blob: 9a18953b9176c6d1960c211921e2795dc10f54f9 [file] [log] [blame]
//
// Copyright 2015 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.
//
// TextureGL.cpp: Implements the class methods for TextureGL.
#include "libANGLE/renderer/gl/TextureGL.h"
#include "common/debug.h"
#include "common/utilities.h"
#include "libANGLE/State.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/gl/BufferGL.h"
#include "libANGLE/renderer/gl/FramebufferGL.h"
#include "libANGLE/renderer/gl/FunctionsGL.h"
#include "libANGLE/renderer/gl/StateManagerGL.h"
#include "libANGLE/renderer/gl/WorkaroundsGL.h"
#include "libANGLE/renderer/gl/formatutilsgl.h"
namespace rx
{
static bool UseTexImage2D(GLenum textureType)
{
return textureType == GL_TEXTURE_2D || textureType == GL_TEXTURE_CUBE_MAP;
}
static bool UseTexImage3D(GLenum textureType)
{
return textureType == GL_TEXTURE_2D_ARRAY || textureType == GL_TEXTURE_3D;
}
static bool CompatibleTextureTarget(GLenum textureType, GLenum textureTarget)
{
if (textureType != GL_TEXTURE_CUBE_MAP)
{
return textureType == textureTarget;
}
else
{
return gl::IsCubeMapTextureTarget(textureTarget);
}
}
TextureGL::TextureGL(GLenum type,
const FunctionsGL *functions,
const WorkaroundsGL &workarounds,
StateManagerGL *stateManager)
: TextureImpl(),
mTextureType(type),
mFunctions(functions),
mWorkarounds(workarounds),
mStateManager(stateManager),
mAppliedSamplerState(),
mTextureID(0)
{
ASSERT(mFunctions);
ASSERT(mStateManager);
mFunctions->genTextures(1, &mTextureID);
mStateManager->bindTexture(mTextureType, mTextureID);
}
TextureGL::~TextureGL()
{
mStateManager->deleteTexture(mTextureID);
mTextureID = 0;
}
void TextureGL::setUsage(GLenum usage)
{
// GL_ANGLE_texture_usage not implemented for desktop GL
UNREACHABLE();
}
gl::Error TextureGL::setImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type,
const gl::PixelUnpackState &unpack, const uint8_t *pixels)
{
UNUSED_ASSERTION_VARIABLE(&CompatibleTextureTarget); // Reference this function to avoid warnings.
ASSERT(CompatibleTextureTarget(mTextureType, target));
nativegl::TexImageFormat texImageFormat =
nativegl::GetTexImageFormat(mFunctions, mWorkarounds, internalFormat, format, type);
mStateManager->bindTexture(mTextureType, mTextureID);
if (UseTexImage2D(mTextureType))
{
ASSERT(size.depth == 1);
mFunctions->texImage2D(target, static_cast<GLint>(level), texImageFormat.internalFormat,
size.width, size.height, 0, texImageFormat.format,
texImageFormat.type, pixels);
}
else if (UseTexImage3D(mTextureType))
{
mFunctions->texImage3D(target, static_cast<GLint>(level), texImageFormat.internalFormat,
size.width, size.height, size.depth, 0, texImageFormat.format,
texImageFormat.type, pixels);
}
else
{
UNREACHABLE();
}
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureGL::setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type,
const gl::PixelUnpackState &unpack, const uint8_t *pixels)
{
ASSERT(CompatibleTextureTarget(mTextureType, target));
nativegl::TexSubImageFormat texSubImageFormat =
nativegl::GetTexSubImageFormat(mFunctions, mWorkarounds, format, type);
mStateManager->bindTexture(mTextureType, mTextureID);
if (UseTexImage2D(mTextureType))
{
ASSERT(area.z == 0 && area.depth == 1);
mFunctions->texSubImage2D(target, static_cast<GLint>(level), area.x, area.y, area.width,
area.height, texSubImageFormat.format, texSubImageFormat.type,
pixels);
}
else if (UseTexImage3D(mTextureType))
{
mFunctions->texSubImage3D(target, static_cast<GLint>(level), area.x, area.y, area.z,
area.width, area.height, area.depth, texSubImageFormat.format,
texSubImageFormat.type, pixels);
}
else
{
UNREACHABLE();
}
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureGL::setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size,
const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels)
{
ASSERT(CompatibleTextureTarget(mTextureType, target));
nativegl::CompressedTexImageFormat compressedTexImageFormat =
nativegl::GetCompressedTexImageFormat(mFunctions, mWorkarounds, internalFormat);
mStateManager->bindTexture(mTextureType, mTextureID);
if (UseTexImage2D(mTextureType))
{
ASSERT(size.depth == 1);
mFunctions->compressedTexImage2D(target, static_cast<GLint>(level),
compressedTexImageFormat.internalFormat, size.width,
size.height, 0, static_cast<GLsizei>(imageSize), pixels);
}
else if (UseTexImage3D(mTextureType))
{
mFunctions->compressedTexImage3D(
target, static_cast<GLint>(level), compressedTexImageFormat.internalFormat, size.width,
size.height, size.depth, 0, static_cast<GLsizei>(imageSize), pixels);
}
else
{
UNREACHABLE();
}
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureGL::setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format,
const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels)
{
ASSERT(CompatibleTextureTarget(mTextureType, target));
nativegl::CompressedTexSubImageFormat compressedTexSubImageFormat =
nativegl::GetCompressedSubTexImageFormat(mFunctions, mWorkarounds, format);
mStateManager->bindTexture(mTextureType, mTextureID);
if (UseTexImage2D(mTextureType))
{
ASSERT(area.z == 0 && area.depth == 1);
mFunctions->compressedTexSubImage2D(
target, static_cast<GLint>(level), area.x, area.y, area.width, area.height,
compressedTexSubImageFormat.format, static_cast<GLsizei>(imageSize), pixels);
}
else if (UseTexImage3D(mTextureType))
{
mFunctions->compressedTexSubImage3D(target, static_cast<GLint>(level), area.x, area.y,
area.z, area.width, area.height, area.depth,
compressedTexSubImageFormat.format,
static_cast<GLsizei>(imageSize), pixels);
}
else
{
UNREACHABLE();
}
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureGL::copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat,
const gl::Framebuffer *source)
{
const FramebufferGL *sourceFramebufferGL = GetImplAs<FramebufferGL>(source);
mStateManager->bindTexture(mTextureType, mTextureID);
mStateManager->bindFramebuffer(GL_READ_FRAMEBUFFER, sourceFramebufferGL->getFramebufferID());
nativegl::CopyTexImageImageFormat copyTexImageFormat = nativegl::GetCopyTexImageImageFormat(
mFunctions, mWorkarounds, internalFormat, source->getImplementationColorReadType());
if (UseTexImage2D(mTextureType))
{
mFunctions->copyTexImage2D(target, static_cast<GLint>(level),
copyTexImageFormat.internalFormat, sourceArea.x, sourceArea.y,
sourceArea.width, sourceArea.height, 0);
}
else
{
UNREACHABLE();
}
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureGL::copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea,
const gl::Framebuffer *source)
{
const FramebufferGL *sourceFramebufferGL = GetImplAs<FramebufferGL>(source);
mStateManager->bindTexture(mTextureType, mTextureID);
mStateManager->bindFramebuffer(GL_READ_FRAMEBUFFER, sourceFramebufferGL->getFramebufferID());
if (UseTexImage2D(mTextureType))
{
ASSERT(destOffset.z == 0);
mFunctions->copyTexSubImage2D(target, static_cast<GLint>(level), destOffset.x, destOffset.y,
sourceArea.x, sourceArea.y, sourceArea.width,
sourceArea.height);
}
else if (UseTexImage3D(mTextureType))
{
mFunctions->copyTexSubImage3D(target, static_cast<GLint>(level), destOffset.x, destOffset.y,
destOffset.z, sourceArea.x, sourceArea.y, sourceArea.width,
sourceArea.height);
}
else
{
UNREACHABLE();
}
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureGL::setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size)
{
// TODO: emulate texture storage with TexImage calls if on GL version <4.2 or the
// ARB_texture_storage extension is not available.
nativegl::TexStorageFormat texStorageFormat =
nativegl::GetTexStorageFormat(mFunctions, mWorkarounds, internalFormat);
mStateManager->bindTexture(mTextureType, mTextureID);
if (UseTexImage2D(mTextureType))
{
ASSERT(size.depth == 1);
if (mFunctions->texStorage2D)
{
mFunctions->texStorage2D(target, static_cast<GLsizei>(levels),
texStorageFormat.internalFormat, size.width, size.height);
}
else
{
// Make sure no pixel unpack buffer is bound
mStateManager->bindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat);
// Internal format must be sized
ASSERT(internalFormatInfo.pixelBytes != 0);
for (size_t level = 0; level < levels; level++)
{
gl::Extents levelSize(std::max(size.width >> level, 1),
std::max(size.height >> level, 1),
1);
if (mTextureType == GL_TEXTURE_2D)
{
if (internalFormatInfo.compressed)
{
size_t dataSize = internalFormatInfo.computeBlockSize(GL_UNSIGNED_BYTE, levelSize.width, levelSize.height);
mFunctions->compressedTexImage2D(target, static_cast<GLint>(level),
texStorageFormat.internalFormat,
levelSize.width, levelSize.height, 0,
static_cast<GLsizei>(dataSize), nullptr);
}
else
{
mFunctions->texImage2D(target, static_cast<GLint>(level),
texStorageFormat.internalFormat, levelSize.width,
levelSize.height, 0, internalFormatInfo.format,
internalFormatInfo.type, nullptr);
}
}
else if (mTextureType == GL_TEXTURE_CUBE_MAP)
{
for (GLenum face = gl::FirstCubeMapTextureTarget; face <= gl::LastCubeMapTextureTarget; face++)
{
if (internalFormatInfo.compressed)
{
size_t dataSize = internalFormatInfo.computeBlockSize(GL_UNSIGNED_BYTE, levelSize.width, levelSize.height);
mFunctions->compressedTexImage2D(
face, static_cast<GLint>(level), texStorageFormat.internalFormat,
levelSize.width, levelSize.height, 0,
static_cast<GLsizei>(dataSize), nullptr);
}
else
{
mFunctions->texImage2D(face, static_cast<GLint>(level),
texStorageFormat.internalFormat, levelSize.width,
levelSize.height, 0, internalFormatInfo.format,
internalFormatInfo.type, nullptr);
}
}
}
else
{
UNREACHABLE();
}
}
}
}
else if (UseTexImage3D(mTextureType))
{
if (mFunctions->texStorage3D)
{
mFunctions->texStorage3D(target, static_cast<GLsizei>(levels),
texStorageFormat.internalFormat, size.width, size.height,
size.depth);
}
else
{
// Make sure no pixel unpack buffer is bound
mStateManager->bindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat);
// Internal format must be sized
ASSERT(internalFormatInfo.pixelBytes != 0);
for (GLsizei i = 0; i < static_cast<GLsizei>(levels); i++)
{
gl::Extents levelSize(std::max(size.width >> i, 1),
std::max(size.height >> i, 1),
mTextureType == GL_TEXTURE_3D ? std::max(size.depth >> i, 1) : size.depth);
if (internalFormatInfo.compressed)
{
GLsizei dataSize = static_cast<GLsizei>(internalFormatInfo.computeBlockSize(
GL_UNSIGNED_BYTE, levelSize.width, levelSize.height)) *
levelSize.depth;
mFunctions->compressedTexImage3D(target, i, texStorageFormat.internalFormat,
levelSize.width, levelSize.height,
levelSize.depth, 0, dataSize, nullptr);
}
else
{
mFunctions->texImage3D(target, i, texStorageFormat.internalFormat,
levelSize.width, levelSize.height, levelSize.depth, 0,
internalFormatInfo.format, internalFormatInfo.type,
nullptr);
}
}
}
}
else
{
UNREACHABLE();
}
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureGL::generateMipmaps(const gl::SamplerState &samplerState)
{
mStateManager->bindTexture(mTextureType, mTextureID);
mFunctions->generateMipmap(mTextureType);
return gl::Error(GL_NO_ERROR);
}
void TextureGL::bindTexImage(egl::Surface *surface)
{
ASSERT(mTextureType == GL_TEXTURE_2D);
// Make sure this texture is bound
mStateManager->bindTexture(mTextureType, mTextureID);
}
void TextureGL::releaseTexImage()
{
// Not all Surface implementations reset the size of mip 0 when releasing, do it manually
ASSERT(mTextureType == GL_TEXTURE_2D);
mStateManager->bindTexture(mTextureType, mTextureID);
if (UseTexImage2D(mTextureType))
{
mFunctions->texImage2D(mTextureType, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
}
else
{
UNREACHABLE();
}
}
gl::Error TextureGL::setEGLImageTarget(GLenum target, egl::Image *image)
{
UNIMPLEMENTED();
return gl::Error(GL_INVALID_OPERATION);
}
template <typename T>
static inline void SyncSamplerStateMember(const FunctionsGL *functions, const gl::SamplerState &newState,
gl::SamplerState &curState, GLenum textureType, GLenum name,
T(gl::SamplerState::*samplerMember))
{
if (curState.*samplerMember != newState.*samplerMember)
{
curState.*samplerMember = newState.*samplerMember;
functions->texParameterf(textureType, name, static_cast<GLfloat>(curState.*samplerMember));
}
}
void TextureGL::syncSamplerState(const gl::SamplerState &samplerState) const
{
if (mAppliedSamplerState != samplerState)
{
mStateManager->bindTexture(mTextureType, mTextureID);
SyncSamplerStateMember(mFunctions, samplerState, mAppliedSamplerState, mTextureType, GL_TEXTURE_MIN_FILTER, &gl::SamplerState::minFilter);
SyncSamplerStateMember(mFunctions, samplerState, mAppliedSamplerState, mTextureType, GL_TEXTURE_MAG_FILTER, &gl::SamplerState::magFilter);
SyncSamplerStateMember(mFunctions, samplerState, mAppliedSamplerState, mTextureType, GL_TEXTURE_WRAP_S, &gl::SamplerState::wrapS);
SyncSamplerStateMember(mFunctions, samplerState, mAppliedSamplerState, mTextureType, GL_TEXTURE_WRAP_T, &gl::SamplerState::wrapT);
SyncSamplerStateMember(mFunctions, samplerState, mAppliedSamplerState, mTextureType, GL_TEXTURE_WRAP_R, &gl::SamplerState::wrapR);
SyncSamplerStateMember(mFunctions, samplerState, mAppliedSamplerState, mTextureType, GL_TEXTURE_MAX_ANISOTROPY_EXT, &gl::SamplerState::maxAnisotropy);
SyncSamplerStateMember(mFunctions, samplerState, mAppliedSamplerState, mTextureType, GL_TEXTURE_BASE_LEVEL, &gl::SamplerState::baseLevel);
SyncSamplerStateMember(mFunctions, samplerState, mAppliedSamplerState, mTextureType, GL_TEXTURE_MAX_LEVEL, &gl::SamplerState::maxLevel);
SyncSamplerStateMember(mFunctions, samplerState, mAppliedSamplerState, mTextureType, GL_TEXTURE_MIN_LOD, &gl::SamplerState::minLod);
SyncSamplerStateMember(mFunctions, samplerState, mAppliedSamplerState, mTextureType, GL_TEXTURE_MAX_LOD, &gl::SamplerState::maxLod);
SyncSamplerStateMember(mFunctions, samplerState, mAppliedSamplerState, mTextureType, GL_TEXTURE_COMPARE_MODE, &gl::SamplerState::compareMode);
SyncSamplerStateMember(mFunctions, samplerState, mAppliedSamplerState, mTextureType, GL_TEXTURE_COMPARE_FUNC, &gl::SamplerState::compareFunc);
SyncSamplerStateMember(mFunctions, samplerState, mAppliedSamplerState, mTextureType, GL_TEXTURE_SWIZZLE_R, &gl::SamplerState::swizzleRed);
SyncSamplerStateMember(mFunctions, samplerState, mAppliedSamplerState, mTextureType, GL_TEXTURE_SWIZZLE_G, &gl::SamplerState::swizzleGreen);
SyncSamplerStateMember(mFunctions, samplerState, mAppliedSamplerState, mTextureType, GL_TEXTURE_SWIZZLE_B, &gl::SamplerState::swizzleBlue);
SyncSamplerStateMember(mFunctions, samplerState, mAppliedSamplerState, mTextureType, GL_TEXTURE_SWIZZLE_A, &gl::SamplerState::swizzleAlpha);
}
}
GLuint TextureGL::getTextureID() const
{
return mTextureID;
}
}