Texture2DArray now uses dynamically allocated arrays to store Image objects.
TRAC #22918
Signed-off-by: Jamie Madill
Signed-off-by: Shannon Woods
Author: Geoff Lang
git-svn-id: https://angleproject.googlecode.com/svn/branches/es3proto@2267 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/Texture.cpp b/src/libGLESv2/Texture.cpp
index 9345326..f2083ba 100644
--- a/src/libGLESv2/Texture.cpp
+++ b/src/libGLESv2/Texture.cpp
@@ -1942,10 +1942,7 @@
for (int level = 0; level < IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++level)
{
mLayerCounts[level] = 0;
- for (int layer = 0; layer < IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS; ++layer)
- {
- mImageArray[level][layer] = renderer->createImage();
- }
+ mImageArray[level] = NULL;
}
}
@@ -1957,10 +1954,11 @@
mTexStorage = NULL;
for (int level = 0; level < IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++level)
{
- for (int layer = 0; layer < IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS; ++layer)
+ for (int layer = 0; layer < mLayerCounts[level]; ++layer)
{
delete mImageArray[level][layer];
}
+ delete[] mImageArray[level];
}
}
@@ -1985,27 +1983,27 @@
GLsizei Texture2DArray::getWidth(GLint level) const
{
- return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mImageArray[level][0]->getWidth() : 0;
+ 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) ? mImageArray[level][0]->getHeight() : 0;
+ return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getHeight() : 0;
}
GLsizei Texture2DArray::getDepth(GLint level) const
{
- return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mLayerCounts[level] : 0;
+ return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mLayerCounts[level] : 0;
}
GLenum Texture2DArray::getInternalFormat(GLint level) const
{
- return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mImageArray[level][0]->getInternalFormat() : GL_NONE;
+ 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) ? mImageArray[level][0]->getActualFormat() : D3DFMT_UNKNOWN;
+ return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getActualFormat() : D3DFMT_UNKNOWN;
}
bool Texture2DArray::isCompressed(GLint level) const
@@ -2087,18 +2085,29 @@
for (int level = 0; level < IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
- for (int layer = 0; layer < IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS; layer++)
+ GLsizei levelWidth = std::max(width >> level, 1);
+ GLsizei levelHeight = std::max(width >> level, 1);
+
+ // Clear this level
+ for (int layer = 0; layer < mLayerCounts[level]; layer++)
{
- if (layer < depth && level < levels)
+ delete mImageArray[level][layer];
+ }
+ delete[] mImageArray[level];
+ mImageArray[level] = NULL;
+ mLayerCounts[level] = 0;
+
+ if (level < levels)
+ {
+ // Create new images for this level
+ mImageArray[level] = new rx::Image*[depth]();
+ mLayerCounts[level] = depth;
+
+ for (int layer = 0; layer < mLayerCounts[level]; layer++)
{
- mImageArray[level][layer]->redefine(mRenderer, GL_TEXTURE_2D_ARRAY, internalformat, std::max(width >> level, 1),
- std::max(height >> level, 1), 1, true);
- mLayerCounts[level] = depth;
- }
- else
- {
- mImageArray[level][layer]->redefine(mRenderer, GL_TEXTURE_2D_ARRAY, GL_NONE, 0, 0, 0, true);
- mLayerCounts[level] = 0;
+ mImageArray[level][layer] = mRenderer->createImage();
+ mImageArray[level][layer]->redefine(mRenderer, GL_TEXTURE_2D_ARRAY, internalformat, levelWidth,
+ levelHeight, 1, true);
}
}
}
@@ -2124,7 +2133,7 @@
void Texture2DArray::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
{
- if (xoffset + width > mImageArray[level][0]->getWidth() || yoffset + height > mImageArray[level][0]->getHeight() || zoffset >= mLayerCounts[level])
+ if (xoffset + width > getWidth(level) || yoffset + height > getHeight(level) || zoffset >= getDepth(level) || getDepth(level) == 0)
{
return gl::error(GL_INVALID_VALUE);
}
@@ -2151,8 +2160,7 @@
sourceRect.y = y;
sourceRect.height = height;
- mRenderer->copyImage(source, sourceRect,
- gl::ExtractFormat(mImageArray[0][0]->getInternalFormat()),
+ mRenderer->copyImage(source, sourceRect, gl::ExtractFormat(getInternalFormat(0)),
xoffset, yoffset, zoffset, mTexStorage, level);
}
}
@@ -2160,9 +2168,9 @@
bool Texture2DArray::isSamplerComplete() const
{
- GLsizei width = mImageArray[0][0]->getWidth();
- GLsizei height = mImageArray[0][0]->getHeight();
- GLsizei depth = mLayerCounts[0];
+ GLsizei width = getWidth(0);
+ GLsizei height = getHeight(0);
+ GLsizei depth = getDepth(0);
if (width <= 0 || height <= 0 || depth <= 0)
{
@@ -2197,9 +2205,9 @@
return true;
}
- GLsizei width = mImageArray[0][0]->getWidth();
- GLsizei height = mImageArray[0][0]->getHeight();
- GLsizei depth = mLayerCounts[0];
+ GLsizei width = getWidth(0);
+ GLsizei height = getHeight(0);
+ GLsizei depth = getDepth(0);
if (width <= 0 || height <= 0 || depth <= 0)
{
@@ -2210,22 +2218,22 @@
for (int level = 1; level <= q; level++)
{
- if (mImageArray[level][0]->getInternalFormat() != mImageArray[0][0]->getInternalFormat())
+ if (getInternalFormat(level) != getInternalFormat(0))
{
return false;
}
- if (mImageArray[level][0]->getWidth() != std::max(1, width >> level))
+ if (getWidth(level) != std::max(1, width >> level))
{
return false;
}
- if (mImageArray[level][0]->getHeight() != std::max(1, height >> level))
+ if (getHeight(level) != std::max(1, height >> level))
{
return false;
}
- if (mLayerCounts[level] != mLayerCounts[0])
+ if (getDepth(level) != depth)
{
return false;
}
@@ -2247,9 +2255,9 @@
void Texture2DArray::createTexture()
{
- GLsizei width = mImageArray[0][0]->getWidth();
- GLsizei height = mImageArray[0][0]->getHeight();
- GLsizei depth = mLayerCounts[0];
+ GLsizei width = getWidth(0);
+ GLsizei height = getHeight(0);
+ GLsizei depth = getDepth(0);
if (width <= 0 || height <= 0 || depth <= 0)
{
@@ -2257,7 +2265,7 @@
}
GLint levels = creationLevels(width, height);
- GLenum internalformat = mImageArray[0][0]->getInternalFormat();
+ GLenum internalformat = getInternalFormat(0);
delete mTexStorage;
mTexStorage = new rx::TextureStorageInterface2DArray(mRenderer, levels, internalformat, mUsage, width, height, depth);
@@ -2300,13 +2308,14 @@
{
rx::TextureStorageInterface2DArray *newTexStorage = NULL;
- if (mImageArray[0][0]->getWidth() != 0 && mImageArray[0][0]->getHeight() != 0 && mLayerCounts[0] != 0)
+ GLsizei width = getWidth(0);
+ GLsizei height = getHeight(0);
+ GLsizei depth = getDepth(0);
+
+ if (width != 0 && height != 0 && depth != 0)
{
- GLsizei width = mImageArray[0][0]->getWidth();
- GLsizei height = mImageArray[0][0]->getHeight();
- GLsizei depth = mLayerCounts[0];
GLint levels = mTexStorage != NULL ? mTexStorage->levelCount() : creationLevels(width, height);
- GLenum internalformat = mImageArray[0][0]->getInternalFormat();
+ GLenum internalformat = getInternalFormat(0);
newTexStorage = new rx::TextureStorageInterface2DArray(mRenderer, levels, internalformat, GL_FRAMEBUFFER_ATTACHMENT_ANGLE, width, height, depth);
@@ -2352,22 +2361,26 @@
void Texture2DArray::redefineImage(GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth)
{
// If there currently is a corresponding storage texture image, it has these parameters
- const int storageWidth = std::max(1, mImageArray[0][0]->getWidth() >> level);
- const int storageHeight = std::max(1, mImageArray[0][0]->getHeight() >> level);
- const int storageDepth = mLayerCounts[0];
- const int storageFormat = mImageArray[0][0]->getInternalFormat();
+ const int storageWidth = std::max(1, getWidth(0) >> level);
+ const int storageHeight = std::max(1, getHeight(0) >> level);
+ const int storageDepth = getDepth(0);
+ const int storageFormat = getInternalFormat(0);
- for (int i = 0; i < depth; i++)
+ for (int layer = 0; layer < mLayerCounts[level]; layer++)
{
- mImageArray[level][i]->redefine(mRenderer, GL_TEXTURE_2D_ARRAY, internalformat, width, height, 1, false);
+ delete mImageArray[level][layer];
}
- for (int i = depth; i < mLayerCounts[level]; i++)
- {
- mImageArray[level][i]->redefine(mRenderer, GL_TEXTURE_2D_ARRAY, GL_NONE, 0, 0, 0, true);
- }
+ delete[] mImageArray[level];
+ mImageArray[level] = new rx::Image*[depth]();
mLayerCounts[level] = 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->levelCount();
@@ -2378,9 +2391,9 @@
depth != storageDepth ||
internalformat != storageFormat) // Discard mismatched storage
{
- for (int level = 0; level < IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++level)
+ for (int level = 0; level < IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
- for (int layer = 0; layer < IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS; ++layer)
+ for (int layer = 0; layer < mLayerCounts[level]; layer++)
{
mImageArray[level][layer]->markDirty();
}
@@ -2395,7 +2408,7 @@
void Texture2DArray::commitRect(GLint level, GLint xoffset, GLint yoffset, GLint layerTarget, GLsizei width, GLsizei height)
{
- if (level < levelCount() && layerTarget < mLayerCounts[level])
+ if (level < levelCount() && layerTarget < getDepth(level))
{
rx::Image *image = mImageArray[level][layerTarget];
if (image->updateSurface(mTexStorage, level, xoffset, yoffset, layerTarget, width, height))
diff --git a/src/libGLESv2/Texture.h b/src/libGLESv2/Texture.h
index 700f41d..c7264dc 100644
--- a/src/libGLESv2/Texture.h
+++ b/src/libGLESv2/Texture.h
@@ -398,11 +398,8 @@
// Texture2D object as a separate subresource. Each layer would have to be looped over
// to update all the texture layers since they cannot all be updated at once and it makes the most
// sense for the Image class to not have to worry about layer subresource as well as mip subresources.
-
- // A future optimization is to dynamically allocate each mip's layers so that such a large number
- // of Image classes are not required.
GLsizei mLayerCounts[IMPLEMENTATION_MAX_TEXTURE_LEVELS];
- rx::Image *mImageArray[IMPLEMENTATION_MAX_TEXTURE_LEVELS][IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS];
+ rx::Image **mImageArray[IMPLEMENTATION_MAX_TEXTURE_LEVELS];
rx::TextureStorageInterface2DArray *mTexStorage;