Created the Texture2DArray class.
TRAC #22705
Signed-off-by: Jamie Madill
Signed-off-by: Shannon Woods
Author: Geoff Lang
git-svn-id: https://angleproject.googlecode.com/svn/branches/es3proto@2178 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/Texture.cpp b/src/libGLESv2/Texture.cpp
index 8b34bfd..9345326 100644
--- a/src/libGLESv2/Texture.cpp
+++ b/src/libGLESv2/Texture.cpp
@@ -1933,4 +1933,476 @@
}
}
+Texture2DArray::Texture2DArray(rx::Renderer *renderer, GLuint id) : Texture(renderer, id)
+{
+ mTexStorage = NULL;
+ mColorbufferProxy = NULL;
+ mProxyRefs = 0;
+
+ for (int level = 0; level < IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++level)
+ {
+ mLayerCounts[level] = 0;
+ for (int layer = 0; layer < IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS; ++layer)
+ {
+ mImageArray[level][layer] = renderer->createImage();
+ }
+ }
+}
+
+Texture2DArray::~Texture2DArray()
+{
+ mColorbufferProxy = NULL;
+
+ delete mTexStorage;
+ mTexStorage = NULL;
+ for (int level = 0; level < IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++level)
+ {
+ for (int layer = 0; layer < IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS; ++layer)
+ {
+ delete mImageArray[level][layer];
+ }
+ }
+}
+
+void Texture2DArray::addProxyRef(const Renderbuffer *proxy)
+{
+ mProxyRefs++;
+}
+
+void Texture2DArray::releaseProxy(const Renderbuffer *proxy)
+{
+ if (mProxyRefs > 0)
+ mProxyRefs--;
+
+ if (mProxyRefs == 0)
+ mColorbufferProxy = NULL;
+}
+
+GLenum Texture2DArray::getTarget() const
+{
+ return GL_TEXTURE_2D_ARRAY;
+}
+
+GLsizei Texture2DArray::getWidth(GLint level) const
+{
+ return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mImageArray[level][0]->getWidth() : 0;
+}
+
+GLsizei Texture2DArray::getHeight(GLint level) const
+{
+ return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mImageArray[level][0]->getHeight() : 0;
+}
+
+GLsizei Texture2DArray::getDepth(GLint level) const
+{
+ return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mLayerCounts[level] : 0;
+}
+
+GLenum Texture2DArray::getInternalFormat(GLint level) const
+{
+ return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mImageArray[level][0]->getInternalFormat() : GL_NONE;
+}
+
+GLenum Texture2DArray::getActualFormat(GLint level) const
+{
+ return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mImageArray[level][0]->getActualFormat() : D3DFMT_UNKNOWN;
+}
+
+bool Texture2DArray::isCompressed(GLint level) const
+{
+ return IsCompressed(getInternalFormat(level));
+}
+
+bool Texture2DArray::isDepth(GLint level) const
+{
+ return IsDepthTexture(getInternalFormat(level));
+}
+
+void Texture2DArray::setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
+{
+ GLint internalformat = ConvertSizedInternalFormat(format, type);
+ redefineImage(level, internalformat, width, height, depth);
+
+ GLsizei inputDepthPitch = gl::ComputeDepthPitch(width, height, internalformat, unpackAlignment);
+
+ for (int i = 0; i < depth; i++)
+ {
+ const void *layerPixels = reinterpret_cast<const unsigned char*>(pixels) + (inputDepthPitch * i);
+ Texture::setImage(unpackAlignment, layerPixels, mImageArray[level][i]);
+ }
+}
+
+void Texture2DArray::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels)
+{
+ // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
+ redefineImage(level, format, width, height, depth);
+
+ GLsizei inputDepthPitch = gl::ComputeCompressedDepthPitch(width, height, format);
+
+ for (int i = 0; i < depth; i++)
+ {
+ const void *layerPixels = reinterpret_cast<const unsigned char*>(pixels) + (inputDepthPitch * i);
+ Texture::setCompressedImage(imageSize, layerPixels, mImageArray[level][i]);
+ }
+}
+
+void Texture2DArray::subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
+{
+ GLint internalformat = ConvertSizedInternalFormat(format, type);
+ GLsizei inputDepthPitch = gl::ComputeDepthPitch(width, height, internalformat, unpackAlignment);
+
+ for (int i = 0; i < depth; i++)
+ {
+ int layer = zoffset + i;
+ const void *layerPixels = reinterpret_cast<const unsigned char*>(pixels) + (inputDepthPitch * i);
+
+ if (Texture::subImage(xoffset, yoffset, zoffset, width, height, 1, format, type, unpackAlignment, layerPixels, mImageArray[level][layer]))
+ {
+ commitRect(level, xoffset, yoffset, layer, width, height);
+ }
+ }
+}
+
+void Texture2DArray::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels)
+{
+ GLsizei inputDepthPitch = gl::ComputeCompressedDepthPitch(width, height, format);
+
+ for (int i = 0; i < depth; i++)
+ {
+ int layer = zoffset + i;
+ const void *layerPixels = reinterpret_cast<const unsigned char*>(pixels) + (inputDepthPitch * i);
+
+ if (Texture::subImageCompressed(xoffset, yoffset, zoffset, width, height, 1, format, imageSize, layerPixels, mImageArray[level][layer]))
+ {
+ commitRect(level, xoffset, yoffset, layer, width, height);
+ }
+ }
+}
+
+void Texture2DArray::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
+{
+ delete mTexStorage;
+ mTexStorage = new rx::TextureStorageInterface2DArray(mRenderer, levels, internalformat, mUsage, width, height, depth);
+ mImmutable = true;
+
+ for (int level = 0; level < IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ for (int layer = 0; layer < IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS; layer++)
+ {
+ if (layer < depth && level < levels)
+ {
+ mImageArray[level][layer]->redefine(mRenderer, GL_TEXTURE_2D_ARRAY, internalformat, std::max(width >> level, 1),
+ std::max(height >> level, 1), 1, true);
+ mLayerCounts[level] = depth;
+ }
+ else
+ {
+ mImageArray[level][layer]->redefine(mRenderer, GL_TEXTURE_2D_ARRAY, GL_NONE, 0, 0, 0, true);
+ mLayerCounts[level] = 0;
+ }
+ }
+ }
+
+ if (mTexStorage->isManaged())
+ {
+ int levels = levelCount();
+
+ for (int level = 0; level < levels; level++)
+ {
+ for (int layer = 0; layer < mLayerCounts[level]; layer++)
+ {
+ mImageArray[level][layer]->setManagedSurface(mTexStorage, layer, level);
+ }
+ }
+ }
+}
+
+void Texture2DArray::generateMipmaps()
+{
+ UNIMPLEMENTED();
+}
+
+void Texture2DArray::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
+{
+ if (xoffset + width > mImageArray[level][0]->getWidth() || yoffset + height > mImageArray[level][0]->getHeight() || zoffset >= mLayerCounts[level])
+ {
+ return gl::error(GL_INVALID_VALUE);
+ }
+
+ if (!mImageArray[level][0]->isRenderableFormat() || (!mTexStorage && !isSamplerComplete()))
+ {
+ mImageArray[level][zoffset]->copy(xoffset, yoffset, 0, x, y, width, height, source);
+ mDirtyImages = true;
+ }
+ else
+ {
+ if (!mTexStorage || !mTexStorage->isRenderTarget())
+ {
+ convertToRenderTarget();
+ }
+
+ updateTexture();
+
+ if (level < levelCount())
+ {
+ gl::Rectangle sourceRect;
+ sourceRect.x = x;
+ sourceRect.width = width;
+ sourceRect.y = y;
+ sourceRect.height = height;
+
+ mRenderer->copyImage(source, sourceRect,
+ gl::ExtractFormat(mImageArray[0][0]->getInternalFormat()),
+ xoffset, yoffset, zoffset, mTexStorage, level);
+ }
+ }
+}
+
+bool Texture2DArray::isSamplerComplete() const
+{
+ GLsizei width = mImageArray[0][0]->getWidth();
+ GLsizei height = mImageArray[0][0]->getHeight();
+ GLsizei depth = mLayerCounts[0];
+
+ if (width <= 0 || height <= 0 || depth <= 0)
+ {
+ return false;
+ }
+
+ bool mipmapping = isMipmapFiltered();
+ bool filtering, renderable;
+
+ if ((IsFloat32Format(getInternalFormat(0)) && !mRenderer->getFloat32TextureSupport(&filtering, &renderable)) ||
+ (IsFloat16Format(getInternalFormat(0)) && !mRenderer->getFloat16TextureSupport(&filtering, &renderable)))
+ {
+ if (mSamplerState.magFilter != GL_NEAREST ||
+ (mSamplerState.minFilter != GL_NEAREST && mSamplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST))
+ {
+ return false;
+ }
+ }
+
+ if (mipmapping && !isMipmapComplete())
+ {
+ return false;
+ }
+
+ return true;
+}
+
+bool Texture2DArray::isMipmapComplete() const
+{
+ if (isImmutable())
+ {
+ return true;
+ }
+
+ GLsizei width = mImageArray[0][0]->getWidth();
+ GLsizei height = mImageArray[0][0]->getHeight();
+ GLsizei depth = mLayerCounts[0];
+
+ if (width <= 0 || height <= 0 || depth <= 0)
+ {
+ return false;
+ }
+
+ int q = log2(std::max(width, height));
+
+ for (int level = 1; level <= q; level++)
+ {
+ if (mImageArray[level][0]->getInternalFormat() != mImageArray[0][0]->getInternalFormat())
+ {
+ return false;
+ }
+
+ if (mImageArray[level][0]->getWidth() != std::max(1, width >> level))
+ {
+ return false;
+ }
+
+ if (mImageArray[level][0]->getHeight() != std::max(1, height >> level))
+ {
+ return false;
+ }
+
+ if (mLayerCounts[level] != mLayerCounts[0])
+ {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+Renderbuffer *Texture2DArray::getRenderbuffer(GLenum target)
+{
+ UNIMPLEMENTED();
+ return NULL;
+}
+
+int Texture2DArray::levelCount()
+{
+ return mTexStorage ? mTexStorage->levelCount() : 0;
+}
+
+void Texture2DArray::createTexture()
+{
+ GLsizei width = mImageArray[0][0]->getWidth();
+ GLsizei height = mImageArray[0][0]->getHeight();
+ GLsizei depth = mLayerCounts[0];
+
+ if (width <= 0 || height <= 0 || depth <= 0)
+ {
+ return; // do not attempt to create native textures for nonexistant data
+ }
+
+ GLint levels = creationLevels(width, height);
+ GLenum internalformat = mImageArray[0][0]->getInternalFormat();
+
+ delete mTexStorage;
+ mTexStorage = new rx::TextureStorageInterface2DArray(mRenderer, levels, internalformat, mUsage, width, height, depth);
+
+ if (mTexStorage->isManaged())
+ {
+ int levels = levelCount();
+ for (int level = 0; level < levels; level++)
+ {
+ for (int layer = 0; layer < mLayerCounts[level]; layer++)
+ {
+ mImageArray[level][layer]->setManagedSurface(mTexStorage, layer, level);
+ }
+ }
+ }
+
+ mDirtyImages = true;
+}
+
+void Texture2DArray::updateTexture()
+{
+ bool mipmapping = (isMipmapFiltered() && isMipmapComplete());
+
+ int levels = (mipmapping ? levelCount() : 1);
+ for (int level = 0; level < levels; level++)
+ {
+ for (int layer = 0; layer < mLayerCounts[level]; layer++)
+ {
+ rx::Image *image = mImageArray[level][layer];
+
+ if (image->isDirty())
+ {
+ commitRect(level, 0, 0, layer, image->getWidth(), image->getHeight());
+ }
+ }
+ }
+}
+
+void Texture2DArray::convertToRenderTarget()
+{
+ rx::TextureStorageInterface2DArray *newTexStorage = NULL;
+
+ if (mImageArray[0][0]->getWidth() != 0 && mImageArray[0][0]->getHeight() != 0 && mLayerCounts[0] != 0)
+ {
+ GLsizei width = mImageArray[0][0]->getWidth();
+ GLsizei height = mImageArray[0][0]->getHeight();
+ GLsizei depth = mLayerCounts[0];
+ GLint levels = mTexStorage != NULL ? mTexStorage->levelCount() : creationLevels(width, height);
+ GLenum internalformat = mImageArray[0][0]->getInternalFormat();
+
+ newTexStorage = new rx::TextureStorageInterface2DArray(mRenderer, levels, internalformat, GL_FRAMEBUFFER_ATTACHMENT_ANGLE, width, height, depth);
+
+ if (mTexStorage != NULL)
+ {
+ if (!mRenderer->copyToRenderTarget(newTexStorage, mTexStorage))
+ {
+ delete newTexStorage;
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+ }
+ }
+
+ delete mTexStorage;
+ mTexStorage = newTexStorage;
+
+ mDirtyImages = true;
+}
+
+rx::RenderTarget *Texture2DArray::getRenderTarget(GLenum target)
+{
+ UNIMPLEMENTED();
+ return NULL;
+}
+
+rx::TextureStorageInterface *Texture2DArray::getStorage(bool renderTarget)
+{
+ if (!mTexStorage || (renderTarget && !mTexStorage->isRenderTarget()))
+ {
+ if (renderTarget)
+ {
+ convertToRenderTarget();
+ }
+ else
+ {
+ createTexture();
+ }
+ }
+
+ return mTexStorage;
+}
+
+void Texture2DArray::redefineImage(GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth)
+{
+ // If there currently is a corresponding storage texture image, it has these parameters
+ const int storageWidth = std::max(1, mImageArray[0][0]->getWidth() >> level);
+ const int storageHeight = std::max(1, mImageArray[0][0]->getHeight() >> level);
+ const int storageDepth = mLayerCounts[0];
+ const int storageFormat = mImageArray[0][0]->getInternalFormat();
+
+ for (int i = 0; i < depth; i++)
+ {
+ mImageArray[level][i]->redefine(mRenderer, GL_TEXTURE_2D_ARRAY, internalformat, width, height, 1, false);
+ }
+ for (int i = depth; i < mLayerCounts[level]; i++)
+ {
+ mImageArray[level][i]->redefine(mRenderer, GL_TEXTURE_2D_ARRAY, GL_NONE, 0, 0, 0, true);
+ }
+
+ mLayerCounts[level] = depth;
+
+ if (mTexStorage)
+ {
+ const int storageLevels = mTexStorage->levelCount();
+
+ if ((level >= storageLevels && storageLevels != 0) ||
+ width != storageWidth ||
+ height != storageHeight ||
+ depth != storageDepth ||
+ internalformat != storageFormat) // Discard mismatched storage
+ {
+ for (int level = 0; level < IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++level)
+ {
+ for (int layer = 0; layer < IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS; ++layer)
+ {
+ mImageArray[level][layer]->markDirty();
+ }
+ }
+
+ delete mTexStorage;
+ mTexStorage = NULL;
+ mDirtyImages = true;
+ }
+ }
+}
+
+void Texture2DArray::commitRect(GLint level, GLint xoffset, GLint yoffset, GLint layerTarget, GLsizei width, GLsizei height)
+{
+ if (level < levelCount() && layerTarget < mLayerCounts[level])
+ {
+ rx::Image *image = mImageArray[level][layerTarget];
+ if (image->updateSurface(mTexStorage, level, xoffset, yoffset, layerTarget, width, height))
+ {
+ image->markClean();
+ }
+ }
+}
+
}
diff --git a/src/libGLESv2/Texture.h b/src/libGLESv2/Texture.h
index 118a8c8..700f41d 100644
--- a/src/libGLESv2/Texture.h
+++ b/src/libGLESv2/Texture.h
@@ -33,6 +33,7 @@
class TextureStorageInterface2D;
class TextureStorageInterfaceCube;
class TextureStorageInterface3D;
+class TextureStorageInterface2DArray;
class RenderTarget;
class Image;
}
@@ -343,6 +344,77 @@
unsigned int mProxyRefs;
};
+class Texture2DArray : public Texture
+{
+ public:
+ Texture2DArray(rx::Renderer *renderer, GLuint id);
+
+ ~Texture2DArray();
+
+ void addProxyRef(const Renderbuffer *proxy);
+ void releaseProxy(const Renderbuffer *proxy);
+
+ virtual GLenum getTarget() const;
+
+ GLsizei getWidth(GLint level) const;
+ GLsizei getHeight(GLint level) const;
+ GLsizei getDepth(GLint level) const;
+ GLenum getInternalFormat(GLint level) const;
+ GLenum getActualFormat(GLint level) const;
+ bool isCompressed(GLint level) const;
+ bool isDepth(GLint level) const;
+
+ void setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels);
+ void setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels);
+ void subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels);
+ void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels);
+ void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
+
+ virtual void generateMipmaps();
+ virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source);
+
+ virtual bool isSamplerComplete() const;
+ virtual bool isMipmapComplete() const;
+
+ virtual Renderbuffer *getRenderbuffer(GLenum target);
+
+ protected:
+ virtual int levelCount();
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(Texture2DArray);
+
+ virtual void createTexture();
+ virtual void updateTexture();
+ virtual void convertToRenderTarget();
+ virtual rx::RenderTarget *getRenderTarget(GLenum target);
+
+ virtual rx::TextureStorageInterface *getStorage(bool renderTarget);
+
+ void redefineImage(GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth);
+ void commitRect(GLint level, GLint xoffset, GLint yoffset, GLint layerTarget, GLsizei width, GLsizei height);
+
+ // Storing images as an array of single depth textures since D3D11 treats each array level of a
+ // Texture2D object as a separate subresource. Each layer would have to be looped over
+ // to update all the texture layers since they cannot all be updated at once and it makes the most
+ // sense for the Image class to not have to worry about layer subresource as well as mip subresources.
+
+ // A future optimization is to dynamically allocate each mip's layers so that such a large number
+ // of Image classes are not required.
+ GLsizei mLayerCounts[IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+ rx::Image *mImageArray[IMPLEMENTATION_MAX_TEXTURE_LEVELS][IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS];
+
+ rx::TextureStorageInterface2DArray *mTexStorage;
+
+ // A specific internal reference count is kept for colorbuffer proxy references,
+ // because, as the renderbuffer acting as proxy will maintain a binding pointer
+ // back to this texture, there would be a circular reference if we used a binding
+ // pointer here. This reference count will cause the pointer to be set to NULL if
+ // the count drops to zero, but will not cause deletion of the Renderbuffer.
+ Renderbuffer *mColorbufferProxy;
+ unsigned int mProxyRefs;
+};
+
}
#endif // LIBGLESV2_TEXTURE_H_