#include "precompiled.h" // // Copyright (c) 2002-2013 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. // // Texture.cpp: Implements the gl::Texture class and its derived classes // Texture2D and TextureCubeMap. Implements GL texture objects and related // functionality. [OpenGL ES 2.0.24] section 3.7 page 63. #include "libGLESv2/Texture.h" #include "libGLESv2/main.h" #include "common/mathutil.h" #include "common/utilities.h" #include "libGLESv2/formatutils.h" #include "libGLESv2/Renderbuffer.h" #include "libGLESv2/renderer/Image.h" #include "libGLESv2/renderer/Renderer.h" #include "libGLESv2/renderer/TextureStorage.h" #include "libEGL/Surface.h" #include "libGLESv2/Buffer.h" #include "libGLESv2/renderer/BufferStorage.h" #include "libGLESv2/renderer/RenderTarget.h" namespace gl { bool IsMipmapFiltered(const SamplerState &samplerState) { switch (samplerState.minFilter) { case GL_NEAREST: case GL_LINEAR: return false; case GL_NEAREST_MIPMAP_NEAREST: case GL_LINEAR_MIPMAP_NEAREST: case GL_NEAREST_MIPMAP_LINEAR: case GL_LINEAR_MIPMAP_LINEAR: return true; default: UNREACHABLE(); return false; } } bool IsRenderTargetUsage(GLenum usage) { return (usage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE); } Texture::Texture(rx::Renderer *renderer, GLuint id, GLenum target) : RefCountObject(id) { mRenderer = renderer; mSamplerState.minFilter = GL_NEAREST_MIPMAP_LINEAR; mSamplerState.magFilter = GL_LINEAR; mSamplerState.wrapS = GL_REPEAT; mSamplerState.wrapT = GL_REPEAT; mSamplerState.wrapR = GL_REPEAT; mSamplerState.maxAnisotropy = 1.0f; mSamplerState.baseLevel = 0; mSamplerState.maxLevel = 1000; mSamplerState.minLod = -1000.0f; mSamplerState.maxLod = 1000.0f; mSamplerState.compareMode = GL_NONE; mSamplerState.compareFunc = GL_LEQUAL; mSamplerState.swizzleRed = GL_RED; mSamplerState.swizzleGreen = GL_GREEN; mSamplerState.swizzleBlue = GL_BLUE; mSamplerState.swizzleAlpha = GL_ALPHA; mUsage = GL_NONE; mDirtyImages = true; mImmutable = false; mTarget = target; } Texture::~Texture() { } GLenum Texture::getTarget() const { return mTarget; } void Texture::addProxyRef(const FramebufferAttachment *proxy) { mRenderbufferProxies.addRef(proxy); } void Texture::releaseProxy(const FramebufferAttachment *proxy) { mRenderbufferProxies.release(proxy); } void Texture::setMinFilter(GLenum filter) { mSamplerState.minFilter = filter; } void Texture::setMagFilter(GLenum filter) { mSamplerState.magFilter = filter; } void Texture::setWrapS(GLenum wrap) { mSamplerState.wrapS = wrap; } void Texture::setWrapT(GLenum wrap) { mSamplerState.wrapT = wrap; } void Texture::setWrapR(GLenum wrap) { mSamplerState.wrapR = wrap; } void Texture::setMaxAnisotropy(float textureMaxAnisotropy, float contextMaxAnisotropy) { mSamplerState.maxAnisotropy = std::min(textureMaxAnisotropy, contextMaxAnisotropy); } void Texture::setCompareMode(GLenum mode) { mSamplerState.compareMode = mode; } void Texture::setCompareFunc(GLenum func) { mSamplerState.compareFunc = func; } void Texture::setSwizzleRed(GLenum swizzle) { mSamplerState.swizzleRed = swizzle; } void Texture::setSwizzleGreen(GLenum swizzle) { mSamplerState.swizzleGreen = swizzle; } void Texture::setSwizzleBlue(GLenum swizzle) { mSamplerState.swizzleBlue = swizzle; } void Texture::setSwizzleAlpha(GLenum swizzle) { mSamplerState.swizzleAlpha = swizzle; } void Texture::setBaseLevel(GLint baseLevel) { mSamplerState.baseLevel = baseLevel; } void Texture::setMaxLevel(GLint maxLevel) { mSamplerState.maxLevel = maxLevel; } void Texture::setMinLod(GLfloat minLod) { mSamplerState.minLod = minLod; } void Texture::setMaxLod(GLfloat maxLod) { mSamplerState.maxLod = maxLod; } void Texture::setUsage(GLenum usage) { mUsage = usage; } GLenum Texture::getMinFilter() const { return mSamplerState.minFilter; } GLenum Texture::getMagFilter() const { return mSamplerState.magFilter; } GLenum Texture::getWrapS() const { return mSamplerState.wrapS; } GLenum Texture::getWrapT() const { return mSamplerState.wrapT; } GLenum Texture::getWrapR() const { return mSamplerState.wrapR; } float Texture::getMaxAnisotropy() const { return mSamplerState.maxAnisotropy; } GLenum Texture::getSwizzleRed() const { return mSamplerState.swizzleRed; } GLenum Texture::getSwizzleGreen() const { return mSamplerState.swizzleGreen; } GLenum Texture::getSwizzleBlue() const { return mSamplerState.swizzleBlue; } GLenum Texture::getSwizzleAlpha() const { return mSamplerState.swizzleAlpha; } GLint Texture::getBaseLevel() const { return mSamplerState.baseLevel; } GLint Texture::getMaxLevel() const { return mSamplerState.maxLevel; } GLfloat Texture::getMinLod() const { return mSamplerState.minLod; } GLfloat Texture::getMaxLod() const { return mSamplerState.maxLod; } bool Texture::isSwizzled() const { return mSamplerState.swizzleRed != GL_RED || mSamplerState.swizzleGreen != GL_GREEN || mSamplerState.swizzleBlue != GL_BLUE || mSamplerState.swizzleAlpha != GL_ALPHA; } void Texture::getSamplerState(SamplerState *sampler) { *sampler = mSamplerState; // Offset the effective base level by the texture storage's top level rx::TextureStorageInterface *texture = getNativeTexture(); int topLevel = texture ? texture->getTopLevel() : 0; sampler->baseLevel = topLevel + mSamplerState.baseLevel; } GLenum Texture::getUsage() const { return mUsage; } GLint Texture::getBaseLevelWidth() const { const rx::Image *baseImage = getBaseLevelImage(); return (baseImage ? baseImage->getWidth() : 0); } GLint Texture::getBaseLevelHeight() const { const rx::Image *baseImage = getBaseLevelImage(); return (baseImage ? baseImage->getHeight() : 0); } GLint Texture::getBaseLevelDepth() const { const rx::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 Texture::getBaseLevelInternalFormat() const { const rx::Image *baseImage = getBaseLevelImage(); return (baseImage ? baseImage->getInternalFormat() : GL_NONE); } void Texture::setImage(const PixelUnpackState &unpack, GLenum type, const void *pixels, rx::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 Buffer *pixelBuffer = unpack.pixelBuffer.get(); ptrdiff_t offset = reinterpret_cast<ptrdiff_t>(pixels); const void *bufferData = pixelBuffer->getStorage()->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 Texture::isFastUnpackable(const PixelUnpackState &unpack, GLenum sizedInternalFormat) { return unpack.pixelBuffer.id() != 0 && mRenderer->supportsFastCopyBufferToTexture(sizedInternalFormat); } bool Texture::fastUnpackPixels(const PixelUnpackState &unpack, const void *pixels, const Box &destArea, GLenum sizedInternalFormat, GLenum type, rx::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); } void Texture::setCompressedImage(GLsizei imageSize, const void *pixels, rx::Image *image) { if (pixels != NULL) { image->loadCompressedData(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth(), pixels); mDirtyImages = true; } } bool Texture::subImage(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels, rx::Image *image) { const void *pixelData = pixels; // CPU readback & copy where direct GPU copy is not supported if (unpack.pixelBuffer.id() != 0) { Buffer *pixelBuffer = unpack.pixelBuffer.get(); unsigned int offset = reinterpret_cast<unsigned int>(pixels); const void *bufferData = pixelBuffer->getStorage()->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; } bool Texture::subImageCompressed(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels, rx::Image *image) { if (pixels != NULL) { image->loadCompressedData(xoffset, yoffset, zoffset, width, height, depth, pixels); mDirtyImages = true; } return true; } rx::TextureStorageInterface *Texture::getNativeTexture() { // ensure the underlying texture is created initializeStorage(false); rx::TextureStorageInterface *storage = getBaseLevelStorage(); if (storage) { updateStorage(); } return storage; } bool Texture::hasDirtyImages() const { return mDirtyImages; } void Texture::resetDirty() { mDirtyImages = false; } unsigned int Texture::getTextureSerial() { rx::TextureStorageInterface *texture = getNativeTexture(); return texture ? texture->getTextureSerial() : 0; } bool Texture::isImmutable() const { return mImmutable; } int Texture::immutableLevelCount() { return (mImmutable ? getNativeTexture()->getStorageInstance()->getLevelCount() : 0); } GLint Texture::creationLevels(GLsizei width, GLsizei height, GLsizei depth) const { if ((isPow2(width) && isPow2(height) && isPow2(depth)) || mRenderer->getNonPower2TextureSupport()) { // Maximum number of levels return 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 Texture::mipLevels() const { return log2(std::max(std::max(getBaseLevelWidth(), getBaseLevelHeight()), getBaseLevelDepth())) + 1; } Texture2D::Texture2D(rx::Renderer *renderer, GLuint id) : Texture(renderer, id, GL_TEXTURE_2D) { mTexStorage = NULL; mSurface = NULL; for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i) { mImageArray[i] = renderer->createImage(); } } Texture2D::~Texture2D() { delete mTexStorage; mTexStorage = NULL; if (mSurface) { mSurface->setBoundTexture(NULL); mSurface = NULL; } for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i) { delete mImageArray[i]; } } GLsizei Texture2D::getWidth(GLint level) const { if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) return mImageArray[level]->getWidth(); else return 0; } GLsizei Texture2D::getHeight(GLint level) const { if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) return mImageArray[level]->getHeight(); else return 0; } GLenum Texture2D::getInternalFormat(GLint level) const { if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) return mImageArray[level]->getInternalFormat(); else return GL_NONE; } GLenum Texture2D::getActualFormat(GLint level) const { if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) return mImageArray[level]->getActualFormat(); else return GL_NONE; } void Texture2D::redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height) { releaseTexImage(); // 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 < IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) { mImageArray[i]->markDirty(); } delete mTexStorage; mTexStorage = NULL; mDirtyImages = true; } } } void Texture2D::setImage(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) { GLuint clientVersion = mRenderer->getCurrentClientVersion(); GLenum sizedInternalFormat = IsSizedInternalFormat(internalFormat, clientVersion) ? internalFormat : GetSizedInternalFormat(format, type, clientVersion); redefineImage(level, sizedInternalFormat, width, height); bool fastUnpacked = false; // 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 rx::RenderTarget *destRenderTarget = getRenderTarget(level); 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) { Texture::setImage(unpack, type, pixels, mImageArray[level]); } } void Texture2D::bindTexImage(egl::Surface *surface) { releaseTexImage(); GLenum internalformat = surface->getFormat(); mImageArray[0]->redefine(mRenderer, GL_TEXTURE_2D, internalformat, surface->getWidth(), surface->getHeight(), 1, true); delete mTexStorage; mTexStorage = new rx::TextureStorageInterface2D(mRenderer, surface->getSwapChain()); mDirtyImages = true; mSurface = surface; mSurface->setBoundTexture(this); } void Texture2D::releaseTexImage() { if (mSurface) { mSurface->setBoundTexture(NULL); mSurface = NULL; if (mTexStorage) { delete mTexStorage; mTexStorage = NULL; } for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) { mImageArray[i]->redefine(mRenderer, GL_TEXTURE_2D, GL_NONE, 0, 0, 0, true); } } } void Texture2D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, 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); Texture::setCompressedImage(imageSize, pixels, mImageArray[level]); } void Texture2D::commitRect(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height) { if (isValidLevel(level)) { rx::Image *image = mImageArray[level]; if (image->copyToStorage(mTexStorage, level, xoffset, yoffset, width, height)) { image->markClean(); } } } void Texture2D::subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) { bool fastUnpacked = false; if (isFastUnpackable(unpack, getInternalFormat(level)) && isLevelComplete(level)) { rx::RenderTarget *renderTarget = getRenderTarget(level); 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 && Texture::subImage(xoffset, yoffset, 0, width, height, 1, format, type, unpack, pixels, mImageArray[level])) { commitRect(level, xoffset, yoffset, width, height); } } void Texture2D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels) { if (Texture::subImageCompressed(xoffset, yoffset, 0, width, height, 1, format, imageSize, pixels, mImageArray[level])) { commitRect(level, xoffset, yoffset, width, height); } } void Texture2D::copyImage(GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source) { GLuint clientVersion = mRenderer->getCurrentClientVersion(); GLenum sizedInternalFormat = IsSizedInternalFormat(format, clientVersion) ? format : GetSizedInternalFormat(format, GL_UNSIGNED_BYTE, clientVersion); 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 Texture2D::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source) { // 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); GLuint clientVersion = mRenderer->getCurrentClientVersion(); gl::Rectangle sourceRect; sourceRect.x = x; sourceRect.width = width; sourceRect.y = y; sourceRect.height = height; mRenderer->copyImage(source, sourceRect, gl::GetFormat(getBaseLevelInternalFormat(), clientVersion), xoffset, yoffset, mTexStorage, level); } } } void Texture2D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height) { 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 < IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++) { mImageArray[level]->redefine(mRenderer, GL_TEXTURE_2D, GL_NONE, 0, 0, 0, true); } mImmutable = true; setCompleteTexStorage(new rx::TextureStorageInterface2D(mRenderer, internalformat, IsRenderTargetUsage(mUsage), width, height, levels)); } void Texture2D::setCompleteTexStorage(rx::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; } // Tests for 2D texture sampling completeness. [OpenGL ES 2.0.24] section 3.8.2 page 85. bool Texture2D::isSamplerComplete(const SamplerState &samplerState) const { GLsizei width = getBaseLevelWidth(); GLsizei height = getBaseLevelHeight(); if (width <= 0 || height <= 0) { return false; } if (!IsTextureFilteringSupported(getInternalFormat(0), mRenderer)) { if (samplerState.magFilter != GL_NEAREST || (samplerState.minFilter != GL_NEAREST && samplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST)) { return false; } } bool npotSupport = mRenderer->getNonPower2TextureSupport(); if (!npotSupport) { if ((samplerState.wrapS != GL_CLAMP_TO_EDGE && !isPow2(width)) || (samplerState.wrapT != GL_CLAMP_TO_EDGE && !isPow2(height))) { return false; } } if (IsMipmapFiltered(samplerState)) { if (!npotSupport) { if (!isPow2(width) || !isPow2(height)) { return false; } } if (!isMipmapComplete()) { return false; } } // OpenGLES 3.0.2 spec section 3.8.13 states that a texture is not mipmap complete if: // The internalformat specified for the texture arrays is a sized internal depth or // depth and stencil format (see table 3.13), the value of TEXTURE_COMPARE_- // MODE is NONE, and either the magnification filter is not NEAREST or the mini- // fication filter is neither NEAREST nor NEAREST_MIPMAP_NEAREST. if (gl::GetDepthBits(getInternalFormat(0), mRenderer->getCurrentClientVersion()) > 0 && mRenderer->getCurrentClientVersion() > 2) { if (mSamplerState.compareMode == GL_NONE) { if ((mSamplerState.minFilter != GL_NEAREST && mSamplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST) || mSamplerState.magFilter != GL_NEAREST) { return false; } } } return true; } // Tests for 2D texture (mipmap) completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81. bool Texture2D::isMipmapComplete() const { int levelCount = mipLevels(); for (int level = 0; level < levelCount; level++) { if (!isLevelComplete(level)) { return false; } } return true; } bool Texture2D::isLevelComplete(int level) const { if (isImmutable()) { return true; } const rx::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); rx::Image *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; } bool Texture2D::isCompressed(GLint level) const { return IsFormatCompressed(getInternalFormat(level), mRenderer->getCurrentClientVersion()); } bool Texture2D::isDepth(GLint level) const { return GetDepthBits(getInternalFormat(level), mRenderer->getCurrentClientVersion()) > 0; } // Constructs a native texture resource from the texture images void Texture2D::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(); } rx::TextureStorageInterface2D *Texture2D::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 rx::TextureStorageInterface2D(mRenderer, getBaseLevelInternalFormat(), renderTarget, width, height, levels); } void Texture2D::updateStorage() { ASSERT(mTexStorage != NULL); GLint storageLevels = mTexStorage->getLevelCount(); for (int level = 0; level < storageLevels; level++) { if (mImageArray[level]->isDirty() && isLevelComplete(level)) { updateStorageLevel(level); } } } void Texture2D::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)); } } bool Texture2D::ensureRenderTarget() { initializeStorage(true); if (getBaseLevelWidth() > 0 && getBaseLevelHeight() > 0) { ASSERT(mTexStorage); if (!mTexStorage->isRenderTarget()) { rx::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()); } void Texture2D::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]); } } } const rx::Image *Texture2D::getBaseLevelImage() const { return mImageArray[0]; } rx::TextureStorageInterface *Texture2D::getBaseLevelStorage() { return mTexStorage; } FramebufferAttachment *Texture2D::getAttachment(GLint level) { FramebufferAttachment *attachment = mRenderbufferProxies.get(level, 0); if (!attachment) { attachment = new FramebufferAttachment(mRenderer, id(), new Texture2DAttachment(this, level)); mRenderbufferProxies.add(level, 0, attachment); } return attachment; } unsigned int Texture2D::getRenderTargetSerial(GLint level) { return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(level) : 0); } rx::RenderTarget *Texture2D::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); } rx::RenderTarget *Texture2D::getDepthSencil(GLint level) { // 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 Texture2D::isValidLevel(int level) const { return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : false); } TextureCubeMap::TextureCubeMap(rx::Renderer *renderer, GLuint id) : Texture(renderer, id, GL_TEXTURE_CUBE_MAP) { mTexStorage = NULL; for (int i = 0; i < 6; i++) { for (int j = 0; j < IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++j) { mImageArray[i][j] = renderer->createImage(); } } } TextureCubeMap::~TextureCubeMap() { for (int i = 0; i < 6; i++) { for (int j = 0; j < IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++j) { delete mImageArray[i][j]; } } delete mTexStorage; mTexStorage = NULL; } GLsizei TextureCubeMap::getWidth(GLenum target, GLint level) const { if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) return mImageArray[targetToIndex(target)][level]->getWidth(); else return 0; } GLsizei TextureCubeMap::getHeight(GLenum target, GLint level) const { if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) return mImageArray[targetToIndex(target)][level]->getHeight(); else return 0; } GLenum TextureCubeMap::getInternalFormat(GLenum target, GLint level) const { if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) return mImageArray[targetToIndex(target)][level]->getInternalFormat(); else return GL_NONE; } GLenum TextureCubeMap::getActualFormat(GLenum target, GLint level) const { if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) return mImageArray[targetToIndex(target)][level]->getActualFormat(); else return GL_NONE; } void TextureCubeMap::setImagePosX(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) { setImage(0, level, width, height, internalFormat, format, type, unpack, pixels); } void TextureCubeMap::setImageNegX(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) { setImage(1, level, width, height, internalFormat, format, type, unpack, pixels); } void TextureCubeMap::setImagePosY(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) { setImage(2, level, width, height, internalFormat, format, type, unpack, pixels); } void TextureCubeMap::setImageNegY(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) { setImage(3, level, width, height, internalFormat, format, type, unpack, pixels); } void TextureCubeMap::setImagePosZ(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) { setImage(4, level, width, height, internalFormat, format, type, unpack, pixels); } void TextureCubeMap::setImageNegZ(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) { setImage(5, level, width, height, internalFormat, format, type, unpack, pixels); } void TextureCubeMap::setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels) { // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly int faceIndex = targetToIndex(target); redefineImage(faceIndex, level, format, width, height); Texture::setCompressedImage(imageSize, pixels, mImageArray[faceIndex][level]); } void TextureCubeMap::commitRect(int faceIndex, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height) { if (isValidFaceLevel(faceIndex, level)) { rx::Image *image = mImageArray[faceIndex][level]; if (image->copyToStorage(mTexStorage, faceIndex, level, xoffset, yoffset, width, height)) image->markClean(); } } void TextureCubeMap::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) { int faceIndex = targetToIndex(target); if (Texture::subImage(xoffset, yoffset, 0, width, height, 1, format, type, unpack, pixels, mImageArray[faceIndex][level])) { commitRect(faceIndex, level, xoffset, yoffset, width, height); } } void TextureCubeMap::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels) { int faceIndex = targetToIndex(target); if (Texture::subImageCompressed(xoffset, yoffset, 0, width, height, 1, format, imageSize, pixels, mImageArray[faceIndex][level])) { commitRect(faceIndex, level, xoffset, yoffset, width, height); } } // Tests for cube map sampling completeness. [OpenGL ES 2.0.24] section 3.8.2 page 86. bool TextureCubeMap::isSamplerComplete(const SamplerState &samplerState) const { int size = getBaseLevelWidth(); bool mipmapping = IsMipmapFiltered(samplerState); if (!IsTextureFilteringSupported(getInternalFormat(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0), mRenderer)) { if (samplerState.magFilter != GL_NEAREST || (samplerState.minFilter != GL_NEAREST && samplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST)) { return false; } } if (!isPow2(size) && !mRenderer->getNonPower2TextureSupport()) { if (samplerState.wrapS != GL_CLAMP_TO_EDGE || samplerState.wrapT != GL_CLAMP_TO_EDGE || mipmapping) { return false; } } if (!mipmapping) { if (!isCubeComplete()) { return false; } } else { if (!isMipmapCubeComplete()) // Also tests for isCubeComplete() { return false; } } return true; } // Tests for cube texture completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81. bool TextureCubeMap::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 rx::Image &faceBaseImage = *mImageArray[faceIndex][0]; if (faceBaseImage.getWidth() != baseWidth || faceBaseImage.getHeight() != baseHeight || faceBaseImage.getInternalFormat() != baseFormat ) { return false; } } return true; } bool TextureCubeMap::isMipmapCubeComplete() const { if (isImmutable()) { return true; } if (!isCubeComplete()) { return false; } int levelCount = mipLevels(); for (int face = 0; face < 6; face++) { for (int level = 1; level < levelCount; level++) { if (!isFaceLevelComplete(face, level)) { return false; } } } return true; } bool TextureCubeMap::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 rx::Image *faceLevelImage = mImageArray[faceIndex][level]; if (faceLevelImage->getInternalFormat() != getBaseLevelInternalFormat()) { return false; } if (faceLevelImage->getWidth() != std::max(1, baseSize >> level)) { return false; } return true; } bool TextureCubeMap::isCompressed(GLenum target, GLint level) const { return IsFormatCompressed(getInternalFormat(target, level), mRenderer->getCurrentClientVersion()); } bool TextureCubeMap::isDepth(GLenum target, GLint level) const { return GetDepthBits(getInternalFormat(target, level), mRenderer->getCurrentClientVersion()) > 0; } void TextureCubeMap::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(); } rx::TextureStorageInterfaceCube *TextureCubeMap::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 rx::TextureStorageInterfaceCube(mRenderer, getBaseLevelInternalFormat(), renderTarget, size, levels); } void TextureCubeMap::setCompleteTexStorage(rx::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 TextureCubeMap::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); } } } } void TextureCubeMap::updateStorageFaceLevel(int faceIndex, int level) { ASSERT(level >= 0 && faceIndex < 6 && level < (int)ArraySize(mImageArray[faceIndex]) && mImageArray[faceIndex][level] != NULL); rx::Image *image = mImageArray[faceIndex][level]; if (image->isDirty()) { commitRect(faceIndex, level, 0, 0, image->getWidth(), image->getHeight()); } } bool TextureCubeMap::ensureRenderTarget() { initializeStorage(true); if (getBaseLevelWidth() > 0) { ASSERT(mTexStorage); if (!mTexStorage->isRenderTarget()) { rx::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()); } void TextureCubeMap::setImage(int faceIndex, GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) { GLuint clientVersion = mRenderer->getCurrentClientVersion(); GLenum sizedInternalFormat = IsSizedInternalFormat(internalFormat, clientVersion) ? internalFormat : GetSizedInternalFormat(format, type, clientVersion); redefineImage(faceIndex, level, sizedInternalFormat, width, height); Texture::setImage(unpack, type, pixels, mImageArray[faceIndex][level]); } int TextureCubeMap::targetToIndex(GLenum target) { META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_X - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 1); META_ASSERT(GL_TEXTURE_CUBE_MAP_POSITIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 2); META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 3); META_ASSERT(GL_TEXTURE_CUBE_MAP_POSITIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 4); META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 5); return target - GL_TEXTURE_CUBE_MAP_POSITIVE_X; } void TextureCubeMap::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 < IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++) { for (int faceIndex = 0; faceIndex < 6; faceIndex++) { mImageArray[faceIndex][level]->markDirty(); } } delete mTexStorage; mTexStorage = NULL; mDirtyImages = true; } } } void TextureCubeMap::copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source) { int faceIndex = targetToIndex(target); GLuint clientVersion = mRenderer->getCurrentClientVersion(); GLenum sizedInternalFormat = IsSizedInternalFormat(format, clientVersion) ? format : GetSizedInternalFormat(format, GL_UNSIGNED_BYTE, clientVersion); 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 TextureCubeMap::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source) { int faceIndex = targetToIndex(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); GLuint clientVersion = mRenderer->getCurrentClientVersion(); gl::Rectangle sourceRect; sourceRect.x = x; sourceRect.width = width; sourceRect.y = y; sourceRect.height = height; mRenderer->copyImage(source, sourceRect, gl::GetFormat(getBaseLevelInternalFormat(), clientVersion), xoffset, yoffset, mTexStorage, target, level); } } } void TextureCubeMap::storage(GLsizei levels, GLenum internalformat, GLsizei size) { for (int level = 0; level < levels; level++) { GLsizei mipSize = std::max(1, size >> 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 < 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 rx::TextureStorageInterfaceCube(mRenderer, internalformat, IsRenderTargetUsage(mUsage), size, levels)); } void TextureCubeMap::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]); } } } } const rx::Image *TextureCubeMap::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]; } rx::TextureStorageInterface *TextureCubeMap::getBaseLevelStorage() { return mTexStorage; } FramebufferAttachment *TextureCubeMap::getAttachment(GLenum target, GLint level) { ASSERT(!IsCubemapTextureTarget(target)); int faceIndex = targetToIndex(target); FramebufferAttachment *attachment = mRenderbufferProxies.get(level, faceIndex); if (!attachment) { attachment = new FramebufferAttachment(mRenderer, id(), new TextureCubeMapAttachment(this, target, level)); mRenderbufferProxies.add(level, faceIndex, attachment); } return attachment; } unsigned int TextureCubeMap::getRenderTargetSerial(GLenum target, GLint level) { return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(target, level) : 0); } rx::RenderTarget *TextureCubeMap::getRenderTarget(GLenum target, GLint level) { ASSERT(IsCubemapTextureTarget(target)); // ensure the underlying texture is created if (!ensureRenderTarget()) { return NULL; } updateStorageFaceLevel(targetToIndex(target), level); // ensure this is NOT a depth texture if (isDepth(target, level)) { return NULL; } return mTexStorage->getRenderTarget(target, level); } rx::RenderTarget *TextureCubeMap::getDepthStencil(GLenum target, GLint level) { ASSERT(IsCubemapTextureTarget(target)); // ensure the underlying texture is created if (!ensureRenderTarget()) { return NULL; } updateStorageFaceLevel(targetToIndex(target), level); // ensure this is a depth texture if (!isDepth(target, level)) { return NULL; } return mTexStorage->getRenderTarget(target, level); } bool TextureCubeMap::isValidFaceLevel(int faceIndex, int level) const { return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0); } Texture3D::Texture3D(rx::Renderer *renderer, GLuint id) : Texture(renderer, id, GL_TEXTURE_3D) { mTexStorage = NULL; for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i) { mImageArray[i] = renderer->createImage(); } } Texture3D::~Texture3D() { delete mTexStorage; mTexStorage = NULL; for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i) { delete mImageArray[i]; } } GLsizei Texture3D::getWidth(GLint level) const { return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mImageArray[level]->getWidth() : 0; } GLsizei Texture3D::getHeight(GLint level) const { return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mImageArray[level]->getHeight() : 0; } GLsizei Texture3D::getDepth(GLint level) const { return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mImageArray[level]->getDepth() : 0; } GLenum Texture3D::getInternalFormat(GLint level) const { return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mImageArray[level]->getInternalFormat() : GL_NONE; } GLenum Texture3D::getActualFormat(GLint level) const { return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mImageArray[level]->getActualFormat() : GL_NONE; } bool Texture3D::isCompressed(GLint level) const { return IsFormatCompressed(getInternalFormat(level), mRenderer->getCurrentClientVersion()); } bool Texture3D::isDepth(GLint level) const { return GetDepthBits(getInternalFormat(level), mRenderer->getCurrentClientVersion()) > 0; } void Texture3D::setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) { GLuint clientVersion = mRenderer->getCurrentClientVersion(); GLenum sizedInternalFormat = IsSizedInternalFormat(internalFormat, clientVersion) ? internalFormat : GetSizedInternalFormat(format, type, clientVersion); 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 rx::RenderTarget *destRenderTarget = getRenderTarget(level); 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) { Texture::setImage(unpack, type, pixels, mImageArray[level]); } } void Texture3D::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); Texture::setCompressedImage(imageSize, pixels, mImageArray[level]); } void Texture3D::subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) { 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))) { rx::RenderTarget *destRenderTarget = getRenderTarget(level); 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 && Texture::subImage(xoffset, yoffset, zoffset, width, height, depth, format, type, unpack, pixels, mImageArray[level])) { commitRect(level, xoffset, yoffset, zoffset, width, height, depth); } } void Texture3D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels) { if (Texture::subImageCompressed(xoffset, yoffset, zoffset, width, height, depth, format, imageSize, pixels, mImageArray[level])) { commitRect(level, xoffset, yoffset, zoffset, width, height, depth); } } void Texture3D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) { 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 < IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++) { mImageArray[level]->redefine(mRenderer, GL_TEXTURE_3D, GL_NONE, 0, 0, 0, true); } mImmutable = true; setCompleteTexStorage(new rx::TextureStorageInterface3D(mRenderer, internalformat, IsRenderTargetUsage(mUsage), width, height, depth, levels)); } void Texture3D::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]); } } } const rx::Image *Texture3D::getBaseLevelImage() const { return mImageArray[0]; } rx::TextureStorageInterface *Texture3D::getBaseLevelStorage() { return mTexStorage; } void Texture3D::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source) { // 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; GLuint clientVersion = mRenderer->getCurrentClientVersion(); mRenderer->copyImage(source, sourceRect, gl::GetFormat(getBaseLevelInternalFormat(), clientVersion), xoffset, yoffset, zoffset, mTexStorage, level); } } } bool Texture3D::isSamplerComplete(const SamplerState &samplerState) const { GLsizei width = getBaseLevelWidth(); GLsizei height = getBaseLevelHeight(); GLsizei depth = getBaseLevelDepth(); if (width <= 0 || height <= 0 || depth <= 0) { return false; } if (!IsTextureFilteringSupported(getInternalFormat(0), mRenderer)) { if (samplerState.magFilter != GL_NEAREST || (samplerState.minFilter != GL_NEAREST && samplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST)) { return false; } } if (IsMipmapFiltered(samplerState) && !isMipmapComplete()) { return false; } return true; } bool Texture3D::isMipmapComplete() const { int levelCount = mipLevels(); for (int level = 0; level < levelCount; level++) { if (!isLevelComplete(level)) { return false; } } return true; } bool Texture3D::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; } rx::Image *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; } FramebufferAttachment *Texture3D::getAttachment(GLint level, GLint layer) { FramebufferAttachment *attachment = mRenderbufferProxies.get(level, layer); if (!attachment) { attachment = new FramebufferAttachment(mRenderer, id(), new Texture3DAttachment(this, level, layer)); mRenderbufferProxies.add(level, 0, attachment); } return attachment; } unsigned int Texture3D::getRenderTargetSerial(GLint level, GLint layer) { return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(level, layer) : 0); } bool Texture3D::isValidLevel(int level) const { return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0); } void Texture3D::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(); } rx::TextureStorageInterface3D *Texture3D::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 rx::TextureStorageInterface3D(mRenderer, getBaseLevelInternalFormat(), renderTarget, width, height, depth, levels); } void Texture3D::setCompleteTexStorage(rx::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 Texture3D::updateStorage() { ASSERT(mTexStorage != NULL); GLint storageLevels = mTexStorage->getLevelCount(); for (int level = 0; level < storageLevels; level++) { if (mImageArray[level]->isDirty() && isLevelComplete(level)) { updateStorageLevel(level); } } } void Texture3D::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)); } } bool Texture3D::ensureRenderTarget() { initializeStorage(true); if (getBaseLevelWidth() > 0 && getBaseLevelHeight() > 0 && getBaseLevelDepth() > 0) { ASSERT(mTexStorage); if (!mTexStorage->isRenderTarget()) { rx::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()); } rx::RenderTarget *Texture3D::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); } rx::RenderTarget *Texture3D::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); } rx::RenderTarget *Texture3D::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 Texture3D::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 < IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) { mImageArray[i]->markDirty(); } delete mTexStorage; mTexStorage = NULL; mDirtyImages = true; } } } void Texture3D::commitRect(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth) { if (isValidLevel(level)) { rx::Image *image = mImageArray[level]; if (image->copyToStorage(mTexStorage, level, xoffset, yoffset, zoffset, width, height, depth)) { image->markClean(); } } } Texture2DArray::Texture2DArray(rx::Renderer *renderer, GLuint id) : Texture(renderer, id, GL_TEXTURE_2D_ARRAY) { mTexStorage = NULL; for (int level = 0; level < IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++level) { mLayerCounts[level] = 0; mImageArray[level] = NULL; } } Texture2DArray::~Texture2DArray() { delete mTexStorage; mTexStorage = NULL; deleteImages(); } void Texture2DArray::deleteImages() { for (int level = 0; level < 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; } } GLsizei Texture2DArray::getWidth(GLint level) const { return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getWidth() : 0; } GLsizei Texture2DArray::getHeight(GLint level) const { return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getHeight() : 0; } GLsizei Texture2DArray::getLayers(GLint level) const { return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mLayerCounts[level] : 0; } GLenum Texture2DArray::getInternalFormat(GLint level) const { return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getInternalFormat() : GL_NONE; } GLenum Texture2DArray::getActualFormat(GLint level) const { return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getActualFormat() : GL_NONE; } bool Texture2DArray::isCompressed(GLint level) const { return IsFormatCompressed(getInternalFormat(level), mRenderer->getCurrentClientVersion()); } bool Texture2DArray::isDepth(GLint level) const { return GetDepthBits(getInternalFormat(level), mRenderer->getCurrentClientVersion()) > 0; } void Texture2DArray::setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels) { GLuint clientVersion = mRenderer->getCurrentClientVersion(); GLenum sizedInternalFormat = IsSizedInternalFormat(internalFormat, clientVersion) ? internalFormat : GetSizedInternalFormat(format, type, clientVersion); redefineImage(level, sizedInternalFormat, width, height, depth); GLsizei inputDepthPitch = gl::GetDepthPitch(sizedInternalFormat, type, clientVersion, width, height, unpack.alignment); for (int i = 0; i < depth; i++) { const void *layerPixels = pixels ? (reinterpret_cast<const unsigned char*>(pixels) + (inputDepthPitch * i)) : NULL; Texture::setImage(unpack, type, 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); GLuint clientVersion = mRenderer->getCurrentClientVersion(); GLsizei inputDepthPitch = gl::GetDepthPitch(format, GL_UNSIGNED_BYTE, clientVersion, width, height, 1); for (int i = 0; i < depth; i++) { const void *layerPixels = pixels ? (reinterpret_cast<const unsigned char*>(pixels) + (inputDepthPitch * i)) : NULL; 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, const PixelUnpackState &unpack, const void *pixels) { GLenum internalformat = getInternalFormat(level); GLuint clientVersion = mRenderer->getCurrentClientVersion(); GLsizei inputDepthPitch = gl::GetDepthPitch(internalformat, type, clientVersion, 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 (Texture::subImage(xoffset, yoffset, zoffset, width, height, 1, format, type, unpack, 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) { GLuint clientVersion = mRenderer->getCurrentClientVersion(); GLsizei inputDepthPitch = gl::GetDepthPitch(format, GL_UNSIGNED_BYTE, clientVersion, 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 (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) { deleteImages(); for (int level = 0; level < 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 rx::Image*[mLayerCounts[level]]; for (int layer = 0; layer < mLayerCounts[level]; layer++) { mImageArray[level][layer] = mRenderer->createImage(); mImageArray[level][layer]->redefine(mRenderer, GL_TEXTURE_2D_ARRAY, internalformat, levelWidth, levelHeight, 1, true); } } } mImmutable = true; setCompleteTexStorage(new rx::TextureStorageInterface2DArray(mRenderer, internalformat, IsRenderTargetUsage(mUsage), width, height, depth, levels)); } void Texture2DArray::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]); } } } } const rx::Image *Texture2DArray::getBaseLevelImage() const { return (mLayerCounts[0] > 0 ? mImageArray[0][0] : NULL); } rx::TextureStorageInterface *Texture2DArray::getBaseLevelStorage() { return mTexStorage; } void Texture2DArray::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source) { // 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); GLuint clientVersion = mRenderer->getCurrentClientVersion(); gl::Rectangle sourceRect; sourceRect.x = x; sourceRect.width = width; sourceRect.y = y; sourceRect.height = height; mRenderer->copyImage(source, sourceRect, gl::GetFormat(getInternalFormat(0), clientVersion), xoffset, yoffset, zoffset, mTexStorage, level); } } } bool Texture2DArray::isSamplerComplete(const SamplerState &samplerState) const { GLsizei width = getBaseLevelWidth(); GLsizei height = getBaseLevelHeight(); GLsizei depth = getLayers(0); if (width <= 0 || height <= 0 || depth <= 0) { return false; } if (!IsTextureFilteringSupported(getBaseLevelInternalFormat(), mRenderer)) { if (samplerState.magFilter != GL_NEAREST || (samplerState.minFilter != GL_NEAREST && samplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST)) { return false; } } if (IsMipmapFiltered(samplerState) && !isMipmapComplete()) { return false; } return true; } bool Texture2DArray::isMipmapComplete() const { int levelCount = mipLevels(); for (int level = 1; level < levelCount; level++) { if (!isLevelComplete(level)) { return false; } } return true; } bool Texture2DArray::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; } FramebufferAttachment *Texture2DArray::getAttachment(GLint level, GLint layer) { FramebufferAttachment *attachment = mRenderbufferProxies.get(level, layer); if (!attachment) { attachment = new FramebufferAttachment(mRenderer, id(), new Texture2DArrayAttachment(this, level, layer)); mRenderbufferProxies.add(level, 0, attachment); } return attachment; } unsigned int Texture2DArray::getRenderTargetSerial(GLint level, GLint layer) { return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(level, layer) : 0); } bool Texture2DArray::isValidLevel(int level) const { return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0); } void Texture2DArray::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(); } rx::TextureStorageInterface2DArray *Texture2DArray::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 rx::TextureStorageInterface2DArray(mRenderer, getBaseLevelInternalFormat(), renderTarget, width, height, depth, levels); } void Texture2DArray::setCompleteTexStorage(rx::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 Texture2DArray::updateStorage() { ASSERT(mTexStorage != NULL); GLint storageLevels = mTexStorage->getLevelCount(); for (int level = 0; level < storageLevels; level++) { if (isLevelComplete(level)) { updateStorageLevel(level); } } } void Texture2DArray::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)); } } } bool Texture2DArray::ensureRenderTarget() { initializeStorage(true); if (getBaseLevelWidth() > 0 && getBaseLevelHeight() > 0 && getLayers(0) > 0) { ASSERT(mTexStorage); if (!mTexStorage->isRenderTarget()) { rx::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()); } rx::RenderTarget *Texture2DArray::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); } rx::RenderTarget *Texture2DArray::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 Texture2DArray::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 rx::Image*[depth](); for (int layer = 0; layer < mLayerCounts[level]; layer++) { mImageArray[level][layer] = 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 < IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++) { for (int layer = 0; layer < mLayerCounts[level]; 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 (isValidLevel(level) && layerTarget < getLayers(level)) { rx::Image *image = mImageArray[level][layerTarget]; if (image->copyToStorage(mTexStorage, level, xoffset, yoffset, layerTarget, width, height)) { image->markClean(); } } } }