Refactored Texture3D, separated out D3D logic
BUG=angle:688
Change-Id: I6cda73c2e4c8a026b8c5222bc40cea93ad4e0ba3
Reviewed-on: https://chromium-review.googlesource.com/208102
Tested-by: Brandon Jones <bajones@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libGLESv2/Texture.cpp b/src/libGLESv2/Texture.cpp
index bf2eb4e..5eda2cf 100644
--- a/src/libGLESv2/Texture.cpp
+++ b/src/libGLESv2/Texture.cpp
@@ -659,51 +659,61 @@
return mTexture->getDepthStencil(target, level);
}
-Texture3D::Texture3D(rx::Renderer *renderer, GLuint id)
- : TextureWithRenderer(renderer, id, GL_TEXTURE_3D)
+Texture3D::Texture3D(rx::Texture3DImpl *impl, GLuint id)
+ : Texture(id, GL_TEXTURE_3D),
+ mTexture(impl)
{
- mTexStorage = NULL;
-
- for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
- {
- mImageArray[i] = renderer->createImage();
- }
}
Texture3D::~Texture3D()
{
- delete mTexStorage;
- mTexStorage = NULL;
+ SafeDelete(mTexture);
+}
- for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
- {
- delete mImageArray[i];
- }
+rx::TextureStorageInterface *Texture3D::getNativeTexture()
+{
+ return mTexture->getNativeTexture();
+}
+
+void Texture3D::setUsage(GLenum usage)
+{
+ mUsage = usage;
+ mTexture->setUsage(usage);
+}
+
+bool Texture3D::hasDirtyImages() const
+{
+ return mTexture->hasDirtyImages();
+}
+
+void Texture3D::resetDirty()
+{
+ mTexture->resetDirty();
}
GLsizei Texture3D::getWidth(GLint level) const
{
- return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mImageArray[level]->getWidth() : 0;
+ return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level)->getWidth() : 0;
}
GLsizei Texture3D::getHeight(GLint level) const
{
- return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mImageArray[level]->getHeight() : 0;
+ return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level)->getHeight() : 0;
}
GLsizei Texture3D::getDepth(GLint level) const
{
- return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mImageArray[level]->getDepth() : 0;
+ return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level)->getDepth() : 0;
}
GLenum Texture3D::getInternalFormat(GLint level) const
{
- return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mImageArray[level]->getInternalFormat() : GL_NONE;
+ return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level)->getInternalFormat() : GL_NONE;
}
GLenum Texture3D::getActualFormat(GLint level) const
{
- return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mImageArray[level]->getActualFormat() : GL_NONE;
+ return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level)->getActualFormat() : GL_NONE;
}
bool Texture3D::isCompressed(GLint level) const
@@ -718,463 +728,74 @@
void Texture3D::setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
{
- GLenum sizedInternalFormat = IsSizedInternalFormat(internalFormat) ? internalFormat
- : GetSizedInternalFormat(format, 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
- 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)
- {
- TextureWithRenderer::setImage(unpack, type, pixels, mImageArray[level]);
- }
+ mTexture->setImage(level, width, height, depth, internalFormat, format, type, unpack, pixels);
}
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);
-
- TextureWithRenderer::setCompressedImage(imageSize, pixels, mImageArray[level]);
+ mTexture->setCompressedImage(level, format, width, height, depth, imageSize, pixels);
}
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 && TextureWithRenderer::subImage(xoffset, yoffset, zoffset, width, height, depth, format, type, unpack, pixels, mImageArray[level]))
- {
- commitRect(level, xoffset, yoffset, zoffset, width, height, depth);
- }
+ mTexture->subImage(level, xoffset, yoffset, zoffset, width, height, depth, format, type, unpack, pixels);
}
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 (TextureWithRenderer::subImageCompressed(xoffset, yoffset, zoffset, width, height, depth, format, imageSize, pixels, mImageArray[level]))
- {
- commitRect(level, xoffset, yoffset, zoffset, width, height, depth);
- }
+ mTexture->subImageCompressed(level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, pixels);
}
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));
+ mTexture->storage(levels, internalformat, width, height, depth);
}
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]);
- }
- }
+ mTexture->generateMipmaps();
}
const rx::Image *Texture3D::getBaseLevelImage() const
{
- return mImageArray[0];
-}
-
-rx::TextureStorageInterface *Texture3D::getBaseLevelStorage()
-{
- return mTexStorage;
+ return mTexture->getImage(0);
}
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;
-
- mRenderer->copyImage(source, sourceRect,
- gl::GetFormat(getBaseLevelInternalFormat()),
- xoffset, yoffset, zoffset, mTexStorage, level);
- }
- }
+ mTexture->copySubImage(target, level, xoffset, yoffset, zoffset, x, y, width, height, source);
}
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;
- }
-
- // TODO(geofflang): use context's texture caps
- if (!mRenderer->getRendererTextureCaps().get(getInternalFormat(0)).filtering)
- {
- 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;
+ return mTexture->isSamplerComplete(samplerState);
}
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;
+ return mTexture->isMipmapComplete();
}
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());
+ return mTexture->getRenderTargetSerial(level, layer);
}
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);
+ return mTexture->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);
+ return mTexture->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::ImageD3D *image = rx::ImageD3D::makeImageD3D(mImageArray[level]);
- if (image->copyToStorage(mTexStorage, level, xoffset, yoffset, zoffset, width, height, depth))
- {
- image->markClean();
- }
- }
+ return mTexture->getDepthStencil(level, layer);
}
Texture2DArray::Texture2DArray(rx::Renderer *renderer, GLuint id)