Vulkan: Support texture base and max levels

The Vulkan backend uses a vkImage that matches the number
of effective levels in the GL texture. This is due to the fact
that GL textures can have really strange layouts that only make
sense when base level and max level are applied.

For instance, take the following layout with disjoint mip levels:

  Level 0: 4x4 RGBA
  Level 1: 2x2 RGBA
  Level 2: 10x10 RGB

If base level is set to zero and max level is set to 1, the image is
still considered mip-complete:

  Level 0: 4x4 RGBA  ==> Base Level 0 ==>  Level 0: 4x4 RGBA
  Level 1: 2x2 RGBA  ==> Max Level 1  ==>  Level 1: 2x2 RGBA
  Level 2: 10x10 RGB

If base and max level are then both set to 2, the texture is still
considered complete, but of a different size and format:

  Level 0: 4x4 RGBA
  Level 1: 2x2 RGBA
  Level 2: 10x10 RGB ==> Base/Max Level 2 ==> Level 2: 10x10 RGB

When the base or max level is changed, we must recreate the vkImage to
match the new level count.

To support that, we:

 - Stage updates from the current image to the new image
 - Only stage updates if there aren't already staged updates for a level
 - Free the current image and so it can be recreated at the next draw

This CL does the following:

 - Refactors TextureVk::copyImageDataToBuffer to support staging updates
   without flush
 - Adds TextureVk::copyImageDataToBufferAndGetData to support previous
   use model
 - Adds TextureVk::changeLevels, triggered during syncState, which stages
   updates and releases the current image.
 - Updates ImageHelper::flushStagedUpdates to understand base/max levels
 - Updates TextureVk::ensureImageInitialized and TextureVk::generateMipmap
   to account for base/max level
 - Tracks base and max levels in ImageHelper
 - Adds ImageHelper::stageSubresourceUpdateFromBuffer to support
   this use case
 - Adds ImageHelper::isUpdateStaged to determine if changeLevels
   should propagate data
 - Makes gl::TextureTypeToTarget available for use outside of ImageIndex
 - Enables several deqp and end2end tests

Bug: angleproject:3148
Test: dEQP-GLES3.functional.texture.mipmap.*base_level*
Test: dEQP-GLES3.functional.texture.mipmap.*max_level*
Change-Id: I14ca071c9c62eb310dfed7ef9290dc65fc3ff696
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1776933
Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
Commit-Queue: Cody Northrop <cnorthrop@google.com>
15 files changed
tree: 98cc31e3b55b8397f5f2fada89f9fec89006d6d1
  1. android/
  2. build_overrides/
  3. doc/
  4. extensions/
  5. gni/
  6. include/
  7. infra/
  8. samples/
  9. scripts/
  10. src/
  11. third_party/
  12. tools/
  13. util/
  14. .clang-format
  15. .gitattributes
  16. .gitignore
  17. .gn
  18. .style.yapf
  19. additional_readme_paths.json
  20. AUTHORS
  21. BUILD.gn
  22. codereview.settings
  23. CONTRIBUTORS
  24. DEPS
  25. dotfile_settings.gni
  26. LICENSE
  27. OWNERS
  28. PRESUBMIT.py
  29. README.chromium
  30. README.md
  31. WATCHLISTS
README.md

ANGLE - Almost Native Graphics Layer Engine

The goal of ANGLE is to allow users of multiple operating systems to seamlessly run WebGL and other OpenGL ES content by translating OpenGL ES API calls to one of the hardware-supported APIs available for that platform. ANGLE currently provides translation from OpenGL ES 2.0 and 3.0 to desktop OpenGL, OpenGL ES, Direct3D 9, and Direct3D 11. Support for translation from OpenGL ES to Vulkan is underway, and future plans include compute shader support (ES 3.1) and MacOS support.

Level of OpenGL ES support via backing renderers

Direct3D 9Direct3D 11Desktop GLGL ESVulkan
OpenGL ES 2.0completecompletecompletecompletecomplete
OpenGL ES 3.0completecompletecompletein progress
OpenGL ES 3.1in progresscompletecompletein progress
OpenGL ES 3.2plannedplannedplanned

Platform support via backing renderers

Direct3D 9Direct3D 11Desktop GLGL ESVulkan
Windowscompletecompletecompletecompletecomplete
Linuxcompletecomplete
Mac OS Xcomplete
Chrome OScompleteplanned
Androidcompletecomplete
Fuchsiain progress

ANGLE v1.0.772 was certified compliant by passing the ES 2.0.3 conformance tests in October 2011. ANGLE also provides an implementation of the EGL 1.4 specification.

ANGLE is used as the default WebGL backend for both Google Chrome and Mozilla Firefox on Windows platforms. Chrome uses ANGLE for all graphics rendering on Windows, including the accelerated Canvas2D implementation and the Native Client sandbox environment.

Portions of the ANGLE shader compiler are used as a shader validator and translator by WebGL implementations across multiple platforms. It is used on Mac OS X, Linux, and in mobile variants of the browsers. Having one shader validator helps to ensure that a consistent set of GLSL ES shaders are accepted across browsers and platforms. The shader translator can be used to translate shaders to other shading languages, and to optionally apply shader modifications to work around bugs or quirks in the native graphics drivers. The translator targets Desktop GLSL, Direct3D HLSL, and even ESSL for native GLES2 platforms.

Sources

ANGLE repository is hosted by Chromium project and can be browsed online or cloned with

git clone https://chromium.googlesource.com/angle/angle

Building

View the Dev setup instructions.

Contributing