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diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/TextureD3D.cpp b/gfx/angle/checkout/src/libANGLE/renderer/d3d/TextureD3D.cpp
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+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// TextureD3D.cpp: Implementations of the Texture interfaces shared betweeen the D3D backends.
+
+#include "libANGLE/renderer/d3d/TextureD3D.h"
+
+#include "common/mathutil.h"
+#include "common/utilities.h"
+#include "libANGLE/Buffer.h"
+#include "libANGLE/Config.h"
+#include "libANGLE/Context.h"
+#include "libANGLE/Framebuffer.h"
+#include "libANGLE/Image.h"
+#include "libANGLE/Surface.h"
+#include "libANGLE/Texture.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/renderer/BufferImpl.h"
+#include "libANGLE/renderer/d3d/BufferD3D.h"
+#include "libANGLE/renderer/d3d/ContextD3D.h"
+#include "libANGLE/renderer/d3d/EGLImageD3D.h"
+#include "libANGLE/renderer/d3d/ImageD3D.h"
+#include "libANGLE/renderer/d3d/RenderTargetD3D.h"
+#include "libANGLE/renderer/d3d/SurfaceD3D.h"
+#include "libANGLE/renderer/d3d/TextureStorage.h"
+
+namespace rx
+{
+
+namespace
+{
+
+angle::Result GetUnpackPointer(const gl::Context *context,
+ const gl::PixelUnpackState &unpack,
+ gl::Buffer *unpackBuffer,
+ const uint8_t *pixels,
+ ptrdiff_t layerOffset,
+ const uint8_t **pointerOut)
+{
+ if (unpackBuffer)
+ {
+ // Do a CPU readback here, if we have an unpack buffer bound and the fast GPU path is not
+ // supported
+ ptrdiff_t offset = reinterpret_cast<ptrdiff_t>(pixels);
+
+ // TODO: this is the only place outside of renderer that asks for a buffers raw data.
+ // This functionality should be moved into renderer and the getData method of BufferImpl
+ // removed.
+ BufferD3D *bufferD3D = GetImplAs<BufferD3D>(unpackBuffer);
+ ASSERT(bufferD3D);
+ const uint8_t *bufferData = nullptr;
+ ANGLE_TRY(bufferD3D->getData(context, &bufferData));
+ *pointerOut = bufferData + offset;
+ }
+ else
+ {
+ *pointerOut = pixels;
+ }
+
+ // Offset the pointer for 2D array layer (if it's valid)
+ if (*pointerOut != nullptr)
+ {
+ *pointerOut += layerOffset;
+ }
+
+ return angle::Result::Continue;
+}
+
+bool IsRenderTargetUsage(GLenum usage)
+{
+ return (usage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
+}
+} // namespace
+
+TextureD3D::TextureD3D(const gl::TextureState &state, RendererD3D *renderer)
+ : TextureImpl(state),
+ mRenderer(renderer),
+ mDirtyImages(true),
+ mImmutable(false),
+ mTexStorage(nullptr),
+ mBaseLevel(0)
+{}
+
+TextureD3D::~TextureD3D()
+{
+ ASSERT(!mTexStorage);
+}
+
+angle::Result TextureD3D::getNativeTexture(const gl::Context *context, TextureStorage **outStorage)
+{
+ // ensure the underlying texture is created
+ ANGLE_TRY(initializeStorage(context, false));
+
+ if (mTexStorage)
+ {
+ ANGLE_TRY(updateStorage(context));
+ }
+
+ ASSERT(outStorage);
+
+ *outStorage = mTexStorage;
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D::getImageAndSyncFromStorage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ ImageD3D **outImage)
+{
+ ImageD3D *image = getImage(index);
+ if (mTexStorage && mTexStorage->isRenderTarget())
+ {
+ ANGLE_TRY(image->copyFromTexStorage(context, index, mTexStorage));
+ mDirtyImages = true;
+ }
+ *outImage = image;
+ return angle::Result::Continue;
+}
+
+GLint TextureD3D::getLevelZeroWidth() const
+{
+ ASSERT(gl::CountLeadingZeros(static_cast<uint32_t>(getBaseLevelWidth())) > getBaseLevel());
+ return getBaseLevelWidth() << mBaseLevel;
+}
+
+GLint TextureD3D::getLevelZeroHeight() const
+{
+ ASSERT(gl::CountLeadingZeros(static_cast<uint32_t>(getBaseLevelHeight())) > getBaseLevel());
+ return getBaseLevelHeight() << mBaseLevel;
+}
+
+GLint TextureD3D::getLevelZeroDepth() const
+{
+ return getBaseLevelDepth();
+}
+
+GLint TextureD3D::getBaseLevelWidth() const
+{
+ const ImageD3D *baseImage = getBaseLevelImage();
+ return (baseImage ? baseImage->getWidth() : 0);
+}
+
+GLint TextureD3D::getBaseLevelHeight() const
+{
+ const ImageD3D *baseImage = getBaseLevelImage();
+ return (baseImage ? baseImage->getHeight() : 0);
+}
+
+GLint TextureD3D::getBaseLevelDepth() const
+{
+ const ImageD3D *baseImage = getBaseLevelImage();
+ return (baseImage ? baseImage->getDepth() : 0);
+}
+
+// Note: "base level image" is loosely defined to be any image from the base level,
+// where in the base of 2D array textures and cube maps there are several. Don't use
+// the base level image for anything except querying texture format and size.
+GLenum TextureD3D::getBaseLevelInternalFormat() const
+{
+ const ImageD3D *baseImage = getBaseLevelImage();
+ return (baseImage ? baseImage->getInternalFormat() : GL_NONE);
+}
+
+angle::Result TextureD3D::setStorage(const gl::Context *context,
+ gl::TextureType type,
+ size_t levels,
+ GLenum internalFormat,
+ const gl::Extents &size)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D::setStorageMultisample(const gl::Context *context,
+ gl::TextureType type,
+ GLsizei samples,
+ GLint internalformat,
+ const gl::Extents &size,
+ bool fixedSampleLocations)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D::setStorageExternalMemory(const gl::Context *context,
+ gl::TextureType type,
+ size_t levels,
+ GLenum internalFormat,
+ const gl::Extents &size,
+ gl::MemoryObject *memoryObject,
+ GLuint64 offset)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
+ return angle::Result::Continue;
+}
+
+bool TextureD3D::couldUseSetData() const
+{
+ if (!mRenderer->getFeatures().setDataFasterThanImageUpload.enabled)
+ {
+ return false;
+ }
+
+ if (!mRenderer->getFeatures().setDataFasterThanImageUploadOn128bitFormats.enabled)
+ {
+ gl::InternalFormat internalFormat =
+ gl::GetSizedInternalFormatInfo(getBaseLevelInternalFormat());
+ return internalFormat.pixelBytes < 16;
+ }
+
+ return true;
+}
+
+bool TextureD3D::shouldUseSetData(const ImageD3D *image) const
+{
+ if (!couldUseSetData())
+ {
+ return false;
+ }
+
+ if (image->isDirty())
+ {
+ return false;
+ }
+
+ gl::InternalFormat internalFormat = gl::GetSizedInternalFormatInfo(image->getInternalFormat());
+
+ // We can only handle full updates for depth-stencil textures, so to avoid complications
+ // disable them entirely.
+ if (internalFormat.depthBits > 0 || internalFormat.stencilBits > 0)
+ {
+ return false;
+ }
+
+ // TODO(jmadill): Handle compressed internal formats
+ return (mTexStorage && !internalFormat.compressed);
+}
+
+angle::Result TextureD3D::setImageImpl(const gl::Context *context,
+ const gl::ImageIndex &index,
+ GLenum type,
+ const gl::PixelUnpackState &unpack,
+ const uint8_t *pixels,
+ ptrdiff_t layerOffset)
+{
+ ImageD3D *image = getImage(index);
+ gl::Buffer *unpackBuffer = context->getState().getTargetBuffer(gl::BufferBinding::PixelUnpack);
+ ASSERT(image);
+
+ // No-op
+ if (image->getWidth() == 0 || image->getHeight() == 0 || image->getDepth() == 0)
+ {
+ return angle::Result::Continue;
+ }
+
+ // 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 uint8_t *pixelData = nullptr;
+ ANGLE_TRY(GetUnpackPointer(context, unpack, unpackBuffer, pixels, layerOffset, &pixelData));
+
+ if (pixelData != nullptr)
+ {
+ if (shouldUseSetData(image))
+ {
+ ANGLE_TRY(
+ mTexStorage->setData(context, index, image, nullptr, type, unpack, pixelData));
+ }
+ else
+ {
+ gl::Box fullImageArea(0, 0, 0, image->getWidth(), image->getHeight(),
+ image->getDepth());
+ ANGLE_TRY(image->loadData(context, fullImageArea, unpack, type, pixelData,
+ index.usesTex3D()));
+ }
+
+ mDirtyImages = true;
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D::subImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ const gl::Box &area,
+ GLenum format,
+ GLenum type,
+ const gl::PixelUnpackState &unpack,
+ gl::Buffer *unpackBuffer,
+ const uint8_t *pixels,
+ ptrdiff_t layerOffset)
+{
+ // CPU readback & copy where direct GPU copy is not supported
+ const uint8_t *pixelData = nullptr;
+ ANGLE_TRY(GetUnpackPointer(context, unpack, unpackBuffer, pixels, layerOffset, &pixelData));
+
+ if (pixelData != nullptr)
+ {
+ ImageD3D *image = getImage(index);
+ ASSERT(image);
+
+ if (shouldUseSetData(image))
+ {
+ return mTexStorage->setData(context, index, image, &area, type, unpack, pixelData);
+ }
+
+ ANGLE_TRY(image->loadData(context, area, unpack, type, pixelData, index.usesTex3D()));
+ ANGLE_TRY(commitRegion(context, index, area));
+ mDirtyImages = true;
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D::setCompressedImageImpl(const gl::Context *context,
+ const gl::ImageIndex &index,
+ const gl::PixelUnpackState &unpack,
+ const uint8_t *pixels,
+ ptrdiff_t layerOffset)
+{
+ ImageD3D *image = getImage(index);
+ ASSERT(image);
+
+ if (image->getWidth() == 0 || image->getHeight() == 0 || image->getDepth() == 0)
+ {
+ return angle::Result::Continue;
+ }
+
+ // 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 uint8_t *pixelData = nullptr;
+ gl::Buffer *unpackBuffer = context->getState().getTargetBuffer(gl::BufferBinding::PixelUnpack);
+ ANGLE_TRY(GetUnpackPointer(context, unpack, unpackBuffer, pixels, layerOffset, &pixelData));
+
+ if (pixelData != nullptr)
+ {
+ gl::Box fullImageArea(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth());
+ ANGLE_TRY(image->loadCompressedData(context, fullImageArea, pixelData));
+
+ mDirtyImages = true;
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D::subImageCompressed(const gl::Context *context,
+ const gl::ImageIndex &index,
+ const gl::Box &area,
+ GLenum format,
+ const gl::PixelUnpackState &unpack,
+ const uint8_t *pixels,
+ ptrdiff_t layerOffset)
+{
+ const uint8_t *pixelData = nullptr;
+ gl::Buffer *unpackBuffer = context->getState().getTargetBuffer(gl::BufferBinding::PixelUnpack);
+ ANGLE_TRY(GetUnpackPointer(context, unpack, unpackBuffer, pixels, layerOffset, &pixelData));
+
+ if (pixelData != nullptr)
+ {
+ ImageD3D *image = getImage(index);
+ ASSERT(image);
+
+ ANGLE_TRY(image->loadCompressedData(context, area, pixelData));
+
+ mDirtyImages = true;
+ }
+
+ return angle::Result::Continue;
+}
+
+bool TextureD3D::isFastUnpackable(const gl::Buffer *unpackBuffer, GLenum sizedInternalFormat)
+{
+ return unpackBuffer != nullptr &&
+ mRenderer->supportsFastCopyBufferToTexture(sizedInternalFormat);
+}
+
+angle::Result TextureD3D::fastUnpackPixels(const gl::Context *context,
+ const gl::PixelUnpackState &unpack,
+ const uint8_t *pixels,
+ const gl::Box &destArea,
+ GLenum sizedInternalFormat,
+ GLenum type,
+ RenderTargetD3D *destRenderTarget)
+{
+ bool check = (unpack.skipRows != 0 || unpack.skipPixels != 0 || unpack.imageHeight != 0 ||
+ unpack.skipImages != 0);
+ ANGLE_CHECK(GetImplAs<ContextD3D>(context), !check,
+ "Unimplemented pixel store parameters in fastUnpackPixels", GL_INVALID_OPERATION);
+
+ // No-op
+ if (destArea.width <= 0 && destArea.height <= 0 && destArea.depth <= 0)
+ {
+ return angle::Result::Continue;
+ }
+
+ // 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));
+
+ uintptr_t offset = reinterpret_cast<uintptr_t>(pixels);
+
+ ANGLE_TRY(mRenderer->fastCopyBufferToTexture(context, unpack, static_cast<unsigned int>(offset),
+ destRenderTarget, sizedInternalFormat, type,
+ destArea));
+
+ return angle::Result::Continue;
+}
+
+GLint TextureD3D::creationLevels(GLsizei width, GLsizei height, GLsizei depth) const
+{
+ if ((gl::isPow2(width) && gl::isPow2(height) && gl::isPow2(depth)) ||
+ mRenderer->getNativeExtensions().textureNPOT)
+ {
+ // Maximum number of levels
+ return gl::log2(std::max(std::max(width, height), depth)) + 1;
+ }
+ else
+ {
+ // OpenGL ES 2.0 without GL_OES_texture_npot does not permit NPOT mipmaps.
+ return 1;
+ }
+}
+
+TextureStorage *TextureD3D::getStorage()
+{
+ ASSERT(mTexStorage);
+ return mTexStorage;
+}
+
+ImageD3D *TextureD3D::getBaseLevelImage() const
+{
+ if (mBaseLevel >= gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ return nullptr;
+ }
+ return getImage(getImageIndex(mBaseLevel, 0));
+}
+
+angle::Result TextureD3D::setImageExternal(const gl::Context *context,
+ gl::TextureType type,
+ egl::Stream *stream,
+ const egl::Stream::GLTextureDescription &desc)
+{
+ // Only external images can accept external textures
+ ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D::generateMipmap(const gl::Context *context)
+{
+ const GLuint baseLevel = mState.getEffectiveBaseLevel();
+ const GLuint maxLevel = mState.getMipmapMaxLevel();
+ ASSERT(maxLevel > baseLevel); // Should be checked before calling this.
+
+ if (mTexStorage && mRenderer->getFeatures().zeroMaxLodWorkaround.enabled)
+ {
+ // Switch to using the mipmapped texture.
+ TextureStorage *textureStorage = nullptr;
+ ANGLE_TRY(getNativeTexture(context, &textureStorage));
+ ANGLE_TRY(textureStorage->useLevelZeroWorkaroundTexture(context, false));
+ }
+
+ // Set up proper mipmap chain in our Image array.
+ ANGLE_TRY(initMipmapImages(context));
+
+ if (mTexStorage && mTexStorage->supportsNativeMipmapFunction())
+ {
+ ANGLE_TRY(updateStorage(context));
+
+ // Generate the mipmap chain using the ad-hoc DirectX function.
+ ANGLE_TRY(mRenderer->generateMipmapUsingD3D(context, mTexStorage, mState));
+ }
+ else
+ {
+ // Generate the mipmap chain, one level at a time.
+ ANGLE_TRY(generateMipmapUsingImages(context, maxLevel));
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D::generateMipmapUsingImages(const gl::Context *context,
+ const GLuint maxLevel)
+{
+ // We know that all layers have the same dimension, for the texture to be complete
+ GLint layerCount = static_cast<GLint>(getLayerCount(mBaseLevel));
+
+ // When making mipmaps with the setData workaround enabled, the texture storage has
+ // the image data already. For non-render-target storage, we have to pull it out into
+ // an image layer.
+ if (mTexStorage && couldUseSetData())
+ {
+ if (!mTexStorage->isRenderTarget())
+ {
+ // Copy from the storage mip 0 to Image mip 0
+ for (GLint layer = 0; layer < layerCount; ++layer)
+ {
+ gl::ImageIndex srcIndex = getImageIndex(mBaseLevel, layer);
+
+ ImageD3D *image = getImage(srcIndex);
+ ANGLE_TRY(image->copyFromTexStorage(context, srcIndex, mTexStorage));
+ }
+ }
+ else
+ {
+ ANGLE_TRY(updateStorage(context));
+ }
+ }
+
+ // TODO: Decouple this from zeroMaxLodWorkaround. This is a 9_3 restriction, unrelated to
+ // zeroMaxLodWorkaround. The restriction is because Feature Level 9_3 can't create SRVs on
+ // individual levels of the texture. As a result, even if the storage is a rendertarget, we
+ // can't use the GPU to generate the mipmaps without further work. The D3D9 renderer works
+ // around this by copying each level of the texture into its own single-layer GPU texture (in
+ // Blit9::boxFilter). Feature Level 9_3 could do something similar, or it could continue to use
+ // CPU-side mipmap generation, or something else.
+ bool renderableStorage = (mTexStorage && mTexStorage->isRenderTarget() &&
+ !(mRenderer->getFeatures().zeroMaxLodWorkaround.enabled));
+
+ for (GLint layer = 0; layer < layerCount; ++layer)
+ {
+ for (GLuint mip = mBaseLevel + 1; mip <= maxLevel; ++mip)
+ {
+ ASSERT(getLayerCount(mip) == layerCount);
+
+ gl::ImageIndex sourceIndex = getImageIndex(mip - 1, layer);
+ gl::ImageIndex destIndex = getImageIndex(mip, layer);
+
+ if (renderableStorage)
+ {
+ // GPU-side mipmapping
+ ANGLE_TRY(mTexStorage->generateMipmap(context, sourceIndex, destIndex));
+ }
+ else
+ {
+ // CPU-side mipmapping
+ ANGLE_TRY(
+ mRenderer->generateMipmap(context, getImage(destIndex), getImage(sourceIndex)));
+ }
+ }
+ }
+
+ mDirtyImages = true;
+
+ if (mTexStorage)
+ {
+ ANGLE_TRY(updateStorage(context));
+ }
+
+ return angle::Result::Continue;
+}
+
+bool TextureD3D::isBaseImageZeroSize() const
+{
+ ImageD3D *baseImage = getBaseLevelImage();
+
+ if (!baseImage || baseImage->getWidth() <= 0 || baseImage->getHeight() <= 0)
+ {
+ return true;
+ }
+
+ if (baseImage->getType() == gl::TextureType::_3D && baseImage->getDepth() <= 0)
+ {
+ return true;
+ }
+
+ if (baseImage->getType() == gl::TextureType::_2DArray && getLayerCount(getBaseLevel()) <= 0)
+ {
+ return true;
+ }
+
+ return false;
+}
+
+angle::Result TextureD3D::ensureRenderTarget(const gl::Context *context)
+{
+ ANGLE_TRY(initializeStorage(context, true));
+
+ // initializeStorage can fail with NoError if the texture is not complete. This is not
+ // an error for incomplete sampling, but it is a big problem for rendering.
+ if (!mTexStorage)
+ {
+ ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
+ return angle::Result::Stop;
+ }
+
+ if (!isBaseImageZeroSize())
+ {
+ ASSERT(mTexStorage);
+ if (!mTexStorage->isRenderTarget())
+ {
+ TexStoragePointer newRenderTargetStorage(context);
+ ANGLE_TRY(createCompleteStorage(true, &newRenderTargetStorage));
+
+ ANGLE_TRY(mTexStorage->copyToStorage(context, newRenderTargetStorage.get()));
+ ANGLE_TRY(setCompleteTexStorage(context, newRenderTargetStorage.get()));
+ newRenderTargetStorage.release();
+ // If this texture is used in compute shader, we should invalidate this texture so that
+ // the UAV/SRV is rebound again with this new texture storage in next dispatch call.
+ mTexStorage->invalidateTextures();
+ }
+ }
+
+ return angle::Result::Continue;
+}
+
+bool TextureD3D::canCreateRenderTargetForImage(const gl::ImageIndex &index) const
+{
+ if (index.getType() == gl::TextureType::_2DMultisample ||
+ index.getType() == gl::TextureType::_2DMultisampleArray)
+ {
+ ASSERT(index.getType() != gl::TextureType::_2DMultisampleArray || index.hasLayer());
+ return true;
+ }
+
+ ImageD3D *image = getImage(index);
+ ASSERT(image);
+ bool levelsComplete = (isImageComplete(index) && isImageComplete(getImageIndex(0, 0)));
+ return (image->isRenderableFormat() && levelsComplete);
+}
+
+angle::Result TextureD3D::commitRegion(const gl::Context *context,
+ const gl::ImageIndex &index,
+ const gl::Box &region)
+{
+ if (mTexStorage)
+ {
+ ASSERT(isValidIndex(index));
+ ImageD3D *image = getImage(index);
+ ANGLE_TRY(image->copyToStorage(context, mTexStorage, index, region));
+ image->markClean();
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D::getAttachmentRenderTarget(const gl::Context *context,
+ GLenum binding,
+ const gl::ImageIndex &imageIndex,
+ FramebufferAttachmentRenderTarget **rtOut)
+{
+ RenderTargetD3D *rtD3D = nullptr;
+ ANGLE_TRY(getRenderTarget(context, imageIndex, &rtD3D));
+ *rtOut = static_cast<FramebufferAttachmentRenderTarget *>(rtD3D);
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D::setBaseLevel(const gl::Context *context, GLuint baseLevel)
+{
+ const int oldStorageWidth = std::max(1, getLevelZeroWidth());
+ const int oldStorageHeight = std::max(1, getLevelZeroHeight());
+ const int oldStorageDepth = std::max(1, getLevelZeroDepth());
+ const int oldStorageFormat = getBaseLevelInternalFormat();
+ mBaseLevel = baseLevel;
+
+ // When the base level changes, the texture storage might not be valid anymore, since it could
+ // have been created based on the dimensions of the previous specified level range.
+ const int newStorageWidth = std::max(1, getLevelZeroWidth());
+ const int newStorageHeight = std::max(1, getLevelZeroHeight());
+ const int newStorageDepth = std::max(1, getLevelZeroDepth());
+ const int newStorageFormat = getBaseLevelInternalFormat();
+ if (mTexStorage &&
+ (newStorageWidth != oldStorageWidth || newStorageHeight != oldStorageHeight ||
+ newStorageDepth != oldStorageDepth || newStorageFormat != oldStorageFormat))
+ {
+ markAllImagesDirty();
+ ANGLE_TRY(releaseTexStorage(context));
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D::syncState(const gl::Context *context,
+ const gl::Texture::DirtyBits &dirtyBits)
+{
+ // This could be improved using dirty bits.
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D::releaseTexStorage(const gl::Context *context)
+{
+ if (!mTexStorage)
+ {
+ return angle::Result::Continue;
+ }
+
+ auto err = mTexStorage->onDestroy(context);
+ SafeDelete(mTexStorage);
+ return err;
+}
+
+void TextureD3D::onDestroy(const gl::Context *context)
+{
+ (void)releaseTexStorage(context);
+}
+
+angle::Result TextureD3D::initializeContents(const gl::Context *context,
+ const gl::ImageIndex &imageIndex)
+{
+ ContextD3D *contextD3D = GetImplAs<ContextD3D>(context);
+ gl::ImageIndex index = imageIndex;
+
+ // Special case for D3D11 3D textures. We can't create render targets for individual layers of a
+ // 3D texture, so force the clear to the entire mip. There shouldn't ever be a case where we
+ // would lose existing data.
+ if (index.getType() == gl::TextureType::_3D)
+ {
+ index = gl::ImageIndex::Make3D(index.getLevelIndex(), gl::ImageIndex::kEntireLevel);
+ }
+ else if (index.getType() == gl::TextureType::_2DArray && !index.hasLayer())
+ {
+ std::array<GLint, gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS> tempLayerCounts;
+
+ GLint levelIndex = index.getLevelIndex();
+ tempLayerCounts[levelIndex] = getLayerCount(levelIndex);
+ gl::ImageIndexIterator iterator =
+ gl::ImageIndexIterator::Make2DArray(levelIndex, levelIndex + 1, tempLayerCounts.data());
+ while (iterator.hasNext())
+ {
+ ANGLE_TRY(initializeContents(context, iterator.next()));
+ }
+ return angle::Result::Continue;
+ }
+ else if (index.getType() == gl::TextureType::_2DMultisampleArray && !index.hasLayer())
+ {
+ std::array<GLint, gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS> tempLayerCounts;
+
+ ASSERT(index.getLevelIndex() == 0);
+ tempLayerCounts[0] = getLayerCount(0);
+ gl::ImageIndexIterator iterator =
+ gl::ImageIndexIterator::Make2DMultisampleArray(tempLayerCounts.data());
+ while (iterator.hasNext())
+ {
+ ANGLE_TRY(initializeContents(context, iterator.next()));
+ }
+ return angle::Result::Continue;
+ }
+
+ // Force image clean.
+ ImageD3D *image = getImage(index);
+ if (image)
+ {
+ image->markClean();
+ }
+
+ // Fast path: can use a render target clear.
+ // We don't use the fast path with the zero max lod workaround because it would introduce a race
+ // between the rendertarget and the staging images.
+ const angle::FeaturesD3D &features = mRenderer->getFeatures();
+ bool shouldUseClear = (image == nullptr);
+ if (canCreateRenderTargetForImage(index) && !features.zeroMaxLodWorkaround.enabled &&
+ (shouldUseClear || features.allowClearForRobustResourceInit.enabled))
+ {
+ ANGLE_TRY(ensureRenderTarget(context));
+ ASSERT(mTexStorage);
+ RenderTargetD3D *renderTarget = nullptr;
+ ANGLE_TRY(mTexStorage->getRenderTarget(context, index, &renderTarget));
+ ANGLE_TRY(mRenderer->initRenderTarget(context, renderTarget));
+ return angle::Result::Continue;
+ }
+
+ ASSERT(image != nullptr);
+
+ // Slow path: non-renderable texture or the texture levels aren't set up.
+ const auto &formatInfo = gl::GetSizedInternalFormatInfo(image->getInternalFormat());
+
+ GLuint imageBytes = 0;
+ ANGLE_CHECK_GL_MATH(contextD3D, formatInfo.computeRowPitch(formatInfo.type, image->getWidth(),
+ 1, 0, &imageBytes));
+ imageBytes *= image->getHeight() * image->getDepth();
+
+ gl::PixelUnpackState zeroDataUnpackState;
+ zeroDataUnpackState.alignment = 1;
+
+ angle::MemoryBuffer *zeroBuffer = nullptr;
+ ANGLE_CHECK_GL_ALLOC(contextD3D, context->getZeroFilledBuffer(imageBytes, &zeroBuffer));
+
+ if (shouldUseSetData(image))
+ {
+ ANGLE_TRY(mTexStorage->setData(context, index, image, nullptr, formatInfo.type,
+ zeroDataUnpackState, zeroBuffer->data()));
+ }
+ else
+ {
+ gl::Box fullImageArea(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth());
+ ANGLE_TRY(image->loadData(context, fullImageArea, zeroDataUnpackState, formatInfo.type,
+ zeroBuffer->data(), false));
+
+ // Force an update to the tex storage so we avoid problems with subImage and dirty regions.
+ if (mTexStorage)
+ {
+ ANGLE_TRY(commitRegion(context, index, fullImageArea));
+ image->markClean();
+ }
+ else
+ {
+ mDirtyImages = true;
+ }
+ }
+ return angle::Result::Continue;
+}
+
+TextureD3D_2D::TextureD3D_2D(const gl::TextureState &state, RendererD3D *renderer)
+ : TextureD3D(state, renderer)
+{
+ mEGLImageTarget = false;
+ for (auto &image : mImageArray)
+ {
+ image.reset(renderer->createImage());
+ }
+}
+
+void TextureD3D_2D::onDestroy(const gl::Context *context)
+{
+ // Delete the Images before the TextureStorage. Images might be relying on the TextureStorage
+ // for some of their data. If TextureStorage is deleted before the Images, then their data will
+ // be wastefully copied back from the GPU before we delete the Images.
+ for (auto &image : mImageArray)
+ {
+ image.reset();
+ }
+ return TextureD3D::onDestroy(context);
+}
+
+TextureD3D_2D::~TextureD3D_2D() {}
+
+ImageD3D *TextureD3D_2D::getImage(int level, int layer) const
+{
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(layer == 0);
+ return mImageArray[level].get();
+}
+
+ImageD3D *TextureD3D_2D::getImage(const gl::ImageIndex &index) const
+{
+ ASSERT(index.getLevelIndex() < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(!index.hasLayer());
+ ASSERT(index.getType() == gl::TextureType::_2D);
+ return mImageArray[index.getLevelIndex()].get();
+}
+
+GLsizei TextureD3D_2D::getLayerCount(int level) const
+{
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ return 1;
+}
+
+GLsizei TextureD3D_2D::getWidth(GLint level) const
+{
+ if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mImageArray[level]->getWidth();
+ else
+ return 0;
+}
+
+GLsizei TextureD3D_2D::getHeight(GLint level) const
+{
+ if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mImageArray[level]->getHeight();
+ else
+ return 0;
+}
+
+GLenum TextureD3D_2D::getInternalFormat(GLint level) const
+{
+ if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mImageArray[level]->getInternalFormat();
+ else
+ return GL_NONE;
+}
+
+bool TextureD3D_2D::isDepth(GLint level) const
+{
+ return gl::GetSizedInternalFormatInfo(getInternalFormat(level)).depthBits > 0;
+}
+
+bool TextureD3D_2D::isSRGB(GLint level) const
+{
+ return gl::GetSizedInternalFormatInfo(getInternalFormat(level)).colorEncoding == GL_SRGB;
+}
+
+angle::Result TextureD3D_2D::setImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ GLenum internalFormat,
+ const gl::Extents &size,
+ GLenum format,
+ GLenum type,
+ const gl::PixelUnpackState &unpack,
+ const uint8_t *pixels)
+{
+ ASSERT(index.getTarget() == gl::TextureTarget::_2D && size.depth == 1);
+
+ const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat, type);
+
+ bool fastUnpacked = false;
+
+ ANGLE_TRY(redefineImage(context, index.getLevelIndex(), internalFormatInfo.sizedInternalFormat,
+ size, false));
+
+ // Attempt a fast gpu copy of the pixel data to the surface
+ gl::Buffer *unpackBuffer = context->getState().getTargetBuffer(gl::BufferBinding::PixelUnpack);
+ if (isFastUnpackable(unpackBuffer, internalFormatInfo.sizedInternalFormat) &&
+ isLevelComplete(index.getLevelIndex()))
+ {
+ // Will try to create RT storage if it does not exist
+ RenderTargetD3D *destRenderTarget = nullptr;
+ ANGLE_TRY(getRenderTarget(context, index, &destRenderTarget));
+
+ gl::Box destArea(0, 0, 0, getWidth(index.getLevelIndex()), getHeight(index.getLevelIndex()),
+ 1);
+
+ ANGLE_TRY(fastUnpackPixels(context, unpack, pixels, destArea,
+ internalFormatInfo.sizedInternalFormat, type, destRenderTarget));
+
+ // Ensure we don't overwrite our newly initialized data
+ mImageArray[index.getLevelIndex()]->markClean();
+
+ fastUnpacked = true;
+ }
+
+ if (!fastUnpacked)
+ {
+ ANGLE_TRY(setImageImpl(context, index, type, unpack, pixels, 0));
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2D::setSubImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ const gl::Box &area,
+ GLenum format,
+ GLenum type,
+ const gl::PixelUnpackState &unpack,
+ gl::Buffer *unpackBuffer,
+ const uint8_t *pixels)
+{
+ ASSERT(index.getTarget() == gl::TextureTarget::_2D && area.depth == 1 && area.z == 0);
+
+ GLenum mipFormat = getInternalFormat(index.getLevelIndex());
+ if (isFastUnpackable(unpackBuffer, mipFormat) && isLevelComplete(index.getLevelIndex()))
+ {
+ RenderTargetD3D *renderTarget = nullptr;
+ ANGLE_TRY(getRenderTarget(context, index, &renderTarget));
+ ASSERT(!mImageArray[index.getLevelIndex()]->isDirty());
+
+ return fastUnpackPixels(context, unpack, pixels, area, mipFormat, type, renderTarget);
+ }
+ else
+ {
+ return TextureD3D::subImage(context, index, area, format, type, unpack, unpackBuffer,
+ pixels, 0);
+ }
+}
+
+angle::Result TextureD3D_2D::setCompressedImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ GLenum internalFormat,
+ const gl::Extents &size,
+ const gl::PixelUnpackState &unpack,
+ size_t imageSize,
+ const uint8_t *pixels)
+{
+ ASSERT(index.getTarget() == gl::TextureTarget::_2D && size.depth == 1);
+
+ // compressed formats don't have separate sized internal formats-- we can just use the
+ // compressed format directly
+ ANGLE_TRY(redefineImage(context, index.getLevelIndex(), internalFormat, size, false));
+
+ return setCompressedImageImpl(context, index, unpack, pixels, 0);
+}
+
+angle::Result TextureD3D_2D::setCompressedSubImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ const gl::Box &area,
+ GLenum format,
+ const gl::PixelUnpackState &unpack,
+ size_t imageSize,
+ const uint8_t *pixels)
+{
+ ASSERT(index.getTarget() == gl::TextureTarget::_2D && area.depth == 1 && area.z == 0);
+ ANGLE_TRY(TextureD3D::subImageCompressed(context, index, area, format, unpack, pixels, 0));
+
+ return commitRegion(context, index, area);
+}
+
+angle::Result TextureD3D_2D::copyImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ const gl::Rectangle &sourceArea,
+ GLenum internalFormat,
+ gl::Framebuffer *source)
+{
+ ASSERT(index.getTarget() == gl::TextureTarget::_2D);
+
+ const gl::InternalFormat &internalFormatInfo =
+ gl::GetInternalFormatInfo(internalFormat, GL_UNSIGNED_BYTE);
+ gl::Extents sourceExtents(sourceArea.width, sourceArea.height, 1);
+ ANGLE_TRY(redefineImage(context, index.getLevelIndex(), internalFormatInfo.sizedInternalFormat,
+ sourceExtents, false));
+
+ gl::Extents fbSize = source->getReadColorAttachment()->getSize();
+
+ // Does the read area extend beyond the framebuffer?
+ bool outside = sourceArea.x < 0 || sourceArea.y < 0 ||
+ sourceArea.x + sourceArea.width > fbSize.width ||
+ sourceArea.y + sourceArea.height > fbSize.height;
+
+ // WebGL requires that pixels that would be outside the framebuffer are treated as zero values,
+ // so clear the mip level to 0 prior to making the copy if any pixel would be sampled outside.
+ // Same thing for robust resource init.
+ if (outside &&
+ (context->getExtensions().webglCompatibility || context->isRobustResourceInitEnabled()))
+ {
+ ANGLE_TRY(initializeContents(context, index));
+ }
+
+ gl::Rectangle clippedArea;
+ if (!ClipRectangle(sourceArea, gl::Rectangle(0, 0, fbSize.width, fbSize.height), &clippedArea))
+ {
+ // Empty source area, nothing to do.
+ return angle::Result::Continue;
+ }
+
+ gl::Offset destOffset(clippedArea.x - sourceArea.x, clippedArea.y - sourceArea.y, 0);
+
+ // If the zero max LOD workaround is active, then we can't sample from individual layers of the
+ // framebuffer in shaders, so we should use the non-rendering copy path.
+ if (!canCreateRenderTargetForImage(index) ||
+ mRenderer->getFeatures().zeroMaxLodWorkaround.enabled)
+ {
+ ANGLE_TRY(mImageArray[index.getLevelIndex()]->copyFromFramebuffer(context, destOffset,
+ clippedArea, source));
+ mDirtyImages = true;
+ }
+ else
+ {
+ ANGLE_TRY(ensureRenderTarget(context));
+
+ if (clippedArea.width != 0 && clippedArea.height != 0 &&
+ isValidLevel(index.getLevelIndex()))
+ {
+ ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex()));
+ ANGLE_TRY(mRenderer->copyImage2D(context, source, clippedArea, internalFormat,
+ destOffset, mTexStorage, index.getLevelIndex()));
+ }
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2D::copySubImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ const gl::Offset &destOffset,
+ const gl::Rectangle &sourceArea,
+ gl::Framebuffer *source)
+{
+ ASSERT(index.getTarget() == gl::TextureTarget::_2D && destOffset.z == 0);
+
+ gl::Extents fbSize = source->getReadColorAttachment()->getSize();
+ gl::Rectangle clippedArea;
+ if (!ClipRectangle(sourceArea, gl::Rectangle(0, 0, fbSize.width, fbSize.height), &clippedArea))
+ {
+ return angle::Result::Continue;
+ }
+ const gl::Offset clippedOffset(destOffset.x + clippedArea.x - sourceArea.x,
+ destOffset.y + clippedArea.y - sourceArea.y, 0);
+
+ // can only make our texture storage to a render target if level 0 is defined (with a width &
+ // height) and the current level we're copying to is defined (with appropriate format, width &
+ // height)
+
+ // If the zero max LOD workaround is active, then we can't sample from individual layers of the
+ // framebuffer in shaders, so we should use the non-rendering copy path.
+ if (!canCreateRenderTargetForImage(index) ||
+ mRenderer->getFeatures().zeroMaxLodWorkaround.enabled)
+ {
+ ANGLE_TRY(mImageArray[index.getLevelIndex()]->copyFromFramebuffer(context, clippedOffset,
+ clippedArea, source));
+ mDirtyImages = true;
+ }
+ else
+ {
+ ANGLE_TRY(ensureRenderTarget(context));
+
+ if (isValidLevel(index.getLevelIndex()))
+ {
+ ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex()));
+ ANGLE_TRY(mRenderer->copyImage2D(context, source, clippedArea,
+ gl::GetUnsizedFormat(getBaseLevelInternalFormat()),
+ clippedOffset, mTexStorage, index.getLevelIndex()));
+ }
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2D::copyTexture(const gl::Context *context,
+ const gl::ImageIndex &index,
+ GLenum internalFormat,
+ GLenum type,
+ size_t sourceLevel,
+ bool unpackFlipY,
+ bool unpackPremultiplyAlpha,
+ bool unpackUnmultiplyAlpha,
+ const gl::Texture *source)
+{
+ ASSERT(index.getTarget() == gl::TextureTarget::_2D);
+
+ gl::TextureType sourceType = source->getType();
+
+ const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat, type);
+ gl::Extents size(
+ static_cast<int>(source->getWidth(NonCubeTextureTypeToTarget(sourceType), sourceLevel)),
+ static_cast<int>(source->getHeight(NonCubeTextureTypeToTarget(sourceType), sourceLevel)),
+ 1);
+ ANGLE_TRY(redefineImage(context, index.getLevelIndex(), internalFormatInfo.sizedInternalFormat,
+ size, false));
+
+ gl::Box sourceBox(0, 0, 0, size.width, size.height, 1);
+ gl::Offset destOffset(0, 0, 0);
+
+ if (!isSRGB(index.getLevelIndex()) && canCreateRenderTargetForImage(index))
+ {
+ ANGLE_TRY(ensureRenderTarget(context));
+ ASSERT(isValidLevel(index.getLevelIndex()));
+ ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex()));
+
+ ANGLE_TRY(mRenderer->copyTexture(
+ context, source, static_cast<GLint>(sourceLevel), gl::TextureTarget::_2D, sourceBox,
+ internalFormatInfo.format, internalFormatInfo.type, destOffset, mTexStorage,
+ index.getTarget(), index.getLevelIndex(), unpackFlipY, unpackPremultiplyAlpha,
+ unpackUnmultiplyAlpha));
+ }
+ else
+ {
+ gl::ImageIndex sourceImageIndex = gl::ImageIndex::Make2D(static_cast<GLint>(sourceLevel));
+ TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source);
+ ImageD3D *sourceImage = nullptr;
+ ANGLE_TRY(sourceD3D->getImageAndSyncFromStorage(context, sourceImageIndex, &sourceImage));
+
+ ImageD3D *destImage = nullptr;
+ ANGLE_TRY(getImageAndSyncFromStorage(context, index, &destImage));
+
+ ANGLE_TRY(mRenderer->copyImage(context, destImage, sourceImage, sourceBox, destOffset,
+ unpackFlipY, unpackPremultiplyAlpha, unpackUnmultiplyAlpha));
+
+ mDirtyImages = true;
+
+ gl::Box destRegion(destOffset, size);
+ ANGLE_TRY(commitRegion(context, index, destRegion));
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2D::copySubTexture(const gl::Context *context,
+ const gl::ImageIndex &index,
+ const gl::Offset &destOffset,
+ size_t sourceLevel,
+ const gl::Box &sourceBox,
+ bool unpackFlipY,
+ bool unpackPremultiplyAlpha,
+ bool unpackUnmultiplyAlpha,
+ const gl::Texture *source)
+{
+ ASSERT(index.getTarget() == gl::TextureTarget::_2D);
+
+ if (!isSRGB(index.getLevelIndex()) && canCreateRenderTargetForImage(index))
+ {
+ ANGLE_TRY(ensureRenderTarget(context));
+ ASSERT(isValidLevel(index.getLevelIndex()));
+ ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex()));
+
+ const gl::InternalFormat &internalFormatInfo =
+ gl::GetSizedInternalFormatInfo(getInternalFormat(index.getLevelIndex()));
+ ANGLE_TRY(mRenderer->copyTexture(
+ context, source, static_cast<GLint>(sourceLevel), gl::TextureTarget::_2D, sourceBox,
+ internalFormatInfo.format, internalFormatInfo.type, destOffset, mTexStorage,
+ index.getTarget(), index.getLevelIndex(), unpackFlipY, unpackPremultiplyAlpha,
+ unpackUnmultiplyAlpha));
+ }
+ else
+ {
+ gl::ImageIndex sourceImageIndex = gl::ImageIndex::Make2D(static_cast<GLint>(sourceLevel));
+ TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source);
+ ImageD3D *sourceImage = nullptr;
+ ANGLE_TRY(sourceD3D->getImageAndSyncFromStorage(context, sourceImageIndex, &sourceImage));
+
+ ImageD3D *destImage = nullptr;
+ ANGLE_TRY(getImageAndSyncFromStorage(context, index, &destImage));
+
+ ANGLE_TRY(mRenderer->copyImage(context, destImage, sourceImage, sourceBox, destOffset,
+ unpackFlipY, unpackPremultiplyAlpha, unpackUnmultiplyAlpha));
+
+ mDirtyImages = true;
+
+ gl::Box destRegion(destOffset.x, destOffset.y, 0, sourceBox.width, sourceBox.height, 1);
+ ANGLE_TRY(commitRegion(context, index, destRegion));
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2D::copyCompressedTexture(const gl::Context *context,
+ const gl::Texture *source)
+{
+ gl::TextureTarget sourceTarget = NonCubeTextureTypeToTarget(source->getType());
+ GLint sourceLevel = 0;
+
+ GLint destLevel = 0;
+
+ GLenum sizedInternalFormat =
+ source->getFormat(sourceTarget, sourceLevel).info->sizedInternalFormat;
+ gl::Extents size(static_cast<int>(source->getWidth(sourceTarget, sourceLevel)),
+ static_cast<int>(source->getHeight(sourceTarget, sourceLevel)), 1);
+ ANGLE_TRY(redefineImage(context, destLevel, sizedInternalFormat, size, false));
+
+ ANGLE_TRY(initializeStorage(context, false));
+ ASSERT(mTexStorage);
+
+ ANGLE_TRY(
+ mRenderer->copyCompressedTexture(context, source, sourceLevel, mTexStorage, destLevel));
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2D::setStorage(const gl::Context *context,
+ gl::TextureType type,
+ size_t levels,
+ GLenum internalFormat,
+ const gl::Extents &size)
+{
+ ASSERT(type == gl::TextureType::_2D && size.depth == 1);
+
+ for (size_t level = 0; level < levels; level++)
+ {
+ gl::Extents levelSize(std::max(1, size.width >> level), std::max(1, size.height >> level),
+ 1);
+ ANGLE_TRY(redefineImage(context, level, internalFormat, levelSize, true));
+ }
+
+ for (size_t level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ ANGLE_TRY(redefineImage(context, level, GL_NONE, gl::Extents(0, 0, 1), true));
+ }
+
+ // TODO(geofflang): Verify storage creation had no errors
+ bool renderTarget = IsRenderTargetUsage(mState.getUsage());
+ TexStoragePointer storage(context);
+ storage.reset(mRenderer->createTextureStorage2D(internalFormat, renderTarget, size.width,
+ size.height, static_cast<int>(levels), false));
+
+ ANGLE_TRY(setCompleteTexStorage(context, storage.get()));
+ storage.release();
+
+ ANGLE_TRY(updateStorage(context));
+
+ mImmutable = true;
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2D::bindTexImage(const gl::Context *context, egl::Surface *surface)
+{
+ GLenum internalformat = surface->getConfig()->renderTargetFormat;
+
+ gl::Extents size(surface->getWidth(), surface->getHeight(), 1);
+ ANGLE_TRY(redefineImage(context, 0, internalformat, size, true));
+
+ ANGLE_TRY(releaseTexStorage(context));
+
+ SurfaceD3D *surfaceD3D = GetImplAs<SurfaceD3D>(surface);
+ ASSERT(surfaceD3D);
+
+ mTexStorage = mRenderer->createTextureStorage2D(surfaceD3D->getSwapChain());
+ mEGLImageTarget = false;
+
+ mDirtyImages = false;
+ mImageArray[0]->markClean();
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2D::releaseTexImage(const gl::Context *context)
+{
+ if (mTexStorage)
+ {
+ ANGLE_TRY(releaseTexStorage(context));
+ }
+
+ for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ ANGLE_TRY(redefineImage(context, i, GL_NONE, gl::Extents(0, 0, 1), true));
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2D::setEGLImageTarget(const gl::Context *context,
+ gl::TextureType type,
+ egl::Image *image)
+{
+ EGLImageD3D *eglImaged3d = GetImplAs<EGLImageD3D>(image);
+
+ // Set the properties of the base mip level from the EGL image
+ const auto &format = image->getFormat();
+ gl::Extents size(static_cast<int>(image->getWidth()), static_cast<int>(image->getHeight()), 1);
+ ANGLE_TRY(redefineImage(context, 0, format.info->sizedInternalFormat, size, true));
+
+ // Clear all other images.
+ for (size_t level = 1; level < mImageArray.size(); level++)
+ {
+ ANGLE_TRY(redefineImage(context, level, GL_NONE, gl::Extents(0, 0, 1), true));
+ }
+
+ ANGLE_TRY(releaseTexStorage(context));
+ mImageArray[0]->markClean();
+
+ // Pass in the RenderTargetD3D here: createTextureStorage can't generate an error.
+ RenderTargetD3D *renderTargetD3D = nullptr;
+ ANGLE_TRY(eglImaged3d->getRenderTarget(context, &renderTargetD3D));
+
+ mTexStorage = mRenderer->createTextureStorageEGLImage(eglImaged3d, renderTargetD3D);
+ mEGLImageTarget = true;
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2D::initMipmapImages(const gl::Context *context)
+{
+ const GLuint baseLevel = mState.getEffectiveBaseLevel();
+ const GLuint maxLevel = mState.getMipmapMaxLevel();
+ // Purge array levels baseLevel + 1 through q and reset them to represent the generated mipmap
+ // levels.
+ for (GLuint level = baseLevel + 1; level <= maxLevel; level++)
+ {
+ gl::Extents levelSize(std::max(getLevelZeroWidth() >> level, 1),
+ std::max(getLevelZeroHeight() >> level, 1), 1);
+
+ ANGLE_TRY(redefineImage(context, level, getBaseLevelInternalFormat(), levelSize, false));
+ }
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2D::getRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ RenderTargetD3D **outRT)
+{
+ ASSERT(!index.hasLayer());
+
+ // ensure the underlying texture is created
+ ANGLE_TRY(ensureRenderTarget(context));
+ ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex()));
+
+ return mTexStorage->getRenderTarget(context, index, outRT);
+}
+
+bool TextureD3D_2D::isValidLevel(int level) const
+{
+ return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : false);
+}
+
+bool TextureD3D_2D::isLevelComplete(int level) const
+{
+ if (isImmutable())
+ {
+ return true;
+ }
+
+ GLsizei width = getLevelZeroWidth();
+ GLsizei height = getLevelZeroHeight();
+
+ if (width <= 0 || height <= 0)
+ {
+ return false;
+ }
+
+ // The base image level is complete if the width and height are positive
+ if (level == static_cast<int>(getBaseLevel()))
+ {
+ return true;
+ }
+
+ ASSERT(level >= 0 && level <= static_cast<int>(mImageArray.size()) &&
+ mImageArray[level] != nullptr);
+ ImageD3D *image = mImageArray[level].get();
+
+ if (image->getInternalFormat() != getBaseLevelInternalFormat())
+ {
+ 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 TextureD3D_2D::isImageComplete(const gl::ImageIndex &index) const
+{
+ return isLevelComplete(index.getLevelIndex());
+}
+
+// Constructs a native texture resource from the texture images
+angle::Result TextureD3D_2D::initializeStorage(const gl::Context *context, bool renderTarget)
+{
+ // Only initialize the first time this texture is used as a render target or shader resource
+ if (mTexStorage)
+ {
+ return angle::Result::Continue;
+ }
+
+ // do not attempt to create storage for nonexistant data
+ if (!isLevelComplete(getBaseLevel()))
+ {
+ return angle::Result::Continue;
+ }
+
+ bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mState.getUsage()));
+
+ TexStoragePointer storage(context);
+ ANGLE_TRY(createCompleteStorage(createRenderTarget, &storage));
+
+ ANGLE_TRY(setCompleteTexStorage(context, storage.get()));
+ storage.release();
+
+ ASSERT(mTexStorage);
+
+ // flush image data to the storage
+ ANGLE_TRY(updateStorage(context));
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2D::createCompleteStorage(bool renderTarget,
+ TexStoragePointer *outStorage) const
+{
+ GLsizei width = getLevelZeroWidth();
+ GLsizei height = getLevelZeroHeight();
+ GLenum internalFormat = getBaseLevelInternalFormat();
+
+ 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));
+
+ bool hintLevelZeroOnly = false;
+ if (mRenderer->getFeatures().zeroMaxLodWorkaround.enabled)
+ {
+ // If any of the CPU images (levels >= 1) are dirty, then the textureStorage2D should use
+ // the mipped texture to begin with. Otherwise, it should use the level-zero-only texture.
+ hintLevelZeroOnly = true;
+ for (int level = 1; level < levels && hintLevelZeroOnly; level++)
+ {
+ hintLevelZeroOnly = !(mImageArray[level]->isDirty() && isLevelComplete(level));
+ }
+ }
+
+ // TODO(geofflang): Determine if the texture creation succeeded
+ outStorage->reset(mRenderer->createTextureStorage2D(internalFormat, renderTarget, width, height,
+ levels, hintLevelZeroOnly));
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2D::setCompleteTexStorage(const gl::Context *context,
+ TextureStorage *newCompleteTexStorage)
+{
+ if (newCompleteTexStorage && newCompleteTexStorage->isManaged())
+ {
+ for (int level = 0; level < newCompleteTexStorage->getLevelCount(); level++)
+ {
+ ANGLE_TRY(
+ mImageArray[level]->setManagedSurface2D(context, newCompleteTexStorage, level));
+ }
+ }
+
+ ANGLE_TRY(releaseTexStorage(context));
+ mTexStorage = newCompleteTexStorage;
+
+ mDirtyImages = true;
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2D::updateStorage(const gl::Context *context)
+{
+ if (!mDirtyImages)
+ {
+ return angle::Result::Continue;
+ }
+
+ ASSERT(mTexStorage != nullptr);
+ GLint storageLevels = mTexStorage->getLevelCount();
+ for (int level = 0; level < storageLevels; level++)
+ {
+ if (mImageArray[level]->isDirty() && isLevelComplete(level))
+ {
+ ANGLE_TRY(updateStorageLevel(context, level));
+ }
+ }
+
+ mDirtyImages = false;
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2D::updateStorageLevel(const gl::Context *context, int level)
+{
+ ASSERT(level <= static_cast<int>(mImageArray.size()) && mImageArray[level] != nullptr);
+ ASSERT(isLevelComplete(level));
+
+ if (mImageArray[level]->isDirty())
+ {
+ gl::ImageIndex index = gl::ImageIndex::Make2D(level);
+ gl::Box region(0, 0, 0, getWidth(level), getHeight(level), 1);
+ ANGLE_TRY(commitRegion(context, index, region));
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2D::redefineImage(const gl::Context *context,
+ size_t level,
+ GLenum internalformat,
+ const gl::Extents &size,
+ bool forceRelease)
+{
+ ASSERT(size.depth == 1);
+
+ // If there currently is a corresponding storage texture image, it has these parameters
+ const int storageWidth = std::max(1, getLevelZeroWidth() >> level);
+ const int storageHeight = std::max(1, getLevelZeroHeight() >> level);
+ const GLenum storageFormat = getBaseLevelInternalFormat();
+
+ mImageArray[level]->redefine(gl::TextureType::_2D, internalformat, size, forceRelease);
+ mDirtyImages = mDirtyImages || mImageArray[level]->isDirty();
+
+ if (mTexStorage)
+ {
+ const size_t storageLevels = mTexStorage->getLevelCount();
+
+ // If the storage was from an EGL image, copy it back into local images to preserve it
+ // while orphaning
+ if (level != 0 && mEGLImageTarget)
+ {
+ ANGLE_TRY(mImageArray[0]->copyFromTexStorage(context, gl::ImageIndex::Make2D(0),
+ mTexStorage));
+ }
+
+ if ((level >= storageLevels && storageLevels != 0) || size.width != storageWidth ||
+ size.height != storageHeight ||
+ internalformat != storageFormat) // Discard mismatched storage
+ {
+ ANGLE_TRY(releaseTexStorage(context));
+ markAllImagesDirty();
+ }
+ }
+
+ // Can't be an EGL image target after being redefined
+ mEGLImageTarget = false;
+
+ return angle::Result::Continue;
+}
+
+gl::ImageIndexIterator TextureD3D_2D::imageIterator() const
+{
+ return gl::ImageIndexIterator::Make2D(0, mTexStorage->getLevelCount());
+}
+
+gl::ImageIndex TextureD3D_2D::getImageIndex(GLint mip, GLint /*layer*/) const
+{
+ // "layer" does not apply to 2D Textures.
+ return gl::ImageIndex::Make2D(mip);
+}
+
+bool TextureD3D_2D::isValidIndex(const gl::ImageIndex &index) const
+{
+ return (mTexStorage && index.getType() == gl::TextureType::_2D && index.getLevelIndex() >= 0 &&
+ index.getLevelIndex() < mTexStorage->getLevelCount());
+}
+
+void TextureD3D_2D::markAllImagesDirty()
+{
+ for (size_t i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mImageArray[i]->markDirty();
+ }
+ mDirtyImages = true;
+}
+
+TextureD3D_Cube::TextureD3D_Cube(const gl::TextureState &state, RendererD3D *renderer)
+ : TextureD3D(state, renderer)
+{
+ for (auto &face : mImageArray)
+ {
+ for (auto &image : face)
+ {
+ image.reset(renderer->createImage());
+ }
+ }
+}
+
+void TextureD3D_Cube::onDestroy(const gl::Context *context)
+{
+ // Delete the Images before the TextureStorage. Images might be relying on the TextureStorage
+ // for some of their data. If TextureStorage is deleted before the Images, then their data will
+ // be wastefully copied back from the GPU before we delete the Images.
+ for (auto &face : mImageArray)
+ {
+ for (auto &image : face)
+ {
+ image.reset();
+ }
+ }
+ return TextureD3D::onDestroy(context);
+}
+
+TextureD3D_Cube::~TextureD3D_Cube() {}
+
+ImageD3D *TextureD3D_Cube::getImage(int level, int layer) const
+{
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(layer >= 0 && static_cast<size_t>(layer) < gl::kCubeFaceCount);
+ return mImageArray[layer][level].get();
+}
+
+ImageD3D *TextureD3D_Cube::getImage(const gl::ImageIndex &index) const
+{
+ ASSERT(index.getLevelIndex() < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(gl::IsCubeMapFaceTarget(index.getTarget()));
+ return mImageArray[index.cubeMapFaceIndex()][index.getLevelIndex()].get();
+}
+
+GLsizei TextureD3D_Cube::getLayerCount(int level) const
+{
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ return gl::kCubeFaceCount;
+}
+
+GLenum TextureD3D_Cube::getInternalFormat(GLint level, GLint layer) const
+{
+ if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mImageArray[layer][level]->getInternalFormat();
+ else
+ return GL_NONE;
+}
+
+bool TextureD3D_Cube::isDepth(GLint level, GLint layer) const
+{
+ return gl::GetSizedInternalFormatInfo(getInternalFormat(level, layer)).depthBits > 0;
+}
+
+bool TextureD3D_Cube::isSRGB(GLint level, GLint layer) const
+{
+ return gl::GetSizedInternalFormatInfo(getInternalFormat(level, layer)).colorEncoding == GL_SRGB;
+}
+
+angle::Result TextureD3D_Cube::setEGLImageTarget(const gl::Context *context,
+ gl::TextureType type,
+ egl::Image *image)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_Cube::setImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ GLenum internalFormat,
+ const gl::Extents &size,
+ GLenum format,
+ GLenum type,
+ const gl::PixelUnpackState &unpack,
+ const uint8_t *pixels)
+{
+ ASSERT(size.depth == 1);
+
+ const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat, type);
+ ANGLE_TRY(redefineImage(context, index.cubeMapFaceIndex(), index.getLevelIndex(),
+ internalFormatInfo.sizedInternalFormat, size, false));
+
+ return setImageImpl(context, index, type, unpack, pixels, 0);
+}
+
+angle::Result TextureD3D_Cube::setSubImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ const gl::Box &area,
+ GLenum format,
+ GLenum type,
+ const gl::PixelUnpackState &unpack,
+ gl::Buffer *unpackBuffer,
+ const uint8_t *pixels)
+{
+ ASSERT(area.depth == 1 && area.z == 0);
+ return TextureD3D::subImage(context, index, area, format, type, unpack, unpackBuffer, pixels,
+ 0);
+}
+
+angle::Result TextureD3D_Cube::setCompressedImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ GLenum internalFormat,
+ const gl::Extents &size,
+ const gl::PixelUnpackState &unpack,
+ size_t imageSize,
+ const uint8_t *pixels)
+{
+ ASSERT(size.depth == 1);
+
+ // compressed formats don't have separate sized internal formats-- we can just use the
+ // compressed format directly
+ ANGLE_TRY(redefineImage(context, index.cubeMapFaceIndex(), index.getLevelIndex(),
+ internalFormat, size, false));
+
+ return setCompressedImageImpl(context, index, unpack, pixels, 0);
+}
+
+angle::Result TextureD3D_Cube::setCompressedSubImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ const gl::Box &area,
+ GLenum format,
+ const gl::PixelUnpackState &unpack,
+ size_t imageSize,
+ const uint8_t *pixels)
+{
+ ASSERT(area.depth == 1 && area.z == 0);
+
+ ANGLE_TRY(TextureD3D::subImageCompressed(context, index, area, format, unpack, pixels, 0));
+ return commitRegion(context, index, area);
+}
+
+angle::Result TextureD3D_Cube::copyImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ const gl::Rectangle &sourceArea,
+ GLenum internalFormat,
+ gl::Framebuffer *source)
+{
+ GLint faceIndex = index.cubeMapFaceIndex();
+ const gl::InternalFormat &internalFormatInfo =
+ gl::GetInternalFormatInfo(internalFormat, GL_UNSIGNED_BYTE);
+
+ gl::Extents size(sourceArea.width, sourceArea.height, 1);
+ ANGLE_TRY(redefineImage(context, faceIndex, index.getLevelIndex(),
+ internalFormatInfo.sizedInternalFormat, size, false));
+
+ gl::Extents fbSize = source->getReadColorAttachment()->getSize();
+
+ // Does the read area extend beyond the framebuffer?
+ bool outside = sourceArea.x < 0 || sourceArea.y < 0 ||
+ sourceArea.x + sourceArea.width > fbSize.width ||
+ sourceArea.y + sourceArea.height > fbSize.height;
+
+ // WebGL requires that pixels that would be outside the framebuffer are treated as zero values,
+ // so clear the mip level to 0 prior to making the copy if any pixel would be sampled outside.
+ // Same thing for robust resource init.
+ if (outside &&
+ (context->getExtensions().webglCompatibility || context->isRobustResourceInitEnabled()))
+ {
+ ANGLE_TRY(initializeContents(context, index));
+ }
+
+ gl::Rectangle clippedArea;
+ if (!ClipRectangle(sourceArea, gl::Rectangle(0, 0, fbSize.width, fbSize.height), &clippedArea))
+ {
+ // Empty source area, nothing to do.
+ return angle::Result::Continue;
+ }
+
+ gl::Offset destOffset(clippedArea.x - sourceArea.x, clippedArea.y - sourceArea.y, 0);
+
+ // If the zero max LOD workaround is active, then we can't sample from individual layers of the
+ // framebuffer in shaders, so we should use the non-rendering copy path.
+ if (!canCreateRenderTargetForImage(index) ||
+ mRenderer->getFeatures().zeroMaxLodWorkaround.enabled)
+ {
+ ANGLE_TRY(mImageArray[faceIndex][index.getLevelIndex()]->copyFromFramebuffer(
+ context, destOffset, clippedArea, source));
+ mDirtyImages = true;
+ }
+ else
+ {
+ ANGLE_TRY(ensureRenderTarget(context));
+
+ ASSERT(size.width == size.height);
+
+ if (size.width > 0 && isValidFaceLevel(faceIndex, index.getLevelIndex()))
+ {
+ ANGLE_TRY(updateStorageFaceLevel(context, faceIndex, index.getLevelIndex()));
+ ANGLE_TRY(mRenderer->copyImageCube(context, source, clippedArea, internalFormat,
+ destOffset, mTexStorage, index.getTarget(),
+ index.getLevelIndex()));
+ }
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_Cube::copySubImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ const gl::Offset &destOffset,
+ const gl::Rectangle &sourceArea,
+ gl::Framebuffer *source)
+{
+ gl::Extents fbSize = source->getReadColorAttachment()->getSize();
+ gl::Rectangle clippedArea;
+ if (!ClipRectangle(sourceArea, gl::Rectangle(0, 0, fbSize.width, fbSize.height), &clippedArea))
+ {
+ return angle::Result::Continue;
+ }
+ const gl::Offset clippedOffset(destOffset.x + clippedArea.x - sourceArea.x,
+ destOffset.y + clippedArea.y - sourceArea.y, 0);
+
+ GLint faceIndex = index.cubeMapFaceIndex();
+
+ // If the zero max LOD workaround is active, then we can't sample from individual layers of the
+ // framebuffer in shaders, so we should use the non-rendering copy path.
+ if (!canCreateRenderTargetForImage(index) ||
+ mRenderer->getFeatures().zeroMaxLodWorkaround.enabled)
+ {
+ ANGLE_TRY(mImageArray[faceIndex][index.getLevelIndex()]->copyFromFramebuffer(
+ context, clippedOffset, clippedArea, source));
+ mDirtyImages = true;
+ }
+ else
+ {
+ ANGLE_TRY(ensureRenderTarget(context));
+ if (isValidFaceLevel(faceIndex, index.getLevelIndex()))
+ {
+ ANGLE_TRY(updateStorageFaceLevel(context, faceIndex, index.getLevelIndex()));
+ ANGLE_TRY(mRenderer->copyImageCube(
+ context, source, clippedArea, gl::GetUnsizedFormat(getBaseLevelInternalFormat()),
+ clippedOffset, mTexStorage, index.getTarget(), index.getLevelIndex()));
+ }
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_Cube::copyTexture(const gl::Context *context,
+ const gl::ImageIndex &index,
+ GLenum internalFormat,
+ GLenum type,
+ size_t sourceLevel,
+ bool unpackFlipY,
+ bool unpackPremultiplyAlpha,
+ bool unpackUnmultiplyAlpha,
+ const gl::Texture *source)
+{
+ ASSERT(gl::IsCubeMapFaceTarget(index.getTarget()));
+
+ gl::TextureTarget sourceTarget = NonCubeTextureTypeToTarget(source->getType());
+
+ GLint faceIndex = index.cubeMapFaceIndex();
+
+ const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat, type);
+ gl::Extents size(static_cast<int>(source->getWidth(sourceTarget, sourceLevel)),
+ static_cast<int>(source->getHeight(sourceTarget, sourceLevel)), 1);
+ ANGLE_TRY(redefineImage(context, faceIndex, index.getLevelIndex(),
+ internalFormatInfo.sizedInternalFormat, size, false));
+
+ gl::Box sourceBox(0, 0, 0, size.width, size.height, 1);
+ gl::Offset destOffset(0, 0, 0);
+
+ if (!isSRGB(index.getLevelIndex(), faceIndex) && canCreateRenderTargetForImage(index))
+ {
+
+ ANGLE_TRY(ensureRenderTarget(context));
+ ASSERT(isValidFaceLevel(faceIndex, index.getLevelIndex()));
+ ANGLE_TRY(updateStorageFaceLevel(context, faceIndex, index.getLevelIndex()));
+
+ ANGLE_TRY(mRenderer->copyTexture(
+ context, source, static_cast<GLint>(sourceLevel), gl::TextureTarget::_2D, sourceBox,
+ internalFormatInfo.format, internalFormatInfo.type, destOffset, mTexStorage,
+ index.getTarget(), index.getLevelIndex(), unpackFlipY, unpackPremultiplyAlpha,
+ unpackUnmultiplyAlpha));
+ }
+ else
+ {
+ gl::ImageIndex sourceImageIndex = gl::ImageIndex::Make2D(static_cast<GLint>(sourceLevel));
+ TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source);
+ ImageD3D *sourceImage = nullptr;
+ ANGLE_TRY(sourceD3D->getImageAndSyncFromStorage(context, sourceImageIndex, &sourceImage));
+
+ ImageD3D *destImage = nullptr;
+ ANGLE_TRY(getImageAndSyncFromStorage(context, index, &destImage));
+
+ ANGLE_TRY(mRenderer->copyImage(context, destImage, sourceImage, sourceBox, destOffset,
+ unpackFlipY, unpackPremultiplyAlpha, unpackUnmultiplyAlpha));
+
+ mDirtyImages = true;
+
+ gl::Box destRegion(destOffset, size);
+ ANGLE_TRY(commitRegion(context, index, destRegion));
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_Cube::copySubTexture(const gl::Context *context,
+ const gl::ImageIndex &index,
+ const gl::Offset &destOffset,
+ size_t sourceLevel,
+ const gl::Box &sourceBox,
+ bool unpackFlipY,
+ bool unpackPremultiplyAlpha,
+ bool unpackUnmultiplyAlpha,
+ const gl::Texture *source)
+{
+ ASSERT(gl::IsCubeMapFaceTarget(index.getTarget()));
+
+ GLint faceIndex = index.cubeMapFaceIndex();
+
+ if (!isSRGB(index.getLevelIndex(), faceIndex) && canCreateRenderTargetForImage(index))
+ {
+ ANGLE_TRY(ensureRenderTarget(context));
+ ASSERT(isValidFaceLevel(faceIndex, index.getLevelIndex()));
+ ANGLE_TRY(updateStorageFaceLevel(context, faceIndex, index.getLevelIndex()));
+
+ const gl::InternalFormat &internalFormatInfo =
+ gl::GetSizedInternalFormatInfo(getInternalFormat(index.getLevelIndex(), faceIndex));
+ ANGLE_TRY(mRenderer->copyTexture(
+ context, source, static_cast<GLint>(sourceLevel), gl::TextureTarget::_2D, sourceBox,
+ internalFormatInfo.format, internalFormatInfo.type, destOffset, mTexStorage,
+ index.getTarget(), index.getLevelIndex(), unpackFlipY, unpackPremultiplyAlpha,
+ unpackUnmultiplyAlpha));
+ }
+ else
+ {
+ gl::ImageIndex sourceImageIndex = gl::ImageIndex::Make2D(static_cast<GLint>(sourceLevel));
+ TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source);
+ ImageD3D *sourceImage = nullptr;
+ ANGLE_TRY(sourceD3D->getImageAndSyncFromStorage(context, sourceImageIndex, &sourceImage));
+
+ ImageD3D *destImage = nullptr;
+ ANGLE_TRY(getImageAndSyncFromStorage(context, index, &destImage));
+
+ ANGLE_TRY(mRenderer->copyImage(context, destImage, sourceImage, sourceBox, destOffset,
+ unpackFlipY, unpackPremultiplyAlpha, unpackUnmultiplyAlpha));
+
+ mDirtyImages = true;
+
+ gl::Box destRegion(destOffset.x, destOffset.y, 0, sourceBox.width, sourceBox.height, 1);
+ ANGLE_TRY(commitRegion(context, index, destRegion));
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_Cube::setStorage(const gl::Context *context,
+ gl::TextureType type,
+ size_t levels,
+ GLenum internalFormat,
+ const gl::Extents &size)
+{
+ ASSERT(size.width == size.height);
+ ASSERT(size.depth == 1);
+
+ for (size_t level = 0; level < levels; level++)
+ {
+ GLsizei mipSize = std::max(1, size.width >> level);
+ for (size_t faceIndex = 0; faceIndex < gl::kCubeFaceCount; faceIndex++)
+ {
+ mImageArray[faceIndex][level]->redefine(gl::TextureType::CubeMap, internalFormat,
+ gl::Extents(mipSize, mipSize, 1), true);
+ }
+ }
+
+ for (size_t level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ for (size_t faceIndex = 0; faceIndex < gl::kCubeFaceCount; faceIndex++)
+ {
+ mImageArray[faceIndex][level]->redefine(gl::TextureType::CubeMap, GL_NONE,
+ gl::Extents(0, 0, 0), true);
+ }
+ }
+
+ // TODO(geofflang): Verify storage creation had no errors
+ bool renderTarget = IsRenderTargetUsage(mState.getUsage());
+
+ TexStoragePointer storage(context);
+ storage.reset(mRenderer->createTextureStorageCube(internalFormat, renderTarget, size.width,
+ static_cast<int>(levels), false));
+
+ ANGLE_TRY(setCompleteTexStorage(context, storage.get()));
+ storage.release();
+
+ ANGLE_TRY(updateStorage(context));
+
+ mImmutable = true;
+
+ return angle::Result::Continue;
+}
+
+// Tests for cube texture completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
+bool TextureD3D_Cube::isCubeComplete() const
+{
+ int baseWidth = getBaseLevelWidth();
+ int baseHeight = getBaseLevelHeight();
+ GLenum baseFormat = getBaseLevelInternalFormat();
+
+ if (baseWidth <= 0 || baseWidth != baseHeight)
+ {
+ return false;
+ }
+
+ for (size_t faceIndex = 1; faceIndex < gl::kCubeFaceCount; faceIndex++)
+ {
+ const ImageD3D &faceBaseImage = *mImageArray[faceIndex][getBaseLevel()];
+
+ if (faceBaseImage.getWidth() != baseWidth || faceBaseImage.getHeight() != baseHeight ||
+ faceBaseImage.getInternalFormat() != baseFormat)
+ {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+angle::Result TextureD3D_Cube::bindTexImage(const gl::Context *context, egl::Surface *surface)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_Cube::releaseTexImage(const gl::Context *context)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_Cube::initMipmapImages(const gl::Context *context)
+{
+ const GLuint baseLevel = mState.getEffectiveBaseLevel();
+ const GLuint maxLevel = mState.getMipmapMaxLevel();
+ // Purge array levels baseLevel + 1 through q and reset them to represent the generated mipmap
+ // levels.
+ for (size_t faceIndex = 0; faceIndex < gl::kCubeFaceCount; faceIndex++)
+ {
+ for (GLuint level = baseLevel + 1; level <= maxLevel; level++)
+ {
+ int faceLevelSize =
+ (std::max(mImageArray[faceIndex][baseLevel]->getWidth() >> (level - baseLevel), 1));
+ ANGLE_TRY(redefineImage(context, faceIndex, level,
+ mImageArray[faceIndex][baseLevel]->getInternalFormat(),
+ gl::Extents(faceLevelSize, faceLevelSize, 1), false));
+ }
+ }
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_Cube::getRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ RenderTargetD3D **outRT)
+{
+ ASSERT(gl::IsCubeMapFaceTarget(index.getTarget()));
+
+ // ensure the underlying texture is created
+ ANGLE_TRY(ensureRenderTarget(context));
+ ANGLE_TRY(updateStorageFaceLevel(context, index.cubeMapFaceIndex(), index.getLevelIndex()));
+
+ return mTexStorage->getRenderTarget(context, index, outRT);
+}
+
+angle::Result TextureD3D_Cube::initializeStorage(const gl::Context *context, bool renderTarget)
+{
+ // Only initialize the first time this texture is used as a render target or shader resource
+ if (mTexStorage)
+ {
+ return angle::Result::Continue;
+ }
+
+ // do not attempt to create storage for nonexistant data
+ if (!isFaceLevelComplete(0, getBaseLevel()))
+ {
+ return angle::Result::Continue;
+ }
+
+ bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mState.getUsage()));
+
+ TexStoragePointer storage(context);
+ ANGLE_TRY(createCompleteStorage(createRenderTarget, &storage));
+
+ ANGLE_TRY(setCompleteTexStorage(context, storage.get()));
+ storage.release();
+
+ ASSERT(mTexStorage);
+
+ // flush image data to the storage
+ ANGLE_TRY(updateStorage(context));
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_Cube::createCompleteStorage(bool renderTarget,
+ TexStoragePointer *outStorage) const
+{
+ GLsizei size = getLevelZeroWidth();
+
+ ASSERT(size > 0);
+
+ // use existing storage level count, when previously specified by TexStorage*D
+ GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(size, size, 1));
+
+ bool hintLevelZeroOnly = false;
+ if (mRenderer->getFeatures().zeroMaxLodWorkaround.enabled)
+ {
+ // If any of the CPU images (levels >= 1) are dirty, then the textureStorage should use the
+ // mipped texture to begin with. Otherwise, it should use the level-zero-only texture.
+ hintLevelZeroOnly = true;
+ for (size_t faceIndex = 0; faceIndex < gl::kCubeFaceCount && hintLevelZeroOnly; faceIndex++)
+ {
+ for (int level = 1; level < levels && hintLevelZeroOnly; level++)
+ {
+ hintLevelZeroOnly = !(mImageArray[faceIndex][level]->isDirty() &&
+ isFaceLevelComplete(faceIndex, level));
+ }
+ }
+ }
+
+ // TODO (geofflang): detect if storage creation succeeded
+ outStorage->reset(mRenderer->createTextureStorageCube(
+ getBaseLevelInternalFormat(), renderTarget, size, levels, hintLevelZeroOnly));
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_Cube::setCompleteTexStorage(const gl::Context *context,
+ TextureStorage *newCompleteTexStorage)
+{
+ if (newCompleteTexStorage && newCompleteTexStorage->isManaged())
+ {
+ for (size_t faceIndex = 0; faceIndex < gl::kCubeFaceCount; faceIndex++)
+ {
+ for (int level = 0; level < newCompleteTexStorage->getLevelCount(); level++)
+ {
+ ANGLE_TRY(mImageArray[faceIndex][level]->setManagedSurfaceCube(
+ context, newCompleteTexStorage, faceIndex, level));
+ }
+ }
+ }
+
+ ANGLE_TRY(releaseTexStorage(context));
+ mTexStorage = newCompleteTexStorage;
+
+ mDirtyImages = true;
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_Cube::updateStorage(const gl::Context *context)
+{
+ if (!mDirtyImages)
+ {
+ return angle::Result::Continue;
+ }
+
+ ASSERT(mTexStorage != nullptr);
+ GLint storageLevels = mTexStorage->getLevelCount();
+ for (size_t face = 0; face < gl::kCubeFaceCount; face++)
+ {
+ for (int level = 0; level < storageLevels; level++)
+ {
+ if (mImageArray[face][level]->isDirty() && isFaceLevelComplete(face, level))
+ {
+ ANGLE_TRY(updateStorageFaceLevel(context, face, level));
+ }
+ }
+ }
+
+ mDirtyImages = false;
+ return angle::Result::Continue;
+}
+
+bool TextureD3D_Cube::isValidFaceLevel(int faceIndex, int level) const
+{
+ return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0);
+}
+
+bool TextureD3D_Cube::isFaceLevelComplete(int faceIndex, int level) const
+{
+ if (getBaseLevel() >= gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ return false;
+ }
+ ASSERT(level >= 0 && static_cast<size_t>(faceIndex) < gl::kCubeFaceCount &&
+ level < static_cast<int>(mImageArray[faceIndex].size()) &&
+ mImageArray[faceIndex][level] != nullptr);
+
+ if (isImmutable())
+ {
+ return true;
+ }
+
+ int levelZeroSize = getLevelZeroWidth();
+
+ if (levelZeroSize <= 0)
+ {
+ return false;
+ }
+
+ // Check that non-zero levels are consistent with the base level.
+ const ImageD3D *faceLevelImage = mImageArray[faceIndex][level].get();
+
+ if (faceLevelImage->getInternalFormat() != getBaseLevelInternalFormat())
+ {
+ return false;
+ }
+
+ if (faceLevelImage->getWidth() != std::max(1, levelZeroSize >> level))
+ {
+ return false;
+ }
+
+ return true;
+}
+
+bool TextureD3D_Cube::isImageComplete(const gl::ImageIndex &index) const
+{
+ return isFaceLevelComplete(index.cubeMapFaceIndex(), index.getLevelIndex());
+}
+
+angle::Result TextureD3D_Cube::updateStorageFaceLevel(const gl::Context *context,
+ int faceIndex,
+ int level)
+{
+ ASSERT(level >= 0 && static_cast<size_t>(faceIndex) < gl::kCubeFaceCount &&
+ level < static_cast<int>(mImageArray[faceIndex].size()) &&
+ mImageArray[faceIndex][level] != nullptr);
+ ImageD3D *image = mImageArray[faceIndex][level].get();
+
+ if (image->isDirty())
+ {
+ gl::TextureTarget faceTarget = gl::CubeFaceIndexToTextureTarget(faceIndex);
+ gl::ImageIndex index = gl::ImageIndex::MakeCubeMapFace(faceTarget, level);
+ gl::Box region(0, 0, 0, image->getWidth(), image->getHeight(), 1);
+ ANGLE_TRY(commitRegion(context, index, region));
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_Cube::redefineImage(const gl::Context *context,
+ int faceIndex,
+ GLint level,
+ GLenum internalformat,
+ const gl::Extents &size,
+ bool forceRelease)
+{
+ // If there currently is a corresponding storage texture image, it has these parameters
+ const int storageWidth = std::max(1, getLevelZeroWidth() >> level);
+ const int storageHeight = std::max(1, getLevelZeroHeight() >> level);
+ const GLenum storageFormat = getBaseLevelInternalFormat();
+
+ mImageArray[faceIndex][level]->redefine(gl::TextureType::CubeMap, internalformat, size,
+ forceRelease);
+ mDirtyImages = mDirtyImages || mImageArray[faceIndex][level]->isDirty();
+
+ if (mTexStorage)
+ {
+ const int storageLevels = mTexStorage->getLevelCount();
+
+ if ((level >= storageLevels && storageLevels != 0) || size.width != storageWidth ||
+ size.height != storageHeight ||
+ internalformat != storageFormat) // Discard mismatched storage
+ {
+ markAllImagesDirty();
+ ANGLE_TRY(releaseTexStorage(context));
+ }
+ }
+
+ return angle::Result::Continue;
+}
+
+gl::ImageIndexIterator TextureD3D_Cube::imageIterator() const
+{
+ return gl::ImageIndexIterator::MakeCube(0, mTexStorage->getLevelCount());
+}
+
+gl::ImageIndex TextureD3D_Cube::getImageIndex(GLint mip, GLint layer) const
+{
+ // The "layer" of the image index corresponds to the cube face
+ return gl::ImageIndex::MakeCubeMapFace(gl::CubeFaceIndexToTextureTarget(layer), mip);
+}
+
+bool TextureD3D_Cube::isValidIndex(const gl::ImageIndex &index) const
+{
+ return (mTexStorage && index.getType() == gl::TextureType::CubeMap &&
+ gl::IsCubeMapFaceTarget(index.getTarget()) && index.getLevelIndex() >= 0 &&
+ index.getLevelIndex() < mTexStorage->getLevelCount());
+}
+
+void TextureD3D_Cube::markAllImagesDirty()
+{
+ for (int dirtyLevel = 0; dirtyLevel < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; dirtyLevel++)
+ {
+ for (size_t dirtyFace = 0; dirtyFace < gl::kCubeFaceCount; dirtyFace++)
+ {
+ mImageArray[dirtyFace][dirtyLevel]->markDirty();
+ }
+ }
+ mDirtyImages = true;
+}
+
+TextureD3D_3D::TextureD3D_3D(const gl::TextureState &state, RendererD3D *renderer)
+ : TextureD3D(state, renderer)
+{
+ for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
+ {
+ mImageArray[i].reset(renderer->createImage());
+ }
+}
+
+void TextureD3D_3D::onDestroy(const gl::Context *context)
+{
+ // Delete the Images before the TextureStorage. Images might be relying on the TextureStorage
+ // for some of their data. If TextureStorage is deleted before the Images, then their data will
+ // be wastefully copied back from the GPU before we delete the Images.
+ for (auto &image : mImageArray)
+ {
+ image.reset();
+ }
+ return TextureD3D::onDestroy(context);
+}
+
+TextureD3D_3D::~TextureD3D_3D() {}
+
+ImageD3D *TextureD3D_3D::getImage(int level, int layer) const
+{
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(layer == 0);
+ return mImageArray[level].get();
+}
+
+ImageD3D *TextureD3D_3D::getImage(const gl::ImageIndex &index) const
+{
+ ASSERT(index.getLevelIndex() < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(!index.hasLayer());
+ ASSERT(index.getType() == gl::TextureType::_3D);
+ return mImageArray[index.getLevelIndex()].get();
+}
+
+GLsizei TextureD3D_3D::getLayerCount(int level) const
+{
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ return 1;
+}
+
+GLsizei TextureD3D_3D::getWidth(GLint level) const
+{
+ if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mImageArray[level]->getWidth();
+ else
+ return 0;
+}
+
+GLsizei TextureD3D_3D::getHeight(GLint level) const
+{
+ if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mImageArray[level]->getHeight();
+ else
+ return 0;
+}
+
+GLsizei TextureD3D_3D::getDepth(GLint level) const
+{
+ if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mImageArray[level]->getDepth();
+ else
+ return 0;
+}
+
+GLenum TextureD3D_3D::getInternalFormat(GLint level) const
+{
+ if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mImageArray[level]->getInternalFormat();
+ else
+ return GL_NONE;
+}
+
+bool TextureD3D_3D::isDepth(GLint level) const
+{
+ return gl::GetSizedInternalFormatInfo(getInternalFormat(level)).depthBits > 0;
+}
+
+bool TextureD3D_3D::isSRGB(GLint level) const
+{
+ return gl::GetSizedInternalFormatInfo(getInternalFormat(level)).colorEncoding == GL_SRGB;
+}
+
+angle::Result TextureD3D_3D::setEGLImageTarget(const gl::Context *context,
+ gl::TextureType type,
+ egl::Image *image)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_3D::setImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ GLenum internalFormat,
+ const gl::Extents &size,
+ GLenum format,
+ GLenum type,
+ const gl::PixelUnpackState &unpack,
+ const uint8_t *pixels)
+{
+ ASSERT(index.getTarget() == gl::TextureTarget::_3D);
+ const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat, type);
+
+ ANGLE_TRY(redefineImage(context, index.getLevelIndex(), internalFormatInfo.sizedInternalFormat,
+ size, false));
+
+ bool fastUnpacked = false;
+
+ // Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer
+ gl::Buffer *unpackBuffer = context->getState().getTargetBuffer(gl::BufferBinding::PixelUnpack);
+ if (isFastUnpackable(unpackBuffer, internalFormatInfo.sizedInternalFormat) && !size.empty() &&
+ isLevelComplete(index.getLevelIndex()))
+ {
+ // Will try to create RT storage if it does not exist
+ RenderTargetD3D *destRenderTarget = nullptr;
+ ANGLE_TRY(getRenderTarget(context, index, &destRenderTarget));
+
+ gl::Box destArea(0, 0, 0, getWidth(index.getLevelIndex()), getHeight(index.getLevelIndex()),
+ getDepth(index.getLevelIndex()));
+
+ ANGLE_TRY(fastUnpackPixels(context, unpack, pixels, destArea,
+ internalFormatInfo.sizedInternalFormat, type, destRenderTarget));
+
+ // Ensure we don't overwrite our newly initialized data
+ mImageArray[index.getLevelIndex()]->markClean();
+
+ fastUnpacked = true;
+ }
+
+ if (!fastUnpacked)
+ {
+ ANGLE_TRY(setImageImpl(context, index, type, unpack, pixels, 0));
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_3D::setSubImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ const gl::Box &area,
+ GLenum format,
+ GLenum type,
+ const gl::PixelUnpackState &unpack,
+ gl::Buffer *unpackBuffer,
+ const uint8_t *pixels)
+{
+ ASSERT(index.getTarget() == gl::TextureTarget::_3D);
+
+ // Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer
+ GLenum mipFormat = getInternalFormat(index.getLevelIndex());
+ if (isFastUnpackable(unpackBuffer, mipFormat) && isLevelComplete(index.getLevelIndex()))
+ {
+ RenderTargetD3D *destRenderTarget = nullptr;
+ ANGLE_TRY(getRenderTarget(context, index, &destRenderTarget));
+ ASSERT(!mImageArray[index.getLevelIndex()]->isDirty());
+
+ return fastUnpackPixels(context, unpack, pixels, area, mipFormat, type, destRenderTarget);
+ }
+ else
+ {
+ return TextureD3D::subImage(context, index, area, format, type, unpack, unpackBuffer,
+ pixels, 0);
+ }
+}
+
+angle::Result TextureD3D_3D::setCompressedImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ GLenum internalFormat,
+ const gl::Extents &size,
+ const gl::PixelUnpackState &unpack,
+ size_t imageSize,
+ const uint8_t *pixels)
+{
+ ASSERT(index.getTarget() == gl::TextureTarget::_3D);
+
+ // compressed formats don't have separate sized internal formats-- we can just use the
+ // compressed format directly
+ ANGLE_TRY(redefineImage(context, index.getLevelIndex(), internalFormat, size, false));
+
+ return setCompressedImageImpl(context, index, unpack, pixels, 0);
+}
+
+angle::Result TextureD3D_3D::setCompressedSubImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ const gl::Box &area,
+ GLenum format,
+ const gl::PixelUnpackState &unpack,
+ size_t imageSize,
+ const uint8_t *pixels)
+{
+ ASSERT(index.getTarget() == gl::TextureTarget::_3D);
+
+ ANGLE_TRY(TextureD3D::subImageCompressed(context, index, area, format, unpack, pixels, 0));
+ return commitRegion(context, index, area);
+}
+
+angle::Result TextureD3D_3D::copyImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ const gl::Rectangle &sourceArea,
+ GLenum internalFormat,
+ gl::Framebuffer *source)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_3D::copySubImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ const gl::Offset &destOffset,
+ const gl::Rectangle &sourceArea,
+ gl::Framebuffer *source)
+{
+ ASSERT(index.getTarget() == gl::TextureTarget::_3D);
+
+ gl::Extents fbSize = source->getReadColorAttachment()->getSize();
+ gl::Rectangle clippedSourceArea;
+ if (!ClipRectangle(sourceArea, gl::Rectangle(0, 0, fbSize.width, fbSize.height),
+ &clippedSourceArea))
+ {
+ return angle::Result::Continue;
+ }
+ const gl::Offset clippedDestOffset(destOffset.x + clippedSourceArea.x - sourceArea.x,
+ destOffset.y + clippedSourceArea.y - sourceArea.y,
+ destOffset.z);
+
+ // Currently, copying directly to the storage is not possible because it's not possible to
+ // create an SRV from a single layer of a 3D texture. Instead, make sure the image is up to
+ // date before the copy and then copy back to the storage afterwards if needed.
+ // TODO: Investigate 3D blits in D3D11.
+
+ bool syncTexStorage = mTexStorage && isLevelComplete(index.getLevelIndex());
+ if (syncTexStorage)
+ {
+ ANGLE_TRY(
+ mImageArray[index.getLevelIndex()]->copyFromTexStorage(context, index, mTexStorage));
+ }
+ ANGLE_TRY(mImageArray[index.getLevelIndex()]->copyFromFramebuffer(context, clippedDestOffset,
+ clippedSourceArea, source));
+ mDirtyImages = true;
+
+ if (syncTexStorage)
+ {
+ ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex()));
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_3D::copyTexture(const gl::Context *context,
+ const gl::ImageIndex &index,
+ GLenum internalFormat,
+ GLenum type,
+ size_t sourceLevel,
+ bool unpackFlipY,
+ bool unpackPremultiplyAlpha,
+ bool unpackUnmultiplyAlpha,
+ const gl::Texture *source)
+{
+ ASSERT(index.getTarget() == gl::TextureTarget::_3D);
+
+ gl::TextureType sourceType = source->getType();
+
+ const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat, type);
+ gl::Extents size(
+ static_cast<int>(source->getWidth(NonCubeTextureTypeToTarget(sourceType), sourceLevel)),
+ static_cast<int>(source->getHeight(NonCubeTextureTypeToTarget(sourceType), sourceLevel)),
+ static_cast<int>(source->getDepth(NonCubeTextureTypeToTarget(sourceType), sourceLevel)));
+
+ ANGLE_TRY(redefineImage(context, index.getLevelIndex(), internalFormatInfo.sizedInternalFormat,
+ size, false));
+
+ gl::Box sourceBox(0, 0, 0, size.width, size.height, size.depth);
+ gl::Offset destOffset(0, 0, 0);
+ gl::ImageIndex destIndex = gl::ImageIndex::Make3D(static_cast<GLint>(index.getLevelIndex()));
+
+ if (!isSRGB(index.getLevelIndex()) && canCreateRenderTargetForImage(destIndex))
+ {
+ ANGLE_TRY(ensureRenderTarget(context));
+ ASSERT(isValidLevel(index.getLevelIndex()));
+ ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex()));
+
+ ANGLE_TRY(mRenderer->copyTexture(
+ context, source, static_cast<GLint>(sourceLevel), gl::TextureTarget::_3D, sourceBox,
+ internalFormatInfo.format, internalFormatInfo.type, destOffset, mTexStorage,
+ index.getTarget(), index.getLevelIndex(), unpackFlipY, unpackPremultiplyAlpha,
+ unpackUnmultiplyAlpha));
+ }
+ else
+ {
+ gl::ImageIndex sourceIndex = gl::ImageIndex::Make3D(static_cast<GLint>(sourceLevel));
+ ImageD3D *sourceImage = nullptr;
+ ImageD3D *destImage = nullptr;
+ TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source);
+
+ ANGLE_TRY(getImageAndSyncFromStorage(context, destIndex, &destImage));
+ ANGLE_TRY(sourceD3D->getImageAndSyncFromStorage(context, sourceIndex, &sourceImage));
+
+ ANGLE_TRY(mRenderer->copyImage(context, destImage, sourceImage, sourceBox, destOffset,
+ unpackFlipY, unpackPremultiplyAlpha, unpackUnmultiplyAlpha));
+
+ mDirtyImages = true;
+
+ gl::Box destRegion(0, 0, 0, sourceBox.width, sourceBox.height, sourceBox.depth);
+ ANGLE_TRY(commitRegion(context, destIndex, destRegion));
+ }
+
+ return angle::Result::Continue;
+}
+angle::Result TextureD3D_3D::copySubTexture(const gl::Context *context,
+ const gl::ImageIndex &index,
+ const gl::Offset &destOffset,
+ size_t sourceLevel,
+ const gl::Box &sourceBox,
+ bool unpackFlipY,
+ bool unpackPremultiplyAlpha,
+ bool unpackUnmultiplyAlpha,
+ const gl::Texture *source)
+{
+ ASSERT(index.getTarget() == gl::TextureTarget::_3D);
+
+ gl::ImageIndex destIndex = gl::ImageIndex::Make3D(static_cast<GLint>(index.getLevelIndex()));
+
+ if (!isSRGB(index.getLevelIndex()) && canCreateRenderTargetForImage(destIndex))
+ {
+ ANGLE_TRY(ensureRenderTarget(context));
+ ASSERT(isValidLevel(index.getLevelIndex()));
+ ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex()));
+
+ const gl::InternalFormat &internalFormatInfo =
+ gl::GetSizedInternalFormatInfo(getInternalFormat(index.getLevelIndex()));
+ ANGLE_TRY(mRenderer->copyTexture(
+ context, source, static_cast<GLint>(sourceLevel), gl::TextureTarget::_3D, sourceBox,
+ internalFormatInfo.format, internalFormatInfo.type, destOffset, mTexStorage,
+ index.getTarget(), index.getLevelIndex(), unpackFlipY, unpackPremultiplyAlpha,
+ unpackUnmultiplyAlpha));
+ }
+ else
+ {
+ gl::ImageIndex sourceImageIndex = gl::ImageIndex::Make3D(static_cast<GLint>(sourceLevel));
+ TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source);
+ ImageD3D *sourceImage = nullptr;
+ ANGLE_TRY(sourceD3D->getImageAndSyncFromStorage(context, sourceImageIndex, &sourceImage));
+
+ ImageD3D *destImage = nullptr;
+ ANGLE_TRY(getImageAndSyncFromStorage(context, destIndex, &destImage));
+
+ ANGLE_TRY(mRenderer->copyImage(context, destImage, sourceImage, sourceBox, destOffset,
+ unpackFlipY, unpackPremultiplyAlpha, unpackUnmultiplyAlpha));
+
+ mDirtyImages = true;
+
+ gl::Box destRegion(destOffset.x, destOffset.y, destOffset.z, sourceBox.width,
+ sourceBox.height, sourceBox.depth);
+ ANGLE_TRY(commitRegion(context, destIndex, destRegion));
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_3D::setStorage(const gl::Context *context,
+ gl::TextureType type,
+ size_t levels,
+ GLenum internalFormat,
+ const gl::Extents &size)
+{
+ ASSERT(type == gl::TextureType::_3D);
+
+ for (size_t level = 0; level < levels; level++)
+ {
+ gl::Extents levelSize(std::max(1, size.width >> level), std::max(1, size.height >> level),
+ std::max(1, size.depth >> level));
+ mImageArray[level]->redefine(gl::TextureType::_3D, internalFormat, levelSize, true);
+ }
+
+ for (size_t level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ mImageArray[level]->redefine(gl::TextureType::_3D, GL_NONE, gl::Extents(0, 0, 0), true);
+ }
+
+ // TODO(geofflang): Verify storage creation had no errors
+ bool renderTarget = IsRenderTargetUsage(mState.getUsage());
+ TexStoragePointer storage(context);
+ storage.reset(mRenderer->createTextureStorage3D(internalFormat, renderTarget, size.width,
+ size.height, size.depth,
+ static_cast<int>(levels)));
+
+ ANGLE_TRY(setCompleteTexStorage(context, storage.get()));
+ storage.release();
+
+ ANGLE_TRY(updateStorage(context));
+
+ mImmutable = true;
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_3D::bindTexImage(const gl::Context *context, egl::Surface *surface)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_3D::releaseTexImage(const gl::Context *context)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_3D::initMipmapImages(const gl::Context *context)
+{
+ const GLuint baseLevel = mState.getEffectiveBaseLevel();
+ const GLuint maxLevel = mState.getMipmapMaxLevel();
+ // Purge array levels baseLevel + 1 through q and reset them to represent the generated mipmap
+ // levels.
+ for (GLuint level = baseLevel + 1; level <= maxLevel; level++)
+ {
+ gl::Extents levelSize(std::max(getLevelZeroWidth() >> level, 1),
+ std::max(getLevelZeroHeight() >> level, 1),
+ std::max(getLevelZeroDepth() >> level, 1));
+ ANGLE_TRY(redefineImage(context, level, getBaseLevelInternalFormat(), levelSize, false));
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_3D::getRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ RenderTargetD3D **outRT)
+{
+ // ensure the underlying texture is created
+ ANGLE_TRY(ensureRenderTarget(context));
+
+ if (index.hasLayer())
+ {
+ ANGLE_TRY(updateStorage(context));
+ }
+ else
+ {
+ ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex()));
+ }
+
+ return mTexStorage->getRenderTarget(context, index, outRT);
+}
+
+angle::Result TextureD3D_3D::initializeStorage(const gl::Context *context, bool renderTarget)
+{
+ // Only initialize the first time this texture is used as a render target or shader resource
+ if (mTexStorage)
+ {
+ return angle::Result::Continue;
+ }
+
+ // do not attempt to create storage for nonexistant data
+ if (!isLevelComplete(getBaseLevel()))
+ {
+ return angle::Result::Continue;
+ }
+
+ bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mState.getUsage()));
+
+ TexStoragePointer storage(context);
+ ANGLE_TRY(createCompleteStorage(createRenderTarget, &storage));
+
+ ANGLE_TRY(setCompleteTexStorage(context, storage.get()));
+ storage.release();
+
+ ASSERT(mTexStorage);
+
+ // flush image data to the storage
+ ANGLE_TRY(updateStorage(context));
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_3D::createCompleteStorage(bool renderTarget,
+ TexStoragePointer *outStorage) const
+{
+ GLsizei width = getLevelZeroWidth();
+ GLsizei height = getLevelZeroHeight();
+ GLsizei depth = getLevelZeroDepth();
+ GLenum internalFormat = getBaseLevelInternalFormat();
+
+ 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));
+
+ // TODO: Verify creation of the storage succeeded
+ outStorage->reset(mRenderer->createTextureStorage3D(internalFormat, renderTarget, width, height,
+ depth, levels));
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_3D::setCompleteTexStorage(const gl::Context *context,
+ TextureStorage *newCompleteTexStorage)
+{
+ ANGLE_TRY(releaseTexStorage(context));
+ mTexStorage = newCompleteTexStorage;
+ mDirtyImages = true;
+
+ // We do not support managed 3D storage, as that is D3D9/ES2-only
+ ASSERT(!mTexStorage->isManaged());
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_3D::updateStorage(const gl::Context *context)
+{
+ if (!mDirtyImages)
+ {
+ return angle::Result::Continue;
+ }
+
+ ASSERT(mTexStorage != nullptr);
+ GLint storageLevels = mTexStorage->getLevelCount();
+ for (int level = 0; level < storageLevels; level++)
+ {
+ if (mImageArray[level]->isDirty() && isLevelComplete(level))
+ {
+ ANGLE_TRY(updateStorageLevel(context, level));
+ }
+ }
+
+ mDirtyImages = false;
+ return angle::Result::Continue;
+}
+
+bool TextureD3D_3D::isValidLevel(int level) const
+{
+ return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0);
+}
+
+bool TextureD3D_3D::isLevelComplete(int level) const
+{
+ ASSERT(level >= 0 && level < static_cast<int>(mImageArray.size()) &&
+ mImageArray[level] != nullptr);
+
+ if (isImmutable())
+ {
+ return true;
+ }
+
+ GLsizei width = getLevelZeroWidth();
+ GLsizei height = getLevelZeroHeight();
+ GLsizei depth = getLevelZeroDepth();
+
+ if (width <= 0 || height <= 0 || depth <= 0)
+ {
+ return false;
+ }
+
+ if (level == static_cast<int>(getBaseLevel()))
+ {
+ return true;
+ }
+
+ ImageD3D *levelImage = mImageArray[level].get();
+
+ 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;
+}
+
+bool TextureD3D_3D::isImageComplete(const gl::ImageIndex &index) const
+{
+ return isLevelComplete(index.getLevelIndex());
+}
+
+angle::Result TextureD3D_3D::updateStorageLevel(const gl::Context *context, int level)
+{
+ ASSERT(level >= 0 && level < static_cast<int>(mImageArray.size()) &&
+ mImageArray[level] != nullptr);
+ ASSERT(isLevelComplete(level));
+
+ if (mImageArray[level]->isDirty())
+ {
+ gl::ImageIndex index = gl::ImageIndex::Make3D(level);
+ gl::Box region(0, 0, 0, getWidth(level), getHeight(level), getDepth(level));
+ ANGLE_TRY(commitRegion(context, index, region));
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_3D::redefineImage(const gl::Context *context,
+ GLint level,
+ GLenum internalformat,
+ const gl::Extents &size,
+ bool forceRelease)
+{
+ // If there currently is a corresponding storage texture image, it has these parameters
+ const int storageWidth = std::max(1, getLevelZeroWidth() >> level);
+ const int storageHeight = std::max(1, getLevelZeroHeight() >> level);
+ const int storageDepth = std::max(1, getLevelZeroDepth() >> level);
+ const GLenum storageFormat = getBaseLevelInternalFormat();
+
+ mImageArray[level]->redefine(gl::TextureType::_3D, internalformat, size, forceRelease);
+ mDirtyImages = mDirtyImages || mImageArray[level]->isDirty();
+
+ if (mTexStorage)
+ {
+ const int storageLevels = mTexStorage->getLevelCount();
+
+ if ((level >= storageLevels && storageLevels != 0) || size.width != storageWidth ||
+ size.height != storageHeight || size.depth != storageDepth ||
+ internalformat != storageFormat) // Discard mismatched storage
+ {
+ markAllImagesDirty();
+ ANGLE_TRY(releaseTexStorage(context));
+ }
+ }
+
+ return angle::Result::Continue;
+}
+
+gl::ImageIndexIterator TextureD3D_3D::imageIterator() const
+{
+ return gl::ImageIndexIterator::Make3D(0, mTexStorage->getLevelCount(),
+ gl::ImageIndex::kEntireLevel,
+ gl::ImageIndex::kEntireLevel);
+}
+
+gl::ImageIndex TextureD3D_3D::getImageIndex(GLint mip, GLint /*layer*/) const
+{
+ // The "layer" here does not apply to 3D images. We use one Image per mip.
+ return gl::ImageIndex::Make3D(mip);
+}
+
+bool TextureD3D_3D::isValidIndex(const gl::ImageIndex &index) const
+{
+ return (mTexStorage && index.getType() == gl::TextureType::_3D && index.getLevelIndex() >= 0 &&
+ index.getLevelIndex() < mTexStorage->getLevelCount());
+}
+
+void TextureD3D_3D::markAllImagesDirty()
+{
+ for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mImageArray[i]->markDirty();
+ }
+ mDirtyImages = true;
+}
+
+GLint TextureD3D_3D::getLevelZeroDepth() const
+{
+ ASSERT(gl::CountLeadingZeros(static_cast<uint32_t>(getBaseLevelDepth())) > getBaseLevel());
+ return getBaseLevelDepth() << getBaseLevel();
+}
+
+TextureD3D_2DArray::TextureD3D_2DArray(const gl::TextureState &state, RendererD3D *renderer)
+ : TextureD3D(state, renderer)
+{
+ for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++level)
+ {
+ mLayerCounts[level] = 0;
+ mImageArray[level] = nullptr;
+ }
+}
+
+void TextureD3D_2DArray::onDestroy(const gl::Context *context)
+{
+ // Delete the Images before the TextureStorage. Images might be relying on the TextureStorage
+ // for some of their data. If TextureStorage is deleted before the Images, then their data will
+ // be wastefully copied back from the GPU before we delete the Images.
+ deleteImages();
+ return TextureD3D::onDestroy(context);
+}
+
+TextureD3D_2DArray::~TextureD3D_2DArray() {}
+
+ImageD3D *TextureD3D_2DArray::getImage(int level, int layer) const
+{
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT((layer == 0 && mLayerCounts[level] == 0) || layer < mLayerCounts[level]);
+ return (mImageArray[level] ? mImageArray[level][layer] : nullptr);
+}
+
+ImageD3D *TextureD3D_2DArray::getImage(const gl::ImageIndex &index) const
+{
+ ASSERT(index.getLevelIndex() < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(index.hasLayer());
+ ASSERT((index.getLayerIndex() == 0 && mLayerCounts[index.getLevelIndex()] == 0) ||
+ index.getLayerIndex() < mLayerCounts[index.getLevelIndex()]);
+ ASSERT(index.getType() == gl::TextureType::_2DArray);
+ return (mImageArray[index.getLevelIndex()]
+ ? mImageArray[index.getLevelIndex()][index.getLayerIndex()]
+ : nullptr);
+}
+
+GLsizei TextureD3D_2DArray::getLayerCount(int level) const
+{
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ return mLayerCounts[level];
+}
+
+GLsizei TextureD3D_2DArray::getWidth(GLint level) const
+{
+ return (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0)
+ ? mImageArray[level][0]->getWidth()
+ : 0;
+}
+
+GLsizei TextureD3D_2DArray::getHeight(GLint level) const
+{
+ return (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0)
+ ? mImageArray[level][0]->getHeight()
+ : 0;
+}
+
+GLenum TextureD3D_2DArray::getInternalFormat(GLint level) const
+{
+ return (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0)
+ ? mImageArray[level][0]->getInternalFormat()
+ : GL_NONE;
+}
+
+bool TextureD3D_2DArray::isDepth(GLint level) const
+{
+ return gl::GetSizedInternalFormatInfo(getInternalFormat(level)).depthBits > 0;
+}
+
+bool TextureD3D_2DArray::isSRGB(GLint level) const
+{
+ return gl::GetSizedInternalFormatInfo(getInternalFormat(level)).colorEncoding == GL_SRGB;
+}
+
+angle::Result TextureD3D_2DArray::setEGLImageTarget(const gl::Context *context,
+ gl::TextureType type,
+ egl::Image *image)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2DArray::setImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ GLenum internalFormat,
+ const gl::Extents &size,
+ GLenum format,
+ GLenum type,
+ const gl::PixelUnpackState &unpack,
+ const uint8_t *pixels)
+{
+ ASSERT(index.getTarget() == gl::TextureTarget::_2DArray);
+
+ const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(internalFormat, type);
+
+ ANGLE_TRY(
+ redefineImage(context, index.getLevelIndex(), formatInfo.sizedInternalFormat, size, false));
+
+ ContextD3D *contextD3D = GetImplAs<ContextD3D>(context);
+
+ GLuint inputDepthPitch = 0;
+ ANGLE_CHECK_GL_MATH(contextD3D, formatInfo.computeDepthPitch(
+ type, size.width, size.height, unpack.alignment,
+ unpack.rowLength, unpack.imageHeight, &inputDepthPitch));
+
+ for (int i = 0; i < size.depth; i++)
+ {
+ const ptrdiff_t layerOffset = (inputDepthPitch * i);
+ gl::ImageIndex layerIndex = gl::ImageIndex::Make2DArray(index.getLevelIndex(), i);
+ ANGLE_TRY(setImageImpl(context, layerIndex, type, unpack, pixels, layerOffset));
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2DArray::setSubImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ const gl::Box &area,
+ GLenum format,
+ GLenum type,
+ const gl::PixelUnpackState &unpack,
+ gl::Buffer *unpackBuffer,
+ const uint8_t *pixels)
+{
+ ContextD3D *contextD3D = GetImplAs<ContextD3D>(context);
+
+ ASSERT(index.getTarget() == gl::TextureTarget::_2DArray);
+ const gl::InternalFormat &formatInfo =
+ gl::GetInternalFormatInfo(getInternalFormat(index.getLevelIndex()), type);
+ GLuint inputDepthPitch = 0;
+ ANGLE_CHECK_GL_MATH(contextD3D, formatInfo.computeDepthPitch(
+ type, area.width, area.height, unpack.alignment,
+ unpack.rowLength, unpack.imageHeight, &inputDepthPitch));
+
+ for (int i = 0; i < area.depth; i++)
+ {
+ int layer = area.z + i;
+ const ptrdiff_t layerOffset = (inputDepthPitch * i);
+
+ gl::Box layerArea(area.x, area.y, 0, area.width, area.height, 1);
+
+ gl::ImageIndex layerIndex = gl::ImageIndex::Make2DArray(index.getLevelIndex(), layer);
+ ANGLE_TRY(TextureD3D::subImage(context, layerIndex, layerArea, format, type, unpack,
+ unpackBuffer, pixels, layerOffset));
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2DArray::setCompressedImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ GLenum internalFormat,
+ const gl::Extents &size,
+ const gl::PixelUnpackState &unpack,
+ size_t imageSize,
+ const uint8_t *pixels)
+{
+ ASSERT(index.getTarget() == gl::TextureTarget::_2DArray);
+
+ ContextD3D *contextD3D = GetImplAs<ContextD3D>(context);
+
+ // compressed formats don't have separate sized internal formats-- we can just use the
+ // compressed format directly
+ ANGLE_TRY(redefineImage(context, index.getLevelIndex(), internalFormat, size, false));
+
+ const gl::InternalFormat &formatInfo = gl::GetSizedInternalFormatInfo(internalFormat);
+ GLuint inputDepthPitch = 0;
+ ANGLE_CHECK_GL_MATH(
+ contextD3D, formatInfo.computeDepthPitch(GL_UNSIGNED_BYTE, size.width, size.height, 1, 0, 0,
+ &inputDepthPitch));
+
+ for (int i = 0; i < size.depth; i++)
+ {
+ const ptrdiff_t layerOffset = (inputDepthPitch * i);
+
+ gl::ImageIndex layerIndex = gl::ImageIndex::Make2DArray(index.getLevelIndex(), i);
+ ANGLE_TRY(setCompressedImageImpl(context, layerIndex, unpack, pixels, layerOffset));
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2DArray::setCompressedSubImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ const gl::Box &area,
+ GLenum format,
+ const gl::PixelUnpackState &unpack,
+ size_t imageSize,
+ const uint8_t *pixels)
+{
+ ASSERT(index.getTarget() == gl::TextureTarget::_2DArray);
+
+ ContextD3D *contextD3D = GetImplAs<ContextD3D>(context);
+
+ const gl::InternalFormat &formatInfo = gl::GetSizedInternalFormatInfo(format);
+ GLuint inputDepthPitch = 0;
+ ANGLE_CHECK_GL_MATH(
+ contextD3D, formatInfo.computeDepthPitch(GL_UNSIGNED_BYTE, area.width, area.height, 1, 0, 0,
+ &inputDepthPitch));
+
+ for (int i = 0; i < area.depth; i++)
+ {
+ int layer = area.z + i;
+ const ptrdiff_t layerOffset = (inputDepthPitch * i);
+
+ gl::Box layerArea(area.x, area.y, 0, area.width, area.height, 1);
+
+ gl::ImageIndex layerIndex = gl::ImageIndex::Make2DArray(index.getLevelIndex(), layer);
+ ANGLE_TRY(TextureD3D::subImageCompressed(context, layerIndex, layerArea, format, unpack,
+ pixels, layerOffset));
+ ANGLE_TRY(commitRegion(context, layerIndex, layerArea));
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2DArray::copyImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ const gl::Rectangle &sourceArea,
+ GLenum internalFormat,
+ gl::Framebuffer *source)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2DArray::copySubImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ const gl::Offset &destOffset,
+ const gl::Rectangle &sourceArea,
+ gl::Framebuffer *source)
+{
+ ASSERT(index.getTarget() == gl::TextureTarget::_2DArray);
+
+ gl::Extents fbSize = source->getReadColorAttachment()->getSize();
+ gl::Rectangle clippedSourceArea;
+ if (!ClipRectangle(sourceArea, gl::Rectangle(0, 0, fbSize.width, fbSize.height),
+ &clippedSourceArea))
+ {
+ return angle::Result::Continue;
+ }
+ const gl::Offset clippedDestOffset(destOffset.x + clippedSourceArea.x - sourceArea.x,
+ destOffset.y + clippedSourceArea.y - sourceArea.y,
+ destOffset.z);
+
+ if (!canCreateRenderTargetForImage(index))
+ {
+ gl::Offset destLayerOffset(clippedDestOffset.x, clippedDestOffset.y, 0);
+ ANGLE_TRY(mImageArray[index.getLevelIndex()][clippedDestOffset.z]->copyFromFramebuffer(
+ context, destLayerOffset, clippedSourceArea, source));
+ mDirtyImages = true;
+ }
+ else
+ {
+ ANGLE_TRY(ensureRenderTarget(context));
+
+ if (isValidLevel(index.getLevelIndex()))
+ {
+ ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex()));
+ ANGLE_TRY(
+ mRenderer->copyImage2DArray(context, source, clippedSourceArea,
+ gl::GetUnsizedFormat(getInternalFormat(getBaseLevel())),
+ clippedDestOffset, mTexStorage, index.getLevelIndex()));
+ }
+ }
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2DArray::copyTexture(const gl::Context *context,
+ const gl::ImageIndex &index,
+ GLenum internalFormat,
+ GLenum type,
+ size_t sourceLevel,
+ bool unpackFlipY,
+ bool unpackPremultiplyAlpha,
+ bool unpackUnmultiplyAlpha,
+ const gl::Texture *source)
+{
+ ASSERT(index.getTarget() == gl::TextureTarget::_2DArray);
+
+ gl::TextureType sourceType = source->getType();
+
+ const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat, type);
+ gl::Extents size(
+ static_cast<int>(source->getWidth(NonCubeTextureTypeToTarget(sourceType), sourceLevel)),
+ static_cast<int>(source->getHeight(NonCubeTextureTypeToTarget(sourceType), sourceLevel)),
+ static_cast<int>(source->getDepth(NonCubeTextureTypeToTarget(sourceType), sourceLevel)));
+
+ ANGLE_TRY(redefineImage(context, index.getLevelIndex(), internalFormatInfo.sizedInternalFormat,
+ size, false));
+
+ gl::Box sourceBox(0, 0, 0, size.width, size.height, size.depth);
+ gl::Offset destOffset(0, 0, 0);
+
+ gl::ImageIndex destIndex =
+ gl::ImageIndex::Make2DArrayRange(index.getLevelIndex(), 0, size.depth);
+
+ if (!isSRGB(index.getLevelIndex()) &&
+ canCreateRenderTargetForImage(
+ gl::ImageIndex::Make2DArrayRange(index.getLevelIndex(), 0, size.depth)))
+ {
+ ANGLE_TRY(ensureRenderTarget(context));
+ ASSERT(isValidLevel(index.getLevelIndex()));
+ ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex()));
+ ANGLE_TRY(mRenderer->copyTexture(
+ context, source, static_cast<GLint>(sourceLevel), gl::TextureTarget::_2DArray,
+ sourceBox, internalFormatInfo.format, internalFormatInfo.type, destOffset, mTexStorage,
+ index.getTarget(), index.getLevelIndex(), unpackFlipY, unpackPremultiplyAlpha,
+ unpackUnmultiplyAlpha));
+ }
+ else
+ {
+ for (int i = 0; i < size.depth; i++)
+ {
+ gl::ImageIndex currentSourceDepthIndex =
+ gl::ImageIndex::Make2DArray(static_cast<GLint>(sourceLevel), i);
+ gl::ImageIndex currentDestDepthIndex =
+ gl::ImageIndex::Make2DArray(static_cast<GLint>(index.getLevelIndex()), i);
+ ImageD3D *sourceImage = nullptr;
+ ImageD3D *destImage = nullptr;
+ TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source);
+
+ ANGLE_TRY(getImageAndSyncFromStorage(context, currentDestDepthIndex, &destImage));
+ ANGLE_TRY(sourceD3D->getImageAndSyncFromStorage(context, currentSourceDepthIndex,
+ &sourceImage));
+ gl::Box imageBox(sourceBox.x, sourceBox.y, 0, sourceBox.width, sourceBox.height, 1);
+ ANGLE_TRY(mRenderer->copyImage(context, destImage, sourceImage, imageBox, destOffset,
+ unpackFlipY, unpackPremultiplyAlpha,
+ unpackUnmultiplyAlpha));
+ }
+
+ mDirtyImages = true;
+
+ gl::Box destRegion(destOffset.x, destOffset.y, destOffset.z, sourceBox.width,
+ sourceBox.height, sourceBox.depth);
+ ANGLE_TRY(commitRegion(context, destIndex, destRegion));
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2DArray::copySubTexture(const gl::Context *context,
+ const gl::ImageIndex &index,
+ const gl::Offset &destOffset,
+ size_t sourceLevel,
+ const gl::Box &sourceBox,
+ bool unpackFlipY,
+ bool unpackPremultiplyAlpha,
+ bool unpackUnmultiplyAlpha,
+ const gl::Texture *source)
+{
+ ASSERT(index.getTarget() == gl::TextureTarget::_2DArray);
+
+ gl::ImageIndex destIndex = gl::ImageIndex::Make2DArrayRange(
+ static_cast<GLint>(index.getLevelIndex()), destOffset.z, sourceBox.depth - destOffset.z);
+
+ if (!isSRGB(destIndex.getLevelIndex()) && canCreateRenderTargetForImage(destIndex))
+ {
+ ANGLE_TRY(ensureRenderTarget(context));
+ ASSERT(isValidLevel(destIndex.getLevelIndex()));
+ ANGLE_TRY(updateStorageLevel(context, destIndex.getLevelIndex()));
+
+ const gl::InternalFormat &internalFormatInfo =
+ gl::GetSizedInternalFormatInfo(getInternalFormat(destIndex.getLevelIndex()));
+ ANGLE_TRY(mRenderer->copyTexture(
+ context, source, static_cast<GLint>(sourceLevel), gl::TextureTarget::_2DArray,
+ sourceBox, internalFormatInfo.format, internalFormatInfo.type, destOffset, mTexStorage,
+ index.getTarget(), index.getLevelIndex(), unpackFlipY, unpackPremultiplyAlpha,
+ unpackUnmultiplyAlpha));
+ }
+ else
+ {
+ for (int i = 0; i < sourceBox.depth; i++)
+ {
+ gl::ImageIndex currentSourceIndex =
+ gl::ImageIndex::Make2DArray(static_cast<GLint>(sourceLevel), i + sourceBox.z);
+ gl::ImageIndex currentDestIndex = gl::ImageIndex::Make2DArray(
+ static_cast<GLint>(index.getLevelIndex()), i + destOffset.z);
+
+ gl::Box currentLayerBox(sourceBox.x, sourceBox.y, 0, sourceBox.width, sourceBox.height,
+ 1);
+
+ TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source);
+ ImageD3D *sourceImage = nullptr;
+ ANGLE_TRY(
+ sourceD3D->getImageAndSyncFromStorage(context, currentSourceIndex, &sourceImage));
+
+ ImageD3D *destImage = nullptr;
+ ANGLE_TRY(getImageAndSyncFromStorage(context, currentDestIndex, &destImage));
+
+ ANGLE_TRY(mRenderer->copyImage(context, destImage, sourceImage, currentLayerBox,
+ destOffset, unpackFlipY, unpackPremultiplyAlpha,
+ unpackUnmultiplyAlpha));
+ }
+
+ mDirtyImages = true;
+
+ gl::Box destRegion(destOffset.x, destOffset.y, destOffset.z, sourceBox.width,
+ sourceBox.height, sourceBox.depth);
+ ANGLE_TRY(commitRegion(context, destIndex, destRegion));
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2DArray::setStorage(const gl::Context *context,
+ gl::TextureType type,
+ size_t levels,
+ GLenum internalFormat,
+ const gl::Extents &size)
+{
+ ASSERT(type == gl::TextureType::_2DArray);
+
+ deleteImages();
+
+ for (size_t level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ gl::Extents levelLayerSize(std::max(1, size.width >> level),
+ std::max(1, size.height >> level), 1);
+
+ mLayerCounts[level] = (level < levels ? size.depth : 0);
+
+ if (mLayerCounts[level] > 0)
+ {
+ // Create new images for this level
+ mImageArray[level] = new ImageD3D *[mLayerCounts[level]];
+
+ for (int layer = 0; layer < mLayerCounts[level]; layer++)
+ {
+ mImageArray[level][layer] = mRenderer->createImage();
+ mImageArray[level][layer]->redefine(gl::TextureType::_2DArray, internalFormat,
+ levelLayerSize, true);
+ }
+ }
+ }
+
+ // TODO(geofflang): Verify storage creation had no errors
+ bool renderTarget = IsRenderTargetUsage(mState.getUsage());
+ TexStoragePointer storage(context);
+ storage.reset(mRenderer->createTextureStorage2DArray(internalFormat, renderTarget, size.width,
+ size.height, size.depth,
+ static_cast<int>(levels)));
+
+ ANGLE_TRY(setCompleteTexStorage(context, storage.get()));
+ storage.release();
+
+ ANGLE_TRY(updateStorage(context));
+
+ mImmutable = true;
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2DArray::bindTexImage(const gl::Context *context, egl::Surface *surface)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2DArray::releaseTexImage(const gl::Context *context)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2DArray::initMipmapImages(const gl::Context *context)
+{
+ const GLuint baseLevel = mState.getEffectiveBaseLevel();
+ const GLuint maxLevel = mState.getMipmapMaxLevel();
+ int baseWidth = getLevelZeroWidth();
+ int baseHeight = getLevelZeroHeight();
+ int baseDepth = getLayerCount(getBaseLevel());
+ GLenum baseFormat = getBaseLevelInternalFormat();
+
+ // Purge array levels baseLevel + 1 through q and reset them to represent the generated mipmap
+ // levels.
+ for (GLuint level = baseLevel + 1u; level <= maxLevel; level++)
+ {
+ ASSERT((baseWidth >> level) > 0 || (baseHeight >> level) > 0);
+ gl::Extents levelLayerSize(std::max(baseWidth >> level, 1),
+ std::max(baseHeight >> level, 1), baseDepth);
+ ANGLE_TRY(redefineImage(context, level, baseFormat, levelLayerSize, false));
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2DArray::getRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ RenderTargetD3D **outRT)
+{
+ // ensure the underlying texture is created
+ ANGLE_TRY(ensureRenderTarget(context));
+ ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex()));
+ return mTexStorage->getRenderTarget(context, index, outRT);
+}
+
+angle::Result TextureD3D_2DArray::initializeStorage(const gl::Context *context, bool renderTarget)
+{
+ // Only initialize the first time this texture is used as a render target or shader resource
+ if (mTexStorage)
+ {
+ return angle::Result::Continue;
+ }
+
+ // do not attempt to create storage for nonexistant data
+ if (!isLevelComplete(getBaseLevel()))
+ {
+ return angle::Result::Continue;
+ }
+
+ bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mState.getUsage()));
+
+ TexStoragePointer storage(context);
+ ANGLE_TRY(createCompleteStorage(createRenderTarget, &storage));
+
+ ANGLE_TRY(setCompleteTexStorage(context, storage.get()));
+ storage.release();
+
+ ASSERT(mTexStorage);
+
+ // flush image data to the storage
+ ANGLE_TRY(updateStorage(context));
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2DArray::createCompleteStorage(bool renderTarget,
+ TexStoragePointer *outStorage) const
+{
+ GLsizei width = getLevelZeroWidth();
+ GLsizei height = getLevelZeroHeight();
+ GLsizei depth = getLayerCount(getBaseLevel());
+ GLenum internalFormat = getBaseLevelInternalFormat();
+
+ 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));
+
+ // TODO(geofflang): Verify storage creation succeeds
+ outStorage->reset(mRenderer->createTextureStorage2DArray(internalFormat, renderTarget, width,
+ height, depth, levels));
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2DArray::setCompleteTexStorage(const gl::Context *context,
+ TextureStorage *newCompleteTexStorage)
+{
+ ANGLE_TRY(releaseTexStorage(context));
+ mTexStorage = newCompleteTexStorage;
+ mDirtyImages = true;
+
+ // We do not support managed 2D array storage, as managed storage is ES2/D3D9 only
+ ASSERT(!mTexStorage->isManaged());
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2DArray::updateStorage(const gl::Context *context)
+{
+ if (!mDirtyImages)
+ {
+ return angle::Result::Continue;
+ }
+
+ ASSERT(mTexStorage != nullptr);
+ GLint storageLevels = mTexStorage->getLevelCount();
+ for (int level = 0; level < storageLevels; level++)
+ {
+ if (isLevelComplete(level))
+ {
+ ANGLE_TRY(updateStorageLevel(context, level));
+ }
+ }
+
+ mDirtyImages = false;
+ return angle::Result::Continue;
+}
+
+bool TextureD3D_2DArray::isValidLevel(int level) const
+{
+ return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0);
+}
+
+bool TextureD3D_2DArray::isLevelComplete(int level) const
+{
+ ASSERT(level >= 0 && level < (int)ArraySize(mImageArray));
+
+ if (isImmutable())
+ {
+ return true;
+ }
+
+ GLsizei width = getLevelZeroWidth();
+ GLsizei height = getLevelZeroHeight();
+
+ if (width <= 0 || height <= 0)
+ {
+ return false;
+ }
+
+ // Layers check needs to happen after the above checks, otherwise out-of-range base level may be
+ // queried.
+ GLsizei layers = getLayerCount(getBaseLevel());
+
+ if (layers <= 0)
+ {
+ return false;
+ }
+
+ if (level == static_cast<int>(getBaseLevel()))
+ {
+ return true;
+ }
+
+ if (getInternalFormat(level) != getInternalFormat(getBaseLevel()))
+ {
+ return false;
+ }
+
+ if (getWidth(level) != std::max(1, width >> level))
+ {
+ return false;
+ }
+
+ if (getHeight(level) != std::max(1, height >> level))
+ {
+ return false;
+ }
+
+ if (getLayerCount(level) != layers)
+ {
+ return false;
+ }
+
+ return true;
+}
+
+bool TextureD3D_2DArray::isImageComplete(const gl::ImageIndex &index) const
+{
+ return isLevelComplete(index.getLevelIndex());
+}
+
+angle::Result TextureD3D_2DArray::updateStorageLevel(const gl::Context *context, int level)
+{
+ ASSERT(level >= 0 && level < static_cast<int>(ArraySize(mLayerCounts)));
+ ASSERT(isLevelComplete(level));
+
+ for (int layer = 0; layer < mLayerCounts[level]; layer++)
+ {
+ ASSERT(mImageArray[level] != nullptr && mImageArray[level][layer] != nullptr);
+ if (mImageArray[level][layer]->isDirty())
+ {
+ gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, layer);
+ gl::Box region(0, 0, 0, getWidth(level), getHeight(level), 1);
+ ANGLE_TRY(commitRegion(context, index, region));
+ }
+ }
+
+ return angle::Result::Continue;
+}
+
+void TextureD3D_2DArray::deleteImages()
+{
+ for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++level)
+ {
+ for (int layer = 0; layer < mLayerCounts[level]; ++layer)
+ {
+ delete mImageArray[level][layer];
+ }
+ delete[] mImageArray[level];
+ mImageArray[level] = nullptr;
+ mLayerCounts[level] = 0;
+ }
+}
+
+angle::Result TextureD3D_2DArray::redefineImage(const gl::Context *context,
+ GLint level,
+ GLenum internalformat,
+ const gl::Extents &size,
+ bool forceRelease)
+{
+ // If there currently is a corresponding storage texture image, it has these parameters
+ const int storageWidth = std::max(1, getLevelZeroWidth() >> level);
+ const int storageHeight = std::max(1, getLevelZeroHeight() >> level);
+ const GLuint baseLevel = getBaseLevel();
+ const GLenum storageFormat = getBaseLevelInternalFormat();
+
+ int storageDepth = 0;
+ if (baseLevel < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ storageDepth = getLayerCount(baseLevel);
+ }
+
+ // Only reallocate the layers if the size doesn't match
+ if (size.depth != mLayerCounts[level])
+ {
+ for (int layer = 0; layer < mLayerCounts[level]; layer++)
+ {
+ SafeDelete(mImageArray[level][layer]);
+ }
+ SafeDeleteArray(mImageArray[level]);
+ mLayerCounts[level] = size.depth;
+
+ if (size.depth > 0)
+ {
+ mImageArray[level] = new ImageD3D *[size.depth];
+ for (int layer = 0; layer < mLayerCounts[level]; layer++)
+ {
+ mImageArray[level][layer] = mRenderer->createImage();
+ }
+ }
+ }
+
+ if (size.depth > 0)
+ {
+ for (int layer = 0; layer < mLayerCounts[level]; layer++)
+ {
+ mImageArray[level][layer]->redefine(gl::TextureType::_2DArray, internalformat,
+ gl::Extents(size.width, size.height, 1),
+ forceRelease);
+ mDirtyImages = mDirtyImages || mImageArray[level][layer]->isDirty();
+ }
+ }
+
+ if (mTexStorage)
+ {
+ const int storageLevels = mTexStorage->getLevelCount();
+
+ if ((level >= storageLevels && storageLevels != 0) || size.width != storageWidth ||
+ size.height != storageHeight || size.depth != storageDepth ||
+ internalformat != storageFormat) // Discard mismatched storage
+ {
+ markAllImagesDirty();
+ ANGLE_TRY(releaseTexStorage(context));
+ }
+ }
+
+ return angle::Result::Continue;
+}
+
+gl::ImageIndexIterator TextureD3D_2DArray::imageIterator() const
+{
+ return gl::ImageIndexIterator::Make2DArray(0, mTexStorage->getLevelCount(), mLayerCounts);
+}
+
+gl::ImageIndex TextureD3D_2DArray::getImageIndex(GLint mip, GLint layer) const
+{
+ return gl::ImageIndex::Make2DArray(mip, layer);
+}
+
+bool TextureD3D_2DArray::isValidIndex(const gl::ImageIndex &index) const
+{
+ // Check for having a storage and the right type of index
+ if (!mTexStorage || index.getType() != gl::TextureType::_2DArray)
+ {
+ return false;
+ }
+
+ // Check the mip index
+ if (index.getLevelIndex() < 0 || index.getLevelIndex() >= mTexStorage->getLevelCount())
+ {
+ return false;
+ }
+
+ // Check the layer index
+ return (!index.hasLayer() || (index.getLayerIndex() >= 0 &&
+ index.getLayerIndex() < mLayerCounts[index.getLevelIndex()]));
+}
+
+void TextureD3D_2DArray::markAllImagesDirty()
+{
+ for (int dirtyLevel = 0; dirtyLevel < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; dirtyLevel++)
+ {
+ for (int dirtyLayer = 0; dirtyLayer < mLayerCounts[dirtyLevel]; dirtyLayer++)
+ {
+ mImageArray[dirtyLevel][dirtyLayer]->markDirty();
+ }
+ }
+ mDirtyImages = true;
+}
+
+TextureD3DImmutableBase::TextureD3DImmutableBase(const gl::TextureState &state,
+ RendererD3D *renderer)
+ : TextureD3D(state, renderer)
+{}
+
+TextureD3DImmutableBase::~TextureD3DImmutableBase() {}
+
+ImageD3D *TextureD3DImmutableBase::getImage(const gl::ImageIndex &index) const
+{
+ return nullptr;
+}
+
+angle::Result TextureD3DImmutableBase::setImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ GLenum internalFormat,
+ const gl::Extents &size,
+ GLenum format,
+ GLenum type,
+ const gl::PixelUnpackState &unpack,
+ const uint8_t *pixels)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3DImmutableBase::setSubImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ const gl::Box &area,
+ GLenum format,
+ GLenum type,
+ const gl::PixelUnpackState &unpack,
+ gl::Buffer *unpackBuffer,
+ const uint8_t *pixels)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3DImmutableBase::setCompressedImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ GLenum internalFormat,
+ const gl::Extents &size,
+ const gl::PixelUnpackState &unpack,
+ size_t imageSize,
+ const uint8_t *pixels)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3DImmutableBase::setCompressedSubImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ const gl::Box &area,
+ GLenum format,
+ const gl::PixelUnpackState &unpack,
+ size_t imageSize,
+ const uint8_t *pixels)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3DImmutableBase::copyImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ const gl::Rectangle &sourceArea,
+ GLenum internalFormat,
+ gl::Framebuffer *source)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3DImmutableBase::copySubImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ const gl::Offset &destOffset,
+ const gl::Rectangle &sourceArea,
+ gl::Framebuffer *source)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3DImmutableBase::bindTexImage(const gl::Context *context,
+ egl::Surface *surface)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3DImmutableBase::releaseTexImage(const gl::Context *context)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
+ return angle::Result::Continue;
+}
+
+TextureD3D_External::TextureD3D_External(const gl::TextureState &state, RendererD3D *renderer)
+ : TextureD3DImmutableBase(state, renderer)
+{}
+
+TextureD3D_External::~TextureD3D_External() {}
+
+GLsizei TextureD3D_External::getLayerCount(int level) const
+{
+ return 1;
+}
+
+angle::Result TextureD3D_External::setImageExternal(const gl::Context *context,
+ gl::TextureType type,
+ egl::Stream *stream,
+ const egl::Stream::GLTextureDescription &desc)
+{
+ ASSERT(type == gl::TextureType::External);
+
+ ANGLE_TRY(releaseTexStorage(context));
+
+ // If the stream is null, the external image is unbound and we release the storage
+ if (stream != nullptr)
+ {
+ mTexStorage = mRenderer->createTextureStorageExternal(stream, desc);
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_External::setEGLImageTarget(const gl::Context *context,
+ gl::TextureType type,
+ egl::Image *image)
+{
+ EGLImageD3D *eglImaged3d = GetImplAs<EGLImageD3D>(image);
+
+ // Pass in the RenderTargetD3D here: createTextureStorage can't generate an error.
+ RenderTargetD3D *renderTargetD3D = nullptr;
+ ANGLE_TRY(eglImaged3d->getRenderTarget(context, &renderTargetD3D));
+
+ ANGLE_TRY(releaseTexStorage(context));
+ mTexStorage = mRenderer->createTextureStorageEGLImage(eglImaged3d, renderTargetD3D);
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_External::initMipmapImages(const gl::Context *context)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
+ return angle::Result::Stop;
+}
+
+angle::Result TextureD3D_External::getRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ RenderTargetD3D **outRT)
+{
+ UNREACHABLE();
+ return angle::Result::Stop;
+}
+
+bool TextureD3D_External::isImageComplete(const gl::ImageIndex &index) const
+{
+ return (index.getLevelIndex() == 0) ? (mTexStorage != nullptr) : false;
+}
+
+angle::Result TextureD3D_External::initializeStorage(const gl::Context *context, bool renderTarget)
+{
+ // Texture storage is created when an external image is bound
+ ASSERT(mTexStorage);
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_External::createCompleteStorage(bool renderTarget,
+ TexStoragePointer *outStorage) const
+{
+ UNREACHABLE();
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_External::setCompleteTexStorage(const gl::Context *context,
+ TextureStorage *newCompleteTexStorage)
+{
+ UNREACHABLE();
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_External::updateStorage(const gl::Context *context)
+{
+ // Texture storage does not need to be updated since it is already loaded with the latest
+ // external image
+ ASSERT(mTexStorage);
+ return angle::Result::Continue;
+}
+
+gl::ImageIndexIterator TextureD3D_External::imageIterator() const
+{
+ return gl::ImageIndexIterator::Make2D(0, mTexStorage->getLevelCount());
+}
+
+gl::ImageIndex TextureD3D_External::getImageIndex(GLint mip, GLint /*layer*/) const
+{
+ // "layer" does not apply to 2D Textures.
+ return gl::ImageIndex::Make2D(mip);
+}
+
+bool TextureD3D_External::isValidIndex(const gl::ImageIndex &index) const
+{
+ return (mTexStorage && index.getType() == gl::TextureType::External &&
+ index.getLevelIndex() == 0);
+}
+
+void TextureD3D_External::markAllImagesDirty()
+{
+ UNREACHABLE();
+}
+
+TextureD3D_2DMultisample::TextureD3D_2DMultisample(const gl::TextureState &state,
+ RendererD3D *renderer)
+ : TextureD3DImmutableBase(state, renderer)
+{}
+
+TextureD3D_2DMultisample::~TextureD3D_2DMultisample() {}
+
+angle::Result TextureD3D_2DMultisample::setStorageMultisample(const gl::Context *context,
+ gl::TextureType type,
+ GLsizei samples,
+ GLint internalformat,
+ const gl::Extents &size,
+ bool fixedSampleLocations)
+{
+ ASSERT(type == gl::TextureType::_2DMultisample && size.depth == 1);
+
+ // We allocate storage immediately instead of doing it lazily like other TextureD3D classes do.
+ // This requires less state in this class.
+ TexStoragePointer storage(context);
+ storage.reset(mRenderer->createTextureStorage2DMultisample(internalformat, size.width,
+ size.height, static_cast<int>(0),
+ samples, fixedSampleLocations));
+
+ ANGLE_TRY(setCompleteTexStorage(context, storage.get()));
+ storage.release();
+
+ mImmutable = true;
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2DMultisample::setEGLImageTarget(const gl::Context *context,
+ gl::TextureType type,
+ egl::Image *image)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2DMultisample::getRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ RenderTargetD3D **outRT)
+{
+ ASSERT(!index.hasLayer());
+
+ // ensure the underlying texture is created
+ ANGLE_TRY(ensureRenderTarget(context));
+
+ return mTexStorage->getRenderTarget(context, index, outRT);
+}
+
+gl::ImageIndexIterator TextureD3D_2DMultisample::imageIterator() const
+{
+ return gl::ImageIndexIterator::Make2DMultisample();
+}
+
+gl::ImageIndex TextureD3D_2DMultisample::getImageIndex(GLint mip, GLint layer) const
+{
+ return gl::ImageIndex::Make2DMultisample();
+}
+
+bool TextureD3D_2DMultisample::isValidIndex(const gl::ImageIndex &index) const
+{
+ return (mTexStorage && index.getType() == gl::TextureType::_2DMultisample &&
+ index.getLevelIndex() == 0);
+}
+
+GLsizei TextureD3D_2DMultisample::getLayerCount(int level) const
+{
+ return 1;
+}
+
+void TextureD3D_2DMultisample::markAllImagesDirty() {}
+
+angle::Result TextureD3D_2DMultisample::initializeStorage(const gl::Context *context,
+ bool renderTarget)
+{
+ // initializeStorage should only be called in a situation where the texture already has storage
+ // associated with it (storage is created in setStorageMultisample).
+ ASSERT(mTexStorage);
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2DMultisample::createCompleteStorage(bool renderTarget,
+ TexStoragePointer *outStorage) const
+{
+ UNREACHABLE();
+ outStorage->reset(mTexStorage);
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2DMultisample::setCompleteTexStorage(const gl::Context *context,
+ TextureStorage *newCompleteTexStorage)
+{
+ // These textures are immutable, so this should only be ever called once.
+ ASSERT(!mTexStorage);
+ mTexStorage = newCompleteTexStorage;
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2DMultisample::updateStorage(const gl::Context *context)
+{
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2DMultisample::initMipmapImages(const gl::Context *context)
+{
+ UNREACHABLE();
+ return angle::Result::Continue;
+}
+
+bool TextureD3D_2DMultisample::isImageComplete(const gl::ImageIndex &index) const
+{
+ return true;
+}
+
+TextureD3D_2DMultisampleArray::TextureD3D_2DMultisampleArray(const gl::TextureState &state,
+ RendererD3D *renderer)
+ : TextureD3DImmutableBase(state, renderer)
+{}
+
+TextureD3D_2DMultisampleArray::~TextureD3D_2DMultisampleArray() {}
+
+angle::Result TextureD3D_2DMultisampleArray::setStorageMultisample(const gl::Context *context,
+ gl::TextureType type,
+ GLsizei samples,
+ GLint internalformat,
+ const gl::Extents &size,
+ bool fixedSampleLocations)
+{
+ ASSERT(type == gl::TextureType::_2DMultisampleArray);
+
+ mLayerCount = size.depth;
+
+ TexStoragePointer storage(context);
+ storage.reset(mRenderer->createTextureStorage2DMultisampleArray(
+ internalformat, size.width, size.height, size.depth, static_cast<int>(0), samples,
+ fixedSampleLocations));
+
+ ANGLE_TRY(setCompleteTexStorage(context, storage.get()));
+ storage.release();
+
+ mImmutable = true;
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2DMultisampleArray::setEGLImageTarget(const gl::Context *context,
+ gl::TextureType type,
+ egl::Image *image)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context));
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2DMultisampleArray::getRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ RenderTargetD3D **outRT)
+{
+ // ensure the underlying texture is created
+ ANGLE_TRY(ensureRenderTarget(context));
+
+ return mTexStorage->getRenderTarget(context, index, outRT);
+}
+
+gl::ImageIndexIterator TextureD3D_2DMultisampleArray::imageIterator() const
+{
+ return gl::ImageIndexIterator::Make2DMultisampleArray(&mLayerCount);
+}
+
+gl::ImageIndex TextureD3D_2DMultisampleArray::getImageIndex(GLint mip, GLint layer) const
+{
+ return gl::ImageIndex::Make2DMultisampleArray(layer);
+}
+
+bool TextureD3D_2DMultisampleArray::isValidIndex(const gl::ImageIndex &index) const
+{
+ return (mTexStorage && index.getType() == gl::TextureType::_2DMultisampleArray &&
+ index.getLevelIndex() == 0);
+}
+
+GLsizei TextureD3D_2DMultisampleArray::getLayerCount(int level) const
+{
+ return mLayerCount;
+}
+
+void TextureD3D_2DMultisampleArray::markAllImagesDirty() {}
+
+angle::Result TextureD3D_2DMultisampleArray::initializeStorage(const gl::Context *context,
+ bool renderTarget)
+{
+ // initializeStorage should only be called in a situation where the texture already has storage
+ // associated with it (storage is created in setStorageMultisample).
+ ASSERT(mTexStorage);
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2DMultisampleArray::createCompleteStorage(
+ bool renderTarget,
+ TexStoragePointer *outStorage) const
+{
+ UNREACHABLE();
+ outStorage->reset(mTexStorage);
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2DMultisampleArray::setCompleteTexStorage(
+ const gl::Context *context,
+ TextureStorage *newCompleteTexStorage)
+{
+ // These textures are immutable, so this should only be ever called once.
+ ASSERT(!mTexStorage);
+ mTexStorage = newCompleteTexStorage;
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2DMultisampleArray::updateStorage(const gl::Context *context)
+{
+ return angle::Result::Continue;
+}
+
+angle::Result TextureD3D_2DMultisampleArray::initMipmapImages(const gl::Context *context)
+{
+ UNIMPLEMENTED();
+ return angle::Result::Continue;
+}
+
+bool TextureD3D_2DMultisampleArray::isImageComplete(const gl::ImageIndex &index) const
+{
+ return true;
+}
+
+} // namespace rx