TRY_CHECKED_MATH(
glFormat.computeRowPitch(type, area.width, unpack.alignment, unpack.rowLength, &rowBytes));
GLuint imageBytes = 0;
ANGLE_TRY_CHECKED_MATH(
glFormat.computeDepthPitch(area.height, unpack.imageHeight, rowBytes, &imageBytes));
bool useTexImage3D = nativegl::UseTexImage3D(getType());
GLuint skipBytes = 0;
ANGLE_TRY_CHECKED_MATH(
glFormat.computeSkipBytes(type, 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;
functions->texSubImage3D(ToGLenum(target), static_cast<GLint>(level), area.x,
row + area.y, image + area.z, area.width, 1, 1, format,
type, rowPixels);
}
}
}
else
{
ASSERT(nativegl::UseTexImage2D(getType()));
for (GLint row = 0; row < area.height; ++row)
{
GLint byteOffset = row * rowBytes;
const GLubyte *rowPixels = pixelsWithSkip + byteOffset;
functions->texSubImage2D(ToGLenum(target), static_cast<GLint>(level), area.x,
row + area.y, area.width, 1, format, type, rowPixels);
}
}
return gl::NoError();
}
gl::Error TextureGL::setSubImagePaddingWorkaround(const gl::Context *context,
gl::TextureTarget target,
size_t level,
const gl::Box &area,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
const gl::Buffer *unpackBuffer,
const uint8_t *pixels)
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
const gl::InternalFormat &glFormat = gl::GetInternalFormatInfo(format, type);
GLuint rowBytes = 0;
ANGLE_TRY_CHECKED_MATH(
glFormat.computeRowPitch(type, area.width, unpack.alignment, unpack.rowLength, &rowBytes));
GLuint imageBytes = 0;
ANGLE_TRY_CHECKED_MATH(
glFormat.computeDepthPitch(area.height, unpack.imageHeight, rowBytes, &imageBytes));
bool useTexImage3D = nativegl::UseTexImage3D(getType());
GLuint skipBytes = 0;
ANGLE_TRY_CHECKED_MATH(
glFormat.computeSkipBytes(type, rowBytes, imageBytes, unpack, useTexImage3D, &skipBytes));
stateManager->setPixelUnpackState(unpack);
stateManager->setPixelUnpackBuffer(unpackBuffer);
gl::PixelUnpackState directUnpack;
directUnpack.alignment = 1;
if (useTexImage3D)
{
// Upload all but the last slice
if (area.depth > 1)
{
functions->texSubImage3D(ToGLenum(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;
functions->texSubImage3D(ToGLenum(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"
stateManager->setPixelUnpackState(directUnpack);
GLint lastRowOffset =
skipBytes + (area.depth - 1) * imageBytes + (area.height - 1) * rowBytes;
const GLubyte *lastRowPixels = pixels + lastRowOffset;
functions->texSubImage3D(ToGLenum(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(nativegl::UseTexImage2D(getType()));
// Upload all but the last row
if (area.height > 1)
{
functions->texSubImage2D(ToGLenum(target), static_cast<GLint>(level), area.x, area.y,
area.width, area.height - 1, format, type, pixels);
}
// Upload the last row "manually"
stateManager->setPixelUnpackState(directUnpack);
GLint lastRowOffset = skipBytes + (area.height - 1) * rowBytes;
const GLubyte *lastRowPixels = pixels + lastRowOffset;
functions->texSubImage2D(ToGLenum(target), static_cast<GLint>(level), area.x,
area.y + area.height - 1, area.width, 1, format, type,
lastRowPixels);
}
return gl::NoError();
}
gl::Error TextureGL::setCompressedImage(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
const gl::Extents &size,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels)
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
const WorkaroundsGL &workarounds = GetWorkaroundsGL(context);
gl::TextureTarget target = index.getTarget();
size_t level = static_cast<size_t>(index.getLevelIndex());
ASSERT(TextureTargetToType(target) == getType());
nativegl::CompressedTexImageFormat compressedTexImageFormat =
nativegl::GetCompressedTexImageFormat(functions, workarounds, internalFormat);
stateManager->bindTexture(getType(), mTextureID);
if (nativegl::UseTexImage2D(getType()))
{
ASSERT(size.depth == 1);
functions->compressedTexImage2D(ToGLenum(target), static_cast<GLint>(level),
compressedTexImageFormat.internalFormat, size.width,
size.height, 0, static_cast<GLsizei>(imageSize), pixels);
}
else if (nativegl::UseTexImage3D(getType()))
{
functions->compressedTexImage3D(
ToGLenum(target), static_cast<GLint>(level), compressedTexImageFormat.internalFormat,
size.width, size.height, size.depth, 0, static_cast<GLsizei>(imageSize), pixels);
}
else
{
UNREACHABLE();
}
LevelInfoGL levelInfo = GetLevelInfo(internalFormat, compressedTexImageFormat.internalFormat);
ASSERT(!levelInfo.lumaWorkaround.enabled);
setLevelInfo(target, level, 1, levelInfo);
return gl::NoError();
}
gl::Error TextureGL::setCompressedSubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels)
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
const WorkaroundsGL &workarounds = GetWorkaroundsGL(context);
gl::TextureTarget target = index.getTarget();
size_t level = static_cast<size_t>(index.getLevelIndex());
ASSERT(TextureTargetToType(target) == getType());
nativegl::CompressedTexSubImageFormat compressedTexSubImageFormat =
nativegl::GetCompressedSubTexImageFormat(functions, workarounds, format);
stateManager->bindTexture(getType(), mTextureID);
if (nativegl::UseTexImage2D(getType()))
{
ASSERT(area.z == 0 && area.depth == 1);
functions->compressedTexSubImage2D(
ToGLenum(target), static_cast<GLint>(level), area.x, area.y, area.width, area.height,
compressedTexSubImageFormat.format, static_cast<GLsizei>(imageSize), pixels);
}
else if (nativegl::UseTexImage3D(getType()))
{
functions->compressedTexSubImage3D(ToGLenum(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(!getLevelInfo(target, level).lumaWorkaround.enabled &&
!GetLevelInfo(format, compressedTexSubImageFormat.format).lumaWorkaround.enabled);
return gl::NoError();
}
gl::Error TextureGL::copyImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Rectangle &origSourceArea,
GLenum internalFormat,
gl::Framebuffer *source)
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
const WorkaroundsGL &workarounds = GetWorkaroundsGL(context);
gl::TextureTarget target = index.getTarget();
size_t level = static_cast<size_t>(index.getLevelIndex());
GLenum type = GL_NONE;
ANGLE_TRY(source->getImplementationColorReadType(context, &type));
nativegl::CopyTexImageImageFormat copyTexImageFormat =
nativegl::GetCopyTexImageImageFormat(functions, workarounds, internalFormat, type);
stateManager->bindTexture(getType(), mTextureID);
const FramebufferGL *sourceFramebufferGL = GetImplAs<FramebufferGL>(source);
gl::Extents fbSize = sourceFramebufferGL->getState().getReadAttachment()->getSize();
// Did the read area go outside the framebuffer?
bool outside = origSourceArea.x < 0 || origSourceArea.y < 0 ||
origSourceArea.x + origSourceArea.width > fbSize.width ||
origSourceArea.y + origSourceArea.height > fbSize.height;
// TODO: Find a way to initialize the texture entirely in the gl level with ensureInitialized.
// Right now there is no easy way to pre-fill the texture when it is being redefined with
// partially uninitialized data.
bool requiresInitialization =
outside && (context->isRobustResourceInitEnabled() || context->isWebGL());
// When robust resource initialization is enabled, the area outside the framebuffer must be
// zeroed. We just zero the whole thing before copying into the area that overlaps the
// framebuffer.
if (requiresInitialization)
{
GLuint pixelBytes =
gl::GetInternalFormatInfo(copyTexImageFormat.internalFormat, type).pixelBytes;
angle::MemoryBuffer *zero;
ANGLE_TRY_ALLOCATION(context->getZeroFilledBuffer(
origSourceArea.width * origSourceArea.height * pixelBytes, &zero));
gl::PixelUnpackState unpack;
unpack.alignment = 1;
stateManager->setPixelUnpackState(unpack);
stateManager->setPixelUnpackBuffer(nullptr);
functions->texImage2D(
ToGLenum(target), static_cast<GLint>(level), copyTexImageFormat.internalFormat,
origSourceArea.width, origSourceArea.height, 0,
gl::GetUnsizedFormat(copyTexImageFormat.internalFormat), type, zero->data());
}
// Clip source area to framebuffer and copy if remaining area is not empty.
gl::Rectangle sourceArea;
if (ClipRectangle(origSourceArea, gl::Rectangle(0, 0, fbSize.width, fbSize.height),
&sourceArea))
{
LevelInfoGL levelInfo = GetLevelInfo(internalFormat, copyTexImageFormat.internalFormat);
gl::Offset destOffset(sourceArea.x - origSourceArea.x, sourceArea.y - origSourceArea.y, 0);
if (levelInfo.lumaWorkaround.enabled)
{
BlitGL *blitter = GetBlitGL(context);
if (requiresInitialization)
{
ANGLE_TRY(blitter->copySubImageToLUMAWorkaroundTexture(
context, mTextureID, getType(), target, levelInfo.sourceFormat, level,
destOffset, sourceArea, source));
}
else
{
ANGLE_TRY(blitter->copyImageToLUMAWorkaroundTexture(
context, mTextureID, getType(), target, levelInfo.sourceFormat, level,
sourceArea, copyTexImageFormat.internalFormat, source));
}
}
else if (nativegl::UseTexImage2D(getType()))
{
stateManager->bindFramebuffer(GL_READ_FRAMEBUFFER,
sourceFramebufferGL->getFramebufferID());
if (requiresInitialization)
{
functions->copyTexSubImage2D(ToGLenum(target), static_cast<GLint>(level),
destOffset.x, destOffset.y, sourceArea.x, sourceArea.y,
sourceArea.width, sourceArea.height);
}
else
{
functions->copyTexImage2D(ToGLenum(target), static_cast<GLint>(level),
copyTexImageFormat.internalFormat, sourceArea.x,
sourceArea.y, sourceArea.width, sourceArea.height, 0);
}
}
else
{
UNREACHABLE();
}
setLevelInfo(target, level, 1, levelInfo);
}
return gl::NoError();
}
gl::Error TextureGL::copySubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &origDestOffset,
const gl::Rectangle &origSourceArea,
gl::Framebuffer *source)
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
gl::TextureTarget target = index.getTarget();
size_t level = static_cast<size_t>(index.getLevelIndex());
const FramebufferGL *sourceFramebufferGL = GetImplAs<FramebufferGL>(source);
// Clip source area to framebuffer.
const gl::Extents fbSize = sourceFramebufferGL->getState().getReadAttachment()->getSize();
gl::Rectangle sourceArea;
if (!ClipRectangle(origSourceArea, gl::Rectangle(0, 0, fbSize.width, fbSize.height),
&sourceArea))
{
// nothing to do
return gl::NoError();
}
gl::Offset destOffset(origDestOffset.x + sourceArea.x - origSourceArea.x,
origDestOffset.y + sourceArea.y - origSourceArea.y, origDestOffset.z);
stateManager->bindTexture(getType(), mTextureID);
stateManager->bindFramebuffer(GL_READ_FRAMEBUFFER, sourceFramebufferGL->getFramebufferID());
const LevelInfoGL &levelInfo = getLevelInfo(target, level);
if (levelInfo.lumaWorkaround.enabled)
{
BlitGL *blitter = GetBlitGL(context);
gl::Error error = blitter->copySubImageToLUMAWorkaroundTexture(
context, mTextureID, getType(), target, levelInfo.sourceFormat, level, destOffset,
sourceArea, source);
if (error.isError())
{
return error;
}
}
else
{
if (nativegl::UseTexImage2D(getType()))
{
ASSERT(destOffset.z == 0);
functions->copyTexSubImage2D(ToGLenum(target), static_cast<GLint>(level), destOffset.x,
destOffset.y, sourceArea.x, sourceArea.y, sourceArea.width,
sourceArea.height);
}
else if (nativegl::UseTexImage3D(getType()))
{
functions->copyTexSubImage3D(ToGLenum(target), static_cast<GLint>(level), destOffset.x,
destOffset.y, destOffset.z, sourceArea.x, sourceArea.y,
sourceArea.width, sourceArea.height);
}
else
{
UNREACHABLE();
}
}
return gl::NoError();
}
gl::Error TextureGL::copyTexture(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
GLenum type,
size_t sourceLevel,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const gl::Texture *source)
{
gl::TextureTarget target = index.getTarget();
size_t level = static_cast<size_t>(index.getLevelIndex());
const TextureGL *sourceGL = GetImplAs<TextureGL>(source);
const gl::ImageDesc &sourceImageDesc =
sourceGL->mState.getImageDesc(NonCubeTextureTypeToTarget(source->getType()), sourceLevel);
gl::Rectangle sourceArea(0, 0, sourceImageDesc.size.width, sourceImageDesc.size.height);
reserveTexImageToBeFilled(context, target, level, internalFormat, sourceImageDesc.size,
gl::GetUnsizedFormat(internalFormat), type);
const gl::InternalFormat &destFormatInfo = gl::GetInternalFormatInfo(internalFormat, type);
return copySubTextureHelper(context, target, level, gl::Offset(0, 0, 0), sourceLevel,
sourceArea, destFormatInfo, unpackFlipY, unpackPremultiplyAlpha,
unpackUnmultiplyAlpha, source);
}
gl::Error TextureGL::copySubTexture(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
size_t sourceLevel,
const gl::Rectangle &sourceArea,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const gl::Texture *source)
{
gl::TextureTarget target = index.getTarget();
size_t level = static_cast<size_t>(index.getLevelIndex());
const gl::InternalFormat &destFormatInfo = *mState.getImageDesc(target, level).format.info;
return copySubTextureHelper(context, target, level, destOffset, sourceLevel, sourceArea,
destFormatInfo, unpackFlipY, unpackPremultiplyAlpha,
unpackUnmultiplyAlpha, source);
}
gl::Error TextureGL::copySubTextureHelper(const gl::Context *context,
gl::TextureTarget target,
size_t level,
const gl::Offset &destOffset,
size_t sourceLevel,
const gl::Rectangle &sourceArea,
const gl::InternalFormat &destFormat,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const gl::Texture *source)
{
const FunctionsGL *functions = GetFunctionsGL(context);
BlitGL *blitter = GetBlitGL(context);
TextureGL *sourceGL = GetImplAs<TextureGL>(source);
const gl::ImageDesc &sourceImageDesc =
sourceGL->mState.getImageDesc(NonCubeTextureTypeToTarget(source->getType()), sourceLevel);
// Check is this is a simple copySubTexture that can be done with a copyTexSubImage
ASSERT(sourceGL->getType() == gl::TextureType::_2D);
const LevelInfoGL &sourceLevelInfo =
sourceGL->getLevelInfo(NonCubeTextureTypeToTarget(source->getType()), sourceLevel);
bool needsLumaWorkaround = sourceLevelInfo.lumaWorkaround.enabled;
GLenum sourceFormat = sourceImageDesc.format.info->format;
bool sourceFormatContainSupersetOfDestFormat =
(sourceFormat == destFormat.format && sourceFormat != GL_BGRA_EXT) ||
(sourceFormat == GL_RGBA && destFormat.format == GL_RGB);
GLenum sourceComponentType = sourceImageDesc.format.info->componentType;
GLenum destComponentType = destFormat.componentType;
bool destSRGB = destFormat.colorEncoding == GL_SRGB;
if (!unpackFlipY && unpackPremultiplyAlpha == unpackUnmultiplyAlpha && !needsLumaWorkaround &&
sourceFormatContainSupersetOfDestFormat && sourceComponentType == destComponentType &&
!destSRGB)
{
bool copySucceded = false;
ANGLE_TRY_RESULT(blitter->copyTexSubImage(sourceGL, sourceLevel, this, target, level,
sourceArea, destOffset),
copySucceded);
if (copySucceded)
{
return gl::NoError();
}
}
// Check if the destination is renderable and copy on the GPU
const LevelInfoGL &destLevelInfo = getLevelInfo(target, level);
if (!destSRGB &&
nativegl::SupportsNativeRendering(functions, getType(), destLevelInfo.nativeInternalFormat))
{
bool copySucceded = false;
ANGLE_TRY_RESULT(blitter->copySubTexture(
context, sourceGL, sourceLevel, sourceComponentType, this, target,
level, destComponentType, sourceImageDesc.size, sourceArea, destOffset,
needsLumaWorkaround, sourceLevelInfo.sourceFormat, unpackFlipY,
unpackPremultiplyAlpha, unpackUnmultiplyAlpha),
copySucceded);
if (copySucceded)
{
return gl::NoError();
}
}
// Fall back to CPU-readback
return blitter->copySubTextureCPUReadback(context, sourceGL, sourceLevel, sourceComponentType,
this, target, level, destFormat.format,
destFormat.type, sourceArea, destOffset, unpackFlipY,
unpackPremultiplyAlpha, unpackUnmultiplyAlpha);
}
gl::Error TextureGL::setStorage(const gl::Context *context,
gl::TextureType type,
size_t levels,
GLenum internalFormat,
const gl::Extents &size)
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
const WorkaroundsGL &workarounds = GetWorkaroundsGL(context);
nativegl::TexStorageFormat texStorageFormat =
nativegl::GetTexStorageFormat(functions, workarounds, internalFormat);
stateManager->bindTexture(getType(), mTextureID);
if (nativegl::UseTexImage2D(getType()))
{
ASSERT(size.depth == 1);
if (functions->texStorage2D)
{
functions->texStorage2D(ToGLenum(type), static_cast<GLsizei>(levels),
texStorageFormat.internalFormat, size.width, size.height);
}
else
{
// Make sure no pixel unpack buffer is bound
stateManager->bindBuffer(gl::BufferBinding::PixelUnpack, 0);
const gl::InternalFormat &internalFormatInfo =
gl::GetSizedInternalFormatInfo(internalFormat);
// Internal format must be sized
ASSERT(internalFormatInfo.sized);
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 (getType() == gl::TextureType::_2D || getType() == gl::TextureType::Rectangle)
{
if (internalFormatInfo.compressed)
{
nativegl::CompressedTexSubImageFormat compressedTexImageFormat =
nativegl::GetCompressedSubTexImageFormat(functions, workarounds,
internalFormat);
GLuint dataSize = 0;
ANGLE_TRY_CHECKED_MATH(
internalFormatInfo.computeCompressedImageSize(levelSize, &dataSize));
functions->compressedTexImage2D(ToGLenum(type), static_cast<GLint>(level),
compressedTexImageFormat.format,
levelSize.width, levelSize.height, 0,
static_cast<GLsizei>(dataSize), nullptr);
}
else
{
nativegl::TexImageFormat texImageFormat = nativegl::GetTexImageFormat(
functions, workarounds, internalFormat, internalFormatInfo.format,
internalFormatInfo.type);
functions->texImage2D(ToGLenum(type), static_cast<GLint>(level),
texImageFormat.internalFormat, levelSize.width,
levelSize.height, 0, texImageFormat.format,
texImageFormat.type, nullptr);
}
}
else if (getType() == gl::TextureType::CubeMap)
{
for (gl::TextureTarget face : gl::AllCubeFaceTextureTargets())
{
if (internalFormatInfo.compressed)
{
nativegl::CompressedTexSubImageFormat compressedTexImageFormat =
nativegl::GetCompressedSubTexImageFormat(functions, workarounds,
internalFormat);
GLuint dataSize = 0;
ANGLE_TRY_CHECKED_MATH(internalFormatInfo.computeCompressedImageSize(
levelSize, &dataSize));
functions->compressedTexImage2D(
ToGLenum(face), static_cast<GLint>(level),
compressedTexImageFormat.format, levelSize.width, levelSize.height,
0, static_cast<GLsizei>(dataSize), nullptr);
}
else
{
nativegl::TexImageFormat texImageFormat = nativegl::GetTexImageFormat(
functions, workarounds, internalFormat, internalFormatInfo.format,
internalFormatInfo.type);
functions->texImage2D(ToGLenum(face), static_cast<GLint>(level),
texImageFormat.internalFormat, levelSize.width,
levelSize.height, 0, texImageFormat.format,
texImageFormat.type, nullptr);
}
}
}
else
{
UNREACHABLE();
}
}
}
}
else if (nativegl::UseTexImage3D(getType()))
{
if (functions->texStorage3D)
{
functions->texStorage3D(ToGLenum(type), static_cast<GLsizei>(levels),
texStorageFormat.internalFormat, size.width, size.height,
size.depth);
}
else
{
// Make sure no pixel unpack buffer is bound
stateManager->bindBuffer(gl::BufferBinding::PixelUnpack, 0);
const gl::InternalFormat &internalFormatInfo =
gl::GetSizedInternalFormatInfo(internalFormat);
// Internal format must be sized
ASSERT(internalFormatInfo.sized);
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),
getType() == gl::TextureType::_3D ? std::max(size.depth >> i, 1) : size.depth);
if (internalFormatInfo.compressed)
{
nativegl::CompressedTexSubImageFormat compressedTexImageFormat =
nativegl::GetCompressedSubTexImageFormat(functions, workarounds,
internalFormat);
GLuint dataSize = 0;
ANGLE_TRY_CHECKED_MATH(
internalFormatInfo.computeCompressedImageSize(levelSize, &dataSize));
functions->compressedTexImage3D(
ToGLenum(type), i, compressedTexImageFormat.format, levelSize.width,
levelSize.height, levelSize.depth, 0, static_cast<GLsizei>(dataSize),
nullptr);
}
else
{
nativegl::TexImageFormat texImageFormat = nativegl::GetTexImageFormat(
functions, workarounds, internalFormat, internalFormatInfo.format,
internalFormatInfo.type);
functions->texImage3D(ToGLenum(type), i, texImageFormat.internalFormat,
levelSize.width, levelSize.height, levelSize.depth, 0,
texImageFormat.format, texImageFormat.type, nullptr);
}
}
}
}
else
{
UNREACHABLE();
}
setLevelInfo(type, 0, levels, GetLevelInfo(internalFormat, texStorageFormat.internalFormat));
return gl::NoError();
}
gl::Error TextureGL::setStorageMultisample(const gl::Context *context,
gl::TextureType type,
GLsizei samples,
GLint internalFormat,
const gl::Extents &size,
bool fixedSampleLocations)
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
const WorkaroundsGL &workarounds = GetWorkaroundsGL(context);
nativegl::TexStorageFormat texStorageFormat =
nativegl::GetTexStorageFormat(functions, workarounds, internalFormat);
stateManager->bindTexture(getType(), mTextureID);
if (nativegl::UseTexImage2D(getType()))
{
ASSERT(size.depth == 1);
functions->texStorage2DMultisample(ToGLenum(type), samples, texStorageFormat.internalFormat,
size.width, size.height,
gl::ConvertToGLBoolean(fixedSampleLocations));
}
else if (nativegl::UseTexImage3D(getType()))
{
functions->texStorage3DMultisample(ToGLenum(type), samples, texStorageFormat.internalFormat,
size.width, size.height, size.depth,
gl::ConvertToGLBoolean(fixedSampleLocations));
}
else
{
UNREACHABLE();
}
setLevelInfo(type, 0, 1, GetLevelInfo(internalFormat, texStorageFormat.internalFormat));
return gl::NoError();
}
gl::Error TextureGL::setImageExternal(const gl::Context *context,
gl::TextureType type,
egl::Stream *stream,
const egl::Stream::GLTextureDescription &desc)
{
UNIMPLEMENTED();
return gl::InternalError();
}
gl::Error TextureGL::generateMipmap(const gl::Context *context)
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
stateManager->bindTexture(getType(), mTextureID);
functions->generateMipmap(ToGLenum(getType()));
const GLuint effectiveBaseLevel = mState.getEffectiveBaseLevel();
const GLuint maxLevel = mState.getMipmapMaxLevel();
setLevelInfo(getType(), effectiveBaseLevel, maxLevel - effectiveBaseLevel, getBaseLevelInfo());
return gl::NoError();
}
gl::Error TextureGL::bindTexImage(const gl::Context *context, egl::Surface *surface)
{
ASSERT(getType() == gl::TextureType::_2D || getType() == gl::TextureType::Rectangle);
StateManagerGL *stateManager = GetStateManagerGL(context);
// Make sure this texture is bound
stateManager->bindTexture(getType(), mTextureID);
setLevelInfo(getType(), 0, 1, LevelInfoGL());
return gl::NoError();
}
gl::Error TextureGL::releaseTexImage(const gl::Context *context)
{
// Not all Surface implementations reset the size of mip 0 when releasing, do it manually
ASSERT(getType() == gl::TextureType::_2D || getType() == gl::TextureType::Rectangle);
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
stateManager->bindTexture(getType(), mTextureID);
if (nativegl::UseTexImage2D(getType()))
{
functions->texImage2D(ToGLenum(getType()), 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
}
else
{
UNREACHABLE();
}
return gl::NoError();
}
gl::Error TextureGL::setEGLImageTarget(const gl::Context *context,
gl::TextureType type,
egl::Image *image)
{
ImageGL *imageGL = GetImplAs<ImageGL>(image);
GLenum imageNativeInternalFormat = GL_NONE;
ANGLE_TRY(imageGL->setTexture2D(context, type, this, &imageNativeInternalFormat));
setLevelInfo(type, 0, 1,
GetLevelInfo(image->getFormat().info->internalFormat, imageNativeInternalFormat));
return gl::NoError();
}
gl::Error TextureGL::syncState(const gl::Context *context, const gl::Texture::DirtyBits &dirtyBits)
{
if (dirtyBits.none() && mLocalDirtyBits.none())
{
return gl::NoError();
}
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
stateManager->bindTexture(getType(), 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 : (dirtyBits | mLocalDirtyBits))
{
switch (dirtyBit)
{
case gl::Texture::DIRTY_BIT_MIN_FILTER:
mAppliedSampler.minFilter = mState.getSamplerState().minFilter;
functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_MIN_FILTER,
mAppliedSampler.minFilter);
break;
case gl::Texture::DIRTY_BIT_MAG_FILTER:
mAppliedSampler.magFilter = mState.getSamplerState().magFilter;
functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_MAG_FILTER,
mAppliedSampler.magFilter);
break;
case gl::Texture::DIRTY_BIT_WRAP_S:
mAppliedSampler.wrapS = mState.getSamplerState().wrapS;
functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_WRAP_S,
mAppliedSampler.wrapS);
break;
case gl::Texture::DIRTY_BIT_WRAP_T:
mAppliedSampler.wrapT = mState.getSamplerState().wrapT;
functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_WRAP_T,
mAppliedSampler.wrapT);
break;
case gl::Texture::DIRTY_BIT_WRAP_R:
mAppliedSampler.wrapR = mState.getSamplerState().wrapR;
functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_WRAP_R,
mAppliedSampler.wrapR);
break;
case gl::Texture::DIRTY_BIT_MAX_ANISOTROPY:
mAppliedSampler.maxAnisotropy = mState.getSamplerState().maxAnisotropy;
functions->texParameterf(ToGLenum(getType()), GL_TEXTURE_MAX_ANISOTROPY_EXT,
mAppliedSampler.maxAnisotropy);
break;
case gl::Texture::DIRTY_BIT_MIN_LOD:
mAppliedSampler.minLod = mState.getSamplerState().minLod;
functions->texParameterf(ToGLenum(getType()), GL_TEXTURE_MIN_LOD,
mAppliedSampler.minLod);
break;
case gl::Texture::DIRTY_BIT_MAX_LOD:
mAppliedSampler.maxLod = mState.getSamplerState().maxLod;
functions->texParameterf(ToGLenum(getType()), GL_TEXTURE_MAX_LOD,
mAppliedSampler.maxLod);
break;
case gl::Texture::DIRTY_BIT_COMPARE_MODE:
mAppliedSampler.compareMode = mState.getSamplerState().compareMode;
functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_COMPARE_MODE,
mAppliedSampler.compareMode);
break;
case gl::Texture::DIRTY_BIT_COMPARE_FUNC:
mAppliedSampler.compareFunc = mState.getSamplerState().compareFunc;
functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_COMPARE_FUNC,
mAppliedSampler.compareFunc);
break;
case gl::Texture::DIRTY_BIT_SRGB_DECODE:
mAppliedSampler.sRGBDecode = mState.getSamplerState().sRGBDecode;
functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_SRGB_DECODE_EXT,
mAppliedSampler.sRGBDecode);
break;
// Texture state
case gl::Texture::DIRTY_BIT_SWIZZLE_RED:
syncTextureStateSwizzle(functions, GL_TEXTURE_SWIZZLE_R,
mState.getSwizzleState().swizzleRed,
&mAppliedSwizzle.swizzleRed);
break;
case gl::Texture::DIRTY_BIT_SWIZZLE_GREEN:
syncTextureStateSwizzle(functions, GL_TEXTURE_SWIZZLE_G,
mState.getSwizzleState().swizzleGreen,
&mAppliedSwizzle.swizzleGreen);
break;
case gl::Texture::DIRTY_BIT_SWIZZLE_BLUE:
syncTextureStateSwizzle(functions, GL_TEXTURE_SWIZZLE_B,
mState.getSwizzleState().swizzleBlue,
&mAppliedSwizzle.swizzleBlue);
break;
case gl::Texture::DIRTY_BIT_SWIZZLE_ALPHA:
syncTextureStateSwizzle(functions, GL_TEXTURE_SWIZZLE_A,
mState.getSwizzleState().swizzleAlpha,
&mAppliedSwizzle.swizzleAlpha);
break;
case gl::Texture::DIRTY_BIT_BASE_LEVEL:
mAppliedBaseLevel = mState.getEffectiveBaseLevel();
functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_BASE_LEVEL,
mAppliedBaseLevel);
break;
case gl::Texture::DIRTY_BIT_MAX_LEVEL:
mAppliedMaxLevel = mState.getEffectiveMaxLevel();
functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_MAX_LEVEL,
mAppliedMaxLevel);
break;
case gl::Texture::DIRTY_BIT_DEPTH_STENCIL_TEXTURE_MODE:
{
GLenum mDepthStencilTextureMode = mState.getDepthStencilTextureMode();
functions->texParameteri(ToGLenum(getType()), GL_DEPTH_STENCIL_TEXTURE_MODE,
mDepthStencilTextureMode);
break;
}
case gl::Texture::DIRTY_BIT_USAGE:
break;
case gl::Texture::DIRTY_BIT_LABEL:
break;
default:
UNREACHABLE();
}
}
mLocalDirtyBits.reset();
return gl::NoError();
}
bool TextureGL::hasAnyDirtyBit() const
{
return mLocalDirtyBits.any();
}
gl::Error TextureGL::setBaseLevel(const gl::Context *context, GLuint baseLevel)
{
if (baseLevel != mAppliedBaseLevel)
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
mAppliedBaseLevel = baseLevel;
mLocalDirtyBits.set(gl::Texture::DIRTY_BIT_BASE_LEVEL);
stateManager->bindTexture(getType(), mTextureID);
functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_BASE_LEVEL, baseLevel);
}
return gl::NoError();
}
void TextureGL::setMinFilter(const gl::Context *context, GLenum filter)
{
if (filter != mAppliedSampler.minFilter)
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
mAppliedSampler.minFilter = filter;
mLocalDirtyBits.set(gl::Texture::DIRTY_BIT_MIN_FILTER);
stateManager->bindTexture(getType(), mTextureID);
functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_MIN_FILTER, filter);
}
}
void TextureGL::setMagFilter(const gl::Context *context, GLenum filter)
{
if (filter != mAppliedSampler.magFilter)
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
mAppliedSampler.magFilter = filter;
mLocalDirtyBits.set(gl::Texture::DIRTY_BIT_MAG_FILTER);
stateManager->bindTexture(getType(), mTextureID);
functions->texParameteri(ToGLenum(getType()), GL_TEXTURE_MAG_FILTER, filter);
}
}
void TextureGL::setSwizzle(const gl::Context *context, GLint swizzle[4])
{
gl::SwizzleState resultingSwizzle =
gl::SwizzleState(swizzle[0], swizzle[1], swizzle[2], swizzle[3]);
if (resultingSwizzle != mAppliedSwizzle)
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
mAppliedSwizzle = resultingSwizzle;
mLocalDirtyBits.set(gl::Texture::DIRTY_BIT_SWIZZLE_RED);
mLocalDirtyBits.set(gl::Texture::DIRTY_BIT_SWIZZLE_GREEN);
mLocalDirtyBits.set(gl::Texture::DIRTY_BIT_SWIZZLE_BLUE);
mLocalDirtyBits.set(gl::Texture::DIRTY_BIT_SWIZZLE_ALPHA);
stateManager->bindTexture(getType(), mTextureID);
functions->texParameteriv(ToGLenum(getType()), GL_TEXTURE_SWIZZLE_RGBA, swizzle);
}
}
GLenum TextureGL::getNativeInternalFormat(const gl::ImageIndex &index) const
{
return getLevelInfo(index.getTarget(), index.getLevelIndex()).nativeInternalFormat;
}
void TextureGL::syncTextureStateSwizzle(const FunctionsGL *functions,
GLenum name,
GLenum value,
GLenum *outValue)
{
const LevelInfoGL &levelInfo = getBaseLevelInfo();
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();
}
}
*outValue = resultSwizzle;
functions->texParameteri(ToGLenum(getType()), name, resultSwizzle);
}
void TextureGL::setLevelInfo(gl::TextureTarget target,
size_t level,
size_t levelCount,
const LevelInfoGL &levelInfo)
{
ASSERT(levelCount > 0);
bool updateWorkarounds = levelInfo.depthStencilWorkaround || levelInfo.lumaWorkaround.enabled;
for (size_t i = level; i < level + levelCount; i++)
{
size_t index = GetLevelInfoIndex(target, i);
ASSERT(index < mLevelInfo.size());
auto &curLevelInfo = mLevelInfo[index];
updateWorkarounds |= curLevelInfo.depthStencilWorkaround;
updateWorkarounds |= curLevelInfo.lumaWorkaround.enabled;
curLevelInfo = levelInfo;
}
if (updateWorkarounds)
{
mLocalDirtyBits |= GetLevelWorkaroundDirtyBits();
}
}
void TextureGL::setLevelInfo(gl::TextureType type,
size_t level,
size_t levelCount,
const LevelInfoGL &levelInfo)
{
if (type == gl::TextureType::CubeMap)
{
for (gl::TextureTarget target : gl::AllCubeFaceTextureTargets())
{
setLevelInfo(target, level, levelCount, levelInfo);
}
}
else
{
setLevelInfo(NonCubeTextureTypeToTarget(type), level, levelCount, levelInfo);
}
}
const LevelInfoGL &TextureGL::getLevelInfo(gl::TextureTarget target, size_t level) const
{
return mLevelInfo[GetLevelInfoIndex(target, level)];
}
const LevelInfoGL &TextureGL::getBaseLevelInfo() const
{
GLint effectiveBaseLevel = mState.getEffectiveBaseLevel();
gl::TextureTarget target = getType() == gl::TextureType::CubeMap
? gl::kCubeMapTextureTargetMin
: gl::NonCubeTextureTypeToTarget(getType());
return getLevelInfo(target, effectiveBaseLevel);
}
gl::TextureType TextureGL::getType() const
{
return mState.mType;
}
gl::Error TextureGL::initializeContents(const gl::Context *context,
const gl::ImageIndex &imageIndex)
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
const WorkaroundsGL &workarounds = GetWorkaroundsGL(context);
GLenum nativeInternalFormat =
getLevelInfo(imageIndex.getTarget(), imageIndex.getLevelIndex()).nativeInternalFormat;
if (nativegl::SupportsNativeRendering(functions, mState.getType(), nativeInternalFormat))
{
BlitGL *blitter = GetBlitGL(context);
int levelDepth = mState.getImageDesc(imageIndex).size.depth;
bool clearSucceeded = false;
ANGLE_TRY_RESULT(
blitter->clearRenderableTexture(this, nativeInternalFormat, levelDepth, imageIndex),
clearSucceeded);
if (clearSucceeded)
{
return gl::NoError();
}
}
// Either the texture is not renderable or was incomplete when clearing, fall back to a data
// upload
const gl::ImageDesc &desc = mState.getImageDesc(imageIndex);
const gl::InternalFormat &internalFormatInfo = *desc.format.info;
gl::PixelUnpackState unpackState;
unpackState.alignment = 1;
stateManager->setPixelUnpackState(unpackState);
if (internalFormatInfo.compressed)
{
nativegl::CompressedTexSubImageFormat nativeSubImageFormat =
nativegl::GetCompressedSubTexImageFormat(functions, workarounds,
internalFormatInfo.internalFormat);
GLuint imageSize = 0;
ANGLE_TRY_CHECKED_MATH(
internalFormatInfo.computeCompressedImageSize(desc.size, &imageSize));
angle::MemoryBuffer *zero;
ANGLE_TRY_ALLOCATION(context->getZeroFilledBuffer(imageSize, &zero));
// WebGL spec requires that zero data is uploaded to compressed textures even if it might
// not result in zero color data.
if (nativegl::UseTexImage2D(getType()))
{
functions->compressedTexSubImage2D(
ToGLenum(imageIndex.getTarget()), imageIndex.getLevelIndex(), 0, 0, desc.size.width,
desc.size.height, nativeSubImageFormat.format, imageSize, zero->data());
}
else
{
ASSERT(nativegl::UseTexImage3D(getType()));
functions->compressedTexSubImage3D(
ToGLenum(imageIndex.getTarget()), imageIndex.getLevelIndex(), 0, 0, 0,
desc.size.width, desc.size.height, desc.size.depth, nativeSubImageFormat.format,
imageSize, zero->data());
}
}
else
{
nativegl::TexSubImageFormat nativeSubImageFormat = nativegl::GetTexSubImageFormat(
functions, workarounds, internalFormatInfo.format, internalFormatInfo.type);
GLuint imageSize = 0;
ANGLE_TRY_CHECKED_MATH(internalFormatInfo.computePackUnpackEndByte(
nativeSubImageFormat.type, desc.size, unpackState, nativegl::UseTexImage3D(getType()),
&imageSize));
angle::MemoryBuffer *zero;
ANGLE_TRY_ALLOCATION(context->getZeroFilledBuffer(imageSize, &zero));
if (nativegl::UseTexImage2D(getType()))
{
functions->texSubImage2D(ToGLenum(imageIndex.getTarget()), imageIndex.getLevelIndex(),
0, 0, desc.size.width, desc.size.height,
nativeSubImageFormat.format, nativeSubImageFormat.type,
zero->data());
}
else
{
ASSERT(nativegl::UseTexImage3D(getType()));
functions->texSubImage3D(ToGLenum(imageIndex.getTarget()), imageIndex.getLevelIndex(),
0, 0, 0, desc.size.width, desc.size.height, desc.size.depth,
nativeSubImageFormat.format, nativeSubImageFormat.type,
zero->data());
}
}
return gl::NoError();
}
} // namespace rx