blob: d86bf90292b05ce17f5f33eed6c8ddbaadaf008a [file] [log] [blame]
#include "precompiled.h"
//
// Copyright 2014 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.
//
// TextureD3D.cpp: Implementations of the Texture interfaces shared betweeen the D3D backends.
#include "common/mathutil.h"
#include "common/utilities.h"
#include "libEGL/Surface.h"
#include "libGLESv2/Buffer.h"
#include "libGLESv2/Framebuffer.h"
#include "libGLESv2/Texture.h"
#include "libGLESv2/main.h"
#include "libGLESv2/formatutils.h"
#include "libGLESv2/renderer/BufferImpl.h"
#include "libGLESv2/renderer/RenderTarget.h"
#include "libGLESv2/renderer/Renderer.h"
#include "libGLESv2/renderer/d3d/ImageD3D.h"
#include "libGLESv2/renderer/d3d/TextureD3D.h"
#include "libGLESv2/renderer/d3d/TextureStorage.h"
namespace rx
{
bool IsRenderTargetUsage(GLenum usage)
{
return (usage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
}
TextureD3D::TextureD3D(Renderer *renderer)
: mRenderer(renderer),
mUsage(GL_NONE),
mDirtyImages(true),
mImmutable(false)
{
}
TextureD3D::~TextureD3D()
{
}
TextureD3D *TextureD3D::makeTextureD3D(TextureImpl *texture)
{
ASSERT(HAS_DYNAMIC_TYPE(TextureD3D*, texture));
return static_cast<TextureD3D*>(texture);
}
TextureStorageInterface *TextureD3D::getNativeTexture()
{
// ensure the underlying texture is created
initializeStorage(false);
TextureStorageInterface *storage = getBaseLevelStorage();
if (storage)
{
updateStorage();
}
return storage;
}
GLint TextureD3D::getBaseLevelWidth() const
{
const Image *baseImage = getBaseLevelImage();
return (baseImage ? baseImage->getWidth() : 0);
}
GLint TextureD3D::getBaseLevelHeight() const
{
const Image *baseImage = getBaseLevelImage();
return (baseImage ? baseImage->getHeight() : 0);
}
GLint TextureD3D::getBaseLevelDepth() const
{
const Image *baseImage = getBaseLevelImage();
return (baseImage ? baseImage->getDepth() : 0);
}
// Note: "base level image" is loosely defined to be any image from the base level,
// where in the base of 2D array textures and cube maps there are several. Don't use
// the base level image for anything except querying texture format and size.
GLenum TextureD3D::getBaseLevelInternalFormat() const
{
const Image *baseImage = getBaseLevelImage();
return (baseImage ? baseImage->getInternalFormat() : GL_NONE);
}
void TextureD3D::setImage(const gl::PixelUnpackState &unpack, GLenum type, const void *pixels, Image *image)
{
// No-op
if (image->getWidth() == 0 || image->getHeight() == 0 || image->getDepth() == 0)
{
return;
}
// We no longer need the "GLenum format" parameter to TexImage to determine what data format "pixels" contains.
// From our image internal format we know how many channels to expect, and "type" gives the format of pixel's components.
const void *pixelData = pixels;
if (unpack.pixelBuffer.id() != 0)
{
// Do a CPU readback here, if we have an unpack buffer bound and the fast GPU path is not supported
gl::Buffer *pixelBuffer = unpack.pixelBuffer.get();
ptrdiff_t offset = reinterpret_cast<ptrdiff_t>(pixels);
// TODO: setImage/subImage is the only place outside of renderer that asks for a buffers raw data.
// This functionality should be moved into renderer and the getData method of BufferImpl removed.
const void *bufferData = pixelBuffer->getImplementation()->getData();
pixelData = static_cast<const unsigned char *>(bufferData) + offset;
}
if (pixelData != NULL)
{
image->loadData(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth(), unpack.alignment, type, pixelData);
mDirtyImages = true;
}
}
bool TextureD3D::subImage(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels, Image *image)
{
const void *pixelData = pixels;
// CPU readback & copy where direct GPU copy is not supported
if (unpack.pixelBuffer.id() != 0)
{
gl::Buffer *pixelBuffer = unpack.pixelBuffer.get();
unsigned int offset = reinterpret_cast<unsigned int>(pixels);
// TODO: setImage/subImage is the only place outside of renderer that asks for a buffers raw data.
// This functionality should be moved into renderer and the getData method of BufferImpl removed.
const void *bufferData = pixelBuffer->getImplementation()->getData();
pixelData = static_cast<const unsigned char *>(bufferData) + offset;
}
if (pixelData != NULL)
{
image->loadData(xoffset, yoffset, zoffset, width, height, depth, unpack.alignment, type, pixelData);
mDirtyImages = true;
}
return true;
}
void TextureD3D::setCompressedImage(GLsizei imageSize, const void *pixels, Image *image)
{
if (pixels != NULL)
{
image->loadCompressedData(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth(), pixels);
mDirtyImages = true;
}
}
bool TextureD3D::subImageCompressed(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
GLenum format, GLsizei imageSize, const void *pixels, Image *image)
{
if (pixels != NULL)
{
image->loadCompressedData(xoffset, yoffset, zoffset, width, height, depth, pixels);
mDirtyImages = true;
}
return true;
}
bool TextureD3D::isFastUnpackable(const gl::PixelUnpackState &unpack, GLenum sizedInternalFormat)
{
return unpack.pixelBuffer.id() != 0 && mRenderer->supportsFastCopyBufferToTexture(sizedInternalFormat);
}
bool TextureD3D::fastUnpackPixels(const gl::PixelUnpackState &unpack, const void *pixels, const gl::Box &destArea,
GLenum sizedInternalFormat, GLenum type, RenderTarget *destRenderTarget)
{
if (destArea.width <= 0 && destArea.height <= 0 && destArea.depth <= 0)
{
return true;
}
// In order to perform the fast copy through the shader, we must have the right format, and be able
// to create a render target.
ASSERT(mRenderer->supportsFastCopyBufferToTexture(sizedInternalFormat));
unsigned int offset = reinterpret_cast<unsigned int>(pixels);
return mRenderer->fastCopyBufferToTexture(unpack, offset, destRenderTarget, sizedInternalFormat, type, destArea);
}
GLint TextureD3D::creationLevels(GLsizei width, GLsizei height, GLsizei depth) const
{
if ((gl::isPow2(width) && gl::isPow2(height) && gl::isPow2(depth)) || mRenderer->getRendererExtensions().textureNPOT)
{
// Maximum number of levels
return gl::log2(std::max(std::max(width, height), depth)) + 1;
}
else
{
// OpenGL ES 2.0 without GL_OES_texture_npot does not permit NPOT mipmaps.
return 1;
}
}
int TextureD3D::mipLevels() const
{
return gl::log2(std::max(std::max(getBaseLevelWidth(), getBaseLevelHeight()), getBaseLevelDepth())) + 1;
}
TextureD3D_2D::TextureD3D_2D(Renderer *renderer)
: TextureD3D(renderer),
mTexStorage(NULL)
{
for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
{
mImageArray[i] = ImageD3D::makeImageD3D(renderer->createImage());
}
}
TextureD3D_2D::~TextureD3D_2D()
{
// Delete the Images before the TextureStorage.
// Images might be relying on the TextureStorage for some of their data.
// If TextureStorage is deleted before the Images, then their data will be wastefully copied back from the GPU before we delete the Images.
for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
{
delete mImageArray[i];
}
SafeDelete(mTexStorage);
}
Image *TextureD3D_2D::getImage(int level, int layer) const
{
ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(layer == 0);
return mImageArray[level];
}
GLsizei TextureD3D_2D::getLayerCount(int level) const
{
ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
return 1;
}
GLsizei TextureD3D_2D::getWidth(GLint level) const
{
if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
return mImageArray[level]->getWidth();
else
return 0;
}
GLsizei TextureD3D_2D::getHeight(GLint level) const
{
if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
return mImageArray[level]->getHeight();
else
return 0;
}
GLenum TextureD3D_2D::getInternalFormat(GLint level) const
{
if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
return mImageArray[level]->getInternalFormat();
else
return GL_NONE;
}
GLenum TextureD3D_2D::getActualFormat(GLint level) const
{
if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
return mImageArray[level]->getActualFormat();
else
return GL_NONE;
}
bool TextureD3D_2D::isDepth(GLint level) const
{
return gl::GetInternalFormatInfo(getInternalFormat(level)).depthBits > 0;
}
void TextureD3D_2D::setImage(GLenum target, GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
{
ASSERT(target == GL_TEXTURE_2D && depth == 1);
GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type);
bool fastUnpacked = false;
redefineImage(level, sizedInternalFormat, width, height);
// Attempt a fast gpu copy of the pixel data to the surface
if (isFastUnpackable(unpack, sizedInternalFormat) && isLevelComplete(level))
{
// Will try to create RT storage if it does not exist
RenderTarget *destRenderTarget = getRenderTarget(level, 0);
gl::Box destArea(0, 0, 0, getWidth(level), getHeight(level), 1);
if (destRenderTarget && fastUnpackPixels(unpack, pixels, destArea, sizedInternalFormat, type, destRenderTarget))
{
// Ensure we don't overwrite our newly initialized data
mImageArray[level]->markClean();
fastUnpacked = true;
}
}
if (!fastUnpacked)
{
TextureD3D::setImage(unpack, type, pixels, mImageArray[level]);
}
}
void TextureD3D_2D::setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels)
{
ASSERT(target == GL_TEXTURE_2D && depth == 1);
// compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
redefineImage(level, format, width, height);
TextureD3D::setCompressedImage(imageSize, pixels, mImageArray[level]);
}
void TextureD3D_2D::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
{
ASSERT(target == GL_TEXTURE_2D && depth == 1 && zoffset == 0);
bool fastUnpacked = false;
if (isFastUnpackable(unpack, getInternalFormat(level)) && isLevelComplete(level))
{
RenderTarget *renderTarget = getRenderTarget(level, 0);
gl::Box destArea(xoffset, yoffset, 0, width, height, 1);
if (renderTarget && fastUnpackPixels(unpack, pixels, destArea, getInternalFormat(level), type, renderTarget))
{
// Ensure we don't overwrite our newly initialized data
mImageArray[level]->markClean();
fastUnpacked = true;
}
}
if (!fastUnpacked && TextureD3D::subImage(xoffset, yoffset, 0, width, height, 1, format, type, unpack, pixels, mImageArray[level]))
{
commitRect(level, xoffset, yoffset, width, height);
}
}
void TextureD3D_2D::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels)
{
ASSERT(target == GL_TEXTURE_2D && depth == 1 && zoffset == 0);
if (TextureD3D::subImageCompressed(xoffset, yoffset, 0, width, height, 1, format, imageSize, pixels, mImageArray[level]))
{
commitRect(level, xoffset, yoffset, width, height);
}
}
void TextureD3D_2D::copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
{
ASSERT(target == GL_TEXTURE_2D);
GLenum sizedInternalFormat = gl::GetSizedInternalFormat(format, GL_UNSIGNED_BYTE);
redefineImage(level, sizedInternalFormat, width, height);
if (!mImageArray[level]->isRenderableFormat())
{
mImageArray[level]->copy(0, 0, 0, x, y, width, height, source);
mDirtyImages = true;
}
else
{
ensureRenderTarget();
mImageArray[level]->markClean();
if (width != 0 && height != 0 && isValidLevel(level))
{
gl::Rectangle sourceRect;
sourceRect.x = x;
sourceRect.width = width;
sourceRect.y = y;
sourceRect.height = height;
mRenderer->copyImage(source, sourceRect, format, 0, 0, mTexStorage, level);
}
}
}
void TextureD3D_2D::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
{
ASSERT(target == GL_TEXTURE_2D && zoffset == 0);
// can only make our texture storage to a render target if level 0 is defined (with a width & height) and
// the current level we're copying to is defined (with appropriate format, width & height)
bool canCreateRenderTarget = isLevelComplete(level) && isLevelComplete(0);
if (!mImageArray[level]->isRenderableFormat() || (!mTexStorage && !canCreateRenderTarget))
{
mImageArray[level]->copy(xoffset, yoffset, 0, x, y, width, height, source);
mDirtyImages = true;
}
else
{
ensureRenderTarget();
if (isValidLevel(level))
{
updateStorageLevel(level);
gl::Rectangle sourceRect;
sourceRect.x = x;
sourceRect.width = width;
sourceRect.y = y;
sourceRect.height = height;
mRenderer->copyImage(source, sourceRect,
gl::GetInternalFormatInfo(getBaseLevelInternalFormat()).format,
xoffset, yoffset, mTexStorage, level);
}
}
}
void TextureD3D_2D::storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
{
ASSERT(target == GL_TEXTURE_2D && depth == 1);
for (int level = 0; level < levels; level++)
{
GLsizei levelWidth = std::max(1, width >> level);
GLsizei levelHeight = std::max(1, height >> level);
mImageArray[level]->redefine(mRenderer, GL_TEXTURE_2D, internalformat, levelWidth, levelHeight, 1, true);
}
for (int level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
mImageArray[level]->redefine(mRenderer, GL_TEXTURE_2D, GL_NONE, 0, 0, 0, true);
}
mImmutable = true;
setCompleteTexStorage(new TextureStorageInterface2D(mRenderer, internalformat, IsRenderTargetUsage(mUsage), width, height, levels));
}
void TextureD3D_2D::bindTexImage(egl::Surface *surface)
{
GLenum internalformat = surface->getFormat();
mImageArray[0]->redefine(mRenderer, GL_TEXTURE_2D, internalformat, surface->getWidth(), surface->getHeight(), 1, true);
if (mTexStorage)
{
SafeDelete(mTexStorage);
}
mTexStorage = new TextureStorageInterface2D(mRenderer, surface->getSwapChain());
mDirtyImages = true;
}
void TextureD3D_2D::releaseTexImage()
{
if (mTexStorage)
{
SafeDelete(mTexStorage);
}
for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
mImageArray[i]->redefine(mRenderer, GL_TEXTURE_2D, GL_NONE, 0, 0, 0, true);
}
}
void TextureD3D_2D::generateMipmaps()
{
// Purge array levels 1 through q and reset them to represent the generated mipmap levels.
int levelCount = mipLevels();
for (int level = 1; level < levelCount; level++)
{
redefineImage(level, getBaseLevelInternalFormat(),
std::max(getBaseLevelWidth() >> level, 1),
std::max(getBaseLevelHeight() >> level, 1));
}
if (mTexStorage && mTexStorage->isRenderTarget())
{
for (int level = 1; level < levelCount; level++)
{
mTexStorage->generateMipmap(level);
mImageArray[level]->markClean();
}
}
else
{
for (int level = 1; level < levelCount; level++)
{
mRenderer->generateMipmap(mImageArray[level], mImageArray[level - 1]);
}
}
}
unsigned int TextureD3D_2D::getRenderTargetSerial(GLint level, GLint layer)
{
ASSERT(layer == 0);
return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(level) : 0);
}
RenderTarget *TextureD3D_2D::getRenderTarget(GLint level, GLint layer)
{
ASSERT(layer == 0);
// ensure the underlying texture is created
if (!ensureRenderTarget())
{
return NULL;
}
updateStorageLevel(level);
// ensure this is NOT a depth texture
if (isDepth(level))
{
return NULL;
}
return mTexStorage->getRenderTarget(level);
}
RenderTarget *TextureD3D_2D::getDepthStencil(GLint level, GLint layer)
{
ASSERT(layer == 0);
// ensure the underlying texture is created
if (!ensureRenderTarget())
{
return NULL;
}
updateStorageLevel(level);
// ensure this is actually a depth texture
if (!isDepth(level))
{
return NULL;
}
return mTexStorage->getRenderTarget(level);
}
bool TextureD3D_2D::isValidLevel(int level) const
{
return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : false);
}
bool TextureD3D_2D::isLevelComplete(int level) const
{
if (isImmutable())
{
return true;
}
const Image *baseImage = getBaseLevelImage();
GLsizei width = baseImage->getWidth();
GLsizei height = baseImage->getHeight();
if (width <= 0 || height <= 0)
{
return false;
}
// The base image level is complete if the width and height are positive
if (level == 0)
{
return true;
}
ASSERT(level >= 1 && level <= (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
ImageD3D *image = mImageArray[level];
if (image->getInternalFormat() != baseImage->getInternalFormat())
{
return false;
}
if (image->getWidth() != std::max(1, width >> level))
{
return false;
}
if (image->getHeight() != std::max(1, height >> level))
{
return false;
}
return true;
}
// Constructs a native texture resource from the texture images
void TextureD3D_2D::initializeStorage(bool renderTarget)
{
// Only initialize the first time this texture is used as a render target or shader resource
if (mTexStorage)
{
return;
}
// do not attempt to create storage for nonexistant data
if (!isLevelComplete(0))
{
return;
}
bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mUsage));
setCompleteTexStorage(createCompleteStorage(createRenderTarget));
ASSERT(mTexStorage);
// flush image data to the storage
updateStorage();
}
TextureStorageInterface2D *TextureD3D_2D::createCompleteStorage(bool renderTarget) const
{
GLsizei width = getBaseLevelWidth();
GLsizei height = getBaseLevelHeight();
ASSERT(width > 0 && height > 0);
// use existing storage level count, when previously specified by TexStorage*D
GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(width, height, 1));
return new TextureStorageInterface2D(mRenderer, getBaseLevelInternalFormat(), renderTarget, width, height, levels);
}
void TextureD3D_2D::setCompleteTexStorage(TextureStorageInterface2D *newCompleteTexStorage)
{
SafeDelete(mTexStorage);
mTexStorage = newCompleteTexStorage;
if (mTexStorage && mTexStorage->isManaged())
{
for (int level = 0; level < mTexStorage->getLevelCount(); level++)
{
mImageArray[level]->setManagedSurface(mTexStorage, level);
}
}
mDirtyImages = true;
}
void TextureD3D_2D::updateStorage()
{
ASSERT(mTexStorage != NULL);
GLint storageLevels = mTexStorage->getLevelCount();
for (int level = 0; level < storageLevels; level++)
{
if (mImageArray[level]->isDirty() && isLevelComplete(level))
{
updateStorageLevel(level);
}
}
}
bool TextureD3D_2D::ensureRenderTarget()
{
initializeStorage(true);
if (getBaseLevelWidth() > 0 && getBaseLevelHeight() > 0)
{
ASSERT(mTexStorage);
if (!mTexStorage->isRenderTarget())
{
TextureStorageInterface2D *newRenderTargetStorage = createCompleteStorage(true);
if (!mRenderer->copyToRenderTarget(newRenderTargetStorage, mTexStorage))
{
delete newRenderTargetStorage;
return gl::error(GL_OUT_OF_MEMORY, false);
}
setCompleteTexStorage(newRenderTargetStorage);
}
}
return (mTexStorage && mTexStorage->isRenderTarget());
}
TextureStorageInterface *TextureD3D_2D::getBaseLevelStorage()
{
return mTexStorage;
}
const ImageD3D *TextureD3D_2D::getBaseLevelImage() const
{
return mImageArray[0];
}
void TextureD3D_2D::updateStorageLevel(int level)
{
ASSERT(level <= (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
ASSERT(isLevelComplete(level));
if (mImageArray[level]->isDirty())
{
commitRect(level, 0, 0, getWidth(level), getHeight(level));
}
}
void TextureD3D_2D::redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height)
{
// If there currently is a corresponding storage texture image, it has these parameters
const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
const GLenum storageFormat = getBaseLevelInternalFormat();
mImageArray[level]->redefine(mRenderer, GL_TEXTURE_2D, internalformat, width, height, 1, false);
if (mTexStorage)
{
const int storageLevels = mTexStorage->getLevelCount();
if ((level >= storageLevels && storageLevels != 0) ||
width != storageWidth ||
height != storageHeight ||
internalformat != storageFormat) // Discard mismatched storage
{
for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
mImageArray[i]->markDirty();
}
SafeDelete(mTexStorage);
mDirtyImages = true;
}
}
}
void TextureD3D_2D::commitRect(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
{
if (isValidLevel(level))
{
ImageD3D *image = mImageArray[level];
if (image->copyToStorage(mTexStorage, level, xoffset, yoffset, width, height))
{
image->markClean();
}
}
}
TextureD3D_Cube::TextureD3D_Cube(Renderer *renderer)
: TextureD3D(renderer),
mTexStorage(NULL)
{
for (int i = 0; i < 6; i++)
{
for (int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++j)
{
mImageArray[i][j] = ImageD3D::makeImageD3D(renderer->createImage());
}
}
}
TextureD3D_Cube::~TextureD3D_Cube()
{
// Delete the Images before the TextureStorage.
// Images might be relying on the TextureStorage for some of their data.
// If TextureStorage is deleted before the Images, then their data will be wastefully copied back from the GPU before we delete the Images.
for (int i = 0; i < 6; i++)
{
for (int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++j)
{
SafeDelete(mImageArray[i][j]);
}
}
SafeDelete(mTexStorage);
}
Image *TextureD3D_Cube::getImage(int level, int layer) const
{
ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(layer < 6);
return mImageArray[layer][level];
}
GLsizei TextureD3D_Cube::getLayerCount(int level) const
{
ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
return 6;
}
GLenum TextureD3D_Cube::getInternalFormat(GLint level, GLint layer) const
{
if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
return mImageArray[layer][level]->getInternalFormat();
else
return GL_NONE;
}
bool TextureD3D_Cube::isDepth(GLint level, GLint layer) const
{
return gl::GetInternalFormatInfo(getInternalFormat(level, layer)).depthBits > 0;
}
void TextureD3D_Cube::setImage(GLenum target, GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
{
ASSERT(depth == 1);
int faceIndex = gl::TextureCubeMap::targetToLayerIndex(target);
GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type);
redefineImage(faceIndex, level, sizedInternalFormat, width, height);
TextureD3D::setImage(unpack, type, pixels, mImageArray[faceIndex][level]);
}
void TextureD3D_Cube::setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels)
{
ASSERT(depth == 1);
// compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
int faceIndex = gl::TextureCubeMap::targetToLayerIndex(target);
redefineImage(faceIndex, level, format, width, height);
TextureD3D::setCompressedImage(imageSize, pixels, mImageArray[faceIndex][level]);
}
void TextureD3D_Cube::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
{
ASSERT(depth == 1 && zoffset == 0);
int faceIndex = gl::TextureCubeMap::targetToLayerIndex(target);
if (TextureD3D::subImage(xoffset, yoffset, 0, width, height, 1, format, type, unpack, pixels, mImageArray[faceIndex][level]))
{
commitRect(faceIndex, level, xoffset, yoffset, width, height);
}
}
void TextureD3D_Cube::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels)
{
ASSERT(depth == 1 && zoffset == 0);
int faceIndex = gl::TextureCubeMap::targetToLayerIndex(target);
if (TextureD3D::subImageCompressed(xoffset, yoffset, 0, width, height, 1, format, imageSize, pixels, mImageArray[faceIndex][level]))
{
commitRect(faceIndex, level, xoffset, yoffset, width, height);
}
}
void TextureD3D_Cube::copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
{
int faceIndex = gl::TextureCubeMap::targetToLayerIndex(target);
GLenum sizedInternalFormat = gl::GetSizedInternalFormat(format, GL_UNSIGNED_BYTE);
redefineImage(faceIndex, level, sizedInternalFormat, width, height);
if (!mImageArray[faceIndex][level]->isRenderableFormat())
{
mImageArray[faceIndex][level]->copy(0, 0, 0, x, y, width, height, source);
mDirtyImages = true;
}
else
{
ensureRenderTarget();
mImageArray[faceIndex][level]->markClean();
ASSERT(width == height);
if (width > 0 && isValidFaceLevel(faceIndex, level))
{
gl::Rectangle sourceRect;
sourceRect.x = x;
sourceRect.width = width;
sourceRect.y = y;
sourceRect.height = height;
mRenderer->copyImage(source, sourceRect, format, 0, 0, mTexStorage, target, level);
}
}
}
void TextureD3D_Cube::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
{
int faceIndex = gl::TextureCubeMap::targetToLayerIndex(target);
// We can only make our texture storage to a render target if the level we're copying *to* is complete
// and the base level is cube-complete. The base level must be cube complete (common case) because we cannot
// rely on the "getBaseLevel*" methods reliably otherwise.
bool canCreateRenderTarget = isFaceLevelComplete(faceIndex, level) && isCubeComplete();
if (!mImageArray[faceIndex][level]->isRenderableFormat() || (!mTexStorage && !canCreateRenderTarget))
{
mImageArray[faceIndex][level]->copy(0, 0, 0, x, y, width, height, source);
mDirtyImages = true;
}
else
{
ensureRenderTarget();
if (isValidFaceLevel(faceIndex, level))
{
updateStorageFaceLevel(faceIndex, level);
gl::Rectangle sourceRect;
sourceRect.x = x;
sourceRect.width = width;
sourceRect.y = y;
sourceRect.height = height;
mRenderer->copyImage(source, sourceRect, gl::GetInternalFormatInfo(getBaseLevelInternalFormat()).format,
xoffset, yoffset, mTexStorage, target, level);
}
}
}
void TextureD3D_Cube::storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
{
ASSERT(width == height);
ASSERT(depth == 1);
for (int level = 0; level < levels; level++)
{
GLsizei mipSize = std::max(1, width >> level);
for (int faceIndex = 0; faceIndex < 6; faceIndex++)
{
mImageArray[faceIndex][level]->redefine(mRenderer, GL_TEXTURE_CUBE_MAP, internalformat, mipSize, mipSize, 1, true);
}
}
for (int level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
for (int faceIndex = 0; faceIndex < 6; faceIndex++)
{
mImageArray[faceIndex][level]->redefine(mRenderer, GL_TEXTURE_CUBE_MAP, GL_NONE, 0, 0, 0, true);
}
}
mImmutable = true;
setCompleteTexStorage(new TextureStorageInterfaceCube(mRenderer, internalformat, IsRenderTargetUsage(mUsage), width, levels));
}
// Tests for cube texture completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
bool TextureD3D_Cube::isCubeComplete() const
{
int baseWidth = getBaseLevelWidth();
int baseHeight = getBaseLevelHeight();
GLenum baseFormat = getBaseLevelInternalFormat();
if (baseWidth <= 0 || baseWidth != baseHeight)
{
return false;
}
for (int faceIndex = 1; faceIndex < 6; faceIndex++)
{
const ImageD3D &faceBaseImage = *mImageArray[faceIndex][0];
if (faceBaseImage.getWidth() != baseWidth ||
faceBaseImage.getHeight() != baseHeight ||
faceBaseImage.getInternalFormat() != baseFormat )
{
return false;
}
}
return true;
}
void TextureD3D_Cube::bindTexImage(egl::Surface *surface)
{
UNREACHABLE();
}
void TextureD3D_Cube::releaseTexImage()
{
UNREACHABLE();
}
void TextureD3D_Cube::generateMipmaps()
{
// Purge array levels 1 through q and reset them to represent the generated mipmap levels.
int levelCount = mipLevels();
for (int faceIndex = 0; faceIndex < 6; faceIndex++)
{
for (int level = 1; level < levelCount; level++)
{
int faceLevelSize = (std::max(mImageArray[faceIndex][0]->getWidth() >> level, 1));
redefineImage(faceIndex, level, mImageArray[faceIndex][0]->getInternalFormat(), faceLevelSize, faceLevelSize);
}
}
if (mTexStorage && mTexStorage->isRenderTarget())
{
for (int faceIndex = 0; faceIndex < 6; faceIndex++)
{
for (int level = 1; level < levelCount; level++)
{
mTexStorage->generateMipmap(faceIndex, level);
mImageArray[faceIndex][level]->markClean();
}
}
}
else
{
for (int faceIndex = 0; faceIndex < 6; faceIndex++)
{
for (int level = 1; level < levelCount; level++)
{
mRenderer->generateMipmap(mImageArray[faceIndex][level], mImageArray[faceIndex][level - 1]);
}
}
}
}
unsigned int TextureD3D_Cube::getRenderTargetSerial(GLint level, GLint layer)
{
GLenum target = gl::TextureCubeMap::layerIndexToTarget(layer);
return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(target, level) : 0);
}
RenderTarget *TextureD3D_Cube::getRenderTarget(GLint level, GLint layer)
{
GLenum target = gl::TextureCubeMap::layerIndexToTarget(layer);
ASSERT(gl::IsCubemapTextureTarget(target));
// ensure the underlying texture is created
if (!ensureRenderTarget())
{
return NULL;
}
updateStorageFaceLevel(layer, level);
// ensure this is NOT a depth texture
if (isDepth(level, layer))
{
return NULL;
}
return mTexStorage->getRenderTarget(target, level);
}
RenderTarget *TextureD3D_Cube::getDepthStencil(GLint level, GLint layer)
{
GLenum target = gl::TextureCubeMap::layerIndexToTarget(layer);
ASSERT(gl::IsCubemapTextureTarget(target));
// ensure the underlying texture is created
if (!ensureRenderTarget())
{
return NULL;
}
updateStorageFaceLevel(layer, level);
// ensure this is a depth texture
if (!isDepth(level, layer))
{
return NULL;
}
return mTexStorage->getRenderTarget(target, level);
}
void TextureD3D_Cube::initializeStorage(bool renderTarget)
{
// Only initialize the first time this texture is used as a render target or shader resource
if (mTexStorage)
{
return;
}
// do not attempt to create storage for nonexistant data
if (!isFaceLevelComplete(0, 0))
{
return;
}
bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mUsage));
setCompleteTexStorage(createCompleteStorage(createRenderTarget));
ASSERT(mTexStorage);
// flush image data to the storage
updateStorage();
}
TextureStorageInterfaceCube *TextureD3D_Cube::createCompleteStorage(bool renderTarget) const
{
GLsizei size = getBaseLevelWidth();
ASSERT(size > 0);
// use existing storage level count, when previously specified by TexStorage*D
GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(size, size, 1));
return new TextureStorageInterfaceCube(mRenderer, getBaseLevelInternalFormat(), renderTarget, size, levels);
}
void TextureD3D_Cube::setCompleteTexStorage(TextureStorageInterfaceCube *newCompleteTexStorage)
{
SafeDelete(mTexStorage);
mTexStorage = newCompleteTexStorage;
if (mTexStorage && mTexStorage->isManaged())
{
for (int faceIndex = 0; faceIndex < 6; faceIndex++)
{
for (int level = 0; level < mTexStorage->getLevelCount(); level++)
{
mImageArray[faceIndex][level]->setManagedSurface(mTexStorage, faceIndex, level);
}
}
}
mDirtyImages = true;
}
void TextureD3D_Cube::updateStorage()
{
ASSERT(mTexStorage != NULL);
GLint storageLevels = mTexStorage->getLevelCount();
for (int face = 0; face < 6; face++)
{
for (int level = 0; level < storageLevels; level++)
{
if (mImageArray[face][level]->isDirty() && isFaceLevelComplete(face, level))
{
updateStorageFaceLevel(face, level);
}
}
}
}
bool TextureD3D_Cube::ensureRenderTarget()
{
initializeStorage(true);
if (getBaseLevelWidth() > 0)
{
ASSERT(mTexStorage);
if (!mTexStorage->isRenderTarget())
{
TextureStorageInterfaceCube *newRenderTargetStorage = createCompleteStorage(true);
if (!mRenderer->copyToRenderTarget(newRenderTargetStorage, mTexStorage))
{
delete newRenderTargetStorage;
return gl::error(GL_OUT_OF_MEMORY, false);
}
setCompleteTexStorage(newRenderTargetStorage);
}
}
return (mTexStorage && mTexStorage->isRenderTarget());
}
TextureStorageInterface *TextureD3D_Cube::getBaseLevelStorage()
{
return mTexStorage;
}
const ImageD3D *TextureD3D_Cube::getBaseLevelImage() const
{
// Note: if we are not cube-complete, there is no single base level image that can describe all
// cube faces, so this method is only well-defined for a cube-complete base level.
return mImageArray[0][0];
}
bool TextureD3D_Cube::isValidFaceLevel(int faceIndex, int level) const
{
return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0);
}
bool TextureD3D_Cube::isFaceLevelComplete(int faceIndex, int level) const
{
ASSERT(level >= 0 && faceIndex < 6 && level < (int)ArraySize(mImageArray[faceIndex]) && mImageArray[faceIndex][level] != NULL);
if (isImmutable())
{
return true;
}
int baseSize = getBaseLevelWidth();
if (baseSize <= 0)
{
return false;
}
// "isCubeComplete" checks for base level completeness and we must call that
// to determine if any face at level 0 is complete. We omit that check here
// to avoid re-checking cube-completeness for every face at level 0.
if (level == 0)
{
return true;
}
// Check that non-zero levels are consistent with the base level.
const ImageD3D *faceLevelImage = mImageArray[faceIndex][level];
if (faceLevelImage->getInternalFormat() != getBaseLevelInternalFormat())
{
return false;
}
if (faceLevelImage->getWidth() != std::max(1, baseSize >> level))
{
return false;
}
return true;
}
void TextureD3D_Cube::updateStorageFaceLevel(int faceIndex, int level)
{
ASSERT(level >= 0 && faceIndex < 6 && level < (int)ArraySize(mImageArray[faceIndex]) && mImageArray[faceIndex][level] != NULL);
ImageD3D *image = mImageArray[faceIndex][level];
if (image->isDirty())
{
commitRect(faceIndex, level, 0, 0, image->getWidth(), image->getHeight());
}
}
void TextureD3D_Cube::redefineImage(int faceIndex, GLint level, GLenum internalformat, GLsizei width, GLsizei height)
{
// If there currently is a corresponding storage texture image, it has these parameters
const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
const GLenum storageFormat = getBaseLevelInternalFormat();
mImageArray[faceIndex][level]->redefine(mRenderer, GL_TEXTURE_CUBE_MAP, internalformat, width, height, 1, false);
if (mTexStorage)
{
const int storageLevels = mTexStorage->getLevelCount();
if ((level >= storageLevels && storageLevels != 0) ||
width != storageWidth ||
height != storageHeight ||
internalformat != storageFormat) // Discard mismatched storage
{
for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
for (int faceIndex = 0; faceIndex < 6; faceIndex++)
{
mImageArray[faceIndex][level]->markDirty();
}
}
SafeDelete(mTexStorage);
mDirtyImages = true;
}
}
}
void TextureD3D_Cube::commitRect(int faceIndex, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
{
if (isValidFaceLevel(faceIndex, level))
{
ImageD3D *image = mImageArray[faceIndex][level];
if (image->copyToStorage(mTexStorage, faceIndex, level, xoffset, yoffset, width, height))
image->markClean();
}
}
TextureD3D_3D::TextureD3D_3D(Renderer *renderer)
: TextureD3D(renderer),
mTexStorage(NULL)
{
for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
{
mImageArray[i] = ImageD3D::makeImageD3D(renderer->createImage());
}
}
TextureD3D_3D::~TextureD3D_3D()
{
// Delete the Images before the TextureStorage.
// Images might be relying on the TextureStorage for some of their data.
// If TextureStorage is deleted before the Images, then their data will be wastefully copied back from the GPU before we delete the Images.
for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
{
delete mImageArray[i];
}
SafeDelete(mTexStorage);
}
Image *TextureD3D_3D::getImage(int level, int layer) const
{
ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(layer == 0);
return mImageArray[level];
}
GLsizei TextureD3D_3D::getLayerCount(int level) const
{
ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
return 1;
}
GLsizei TextureD3D_3D::getWidth(GLint level) const
{
if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
return mImageArray[level]->getWidth();
else
return 0;
}
GLsizei TextureD3D_3D::getHeight(GLint level) const
{
if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
return mImageArray[level]->getHeight();
else
return 0;
}
GLsizei TextureD3D_3D::getDepth(GLint level) const
{
if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
return mImageArray[level]->getDepth();
else
return 0;
}
GLenum TextureD3D_3D::getInternalFormat(GLint level) const
{
if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
return mImageArray[level]->getInternalFormat();
else
return GL_NONE;
}
bool TextureD3D_3D::isDepth(GLint level) const
{
return gl::GetInternalFormatInfo(getInternalFormat(level)).depthBits > 0;
}
void TextureD3D_3D::setImage(GLenum target, GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
{
ASSERT(target == GL_TEXTURE_3D);
GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type);
redefineImage(level, sizedInternalFormat, width, height, depth);
bool fastUnpacked = false;
// Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer
if (isFastUnpackable(unpack, sizedInternalFormat))
{
// Will try to create RT storage if it does not exist
RenderTarget *destRenderTarget = getRenderTarget(level);
gl::Box destArea(0, 0, 0, getWidth(level), getHeight(level), getDepth(level));
if (destRenderTarget && fastUnpackPixels(unpack, pixels, destArea, sizedInternalFormat, type, destRenderTarget))
{
// Ensure we don't overwrite our newly initialized data
mImageArray[level]->markClean();
fastUnpacked = true;
}
}
if (!fastUnpacked)
{
TextureD3D::setImage(unpack, type, pixels, mImageArray[level]);
}
}
void TextureD3D_3D::setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels)
{
ASSERT(target == GL_TEXTURE_3D);
// compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
redefineImage(level, format, width, height, depth);
TextureD3D::setCompressedImage(imageSize, pixels, mImageArray[level]);
}
void TextureD3D_3D::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
{
ASSERT(target == GL_TEXTURE_3D);
bool fastUnpacked = false;
// Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer
if (isFastUnpackable(unpack, getInternalFormat(level)))
{
RenderTarget *destRenderTarget = getRenderTarget(level);
gl::Box destArea(xoffset, yoffset, zoffset, width, height, depth);
if (destRenderTarget && fastUnpackPixels(unpack, pixels, destArea, getInternalFormat(level), type, destRenderTarget))
{
// Ensure we don't overwrite our newly initialized data
mImageArray[level]->markClean();
fastUnpacked = true;
}
}
if (!fastUnpacked && TextureD3D::subImage(xoffset, yoffset, zoffset, width, height, depth, format, type, unpack, pixels, mImageArray[level]))
{
commitRect(level, xoffset, yoffset, zoffset, width, height, depth);
}
}
void TextureD3D_3D::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels)
{
ASSERT(target == GL_TEXTURE_3D);
if (TextureD3D::subImageCompressed(xoffset, yoffset, zoffset, width, height, depth, format, imageSize, pixels, mImageArray[level]))
{
commitRect(level, xoffset, yoffset, zoffset, width, height, depth);
}
}
void TextureD3D_3D::copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
{
UNIMPLEMENTED();
}
void TextureD3D_3D::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
{
ASSERT(target == GL_TEXTURE_3D);
// can only make our texture storage to a render target if level 0 is defined (with a width & height) and
// the current level we're copying to is defined (with appropriate format, width & height)
bool canCreateRenderTarget = isLevelComplete(level) && isLevelComplete(0);
if (!mImageArray[level]->isRenderableFormat() || (!mTexStorage && !canCreateRenderTarget))
{
mImageArray[level]->copy(xoffset, yoffset, zoffset, x, y, width, height, source);
mDirtyImages = true;
}
else
{
ensureRenderTarget();
if (isValidLevel(level))
{
updateStorageLevel(level);
gl::Rectangle sourceRect;
sourceRect.x = x;
sourceRect.width = width;
sourceRect.y = y;
sourceRect.height = height;
mRenderer->copyImage(source, sourceRect,
gl::GetInternalFormatInfo(getBaseLevelInternalFormat()).format,
xoffset, yoffset, zoffset, mTexStorage, level);
}
}
}
void TextureD3D_3D::storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
{
ASSERT(target == GL_TEXTURE_3D);
for (int level = 0; level < levels; level++)
{
GLsizei levelWidth = std::max(1, width >> level);
GLsizei levelHeight = std::max(1, height >> level);
GLsizei levelDepth = std::max(1, depth >> level);
mImageArray[level]->redefine(mRenderer, GL_TEXTURE_3D, internalformat, levelWidth, levelHeight, levelDepth, true);
}
for (int level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
mImageArray[level]->redefine(mRenderer, GL_TEXTURE_3D, GL_NONE, 0, 0, 0, true);
}
mImmutable = true;
setCompleteTexStorage(new TextureStorageInterface3D(mRenderer, internalformat, IsRenderTargetUsage(mUsage), width, height, depth, levels));
}
void TextureD3D_3D::bindTexImage(egl::Surface *surface)
{
UNREACHABLE();
}
void TextureD3D_3D::releaseTexImage()
{
UNREACHABLE();
}
void TextureD3D_3D::generateMipmaps()
{
// Purge array levels 1 through q and reset them to represent the generated mipmap levels.
int levelCount = mipLevels();
for (int level = 1; level < levelCount; level++)
{
redefineImage(level, getBaseLevelInternalFormat(),
std::max(getBaseLevelWidth() >> level, 1),
std::max(getBaseLevelHeight() >> level, 1),
std::max(getBaseLevelDepth() >> level, 1));
}
if (mTexStorage && mTexStorage->isRenderTarget())
{
for (int level = 1; level < levelCount; level++)
{
mTexStorage->generateMipmap(level);
mImageArray[level]->markClean();
}
}
else
{
for (int level = 1; level < levelCount; level++)
{
mRenderer->generateMipmap(mImageArray[level], mImageArray[level - 1]);
}
}
}
unsigned int TextureD3D_3D::getRenderTargetSerial(GLint level, GLint layer)
{
return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(level, layer) : 0);
}
RenderTarget *TextureD3D_3D::getRenderTarget(GLint level)
{
// ensure the underlying texture is created
if (!ensureRenderTarget())
{
return NULL;
}
updateStorageLevel(level);
// ensure this is NOT a depth texture
if (isDepth(level))
{
return NULL;
}
return mTexStorage->getRenderTarget(level);
}
RenderTarget *TextureD3D_3D::getRenderTarget(GLint level, GLint layer)
{
// ensure the underlying texture is created
if (!ensureRenderTarget())
{
return NULL;
}
updateStorage();
// ensure this is NOT a depth texture
if (isDepth(level))
{
return NULL;
}
return mTexStorage->getRenderTarget(level, layer);
}
RenderTarget *TextureD3D_3D::getDepthStencil(GLint level, GLint layer)
{
// ensure the underlying texture is created
if (!ensureRenderTarget())
{
return NULL;
}
updateStorageLevel(level);
// ensure this is a depth texture
if (!isDepth(level))
{
return NULL;
}
return mTexStorage->getRenderTarget(level, layer);
}
void TextureD3D_3D::initializeStorage(bool renderTarget)
{
// Only initialize the first time this texture is used as a render target or shader resource
if (mTexStorage)
{
return;
}
// do not attempt to create storage for nonexistant data
if (!isLevelComplete(0))
{
return;
}
bool createRenderTarget = (renderTarget || mUsage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
setCompleteTexStorage(createCompleteStorage(createRenderTarget));
ASSERT(mTexStorage);
// flush image data to the storage
updateStorage();
}
TextureStorageInterface3D *TextureD3D_3D::createCompleteStorage(bool renderTarget) const
{
GLsizei width = getBaseLevelWidth();
GLsizei height = getBaseLevelHeight();
GLsizei depth = getBaseLevelDepth();
ASSERT(width > 0 && height > 0 && depth > 0);
// use existing storage level count, when previously specified by TexStorage*D
GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(width, height, depth));
return new TextureStorageInterface3D(mRenderer, getBaseLevelInternalFormat(), renderTarget, width, height, depth, levels);
}
void TextureD3D_3D::setCompleteTexStorage(TextureStorageInterface3D *newCompleteTexStorage)
{
SafeDelete(mTexStorage);
mTexStorage = newCompleteTexStorage;
mDirtyImages = true;
// We do not support managed 3D storage, as that is D3D9/ES2-only
ASSERT(!mTexStorage->isManaged());
}
void TextureD3D_3D::updateStorage()
{
ASSERT(mTexStorage != NULL);
GLint storageLevels = mTexStorage->getLevelCount();
for (int level = 0; level < storageLevels; level++)
{
if (mImageArray[level]->isDirty() && isLevelComplete(level))
{
updateStorageLevel(level);
}
}
}
bool TextureD3D_3D::ensureRenderTarget()
{
initializeStorage(true);
if (getBaseLevelWidth() > 0 && getBaseLevelHeight() > 0 && getBaseLevelDepth() > 0)
{
ASSERT(mTexStorage);
if (!mTexStorage->isRenderTarget())
{
TextureStorageInterface3D *newRenderTargetStorage = createCompleteStorage(true);
if (!mRenderer->copyToRenderTarget(newRenderTargetStorage, mTexStorage))
{
delete newRenderTargetStorage;
return gl::error(GL_OUT_OF_MEMORY, false);
}
setCompleteTexStorage(newRenderTargetStorage);
}
}
return (mTexStorage && mTexStorage->isRenderTarget());
}
TextureStorageInterface *TextureD3D_3D::getBaseLevelStorage()
{
return mTexStorage;
}
const ImageD3D *TextureD3D_3D::getBaseLevelImage() const
{
return mImageArray[0];
}
bool TextureD3D_3D::isValidLevel(int level) const
{
return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0);
}
bool TextureD3D_3D::isLevelComplete(int level) const
{
ASSERT(level >= 0 && level < (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
if (isImmutable())
{
return true;
}
GLsizei width = getBaseLevelWidth();
GLsizei height = getBaseLevelHeight();
GLsizei depth = getBaseLevelDepth();
if (width <= 0 || height <= 0 || depth <= 0)
{
return false;
}
if (level == 0)
{
return true;
}
ImageD3D *levelImage = mImageArray[level];
if (levelImage->getInternalFormat() != getBaseLevelInternalFormat())
{
return false;
}
if (levelImage->getWidth() != std::max(1, width >> level))
{
return false;
}
if (levelImage->getHeight() != std::max(1, height >> level))
{
return false;
}
if (levelImage->getDepth() != std::max(1, depth >> level))
{
return false;
}
return true;
}
void TextureD3D_3D::updateStorageLevel(int level)
{
ASSERT(level >= 0 && level < (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
ASSERT(isLevelComplete(level));
if (mImageArray[level]->isDirty())
{
commitRect(level, 0, 0, 0, getWidth(level), getHeight(level), getDepth(level));
}
}
void TextureD3D_3D::redefineImage(GLint level, GLenum 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, getBaseLevelWidth() >> level);
const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
const int storageDepth = std::max(1, getBaseLevelDepth() >> level);
const GLenum storageFormat = getBaseLevelInternalFormat();
mImageArray[level]->redefine(mRenderer, GL_TEXTURE_3D, internalformat, width, height, depth, false);
if (mTexStorage)
{
const int storageLevels = mTexStorage->getLevelCount();
if ((level >= storageLevels && storageLevels != 0) ||
width != storageWidth ||
height != storageHeight ||
depth != storageDepth ||
internalformat != storageFormat) // Discard mismatched storage
{
for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
mImageArray[i]->markDirty();
}
SafeDelete(mTexStorage);
mDirtyImages = true;
}
}
}
void TextureD3D_3D::commitRect(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth)
{
if (isValidLevel(level))
{
ImageD3D *image = mImageArray[level];
if (image->copyToStorage(mTexStorage, level, xoffset, yoffset, zoffset, width, height, depth))
{
image->markClean();
}
}
}
TextureD3D_2DArray::TextureD3D_2DArray(Renderer *renderer)
: TextureD3D(renderer),
mTexStorage(NULL)
{
for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++level)
{
mLayerCounts[level] = 0;
mImageArray[level] = NULL;
}
}
TextureD3D_2DArray::~TextureD3D_2DArray()
{
// Delete the Images before the TextureStorage.
// Images might be relying on the TextureStorage for some of their data.
// If TextureStorage is deleted before the Images, then their data will be wastefully copied back from the GPU before we delete the Images.
deleteImages();
SafeDelete(mTexStorage);
}
Image *TextureD3D_2DArray::getImage(int level, int layer) const
{
ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(layer < mLayerCounts[level]);
return mImageArray[level][layer];
}
GLsizei TextureD3D_2DArray::getLayerCount(int level) const
{
ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
return mLayerCounts[level];
}
GLsizei TextureD3D_2DArray::getWidth(GLint level) const
{
return (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getWidth() : 0;
}
GLsizei TextureD3D_2DArray::getHeight(GLint level) const
{
return (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getHeight() : 0;
}
GLsizei TextureD3D_2DArray::getLayers(GLint level) const
{
return (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mLayerCounts[level] : 0;
}
GLenum TextureD3D_2DArray::getInternalFormat(GLint level) const
{
return (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getInternalFormat() : GL_NONE;
}
bool TextureD3D_2DArray::isDepth(GLint level) const
{
return gl::GetInternalFormatInfo(getInternalFormat(level)).depthBits > 0;
}
void TextureD3D_2DArray::setImage(GLenum target, GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
{
ASSERT(target == GL_TEXTURE_2D_ARRAY);
GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type);
redefineImage(level, sizedInternalFormat, width, height, depth);
const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(sizedInternalFormat);
GLsizei inputDepthPitch = formatInfo.computeDepthPitch(type, width, height, unpack.alignment);
for (int i = 0; i < depth; i++)
{
const void *layerPixels = pixels ? (reinterpret_cast<const unsigned char*>(pixels) + (inputDepthPitch * i)) : NULL;
TextureD3D::setImage(unpack, type, layerPixels, mImageArray[level][i]);
}
}
void TextureD3D_2DArray::setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels)
{
ASSERT(target == GL_TEXTURE_2D_ARRAY);
// compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
redefineImage(level, format, width, height, depth);
const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(format);
GLsizei inputDepthPitch = formatInfo.computeDepthPitch(GL_UNSIGNED_BYTE, width, height, 1);
for (int i = 0; i < depth; i++)
{
const void *layerPixels = pixels ? (reinterpret_cast<const unsigned char*>(pixels) + (inputDepthPitch * i)) : NULL;
TextureD3D::setCompressedImage(imageSize, layerPixels, mImageArray[level][i]);
}
}
void TextureD3D_2DArray::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
{
ASSERT(target == GL_TEXTURE_2D_ARRAY);
const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(getInternalFormat(level));
GLsizei inputDepthPitch = formatInfo.computeDepthPitch(type, width, height, unpack.alignment);
for (int i = 0; i < depth; i++)
{
int layer = zoffset + i;
const void *layerPixels = pixels ? (reinterpret_cast<const unsigned char*>(pixels) + (inputDepthPitch * i)) : NULL;
if (TextureD3D::subImage(xoffset, yoffset, zoffset, width, height, 1, format, type, unpack, layerPixels, mImageArray[level][layer]))
{
commitRect(level, xoffset, yoffset, layer, width, height);
}
}
}
void TextureD3D_2DArray::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels)
{
ASSERT(target == GL_TEXTURE_2D_ARRAY);
const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(format);
GLsizei inputDepthPitch = formatInfo.computeDepthPitch(GL_UNSIGNED_BYTE, width, height, 1);
for (int i = 0; i < depth; i++)
{
int layer = zoffset + i;
const void *layerPixels = pixels ? (reinterpret_cast<const unsigned char*>(pixels) + (inputDepthPitch * i)) : NULL;
if (TextureD3D::subImageCompressed(xoffset, yoffset, zoffset, width, height, 1, format, imageSize, layerPixels, mImageArray[level][layer]))
{
commitRect(level, xoffset, yoffset, layer, width, height);
}
}
}
void TextureD3D_2DArray::copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
{
UNIMPLEMENTED();
}
void TextureD3D_2DArray::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
{
ASSERT(target == GL_TEXTURE_2D_ARRAY);
// can only make our texture storage to a render target if level 0 is defined (with a width & height) and
// the current level we're copying to is defined (with appropriate format, width & height)
bool canCreateRenderTarget = isLevelComplete(level) && isLevelComplete(0);
if (!mImageArray[level][0]->isRenderableFormat() || (!mTexStorage && !canCreateRenderTarget))
{
mImageArray[level][zoffset]->copy(xoffset, yoffset, 0, x, y, width, height, source);
mDirtyImages = true;
}
else
{
ensureRenderTarget();
if (isValidLevel(level))
{
updateStorageLevel(level);
gl::Rectangle sourceRect;
sourceRect.x = x;
sourceRect.width = width;
sourceRect.y = y;
sourceRect.height = height;
mRenderer->copyImage(source, sourceRect, gl::GetInternalFormatInfo(getInternalFormat(0)).format,
xoffset, yoffset, zoffset, mTexStorage, level);
}
}
}
void TextureD3D_2DArray::storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
{
ASSERT(target == GL_TEXTURE_2D_ARRAY);
deleteImages();
for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
GLsizei levelWidth = std::max(1, width >> level);
GLsizei levelHeight = std::max(1, height >> level);
mLayerCounts[level] = (level < levels ? depth : 0);
if (mLayerCounts[level] > 0)
{
// Create new images for this level
mImageArray[level] = new ImageD3D*[mLayerCounts[level]];
for (int layer = 0; layer < mLayerCounts[level]; layer++)
{
mImageArray[level][layer] = ImageD3D::makeImageD3D(mRenderer->createImage());
mImageArray[level][layer]->redefine(mRenderer, GL_TEXTURE_2D_ARRAY, internalformat, levelWidth,
levelHeight, 1, true);
}
}
}
mImmutable = true;
setCompleteTexStorage(new TextureStorageInterface2DArray(mRenderer, internalformat, IsRenderTargetUsage(mUsage), width, height, depth, levels));
}
void TextureD3D_2DArray::bindTexImage(egl::Surface *surface)
{
UNREACHABLE();
}
void TextureD3D_2DArray::releaseTexImage()
{
UNREACHABLE();
}
void TextureD3D_2DArray::generateMipmaps()
{
int baseWidth = getBaseLevelWidth();
int baseHeight = getBaseLevelHeight();
int baseDepth = getBaseLevelDepth();
GLenum baseFormat = getBaseLevelInternalFormat();
// Purge array levels 1 through q and reset them to represent the generated mipmap levels.
int levelCount = mipLevels();
for (int level = 1; level < levelCount; level++)
{
redefineImage(level, baseFormat, std::max(baseWidth >> level, 1), std::max(baseHeight >> level, 1), baseDepth);
}
if (mTexStorage && mTexStorage->isRenderTarget())
{
for (int level = 1; level < levelCount; level++)
{
mTexStorage->generateMipmap(level);
for (int layer = 0; layer < mLayerCounts[level]; layer++)
{
mImageArray[level][layer]->markClean();
}
}
}
else
{
for (int level = 1; level < levelCount; level++)
{
for (int layer = 0; layer < mLayerCounts[level]; layer++)
{
mRenderer->generateMipmap(mImageArray[level][layer], mImageArray[level - 1][layer]);
}
}
}
}
unsigned int TextureD3D_2DArray::getRenderTargetSerial(GLint level, GLint layer)
{
return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(level, layer) : 0);
}
RenderTarget *TextureD3D_2DArray::getRenderTarget(GLint level, GLint layer)
{
// ensure the underlying texture is created
if (!ensureRenderTarget())
{
return NULL;
}
updateStorageLevel(level);
// ensure this is NOT a depth texture
if (isDepth(level))
{
return NULL;
}
return mTexStorage->getRenderTarget(level, layer);
}
RenderTarget *TextureD3D_2DArray::getDepthStencil(GLint level, GLint layer)
{
// ensure the underlying texture is created
if (!ensureRenderTarget())
{
return NULL;
}
updateStorageLevel(level);
// ensure this is a depth texture
if (!isDepth(level))
{
return NULL;
}
return mTexStorage->getRenderTarget(level, layer);
}
void TextureD3D_2DArray::initializeStorage(bool renderTarget)
{
// Only initialize the first time this texture is used as a render target or shader resource
if (mTexStorage)
{
return;
}
// do not attempt to create storage for nonexistant data
if (!isLevelComplete(0))
{
return;
}
bool createRenderTarget = (renderTarget || mUsage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
setCompleteTexStorage(createCompleteStorage(createRenderTarget));
ASSERT(mTexStorage);
// flush image data to the storage
updateStorage();
}
TextureStorageInterface2DArray *TextureD3D_2DArray::createCompleteStorage(bool renderTarget) const
{
GLsizei width = getBaseLevelWidth();
GLsizei height = getBaseLevelHeight();
GLsizei depth = getLayers(0);
ASSERT(width > 0 && height > 0 && depth > 0);
// use existing storage level count, when previously specified by TexStorage*D
GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(width, height, 1));
return new TextureStorageInterface2DArray(mRenderer, getBaseLevelInternalFormat(), renderTarget, width, height, depth, levels);
}
void TextureD3D_2DArray::setCompleteTexStorage(TextureStorageInterface2DArray *newCompleteTexStorage)
{
SafeDelete(mTexStorage);
mTexStorage = newCompleteTexStorage;
mDirtyImages = true;
// We do not support managed 2D array storage, as managed storage is ES2/D3D9 only
ASSERT(!mTexStorage->isManaged());
}
void TextureD3D_2DArray::updateStorage()
{
ASSERT(mTexStorage != NULL);
GLint storageLevels = mTexStorage->getLevelCount();
for (int level = 0; level < storageLevels; level++)
{
if (isLevelComplete(level))
{
updateStorageLevel(level);
}
}
}
bool TextureD3D_2DArray::ensureRenderTarget()
{
initializeStorage(true);
if (getBaseLevelWidth() > 0 && getBaseLevelHeight() > 0 && getLayers(0) > 0)
{
ASSERT(mTexStorage);
if (!mTexStorage->isRenderTarget())
{
TextureStorageInterface2DArray *newRenderTargetStorage = createCompleteStorage(true);
if (!mRenderer->copyToRenderTarget(newRenderTargetStorage, mTexStorage))
{
delete newRenderTargetStorage;
return gl::error(GL_OUT_OF_MEMORY, false);
}
setCompleteTexStorage(newRenderTargetStorage);
}
}
return (mTexStorage && mTexStorage->isRenderTarget());
}
const ImageD3D *TextureD3D_2DArray::getBaseLevelImage() const
{
return (mLayerCounts[0] > 0 ? mImageArray[0][0] : NULL);
}
TextureStorageInterface *TextureD3D_2DArray::getBaseLevelStorage()
{
return mTexStorage;
}
bool TextureD3D_2DArray::isValidLevel(int level) const
{
return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0);
}
bool TextureD3D_2DArray::isLevelComplete(int level) const
{
ASSERT(level >= 0 && level < (int)ArraySize(mImageArray));
if (isImmutable())
{
return true;
}
GLsizei width = getBaseLevelWidth();
GLsizei height = getBaseLevelHeight();
GLsizei layers = getLayers(0);
if (width <= 0 || height <= 0 || layers <= 0)
{
return false;
}
if (level == 0)
{
return true;
}
if (getInternalFormat(level) != getInternalFormat(0))
{
return false;
}
if (getWidth(level) != std::max(1, width >> level))
{
return false;
}
if (getHeight(level) != std::max(1, height >> level))
{
return false;
}
if (getLayers(level) != layers)
{
return false;
}
return true;
}
void TextureD3D_2DArray::updateStorageLevel(int level)
{
ASSERT(level >= 0 && level < (int)ArraySize(mLayerCounts));
ASSERT(isLevelComplete(level));
for (int layer = 0; layer < mLayerCounts[level]; layer++)
{
ASSERT(mImageArray[level] != NULL && mImageArray[level][layer] != NULL);
if (mImageArray[level][layer]->isDirty())
{
commitRect(level, 0, 0, layer, getWidth(level), getHeight(level));
}
}
}
void TextureD3D_2DArray::deleteImages()
{
for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++level)
{
for (int layer = 0; layer < mLayerCounts[level]; ++layer)
{
delete mImageArray[level][layer];
}
delete[] mImageArray[level];
mImageArray[level] = NULL;
mLayerCounts[level] = 0;
}
}
void TextureD3D_2DArray::redefineImage(GLint level, GLenum 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, getBaseLevelWidth() >> level);
const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
const int storageDepth = getLayers(0);
const GLenum storageFormat = getBaseLevelInternalFormat();
for (int layer = 0; layer < mLayerCounts[level]; layer++)
{
delete mImageArray[level][layer];
}
delete[] mImageArray[level];
mImageArray[level] = NULL;
mLayerCounts[level] = depth;
if (depth > 0)
{
mImageArray[level] = new ImageD3D*[depth]();
for (int layer = 0; layer < mLayerCounts[level]; layer++)
{
mImageArray[level][layer] = ImageD3D::makeImageD3D(mRenderer->createImage());
mImageArray[level][layer]->redefine(mRenderer, GL_TEXTURE_2D_ARRAY, internalformat, width, height, 1, false);
}
}
if (mTexStorage)
{
const int storageLevels = mTexStorage->getLevelCount();
if ((level >= storageLevels && storageLevels != 0) ||
width != storageWidth ||
height != storageHeight ||
depth != storageDepth ||
internalformat != storageFormat) // Discard mismatched storage
{
for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
for (int layer = 0; layer < mLayerCounts[level]; layer++)
{
mImageArray[level][layer]->markDirty();
}
}
delete mTexStorage;
mTexStorage = NULL;
mDirtyImages = true;
}
}
}
void TextureD3D_2DArray::commitRect(GLint level, GLint xoffset, GLint yoffset, GLint layerTarget, GLsizei width, GLsizei height)
{
if (isValidLevel(level) && layerTarget < getLayers(level))
{
ImageD3D *image = mImageArray[level][layerTarget];
if (image->copyToStorage(mTexStorage, level, xoffset, yoffset, layerTarget, width, height))
{
image->markClean();
}
}
}
}